Merge branch 'develop' into FF/Ops

This commit is contained in:
Frank
2025-04-09 21:17:49 +02:00
73 changed files with 5348 additions and 3606 deletions

View File

@@ -657,8 +657,8 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
--- Create a route point of type air. --- Create a route point of type air.
local FromRTBRoutePoint = FromCoord:WaypointAir( local FromRTBRoutePoint = FromCoord:WaypointAir(
self.PatrolAltType, self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint, COORDINATE.WaypointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint, COORDINATE.WaypointAction.TurningPoint,
RTBSpeed, RTBSpeed,
true true
) )
@@ -666,8 +666,8 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
--- Create a route point of type air. --- Create a route point of type air.
local ToRTBRoutePoint = ToAirbaseCoord:WaypointAir( local ToRTBRoutePoint = ToAirbaseCoord:WaypointAir(
self.PatrolAltType, self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint, COORDINATE.WaypointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint, COORDINATE.WaypointAction.TurningPoint,
RTBSpeed, RTBSpeed,
true true
) )
@@ -761,10 +761,10 @@ function AI_AIR:onafterRefuel( AIGroup, From, Event, To )
local ToRefuelSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed ) local ToRefuelSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
--- Create a route point of type air. --- Create a route point of type air.
local FromRefuelRoutePoint = FromRefuelCoord:WaypointAir(self.PatrolAltType, POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, ToRefuelSpeed, true) local FromRefuelRoutePoint = FromRefuelCoord:WaypointAir(self.PatrolAltType, COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, ToRefuelSpeed, true)
--- Create a route point of type air. NOT used! --- Create a route point of type air. NOT used!
local ToRefuelRoutePoint = Tanker:GetCoordinate():WaypointAir(self.PatrolAltType, POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, ToRefuelSpeed, true) local ToRefuelRoutePoint = Tanker:GetCoordinate():WaypointAir(self.PatrolAltType, COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, ToRefuelSpeed, true)
self:F( { ToRefuelSpeed = ToRefuelSpeed } ) self:F( { ToRefuelSpeed = ToRefuelSpeed } )

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@@ -453,7 +453,7 @@ function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, Attac
--- Calculate the target route point. --- Calculate the target route point.
local FromWP = DefenderCoord:WaypointAir(self.PatrolAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, EngageSpeed, true) local FromWP = DefenderCoord:WaypointAir(self.PatrolAltType or "RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, EngageSpeed, true)
EngageRoute[#EngageRoute+1] = FromWP EngageRoute[#EngageRoute+1] = FromWP
@@ -462,7 +462,7 @@ function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, Attac
local FromEngageAngle = DefenderCoord:GetAngleDegrees( DefenderCoord:GetDirectionVec3( TargetCoord ) ) local FromEngageAngle = DefenderCoord:GetAngleDegrees( DefenderCoord:GetDirectionVec3( TargetCoord ) )
local ToCoord=DefenderCoord:Translate( EngageDistance, FromEngageAngle, true ) local ToCoord=DefenderCoord:Translate( EngageDistance, FromEngageAngle, true )
local ToWP = ToCoord:WaypointAir(self.PatrolAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, EngageSpeed, true) local ToWP = ToCoord:WaypointAir(self.PatrolAltType or "RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, EngageSpeed, true)
EngageRoute[#EngageRoute+1] = ToWP EngageRoute[#EngageRoute+1] = ToWP
@@ -536,7 +536,7 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
local EngageRoute = {} local EngageRoute = {}
local AttackTasks = {} local AttackTasks = {}
local FromWP = DefenderCoord:WaypointAir(self.EngageAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, EngageSpeed, true) local FromWP = DefenderCoord:WaypointAir(self.EngageAltType or "RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, EngageSpeed, true)
EngageRoute[#EngageRoute+1] = FromWP EngageRoute[#EngageRoute+1] = FromWP
self:SetTargetDistance( TargetCoord ) -- For RTB status check self:SetTargetDistance( TargetCoord ) -- For RTB status check
@@ -544,7 +544,7 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
local FromEngageAngle = DefenderCoord:GetAngleDegrees( DefenderCoord:GetDirectionVec3( TargetCoord ) ) local FromEngageAngle = DefenderCoord:GetAngleDegrees( DefenderCoord:GetDirectionVec3( TargetCoord ) )
local ToCoord=DefenderCoord:Translate( EngageDistance, FromEngageAngle, true ) local ToCoord=DefenderCoord:Translate( EngageDistance, FromEngageAngle, true )
local ToWP = ToCoord:WaypointAir(self.EngageAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, EngageSpeed, true) local ToWP = ToCoord:WaypointAir(self.EngageAltType or "RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, EngageSpeed, true)
EngageRoute[#EngageRoute+1] = ToWP EngageRoute[#EngageRoute+1] = ToWP
-- TODO: A factor of * 3 this way too low. This causes the AI NOT to engage until very close or even merged sometimes. Some A2A missiles have a much longer range! Needs more frequent updates of the task! -- TODO: A factor of * 3 this way too low. This causes the AI NOT to engage until very close or even merged sometimes. Some A2A missiles have a much longer range! Needs more frequent updates of the task!

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@@ -309,7 +309,7 @@ function AI_AIR_PATROL:onafterPatrolRoute( AIPatrol, From, Event, To )
local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed ) local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
local speedkmh=ToTargetSpeed local speedkmh=ToTargetSpeed
local FromWP = CurrentCoord:WaypointAir(self.PatrolAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, ToTargetSpeed, true) local FromWP = CurrentCoord:WaypointAir(self.PatrolAltType or "RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, ToTargetSpeed, true)
PatrolRoute[#PatrolRoute+1] = FromWP PatrolRoute[#PatrolRoute+1] = FromWP
if self.racetrack then if self.racetrack then
@@ -359,9 +359,9 @@ function AI_AIR_PATROL:onafterPatrolRoute( AIPatrol, From, Event, To )
else else
--- Create a route point of type air. --- Create a route point of type air.
local ToWP = ToTargetCoord:WaypointAir(self.PatrolAltType, POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, ToTargetSpeed, true) local ToWP = ToTargetCoord:WaypointAir(self.PatrolAltType, COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, ToTargetSpeed, true)
PatrolRoute[#PatrolRoute+1] = ToWP PatrolRoute[#PatrolRoute+1] = ToWP
local Tasks = {} local Tasks = {}
Tasks[#Tasks+1] = AIPatrol:TaskFunction("AI_AIR_PATROL.___PatrolRoute", self) Tasks[#Tasks+1] = AIPatrol:TaskFunction("AI_AIR_PATROL.___PatrolRoute", self)
PatrolRoute[#PatrolRoute].task = AIPatrol:TaskCombo( Tasks ) PatrolRoute[#PatrolRoute].task = AIPatrol:TaskCombo( Tasks )

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@@ -174,8 +174,7 @@ function AI_BAI_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @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.
-- @return #boolean Return false to cancel Transition. -- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Engage. --- OnAfter Transition Handler for Event Engage.
@@ -522,12 +521,12 @@ function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1). --DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetAltitude() local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y ) local CurrentPointVec3 = COORDINATE:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToEngageZoneSpeed = self.PatrolMaxSpeed local ToEngageZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir( local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType, self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint, COORDINATE.WaypointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint, COORDINATE.WaypointAction.TurningPoint,
self.EngageSpeed, self.EngageSpeed,
true true
) )
@@ -578,13 +577,13 @@ function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
self:T2( ToTargetVec2 ) self:T2( ToTargetVec2 )
--- Obtain a 3D @{Point} from the 2D point + altitude. --- Obtain a 3D @{Point} from the 2D point + altitude.
local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, self.EngageAltitude, ToTargetVec2.y ) local ToTargetPointVec3 = COORDINATE:New( ToTargetVec2.x, self.EngageAltitude, ToTargetVec2.y )
--- Create a route point of type air. --- Create a route point of type air.
local ToTargetRoutePoint = ToTargetPointVec3:WaypointAir( local ToTargetRoutePoint = ToTargetPointVec3:WaypointAir(
self.PatrolAltType, self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint, COORDINATE.WaypointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint, COORDINATE.WaypointAction.TurningPoint,
self.EngageSpeed, self.EngageSpeed,
true true
) )

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@@ -220,16 +220,9 @@ function AI_BALANCER:onenterReturning( SetGroup, From, Event, To, AIGroup )
AIGroup:MessageToRed( "Returning to home base ...", 30 ) AIGroup:MessageToRed( "Returning to home base ...", 30 )
else else
-- Okay, we need to send this Group back to the nearest base of the Coalition of the AI. -- Okay, we need to send this Group back to the nearest base of the Coalition of the AI.
--TODO: i need to rework the POINT_VEC2 thing. local PointVec2 = COORDINATE:New(AIGroup:GetVec2().x, 0, AIGroup:GetVec2().y)
local PointVec2 = POINT_VEC2:New( AIGroup:GetVec2().x, AIGroup:GetVec2().y )
local ClosestAirbase = self.ReturnAirbaseSet:FindNearestAirbaseFromPointVec2( PointVec2 ) local ClosestAirbase = self.ReturnAirbaseSet:FindNearestAirbaseFromPointVec2( PointVec2 )
self:T( ClosestAirbase.AirbaseName ) self:T( ClosestAirbase.AirbaseName )
--[[
AIGroup:MessageToRed( "Returning to " .. ClosestAirbase:GetName().. " ...", 30 )
local RTBRoute = AIGroup:RouteReturnToAirbase( ClosestAirbase )
AIGroupTemplate.route = RTBRoute
AIGroup:Respawn( AIGroupTemplate )
]]
AIGroup:RouteRTB(ClosestAirbase) AIGroup:RouteRTB(ClosestAirbase)
end end

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@@ -423,12 +423,12 @@ function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1). --DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetAltitude() local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y ) local CurrentPointVec3 = COORDINATE:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToEngageZoneSpeed = self.PatrolMaxSpeed local ToEngageZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir( local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType, self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint, COORDINATE.WaypointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint, COORDINATE.WaypointAction.TurningPoint,
ToEngageZoneSpeed, ToEngageZoneSpeed,
true true
) )
@@ -445,13 +445,13 @@ function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
self:T2( { self.PatrolMinSpeed, self.PatrolMaxSpeed, ToTargetSpeed } ) self:T2( { self.PatrolMinSpeed, self.PatrolMaxSpeed, ToTargetSpeed } )
--- Obtain a 3D @{Point} from the 2D point + altitude. --- Obtain a 3D @{Point} from the 2D point + altitude.
local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y ) local ToTargetPointVec3 = COORDINATE:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y )
--- Create a route point of type air. --- Create a route point of type air.
local ToPatrolRoutePoint = ToTargetPointVec3:WaypointAir( local ToPatrolRoutePoint = ToTargetPointVec3:WaypointAir(
self.PatrolAltType, self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint, COORDINATE.WaypointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint, COORDINATE.WaypointAction.TurningPoint,
ToTargetSpeed, ToTargetSpeed,
true true
) )

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@@ -162,7 +162,6 @@ function AI_CAS_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
-- @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.
-- @return #boolean Return false to cancel Transition. -- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Engage. --- OnAfter Transition Handler for Event Engage.
@@ -466,12 +465,12 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1). --DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetAltitude() local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y ) local CurrentPointVec3 = COORDINATE:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToEngageZoneSpeed = self.PatrolMaxSpeed local ToEngageZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir( local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType, self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint, COORDINATE.WaypointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint, COORDINATE.WaypointAction.TurningPoint,
self.EngageSpeed, self.EngageSpeed,
true true
) )
@@ -508,13 +507,13 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
self:T2( ToTargetVec2 ) self:T2( ToTargetVec2 )
--- Obtain a 3D @{Point} from the 2D point + altitude. --- Obtain a 3D @{Point} from the 2D point + altitude.
local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, self.EngageAltitude, ToTargetVec2.y ) local ToTargetPointVec3 = COORDINATE:New( ToTargetVec2.x, self.EngageAltitude, ToTargetVec2.y )
--- Create a route point of type air. --- Create a route point of type air.
local ToTargetRoutePoint = ToTargetPointVec3:WaypointAir( local ToTargetRoutePoint = ToTargetPointVec3:WaypointAir(
self.PatrolAltType, self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint, COORDINATE.WaypointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint, COORDINATE.WaypointAction.TurningPoint,
self.EngageSpeed, self.EngageSpeed,
true true
) )

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@@ -440,7 +440,7 @@ function AI_CARGO_AIRPLANE:Route( Airplane, Airbase, Speed, Height, Uncontrolled
-- To point. -- To point.
local AirbasePointVec2 = Airbase:GetPointVec2() local AirbasePointVec2 = Airbase:GetPointVec2()
local ToWaypoint = AirbasePointVec2:WaypointAir(POINT_VEC3.RoutePointAltType.BARO, "Land", "Landing", Speed or Airplane:GetSpeedMax()*0.8, true, Airbase) local ToWaypoint = AirbasePointVec2:WaypointAir(COORDINATE.WaypointAltType.BARO, "Land", "Landing", Speed or Airplane:GetSpeedMax()*0.8, true, Airbase)
--ToWaypoint["airdromeId"] = Airbase:GetID() --ToWaypoint["airdromeId"] = Airbase:GetID()
--ToWaypoint["speed_locked"] = true --ToWaypoint["speed_locked"] = true

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@@ -367,8 +367,8 @@ function AI_CARGO_HELICOPTER:onafterQueue( Helicopter, From, Event, To, Coordina
-- local CoordinateFrom = Helicopter:GetCoordinate() -- local CoordinateFrom = Helicopter:GetCoordinate()
-- local WaypointFrom = CoordinateFrom:WaypointAir( -- local WaypointFrom = CoordinateFrom:WaypointAir(
-- "RADIO", -- "RADIO",
-- POINT_VEC3.RoutePointType.TurningPoint, -- COORDINATE.WaypointType.TurningPoint,
-- POINT_VEC3.RoutePointAction.TurningPoint, -- COORDINATE.WaypointAction.TurningPoint,
-- Speed, -- Speed,
-- true -- true
-- ) -- )
@@ -380,8 +380,8 @@ function AI_CARGO_HELICOPTER:onafterQueue( Helicopter, From, Event, To, Coordina
local WaypointTo = CoordinateTo:WaypointAir( local WaypointTo = CoordinateTo:WaypointAir(
"RADIO", "RADIO",
POINT_VEC3.RoutePointType.TurningPoint, COORDINATE.WaypointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint, COORDINATE.WaypointAction.TurningPoint,
50, 50,
true true
) )
@@ -427,7 +427,7 @@ function AI_CARGO_HELICOPTER:onafterOrbit( Helicopter, From, Event, To, Coordina
local landheight = CoordinateTo:GetLandHeight() -- get target height local landheight = CoordinateTo:GetLandHeight() -- get target height
CoordinateTo.y = landheight + 50 -- flight height should be 50m above ground CoordinateTo.y = landheight + 50 -- flight height should be 50m above ground
local WaypointTo = CoordinateTo:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, 50, true) local WaypointTo = CoordinateTo:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, 50, true)
Route[#Route+1] = WaypointTo Route[#Route+1] = WaypointTo
local Tasks = {} local Tasks = {}
@@ -496,14 +496,14 @@ function AI_CARGO_HELICOPTER:onafterPickup( Helicopter, From, Event, To, Coordin
local CoordinateFrom = Helicopter:GetCoordinate() local CoordinateFrom = Helicopter:GetCoordinate()
--- Create a route point of type air. --- Create a route point of type air.
local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, _speed, true) local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, _speed, true)
--- Create a route point of type air. --- Create a route point of type air.
local CoordinateTo = Coordinate local CoordinateTo = Coordinate
local landheight = CoordinateTo:GetLandHeight() -- get target height local landheight = CoordinateTo:GetLandHeight() -- get target height
CoordinateTo.y = landheight + 50 -- flight height should be 50m above ground CoordinateTo.y = landheight + 50 -- flight height should be 50m above ground
local WaypointTo = CoordinateTo:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint,_speed, true) local WaypointTo = CoordinateTo:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint,_speed, true)
Route[#Route+1] = WaypointFrom Route[#Route+1] = WaypointFrom
Route[#Route+1] = WaypointTo Route[#Route+1] = WaypointTo
@@ -563,7 +563,7 @@ function AI_CARGO_HELICOPTER:onafterDeploy( Helicopter, From, Event, To, Coordin
--- Create a route point of type air. --- Create a route point of type air.
local CoordinateFrom = Helicopter:GetCoordinate() local CoordinateFrom = Helicopter:GetCoordinate()
local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, _speed, true) local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, _speed, true)
Route[#Route+1] = WaypointFrom Route[#Route+1] = WaypointFrom
Route[#Route+1] = WaypointFrom Route[#Route+1] = WaypointFrom
@@ -573,7 +573,7 @@ function AI_CARGO_HELICOPTER:onafterDeploy( Helicopter, From, Event, To, Coordin
local landheight = CoordinateTo:GetLandHeight() -- get target height local landheight = CoordinateTo:GetLandHeight() -- get target height
CoordinateTo.y = landheight + 50 -- flight height should be 50m above ground CoordinateTo.y = landheight + 50 -- flight height should be 50m above ground
local WaypointTo = CoordinateTo:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, _speed, true) local WaypointTo = CoordinateTo:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, _speed, true)
Route[#Route+1] = WaypointTo Route[#Route+1] = WaypointTo
Route[#Route+1] = WaypointTo Route[#Route+1] = WaypointTo
@@ -631,7 +631,7 @@ function AI_CARGO_HELICOPTER:onafterHome( Helicopter, From, Event, To, Coordinat
--- Create a route point of type air. --- Create a route point of type air.
local CoordinateFrom = Helicopter:GetCoordinate() local CoordinateFrom = Helicopter:GetCoordinate()
local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, Speed, true) local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, Speed, true)
Route[#Route+1] = WaypointFrom Route[#Route+1] = WaypointFrom
--- Create a route point of type air. --- Create a route point of type air.
@@ -639,7 +639,7 @@ function AI_CARGO_HELICOPTER:onafterHome( Helicopter, From, Event, To, Coordinat
local landheight = CoordinateTo:GetLandHeight() -- get target height local landheight = CoordinateTo:GetLandHeight() -- get target height
CoordinateTo.y = landheight + Height -- flight height should be 50m above ground CoordinateTo.y = landheight + Height -- flight height should be 50m above ground
local WaypointTo = CoordinateTo:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, Speed, true) local WaypointTo = CoordinateTo:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, Speed, true)
Route[#Route+1] = WaypointTo Route[#Route+1] = WaypointTo

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@@ -725,7 +725,7 @@ function AI_FORMATION:onafterFormationLine( FollowGroupSet, From , Event , To, X
for FollowID, FollowGroup in pairs( FollowSet ) do for FollowID, FollowGroup in pairs( FollowSet ) do
local PointVec3 = POINT_VEC3:New() local PointVec3 = COORDINATE:New()
PointVec3:SetX( XStart + i * XSpace ) PointVec3:SetX( XStart + i * XSpace )
PointVec3:SetY( YStart + i * YSpace ) PointVec3:SetY( YStart + i * YSpace )
PointVec3:SetZ( ZStart + i * ZSpace ) PointVec3:SetZ( ZStart + i * ZSpace )
@@ -877,7 +877,7 @@ function AI_FORMATION:onafterFormationCenterWing( FollowGroupSet, From , Event ,
for FollowID, FollowGroup in pairs( FollowSet ) do for FollowID, FollowGroup in pairs( FollowSet ) do
local PointVec3 = POINT_VEC3:New() local PointVec3 = COORDINATE:New()
local Side = ( i % 2 == 0 ) and 1 or -1 local Side = ( i % 2 == 0 ) and 1 or -1
local Row = i / 2 + 1 local Row = i / 2 + 1
@@ -936,7 +936,7 @@ function AI_FORMATION:onafterFormationBox( FollowGroupSet, From , Event , To, XS
for FollowID, FollowGroup in pairs( FollowSet ) do for FollowID, FollowGroup in pairs( FollowSet ) do
local PointVec3 = POINT_VEC3:New() local PointVec3 = COORDINATE:New()
local ZIndex = i % ZLevels local ZIndex = i % ZLevels
local XIndex = math.floor( i / ZLevels ) local XIndex = math.floor( i / ZLevels )

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@@ -751,12 +751,12 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
if not CurrentVec2 then return end if not CurrentVec2 then return end
--Done: Create GetAltitude function for GROUP, and delete GetUnit(1). --Done: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetAltitude() local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y ) local CurrentPointVec3 = COORDINATE:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToPatrolZoneSpeed = self.PatrolMaxSpeed local ToPatrolZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir( local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType, self.PatrolAltType,
POINT_VEC3.RoutePointType.TakeOffParking, COORDINATE.WaypointType.TakeOffParking,
POINT_VEC3.RoutePointAction.FromParkingArea, COORDINATE.WaypointAction.FromParkingArea,
ToPatrolZoneSpeed, ToPatrolZoneSpeed,
true true
) )
@@ -767,12 +767,12 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
if not CurrentVec2 then return end if not CurrentVec2 then return end
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1). --DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetAltitude() local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y ) local CurrentPointVec3 = COORDINATE:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToPatrolZoneSpeed = self.PatrolMaxSpeed local ToPatrolZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir( local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType, self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint, COORDINATE.WaypointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint, COORDINATE.WaypointAction.TurningPoint,
ToPatrolZoneSpeed, ToPatrolZoneSpeed,
true true
) )
@@ -792,13 +792,13 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
self:T2( { self.PatrolMinSpeed, self.PatrolMaxSpeed, ToTargetSpeed } ) self:T2( { self.PatrolMinSpeed, self.PatrolMaxSpeed, ToTargetSpeed } )
--- Obtain a 3D @{Point} from the 2D point + altitude. --- Obtain a 3D @{Point} from the 2D point + altitude.
local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y ) local ToTargetPointVec3 = COORDINATE:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y )
--- Create a route point of type air. --- Create a route point of type air.
local ToTargetRoutePoint = ToTargetPointVec3:WaypointAir( local ToTargetRoutePoint = ToTargetPointVec3:WaypointAir(
self.PatrolAltType, self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint, COORDINATE.WaypointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint, COORDINATE.WaypointAction.TurningPoint,
ToTargetSpeed, ToTargetSpeed,
true true
) )
@@ -846,7 +846,6 @@ function AI_PATROL_ZONE:onafterStatus()
OldAIControllable:SetTask( TimedOrbitTask, 10 ) OldAIControllable:SetTask( TimedOrbitTask, 10 )
RTB = true RTB = true
else
end end
-- TODO: Check GROUP damage function. -- TODO: Check GROUP damage function.
@@ -856,6 +855,16 @@ function AI_PATROL_ZONE:onafterStatus()
RTB = true RTB = true
end end
if self:IsInstanceOf("AI_CAS") or self:IsInstanceOf("AI_BAI") then
local atotal,shells,rockets,bombs,missiles = self.Controllable:GetAmmunition()
local arelevant = rockets+bombs
if arelevant == 0 or missiles == 0 then
RTB = true
self:T({total=atotal,shells=shells,rockets=rockets,bombs=bombs,missiles=missiles})
self:T( self.Controllable:GetName() .. " is out of ammo, RTB!" )
end
end
if RTB == true then if RTB == true then
self:RTB() self:RTB()
else else
@@ -881,12 +890,12 @@ function AI_PATROL_ZONE:onafterRTB()
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1). --DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
--local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude() --local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
local CurrentAltitude = self.Controllable:GetAltitude() local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y ) local CurrentPointVec3 = COORDINATE:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToPatrolZoneSpeed = self.PatrolMaxSpeed local ToPatrolZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir( local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType, self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint, COORDINATE.WaypointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint, COORDINATE.WaypointAction.TurningPoint,
ToPatrolZoneSpeed, ToPatrolZoneSpeed,
true true
) )

View File

@@ -275,14 +275,14 @@
-- The cargo must be in the **Loaded** state. -- The cargo must be in the **Loaded** state.
-- @function [parent=#CARGO] UnBoard -- @function [parent=#CARGO] UnBoard
-- @param #CARGO self -- @param #CARGO self
-- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Core.Point#POINT_VEC2) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location. -- @param Core.Point#COORDINATE ToPointVec2 (optional) @{Core.Point#COORDINATE) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location.
--- UnBoards the cargo to a Carrier. The event will create a movement (= running or driving) of the cargo from the Carrier. --- UnBoards the cargo to a Carrier. The event will create a movement (= running or driving) of the cargo from the Carrier.
-- The cargo must be in the **Loaded** state. -- The cargo must be in the **Loaded** state.
-- @function [parent=#CARGO] __UnBoard -- @function [parent=#CARGO] __UnBoard
-- @param #CARGO self -- @param #CARGO self
-- @param #number DelaySeconds The amount of seconds to delay the action. -- @param #number DelaySeconds The amount of seconds to delay the action.
-- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Core.Point#POINT_VEC2) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location. -- @param Core.Point#COORDINATE ToPointVec2 (optional) @{Core.Point#COORDINATE) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location.
-- Load -- Load
@@ -307,14 +307,14 @@
-- The cargo must be in the **Loaded** state. -- The cargo must be in the **Loaded** state.
-- @function [parent=#CARGO] UnLoad -- @function [parent=#CARGO] UnLoad
-- @param #CARGO self -- @param #CARGO self
-- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Core.Point#POINT_VEC2) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location. -- @param Core.Point#COORDINATE ToPointVec2 (optional) @{Core.Point#COORDINATE) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location.
--- UnLoads the cargo to a Carrier. The event will unload the cargo from the Carrier. There will be no movement simulated of the cargo loading. --- UnLoads the cargo to a Carrier. The event will unload the cargo from the Carrier. There will be no movement simulated of the cargo loading.
-- The cargo must be in the **Loaded** state. -- The cargo must be in the **Loaded** state.
-- @function [parent=#CARGO] __UnLoad -- @function [parent=#CARGO] __UnLoad
-- @param #CARGO self -- @param #CARGO self
-- @param #number DelaySeconds The amount of seconds to delay the action. -- @param #number DelaySeconds The amount of seconds to delay the action.
-- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Core.Point#POINT_VEC2) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location. -- @param Core.Point#COORDINATE ToPointVec2 (optional) @{Core.Point#COORDINATE) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location.
-- State Transition Functions -- State Transition Functions
@@ -467,7 +467,7 @@ do -- CARGO
self.Type = Type self.Type = Type
self.Name = Name self.Name = Name
self.Weight = Weight or 0 self.Weight = Weight or 0
self.CargoObject = nil self.CargoObject = nil -- Wrapper.Group#GROUP
self.CargoCarrier = nil -- Wrapper.Client#CLIENT self.CargoCarrier = nil -- Wrapper.Client#CLIENT
self.Representable = false self.Representable = false
self.Slingloadable = false self.Slingloadable = false
@@ -897,7 +897,7 @@ do -- CARGO
--- Get the current PointVec2 of the cargo. --- Get the current PointVec2 of the cargo.
-- @param #CARGO self -- @param #CARGO self
-- @return Core.Point#POINT_VEC2 -- @return Core.Point#COORDINATE
function CARGO:GetPointVec2() function CARGO:GetPointVec2()
return self.CargoObject:GetPointVec2() return self.CargoObject:GetPointVec2()
end end
@@ -1094,7 +1094,7 @@ do -- CARGO_REPRESENTABLE
--- Route a cargo unit to a PointVec2. --- Route a cargo unit to a PointVec2.
-- @param #CARGO_REPRESENTABLE self -- @param #CARGO_REPRESENTABLE self
-- @param Core.Point#POINT_VEC2 ToPointVec2 -- @param Core.Point#COORDINATE ToPointVec2
-- @param #number Speed -- @param #number Speed
-- @return #CARGO_REPRESENTABLE -- @return #CARGO_REPRESENTABLE
function CARGO_REPRESENTABLE:RouteTo( ToPointVec2, Speed ) function CARGO_REPRESENTABLE:RouteTo( ToPointVec2, Speed )

View File

@@ -114,7 +114,7 @@ do -- CARGO_CRATE
-- @param #string Event -- @param #string Event
-- @param #string From -- @param #string From
-- @param #string To -- @param #string To
-- @param Core.Point#POINT_VEC2 -- @param Core.Point#COORDINATE
function CARGO_CRATE:onenterUnLoaded( From, Event, To, ToPointVec2 ) function CARGO_CRATE:onenterUnLoaded( From, Event, To, ToPointVec2 )
--self:T( { ToPointVec2, From, Event, To } ) --self:T( { ToPointVec2, From, Event, To } )

View File

@@ -22,6 +22,7 @@ do -- CARGO_GROUP
--- @type CARGO_GROUP --- @type CARGO_GROUP
-- @field Core.Set#SET_CARGO CargoSet The collection of derived CARGO objects. -- @field Core.Set#SET_CARGO CargoSet The collection of derived CARGO objects.
-- @field #string GroupName The name of the CargoGroup. -- @field #string GroupName The name of the CargoGroup.
-- @field Wrapper.Group#GROUÜ CargoCarrier The carrier group.
-- @extends Cargo.Cargo#CARGO_REPORTABLE -- @extends Cargo.Cargo#CARGO_REPORTABLE
--- Defines a cargo that is represented by a @{Wrapper.Group} object within the simulator. --- Defines a cargo that is represented by a @{Wrapper.Group} object within the simulator.
@@ -410,7 +411,7 @@ do -- CARGO_GROUP
-- @param #string Event -- @param #string Event
-- @param #string From -- @param #string From
-- @param #string To -- @param #string To
-- @param Core.Point#POINT_VEC2 ToPointVec2 -- @param Core.Point#COORDINATE ToPointVec2
-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier. -- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
function CARGO_GROUP:onafterUnBoard( From, Event, To, ToPointVec2, NearRadius, ... ) function CARGO_GROUP:onafterUnBoard( From, Event, To, ToPointVec2, NearRadius, ... )
self:T( {From, Event, To, ToPointVec2, NearRadius } ) self:T( {From, Event, To, ToPointVec2, NearRadius } )
@@ -453,7 +454,7 @@ do -- CARGO_GROUP
-- @param #string Event -- @param #string Event
-- @param #string From -- @param #string From
-- @param #string To -- @param #string To
-- @param Core.Point#POINT_VEC2 ToPointVec2 -- @param Core.Point#COORDINATE ToPointVec2
-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier. -- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
function CARGO_GROUP:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... ) function CARGO_GROUP:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... )
--self:T( { From, Event, To, ToPointVec2, NearRadius } ) --self:T( { From, Event, To, ToPointVec2, NearRadius } )
@@ -491,7 +492,7 @@ do -- CARGO_GROUP
-- @param #string Event -- @param #string Event
-- @param #string From -- @param #string From
-- @param #string To -- @param #string To
-- @param Core.Point#POINT_VEC2 ToPointVec2 -- @param Core.Point#COORDINATE ToPointVec2
function CARGO_GROUP:onafterUnLoad( From, Event, To, ToPointVec2, ... ) function CARGO_GROUP:onafterUnLoad( From, Event, To, ToPointVec2, ... )
--self:T( { From, Event, To, ToPointVec2 } ) --self:T( { From, Event, To, ToPointVec2 } )
@@ -771,3 +772,4 @@ do -- CARGO_GROUP
end -- CARGO_GROUP end -- CARGO_GROUP

View File

@@ -72,7 +72,7 @@ do -- CARGO_UNIT
-- @param #string Event -- @param #string Event
-- @param #string From -- @param #string From
-- @param #string To -- @param #string To
-- @param Core.Point#POINT_VEC2 ToPointVec2 -- @param Core.Point#COORDINATE ToPointVec2
-- @param #number NearRadius (optional) Defaut 25 m. -- @param #number NearRadius (optional) Defaut 25 m.
function CARGO_UNIT:onenterUnBoarding( From, Event, To, ToPointVec2, NearRadius ) function CARGO_UNIT:onenterUnBoarding( From, Event, To, ToPointVec2, NearRadius )
self:T( { From, Event, To, ToPointVec2, NearRadius } ) self:T( { From, Event, To, ToPointVec2, NearRadius } )
@@ -145,7 +145,7 @@ do -- CARGO_UNIT
-- @param #string Event -- @param #string Event
-- @param #string From -- @param #string From
-- @param #string To -- @param #string To
-- @param Core.Point#POINT_VEC2 ToPointVec2 -- @param Core.Point#COORDINATE ToPointVec2
-- @param #number NearRadius (optional) Defaut 100 m. -- @param #number NearRadius (optional) Defaut 100 m.
function CARGO_UNIT:onleaveUnBoarding( From, Event, To, ToPointVec2, NearRadius ) function CARGO_UNIT:onleaveUnBoarding( From, Event, To, ToPointVec2, NearRadius )
self:T( { From, Event, To, ToPointVec2, NearRadius } ) self:T( { From, Event, To, ToPointVec2, NearRadius } )
@@ -171,7 +171,7 @@ do -- CARGO_UNIT
-- @param #string Event -- @param #string Event
-- @param #string From -- @param #string From
-- @param #string To -- @param #string To
-- @param Core.Point#POINT_VEC2 ToPointVec2 -- @param Core.Point#COORDINATE ToPointVec2
-- @param #number NearRadius (optional) Defaut 100 m. -- @param #number NearRadius (optional) Defaut 100 m.
function CARGO_UNIT:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius ) function CARGO_UNIT:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius )
self:T( { From, Event, To, ToPointVec2, NearRadius } ) self:T( { From, Event, To, ToPointVec2, NearRadius } )
@@ -197,7 +197,7 @@ do -- CARGO_UNIT
-- @param #string Event -- @param #string Event
-- @param #string From -- @param #string From
-- @param #string To -- @param #string To
-- @param Core.Point#POINT_VEC2 -- @param Core.Point#COORDINATE
function CARGO_UNIT:onenterUnLoaded( From, Event, To, ToPointVec2 ) function CARGO_UNIT:onenterUnLoaded( From, Event, To, ToPointVec2 )
self:T( { ToPointVec2, From, Event, To } ) self:T( { ToPointVec2, From, Event, To } )

View File

@@ -201,6 +201,7 @@ BASE = {
States = {}, States = {},
Debug = debug, Debug = debug,
Scheduler = nil, Scheduler = nil,
Properties = {},
} }
-- @field #BASE.__ -- @field #BASE.__
@@ -1109,6 +1110,31 @@ function BASE:ClearState( Object, StateName )
end end
end end
--- Set one property of an object.
-- @param #BASE self
-- @param Key The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!
-- @param Value The value that is stored. Note that the value can be a #string, but it can also be any other type!
function BASE:SetProperty(Key,Value)
self.Properties = self.Properties or {}
self.Properties[Key] = Value
end
--- Get one property of an object by the key.
-- @param #BASE self
-- @param Key The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!
-- @return Value The value that is stored. Note that the value can be a #string, but it can also be any other type! Nil if not found.
function BASE:GetProperty(Key)
self.Properties = self.Properties or {}
return self.Properties[Key]
end
--- Get all of the properties of an object in a table.
-- @param #BASE self
-- @return #table of values, indexed by keys.
function BASE:GetProperties()
return self.Properties
end
-- Trace section -- Trace section
-- Log a trace (only shown when trace is on) -- Log a trace (only shown when trace is on)
@@ -1440,4 +1466,3 @@ function BASE:I( Arguments )
end end
end end

View File

@@ -20,7 +20,7 @@
-- --
-- @module Core.ClientMenu -- @module Core.ClientMenu
-- @image Core_Menu.JPG -- @image Core_Menu.JPG
-- last change: May 2024 -- last change: Jan 2025
-- TODO -- TODO
---------------------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------------
@@ -57,9 +57,9 @@
--- ---
-- @field #CLIENTMENU -- @field #CLIENTMENU
CLIENTMENU = { CLIENTMENU = {
ClassName = "CLIENTMENUE", ClassName = "CLIENTMENU",
lid = "", lid = "",
version = "0.1.2", version = "0.1.3",
name = nil, name = nil,
path = nil, path = nil,
group = nil, group = nil,
@@ -455,7 +455,7 @@ end
-- @param #CLIENTMENUMANAGER self -- @param #CLIENTMENUMANAGER self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
-- @return #CLIENTMENUMANAGER self -- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:_EventHandler(EventData) function CLIENTMENUMANAGER:_EventHandler(EventData,Retry)
self:T(self.lid.."_EventHandler: "..EventData.id) self:T(self.lid.."_EventHandler: "..EventData.id)
--self:I(self.lid.."_EventHandler: "..tostring(EventData.IniPlayerName)) --self:I(self.lid.."_EventHandler: "..tostring(EventData.IniPlayerName))
if EventData.id == EVENTS.PlayerLeaveUnit or EventData.id == EVENTS.Ejection or EventData.id == EVENTS.Crash or EventData.id == EVENTS.PilotDead then if EventData.id == EVENTS.PlayerLeaveUnit or EventData.id == EVENTS.Ejection or EventData.id == EVENTS.Crash or EventData.id == EVENTS.PilotDead then
@@ -468,6 +468,10 @@ function CLIENTMENUMANAGER:_EventHandler(EventData)
if EventData.IniPlayerName and EventData.IniGroup then if EventData.IniPlayerName and EventData.IniGroup then
if (not self.clientset:IsIncludeObject(_DATABASE:FindClient( EventData.IniUnitName ))) then if (not self.clientset:IsIncludeObject(_DATABASE:FindClient( EventData.IniUnitName ))) then
self:T(self.lid.."Client not in SET: "..EventData.IniPlayerName) self:T(self.lid.."Client not in SET: "..EventData.IniPlayerName)
if not Retry then
-- try again in 2 secs
self:ScheduleOnce(2,CLIENTMENUMANAGER._EventHandler,self,EventData,true)
end
return self return self
end end
--self:I(self.lid.."Join event for player: "..EventData.IniPlayerName) --self:I(self.lid.."Join event for player: "..EventData.IniPlayerName)
@@ -524,7 +528,7 @@ function CLIENTMENUMANAGER:InitAutoPropagation()
self:HandleEvent(EVENTS.PilotDead, self._EventHandler) self:HandleEvent(EVENTS.PilotDead, self._EventHandler)
self:HandleEvent(EVENTS.PlayerEnterAircraft, self._EventHandler) self:HandleEvent(EVENTS.PlayerEnterAircraft, self._EventHandler)
self:HandleEvent(EVENTS.PlayerEnterUnit, self._EventHandler) self:HandleEvent(EVENTS.PlayerEnterUnit, self._EventHandler)
self:SetEventPriority(5) self:SetEventPriority(6)
return self return self
end end

View File

@@ -1375,7 +1375,7 @@ function EVENT:onEvent( Event )
Event.IniDCSUnitName = Event.IniDCSUnit.getName and Event.IniDCSUnit:getName() or "Scenery no name "..math.random(1,20000) Event.IniDCSUnitName = Event.IniDCSUnit.getName and Event.IniDCSUnit:getName() or "Scenery no name "..math.random(1,20000)
Event.IniUnitName = Event.IniDCSUnitName Event.IniUnitName = Event.IniDCSUnitName
Event.IniUnit = SCENERY:Register( Event.IniDCSUnitName, Event.initiator ) Event.IniUnit = SCENERY:Register( Event.IniDCSUnitName, Event.initiator )
Event.IniCategory = Event.IniDCSUnit:getDesc().category Event.IniCategory = Event.IniDCSUnit.getDesc and Event.IniDCSUnit:getDesc().category
Event.IniTypeName = Event.initiator:isExist() and Event.IniDCSUnit:getTypeName() or "SCENERY" Event.IniTypeName = Event.initiator:isExist() and Event.IniDCSUnit:getTypeName() or "SCENERY"
elseif Event.IniObjectCategory == Object.Category.BASE then elseif Event.IniObjectCategory == Object.Category.BASE then

View File

@@ -948,7 +948,8 @@ do -- FSM
end end
do -- FSM_CONTROLLABLE do -- FSM_CONTROLLABLE
---
-- @type FSM_CONTROLLABLE -- @type FSM_CONTROLLABLE
-- @field Wrapper.Controllable#CONTROLLABLE Controllable -- @field Wrapper.Controllable#CONTROLLABLE Controllable
-- @extends Core.Fsm#FSM -- @extends Core.Fsm#FSM
@@ -1081,7 +1082,8 @@ do -- FSM_CONTROLLABLE
end end
do -- FSM_PROCESS do -- FSM_PROCESS
---
-- @type FSM_PROCESS -- @type FSM_PROCESS
-- @field Tasking.Task#TASK Task -- @field Tasking.Task#TASK Task
-- @extends Core.Fsm#FSM_CONTROLLABLE -- @extends Core.Fsm#FSM_CONTROLLABLE

View File

@@ -105,6 +105,7 @@ function MENU_INDEX:PrepareCoalition( CoalitionSide )
self.Coalition[CoalitionSide] = self.Coalition[CoalitionSide] or {} self.Coalition[CoalitionSide] = self.Coalition[CoalitionSide] or {}
self.Coalition[CoalitionSide].Menus = self.Coalition[CoalitionSide].Menus or {} self.Coalition[CoalitionSide].Menus = self.Coalition[CoalitionSide].Menus or {}
end end
--- ---
-- @param Wrapper.Group#GROUP Group -- @param Wrapper.Group#GROUP Group
function MENU_INDEX:PrepareGroup( Group ) function MENU_INDEX:PrepareGroup( Group )
@@ -118,9 +119,11 @@ end
function MENU_INDEX:HasMissionMenu( Path ) function MENU_INDEX:HasMissionMenu( Path )
return self.MenuMission.Menus[Path] return self.MenuMission.Menus[Path]
end end
function MENU_INDEX:SetMissionMenu( Path, Menu ) function MENU_INDEX:SetMissionMenu( Path, Menu )
self.MenuMission.Menus[Path] = Menu self.MenuMission.Menus[Path] = Menu
end end
function MENU_INDEX:ClearMissionMenu( Path ) function MENU_INDEX:ClearMissionMenu( Path )
self.MenuMission.Menus[Path] = nil self.MenuMission.Menus[Path] = nil
end end
@@ -128,9 +131,11 @@ end
function MENU_INDEX:HasCoalitionMenu( Coalition, Path ) function MENU_INDEX:HasCoalitionMenu( Coalition, Path )
return self.Coalition[Coalition].Menus[Path] return self.Coalition[Coalition].Menus[Path]
end end
function MENU_INDEX:SetCoalitionMenu( Coalition, Path, Menu ) function MENU_INDEX:SetCoalitionMenu( Coalition, Path, Menu )
self.Coalition[Coalition].Menus[Path] = Menu self.Coalition[Coalition].Menus[Path] = Menu
end end
function MENU_INDEX:ClearCoalitionMenu( Coalition, Path ) function MENU_INDEX:ClearCoalitionMenu( Coalition, Path )
self.Coalition[Coalition].Menus[Path] = nil self.Coalition[Coalition].Menus[Path] = nil
end end
@@ -138,19 +143,24 @@ end
function MENU_INDEX:HasGroupMenu( Group, Path ) function MENU_INDEX:HasGroupMenu( Group, Path )
if Group and Group:IsAlive() then if Group and Group:IsAlive() then
local MenuGroupName = Group:GetName() local MenuGroupName = Group:GetName()
return self.Group[MenuGroupName].Menus[Path] if self.Group[MenuGroupName] and self.Group[MenuGroupName].Menus and self.Group[MenuGroupName].Menus[Path] then
return self.Group[MenuGroupName].Menus[Path]
end
end end
return nil return nil
end end
function MENU_INDEX:SetGroupMenu( Group, Path, Menu ) function MENU_INDEX:SetGroupMenu( Group, Path, Menu )
local MenuGroupName = Group:GetName() local MenuGroupName = Group:GetName()
Group:F({MenuGroupName=MenuGroupName,Path=Path}) --Group:F({MenuGroupName=MenuGroupName,Path=Path})
self.Group[MenuGroupName].Menus[Path] = Menu self.Group[MenuGroupName].Menus[Path] = Menu
end end
function MENU_INDEX:ClearGroupMenu( Group, Path ) function MENU_INDEX:ClearGroupMenu( Group, Path )
local MenuGroupName = Group:GetName() local MenuGroupName = Group:GetName()
self.Group[MenuGroupName].Menus[Path] = nil self.Group[MenuGroupName].Menus[Path] = nil
end end
function MENU_INDEX:Refresh( Group ) function MENU_INDEX:Refresh( Group )
for MenuID, Menu in pairs( self.MenuMission.Menus ) do for MenuID, Menu in pairs( self.MenuMission.Menus ) do
Menu:Refresh() Menu:Refresh()

View File

@@ -464,6 +464,7 @@ _MESSAGESRS = {}
-- @param #number Volume (optional) Volume, can be between 0.0 and 1.0 (loudest). -- @param #number Volume (optional) Volume, can be between 0.0 and 1.0 (loudest).
-- @param #string Label (optional) Label, defaults to "MESSAGE" or the Message Category set. -- @param #string Label (optional) Label, defaults to "MESSAGE" or the Message Category set.
-- @param Core.Point#COORDINATE Coordinate (optional) Coordinate this messages originates from. -- @param Core.Point#COORDINATE Coordinate (optional) Coordinate this messages originates from.
-- @param #string Backend (optional) Backend to be used, can be MSRS.Backend.SRSEXE or MSRS.Backend.GRPC
-- @usage -- @usage
-- -- Mind the dot here, not using the colon this time around! -- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only -- -- Needed once only
@@ -471,7 +472,7 @@ _MESSAGESRS = {}
-- -- later on in your code -- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRS() -- MESSAGE:New("Test message!",15,"SPAWN"):ToSRS()
-- --
function MESSAGE.SetMSRS(PathToSRS,Port,PathToCredentials,Frequency,Modulation,Gender,Culture,Voice,Coalition,Volume,Label,Coordinate) function MESSAGE.SetMSRS(PathToSRS,Port,PathToCredentials,Frequency,Modulation,Gender,Culture,Voice,Coalition,Volume,Label,Coordinate,Backend)
_MESSAGESRS.PathToSRS = PathToSRS or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone" _MESSAGESRS.PathToSRS = PathToSRS or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone"
@@ -489,6 +490,10 @@ function MESSAGE.SetMSRS(PathToSRS,Port,PathToCredentials,Frequency,Modulation,G
_MESSAGESRS.MSRS:SetCoordinate(Coordinate) _MESSAGESRS.MSRS:SetCoordinate(Coordinate)
end end
if Backend then
_MESSAGESRS.MSRS:SetBackend(Backend)
end
_MESSAGESRS.Culture = Culture or MSRS.culture or "en-GB" _MESSAGESRS.Culture = Culture or MSRS.culture or "en-GB"
_MESSAGESRS.MSRS:SetCulture(Culture) _MESSAGESRS.MSRS:SetCulture(Culture)

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@@ -970,6 +970,9 @@ do -- COORDINATE
if not TargetCoordinate then return 1000000 end if not TargetCoordinate then return 1000000 end
--local a={x=TargetCoordinate.x-self.x, y=0, z=TargetCoordinate.z-self.z} --local a={x=TargetCoordinate.x-self.x, y=0, z=TargetCoordinate.z-self.z}
local a = self:GetVec2() local a = self:GetVec2()
if not TargetCoordinate.ClassName then
TargetCoordinate=COORDINATE:NewFromVec3(TargetCoordinate)
end
local b = TargetCoordinate:GetVec2() local b = TargetCoordinate:GetVec2()
local norm=UTILS.VecDist2D(a,b) local norm=UTILS.VecDist2D(a,b)
return norm return norm
@@ -1154,6 +1157,162 @@ do -- COORDINATE
return vec3 return vec3
end end
--- Return the x coordinate of the COORDINATE.
-- @param #COORDINATE self
-- @return #number The x coordinate.
function COORDINATE:GetX()
return self.x
end
--- Return the y coordinate of the COORDINATE.
-- @param #COORDINATE self
-- @return #number The y coordinate.
function COORDINATE:GetY()
if self:IsInstanceOf("POINT_VEC2") then
return self.z
end
return self.y
end
--- Return the z coordinate of the COORDINATE.
-- @param #COORDINATE self
-- @return #number The z coordinate.
function COORDINATE:GetZ()
return self.z
end
--- Set the x coordinate of the COORDINATE.
-- @param #COORDINATE self
-- @param #number x The x coordinate.
-- @return #COORDINATE
function COORDINATE:SetX( x )
self.x = x
return self
end
--- Set the y coordinate of the COORDINATE.
-- @param #COORDINATE self
-- @param #number y The y coordinate.
-- @return #COORDINATE
function COORDINATE:SetY( y )
if self:IsInstanceOf("POINT_VEC2") then
self.z = y
else
self.y = y
end
return self
end
--- Set the z coordinate of the COORDINATE.
-- @param #COORDINATE self
-- @param #number z The z coordinate.
-- @return #COORDINATE
function COORDINATE:SetZ( z )
self.z = z
return self
end
--- Add to the x coordinate of the COORDINATE.
-- @param #COORDINATE self
-- @param #number x The x coordinate value to add to the current x coordinate.
-- @return #COORDINATE
function COORDINATE:AddX( x )
self.x = self.x + x
return self
end
--- Return Return the Lat(itude) coordinate of the COORDINATE (ie: (parent)COORDINATE.x).
-- @param #COORDINATE self
-- @return #number The x coordinate.
function COORDINATE:GetLat()
return self.x
end
--- Set the Lat(itude) coordinate of the COORDINATE (ie: COORDINATE.x).
-- @param #COORDINATE self
-- @param #number x The x coordinate.
-- @return #COORDINATE
function COORDINATE:SetLat( x )
self.x = x
return self
end
--- Return the Lon(gitude) coordinate of the COORDINATE (ie: (parent)COORDINATE.z).
-- @param #COORDINATE self
-- @return #number The y coordinate.
function COORDINATE:GetLon()
return self.z
end
--- Set the Lon(gitude) coordinate of the COORDINATE (ie: COORDINATE.z).
-- @param #COORDINATE self
-- @param #number y The y coordinate.
-- @return #COORDINATE
function COORDINATE:SetLon( z )
self.z = z
return self
end
--- Return the altitude (height) of the land at the COORDINATE.
-- @param #COORDINATE self
-- @return #number The land altitude.
function COORDINATE:GetAlt()
return self.y ~= 0 or land.getHeight( { x = self.x, y = self.z } )
end
--- Set the altitude of the COORDINATE.
-- @param #COORDINATE self
-- @param #number Altitude The land altitude. If nothing (nil) is given, then the current land altitude is set.
-- @return #COORDINATE
function COORDINATE:SetAlt( Altitude )
self.y = Altitude or land.getHeight( { x = self.x, y = self.z } )
return self
end
--- Add to the current land height an altitude.
-- @param #COORDINATE self
-- @param #number Altitude The Altitude to add. If nothing (nil) is given, then the current land altitude is set.
-- @return #COORDINATE
function COORDINATE:AddAlt( Altitude )
self.y = land.getHeight( { x = self.x, y = self.z } ) + Altitude or 0
return self
end
--- Return a random COORDINATE within an Outer Radius and optionally NOT within an Inner Radius of the COORDINATE.
-- @param #COORDINATE self
-- @param DCS#Distance OuterRadius
-- @param DCS#Distance InnerRadius
-- @return #COORDINATE
function COORDINATE:GetRandomPointVec2InRadius( OuterRadius, InnerRadius )
self:F2( { OuterRadius, InnerRadius } )
return COORDINATE:NewFromVec2( self:GetRandomVec2InRadius( OuterRadius, InnerRadius ) )
end
--- Add to the y coordinate of the COORDINATE.
-- @param #COORDINATE self
-- @param #number y The y coordinate value to add to the current y coordinate.
-- @return #COORDINATE
function COORDINATE:AddY( y )
if self:IsInstanceOf("POINT_VEC2") then
return self:AddZ(y)
else
self.y = self.y + y
end
return self
end
--- Add to the z coordinate of the COORDINATE.
-- @param #COORDINATE self
-- @param #number z The z coordinate value to add to the current z coordinate.
-- @return #COORDINATE
function COORDINATE:AddZ( z )
self.z = self.z +z
return self
end
--- Returns a text documenting the wind direction (from) and strength according the measurement system @{Core.Settings}. --- Returns a text documenting the wind direction (from) and strength according the measurement system @{Core.Settings}.
-- The text will reflect the wind like this: -- The text will reflect the wind like this:
@@ -1218,7 +1377,7 @@ do -- COORDINATE
local s = string.format( '%03d°', AngleDegrees ) local s = string.format( '%03d°', AngleDegrees )
if MagVar then if MagVar then
local variation = UTILS.GetMagneticDeclination() or 0 local variation = self:GetMagneticDeclination() or 0
local AngleMagnetic = AngleDegrees - variation local AngleMagnetic = AngleDegrees - variation
if AngleMagnetic < 0 then AngleMagnetic = 360-AngleMagnetic end if AngleMagnetic < 0 then AngleMagnetic = 360-AngleMagnetic end
@@ -2956,6 +3115,8 @@ do -- COORDINATE
local AngleRadians = self:GetAngleRadians( DirectionVec3 ) local AngleRadians = self:GetAngleRadians( DirectionVec3 )
local bearing = UTILS.Round( UTILS.ToDegree( AngleRadians ),0 ) local bearing = UTILS.Round( UTILS.ToDegree( AngleRadians ),0 )
local magnetic = self:GetMagneticDeclination() or 0
bearing = bearing - magnetic
local rangeMetres = self:Get2DDistance(currentCoord) local rangeMetres = self:Get2DDistance(currentCoord)
local rangeNM = UTILS.Round( UTILS.MetersToNM(rangeMetres), 0) local rangeNM = UTILS.Round( UTILS.MetersToNM(rangeMetres), 0)
@@ -3469,9 +3630,18 @@ do -- COORDINATE
return flat, elev return flat, elev
end end
--- Return a random COORDINATE within an Outer Radius and optionally NOT within an Inner Radius of the COORDINATE.
-- @param #COORDINATE self
-- @param DCS#Distance OuterRadius
-- @param DCS#Distance InnerRadius
-- @return #COORDINATE
function COORDINATE:GetRandomPointVec3InRadius( OuterRadius, InnerRadius )
return COORDINATE:NewFromVec3( self:GetRandomVec3InRadius( OuterRadius, InnerRadius ) )
end
end end
do -- POINT_VEC3 do
--- The POINT_VEC3 class --- The POINT_VEC3 class
-- @type POINT_VEC3 -- @type POINT_VEC3
@@ -3488,6 +3658,8 @@ do -- POINT_VEC3
--- Defines a 3D point in the simulator and with its methods, you can use or manipulate the point in 3D space. --- Defines a 3D point in the simulator and with its methods, you can use or manipulate the point in 3D space.
-- --
-- **DEPRECATED - PLEASE USE COORDINATE!**
--
-- **Important Note:** Most of the functions in this section were taken from MIST, and reworked to OO concepts. -- **Important Note:** Most of the functions in this section were taken from MIST, and reworked to OO concepts.
-- In order to keep the credibility of the the author, -- In order to keep the credibility of the the author,
-- I want to emphasize that the formulas embedded in the MIST framework were created by Grimes or previous authors, -- I want to emphasize that the formulas embedded in the MIST framework were created by Grimes or previous authors,
@@ -3575,130 +3747,19 @@ do -- POINT_VEC3
return self return self
end end
--- Create a new POINT_VEC3 object from Vec2 coordinates.
-- @param #POINT_VEC3 self
-- @param DCS#Vec2 Vec2 The Vec2 point.
-- @param DCS#Distance LandHeightAdd (optional) Add a landheight.
-- @return Core.Point#POINT_VEC3 self
function POINT_VEC3:NewFromVec2( Vec2, LandHeightAdd )
local self = BASE:Inherit( self, COORDINATE:NewFromVec2( Vec2, LandHeightAdd ) ) -- Core.Point#POINT_VEC3
self:F2( self )
return self
end
--- Create a new POINT_VEC3 object from Vec3 coordinates.
-- @param #POINT_VEC3 self
-- @param DCS#Vec3 Vec3 The Vec3 point.
-- @return Core.Point#POINT_VEC3 self
function POINT_VEC3:NewFromVec3( Vec3 )
local self = BASE:Inherit( self, COORDINATE:NewFromVec3( Vec3 ) ) -- Core.Point#POINT_VEC3
self:F2( self )
return self
end
--- Return the x coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @return #number The x coordinate.
function POINT_VEC3:GetX()
return self.x
end
--- Return the y coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @return #number The y coordinate.
function POINT_VEC3:GetY()
return self.y
end
--- Return the z coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @return #number The z coordinate.
function POINT_VEC3:GetZ()
return self.z
end
--- Set the x coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @param #number x The x coordinate.
-- @return #POINT_VEC3
function POINT_VEC3:SetX( x )
self.x = x
return self
end
--- Set the y coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @param #number y The y coordinate.
-- @return #POINT_VEC3
function POINT_VEC3:SetY( y )
self.y = y
return self
end
--- Set the z coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @param #number z The z coordinate.
-- @return #POINT_VEC3
function POINT_VEC3:SetZ( z )
self.z = z
return self
end
--- Add to the x coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @param #number x The x coordinate value to add to the current x coordinate.
-- @return #POINT_VEC3
function POINT_VEC3:AddX( x )
self.x = self.x + x
return self
end
--- Add to the y coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @param #number y The y coordinate value to add to the current y coordinate.
-- @return #POINT_VEC3
function POINT_VEC3:AddY( y )
self.y = self.y + y
return self
end
--- Add to the z coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @param #number z The z coordinate value to add to the current z coordinate.
-- @return #POINT_VEC3
function POINT_VEC3:AddZ( z )
self.z = self.z +z
return self
end
--- Return a random POINT_VEC3 within an Outer Radius and optionally NOT within an Inner Radius of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @param DCS#Distance OuterRadius
-- @param DCS#Distance InnerRadius
-- @return #POINT_VEC3
function POINT_VEC3:GetRandomPointVec3InRadius( OuterRadius, InnerRadius )
return POINT_VEC3:NewFromVec3( self:GetRandomVec3InRadius( OuterRadius, InnerRadius ) )
end
end end
do -- POINT_VEC2 do
-- @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
--- Defines a 2D point in the simulator. The height coordinate (if needed) will be the land height + an optional added height specified. --- Defines a 2D point in the simulator. The height coordinate (if needed) will be the land height + an optional added height specified.
-- --
-- **DEPRECATED - PLEASE USE COORDINATE!**
--
-- ## POINT_VEC2 constructor -- ## POINT_VEC2 constructor
-- --
-- A new POINT_VEC2 instance can be created with: -- A new POINT_VEC2 instance can be created with:
@@ -3746,166 +3807,4 @@ do -- POINT_VEC2
return self return self
end end
--- Create a new POINT_VEC2 object from Vec2 coordinates.
-- @param #POINT_VEC2 self
-- @param DCS#Vec2 Vec2 The Vec2 point.
-- @return Core.Point#POINT_VEC2 self
function POINT_VEC2:NewFromVec2( Vec2, LandHeightAdd )
local LandHeight = land.getHeight( Vec2 )
LandHeightAdd = LandHeightAdd or 0
LandHeight = LandHeight + LandHeightAdd
local self = BASE:Inherit( self, COORDINATE:NewFromVec2( Vec2, LandHeightAdd ) ) -- #POINT_VEC2
self:F2( self )
return self
end
--- Create a new POINT_VEC2 object from Vec3 coordinates.
-- @param #POINT_VEC2 self
-- @param DCS#Vec3 Vec3 The Vec3 point.
-- @return Core.Point#POINT_VEC2 self
function POINT_VEC2:NewFromVec3( Vec3 )
local self = BASE:Inherit( self, COORDINATE:NewFromVec3( Vec3 ) ) -- #POINT_VEC2
self:F2( self )
return self
end
--- Return the x coordinate of the POINT_VEC2.
-- @param #POINT_VEC2 self
-- @return #number The x coordinate.
function POINT_VEC2:GetX()
return self.x
end
--- Return the y coordinate of the POINT_VEC2.
-- @param #POINT_VEC2 self
-- @return #number The y coordinate.
function POINT_VEC2:GetY()
return self.z
end
--- Set the x coordinate of the POINT_VEC2.
-- @param #POINT_VEC2 self
-- @param #number x The x coordinate.
-- @return #POINT_VEC2
function POINT_VEC2:SetX( x )
self.x = x
return self
end
--- Set the y coordinate of the POINT_VEC2.
-- @param #POINT_VEC2 self
-- @param #number y The y coordinate.
-- @return #POINT_VEC2
function POINT_VEC2:SetY( y )
self.z = y
return self
end
--- Return Return the Lat(itude) coordinate of the POINT_VEC2 (ie: (parent)POINT_VEC3.x).
-- @param #POINT_VEC2 self
-- @return #number The x coordinate.
function POINT_VEC2:GetLat()
return self.x
end
--- Set the Lat(itude) coordinate of the POINT_VEC2 (ie: POINT_VEC3.x).
-- @param #POINT_VEC2 self
-- @param #number x The x coordinate.
-- @return #POINT_VEC2
function POINT_VEC2:SetLat( x )
self.x = x
return self
end
--- Return the Lon(gitude) coordinate of the POINT_VEC2 (ie: (parent)POINT_VEC3.z).
-- @param #POINT_VEC2 self
-- @return #number The y coordinate.
function POINT_VEC2:GetLon()
return self.z
end
--- Set the Lon(gitude) coordinate of the POINT_VEC2 (ie: POINT_VEC3.z).
-- @param #POINT_VEC2 self
-- @param #number y The y coordinate.
-- @return #POINT_VEC2
function POINT_VEC2:SetLon( z )
self.z = z
return self
end
--- Return the altitude (height) of the land at the POINT_VEC2.
-- @param #POINT_VEC2 self
-- @return #number The land altitude.
function POINT_VEC2:GetAlt()
return self.y ~= 0 or land.getHeight( { x = self.x, y = self.z } )
end
--- Set the altitude of the POINT_VEC2.
-- @param #POINT_VEC2 self
-- @param #number Altitude The land altitude. If nothing (nil) is given, then the current land altitude is set.
-- @return #POINT_VEC2
function POINT_VEC2:SetAlt( Altitude )
self.y = Altitude or land.getHeight( { x = self.x, y = self.z } )
return self
end
--- Add to the x coordinate of the POINT_VEC2.
-- @param #POINT_VEC2 self
-- @param #number x The x coordinate.
-- @return #POINT_VEC2
function POINT_VEC2:AddX( x )
self.x = self.x + x
return self
end
--- Add to the y coordinate of the POINT_VEC2.
-- @param #POINT_VEC2 self
-- @param #number y The y coordinate.
-- @return #POINT_VEC2
function POINT_VEC2:AddY( y )
self.z = self.z + y
return self
end
--- Add to the current land height an altitude.
-- @param #POINT_VEC2 self
-- @param #number Altitude The Altitude to add. If nothing (nil) is given, then the current land altitude is set.
-- @return #POINT_VEC2
function POINT_VEC2:AddAlt( Altitude )
self.y = land.getHeight( { x = self.x, y = self.z } ) + Altitude or 0
return self
end
--- Return a random POINT_VEC2 within an Outer Radius and optionally NOT within an Inner Radius of the POINT_VEC2.
-- @param #POINT_VEC2 self
-- @param DCS#Distance OuterRadius
-- @param DCS#Distance InnerRadius
-- @return #POINT_VEC2
function POINT_VEC2:GetRandomPointVec2InRadius( OuterRadius, InnerRadius )
self:F2( { OuterRadius, InnerRadius } )
return POINT_VEC2:NewFromVec2( self:GetRandomVec2InRadius( OuterRadius, InnerRadius ) )
end
-- TODO: Check this to replace
--- Calculate the distance from a reference @{#POINT_VEC2}.
-- @param #POINT_VEC2 self
-- @param #POINT_VEC2 PointVec2Reference The reference @{#POINT_VEC2}.
-- @return DCS#Distance The distance from the reference @{#POINT_VEC2} in meters.
function POINT_VEC2:DistanceFromPointVec2( PointVec2Reference )
self:F2( PointVec2Reference )
local Distance = ( ( PointVec2Reference.x - self.x ) ^ 2 + ( PointVec2Reference.z - self.z ) ^2 ) ^ 0.5
self:T2( Distance )
return Distance
end
end end

