mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
Various Fixes
-- Documentation fixes with links not working. -- MENU_CLIENT_COMMAND had a small glitch, fixed that one too. -- Implemented new Event Dispatcher. --
This commit is contained in:
@@ -3,17 +3,16 @@
|
||||
-- even when there are hardly any players in the mission.**
|
||||
--
|
||||
-- 
|
||||
--
|
||||
--
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 1) @{AI.AI_Balancer#AI_BALANCER} class, extends @{Core.Fsm#FSM_SET}
|
||||
-- # 1) @{AI_Balancer#AI_BALANCER} class, extends @{Fsm#FSM_SET}
|
||||
--
|
||||
-- The @{AI.AI_Balancer#AI_BALANCER} class monitors and manages as many replacement AI groups as there are
|
||||
-- The @{AI_Balancer#AI_BALANCER} class monitors and manages as many replacement AI groups as there are
|
||||
-- CLIENTS in a SET_CLIENT collection, which are not occupied by human players.
|
||||
-- In other words, use AI_BALANCER to simulate human behaviour by spawning in replacement AI in multi player missions.
|
||||
--
|
||||
-- The parent class @{Core.Fsm#FSM_SET} manages the functionality to control the Finite State Machine (FSM).
|
||||
-- The parent class @{Fsm#FSM_SET} manages the functionality to control the Finite State Machine (FSM).
|
||||
-- The mission designer can tailor the behaviour of the AI_BALANCER, by defining event and state transition methods.
|
||||
-- An explanation about state and event transition methods can be found in the @{FSM} module documentation.
|
||||
--
|
||||
@@ -55,8 +54,8 @@
|
||||
-- However, there are 2 additional options that you can use to customize the destroy behaviour.
|
||||
-- When a human player joins a slot, you can configure to let the AI return to:
|
||||
--
|
||||
-- * @{#AI_BALANCER.ReturnToHomeAirbase}: Returns the AI to the **home** @{Wrapper.Airbase#AIRBASE}.
|
||||
-- * @{#AI_BALANCER.ReturnToNearestAirbases}: Returns the AI to the **nearest friendly** @{Wrapper.Airbase#AIRBASE}.
|
||||
-- * @{#AI_BALANCER.ReturnToHomeAirbase}: Returns the AI to the **home** @{Airbase#AIRBASE}.
|
||||
-- * @{#AI_BALANCER.ReturnToNearestAirbases}: Returns the AI to the **nearest friendly** @{Airbase#AIRBASE}.
|
||||
--
|
||||
-- Note that when AI returns to an airbase, the AI_BALANCER will trigger the **Return** event and the AI will return,
|
||||
-- otherwise the AI_BALANCER will trigger a **Destroy** event, and the AI will be destroyed.
|
||||
@@ -152,10 +151,10 @@ function AI_BALANCER:InitSpawnInterval( Earliest, Latest )
|
||||
return self
|
||||
end
|
||||
|
||||
--- Returns the AI to the nearest friendly @{Wrapper.Airbase#AIRBASE}.
|
||||
--- Returns the AI to the nearest friendly @{Airbase#AIRBASE}.
|
||||
-- @param #AI_BALANCER self
|
||||
-- @param Dcs.DCSTypes#Distance ReturnTresholdRange If there is an enemy @{Wrapper.Client#CLIENT} within the ReturnTresholdRange given in meters, the AI will not return to the nearest @{Wrapper.Airbase#AIRBASE}.
|
||||
-- @param Core.Set#SET_AIRBASE ReturnAirbaseSet The SET of @{Core.Set#SET_AIRBASE}s to evaluate where to return to.
|
||||
-- @param Dcs.DCSTypes#Distance ReturnTresholdRange If there is an enemy @{Client#CLIENT} within the ReturnTresholdRange given in meters, the AI will not return to the nearest @{Airbase#AIRBASE}.
|
||||
-- @param Core.Set#SET_AIRBASE ReturnAirbaseSet The SET of @{Set#SET_AIRBASE}s to evaluate where to return to.
|
||||
function AI_BALANCER:ReturnToNearestAirbases( ReturnTresholdRange, ReturnAirbaseSet )
|
||||
|
||||
self.ToNearestAirbase = true
|
||||
@@ -163,9 +162,9 @@ function AI_BALANCER:ReturnToNearestAirbases( ReturnTresholdRange, ReturnAirbase
|
||||
self.ReturnAirbaseSet = ReturnAirbaseSet
|
||||
end
|
||||
|
||||
--- Returns the AI to the home @{Wrapper.Airbase#AIRBASE}.
|
||||
--- Returns the AI to the home @{Airbase#AIRBASE}.
|
||||
-- @param #AI_BALANCER self
|
||||
-- @param Dcs.DCSTypes#Distance ReturnTresholdRange If there is an enemy @{Wrapper.Client#CLIENT} within the ReturnTresholdRange given in meters, the AI will not return to the nearest @{Wrapper.Airbase#AIRBASE}.
|
||||
-- @param Dcs.DCSTypes#Distance ReturnTresholdRange If there is an enemy @{Client#CLIENT} within the ReturnTresholdRange given in meters, the AI will not return to the nearest @{Airbase#AIRBASE}.
|
||||
function AI_BALANCER:ReturnToHomeAirbase( ReturnTresholdRange )
|
||||
|
||||
self.ToHomeAirbase = true
|
||||
|
||||
@@ -2,10 +2,9 @@
|
||||
--
|
||||
-- 
|
||||
--
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 1) @{#AI_CAP_ZONE} class, extends @{AI.AI_CAP#AI_PATROL_ZONE}
|
||||
-- # 1) @{#AI_CAP_ZONE} class, extends @{AI_CAP#AI_PATROL_ZONE}
|
||||
--
|
||||
-- The @{#AI_CAP_ZONE} class implements the core functions to patrol a @{Zone} by an AI @{Controllable} or @{Group}
|
||||
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
|
||||
@@ -71,7 +70,7 @@
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- The range can be beyond or smaller than the range of the Patrol Zone.
|
||||
-- The range is applied at the position of the AI.
|
||||
-- Use the method @{AI.AI_CAP#AI_CAP_ZONE.SetEngageRange}() to define that range.
|
||||
-- Use the method @{AI_CAP#AI_CAP_ZONE.SetEngageRange}() to define that range.
|
||||
--
|
||||
-- ## 1.4) Set the Zone of Engagement
|
||||
--
|
||||
@@ -79,7 +78,7 @@
|
||||
--
|
||||
-- An optional @{Zone} can be set,
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- Use the method @{AI.AI_Cap#AI_CAP_ZONE.SetEngageZone}() to define that Zone.
|
||||
-- Use the method @{AI_Cap#AI_CAP_ZONE.SetEngageZone}() to define that Zone.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
|
||||
@@ -1,13 +1,13 @@
|
||||
--- Single-Player:**Yes** / Mulit-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**Air** -- **Provide Close Air Support to friendly ground troops.**
|
||||
--- Single-Player:**Yes** / Mulit-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**Air** --
|
||||
-- **Provide Close Air Support to friendly ground troops.**
|
||||
--
|
||||
-- 
|
||||
--
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 1) @{#AI_CAS_ZONE} class, extends @{AI.AI_Patrol#AI_PATROL_ZONE}
|
||||
-- # 1) @{#AI_CAS_ZONE} class, extends @{AI_Patrol#AI_PATROL_ZONE}
|
||||
--
|
||||
-- @{#AI_CAS_ZONE} derives from the @{AI.AI_Patrol#AI_PATROL_ZONE}, inheriting its methods and behaviour.
|
||||
-- @{#AI_CAS_ZONE} derives from the @{AI_Patrol#AI_PATROL_ZONE}, inheriting its methods and behaviour.
|
||||
--
|
||||
-- The @{#AI_CAS_ZONE} class implements the core functions to provide Close Air Support in an Engage @{Zone} by an AIR @{Controllable} or @{Group}.
|
||||
-- The AI_CAS_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.
|
||||
|
||||
@@ -1,4 +1,7 @@
|
||||
--- Single-Player:Yes / Mulit-Player:Yes / AI:Yes / Human:No / Types:Ground -- Management of logical cargo objects, that can be transported from and to transportation carriers.
|
||||
---Single-Player:**Yes** / Mulit-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**Ground** --
|
||||
-- **Management of logical cargo objects, that can be transported from and to transportation carriers.**
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -12,8 +15,8 @@
|
||||
--
|
||||
-- * AI_CARGO_GROUPED, represented by a Group of CARGO_UNITs.
|
||||
--
|
||||
-- 1) @{AI.AI_Cargo#AI_CARGO} class, extends @{Core.Fsm#FSM_PROCESS}
|
||||
-- ==========================================================================
|
||||
-- # 1) @{#AI_CARGO} class, extends @{Fsm#FSM_PROCESS}
|
||||
--
|
||||
-- The @{#AI_CARGO} class defines the core functions that defines a cargo object within MOOSE.
|
||||
-- A cargo is a logical object defined that is available for transport, and has a life status within a simulation.
|
||||
--
|
||||
@@ -52,13 +55,13 @@
|
||||
-- The state transition method needs to start with the name **OnEnter + the name of the state**.
|
||||
-- These state transition methods need to provide a return value, which is specified at the function description.
|
||||
--
|
||||
-- 2) #AI_CARGO_UNIT class
|
||||
-- ====================
|
||||
-- # 2) #AI_CARGO_UNIT class
|
||||
--
|
||||
-- The AI_CARGO_UNIT class defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.
|
||||
-- Use the event functions as described above to Load, UnLoad, Board, UnBoard the AI_CARGO_UNIT objects to and from carriers.
|
||||
--
|
||||
-- 5) #AI_CARGO_GROUPED class
|
||||
-- =======================
|
||||
-- # 5) #AI_CARGO_GROUPED class
|
||||
--
|
||||
-- The AI_CARGO_GROUPED class defines a cargo that is represented by a group of UNIT objects within the simulator, and can be transported by a carrier.
|
||||
-- Use the event functions as described above to Load, UnLoad, Board, UnBoard the AI_CARGO_UNIT objects to and from carriers.
|
||||
--
|
||||
@@ -90,14 +93,14 @@
|
||||
-- The cargo must be in the **Loaded** state.
|
||||
-- @function [parent=#AI_CARGO] UnBoard
|
||||
-- @param #AI_CARGO self
|
||||
-- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Core.Point#POINT_VEC2) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location.
|
||||
-- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Point#POINT_VEC2) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location.
|
||||
|
||||
--- UnBoards the cargo to a Carrier. The event will create a movement (= running or driving) of the cargo from the Carrier.
|
||||
-- The cargo must be in the **Loaded** state.
|
||||
-- @function [parent=#AI_CARGO] __UnBoard
|
||||
-- @param #AI_CARGO self
|
||||
-- @param #number DelaySeconds The amount of seconds to delay the action.
|
||||
-- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Core.Point#POINT_VEC2) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location.
|
||||
-- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Point#POINT_VEC2) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location.
|
||||
|
||||
|
||||
-- Load
|
||||
@@ -122,14 +125,14 @@
|
||||
-- The cargo must be in the **Loaded** state.
|
||||
-- @function [parent=#AI_CARGO] UnLoad
|
||||
-- @param #AI_CARGO self
|
||||
-- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Core.Point#POINT_VEC2) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location.
|
||||
-- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Point#POINT_VEC2) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location.
|
||||
|
||||
--- UnLoads the cargo to a Carrier. The event will unload the cargo from the Carrier. There will be no movement simulated of the cargo loading.
|
||||
-- The cargo must be in the **Loaded** state.
|
||||
-- @function [parent=#AI_CARGO] __UnLoad
|
||||
-- @param #AI_CARGO self
|
||||
-- @param #number DelaySeconds The amount of seconds to delay the action.
|
||||
-- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Core.Point#POINT_VEC2) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location.
|
||||
-- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Point#POINT_VEC2) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location.
|
||||
|
||||
-- State Transition Functions
|
||||
|
||||
|
||||
@@ -1,11 +1,11 @@
|
||||
--- Single-Player:**Yes** / Mulit-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**Air** -- **Air Patrolling or Staging.**
|
||||
--- Single-Player:**Yes** / Mulit-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**Air** --
|
||||
-- **Air Patrolling or Staging.**
|
||||
--
|
||||
-- 
|
||||
--
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 1) @{#AI_PATROL_ZONE} class, extends @{Core.Fsm#FSM_CONTROLLABLE}
|
||||
-- # 1) @{#AI_PATROL_ZONE} class, extends @{Fsm#FSM_CONTROLLABLE}
|
||||
--
|
||||
-- The @{#AI_PATROL_ZONE} class implements the core functions to patrol a @{Zone} by an AI @{Controllable} or @{Group}.
|
||||
--
|
||||
@@ -524,11 +524,11 @@ function AI_PATROL_ZONE:SetDetectionZone( DetectionZone )
|
||||
end
|
||||
end
|
||||
|
||||
--- Gets a list of @{Wrapper.Unit#UNIT}s that were detected by the AI.
|
||||
--- Gets a list of @{Unit#UNIT}s that were detected by the AI.
|
||||
-- No filtering is applied, so, ANY detected UNIT can be in this list.
|
||||
-- It is up to the mission designer to use the @{Unit} class and methods to filter the targets.
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @return #table The list of @{Wrapper.Unit#UNIT}s
|
||||
-- @return #table The list of @{Unit#UNIT}s
|
||||
function AI_PATROL_ZONE:GetDetectedUnits()
|
||||
self:F2()
|
||||
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # @{#ACT_ACCOUNT} FSM class, extends @{Core.Fsm#FSM_PROCESS}
|
||||
-- # @{#ACT_ACCOUNT} FSM class, extends @{Fsm#FSM_PROCESS}
|
||||
--
|
||||
-- ## ACT_ACCOUNT state machine:
|
||||
--
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # @{#ACT_ASSIGN} FSM template class, extends @{Core.Fsm#FSM_PROCESS}
|
||||
-- # @{#ACT_ASSIGN} FSM template class, extends @{Fsm#FSM_PROCESS}
|
||||
--
|
||||
-- ## ACT_ASSIGN state machine:
|
||||
--
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # @{#ACT_ASSIST} FSM class, extends @{Core.Fsm#FSM_PROCESS}
|
||||
-- # @{#ACT_ASSIST} FSM class, extends @{Fsm#FSM_PROCESS}
|
||||
--
|
||||
-- ## ACT_ASSIST state machine:
|
||||
--
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # @{#ACT_ROUTE} FSM class, extends @{Core.Fsm#FSM_PROCESS}
|
||||
-- # @{#ACT_ROUTE} FSM class, extends @{Fsm#FSM_PROCESS}
|
||||
--
|
||||
-- ## ACT_ROUTE state machine:
|
||||
--
|
||||
|
||||
@@ -13,8 +13,8 @@
|
||||
--
|
||||
-- ## 1.1) BASE constructor
|
||||
--
|
||||
-- Any class derived from BASE, must use the @{Core.Base#BASE.New) constructor within the @{Core.Base#BASE.Inherit) method.
|
||||
-- See an example at the @{Core.Base#BASE.New} method how this is done.
|
||||
-- Any class derived from BASE, must use the @{Base#BASE.New) constructor within the @{Base#BASE.Inherit) method.
|
||||
-- See an example at the @{Base#BASE.New} method how this is done.
|
||||
--
|
||||
-- ## 1.2) BASE Trace functionality
|
||||
--
|
||||
@@ -84,8 +84,8 @@
|
||||
-- * @{#BASE.EventOnTakeOff}(): Handle the event when a unit takes off from a runway.
|
||||
-- * @{#BASE.EventOnTookControl}(): Handle the event when a player takes control of a unit.
|
||||
--
|
||||
-- The EventOn() methods provide the @{Core.Event#EVENTDATA} structure to the event handling function.
|
||||
-- The @{Core.Event#EVENTDATA} structure contains an enriched data set of information about the event being handled.
|
||||
-- The EventOn() methods provide the @{Event#EVENTDATA} structure to the event handling function.
|
||||
-- The @{Event#EVENTDATA} structure contains an enriched data set of information about the event being handled.
|
||||
--
|
||||
-- Find below an example of the prototype how to write an event handling function:
|
||||
--
|
||||
@@ -105,7 +105,7 @@
|
||||
-- Note the function( self, EventData ). It takes two parameters:
|
||||
--
|
||||
-- * self = the object that is handling the EventOnPlayerEnterUnit.
|
||||
-- * EventData = the @{Core.Event#EVENTDATA} structure, containing more information of the Event.
|
||||
-- * EventData = the @{Event#EVENTDATA} structure, containing more information of the Event.
|
||||
--
|
||||
-- ## 1.4) Class identification methods
|
||||
--
|
||||
@@ -288,20 +288,20 @@ function BASE:GetClassID()
|
||||
return self.ClassID
|
||||
end
|
||||
|
||||
--- Get the Class @{Core.Event} processing Priority.
|
||||
--- Get the Class @{Event} processing Priority.
|
||||
-- The Event processing Priority is a number from 1 to 10,
|
||||
-- reflecting the order of the classes subscribed to the Event to be processed.
|
||||
-- @param #BASE self
|
||||
-- @return #number The @{Core.Event} processing Priority.
|
||||
-- @return #number The @{Event} processing Priority.
