mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
Merge branch 'master' into beacons
This commit is contained in:
@@ -3,7 +3,6 @@
|
||||
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|
||||
<listEntry value="org.eclipse.ui.externaltools.launchGroup"/>
|
||||
</listAttribute>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_LOCATION" value="${workspace_loc:/Moose_Framework/Utils/lua/5.1/bin/luadocumentor.bat}"/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_TOOL_ARGUMENTS" value=""Moose\Core\*.lua" "Moose\Wrapper\*.lua" "Moose\Actions\*.lua" "Moose\Functional\*.lua" "Moose\Tasking\*.lua" "Moose\Utilities\*.lua" "Moose\AI\*.lua" --dir "${workspace_loc:/Moose_Framework/docs/Documentation} --style ${workspace_loc:/Moose_Framework/docs/Stylesheet/stylesheet.css}"/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_WORKING_DIRECTORY" value="${workspace_loc:/Moose_Framework/Moose Development}"/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_LOCATION" value="${workspace_loc:/Moose_Framework/Utils/luadocumentor.bat}"/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_WORKING_DIRECTORY" value="${workspace_loc:/Moose_Framework/Utils}"/>
|
||||
</launchConfiguration>
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
<listAttribute key="org.eclipse.debug.ui.favoriteGroups">
|
||||
<listEntry value="org.eclipse.ui.externaltools.launchGroup"/>
|
||||
</listAttribute>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_LOCATION" value="${workspace_loc:/Moose_Framework/Utils/lua/5.1/bin/lua.exe}"/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_LOCATION" value="${workspace_loc:/Moose_Framework/Utils/luarocks/lua5.1.exe}"/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_TOOL_ARGUMENTS" value=""Moose_Create.lua" "D" "${current_date}" "${workspace_loc:/Moose_Framework//Moose Development/Moose}" "${workspace_loc:/Moose_Framework/Moose Mission Setup}""/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_WORKING_DIRECTORY" value="${workspace_loc:/Moose_Framework/Moose Mission Setup}"/>
|
||||
</launchConfiguration>
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
<listAttribute key="org.eclipse.debug.ui.favoriteGroups">
|
||||
<listEntry value="org.eclipse.ui.externaltools.launchGroup"/>
|
||||
</listAttribute>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_LOCATION" value="${workspace_loc:/Moose_Framework/Utils/lua/5.1/bin/lua.exe}"/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_LOCATION" value="${workspace_loc:/Moose_Framework/Utils/luarocks/lua5.1.exe}"/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_TOOL_ARGUMENTS" value=""Moose_Create.lua" "S" "${current_date}" "${workspace_loc:/Moose_Framework//Moose Development/Moose}" "${workspace_loc:/Moose_Framework/Moose Mission Setup}""/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_WORKING_DIRECTORY" value="${workspace_loc:/Moose_Framework/Moose Mission Setup}"/>
|
||||
</launchConfiguration>
|
||||
|
||||
@@ -4,6 +4,5 @@
|
||||
<listEntry value="org.eclipse.ui.externaltools.launchGroup"/>
|
||||
</listAttribute>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_LOCATION" value="${workspace_loc:/Moose_Framework/Moose Mission Setup/Moose Mission Update/Moose_Update_Missions.bat}"/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_TOOL_ARGUMENTS" value=""${folder_prompt}""/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_WORKING_DIRECTORY" value="${workspace_loc:/Moose_Framework/Moose Mission Setup/Moose Mission Update}"/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_WORKING_DIRECTORY" value="${workspace_loc:/Moose_Missions}"/>
|
||||
</launchConfiguration>
|
||||
|
||||
@@ -4,62 +4,22 @@
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
-- ====
|
||||
--
|
||||
-- # 1) @{AI_Balancer#AI_BALANCER} class, extends @{Fsm#FSM_SET}
|
||||
-- # Demo Missions
|
||||
--
|
||||
-- The @{AI_Balancer#AI_BALANCER} class monitors and manages as many replacement AI groups as there are
|
||||
-- CLIENTS in a SET_CLIENT collection, which are not occupied by human players.
|
||||
-- In other words, use AI_BALANCER to simulate human behaviour by spawning in replacement AI in multi player missions.
|
||||
-- ### [AI_BALANCER Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/AIB%20-%20AI%20Balancing)
|
||||
--
|
||||
-- The parent class @{Fsm#FSM_SET} manages the functionality to control the Finite State Machine (FSM).
|
||||
-- The mission designer can tailor the behaviour of the AI_BALANCER, by defining event and state transition methods.
|
||||
-- An explanation about state and event transition methods can be found in the @{FSM} module documentation.
|
||||
-- ### [AI_BALANCER Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AIB%20-%20AI%20Balancing)
|
||||
--
|
||||
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
|
||||
--
|
||||
-- The mission designer can tailor the AI_BALANCER behaviour, by implementing a state or event handling method for the following:
|
||||
-- ====
|
||||
--
|
||||
-- * **@{#AI_BALANCER.OnAfterSpawned}**( AISet, From, Event, To, AIGroup ): Define to add extra logic when an AI is spawned.
|
||||
-- # YouTube Channel
|
||||
--
|
||||
-- ## 1.1) AI_BALANCER construction
|
||||
-- ### [AI_BALANCER YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl2CJVIrL1TdAumuVS8n64B7)
|
||||
--
|
||||
-- Create a new AI_BALANCER object with the @{#AI_BALANCER.New}() method:
|
||||
--
|
||||
-- ## 1.2) AI_BALANCER is a FSM
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ### 1.2.1) AI_BALANCER States
|
||||
--
|
||||
-- * **Monitoring** ( Set ): Monitoring the Set if all AI is spawned for the Clients.
|
||||
-- * **Spawning** ( Set, ClientName ): There is a new AI group spawned with ClientName as the name of reference.
|
||||
-- * **Spawned** ( Set, AIGroup ): A new AI has been spawned. You can handle this event to customize the AI behaviour with other AI FSMs or own processes.
|
||||
-- * **Destroying** ( Set, AIGroup ): The AI is being destroyed.
|
||||
-- * **Returning** ( Set, AIGroup ): The AI is returning to the airbase specified by the ReturnToAirbase methods. Handle this state to customize the return behaviour of the AI, if any.
|
||||
--
|
||||
-- ### 1.2.2) AI_BALANCER Events
|
||||
--
|
||||
-- * **Monitor** ( Set ): Every 10 seconds, the Monitor event is triggered to monitor the Set.
|
||||
-- * **Spawn** ( Set, ClientName ): Triggers when there is a new AI group to be spawned with ClientName as the name of reference.
|
||||
-- * **Spawned** ( Set, AIGroup ): Triggers when a new AI has been spawned. You can handle this event to customize the AI behaviour with other AI FSMs or own processes.
|
||||
-- * **Destroy** ( Set, AIGroup ): The AI is being destroyed.
|
||||
-- * **Return** ( Set, AIGroup ): The AI is returning to the airbase specified by the ReturnToAirbase methods.
|
||||
--
|
||||
-- ## 1.3) AI_BALANCER spawn interval for replacement AI
|
||||
--
|
||||
-- Use the method @{#AI_BALANCER.InitSpawnInterval}() to set the earliest and latest interval in seconds that is waited until a new replacement AI is spawned.
|
||||
--
|
||||
-- ## 1.4) AI_BALANCER returns AI to Airbases
|
||||
--
|
||||
-- By default, When a human player joins a slot that is AI_BALANCED, the AI group will be destroyed by default.
|
||||
-- However, there are 2 additional options that you can use to customize the destroy behaviour.
|
||||
-- When a human player joins a slot, you can configure to let the AI return to:
|
||||
--
|
||||
-- * @{#AI_BALANCER.ReturnToHomeAirbase}: Returns the AI to the **home** @{Airbase#AIRBASE}.
|
||||
-- * @{#AI_BALANCER.ReturnToNearestAirbases}: Returns the AI to the **nearest friendly** @{Airbase#AIRBASE}.
|
||||
--
|
||||
-- Note that when AI returns to an airbase, the AI_BALANCER will trigger the **Return** event and the AI will return,
|
||||
-- otherwise the AI_BALANCER will trigger a **Destroy** event, and the AI will be destroyed.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **API CHANGE HISTORY**
|
||||
@@ -90,12 +50,68 @@
|
||||
--
|
||||
-- @module AI_Balancer
|
||||
|
||||
--- AI_BALANCER class
|
||||
-- @type AI_BALANCER
|
||||
--- @type AI_BALANCER
|
||||
-- @field Core.Set#SET_CLIENT SetClient
|
||||
-- @field Functional.Spawn#SPAWN SpawnAI
|
||||
-- @field Wrapper.Group#GROUP Test
|
||||
-- @extends Core.Fsm#FSM_SET
|
||||
|
||||
|
||||
--- # AI_BALANCER class, extends @{Fsm#FSM_SET}
|
||||
--
|
||||
-- The AI_BALANCER class monitors and manages as many replacement AI groups as there are
|
||||
-- CLIENTS in a SET_CLIENT collection, which are not occupied by human players.
|
||||
-- In other words, use AI_BALANCER to simulate human behaviour by spawning in replacement AI in multi player missions.
|
||||
--
|
||||
-- The parent class @{Fsm#FSM_SET} manages the functionality to control the Finite State Machine (FSM).
|
||||
-- The mission designer can tailor the behaviour of the AI_BALANCER, by defining event and state transition methods.
|
||||
-- An explanation about state and event transition methods can be found in the @{FSM} module documentation.
|
||||
--
|
||||
-- The mission designer can tailor the AI_BALANCER behaviour, by implementing a state or event handling method for the following:
|
||||
--
|
||||
-- * @{#AI_BALANCER.OnAfterSpawned}( AISet, From, Event, To, AIGroup ): Define to add extra logic when an AI is spawned.
|
||||
--
|
||||
-- ## 1. AI_BALANCER construction
|
||||
--
|
||||
-- Create a new AI_BALANCER object with the @{#AI_BALANCER.New}() method:
|
||||
--
|
||||
-- ## 2. AI_BALANCER is a FSM
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ### 2.1. AI_BALANCER States
|
||||
--
|
||||
-- * **Monitoring** ( Set ): Monitoring the Set if all AI is spawned for the Clients.
|
||||
-- * **Spawning** ( Set, ClientName ): There is a new AI group spawned with ClientName as the name of reference.
|
||||
-- * **Spawned** ( Set, AIGroup ): A new AI has been spawned. You can handle this event to customize the AI behaviour with other AI FSMs or own processes.
|
||||
-- * **Destroying** ( Set, AIGroup ): The AI is being destroyed.
|
||||
-- * **Returning** ( Set, AIGroup ): The AI is returning to the airbase specified by the ReturnToAirbase methods. Handle this state to customize the return behaviour of the AI, if any.
|
||||
--
|
||||
-- ### 2.2. AI_BALANCER Events
|
||||
--
|
||||
-- * **Monitor** ( Set ): Every 10 seconds, the Monitor event is triggered to monitor the Set.
|
||||
-- * **Spawn** ( Set, ClientName ): Triggers when there is a new AI group to be spawned with ClientName as the name of reference.
|
||||
-- * **Spawned** ( Set, AIGroup ): Triggers when a new AI has been spawned. You can handle this event to customize the AI behaviour with other AI FSMs or own processes.
|
||||
-- * **Destroy** ( Set, AIGroup ): The AI is being destroyed.
|
||||
-- * **Return** ( Set, AIGroup ): The AI is returning to the airbase specified by the ReturnToAirbase methods.
|
||||
--
|
||||
-- ## 3. AI_BALANCER spawn interval for replacement AI
|
||||
--
|
||||
-- Use the method @{#AI_BALANCER.InitSpawnInterval}() to set the earliest and latest interval in seconds that is waited until a new replacement AI is spawned.
|
||||
--
|
||||
-- ## 4. AI_BALANCER returns AI to Airbases
|
||||
--
|
||||
-- By default, When a human player joins a slot that is AI_BALANCED, the AI group will be destroyed by default.
|
||||
-- However, there are 2 additional options that you can use to customize the destroy behaviour.
|
||||
-- When a human player joins a slot, you can configure to let the AI return to:
|
||||
--
|
||||
-- * @{#AI_BALANCER.ReturnToHomeAirbase}: Returns the AI to the **home** @{Airbase#AIRBASE}.
|
||||
-- * @{#AI_BALANCER.ReturnToNearestAirbases}: Returns the AI to the **nearest friendly** @{Airbase#AIRBASE}.
|
||||
--
|
||||
-- Note that when AI returns to an airbase, the AI_BALANCER will trigger the **Return** event and the AI will return,
|
||||
-- otherwise the AI_BALANCER will trigger a **Destroy** event, and the AI will be destroyed.
|
||||
--
|
||||
-- @field #AI_BALANCER
|
||||
AI_BALANCER = {
|
||||
ClassName = "AI_BALANCER",
|
||||
PatrolZones = {},
|
||||
|
||||
@@ -11,6 +11,22 @@
|
||||
-- * @{#AI_CAP_ZONE}: Perform a CAP in a zone.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # Demo Missions
|
||||
--
|
||||
-- ### [AI_CAP Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/CAP%20-%20Combat%20Air%20Patrol)
|
||||
--
|
||||
-- ### [AI_CAP Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/CAP%20-%20Combat%20Air%20Patrol)
|
||||
--
|
||||
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # YouTube Channel
|
||||
--
|
||||
-- ### [AI_CAP YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl1YCyPxJgoZn-CfhwyeW65L)
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # **API CHANGE HISTORY**
|
||||
--
|
||||
@@ -48,9 +64,9 @@
|
||||
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
|
||||
|
||||
|
||||
--- # 1) @{#AI_CAP_ZONE} class, extends @{AI_CAP#AI_PATROL_ZONE}
|
||||
--- # AI_CAP_ZONE class, extends @{AI_CAP#AI_PATROL_ZONE}
|
||||
--
|
||||
-- The @{#AI_CAP_ZONE} class implements the core functions to patrol a @{Zone} by an AI @{Controllable} or @{Group}
|
||||
-- The AI_CAP_ZONE class implements the core functions to patrol a @{Zone} by an AI @{Controllable} or @{Group}
|
||||
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
|
||||
--
|
||||
-- 
|
||||
@@ -81,22 +97,22 @@
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ## 1.1) AI_CAP_ZONE constructor
|
||||
-- ## 1. AI_CAP_ZONE constructor
|
||||
--
|
||||
-- * @{#AI_CAP_ZONE.New}(): Creates a new AI_CAP_ZONE object.
|
||||
--
|
||||
-- ## 1.2) AI_CAP_ZONE is a FSM
|
||||
-- ## 2. AI_CAP_ZONE is a FSM
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ### 1.2.1) AI_CAP_ZONE States
|
||||
-- ### 2.1 AI_CAP_ZONE States
|
||||
--
|
||||
-- * **None** ( Group ): The process is not started yet.
|
||||
-- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone.
|
||||
-- * **Engaging** ( Group ): The AI is engaging the bogeys.
|
||||
-- * **Returning** ( Group ): The AI is returning to Base..
|
||||
--
|
||||
-- ### 1.2.2) AI_CAP_ZONE Events
|
||||
-- ### 2.2 AI_CAP_ZONE Events
|
||||
--
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
|
||||
@@ -109,7 +125,7 @@
|
||||
-- * **@{#AI_CAP_ZONE.Destroyed}**: The AI has destroyed all bogeys @{Unit}s assigned in the CAS task.
|
||||
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
|
||||
--
|
||||
-- ## 1.3) Set the Range of Engagement
|
||||
-- ## 3. Set the Range of Engagement
|
||||
--
|
||||
-- 
|
||||
--
|
||||
@@ -119,7 +135,7 @@
|
||||
-- The range is applied at the position of the AI.
|
||||
-- Use the method @{AI_CAP#AI_CAP_ZONE.SetEngageRange}() to define that range.
|
||||
--
|
||||
-- ## 1.4) Set the Zone of Engagement
|
||||
-- ## 4. Set the Zone of Engagement
|
||||
--
|
||||
-- 
|
||||
--
|
||||
@@ -129,8 +145,7 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_CAP_ZONE AI_CAP_ZONE
|
||||
--
|
||||
-- @field #AI_CAP_ZONE
|
||||
AI_CAP_ZONE = {
|
||||
ClassName = "AI_CAP_ZONE",
|
||||
}
|
||||
|
||||
@@ -10,6 +10,22 @@
|
||||
--
|
||||
-- * @{#AI_CAS_ZONE}: Perform a CAS in a zone.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # Demo Missions
|
||||
--
|
||||
-- ### [AI_CAS Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/CAS%20-%20Close%20Air%20Support)
|
||||
--
|
||||
-- ### [AI_CAS Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/CAS%20-%20Close%20Air%20Support)
|
||||
--
|
||||
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # YouTube Channel
|
||||
--
|
||||
-- ### [AI_CAS YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl3JBO1WDqqpyYRRmIkR2ir2)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **API CHANGE HISTORY**
|
||||
@@ -46,11 +62,11 @@
|
||||
-- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
|
||||
|
||||
--- # 1) @{#AI_CAS_ZONE} class, extends @{AI_Patrol#AI_PATROL_ZONE}
|
||||
--- # AI_CAS_ZONE class, extends @{AI_Patrol#AI_PATROL_ZONE}
|
||||
--
|
||||
-- @{#AI_CAS_ZONE} derives from the @{AI_Patrol#AI_PATROL_ZONE}, inheriting its methods and behaviour.
|
||||
-- AI_CAS_ZONE derives from the @{AI_Patrol#AI_PATROL_ZONE}, inheriting its methods and behaviour.
|
||||
--
|
||||
-- The @{#AI_CAS_ZONE} class implements the core functions to provide Close Air Support in an Engage @{Zone} by an AIR @{Controllable} or @{Group}.
|
||||
-- The AI_CAS_ZONE class implements the core functions to provide Close Air Support in an Engage @{Zone} by an AIR @{Controllable} or @{Group}.
|
||||
-- The AI_CAS_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.
|
||||
--
|
||||
-- 
|
||||
@@ -104,22 +120,22 @@
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- # 1.1) AI_CAS_ZONE constructor
|
||||
-- # 1. AI_CAS_ZONE constructor
|
||||
--
|
||||
-- * @{#AI_CAS_ZONE.New}(): Creates a new AI_CAS_ZONE object.
|
||||
--
|
||||
-- ## 1.2) AI_CAS_ZONE is a FSM
|
||||
-- ## 2. AI_CAS_ZONE is a FSM
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ### 1.2.1) AI_CAS_ZONE States
|
||||
-- ### 2.1. AI_CAS_ZONE States
|
||||
--
|
||||
-- * **None** ( Group ): The process is not started yet.
|
||||
-- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone.
|
||||
-- * **Engaging** ( Group ): The AI is engaging the targets in the Engage Zone, executing CAS.
|
||||
-- * **Returning** ( Group ): The AI is returning to Base..
|
||||
--
|
||||
-- ### 1.2.2) AI_CAS_ZONE Events
|
||||
-- ### 2.2. AI_CAS_ZONE Events
|
||||
--
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
|
||||
@@ -134,8 +150,7 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_CAS_ZONE AI_CAS_ZONE
|
||||
--
|
||||
-- @field #AI_CAS_ZONE
|
||||
AI_CAS_ZONE = {
|
||||
ClassName = "AI_CAS_ZONE",
|
||||
}
|
||||
|
||||
@@ -12,6 +12,22 @@
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # Demo Missions
|
||||
--
|
||||
-- ### [AI_PATROL Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/PAT%20-%20Patrolling)
|
||||
--
|
||||
-- ### [AI_PATROL Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/PAT%20-%20Patrolling)
|
||||
--
|
||||
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # YouTube Channel
|
||||
--
|
||||
-- ### [AI_PATROL YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl35HvYZKA6G22WMt7iI3zky)
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # **OPEN ISSUES**
|
||||
--
|
||||
-- 2017-01-17: When Spawned AI is located at an airbase, it will be routed first back to the airbase after take-off.
|
||||
@@ -64,9 +80,9 @@
|
||||
-- @field Functional.Spawn#SPAWN CoordTest
|
||||
-- @extends Core.Fsm#FSM_CONTROLLABLE
|
||||
|
||||
--- # 1) @{#AI_PATROL_ZONE} class, extends @{Fsm#FSM_CONTROLLABLE}
|
||||
--- # AI_PATROL_ZONE class, extends @{Fsm#FSM_CONTROLLABLE}
|
||||
--
|
||||
-- The @{#AI_PATROL_ZONE} class implements the core functions to patrol a @{Zone} by an AI @{Controllable} or @{Group}.
|
||||
-- The AI_PATROL_ZONE class implements the core functions to patrol a @{Zone} by an AI @{Controllable} or @{Group}.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
@@ -97,15 +113,15 @@
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ## 1.1) AI_PATROL_ZONE constructor
|
||||
-- ## 1. AI_PATROL_ZONE constructor
|
||||
--
|
||||
-- * @{#AI_PATROL_ZONE.New}(): Creates a new AI_PATROL_ZONE object.
|
||||
--
|
||||
-- ## 1.2) AI_PATROL_ZONE is a FSM
|
||||
-- ## 2. AI_PATROL_ZONE is a FSM
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ### 1.2.1) AI_PATROL_ZONE States
|
||||
-- ### 2.1. AI_PATROL_ZONE States
|
||||
--
|
||||
-- * **None** ( Group ): The process is not started yet.
|
||||
-- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone.
|
||||
@@ -113,7 +129,7 @@
|
||||
-- * **Stopped** ( Group ): The process is stopped.
|
||||
-- * **Crashed** ( Group ): The AI has crashed or is dead.
|
||||
--
|
||||
-- ### 1.2.2) AI_PATROL_ZONE Events
|
||||
-- ### 2.2. AI_PATROL_ZONE Events
|
||||
--
|
||||
-- * **Start** ( Group ): Start the process.
|
||||
-- * **Stop** ( Group ): Stop the process.
|
||||
@@ -123,17 +139,17 @@
|
||||
-- * **Detected** ( Group ): The AI has detected new targets.
|
||||
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
|
||||
--
|
||||
-- ## 1.3) Set or Get the AI controllable
|
||||
-- ## 3. Set or Get the AI controllable
|
||||
--
|
||||
-- * @{#AI_PATROL_ZONE.SetControllable}(): Set the AIControllable.
|
||||
-- * @{#AI_PATROL_ZONE.GetControllable}(): Get the AIControllable.
|
||||
--
|
||||
-- ## 1.4) Set the Speed and Altitude boundaries of the AI controllable
|
||||
-- ## 4. Set the Speed and Altitude boundaries of the AI controllable
|
||||
--
|
||||
-- * @{#AI_PATROL_ZONE.SetSpeed}(): Set the patrol speed boundaries of the AI, for the next patrol.
|
||||
-- * @{#AI_PATROL_ZONE.SetAltitude}(): Set altitude boundaries of the AI, for the next patrol.
|
||||
--
|
||||
-- ## 1.5) Manage the detection process of the AI controllable
|
||||
-- ## 5. Manage the detection process of the AI controllable
|
||||
--
|
||||
-- The detection process of the AI controllable can be manipulated.
|
||||
-- Detection requires an amount of CPU power, which has an impact on your mission performance.
|
||||
@@ -150,7 +166,7 @@
|
||||
-- Note that when the zone is too far away, or the AI is not heading towards the zone, or the AI is too high, no targets may be detected
|
||||
-- according the weather conditions.
|
||||
--
|
||||
-- ## 1.6) Manage the "out of fuel" in the AI_PATROL_ZONE
|
||||
-- ## 6. Manage the "out of fuel" in the AI_PATROL_ZONE
|
||||
--
|
||||
-- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
|
||||
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
|
||||
@@ -159,7 +175,7 @@
|
||||
-- Once the time is finished, the old AI will return to the base.
|
||||
-- Use the method @{#AI_PATROL_ZONE.ManageFuel}() to have this proces in place.
|
||||
--
|
||||
-- ## 1.7) Manage "damage" behaviour of the AI in the AI_PATROL_ZONE
|
||||
-- ## 7. Manage "damage" behaviour of the AI in the AI_PATROL_ZONE
|
||||
--
|
||||
-- When the AI is damaged, it is required that a new AIControllable is started. However, damage cannon be foreseen early on.
|
||||
-- Therefore, when the damage treshold is reached, the AI will return immediately to the home base (RTB).
|
||||
@@ -167,8 +183,7 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_PATROL_ZONE AI_PATROL_ZONE
|
||||
--
|
||||
-- @field #AI_PATROL_ZONE
|
||||
AI_PATROL_ZONE = {
|
||||
ClassName = "AI_PATROL_ZONE",
|
||||
}
|
||||
|
||||
@@ -219,16 +219,17 @@ local _ClassID = 0
|
||||
BASE = {
|
||||
ClassName = "BASE",
|
||||
ClassID = 0,
|
||||
_Private = {},
|
||||
Events = {},
|
||||
States = {}
|
||||
States = {},
|
||||
_ = {},
|
||||
}
|
||||
|
||||
--- The Formation Class
|
||||
-- @type FORMATION
|
||||
-- @field Cone A cone formation.
|
||||
FORMATION = {
|
||||
Cone = "Cone"
|
||||
Cone = "Cone",
|
||||
Vee = "Vee"
|
||||
}
|
||||
|
||||
|
||||
@@ -360,7 +361,7 @@ do -- Event Handling
|
||||
-- @param #BASE self
|
||||
-- @return #number The @{Event} processing Priority.
|
||||
function BASE:GetEventPriority()
|
||||
return self._Private.EventPriority or 5
|
||||
return self._.EventPriority or 5
|
||||
end
|
||||
|
||||
--- Set the Class @{Event} processing Priority.
|
||||
@@ -370,7 +371,7 @@ do -- Event Handling
|
||||
-- @param #number EventPriority The @{Event} processing Priority.
|
||||
-- @return self
|
||||
function BASE:SetEventPriority( EventPriority )
|
||||
self._Private.EventPriority = EventPriority
|
||||
self._.EventPriority = EventPriority
|
||||
end
|
||||
|
||||
--- Remove all subscribed events
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -6,12 +6,14 @@
|
||||
-- ===================================================
|
||||
-- Mission designers can use the DATABASE class to refer to:
|
||||
--
|
||||
-- * STATICS
|
||||
-- * UNITS
|
||||
-- * GROUPS
|
||||
-- * CLIENTS
|
||||
-- * AIRPORTS
|
||||
-- * AIRBASES
|
||||
-- * PLAYERSJOINED
|
||||
-- * PLAYERS
|
||||
-- * CARGOS
|
||||
--
|
||||
-- On top, for internal MOOSE administration purposes, the DATBASE administers the Unit and Group TEMPLATES as defined within the Mission Editor.
|
||||
--
|
||||
@@ -44,6 +46,7 @@ DATABASE = {
|
||||
Templates = {
|
||||
Units = {},
|
||||
Groups = {},
|
||||
Statics = {},
|
||||
ClientsByName = {},
|
||||
ClientsByID = {},
|
||||
},
|
||||
@@ -53,6 +56,7 @@ DATABASE = {
|
||||
PLAYERS = {},
|
||||
PLAYERSJOINED = {},
|
||||
CLIENTS = {},
|
||||
CARGOS = {},
|
||||
AIRBASES = {},
|
||||
COUNTRY_ID = {},
|
||||
COUNTRY_NAME = {},
|
||||
@@ -84,13 +88,15 @@ local _DATABASECategory =
|
||||
function DATABASE:New()
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, BASE:New() )
|
||||
local self = BASE:Inherit( self, BASE:New() ) -- #DATABASE
|
||||
|
||||
self:SetEventPriority( 1 )
|
||||
|
||||
self:HandleEvent( EVENTS.Birth, self._EventOnBirth )
|
||||
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
|
||||
self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
|
||||
self:HandleEvent( EVENTS.NewCargo )
|
||||
self:HandleEvent( EVENTS.DeleteCargo )
|
||||
|
||||
-- Follow alive players and clients
|
||||
self:HandleEvent( EVENTS.PlayerEnterUnit, self._EventOnPlayerEnterUnit )
|
||||
@@ -166,22 +172,24 @@ end
|
||||
|
||||
--- Adds a Airbase based on the Airbase Name in the DATABASE.
|
||||
-- @param #DATABASE self
|
||||
function DATABASE:AddAirbase( DCSAirbaseName )
|
||||
-- @param #string AirbaseName The name of the airbase
|
||||
function DATABASE:AddAirbase( AirbaseName )
|
||||
|
||||
if not self.AIRBASES[DCSAirbaseName] then
|
||||
self.AIRBASES[DCSAirbaseName] = AIRBASE:Register( DCSAirbaseName )
|
||||
if not self.AIRBASES[AirbaseName] then
|
||||
self.AIRBASES[AirbaseName] = AIRBASE:Register( AirbaseName )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Deletes a Airbase from the DATABASE based on the Airbase Name.
|
||||
-- @param #DATABASE self
|
||||
function DATABASE:DeleteAirbase( DCSAirbaseName )
|
||||
-- @param #string AirbaseName The name of the airbase
|
||||
function DATABASE:DeleteAirbase( AirbaseName )
|
||||
|
||||
--self.AIRBASES[DCSAirbaseName] = nil
|
||||
self.AIRBASES[AirbaseName] = nil
|
||||
end
|
||||
|
||||
--- Finds a AIRBASE based on the AirbaseName.
|
||||
--- Finds an AIRBASE based on the AirbaseName.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string AirbaseName
|
||||
-- @return Wrapper.Airbase#AIRBASE The found AIRBASE.
|
||||
@@ -191,6 +199,35 @@ function DATABASE:FindAirbase( AirbaseName )
|
||||
return AirbaseFound
|
||||
end
|
||||
|
||||
--- Adds a Cargo based on the Cargo Name in the DATABASE.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string CargoName The name of the airbase
|
||||
function DATABASE:AddCargo( Cargo )
|
||||
|
||||
if not self.CARGOS[Cargo.Name] then
|
||||
self.CARGOS[Cargo.Name] = Cargo
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Deletes a Cargo from the DATABASE based on the Cargo Name.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string CargoName The name of the airbase
|
||||
function DATABASE:DeleteCargo( CargoName )
|
||||
|
||||
self.CARGOS[CargoName] = nil
|
||||
end
|
||||
|
||||
--- Finds an CARGO based on the CargoName.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string CargoName
|
||||
-- @return Wrapper.Cargo#CARGO The found CARGO.
|
||||
function DATABASE:FindCargo( CargoName )
|
||||
|
||||
local CargoFound = self.CARGOS[CargoName]
|
||||
return CargoFound
|
||||
end
|
||||
|
||||
|
||||
--- Finds a CLIENT based on the ClientName.
|
||||
-- @param #DATABASE self
|
||||
@@ -282,7 +319,7 @@ function DATABASE:Spawn( SpawnTemplate )
|
||||
SpawnTemplate.CountryID = nil
|
||||
SpawnTemplate.CategoryID = nil
|
||||
|
||||
self:_RegisterTemplate( SpawnTemplate, SpawnCoalitionID, SpawnCategoryID, SpawnCountryID )
|
||||
self:_RegisterGroupTemplate( SpawnTemplate, SpawnCoalitionID, SpawnCategoryID, SpawnCountryID )
|
||||
|
||||
self:T3( SpawnTemplate )
|
||||
coalition.addGroup( SpawnCountryID, SpawnCategoryID, SpawnTemplate )
|
||||
@@ -318,7 +355,7 @@ end
|
||||
-- @param #DATABASE self
|
||||
-- @param #table GroupTemplate
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:_RegisterTemplate( GroupTemplate, CoalitionID, CategoryID, CountryID )
|
||||
function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionID, CategoryID, CountryID )
|
||||
|
||||
local GroupTemplateName = env.getValueDictByKey(GroupTemplate.name)
|
||||
|
||||
@@ -396,6 +433,54 @@ function DATABASE:GetGroupTemplate( GroupName )
|
||||
return GroupTemplate
|
||||
end
|
||||
|
||||
--- Private method that registers new Static Templates within the DATABASE Object.
|
||||
-- @param #DATABASE self
|
||||
-- @param #table GroupTemplate
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, CategoryID, CountryID )
|
||||
|
||||
local TraceTable = {}
|
||||
|
||||
local StaticTemplateName = env.getValueDictByKey(StaticTemplate.name)
|
||||
|
||||
self.Templates.Statics[StaticTemplateName] = self.Templates.Statics[StaticTemplateName] or {}
|
||||
|
||||
StaticTemplate.CategoryID = CategoryID
|
||||
StaticTemplate.CoalitionID = CoalitionID
|
||||
StaticTemplate.CountryID = CountryID
|
||||
|
||||
self.Templates.Statics[StaticTemplateName].StaticName = StaticTemplateName
|
||||
self.Templates.Statics[StaticTemplateName].GroupTemplate = StaticTemplate
|
||||
self.Templates.Statics[StaticTemplateName].UnitTemplate = StaticTemplate.units[1]
|
||||
self.Templates.Statics[StaticTemplateName].CategoryID = CategoryID
|
||||
self.Templates.Statics[StaticTemplateName].CoalitionID = CoalitionID
|
||||
self.Templates.Statics[StaticTemplateName].CountryID = CountryID
|
||||
|
||||
|
||||
TraceTable[#TraceTable+1] = "Static"
|
||||
TraceTable[#TraceTable+1] = self.Templates.Statics[StaticTemplateName].GroupName
|
||||
|
||||
TraceTable[#TraceTable+1] = "Coalition"
|
||||
TraceTable[#TraceTable+1] = self.Templates.Statics[StaticTemplateName].CoalitionID
|
||||
TraceTable[#TraceTable+1] = "Category"
|
||||
TraceTable[#TraceTable+1] = self.Templates.Statics[StaticTemplateName].CategoryID
|
||||
TraceTable[#TraceTable+1] = "Country"
|
||||
TraceTable[#TraceTable+1] = self.Templates.Statics[StaticTemplateName].CountryID
|
||||
|
||||
self:E( TraceTable )
|
||||
end
|
||||
|
||||
|
||||
--- @param #DATABASE self
|
||||
function DATABASE:GetStaticUnitTemplate( StaticName )
|
||||
local StaticTemplate = self.Templates.Statics[StaticName].UnitTemplate
|
||||
StaticTemplate.SpawnCoalitionID = self.Templates.Statics[StaticName].CoalitionID
|
||||
StaticTemplate.SpawnCategoryID = self.Templates.Statics[StaticName].CategoryID
|
||||
StaticTemplate.SpawnCountryID = self.Templates.Statics[StaticName].CountryID
|
||||
return StaticTemplate
|
||||
end
|
||||
|
||||
|
||||
function DATABASE:GetGroupNameFromUnitName( UnitName )
|
||||
return self.Templates.Units[UnitName].GroupName
|
||||
end
|
||||
@@ -665,7 +750,7 @@ end
|
||||
|
||||
--- Iterate the DATABASE and call an iterator function for each **alive** UNIT, providing the UNIT and optional parameters.
|
||||
-- @param #DATABASE self
|
||||
-- @param #function IteratorFunction The function that will be called when there is an alive UNIT in the database. The function needs to accept a UNIT parameter.
|
||||
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a UNIT parameter.
