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ZONE
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@ -2084,6 +2084,52 @@ function ZONE_POLYGON_BASE:DrawZone(Coalition, Color, Alpha, FillColor, FillAlph
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return self
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return self
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end
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end
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--- Get the smallest circular zone encompassing all points points of the polygon zone.
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-- @param #ZONE_POLYGON_BASE self
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-- @param #string ZoneName (Optional) Name of the zone. Default is the name of the polygon zone.
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-- @param #boolean DoNotRegisterZone (Optional) If `true`, zone is not registered.
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-- @return #ZONE_RADIUS The circular zone.
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function ZONE_POLYGON_BASE:GetZoneRadius(ZoneName, DoNotRegisterZone)
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local center=self:GetVec2()
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local radius=0
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for _,_vec2 in pairs(self._.Polygon) do
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local vec2=_vec2 --DCS#Vec2
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local r=UTILS.VecDist2D(center, vec2)
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if r>radius then
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radius=r
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end
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end
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local zone=ZONE_RADIUS:New(ZoneName or self.ZoneName, center, radius, DoNotRegisterZone)
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return zone
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end
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--- Get the smallest rectangular zone encompassing all points points of the polygon zone.
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-- @param #ZONE_POLYGON_BASE self
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-- @param #string ZoneName (Optional) Name of the zone. Default is the name of the polygon zone.
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-- @param #boolean DoNotRegisterZone (Optional) If `true`, zone is not registered.
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-- @return #ZONE_POLYGON The rectangular zone.
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function ZONE_POLYGON_BASE:GetZoneQuad(ZoneName, DoNotRegisterZone)
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local vec1, vec3=self:GetBoundingVec2()
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local vec2={x=vec1.x, y=vec3.y}
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local vec4={x=vec3.x, y=vec1.y}
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local zone=ZONE_POLYGON_BASE:New(ZoneName or self.ZoneName, {vec1, vec2, vec3, vec4})
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return zone
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end
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--- Smokes the zone boundaries in a color.
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--- Smokes the zone boundaries in a color.
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-- @param #ZONE_POLYGON_BASE self
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-- @param #ZONE_POLYGON_BASE self
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-- @param Utilities.Utils#SMOKECOLOR SmokeColor The smoke color.
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-- @param Utilities.Utils#SMOKECOLOR SmokeColor The smoke color.
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@ -2286,6 +2332,32 @@ function ZONE_POLYGON_BASE:GetBoundingSquare()
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return { x1 = x1, y1 = y1, x2 = x2, y2 = y2 }
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return { x1 = x1, y1 = y1, x2 = x2, y2 = y2 }
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end
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end
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--- Get the bounding 2D vectors of the polygon.
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-- @param #ZONE_POLYGON_BASE self
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-- @return DCS#Vec2 Coordinates of western-southern-lower vertex of the box.
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-- @return DCS#Vec2 Coordinates of eastern-northern-upper vertex of the box.
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function ZONE_POLYGON_BASE:GetBoundingVec2()
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local x1 = self._.Polygon[1].x
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local y1 = self._.Polygon[1].y
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local x2 = self._.Polygon[1].x
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local y2 = self._.Polygon[1].y
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for i = 2, #self._.Polygon do
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self:T2( { self._.Polygon[i], x1, y1, x2, y2 } )
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x1 = ( x1 > self._.Polygon[i].x ) and self._.Polygon[i].x or x1
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x2 = ( x2 < self._.Polygon[i].x ) and self._.Polygon[i].x or x2
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y1 = ( y1 > self._.Polygon[i].y ) and self._.Polygon[i].y or y1
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y2 = ( y2 < self._.Polygon[i].y ) and self._.Polygon[i].y or y2
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end
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local vec1={x=x1, y=y1}
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local vec2={x=x2, y=y2}
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return vec1, vec2
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end
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--- Draw a frontier on the F10 map with small filled circles.
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--- Draw a frontier on the F10 map with small filled circles.
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-- @param #ZONE_POLYGON_BASE self
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-- @param #ZONE_POLYGON_BASE self
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-- @param #number Coalition (Optional) Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1= All.
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-- @param #number Coalition (Optional) Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1= All.
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@ -1826,8 +1826,11 @@ function ARMYGROUP:_UpdateEngageTarget()
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-- Distance to last known position of target.
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-- Distance to last known position of target.
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local dist=UTILS.VecDist3D(vec3, self.engage.Coordinate:GetVec3())
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local dist=UTILS.VecDist3D(vec3, self.engage.Coordinate:GetVec3())
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-- Check line of sight to target.
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local los=self:HasLoS(vec3)
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-- Check if target moved more than 100 meters or we do not have line of sight.