View File

@@ -289,7 +289,14 @@ do -- SET_BASE
-- Debug info. -- Debug info.
--self:T2( { ObjectName = ObjectName, Object = Object } ) --self:T2( { ObjectName = ObjectName, Object = Object } )
-- Error ahndling
if not ObjectName or ObjectName == "" then
self:E("SET_BASE:Add - Invalid ObjectName handed")
self:E({ObjectName=ObjectName, Object=Object})
return self
end
-- Ensure that the existing element is removed from the Set before a new one is inserted to the Set -- Ensure that the existing element is removed from the Set before a new one is inserted to the Set
if self.Set[ObjectName] then if self.Set[ObjectName] then
self:Remove( ObjectName, true ) self:Remove( ObjectName, true )
@@ -524,6 +531,21 @@ do -- SET_BASE
return self.SomeIteratorLimit or self:Count() return self.SomeIteratorLimit or self:Count()
end end
--- Get max threat level of all objects in the SET.
-- @param #SET_BASE self
-- @return #number Max threat level found.
function SET_BASE:GetThreatLevelMax()
local ThreatMax = 0
for _,_unit in pairs(self.Set or {}) do
local unit = _unit -- Wrapper.Unit#UNIT
local threat = unit.GetThreatLevel and unit:GetThreatLevel() or 0
if threat > ThreatMax then
ThreatMax = threat
end
end
return ThreatMax
end
--- Filters for the defined collection. --- Filters for the defined collection.
-- @param #SET_BASE self -- @param #SET_BASE self
@@ -607,14 +629,14 @@ do -- SET_BASE
return self return self
end end
--- Iterate the SET_BASE while identifying the nearest object in the set from a @{Core.Point#POINT_VEC2}. --- Iterate the SET_BASE while identifying the nearest object in the set from a @{Core.Point#COORDINATE}.
-- @param #SET_BASE self -- @param #SET_BASE self
-- @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. -- @param Core.Point#COORDINATE Coordinate A @{Core.Point#COORDINATE} 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 -- @usage
-- myset:FindNearestObjectFromPointVec2( ZONE:New("Test Zone"):GetCoordinate() ) -- myset:FindNearestObjectFromPointVec2( ZONE:New("Test Zone"):GetCoordinate() )
function SET_BASE:FindNearestObjectFromPointVec2( PointVec2 ) function SET_BASE:FindNearestObjectFromPointVec2( Coordinate )
--self:F2( PointVec2 ) --self:F2( Coordinate )
local NearestObject = nil local NearestObject = nil
local ClosestDistance = nil local ClosestDistance = nil
@@ -622,9 +644,9 @@ do -- SET_BASE
for ObjectID, ObjectData in pairs( self.Set ) do for ObjectID, ObjectData in pairs( self.Set ) do
if NearestObject == nil then if NearestObject == nil then
NearestObject = ObjectData NearestObject = ObjectData
ClosestDistance = PointVec2:DistanceFromPointVec2( ObjectData:GetCoordinate() ) ClosestDistance = Coordinate:DistanceFromPointVec2( ObjectData:GetCoordinate() )
else else
local Distance = PointVec2:DistanceFromPointVec2( ObjectData:GetCoordinate() ) local Distance = Coordinate:DistanceFromPointVec2( ObjectData:GetCoordinate() )
if Distance < ClosestDistance then if Distance < ClosestDistance then
NearestObject = ObjectData NearestObject = ObjectData
ClosestDistance = Distance ClosestDistance = Distance
@@ -1220,12 +1242,12 @@ do
return GroupFound return GroupFound
end end
--- Iterate the SET_GROUP while identifying the nearest object from a @{Core.Point#POINT_VEC2}. --- Iterate the SET_GROUP while identifying the nearest object from a @{Core.Point#COORDINATE}.
-- @param #SET_GROUP self -- @param #SET_GROUP 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#COORDINATE Coordinate A @{Core.Point#COORDINATE} object from where to evaluate the closest object in the set.
-- @return Wrapper.Group#GROUP The closest group. -- @return Wrapper.Group#GROUP The closest group.
function SET_GROUP:FindNearestGroupFromPointVec2( PointVec2 ) function SET_GROUP:FindNearestGroupFromPointVec2( Coordinate )
--self:F2( PointVec2 ) --self:F2( Coordinate )
local NearestGroup = nil -- Wrapper.Group#GROUP local NearestGroup = nil -- Wrapper.Group#GROUP
local ClosestDistance = nil local ClosestDistance = nil
@@ -1235,9 +1257,9 @@ do
for ObjectID, ObjectData in pairs( Set ) do for ObjectID, ObjectData in pairs( Set ) do
if NearestGroup == nil then if NearestGroup == nil then
NearestGroup = ObjectData NearestGroup = ObjectData
ClosestDistance = PointVec2:DistanceFromPointVec2( ObjectData:GetCoordinate() ) ClosestDistance = Coordinate:DistanceFromPointVec2( ObjectData:GetCoordinate() )
else else
local Distance = PointVec2:DistanceFromPointVec2( ObjectData:GetCoordinate() ) local Distance = Coordinate:DistanceFromPointVec2( ObjectData:GetCoordinate() )
if Distance < ClosestDistance then if Distance < ClosestDistance then
NearestGroup = ObjectData NearestGroup = ObjectData
ClosestDistance = Distance ClosestDistance = Distance
@@ -1538,6 +1560,13 @@ do
local size = 1 local size = 1
if Event.IniDCSGroup then if Event.IniDCSGroup then
size = Event.IniDCSGroup:getSize() size = Event.IniDCSGroup:getSize()
elseif Event.IniDCSGroupName then
local grp = Group.getByName(Event.IniDCSGroupName)
if grp then
size = grp:getSize()
end
elseif Object:IsAlive() then
size = Object:CountAliveUnits()
end end
if size == 1 then -- Only remove if the last unit of the group was destroyed. if size == 1 then -- Only remove if the last unit of the group was destroyed.
self:Remove( ObjectName ) self:Remove( ObjectName )
@@ -2490,6 +2519,35 @@ do -- SET_UNIT
) )
return self return self
end end
--- Builds a set of units which belong to groups with certain **group names**.
-- @param #SET_UNIT self
-- @param #string Prefixes The (partial) group names to look for. Can be a single string or a table of strings.
-- @return #SET_UNIT self
function SET_UNIT:FilterGroupPrefixes(Prefixes)
if type(Prefixes) == "string" then
Prefixes = {Prefixes}
end
self:FilterFunction(
function(unit,prefixes)
local outcome = false
if unit then
local grp = unit:GetGroup()
local gname = grp ~= nil and grp:GetName() or "none"
for _,_fix in pairs(prefixes or {}) do
if string.find(gname,_fix) then
outcome = true
break
end
end
else
return false
end
return outcome
end, Prefixes
)
return self
end
--- Builds a set of units having a radar of give types. --- Builds a set of units having a radar of give types.
-- All the units having a radar of a given type will be included within the set. -- All the units having a radar of a given type will be included within the set.
@@ -4405,6 +4463,35 @@ do -- SET_CLIENT
end end
return self return self
end end
--- Builds a set of clients which belong to groups with certain **group names**.
-- @param #SET_CLIENT self
-- @param #string Prefixes The (partial) group names to look for. Can be anywhere in the group name. Can be a single string or a table of strings.
-- @return #SET_CLIENT self
function SET_CLIENT:FilterGroupPrefixes(Prefixes)
if type(Prefixes) == "string" then
Prefixes = {Prefixes}
end
self:FilterFunction(
function(unit,prefixes)
local outcome = false
if unit then
local grp = unit:GetGroup()
local gname = grp ~= nil and grp:GetName() or "none"
for _,_fix in pairs(prefixes or {}) do
if string.find(gname,_fix) then
outcome = true
break
end
end
else
return false
end
return outcome
end, Prefixes
)
return self
end
--- Builds a set of clients that are only active. --- Builds a set of clients that are only active.
-- Only the clients that are active will be included within the set. -- Only the clients that are active will be included within the set.
@@ -4582,6 +4669,16 @@ do -- SET_CLIENT
end end
return self return self
end end
--- Make the SET handle CA slots **only** (GROUND units used by any player). Needs active filtering with `FilterStart()`
-- @param #SET_CLIENT self
-- @return #SET_CLIENT self
function SET_CLIENT:HandleCASlots()
self:HandleEvent(EVENTS.PlayerEnterUnit,SET_CLIENT._EventPlayerEnterUnit)
self:HandleEvent(EVENTS.PlayerLeaveUnit,SET_CLIENT._EventPlayerLeaveUnit)
self:FilterFunction(function(client) if client and client:IsAlive() and client:IsGround() then return true else return false end end)
return self
end
--- Handles the Database to check on an event (birth) that the Object was added in the Database. --- Handles the Database to check on an event (birth) that the Object was added in the Database.
-- This is required, because sometimes the _DATABASE birth event gets called later than the SET_BASE birth event! -- This is required, because sometimes the _DATABASE birth event gets called later than the SET_BASE birth event!
@@ -5364,6 +5461,7 @@ do -- SET_AIRBASE
Airbases = {}, Airbases = {},
Filter = { Filter = {
Coalitions = nil, Coalitions = nil,
Zones = nil,
}, },
FilterMeta = { FilterMeta = {
Coalitions = { Coalitions = {
@@ -5515,6 +5613,31 @@ do -- SET_AIRBASE
end end
return self return self
end end
--- Builds a set of airbase objects in zones.
-- @param #SET_AIRBASE self
-- @param #table Zones Table of Core.Zone#ZONE Zone objects, or a Core.Set#SET_ZONE
-- @return #SET_AIRBASE self
function SET_AIRBASE:FilterZones( Zones )
if not self.Filter.Zones then
self.Filter.Zones = {}
end
local zones = {}
if Zones.ClassName and Zones.ClassName == "SET_ZONE" then
zones = Zones.Set
elseif type( Zones ) ~= "table" or (type( Zones ) == "table" and Zones.ClassName ) then
self:E("***** FilterZones needs either a table of ZONE Objects or a SET_ZONE as parameter!")
return self
else
zones = Zones
end
for _,Zone in pairs( zones ) do
local zonename = Zone:GetName()
--self:T((zonename)
self.Filter.Zones[zonename] = Zone
end
return self
end
--- Starts the filtering. --- Starts the filtering.
-- @param #SET_AIRBASE self -- @param #SET_AIRBASE self
@@ -5605,14 +5728,14 @@ do -- SET_AIRBASE
return self return self
end end
--- Iterate the SET_AIRBASE while identifying the nearest @{Wrapper.Airbase#AIRBASE} from a @{Core.Point#POINT_VEC2}. --- Iterate the SET_AIRBASE while identifying the nearest @{Wrapper.Airbase#AIRBASE} from a @{Core.Point#COORDINATE}.
-- @param #SET_AIRBASE self -- @param #SET_AIRBASE self
-- @param Core.Point#POINT_VEC2 PointVec2 A @{Core.Point#POINT_VEC2} object from where to evaluate the closest @{Wrapper.Airbase#AIRBASE}. -- @param Core.Point#COORDINATE Coordinate A @{Core.Point#COORDINATE} object from where to evaluate the closest @{Wrapper.Airbase#AIRBASE}.
-- @return Wrapper.Airbase#AIRBASE The closest @{Wrapper.Airbase#AIRBASE}. -- @return Wrapper.Airbase#AIRBASE The closest @{Wrapper.Airbase#AIRBASE}.
function SET_AIRBASE:FindNearestAirbaseFromPointVec2( PointVec2 ) function SET_AIRBASE:FindNearestAirbaseFromPointVec2( Coordinate )
--self:F2( PointVec2 ) --self:F2( Coordinate )
local NearestAirbase = self:FindNearestObjectFromPointVec2( PointVec2 ) local NearestAirbase = self:FindNearestObjectFromPointVec2( Coordinate )
return NearestAirbase return NearestAirbase
end end
@@ -5653,6 +5776,20 @@ do -- SET_AIRBASE
--self:T(( { "Evaluated Category", MAirbaseCategory } ) --self:T(( { "Evaluated Category", MAirbaseCategory } )
MAirbaseInclude = MAirbaseInclude and MAirbaseCategory MAirbaseInclude = MAirbaseInclude and MAirbaseCategory
end end
if self.Filter.Zones and MAirbaseInclude then
local MAirbaseZone = false
for ZoneName, Zone in pairs( self.Filter.Zones ) do
--self:T(( "Zone:", ZoneName )
local coord = MAirbase:GetCoordinate()
if coord and Zone:IsCoordinateInZone(coord) then
MAirbaseZone = true
end
--self:T(( { "Evaluated Zone", MSceneryZone } )
end
MAirbaseInclude = MAirbaseInclude and MAirbaseZone
end
end end
if self.Filter.Functions and MAirbaseInclude then if self.Filter.Functions and MAirbaseInclude then
@@ -5928,17 +6065,19 @@ do -- SET_CARGO
return self return self
end end
--- (R2.1) Iterate the SET_CARGO while identifying the nearest @{Cargo.Cargo#CARGO} from a @{Core.Point#POINT_VEC2}. --- (R2.1) Iterate the SET_CARGO while identifying the nearest @{Cargo.Cargo#CARGO} from a @{Core.Point#COORDINATE}.
-- @param #SET_CARGO self -- @param #SET_CARGO self
-- @param Core.Point#POINT_VEC2 PointVec2 A @{Core.Point#POINT_VEC2} object from where to evaluate the closest @{Cargo.Cargo#CARGO}. -- @param Core.Point#COORDINATE Coordinate A @{Core.Point#COORDINATE} object from where to evaluate the closest @{Cargo.Cargo#CARGO}.
-- @return Cargo.Cargo#CARGO The closest @{Cargo.Cargo#CARGO}. -- @return Cargo.Cargo#CARGO The closest @{Cargo.Cargo#CARGO}.
function SET_CARGO:FindNearestCargoFromPointVec2( PointVec2 ) -- R2.1 function SET_CARGO:FindNearestCargoFromPointVec2( Coordinate ) -- R2.1
--self:F2( PointVec2 ) --self:F2( Coordinate )
local NearestCargo = self:FindNearestObjectFromPointVec2( PointVec2 ) local NearestCargo = self:FindNearestObjectFromPointVec2( Coordinate )
return NearestCargo return NearestCargo
end end
---
-- @param #SET_CARGO self
function SET_CARGO:FirstCargoWithState( State ) function SET_CARGO:FirstCargoWithState( State )
local FirstCargo = nil local FirstCargo = nil
@@ -5953,6 +6092,8 @@ do -- SET_CARGO
return FirstCargo return FirstCargo
end end
---
-- @param #SET_CARGO self
function SET_CARGO:FirstCargoWithStateAndNotDeployed( State ) function SET_CARGO:FirstCargoWithStateAndNotDeployed( State )
local FirstCargo = nil local FirstCargo = nil
@@ -7971,7 +8112,7 @@ function SET_OPSGROUP:_EventOnBirth(Event)
function SET_OPSGROUP:_EventOnDeadOrCrash( Event ) function SET_OPSGROUP:_EventOnDeadOrCrash( Event )
--self:F( { Event } ) --self:F( { Event } )
if Event.IniDCSUnit then if Event.IniDCSGroup then
local ObjectName, Object = self:FindInDatabase( Event ) local ObjectName, Object = self:FindInDatabase( Event )
if ObjectName then if ObjectName then
if Event.IniDCSGroup:getSize() == 1 then -- Only remove if the last unit of the group was destroyed. if Event.IniDCSGroup:getSize() == 1 then -- Only remove if the last unit of the group was destroyed.

View File

@@ -1081,7 +1081,7 @@ function SPAWN:InitRandomizeTemplate( SpawnTemplatePrefixTable )
self.SpawnRandomizeTemplate = true self.SpawnRandomizeTemplate = true
for SpawnGroupID = 1, self.SpawnMaxGroups do for SpawnGroupID = 1, self.SpawnMaxGroups do
self:_RandomizeTemplate( SpawnGroupID ) self:_RandomizeTemplate( SpawnGroupID, RandomizePositionInZone )
end end
return self return self
@@ -1093,6 +1093,7 @@ end
-- In other words, this method randomizes between a defined set of groups the template to be used for each new spawn of a group. -- In other words, this method randomizes between a defined set of groups the template to be used for each new spawn of a group.
-- @param #SPAWN self -- @param #SPAWN self
-- @param Core.Set#SET_GROUP SpawnTemplateSet A SET_GROUP object set, that contains the groups that are possible unit representatives of the group to be spawned. -- @param Core.Set#SET_GROUP SpawnTemplateSet A SET_GROUP object set, that contains the groups that are possible unit representatives of the group to be spawned.
-- @param #boolean RandomizePositionInZone If nil or true, also the position inside the selected random zone will be randomized. Set to false to use the center of the zone.
-- @return #SPAWN -- @return #SPAWN
-- @usage -- @usage
-- --
@@ -1111,11 +1112,11 @@ end
-- Spawn_US_Platoon_Middle = SPAWN:New( 'US Tank Platoon Middle' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplateSet( Spawn_US_PlatoonSet ):InitRandomizeRoute( 3, 3, 2000 ) -- Spawn_US_Platoon_Middle = SPAWN:New( 'US Tank Platoon Middle' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplateSet( Spawn_US_PlatoonSet ):InitRandomizeRoute( 3, 3, 2000 )
-- Spawn_US_Platoon_Right = SPAWN:New( 'US Tank Platoon Right' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplateSet( Spawn_US_PlatoonSet ):InitRandomizeRoute( 3, 3, 2000 ) -- Spawn_US_Platoon_Right = SPAWN:New( 'US Tank Platoon Right' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplateSet( Spawn_US_PlatoonSet ):InitRandomizeRoute( 3, 3, 2000 )
-- --
function SPAWN:InitRandomizeTemplateSet( SpawnTemplateSet ) function SPAWN:InitRandomizeTemplateSet( SpawnTemplateSet,RandomizePositionInZone )
--self:F( { self.SpawnTemplatePrefix } ) --self:F( { self.SpawnTemplatePrefix } )
local setnames = SpawnTemplateSet:GetSetNames() local setnames = SpawnTemplateSet:GetSetNames()
self:InitRandomizeTemplate(setnames) self:InitRandomizeTemplate(setnames,RandomizePositionInZone)
return self return self
end end
@@ -1125,7 +1126,8 @@ end
-- but they will all follow the same Template route and have the same prefix name. -- but they will all follow the same Template route and have the same prefix name.
-- In other words, this method randomizes between a defined set of groups the template to be used for each new spawn of a group. -- In other words, this method randomizes between a defined set of groups the template to be used for each new spawn of a group.
-- @param #SPAWN self -- @param #SPAWN self
-- @param #string SpawnTemplatePrefixes A string or a list of string that contains the prefixes of the groups that are possible unit representatives of the group to be spawned. -- @param #string SpawnTemplatePrefixes A string or a list of string that contains the prefixes of the groups that are possible unit representatives of the group to be spawned.
-- @param #boolean RandomizePositionInZone If nil or true, also the position inside the selected random zone will be randomized. Set to false to use the center of the zone.
-- @return #SPAWN -- @return #SPAWN
-- @usage -- @usage
-- --
@@ -1141,12 +1143,12 @@ end
-- Spawn_US_Platoon_Middle = SPAWN:New( 'US Tank Platoon Middle' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplatePrefixes( "US Tank Platoon Templates" ):InitRandomizeRoute( 3, 3, 2000 ) -- Spawn_US_Platoon_Middle = SPAWN:New( 'US Tank Platoon Middle' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplatePrefixes( "US Tank Platoon Templates" ):InitRandomizeRoute( 3, 3, 2000 )
-- Spawn_US_Platoon_Right = SPAWN:New( 'US Tank Platoon Right' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplatePrefixes( "US Tank Platoon Templates" ):InitRandomizeRoute( 3, 3, 2000 ) -- Spawn_US_Platoon_Right = SPAWN:New( 'US Tank Platoon Right' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplatePrefixes( "US Tank Platoon Templates" ):InitRandomizeRoute( 3, 3, 2000 )
-- --
function SPAWN:InitRandomizeTemplatePrefixes( SpawnTemplatePrefixes ) -- R2.3 function SPAWN:InitRandomizeTemplatePrefixes( SpawnTemplatePrefixes, RandomizePositionInZone ) -- R2.3
--self:F( { self.SpawnTemplatePrefix } ) --self:F( { self.SpawnTemplatePrefix } )
local SpawnTemplateSet = SET_GROUP:New():FilterPrefixes( SpawnTemplatePrefixes ):FilterOnce() local SpawnTemplateSet = SET_GROUP:New():FilterPrefixes( SpawnTemplatePrefixes ):FilterOnce()
self:InitRandomizeTemplateSet( SpawnTemplateSet ) self:InitRandomizeTemplateSet( SpawnTemplateSet, RandomizePositionInZone )
return self return self
end end
@@ -1166,6 +1168,7 @@ end
--- This method provides the functionality to randomize the spawning of the Groups at a given list of zones of different types. --- This method provides the functionality to randomize the spawning of the Groups at a given list of zones of different types.
-- @param #SPAWN self -- @param #SPAWN self
-- @param #table SpawnZoneTable A table with @{Core.Zone} objects. If this table is given, then each spawn will be executed within the given list of @{Core.Zone}s objects. -- @param #table SpawnZoneTable A table with @{Core.Zone} objects. If this table is given, then each spawn will be executed within the given list of @{Core.Zone}s objects.
-- @param #boolean RandomizePositionInZone If nil or true, also the position inside the selected random zone will be randomized. Set to false to use the center of the zone.
-- @return #SPAWN self -- @return #SPAWN self
-- @usage -- @usage
-- --
@@ -1178,7 +1181,7 @@ end
-- :InitRandomizeZones( ZoneTable ) -- :InitRandomizeZones( ZoneTable )
-- :SpawnScheduled( 5, .5 ) -- :SpawnScheduled( 5, .5 )
-- --
function SPAWN:InitRandomizeZones( SpawnZoneTable ) function SPAWN:InitRandomizeZones( SpawnZoneTable, RandomizePositionInZone )
--self:F( { self.SpawnTemplatePrefix, SpawnZoneTable } ) --self:F( { self.SpawnTemplatePrefix, SpawnZoneTable } )
local temptable = {} local temptable = {}
@@ -1190,7 +1193,7 @@ function SPAWN:InitRandomizeZones( SpawnZoneTable )
self.SpawnRandomizeZones = true self.SpawnRandomizeZones = true
for SpawnGroupID = 1, self.SpawnMaxGroups do for SpawnGroupID = 1, self.SpawnMaxGroups do
self:_RandomizeZones( SpawnGroupID ) self:_RandomizeZones( SpawnGroupID, RandomizePositionInZone )
end end
return self return self
@@ -1275,6 +1278,7 @@ end
--- Respawn group after landing. --- Respawn group after landing.
-- @param #SPAWN self -- @param #SPAWN self
-- @param #number WaitingTime Wait this many seconds before despawning the alive group after landing. Defaults to 3 .
-- @return #SPAWN self -- @return #SPAWN self
-- @usage -- @usage
-- --
@@ -1282,15 +1286,16 @@ end
-- -- Re-SPAWN the Group(s) after each landing and Engine Shut-Down automatically. -- -- Re-SPAWN the Group(s) after each landing and Engine Shut-Down automatically.
-- SpawnRU_SU34 = SPAWN:New( 'Su-34' ) -- SpawnRU_SU34 = SPAWN:New( 'Su-34' )
-- :InitRandomizeRoute( 1, 1, 3000 ) -- :InitRandomizeRoute( 1, 1, 3000 )
-- :InitRepeatOnLanding() -- :InitRepeatOnLanding(20)
-- :Spawn() -- :Spawn()
-- --
function SPAWN:InitRepeatOnLanding() function SPAWN:InitRepeatOnLanding(WaitingTime)
--self:F( { self.SpawnTemplatePrefix } ) --self:F( { self.SpawnTemplatePrefix } )
self:InitRepeat() self:InitRepeat()
self.RepeatOnEngineShutDown = false self.RepeatOnEngineShutDown = false
self.RepeatOnLanding = true self.RepeatOnLanding = true
self.RepeatOnLandingTime = (WaitingTime and WaitingTime > 3) and WaitingTime or 3
return self return self
end end
@@ -1626,7 +1631,7 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
if SpawnTemplate then if SpawnTemplate then
local PointVec3 = POINT_VEC3:New( SpawnTemplate.route.points[1].x, SpawnTemplate.route.points[1].alt, SpawnTemplate.route.points[1].y ) local PointVec3 = COORDINATE:New( SpawnTemplate.route.points[1].x, SpawnTemplate.route.points[1].alt, SpawnTemplate.route.points[1].y )
--self:T2( { "Current point of ", self.SpawnTemplatePrefix, PointVec3 } ) --self:T2( { "Current point of ", self.SpawnTemplatePrefix, PointVec3 } )
-- If RandomizePosition, then Randomize the formation in the zone band, keeping the template. -- If RandomizePosition, then Randomize the formation in the zone band, keeping the template.
@@ -2028,12 +2033,10 @@ end
-- --
-- Spawn_Plane:SpawnAtAirbase( AIRBASE:FindByName( AIRBASE.Caucasus.Krymsk ), SPAWN.Takeoff.Cold, nil, AIRBASE.TerminalType.OpenBig ) -- Spawn_Plane:SpawnAtAirbase( AIRBASE:FindByName( AIRBASE.Caucasus.Krymsk ), SPAWN.Takeoff.Cold, nil, AIRBASE.TerminalType.OpenBig )
-- --
function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalType, EmergencyAirSpawn, Parkingdata ) -- R2.2, R2.4 function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalType, EmergencyAirSpawn, Parkingdata )
--self:F( { self.SpawnTemplatePrefix, SpawnAirbase, Takeoff, TakeoffAltitude, TerminalType } )
-- Get position of airbase. -- Get position of airbase.
local PointVec3 = SpawnAirbase:GetCoordinate() local PointVec3 = SpawnAirbase:GetCoordinate()
--self:T2( PointVec3 )
-- Set take off type. Default is hot. -- Set take off type. Default is hot.
Takeoff = Takeoff or SPAWN.Takeoff.Hot Takeoff = Takeoff or SPAWN.Takeoff.Hot
@@ -2043,39 +2046,24 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT
EmergencyAirSpawn = true EmergencyAirSpawn = true
end end
--self:F( { SpawnIndex = self.SpawnIndex } )
if self:_GetSpawnIndex( self.SpawnIndex + 1 ) then if self:_GetSpawnIndex( self.SpawnIndex + 1 ) then
-- Get group template. -- Get group template.
local SpawnTemplate = self.SpawnGroups[self.SpawnIndex].SpawnTemplate local SpawnTemplate = self.SpawnGroups[self.SpawnIndex].SpawnTemplate
--self:F( { SpawnTemplate = SpawnTemplate } )
if SpawnTemplate then if SpawnTemplate then
-- Check if the aircraft with the specified SpawnIndex is already spawned.
-- If yes, ensure that the aircraft is spawned at the same aircraft spot.
local GroupAlive = self:GetGroupFromIndex( self.SpawnIndex )
--self:F( { GroupAlive = GroupAlive } )
-- Debug output
--self:T2( { "Current point of ", self.SpawnTemplatePrefix, SpawnAirbase } )
-- Template group, unit and its attributes. -- Template group, unit and its attributes.
local TemplateGroup = GROUP:FindByName( self.SpawnTemplatePrefix ) local group = GROUP:FindByName( self.SpawnTemplatePrefix )
local TemplateUnit = TemplateGroup:GetUnit( 1 ) local unit = group:GetUnit( 1 )
-- General category of spawned group. -- General category of spawned group.
local group = TemplateGroup
local istransport = group:HasAttribute( "Transports" ) and group:HasAttribute( "Planes" ) local istransport = group:HasAttribute( "Transports" ) and group:HasAttribute( "Planes" )
local isawacs = group:HasAttribute( "AWACS" ) local isawacs = group:HasAttribute( "AWACS" )
local isfighter = group:HasAttribute( "Fighters" ) or group:HasAttribute( "Interceptors" ) or group:HasAttribute( "Multirole fighters" ) or (group:HasAttribute( "Bombers" ) and not group:HasAttribute( "Strategic bombers" )) local isfighter = group:HasAttribute( "Fighters" ) or group:HasAttribute( "Interceptors" ) or group:HasAttribute( "Multirole fighters" ) or (group:HasAttribute( "Bombers" ) and not group:HasAttribute( "Strategic bombers" ))
local isbomber = group:HasAttribute( "Strategic bombers" ) local isbomber = group:HasAttribute( "Strategic bombers" )
local istanker = group:HasAttribute( "Tankers" ) local istanker = group:HasAttribute( "Tankers" )
local ishelo = TemplateUnit:HasAttribute( "Helicopters" ) local ishelo = unit:HasAttribute( "Helicopters" )
-- Number of units in the group. With grouping this can actually differ from the template group size! -- Number of units in the group. With grouping this can actually differ from the template group size!
local nunits = #SpawnTemplate.units local nunits = #SpawnTemplate.units
@@ -2093,40 +2081,32 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT
local AirbaseCategory = SpawnAirbase:GetAirbaseCategory() local AirbaseCategory = SpawnAirbase:GetAirbaseCategory()
--self:F( { AirbaseCategory = AirbaseCategory } ) --self:F( { AirbaseCategory = AirbaseCategory } )
-- Set airdromeId. -- Set airdrome ID. For helipads and ships we need to add the helipad ID and linked unit.
-- Note, it is important not to set the airdrome ID for at least ships, because spawn will happen at origin of the map
if AirbaseCategory == Airbase.Category.SHIP then if AirbaseCategory == Airbase.Category.SHIP then
SpawnPoint.linkUnit = AirbaseID SpawnPoint.linkUnit = AirbaseID
SpawnPoint.helipadId = AirbaseID SpawnPoint.helipadId = AirbaseID
elseif AirbaseCategory == Airbase.Category.HELIPAD then elseif AirbaseCategory == Airbase.Category.HELIPAD then
SpawnPoint.linkUnit = AirbaseID SpawnPoint.linkUnit = AirbaseID
SpawnPoint.helipadId = AirbaseID SpawnPoint.helipadId = AirbaseID
elseif AirbaseCategory == Airbase.Category.AIRDROME then else
SpawnPoint.airdromeId = AirbaseID SpawnPoint.airdromeId = AirbaseID
end end
-- Set waypoint type/action. -- Set waypoint type/action.
SpawnPoint.alt = 0 SpawnPoint.alt = 0
SpawnPoint.type = GROUPTEMPLATE.Takeoff[Takeoff][1] -- type SpawnPoint.type = GROUPTEMPLATE.Takeoff[Takeoff][1] -- type
SpawnPoint.action = GROUPTEMPLATE.Takeoff[Takeoff][2] -- action SpawnPoint.action = GROUPTEMPLATE.Takeoff[Takeoff][2] -- action
-- Check if we spawn on ground. -- Check if we spawn on ground.
local spawnonground = not (Takeoff == SPAWN.Takeoff.Air) local spawnonground = not (Takeoff == SPAWN.Takeoff.Air)
--self:T2( { spawnonground = spawnonground, TOtype = Takeoff, TOair = Takeoff == SPAWN.Takeoff.Air } )
-- Check where we actually spawn if we spawn on ground. -- Check where we actually spawn if we spawn on ground.
local spawnonship = false local autoparking=false
local spawnonfarp = false if SpawnAirbase.isAirdrome then
local spawnonrunway = false autoparking=false
local spawnonairport = false else
if spawnonground then autoparking=true
if AirbaseCategory == Airbase.Category.SHIP then
spawnonship = true
elseif AirbaseCategory == Airbase.Category.HELIPAD then
spawnonfarp = true
elseif AirbaseCategory == Airbase.Category.AIRDROME then
spawnonairport = true
end
spawnonrunway = Takeoff == SPAWN.Takeoff.Runway
end end
-- Array with parking spots coordinates. -- Array with parking spots coordinates.
@@ -2142,8 +2122,8 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT
-- Set terminal type. -- Set terminal type.
local termtype = TerminalType local termtype = TerminalType
if spawnonrunway then if Takeoff==SPAWN.Takeoff.Runway then
if spawnonship then if SpawnAirbase.isShip then
-- Looks like there are no runway spawn spots on the stennis! -- Looks like there are no runway spawn spots on the stennis!
if ishelo then if ishelo then
termtype = AIRBASE.TerminalType.HelicopterUsable termtype = AIRBASE.TerminalType.HelicopterUsable
@@ -2163,34 +2143,31 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT
local verysafe = false local verysafe = false
-- Number of free parking spots at the airbase. -- Number of free parking spots at the airbase.
if spawnonship or spawnonfarp or spawnonrunway then if autoparking then
-- These places work procedural and have some kind of build in queue ==> Less effort. -- These places work procedural and have some kind of build in queue ==> Less effort.
--self:T2( string.format( "Group %s is spawned on farp/ship/runway %s.", self.SpawnTemplatePrefix, SpawnAirbase:GetName() ) )
nfree = SpawnAirbase:GetFreeParkingSpotsNumber( termtype, true ) nfree = SpawnAirbase:GetFreeParkingSpotsNumber( termtype, true )
spots = SpawnAirbase:GetFreeParkingSpotsTable( termtype, true ) spots = SpawnAirbase:GetFreeParkingSpotsTable( termtype, true )
--[[
elseif Parkingdata~=nil then elseif Parkingdata~=nil then
-- Parking data explicitly set by user as input parameter. -- Parking data explicitly set by user as input parameter. (This was commented out for some unknown reason. But I need it this way.)
nfree=#Parkingdata nfree=#Parkingdata
spots=Parkingdata spots=Parkingdata
]]
else else
if ishelo then if ishelo then
if termtype == nil then if termtype == nil then
-- Helo is spawned. Try exclusive helo spots first. -- Helo is spawned. Try exclusive helo spots first.
--self:T2( string.format( "Helo group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), AIRBASE.TerminalType.HelicopterOnly ) ) --self:T2( string.format( "Helo group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), AIRBASE.TerminalType.HelicopterOnly ) )
spots = SpawnAirbase:FindFreeParkingSpotForAircraft( TemplateGroup, AIRBASE.TerminalType.HelicopterOnly, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata ) spots = SpawnAirbase:FindFreeParkingSpotForAircraft( group, AIRBASE.TerminalType.HelicopterOnly, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata )
nfree = #spots nfree = #spots
if nfree < nunits then if nfree < nunits then
-- Not enough helo ports. Let's try also other terminal types. -- Not enough helo ports. Let's try also other terminal types.
--self:T2( string.format( "Helo group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), AIRBASE.TerminalType.HelicopterUsable ) ) --self:T2( string.format( "Helo group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), AIRBASE.TerminalType.HelicopterUsable ) )
spots = SpawnAirbase:FindFreeParkingSpotForAircraft( TemplateGroup, AIRBASE.TerminalType.HelicopterUsable, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata ) spots = SpawnAirbase:FindFreeParkingSpotForAircraft( group, AIRBASE.TerminalType.HelicopterUsable, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata )
nfree = #spots nfree = #spots
end end
else else
-- No terminal type specified. We try all spots except shelters. -- No terminal type specified. We try all spots except shelters.
--self:T2( string.format( "Helo group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), termtype ) ) --self:T2( string.format( "Helo group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), termtype ) )
spots = SpawnAirbase:FindFreeParkingSpotForAircraft( TemplateGroup, termtype, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata ) spots = SpawnAirbase:FindFreeParkingSpotForAircraft( group, termtype, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata )
nfree = #spots nfree = #spots
end end
else else
@@ -2199,44 +2176,33 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT
if isbomber or istransport or istanker or isawacs then if isbomber or istransport or istanker or isawacs then
-- First we fill the potentially bigger spots. -- First we fill the potentially bigger spots.
--self:T2( string.format( "Transport/bomber group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), AIRBASE.TerminalType.OpenBig ) ) --self:T2( string.format( "Transport/bomber group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), AIRBASE.TerminalType.OpenBig ) )
spots = SpawnAirbase:FindFreeParkingSpotForAircraft( TemplateGroup, AIRBASE.TerminalType.OpenBig, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata ) spots = SpawnAirbase:FindFreeParkingSpotForAircraft( group, AIRBASE.TerminalType.OpenBig, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata )
nfree = #spots nfree = #spots
if nfree < nunits then if nfree < nunits then
-- Now we try the smaller ones. -- Now we try the smaller ones.
--self:T2( string.format( "Transport/bomber group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), AIRBASE.TerminalType.OpenMedOrBig ) ) --self:T2( string.format( "Transport/bomber group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), AIRBASE.TerminalType.OpenMedOrBig ) )
spots = SpawnAirbase:FindFreeParkingSpotForAircraft( TemplateGroup, AIRBASE.TerminalType.OpenMedOrBig, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata ) spots = SpawnAirbase:FindFreeParkingSpotForAircraft( group, AIRBASE.TerminalType.OpenMedOrBig, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata )
nfree = #spots nfree = #spots
end end
else else
--self:T2( string.format( "Fighter group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), AIRBASE.TerminalType.FighterAircraft ) ) --self:T2( string.format( "Fighter group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), AIRBASE.TerminalType.FighterAircraft ) )
spots = SpawnAirbase:FindFreeParkingSpotForAircraft( TemplateGroup, AIRBASE.TerminalType.FighterAircraft, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata ) spots = SpawnAirbase:FindFreeParkingSpotForAircraft( group, AIRBASE.TerminalType.FighterAircraft, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata )
nfree = #spots nfree = #spots
end end
else else
-- Terminal type explicitly given. -- Terminal type explicitly given.
--self:T2( string.format( "Plane group %s is at %s using terminal type %s.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), tostring( termtype ) ) ) --self:T2( string.format( "Plane group %s is at %s using terminal type %s.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), tostring( termtype ) ) )
spots = SpawnAirbase:FindFreeParkingSpotForAircraft( TemplateGroup, termtype, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata ) spots = SpawnAirbase:FindFreeParkingSpotForAircraft( group, termtype, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata )
nfree = #spots nfree = #spots
end end
end end
end end
-- Debug: Get parking data.
--[[
local parkingdata=SpawnAirbase:GetParkingSpotsTable(termtype)
--self:T2(string.format("Parking at %s, terminal type %s:", SpawnAirbase:GetName(), tostring(termtype)))
for _,_spot in pairs(parkingdata) do
--self:T2(string.format("%s, Termin Index = %3d, Term Type = %03d, Free = %5s, TOAC = %5s, Term ID0 = %3d, Dist2Rwy = %4d",
SpawnAirbase:GetName(), _spot.TerminalID, _spot.TerminalType,tostring(_spot.Free),tostring(_spot.TOAC),_spot.TerminalID0,_spot.DistToRwy))
end
--self:T2(string.format("%s at %s: free parking spots = %d - number of units = %d", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), nfree, nunits))
]]
-- Set this to true if not enough spots are available for emergency air start. -- Set this to true if not enough spots are available for emergency air start.
local _notenough = false local _notenough = false
-- Need to differentiate some cases again. -- Need to differentiate some cases again.
if spawnonship or spawnonfarp or spawnonrunway then if autoparking then
-- On free spot required in these cases. -- On free spot required in these cases.
if nfree >= 1 then if nfree >= 1 then
@@ -2254,7 +2220,7 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT
_notenough = true _notenough = true
end end
elseif spawnonairport then else
if nfree >= nunits then if nfree >= nunits then
@@ -2276,13 +2242,10 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT
self:E( string.format( "WARNING: Group %s has no parking spots at %s ==> air start!", self.SpawnTemplatePrefix, SpawnAirbase:GetName() ) ) self:E( string.format( "WARNING: Group %s has no parking spots at %s ==> air start!", self.SpawnTemplatePrefix, SpawnAirbase:GetName() ) )
-- Not enough parking spots at the airport ==> Spawn in air. -- Not enough parking spots at the airport ==> Spawn in air.
spawnonground = false autoparking=false
spawnonship = false
spawnonfarp = false
spawnonrunway = false
-- Set waypoint type/action to turning point. -- Set waypoint type/action to turning point.
SpawnPoint.type = GROUPTEMPLATE.Takeoff[GROUP.Takeoff.Air][1] -- type = Turning Point SpawnPoint.type = GROUPTEMPLATE.Takeoff[GROUP.Takeoff.Air][1] -- type = Turning Point
SpawnPoint.action = GROUPTEMPLATE.Takeoff[GROUP.Takeoff.Air][2] -- action = Turning Point SpawnPoint.action = GROUPTEMPLATE.Takeoff[GROUP.Takeoff.Air][2] -- action = Turning Point
-- Adjust altitude to be 500-1000 m above the airbase. -- Adjust altitude to be 500-1000 m above the airbase.
@@ -2324,7 +2287,6 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT
SpawnTemplate.parked = true SpawnTemplate.parked = true
for UnitID = 1, nunits do for UnitID = 1, nunits do
--self:T2( 'Before Translation SpawnTemplate.units[' .. UnitID .. '].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units[' .. UnitID .. '].y = ' .. SpawnTemplate.units[UnitID].y )
-- Template of the current unit. -- Template of the current unit.
local UnitTemplate = SpawnTemplate.units[UnitID] local UnitTemplate = SpawnTemplate.units[UnitID]
@@ -2340,9 +2302,7 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT
if spawnonground then if spawnonground then
-- Ships and FARPS seem to have a build in queue. -- Ships and FARPS seem to have a build in queue.
if spawnonship or spawnonfarp or spawnonrunway then if autoparking then
--self:T2( string.format( "Group %s spawning at farp, ship or runway %s.", self.SpawnTemplatePrefix, SpawnAirbase:GetName() ) )
-- Spawn on ship. We take only the position of the ship. -- Spawn on ship. We take only the position of the ship.
SpawnTemplate.units[UnitID].x = PointVec3.x -- TX SpawnTemplate.units[UnitID].x = PointVec3.x -- TX
@@ -2351,20 +2311,15 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT
else else
--self:T2( string.format( "Group %s spawning at airbase %s on parking spot id %d", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), parkingindex[UnitID] ) )
-- Get coordinates of parking spot. -- Get coordinates of parking spot.
SpawnTemplate.units[UnitID].x = parkingspots[UnitID].x SpawnTemplate.units[UnitID].x = parkingspots[UnitID].x
SpawnTemplate.units[UnitID].y = parkingspots[UnitID].z SpawnTemplate.units[UnitID].y = parkingspots[UnitID].z
SpawnTemplate.units[UnitID].alt = parkingspots[UnitID].y SpawnTemplate.units[UnitID].alt = parkingspots[UnitID].y
-- parkingspots[UnitID]:MarkToAll(string.format("Group %s spawning at airbase %s on parking spot id %d", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), parkingindex[UnitID]))
end end
else else
--self:T2( string.format( "Group %s spawning in air at %s.", self.SpawnTemplatePrefix, SpawnAirbase:GetName() ) )
-- Spawn in air as requested initially. Original template orientation is perserved, altitude is already correctly set. -- Spawn in air as requested initially. Original template orientation is perserved, altitude is already correctly set.
SpawnTemplate.units[UnitID].x = TX SpawnTemplate.units[UnitID].x = TX
SpawnTemplate.units[UnitID].y = TY SpawnTemplate.units[UnitID].y = TY
@@ -2378,11 +2333,6 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT
if parkingindex[UnitID] then if parkingindex[UnitID] then
UnitTemplate.parking = parkingindex[UnitID] UnitTemplate.parking = parkingindex[UnitID]
end end
-- Debug output.
--self:T2( string.format( "Group %s unit number %d: Parking = %s", self.SpawnTemplatePrefix, UnitID, tostring( UnitTemplate.parking ) ) )
--self:T2( string.format( "Group %s unit number %d: Parking ID = %s", self.SpawnTemplatePrefix, UnitID, tostring( UnitTemplate.parking_id ) ) )
--self:T2( 'After Translation SpawnTemplate.units[' .. UnitID .. '].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units[' .. UnitID .. '].y = ' .. SpawnTemplate.units[UnitID].y )
end end
end end
@@ -2402,14 +2352,15 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT
-- When spawned in the air, we need to generate a Takeoff Event. -- When spawned in the air, we need to generate a Takeoff Event.
if Takeoff == GROUP.Takeoff.Air then if Takeoff == GROUP.Takeoff.Air then
for UnitID, UnitSpawned in pairs( GroupSpawned:GetUnits() ) do for UnitID, UnitSpawned in pairs( GroupSpawned:GetUnits() ) do
SCHEDULER:New( nil, BASE.CreateEventTakeoff, { GroupSpawned, timer.getTime(), UnitSpawned:GetDCSObject() }, 5 ) --SCHEDULER:New( nil, BASE.CreateEventTakeoff, { GroupSpawned, timer.getTime(), UnitSpawned:GetDCSObject() }, 5 ) --No need to create a new SCHEDULER instance every time!
self:ScheduleOnce(5, BASE.CreateEventTakeoff, {GroupSpawned, timer.getTime(), UnitSpawned:GetDCSObject()})
end end
end end
-- Check if we accidentally spawned on the runway. Needs to be schedules, because group is not immidiately alive. -- Check if we accidentally spawned on the runway. Needs to be schedules, because group is not immidiately alive.
if Takeoff ~= SPAWN.Takeoff.Runway and Takeoff ~= SPAWN.Takeoff.Air and spawnonairport then --if Takeoff ~= SPAWN.Takeoff.Runway and Takeoff ~= SPAWN.Takeoff.Air and spawnonairport then
SCHEDULER:New( nil, AIRBASE.CheckOnRunWay, { SpawnAirbase, GroupSpawned, 75, true }, 1.0 ) -- SCHEDULER:New( nil, AIRBASE.CheckOnRunWay, { SpawnAirbase, GroupSpawned, 75, true }, 1.0 )
end --end
return GroupSpawned return GroupSpawned
end end
@@ -2879,7 +2830,7 @@ end
function SPAWN:SpawnFromVec3( Vec3, SpawnIndex ) function SPAWN:SpawnFromVec3( Vec3, SpawnIndex )
--self:F( { self.SpawnTemplatePrefix, Vec3, SpawnIndex } ) --self:F( { self.SpawnTemplatePrefix, Vec3, SpawnIndex } )
local PointVec3 = POINT_VEC3:NewFromVec3( Vec3 ) local PointVec3 = COORDINATE:NewFromVec3( Vec3 )
--self:T2( PointVec3 ) --self:T2( PointVec3 )
if SpawnIndex then if SpawnIndex then
@@ -2955,7 +2906,7 @@ end
-- Note that each point in the route assigned to the spawning group is reset to the point of the spawn. -- Note that each point in the route assigned to the spawning group is reset to the point of the spawn.
-- You can use the returned group to further define the route to be followed. -- You can use the returned group to further define the route to be followed.
-- @param #SPAWN self -- @param #SPAWN self
-- @param Core.Point#POINT_VEC3 PointVec3 The PointVec3 coordinates where to spawn the group. -- @param Core.Point#COORDINATE PointVec3 The COORDINATE coordinates where to spawn the group.
-- @param #number SpawnIndex (optional) The index which group to spawn within the given zone. -- @param #number SpawnIndex (optional) The index which group to spawn within the given zone.
-- @return Wrapper.Group#GROUP that was spawned or #nil if nothing was spawned. -- @return Wrapper.Group#GROUP that was spawned or #nil if nothing was spawned.
-- @usage -- @usage
@@ -3003,12 +2954,12 @@ function SPAWN:SpawnFromVec2( Vec2, MinHeight, MaxHeight, SpawnIndex )
return self:SpawnFromVec3( { x = Vec2.x, y = Height, z = Vec2.y }, SpawnIndex ) -- y can be nil. In this case, spawn on the ground for vehicles, and in the template altitude for air. return self:SpawnFromVec3( { x = Vec2.x, y = Height, z = Vec2.y }, SpawnIndex ) -- y can be nil. In this case, spawn on the ground for vehicles, and in the template altitude for air.
end end
--- Will spawn a group from a POINT_VEC2 in 3D space. --- Will spawn a group from a COORDINATE in 3D space.
-- This method is mostly advisable to be used if you want to simulate spawning groups on the ground from air units, like vehicles. -- This method is mostly advisable to be used if you want to simulate spawning groups on the ground from air units, like vehicles.
-- Note that each point in the route assigned to the spawning group is reset to the point of the spawn. -- Note that each point in the route assigned to the spawning group is reset to the point of the spawn.
-- You can use the returned group to further define the route to be followed. -- You can use the returned group to further define the route to be followed.
-- @param #SPAWN self -- @param #SPAWN self
-- @param Core.Point#POINT_VEC2 PointVec2 The PointVec2 coordinates where to spawn the group. -- @param Core.Point#COORDINATE PointVec2 The coordinates where to spawn the group.
-- @param #number MinHeight (optional) The minimum height to spawn an airborne group into the zone. -- @param #number MinHeight (optional) The minimum height to spawn an airborne group into the zone.
-- @param #number MaxHeight (optional) The maximum height to spawn an airborne group into the zone. -- @param #number MaxHeight (optional) The maximum height to spawn an airborne group into the zone.
-- @param #number SpawnIndex (optional) The index which group to spawn within the given zone. -- @param #number SpawnIndex (optional) The index which group to spawn within the given zone.
@@ -3814,8 +3765,9 @@ end
--- Private method that randomizes the @{Core.Zone}s where the Group will be spawned. --- Private method that randomizes the @{Core.Zone}s where the Group will be spawned.
-- @param #SPAWN self -- @param #SPAWN self
-- @param #number SpawnIndex -- @param #number SpawnIndex
-- @param #boolean RandomizePositionInZone If nil or true, also the position inside the selected random zone will be randomized. Set to false to use the center of the zone.
-- @return #SPAWN self -- @return #SPAWN self
function SPAWN:_RandomizeZones( SpawnIndex ) function SPAWN:_RandomizeZones( SpawnIndex, RandomizePositionInZone)
--self:F( { self.SpawnTemplatePrefix, SpawnIndex, self.SpawnRandomizeZones } ) --self:F( { self.SpawnTemplatePrefix, SpawnIndex, self.SpawnRandomizeZones } )
if self.SpawnRandomizeZones then if self.SpawnRandomizeZones then
@@ -3829,7 +3781,11 @@ function SPAWN:_RandomizeZones( SpawnIndex )
--self:T2( "Preparing Spawn in Zone", SpawnZone:GetName() ) --self:T2( "Preparing Spawn in Zone", SpawnZone:GetName() )
local SpawnVec2 = SpawnZone:GetRandomVec2() local SpawnVec2 = SpawnZone:GetVec2()
if RandomizePositionInZone ~= false then
SpawnVec2 = SpawnZone:GetRandomVec2()
end
--self:T2( { SpawnVec2 = SpawnVec2 } ) --self:T2( { SpawnVec2 = SpawnVec2 } )
@@ -4056,7 +4012,7 @@ function SPAWN:_OnLand( EventData )
-- self:ReSpawn( SpawnGroupIndex ) -- self:ReSpawn( SpawnGroupIndex )
-- Delay respawn by three seconds due to DCS 2.5.4.26368 OB bug https://github.com/FlightControl-Master/MOOSE/issues/1076 -- Delay respawn by three seconds due to DCS 2.5.4.26368 OB bug https://github.com/FlightControl-Master/MOOSE/issues/1076
-- Bug was initially only for engine shutdown event but after ED "fixed" it, it now happens on landing events. -- Bug was initially only for engine shutdown event but after ED "fixed" it, it now happens on landing events.
SCHEDULER:New( nil, self.ReSpawn, { self, SpawnGroupIndex }, 3 ) SCHEDULER:New( nil, self.ReSpawn, { self, SpawnGroupIndex }, self.RepeatOnLandingTime or 3 )
end end
end end
end end

View File

@@ -105,7 +105,7 @@
-- --
-- * @{#SPAWNSTATIC.Spawn}(Heading, NewName) spawns the static with the set parameters. Optionally, heading and name can be given. The name **must be unique**! -- * @{#SPAWNSTATIC.Spawn}(Heading, NewName) spawns the static with the set parameters. Optionally, heading and name can be given. The name **must be unique**!
-- * @{#SPAWNSTATIC.SpawnFromCoordinate}(Coordinate, Heading, NewName) spawn the static at the given coordinate. Optionally, heading and name can be given. The name **must be unique**! -- * @{#SPAWNSTATIC.SpawnFromCoordinate}(Coordinate, Heading, NewName) spawn the static at the given coordinate. Optionally, heading and name can be given. The name **must be unique**!
-- * @{#SPAWNSTATIC.SpawnFromPointVec2}(PointVec2, Heading, NewName) spawns the static at a POINT_VEC2 coordinate. Optionally, heading and name can be given. The name **must be unique**! -- * @{#SPAWNSTATIC.SpawnFromPointVec2}(PointVec2, Heading, NewName) spawns the static at a COORDINATE coordinate. Optionally, heading and name can be given. The name **must be unique**!
-- * @{#SPAWNSTATIC.SpawnFromZone}(Zone, Heading, NewName) spawns the static at the center of a @{Core.Zone}. Optionally, heading and name can be given. The name **must be unique**! -- * @{#SPAWNSTATIC.SpawnFromZone}(Zone, Heading, NewName) spawns the static at the center of a @{Core.Zone}. Optionally, heading and name can be given. The name **must be unique**!
-- --
-- @field #SPAWNSTATIC SPAWNSTATIC -- @field #SPAWNSTATIC SPAWNSTATIC
@@ -411,9 +411,9 @@ function SPAWNSTATIC:Spawn(Heading, NewName)
end end
--- Creates a new @{Wrapper.Static} from a POINT_VEC2. --- Creates a new @{Wrapper.Static} from a COORDINATE.
-- @param #SPAWNSTATIC self -- @param #SPAWNSTATIC self
-- @param Core.Point#POINT_VEC2 PointVec2 The 2D coordinate where to spawn the static. -- @param Core.Point#COORDINATE PointVec2 The 2D coordinate where to spawn the static.
-- @param #number Heading The heading of the static, which is a number in degrees from 0 to 360. -- @param #number Heading The heading of the static, which is a number in degrees from 0 to 360.
-- @param #string NewName (Optional) The name of the new static. -- @param #string NewName (Optional) The name of the new static.
-- @return Wrapper.Static#STATIC The static spawned. -- @return Wrapper.Static#STATIC The static spawned.