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:ForEachUnit( IteratorFunction, FinalizeFunction, ... )
|
||||
self:F2( arg )
|
||||
@@ -677,7 +762,7 @@ end
|
||||
|
||||
--- Iterate the DATABASE and call an iterator function for each **alive** GROUP, providing the GROUP and optional parameters.
|
||||
-- @param #DATABASE self
|
||||
-- @param #function IteratorFunction The function that will be called when there is an alive GROUP in the database. The function needs to accept a GROUP parameter.
|
||||
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a GROUP parameter.
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:ForEachGroup( IteratorFunction, ... )
|
||||
self:F2( arg )
|
||||
@@ -690,7 +775,7 @@ end
|
||||
|
||||
--- Iterate the DATABASE and call an iterator function for each **ALIVE** player, providing the player name and optional parameters.
|
||||
-- @param #DATABASE self
|
||||
-- @param #function IteratorFunction The function that will be called when there is an player in the database. The function needs to accept the player name.
|
||||
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept the player name.
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:ForEachPlayer( IteratorFunction, ... )
|
||||
self:F2( arg )
|
||||
@@ -703,7 +788,7 @@ end
|
||||
|
||||
--- Iterate the DATABASE and call an iterator function for each player who has joined the mission, providing the Unit of the player and optional parameters.
|
||||
-- @param #DATABASE self
|
||||
-- @param #function IteratorFunction The function that will be called when there is was a player in the database. The function needs to accept a UNIT parameter.
|
||||
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a UNIT parameter.
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:ForEachPlayerJoined( IteratorFunction, ... )
|
||||
self:F2( arg )
|
||||
@@ -715,7 +800,7 @@ end
|
||||
|
||||
--- Iterate the DATABASE and call an iterator function for each CLIENT, providing the CLIENT to the function and optional parameters.
|
||||
-- @param #DATABASE self
|
||||
-- @param #function IteratorFunction The function that will be called when there is an alive player in the database. The function needs to accept a CLIENT parameter.
|
||||
-- @param #function IteratorFunction The function that will be called object in the database. The function needs to accept a CLIENT parameter.
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:ForEachClient( IteratorFunction, ... )
|
||||
self:F2( arg )
|
||||
@@ -725,7 +810,44 @@ function DATABASE:ForEachClient( IteratorFunction, ... )
|
||||
return self
|
||||
end
|
||||
|
||||
--- Iterate the DATABASE and call an iterator function for each CARGO, providing the CARGO object to the function and optional parameters.
|
||||
-- @param #DATABASE self
|
||||
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a CLIENT parameter.
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:ForEachCargo( IteratorFunction, ... )
|
||||
self:F2( arg )
|
||||
|
||||
self:ForEach( IteratorFunction, arg, self.CARGOS )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Handles the OnEventNewCargo event.
|
||||
-- @param #DATABASE self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function DATABASE:OnEventNewCargo( EventData )
|
||||
self:F2( { EventData } )
|
||||
|
||||
if EventData.Cargo then
|
||||
self:AddCargo( EventData.Cargo )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Handles the OnEventDeleteCargo.
|
||||
-- @param #DATABASE self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function DATABASE:OnEventDeleteCargo( EventData )
|
||||
self:F2( { EventData } )
|
||||
|
||||
if EventData.Cargo then
|
||||
self:DeleteCargo( EventData.Cargo.Name )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- @param #DATABASE self
|
||||
function DATABASE:_RegisterTemplates()
|
||||
self:F2()
|
||||
|
||||
@@ -781,11 +903,18 @@ function DATABASE:_RegisterTemplates()
|
||||
|
||||
--self.Units[coa_name][countryName][category] = {}
|
||||
|
||||
for group_num, GroupTemplate in pairs(obj_type_data.group) do
|
||||
for group_num, Template in pairs(obj_type_data.group) do
|
||||
|
||||
if GroupTemplate and GroupTemplate.units and type(GroupTemplate.units) == 'table' then --making sure again- this is a valid group
|
||||
self:_RegisterTemplate(
|
||||
GroupTemplate,
|
||||
if obj_type_name ~= "static" and Template and Template.units and type(Template.units) == 'table' then --making sure again- this is a valid group
|
||||
self:_RegisterGroupTemplate(
|
||||
Template,
|
||||
CoalitionSide,
|
||||
_DATABASECategory[string.lower(CategoryName)],
|
||||
CountryID
|
||||
)
|
||||
else
|
||||
self:_RegisterStaticTemplate(
|
||||
Template,
|
||||
CoalitionSide,
|
||||
_DATABASECategory[string.lower(CategoryName)],
|
||||
CountryID
|
||||
|
||||
@@ -197,6 +197,9 @@ EVENT = {
|
||||
ClassID = 0,
|
||||
}
|
||||
|
||||
world.event.S_EVENT_NEW_CARGO = world.event.S_EVENT_MAX + 1000
|
||||
world.event.S_EVENT_DELETE_CARGO = world.event.S_EVENT_MAX + 1001
|
||||
|
||||
--- The different types of events supported by MOOSE.
|
||||
-- Use this structure to subscribe to events using the @{Base#BASE.HandleEvent}() method.
|
||||
-- @type EVENTS
|
||||
@@ -224,13 +227,15 @@ EVENTS = {
|
||||
PlayerComment = world.event.S_EVENT_PLAYER_COMMENT,
|
||||
ShootingStart = world.event.S_EVENT_SHOOTING_START,
|
||||
ShootingEnd = world.event.S_EVENT_SHOOTING_END,
|
||||
NewCargo = world.event.S_EVENT_NEW_CARGO,
|
||||
DeleteCargo = world.event.S_EVENT_DELETE_CARGO,
|
||||
}
|
||||
|
||||
--- The Event structure
|
||||
-- Note that at the beginning of each field description, there is an indication which field will be populated depending on the object type involved in the Event:
|
||||
--
|
||||
-- * A (Object.Category.)UNIT : A UNIT object type is involved in the Event.
|
||||
-- * A (Object.Category.)STATIC : A STATIC object type is involved in the Event.µ
|
||||
-- * A (Object.Category.)STATIC : A STATIC object type is involved in the Event.µ
|
||||
--
|
||||
-- @type EVENTDATA
|
||||
-- @field #number id The identifier of the event.
|
||||
@@ -271,122 +276,156 @@ EVENTS = {
|
||||
-- @field WeaponTgtDCSUnit
|
||||
|
||||
|
||||
|
||||
local _EVENTMETA = {
|
||||
[world.event.S_EVENT_SHOT] = {
|
||||
Order = 1,
|
||||
Side = "I",
|
||||
Event = "OnEventShot",
|
||||
Text = "S_EVENT_SHOT"
|
||||
},
|
||||
[world.event.S_EVENT_HIT] = {
|
||||
Order = 1,
|
||||
Side = "T",
|
||||
Event = "OnEventHit",
|
||||
Text = "S_EVENT_HIT"
|
||||
},
|
||||
[world.event.S_EVENT_TAKEOFF] = {
|
||||
Order = 1,
|
||||
Side = "I",
|
||||
Event = "OnEventTakeoff",
|
||||
Text = "S_EVENT_TAKEOFF"
|
||||
},
|
||||
[world.event.S_EVENT_LAND] = {
|
||||
Order = 1,
|
||||
Side = "I",
|
||||
Event = "OnEventLand",
|
||||
Text = "S_EVENT_LAND"
|
||||
},
|
||||
[world.event.S_EVENT_CRASH] = {
|
||||
Order = -1,
|
||||
Side = "I",
|
||||
Event = "OnEventCrash",
|
||||
Text = "S_EVENT_CRASH"
|
||||
},
|
||||
[world.event.S_EVENT_EJECTION] = {
|
||||
Order = 1,
|
||||
Side = "I",
|
||||
Event = "OnEventEjection",
|
||||
Text = "S_EVENT_EJECTION"
|
||||
},
|
||||
[world.event.S_EVENT_REFUELING] = {
|
||||
Order = 1,
|
||||
Side = "I",
|
||||
Event = "OnEventRefueling",
|
||||
Text = "S_EVENT_REFUELING"
|
||||
},
|
||||
[world.event.S_EVENT_DEAD] = {
|
||||
Order = -1,
|
||||
Side = "I",
|
||||
Event = "OnEventDead",
|
||||
Text = "S_EVENT_DEAD"
|
||||
},
|
||||
[world.event.S_EVENT_PILOT_DEAD] = {
|
||||
Order = 1,
|
||||
Side = "I",
|
||||
Event = "OnEventPilotDead",
|
||||
Text = "S_EVENT_PILOT_DEAD"
|
||||
},
|
||||
[world.event.S_EVENT_BASE_CAPTURED] = {
|
||||
Order = 1,
|
||||
Side = "I",
|
||||
Event = "OnEventBaseCaptured",
|
||||
Text = "S_EVENT_BASE_CAPTURED"
|
||||
},
|
||||
[world.event.S_EVENT_MISSION_START] = {
|
||||
Order = 1,
|
||||
Side = "N",
|
||||
Event = "OnEventMissionStart",
|
||||
Text = "S_EVENT_MISSION_START"
|
||||
},
|
||||
[world.event.S_EVENT_MISSION_END] = {
|
||||
Order = 1,
|
||||
Side = "N",
|
||||
Event = "OnEventMissionEnd",
|
||||
Text = "S_EVENT_MISSION_END"
|
||||
},
|
||||
[world.event.S_EVENT_TOOK_CONTROL] = {
|
||||
Order = 1,
|
||||
Side = "N",
|
||||
Event = "OnEventTookControl",
|
||||
Text = "S_EVENT_TOOK_CONTROL"
|
||||
},
|
||||
[world.event.S_EVENT_REFUELING_STOP] = {
|
||||
Order = 1,
|
||||
Side = "I",
|
||||
Event = "OnEventRefuelingStop",
|
||||
Text = "S_EVENT_REFUELING_STOP"
|
||||
},
|
||||
[world.event.S_EVENT_BIRTH] = {
|
||||
Order = 1,
|
||||
Side = "I",
|
||||
Event = "OnEventBirth",
|
||||
Text = "S_EVENT_BIRTH"
|
||||
},
|
||||
[world.event.S_EVENT_HUMAN_FAILURE] = {
|
||||
Order = 1,
|
||||
Side = "I",
|
||||
Event = "OnEventHumanFailure",
|
||||
Text = "S_EVENT_HUMAN_FAILURE"
|
||||
},
|
||||
[world.event.S_EVENT_ENGINE_STARTUP] = {
|
||||
Order = 1,
|
||||
Side = "I",
|
||||
Event = "OnEventEngineStartup",
|
||||
Text = "S_EVENT_ENGINE_STARTUP"
|
||||
},
|
||||
[world.event.S_EVENT_ENGINE_SHUTDOWN] = {
|
||||
Order = 1,
|
||||
Side = "I",
|
||||
Event = "OnEventEngineShutdown",
|
||||
Text = "S_EVENT_ENGINE_SHUTDOWN"
|
||||
},
|
||||
[world.event.S_EVENT_PLAYER_ENTER_UNIT] = {
|
||||
Order = 1,
|
||||
Side = "I",
|
||||
Event = "OnEventPlayerEnterUnit",
|
||||
Text = "S_EVENT_PLAYER_ENTER_UNIT"
|
||||
},
|
||||
[world.event.S_EVENT_PLAYER_LEAVE_UNIT] = {
|
||||
Order = -1,
|
||||
Side = "I",
|
||||
Event = "OnEventPlayerLeaveUnit",
|
||||
Text = "S_EVENT_PLAYER_LEAVE_UNIT"
|
||||
},
|
||||
[world.event.S_EVENT_PLAYER_COMMENT] = {
|
||||
Order = 1,
|
||||
Side = "I",
|
||||
Event = "OnEventPlayerComment",
|
||||
Text = "S_EVENT_PLAYER_COMMENT"
|
||||
},
|
||||
[world.event.S_EVENT_SHOOTING_START] = {
|
||||
Order = 1,
|
||||
Side = "I",
|
||||
Event = "OnEventShootingStart",
|
||||
Text = "S_EVENT_SHOOTING_START"
|
||||
},
|
||||
[world.event.S_EVENT_SHOOTING_END] = {
|
||||
Order = 1,
|
||||
Side = "I",
|
||||
Event = "OnEventShootingEnd",
|
||||
Text = "S_EVENT_SHOOTING_END"
|
||||
},
|
||||
[EVENTS.NewCargo] = {
|
||||
Order = 1,
|
||||
Event = "OnEventNewCargo",
|
||||
Text = "S_EVENT_NEW_CARGO"
|
||||
},
|
||||
[EVENTS.DeleteCargo] = {
|
||||
Order = 1,
|
||||
Event = "OnEventDeleteCargo",
|
||||
Text = "S_EVENT_DELETE_CARGO"
|
||||
},
|
||||
}
|
||||
|
||||
|
||||
@@ -401,13 +440,6 @@ function EVENT:New()
|
||||
return self
|
||||
end
|
||||
|
||||
function EVENT:EventText( EventID )
|
||||
|
||||
local EventText = _EVENTMETA[EventID].Text
|
||||
|
||||
return EventText
|
||||
end
|
||||
|
||||
|
||||
--- Initializes the Events structure for the event
|
||||
-- @param #EVENT self
|
||||
@@ -419,7 +451,7 @@ function EVENT:Init( EventID, EventClass )
|
||||
|
||||
if not self.Events[EventID] then
|
||||
-- Create a WEAK table to ensure that the garbage collector is cleaning the event links when the object usage is cleaned.
|
||||
self.Events[EventID] = setmetatable( {}, { __mode = "k" } )
|
||||
self.Events[EventID] = {}
|
||||
end
|
||||
|
||||
-- Each event has a subtable of EventClasses, ordered by EventPriority.
|
||||
@@ -429,53 +461,56 @@ function EVENT:Init( EventID, EventClass )
|
||||
end
|
||||
|
||||
if not self.Events[EventID][EventPriority][EventClass] then
|
||||
self.Events[EventID][EventPriority][EventClass] = setmetatable( {}, { __mode = "v" } )
|
||||
self.Events[EventID][EventPriority][EventClass] = {}
|
||||
end
|
||||
return self.Events[EventID][EventPriority][EventClass]
|
||||
end
|
||||
|
||||
--- Removes an Events entry
|
||||
--- Removes a subscription
|
||||
-- @param #EVENT self
|
||||
-- @param Core.Base#BASE EventClass The self instance of the class for which the event is.
|
||||
-- @param Dcs.DCSWorld#world.event EventID
|
||||
-- @return #EVENT.Events
|
||||
function EVENT:Remove( EventClass, EventID )
|
||||
self:F3( { EventClass, _EVENTMETA[EventID].Text } )
|
||||
|
||||
local EventClass = EventClass
|
||||
self:E( { "Removing subscription for class: ", EventClass:GetClassNameAndID() } )
|
||||
|
||||
local EventPriority = EventClass:GetEventPriority()
|
||||
|
||||
self.EventsDead = self.EventsDead or {}
|
||||
self.EventsDead[EventID] = self.EventsDead[EventID] or {}
|
||||
self.EventsDead[EventID][EventPriority] = self.EventsDead[EventID][EventPriority] or {}
|
||||
self.EventsDead[EventID][EventPriority][EventClass] = self.Events[EventID][EventPriority][EventClass]
|
||||
|
||||
self.Events[EventID][EventPriority][EventClass] = nil
|
||||
|
||||
end
|
||||
|
||||
--- Removes an Events entry for a UNIT.
|
||||
--- Resets subscriptions
|
||||
-- @param #EVENT self
|
||||
-- @param #string UnitName The name of the UNIT.
|
||||
-- @param Core.Base#BASE EventClass The self instance of the class for which the event is.
|
||||
-- @param Dcs.DCSWorld#world.event EventID
|
||||
-- @return #EVENT.Events
|
||||
function EVENT:RemoveForUnit( UnitName, EventClass, EventID )
|
||||
self:F3( { EventClass, _EVENTMETA[EventID].Text } )
|
||||
function EVENT:Reset( EventObject )
|
||||
|
||||
local EventClass = EventClass
|
||||
local EventPriority = EventClass:GetEventPriority()
|
||||
local Event = self.Events[EventID][EventPriority][EventClass]
|
||||
Event.EventUnit[UnitName] = nil
|
||||
self:E( { "Resetting subscriptions for class: ", EventObject:GetClassNameAndID() } )
|
||||
|
||||
local EventPriority = EventObject:GetEventPriority()
|
||||
for EventID, EventData in pairs( self.Events ) do
|
||||
if self.EventsDead then
|
||||
if self.EventsDead[EventID] then
|
||||
if self.EventsDead[EventID][EventPriority] then
|
||||
if self.EventsDead[EventID][EventPriority][EventObject] then
|
||||
self.Events[EventID][EventPriority][EventObject] = self.EventsDead[EventID][EventPriority][EventObject]
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Removes an Events entry for a GROUP.
|
||||
-- @param #EVENT self
|
||||
-- @param #string GroupName The name of the GROUP.
|
||||
-- @param Core.Base#BASE EventClass The self instance of the class for which the event is.
|
||||
-- @param Dcs.DCSWorld#world.event EventID
|
||||
-- @return #EVENT.Events
|
||||
function EVENT:RemoveForGroup( GroupName, EventClass, EventID )
|
||||
self:F3( { EventClass, _EVENTMETA[EventID].Text } )
|
||||
|
||||
local EventClass = EventClass
|
||||
local EventPriority = EventClass:GetEventPriority()
|
||||
local Event = self.Events[EventID][EventPriority][EventClass]
|
||||
Event.EventGroup[GroupName] = nil
|
||||
end
|
||||
|
||||
|
||||
--- Clears all event subscriptions for a @{Base#BASE} derived object.
|
||||
-- @param #EVENT self
|
||||
@@ -519,7 +554,6 @@ function EVENT:OnEventGeneric( EventFunction, EventClass, EventID )
|
||||
|
||||
local EventData = self:Init( EventID, EventClass )
|
||||
EventData.EventFunction = EventFunction
|
||||
EventData.EventClass = EventClass
|
||||
|
||||
return self
|
||||
end
|
||||
@@ -536,12 +570,8 @@ function EVENT:OnEventForUnit( UnitName, EventFunction, EventClass, EventID )
|
||||
self:F2( UnitName )
|
||||
|
||||
local EventData = self:Init( EventID, EventClass )
|
||||
if not EventData.EventUnit then
|
||||
EventData.EventUnit = {}
|
||||
end
|
||||
EventData.EventUnit[UnitName] = {}
|
||||
EventData.EventUnit[UnitName].EventFunction = EventFunction
|
||||
EventData.EventUnit[UnitName].EventClass = EventClass
|
||||
EventData.EventUnit = true
|
||||
EventData.EventFunction = EventFunction
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -556,12 +586,8 @@ function EVENT:OnEventForGroup( GroupName, EventFunction, EventClass, EventID )
|
||||
self:F2( GroupName )
|
||||
|
||||
local Event = self:Init( EventID, EventClass )
|
||||
if not Event.EventGroup then
|
||||
Event.EventGroup = {}
|
||||
end
|
||||
Event.EventGroup[GroupName] = {}
|
||||
Event.EventGroup[GroupName].EventFunction = EventFunction
|
||||
Event.EventGroup[GroupName].EventClass = EventClass
|
||||
Event.EventGroup = true
|
||||
Event.EventFunction = EventFunction
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -672,6 +698,39 @@ do -- OnEngineShutDown
|
||||
|
||||
end
|
||||
|
||||
do -- Event Creation
|
||||
|
||||
--- Creation of a New Cargo Event.
|
||||
-- @param #EVENT self
|
||||
-- @param AI.AI_Cargo#AI_CARGO Cargo The Cargo created.
|
||||
function EVENT:CreateEventNewCargo( Cargo )
|
||||
self:F( { Cargo } )
|
||||
|
||||
local Event = {
|
||||
id = EVENTS.NewCargo,
|
||||
time = timer.getTime(),
|
||||
cargo = Cargo,
|
||||
}
|
||||
|
||||
world.onEvent( Event )
|
||||
end
|
||||
|
||||
--- Creation of a Cargo Deletion Event.
|
||||
-- @param #EVENT self
|
||||
-- @param AI.AI_Cargo#AI_CARGO Cargo The Cargo created.
|
||||
function EVENT:CreateEventDeleteCargo( Cargo )
|
||||
self:F( { Cargo } )
|
||||
|
||||
local Event = {
|
||||
id = EVENTS.DeleteCargo,
|
||||
time = timer.getTime(),
|
||||
cargo = Cargo,
|
||||
}
|
||||
|
||||
world.onEvent( Event )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- @param #EVENT self
|
||||
-- @param #EVENTDATA Event
|
||||
@@ -687,10 +746,10 @@ function EVENT:onEvent( Event )
|
||||
return errmsg
|
||||
end
|
||||
|
||||
self:E( _EVENTMETA[Event.id].Text, Event )
|
||||
|
||||
local EventMeta = _EVENTMETA[Event.id]
|
||||
|
||||
if self and self.Events and self.Events[Event.id] then
|
||||
|
||||
|
||||
if Event.initiator then
|
||||
|
||||
@@ -795,12 +854,17 @@ function EVENT:onEvent( Event )
|
||||
--Event.WeaponTgtDCSUnit = Event.Weapon:getTarget()
|
||||
end
|
||||
|
||||
local PriorityOrder = _EVENTMETA[Event.id].Order
|
||||
if Event.cargo then
|
||||
Event.Cargo = Event.cargo
|
||||
Event.CargoName = Event.cargo.Name
|
||||
end
|
||||
|
||||
local PriorityOrder = EventMeta.Order
|
||||
local PriorityBegin = PriorityOrder == -1 and 5 or 1
|
||||
local PriorityEnd = PriorityOrder == -1 and 1 or 5
|
||||
|
||||
if Event.IniObjectCategory ~= 3 then
|
||||
self:E( { _EVENTMETA[Event.id].Text, Event, Event.IniDCSUnitName, Event.TgtDCSUnitName, PriorityOrder } )
|
||||
self:E( { EventMeta.Text, Event, Event.IniDCSUnitName, Event.TgtDCSUnitName, PriorityOrder } )
|
||||
end
|
||||
|
||||
for EventPriority = PriorityBegin, PriorityEnd, PriorityOrder do
|
||||
@@ -810,186 +874,144 @@ function EVENT:onEvent( Event )
|
||||
-- Okay, we got the event from DCS. Now loop the SORTED self.EventSorted[] table for the received Event.id, and for each EventData registered, check if a function needs to be called.
|
||||
for EventClass, EventData in pairs( self.Events[Event.id][EventPriority] ) do
|
||||
|
||||
self:E( { "Evaluating: ", EventClass:GetClassNameAndID() } )
|
||||
|
||||
Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName )
|
||||
Event.TgtGroup = GROUP:FindByName( Event.TgtDCSGroupName )
|
||||
|
||||
-- If the EventData is for a UNIT, the call directly the EventClass EventFunction for that UNIT.
|
||||
if ( Event.IniDCSUnitName and EventData.EventUnit and EventData.EventUnit[Event.IniDCSUnitName] ) or
|
||||
( Event.TgtDCSUnitName and EventData.EventUnit and EventData.EventUnit[Event.TgtDCSUnitName] ) then
|
||||
if EventData.EventUnit then
|
||||
|
||||
if EventData.EventUnit[Event.IniDCSUnitName] then
|
||||
|
||||
-- First test if a EventFunction is Set, otherwise search for the default function
|
||||
if EventData.EventUnit[Event.IniDCSUnitName].EventFunction then
|
||||
-- So now the EventClass must be a UNIT class!!! We check if it is still "Alive".
|
||||
if EventClass:IsAlive() or
|
||||
Event.id == EVENTS.Crash or
|
||||
Event.id == EVENTS.Dead then
|
||||
|
||||
if Event.IniObjectCategory ~= 3 then
|
||||
self:E( { "Calling EventFunction for UNIT ", EventClass:GetClassNameAndID(), ", Unit ", Event.IniUnitName, EventPriority } )
|
||||
end
|
||||
|
||||
local Result, Value = xpcall(
|
||||
function()
|
||||
return EventData.EventUnit[Event.IniDCSUnitName].EventFunction( EventClass, Event )
|
||||
end, ErrorHandler )
|
||||
|
||||
else
|
||||
|
||||
-- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object.
|
||||
local EventFunction = EventClass[ _EVENTMETA[Event.id].Event ]
|
||||
if EventFunction and type( EventFunction ) == "function" then
|
||||
|
||||
-- Now call the default event function.
|
||||
local UnitName = EventClass:GetName()
|
||||
|
||||
if ( EventMeta.Side == "I" and UnitName == Event.IniDCSUnitName ) or
|
||||
( EventMeta.Side == "T" and UnitName == Event.TgtDCSUnitName ) then
|
||||
|
||||
-- First test if a EventFunction is Set, otherwise search for the default function
|
||||
if EventData.EventFunction then
|
||||
|
||||
if Event.IniObjectCategory ~= 3 then
|
||||
self:E( { "Calling " .. _EVENTMETA[Event.id].Event .. " for Class ", EventClass:GetClassNameAndID(), EventPriority } )
|
||||
self:E( { "Calling EventFunction for UNIT ", EventClass:GetClassNameAndID(), ", Unit ", Event.IniUnitName, EventPriority } )
|
||||
end
|
||||
|
||||
|
||||
local Result, Value = xpcall(
|
||||
function()
|
||||
return EventFunction( EventClass, Event )
|
||||
return EventData.EventFunction( EventClass, Event )
|
||||
end, ErrorHandler )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if EventData.EventUnit[Event.TgtDCSUnitName] then
|
||||
|
||||
-- First test if a EventFunction is Set, otherwise search for the default function
|
||||
if EventData.EventUnit[Event.TgtDCSUnitName].EventFunction then
|
||||
|
||||
if Event.IniObjectCategory ~= 3 then
|
||||
self:E( { "Calling EventFunction for UNIT ", EventClass:GetClassNameAndID(), ", Unit ", Event.TgtUnitName, EventPriority } )
|
||||
end
|
||||
|
||||
local Result, Value = xpcall(
|
||||
function()
|
||||
return EventData.EventUnit[Event.TgtDCSUnitName].EventFunction( EventClass, Event )
|
||||
end, ErrorHandler )
|
||||
|
||||
else
|
||||
|
||||
-- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object.
|
||||
local EventFunction = EventClass[ _EVENTMETA[Event.id].Event ]
|
||||
if EventFunction and type( EventFunction ) == "function" then
|
||||
|
||||
-- Now call the default event function.
|
||||
if Event.IniObjectCategory ~= 3 then
|
||||
self:E( { "Calling " .. _EVENTMETA[Event.id].Event .. " for Class ", EventClass:GetClassNameAndID(), EventPriority } )
|
||||
|
||||
else
|
||||
|
||||
-- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object.
|
||||
local EventFunction = EventClass[ EventMeta.Event ]
|
||||
if EventFunction and type( EventFunction ) == "function" then
|
||||
|
||||
-- Now call the default event function.
|
||||
if Event.IniObjectCategory ~= 3 then
|
||||
self:E( { "Calling " .. EventMeta.Event .. " for Class ", EventClass:GetClassNameAndID(), EventPriority } )
|
||||
end
|
||||
|
||||
local Result, Value = xpcall(
|
||||
function()
|
||||
return EventFunction( EventClass, Event )
|
||||
end, ErrorHandler )
|
||||
end
|
||||
|
||||
local Result, Value = xpcall(
|
||||
function()
|
||||
return EventFunction( EventClass, Event )
|
||||
end, ErrorHandler )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
else
|
||||
-- The EventClass is not alive anymore, we remove it from the EventHandlers...
|
||||
self:Remove( EventClass, Event.id )
|
||||
end
|
||||
else
|
||||
|
||||
-- If the EventData is for a GROUP, the call directly the EventClass EventFunction for the UNIT in that GROUP.
|
||||
if ( Event.IniDCSUnitName and Event.IniDCSGroupName and Event.IniGroupName and EventData.EventGroup and EventData.EventGroup[Event.IniGroupName] ) or
|
||||
( Event.TgtDCSUnitName and Event.TgtDCSGroupName and Event.TgtGroupName and EventData.EventGroup and EventData.EventGroup[Event.TgtGroupName] ) then
|
||||
if EventData.EventGroup then
|
||||
|
||||
if EventData.EventGroup[Event.IniGroupName] then
|
||||
-- First test if a EventFunction is Set, otherwise search for the default function
|
||||
if EventData.EventGroup[Event.IniGroupName].EventFunction then
|
||||
-- So now the EventClass must be a GROUP class!!! We check if it is still "Alive".
|
||||
if EventClass:IsAlive() or
|
||||
Event.id == EVENTS.Crash or
|
||||
Event.id == EVENTS.Dead then
|
||||
|
||||
if Event.IniObjectCategory ~= 3 then
|
||||
self:E( { "Calling EventFunction for GROUP ", EventClass:GetClassNameAndID(), ", Unit ", Event.IniUnitName, EventPriority } )
|
||||
end
|
||||
|
||||
local Result, Value = xpcall(
|
||||
function()
|
||||
return EventData.EventGroup[Event.IniGroupName].EventFunction( EventClass, Event )
|
||||
end, ErrorHandler )
|
||||
|
||||
else
|
||||
|
||||
-- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object.
|
||||
local EventFunction = EventClass[ _EVENTMETA[Event.id].Event ]
|
||||
if EventFunction and type( EventFunction ) == "function" then
|
||||
|
||||
-- Now call the default event function.
|
||||
if Event.IniObjectCategory ~= 3 then
|
||||
self:E( { "Calling " .. _EVENTMETA[Event.id].Event .. " for GROUP ", EventClass:GetClassNameAndID(), EventPriority } )
|
||||
end
|
||||
|
||||
local Result, Value = xpcall(
|
||||
function()
|
||||
return EventFunction( EventClass, Event )
|
||||
end, ErrorHandler )
|
||||
end
|
||||
end
|
||||
end
|
||||
-- We can get the name of the EventClass, which is now always a GROUP object.
|
||||
local GroupName = EventClass:GetName()
|
||||
|
||||
if ( EventMeta.Side == "I" and GroupName == Event.IniDCSGroupName ) or
|
||||
( EventMeta.Side == "T" and GroupName == Event.TgtDCSGroupName ) then
|
||||
|
||||
if EventData.EventGroup[Event.TgtGroupName] then
|
||||
if EventData.EventGroup[Event.TgtGroupName].EventFunction then
|
||||
|
||||
if Event.IniObjectCategory ~= 3 then
|
||||
self:E( { "Calling EventFunction for GROUP ", EventClass:GetClassNameAndID(), ", Unit ", Event.TgtUnitName, EventPriority } )
|
||||
end
|
||||
|
||||
local Result, Value = xpcall(
|
||||
function()
|
||||
return EventData.EventGroup[Event.TgtGroupName].EventFunction( EventClass, Event )
|
||||
end, ErrorHandler )
|
||||
|
||||
else
|
||||
|
||||
-- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object.
|
||||
local EventFunction = EventClass[ _EVENTMETA[Event.id].Event ]
|
||||
if EventFunction and type( EventFunction ) == "function" then
|
||||
|
||||
-- Now call the default event function.
|
||||
if Event.IniObjectCategory ~= 3 then
|
||||
self:E( { "Calling " .. _EVENTMETA[Event.id].Event .. " for GROUP ", EventClass:GetClassNameAndID(), EventPriority } )
|
||||
end
|
||||
|
||||
local Result, Value = xpcall(
|
||||
function()
|
||||
return EventFunction( EventClass, Event )
|
||||
end, ErrorHandler )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
else
|
||||
|
||||
-- If the EventData is not bound to a specific unit, then call the EventClass EventFunction.
|
||||
-- Note that here the EventFunction will need to implement and determine the logic for the relevant source- or target unit, or weapon.
|
||||
if (Event.IniDCSUnit or Event.WeaponUNIT) and not EventData.EventUnit then
|
||||
|
||||
if EventClass == EventData.EventClass then
|
||||
|
||||
-- First test if a EventFunction is Set, otherwise search for the default function
|
||||
if EventData.EventFunction then
|
||||
|
||||
-- There is an EventFunction defined, so call the EventFunction.
|
||||
|
||||
if Event.IniObjectCategory ~= 3 then
|
||||
self:E( { "Calling EventFunction for Class ", EventClass:GetClassNameAndID(), EventPriority } )
|
||||
end
|
||||
self:E( { "Calling EventFunction for GROUP ", EventClass:GetClassNameAndID(), ", Unit ", Event.IniUnitName, EventPriority } )
|
||||
end
|
||||
|
||||
local Result, Value = xpcall(
|
||||
function()
|
||||
return EventData.EventFunction( EventClass, Event )
|
||||
end, ErrorHandler )
|
||||
|
||||
else
|
||||
|
||||
|
||||
-- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object.
|
||||
local EventFunction = EventClass[ _EVENTMETA[Event.id].Event ]
|
||||
local EventFunction = EventClass[ EventMeta.Event ]
|
||||
if EventFunction and type( EventFunction ) == "function" then
|
||||
|
||||
-- Now call the default event function.
|
||||
if Event.IniObjectCategory ~= 3 then
|
||||
self:E( { "Calling " .. _EVENTMETA[Event.id].Event .. " for Class ", EventClass:GetClassNameAndID(), EventPriority } )
|
||||
self:E( { "Calling " .. EventMeta.Event .. " for GROUP ", EventClass:GetClassNameAndID(), EventPriority } )
|
||||
end
|
||||
|
||||
|
||||
local Result, Value = xpcall(
|
||||
function()
|
||||
local Result, Value = EventFunction( EventClass, Event )
|
||||
return Result, Value
|
||||
return EventFunction( EventClass, Event )
|
||||
end, ErrorHandler )
|
||||
end
|
||||
end
|
||||
end
|
||||
else
|
||||
-- The EventClass is not alive anymore, we remove it from the EventHandlers...
|
||||
self:Remove( EventClass, Event.id )
|
||||
end
|
||||
else
|
||||
|
||||
-- If the EventData is not bound to a specific unit, then call the EventClass EventFunction.
|
||||
-- Note that here the EventFunction will need to implement and determine the logic for the relevant source- or target unit, or weapon.
