Merge branch 'develop' into FF/Ops

This commit is contained in:
Frank 2023-12-16 09:32:14 +01:00
commit 5b37e7b249
19 changed files with 993 additions and 397 deletions

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@ -368,7 +368,7 @@ function MESSAGE:ToCoalition( CoalitionSide, Settings )
if CoalitionSide then if CoalitionSide then
if self.MessageDuration ~= 0 then if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ) .. " / " .. self.MessageDuration ) self:T( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ) .. " / " .. self.MessageDuration )
trigger.action.outTextForCoalition( CoalitionSide, self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ), self.MessageDuration, self.ClearScreen ) trigger.action.outTextForCoalition( CoalitionSide, self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ), self.MessageDuration, self.ClearScreen )
end end
end end

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@ -25,7 +25,8 @@
do -- COORDINATE do -- COORDINATE
--- @type COORDINATE ---
-- @type COORDINATE
-- @field #string ClassName Name of the class -- @field #string ClassName Name of the class
-- @field #number x Component of the 3D vector. -- @field #number x Component of the 3D vector.
-- @field #number y Component of the 3D vector. -- @field #number y Component of the 3D vector.
@ -2551,7 +2552,7 @@ do -- COORDINATE
Offset=Offset or 2 Offset=Offset or 2
-- Measurement of visibility should not be from the ground, so Adding a hypotethical 2 meters to each Coordinate. -- Measurement of visibility should not be from the ground, so Adding a hypothetical 2 meters to each Coordinate.
local FromVec3 = self:GetVec3() local FromVec3 = self:GetVec3()
FromVec3.y = FromVec3.y + Offset FromVec3.y = FromVec3.y + Offset
@ -3101,6 +3102,49 @@ do -- COORDINATE
return "MGRS " .. UTILS.tostringMGRS( MGRS, MGRS_Accuracy ) return "MGRS " .. UTILS.tostringMGRS( MGRS, MGRS_Accuracy )
end end
--- Provides a COORDINATE from an MGRS String
-- @param #COORDINATE self
-- @param #string MGRSString MGRS String, e.g. "MGRS 37T DK 12345 12345"
-- @return #COORDINATE self
function COORDINATE:NewFromMGRSString( MGRSString )
local myparts = UTILS.Split(MGRSString," ")
local northing = tostring(myparts[5]) or ""
local easting = tostring(myparts[4]) or ""
if string.len(easting) < 5 then easting = easting..string.rep("0",5-string.len(easting)) end
if string.len(northing) < 5 then northing = northing..string.rep("0",5-string.len(northing)) end
local MGRS = {
UTMZone = myparts[2],
MGRSDigraph = myparts[3],
Easting = easting,
Northing = northing,
}
local lat, lon = coord.MGRStoLL(MGRS)
local point = coord.LLtoLO(lat, lon, 0)
local coord = COORDINATE:NewFromVec2({x=point.x,y=point.z})
return coord
end
--- Provides a COORDINATE from an MGRS Coordinate
-- @param #COORDINATE self
-- @param #string UTMZone UTM Zone, e.g. "37T"
-- @param #string MGRSDigraph Digraph, e.g. "DK"
-- @param #string Easting Meters easting - string in order to allow for leading zeros, e.g. "01234". Should be 5 digits.
-- @param #string Northing Meters northing - string in order to allow for leading zeros, e.g. "12340". Should be 5 digits.
-- @return #COORDINATE self
function COORDINATE:NewFromMGRS( UTMZone, MGRSDigraph, Easting, Northing )
if string.len(Easting) < 5 then Easting = Easting..string.rep("0",5-string.len(Easting) )end
if string.len(Northing) < 5 then Northing = Northing..string.rep("0",5-string.len(Northing) )end
local MGRS = {
UTMZone = UTMZone,
MGRSDigraph = MGRSDigraph,
Easting = Easting,
Northing = Northing,
}
local lat, lon = coord.MGRStoLL(MGRS)
local point = coord.LLtoLO(lat, lon, 0)
local coord = COORDINATE:NewFromVec2({x=point.x,y=point.z})
end
--- Provides a coordinate string of the point, based on a coordinate format system: --- Provides a coordinate string of the point, based on a coordinate format system:
-- * Uses default settings in COORDINATE. -- * Uses default settings in COORDINATE.
-- * Can be overridden if for a GROUP containing x clients, a menu was selected to override the default. -- * Can be overridden if for a GROUP containing x clients, a menu was selected to override the default.
@ -3613,7 +3657,7 @@ end
do -- POINT_VEC2 do -- POINT_VEC2
--- @type POINT_VEC2 -- @type POINT_VEC2
-- @field DCS#Distance x The x coordinate in meters. -- @field DCS#Distance x The x coordinate in meters.
-- @field DCS#Distance y the y coordinate in meters. -- @field DCS#Distance y the y coordinate in meters.
-- @extends Core.Point#COORDINATE -- @extends Core.Point#COORDINATE

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@ -419,7 +419,11 @@ do -- SET_BASE
-- @param #SET_BASE self -- @param #SET_BASE self
-- @return Core.Base#BASE -- @return Core.Base#BASE
function SET_BASE:GetRandom() function SET_BASE:GetRandom()
local tablemax = table.maxn(self.Index) local tablemax = 0
for _,_ind in pairs(self.Index) do
tablemax = tablemax + 1
end
--local tablemax = table.maxn(self.Index)
local RandomItem = self.Set[self.Index[math.random(1,tablemax)]] local RandomItem = self.Set[self.Index[math.random(1,tablemax)]]
self:T3( { RandomItem } ) self:T3( { RandomItem } )
return RandomItem return RandomItem
@ -561,10 +565,12 @@ do -- SET_BASE
return self return self
end 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 in the set from a @{Core.Point#POINT_VEC2}.
-- @param #SET_BASE self -- @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 @{Core.Point#COORDINATE} or @{Core.Point#POINT_VEC2} object (but **not** a simple DCS#Vec2!) from where to evaluate the closest object in the set.
-- @return Core.Base#BASE The closest object. -- @return Core.Base#BASE The closest object.
-- @usage
-- myset:FindNearestObjectFromPointVec2( ZONE:New("Test Zone"):GetCoordinate() )
function SET_BASE:FindNearestObjectFromPointVec2( PointVec2 ) function SET_BASE:FindNearestObjectFromPointVec2( PointVec2 )
self:F2( PointVec2 ) self:F2( PointVec2 )
@ -2848,59 +2854,50 @@ do -- SET_UNIT
-- @return Core.Point#COORDINATE The center coordinate of all the units in the set, including heading in degrees and speed in mps in case of moving units. -- @return Core.Point#COORDINATE The center coordinate of all the units in the set, including heading in degrees and speed in mps in case of moving units.
function SET_UNIT:GetCoordinate() function SET_UNIT:GetCoordinate()
local function GetSetVec3(units)
-- Init.
local x=0
local y=0
local z=0
local n=0
-- Loop over all units.
for _,unit in pairs(units) do
local vec3=nil --DCS#Vec3
if unit and unit:IsAlive() then
vec3 = unit:GetVec3()
end
if vec3 then
-- Sum up posits.
x=x+vec3.x
y=y+vec3.y
z=z+vec3.z
-- Increase counter.
n=n+1
end
end
if n>0 then
-- Average.
local Vec3={x=x/n, y=y/n, z=z/n} --DCS#Vec3
return Vec3
end
return nil
end
local Coordinate = nil local Coordinate = nil
local unit = self:GetRandom() local Vec3 = GetSetVec3(self.Set)
if self:Count() == 1 and unit then if Vec3 then
return unit:GetCoordinate() Coordinate = COORDINATE:NewFromVec3(Vec3)
end
if unit then
local Coordinate = unit:GetCoordinate()
--self:F({Coordinate:GetVec3()})
local x1 = Coordinate.x
local x2 = Coordinate.x
local y1 = Coordinate.y
local y2 = Coordinate.y
local z1 = Coordinate.z
local z2 = Coordinate.z
local MaxVelocity = 0
local AvgHeading = nil
local MovingCount = 0
for UnitName, UnitData in pairs( self:GetAliveSet() ) do
local Unit = UnitData -- Wrapper.Unit#UNIT
local Coordinate = Unit:GetCoordinate()
x1 = (Coordinate.x < x1) and Coordinate.x or x1
x2 = (Coordinate.x > x2) and Coordinate.x or x2
y1 = (Coordinate.y < y1) and Coordinate.y or y1
y2 = (Coordinate.y > y2) and Coordinate.y or y2
z1 = (Coordinate.y < z1) and Coordinate.z or z1
z2 = (Coordinate.y > z2) and Coordinate.z or z2
local Velocity = Coordinate:GetVelocity()
if Velocity ~= 0 then
MaxVelocity = (MaxVelocity < Velocity) and Velocity or MaxVelocity
local Heading = Coordinate:GetHeading()
AvgHeading = AvgHeading and (AvgHeading + Heading) or Heading
MovingCount = MovingCount + 1
end
end end
AvgHeading = AvgHeading and (AvgHeading / MovingCount) if Coordinate then
local heading = self:GetHeading() or 0
Coordinate.x = (x2 - x1) / 2 + x1 local velocity = self:GetVelocity() or 0
Coordinate.y = (y2 - y1) / 2 + y1 Coordinate:SetHeading( heading )
Coordinate.z = (z2 - z1) / 2 + z1 Coordinate:SetVelocity( velocity )
Coordinate:SetHeading( AvgHeading ) self:I(UTILS.PrintTableToLog(Coordinate))
Coordinate:SetVelocity( MaxVelocity )
self:F( { Coordinate = Coordinate } )
end end
return Coordinate return Coordinate
end end
--- Get the maximum velocity of the SET_UNIT. --- Get the maximum velocity of the SET_UNIT.