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-- Check if target moved more than 100 meters or we do not have line of sight.
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if dist>100 or not self:HasLoS(self.engage.Target:GetCoordinate()) then
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if dist>100 or los==false then
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--env.info("FF Update Engage Target Moved "..self.engage.Target:GetName())
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--env.info("FF Update Engage Target Moved "..self.engage.Target:GetName())
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@ -1539,49 +1539,67 @@ function OPSGROUP:SetReturnOnOutOfAmmo()
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return self
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return self
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end
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end
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--- Check if an element of the group has line of sight to a coordinate.
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--- Check if an element of the group has line of sight to a coordinate.
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-- @param #OPSGROUP self
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-- @param #OPSGROUP self
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-- @param Core.Point#COORDINATE Coordinate The position to which we check the LoS.
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-- @param Core.Point#COORDINATE Coordinate The position to which we check the LoS. Can also be a DCS#Vec3.
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-- @param #OPSGROUP.Element Element The (optinal) element. If not given, all elements are checked.
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-- @param #OPSGROUP.Element Element The (optinal) element. If not given, all elements are checked.
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-- @param DCS#Vec3 OffsetElement Offset vector of the element.
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-- @param DCS#Vec3 OffsetElement Offset vector of the element.
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-- @param DCS#Vec3 OffsetCoordinate Offset vector of the coordinate.
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-- @param DCS#Vec3 OffsetCoordinate Offset vector of the coordinate.
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-- @return #boolean If `true`, there is line of sight to the specified coordinate.
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-- @return #boolean If `true`, there is line of sight to the specified coordinate.
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function OPSGROUP:HasLoS(Coordinate, Element, OffsetElement, OffsetCoordinate)
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function OPSGROUP:HasLoS(Coordinate, Element, OffsetElement, OffsetCoordinate)
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-- Target vector.
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if Coordinate then
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local Vec3=Coordinate:GetVec3()
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-- Optional offset.
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-- Target vector.
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if OffsetCoordinate then
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local Vec3={x=Coordinate.x, y=Coordinate.y, z=Coordinate.z} --Coordinate:GetVec3()
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Vec3=UTILS.VecAdd(Vec3, OffsetCoordinate)
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end
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-- Optional offset.
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if OffsetCoordinate then
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--- Function to check LoS for an element of the group.
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Vec3=UTILS.VecAdd(Vec3, OffsetCoordinate)
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local function checklos(element)
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local vec3=element.unit:GetVec3()
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if OffsetElement then
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vec3=UTILS.VecAdd(vec3, OffsetElement)
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end
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end
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local _los=land.isVisible(vec3, Vec3)
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--self:I({los=_los, source=vec3, target=Vec3})
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--- Function to check LoS for an element of the group.
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return _los
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local function checklos(vec3)
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end
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if vec3 then
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if OffsetElement then
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if Element then
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vec3=UTILS.VecAdd(vec3, OffsetElement)
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local los=checklos(Element)
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end
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return los
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local _los=land.isVisible(vec3, Vec3)
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else
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--self:I({los=_los, source=vec3, target=Vec3})
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return _los
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for _,element in pairs(self.elements) do
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end
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-- Get LoS of this element.
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return nil
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local los=checklos(element)
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end
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if los then
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return true
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if Element then
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-- Check los for the given element.
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if Element.unit and Element.unit:IsAlive() then
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local vec3=Element.unit:GetVec3()
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local los=checklos(Element)
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return los
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end
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else
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-- Check if any element has los.
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local gotit=false
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for _,_element in pairs(self.elements) do
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local element=_element --#OPSGROUP.Element
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if element and element.unit and element.unit:IsAlive() then
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gotit=true
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local vec3=element.unit:GetVec3()
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-- Get LoS of this element.
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local los=checklos(vec3)
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if los then
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return true
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end
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end
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end
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if gotit then
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return false
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end
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end
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end
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end
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return false
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end
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end
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return nil
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return nil
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@ -5,6 +5,7 @@
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-- * Monitor if a zone is captured
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-- * Monitor if a zone is captured
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-- * Monitor if an airbase is captured
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-- * Monitor if an airbase is captured
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-- * Define conditions under which zones are captured/held
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-- * Define conditions under which zones are captured/held
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-- * Supports circular and polygon zone shapes
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--
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--
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-- ===
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-- ===
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--
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--
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@ -20,6 +21,7 @@
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-- @field #string lid DCS log ID string.
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-- @field #string lid DCS log ID string.
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-- @field #number verbose Verbosity of output.
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-- @field #number verbose Verbosity of output.
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-- @field Core.Zone#ZONE zone The zone.