|
||||
if not EventData.EventUnit then
|
||||
|
||||
-- First test if a EventFunction is Set, otherwise search for the default function
|
||||
if EventData.EventFunction then
|
||||
|
||||
-- There is an EventFunction defined, so call the EventFunction.
|
||||
if Event.IniObjectCategory ~= 3 then
|
||||
self:E( { "Calling EventFunction for Class ", EventClass:GetClassNameAndID(), EventPriority } )
|
||||
end
|
||||
local Result, Value = xpcall(
|
||||
function()
|
||||
return EventData.EventFunction( EventClass, Event )
|
||||
end, ErrorHandler )
|
||||
else
|
||||
|
||||
-- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object.
|
||||
local EventFunction = EventClass[ EventMeta.Event ]
|
||||
if EventFunction and type( EventFunction ) == "function" then
|
||||
|
||||
-- Now call the default event function.
|
||||
if Event.IniObjectCategory ~= 3 then
|
||||
self:E( { "Calling " .. EventMeta.Event .. " for Class ", EventClass:GetClassNameAndID(), EventPriority } )
|
||||
end
|
||||
|
||||
local Result, Value = xpcall(
|
||||
function()
|
||||
local Result, Value = EventFunction( EventClass, Event )
|
||||
return Result, Value
|
||||
end, ErrorHandler )
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -997,7 +1019,7 @@ function EVENT:onEvent( Event )
|
||||
end
|
||||
end
|
||||
else
|
||||
self:E( { _EVENTMETA[Event.id].Text, Event } )
|
||||
self:E( { EventMeta.Text, Event } )
|
||||
end
|
||||
|
||||
Event = nil
|
||||
|
||||
@@ -5,6 +5,8 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- A Finite State Machine (FSM) models a process flow that transitions between various **States** through triggered **Events**.
|
||||
--
|
||||
-- A FSM can only be in one of a finite number of states.
|
||||
-- The machine is in only one state at a time; the state it is in at any given time is called the **current state**.
|
||||
-- It can change from one state to another when initiated by an **__internal__ or __external__ triggering event**, which is called a **transition**.
|
||||
@@ -90,8 +92,43 @@ do -- FSM
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- # 1) FSM class, extends @{Base#BASE}
|
||||
--- # FSM class, extends @{Base#BASE}
|
||||
--
|
||||
-- A Finite State Machine (FSM) models a process flow that transitions between various **States** through triggered **Events**.
|
||||
--
|
||||
-- A FSM can only be in one of a finite number of states.
|
||||
-- The machine is in only one state at a time; the state it is in at any given time is called the **current state**.
|
||||
-- It can change from one state to another when initiated by an **__internal__ or __external__ triggering event**, which is called a **transition**.
|
||||
-- An **FSM implementation** is defined by **a list of its states**, **its initial state**, and **the triggering events** for **each possible transition**.
|
||||
-- An FSM implementation is composed out of **two parts**, a set of **state transition rules**, and an implementation set of **state transition handlers**, implementing those transitions.
|
||||
--
|
||||
-- The FSM class supports a **hierarchical implementation of a Finite State Machine**,
|
||||
-- that is, it allows to **embed existing FSM implementations in a master FSM**.
|
||||
-- FSM hierarchies allow for efficient FSM re-use, **not having to re-invent the wheel every time again** when designing complex processes.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The above diagram shows a graphical representation of a FSM implementation for a **Task**, which guides a Human towards a Zone,
|
||||
-- orders him to destroy x targets and account the results.
|
||||
-- Other examples of ready made FSM could be:
|
||||
--
|
||||
-- * route a plane to a zone flown by a human
|
||||
-- * detect targets by an AI and report to humans
|
||||
-- * account for destroyed targets by human players
|
||||
-- * handle AI infantry to deploy from or embark to a helicopter or airplane or vehicle
|
||||
-- * let an AI patrol a zone
|
||||
--
|
||||
-- The **MOOSE framework** uses extensively the FSM class and derived FSM\_ classes,
|
||||
-- because **the goal of MOOSE is to simplify mission design complexity for mission building**.
|
||||
-- By efficiently utilizing the FSM class and derived classes, MOOSE allows mission designers to quickly build processes.
|
||||
-- **Ready made FSM-based implementations classes** exist within the MOOSE framework that **can easily be re-used,
|
||||
-- and tailored** by mission designers through **the implementation of Transition Handlers**.
|
||||
-- Each of these FSM implementation classes start either with:
|
||||
--
|
||||
-- * an acronym **AI\_**, which indicates an FSM implementation directing **AI controlled** @{GROUP} and/or @{UNIT}. These AI\_ classes derive the @{#FSM_CONTROLLABLE} class.
|
||||
-- * an acronym **TASK\_**, which indicates an FSM implementation executing a @{TASK} executed by Groups of players. These TASK\_ classes derive the @{#FSM_TASK} class.
|
||||
-- * an acronym **ACT\_**, which indicates an Sub-FSM implementation, directing **Humans actions** that need to be done in a @{TASK}, seated in a @{CLIENT} (slot) or a @{UNIT} (CA join). These ACT\_ classes derive the @{#FSM_PROCESS} class.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The FSM class is the base class of all FSM\_ derived classes. It implements the main functionality to define and execute Finite State Machines.
|
||||
@@ -114,13 +151,13 @@ do -- FSM
|
||||
-- As explained above, a FSM supports **Linear State Transitions** and **Hierarchical State Transitions**, and both can be mixed to make a comprehensive FSM implementation.
|
||||
-- The below documentation has a seperate chapter explaining both transition modes, taking into account the **Transition Rules**, **Transition Handlers** and **Event Triggers**.
|
||||
--
|
||||
-- ## 1.1) FSM Linear Transitions
|
||||
-- ## FSM Linear Transitions
|
||||
--
|
||||
-- Linear Transitions are Transition Rules allowing an FSM to transition from one or multiple possible **From** state(s) towards a **To** state upon a Triggered **Event**.
|
||||
-- The Lineair transition rule evaluation will always be done from the **current state** of the FSM.
|
||||
-- If no valid Transition Rule can be found in the FSM, the FSM will log an error and stop.
|
||||
--
|
||||
-- ### 1.1.1) FSM Transition Rules
|
||||
-- ### FSM Transition Rules
|
||||
--
|
||||
-- The FSM has transition rules that it follows and validates, as it walks the process.
|
||||
-- These rules define when an FSM can transition from a specific state towards an other specific state upon a triggered event.
|
||||
@@ -145,7 +182,7 @@ do -- FSM
|
||||
-- * It can be switched **Off** by triggering event **SwitchOff**.
|
||||
-- * Note that once the Switch is **On** or **Middle**, it can only be switched **Off**.
|
||||
--
|
||||
-- ### Some additional comments:
|
||||
-- #### Some additional comments:
|
||||
--
|
||||
-- Note that Linear Transition Rules **can be declared in a few variations**:
|
||||
--
|
||||
@@ -156,7 +193,7 @@ do -- FSM
|
||||
--
|
||||
-- FsmSwitch:AddTransition( { "On", "Middle" }, "SwitchOff", "Off" )
|
||||
--
|
||||
-- ### 1.1.2) Transition Handling
|
||||
-- ### Transition Handling
|
||||
--
|
||||
-- 
|
||||
--
|
||||
@@ -178,7 +215,7 @@ do -- FSM
|
||||
--
|
||||
-- On top, each of these methods can have a variable amount of parameters passed. See the example in section [1.1.3](#1.1.3\)-event-triggers).
|
||||
--
|
||||
-- ### 1.1.3) Event Triggers
|
||||
-- ### Event Triggers
|
||||
--
|
||||
-- 
|
||||
--
|
||||
@@ -216,7 +253,7 @@ do -- FSM
|
||||
--
|
||||
-- Because ... When Event was asynchronously processed after 5 seconds, Amount was set to 2. So be careful when processing and passing values and objects in asynchronous processing!
|
||||
--
|
||||
-- ### 1.1.4) Linear Transition Example
|
||||
-- ### Linear Transition Example
|
||||
--
|
||||
-- This example is fully implemented in the MOOSE test mission on GITHUB: [FSM-100 - Transition Explanation](https://github.com/FlightControl-Master/MOOSE/blob/master/Moose%20Test%20Missions/FSM%20-%20Finite%20State%20Machine/FSM-100%20-%20Transition%20Explanation/FSM-100%20-%20Transition%20Explanation.lua)
|
||||
--
|
||||
@@ -298,7 +335,7 @@ do -- FSM
|
||||
-- So... When FsmDemo:Stop() is being triggered, the state of FsmDemo will transition from Red or Green to Stopped.
|
||||
-- And there is no transition handling method defined for that transition, thus, no new event is being triggered causing the FsmDemo process flow to halt.
|
||||
--
|
||||
-- ## 1.5) FSM Hierarchical Transitions
|
||||
-- ## FSM Hierarchical Transitions
|
||||
--
|
||||
-- Hierarchical Transitions allow to re-use readily available and implemented FSMs.
|
||||
-- This becomes in very useful for mission building, where mission designers build complex processes and workflows,
|
||||
|
||||
@@ -27,109 +27,26 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- The above menus classes **are derived** from 2 main **abstract** classes defined within the MOOSE framework (so don't use these):
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- 1) MENU_ BASE abstract base classes (don't use them)
|
||||
-- ====================================================
|
||||
-- The underlying base menu classes are **NOT** to be used within your missions.
|
||||
-- These are simply abstract base classes defining a couple of fields that are used by the
|
||||
-- derived MENU_ classes to manage menus.
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- 1.1) @{#MENU_BASE} class, extends @{Base#BASE}
|
||||
-- --------------------------------------------------
|
||||
-- The @{#MENU_BASE} class defines the main MENU class where other MENU classes are derived from.
|
||||
--
|
||||
-- 1.2) @{#MENU_COMMAND_BASE} class, extends @{Base#BASE}
|
||||
-- ----------------------------------------------------------
|
||||
-- The @{#MENU_COMMAND_BASE} class defines the main MENU class where other MENU COMMAND_ classes are derived from, in order to set commands.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- **The next menus define the MENU classes that you can use within your missions.**
|
||||
--
|
||||
-- 2) MENU MISSION classes
|
||||
-- ======================
|
||||
-- The underlying classes manage the menus for a complete mission file.
|
||||
--
|
||||
-- 2.1) @{#MENU_MISSION} class, extends @{Menu#MENU_BASE}
|
||||
-- ---------------------------------------------------------
|
||||
-- The @{Menu#MENU_MISSION} class manages the main menus for a complete mission.
|
||||
-- You can add menus with the @{#MENU_MISSION.New} method, which constructs a MENU_MISSION object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_MISSION.Remove}.
|
||||
--
|
||||
-- 2.2) @{#MENU_MISSION_COMMAND} class, extends @{Menu#MENU_COMMAND_BASE}
|
||||
-- -------------------------------------------------------------------------
|
||||
-- The @{Menu#MENU_MISSION_COMMAND} class manages the command menus for a complete mission, which allow players to execute functions during mission execution.
|
||||
-- You can add menus with the @{#MENU_MISSION_COMMAND.New} method, which constructs a MENU_MISSION_COMMAND object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_MISSION_COMMAND.Remove}.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 3) MENU COALITION classes
|
||||
-- =========================
|
||||
-- The underlying classes manage the menus for whole coalitions.
|
||||
--
|
||||
-- 3.1) @{#MENU_COALITION} class, extends @{Menu#MENU_BASE}
|
||||
-- ------------------------------------------------------------
|
||||
-- The @{Menu#MENU_COALITION} class manages the main menus for coalitions.
|
||||
-- You can add menus with the @{#MENU_COALITION.New} method, which constructs a MENU_COALITION object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_COALITION.Remove}.
|
||||
--
|
||||
-- 3.2) @{Menu#MENU_COALITION_COMMAND} class, extends @{Menu#MENU_COMMAND_BASE}
|
||||
-- ----------------------------------------------------------------------------
|
||||
-- The @{Menu#MENU_COALITION_COMMAND} class manages the command menus for coalitions, which allow players to execute functions during mission execution.
|
||||
-- You can add menus with the @{#MENU_COALITION_COMMAND.New} method, which constructs a MENU_COALITION_COMMAND object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_COALITION_COMMAND.Remove}.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 4) MENU GROUP classes
|
||||
-- =====================
|
||||
-- The underlying classes manage the menus for groups. Note that groups can be inactive, alive or can be destroyed.
|
||||
--
|
||||
-- 4.1) @{Menu#MENU_GROUP} class, extends @{Menu#MENU_BASE}
|
||||
-- --------------------------------------------------------
|
||||
-- The @{Menu#MENU_GROUP} class manages the main menus for coalitions.
|
||||
-- You can add menus with the @{#MENU_GROUP.New} method, which constructs a MENU_GROUP object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_GROUP.Remove}.
|
||||
--
|
||||
-- 4.2) @{Menu#MENU_GROUP_COMMAND} class, extends @{Menu#MENU_COMMAND_BASE}
|
||||
-- ------------------------------------------------------------------------
|
||||
-- The @{Menu#MENU_GROUP_COMMAND} class manages the command menus for coalitions, which allow players to execute functions during mission execution.
|
||||
-- You can add menus with the @{#MENU_GROUP_COMMAND.New} method, which constructs a MENU_GROUP_COMMAND object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_GROUP_COMMAND.Remove}.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 5) MENU CLIENT classes
|
||||
-- ======================
|
||||
-- The underlying classes manage the menus for units with skill level client or player.
|
||||
--
|
||||
-- 5.1) @{Menu#MENU_CLIENT} class, extends @{Menu#MENU_BASE}
|
||||
-- ---------------------------------------------------------
|
||||
-- The @{Menu#MENU_CLIENT} class manages the main menus for coalitions.
|
||||
-- You can add menus with the @{#MENU_CLIENT.New} method, which constructs a MENU_CLIENT object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_CLIENT.Remove}.
|
||||
--
|
||||
-- 5.2) @{Menu#MENU_CLIENT_COMMAND} class, extends @{Menu#MENU_COMMAND_BASE}
|
||||
-- -------------------------------------------------------------------------
|
||||
-- The @{Menu#MENU_CLIENT_COMMAND} class manages the command menus for coalitions, which allow players to execute functions during mission execution.
|
||||
-- You can add menus with the @{#MENU_CLIENT_COMMAND.New} method, which constructs a MENU_CLIENT_COMMAND object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_CLIENT_COMMAND.Remove}.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Contributions: -
|
||||
-- ### Authors: FlightControl : Design & Programming
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Design & Programming
|
||||
--
|
||||
-- @module Menu
|
||||
|
||||
|
||||
do -- MENU_BASE
|
||||
|
||||
--- The MENU_BASE class
|
||||
-- @type MENU_BASE
|
||||
--- @type MENU_BASE
|
||||
-- @extends Base#BASE
|
||||
|
||||
--- # MENU_BASE class, extends @{Base#BASE}
|
||||
-- The MENU_BASE class defines the main MENU class where other MENU classes are derived from.
|
||||
-- This is an abstract class, so don't use it.
|
||||
-- @field #MENU_BASE
|
||||
MENU_BASE = {
|
||||
ClassName = "MENU_BASE",
|
||||
MenuPath = nil,
|
||||
@@ -193,10 +110,15 @@ end
|
||||
|
||||
do -- MENU_COMMAND_BASE
|
||||
|
||||
--- The MENU_COMMAND_BASE class
|
||||
-- @type MENU_COMMAND_BASE
|
||||
--- @type MENU_COMMAND_BASE
|
||||
-- @field #function MenuCallHandler
|
||||
-- @extends Core.Menu#MENU_BASE
|
||||
|
||||
--- # MENU_COMMAND_BASE class, extends @{Base#BASE}
|
||||
-- ----------------------------------------------------------
|
||||
-- The MENU_COMMAND_BASE class defines the main MENU class where other MENU COMMAND_
|
||||
-- classes are derived from, in order to set commands.
|
||||
-- @field #MENU_COMMAND_BASE
|
||||
MENU_COMMAND_BASE = {
|
||||
ClassName = "MENU_COMMAND_BASE",
|
||||
CommandMenuFunction = nil,
|
||||
@@ -224,9 +146,15 @@ end
|
||||
|
||||
do -- MENU_MISSION
|
||||
|
||||
--- The MENU_MISSION class
|
||||
-- @type MENU_MISSION
|
||||
--- @type MENU_MISSION
|
||||
-- @extends Core.Menu#MENU_BASE
|
||||
|
||||
--- # MENU_MISSION class, extends @{Menu#MENU_BASE}
|
||||
--
|
||||
-- The MENU_MISSION class manages the main menus for a complete mission.
|
||||
-- You can add menus with the @{#MENU_MISSION.New} method, which constructs a MENU_MISSION object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_MISSION.Remove}.
|
||||
-- @field #MENU_MISSION
|
||||
MENU_MISSION = {
|
||||
ClassName = "MENU_MISSION"
|
||||
}
|
||||
@@ -291,9 +219,16 @@ end
|
||||
|
||||
do -- MENU_MISSION_COMMAND
|
||||
|
||||
--- The MENU_MISSION_COMMAND class
|
||||
-- @type MENU_MISSION_COMMAND
|
||||
--- @type MENU_MISSION_COMMAND
|
||||
-- @extends Core.Menu#MENU_COMMAND_BASE
|
||||
|
||||
--- # MENU_MISSION_COMMAND class, extends @{Menu#MENU_COMMAND_BASE}
|
||||
--
|
||||
-- The MENU_MISSION_COMMAND class manages the command menus for a complete mission, which allow players to execute functions during mission execution.
|
||||
-- You can add menus with the @{#MENU_MISSION_COMMAND.New} method, which constructs a MENU_MISSION_COMMAND object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_MISSION_COMMAND.Remove}.
|
||||
--
|
||||
-- @field #MENU_MISSION_COMMAND
|
||||
MENU_MISSION_COMMAND = {
|
||||
ClassName = "MENU_MISSION_COMMAND"
|
||||
}
|
||||
@@ -341,9 +276,16 @@ end
|
||||
|
||||
do -- MENU_COALITION
|
||||
|
||||
--- The MENU_COALITION class
|
||||
-- @type MENU_COALITION
|
||||
--- @type MENU_COALITION
|
||||
-- @extends Core.Menu#MENU_BASE
|
||||
|
||||
--- # MENU_COALITION class, extends @{Menu#MENU_BASE}
|
||||
--
|
||||
-- The @{Menu#MENU_COALITION} class manages the main menus for coalitions.
|
||||
-- You can add menus with the @{#MENU_COALITION.New} method, which constructs a MENU_COALITION object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_COALITION.Remove}.
|
||||
--
|
||||
--
|
||||
-- @usage
|
||||
-- -- This demo creates a menu structure for the planes within the red coalition.
|
||||
-- -- To test, join the planes, then look at the other radio menus (Option F10).
|
||||
@@ -380,6 +322,8 @@ do -- MENU_COALITION
|
||||
--
|
||||
-- local MenuAdd = MENU_COALITION_COMMAND:New( coalition.side.RED, "Add Status Menu", MenuCoalitionRed, AddStatusMenu )
|
||||
-- local MenuRemove = MENU_COALITION_COMMAND:New( coalition.side.RED, "Remove Status Menu", MenuCoalitionRed, RemoveStatusMenu )
|
||||
--
|
||||
-- @field #MENU_COALITION
|
||||
MENU_COALITION = {
|
||||
ClassName = "MENU_COALITION"
|
||||
}
|
||||
@@ -446,9 +390,16 @@ end
|
||||
|
||||
do -- MENU_COALITION_COMMAND
|
||||
|
||||
--- The MENU_COALITION_COMMAND class
|
||||
-- @type MENU_COALITION_COMMAND
|
||||
--- @type MENU_COALITION_COMMAND
|
||||
-- @extends Core.Menu#MENU_COMMAND_BASE
|
||||
|
||||
--- # MENU_COALITION_COMMAND class, extends @{Menu#MENU_COMMAND_BASE}
|
||||
--
|
||||
-- The MENU_COALITION_COMMAND class manages the command menus for coalitions, which allow players to execute functions during mission execution.
|
||||
-- You can add menus with the @{#MENU_COALITION_COMMAND.New} method, which constructs a MENU_COALITION_COMMAND object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_COALITION_COMMAND.Remove}.
|
||||
--
|
||||
-- @field #MENU_COALITION_COMMAND
|
||||
MENU_COALITION_COMMAND = {
|
||||
ClassName = "MENU_COALITION_COMMAND"
|
||||
}
|
||||
@@ -506,6 +457,14 @@ do -- MENU_CLIENT
|
||||
--- MENU_COALITION constructor. Creates a new radio command item for a coalition, which can invoke a function with parameters.
|
||||
-- @type MENU_CLIENT
|
||||
-- @extends Core.Menu#MENU_BASE
|
||||
|
||||
|
||||
--- # MENU_CLIENT class, extends @{Menu#MENU_BASE}
|
||||
--
|
||||
-- The MENU_CLIENT class manages the main menus for coalitions.
|
||||
-- You can add menus with the @{#MENU_CLIENT.New} method, which constructs a MENU_CLIENT object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_CLIENT.Remove}.
|
||||
--
|
||||
-- @usage
|
||||
-- -- This demo creates a menu structure for the two clients of planes.
|
||||
-- -- Each client will receive a different menu structure.
|
||||
@@ -555,6 +514,8 @@ do -- MENU_CLIENT
|
||||
-- MENU_CLIENT_COMMAND:New( PlaneClient, "Remove Status Menu Plane 2", MenuManage, RemoveStatusMenu, PlaneClient )
|
||||
-- end
|
||||
-- end, {}, 10, 10 )
|
||||
--
|
||||
-- @field #MENU_CLIENT
|
||||
MENU_CLIENT = {
|
||||
ClassName = "MENU_CLIENT"
|
||||
}
|
||||
@@ -644,9 +605,16 @@ do -- MENU_CLIENT
|
||||
end
|
||||
|
||||
|
||||
--- The MENU_CLIENT_COMMAND class
|
||||
-- @type MENU_CLIENT_COMMAND
|
||||
--- @type MENU_CLIENT_COMMAND
|
||||
-- @extends Core.Menu#MENU_COMMAND
|
||||
|
||||
--- # MENU_CLIENT_COMMAND class, extends @{Menu#MENU_COMMAND_BASE}
|
||||
--
|
||||
-- The MENU_CLIENT_COMMAND class manages the command menus for coalitions, which allow players to execute functions during mission execution.
|
||||
-- You can add menus with the @{#MENU_CLIENT_COMMAND.New} method, which constructs a MENU_CLIENT_COMMAND object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_CLIENT_COMMAND.Remove}.
|
||||
--
|
||||
-- @field #MENU_CLIENT_COMMAND
|
||||
MENU_CLIENT_COMMAND = {
|
||||
ClassName = "MENU_CLIENT_COMMAND"
|
||||
}
|
||||
@@ -730,9 +698,16 @@ do
|
||||
-- These menu classes are handling this logic with this variable.
|
||||
local _MENUGROUPS = {}
|
||||
|
||||
--- The MENU_GROUP class
|
||||
-- @type MENU_GROUP
|
||||
--- @type MENU_GROUP
|
||||
-- @extends Core.Menu#MENU_BASE
|
||||
|
||||
|
||||
--- #MENU_GROUP class, extends @{Menu#MENU_BASE}
|
||||
--
|
||||
-- The MENU_GROUP class manages the main menus for coalitions.
|
||||
-- You can add menus with the @{#MENU_GROUP.New} method, which constructs a MENU_GROUP object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_GROUP.Remove}.
|
||||
--
|
||||
-- @usage
|
||||
-- -- This demo creates a menu structure for the two groups of planes.
|
||||
-- -- Each group will receive a different menu structure.
|
||||
@@ -783,6 +758,7 @@ do
|
||||
-- end
|
||||
-- end, {}, 10, 10 )
|
||||
--
|
||||
-- @field #MENU_GROUP
|
||||
MENU_GROUP = {
|
||||
ClassName = "MENU_GROUP"
|
||||
}
|
||||
@@ -876,9 +852,16 @@ do
|
||||
end
|
||||
|
||||
|
||||
--- The MENU_GROUP_COMMAND class
|
||||
-- @type MENU_GROUP_COMMAND
|
||||
--- @type MENU_GROUP_COMMAND
|
||||
-- @extends Core.Menu#MENU_BASE
|
||||
|
||||
--- # MENU_GROUP_COMMAND class, extends @{Menu#MENU_COMMAND_BASE}
|
||||
--
|
||||
-- The @{Menu#MENU_GROUP_COMMAND} class manages the command menus for coalitions, which allow players to execute functions during mission execution.
|
||||
-- You can add menus with the @{#MENU_GROUP_COMMAND.New} method, which constructs a MENU_GROUP_COMMAND object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_GROUP_COMMAND.Remove}.
|
||||
--
|
||||
-- @field #MENU_GROUP_COMMAND
|
||||
MENU_GROUP_COMMAND = {
|
||||
ClassName = "MENU_GROUP_COMMAND"
|
||||
}
|
||||
|
||||
@@ -4,18 +4,24 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 1) @{Message#MESSAGE} class, extends @{Base#BASE}
|
||||
-- @module Message
|
||||
|
||||
--- The MESSAGE class
|
||||
-- @type MESSAGE
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
--- # MESSAGE class, extends @{Base#BASE}
|
||||
--
|
||||
-- Message System to display Messages to Clients, Coalitions or All.
|
||||
-- Messages are shown on the display panel for an amount of seconds, and will then disappear.
|
||||
-- Messages can contain a category which is indicating the category of the message.
|
||||
--
|
||||
-- ## 1.1) MESSAGE construction
|
||||
-- ## MESSAGE construction
|
||||
--
|
||||
-- Messages are created with @{Message#MESSAGE.New}. Note that when the MESSAGE object is created, no message is sent yet.
|
||||
-- To send messages, you need to use the To functions.
|
||||
--
|
||||
-- ## 1.2) Send messages to an audience
|
||||
-- ## Send messages to an audience
|
||||
--
|
||||
-- Messages are sent:
|
||||
--
|
||||
@@ -26,19 +32,14 @@
|
||||
-- * To the blue coalition using @{Message#MESSAGE.ToBlue}().
|
||||
-- * To all Players using @{Message#MESSAGE.ToAll}().
|
||||
--
|
||||
-- ## 1.3) Send conditionally to an audience
|
||||
-- ## Send conditionally to an audience
|
||||
--
|
||||
-- Messages can be sent conditionally to an audience (when a condition is true):
|
||||
--
|
||||
-- * To all players using @{Message#MESSAGE.ToAllIf}().
|
||||
-- * To a coalition using @{Message#MESSAGE.ToCoalitionIf}().
|
||||
--
|
||||
--
|
||||
-- @module Message
|
||||
|
||||
--- The MESSAGE class
|
||||
-- @type MESSAGE
|
||||
-- @extends Core.Base#BASE
|
||||
-- @field #MESSAGE
|
||||
MESSAGE = {
|
||||
ClassName = "MESSAGE",
|
||||
MessageCategory = 0,
|
||||
|
||||
@@ -1,91 +1,22 @@
|
||||
--- **Core** - **POINT\_VEC** classes define an **extensive API** to **manage 3D points** in the simulation space.
|
||||
--
|
||||
-- 1) @{Point#POINT_VEC3} class, extends @{Base#BASE}
|
||||
-- ==================================================
|
||||
-- The @{Point#POINT_VEC3} class defines a 3D point in the simulator.
|
||||
--
|
||||
-- **Important Note:** Most of the functions in this section were taken from MIST, and reworked to OO concepts.
|
||||
-- In order to keep the credibility of the the author, I want to emphasize that the of the MIST framework was created by Grimes, who you can find on the Eagle Dynamics Forums.
|
||||
--
|
||||
-- ## 1.1) POINT_VEC3 constructor
|
||||
--
|
||||
-- A new POINT_VEC3 instance can be created with:
|
||||
--
|
||||
-- * @{Point#POINT_VEC3.New}(): a 3D point.
|
||||
-- * @{Point#POINT_VEC3.NewFromVec3}(): a 3D point created from a @{DCSTypes#Vec3}.
|
||||
--
|
||||
-- ## 1.2) Manupulate the X, Y, Z coordinates of the point
|
||||
--
|
||||
-- A POINT_VEC3 class works in 3D space. It contains internally an X, Y, Z coordinate.
|
||||
-- Methods exist to manupulate these coordinates.
|
||||
--
|
||||
-- The current X, Y, Z axis can be retrieved with the methods @{#POINT_VEC3.GetX}(), @{#POINT_VEC3.GetY}(), @{#POINT_VEC3.GetZ}() respectively.
|
||||
-- The methods @{#POINT_VEC3.SetX}(), @{#POINT_VEC3.SetY}(), @{#POINT_VEC3.SetZ}() change the respective axis with a new value.
|
||||
-- The current axis values can be changed by using the methods @{#POINT_VEC3.AddX}(), @{#POINT_VEC3.AddY}(), @{#POINT_VEC3.AddZ}()
|
||||
-- to add or substract a value from the current respective axis value.
|
||||
-- Note that the Set and Add methods return the current POINT_VEC3 object, so these manipulation methods can be chained... For example:
|
||||
--
|
||||
-- local Vec3 = PointVec3:AddX( 100 ):AddZ( 150 ):GetVec3()
|
||||
--
|
||||
-- ## 1.3) Create waypoints for routes
|
||||
--
|
||||
-- A POINT_VEC3 can prepare waypoints for Ground, Air and Naval groups to be embedded into a Route.
|
||||
--
|
||||
--
|
||||
-- ## 1.5) Smoke, flare, explode, illuminate
|
||||
--
|
||||
-- At the point a smoke, flare, explosion and illumination bomb can be triggered. Use the following methods:
|
||||
--
|
||||
-- ### 1.5.1) Smoke
|
||||
--
|
||||
-- * @{#POINT_VEC3.Smoke}(): To smoke the point in a certain color.
|
||||
-- * @{#POINT_VEC3.SmokeBlue}(): To smoke the point in blue.
|
||||
-- * @{#POINT_VEC3.SmokeRed}(): To smoke the point in red.
|
||||
-- * @{#POINT_VEC3.SmokeOrange}(): To smoke the point in orange.
|
||||
-- * @{#POINT_VEC3.SmokeWhite}(): To smoke the point in white.
|
||||
-- * @{#POINT_VEC3.SmokeGreen}(): To smoke the point in green.
|
||||
--
|
||||
-- ### 1.5.2) Flare
|
||||
--
|
||||
-- * @{#POINT_VEC3.Flare}(): To flare the point in a certain color.
|
||||
-- * @{#POINT_VEC3.FlareRed}(): To flare the point in red.
|
||||
-- * @{#POINT_VEC3.FlareYellow}(): To flare the point in yellow.
|
||||
-- * @{#POINT_VEC3.FlareWhite}(): To flare the point in white.
|
||||
-- * @{#POINT_VEC3.FlareGreen}(): To flare the point in green.
|
||||
--
|
||||
-- ### 1.5.3) Explode
|
||||
--
|
||||
-- * @{#POINT_VEC3.Explosion}(): To explode the point with a certain intensity.
|
||||
--
|
||||
-- ### 1.5.4) Illuminate
|
||||
--
|
||||
-- * @{#POINT_VEC3.IlluminationBomb}(): To illuminate the point.
|
||||
--
|
||||
--
|
||||
-- 2) @{Point#POINT_VEC2} class, extends @{Point#POINT_VEC3}
|
||||
-- =========================================================
|
||||
-- The @{Point#POINT_VEC2} class defines a 2D point in the simulator. The height coordinate (if needed) will be the land height + an optional added height specified.
|
||||
-- 
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- 2.1) POINT_VEC2 constructor
|
||||
-- ---------------------------
|
||||
-- A new POINT_VEC2 instance can be created with:
|
||||
-- # Demo Missions
|
||||
--
|
||||
-- * @{Point#POINT_VEC2.New}(): a 2D point, taking an additional height parameter.
|
||||
-- * @{Point#POINT_VEC2.NewFromVec2}(): a 2D point created from a @{DCSTypes#Vec2}.
|
||||
-- ### [POINT_VEC Demo Missions source code]()
|
||||
--
|
||||
-- ## 1.2) Manupulate the X, Altitude, Y coordinates of the 2D point
|
||||
-- ### [POINT_VEC Demo Missions, only for beta testers]()
|
||||
--
|
||||
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
|
||||
--
|
||||
-- A POINT_VEC2 class works in 2D space, with an altitude setting. It contains internally an X, Altitude, Y coordinate.
|
||||
-- Methods exist to manupulate these coordinates.
|
||||
-- ====
|
||||
--
|
||||
-- The current X, Altitude, Y axis can be retrieved with the methods @{#POINT_VEC2.GetX}(), @{#POINT_VEC2.GetAlt}(), @{#POINT_VEC2.GetY}() respectively.
|
||||
-- The methods @{#POINT_VEC2.SetX}(), @{#POINT_VEC2.SetAlt}(), @{#POINT_VEC2.SetY}() change the respective axis with a new value.
|
||||
-- The current Lat(itude), Alt(itude), Lon(gitude) values can also be retrieved with the methods @{#POINT_VEC2.GetLat}(), @{#POINT_VEC2.GetAlt}(), @{#POINT_VEC2.GetLon}() respectively.
|
||||
-- The current axis values can be changed by using the methods @{#POINT_VEC2.AddX}(), @{#POINT_VEC2.AddAlt}(), @{#POINT_VEC2.AddY}()
|
||||
-- to add or substract a value from the current respective axis value.
|
||||
-- Note that the Set and Add methods return the current POINT_VEC2 object, so these manipulation methods can be chained... For example:
|
||||
-- # YouTube Channel
|
||||
--
|
||||
-- local Vec2 = PointVec2:AddX( 100 ):AddY( 2000 ):GetVec2()
|
||||
-- ### [POINT_VEC YouTube Channel]()
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -133,6 +64,126 @@
|
||||
-- @field #POINT_VEC3.RoutePointType RoutePointType
|
||||
-- @field #POINT_VEC3.RoutePointAction RoutePointAction
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
--- # POINT_VEC3 class, extends @{Base#BASE}
|
||||
--
|
||||
-- POINT_VEC3 defines a 3D point in the simulator and with its methods, you can use or manipulate the point in 3D space.
|
||||
--
|
||||
-- **Important Note:** Most of the functions in this section were taken from MIST, and reworked to OO concepts.
|
||||
-- In order to keep the credibility of the the author,
|
||||
-- I want to emphasize that the formulas embedded in the MIST framework were created by Grimes or previous authors,
|
||||
-- who you can find on the Eagle Dynamics Forums.