View File

@@ -213,7 +213,7 @@ end
--- Returns if a PointVec3 is within the zone. --- Returns if a PointVec3 is within the zone.
-- @param #ZONE_BASE self -- @param #ZONE_BASE self
-- @param Core.Point#POINT_VEC3 PointVec3 The PointVec3 to test. -- @param Core.Point#COORDINATE PointVec3 The PointVec3 to test.
-- @return #boolean true if the PointVec3 is within the zone. -- @return #boolean true if the PointVec3 is within the zone.
function ZONE_BASE:IsPointVec3InZone( PointVec3 ) function ZONE_BASE:IsPointVec3InZone( PointVec3 )
local InZone = self:IsPointVec2InZone( PointVec3 ) local InZone = self:IsPointVec2InZone( PointVec3 )
@@ -227,16 +227,16 @@ function ZONE_BASE:GetVec2()
return nil return nil
end end
--- Returns a @{Core.Point#POINT_VEC2} of the zone. --- Returns a @{Core.Point#COORDINATE} of the zone.
-- @param #ZONE_BASE self -- @param #ZONE_BASE self
-- @param DCS#Distance Height The height to add to the land height where the center of the zone is located. -- @param DCS#Distance Height The height to add to the land height where the center of the zone is located.
-- @return Core.Point#POINT_VEC2 The PointVec2 of the zone. -- @return Core.Point#COORDINATE The COORDINATE of the zone.
function ZONE_BASE:GetPointVec2() function ZONE_BASE:GetPointVec2()
--self:F2( self.ZoneName ) --self:F2( self.ZoneName )
local Vec2 = self:GetVec2() local Vec2 = self:GetVec2()
local PointVec2 = POINT_VEC2:NewFromVec2( Vec2 ) local PointVec2 = COORDINATE:NewFromVec2( Vec2 )
--self:T2( { PointVec2 } ) --self:T2( { PointVec2 } )
@@ -261,16 +261,16 @@ function ZONE_BASE:GetVec3( Height )
return Vec3 return Vec3
end end
--- Returns a @{Core.Point#POINT_VEC3} of the zone. --- Returns a @{Core.Point#COORDINATE} of the zone.
-- @param #ZONE_BASE self -- @param #ZONE_BASE self
-- @param DCS#Distance Height The height to add to the land height where the center of the zone is located. -- @param DCS#Distance Height The height to add to the land height where the center of the zone is located.
-- @return Core.Point#POINT_VEC3 The PointVec3 of the zone. -- @return Core.Point#COORDINATE The PointVec3 of the zone.
function ZONE_BASE:GetPointVec3( Height ) function ZONE_BASE:GetPointVec3( Height )
--self:F2( self.ZoneName ) --self:F2( self.ZoneName )
local Vec3 = self:GetVec3( Height ) local Vec3 = self:GetVec3( Height )
local PointVec3 = POINT_VEC3:NewFromVec3( Vec3 ) local PointVec3 = COORDINATE:NewFromVec3( Vec3 )
--self:T2( { PointVec3 } ) --self:T2( { PointVec3 } )
@@ -330,16 +330,16 @@ function ZONE_BASE:GetRandomVec2()
return nil return nil
end end
--- Define a random @{Core.Point#POINT_VEC2} within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table. --- Define a random @{Core.Point#COORDINATE} within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
-- @param #ZONE_BASE self -- @param #ZONE_BASE self
-- @return Core.Point#POINT_VEC2 The PointVec2 coordinates. -- @return Core.Point#COORDINATE The COORDINATE coordinates.
function ZONE_BASE:GetRandomPointVec2() function ZONE_BASE:GetRandomPointVec2()
return nil return nil
end end
--- Define a random @{Core.Point#POINT_VEC3} within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec3 table. --- Define a random @{Core.Point#COORDINATE} within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec3 table.
-- @param #ZONE_BASE self -- @param #ZONE_BASE self
-- @return Core.Point#POINT_VEC3 The PointVec3 coordinates. -- @return Core.Point#COORDINATE The COORDINATE coordinates.
function ZONE_BASE:GetRandomPointVec3() function ZONE_BASE:GetRandomPointVec3()
return nil return nil
end end
@@ -605,10 +605,13 @@ function ZONE_BASE:Trigger(Objects)
self:AddTransition("TriggerStopped","TriggerStart","TriggerRunning") self:AddTransition("TriggerStopped","TriggerStart","TriggerRunning")
self:AddTransition("*","EnteredZone","*") self:AddTransition("*","EnteredZone","*")
self:AddTransition("*","LeftZone","*") self:AddTransition("*","LeftZone","*")
self:AddTransition("*","ZoneEmpty","*")
self:AddTransition("*","ObjectDead","*")
self:AddTransition("*","TriggerRunCheck","*") self:AddTransition("*","TriggerRunCheck","*")
self:AddTransition("*","TriggerStop","TriggerStopped") self:AddTransition("*","TriggerStop","TriggerStopped")
self:TriggerStart() self:TriggerStart()
self.checkobjects = Objects self.checkobjects = Objects
self.ObjectsInZone = false
if UTILS.IsInstanceOf(Objects,"SET_BASE") then if UTILS.IsInstanceOf(Objects,"SET_BASE") then
self.objectset = Objects.Set self.objectset = Objects.Set
else else
@@ -646,6 +649,22 @@ function ZONE_BASE:Trigger(Objects)
-- @param #string Event Event. -- @param #string Event Event.
-- @param #string To To state. -- @param #string To To state.
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The controllable leaving the zone. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The controllable leaving the zone.
--- On After "ObjectDead" event. An observed object has left the zone.
-- @function [parent=#ZONE_BASE] OnAfterObjectDead
-- @param #ZONE_BASE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The controllable which died. Might be nil.
--- On After "ZoneEmpty" event. All observed objects have left the zone or are dead.
-- @function [parent=#ZONE_BASE] OnAfterZoneEmpty
-- @param #ZONE_BASE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
end end
--- (Internal) Check the assigned objects for being in/out of the zone --- (Internal) Check the assigned objects for being in/out of the zone
@@ -659,9 +678,13 @@ function ZONE_BASE:_TriggerCheck(fromstart)
-- just earmark everyone in/out -- just earmark everyone in/out
for _,_object in pairs(objectset) do for _,_object in pairs(objectset) do
local obj = _object -- Wrapper.Controllable#CONTROLLABLE local obj = _object -- Wrapper.Controllable#CONTROLLABLE
if not obj.TriggerInZone then obj.TriggerInZone = {} end if not obj.TriggerInZone then
obj.TriggerInZone = {}
obj.TriggerZoneDeadNotification = false
end
if obj and obj:IsAlive() and self:IsCoordinateInZone(obj:GetCoordinate()) then if obj and obj:IsAlive() and self:IsCoordinateInZone(obj:GetCoordinate()) then
obj.TriggerInZone[self.ZoneName] = true obj.TriggerInZone[self.ZoneName] = true
self.ObjectsInZone = true
else else
obj.TriggerInZone[self.ZoneName] = false obj.TriggerInZone[self.ZoneName] = false
end end
@@ -669,6 +692,7 @@ function ZONE_BASE:_TriggerCheck(fromstart)
end end
else else
-- Check for changes -- Check for changes
local objcount = 0
for _,_object in pairs(objectset) do for _,_object in pairs(objectset) do
local obj = _object -- Wrapper.Controllable#CONTROLLABLE local obj = _object -- Wrapper.Controllable#CONTROLLABLE
if obj and obj:IsAlive() then if obj and obj:IsAlive() then
@@ -683,11 +707,20 @@ function ZONE_BASE:_TriggerCheck(fromstart)
-- is obj in zone? -- is obj in zone?
local inzone = self:IsCoordinateInZone(obj:GetCoordinate()) local inzone = self:IsCoordinateInZone(obj:GetCoordinate())
--self:I("Object "..obj:GetName().." is in zone: "..tostring(inzone)) --self:I("Object "..obj:GetName().." is in zone: "..tostring(inzone))
if inzone and obj.TriggerInZone[self.ZoneName] then
-- just count
objcount = objcount + 1
self.ObjectsInZone = true
obj.TriggerZoneDeadNotification = false
end
if inzone and not obj.TriggerInZone[self.ZoneName] then if inzone and not obj.TriggerInZone[self.ZoneName] then
-- wasn't in zone before -- wasn't in zone before
--self:I("Newly entered") --self:I("Newly entered")
self:__EnteredZone(0.5,obj) self:__EnteredZone(0.5,obj)
obj.TriggerInZone[self.ZoneName] = true obj.TriggerInZone[self.ZoneName] = true
objcount = objcount + 1
self.ObjectsInZone = true
obj.TriggerZoneDeadNotification = false
elseif (not inzone) and obj.TriggerInZone[self.ZoneName] then elseif (not inzone) and obj.TriggerInZone[self.ZoneName] then
-- has left the zone -- has left the zone
--self:I("Newly left") --self:I("Newly left")
@@ -696,8 +729,21 @@ function ZONE_BASE:_TriggerCheck(fromstart)
else else
--self:I("Not left or not entered, or something went wrong!") --self:I("Not left or not entered, or something went wrong!")
end end
else
-- object dead
if not obj.TriggerZoneDeadNotification == true then
obj.TriggerInZone = nil
self:__ObjectDead(0.5,obj)
obj.TriggerZoneDeadNotification = true
end
end end
end end
-- zone empty?
if objcount == 0 and self.ObjectsInZone == true then
-- zone was not but is now empty
self.ObjectsInZone = false
self:__ZoneEmpty(0.5)
end
end end
return self return self
end end
@@ -768,8 +814,8 @@ end
-- Various functions exist to find random points within the zone. -- Various functions exist to find random points within the zone.
-- --
-- * @{#ZONE_RADIUS.GetRandomVec2}(): Gets a random 2D point in the zone. -- * @{#ZONE_RADIUS.GetRandomVec2}(): Gets a random 2D point in the zone.
-- * @{#ZONE_RADIUS.GetRandomPointVec2}(): Gets a @{Core.Point#POINT_VEC2} object representing a random 2D point in the zone. -- * @{#ZONE_RADIUS.GetRandomPointVec2}(): Gets a @{Core.Point#COORDINATE} object representing a random 2D point in the zone.
-- * @{#ZONE_RADIUS.GetRandomPointVec3}(): Gets a @{Core.Point#POINT_VEC3} object representing a random 3D point in the zone. Note that the height of the point is at landheight. -- * @{#ZONE_RADIUS.GetRandomPointVec3}(): Gets a @{Core.Point#COORDINATE} object representing a random 3D point in the zone. Note that the height of the point is at landheight.
-- --
-- ## Draw zone -- ## Draw zone
-- --
@@ -964,7 +1010,7 @@ function ZONE_RADIUS:SmokeZone( SmokeColor, Points, AddHeight, AngleOffset )
local Radial = ( Angle + AngleOffset ) * RadialBase / 360 local Radial = ( Angle + AngleOffset ) * RadialBase / 360
Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius() Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius()
Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius() Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius()
POINT_VEC2:New( Point.x, Point.y, AddHeight ):Smoke( SmokeColor ) COORDINATE:New( Point.x, AddHeight, Point.y ):Smoke( SmokeColor )
end end
return self return self
@@ -994,7 +1040,7 @@ function ZONE_RADIUS:FlareZone( FlareColor, Points, Azimuth, AddHeight )
local Radial = Angle * RadialBase / 360 local Radial = Angle * RadialBase / 360
Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius() Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius()
Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius() Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius()
POINT_VEC2:New( Point.x, Point.y, AddHeight ):Flare( FlareColor, Azimuth ) COORDINATE:New( Point.x, AddHeight, Point.y ):Flare( FlareColor, Azimuth )
end end
return self return self
@@ -1415,7 +1461,7 @@ function ZONE_RADIUS:SearchZone( EvaluateFunction, ObjectCategories )
id = world.VolumeType.SPHERE, id = world.VolumeType.SPHERE,
params = { params = {
point = ZoneCoord:GetVec3(), point = ZoneCoord:GetVec3(),
radius = ZoneRadius / 2, radius = ZoneRadius,
} }
} }
@@ -1515,15 +1561,15 @@ function ZONE_RADIUS:GetRandomVec2(inner, outer, surfacetypes)
return point return point
end end
--- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table. --- Returns a @{Core.Point#COORDINATE} object reflecting a random 2D location within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
-- @param #ZONE_RADIUS self -- @param #ZONE_RADIUS self
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0. -- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone. -- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
-- @return Core.Point#POINT_VEC2 The @{Core.Point#POINT_VEC2} object reflecting the random 3D location within the zone. -- @return Core.Point#COORDINATE The @{Core.Point#COORDINATE} object reflecting the random 3D location within the zone.
function ZONE_RADIUS:GetRandomPointVec2( inner, outer ) function ZONE_RADIUS:GetRandomPointVec2( inner, outer )
--self:F( self.ZoneName, inner, outer ) --self:F( self.ZoneName, inner, outer )
local PointVec2 = POINT_VEC2:NewFromVec2( self:GetRandomVec2( inner, outer ) ) local PointVec2 = COORDINATE:NewFromVec2( self:GetRandomVec2( inner, outer ) )
--self:T3( { PointVec2 } ) --self:T3( { PointVec2 } )
@@ -1546,15 +1592,15 @@ function ZONE_RADIUS:GetRandomVec3( inner, outer )
end end
--- Returns a @{Core.Point#POINT_VEC3} object reflecting a random 3D location within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec3 table. --- Returns a @{Core.Point#COORDINATE} object reflecting a random 3D location within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec3 table.
-- @param #ZONE_RADIUS self -- @param #ZONE_RADIUS self
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0. -- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone. -- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
-- @return Core.Point#POINT_VEC3 The @{Core.Point#POINT_VEC3} object reflecting the random 3D location within the zone. -- @return Core.Point#COORDINATE The @{Core.Point#COORDINATE} object reflecting the random 3D location within the zone.
function ZONE_RADIUS:GetRandomPointVec3( inner, outer ) function ZONE_RADIUS:GetRandomPointVec3( inner, outer )
--self:F( self.ZoneName, inner, outer ) --self:F( self.ZoneName, inner, outer )
local PointVec3 = POINT_VEC3:NewFromVec2( self:GetRandomVec2( inner, outer ) ) local PointVec3 = COORDINATE:NewFromVec2( self:GetRandomVec2( inner, outer ) )
--self:T3( { PointVec3 } ) --self:T3( { PointVec3 } )
@@ -1990,15 +2036,15 @@ function ZONE_GROUP:GetRandomVec2()
return Point return Point
end end
--- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table. --- Returns a @{Core.Point#COORDINATE} object reflecting a random 2D location within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
-- @param #ZONE_GROUP self -- @param #ZONE_GROUP self
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0. -- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone. -- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
-- @return Core.Point#POINT_VEC2 The @{Core.Point#POINT_VEC2} object reflecting the random 3D location within the zone. -- @return Core.Point#COORDINATE The @{Core.Point#COORDINATE} object reflecting the random 3D location within the zone.
function ZONE_GROUP:GetRandomPointVec2( inner, outer ) function ZONE_GROUP:GetRandomPointVec2( inner, outer )
--self:F( self.ZoneName, inner, outer ) --self:F( self.ZoneName, inner, outer )
local PointVec2 = POINT_VEC2:NewFromVec2( self:GetRandomVec2() ) local PointVec2 = COORDINATE:NewFromVec2( self:GetRandomVec2() )
--self:T3( { PointVec2 } ) --self:T3( { PointVec2 } )
@@ -2046,7 +2092,7 @@ function _ZONE_TRIANGLE:New(p1, p2, p3)
end end
self.SurfaceArea = math.abs((p2.x - p1.x) * (p3.y - p1.y) - (p3.x - p1.x) * (p2.y - p1.y)) * 0.5 self.SurfaceArea = math.abs((p2.x - p1.x) * (p3.y - p1.y) - (p3.x - p1.x) * (p2.y - p1.y)) * 0.5
return self return self
end end
@@ -2054,7 +2100,7 @@ end
-- @param #_ZONE_TRIANGLE self -- @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 #boolean True if the point is contained, false otherwise
function _ZONE_TRIANGLE:ContainsPoint(pt, points) function _ZONE_TRIANGLE:ContainsPoint(pt, points)
points = points or self.Points points = points or self.Points
@@ -2146,8 +2192,8 @@ end
-- Various functions exist to find random points within the zone. -- Various functions exist to find random points within the zone.
-- --
-- * @{#ZONE_POLYGON_BASE.GetRandomVec2}(): Gets a random 2D point in the zone. -- * @{#ZONE_POLYGON_BASE.GetRandomVec2}(): Gets a random 2D point in the zone.
-- * @{#ZONE_POLYGON_BASE.GetRandomPointVec2}(): Return a @{Core.Point#POINT_VEC2} object representing a random 2D point within the zone. -- * @{#ZONE_POLYGON_BASE.GetRandomPointVec2}(): Return a @{Core.Point#COORDINATE} object representing a random 2D point within the zone.
-- * @{#ZONE_POLYGON_BASE.GetRandomPointVec3}(): Return a @{Core.Point#POINT_VEC3} object representing a random 3D point at landheight within the zone. -- * @{#ZONE_POLYGON_BASE.GetRandomPointVec3}(): Return a @{Core.Point#COORDINATE} object representing a random 3D point at landheight within the zone.
-- --
-- ## Draw zone -- ## Draw zone
-- --
@@ -2563,7 +2609,7 @@ function ZONE_POLYGON_BASE:ReFill(Color,Alpha)
self.FillTriangles = {} self.FillTriangles = {}
end end
-- refill -- refill
for _, triangle in pairs(self._Triangles) do for _,triangle in pairs(self._Triangles) do
local draw_ids = triangle:Fill(coalition,color,alpha,nil) local draw_ids = triangle:Fill(coalition,color,alpha,nil)
self.FillTriangles = draw_ids self.FillTriangles = draw_ids
table.combine(self.DrawID, draw_ids) table.combine(self.DrawID, draw_ids)
@@ -2723,7 +2769,7 @@ function ZONE_POLYGON_BASE:SmokeZone( SmokeColor, Segments )
for Segment = 0, Segments do -- We divide each line in 5 segments and smoke a point on the line. for Segment = 0, Segments do -- We divide each line in 5 segments and smoke a point on the line.
local PointX = self._.Polygon[i].x + ( Segment * DeltaX / Segments ) local PointX = self._.Polygon[i].x + ( Segment * DeltaX / Segments )
local PointY = self._.Polygon[i].y + ( Segment * DeltaY / Segments ) local PointY = self._.Polygon[i].y + ( Segment * DeltaY / Segments )
POINT_VEC2:New( PointX, PointY ):Smoke( SmokeColor ) COORDINATE:New( PointX, 0, PointY ):Smoke( SmokeColor )
end end
j = i j = i
i = i + 1 i = i + 1
@@ -2758,7 +2804,7 @@ function ZONE_POLYGON_BASE:FlareZone( FlareColor, Segments, Azimuth, AddHeight )
for Segment = 0, Segments do -- We divide each line in 5 segments and smoke a point on the line. for Segment = 0, Segments do -- We divide each line in 5 segments and smoke a point on the line.
local PointX = self._.Polygon[i].x + ( Segment * DeltaX / Segments ) local PointX = self._.Polygon[i].x + ( Segment * DeltaX / Segments )
local PointY = self._.Polygon[i].y + ( Segment * DeltaY / Segments ) local PointY = self._.Polygon[i].y + ( Segment * DeltaY / Segments )
POINT_VEC2:New( PointX, PointY, AddHeight ):Flare(FlareColor, Azimuth) COORDINATE:New( PointX, AddHeight, PointY ):Flare(FlareColor, Azimuth)
end end
j = i j = i
i = i + 1 i = i + 1
@@ -2834,26 +2880,26 @@ function ZONE_POLYGON_BASE:GetRandomVec2()
end end
end end
--- Return a @{Core.Point#POINT_VEC2} object representing a random 2D point at landheight within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table. --- Return a @{Core.Point#COORDINATE} object representing a random 2D point at landheight within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
-- @param #ZONE_POLYGON_BASE self -- @param #ZONE_POLYGON_BASE self
-- @return @{Core.Point#POINT_VEC2} -- @return @{Core.Point#COORDINATE}
function ZONE_POLYGON_BASE:GetRandomPointVec2() function ZONE_POLYGON_BASE:GetRandomPointVec2()
--self:F2() --self:F2()
local PointVec2 = POINT_VEC2:NewFromVec2( self:GetRandomVec2() ) local PointVec2 = COORDINATE:NewFromVec2( self:GetRandomVec2() )
--self:T2( PointVec2 ) --self:T2( PointVec2 )
return PointVec2 return PointVec2
end end
--- Return a @{Core.Point#POINT_VEC3} object representing a random 3D point at landheight within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec3 table. --- Return a @{Core.Point#COORDINATE} object representing a random 3D point at landheight within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec3 table.
-- @param #ZONE_POLYGON_BASE self -- @param #ZONE_POLYGON_BASE self
-- @return @{Core.Point#POINT_VEC3} -- @return @{Core.Point#COORDINATE}
function ZONE_POLYGON_BASE:GetRandomPointVec3() function ZONE_POLYGON_BASE:GetRandomPointVec3()
--self:F2() --self:F2()
local PointVec3 = POINT_VEC3:NewFromVec2( self:GetRandomVec2() ) local PointVec3 = COORDINATE:NewFromVec2( self:GetRandomVec2() )
--self:T2( PointVec3 ) --self:T2( PointVec3 )
@@ -3536,7 +3582,37 @@ do -- ZONE_ELASTIC
return self return self
end end
--- Remove a vertex (point) from the polygon.
-- @param #ZONE_ELASTIC self
-- @param DCS#Vec2 Vec2 Point in 2D (with x and y coordinates).
-- @return #ZONE_ELASTIC self
function ZONE_ELASTIC:RemoveVertex2D(Vec2)
local found = false
local findex = 0
for _id,_vec2 in pairs(self.points) do
if _vec2.x == Vec2.x and _vec2.y == Vec2.y then
found = true
findex = _id
break
end
end
if found == true and findex > 0 then
table.remove(self.points,findex)
end
return self
end
--- Remove a vertex (point) from the polygon.
-- @param #ZONE_ELASTIC self
-- @param DCS#Vec3 Vec3 Point in 3D (with x, y and z coordinates). Only the x and z coordinates are used.
-- @return #ZONE_ELASTIC self
function ZONE_ELASTIC:RemoveVertex3D(Vec3)
return self:RemoveVertex2D({x=Vec3.x, y=Vec3.z})
end
--- Add a vertex (point) to the polygon. --- Add a vertex (point) to the polygon.
-- @param #ZONE_ELASTIC self -- @param #ZONE_ELASTIC self
@@ -3574,7 +3650,7 @@ do -- ZONE_ELASTIC
-- Debug info. -- Debug info.
--self:T(string.format("Updating ZONE_ELASTIC %s", tostring(self.ZoneName))) --self:T(string.format("Updating ZONE_ELASTIC %s", tostring(self.ZoneName)))
-- Copy all points. -- Copy all points.
local points=UTILS.DeepCopy(self.points or {}) local points=UTILS.DeepCopy(self.points or {})
@@ -3592,6 +3668,9 @@ do -- ZONE_ELASTIC
-- Update polygon verticies from points. -- Update polygon verticies from points.
self._.Polygon=self:_ConvexHull(points) self._.Polygon=self:_ConvexHull(points)
self._Triangles = self:_Triangulate()
self.SurfaceArea = self:_CalculateSurfaceArea()
if Draw~=false then if Draw~=false then
if self.DrawID or Draw==true then if self.DrawID or Draw==true then
@@ -3790,7 +3869,7 @@ end
--- Checks if a point is contained within the oval. --- Checks if a point is contained within the oval.
-- @param #ZONE_OVAL self -- @param #ZONE_OVAL self
-- @param #table point The point to check -- @param #table point The point to check
-- @return #bool True if the point is contained, false otherwise -- @return #boolean True if the point is contained, false otherwise
function ZONE_OVAL:IsVec2InZone(vec2) function ZONE_OVAL:IsVec2InZone(vec2)
local cos, sin = math.cos, math.sin local cos, sin = math.cos, math.sin
local dx = vec2.x - self.CenterVec2.x local dx = vec2.x - self.CenterVec2.x
@@ -3852,18 +3931,18 @@ function ZONE_OVAL:GetRandomVec2()
return {x=rx, y=ry} return {x=rx, y=ry}
end end
--- Define a random @{Core.Point#POINT_VEC2} within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table. --- Define a random @{Core.Point#COORDINATE} within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
-- @param #ZONE_OVAL self -- @param #ZONE_OVAL self
-- @return Core.Point#POINT_VEC2 The PointVec2 coordinates. -- @return Core.Point#COORDINATE The COORDINATE coordinates.
function ZONE_OVAL:GetRandomPointVec2() function ZONE_OVAL:GetRandomPointVec2()
return POINT_VEC2:NewFromVec2(self:GetRandomVec2()) return COORDINATE:NewFromVec2(self:GetRandomVec2())
end end
--- Define a random @{Core.Point#POINT_VEC2} within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec3 table. --- Define a random @{Core.Point#COORDINATE} within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec3 table.
-- @param #ZONE_OVAL self -- @param #ZONE_OVAL self
-- @return Core.Point#POINT_VEC2 The PointVec2 coordinates. -- @return Core.Point#COORDINATE The COORDINATE coordinates.
function ZONE_OVAL:GetRandomPointVec3() function ZONE_OVAL:GetRandomPointVec3()
return POINT_VEC3:NewFromVec3(self:GetRandomVec2()) return COORDINATE:NewFromVec3(self:GetRandomVec2())
end end
--- Draw the zone on the F10 map. --- Draw the zone on the F10 map.
@@ -4003,15 +4082,15 @@ do -- ZONE_AIRBASE
return ZoneVec2 return ZoneVec2
end end
--- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table. --- Returns a @{Core.Point#COORDINATE} object reflecting a random 2D location within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
-- @param #ZONE_AIRBASE self -- @param #ZONE_AIRBASE self
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0. -- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone. -- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
-- @return Core.Point#POINT_VEC2 The @{Core.Point#POINT_VEC2} object reflecting the random 3D location within the zone. -- @return Core.Point#COORDINATE The @{Core.Point#COORDINATE} object reflecting the random 3D location within the zone.
function ZONE_AIRBASE:GetRandomPointVec2( inner, outer ) function ZONE_AIRBASE:GetRandomPointVec2( inner, outer )
--self:F( self.ZoneName, inner, outer ) --self:F( self.ZoneName, inner, outer )
local PointVec2 = POINT_VEC2:NewFromVec2( self:GetRandomVec2() ) local PointVec2 = COORDINATE:NewFromVec2( self:GetRandomVec2() )
--self:T3( { PointVec2 } ) --self:T3( { PointVec2 } )

View File

@@ -107,7 +107,7 @@ function ZONE_DETECTION:SmokeZone( SmokeColor, Points, AddHeight, AngleOffset )
local Radial = ( Angle + AngleOffset ) * RadialBase / 360 local Radial = ( Angle + AngleOffset ) * RadialBase / 360
Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius() Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius()
Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius() Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius()
POINT_VEC2:New( Point.x, Point.y, AddHeight ):Smoke( SmokeColor ) COORDINATE:New( Point.x, AddHeight, Point.y):Smoke( SmokeColor )
end end
return self return self
@@ -138,7 +138,7 @@ function ZONE_DETECTION:FlareZone( FlareColor, Points, Azimuth, AddHeight )
local Radial = Angle * RadialBase / 360 local Radial = Angle * RadialBase / 360
Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius() Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius()
Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius() Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius()
POINT_VEC2:New( Point.x, Point.y, AddHeight ):Flare( FlareColor, Azimuth ) COORDINATE:New( Point.x, AddHeight, Point.y ):Flare( FlareColor, Azimuth )
end end
return self return self
@@ -202,4 +202,3 @@ function ZONE_DETECTION:IsVec3InZone( Vec3 )
return InZone return InZone
end end

View File

@@ -630,9 +630,13 @@ do -- Object
--- @function [parent=#Object] destroy --- @function [parent=#Object] destroy
-- @param #Object self -- @param #Object self
--- @function [parent=#Object] getCategory --- Returns an enumerator of the category for the specific object.
-- The enumerator returned is dependent on the category of the object and how the function is called.
-- As of DCS 2.9.2 when this function is called on an Object, Unit, Weapon, or Airbase a 2nd value will be returned which details the object sub-category value.
-- @function [parent=#Object] getCategory
-- @param #Object self -- @param #Object self
-- @return #Object.Category -- @return #Object.Category The object category (1=UNIT, 2=WEAPON, 3=STATIC, 4=BASE, 5=SCENERY, 6=Cargo)
-- @return #number The subcategory of the passed object, e.g. Unit.Category if a unit object was passed.
--- Returns type name of the Object. --- Returns type name of the Object.
-- @function [parent=#Object] getTypeName -- @function [parent=#Object] getTypeName

View File

@@ -18,7 +18,7 @@
-- ### Author: FlightControl - Framework Design & Programming -- ### Author: FlightControl - Framework Design & Programming
-- ### Refactoring to use the Runway auto-detection: Applevangelist -- ### Refactoring to use the Runway auto-detection: Applevangelist
-- @date August 2022 -- @date August 2022
-- Last Update Oct 2024 -- Last Update Feb 2025
-- --
-- === -- ===
-- --
@@ -416,7 +416,7 @@ end
-- @field #ATC_GROUND_UNIVERSAL -- @field #ATC_GROUND_UNIVERSAL
ATC_GROUND_UNIVERSAL = { ATC_GROUND_UNIVERSAL = {
ClassName = "ATC_GROUND_UNIVERSAL", ClassName = "ATC_GROUND_UNIVERSAL",
Version = "0.0.1", Version = "0.0.2",
SetClient = nil, SetClient = nil,
Airbases = nil, Airbases = nil,
AirbaseList = nil, AirbaseList = nil,
@@ -441,17 +441,25 @@ function ATC_GROUND_UNIVERSAL:New(AirbaseList)
self:T( { self.ClassName } ) self:T( { self.ClassName } )
self.Airbases = {} self.Airbases = {}
for _name,_ in pairs(_DATABASE.AIRBASES) do
self.Airbases[_name]={}
end
self.AirbaseList = AirbaseList self.AirbaseList = AirbaseList
if not self.AirbaseList then if not self.AirbaseList then
self.AirbaseList = {} self.AirbaseList = {}
for _name,_ in pairs(_DATABASE.AIRBASES) do for _name,_base in pairs(_DATABASE.AIRBASES) do
self.AirbaseList[_name]=_name -- DONE exclude FARPS and Ships
if _base and _base.isAirdrome == true then
self.AirbaseList[_name]=_name
self.Airbases[_name]={}
end
end
else
for _,_name in pairs(AirbaseList) do
-- DONE exclude FARPS and Ships
local airbase = _DATABASE:FindAirbase(_name)
if airbase and (airbase.isAirdrome == true) then
self.Airbases[_name]={}
end
end end
end end
@@ -1447,11 +1455,10 @@ function ATC_GROUND_PERSIANGULF:Start( RepeatScanSeconds )
self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, RepeatScanSeconds ) self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, RepeatScanSeconds )
end end
---
-- @type ATC_GROUND_MARIANAISLANDS -- @type ATC_GROUND_MARIANAISLANDS
-- @extends #ATC_GROUND -- @extends #ATC_GROUND
--- # ATC\_GROUND\_MARIANA, extends @{#ATC_GROUND} --- # ATC\_GROUND\_MARIANA, extends @{#ATC_GROUND}
-- --

View File

@@ -619,63 +619,148 @@ ARTY.WeaponType={
} }
--- Database of common artillery unit properties. --- Database of common artillery unit properties.
-- @type ARTY.dbitem
-- @field #string displayname Name displayed in ME.
-- @field #number minrange Minimum firing range in meters.
-- @field #number maxrange Maximum firing range in meters.
-- @field #number reloadtime Reload time in seconds.
--- Database of common artillery unit properties.
-- Table key is the "type name" and table value is and `ARTY.dbitem`.
-- @type ARTY.db -- @type ARTY.db
ARTY.db={ ARTY.db={
["2B11 mortar"] = { -- type "2B11 mortar" ["LeFH_18-40-105"] = {
minrange = 500, -- correct? displayname = "FH LeFH-18 105mm", -- name displayed in the ME
maxrange = 7000, -- 7 km minrange = 500, -- min range (green circle) in meters
reloadtime = 30, -- 30 sec maxrange = 10500, -- max range (red circle) in meters
reloadtime = nil, -- reload time in seconds
}, },
["SPH 2S1 Gvozdika"] = { -- type "SAU Gvozdika" ["M2A1-105"] = {
minrange = 300, -- correct? displayname = "FH M2A1 105mm",
maxrange = 15000, -- 15 km minrange = 500,
reloadtime = nil, -- unknown maxrange = 11500,
reloadtime = nil,
}, },
["SPH 2S19 Msta"] = { --type "SAU Msta", alias "2S19 Msta" ["Pak40"] = {
minrange = 300, -- correct? displayname = "FH Pak 40 75mm",
maxrange = 23500, -- 23.5 km minrange = 500,
reloadtime = nil, -- unknown maxrange = 3000,
reloadtime = nil,
},
["L118_Unit"] = {
displayname = "L118 Light Artillery Gun",
minrange = 500,
maxrange = 17500,
reloadtime = nil,
}, },
["SPH 2S3 Akatsia"] = { -- type "SAU Akatsia", alias "2S3 Akatsia" ["Smerch"] = {
minrange = 300, -- correct? displayname = "MLRS 9A52 Smerch CM 300mm",
maxrange = 17000, -- 17 km minrange = 20000,
reloadtime = nil, -- unknown maxrange = 70000,
reloadtime = 2160,
}, },
["SPH 2S9 Nona"] = { --type "SAU 2-C9" ["Smerch_HE"] = {
minrange = 500, -- correct? displayname = "MLRS 9A52 Smerch HE 300mm",
maxrange = 7000, -- 7 km minrange = 20000,
reloadtime = nil, -- unknown maxrange = 70000,
reloadtime = 2160,
}, },
["SPH M109 Paladin"] = { -- type "M-109", alias "M109" ["Uragan_BM-27"] = {
minrange = 300, -- correct? displayname = "MLRS 9K57 Uragan BM-27 220mm",
maxrange = 22000, -- 22 km minrange = 11500,
reloadtime = nil, -- unknown maxrange = 35800,
reloadtime = 840,
}, },
["SpGH Dana"] = { -- type "SpGH_Dana" ["Grad-URAL"] = {
minrange = 300, -- correct? displayname = "MLRS BM-21 Grad 122mm",
maxrange = 18700, -- 18.7 km minrange = 5000,
reloadtime = nil, -- unknown maxrange = 19000,
reloadtime = 420,
}, },
["MLRS BM-21 Grad"] = { --type "Grad-URAL", alias "MLRS BM-21 Grad" ["HL_B8M1"] = {
minrange = 5000, -- 5 km displayname = "MLRS HL with B8M1 80mm",
maxrange = 19000, -- 19 km minrange = 500,
reloadtime = 420, -- 7 min maxrange = 5000,
reloadtime = nil,
}, },
["MLRS 9K57 Uragan BM-27"] = { -- type "Uragan_BM-27" ["tt_B8M1"] = {
minrange = 11500, -- 11.5 km displayname = "MLRS LC with B8M1 80mm",
maxrange = 35800, -- 35.8 km minrange = 500,
reloadtime = 840, -- 14 min maxrange = 5000,
reloadtime = nil,
}, },
["MLRS 9A52 Smerch"] = { -- type "Smerch" ["MLRS"] = {
minrange = 20000, -- 20 km displayname = "MLRS M270 227mm",
maxrange = 70000, -- 70 km minrange = 10000,
reloadtime = 2160, -- 36 min maxrange = 32000,
reloadtime = 540,
}, },
["MLRS M270"] = { --type "MRLS", alias "M270 MRLS" ["2B11 mortar"] = {
minrange = 10000, -- 10 km displayname = "Mortar 2B11 120mm",
maxrange = 32000, -- 32 km minrange = 500,
reloadtime = 540, -- 9 min maxrange = 7000,
reloadtime = 30,
}, },
["PLZ05"] = {
displayname = "PLZ-05",
minrange = 500,
maxrange = 23500,
reloadtime = nil,
},
["SAU Gvozdika"] = {
displayname = "SPH 2S1 Gvozdika 122mm",
minrange = 300,
maxrange = 15000,
reloadtime = nil,
},
["SAU Msta"] = {
displayname = "SPH 2S19 Msta 152mm",
minrange = 300,
maxrange = 23500,
reloadtime = nil,
},
["SAU Akatsia"] = {
displayname = "SPH 2S3 Akatsia 152mm",
minrange = 300,
maxrange = 17000,
reloadtime = nil,
},
["SpGH_Dana"] = {
displayname = "SPH Dana vz77 152mm",
minrange = 300,
maxrange = 18700,
reloadtime = nil,
},
["M-109"] = {
displayname = "SPH M109 Paladin 155mm",
minrange = 300,
maxrange = 22000,
reloadtime = nil,
},
["M12_GMC"] = {
displayname = "SPH M12 GMC 155mm",
minrange = 300,
maxrange = 18200,
reloadtime = nil,
},
["Wespe124"] = {
displayname = "SPH Sd.Kfz.124 Wespe 105mm",
minrange = 300,
maxrange = 7000,
reloadtime = nil,
},
["T155_Firtina"] = {
displayname = "SPH T155 Firtina 155mm",
minrange = 300,
maxrange = 41000,
reloadtime = nil,
},
["SAU 2-C9"] = {
displayname = "SPM 2S9 Nona 120mm M",
minrange = 500,
maxrange = 7000,
reloadtime = nil,
},
} }
--- Target. --- Target.
@@ -695,7 +780,7 @@ ARTY.db={
--- Arty script version. --- Arty script version.
-- @field #string version -- @field #string version
ARTY.version="1.3.1" ARTY.version="1.3.3"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -797,8 +882,8 @@ function ARTY:New(group, alias)
-- Maximum speed in km/h. -- Maximum speed in km/h.
self.SpeedMax=group:GetSpeedMax() self.SpeedMax=group:GetSpeedMax()
-- Group is mobile or not (e.g. mortars). -- Group is mobile or not (e.g. mortars). Some immobile units have a speed of 1 m/s = 3.6 km/h. So we check this number.
if self.SpeedMax>1 then if self.SpeedMax>3.6 then
self.ismobile=true self.ismobile=true
else else
self.ismobile=false self.ismobile=false
@@ -1923,7 +2008,7 @@ function ARTY:onafterStart(Controllable, From, Event, To)
end end
-- Check if we have and arty type that is in the DB. -- Check if we have and arty type that is in the DB.
local _dbproperties=self:_CheckDB(self.DisplayName) local _dbproperties=self:_CheckDB(self.Type)
self:T({dbproperties=_dbproperties}) self:T({dbproperties=_dbproperties})
if _dbproperties~=nil then if _dbproperties~=nil then
for property,value in pairs(_dbproperties) do for property,value in pairs(_dbproperties) do
@@ -1969,8 +2054,8 @@ function ARTY:onafterStart(Controllable, From, Event, To)
text=text..string.format("Type = %s\n", self.Type) text=text..string.format("Type = %s\n", self.Type)
text=text..string.format("Display Name = %s\n", self.DisplayName) text=text..string.format("Display Name = %s\n", self.DisplayName)
text=text..string.format("Number of units = %d\n", self.IniGroupStrength) text=text..string.format("Number of units = %d\n", self.IniGroupStrength)
text=text..string.format("Speed max = %d km/h\n", self.SpeedMax) text=text..string.format("Speed max = %.1f km/h\n", self.SpeedMax)
text=text..string.format("Speed default = %d km/h\n", self.Speed) text=text..string.format("Speed default = %.1f km/h\n", self.Speed)
text=text..string.format("Is mobile = %s\n", tostring(self.ismobile)) text=text..string.format("Is mobile = %s\n", tostring(self.ismobile))
text=text..string.format("Is cargo = %s\n", tostring(self.iscargo)) text=text..string.format("Is cargo = %s\n", tostring(self.iscargo))
text=text..string.format("Min range = %.1f km\n", self.minrange/1000) text=text..string.format("Min range = %.1f km\n", self.minrange/1000)
@@ -3049,7 +3134,7 @@ function ARTY:onafterOpenFire(Controllable, From, Event, To, target)
local nfire=Narty local nfire=Narty
local _type="shots" local _type="shots"
if target.weapontype==ARTY.WeaponType.Auto then if target.weapontype==ARTY.WeaponType.Auto then
nfire=Narty nfire=Nammo -- We take everything that is available
_type="shots" _type="shots"
elseif target.weapontype==ARTY.WeaponType.Cannon then elseif target.weapontype==ARTY.WeaponType.Cannon then
nfire=Narty nfire=Narty
@@ -3070,6 +3155,8 @@ function ARTY:onafterOpenFire(Controllable, From, Event, To, target)
nfire=Nmissiles nfire=Nmissiles
_type="cruise missiles" _type="cruise missiles"
end end
--env.info(string.format("FF type=%s, Nrockets=%d, Nfire=%d target.nshells=%d", _type, Nrockets, nfire, target.nshells))
-- Adjust if less than requested ammo is left. -- Adjust if less than requested ammo is left.
target.nshells=math.min(target.nshells, nfire) target.nshells=math.min(target.nshells, nfire)

View File

@@ -74,7 +74,7 @@
-- @image Designation.JPG -- @image Designation.JPG
-- --
-- Date: 24 Oct 2021 -- Date: 24 Oct 2021
-- Last Update: May 2024 -- Last Update: Mar 2025
-- --
--- Class AUTOLASE --- Class AUTOLASE
-- @type AUTOLASE -- @type AUTOLASE
@@ -89,6 +89,10 @@
-- @field #table playermenus -- @field #table playermenus
-- @field #boolean smokemenu -- @field #boolean smokemenu
-- @field #boolean threatmenu -- @field #boolean threatmenu
-- @field #number RoundingPrecision
-- @field #table smokeoffset
-- @field #boolean increasegroundawareness
-- @field #number MonitorFrequency
-- @extends Ops.Intel#INTEL -- @extends Ops.Intel#INTEL
--- ---
@@ -100,6 +104,9 @@ AUTOLASE = {
alias = "", alias = "",
debug = false, debug = false,
smokemenu = true, smokemenu = true,
RoundingPrecision = 0,
increasegroundawareness = true,
MonitorFrequency = 30,
} }
--- Laser spot info --- Laser spot info
@@ -118,7 +125,7 @@ AUTOLASE = {
--- AUTOLASE class version. --- AUTOLASE class version.
-- @field #string version -- @field #string version
AUTOLASE.version = "0.1.26" AUTOLASE.version = "0.1.31"
------------------------------------------------------------------- -------------------------------------------------------------------
-- Begin Functional.Autolase.lua -- Begin Functional.Autolase.lua
@@ -191,6 +198,7 @@ function AUTOLASE:New(RecceSet, Coalition, Alias, PilotSet)
self.reporttimelong = 30 self.reporttimelong = 30
self.smoketargets = false self.smoketargets = false
self.smokecolor = SMOKECOLOR.Red self.smokecolor = SMOKECOLOR.Red
self.smokeoffset = nil
self.notifypilots = true self.notifypilots = true
self.targetsperrecce = {} self.targetsperrecce = {}
self.RecceUnits = {} self.RecceUnits = {}
@@ -207,6 +215,11 @@ function AUTOLASE:New(RecceSet, Coalition, Alias, PilotSet)
self.playermenus = {} self.playermenus = {}
self.smokemenu = true self.smokemenu = true
self.threatmenu = true self.threatmenu = true
self.RoundingPrecision = 0
self.increasegroundawareness = true
self.MonitorFrequency = 30
self:EnableSmokeMenu({Angle=math.random(0,359),Distance=math.random(10,20)})
-- Set some string id for output to DCS.log file. -- Set some string id for output to DCS.log file.
self.lid=string.format("AUTOLASE %s (%s) | ", self.alias, self.coalition and UTILS.GetCoalitionName(self.coalition) or "unknown") self.lid=string.format("AUTOLASE %s (%s) | ", self.alias, self.coalition and UTILS.GetCoalitionName(self.coalition) or "unknown")
@@ -309,16 +322,41 @@ end
-- Helper Functions -- Helper Functions
------------------------------------------------------------------- -------------------------------------------------------------------
--- [User] When using Monitor, set the frequency here in which the report will appear
-- @param #AUTOLASE self
-- @param #number Seconds Run the report loop every number of seconds defined here.
-- @return #AUTOLASE self
function AUTOLASE:SetMonitorFrequency(Seconds)
self.MonitorFrequency = Seconds or 30
return self
end
--- [User] Set a table of possible laser codes. --- [User] Set a table of possible laser codes.
-- Each new RECCE can select a code from this table, default is { 1688, 1130, 4785, 6547, 1465, 4578 } . -- Each new RECCE can select a code from this table, default is { 1688, 1130, 4785, 6547, 1465, 4578 }.
-- @param #AUTOLASE self -- @param #AUTOLASE self
-- @param #list<#number> LaserCodes -- @param #list<#number> LaserCodes
-- @return #AUTOLASE -- @return #AUTOLASE self
function AUTOLASE:SetLaserCodes( LaserCodes ) function AUTOLASE:SetLaserCodes( LaserCodes )
self.LaserCodes = ( type( LaserCodes ) == "table" ) and LaserCodes or { LaserCodes } self.LaserCodes = ( type( LaserCodes ) == "table" ) and LaserCodes or { LaserCodes }
return self return self
end end
--- [User] Improve ground unit detection by using a zone scan and LOS check.
-- @param #AUTOLASE self
-- @return #AUTOLASE self
function AUTOLASE:EnableImproveGroundUnitsDetection()
self.increasegroundawareness = true
return self
end
--- [User] Do not improve ground unit detection by using a zone scan and LOS check.
-- @param #AUTOLASE self
-- @return #AUTOLASE self
function AUTOLASE:DisableImproveGroundUnitsDetection()
self.increasegroundawareness = false
return self
end
--- (Internal) Function to set pilot menu. --- (Internal) Function to set pilot menu.
-- @param #AUTOLASE self -- @param #AUTOLASE self
-- @return #AUTOLASE self -- @return #AUTOLASE self
@@ -600,11 +638,26 @@ function AUTOLASE:SetSmokeTargets(OnOff,Color)
return self return self
end end
--- (User) Function to set rounding precision for BR distance output.
-- @param #AUTOLASE self
-- @param #number IDP Rounding precision before/after the decimal sign. Defaults to zero. Positive values round right of the decimal sign, negative ones left of the decimal sign.
-- @return #AUTOLASE self
function AUTOLASE:SetRoundingPrecsion(IDP)
self.RoundingPrecision = IDP or 0
return self
end
--- (User) Show the "Switch smoke target..." menu entry for pilots. On by default. --- (User) Show the "Switch smoke target..." menu entry for pilots. On by default.
-- @param #AUTOLASE self -- @param #AUTOLASE self
-- @param #table Offset (Optional) Define an offset for the smoke, i.e. not directly on the unit itself, angle is degrees and distance is meters. E.g. `autolase:EnableSmokeMenu({Angle=30,Distance=20})`
-- @return #AUTOLASE self -- @return #AUTOLASE self
function AUTOLASE:EnableSmokeMenu() function AUTOLASE:EnableSmokeMenu(Offset)
self.smokemenu = true self.smokemenu = true
if Offset then
self.smokeoffset = {}
self.smokeoffset.Distance = Offset.Distance or math.random(10,20)
self.smokeoffset.Angle = Offset.Angle or math.random(0,359)
end
return self return self
end end
@@ -613,6 +666,7 @@ end
-- @return #AUTOLASE self -- @return #AUTOLASE self
function AUTOLASE:DisableSmokeMenu() function AUTOLASE:DisableSmokeMenu()
self.smokemenu = false self.smokemenu = false
self.smokeoffset = nil
return self return self
end end
@@ -671,7 +725,8 @@ function AUTOLASE:CleanCurrentLasing()
local unit = recce:GetUnit(1) local unit = recce:GetUnit(1)
local name = unit:GetName() local name = unit:GetName()
if not self.RecceUnits[name] then if not self.RecceUnits[name] then
self.RecceUnits[name] = { name=name, unit=unit, cooldown = false, timestamp = timer.getAbsTime() } local isground = (unit and unit.IsGround) and unit:IsGround() or false
self.RecceUnits[name] = { name=name, unit=unit, cooldown = false, timestamp = timer.getAbsTime(), isground=isground }
end end
end end
end end
@@ -786,8 +841,12 @@ function AUTOLASE:ShowStatus(Group,Unit)
locationstring = entry.coordinate:ToStringMGRS(settings) locationstring = entry.coordinate:ToStringMGRS(settings)
elseif settings:IsA2G_LL_DMS() then elseif settings:IsA2G_LL_DMS() then
locationstring = entry.coordinate:ToStringLLDMS(settings) locationstring = entry.coordinate:ToStringLLDMS(settings)
elseif settings:IsA2G_LL_DDM() then
locationstring = entry.coordinate:ToStringLLDDM(settings)
elseif settings:IsA2G_BR() then elseif settings:IsA2G_BR() then
locationstring = entry.coordinate:ToStringBR(Group:GetCoordinate() or Unit:GetCoordinate(),settings) -- attention this is the distance from the ASKING unit to target, not from RECCE to target!
local startcoordinate = Unit:GetCoordinate() or Group:GetCoordinate()
locationstring = entry.coordinate:ToStringBR(startcoordinate,settings,false,self.RoundingPrecision)
end end
end end
end end
@@ -917,6 +976,65 @@ function AUTOLASE:CanLase(Recce,Unit)
return canlase return canlase
end end
--- (Internal) Function to do a zone check per ground Recce and make found units and statics "known".
-- @param #AUTOLASE self
-- @return #AUTOLASE self
function AUTOLASE:_Prescient()
-- self.RecceUnits[name] = { name=name, unit=unit, cooldown = false, timestamp = timer.getAbsTime(), isground=isground }
for _,_data in pairs(self.RecceUnits) do
-- ground units only
if _data.isground and _data.unit and _data.unit:IsAlive() then
local unit = _data.unit -- Wrapper.Unit#UNIT
local position = unit:GetCoordinate() -- Core.Point#COORDINATE
local needsinit = false
if position then
local lastposition = unit:GetProperty("lastposition")
-- property initiated?
if not lastposition then
unit:SetProperty("lastposition",position)
lastposition = position
needsinit = true
end
-- has moved?
local dist = position:Get2DDistance(lastposition)
-- refresh?
local TNow = timer.getAbsTime()
-- check
if dist > 10 or needsinit==true or TNow - _data.timestamp > 29 then
-- init scan objects
local hasunits,hasstatics,_,Units,Statics = position:ScanObjects(self.LaseDistance,true,true,false)
-- loop found units
if hasunits then
self:T(self.lid.."Checking possibly visible UNITs for Recce "..unit:GetName())
for _,_target in pairs(Units) do -- Wrapper.Unit#UNIT object here
local target = _target -- Wrapper.Unit#UNIT
if target and target:GetCoalition() ~= self.coalition then
if unit:IsLOS(target) and (not target:IsUnitDetected(unit))then
unit:KnowUnit(target,true,true)
end
end
end
end
-- loop found statics
if hasstatics then
self:T(self.lid.."Checking possibly visible STATICs for Recce "..unit:GetName())
for _,_static in pairs(Statics) do -- DCS static object here
local static = STATIC:Find(_static)
if static and static:GetCoalition() ~= self.coalition then
local IsLOS = position:IsLOS(static:GetCoordinate())
if IsLOS then
unit:KnowUnit(static,true,true)
end
end
end
end
end
end
end
end
return self
end
------------------------------------------------------------------- -------------------------------------------------------------------
-- FSM Functions -- FSM Functions
------------------------------------------------------------------- -------------------------------------------------------------------
@@ -929,6 +1047,9 @@ end
-- @return #AUTOLASE self -- @return #AUTOLASE self
function AUTOLASE:onbeforeMonitor(From, Event, To) function AUTOLASE:onbeforeMonitor(From, Event, To)
self:T({From, Event, To}) self:T({From, Event, To})
if self.increasegroundawareness then
self:_Prescient()
end
-- Check if group has detected any units. -- Check if group has detected any units.
self:UpdateIntel() self:UpdateIntel()
return self return self
@@ -957,7 +1078,7 @@ function AUTOLASE:onafterMonitor(From, Event, To)
local grp = contact.group local grp = contact.group
local coord = contact.position local coord = contact.position
local reccename = contact.recce or "none" local reccename = contact.recce or "none"
local threat = contact.threatlevel or 0 local threat = contact.threatlevel or 0
local reccegrp = UNIT:FindByName(reccename) local reccegrp = UNIT:FindByName(reccename)
if reccegrp then if reccegrp then
local reccecoord = reccegrp:GetCoordinate() local reccecoord = reccegrp:GetCoordinate()
@@ -1081,6 +1202,9 @@ function AUTOLASE:onafterMonitor(From, Event, To)
} }
if self.smoketargets then if self.smoketargets then
local coord = unit:GetCoordinate() local coord = unit:GetCoordinate()
if self.smokeoffset then
coord:Translate(self.smokeoffset.Distance,self.smokeoffset.Angle,true,true)
end
local color = self:GetSmokeColor(reccename) local color = self:GetSmokeColor(reccename)
coord:Smoke(color) coord:Smoke(color)
end end
@@ -1091,7 +1215,8 @@ function AUTOLASE:onafterMonitor(From, Event, To)
end end
end end
self:__Monitor(-30) local nextloop = -self.MonitorFrequency or -30
self:__Monitor(nextloop)
return self return self
end end

View File

@@ -357,7 +357,7 @@ function CLEANUP_AIRBASE.__:EventAddForCleanUp( Event )
self:F({Event}) self:F({Event})
if Event.IniDCSUnit and Event.IniCategory == Object.Category.UNIT then if Event.IniDCSUnit and Event.IniUnit and Event.IniCategory == Object.Category.UNIT then
if self.CleanUpList[Event.IniDCSUnitName] == nil then if self.CleanUpList[Event.IniDCSUnitName] == nil then
if self:IsInAirbase( Event.IniUnit:GetVec2() ) then if self:IsInAirbase( Event.IniUnit:GetVec2() ) then
self:AddForCleanUp( Event.IniUnit, Event.IniDCSUnitName ) self:AddForCleanUp( Event.IniUnit, Event.IniDCSUnitName )
@@ -365,7 +365,7 @@ function CLEANUP_AIRBASE.__:EventAddForCleanUp( Event )
end end
end end
if Event.TgtDCSUnit and Event.TgtCategory == Object.Category.UNIT then if Event.TgtDCSUnit and Event.TgtUnit and Event.TgtCategory == Object.Category.UNIT then
if self.CleanUpList[Event.TgtDCSUnitName] == nil then if self.CleanUpList[Event.TgtDCSUnitName] == nil then
if self:IsInAirbase( Event.TgtUnit:GetVec2() ) then if self:IsInAirbase( Event.TgtUnit:GetVec2() ) then
self:AddForCleanUp( Event.TgtUnit, Event.TgtDCSUnitName ) self:AddForCleanUp( Event.TgtUnit, Event.TgtDCSUnitName )
@@ -387,7 +387,7 @@ function CLEANUP_AIRBASE.__:CleanUpSchedule()
local CleanUpUnit = CleanUpListData.CleanUpUnit -- Wrapper.Unit#UNIT local CleanUpUnit = CleanUpListData.CleanUpUnit -- Wrapper.Unit#UNIT
local CleanUpGroupName = CleanUpListData.CleanUpGroupName local CleanUpGroupName = CleanUpListData.CleanUpGroupName
if CleanUpUnit:IsAlive() ~= nil then if CleanUpUnit and CleanUpUnit:IsAlive() ~= nil then
if self:IsInAirbase( CleanUpUnit:GetVec2() ) then if self:IsInAirbase( CleanUpUnit:GetVec2() ) then
@@ -414,7 +414,7 @@ function CLEANUP_AIRBASE.__:CleanUpSchedule()
end end
end end
-- Clean Units which are waiting for a very long time in the CleanUpZone. -- Clean Units which are waiting for a very long time in the CleanUpZone.
if CleanUpUnit and not CleanUpUnit:GetPlayerName() then if CleanUpUnit and (CleanUpUnit.GetPlayerName == nil or not CleanUpUnit:GetPlayerName()) then
local CleanUpUnitVelocity = CleanUpUnit:GetVelocityKMH() local CleanUpUnitVelocity = CleanUpUnit:GetVelocityKMH()
if CleanUpUnitVelocity < 1 then if CleanUpUnitVelocity < 1 then
if CleanUpListData.CleanUpMoved then if CleanUpListData.CleanUpMoved then

View File

@@ -1154,8 +1154,6 @@ function ESCORT:_ReportTargetsScheduler()
if self.EscortGroup:IsAlive() and self.EscortClient:IsAlive() then if self.EscortGroup:IsAlive() and self.EscortClient:IsAlive() then
if true then
local EscortGroupName = self.EscortGroup:GetName() local EscortGroupName = self.EscortGroup:GetName()
self.EscortMenuAttackNearbyTargets:RemoveSubMenus() self.EscortMenuAttackNearbyTargets:RemoveSubMenus()
@@ -1226,177 +1224,6 @@ function ESCORT:_ReportTargetsScheduler()
end end
return true return true
else
-- local EscortGroupName = self.EscortGroup:GetName()
-- local EscortTargets = self.EscortGroup:GetDetectedTargets()
--
-- local ClientEscortTargets = self.EscortClient._EscortGroups[EscortGroupName].Targets
--
-- local EscortTargetMessages = ""
-- for EscortTargetID, EscortTarget in pairs( EscortTargets ) do
-- local EscortObject = EscortTarget.object
-- self:T( EscortObject )
-- if EscortObject and EscortObject:isExist() and EscortObject.id_ < 50000000 then
--
-- local EscortTargetUnit = UNIT:Find( EscortObject )
-- local EscortTargetUnitName = EscortTargetUnit:GetName()
--
--
--
-- -- local EscortTargetIsDetected,
-- -- EscortTargetIsVisible,
-- -- EscortTargetLastTime,
-- -- EscortTargetKnowType,
-- -- EscortTargetKnowDistance,
-- -- EscortTargetLastPos,
-- -- EscortTargetLastVelocity
-- -- = self.EscortGroup:IsTargetDetected( EscortObject )
-- --
-- -- self:T( { EscortTargetIsDetected,
-- -- EscortTargetIsVisible,
-- -- EscortTargetLastTime,
-- -- EscortTargetKnowType,
-- -- EscortTargetKnowDistance,
-- -- EscortTargetLastPos,
-- -- EscortTargetLastVelocity } )
--
--
-- local EscortTargetUnitVec3 = EscortTargetUnit:GetVec3()
-- local EscortVec3 = self.EscortGroup:GetVec3()
-- local Distance = ( ( EscortTargetUnitVec3.x - EscortVec3.x )^2 +
-- ( EscortTargetUnitVec3.y - EscortVec3.y )^2 +
-- ( EscortTargetUnitVec3.z - EscortVec3.z )^2
-- ) ^ 0.5 / 1000
--
-- self:T( { self.EscortGroup:GetName(), EscortTargetUnit:GetName(), Distance, EscortTarget } )
--
-- if Distance <= 15 then
--
-- if not ClientEscortTargets[EscortTargetUnitName] then
-- ClientEscortTargets[EscortTargetUnitName] = {}
-- end
-- ClientEscortTargets[EscortTargetUnitName].AttackUnit = EscortTargetUnit
-- ClientEscortTargets[EscortTargetUnitName].visible = EscortTarget.visible
-- ClientEscortTargets[EscortTargetUnitName].type = EscortTarget.type
-- ClientEscortTargets[EscortTargetUnitName].distance = EscortTarget.distance
-- else
-- if ClientEscortTargets[EscortTargetUnitName] then
-- ClientEscortTargets[EscortTargetUnitName] = nil
-- end
-- end
-- end
-- end
--
-- self:T( { "Sorting Targets Table:", ClientEscortTargets } )
-- table.sort( ClientEscortTargets, function( a, b ) return a.Distance < b.Distance end )
-- self:T( { "Sorted Targets Table:", ClientEscortTargets } )
--
-- -- Remove the sub menus of the Attack menu of the Escort for the EscortGroup.
-- self.EscortMenuAttackNearbyTargets:RemoveSubMenus()
--
-- if self.EscortMenuTargetAssistance then
-- self.EscortMenuTargetAssistance:RemoveSubMenus()
-- end
--
-- --for MenuIndex = 1, #self.EscortMenuAttackTargets do
-- -- self:T( { "Remove Menu:", self.EscortMenuAttackTargets[MenuIndex] } )
-- -- self.EscortMenuAttackTargets[MenuIndex] = self.EscortMenuAttackTargets[MenuIndex]:Remove()
-- --end
--
--
-- if ClientEscortTargets then
-- for ClientEscortTargetUnitName, ClientEscortTargetData in pairs( ClientEscortTargets ) do
--
-- for ClientEscortGroupName, EscortGroupData in pairs( self.EscortClient._EscortGroups ) do
--
-- if ClientEscortTargetData and ClientEscortTargetData.AttackUnit:IsAlive() then
--
-- local EscortTargetMessage = ""
-- local EscortTargetCategoryName = ClientEscortTargetData.AttackUnit:GetCategoryName()
-- local EscortTargetCategoryType = ClientEscortTargetData.AttackUnit:GetTypeName()
-- if ClientEscortTargetData.type then
-- EscortTargetMessage = EscortTargetMessage .. EscortTargetCategoryName .. " (" .. EscortTargetCategoryType .. ") at "
-- else
-- EscortTargetMessage = EscortTargetMessage .. "Unknown target at "
-- end
--
-- local EscortTargetUnitVec3 = ClientEscortTargetData.AttackUnit:GetVec3()
-- local EscortVec3 = self.EscortGroup:GetVec3()
-- local Distance = ( ( EscortTargetUnitVec3.x - EscortVec3.x )^2 +
-- ( EscortTargetUnitVec3.y - EscortVec3.y )^2 +
-- ( EscortTargetUnitVec3.z - EscortVec3.z )^2
-- ) ^ 0.5 / 1000
--
-- self:T( { self.EscortGroup:GetName(), ClientEscortTargetData.AttackUnit:GetName(), Distance, ClientEscortTargetData.AttackUnit } )
-- if ClientEscortTargetData.visible == false then
-- EscortTargetMessage = EscortTargetMessage .. string.format( "%.2f", Distance ) .. " estimated km"
-- else
-- EscortTargetMessage = EscortTargetMessage .. string.format( "%.2f", Distance ) .. " km"
-- end
--
-- if ClientEscortTargetData.visible then
-- EscortTargetMessage = EscortTargetMessage .. ", visual"
-- end
--
-- if ClientEscortGroupName == EscortGroupName then
--
-- MENU_GROUP_COMMAND:New( self.EscortClient,
-- EscortTargetMessage,
-- self.EscortMenuAttackNearbyTargets,
-- ESCORT._AttackTarget,
-- { ParamSelf = self,
-- ParamUnit = ClientEscortTargetData.AttackUnit
-- }
-- )
-- EscortTargetMessages = EscortTargetMessages .. "\n - " .. EscortTargetMessage
-- else
-- if self.EscortMenuTargetAssistance then
-- local MenuTargetAssistance = MENU_GROUP:New( self.EscortClient, EscortGroupData.EscortName, self.EscortMenuTargetAssistance )
-- MENU_GROUP_COMMAND:New( self.EscortClient,
-- EscortTargetMessage,
-- MenuTargetAssistance,
-- ESCORT._AssistTarget,
-- self,
-- EscortGroupData.EscortGroup,
-- ClientEscortTargetData.AttackUnit
-- )
-- end
-- end
-- else
-- ClientEscortTargetData = nil
-- end
-- end
-- end
--
-- if EscortTargetMessages ~= "" and self.ReportTargets == true then
-- self.EscortGroup:MessageToClient( "Detected targets within 15 km range:" .. EscortTargetMessages:gsub("\n$",""), 20, self.EscortClient )
-- else
-- self.EscortGroup:MessageToClient( "No targets detected!", 20, self.EscortClient )
-- end
-- end
--
-- if self.EscortMenuResumeMission then
-- self.EscortMenuResumeMission:RemoveSubMenus()
--
-- -- if self.EscortMenuResumeWayPoints then
-- -- for MenuIndex = 1, #self.EscortMenuResumeWayPoints do
-- -- self:T( { "Remove Menu:", self.EscortMenuResumeWayPoints[MenuIndex] } )
-- -- self.EscortMenuResumeWayPoints[MenuIndex] = self.EscortMenuResumeWayPoints[MenuIndex]:Remove()
-- -- end
-- -- end
--
-- local TaskPoints = self:RegisterRoute()
-- for WayPointID, WayPoint in pairs( TaskPoints ) do
-- local EscortVec3 = self.EscortGroup:GetVec3()
-- local Distance = ( ( WayPoint.x - EscortVec3.x )^2 +
-- ( WayPoint.y - EscortVec3.z )^2
-- ) ^ 0.5 / 1000
-- MENU_GROUP_COMMAND:New( self.EscortClient, "Waypoint " .. WayPointID .. " at " .. string.format( "%.2f", Distance ).. "km", self.EscortMenuResumeMission, ESCORT._ResumeMission, { ParamSelf = self, ParamWayPoint = WayPointID } )
-- end
-- end
--
-- return true
end
end end
return false return false

View File

@@ -1060,7 +1060,7 @@ function FOX:onafterMissileLaunch(From, Event, To, missile)
-- Tracking info and init of last bomb position. -- Tracking info and init of last bomb position.
local text=string.format("FOX: Tracking missile %s(%s) - target %s - shooter %s", missile.missileType, missile.missileName, tostring(missile.targetName), missile.shooterName) local text=string.format("FOX: Tracking missile %s(%s) - target %s - shooter %s", missile.missileType, missile.missileName, tostring(missile.targetName), missile.shooterName)
self:I(FOX.lid..text) self:T(FOX.lid..text)
MESSAGE:New(text, 10):ToAllIf(self.Debug) MESSAGE:New(text, 10):ToAllIf(self.Debug)
-- Loop over players. -- Loop over players.