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-- @field Core.Zone#ZONE zone The zone.
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-- @field Core.Zone#ZONE_RADIUS zoneCircular The circular zone.
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-- @field Wrapper.Airbase#AIRBASE airbase The airbase that is monitored.
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-- @field Wrapper.Airbase#AIRBASE airbase The airbase that is monitored.
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-- @field #string airbaseName Name of the airbase that is monitored.
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-- @field #string airbaseName Name of the airbase that is monitored.
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-- @field #string zoneName Name of the zone.
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-- @field #string zoneName Name of the zone.
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@ -60,9 +62,6 @@
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--
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--
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-- An OPSZONE is a strategically important area.
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-- An OPSZONE is a strategically important area.
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--
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--
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-- **Restrictions**
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--
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-- * Since we are using a DCS routine that scans a zone for units or other objects present in the zone and this DCS routine is limited to cicular zones, only those can be used.
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--
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--
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-- @field #OPSZONE
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-- @field #OPSZONE
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OPSZONE = {
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OPSZONE = {
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@ -84,9 +83,19 @@ OPSZONE = {
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-- @field #string Type Type of mission
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-- @field #string Type Type of mission
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-- @field Ops.Auftrag#AUFTRAG Mission The actual attached mission
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-- @field Ops.Auftrag#AUFTRAG Mission The actual attached mission
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--- Type of zone we are dealing with.
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-- @type OPSZONE.ZoneType
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-- @field #string Circular Zone is circular.
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-- @field #string Polygon Zone is a polygon.
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OPSZONE.ZoneType={
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Circular="Circular",
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Polygon="Polygon",
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}
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--- OPSZONE class version.
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--- OPSZONE class version.
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-- @field #string version
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-- @field #string version
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OPSZONE.version="0.4.0"
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OPSZONE.version="0.5.0"
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- ToDo list
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-- ToDo list
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@ -94,6 +103,7 @@ OPSZONE.version="0.4.0"
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-- TODO: Pause/unpause evaluations.
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-- TODO: Pause/unpause evaluations.
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-- TODO: Differentiate between ground attack and boming by air or arty.
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-- TODO: Differentiate between ground attack and boming by air or arty.
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-- DONE: Polygon zones.
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-- DONE: Capture time, i.e. time how long a single coalition has to be inside the zone to capture it.
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-- DONE: Capture time, i.e. time how long a single coalition has to be inside the zone to capture it.
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-- DONE: Capturing based on (total) threat level threshold. Unarmed units do not pose a threat and should not be able to hold a zone.
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-- DONE: Capturing based on (total) threat level threshold. Unarmed units do not pose a threat and should not be able to hold a zone.
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-- DONE: Can neutrals capture? No, since they are _neutral_!
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-- DONE: Can neutrals capture? No, since they are _neutral_!
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@ -125,7 +135,7 @@ function OPSZONE:New(Zone, CoalitionOwner)
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if type(Zone)=="string" then
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if type(Zone)=="string" then
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-- Convert string into a ZONE or ZONE_AIRBASE
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-- Convert string into a ZONE or ZONE_AIRBASE
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local Name=Zone
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local Name=Zone
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Zone=ZONE:New(Name)
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Zone=ZONE:FindByName(Name)
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if not Zone then
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if not Zone then
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local airbase=AIRBASE:FindByName(Name)
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local airbase=AIRBASE:FindByName(Name)
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if airbase then
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if airbase then
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@ -146,8 +156,17 @@ function OPSZONE:New(Zone, CoalitionOwner)
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if Zone:IsInstanceOf("ZONE_AIRBASE") then
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if Zone:IsInstanceOf("ZONE_AIRBASE") then
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self.airbase=Zone._.ZoneAirbase
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self.airbase=Zone._.ZoneAirbase
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self.airbaseName=self.airbase:GetName()
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self.airbaseName=self.airbase:GetName()
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self.zoneType=OPSZONE.ZoneType.Circular
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self.zoneCircular=Zone
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elseif Zone:IsInstanceOf("ZONE_RADIUS") then
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elseif Zone:IsInstanceOf("ZONE_RADIUS") then
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-- Nothing to do.
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-- Nothing to do.
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self.zoneType=OPSZONE.ZoneType.Circular
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self.zoneCircular=Zone
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elseif Zone:IsInstanceOf("ZONE_POLYGON_BASE") then
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-- Nothing to do.
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self.zoneType=OPSZONE.ZoneType.Polygon
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local zone=Zone --Core.Zone#ZONE_POLYGON
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self.zoneCircular=zone:GetZoneRadius(nil, true)
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else
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else
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self:E("ERROR: OPSZONE must be a SPHERICAL zone due to DCS restrictions!")