|
||||
function BASE:GetEventPriority()
|
||||
return self._Private.EventPriority or 5
|
||||
end
|
||||
|
||||
--- Set the Class @{Core.Event} processing Priority.
|
||||
--- Set the Class @{Event} processing Priority.
|
||||
-- The Event processing Priority is a number from 1 to 10,
|
||||
-- reflecting the order of the classes subscribed to the Event to be processed.
|
||||
-- @param #BASE self
|
||||
-- @param #number EventPriority The @{Core.Event} processing Priority.
|
||||
-- @param #number EventPriority The @{Event} processing Priority.
|
||||
-- @return self
|
||||
function BASE:SetEventPriority( EventPriority )
|
||||
self._Private.EventPriority = EventPriority
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- 1) @{Core.Database#DATABASE} class, extends @{Core.Base#BASE}
|
||||
-- 1) @{#DATABASE} class, extends @{Base#BASE}
|
||||
-- ===================================================
|
||||
-- Mission designers can use the DATABASE class to refer to:
|
||||
--
|
||||
|
||||
@@ -157,7 +157,7 @@ function EVENT:Remove( EventClass, EventID )
|
||||
self.Events[EventID][EventPriority][EventClass] = nil
|
||||
end
|
||||
|
||||
--- Clears all event subscriptions for a @{Core.Base#BASE} derived object.
|
||||
--- Clears all event subscriptions for a @{Base#BASE} derived object.
|
||||
-- @param #EVENT self
|
||||
-- @param Core.Base#BASE EventObject
|
||||
function EVENT:RemoveAll( EventObject )
|
||||
|
||||
@@ -3,6 +3,8 @@
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- A FSM can only be in one of a finite number of states.
|
||||
-- The machine is in only one state at a time; the state it is in at any given time is called the **current state**.
|
||||
-- It can change from one state to another when initiated by an **__internal__ or __external__ triggering event**, which is called a **transition**.
|
||||
@@ -46,7 +48,7 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 1) @{Core.Fsm#FSM} class, extends @{Core.Base#BASE}
|
||||
-- # 1) @{#FSM} class, extends @{Base#BASE}
|
||||
--
|
||||
-- 
|
||||
--
|
||||
|
||||
@@ -1,7 +1,5 @@
|
||||
--- This module contains the MENU classes.
|
||||
--
|
||||
-- There is a small note... When you see a class like MENU_COMMAND_COALITION with COMMAND in italic, it acutally represents it like this: `MENU_COMMAND_COALITION`.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- DCS Menus can be managed using the MENU classes.
|
||||
@@ -15,17 +13,17 @@
|
||||
--
|
||||
-- ### To manage **main menus**, the classes begin with **MENU_**:
|
||||
--
|
||||
-- * @{Core.Menu#MENU_MISSION}: Manages main menus for whole mission file.
|
||||
-- * @{Core.Menu#MENU_COALITION}: Manages main menus for whole coalition.
|
||||
-- * @{Core.Menu#MENU_GROUP}: Manages main menus for GROUPs.
|
||||
-- * @{Core.Menu#MENU_CLIENT}: Manages main menus for CLIENTs. This manages menus for units with the skill level "Client".
|
||||
-- * @{Menu#MENU_MISSION}: Manages main menus for whole mission file.
|
||||
-- * @{Menu#MENU_COALITION}: Manages main menus for whole coalition.
|
||||
-- * @{Menu#MENU_GROUP}: Manages main menus for GROUPs.
|
||||
-- * @{Menu#MENU_CLIENT}: Manages main menus for CLIENTs. This manages menus for units with the skill level "Client".
|
||||
--
|
||||
-- ### To manage **command menus**, which are menus that allow the player to issue **functions**, the classes begin with **MENU_COMMAND_**:
|
||||
--
|
||||
-- * @{Core.Menu#MENU_MISSION_COMMAND}: Manages command menus for whole mission file.
|
||||
-- * @{Core.Menu#MENU_COALITION_COMMAND}: Manages command menus for whole coalition.
|
||||
-- * @{Core.Menu#MENU_GROUP_COMMAND}: Manages command menus for GROUPs.
|
||||
-- * @{Core.Menu#MENU_CLIENT_COMMAND}: Manages command menus for CLIENTs. This manages menus for units with the skill level "Client".
|
||||
-- * @{Menu#MENU_MISSION_COMMAND}: Manages command menus for whole mission file.
|
||||
-- * @{Menu#MENU_COALITION_COMMAND}: Manages command menus for whole coalition.
|
||||
-- * @{Menu#MENU_GROUP_COMMAND}: Manages command menus for GROUPs.
|
||||
-- * @{Menu#MENU_CLIENT_COMMAND}: Manages command menus for CLIENTs. This manages menus for units with the skill level "Client".
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -37,11 +35,11 @@
|
||||
-- These are simply abstract base classes defining a couple of fields that are used by the
|
||||
-- derived MENU_ classes to manage menus.
|
||||
--
|
||||
-- 1.1) @{Core.Menu#MENU_BASE} class, extends @{Core.Base#BASE}
|
||||
-- 1.1) @{#MENU_BASE} class, extends @{Base#BASE}
|
||||
-- --------------------------------------------------
|
||||
-- The @{#MENU_BASE} class defines the main MENU class where other MENU classes are derived from.
|
||||
--
|
||||
-- 1.2) @{Core.Menu#MENU_COMMAND_BASE} class, extends @{Core.Base#BASE}
|
||||
-- 1.2) @{#MENU_COMMAND_BASE} class, extends @{Base#BASE}
|
||||
-- ----------------------------------------------------------
|
||||
-- The @{#MENU_COMMAND_BASE} class defines the main MENU class where other MENU COMMAND_ classes are derived from, in order to set commands.
|
||||
--
|
||||
@@ -53,15 +51,15 @@
|
||||
-- ======================
|
||||
-- The underlying classes manage the menus for a complete mission file.
|
||||
--
|
||||
-- 2.1) @{Menu#MENU_MISSION} class, extends @{Core.Menu#MENU_BASE}
|
||||
-- 2.1) @{#MENU_MISSION} class, extends @{Menu#MENU_BASE}
|
||||
-- ---------------------------------------------------------
|
||||
-- The @{Core.Menu#MENU_MISSION} class manages the main menus for a complete mission.
|
||||
-- The @{Menu#MENU_MISSION} class manages the main menus for a complete mission.
|
||||
-- You can add menus with the @{#MENU_MISSION.New} method, which constructs a MENU_MISSION object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_MISSION.Remove}.
|
||||
--
|
||||
-- 2.2) @{Menu#MENU_MISSION_COMMAND} class, extends @{Core.Menu#MENU_COMMAND_BASE}
|
||||
-- 2.2) @{#MENU_MISSION_COMMAND} class, extends @{Menu#MENU_COMMAND_BASE}
|
||||
-- -------------------------------------------------------------------------
|
||||
-- The @{Core.Menu#MENU_MISSION_COMMAND} class manages the command menus for a complete mission, which allow players to execute functions during mission execution.
|
||||
-- The @{Menu#MENU_MISSION_COMMAND} class manages the command menus for a complete mission, which allow players to execute functions during mission execution.
|
||||
-- You can add menus with the @{#MENU_MISSION_COMMAND.New} method, which constructs a MENU_MISSION_COMMAND object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_MISSION_COMMAND.Remove}.
|
||||
--
|
||||
@@ -71,15 +69,15 @@
|
||||
-- =========================
|
||||
-- The underlying classes manage the menus for whole coalitions.
|
||||
--
|
||||
-- 3.1) @{Menu#MENU_COALITION} class, extends @{Core.Menu#MENU_BASE}
|
||||
-- 3.1) @{#MENU_COALITION} class, extends @{Menu#MENU_BASE}
|
||||
-- ------------------------------------------------------------
|
||||
-- The @{Core.Menu#MENU_COALITION} class manages the main menus for coalitions.
|
||||
-- The @{Menu#MENU_COALITION} class manages the main menus for coalitions.
|
||||
-- You can add menus with the @{#MENU_COALITION.New} method, which constructs a MENU_COALITION object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_COALITION.Remove}.
|
||||
--
|
||||
-- 3.2) @{Menu#MENU_COALITION_COMMAND} class, extends @{Core.Menu#MENU_COMMAND_BASE}
|
||||
-- 3.2) @{Menu#MENU_COALITION_COMMAND} class, extends @{Menu#MENU_COMMAND_BASE}
|
||||
-- ----------------------------------------------------------------------------
|
||||
-- The @{Core.Menu#MENU_COALITION_COMMAND} class manages the command menus for coalitions, which allow players to execute functions during mission execution.
|
||||
-- The @{Menu#MENU_COALITION_COMMAND} class manages the command menus for coalitions, which allow players to execute functions during mission execution.
|
||||
-- You can add menus with the @{#MENU_COALITION_COMMAND.New} method, which constructs a MENU_COALITION_COMMAND object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_COALITION_COMMAND.Remove}.
|
||||
--
|
||||
@@ -89,15 +87,15 @@
|
||||
-- =====================
|
||||
-- The underlying classes manage the menus for groups. Note that groups can be inactive, alive or can be destroyed.
|
||||
--
|
||||
-- 4.1) @{Menu#MENU_GROUP} class, extends @{Core.Menu#MENU_BASE}
|
||||
-- 4.1) @{Menu#MENU_GROUP} class, extends @{Menu#MENU_BASE}
|
||||
-- --------------------------------------------------------
|
||||
-- The @{Core.Menu#MENU_GROUP} class manages the main menus for coalitions.
|
||||
-- The @{Menu#MENU_GROUP} class manages the main menus for coalitions.
|
||||
-- You can add menus with the @{#MENU_GROUP.New} method, which constructs a MENU_GROUP object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_GROUP.Remove}.
|
||||
--
|
||||
-- 4.2) @{Menu#MENU_GROUP_COMMAND} class, extends @{Core.Menu#MENU_COMMAND_BASE}
|
||||
-- 4.2) @{Menu#MENU_GROUP_COMMAND} class, extends @{Menu#MENU_COMMAND_BASE}
|
||||
-- ------------------------------------------------------------------------
|
||||
-- The @{Core.Menu#MENU_GROUP_COMMAND} class manages the command menus for coalitions, which allow players to execute functions during mission execution.
|
||||
-- The @{Menu#MENU_GROUP_COMMAND} class manages the command menus for coalitions, which allow players to execute functions during mission execution.
|
||||
-- You can add menus with the @{#MENU_GROUP_COMMAND.New} method, which constructs a MENU_GROUP_COMMAND object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_GROUP_COMMAND.Remove}.
|
||||
--
|
||||
@@ -107,15 +105,15 @@
|
||||
-- ======================
|
||||
-- The underlying classes manage the menus for units with skill level client or player.
|
||||
--
|
||||
-- 5.1) @{Menu#MENU_CLIENT} class, extends @{Core.Menu#MENU_BASE}
|
||||
-- 5.1) @{Menu#MENU_CLIENT} class, extends @{Menu#MENU_BASE}
|
||||
-- ---------------------------------------------------------
|
||||
-- The @{Core.Menu#MENU_CLIENT} class manages the main menus for coalitions.
|
||||
-- The @{Menu#MENU_CLIENT} class manages the main menus for coalitions.
|
||||
-- You can add menus with the @{#MENU_CLIENT.New} method, which constructs a MENU_CLIENT object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_CLIENT.Remove}.
|
||||
--
|
||||
-- 5.2) @{Menu#MENU_CLIENT_COMMAND} class, extends @{Core.Menu#MENU_COMMAND_BASE}
|
||||
-- 5.2) @{Menu#MENU_CLIENT_COMMAND} class, extends @{Menu#MENU_COMMAND_BASE}
|
||||
-- -------------------------------------------------------------------------
|
||||
-- The @{Core.Menu#MENU_CLIENT_COMMAND} class manages the command menus for coalitions, which allow players to execute functions during mission execution.
|
||||
-- The @{Menu#MENU_CLIENT_COMMAND} class manages the command menus for coalitions, which allow players to execute functions during mission execution.
|
||||
-- You can add menus with the @{#MENU_CLIENT_COMMAND.New} method, which constructs a MENU_CLIENT_COMMAND object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_CLIENT_COMMAND.Remove}.
|
||||
--
|
||||
@@ -622,9 +620,8 @@ do -- MENU_CLIENT
|
||||
-- @param #string MenuText The text for the menu.
|
||||
-- @param #MENU_BASE ParentMenu The parent menu.
|
||||
-- @param CommandMenuFunction A function that is called when the menu key is pressed.
|
||||
-- @param CommandMenuArgument An argument for the function.
|
||||
-- @return Menu#MENU_CLIENT_COMMAND self
|
||||
function MENU_CLIENT_COMMAND:New( MenuClient, MenuText, ParentMenu, CommandMenuFunction, ... )
|
||||
function MENU_CLIENT_COMMAND:New( Client, MenuText, ParentMenu, CommandMenuFunction, ... )
|
||||
|
||||
-- Arrange meta tables
|
||||
|
||||
@@ -635,8 +632,8 @@ do -- MENU_CLIENT
|
||||
|
||||
local self = BASE:Inherit( self, MENU_COMMAND_BASE:New( MenuText, MenuParentPath, CommandMenuFunction, arg ) ) -- Menu#MENU_CLIENT_COMMAND
|
||||
|
||||
self.MenuClient = MenuClient
|
||||
self.MenuClientGroupID = MenuClient:GetClientGroupID()
|
||||
self.MenuClient = Client
|
||||
self.MenuClientGroupID = Client:GetClientGroupID()
|
||||
self.MenuParentPath = MenuParentPath
|
||||
self.MenuText = MenuText
|
||||
self.ParentMenu = ParentMenu
|
||||
@@ -647,7 +644,7 @@ do -- MENU_CLIENT
|
||||
|
||||
local MenuPath = _MENUCLIENTS[self.MenuClientGroupID]
|
||||
|
||||
self:T( { MenuClient:GetClientGroupName(), MenuPath[table.concat(MenuParentPath)], MenuParentPath, MenuText, CommandMenuFunction, arg } )
|
||||
self:T( { Client:GetClientGroupName(), MenuPath[table.concat(MenuParentPath)], MenuParentPath, MenuText, CommandMenuFunction, arg } )
|
||||
|
||||
local MenuPathID = table.concat(MenuParentPath) .. "/" .. MenuText
|
||||
if MenuPath[MenuPathID] then
|
||||
@@ -657,7 +654,9 @@ do -- MENU_CLIENT
|
||||
self.MenuPath = missionCommands.addCommandForGroup( self.MenuClient:GetClientGroupID(), MenuText, MenuParentPath, self.MenuCallHandler, arg )
|
||||
MenuPath[MenuPathID] = self.MenuPath
|
||||
|
||||
ParentMenu.Menus[self.MenuPath] = self
|
||||
if ParentMenu and ParentMenu.Menus then
|
||||
ParentMenu.Menus[self.MenuPath] = self
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
--- This module contains the MESSAGE class.
|
||||
--
|
||||
-- 1) @{Core.Message#MESSAGE} class, extends @{Core.Base#BASE}
|
||||
-- 1) @{Message#MESSAGE} class, extends @{Base#BASE}
|
||||
-- =================================================
|
||||
-- Message System to display Messages to Clients, Coalitions or All.
|
||||
-- Messages are shown on the display panel for an amount of seconds, and will then disappear.
|
||||
@@ -8,16 +8,16 @@
|
||||
--
|
||||
-- 1.1) MESSAGE construction methods
|
||||
-- ---------------------------------
|
||||
-- Messages are created with @{Core.Message#MESSAGE.New}. Note that when the MESSAGE object is created, no message is sent yet.
|
||||
-- Messages are created with @{Message#MESSAGE.New}. Note that when the MESSAGE object is created, no message is sent yet.
|
||||
-- To send messages, you need to use the To functions.
|
||||
--
|
||||
-- 1.2) Send messages with MESSAGE To methods
|
||||
-- ------------------------------------------
|
||||
-- Messages are sent to:
|
||||
--
|
||||
-- * Clients with @{Core.Message#MESSAGE.ToClient}.
|
||||
-- * Coalitions with @{Core.Message#MESSAGE.ToCoalition}.
|
||||
-- * All Players with @{Core.Message#MESSAGE.ToAll}.
|
||||
-- * Clients with @{Message#MESSAGE.ToClient}.
|
||||
-- * Coalitions with @{Message#MESSAGE.ToCoalition}.
|
||||
-- * All Players with @{Message#MESSAGE.ToAll}.
|
||||
--
|
||||
-- @module Message
|
||||
-- @author FlightControl
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
--- This module contains the POINT classes.
|
||||
--
|
||||
-- 1) @{Core.Point#POINT_VEC3} class, extends @{Core.Base#BASE}
|
||||
-- 1) @{Point#POINT_VEC3} class, extends @{Base#BASE}
|
||||
-- ==================================================
|
||||
-- The @{Core.Point#POINT_VEC3} class defines a 3D point in the simulator.
|
||||
-- The @{Point#POINT_VEC3} class defines a 3D point in the simulator.
|
||||
--
|
||||
-- **Important Note:** Most of the functions in this section were taken from MIST, and reworked to OO concepts.
|
||||
-- In order to keep the credibility of the the author, I want to emphasize that the of the MIST framework was created by Grimes, who you can find on the Eagle Dynamics Forums.