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@ -1108,6 +1108,22 @@ function SPAWN:InitRandomizeCallsign()
return self return self
end end
--- [BLUE AIR only!] This method sets a specific callsign for a spawned group. Use for a group with one unit only!
-- @param #SPAWN self
-- @param #number ID ID of the callsign enumerator, e.g. CALLSIGN.Tanker.Texaco - - resulting in e.g. Texaco-2-1
-- @param #string Name Name of this callsign as it cannot be determined from the ID because of the dependency on the task type of the plane, and the plane type. E.g. "Texaco"
-- @param #number Minor Minor number, i.e. the unit number within the group, e.g 2 - resulting in e.g. Texaco-2-1
-- @param #number Major Major number, i.e. the group number of this name, e.g. 1 - resulting in e.g. Texaco-2-1
-- @return #SPAWN self
function SPAWN:InitCallSign(ID,Name,Minor,Major)
self.SpawnInitCallSign = true
self.SpawnInitCallSignID = ID or 1
self.SpawnInitCallSignMinor = Minor or 1
self.SpawnInitCallSignMajor = Major or 1
self.SpawnInitCallSignName = string.lower(Name) or "enfield"
return self
end
--- This method sets a spawn position for the group that is different from the location of the template. --- This method sets a spawn position for the group that is different from the location of the template.
-- @param #SPAWN self -- @param #SPAWN self
-- @param Core.Point#COORDINATE Coordinate The position to spawn from -- @param Core.Point#COORDINATE Coordinate The position to spawn from
@ -3331,10 +3347,23 @@ function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex ) -- R2.2
end end
end end
if self.SpawnInitCallSign then
for UnitID = 1, #SpawnTemplate.units do
local Callsign = SpawnTemplate.units[UnitID].callsign
if Callsign and type( Callsign ) ~= "number" then
SpawnTemplate.units[UnitID].callsign[1] = self.SpawnInitCallSignID
SpawnTemplate.units[UnitID].callsign[2] = self.SpawnInitCallSignMinor
SpawnTemplate.units[UnitID].callsign[3] = self.SpawnInitCallSignMajor
SpawnTemplate.units[UnitID].callsign["name"] = string.format("%s%d%d",self.SpawnInitCallSignName,self.SpawnInitCallSignMinor,self.SpawnInitCallSignMajor)
--UTILS.PrintTableToLog(SpawnTemplate.units[UnitID].callsign,1)
end
end
end
for UnitID = 1, #SpawnTemplate.units do for UnitID = 1, #SpawnTemplate.units do
local Callsign = SpawnTemplate.units[UnitID].callsign local Callsign = SpawnTemplate.units[UnitID].callsign
if Callsign then if Callsign then
if type( Callsign ) ~= "number" then -- blue callsign if type( Callsign ) ~= "number" and not self.SpawnInitCallSign then -- blue callsign
-- UTILS.PrintTableToLog(Callsign,1) -- UTILS.PrintTableToLog(Callsign,1)
Callsign[2] = ((SpawnIndex - 1) % 10) + 1 Callsign[2] = ((SpawnIndex - 1) % 10) + 1
local CallsignName = SpawnTemplate.units[UnitID].callsign["name"] -- #string local CallsignName = SpawnTemplate.units[UnitID].callsign["name"] -- #string
@ -3342,7 +3371,7 @@ function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex ) -- R2.2
local CallsignLen = CallsignName:len() local CallsignLen = CallsignName:len()
SpawnTemplate.units[UnitID].callsign[2] = UnitID SpawnTemplate.units[UnitID].callsign[2] = UnitID
SpawnTemplate.units[UnitID].callsign["name"] = CallsignName:sub( 1, CallsignLen ) .. SpawnTemplate.units[UnitID].callsign[2] .. SpawnTemplate.units[UnitID].callsign[3] SpawnTemplate.units[UnitID].callsign["name"] = CallsignName:sub( 1, CallsignLen ) .. SpawnTemplate.units[UnitID].callsign[2] .. SpawnTemplate.units[UnitID].callsign[3]
else elseif type( Callsign ) == "number" then
SpawnTemplate.units[UnitID].callsign = Callsign + SpawnIndex SpawnTemplate.units[UnitID].callsign = Callsign + SpawnIndex
end end
end end
@ -3377,11 +3406,11 @@ function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex ) -- R2.2
end end
end end
-- VoiceCallsignNumber -- VoiceCallsignNumber
if SpawnTemplate.units[UnitID].AddPropAircraft.VoiceCallsignNumber then if SpawnTemplate.units[UnitID].AddPropAircraft.VoiceCallsignNumber and type( Callsign ) ~= "number" then
SpawnTemplate.units[UnitID].AddPropAircraft.VoiceCallsignNumber = SpawnTemplate.units[UnitID].callsign[2] .. SpawnTemplate.units[UnitID].callsign[3] SpawnTemplate.units[UnitID].AddPropAircraft.VoiceCallsignNumber = SpawnTemplate.units[UnitID].callsign[2] .. SpawnTemplate.units[UnitID].callsign[3]
end end
-- VoiceCallsignLabel -- VoiceCallsignLabel
if SpawnTemplate.units[UnitID].AddPropAircraft.VoiceCallsignLabel then if SpawnTemplate.units[UnitID].AddPropAircraft.VoiceCallsignLabel and type( Callsign ) ~= "number" then
local CallsignName = SpawnTemplate.units[UnitID].callsign["name"] -- #string local CallsignName = SpawnTemplate.units[UnitID].callsign["name"] -- #string
CallsignName = string.match(CallsignName,"^(%a+)") -- 2.8 - only the part w/o numbers CallsignName = string.match(CallsignName,"^(%a+)") -- 2.8 - only the part w/o numbers
local label = "NY" -- Navy One exception local label = "NY" -- Navy One exception