|
||||
--
|
||||
--
|
||||
-- ## POINT_VEC3 constructor
|
||||
--
|
||||
-- A new POINT_VEC3 object can be created with:
|
||||
--
|
||||
-- * @{#POINT_VEC3.New}(): a 3D point.
|
||||
-- * @{#POINT_VEC3.NewFromVec3}(): a 3D point created from a @{DCSTypes#Vec3}.
|
||||
--
|
||||
--
|
||||
-- ## Manupulate the X, Y, Z coordinates of the POINT_VEC3
|
||||
--
|
||||
-- A POINT_VEC3 class works in 3D space. It contains internally an X, Y, Z coordinate.
|
||||
-- Methods exist to manupulate these coordinates.
|
||||
--
|
||||
-- The current X, Y, Z axis can be retrieved with the methods @{#POINT_VEC3.GetX}(), @{#POINT_VEC3.GetY}(), @{#POINT_VEC3.GetZ}() respectively.
|
||||
-- The methods @{#POINT_VEC3.SetX}(), @{#POINT_VEC3.SetY}(), @{#POINT_VEC3.SetZ}() change the respective axis with a new value.
|
||||
-- The current axis values can be changed by using the methods @{#POINT_VEC3.AddX}(), @{#POINT_VEC3.AddY}(), @{#POINT_VEC3.AddZ}()
|
||||
-- to add or substract a value from the current respective axis value.
|
||||
-- Note that the Set and Add methods return the current POINT_VEC3 object, so these manipulation methods can be chained... For example:
|
||||
--
|
||||
-- local Vec3 = PointVec3:AddX( 100 ):AddZ( 150 ):GetVec3()
|
||||
--
|
||||
--
|
||||
-- ## Create waypoints for routes
|
||||
--
|
||||
-- A POINT_VEC3 can prepare waypoints for Ground and Air groups to be embedded into a Route.
|
||||
--
|
||||
-- * @{#POINT_VEC3.RoutePointAir}(): Build an air route point.
|
||||
-- * @{#POINT_VEC3.RoutePointGround}(): Build a ground route point.
|
||||
--
|
||||
-- Route points can be used in the Route methods of the @{Group#GROUP} class.
|
||||
--
|
||||
--
|
||||
-- ## Smoke, flare, explode, illuminate
|
||||
--
|
||||
-- At the point a smoke, flare, explosion and illumination bomb can be triggered. Use the following methods:
|
||||
--
|
||||
-- ### Smoke
|
||||
--
|
||||
-- * @{#POINT_VEC3.Smoke}(): To smoke the point in a certain color.
|
||||
-- * @{#POINT_VEC3.SmokeBlue}(): To smoke the point in blue.
|
||||
-- * @{#POINT_VEC3.SmokeRed}(): To smoke the point in red.
|
||||
-- * @{#POINT_VEC3.SmokeOrange}(): To smoke the point in orange.
|
||||
-- * @{#POINT_VEC3.SmokeWhite}(): To smoke the point in white.
|
||||
-- * @{#POINT_VEC3.SmokeGreen}(): To smoke the point in green.
|
||||
--
|
||||
-- ### Flare
|
||||
--
|
||||
-- * @{#POINT_VEC3.Flare}(): To flare the point in a certain color.
|
||||
-- * @{#POINT_VEC3.FlareRed}(): To flare the point in red.
|
||||
-- * @{#POINT_VEC3.FlareYellow}(): To flare the point in yellow.
|
||||
-- * @{#POINT_VEC3.FlareWhite}(): To flare the point in white.
|
||||
-- * @{#POINT_VEC3.FlareGreen}(): To flare the point in green.
|
||||
--
|
||||
-- ### Explode
|
||||
--
|
||||
-- * @{#POINT_VEC3.Explosion}(): To explode the point with a certain intensity.
|
||||
--
|
||||
-- ### Illuminate
|
||||
--
|
||||
-- * @{#POINT_VEC3.IlluminationBomb}(): To illuminate the point.
|
||||
--
|
||||
--
|
||||
-- ## 3D calculation methods
|
||||
--
|
||||
-- Various calculation methods exist to use or manipulate 3D space. Find below a short description of each method:
|
||||
--
|
||||
-- ### Distance
|
||||
--
|
||||
-- * @{#POINT_VEC3.Get3DDistance}(): Obtain the distance from the current 3D point to the provided 3D point in 3D space.
|
||||
-- * @{#POINT_VEC3.Get2DDistance}(): Obtain the distance from the current 3D point to the provided 3D point in 2D space.
|
||||
--
|
||||
-- ### Angle
|
||||
--
|
||||
-- * @{#POINT_VEC3.GetAngleDegrees}(): Obtain the angle in degrees from the current 3D point with the provided 3D direction vector.
|
||||
-- * @{#POINT_VEC3.GetAngleRadians}(): Obtain the angle in radians from the current 3D point with the provided 3D direction vector.
|
||||
-- * @{#POINT_VEC3.GetDirectionVec3}(): Obtain the 3D direction vector from the current 3D point to the provided 3D point.
|
||||
--
|
||||
-- ### Translation
|
||||
--
|
||||
-- * @{#POINT_VEC3.Translate}(): Translate the current 3D point towards an other 3D point using the given Distance and Angle.
|
||||
--
|
||||
-- ### Get the North correction of the current location
|
||||
--
|
||||
-- * @{#POINT_VEC3.GetNorthCorrection}(): Obtains the north correction at the current 3D point.
|
||||
--
|
||||
--
|
||||
-- ## Point Randomization
|
||||
--
|
||||
-- Various methods exist to calculate random locations around a given 3D point.
|
||||
--
|
||||
-- * @{#POINT_VEC3.GetRandomPointVec2InRadius}(): Provides a random 2D point around the current 3D point, in the given inner to outer band.
|
||||
-- * @{#POINT_VEC3.GetRandomPointVec3InRadius}(): Provides a random 3D point around the current 3D point, in the given inner to outer band.
|
||||
-- * @{#POINT_VEC3.GetRandomVec2InRadius}(): Provides a random 2D vector around the current 3D point, in the given inner to outer band.
|
||||
-- * @{#POINT_VEC3.GetRandomVec3InRadius}(): Provides a random 3D vector around the current 3D point, in the given inner to outer band.
|
||||
--
|
||||
--
|
||||
-- ## Metric system
|
||||
--
|
||||
-- * @{#POINT_VEC3.IsMetric}(): Returns if the 3D point is Metric or Nautical Miles.
|
||||
-- * @{#POINT_VEC3.SetMetric}(): Sets the 3D point to Metric or Nautical Miles.
|
||||
--
|
||||
--
|
||||
-- ## Coorinate text generation
|
||||
--
|
||||
-- * @{#POINT_VEC3.ToStringBR}(): Generates a Bearing & Range text in the format of DDD for DI where DDD is degrees and DI is distance.
|
||||
-- * @{#POINT_VEC3.ToStringLL}(): Generates a Latutude & Longutude text.
|
||||
--
|
||||
-- @field #POINT_VEC3 POINT_VEC3
|
||||
--
|
||||
POINT_VEC3 = {
|
||||
ClassName = "POINT_VEC3",
|
||||
Metric = true,
|
||||
@@ -149,11 +200,38 @@ POINT_VEC3 = {
|
||||
},
|
||||
}
|
||||
|
||||
--- The POINT_VEC2 class
|
||||
-- @type POINT_VEC2
|
||||
--- @type POINT_VEC2
|
||||
-- @field Dcs.DCSTypes#Distance x The x coordinate in meters.
|
||||
-- @field Dcs.DCSTypes#Distance y the y coordinate in meters.
|
||||
-- @extends Core.Point#POINT_VEC3
|
||||
|
||||
--- # POINT_VEC2 class, extends @{Point#POINT_VEC3}
|
||||
--
|
||||
-- The @{Point#POINT_VEC2} class defines a 2D point in the simulator. The height coordinate (if needed) will be the land height + an optional added height specified.
|
||||
--
|
||||
-- ## POINT_VEC2 constructor
|
||||
--
|
||||
-- A new POINT_VEC2 instance can be created with:
|
||||
--
|
||||
-- * @{Point#POINT_VEC2.New}(): a 2D point, taking an additional height parameter.
|
||||
-- * @{Point#POINT_VEC2.NewFromVec2}(): a 2D point created from a @{DCSTypes#Vec2}.
|
||||
--
|
||||
-- ## Manupulate the X, Altitude, Y coordinates of the 2D point
|
||||
--
|
||||
-- A POINT_VEC2 class works in 2D space, with an altitude setting. It contains internally an X, Altitude, Y coordinate.
|
||||
-- Methods exist to manupulate these coordinates.
|
||||
--
|
||||
-- The current X, Altitude, Y axis can be retrieved with the methods @{#POINT_VEC2.GetX}(), @{#POINT_VEC2.GetAlt}(), @{#POINT_VEC2.GetY}() respectively.
|
||||
-- The methods @{#POINT_VEC2.SetX}(), @{#POINT_VEC2.SetAlt}(), @{#POINT_VEC2.SetY}() change the respective axis with a new value.
|
||||
-- The current Lat(itude), Alt(itude), Lon(gitude) values can also be retrieved with the methods @{#POINT_VEC2.GetLat}(), @{#POINT_VEC2.GetAlt}(), @{#POINT_VEC2.GetLon}() respectively.
|
||||
-- The current axis values can be changed by using the methods @{#POINT_VEC2.AddX}(), @{#POINT_VEC2.AddAlt}(), @{#POINT_VEC2.AddY}()
|
||||
-- to add or substract a value from the current respective axis value.
|
||||
-- Note that the Set and Add methods return the current POINT_VEC2 object, so these manipulation methods can be chained... For example:
|
||||
--
|
||||
-- local Vec2 = PointVec2:AddX( 100 ):AddY( 2000 ):GetVec2()
|
||||
--
|
||||
-- @field #POINT_VEC2 POINT_VEC2
|
||||
--
|
||||
POINT_VEC2 = {
|
||||
ClassName = "POINT_VEC2",
|
||||
}
|
||||
@@ -399,11 +477,11 @@ function POINT_VEC3:GetNorthCorrectionRadians()
|
||||
end
|
||||
|
||||
|
||||
--- Return a direction in radians from the POINT_VEC3 using a direction vector in Vec3 format.
|
||||
--- Return an angle in radians from the POINT_VEC3 using a direction vector in Vec3 format.
|
||||
-- @param #POINT_VEC3 self
|
||||
-- @param Dcs.DCSTypes#Vec3 DirectionVec3 The direction vector in Vec3 format.
|
||||
-- @return #number DirectionRadians The direction in radians.
|
||||
function POINT_VEC3:GetDirectionRadians( DirectionVec3 )
|
||||
-- @return #number DirectionRadians The angle in radians.
|
||||
function POINT_VEC3:GetAngleRadians( DirectionVec3 )
|
||||
local DirectionRadians = math.atan2( DirectionVec3.z, DirectionVec3.x )
|
||||
--DirectionRadians = DirectionRadians + self:GetNorthCorrectionRadians()
|
||||
if DirectionRadians < 0 then
|
||||
@@ -412,6 +490,17 @@ function POINT_VEC3:GetDirectionRadians( DirectionVec3 )
|
||||
return DirectionRadians
|
||||
end
|
||||
|
||||
--- Return an angle in degrees from the POINT_VEC3 using a direction vector in Vec3 format.
|
||||
-- @param #POINT_VEC3 self
|
||||
-- @param Dcs.DCSTypes#Vec3 DirectionVec3 The direction vector in Vec3 format.
|
||||
-- @return #number DirectionRadians The angle in degrees.
|
||||
function POINT_VEC3:GetAngleDegrees( DirectionVec3 )
|
||||
local AngleRadians = self:GetAngleRadians(DirectionVec3)
|
||||
local Angle = UTILS.ToDegree( AngleRadians )
|
||||
return Angle
|
||||
end
|
||||
|
||||
|
||||
--- Return the 2D distance in meters between the target POINT_VEC3 and the POINT_VEC3.
|
||||
-- @param #POINT_VEC3 self
|
||||
-- @param #POINT_VEC3 TargetPointVec3 The target POINT_VEC3.
|
||||
@@ -482,7 +571,7 @@ end
|
||||
-- @return #string The BR text.
|
||||
function POINT_VEC3:GetBRText( TargetPointVec3 )
|
||||
local DirectionVec3 = self:GetDirectionVec3( TargetPointVec3 )
|
||||
local AngleRadians = self:GetDirectionRadians( DirectionVec3 )
|
||||
local AngleRadians = self:GetAngleRadians( DirectionVec3 )
|
||||
local Distance = self:Get2DDistance( TargetPointVec3 )
|
||||
return self:ToStringBR( AngleRadians, Distance )
|
||||
end
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
--- **Core** - The RADIO class is responsible for **transmitting radio communications**.
|
||||
--
|
||||
-- --- bitmap
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -27,19 +27,20 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Authors: Hugues "Grey_Echo" Bousquet
|
||||
-- ### Author: Hugues "Grey_Echo" Bousquet
|
||||
--
|
||||
-- @module Radio
|
||||
|
||||
|
||||
--- # 1) RADIO class, extends @{Base#BASE}
|
||||
--
|
||||
-- ## 1.1) RADIO usage
|
||||
--
|
||||
-- There are 3 steps to a successful radio transmission.
|
||||
--
|
||||
-- * First, you need to **"add" a @{#RADIO} object** to your @{Positionable#POSITIONABLE}. This is done using the @{Positionable#POSITIONABLE.GetRadio}() function,
|
||||
-- * First, you need to **"add a @{#RADIO} object** to your @{Positionable#POSITIONABLE}. This is done using the @{Positionable#POSITIONABLE.GetRadio}() function,
|
||||
-- * Then, you will **set the relevant parameters** to the transmission (see below),
|
||||
-- * When done, you can actually **broadcast the transmission** (i.e. play the sound) with the @{Positionable#POSITIONABLE.Broadcast}() function.
|
||||
-- * When done, you can actually **broadcast the transmission** (i.e. play the sound) with the @{RADIO.Broadcast}() function.
|
||||
--
|
||||
-- Methods to set relevant parameters for both a @{Unit#UNIT} or a @{Group#GROUP} or any other @{Positionable#POSITIONABLE}
|
||||
--
|
||||
@@ -53,7 +54,7 @@
|
||||
-- * @{#RADIO.SetSubtitle}() : Set both the subtitle and its duration,
|
||||
-- * @{#RADIO.NewUnitTransmission}() : Shortcut to set all the relevant parameters in one method call
|
||||
--
|
||||
-- Additional Methods to set relevant parameters if the transmiter is any other @{Wrapper.Positionable#POSITIONABLE}
|
||||
-- Additional Methods to set relevant parameters if the transmiter is any other @{Positionable#POSITIONABLE}
|
||||
--
|
||||
-- * @{#RADIO.SetPower}() : Sets the power of the antenna in Watts
|
||||
-- * @{#RADIO.NewGenericTransmission}() : Shortcut to set all the relevant parameters in one method call
|
||||
@@ -68,7 +69,7 @@
|
||||
-- * Note that if the transmission has a subtitle, it will be readable, regardless of the quality of the transmission.
|
||||
--
|
||||
-- @type RADIO
|
||||
-- @field Wrapper.Positionable#POSITIONABLE Positionable The transmiter
|
||||
-- @field Positionable#POSITIONABLE Positionable The transmiter
|
||||
-- @field #string FileName Name of the sound file
|
||||
-- @field #number Frequency Frequency of the transmission in Hz
|
||||
-- @field #number Modulation Modulation of the transmission (either radio.modulation.AM or radio.modulation.FM)
|
||||
|
||||
@@ -4,31 +4,30 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 1) @{Scheduler#SCHEDULER} class, extends @{Base#BASE}
|
||||
-- SCHEDULER manages the **scheduling of functions**:
|
||||
--
|
||||
-- The @{Scheduler#SCHEDULER} class creates schedule.
|
||||
--
|
||||
-- ## 1.1) SCHEDULER constructor
|
||||
--
|
||||
-- The SCHEDULER class is quite easy to use, but note that the New constructor has variable parameters:
|
||||
--
|
||||
-- * @{Scheduler#SCHEDULER.New}( nil ): Setup a new SCHEDULER object, which is persistently executed after garbage collection.
|
||||
-- * @{Scheduler#SCHEDULER.New}( Object ): Setup a new SCHEDULER object, which is linked to the Object. When the Object is nillified or destroyed, the SCHEDULER object will also be destroyed and stopped after garbage collection.
|
||||
-- * @{Scheduler#SCHEDULER.New}( nil, Function, FunctionArguments, Start, ... ): Setup a new persistent SCHEDULER object, and start a new schedule for the Function with the defined FunctionArguments according the Start and sequent parameters.
|
||||
-- * @{Scheduler#SCHEDULER.New}( Object, Function, FunctionArguments, Start, ... ): Setup a new SCHEDULER object, linked to Object, and start a new schedule for the Function with the defined FunctionArguments according the Start and sequent parameters.
|
||||
--
|
||||
-- ## 1.2) SCHEDULER timer stopping and (re-)starting.
|
||||
--
|
||||
-- The SCHEDULER can be stopped and restarted with the following methods:
|
||||
--
|
||||
-- * @{Scheduler#SCHEDULER.Start}(): (Re-)Start the schedules within the SCHEDULER object. If a CallID is provided to :Start(), only the schedule referenced by CallID will be (re-)started.
|
||||
-- * @{Scheduler#SCHEDULER.Stop}(): Stop the schedules within the SCHEDULER object. If a CallID is provided to :Stop(), then only the schedule referenced by CallID will be stopped.
|
||||
--
|
||||
-- ## 1.3) Create a new schedule
|
||||
--
|
||||
-- With @{Scheduler#SCHEDULER.Schedule}() a new time event can be scheduled. This function is used by the :New() constructor when a new schedule is planned.
|
||||
-- * optionally in an optional specified time interval,
|
||||
-- * optionally **repeating** with a specified time repeat interval,
|
||||
-- * optionally **randomizing** with a specified time interval randomization factor,
|
||||
-- * optionally **stop** the repeating after a specified time interval.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # Demo Missions
|
||||
--
|
||||
-- ### [SCHEDULER Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/SCH%20-%20Scheduler)
|
||||
--
|
||||
-- ### [SCHEDULER Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SCH%20-%20Scheduler)
|
||||
--
|
||||
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # YouTube Channel
|
||||
--
|
||||
-- ### [SCHEDULER YouTube Channel (none)]()
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
@@ -38,10 +37,6 @@
|
||||
--
|
||||
-- * FlightControl : Design & Programming
|
||||
--
|
||||
-- ### Test Missions:
|
||||
--
|
||||
-- * SCH - Scheduler
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Scheduler
|
||||
@@ -51,6 +46,153 @@
|
||||
-- @type SCHEDULER
|
||||
-- @field #number ScheduleID the ID of the scheduler.
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- # SCHEDULER class, extends @{Base#BASE}
|
||||
--
|
||||
-- The SCHEDULER class creates schedule.
|
||||
--
|
||||
-- A SCHEDULER can manage **multiple** (repeating) schedules. Each planned or executing schedule has a unique **ScheduleID**.
|
||||
-- The ScheduleID is returned when the method @{#SCHEDULER.Schedule}() is called.
|
||||
-- It is recommended to store the ScheduleID in a variable, as it is used in the methods @{SCHEDULER.Start}() and @{SCHEDULER.Stop}(),
|
||||
-- which can start and stop specific repeating schedules respectively within a SCHEDULER object.
|
||||
--
|
||||
-- ## SCHEDULER constructor
|
||||
--
|
||||
-- The SCHEDULER class is quite easy to use, but note that the New constructor has variable parameters:
|
||||
--
|
||||
-- The @{#SCHEDULER.New}() method returns 2 variables:
|
||||
--
|
||||
-- 1. The SCHEDULER object reference.
|
||||
-- 2. The first schedule planned in the SCHEDULER object.
|
||||
--
|
||||
-- To clarify the different appliances, lets have a look at the following examples:
|
||||
--
|
||||
-- ### Construct a SCHEDULER object without a persistent schedule.
|
||||
--
|
||||
-- * @{#SCHEDULER.New}( nil ): Setup a new SCHEDULER object, which is persistently executed after garbage collection.
|
||||
--
|
||||
-- SchedulerObject = SCHEDULER:New()
|
||||
-- SchedulerID = SchedulerObject:Schedule( nil, ScheduleFunction, {} )
|
||||
--
|
||||
-- The above example creates a new SchedulerObject, but does not schedule anything.
|
||||
-- A separate schedule is created by using the SchedulerObject using the method :Schedule..., which returns a ScheduleID
|
||||
--
|
||||
-- ### Construct a SCHEDULER object without a volatile schedule, but volatile to the Object existence...
|
||||
--
|
||||
-- * @{#SCHEDULER.New}( Object ): Setup a new SCHEDULER object, which is linked to the Object. When the Object is nillified or destroyed, the SCHEDULER object will also be destroyed and stopped after garbage collection.
|
||||
--
|
||||
-- ZoneObject = ZONE:New( "ZoneName" )
|
||||
-- SchedulerObject = SCHEDULER:New( ZoneObject )
|
||||
-- SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {} )
|
||||
-- ...
|
||||
-- ZoneObject = nil
|
||||
-- garbagecollect()
|
||||
--
|
||||
-- The above example creates a new SchedulerObject, but does not schedule anything, and is bound to the existence of ZoneObject, which is a ZONE.
|
||||
-- A separate schedule is created by using the SchedulerObject using the method :Schedule()..., which returns a ScheduleID
|
||||
-- Later in the logic, the ZoneObject is put to nil, and garbage is collected.
|
||||
-- As a result, the ScheduleObject will cancel any planned schedule.
|
||||
--
|
||||
-- ### Construct a SCHEDULER object with a persistent schedule.
|
||||
--
|
||||
-- * @{#SCHEDULER.New}( nil, Function, FunctionArguments, Start, ... ): Setup a new persistent SCHEDULER object, and start a new schedule for the Function with the defined FunctionArguments according the Start and sequent parameters.
|
||||
--
|
||||
-- SchedulerObject, SchedulerID = SCHEDULER:New( nil, ScheduleFunction, {} )
|
||||
--
|
||||
-- The above example creates a new SchedulerObject, and does schedule the first schedule as part of the call.
|
||||
-- Note that 2 variables are returned here: SchedulerObject, ScheduleID...
|
||||
--
|
||||
-- ### Construct a SCHEDULER object without a schedule, but volatile to the Object existence...
|
||||
--
|
||||
-- * @{#SCHEDULER.New}( Object, Function, FunctionArguments, Start, ... ): Setup a new SCHEDULER object, linked to Object, and start a new schedule for the Function with the defined FunctionArguments according the Start and sequent parameters.
|
||||
--
|
||||
-- ZoneObject = ZONE:New( "ZoneName" )
|
||||
-- SchedulerObject, SchedulerID = SCHEDULER:New( ZoneObject, ScheduleFunction, {} )
|
||||
-- SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {} )
|
||||
-- ...
|
||||
-- ZoneObject = nil
|
||||
-- garbagecollect()
|
||||
--
|
||||
-- The above example creates a new SchedulerObject, and schedules a method call (ScheduleFunction),
|
||||
-- and is bound to the existence of ZoneObject, which is a ZONE object (ZoneObject).
|
||||
-- Both a ScheduleObject and a SchedulerID variable are returned.
|
||||
-- Later in the logic, the ZoneObject is put to nil, and garbage is collected.
|
||||
-- As a result, the ScheduleObject will cancel the planned schedule.
|
||||
--
|
||||
-- ## SCHEDULER timer stopping and (re-)starting.
|
||||
--
|
||||
-- The SCHEDULER can be stopped and restarted with the following methods:
|
||||
--
|
||||
-- * @{#SCHEDULER.Start}(): (Re-)Start the schedules within the SCHEDULER object. If a CallID is provided to :Start(), only the schedule referenced by CallID will be (re-)started.
|
||||
-- * @{#SCHEDULER.Stop}(): Stop the schedules within the SCHEDULER object. If a CallID is provided to :Stop(), then only the schedule referenced by CallID will be stopped.
|
||||
--
|
||||
-- ZoneObject = ZONE:New( "ZoneName" )
|
||||
-- SchedulerObject, SchedulerID = SCHEDULER:New( ZoneObject, ScheduleFunction, {} )
|
||||
-- SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 10 )
|
||||
-- ...
|
||||
-- SchedulerObject:Stop( SchedulerID )
|
||||
-- ...
|
||||
-- SchedulerObject:Start( SchedulerID )
|
||||
--
|
||||
-- The above example creates a new SchedulerObject, and does schedule the first schedule as part of the call.
|
||||
-- Note that 2 variables are returned here: SchedulerObject, ScheduleID...
|
||||
-- Later in the logic, the repeating schedule with SchedulerID is stopped.
|
||||
-- A bit later, the repeating schedule with SchedulerId is (re)-started.
|
||||
--
|
||||
-- ## Create a new schedule
|
||||
--
|
||||
-- With the method @{#SCHEDULER.Schedule}() a new time event can be scheduled.
|
||||
-- This method is used by the :New() constructor when a new schedule is planned.
|
||||
--
|
||||
-- Consider the following code fragment of the SCHEDULER object creation.
|
||||
--
|
||||
-- ZoneObject = ZONE:New( "ZoneName" )
|
||||
-- SchedulerObject = SCHEDULER:New( ZoneObject )
|
||||
--
|
||||
-- Several parameters can be specified that influence the behaviour of a Schedule.
|
||||
--
|
||||
-- ### A single schedule, immediately executed
|
||||
--
|
||||
-- SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {} )
|
||||
--
|
||||
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within milleseconds ...
|
||||
--
|
||||
-- ### A single schedule, planned over time
|
||||
--
|
||||
-- SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {}, 10 )
|
||||
--
|
||||
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds ...
|
||||
--
|
||||
-- ### A schedule with a repeating time interval, planned over time
|
||||
--
|
||||
-- SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 60 )
|
||||
--
|
||||
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds,
|
||||
-- and repeating 60 every seconds ...
|
||||
--
|
||||
-- ### A schedule with a repeating time interval, planned over time, with time interval randomization
|
||||
--
|
||||
-- SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 60, 0.5 )
|
||||
--
|
||||
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds,
|
||||
-- and repeating 60 seconds, with a 50% time interval randomization ...
|
||||
-- So the repeating time interval will be randomized using the **0.5**,
|
||||
-- and will calculate between **60 - ( 60 * 0.5 )** and **60 + ( 60 * 0.5 )** for each repeat,
|
||||
-- which is in this example between **30** and **90** seconds.
|
||||
--
|
||||
-- ### A schedule with a repeating time interval, planned over time, with time interval randomization, and stop after a time interval
|
||||
--
|
||||
-- SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 60, 0.5, 300 )
|
||||
--
|
||||
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds,
|
||||
-- The schedule will repeat every 60 seconds.
|
||||
-- So the repeating time interval will be randomized using the **0.5**,
|
||||
-- and will calculate between **60 - ( 60 * 0.5 )** and **60 + ( 60 * 0.5 )** for each repeat,
|
||||
-- which is in this example between **30** and **90** seconds.
|
||||
-- The schedule will stop after **300** seconds.
|
||||
--
|
||||
-- @field #SCHEDULER
|
||||
SCHEDULER = {
|
||||
ClassName = "SCHEDULER",
|
||||
Schedules = {},
|
||||
|
||||
@@ -124,7 +124,7 @@ end
|
||||
-- @param Core.Base#BASE Object
|
||||
-- @return Core.Base#BASE The added BASE Object.
|
||||
function SET_BASE:Add( ObjectName, Object )
|
||||
self:F2( ObjectName )
|
||||
self:F( ObjectName )
|
||||
|
||||
local t = { _ = Object }
|
||||
|
||||
@@ -1374,7 +1374,7 @@ function SET_UNIT:ForEachUnitCompletelyInZone( ZoneObject, IteratorFunction, ...
|
||||
--- @param Core.Zone#ZONE_BASE ZoneObject
|
||||
-- @param Wrapper.Unit#UNIT UnitObject
|
||||
function( ZoneObject, UnitObject )
|
||||
if UnitObject:IsCompletelyInZone( ZoneObject ) then
|
||||
if UnitObject:IsInZone( ZoneObject ) then
|
||||
return true
|
||||
else
|
||||
return false
|
||||
@@ -2391,3 +2391,346 @@ function SET_AIRBASE:IsIncludeObject( MAirbase )
|
||||
self:T2( MAirbaseInclude )
|
||||
return MAirbaseInclude
|
||||
end
|
||||
|
||||
--- @type SET_CARGO
|
||||
-- @extends Core.Set#SET_BASE
|
||||
|
||||
--- # SET_CARGO class, extends @{Set#SET_BASE}
|
||||
--
|
||||
-- Mission designers can use the @{Set#SET_CARGO} class to build sets of cargos optionally belonging to certain:
|
||||
--
|
||||
-- * Coalitions
|
||||
-- * Types
|
||||
-- * Name or Prefix
|
||||
--
|
||||
-- ## SET_CARGO constructor
|
||||
--
|
||||
-- Create a new SET_CARGO object with the @{#SET_CARGO.New} method:
|
||||
--
|
||||
-- * @{#SET_CARGO.New}: Creates a new SET_CARGO object.
|
||||
--
|
||||
-- ## Add or Remove CARGOs from SET_CARGO
|
||||
--
|
||||
-- CARGOs can be added and removed using the @{Set#SET_CARGO.AddCargosByName} and @{Set#SET_CARGO.RemoveCargosByName} respectively.
|
||||
-- These methods take a single CARGO name or an array of CARGO names to be added or removed from SET_CARGO.
|
||||
--
|
||||
-- ## SET_CARGO filter criteria
|
||||
--
|
||||
-- You can set filter criteria to automatically maintain the SET_CARGO contents.
|
||||
-- Filter criteria are defined by:
|
||||
--
|
||||
-- * @{#SET_CARGO.FilterCoalitions}: Builds the SET_CARGO with the cargos belonging to the coalition(s).
|
||||
-- * @{#SET_CARGO.FilterPrefixes}: Builds the SET_CARGO with the cargos containing the prefix string(s).
|
||||
-- * @{#SET_CARGO.FilterTypes}: Builds the SET_CARGO with the cargos belonging to the cargo type(s).
|
||||
-- * @{#SET_CARGO.FilterCountries}: Builds the SET_CARGO with the cargos belonging to the country(ies).
|
||||
--
|
||||
-- Once the filter criteria have been set for the SET_CARGO, you can start filtering using:
|
||||
--
|
||||
-- * @{#SET_CARGO.FilterStart}: Starts the filtering of the cargos within the SET_CARGO.
|
||||
--
|
||||
-- ## SET_CARGO iterators
|
||||
--
|
||||
-- Once the filters have been defined and the SET_CARGO has been built, you can iterate the SET_CARGO with the available iterator methods.
|
||||
-- The iterator methods will walk the SET_CARGO set, and call for each cargo within the set a function that you provide.
|
||||
-- The following iterator methods are currently available within the SET_CARGO:
|
||||
--
|
||||
-- * @{#SET_CARGO.ForEachCargo}: Calls a function for each cargo it finds within the SET_CARGO.
|
||||
--
|
||||
-- @field #SET_CARGO SET_CARGO
|
||||
--
|
||||
SET_CARGO = {
|
||||
ClassName = "SET_CARGO",
|
||||
Cargos = {},
|
||||
Filter = {
|
||||
Coalitions = nil,
|
||||
Types = nil,
|
||||
Countries = nil,
|
||||
ClientPrefixes = nil,
|
||||
},
|
||||
FilterMeta = {
|
||||
Coalitions = {
|
||||
red = coalition.side.RED,
|
||||
blue = coalition.side.BLUE,
|
||||
neutral = coalition.side.NEUTRAL,
|
||||
},
|
||||
},
|
||||
}
|
||||
|
||||
|
||||
--- Creates a new SET_CARGO object, building a set of cargos belonging to a coalitions and categories.
|
||||
-- @param #SET_CARGO self
|
||||
-- @return #SET_CARGO self
|
||||
-- @usage
|
||||
-- -- Define a new SET_CARGO Object. The DatabaseSet will contain a reference to all Cargos.
|
||||
-- DatabaseSet = SET_CARGO:New()
|
||||
function SET_CARGO:New()
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, SET_BASE:New( _DATABASE.CARGOS ) )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Add CARGOs to SET_CARGO.
|
||||
-- @param Core.Set#SET_CARGO self
|
||||
-- @param #string AddCargoNames A single name or an array of CARGO names.
|
||||
-- @return self
|
||||
function SET_CARGO:AddCargosByName( AddCargoNames )
|
||||
|
||||
local AddCargoNamesArray = ( type( AddCargoNames ) == "table" ) and AddCargoNames or { AddCargoNames }
|
||||
|
||||
for AddCargoID, AddCargoName in pairs( AddCargoNamesArray ) do
|
||||
self:Add( AddCargoName, CARGO:FindByName( AddCargoName ) )
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Remove CARGOs from SET_CARGO.
|
||||
-- @param Core.Set#SET_CARGO self
|
||||
-- @param Wrapper.Cargo#CARGO RemoveCargoNames A single name or an array of CARGO names.
|
||||
-- @return self
|
||||
function SET_CARGO:RemoveCargosByName( RemoveCargoNames )
|
||||
|
||||
local RemoveCargoNamesArray = ( type( RemoveCargoNames ) == "table" ) and RemoveCargoNames or { RemoveCargoNames }
|
||||
|
||||
for RemoveCargoID, RemoveCargoName in pairs( RemoveCargoNamesArray ) do
|
||||
self:Remove( RemoveCargoName.CargoName )
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Finds a Cargo based on the Cargo Name.
|
||||
-- @param #SET_CARGO self
|
||||
-- @param #string CargoName
|
||||
-- @return Wrapper.Cargo#CARGO The found Cargo.
|
||||
function SET_CARGO:FindCargo( CargoName )
|
||||
|
||||
local CargoFound = self.Set[CargoName]
|
||||
return CargoFound
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Builds a set of cargos of coalitions.
|
||||
-- Possible current coalitions are red, blue and neutral.
|
||||
-- @param #SET_CARGO self
|
||||
-- @param #string Coalitions Can take the following values: "red", "blue", "neutral".
|
||||
-- @return #SET_CARGO self
|
||||
function SET_CARGO:FilterCoalitions( Coalitions )
|
||||
if not self.Filter.Coalitions then
|
||||
self.Filter.Coalitions = {}
|
||||
end
|
||||
if type( Coalitions ) ~= "table" then
|
||||
Coalitions = { Coalitions }
|
||||
end
|
||||
for CoalitionID, Coalition in pairs( Coalitions ) do
|
||||
self.Filter.Coalitions[Coalition] = Coalition
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Builds a set of cargos of defined cargo types.