View File

@@ -22,7 +22,7 @@
-- @module Functional.Mantis -- @module Functional.Mantis
-- @image Functional.Mantis.jpg -- @image Functional.Mantis.jpg
-- --
-- Last Update: Jan 2025 -- Last Update: Mar 2025
------------------------------------------------------------------------- -------------------------------------------------------------------------
--- **MANTIS** class, extends Core.Base#BASE --- **MANTIS** class, extends Core.Base#BASE
@@ -60,6 +60,9 @@
-- @field #number ShoradActDistance Distance of an attacker in meters from a Mantis SAM site, on which Shorad will be switched on. Useful to not give away Shorad sites too early. Default 15km. Should be smaller than checkradius. -- @field #number ShoradActDistance Distance of an attacker in meters from a Mantis SAM site, on which Shorad will be switched on. Useful to not give away Shorad sites too early. Default 15km. Should be smaller than checkradius.
-- @field #boolean checkforfriendlies If true, do not activate a SAM installation if a friendly aircraft is in firing range. -- @field #boolean checkforfriendlies If true, do not activate a SAM installation if a friendly aircraft is in firing range.
-- @field #table FilterZones Table of Core.Zone#ZONE Zones Consider SAM groups in this zone(s) only for this MANTIS instance, must be handed as #table of Zone objects. -- @field #table FilterZones Table of Core.Zone#ZONE Zones Consider SAM groups in this zone(s) only for this MANTIS instance, must be handed as #table of Zone objects.
-- @field #boolean SmokeDecoy If true, smoke short range SAM units as decoy if a plane is in firing range.
-- @field #number SmokeDecoyColor Color to use, defaults to SMOKECOLOR.White
-- @field #number checkcounter Counter for SAM Table refreshes
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
@@ -71,7 +74,7 @@
-- --
-- * Moose derived Modular, Automatic and Network capable Targeting and Interception System. -- * Moose derived Modular, Automatic and Network capable Targeting and Interception System.
-- * Controls a network of SAM sites. Uses detection to switch on the SAM site closest to the enemy. -- * Controls a network of SAM sites. Uses detection to switch on the SAM site closest to the enemy.
-- * **Automatic mode** (default since 0.8) can set-up your SAM site network automatically for you -- * **Automatic mode** (default since 0.8) will set-up your SAM site network automatically for you
-- * **Classic mode** behaves like before -- * **Classic mode** behaves like before
-- * Leverage evasiveness from SEAD, leverage attack range setting -- * Leverage evasiveness from SEAD, leverage attack range setting
-- * Automatic setup of SHORAD based on groups of the class "short-range" -- * Automatic setup of SHORAD based on groups of the class "short-range"
@@ -86,6 +89,7 @@
-- * SAM sites, e.g. each **group name** begins with "Red SAM" -- * SAM sites, e.g. each **group name** begins with "Red SAM"
-- * EWR network and AWACS, e.g. each **group name** begins with "Red EWR" and *not* e.g. "Red SAM EWR" (overlap with "Red SAM"), "Red EWR Awacs" will be found by "Red EWR" -- * EWR network and AWACS, e.g. each **group name** begins with "Red EWR" and *not* e.g. "Red SAM EWR" (overlap with "Red SAM"), "Red EWR Awacs" will be found by "Red EWR"
-- * SHORAD, e.g. each **group name** begins with "Red SHORAD" and *not" e.g. just "SHORAD" because you might also have "Blue SHORAD" -- * SHORAD, e.g. each **group name** begins with "Red SHORAD" and *not" e.g. just "SHORAD" because you might also have "Blue SHORAD"
-- * Point Defense, e.g. each **group name** begins with "Red AAA" and *not" e.g. just "AAA" because you might also have "Blue AAA"
-- --
-- It's important to get this right because of the nature of the filter-system in @{Core.Set#SET_GROUP}. Filters are "greedy", that is they -- It's important to get this right because of the nature of the filter-system in @{Core.Set#SET_GROUP}. Filters are "greedy", that is they
-- will match *any* string that contains the search string - hence we need to avoid that SAMs, EWR and SHORAD step on each other\'s toes. -- will match *any* string that contains the search string - hence we need to avoid that SAMs, EWR and SHORAD step on each other\'s toes.
@@ -144,6 +148,7 @@
-- **Location** is of highest importance here. Whilst AWACS in DCS has almost the "all seeing eye", EWR don't have that. Choose your location wisely, against a mountain backdrop or inside a valley even the best EWR system -- **Location** is of highest importance here. Whilst AWACS in DCS has almost the "all seeing eye", EWR don't have that. Choose your location wisely, against a mountain backdrop or inside a valley even the best EWR system
-- doesn't work well. Prefer higher-up locations with a good view; use F7 in-game to check where you actually placed your EWR and have a look around. Apart from the obvious choice, do also consider other radar units -- doesn't work well. Prefer higher-up locations with a good view; use F7 in-game to check where you actually placed your EWR and have a look around. Apart from the obvious choice, do also consider other radar units
-- for this role, most have "SR" (search radar) or "STR" (search and track radar) in their names, use the encyclopedia to see what they actually do. -- for this role, most have "SR" (search radar) or "STR" (search and track radar) in their names, use the encyclopedia to see what they actually do.
-- **HINT** Set at least one EWR on invisible and immortal so MANTIS doesn't stop working.
-- --
-- ## 1.2 SAM sites -- ## 1.2 SAM sites
-- --
@@ -192,26 +197,24 @@
-- mybluemantis:AddZones(AcceptZones,RejectZones,ConflictZones) -- mybluemantis:AddZones(AcceptZones,RejectZones,ConflictZones)
-- --
-- --
-- ### 2.1.2 Change the number of long-, mid- and short-range systems going live on a detected target: -- ### 2.1.2 Change the number of long-, mid- and short-range, point defense systems going live on a detected target:
-- --
-- -- parameters are numbers. Defaults are 1,2,2,6 respectively -- -- parameters are numbers. Defaults are 1,2,2,6,6 respectively
-- mybluemantis:SetMaxActiveSAMs(Short,Mid,Long,Classic) -- mybluemantis:SetMaxActiveSAMs(Short,Mid,Long,Classic,Point)
-- --
-- ### 2.1.3 SHORAD will automatically be added from SAM sites of type "short-range" -- ### 2.1.3 SHORAD/Point defense will automatically be added from SAM sites of type "point" or if the range is less than 5km or if the type is AAA.
-- --
-- ### 2.1.4 Advanced features -- ### 2.1.4 Advanced features
-- --
-- -- switch off auto mode **before** you start MANTIS. -- -- Option to switch off auto mode **before** you start MANTIS (not recommended)
-- mybluemantis.automode = false -- mybluemantis.automode = false
-- --
-- -- switch off auto shorad **before** you start MANTIS. -- -- Option to set the scale of the activation range, i.e. don't activate at the fringes of max range, defaults below.
-- mybluemantis.autoshorad = false
--
-- -- scale of the activation range, i.e. don't activate at the fringes of max range, defaults below.
-- -- also see engagerange below. -- -- also see engagerange below.
-- self.radiusscale[MANTIS.SamType.LONG] = 1.1 -- self.radiusscale[MANTIS.SamType.LONG] = 1.1
-- self.radiusscale[MANTIS.SamType.MEDIUM] = 1.2 -- self.radiusscale[MANTIS.SamType.MEDIUM] = 1.2
-- self.radiusscale[MANTIS.SamType.SHORT] = 1.3 -- self.radiusscale[MANTIS.SamType.SHORT] = 1.3
-- self.radiusscale[MANTIS.SamType.POINT] = 1.4
-- --
-- ### 2.1.5 Friendlies check in firing range -- ### 2.1.5 Friendlies check in firing range
-- --
@@ -240,9 +243,9 @@
-- --
-- Use this option if you want to make use of or allow advanced SEAD tactics. -- Use this option if you want to make use of or allow advanced SEAD tactics.
-- --
-- # 5. Integrate SHORAD [classic mode, not necessary in automode] -- # 5. Integrate SHORAD [classic mode, not necessary in automode, not recommended for manual setup]
-- --
-- You can also choose to integrate Mantis with @{Functional.Shorad#SHORAD} for protection against HARMs and AGMs. When SHORAD detects a missile fired at one of MANTIS' SAM sites, it will activate SHORAD systems in -- You can also choose to integrate Mantis with @{Functional.Shorad#SHORAD} for protection against HARMs and AGMs manually. When SHORAD detects a missile fired at one of MANTIS' SAM sites, it will activate SHORAD systems in
-- the given defense checkradius around that SAM site. Create a SHORAD object first, then integrate with MANTIS like so: -- the given defense checkradius around that SAM site. Create a SHORAD object first, then integrate with MANTIS like so:
-- --
-- local SamSet = SET_GROUP:New():FilterPrefixes("Blue SAM"):FilterCoalitions("blue"):FilterStart() -- local SamSet = SET_GROUP:New():FilterPrefixes("Blue SAM"):FilterCoalitions("blue"):FilterStart()
@@ -296,6 +299,7 @@ MANTIS = {
SAM_Table_Long = {}, SAM_Table_Long = {},
SAM_Table_Medium = {}, SAM_Table_Medium = {},
SAM_Table_Short = {}, SAM_Table_Short = {},
SAM_Table_PointDef = {},
lid = "", lid = "",
Detection = nil, Detection = nil,
AWACS_Detection = nil, AWACS_Detection = nil,
@@ -329,6 +333,9 @@ MANTIS = {
autoshorad = true, autoshorad = true,
ShoradGroupSet = nil, ShoradGroupSet = nil,
checkforfriendlies = false, checkforfriendlies = false,
SmokeDecoy = false,
SmokeDecoyColor = SMOKECOLOR.White,
checkcounter = 1,
} }
--- Advanced state enumerator --- Advanced state enumerator
@@ -345,8 +352,17 @@ MANTIS.SamType = {
SHORT = "Short", SHORT = "Short",
MEDIUM = "Medium", MEDIUM = "Medium",
LONG = "Long", LONG = "Long",
POINT = "Point",
} }
--- SAM Radiusscale
-- @type MANTIS.radiusscale
MANTIS.radiusscale = {}
MANTIS.radiusscale[MANTIS.SamType.LONG] = 1.1
MANTIS.radiusscale[MANTIS.SamType.MEDIUM] = 1.2
MANTIS.radiusscale[MANTIS.SamType.SHORT] = 1.75
MANTIS.radiusscale[MANTIS.SamType.POINT] = 3
--- SAM data --- SAM data
-- @type MANTIS.SamData -- @type MANTIS.SamData
-- @field #number Range Max firing range in km -- @field #number Range Max firing range in km
@@ -354,6 +370,7 @@ MANTIS.SamType = {
-- @field #number Height Max firing height in km -- @field #number Height Max firing height in km
-- @field #string Type #MANTIS.SamType of SAM, i.e. SHORT, MEDIUM or LONG (range) -- @field #string Type #MANTIS.SamType of SAM, i.e. SHORT, MEDIUM or LONG (range)
-- @field #string Radar Radar typename on unit level (used as key) -- @field #string Radar Radar typename on unit level (used as key)
-- @field #string Point Point defense capable
MANTIS.SamData = { MANTIS.SamData = {
["Hawk"] = { Range=35, Blindspot=0, Height=12, Type="Medium", Radar="Hawk" }, -- measures in km ["Hawk"] = { Range=35, Blindspot=0, Height=12, Type="Medium", Radar="Hawk" }, -- measures in km
["NASAMS"] = { Range=14, Blindspot=0, Height=7, Type="Short", Radar="NSAMS" }, -- AIM 120B ["NASAMS"] = { Range=14, Blindspot=0, Height=7, Type="Short", Radar="NSAMS" }, -- AIM 120B
@@ -365,16 +382,16 @@ MANTIS.SamData = {
["SA-6"] = { Range=25, Blindspot=0, Height=8, Type="Medium", Radar="1S91" }, ["SA-6"] = { Range=25, Blindspot=0, Height=8, Type="Medium", Radar="1S91" },
["SA-10"] = { Range=119, Blindspot=0, Height=18, Type="Long" , Radar="S-300PS 4"}, ["SA-10"] = { Range=119, Blindspot=0, Height=18, Type="Long" , Radar="S-300PS 4"},
["SA-11"] = { Range=35, Blindspot=0, Height=20, Type="Medium", Radar="SA-11" }, ["SA-11"] = { Range=35, Blindspot=0, Height=20, Type="Medium", Radar="SA-11" },
["Roland"] = { Range=5, Blindspot=0, Height=5, Type="Short", Radar="Roland" }, ["Roland"] = { Range=5, Blindspot=0, Height=5, Type="Point", Radar="Roland" },
["HQ-7"] = { Range=12, Blindspot=0, Height=3, Type="Short", Radar="HQ-7" }, ["HQ-7"] = { Range=12, Blindspot=0, Height=3, Type="Short", Radar="HQ-7" },
["SA-9"] = { Range=4, Blindspot=0, Height=3, Type="Short", Radar="Strela" }, ["SA-9"] = { Range=4, Blindspot=0, Height=3, Type="Point", Radar="Strela", Point="true" },
["SA-8"] = { Range=10, Blindspot=0, Height=5, Type="Short", Radar="Osa 9A33" }, ["SA-8"] = { Range=10, Blindspot=0, Height=5, Type="Short", Radar="Osa 9A33" },
["SA-19"] = { Range=8, Blindspot=0, Height=3, Type="Short", Radar="Tunguska" }, ["SA-19"] = { Range=8, Blindspot=0, Height=3, Type="Short", Radar="Tunguska" },
["SA-15"] = { Range=11, Blindspot=0, Height=6, Type="Short", Radar="Tor 9A331" }, ["SA-15"] = { Range=11, Blindspot=0, Height=6, Type="Point", Radar="Tor 9A331", Point="true" },
["SA-13"] = { Range=5, Blindspot=0, Height=3, Type="Short", Radar="Strela" }, ["SA-13"] = { Range=5, Blindspot=0, Height=3, Type="Point", Radar="Strela", Point="true" },
["Avenger"] = { Range=4, Blindspot=0, Height=3, Type="Short", Radar="Avenger" }, ["Avenger"] = { Range=4, Blindspot=0, Height=3, Type="Short", Radar="Avenger" },
["Chaparral"] = { Range=8, Blindspot=0, Height=3, Type="Short", Radar="Chaparral" }, ["Chaparral"] = { Range=8, Blindspot=0, Height=3, Type="Short", Radar="Chaparral" },
["Linebacker"] = { Range=4, Blindspot=0, Height=3, Type="Short", Radar="Linebacker" }, ["Linebacker"] = { Range=4, Blindspot=0, Height=3, Type="Point", Radar="Linebacker", Point="true" },
["Silkworm"] = { Range=90, Blindspot=1, Height=0.2, Type="Long", Radar="Silkworm" }, ["Silkworm"] = { Range=90, Blindspot=1, Height=0.2, Type="Long", Radar="Silkworm" },
-- units from HDS Mod, multi launcher options is tricky -- units from HDS Mod, multi launcher options is tricky
["SA-10B"] = { Range=75, Blindspot=0, Height=18, Type="Medium" , Radar="SA-10B"}, ["SA-10B"] = { Range=75, Blindspot=0, Height=18, Type="Medium" , Radar="SA-10B"},
@@ -382,7 +399,6 @@ MANTIS.SamData = {
["SA-20A"] = { Range=150, Blindspot=5, Height=27, Type="Long" , Radar="S-300PMU1"}, ["SA-20A"] = { Range=150, Blindspot=5, Height=27, Type="Long" , Radar="S-300PMU1"},
["SA-20B"] = { Range=200, Blindspot=4, Height=27, Type="Long" , Radar="S-300PMU2"}, ["SA-20B"] = { Range=200, Blindspot=4, Height=27, Type="Long" , Radar="S-300PMU2"},
["HQ-2"] = { Range=50, Blindspot=6, Height=35, Type="Medium", Radar="HQ_2_Guideline_LN" }, ["HQ-2"] = { Range=50, Blindspot=6, Height=35, Type="Medium", Radar="HQ_2_Guideline_LN" },
["SHORAD"] = { Range=3, Blindspot=0, Height=3, Type="Short", Radar="Igla" },
["TAMIR IDFA"] = { Range=20, Blindspot=0.6, Height=12.3, Type="Short", Radar="IRON_DOME_LN" }, ["TAMIR IDFA"] = { Range=20, Blindspot=0.6, Height=12.3, Type="Short", Radar="IRON_DOME_LN" },
["STUNNER IDFA"] = { Range=250, Blindspot=1, Height=45, Type="Long", Radar="DAVID_SLING_LN" }, ["STUNNER IDFA"] = { Range=250, Blindspot=1, Height=45, Type="Long", Radar="DAVID_SLING_LN" },
} }
@@ -394,6 +410,7 @@ MANTIS.SamData = {
-- @field #number Height Max firing height in km -- @field #number Height Max firing height in km
-- @field #string Type #MANTIS.SamType of SAM, i.e. SHORT, MEDIUM or LONG (range) -- @field #string Type #MANTIS.SamType of SAM, i.e. SHORT, MEDIUM or LONG (range)
-- @field #string Radar Radar typename on unit level (used as key) -- @field #string Radar Radar typename on unit level (used as key)
-- @field #string Point Point defense capable
MANTIS.SamDataHDS = { MANTIS.SamDataHDS = {
-- units from HDS Mod, multi launcher options is tricky -- units from HDS Mod, multi launcher options is tricky
-- group name MUST contain HDS to ID launcher type correctly! -- group name MUST contain HDS to ID launcher type correctly!
@@ -415,20 +432,21 @@ MANTIS.SamDataHDS = {
-- @field #number Height Max firing height in km -- @field #number Height Max firing height in km
-- @field #string Type #MANTIS.SamType of SAM, i.e. SHORT, MEDIUM or LONG (range) -- @field #string Type #MANTIS.SamType of SAM, i.e. SHORT, MEDIUM or LONG (range)
-- @field #string Radar Radar typename on unit level (used as key) -- @field #string Radar Radar typename on unit level (used as key)
-- @field #string Point Point defense capable
MANTIS.SamDataSMA = { MANTIS.SamDataSMA = {
-- units from SMA Mod (Sweedish Military Assets) -- units from SMA Mod (Sweedish Military Assets)
-- https://forum.dcs.world/topic/295202-swedish-military-assets-for-dcs-by-currenthill/ -- https://forum.dcs.world/topic/295202-swedish-military-assets-for-dcs-by-currenthill/
-- group name MUST contain SMA to ID launcher type correctly! -- group name MUST contain SMA to ID launcher type correctly!
["RBS98M SMA"] = { Range=20, Blindspot=0, Height=8, Type="Short", Radar="RBS-98" }, ["RBS98M SMA"] = { Range=20, Blindspot=0.2, Height=8, Type="Short", Radar="RBS-98" },
["RBS70 SMA"] = { Range=8, Blindspot=0, Height=5.5, Type="Short", Radar="RBS-70" }, ["RBS70 SMA"] = { Range=8, Blindspot=0.25, Height=6, Type="Short", Radar="RBS-70" },
["RBS70M SMA"] = { Range=8, Blindspot=0, Height=5.5, Type="Short", Radar="BV410_RBS70" }, ["RBS70M SMA"] = { Range=8, Blindspot=0.25, Height=6, Type="Short", Radar="BV410_RBS70" },
["RBS90 SMA"] = { Range=8, Blindspot=0, Height=5.5, Type="Short", Radar="RBS-90" }, ["RBS90 SMA"] = { Range=8, Blindspot=0.25, Height=6, Type="Short", Radar="RBS-90" },
["RBS90M SMA"] = { Range=8, Blindspot=0, Height=5.5, Type="Short", Radar="BV410_RBS90" }, ["RBS90M SMA"] = { Range=8, Blindspot=0.25, Height=6, Type="Short", Radar="BV410_RBS90" },
["RBS103A SMA"] = { Range=150, Blindspot=3, Height=24.5, Type="Long", Radar="LvS-103_Lavett103_Rb103A" }, ["RBS103A SMA"] = { Range=160, Blindspot=1, Height=36, Type="Long", Radar="LvS-103_Lavett103_Rb103A" },
["RBS103B SMA"] = { Range=35, Blindspot=0, Height=36, Type="Medium", Radar="LvS-103_Lavett103_Rb103B" }, ["RBS103B SMA"] = { Range=120, Blindspot=3, Height=24.5, Type="Long", Radar="LvS-103_Lavett103_Rb103B" },
["RBS103AM SMA"] = { Range=150, Blindspot=3, Height=24.5, Type="Long", Radar="LvS-103_Lavett103_HX_Rb103A" }, ["RBS103AM SMA"] = { Range=160, Blindspot=1, Height=36, Type="Long", Radar="LvS-103_Lavett103_HX_Rb103A" },
["RBS103BM SMA"] = { Range=35, Blindspot=0, Height=36, Type="Medium", Radar="LvS-103_Lavett103_HX_Rb103B" }, ["RBS103BM SMA"] = { Range=120, Blindspot=3, Height=24.5, Type="Long", Radar="LvS-103_Lavett103_HX_Rb103B" },
["Lvkv9040M SMA"] = { Range=4, Blindspot=0, Height=2.5, Type="Short", Radar="LvKv9040" }, ["Lvkv9040M SMA"] = { Range=2, Blindspot=0.1, Height=1.2, Type="Point", Radar="LvKv9040",Point="true" },
} }
--- SAM data CH --- SAM data CH
@@ -438,51 +456,54 @@ MANTIS.SamDataSMA = {
-- @field #number Height Max firing height in km -- @field #number Height Max firing height in km
-- @field #string Type #MANTIS.SamType of SAM, i.e. SHORT, MEDIUM or LONG (range) -- @field #string Type #MANTIS.SamType of SAM, i.e. SHORT, MEDIUM or LONG (range)
-- @field #string Radar Radar typename on unit level (used as key) -- @field #string Radar Radar typename on unit level (used as key)
-- @field #string Point Point defense capable
MANTIS.SamDataCH = { MANTIS.SamDataCH = {
-- units from CH (Military Assets by Currenthill) -- units from CH (Military Assets by Currenthill)
-- https://www.currenthill.com/ -- https://www.currenthill.com/
-- group name MUST contain CHM to ID launcher type correctly! -- group name MUST contain CHM to ID launcher type correctly!
["2S38 CHM"] = { Range=8, Blindspot=0.5, Height=6, Type="Short", Radar="2S38" }, ["2S38 CHM"] = { Range=6, Blindspot=0.1, Height=4.5, Type="Short", Radar="2S38" },
["PantsirS1 CHM"] = { Range=20, Blindspot=1.2, Height=15, Type="Short", Radar="PantsirS1" }, ["PantsirS1 CHM"] = { Range=20, Blindspot=1.2, Height=15, Type="Short", Radar="PantsirS1" },
["PantsirS2 CHM"] = { Range=30, Blindspot=1.2, Height=18, Type="Medium", Radar="PantsirS2" }, ["PantsirS2 CHM"] = { Range=30, Blindspot=1.2, Height=18, Type="Medium", Radar="PantsirS2" },
["PGL-625 CHM"] = { Range=10, Blindspot=0.5, Height=5, Type="Short", Radar="PGL_625" }, ["PGL-625 CHM"] = { Range=10, Blindspot=1, Height=5, Type="Short", Radar="PGL_625" },
["HQ-17A CHM"] = { Range=20, Blindspot=1.5, Height=10, Type="Short", Radar="HQ17A" }, ["HQ-17A CHM"] = { Range=15, Blindspot=1.5, Height=10, Type="Short", Radar="HQ17A" },
["M903PAC2 CHM"] = { Range=160, Blindspot=3, Height=24.5, Type="Long", Radar="MIM104_M903_PAC2" }, ["M903PAC2 CHM"] = { Range=120, Blindspot=3, Height=24.5, Type="Long", Radar="MIM104_M903_PAC2" },
["M903PAC3 CHM"] = { Range=120, Blindspot=1, Height=40, Type="Long", Radar="MIM104_M903_PAC3" }, ["M903PAC3 CHM"] = { Range=160, Blindspot=1, Height=40, Type="Long", Radar="MIM104_M903_PAC3" },
["TorM2 CHM"] = { Range=12, Blindspot=1, Height=10, Type="Short", Radar="TorM2" }, ["TorM2 CHM"] = { Range=12, Blindspot=1, Height=10, Type="Short", Radar="TorM2" },
["TorM2K CHM"] = { Range=12, Blindspot=1, Height=10, Type="Short", Radar="TorM2K" }, ["TorM2K CHM"] = { Range=12, Blindspot=1, Height=10, Type="Short", Radar="TorM2K" },
["TorM2M CHM"] = { Range=16, Blindspot=1, Height=10, Type="Short", Radar="TorM2M" }, ["TorM2M CHM"] = { Range=16, Blindspot=1, Height=10, Type="Short", Radar="TorM2M" },
["NASAMS3-AMRAAMER CHM"] = { Range=50, Blindspot=2, Height=35.7, Type="Medium", Radar="CH_NASAMS3_LN_AMRAAM_ER" }, ["NASAMS3-AMRAAMER CHM"] = { Range=50, Blindspot=2, Height=35.7, Type="Medium", Radar="CH_NASAMS3_LN_AMRAAM_ER" },
["NASAMS3-AIM9X2 CHM"] = { Range=20, Blindspot=0.2, Height=18, Type="Short", Radar="CH_NASAMS3_LN_AIM9X2" }, ["NASAMS3-AIM9X2 CHM"] = { Range=20, Blindspot=0.2, Height=18, Type="Short", Radar="CH_NASAMS3_LN_AIM9X2" },
["C-RAM CHM"] = { Range=2, Blindspot=0, Height=2, Type="Short", Radar="CH_Centurion_C_RAM" }, ["C-RAM CHM"] = { Range=2, Blindspot=0, Height=2, Type="Point", Radar="CH_Centurion_C_RAM", Point="true" },
["PGZ-09 CHM"] = { Range=4, Blindspot=0, Height=3, Type="Short", Radar="CH_PGZ09" }, ["PGZ-09 CHM"] = { Range=4, Blindspot=0.5, Height=3, Type="Point", Radar="CH_PGZ09", Point="true" },
["S350-9M100 CHM"] = { Range=15, Blindspot=1.5, Height=8, Type="Short", Radar="CH_S350_50P6_9M100" }, ["S350-9M100 CHM"] = { Range=15, Blindspot=1, Height=8, Type="Short", Radar="CH_S350_50P6_9M100" },
["S350-9M96D CHM"] = { Range=150, Blindspot=2.5, Height=30, Type="Long", Radar="CH_S350_50P6_9M96D" }, ["S350-9M96D CHM"] = { Range=150, Blindspot=2.5, Height=30, Type="Long", Radar="CH_S350_50P6_9M96D" },
["LAV-AD CHM"] = { Range=8, Blindspot=0.2, Height=4.8, Type="Short", Radar="CH_LAVAD" }, ["LAV-AD CHM"] = { Range=8, Blindspot=0.16, Height=4.8, Type="Short", Radar="CH_LAVAD" },
["HQ-22 CHM"] = { Range=170, Blindspot=5, Height=27, Type="Long", Radar="CH_HQ22_LN" }, ["HQ-22 CHM"] = { Range=170, Blindspot=5, Height=27, Type="Long", Radar="CH_HQ22_LN" },
["PGZ-95 CHM"] = { Range=2, Blindspot=0, Height=2, Type="Short", Radar="CH_PGZ95" }, ["PGZ-95 CHM"] = { Range=2.5, Blindspot=0.5, Height=2, Type="Point", Radar="CH_PGZ95",Point="true" },
["LD-3000 CHM"] = { Range=3, Blindspot=0, Height=3, Type="Short", Radar="CH_LD3000_stationary" }, ["LD-3000 CHM"] = { Range=2.5, Blindspot=0.1, Height=3, Type="Point", Radar="CH_LD3000_stationary", Point="true" },
["LD-3000M CHM"] = { Range=3, Blindspot=0, Height=3, Type="Short", Radar="CH_LD3000" }, ["LD-3000M CHM"] = { Range=2.5, Blindspot=0.1, Height=3, Type="Point", Radar="CH_LD3000", Point="true" },
["FlaRakRad CHM"] = { Range=8, Blindspot=1.5, Height=6, Type="Short", Radar="HQ17A" }, ["FlaRakRad CHM"] = { Range=8, Blindspot=1.5, Height=6, Type="Short", Radar="CH_FlaRakRad" },
["IRIS-T SLM CHM"] = { Range=40, Blindspot=0.5, Height=20, Type="Medium", Radar="CH_IRIST_SLM" }, ["IRIS-T SLM CHM"] = { Range=40, Blindspot=0.5, Height=20, Type="Medium", Radar="CH_IRIST_SLM" },
["M903PAC2KAT1 CHM"] = { Range=160, Blindspot=3, Height=24.5, Type="Long", Radar="CH_MIM104_M903_PAC2_KAT1" }, ["M903PAC2KAT1 CHM"] = { Range=120, Blindspot=3, Height=24.5, Type="Long", Radar="CH_MIM104_M903_PAC2_KAT1" },
["Skynex CHM"] = { Range=3.5, Blindspot=0, Height=3.5, Type="Short", Radar="CH_SkynexHX" }, ["Skynex CHM"] = { Range=3.5, Blindspot=0.1, Height=3.5, Type="Point", Radar="CH_SkynexHX", Point="true" },
["Skyshield CHM"] = { Range=3.5, Blindspot=0, Height=3.5, Type="Short", Radar="CH_Skyshield_Gun" }, ["Skyshield CHM"] = { Range=3.5, Blindspot=0.1, Height=3.5, Type="Point", Radar="CH_Skyshield_Gun", Point="true" },
["WieselOzelot CHM"] = { Range=8, Blindspot=0.2, Height=4.8, Type="Short", Radar="CH_Wiesel2Ozelot" }, ["WieselOzelot CHM"] = { Range=8, Blindspot=0.16, Height=4.8, Type="Short", Radar="CH_Wiesel2Ozelot" },
["BukM3-9M317M CHM"] = { Range=70, Blindspot=0.25, Height=35, Type="Medium", Radar="CH_BukM3_9A317M" }, ["BukM3-9M317M CHM"] = { Range=70, Blindspot=0.25, Height=35, Type="Medium", Radar="CH_BukM3_9A317M" },
["BukM3-9M317MA CHM"] = { Range=70, Blindspot=0.25, Height=35, Type="Medium", Radar="CH_BukM3_9A317MA" }, ["BukM3-9M317MA CHM"] = { Range=70, Blindspot=0.25, Height=35, Type="Medium", Radar="CH_BukM3_9A317MA" },
["SkySabre CHM"] = { Range=30, Blindspot=0.5, Height=10, Type="Medium", Radar="CH_SkySabreLN" }, ["SkySabre CHM"] = { Range=30, Blindspot=0.5, Height=10, Type="Medium", Radar="CH_SkySabreLN" },
["Stormer CHM"] = { Range=7.5, Blindspot=0.3, Height=7, Type="Short", Radar="CH_StormerHVM" }, ["Stormer CHM"] = { Range=7.5, Blindspot=0.3, Height=7, Type="Short", Radar="CH_StormerHVM" },
["THAAD CHM"] = { Range=200, Blindspot=40, Height=150, Type="Long", Radar="CH_THAAD_M1120" }, ["THAAD CHM"] = { Range=200, Blindspot=40, Height=150, Type="Long", Radar="CH_THAAD_M1120" },
["USInfantryFIM92K CHM"] = { Range=8, Blindspot=0.2, Height=4.8, Type="Short", Radar="CH_USInfantry_FIM92" }, ["USInfantryFIM92K CHM"] = { Range=8, Blindspot=0.16, Height=4.8, Type="Short", Radar="CH_USInfantry_FIM92" },
["RBS98M CHM"] = { Range=20, Blindspot=0, Height=8, Type="Short", Radar="RBS-98" }, ["RBS98M CHM"] = { Range=20, Blindspot=0.2, Height=8, Type="Short", Radar="RBS-98" },
["RBS70 CHM"] = { Range=8, Blindspot=0, Height=5.5, Type="Short", Radar="RBS-70" }, ["RBS70 CHM"] = { Range=8, Blindspot=0.25, Height=6, Type="Short", Radar="RBS-70" },
["RBS90 CHM"] = { Range=8, Blindspot=0, Height=5.5, Type="Short", Radar="RBS-90" }, ["RBS70M CHM"] = { Range=8, Blindspot=0.25, Height=6, Type="Short", Radar="BV410_RBS70" },
["RBS103A CHM"] = { Range=150, Blindspot=3, Height=24.5, Type="Long", Radar="LvS-103_Lavett103_Rb103A" }, ["RBS90 CHM"] = { Range=8, Blindspot=0.25, Height=6, Type="Short", Radar="RBS-90" },
["RBS103B CHM"] = { Range=35, Blindspot=0, Height=36, Type="Medium", Radar="LvS-103_Lavett103_Rb103B" }, ["RBS90M CHM"] = { Range=8, Blindspot=0.25, Height=6, Type="Short", Radar="BV410_RBS90" },
["RBS103AM CHM"] = { Range=150, Blindspot=3, Height=24.5, Type="Long", Radar="LvS-103_Lavett103_HX_Rb103A" }, ["RBS103A CHM"] = { Range=160, Blindspot=1, Height=36, Type="Long", Radar="LvS-103_Lavett103_Rb103A" },
["RBS103BM CHM"] = { Range=35, Blindspot=0, Height=36, Type="Medium", Radar="LvS-103_Lavett103_HX_Rb103B" }, ["RBS103B CHM"] = { Range=120, Blindspot=3, Height=24.5, Type="Long", Radar="LvS-103_Lavett103_Rb103B" },
["Lvkv9040M CHM"] = { Range=4, Blindspot=0, Height=2.5, Type="Short", Radar="LvKv9040" }, ["RBS103AM CHM"] = { Range=160, Blindspot=1, Height=36, Type="Long", Radar="LvS-103_Lavett103_HX_Rb103A" },
["RBS103BM CHM"] = { Range=120, Blindspot=3, Height=24.5, Type="Long", Radar="LvS-103_Lavett103_HX_Rb103B" },
["Lvkv9040M CHM"] = { Range=2, Blindspot=0.1, Height=1.2, Type="Point", Radar="LvKv9040",Point="true" },
} }
----------------------------------------------------------------------- -----------------------------------------------------------------------
@@ -543,6 +564,7 @@ do
self.SAM_Table_Long = {} self.SAM_Table_Long = {}
self.SAM_Table_Medium = {} self.SAM_Table_Medium = {}
self.SAM_Table_Short = {} self.SAM_Table_Short = {}
self.SAM_Table_PointDef = {}
self.dynamic = dynamic or false self.dynamic = dynamic or false
self.checkradius = 25000 self.checkradius = 25000
self.grouping = 5000 self.grouping = 5000
@@ -571,10 +593,6 @@ do
self.SuppressedGroups = {} self.SuppressedGroups = {}
-- 0.8 additions -- 0.8 additions
self.automode = true self.automode = true
self.radiusscale = {}
self.radiusscale[MANTIS.SamType.LONG] = 1.1
self.radiusscale[MANTIS.SamType.MEDIUM] = 1.2
self.radiusscale[MANTIS.SamType.SHORT] = 1.3
--self.SAMCheckRanges = {} --self.SAMCheckRanges = {}
self.usezones = false self.usezones = false
self.AcceptZones = {} self.AcceptZones = {}
@@ -583,6 +601,7 @@ do
self.maxlongrange = 1 self.maxlongrange = 1
self.maxmidrange = 2 self.maxmidrange = 2
self.maxshortrange = 2 self.maxshortrange = 2
self.maxpointdefrange = 6
self.maxclassic = 6 self.maxclassic = 6
self.autoshorad = true self.autoshorad = true
self.ShoradGroupSet = SET_GROUP:New() -- Core.Set#SET_GROUP self.ShoradGroupSet = SET_GROUP:New() -- Core.Set#SET_GROUP
@@ -590,7 +609,10 @@ do
self.SkateZones = nil self.SkateZones = nil
self.SkateNumber = 3 self.SkateNumber = 3
self.shootandscoot = false self.shootandscoot = false
self.SmokeDecoy = false
self.SmokeDecoyColor = SMOKECOLOR.White
self.UseEmOnOff = true self.UseEmOnOff = true
if EmOnOff == false then if EmOnOff == false then
@@ -602,6 +624,7 @@ do
else else
self.advAwacs = false self.advAwacs = false
end end
-- Set the string id for output to DCS.log file. -- Set the string id for output to DCS.log file.
self.lid=string.format("MANTIS %s | ", self.name) self.lid=string.format("MANTIS %s | ", self.name)
@@ -661,9 +684,12 @@ do
self.HQ_CC = GROUP:FindByName(self.HQ_Template_CC) self.HQ_CC = GROUP:FindByName(self.HQ_Template_CC)
end end
-- counter for SAM table updates
self.checkcounter = 1
-- TODO Version -- TODO Version
-- @field #string version -- @field #string version
self.version="0.8.22" self.version="0.9.27"
self:I(string.format("***** Starting MANTIS Version %s *****", self.version)) self:I(string.format("***** Starting MANTIS Version %s *****", self.version))
--- FSM Functions --- --- FSM Functions ---
@@ -899,19 +925,31 @@ do
return self return self
end end
--- Function to set Short Range SAMs to spit out smoke as decoy, if an enemy plane is in range.
-- @param #MANTIS self
-- @param #boolean Onoff Set to true for on and nil/false for off.
-- @param #number Color (Optional) Color to use, defaults to `SMOKECOLOR.White`
function MANTIS:SetSmokeDecoy(Onoff,Color)
self.SmokeDecoy = Onoff
self.SmokeDecoyColor = Color or SMOKECOLOR.White
return self
end
--- Function to set number of SAMs going active on a valid, detected thread --- Function to set number of SAMs going active on a valid, detected thread
-- @param #MANTIS self -- @param #MANTIS self
-- @param #number Short Number of short-range systems activated, defaults to 1. -- @param #number Short Number of short-range systems activated, defaults to 1.
-- @param #number Mid Number of mid-range systems activated, defaults to 2. -- @param #number Mid Number of mid-range systems activated, defaults to 2.
-- @param #number Long Number of long-range systems activated, defaults to 2. -- @param #number Long Number of long-range systems activated, defaults to 2.
-- @param #number Classic (non-automode) Number of overall systems activated, defaults to 6. -- @param #number Classic (non-automode) Number of overall systems activated, defaults to 6.
-- @param #number Point Number of point defense and AAA systems activated, defaults to 6.
-- @return #MANTIS self -- @return #MANTIS self
function MANTIS:SetMaxActiveSAMs(Short,Mid,Long,Classic) function MANTIS:SetMaxActiveSAMs(Short,Mid,Long,Classic,Point)
self:T(self.lid .. "SetMaxActiveSAMs") self:T(self.lid .. "SetMaxActiveSAMs")
self.maxclassic = Classic or 6 self.maxclassic = Classic or 6
self.maxlongrange = Long or 1 self.maxlongrange = Long or 1
self.maxmidrange = Mid or 2 self.maxmidrange = Mid or 2
self.maxshortrange = Short or 2 self.maxshortrange = Short or 2
self.maxpointdefrange= Point or 6
return self return self
end end
@@ -1113,6 +1151,24 @@ do
end end
return self return self
end end
--- [Internal] Check if any EWR or AWACS is still alive
-- @param #MANTIS self
-- @return #boolean outcome
function MANTIS:_CheckAnyEWRAlive()
self:T(self.lid .. "_CheckAnyEWRAlive")
local alive = false
if self.EWR_Group:CountAlive() > 0 then
alive = true
end
if not alive and self.AWACS_Prefix then
local awacs = GROUP:FindByName(self.AWACS_Prefix)
if awacs and awacs:IsAlive() then
alive = true
end
end
return alive
end
--- [Internal] Function to determine state of the advanced mode --- [Internal] Function to determine state of the advanced mode
-- @param #MANTIS self -- @param #MANTIS self
@@ -1459,6 +1515,17 @@ do
end end
if found then break end if found then break end
end end
--- AAA or Point Defense
if not found then
local grp = GROUP:FindByName(grpname)
if (grp and grp:IsAlive() and grp:IsAAA()) or string.find(grpname,"AAA",1,true) then
range = 2000
height = 2000
blind = 50
type = MANTIS.SamType.POINT
found = true
end
end
if not found then if not found then
self:E(self.lid .. string.format("*****Could not match radar data for %s! Will default to midrange values!",grpname)) self:E(self.lid .. string.format("*****Could not match radar data for %s! Will default to midrange values!",grpname))
end end
@@ -1492,7 +1559,7 @@ do
end end
--if self.automode then --if self.automode then
for idx,entry in pairs(self.SamData) do for idx,entry in pairs(self.SamData) do
self:T("ID = " .. idx) self:T2("ID = " .. idx)
if string.find(grpname,idx,1,true) then if string.find(grpname,idx,1,true) then
local _entry = entry -- #MANTIS.SamData local _entry = entry -- #MANTIS.SamData
type = _entry.Type type = _entry.Type
@@ -1506,14 +1573,25 @@ do
end end
end end
--end --end
-- secondary filter if not found --- Secondary - AAA or Point Defense
if not found then
local grp = GROUP:FindByName(grpname)
if (grp and grp:IsAlive() and grp:IsAAA()) or string.find(grpname,"AAA",1,true) then
range = 2000
height = 2000
blind = 50
type = MANTIS.SamType.POINT
found = true
end
end
--- Tertiary filter if not found
if (not found) or HDSmod or SMAMod or CHMod then if (not found) or HDSmod or SMAMod or CHMod then
range, height, type = self:_GetSAMDataFromUnits(grpname,HDSmod,SMAMod,CHMod) range, height, type = self:_GetSAMDataFromUnits(grpname,HDSmod,SMAMod,CHMod)
elseif not found then elseif not found then
self:E(self.lid .. string.format("*****Could not match radar data for %s! Will default to midrange values!",grpname)) self:E(self.lid .. string.format("*****Could not match radar data for %s! Will default to midrange values!",grpname))
end end
if string.find(grpname,"SHORAD",1,true) then if found and string.find(grpname,"SHORAD",1,true) then
type = MANTIS.SamType.SHORT -- force short on match type = MANTIS.SamType.POINT -- force short on match
end end
return range, height, type, blind return range, height, type, blind
end end
@@ -1532,6 +1610,7 @@ do
local SAM_Tbl_lg = {} -- table of long range SAM defense zones local SAM_Tbl_lg = {} -- table of long range SAM defense zones
local SAM_Tbl_md = {} -- table of mid range SAM defense zones local SAM_Tbl_md = {} -- table of mid range SAM defense zones
local SAM_Tbl_sh = {} -- table of short range SAM defense zones local SAM_Tbl_sh = {} -- table of short range SAM defense zones
local SAM_Tbl_pt = {} -- table of point defense/AAA
local SEAD_Grps = {} -- table of SAM names to make evasive local SEAD_Grps = {} -- table of SAM names to make evasive
local engagerange = self.engagerange -- firing range in % of max local engagerange = self.engagerange -- firing range in % of max
--cycle through groups and set alarm state etc --cycle through groups and set alarm state etc
@@ -1550,23 +1629,27 @@ do
local grpname = group:GetName() local grpname = group:GetName()
local grpcoord = group:GetCoordinate() local grpcoord = group:GetCoordinate()
local grprange,grpheight,type,blind = self:_GetSAMRange(grpname) local grprange,grpheight,type,blind = self:_GetSAMRange(grpname)
table.insert( SAM_Tbl, {grpname, grpcoord, grprange, grpheight, blind}) table.insert( SAM_Tbl, {grpname, grpcoord, grprange, grpheight, blind, type})
--table.insert( SEAD_Grps, grpname ) --table.insert( SEAD_Grps, grpname )
if type == MANTIS.SamType.LONG then if type == MANTIS.SamType.LONG then
table.insert( SAM_Tbl_lg, {grpname, grpcoord, grprange, grpheight, blind}) table.insert( SAM_Tbl_lg, {grpname, grpcoord, grprange, grpheight, blind, type})
table.insert( SEAD_Grps, grpname ) table.insert( SEAD_Grps, grpname )
--self:T("SAM "..grpname.." is type LONG") self:T("SAM "..grpname.." is type LONG")
elseif type == MANTIS.SamType.MEDIUM then elseif type == MANTIS.SamType.MEDIUM then
table.insert( SAM_Tbl_md, {grpname, grpcoord, grprange, grpheight, blind}) table.insert( SAM_Tbl_md, {grpname, grpcoord, grprange, grpheight, blind, type})
table.insert( SEAD_Grps, grpname ) table.insert( SEAD_Grps, grpname )
--self:T("SAM "..grpname.." is type MEDIUM") self:T("SAM "..grpname.." is type MEDIUM")
elseif type == MANTIS.SamType.SHORT then elseif type == MANTIS.SamType.SHORT then
table.insert( SAM_Tbl_sh, {grpname, grpcoord, grprange, grpheight, blind}) table.insert( SAM_Tbl_sh, {grpname, grpcoord, grprange, grpheight, blind, type})
--self:T("SAM "..grpname.." is type SHORT") table.insert( SEAD_Grps, grpname )
self:T("SAM "..grpname.." is type SHORT")
elseif type == MANTIS.SamType.POINT then
table.insert( SAM_Tbl_pt, {grpname, grpcoord, grprange, grpheight, blind, type})
self:T("SAM "..grpname.." is type POINT")
self.ShoradGroupSet:Add(grpname,group) self.ShoradGroupSet:Add(grpname,group)
if not self.autoshorad then if not self.autoshorad then
table.insert( SEAD_Grps, grpname ) table.insert( SEAD_Grps, grpname )
end end
end end
self.SamStateTracker[grpname] = "GREEN" self.SamStateTracker[grpname] = "GREEN"
end end
@@ -1575,6 +1658,7 @@ do
self.SAM_Table_Long = SAM_Tbl_lg self.SAM_Table_Long = SAM_Tbl_lg
self.SAM_Table_Medium = SAM_Tbl_md self.SAM_Table_Medium = SAM_Tbl_md
self.SAM_Table_Short = SAM_Tbl_sh self.SAM_Table_Short = SAM_Tbl_sh
self.SAM_Table_PointDef = SAM_Tbl_pt
-- make SAMs evasive -- make SAMs evasive
local mysead = SEAD:New( SEAD_Grps, self.Padding ) -- Functional.Sead#SEAD local mysead = SEAD:New( SEAD_Grps, self.Padding ) -- Functional.Sead#SEAD
mysead:SetEngagementRange(engagerange) mysead:SetEngagementRange(engagerange)
@@ -1598,7 +1682,8 @@ do
local SAM_Tbl = {} -- table of SAM defense zones local SAM_Tbl = {} -- table of SAM defense zones
local SAM_Tbl_lg = {} -- table of long range SAM defense zones local SAM_Tbl_lg = {} -- table of long range SAM defense zones
local SAM_Tbl_md = {} -- table of mid range SAM defense zones local SAM_Tbl_md = {} -- table of mid range SAM defense zones
local SAM_Tbl_sh = {} -- table of short range SAM defense zon local SAM_Tbl_sh = {} -- table of short range SAM defense zones
local SAM_Tbl_pt = {} -- table of point defense/AAA
local SEAD_Grps = {} -- table of SAM names to make evasive local SEAD_Grps = {} -- table of SAM names to make evasive
local engagerange = self.engagerange -- firing range in % of max local engagerange = self.engagerange -- firing range in % of max
--cycle through groups and set alarm state etc --cycle through groups and set alarm state etc
@@ -1609,17 +1694,21 @@ do
local grpname = group:GetName() local grpname = group:GetName()
local grpcoord = group:GetCoordinate() local grpcoord = group:GetCoordinate()
local grprange, grpheight,type,blind = self:_GetSAMRange(grpname) local grprange, grpheight,type,blind = self:_GetSAMRange(grpname)
table.insert( SAM_Tbl, {grpname, grpcoord, grprange, grpheight, blind}) -- make the table lighter, as I don't really use the zone here local radaralive = group:IsSAM()
table.insert( SAM_Tbl, {grpname, grpcoord, grprange, grpheight, blind, type}) -- make the table lighter, as I don't really use the zone here
table.insert( SEAD_Grps, grpname ) table.insert( SEAD_Grps, grpname )
if type == MANTIS.SamType.LONG then if type == MANTIS.SamType.LONG and radaralive then
table.insert( SAM_Tbl_lg, {grpname, grpcoord, grprange, grpheight, blind}) table.insert( SAM_Tbl_lg, {grpname, grpcoord, grprange, grpheight, blind, type})
--self:I({grpname,grprange, grpheight}) self:T({grpname,grprange, grpheight})
elseif type == MANTIS.SamType.MEDIUM then elseif type == MANTIS.SamType.MEDIUM and radaralive then
table.insert( SAM_Tbl_md, {grpname, grpcoord, grprange, grpheight, blind}) table.insert( SAM_Tbl_md, {grpname, grpcoord, grprange, grpheight, blind, type})
--self:I({grpname,grprange, grpheight}) self:T({grpname,grprange, grpheight})
elseif type == MANTIS.SamType.SHORT then elseif type == MANTIS.SamType.SHORT and radaralive then
table.insert( SAM_Tbl_sh, {grpname, grpcoord, grprange, grpheight, blind}) table.insert( SAM_Tbl_sh, {grpname, grpcoord, grprange, grpheight, blind, type})
--self:I({grpname,grprange, grpheight}) self:T({grpname,grprange, grpheight})
elseif type == MANTIS.SamType.POINT or (not radaralive) then
table.insert( SAM_Tbl_pt, {grpname, grpcoord, grprange, grpheight, blind, type})
self:T({grpname,grprange, grpheight})
self.ShoradGroupSet:Add(grpname,group) self.ShoradGroupSet:Add(grpname,group)
if self.autoshorad then if self.autoshorad then
self.Shorad.Groupset = self.ShoradGroupSet self.Shorad.Groupset = self.ShoradGroupSet
@@ -1631,6 +1720,7 @@ do
self.SAM_Table_Long = SAM_Tbl_lg self.SAM_Table_Long = SAM_Tbl_lg
self.SAM_Table_Medium = SAM_Tbl_md self.SAM_Table_Medium = SAM_Tbl_md
self.SAM_Table_Short = SAM_Tbl_sh self.SAM_Table_Short = SAM_Tbl_sh
self.SAM_Table_PointDef = SAM_Tbl_pt
-- make SAMs evasive -- make SAMs evasive
if self.mysead ~= nil then if self.mysead ~= nil then
local mysead = self.mysead local mysead = self.mysead
@@ -1674,7 +1764,9 @@ do
-- @param #table detset Table of COORDINATES -- @param #table detset Table of COORDINATES
-- @param #boolean dlink Using DLINK -- @param #boolean dlink Using DLINK
-- @param #number limit of SAM sites to go active on a contact -- @param #number limit of SAM sites to go active on a contact
-- @return #MANTIS self -- @return #number instatusred
-- @return #number instatusgreen
-- @return #number activeshorads
function MANTIS:_CheckLoop(samset,detset,dlink,limit) function MANTIS:_CheckLoop(samset,detset,dlink,limit)
self:T(self.lid .. "CheckLoop " .. #detset .. " Coordinates") self:T(self.lid .. "CheckLoop " .. #detset .. " Coordinates")
local switchedon = 0 local switchedon = 0
@@ -1688,6 +1780,10 @@ do
local radius = _data[3] local radius = _data[3]
local height = _data[4] local height = _data[4]
local blind = _data[5] * 1.25 + 1 local blind = _data[5] * 1.25 + 1
local shortsam = (_data[6] == MANTIS.SamType.SHORT) and true or false
if not shortsam then
shortsam = (_data[6] == MANTIS.SamType.POINT) and true or false
end
local samgroup = GROUP:FindByName(name) local samgroup = GROUP:FindByName(name)
local IsInZone, Distance = self:_CheckObjectInZone(detset, samcoordinate, radius, height, dlink) local IsInZone, Distance = self:_CheckObjectInZone(detset, samcoordinate, radius, height, dlink)
local suppressed = self.SuppressedGroups[name] or false local suppressed = self.SuppressedGroups[name] or false
@@ -1713,6 +1809,17 @@ do
self:__RedState(1,samgroup) self:__RedState(1,samgroup)
self.SamStateTracker[name] = "RED" self.SamStateTracker[name] = "RED"
end end
-- TODO doesn't work
if shortsam == true and self.SmokeDecoy == true then
self:T("Smoking")
local units = samgroup:GetUnits() or {}
local smoke = self.SmokeDecoyColor or SMOKECOLOR.White
for _,unit in pairs(units) do
if unit and unit:IsAlive() then
unit:GetCoordinate():Smoke(smoke)
end
end
end
-- link in to SHORAD if available -- link in to SHORAD if available
-- DONE: Test integration fully -- DONE: Test integration fully
if self.ShoradLink and (Distance < self.ShoradActDistance or Distance < blind ) then -- don't give SHORAD position away too early if self.ShoradLink and (Distance < self.ShoradActDistance or Distance < blind ) then -- don't give SHORAD position away too early
@@ -1749,7 +1856,7 @@ do
end --end alive end --end alive
end --end check end --end check
end --for loop end --for loop
if self.debug then if self.debug or self.verbose then
for _,_status in pairs(self.SamStateTracker) do for _,_status in pairs(self.SamStateTracker) do
if _status == "GREEN" then if _status == "GREEN" then
instatusgreen=instatusgreen+1 instatusgreen=instatusgreen+1
@@ -1776,22 +1883,24 @@ do
--get detected set --get detected set
local detset = detection:GetDetectedItemCoordinates() local detset = detection:GetDetectedItemCoordinates()
--self:T("Check:", {detset}) --self:T("Check:", {detset})
-- randomly update SAM Table -- update SAM Table evey 3 runs
local rand = math.random(1,100) if self.checkcounter%3 == 0 then
if rand > 65 then -- 1/3 of cases
self:_RefreshSAMTable() self:_RefreshSAMTable()
end end
self.checkcounter = self.checkcounter + 1
local instatusred = 0 local instatusred = 0
local instatusgreen = 0 local instatusgreen = 0
local activeshorads = 0 local activeshorads = 0
-- switch SAMs on/off if (n)one of the detected groups is inside their reach -- switch SAMs on/off if (n)one of the detected groups is inside their reach
if self.automode then if self.automode then
local samset = self.SAM_Table_Long -- table of i.1=names, i.2=coordinates, i.3=firing range, i.4=firing height local samset = self.SAM_Table_Long -- table of i.1=names, i.2=coordinates, i.3=firing range, i.4=firing height
self:_CheckLoop(samset,detset,dlink,self.maxlongrange) local instatusredl, instatusgreenl, activeshoradsl = self:_CheckLoop(samset,detset,dlink,self.maxlongrange)
local samset = self.SAM_Table_Medium -- table of i.1=names, i.2=coordinates, i.3=firing range, i.4=firing height local samset = self.SAM_Table_Medium -- table of i.1=names, i.2=coordinates, i.3=firing range, i.4=firing height
self:_CheckLoop(samset,detset,dlink,self.maxmidrange) local instatusredm, instatusgreenm, activeshoradsm = self:_CheckLoop(samset,detset,dlink,self.maxmidrange)
local samset = self.SAM_Table_Short -- table of i.1=names, i.2=coordinates, i.3=firing range, i.4=firing height local samset = self.SAM_Table_Short -- table of i.1=names, i.2=coordinates, i.3=firing range, i.4=firing height
instatusred, instatusgreen, activeshorads = self:_CheckLoop(samset,detset,dlink,self.maxshortrange) local instatusreds, instatusgreens, activeshoradss = self:_CheckLoop(samset,detset,dlink,self.maxshortrange)
local samset = self.SAM_Table_PointDef -- table of i.1=names, i.2=coordinates, i.3=firing range, i.4=firing height
instatusred, instatusgreen, activeshorads = self:_CheckLoop(samset,detset,dlink,self.maxpointdefrange)
else else
local samset = self:_GetSAMTable() -- table of i.1=names, i.2=coordinates, i.3=firing range, i.4=firing height local samset = self:_GetSAMTable() -- table of i.1=names, i.2=coordinates, i.3=firing range, i.4=firing height
instatusred, instatusgreen, activeshorads = self:_CheckLoop(samset,detset,dlink,self.maxclassic) instatusred, instatusgreen, activeshorads = self:_CheckLoop(samset,detset,dlink,self.maxclassic)
@@ -1915,12 +2024,34 @@ do
if not self.state2flag then if not self.state2flag then
self:_Check(self.Detection,self.DLink) self:_Check(self.Detection,self.DLink)
end end
--[[ check Awacs local EWRAlive = self:_CheckAnyEWRAlive()
if self.advAwacs and not self.state2flag then
self:_Check(self.AWACS_Detection,false) local function FindSAMSRTR()
for i=1,1000 do
local randomsam = self.SAM_Group:GetRandom()
if randomsam and randomsam:IsAlive() then
if randomsam:IsSAM() then return randomsam end
end
end
end
-- Switch on a random SR/TR if no EWR left over
if not EWRAlive then
local randomsam = FindSAMSRTR() -- Wrapper.Group#GROUP
if randomsam and randomsam:IsAlive() then
if self.UseEmOnOff then
randomsam:EnableEmission(true)
else
randomsam:OptionAlarmStateRed()
end
local name = randomsam:GetName()
if self.SamStateTracker[name] ~= "RED" then
self:__RedState(1,randomsam)
self.SamStateTracker[name] = "RED"
end
end
end end
--]]
-- relocate HQ and EWR -- relocate HQ and EWR
if self.autorelocate then if self.autorelocate then
@@ -1930,8 +2061,6 @@ do
local halfintv = math.floor(timepassed / relointerval) local halfintv = math.floor(timepassed / relointerval)
--self:T({timepassed=timepassed, halfintv=halfintv})
if halfintv >= 1 then if halfintv >= 1 then
self.TimeStamp = timer.getAbsTime() self.TimeStamp = timer.getAbsTime()
self:_Relocate() self:_Relocate()
@@ -2060,7 +2189,7 @@ do
local Shorad = self.Shorad local Shorad = self.Shorad
local radius = self.checkradius local radius = self.checkradius
local ontime = self.ShoradTime local ontime = self.ShoradTime
Shorad:WakeUpShorad(Name, radius, ontime) Shorad:WakeUpShorad(Name, radius, ontime, nil, true)
self:__ShoradActivated(1,Name, radius, ontime) self:__ShoradActivated(1,Name, radius, ontime)
end end
return self return self