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@ -10,7 +10,7 @@
-- * Create moving zones around a unit. -- * Create moving zones around a unit.
-- * Create moving zones around a group. -- * Create moving zones around a group.
-- * Provide the zone behavior. Some zones are static, while others are moveable. -- * Provide the zone behavior. Some zones are static, while others are moveable.
-- * Enquiry if a coordinate is within a zone. -- * Enquire if a coordinate is within a zone.
-- * Smoke zones. -- * Smoke zones.
-- * Set a zone probability to control zone selection. -- * Set a zone probability to control zone selection.
-- * Get zone coordinates. -- * Get zone coordinates.
@ -2001,240 +2001,19 @@ function ZONE_GROUP:GetRandomPointVec2( inner, outer )
end end
--- ZONE_OVAL created from a center point, major axis, minor axis, and angle.
-- Ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Oval.lua
-- @type ZONE_OVAL
-- @extends Core.Zone#ZONE_BASE
--- ## ZONE_OVAL class, extends @{#ZONE_BASE}
--
-- The ZONE_OVAL class is defined by a center point, major axis, minor axis, and angle.
-- This class implements the inherited functions from @{#ZONE_BASE} taking into account the own zone format and properties.
--
-- @field #ZONE_OVAL
ZONE_OVAL = {
ClassName = "OVAL",
ZoneName="",
MajorAxis = nil,
MinorAxis = nil,
Angle = 0,
DrawPoly = nil -- let's just use a ZONE_POLYGON to draw the ZONE_OVAL on the map
}
--- Creates a new ZONE_OVAL from a center point, major axis, minor axis, and angle.
--- ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Oval.lua
-- @param #table vec2 The center point of the oval
-- @param #number major_axis The major axis of the oval
-- @param #number minor_axis The minor axis of the oval
-- @param #number angle The angle of the oval
-- @return #ZONE_OVAL The new oval
function ZONE_OVAL:New(name, vec2, major_axis, minor_axis, angle)
self = BASE:Inherit(self, ZONE_BASE:New())
self.ZoneName = name
self.CenterVec2 = vec2
self.MajorAxis = major_axis
self.MinorAxis = minor_axis
self.Angle = angle or 0
_DATABASE:AddZone(name, self)
return self
end
--- Constructor to create a ZONE_OVAL instance, taking the name of a drawing made with the draw tool in the Mission Editor.
--- ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Oval.lua
-- @param #ZONE_OVAL self
-- @param #string DrawingName The name of the drawing in the Mission Editor
-- @return #ZONE_OVAL self
function ZONE_OVAL:NewFromDrawing(DrawingName)
self = BASE:Inherit(self, ZONE_BASE:New(DrawingName))
for _, layer in pairs(env.mission.drawings.layers) do
for _, object in pairs(layer["objects"]) do
if string.find(object["name"], DrawingName, 1, true) then
if object["polygonMode"] == "oval" then
self.CenterVec2 = { x = object["mapX"], y = object["mapY"] }
self.MajorAxis = object["r1"]
self.MinorAxis = object["r2"]
self.Angle = object["angle"]
end
end
end
end
_DATABASE:AddZone(DrawingName, self)
return self
end
--- Gets the major axis of the oval.
-- @param #ZONE_OVAL self
-- @return #number The major axis of the oval
function ZONE_OVAL:GetMajorAxis()
return self.MajorAxis
end
--- Gets the minor axis of the oval.
-- @param #ZONE_OVAL self
-- @return #number The minor axis of the oval
function ZONE_OVAL:GetMinorAxis()
return self.MinorAxis
end
--- Gets the angle of the oval.
-- @param #ZONE_OVAL self
-- @return #number The angle of the oval
function ZONE_OVAL:GetAngle()
return self.Angle
end
--- Returns a the center point of the oval
-- @param #ZONE_OVAL self
-- @return #table The center Vec2
function ZONE_OVAL:GetVec2()
return self.CenterVec2
end
--- Checks if a point is contained within the oval.
-- @param #ZONE_OVAL self
-- @param #table point The point to check
-- @return #bool True if the point is contained, false otherwise
function ZONE_OVAL:IsVec2InZone(vec2)
local cos, sin = math.cos, math.sin
local dx = vec2.x - self.CenterVec2.x
local dy = vec2.y - self.CenterVec2.y
local rx = dx * cos(self.Angle) + dy * sin(self.Angle)
local ry = -dx * sin(self.Angle) + dy * cos(self.Angle)
return rx * rx / (self.MajorAxis * self.MajorAxis) + ry * ry / (self.MinorAxis * self.MinorAxis) <= 1
end
--- Calculates the bounding box of the oval. The bounding box is the smallest rectangle that contains the oval.
-- @param #ZONE_OVAL self
-- @return #table The bounding box of the oval
function ZONE_OVAL:GetBoundingSquare()
local min_x = self.CenterVec2.x - self.MajorAxis
local min_y = self.CenterVec2.y - self.MinorAxis
local max_x = self.CenterVec2.x + self.MajorAxis
local max_y = self.CenterVec2.y + self.MinorAxis
return {
{x=min_x, y=min_x}, {x=max_x, y=min_y}, {x=max_x, y=max_y}, {x=min_x, y=max_y}
}
end
--- Find points on the edge of the oval
-- @param #ZONE_OVAL self
-- @param #number num_points How many points should be found. More = smoother shape
-- @return #table Points on he edge
function ZONE_OVAL:PointsOnEdge(num_points)
num_points = num_points or 40
local points = {}
local dtheta = 2 * math.pi / num_points
for i = 0, num_points - 1 do
local theta = i * dtheta
local x = self.CenterVec2.x + self.MajorAxis * math.cos(theta) * math.cos(self.Angle) - self.MinorAxis * math.sin(theta) * math.sin(self.Angle)
local y = self.CenterVec2.y + self.MajorAxis * math.cos(theta) * math.sin(self.Angle) + self.MinorAxis * math.sin(theta) * math.cos(self.Angle)
table.insert(points, {x = x, y = y})
end
return points
end
--- Returns a random Vec2 within the oval.
-- @param #ZONE_OVAL self
-- @return #table The random Vec2
function ZONE_OVAL:GetRandomVec2()
local theta = math.rad(self.Angle)
local random_point = math.sqrt(math.random()) --> uniformly
--local random_point = math.random() --> more clumped around center
local phi = math.random() * 2 * math.pi
local x_c = random_point * math.cos(phi)
local y_c = random_point * math.sin(phi)
local x_e = x_c * self.MajorAxis
local y_e = y_c * self.MinorAxis
local rx = (x_e * math.cos(theta) - y_e * math.sin(theta)) + self.CenterVec2.x
local ry = (x_e * math.sin(theta) + y_e * math.cos(theta)) + self.CenterVec2.y
return {x=rx, y=ry}
end
--- Define a random @{Core.Point#POINT_VEC2} within the zone.
-- @param #ZONE_OVAL self
-- @return Core.Point#POINT_VEC2 The PointVec2 coordinates.
function ZONE_OVAL:GetRandomPointVec2()
return POINT_VEC2:NewFromVec2(self:GetRandomVec2())
end
--- Define a random @{Core.Point#POINT_VEC2} within the zone.
-- @param #ZONE_OVAL self
-- @return Core.Point#POINT_VEC2 The PointVec2 coordinates.
function ZONE_OVAL:GetRandomPointVec3()
return POINT_VEC2:NewFromVec3(self:GetRandomVec2())
end
--- Draw the zone on the F10 map.
--- ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Oval.lua
-- @param #ZONE_OVAL self
-- @param #number Coalition Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All.
-- @param #table Color RGB color table {r, g, b}, e.g. {1,0,0} for red.
-- @param #number Alpha Transparency [0,1]. Default 1.
-- @param #table FillColor RGB color table {r, g, b}, e.g. {1,0,0} for red. Default is same as `Color` value. -- doesn't seem to work
-- @param #number FillAlpha Transparency [0,1]. Default 0.15. -- doesn't seem to work
-- @param #number LineType Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
-- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false.
-- @return #ZONE_OVAL self
function ZONE_OVAL:DrawZone(Coalition, Color, Alpha, FillColor, FillAlpha, LineType)
Coalition = Coalition or self:GetDrawCoalition()
-- Set draw coalition.
self:SetDrawCoalition(Coalition)
Color = Color or self:GetColorRGB()
Alpha = Alpha or 1
-- Set color.
self:SetColor(Color, Alpha)
FillColor = FillColor or self:GetFillColorRGB()
if not FillColor then
UTILS.DeepCopy(Color)
end
FillAlpha = FillAlpha or self:GetFillColorAlpha()
if not FillAlpha then
FillAlpha = 0.15
end
LineType = LineType or 1
-- Set fill color -----------> has fill color worked in recent versions of DCS?
-- doing something like
--
-- trigger.action.markupToAll(7, -1, 501, p.Coords[1]:GetVec3(), p.Coords[2]:GetVec3(),p.Coords[3]:GetVec3(),p.Coords[4]:GetVec3(),{1,0,0, 1}, {1,0,0, 1}, 4, false, Text or "")
--
-- doesn't seem to fill in the shape for an n-sided polygon
self:SetFillColor(FillColor, FillAlpha)
self.DrawPoly = ZONE_POLYGON:NewFromPointsArray(self.ZoneName, self:PointsOnEdge(80))
self.DrawPoly:DrawZone(Coalition, Color, Alpha, FillColor, FillAlpha, LineType)
end
--- Remove drawing from F10 map
-- @param #ZONE_OVAL self
function ZONE_OVAL:UndrawZone()
if self.DrawPoly then
self.DrawPoly:UndrawZone()
end
end
--- Ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Triangle.lua --- Ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Triangle.lua
--- This triangle "zone" is not really to be used on its own, it only serves as building blocks for --- This triangle "zone" is not really to be used on its own, it only serves as building blocks for
--- ZONE_POLYGON to accurately find a point inside a polygon; as well as getting the correct surface area of --- ZONE_POLYGON to accurately find a point inside a polygon; as well as getting the correct surface area of
--- a polygon. --- a polygon.
-- @type _ZONE_TRIANGLE -- @type _ZONE_TRIANGLE
-- @extends #BASE -- @extends Core.Zone#ZONE_BASE
--- ## _ZONE_TRIANGLE class, extends @{#ZONE_BASE}
--
-- _ZONE_TRIANGLE class is a helper class for ZONE_POLYGON
-- This class implements the inherited functions from @{#ZONE_BASE} taking into account the own zone format and properties.
--
-- @field #_ZONE_TRIANGLE
_ZONE_TRIANGLE = { _ZONE_TRIANGLE = {
ClassName="ZONE_TRIANGLE", ClassName="ZONE_TRIANGLE",
Points={}, Points={},
@ -2243,7 +2022,12 @@ _ZONE_TRIANGLE = {
SurfaceArea=0, SurfaceArea=0,
DrawIDs={} DrawIDs={}
} }
---
-- @param #_ZONE_TRIANGLE self
-- @param DCS#Vec p1
-- @param DCS#Vec p2
-- @param DCS#Vec p3
-- @return #_ZONE_TRIANGLE self
function _ZONE_TRIANGLE:New(p1, p2, p3) function _ZONE_TRIANGLE:New(p1, p2, p3)
local self = BASE:Inherit(self, ZONE_BASE:New()) local self = BASE:Inherit(self, ZONE_BASE:New())
self.Points = {p1, p2, p3} self.Points = {p1, p2, p3}
@ -2262,6 +2046,7 @@ function _ZONE_TRIANGLE:New(p1, p2, p3)
end end
--- Checks if a point is contained within the triangle. --- Checks if a point is contained within the triangle.
-- @param #_ZONE_TRIANGLE self
-- @param #table pt The point to check -- @param #table pt The point to check
-- @param #table points (optional) The points of the triangle, or 3 other points if you're just using the TRIANGLE class without an object of it -- @param #table points (optional) The points of the triangle, or 3 other points if you're just using the TRIANGLE class without an object of it
-- @return #bool True if the point is contained, false otherwise -- @return #bool True if the point is contained, false otherwise
@ -2283,6 +2068,7 @@ function _ZONE_TRIANGLE:ContainsPoint(pt, points)
end end
--- Returns a random Vec2 within the triangle. --- Returns a random Vec2 within the triangle.
-- @param #_ZONE_TRIANGLE self
-- @param #table points The points of the triangle, or 3 other points if you're just using the TRIANGLE class without an object of it -- @param #table points The points of the triangle, or 3 other points if you're just using the TRIANGLE class without an object of it
-- @return #table The random Vec2 -- @return #table The random Vec2
function _ZONE_TRIANGLE:GetRandomVec2(points) function _ZONE_TRIANGLE:GetRandomVec2(points)
@ -2298,6 +2084,8 @@ function _ZONE_TRIANGLE:GetRandomVec2(points)
end end
--- Draw the triangle --- Draw the triangle
-- @param #_ZONE_TRIANGLE self
-- @return #table of draw IDs
function _ZONE_TRIANGLE:Draw(Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly) function _ZONE_TRIANGLE:Draw(Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly)
Coalition=Coalition or -1 Coalition=Coalition or -1
@ -2380,19 +2168,20 @@ function ZONE_POLYGON_BASE:New( ZoneName, PointsArray )
self._.Polygon[i].y = PointsArray[i].y self._.Polygon[i].y = PointsArray[i].y
end end
end
-- triangulate the polygon so we can work with it -- triangulate the polygon so we can work with it
self._Triangles = self:_Triangulate() self._Triangles = self:_Triangulate()
-- set the polygon's surface area -- set the polygon's surface area
self.SurfaceArea = self:_CalculateSurfaceArea() self.SurfaceArea = self:_CalculateSurfaceArea()
end
return self return self
end end
--- Triangulates the polygon. --- Triangulates the polygon.
--- ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Polygon.lua --- ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Polygon.lua
-- @return #table The #_TRIANGLE list that make up -- @param #ZONE_POLYGON_BASE self
-- @return #table The #_ZONE_TRIANGLE list that makes up the polygon
function ZONE_POLYGON_BASE:_Triangulate() function ZONE_POLYGON_BASE:_Triangulate()
local points = self._.Polygon local points = self._.Polygon
local triangles = {} local triangles = {}
@ -2521,6 +2310,7 @@ end
--- Calculates the surface area of the polygon. The surface area is the sum of the areas of the triangles that make up the polygon. --- Calculates the surface area of the polygon. The surface area is the sum of the areas of the triangles that make up the polygon.
--- ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Polygon.lua --- ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Polygon.lua
-- @param #ZONE_POLYGON_BASE self
-- @return #number The surface area of the polygon -- @return #number The surface area of the polygon
function ZONE_POLYGON_BASE:_CalculateSurfaceArea() function ZONE_POLYGON_BASE:_CalculateSurfaceArea()
local area = 0 local area = 0
@ -3090,9 +2880,13 @@ function ZONE_POLYGON_BASE:Boundary(Coalition, Color, Radius, Alpha, Segments, C
return self return self
end end
do -- Zone_Polygon
--- ---
-- @type ZONE_POLYGON -- @type ZONE_POLYGON
-- @extends #ZONE_POLYGON_BASE -- @extends #ZONE_POLYGON_BASE
-- @extends #ZONE_BASE
--- The ZONE_POLYGON class defined by a sequence of @{Wrapper.Group#GROUP} waypoints within the Mission Editor, forming a polygon, OR by drawings made with the Draw tool --- The ZONE_POLYGON class defined by a sequence of @{Wrapper.Group#GROUP} waypoints within the Mission Editor, forming a polygon, OR by drawings made with the Draw tool
@ -3124,8 +2918,7 @@ end
-- --
-- This class has been updated to use a accurate way of generating random points inside the polygon without having to use trial and error guesses. -- This class has been updated to use a accurate way of generating random points inside the polygon without having to use trial and error guesses.
-- You can also get the surface area of the polygon now, handy if you want measure which coalition has the largest captured area, for example. -- You can also get the surface area of the polygon now, handy if you want measure which coalition has the largest captured area, for example.
--
-- @field #ZONE_POLYGON -- @field #ZONE_POLYGON
ZONE_POLYGON = { ZONE_POLYGON = {
ClassName="ZONE_POLYGON", ClassName="ZONE_POLYGON",
@ -3590,9 +3383,11 @@ function ZONE_POLYGON:IsNoneInZone()
return self:CountScannedCoalitions() == 0 return self:CountScannedCoalitions() == 0
end end
end
do -- ZONE_ELASTIC do -- ZONE_ELASTIC
---
-- @type ZONE_ELASTIC -- @type ZONE_ELASTIC
-- @field #table points Points in 2D. -- @field #table points Points in 2D.
-- @field #table setGroups Set of GROUPs. -- @field #table setGroups Set of GROUPs.
@ -3791,8 +3586,238 @@ do -- ZONE_ELASTIC
end end
--- ZONE_OVAL created from a center point, major axis, minor axis, and angle.
-- Ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Oval.lua
-- @type ZONE_OVAL
-- @extends Core.Zone#ZONE_BASE
--- ## ZONE_OVAL class, extends @{#ZONE_BASE}
--
-- The ZONE_OVAL class is defined by a center point, major axis, minor axis, and angle.
-- This class implements the inherited functions from @{#ZONE_BASE} taking into account the own zone format and properties.
--
-- @field #ZONE_OVAL
ZONE_OVAL = {
ClassName = "OVAL",
ZoneName="",
MajorAxis = nil,
MinorAxis = nil,
Angle = 0,
DrawPoly = nil -- let's just use a ZONE_POLYGON to draw the ZONE_OVAL on the map
}
--- Creates a new ZONE_OVAL from a center point, major axis, minor axis, and angle.
--- ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Oval.lua
-- @param #table vec2 The center point of the oval
-- @param #number major_axis The major axis of the oval
-- @param #number minor_axis The minor axis of the oval
-- @param #number angle The angle of the oval
-- @return #ZONE_OVAL The new oval
function ZONE_OVAL:New(name, vec2, major_axis, minor_axis, angle)
self = BASE:Inherit(self, ZONE_BASE:New())
self.ZoneName = name
self.CenterVec2 = vec2
self.MajorAxis = major_axis
self.MinorAxis = minor_axis
self.Angle = angle or 0
_DATABASE:AddZone(name, self)
return self
end
--- Constructor to create a ZONE_OVAL instance, taking the name of a drawing made with the draw tool in the Mission Editor.
--- ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Oval.lua
-- @param #ZONE_OVAL self
-- @param #string DrawingName The name of the drawing in the Mission Editor
-- @return #ZONE_OVAL self
function ZONE_OVAL:NewFromDrawing(DrawingName)
self = BASE:Inherit(self, ZONE_BASE:New(DrawingName))
for _, layer in pairs(env.mission.drawings.layers) do
for _, object in pairs(layer["objects"]) do
if string.find(object["name"], DrawingName, 1, true) then
if object["polygonMode"] == "oval" then
self.CenterVec2 = { x = object["mapX"], y = object["mapY"] }
self.MajorAxis = object["r1"]
self.MinorAxis = object["r2"]
self.Angle = object["angle"]
end
end
end
end
_DATABASE:AddZone(DrawingName, self)
return self
end
--- Gets the major axis of the oval.
-- @param #ZONE_OVAL self
-- @return #number The major axis of the oval
function ZONE_OVAL:GetMajorAxis()
return self.MajorAxis
end
--- Gets the minor axis of the oval.
-- @param #ZONE_OVAL self
-- @return #number The minor axis of the oval
function ZONE_OVAL:GetMinorAxis()
return self.MinorAxis
end
--- Gets the angle of the oval.
-- @param #ZONE_OVAL self
-- @return #number The angle of the oval
function ZONE_OVAL:GetAngle()
return self.Angle
end
--- Returns a the center point of the oval
-- @param #ZONE_OVAL self
-- @return #table The center Vec2
function ZONE_OVAL:GetVec2()
return self.CenterVec2
end
--- Checks if a point is contained within the oval.
-- @param #ZONE_OVAL self
-- @param #table point The point to check
-- @return #bool True if the point is contained, false otherwise
function ZONE_OVAL:IsVec2InZone(vec2)
local cos, sin = math.cos, math.sin
local dx = vec2.x - self.CenterVec2.x
local dy = vec2.y - self.CenterVec2.y
local rx = dx * cos(self.Angle) + dy * sin(self.Angle)
local ry = -dx * sin(self.Angle) + dy * cos(self.Angle)
return rx * rx / (self.MajorAxis * self.MajorAxis) + ry * ry / (self.MinorAxis * self.MinorAxis) <= 1
end
--- Calculates the bounding box of the oval. The bounding box is the smallest rectangle that contains the oval.
-- @param #ZONE_OVAL self
-- @return #table The bounding box of the oval
function ZONE_OVAL:GetBoundingSquare()
local min_x = self.CenterVec2.x - self.MajorAxis
local min_y = self.CenterVec2.y - self.MinorAxis
local max_x = self.CenterVec2.x + self.MajorAxis
local max_y = self.CenterVec2.y + self.MinorAxis
return {
{x=min_x, y=min_x}, {x=max_x, y=min_y}, {x=max_x, y=max_y}, {x=min_x, y=max_y}
}
end
--- Find points on the edge of the oval
-- @param #ZONE_OVAL self
-- @param #number num_points How many points should be found. More = smoother shape
-- @return #table Points on he edge
function ZONE_OVAL:PointsOnEdge(num_points)
num_points = num_points or 40
local points = {}
local dtheta = 2 * math.pi / num_points
for i = 0, num_points - 1 do
local theta = i * dtheta
local x = self.CenterVec2.x + self.MajorAxis * math.cos(theta) * math.cos(self.Angle) - self.MinorAxis * math.sin(theta) * math.sin(self.Angle)
local y = self.CenterVec2.y + self.MajorAxis * math.cos(theta) * math.sin(self.Angle) + self.MinorAxis * math.sin(theta) * math.cos(self.Angle)
table.insert(points, {x = x, y = y})
end
return points
end
--- Returns a random Vec2 within the oval.
-- @param #ZONE_OVAL self
-- @return #table The random Vec2
function ZONE_OVAL:GetRandomVec2()
local theta = math.rad(self.Angle)
local random_point = math.sqrt(math.random()) --> uniformly
--local random_point = math.random() --> more clumped around center
local phi = math.random() * 2 * math.pi
local x_c = random_point * math.cos(phi)
local y_c = random_point * math.sin(phi)
local x_e = x_c * self.MajorAxis
local y_e = y_c * self.MinorAxis
local rx = (x_e * math.cos(theta) - y_e * math.sin(theta)) + self.CenterVec2.x
local ry = (x_e * math.sin(theta) + y_e * math.cos(theta)) + self.CenterVec2.y
return {x=rx, y=ry}
end
--- Define a random @{Core.Point#POINT_VEC2} within the zone.
-- @param #ZONE_OVAL self
-- @return Core.Point#POINT_VEC2 The PointVec2 coordinates.
function ZONE_OVAL:GetRandomPointVec2()
return POINT_VEC2:NewFromVec2(self:GetRandomVec2())
end
--- Define a random @{Core.Point#POINT_VEC2} within the zone.
-- @param #ZONE_OVAL self
-- @return Core.Point#POINT_VEC2 The PointVec2 coordinates.
function ZONE_OVAL:GetRandomPointVec3()
return POINT_VEC2:NewFromVec3(self:GetRandomVec2())
end
--- Draw the zone on the F10 map.
--- ported from https://github.com/nielsvaes/CCMOOSE/blob/master/Moose%20Development/Moose/Shapes/Oval.lua
-- @param #ZONE_OVAL self
-- @param #number Coalition Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All.
-- @param #table Color RGB color table {r, g, b}, e.g. {1,0,0} for red.
-- @param #number Alpha Transparency [0,1]. Default 1.
-- @param #table FillColor RGB color table {r, g, b}, e.g. {1,0,0} for red. Default is same as `Color` value. -- doesn't seem to work
-- @param #number FillAlpha Transparency [0,1]. Default 0.15. -- doesn't seem to work
-- @param #number LineType Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
-- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false.
-- @return #ZONE_OVAL self
function ZONE_OVAL:DrawZone(Coalition, Color, Alpha, FillColor, FillAlpha, LineType)
Coalition = Coalition or self:GetDrawCoalition()
-- Set draw coalition.
self:SetDrawCoalition(Coalition)
Color = Color or self:GetColorRGB()
Alpha = Alpha or 1
-- Set color.
self:SetColor(Color, Alpha)
FillColor = FillColor or self:GetFillColorRGB()
if not FillColor then
UTILS.DeepCopy(Color)
end
FillAlpha = FillAlpha or self:GetFillColorAlpha()
if not FillAlpha then
FillAlpha = 0.15
end
LineType = LineType or 1
-- Set fill color -----------> has fill color worked in recent versions of DCS?
-- doing something like
--
-- trigger.action.markupToAll(7, -1, 501, p.Coords[1]:GetVec3(), p.Coords[2]:GetVec3(),p.Coords[3]:GetVec3(),p.Coords[4]:GetVec3(),{1,0,0, 1}, {1,0,0, 1}, 4, false, Text or "")
--
-- doesn't seem to fill in the shape for an n-sided polygon
self:SetFillColor(FillColor, FillAlpha)
self.DrawPoly = ZONE_POLYGON:NewFromPointsArray(self.ZoneName, self:PointsOnEdge(80))
self.DrawPoly:DrawZone(Coalition, Color, Alpha, FillColor, FillAlpha, LineType)
end
--- Remove drawing from F10 map
-- @param #ZONE_OVAL self
function ZONE_OVAL:UndrawZone()
if self.DrawPoly then
self.DrawPoly:UndrawZone()
end
end
do -- ZONE_AIRBASE do -- ZONE_AIRBASE
---
-- @type ZONE_AIRBASE -- @type ZONE_AIRBASE
-- @field #boolean isShip If `true`, airbase is a ship. -- @field #boolean isShip If `true`, airbase is a ship.
-- @field #boolean isHelipad If `true`, airbase is a helipad. -- @field #boolean isHelipad If `true`, airbase is a helipad.