|
||||
-- Possible current types are those types known within DCS world.
|
||||
-- @param #SET_CARGO self
|
||||
-- @param #string Types Can take those type strings known within DCS world.
|
||||
-- @return #SET_CARGO self
|
||||
function SET_CARGO:FilterTypes( Types )
|
||||
if not self.Filter.Types then
|
||||
self.Filter.Types = {}
|
||||
end
|
||||
if type( Types ) ~= "table" then
|
||||
Types = { Types }
|
||||
end
|
||||
for TypeID, Type in pairs( Types ) do
|
||||
self.Filter.Types[Type] = Type
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Builds a set of cargos of defined countries.
|
||||
-- Possible current countries are those known within DCS world.
|
||||
-- @param #SET_CARGO self
|
||||
-- @param #string Countries Can take those country strings known within DCS world.
|
||||
-- @return #SET_CARGO self
|
||||
function SET_CARGO:FilterCountries( Countries )
|
||||
if not self.Filter.Countries then
|
||||
self.Filter.Countries = {}
|
||||
end
|
||||
if type( Countries ) ~= "table" then
|
||||
Countries = { Countries }
|
||||
end
|
||||
for CountryID, Country in pairs( Countries ) do
|
||||
self.Filter.Countries[Country] = Country
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Builds a set of cargos of defined cargo prefixes.
|
||||
-- All the cargos starting with the given prefixes will be included within the set.
|
||||
-- @param #SET_CARGO self
|
||||
-- @param #string Prefixes The prefix of which the cargo name starts with.
|
||||
-- @return #SET_CARGO self
|
||||
function SET_CARGO:FilterPrefixes( Prefixes )
|
||||
if not self.Filter.CargoPrefixes then
|
||||
self.Filter.CargoPrefixes = {}
|
||||
end
|
||||
if type( Prefixes ) ~= "table" then
|
||||
Prefixes = { Prefixes }
|
||||
end
|
||||
for PrefixID, Prefix in pairs( Prefixes ) do
|
||||
self.Filter.CargoPrefixes[Prefix] = Prefix
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Starts the filtering.
|
||||
-- @param #SET_CARGO self
|
||||
-- @return #SET_CARGO self
|
||||
function SET_CARGO:FilterStart()
|
||||
|
||||
if _DATABASE then
|
||||
self:_FilterStart()
|
||||
end
|
||||
|
||||
self:HandleEvent( EVENTS.NewCargo )
|
||||
self:HandleEvent( EVENTS.DeleteCargo )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Handles the Database to check on an event (birth) that the Object was added in the Database.
|
||||
-- This is required, because sometimes the _DATABASE birth event gets called later than the SET_BASE birth event!
|
||||
-- @param #SET_CARGO self
|
||||
-- @param Core.Event#EVENTDATA Event
|
||||
-- @return #string The name of the CARGO
|
||||
-- @return #table The CARGO
|
||||
function SET_CARGO:AddInDatabase( Event )
|
||||
self:F3( { Event } )
|
||||
|
||||
return Event.IniDCSUnitName, self.Database[Event.IniDCSUnitName]
|
||||
end
|
||||
|
||||
--- Handles the Database to check on any event that Object exists in the Database.
|
||||
-- This is required, because sometimes the _DATABASE event gets called later than the SET_BASE event or vise versa!
|
||||
-- @param #SET_CARGO self
|
||||
-- @param Core.Event#EVENTDATA Event
|
||||
-- @return #string The name of the CARGO
|
||||
-- @return #table The CARGO
|
||||
function SET_CARGO:FindInDatabase( Event )
|
||||
self:F3( { Event } )
|
||||
|
||||
return Event.IniDCSUnitName, self.Database[Event.IniDCSUnitName]
|
||||
end
|
||||
|
||||
--- Iterate the SET_CARGO and call an interator function for each CARGO, providing the CARGO and optional parameters.
|
||||
-- @param #SET_CARGO self
|
||||
-- @param #function IteratorFunction The function that will be called when there is an alive CARGO in the SET_CARGO. The function needs to accept a CARGO parameter.
|
||||
-- @return #SET_CARGO self
|
||||
function SET_CARGO:ForEachCargo( IteratorFunction, ... )
|
||||
self:F2( arg )
|
||||
|
||||
self:ForEach( IteratorFunction, arg, self.Set )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Iterate the SET_CARGO while identifying the nearest @{Cargo#CARGO} from a @{Point#POINT_VEC2}.
|
||||
-- @param #SET_CARGO self
|
||||
-- @param Core.Point#POINT_VEC2 PointVec2 A @{Point#POINT_VEC2} object from where to evaluate the closest @{Cargo#CARGO}.
|
||||
-- @return Wrapper.Cargo#CARGO The closest @{Cargo#CARGO}.
|
||||
function SET_CARGO:FindNearestCargoFromPointVec2( PointVec2 )
|
||||
self:F2( PointVec2 )
|
||||
|
||||
local NearestCargo = self:FindNearestObjectFromPointVec2( PointVec2 )
|
||||
return NearestCargo
|
||||
end
|
||||
|
||||
|
||||
|
||||
---
|
||||
-- @param #SET_CARGO self
|
||||
-- @param AI.AI_Cargo#AI_CARGO MCargo
|
||||
-- @return #SET_CARGO self
|
||||
function SET_CARGO:IsIncludeObject( MCargo )
|
||||
self:F2( MCargo )
|
||||
|
||||
local MCargoInclude = true
|
||||
|
||||
if MCargo then
|
||||
local MCargoName = MCargo:GetName()
|
||||
|
||||
if self.Filter.Coalitions then
|
||||
local MCargoCoalition = false
|
||||
for CoalitionID, CoalitionName in pairs( self.Filter.Coalitions ) do
|
||||
local CargoCoalitionID = MCargo:GetCoalition()
|
||||
self:T3( { "Coalition:", CargoCoalitionID, self.FilterMeta.Coalitions[CoalitionName], CoalitionName } )
|
||||
if self.FilterMeta.Coalitions[CoalitionName] and self.FilterMeta.Coalitions[CoalitionName] == CargoCoalitionID then
|
||||
MCargoCoalition = true
|
||||
end
|
||||
end
|
||||
self:T( { "Evaluated Coalition", MCargoCoalition } )
|
||||
MCargoInclude = MCargoInclude and MCargoCoalition
|
||||
end
|
||||
|
||||
if self.Filter.Types then
|
||||
local MCargoType = false
|
||||
for TypeID, TypeName in pairs( self.Filter.Types ) do
|
||||
self:T3( { "Type:", MCargo:GetType(), TypeName } )
|
||||
if TypeName == MCargo:GetType() then
|
||||
MCargoType = true
|
||||
end
|
||||
end
|
||||
self:T( { "Evaluated Type", MCargoType } )
|
||||
MCargoInclude = MCargoInclude and MCargoType
|
||||
end
|
||||
|
||||
if self.Filter.CargoPrefixes then
|
||||
local MCargoPrefix = false
|
||||
for CargoPrefixId, CargoPrefix in pairs( self.Filter.CargoPrefixes ) do
|
||||
self:T3( { "Prefix:", string.find( MCargo.Name, CargoPrefix, 1 ), CargoPrefix } )
|
||||
if string.find( MCargo.Name, CargoPrefix, 1 ) then
|
||||
MCargoPrefix = true
|
||||
end
|
||||
end
|
||||
self:T( { "Evaluated Prefix", MCargoPrefix } )
|
||||
MCargoInclude = MCargoInclude and MCargoPrefix
|
||||
end
|
||||
end
|
||||
|
||||
self:T2( MCargoInclude )
|
||||
return MCargoInclude
|
||||
end
|
||||
|
||||
--- Handles the OnEventNewCargo event for the Set.
|
||||
-- @param #SET_CARGO self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function SET_CARGO:OnEventNewCargo( EventData )
|
||||
|
||||
if EventData.Cargo then
|
||||
if EventData.Cargo and self:IsIncludeObject( EventData.Cargo ) then
|
||||
self:Add( EventData.Cargo.Name , EventData.Cargo )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Handles the OnDead or OnCrash event for alive units set.
|
||||
-- @param #SET_CARGO self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function SET_CARGO:OnEventDeleteCargo( EventData )
|
||||
self:F3( { EventData } )
|
||||
|
||||
if EventData.Cargo then
|
||||
local Cargo = _DATABASE:FindCargo( EventData.Cargo.Name )
|
||||
if Cargo and Cargo.Name then
|
||||
self:Remove( Cargo.Name )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
177
Moose Development/Moose/Core/SpawnStatic.lua
Normal file
177
Moose Development/Moose/Core/SpawnStatic.lua
Normal file
@@ -0,0 +1,177 @@
|
||||
--- **Core** -- Spawn dynamically new STATICs in your missions.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- SPAWNSTATIC spawns static structures in your missions dynamically. See below the SPAWNSTATIC class documentation.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # Demo Missions
|
||||
--
|
||||
-- ### [SPAWNSTATIC Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/SPS - Spawning Statics)
|
||||
--
|
||||
-- ### [SPAWNSTATIC Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SPS%20-%20Spawning%20Statics)
|
||||
--
|
||||
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # YouTube Channel
|
||||
--
|
||||
-- ### [SPAWNSTATIC YouTube Channel]()
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # **API CHANGE HISTORY**
|
||||
--
|
||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
--
|
||||
-- * **Added** parts are expressed in bold type face.
|
||||
-- * _Removed_ parts are expressed in italic type face.
|
||||
--
|
||||
-- Hereby the change log:
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Design & Programming
|
||||
--
|
||||
-- @module SpawnStatic
|
||||
|
||||
|
||||
|
||||
--- @type SPAWNSTATIC
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- # SPAWNSTATIC class, extends @{Base#BASE}
|
||||
--
|
||||
-- The SPAWNSTATIC class allows to spawn dynamically new @{Static}s.
|
||||
-- Through creating a copy of an existing static object template as defined in the Mission Editor (ME),
|
||||
-- SPAWNSTATIC can retireve the properties of the defined static object template (like type, category etc), and "copy"
|
||||
-- these properties to create a new static object and place it at the desired coordinate.
|
||||
--
|
||||
-- New spawned @{Static}s get **the same name** as the name of the template Static,
|
||||
-- or gets the given name when a new name is provided at the Spawn method.
|
||||
-- By default, spawned @{Static}s will follow a naming convention at run-time:
|
||||
--
|
||||
-- * Spawned @{Static}s will have the name _StaticName_#_nnn_, where _StaticName_ is the name of the **Template Static**,
|
||||
-- and _nnn_ is a **counter from 0 to 99999**.
|
||||
--
|
||||
--
|
||||
-- ## SPAWNSTATIC construction methods
|
||||
--
|
||||
-- Create a new SPAWNSTATIC object with the @{#SPAWNSTATIC.NewFromStatic}():
|
||||
--
|
||||
-- * @{#SPAWNSTATIC.NewFromStatic}(): Creates a new SPAWNSTATIC object given a name that is used as the base of the naming of each spawned Static.
|
||||
--
|
||||
-- ## **Spawn** methods
|
||||
--
|
||||
-- Groups can be spawned at different times and methods:
|
||||
--
|
||||
-- * @{#SPAWNSTATIC.SpawnFromPointVec2}(): Spawn a new group from a POINT_VEC2 coordinate.
|
||||
-- (The group will be spawned at land height ).
|
||||
-- * @{#SPAWNSTATIC.SpawnFromZone}(): Spawn a new group in a @{Zone}.
|
||||
--
|
||||
-- @field #SPAWNSTATIC SPAWNSTATIC
|
||||
--
|
||||
SPAWNSTATIC = {
|
||||
ClassName = "SPAWNSTATIC",
|
||||
}
|
||||
|
||||
|
||||
--- @type SPAWNSTATIC.SpawnZoneTable
|
||||
-- @list <Core.Zone#ZONE_BASE> SpawnZone
|
||||
|
||||
|
||||
--- Creates the main object to spawn a @{Static} defined in the ME.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param #string SpawnTemplatePrefix is the name of the Group in the ME that defines the Template. Each new group will have the name starting with SpawnTemplatePrefix.
|
||||
-- @return #SPAWNSTATIC
|
||||
function SPAWNSTATIC:NewFromStatic( SpawnTemplatePrefix, CountryID )
|
||||
local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
|
||||
self:F( { SpawnTemplatePrefix } )
|
||||
|
||||
local TemplateStatic = StaticObject.getByName( SpawnTemplatePrefix )
|
||||
if TemplateStatic then
|
||||
self.SpawnTemplatePrefix = SpawnTemplatePrefix
|
||||
self.CountryID = CountryID
|
||||
self.SpawnIndex = 0
|
||||
else
|
||||
error( "SPAWNSTATIC:New: There is no group declared in the mission editor with SpawnTemplatePrefix = '" .. SpawnTemplatePrefix .. "'" )
|
||||
end
|
||||
|
||||
self:SetEventPriority( 5 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Creates the main object to spawn a @{Static} based on a type name.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param #string SpawnTypeName is the name of the type.
|
||||
-- @return #SPAWNSTATIC
|
||||
function SPAWNSTATIC:NewFromType( SpawnTypeName, SpawnShapeName, SpawnCategory, CountryID )
|
||||
local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
|
||||
self:F( { SpawnTypeName } )
|
||||
|
||||
self.SpawnTypeName = SpawnTypeName
|
||||
self.CountryID = CountryID
|
||||
self.SpawnIndex = 0
|
||||
|
||||
self:SetEventPriority( 5 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Creates a new @{Static} from a POINT_VEC2.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param Core.Point#POINT_VEC2 PointVec2 The 2D coordinate where to spawn the static.
|
||||
-- @param #number Heading The heading of the static, which is a number in degrees from 0 to 360.
|
||||
-- @param #string (optional) The name of the new static.
|
||||
-- @return #SPAWNSTATIC
|
||||
function SPAWNSTATIC:SpawnFromPointVec2( PointVec2, Heading, NewName )
|
||||
self:F( { PointVec2, Heading, NewName } )
|
||||
|
||||
local CountryName = _DATABASE.COUNTRY_NAME[self.CountryID]
|
||||
|
||||
local StaticTemplate = _DATABASE:GetStaticUnitTemplate( self.SpawnTemplatePrefix )
|
||||
|
||||
StaticTemplate.x = PointVec2:GetLat()
|
||||
StaticTemplate.y = PointVec2:GetLon()
|
||||
|
||||
StaticTemplate.name = NewName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex )
|
||||
StaticTemplate.heading = ( Heading / 180 ) * math.pi
|
||||
|
||||
StaticTemplate.CountryID = nil
|
||||
StaticTemplate.CoalitionID = nil
|
||||
StaticTemplate.CategoryID = nil
|
||||
|
||||
local Static = coalition.addStaticObject( self.CountryID, StaticTemplate )
|
||||
|
||||
self.SpawnIndex = self.SpawnIndex + 1
|
||||
|
||||
return Static
|
||||
end
|
||||
|
||||
--- Creates a new @{Static} from a @{Zone}.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param Core.Zone#ZONE_BASE Zone The Zone where to spawn the static.
|
||||
-- @param #number Heading The heading of the static, which is a number in degrees from 0 to 360.
|
||||
-- @param #string (optional) The name of the new static.
|
||||
-- @return #SPAWNSTATIC
|
||||
function SPAWNSTATIC:SpawnFromZone( Zone, Heading, NewName )
|
||||
self:F( { Zone, Heading, NewName } )
|
||||
|
||||
local Static = self:SpawnFromPointVec2( Zone:GetPointVec2(), Heading, NewName )
|
||||
|
||||
return Static
|
||||
end
|
||||
|
||||
@@ -66,48 +66,53 @@
|
||||
-- @module Zone
|
||||
|
||||
|
||||
--- The ZONE_BASE class
|
||||
-- @type ZONE_BASE
|
||||
--- @type ZONE_BASE
|
||||
-- @field #string ZoneName Name of the zone.
|
||||
-- @field #number ZoneProbability A value between 0 and 1. 0 = 0% and 1 = 100% probability.
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- # 1) ZONE_BASE class, extends @{Base#BASE}
|
||||
--- # ZONE_BASE class, extends @{Base#BASE}
|
||||
--
|
||||
-- This class is an abstract BASE class for derived classes, and is not meant to be instantiated.
|
||||
--
|
||||
-- ## 1.1) Each zone has a name:
|
||||
-- ## Each zone has a name:
|
||||
--
|
||||
-- * @{#ZONE_BASE.GetName}(): Returns the name of the zone.
|
||||
--
|
||||
-- ## 1.2) Each zone implements two polymorphic functions defined in @{Zone#ZONE_BASE}:
|
||||
-- ## Each zone implements two polymorphic functions defined in @{Zone#ZONE_BASE}:
|
||||
--
|
||||
-- * @{#ZONE_BASE.IsVec2InZone}(): Returns if a Vec2 is within the zone.
|
||||
-- * @{#ZONE_BASE.IsVec3InZone}(): Returns if a Vec3 is within the zone.
|
||||
-- * @{#ZONE_BASE.IsVec2InZone}(): Returns if a 2D vector is within the zone.
|
||||
-- * @{#ZONE_BASE.IsVec3InZone}(): Returns if a 3D vector is within the zone.
|
||||
-- * @{#ZONE_BASE.IsPointVec2InZone}(): Returns if a 2D point vector is within the zone.
|
||||
-- * @{#ZONE_BASE.IsPointVec3InZone}(): Returns if a 3D point vector is within the zone.
|
||||
--
|
||||
-- ## 1.3) A zone has a probability factor that can be set to randomize a selection between zones:
|
||||
-- ## A zone has a probability factor that can be set to randomize a selection between zones:
|
||||
--
|
||||
-- * @{#ZONE_BASE.SetRandomizeProbability}(): Set the randomization probability of a zone to be selected, taking a value between 0 and 1 ( 0 = 0%, 1 = 100% )
|
||||
-- * @{#ZONE_BASE.GetRandomizeProbability}(): Get the randomization probability of a zone to be selected, passing a value between 0 and 1 ( 0 = 0%, 1 = 100% )
|
||||
-- * @{#ZONE_BASE.SetZoneProbability}(): Set the randomization probability of a zone to be selected, taking a value between 0 and 1 ( 0 = 0%, 1 = 100% )
|
||||
-- * @{#ZONE_BASE.GetZoneProbability}(): Get the randomization probability of a zone to be selected, passing a value between 0 and 1 ( 0 = 0%, 1 = 100% )
|
||||
-- * @{#ZONE_BASE.GetZoneMaybe}(): Get the zone taking into account the randomization probability. nil is returned if this zone is not a candidate.
|
||||
--
|
||||
-- ## 1.4) A zone manages Vectors:
|
||||
-- ## A zone manages vectors:
|
||||
--
|
||||
-- * @{#ZONE_BASE.GetVec2}(): Returns the @{DCSTypes#Vec2} coordinate of the zone.
|
||||
-- * @{#ZONE_BASE.GetRandomVec2}(): Define a random @{DCSTypes#Vec2} within the zone.
|
||||
-- * @{#ZONE_BASE.GetVec2}(): Returns the 2D vector coordinate of the zone.
|
||||
-- * @{#ZONE_BASE.GetVec3}(): Returns the 3D vector coordinate of the zone.
|
||||
-- * @{#ZONE_BASE.GetPointVec2}(): Returns the 2D point vector coordinate of the zone.
|
||||
-- * @{#ZONE_BASE.GetPointVec3}(): Returns the 3D point vector coordinate of the zone.
|
||||
-- * @{#ZONE_BASE.GetRandomVec2}(): Define a random 2D vector within the zone.
|
||||
-- * @{#ZONE_BASE.GetRandomPointVec2}(): Define a random 2D point vector within the zone.
|
||||
-- * @{#ZONE_BASE.GetRandomPointVec3}(): Define a random 3D point vector within the zone.
|
||||
--
|
||||
-- ## 1.5) A zone has a bounding square:
|
||||
-- ## A zone has a bounding square:
|
||||
--
|
||||
-- * @{#ZONE_BASE.GetBoundingSquare}(): Get the outer most bounding square of the zone.
|
||||
--
|
||||
-- ## 1.6) A zone can be marked:
|
||||
-- ## A zone can be marked:
|
||||
--
|
||||
-- * @{#ZONE_BASE.SmokeZone}(): Smokes the zone boundaries in a color.
|
||||
-- * @{#ZONE_BASE.FlareZone}(): Flares the zone boundaries in a color.
|
||||
--
|
||||
-- ===
|
||||
-- @field #ZONE_BASE ZONE_BASE
|
||||
-- @field #ZONE_BASE
|
||||
ZONE_BASE = {
|
||||
ClassName = "ZONE_BASE",
|
||||
ZoneName = "",
|
||||
@@ -144,20 +149,21 @@ function ZONE_BASE:GetName()
|
||||
|
||||
return self.ZoneName
|
||||
end
|
||||
--- Returns if a location is within the zone.
|
||||
|
||||
--- Returns if a Vec2 is within the zone.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @param Dcs.DCSTypes#Vec2 Vec2 The location to test.
|
||||
-- @return #boolean true if the location is within the zone.
|
||||
-- @param Dcs.DCSTypes#Vec2 Vec2 The Vec2 to test.
|
||||
-- @return #boolean true if the Vec2 is within the zone.
|
||||
function ZONE_BASE:IsVec2InZone( Vec2 )
|
||||
self:F2( Vec2 )
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
--- Returns if a point is within the zone.
|
||||
--- Returns if a Vec3 is within the zone.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @param Dcs.DCSTypes#Vec3 Vec3 The point to test.
|
||||
-- @return #boolean true if the point is within the zone.
|
||||
-- @return #boolean true if the Vec3 is within the zone.
|
||||
function ZONE_BASE:IsVec3InZone( Vec3 )
|
||||
self:F2( Vec3 )
|
||||
|
||||
@@ -166,6 +172,31 @@ function ZONE_BASE:IsVec3InZone( Vec3 )
|
||||
return InZone
|
||||
end
|
||||
|
||||
--- Returns if a PointVec2 is within the zone.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @param Core.Point#POINT_VEC2 PointVec2 The PointVec2 to test.
|
||||
-- @return #boolean true if the PointVec2 is within the zone.
|
||||
function ZONE_BASE:IsPointVec2InZone( PointVec2 )
|
||||
self:F2( PointVec2 )
|
||||
|
||||
local InZone = self:IsVec2InZone( PointVec2:GetVec2() )
|
||||
|
||||
return InZone
|
||||
end
|
||||
|
||||
--- Returns if a PointVec3 is within the zone.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @param Core.Point#POINT_VEC3 PointVec3 The PointVec3 to test.
|
||||
-- @return #boolean true if the PointVec3 is within the zone.
|
||||
function ZONE_BASE:IsPointVec3InZone( PointVec3 )
|
||||
self:F2( PointVec3 )
|
||||
|
||||
local InZone = self:IsPointVec2InZone( PointVec3 )
|
||||
|
||||
return InZone
|
||||
end
|
||||
|
||||
|
||||
--- Returns the @{DCSTypes#Vec2} coordinate of the zone.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @return #nil.
|
||||
@@ -310,29 +341,29 @@ end
|
||||
-- @type ZONE_RADIUS
|
||||
-- @field Dcs.DCSTypes#Vec2 Vec2 The current location of the zone.
|
||||
-- @field Dcs.DCSTypes#Distance Radius The radius of the zone.
|
||||
-- @extends Core.Zone#ZONE_BASE
|
||||
-- @extends #ZONE_BASE
|
||||
|
||||
--- # 2) @{Zone#ZONE_RADIUS} class, extends @{Zone#ZONE_BASE}
|
||||
--- # ZONE_RADIUS class, extends @{Zone#ZONE_BASE}
|
||||
--
|
||||
-- The ZONE_RADIUS class defined by a zone name, a location and a radius.
|
||||
-- This class implements the inherited functions from Core.Zone#ZONE_BASE taking into account the own zone format and properties.
|
||||
--
|
||||
-- ## 2.1) @{Zone#ZONE_RADIUS} constructor
|
||||
-- ## ZONE_RADIUS constructor
|
||||
--
|
||||
-- * @{#ZONE_RADIUS.New}(): Constructor.
|
||||
--
|
||||
-- ## 2.2) Manage the radius of the zone
|
||||
-- ## Manage the radius of the zone
|
||||
--
|
||||
-- * @{#ZONE_RADIUS.SetRadius}(): Sets the radius of the zone.
|
||||
-- * @{#ZONE_RADIUS.GetRadius}(): Returns the radius of the zone.
|
||||
--
|
||||
-- ## 2.3) Manage the location of the zone
|
||||
-- ## Manage the location of the zone
|
||||
--
|
||||
-- * @{#ZONE_RADIUS.SetVec2}(): Sets the @{DCSTypes#Vec2} of the zone.
|
||||
-- * @{#ZONE_RADIUS.GetVec2}(): Returns the @{DCSTypes#Vec2} of the zone.
|
||||
-- * @{#ZONE_RADIUS.GetVec3}(): Returns the @{DCSTypes#Vec3} of the zone, taking an additional height parameter.
|
||||
--
|
||||
-- ## 2.4) Zone point randomization
|
||||
-- ## Zone point randomization
|
||||
--
|
||||
-- Various functions exist to find random points within the zone.
|
||||
--
|
||||
@@ -340,10 +371,7 @@ end
|
||||
-- * @{#ZONE_RADIUS.GetRandomPointVec2}(): Gets a @{Point#POINT_VEC2} object representing a random 2D point in the zone.
|
||||
-- * @{#ZONE_RADIUS.GetRandomPointVec3}(): Gets a @{Point#POINT_VEC3} object representing a random 3D point in the zone. Note that the height of the point is at landheight.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #ZONE_RADIUS ZONE_RADIUS
|
||||
--
|
||||
-- @field #ZONE_RADIUS
|
||||
ZONE_RADIUS = {
|
||||
ClassName="ZONE_RADIUS",
|
||||
}
|
||||
@@ -615,19 +643,16 @@ end
|
||||
|
||||
|
||||
|
||||
-- @type ZONE
|
||||
-- @extends Core.Zone#ZONE_RADIUS
|
||||
--- @type ZONE
|
||||
-- @extends #ZONE_RADIUS
|
||||
|
||||
|
||||
--- # 3) ZONE class, extends @{Zone#ZONE_RADIUS}
|
||||
--- # ZONE class, extends @{Zone#ZONE_RADIUS}
|
||||
--
|
||||
-- The ZONE class, defined by the zone name as defined within the Mission Editor.
|
||||
-- This class implements the inherited functions from @{#ZONE_RADIUS} taking into account the own zone format and properties.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #ZONE ZONE
|
||||
--
|
||||
-- @field #ZONE
|
||||
ZONE = {
|
||||
ClassName="ZONE",
|
||||
}
|
||||
@@ -655,20 +680,16 @@ function ZONE:New( ZoneName )
|
||||
end
|
||||
|
||||
|
||||
--- The ZONE_UNIT class defined by a zone around a @{Unit#UNIT} with a radius.
|
||||
-- @type ZONE_UNIT
|
||||
--- @type ZONE_UNIT
|
||||
-- @field Wrapper.Unit#UNIT ZoneUNIT
|
||||
-- @extends Core.Zone#ZONE_RADIUS
|
||||
|
||||
--- # 4) #ZONE_UNIT class, extends @{Zone#ZONE_RADIUS}
|
||||
--- # ZONE_UNIT class, extends @{Zone#ZONE_RADIUS}
|
||||
--
|
||||
-- The ZONE_UNIT class defined by a zone around a @{Unit#UNIT} with a radius.
|
||||
-- This class implements the inherited functions from @{#ZONE_RADIUS} taking into account the own zone format and properties.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #ZONE_UNIT ZONE_UNIT
|
||||
--
|
||||
-- @field #ZONE_UNIT
|
||||
ZONE_UNIT = {
|
||||
ClassName="ZONE_UNIT",
|
||||
}
|
||||
@@ -750,19 +771,15 @@ function ZONE_UNIT:GetVec3( Height )
|
||||
end
|
||||
|
||||
--- @type ZONE_GROUP
|
||||
-- @field Wrapper.Group#GROUP ZoneGROUP
|
||||
-- @extends Core.Zone#ZONE_RADIUS
|
||||
-- @extends #ZONE_RADIUS
|
||||
|
||||
|
||||
--- # 5) #ZONE_GROUP class, extends @{Zone#ZONE_RADIUS}
|
||||
--- # ZONE_GROUP class, extends @{Zone#ZONE_RADIUS}
|
||||
--
|
||||
-- The ZONE_GROUP class defines by a zone around a @{Group#GROUP} with a radius. The current leader of the group defines the center of the zone.
|
||||
-- This class implements the inherited functions from @{Zone#ZONE_RADIUS} taking into account the own zone format and properties.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #ZONE_GROUP ZONE_GROUP
|
||||
--
|
||||
-- @field #ZONE_GROUP
|
||||
ZONE_GROUP = {
|
||||
ClassName="ZONE_GROUP",
|
||||
}
|
||||
@@ -777,7 +794,7 @@ function ZONE_GROUP:New( ZoneName, ZoneGROUP, Radius )
|
||||
local self = BASE:Inherit( self, ZONE_RADIUS:New( ZoneName, ZoneGROUP:GetVec2(), Radius ) )
|
||||
self:F( { ZoneName, ZoneGROUP:GetVec2(), Radius } )
|
||||
|
||||
self.ZoneGROUP = ZoneGROUP
|
||||
self._.ZoneGROUP = ZoneGROUP
|
||||
|
||||
return self
|
||||
end
|
||||
@@ -789,7 +806,7 @@ end
|
||||
function ZONE_GROUP:GetVec2()
|
||||
self:F( self.ZoneName )
|
||||
|
||||
local ZoneVec2 = self.ZoneGROUP:GetVec2()
|
||||
local ZoneVec2 = self._.ZoneGROUP:GetVec2()
|
||||
|
||||
self:T( { ZoneVec2 } )
|
||||
|
||||
@@ -803,7 +820,7 @@ function ZONE_GROUP:GetRandomVec2()
|
||||
self:F( self.ZoneName )
|
||||
|
||||
local Point = {}
|
||||
local Vec2 = self.ZoneGROUP:GetVec2()
|
||||
local Vec2 = self._.ZoneGROUP:GetVec2()
|
||||
|
||||
local angle = math.random() * math.pi*2;
|
||||
Point.x = Vec2.x + math.cos( angle ) * math.random() * self:GetRadius();
|
||||
@@ -817,17 +834,17 @@ end
|
||||
|
||||
|
||||
--- @type ZONE_POLYGON_BASE
|
||||
-- @field #ZONE_POLYGON_BASE.ListVec2 Polygon The polygon defined by an array of @{DCSTypes#Vec2}.
|
||||
-- @extends Core.Zone#ZONE_BASE
|
||||
-- --@field #ZONE_POLYGON_BASE.ListVec2 Polygon The polygon defined by an array of @{DCSTypes#Vec2}.
|
||||
-- @extends #ZONE_BASE
|
||||
|
||||
|
||||
--- # 6) ZONE_POLYGON_BASE class, extends @{Zone#ZONE_BASE}
|
||||
--- # ZONE_POLYGON_BASE class, extends @{Zone#ZONE_BASE}
|
||||
--
|
||||
-- The ZONE_POLYGON_BASE class defined by a sequence of @{Group#GROUP} waypoints within the Mission Editor, forming a polygon.
|
||||
-- This class implements the inherited functions from @{Zone#ZONE_RADIUS} taking into account the own zone format and properties.
|
||||
-- This class is an abstract BASE class for derived classes, and is not meant to be instantiated.
|
||||
--
|
||||
-- ## 6.1) Zone point randomization
|
||||
-- ## Zone point randomization
|
||||
--
|
||||
-- Various functions exist to find random points within the zone.
|
||||
--
|
||||
@@ -835,10 +852,7 @@ end
|
||||
-- * @{#ZONE_POLYGON_BASE.GetRandomPointVec2}(): Return a @{Point#POINT_VEC2} object representing a random 2D point within the zone.
|
||||
-- * @{#ZONE_POLYGON_BASE.GetRandomPointVec3}(): Return a @{Point#POINT_VEC3} object representing a random 3D point at landheight within the zone.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #ZONE_POLYGON_BASE ZONE_POLYGON_BASE
|
||||
--
|
||||
-- @field #ZONE_POLYGON_BASE
|
||||
ZONE_POLYGON_BASE = {
|
||||
ClassName="ZONE_POLYGON_BASE",
|
||||
}
|
||||
@@ -859,24 +873,35 @@ function ZONE_POLYGON_BASE:New( ZoneName, PointsArray )
|
||||
|
||||
local i = 0
|
||||
|
||||
self.Polygon = {}
|
||||
self._.Polygon = {}
|
||||
|
||||
for i = 1, #PointsArray do
|
||||
self.Polygon[i] = {}
|
||||
self.Polygon[i].x = PointsArray[i].x
|
||||
self.Polygon[i].y = PointsArray[i].y
|
||||
self._.Polygon[i] = {}
|
||||
self._.Polygon[i].x = PointsArray[i].x
|
||||
self._.Polygon[i].y = PointsArray[i].y
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Returns the center location of the polygon.
|
||||
-- @param #ZONE_GROUP self
|
||||
-- @return Dcs.DCSTypes#Vec2 The location of the zone based on the @{Group} location.
|
||||
function ZONE_POLYGON_BASE:GetVec2()
|
||||
self:F( self.ZoneName )
|
||||
|
||||
local Bounds = self:GetBoundingSquare()
|
||||
|
||||
return { x = ( Bounds.x2 + Bounds.x1 ) / 2, y = ( Bounds.y2 + Bounds.y1 ) / 2 }
|
||||
end
|
||||
|
||||
--- Flush polygon coordinates as a table in DCS.log.
|
||||
-- @param #ZONE_POLYGON_BASE self
|
||||
-- @return #ZONE_POLYGON_BASE self
|
||||
function ZONE_POLYGON_BASE:Flush()
|
||||
self:F2()
|
||||
|
||||
self:E( { Polygon = self.ZoneName, Coordinates = self.Polygon } )
|
||||
self:E( { Polygon = self.ZoneName, Coordinates = self._.Polygon } )
|
||||
|
||||
return self
|
||||
end
|
||||
@@ -892,17 +917,17 @@ function ZONE_POLYGON_BASE:BoundZone( UnBound )
|
||||
local Segments = 10
|
||||
|
||||
i = 1
|
||||
j = #self.Polygon
|
||||
j = #self._.Polygon
|
||||
|
||||
while i <= #self.Polygon do
|
||||
self:T( { i, j, self.Polygon[i], self.Polygon[j] } )
|
||||
while i <= #self._.Polygon do
|
||||
self:T( { i, j, self._.Polygon[i], self._.Polygon[j] } )
|
||||
|
||||
local DeltaX = self.Polygon[j].x - self.Polygon[i].x
|
||||
local DeltaY = self.Polygon[j].y - self.Polygon[i].y
|
||||
local DeltaX = self._.Polygon[j].x - self._.Polygon[i].x
|
||||
local DeltaY = self._.Polygon[j].y - self._.Polygon[i].y
|
||||
|
||||
for Segment = 0, Segments do -- We divide each line in 5 segments and smoke a point on the line.