View File

@@ -3814,15 +3814,20 @@ function RAT:Status(message, forID)
local N0units=group:GetInitialSize() local N0units=group:GetInitialSize()
-- Monitor travelled distance since last check. -- Monitor travelled distance since last check.
local Pnow=coords local Dtravel=0
local Dtravel=Pnow:Get2DDistance(ratcraft.Pnow) if coords and ratcraft.Pnow then
ratcraft.Pnow=Pnow local Dtravel=coords:Get2DDistance(ratcraft.Pnow)
ratcraft.Pnow=coords
end
-- Add up the travelled distance. -- Add up the travelled distance.
ratcraft.Distance=ratcraft.Distance+Dtravel ratcraft.Distance=ratcraft.Distance+Dtravel
-- Distance remaining to destination. -- Distance remaining to destination.
local Ddestination=Pnow:Get2DDistance(ratcraft.destination:GetCoordinate()) local Ddestination=-1
if ratcraft.Pnow then
Ddestination=ratcraft.Pnow:Get2DDistance(ratcraft.destination:GetCoordinate())
end
-- Status report. -- Status report.
if (forID and spawnindex==forID) or (not forID) then if (forID and spawnindex==forID) or (not forID) then

View File

@@ -107,6 +107,9 @@
-- @field Sound.SRS#MSRSQUEUE instructsrsQ SRS queue for range instructor. -- @field Sound.SRS#MSRSQUEUE instructsrsQ SRS queue for range instructor.
-- @field #number Coalition Coalition side for the menu, if any. -- @field #number Coalition Coalition side for the menu, if any.
-- @field Core.Menu#MENU_MISSION menuF10root Specific user defined root F10 menu. -- @field Core.Menu#MENU_MISSION menuF10root Specific user defined root F10 menu.
-- @field #number ceilingaltitude Range ceiling altitude in ft MSL. Aircraft above this altitude are not considered to be in the range. Default is 20000 ft.
-- @field #boolean ceilingenabled Range has a ceiling and is not unlimited. Default is false.
-- @extends Core.Fsm#FSM -- @extends Core.Fsm#FSM
--- *Don't only practice your art, but force your way into its secrets; art deserves that, for it and knowledge can raise man to the Divine.* - Ludwig van Beethoven --- *Don't only practice your art, but force your way into its secrets; art deserves that, for it and knowledge can raise man to the Divine.* - Ludwig van Beethoven
@@ -273,6 +276,10 @@
-- -- Create a range object. -- -- Create a range object.
-- GoldwaterRange=RANGE:New("Goldwater Range") -- GoldwaterRange=RANGE:New("Goldwater Range")
-- --
-- -- Set and enable the range ceiling altitude in feet MSL. If aircraft are above this altitude they are not considered to be in the range.
-- GoldwaterRange:SetRangeCeiling(20000)
-- GoldwaterRange:EnableRangeCeiling(true)
--
-- -- Distance between strafe target and foul line. You have to specify the names of the unit or static objects. -- -- Distance between strafe target and foul line. You have to specify the names of the unit or static objects.
-- -- Note that this could also be done manually by simply measuring the distance between the target and the foul line in the ME. -- -- Note that this could also be done manually by simply measuring the distance between the target and the foul line in the ME.
-- GoldwaterRange:GetFoullineDistance("GWR Strafe Pit Left 1", "GWR Foul Line Left") -- GoldwaterRange:GetFoullineDistance("GWR Strafe Pit Left 1", "GWR Foul Line Left")
@@ -358,6 +365,8 @@ RANGE = {
targetpath = nil, targetpath = nil,
targetprefix = nil, targetprefix = nil,
Coalition = nil, Coalition = nil,
ceilingaltitude = 20000,
ceilingenabled = false,
} }
--- Default range parameters. --- Default range parameters.
@@ -1085,6 +1094,37 @@ function RANGE:SetRangeZone( zone )
return self return self
end end
--- Set range ceiling altitude in feet MSL.
-- @param #RANGE self
-- @param #number altitude (optional) Ceiling altitude of the range in ft MSL. Default 20000ft MSL
-- @return #RANGE self
function RANGE:SetRangeCeiling( altitude )
self:T(self.lid.."SetRangeCeiling")
if altitude and type(altitude) == "number" then
self.ceilingaltitude=altitude
else
self:E(self.lid.."Altitude either not provided or is not a number, using default setting (20000).")
self.ceilingaltitude=20000
end
return self
end
--- Enable range ceiling. Aircraft must be below the ceiling altitude to be considered in the range zone.
-- @param #RANGE self
-- @param #boolean enabled True if you would like to enable the ceiling check. If no value give, will Default to false.
-- @return #RANGE self
function RANGE:EnableRangeCeiling( enabled )
self:T(self.lid.."EnableRangeCeiling")
if enabled and type(enabled) == "boolean" then
self.ceilingenabled=enabled
else
self:E(self.lid.."Enabled either not provide or is not a boolean, using default setting (false).")
self.ceilingenabled=false
end
return self
end
--- Set smoke color for marking bomb targets. By default bomb targets are marked by red smoke. --- Set smoke color for marking bomb targets. By default bomb targets are marked by red smoke.
-- @param #RANGE self -- @param #RANGE self
-- @param Utilities.Utils#SMOKECOLOR colorid Color id. Default `SMOKECOLOR.Red`. -- @param Utilities.Utils#SMOKECOLOR colorid Color id. Default `SMOKECOLOR.Red`.
@@ -1893,7 +1933,7 @@ function RANGE:OnEventHit( EventData )
local _currentTarget = self.strafeStatus[_unitID] --#RANGE.StrafeStatus local _currentTarget = self.strafeStatus[_unitID] --#RANGE.StrafeStatus
-- Player has rolled in on a strafing target. -- Player has rolled in on a strafing target.
if _currentTarget and target:IsAlive() then if _currentTarget and target and target:IsAlive() then
local playerPos = _unit:GetCoordinate() local playerPos = _unit:GetCoordinate()
local targetPos = target:GetCoordinate() local targetPos = target:GetCoordinate()
@@ -3112,7 +3152,10 @@ function RANGE:_CheckPlayers()
if unit and unit:IsAlive() then if unit and unit:IsAlive() then
if unit:IsInZone( self.rangezone ) then local unitalt = unit:GetAltitude(false)
local unitaltinfeet = UTILS.MetersToFeet(unitalt)
if unit:IsInZone(self.rangezone) and (not self.ceilingenabled or unitaltinfeet < self.ceilingaltitude) then
------------------------------ ------------------------------
-- Player INSIDE Range Zone -- -- Player INSIDE Range Zone --

View File

@@ -113,7 +113,7 @@ SHORAD = {
SkateNumber = 3, SkateNumber = 3,
SkateZones = nil, SkateZones = nil,
minscootdist = 100, minscootdist = 100,
minscootdist = 3000, maxscootdist = 3000,
scootrandomcoord = false, scootrandomcoord = false,
} }
@@ -443,7 +443,9 @@ do
for _,_groups in pairs (shoradset) do for _,_groups in pairs (shoradset) do
local groupname = _groups:GetName() local groupname = _groups:GetName()
if string.find(groupname, tgtgrp, 1, true) then if string.find(groupname, tgtgrp, 1, true) then
returnname = true if _groups:IsSAM() then
returnname = true
end
end end
end end
return returnname return returnname
@@ -470,6 +472,7 @@ do
-- @param #number Radius Radius of the #ZONE -- @param #number Radius Radius of the #ZONE
-- @param #number ActiveTimer Number of seconds to stay active -- @param #number ActiveTimer Number of seconds to stay active
-- @param #number TargetCat (optional) Category, i.e. Object.Category.UNIT or Object.Category.STATIC -- @param #number TargetCat (optional) Category, i.e. Object.Category.UNIT or Object.Category.STATIC
-- @param #boolean ShotAt If true, function is called after a shot
-- @return #SHORAD self -- @return #SHORAD self
-- @usage Use this function to integrate with other systems, example -- @usage Use this function to integrate with other systems, example
-- --
@@ -479,7 +482,7 @@ do
-- mymantis = MANTIS:New("BlueMantis","Blue SAM","Blue EWR",nil,"blue",false,"Blue Awacs") -- mymantis = MANTIS:New("BlueMantis","Blue SAM","Blue EWR",nil,"blue",false,"Blue Awacs")
-- mymantis:AddShorad(myshorad,720) -- mymantis:AddShorad(myshorad,720)
-- mymantis:Start() -- mymantis:Start()
function SHORAD:onafterWakeUpShorad(From, Event, To, TargetGroup, Radius, ActiveTimer, TargetCat) function SHORAD:onafterWakeUpShorad(From, Event, To, TargetGroup, Radius, ActiveTimer, TargetCat, ShotAt)
self:T(self.lid .. " WakeUpShorad") self:T(self.lid .. " WakeUpShorad")
self:T({TargetGroup, Radius, ActiveTimer, TargetCat}) self:T({TargetGroup, Radius, ActiveTimer, TargetCat})
local targetcat = TargetCat or Object.Category.UNIT local targetcat = TargetCat or Object.Category.UNIT
@@ -524,7 +527,7 @@ do
local groupname = _group:GetName() local groupname = _group:GetName()
if groupname == TargetGroup then if groupname == TargetGroup and ShotAt==true then
-- Shot at a SHORAD group -- Shot at a SHORAD group
if self.UseEmOnOff then if self.UseEmOnOff then
_group:EnableEmission(false) _group:EnableEmission(false)
@@ -540,7 +543,7 @@ do
self:__ShootAndScoot(1,_group) self:__ShootAndScoot(1,_group)
end end
elseif _group:IsAnyInZone(targetzone) then elseif _group:IsAnyInZone(targetzone) or groupname == TargetGroup then
-- shot at a group we protect -- shot at a group we protect
local text = string.format("Waking up SHORAD %s", _group:GetName()) local text = string.format("Waking up SHORAD %s", _group:GetName())
self:T(text) self:T(text)
@@ -626,7 +629,7 @@ do
_targetgroupname = tgtgrp:GetName() -- group name _targetgroupname = tgtgrp:GetName() -- group name
_targetskill = tgtgrp:GetUnit(1):GetSkill() _targetskill = tgtgrp:GetUnit(1):GetSkill()
self:T("*** Found Target = ".. _targetgroupname) self:T("*** Found Target = ".. _targetgroupname)
self:WakeUpShorad(_targetgroupname, self.Radius, self.ActiveTimer, Object.Category.UNIT) self:WakeUpShorad(_targetgroupname, self.Radius, self.ActiveTimer, Object.Category.UNIT,true)
end end
end end
end end
@@ -755,7 +758,7 @@ do
-- if being shot at, find closest SHORADs to activate -- if being shot at, find closest SHORADs to activate
if shotatsams or shotatus then if shotatsams or shotatus then
self:T({shotatsams=shotatsams,shotatus=shotatus}) self:T({shotatsams=shotatsams,shotatus=shotatus})
self:WakeUpShorad(targetgroupname, self.Radius, self.ActiveTimer, targetcat) self:WakeUpShorad(targetgroupname, self.Radius, self.ActiveTimer, targetcat, true)
end end
end end
end end

View File

@@ -288,7 +288,7 @@ function TIRESIAS:_InitGroups()
} }
end end
if grp.Tiresias and (not grp.Tiresias.exception == true) then if grp.Tiresias and (not grp.Tiresias.exception == true) then
if grp.Tiresias.invisible and grp.Tiresias.invisible == false then if grp.Tiresias.invisible == false then
grp:SetCommandInvisible(true) grp:SetCommandInvisible(true)
grp.Tiresias.invisible = true grp.Tiresias.invisible = true
if SwitchAAA then if SwitchAAA then
@@ -315,10 +315,11 @@ function TIRESIAS:_InitGroups()
} }
end end
if grp.Tiresias and (not grp.Tiresias.exception == true) then if grp.Tiresias and (not grp.Tiresias.exception == true) then
if grp.Tiresias and grp.Tiresias.invisible and grp.Tiresias.invisible == false then if grp.Tiresias and grp.Tiresias.invisible == false then
grp:SetCommandInvisible(true) grp:SetCommandInvisible(true)
grp:SetAIOff() grp:SetAIOff()
grp.Tiresias.invisible = true grp.Tiresias.invisible = true
grp.Tiresias.AIOff = true
end end
end end
--BASE:I(string.format("Init/Switch off Vehicle %s (Exception %s)",grp:GetName(),tostring(grp.Tiresias.exception))) --BASE:I(string.format("Init/Switch off Vehicle %s (Exception %s)",grp:GetName(),tostring(grp.Tiresias.exception)))
@@ -336,7 +337,7 @@ function TIRESIAS:_InitGroups()
} }
end end
if grp.Tiresias and (not grp.Tiresias.exception == true) then if grp.Tiresias and (not grp.Tiresias.exception == true) then
if grp.Tiresias and grp.Tiresias.invisible and grp.Tiresias.invisible == false then if grp.Tiresias and grp.Tiresias.invisible == false then
grp:SetCommandInvisible(true) grp:SetCommandInvisible(true)
grp.Tiresias.invisible = true grp.Tiresias.invisible = true
end end
@@ -392,7 +393,8 @@ function TIRESIAS:_SwitchOnGroups(group,radius)
ground:ForEachGroupAlive( ground:ForEachGroupAlive(
function(grp) function(grp)
local name = grp:GetName() local name = grp:GetName()
if grp.Tiresias and grp.Tiresias.type and (not grp.Tiresias.exception == true ) then if grp:GetCoalition() ~= group:GetCoalition()
and grp.Tiresias and grp.Tiresias.type and (not grp.Tiresias.exception == true ) then
if grp.Tiresias.invisible == true then if grp.Tiresias.invisible == true then
grp:SetCommandInvisible(false) grp:SetCommandInvisible(false)
grp.Tiresias.invisible = false grp.Tiresias.invisible = false

View File

@@ -6047,7 +6047,7 @@ function WAREHOUSE:_SpawnAssetAircraft(alias, asset, request, parking, uncontrol
else else
if #parking<#template.units and not airstart then if parking and #parking<#template.units and not airstart then
local text=string.format("ERROR: Not enough parking! Free parking = %d < %d aircraft to be spawned.", #parking, #template.units) local text=string.format("ERROR: Not enough parking! Free parking = %d < %d aircraft to be spawned.", #parking, #template.units)
self:_DebugMessage(text) self:_DebugMessage(text)
return nil return nil

View File

@@ -1,8 +1,6 @@
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Enums.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Enums.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Utils.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Utils.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Profiler.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Profiler.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Templates.lua' )
--__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/STTS.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/FiFo.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/FiFo.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Socket.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Socket.lua' )

View File

@@ -19,7 +19,7 @@
-- * Option to present information in imperial or metric units -- * Option to present information in imperial or metric units
-- * Runway length and airfield elevation (optional) -- * Runway length and airfield elevation (optional)
-- * Frequencies/channels of nav aids (ILS, VOR, NDB, TACAN, PRMG, RSBN) (optional) -- * Frequencies/channels of nav aids (ILS, VOR, NDB, TACAN, PRMG, RSBN) (optional)
-- * SRS Simple-Text-To-Speech (STTS) integration (no sound files necessary) -- * SRS Simple-Text-To-Speech (MSRS) integration (no sound files necessary)
-- --
-- === -- ===
-- --
@@ -2049,12 +2049,14 @@ function ATIS:onafterBroadcast( From, Event, To )
local sunrise = coord:GetSunrise() local sunrise = coord:GetSunrise()
--self:I(sunrise) --self:I(sunrise)
local SUNRISE = "no time" local SUNRISE = "no time"
local NorthPolar = true
if tostring(sunrise) ~= "N/S" and tostring(sunrise) ~= "N/R" then if tostring(sunrise) ~= "N/S" and tostring(sunrise) ~= "N/R" then
sunrise = UTILS.Split( sunrise, ":" ) sunrise = UTILS.Split( sunrise, ":" )
SUNRISE = string.format( "%s%s", sunrise[1], sunrise[2] ) SUNRISE = string.format( "%s%s", sunrise[1], sunrise[2] )
if self.useSRS then if self.useSRS then
SUNRISE = string.format( "%s %s %s", sunrise[1], sunrise[2], hours ) SUNRISE = string.format( "%s %s %s", sunrise[1], sunrise[2], hours )
end end
NorthPolar = false
end end
local sunset = coord:GetSunset() local sunset = coord:GetSunset()
@@ -2066,6 +2068,7 @@ function ATIS:onafterBroadcast( From, Event, To )
if self.useSRS then if self.useSRS then
SUNSET = string.format( "%s %s %s", sunset[1], sunset[2], hours ) SUNSET = string.format( "%s %s %s", sunset[1], sunset[2], hours )
end end
NorthPolar = false
end end
--------------------------------- ---------------------------------
@@ -2405,7 +2408,7 @@ function ATIS:onafterBroadcast( From, Event, To )
local sunrise = self.gettext:GetEntry("SUNRISEAT",self.locale) local sunrise = self.gettext:GetEntry("SUNRISEAT",self.locale)
--subtitle = string.format( "Sunrise at %s local time", SUNRISE ) --subtitle = string.format( "Sunrise at %s local time", SUNRISE )
subtitle = string.format( sunrise, SUNRISE ) subtitle = string.format( sunrise, SUNRISE )
if not self.useSRS then if not self.useSRS and NorthPolar == false then
self:Transmission( self.Sound.SunriseAt, 0.5, subtitle ) self:Transmission( self.Sound.SunriseAt, 0.5, subtitle )
self.radioqueue:Number2Transmission( SUNRISE, nil, 0.2 ) self.radioqueue:Number2Transmission( SUNRISE, nil, 0.2 )
self:Transmission( self.Sound.TimeLocal, 0.2 ) self:Transmission( self.Sound.TimeLocal, 0.2 )
@@ -2416,7 +2419,7 @@ function ATIS:onafterBroadcast( From, Event, To )
local sunset = self.gettext:GetEntry("SUNSETAT",self.locale) local sunset = self.gettext:GetEntry("SUNSETAT",self.locale)
--subtitle = string.format( "Sunset at %s local time", SUNSET ) --subtitle = string.format( "Sunset at %s local time", SUNSET )
subtitle = string.format( sunset, SUNSET ) subtitle = string.format( sunset, SUNSET )
if not self.useSRS then if not self.useSRS and NorthPolar == false then
self:Transmission( self.Sound.SunsetAt, 0.5, subtitle ) self:Transmission( self.Sound.SunsetAt, 0.5, subtitle )
self.radioqueue:Number2Transmission( SUNSET, nil, 0.5 ) self.radioqueue:Number2Transmission( SUNSET, nil, 0.5 )
self:Transmission( self.Sound.TimeLocal, 0.2 ) self:Transmission( self.Sound.TimeLocal, 0.2 )

View File

@@ -1719,15 +1719,16 @@ end
-- @param #AUFTRAG self -- @param #AUFTRAG self
-- @param Core.Point#COORDINATE Target The target coordinate. Can also be given as a GROUP, UNIT, STATIC or TARGET object. -- @param Core.Point#COORDINATE Target The target coordinate. Can also be given as a GROUP, UNIT, STATIC or TARGET object.
-- @param #number Altitude Engage altitude in feet. Default 2000 ft. -- @param #number Altitude Engage altitude in feet. Default 2000 ft.
-- @param #number EngageWeaponType Which weapon to use. Defaults to auto, ie ENUMS.WeaponFlag.Auto. See ENUMS.WeaponFlag for options.
-- @return #AUFTRAG self -- @return #AUFTRAG self
function AUFTRAG:NewSTRIKE(Target, Altitude) function AUFTRAG:NewSTRIKE(Target, Altitude, EngageWeaponType)
local mission=AUFTRAG:New(AUFTRAG.Type.STRIKE) local mission=AUFTRAG:New(AUFTRAG.Type.STRIKE)
mission:_TargetFromObject(Target) mission:_TargetFromObject(Target)
-- DCS Task options: -- DCS Task options:
mission.engageWeaponType=ENUMS.WeaponFlag.Auto mission.engageWeaponType=EngageWeaponType or ENUMS.WeaponFlag.Auto
mission.engageWeaponExpend=AI.Task.WeaponExpend.ALL mission.engageWeaponExpend=AI.Task.WeaponExpend.ALL
mission.engageAltitude=UTILS.FeetToMeters(Altitude or 2000) mission.engageAltitude=UTILS.FeetToMeters(Altitude or 2000)
@@ -1750,15 +1751,16 @@ end
-- @param #AUFTRAG self -- @param #AUFTRAG self
-- @param Core.Point#COORDINATE Target Target coordinate. Can also be specified as a GROUP, UNIT, STATIC or TARGET object. -- @param Core.Point#COORDINATE Target Target coordinate. Can also be specified as a GROUP, UNIT, STATIC or TARGET object.
-- @param #number Altitude Engage altitude in feet. Default 25000 ft. -- @param #number Altitude Engage altitude in feet. Default 25000 ft.
-- @param #number EngageWeaponType Which weapon to use. Defaults to auto, ie ENUMS.WeaponFlag.Auto. See ENUMS.WeaponFlag for options.
-- @return #AUFTRAG self -- @return #AUFTRAG self
function AUFTRAG:NewBOMBING(Target, Altitude) function AUFTRAG:NewBOMBING(Target, Altitude, EngageWeaponType)
local mission=AUFTRAG:New(AUFTRAG.Type.BOMBING) local mission=AUFTRAG:New(AUFTRAG.Type.BOMBING)
mission:_TargetFromObject(Target) mission:_TargetFromObject(Target)
-- DCS task options: -- DCS task options:
mission.engageWeaponType=ENUMS.WeaponFlag.Auto mission.engageWeaponType=EngageWeaponType or ENUMS.WeaponFlag.Auto
mission.engageWeaponExpend=AI.Task.WeaponExpend.ALL mission.engageWeaponExpend=AI.Task.WeaponExpend.ALL
mission.engageAltitude=UTILS.FeetToMeters(Altitude or 25000) mission.engageAltitude=UTILS.FeetToMeters(Altitude or 25000)
@@ -2156,7 +2158,11 @@ end
]] ]]
--- **[GROUND, NAVAL]** Create an ARTY mission. --- **[GROUND, NAVAL]** Create an ARTY mission ("Fire at point" task).
--
-- If the group has more than one weapon type supporting the "Fire at point" task, the employed weapon type can be set via the `AUFTRAG:SetWeaponType()` function.
--
-- **Note** that it is recommended to set the weapon range via the `OPSGROUP:AddWeaponRange()` function as this cannot be retrieved from the DCS API.
-- @param #AUFTRAG self -- @param #AUFTRAG self
-- @param Core.Point#COORDINATE Target Center of the firing solution. -- @param Core.Point#COORDINATE Target Center of the firing solution.
-- @param #number Nshots Number of shots to be fired. Default `#nil`. -- @param #number Nshots Number of shots to be fired. Default `#nil`.
@@ -2179,6 +2185,7 @@ function AUFTRAG:NewARTY(Target, Nshots, Radius, Altitude)
mission.optionAlarm=0 mission.optionAlarm=0
mission.missionFraction=0.0 mission.missionFraction=0.0
mission.missionWaypointRadius=0.0
-- Evaluate after 8 min. -- Evaluate after 8 min.
mission.dTevaluate=8*60 mission.dTevaluate=8*60

View File

@@ -17,7 +17,7 @@
-- === -- ===
-- --
-- ### Author: **applevangelist** -- ### Author: **applevangelist**
-- @date Last Update Dec 2024 -- @date Last Update Jan 2025
-- @module Ops.AWACS -- @module Ops.AWACS
-- @image OPS_AWACS.jpg -- @image OPS_AWACS.jpg
@@ -184,7 +184,7 @@ do
-- --
-- Add Escorts Squad (recommended, optional) -- Add Escorts Squad (recommended, optional)
-- --
-- local Squad_Two = SQUADRON:New("Escorts",4,"Escorts North") -- local Squad_Two = SQUADRON:New("Escorts",4,"Escorts North") -- taking a template with 2 planes here, will result in a group of 2 escorts which can fly in formation escorting the AWACS.
-- Squad_Two:AddMissionCapability({AUFTRAG.Type.ESCORT}) -- Squad_Two:AddMissionCapability({AUFTRAG.Type.ESCORT})
-- Squad_Two:SetFuelLowRefuel(true) -- Squad_Two:SetFuelLowRefuel(true)
-- Squad_Two:SetFuelLowThreshold(0.3) -- Squad_Two:SetFuelLowThreshold(0.3)
@@ -232,8 +232,8 @@ do
-- -- set up in the mission editor with a late activated helo named "Rock#ZONE_POLYGON". Note this also sets the BullsEye to be referenced as "Rock". -- -- set up in the mission editor with a late activated helo named "Rock#ZONE_POLYGON". Note this also sets the BullsEye to be referenced as "Rock".
-- -- The CAP station zone is called "Fremont". We will be on 255 AM. -- -- The CAP station zone is called "Fremont". We will be on 255 AM.
-- local testawacs = AWACS:New("AWACS North",AwacsAW,"blue",AIRBASE.Caucasus.Kutaisi,"Awacs Orbit",ZONE:FindByName("Rock"),"Fremont",255,radio.modulation.AM ) -- local testawacs = AWACS:New("AWACS North",AwacsAW,"blue",AIRBASE.Caucasus.Kutaisi,"Awacs Orbit",ZONE:FindByName("Rock"),"Fremont",255,radio.modulation.AM )
-- -- set two escorts -- -- set one escort group; this example has two units in the template group, so they can fly a nice formation.
-- testawacs:SetEscort(2) -- testawacs:SetEscort(1,ENUMS.Formation.FixedWing.FingerFour.Group,{x=-500,y=50,z=500},45)
-- -- Callsign will be "Focus". We'll be a Angels 30, doing 300 knots, orbit leg to 88deg with a length of 25nm. -- -- Callsign will be "Focus". We'll be a Angels 30, doing 300 knots, orbit leg to 88deg with a length of 25nm.
-- testawacs:SetAwacsDetails(CALLSIGN.AWACS.Focus,1,30,300,88,25) -- testawacs:SetAwacsDetails(CALLSIGN.AWACS.Focus,1,30,300,88,25)
-- -- Set up SRS on port 5010 - change the below to your path and port -- -- Set up SRS on port 5010 - change the below to your path and port
@@ -509,7 +509,7 @@ do
-- @field #AWACS -- @field #AWACS
AWACS = { AWACS = {
ClassName = "AWACS", -- #string ClassName = "AWACS", -- #string
version = "0.2.68", -- #string version = "0.2.71", -- #string
lid = "", -- #string lid = "", -- #string
coalition = coalition.side.BLUE, -- #number coalition = coalition.side.BLUE, -- #number
coalitiontxt = "blue", -- #string coalitiontxt = "blue", -- #string
@@ -1773,7 +1773,7 @@ function AWACS:_EventHandler(EventData)
end end
end end
if Event.id == EVENTS.PlayerLeaveUnit then --player left unit if Event.id == EVENTS.PlayerLeaveUnit and Event.IniGroupName then --player left unit
-- check known player? -- check known player?
self:T("Player group left unit: " .. Event.IniGroupName) self:T("Player group left unit: " .. Event.IniGroupName)
self:T("Player name left: " .. Event.IniPlayerName) self:T("Player name left: " .. Event.IniPlayerName)
@@ -2169,9 +2169,12 @@ end
--- [User] Set AWACS Escorts Template --- [User] Set AWACS Escorts Template
-- @param #AWACS self -- @param #AWACS self
-- @param #number EscortNumber Number of fighther planes to accompany this AWACS. 0 or nil means no escorts. -- @param #number EscortNumber Number of fighther plane GROUPs to accompany this AWACS. 0 or nil means no escorts. If you want >1 plane in an escort group, you can either set the respective squadron grouping to the desired number, or use a template for escorts with >1 unit.
-- @param #number Formation Formation the escort should take (if more than one plane), e.g. `ENUMS.Formation.FixedWing.FingerFour.Group`. Formation is used on GROUP level, multiple groups of one unit will NOT conform to this formation.
-- @param #table OffsetVector Offset the escorts should fly behind the AWACS, given as table, distance in meters, e.g. `{x=-500,y=0,z=500}` - 500m behind (negative value) and to the right (negative for left), no vertical separation (positive over, negative under the AWACS flight). For multiple groups, the vectors will be slightly changed to avoid collisions.
-- @param #number EscortEngageMaxDistance Escorts engage air targets max this NM away, defaults to 45NM.
-- @return #AWACS self -- @return #AWACS self
function AWACS:SetEscort(EscortNumber) function AWACS:SetEscort(EscortNumber,Formation,OffsetVector,EscortEngageMaxDistance)
self:T(self.lid.."SetEscort") self:T(self.lid.."SetEscort")
if EscortNumber and EscortNumber > 0 then if EscortNumber and EscortNumber > 0 then
self.HasEscorts = true self.HasEscorts = true
@@ -2180,6 +2183,9 @@ function AWACS:SetEscort(EscortNumber)
self.HasEscorts = false self.HasEscorts = false
self.EscortNumber = 0 self.EscortNumber = 0
end end
self.EscortFormation = Formation
self.OffsetVec = OffsetVector or {x=500,y=100,z=500}
self.EscortEngageMaxDistance = EscortEngageMaxDistance or 45
return self return self
end end
@@ -2234,12 +2240,26 @@ function AWACS:_StartEscorts(Shiftchange)
local group = AwacsFG:GetGroup() local group = AwacsFG:GetGroup()
local timeonstation = (self.EscortsTimeOnStation + self.ShiftChangeTime) * 3600 -- hours to seconds local timeonstation = (self.EscortsTimeOnStation + self.ShiftChangeTime) * 3600 -- hours to seconds
local OffsetX = 500
local OffsetY = 500
local OffsetZ = 500
if self.OffsetVec then
OffsetX = self.OffsetVec.x or 500
OffsetY = self.OffsetVec.y or 500
OffsetZ = self.OffsetVec.z or 500
end
for i=1,self.EscortNumber do for i=1,self.EscortNumber do
-- every -- every
local escort = AUFTRAG:NewESCORT(group, {x= -100*((i + (i%2))/2), y=0, z=(100 + 100*((i + (i%2))/2))*(-1)^i},45,{"Air"}) local escort = AUFTRAG:NewESCORT(group, {x= OffsetX*((i + (i%2))/2), y=OffsetY*((i + (i%2))/2), z=(OffsetZ + OffsetZ*((i + (i%2))/2))*(-1)^i},self.EscortEngageMaxDistance,{"Air"})
escort:SetRequiredAssets(1) --local escort = AUFTRAG:NewESCORT(group,self.OffsetVec,self.EscortEngageMaxDistance,{"Air"})
--escort:SetRequiredAssets(self.EscortNumber)
escort:SetTime(nil,timeonstation) escort:SetTime(nil,timeonstation)
if self.Escortformation then
escort:SetFormation(self.Escortformation)
end
escort:SetMissionRange(self.MaxMissionRange) escort:SetMissionRange(self.MaxMissionRange)
self.AirWing:AddMission(escort) self.AirWing:AddMission(escort)
self.CatchAllMissions[#self.CatchAllMissions+1] = escort self.CatchAllMissions[#self.CatchAllMissions+1] = escort
@@ -3642,7 +3662,7 @@ function AWACS:_CheckIn(Group)
managedgroup.LastTasking = timer.getTime() managedgroup.LastTasking = timer.getTime()
GID = managedgroup.GID GID = managedgroup.GID
self.ManagedGrps[self.ManagedGrpID]=managedgroup self.ManagedGrps[self.ManagedGrpID]=managedgroup
local alphacheckbulls = self:_ToStringBULLS(Group:GetCoordinate()) local alphacheckbulls = self:_ToStringBULLS(Group:GetCoordinate())
local alphacheckbullstts = self:_ToStringBULLS(Group:GetCoordinate(),false,true) local alphacheckbullstts = self:_ToStringBULLS(Group:GetCoordinate(),false,true)
@@ -3909,6 +3929,12 @@ function AWACS:_SetClientMenus()
checkin = checkin, checkin = checkin,
} }
self.clientmenus:Push(menus,cgrpname) self.clientmenus:Push(menus,cgrpname)
-- catch errors - when this entry is built we should NOT have a managed entry
local GID,hasentry = self:_GetManagedGrpID(cgrp)
if hasentry then
-- this user is checked in but has the check in entry ... not good.
self:_CheckOut(cgrp,GID,true)
end
end end
end end
else else
@@ -6065,6 +6091,7 @@ function AWACS:_CheckAwacsStatus()
end end
end end
end end
-------------------------------- --------------------------------
-- AWACS -- AWACS
-------------------------------- --------------------------------
@@ -6213,12 +6240,13 @@ function AWACS:_CheckAwacsStatus()
report:Add("====================") report:Add("====================")
local RESMission
-- Check for replacement mission - if any -- Check for replacement mission - if any
if self.ShiftChangeEscortsFlag and self.ShiftChangeEscortsRequested then -- Ops.Auftrag#AUFTRAG if self.ShiftChangeEscortsFlag and self.ShiftChangeEscortsRequested then -- Ops.Auftrag#AUFTRAG
ESmission = self.EscortMissionReplacement[i] RESMission = self.EscortMissionReplacement[i]
local esstatus = ESmission:GetState() local esstatus = RESMission:GetState()
local ESmissiontime = (timer.getTime() - self.EscortsTimeStamp) local RESMissiontime = (timer.getTime() - self.EscortsTimeStamp)
local ESTOSLeft = UTILS.Round((((self.EscortsTimeOnStation+self.ShiftChangeTime)*3600) - ESmissiontime),0) -- seconds local ESTOSLeft = UTILS.Round((((self.EscortsTimeOnStation+self.ShiftChangeTime)*3600) - RESMissiontime),0) -- seconds
ESTOSLeft = UTILS.Round(ESTOSLeft/60,0) -- minutes ESTOSLeft = UTILS.Round(ESTOSLeft/60,0) -- minutes
local ChangeTime = UTILS.Round(((self.ShiftChangeTime * 3600)/60),0) local ChangeTime = UTILS.Round(((self.ShiftChangeTime * 3600)/60),0)
@@ -6226,7 +6254,7 @@ function AWACS:_CheckAwacsStatus()
report:Add(string.format("Auftrag Status: %s",esstatus)) report:Add(string.format("Auftrag Status: %s",esstatus))
report:Add(string.format("TOS Left: %d min",ESTOSLeft)) report:Add(string.format("TOS Left: %d min",ESTOSLeft))
local OpsGroups = ESmission:GetOpsGroups() local OpsGroups = RESMission:GetOpsGroups()
local OpsGroup = self:_GetAliveOpsGroupFromTable(OpsGroups) -- Ops.OpsGroup#OPSGROUP local OpsGroup = self:_GetAliveOpsGroupFromTable(OpsGroups) -- Ops.OpsGroup#OPSGROUP
if OpsGroup then if OpsGroup then
local OpsName = OpsGroup:GetName() or "Unknown" local OpsName = OpsGroup:GetName() or "Unknown"
@@ -6238,13 +6266,13 @@ function AWACS:_CheckAwacsStatus()
report:Add("***** Cannot obtain (yet) this missions OpsGroup!") report:Add("***** Cannot obtain (yet) this missions OpsGroup!")
end end
if ESmission:IsExecuting() then if RESMission and RESMission:IsExecuting() then
-- make the actual change in the queue -- make the actual change in the queue
self.ShiftChangeEscortsFlag = false self.ShiftChangeEscortsFlag = false
self.ShiftChangeEscortsRequested = false self.ShiftChangeEscortsRequested = false
-- cancel old mission -- cancel old mission
if ESmission and ESmission:IsNotOver() then if ESmission and ESmission:IsNotOver() then
ESmission:Cancel() ESmission:__Cancel(1)
end end
self.EscortMission[i] = self.EscortMissionReplacement[i] self.EscortMission[i] = self.EscortMissionReplacement[i]
self.EscortMissionReplacement[i] = nil self.EscortMissionReplacement[i] = nil

View File

@@ -31,7 +31,7 @@
-- @image OPS_CSAR.jpg -- @image OPS_CSAR.jpg
--- ---
-- Last Update Sep 2024 -- Last Update Jan 2025
------------------------------------------------------------------------- -------------------------------------------------------------------------
--- **CSAR** class, extends Core.Base#BASE, Core.Fsm#FSM --- **CSAR** class, extends Core.Base#BASE, Core.Fsm#FSM
@@ -92,7 +92,7 @@
-- mycsar.immortalcrew = true -- Set to true to make wounded crew immortal. -- mycsar.immortalcrew = true -- Set to true to make wounded crew immortal.
-- mycsar.invisiblecrew = false -- Set to true to make wounded crew insvisible. -- mycsar.invisiblecrew = false -- Set to true to make wounded crew insvisible.
-- mycsar.loadDistance = 75 -- configure distance for pilots to get into helicopter in meters. -- mycsar.loadDistance = 75 -- configure distance for pilots to get into helicopter in meters.
-- mycsar.mashprefix = {"MASH"} -- prefixes of #GROUP objects used as MASHes. -- mycsar.mashprefix = {"MASH"} -- prefixes of #GROUP objects used as MASHes. Will also try to add ZONE and STATIC objects with this prefix once at startup.
-- mycsar.max_units = 6 -- max number of pilots that can be carried if #CSAR.AircraftType is undefined. -- mycsar.max_units = 6 -- max number of pilots that can be carried if #CSAR.AircraftType is undefined.
-- mycsar.messageTime = 15 -- Time to show messages for in seconds. Doubled for long messages. -- mycsar.messageTime = 15 -- Time to show messages for in seconds. Doubled for long messages.
-- mycsar.radioSound = "beacon.ogg" -- the name of the sound file to use for the pilots\' radio beacons. -- mycsar.radioSound = "beacon.ogg" -- the name of the sound file to use for the pilots\' radio beacons.
@@ -313,7 +313,7 @@ CSAR.AircraftType["CH-47Fbl1"] = 31
--- CSAR class version. --- CSAR class version.
-- @field #string version -- @field #string version
CSAR.version="1.0.29" CSAR.version="1.0.30"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list -- ToDo list
@@ -809,6 +809,8 @@ end
-- @param #boolean noMessage -- @param #boolean noMessage
-- @param #string _description Description -- @param #string _description Description
-- @param #boolean forcedesc Use the description only for the pilot track entry -- @param #boolean forcedesc Use the description only for the pilot track entry
-- @return Wrapper.Group#GROUP PilotInField Pilot GROUP object
-- @return #string AliasName Alias display name
function CSAR:_AddCsar(_coalition , _country, _point, _typeName, _unitName, _playerName, _freq, noMessage, _description, forcedesc ) function CSAR:_AddCsar(_coalition , _country, _point, _typeName, _unitName, _playerName, _freq, noMessage, _description, forcedesc )
self:T(self.lid .. " _AddCsar") self:T(self.lid .. " _AddCsar")
self:T({_coalition , _country, _point, _typeName, _unitName, _playerName, _freq, noMessage, _description}) self:T({_coalition , _country, _point, _typeName, _unitName, _playerName, _freq, noMessage, _description})
@@ -878,7 +880,7 @@ function CSAR:_AddCsar(_coalition , _country, _point, _typeName, _unitName, _pla
self:_InitSARForPilot(_spawnedGroup, _unitName, _freq, noMessage, _playerName) --shagrat use unitName to have the aircraft callsign / descriptive "name" etc. self:_InitSARForPilot(_spawnedGroup, _unitName, _freq, noMessage, _playerName) --shagrat use unitName to have the aircraft callsign / descriptive "name" etc.
return self return _spawnedGroup, _alias
end end
--- (Internal) Function to add a CSAR object into the scene at a zone coordinate. For mission designers wanting to add e.g. PoWs to the scene. --- (Internal) Function to add a CSAR object into the scene at a zone coordinate. For mission designers wanting to add e.g. PoWs to the scene.
@@ -1829,8 +1831,9 @@ end
--- (Internal) Function to get string of a group\'s position. --- (Internal) Function to get string of a group\'s position.
-- @param #CSAR self -- @param #CSAR self
-- @param Wrapper.Controllable#CONTROLLABLE _woundedGroup Group or Unit object. -- @param Wrapper.Controllable#CONTROLLABLE _woundedGroup Group or Unit object.
-- @param Wrapper.Unit#UNIT _Unit Requesting helo pilot unit
-- @return #string Coordinates as Text -- @return #string Coordinates as Text
function CSAR:_GetPositionOfWounded(_woundedGroup) function CSAR:_GetPositionOfWounded(_woundedGroup,_Unit)
self:T(self.lid .. " _GetPositionOfWounded") self:T(self.lid .. " _GetPositionOfWounded")
local _coordinate = _woundedGroup:GetCoordinate() local _coordinate = _woundedGroup:GetCoordinate()
local _coordinatesText = "None" local _coordinatesText = "None"
@@ -1845,6 +1848,26 @@ function CSAR:_GetPositionOfWounded(_woundedGroup)
_coordinatesText = _coordinate:ToStringBULLS(self.coalition) _coordinatesText = _coordinate:ToStringBULLS(self.coalition)
end end
end end
if _Unit and _Unit:GetPlayerName() then
local playername = _Unit:GetPlayerName()
if playername then
local settings = _DATABASE:GetPlayerSettings(playername) or _SETTINGS
if settings then
self:T("Get Settings ok!")
if settings:IsA2G_MGRS() then
_coordinatesText = _coordinate:ToStringMGRS(settings)
elseif settings:IsA2G_LL_DMS() then
_coordinatesText = _coordinate:ToStringLLDMS(settings)
elseif settings:IsA2G_LL_DDM() then
_coordinatesText = _coordinate:ToStringLLDDM(settings)
elseif settings:IsA2G_BR() then
-- attention this is the distance from the ASKING unit to target, not from RECCE to target!
local startcoordinate = _Unit:GetCoordinate()
_coordinatesText = _coordinate:ToStringBR(startcoordinate,settings)
end
end
end
end
return _coordinatesText return _coordinatesText
end end
@@ -1870,13 +1893,17 @@ function CSAR:_DisplayActiveSAR(_unitName)
self:T({Table=_value}) self:T({Table=_value})
local _woundedGroup = _value.group local _woundedGroup = _value.group
if _woundedGroup and _value.alive then if _woundedGroup and _value.alive then
local _coordinatesText = self:_GetPositionOfWounded(_woundedGroup) local _coordinatesText = self:_GetPositionOfWounded(_woundedGroup,_heli)
local _helicoord = _heli:GetCoordinate() local _helicoord = _heli:GetCoordinate()
local _woundcoord = _woundedGroup:GetCoordinate() local _woundcoord = _woundedGroup:GetCoordinate()
local _distance = self:_GetDistance(_helicoord, _woundcoord) local _distance = self:_GetDistance(_helicoord, _woundcoord)
self:T({_distance = _distance}) self:T({_distance = _distance})
local distancetext = "" local distancetext = ""
if _SETTINGS:IsImperial() then local settings = _SETTINGS
if _heli:GetPlayerName() then
settings = _DATABASE:GetPlayerSettings(_heli:GetPlayerName()) or _SETTINGS
end
if settings:IsImperial() then
distancetext = string.format("%.1fnm",UTILS.MetersToNM(_distance)) distancetext = string.format("%.1fnm",UTILS.MetersToNM(_distance))
else else
distancetext = string.format("%.1fkm", _distance/1000.0) distancetext = string.format("%.1fkm", _distance/1000.0)
@@ -2425,7 +2452,22 @@ function CSAR:onafterStart(From, Event, To)
self.allheligroupset = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterCategoryHelicopter():FilterStart() self.allheligroupset = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterCategoryHelicopter():FilterStart()
end end
self.mash = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterPrefixes(self.mashprefix):FilterStart() -- currently only GROUP objects, maybe support STATICs also? self.mash = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterPrefixes(self.mashprefix):FilterStart()
local staticmashes = SET_STATIC:New():FilterCoalitions(self.coalitiontxt):FilterPrefixes(self.mashprefix):FilterOnce()
local zonemashes = SET_ZONE:New():FilterPrefixes(self.mashprefix):FilterOnce()
if staticmashes:Count() > 0 then
for _,_mash in pairs(staticmashes.Set) do
self.mash:AddObject(_mash)
end
end
if zonemashes:Count() > 0 then
for _,_mash in pairs(zonemashes.Set) do
self.mash:AddObject(_mash)
end
end
if not self.coordinate then if not self.coordinate then
local csarhq = self.mash:GetRandom() local csarhq = self.mash:GetRandom()

File diff suppressed because it is too large Load Diff

View File

@@ -1774,8 +1774,10 @@ function COMMANDER:RecruitAssetsForMission(Mission)
MaxWeight=cohort.cargobayLimit MaxWeight=cohort.cargobayLimit
end end
end end
self:T(self.lid..string.format("Largest cargo bay available=%.1f", MaxWeight)) if MaxWeight then
self:T(self.lid..string.format("Largest cargo bay available=%.1f", MaxWeight))
end
end end
local legions=self.legions local legions=self.legions
@@ -2165,4 +2167,4 @@ end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

View File

@@ -252,7 +252,7 @@ EASYGCICAP = {
--- EASYGCICAP class version. --- EASYGCICAP class version.
-- @field #string version -- @field #string version
EASYGCICAP.version="0.1.16" EASYGCICAP.version="0.1.17"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list -- TODO list
@@ -348,9 +348,23 @@ function EASYGCICAP:SetTankerAndAWACSInvisible(Switch)
return self return self
end end
--- Set Maximum of alive missions to stop airplanes spamming the map --- Count alive missions in our internal stack.
-- @param #EASYGCICAP self -- @param #EASYGCICAP self
-- @param #number Maxiumum Maxmimum number of parallel missions allowed. Count is Cap-Missions + Intercept-Missions + Alert5-Missionsm default is 6 -- @return #number count
function EASYGCICAP:_CountAliveAuftrags()
local alive = 0
for _,_auftrag in pairs(self.ListOfAuftrag) do
local auftrag = _auftrag -- Ops.Auftrag#AUFTRAG
if auftrag and (not (auftrag:IsCancelled() or auftrag:IsDone() or auftrag:IsOver())) then
alive = alive + 1
end
end
return alive
end
--- Set Maximum of alive missions created by this instance to stop airplanes spamming the map
-- @param #EASYGCICAP self
-- @param #number Maxiumum Maxmimum number of parallel missions allowed. Count is Intercept-Missions + Alert5-Missions, default is 8
-- @return #EASYGCICAP self -- @return #EASYGCICAP self
function EASYGCICAP:SetMaxAliveMissions(Maxiumum) function EASYGCICAP:SetMaxAliveMissions(Maxiumum)
self:T(self.lid.."SetMaxAliveMissions") self:T(self.lid.."SetMaxAliveMissions")
@@ -585,7 +599,7 @@ function EASYGCICAP:_AddAirwing(Airbasename, Alias)
local TankerInvisible = self.TankerInvisible local TankerInvisible = self.TankerInvisible
function CAP_Wing:OnAfterFlightOnMission(From, Event, To, Flightgroup, Mission) function CAP_Wing:onbeforeFlightOnMission(From, Event, To, Flightgroup, Mission)
local flightgroup = Flightgroup -- Ops.FlightGroup#FLIGHTGROUP local flightgroup = Flightgroup -- Ops.FlightGroup#FLIGHTGROUP
if DespawnAfterLanding then if DespawnAfterLanding then
flightgroup:SetDespawnAfterLanding() flightgroup:SetDespawnAfterLanding()
@@ -615,7 +629,7 @@ function EASYGCICAP:_AddAirwing(Airbasename, Alias)
flightgroup:SetFuelLowRTB(true) flightgroup:SetFuelLowRTB(true)
Intel:AddAgent(flightgroup) Intel:AddAgent(flightgroup)
if DespawnAfterHolding then if DespawnAfterHolding then
function flightgroup:OnAfterHolding(From,Event,To) function flightgroup:onbeforeHolding(From,Event,To)
self:Despawn(1,true) self:Despawn(1,true)
end end
end end
@@ -1177,7 +1191,7 @@ function EASYGCICAP:_AssignIntercept(Cluster)
local wings = self.wings local wings = self.wings
local ctlpts = self.ManagedCP local ctlpts = self.ManagedCP
local MaxAliveMissions = self.MaxAliveMissions * self.capgrouping local MaxAliveMissions = self.MaxAliveMissions --* self.capgrouping
local nogozoneset = self.NoGoZoneSet local nogozoneset = self.NoGoZoneSet
local ReadyFlightGroups = self.ReadyFlightGroups local ReadyFlightGroups = self.ReadyFlightGroups
@@ -1242,9 +1256,10 @@ function EASYGCICAP:_AssignIntercept(Cluster)
-- Do we have a matching airwing? -- Do we have a matching airwing?
if targetairwing then if targetairwing then
local AssetCount = targetairwing:CountAssetsOnMission(MissionTypes,Cohort) local AssetCount = targetairwing:CountAssetsOnMission(MissionTypes,Cohort)
local missioncount = self:_CountAliveAuftrags()
-- Enough airframes on mission already? -- Enough airframes on mission already?
self:T(self.lid.." Assets on Mission "..AssetCount) self:T(self.lid.." Assets on Mission "..AssetCount)
if AssetCount <= MaxAliveMissions then if missioncount < MaxAliveMissions then
local repeats = repeatsonfailure local repeats = repeatsonfailure
local InterceptAuftrag = AUFTRAG:NewINTERCEPT(contact.group) local InterceptAuftrag = AUFTRAG:NewINTERCEPT(contact.group)
:SetMissionRange(150) :SetMissionRange(150)
@@ -1312,7 +1327,7 @@ function EASYGCICAP:_StartIntel()
self:_AssignIntercept(Cluster) self:_AssignIntercept(Cluster)
end end
function BlueIntel:OnAfterNewCluster(From,Event,To,Cluster) function BlueIntel:onbeforeNewCluster(From,Event,To,Cluster)
AssignCluster(Cluster) AssignCluster(Cluster)
end end
@@ -1429,12 +1444,14 @@ function EASYGCICAP:onafterStatus(From,Event,To)
local text = "GCICAP "..self.alias local text = "GCICAP "..self.alias
text = text.."\nWings: "..wings.."\nSquads: "..squads.."\nCapPoints: "..caps.."\nAssets on Mission: "..assets.."\nAssets in Stock: "..instock text = text.."\nWings: "..wings.."\nSquads: "..squads.."\nCapPoints: "..caps.."\nAssets on Mission: "..assets.."\nAssets in Stock: "..instock
text = text.."\nThreats: "..threatcount text = text.."\nThreats: "..threatcount
text = text.."\nMissions: "..capmission+interceptmission text = text.."\nAirWing managed Missions: "..capmission+awacsmission+tankermission+reconmission
text = text.."\n - CAP: "..capmission text = text.."\n - CAP: "..capmission
text = text.."\n - Intercept: "..interceptmission
text = text.."\n - AWACS: "..awacsmission text = text.."\n - AWACS: "..awacsmission
text = text.."\n - TANKER: "..tankermission text = text.."\n - TANKER: "..tankermission
text = text.."\n - Recon: "..reconmission text = text.."\n - Recon: "..reconmission
text = text.."\nSelf managed Missions:"
text = text.."\n - Mission Limit: "..self.MaxAliveMissions
text = text.."\n - Alert5+Intercept "..self:_CountAliveAuftrags()
MESSAGE:New(text,15,"GCICAP"):ToAll():ToLogIf(self.debug) MESSAGE:New(text,15,"GCICAP"):ToAll():ToLogIf(self.debug)
end end
self:__Status(30) self:__Status(30)

View File

@@ -445,6 +445,21 @@ function LEGION:DelCohort(Cohort)
return self return self
end end
--- Remove specific asset from legion.
-- @param #LEGION self
-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The asset.
-- @return #LEGION self
function LEGION:DelAsset(Asset)
if Asset.cohort then
Asset.cohort:DelAsset(Asset)
else
self:E(self.lid..string.format("ERROR: Asset has not cohort attached. Cannot remove it from legion!"))
end
return self
end
--- Relocate a cohort to another legion. --- Relocate a cohort to another legion.
-- Assets in stock are spawned and routed to the new legion. -- Assets in stock are spawned and routed to the new legion.
@@ -1643,6 +1658,9 @@ function LEGION:onafterAssetDead(From, Event, To, asset, request)
if self.commander and self.commander.chief then if self.commander and self.commander.chief then
self.commander.chief.detectionset:RemoveGroupsByName({asset.spawngroupname}) self.commander.chief.detectionset:RemoveGroupsByName({asset.spawngroupname})
end end
-- Remove asset from cohort and legion.
self:DelAsset(asset)
-- Remove asset from mission is done via Mission:AssetDead() call from flightgroup onafterFlightDead function -- Remove asset from mission is done via Mission:AssetDead() call from flightgroup onafterFlightDead function
-- Remove asset from squadron same -- Remove asset from squadron same

View File

@@ -512,7 +512,7 @@ OPSGROUP.CargoStatus={
--- OpsGroup version. --- OpsGroup version.
-- @field #string version -- @field #string version
OPSGROUP.version="1.0.3" OPSGROUP.version="1.0.4"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list -- TODO list
@@ -1333,8 +1333,9 @@ end
-- @param Core.Point#COORDINATE TargetCoord Coordinate of the target. -- @param Core.Point#COORDINATE TargetCoord Coordinate of the target.
-- @param #number WeaponBitType Weapon type. -- @param #number WeaponBitType Weapon type.
-- @param Core.Point#COORDINATE RefCoord Reference coordinate. -- @param Core.Point#COORDINATE RefCoord Reference coordinate.
-- @param #table SurfaceTypes Valid surfaces types of the coordinate. Default any (nil).
-- @return Core.Point#COORDINATE Coordinate in weapon range -- @return Core.Point#COORDINATE Coordinate in weapon range
function OPSGROUP:GetCoordinateInRange(TargetCoord, WeaponBitType, RefCoord) function OPSGROUP:GetCoordinateInRange(TargetCoord, WeaponBitType, RefCoord, SurfaceTypes)
local coordInRange=nil --Core.Point#COORDINATE local coordInRange=nil --Core.Point#COORDINATE
@@ -1343,35 +1344,58 @@ function OPSGROUP:GetCoordinateInRange(TargetCoord, WeaponBitType, RefCoord)
-- Get weapon range. -- Get weapon range.
local weapondata=self:GetWeaponData(WeaponBitType) local weapondata=self:GetWeaponData(WeaponBitType)
-- Heading intervals to search for a possible new coordinate in range.
local dh={0, -5, 5, -10, 10, -15, 15, -20, 20, -25, 25, -30, 30, -35, 35, -40, 40, -45, 45, -50, 50, -55, 55, -60, 60, -65, 65, -70, 70, -75, 75, -80, 80}
-- Function that checks if the given surface type is valid
local function _checkSurface(point)
if SurfaceTypes then
local stype=point:GetSurfaceType()
for _,sf in pairs(SurfaceTypes) do
if sf==stype then
return true
end
end
return false
else
return true
end
end
if weapondata then if weapondata then
-- Heading to target. -- Heading to target.
local heading=RefCoord:HeadingTo(TargetCoord) local heading=TargetCoord:HeadingTo(RefCoord)
-- Distance to target. -- Distance to target.
local dist=RefCoord:Get2DDistance(TargetCoord) local dist=RefCoord:Get2DDistance(TargetCoord)
local range=nil
if dist>weapondata.RangeMax then
range=weapondata.RangeMax
self:T(self.lid..string.format("Out of max range = %.1f km by %.1f km for weapon %s", weapondata.RangeMax/1000, (weapondata.RangeMax-dist)/1000, tostring(WeaponBitType)))
elseif dist<weapondata.RangeMin then
range=weapondata.RangeMin
self:T(self.lid..string.format("Out of min range = %.1f km by %.1f km for weapon %s", weapondata.RangeMin/1000, (weapondata.RangeMin-dist)/1000, tostring(WeaponBitType)))
end
-- Check if we are within range. -- Check if we are within range.
if dist>weapondata.RangeMax then if range then
local d=(dist-weapondata.RangeMax)*1.05 for _,delta in pairs(dh) do
-- New waypoint coord. local h=heading+delta
coordInRange=RefCoord:Translate(d, heading)
-- Debug info.
self:T(self.lid..string.format("Out of max range = %.1f km for weapon %s", weapondata.RangeMax/1000, tostring(WeaponBitType)))
elseif dist<weapondata.RangeMin then
local d=(dist-weapondata.RangeMin)*1.05
-- New waypoint coord.
coordInRange=RefCoord:Translate(d, heading)
-- Debug info.
self:T(self.lid..string.format("Out of min range = %.1f km for weapon %s", weapondata.RangeMax/1000, tostring(WeaponBitType)))
else
-- New waypoint coord.
coordInRange=TargetCoord:Translate(range, h)
if _checkSurface(coordInRange) then
break
end
end
else
-- Debug info. -- Debug info.
self:T(self.lid..string.format("Already in range for weapon %s", tostring(WeaponBitType))) self:T(self.lid..string.format("Already in range for weapon %s", tostring(WeaponBitType)))
end end
@@ -1450,11 +1474,14 @@ end
-- @param #number RangeMin Minimum range in nautical miles. Default 0 NM. -- @param #number RangeMin Minimum range in nautical miles. Default 0 NM.
-- @param #number RangeMax Maximum range in nautical miles. Default 10 NM. -- @param #number RangeMax Maximum range in nautical miles. Default 10 NM.
-- @param #number BitType Bit mask of weapon type for which the given min/max ranges apply. Default is `ENUMS.WeaponFlag.Auto`, i.e. for all weapon types. -- @param #number BitType Bit mask of weapon type for which the given min/max ranges apply. Default is `ENUMS.WeaponFlag.Auto`, i.e. for all weapon types.
-- @param #function ConversionToMeters Function that converts input units of ranges to meters. Defaul `UTILS.NMToMeters`.
-- @return #OPSGROUP self -- @return #OPSGROUP self
function OPSGROUP:AddWeaponRange(RangeMin, RangeMax, BitType) function OPSGROUP:AddWeaponRange(RangeMin, RangeMax, BitType, ConversionToMeters)
RangeMin=UTILS.NMToMeters(RangeMin or 0) ConversionToMeters=ConversionToMeters or UTILS.NMToMeters
RangeMax=UTILS.NMToMeters(RangeMax or 10)
RangeMin=ConversionToMeters(RangeMin or 0)
RangeMax=ConversionToMeters(RangeMax or 10)
local weapon={} --#OPSGROUP.WeaponData local weapon={} --#OPSGROUP.WeaponData
@@ -6073,17 +6100,16 @@ function OPSGROUP:RouteToMission(mission, delay)
-- Target Coord. -- Target Coord.
local targetcoord=mission:GetTargetCoordinate() local targetcoord=mission:GetTargetCoordinate()
-- In range already? -- In range already?
local inRange=self:InWeaponRange(targetcoord, mission.engageWeaponType) local inRange=self:InWeaponRange(targetcoord, mission.engageWeaponType, waypointcoord)
if inRange then if inRange then
waypointcoord=self:GetCoordinate(true) --waypointcoord=self:GetCoordinate(true)
else else
local coordInRange=self:GetCoordinateInRange(targetcoord, mission.engageWeaponType, waypointcoord) local coordInRange=self:GetCoordinateInRange(targetcoord, mission.engageWeaponType, waypointcoord, surfacetypes)
if coordInRange then if coordInRange then
@@ -9019,7 +9045,7 @@ function OPSGROUP:AddWeightCargo(UnitName, Weight)
self:T(self.lid..string.format("%s: Adding %.1f kg cargo weight. New cargo weight=%.1f kg", UnitName, Weight, element.weightCargo)) self:T(self.lid..string.format("%s: Adding %.1f kg cargo weight. New cargo weight=%.1f kg", UnitName, Weight, element.weightCargo))
-- For airborne units, we set the weight in game. -- For airborne units, we set the weight in game.
if self.isFlightgroup then if self.isFlightgroup and element.unit and element.unit:IsAlive() then -- #2272 trying to deduct cargo weight from possibly dead units
trigger.action.setUnitInternalCargo(element.name, element.weightCargo) --https://wiki.hoggitworld.com/view/DCS_func_setUnitInternalCargo trigger.action.setUnitInternalCargo(element.name, element.weightCargo) --https://wiki.hoggitworld.com/view/DCS_func_setUnitInternalCargo
end end

View File

@@ -723,6 +723,7 @@ end
-- @param #string From From state. -- @param #string From From state.
-- @param #string Event Event. -- @param #string Event Event.
-- @param #string To To state. -- @param #string To To state.
-- @return #OPSZONE self
function OPSZONE:onafterStart(From, Event, To) function OPSZONE:onafterStart(From, Event, To)
-- Info. -- Info.
@@ -739,6 +740,7 @@ function OPSZONE:onafterStart(From, Event, To)
self:HandleEvent(EVENTS.BaseCaptured) self:HandleEvent(EVENTS.BaseCaptured)
end end
return self
end end
--- Stop OPSZONE FSM. --- Stop OPSZONE FSM.