View File

@ -39,7 +39,8 @@
do -- DETECTION_BASE do -- DETECTION_BASE
--- @type DETECTION_BASE ---
-- @type DETECTION_BASE
-- @field Core.Set#SET_GROUP DetectionSetGroup The @{Core.Set} of GROUPs in the Forward Air Controller role. -- @field Core.Set#SET_GROUP DetectionSetGroup The @{Core.Set} of GROUPs in the Forward Air Controller role.
-- @field DCS#Distance DetectionRange The range till which targets are accepted to be detected. -- @field DCS#Distance DetectionRange The range till which targets are accepted to be detected.
-- @field #DETECTION_BASE.DetectedObjects DetectedObjects The list of detected objects. -- @field #DETECTION_BASE.DetectedObjects DetectedObjects The list of detected objects.
@ -91,6 +92,11 @@ do -- DETECTION_BASE
-- --
-- DetectionObject:FilterCategories( { Unit.Category.AIRPLANE, Unit.Category.HELICOPTER } ) -- DetectionObject:FilterCategories( { Unit.Category.AIRPLANE, Unit.Category.HELICOPTER } )
-- --
--
-- ## Radar Blur - use to make the radar less exact, e.g. for WWII scenarios
--
-- * @{DETECTION_BASE.SetRadarBlur}(): Set the radar blur to be used.
--
-- ## **DETECTION_ derived classes** group the detected units into a **DetectedItems[]** list -- ## **DETECTION_ derived classes** group the detected units into a **DetectedItems[]** list
-- --
-- DETECTION_BASE derived classes build a list called DetectedItems[], which is essentially a first later -- DETECTION_BASE derived classes build a list called DetectedItems[], which is essentially a first later
@ -269,10 +275,12 @@ do -- DETECTION_BASE
DetectedItemsByIndex = {}, DetectedItemsByIndex = {},
} }
--- @type DETECTION_BASE.DetectedObjects ---
-- @type DETECTION_BASE.DetectedObjects
-- @list <#DETECTION_BASE.DetectedObject> -- @list <#DETECTION_BASE.DetectedObject>
--- @type DETECTION_BASE.DetectedObject ---
-- @type DETECTION_BASE.DetectedObject
-- @field #string Name -- @field #string Name
-- @field #boolean IsVisible -- @field #boolean IsVisible
-- @field #boolean KnowType -- @field #boolean KnowType
@ -284,7 +292,8 @@ do -- DETECTION_BASE
-- @field #boolean LastPos -- @field #boolean LastPos
-- @field #number LastVelocity -- @field #number LastVelocity
--- @type DETECTION_BASE.DetectedItems ---
-- @type DETECTION_BASE.DetectedItems
-- @list <#DETECTION_BASE.DetectedItem> -- @list <#DETECTION_BASE.DetectedItem>
--- Detected item data structure. --- Detected item data structure.
@ -522,7 +531,7 @@ do -- DETECTION_BASE
do -- State Transition Handling do -- State Transition Handling
--- @param #DETECTION_BASE self -- @param #DETECTION_BASE self
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
@ -530,7 +539,7 @@ do -- DETECTION_BASE
self:__Detect( 1 ) self:__Detect( 1 )
end end
--- @param #DETECTION_BASE self -- @param #DETECTION_BASE self
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
@ -570,7 +579,7 @@ do -- DETECTION_BASE
end end
--- @param #DETECTION_BASE self -- @param #DETECTION_BASE self
-- @param #number The amount of alive recce. -- @param #number The amount of alive recce.
function DETECTION_BASE:CountAliveRecce() function DETECTION_BASE:CountAliveRecce()
@ -578,7 +587,7 @@ do -- DETECTION_BASE
end end
--- @param #DETECTION_BASE self -- @param #DETECTION_BASE self
function DETECTION_BASE:ForEachAliveRecce( IteratorFunction, ... ) function DETECTION_BASE:ForEachAliveRecce( IteratorFunction, ... )
self:F2( arg ) self:F2( arg )
@ -587,7 +596,7 @@ do -- DETECTION_BASE
return self return self
end end
--- @param #DETECTION_BASE self -- @param #DETECTION_BASE self
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
@ -712,6 +721,31 @@ do -- DETECTION_BASE
end end
end end
-- Calculate radar blur probability
if self.RadarBlur then
MESSAGE:New("Radar Blur",10):ToLogIf(self.debug):ToAllIf(self.verbose)
local minheight = self.RadarBlurMinHeight or 250 -- meters
local thresheight = self.RadarBlurThresHeight or 90 -- 10% chance to find a low flying group
local thresblur = self.RadarBlurThresBlur or 85 -- 25% chance to escape the radar overall
local dist = math.floor(Distance)
if dist <= self.RadarBlurClosing then
thresheight = (((dist*dist)/self.RadarBlurClosingSquare)*thresheight)
thresblur = (((dist*dist)/self.RadarBlurClosingSquare)*thresblur)
end
local fheight = math.floor(math.random(1,10000)/100)
local fblur = math.floor(math.random(1,10000)/100)
local unit = UNIT:FindByName(DetectedObjectName)
if unit and unit:IsAlive() then
local AGL = unit:GetAltitude(true)
MESSAGE:New("Unit "..DetectedObjectName.." is at "..math.floor(AGL).."m. Distance "..math.floor(Distance).."km.",10):ToLogIf(self.debug):ToAllIf(self.verbose)
MESSAGE:New(string.format("fheight = %d/%d | fblur = %d/%d",fheight,thresheight,fblur,thresblur),10):ToLogIf(self.debug):ToAllIf(self.verbose)
if fblur > thresblur then DetectionAccepted = false end
if AGL <= minheight and fheight < thresheight then DetectionAccepted = false end
MESSAGE:New("Detection Accepted = "..tostring(DetectionAccepted),10):ToLogIf(self.debug):ToAllIf(self.verbose)
end
end
-- Calculate additional probabilities -- Calculate additional probabilities
if not self.DetectedObjects[DetectedObjectName] and TargetIsVisible and self.DistanceProbability then if not self.DetectedObjects[DetectedObjectName] and TargetIsVisible and self.DistanceProbability then
@ -1012,6 +1046,23 @@ do -- DETECTION_BASE
end end
--- Method to make the radar detection less accurate, e.g. for WWII scenarios.
-- @param #DETECTION_BASE self
-- @param #number minheight Minimum flight height to be detected, in meters AGL (above ground)
-- @param #number thresheight Threshold to escape the radar if flying below minheight, defaults to 90 (90% escape chance)
-- @param #number thresblur Threshold to be detected by the radar overall, defaults to 85 (85% chance to be found)
-- @param #number closing Closing-in in km - the limit of km from which on it becomes increasingly difficult to escape radar detection if flying towards the radar position. Should be about 1/3 of the radar detection radius in kilometers, defaults to 20.
-- @return #DETECTION_BASE self
function DETECTION_BASE:SetRadarBlur(minheight,thresheight,thresblur,closing)
self.RadarBlur = true
self.RadarBlurMinHeight = minheight or 250 -- meters
self.RadarBlurThresHeight = thresheight or 90 -- 10% chance to find a low flying group
self.RadarBlurThresBlur = thresblur or 85 -- 25% chance to escape the radar overall
self.RadarBlurClosing = closing or 20 -- 20km
self.RadarBlurClosingSquare = self.RadarBlurClosing * self.RadarBlurClosing
return self
end
end end
do do
@ -1354,7 +1405,7 @@ do -- DETECTION_BASE
} }
} }
--- @param DCS#Unit FoundDCSUnit -- @param DCS#Unit FoundDCSUnit
-- @param Wrapper.Group#GROUP ReportGroup -- @param Wrapper.Group#GROUP ReportGroup
-- @param Core.Set#SET_GROUP ReportSetGroup -- @param Core.Set#SET_GROUP ReportSetGroup
local FindNearByFriendlies = function( FoundDCSUnit, ReportGroupData ) local FindNearByFriendlies = function( FoundDCSUnit, ReportGroupData )
@ -1419,7 +1470,7 @@ do -- DETECTION_BASE
DetectedItem.PlayersNearBy = nil DetectedItem.PlayersNearBy = nil
_DATABASE:ForEachPlayer( _DATABASE:ForEachPlayer(
--- @param Wrapper.Unit#UNIT PlayerUnit -- @param Wrapper.Unit#UNIT PlayerUnit
function( PlayerUnitName ) function( PlayerUnitName )
local PlayerUnit = UNIT:FindByName( PlayerUnitName ) local PlayerUnit = UNIT:FindByName( PlayerUnitName )
@ -1976,7 +2027,8 @@ end
do -- DETECTION_UNITS do -- DETECTION_UNITS
--- @type DETECTION_UNITS ---
-- @type DETECTION_UNITS
-- @field DCS#Distance DetectionRange The range till which targets are detected. -- @field DCS#Distance DetectionRange The range till which targets are detected.
-- @extends Functional.Detection#DETECTION_BASE -- @extends Functional.Detection#DETECTION_BASE
@ -2232,7 +2284,8 @@ end
do -- DETECTION_TYPES do -- DETECTION_TYPES
--- @type DETECTION_TYPES ---
-- @type DETECTION_TYPES
-- @extends Functional.Detection#DETECTION_BASE -- @extends Functional.Detection#DETECTION_BASE
--- Will detect units within the battle zone. --- Will detect units within the battle zone.
@ -2435,7 +2488,8 @@ end
do -- DETECTION_AREAS do -- DETECTION_AREAS
--- @type DETECTION_AREAS ---
-- @type DETECTION_AREAS
-- @field DCS#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target. -- @field DCS#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target.
-- @field #DETECTION_BASE.DetectedItems DetectedItems A list of areas containing the set of @{Wrapper.Unit}s, @{Core.Zone}s, the center @{Wrapper.Unit} within the zone, and ID of each area that was detected within a DetectionZoneRange. -- @field #DETECTION_BASE.DetectedItems DetectedItems A list of areas containing the set of @{Wrapper.Unit}s, @{Core.Zone}s, the center @{Wrapper.Unit} within the zone, and ID of each area that was detected within a DetectionZoneRange.
-- @extends Functional.Detection#DETECTION_BASE -- @extends Functional.Detection#DETECTION_BASE
@ -2961,7 +3015,7 @@ do -- DETECTION_AREAS
-- DetectedSet:Flush( self ) -- DetectedSet:Flush( self )
DetectedSet:ForEachUnit( --- @param Wrapper.Unit#UNIT DetectedUnit DetectedSet:ForEachUnit( -- @param Wrapper.Unit#UNIT DetectedUnit
function( DetectedUnit ) function( DetectedUnit )
if DetectedUnit:IsAlive() then if DetectedUnit:IsAlive() then
-- self:T( "Detected Set #" .. DetectedItem.ID .. ":" .. DetectedUnit:GetName() ) -- self:T( "Detected Set #" .. DetectedItem.ID .. ":" .. DetectedUnit:GetName() )

