From 493b090534c4b67b185c0701f0ca4e2505dfacb4 Mon Sep 17 00:00:00 2001 From: TommyC81 Date: Mon, 6 Dec 2021 17:57:36 +0400 Subject: [PATCH] LuaFormatter, RANGE formatting, and minor code fixes. (#1653) * Create .lua-format * Update Range.lua Format code. * Display distance in meters from bombtarget. All other numbers, including menu lists etc. uses meters. Feet kept in parens. * Fixed displaying of targetname when bombing. --- Moose Development/Moose/.lua-format | 33 + Moose Development/Moose/Functional/Range.lua | 2195 +++++++++--------- 2 files changed, 1132 insertions(+), 1096 deletions(-) create mode 100644 Moose Development/Moose/.lua-format diff --git a/Moose Development/Moose/.lua-format b/Moose Development/Moose/.lua-format new file mode 100644 index 000000000..26b4f5897 --- /dev/null +++ b/Moose Development/Moose/.lua-format @@ -0,0 +1,33 @@ +# See https://github.com/Koihik/LuaFormatter +# Use '-- LuaFormatter off' and '-- LuaFormatter on' around code blocks to inhibit formatting + +column_limit: 500 +indent_width: 2 +use_tab: false +continuation_indent_width: 2 +keep_simple_control_block_one_line: false +keep_simple_function_one_line: false +align_args: true +break_after_functioncall_lp: false +break_before_functioncall_rp: false +align_parameter: true +chop_down_parameter: true +break_after_functiondef_lp: false +break_before_functiondef_rp: false +align_table_field: true +break_after_table_lb: true +break_before_table_rb: true +chop_down_table: true +chop_down_kv_table: true +column_table_limit: 500 +table_sep: ',' +extra_sep_at_table_end: false +break_after_operator: true +single_quote_to_double_quote: true +double_quote_to_single_quote: false +spaces_before_call: 1 +spaces_inside_functiondef_parens: true +spaces_inside_functioncall_parens: true +spaces_inside_table_braces: true +spaces_around_equals_in_field: true +line_breaks_after_function_body: 1 \ No newline at end of file diff --git a/Moose Development/Moose/Functional/Range.lua b/Moose Development/Moose/Functional/Range.lua index 64c4d49a3..0f180e9aa 100644 --- a/Moose Development/Moose/Functional/Range.lua +++ b/Moose Development/Moose/Functional/Range.lua @@ -49,7 +49,6 @@ -- === -- @module Functional.Range -- @image Range.JPG - ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- RANGE class -- @type RANGE @@ -100,7 +99,7 @@ -- @field #string instructorrelayname Name of relay unit. -- @field #string soundpath Path inside miz file where the sound files are located. Default is "Range Soundfiles/". -- @extends Core.Fsm#FSM - +------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- *Don't only practice your art, but force your way into its secrets; art deserves that, for it and knowledge can raise man to the Divine.* - Ludwig van Beethoven -- -- === @@ -285,10 +284,9 @@ -- Note that it can happen that the RANGE radio menu is not shown. Check that the range object is defined as a **global** variable rather than a local one. -- The could avoid the lua garbage collection to accidentally/falsely deallocate the RANGE objects. -- --- --- +------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- @field #RANGE -RANGE={ +RANGE = { -- LuaFormatter off ClassName = "RANGE", Debug = false, verbose = 0, @@ -333,34 +331,34 @@ RANGE={ rangecontrolfreq = nil, rangecontrol = nil, soundpath = "Range Soundfiles/" -} +} -- LuaFormatter on --- Default range parameters. -- @list Defaults -RANGE.Defaults={ - goodhitrange=25, - strafemaxalt=914, - dtBombtrack=0.005, - Tmsg=30, - ndisplayresult=10, - rangeradius=5000, - TdelaySmoke=3.0, - boxlength=3000, - boxwidth=300, - goodpass=20, - foulline=610, -} +RANGE.Defaults = { -- LuaFormatter off + goodhitrange = 25, -- meters + strafemaxalt = 914, -- meters AGL + dtBombtrack = 0.005, -- seconds + Tmsg = 30, -- seconds + ndisplayresult = 10, + rangeradius = 5000, -- meters + TdelaySmoke = 3.0, -- seconds + boxlength = 3000, -- meters + boxwidth = 300, -- meters + goodpass = 20, -- targethits per pass + foulline = 610 -- meters +} -- LuaFormatter on --- Target type, i.e. unit, static, or coordinate. -- @type RANGE.TargetType -- @field #string UNIT Target is a unit. -- @field #string STATIC Target is a static. -- @field #string COORD Target is a coordinate. -RANGE.TargetType={ - UNIT="Unit", - STATIC="Static", - COORD="Coordinate", -} +RANGE.TargetType = { -- LuaFormatter off + UNIT = "Unit", + STATIC = "Static", + COORD = "Coordinate", +} -- LuaFormatter on --- Player settings. -- @type RANGE.PlayerData @@ -460,81 +458,81 @@ RANGE.TargetType={ -- @field #RANGE.Soundfile IREnterRange -- @field #RANGE.Soundfile IRExitRange RANGE.Sound = { - RC0={filename="RC-0.ogg", duration=0.60}, - RC1={filename="RC-1.ogg", duration=0.47}, - RC2={filename="RC-2.ogg", duration=0.43}, - RC3={filename="RC-3.ogg", duration=0.50}, - RC4={filename="RC-4.ogg", duration=0.58}, - RC5={filename="RC-5.ogg", duration=0.54}, - RC6={filename="RC-6.ogg", duration=0.61}, - RC7={filename="RC-7.ogg", duration=0.53}, - RC8={filename="RC-8.ogg", duration=0.34}, - RC9={filename="RC-9.ogg", duration=0.54}, - RCAccuracy={filename="RC-Accuracy.ogg", duration=0.67}, - RCDegrees={filename="RC-Degrees.ogg", duration=0.59}, - RCExcellentHit={filename="RC-ExcellentHit.ogg", duration=0.76}, - RCExcellentPass={filename="RC-ExcellentPass.ogg", duration=0.89}, - RCFeet={filename="RC-Feet.ogg", duration=0.49}, - RCFor={filename="RC-For.ogg", duration=0.64}, - RCGoodHit={filename="RC-GoodHit.ogg", duration=0.52}, - RCGoodPass={filename="RC-GoodPass.ogg", duration=0.62}, - RCHitsOnTarget={filename="RC-HitsOnTarget.ogg", duration=0.88}, - RCImpact={filename="RC-Impact.ogg", duration=0.61}, - RCIneffectiveHit={filename="RC-IneffectiveHit.ogg", duration=0.86}, - RCIneffectivePass={filename="RC-IneffectivePass.ogg", duration=0.99}, - RCInvalidHit={filename="RC-InvalidHit.ogg", duration=2.97}, - RCLeftStrafePitTooQuickly={filename="RC-LeftStrafePitTooQuickly.ogg", duration=3.09}, - RCPercent={filename="RC-Percent.ogg", duration=0.56}, - RCPoorHit={filename="RC-PoorHit.ogg", duration=0.54}, - RCPoorPass={filename="RC-PoorPass.ogg", duration=0.68}, - RCRollingInOnStrafeTarget={filename="RC-RollingInOnStrafeTarget.ogg", duration=1.38}, - RCTotalRoundsFired={filename="RC-TotalRoundsFired.ogg", duration=1.22}, - RCWeaponImpactedTooFar={filename="RC-WeaponImpactedTooFar.ogg", duration=3.73}, - IR0={filename="IR-0.ogg", duration=0.55}, - IR1={filename="IR-1.ogg", duration=0.41}, - IR2={filename="IR-2.ogg", duration=0.37}, - IR3={filename="IR-3.ogg", duration=0.41}, - IR4={filename="IR-4.ogg", duration=0.37}, - IR5={filename="IR-5.ogg", duration=0.43}, - IR6={filename="IR-6.ogg", duration=0.55}, - IR7={filename="IR-7.ogg", duration=0.43}, - IR8={filename="IR-8.ogg", duration=0.38}, - IR9={filename="IR-9.ogg", duration=0.55}, - IRDecimal={filename="IR-Decimal.ogg", duration=0.54}, - IRMegaHertz={filename="IR-MegaHertz.ogg", duration=0.87}, - IREnterRange={filename="IR-EnterRange.ogg", duration=4.83}, - IRExitRange={filename="IR-ExitRange.ogg", duration=3.10}, + RC0 = { filename = "RC-0.ogg", duration = 0.60 }, + RC1 = { filename = "RC-1.ogg", duration = 0.47 }, + RC2 = { filename = "RC-2.ogg", duration = 0.43 }, + RC3 = { filename = "RC-3.ogg", duration = 0.50 }, + RC4 = { filename = "RC-4.ogg", duration = 0.58 }, + RC5 = { filename = "RC-5.ogg", duration = 0.54 }, + RC6 = { filename = "RC-6.ogg", duration = 0.61 }, + RC7 = { filename = "RC-7.ogg", duration = 0.53 }, + RC8 = { filename = "RC-8.ogg", duration = 0.34 }, + RC9 = { filename = "RC-9.ogg", duration = 0.54 }, + RCAccuracy = { filename = "RC-Accuracy.ogg", duration = 0.67 }, + RCDegrees = { filename = "RC-Degrees.ogg", duration = 0.59 }, + RCExcellentHit = { filename = "RC-ExcellentHit.ogg", duration = 0.76 }, + RCExcellentPass = { filename = "RC-ExcellentPass.ogg", duration = 0.89 }, + RCFeet = { filename = "RC-Feet.ogg", duration = 0.49 }, + RCFor = { filename = "RC-For.ogg", duration = 0.64 }, + RCGoodHit = { filename = "RC-GoodHit.ogg", duration = 0.52 }, + RCGoodPass = { filename = "RC-GoodPass.ogg", duration = 0.62 }, + RCHitsOnTarget = { filename = "RC-HitsOnTarget.ogg", duration = 0.88 }, + RCImpact = { filename = "RC-Impact.ogg", duration = 0.61 }, + RCIneffectiveHit = { filename = "RC-IneffectiveHit.ogg", duration = 0.86 }, + RCIneffectivePass = { filename = "RC-IneffectivePass.ogg", duration = 0.99 }, + RCInvalidHit = { filename = "RC-InvalidHit.ogg", duration = 2.97 }, + RCLeftStrafePitTooQuickly = { filename = "RC-LeftStrafePitTooQuickly.ogg", duration = 3.09 }, + RCPercent = { filename = "RC-Percent.ogg", duration = 0.56 }, + RCPoorHit = { filename = "RC-PoorHit.ogg", duration = 0.54 }, + RCPoorPass = { filename = "RC-PoorPass.ogg", duration = 0.68 }, + RCRollingInOnStrafeTarget = { filename = "RC-RollingInOnStrafeTarget.ogg", duration = 1.38 }, + RCTotalRoundsFired = { filename = "RC-TotalRoundsFired.ogg", duration = 1.22 }, + RCWeaponImpactedTooFar = { filename = "RC-WeaponImpactedTooFar.ogg", duration = 3.73 }, + IR0 = { filename = "IR-0.ogg", duration = 0.55 }, + IR1 = { filename = "IR-1.ogg", duration = 0.41 }, + IR2 = { filename = "IR-2.ogg", duration = 0.37 }, + IR3 = { filename = "IR-3.ogg", duration = 0.41 }, + IR4 = { filename = "IR-4.ogg", duration = 0.37 }, + IR5 = { filename = "IR-5.ogg", duration = 0.43 }, + IR6 = { filename = "IR-6.ogg", duration = 0.55 }, + IR7 = { filename = "IR-7.ogg", duration = 0.43 }, + IR8 = { filename = "IR-8.ogg", duration = 0.38 }, + IR9 = { filename = "IR-9.ogg", duration = 0.55 }, + IRDecimal = { filename = "IR-Decimal.ogg", duration = 0.54 }, + IRMegaHertz = { filename = "IR-MegaHertz.ogg", duration = 0.87 }, + IREnterRange = { filename = "IR-EnterRange.ogg", duration = 4.83 }, + IRExitRange = { filename = "IR-ExitRange.ogg", duration = 3.10 } } --- Global list of all defined range names. -- @field #table Names -RANGE.Names={} +RANGE.Names = {} --- Main radio menu on group level. -- @field #table MenuF10 Root menu table on group level. -RANGE.MenuF10={} +RANGE.MenuF10 = {} --- Main radio menu on mission level. -- @field #table MenuF10Root Root menu on mission level. -RANGE.MenuF10Root=nil +RANGE.MenuF10Root = nil --- Range script version. -- @field #string version -RANGE.version="2.3.0" +RANGE.version = "2.3.0" ---TODO list: ---TODO: Verbosity level for messages. ---TODO: Add option for default settings such as smoke off. ---TODO: Add custom weapons, which can be specified by the user. ---TODO: Check if units are still alive. ---DONE: Add statics for strafe pits. ---DONE: Add missiles. ---DONE: Convert env.info() to self:T() ---DONE: Add user functions. ---DONE: Rename private functions, i.e. start with _functionname. ---DONE: number of displayed results variable. ---DONE: Add tire option for strafe pits. ==> No really feasible since tires are very small and cannot be seen. ---DONE: Check that menu texts are short enough to be correctly displayed in VR. +-- TODO list: +-- TODO: Verbosity level for messages. +-- TODO: Add option for default settings such as smoke off. +-- TODO: Add custom weapons, which can be specified by the user. +-- TODO: Check if units are still alive. +-- DONE: Add statics for strafe pits. +-- DONE: Add missiles. +-- DONE: Convert env.info() to self:T() +-- DONE: Add user functions. +-- DONE: Rename private functions, i.e. start with _functionname. +-- DONE: number of displayed results variable. +-- DONE: Add tire option for strafe pits. ==> No really feasible since tires are very small and cannot be seen. +-- DONE: Check that menu texts are short enough to be correctly displayed in VR. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- @@ -542,29 +540,30 @@ RANGE.version="2.3.0" -- @param #RANGE self -- @param #string rangename Name of the range. Has to be unique. Will we used to create F10 menu items etc. -- @return #RANGE RANGE object. -function RANGE:New(rangename) - BASE:F({rangename=rangename}) +function RANGE:New( rangename ) + BASE:F( { rangename = rangename } ) -- Inherit BASE. - local self=BASE:Inherit(self, FSM:New()) -- #RANGE + local self = BASE:Inherit( self, FSM:New() ) -- #RANGE -- Get range name. - --TODO: make sure that the range name is not given twice. This would lead to problems in the F10 radio menu. - self.rangename=rangename or "Practice Range" + -- TODO: make sure that the range name is not given twice. This would lead to problems in the F10 radio menu. + self.rangename = rangename or "Practice Range" -- Log id. - self.id=string.format("RANGE %s | ", self.rangename) + self.id = string.format( "RANGE %s | ", self.rangename ) -- Debug info. - local text=string.format("Script version %s - creating new RANGE object %s.", RANGE.version, self.rangename) - self:I(self.id..text) + local text = string.format( "Script version %s - creating new RANGE object %s.", RANGE.version, self.rangename ) + self:I( self.id .. text ) -- Defaults self:SetDefaultPlayerSmokeBomb() -- Start State. - self:SetStartState("Stopped") + self:SetStartState( "Stopped" ) + -- LuaFormatter off --- -- Add FSM transitions. -- From State --> Event --> To State @@ -575,6 +574,7 @@ function RANGE:New(rangename) self:AddTransition("*", "ExitRange", "*") -- Player leaves the range. self:AddTransition("*", "Save", "*") -- Save player results. self:AddTransition("*", "Load", "*") -- Load player results. +-- LuaFormatter on ------------------------ --- Pseudo Functions --- @@ -678,76 +678,76 @@ end function RANGE:onafterStart() -- Location/coordinate of range. - local _location=nil + local _location = nil -- Count bomb targets. - local _count=0 - for _,_target in pairs(self.bombingTargets) do - _count=_count+1 + local _count = 0 + for _, _target in pairs( self.bombingTargets ) do + _count = _count + 1 -- Get range location. - if _location==nil then - _location=self:_GetBombTargetCoordinate(_target) + if _location == nil then + _location = self:_GetBombTargetCoordinate( _target ) end end - self.nbombtargets=_count + self.nbombtargets = _count -- Count strafing targets. - _count=0 - for _,_target in pairs(self.strafeTargets) do - _count=_count+1 + _count = 0 + for _, _target in pairs( self.strafeTargets ) do + _count = _count + 1 - for _,_unit in pairs(_target.targets) do - if _location==nil then - _location=_unit:GetCoordinate() + for _, _unit in pairs( _target.targets ) do + if _location == nil then + _location = _unit:GetCoordinate() end end end - self.nstrafetargets=_count + self.nstrafetargets = _count -- Location of the range. We simply take the first unit/target we find if it was not explicitly specified by the user. - if self.location==nil then - self.location=_location + if self.location == nil then + self.location = _location end - if self.location==nil then - local text=string.format("ERROR! No range location found. Number of strafe targets = %d. Number of bomb targets = %d.", self.nstrafetargets, self.nbombtargets) - self:E(self.id..text) + if self.location == nil then + local text = string.format( "ERROR! No range location found. Number of strafe targets = %d. Number of bomb targets = %d.", self.nstrafetargets, self.nbombtargets ) + self:E( self.id .. text ) return end -- Define a MOOSE zone of the range. - if self.rangezone==nil then - self.rangezone=ZONE_RADIUS:New(self.rangename, {x=self.location.x, y=self.location.z}, self.rangeradius) + if self.rangezone == nil then + self.rangezone = ZONE_RADIUS:New( self.rangename, { x = self.location.x, y = self.location.z }, self.rangeradius ) end -- Starting range. - local text=string.format("Starting RANGE %s. Number of strafe targets = %d. Number of bomb targets = %d.", self.rangename, self.nstrafetargets, self.nbombtargets) - self:I(self.id..text) + local text = string.format( "Starting RANGE %s. Number of strafe targets = %d. Number of bomb targets = %d.", self.rangename, self.nstrafetargets, self.nbombtargets ) + self:I( self.id .. text ) -- Event handling. if self.eventmoose then -- Events are handled my MOOSE. - self:T(self.id.."Events are handled by MOOSE.") - self:HandleEvent(EVENTS.Birth) - self:HandleEvent(EVENTS.Hit) - self:HandleEvent(EVENTS.Shot) + self:T( self.id .. "Events are handled by MOOSE." ) + self:HandleEvent( EVENTS.Birth ) + self:HandleEvent( EVENTS.Hit ) + self:HandleEvent( EVENTS.Shot ) else -- Events are handled directly by DCS. - self:T(self.id.."Events are handled directly by DCS.") - world.addEventHandler(self) + self:T( self.id .. "Events are handled directly by DCS." ) + world.addEventHandler( self ) end -- Make bomb target move randomly within the range zone. - for _,_target in pairs(self.bombingTargets) do + for _, _target in pairs( self.bombingTargets ) do -- Check if it is a static object. - --local _static=self:_CheckStatic(_target.target:GetName()) - local _static=_target.type==RANGE.TargetType.STATIC + -- local _static=self:_CheckStatic(_target.target:GetName()) + local _static = _target.type == RANGE.TargetType.STATIC - if _target.move and _static==false and _target.speed>1 then - local unit=_target.target --Wrapper.Unit#UNIT - _target.target:PatrolZones({self.rangezone}, _target.speed*0.75, "Off road") + if _target.move and _static == false and _target.speed > 1 then + local unit = _target.target -- Wrapper.Unit#UNIT + _target.target:PatrolZones( { self.rangezone }, _target.speed * 0.75, "Off road" ) end end @@ -756,53 +756,53 @@ function RANGE:onafterStart() if self.rangecontrolfreq then -- Radio queue. - self.rangecontrol=RADIOQUEUE:New(self.rangecontrolfreq, nil, self.rangename) - self.rangecontrol.schedonce=true + self.rangecontrol = RADIOQUEUE:New( self.rangecontrolfreq, nil, self.rangename ) + self.rangecontrol.schedonce = true -- Init numbers. - self.rangecontrol:SetDigit(0, RANGE.Sound.RC0.filename, RANGE.Sound.RC0.duration, self.soundpath) - self.rangecontrol:SetDigit(1, RANGE.Sound.RC1.filename, RANGE.Sound.RC1.duration, self.soundpath) - self.rangecontrol:SetDigit(2, RANGE.Sound.RC2.filename, RANGE.Sound.RC2.duration, self.soundpath) - self.rangecontrol:SetDigit(3, RANGE.Sound.RC3.filename, RANGE.Sound.RC3.duration, self.soundpath) - self.rangecontrol:SetDigit(4, RANGE.Sound.RC4.filename, RANGE.Sound.RC4.duration, self.soundpath) - self.rangecontrol:SetDigit(5, RANGE.Sound.RC5.filename, RANGE.Sound.RC5.duration, self.soundpath) - self.rangecontrol:SetDigit(6, RANGE.Sound.RC6.filename, RANGE.Sound.RC6.duration, self.soundpath) - self.rangecontrol:SetDigit(7, RANGE.Sound.RC7.filename, RANGE.Sound.RC7.duration, self.soundpath) - self.rangecontrol:SetDigit(8, RANGE.Sound.RC8.filename, RANGE.Sound.RC8.duration, self.soundpath) - self.rangecontrol:SetDigit(9, RANGE.Sound.RC9.filename, RANGE.Sound.RC9.duration, self.soundpath) + self.rangecontrol:SetDigit( 0, RANGE.Sound.RC0.filename, RANGE.Sound.RC0.duration, self.soundpath ) + self.rangecontrol:SetDigit( 1, RANGE.Sound.RC1.filename, RANGE.Sound.RC1.duration, self.soundpath ) + self.rangecontrol:SetDigit( 2, RANGE.Sound.RC2.filename, RANGE.Sound.RC2.duration, self.soundpath ) + self.rangecontrol:SetDigit( 3, RANGE.Sound.RC3.filename, RANGE.Sound.RC3.duration, self.soundpath ) + self.rangecontrol:SetDigit( 4, RANGE.Sound.RC4.filename, RANGE.Sound.RC4.duration, self.soundpath ) + self.rangecontrol:SetDigit( 5, RANGE.Sound.RC5.filename, RANGE.Sound.RC5.duration, self.soundpath ) + self.rangecontrol:SetDigit( 6, RANGE.Sound.RC6.filename, RANGE.Sound.RC6.duration, self.soundpath ) + self.rangecontrol:SetDigit( 7, RANGE.Sound.RC7.filename, RANGE.Sound.RC7.duration, self.soundpath ) + self.rangecontrol:SetDigit( 8, RANGE.Sound.RC8.filename, RANGE.Sound.RC8.duration, self.soundpath ) + self.rangecontrol:SetDigit( 9, RANGE.Sound.RC9.filename, RANGE.Sound.RC9.duration, self.soundpath ) -- Set location where the messages are transmitted from. - self.rangecontrol:SetSenderCoordinate(self.location) - self.rangecontrol:SetSenderUnitName(self.rangecontrolrelayname) + self.rangecontrol:SetSenderCoordinate( self.location ) + self.rangecontrol:SetSenderUnitName( self.rangecontrolrelayname ) -- Start range control radio queue. - self.rangecontrol:Start(1, 0.1) + self.rangecontrol:Start( 1, 0.1 ) -- Init range control. if self.instructorfreq then -- Radio