View File

@@ -106,7 +106,7 @@ PLAYERRECCE = {
ClassName = "PLAYERRECCE", ClassName = "PLAYERRECCE",
verbose = true, verbose = true,
lid = nil, lid = nil,
version = "0.1.24", version = "0.1.26",
ViewZone = {}, ViewZone = {},
ViewZoneVisual = {}, ViewZoneVisual = {},
ViewZoneLaser = {}, ViewZoneLaser = {},
@@ -154,7 +154,8 @@ PLAYERRECCE.LaserRelativePos = {
["SA342Minigun"] = { x = 1.7, y = 1.2, z = 0 }, ["SA342Minigun"] = { x = 1.7, y = 1.2, z = 0 },
["SA342L"] = { x = 1.7, y = 1.2, z = 0 }, ["SA342L"] = { x = 1.7, y = 1.2, z = 0 },
["Ka-50"] = { x = 6.1, y = -0.85 , z = 0 }, ["Ka-50"] = { x = 6.1, y = -0.85 , z = 0 },
["Ka-50_3"] = { x = 6.1, y = -0.85 , z = 0 } ["Ka-50_3"] = { x = 6.1, y = -0.85 , z = 0 },
["OH58D"] = {x = 0, y = 2.8, z = 0},
} }
--- ---
@@ -166,7 +167,8 @@ PLAYERRECCE.MaxViewDistance = {
["SA342Minigun"] = 8000, ["SA342Minigun"] = 8000,
["SA342L"] = 8000, ["SA342L"] = 8000,
["Ka-50"] = 8000, ["Ka-50"] = 8000,
["Ka-50_3"] = 8000, ["Ka-50_3"] = 8000,
["OH58D"] = 8000,
} }
--- ---
@@ -178,7 +180,8 @@ PLAYERRECCE.Cameraheight = {
["SA342Minigun"] = 2.85, ["SA342Minigun"] = 2.85,
["SA342L"] = 2.85, ["SA342L"] = 2.85,
["Ka-50"] = 0.5, ["Ka-50"] = 0.5,
["Ka-50_3"] = 0.5, ["Ka-50_3"] = 0.5,
["OH58D"] = 4.25,
} }
--- ---
@@ -190,7 +193,8 @@ PLAYERRECCE.CanLase = {
["SA342Minigun"] = false, -- no optics ["SA342Minigun"] = false, -- no optics
["SA342L"] = true, ["SA342L"] = true,
["Ka-50"] = true, ["Ka-50"] = true,
["Ka-50_3"] = true, ["Ka-50_3"] = true,
["OH58D"] = false, -- has onboard and useable laser
} }
--- ---
@@ -546,7 +550,7 @@ function PLAYERRECCE:SetAttackSet(AttackSet)
return self return self
end end
---[Internal] Check Gazelle camera in on ---[Internal] Check Helicopter camera in on
-- @param #PLAYERRECCE self -- @param #PLAYERRECCE self
-- @param Wrapper.Client#CLIENT client -- @param Wrapper.Client#CLIENT client
-- @param #string playername -- @param #string playername
@@ -562,6 +566,12 @@ function PLAYERRECCE:_CameraOn(client,playername)
if vivihorizontal < -0.7 or vivihorizontal > 0.7 then if vivihorizontal < -0.7 or vivihorizontal > 0.7 then
camera = false camera = false
end end
elseif string.find(typename,"OH58") then
local dcsunit = Unit.getByName(client:GetName())
local vivihorizontal = dcsunit:getDrawArgumentValue(528) or 0 -- Kiow
if vivihorizontal < -0.527 or vivihorizontal > 0.527 then
camera = false
end
elseif string.find(typename,"Ka-50") then elseif string.find(typename,"Ka-50") then
camera = true camera = true
end end
@@ -569,6 +579,52 @@ function PLAYERRECCE:_CameraOn(client,playername)
return camera return camera
end end
--- [Internal] Get the view parameters from a Kiowa MMS camera
-- @param #PLAYERRECCE self
-- @param Wrapper.Unit#UNIT Kiowa
-- @return #number cameraheading in degrees.
-- @return #number cameranodding in degrees.
-- @return #number maxview in meters.
-- @return #boolean cameraison If true, camera is on, else off.
function PLAYERRECCE:_GetKiowaMMSSight(Kiowa)
self:T(self.lid.."_GetKiowaMMSSight")
local unit = Kiowa -- Wrapper.Unit#UNIT
if unit and unit:IsAlive() then
local dcsunit = Unit.getByName(Kiowa:GetName())
--[[
shagrat — 01/01/2025 23:13
Found the necessary ARGS for the Kiowa MMS angle and rotation:
Arg 527 vertical movement
0 = neutral
-1.0 = max depression (30° max depression angle)
+1.0 = max elevation angle (30° max elevation angle)
Arg 528 horizontal movement
0 = forward (0 degr)
-0.25 = 90° left
-0.5 = rear (180°) left (max 190° = -0.527
+0.25 = 90° right
+0.5 = 180° right (max 190° = 0.527)
--]]
local mmshorizontal = dcsunit:getDrawArgumentValue(528) or 0
local mmsvertical = dcsunit:getDrawArgumentValue(527) or 0
self:T(string.format("Kiowa MMS Arguments Read: H %.3f V %.3f",mmshorizontal,mmsvertical))
local mmson = true
if mmshorizontal < -0.527 or mmshorizontal > 0.527 then mmson = false end
local horizontalview = mmshorizontal / 0.527 * 190
local heading = unit:GetHeading()
local mmsheading = (heading+horizontalview)%360
--local mmsyaw = mmsvertical * 30
local mmsyaw = math.atan(mmsvertical)*40
local maxview = self:_GetActualMaxLOSight(unit,mmsheading, mmsyaw,not mmson)
if maxview > 8000 then maxview = 8000 end
self:T(string.format("Kiowa MMS Heading %d, Yaw %d, MaxView %dm MMS On %s",mmsheading,mmsyaw,maxview,tostring(mmson)))
return mmsheading,mmsyaw,maxview,mmson
end
return 0,0,0,false
end
--- [Internal] Get the view parameters from a Gazelle camera --- [Internal] Get the view parameters from a Gazelle camera
-- @param #PLAYERRECCE self -- @param #PLAYERRECCE self
-- @param Wrapper.Unit#UNIT Gazelle -- @param Wrapper.Unit#UNIT Gazelle
@@ -597,40 +653,15 @@ function PLAYERRECCE:_GetGazelleVivianneSight(Gazelle)
vivioff = true vivioff = true
return 0,0,0,false return 0,0,0,false
end end
vivivertical = vivivertical / 1.10731 -- normalize
local horizontalview = vivihorizontal * -180 local horizontalview = vivihorizontal * -180
local verticalview = vivivertical * 30 -- ca +/- 30° --local verticalview = vivivertical * 30 -- ca +/- 30°
--self:I(string.format("vivihorizontal=%.5f | vivivertical=%.5f",vivihorizontal,vivivertical)) local verticalview = math.atan(vivivertical)
--self:I(string.format("horizontal=%.5f | vertical=%.5f",horizontalview,verticalview))
local heading = unit:GetHeading() local heading = unit:GetHeading()
local viviheading = (heading+horizontalview)%360 local viviheading = (heading+horizontalview)%360
local maxview = self:_GetActualMaxLOSight(unit,viviheading, verticalview,vivioff) local maxview = self:_GetActualMaxLOSight(unit,viviheading, verticalview,vivioff)
--self:I(string.format("maxview=%.5f",maxview))
-- visual skew
local factor = 3.15
self.GazelleViewFactors = {
[1]=1.18,
[2]=1.32,
[3]=1.46,
[4]=1.62,
[5]=1.77,
[6]=1.85,
[7]=2.05,
[8]=2.05,
[9]=2.3,
[10]=2.3,
[11]=2.27,
[12]=2.27,
[13]=2.43,
}
local lfac = UTILS.Round(maxview,-2)
if lfac <= 1300 then
--factor = self.GazelleViewFactors[lfac/100]
factor = 3.15
maxview = math.ceil((maxview*factor)/100)*100
end
if maxview > 8000 then maxview = 8000 end if maxview > 8000 then maxview = 8000 end
--self:I(string.format("corrected maxview=%.5f",maxview))
return viviheading, verticalview,maxview, not vivioff return viviheading, verticalview,maxview, not vivioff
end end
return 0,0,0,false return 0,0,0,false
@@ -651,20 +682,20 @@ function PLAYERRECCE:_GetActualMaxLOSight(unit,vheading, vnod, vivoff)
if unit and unit:IsAlive() then if unit and unit:IsAlive() then
local typename = unit:GetTypeName() local typename = unit:GetTypeName()
maxview = self.MaxViewDistance[typename] or 8000 maxview = self.MaxViewDistance[typename] or 8000
local CamHeight = self.Cameraheight[typename] or 0 local CamHeight = self.Cameraheight[typename] or 1
if vnod < 0 then if vnod < -2 then
-- Looking down -- Looking down
-- determine max distance we're looking at -- determine max distance we're looking at
local beta = 90 local beta = 90
local gamma = math.floor(90-vnod) local gamma = 90-math.abs(vnod)
local alpha = math.floor(180-beta-gamma) local alpha = 90-gamma
local a = unit:GetHeight()-unit:GetCoordinate():GetLandHeight()+CamHeight local a = unit:GetHeight()-unit:GetCoordinate():GetLandHeight()+CamHeight
local b = a / math.sin(math.rad(alpha)) local b = a / math.sin(math.rad(alpha))
local c = b * math.sin(math.rad(gamma)) local c = b * math.sin(math.rad(gamma))
maxview = c*1.2 -- +20% maxview = c*1.2 -- +20%
end end
end end
return math.abs(maxview) return math.ceil(math.abs(maxview))
end end
--- [User] Set callsign options for TTS output. See @{Wrapper.Group#GROUP.GetCustomCallSign}() on how to set customized callsigns. --- [User] Set callsign options for TTS output. See @{Wrapper.Group#GROUP.GetCustomCallSign}() on how to set customized callsigns.
@@ -673,8 +704,10 @@ end
-- @param #boolean Keepnumber If true, keep the **customized callsign** in the #GROUP name for players as-is, no amendments or numbers. -- @param #boolean Keepnumber If true, keep the **customized callsign** in the #GROUP name for players as-is, no amendments or numbers.
-- @param #table CallsignTranslations (optional) Table to translate between DCS standard callsigns and bespoke ones. Does not apply if using customized -- @param #table CallsignTranslations (optional) Table to translate between DCS standard callsigns and bespoke ones. Does not apply if using customized
-- callsigns from playername or group name. -- callsigns from playername or group name.
-- @param #func CallsignCustomFunc (Optional) For player names only(!). If given, this function will return the callsign. Needs to take the groupname and the playername as first two arguments.
-- @param #arg ... (Optional) Comma separated arguments to add to the custom function call after groupname and playername.
-- @return #PLAYERRECCE self -- @return #PLAYERRECCE self
function PLAYERRECCE:SetCallSignOptions(ShortCallsign,Keepnumber,CallsignTranslations) function PLAYERRECCE:SetCallSignOptions(ShortCallsign,Keepnumber,CallsignTranslations,CallsignCustomFunc,...)
if not ShortCallsign or ShortCallsign == false then if not ShortCallsign or ShortCallsign == false then
self.ShortCallsign = false self.ShortCallsign = false
else else
@@ -682,6 +715,8 @@ function PLAYERRECCE:SetCallSignOptions(ShortCallsign,Keepnumber,CallsignTransla
end end
self.Keepnumber = Keepnumber or false self.Keepnumber = Keepnumber or false
self.CallsignTranslations = CallsignTranslations self.CallsignTranslations = CallsignTranslations
self.CallsignCustomFunc = CallsignCustomFunc
self.CallsignCustomArgs = arg or {}
return self return self
end end
@@ -803,7 +838,7 @@ function PLAYERRECCE:_GetTargetSet(unit,camera,laser)
local minview = 0 local minview = 0
local typename = unit:GetTypeName() local typename = unit:GetTypeName()
local playername = unit:GetPlayerName() local playername = unit:GetPlayerName()
local maxview = self.MaxViewDistance[typename] or 5000 local maxview = self.MaxViewDistance[typename] or 8000
local heading,nod,maxview,angle = 0,30,8000,10 local heading,nod,maxview,angle = 0,30,8000,10
local camon = false local camon = false
local name = unit:GetName() local name = unit:GetName()
@@ -811,16 +846,25 @@ function PLAYERRECCE:_GetTargetSet(unit,camera,laser)
heading,nod,maxview,camon = self:_GetGazelleVivianneSight(unit) heading,nod,maxview,camon = self:_GetGazelleVivianneSight(unit)
angle=10 angle=10
-- Model nod and actual TV view don't compute -- Model nod and actual TV view don't compute
maxview = self.MaxViewDistance[typename] or 5000 maxview = self.MaxViewDistance[typename] or 8000
elseif string.find(typename,"Ka-50") and camera then elseif string.find(typename,"Ka-50") and camera then
heading = unit:GetHeading() heading = unit:GetHeading()
nod,maxview,camon = 10,1000,true nod,maxview,camon = 10,1000,true
angle = 10 angle = 10
maxview = self.MaxViewDistance[typename] or 5000 maxview = self.MaxViewDistance[typename] or 8000
elseif string.find(typename,"OH58") and camera then
--heading = unit:GetHeading()
nod,maxview,camon = 0,8000,true
heading,nod,maxview,camon = self:_GetKiowaMMSSight(unit)
angle = 8
if maxview == 0 then
maxview = self.MaxViewDistance[typename] or 8000
end
else else
-- visual -- visual
heading = unit:GetHeading() heading = unit:GetHeading()
nod,maxview,camon = 10,1000,true nod,maxview,camon = 10,3000,true
maxview = self.MaxViewDistance[typename] or 3000
angle = 45 angle = 45
end end
if laser then if laser then
@@ -1361,6 +1405,7 @@ function PLAYERRECCE:_BuildMenus(Client)
local client = _client -- Wrapper.Client#CLIENT local client = _client -- Wrapper.Client#CLIENT
if client and client:IsAlive() then if client and client:IsAlive() then
local playername = client:GetPlayerName() local playername = client:GetPlayerName()
self:T("Menu for "..playername)
if not self.UnitLaserCodes[playername] then if not self.UnitLaserCodes[playername] then
self:_SetClientLaserCode(nil,nil,playername,1688) self:_SetClientLaserCode(nil,nil,playername,1688)
end end
@@ -1369,6 +1414,7 @@ function PLAYERRECCE:_BuildMenus(Client)
end end
local group = client:GetGroup() local group = client:GetGroup()
if not self.ClientMenus[playername] then if not self.ClientMenus[playername] then
self:T("Start Menubuild for "..playername)
local canlase = self.CanLase[client:GetTypeName()] local canlase = self.CanLase[client:GetTypeName()]
self.ClientMenus[playername] = MENU_GROUP:New(group,self.MenuName or self.Name or "RECCE") self.ClientMenus[playername] = MENU_GROUP:New(group,self.MenuName or self.Name or "RECCE")
local txtonstation = self.OnStation[playername] and "ON" or "OFF" local txtonstation = self.OnStation[playername] and "ON" or "OFF"
@@ -1506,8 +1552,9 @@ end
-- Note that this must be installed on your windows system. Can also be Google voice types, if you are using Google TTS. -- Note that this must be installed on your windows system. Can also be Google voice types, if you are using Google TTS.
-- @param #number Volume (Optional) Volume - between 0.0 (silent) and 1.0 (loudest) -- @param #number Volume (Optional) Volume - between 0.0 (silent) and 1.0 (loudest)
-- @param #string PathToGoogleKey (Optional) Path to your google key if you want to use google TTS -- @param #string PathToGoogleKey (Optional) Path to your google key if you want to use google TTS
-- @param #string Backend (optional) Backend to be used, can be MSRS.Backend.SRSEXE or MSRS.Backend.GRPC
-- @return #PLAYERRECCE self -- @return #PLAYERRECCE self
function PLAYERRECCE:SetSRS(Frequency,Modulation,PathToSRS,Gender,Culture,Port,Voice,Volume,PathToGoogleKey) function PLAYERRECCE:SetSRS(Frequency,Modulation,PathToSRS,Gender,Culture,Port,Voice,Volume,PathToGoogleKey,Backend)
self:T(self.lid.."SetSRS") self:T(self.lid.."SetSRS")
self.PathToSRS = PathToSRS or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone" -- self.PathToSRS = PathToSRS or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone" --
self.Gender = Gender or MSRS.gender or "male" -- self.Gender = Gender or MSRS.gender or "male" --
@@ -1529,6 +1576,9 @@ function PLAYERRECCE:SetSRS(Frequency,Modulation,PathToSRS,Gender,Culture,Port,V
self.SRS:SetCulture(self.Culture) self.SRS:SetCulture(self.Culture)
self.SRS:SetPort(self.Port) self.SRS:SetPort(self.Port)
self.SRS:SetVolume(self.Volume) self.SRS:SetVolume(self.Volume)
if Backend then
self.SRS:SetBackend(Backend)
end
if self.PathToGoogleKey then if self.PathToGoogleKey then
self.SRS:SetProviderOptionsGoogle(self.PathToGoogleKey,self.PathToGoogleKey) self.SRS:SetProviderOptionsGoogle(self.PathToGoogleKey,self.PathToGoogleKey)
self.SRS:SetProvider(MSRS.Provider.GOOGLE) self.SRS:SetProvider(MSRS.Provider.GOOGLE)
@@ -1585,6 +1635,15 @@ function PLAYERRECCE:EnableSmokeOwnPosition()
return self return self
end end
--- [User] Enable auto lasing for the Kiowa OH-58D.
-- @param #PLAYERRECCE self
-- @return #PLAYERRECCE self
function PLAYERRECCE:EnableKiowaAutolase()
self:T(self.lid.."EnableKiowaAutolase")
self.CanLase.OH58D = true
return self
end
--- [User] Disable smoking of own position --- [User] Disable smoking of own position
-- @param #PLAYERRECCE self -- @param #PLAYERRECCE self
-- @return #PLAYERRECCE -- @return #PLAYERRECCE
@@ -1742,7 +1801,7 @@ end
-- @return #PLAYERRECCE self -- @return #PLAYERRECCE self
function PLAYERRECCE:onafterRecceOnStation(From, Event, To, Client, Playername) function PLAYERRECCE:onafterRecceOnStation(From, Event, To, Client, Playername)
self:T({From, Event, To}) self:T({From, Event, To})
local callsign = Client:GetGroup():GetCustomCallSign(self.ShortCallsign,self.Keepnumber,self.CallsignTranslations) local callsign = Client:GetGroup():GetCustomCallSign(self.ShortCallsign,self.Keepnumber,self.CallsignTranslations,self.CallsignCustomFunc,self.CallsignCustomArgs)
local coord = Client:GetCoordinate() local coord = Client:GetCoordinate()
local coordtext = coord:ToStringBULLS(self.Coalition) local coordtext = coord:ToStringBULLS(self.Coalition)
if self.ReferencePoint then if self.ReferencePoint then
@@ -1751,7 +1810,7 @@ function PLAYERRECCE:onafterRecceOnStation(From, Event, To, Client, Playername)
end end
local text1 = "Party time!" local text1 = "Party time!"
local text2 = string.format("All stations, FACA %s on station\nat %s!",callsign, coordtext) local text2 = string.format("All stations, FACA %s on station\nat %s!",callsign, coordtext)
local text2tts = string.format("All stations, FACA %s on station at %s!",callsign, coordtext) local text2tts = string.format(" All stations, FACA %s on station at %s!",callsign, coordtext)
text2tts = self:_GetTextForSpeech(text2tts) text2tts = self:_GetTextForSpeech(text2tts)
if self.debug then if self.debug then
self:T(text2.."\n"..text2tts) self:T(text2.."\n"..text2tts)
@@ -1782,7 +1841,7 @@ end
-- @return #PLAYERRECCE self -- @return #PLAYERRECCE self
function PLAYERRECCE:onafterRecceOffStation(From, Event, To, Client, Playername) function PLAYERRECCE:onafterRecceOffStation(From, Event, To, Client, Playername)
self:T({From, Event, To}) self:T({From, Event, To})
local callsign = Client:GetGroup():GetCustomCallSign(self.ShortCallsign,self.Keepnumber,self.CallsignTranslations) local callsign = Client:GetGroup():GetCustomCallSign(self.ShortCallsign,self.Keepnumber,self.CallsignTranslations,self.CallsignCustomFunc,self.CallsignCustomArgs)
local coord = Client:GetCoordinate() local coord = Client:GetCoordinate()
local coordtext = coord:ToStringBULLS(self.Coalition) local coordtext = coord:ToStringBULLS(self.Coalition)
if self.ReferencePoint then if self.ReferencePoint then
@@ -1922,7 +1981,7 @@ end
-- @return #PLAYERRECCE self -- @return #PLAYERRECCE self
function PLAYERRECCE:onafterIllumination(From, Event, To, Client, Playername, TargetSet) function PLAYERRECCE:onafterIllumination(From, Event, To, Client, Playername, TargetSet)
self:T({From, Event, To}) self:T({From, Event, To})
local callsign = Client:GetGroup():GetCustomCallSign(self.ShortCallsign,self.Keepnumber,self.CallsignTranslations) local callsign = Client:GetGroup():GetCustomCallSign(self.ShortCallsign,self.Keepnumber,self.CallsignTranslations,self.CallsignCustomFunc,self.CallsignCustomArgs)
local coord = Client:GetCoordinate() local coord = Client:GetCoordinate()
local coordtext = coord:ToStringBULLS(self.Coalition) local coordtext = coord:ToStringBULLS(self.Coalition)
if self.AttackSet then if self.AttackSet then
@@ -1965,7 +2024,7 @@ end
-- @return #PLAYERRECCE self -- @return #PLAYERRECCE self
function PLAYERRECCE:onafterTargetsSmoked(From, Event, To, Client, Playername, TargetSet) function PLAYERRECCE:onafterTargetsSmoked(From, Event, To, Client, Playername, TargetSet)
self:T({From, Event, To}) self:T({From, Event, To})
local callsign = Client:GetGroup():GetCustomCallSign(self.ShortCallsign,self.Keepnumber,self.CallsignTranslations) local callsign = Client:GetGroup():GetCustomCallSign(self.ShortCallsign,self.Keepnumber,self.CallsignTranslations,self.CallsignCustomFunc,self.CallsignCustomArgs)
local coord = Client:GetCoordinate() local coord = Client:GetCoordinate()
local coordtext = coord:ToStringBULLS(self.Coalition) local coordtext = coord:ToStringBULLS(self.Coalition)
if self.AttackSet then if self.AttackSet then
@@ -2008,7 +2067,7 @@ end
-- @return #PLAYERRECCE self -- @return #PLAYERRECCE self
function PLAYERRECCE:onafterTargetsFlared(From, Event, To, Client, Playername, TargetSet) function PLAYERRECCE:onafterTargetsFlared(From, Event, To, Client, Playername, TargetSet)
self:T({From, Event, To}) self:T({From, Event, To})
local callsign = Client:GetGroup():GetCustomCallSign(self.ShortCallsign,self.Keepnumber,self.CallsignTranslations) local callsign = Client:GetGroup():GetCustomCallSign(self.ShortCallsign,self.Keepnumber,self.CallsignTranslations,self.CallsignCustomFunc,self.CallsignCustomArgs)
local coord = Client:GetCoordinate() local coord = Client:GetCoordinate()
local coordtext = coord:ToStringBULLS(self.Coalition) local coordtext = coord:ToStringBULLS(self.Coalition)
if self.AttackSet then if self.AttackSet then
@@ -2052,7 +2111,7 @@ end
-- @return #PLAYERRECCE self -- @return #PLAYERRECCE self
function PLAYERRECCE:onafterTargetLasing(From, Event, To, Client, Target, Lasercode, Lasingtime) function PLAYERRECCE:onafterTargetLasing(From, Event, To, Client, Target, Lasercode, Lasingtime)
self:T({From, Event, To}) self:T({From, Event, To})
local callsign = Client:GetGroup():GetCustomCallSign(self.ShortCallsign,self.Keepnumber,self.CallsignTranslations) local callsign = Client:GetGroup():GetCustomCallSign(self.ShortCallsign,self.Keepnumber,self.CallsignTranslations,self.CallsignCustomFunc,self.CallsignCustomArgs)
local Settings = ( Client and _DATABASE:GetPlayerSettings( Client:GetPlayerName() ) ) or _SETTINGS local Settings = ( Client and _DATABASE:GetPlayerSettings( Client:GetPlayerName() ) ) or _SETTINGS
local coord = Client:GetCoordinate() local coord = Client:GetCoordinate()
local coordtext = coord:ToStringBULLS(self.Coalition,Settings) local coordtext = coord:ToStringBULLS(self.Coalition,Settings)
@@ -2099,7 +2158,7 @@ end
-- @return #PLAYERRECCE self -- @return #PLAYERRECCE self
function PLAYERRECCE:onafterShack(From, Event, To, Client, Target) function PLAYERRECCE:onafterShack(From, Event, To, Client, Target)
self:T({From, Event, To}) self:T({From, Event, To})
local callsign = Client:GetGroup():GetCustomCallSign(self.ShortCallsign,self.Keepnumber,self.CallsignTranslations) local callsign = Client:GetGroup():GetCustomCallSign(self.ShortCallsign,self.Keepnumber,self.CallsignTranslations,self.CallsignCustomFunc,self.CallsignCustomArgs)
local Settings = ( Client and _DATABASE:GetPlayerSettings( Client:GetPlayerName() ) ) or _SETTINGS local Settings = ( Client and _DATABASE:GetPlayerSettings( Client:GetPlayerName() ) ) or _SETTINGS
local coord = Client:GetCoordinate() local coord = Client:GetCoordinate()
local coordtext = coord:ToStringBULLS(self.Coalition,Settings) local coordtext = coord:ToStringBULLS(self.Coalition,Settings)
@@ -2146,7 +2205,7 @@ end
-- @return #PLAYERRECCE self -- @return #PLAYERRECCE self
function PLAYERRECCE:onafterTargetLOSLost(From, Event, To, Client, Target) function PLAYERRECCE:onafterTargetLOSLost(From, Event, To, Client, Target)
self:T({From, Event, To}) self:T({From, Event, To})
local callsign = Client:GetGroup():GetCustomCallSign(self.ShortCallsign,self.Keepnumber,self.CallsignTranslations) local callsign = Client:GetGroup():GetCustomCallSign(self.ShortCallsign,self.Keepnumber,self.CallsignTranslations,self.CallsignCustomFunc,self.CallsignCustomArgs)
local Settings = ( Client and _DATABASE:GetPlayerSettings( Client:GetPlayerName() ) ) or _SETTINGS local Settings = ( Client and _DATABASE:GetPlayerSettings( Client:GetPlayerName() ) ) or _SETTINGS
local coord = Client:GetCoordinate() local coord = Client:GetCoordinate()
local coordtext = coord:ToStringBULLS(self.Coalition,Settings) local coordtext = coord:ToStringBULLS(self.Coalition,Settings)

View File

@@ -21,7 +21,7 @@
-- === -- ===
-- @module Ops.PlayerTask -- @module Ops.PlayerTask
-- @image OPS_PlayerTask.jpg -- @image OPS_PlayerTask.jpg
-- @date Last Update Nov 2024 -- @date Last Update Jan 2025
do do
@@ -98,7 +98,7 @@ PLAYERTASK = {
--- PLAYERTASK class version. --- PLAYERTASK class version.
-- @field #string version -- @field #string version
PLAYERTASK.version="0.1.24" PLAYERTASK.version="0.1.25"
--- Generic task condition. --- Generic task condition.
-- @type PLAYERTASK.Condition -- @type PLAYERTASK.Condition
@@ -700,6 +700,15 @@ function PLAYERTASK:IsDone()
return IsDone return IsDone
end end
--- [User] Check if task is NOT done
-- @param #PLAYERTASK self
-- @return #boolean done
function PLAYERTASK:IsNotDone()
self:T(self.lid.."IsNotDone?")
local IsNotDone = not self:IsDone()
return IsNotDone
end
--- [User] Check if PLAYERTASK has clients assigned to it. --- [User] Check if PLAYERTASK has clients assigned to it.
-- @param #PLAYERTASK self -- @param #PLAYERTASK self
-- @return #boolean hasclients -- @return #boolean hasclients
@@ -1156,7 +1165,7 @@ function PLAYERTASK:onafterCancel(From, Event, To)
self.TaskController:__TaskCancelled(-1,self) self.TaskController:__TaskCancelled(-1,self)
end end
self.timestamp = timer.getAbsTime() self.timestamp = timer.getAbsTime()
self.FinalState = "Cancel" self.FinalState = "Cancelled"
self:__Done(-1) self:__Done(-1)
return self return self
end end
@@ -1175,7 +1184,7 @@ function PLAYERTASK:onafterSuccess(From, Event, To)
if self.TargetMarker then if self.TargetMarker then
self.TargetMarker:Remove() self.TargetMarker:Remove()
end end
if self.TaskController.Scoring then if self.TaskController and self.TaskController.Scoring then
local clients,count = self:GetClientObjects() local clients,count = self:GetClientObjects()
if count > 0 then if count > 0 then
for _,_client in pairs(clients) do for _,_client in pairs(clients) do
@@ -1233,7 +1242,7 @@ end
do do
------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------
-- PLAYERTASKCONTROLLER -- PLAYERTASKCONTROLLER
-- TODO: PLAYERTASKCONTROLLER -- TODO: PLAYERTASKCONTROLLER
-- DONE Playername customized -- DONE Playername customized
-- DONE Coalition-level screen info to SET based -- DONE Coalition-level screen info to SET based
-- DONE Flash directions -- DONE Flash directions
@@ -1308,6 +1317,8 @@ do
-- @field Core.ClientMenu#CLIENTMENU ActiveTopMenu -- @field Core.ClientMenu#CLIENTMENU ActiveTopMenu
-- @field Core.ClientMenu#CLIENTMENU ActiveInfoMenu -- @field Core.ClientMenu#CLIENTMENU ActiveInfoMenu
-- @field Core.ClientMenu#CLIENTMENU MenuNoTask -- @field Core.ClientMenu#CLIENTMENU MenuNoTask
-- @field #boolean InformationMenu Show Radio Info Menu
-- @field #number TaskInfoDuration How long to show the briefing info on the screen
-- @extends Core.Fsm#FSM -- @extends Core.Fsm#FSM
--- ---
@@ -1663,6 +1674,8 @@ PLAYERTASKCONTROLLER = {
UseTypeNames = false, UseTypeNames = false,
Scoring = nil, Scoring = nil,
MenuNoTask = nil, MenuNoTask = nil,
InformationMenu = false,
TaskInfoDuration = 30,
} }
--- ---
@@ -1799,6 +1812,7 @@ PLAYERTASKCONTROLLER.Messages = {
CRUISER = "Cruiser", CRUISER = "Cruiser",
DESTROYER = "Destroyer", DESTROYER = "Destroyer",
CARRIER = "Aircraft Carrier", CARRIER = "Aircraft Carrier",
RADIOS = "Radios",
}, },
DE = { DE = {
TASKABORT = "Auftrag abgebrochen!", TASKABORT = "Auftrag abgebrochen!",
@@ -1882,12 +1896,13 @@ PLAYERTASKCONTROLLER.Messages = {
CRUISER = "Kreuzer", CRUISER = "Kreuzer",
DESTROYER = "Zerstörer", DESTROYER = "Zerstörer",
CARRIER = "Flugzeugträger", CARRIER = "Flugzeugträger",
RADIOS = "Frequenzen",
}, },
} }
--- PLAYERTASK class version. --- PLAYERTASK class version.
-- @field #string version -- @field #string version
PLAYERTASKCONTROLLER.version="0.1.67" PLAYERTASKCONTROLLER.version="0.1.69"
--- Create and run a new TASKCONTROLLER instance. --- Create and run a new TASKCONTROLLER instance.
-- @param #PLAYERTASKCONTROLLER self -- @param #PLAYERTASKCONTROLLER self
@@ -1920,6 +1935,7 @@ function PLAYERTASKCONTROLLER:New(Name, Coalition, Type, ClientFilter)
self.TaskQueue = FIFO:New() -- Utilities.FiFo#FIFO self.TaskQueue = FIFO:New() -- Utilities.FiFo#FIFO
self.TasksPerPlayer = FIFO:New() -- Utilities.FiFo#FIFO self.TasksPerPlayer = FIFO:New() -- Utilities.FiFo#FIFO
self.PrecisionTasks = FIFO:New() -- Utilities.FiFo#FIFO self.PrecisionTasks = FIFO:New() -- Utilities.FiFo#FIFO
self.LasingDroneSet = SET_OPSGROUP:New() -- Core.Set#SET_OPSGROUP
--self.PlayerMenu = {} -- #table --self.PlayerMenu = {} -- #table
self.FlashPlayer = {} -- #table self.FlashPlayer = {} -- #table
self.AllowFlash = false self.AllowFlash = false
@@ -1949,6 +1965,10 @@ function PLAYERTASKCONTROLLER:New(Name, Coalition, Type, ClientFilter)
self.UseTypeNames = false self.UseTypeNames = false
self.InformationMenu = false
self.TaskInfoDuration = 30
self.IsClientSet = false self.IsClientSet = false
if ClientFilter and type(ClientFilter) == "table" and ClientFilter.ClassName and ClientFilter.ClassName == "SET_CLIENT" then if ClientFilter and type(ClientFilter) == "table" and ClientFilter.ClassName and ClientFilter.ClassName == "SET_CLIENT" then
@@ -2166,6 +2186,16 @@ function PLAYERTASKCONTROLLER:SetAllowFlashDirection(OnOff)
return self return self
end end
--- [User] Set to show a menu entry to retrieve the radio frequencies used.
-- @param #PLAYERTASKCONTROLLER self
-- @param #boolean OnOff Set to `true` to switch on and `false` to switch off. Default is OFF.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:SetShowRadioInfoMenu(OnOff)
self:T(self.lid.."SetAllowRadioInfoMenu")
self.InformationMenu = OnOff
return self
end
--- [User] Do not show menu entries to smoke or flare targets --- [User] Do not show menu entries to smoke or flare targets
-- @param #PLAYERTASKCONTROLLER self -- @param #PLAYERTASKCONTROLLER self
-- @return #PLAYERTASKCONTROLLER self -- @return #PLAYERTASKCONTROLLER self
@@ -2232,8 +2262,10 @@ end
-- @param #boolean Keepnumber If true, keep the **customized callsign** in the #GROUP name for players as-is, no amendments or numbers. -- @param #boolean Keepnumber If true, keep the **customized callsign** in the #GROUP name for players as-is, no amendments or numbers.
-- @param #table CallsignTranslations (optional) Table to translate between DCS standard callsigns and bespoke ones. Does not apply if using customized -- @param #table CallsignTranslations (optional) Table to translate between DCS standard callsigns and bespoke ones. Does not apply if using customized
-- callsigns from playername or group name. -- callsigns from playername or group name.
-- @param #func CallsignCustomFunc (Optional) For player names only(!). If given, this function will return the callsign. Needs to take the groupname and the playername as first two arguments.
-- @param #arg ... (Optional) Comma separated arguments to add to the custom function call after groupname and playername.
-- @return #PLAYERTASKCONTROLLER self -- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:SetCallSignOptions(ShortCallsign,Keepnumber,CallsignTranslations) function PLAYERTASKCONTROLLER:SetCallSignOptions(ShortCallsign,Keepnumber,CallsignTranslations,CallsignCustomFunc,...)
if not ShortCallsign or ShortCallsign == false then if not ShortCallsign or ShortCallsign == false then
self.ShortCallsign = false self.ShortCallsign = false
else else
@@ -2241,6 +2273,8 @@ function PLAYERTASKCONTROLLER:SetCallSignOptions(ShortCallsign,Keepnumber,Callsi
end end
self.Keepnumber = Keepnumber or false self.Keepnumber = Keepnumber or false
self.CallsignTranslations = CallsignTranslations self.CallsignTranslations = CallsignTranslations
self.CallsignCustomFunc = CallsignCustomFunc
self.CallsignCustomArgs = arg or {}
return self return self
end end
@@ -2261,7 +2295,7 @@ function PLAYERTASKCONTROLLER:_GetTextForSpeech(text)
return text return text
end end
--- [User] Set repetition options for tasks --- [User] Set repetition options for tasks.
-- @param #PLAYERTASKCONTROLLER self -- @param #PLAYERTASKCONTROLLER self
-- @param #boolean OnOff Set to `true` to switch on and `false` to switch off (defaults to true) -- @param #boolean OnOff Set to `true` to switch on and `false` to switch off (defaults to true)
-- @param #number Repeats Number of repeats (defaults to 5) -- @param #number Repeats Number of repeats (defaults to 5)
@@ -2279,6 +2313,16 @@ function PLAYERTASKCONTROLLER:SetTaskRepetition(OnOff, Repeats)
return self return self
end end
--- [User] Set how long the briefing is shown on screen.
-- @param #PLAYERTASKCONTROLLER self
-- @param #number Seconds Duration in seconds. Defaults to 30 seconds.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:SetBriefingDuration(Seconds)
self:T(self.lid.."SetBriefingDuration")
self.TaskInfoDuration = Seconds or 30
return self
end
--- [Internal] Send message to SET_CLIENT of players --- [Internal] Send message to SET_CLIENT of players
-- @param #PLAYERTASKCONTROLLER self -- @param #PLAYERTASKCONTROLLER self
-- @param #string Text the text to be send -- @param #string Text the text to be send
@@ -2305,6 +2349,7 @@ end
-- @param Core.Point#COORDINATE HoldingPoint (Optional) Point where the drone should initially circle. If not set, defaults to BullsEye of the coalition. -- @param Core.Point#COORDINATE HoldingPoint (Optional) Point where the drone should initially circle. If not set, defaults to BullsEye of the coalition.
-- @param #number Alt (Optional) Altitude in feet. Only applies if using a FLIGHTGROUP object! Defaults to 10000. -- @param #number Alt (Optional) Altitude in feet. Only applies if using a FLIGHTGROUP object! Defaults to 10000.
-- @param #number Speed (Optional) Speed in knots. Only applies if using a FLIGHTGROUP object! Defaults to 120. -- @param #number Speed (Optional) Speed in knots. Only applies if using a FLIGHTGROUP object! Defaults to 120.
-- @param #number MaxTravelDist (Optional) Max distance to travel to traget. Only applies if using a FLIGHTGROUP object! Defaults to 100 NM.
-- @return #PLAYERTASKCONTROLLER self -- @return #PLAYERTASKCONTROLLER self
-- @usage -- @usage
-- -- Set up precision bombing, FlightGroup as lasing unit -- -- Set up precision bombing, FlightGroup as lasing unit
@@ -2319,35 +2364,56 @@ end
-- ArmyGroup:Activate() -- ArmyGroup:Activate()
-- taskmanager:EnablePrecisionBombing(ArmyGroup,1688) -- taskmanager:EnablePrecisionBombing(ArmyGroup,1688)
-- --
function PLAYERTASKCONTROLLER:EnablePrecisionBombing(FlightGroup,LaserCode,HoldingPoint, Alt, Speed) function PLAYERTASKCONTROLLER:EnablePrecisionBombing(FlightGroup,LaserCode,HoldingPoint,Alt,Speed,MaxTravelDist)
self:T(self.lid.."EnablePrecisionBombing") self:T(self.lid.."EnablePrecisionBombing")
if not self.LasingDroneSet then
self.LasingDroneSet = SET_OPSGROUP:New()
end
local LasingDrone -- Ops.FlightGroup#FLIGHTGROUP FlightGroup
if FlightGroup then if FlightGroup then
if FlightGroup.ClassName and (FlightGroup.ClassName == "FLIGHTGROUP" or FlightGroup.ClassName == "ARMYGROUP")then if FlightGroup.ClassName and (FlightGroup.ClassName == "FLIGHTGROUP" or FlightGroup.ClassName == "ARMYGROUP")then
-- ok we have a FG -- ok we have a FG
self.LasingDrone = FlightGroup -- Ops.FlightGroup#FLIGHTGROUP FlightGroup LasingDrone = FlightGroup -- Ops.FlightGroup#FLIGHTGROUP FlightGroup
self.LasingDrone.playertask = {}
self.LasingDrone.playertask.busy = false
self.LasingDrone.playertask.id = 0
self.precisionbombing = true self.precisionbombing = true
self.LasingDrone:SetLaser(LaserCode)
self.LaserCode = LaserCode or 1688 LasingDrone.playertask = {}
self.LasingDroneTemplate = self.LasingDrone:_GetTemplate(true) LasingDrone.playertask.id = 0
self.LasingDroneAlt = Alt or 10000 LasingDrone.playertask.busy = false
self.LasingDroneSpeed = Speed or 120 LasingDrone.playertask.lasercode = LaserCode or 1688
LasingDrone:SetLaser(LasingDrone.playertask.lasercode)
LasingDrone.playertask.template = LasingDrone:_GetTemplate(true)
LasingDrone.playertask.alt = Alt or 10000
LasingDrone.playertask.speed = Speed or 120
LasingDrone.playertask.maxtravel = UTILS.NMToMeters(MaxTravelDist or 50)
-- let it orbit the BullsEye if FG -- let it orbit the BullsEye if FG
if self.LasingDrone:IsFlightgroup() then if LasingDrone:IsFlightgroup() then
self.LasingDroneIsFlightgroup = true --settings.IsFlightgroup = true
local BullsCoordinate = COORDINATE:NewFromVec3( coalition.getMainRefPoint( self.Coalition )) local BullsCoordinate = COORDINATE:NewFromVec3( coalition.getMainRefPoint( self.Coalition ))
if HoldingPoint then BullsCoordinate = HoldingPoint end if HoldingPoint then BullsCoordinate = HoldingPoint end
local Orbit = AUFTRAG:NewORBIT_CIRCLE(BullsCoordinate,self.LasingDroneAlt,self.LasingDroneSpeed) local Orbit = AUFTRAG:NewORBIT_CIRCLE(BullsCoordinate,Alt,Speed)
self.LasingDrone:AddMission(Orbit) Orbit:SetMissionAltitude(Alt)
elseif self.LasingDrone:IsArmygroup() then LasingDrone:AddMission(Orbit)
self.LasingDroneIsArmygroup = true elseif LasingDrone:IsArmygroup() then
--settings.IsArmygroup = true
local BullsCoordinate = COORDINATE:NewFromVec3( coalition.getMainRefPoint( self.Coalition )) local BullsCoordinate = COORDINATE:NewFromVec3( coalition.getMainRefPoint( self.Coalition ))
if HoldingPoint then BullsCoordinate = HoldingPoint end if HoldingPoint then BullsCoordinate = HoldingPoint end
local Orbit = AUFTRAG:NewONGUARD(BullsCoordinate) local Orbit = AUFTRAG:NewONGUARD(BullsCoordinate)
self.LasingDrone:AddMission(Orbit) LasingDrone:AddMission(Orbit)
end end
self.LasingDroneSet:AddObject(FlightGroup)
elseif FlightGroup.ClassName and (FlightGroup.ClassName == "SET_OPSGROUP") then --SET_OPSGROUP
FlightGroup:ForEachGroup(
function(group)
self:EnablePrecisionBombing(group,LaserCode,HoldingPoint,Alt,Speed,MaxTravelDist)
end
)
else else
self:E(self.lid.."No FLIGHTGROUP object passed or FLIGHTGROUP is not alive!") self:E(self.lid.."No FLIGHTGROUP object passed or FLIGHTGROUP is not alive!")
end end
@@ -2358,6 +2424,20 @@ function PLAYERTASKCONTROLLER:EnablePrecisionBombing(FlightGroup,LaserCode,Holdi
return self return self
end end
--- [User] Convenience function - add done or ground allowing precision laser-guided bombing on statics and "high-value" ground units (MBT etc)
-- @param #PLAYERTASKCONTROLLER self
-- @param Ops.FlightGroup#FLIGHTGROUP FlightGroup The FlightGroup (e.g. drone) to be used for lasing (one unit in one group only).
-- Can optionally be handed as Ops.ArmyGroup#ARMYGROUP - **Note** might not find an LOS spot or get lost on the way. Cannot island-hop.
-- @param #number LaserCode The lasercode to be used. Defaults to 1688.
-- @param Core.Point#COORDINATE HoldingPoint (Optional) Point where the drone should initially circle. If not set, defaults to BullsEye of the coalition.
-- @param #number Alt (Optional) Altitude in feet. Only applies if using a FLIGHTGROUP object! Defaults to 10000.
-- @param #number Speed (Optional) Speed in knots. Only applies if using a FLIGHTGROUP object! Defaults to 120.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:AddPrecisionBombingOpsGroup(FlightGroup,LaserCode,HoldingPoint, Alt, Speed)
self:EnablePrecisionBombing(FlightGroup,LaserCode,HoldingPoint,Alt,Speed)
return self
end
--- [User] Allow precision laser-guided bombing on statics and "high-value" ground units (MBT etc) with player units lasing. --- [User] Allow precision laser-guided bombing on statics and "high-value" ground units (MBT etc) with player units lasing.
-- @param #PLAYERTASKCONTROLLER self -- @param #PLAYERTASKCONTROLLER self
@@ -2442,7 +2522,7 @@ function PLAYERTASKCONTROLLER:_GetPlayerName(Client)
if not self.customcallsigns[playername] then if not self.customcallsigns[playername] then
local playergroup = Client:GetGroup() local playergroup = Client:GetGroup()
if playergroup ~= nil then if playergroup ~= nil then
ttsplayername = playergroup:GetCustomCallSign(self.ShortCallsign,self.Keepnumber,self.CallsignTranslations) ttsplayername = playergroup:GetCustomCallSign(self.ShortCallsign,self.Keepnumber,self.CallsignTranslations,self.CallsignCustomFunc,self.CallsignCustomArgs)
local newplayername = self:_GetTextForSpeech(ttsplayername) local newplayername = self:_GetTextForSpeech(ttsplayername)
self.customcallsigns[playername] = newplayername self.customcallsigns[playername] = newplayername
ttsplayername = newplayername ttsplayername = newplayername
@@ -2582,7 +2662,7 @@ function PLAYERTASKCONTROLLER:_EventHandler(EventData)
if self.customcallsigns[playername] then if self.customcallsigns[playername] then
self.customcallsigns[playername] = nil self.customcallsigns[playername] = nil
end end
playername = EventData.IniGroup:GetCustomCallSign(self.ShortCallsign,self.Keepnumber) playername = EventData.IniGroup:GetCustomCallSign(self.ShortCallsign,self.Keepnumber,self.CallsignTranslations,self.CallsignCustomFunc,self.CallsignCustomArgs)
end end
playername = self:_GetTextForSpeech(playername) playername = self:_GetTextForSpeech(playername)
--local text = string.format("%s, %s, switch to %s for task assignment!",EventData.IniPlayerName,self.MenuName or self.Name,freqtext) --local text = string.format("%s, %s, switch to %s for task assignment!",EventData.IniPlayerName,self.MenuName or self.Name,freqtext)
@@ -2879,99 +2959,155 @@ end
-- @return #PLAYERTASKCONTROLLER self -- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:_CheckPrecisionTasks() function PLAYERTASKCONTROLLER:_CheckPrecisionTasks()
self:T(self.lid.."_CheckPrecisionTasks") self:T(self.lid.."_CheckPrecisionTasks")
self:T({count=self.PrecisionTasks:Count(),enabled=self.precisionbombing})
if self.PrecisionTasks:Count() > 0 and self.precisionbombing then if self.PrecisionTasks:Count() > 0 and self.precisionbombing then
if not self.LasingDrone or self.LasingDrone:IsDead() then
-- we need a new drone -- alive checks
self:E(self.lid.."Lasing drone is dead ... creating a new one!") self.LasingDroneSet:ForEachGroup(
if self.LasingDrone then function(LasingDrone)
self.LasingDrone:_Respawn(1,nil,true) if not LasingDrone or LasingDrone:IsDead() then
else -- we need a new drone
-- DONE: Handle ArmyGroup self:E(self.lid.."Lasing drone is dead ... creating a new one!")
if self.LasingDroneIsFlightgroup then if LasingDrone then
local FG = FLIGHTGROUP:New(self.LasingDroneTemplate) LasingDrone:_Respawn(1,nil,true)
FG:Activate()
self:EnablePrecisionBombing(FG,self.LaserCode or 1688)
else else
local FG = ARMYGROUP:New(self.LasingDroneTemplate) --[[
FG:Activate() -- DONE: Handle ArmyGroup
self:EnablePrecisionBombing(FG,self.LaserCode or 1688) if LasingDrone:IsFlightgroup() then
end local FG = FLIGHTGROUP:New(LasingDroneTemplate)
end FG:Activate()
return self self:EnablePrecisionBombing(FG,self.LaserCode or 1688)
end else
-- do we have a lasing unit assigned? local FG = ARMYGROUP:New(LasingDroneTemplate)
if self.LasingDrone and self.LasingDrone:IsAlive() then FG:Activate()
if self.LasingDrone.playertask and (not self.LasingDrone.playertask.busy) then self:EnablePrecisionBombing(FG,self.LaserCode or 1688)
-- not busy, get a task end -- if LasingDroneIsFlightgroup
self:T(self.lid.."Sending lasing unit to target") --]]
local task = self.PrecisionTasks:Pull() -- Ops.PlayerTask#PLAYERTASK end -- if LasingDrone
self.LasingDrone.playertask.id = task.PlayerTaskNr end -- if not LasingDrone
self.LasingDrone.playertask.busy = true end -- function
self.LasingDrone.playertask.inreach = false )
self.LasingDrone.playertask.reachmessage = false
-- move the drone to target local function SelectDrone(coord)
if self.LasingDroneIsFlightgroup then local selected = nil
self.LasingDrone:CancelAllMissions() local mindist = math.huge
local auftrag = AUFTRAG:NewORBIT_CIRCLE(task.Target:GetCoordinate(),self.LasingDroneAlt,self.LasingDroneSpeed) local dist = math.huge
self.LasingDrone:AddMission(auftrag) self.LasingDroneSet:ForEachGroup(
elseif self.LasingDroneIsArmygroup then function(grp)
local tgtcoord = task.Target:GetCoordinate() if grp.playertask and (not grp.playertask.busy) then
local tgtzone = ZONE_RADIUS:New("ArmyGroup-"..math.random(1,10000),tgtcoord:GetVec2(),3000) local gc = grp:GetCoordinate()
local finalpos=nil -- Core.Point#COORDINATE if coord and gc then
for i=1,50 do dist = coord:Get2DDistance(gc)
finalpos = tgtzone:GetRandomCoordinate(2500,0,{land.SurfaceType.LAND,land.SurfaceType.ROAD,land.SurfaceType.SHALLOW_WATER}) end
if finalpos then if dist < mindist then
if finalpos:IsLOS(tgtcoord,0) then selected = grp
break mindist = dist
end
end end
end end
if finalpos then
self.LasingDrone:CancelAllMissions()
-- yeah we got one
local auftrag = AUFTRAG:NewARMOREDGUARD(finalpos,"Off road")
self.LasingDrone:AddMission(auftrag)
else
-- could not find LOS position!
self:E("***Could not find LOS position to post ArmyGroup for lasing!")
self.LasingDrone.playertask.id = 0
self.LasingDrone.playertask.busy = false
self.LasingDrone.playertask.inreach = false
self.LasingDrone.playertask.reachmessage = false
end
end end
self.PrecisionTasks:Push(task,task.PlayerTaskNr) )
elseif self.LasingDrone.playertask and self.LasingDrone.playertask.busy then return selected
end
local task = self.PrecisionTasks:Pull() -- Ops.PlayerTask#PLAYERTASK
local taskpt = task.Target:GetCoordinate()
local SelectedDrone = SelectDrone(taskpt) -- Ops.OpsGroup#OPSGROUP
-- do we have a lasing unit assignable?
if SelectedDrone and SelectedDrone:IsAlive() then
if SelectedDrone.playertask and (not SelectedDrone.playertask.busy) then
-- not busy, get a task
self:T(self.lid.."Sending lasing unit to target")
local isassigned = self:_FindLasingDroneForTaskID(task.PlayerTaskNr)
-- distance check
local startpoint = SelectedDrone:GetCoordinate()
local endpoint = task.Target:GetCoordinate()
local dist = math.huge
if startpoint and endpoint then
dist = startpoint:Get2DDistance(endpoint)
end
if dist <= SelectedDrone.playertask.maxtravel and (not isassigned) then
SelectedDrone.playertask.id = task.PlayerTaskNr
SelectedDrone.playertask.busy = true
SelectedDrone.playertask.inreach = false
SelectedDrone.playertask.reachmessage = false
-- move the drone to target
if SelectedDrone:IsFlightgroup() then
SelectedDrone:CancelAllMissions()
local auftrag = AUFTRAG:NewORBIT_CIRCLE(task.Target:GetCoordinate(),SelectedDrone.playertask.alt,SelectedDrone.playertask.speed)
SelectedDrone:AddMission(auftrag)
elseif SelectedDrone:IsArmygroup() then
local tgtcoord = task.Target:GetCoordinate()
local tgtzone = ZONE_RADIUS:New("ArmyGroup-"..math.random(1,10000),tgtcoord:GetVec2(),3000)
local finalpos=nil -- Core.Point#COORDINATE
for i=1,50 do
finalpos = tgtzone:GetRandomCoordinate(2500,0,{land.SurfaceType.LAND,land.SurfaceType.ROAD,land.SurfaceType.SHALLOW_WATER})
if finalpos then
if finalpos:IsLOS(tgtcoord,0) then
break
end
end
end
if finalpos then
SelectedDrone:CancelAllMissions()
-- yeah we got one
local auftrag = AUFTRAG:NewARMOREDGUARD(finalpos,"Off road")
SelectedDrone:AddMission(auftrag)
else
-- could not find LOS position!
self:E("***Could not find LOS position to post ArmyGroup for lasing!")
SelectedDrone.playertask.id = 0
SelectedDrone.playertask.busy = false
SelectedDrone.playertask.inreach = false
SelectedDrone.playertask.reachmessage = false
end
end
else
self:T(self.lid.."Lasing unit too far from target")
end
end
end
self.PrecisionTasks:Push(task,task.PlayerTaskNr)
local function DronesWithTask(SelectedDrone)
-- handle drones with a task
if SelectedDrone.playertask and SelectedDrone.playertask.busy then
-- drone is busy, set up laser when over target -- drone is busy, set up laser when over target
local task = self.PrecisionTasks:ReadByID(self.LasingDrone.playertask.id) -- Ops.PlayerTask#PLAYERTASK local task = self.PrecisionTasks:ReadByID(SelectedDrone.playertask.id) -- Ops.PlayerTask#PLAYERTASK
self:T("Looking at Task: "..task.PlayerTaskNr.." Type: "..task.Type.." State: "..task:GetState()) self:T("Looking at Task: "..task.PlayerTaskNr.." Type: "..task.Type.." State: "..task:GetState())
if (not task) or task:GetState() == "Done" or task:GetState() == "Stopped" then if (not task) or task:GetState() == "Done" or task:GetState() == "Stopped" then
-- we're done here -- we're done here
local task = self.PrecisionTasks:PullByID(self.LasingDrone.playertask.id) -- Ops.PlayerTask#PLAYERTASK local task = self.PrecisionTasks:PullByID(SelectedDrone.playertask.id) -- Ops.PlayerTask#PLAYERTASK
self:_CheckTaskQueue() self:_CheckTaskQueue()
task = nil task = nil
if self.LasingDrone:IsLasing() then if SelectedDrone:IsLasing() then
self.LasingDrone:__LaserOff(-1) SelectedDrone:__LaserOff(-1)
end end
self.LasingDrone.playertask.busy = false SelectedDrone.playertask.busy = false
self.LasingDrone.playertask.inreach = false SelectedDrone.playertask.inreach = false
self.LasingDrone.playertask.id = 0 SelectedDrone.playertask.id = 0
self.LasingDrone.playertask.reachmessage = false SelectedDrone.playertask.reachmessage = false
self:T(self.lid.."Laser Off") self:T(self.lid.."Laser Off")
else else
-- not done yet -- not done yet
local dcoord = self.LasingDrone:GetCoordinate() self:T(self.lid.."Not done yet")
local dcoord = SelectedDrone:GetCoordinate()
local tcoord = task.Target:GetCoordinate() local tcoord = task.Target:GetCoordinate()
tcoord.y = tcoord.y + 2 tcoord.y = tcoord.y + 2
local dist = dcoord:Get2DDistance(tcoord) local dist = dcoord:Get2DDistance(tcoord)
self:T(self.lid.."Dist "..dist)
-- close enough? -- close enough?
if dist < 3000 and not self.LasingDrone:IsLasing() then if dist < 3000 and not SelectedDrone:IsLasing() then
self:T(self.lid.."Laser On") self:T(self.lid.."Laser On")
self.LasingDrone:__LaserOn(-1,tcoord) SelectedDrone:__LaserOn(-1,tcoord)
self.LasingDrone.playertask.inreach = true SelectedDrone.playertask.inreach = true
if not self.LasingDrone.playertask.reachmessage then if not SelectedDrone.playertask.reachmessage then
--local textmark = self.gettext:GetEntry("FLARETASK",self.locale) --local textmark = self.gettext:GetEntry("FLARETASK",self.locale)
self.LasingDrone.playertask.reachmessage = true SelectedDrone.playertask.reachmessage = true
local clients = task:GetClients() local clients = task:GetClients()
local text = "" local text = ""
for _,playername in pairs(clients) do for _,playername in pairs(clients) do
@@ -2979,7 +3115,7 @@ function PLAYERTASKCONTROLLER:_CheckPrecisionTasks()
local ttsplayername = playername local ttsplayername = playername
if self.customcallsigns[playername] then if self.customcallsigns[playername] then
ttsplayername = self.customcallsigns[playername] ttsplayername = self.customcallsigns[playername]
end end --
--text = string.format("%s, %s, pointer over target for task %03d, lasing!", playername, self.MenuName or self.Name, task.PlayerTaskNr) --text = string.format("%s, %s, pointer over target for task %03d, lasing!", playername, self.MenuName or self.Name, task.PlayerTaskNr)
text = string.format(pointertext, ttsplayername, self.MenuName or self.Name, task.PlayerTaskNr) text = string.format(pointertext, ttsplayername, self.MenuName or self.Name, task.PlayerTaskNr)
if not self.NoScreenOutput then if not self.NoScreenOutput then
@@ -2991,18 +3127,21 @@ function PLAYERTASKCONTROLLER:_CheckPrecisionTasks()
) )
if client then if client then
local m = MESSAGE:New(text,15,"Tasking"):ToClient(client) local m = MESSAGE:New(text,15,"Tasking"):ToClient(client)
end end --
end end --
end end --
if self.UseSRS then if self.UseSRS then
self.SRSQueue:NewTransmission(text,nil,self.SRS,nil,2) self.SRSQueue:NewTransmission(text,nil,self.SRS,nil,2)
end end --
end end --
end end --
end end -- end else
end end -- end handle drones with a task
end end -- end function
end
self.LasingDroneSet:ForEachGroup(DronesWithTask)
end --
return self return self
end end
@@ -3464,6 +3603,32 @@ function PLAYERTASKCONTROLLER:_SwitchFlashing(Group, Client)
return self return self
end end
function PLAYERTASKCONTROLLER:_ShowRadioInfo(Group, Client)
self:T(self.lid.."_ShowRadioInfo")
local playername, ttsplayername = self:_GetPlayerName(Client)
if self.UseSRS then
local frequency = self.Frequency
local freqtext = ""
if type(frequency) == "table" then
freqtext = self.gettext:GetEntry("FREQUENCIES",self.locale)
freqtext = freqtext..table.concat(frequency,", ")
else
local freqt = self.gettext:GetEntry("FREQUENCY",self.locale)
freqtext = string.format(freqt,frequency)
end
local switchtext = self.gettext:GetEntry("BROADCAST",self.locale)
playername = ttsplayername or self:_GetTextForSpeech(playername)
--local text = string.format("%s, %s, switch to %s for task assignment!",EventData.IniPlayerName,self.MenuName or self.Name,freqtext)
local text = string.format(switchtext,playername,self.MenuName or self.Name,freqtext)
self.SRSQueue:NewTransmission(text,nil,self.SRS,nil,2,{Group},text,30,self.BCFrequency,self.BCModulation)
end
return self
end
--- [Internal] Flashing directional info for a client --- [Internal] Flashing directional info for a client
-- @param #PLAYERTASKCONTROLLER self -- @param #PLAYERTASKCONTROLLER self
-- @return #PLAYERTASKCONTROLLER self -- @return #PLAYERTASKCONTROLLER self
@@ -3489,6 +3654,22 @@ function PLAYERTASKCONTROLLER:_FlashInfo()
return self return self
end end
--- [Internal] Find matching drone for precision bombing task, if any is assigned.
-- @param #PLAYERTASKCONTROLLER self
-- @param #number ID Task ID to look for
-- @return Ops.OpsGroup#OPSGROUP Drone
function PLAYERTASKCONTROLLER:_FindLasingDroneForTaskID(ID)
local drone = nil
self.LasingDroneSet:ForEachGroup(
function(grp)
if grp and grp:IsAlive() and grp.playertask and grp.playertask.id and grp.playertask.id == ID then
drone = grp
end
end
)
return drone
end
--- [Internal] Show active task info --- [Internal] Show active task info
-- @param #PLAYERTASKCONTROLLER self -- @param #PLAYERTASKCONTROLLER self
-- @param Ops.PlayerTask#PLAYERTASK Task -- @param Ops.PlayerTask#PLAYERTASK Task
@@ -3516,6 +3697,7 @@ function PLAYERTASKCONTROLLER:_ActiveTaskInfo(Task, Group, Client)
local Elevation = Coordinate:GetLandHeight() or 0 -- meters local Elevation = Coordinate:GetLandHeight() or 0 -- meters
local CoordText = "" local CoordText = ""
local CoordTextLLDM = nil local CoordTextLLDM = nil
local LasingDrone = self:_FindLasingDroneForTaskID(task.PlayerTaskNr)
if self.Type ~= PLAYERTASKCONTROLLER.Type.A2A then if self.Type ~= PLAYERTASKCONTROLLER.Type.A2A then
CoordText = Coordinate:ToStringA2G(Client,nil,self.ShowMagnetic) CoordText = Coordinate:ToStringA2G(Client,nil,self.ShowMagnetic)
else else
@@ -3551,14 +3733,14 @@ function PLAYERTASKCONTROLLER:_ActiveTaskInfo(Task, Group, Client)
text = text .. string.format(elev,tostring(math.floor(Elevation)),elevationmeasure) text = text .. string.format(elev,tostring(math.floor(Elevation)),elevationmeasure)
-- Prec bombing -- Prec bombing
if task.Type == AUFTRAG.Type.PRECISIONBOMBING and self.precisionbombing then if task.Type == AUFTRAG.Type.PRECISIONBOMBING and self.precisionbombing then
if self.LasingDrone and self.LasingDrone.playertask then if LasingDrone and LasingDrone.playertask then
local yes = self.gettext:GetEntry("YES",self.locale) local yes = self.gettext:GetEntry("YES",self.locale)
local no = self.gettext:GetEntry("NO",self.locale) local no = self.gettext:GetEntry("NO",self.locale)
local inreach = self.LasingDrone.playertask.inreach == true and yes or no local inreach = LasingDrone.playertask.inreach == true and yes or no
local islasing = self.LasingDrone:IsLasing() == true and yes or no local islasing = LasingDrone:IsLasing() == true and yes or no
local prectext = self.gettext:GetEntry("POINTERTARGETREPORT",self.locale) local prectext = self.gettext:GetEntry("POINTERTARGETREPORT",self.locale)
prectext = string.format(prectext,inreach,islasing) prectext = string.format(prectext,inreach,islasing)
text = text .. prectext.." ("..self.LaserCode..")" text = text .. prectext.." ("..LasingDrone.playertask.lasercode..")"
end end
end end
-- Buddylasing -- Buddylasing
@@ -3576,7 +3758,7 @@ function PLAYERTASKCONTROLLER:_ActiveTaskInfo(Task, Group, Client)
local pcoord = player:GetCoordinate() local pcoord = player:GetCoordinate()
if pcoord:Get2DDistance(Coordinate) <= reachdist then if pcoord:Get2DDistance(Coordinate) <= reachdist then
inreach = true inreach = true
local callsign = player:GetGroup():GetCustomCallSign(self.ShortCallsign,self.Keepnumber,self.CallsignTranslations) local callsign = player:GetGroup():GetCustomCallSign(self.ShortCallsign,self.Keepnumber,self.CallsignTranslations,self.CallsignCustomFunc,self.CallsignCustomArgs)
local playername = player:GetPlayerName() local playername = player:GetPlayerName()
local islasing = no local islasing = no
if self.PlayerRecce.CanLase[player:GetTypeName()] and self.PlayerRecce.AutoLase[playername] then if self.PlayerRecce.CanLase[player:GetTypeName()] and self.PlayerRecce.AutoLase[playername] then
@@ -3663,7 +3845,7 @@ function PLAYERTASKCONTROLLER:_ActiveTaskInfo(Task, Group, Client)
local ttstext = string.format(ThreatLocaleTextTTS,ttsplayername,self.MenuName or self.Name,ttstaskname,ThreatLevelText, targets, CoordText) local ttstext = string.format(ThreatLocaleTextTTS,ttsplayername,self.MenuName or self.Name,ttstaskname,ThreatLevelText, targets, CoordText)
-- POINTERTARGETLASINGTTS = ". Pointer over target and lasing." -- POINTERTARGETLASINGTTS = ". Pointer over target and lasing."
if task.Type == AUFTRAG.Type.PRECISIONBOMBING and self.precisionbombing then if task.Type == AUFTRAG.Type.PRECISIONBOMBING and self.precisionbombing then
if self.LasingDrone.playertask.inreach and self.LasingDrone:IsLasing() then if LasingDrone and LasingDrone.playertask.inreach and LasingDrone:IsLasing() then
local lasingtext = self.gettext:GetEntry("POINTERTARGETLASINGTTS",self.locale) local lasingtext = self.gettext:GetEntry("POINTERTARGETLASINGTTS",self.locale)
ttstext = ttstext .. lasingtext ttstext = ttstext .. lasingtext
end end
@@ -3683,7 +3865,7 @@ function PLAYERTASKCONTROLLER:_ActiveTaskInfo(Task, Group, Client)
text = self.gettext:GetEntry("NOACTIVETASK",self.locale) text = self.gettext:GetEntry("NOACTIVETASK",self.locale)
end end
if not self.NoScreenOutput then if not self.NoScreenOutput then
local m=MESSAGE:New(text,15,"Tasking"):ToClient(Client) local m=MESSAGE:New(text,self.TaskInfoDuration or 30,"Tasking"):ToClient(Client)
end end
return self return self
end end
@@ -4037,6 +4219,11 @@ function PLAYERTASKCONTROLLER:_CreateJoinMenuTemplate()
self.MenuNoTask = nil self.MenuNoTask = nil
end end
if self.InformationMenu then
local radioinfo = self.gettext:GetEntry("RADIOS",self.locale)
JoinTaskMenuTemplate:NewEntry(radioinfo,self.JoinTopMenu,self._ShowRadioInfo,self)
end
self.JoinTaskMenuTemplate = JoinTaskMenuTemplate self.JoinTaskMenuTemplate = JoinTaskMenuTemplate
return self return self
@@ -4376,8 +4563,9 @@ end
-- @param #string PathToGoogleKey (Optional) Path to your google key if you want to use google TTS; if you use a config file for MSRS, hand in nil here. -- @param #string PathToGoogleKey (Optional) Path to your google key if you want to use google TTS; if you use a config file for MSRS, hand in nil here.
-- @param #string AccessKey (Optional) Your Google API access key. This is necessary if DCS-gRPC is used as backend; if you use a config file for MSRS, hand in nil here. -- @param #string AccessKey (Optional) Your Google API access key. This is necessary if DCS-gRPC is used as backend; if you use a config file for MSRS, hand in nil here.
-- @param Core.Point#COORDINATE Coordinate Coordinate from which the controller radio is sending -- @param Core.Point#COORDINATE Coordinate Coordinate from which the controller radio is sending
-- @param #string Backend (Optional) MSRS Backend to be used, can be MSRS.Backend.SRSEXE or MSRS.Backend.GRPC; if you use a config file for MSRS, hand in nil here.
-- @return #PLAYERTASKCONTROLLER self -- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:SetSRS(Frequency,Modulation,PathToSRS,Gender,Culture,Port,Voice,Volume,PathToGoogleKey,AccessKey,Coordinate) function PLAYERTASKCONTROLLER:SetSRS(Frequency,Modulation,PathToSRS,Gender,Culture,Port,Voice,Volume,PathToGoogleKey,AccessKey,Coordinate,Backend)
self:T(self.lid.."SetSRS") self:T(self.lid.."SetSRS")
self.PathToSRS = PathToSRS or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone" -- self.PathToSRS = PathToSRS or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone" --
self.Gender = Gender or MSRS.gender or "male" -- self.Gender = Gender or MSRS.gender or "male" --
@@ -4393,7 +4581,7 @@ function PLAYERTASKCONTROLLER:SetSRS(Frequency,Modulation,PathToSRS,Gender,Cultu
self.Modulation = Modulation or {radio.modulation.FM,radio.modulation.AM} -- self.Modulation = Modulation or {radio.modulation.FM,radio.modulation.AM} --
self.BCModulation = self.Modulation self.BCModulation = self.Modulation
-- set up SRS -- set up SRS
self.SRS=MSRS:New(self.PathToSRS,self.Frequency,self.Modulation) self.SRS=MSRS:New(self.PathToSRS,self.Frequency,self.Modulation,Backend)
self.SRS:SetCoalition(self.Coalition) self.SRS:SetCoalition(self.Coalition)
self.SRS:SetLabel(self.MenuName or self.Name) self.SRS:SetLabel(self.MenuName or self.Name)
self.SRS:SetGender(self.Gender) self.SRS:SetGender(self.Gender)