|
||||
@@ -11,20 +11,20 @@
|
||||
-- ---------------------------
|
||||
-- A new POINT_VEC3 instance can be created with:
|
||||
--
|
||||
-- * @{#POINT_VEC3.New}(): a 3D point.
|
||||
-- * @{#POINT_VEC3.NewFromVec3}(): a 3D point created from a @{Dcs.DCSTypes#Vec3}.
|
||||
-- * @{Point#POINT_VEC3.New}(): a 3D point.
|
||||
-- * @{Point#POINT_VEC3.NewFromVec3}(): a 3D point created from a @{DCSTypes#Vec3}.
|
||||
--
|
||||
--
|
||||
-- 2) @{Core.Point#POINT_VEC2} class, extends @{Core.Point#POINT_VEC3}
|
||||
-- 2) @{Point#POINT_VEC2} class, extends @{Point#POINT_VEC3}
|
||||
-- =========================================================
|
||||
-- The @{Core.Point#POINT_VEC2} class defines a 2D point in the simulator. The height coordinate (if needed) will be the land height + an optional added height specified.
|
||||
-- The @{Point#POINT_VEC2} class defines a 2D point in the simulator. The height coordinate (if needed) will be the land height + an optional added height specified.
|
||||
--
|
||||
-- 2.1) POINT_VEC2 constructor
|
||||
-- ---------------------------
|
||||
-- A new POINT_VEC2 instance can be created with:
|
||||
--
|
||||
-- * @{#POINT_VEC2.New}(): a 2D point, taking an additional height parameter.
|
||||
-- * @{#POINT_VEC2.NewFromVec2}(): a 2D point created from a @{Dcs.DCSTypes#Vec2}.
|
||||
-- * @{Point#POINT_VEC2.New}(): a 2D point, taking an additional height parameter.
|
||||
-- * @{Point#POINT_VEC2.NewFromVec2}(): a 2D point created from a @{DCSTypes#Vec2}.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -672,10 +672,10 @@ function POINT_VEC2:DistanceFromPointVec2( PointVec2Reference )
|
||||
return Distance
|
||||
end
|
||||
|
||||
--- Calculate the distance from a reference @{Dcs.DCSTypes#Vec2}.
|
||||
--- Calculate the distance from a reference @{DCSTypes#Vec2}.
|
||||
-- @param #POINT_VEC2 self
|
||||
-- @param Dcs.DCSTypes#Vec2 Vec2Reference The reference @{Dcs.DCSTypes#Vec2}.
|
||||
-- @return Dcs.DCSTypes#Distance The distance from the reference @{Dcs.DCSTypes#Vec2} in meters.
|
||||
-- @param Dcs.DCSTypes#Vec2 Vec2Reference The reference @{DCSTypes#Vec2}.
|
||||
-- @return Dcs.DCSTypes#Distance The distance from the reference @{DCSTypes#Vec2} in meters.
|
||||
function POINT_VEC2:DistanceFromVec2( Vec2Reference )
|
||||
self:F2( Vec2Reference )
|
||||
|
||||
|
||||
@@ -22,7 +22,7 @@
|
||||
--
|
||||
-- The SCHEDULEDISPATCHER allows multiple scheduled functions to be planned and executed for one SCHEDULER object.
|
||||
-- The SCHEDULER object therefore keeps a table of "CallID's", which are returned after each planning of a new scheduled function by the SCHEDULEDISPATCHER.
|
||||
-- The SCHEDULER object plans new scheduled functions through the @{Core.Scheduler#SCHEDULER.Schedule}() method.
|
||||
-- The SCHEDULER object plans new scheduled functions through the @{Scheduler#SCHEDULER.Schedule}() method.
|
||||
-- The Schedule() method returns the CallID that is the reference ID for each planned schedule.
|
||||
--
|
||||
-- ===
|
||||
|
||||
@@ -1,28 +1,28 @@
|
||||
--- This module contains the SCHEDULER class.
|
||||
--
|
||||
-- # 1) @{Core.Scheduler#SCHEDULER} class, extends @{Core.Base#BASE}
|
||||
-- # 1) @{Scheduler#SCHEDULER} class, extends @{Base#BASE}
|
||||
--
|
||||
-- The @{Core.Scheduler#SCHEDULER} class creates schedule.
|
||||
-- The @{Scheduler#SCHEDULER} class creates schedule.
|
||||
--
|
||||
-- ## 1.1) SCHEDULER constructor
|
||||
--
|
||||
-- The SCHEDULER class is quite easy to use, but note that the New constructor has variable parameters:
|
||||
--
|
||||
-- * @{Core.Scheduler#SCHEDULER.New}( nil ): Setup a new SCHEDULER object, which is persistently executed after garbage collection.
|
||||
-- * @{Core.Scheduler#SCHEDULER.New}( Object ): Setup a new SCHEDULER object, which is linked to the Object. When the Object is nillified or destroyed, the SCHEDULER object will also be destroyed and stopped after garbage collection.
|
||||
-- * @{Core.Scheduler#SCHEDULER.New}( nil, Function, FunctionArguments, Start, ... ): Setup a new persistent SCHEDULER object, and start a new schedule for the Function with the defined FunctionArguments according the Start and sequent parameters.
|
||||
-- * @{Core.Scheduler#SCHEDULER.New}( Object, Function, FunctionArguments, Start, ... ): Setup a new SCHEDULER object, linked to Object, and start a new schedule for the Function with the defined FunctionArguments according the Start and sequent parameters.
|
||||
-- * @{Scheduler#SCHEDULER.New}( nil ): Setup a new SCHEDULER object, which is persistently executed after garbage collection.
|
||||
-- * @{Scheduler#SCHEDULER.New}( Object ): Setup a new SCHEDULER object, which is linked to the Object. When the Object is nillified or destroyed, the SCHEDULER object will also be destroyed and stopped after garbage collection.
|
||||
-- * @{Scheduler#SCHEDULER.New}( nil, Function, FunctionArguments, Start, ... ): Setup a new persistent SCHEDULER object, and start a new schedule for the Function with the defined FunctionArguments according the Start and sequent parameters.
|
||||
-- * @{Scheduler#SCHEDULER.New}( Object, Function, FunctionArguments, Start, ... ): Setup a new SCHEDULER object, linked to Object, and start a new schedule for the Function with the defined FunctionArguments according the Start and sequent parameters.
|
||||
--
|
||||
-- ## 1.2) SCHEDULER timer stopping and (re-)starting.
|
||||
--
|
||||
-- The SCHEDULER can be stopped and restarted with the following methods:
|
||||
--
|
||||
-- * @{Core.Scheduler#SCHEDULER.Start}(): (Re-)Start the schedules within the SCHEDULER object. If a CallID is provided to :Start(), only the schedule referenced by CallID will be (re-)started.
|
||||
-- * @{Core.Scheduler#SCHEDULER.Stop}(): Stop the schedules within the SCHEDULER object. If a CallID is provided to :Stop(), then only the schedule referenced by CallID will be stopped.
|
||||
-- * @{Scheduler#SCHEDULER.Start}(): (Re-)Start the schedules within the SCHEDULER object. If a CallID is provided to :Start(), only the schedule referenced by CallID will be (re-)started.
|
||||
-- * @{Scheduler#SCHEDULER.Stop}(): Stop the schedules within the SCHEDULER object. If a CallID is provided to :Stop(), then only the schedule referenced by CallID will be stopped.
|
||||
--
|
||||
-- ## 1.3) Create a new schedule
|
||||
--
|
||||
-- With @{Core.Scheduler#SCHEDULER.Schedule}() a new time event can be scheduled. This function is used by the :New() constructor when a new schedule is planned.
|
||||
-- With @{Scheduler#SCHEDULER.Schedule}() a new time event can be scheduled. This function is used by the :New() constructor when a new schedule is planned.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
|
||||
@@ -2,9 +2,9 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 1) @{Core.Set#SET_BASE} class, extends @{Core.Base#BASE}
|
||||
-- 1) @{Set#SET_BASE} class, extends @{Base#BASE}
|
||||
-- ==============================================
|
||||
-- The @{Core.Set#SET_BASE} class defines the core functions that define a collection of objects.
|
||||
-- The @{Set#SET_BASE} class defines the core functions that define a collection of objects.
|
||||
-- A SET provides iterators to iterate the SET, but will **temporarily** yield the ForEach interator loop at defined **"intervals"** to the mail simulator loop.
|
||||
-- In this way, large loops can be done while not blocking the simulator main processing loop.
|
||||
-- The default **"yield interval"** is after 10 objects processed.
|
||||
@@ -12,18 +12,18 @@
|
||||
--
|
||||
-- 1.1) Add or remove objects from the SET
|
||||
-- ---------------------------------------
|
||||
-- Some key core functions are @{Core.Set#SET_BASE.Add} and @{Core.Set#SET_BASE.Remove} to add or remove objects from the SET in your logic.
|
||||
-- Some key core functions are @{Set#SET_BASE.Add} and @{Set#SET_BASE.Remove} to add or remove objects from the SET in your logic.
|
||||
--
|
||||
-- 1.2) Define the SET iterator **"yield interval"** and the **"time interval"**
|
||||
-- -----------------------------------------------------------------------------
|
||||
-- Modify the iterator intervals with the @{Core.Set#SET_BASE.SetInteratorIntervals} method.
|
||||
-- Modify the iterator intervals with the @{Set#SET_BASE.SetInteratorIntervals} method.
|
||||
-- You can set the **"yield interval"**, and the **"time interval"**. (See above).
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 2) @{Core.Set#SET_GROUP} class, extends @{Core.Set#SET_BASE}
|
||||
-- 2) @{Set#SET_GROUP} class, extends @{Set#SET_BASE}
|
||||
-- ==================================================
|
||||
-- Mission designers can use the @{Core.Set#SET_GROUP} class to build sets of groups belonging to certain:
|
||||
-- Mission designers can use the @{Set#SET_GROUP} class to build sets of groups belonging to certain:
|
||||
--
|
||||
-- * Coalitions
|
||||
-- * Categories
|
||||
@@ -38,7 +38,7 @@
|
||||
--
|
||||
-- 2.2) Add or Remove GROUP(s) from SET_GROUP:
|
||||
-- -------------------------------------------
|
||||
-- GROUPS can be added and removed using the @{Core.Set#SET_GROUP.AddGroupsByName} and @{Core.Set#SET_GROUP.RemoveGroupsByName} respectively.
|
||||
-- GROUPS can be added and removed using the @{Set#SET_GROUP.AddGroupsByName} and @{Set#SET_GROUP.RemoveGroupsByName} respectively.
|
||||
-- These methods take a single GROUP name or an array of GROUP names to be added or removed from SET_GROUP.
|
||||
--
|
||||
-- 2.3) SET_GROUP filter criteria:
|
||||
@@ -57,7 +57,7 @@
|
||||
--
|
||||
-- Planned filter criteria within development are (so these are not yet available):
|
||||
--
|
||||
-- * @{#SET_GROUP.FilterZones}: Builds the SET_GROUP with the groups within a @{Core.Zone#ZONE}.
|
||||
-- * @{#SET_GROUP.FilterZones}: Builds the SET_GROUP with the groups within a @{Zone#ZONE}.
|
||||
--
|
||||
-- 2.4) SET_GROUP iterators:
|
||||
-- -------------------------
|
||||
@@ -72,9 +72,9 @@
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- 3) @{Core.Set#SET_UNIT} class, extends @{Core.Set#SET_BASE}
|
||||
-- 3) @{Set#SET_UNIT} class, extends @{Set#SET_BASE}
|
||||
-- ===================================================
|
||||
-- Mission designers can use the @{Core.Set#SET_UNIT} class to build sets of units belonging to certain:
|
||||
-- Mission designers can use the @{Set#SET_UNIT} class to build sets of units belonging to certain:
|
||||
--
|
||||
-- * Coalitions
|
||||
-- * Categories
|
||||
@@ -90,7 +90,7 @@
|
||||
--
|
||||
-- 3.2) Add or Remove UNIT(s) from SET_UNIT:
|
||||
-- -----------------------------------------
|
||||
-- UNITs can be added and removed using the @{Core.Set#SET_UNIT.AddUnitsByName} and @{Core.Set#SET_UNIT.RemoveUnitsByName} respectively.
|
||||
-- UNITs can be added and removed using the @{Set#SET_UNIT.AddUnitsByName} and @{Set#SET_UNIT.RemoveUnitsByName} respectively.
|
||||
-- These methods take a single UNIT name or an array of UNIT names to be added or removed from SET_UNIT.
|
||||
--
|
||||
-- 3.3) SET_UNIT filter criteria:
|
||||
@@ -110,7 +110,7 @@
|
||||
--
|
||||
-- Planned filter criteria within development are (so these are not yet available):
|
||||
--
|
||||
-- * @{#SET_UNIT.FilterZones}: Builds the SET_UNIT with the units within a @{Core.Zone#ZONE}.
|
||||
-- * @{#SET_UNIT.FilterZones}: Builds the SET_UNIT with the units within a @{Zone#ZONE}.
|
||||
--
|
||||
-- 3.4) SET_UNIT iterators:
|
||||
-- ------------------------
|
||||
@@ -130,9 +130,9 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 4) @{Core.Set#SET_CLIENT} class, extends @{Core.Set#SET_BASE}
|
||||
-- 4) @{Set#SET_CLIENT} class, extends @{Set#SET_BASE}
|
||||
-- ===================================================
|
||||
-- Mission designers can use the @{Core.Set#SET_CLIENT} class to build sets of units belonging to certain:
|
||||
-- Mission designers can use the @{Set#SET_CLIENT} class to build sets of units belonging to certain:
|
||||
--
|
||||
-- * Coalitions
|
||||
-- * Categories
|
||||
@@ -148,7 +148,7 @@
|
||||
--
|
||||
-- 4.2) Add or Remove CLIENT(s) from SET_CLIENT:
|
||||
-- -----------------------------------------
|
||||
-- CLIENTs can be added and removed using the @{Core.Set#SET_CLIENT.AddClientsByName} and @{Core.Set#SET_CLIENT.RemoveClientsByName} respectively.
|
||||
-- CLIENTs can be added and removed using the @{Set#SET_CLIENT.AddClientsByName} and @{Set#SET_CLIENT.RemoveClientsByName} respectively.
|
||||
-- These methods take a single CLIENT name or an array of CLIENT names to be added or removed from SET_CLIENT.
|
||||
--
|
||||
-- 4.3) SET_CLIENT filter criteria:
|
||||
@@ -168,7 +168,7 @@
|
||||
--
|
||||
-- Planned filter criteria within development are (so these are not yet available):
|
||||
--
|
||||
-- * @{#SET_CLIENT.FilterZones}: Builds the SET_CLIENT with the clients within a @{Core.Zone#ZONE}.
|
||||
-- * @{#SET_CLIENT.FilterZones}: Builds the SET_CLIENT with the clients within a @{Zone#ZONE}.
|
||||
--
|
||||
-- 4.4) SET_CLIENT iterators:
|
||||
-- ------------------------
|
||||
@@ -180,9 +180,9 @@
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- 5) @{Core.Set#SET_AIRBASE} class, extends @{Core.Set#SET_BASE}
|
||||
-- 5) @{Set#SET_AIRBASE} class, extends @{Set#SET_BASE}
|
||||
-- ====================================================
|
||||
-- Mission designers can use the @{Core.Set#SET_AIRBASE} class to build sets of airbases optionally belonging to certain:
|
||||
-- Mission designers can use the @{Set#SET_AIRBASE} class to build sets of airbases optionally belonging to certain:
|
||||
--
|
||||
-- * Coalitions
|
||||
--
|
||||
@@ -194,7 +194,7 @@
|
||||
--
|
||||
-- 5.2) Add or Remove AIRBASEs from SET_AIRBASE
|
||||
-- --------------------------------------------
|
||||
-- AIRBASEs can be added and removed using the @{Core.Set#SET_AIRBASE.AddAirbasesByName} and @{Core.Set#SET_AIRBASE.RemoveAirbasesByName} respectively.
|
||||
-- AIRBASEs can be added and removed using the @{Set#SET_AIRBASE.AddAirbasesByName} and @{Set#SET_AIRBASE.RemoveAirbasesByName} respectively.
|
||||
-- These methods take a single AIRBASE name or an array of AIRBASE names to be added or removed from SET_AIRBASE.
|
||||
--
|
||||
-- 5.3) SET_AIRBASE filter criteria
|
||||
@@ -269,7 +269,7 @@ function SET_BASE:New( Database )
|
||||
return self
|
||||
end
|
||||
|
||||
--- Finds an @{Core.Base#BASE} object based on the object Name.
|
||||
--- Finds an @{Base#BASE} object based on the object Name.
|
||||
-- @param #SET_BASE self
|
||||
-- @param #string ObjectName
|
||||
-- @return Core.Base#BASE The Object found.
|
||||
@@ -289,7 +289,7 @@ function SET_BASE:GetSet()
|
||||
return self.Set
|
||||
end
|
||||
|
||||
--- Adds a @{Core.Base#BASE} object in the @{Core.Set#SET_BASE}, using a given ObjectName as the index.
|
||||
--- Adds a @{Base#BASE} object in the @{Set#SET_BASE}, using a given ObjectName as the index.