View File

@ -1207,18 +1207,18 @@ end
-- @return #RANGE self -- @return #RANGE self
function RANGE:SetSRS(PathToSRS, Port, Coalition, Frequency, Modulation, Volume, PathToGoogleKey) function RANGE:SetSRS(PathToSRS, Port, Coalition, Frequency, Modulation, Volume, PathToGoogleKey)
if PathToSRS then if PathToSRS or MSRS.path then
self.useSRS=true self.useSRS=true
self.controlmsrs=MSRS:New(PathToSRS, Frequency or 256, Modulation or radio.modulation.AM, Volume or 1.0) self.controlmsrs=MSRS:New(PathToSRS or MSRS.path, Frequency or 256, Modulation or radio.modulation.AM, Volume or 1.0)
self.controlmsrs:SetPort(Port) self.controlmsrs:SetPort(Port or MSRS.port)
self.controlmsrs:SetCoalition(Coalition or coalition.side.BLUE) self.controlmsrs:SetCoalition(Coalition or coalition.side.BLUE)
self.controlmsrs:SetLabel("RANGEC") self.controlmsrs:SetLabel("RANGEC")
self.controlsrsQ = MSRSQUEUE:New("CONTROL") self.controlsrsQ = MSRSQUEUE:New("CONTROL")
self.instructmsrs=MSRS:New(PathToSRS, Frequency or 305, Modulation or radio.modulation.AM, Volume or 1.0) self.instructmsrs=MSRS:New(PathToSRS or MSRS.path, Frequency or 305, Modulation or radio.modulation.AM, Volume or 1.0)
self.instructmsrs:SetPort(Port) self.instructmsrs:SetPort(Port or MSRS.port)
self.instructmsrs:SetCoalition(Coalition or coalition.side.BLUE) self.instructmsrs:SetCoalition(Coalition or coalition.side.BLUE)
self.instructmsrs:SetLabel("RANGEI") self.instructmsrs:SetLabel("RANGEI")
self.instructsrsQ = MSRSQUEUE:New("INSTRUCT") self.instructsrsQ = MSRSQUEUE:New("INSTRUCT")
@ -2187,7 +2187,7 @@ function RANGE:onafterExitRange( From, Event, To, player )
local text = "You left the bombing range zone. " local text = "You left the bombing range zone. "
local r=math.random(2) local r=math.random(5)
if r==1 then if r==1 then
text=text.."Have a nice day!" text=text.."Have a nice day!"

View File

@ -24,7 +24,7 @@
-- @module Ops.CTLD -- @module Ops.CTLD
-- @image OPS_CTLD.jpg -- @image OPS_CTLD.jpg
-- Last Update November 2023 -- Last Update December 2023
do do
@ -1228,7 +1228,7 @@ CTLD.UnitTypeCapabilities = {
--- CTLD class version. --- CTLD class version.
-- @field #string version -- @field #string version
CTLD.version="1.0.43" CTLD.version="1.0.44"
--- Instantiate a new CTLD. --- Instantiate a new CTLD.
-- @param #CTLD self -- @param #CTLD self
@ -2561,6 +2561,40 @@ function CTLD:_ListCratesNearby( _group, _unit)
return self return self
end end
-- (Internal) Function to find and Remove nearby crates.
-- @param #CTLD self
-- @param Wrapper.Group#GROUP Group
-- @param Wrapper.Unit#UNIT Unit
-- @return #CTLD self
function CTLD:_RemoveCratesNearby( _group, _unit)
self:T(self.lid .. " _RemoveCratesNearby")
local finddist = self.CrateDistance or 35
local crates,number = self:_FindCratesNearby(_group,_unit, finddist,true) -- #table
if number > 0 then
local text = REPORT:New("Removing Crates Found Nearby:")
text:Add("------------------------------------------------------------")
for _,_entry in pairs (crates) do
local entry = _entry -- #CTLD_CARGO
local name = entry:GetName() --#string
local dropped = entry:WasDropped()
if dropped then
text:Add(string.format("Crate for %s, %dkg removed",name, entry.PerCrateMass))
else
text:Add(string.format("Crate for %s, %dkg removed",name, entry.PerCrateMass))
end
entry:GetPositionable():Destroy(false)
end
if text:GetCount() == 1 then
text:Add(" N O N E")
end
text:Add("------------------------------------------------------------")
self:_SendMessage(text:Text(), 30, true, _group)
else
self:_SendMessage(string.format("No (loadable) crates within %d meters!",finddist), 10, false, _group)
end
return self
end
--- (Internal) Return distance in meters between two coordinates. --- (Internal) Return distance in meters between two coordinates.
-- @param #CTLD self -- @param #CTLD self
-- @param Core.Point#COORDINATE _point1 Coordinate one -- @param Core.Point#COORDINATE _point1 Coordinate one
@ -2976,6 +3010,35 @@ function CTLD:IsHercules(Unit)
end end
end end
--- (Internal) Function to set troops positions of a template to a nice circle
-- @param #CTLD self
-- @param Core.Point#COORDINATE Coordinate Start coordinate to use
-- @param #number Radius Radius to be used
-- @param #number Heading Heading starting with
-- @param #string Template The group template name
-- @return #table Positions The positions table
function CTLD:_GetUnitPositions(Coordinate,Radius,Heading,Template)
local Positions = {}
local template = _DATABASE:GetGroupTemplate(Template)
UTILS.PrintTableToLog(template)
local numbertroops = #template.units
local newcenter = Coordinate:Translate(Radius,((Heading+270)%360))
for i=1,360,math.floor(360/numbertroops) do
local phead = ((Heading+270+i)%360)
local post = newcenter:Translate(Radius,phead)
local pos1 = post:GetVec2()
local p1t = {
x = pos1.x,
y = pos1.y,
heading = phead,
}
table.insert(Positions,p1t)
end
UTILS.PrintTableToLog(Positions)
return Positions
end
--- (Internal) Function to unload troops from heli. --- (Internal) Function to unload troops from heli.
-- @param #CTLD self -- @param #CTLD self
-- @param Wrapper.Group#GROUP Group -- @param Wrapper.Group#GROUP Group
@ -3027,14 +3090,29 @@ function CTLD:_UnloadTroops(Group, Unit)
zoneradius = Unit:GetVelocityMPS() or 100 zoneradius = Unit:GetVelocityMPS() or 100
end end
local zone = ZONE_GROUP:New(string.format("Unload zone-%s",unitname),Group,zoneradius*factor) local zone = ZONE_GROUP:New(string.format("Unload zone-%s",unitname),Group,zoneradius*factor)
local randomcoord = zone:GetRandomCoordinate(10,30*factor):GetVec2() local randomcoord = zone:GetRandomCoordinate(10,30*factor) --:GetVec2()
local heading = Group:GetHeading() or 0
-- Spawn troops left from us, closer when hovering, further off when landed
if hoverunload or grounded then
randomcoord = Group:GetCoordinate()
-- slightly left from us
local Angle = (heading+270)%360
local offset = hoverunload and 1.5 or 5
randomcoord:Translate(offset,Angle,nil,true)
end
local tempcount = 0
for _,_template in pairs(temptable) do for _,_template in pairs(temptable) do
self.TroopCounter = self.TroopCounter + 1 self.TroopCounter = self.TroopCounter + 1
tempcount = tempcount+1
local alias = string.format("%s-%d", _template, math.random(1,100000)) local alias = string.format("%s-%d", _template, math.random(1,100000))
local rad = 2.5+tempcount
local Positions = self:_GetUnitPositions(randomcoord,rad,heading,_template)
self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias) self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias)
:InitRandomizeUnits(true,20,2) --:InitRandomizeUnits(true,20,2)
--:InitHeading(heading)
:InitDelayOff() :InitDelayOff()
:SpawnFromVec2(randomcoord) :InitSetUnitAbsolutePositions(Positions)
:SpawnFromVec2(randomcoord:GetVec2())
self:__TroopsDeployed(1, Group, Unit, self.DroppedTroops[self.TroopCounter],type) self:__TroopsDeployed(1, Group, Unit, self.DroppedTroops[self.TroopCounter],type)
end -- template loop end -- template loop
cargo:SetWasDropped(true) cargo:SetWasDropped(true)
@ -3637,6 +3715,7 @@ function CTLD:_RefreshF10Menus()
local loadmenu = MENU_GROUP_COMMAND:New(_group,"Load crates",topcrates, self._LoadCratesNearby, self, _group, _unit) local loadmenu = MENU_GROUP_COMMAND:New(_group,"Load crates",topcrates, self._LoadCratesNearby, self, _group, _unit)
local cratesmenu = MENU_GROUP:New(_group,"Get Crates",topcrates) local cratesmenu = MENU_GROUP:New(_group,"Get Crates",topcrates)
local packmenu = MENU_GROUP_COMMAND:New(_group, "Pack crates", topcrates, self._PackCratesNearby, self, _group, _unit) local packmenu = MENU_GROUP_COMMAND:New(_group, "Pack crates", topcrates, self._PackCratesNearby, self, _group, _unit)
local removecratesmenu = MENU_GROUP:New(_group, "Remove crates", topcrates)
if self.usesubcats then if self.usesubcats then
local subcatmenus = {} local subcatmenus = {}
@ -3672,6 +3751,7 @@ function CTLD:_RefreshF10Menus()
end end
end end
listmenu = MENU_GROUP_COMMAND:New(_group,"List crates nearby",topcrates, self._ListCratesNearby, self, _group, _unit) listmenu = MENU_GROUP_COMMAND:New(_group,"List crates nearby",topcrates, self._ListCratesNearby, self, _group, _unit)
removecrates = MENU_GROUP_COMMAND:New(_group,"Remove crates nearby",removecratesmenu, self._RemoveCratesNearby, self, _group, _unit)
local unloadmenu = MENU_GROUP_COMMAND:New(_group,"Drop crates",topcrates, self._UnloadCrates, self, _group, _unit) local unloadmenu = MENU_GROUP_COMMAND:New(_group,"Drop crates",topcrates, self._UnloadCrates, self, _group, _unit)
if not self.nobuildmenu then if not self.nobuildmenu then
local buildmenu = MENU_GROUP_COMMAND:New(_group,"Build crates",topcrates, self._BuildCrates, self, _group, _unit) local buildmenu = MENU_GROUP_COMMAND:New(_group,"Build crates",topcrates, self._BuildCrates, self, _group, _unit)