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self:E("ERROR: OPSZONE must be a SPHERICAL zone due to DCS restrictions!")
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return nil
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return nil
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@ -156,10 +175,10 @@ function OPSZONE:New(Zone, CoalitionOwner)
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-- Set some string id for output to DCS.log file.
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-- Set some string id for output to DCS.log file.
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self.lid=string.format("OPSZONE %s | ", Zone:GetName())
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self.lid=string.format("OPSZONE %s | ", Zone:GetName())
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-- Set some values.
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-- Set some values.
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self.zone=Zone
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self.zone=Zone
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self.zoneName=Zone:GetName()
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self.zoneName=Zone:GetName()
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self.zoneRadius=Zone:GetRadius()
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self.zoneRadius=self.zoneCircular:GetRadius()
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self.Missions = {}
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self.Missions = {}
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self.ScanUnitSet=SET_UNIT:New():FilterZones({Zone})
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self.ScanUnitSet=SET_UNIT:New():FilterZones({Zone})
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self.ScanGroupSet=SET_GROUP:New():FilterZones({Zone})
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self.ScanGroupSet=SET_GROUP:New():FilterZones({Zone})
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@ -820,8 +839,6 @@ function OPSZONE:onafterEmpty(From, Event, To)
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-- Debug info.
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-- Debug info.
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self:T(self.lid..string.format("Zone is empty EVENT"))
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self:T(self.lid..string.format("Zone is empty EVENT"))
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end
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end
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--- On after "Attacked" event.
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--- On after "Attacked" event.
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@ -1034,42 +1051,55 @@ function OPSZONE:Scan()
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local tl=0
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local tl=0
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local unit=UNIT:Find(DCSUnit)
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local unit=UNIT:Find(DCSUnit)
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if unit then
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if unit then
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-- Threat level of unit.
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-- Inside zone.
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tl=unit:GetThreatLevel()
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local inzone=true
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if self.zoneType==OPSZONE.ZoneType.Polygon then
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-- Add unit to set.
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-- Check if unit is really inside the zone.
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self.ScanUnitSet:AddUnit(unit)
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inzone=unit:IsInZone(self.zone)
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-- Debug marker.
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-- Debug: Had cases where a (red) unit was clearly not inside the zone but the scan did find it!
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unit:GetCoordinate():MarkToAll(string.format("Unit %s inzone=%s", unit:GetName(), tostring(inzone)))
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end
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-- Debug: Had cases where a (red) unit was clearly not inside the zone but the scan did find it!
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if inzone then
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--local inzone=unit:IsInZone(self.zone)
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--unit:GetCoordinate():MarkToAll(string.format("Unit %s inzone=%s", unit:GetName(), tostring(inzone)))
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-- Threat level of unit.
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tl=unit:GetThreatLevel()
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-- Add unit to set.
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self.ScanUnitSet:AddUnit(unit)
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-- Get group of unit.
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local group=unit:GetGroup()
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||||||
|
|
||||||
-- Get group of unit.
|
-- Add group to scanned set.
|
||||||
local group=unit:GetGroup()
|
if group then
|
||||||
|
self.ScanGroupSet:AddGroup(group, true)
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Increase counter.
|
||||||
|
if Coalition==coalition.side.RED then
|
||||||
|
Nred=Nred+1
|
||||||
|
Tred=Tred+tl
|
||||||
|
elseif Coalition==coalition.side.BLUE then
|
||||||
|
Nblu=Nblu+1
|
||||||
|
Tblu=Tblu+tl
|
||||||
|
elseif Coalition==coalition.side.NEUTRAL then
|
||||||
|
Nnut=Nnut+1
|
||||||
|
Tnut=Tnut+tl
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Debug info.
|
||||||
|
if self.verbose>=4 then
|
||||||
|
self:I(self.lid..string.format("Found unit %s (coalition=%d)", DCSUnit:getName(), Coalition))
|
||||||
|
end
|
||||||
|
|
||||||
if group then
|
|
||||||
self.ScanGroupSet:AddGroup(group, true)
|
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
-- Increase counter.
|
|
||||||
if Coalition==coalition.side.RED then
|
|
||||||
Nred=Nred+1
|
|
||||||
Tred=Tred+tl
|
|
||||||
elseif Coalition==coalition.side.BLUE then
|
|
||||||
Nblu=Nblu+1
|
|
||||||
Tblu=Tblu+tl
|
|
||||||
elseif Coalition==coalition.side.NEUTRAL then
|
|
||||||
Nnut=Nnut+1
|
|
||||||
Tnut=Tnut+tl
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Debug info.