|
||||
local PointX = self.Polygon[i].x + ( Segment * DeltaX / Segments )
|
||||
local PointY = self.Polygon[i].y + ( Segment * DeltaY / Segments )
|
||||
local PointX = self._.Polygon[i].x + ( Segment * DeltaX / Segments )
|
||||
local PointY = self._.Polygon[i].y + ( Segment * DeltaY / Segments )
|
||||
local Tire = {
|
||||
["country"] = "USA",
|
||||
["category"] = "Fortifications",
|
||||
@@ -942,17 +967,17 @@ function ZONE_POLYGON_BASE:SmokeZone( SmokeColor )
|
||||
local Segments = 10
|
||||
|
||||
i = 1
|
||||
j = #self.Polygon
|
||||
j = #self._.Polygon
|
||||
|
||||
while i <= #self.Polygon do
|
||||
self:T( { i, j, self.Polygon[i], self.Polygon[j] } )
|
||||
while i <= #self._.Polygon do
|
||||
self:T( { i, j, self._.Polygon[i], self._.Polygon[j] } )
|
||||
|
||||
local DeltaX = self.Polygon[j].x - self.Polygon[i].x
|
||||
local DeltaY = self.Polygon[j].y - self.Polygon[i].y
|
||||
local DeltaX = self._.Polygon[j].x - self._.Polygon[i].x
|
||||
local DeltaY = self._.Polygon[j].y - self._.Polygon[i].y
|
||||
|
||||
for Segment = 0, Segments do -- We divide each line in 5 segments and smoke a point on the line.
|
||||
local PointX = self.Polygon[i].x + ( Segment * DeltaX / Segments )
|
||||
local PointY = self.Polygon[i].y + ( Segment * DeltaY / Segments )
|
||||
local PointX = self._.Polygon[i].x + ( Segment * DeltaX / Segments )
|
||||
local PointY = self._.Polygon[i].y + ( Segment * DeltaY / Segments )
|
||||
POINT_VEC2:New( PointX, PointY ):Smoke( SmokeColor )
|
||||
end
|
||||
j = i
|
||||
@@ -978,12 +1003,12 @@ function ZONE_POLYGON_BASE:IsVec2InZone( Vec2 )
|
||||
local InPolygon = false
|
||||
|
||||
Next = 1
|
||||
Prev = #self.Polygon
|
||||
Prev = #self._.Polygon
|
||||
|
||||
while Next <= #self.Polygon do
|
||||
self:T( { Next, Prev, self.Polygon[Next], self.Polygon[Prev] } )
|
||||
if ( ( ( self.Polygon[Next].y > Vec2.y ) ~= ( self.Polygon[Prev].y > Vec2.y ) ) and
|
||||
( Vec2.x < ( self.Polygon[Prev].x - self.Polygon[Next].x ) * ( Vec2.y - self.Polygon[Next].y ) / ( self.Polygon[Prev].y - self.Polygon[Next].y ) + self.Polygon[Next].x )
|
||||
while Next <= #self._.Polygon do
|
||||
self:T( { Next, Prev, self._.Polygon[Next], self._.Polygon[Prev] } )
|
||||
if ( ( ( self._.Polygon[Next].y > Vec2.y ) ~= ( self._.Polygon[Prev].y > Vec2.y ) ) and
|
||||
( Vec2.x < ( self._.Polygon[Prev].x - self._.Polygon[Next].x ) * ( Vec2.y - self._.Polygon[Next].y ) / ( self._.Polygon[Prev].y - self._.Polygon[Next].y ) + self._.Polygon[Next].x )
|
||||
) then
|
||||
InPolygon = not InPolygon
|
||||
end
|
||||
@@ -1054,17 +1079,17 @@ end
|
||||
-- @return #ZONE_POLYGON_BASE.BoundingSquare The bounding square.
|
||||
function ZONE_POLYGON_BASE:GetBoundingSquare()
|
||||
|
||||
local x1 = self.Polygon[1].x
|
||||
local y1 = self.Polygon[1].y
|
||||
local x2 = self.Polygon[1].x
|
||||
local y2 = self.Polygon[1].y
|
||||
local x1 = self._.Polygon[1].x
|
||||
local y1 = self._.Polygon[1].y
|
||||
local x2 = self._.Polygon[1].x
|
||||
local y2 = self._.Polygon[1].y
|
||||
|
||||
for i = 2, #self.Polygon do
|
||||
self:T2( { self.Polygon[i], x1, y1, x2, y2 } )
|
||||
x1 = ( x1 > self.Polygon[i].x ) and self.Polygon[i].x or x1
|
||||
x2 = ( x2 < self.Polygon[i].x ) and self.Polygon[i].x or x2
|
||||
y1 = ( y1 > self.Polygon[i].y ) and self.Polygon[i].y or y1
|
||||
y2 = ( y2 < self.Polygon[i].y ) and self.Polygon[i].y or y2
|
||||
for i = 2, #self._.Polygon do
|
||||
self:T2( { self._.Polygon[i], x1, y1, x2, y2 } )
|
||||
x1 = ( x1 > self._.Polygon[i].x ) and self._.Polygon[i].x or x1
|
||||
x2 = ( x2 < self._.Polygon[i].x ) and self._.Polygon[i].x or x2
|
||||
y1 = ( y1 > self._.Polygon[i].y ) and self._.Polygon[i].y or y1
|
||||
y2 = ( y2 < self._.Polygon[i].y ) and self._.Polygon[i].y or y2
|
||||
|
||||
end
|
||||
|
||||
@@ -1073,18 +1098,15 @@ end
|
||||
|
||||
|
||||
--- @type ZONE_POLYGON
|
||||
-- @extends Core.Zone#ZONE_POLYGON_BASE
|
||||
-- @extends #ZONE_POLYGON_BASE
|
||||
|
||||
|
||||
--- # 7) ZONE_POLYGON class, extends @{Zone#ZONE_POLYGON_BASE}
|
||||
--- # ZONE_POLYGON class, extends @{Zone#ZONE_POLYGON_BASE}
|
||||
--
|
||||
-- The ZONE_POLYGON class defined by a sequence of @{Group#GROUP} waypoints within the Mission Editor, forming a polygon.
|
||||
-- This class implements the inherited functions from @{Zone#ZONE_RADIUS} taking into account the own zone format and properties.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #ZONE_POLYGON ZONE_POLYGON
|
||||
--
|
||||
-- @field #ZONE_POLYGON
|
||||
ZONE_POLYGON = {
|
||||
ClassName="ZONE_POLYGON",
|
||||
}
|
||||
@@ -1100,7 +1122,7 @@ function ZONE_POLYGON:New( ZoneName, ZoneGroup )
|
||||
local GroupPoints = ZoneGroup:GetTaskRoute()
|
||||
|
||||
local self = BASE:Inherit( self, ZONE_POLYGON_BASE:New( ZoneName, GroupPoints ) )
|
||||
self:F( { ZoneName, ZoneGroup, self.Polygon } )
|
||||
self:F( { ZoneName, ZoneGroup, self._.Polygon } )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -7,8 +7,25 @@
|
||||
-- DETECTION classes facilitate the detection of enemy units within the battle zone executed by FACs (Forward Air Controllers) or RECCEs (Reconnassance Units).
|
||||
-- DETECTION uses the in-built detection capabilities of DCS World, but adds new functionalities.
|
||||
--
|
||||
-- Please watch this [youtube video](https://youtu.be/C7p81dUwP-E) that explains the detection concepts.
|
||||
-- Find the DETECTION classes documentation further in this document in the globals section.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # Demo Missions
|
||||
--
|
||||
-- ### [DETECTION Demo Missions and Source Code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/DET%20-%20Detection)
|
||||
--
|
||||
-- ### [DETECTION Demo Missions, only for Beta Testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/DET%20-%20Detection)
|
||||
--
|
||||
-- ### [ALL Demo Missions pack of the Latest Release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # YouTube Channel
|
||||
--
|
||||
-- ### [DETECTION YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl3Cf5jpI6BS0sBOVWK__tji)
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
@@ -23,16 +40,24 @@
|
||||
|
||||
do -- DETECTION_BASE
|
||||
|
||||
--- # 1) DETECTION_BASE class, extends @{Fsm#FSM}
|
||||
--- @type DETECTION_BASE
|
||||
-- @field Core.Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Forward Air Controller role.
|
||||
-- @field Dcs.DCSTypes#Distance DetectionRange The range till which targets are accepted to be detected.
|
||||
-- @field #DETECTION_BASE.DetectedObjects DetectedObjects The list of detected objects.
|
||||
-- @field #table DetectedObjectsIdentified Map of the DetectedObjects identified.
|
||||
-- @field #number DetectionRun
|
||||
-- @extends Core.Fsm#FSM
|
||||
|
||||
--- DETECTION_BASE class, extends @{Fsm#FSM}
|
||||
--
|
||||
-- The DETECTION_BASE class defines the core functions to administer detected objects.
|
||||
-- The DETECTION_BASE class will detect objects within the battle zone for a list of @{Group}s detecting targets following (a) detection method(s).
|
||||
--
|
||||
-- ## 1.1) DETECTION_BASE constructor
|
||||
-- ## DETECTION_BASE constructor
|
||||
--
|
||||
-- Construct a new DETECTION_BASE instance using the @{#DETECTION_BASE.New}() method.
|
||||
--
|
||||
-- ## 1.2) DETECTION_BASE initialization
|
||||
-- ## Initialization
|
||||
--
|
||||
-- By default, detection will return detected objects with all the detection sensors available.
|
||||
-- However, you can ask how the objects were found with specific detection methods.
|
||||
@@ -48,7 +73,29 @@ do -- DETECTION_BASE
|
||||
-- * @{#DETECTION_BASE.InitDetectRWR}(): Detected using RWR.
|
||||
-- * @{#DETECTION_BASE.InitDetectDLINK}(): Detected using DLINK.
|
||||
--
|
||||
-- ## 1.3) DETECTION_BASE derived classes group the detected units into a DetectedItems[] list
|
||||
-- ## **Filter** detected units based on **category of the unit**
|
||||
--
|
||||
-- Filter the detected units based on Unit.Category using the method @{#DETECTION_BASE.FilterCategories}().
|
||||
-- The different values of Unit.Category can be:
|
||||
--
|
||||
-- * Unit.Category.AIRPLANE
|
||||
-- * Unit.Category.GROUND_UNIT
|
||||
-- * Unit.Category.HELICOPTER
|
||||
-- * Unit.Category.SHIP
|
||||
-- * Unit.Category.STRUCTURE
|
||||
--
|
||||
-- Multiple Unit.Category entries can be given as a table and then these will be evaluated as an OR expression.
|
||||
--
|
||||
-- Example to filter a single category (Unit.Category.AIRPLANE).
|
||||
--
|
||||
-- DetectionObject:FilterCategories( Unit.Category.AIRPLANE )
|
||||
--
|
||||
-- Example to filter multiple categories (Unit.Category.AIRPLANE, Unit.Category.HELICOPTER). Note the {}.
|
||||
--
|
||||
-- DetectionObject:FilterCategories( { Unit.Category.AIRPLANE, Unit.Category.HELICOPTER } )
|
||||
--
|
||||
--
|
||||
-- ## **DETECTION_ derived classes** group the detected units into a **DetectedItems[]** list
|
||||
--
|
||||
-- DETECTION_BASE derived classes build a list called DetectedItems[], which is essentially a first later
|
||||
-- of grouping of detected units. Each DetectedItem within the DetectedItems[] list contains
|
||||
@@ -67,7 +114,7 @@ do -- DETECTION_BASE
|
||||
-- * A DetectedSet from the DetectedItems[] list can be retrieved using the method @{Detection#DETECTION_BASE.GetDetectedSet}( DetectedItemIndex ).
|
||||
-- This method retrieves the Set from a DetectedItem element from the DetectedItem list (DetectedItems[ DetectedItemIndex ].Set ).
|
||||
--
|
||||
-- ## 1.4) Apply additional Filters to fine-tune the detected objects
|
||||
-- ## **Visual filters** to fine-tune the probability of the detected objects
|
||||
--
|
||||
-- By default, DCS World will return any object that is in LOS and within "visual reach", or detectable through one of the electronic detection means.
|
||||
-- That being said, the DCS World detection algorithm can sometimes be unrealistic.
|
||||
@@ -88,7 +135,8 @@ do -- DETECTION_BASE
|
||||
-- I advise however, that, when you first use the DETECTION derived classes, that you don't use these filters.
|
||||
-- Only when you experience unrealistic behaviour in your missions, these filters could be applied.
|
||||
--
|
||||
-- ### 1.4.1 ) Distance visual detection probability
|
||||
--
|
||||
-- ### Distance visual detection probability
|
||||
--
|
||||
-- Upon a **visual** detection, the further away a detected object is, the less likely it is to be detected properly.
|
||||
-- Also, the speed of accurate detection plays a role.
|
||||
@@ -102,7 +150,7 @@ do -- DETECTION_BASE
|
||||
--
|
||||
-- Use the method @{Detection#DETECTION_BASE.SetDistanceProbability}() to set the probability factor upon a 10 km distance.
|
||||
--
|
||||
-- ### 1.4.2 ) Alpha Angle visual detection probability
|
||||
-- ### Alpha Angle visual detection probability
|
||||
--
|
||||
-- Upon a **visual** detection, the higher the unit is during the detecting process, the more likely the detected unit is to be detected properly.
|
||||
-- A detection at a 90% alpha angle is the most optimal, a detection at 10% is less and a detection at 0% is less likely to be correct.
|
||||
@@ -114,7 +162,7 @@ do -- DETECTION_BASE
|
||||
--
|
||||
-- Use the method @{Detection#DETECTION_BASE.SetAlphaAngleProbability}() to set the probability factor if 0°.
|
||||
--
|
||||
-- ### 1.4.3 ) Cloudy Zones detection probability
|
||||
-- ### Cloudy Zones detection probability
|
||||
--
|
||||
-- Upon a **visual** detection, the more a detected unit is within a cloudy zone, the less likely the detected unit is to be detected successfully.
|
||||
-- The Cloudy Zones work with the ZONE_BASE derived classes. The mission designer can define within the mission
|
||||
@@ -129,12 +177,12 @@ do -- DETECTION_BASE
|
||||
-- Typically, this kind of filter would be applied for very specific areas were a detection needs to be very realisting for
|
||||
-- AI not to detect so easily targets within a forrest or village rich area.
|
||||
--
|
||||
-- ## 1.5 ) Accept / Reject detected units
|
||||
-- ## Accept / Reject detected units
|
||||
--
|
||||
-- DETECTION_BASE can accept or reject successful detections based on the location of the detected object,
|
||||
-- if it is located in range or located inside or outside of specific zones.
|
||||
--
|
||||
-- ### 1.5.1 ) Detection acceptance of within range limit
|
||||
-- ### Detection acceptance of within range limit
|
||||
--
|
||||
-- A range can be set that will limit a successful detection for a unit.
|
||||
-- Use the method @{Detection#DETECTION_BASE.SetAcceptRange}() to apply a range in meters till where detected units will be accepted.
|
||||
@@ -151,7 +199,7 @@ do -- DETECTION_BASE
|
||||
-- Detection:Start()
|
||||
--
|
||||
--
|
||||
-- ### 1.5.2 ) Detection acceptance if within zone(s).
|
||||
-- ### Detection acceptance if within zone(s).
|
||||
--
|
||||
-- Specific ZONE_BASE object(s) can be given as a parameter, which will only accept a detection if the unit is within the specified ZONE_BASE object(s).
|
||||
-- Use the method @{Detection#DETECTION_BASE.SetAcceptZones}() will accept detected units if they are within the specified zones.
|
||||
@@ -171,7 +219,7 @@ do -- DETECTION_BASE
|
||||
-- -- Start the Detection.
|
||||
-- Detection:Start()
|
||||
--
|
||||
-- ### 1.5.3 ) Detection rejectance if within zone(s).
|
||||
-- ### Detection rejectance if within zone(s).
|
||||
--
|
||||
-- Specific ZONE_BASE object(s) can be given as a parameter, which will reject detection if the unit is within the specified ZONE_BASE object(s).
|
||||
-- Use the method @{Detection#DETECTION_BASE.SetRejectZones}() will reject detected units if they are within the specified zones.
|
||||
@@ -192,29 +240,24 @@ do -- DETECTION_BASE
|
||||
-- -- Start the Detection.
|
||||
-- Detection:Start()
|
||||
--
|
||||
-- ## 1.6) DETECTION_BASE is a Finite State Machine
|
||||
-- ## DETECTION_BASE is a Finite State Machine
|
||||
--
|
||||
-- Various Events and State Transitions can be tailored using DETECTION_BASE.
|
||||
--
|
||||
-- ### 1.6.1) DETECTION_BASE States
|
||||
-- ### DETECTION_BASE States
|
||||
--
|
||||
-- * **Detecting**: The detection is running.
|
||||
-- * **Stopped**: The detection is stopped.
|
||||
--
|
||||
-- ### 1.6.2) DETECTION_BASE Events
|
||||
-- ### DETECTION_BASE Events
|
||||
--
|
||||
-- * **Start**: Start the detection process.
|
||||
-- * **Detect**: Detect new units.
|
||||
-- * **Detected**: New units have been detected.
|
||||
-- * **Stop**: Stop the detection process.
|
||||
--
|
||||
-- @field #DETECTION_BASE DETECTION_BASE
|
||||
--
|
||||
-- @type DETECTION_BASE
|
||||
-- @field Core.Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Forward Air Controller role.
|
||||
-- @field Dcs.DCSTypes#Distance DetectionRange The range till which targets are accepted to be detected.
|
||||
-- @field #DETECTION_BASE.DetectedObjects DetectedObjects The list of detected objects.
|
||||
-- @field #table DetectedObjectsIdentified Map of the DetectedObjects identified.
|
||||
-- @field #number DetectionRun
|
||||
-- @extends Core.Fsm#FSM
|
||||
DETECTION_BASE = {
|
||||
ClassName = "DETECTION_BASE",
|
||||
DetectionSetGroup = nil,
|
||||
@@ -267,11 +310,19 @@ do -- DETECTION_BASE
|
||||
self.DetectionInterval = 30
|
||||
|
||||
self:InitDetectVisual( true )
|
||||
self:InitDetectOptical( false )
|
||||
self:InitDetectRadar( false )
|
||||
self:InitDetectRWR( false )
|
||||
self:InitDetectIRST( false )
|
||||
self:InitDetectDLINK( false )
|
||||
self:InitDetectOptical( true )
|
||||
self:InitDetectRadar( true )
|
||||
self:InitDetectRWR( true )
|
||||
self:InitDetectIRST( true )
|
||||
self:InitDetectDLINK( true )
|
||||
|
||||
self:FilterCategories( {
|
||||
Unit.Category.AIRPLANE,
|
||||
Unit.Category.GROUND_UNIT,
|
||||
Unit.Category.HELICOPTER,
|
||||
Unit.Category.SHIP,
|
||||
Unit.Category.STRUCTURE
|
||||
} )
|
||||
|
||||
-- Create FSM transitions.
|
||||
|
||||
@@ -498,9 +549,8 @@ do -- DETECTION_BASE
|
||||
|
||||
for DetectionObjectID, Detection in pairs( DetectedTargets ) do
|
||||
local DetectedObject = Detection.object -- Dcs.DCSWrapper.Object#Object
|
||||
self:T2( DetectedObject )
|
||||
|
||||
if DetectedObject and DetectedObject:isExist() and DetectedObject.id_ < 50000000 then
|
||||
if DetectedObject and DetectedObject:isExist() and DetectedObject.id_ < 50000000 then -- and ( DetectedObject:getCategory() == Object.Category.UNIT or DetectedObject:getCategory() == Object.Category.STATIC ) then
|
||||
|
||||
local DetectionAccepted = true
|
||||
|
||||
@@ -515,10 +565,14 @@ do -- DETECTION_BASE
|
||||
( DetectedObjectVec3.y - DetectionGroupVec3.y )^2 +
|
||||
( DetectedObjectVec3.z - DetectionGroupVec3.z )^2
|
||||
) ^ 0.5 / 1000
|
||||
|
||||
local DetectedUnitCategory = DetectedObject:getDesc().category
|
||||
|
||||
self:T( { "Detected Target", DetectionGroupName, DetectedObjectName, Distance } )
|
||||
|
||||
self:T( { "Detected Target:", DetectionGroupName, DetectedObjectName, Distance, DetectedUnitCategory, DetectedCategory } )
|
||||
|
||||
-- Calculate Acceptance
|
||||
|
||||
DetectionAccepted = self._.FilterCategories[DetectedUnitCategory] ~= nil and DetectionAccepted or false
|
||||
|
||||
if self.AcceptRange and Distance > self.AcceptRange then
|
||||
DetectionAccepted = false
|
||||
@@ -625,10 +679,10 @@ do -- DETECTION_BASE
|
||||
end
|
||||
|
||||
if self.DetectionCount > 0 and self.DetectionRun == self.DetectionCount then
|
||||
self:__Detect( self.DetectionInterval )
|
||||
|
||||
self:T( "--> Create Detection Sets" )
|
||||
self:CreateDetectionSets()
|
||||
|
||||
self:__Detect( self.DetectionInterval )
|
||||
end
|
||||
|
||||
end
|
||||
@@ -645,6 +699,8 @@ do -- DETECTION_BASE
|
||||
function DETECTION_BASE:InitDetectVisual( DetectVisual )
|
||||
|
||||
self.DetectVisual = DetectVisual
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Detect Optical.
|
||||
@@ -655,6 +711,8 @@ do -- DETECTION_BASE
|
||||
self:F2()
|
||||
|
||||
self.DetectOptical = DetectOptical
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Detect Radar.
|
||||
@@ -665,6 +723,8 @@ do -- DETECTION_BASE
|
||||
self:F2()
|
||||
|
||||
self.DetectRadar = DetectRadar
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Detect IRST.
|
||||
@@ -675,6 +735,8 @@ do -- DETECTION_BASE
|
||||
self:F2()
|
||||
|
||||
self.DetectIRST = DetectIRST
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Detect RWR.
|
||||
@@ -685,6 +747,8 @@ do -- DETECTION_BASE
|
||||
self:F2()
|
||||
|
||||
self.DetectRWR = DetectRWR
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Detect DLINK.
|
||||
@@ -695,9 +759,52 @@ do -- DETECTION_BASE
|
||||
self:F2()
|
||||
|
||||
self.DetectDLINK = DetectDLINK
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
do -- Filter methods
|
||||
|
||||
--- Filter the detected units based on Unit.Category
|
||||
-- The different values of Unit.Category can be:
|
||||
--
|
||||
-- * Unit.Category.AIRPLANE
|
||||
-- * Unit.Category.GROUND_UNIT
|
||||
-- * Unit.Category.HELICOPTER
|
||||
-- * Unit.Category.SHIP
|
||||
-- * Unit.Category.STRUCTURE
|
||||
--
|
||||
-- Multiple Unit.Category entries can be given as a table and then these will be evaluated as an OR expression.
|
||||
--
|
||||
-- Example to filter a single category (Unit.Category.AIRPLANE).
|
||||
--
|
||||
-- DetectionObject:FilterCategories( Unit.Category.AIRPLANE )
|
||||
--
|
||||
-- Example to filter multiple categories (Unit.Category.AIRPLANE, Unit.Category.HELICOPTER). Note the {}.
|
||||
--
|
||||
-- DetectionObject:FilterCategories( { Unit.Category.AIRPLANE, Unit.Category.HELICOPTER } )
|
||||
--
|
||||
-- @param #DETECTION_BASE self
|
||||
-- @param #list<Dcs.DCSUnit#Unit> FilterCategories The Categories entries
|
||||
-- @return #DETECTION_BASE self
|
||||
function DETECTION_BASE:FilterCategories( FilterCategories )
|
||||
self:F2()
|
||||
|
||||
self._.FilterCategories = {}
|
||||
if type( FilterCategories ) == "table" then
|
||||
for CategoryID, Category in pairs( FilterCategories ) do
|
||||
self._.FilterCategories[Category] = Category
|
||||
end
|
||||
else
|
||||
self._.FilterCategories[FilterCategories] = FilterCategories
|
||||
end
|
||||
return self
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
do
|
||||
|
||||
|
||||
@@ -1,112 +1,26 @@
|
||||
--- Single-Player:**Yes** / Multi-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**All** --
|
||||
-- **Spawn groups of units dynamically in your missions.**
|
||||
--- **Functional** -- Spawn dynamically new GROUPs in your missions.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
-- ====
|
||||
--
|
||||
-- # 1) @{#SPAWN} class, extends @{Base#BASE}
|
||||
-- The documentation of the SPAWN class can be found further in this document.
|
||||
--
|
||||
-- The @{#SPAWN} class allows to spawn dynamically new groups, based on pre-defined initialization settings, modifying the behaviour when groups are spawned.
|
||||
-- For each group to be spawned, within the mission editor, a group has to be created with the "late activation flag" set. We call this group the *"Spawn Template"* of the SPAWN object.
|
||||
-- A reference to this Spawn Template needs to be provided when constructing the SPAWN object, by indicating the name of the group within the mission editor in the constructor methods.
|
||||
-- ====
|
||||
--
|
||||
-- Within the SPAWN object, there is an internal index that keeps track of which group from the internal group list was spawned.
|
||||
-- When new groups get spawned by using the SPAWN methods (see below), it will be validated whether the Limits (@{#SPAWN.Limit}) of the SPAWN object are not reached.
|
||||
-- When all is valid, a new group will be created by the spawning methods, and the internal index will be increased with 1.
|
||||
-- # Demo Missions
|
||||
--
|
||||
-- Regarding the name of new spawned groups, a _SpawnPrefix_ will be assigned for each new group created.
|
||||
-- If you want to have the Spawn Template name to be used as the _SpawnPrefix_ name, use the @{#SPAWN.New} constructor.
|
||||
-- However, when the @{#SPAWN.NewWithAlias} constructor was used, the Alias name will define the _SpawnPrefix_ name.
|
||||
-- Groups will follow the following naming structure when spawned at run-time:
|
||||
-- ### [SPAWN Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/SPA%20-%20Spawning)
|
||||
--
|
||||
-- 1. Spawned groups will have the name _SpawnPrefix_#ggg, where ggg is a counter from 0 to 999.
|
||||
-- 2. Spawned units will have the name _SpawnPrefix_#ggg-uu, where uu is a counter from 0 to 99 for each new spawned unit belonging to the group.
|
||||
--
|
||||
-- Some additional notes that need to be remembered:
|
||||
--
|
||||
-- * Templates are actually groups defined within the mission editor, with the flag "Late Activation" set. As such, these groups are never used within the mission, but are used by the @{#SPAWN} module.
|
||||
-- * It is important to defined BEFORE you spawn new groups, a proper initialization of the SPAWN instance is done with the options you want to use.
|
||||
-- * When designing a mission, NEVER name groups using a "#" within the name of the group Spawn Template(s), or the SPAWN module logic won't work anymore.
|
||||
--
|
||||
-- ## 1.1) SPAWN construction methods
|
||||
--
|
||||
-- Create a new SPAWN object with the @{#SPAWN.New}() or the @{#SPAWN.NewWithAlias}() methods:
|
||||
--
|
||||
-- * @{#SPAWN.New}(): Creates a new SPAWN object taking the name of the group that represents the GROUP Template (definition).
|
||||
-- * @{#SPAWN.NewWithAlias}(): Creates a new SPAWN object taking the name of the group that represents the GROUP Template (definition), and gives each spawned @{Group} an different name.
|
||||
-- ### [SPAWN Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SPA%20-%20Spawning)
|
||||
--
|
||||
-- It is important to understand how the SPAWN class works internally. The SPAWN object created will contain internally a list of groups that will be spawned and that are already spawned.
|
||||
-- The initialization methods will modify this list of groups so that when a group gets spawned, ALL information is already prepared when spawning. This is done for performance reasons.
|
||||
-- So in principle, the group list will contain all parameters and configurations after initialization, and when groups get actually spawned, this spawning can be done quickly and efficient.
|
||||
--
|
||||
-- ## 1.2) SPAWN initialization methods
|
||||
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
|
||||
--
|
||||
-- A spawn object will behave differently based on the usage of **initialization** methods, which all start with the **Init** prefix:
|
||||
-- ====
|
||||
--
|
||||
-- * @{#SPAWN.InitKeepUnitNames}(): Keeps the unit names as defined within the mission editor, but note that anything after a # mark is ignored, and any spaces before and after the resulting name are removed. IMPORTANT! This method MUST be the first used after :New !!!
|
||||
-- * @{#SPAWN.InitLimit}(): Limits the amount of groups that can be alive at the same time and that can be dynamically spawned.
|
||||
-- * @{#SPAWN.InitRandomizeRoute}(): Randomize the routes of spawned groups, and for air groups also optionally the height.
|
||||
-- * @{#SPAWN.InitRandomizeTemplate}(): Randomize the group templates so that when a new group is spawned, a random group template is selected from one of the templates defined.
|
||||
-- * @{#SPAWN.InitUnControlled}(): Spawn plane groups uncontrolled.
|
||||
-- * @{#SPAWN.InitArray}(): Make groups visible before they are actually activated, and order these groups like a batallion in an array.
|
||||
-- * @{#SPAWN.InitRepeat}(): Re-spawn groups when they land at the home base. Similar methods are @{#SPAWN.InitRepeatOnLanding} and @{#SPAWN.InitRepeatOnEngineShutDown}.
|
||||
-- * @{#SPAWN.InitRandomizePosition}(): Randomizes the position of @{Group}s that are spawned within a **radius band**, given an Outer and Inner radius, from the point that the spawn happens.
|
||||
-- * @{#SPAWN.InitRandomizeUnits}(): Randomizes the @{Unit}s in the @{Group} that is spawned within a **radius band**, given an Outer and Inner radius.
|
||||
-- * @{#SPAWN.InitRandomizeZones}(): Randomizes the spawning between a predefined list of @{Zone}s that are declared using this function. Each zone can be given a probability factor.
|
||||
-- * @{#SPAWN.InitAIOn}(): Turns the AI On when spawning the new @{Group} object.
|
||||
-- * @{#SPAWN.InitAIOff}(): Turns the AI Off when spawning the new @{Group} object.
|
||||
-- * @{#SPAWN.InitAIOnOff}(): Turns the AI On or Off when spawning the new @{Group} object.
|
||||
-- # YouTube Channel
|
||||
--
|
||||
-- ## 1.3) SPAWN spawning methods
|
||||
--
|
||||
-- Groups can be spawned at different times and methods:
|
||||
--
|
||||
-- * @{#SPAWN.Spawn}(): Spawn one new group based on the last spawned index.
|
||||
-- * @{#SPAWN.ReSpawn}(): Re-spawn a group based on a given index.
|
||||
-- * @{#SPAWN.SpawnScheduled}(): Spawn groups at scheduled but randomized intervals. You can use @{#SPAWN.SpawnScheduleStart}() and @{#SPAWN.SpawnScheduleStop}() to start and stop the schedule respectively.
|
||||
-- * @{#SPAWN.SpawnFromVec3}(): Spawn a new group from a Vec3 coordinate. (The group will can be spawned at a point in the air).
|
||||
-- * @{#SPAWN.SpawnFromVec2}(): Spawn a new group from a Vec2 coordinate. (The group will be spawned at land height ).
|
||||
-- * @{#SPAWN.SpawnFromStatic}(): Spawn a new group from a structure, taking the position of a @{Static}.
|
||||
-- * @{#SPAWN.SpawnFromUnit}(): Spawn a new group taking the position of a @{Unit}.
|
||||
-- * @{#SPAWN.SpawnInZone}(): Spawn a new group in a @{Zone}.
|
||||
--
|
||||
-- Note that @{#SPAWN.Spawn} and @{#SPAWN.ReSpawn} return a @{GROUP#GROUP.New} object, that contains a reference to the DCSGroup object.
|
||||
-- You can use the @{GROUP} object to do further actions with the DCSGroup.
|
||||
--
|
||||
-- ## 1.4) Retrieve alive GROUPs spawned by the SPAWN object
|
||||
--
|
||||
-- The SPAWN class administers which GROUPS it has reserved (in stock) or has created during mission execution.
|
||||
-- Every time a SPAWN object spawns a new GROUP object, a reference to the GROUP object is added to an internal table of GROUPS.
|
||||
-- SPAWN provides methods to iterate through that internal GROUP object reference table:
|
||||
--
|
||||
-- * @{#SPAWN.GetFirstAliveGroup}(): Will find the first alive GROUP it has spawned, and return the alive GROUP object and the first Index where the first alive GROUP object has been found.
|
||||
-- * @{#SPAWN.GetNextAliveGroup}(): Will find the next alive GROUP object from a given Index, and return a reference to the alive GROUP object and the next Index where the alive GROUP has been found.
|
||||
-- * @{#SPAWN.GetLastAliveGroup}(): Will find the last alive GROUP object, and will return a reference to the last live GROUP object and the last Index where the last alive GROUP object has been found.
|
||||
--
|
||||
-- You can use the methods @{#SPAWN.GetFirstAliveGroup}() and sequently @{#SPAWN.GetNextAliveGroup}() to iterate through the alive GROUPS within the SPAWN object, and to actions... See the respective methods for an example.
|
||||
-- The method @{#SPAWN.GetGroupFromIndex}() will return the GROUP object reference from the given Index, dead or alive...
|
||||
--
|
||||
-- ## 1.5) SPAWN object cleaning
|
||||
--
|
||||
-- Sometimes, it will occur during a mission run-time, that ground or especially air objects get damaged, and will while being damged stop their activities, while remaining alive.
|
||||
-- In such cases, the SPAWN object will just sit there and wait until that group gets destroyed, but most of the time it won't,
|
||||
-- and it may occur that no new groups are or can be spawned as limits are reached.
|
||||
-- To prevent this, a @{#SPAWN.InitCleanUp}() initialization method has been defined that will silently monitor the status of each spawned group.
|
||||
-- Once a group has a velocity = 0, and has been waiting for a defined interval, that group will be cleaned or removed from run-time.
|
||||
-- There is a catch however :-) If a damaged group has returned to an airbase within the coalition, that group will not be considered as "lost"...