View File

@ -26,6 +26,7 @@
-- @field #table filterCategoryGroup Filter for group categories. -- @field #table filterCategoryGroup Filter for group categories.
-- @field Core.Set#SET_ZONE acceptzoneset Set of accept zones. If defined, only contacts in these zones are considered. -- @field Core.Set#SET_ZONE acceptzoneset Set of accept zones. If defined, only contacts in these zones are considered.
-- @field Core.Set#SET_ZONE rejectzoneset Set of reject zones. Contacts in these zones are not considered, even if they are in accept zones. -- @field Core.Set#SET_ZONE rejectzoneset Set of reject zones. Contacts in these zones are not considered, even if they are in accept zones.
-- @field Core.Set#SET_ZONE conflictzoneset Set of conflict zones. Contacts in these zones are considered, even if they are not in accept zones or if they are in reject zones.
-- @field #table Contacts Table of detected items. -- @field #table Contacts Table of detected items.
-- @field #table ContactsLost Table of lost detected items. -- @field #table ContactsLost Table of lost detected items.
-- @field #table ContactsUnknown Table of new detected items. -- @field #table ContactsUnknown Table of new detected items.
@ -159,13 +160,12 @@ INTEL.Ctype={
--- INTEL class version. --- INTEL class version.
-- @field #string version -- @field #string version
INTEL.version="0.3.5" INTEL.version="0.3.6"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list -- ToDo list
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Make forget times user input. Currently these are hard coded.
-- TODO: Add min cluster size. Only create new clusters if they have a certain group size. -- TODO: Add min cluster size. Only create new clusters if they have a certain group size.
-- TODO: process detected set asynchroniously for better performance. -- TODO: process detected set asynchroniously for better performance.
-- DONE: Add statics. -- DONE: Add statics.
@ -266,6 +266,7 @@ function INTEL:New(DetectionSet, Coalition, Alias)
self:SetForgetTime() self:SetForgetTime()
self:SetAcceptZones() self:SetAcceptZones()
self:SetRejectZones() self:SetRejectZones()
self:SetConflictZones()
------------------------ ------------------------
--- Pseudo Functions --- --- Pseudo Functions ---
@ -416,7 +417,7 @@ function INTEL:RemoveAcceptZone(AcceptZone)
end end
--- Set reject zones. Contacts detected in this/these zone(s) are rejected and not reported by the detection. --- Set reject zones. Contacts detected in this/these zone(s) are rejected and not reported by the detection.
-- Note that reject zones overrule accept zones, i.e. if a unit is inside and accept zone and inside a reject zone, it is rejected. -- Note that reject zones overrule accept zones, i.e. if a unit is inside an accept zone and inside a reject zone, it is rejected.
-- @param #INTEL self -- @param #INTEL self
-- @param Core.Set#SET_ZONE RejectZoneSet Set of reject zone(s). -- @param Core.Set#SET_ZONE RejectZoneSet Set of reject zone(s).
-- @return #INTEL self -- @return #INTEL self
@ -426,7 +427,7 @@ function INTEL:SetRejectZones(RejectZoneSet)
end end
--- Add a reject zone. Contacts detected in this zone are rejected and not reported by the detection. --- Add a reject zone. Contacts detected in this zone are rejected and not reported by the detection.
-- Note that reject zones overrule accept zones, i.e. if a unit is inside and accept zone and inside a reject zone, it is rejected. -- Note that reject zones overrule accept zones, i.e. if a unit is inside an accept zone and inside a reject zone, it is rejected.
-- @param #INTEL self -- @param #INTEL self
-- @param Core.Zone#ZONE RejectZone Add a zone to the reject zone set. -- @param Core.Zone#ZONE RejectZone Add a zone to the reject zone set.
-- @return #INTEL self -- @return #INTEL self
@ -444,6 +445,36 @@ function INTEL:RemoveRejectZone(RejectZone)
return self return self
end end
--- Set conflict zones. Contacts detected in this/these zone(s) are reported by the detection.
-- Note that conflict zones overrule all other zones, i.e. if a unit is outside of an accept zone and inside a reject zone, it is still reported if inside a conflict zone.
-- @param #INTEL self
-- @param Core.Set#SET_ZONE ConflictZoneSet Set of conflict zone(s).
-- @return #INTEL self
function INTEL:SetConflictZones(ConflictZoneSet)
self.conflictzoneset=ConflictZoneSet or SET_ZONE:New()
return self
end
--- Add a conflict zone. Contacts detected in this zone are conflicted and not reported by the detection.
-- Note that conflict zones overrule all other zones, i.e. if a unit is outside of an accept zone and inside a reject zone, it is still reported if inside a conflict zone.
-- @param #INTEL self
-- @param Core.Zone#ZONE ConflictZone Add a zone to the conflict zone set.
-- @return #INTEL self
function INTEL:AddConflictZone(ConflictZone)
self.conflictzoneset:AddZone(ConflictZone)
return self
end
--- Remove a conflict zone from the conflict zone set.
-- Note that conflict zones overrule all other zones, i.e. if a unit is outside of an accept zone and inside a reject zone, it is still reported if inside a conflict zone.
-- @param #INTEL self
-- @param Core.Zone#ZONE ConflictZone Remove a zone from the conflict zone set.
-- @return #INTEL self
function INTEL:RemoveConflictZone(ConflictZone)
self.conflictzoneset:Remove(ConflictZone:GetName(), true)
return self
end
--- **OBSOLETE, will be removed in next version!** Set forget contacts time interval. --- **OBSOLETE, will be removed in next version!** Set forget contacts time interval.
-- Previously known contacts that are not detected any more, are "lost" after this time. -- Previously known contacts that are not detected any more, are "lost" after this time.
-- This avoids fast oscillations between a contact being detected and undetected. -- This avoids fast oscillations between a contact being detected and undetected.
@ -481,6 +512,33 @@ function INTEL:SetFilterCategory(Categories)
return self return self
end end
--- Method to make the radar detection less accurate, e.g. for WWII scenarios.
-- @param #INTEL self
-- @param #number minheight Minimum flight height to be detected, in meters AGL (above ground)
-- @param #number thresheight Threshold to escape the radar if flying below minheight, defaults to 90 (90% escape chance)
-- @param #number thresblur Threshold to be detected by the radar overall, defaults to 85 (85% chance to be found)
-- @param #number closing Closing-in in km - the limit of km from which on it becomes increasingly difficult to escape radar detection if flying towards the radar position. Should be about 1/3 of the radar detection radius in kilometers, defaults to 20.
-- @return #INTEL self
function INTEL:SetRadarBlur(minheight,thresheight,thresblur,closing)
self.RadarBlur = true
self.RadarBlurMinHeight = minheight or 250 -- meters
self.RadarBlurThresHeight = thresheight or 90 -- 10% chance to find a low flying group
self.RadarBlurThresBlur = thresblur or 85 -- 25% chance to escape the radar overall
self.RadarBlurClosing = closing or 20 -- 20km
self.RadarBlurClosingSquare = self.RadarBlurClosing * self.RadarBlurClosing
return self
end
--- Set the accept range in kilometers from each of the recce. Only object closer than this range will be detected.
-- @param #INTEL self
-- @param #number Range Range in kilometers
-- @return #INTEL self
function INTEL:SetAcceptRange(Range)
self.RadarAcceptRange = true
self.RadarAcceptRangeKilometers = Range or 75
return self
end
--- Filter group categories. Valid categories are: --- Filter group categories. Valid categories are:
-- --
-- * Group.Category.AIRPLANE -- * Group.Category.AIRPLANE
@ -781,6 +839,18 @@ function INTEL:UpdateIntel()
for unitname,_unit in pairs(DetectedUnits) do for unitname,_unit in pairs(DetectedUnits) do
local unit=_unit --Wrapper.Unit#UNIT local unit=_unit --Wrapper.Unit#UNIT
local inconflictzone=false
-- Check if unit is in any of the conflict zones.
if self.conflictzoneset:Count()>0 then
for _,_zone in pairs(self.conflictzoneset.Set) do
local zone=_zone --Core.Zone#ZONE
if unit:IsInZone(zone) then
inconflictzone=true
break
end
end
end
-- Check if unit is in any of the accept zones. -- Check if unit is in any of the accept zones.
if self.acceptzoneset:Count()>0 then if self.acceptzoneset:Count()>0 then
local inzone=false local inzone=false
@ -793,7 +863,7 @@ function INTEL:UpdateIntel()
end end
-- Unit is not in accept zone ==> remove! -- Unit is not in accept zone ==> remove!
if not inzone then if (not inzone) and (not inconflictzone) then
table.insert(remove, unitname) table.insert(remove, unitname)
end end
end end
@ -810,7 +880,7 @@ function INTEL:UpdateIntel()
end end
-- Unit is inside a reject zone ==> remove! -- Unit is inside a reject zone ==> remove!
if inzone then if inzone and (not inconflictzone) then
table.insert(remove, unitname) table.insert(remove, unitname)
end end
end end
@ -1037,7 +1107,7 @@ function INTEL:CreateDetectedItems(DetectedGroups, DetectedStatics, RecceDetecti
end end
--- (Internal) Return the detected target groups of the controllable as a @{SET_GROUP}. --- (Internal) Return the detected target groups of the controllable as a @{SET_GROUP}.
-- The optional parametes specify the detection methods that can be applied. -- The optional parameters specify the detection methods that can be applied.
-- If no detection method is given, the detection will use all the available methods by default. -- If no detection method is given, the detection will use all the available methods by default.
-- @param #INTEL self -- @param #INTEL self
-- @param Wrapper.Unit#UNIT Unit The unit detecting. -- @param Wrapper.Unit#UNIT Unit The unit detecting.
@ -1053,6 +1123,7 @@ function INTEL:GetDetectedUnits(Unit, DetectedUnits, RecceDetecting, DetectVisua
-- Get detected DCS units. -- Get detected DCS units.
local reccename = Unit:GetName() local reccename = Unit:GetName()
local detectedtargets=Unit:GetDetectedTargets(DetectVisual, DetectOptical, DetectRadar, DetectIRST, DetectRWR, DetectDLINK) local detectedtargets=Unit:GetDetectedTargets(DetectVisual, DetectOptical, DetectRadar, DetectIRST, DetectRWR, DetectDLINK)
for DetectionObjectID, Detection in pairs(detectedtargets or {}) do for DetectionObjectID, Detection in pairs(detectedtargets or {}) do
@ -1073,9 +1144,45 @@ function INTEL:GetDetectedUnits(Unit, DetectedUnits, RecceDetecting, DetectVisua
local unit=UNIT:FindByName(name) local unit=UNIT:FindByName(name)
if unit and unit:IsAlive() then if unit and unit:IsAlive() then
local DetectionAccepted = true
if self.RadarAcceptRange then
local reccecoord = Unit:GetCoordinate()
local coord = unit:GetCoordinate()
local dist = math.floor(coord:Get2DDistance(reccecoord)/1000) -- km
if dist > self.RadarAcceptRangeKilometers then DetectionAccepted = false end
end
if self.RadarBlur then
local reccecoord = Unit:GetCoordinate()
local coord = unit:GetCoordinate()
local dist = math.floor(coord:Get2DDistance(reccecoord)/1000) -- km
local AGL = unit:GetAltitude(true)
local minheight = self.RadarBlurMinHeight or 250 -- meters
local thresheight = self.RadarBlurThresHeight or 90 -- 10% chance to find a low flying group
local thresblur = self.RadarBlurThresBlur or 85 -- 25% chance to escape the radar overall
--local dist = math.floor(Distance)
if dist <= self.RadarBlurClosing then
thresheight = (((dist*dist)/self.RadarBlurClosingSquare)*thresheight)
thresblur = (((dist*dist)/self.RadarBlurClosingSquare)*thresblur)
end
local fheight = math.floor(math.random(1,10000)/100)
local fblur = math.floor(math.random(1,10000)/100)
if fblur > thresblur then DetectionAccepted = false end
if AGL <= minheight and fheight < thresheight then DetectionAccepted = false end
if self.debug or self.verbose > 1 then
MESSAGE:New("Radar Blur",10):ToLogIf(self.debug):ToAllIf(self.verbose>1)
MESSAGE:New("Unit "..name.." is at "..math.floor(AGL).."m. Distance "..math.floor(dist).."km.",10):ToLogIf(self.debug):ToAllIf(self.verbose>1)
MESSAGE:New(string.format("fheight = %d/%d | fblur = %d/%d",fheight,thresheight,fblur,thresblur),10):ToLogIf(self.debug):ToAllIf(self.verbose>1)
MESSAGE:New("Detection Accepted = "..tostring(DetectionAccepted),10):ToLogIf(self.debug):ToAllIf(self.verbose>1)
end
end
if DetectionAccepted then
DetectedUnits[name]=unit DetectedUnits[name]=unit
RecceDetecting[name]=reccename RecceDetecting[name]=reccename
self:T(string.format("Unit %s detect by %s", name, reccename)) self:T(string.format("Unit %s detect by %s", name, reccename))
end
else else
if self.detectStatics then if self.detectStatics then
local static=STATIC:FindByName(name, false) local static=STATIC:FindByName(name, false)
@ -1093,7 +1200,6 @@ function INTEL:GetDetectedUnits(Unit, DetectedUnits, RecceDetecting, DetectVisua
end end
end end
end end
end end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