View File

@@ -387,6 +387,8 @@ function TARGET:AddObject(Object)
if Object:IsInstanceOf("OPSGROUP") then if Object:IsInstanceOf("OPSGROUP") then
self:_AddObject(Object:GetGroup()) -- We add the MOOSE GROUP object not the OPSGROUP object. self:_AddObject(Object:GetGroup()) -- We add the MOOSE GROUP object not the OPSGROUP object.
--elseif Object:IsInstanceOf("OPSZONE") then
--self:_AddObject(Object:GetZone())
else else
self:_AddObject(Object) self:_AddObject(Object)
end end
@@ -1296,11 +1298,27 @@ function TARGET:GetTargetThreatLevelMax(Target)
return 0 return 0
elseif Target.Type==TARGET.ObjectType.ZONE then elseif Target.Type==TARGET.ObjectType.ZONE then
local zone = Target.Object -- Core.Zone#ZONE_RADIUS
local foundunits = {}
if zone:IsInstanceOf("ZONE_RADIUS") or zone:IsInstanceOf("ZONE_POLYGON") then
zone:Scan({Object.Category.UNIT},{Unit.Category.GROUND_UNIT,Unit.Category.SHIP})
foundunits = zone:GetScannedSetUnit()
else
foundunits = SET_UNIT:New():FilterZones({zone}):FilterOnce()
end
local ThreatMax = foundunits:GetThreatLevelMax() or 0
return ThreatMax
return 0 elseif Target.Type==TARGET.ObjectType.OPSZONE then
local unitset = Target.Object:GetScannedUnitSet() -- Core.Set#SET_UNIT
local ThreatMax = unitset:GetThreatLevelMax()
return ThreatMax
else else
self:E("ERROR: unknown target object type in GetTargetThreatLevel!") self:E("ERROR: unknown target object type in GetTargetThreatLevel!")
return 0
end end
return self return self

View File

@@ -380,7 +380,8 @@ function RADIOQUEUE:Broadcast(transmission)
self:T(self.lid..string.format("Broadcasting from aircraft %s", sender:GetName())) self:T(self.lid..string.format("Broadcasting from aircraft %s", sender:GetName()))
if not self.senderinit then --if not self.senderinit then
-- TODO Seems to be a DCS bug - if I explode ANY unit in a group the BC assignment gets lost
-- Command to set the Frequency for the transmission. -- Command to set the Frequency for the transmission.
local commandFrequency={ local commandFrequency={
@@ -394,7 +395,7 @@ function RADIOQUEUE:Broadcast(transmission)
sender:SetCommand(commandFrequency) sender:SetCommand(commandFrequency)
self.senderinit=true self.senderinit=true
end --end
-- Set subtitle only if duration>0 sec. -- Set subtitle only if duration>0 sec.
local subtitle=nil local subtitle=nil

View File

@@ -267,6 +267,135 @@ MSRS.version="0.3.3"
--- Voices --- Voices
-- @type MSRS.Voices -- @type MSRS.Voices
MSRS.Voices = { MSRS.Voices = {
Amazon = {
Generative = {
en_AU = {
Olivia = "Olivia",
},
en_GB = {
Amy = "Amy",
},
en_US = {
Danielle = "Danielle",
Joanna = "Joanna",
Ruth = "Ruth",
Stephen = "Stephen",
},
fr_FR = {
["Léa"] = "Léa",
["Rémi"] = "Rémi",
},
de_DE = {
Vicki = "Vicki",
Daniel = "Daniel",
},
it_IT = {
Bianca = "Bianca",
Adriano = "Adriano",
},
es_ES = {
Lucia = "Lucia",
Sergio = "Sergio",
},
},
LongForm = {
en_US = {
Danielle = "Danielle",
Gregory = "Gregory",
Ivy = "Ivy",
Ruth = "Ruth",
Patrick = "Patrick",
},
es_ES = {
Alba = "Alba",
["Raúl"] = "Raúl",
},
},
Neural = {
en_AU = {
Olivia = "Olivia",
},
en_GB = {
Amy = "Amy",
Emma = "Emma",
Brian = "Brian",
Arthur = "Arthur",
},
en_US = {
Danielle = "Danielle",
Gregory = "Gregory",
Ivy = "Ivy",
Joanna = "Joanna",
Kendra = "Kendra",
Kimberly = "Kimberly",
Salli = "Salli",
Joey = "Joey",
Kevin = "Kevin",
Ruth = "Ruth",
Stephen = "Stephen",
},
fr_FR = {
["Léa"] = "Léa",
["Rémi"] = "Rémi",
},
de_DE = {
Vicki = "Vicki",
Daniel = "Daniel",
},
it_IT = {
Bianca = "Bianca",
Adriano = "Adriano",
},
es_ES = {
Lucia = "Lucia",
Sergio = "Sergio",
},
},
Standard = {
en_AU = {
Nicole = "Nicole",
Russel = "Russel",
},
en_GB = {
Amy = "Amy",
Emma = "Emma",
Brian = "Brian",
},
en_IN = {
Aditi = "Aditi",
Raveena = "Raveena",
},
en_US = {
Ivy = "Ivy",
Joanna = "Joanna",
Kendra = "Kendra",
Kimberly = "Kimberly",
Salli = "Salli",
Joey = "Joey",
Kevin = "Kevin",
},
fr_FR = {
Celine = "Celine",
["Léa"] = "Léa",
Mathieu = "Mathieu",
},
de_DE = {
Marlene = "Marlene",
Vicki = "Vicki",
Hans = "Hans",
},
it_IT = {
Carla = "Carla",
Bianca = "Bianca",
Giorgio = "Giorgio",
},
es_ES = {
Conchita = "Conchita",
Lucia = "Lucia",
Enrique = "Enrique",
},
},
},
Microsoft = { -- working ones if not using gRPC and MS Microsoft = { -- working ones if not using gRPC and MS
["Hedda"] = "Microsoft Hedda Desktop", -- de-DE ["Hedda"] = "Microsoft Hedda Desktop", -- de-DE
["Hazel"] = "Microsoft Hazel Desktop", -- en-GB ["Hazel"] = "Microsoft Hazel Desktop", -- en-GB
@@ -974,7 +1103,7 @@ end
-- - `MSRS.Provider.WINDOWS`: Microsoft Windows (default) -- - `MSRS.Provider.WINDOWS`: Microsoft Windows (default)
-- - `MSRS.Provider.GOOGLE`: Google Cloud -- - `MSRS.Provider.GOOGLE`: Google Cloud
-- - `MSRS.Provider.AZURE`: Microsoft Azure (only with DCS-gRPC backend) -- - `MSRS.Provider.AZURE`: Microsoft Azure (only with DCS-gRPC backend)
-- - `MSRS.Provier.AMAZON`: Amazone Web Service (only with DCS-gRPC backend) -- - `MSRS.Provier.AMAZON`: Amazon Web Service (only with DCS-gRPC backend)
-- --
-- Note that all providers except Microsoft Windows need as additonal information the credentials of your account. -- Note that all providers except Microsoft Windows need as additonal information the credentials of your account.
-- --
@@ -1184,7 +1313,8 @@ function MSRS:PlaySoundFile(Soundfile, Delay)
-- Append file. -- Append file.
command=command..' --file="'..tostring(soundfile)..'"' command=command..' --file="'..tostring(soundfile)..'"'
command=string.gsub(command,"--ssml","-h")
-- Execute command. -- Execute command.
self:_ExecCommand(command) self:_ExecCommand(command)
@@ -1442,7 +1572,7 @@ function MSRS:_GetCommand(freqs, modus, coal, gender, voice, culture, volume, sp
elseif self.provider==MSRS.Provider.WINDOWS then elseif self.provider==MSRS.Provider.WINDOWS then
-- Nothing to do. -- Nothing to do.
else else
self:E("ERROR: SRS only supports WINWOWS and GOOGLE as TTS providers! Use DCS-gRPC backend for other providers such as ") self:E("ERROR: SRS only supports WINDOWS and GOOGLE as TTS providers! Use DCS-gRPC backend for other providers such as AWS and Azure.")
end end
if not UTILS.FileExists(fullPath) then if not UTILS.FileExists(fullPath) then
@@ -1477,7 +1607,7 @@ function MSRS:_ExecCommand(command)
if self.UsePowerShell == true then if self.UsePowerShell == true then
filename=os.getenv('TMP').."\\MSRS-"..MSRS.uuid()..".ps1" filename=os.getenv('TMP').."\\MSRS-"..MSRS.uuid()..".ps1"
batContent = command .. "\'" batContent = command .. "\'"
self:I({batContent=batContent}) self:T({batContent=batContent})
end end
local script=io.open(filename, "w+") local script=io.open(filename, "w+")
@@ -1660,7 +1790,7 @@ function MSRS:_DCSgRPCtts(Text, Frequencies, Gender, Culture, Voice, Volume, Lab
ssml=string.format("<voice%s%s>%s</voice>", gender, language, Text) ssml=string.format("<voice%s%s>%s</voice>", gender, language, Text)
end end
end end
for _,freq in pairs(Frequencies) do for _,freq in pairs(Frequencies) do
self:T("Calling GRPC.tts with the following parameter:") self:T("Calling GRPC.tts with the following parameter:")
self:T({ssml=ssml, freq=freq, options=options}) self:T({ssml=ssml, freq=freq, options=options})
@@ -1986,7 +2116,7 @@ end
-- @param Core.Point#COORDINATE coordinate Coordinate to be used -- @param Core.Point#COORDINATE coordinate Coordinate to be used
-- @return #MSRSQUEUE.Transmission Radio transmission table. -- @return #MSRSQUEUE.Transmission Radio transmission table.
function MSRSQUEUE:NewTransmission(text, duration, msrs, tstart, interval, subgroups, subtitle, subduration, frequency, modulation, gender, culture, voice, volume, label,coordinate) function MSRSQUEUE:NewTransmission(text, duration, msrs, tstart, interval, subgroups, subtitle, subduration, frequency, modulation, gender, culture, voice, volume, label,coordinate)
self:T({Text=text, Dur=duration, start=tstart, int=interval, sub=subgroups, subt=subtitle, sudb=subduration, F=frequency, M=modulation, G=gender, C=culture, V=voice, Vol=volume, L=label})
if self.TransmitOnlyWithPlayers then if self.TransmitOnlyWithPlayers then
if self.PlayerSet and self.PlayerSet:CountAlive() == 0 then if self.PlayerSet and self.PlayerSet:CountAlive() == 0 then
return self return self
@@ -2026,7 +2156,7 @@ function MSRSQUEUE:NewTransmission(text, duration, msrs, tstart, interval, subgr
transmission.volume = volume or msrs.volume transmission.volume = volume or msrs.volume
transmission.label = label or msrs.Label transmission.label = label or msrs.Label
transmission.coordinate = coordinate or msrs.coordinate transmission.coordinate = coordinate or msrs.coordinate
-- Add transmission to queue. -- Add transmission to queue.
self:AddTransmission(transmission) self:AddTransmission(transmission)

View File

@@ -5,7 +5,7 @@
-- ## Features: -- ## Features:
-- --
-- * Create a SOUNDFILE object (mp3 or ogg) to be played via DCS or SRS transmissions -- * Create a SOUNDFILE object (mp3 or ogg) to be played via DCS or SRS transmissions
-- * Create a SOUNDTEXT object for text-to-speech output vis SRS Simple-Text-To-Speech (STTS) -- * Create a SOUNDTEXT object for text-to-speech output vis SRS Simple-Text-To-Speech (MSRS)
-- --
-- === -- ===
-- --

View File

@@ -1166,6 +1166,127 @@ ENUMS.Storage.weapons.bombs.AGM_62 = "weapons.bombs.AGM_62"
ENUMS.Storage.weapons.containers.US_M10_SMOKE_TANK_WHITE = "weapons.containers.{US_M10_SMOKE_TANK_WHITE}" ENUMS.Storage.weapons.containers.US_M10_SMOKE_TANK_WHITE = "weapons.containers.{US_M10_SMOKE_TANK_WHITE}"
ENUMS.Storage.weapons.missiles.MICA_T = "weapons.missiles.MICA_T" ENUMS.Storage.weapons.missiles.MICA_T = "weapons.missiles.MICA_T"
ENUMS.Storage.weapons.containers.HVAR_rocket = "weapons.containers.HVAR_rocket" ENUMS.Storage.weapons.containers.HVAR_rocket = "weapons.containers.HVAR_rocket"
-- 2025
ENUMS.Storage.weapons.containers.LANTIRN = "weapons.containers.LANTIRN"
ENUMS.Storage.weapons.missiles.AGM_78B = "weapons.missiles.AGM_78B"
ENUMS.Storage.weapons.containers.uh_60l_pilot = "weapons.containers.uh-60l_pilot"
ENUMS.Storage.weapons.missiles.AIM_92E = "weapons.missiles.AIM-92E"
ENUMS.Storage.weapons.missiles.KD_63B = "weapons.missiles.KD_63B"
ENUMS.Storage.weapons.bombs.Type_200A = "weapons.bombs.Type_200A"
ENUMS.Storage.weapons.missiles.HB_AIM_7E_2 = "weapons.missiles.HB-AIM-7E-2"
ENUMS.Storage.weapons.containers.Spear = "weapons.containers.Spear"
ENUMS.Storage.weapons.missiles.LS_6 = "weapons.missiles.LS_6"
ENUMS.Storage.weapons.containers.HB_ALE_40_0_120 = "weapons.containers.HB_ALE_40_0_120"
ENUMS.Storage.weapons.containers.Fantasm = "weapons.containers.Fantasm"
ENUMS.Storage.weapons.nurs.FFAR_Mk61 = "weapons.nurs.FFAR_Mk61"
ENUMS.Storage.weapons.bombs.HB_F4E_GBU15V1 = "weapons.bombs.HB_F4E_GBU15V1"
ENUMS.Storage.weapons.containers.HB_F14_EXT_AN_APQ_167 = "weapons.containers.HB_F14_EXT_AN_APQ-167"
ENUMS.Storage.weapons.nurs.LWL_RP = "weapons.nurs.LWL_RP"
ENUMS.Storage.weapons.bombs.AGM_62_I = "weapons.bombs.AGM_62_I"
ENUMS.Storage.weapons.containers.ETHER = "weapons.containers.ETHER"
ENUMS.Storage.weapons.containers.TANGAZH = "weapons.containers.TANGAZH"
ENUMS.Storage.weapons.bombs.LYSBOMB_11086 = "weapons.bombs.LYSBOMB 11086"
ENUMS.Storage.weapons.containers.Stub_Wing = "weapons.containers.Stub_Wing"
ENUMS.Storage.weapons.missiles.AIM_9E = "weapons.missiles.AIM-9E"
ENUMS.Storage.weapons.missiles.C_701T = "weapons.missiles.C_701T"
ENUMS.Storage.weapons.bombs.BAP_100 = "weapons.bombs.BAP_100"
ENUMS.Storage.weapons.missiles.CM_802AKG = "weapons.missiles.CM-802AKG"
ENUMS.Storage.weapons.missiles.CM_400AKG = "weapons.missiles.CM-400AKG"
ENUMS.Storage.weapons.missiles.C_802AK = "weapons.missiles.C_802AK"
ENUMS.Storage.weapons.missiles.KD_63 = "weapons.missiles.KD_63"
ENUMS.Storage.weapons.containers.HB_ORD_Pave_Spike_Fast = "weapons.containers.HB_ORD_Pave_Spike_Fast"
ENUMS.Storage.weapons.missiles.SPIKE_ER2 = "weapons.missiles.SPIKE_ER2"
ENUMS.Storage.weapons.containers.KINGAL = "weapons.containers.KINGAL"
ENUMS.Storage.weapons.containers.LANTIRN_F14_TARGET = "weapons.containers.LANTIRN-F14-TARGET"
ENUMS.Storage.weapons.containers.SPS_141 = "weapons.containers.SPS-141"
ENUMS.Storage.weapons.bombs.BLU_3B_GROUP = "weapons.bombs.BLU-3B_GROUP"
ENUMS.Storage.weapons.containers.HB_ALE_40_30_0 = "weapons.containers.HB_ALE_40_30_0"
ENUMS.Storage.weapons.droptanks.HB_HIGH_PERFORMANCE_CENTERLINE_600_GAL = "weapons.droptanks.HB_HIGH_PERFORMANCE_CENTERLINE_600_GAL"
ENUMS.Storage.weapons.containers.ALQ_184 = "weapons.containers.ALQ-184"
ENUMS.Storage.weapons.missiles.AGM_45B = "weapons.missiles.AGM_45B"
ENUMS.Storage.weapons.bombs.BLU_3_GROUP = "weapons.bombs.BLU-3_GROUP"
ENUMS.Storage.weapons.missiles.SPIKE_ER = "weapons.missiles.SPIKE_ER"
ENUMS.Storage.weapons.nurs.ARAKM70BAPPX = "weapons.nurs.ARAKM70BAPPX"
ENUMS.Storage.weapons.bombs.LYSBOMB_11088 = "weapons.bombs.LYSBOMB 11088"
ENUMS.Storage.weapons.bombs.LYSBOMB_11087 = "weapons.bombs.LYSBOMB 11087"
ENUMS.Storage.weapons.missiles.KD_20 = "weapons.missiles.KD_20"
ENUMS.Storage.weapons.droptanks.HB_F_4E_EXT_WingTank = "weapons.droptanks.HB_F-4E_EXT_WingTank"
ENUMS.Storage.weapons.missiles.Rb_04 = "weapons.missiles.Rb_04"
ENUMS.Storage.weapons.containers.AAQ_33 = "weapons.containers.AAQ-33"
ENUMS.Storage.weapons.droptanks.HB_F_4E_EXT_Center_Fuel_Tank_EMPTY = "weapons.droptanks.HB_F-4E_EXT_Center_Fuel_Tank_EMPTY"
ENUMS.Storage.weapons.droptanks.HB_F_4E_EXT_WingTank_R_EMPTY = "weapons.droptanks.HB_F-4E_EXT_WingTank_R_EMPTY"
ENUMS.Storage.weapons.droptanks.HB_F_4E_EXT_WingTank_EMPTY = "weapons.droptanks.HB_F-4E_EXT_WingTank_EMPTY"
ENUMS.Storage.weapons.containers.uh_60l_copilot = "weapons.containers.uh-60l_copilot"
ENUMS.Storage.weapons.droptanks.JAYHAWK_80gal_Fuel_Tankv2 = "weapons.droptanks.JAYHAWK_80gal_Fuel_Tankv2"
ENUMS.Storage.weapons.containers.supply_m134 = "weapons.containers.supply_m134"
ENUMS.Storage.weapons.containers.Seahawk_Pylon = "weapons.containers.Seahawk_Pylon"
ENUMS.Storage.weapons.nurs.LWL_MPP = "weapons.nurs.LWL_MPP"
ENUMS.Storage.weapons.nurs.S_5KP = "weapons.nurs.S_5KP"
ENUMS.Storage.weapons.missiles.AIM_92J = "weapons.missiles.AIM-92J"
ENUMS.Storage.weapons.missiles.HB_AIM_7E = "weapons.missiles.HB-AIM-7E"
ENUMS.Storage.weapons.containers.ALQ_131 = "weapons.containers.ALQ-131"
ENUMS.Storage.weapons.containers.HB_F14_EXT_TARPS = "weapons.containers.HB_F14_EXT_TARPS"
ENUMS.Storage.weapons.containers.MH60_SOAR = "weapons.containers.MH60_SOAR"
ENUMS.Storage.weapons.missiles.YJ_83 = "weapons.missiles.YJ-83"
ENUMS.Storage.weapons.bombs.GBU_8_B = "weapons.bombs.GBU_8_B"
ENUMS.Storage.weapons.containers.HB_F14_EXT_ECA = "weapons.containers.HB_F14_EXT_ECA"
ENUMS.Storage.weapons.bombs.BAP_100 = "weapons.bombs.BAP-100"
ENUMS.Storage.weapons.nurs.M261_MPSM_Rocket = "weapons.nurs.M261_MPSM_Rocket"
ENUMS.Storage.weapons.droptanks.SEAHAWK_120_Fuel_Tank = "weapons.droptanks.SEAHAWK_120_Fuel_Tank"
ENUMS.Storage.weapons.containers.SHPIL = "weapons.containers.SHPIL"
ENUMS.Storage.weapons.bombs.GBU_39 = "weapons.bombs.GBU_39"
ENUMS.Storage.weapons.nurs.S_5M = "weapons.nurs.S_5M"
ENUMS.Storage.weapons.containers.HB_ALE_40_15_90 = "weapons.containers.HB_ALE_40_15_90"
ENUMS.Storage.weapons.missiles.AIM_7E = "weapons.missiles.AIM-7E"
ENUMS.Storage.weapons.missiles.AIM_9P3 = "weapons.missiles.AIM-9P3"
ENUMS.Storage.weapons.missiles.AGM_12B = "weapons.missiles.AGM_12B"
ENUMS.Storage.weapons.missiles.CM_802AKG = "weapons.missiles.CM_802AKG"
ENUMS.Storage.weapons.droptanks.JAYHAWK_120_Fuel_Dual_Tank = "weapons.droptanks.JAYHAWK_120_Fuel_Dual_Tank"
ENUMS.Storage.weapons.droptanks.HB_F_4E_EXT_Center_Fuel_Tank = "weapons.droptanks.HB_F-4E_EXT_Center_Fuel_Tank"
ENUMS.Storage.weapons.containers.PAVETACK = "weapons.containers.PAVETACK"
ENUMS.Storage.weapons.missiles.LS_6_500 = "weapons.missiles.LS_6_500"
ENUMS.Storage.weapons.bombs.LYSBOMB_11089 = "weapons.bombs.LYSBOMB 11089"
ENUMS.Storage.weapons.bombs.BLU_4B_GROUP = "weapons.bombs.BLU-4B_GROUP"
ENUMS.Storage.weapons.containers.ah_64d_radar = "weapons.containers.ah-64d_radar"
ENUMS.Storage.weapons.containers.F_18_LDT_POD = "weapons.containers.F-18-LDT-POD"
ENUMS.Storage.weapons.containers.HB_ALE_40_30_60 = "weapons.containers.HB_ALE_40_30_60"
ENUMS.Storage.weapons.bombs.LS_6_100 = "weapons.bombs.LS_6_100"
ENUMS.Storage.weapons.droptanks.HB_F_4E_EXT_WingTank_R = "weapons.droptanks.HB_F-4E_EXT_WingTank_R"
ENUMS.Storage.weapons.containers.SORBCIJA_R = "weapons.containers.SORBCIJA_R"
ENUMS.Storage.weapons.missiles.CATM_65K = "weapons.missiles.CATM_65K"
ENUMS.Storage.weapons.containers.HB_ORD_Pave_Spike = "weapons.containers.HB_ORD_Pave_Spike"
ENUMS.Storage.weapons.containers.RobbieTank1 = "weapons.containers.RobbieTank1"
ENUMS.Storage.weapons.containers.SKY_SHADOW = "weapons.containers.SKY_SHADOW"
ENUMS.Storage.weapons.containers.SORBCIJA_L = "weapons.containers.SORBCIJA_L"
ENUMS.Storage.weapons.containers.Pavehawk = "weapons.containers.Pavehawk"
ENUMS.Storage.weapons.bombs.BLG66_EG = "weapons.bombs.BLG66_EG"
ENUMS.Storage.weapons.missiles.AGM_12C_ED = "weapons.missiles.AGM_12C_ED"
ENUMS.Storage.weapons.missiles.AIM_92C = "weapons.missiles.AIM-92C"
ENUMS.Storage.weapons.containers.MPS_410 = "weapons.containers.MPS-410"
ENUMS.Storage.weapons.missiles.HJ_12 = "weapons.missiles.HJ-12"
ENUMS.Storage.weapons.containers.AAQ_28_LITENING = "weapons.containers.AAQ-28_LITENING"
ENUMS.Storage.weapons.containers.F_18_FLIR_POD = "weapons.containers.F-18-FLIR-POD"
ENUMS.Storage.weapons.bombs.BLU_3B_GROUP = "weapons.bombs.BLU_3B_GROUP"
ENUMS.Storage.weapons.containers.UH60L_Jayhawk = "weapons.containers.UH60L_Jayhawk"
ENUMS.Storage.weapons.containers.BOZ_100 = "weapons.containers.BOZ-100"
ENUMS.Storage.weapons.missiles.AGM_78A = "weapons.missiles.AGM_78A"
ENUMS.Storage.weapons.missiles.LAU_61_APKWS_M282 = "weapons.missiles.LAU_61_APKWS_M282"
ENUMS.Storage.weapons.bombs.BAP_100 = "weapons.bombs.BAP-100"
ENUMS.Storage.weapons.missiles.CM_802AKG = "weapons.missiles.CM-802AKG"
ENUMS.Storage.weapons.bombs.BLU_3B_GROUP = "weapons.bombs.BLU_3B_GROUP"
ENUMS.Storage.weapons.bombs.BLU_4B_GROUP = "weapons.bombs.BLU-4B_GROUP"
ENUMS.Storage.weapons.nurs.S_5M = "weapons.nurs.S_5M"
ENUMS.Storage.weapons.missiles.AGM_12A = "weapons.missiles.AGM_12A"
ENUMS.Storage.weapons.droptanks.JAYHAWK_120_Fuel_Tank = "weapons.droptanks.JAYHAWK_120_Fuel_Tank"
ENUMS.Storage.weapons.bombs.GBU_15_V_1_B = "weapons.bombs.GBU_15_V_1_B"
ENUMS.Storage.weapons.missiles.HYDRA_70_M151_APKWS = {4,4,8,292}
ENUMS.Storage.weapons.missiles.HYDRA_70_M282_APKWS = {4,4,8,293}
-- dupes with typos
ENUMS.Storage.weapons.bombs.BAP100 = "weapons.bombs.BAP_100"
ENUMS.Storage.weapons.bombs.BLU3B_GROUP = "weapons.bombs.BLU-3B_GROUP"
ENUMS.Storage.weapons.missiles.CM_802AKG = "weapons.missiles.CM_802AKG"
ENUMS.Storage.weapons.bombs.BLU_4B_GROUP = "weapons.bombs.BLU_4B_GROUP"
ENUMS.Storage.weapons.nurs.S5M = "weapons.nurs.S-5M"
-- Gazelle -- Gazelle
ENUMS.Storage.weapons.Gazelle.HMP400_100RDS = {4,15,46,1771} ENUMS.Storage.weapons.Gazelle.HMP400_100RDS = {4,15,46,1771}
ENUMS.Storage.weapons.Gazelle.HMP400_200RDS = {4,15,46,1770} ENUMS.Storage.weapons.Gazelle.HMP400_200RDS = {4,15,46,1770}
@@ -1177,16 +1298,16 @@ ENUMS.Storage.weapons.Gazelle.GIAT_M261_HEAP = {4,15,46,1765}
ENUMS.Storage.weapons.Gazelle.GIAT_M261_APHE = {4,15,46,1764} ENUMS.Storage.weapons.Gazelle.GIAT_M261_APHE = {4,15,46,1764}
ENUMS.Storage.weapons.Gazelle.GAZELLE_IR_DEFLECTOR = {4,15,47,680} ENUMS.Storage.weapons.Gazelle.GAZELLE_IR_DEFLECTOR = {4,15,47,680}
ENUMS.Storage.weapons.Gazelle.GAZELLE_FAS_SANDFILTER = {4,15,47,679} ENUMS.Storage.weapons.Gazelle.GAZELLE_FAS_SANDFILTER = {4,15,47,679}
-- Chinook -- Chinook (changed)
ENUMS.Storage.weapons.CH47.CH47_PORT_M60D = {4,15,46,2476} ENUMS.Storage.weapons.CH47.CH47_PORT_M60D = {4,15,46,2489}
ENUMS.Storage.weapons.CH47.CH47_STBD_M60D = {4,15,46,2477} ENUMS.Storage.weapons.CH47.CH47_STBD_M60D = {4,15,46,2488}
ENUMS.Storage.weapons.CH47.CH47_AFT_M60D = {4,15,46,2478} ENUMS.Storage.weapons.CH47.CH47_AFT_M60D = {4,15,46,2490}
ENUMS.Storage.weapons.CH47.CH47_PORT_M134D = {4,15,46,2482} ENUMS.Storage.weapons.CH47.CH47_PORT_M134D = {4,15,46,2494}
ENUMS.Storage.weapons.CH47.CH47_STBD_M134D = {4,15,46,2483} ENUMS.Storage.weapons.CH47.CH47_STBD_M134D = {4,15,46,2495}
ENUMS.Storage.weapons.CH47.CH47_AFT_M3M = {4,15,46,2484} ENUMS.Storage.weapons.CH47.CH47_AFT_M3M = {4,15,46,2496} --
ENUMS.Storage.weapons.CH47.CH47_PORT_M240H = {4,15,46,2479} ENUMS.Storage.weapons.CH47.CH47_PORT_M240H = {4,15,46,2492}
ENUMS.Storage.weapons.CH47.CH47_STBD_M240H = {4,15,46,2480} ENUMS.Storage.weapons.CH47.CH47_STBD_M240H = {4,15,46,2491}
ENUMS.Storage.weapons.CH47.CH47_AFT_M240H = {4,15,46,2481} ENUMS.Storage.weapons.CH47.CH47_AFT_M240H = {4,15,46,2493}
-- Huey -- Huey
ENUMS.Storage.weapons.UH1H.M134_MiniGun_Right = {4,15,46,161} ENUMS.Storage.weapons.UH1H.M134_MiniGun_Right = {4,15,46,161}
ENUMS.Storage.weapons.UH1H.M134_MiniGun_Left = {4,15,46,160} ENUMS.Storage.weapons.UH1H.M134_MiniGun_Left = {4,15,46,160}
@@ -1208,7 +1329,7 @@ ENUMS.Storage.weapons.OH58.Smk_Grenade_Violet = {4,5,9,490}
ENUMS.Storage.weapons.OH58.Smk_Grenade_White = {4,5,9,492} ENUMS.Storage.weapons.OH58.Smk_Grenade_White = {4,5,9,492}
ENUMS.Storage.weapons.OH58.Smk_Grenade_Yellow = {4,5,9,491} ENUMS.Storage.weapons.OH58.Smk_Grenade_Yellow = {4,5,9,491}
-- Apache -- Apache
ENUMS.Storage.weapons.AH64D.AN_APG78 = {4,15,44,2138} ENUMS.Storage.weapons.AH64D.AN_APG78 = {4,15,44,2114}
ENUMS.Storage.weapons.AH64D.Internal_Aux_FuelTank = {1,3,43,1700} ENUMS.Storage.weapons.AH64D.Internal_Aux_FuelTank = {1,3,43,1700}
--- ---
@@ -1237,3 +1358,4 @@ ENUMS.FARPObjectTypeNamesAndShape ={
[ENUMS.FARPType.HELIPADSINGLE] = { TypeName="SINGLE_HELIPAD", ShapeName="FARP"}, [ENUMS.FARPType.HELIPADSINGLE] = { TypeName="SINGLE_HELIPAD", ShapeName="FARP"},
[ENUMS.FARPType.PADSINGLE] = { TypeName="FARP_SINGLE_01", ShapeName="FARP_SINGLE_01"}, [ENUMS.FARPType.PADSINGLE] = { TypeName="FARP_SINGLE_01", ShapeName="FARP_SINGLE_01"},
} }

View File

@@ -1,259 +0,0 @@
--- **Utilities** - DCS Simple Text-To-Speech (STTS).
--
--
-- @module Utilities.STTS
-- @image MOOSE.JPG
--- [DCS Enum world](https://wiki.hoggitworld.com/view/DCS_enum_world)
-- @type STTS
-- @field #string DIRECTORY Path of the SRS directory.
--- Simple Text-To-Speech
--
-- Version 0.4 - Compatible with SRS version 1.9.6.0+
--
-- # DCS Modification Required
--
-- You will need to edit MissionScripting.lua in DCS World/Scripts/MissionScripting.lua and remove the sanitization.
-- To do this remove all the code below the comment - the line starts "local function sanitizeModule(name)"
-- Do this without DCS running to allow mission scripts to use os functions.
--
-- *You WILL HAVE TO REAPPLY AFTER EVERY DCS UPDATE*
--
-- # USAGE:
--
-- Add this script into the mission as a DO SCRIPT or DO SCRIPT FROM FILE to initialize it
-- Make sure to edit the STTS.SRS_PORT and STTS.DIRECTORY to the correct values before adding to the mission.
-- Then its as simple as calling the correct function in LUA as a DO SCRIPT or in your own scripts.
--
-- Example calls:
--
-- STTS.TextToSpeech("Hello DCS WORLD","251","AM","1.0","SRS",2)
--
-- Arguments in order are:
--
-- * Message to say, make sure not to use a newline (\n) !
-- * Frequency in MHz
-- * Modulation - AM/FM
-- * Volume - 1.0 max, 0.5 half
-- * Name of the transmitter - ATC, RockFM etc
-- * Coalition - 0 spectator, 1 red 2 blue
-- * OPTIONAL - Vec3 Point i.e Unit.getByName("A UNIT"):getPoint() - needs Vec3 for Height! OR null if not needed
-- * OPTIONAL - Speed -10 to +10
-- * OPTIONAL - Gender male, female or neuter
-- * OPTIONAL - Culture - en-US, en-GB etc
-- * OPTIONAL - Voice - a specific voice by name. Run DCS-SR-ExternalAudio.exe with --help to get the ones you can use on the command line
-- * OPTIONAL - Google TTS - Switch to Google Text To Speech - Requires STTS.GOOGLE_CREDENTIALS path and Google project setup correctly
--
--
-- ## Example
--
-- This example will say the words "Hello DCS WORLD" on 251 MHz AM at maximum volume with a client called SRS and to the Blue coalition only
--
-- STTS.TextToSpeech("Hello DCS WORLD","251","AM","1.0","SRS",2,null,-5,"male","en-GB")
--
-- ## Example
--
-- This example will say the words "Hello DCS WORLD" on 251 MHz AM at maximum volume with a client called SRS and to the Blue coalition only centered on the position of the Unit called "A UNIT"
--
-- STTS.TextToSpeech("Hello DCS WORLD","251","AM","1.0","SRS",2,Unit.getByName("A UNIT"):getPoint(),-5,"male","en-GB")
--
-- Arguments in order are:
--
-- * FULL path to the MP3 OR OGG to play
-- * Frequency in MHz - to use multiple separate with a comma - Number of frequencies MUST match number of Modulations
-- * Modulation - AM/FM - to use multiple
-- * Volume - 1.0 max, 0.5 half
-- * Name of the transmitter - ATC, RockFM etc
-- * Coalition - 0 spectator, 1 red 2 blue
--
-- ## Example
--
-- This will play that MP3 on 255MHz AM & 31 FM at half volume with a client called "Multiple" and to Spectators only
--
-- STTS.PlayMP3("C:\\Users\\Ciaran\\Downloads\\PR-Music.mp3","255,31","AM,FM","0.5","Multiple",0)
--
-- @field #STTS
STTS = {
ClassName = "STTS",
DIRECTORY = "",
SRS_PORT = 5002,
GOOGLE_CREDENTIALS = "C:\\Users\\Ciaran\\Downloads\\googletts.json",
EXECUTABLE = "DCS-SR-ExternalAudio.exe"
}
--- FULL Path to the FOLDER containing DCS-SR-ExternalAudio.exe - EDIT TO CORRECT FOLDER
STTS.DIRECTORY = "D:/DCS/_SRS"
--- LOCAL SRS PORT - DEFAULT IS 5002
STTS.SRS_PORT = 5002
--- Google credentials file
STTS.GOOGLE_CREDENTIALS = "C:\\Users\\Ciaran\\Downloads\\googletts.json"
--- DON'T CHANGE THIS UNLESS YOU KNOW WHAT YOU'RE DOING
STTS.EXECUTABLE = "DCS-SR-ExternalAudio.exe"
--- Function for UUID.
function STTS.uuid()
local random = math.random
local template = 'yxxx-xxxxxxxxxxxx'
return string.gsub( template, '[xy]', function( c )
local v = (c == 'x') and random( 0, 0xf ) or random( 8, 0xb )
return string.format( '%x', v )
end )
end
--- Round a number.
-- @param #number x Number.
-- @param #number n Precision.
function STTS.round( x, n )
n = math.pow( 10, n or 0 )
x = x * n
if x >= 0 then
x = math.floor( x + 0.5 )
else
x = math.ceil( x - 0.5 )
end
return x / n
end
--- Function returns estimated speech time in seconds.
-- Assumptions for time calc: 100 Words per min, average of 5 letters for english word so
--
-- * 5 chars * 100wpm = 500 characters per min = 8.3 chars per second
--
-- So length of msg / 8.3 = number of seconds needed to read it. rounded down to 8 chars per sec map function:
--
-- * (x - in_min) * (out_max - out_min) / (in_max - in_min) + out_min
--
-- @param #number length can also be passed as #string
-- @param #number speed Defaults to 1.0
-- @param #boolean isGoogle We're using Google TTS
function STTS.getSpeechTime(length,speed,isGoogle)
local maxRateRatio = 3
speed = speed or 1.0
isGoogle = isGoogle or false
local speedFactor = 1.0
if isGoogle then
speedFactor = speed
else
if speed ~= 0 then
speedFactor = math.abs( speed ) * (maxRateRatio - 1) / 10 + 1
end
if speed < 0 then
speedFactor = 1 / speedFactor
end
end
local wpm = math.ceil( 100 * speedFactor )
local cps = math.floor( (wpm * 5) / 60 )
if type( length ) == "string" then
length = string.len( length )
end
return length/cps --math.ceil(length/cps)
end
--- Text to speech function.
function STTS.TextToSpeech( message, freqs, modulations, volume, name, coalition, point, speed, gender, culture, voice, googleTTS )
if os == nil or io == nil then
env.info( "[DCS-STTS] LUA modules os or io are sanitized. skipping. " )
return
end
speed = speed or 1
gender = gender or "female"
culture = culture or ""
voice = voice or ""
coalition = coalition or "0"
name = name or "ROBOT"
volume = 1
speed = 1
message = message:gsub( "\"", "\\\"" )
local cmd = string.format( "start /min \"\" /d \"%s\" /b \"%s\" -f %s -m %s -c %s -p %s -n \"%s\" -h", STTS.DIRECTORY, STTS.EXECUTABLE, freqs or "305", modulations or "AM", coalition, STTS.SRS_PORT, name )
if voice ~= "" then
cmd = cmd .. string.format( " -V \"%s\"", voice )
else
if culture ~= "" then
cmd = cmd .. string.format( " -l %s", culture )
end
if gender ~= "" then
cmd = cmd .. string.format( " -g %s", gender )
end
end
if googleTTS == true then
cmd = cmd .. string.format( " -G \"%s\"", STTS.GOOGLE_CREDENTIALS )
end
if speed ~= 1 then
cmd = cmd .. string.format( " -s %s", speed )
end
if volume ~= 1.0 then
cmd = cmd .. string.format( " -v %s", volume )
end
if point and type( point ) == "table" and point.x then
local lat, lon, alt = coord.LOtoLL( point )
lat = STTS.round( lat, 4 )
lon = STTS.round( lon, 4 )
alt = math.floor( alt )
cmd = cmd .. string.format( " -L %s -O %s -A %s", lat, lon, alt )
end
cmd = cmd .. string.format( " -t \"%s\"", message )
if string.len( cmd ) > 255 then
local filename = os.getenv( 'TMP' ) .. "\\DCS_STTS-" .. STTS.uuid() .. ".bat"
local script = io.open( filename, "w+" )
script:write( cmd .. " && exit" )
script:close()
cmd = string.format( "\"%s\"", filename )
timer.scheduleFunction( os.remove, filename, timer.getTime() + 1 )
end
if string.len( cmd ) > 255 then
env.info( "[DCS-STTS] - cmd string too long" )
env.info( "[DCS-STTS] TextToSpeech Command :\n" .. cmd .. "\n" )
end
os.execute( cmd )
return STTS.getSpeechTime( message, speed, googleTTS )
end
--- Play mp3 function.
-- @param #string pathToMP3 Path to the sound file.
-- @param #string freqs Frequencies, e.g. "305, 256".
-- @param #string modulations Modulations, e.g. "AM, FM".
-- @param #string volume Volume, e.g. "0.5".
function STTS.PlayMP3( pathToMP3, freqs, modulations, volume, name, coalition, point )
local cmd = string.format( "start \"\" /d \"%s\" /b /min \"%s\" -i \"%s\" -f %s -m %s -c %s -p %s -n \"%s\" -v %s -h", STTS.DIRECTORY, STTS.EXECUTABLE, pathToMP3, freqs or "305", modulations or "AM", coalition or "0", STTS.SRS_PORT, name or "ROBOT", volume or "1" )
if point and type( point ) == "table" and point.x then
local lat, lon, alt = coord.LOtoLL( point )
lat = STTS.round( lat, 4 )
lon = STTS.round( lon, 4 )
alt = math.floor( alt )
cmd = cmd .. string.format( " -L %s -O %s -A %s", lat, lon, alt )
end
env.info( "[DCS-STTS] MP3/OGG Command :\n" .. cmd .. "\n" )
os.execute( cmd )
end

View File

@@ -1,612 +0,0 @@
--- **Utilities** - Templates.
--
-- DCS unit templates
--
-- @module Utilities.Templates
-- @image MOOSE.JPG
--- TEMPLATE class.
-- @type TEMPLATE
-- @field #string ClassName Name of the class.
--- *Templates*
--
-- ===
--
-- ![Banner Image](..\Presentations\Utilities\PROFILER_Main.jpg)
--
-- Get DCS templates from thin air.
--
-- # Ground Units
--
-- Ground units.
--
-- # Naval Units
--
-- Ships are not implemented yet.
--
-- # Aircraft
--
-- ## Airplanes
--
-- Airplanes are not implemented yet.
--
-- ## Helicopters
--
-- Helicopters are not implemented yet.
--
-- @field #TEMPLATE
TEMPLATE = {
ClassName = "TEMPLATE",
Ground = {},
Naval = {},
Airplane = {},
Helicopter = {},
}
--- Ground unit type names.
-- @type TEMPLATE.TypeGround
-- @param #string InfantryAK
TEMPLATE.TypeGround={
InfantryAK="Infantry AK",
ParatrooperAKS74="Paratrooper AKS-74",
ParatrooperRPG16="Paratrooper RPG-16",
SoldierWWIIUS="soldier_wwii_us",
InfantryM248="Infantry M249",
SoldierM4="Soldier M4",
}
--- Naval unit type names.
-- @type TEMPLATE.TypeNaval
-- @param #string Ticonderoga
TEMPLATE.TypeNaval={
Ticonderoga="TICONDEROG",
}
--- Rotary wing unit type names.
-- @type TEMPLATE.TypeAirplane
-- @param #string A10C
TEMPLATE.TypeAirplane={
A10C="A-10C",
}
--- Rotary wing unit type names.
-- @type TEMPLATE.TypeHelicopter
-- @param #string AH1W
TEMPLATE.TypeHelicopter={
AH1W="AH-1W",
}
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Ground Template
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get template for ground units.
-- @param #string TypeName Type name of the unit(s) in the groups. See `TEMPLATE.Ground`.
-- @param #string GroupName Name of the spawned group. **Must be unique!**
-- @param #number CountryID Country ID. Default `country.id.USA`. Coalition is automatically determined by the one the country belongs to.
-- @param DCS#Vec3 Vec3 Position of the group and the first unit.
-- @param #number Nunits Number of units. Default 1.
-- @param #number Radius Spawn radius for additonal units in meters. Default 50 m.
-- @return #table Template Template table.
function TEMPLATE.GetGround(TypeName, GroupName, CountryID, Vec3, Nunits, Radius)
-- Defaults.
TypeName=TypeName or TEMPLATE.TypeGround.SoldierM4
GroupName=GroupName or "Ground-1"
CountryID=CountryID or country.id.USA
Vec3=Vec3 or {x=0, y=0, z=0}
Nunits=Nunits or 1
Radius=Radius or 50
-- Get generic template.
local template=UTILS.DeepCopy(TEMPLATE.GenericGround)
-- Set group name.
template.name=GroupName
-- These are additional entries required by the MOOSE _DATABASE:Spawn() function.
template.CountryID=CountryID
template.CoalitionID=coalition.getCountryCoalition(template.CountryID)
template.CategoryID=Unit.Category.GROUND_UNIT
-- Set first unit.
template.units[1].type=TypeName
template.units[1].name=GroupName.."-1"
if Vec3 then
TEMPLATE.SetPositionFromVec3(template, Vec3)
end
TEMPLATE.SetUnits(template, Nunits, COORDINATE:NewFromVec3(Vec3), Radius)
return template
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Naval Template
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get template for ground units.
-- @param #string TypeName Type name of the unit(s) in the groups. See `TEMPLATE.Ground`.
-- @param #string GroupName Name of the spawned group. **Must be unique!**
-- @param #number CountryID Country ID. Default `country.id.USA`. Coalition is automatically determined by the one the country belongs to.
-- @param DCS#Vec3 Vec3 Position of the group and the first unit.
-- @param #number Nunits Number of units. Default 1.
-- @param #number Radius Spawn radius for additonal units in meters. Default 500 m.
-- @return #table Template Template table.
function TEMPLATE.GetNaval(TypeName, GroupName, CountryID, Vec3, Nunits, Radius)
-- Defaults.
TypeName=TypeName or TEMPLATE.TypeNaval.Ticonderoga
GroupName=GroupName or "Naval-1"
CountryID=CountryID or country.id.USA
Vec3=Vec3 or {x=0, y=0, z=0}
Nunits=Nunits or 1
Radius=Radius or 500
-- Get generic template.
local template=UTILS.DeepCopy(TEMPLATE.GenericNaval)
-- Set group name.
template.name=GroupName
-- These are additional entries required by the MOOSE _DATABASE:Spawn() function.
template.CountryID=CountryID
template.CoalitionID=coalition.getCountryCoalition(template.CountryID)
template.CategoryID=Unit.Category.SHIP
-- Set first unit.
template.units[1].type=TypeName
template.units[1].name=GroupName.."-1"
if Vec3 then
TEMPLATE.SetPositionFromVec3(template, Vec3)
end
TEMPLATE.SetUnits(template, Nunits, COORDINATE:NewFromVec3(Vec3), Radius)
return template
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Aircraft Template
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get template for fixed wing units.
-- @param #string TypeName Type name of the unit(s) in the groups. See `TEMPLATE.Ground`.
-- @param #string GroupName Name of the spawned group. **Must be unique!**
-- @param #number CountryID Country ID. Default `country.id.USA`. Coalition is automatically determined by the one the country belongs to.
-- @param DCS#Vec3 Vec3 Position of the group and the first unit.
-- @param #number Nunits Number of units. Default 1.
-- @param #number Radius Spawn radius for additonal units in meters. Default 500 m.
-- @return #table Template Template table.
function TEMPLATE.GetAirplane(TypeName, GroupName, CountryID, Vec3, Nunits, Radius)
-- Defaults.
TypeName=TypeName or TEMPLATE.TypeAirplane.A10C
GroupName=GroupName or "Airplane-1"
CountryID=CountryID or country.id.USA
Vec3=Vec3 or {x=0, y=1000, z=0}
Nunits=Nunits or 1
Radius=Radius or 100
local template=TEMPLATE._GetAircraft(true, TypeName, GroupName, CountryID, Vec3, Nunits, Radius)
return template
end
--- Get template for fixed wing units.
-- @param #string TypeName Type name of the unit(s) in the groups. See `TEMPLATE.Ground`.
-- @param #string GroupName Name of the spawned group. **Must be unique!**
-- @param #number CountryID Country ID. Default `country.id.USA`. Coalition is automatically determined by the one the country belongs to.
-- @param DCS#Vec3 Vec3 Position of the group and the first unit.
-- @param #number Nunits Number of units. Default 1.
-- @param #number Radius Spawn radius for additonal units in meters. Default 500 m.
-- @return #table Template Template table.
function TEMPLATE.GetHelicopter(TypeName, GroupName, CountryID, Vec3, Nunits, Radius)
-- Defaults.
TypeName=TypeName or TEMPLATE.TypeHelicopter.AH1W
GroupName=GroupName or "Helicopter-1"
CountryID=CountryID or country.id.USA
Vec3=Vec3 or {x=0, y=500, z=0}
Nunits=Nunits or 1
Radius=Radius or 100
-- Limit unis to 4.
Nunits=math.min(Nunits, 4)
local template=TEMPLATE._GetAircraft(false, TypeName, GroupName, CountryID, Vec3, Nunits, Radius)
return template
end
--- Get template for aircraft units.
-- @param #boolean Airplane If true, this is a fixed wing. Else, rotary wing.
-- @param #string TypeName Type name of the unit(s) in the groups. See `TEMPLATE.Ground`.
-- @param #string GroupName Name of the spawned group. **Must be unique!**
-- @param #number CountryID Country ID. Default `country.id.USA`. Coalition is automatically determined by the one the country belongs to.
-- @param DCS#Vec3 Vec3 Position of the group and the first unit.
-- @param #number Nunits Number of units. Default 1.
-- @param #number Radius Spawn radius for additonal units in meters. Default 500 m.
-- @return #table Template Template table.
function TEMPLATE._GetAircraft(Airplane, TypeName, GroupName, CountryID, Vec3, Nunits, Radius)
-- Defaults.
TypeName=TypeName
GroupName=GroupName or "Aircraft-1"
CountryID=CountryID or country.id.USA
Vec3=Vec3 or {x=0, y=0, z=0}
Nunits=Nunits or 1
Radius=Radius or 100
-- Get generic template.
local template=UTILS.DeepCopy(TEMPLATE.GenericAircraft)
-- Set group name.
template.name=GroupName
-- These are additional entries required by the MOOSE _DATABASE:Spawn() function.
template.CountryID=CountryID
template.CoalitionID=coalition.getCountryCoalition(template.CountryID)
if Airplane then
template.CategoryID=Unit.Category.AIRPLANE
else
template.CategoryID=Unit.Category.HELICOPTER
end
-- Set first unit.
template.units[1].type=TypeName
template.units[1].name=GroupName.."-1"
-- Set position.
if Vec3 then
TEMPLATE.SetPositionFromVec3(template, Vec3)
end
-- Set number of units.
TEMPLATE.SetUnits(template, Nunits, COORDINATE:NewFromVec3(Vec3), Radius)
return template
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Misc Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Set the position of the template.
-- @param #table Template The template to be modified.
-- @param DCS#Vec2 Vec2 2D Position vector with x and y components of the group.
function TEMPLATE.SetPositionFromVec2(Template, Vec2)
Template.x=Vec2.x
Template.y=Vec2.y
for _,unit in pairs(Template.units) do
unit.x=Vec2.x
unit.y=Vec2.y
end
Template.route.points[1].x=Vec2.x
Template.route.points[1].y=Vec2.y
Template.route.points[1].alt=0 --TODO: Use land height.
end
--- Set the position of the template.
-- @param #table Template The template to be modified.
-- @param DCS#Vec3 Vec3 Position vector of the group.
function TEMPLATE.SetPositionFromVec3(Template, Vec3)
local Vec2={x=Vec3.x, y=Vec3.z}
TEMPLATE.SetPositionFromVec2(Template, Vec2)
end
--- Set the position of the template.
-- @param #table Template The template to be modified.
-- @param #number N Total number of units in the group.
-- @param Core.Point#COORDINATE Coordinate Position of the first unit.
-- @param #number Radius Radius in meters to randomly place the additional units.
function TEMPLATE.SetUnits(Template, N, Coordinate, Radius)
local units=Template.units
local unit1=units[1]
local Vec3=Coordinate:GetVec3()
unit1.x=Vec3.x
unit1.y=Vec3.z
unit1.alt=Vec3.y
for i=2,N do
units[i]=UTILS.DeepCopy(unit1)
end
for i=1,N do
local unit=units[i]
unit.name=string.format("%s-%d", Template.name, i)
if i>1 then
local vec2=Coordinate:GetRandomCoordinateInRadius(Radius, 5):GetVec2()
unit.x=vec2.x
unit.y=vec2.y
unit.alt=unit1.alt
end
end
end
--- Set the position of the template.
-- @param #table Template The template to be modified.
-- @param Wrapper.Airbase#AIRBASE AirBase The airbase where the aircraft are spawned.
-- @param #table ParkingSpots List of parking spot IDs. Every unit needs one!
-- @param #boolean EngineOn If true, aircraft are spawned hot.
function TEMPLATE.SetAirbase(Template, AirBase, ParkingSpots, EngineOn)
-- Airbase ID.
local AirbaseID=AirBase:GetID()
-- Spawn point.
local point=Template.route.points[1]
-- Set ID.
if AirBase:IsAirdrome() then
point.airdromeId=AirbaseID
else
point.helipadId=AirbaseID
point.linkUnit=AirbaseID
end
if EngineOn then
point.action=COORDINATE.WaypointAction.FromParkingAreaHot
point.type=COORDINATE.WaypointType.TakeOffParkingHot
else
point.action=COORDINATE.WaypointAction.FromParkingArea
point.type=COORDINATE.WaypointType.TakeOffParking
end
for i,unit in ipairs(Template.units) do
unit.parking_id=ParkingSpots[i]
end
end
--- Add a waypoint.
-- @param #table Template The template to be modified.
-- @param #table Waypoint Waypoint table.
function TEMPLATE.AddWaypoint(Template, Waypoint)
table.insert(Template.route.points, Waypoint)
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Generic Ground Template
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
TEMPLATE.GenericGround=
{
["visible"] = false,
["tasks"] = {}, -- end of ["tasks"]
["uncontrollable"] = false,
["task"] = "Ground Nothing",
["route"] =
{
["spans"] = {}, -- end of ["spans"]
["points"] =
{
[1] =
{
["alt"] = 0,
["type"] = "Turning Point",
["ETA"] = 0,
["alt_type"] = "BARO",
["formation_template"] = "",
["y"] = 0,
["x"] = 0,
["ETA_locked"] = true,
["speed"] = 0,
["action"] = "Off Road",
["task"] =
{
["id"] = "ComboTask",
["params"] =
{
["tasks"] =
{
}, -- end of ["tasks"]
}, -- end of ["params"]
}, -- end of ["task"]
["speed_locked"] = true,
}, -- end of [1]
}, -- end of ["points"]
}, -- end of ["route"]
["groupId"] = nil,
["hidden"] = false,
["units"] =
{
[1] =
{
["transportable"] =
{
["randomTransportable"] = false,
}, -- end of ["transportable"]
["skill"] = "Average",
["type"] = "Infantry AK",
["unitId"] = nil,
["y"] = 0,
["x"] = 0,
["name"] = "Infantry AK-47 Rus",
["heading"] = 0,
["playerCanDrive"] = false,
}, -- end of [1]
}, -- end of ["units"]
["y"] = 0,
["x"] = 0,
["name"] = "Infantry AK-47 Rus",
["start_time"] = 0,
}
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Generic Ship Template
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
TEMPLATE.GenericNaval=
{
["visible"] = false,
["tasks"] = {}, -- end of ["tasks"]
["uncontrollable"] = false,
["route"] =
{
["points"] =
{
[1] =
{
["alt"] = 0,
["type"] = "Turning Point",
["ETA"] = 0,
["alt_type"] = "BARO",
["formation_template"] = "",
["y"] = 0,
["x"] = 0,
["ETA_locked"] = true,
["speed"] = 0,
["action"] = "Turning Point",
["task"] =
{
["id"] = "ComboTask",
["params"] =
{
["tasks"] =
{
}, -- end of ["tasks"]
}, -- end of ["params"]
}, -- end of ["task"]
["speed_locked"] = true,
}, -- end of [1]
}, -- end of ["points"]
}, -- end of ["route"]
["groupId"] = nil,
["hidden"] = false,
["units"] =
{
[1] =
{
["transportable"] =
{
["randomTransportable"] = false,
}, -- end of ["transportable"]
["skill"] = "Average",
["type"] = "TICONDEROG",
["unitId"] = nil,
["y"] = 0,
["x"] = 0,
["name"] = "Naval-1-1",
["heading"] = 0,
["modulation"] = 0,
["frequency"] = 127500000,
}, -- end of [1]
}, -- end of ["units"]
["y"] = 0,
["x"] = 0,
["name"] = "Naval-1",
["start_time"] = 0,
}
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Generic Aircraft Template
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
TEMPLATE.GenericAircraft=
{
["groupId"] = nil,
["name"] = "Rotary-1",
["uncontrolled"] = false,
["hidden"] = false,
["task"] = "Nothing",
["y"] = 0,
["x"] = 0,
["start_time"] = 0,
["communication"] = true,
["radioSet"] = false,
["frequency"] = 127.5,
["modulation"] = 0,
["taskSelected"] = true,
["tasks"] = {}, -- end of ["tasks"]
["route"] =
{
["points"] =
{
[1] =
{
["y"] = 0,
["x"] = 0,
["alt"] = 1000,
["alt_type"] = "BARO",
["action"] = "Turning Point",
["type"] = "Turning Point",
["airdromeId"] = nil,
["task"] =
{
["id"] = "ComboTask",
["params"] =
{
["tasks"] = {}, -- end of ["tasks"]
}, -- end of ["params"]
}, -- end of ["task"]
["ETA"] = 0,
["ETA_locked"] = true,
["speed"] = 100,
["speed_locked"] = true,
["formation_template"] = "",
}, -- end of [1]
}, -- end of ["points"]
}, -- end of ["route"]
["units"] =
{
[1] =
{
["name"] = "Rotary-1-1",
["unitId"] = nil,
["type"] = "AH-1W",
["onboard_num"] = "050",
["livery_id"] = "USA X Black",
["skill"] = "High",
["ropeLength"] = 15,
["speed"] = 0,
["x"] = 0,
["y"] = 0,
["alt"] = 10,
["alt_type"] = "BARO",
["heading"] = 0,
["psi"] = 0,
["parking"] = nil,
["parking_id"] = nil,
["payload"] =
{
["pylons"] = {}, -- end of ["pylons"]
["fuel"] = "1250.0",
["flare"] = 30,
["chaff"] = 30,
["gun"] = 100,
}, -- end of ["payload"]
["callsign"] =
{
[1] = 2,
[2] = 1,
[3] = 1,
["name"] = "Springfield11",
}, -- end of ["callsign"]
}, -- end of [1]
}, -- end of ["units"]
}
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