|
||||
-- @param #SET_BASE self
|
||||
-- @param #string ObjectName
|
||||
-- @param Core.Base#BASE Object
|
||||
@@ -315,7 +315,7 @@ function SET_BASE:Add( ObjectName, Object )
|
||||
|
||||
end
|
||||
|
||||
--- Adds a @{Core.Base#BASE} object in the @{Core.Set#SET_BASE}, using the Object Name as the index.
|
||||
--- Adds a @{Base#BASE} object in the @{Set#SET_BASE}, using the Object Name as the index.
|
||||
-- @param #SET_BASE self
|
||||
-- @param Wrapper.Object#OBJECT Object
|
||||
-- @return Core.Base#BASE The added BASE Object.
|
||||
@@ -330,7 +330,7 @@ end
|
||||
|
||||
|
||||
|
||||
--- Removes a @{Core.Base#BASE} object from the @{Core.Set#SET_BASE} and derived classes, based on the Object Name.
|
||||
--- Removes a @{Base#BASE} object from the @{Set#SET_BASE} and derived classes, based on the Object Name.
|
||||
-- @param #SET_BASE self
|
||||
-- @param #string ObjectName
|
||||
function SET_BASE:Remove( ObjectName )
|
||||
@@ -369,7 +369,7 @@ function SET_BASE:Remove( ObjectName )
|
||||
|
||||
end
|
||||
|
||||
--- Gets a @{Core.Base#BASE} object from the @{Core.Set#SET_BASE} and derived classes, based on the Object Name.
|
||||
--- Gets a @{Base#BASE} object from the @{Set#SET_BASE} and derived classes, based on the Object Name.
|
||||
-- @param #SET_BASE self
|
||||
-- @param #string ObjectName
|
||||
-- @return Core.Base#BASE
|
||||
@@ -384,7 +384,7 @@ function SET_BASE:Get( ObjectName )
|
||||
|
||||
end
|
||||
|
||||
--- Retrieves the amount of objects in the @{Core.Set#SET_BASE} and derived classes.
|
||||
--- Retrieves the amount of objects in the @{Set#SET_BASE} and derived classes.
|
||||
-- @param #SET_BASE self
|
||||
-- @return #number Count
|
||||
function SET_BASE:Count()
|
||||
@@ -477,9 +477,9 @@ function SET_BASE:FilterStop()
|
||||
return self
|
||||
end
|
||||
|
||||
--- Iterate the SET_BASE while identifying the nearest object from a @{Core.Point#POINT_VEC2}.
|
||||
--- Iterate the SET_BASE while identifying the nearest object from a @{Point#POINT_VEC2}.
|
||||
-- @param #SET_BASE self
|
||||
-- @param Core.Point#POINT_VEC2 PointVec2 A @{Core.Point#POINT_VEC2} object from where to evaluate the closest object in the set.
|
||||
-- @param Core.Point#POINT_VEC2 PointVec2 A @{Point#POINT_VEC2} object from where to evaluate the closest object in the set.
|
||||
-- @return Core.Base#BASE The closest object.
|
||||
function SET_BASE:FindNearestObjectFromPointVec2( PointVec2 )
|
||||
self:F2( PointVec2 )
|
||||
@@ -2226,10 +2226,10 @@ function SET_AIRBASE:ForEachAirbase( IteratorFunction, ... )
|
||||
return self
|
||||
end
|
||||
|
||||
--- Iterate the SET_AIRBASE while identifying the nearest @{Wrapper.Airbase#AIRBASE} from a @{Core.Point#POINT_VEC2}.
|
||||
--- Iterate the SET_AIRBASE while identifying the nearest @{Airbase#AIRBASE} from a @{Point#POINT_VEC2}.
|
||||
-- @param #SET_AIRBASE self
|
||||
-- @param Core.Point#POINT_VEC2 PointVec2 A @{Core.Point#POINT_VEC2} object from where to evaluate the closest @{Wrapper.Airbase#AIRBASE}.
|
||||
-- @return Wrapper.Airbase#AIRBASE The closest @{Wrapper.Airbase#AIRBASE}.
|
||||
-- @param Core.Point#POINT_VEC2 PointVec2 A @{Point#POINT_VEC2} object from where to evaluate the closest @{Airbase#AIRBASE}.
|
||||
-- @return Wrapper.Airbase#AIRBASE The closest @{Airbase#AIRBASE}.
|
||||
function SET_AIRBASE:FindNearestAirbaseFromPointVec2( PointVec2 )
|
||||
self:F2( PointVec2 )
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- This module contains the ZONE classes, inherited from @{Core.Zone#ZONE_BASE}.
|
||||
--- This module contains the ZONE classes, inherited from @{Zone#ZONE_BASE}.
|
||||
-- There are essentially two core functions that zones accomodate:
|
||||
--
|
||||
-- * Test if an object is within the zone boundaries.
|
||||
@@ -7,7 +7,7 @@
|
||||
-- The object classes are using the zone classes to test the zone boundaries, which can take various forms:
|
||||
--
|
||||
-- * Test if completely within the zone.
|
||||
-- * Test if partly within the zone (for @{Wrapper.Group#GROUP} objects).
|
||||
-- * Test if partly within the zone (for @{Group#GROUP} objects).
|
||||
-- * Test if not in the zone.
|
||||
-- * Distance to the nearest intersecting point of the zone.
|
||||
-- * Distance to the center of the zone.
|
||||
@@ -15,16 +15,16 @@
|
||||
--
|
||||
-- Each of these ZONE classes have a zone name, and specific parameters defining the zone type:
|
||||
--
|
||||
-- * @{Core.Zone#ZONE_BASE}: The ZONE_BASE class defining the base for all other zone classes.
|
||||
-- * @{Core.Zone#ZONE_RADIUS}: The ZONE_RADIUS class defined by a zone name, a location and a radius.
|
||||
-- * @{Core.Zone#ZONE}: The ZONE class, defined by the zone name as defined within the Mission Editor.
|
||||
-- * @{Core.Zone#ZONE_UNIT}: The ZONE_UNIT class defines by a zone around a @{Wrapper.Unit#UNIT} with a radius.
|
||||
-- * @{Core.Zone#ZONE_GROUP}: The ZONE_GROUP class defines by a zone around a @{Wrapper.Group#GROUP} with a radius.
|
||||
-- * @{Core.Zone#ZONE_POLYGON}: The ZONE_POLYGON class defines by a sequence of @{Wrapper.Group#GROUP} waypoints within the Mission Editor, forming a polygon.
|
||||
-- * @{Zone#ZONE_BASE}: The ZONE_BASE class defining the base for all other zone classes.
|
||||
-- * @{Zone#ZONE_RADIUS}: The ZONE_RADIUS class defined by a zone name, a location and a radius.
|
||||
-- * @{Zone#ZONE}: The ZONE class, defined by the zone name as defined within the Mission Editor.
|
||||
-- * @{Zone#ZONE_UNIT}: The ZONE_UNIT class defines by a zone around a @{Unit#UNIT} with a radius.
|
||||
-- * @{Zone#ZONE_GROUP}: The ZONE_GROUP class defines by a zone around a @{Group#GROUP} with a radius.
|
||||
-- * @{Zone#ZONE_POLYGON}: The ZONE_POLYGON class defines by a sequence of @{Group#GROUP} waypoints within the Mission Editor, forming a polygon.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 1) @{Core.Zone#ZONE_BASE} class, extends @{Core.Base#BASE}
|
||||
-- 1) @{Zone#ZONE_BASE} class, extends @{Base#BASE}
|
||||
-- ================================================
|
||||
-- This class is an abstract BASE class for derived classes, and is not meant to be instantiated.
|
||||
--
|
||||
@@ -32,10 +32,10 @@
|
||||
--
|
||||
-- * @{#ZONE_BASE.GetName}(): Returns the name of the zone.
|
||||
--
|
||||
-- ### 1.2) Each zone implements two polymorphic functions defined in @{Core.Zone#ZONE_BASE}:
|
||||
-- ### 1.2) Each zone implements two polymorphic functions defined in @{Zone#ZONE_BASE}:
|
||||
--
|
||||
-- * @{#ZONE_BASE.IsPointVec2InZone}(): Returns if a @{Core.Point#POINT_VEC2} is within the zone.
|
||||
-- * @{#ZONE_BASE.IsPointVec3InZone}(): Returns if a @{Core.Point#POINT_VEC3} is within the zone.
|
||||
-- * @{#ZONE_BASE.IsPointVec2InZone}(): Returns if a @{Point#POINT_VEC2} is within the zone.
|
||||
-- * @{#ZONE_BASE.IsPointVec3InZone}(): Returns if a @{Point#POINT_VEC3} is within the zone.
|
||||
--
|
||||
-- ### 1.3) A zone has a probability factor that can be set to randomize a selection between zones:
|
||||
--
|
||||
@@ -45,8 +45,8 @@
|
||||
--
|
||||
-- ### 1.4) A zone manages Vectors:
|
||||
--
|
||||
-- * @{#ZONE_BASE.GetVec2}(): Returns the @{Dcs.DCSTypes#Vec2} coordinate of the zone.
|
||||
-- * @{#ZONE_BASE.GetRandomVec2}(): Define a random @{Dcs.DCSTypes#Vec2} within the zone.
|
||||
-- * @{#ZONE_BASE.GetVec2}(): Returns the @{DCSTypes#Vec2} coordinate of the zone.
|
||||
-- * @{#ZONE_BASE.GetRandomVec2}(): Define a random @{DCSTypes#Vec2} within the zone.
|
||||
--
|
||||
-- ### 1.5) A zone has a bounding square:
|
||||
--
|
||||
@@ -59,12 +59,12 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 2) @{Core.Zone#ZONE_RADIUS} class, extends @{Core.Zone#ZONE_BASE}
|
||||
-- 2) @{Zone#ZONE_RADIUS} class, extends @{Zone#ZONE_BASE}
|
||||
-- =======================================================
|
||||
-- The ZONE_RADIUS class defined by a zone name, a location and a radius.
|
||||
-- This class implements the inherited functions from Core.Zone#ZONE_BASE taking into account the own zone format and properties.
|
||||
--
|
||||
-- ### 2.1) @{Core.Zone#ZONE_RADIUS} constructor:
|
||||
-- ### 2.1) @{Zone#ZONE_RADIUS} constructor:
|
||||
--
|
||||
-- * @{#ZONE_BASE.New}(): Constructor.
|
||||
--
|
||||
@@ -75,45 +75,45 @@
|
||||
--
|
||||
-- ### 2.3) Manage the location of the zone:
|
||||
--
|
||||
-- * @{#ZONE_BASE.SetVec2}(): Sets the @{Dcs.DCSTypes#Vec2} of the zone.
|
||||
-- * @{#ZONE_BASE.GetVec2}(): Returns the @{Dcs.DCSTypes#Vec2} of the zone.
|
||||
-- * @{#ZONE_BASE.GetVec3}(): Returns the @{Dcs.DCSTypes#Vec3} of the zone, taking an additional height parameter.
|
||||
-- * @{#ZONE_BASE.SetVec2}(): Sets the @{DCSTypes#Vec2} of the zone.
|
||||
-- * @{#ZONE_BASE.GetVec2}(): Returns the @{DCSTypes#Vec2} of the zone.
|
||||
-- * @{#ZONE_BASE.GetVec3}(): Returns the @{DCSTypes#Vec3} of the zone, taking an additional height parameter.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 3) @{Core.Zone#ZONE} class, extends @{Core.Zone#ZONE_RADIUS}
|
||||
-- 3) @{Zone#ZONE} class, extends @{Zone#ZONE_RADIUS}
|
||||
-- ==========================================
|
||||
-- The ZONE class, defined by the zone name as defined within the Mission Editor.
|
||||
-- This class implements the inherited functions from {Core.Zone#ZONE_RADIUS} taking into account the own zone format and properties.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 4) @{Core.Zone#ZONE_UNIT} class, extends @{Core.Zone#ZONE_RADIUS}
|
||||
-- 4) @{Zone#ZONE_UNIT} class, extends @{Zone#ZONE_RADIUS}
|
||||
-- =======================================================
|
||||
-- The ZONE_UNIT class defined by a zone around a @{Wrapper.Unit#UNIT} with a radius.
|
||||
-- This class implements the inherited functions from @{Core.Zone#ZONE_RADIUS} taking into account the own zone format and properties.
|
||||
-- The ZONE_UNIT class defined by a zone around a @{Unit#UNIT} with a radius.
|
||||
-- This class implements the inherited functions from @{Zone#ZONE_RADIUS} taking into account the own zone format and properties.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 5) @{Core.Zone#ZONE_GROUP} class, extends @{Core.Zone#ZONE_RADIUS}
|
||||
-- 5) @{Zone#ZONE_GROUP} class, extends @{Zone#ZONE_RADIUS}
|
||||
-- =======================================================
|
||||
-- The ZONE_GROUP class defines by a zone around a @{Wrapper.Group#GROUP} with a radius. The current leader of the group defines the center of the zone.
|
||||
-- This class implements the inherited functions from @{Core.Zone#ZONE_RADIUS} taking into account the own zone format and properties.
|
||||
-- The ZONE_GROUP class defines by a zone around a @{Group#GROUP} with a radius. The current leader of the group defines the center of the zone.
|
||||
-- This class implements the inherited functions from @{Zone#ZONE_RADIUS} taking into account the own zone format and properties.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 6) @{Core.Zone#ZONE_POLYGON_BASE} class, extends @{Core.Zone#ZONE_BASE}
|
||||
-- 6) @{Zone#ZONE_POLYGON_BASE} class, extends @{Zone#ZONE_BASE}
|
||||
-- ========================================================
|
||||
-- The ZONE_POLYGON_BASE class defined by a sequence of @{Wrapper.Group#GROUP} waypoints within the Mission Editor, forming a polygon.
|
||||
-- This class implements the inherited functions from @{Core.Zone#ZONE_RADIUS} taking into account the own zone format and properties.
|
||||
-- The ZONE_POLYGON_BASE class defined by a sequence of @{Group#GROUP} waypoints within the Mission Editor, forming a polygon.
|
||||
-- This class implements the inherited functions from @{Zone#ZONE_RADIUS} taking into account the own zone format and properties.
|
||||
-- This class is an abstract BASE class for derived classes, and is not meant to be instantiated.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 7) @{Core.Zone#ZONE_POLYGON} class, extends @{Core.Zone#ZONE_POLYGON_BASE}
|
||||
-- 7) @{Zone#ZONE_POLYGON} class, extends @{Zone#ZONE_POLYGON_BASE}
|
||||
-- ================================================================
|
||||
-- The ZONE_POLYGON class defined by a sequence of @{Wrapper.Group#GROUP} waypoints within the Mission Editor, forming a polygon.
|
||||
-- This class implements the inherited functions from @{Core.Zone#ZONE_RADIUS} taking into account the own zone format and properties.
|
||||
-- The ZONE_POLYGON class defined by a sequence of @{Group#GROUP} waypoints within the Mission Editor, forming a polygon.
|
||||
-- This class implements the inherited functions from @{Zone#ZONE_RADIUS} taking into account the own zone format and properties.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
@@ -204,7 +204,7 @@ function ZONE_BASE:IsPointVec3InZone( Vec3 )
|
||||
return InZone
|
||||
end
|
||||
|
||||
--- Returns the @{Dcs.DCSTypes#Vec2} coordinate of the zone.
|
||||
--- Returns the @{DCSTypes#Vec2} coordinate of the zone.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @return #nil.
|
||||
function ZONE_BASE:GetVec2()
|
||||
@@ -212,7 +212,7 @@ function ZONE_BASE:GetVec2()
|
||||
|
||||
return nil
|
||||
end
|
||||
--- Define a random @{Dcs.DCSTypes#Vec2} within the zone.
|
||||
--- Define a random @{DCSTypes#Vec2} within the zone.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @return Dcs.DCSTypes#Vec2 The Vec2 coordinates.
|
||||
function ZONE_BASE:GetRandomVec2()
|
||||
@@ -374,7 +374,7 @@ function ZONE_RADIUS:SetRadius( Radius )
|
||||
return self.Radius
|
||||
end
|
||||
|
||||
--- Returns the @{Dcs.DCSTypes#Vec2} of the zone.
|
||||
--- Returns the @{DCSTypes#Vec2} of the zone.
|
||||
-- @param #ZONE_RADIUS self
|
||||
-- @return Dcs.DCSTypes#Vec2 The location of the zone.
|
||||
function ZONE_RADIUS:GetVec2()
|
||||
@@ -385,7 +385,7 @@ function ZONE_RADIUS:GetVec2()
|
||||
return self.Vec2
|
||||
end
|
||||
|
||||
--- Sets the @{Dcs.DCSTypes#Vec2} of the zone.
|
||||
--- Sets the @{DCSTypes#Vec2} of the zone.
|
||||
-- @param #ZONE_RADIUS self
|
||||
-- @param Dcs.DCSTypes#Vec2 Vec2 The new location of the zone.
|
||||
-- @return Dcs.DCSTypes#Vec2 The new location of the zone.
|
||||
@@ -399,7 +399,7 @@ function ZONE_RADIUS:SetVec2( Vec2 )
|
||||
return self.Vec2
|
||||
end
|
||||
|
||||
--- Returns the @{Dcs.DCSTypes#Vec3} of the ZONE_RADIUS.