queue. - self.instructor=RADIOQUEUE:New(self.instructorfreq, nil, self.rangename) - self.instructor.schedonce=true + self.instructor = RADIOQUEUE:New( self.instructorfreq, nil, self.rangename ) + self.instructor.schedonce = true -- Init numbers. - self.instructor:SetDigit(0, RANGE.Sound.IR0.filename, RANGE.Sound.IR0.duration, self.soundpath) - self.instructor:SetDigit(1, RANGE.Sound.IR1.filename, RANGE.Sound.IR1.duration, self.soundpath) - self.instructor:SetDigit(2, RANGE.Sound.IR2.filename, RANGE.Sound.IR2.duration, self.soundpath) - self.instructor:SetDigit(3, RANGE.Sound.IR3.filename, RANGE.Sound.IR3.duration, self.soundpath) - self.instructor:SetDigit(4, RANGE.Sound.IR4.filename, RANGE.Sound.IR4.duration, self.soundpath) - self.instructor:SetDigit(5, RANGE.Sound.IR5.filename, RANGE.Sound.IR5.duration, self.soundpath) - self.instructor:SetDigit(6, RANGE.Sound.IR6.filename, RANGE.Sound.IR6.duration, self.soundpath) - self.instructor:SetDigit(7, RANGE.Sound.IR7.filename, RANGE.Sound.IR7.duration, self.soundpath) - self.instructor:SetDigit(8, RANGE.Sound.IR8.filename, RANGE.Sound.IR8.duration, self.soundpath) - self.instructor:SetDigit(9, RANGE.Sound.IR9.filename, RANGE.Sound.IR9.duration, self.soundpath) + self.instructor:SetDigit( 0, RANGE.Sound.IR0.filename, RANGE.Sound.IR0.duration, self.soundpath ) + self.instructor:SetDigit( 1, RANGE.Sound.IR1.filename, RANGE.Sound.IR1.duration, self.soundpath ) + self.instructor:SetDigit( 2, RANGE.Sound.IR2.filename, RANGE.Sound.IR2.duration, self.soundpath ) + self.instructor:SetDigit( 3, RANGE.Sound.IR3.filename, RANGE.Sound.IR3.duration, self.soundpath ) + self.instructor:SetDigit( 4, RANGE.Sound.IR4.filename, RANGE.Sound.IR4.duration, self.soundpath ) + self.instructor:SetDigit( 5, RANGE.Sound.IR5.filename, RANGE.Sound.IR5.duration, self.soundpath ) + self.instructor:SetDigit( 6, RANGE.Sound.IR6.filename, RANGE.Sound.IR6.duration, self.soundpath ) + self.instructor:SetDigit( 7, RANGE.Sound.IR7.filename, RANGE.Sound.IR7.duration, self.soundpath ) + self.instructor:SetDigit( 8, RANGE.Sound.IR8.filename, RANGE.Sound.IR8.duration, self.soundpath ) + self.instructor:SetDigit( 9, RANGE.Sound.IR9.filename, RANGE.Sound.IR9.duration, self.soundpath ) -- Set location where the messages are transmitted from. - self.instructor:SetSenderCoordinate(self.location) - self.instructor:SetSenderUnitName(self.instructorrelayname) + self.instructor:SetSenderCoordinate( self.location ) + self.instructor:SetSenderUnitName( self.instructorrelayname ) -- Start instructor radio queue. - self.instructor:Start(1, 0.1) + self.instructor:Start( 1, 0.1 ) end @@ -819,10 +819,10 @@ function RANGE:onafterStart() self:_SmokeBombTargets() self:_SmokeStrafeTargets() self:_SmokeStrafeTargetBoxes() - self.rangezone:SmokeZone(SMOKECOLOR.White) + self.rangezone:SmokeZone( SMOKECOLOR.White ) end - self:__Status(-60) + self:__Status( -60 ) end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- @@ -833,8 +833,8 @@ end -- @param #RANGE self -- @param #number maxalt Maximum altitude in meters AGL. Default is 914 m = 3000 ft. -- @return #RANGE self -function RANGE:SetMaxStrafeAlt(maxalt) - self.strafemaxalt=maxalt or RANGE.Defaults.strafemaxalt +function RANGE:SetMaxStrafeAlt( maxalt ) + self.strafemaxalt = maxalt or RANGE.Defaults.strafemaxalt return self end @@ -842,8 +842,8 @@ end -- @param #RANGE self -- @param #number dt Time interval in seconds. Default is 0.005 s. -- @return #RANGE self -function RANGE:SetBombtrackTimestep(dt) - self.dtBombtrack=dt or RANGE.Defaults.dtBombtrack +function RANGE:SetBombtrackTimestep( dt ) + self.dtBombtrack = dt or RANGE.Defaults.dtBombtrack return self end @@ -851,8 +851,8 @@ end -- @param #RANGE self -- @param #number time Time in seconds. Default is 30 s. -- @return #RANGE self -function RANGE:SetMessageTimeDuration(time) - self.Tmsg=time or RANGE.Defaults.Tmsg +function RANGE:SetMessageTimeDuration( time ) + self.Tmsg = time or RANGE.Defaults.Tmsg return self end @@ -860,7 +860,7 @@ end -- @param #RANGE self -- @return #RANGE self function RANGE:SetAutosaveOn() - self.autosave=true + self.autosave = true return self end @@ -868,7 +868,7 @@ end -- @param #RANGE self -- @return #RANGE self function RANGE:SetAutosaveOff() - self.autosave=false + self.autosave = false return self end @@ -877,9 +877,9 @@ end -- @param #string examinergroupname Name of the group of the examiner. -- @param #boolean exclusively If true, messages are send exclusively to the examiner, i.e. not to the clients. -- @return #RANGE self -function RANGE:SetMessageToExaminer(examinergroupname, exclusively) - self.examinergroupname=examinergroupname - self.examinerexclusive=exclusively +function RANGE:SetMessageToExaminer( examinergroupname, exclusively ) + self.examinergroupname = examinergroupname + self.examinerexclusive = exclusively return self end @@ -887,8 +887,8 @@ end -- @param #RANGE self -- @param #number nmax Number of results. Default is 10. -- @return #RANGE self -function RANGE:SetDisplayedMaxPlayerResults(nmax) - self.ndisplayresult=nmax or RANGE.Defaults.ndisplayresult +function RANGE:SetDisplayedMaxPlayerResults( nmax ) + self.ndisplayresult = nmax or RANGE.Defaults.ndisplayresult return self end @@ -896,8 +896,8 @@ end -- @param #RANGE self -- @param #number radius Radius in km. Default 5 km. -- @return #RANGE self -function RANGE:SetRangeRadius(radius) - self.rangeradius=radius*1000 or RANGE.Defaults.rangeradius +function RANGE:SetRangeRadius( radius ) + self.rangeradius = radius * 1000 or RANGE.Defaults.rangeradius return self end @@ -905,11 +905,11 @@ end -- @param #RANGE self -- @param #boolean switch (Optional) If true, impact points of bombs will be smoked. Default is true. -- @return #RANGE self -function RANGE:SetDefaultPlayerSmokeBomb(switch) +function RANGE:SetDefaultPlayerSmokeBomb( switch ) if switch == nil or switch == true then - self.defaultsmokebomb=true + self.defaultsmokebomb = true else - self.defaultsmokebomb=false + self.defaultsmokebomb = false end return self end @@ -918,8 +918,8 @@ end -- @param #RANGE self -- @param #number distance Threshold distance in km. Default 25 km. -- @return #RANGE self -function RANGE:SetBombtrackThreshold(distance) - self.BombtrackThreshold=(distance or 25)*1000 +function RANGE:SetBombtrackThreshold( distance ) + self.BombtrackThreshold = (distance or 25) * 1000 return self end @@ -928,8 +928,8 @@ end -- @param #RANGE self -- @param Core.Point#COORDINATE coordinate Coordinate of the range. -- @return #RANGE self -function RANGE:SetRangeLocation(coordinate) - self.location=coordinate +function RANGE:SetRangeLocation( coordinate ) + self.location = coordinate return self end @@ -938,8 +938,8 @@ end -- @param #RANGE self -- @param Core.Zone#ZONE zone MOOSE zone defining the range perimeters. -- @return #RANGE self -function RANGE:SetRangeZone(zone) - self.rangezone=zone +function RANGE:SetRangeZone( zone ) + self.rangezone = zone return self end @@ -947,8 +947,8 @@ end -- @param #RANGE self -- @param Utilities.Utils#SMOKECOLOR colorid Color id. Default SMOKECOLOR.Red. -- @return #RANGE self -function RANGE:SetBombTargetSmokeColor(colorid) - self.BombSmokeColor=colorid or SMOKECOLOR.Red +function RANGE:SetBombTargetSmokeColor( colorid ) + self.BombSmokeColor = colorid or SMOKECOLOR.Red return self end @@ -956,8 +956,8 @@ end -- @param #RANGE self -- @param #number distance Distance in meters. Default 1000 m. -- @return #RANGE self -function RANGE:SetScoreBombDistance(distance) - self.scorebombdistance=distance or 1000 +function RANGE:SetScoreBombDistance( distance ) + self.scorebombdistance = distance or 1000 return self end @@ -965,8 +965,8 @@ end -- @param #RANGE self -- @param Utilities.Utils#SMOKECOLOR colorid Color id. Default SMOKECOLOR.Green. -- @return #RANGE self -function RANGE:SetStrafeTargetSmokeColor(colorid) - self.StrafeSmokeColor=colorid or SMOKECOLOR.Green +function RANGE:SetStrafeTargetSmokeColor( colorid ) + self.StrafeSmokeColor = colorid or SMOKECOLOR.Green return self end @@ -974,8 +974,8 @@ end -- @param #RANGE self -- @param Utilities.Utils#SMOKECOLOR colorid Color id. Default SMOKECOLOR.White. -- @return #RANGE self -function RANGE:SetStrafePitSmokeColor(colorid) - self.StrafePitSmokeColor=colorid or SMOKECOLOR.White +function RANGE:SetStrafePitSmokeColor( colorid ) + self.StrafePitSmokeColor = colorid or SMOKECOLOR.White return self end @@ -983,8 +983,8 @@ end -- @param #RANGE self -- @param #number delay Time delay in seconds. Default is 3 seconds. -- @return #RANGE self -function RANGE:SetSmokeTimeDelay(delay) - self.TdelaySmoke=delay or RANGE.Defaults.TdelaySmoke +function RANGE:SetSmokeTimeDelay( delay ) + self.TdelaySmoke = delay or RANGE.Defaults.TdelaySmoke return self end @@ -992,7 +992,7 @@ end -- @param #RANGE self -- @return #RANGE self function RANGE:DebugON() - self.Debug=true + self.Debug = true return self end @@ -1000,7 +1000,7 @@ end -- @param #RANGE self -- @return #RANGE self function RANGE:DebugOFF() - self.Debug=false + self.Debug = false return self end @@ -1008,7 +1008,7 @@ end -- @param #RANGE self -- @return #RANGE self function RANGE:SetMessagesOFF() - self.messages=false + self.messages = false return self end @@ -1016,7 +1016,7 @@ end -- @param #RANGE self -- @return #RANGE self function RANGE:SetMessagesON() - self.messages=true + self.messages = true return self end @@ -1024,7 +1024,7 @@ end -- @param #RANGE self -- @return #RANGE self function RANGE:TrackBombsON() - self.trackbombs=true + self.trackbombs = true return self end @@ -1032,7 +1032,7 @@ end -- @param #RANGE self -- @return #RANGE self function RANGE:TrackBombsOFF() - self.trackbombs=false + self.trackbombs = false return self end @@ -1040,7 +1040,7 @@ end -- @param #RANGE self -- @return #RANGE self function RANGE:TrackRocketsON() - self.trackrockets=true + self.trackrockets = true return self end @@ -1048,7 +1048,7 @@ end -- @param #RANGE self -- @return #RANGE self function RANGE:TrackRocketsOFF() - self.trackrockets=false + self.trackrockets = false return self end @@ -1056,7 +1056,7 @@ end -- @param #RANGE self -- @return #RANGE self function RANGE:TrackMissilesON() - self.trackmissiles=true + self.trackmissiles = true return self end @@ -1064,7 +1064,7 @@ end -- @param #RANGE self -- @return #RANGE self function RANGE:TrackMissilesOFF() - self.trackmissiles=false + self.trackmissiles = false return self end @@ -1073,9 +1073,9 @@ end -- @param #number frequency Frequency in MHz. Default 256 MHz. -- @param #string relayunitname Name of the unit used for transmission. -- @return #RANGE self -function RANGE:SetRangeControl(frequency, relayunitname) - self.rangecontrolfreq=frequency or 256 - self.rangecontrolrelayname=relayunitname +function RANGE:SetRangeControl( frequency, relayunitname ) + self.rangecontrolfreq = frequency or 256 + self.rangecontrolrelayname = relayunitname return self end @@ -1084,9 +1084,9 @@ end -- @param #number frequency Frequency in MHz. Default 305 MHz. -- @param #string relayunitname Name of the unit used for transmission. -- @return #RANGE self -function RANGE:SetInstructorRadio(frequency, relayunitname) - self.instructorfreq=frequency or 305 - self.instructorrelayname=relayunitname +function RANGE:SetInstructorRadio( frequency, relayunitname ) + self.instructorfreq = frequency or 305 + self.instructorrelayname = relayunitname return self end @@ -1094,9 +1094,9 @@ end -- @param #RANGE self -- @param #string path Path for sound files. Default "ATIS Soundfiles/". Mind the slash "/" at the end! -- @return #RANGE self -function RANGE:SetSoundfilesPath(path) - self.soundpath=tostring(path or "Range Soundfiles/") - self:I(self.id..string.format("Setting sound files path to %s", self.soundpath)) +function RANGE:SetSoundfilesPath( path ) + self.soundpath = tostring( path or "Range Soundfiles/" ) + self:I( self.id .. string.format( "Setting sound files path to %s", self.soundpath ) ) return self end @@ -1112,130 +1112,130 @@ end -- @param #number goodpass (Optional) Number of hits for a "good" strafing pass. Default is 20. -- @param #number foulline (Optional) Foul line distance. Hits from closer than this distance are not counted. Default is 610 m = 2000 ft. Set to 0 for no foul line. -- @return #RANGE self -function RANGE:AddStrafePit(targetnames, boxlength, boxwidth, heading, inverseheading, goodpass, foulline) - self:F({targetnames=targetnames, boxlength=boxlength, boxwidth=boxwidth, heading=heading, inverseheading=inverseheading, goodpass=goodpass, foulline=foulline}) +function RANGE:AddStrafePit( targetnames, boxlength, boxwidth, heading, inverseheading, goodpass, foulline ) + self:F( { targetnames = targetnames, boxlength = boxlength, boxwidth = boxwidth, heading = heading, inverseheading = inverseheading, goodpass = goodpass, foulline = foulline } ) -- Create table if necessary. - if type(targetnames) ~= "table" then - targetnames={targetnames} + if type( targetnames ) ~= "table" then + targetnames = { targetnames } end -- Make targets - local _targets={} - local center=nil --Wrapper.Unit#UNIT - local ntargets=0 + local _targets = {} + local center = nil -- Wrapper.Unit#UNIT + local ntargets = 0 - for _i,_name in ipairs(targetnames) do + for _i, _name in ipairs( targetnames ) do -- Check if we have a static or unit object. - local _isstatic=self:_CheckStatic(_name) + local _isstatic = self:_CheckStatic( _name ) - local unit=nil + local unit = nil if _isstatic == true then -- Add static object. - self:T(self.id..string.format("Adding STATIC object %s as strafe target #%d.", _name, _i)) - unit=STATIC:FindByName(_name, false) + self:T( self.id .. string.format( "Adding STATIC object %s as strafe target #%d.", _name, _i ) ) + unit = STATIC:FindByName( _name, false ) elseif _isstatic == false then -- Add unit object. - self:T(self.id..string.format("Adding UNIT object %s as strafe target #%d.", _name, _i)) - unit=UNIT:FindByName(_name) + self:T( self.id .. string.format( "Adding UNIT object %s as strafe target #%d.", _name, _i ) ) + unit = UNIT:FindByName( _name ) else -- Neither unit nor static object with this name could be found. - local text=string.format("ERROR! Could not find ANY strafe target object with name %s.", _name) - self:E(self.id..text) + local text = string.format( "ERROR! Could not find ANY strafe target object with name %s.", _name ) + self:E( self.id .. text ) end -- Add object to targets. if unit then - table.insert(_targets, unit) + table.insert( _targets, unit ) -- Define center as the first unit we find if center == nil then - center=unit + center = unit end - ntargets=ntargets+1 + ntargets = ntargets + 1 end end -- Check if at least one target could be found. - if ntargets==0 then - local text=string.format("ERROR! No strafe target could be found when calling RANGE:AddStrafePit() for range %s", self.rangename) - self:E(self.id..text) + if ntargets == 0 then + local text = string.format( "ERROR! No strafe target could be found when calling RANGE:AddStrafePit() for range %s", self.rangename ) + self:E( self.id .. text ) return end -- Approach box dimensions. - local l=boxlength or RANGE.Defaults.boxlength - local w=(boxwidth or RANGE.Defaults.boxwidth)/2 + local l = boxlength or RANGE.Defaults.boxlength + local w = (boxwidth or RANGE.Defaults.boxwidth) / 2 -- Heading: either manually entered or automatically taken from unit heading. - local heading=heading or center:GetHeading() + local heading = heading or center:GetHeading() -- Invert the heading since some units point in the "wrong" direction. In particular the strafe pit from 476th range objects. if inverseheading ~= nil then if inverseheading then - heading=heading-180 + heading = heading - 180 end end if heading < 0 then - heading=heading+360 + heading = heading + 360 end if heading >= 360 then - heading=heading-360 + heading = heading - 360 end -- Number of hits called a "good" pass. - goodpass=goodpass or RANGE.Defaults.goodpass + goodpass = goodpass or RANGE.Defaults.goodpass -- Foule line distance. - foulline=foulline or RANGE.Defaults.foulline + foulline = foulline or RANGE.Defaults.foulline -- Coordinate of the range. - local Ccenter=center:GetCoordinate() + local Ccenter = center:GetCoordinate() -- Name of the target defined as its unit name. - local _name=center:GetName() + local _name = center:GetName() -- Points defining the approach area. - local p={} - p[#p+1]=Ccenter:Translate( w, heading+90) - p[#p+1]= p[#p]:Translate( l, heading) - p[#p+1]= p[#p]:Translate(2*w, heading-90) - p[#p+1]= p[#p]:Translate( -l, heading) + local p = {} + p[#p + 1] = Ccenter:Translate( w, heading + 90 ) + p[#p + 1] = p[#p]:Translate( l, heading ) + p[#p + 1] = p[#p]:Translate( 2 * w, heading - 90 ) + p[#p + 1] = p[#p]:Translate( -l, heading ) - local pv2={} - for i,p in ipairs(p) do - pv2[i]={x=p.x, y=p.z} + local pv2 = {} + for i, p in ipairs( p ) do + pv2[i] = { x = p.x, y = p.z } end -- Create polygon zone. - local _polygon=ZONE_POLYGON_BASE:New(_name, pv2) + local _polygon = ZONE_POLYGON_BASE:New( _name, pv2 ) -- Create tires - --_polygon:BoundZone() + -- _polygon:BoundZone() - local st={} --#RANGE.StrafeTarget - st.name=_name - st.polygon=_polygon - st.coordinate=Ccenter - st.goodPass=goodpass - st.targets=_targets - st.foulline=foulline - st.smokepoints=p - st.heading=heading + local st = {} -- #RANGE.StrafeTarget + st.name = _name + st.polygon = _polygon + st.coordinate = Ccenter + st.goodPass = goodpass + st.targets = _targets + st.foulline = foulline + st.smokepoints = p + st.heading = heading -- Add zone to table. - table.insert(self.strafeTargets, st) + table.insert( self.strafeTargets, st ) -- Debug info - local text=string.format("Adding new strafe target %s with %d targets: heading = %03d, box_L = %.1f, box_W = %.1f, goodpass = %d, foul line = %.1f", _name, ntargets, heading, l, w, goodpass, foulline) - self:T(self.id..text) + local text = string.format( "Adding new strafe target %s with %d targets: heading = %03d, box_L = %.1f, box_W = %.1f, goodpass = %d, foul line = %.1f", _name, ntargets, heading, l, w, goodpass, foulline ) + self:T( self.id .. text ) return self end @@ -1253,29 +1253,29 @@ end -- @param #number goodpass (Optional) Number of hits for a "good" strafing pass. Default is 20. -- @param #number foulline (Optional) Foul line distance. Hits from closer than this distance are not counted. Default 610 m = 2000 ft. Set to 0 for no foul line. -- @return #RANGE self -function RANGE:AddStrafePitGroup(group, boxlength, boxwidth, heading, inverseheading, goodpass, foulline) - self:F({group=group, boxlength=boxlength, boxwidth=boxwidth, heading=heading, inverseheading=inverseheading, goodpass=goodpass, foulline=foulline}) +function RANGE:AddStrafePitGroup( group, boxlength, boxwidth, heading, inverseheading, goodpass, foulline ) + self:F( { group = group, boxlength = boxlength, boxwidth = boxwidth, heading = heading, inverseheading = inverseheading, goodpass = goodpass, foulline = foulline } ) if group and group:IsAlive() then -- Get units of group. - local _units=group:GetUnits() + local _units = group:GetUnits() -- Make table of unit names. - local _names={} - for _,_unit in ipairs(_units) do + local _names = {} + for _, _unit in ipairs( _units ) do - local _unit=_unit --Wrapper.Unit#UNIT + local _unit = _unit -- Wrapper.Unit#UNIT if _unit and _unit:IsAlive() then - local _name=_unit:GetName() - table.insert(_names,_name) + local _name = _unit:GetName() + table.insert( _names, _name ) end end -- Add strafe pit. - self:AddStrafePit(_names, boxlength, boxwidth, heading, inverseheading, goodpass, foulline) + self:AddStrafePit( _names, boxlength, boxwidth, heading, inverseheading, goodpass, foulline ) end return self @@ -1287,32 +1287,32 @@ end -- @param #number goodhitrange (Optional) Max hit distance from target unit in meters which is considered as a good hit. Default is 25 m. -- @param #boolean randommove (Optional) If true, unit will move randomly within the range. Default is false. -- @return #RANGE self -function RANGE:AddBombingTargets(targetnames, goodhitrange, randommove) - self:F({targetnames=targetnames, goodhitrange=goodhitrange, randommove=randommove}) +function