|
||||
-- In such a case, when the inactive group is cleaned, a new group will Re-spawned automatically.
|
||||
-- This models AI that has succesfully returned to their airbase, to restart their combat activities.
|
||||
-- Check the @{#SPAWN.InitCleanUp}() for further info.
|
||||
--
|
||||
-- ## 1.6) Catch the @{Group} spawn event in a callback function!
|
||||
--
|
||||
-- When using the SpawnScheduled method, new @{Group}s are created following the schedule timing parameters.
|
||||
-- When a new @{Group} is spawned, you maybe want to execute actions with that group spawned at the spawn event.
|
||||
-- To SPAWN class supports this functionality through the @{#SPAWN.OnSpawnGroup}( **function( SpawnedGroup ) end ** ) method, which takes a function as a parameter that you can define locally.
|
||||
-- Whenever a new @{Group} is spawned, the given function is called, and the @{Group} that was just spawned, is given as a parameter.
|
||||
-- As a result, your spawn event handling function requires one parameter to be declared, which will contain the spawned @{Group} object.
|
||||
-- A coding example is provided at the description of the @{#SPAWN.OnSpawnGroup}( **function( SpawnedGroup ) end ** ) method.
|
||||
-- ### [SPAWN YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl1jirWIo4t4YxqN-HxjqRkL)
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
@@ -119,44 +33,34 @@
|
||||
--
|
||||
-- Hereby the change log:
|
||||
--
|
||||
-- 2017-04-08: SPAWN:**InitDelayOnOff( DelayOnOff )** added.
|
||||
-- 2017-04-08: SPAWN:**InitDelayOn()** added.
|
||||
-- 2017-04-08: SPAWN:**InitDelayOff()** added.
|
||||
--
|
||||
-- 2017-03-14: SPAWN:**InitKeepUnitNames()** added.
|
||||
-- 2017-03-14: SPAWN:**InitRandomizePosition( RandomizePosition, OuterRadious, InnerRadius )** added.
|
||||
-- 2017-03-14: SPAWN:**InitRandomizePosition( RandomizePosition, OuterRadious, InnerRadius )** added.
|
||||
--
|
||||
-- 2017-02-04: SPAWN:InitUnControlled( **UnControlled** ) replaces SPAWN:InitUnControlled().
|
||||
-- 2017-02-04: SPAWN:InitUnControlled( **UnControlled** ) replaces SPAWN:InitUnControlled().
|
||||
--
|
||||
-- 2017-01-24: SPAWN:**InitAIOnOff( AIOnOff )** added.
|
||||
--
|
||||
-- 2017-01-24: SPAWN:**InitAIOn()** added.
|
||||
--
|
||||
-- 2017-01-24: SPAWN:**InitAIOff()** added.
|
||||
--
|
||||
-- 2016-08-15: SPAWN:**InitCleanUp**( SpawnCleanUpInterval ) replaces SPAWN:_CleanUp_( SpawnCleanUpInterval ).
|
||||
-- 2017-01-24: SPAWN:**InitAIOnOff( AIOnOff )** added.
|
||||
-- 2017-01-24: SPAWN:**InitAIOn()** added.
|
||||
-- 2017-01-24: SPAWN:**InitAIOff()** added.
|
||||
--
|
||||
-- 2016-08-15: SPAWN:**InitCleanUp**( SpawnCleanUpInterval ) replaces SPAWN:_CleanUp_( SpawnCleanUpInterval ).
|
||||
-- 2016-08-15: SPAWN:**InitRandomizeZones( SpawnZones )** added.
|
||||
--
|
||||
-- 2016-08-14: SPAWN:**OnSpawnGroup**( SpawnCallBackFunction, ... ) replaces SPAWN:_SpawnFunction_( SpawnCallBackFunction, ... ).
|
||||
--
|
||||
-- 2016-08-14: SPAWN.SpawnInZone( Zone, __RandomizeGroup__, SpawnIndex ) replaces SpawnInZone( Zone, _RandomizeUnits, OuterRadius, InnerRadius,_ SpawnIndex ).
|
||||
--
|
||||
-- 2016-08-14: SPAWN.SpawnFromVec3( Vec3, SpawnIndex ) replaces SpawnFromVec3( Vec3, _RandomizeUnits, OuterRadius, InnerRadius,_ SpawnIndex ):
|
||||
--
|
||||
-- 2016-08-14: SPAWN.SpawnFromVec2( Vec2, SpawnIndex ) replaces SpawnFromVec2( Vec2, _RandomizeUnits, OuterRadius, InnerRadius,_ SpawnIndex ):
|
||||
--
|
||||
-- 2016-08-14: SPAWN.SpawnFromUnit( SpawnUnit, SpawnIndex ) replaces SpawnFromUnit( SpawnUnit, _RandomizeUnits, OuterRadius, InnerRadius,_ SpawnIndex ):
|
||||
--
|
||||
-- 2016-08-14: SPAWN.SpawnFromUnit( SpawnUnit, SpawnIndex ) replaces SpawnFromStatic( SpawnStatic, _RandomizeUnits, OuterRadius, InnerRadius,_ SpawnIndex ):
|
||||
--
|
||||
-- 2016-08-14: SPAWN.**InitRandomizeUnits( RandomizeUnits, OuterRadius, InnerRadius )** added:
|
||||
--
|
||||
-- 2016-08-14: SPAWN.**Init**Limit( SpawnMaxUnitsAlive, SpawnMaxGroups ) replaces SPAWN._Limit_( SpawnMaxUnitsAlive, SpawnMaxGroups ):
|
||||
--
|
||||
-- 2016-08-14: SPAWN.**Init**Array( SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY ) replaces SPAWN._Array_( SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY ).
|
||||
--
|
||||
-- 2016-08-14: SPAWN.**Init**RandomizeRoute( SpawnStartPoint, SpawnEndPoint, SpawnRadius, SpawnHeight ) replaces SPAWN._RandomizeRoute_( SpawnStartPoint, SpawnEndPoint, SpawnRadius, SpawnHeight ).
|
||||
--
|
||||
-- 2016-08-14: SPAWN.**Init**RandomizeTemplate( SpawnTemplatePrefixTable ) replaces SPAWN._RandomizeTemplate_( SpawnTemplatePrefixTable ).
|
||||
--
|
||||
-- 2016-08-14: SPAWN.**Init**UnControlled() replaces SPAWN._UnControlled_().
|
||||
-- 2016-08-14: SPAWN:**OnSpawnGroup**( SpawnCallBackFunction, ... ) replaces SPAWN:_SpawnFunction_( SpawnCallBackFunction, ... ).
|
||||
-- 2016-08-14: SPAWN.SpawnInZone( Zone, __RandomizeGroup__, SpawnIndex ) replaces SpawnInZone( Zone, _RandomizeUnits, OuterRadius, InnerRadius,_ SpawnIndex ).
|
||||
-- 2016-08-14: SPAWN.SpawnFromVec3( Vec3, SpawnIndex ) replaces SpawnFromVec3( Vec3, _RandomizeUnits, OuterRadius, InnerRadius,_ SpawnIndex ).
|
||||
-- 2016-08-14: SPAWN.SpawnFromVec2( Vec2, SpawnIndex ) replaces SpawnFromVec2( Vec2, _RandomizeUnits, OuterRadius, InnerRadius,_ SpawnIndex ).
|
||||
-- 2016-08-14: SPAWN.SpawnFromUnit( SpawnUnit, SpawnIndex ) replaces SpawnFromUnit( SpawnUnit, _RandomizeUnits, OuterRadius, InnerRadius,_ SpawnIndex ).
|
||||
-- 2016-08-14: SPAWN.SpawnFromUnit( SpawnUnit, SpawnIndex ) replaces SpawnFromStatic( SpawnStatic, _RandomizeUnits, OuterRadius, InnerRadius,_ SpawnIndex ).
|
||||
-- 2016-08-14: SPAWN.**InitRandomizeUnits( RandomizeUnits, OuterRadius, InnerRadius )** added.
|
||||
-- 2016-08-14: SPAWN.**Init**Limit( SpawnMaxUnitsAlive, SpawnMaxGroups ) replaces SPAWN._Limit_( SpawnMaxUnitsAlive, SpawnMaxGroups ).
|
||||
-- 2016-08-14: SPAWN.**Init**Array( SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY ) replaces SPAWN._Array_( SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY ).
|
||||
-- 2016-08-14: SPAWN.**Init**RandomizeRoute( SpawnStartPoint, SpawnEndPoint, SpawnRadius, SpawnHeight ) replaces SPAWN._RandomizeRoute_( SpawnStartPoint, SpawnEndPoint, SpawnRadius, SpawnHeight ).
|
||||
-- 2016-08-14: SPAWN.**Init**RandomizeTemplate( SpawnTemplatePrefixTable ) replaces SPAWN._RandomizeTemplate_( SpawnTemplatePrefixTable ).
|
||||
-- 2016-08-14: SPAWN.**Init**UnControlled() replaces SPAWN._UnControlled_().
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -177,7 +81,6 @@
|
||||
|
||||
--- SPAWN Class
|
||||
-- @type SPAWN
|
||||
-- @extends Core.Base#BASE
|
||||
-- @field ClassName
|
||||
-- @field #string SpawnTemplatePrefix
|
||||
-- @field #string SpawnAliasPrefix
|
||||
@@ -186,6 +89,214 @@
|
||||
-- @field #number SpawnIndex
|
||||
-- @field #number MaxAliveGroups
|
||||
-- @field #SPAWN.SpawnZoneTable SpawnZoneTable
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- # SPAWN class, extends @{Base#BASE}
|
||||
--
|
||||
-- The SPAWN class allows to spawn dynamically new groups.
|
||||
-- Each SPAWN object needs to be have a related **template group** setup in the Mission Editor (ME),
|
||||
-- which is a normal group with the **Late Activation** flag set.
|
||||
-- This template group will never be activated in your mission.
|
||||
-- SPAWN uses that **template group** to reference to all the characteristics
|
||||
-- (air, ground, livery, unit composition, formation, skill level etc) of each new group to be spawned.
|
||||
--
|
||||
-- Therefore, when creating a SPAWN object, the @{#SPAWN.New} and @{#SPAWN.NewWithAlias} require
|
||||
-- **the name of the template group** to be given as a string to those constructor methods.
|
||||
--
|
||||
-- Initialization settings can be applied on the SPAWN object,
|
||||
-- which modify the behaviour or the way groups are spawned.
|
||||
-- These initialization methods have the prefix **Init**.
|
||||
-- There are also spawn methods with the prefix **Spawn** and will spawn new groups in various ways.
|
||||
--
|
||||
-- ### IMPORTANT! The methods with prefix **Init** must be used before any methods with prefix **Spawn** method are used, or unexpected results may appear!!!
|
||||
--
|
||||
-- Because SPAWN can spawn multiple groups of a template group,
|
||||
-- SPAWN has an **internal index** that keeps track
|
||||
-- which was the latest group that was spawned.
|
||||
--
|
||||
-- **Limits** can be set on how many groups can be spawn in each SPAWN object,
|
||||
-- using the method @{#SPAWN.InitLimit}. SPAWN has 2 kind of limits:
|
||||
--
|
||||
-- * The maximum amount of @{Unit}s that can be **alive** at the same time...
|
||||
-- * The maximum amount of @{Group}s that can be **spawned**... This is more of a **resource**-type of limit.
|
||||
--
|
||||
-- When new groups get spawned using the **Spawn** methods,
|
||||
-- it will be evaluated whether any limits have been reached.
|
||||
-- When no spawn limit is reached, a new group will be created by the spawning methods,
|
||||
-- and the internal index will be increased with 1.
|
||||
--
|
||||
-- These limits ensure that your mission does not accidentally get flooded with spawned groups.
|
||||
-- Additionally, it also guarantees that independent of the group composition,
|
||||
-- at any time, the most optimal amount of groups are alive in your mission.
|
||||
-- For example, if your template group has a group composition of 10 units, and you specify a limit of 100 units alive at the same time,
|
||||
-- with unlimited resources = :InitLimit( 100, 0 ) and 10 groups are alive, but two groups have only one unit alive in the group,
|
||||
-- then a sequent Spawn(Scheduled) will allow a new group to be spawned!!!
|
||||
--
|
||||
-- ### IMPORTANT!! If a limit has been reached, it is possible that a **Spawn** method returns **nil**, meaning, no @{Group} had been spawned!!!
|
||||
--
|
||||
-- Spawned groups get **the same name** as the name of the template group.
|
||||
-- Spawned units in those groups keep _by default_ **the same name** as the name of the template group.
|
||||
-- However, because multiple groups and units are created from the template group,
|
||||
-- a suffix is added to each spawned group and unit.
|
||||
--
|
||||
-- Newly spawned groups will get the following naming structure at run-time:
|
||||
--
|
||||
-- 1. Spawned groups will have the name _GroupName_#_nnn_, where _GroupName_ is the name of the **template group**,
|
||||
-- and _nnn_ is a **counter from 0 to 999**.
|
||||
-- 2. Spawned units will have the name _GroupName_#_nnn_-_uu_,
|
||||
-- where _uu_ is a **counter from 0 to 99** for each new spawned unit belonging to the group.
|
||||
--
|
||||
-- That being said, there is a way to keep the same unit names!
|
||||
-- The method @{#SPAWN.InitKeepUnitNames}() will keep the same unit names as defined within the template group, thus:
|
||||
--
|
||||
-- 3. Spawned units will have the name _UnitName_#_nnn_-_uu_,
|
||||
-- where _UnitName_ is the **unit name as defined in the template group*,
|
||||
-- and _uu_ is a **counter from 0 to 99** for each new spawned unit belonging to the group.
|
||||
--
|
||||
-- Some **additional notes that need to be considered!!**:
|
||||
--
|
||||
-- * templates are actually groups defined within the mission editor, with the flag "Late Activation" set.
|
||||
-- As such, these groups are never used within the mission, but are used by the @{#SPAWN} module.
|
||||
-- * It is important to defined BEFORE you spawn new groups,
|
||||
-- a proper initialization of the SPAWN instance is done with the options you want to use.
|
||||
-- * When designing a mission, NEVER name groups using a "#" within the name of the group Spawn template(s),
|
||||
-- or the SPAWN module logic won't work anymore.
|
||||
--
|
||||
-- ## SPAWN construction methods
|
||||
--
|
||||
-- Create a new SPAWN object with the @{#SPAWN.New}() or the @{#SPAWN.NewWithAlias}() methods:
|
||||
--
|
||||
-- * @{#SPAWN.New}(): Creates a new SPAWN object taking the name of the group that represents the GROUP template (definition).
|
||||
-- * @{#SPAWN.NewWithAlias}(): Creates a new SPAWN object taking the name of the group that represents the GROUP template (definition), and gives each spawned @{Group} an different name.
|
||||
--
|
||||
-- It is important to understand how the SPAWN class works internally. The SPAWN object created will contain internally a list of groups that will be spawned and that are already spawned.
|
||||
-- The initialization methods will modify this list of groups so that when a group gets spawned, ALL information is already prepared when spawning. This is done for performance reasons.
|
||||
-- So in principle, the group list will contain all parameters and configurations after initialization, and when groups get actually spawned, this spawning can be done quickly and efficient.
|
||||
--
|
||||
-- ## SPAWN **Init**ialization methods
|
||||
--
|
||||
-- A spawn object will behave differently based on the usage of **initialization** methods, which all start with the **Init** prefix:
|
||||
--
|
||||
-- ### Unit Names
|
||||
--
|
||||
-- * @{#SPAWN.InitKeepUnitNames}(): Keeps the unit names as defined within the mission editor, but note that anything after a # mark is ignored, and any spaces before and after the resulting name are removed. IMPORTANT! This method MUST be the first used after :New !!!
|
||||
--
|
||||
-- ### Route randomization
|
||||
--
|
||||
-- * @{#SPAWN.InitRandomizeRoute}(): Randomize the routes of spawned groups, and for air groups also optionally the height.
|
||||
--
|
||||
-- ### Group composition randomization
|
||||
--
|
||||
-- * @{#SPAWN.InitRandomizeTemplate}(): Randomize the group templates so that when a new group is spawned, a random group template is selected from one of the templates defined.
|
||||
--
|
||||
-- ### Uncontrolled
|
||||
--
|
||||
-- * @{#SPAWN.InitUnControlled}(): Spawn plane groups uncontrolled.
|
||||
--
|
||||
-- ### Array formation
|
||||
--
|
||||
-- * @{#SPAWN.InitArray}(): Make groups visible before they are actually activated, and order these groups like a batallion in an array.
|
||||
--
|
||||
-- ### Position randomization
|
||||
--
|
||||
-- * @{#SPAWN.InitRandomizePosition}(): Randomizes the position of @{Group}s that are spawned within a **radius band**, given an Outer and Inner radius, from the point that the spawn happens.
|
||||
-- * @{#SPAWN.InitRandomizeUnits}(): Randomizes the @{Unit}s in the @{Group} that is spawned within a **radius band**, given an Outer and Inner radius.
|
||||
-- * @{#SPAWN.InitRandomizeZones}(): Randomizes the spawning between a predefined list of @{Zone}s that are declared using this function. Each zone can be given a probability factor.
|
||||
--
|
||||
-- ### Enable / Disable AI when spawning a new @{Group}
|
||||
--
|
||||
-- * @{#SPAWN.InitAIOn}(): Turns the AI On when spawning the new @{Group} object.
|
||||
-- * @{#SPAWN.InitAIOff}(): Turns the AI Off when spawning the new @{Group} object.
|
||||
-- * @{#SPAWN.InitAIOnOff}(): Turns the AI On or Off when spawning the new @{Group} object.
|
||||
--
|
||||
-- ### Limit scheduled spawning
|
||||
--
|
||||
-- * @{#SPAWN.InitLimit}(): Limits the amount of groups that can be alive at the same time and that can be dynamically spawned.
|
||||
--
|
||||
-- ### Delay initial scheduled spawn
|
||||
--
|
||||
-- * @{#SPAWN.InitDelayOnOff}(): Turns the inital delay On/Off when scheduled spawning the first @{Group} object.
|
||||
-- * @{#SPAWN.InitDelayOn}(): Turns the inital delay On when scheduled spawning the first @{Group} object.
|
||||
-- * @{#SPAWN.InitDelayOff}(): Turns the inital delay Off when scheduled spawning the first @{Group} object.
|
||||
--
|
||||
-- ### Repeat spawned @{Group}s upon landing
|
||||
--
|
||||
-- * @{#SPAWN.InitRepeat}() or @{#SPAWN.InitRepeatOnLanding}(): This method is used to re-spawn automatically the same group after it has landed.
|
||||
-- * @{#SPAWN.InitRepeatOnEngineShutDown}(): This method is used to re-spawn automatically the same group after it has landed and it shuts down the engines at the ramp.
|
||||
--
|
||||
--
|
||||
-- ## SPAWN **Spawn** methods
|
||||
--
|
||||
-- Groups can be spawned at different times and methods:
|
||||
--
|
||||
-- ### **Single** spawning methods
|
||||
--
|
||||
-- * @{#SPAWN.Spawn}(): Spawn one new group based on the last spawned index.
|
||||
-- * @{#SPAWN.ReSpawn}(): Re-spawn a group based on a given index.
|
||||
-- * @{#SPAWN.SpawnFromVec3}(): Spawn a new group from a Vec3 coordinate. (The group will can be spawned at a point in the air).
|
||||
-- * @{#SPAWN.SpawnFromVec2}(): Spawn a new group from a Vec2 coordinate. (The group will be spawned at land height ).
|
||||
-- * @{#SPAWN.SpawnFromStatic}(): Spawn a new group from a structure, taking the position of a @{Static}.
|
||||
-- * @{#SPAWN.SpawnFromUnit}(): Spawn a new group taking the position of a @{Unit}.
|
||||
-- * @{#SPAWN.SpawnInZone}(): Spawn a new group in a @{Zone}.
|
||||
--
|
||||
-- Note that @{#SPAWN.Spawn} and @{#SPAWN.ReSpawn} return a @{GROUP#GROUP.New} object, that contains a reference to the DCSGroup object.
|
||||
-- You can use the @{GROUP} object to do further actions with the DCSGroup.
|
||||
--
|
||||
-- ### **Scheduled** spawning methods
|
||||
--
|
||||
-- * @{#SPAWN.SpawnScheduled}(): Spawn groups at scheduled but randomized intervals.
|
||||
-- * @{#SPAWN.SpawnScheduledStart}(): Start or continue to spawn groups at scheduled time intervals.
|
||||
-- * @{#SPAWN.SpawnScheduledStop}(): Stop the spawning of groups at scheduled time intervals.
|
||||
--
|
||||
--
|
||||
--
|
||||
-- ## Retrieve alive GROUPs spawned by the SPAWN object
|
||||
--
|
||||
-- The SPAWN class administers which GROUPS it has reserved (in stock) or has created during mission execution.
|
||||
-- Every time a SPAWN object spawns a new GROUP object, a reference to the GROUP object is added to an internal table of GROUPS.
|
||||
-- SPAWN provides methods to iterate through that internal GROUP object reference table:
|
||||
--
|
||||
-- * @{#SPAWN.GetFirstAliveGroup}(): Will find the first alive GROUP it has spawned, and return the alive GROUP object and the first Index where the first alive GROUP object has been found.
|
||||
-- * @{#SPAWN.GetNextAliveGroup}(): Will find the next alive GROUP object from a given Index, and return a reference to the alive GROUP object and the next Index where the alive GROUP has been found.
|
||||
-- * @{#SPAWN.GetLastAliveGroup}(): Will find the last alive GROUP object, and will return a reference to the last live GROUP object and the last Index where the last alive GROUP object has been found.
|
||||
--
|
||||
-- You can use the methods @{#SPAWN.GetFirstAliveGroup}() and sequently @{#SPAWN.GetNextAliveGroup}() to iterate through the alive GROUPS within the SPAWN object, and to actions... See the respective methods for an example.
|
||||
-- The method @{#SPAWN.GetGroupFromIndex}() will return the GROUP object reference from the given Index, dead or alive...
|
||||
--
|
||||
-- ## Spawned cleaning of inactive groups
|
||||
--
|
||||
-- Sometimes, it will occur during a mission run-time, that ground or especially air objects get damaged, and will while being damged stop their activities, while remaining alive.
|
||||
-- In such cases, the SPAWN object will just sit there and wait until that group gets destroyed, but most of the time it won't,
|
||||
-- and it may occur that no new groups are or can be spawned as limits are reached.
|
||||
-- To prevent this, a @{#SPAWN.InitCleanUp}() initialization method has been defined that will silently monitor the status of each spawned group.
|
||||
-- Once a group has a velocity = 0, and has been waiting for a defined interval, that group will be cleaned or removed from run-time.
|
||||
-- There is a catch however :-) If a damaged group has returned to an airbase within the coalition, that group will not be considered as "lost"...
|
||||
-- In such a case, when the inactive group is cleaned, a new group will Re-spawned automatically.
|
||||
-- This models AI that has succesfully returned to their airbase, to restart their combat activities.
|
||||
-- Check the @{#SPAWN.InitCleanUp}() for further info.
|
||||
--
|
||||
-- ## Catch the @{Group} Spawn Event in a callback function!
|
||||
--
|
||||
-- When using the @{#SPAWN.SpawnScheduled)() method, new @{Group}s are created following the spawn time interval parameters.
|
||||
-- When a new @{Group} is spawned, you maybe want to execute actions with that group spawned at the spawn event.
|
||||
-- The SPAWN class supports this functionality through the method @{#SPAWN.OnSpawnGroup}( **function( SpawnedGroup ) end ** ),
|
||||
-- which takes a function as a parameter that you can define locally.
|
||||
-- Whenever a new @{Group} is spawned, the given function is called, and the @{Group} that was just spawned, is given as a parameter.
|
||||
-- As a result, your spawn event handling function requires one parameter to be declared, which will contain the spawned @{Group} object.
|
||||
-- A coding example is provided at the description of the @{#SPAWN.OnSpawnGroup}( **function( SpawnedGroup ) end ** ) method.
|
||||
--
|
||||
-- ## Delay the initial spawning
|
||||
--
|
||||
-- When using the @{#SPAWN.SpawnScheduled)() method, the default behaviour of this method will be that it will spawn the initial (first) @{Group}
|
||||
-- immediately when :SpawnScheduled() is initiated. The methods @{#SPAWN.InitDelayOnOff}() and @{#SPAWN.InitDelayOn}() can be used to
|
||||
-- activate a delay before the first @{Group} is spawned. For completeness, a method @{#SPAWN.InitDelayOff}() is also available, that
|
||||
-- can be used to switch off the initial delay. Because there is no delay by default, this method would only be used when a
|
||||
-- @{#SPAWN.SpawnScheduledStop}() ; @{#SPAWN.SpawnScheduledStart}() sequence would have been used.
|
||||
--
|
||||
--
|
||||
-- @field #SPAWN SPAWN
|
||||
--
|
||||
SPAWN = {
|
||||
ClassName = "SPAWN",
|
||||
SpawnTemplatePrefix = nil,
|
||||
@@ -227,6 +338,7 @@ function SPAWN:New( SpawnTemplatePrefix )
|
||||
self.AIOnOff = true -- The AI is on by default when spawning a group.
|
||||
self.SpawnUnControlled = false
|
||||
self.SpawnInitKeepUnitNames = false -- Overwrite unit names by default with group name.
|
||||
self.DelayOnOff = false -- No intial delay when spawning the first group.
|
||||
|
||||
self.SpawnGroups = {} -- Array containing the descriptions of each Group to be Spawned.
|
||||
else
|
||||
@@ -270,6 +382,7 @@ function SPAWN:NewWithAlias( SpawnTemplatePrefix, SpawnAliasPrefix )
|
||||
self.AIOnOff = true -- The AI is on by default when spawning a group.
|
||||
self.SpawnUnControlled = false
|
||||
self.SpawnInitKeepUnitNames = false -- Overwrite unit names by default with group name.
|
||||
self.DelayOnOff = false -- No intial delay when spawning the first group.
|
||||
|
||||
self.SpawnGroups = {} -- Array containing the descriptions of each Group to be Spawned.
|
||||
else
|
||||
@@ -626,6 +739,36 @@ do -- AI methods
|
||||
|
||||
end -- AI methods
|
||||
|
||||
do -- Delay methods
|
||||
--- Turns the Delay On or Off for the first @{Group} scheduled spawning.
|
||||
-- The default value is that for scheduled spawning, there is an initial delay when spawning the first @{Group}.
|
||||
-- @param #SPAWN self
|
||||
-- @param #boolean DelayOnOff A value of true sets the Delay On, a value of false sets the Delay Off.
|
||||
-- @return #SPAWN The SPAWN object
|
||||
function SPAWN:InitDelayOnOff( DelayOnOff )
|
||||
|
||||
self.DelayOnOff = DelayOnOff
|
||||
return self
|
||||
end
|
||||
|
||||
--- Turns the Delay On for the @{Group} when spawning.
|
||||
-- @param #SPAWN self
|
||||
-- @return #SPAWN The SPAWN object
|
||||
function SPAWN:InitDelayOn()
|
||||
|
||||
return self:InitDelayOnOff( true )
|
||||
end
|
||||
|
||||
--- Turns the Delay Off for the @{Group} when spawning.
|
||||
-- @param #SPAWN self
|
||||
-- @return #SPAWN The SPAWN object
|
||||
function SPAWN:InitDelayOff()
|
||||
|
||||
return self:InitDelayOnOff( false )
|
||||
end
|
||||
|
||||
end -- Delay methods
|
||||
|
||||
--- Will spawn a group based on the internal index.
|
||||
-- Note: Uses @{DATABASE} module defined in MOOSE.
|
||||
-- @param #SPAWN self
|
||||
@@ -669,6 +812,8 @@ function SPAWN:ReSpawn( SpawnIndex )
|
||||
SpawnGroup:ReSpawnFunction()
|
||||
end
|
||||
|
||||
SpawnGroup:ResetEvents()
|
||||
|
||||
return SpawnGroup
|
||||
end
|
||||
|
||||
@@ -787,7 +932,11 @@ function SPAWN:SpawnScheduled( SpawnTime, SpawnTimeVariation )
|
||||
self:F( { SpawnTime, SpawnTimeVariation } )
|
||||
|
||||
if SpawnTime ~= nil and SpawnTimeVariation ~= nil then
|
||||
self.SpawnScheduler = SCHEDULER:New( self, self._Scheduler, {}, 1, SpawnTime, SpawnTimeVariation )
|
||||
local InitialDelay = 0
|
||||
if self.DelayOnOff == true then
|
||||
InitialDelay = math.random( SpawnTime - SpawnTime * SpawnTimeVariation, SpawnTime + SpawnTime * SpawnTimeVariation )
|
||||
end
|
||||
self.SpawnScheduler = SCHEDULER:New( self, self._Scheduler, {}, InitialDelay, SpawnTime, SpawnTimeVariation )
|
||||
end
|
||||
|
||||
return self
|
||||
@@ -795,17 +944,23 @@ end
|
||||
|
||||
--- Will re-start the spawning scheduler.
|
||||
-- Note: This method is only required to be called when the schedule was stopped.
|
||||
-- @param #SPAWN self
|
||||
-- @return #SPAWN
|
||||
function SPAWN:SpawnScheduleStart()
|
||||
self:F( { self.SpawnTemplatePrefix } )
|
||||
|
||||
self.SpawnScheduler:Start()
|
||||
return self
|
||||
end
|
||||
|
||||
--- Will stop the scheduled spawning scheduler.
|
||||
-- @param #SPAWN self
|
||||
-- @return #SPAWN
|
||||
function SPAWN:SpawnScheduleStop()
|
||||
self:F( { self.SpawnTemplatePrefix } )
|
||||
|
||||
self.SpawnScheduler:Stop()
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
@@ -926,7 +1081,7 @@ end
|
||||
function SPAWN:SpawnFromUnit( HostUnit, SpawnIndex )
|
||||
self:F( { self.SpawnTemplatePrefix, HostUnit, SpawnIndex } )
|
||||
|
||||
if HostUnit and HostUnit:IsAlive() then -- and HostUnit:getUnit(1):inAir() == false then
|
||||
if HostUnit and HostUnit:IsAlive() ~= nil then -- and HostUnit:getUnit(1):inAir() == false then
|
||||
return self:SpawnFromVec3( HostUnit:GetVec3(), SpawnIndex )
|
||||
end
|
||||
|
||||
|
||||
@@ -117,6 +117,21 @@ function COMMANDCENTER:New( CommandCenterPositionable, CommandCenterName )
|
||||
end
|
||||
)
|
||||
|
||||
-- Handle when a player leaves a slot and goes back to spectators ...
|
||||
-- The PlayerUnit will be UnAssigned from the Task.
|
||||
-- When there is no Unit left running the Task, the Task goes into Abort...
|
||||
self:HandleEvent( EVENTS.MissionEnd,
|
||||
--- @param #TASK self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function( self, EventData )
|
||||
local PlayerUnit = EventData.IniUnit
|
||||
for MissionID, Mission in pairs( self:GetMissions() ) do
|
||||
local Mission = Mission -- Tasking.Mission#MISSION
|
||||
Mission:Stop()
|
||||
end
|
||||
end
|
||||
)
|
||||
|
||||
-- Handle when a player leaves a slot and goes back to spectators ...
|
||||
-- The PlayerUnit will be UnAssigned from the Task.
|
||||
-- When there is no Unit left running the Task, the Task goes into Abort...
|
||||
@@ -127,7 +142,9 @@ function COMMANDCENTER:New( CommandCenterPositionable, CommandCenterName )
|
||||
local PlayerUnit = EventData.IniUnit
|
||||
for MissionID, Mission in pairs( self:GetMissions() ) do
|
||||
local Mission = Mission -- Tasking.Mission#MISSION
|
||||
Mission:AbortUnit( PlayerUnit )
|
||||
if Mission:IsOngoing() then
|
||||
Mission:AbortUnit( PlayerUnit )
|
||||
end
|
||||
end
|
||||
end
|
||||
)
|
||||
@@ -257,8 +274,7 @@ end
|
||||
-- @param #sring Name (optional) The name of the Group used as a prefix for the message to the Group. If not provided, there will be nothing shown.
|
||||
function COMMANDCENTER:MessageToGroup( Message, TaskGroup, Name )
|
||||
|
||||
local Prefix = "@ Group"
|
||||
Prefix = Prefix .. ( Name and " (" .. Name .. "): " or '' )
|
||||
local Prefix = Name and "@ " .. Name .. ": " or "@ " .. TaskGroup:GetCallsign() .. ": "
|
||||
Message = Prefix .. Message
|
||||
self:GetPositionable():MessageToGroup( Message , 20, TaskGroup, self:GetName() )
|
||||
|
||||
|
||||
@@ -216,7 +216,7 @@ function TASK:SetUnitProcess( FsmTemplate )
|
||||
end
|
||||
|
||||
--- Add a PlayerUnit to join the Task.
|
||||
-- For each Group within the Task, the Unit is check if it can join the Task.
|
||||
-- For each Group within the Task, the Unit is checked if it can join the Task.
|
||||
-- If the Unit was not part of the Task, false is returned.
|
||||
-- If the Unit is part of the Task, true is returned.
|
||||
-- @param #TASK self
|
||||
@@ -275,8 +275,9 @@ function TASK:AbortUnit( PlayerUnit )
|
||||
local IsAssignedToGroup = self:IsAssignedToGroup( PlayerGroup )
|
||||
self:E( { IsAssignedToGroup = IsAssignedToGroup } )
|
||||
if IsAssignedToGroup then
|
||||
local PlayerName = PlayerUnit:GetPlayerName()
|
||||
self:UnAssignFromUnit( PlayerUnit )
|
||||
self:MessageToGroups( PlayerUnit:GetPlayerName() .. " aborted Task " .. self:GetName() )
|
||||
self:MessageToGroups( PlayerName .. " aborted Task " .. self:GetName() )
|
||||
self:E( { TaskGroup = PlayerGroup:GetName(), GetUnits = PlayerGroup:GetUnits() } )
|
||||
if #PlayerGroup:GetUnits() == 1 then
|
||||
self:UnAssignFromGroup( PlayerGroup )
|
||||
@@ -284,6 +285,7 @@ function TASK:AbortUnit( PlayerUnit )
|
||||
self:RemoveMenuForGroup( PlayerGroup )
|
||||
end
|
||||
self:Abort()
|
||||
self:PlayerAborted( PlayerUnit )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
@@ -72,6 +72,8 @@ do -- TASK_A2G_DISPATCHER
|
||||
self.Detection = Detection
|
||||
self.Mission = Mission
|
||||
|
||||
self.Detection:FilterCategories( Unit.Category.GROUND_UNIT, Unit.Category.SHIP )
|
||||
|
||||
self:AddTransition( "Started", "Assign", "Started" )
|
||||
|
||||
--- OnAfter Transition Handler for Event Assign.