|
||||
--- Returns the @{DCSTypes#Vec3} of the ZONE_RADIUS.
|
||||
-- @param #ZONE_RADIUS self
|
||||
-- @param Dcs.DCSTypes#Distance Height The height to add to the land height where the center of the zone is located.
|
||||
-- @return Dcs.DCSTypes#Vec3 The point of the zone.
|
||||
@@ -501,7 +501,7 @@ function ZONE:New( ZoneName )
|
||||
end
|
||||
|
||||
|
||||
--- The ZONE_UNIT class defined by a zone around a @{Wrapper.Unit#UNIT} with a radius.
|
||||
--- The ZONE_UNIT class defined by a zone around a @{Unit#UNIT} with a radius.
|
||||
-- @type ZONE_UNIT
|
||||
-- @field Wrapper.Unit#UNIT ZoneUNIT
|
||||
-- @extends Core.Zone#ZONE_RADIUS
|
||||
@@ -526,9 +526,9 @@ function ZONE_UNIT:New( ZoneName, ZoneUNIT, Radius )
|
||||
end
|
||||
|
||||
|
||||
--- Returns the current location of the @{Wrapper.Unit#UNIT}.
|
||||
--- Returns the current location of the @{Unit#UNIT}.
|
||||
-- @param #ZONE_UNIT self
|
||||
-- @return Dcs.DCSTypes#Vec2 The location of the zone based on the @{Wrapper.Unit#UNIT}location.
|
||||
-- @return Dcs.DCSTypes#Vec2 The location of the zone based on the @{Unit#UNIT}location.
|
||||
function ZONE_UNIT:GetVec2()
|
||||
self:F( self.ZoneName )
|
||||
|
||||
@@ -567,7 +567,7 @@ function ZONE_UNIT:GetRandomVec2()
|
||||
return RandomVec2
|
||||
end
|
||||
|
||||
--- Returns the @{Dcs.DCSTypes#Vec3} of the ZONE_UNIT.
|
||||
--- Returns the @{DCSTypes#Vec3} of the ZONE_UNIT.
|
||||
-- @param #ZONE_UNIT self
|
||||
-- @param Dcs.DCSTypes#Distance Height The height to add to the land height where the center of the zone is located.
|
||||
-- @return Dcs.DCSTypes#Vec3 The point of the zone.
|
||||
@@ -593,7 +593,7 @@ ZONE_GROUP = {
|
||||
ClassName="ZONE_GROUP",
|
||||
}
|
||||
|
||||
--- Constructor to create a ZONE_GROUP instance, taking the zone name, a zone @{Wrapper.Group#GROUP} and a radius.
|
||||
--- Constructor to create a ZONE_GROUP instance, taking the zone name, a zone @{Group#GROUP} and a radius.
|
||||
-- @param #ZONE_GROUP self
|
||||
-- @param #string ZoneName Name of the zone.
|
||||
-- @param Wrapper.Group#GROUP ZoneGROUP The @{Group} as the center of the zone.
|
||||
@@ -644,9 +644,9 @@ end
|
||||
|
||||
-- Polygons
|
||||
|
||||
--- The ZONE_POLYGON_BASE class defined by an array of @{Dcs.DCSTypes#Vec2}, forming a polygon.
|
||||
--- The ZONE_POLYGON_BASE class defined by an array of @{DCSTypes#Vec2}, forming a polygon.
|
||||
-- @type ZONE_POLYGON_BASE
|
||||
-- @field #ZONE_POLYGON_BASE.ListVec2 Polygon The polygon defined by an array of @{Dcs.DCSTypes#Vec2}.
|
||||
-- @field #ZONE_POLYGON_BASE.ListVec2 Polygon The polygon defined by an array of @{DCSTypes#Vec2}.
|
||||
-- @extends Core.Zone#ZONE_BASE
|
||||
ZONE_POLYGON_BASE = {
|
||||
ClassName="ZONE_POLYGON_BASE",
|
||||
@@ -656,11 +656,11 @@ ZONE_POLYGON_BASE = {
|
||||
-- @type ZONE_POLYGON_BASE.ListVec2
|
||||
-- @list <Dcs.DCSTypes#Vec2>
|
||||
|
||||
--- Constructor to create a ZONE_POLYGON_BASE instance, taking the zone name and an array of @{Dcs.DCSTypes#Vec2}, forming a polygon.
|
||||
-- The @{Wrapper.Group#GROUP} waypoints define the polygon corners. The first and the last point are automatically connected.
|
||||
--- Constructor to create a ZONE_POLYGON_BASE instance, taking the zone name and an array of @{DCSTypes#Vec2}, forming a polygon.
|
||||
-- The @{Group#GROUP} waypoints define the polygon corners. The first and the last point are automatically connected.
|
||||
-- @param #ZONE_POLYGON_BASE self
|
||||
-- @param #string ZoneName Name of the zone.
|
||||
-- @param #ZONE_POLYGON_BASE.ListVec2 PointsArray An array of @{Dcs.DCSTypes#Vec2}, forming a polygon..
|
||||
-- @param #ZONE_POLYGON_BASE.ListVec2 PointsArray An array of @{DCSTypes#Vec2}, forming a polygon..
|
||||
-- @return #ZONE_POLYGON_BASE self
|
||||
function ZONE_POLYGON_BASE:New( ZoneName, PointsArray )
|
||||
local self = BASE:Inherit( self, ZONE_BASE:New( ZoneName ) )
|
||||
@@ -757,7 +757,7 @@ function ZONE_POLYGON_BASE:IsPointVec2InZone( Vec2 )
|
||||
return InPolygon
|
||||
end
|
||||
|
||||
--- Define a random @{Dcs.DCSTypes#Vec2} within the zone.
|
||||
--- Define a random @{DCSTypes#Vec2} within the zone.
|
||||
-- @param #ZONE_POLYGON_BASE self
|
||||
-- @return Dcs.DCSTypes#Vec2 The Vec2 coordinate.
|
||||
function ZONE_POLYGON_BASE:GetRandomVec2()
|
||||
@@ -809,15 +809,15 @@ end
|
||||
|
||||
|
||||
|
||||
--- The ZONE_POLYGON class defined by a sequence of @{Wrapper.Group#GROUP} waypoints within the Mission Editor, forming a polygon.
|
||||
--- The ZONE_POLYGON class defined by a sequence of @{Group#GROUP} waypoints within the Mission Editor, forming a polygon.
|
||||
-- @type ZONE_POLYGON
|
||||
-- @extends Core.Zone#ZONE_POLYGON_BASE
|
||||
ZONE_POLYGON = {
|
||||
ClassName="ZONE_POLYGON",
|
||||
}
|
||||
|
||||
--- Constructor to create a ZONE_POLYGON instance, taking the zone name and the name of the @{Wrapper.Group#GROUP} defined within the Mission Editor.
|
||||
-- The @{Wrapper.Group#GROUP} waypoints define the polygon corners. The first and the last point are automatically connected by ZONE_POLYGON.
|
||||
--- Constructor to create a ZONE_POLYGON instance, taking the zone name and the name of the @{Group#GROUP} defined within the Mission Editor.
|
||||
-- The @{Group#GROUP} waypoints define the polygon corners. The first and the last point are automatically connected by ZONE_POLYGON.
|
||||
-- @param #ZONE_POLYGON self
|
||||
-- @param #string ZoneName Name of the zone.
|
||||
-- @param Wrapper.Group#GROUP ZoneGroup The GROUP waypoints as defined within the Mission Editor define the polygon shape.
|
||||
|
||||
@@ -2,9 +2,9 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 1) @{Functional.AirbasePolice#AIRBASEPOLICE_BASE} class, extends @{Core.Base#BASE}
|
||||
-- 1) @{AirbasePolice#AIRBASEPOLICE_BASE} class, extends @{Base#BASE}
|
||||
-- ==================================================================
|
||||
-- The @{Functional.AirbasePolice#AIRBASEPOLICE_BASE} class provides the main methods to monitor CLIENT behaviour at airbases.
|
||||
-- The @{AirbasePolice#AIRBASEPOLICE_BASE} class provides the main methods to monitor CLIENT behaviour at airbases.
|
||||
-- CLIENTS should not be allowed to:
|
||||
--
|
||||
-- * Don't taxi faster than 40 km/h.
|
||||
@@ -12,7 +12,7 @@
|
||||
-- * Avoid to hit other planes on the airbase.
|
||||
-- * Obey ground control orders.
|
||||
--
|
||||
-- 2) @{Functional.AirbasePolice#AIRBASEPOLICE_CAUCASUS} class, extends @{Functional.AirbasePolice#AIRBASEPOLICE_BASE}
|
||||
-- 2) @{AirbasePolice#AIRBASEPOLICE_CAUCASUS} class, extends @{AirbasePolice#AIRBASEPOLICE_BASE}
|
||||
-- =============================================================================================
|
||||
-- All the airbases on the caucasus map can be monitored using this class.
|
||||
-- If you want to monitor specific airbases, you need to use the @{#AIRBASEPOLICE_BASE.Monitor}() method, which takes a table or airbase names.
|
||||
@@ -39,7 +39,7 @@
|
||||
-- * TbilisiLochini
|
||||
-- * Vaziani
|
||||
--
|
||||
-- 3) @{Functional.AirbasePolice#AIRBASEPOLICE_NEVADA} class, extends @{Functional.AirbasePolice#AIRBASEPOLICE_BASE}
|
||||
-- 3) @{AirbasePolice#AIRBASEPOLICE_NEVADA} class, extends @{AirbasePolice#AIRBASEPOLICE_BASE}
|
||||
-- =============================================================================================
|
||||
-- All the airbases on the NEVADA map can be monitored using this class.
|
||||
-- If you want to monitor specific airbases, you need to use the @{#AIRBASEPOLICE_BASE.Monitor}() method, which takes a table or airbase names.
|
||||
|
||||
@@ -62,7 +62,7 @@ function CLEANUP:_DestroyGroup( GroupObject, CleanUpGroupName )
|
||||
end
|
||||
end
|
||||
|
||||
--- Destroys a @{Dcs.DCSWrapper.Unit#Unit} from the simulator, but checks first if it is still existing!
|
||||
--- Destroys a @{DCSWrapper.Unit#Unit} from the simulator, but checks first if it is still existing!
|
||||
-- @param #CLEANUP self
|
||||
-- @param Dcs.DCSWrapper.Unit#Unit CleanUpUnit The object to be destroyed.
|
||||
-- @param #string CleanUpUnitName The Unit name ...
|
||||
@@ -199,7 +199,7 @@ function CLEANUP:_EventHitCleanUp( Event )
|
||||
end
|
||||
end
|
||||
|
||||
--- Add the @{Dcs.DCSWrapper.Unit#Unit} to the CleanUpList for CleanUp.
|
||||
--- Add the @{DCSWrapper.Unit#Unit} to the CleanUpList for CleanUp.
|
||||
function CLEANUP:_AddForCleanUp( CleanUpUnit, CleanUpUnitName )
|
||||
self:F( { CleanUpUnit, CleanUpUnitName } )
|
||||
|
||||
|
||||
@@ -2,14 +2,14 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 1) @{Functional.Detection#DETECTION_BASE} class, extends @{Core.Base#BASE}
|
||||
-- 1) @{Detection#DETECTION_BASE} class, extends @{Base#BASE}
|
||||
-- ==========================================================
|
||||
-- The @{Functional.Detection#DETECTION_BASE} class defines the core functions to administer detected objects.
|
||||
-- The @{Functional.Detection#DETECTION_BASE} class will detect objects within the battle zone for a list of @{Group}s detecting targets following (a) detection method(s).
|
||||
-- The @{Detection#DETECTION_BASE} class defines the core functions to administer detected objects.
|
||||
-- The @{Detection#DETECTION_BASE} class will detect objects within the battle zone for a list of @{Group}s detecting targets following (a) detection method(s).
|
||||
--
|
||||
-- 1.1) DETECTION_BASE constructor
|
||||
-- -------------------------------
|
||||
-- Construct a new DETECTION_BASE instance using the @{Functional.Detection#DETECTION_BASE.New}() method.
|
||||
-- Construct a new DETECTION_BASE instance using the @{Detection#DETECTION_BASE.New}() method.
|
||||
--
|
||||
-- 1.2) DETECTION_BASE initialization
|
||||
-- ----------------------------------
|
||||
@@ -20,46 +20,46 @@
|
||||
--
|
||||
-- Use the following functions to report the objects it detected using the methods Visual, Optical, Radar, IRST, RWR, DLINK:
|
||||
--
|
||||
-- * @{Functional.Detection#DETECTION_BASE.InitDetectVisual}(): Detected using Visual.
|
||||
-- * @{Functional.Detection#DETECTION_BASE.InitDetectOptical}(): Detected using Optical.
|
||||
-- * @{Functional.Detection#DETECTION_BASE.InitDetectRadar}(): Detected using Radar.
|
||||
-- * @{Functional.Detection#DETECTION_BASE.InitDetectIRST}(): Detected using IRST.
|
||||
-- * @{Functional.Detection#DETECTION_BASE.InitDetectRWR}(): Detected using RWR.
|
||||
-- * @{Functional.Detection#DETECTION_BASE.InitDetectDLINK}(): Detected using DLINK.
|
||||
-- * @{Detection#DETECTION_BASE.InitDetectVisual}(): Detected using Visual.
|
||||
-- * @{Detection#DETECTION_BASE.InitDetectOptical}(): Detected using Optical.
|
||||
-- * @{Detection#DETECTION_BASE.InitDetectRadar}(): Detected using Radar.
|
||||
-- * @{Detection#DETECTION_BASE.InitDetectIRST}(): Detected using IRST.
|
||||
-- * @{Detection#DETECTION_BASE.InitDetectRWR}(): Detected using RWR.
|
||||
-- * @{Detection#DETECTION_BASE.InitDetectDLINK}(): Detected using DLINK.
|
||||
--
|
||||
-- 1.3) Obtain objects detected by DETECTION_BASE
|
||||
-- ----------------------------------------------
|
||||
-- DETECTION_BASE builds @{Set}s of objects detected. These @{Core.Set#SET_BASE}s can be retrieved using the method @{Functional.Detection#DETECTION_BASE.GetDetectedSets}().
|
||||
-- The method will return a list (table) of @{Core.Set#SET_BASE} objects.
|
||||
-- DETECTION_BASE builds @{Set}s of objects detected. These @{Set#SET_BASE}s can be retrieved using the method @{Detection#DETECTION_BASE.GetDetectedSets}().
|
||||
-- The method will return a list (table) of @{Set#SET_BASE} objects.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 2) @{Functional.Detection#DETECTION_AREAS} class, extends @{Functional.Detection#DETECTION_BASE}
|
||||
-- 2) @{Detection#DETECTION_AREAS} class, extends @{Detection#DETECTION_BASE}
|
||||
-- ===============================================================================
|
||||
-- The @{Functional.Detection#DETECTION_AREAS} class will detect units within the battle zone for a list of @{Group}s detecting targets following (a) detection method(s),
|
||||
-- and will build a list (table) of @{Core.Set#SET_UNIT}s containing the @{Wrapper.Unit#UNIT}s detected.
|
||||
-- The @{Detection#DETECTION_AREAS} class will detect units within the battle zone for a list of @{Group}s detecting targets following (a) detection method(s),
|
||||
-- and will build a list (table) of @{Set#SET_UNIT}s containing the @{Unit#UNIT}s detected.
|
||||
-- The class is group the detected units within zones given a DetectedZoneRange parameter.
|
||||
-- A set with multiple detected zones will be created as there are groups of units detected.
|
||||
--
|
||||
-- 2.1) Retrieve the Detected Unit sets and Detected Zones
|
||||
-- -------------------------------------------------------
|
||||
-- The DetectedUnitSets methods are implemented in @{Functional.Detection#DECTECTION_BASE} and the DetectedZones methods is implemented in @{Functional.Detection#DETECTION_AREAS}.
|
||||
-- The DetectedUnitSets methods are implemented in @{Detection#DECTECTION_BASE} and the DetectedZones methods is implemented in @{Detection#DETECTION_AREAS}.
|
||||
--
|
||||
-- Retrieve the DetectedUnitSets with the method @{Functional.Detection#DETECTION_BASE.GetDetectedSets}(). A table will be return of @{Core.Set#SET_UNIT}s.
|
||||
-- To understand the amount of sets created, use the method @{Functional.Detection#DETECTION_BASE.GetDetectedSetCount}().
|
||||
-- If you want to obtain a specific set from the DetectedSets, use the method @{Functional.Detection#DETECTION_BASE.GetDetectedSet}() with a given index.
|
||||
-- Retrieve the DetectedUnitSets with the method @{Detection#DETECTION_BASE.GetDetectedSets}(). A table will be return of @{Set#SET_UNIT}s.
|
||||
-- To understand the amount of sets created, use the method @{Detection#DETECTION_BASE.GetDetectedSetCount}().
|
||||
-- If you want to obtain a specific set from the DetectedSets, use the method @{Detection#DETECTION_BASE.GetDetectedSet}() with a given index.
|
||||
--
|
||||
-- Retrieve the formed @{Zone@ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZones}().
|
||||
-- To understand the amount of zones created, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZoneCount}().
|
||||
-- If you want to obtain a specific zone from the DetectedZones, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZone}() with a given index.