RANGE:AddBombingTargets( targetnames, goodhitrange, randommove ) + self:F( { targetnames = targetnames, goodhitrange = goodhitrange, randommove = randommove } ) -- Create a table if necessary. - if type(targetnames) ~= "table" then - targetnames={targetnames} + if type( targetnames ) ~= "table" then + targetnames = { targetnames } end -- Default range is 25 m. - goodhitrange=goodhitrange or RANGE.Defaults.goodhitrange + goodhitrange = goodhitrange or RANGE.Defaults.goodhitrange - for _,name in pairs(targetnames) do + for _, name in pairs( targetnames ) do -- Check if we have a static or unit object. - local _isstatic=self:_CheckStatic(name) + local _isstatic = self:_CheckStatic( name ) if _isstatic == true then - local _static=STATIC:FindByName(name) - self:T2(self.id..string.format("Adding static bombing target %s with hit range %d.", name, goodhitrange, false)) - self:AddBombingTargetUnit(_static, goodhitrange) + local _static = STATIC:FindByName( name ) + self:T2( self.id .. string.format( "Adding static bombing target %s with hit range %d.", name, goodhitrange, false ) ) + self:AddBombingTargetUnit( _static, goodhitrange ) elseif _isstatic == false then - local _unit=UNIT:FindByName(name) - self:T2(self.id..string.format("Adding unit bombing target %s with hit range %d.", name, goodhitrange, randommove)) - self:AddBombingTargetUnit(_unit, goodhitrange) + local _unit = UNIT:FindByName( name ) + self:T2( self.id .. string.format( "Adding unit bombing target %s with hit range %d.", name, goodhitrange, randommove ) ) + self:AddBombingTargetUnit( _unit, goodhitrange ) else - self:E(self.id..string.format("ERROR! Could not find bombing target %s.", name)) + self:E( self.id .. string.format( "ERROR! Could not find bombing target %s.", name ) ) end end @@ -1326,53 +1326,53 @@ end -- @param #number goodhitrange (Optional) Max hit distance from target unit in meters which is considered as a good hit. Default is 25 m. -- @param #boolean randommove (Optional) If true, unit will move randomly within the range. Default is false. -- @return #RANGE self -function RANGE:AddBombingTargetUnit(unit, goodhitrange, randommove) - self:F({unit=unit, goodhitrange=goodhitrange, randommove=randommove}) +function RANGE:AddBombingTargetUnit( unit, goodhitrange, randommove ) + self:F( { unit = unit, goodhitrange = goodhitrange, randommove = randommove } ) -- Get name of positionable. - local name=unit:GetName() + local name = unit:GetName() -- Check if we have a static or unit object. - local _isstatic=self:_CheckStatic(name) + local _isstatic = self:_CheckStatic( name ) -- Default range is 25 m. - goodhitrange=goodhitrange or RANGE.Defaults.goodhitrange + goodhitrange = goodhitrange or RANGE.Defaults.goodhitrange -- Set randommove to false if it was not specified. if randommove == nil or _isstatic == true then - randommove=false + randommove = false end -- Debug or error output. - if _isstatic==true then - self:I(self.id..string.format("Adding STATIC bombing target %s with good hit range %d. Random move = %s.", name, goodhitrange, tostring(randommove))) - elseif _isstatic==false then - self:I(self.id..string.format("Adding UNIT bombing target %s with good hit range %d. Random move = %s.", name, goodhitrange, tostring(randommove))) + if _isstatic == true then + self:I( self.id .. string.format( "Adding STATIC bombing target %s with good hit range %d. Random move = %s.", name, goodhitrange, tostring( randommove ) ) ) + elseif _isstatic == false then + self:I( self.id .. string.format( "Adding UNIT bombing target %s with good hit range %d. Random move = %s.", name, goodhitrange, tostring( randommove ) ) ) else - self:E(self.id..string.format("ERROR! No bombing target with name %s could be found. Carefully check all UNIT and STATIC names defined in the mission editor!", name)) + self:E( self.id .. string.format( "ERROR! No bombing target with name %s could be found. Carefully check all UNIT and STATIC names defined in the mission editor!", name ) ) end -- Get max speed of unit in km/h. - local speed=0 + local speed = 0 if _isstatic == false then - speed=self:_GetSpeed(unit) + speed = self:_GetSpeed( unit ) end - local target={} --#RANGE.BombTarget - target.name=name - target.target=unit - target.goodhitrange=goodhitrange - target.move=randommove - target.speed=speed - target.coordinate=unit:GetCoordinate() + local target = {} -- #RANGE.BombTarget + target.name = name + target.target = unit + target.goodhitrange = goodhitrange + target.move = randommove + target.speed = speed + target.coordinate = unit:GetCoordinate() if _isstatic then - target.type=RANGE.TargetType.STATIC + target.type = RANGE.TargetType.STATIC else - target.type=RANGE.TargetType.UNIT + target.type = RANGE.TargetType.UNIT end -- Insert target to table. - table.insert(self.bombingTargets, target) + table.insert( self.bombingTargets, target ) return self end @@ -1394,19 +1394,19 @@ end -- -- Or, add the coordinate of the STATIC target object as a bomb target using default values (name will be "Bomb Target", goodhitrange will be 25 m) -- RangeOne:AddBombingTargetCoordinate( RangeOneBombTarget:GetCoordinate() ) -- -function RANGE:AddBombingTargetCoordinate(coord, name, goodhitrange) +function RANGE:AddBombingTargetCoordinate( coord, name, goodhitrange ) - local target={} --#RANGE.BombTarget - target.name=name or "Bomb Target" - target.target=nil - target.goodhitrange=goodhitrange or RANGE.Defaults.goodhitrange - target.move=false - target.speed=0 - target.coordinate=coord - target.type=RANGE.TargetType.COORD + local target = {} -- #RANGE.BombTarget + target.name = name or "Bomb Target" + target.target = nil + target.goodhitrange = goodhitrange or RANGE.Defaults.goodhitrange + target.move = false + target.speed = 0 + target.coordinate = coord + target.type = RANGE.TargetType.COORD -- Insert target to table. - table.insert(self.bombingTargets, target) + table.insert( self.bombingTargets, target ) return self end @@ -1417,16 +1417,16 @@ end -- @param #number goodhitrange (Optional) Max hit distance from target unit in meters which is considered as a good hit. Default is 25 m. -- @param #boolean randommove (Optional) If true, unit will move randomly within the range. Default is false. -- @return #RANGE self -function RANGE:AddBombingTargetGroup(group, goodhitrange, randommove) - self:F({group=group, goodhitrange=goodhitrange, randommove=randommove}) +function RANGE:AddBombingTargetGroup( group, goodhitrange, randommove ) + self:F( { group = group, goodhitrange = goodhitrange, randommove = randommove } ) if group then - local _units=group:GetUnits() + local _units = group:GetUnits() - for _,_unit in pairs(_units) do + for _, _unit in pairs( _units ) do if _unit and _unit:IsAlive() then - self:AddBombingTargetUnit(_unit, goodhitrange, randommove) + self:AddBombingTargetUnit( _unit, goodhitrange, randommove ) end end end @@ -1439,42 +1439,42 @@ end -- @param #string namepit Name of the strafe pit target object. -- @param #string namefoulline Name of the foul line distance marker object. -- @return #number Foul line distance in meters. -function RANGE:GetFoullineDistance(namepit, namefoulline) - self:F({namepit=namepit, namefoulline=namefoulline}) +function RANGE:GetFoullineDistance( namepit, namefoulline ) + self:F( { namepit = namepit, namefoulline = namefoulline } ) -- Check if we have units or statics. - local _staticpit=self:_CheckStatic(namepit) - local _staticfoul=self:_CheckStatic(namefoulline) + local _staticpit = self:_CheckStatic( namepit ) + local _staticfoul = self:_CheckStatic( namefoulline ) -- Get the unit or static pit object. - local pit=nil + local pit = nil if _staticpit == true then - pit=STATIC:FindByName(namepit, false) - elseif _staticpit==false then - pit=UNIT:FindByName(namepit) + pit = STATIC:FindByName( namepit, false ) + elseif _staticpit == false then + pit = UNIT:FindByName( namepit ) else - self:E(self.id..string.format("ERROR! Pit object %s could not be found in GetFoullineDistance function. Check the name in the ME.", namepit)) + self:E( self.id .. string.format( "ERROR! Pit object %s could not be found in GetFoullineDistance function. Check the name in the ME.", namepit ) ) end -- Get the unit or static foul line object. - local foul=nil + local foul = nil if _staticfoul == true then - foul=STATIC:FindByName(namefoulline, false) + foul = STATIC:FindByName( namefoulline, false ) elseif _staticfoul == false then - foul=UNIT:FindByName(namefoulline) + foul = UNIT:FindByName( namefoulline ) else - self:E(self.id..string.format("ERROR! Foul line object %s could not be found in GetFoullineDistance function. Check the name in the ME.", namefoulline)) + self:E( self.id .. string.format( "ERROR! Foul line object %s could not be found in GetFoullineDistance function. Check the name in the ME.", namefoulline ) ) end -- Get the distance between the two objects. - local fouldist=0 + local fouldist = 0 if pit ~= nil and foul ~= nil then - fouldist=pit:GetCoordinate():Get2DDistance(foul:GetCoordinate()) + fouldist = pit:GetCoordinate():Get2DDistance( foul:GetCoordinate() ) else - self:E(self.id..string.format("ERROR! Foul line distance could not be determined. Check pit object name %s and foul line object name %s in the ME.", namepit, namefoulline)) + self:E( self.id .. string.format( "ERROR! Foul line distance could not be determined. Check pit object name %s and foul line object name %s in the ME.", namepit, namefoulline ) ) end - self:T(self.id..string.format("Foul line distance = %.1f m.", fouldist)) + self:T( self.id .. string.format( "Foul line distance = %.1f m.", fouldist ) ) return fouldist end @@ -1485,66 +1485,66 @@ end --- General event handler. -- @param #RANGE self -- @param #table Event DCS event table. -function RANGE:onEvent(Event) - self:F3(Event) +function RANGE:onEvent( Event ) + self:F3( Event ) if Event == nil or Event.initiator == nil then - self:T3("Skipping onEvent. Event or Event.initiator unknown.") + self:T3( "Skipping onEvent. Event or Event.initiator unknown." ) return true end - if Unit.getByName(Event.initiator:getName()) == nil then - self:T3("Skipping onEvent. Initiator unit name unknown.") + if Unit.getByName( Event.initiator:getName() ) == nil then + self:T3( "Skipping onEvent. Initiator unit name unknown." ) return true end local DCSiniunit = Event.initiator local DCStgtunit = Event.target - local DCSweapon = Event.weapon + local DCSweapon = Event.weapon - local EventData={} - local _playerunit=nil - local _playername=nil + local EventData = {} + local _playerunit = nil + local _playername = nil if Event.initiator then - EventData.IniUnitName = Event.initiator:getName() - EventData.IniDCSGroup = Event.initiator:getGroup() + EventData.IniUnitName = Event.initiator:getName() + EventData.IniDCSGroup = Event.initiator:getGroup() EventData.IniGroupName = Event.initiator:getGroup():getName() -- Get player unit and name. This returns nil,nil if the event was not fired by a player unit. And these are the only events we are interested in. - _playerunit, _playername = self:_GetPlayerUnitAndName(EventData.IniUnitName) + _playerunit, _playername = self:_GetPlayerUnitAndName( EventData.IniUnitName ) end if Event.target then - EventData.TgtUnitName = Event.target:getName() - EventData.TgtUnit = UNIT:FindByName(EventData.TgtUnitName) + EventData.TgtUnitName = Event.target:getName() + EventData.TgtUnit = UNIT:FindByName( EventData.TgtUnitName ) end if Event.weapon then - EventData.Weapon = Event.weapon - EventData.weapon = Event.weapon + EventData.Weapon = Event.weapon + EventData.weapon = Event.weapon EventData.WeaponTypeName = Event.weapon:getTypeName() end -- Event info. - self:T3(self.id..string.format("EVENT: Event in onEvent with ID = %s", tostring(Event.id))) - self:T3(self.id..string.format("EVENT: Ini unit = %s" , tostring(EventData.IniUnitName))) - self:T3(self.id..string.format("EVENT: Ini group = %s" , tostring(EventData.IniGroupName))) - self:T3(self.id..string.format("EVENT: Ini player = %s" , tostring(_playername))) - self:T3(self.id..string.format("EVENT: Tgt unit = %s" , tostring(EventData.TgtUnitName))) - self:T3(self.id..string.format("EVENT: Wpn type = %s" , tostring(EventData.WeaponTypeName))) + self:T3( self.id .. string.format( "EVENT: Event in onEvent with ID = %s", tostring( Event.id ) ) ) + self:T3( self.id .. string.format( "EVENT: Ini unit = %s", tostring( EventData.IniUnitName ) ) ) + self:T3( self.id .. string.format( "EVENT: Ini group = %s", tostring( EventData.IniGroupName ) ) ) + self:T3( self.id .. string.format( "EVENT: Ini player = %s", tostring( _playername ) ) ) + self:T3( self.id .. string.format( "EVENT: Tgt unit = %s", tostring( EventData.TgtUnitName ) ) ) + self:T3( self.id .. string.format( "EVENT: Wpn type = %s", tostring( EventData.WeaponTypeName ) ) ) -- Call event Birth function. - if Event.id==world.event.S_EVENT_BIRTH and _playername then - self:OnEventBirth(EventData) + if Event.id == world.event.S_EVENT_BIRTH and _playername then + self:OnEventBirth( EventData ) end -- Call event Shot function. - if Event.id==world.event.S_EVENT_SHOT and _playername and Event.weapon then - self:OnEventShot(EventData) + if Event.id == world.event.S_EVENT_SHOT and _playername and Event.weapon then + self:OnEventShot( EventData ) end -- Call event Hit function. - if Event.id==world.event.S_EVENT_HIT and _playername and DCStgtunit then - self:OnEventHit(EventData) + if Event.id == world.event.S_EVENT_HIT and _playername and DCStgtunit then + self:OnEventHit( EventData ) end end @@ -1552,51 +1552,51 @@ end --- Range event handler for event birth. -- @param #RANGE self -- @param Core.Event#EVENTDATA EventData -function RANGE:OnEventBirth(EventData) - self:F({eventbirth = EventData}) +function RANGE:OnEventBirth( EventData ) + self:F( { eventbirth = EventData } ) - local _unitName=EventData.IniUnitName - local _unit, _playername=self:_GetPlayerUnitAndName(_unitName) + local _unitName = EventData.IniUnitName + local _unit, _playername = self:_GetPlayerUnitAndName( _unitName ) - self:T3(self.id.."BIRTH: unit = "..tostring(EventData.IniUnitName)) - self:T3(self.id.."BIRTH: group = "..tostring(EventData.IniGroupName)) - self:T3(self.id.."BIRTH: player = "..tostring(_playername)) + self:T3( self.id .. "BIRTH: unit = " .. tostring( EventData.IniUnitName ) ) + self:T3( self.id .. "BIRTH: group = " .. tostring( EventData.IniGroupName ) ) + self:T3( self.id .. "BIRTH: player = " .. tostring( _playername ) ) if _unit and _playername then - local _uid=_unit:GetID() - local _group=_unit:GetGroup() - local _gid=_group:GetID() - local _callsign=_unit:GetCallsign() + local _uid = _unit:GetID() + local _group = _unit:GetGroup() + local _gid = _group:GetID() + local _callsign = _unit:GetCallsign() -- Debug output. - local text=string.format("Player %s, callsign %s entered unit %s (UID %d) of group %s (GID %d)", _playername, _callsign, _unitName, _uid, _group:GetName(), _gid) - self:T(self.id..text) + local text = string.format( "Player %s, callsign %s entered unit %s (UID %d) of group %s (GID %d)", _playername, _callsign, _unitName, _uid, _group:GetName(), _gid ) + self:T( self.id .. text ) -- Reset current strafe status. self.strafeStatus[_uid] = nil -- Add Menu commands after a delay of 0.1 seconds. - --SCHEDULER:New(nil, self._AddF10Commands, {self,_unitName}, 0.1) - self:ScheduleOnce(0.1, self._AddF10Commands, self, _unitName) + -- SCHEDULER:New(nil, self._AddF10Commands, {self,_unitName}, 0.1) + self:ScheduleOnce( 0.1, self._AddF10Commands, self, _unitName ) -- By default, some bomb impact points and do not flare each hit on target. - self.PlayerSettings[_playername]={} --#RANGE.PlayerData - self.PlayerSettings[_playername].smokebombimpact=self.defaultsmokebomb - self.PlayerSettings[_playername].flaredirecthits=false - self.PlayerSettings[_playername].smokecolor=SMOKECOLOR.Blue - self.PlayerSettings[_playername].flarecolor=FLARECOLOR.Red - self.PlayerSettings[_playername].delaysmoke=true - self.PlayerSettings[_playername].messages=true - self.PlayerSettings[_playername].client=CLIENT:FindByName(_unitName, nil, true) - self.PlayerSettings[_playername].unitname=_unitName - self.PlayerSettings[_playername].playername=_playername - self.PlayerSettings[_playername].airframe=EventData.IniUnit:GetTypeName() - self.PlayerSettings[_playername].inzone=false + self.PlayerSettings[_playername] = {} -- #RANGE.PlayerData + self.PlayerSettings[_playername].smokebombimpact = self.defaultsmokebomb + self.PlayerSettings[_playername].flaredirecthits = false + self.PlayerSettings[_playername].smokecolor = SMOKECOLOR.Blue + self.PlayerSettings[_playername].flarecolor = FLARECOLOR.Red + self.PlayerSettings[_playername].delaysmoke = true + self.PlayerSettings[_playername].messages = true + self.PlayerSettings[_playername].client = CLIENT:FindByName( _unitName, nil, true ) + self.PlayerSettings[_playername].unitname = _unitName + self.PlayerSettings[_playername].playername = _playername + self.PlayerSettings[_playername].airframe = EventData.IniUnit:GetTypeName() + self.PlayerSettings[_playername].inzone = false -- Start check in zone timer. if self.planes[_uid] ~= true then - --SCHEDULER:New(nil, self._CheckInZone, {self, EventData.IniUnitName}, 1, 1) - self.timerCheckZone=TIMER:New(self._CheckInZone, self, EventData.IniUnitName):Start(1, 1) + -- SCHEDULER:New(nil, self._CheckInZone, {self, EventData.IniUnitName}, 1, 1) + self.timerCheckZone = TIMER:New( self._CheckInZone, self, EventData.IniUnitName ):Start( 1, 1 ) self.planes[_uid] = true end end @@ -1606,17 +1606,17 @@ end --- Range event handler for event hit. -- @param #RANGE self -- @param Core.Event#EVENTDATA EventData -function RANGE:OnEventHit(EventData) - self:F({eventhit = EventData}) +function RANGE:OnEventHit( EventData ) + self:F( { eventhit = EventData } ) -- Debug info. - self:T3(self.id.."HIT: Ini unit = "..tostring(EventData.IniUnitName)) - self:T3(self.id.."HIT: Ini group = "..tostring(EventData.IniGroupName)) - self:T3(self.id.."HIT: Tgt target = "..tostring(EventData.TgtUnitName)) + self:T3( self.id .. "HIT: Ini unit = " .. tostring( EventData.IniUnitName ) ) + self:T3( self.id .. "HIT: Ini group = " .. tostring( EventData.IniGroupName ) ) + self:T3( self.id .. "HIT: Tgt target = " .. tostring( EventData.TgtUnitName ) ) -- Player info local _unitName = EventData.IniUnitName - local _unit, _playername = self:_GetPlayerUnitAndName(_unitName) + local _unit, _playername = self:_GetPlayerUnitAndName( _unitName ) if _unit == nil or _playername == nil then return end @@ -1625,7 +1625,7 @@ function RANGE:OnEventHit(EventData) local _unitID = _unit:GetID() -- Target - local target = EventData.TgtUnit + local target = EventData.TgtUnit local targetname = EventData.TgtUnitName -- Current strafe target of player. @@ -1638,30 +1638,30 @@ function RANGE:OnEventHit(EventData) local targetPos = target:GetCoordinate() -- Loop over valid targets for this run. - for _,_target in pairs(_currentTarget.zone.targets) do + for _, _target in pairs( _currentTarget.zone.targets ) do -- Check the the target is the same that was actually hit. - if _target and _target:IsAlive() and _target:GetName() == targetname then + if _target and _target:IsAlive() and _target:GetName() == targetname then -- Get distance between player and target. - local dist=playerPos:Get2DDistance(targetPos) + local dist = playerPos:Get2DDistance( targetPos ) if dist > _currentTarget.zone.foulline then -- Increase hit counter of this run. - _currentTarget.hits = _currentTarget.hits + 1 + _currentTarget.hits = _currentTarget.hits + 1 -- Flare target. if _unit and _playername and self.PlayerSettings[_playername].flaredirecthits then - targetPos:Flare(self.PlayerSettings[_playername].flarecolor) + targetPos:Flare( self.PlayerSettings[_playername].flarecolor ) end else -- Too close to the target. - if _currentTarget.pastfoulline==false and _unit and _playername then - local _d=_currentTarget.zone.foulline - local text=string.format("%s, Invalid hit!