|
||||
|
||||
813
Moose Development/Moose/Tasking/Task_CARGO.lua
Normal file
813
Moose Development/Moose/Tasking/Task_CARGO.lua
Normal file
@@ -0,0 +1,813 @@
|
||||
--- **Tasking (Release 2.1)** -- The TASK_CARGO models tasks for players to transport @{Cargo}.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- The Moose framework provides various CARGO classes that allow DCS phisical or logical objects to be transported or sling loaded by Carriers.
|
||||
-- The CARGO_ classes, as part of the moose core, are able to Board, Load, UnBoard and UnLoad cargo between Carrier units.
|
||||
--
|
||||
-- This collection of classes in this module define tasks for human players to handle these cargo objects.
|
||||
-- Cargo can be transported, picked-up, deployed and sling-loaded from and to other places.
|
||||
--
|
||||
-- The following classes are important to consider:
|
||||
--
|
||||
-- * @{#TASK_CARGO_TRANSPORT}: Defines a task for a human player to transport a set of cargo between various zones.
|
||||
--
|
||||
-- ==
|
||||
--
|
||||
-- # **API CHANGE HISTORY**
|
||||
--
|
||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
--
|
||||
-- * **Added** parts are expressed in bold type face.
|
||||
-- * _Removed_ parts are expressed in italic type face.
|
||||
--
|
||||
-- Hereby the change log:
|
||||
--
|
||||
-- 2017-03-09: Revised version.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Concept, Design & Programming.
|
||||
--
|
||||
-- @module Task_Cargo
|
||||
|
||||
do -- TASK_CARGO
|
||||
|
||||
--- @type TASK_CARGO
|
||||
-- @extends Tasking.Task#TASK
|
||||
|
||||
---
|
||||
-- # TASK_CARGO class, extends @{Task#TASK}
|
||||
--
|
||||
-- ## A flexible tasking system
|
||||
--
|
||||
-- The TASK_CARGO classes provide you with a flexible tasking sytem,
|
||||
-- that allows you to transport cargo of various types between various locations
|
||||
-- and various dedicated deployment zones.
|
||||
--
|
||||
-- The cargo in scope of the TASK_CARGO classes must be explicitly given, and is of type SET_CARGO.
|
||||
-- The SET_CARGO contains a collection of CARGO objects that must be handled by the players in the mission.
|
||||
--
|
||||
--
|
||||
-- ## Task execution experience from the player perspective
|
||||
--
|
||||
-- A human player can join the battle field in a client airborne slot or a ground vehicle within the CA module (ALT-J).
|
||||
-- The player needs to accept the task from the task overview list within the mission, using the radio menus.
|
||||
--
|
||||
-- Once the TASK_CARGO is assigned to the player and accepted by the player, the player will obtain
|
||||
-- an extra **Cargo Handling Radio Menu** that contains the CARGO objects that need to be transported.
|
||||
--
|
||||
-- Each CARGO object has a certain state:
|
||||
--
|
||||
-- * **UnLoaded**: The CARGO is located within the battlefield. It may still need to be transported.
|
||||
-- * **Loaded**: The CARGO is loaded within a Carrier. This can be your air unit, or another air unit, or even a vehicle.
|
||||
-- * **Boarding**: The CARGO is running or moving towards your Carrier for loading.
|
||||
-- * **UnBoarding**: The CARGO is driving or jumping out of your Carrier and moves to a location in the Deployment Zone.
|
||||
--
|
||||
-- Cargo must be transported towards different **Deployment @{Zone}s**.
|
||||
--
|
||||
-- The Cargo Handling Radio Menu system allows to execute **various actions** to handle the cargo.
|
||||
-- In the menu, you'll find for each CARGO, that is part of the scope of the task, various actions that can be completed.
|
||||
-- Depending on the location of your Carrier unit, the menu options will vary.
|
||||
--
|
||||
--
|
||||
-- ## Cargo Pickup and Boarding
|
||||
--
|
||||
-- For cargo boarding, a cargo can only execute the boarding actions if it is within the foreseen **Reporting Range**.
|
||||
-- Therefore, it is important that you steer your Carrier within the Reporting Range,
|
||||
-- so that boarding actions can be executed on the cargo.
|
||||
-- To Pickup and Board cargo, the following menu items will be shown in your carrier radio menu:
|
||||
--
|
||||
-- ### Board Cargo
|
||||
--
|
||||
-- If your Carrier is within the Reporting Range of the cargo, it will allow to pickup the cargo by selecting this menu option.
|
||||
-- Depending on the Cargo type, the cargo will either move to your Carrier or you will receive instructions how to handle the cargo
|
||||
-- pickup. If the cargo moves to your carrier, it will indicate the boarding status.
|
||||
-- Note that multiple units need to board your Carrier, so it is required to await the full boarding process.
|
||||
-- Once the cargo is fully boarded within your Carrier, you will be notified of this.
|
||||
--
|
||||
-- Note that for airborne Carriers, it is required to land first before the Boarding process can be initiated.
|
||||
-- If during boarding the Carrier gets airborne, the boarding process will be cancelled.
|
||||
--
|
||||
-- ## Pickup Cargo
|
||||
--
|
||||
-- If your Carrier is not within the Reporting Range of the cargo, the HQ will guide you to its location.
|
||||
-- Routing information is shown in flight that directs you to the cargo within Reporting Range.
|
||||
-- Upon arrival, the Cargo will contact you and further instructions will be given.
|
||||
-- When your Carrier is airborne, you will receive instructions to land your Carrier.
|
||||
-- The action will not be completed until you've landed your Carrier.
|
||||
--
|
||||
--
|
||||
-- ## Cargo Deploy and UnBoarding
|
||||
--
|
||||
-- Various Deployment Zones can be foreseen in the scope of the Cargo transportation. Each deployment zone can be of varying @{Zone} type.
|
||||
-- The Cargo Handling Radio Menu provides with menu options to execute an action to steer your Carrier to a specific Zone.
|
||||
--
|
||||
-- ### UnBoard Cargo
|
||||
--
|
||||
-- If your Carrier is already within a Deployment Zone,
|
||||
-- then the Cargo Handling Radio Menu allows to **UnBoard** a specific cargo that is
|
||||
-- loaded within your Carrier group into the Deployment Zone.
|
||||
-- Note that the Unboarding process takes a while, as the cargo units (infantry or vehicles) must unload from your Carrier.
|
||||
-- Ensure that you stay at the position or stay on the ground while Unboarding.
|
||||
-- If any unforeseen manoeuvre is done by the Carrier, then the Unboarding will be cancelled.
|
||||
--
|
||||
-- ### Deploy Cargo
|
||||
--
|
||||
-- If your Carrier is not within a Deployment Zone, you'll need to fly towards one.
|
||||
-- Fortunately, the Cargo Handling Radio Menu provides you with menu options to select a specific Deployment Zone to fly towards.
|
||||
-- Once a Deployment Zone has been selected, your Carrier will receive routing information from HQ towards the Deployment Zone center.
|
||||
-- Upon arrival, the HQ will provide you with further instructions.
|
||||
-- When your Carrier is airborne, you will receive instructions to land your Carrier.
|
||||
-- The action will not be completed until you've landed your Carrier!
|
||||
--
|
||||
-- ## Handle TASK_CARGO Events ...
|
||||
--
|
||||
-- The TASK_CARGO classes define @{Cargo} transport tasks,
|
||||
-- based on the tasking capabilities defined in @{Task#TASK}.
|
||||
--
|
||||
-- ### Specific TASK_CARGO Events
|
||||
--
|
||||
-- Specific Cargo Handling event can be captured, that allow to trigger specific actions!
|
||||
--
|
||||
-- * **Boarded**: Triggered when the Cargo has been Boarded into your Carrier.
|
||||
-- * **UnBoarded**: Triggered when the cargo has been Unboarded from your Carrier and has arrived at the Deployment Zone.
|
||||
--
|
||||
-- ### Standard TASK_CARGO Events
|
||||
--
|
||||
-- The TASK_CARGO is implemented using a @{Statemachine#FSM_TASK}, and has the following standard statuses:
|
||||
--
|
||||
-- * **None**: Start of the process.
|
||||
-- * **Planned**: The cargo task is planned.
|
||||
-- * **Assigned**: The cargo task is assigned to a @{Group#GROUP}.
|
||||
-- * **Success**: The cargo task is successfully completed.
|
||||
-- * **Failed**: The cargo task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #TASK_CARGO TASK_CARGO
|
||||
--
|
||||
TASK_CARGO = {
|
||||
ClassName = "TASK_CARGO",
|
||||
}
|
||||
|
||||
--- Instantiates a new TASK_CARGO.
|
||||
-- @param #TASK_CARGO self
|
||||
-- @param Tasking.Mission#MISSION Mission
|
||||
-- @param Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
|
||||
-- @param #string TaskName The name of the Task.
|
||||
-- @param Core.Set#SET_CARGO SetCargo The scope of the cargo to be transported.
|
||||
-- @param #string TaskType The type of Cargo task.
|
||||
-- @return #TASK_CARGO self
|
||||
function TASK_CARGO:New( Mission, SetGroup, TaskName, SetCargo, TaskType )
|
||||
local self = BASE:Inherit( self, TASK:New( Mission, SetGroup, TaskName, TaskType ) ) -- #TASK_CARGO
|
||||
self:F( {Mission, SetGroup, TaskName, SetCargo, TaskType})
|
||||
|
||||
self.SetCargo = SetCargo
|
||||
self.TaskType = TaskType
|
||||
|
||||
self.DeployZones = {} -- setmetatable( {}, { __mode = "v" } ) -- weak table on value
|
||||
|
||||
|
||||
local Fsm = self:GetUnitProcess()
|
||||
|
||||
Fsm:AddProcess ( "Planned", "Accept", ACT_ASSIGN_ACCEPT:New( self.TaskBriefing ), { Assigned = "SelectAction", Rejected = "Reject" } )
|
||||
|
||||
Fsm:AddTransition( { "Assigned", "WaitingForCommand", "ArrivedAtPickup", "ArrivedAtDeploy", "Boarded", "UnBoarded" }, "SelectAction", "WaitingForCommand" )
|
||||
|
||||
Fsm:AddTransition( "WaitingForCommand", "RouteToPickup", "RoutingToPickup" )
|
||||
Fsm:AddProcess ( "RoutingToPickup", "RouteToPickupPoint", ACT_ROUTE_POINT:New(), { Arrived = "ArriveAtPickup" } )
|
||||
Fsm:AddTransition( "Arrived", "ArriveAtPickup", "ArrivedAtPickup" )
|
||||
|
||||
Fsm:AddTransition( "WaitingForCommand", "RouteToDeploy", "RoutingToDeploy" )
|
||||
Fsm:AddProcess ( "RoutingToDeploy", "RouteToDeployZone", ACT_ROUTE_ZONE:New(), { Arrived = "ArriveAtDeploy" } )
|
||||
Fsm:AddTransition( "Arrived", "ArriveAtDeploy", "ArrivedAtDeploy" )
|
||||
|
||||
Fsm:AddTransition( { "ArrivedAtPickup", "ArrivedAtDeploy", "Landing" }, "Land", "Landing" )
|
||||
Fsm:AddTransition( "Landing", "Landed", "Landed" )
|
||||
|
||||
Fsm:AddTransition( "WaitingForCommand", "PrepareBoarding", "AwaitBoarding" )
|
||||
Fsm:AddTransition( "AwaitBoarding", "Board", "Boarding" )
|
||||
Fsm:AddTransition( "Boarding", "Boarded", "Boarded" )
|
||||
|
||||
Fsm:AddTransition( "WaitingForCommand", "PrepareUnBoarding", "AwaitUnBoarding" )
|
||||
Fsm:AddTransition( "AwaitUnBoarding", "UnBoard", "UnBoarding" )
|
||||
Fsm:AddTransition( "UnBoarding", "UnBoarded", "UnBoarded" )
|
||||
|
||||
|
||||
Fsm:AddTransition( "Deployed", "Success", "Success" )
|
||||
Fsm:AddTransition( "Rejected", "Reject", "Aborted" )
|
||||
Fsm:AddTransition( "Failed", "Fail", "Failed" )
|
||||
|
||||
|
||||
---
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task_Cargo#TASK_CARGO Task
|
||||
function Fsm:onenterWaitingForCommand( TaskUnit, Task )
|
||||
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
||||
|
||||
if TaskUnit.Menu then
|
||||
TaskUnit.Menu:Remove()
|
||||
end
|
||||
|
||||
TaskUnit.Menu = MENU_GROUP:New( TaskUnit:GetGroup(), Task:GetName() .. " @ " .. TaskUnit:GetName() )
|
||||
|
||||
Task.SetCargo:ForEachCargo(
|
||||
|
||||
--- @param Core.Cargo#CARGO Cargo
|
||||
function( Cargo )
|
||||
if Cargo:IsUnLoaded() then
|
||||
if Cargo:IsInRadius( TaskUnit:GetPointVec2() ) then
|
||||
MENU_GROUP_COMMAND:New(
|
||||
TaskUnit:GetGroup(),
|
||||
"Board cargo " .. Cargo.Name,
|
||||
TaskUnit.Menu,
|
||||
self.MenuBoardCargo,
|
||||
self,
|
||||
Cargo
|
||||
)
|
||||
else
|
||||
MENU_GROUP_COMMAND:New(
|
||||
TaskUnit:GetGroup(),
|
||||
"Route to Pickup cargo " .. Cargo.Name,
|
||||
TaskUnit.Menu,
|
||||
self.MenuRouteToPickup,
|
||||
self,
|
||||
Cargo
|
||||
)
|
||||
end
|
||||
end
|
||||
|
||||
if Cargo:IsLoaded() then
|
||||
for DeployZoneName, DeployZone in pairs( Task.DeployZones ) do
|
||||
if Cargo:IsInZone( DeployZone ) then
|
||||
MENU_GROUP_COMMAND:New(
|
||||
TaskUnit:GetGroup(),
|
||||
"Unboard cargo " .. Cargo.Name,
|
||||
TaskUnit.Menu,
|
||||
self.MenuUnBoardCargo,
|
||||
self,
|
||||
Cargo,
|
||||
DeployZone
|
||||
)
|
||||
else
|
||||
MENU_GROUP_COMMAND:New(
|
||||
TaskUnit:GetGroup(),
|
||||
"Route to Deploy cargo at " .. DeployZoneName,
|
||||
TaskUnit.Menu,
|
||||
self.MenuRouteToDeploy,
|
||||
self,
|
||||
DeployZone
|
||||
)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
)
|
||||
|
||||
self:__SelectAction( -15 )
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task_Cargo#TASK_CARGO Task
|
||||
function Fsm:OnLeaveWaitingForCommand( TaskUnit, Task )
|
||||
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
||||
|
||||
TaskUnit.Menu:Remove()
|
||||
end
|
||||
|
||||
function Fsm:MenuBoardCargo( Cargo )
|
||||
self:__PrepareBoarding( 1.0, Cargo )
|
||||
end
|
||||
|
||||
function Fsm:MenuUnBoardCargo( Cargo, DeployZone )
|
||||
self:__PrepareUnBoarding( 1.0, Cargo, DeployZone )
|
||||
end
|
||||
|
||||
function Fsm:MenuRouteToPickup( Cargo )
|
||||
self:__RouteToPickup( 1.0, Cargo )
|
||||
end
|
||||
|
||||
function Fsm:MenuRouteToDeploy( DeployZone )
|
||||
self:__RouteToDeploy( 1.0, DeployZone )
|
||||
end
|
||||
|
||||
--- Route to Cargo
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task_Cargo#TASK_CARGO Task
|
||||
function Fsm:onafterRouteToPickup( TaskUnit, Task, From, Event, To, Cargo )
|
||||
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
||||
|
||||
|
||||
self.Cargo = Cargo
|
||||
Task:SetCargoPickup( self.Cargo, TaskUnit )
|
||||
self:__RouteToPickupPoint( -0.1 )
|
||||
end
|
||||
|
||||
|
||||
---
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task_Cargo#TASK_CARGO Task
|
||||
function Fsm:onafterArriveAtPickup( TaskUnit, Task )
|
||||
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
||||
|
||||
if TaskUnit:IsAir() then
|
||||
self:__Land( -0.1, "Pickup" )
|
||||
else
|
||||
self:__SelectAction( -0.1 )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Route to DeployZone
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
function Fsm:onafterRouteToDeploy( TaskUnit, Task, From, Event, To, DeployZone )
|
||||
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
||||
|
||||
|
||||
self.DeployZone = DeployZone
|
||||
Task:SetDeployZone( self.DeployZone, TaskUnit )
|
||||
self:__RouteToDeployZone( -0.1 )
|
||||
end
|
||||
|
||||
|
||||
---
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task_Cargo#TASK_CARGO Task
|
||||
function Fsm:onafterArriveAtDeploy( TaskUnit, Task )
|
||||
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
||||
|
||||
if TaskUnit:IsAir() then
|
||||
self:__Land( -0.1, "Deploy" )
|
||||
else
|
||||
self:__SelectAction( -0.1 )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
---
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task_Cargo#TASK_CARGO Task
|
||||
function Fsm:onafterLand( TaskUnit, Task, From, Event, To, Action )
|
||||
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
||||
|
||||
if self.Cargo:IsInRadius( TaskUnit:GetPointVec2() ) then
|
||||
if TaskUnit:InAir() then
|
||||
Task:GetMission():GetCommandCenter():MessageToGroup( "Land", TaskUnit:GetGroup() )
|
||||
self:__Land( -10, Action )
|
||||
else
|
||||
Task:GetMission():GetCommandCenter():MessageToGroup( "Landed ...", TaskUnit:GetGroup() )
|
||||
self:__Landed( -0.1, Action )
|
||||
end
|
||||
else
|
||||
if Action == "Pickup" then
|
||||
self:__RouteToPickupZone( -0.1 )
|
||||
else
|
||||
self:__RouteToDeployZone( -0.1 )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task_Cargo#TASK_CARGO Task
|
||||
function Fsm:onafterLanded( TaskUnit, Task, From, Event, To, Action )
|
||||
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
||||
|
||||
if self.Cargo:IsInRadius( TaskUnit:GetPointVec2() ) then
|
||||
if TaskUnit:InAir() then
|
||||
self:__Land( -0.1, Action )
|
||||
else
|
||||
self:__SelectAction( -0.1 )
|
||||
end
|
||||
else
|
||||
if Action == "Pickup" then
|
||||
self:__RouteToPickupZone( -0.1 )
|
||||
else
|
||||
self:__RouteToDeployZone( -0.1 )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task_Cargo#TASK_CARGO Task
|
||||
function Fsm:onafterPrepareBoarding( TaskUnit, Task, From, Event, To, Cargo )
|
||||
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
||||
|
||||
self.Cargo = Cargo -- Core.Cargo#CARGO_GROUP
|
||||
self:__Board( -0.1 )
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task_Cargo#TASK_CARGO Task
|
||||
function Fsm:onafterBoard( TaskUnit, Task )
|
||||
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
||||
|
||||
function self.Cargo:OnEnterLoaded( From, Event, To, TaskUnit, TaskProcess )
|
||||
|
||||
self:E({From, Event, To, TaskUnit, TaskProcess })
|
||||
|
||||
TaskProcess:__Boarded( 0.1 )
|
||||
|
||||
end
|
||||
|
||||
|
||||
if self.Cargo:IsInRadius( TaskUnit:GetPointVec2() ) then
|
||||
if TaskUnit:InAir() then
|
||||
--- ABORT the boarding. Split group if any and go back to select action.
|
||||
else
|
||||
self.Cargo:MessageToGroup( "Boarding ...", TaskUnit:GetGroup() )
|
||||
self.Cargo:Board( TaskUnit, 20, self )
|
||||
end
|
||||
else
|
||||
--self:__ArriveAtCargo( -0.1 )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
---
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task_Cargo#TASK_CARGO Task
|
||||
function Fsm:onafterBoarded( TaskUnit, Task )
|
||||
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
||||
|
||||
self.Cargo:MessageToGroup( "Boarded ...", TaskUnit:GetGroup() )
|
||||
self:__SelectAction( 1 )
|
||||
|
||||
-- TODO:I need to find a more decent solution for this.
|
||||
Task:E( { CargoPickedUp = Task.CargoPickedUp } )
|
||||
if Task.CargoPickedUp then
|
||||
Task:CargoPickedUp( TaskUnit, self.Cargo )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
---
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task_Cargo#TASK_CARGO Task
|
||||
function Fsm:onafterPrepareUnBoarding( TaskUnit, Task, From, Event, To, Cargo, DeployZone )
|
||||
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
||||
|
||||
self.Cargo = Cargo
|
||||
self.DeployZone = DeployZone
|
||||
self:__UnBoard( -0.1 )
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task_Cargo#TASK_CARGO Task
|
||||
function Fsm:onafterUnBoard( TaskUnit, Task )
|
||||
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
||||
|
||||
function self.Cargo:OnEnterUnLoaded( From, Event, To, DeployZone, TaskProcess )
|
||||
|
||||
self:E({From, Event, To, TaskUnit, TaskProcess })
|
||||
|
||||
TaskProcess:__UnBoarded( -0.1 )
|
||||
|
||||
end
|
||||
|
||||
self.Cargo:MessageToGroup( "UnBoarding ...", TaskUnit:GetGroup() )
|
||||
self.Cargo:UnBoard( self.DeployZone:GetPointVec2(), 20, self )
|
||||
end
|
||||
|
||||
|
||||
---
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task_Cargo#TASK_CARGO Task
|
||||
function Fsm:onafterUnBoarded( TaskUnit, Task )
|
||||
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
||||
|
||||
self.Cargo:MessageToGroup( "UnBoarded ...", TaskUnit:GetGroup() )
|
||||
|
||||
-- TODO:I need to find a more decent solution for this.
|
||||
Task:E( { CargoDeployed = Task.CargoDeployed } )
|
||||
if Task.CargoDeployed then
|
||||
Task:CargoDeployed( TaskUnit, self.Cargo, self.DeployZone )
|
||||
end
|
||||
|
||||
self:__SelectAction( 1 )
|
||||
end
|
||||
|
||||
|
||||
return self
|
||||
|
||||
end
|
||||
|
||||
--- @param #TASK_CARGO self
|
||||
function TASK_CARGO:GetPlannedMenuText()
|
||||
return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )"
|
||||
end
|
||||
|
||||
--- @param #TASK_CARGO self
|
||||
-- @return Core.Set#SET_CARGO The Cargo Set.
|
||||
function TASK_CARGO:GetCargoSet()
|
||||
|
||||
return self.SetCargo
|
||||
end
|
||||
|
||||
--- @param #TASK_CARGO self
|
||||
-- @return #list<Core.Zone#ZONE_BASE> The Deployment Zones.
|
||||
function TASK_CARGO:GetDeployZones()
|
||||
|
||||
return self.DeployZones
|
||||
end
|
||||
|
||||
--- @param #TASK_CARGO self
|
||||
-- @param AI.AI_Cargo#AI_CARGO Cargo The cargo.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return #TASK_CARGO
|
||||
function TASK_CARGO:SetCargoPickup( Cargo, TaskUnit )
|
||||
|
||||
self:F({Cargo, TaskUnit})
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
local ActRouteCargo = ProcessUnit:GetProcess( "RoutingToPickup", "RouteToPickupPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
|
||||
ActRouteCargo:SetPointVec2( Cargo:GetPointVec2() )
|
||||
ActRouteCargo:SetRange( Cargo:GetBoardingRange() )
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- @param #TASK_CARGO self
|
||||
-- @param Core.Zone#ZONE DeployZone
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return #TASK_CARGO
|
||||
function TASK_CARGO:SetDeployZone( DeployZone, TaskUnit )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
local ActRouteDeployZone = ProcessUnit:GetProcess( "RoutingToDeploy", "RouteToDeployZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
|
||||
ActRouteDeployZone:SetZone( DeployZone )
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- @param #TASK_CARGO self
|
||||
-- @param Core.Zone#ZONE DeployZone
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return #TASK_CARGO
|
||||
function TASK_CARGO:AddDeployZone( DeployZone, TaskUnit )
|
||||
|
||||
self.DeployZones[DeployZone:GetName()] = DeployZone
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- @param #TASK_CARGO self
|
||||
-- @param Core.Zone#ZONE DeployZone
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return #TASK_CARGO
|
||||
function TASK_CARGO:RemoveDeployZone( DeployZone, TaskUnit )
|
||||
|
||||
self.DeployZones[DeployZone:GetName()] = nil
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- @param #TASK_CARGO self
|
||||
-- @param @list<Core.Zone#ZONE> DeployZones
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return #TASK_CARGO
|
||||
function TASK_CARGO:SetDeployZones( DeployZones, TaskUnit )
|
||||
|
||||
for DeployZoneID, DeployZone in pairs( DeployZones ) do
|
||||
self.DeployZones[DeployZone:GetName()] = DeployZone
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- @param #TASK_CARGO self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return Core.Zone#ZONE_BASE The Zone object where the Target is located on the map.
|
||||
function TASK_CARGO:GetTargetZone( TaskUnit )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
|
||||
return ActRouteTarget:GetZone()
|
||||
end
|
||||
|
||||
--- Set a score when a target in scope of the A2G attack, has been destroyed .
|
||||
-- @param #TASK_CARGO self
|
||||
-- @param #string Text The text to display to the player, when the target has been destroyed.
|
||||
-- @param #number Score The score in points.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return #TASK_CARGO
|
||||
function TASK_CARGO:SetScoreOnDestroy( Text, Score, TaskUnit )
|
||||
self:F( { Text, Score, TaskUnit } )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
ProcessUnit:AddScoreProcess( "Engaging", "Account", "Account", Text, Score )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set a score when all the targets in scope of the A2G attack, have been destroyed.
|
||||
-- @param #TASK_CARGO self
|
||||
-- @param #string Text The text to display to the player, when all targets hav been destroyed.
|
||||
-- @param #number Score The score in points.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return #TASK_CARGO
|
||||
function TASK_CARGO:SetScoreOnSuccess( Text, Score, TaskUnit )
|
||||
self:F( { Text, Score, TaskUnit } )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
ProcessUnit:AddScore( "Success", Text, Score )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set a penalty when the A2G attack has failed.
|
||||
-- @param #TASK_CARGO self
|
||||
-- @param #string Text The text to display to the player, when the A2G attack has failed.
|
||||
-- @param #number Penalty The penalty in points.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return #TASK_CARGO
|
||||
function TASK_CARGO:SetPenaltyOnFailed( Text, Penalty, TaskUnit )
|
||||
self:F( { Text, Score, TaskUnit } )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
ProcessUnit:AddScore( "Failed", Text, Penalty )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
do -- TASK_CARGO_TRANSPORT
|
||||
|
||||
--- The TASK_CARGO_TRANSPORT class
|
||||
-- @type TASK_CARGO_TRANSPORT
|
||||
-- @extends #TASK_CARGO
|
||||
TASK_CARGO_TRANSPORT = {
|
||||
ClassName = "TASK_CARGO_TRANSPORT",
|
||||
}
|
||||
|
||||
--- Instantiates a new TASK_CARGO_TRANSPORT.
|
||||
-- @param #TASK_CARGO_TRANSPORT self
|
||||
-- @param Tasking.Mission#MISSION Mission
|
||||
-- @param Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
|
||||
-- @param #string TaskName The name of the Task.
|
||||
-- @param Core.Set#SET_CARGO SetCargo The scope of the cargo to be transported.
|
||||
-- @return #TASK_CARGO_TRANSPORT self
|
||||
function TASK_CARGO_TRANSPORT:New( Mission, SetGroup, TaskName, SetCargo )
|
||||
local self = BASE:Inherit( self, TASK_CARGO:New( Mission, SetGroup, TaskName, SetCargo, "Transport" ) ) -- #TASK_CARGO_TRANSPORT
|
||||
self:F()
|
||||
|
||||
Mission:AddTask( self )
|
||||
|
||||
|
||||
-- Events
|
||||
|
||||
self:AddTransition( "*", "CargoPickedUp", "*" )
|
||||
self:AddTransition( "*", "CargoDeployed", "*" )
|
||||
|
||||
do
|
||||
|
||||
--- OnBefore Transition Handler for Event CargoPickedUp.
|
||||
-- @function [parent=#TASK_CARGO_TRANSPORT] OnBeforeCargoPickedUp
|
||||
-- @param #TASK_CARGO_TRANSPORT self
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc.
|
||||
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event CargoPickedUp.
|
||||
-- @function [parent=#TASK_CARGO_TRANSPORT] OnAfterCargoPickedUp
|
||||
-- @param #TASK_CARGO_TRANSPORT self
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc.
|
||||
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
|
||||
|
||||
--- Synchronous Event Trigger for Event CargoPickedUp.
|
||||
-- @function [parent=#TASK_CARGO_TRANSPORT] CargoPickedUp
|
||||
-- @param #TASK_CARGO_TRANSPORT self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc.
|
||||
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
|
||||
|
||||
--- Asynchronous Event Trigger for Event CargoPickedUp.
|
||||
-- @function [parent=#TASK_CARGO_TRANSPORT] __CargoPickedUp
|
||||
-- @param #TASK_CARGO_TRANSPORT self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc.
|
||||
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
|
||||
end
|
||||
|
||||
do
|
||||
--- OnBefore Transition Handler for Event CargoDeployed.
|
||||
-- @function [parent=#TASK_CARGO_TRANSPORT] OnBeforeCargoDeployed
|
||||
-- @param #TASK_CARGO_TRANSPORT self
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc.
|
||||
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
|
||||
-- @param Core.Zone#ZONE DeployZone The zone where the Cargo got Deployed or UnBoarded.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event CargoDeployed.
|
||||
-- @function [parent=#TASK_CARGO_TRANSPORT] OnAfterCargoDeployed
|
||||
-- @param #TASK_CARGO_TRANSPORT self
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc.
|
||||
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
|
||||
-- @param Core.Zone#ZONE DeployZone The zone where the Cargo got Deployed or UnBoarded.
|
||||
|
||||
--- Synchronous Event Trigger for Event CargoDeployed.
|
||||
-- @function [parent=#TASK_CARGO_TRANSPORT] CargoDeployed
|
||||
-- @param #TASK_CARGO_TRANSPORT self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc.
|
||||
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
|
||||
-- @param Core.Zone#ZONE DeployZone The zone where the Cargo got Deployed or UnBoarded.
|
||||
|
||||
--- Asynchronous Event Trigger for Event CargoDeployed.
|
||||
-- @function [parent=#TASK_CARGO_TRANSPORT] __CargoDeployed
|
||||
-- @param #TASK_CARGO_TRANSPORT self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc.
|
||||
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
|
||||
-- @param Core.Zone#ZONE DeployZone The zone where the Cargo got Deployed or UnBoarded.
|
||||
end
|
||||
|
||||
local Fsm = self:GetUnitProcess()
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #TASK_CARGO_TRANSPORT self
|
||||
-- @return #boolean
|
||||
function TASK_CARGO_TRANSPORT:IsAllCargoTransported()
|
||||
|
||||
local CargoSet = self:GetCargoSet()
|
||||
local Set = CargoSet:GetSet()
|
||||
|
||||
local DeployZones = self:GetDeployZones()
|
||||
|
||||
local CargoDeployed = true
|
||||
|
||||
-- Loop the CargoSet (so evaluate each Cargo in the SET_CARGO ).
|
||||
for CargoID, CargoData in pairs( Set ) do
|
||||
local Cargo = CargoData -- Core.Cargo#CARGO
|
||||
|
||||
-- Loop the DeployZones set for the TASK_CARGO_TRANSPORT.
|
||||
for DeployZoneID, DeployZone in pairs( DeployZones ) do
|
||||
|
||||
-- If there is a Cargo not in one of DeployZones, then not all Cargo is deployed.
|
||||
self:T( { Cargo.CargoObject } )
|
||||
if Cargo:IsInZone( DeployZone ) then
|
||||
else
|
||||
CargoDeployed = false
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return CargoDeployed
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
@@ -156,6 +156,7 @@ end
|
||||
-- @param #GROUP self
|
||||
-- @return Dcs.DCSWrapper.Group#Group The DCS Group.
|
||||
function GROUP:GetDCSObject()
|
||||
self:F(self.GroupName)
|
||||
local DCSGroup = Group.getByName( self.GroupName )
|
||||
|
||||
if DCSGroup then
|
||||
@@ -319,6 +320,7 @@ function GROUP:GetUnit( UnitNumber )
|
||||
local DCSGroup = self:GetDCSObject()
|
||||
|
||||
if DCSGroup then
|
||||
local DCSUnit = DCSGroup:getUnit( UnitNumber )
|
||||
local UnitFound = UNIT:Find( DCSGroup:getUnit( UnitNumber ) )
|
||||
self:T2( UnitFound )
|
||||
return UnitFound
|
||||
@@ -834,6 +836,9 @@ function GROUP:Respawn( Template )
|
||||
|
||||
self:Destroy()
|
||||
_DATABASE:Spawn( Template )
|
||||
|
||||
self:ResetEvents()
|
||||
|
||||
end
|
||||
|
||||
--- Returns the group template from the @{DATABASE} (_DATABASE object).
|
||||
@@ -1077,7 +1082,21 @@ do -- Event Handling
|
||||
-- @return #GROUP
|
||||
function GROUP:UnHandleEvent( Event )
|
||||
|
||||
self:EventDispatcher():RemoveForGroup( self:GetName(), self, Event )
|
||||
self:EventDispatcher():Remove( self, Event )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Reset the subscriptions.
|
||||
-- @param #GROUP self
|
||||
-- @return #GROUP
|
||||
function GROUP:ResetEvents()
|
||||
|
||||
self:EventDispatcher():Reset( self )
|
||||
|
||||
for UnitID, UnitData in pairs( self:GetUnits() ) do
|
||||
UnitData:ResetEvents()
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -640,7 +640,7 @@ function UNIT:GetThreatLevel()
|
||||
"Bomber",
|
||||
"Strategic Bomber",
|
||||
"Attack Helicopter",
|
||||
"Interceptor",
|
||||
"Battleplane",
|
||||
"Multirole Fighter",
|
||||
"Fighter"
|
||||
}
|
||||
@@ -990,5 +990,16 @@ do -- Event Handling
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Reset the subscriptions.
|
||||
-- @param #UNIT self
|
||||
-- @return #UNIT
|
||||
function UNIT:ResetEvents()
|
||||
|
||||
self:EventDispatcher():Reset( self )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
Reference in New Issue
Block a user