|
||||
-- Retrieve the formed @{Zone@ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Detection#DETECTION_BASE.GetDetectionZones}().
|
||||
-- To understand the amount of zones created, use the method @{Detection#DETECTION_BASE.GetDetectionZoneCount}().
|
||||
-- If you want to obtain a specific zone from the DetectedZones, use the method @{Detection#DETECTION_BASE.GetDetectionZone}() with a given index.
|
||||
--
|
||||
-- 1.4) Flare or Smoke detected units
|
||||
-- ----------------------------------
|
||||
-- Use the methods @{Functional.Detection#DETECTION_AREAS.FlareDetectedUnits}() or @{Functional.Detection#DETECTION_AREAS.SmokeDetectedUnits}() to flare or smoke the detected units when a new detection has taken place.
|
||||
-- Use the methods @{Detection#DETECTION_AREAS.FlareDetectedUnits}() or @{Detection#DETECTION_AREAS.SmokeDetectedUnits}() to flare or smoke the detected units when a new detection has taken place.
|
||||
--
|
||||
-- 1.5) Flare or Smoke detected zones
|
||||
-- ----------------------------------
|
||||
-- Use the methods @{Functional.Detection#DETECTION_AREAS.FlareDetectedZones}() or @{Functional.Detection#DETECTION_AREAS.SmokeDetectedZones}() to flare or smoke the detected zones when a new detection has taken place.
|
||||
-- Use the methods @{Detection#DETECTION_AREAS.FlareDetectedZones}() or @{Detection#DETECTION_AREAS.SmokeDetectedZones}() to flare or smoke the detected zones when a new detection has taken place.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -245,7 +245,7 @@ function DETECTION_BASE:GetDetectedObject( ObjectName )
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Get the detected @{Core.Set#SET_BASE}s.
|
||||
--- Get the detected @{Set#SET_BASE}s.
|
||||
-- @param #DETECTION_BASE self
|
||||
-- @return #DETECTION_BASE.DetectedSets DetectedSets
|
||||
function DETECTION_BASE:GetDetectedSets()
|
||||
@@ -308,12 +308,12 @@ function DETECTION_BASE:Schedule( DelayTime, RepeatInterval )
|
||||
self.ScheduleDelayTime = DelayTime
|
||||
self.ScheduleRepeatInterval = RepeatInterval
|
||||
|
||||
self.DetectionScheduler = SCHEDULER:New(self, self._DetectionScheduler, { self, "Detection" }, DelayTime, RepeatInterval )
|
||||
self.DetectionScheduler = SCHEDULER:New( self, self._DetectionScheduler, { self, "Detection" }, DelayTime, RepeatInterval )
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Form @{Set}s of detected @{Wrapper.Unit#UNIT}s in an array of @{Core.Set#SET_BASE}s.
|
||||
--- Form @{Set}s of detected @{Unit#UNIT}s in an array of @{Set#SET_BASE}s.
|
||||
-- @param #DETECTION_BASE self
|
||||
function DETECTION_BASE:_DetectionScheduler( SchedulerName )
|
||||
self:F2( { SchedulerName } )
|
||||
@@ -433,7 +433,7 @@ function DETECTION_AREAS:New( DetectionSetGroup, DetectionRange, DetectionZoneRa
|
||||
self._SmokeDetectedZones = false
|
||||
self._FlareDetectedZones = false
|
||||
|
||||
self:Schedule( 0, 30 )
|
||||
self:Schedule( 10, 10 )
|
||||
|
||||
return self
|
||||
end
|
||||
@@ -487,7 +487,7 @@ function DETECTION_AREAS:GetDetectedAreaCount()
|
||||
return DetectedAreaCount
|
||||
end
|
||||
|
||||
--- Get the @{Core.Set#SET_UNIT} of a detecttion area using a given numeric index.
|
||||
--- Get the @{Set#SET_UNIT} of a detecttion area using a given numeric index.
|
||||
-- @param #DETECTION_AREAS self
|
||||
-- @param #number Index
|
||||
-- @return Core.Set#SET_UNIT DetectedSet
|
||||
@@ -501,7 +501,7 @@ function DETECTION_AREAS:GetDetectedSet( Index )
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Get the @{Core.Zone#ZONE_UNIT} of a detection area using a given numeric index.
|
||||
--- Get the @{Zone#ZONE_UNIT} of a detection area using a given numeric index.
|
||||
-- @param #DETECTION_AREAS self
|
||||
-- @param #number Index
|
||||
-- @return Core.Zone#ZONE_UNIT DetectedZone
|
||||
|
||||
@@ -80,7 +80,7 @@
|
||||
-- ============================
|
||||
-- Create a new SPAWN object with the @{#ESCORT.New} method:
|
||||
--
|
||||
-- * @{#ESCORT.New}: Creates a new ESCORT object from a @{Wrapper.Group#GROUP} for a @{Wrapper.Client#CLIENT}, with an optional briefing text.
|
||||
-- * @{#ESCORT.New}: Creates a new ESCORT object from a @{Group#GROUP} for a @{Client#CLIENT}, with an optional briefing text.
|
||||
--
|
||||
-- ESCORT initialization methods.
|
||||
-- ==============================
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 1) @{Functional.MissileTrainer#MISSILETRAINER} class, extends @{Core.Base#BASE}
|
||||
-- 1) @{MissileTrainer#MISSILETRAINER} class, extends @{Base#BASE}
|
||||
-- ===============================================================
|
||||
-- The @{#MISSILETRAINER} class uses the DCS world messaging system to be alerted of any missiles fired, and when a missile would hit your aircraft,
|
||||
-- the class will destroy the missile within a certain range, to avoid damage to your aircraft.
|
||||
|
||||
@@ -1,6 +1,11 @@
|
||||
--- This module contains the SPAWN class.
|
||||
--- Single-Player:**Yes** / Mulit-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**All** --
|
||||
-- **Spawn groups of units dynamically in your missions.**
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- # 1) @{Functional.Spawn#SPAWN} class, extends @{Core.Base#BASE}
|
||||
-- ===
|
||||
--
|
||||
-- # 1) @{#SPAWN} class, extends @{Base#BASE}
|
||||
--
|
||||
-- The @{#SPAWN} class allows to spawn dynamically new groups, based on pre-defined initialization settings, modifying the behaviour when groups are spawned.
|
||||
-- For each group to be spawned, within the mission editor, a group has to be created with the "late activation flag" set. We call this group the *"Spawn Template"* of the SPAWN object.
|
||||
@@ -42,7 +47,7 @@
|
||||
-- * @{#SPAWN.InitLimit}(): Limits the amount of groups that can be alive at the same time and that can be dynamically spawned.
|
||||
-- * @{#SPAWN.InitRandomizeRoute}(): Randomize the routes of spawned groups, and for air groups also optionally the height.
|
||||
-- * @{#SPAWN.InitRandomizeTemplate}(): Randomize the group templates so that when a new group is spawned, a random group template is selected from one of the templates defined.
|
||||
-- * @{#SPAWN.InitUncontrolled}(): Spawn plane groups uncontrolled.
|
||||
-- * @{#SPAWN.InitUnControlled}(): Spawn plane groups uncontrolled.
|
||||
-- * @{#SPAWN.InitArray}(): Make groups visible before they are actually activated, and order these groups like a batallion in an array.
|
||||
-- * @{#SPAWN.InitRepeat}(): Re-spawn groups when they land at the home base. Similar methods are @{#SPAWN.InitRepeatOnLanding} and @{#SPAWN.InitRepeatOnEngineShutDown}.
|
||||
-- * @{#SPAWN.InitRandomizeUnits}(): Randomizes the @{Unit}s in the @{Group} that is spawned within a **radius band**, given an Outer and Inner radius.
|
||||
@@ -112,6 +117,8 @@
|
||||
--
|
||||
-- Hereby the change log:
|
||||
--
|
||||
-- 2017-02-04: SPAWN:InitUnControlled( **UnControlled** ) replaces SPAWN:InitUnControlled().
|
||||
--
|
||||
-- 2017-01-24: SPAWN:**InitAIOnOff( AIOnOff )** added.
|
||||
--
|
||||
-- 2017-01-24: SPAWN:**InitAIOn()** added.
|
||||
@@ -646,6 +653,10 @@ function SPAWN:SpawnWithIndex( SpawnIndex )
|
||||
self:T( 'SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y )
|
||||
end
|
||||
end
|
||||
|
||||
if SpawnTemplate.CategoryID == Group.Category.HELICOPTER or SpawnTemplate.CategoryID == Group.Category.AIRPLANE then
|
||||
SpawnTemplate.uncontrolled = self.SpawnUnControlled
|
||||
end
|
||||
end
|
||||
|
||||
_EVENTDISPATCHER:OnBirthForTemplate( SpawnTemplate, self._OnBirth, self )
|
||||
@@ -734,7 +745,7 @@ end
|
||||
|
||||
--- Allows to place a CallFunction hook when a new group spawns.
|
||||
-- The provided method will be called when a new group is spawned, including its given parameters.
|
||||
-- The first parameter of the SpawnFunction is the @{Wrapper.Group#GROUP} that was spawned.
|
||||
-- The first parameter of the SpawnFunction is the @{Group#GROUP} that was spawned.
|
||||
-- @param #SPAWN self
|
||||
-- @param #function SpawnCallBackFunction The function to be called when a group spawns.
|
||||
-- @param SpawnFunctionArguments A random amount of arguments to be provided to the function when the group spawns.
|
||||
@@ -874,7 +885,7 @@ function SPAWN:SpawnFromStatic( HostStatic, SpawnIndex )
|
||||
end
|
||||
|
||||
--- Will spawn a Group within a given @{Zone}.
|
||||
-- The @{Zone} can be of any type derived from @{Core.Zone#ZONE_BASE}.
|
||||
-- The @{Zone} can be of any type derived from @{Zone#ZONE_BASE}.
|
||||
-- Once the @{Group} is spawned within the zone, the @{Group} will continue on its route.
|
||||
-- The **first waypoint** (where the group is spawned) is replaced with the zone location coordinates.
|
||||
-- @param #SPAWN self
|
||||
@@ -897,17 +908,20 @@ function SPAWN:SpawnInZone( Zone, RandomizeGroup, SpawnIndex )
|
||||
return nil
|
||||
end
|
||||
|
||||
--- (AIR) Will spawn a plane group in uncontrolled mode...
|
||||
--- (**AIR**) Will spawn a plane group in UnControlled or Controlled mode...
|
||||
-- This will be similar to the uncontrolled flag setting in the ME.
|
||||
-- You can use UnControlled mode to simulate planes startup and ready for take-off but aren't moving (yet).
|
||||
-- ReSpawn the plane in Controlled mode, and the plane will move...
|
||||
-- @param #SPAWN self
|
||||
-- @param #boolean UnControlled true if UnControlled, false if Controlled.
|
||||
-- @return #SPAWN self
|
||||
function SPAWN:InitUnControlled()
|
||||
self:F( { self.SpawnTemplatePrefix } )
|
||||
function SPAWN:InitUnControlled( UnControlled )
|
||||
self:F2( { self.SpawnTemplatePrefix, UnControlled } )
|
||||
|
||||
self.SpawnUnControlled = true
|
||||
self.SpawnUnControlled = UnControlled
|
||||
|
||||
for SpawnGroupID = 1, self.SpawnMaxGroups do
|
||||
self.SpawnGroups[SpawnGroupID].UnControlled = true
|
||||
self.SpawnGroups[SpawnGroupID].UnControlled = UnControlled
|
||||
end
|
||||
|
||||
return self
|
||||
@@ -1227,9 +1241,6 @@ function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex )
|
||||
SpawnTemplate.visible = false
|
||||
end
|
||||
|
||||
if SpawnTemplate.CategoryID == Group.Category.HELICOPTER or SpawnTemplate.CategoryID == Group.Category.AIRPLANE then
|
||||
SpawnTemplate.uncontrolled = false
|
||||
end
|
||||
|
||||
for UnitID = 1, #SpawnTemplate.units do
|
||||
SpawnTemplate.units[UnitID].name = string.format( SpawnTemplate.name .. '-%02d', UnitID )
|
||||
|
||||
@@ -2,37 +2,37 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 1) @{Tasking.DetectionManager#DETECTION_MANAGER} class, extends @{Core.Base#BASE}
|
||||
-- 1) @{DetectionManager#DETECTION_MANAGER} class, extends @{Base#BASE}
|
||||
-- ====================================================================
|
||||
-- The @{Tasking.DetectionManager#DETECTION_MANAGER} class defines the core functions to report detected objects to groups.
|
||||
-- The @{DetectionManager#DETECTION_MANAGER} class defines the core functions to report detected objects to groups.
|
||||
-- Reportings can be done in several manners, and it is up to the derived classes if DETECTION_MANAGER to model the reporting behaviour.
|
||||
--
|
||||
-- 1.1) DETECTION_MANAGER constructor:
|
||||
-- -----------------------------------
|
||||
-- * @{Tasking.DetectionManager#DETECTION_MANAGER.New}(): Create a new DETECTION_MANAGER instance.
|
||||
-- * @{DetectionManager#DETECTION_MANAGER.New}(): Create a new DETECTION_MANAGER instance.
|
||||
--
|
||||
-- 1.2) DETECTION_MANAGER reporting:
|
||||
-- ---------------------------------
|
||||
-- Derived DETECTION_MANAGER classes will reports detected units using the method @{Tasking.DetectionManager#DETECTION_MANAGER.ReportDetected}(). This method implements polymorphic behaviour.
|
||||
-- Derived DETECTION_MANAGER classes will reports detected units using the method @{DetectionManager#DETECTION_MANAGER.ReportDetected}(). This method implements polymorphic behaviour.
|
||||
--
|
||||
-- The time interval in seconds of the reporting can be changed using the methods @{Tasking.DetectionManager#DETECTION_MANAGER.SetReportInterval}().
|
||||
-- To control how long a reporting message is displayed, use @{Tasking.DetectionManager#DETECTION_MANAGER.SetReportDisplayTime}().
|
||||
-- Derived classes need to implement the method @{Tasking.DetectionManager#DETECTION_MANAGER.GetReportDisplayTime}() to use the correct display time for displayed messages during a report.
|
||||
-- The time interval in seconds of the reporting can be changed using the methods @{DetectionManager#DETECTION_MANAGER.SetReportInterval}().
|
||||
-- To control how long a reporting message is displayed, use @{DetectionManager#DETECTION_MANAGER.SetReportDisplayTime}().
|
||||
-- Derived classes need to implement the method @{DetectionManager#DETECTION_MANAGER.GetReportDisplayTime}() to use the correct display time for displayed messages during a report.
|
||||
--
|
||||
-- Reporting can be started and stopped using the methods @{Tasking.DetectionManager#DETECTION_MANAGER.StartReporting}() and @{Tasking.DetectionManager#DETECTION_MANAGER.StopReporting}() respectively.
|
||||
-- If an ad-hoc report is requested, use the method @{Tasking.DetectionManager#DETECTION_MANAGER#ReportNow}().
|
||||
-- Reporting can be started and stopped using the methods @{DetectionManager#DETECTION_MANAGER.StartReporting}() and @{DetectionManager#DETECTION_MANAGER.StopReporting}() respectively.
|
||||
-- If an ad-hoc report is requested, use the method @{DetectionManager#DETECTION_MANAGER#ReportNow}().
|
||||
--
|
||||
-- The default reporting interval is every 60 seconds. The reporting messages are displayed 15 seconds.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 2) @{Tasking.DetectionManager#DETECTION_REPORTING} class, extends @{Tasking.DetectionManager#DETECTION_MANAGER}
|
||||
-- 2) @{DetectionManager#DETECTION_REPORTING} class, extends @{DetectionManager#DETECTION_MANAGER}
|
||||
-- =========================================================================================
|
||||
-- The @{Tasking.DetectionManager#DETECTION_REPORTING} class implements detected units reporting. Reporting can be controlled using the reporting methods available in the @{Tasking.DetectionManager#DETECTION_MANAGER} class.
|
||||
-- The @{DetectionManager#DETECTION_REPORTING} class implements detected units reporting. Reporting can be controlled using the reporting methods available in the @{DetectionManager#DETECTION_MANAGER} class.
|
||||
--
|
||||
-- 2.1) DETECTION_REPORTING constructor:
|
||||
-- -------------------------------
|
||||
-- The @{Tasking.DetectionManager#DETECTION_REPORTING.New}() method creates a new DETECTION_REPORTING instance.
|
||||
-- The @{DetectionManager#DETECTION_REPORTING.New}() method creates a new DETECTION_REPORTING instance.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -148,7 +148,7 @@ do -- DETECTION MANAGER
|
||||
return self
|
||||
end
|
||||
|
||||
--- Report the detected @{Wrapper.Unit#UNIT}s detected within the @{Functional.Detection#DETECTION_BASE} object to the @{Set#SET_GROUP}s.
|
||||
--- Report the detected @{Unit#UNIT}s detected within the @{Detection#DETECTION_BASE} object to the @{Set#SET_GROUP}s.
|
||||
-- @param #DETECTION_MANAGER self
|
||||
function DETECTION_MANAGER:_FacScheduler( SchedulerName )
|
||||
self:F2( { SchedulerName } )
|
||||
@@ -198,7 +198,7 @@ do -- DETECTION_REPORTING
|
||||
|
||||
--- Creates a string of the detected items in a @{Detection}.