\nYou already passed foul line distance of %d m for target %s.", self:_myname(_unitName), _d, targetname) - self:_DisplayMessageToGroup(_unit, text) - self:T2(self.id..text) - _currentTarget.pastfoulline=true + if _currentTarget.pastfoulline == false and _unit and _playername then + local _d = _currentTarget.zone.foulline + local text = string.format( "%s, Invalid hit!\nYou already passed foul line distance of %d m for target %s.", self:_myname( _unitName ), _d, targetname ) + self:_DisplayMessageToGroup( _unit, text ) + self:T2( self.id .. text ) + _currentTarget.pastfoulline = true end end @@ -1670,9 +1670,9 @@ function RANGE:OnEventHit(EventData) end -- Bombing Targets - for _,_bombtarget in pairs(self.bombingTargets) do + for _, _bombtarget in pairs( self.bombingTargets ) do - local _target=_bombtarget.target --Wrapper.Positionable#POSITIONABLE + local _target = _bombtarget.target -- Wrapper.Positionable#POSITIONABLE -- Check if one of the bomb targets was hit. if _target and _target:IsAlive() and _bombtarget.name == targetname then @@ -1685,7 +1685,7 @@ function RANGE:OnEventHit(EventData) -- Position of target. local targetPos = _target:GetCoordinate() - targetPos:Flare(self.PlayerSettings[_playername].flarecolor) + targetPos:Flare( self.PlayerSettings[_playername].flarecolor ) end end @@ -1697,8 +1697,8 @@ end --- Range event handler for event shot (when a unit releases a rocket or bomb (but not a fast firing gun). -- @param #RANGE self -- @param Core.Event#EVENTDATA EventData -function RANGE:OnEventShot(EventData) - self:F({eventshot = EventData}) +function RANGE:OnEventShot( EventData ) + self:F( { eventshot = EventData } ) -- Nil checks. if EventData.Weapon == nil then @@ -1709,28 +1709,28 @@ function RANGE:OnEventShot(EventData) end -- Weapon data. - local _weapon = EventData.Weapon:getTypeName() -- should be the same as Event.WeaponTypeName - local _weaponStrArray = UTILS.Split(_weapon,"%.") + local _weapon = EventData.Weapon:getTypeName() -- should be the same as Event.WeaponTypeName + local _weaponStrArray = UTILS.Split( _weapon, "%." ) local _weaponName = _weaponStrArray[#_weaponStrArray] -- Weapon descriptor. - local desc=EventData.Weapon:getDesc() + local desc = EventData.Weapon:getDesc() -- Weapon category: 0=SHELL, 1=MISSILE, 2=ROCKET, 3=BOMB (Weapon.Category.X) - local weaponcategory=desc.category + local weaponcategory = desc.category -- Debug info. - self:T(self.id.."EVENT SHOT: Range "..self.rangename) - self:T(self.id.."EVENT SHOT: Ini unit = "..EventData.IniUnitName) - self:T(self.id.."EVENT SHOT: Ini group = "..EventData.IniGroupName) - self:T(self.id.."EVENT SHOT: Weapon type = ".._weapon) - self:T(self.id.."EVENT SHOT: Weapon name = ".._weaponName) - self:T(self.id.."EVENT SHOT: Weapon cate = "..weaponcategory) + self:T( self.id .. "EVENT SHOT: Range " .. self.rangename ) + self:T( self.id .. "EVENT SHOT: Ini unit = " .. EventData.IniUnitName ) + self:T( self.id .. "EVENT SHOT: Ini group = " .. EventData.IniGroupName ) + self:T( self.id .. "EVENT SHOT: Weapon type = " .. _weapon ) + self:T( self.id .. "EVENT SHOT: Weapon name = " .. _weaponName ) + self:T( self.id .. "EVENT SHOT: Weapon cate = " .. weaponcategory ) -- Tracking conditions for bombs, rockets and missiles. - local _bombs = weaponcategory==Weapon.Category.BOMB --string.match(_weapon, "weapons.bombs") - local _rockets = weaponcategory==Weapon.Category.ROCKET --string.match(_weapon, "weapons.nurs") - local _missiles = weaponcategory==Weapon.Category.MISSILE --string.match(_weapon, "weapons.missiles") or _viggen + local _bombs = weaponcategory == Weapon.Category.BOMB -- string.match(_weapon, "weapons.bombs") + local _rockets = weaponcategory == Weapon.Category.ROCKET -- string.match(_weapon, "weapons.nurs") + local _missiles = weaponcategory == Weapon.Category.MISSILE -- string.match(_weapon, "weapons.missiles") or _viggen -- Check if any condition applies here. local _track = (_bombs and self.trackbombs) or (_rockets and self.trackrockets) or (_missiles and self.trackmissiles) @@ -1739,38 +1739,37 @@ function RANGE:OnEventShot(EventData) local _unitName = EventData.IniUnitName -- Get player unit and name. - local _unit, _playername = self:_GetPlayerUnitAndName(_unitName) + local _unit, _playername = self:_GetPlayerUnitAndName( _unitName ) -- Set this to larger value than the threshold. - local dPR=self.BombtrackThreshold*2 + local dPR = self.BombtrackThreshold * 2 -- Distance player to range. if _unit and _playername then - dPR=_unit:GetCoordinate():Get2DDistance(self.location) - self:T(self.id..string.format("Range %s, player %s, player-range distance = %d km.", self.rangename, _playername, dPR/1000)) + dPR = _unit:GetCoordinate():Get2DDistance( self.location ) + self:T( self.id .. string.format( "Range %s, player %s, player-range distance = %d km.", self.rangename, _playername, dPR / 1000 ) ) end -- Only track if distance player to range is < 25 km. Also check that a player shot. No need to track AI weapons. - if _track and dPR<=self.BombtrackThreshold and _unit and _playername then + if _track and dPR <= self.BombtrackThreshold and _unit and _playername then -- Player data. - local playerData=self.PlayerSettings[_playername] --#RANGE.PlayerData + local playerData = self.PlayerSettings[_playername] -- #RANGE.PlayerData -- Tracking info and init of last bomb position. - self:T(self.id..string.format("RANGE %s: Tracking %s - %s.", self.rangename, _weapon, EventData.weapon:getName())) + self:T( self.id .. string.format( "RANGE %s: Tracking %s - %s.", self.rangename, _weapon, EventData.weapon:getName() ) ) -- Init bomb position. - local _lastBombPos = {x=0,y=0,z=0} --DCS#Vec3 + local _lastBombPos = { x = 0, y = 0, z = 0 } -- DCS#Vec3 -- Function monitoring the position of a bomb until impact. - local function trackBomb(_ordnance) + local function trackBomb( _ordnance ) -- When the pcall returns a failure the weapon has hit. - local _status,_bombPos = pcall( - function() + local _status, _bombPos = pcall( function() return _ordnance:getPoint() - end) + end ) - self:T2(self.id..string.format("Range %s: Bomb still in air: %s", self.rangename, tostring(_status))) + self:T2( self.id .. string.format( "Range %s: Bomb still in air: %s", self.rangename, tostring( _status ) ) ) if _status then ---------------------------- @@ -1778,7 +1777,7 @@ function RANGE:OnEventShot(EventData) ---------------------------- -- Remember this position. - _lastBombPos = {x = _bombPos.x, y = _bombPos.y, z= _bombPos.z } + _lastBombPos = { x = _bombPos.x, y = _bombPos.y, z = _bombPos.z } -- Check again in ~0.005 seconds ==> 200 checks per second. return timer.getTime() + self.dtBombtrack @@ -1790,55 +1789,55 @@ function RANGE:OnEventShot(EventData) ----------------------------- -- Get closet target to last position. - local _closetTarget=nil --#RANGE.BombTarget - local _distance=nil - local _closeCoord=nil - local _hitquality="POOR" + local _closetTarget = nil -- #RANGE.BombTarget + local _distance = nil + local _closeCoord = nil + local _hitquality = "POOR" -- Get callsign. - local _callsign=self:_myname(_unitName) + local _callsign = self:_myname( _unitName ) -- Coordinate of impact point. - local impactcoord=COORDINATE:NewFromVec3(_lastBombPos) + local impactcoord = COORDINATE:NewFromVec3( _lastBombPos ) -- Check if impact happened in range zone. - local insidezone=self.rangezone:IsCoordinateInZone(impactcoord) + local insidezone = self.rangezone:IsCoordinateInZone( impactcoord ) -- Impact point of bomb. if self.Debug then - impactcoord:MarkToAll("Bomb impact point") + impactcoord:MarkToAll( "Bomb impact point" ) end -- Smoke impact point of bomb. if playerData.smokebombimpact and insidezone then if playerData.delaysmoke then - timer.scheduleFunction(self._DelayedSmoke, {coord=impactcoord, color=playerData.smokecolor}, timer.getTime() + self.TdelaySmoke) + timer.scheduleFunction( self._DelayedSmoke, { coord = impactcoord, color = playerData.smokecolor }, timer.getTime() + self.TdelaySmoke ) else - impactcoord:Smoke(playerData.smokecolor) + impactcoord:Smoke( playerData.smokecolor ) end end -- Loop over defined bombing targets. - for _,_bombtarget in pairs(self.bombingTargets) do + for _, _bombtarget in pairs( self.bombingTargets ) do -- Get target coordinate. - local targetcoord=self:_GetBombTargetCoordinate(_bombtarget) + local targetcoord = self:_GetBombTargetCoordinate( _bombtarget ) if targetcoord then -- Distance between bomb and target. - local _temp = impactcoord:Get2DDistance(targetcoord) + local _temp = impactcoord:Get2DDistance( targetcoord ) -- Find closest target to last known position of the bomb. if _distance == nil or _temp < _distance then _distance = _temp _closetTarget = _bombtarget - _closeCoord=targetcoord - if _distance <= 0.5*_bombtarget.goodhitrange then + _closeCoord = targetcoord + if _distance <= 0.5 * _bombtarget.goodhitrange then _hitquality = "EXCELLENT" elseif _distance <= _bombtarget.goodhitrange then _hitquality = "GOOD" - elseif _distance <= 2*_bombtarget.goodhitrange then + elseif _distance <= 2 * _bombtarget.goodhitrange then _hitquality = "INEFFECTIVE" else _hitquality = "POOR" @@ -1852,44 +1851,44 @@ function RANGE:OnEventShot(EventData) if _distance and _distance <= self.scorebombdistance then -- Init bomb player results. if not self.bombPlayerResults[_playername] then - self.bombPlayerResults[_playername]={} + self.bombPlayerResults[_playername] = {} end -- Local results. - local _results=self.bombPlayerResults[_playername] + local _results = self.bombPlayerResults[_playername] - local result={} --#RANGE.BombResult - result.name=_closetTarget.name or "unknown" - result.distance=_distance - result.radial=_closeCoord:HeadingTo(impactcoord) - result.weapon=_weaponName or "unknown" - result.quality=_hitquality - result.player=playerData.playername - result.time=timer.getAbsTime() - result.airframe=playerData.airframe + local result = {} -- #RANGE.BombResult + result.name = _closetTarget.name or "unknown" + result.distance = _distance + result.radial = _closeCoord:HeadingTo( impactcoord ) + result.weapon = _weaponName or "unknown" + result.quality = _hitquality + result.player = playerData.playername + result.time = timer.getAbsTime() + result.airframe = playerData.airframe -- Add to table. - table.insert(_results, result) + table.insert( _results, result ) -- Call impact. - self:Impact(result, playerData) + self:Impact( result, playerData ) elseif insidezone then -- Send message. - local _message=string.format("%s, weapon impacted too far from nearest range target (>%.1f km). No score!", _callsign, self.scorebombdistance/1000) - self:_DisplayMessageToGroup(_unit, _message, nil, false) + local _message = string.format( "%s, weapon impacted too far from nearest range target (>%.1f km). No score!", _callsign, self.scorebombdistance / 1000 ) + self:_DisplayMessageToGroup( _unit, _message, nil, false ) if self.rangecontrol then - self.rangecontrol:NewTransmission(RANGE.Sound.RCWeaponImpactedTooFar.filename, RANGE.Sound.RCWeaponImpactedTooFar.duration, self.soundpath, nil, nil, _message, self.subduration) + self.rangecontrol:NewTransmission( RANGE.Sound.RCWeaponImpactedTooFar.filename, RANGE.Sound.RCWeaponImpactedTooFar.duration, self.soundpath, nil, nil, _message, self.subduration ) end else - self:T(self.id.."Weapon impacted outside range zone.") + self:T( self.id .. "Weapon impacted outside range zone." ) end - --Terminate the timer - self:T(self.id..string.format("Range %s, player %s: Terminating bomb track timer.", self.rangename, _playername)) + -- Terminate the timer + self:T( self.id .. string.format( "Range %s, player %s: Terminating bomb track timer.", self.rangename, _playername ) ) return nil end -- _status check @@ -1897,10 +1896,10 @@ function RANGE:OnEventShot(EventData) end -- end function trackBomb -- Weapon is not yet "alife" just yet. Start timer in one second. - self:T(self.id..string.format("Range %s, player %s: Tracking of weapon starts in 0.1 seconds.", self.rangename, _playername)) - timer.scheduleFunction(trackBomb, EventData.weapon, timer.getTime()+0.1) + self:T( self.id .. string.format( "Range %s, player %s: Tracking of weapon starts in 0.1 seconds.", self.rangename, _playername ) ) + timer.scheduleFunction( trackBomb, EventData.weapon, timer.getTime() + 0.1 ) - end --if _track (string.match) and player-range distance < threshold. + end -- if _track (string.match) and player-range distance < threshold. end @@ -1913,38 +1912,38 @@ end -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -function RANGE:onafterStatus(From, Event, To) +function RANGE:onafterStatus( From, Event, To ) - if self.verbose>0 then + if self.verbose > 0 then - local fsmstate=self:GetState() + local fsmstate = self:GetState() - local text=string.format("Range status: %s", fsmstate) + local text = string.format( "Range status: %s", fsmstate ) if self.instructor then - local alive="N/A" + local alive = "N/A" if self.instructorrelayname then - local relay=UNIT:FindByName(self.instructorrelayname) + local relay = UNIT:FindByName( self.instructorrelayname ) if relay then - alive=tostring(relay:IsAlive()) + alive = tostring( relay:IsAlive() ) end end - text=text..string.format(", Instructor %.3f MHz (Relay=%s alive=%s)", self.instructorfreq, tostring(self.instructorrelayname), alive) + text = text .. string.format( ", Instructor %.3f MHz (Relay=%s alive=%s)", self.instructorfreq, tostring( self.instructorrelayname ), alive ) end - if self.rangecontrol then - local alive="N/A" + if self.rangecontrol then + local alive = "N/A" if self.rangecontrolrelayname then - local relay=UNIT:FindByName(self.rangecontrolrelayname) + local relay = UNIT:FindByName( self.rangecontrolrelayname ) if relay then - alive=tostring(relay:IsAlive()) + alive = tostring( relay:IsAlive() ) end end - text=text..string.format(", Control %.3f MHz (Relay=%s alive=%s)", self.rangecontrolfreq, tostring(self.rangecontrolrelayname), alive) + text = text .. string.format( ", Control %.3f MHz (Relay=%s alive=%s)", self.rangecontrolfreq, tostring( self.rangecontrolrelayname ), alive ) end -- Check range status. - self:I(self.id..text) + self:I( self.id .. text ) end @@ -1952,7 +1951,7 @@ function RANGE:onafterStatus(From, Event, To) self:_CheckPlayers() -- Check back in ~10 seconds. - self:__Status(-10) + self:__Status( -10 ) end --- Function called after player enters the range zone. @@ -1961,21 +1960,21 @@ end -- @param #string Event Event. -- @param #string To To state. -- @param #RANGE.PlayerData player Player data. -function RANGE:onafterEnterRange(From, Event, To, player) +function RANGE:onafterEnterRange( From, Event, To, player ) if self.instructor and self.rangecontrol then -- Range control radio frequency split. - local RF=UTILS.Split(string.format("%.3f", self.rangecontrolfreq), ".") + local RF = UTILS.Split( string.format( "%.3f", self.rangecontrolfreq ), "." ) -- Radio message that player entered the range - self.instructor:NewTransmission(RANGE.Sound.IREnterRange.filename, RANGE.Sound.IREnterRange.duration, self.soundpath) - self.instructor:Number2Transmission(RF[1]) - if tonumber(RF[2])>0 then - self.instructor:NewTransmission(RANGE.Sound.IRDecimal.filename, RANGE.Sound.IRDecimal.duration, self.soundpath) - self.instructor:Number2Transmission(RF[2]) + self.instructor:NewTransmission( RANGE.Sound.IREnterRange.filename, RANGE.Sound.IREnterRange.duration, self.soundpath ) + self.instructor:Number2Transmission( RF[1] ) + if tonumber( RF[2] ) > 0 then + self.instructor:NewTransmission( RANGE.Sound.IRDecimal.filename, RANGE.Sound.IRDecimal.duration, self.soundpath ) + self.instructor:Number2Transmission( RF[2] ) end - self.instructor:NewTransmission(RANGE.Sound.IRMegaHertz.filename, RANGE.Sound.IRMegaHertz.duration, self.soundpath) + self.instructor:NewTransmission( RANGE.Sound.IRMegaHertz.filename, RANGE.Sound.IRMegaHertz.duration, self.soundpath ) end end @@ -1986,10 +1985,10 @@ end -- @param #string Event Event. -- @param #string To To state. -- @param #RANGE.PlayerData player Player data. -function RANGE:onafterExitRange(From, Event, To, player) +function RANGE:onafterExitRange( From, Event, To, player ) if self.instructor then - self.instructor:NewTransmission(RANGE.Sound.IRExitRange.filename, RANGE.Sound.IRExitRange.duration, self.soundpath) + self.instructor:NewTransmission( RANGE.Sound.IRExitRange.filename, RANGE.Sound.IRExitRange.duration, self.soundpath ) end end @@ -2001,48 +2000,43 @@ end -- @param #string To To state. -- @param #RANGE.BombResult result Result of bomb impact. -- @param #RANGE.PlayerData player Player data table. -function RANGE:onafterImpact(From, Event, To, result, player) - - -- Only display target name if there is more than one bomb target. - local targetname=nil - if #self.bombingTargets>1 then - local targetname=result.name - end +function RANGE:onafterImpact( From, Event, To, result, player ) -- Send message to player. - local text=string.format("%s, impact %03d° for %d ft", player.playername, result.radial, UTILS.MetersToFeet(result.distance)) - if targetname then - text=text..string.format(" from bulls of target %s.") + local text = string.format( "%s, impact %03d° for %d m (%d ft)", player.playername, result.radial, result.distance, UTILS.MetersToFeet( result.distance ) ) + -- Only display target name if there is more than one bomb target. + if #self.bombingTargets > 1 then + text = text .. string.format( " from bulls of target %s.", result.name ) else - text=text.."." + text = text .. "." end - text=text..string.format(" %s hit.", result.quality) + text = text .. string.format( " %s hit.", result.quality ) if self.rangecontrol then - self.rangecontrol:NewTransmission(RANGE.Sound.RCImpact.filename, RANGE.Sound.RCImpact.duration, self.soundpath, nil, nil, text, self.subduration) - self.rangecontrol:Number2Transmission(string.format("%03d", result.radial), nil, 0.1) - self.rangecontrol:NewTransmission(RANGE.Sound.RCDegrees.filename, RANGE.Sound.RCDegrees.duration, self.soundpath) - self.rangecontrol:NewTransmission(RANGE.Sound.RCFor.filename, RANGE.Sound.RCFor.duration, self.soundpath) - self.rangecontrol:Number2Transmission(string.format("%d", UTILS.MetersToFeet(result.distance))) - self.rangecontrol:NewTransmission(RANGE.Sound.RCFeet.filename, RANGE.Sound.RCFeet.duration, self.soundpath) - if result.quality=="POOR" then - self.rangecontrol:NewTransmission(RANGE.Sound.RCPoorHit.filename, RANGE.Sound.RCPoorHit.duration, self.soundpath, nil, 0.5) - elseif result.quality=="INEFFECTIVE" then - self.rangecontrol:NewTransmission(RANGE.Sound.RCIneffectiveHit.filename, RANGE.Sound.RCIneffectiveHit.duration, self.soundpath, nil, 0.5) - elseif result.quality=="GOOD" then - self.rangecontrol:NewTransmission(RANGE.Sound.RCGoodHit.filename, RANGE.Sound.RCGoodHit.duration, self.soundpath, nil, 0.5) - elseif result.quality=="EXCELLENT" then - self.rangecontrol:NewTransmission(RANGE.Sound.RCExcellentHit.filename, RANGE.Sound.RCExcellentHit.duration, self.soundpath, nil, 0.5) + self.rangecontrol:NewTransmission( RANGE.Sound.RCImpact.filename, RANGE.Sound.RCImpact.duration, self.soundpath, nil, nil, text, self.subduration ) + self.rangecontrol:Number2Transmission( string.format( "%03d", result.radial ), nil, 0.1 ) + self.rangecontrol:NewTransmission( RANGE.Sound.RCDegrees.filename, RANGE.Sound.RCDegrees.duration, self.soundpath ) + self.rangecontrol:NewTransmission( RANGE.Sound.RCFor.filename, RANGE.Sound.RCFor.duration, self.soundpath ) + self.rangecontrol:Number2Transmission( string.format( "%d", UTILS.MetersToFeet( result.distance ) ) ) + self.rangecontrol:NewTransmission( RANGE.Sound.RCFeet.filename, RANGE.Sound.RCFeet.duration, self.soundpath ) + if result.quality == "POOR" then + self.rangecontrol:NewTransmission( RANGE.Sound.RCPoorHit.filename, RANGE.Sound.RCPoorHit.duration, self.soundpath, nil, 0.5 ) + elseif result.quality == "INEFFECTIVE" then + self.rangecontrol:NewTransmission( RANGE.Sound.RCIneffectiveHit.filename, RANGE.Sound.RCIneffectiveHit.duration, self.soundpath, nil, 0.5 ) + elseif result.quality == "GOOD" then + self.rangecontrol:NewTransmission( RANGE.Sound.RCGoodHit.filename, RANGE.Sound.RCGoodHit.duration, self.soundpath, nil, 0.5 ) + elseif result.quality == "EXCELLENT" then + self.rangecontrol:NewTransmission( RANGE.Sound.RCExcellentHit.filename, RANGE.Sound.RCExcellentHit.duration, self.soundpath, nil, 0.5 ) end end -- Unit. - local unit=UNIT:FindByName(player.unitname) + local unit = UNIT:FindByName( player.unitname ) -- Send message. - self:_DisplayMessageToGroup(unit, text, nil, true) - self:T(self.id..text) + self:_DisplayMessageToGroup( unit, text, nil, true ) + self:T( self.id .. text ) -- Save results. if self.autosave then @@ -2056,11 +2050,11 @@ end -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -function RANGE:onbeforeSave(From, Event, To) +function RANGE:onbeforeSave( From, Event, To ) if io and lfs then return true else - self:E(self.id..string.format("WARNING: io and/or lfs not desanitized. Cannot save player results.")) + self:E( self.id .. string.format( "WARNING: io and/or lfs not desanitized. Cannot save player results." ) ) return false end end @@ -2070,50 +2064,50 @@ end -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -function RANGE:onafterSave(From, Event, To) +function RANGE:onafterSave( From, Event, To ) - local function _savefile(filename, data) - local f=io.open(filename, "wb") + local function _savefile( filename, data ) + local f = io.open( filename, "wb" ) if f then - f:write(data) + f:write( data ) f:close() - self:I(self.id..string.format("Saving player results to file %s", tostring(filename))) + self:I( self.id .. string.format( "Saving player results to file %s", tostring( filename ) ) ) else - self:E(self.id..string.format("ERROR: Could not save results to file %s", tostring(filename))) + self:E( self.id .. string.format( "ERROR: Could not save results to file %s", tostring( filename ) ) ) end end -- Path. - local path=lfs.writedir()..