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@ -3477,7 +3477,6 @@ function OPSGROUP:RemoveWaypoint(wpindex)
self:_PassedFinalWaypoint(false, "Removed PASSED temporary waypoint") self:_PassedFinalWaypoint(false, "Removed PASSED temporary waypoint")
end end
end end
end end
@ -5805,6 +5804,27 @@ function OPSGROUP:onafterMissionDone(From, Event, To, Mission)
end end
end end
if self.legion and self.legionReturn==false and self.waypoints and #self.waypoints==1 then
---
-- This is the case where a group was send on a mission (which is over now), has no addional
-- waypoints or tasks and should NOT return to its legion.
-- We create a new waypoint at the current position and let it hold here.
---
local Coordinate=self:GetCoordinate()
if self.isArmygroup then
ARMYGROUP.AddWaypoint(self, Coordinate, 0, nil, nil, false)
elseif self.isNavygroup then
NAVYGROUP.AddWaypoint(self,Coordinate, 0, nil, nil, false)
end
-- Remove original waypoint.
self:RemoveWaypoint(1)
self:_PassedFinalWaypoint(true, "Passed final waypoint as group is done with mission but should NOT return to its legion")
end
-- Check if group is done. -- Check if group is done.
self:_CheckGroupDone(delay) self:_CheckGroupDone(delay)

View File

@ -97,7 +97,7 @@ OPSZONE.ZoneType={
--- OPSZONE class version. --- OPSZONE class version.
-- @field #string version -- @field #string version
OPSZONE.version="0.6.0" OPSZONE.version="0.6.1"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list -- ToDo list
@ -1277,7 +1277,7 @@ function OPSZONE:EvaluateZone()
if Nblu>0 then if Nblu>0 then
if not self:IsAttacked() then if not self:IsAttacked() and self.Tnut>=self.threatlevelCapture then
self:Attacked(coalition.side.BLUE) self:Attacked(coalition.side.BLUE)
end end
@ -1329,7 +1329,7 @@ function OPSZONE:EvaluateZone()
if Nred>0 then if Nred>0 then
if not self:IsAttacked() then if not self:IsAttacked() and self.Tnut>=self.threatlevelCapture then
-- Red is attacking blue zone. -- Red is attacking blue zone.
self:Attacked(coalition.side.RED) self:Attacked(coalition.side.RED)
end end

View File

@ -79,6 +79,7 @@
-- @field Utilities.FiFo#FIFO TargetCache -- @field Utilities.FiFo#FIFO TargetCache
-- @field #boolean smokeownposition -- @field #boolean smokeownposition
-- @field #table SmokeOwn -- @field #table SmokeOwn
-- @field #boolean smokeaveragetargetpos
-- @extends Core.Fsm#FSM -- @extends Core.Fsm#FSM
--- ---
@ -104,7 +105,7 @@ PLAYERRECCE = {
ClassName = "PLAYERRECCE", ClassName = "PLAYERRECCE",
verbose = true, verbose = true,
lid = nil, lid = nil,
version = "0.0.22", version = "0.1.23",
ViewZone = {}, ViewZone = {},
ViewZoneVisual = {}, ViewZoneVisual = {},
ViewZoneLaser = {}, ViewZoneLaser = {},
@ -130,8 +131,9 @@ PLAYERRECCE = {
ReferencePoint = nil, ReferencePoint = nil,
TForget = 600, TForget = 600,
TargetCache = nil, TargetCache = nil,
smokeownposition = true, smokeownposition = false,
SmokeOwn = {}, SmokeOwn = {},
smokeaveragetargetpos = false,
} }
--- ---
@ -1109,9 +1111,8 @@ function PLAYERRECCE:_SmokeTargets(client,group,playername)
self:T(self.lid.."_SmokeTargets") self:T(self.lid.."_SmokeTargets")
local cameraset = self:_GetTargetSet(client,true) -- Core.Set#SET_UNIT local cameraset = self:_GetTargetSet(client,true) -- Core.Set#SET_UNIT
local visualset = self:_GetTargetSet(client,false) -- Core.Set#SET_UNIT local visualset = self:_GetTargetSet(client,false) -- Core.Set#SET_UNIT
cameraset:AddSet(visualset)
if cameraset:CountAlive() > 0 then if cameraset:CountAlive() > 0 or visualset:CountAlive() > 0 then
self:__TargetsSmoked(-1,client,playername,cameraset) self:__TargetsSmoked(-1,client,playername,cameraset)
else else
return self return self
@ -1126,29 +1127,31 @@ function PLAYERRECCE:_SmokeTargets(client,group,playername)
-- laser targer gets extra smoke -- laser targer gets extra smoke
if laser and laser.Target and laser.Target:IsAlive() then if laser and laser.Target and laser.Target:IsAlive() then
laser.Target:GetCoordinate():Smoke(lasersmoke) laser.Target:GetCoordinate():Smoke(lasersmoke)
if cameraset:IsInSet(laser.Target) then
cameraset:Remove(laser.Target:GetName(),true)
end
end end
local coordinate = nil local coord = visualset:GetCoordinate()
local setthreat = 0 if coord and self.smokeaveragetargetpos then
-- smoke everything else coord:SetAtLandheight()
if cameraset:CountAlive() > 1 then coord:Smoke(medsmoke)
local coordinate = cameraset:GetCoordinate() else
local setthreat = cameraset:CalculateThreatLevelA2G() -- smoke everything
end for _,_unit in pairs(visualset.Set) do
local unit = _unit --Wrapper.Unit#UNIT
if coordinate then if unit and unit:IsAlive() then
local coord = unit:GetCoordinate()
local threat = unit:GetThreatLevel()
if coord then
local color = lowsmoke local color = lowsmoke
if setthreat > 7 then if threat > 7 then
color = highsmoke
elseif threat > 2 then
color = medsmoke color = medsmoke
elseif setthreat > 2 then
color = lowsmoke
end end
coordinate:Smoke(color) coord:Smoke(color)
end
end
end
end end
if self.SmokeOwn[playername] then if self.SmokeOwn[playername] then
local cc = client:GetVec2() local cc = client:GetVec2()
-- don't smoke mid-air -- don't smoke mid-air
@ -1189,15 +1192,15 @@ function PLAYERRECCE:_FlareTargets(client,group,playername)
-- smoke everything else -- smoke everything else
for _,_unit in pairs(cameraset.Set) do for _,_unit in pairs(cameraset.Set) do
local unit = _unit --Wrapper.Unit#UNIT local unit = _unit --Wrapper.Unit#UNIT
if unit then if unit and unit:IsAlive() then
local coord = unit:GetCoordinate() local coord = unit:GetCoordinate()
local threat = unit:GetThreatLevel() local threat = unit:GetThreatLevel()
if coord then if coord then
local color = lowsmoke local color = lowsmoke
if threat > 7 then if threat > 7 then
color = medsmoke color = highsmoke
elseif threat > 2 then elseif threat > 2 then
color = lowsmoke color = medsmoke
end end
coord:Flare(color) coord:Flare(color)
end end
@ -1546,7 +1549,7 @@ end
-- @param #PLAYERRECCE self -- @param #PLAYERRECCE self
-- @return #PLAYERRECCE self -- @return #PLAYERRECCE self
function PLAYERRECCE:EnableSmokeOwnPosition() function PLAYERRECCE:EnableSmokeOwnPosition()
self:T(self.lid.."ENableSmokeOwnPosition") self:T(self.lid.."EnableSmokeOwnPosition")
self.smokeownposition = true self.smokeownposition = true
return self return self
end end
@ -1560,6 +1563,24 @@ function PLAYERRECCE:DisableSmokeOwnPosition()
return self return self
end end
--- [User] Enable smoking of average target positions, instead of all targets visible. Loses smoke per threatlevel -- each is med threat. Default is - smoke all positions.
-- @param #PLAYERRECCE self
-- @return #PLAYERRECCE self
function PLAYERRECCE:EnableSmokeAverageTargetPosition()
self:T(self.lid.."ENableSmokeOwnPosition")
self.smokeaveragetargetpos = true
return self
end
--- [User] Disable smoking of average target positions, instead of all targets visible. Default is - smoke all positions.
-- @param #PLAYERRECCE self
-- @return #PLAYERRECCE
function PLAYERRECCE:DisableSmokeAverageTargetPosition()
self:T(self.lid.."DisableSmokeAverageTargetPosition")
self.smokeaveragetargetpos = false
return self
end
--- [Internal] Get text for text-to-speech. --- [Internal] Get text for text-to-speech.
-- Numbers are spaced out, e.g. "Heading 180" becomes "Heading 1 8 0 ". -- Numbers are spaced out, e.g. "Heading 180" becomes "Heading 1 8 0 ".
-- @param #PLAYERRECCE self -- @param #PLAYERRECCE self