|
||||
-- @param #DETECTION_MANAGER self
|
||||
-- @param Set#SET_UNIT DetectedSet The detected Set created by the @{Functional.Detection#DETECTION_BASE} object.
|
||||
-- @param Set#SET_UNIT DetectedSet The detected Set created by the @{Detection#DETECTION_BASE} object.
|
||||
-- @return #DETECTION_MANAGER self
|
||||
function DETECTION_REPORTING:GetDetectedItemsText( DetectedSet )
|
||||
self:F2()
|
||||
@@ -231,7 +231,7 @@ do -- DETECTION_REPORTING
|
||||
--- Reports the detected items to the @{Set#SET_GROUP}.
|
||||
-- @param #DETECTION_REPORTING self
|
||||
-- @param Wrapper.Group#GROUP Group The @{Group} object to where the report needs to go.
|
||||
-- @param Functional.Detection#DETECTION_AREAS Detection The detection created by the @{Functional.Detection#DETECTION_BASE} object.
|
||||
-- @param Functional.Detection#DETECTION_AREAS Detection The detection created by the @{Detection#DETECTION_BASE} object.
|
||||
-- @return #boolean Return true if you want the reporting to continue... false will cancel the reporting loop.
|
||||
function DETECTION_REPORTING:ProcessDetected( Group, Detection )
|
||||
self:F2( Group )
|
||||
@@ -392,7 +392,7 @@ do -- DETECTION_DISPATCHER
|
||||
|
||||
--- Assigns tasks in relation to the detected items to the @{Set#SET_GROUP}.
|
||||
-- @param #DETECTION_DISPATCHER self
|
||||
-- @param Functional.Detection#DETECTION_AREAS Detection The detection created by the @{Functional.Detection#DETECTION_AREAS} object.
|
||||
-- @param Functional.Detection#DETECTION_AREAS Detection The detection created by the @{Detection#DETECTION_AREAS} object.
|
||||
-- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop.
|
||||
function DETECTION_DISPATCHER:ProcessDetected( Detection )
|
||||
self:F2()
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
--- This module contains the TASK class.
|
||||
--
|
||||
-- 1) @{#TASK} class, extends @{Core.Base#BASE}
|
||||
-- 1) @{#TASK} class, extends @{Base#BASE}
|
||||
-- ============================================
|
||||
-- 1.1) The @{#TASK} class implements the methods for task orchestration within MOOSE.
|
||||
-- ----------------------------------------------------------------------------------------
|
||||
|
||||
@@ -1,14 +1,14 @@
|
||||
--- (AI) (SP) (MP) Tasking for Air to Ground Processes.
|
||||
--
|
||||
-- 1) @{#TASK_A2G} class, extends @{Tasking.Task#TASK}
|
||||
-- 1) @{#TASK_A2G} class, extends @{Task#TASK}
|
||||
-- =================================================
|
||||
-- The @{#TASK_A2G} class defines a CAS or BAI task of a @{Set} of Target Units,
|
||||
-- located at a Target Zone, based on the tasking capabilities defined in @{Tasking.Task#TASK}.
|
||||
-- located at a Target Zone, based on the tasking capabilities defined in @{Task#TASK}.
|
||||
-- The TASK_A2G is implemented using a @{Statemachine#FSM_TASK}, and has the following statuses:
|
||||
--
|
||||
-- * **None**: Start of the process
|
||||
-- * **Planned**: The SEAD task is planned. Upon Planned, the sub-process @{Process_Fsm.Assign#ACT_ASSIGN_ACCEPT} is started to accept the task.
|
||||
-- * **Assigned**: The SEAD task is assigned to a @{Wrapper.Group#GROUP}. Upon Assigned, the sub-process @{Process_Fsm.Route#ACT_ROUTE} is started to route the active Units in the Group to the attack zone.
|
||||
-- * **Assigned**: The SEAD task is assigned to a @{Group#GROUP}. Upon Assigned, the sub-process @{Process_Fsm.Route#ACT_ROUTE} is started to route the active Units in the Group to the attack zone.
|
||||
-- * **Success**: The SEAD task is successfully completed. Upon Success, the sub-process @{Process_SEAD#PROCESS_SEAD} is started to follow-up successful SEADing of the targets assigned in the task.
|
||||
-- * **Failed**: The SEAD task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
|
||||
--
|
||||
|
||||
@@ -1,14 +1,14 @@
|
||||
--- This module contains the TASK_PICKUP classes.
|
||||
--
|
||||
-- 1) @{#TASK_PICKUP} class, extends @{Tasking.Task#TASK}
|
||||
-- 1) @{#TASK_PICKUP} class, extends @{Task#TASK}
|
||||
-- ===================================================
|
||||
-- The @{#TASK_PICKUP} class defines a pickup task of a @{Set} of @{CARGO} objects defined within the mission.
|
||||
-- based on the tasking capabilities defined in @{Tasking.Task#TASK}.
|
||||
-- based on the tasking capabilities defined in @{Task#TASK}.
|
||||
-- The TASK_PICKUP is implemented using a @{Statemachine#FSM_TASK}, and has the following statuses:
|
||||
--
|
||||
-- * **None**: Start of the process
|
||||
-- * **Planned**: The SEAD task is planned. Upon Planned, the sub-process @{Process_Fsm.Assign#ACT_ASSIGN_ACCEPT} is started to accept the task.
|
||||
-- * **Assigned**: The SEAD task is assigned to a @{Wrapper.Group#GROUP}. Upon Assigned, the sub-process @{Process_Fsm.Route#ACT_ROUTE} is started to route the active Units in the Group to the attack zone.
|
||||
-- * **Assigned**: The SEAD task is assigned to a @{Group#GROUP}. Upon Assigned, the sub-process @{Process_Fsm.Route#ACT_ROUTE} is started to route the active Units in the Group to the attack zone.
|
||||
-- * **Success**: The SEAD task is successfully completed. Upon Success, the sub-process @{Process_SEAD#PROCESS_SEAD} is started to follow-up successful SEADing of the targets assigned in the task.
|
||||
-- * **Failed**: The SEAD task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
|
||||
--
|
||||
|
||||
@@ -1,14 +1,14 @@
|
||||
--- This module contains the TASK_SEAD classes.
|
||||
--
|
||||
-- 1) @{#TASK_SEAD} class, extends @{Tasking.Task#TASK}
|
||||
-- 1) @{#TASK_SEAD} class, extends @{Task#TASK}
|
||||
-- =================================================
|
||||
-- The @{#TASK_SEAD} class defines a SEAD task for a @{Set} of Target Units, located at a Target Zone,
|
||||
-- based on the tasking capabilities defined in @{Tasking.Task#TASK}.
|
||||
-- based on the tasking capabilities defined in @{Task#TASK}.
|
||||
-- The TASK_SEAD is implemented using a @{Statemachine#FSM_TASK}, and has the following statuses:
|
||||
--
|
||||
-- * **None**: Start of the process
|
||||
-- * **Planned**: The SEAD task is planned. Upon Planned, the sub-process @{Process_Fsm.Assign#ACT_ASSIGN_ACCEPT} is started to accept the task.
|
||||
-- * **Assigned**: The SEAD task is assigned to a @{Wrapper.Group#GROUP}. Upon Assigned, the sub-process @{Process_Fsm.Route#ACT_ROUTE} is started to route the active Units in the Group to the attack zone.
|
||||
-- * **Assigned**: The SEAD task is assigned to a @{Group#GROUP}. Upon Assigned, the sub-process @{Process_Fsm.Route#ACT_ROUTE} is started to route the active Units in the Group to the attack zone.
|
||||
-- * **Success**: The SEAD task is successfully completed. Upon Success, the sub-process @{Process_SEAD#PROCESS_SEAD} is started to follow-up successful SEADing of the targets assigned in the task.
|
||||
-- * **Failed**: The SEAD task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
|
||||
--
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 1) @{Wrapper.Airbase#AIRBASE} class, extends @{Wrapper.Positionable#POSITIONABLE}
|
||||
-- 1) @{Airbase#AIRBASE} class, extends @{Positionable#POSITIONABLE}
|
||||
-- =================================================================
|
||||
-- The @{AIRBASE} class is a wrapper class to handle the DCS Airbase objects:
|
||||
--
|
||||
@@ -33,7 +33,7 @@
|
||||
-- ---------------------
|
||||
-- The DCS Airbase APIs are used extensively within MOOSE. The AIRBASE class has for each DCS Airbase API a corresponding method.
|
||||
-- To be able to distinguish easily in your code the difference between a AIRBASE API call and a DCS Airbase API call,
|
||||
-- the first letter of the method is also capitalized. So, by example, the DCS Airbase method @{Dcs.DCSWrapper.Airbase#Airbase.getName}()
|
||||
-- the first letter of the method is also capitalized. So, by example, the DCS Airbase method @{DCSWrapper.Airbase#Airbase.getName}()
|
||||
-- is implemented in the AIRBASE class as @{#AIRBASE.GetName}().
|
||||
--
|
||||
-- More functions will be added
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
--- This module contains the CLIENT class.
|
||||
--
|
||||
-- 1) @{Wrapper.Client#CLIENT} class, extends @{Wrapper.Unit#UNIT}
|
||||
-- 1) @{Client#CLIENT} class, extends @{Unit#UNIT}
|
||||
-- ===============================================
|
||||
-- Clients are those **Units** defined within the Mission Editor that have the skillset defined as __Client__ or __Player__.
|
||||
-- Note that clients are NOT the same as Units, they are NOT necessarily alive.
|
||||
-- The @{Wrapper.Client#CLIENT} class is a wrapper class to handle the DCS Unit objects that have the skillset defined as __Client__ or __Player__:
|
||||
-- The @{Client#CLIENT} class is a wrapper class to handle the DCS Unit objects that have the skillset defined as __Client__ or __Player__:
|
||||
--
|
||||
-- * Wraps the DCS Unit objects with skill level set to Player or Client.
|
||||
-- * Support all DCS Unit APIs.
|
||||
@@ -35,7 +35,6 @@
|
||||
-- IMPORTANT: ONE SHOULD NEVER SANATIZE these CLIENT OBJECT REFERENCES! (make the CLIENT object references nil).
|
||||
--
|
||||
-- @module Client
|
||||
-- @author FlightControl
|
||||
|
||||
--- The CLIENT class
|
||||
-- @type CLIENT
|
||||
@@ -226,7 +225,7 @@ end
|
||||
|
||||
--- Checks for a client alive event and calls a function on a continuous basis.
|
||||
-- @param #CLIENT self
|
||||
-- @param #function CallBack Function.
|
||||
-- @param #function CallBackFunction Create a function that will be called when a player joins the slot.
|
||||
-- @return #CLIENT
|
||||
function CLIENT:Alive( CallBackFunction, ... )
|
||||
self:F()
|
||||
@@ -399,8 +398,8 @@ function CLIENT:IsTransport()
|
||||
return self.ClientTransport
|
||||
end
|
||||
|
||||
--- Shows the @{AI.AI_Cargo#CARGO} contained within the CLIENT to the player as a message.
|
||||
-- The @{AI.AI_Cargo#CARGO} is shown using the @{Core.Message#MESSAGE} distribution system.
|
||||
--- Shows the @{AI_Cargo#CARGO} contained within the CLIENT to the player as a message.
|
||||
-- The @{AI_Cargo#CARGO} is shown using the @{Message#MESSAGE} distribution system.
|
||||
-- @param #CLIENT self
|
||||
function CLIENT:ShowCargo()
|
||||
self:F()
|
||||
@@ -433,7 +432,7 @@ end
|
||||
-- @param #string Message is the text describing the message.
|
||||
-- @param #number MessageDuration is the duration in seconds that the Message should be displayed.
|
||||
-- @param #string MessageCategory is the category of the message (the title).
|
||||
-- @param #number MessageInterval is the interval in seconds between the display of the @{Core.Message#MESSAGE} when the CLIENT is in the air.
|
||||
-- @param #number MessageInterval is the interval in seconds between the display of the @{Message#MESSAGE} when the CLIENT is in the air.
|
||||
-- @param #string MessageID is the identifier of the message when displayed with intervals.
|
||||
function CLIENT:Message( Message, MessageDuration, MessageCategory, MessageInterval, MessageID )
|
||||
self:F( { Message, MessageDuration, MessageCategory, MessageInterval } )
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
--- This module contains the CONTROLLABLE class.
|
||||
--
|
||||
-- 1) @{Wrapper.Controllable#CONTROLLABLE} class, extends @{Wrapper.Positionable#POSITIONABLE}
|
||||
-- 1) @{Controllable#CONTROLLABLE} class, extends @{Positionable#POSITIONABLE}
|
||||
-- ===========================================================
|
||||
-- The @{Wrapper.Controllable#CONTROLLABLE} class is a wrapper class to handle the DCS Controllable objects:
|
||||
-- The @{Controllable#CONTROLLABLE} class is a wrapper class to handle the DCS Controllable objects:
|
||||
--
|
||||
-- * Support all DCS Controllable APIs.
|
||||
-- * Enhance with Controllable specific APIs not in the DCS Controllable API set.
|
||||
@@ -18,7 +18,7 @@
|
||||
-- 1.2) CONTROLLABLE task methods
|
||||
-- ------------------------------
|
||||
-- Several controllable task methods are available that help you to prepare tasks.
|
||||
-- These methods return a string consisting of the task description, which can then be given to either a @{Wrapper.Controllable#CONTROLLABLE.PushTask} or @{Wrapper.Controllable#SetTask} method to assign the task to the CONTROLLABLE.
|
||||
-- These methods return a string consisting of the task description, which can then be given to either a @{Controllable#CONTROLLABLE.PushTask} or @{Controllable#SetTask} method to assign the task to the CONTROLLABLE.
|
||||
-- Tasks are specific for the category of the CONTROLLABLE, more specific, for AIR, GROUND or AIR and GROUND.
|
||||
-- Each task description where applicable indicates for which controllable category the task is valid.
|
||||
-- There are 2 main subdivisions of tasks: Assigned tasks and EnRoute tasks.
|
||||
@@ -44,7 +44,7 @@
|
||||
-- * @{#CONTROLLABLE.TaskHold}: (GROUND) Hold ground controllable from moving.
|
||||
-- * @{#CONTROLLABLE.TaskHoldPosition}: (AIR) Hold position at the current position of the first unit of the controllable.
|
||||
-- * @{#CONTROLLABLE.TaskLand}: (AIR HELICOPTER) Landing at the ground. For helicopters only.
|
||||
-- * @{#CONTROLLABLE.TaskLandAtZone}: (AIR) Land the controllable at a @{Core.Zone#ZONE_RADIUS).
|
||||
-- * @{#CONTROLLABLE.TaskLandAtZone}: (AIR) Land the controllable at a @{Zone#ZONE_RADIUS).
|
||||
-- * @{#CONTROLLABLE.TaskOrbitCircle}: (AIR) Orbit at the current position of the first unit of the controllable at a specified alititude.
|
||||
-- * @{#CONTROLLABLE.TaskOrbitCircleAtVec2}: (AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed.
|
||||
-- * @{#CONTROLLABLE.TaskRefueling}: (AIR) Refueling from the nearest tanker. No parameters.
|
||||
@@ -344,7 +344,7 @@ end
|
||||
|
||||
--- Return a Combo Task taking an array of Tasks.
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @param Dcs.DCSTasking.Task#TaskArray DCSTasks Array of @{Dcs.DCSTasking.Task#Task}
|
||||
-- @param Dcs.DCSTasking.Task#TaskArray DCSTasks Array of @{DCSTasking.Task#Task}
|
||||
-- @return Dcs.DCSTasking.Task#Task
|
||||
function CONTROLLABLE:TaskCombo( DCSTasks )
|
||||
self:F2( { DCSTasks } )
|
||||
@@ -829,7 +829,7 @@ function CONTROLLABLE:TaskLandAtVec2( Point, Duration )
|
||||
return DCSTask
|
||||
end
|
||||
|
||||
--- (AIR) Land the controllable at a @{Core.Zone#ZONE_RADIUS).
|
||||
--- (AIR) Land the controllable at a @{Zone#ZONE_RADIUS).
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @param Core.Zone#ZONE Zone The zone where to land.
|
||||
-- @param #number Duration The duration in seconds to stay on the ground.
|
||||
@@ -1638,11 +1638,11 @@ function CONTROLLABLE:TaskRouteToZone( Zone, Randomize, Speed, Formation )
|
||||
return nil
|
||||
end
|
||||
|
||||
--- (AIR) Return the Controllable to an @{Wrapper.Airbase#AIRBASE}
|
||||
--- (AIR) Return the Controllable to an @{Airbase#AIRBASE}
|
||||
-- A speed can be given in km/h.
|
||||
-- A given formation can be given.
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @param Wrapper.Airbase#AIRBASE ReturnAirbase The @{Wrapper.Airbase#AIRBASE} to return to.
|
||||
-- @param Wrapper.Airbase#AIRBASE ReturnAirbase The @{Airbase#AIRBASE} to return to.
|
||||
-- @param #number Speed (optional) The speed.
|
||||
-- @return #string The route
|
||||
function CONTROLLABLE:RouteReturnToAirbase( ReturnAirbase, Speed )
|
||||
@@ -1762,7 +1762,7 @@ function CONTROLLABLE:GetTaskRoute()
|
||||
return routines.utils.deepCopy( _DATABASE.Templates.Controllables[self.ControllableName].Template.route.points )
|
||||
end
|
||||
|
||||
--- Return the route of a controllable by using the @{Core.Database#DATABASE} class.
|
||||
--- Return the route of a controllable by using the @{Database#DATABASE} class.