[[Logs\]] + local path = lfs.writedir() .. [[Logs\]] -- Set file name. - local filename=path..string.format("RANGE-%s_BombingResults.csv", self.rangename) + local filename = path .. string.format( "RANGE-%s_BombingResults.csv", self.rangename ) -- Header line. - local scores="Name,Pass,Target,Distance,Radial,Quality,Weapon,Airframe,Mission Time" + local scores = "Name,Pass,Target,Distance,Radial,Quality,Weapon,Airframe,Mission Time" -- Loop over all players. - for playername,results in pairs(self.bombPlayerResults) do + for playername, results in pairs( self.bombPlayerResults ) do -- Loop over player grades table. - for i,_result in pairs(results) do - local result=_result --#RANGE.BombResult - local distance=result.distance - local weapon=result.weapon - local target=result.name - local radial=result.radial - local quality=result.quality - local time=UTILS.SecondsToClock(result.time) - local airframe=result.airframe - local date="n/a" + for i, _result in pairs( results ) do + local result = _result -- #RANGE.BombResult + local distance = result.distance + local weapon = result.weapon + local target = result.name + local radial = result.radial + local quality = result.quality + local time = UTILS.SecondsToClock( result.time ) + local airframe = result.airframe + local date = "n/a" if os then - date=os.date() + date = os.date() end - scores=scores..string.format("\n%s,%d,%s,%.2f,%03d,%s,%s,%s,%s,%s", playername, i, target, distance, radial, quality, weapon, airframe, time, date) + scores = scores .. string.format( "\n%s,%d,%s,%.2f,%03d,%s,%s,%s,%s,%s", playername, i, target, distance, radial, quality, weapon, airframe, time, date ) end end - _savefile(filename, scores) + _savefile( filename, scores ) end --- Function called before save event. Checks that io and lfs are desanitized. @@ -2121,11 +2115,11 @@ end -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -function RANGE:onbeforeLoad(From, Event, To) +function RANGE:onbeforeLoad( From, Event, To ) if io and lfs then return true else - self:E(self.id..string.format("WARNING: io and/or lfs not desanitized. Cannot load player results.")) + self:E( self.id .. string.format( "WARNING: io and/or lfs not desanitized. Cannot load player results." ) ) return false end end @@ -2135,74 +2129,74 @@ end -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -function RANGE:onafterLoad(From, Event, To) +function RANGE:onafterLoad( From, Event, To ) --- Function that load data from a file. - local function _loadfile(filename) - local f=io.open(filename, "rb") + local function _loadfile( filename ) + local f = io.open( filename, "rb" ) if f then - --self:I(self.id..string.format("Loading player results from file %s", tostring(filename))) - local data=f:read("*all") + -- self:I(self.id..string.format("Loading player results from file %s", tostring(filename))) + local data = f:read( "*all" ) f:close() return data else - self:E(self.id..string.format("WARNING: Could not load player results from file %s. File might not exist just yet.", tostring(filename))) + self:E( self.id .. string.format( "WARNING: Could not load player results from file %s. File might not exist just yet.", tostring( filename ) ) ) return nil end end -- Path in DCS log file. - local path=lfs.writedir()..[[Logs\]] + local path = lfs.writedir() .. [[Logs\]] -- Set file name. - local filename=path..string.format("RANGE-%s_BombingResults.csv", self.rangename) + local filename = path .. string.format( "RANGE-%s_BombingResults.csv", self.rangename ) -- Info message. - local text=string.format("Loading player bomb results from file %s", filename) - self:I(self.id..text) + local text = string.format( "Loading player bomb results from file %s", filename ) + self:I( self.id .. text ) -- Load asset data from file. - local data=_loadfile(filename) + local data = _loadfile( filename ) if data then -- Split by line break. - local results=UTILS.Split(data,"\n") + local results = UTILS.Split( data, "\n" ) -- Remove first header line. - table.remove(results, 1) + table.remove( results, 1 ) -- Init player scores table. - self.bombPlayerResults={} + self.bombPlayerResults = {} -- Loop over all lines. - for _,_result in pairs(results) do + for _, _result in pairs( results ) do -- Parameters are separated by commata. - local resultdata=UTILS.Split(_result, ",") + local resultdata = UTILS.Split( _result, "," ) -- Grade table - local result={} --#RANGE.BombResult + local result = {} -- #RANGE.BombResult -- Player name. - local playername=resultdata[1] - result.player=playername + local playername = resultdata[1] + result.player = playername -- Results data. - result.name=tostring(resultdata[3]) - result.distance=tonumber(resultdata[4]) - result.radial=tonumber(resultdata[5]) - result.quality=tostring(resultdata[6]) - result.weapon=tostring(resultdata[7]) - result.airframe=tostring(resultdata[8]) - result.time=UTILS.ClockToSeconds(resultdata[9] or "00:00:00") - result.date=resultdata[10] or "n/a" + result.name = tostring( resultdata[3] ) + result.distance = tonumber( resultdata[4] ) + result.radial = tonumber( resultdata[5] ) + result.quality = tostring( resultdata[6] ) + result.weapon = tostring( resultdata[7] ) + result.airframe = tostring( resultdata[8] ) + result.time = UTILS.ClockToSeconds( resultdata[9] or "00:00:00" ) + result.date = resultdata[10] or "n/a" -- Create player array if necessary. - self.bombPlayerResults[playername]=self.bombPlayerResults[playername] or {} + self.bombPlayerResults[playername] = self.bombPlayerResults[playername] or {} -- Add result to table. - table.insert(self.bombPlayerResults[playername], result) + table.insert( self.bombPlayerResults[playername], result ) end end end @@ -2213,50 +2207,52 @@ end --- Start smoking a coordinate with a delay. -- @param #table _args Argements passed. -function RANGE._DelayedSmoke(_args) - trigger.action.smoke(_args.coord:GetVec3(), _args.color) +function RANGE._DelayedSmoke( _args ) + trigger.action.smoke( _args.coord:GetVec3(), _args.color ) end --- Display top 10 stafing results of a specific player. -- @param #RANGE self -- @param #string _unitName Name of the player unit. -function RANGE:_DisplayMyStrafePitResults(_unitName) - self:F(_unitName) +function RANGE:_DisplayMyStrafePitResults( _unitName ) + self:F( _unitName ) -- Get player unit and name - local _unit,_playername = self:_GetPlayerUnitAndName(_unitName) + local _unit, _playername = self:_GetPlayerUnitAndName( _unitName ) if _unit and _playername then -- Message header. - local _message = string.format("My Top %d Strafe Pit Results:\n", self.ndisplayresult) + local _message = string.format( "My Top %d Strafe Pit Results:\n", self.ndisplayresult ) -- Get player results. local _results = self.strafePlayerResults[_playername] -- Create message. if _results == nil then - -- No score yet. - _message = string.format("%s: No Score yet.", _playername) + -- No score yet. + _message = string.format( "%s: No Score yet.", _playername ) else -- Sort results table wrt number of hits. - local _sort = function( a,b ) return a.hits > b.hits end - table.sort(_results,_sort) + local _sort = function( a, b ) + return a.hits > b.hits + end + table.sort( _results, _sort ) -- Prepare message of best results. local _bestMsg = "" local _count = 1 -- Loop over results - for _,_result in pairs(_results) do + for _, _result in pairs( _results ) do -- Message text. - _message = _message..string.format("\n[%d] Hits %d - %s - %s", _count, _result.hits, _result.zone.name, _result.text) + _message = _message .. string.format( "\n[%d] Hits %d - %s - %s", _count, _result.hits, _result.zone.name, _result.text ) -- Best result. if _bestMsg == "" then - _bestMsg = string.format("Hits %d - %s - %s", _result.hits, _result.zone.name, _result.text) + _bestMsg = string.format( "Hits %d - %s - %s", _result.hits, _result.zone.name, _result.text ) end -- 10 runs @@ -2265,26 +2261,26 @@ function RANGE:_DisplayMyStrafePitResults(_unitName) end -- Increase counter - _count = _count+1 + _count = _count + 1 end -- Message text. - _message = _message .."\n\nBEST: ".._bestMsg + _message = _message .. "\n\nBEST: " .. _bestMsg end -- Send message to group. - self:_DisplayMessageToGroup(_unit, _message, nil, true, true) + self:_DisplayMessageToGroup( _unit, _message, nil, true, true ) end end --- Display top 10 strafing results of all players. -- @param #RANGE self -- @param #string _unitName Name fo the player unit. -function RANGE:_DisplayStrafePitResults(_unitName) - self:F(_unitName) +function RANGE:_DisplayStrafePitResults( _unitName ) + self:F( _unitName ) -- Get player unit and name. - local _unit, _playername = self:_GetPlayerUnitAndName(_unitName) + local _unit, _playername = self:_GetPlayerUnitAndName( _unitName ) -- Check if we have a unit which is a player. if _unit and _playername then @@ -2293,14 +2289,14 @@ function RANGE:_DisplayStrafePitResults(_unitName) local _playerResults = {} -- Message text. - local _message = string.format("Strafe Pit Results - Top %d Players:\n", self.ndisplayresult) + local _message = string.format( "Strafe Pit Results - Top %d Players:\n", self.ndisplayresult ) -- Loop over player results. - for _playerName,_results in pairs(self.strafePlayerResults) do + for _playerName, _results in pairs( self.strafePlayerResults ) do -- Get the best result of the player. local _best = nil - for _,_result in pairs(_results) do + for _, _result in pairs( _results ) do if _best == nil or _result.hits > _best.hits then _best = _result end @@ -2308,68 +2304,72 @@ function RANGE:_DisplayStrafePitResults(_unitName) -- Add best result to table. if _best ~= nil then - local text=string.format("%s: Hits %i - %s - %s", _playerName, _best.hits, _best.zone.name, _best.text) - table.insert(_playerResults,{msg = text, hits = _best.hits}) + local text = string.format( "%s: Hits %i - %s - %s", _playerName, _best.hits, _best.zone.name, _best.text ) + table.insert( _playerResults, { msg = text, hits = _best.hits } ) end end - --Sort list! - local _sort = function( a,b ) return a.hits > b.hits end - table.sort(_playerResults,_sort) + -- Sort list! + local _sort = function( a, b ) + return a.hits > b.hits + end + table.sort( _playerResults, _sort ) -- Add top 10 results. - for _i = 1, math.min(#_playerResults, self.ndisplayresult) do - _message = _message..string.format("\n[%d] %s", _i, _playerResults[_i].msg) + for _i = 1, math.min( #_playerResults, self.ndisplayresult ) do + _message = _message .. string.format( "\n[%d] %s", _i, _playerResults[_i].msg ) end -- In case there are no scores yet. - if #_playerResults<1 then - _message = _message.."No player scored yet." + if #_playerResults < 1 then + _message = _message .. "No player scored yet." end -- Send message. - self:_DisplayMessageToGroup(_unit, _message, nil, true, true) + self:_DisplayMessageToGroup( _unit, _message, nil, true, true ) end end --- Display top 10 bombing run results of specific player. -- @param #RANGE self -- @param #string _unitName Name of the player unit. -function RANGE:_DisplayMyBombingResults(_unitName) - self:F(_unitName) +function RANGE:_DisplayMyBombingResults( _unitName ) + self:F( _unitName ) -- Get player unit and name. - local _unit, _playername = self:_GetPlayerUnitAndName(_unitName) + local _unit, _playername = self:_GetPlayerUnitAndName( _unitName ) if _unit and _playername then -- Init message. - local _message = string.format("My Top %d Bombing Results:\n", self.ndisplayresult) + local _message = string.format( "My Top %d Bombing Results:\n", self.ndisplayresult ) -- Results from player. local _results = self.bombPlayerResults[_playername] -- No score so far. if _results == nil then - _message = _playername..": No Score yet." + _message = _playername .. ": No Score yet." else -- Sort results wrt to distance. - local _sort = function( a,b ) return a.distance < b.distance end - table.sort(_results,_sort) + local _sort = function( a, b ) + return a.distance < b.distance + end + table.sort( _results, _sort ) -- Loop over results. local _bestMsg = "" - for i,_result in pairs(_results) do - local result=_result --#RANGE.BombResult + for i, _result in pairs( _results ) do + local result = _result -- #RANGE.BombResult -- Message with name, weapon and distance. - _message = _message.."\n"..string.format("[%d] %d m %03d° - %s - %s - %s hit", i, result.distance, result.radial, result.name, result.weapon, result.quality) + _message = _message .. "\n" .. string.format( "[%d] %d m %03d° - %s - %s - %s hit", i, result.distance, result.radial, result.name, result.weapon, result.quality ) -- Store best/first result. if _bestMsg == "" then - _bestMsg = string.format("%d m %03d° - %s - %s - %s hit", result.distance, result.radial, result.name, result.weapon, result.quality) + _bestMsg = string.format( "%d m %03d° - %s - %s - %s hit", result.distance, result.radial, result.name, result.weapon, result.quality ) end -- Best 10 runs only. @@ -2380,154 +2380,156 @@ function RANGE:_DisplayMyBombingResults(_unitName) end -- Message. - _message = _message .."\n\nBEST: ".._bestMsg + _message = _message .. "\n\nBEST: " .. _bestMsg end -- Send message. - self:_DisplayMessageToGroup(_unit, _message, nil, true, true) + self:_DisplayMessageToGroup( _unit, _message, nil, true, true ) end end --- Display best bombing results of top 10 players. -- @param #RANGE self -- @param #string _unitName Name of player unit. -function RANGE:_DisplayBombingResults(_unitName) - self:F(_unitName) +function RANGE:_DisplayBombingResults( _unitName ) + self:F( _unitName ) -- Results table. local _playerResults = {} -- Get player unit and name. - local _unit, _player = self:_GetPlayerUnitAndName(_unitName) + local _unit, _player = self:_GetPlayerUnitAndName( _unitName ) -- Check if we have a unit with a player. if _unit and _player then -- Message header. - local _message = string.format("Bombing Results - Top %d Players:\n", self.ndisplayresult) + local _message = string.format( "Bombing Results - Top %d Players:\n", self.ndisplayresult ) -- Loop over players. - for _playerName,_results in pairs(self.bombPlayerResults) do + for _playerName, _results in pairs( self.bombPlayerResults ) do -- Find best result of player. local _best = nil - for _,_result in pairs(_results) do + for _, _result in pairs( _results ) do if _best == nil or _result.distance < _best.distance then - _best = _result + _best = _result end end -- Put best result of player into table. if _best ~= nil then - local bestres=string.format("%s: %d m - %s - %s - %s hit", _playerName, _best.distance, _best.name, _best.weapon, _best.quality) - table.insert(_playerResults, {msg = bestres, distance = _best.distance}) + local bestres = string.format( "%s: %d m - %s - %s - %s hit", _playerName, _best.distance, _best.name, _best.weapon, _best.quality ) + table.insert( _playerResults, { msg = bestres, distance = _best.distance } ) end end -- Sort list of player results. - local _sort = function( a,b ) return a.distance < b.distance end - table.sort(_playerResults,_sort) + local _sort = function( a, b ) + return a.distance < b.distance + end + table.sort( _playerResults, _sort ) -- Loop over player results. - for _i = 1, math.min(#_playerResults, self.ndisplayresult) do - _message = _message..string.format("\n[%d] %s", _i, _playerResults[_i].msg) + for _i = 1, math.min( #_playerResults, self.ndisplayresult ) do + _message = _message .. string.format( "\n[%d] %s", _i, _playerResults[_i].msg ) end -- In case there are no scores yet. - if #_playerResults<1 then - _message = _message.."No player scored yet." + if #_playerResults < 1 then + _message = _message .. "No player scored yet." end -- Send message. - self:_DisplayMessageToGroup(_unit, _message, nil, true, true) + self:_DisplayMessageToGroup( _unit, _message, nil, true, true ) end end --- Report information like bearing and range from player unit to range. -- @param #RANGE self -- @param #string _unitname Name of the player unit. -function RANGE:_DisplayRangeInfo(_unitname) - self:F(_unitname) +function RANGE:_DisplayRangeInfo( _unitname ) + self:F( _unitname ) -- Get player unit and player name. - local unit, playername = self:_GetPlayerUnitAndName(_unitname) + local unit, playername = self:_GetPlayerUnitAndName( _unitname ) -- Check if we have a player. if unit and playername then -- Message text. - local text="" + local text = "" -- Current coordinates. - local coord=unit:GetCoordinate() + local coord = unit:GetCoordinate() if self.location then - local settings=_DATABASE:GetPlayerSettings(playername) or _SETTINGS --Core.Settings#SETTINGS + local settings = _DATABASE:GetPlayerSettings( playername ) or _SETTINGS -- Core.Settings#SETTINGS -- Direction vector from current position (coord) to target (position). - local position=self.location --Core.Point#COORDINATE - local bulls=position:ToStringBULLS(unit:GetCoalition(), settings) - local lldms=position:ToStringLLDMS(settings) - local llddm=position:ToStringLLDDM(settings) - local rangealt=position:GetLandHeight() - local vec3=coord:GetDirectionVec3(position) - local angle=coord:GetAngleDegrees(vec3) - local range=coord:Get2DDistance(position) + local position = self.location -- Core.Point#COORDINATE + local bulls = position:ToStringBULLS( unit:GetCoalition(), settings ) + local lldms = position:ToStringLLDMS( settings ) + local llddm = position:ToStringLLDDM( settings ) + local rangealt = position:GetLandHeight() + local vec3 = coord:GetDirectionVec3( position ) + local angle = coord:GetAngleDegrees( vec3 ) + local range = coord:Get2DDistance( position ) -- Bearing string. - local Bs=string.format('%03d°', angle) + local Bs = string.format( "%03d°", angle ) local texthit if self.PlayerSettings[playername].flaredirecthits then - texthit=string.format("Flare direct hits: ON (flare color %s)\n", self:_flarecolor2text(self.PlayerSettings[playername].flarecolor)) + texthit = string.format( "Flare direct hits: ON (flare color %s)\n", self:_flarecolor2text( self.PlayerSettings[playername].flarecolor ) ) else - texthit=string.format("Flare direct hits: OFF\n") + texthit = string.format( "Flare direct hits: OFF\n" ) end local textbomb if self.PlayerSettings[playername].smokebombimpact then - textbomb=string.format("Smoke bomb impact points: ON (smoke color %s)\n", self:_smokecolor2text(self.PlayerSettings[playername].smokecolor)) + textbomb = string.format( "Smoke bomb impact points: ON (smoke color %s)\n", self:_smokecolor2text( self.PlayerSettings[playername].smokecolor ) ) else - textbomb=string.format("Smoke bomb impact points: OFF\n") + textbomb = string.format( "Smoke bomb impact points: OFF\n" ) end local textdelay if self.PlayerSettings[playername].delaysmoke then - textdelay=string.format("Smoke bomb delay: ON (delay %.1f seconds)", self.TdelaySmoke) + textdelay = string.format( "Smoke bomb delay: ON (delay %.1f seconds)", self.TdelaySmoke ) else - textdelay=string.format("Smoke bomb delay: OFF") + textdelay = string.format( "Smoke bomb delay: OFF" ) end -- Player unit settings. - local trange=string.format("%.1f km", range/1000) - local trangealt=string.format("%d m", rangealt) - local tstrafemaxalt=string.format("%d m", self.strafemaxalt) + local trange = string.format( "%.1f km", range / 1000 ) + local trangealt = string.format( "%d m", rangealt ) + local tstrafemaxalt = string.format( "%d m", self.strafemaxalt ) if settings:IsImperial() then - trange=string.format("%.1f NM", UTILS.MetersToNM(range)) - trangealt=string.format("%d feet", UTILS.MetersToFeet(rangealt)) - tstrafemaxalt=string.format("%d feet", UTILS.MetersToFeet(self.strafemaxalt)) + trange = string.format( "%.1f NM", UTILS.MetersToNM( range ) ) + trangealt = string.format( "%d feet", UTILS.MetersToFeet( rangealt ) ) + tstrafemaxalt = string.format( "%d feet", UTILS.MetersToFeet( self.strafemaxalt ) ) end -- Message. - text=text..string.format("Information on %s:\n", self.rangename) - text=text..string.format("-------------------------------------------------------\n") - text=text..string.format("Bearing %s, Range %s\n", Bs, trange) - text=text..string.format("%s\n", bulls) - text=text..string.format("%s\n", lldms) - text=text..string.format("%s\n", llddm) - text=text..string.format("Altitude ASL: %s\n", trangealt) - text=text..string.format("Max strafing alt AGL: %s\n", tstrafemaxalt) - text=text..string.format("# of strafe targets: %d\n", self.nstrafetargets) - text=text..string.format("# of bomb targets: %d\n", self.nbombtargets) - text=text..texthit - text=text..textbomb - text=text..textdelay + text = text .. string.format( "Information on %s:\n", self.rangename ) + text = text .. string.format( "-------------------------------------------------------\n" ) + text = text .. string.format( "Bearing %s, Range %s\n", Bs, trange ) + text = text .. string.format( "%s\n", bulls ) + text = text .. string.format( "%s\n", lldms ) + text = text .. string.format( "%s\n", llddm ) + text = text .. string.format( "Altitude ASL: %s\n", trangealt ) + text = text .. string.format( "Max strafing alt AGL: %s\n", tstrafemaxalt ) + text = text .. string.format( "# of strafe targets: %d\n", self.nstrafetargets ) + text = text .. string.format( "# of bomb targets: %d\n", self.nbombtargets ) + text = text .. texthit + text = text .. textbomb + text = text .. textdelay -- Send message to player group. - self:_DisplayMessageToGroup(unit, text, nil, true, true) + self:_DisplayMessageToGroup( unit, text, nil, true, true ) -- Debug output. - self:T2(self.id..text) + self:T2( self.id .. text ) end end end @@ -2535,148 +2537,148 @@ end --- Display bombing target locations to player. -- @param #RANGE self -- @param #string _unitname Name of the player unit. -function RANGE:_DisplayBombTargets(_unitname) - self:F(_unitname) +function RANGE:_DisplayBombTargets( _unitname ) + self:F( _unitname ) -- Get player unit and player name. - local _unit, _playername = self:_GetPlayerUnitAndName(_unitname) + local _unit, _playername = self:_GetPlayerUnitAndName( _unitname ) -- Check if we have a player. if _unit and _playername then -- Player settings. - local _settings=_DATABASE:GetPlayerSettings(_playername) or _SETTINGS --Core.Settings#SETTINGS + local _settings = _DATABASE:GetPlayerSettings( _playername ) or _SETTINGS -- Core.Settings#SETTINGS -- Message text. - local _text="Bomb Target Locations:" + local _text = "Bomb Target Locations:" - for _,_bombtarget in pairs(self.bombingTargets) do - local bombtarget=_bombtarget --#RANGE.BombTarget + for _, _bombtarget in pairs( self.bombingTargets ) do + local bombtarget = _bombtarget -- #RANGE.BombTarget -- Coordinate of bombtarget. - local coord=self:_GetBombTargetCoordinate(bombtarget) + local coord = self:_GetBombTargetCoordinate( bombtarget ) if coord then -- Get elevation - local elevation=coord:GetLandHeight() - local eltxt=string.format("%d m", elevation) + local elevation = coord:GetLandHeight() + local eltxt = string.format( "%d m", elevation ) if not _settings:IsMetric() then - elevation=UTILS.MetersToFeet(elevation) - eltxt=string.format("%d ft", elevation) + elevation = UTILS.MetersToFeet( elevation ) + eltxt = string.format( "%d ft", elevation ) end - local ca2g=coord:ToStringA2G(_unit,_settings) - _text=_text..string.format("\n- %s:\n%s @ %s", bombtarget.name or "unknown", ca2g, eltxt) + local ca2g = coord:ToStringA2G( _unit, _settings ) + _text = _text .. string.format( "\n- %s:\n%s @ %s", bombtarget.name or "unknown", ca2g, eltxt ) end end - self:_DisplayMessageToGroup(_unit,_text, 60, true, true) + self:_DisplayMessageToGroup( _unit, _text, 60, true, true ) end end --- Display pit location and heading to player. -- @param #RANGE self -- @param #string _unitname Name of the player unit. -function RANGE:_DisplayStrafePits(_unitname) - self:F(_unitname) +function RANGE:_DisplayStrafePits( _unitname ) + self:F( _unitname ) -- Get player unit and player name. - local _unit, _playername = self:_GetPlayerUnitAndName(_unitname) + local _unit, _playername = self:_GetPlayerUnitAndName( _unitname ) -- Check if we have a player. if _unit and _playername then -- Player settings. - local _settings=_DATABASE:GetPlayerSettings(_playername) or _SETTINGS --Core.Settings#SETTINGS + local _settings = _DATABASE:GetPlayerSettings( _playername ) or _SETTINGS -- Core.Settings#SETTINGS -- Message text. - local _text="Strafe Target Locations:" + local _text = "Strafe Target Locations:" - for _,_strafepit in pairs(self.strafeTargets) do - local _target=_strafepit --Wrapper.Positionable#POSITIONABLE + for _, _strafepit in pairs( self.strafeTargets ) do + local _target = _strafepit -- Wrapper.Positionable#POSITIONABLE -- Pit parameters. - local coord=_strafepit.coordinate --Core.Point#COORDINATE - local heading=_strafepit.heading + local coord = _strafepit.coordinate -- Core.Point#COORDINATE + local heading = _strafepit.heading -- Turn heading around ==> approach heading. - if heading>180 then - heading=heading-180 + if heading > 180 then + heading = heading - 180 else - heading=heading+180 + heading = heading + 180 end - local mycoord=coord:ToStringA2G(_unit, _settings) - _text=_text..string.format("\n- %s: heading %03d°\n%s",_strafepit.name, heading, mycoord) + local mycoord = coord:ToStringA2G( _unit, _settings ) + _text = _text .. string.format( "\n- %s: heading %03d°\n%s", _strafepit.name, heading, mycoord ) end - self:_DisplayMessageToGroup(_unit,_text, nil, true, true) + self:_DisplayMessageToGroup( _unit, _text, nil, true, true ) end end --- Report weather conditions at range. Temperature, QFE pressure and wind data. -- @param #RANGE self -- @param #string _unitname Name of the player unit. -function RANGE:_DisplayRangeWeather(_unitname) - self:F(_unitname) +function RANGE:_DisplayRangeWeather( _unitname ) + self:F( _unitname ) -- Get player unit and player name. - local unit, playername = self:_GetPlayerUnitAndName(_unitname) + local unit, playername = self:_GetPlayerUnitAndName( _unitname ) -- Check if we have a player. if unit and playername then -- Message text. - local text="" + local text = "" -- Current coordinates. - local coord=unit:GetCoordinate() + local coord = unit:GetCoordinate() if self.location then -- Get atmospheric data at range location. - local position=self.location --Core.Point#COORDINATE - local T=position:GetTemperature() - local P=position:GetPressure() - local Wd,Ws=position:GetWind() + local position = self.location -- Core.Point#COORDINATE + local T = position:GetTemperature() + local P = position:GetPressure() + local Wd, Ws = position:GetWind() -- Get Beaufort wind scale. - local Bn,Bd=UTILS.BeaufortScale(Ws) + local Bn, Bd = UTILS.BeaufortScale( Ws ) - local WD=string.format('%03d°', Wd) - local Ts=string.format("%d°C",T) + local WD = string.format( "%03d°", Wd ) + local Ts = string.format( "%d°C", T ) - local hPa2inHg=0.0295299830714 - local hPa2mmHg=0.7500615613030 + local hPa2inHg = 0.0295299830714 + local hPa2mmHg = 0.7500615613030 - local settings=_DATABASE:GetPlayerSettings(playername) or _SETTINGS --Core.Settings#SETTINGS - local tT=string.format("%d°C",T) - local tW=string.format("%.1f m/s", Ws) - local tP=string.format("%.1f mmHg", P*hPa2mmHg) + local settings = _DATABASE:GetPlayerSettings( playername ) or _SETTINGS -- Core.Settings#SETTINGS + local tT = string.format( "%d°C", T ) + local tW = string.format( "%.1f m/s", Ws ) + local tP = string.format( "%.1f mmHg", P * hPa2mmHg ) if settings:IsImperial() then - --tT=string.format("%d°F", UTILS.CelciusToFarenheit(T)) - tW=string.format("%.1f knots", UTILS.MpsToKnots(Ws)) - tP=string.format("%.2f inHg", P*hPa2inHg) + -- tT=string.format("%d°F", UTILS.CelciusToFarenheit(T)) + tW = string.format( "%.1f knots", UTILS.MpsToKnots( Ws ) ) + tP = string.format( "%.2f inHg", P * hPa2inHg ) end -- Message text. - text=text..string.format("Weather Report at %s:\n", self.rangename) - text=text..string.format("--------------------------------------------------\n") - text=text..string.format("Temperature %s\n", tT) - text=text..string.format("Wind from %s at %s (%s)\n", WD, tW, Bd) - text=text..string.format("QFE %.1f hPa = %s", P, tP) + text = text .. string.format( "Weather Report at %s:\n", self.rangename ) + text = text .. string.format( "--------------------------------------------------\n" ) + text = text .. string.format( "Temperature %s\n", tT ) + text = text .. string.format( "Wind from %s at %s (%s)\n", WD, tW, Bd ) + text = text .. string.format( "QFE %.1f hPa = %s", P, tP ) else - text=string.format("No range location defined for range %s.", self.rangename) + text = string.format( "No range location defined for range %s.", self.rangename ) end -- Send message to player group. - self:_DisplayMessageToGroup(unit, text, nil, true, true) + self:_DisplayMessageToGroup( unit, text, nil, true, true ) -- Debug output. - self:T2(self.id..text) + self:T2( self.id .. text ) else - self:T(self.id..string.format("ERROR! Could not find player unit in RangeInfo! Name = %s", _unitname)) + self:T( self.id .. string.format( "ERROR! Could not find player unit in RangeInfo! Name = %s", _unitname ) ) end end @@ -2688,23 +2690,23 @@ end -- @param #string _unitName Name of player unit. function RANGE:_CheckPlayers() - for playername,_playersettings in pairs(self.PlayerSettings) do - local playersettings=_playersettings --#RANGE.PlayerData + for playername, _playersettings in pairs( self.PlayerSettings ) do + local playersettings = _playersettings -- #RANGE.PlayerData - local unitname=playersettings.unitname - local unit=UNIT:FindByName(unitname) + local unitname = playersettings.unitname + local unit = UNIT:FindByName( unitname ) if unit and unit:IsAlive() then - if unit:IsInZone(self.rangezone) then + if unit:IsInZone( self.rangezone ) then ------------------------------ -- Player INSIDE Range Zone -- ------------------------------ if not playersettings.inzone then - playersettings.inzone=true - self:EnterRange(playersettings) + playersettings.inzone = true + self:EnterRange( playersettings ) end else @@ -2713,9 +2715,9 @@ function RANGE:_CheckPlayers() -- Player OUTSIDE Range Zone -- ------------------------------- - if playersettings.inzone==true then - playersettings.inzone=false - self:ExitRange(playersettings) + if playersettings.inzone == true then + playersettings.inzone = false + self:ExitRange( playersettings ) end end @@ -2727,33 +2729,33 @@ end --- Check if player is inside a strafing zone. If he is, we start looking for hits. If he was and left the zone again, the result is stored. -- @param #RANGE self -- @param #string _unitName Name of player unit. -function RANGE:_CheckInZone(_unitName) - self:F2(_unitName) +function RANGE:_CheckInZone( _unitName ) + self:F2( _unitName ) -- Get player unit and name. - local _unit, _playername = self:_GetPlayerUnitAndName(_unitName) + local _unit, _playername = self:_GetPlayerUnitAndName( _unitName ) if _unit and _playername then --- Function to check if unit is in zone and facing in the right direction and is below the max alt. - local function checkme(targetheading, _zone) - local zone=_zone --Core.Zone#ZONE + local function checkme( targetheading, _zone ) + local zone = _zone -- Core.Zone#ZONE -- Heading check. - local unitheading = _unit:GetHeading() - local pitheading = targetheading-180 - local deltaheading = unitheading-pitheading - local towardspit = math.abs(deltaheading)<=90 or math.abs(deltaheading-360)<=90 + local unitheading = _unit:GetHeading() + local pitheading = targetheading - 180 + local deltaheading = unitheading - pitheading + local towardspit = math.abs( deltaheading ) <= 90 or math.abs( deltaheading - 360 ) <= 90 if towardspit then - local vec3=_unit:GetVec3() - local vec2={x=vec3.x, y=vec3.z} --DCS#Vec2 - local landheight=land.getHeight(vec2) - local unitalt=vec3.y-landheight + local vec3 = _unit:GetVec3() + local vec2 = { x = vec3.x, y = vec3.z } -- DCS#Vec2 + local landheight = land.getHeight( vec2 ) + local unitalt = vec3.y - landheight - if unitalt<=self.strafemaxalt then - local unitinzone=zone:IsVec2InZone(vec2) + if unitalt <= self.strafemaxalt then + local unitinzone = zone:IsVec2InZone( vec2 ) return unitinzone end end @@ -2762,29 +2764,29 @@ function RANGE:_CheckInZone(_unitName) end -- Current position of player unit. - local _unitID = _unit:GetID() + local _unitID = _unit:GetID() -- Currently strafing? (strafeStatus is nil if not) local _currentStrafeRun = self.strafeStatus[_unitID] - if _currentStrafeRun then -- player has already registered for a strafing run. + if _currentStrafeRun then -- player has already registered for a strafing run. -- Get the current approach zone and check if player is inside. - local zone=_currentStrafeRun.zone.polygon --Core.Zone#ZONE_POLYGON_BASE + local zone = _currentStrafeRun.zone.polygon -- Core.Zone#ZONE_POLYGON_BASE -- Check if unit in zone and facing the right direction. - local unitinzone=checkme(_currentStrafeRun.zone.heading, zone) + local unitinzone = checkme( _currentStrafeRun.zone.heading, zone ) -- Check if player is in strafe zone and below max alt. if unitinzone then -- Still in zone, keep counting hits. Increase counter. - _currentStrafeRun.time = _currentStrafeRun.time+1 + _currentStrafeRun.time = _currentStrafeRun.time + 1 else -- Increase counter - _currentStrafeRun.time = _currentStrafeRun.time+1 + _currentStrafeRun.time = _currentStrafeRun.time + 1 if _currentStrafeRun.time <= 3 then @@ -2792,69 +2794,71 @@ function RANGE:_CheckInZone(_unitName) self.strafeStatus[_unitID] = nil -- Message text. - local _msg = string.format("%s left strafing zone %s too quickly. No Score.", _playername, _currentStrafeRun.zone.name) + local _msg = string.format( "%s left strafing zone %s too quickly. No Score.", _playername, _currentStrafeRun.zone.name ) -- Send message. - self:_DisplayMessageToGroup(_unit, _msg, nil, true) + self:_DisplayMessageToGroup( _unit, _msg, nil, true ) if self.rangecontrol then - self.rangecontrol:NewTransmission(RANGE.Sound.RCLeftStrafePitTooQuickly.filename, RANGE.Sound.RCLeftStrafePitTooQuickly.duration, self.soundpath) + self.rangecontrol:NewTransmission( RANGE.Sound.RCLeftStrafePitTooQuickly.filename, RANGE.Sound.RCLeftStrafePitTooQuickly.duration, self.soundpath ) end else -- Get current ammo. - local _ammo=self:_GetAmmo(_unitName) + local _ammo = self:_GetAmmo( _unitName ) -- Result. local _result = self.strafeStatus[_unitID] - local _sound = nil --#RANGE.Soundfile + local _sound = nil -- #RANGE.Soundfile -- Judge this pass. Text is displayed on summary. - if _result.hits >= _result.zone.goodPass*2 then + if _result.hits >= _result.zone.goodPass * 2 then _result.text = "EXCELLENT PASS" - _sound=RANGE.Sound.RCExcellentPass + _sound = RANGE.Sound.RCExcellentPass elseif _result.hits >= _result.zone.goodPass then _result.text = "GOOD PASS" - _sound=RANGE.Sound.RCGoodPass - elseif _result.hits >= _result.zone.goodPass/2 then + _sound = RANGE.Sound.RCGoodPass + elseif _result.hits >= _result.zone.goodPass / 2 then _result.text = "INEFFECTIVE PASS" - _sound=RANGE.Sound.RCIneffectivePass + _sound = RANGE.Sound.RCIneffectivePass else _result.text = "POOR PASS" - _sound=RANGE.Sound.RCPoorPass + _sound = RANGE.Sound.RCPoorPass end -- Calculate accuracy of run. Number of hits wrt number of rounds fired. - local shots=_result.ammo-_ammo - local accur=0 - if shots>0 then - accur=_result.hits/shots*100 - if accur > 100 then accur = 100 end + local shots = _result.ammo - _ammo + local accur = 0 + if shots > 0 then + accur = _result.hits / shots * 100 + if accur > 100 then + accur = 100 + end end -- Message text. - local _text=string.format("%s, hits on target %s: %d", self:_myname(_unitName), _result.zone.name, _result.hits) + local _text = string.format( "%s, hits on target %s: %d", self:_myname( _unitName ), _result.zone.name, _result.hits ) if shots and accur then - _text=_text..string.format("\nTotal rounds fired %d. Accuracy %.1f %%.", shots, accur) + _text = _text .. string.format( "\nTotal rounds fired %d. Accuracy %.1f %%.", shots, accur ) end - _text=_text..string.format("\n%s", _result.text) + _text = _text .. string.format( "\n%s", _result.text ) -- Send message. - self:_DisplayMessageToGroup(_unit, _text) + self:_DisplayMessageToGroup( _unit, _text ) -- Voice over. - if self.rangecontrol then - self.rangecontrol:NewTransmission(RANGE.Sound.RCHitsOnTarget.filename, RANGE.Sound.RCHitsOnTarget.duration, self.soundpath) - self.rangecontrol:Number2Transmission(string.format("%d", _result.hits)) + if self.rangecontrol then + self.rangecontrol:NewTransmission( RANGE.Sound.RCHitsOnTarget.filename, RANGE.Sound.RCHitsOnTarget.duration, self.soundpath ) + self.rangecontrol:Number2Transmission( string.format( "%d", _result.hits ) ) if shots and accur then - self.rangecontrol:NewTransmission(RANGE.Sound.RCTotalRoundsFired.filename, RANGE.Sound.RCTotalRoundsFired.duration, self.soundpath, nil, 0.2) - self.rangecontrol:Number2Transmission(string.format("%d", shots), nil, 0.2) - self.rangecontrol:NewTransmission(RANGE.Sound.RCAccuracy.filename, RANGE.Sound.RCAccuracy.duration, self.soundpath, nil, 0.2) - self.rangecontrol:Number2Transmission(string.format("%d", UTILS.Round(accur, 0))) - self.rangecontrol:NewTransmission(RANGE.Sound.RCPercent.filename, RANGE.Sound.RCPercent.duration, self.soundpath) + self.rangecontrol:NewTransmission( RANGE.Sound.RCTotalRoundsFired.filename, RANGE.Sound.RCTotalRoundsFired.duration, self.soundpath, nil, 0.2 ) + self.rangecontrol:Number2Transmission( string.format( "%d", shots ), nil, 0.2 ) + self.rangecontrol:NewTransmission( RANGE.Sound.RCAccuracy.filename, RANGE.Sound.RCAccuracy.duration, self.soundpath, nil, 0.2 ) + self.rangecontrol:Number2Transmission( string.format( "%d", UTILS.Round( accur, 0 ) ) ) + self.rangecontrol:NewTransmission( RANGE.Sound.RCPercent.filename, RANGE.Sound.RCPercent.duration, self.soundpath ) end - self.rangecontrol:NewTransmission(_sound.filename, _sound.duration, self.soundpath, nil, 0.5) + self.rangecontrol:NewTransmission( _sound.filename, _sound.duration, self.soundpath, nil, 0.5 ) end -- Set strafe status to nil. @@ -2862,7 +2866,7 @@ function RANGE:_CheckInZone(_unitName) -- Save stats so the player can retrieve them. local _stats = self.strafePlayerResults[_playername] or {} - table.insert(_stats, _result) + table.insert( _stats, _result ) self.strafePlayerResults[_playername] = _stats end @@ -2871,32 +2875,32 @@ function RANGE:_CheckInZone(_unitName) else -- Check to see if we're in any of the strafing zones (first time). - for _,_targetZone in pairs(self.strafeTargets) do + for _, _targetZone in