View File

@ -159,4 +159,24 @@ do -- UserSound
return self return self
end end
--- Play the usersound to the given @{Wrapper.Client}.
-- @param #USERSOUND self
-- @param Wrapper.Client#CLIENT The @{Wrapper.Client} to play the usersound to.
-- @param #number Delay (Optional) Delay in seconds, before the sound is played. Default 0.
-- @return #USERSOUND The usersound instance.
-- @usage
-- local BlueVictory = USERSOUND:New( "BlueVictory.ogg" )
-- local PlayerUnit = CLIENT:FindByPlayerName("Karl Heinz")-- Search for the active client with playername "Karl Heinz", a human player.
-- BlueVictory:ToClient( PlayerUnit ) -- Play the victory sound to the player unit.
--
function USERSOUND:ToClient( Client, Delay )
Delay=Delay or 0
if Delay>0 then
SCHEDULER:New(nil, USERSOUND.ToClient,{self, Client}, Delay)
else
trigger.action.outSoundForUnit( Client:GetID(), self.UserSoundFileName )
end
return self
end
end end

View File

@ -443,22 +443,35 @@ end
--- Print a table to log in a nice format --- Print a table to log in a nice format
-- @param #table table The table to print -- @param #table table The table to print
-- @param #number indent Number of idents -- @param #number indent Number of indents
-- @return #string text Text created on the fly of the log output
function UTILS.PrintTableToLog(table, indent) function UTILS.PrintTableToLog(table, indent)
local text = "\n"
if not table then if not table then
env.warning("No table passed!") env.warning("No table passed!")
return return nil
end end
if not indent then indent = 0 end if not indent then indent = 0 end
for k, v in pairs(table) do for k, v in pairs(table) do
if string.find(k," ") then k='"'..k..'"'end
if type(v) == "table" then if type(v) == "table" then
env.info(string.rep(" ", indent) .. tostring(k) .. " = {") env.info(string.rep(" ", indent) .. tostring(k) .. " = {")
UTILS.PrintTableToLog(v, indent + 1) text = text ..string.rep(" ", indent) .. tostring(k) .. " = {\n"
env.info(string.rep(" ", indent) .. "}") text = text .. tostring(UTILS.PrintTableToLog(v, indent + 1)).."\n"
env.info(string.rep(" ", indent) .. "},")
text = text .. string.rep(" ", indent) .. "},\n"
else else
env.info(string.rep(" ", indent) .. tostring(k) .. " = " .. tostring(v)) local value
if tostring(v) == "true" or tostring(v) == "false" or tonumber(v) ~= nil then
value=v
else
value = '"'..tostring(v)..'"'
end
env.info(string.rep(" ", indent) .. tostring(k) .. " = " .. tostring(value)..",\n")
text = text .. string.rep(" ", indent) .. tostring(k) .. " = " .. tostring(value)..",\n"
end end
end end
return text
end end
--- Returns table in a easy readable string representation. --- Returns table in a easy readable string representation.

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@ -1159,6 +1159,7 @@ function GROUP:GetAverageCoordinate()
local coord = COORDINATE:NewFromVec3(vec3) local coord = COORDINATE:NewFromVec3(vec3)
local Heading = self:GetHeading() local Heading = self:GetHeading()
coord.Heading = Heading coord.Heading = Heading
return coord
else else
BASE:E( { "Cannot GetAverageCoordinate", Group = self, Alive = self:IsAlive() } ) BASE:E( { "Cannot GetAverageCoordinate", Group = self, Alive = self:IsAlive() } )
return nil return nil

View File

@ -5,6 +5,7 @@ Utilities/Profiler.lua
Utilities/Templates.lua Utilities/Templates.lua
Utilities/STTS.lua Utilities/STTS.lua
Utilities/FiFo.lua Utilities/FiFo.lua
Utilities/Socket.lua
Core/Base.lua Core/Base.lua
Core/Beacon.lua Core/Beacon.lua
@ -32,6 +33,8 @@ Core/TextAndSound.lua
Core/Condition.lua Core/Condition.lua
Core/Pathline.lua Core/Pathline.lua
Core/ClientMenu.lua Core/ClientMenu.lua
Core/Astar.lua
Core/MarkerOps_Base.lua
Wrapper/Object.lua Wrapper/Object.lua
Wrapper/Identifiable.lua Wrapper/Identifiable.lua
@ -79,6 +82,7 @@ Functional/Shorad.lua
Functional/Autolase.lua Functional/Autolase.lua
Functional/AICSAR.lua Functional/AICSAR.lua
Functional/AmmoTruck.lua Functional/AmmoTruck.lua
Functional/ZoneGoalCargo.lua
Ops/Airboss.lua Ops/Airboss.lua
Ops/RecoveryTanker.lua Ops/RecoveryTanker.lua
@ -107,6 +111,10 @@ Ops/FlightControl.lua
Ops/PlayerTask.lua Ops/PlayerTask.lua
Ops/PlayerRecce.lua Ops/PlayerRecce.lua
Ops/EasyGCICAP.lua Ops/EasyGCICAP.lua
Ops/OpsZone.lua
Ops/ArmyGroup.lua
Ops/OpsTransport.lua
Ops/Target.lua
AI/AI_Balancer.lua AI/AI_Balancer.lua
AI/AI_Air.lua AI/AI_Air.lua

View File

@ -0,0 +1,13 @@
---
parent: Beginner
nav_order: 04
---
# Demo missions
{: .no_toc }
1. Table of contents
{:toc}
{: .warning }
> THIS DOCUMENT IS STILL WORK IN PROGRESS!

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@ -4,6 +4,171 @@ nav_order: 03
--- ---
# Create your own Hello world # Create your own Hello world
{: .no_toc }
{: .warning } 1. Table of contents
> THIS DOCUMENT IS STILL WORK IN PROGRESS! {:toc}
This page will lead you step by step through the process of creating a mission
with MOOSE. This time we include a simple mission script, which sends only
a "Hello world" message to all players. But the steps are the same to add
another mission script, which will do whatever class(es) you want to use.
## Create Mission script
At first we will create the mission script. It is a simple text file and can be
changed with a lot of different tools. Theoretically even the Microsoft Notepad
editor can be used. But it lacks a lot of features, which helps you to avoid
errors.
For this guide we suggest you to download, install and use [Notepad++]{:target="_blank"}.
{: .important }
> Windows hides filename extensions by default. So when you create a text file
> and name it `hello-world.lua` it's name is `hello-world.lua.txt` in reality.
> You must activate the display of the file name extension.
> Open a `File Explorer`, switch to menu `View` and find the option
> `File name extensions` in the section `Show/hide`. Activate it.
- Open a File Explorer.
- Go to the subfolder `Missions` of your [Saved Games folder]{:target="_blank"}.
- Create a new text file and name it `hello-world.lua`.
- Add the following content and save the file:
`MESSAGE:New( "Hello World! This messages is printed by MOOSE", 35, "INFO" ):ToAll()`
## Get Moose
To download Moose click on the following link:
- [Moose_.lua from develop branch]{:target="_blank"}
Press `Ctrl + S` to save the file on your hard disk next to your mission script.
## Create the mission
- Start DCS.
- In the main menu choose `MISSION EDITOR`.
- Click on `create new mission`.
- In the dialog `NEW MISSION SETTINGS`:
- Choose map `Caucasus`.
- In the drop box upper left choose `Modern` as coalition preset.
- Click on `OK`.
- The mission editor will load with a fresh new and empty mission.
- Click on `File` in the menu bar and `SAVE` or Press `Ctrl + S`.
- Open `My Missions` and save the file with the name `hello-world.miz`.
## Add Moose to the mission
- On the left side activate `TRIGGERS`:
![dcs-triggers-toolbar.png](../images/beginner/dcs-triggers-toolbar.png)
- On the right side the `TRIGGERS` dialog opens with a lot of options.
- Click on `NEW`, choose `4 MISSION START` as **TYPE**.
- Give it the `Load MOOSE` as **NAME**.
- Leave the **EVENT** option set to `NO EVENT`.
- Optional: Choose a color for easy recognition (e.g. yellow).
![dcs-triggers-mission-start-conf.png](../images/beginner/dcs-triggers-mission-start-conf.png)
- In the middle part the `CONDITIONS` will be shown.
For this trigger we do not configure any conditions.
![dcs-triggers-mission-start-conditions.png](../images/beginner/dcs-triggers-mission-start-conditions.png)
{: .important }
> The trigger type `4 MISSION START` does not support `CONDITIONS`. <br />
> So `CONDITIONS` must left blank when using it. <br />
> **If you add a condition the trigger will never be executed!**
![dcs-triggers-mission-start-actions-conf.png](../images/beginner/dcs-triggers-mission-start-actions-conf.png)
- On the right side `ACTIONS` is shown.
- We need to click on `NEW`.
- Choose **ACTION** `Do SCRIPT FILE` and ignore all other actions.
- Click **OPEN** and navigate to the downloaded `Moose_.lua` file.
- The result should look like this:
![dcs-triggers-mission-start-actions.png](../images/beginner/dcs-triggers-mission-start-actions.png)
## Add the mission script
- Click on `NEW`, choose `1 ONCE` as **TYPE**.
- Give it the `Load Mission Script` as **NAME**.
- Leave the **EVENT** option set to `NO EVENT`.
- Optional: Choose a color for easy recognition (e.g. green).
- The result should look like this:
![dcs-triggers-once-conf.png](../images/beginner/dcs-triggers-once-conf.png)
- Switch to the middle part, the `CONDITIONS` section. <br />
For this trigger we add one condition:
![dcs-triggers-once-conditions.png](../images/beginner/dcs-triggers-once-conditions-conf.png)
- The combination of `1 ONCE` with `TIME MORE(1)` will ensure, that the mission
script is executed 1 second after the mission is started.
- On the right side under `ACTIONS` you need to add the script:
- Click on `NEW`.
- Choose **ACTION** `Do SCRIPT FILE`.
- Click **OPEN** and navigate to the created `hello-world.lua` file.
{: .important }
> Most important is the fact, that the mission script (`hello-world.lua`)
> is executed **after** `Moose_.lua`, because the mission script needs the
> classes defined in `Moose_.lua`. And they are only available when `Moose_.lua`
> is executed before the mission script.
## Test the mission
- Save the mission again.
- Click on the green **Fly mission** cirlce on the left tool side bar.
- It is an empty mission, so skip `BRIEFING` with `START` and then `FLY`.
- You spawn as a spectator. After some seconds you will see this message in
the upper right corner:
![dcs-message.jpg](../images/beginner/dcs-message.jpg)
This is the same result as already seen in the last chapter, but this time you
have create everything on your own.
{: .note }
> You can use this mission as a template for your own missions. So you don't
> need to do alle these steps again and again.
## Update mission script
- Open the `hello-world.lua` with Notepad++ again.
- Change the text a little bit, like `Hello Dude! ...` and save the file.
- Run the mission again.
- The text will not be changed in the mission. Why?
The mission editor copies the script into the mission file when you add it.
Ever change on the script file on your hard disk is not recognized by mission editor.
You have to add the file after each change again.
- On the left side of the `TRIGGERS` dialog click on `Load Mission Script`.
- On the right side under `ACTIONS` you need to add the script again:
- Click **OPEN** and navigate to the created `hello-world.lua` file.
- Save the mission and test it again.
- Now the new text should be shown.
## Update Moose
Moose is constantly being developed so that new functionallity is added or
existing errors are corrected. Also from time to time changes of the DCS
scripting engine comes with a new DCS version. It may therefore be useful or
necessary to update Moose.
- To update Moose download it again and add it again in the same way you did
with the mission script in the last step.
## Next step
Let's move on to the [demo missions].
[Notepad++]: https://notepad-plus-plus.org/downloads/
[Saved Games folder]: tipps-and-tricks.md#find-the-saved-games-folder
[Moose_.lua from develop branch]: https://raw.githubusercontent.com/FlightControl-Master/MOOSE_INCLUDE/develop/Moose_Include_Static/Moose_.lua
[demo missions]: demo-missions.md

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