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @param #number Begin The route point from where the copy will start. The base route point is 0.
|
||||
-- @param #number End The route point where the copy will end. The End point is the last point - the End point. The last point has base 0.
|
||||
@@ -2187,7 +2187,7 @@ function CONTROLLABLE:OptionROTVertical()
|
||||
end
|
||||
|
||||
--- Retrieve the controllable mission and allow to place function hooks within the mission waypoint plan.
|
||||
-- Use the method @{Wrapper.Controllable#CONTROLLABLE:WayPointFunction} to define the hook functions for specific waypoints.
|
||||
-- Use the method @{Controllable#CONTROLLABLE:WayPointFunction} to define the hook functions for specific waypoints.
|
||||
-- Use the method @{Controllable@CONTROLLABLE:WayPointExecute) to start the execution of the new mission plan.
|
||||
-- Note that when WayPointInitialize is called, the Mission of the controllable is RESTARTED!
|
||||
-- @param #CONTROLLABLE self
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
--- This module contains the GROUP class.
|
||||
--
|
||||
-- 1) @{Wrapper.Group#GROUP} class, extends @{Wrapper.Controllable#CONTROLLABLE}
|
||||
-- 1) @{Group#GROUP} class, extends @{Controllable#CONTROLLABLE}
|
||||
-- =============================================================
|
||||
-- The @{Wrapper.Group#GROUP} class is a wrapper class to handle the DCS Group objects:
|
||||
-- The @{Group#GROUP} class is a wrapper class to handle the DCS Group objects:
|
||||
--
|
||||
-- * Support all DCS Group APIs.
|
||||
-- * Enhance with Group specific APIs not in the DCS Group API set.
|
||||
@@ -36,7 +36,7 @@
|
||||
--
|
||||
-- Group templates contain complete mission descriptions. Sometimes you want to copy a complete mission from a group and assign it to another:
|
||||
--
|
||||
-- * @{Wrapper.Controllable#CONTROLLABLE.TaskMission}: (AIR + GROUND) Return a mission task from a mission template.
|
||||
-- * @{Controllable#CONTROLLABLE.TaskMission}: (AIR + GROUND) Return a mission task from a mission template.
|
||||
--
|
||||
-- ## 1.3) GROUP Command methods
|
||||
--
|
||||
@@ -55,7 +55,7 @@
|
||||
-- * @{#GROUP.IsPartlyInZone}: Returns true if some units of the group are within a @{Zone}.
|
||||
-- * @{#GROUP.IsNotInZone}: Returns true if none of the group units of the group are within a @{Zone}.
|
||||
--
|
||||
-- The zone can be of any @{Zone} class derived from @{Core.Zone#ZONE_BASE}. So, these methods are polymorphic to the zones tested on.
|
||||
-- The zone can be of any @{Zone} class derived from @{Zone#ZONE_BASE}. So, these methods are polymorphic to the zones tested on.
|
||||
--
|
||||
-- ## 1.6) GROUP AI methods
|
||||
--
|
||||
@@ -156,7 +156,7 @@ function GROUP:GetDCSObject()
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Returns the @{Dcs.DCSTypes#Position3} position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission.
|
||||
--- Returns the @{DCSTypes#Position3} position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission.
|
||||
-- @param Wrapper.Positionable#POSITIONABLE self
|
||||
-- @return Dcs.DCSTypes#Position The 3D position vectors of the POSITIONABLE.
|
||||
-- @return #nil The POSITIONABLE is not existing or alive.
|
||||
@@ -297,7 +297,6 @@ function GROUP:GetUnit( UnitNumber )
|
||||
|
||||
if DCSGroup then
|
||||
local UnitFound = UNIT:Find( DCSGroup:getUnit( UnitNumber ) )
|
||||
self:T3( UnitFound.UnitName )
|
||||
self:T2( UnitFound )
|
||||
return UnitFound
|
||||
end
|
||||
@@ -450,7 +449,7 @@ do -- Is Zone methods
|
||||
--- Returns true if all units of the group are within a @{Zone}.
|
||||
-- @param #GROUP self
|
||||
-- @param Core.Zone#ZONE_BASE Zone The zone to test.
|
||||
-- @return #boolean Returns true if the Group is completely within the @{Core.Zone#ZONE_BASE}
|
||||
-- @return #boolean Returns true if the Group is completely within the @{Zone#ZONE_BASE}
|
||||
function GROUP:IsCompletelyInZone( Zone )
|
||||
self:F2( { self.GroupName, Zone } )
|
||||
|
||||
@@ -469,7 +468,7 @@ end
|
||||
--- Returns true if some units of the group are within a @{Zone}.
|
||||
-- @param #GROUP self
|
||||
-- @param Core.Zone#ZONE_BASE Zone The zone to test.
|
||||
-- @return #boolean Returns true if the Group is completely within the @{Core.Zone#ZONE_BASE}
|
||||
-- @return #boolean Returns true if the Group is completely within the @{Zone#ZONE_BASE}
|
||||
function GROUP:IsPartlyInZone( Zone )
|
||||
self:F2( { self.GroupName, Zone } )
|
||||
|
||||
@@ -486,7 +485,7 @@ end
|
||||
--- Returns true if none of the group units of the group are within a @{Zone}.
|
||||
-- @param #GROUP self
|
||||
-- @param Core.Zone#ZONE_BASE Zone The zone to test.
|
||||
-- @return #boolean Returns true if the Group is completely within the @{Core.Zone#ZONE_BASE}
|
||||
-- @return #boolean Returns true if the Group is completely within the @{Zone#ZONE_BASE}
|
||||
function GROUP:IsNotInZone( Zone )
|
||||
self:F2( { self.GroupName, Zone } )
|
||||
|
||||
@@ -703,7 +702,7 @@ end
|
||||
-- SPAWNING
|
||||
|
||||
--- Respawn the @{GROUP} using a (tweaked) template of the Group.
|
||||
-- The template must be retrieved with the @{Wrapper.Group#GROUP.GetTemplate}() function.
|
||||
-- The template must be retrieved with the @{Group#GROUP.GetTemplate}() function.
|
||||
-- The template contains all the definitions as declared within the mission file.
|
||||
-- To understand templates, do the following:
|
||||
--
|
||||
@@ -805,7 +804,7 @@ function GROUP:GetTaskRoute()
|
||||
return routines.utils.deepCopy( _DATABASE.Templates.Groups[self.GroupName].Template.route.points )
|
||||
end
|
||||
|
||||
--- Return the route of a group by using the @{Core.Database#DATABASE} class.
|
||||
--- Return the route of a group by using the @{Database#DATABASE} class.
|
||||
-- @param #GROUP self
|
||||
-- @param #number Begin The route point from where the copy will start. The base route point is 0.
|
||||
-- @param #number End The route point where the copy will end. The End point is the last point - the End point. The last point has base 0.
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
--- This module contains the IDENTIFIABLE class.
|
||||
--
|
||||
-- 1) @{#IDENTIFIABLE} class, extends @{Wrapper.Object#OBJECT}
|
||||
-- 1) @{#IDENTIFIABLE} class, extends @{Object#OBJECT}
|
||||
-- ===============================================================
|
||||
-- The @{#IDENTIFIABLE} class is a wrapper class to handle the DCS Identifiable objects:
|
||||
--
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
--- This module contains the OBJECT class.
|
||||
--
|
||||
-- 1) @{Wrapper.Object#OBJECT} class, extends @{Core.Base#BASE}
|
||||
-- 1) @{Object#OBJECT} class, extends @{Base#BASE}
|
||||
-- ===========================================================
|
||||
-- The @{Wrapper.Object#OBJECT} class is a wrapper class to handle the DCS Object objects:
|
||||
-- The @{Object#OBJECT} class is a wrapper class to handle the DCS Object objects:
|
||||
--
|
||||
-- * Support all DCS Object APIs.
|
||||
-- * Enhance with Object specific APIs not in the DCS Object API set.
|
||||
@@ -12,13 +12,13 @@
|
||||
-- ------------------------------
|
||||
-- The OBJECT class provides the following functions to construct a OBJECT instance:
|
||||
--
|
||||
-- * @{Wrapper.Object#OBJECT.New}(): Create a OBJECT instance.
|
||||
-- * @{Object#OBJECT.New}(): Create a OBJECT instance.
|
||||
--
|
||||
-- 1.2) OBJECT methods:
|
||||
-- --------------------------
|
||||
-- The following methods can be used to identify an Object object:
|
||||
--
|
||||
-- * @{Wrapper.Object#OBJECT.GetID}(): Returns the ID of the Object object.
|
||||
-- * @{Object#OBJECT.GetID}(): Returns the ID of the Object object.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
--- This module contains the POSITIONABLE class.
|
||||
--
|
||||
-- 1) @{Wrapper.Positionable#POSITIONABLE} class, extends @{Wrapper.Identifiable#IDENTIFIABLE}
|
||||
-- 1) @{Positionable#POSITIONABLE} class, extends @{Identifiable#IDENTIFIABLE}
|
||||
-- ===========================================================
|
||||
-- The @{Wrapper.Positionable#POSITIONABLE} class is a wrapper class to handle the POSITIONABLE objects:
|
||||
-- The @{Positionable#POSITIONABLE} class is a wrapper class to handle the POSITIONABLE objects:
|
||||
--
|
||||
-- * Support all DCS APIs.
|
||||
-- * Enhance with POSITIONABLE specific APIs not in the DCS API set.
|
||||
@@ -12,14 +12,14 @@
|
||||
-- ------------------------------
|
||||
-- The POSITIONABLE class provides the following functions to construct a POSITIONABLE instance:
|
||||
--
|
||||
-- * @{Wrapper.Positionable#POSITIONABLE.New}(): Create a POSITIONABLE instance.
|
||||
-- * @{Positionable#POSITIONABLE.New}(): Create a POSITIONABLE instance.
|
||||
--
|
||||
-- 1.2) POSITIONABLE methods:
|
||||
-- --------------------------
|
||||
-- The following methods can be used to identify an measurable object:
|
||||
--
|
||||
-- * @{Wrapper.Positionable#POSITIONABLE.GetID}(): Returns the ID of the measurable object.
|
||||
-- * @{Wrapper.Positionable#POSITIONABLE.GetName}(): Returns the name of the measurable object.
|
||||
-- * @{Positionable#POSITIONABLE.GetID}(): Returns the ID of the measurable object.
|
||||
-- * @{Positionable#POSITIONABLE.GetName}(): Returns the name of the measurable object.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -49,7 +49,7 @@ function POSITIONABLE:New( PositionableName )
|
||||
return self
|
||||
end
|
||||
|
||||
--- Returns the @{Dcs.DCSTypes#Position3} position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission.
|
||||
--- Returns the @{DCSTypes#Position3} position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission.
|
||||
-- @param Wrapper.Positionable#POSITIONABLE self
|
||||
-- @return Dcs.DCSTypes#Position The 3D position vectors of the POSITIONABLE.
|
||||
-- @return #nil The POSITIONABLE is not existing or alive.
|
||||
@@ -67,7 +67,7 @@ function POSITIONABLE:GetPositionVec3()
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Returns the @{Dcs.DCSTypes#Vec2} vector indicating the point in 2D of the POSITIONABLE within the mission.
|
||||
--- Returns the @{DCSTypes#Vec2} vector indicating the point in 2D of the POSITIONABLE within the mission.
|
||||
-- @param Wrapper.Positionable#POSITIONABLE self
|
||||
-- @return Dcs.DCSTypes#Vec2 The 2D point vector of the POSITIONABLE.
|
||||
-- @return #nil The POSITIONABLE is not existing or alive.
|
||||
@@ -133,7 +133,7 @@ function POSITIONABLE:GetPointVec3()
|
||||
end
|
||||
|
||||
|
||||
--- Returns a random @{Dcs.DCSTypes#Vec3} vector within a range, indicating the point in 3D of the POSITIONABLE within the mission.
|
||||
--- Returns a random @{DCSTypes#Vec3} vector within a range, indicating the point in 3D of the POSITIONABLE within the mission.
|
||||
-- @param Wrapper.Positionable#POSITIONABLE self
|
||||
-- @return Dcs.DCSTypes#Vec3 The 3D point vector of the POSITIONABLE.
|
||||
-- @return #nil The POSITIONABLE is not existing or alive.
|
||||
@@ -157,7 +157,7 @@ function POSITIONABLE:GetRandomVec3( Radius )
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Returns the @{Dcs.DCSTypes#Vec3} vector indicating the 3D vector of the POSITIONABLE within the mission.
|
||||
--- Returns the @{DCSTypes#Vec3} vector indicating the 3D vector of the POSITIONABLE within the mission.
|
||||
-- @param Wrapper.Positionable#POSITIONABLE self
|
||||
-- @return Dcs.DCSTypes#Vec3 The 3D point vector of the POSITIONABLE.
|
||||
-- @return #nil The POSITIONABLE is not existing or alive.
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
--- This module contains the STATIC class.
|
||||
--
|
||||
-- 1) @{Wrapper.Static#STATIC} class, extends @{Wrapper.Positionable#POSITIONABLE}
|
||||
-- 1) @{Static#STATIC} class, extends @{Positionable#POSITIONABLE}
|
||||
-- ===============================================================
|
||||
-- Statics are **Static Units** defined within the Mission Editor.
|
||||
-- Note that Statics are almost the same as Units, but they don't have a controller.
|
||||
-- The @{Wrapper.Static#STATIC} class is a wrapper class to handle the DCS Static objects:
|
||||
-- The @{Static#STATIC} class is a wrapper class to handle the DCS Static objects:
|
||||
--
|
||||
-- * Wraps the DCS Static objects.
|
||||
-- * Support all DCS Static APIs.
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
--- This module contains the UNIT class.
|
||||
--
|
||||
-- 1) @{#UNIT} class, extends @{Wrapper.Controllable#CONTROLLABLE}
|
||||
-- 1) @{#UNIT} class, extends @{Controllable#CONTROLLABLE}
|
||||
-- ===========================================================
|
||||
-- The @{#UNIT} class is a wrapper class to handle the DCS Unit objects:
|
||||
--
|
||||
@@ -33,7 +33,7 @@
|
||||
-- ------------------
|
||||
-- The DCS Unit APIs are used extensively within MOOSE. The UNIT class has for each DCS Unit API a corresponding method.
|
||||
-- To be able to distinguish easily in your code the difference between a UNIT API call and a DCS Unit API call,
|
||||
-- the first letter of the method is also capitalized. So, by example, the DCS Unit method @{Dcs.DCSWrapper.Unit#Unit.getName}()
|
||||
-- the first letter of the method is also capitalized. So, by example, the DCS Unit method @{DCSWrapper.Unit#Unit.getName}()
|
||||
-- is implemented in the UNIT class as @{#UNIT.GetName}().
|
||||
--
|
||||
-- 1.3) Smoke, Flare Units
|
||||
@@ -60,7 +60,7 @@
|
||||
-- The UNIT class contains methods to test the location or proximity against zones or other objects.
|
||||
--
|
||||
-- ### 1.6.1) Zones
|
||||
-- To test whether the Unit is within a **zone**, use the @{#UNIT.IsInZone}() or the @{#UNIT.IsNotInZone}() methods. Any zone can be tested on, but the zone must be derived from @{Core.Zone#ZONE_BASE}.
|
||||
-- To test whether the Unit is within a **zone**, use the @{#UNIT.IsInZone}() or the @{#UNIT.IsNotInZone}() methods. Any zone can be tested on, but the zone must be derived from @{Zone#ZONE_BASE}.
|
||||
--
|
||||
-- ### 1.6.2) Units
|
||||
-- Test if another DCS Unit is within a given radius of the current DCS Unit, use the @{#UNIT.OtherUnitInRadius}() method.
|
||||
@@ -584,7 +584,7 @@ end
|
||||
--- Returns true if the unit is within a @{Zone}.
|
||||
-- @param #UNIT self
|
||||
-- @param Core.Zone#ZONE_BASE Zone The zone to test.
|
||||
-- @return #boolean Returns true if the unit is within the @{Core.Zone#ZONE_BASE}
|
||||
-- @return #boolean Returns true if the unit is within the @{Zone#ZONE_BASE}
|
||||
function UNIT:IsInZone( Zone )
|
||||
self:F2( { self.UnitName, Zone } )
|
||||
|
||||
@@ -601,7 +601,7 @@ end
|
||||
--- Returns true if the unit is not within a @{Zone}.
|
||||
-- @param #UNIT self
|
||||
-- @param Core.Zone#ZONE_BASE Zone The zone to test.
|
||||
-- @return #boolean Returns true if the unit is not within the @{Core.Zone#ZONE_BASE}
|
||||
-- @return #boolean Returns true if the unit is not within the @{Zone#ZONE_BASE}
|
||||
function UNIT:IsNotInZone( Zone )
|
||||
self:F2( { self.UnitName, Zone } )
|
||||
|
||||
|
||||
Reference in New Issue
Block a user