pairs( self.strafeTargets ) do -- Get the current approach zone and check if player is inside. - local zone=_targetZone.polygon --Core.Zone#ZONE_POLYGON_BASE + local zone = _targetZone.polygon -- Core.Zone#ZONE_POLYGON_BASE -- Check if unit in zone and facing the right direction. - local unitinzone=checkme(_targetZone.heading, zone) + local unitinzone = checkme( _targetZone.heading, zone ) -- Player is inside zone. if unitinzone then -- Get ammo at the beginning of the run. - local _ammo=self:_GetAmmo(_unitName) + local _ammo = self:_GetAmmo( _unitName ) -- Init strafe status for this player. - self.strafeStatus[_unitID] = {hits = 0, zone = _targetZone, time = 1, ammo=_ammo, pastfoulline=false} + self.strafeStatus[_unitID] = { hits = 0, zone = _targetZone, time = 1, ammo = _ammo, pastfoulline = false } -- Rolling in! - local _msg=string.format("%s, rolling in on strafe pit %s.", self:_myname(_unitName), _targetZone.name) + local _msg = string.format( "%s, rolling in on strafe pit %s.", self:_myname( _unitName ), _targetZone.name ) if self.rangecontrol then - self.rangecontrol:NewTransmission(RANGE.Sound.RCRollingInOnStrafeTarget.filename, RANGE.Sound.RCRollingInOnStrafeTarget.duration, self.soundpath) + self.rangecontrol:NewTransmission( RANGE.Sound.RCRollingInOnStrafeTarget.filename, RANGE.Sound.RCRollingInOnStrafeTarget.duration, self.soundpath ) end -- Send message. - self:_DisplayMessageToGroup(_unit, _msg, 10, true) + self:_DisplayMessageToGroup( _unit, _msg, 10, true ) -- We found our player. Skip remaining checks. break @@ -2916,18 +2920,18 @@ end --- Add menu commands for player. -- @param #RANGE self -- @param #string _unitName Name of player unit. -function RANGE:_AddF10Commands(_unitName) - self:F(_unitName) +function RANGE:_AddF10Commands( _unitName ) + self:F( _unitName ) -- Get player unit and name. - local _unit, playername = self:_GetPlayerUnitAndName(_unitName) + local _unit, playername = self:_GetPlayerUnitAndName( _unitName ) -- Check for player unit. if _unit and playername then -- Get group and ID. - local group=_unit:GetGroup() - local _gid=group:GetID() + local group = _unit:GetGroup() + local _gid = group:GetID() if group and _gid then @@ -2937,7 +2941,7 @@ function RANGE:_AddF10Commands(_unitName) self.MenuAddedTo[_gid] = true -- Range root menu path. - local _rangePath=nil + local _rangePath = nil if RANGE.MenuF10Root then @@ -2945,7 +2949,7 @@ function RANGE:_AddF10Commands(_unitName) -- MISSION LEVEL -- ------------------- - _rangePath = missionCommands.addSubMenuForGroup(_gid, self.rangename, RANGE.MenuF10Root) + _rangePath = missionCommands.addSubMenuForGroup( _gid, self.rangename, RANGE.MenuF10Root ) else @@ -2955,61 +2959,60 @@ function RANGE:_AddF10Commands(_unitName) -- Main F10 menu: F10/On the Range// if RANGE.MenuF10[_gid] == nil then - RANGE.MenuF10[_gid]=missionCommands.addSubMenuForGroup(_gid, "On the Range") + RANGE.MenuF10[_gid] = missionCommands.addSubMenuForGroup( _gid, "On the Range" ) end - _rangePath = missionCommands.addSubMenuForGroup(_gid, self.rangename, RANGE.MenuF10[_gid]) + _rangePath = missionCommands.addSubMenuForGroup( _gid, self.rangename, RANGE.MenuF10[_gid] ) end - - local _statsPath = missionCommands.addSubMenuForGroup(_gid, "Statistics", _rangePath) - local _markPath = missionCommands.addSubMenuForGroup(_gid, "Mark Targets", _rangePath) - local _settingsPath = missionCommands.addSubMenuForGroup(_gid, "My Settings", _rangePath) - local _infoPath = missionCommands.addSubMenuForGroup(_gid, "Range Info", _rangePath) + local _statsPath = missionCommands.addSubMenuForGroup( _gid, "Statistics", _rangePath ) + local _markPath = missionCommands.addSubMenuForGroup( _gid, "Mark Targets", _rangePath ) + local _settingsPath = missionCommands.addSubMenuForGroup( _gid, "My Settings", _rangePath ) + local _infoPath = missionCommands.addSubMenuForGroup( _gid, "Range Info", _rangePath ) -- F10/On the Range//My Settings/ - local _mysmokePath = missionCommands.addSubMenuForGroup(_gid, "Smoke Color", _settingsPath) - local _myflarePath = missionCommands.addSubMenuForGroup(_gid, "Flare Color", _settingsPath) + local _mysmokePath = missionCommands.addSubMenuForGroup( _gid, "Smoke Color", _settingsPath ) + local _myflarePath = missionCommands.addSubMenuForGroup( _gid, "Flare Color", _settingsPath ) -- F10/On the Range//Mark Targets/ - missionCommands.addCommandForGroup(_gid, "Mark On Map", _markPath, self._MarkTargetsOnMap, self, _unitName) - missionCommands.addCommandForGroup(_gid, "Illuminate Range", _markPath, self._IlluminateBombTargets, self, _unitName) - missionCommands.addCommandForGroup(_gid, "Smoke Strafe Pits", _markPath, self._SmokeStrafeTargetBoxes, self, _unitName) - missionCommands.addCommandForGroup(_gid, "Smoke Strafe Tgts", _markPath, self._SmokeStrafeTargets, self, _unitName) - missionCommands.addCommandForGroup(_gid, "Smoke Bomb Tgts", _markPath, self._SmokeBombTargets, self, _unitName) + missionCommands.addCommandForGroup( _gid, "Mark On Map", _markPath, self._MarkTargetsOnMap, self, _unitName ) + missionCommands.addCommandForGroup( _gid, "Illuminate Range", _markPath, self._IlluminateBombTargets, self, _unitName ) + missionCommands.addCommandForGroup( _gid, "Smoke Strafe Pits", _markPath, self._SmokeStrafeTargetBoxes, self, _unitName ) + missionCommands.addCommandForGroup( _gid, "Smoke Strafe Tgts", _markPath, self._SmokeStrafeTargets, self, _unitName ) + missionCommands.addCommandForGroup( _gid, "Smoke Bomb Tgts", _markPath, self._SmokeBombTargets, self, _unitName ) -- F10/On the Range//Stats/ - missionCommands.addCommandForGroup(_gid, "All Strafe Results", _statsPath, self._DisplayStrafePitResults, self, _unitName) - missionCommands.addCommandForGroup(_gid, "All Bombing Results", _statsPath, self._DisplayBombingResults, self, _unitName) - missionCommands.addCommandForGroup(_gid, "My Strafe Results", _statsPath, self._DisplayMyStrafePitResults, self, _unitName) - missionCommands.addCommandForGroup(_gid, "My Bomb Results", _statsPath, self._DisplayMyBombingResults, self, _unitName) - missionCommands.addCommandForGroup(_gid, "Reset All Stats", _statsPath, self._ResetRangeStats, self, _unitName) + missionCommands.addCommandForGroup( _gid, "All Strafe Results", _statsPath, self._DisplayStrafePitResults, self, _unitName ) + missionCommands.addCommandForGroup( _gid, "All Bombing Results", _statsPath, self._DisplayBombingResults, self, _unitName ) + missionCommands.addCommandForGroup( _gid, "My Strafe Results", _statsPath, self._DisplayMyStrafePitResults, self, _unitName ) + missionCommands.addCommandForGroup( _gid, "My Bomb Results", _statsPath, self._DisplayMyBombingResults, self, _unitName ) + missionCommands.addCommandForGroup( _gid, "Reset All Stats", _statsPath, self._ResetRangeStats, self, _unitName ) -- F10/On the Range//My Settings/Smoke Color/ - missionCommands.addCommandForGroup(_gid, "Blue Smoke", _mysmokePath, self._playersmokecolor, self, _unitName, SMOKECOLOR.Blue) - missionCommands.addCommandForGroup(_gid, "Green Smoke", _mysmokePath, self._playersmokecolor, self, _unitName, SMOKECOLOR.Green) - missionCommands.addCommandForGroup(_gid, "Orange Smoke", _mysmokePath, self._playersmokecolor, self, _unitName, SMOKECOLOR.Orange) - missionCommands.addCommandForGroup(_gid, "Red Smoke", _mysmokePath, self._playersmokecolor, self, _unitName, SMOKECOLOR.Red) - missionCommands.addCommandForGroup(_gid, "White Smoke", _mysmokePath, self._playersmokecolor, self, _unitName, SMOKECOLOR.White) + missionCommands.addCommandForGroup( _gid, "Blue Smoke", _mysmokePath, self._playersmokecolor, self, _unitName, SMOKECOLOR.Blue ) + missionCommands.addCommandForGroup( _gid, "Green Smoke", _mysmokePath, self._playersmokecolor, self, _unitName, SMOKECOLOR.Green ) + missionCommands.addCommandForGroup( _gid, "Orange Smoke", _mysmokePath, self._playersmokecolor, self, _unitName, SMOKECOLOR.Orange ) + missionCommands.addCommandForGroup( _gid, "Red Smoke", _mysmokePath, self._playersmokecolor, self, _unitName, SMOKECOLOR.Red ) + missionCommands.addCommandForGroup( _gid, "White Smoke", _mysmokePath, self._playersmokecolor, self, _unitName, SMOKECOLOR.White ) -- F10/On the Range//My Settings/Flare Color/ - missionCommands.addCommandForGroup(_gid, "Green Flares", _myflarePath, self._playerflarecolor, self, _unitName, FLARECOLOR.Green) - missionCommands.addCommandForGroup(_gid, "Red Flares", _myflarePath, self._playerflarecolor, self, _unitName, FLARECOLOR.Red) - missionCommands.addCommandForGroup(_gid, "White Flares", _myflarePath, self._playerflarecolor, self, _unitName, FLARECOLOR.White) - missionCommands.addCommandForGroup(_gid, "Yellow Flares", _myflarePath, self._playerflarecolor, self, _unitName, FLARECOLOR.Yellow) + missionCommands.addCommandForGroup( _gid, "Green Flares", _myflarePath, self._playerflarecolor, self, _unitName, FLARECOLOR.Green ) + missionCommands.addCommandForGroup( _gid, "Red Flares", _myflarePath, self._playerflarecolor, self, _unitName, FLARECOLOR.Red ) + missionCommands.addCommandForGroup( _gid, "White Flares", _myflarePath, self._playerflarecolor, self, _unitName, FLARECOLOR.White ) + missionCommands.addCommandForGroup( _gid, "Yellow Flares", _myflarePath, self._playerflarecolor, self, _unitName, FLARECOLOR.Yellow ) -- F10/On the Range//My Settings/ - missionCommands.addCommandForGroup(_gid, "Smoke Delay On/Off", _settingsPath, self._SmokeBombDelayOnOff, self, _unitName) - missionCommands.addCommandForGroup(_gid, "Smoke Impact On/Off", _settingsPath, self._SmokeBombImpactOnOff, self, _unitName) - missionCommands.addCommandForGroup(_gid, "Flare Hits On/Off", _settingsPath, self._FlareDirectHitsOnOff, self, _unitName) - missionCommands.addCommandForGroup(_gid, "All Messages On/Off", _settingsPath, self._MessagesToPlayerOnOff, self, _unitName) + missionCommands.addCommandForGroup( _gid, "Smoke Delay On/Off", _settingsPath, self._SmokeBombDelayOnOff, self, _unitName ) + missionCommands.addCommandForGroup( _gid, "Smoke Impact On/Off", _settingsPath, self._SmokeBombImpactOnOff, self, _unitName ) + missionCommands.addCommandForGroup( _gid, "Flare Hits On/Off", _settingsPath, self._FlareDirectHitsOnOff, self, _unitName ) + missionCommands.addCommandForGroup( _gid, "All Messages On/Off", _settingsPath, self._MessagesToPlayerOnOff, self, _unitName ) -- F10/On the Range//Range Information - missionCommands.addCommandForGroup(_gid, "General Info", _infoPath, self._DisplayRangeInfo, self, _unitName) - missionCommands.addCommandForGroup(_gid, "Weather Report", _infoPath, self._DisplayRangeWeather, self, _unitName) - missionCommands.addCommandForGroup(_gid, "Bombing Targets", _infoPath, self._DisplayBombTargets, self, _unitName) - missionCommands.addCommandForGroup(_gid, "Strafe Pits", _infoPath, self._DisplayStrafePits, self, _unitName) + missionCommands.addCommandForGroup( _gid, "General Info", _infoPath, self._DisplayRangeInfo, self, _unitName ) + missionCommands.addCommandForGroup( _gid, "Weather Report", _infoPath, self._DisplayRangeWeather, self, _unitName ) + missionCommands.addCommandForGroup( _gid, "Bombing Targets", _infoPath, self._DisplayBombTargets, self, _unitName ) + missionCommands.addCommandForGroup( _gid, "Strafe Pits", _infoPath, self._DisplayStrafePits, self, _unitName ) end else - self:E(self.id.."Could not find group or group ID in AddF10Menu() function. Unit name: ".._unitName) + self:E( self.id .. "Could not find group or group ID in AddF10Menu() function. Unit name: " .. _unitName ) end else - self:E(self.id.."Player unit does not exist in AddF10Menu() function. Unit name: ".._unitName) + self:E( self.id .. "Player unit does not exist in AddF10Menu() function. Unit name: " .. _unitName ) end end @@ -3022,34 +3025,34 @@ end -- @param #RANGE self -- @param #RANGE.BombTarget target Bomb target data. -- @return Core.Point#COORDINATE Target coordinate. -function RANGE:_GetBombTargetCoordinate(target) +function RANGE:_GetBombTargetCoordinate( target ) - local coord=nil --Core.Point#COORDINATE + local coord = nil -- Core.Point#COORDINATE if target.type == RANGE.TargetType.UNIT then if not target.move then -- Target should not move. - coord=target.coordinate + coord = target.coordinate else -- Moving target. Check if alive and get current position if target.target and target.target:IsAlive() then - coord=target.target:GetCoordinate() + coord = target.target:GetCoordinate() end end elseif target.type == RANGE.TargetType.STATIC then -- Static targets dont move. - coord=target.coordinate + coord = target.coordinate elseif target.type == RANGE.TargetType.COORD then -- Coordinates dont move. - coord=target.coordinate + coord = target.coordinate else - self:E(self.id.."ERROR: Unknown target type.") + self:E( self.id .. "ERROR: Unknown target type." ) end return coord @@ -3059,42 +3062,42 @@ end -- @param #RANGE self -- @param #string unitname Name of the player unit. -- @return Number of shells left -function RANGE:_GetAmmo(unitname) - self:F2(unitname) +function RANGE:_GetAmmo( unitname ) + self:F2( unitname ) -- Init counter. - local ammo=0 + local ammo = 0 - local unit, playername = self:_GetPlayerUnitAndName(unitname) + local unit, playername = self:_GetPlayerUnitAndName( unitname ) if unit and playername then - local has_ammo=false + local has_ammo = false - local ammotable=unit:GetAmmo() - self:T2({ammotable=ammotable}) + local ammotable = unit:GetAmmo() + self:T2( { ammotable = ammotable } ) if ammotable ~= nil then - local weapons=#ammotable - self:T2(self.id..string.format("Number of weapons %d.", weapons)) + local weapons = #ammotable + self:T2( self.id .. string.format( "Number of weapons %d.", weapons ) ) - for w=1,weapons do + for w = 1, weapons do - local Nammo=ammotable[w]["count"] - local Tammo=ammotable[w]["desc"]["typeName"] + local Nammo = ammotable[w]["count"] + local Tammo = ammotable[w]["desc"]["typeName"] -- We are specifically looking for shells here. - if string.match(Tammo, "shell") then + if string.match( Tammo, "shell" ) then -- Add up all shells - ammo=ammo+Nammo + ammo = ammo + Nammo - local text=string.format("Player %s has %d rounds ammo of type %s", playername, Nammo, Tammo) - self:T(self.id..text) + local text = string.format( "Player %s has %d rounds ammo of type %s", playername, Nammo, Tammo ) + self:T( self.id .. text ) else - local text=string.format("Player %s has %d ammo of type %s", playername, Nammo, Tammo) - self:T(self.id..text) + local text = string.format( "Player %s has %d ammo of type %s", playername, Nammo, Tammo ) + self:T( self.id .. text ) end end end @@ -3106,46 +3109,46 @@ end --- Mark targets on F10 map. -- @param #RANGE self -- @param #string _unitName Name of the player unit. -function RANGE:_MarkTargetsOnMap(_unitName) - self:F(_unitName) +function RANGE:_MarkTargetsOnMap( _unitName ) + self:F( _unitName ) -- Get group. - local group=nil --Wrapper.Group#GROUP + local group = nil -- Wrapper.Group#GROUP if _unitName then - group=UNIT:FindByName(_unitName):GetGroup() + group = UNIT:FindByName( _unitName ):GetGroup() end -- Mark bomb targets. - for _,_bombtarget in pairs(self.bombingTargets) do - local bombtarget=_bombtarget --#RANGE.BombTarget - local coord=self:_GetBombTargetCoordinate(_bombtarget) + for _, _bombtarget in pairs( self.bombingTargets ) do + local bombtarget = _bombtarget -- #RANGE.BombTarget + local coord = self:_GetBombTargetCoordinate( _bombtarget ) if group then - coord:MarkToGroup(string.format("Bomb target %s:\n%s\n%s", bombtarget.name, coord:ToStringLLDMS(), coord:ToStringBULLS(group:GetCoalition())), group) + coord:MarkToGroup( string.format( "Bomb target %s:\n%s\n%s", bombtarget.name, coord:ToStringLLDMS(), coord:ToStringBULLS( group:GetCoalition() ) ), group ) else - coord:MarkToAll(string.format("Bomb target %s", bombtarget.name)) + coord:MarkToAll( string.format( "Bomb target %s", bombtarget.name ) ) end end -- Mark strafe targets. - for _,_strafepit in pairs(self.strafeTargets) do - for _,_target in pairs(_strafepit.targets) do - local _target=_target --Wrapper.Positionable#POSITIONABLE + for _, _strafepit in pairs( self.strafeTargets ) do + for _, _target in pairs( _strafepit.targets ) do + local _target = _target -- Wrapper.Positionable#POSITIONABLE if _target and _target:IsAlive() then - local coord=_target:GetCoordinate() --Core.Point#COORDINATE + local coord = _target:GetCoordinate() -- Core.Point#COORDINATE if group then - --coord:MarkToGroup("Strafe target ".._target:GetName(), group) - coord:MarkToGroup(string.format("Strafe target %s:\n%s\n%s", _target:GetName(), coord:ToStringLLDMS(), coord:ToStringBULLS(group:GetCoalition())), group) + -- coord:MarkToGroup("Strafe target ".._target:GetName(), group) + coord:MarkToGroup( string.format( "Strafe target %s:\n%s\n%s", _target:GetName(), coord:ToStringLLDMS(), coord:ToStringBULLS( group:GetCoalition() ) ), group ) else - coord:MarkToAll("Strafe target ".._target:GetName()) + coord:MarkToAll( "Strafe target " .. _target:GetName() ) end end end end if _unitName then - local _unit, _playername = self:_GetPlayerUnitAndName(_unitName) - local text=string.format("%s, %s, range targets are now marked on F10 map.", self.rangename, _playername) - self:_DisplayMessageToGroup(_unit, text, 5) + local _unit, _playername = self:_GetPlayerUnitAndName( _unitName ) + local text = string.format( "%s, %s, range targets are now marked on F10 map.", self.rangename, _playername ) + self:_DisplayMessageToGroup( _unit, text, 5 ) end end @@ -3153,67 +3156,67 @@ end --- Illuminate targets. Fires illumination bombs at one random bomb and one random strafe target at a random altitude between 400 and 800 m. -- @param #RANGE self -- @param #string _unitName (Optional) Name of the player unit. -function RANGE:_IlluminateBombTargets(_unitName) - self:F(_unitName) +function RANGE:_IlluminateBombTargets( _unitName ) + self:F( _unitName ) -- All bombing target coordinates. - local bomb={} + local bomb = {} - for _,_bombtarget in pairs(self.bombingTargets) do - local _target=_bombtarget.target --Wrapper.Positionable#POSITIONABLE - local coord=self:_GetBombTargetCoordinate(_bombtarget) + for _, _bombtarget in pairs( self.bombingTargets ) do + local _target = _bombtarget.target -- Wrapper.Positionable#POSITIONABLE + local coord = self:_GetBombTargetCoordinate( _bombtarget ) if coord then - table.insert(bomb, coord) + table.insert( bomb, coord ) end end - if #bomb>0 then - local coord=bomb[math.random(#bomb)] --Core.Point#COORDINATE - local c=COORDINATE:New(coord.x,coord.y+math.random(self.illuminationminalt,self.illuminationmaxalt),coord.z) + if #bomb > 0 then + local coord = bomb[math.random( #bomb )] -- Core.Point#COORDINATE + local c = COORDINATE:New( coord.x, coord.y + math.random( self.illuminationminalt, self.illuminationmaxalt ), coord.z ) c:IlluminationBomb() end -- All strafe target coordinates. - local strafe={} + local strafe = {} - for _,_strafepit in pairs(self.strafeTargets) do - for _,_target in pairs(_strafepit.targets) do - local _target=_target --Wrapper.Positionable#POSITIONABLE + for _, _strafepit in pairs( self.strafeTargets ) do + for _, _target in pairs( _strafepit.targets ) do + local _target = _target -- Wrapper.Positionable#POSITIONABLE if _target and _target:IsAlive() then - local coord=_target:GetCoordinate() --Core.Point#COORDINATE - table.insert(strafe, coord) + local coord = _target:GetCoordinate() -- Core.Point#COORDINATE + table.insert( strafe, coord ) end end end -- Pick a random strafe target. - if #strafe>0 then - local coord=strafe[math.random(#strafe)] --Core.Point#COORDINATE - local c=COORDINATE:New(coord.x,coord.y+math.random(self.illuminationminalt,self.illuminationmaxalt),coord.z) + if #strafe > 0 then + local coord = strafe[math.random( #strafe )] -- Core.Point#COORDINATE + local c = COORDINATE:New( coord.x, coord.y + math.random( self.illuminationminalt, self.illuminationmaxalt ), coord.z ) c:IlluminationBomb() end if _unitName then - local _unit, _playername = self:_GetPlayerUnitAndName(_unitName) - local text=string.format("%s, %s, range targets are illuminated.", self.rangename, _playername) - self:_DisplayMessageToGroup(_unit, text, 5) + local _unit, _playername = self:_GetPlayerUnitAndName( _unitName ) + local text = string.format( "%s, %s, range targets are illuminated.", self.rangename, _playername ) + self:_DisplayMessageToGroup( _unit, text, 5 ) end end --- Reset player statistics. -- @param #RANGE self -- @param #string _unitName Name of the player unit. -function RANGE:_ResetRangeStats(_unitName) - self:F(_unitName) +function RANGE:_ResetRangeStats( _unitName ) + self:F( _unitName ) -- Get player unit and name. - local _unit, _playername = self:_GetPlayerUnitAndName(_unitName) + local _unit, _playername = self:_GetPlayerUnitAndName( _unitName ) if _unit and _playername then self.strafePlayerResults[_playername] = nil self.bombPlayerResults[_playername] = nil - local text=string.format("%s, %s, your range stats were cleared.", self.rangename, _playername) - self:DisplayMessageToGroup(_unit, text, 5, false, true) + local text = string.format( "%s, %s, your range stats were cleared.", self.rangename, _playername ) + self:DisplayMessageToGroup( _unit, text, 5, false, true ) end end @@ -3224,19 +3227,19 @@ end -- @param #number _time Duration how long the message is displayed. -- @param #boolean _clear Clear up old messages. -- @param #boolean display If true, display message regardless of player setting "Messages Off". -function RANGE:_DisplayMessageToGroup(_unit, _text, _time, _clear, display) - self:F({unit=_unit, text=_text, time=_time, clear=_clear}) +function RANGE:_DisplayMessageToGroup( _unit, _text, _time, _clear, display ) + self:F( { unit = _unit, text = _text, time = _time, clear = _clear } ) -- Defaults - _time=_time or self.Tmsg - if _clear==nil or _clear==false then - _clear=false + _time = _time or self.Tmsg + if _clear == nil or _clear == false then + _clear = false else - _clear=true + _clear = true end -- Messages globally disabled. - if self.messages==false then + if self.messages == false then return end @@ -3244,22 +3247,22 @@ function RANGE:_DisplayMessageToGroup(_unit, _text, _time, _clear, display) if _unit and _unit:IsAlive() then -- Group ID. - local _gid=_unit:GetGroup():GetID() + local _gid = _unit:GetGroup():GetID() -- Get playername and player settings - local _, playername=self:_GetPlayerUnitAndName(_unit:GetName()) - local playermessage=self.PlayerSettings[playername].messages + local _, playername = self:_GetPlayerUnitAndName( _unit:GetName() ) + local playermessage = self.PlayerSettings[playername].messages -- Send message to player if messages enabled and not only for the examiner. - if _gid and (playermessage==true or display) and (not self.examinerexclusive) then - trigger.action.outTextForGroup(_gid, _text, _time, _clear) + if _gid and (playermessage == true or display) and (not self.examinerexclusive) then + trigger.action.outTextForGroup( _gid, _text, _time, _clear ) end -- Send message to examiner. - if self.examinergroupname~=nil then - local _examinerid=GROUP:FindByName(self.examinergroupname):GetID() + if self.examinergroupname ~= nil then + local _examinerid = GROUP:FindByName( self.examinergroupname ):GetID() if _examinerid then - trigger.action.outTextForGroup(_examinerid, _text, _time, _clear) + trigger.action.outTextForGroup( _examinerid, _text, _time, _clear ) end end end @@ -3269,20 +3272,20 @@ end --- Toggle status of smoking bomb impact points. -- @param #RANGE self -- @param #string unitname Name of the player unit. -function RANGE:_SmokeBombImpactOnOff(unitname) - self:F(unitname) +function RANGE:_SmokeBombImpactOnOff( unitname ) + self:F( unitname ) - local unit, playername = self:_GetPlayerUnitAndName(unitname) + local unit, playername = self:_GetPlayerUnitAndName( unitname ) if unit and playername then local text - if self.PlayerSettings[playername].smokebombimpact==true then - self.PlayerSettings[playername].smokebombimpact=false - text=string.format("%s, %s, smoking impact points of bombs is now OFF.", self.rangename, playername) + if self.PlayerSettings[playername].smokebombimpact == true then + self.PlayerSettings[playername].smokebombimpact = false + text = string.format( "%s, %s, smoking impact points of bombs is now OFF.", self.rangename, playername ) else - self.PlayerSettigs[playername].smokebombimpact=true - text=string.format("%s, %s, smoking impact points of bombs is now ON.", self.rangename, playername) + self.PlayerSettigs[playername].smokebombimpact = true + text = string.format( "%s, %s, smoking impact points of bombs is now ON.", self.rangename, playername ) end - self:_DisplayMessageToGroup(unit, text, 5, false, true) + self:_DisplayMessageToGroup( unit, text, 5, false, true ) end end @@ -3290,20 +3293,20 @@ end --- Toggle status of time delay for smoking bomb impact points -- @param #RANGE self -- @param #string unitname Name of the player unit. -function RANGE:_SmokeBombDelayOnOff(unitname) - self:F(unitname) +function RANGE:_SmokeBombDelayOnOff( unitname ) + self:F( unitname ) - local unit, playername = self:_GetPlayerUnitAndName(unitname) + local unit, playername = self:_GetPlayerUnitAndName( unitname ) if unit and playername then local text - if self.PlayerSettings[playername].delaysmoke==true then - self.PlayerSettings[playername].delaysmoke=false - text=string.format("%s, %s, delayed smoke of bombs is now OFF.", self.rangename, playername) + if self.PlayerSettings[playername].delaysmoke == true then + self.PlayerSettings[playername].delaysmoke = false + text = string.format( "%s, %s, delayed smoke of bombs is now OFF.", self.rangename, playername ) else - self.PlayerSettigs[playername].delaysmoke=true - text=string.format("%s, %s, delayed smoke of bombs is now ON.", self.rangename, playername) + self.PlayerSettigs[playername].delaysmoke = true + text = string.format( "%s, %s, delayed smoke of bombs is now ON.", self.rangename, playername ) end - self:_DisplayMessageToGroup(unit, text, 5, false, true) + self:_DisplayMessageToGroup( unit, text, 5, false, true ) end end @@ -3311,19 +3314,19 @@ end --- Toggle display messages to player. -- @param #RANGE self -- @param #string unitname Name of the player unit. -function RANGE:_MessagesToPlayerOnOff(unitname) - self:F(unitname) +function RANGE:_MessagesToPlayerOnOff( unitname ) + self:F( unitname ) - local unit, playername = self:_GetPlayerUnitAndName(unitname) + local unit, playername = self:_GetPlayerUnitAndName( unitname ) if unit and playername then local text - if self.PlayerSettings[playername].messages==true then - text=string.format("%s, %s, display of ALL messages is now OFF.", self.rangename, playername) + if self.PlayerSettings[playername].messages == true then + text = string.format( "%s, %s, display of ALL messages is now OFF.", self.rangename, playername ) else - text=string.format("%s, %s, display of ALL messages is now ON.", self.rangename, playername) + text = string.format( "%s, %s, display of ALL messages is now ON.", self.rangename, playername ) end - self:_DisplayMessageToGroup(unit, text, 5, false, true) - self.PlayerSettings[playername].messages=not self.PlayerSettings[playername].messages + self:_DisplayMessageToGroup( unit, text, 5, false, true ) + self.PlayerSettings[playername].messages = not self.PlayerSettings[playername].messages end end @@ -3331,20 +3334,20 @@ end --- Toggle status of flaring direct hits of range targets. -- @param #RANGE self -- @param #string unitname Name of the player unit. -function RANGE:_FlareDirectHitsOnOff(unitname) - self:F(unitname) +function RANGE:_FlareDirectHitsOnOff( unitname ) + self:F( unitname ) - local unit, playername = self:_GetPlayerUnitAndName(unitname) + local unit, playername = self:_GetPlayerUnitAndName( unitname ) if unit and playername then local text - if self.PlayerSettings[playername].flaredirecthits==true then - self.PlayerSettings[playername].flaredirecthits=false - text=string.format("%s, %s, flaring direct hits is now OFF.", self.rangename, playername) + if self.PlayerSettings[playername].flaredirecthits == true then + self.PlayerSettings[playername].flaredirecthits = false + text = string.format( "%s, %s, flaring direct hits is now OFF.", self.rangename, playername ) else - self.PlayerSettings[playername].flaredirecthits=true - text=string.format("%s, %s, flaring direct hits is now ON.", self.rangename, playername) + self.PlayerSettings[playername].flaredirecthits = true + text = string.format( "%s, %s, flaring direct hits is now ON.", self.rangename, playername ) end - self:_DisplayMessageToGroup(unit, text, 5, false, true) + self:_DisplayMessageToGroup( unit, text, 5, false, true ) end end @@ -3352,21 +3355,21 @@ end --- Mark bombing targets with smoke. -- @param #RANGE self -- @param #string unitname Name of the player unit. -function RANGE:_SmokeBombTargets(unitname) - self:F(unitname) +function RANGE:_SmokeBombTargets( unitname ) + self:F( unitname ) - for _,_bombtarget in pairs(self.bombingTargets) do - local _target=_bombtarget.target --Wrapper.Positionable#POSITIONABLE - local coord=self:_GetBombTargetCoordinate(_bombtarget) + for _, _bombtarget in pairs( self.bombingTargets ) do + local _target = _bombtarget.target -- Wrapper.Positionable#POSITIONABLE + local coord = self:_GetBombTargetCoordinate( _bombtarget ) if coord then - coord:Smoke(self.BombSmokeColor) + coord:Smoke( self.BombSmokeColor ) end end if unitname then - local unit, playername = self:_GetPlayerUnitAndName(unitname) - local text=string.format("%s, %s, bombing targets are now marked with %s smoke.", self.rangename, playername, self:_smokecolor2text(self.BombSmokeColor)) - self:_DisplayMessageToGroup(unit, text, 5) + local unit, playername = self:_GetPlayerUnitAndName( unitname ) + local text = string.format( "%s, %s, bombing targets are now marked with %s smoke.", self.rangename, playername, self:_smokecolor2text( self.BombSmokeColor ) ) + self:_DisplayMessageToGroup( unit, text, 5 ) end end @@ -3374,17 +3377,17 @@ end --- Mark strafing targets with smoke. -- @param #RANGE self -- @param #string unitname Name of the player unit. -function RANGE:_SmokeStrafeTargets(unitname) - self:F(unitname) +function RANGE:_SmokeStrafeTargets( unitname ) + self:F( unitname ) - for _,_target in pairs(self.strafeTargets) do - _target.coordinate:Smoke(self.StrafeSmokeColor) + for _, _target in pairs( self.strafeTargets ) do + _target.coordinate:Smoke( self.StrafeSmokeColor ) end if unitname then - local unit, playername = self:_GetPlayerUnitAndName(unitname) - local text=string.format("%s, %s, strafing tragets are now marked with %s smoke.", self.rangename, playername, self:_smokecolor2text(self.StrafeSmokeColor)) - self:_DisplayMessageToGroup(unit, text, 5) + local unit, playername = self:_GetPlayerUnitAndName( unitname ) + local text = string.format( "%s, %s, strafing tragets are now marked with %s smoke.", self.rangename, playername, self:_smokecolor2text( self.StrafeSmokeColor ) ) + self:_DisplayMessageToGroup( unit, text, 5 ) end end @@ -3392,21 +3395,21 @@ end --- Mark approach boxes of strafe targets with smoke. -- @param #RANGE self -- @param #string unitname Name of the player unit. -function RANGE:_SmokeStrafeTargetBoxes(unitname) - self:F(unitname) +function RANGE:_SmokeStrafeTargetBoxes( unitname ) + self:F( unitname ) - for _,_target in pairs(self.strafeTargets) do - local zone=_target.polygon --Core.Zone#ZONE - zone:SmokeZone(self.StrafePitSmokeColor, 4) - for _,_point in pairs(_target.smokepoints) do - _point:SmokeOrange() --Corners are smoked orange. + for _, _target in pairs( self.strafeTargets ) do + local zone = _target.polygon -- Core.Zone#ZONE + zone:SmokeZone( self.StrafePitSmokeColor, 4 ) + for _, _point in pairs( _target.smokepoints ) do + _point:SmokeOrange() -- Corners are smoked orange. end end if unitname then - local unit, playername = self:_GetPlayerUnitAndName(unitname) - local text=string.format("%s, %s, strafing pit approach boxes are now marked with %s smoke.", self.rangename, playername, self:_smokecolor2text(self.StrafePitSmokeColor)) - self:_DisplayMessageToGroup(unit, text, 5) + local unit, playername = self:_GetPlayerUnitAndName( unitname ) + local text = string.format( "%s, %s, strafing pit approach boxes are now marked with %s smoke.", self.rangename, playername, self:_smokecolor2text( self.StrafePitSmokeColor ) ) + self:_DisplayMessageToGroup( unit, text, 5 ) end end @@ -3415,14 +3418,14 @@ end -- @param #RANGE self -- @param #string _unitName Name of the player unit. -- @param Utilities.Utils#SMOKECOLOR color ID of the smoke color. -function RANGE:_playersmokecolor(_unitName, color) - self:F({unitname=_unitName, color=color}) +function RANGE:_playersmokecolor( _unitName, color ) + self:F( { unitname = _unitName, color = color } ) - local _unit, _playername = self:_GetPlayerUnitAndName(_unitName) + local _unit, _playername = self:_GetPlayerUnitAndName( _unitName ) if _unit and _playername then - self.PlayerSettings[_playername].smokecolor=color - local text=string.format("%s, %s, your bomb impacts are now smoked in %s.", self.rangename, _playername, self:_smokecolor2text(color)) - self:_DisplayMessageToGroup(_unit, text, 5) + self.PlayerSettings[_playername].smokecolor = color + local text = string.format( "%s, %s, your bomb impacts are now smoked in %s.", self.rangename, _playername, self:_smokecolor2text( color ) ) + self:_DisplayMessageToGroup( _unit, text, 5 ) end end @@ -3431,14 +3434,14 @@ end -- @param #RANGE self -- @param #string _unitName Name of the player unit. -- @param Utilities.Utils#FLARECOLOR color ID of flare color. -function RANGE:_playerflarecolor(_unitName, color) - self:F({unitname=_unitName, color=color}) +function RANGE:_playerflarecolor( _unitName, color ) + self:F( { unitname = _unitName, color = color } ) - local _unit, _playername = self:_GetPlayerUnitAndName(_unitName) + local _unit, _playername = self:_GetPlayerUnitAndName( _unitName ) if _unit and _playername then - self.PlayerSettings[_playername].flarecolor=color - local text=string.format("%s, %s, your direct hits are now flared in %s.", self.rangename, _playername, self:_flarecolor2text(color)) - self:_DisplayMessageToGroup(_unit, text, 5) + self.PlayerSettings[_playername].flarecolor = color + local text = string.format( "%s, %s, your direct hits are now flared in %s.", self.rangename, _playername, self:_flarecolor2text( color ) ) + self:_DisplayMessageToGroup( _unit, text, 5 ) end end @@ -3447,22 +3450,22 @@ end -- @param #RANGE self -- @param Utilities.Utils#SMOKECOLOR color Color Id. -- @return #string Color text. -function RANGE:_smokecolor2text(color) - self:F(color) +function RANGE:_smokecolor2text( color ) + self:F( color ) - local txt="" - if color==SMOKECOLOR.Blue then - txt="blue" - elseif color==SMOKECOLOR.Green then - txt="green" - elseif color==SMOKECOLOR.Orange then - txt="orange" - elseif color==SMOKECOLOR.Red then - txt="red" - elseif color==SMOKECOLOR.White then - txt="white" + local txt = "" + if color == SMOKECOLOR.Blue then + txt = "blue" + elseif color == SMOKECOLOR.Green then + txt = "green" + elseif color == SMOKECOLOR.Orange then + txt = "orange" + elseif color == SMOKECOLOR.Red then + txt = "red" + elseif color == SMOKECOLOR.White then + txt = "white" else - txt=string.format("unknown color (%s)", tostring(color)) + txt = string.format( "unknown color (%s)", tostring( color ) ) end return txt @@ -3472,20 +3475,20 @@ end -- @param #RANGE self -- @param Utilities.Utils#FLARECOLOR color Color Id. -- @return #string Color text. -function RANGE:_flarecolor2text(color) - self:F(color) +function RANGE:_flarecolor2text( color ) + self:F( color ) - local txt="" - if color==FLARECOLOR.Green then - txt="green" - elseif color==FLARECOLOR.Red then - txt="red" - elseif color==FLARECOLOR.White then - txt="white" - elseif color==FLARECOLOR.Yellow then - txt="yellow" + local txt = "" + if color == FLARECOLOR.Green then + txt = "green" + elseif color == FLARECOLOR.Red then + txt = "red" + elseif color == FLARECOLOR.White then + txt = "white" + elseif color == FLARECOLOR.Yellow then + txt = "yellow" else - txt=string.format("unknown color (%s)", tostring(color)) + txt = string.format( "unknown color (%s)", tostring( color ) ) end return txt @@ -3495,33 +3498,33 @@ end -- @param #RANGE self -- @param #string name Name of the potential static object. -- @return #boolean Returns true if a static with this name exists. Retruns false if a unit with this name exists. Returns nil if neither unit or static exist. -function RANGE:_CheckStatic(name) - self:F2(name) +function RANGE:_CheckStatic( name ) + self:F2( name ) -- Get DCS static object. - local _DCSstatic=StaticObject.getByName(name) + local _DCSstatic = StaticObject.getByName( name ) if _DCSstatic and _DCSstatic:isExist() then - --Static does exist at least in DCS. Check if it also in the MOOSE DB. - local _MOOSEstatic=STATIC:FindByName(name, false) + -- Static does exist at least in DCS. Check if it also in the MOOSE DB. + local _MOOSEstatic = STATIC:FindByName( name, false ) -- If static is not yet in MOOSE DB, we add it. Can happen for cargo statics! if not _MOOSEstatic then - self:T(self.id..string.format("Adding DCS static to MOOSE database. Name = %s.", name)) - _DATABASE:AddStatic(name) + self:T( self.id .. string.format( "Adding DCS static to MOOSE database. Name = %s.", name ) ) + _DATABASE:AddStatic( name ) end return true else - self:T3(self.id..string.format("No static object with name %s exists.", name)) + self:T3( self.id .. string.format( "No static object with name %s exists.", name ) ) end -- Check if a unit has this name. - if UNIT:FindByName(name) then + if UNIT:FindByName( name ) then return false else - self:T3(self.id..string.format("No unit object with name %s exists.", name)) + self:T3( self.id .. string.format( "No unit object with name %s exists.", name ) ) end -- If not unit or static exist, we return nil. @@ -3532,17 +3535,17 @@ end -- @param #RANGE self -- @param Wrapper.Controllable#CONTROLLABLE controllable -- @return Maximum speed in km/h. -function RANGE:_GetSpeed(controllable) - self:F2(controllable) +function RANGE:_GetSpeed( controllable ) + self:F2( controllable ) -- Get DCS descriptors - local desc=controllable:GetDesc() + local desc = controllable:GetDesc() -- Get speed - local speed=0 + local speed = 0 if desc then - speed=desc.speedMax*3.6 - self:T({speed=speed}) + speed = desc.speedMax * 3.6 + self:T( { speed = speed } ) end return speed @@ -3554,20 +3557,20 @@ end -- @return Wrapper.Unit#UNIT Unit of player. -- @return #string Name of the player. -- @return nil If player does not exist. -function RANGE:_GetPlayerUnitAndName(_unitName) - self:F2(_unitName) +function RANGE:_GetPlayerUnitAndName( _unitName ) + self:F2( _unitName ) if _unitName ~= nil then -- Get DCS unit from its name. - local DCSunit=Unit.getByName(_unitName) + local DCSunit = Unit.getByName( _unitName ) if DCSunit then - local playername=DCSunit:getPlayerName() - local unit=UNIT:Find(DCSunit) + local playername = DCSunit:getPlayerName() + local unit = UNIT:Find( DCSunit ) - self:T2({DCSunit=DCSunit, unit=unit, playername=playername}) + self:T2( { DCSunit = DCSunit, unit = unit, playername = playername } ) if DCSunit and unit and playername then return unit, playername end @@ -3577,23 +3580,23 @@ function RANGE:_GetPlayerUnitAndName(_unitName) end -- Return nil if we could not find a player. - return nil,nil + return nil, nil end --- Returns a string which consists of the player name. -- @param #RANGE self -- @param #string unitname Name of the player unit. -function RANGE:_myname(unitname) - self:F2(unitname) +function RANGE:_myname( unitname ) + self:F2( unitname ) - local unit=UNIT:FindByName(unitname) - local pname=unit:GetPlayerName() - - --TODO: Either remove these leftovers, or implement them. - --local csign=unit:GetCallsign() - --return string.format("%s (%s)", csign, pname) - - return string.format("%s", pname) + local unit = UNIT:FindByName( unitname ) + local pname = unit:GetPlayerName() + + -- TODO: Either remove these leftovers, or implement them. + -- local csign=unit:GetCallsign() + -- return string.format("%s (%s)", csign, pname) + + return string.format( "%s", pname ) end -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------