|
|
||||||
if self.verbose>=4 then
|
|
||||||
self:I(self.lid..string.format("Found unit %s (coalition=%d)", DCSUnit:getName(), Coalition))
|
|
||||||
end
|
|
||||||
end
|
end
|
||||||
|
|
||||||
elseif ObjectCategory==Object.Category.STATIC and ZoneObject:isExist() then
|
elseif ObjectCategory==Object.Category.STATIC and ZoneObject:isExist() then
|
||||||
@ -1079,26 +1109,40 @@ function OPSZONE:Scan()
|
|||||||
---
|
---
|
||||||
|
|
||||||
-- This is a DCS static object.
|
-- This is a DCS static object.
|
||||||
local DCSStatic=ZoneObject --DCS#Static
|
local DCSStatic=ZoneObject --DCS#StaticObject
|
||||||
|
|
||||||
-- Get coalition.
|
-- Get coalition.
|
||||||
local Coalition=DCSStatic:getCoalition()
|
local Coalition=DCSStatic:getCoalition()
|
||||||
|
|
||||||
-- CAREFUL! Downed pilots break routine here without any error thrown.
|
-- CAREFUL! Downed pilots break routine here without any error thrown.
|
||||||
--local unit=STATIC:Find(DCSStatic)
|
--local unit=STATIC:Find(DCSStatic)
|
||||||
|
|
||||||
-- Increase counter.
|
-- Inside zone.
|
||||||
if Coalition==coalition.side.RED then
|
local inzone=true
|
||||||
Nred=Nred+1
|
if self.zoneType==OPSZONE.ZoneType.Polygon then
|
||||||
elseif Coalition==coalition.side.BLUE then
|
|
||||||
Nblu=Nblu+1
|
local Vec3=DCSStatic:getPoint()
|
||||||
elseif Coalition==coalition.side.NEUTRAL then
|
|
||||||
Nnut=Nnut+1
|
inzone=self.zone:IsVec3InZone(Vec3)
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Debug info
|
if inzone then
|
||||||
if self.verbose>=4 then
|
|
||||||
self:I(self.lid..string.format("Found static %s (coalition=%d)", DCSStatic:getName(), Coalition))
|
-- Increase counter.
|
||||||
|
if Coalition==coalition.side.RED then
|
||||||
|
Nred=Nred+1
|
||||||
|
elseif Coalition==coalition.side.BLUE then
|
||||||
|
Nblu=Nblu+1
|
||||||
|
elseif Coalition==coalition.side.NEUTRAL then
|
||||||
|
Nnut=Nnut+1
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Debug info
|
||||||
|
if self.verbose>=4 then
|
||||||
|
self:I(self.lid..string.format("Found static %s (coalition=%d)", DCSStatic:getName(), Coalition))
|
||||||
|
end
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|
||||||
elseif ObjectCategory==Object.Category.SCENERY then
|
elseif ObjectCategory==Object.Category.SCENERY then
|
||||||
|
|||||||
@ -28,11 +28,11 @@ ENUMS = {}
|
|||||||
|
|
||||||
--- Rules of Engagement.
|
--- Rules of Engagement.
|
||||||
-- @type ENUMS.ROE
|
-- @type ENUMS.ROE
|
||||||
-- @field #number WeaponFree AI will engage any enemy group it detects. Target prioritization is based based on the threat of the target.
|
-- @field #number WeaponFree [AIR] AI will engage any enemy group it detects. Target prioritization is based based on the threat of the target.
|
||||||
-- @field #number OpenFireWeaponFree AI will engage any enemy group it detects, but will prioritize targets specified in the groups tasking.
|
-- @field #number OpenFireWeaponFree [AIR] AI will engage any enemy group it detects, but will prioritize targets specified in the groups tasking.
|
||||||
-- @field #number OpenFire AI will engage only targets specified in its taskings.
|
-- @field #number OpenFire [AIR, GROUND, NAVAL] AI will engage only targets specified in its taskings.
|
||||||
-- @field #number ReturnFire AI will only engage threats that shoot first.
|
-- @field #number ReturnFire [AIR, GROUND, NAVAL] AI will only engage threats that shoot first.
|
||||||
-- @field #number WeaponHold AI will hold fire under all circumstances.
|
-- @field #number WeaponHold [AIR, GROUND, NAVAL] AI will hold fire under all circumstances.
|
||||||
ENUMS.ROE = {
|
ENUMS.ROE = {
|
||||||
WeaponFree=0,
|
WeaponFree=0,
|
||||||
OpenFireWeaponFree=1,
|
OpenFireWeaponFree=1,
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user