View File

@@ -514,7 +514,7 @@ function UTILS.PrintTableToLog(table, indent, noprint)
env.info(string.rep(" ", indent) .. tostring(k) .. " = {") env.info(string.rep(" ", indent) .. tostring(k) .. " = {")
end end
text = text ..string.rep(" ", indent) .. tostring(k) .. " = {\n" text = text ..string.rep(" ", indent) .. tostring(k) .. " = {\n"
text = text .. tostring(UTILS.PrintTableToLog(v, indent + 1)).."\n" text = text .. tostring(UTILS.PrintTableToLog(v, indent + 1), noprint).."\n"
if not noprint then if not noprint then
env.info(string.rep(" ", indent) .. "},") env.info(string.rep(" ", indent) .. "},")
end end
@@ -2329,8 +2329,12 @@ function UTILS.IsLoadingDoorOpen( unit_name )
BASE:T(unit_name .. " rear cargo door is open") BASE:T(unit_name .. " rear cargo door is open")
return true return true
end end
return false -- ground
local UnitDescriptor = unit:getDesc()
local IsGroundResult = (UnitDescriptor.category == Unit.Category.GROUND_UNIT)
return IsGroundResult
end -- nil end -- nil
@@ -4324,3 +4328,78 @@ end
function UTILS.ScalarMult(vec, mult) function UTILS.ScalarMult(vec, mult)
return {x = vec.x*mult, y = vec.y*mult, z = vec.z*mult} return {x = vec.x*mult, y = vec.y*mult, z = vec.z*mult}
end end
--- Utilities weather class for fog mainly.
-- @type UTILS.Weather
UTILS.Weather = {}
--- Returns the current fog thickness in meters. Returns zero if fog is not present.
function UTILS.Weather.GetFogThickness()
return world.weather.getFogThickness()
end
--- Sets the fog to the desired thickness in meters at sea level.
-- @param #number Thickness Thickness in meters.
-- Any fog animation will be discarded.
-- Valid range : 100 to 5000 meters
function UTILS.Weather.SetFogThickness(Thickness)
local value = Thickness
if value < 100 then value = 100
elseif value > 5000 then value = 5000 end
return world.weather.setFogThickness(value)
end
--- Removes the fog.
function UTILS.Weather.RemoveFog()
return world.weather.setFogThickness(0)
end
--- Gets the maximum visibility distance of the current fog setting.
-- Returns 0 if no fog is present.
function UTILS.Weather.GetFogVisibilityDistanceMax()
return world.weather.getFogVisibilityDistance()
end
--- Sets the maximum visibility at sea level in meters.
-- @param #number Thickness Thickness in meters.
-- Limit: 100 to 100000
function UTILS.Weather.SetFogVisibilityDistance(Thickness)
local value = Thickness
if value < 100 then value = 100
elseif value > 100000 then value = 100000 end
return world.weather.setFogVisibilityDistance(value)
end
--- Uses data from the passed table to change the fog visibility and thickness over a desired timeframe. This allows for a gradual increase/decrease of fog values rather than abruptly applying the values.
-- Animation Key Format: {time, visibility, thickness}
-- @param #table AnimationKeys Table of AnimationKey tables
-- @usage
-- Time: in seconds 0 to infinity
-- Time is relative to when the function was called. Time value for each key must be larger than the previous key. If time is set to 0 then the fog will be applied to the corresponding visibility and thickness values at that key. Any time value greater than 0 will result in the current fog being inherited and changed to the first key.
-- Visibility: in meters 100 to 100000
-- Thickness: in meters 100 to 5000
-- The speed at which the visibility and thickness changes is based on the time between keys and the values that visibility and thickness are being set to.
--
-- When the function is passed an empty table {} or nil the fog animation will be discarded and whatever the current thickness and visibility are set to will remain.
--
-- The following will set the fog in the mission to disappear in 1 minute.
--
-- UTILS.Weather.SetFogAnimation({ {60, 0, 0} })
--
-- The following will take 1 hour to get to the first fog setting, it will maintain that fog setting for another hour, then lightly removes the fog over the 2nd and 3rd hour, the completely removes the fog after 3 hours and 3 minutes from when the function was called.
--
-- UTILS.Weather.SetFogAnimation({
-- {3600, 10000, 3000}, -- one hour to get to that fog setting
-- {7200, 10000, 3000}, -- will maintain for 2 hours
-- {10800, 20000, 2000}, -- at 3 hours visibility will have been increased while thickness decreases slightly
-- {12600, 0, 0}, -- at 3:30 after the function was called the fog will be completely removed.
-- })
--
function UTILS.Weather.SetFogAnimation(AnimationKeys)
return world.weather.setFogAnimation(AnimationKeys)
end
--- The fog animation will be discarded and whatever the current thickness and visibility are set to will remain
function UTILS.Weather.StopFogAnimation()
return world.weather.setFogAnimation({})
end

View File

@@ -823,38 +823,57 @@ AIRBASE.Kola = {
--- Airbases of the Afghanistan map --- Airbases of the Afghanistan map
-- --
-- * AIRBASE.Afghanistan.Bost -- * AIRBASE.Afghanistan.Bost
-- * AIRBASE.Afghanistan.Bagram
-- * AIRBASE.Afghanistan.Bamyan
-- * AIRBASE.Afghanistan.Camp_Bastion -- * AIRBASE.Afghanistan.Camp_Bastion
-- * AIRBASE.Afghanistan.Camp_Bastion_Heliport -- * AIRBASE.Afghanistan.Camp_Bastion_Heliport
-- * AIRBASE.Afghanistan.Chaghcharan -- * AIRBASE.Afghanistan.Chaghcharan
-- * AIRBASE.Afghanistan.Dwyer -- * AIRBASE.Afghanistan.Dwyer
-- * AIRBASE.Afghanistan.Farah -- * AIRBASE.Afghanistan.Farah
-- * AIRBASE.Afghanistan.Herat -- * AIRBASE.Afghanistan.Herat
-- * AIRBASE.Afghanistan.Gardez
-- * AIRBASE.Afghanistan.Ghazni_Heliport
-- * AIRBASE.Afghanistan.Jalalabad
-- * AIRBASE.Afghanistan.Kabul
-- * AIRBASE.Afghanistan.Kandahar -- * AIRBASE.Afghanistan.Kandahar
-- * AIRBASE.Afghanistan.Kandahar_Heliport -- * AIRBASE.Afghanistan.Kandahar_Heliport
-- * AIRBASE.Afghanistan.Khost
-- * AIRBASE.Afghanistan.Khost_Heliport
-- * AIRBASE.Afghanistan.Maymana_Zahiraddin_Faryabi -- * AIRBASE.Afghanistan.Maymana_Zahiraddin_Faryabi
-- * AIRBASE.Afghanistan.Nimroz -- * AIRBASE.Afghanistan.Nimroz
-- * AIRBASE.Afghanistan.Qala_i_Naw -- * AIRBASE.Afghanistan.Qala_i_Naw
-- * AIRBASE.Afghanistan.Shindand -- * AIRBASE.Afghanistan.Shindand
-- * AIRBASE.Afghanistan.Shindand_Heliport -- * AIRBASE.Afghanistan.Shindand_Heliport
-- * AIRBASE.Afghanistan.Tarinkot -- * AIRBASE.Afghanistan.Tarinkot
-- * AIRBASE.Afghanistan.Urgoon_Heliport
-- --
-- @field Afghanistan -- @field Afghanistan
AIRBASE.Afghanistan = { AIRBASE.Afghanistan = {
["Bagram"] = "Bagram",
["Bamyan"] = "Bamyan",
["Bost"] = "Bost", ["Bost"] = "Bost",
["Camp_Bastion"] = "Camp Bastion", ["Camp_Bastion"] = "Camp Bastion",
["Camp_Bastion_Heliport"] = "Camp Bastion Heliport", ["Camp_Bastion_Heliport"] = "Camp Bastion Heliport",
["Chaghcharan"] = "Chaghcharan", ["Chaghcharan"] = "Chaghcharan",
["Dwyer"] = "Dwyer", ["Dwyer"] = "Dwyer",
["Farah"] = "Farah", ["Farah"] = "Farah",
["Gardez"] = "Gardez",
["Ghazni_Heliport"] = "Ghazni Heliport",
["Herat"] = "Herat", ["Herat"] = "Herat",
["Jalalabad"] = "Jalalabad",
["Kabul"] = "Kabul",
["Kandahar"] = "Kandahar", ["Kandahar"] = "Kandahar",
["Kandahar_Heliport"] = "Kandahar Heliport", ["Kandahar_Heliport"] = "Kandahar Heliport",
["Khost"] = "Khost",
["Khost_Heliport"] = "Khost Heliport",
["Maymana_Zahiraddin_Faryabi"] = "Maymana Zahiraddin Faryabi", ["Maymana_Zahiraddin_Faryabi"] = "Maymana Zahiraddin Faryabi",
["Nimroz"] = "Nimroz", ["Nimroz"] = "Nimroz",
["Qala_i_Naw"] = "Qala i Naw", ["Qala_i_Naw"] = "Qala i Naw",
["Sharana"] = "Sharana",
["Shindand"] = "Shindand", ["Shindand"] = "Shindand",
["Shindand_Heliport"] = "Shindand Heliport", ["Shindand_Heliport"] = "Shindand Heliport",
["Tarinkot"] = "Tarinkot", ["Tarinkot"] = "Tarinkot",
["Urgoon_Heliport"] = "Urgoon Heliport",
} }
--- Airbases of the Iraq map --- Airbases of the Iraq map
@@ -926,11 +945,12 @@ AIRBASE.Iraq = {
-- @field #number HelicopterOnly 40: Special spots for Helicopers. -- @field #number HelicopterOnly 40: Special spots for Helicopers.
-- @field #number Shelter 68: Hardened Air Shelter. Currently only on Caucaus map. -- @field #number Shelter 68: Hardened Air Shelter. Currently only on Caucaus map.
-- @field #number OpenMed 72: Open/Shelter air airplane only. -- @field #number OpenMed 72: Open/Shelter air airplane only.
-- @field #number SmallSizeFigher 100: Tight spots for smaller type fixed wing aircraft, like the F-16. Example of these spots: 04, 05, 06 on Muwaffaq_Salti. A Viper sized plane can spawn here, but an A-10 or Strike Eagle can't
-- @field #number OpenBig 104: Open air spawn points. Generally larger but does not guarantee large aircraft are capable of spawning there. -- @field #number OpenBig 104: Open air spawn points. Generally larger but does not guarantee large aircraft are capable of spawning there.
-- @field #number OpenMedOrBig 176: Combines OpenMed and OpenBig spots. -- @field #number OpenMedOrBig 176: Combines OpenMed and OpenBig spots.
-- @field #number HelicopterUsable 216: Combines HelicopterOnly, OpenMed and OpenBig. -- @field #number HelicopterUsable 216: Combines HelicopterOnly, OpenMed and OpenBig.
-- @field #number FighterAircraft 244: Combines Shelter. OpenMed and OpenBig spots. So effectively all spots usable by fixed wing aircraft. -- @field #number FighterAircraft 244: Combines Shelter, OpenMed and OpenBig spots. So effectively all spots usable by fixed wing aircraft.
-- @field #number SmallSizeFigher 100: Tight spots for smaller type fixed wing aircraft, like the F-16. Example of these spots: 04, 05, 06 on Muwaffaq_Salti. A Viper sized plane can spawn here, but an A-10 or Strike Eagle can't -- @field #number FighterAircraftSmall 344: Combines Shelter, SmallsizeFighter, OpenMed and OpenBig spots. So effectively all spots usable by small fixed wing aircraft.
AIRBASE.TerminalType = { AIRBASE.TerminalType = {
Runway=16, Runway=16,
HelicopterOnly=40, HelicopterOnly=40,
@@ -941,6 +961,7 @@ AIRBASE.TerminalType = {
OpenMedOrBig=176, OpenMedOrBig=176,
HelicopterUsable=216, HelicopterUsable=216,
FighterAircraft=244, FighterAircraft=244,
FighterAircraftSmall=344,
} }
--- Status of a parking spot. --- Status of a parking spot.
@@ -992,7 +1013,7 @@ function AIRBASE:Register(AirbaseName)
-- Debug info. -- Debug info.
--self:I({airbase=AirbaseName, descriptors=self.descriptors}) --self:I({airbase=AirbaseName, descriptors=self.descriptors})
-- Category. -- Category.
self.category=self.descriptors and self.descriptors.category or Airbase.Category.AIRDROME self.category=self.descriptors and self.descriptors.category or Airbase.Category.AIRDROME
@@ -1007,6 +1028,7 @@ if self.category==Airbase.Category.AIRDROME then
self.isAirdrome=true self.isAirdrome=true
elseif self.category==Airbase.Category.HELIPAD or self.descriptors.typeName=="FARP_SINGLE_01" then elseif self.category==Airbase.Category.HELIPAD or self.descriptors.typeName=="FARP_SINGLE_01" then
self.isHelipad=true self.isHelipad=true
self.category=Airbase.Category.HELIPAD
elseif self.category==Airbase.Category.SHIP then elseif self.category==Airbase.Category.SHIP then
self.isShip=true self.isShip=true
-- DCS bug: Oil rigs and gas platforms have category=2 (ship). Also they cannot be retrieved by coalition.getStaticObjects() -- DCS bug: Oil rigs and gas platforms have category=2 (ship). Also they cannot be retrieved by coalition.getStaticObjects()
@@ -1022,21 +1044,35 @@ end
-- Init Runways. -- Init Runways.
self:_InitRunways() self:_InitRunways()
-- Number of runways
local Nrunways=#self.runways
-- Set the active runways based on wind direction. -- Set the active runways based on wind direction.
if self.isAirdrome then if Nrunways>0 then
self:SetActiveRunway() self:SetActiveRunway()
end end
-- Init parking spots. -- Init parking spots.
self:_InitParkingSpots() self:_InitParkingSpots()
-- Some heliports identify as airdromes in the airbase category. This is buggy in the descriptors category but also in the getCategory() and getCategoryEx() functions.
-- Well, thinking about it, this is actually not that "buggy" since these are really helicopter airdromes, which do not have an automatic parking spot routine.
-- I am still changing the category but marking it as airdrome and heliport at the same time via isAirdrome=true and isHelipad=true (important in SPAWN.SpawnAtAirbase).
-- The main reason for changing the category is to be able to filter airdromes from helipads, e.g. in SET_AIRBASE.
if self.category==Airbase.Category.AIRDROME and (Nrunways==0 or self.NparkingTotal==self.NparkingTerminal[AIRBASE.TerminalType.HelicopterOnly]) then
--self:E(string.format("WARNING: %s identifies as airdrome (category=0) but has no runways or just helo parking ==> will change to helipad (category=1)", self.AirbaseName))
self.category=Airbase.Category.HELIPAD
self.isAirdrome=true
self.isHelipad=true
end
-- Get 2D position vector. -- Get 2D position vector.
local vec2=self:GetVec2() local vec2=self:GetVec2()
-- Init coordinate. -- Init coordinate.
self:GetCoordinate() self:GetCoordinate()
-- Storage. -- Storage.
self.storage=_DATABASE:AddStorage(AirbaseName) self.storage=_DATABASE:AddStorage(AirbaseName)
@@ -1059,6 +1095,46 @@ end
return self return self
end end
--- Get the category of this airbase. This is only a debug function because DCS 2.9 incorrectly returns heliports as airdromes.
-- @param #AIRBASE self
function AIRBASE:_GetCategory()
local name=self.AirbaseName
local static=StaticObject.getByName(name)
local airbase=Airbase.getByName(name)
local unit=Unit.getByName(name)
local text=string.format("\n=====================================================")
text=text..string.format("\nAirbase %s:", name)
if static then
local oc, uc=static:getCategory()
local ex=static:getCategoryEx()
text=text..string.format("\nSTATIC: oc=%d, uc=%d, ex=%d", oc, uc, ex)
--text=text..UTILS.PrintTableToLog(static:getDesc(), nil, true)
text=text..string.format("\n--------------------------------------------------")
end
if unit then
local oc, uc=unit:getCategory()
local ex=unit:getCategoryEx()
text=text..string.format("\nUNIT: oc=%d, uc=%d, ex=%d", oc, uc, ex)
--text=text..UTILS.PrintTableToLog(unit:getDesc(), nil, true)
text=text..string.format("\n--------------------------------------------------")
end
if airbase then
local oc, uc=airbase:getCategory()
local ex=airbase:getCategoryEx()
text=text..string.format("\nAIRBASE: oc=%d, uc=%d, ex=%d", oc, uc, ex)
text=text..string.format("\n--------------------------------------------------")
text=text..UTILS.PrintTableToLog(airbase:getDesc(), nil, true)
end
text=text..string.format("\n=====================================================")
env.info(text)
end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Reference methods -- Reference methods
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -1582,7 +1658,7 @@ function AIRBASE:_InitParkingSpots()
self.NparkingTotal=self.NparkingTotal+1 self.NparkingTotal=self.NparkingTotal+1
for _,terminalType in pairs(AIRBASE.TerminalType) do for _,terminalType in pairs(AIRBASE.TerminalType) do
if self._CheckTerminalType(terminalType, park.TerminalType) then if self._CheckTerminalType(park.TerminalType, terminalType) then
self.NparkingTerminal[terminalType]=self.NparkingTerminal[terminalType]+1 self.NparkingTerminal[terminalType]=self.NparkingTerminal[terminalType]+1
end end
end end
@@ -1590,6 +1666,9 @@ function AIRBASE:_InitParkingSpots()
self.parkingByID[park.TerminalID]=park self.parkingByID[park.TerminalID]=park
table.insert(self.parking, park) table.insert(self.parking, park)
end end
-- Runways are not included in total number of parking spots
self.NparkingTotal=self.NparkingTotal-self.NparkingTerminal[AIRBASE.TerminalType.Runway]
return self return self
end end
@@ -2013,9 +2092,13 @@ function AIRBASE._CheckTerminalType(Term_Type, termtype)
match=true match=true
end end
elseif termtype==AIRBASE.TerminalType.FighterAircraft then elseif termtype==AIRBASE.TerminalType.FighterAircraft then
if Term_Type==AIRBASE.TerminalType.OpenMed or Term_Type==AIRBASE.TerminalType.OpenBig or Term_Type==AIRBASE.TerminalType.Shelter or Term_Type==AIRBASE.TerminalType.SmallSizeFighter then if Term_Type==AIRBASE.TerminalType.OpenMed or Term_Type==AIRBASE.TerminalType.OpenBig or Term_Type==AIRBASE.TerminalType.Shelter then
match=true match=true
end end
elseif termtype==AIRBASE.TerminalType.FighterAircraftSmall then
if Term_Type==AIRBASE.TerminalType.OpenMed or Term_Type==AIRBASE.TerminalType.OpenBig or Term_Type==AIRBASE.TerminalType.Shelter or Term_Type==AIRBASE.TerminalType.SmallSizeFighter then
match=true
end
end end
return match return match
@@ -2073,11 +2156,6 @@ function AIRBASE:_InitRunways(IncludeInverse)
-- Runway table. -- Runway table.
local Runways={} local Runways={}
if self:GetAirbaseCategory()~=Airbase.Category.AIRDROME then
self.runways={}
return {}
end
--- Function to create a runway data table. --- Function to create a runway data table.
local function _createRunway(name, course, width, length, center) local function _createRunway(name, course, width, length, center)
@@ -2163,7 +2241,7 @@ function AIRBASE:_InitRunways(IncludeInverse)
-- Debug info. -- Debug info.
self:T2(runways) self:T2(runways)
if runways then if runways and #runways>0 then
-- Loop over runways. -- Loop over runways.
for _,rwy in pairs(runways) do for _,rwy in pairs(runways) do
@@ -2196,6 +2274,12 @@ function AIRBASE:_InitRunways(IncludeInverse)
end end
end end
else
-- No runways
self.runways={}
return {}
end end

View File

@@ -973,7 +973,7 @@ end
-- @param #number Frequency Radio frequency in MHz. -- @param #number Frequency Radio frequency in MHz.
-- @param #number Modulation Radio modulation. Default `radio.modulation.AM`. -- @param #number Modulation Radio modulation. Default `radio.modulation.AM`.
-- @param #number Power (Optional) Power of the Radio in Watts. Defaults to 10. -- @param #number Power (Optional) Power of the Radio in Watts. Defaults to 10.
-- @param #UnitID UnitID (Optional, if your object is a UNIT) The UNIT ID this is for. -- @param #number UnitID (Optional, if your object is a UNIT) The UNIT ID this is for.
-- @param #number Delay (Optional) Delay in seconds before the frequency is set. Default is immediately. -- @param #number Delay (Optional) Delay in seconds before the frequency is set. Default is immediately.
-- @return #CONTROLLABLE self -- @return #CONTROLLABLE self
function CONTROLLABLE:CommandSetFrequencyForUnit(Frequency,Modulation,Power,UnitID,Delay) function CONTROLLABLE:CommandSetFrequencyForUnit(Frequency,Modulation,Power,UnitID,Delay)
@@ -994,6 +994,65 @@ function CONTROLLABLE:CommandSetFrequencyForUnit(Frequency,Modulation,Power,Unit
return self return self
end end
--- [AIR] Set smoke on or off. See [DCS command smoke on off](https://wiki.hoggitworld.com/view/DCS_command_smoke_on_off)
-- @param #CONTROLLABLE self
-- @param #boolean OnOff Set to true for on and false for off. Defaults to true.
-- @param #number Delay (Optional) Delay the command by this many seconds.
-- @return #CONTROLLABLE self
function CONTROLLABLE:CommandSmokeOnOff(OnOff, Delay)
local switch = (OnOff == nil) and true or OnOff
local command = {
id = 'SMOKE_ON_OFF',
params = {
value = switch
}
}
if Delay and Delay>0 then
SCHEDULER:New(nil,self.CommandSmokeOnOff,{self,switch},Delay)
else
self:SetCommand(command)
end
return self
end
--- [AIR] Set smoke on. See [DCS command smoke on off](https://wiki.hoggitworld.com/view/DCS_command_smoke_on_off)
-- @param #CONTROLLABLE self
-- @param #number Delay (Optional) Delay the command by this many seconds.
-- @return #CONTROLLABLE self
function CONTROLLABLE:CommandSmokeON(Delay)
local command = {
id = 'SMOKE_ON_OFF',
params = {
value = true
}
}
if Delay and Delay>0 then
SCHEDULER:New(nil,self.CommandSmokeON,{self},Delay)
else
self:SetCommand(command)
end
return self
end
--- [AIR] Set smoke off. See [DCS command smoke on off](https://wiki.hoggitworld.com/view/DCS_command_smoke_on_off)
-- @param #CONTROLLABLE self
-- @param #number Delay (Optional) Delay the command by this many seconds.
-- @return #CONTROLLABLE self
function CONTROLLABLE:CommandSmokeOFF(Delay)
local command = {
id = 'SMOKE_ON_OFF',
params = {
value = false
}
}
if Delay and Delay>0 then
SCHEDULER:New(nil,self.CommandSmokeOFF,{self},Delay)
else
self:SetCommand(command)
end
return self
end
--- Set EPLRS data link on/off. --- Set EPLRS data link on/off.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param #boolean SwitchOnOff If true (or nil) switch EPLRS on. If false switch off. -- @param #boolean SwitchOnOff If true (or nil) switch EPLRS on. If false switch off.
@@ -1777,8 +1836,6 @@ function CONTROLLABLE:TaskFAC_AttackGroup( AttackGroup, WeaponType, Designation,
return DCSTask return DCSTask
end end
-- EN-ACT_ROUTE TASKS FOR AIRBORNE CONTROLLABLES
--- (AIR) Engaging targets of defined types. --- (AIR) Engaging targets of defined types.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param DCS#Distance Distance Maximal distance from the target to a route leg. If the target is on a greater distance it will be ignored. -- @param DCS#Distance Distance Maximal distance from the target to a route leg. If the target is on a greater distance it will be ignored.
@@ -4263,6 +4320,9 @@ function CONTROLLABLE:RelocateGroundRandomInRadius( speed, radius, onroad, short
self:F2( { self.ControllableName } ) self:F2( { self.ControllableName } )
local _coord = self:GetCoordinate() local _coord = self:GetCoordinate()
if not _coord then
return self
end
local _radius = radius or 500 local _radius = radius or 500
local _speed = speed or 20 local _speed = speed or 20
local _tocoord = _coord:GetRandomCoordinateInRadius( _radius, 100 ) local _tocoord = _coord:GetRandomCoordinateInRadius( _radius, 100 )
@@ -4312,7 +4372,7 @@ function CONTROLLABLE:OptionDisperseOnAttack( Seconds )
end end
--- Returns if the unit is a submarine. --- Returns if the unit is a submarine.
-- @param #POSITIONABLE self -- @param #CONTROLLABLE self
-- @return #boolean Submarines attributes result. -- @return #boolean Submarines attributes result.
function CONTROLLABLE:IsSubmarine() function CONTROLLABLE:IsSubmarine()
self:F2() self:F2()
@@ -5638,22 +5698,21 @@ end
--- [GROUND] Create and enable a new IR Marker for the given controllable UNIT or GROUP. --- [GROUND] Create and enable a new IR Marker for the given controllable UNIT or GROUP.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param #boolean EnableImmediately (Optionally) If true start up the IR Marker immediately. Else you need to call `myobject:EnableIRMarker()` later on. -- @param #boolean EnableImmediately (Optionally) If true start up the IR Marker immediately. Else you need to call `myobject:EnableIRMarker()` later on.
-- @param #number Runtime (Optionally) Run this IR Marker for the given number of seconds, then stop. Use in conjunction with EnableImmediately. -- @param #number Runtime (Optionally) Run this IR Marker for the given number of seconds, then stop. Use in conjunction with EnableImmediately. Defaults to 60 seconds.
-- @return #CONTROLLABLE self -- @return #CONTROLLABLE self
function CONTROLLABLE:NewIRMarker(EnableImmediately, Runtime) function CONTROLLABLE:NewIRMarker(EnableImmediately, Runtime)
--sefl:F("NewIRMarker") self:T2("NewIRMarker")
if self.ClassName == "GROUP" then if self:IsInstanceOf("GROUP") then
if self.IRMarkerGroup == true then return end
self.IRMarkerGroup = true self.IRMarkerGroup = true
self.IRMarkerUnit = false self.IRMarkerUnit = false
elseif self.ClassName == "UNIT" then elseif self:IsInstanceOf("UNIT") then
if self.IRMarkerUnit == true then return end
self.IRMarkerGroup = false self.IRMarkerGroup = false
self.IRMarkerUnit = true self.IRMarkerUnit = true
end end
self.spot = nil
self.timer = nil
self.stoptimer = nil
self.Runtime = Runtime or 60
if EnableImmediately and EnableImmediately == true then if EnableImmediately and EnableImmediately == true then
self:EnableIRMarker(Runtime) self:EnableIRMarker(Runtime)
end end
@@ -5666,19 +5725,23 @@ end
-- @param #number Runtime (Optionally) Run this IR Marker for the given number of seconds, then stop. Else run until you call `myobject:DisableIRMarker()`. -- @param #number Runtime (Optionally) Run this IR Marker for the given number of seconds, then stop. Else run until you call `myobject:DisableIRMarker()`.
-- @return #CONTROLLABLE self -- @return #CONTROLLABLE self
function CONTROLLABLE:EnableIRMarker(Runtime) function CONTROLLABLE:EnableIRMarker(Runtime)
--sefl:F("EnableIRMarker") self:T2("EnableIRMarker")
if self.IRMarkerGroup == nil then if self.IRMarkerGroup == nil then
self:NewIRMarker(true,Runtime) self:NewIRMarker(true,Runtime)
return return
end end
if (self.IRMarkerGroup == true) then if self:IsInstanceOf("GROUP") then
self:EnableIRMarkerForGroup() self:EnableIRMarkerForGroup(Runtime)
return return
end end
if self.timer and self.timer:IsRunning() then return self end
local Runtime = Runtime or self.Runtime
self.timer = TIMER:New(CONTROLLABLE._MarkerBlink, self) self.timer = TIMER:New(CONTROLLABLE._MarkerBlink, self)
self.timer:Start(nil, 1 - math.random(1, 5) / 10 / 2, Runtime) -- start randomized self.timer:Start(nil, 1 - math.random(1, 5) / 10 / 2, Runtime) -- start randomized
self.IRMarkerUnit = true
return self return self
end end
@@ -5687,33 +5750,42 @@ end
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @return #CONTROLLABLE self -- @return #CONTROLLABLE self
function CONTROLLABLE:DisableIRMarker() function CONTROLLABLE:DisableIRMarker()
--sefl:F("DisableIRMarker") self:T2("DisableIRMarker")
if (self.IRMarkerGroup == true) then if self:IsInstanceOf("GROUP") then
self:DisableIRMarkerForGroup() self:DisableIRMarkerForGroup()
return return
end end
if self.spot then if self.spot then
self.spot:destroy() self.spot = nil
self.spot = nil end
if self.timer and self.timer:IsRunning() then if self.timer and self.timer:IsRunning() then
self.timer:Stop() self.timer:Stop()
self.timer = nil self.timer = nil
end end
if self:IsInstanceOf("GROUP") then
self.IRMarkerGroup = nil
elseif self:IsInstanceOf("UNIT") then
self.IRMarkerUnit = nil
end end
return self return self
end end
--- [GROUND] Enable the IR markers for a whole group. --- [GROUND] Enable the IR markers for a whole group.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param #number Runtime Runtime of the marker in seconds
-- @return #CONTROLLABLE self -- @return #CONTROLLABLE self
function CONTROLLABLE:EnableIRMarkerForGroup() function CONTROLLABLE:EnableIRMarkerForGroup(Runtime)
--sefl:F("EnableIRMarkerForGroup") self:T2("EnableIRMarkerForGroup")
if self.ClassName == "GROUP" then if self:IsInstanceOf("GROUP")
then
local units = self:GetUnits() or {} local units = self:GetUnits() or {}
for _,_unit in pairs(units) do for _,_unit in pairs(units) do
_unit:EnableIRMarker() _unit:EnableIRMarker(Runtime)
end end
self.IRMarkerGroup = true
end end
return self return self
end end
@@ -5722,21 +5794,43 @@ end
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @return #CONTROLLABLE self -- @return #CONTROLLABLE self
function CONTROLLABLE:DisableIRMarkerForGroup() function CONTROLLABLE:DisableIRMarkerForGroup()
--sefl:F("DisableIRMarkerForGroup") self:T2("DisableIRMarkerForGroup")
if self.ClassName == "GROUP" then if self:IsInstanceOf("GROUP") then
local units = self:GetUnits() or {} local units = self:GetUnits() or {}
for _,_unit in pairs(units) do for _,_unit in pairs(units) do
_unit:DisableIRMarker() _unit:DisableIRMarker()
end end
self.IRMarkerGroup = nil
end end
return self return self
end end
--- [GROUND] Check if an IR Spot exists.
-- @param #CONTROLLABLE self
-- @return #boolean outcome
function CONTROLLABLE:HasIRMarker()
self:T2("HasIRMarker")
if self:IsInstanceOf("GROUP") then
local units = self:GetUnits() or {}
for _,_unit in pairs(units) do
if _unit.timer and _unit.timer:IsRunning() then return true end
end
elseif self.timer and self.timer:IsRunning() then return true end
return false
end
--- [Internal] This method is called by the scheduler to blink the IR marker.
function CONTROLLABLE._StopSpot(spot)
if spot then
spot:destroy()
end
end
--- [Internal] This method is called by the scheduler after enabling the IR marker. --- [Internal] This method is called by the scheduler after enabling the IR marker.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @return #CONTROLLABLE self -- @return #CONTROLLABLE self
function CONTROLLABLE:_MarkerBlink() function CONTROLLABLE:_MarkerBlink()
--sefl:F("_MarkerBlink") self:T2("_MarkerBlink")
if self:IsAlive() ~= true then if self:IsAlive() ~= true then
self:DisableIRMarker() self:DisableIRMarker()
return return
@@ -5747,13 +5841,17 @@ function CONTROLLABLE:_MarkerBlink()
local _, _, unitBBHeight, _ = self:GetObjectSize() local _, _, unitBBHeight, _ = self:GetObjectSize()
local unitPos = self:GetPositionVec3() local unitPos = self:GetPositionVec3()
self.spot = Spot.createInfraRed( if self.timer:IsRunning() then
self.DCSUnit, self:T2("Create Spot")
{ x = 0, y = (unitBBHeight + 1), z = 0 }, local spot = Spot.createInfraRed(
{ x = unitPos.x, y = (unitPos.y + unitBBHeight), z = unitPos.z } self.DCSUnit,
) { x = 0, y = (unitBBHeight + 1), z = 0 },
{ x = unitPos.x, y = (unitPos.y + unitBBHeight), z = unitPos.z }
local offTimer = TIMER:New(function() if self.spot then self.spot:destroy() end end) )
offTimer:Start(0.5) self.spot = spot
local offTimer = nil
local offTimer = TIMER:New(CONTROLLABLE._StopSpot, spot)
offTimer:Start(0.5)
end
return self return self
end end

View File

@@ -2,17 +2,17 @@
-- --
-- ## Main Features: -- ## Main Features:
-- --
-- * Convenient access to DCS API functions -- * Convenient access to Ground Crew created cargo items.
-- --
-- === -- ===
-- --
-- ## Example Missions: -- ## Example Missions:
-- --
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_Demos/tree/master/Wrapper/Storage). -- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_Demos/tree/master/).
-- --
-- === -- ===
-- --
-- ### Author: **Applevangelist** -- ### Author: **Applevangelist**; additional checks **Chesster**
-- --
-- === -- ===
-- @module Wrapper.DynamicCargo -- @module Wrapper.DynamicCargo
@@ -124,7 +124,7 @@ DYNAMICCARGO.AircraftDimensions = {
--- DYNAMICCARGO class version. --- DYNAMICCARGO class version.
-- @field #string version -- @field #string version
DYNAMICCARGO.version="0.0.5" DYNAMICCARGO.version="0.0.7"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list -- TODO list
@@ -183,7 +183,7 @@ end
-- @param #DYNAMICCARGO self -- @param #DYNAMICCARGO self
-- @return DCS static object -- @return DCS static object
function DYNAMICCARGO:GetDCSObject() function DYNAMICCARGO:GetDCSObject()
local DCSStatic = Unit.getByName( self.StaticName ) local DCSStatic = StaticObject.getByName( self.StaticName ) or Unit.getByName( self.StaticName )
if DCSStatic then if DCSStatic then
return DCSStatic return DCSStatic
end end
@@ -227,7 +227,7 @@ end
-- @param #DYNAMICCARGO self -- @param #DYNAMICCARGO self
-- @return #boolean Outcome -- @return #boolean Outcome
function DYNAMICCARGO:IsUnloaded() function DYNAMICCARGO:IsUnloaded()
if self.CargoState and self.CargoState == DYNAMICCARGO.State.REMOVED then if self.CargoState and self.CargoState == DYNAMICCARGO.State.UNLOADED then
return true return true
else else
return false return false
@@ -238,7 +238,7 @@ end
-- @param #DYNAMICCARGO self -- @param #DYNAMICCARGO self
-- @return #boolean Outcome -- @return #boolean Outcome
function DYNAMICCARGO:IsRemoved() function DYNAMICCARGO:IsRemoved()
if self.CargoState and self.CargoState == DYNAMICCARGO.State.UNLOADED then if self.CargoState and self.CargoState == DYNAMICCARGO.State.REMOVED then
return true return true
else else
return false return false
@@ -376,6 +376,33 @@ end
-- Private Functions -- Private Functions
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- [Internal] _Get helo hovering intel
-- @param #DYNAMICCARGO self
-- @param Wrapper.Unit#UNIT Unit The Unit to test
-- @param #number ropelength Ropelength to test
-- @return #boolean Outcome
function DYNAMICCARGO:_HeloHovering(Unit,ropelength)
local DCSUnit = Unit:GetDCSObject() --DCS#Unit
local hovering = false
local Height = 0
if DCSUnit then
local UnitInAir = DCSUnit:inAir()
local UnitCategory = DCSUnit:getDesc().category
if UnitInAir == true and UnitCategory == 1 then
local VelocityVec3 = DCSUnit:getVelocity()
local Velocity = UTILS.VecNorm(VelocityVec3)
local Coordinate = DCSUnit:getPoint()
local LandHeight = land.getHeight({ x = Coordinate.x, y = Coordinate.z })
Height = Coordinate.y - LandHeight
if Velocity < 1 and Height <= ropelength and Height > 6 then -- hover lower than ropelength but higher than the normal FARP height.
hovering = true
end
end
return hovering, Height
end
return false
end
--- [Internal] _Get Possible Player Helo Nearby --- [Internal] _Get Possible Player Helo Nearby
-- @param #DYNAMICCARGO self -- @param #DYNAMICCARGO self
-- @param Core.Point#COORDINATE pos -- @param Core.Point#COORDINATE pos
@@ -393,30 +420,37 @@ function DYNAMICCARGO:_GetPossibleHeloNearby(pos,loading)
local name = helo:GetPlayerName() or _DATABASE:_FindPlayerNameByUnitName(helo:GetName()) or "None" local name = helo:GetPlayerName() or _DATABASE:_FindPlayerNameByUnitName(helo:GetName()) or "None"
self:T(self.lid.." Checking: "..name) self:T(self.lid.." Checking: "..name)
local hpos = helo:GetCoordinate() local hpos = helo:GetCoordinate()
-- TODO Unloading via sling load? -- TODO Check unloading via sling load?
--local inair = hpos.y-hpos:GetLandHeight() > 4.5 and true or false -- Standard FARP is 4.5m
local inair = helo:InAir()
self:T(self.lid.." InAir: AGL/InAir: "..hpos.y-hpos:GetLandHeight().."/"..tostring(inair))
local typename = helo:GetTypeName() local typename = helo:GetTypeName()
if hpos and typename and inair == false then local dimensions = DYNAMICCARGO.AircraftDimensions[typename]
local dimensions = DYNAMICCARGO.AircraftDimensions[typename] local hovering, height = self:_HeloHovering(helo,dimensions.ropelength)
if dimensions then local helolanded = not helo:InAir()
local delta2D = hpos:Get2DDistance(pos) self:T(self.lid.." InAir: AGL/Hovering: "..hpos.y-hpos:GetLandHeight().."/"..tostring(hovering))
local delta3D = hpos:Get3DDistance(pos) if hpos and typename and dimensions then
if self.testing then local delta2D = hpos:Get2DDistance(pos)
self:T(string.format("Cargo relative position: 2D %dm | 3D %dm",delta2D,delta3D)) local delta3D = hpos:Get3DDistance(pos)
self:T(string.format("Helo dimension: length %dm | width %dm | rope %dm",dimensions.length,dimensions.width,dimensions.ropelength)) if self.testing then
end self:T(string.format("Cargo relative position: 2D %dm | 3D %dm",delta2D,delta3D))
if loading~=true and delta2D > dimensions.length or delta2D > dimensions.width or delta3D > dimensions.ropelength then self:T(string.format("Helo dimension: length %dm | width %dm | rope %dm",dimensions.length,dimensions.width,dimensions.ropelength))
success = true self:T(string.format("Helo hovering: %s at %dm",tostring(hovering),height))
Helo = helo end
Playername = name -- unloading from ground
end if loading~=true and (delta2D > dimensions.length or delta2D > dimensions.width) and helolanded then -- Theoretically the cargo could still be attached to the sling if landed next to the cargo. But once moved again it would go back into loaded state once lifted again.
if loading == true and delta2D < dimensions.length or delta2D < dimensions.width or delta3D < dimensions.ropelength then success = true
success = true Helo = helo
Helo = helo Playername = name
Playername = name end
end -- unloading from hover/rope
if loading~=true and delta3D > dimensions.ropelength then
success = true
Helo = helo
Playername = name
end
-- loading
if loading == true and ((delta2D < dimensions.length and delta2D < dimensions.width and helolanded) or (delta3D == dimensions.ropelength and helo:InAir())) then -- Loaded via ground or sling
success = true
Helo = helo
Playername = name
end end
end end
end end
@@ -434,20 +468,22 @@ function DYNAMICCARGO:_UpdatePosition()
self:T(string.format("Cargo position: x=%d, y=%d, z=%d",pos.x,pos.y,pos.z)) self:T(string.format("Cargo position: x=%d, y=%d, z=%d",pos.x,pos.y,pos.z))
self:T(string.format("Last position: x=%d, y=%d, z=%d",self.LastPosition.x,self.LastPosition.y,self.LastPosition.z)) self:T(string.format("Last position: x=%d, y=%d, z=%d",self.LastPosition.x,self.LastPosition.y,self.LastPosition.z))
end end
if UTILS.Round(UTILS.VecDist3D(pos,self.LastPosition),2) > 0.5 then if UTILS.Round(UTILS.VecDist3D(pos,self.LastPosition),2) > 0.5 then -- This checks if the cargo has moved more than 0.5m since last check. If so then the cargo is loaded
--------------- ---------------
-- LOAD Cargo -- LOAD Cargo
--------------- ---------------
if self.CargoState == DYNAMICCARGO.State.NEW then if self.CargoState == DYNAMICCARGO.State.NEW or self.CargoState == DYNAMICCARGO.State.UNLOADED then
local isloaded, client, playername = self:_GetPossibleHeloNearby(pos,true) local isloaded, client, playername = self:_GetPossibleHeloNearby(pos,true)
self:T(self.lid.." moved! NEW -> LOADED by "..tostring(playername)) self:T(self.lid.." moved! NEW -> LOADED by "..tostring(playername))
self.CargoState = DYNAMICCARGO.State.LOADED self.CargoState = DYNAMICCARGO.State.LOADED
self.Owner = playername self.Owner = playername
_DATABASE:CreateEventDynamicCargoLoaded(self) _DATABASE:CreateEventDynamicCargoLoaded(self)
end
--------------- ---------------
-- UNLOAD Cargo -- UNLOAD Cargo
--------------- ---------------
elseif self.CargoState == DYNAMICCARGO.State.LOADED then -- If the cargo is stationary then we need to end this condition here to check whether it is unloaded or still onboard or still hooked if anyone can hover that precisly
elseif self.CargoState == DYNAMICCARGO.State.LOADED then
-- TODO add checker if we are in flight somehow -- TODO add checker if we are in flight somehow
-- ensure not just the helo is moving -- ensure not just the helo is moving
local count = _DYNAMICCARGO_HELOS:CountAlive() local count = _DYNAMICCARGO_HELOS:CountAlive()
@@ -459,26 +495,19 @@ function DYNAMICCARGO:_UpdatePosition()
local isunloaded = true local isunloaded = true
local client local client
local playername = self.Owner local playername = self.Owner
if count > 0 and (agl > 0 or self.testing) then if count > 0 then
self:T(self.lid.." Possible alive helos: "..count or -1) self:T(self.lid.." Possible alive helos: "..count or -1)
if agl ~= 0 or self.testing then isunloaded, client, playername = self:_GetPossibleHeloNearby(pos,false)
isunloaded, client, playername = self:_GetPossibleHeloNearby(pos,false)
end
if isunloaded then if isunloaded then
self:T(self.lid.." moved! LOADED -> UNLOADED by "..tostring(playername)) self:T(self.lid.." moved! LOADED -> UNLOADED by "..tostring(playername))
self.CargoState = DYNAMICCARGO.State.UNLOADED self.CargoState = DYNAMICCARGO.State.UNLOADED
self.Owner = playername self.Owner = playername
_DATABASE:CreateEventDynamicCargoUnloaded(self) _DATABASE:CreateEventDynamicCargoUnloaded(self)
end end
elseif count > 0 and agl == 0 then
self:T(self.lid.." moved! LOADED -> UNLOADED by "..tostring(playername))
self.CargoState = DYNAMICCARGO.State.UNLOADED
self.Owner = playername
_DATABASE:CreateEventDynamicCargoUnloaded(self)
end end
end end
self.LastPosition = pos self.LastPosition = pos
end --end
else else
--------------- ---------------
-- REMOVED Cargo -- REMOVED Cargo

View File

@@ -757,7 +757,11 @@ end
-- @param #GROUP self -- @param #GROUP self
-- @return #boolean If true, group is associated with a client or player slot. -- @return #boolean If true, group is associated with a client or player slot.
function GROUP:IsPlayer() function GROUP:IsPlayer()
return self:GetUnit(1):IsPlayer() local unit = self:GetUnit(1)
if unit then
return unit:IsPlayer()
end
return false
end end
--- Returns the UNIT wrapper object with number UnitNumber. If it doesn't exist, tries to return the next available unit. --- Returns the UNIT wrapper object with number UnitNumber. If it doesn't exist, tries to return the next available unit.
@@ -1175,9 +1179,9 @@ function GROUP:GetAverageVec3()
end end
end end
--- Returns a POINT_VEC2 object indicating the point in 2D of the first UNIT of the GROUP within the mission. --- Returns a COORDINATE object indicating the point in 2D of the first UNIT of the GROUP within the mission.
-- @param #GROUP self -- @param #GROUP self
-- @return Core.Point#POINT_VEC2 The 2D point vector of the first DCS Unit of the GROUP. -- @return Core.Point#COORDINATE The 3D point vector of the first DCS Unit of the GROUP.
-- @return #nil The first UNIT is not existing or alive. -- @return #nil The first UNIT is not existing or alive.
function GROUP:GetPointVec2() function GROUP:GetPointVec2()
--self:F2(self.GroupName) --self:F2(self.GroupName)
@@ -1190,7 +1194,7 @@ function GROUP:GetPointVec2()
return FirstUnitPointVec2 return FirstUnitPointVec2
end end
BASE:E( { "Cannot GetPointVec2", Group = self, Alive = self:IsAlive() } ) BASE:E( { "Cannot get COORDINATE", Group = self, Alive = self:IsAlive() } )
return nil return nil
end end
@@ -1221,7 +1225,17 @@ end
-- @return Core.Point#COORDINATE The COORDINATE of the GROUP. -- @return Core.Point#COORDINATE The COORDINATE of the GROUP.
function GROUP:GetCoordinate() function GROUP:GetCoordinate()
local Units = self:GetUnits() or {} -- First try to get the 3D vector of the group. This uses
local vec3=self:GetVec3()
local coord
if vec3 then
coord=COORDINATE:NewFromVec3(vec3)
coord.Heading = self:GetHeading() or 0
return coord
end
-- No luck try units and add Heading data
local Units = self:GetUnits() or {}
for _,_unit in pairs(Units) do for _,_unit in pairs(Units) do
local FirstUnit = _unit -- Wrapper.Unit#UNIT local FirstUnit = _unit -- Wrapper.Unit#UNIT
@@ -1231,15 +1245,15 @@ function GROUP:GetCoordinate()
local FirstUnitCoordinate = FirstUnit:GetCoordinate() local FirstUnitCoordinate = FirstUnit:GetCoordinate()
if FirstUnitCoordinate then if FirstUnitCoordinate then
local Heading = self:GetHeading() local Heading = self:GetHeading() or 0
FirstUnitCoordinate.Heading = Heading FirstUnitCoordinate.Heading = Heading
return FirstUnitCoordinate return FirstUnitCoordinate
end end
end end
end end
-- no luck, try the API way
-- no luck, try the API way
local DCSGroup = Group.getByName(self.GroupName) local DCSGroup = Group.getByName(self.GroupName)
if DCSGroup then if DCSGroup then
local DCSUnits = DCSGroup:getUnits() or {} local DCSUnits = DCSGroup:getUnits() or {}
@@ -1250,14 +1264,19 @@ function GROUP:GetCoordinate()
if point then if point then
--self:I(point) --self:I(point)
local coord = COORDINATE:NewFromVec3(point) local coord = COORDINATE:NewFromVec3(point)
coord.Heading = 0
local munit = UNIT:Find(_unit)
if munit then
coord.Heading = munit:GetHeading() or 0
end
return coord return coord
end end
end end
end end
end end
BASE:E( { "Cannot GetCoordinate", Group = self, Alive = self:IsAlive() } ) BASE:E( { "Cannot GetCoordinate", Group = self, Alive = self:IsAlive() } )
end end
@@ -2074,7 +2093,7 @@ function GROUP:Respawn( Template, Reset )
GroupUnitVec3 = Zone:GetRandomVec3() GroupUnitVec3 = Zone:GetRandomVec3()
else else
if self.InitRespawnRandomizePositionInner and self.InitRespawnRandomizePositionOuter then if self.InitRespawnRandomizePositionInner and self.InitRespawnRandomizePositionOuter then
GroupUnitVec3 = POINT_VEC3:NewFromVec2( From ):GetRandomPointVec3InRadius( self.InitRespawnRandomizePositionsOuter, self.InitRespawnRandomizePositionsInner ) GroupUnitVec3 = COORDINATE:NewFromVec3(From):GetRandomVec3InRadius(self.InitRespawnRandomizePositionsOuter, self.InitRespawnRandomizePositionsInner)
else else
GroupUnitVec3 = Zone:GetVec3() GroupUnitVec3 = Zone:GetVec3()
end end
@@ -2125,7 +2144,7 @@ function GROUP:Respawn( Template, Reset )
GroupUnitVec3 = Zone:GetRandomVec3() GroupUnitVec3 = Zone:GetRandomVec3()
else else
if self.InitRespawnRandomizePositionInner and self.InitRespawnRandomizePositionOuter then if self.InitRespawnRandomizePositionInner and self.InitRespawnRandomizePositionOuter then
GroupUnitVec3 = POINT_VEC3:NewFromVec2( From ):GetRandomPointVec3InRadius( self.InitRespawnRandomizePositionsOuter, self.InitRespawnRandomizePositionsInner ) GroupUnitVec3 = COORDINATE:NewFromVec2( From ):GetRandomPointVec3InRadius( self.InitRespawnRandomizePositionsOuter, self.InitRespawnRandomizePositionsInner )
else else
GroupUnitVec3 = Zone:GetVec3() GroupUnitVec3 = Zone:GetVec3()
end end
@@ -2797,7 +2816,7 @@ do -- Event Handling
self:EventDispatcher():Reset( self ) self:EventDispatcher():Reset( self )
for UnitID, UnitData in pairs( self:GetUnits() ) do for UnitID, UnitData in pairs( self:GetUnits() or {}) do
UnitData:ResetEvents() UnitData:ResetEvents()
end end
@@ -3003,7 +3022,7 @@ end
-- local callsign = mygroup:GetCustomCallSign(true,false,nil,function(groupname,playername) return string.match(playername,"([%a]+)$") end) -- local callsign = mygroup:GetCustomCallSign(true,false,nil,function(groupname,playername) return string.match(playername,"([%a]+)$") end)
-- --
function GROUP:GetCustomCallSign(ShortCallsign,Keepnumber,CallsignTranslations,CustomFunction,...) function GROUP:GetCustomCallSign(ShortCallsign,Keepnumber,CallsignTranslations,CustomFunction,...)
--self:I("GetCustomCallSign") self:T("GetCustomCallSign")
local callsign = "Ghost 1" local callsign = "Ghost 1"
if self:IsAlive() then if self:IsAlive() then
@@ -3016,8 +3035,12 @@ function GROUP:GetCustomCallSign(ShortCallsign,Keepnumber,CallsignTranslations,C
local callnumbermajor = string.char(string.byte(callnumber,1)) -- 9 local callnumbermajor = string.char(string.byte(callnumber,1)) -- 9
local callnumberminor = string.char(string.byte(callnumber,2)) -- 1 local callnumberminor = string.char(string.byte(callnumber,2)) -- 1
local personalized = false local personalized = false
local playername = IsPlayer == true and self:GetPlayerName() or shortcallsign --local playername = IsPlayer == true and self:GetPlayerName() or shortcallsign
local playername = shortcallsign
if IsPlayer then playername = self:GetPlayerName() end
self:T2("GetCustomCallSign outcome = "..playername)
if CustomFunction and IsPlayer then if CustomFunction and IsPlayer then
local arguments = arg or {} local arguments = arg or {}
local callsign = CustomFunction(groupname,playername,unpack(arguments)) local callsign = CustomFunction(groupname,playername,unpack(arguments))
@@ -3137,7 +3160,7 @@ function GROUP:IsSAM()
local units = self:GetUnits() local units = self:GetUnits()
for _,_unit in pairs(units or {}) do for _,_unit in pairs(units or {}) do
local unit = _unit -- Wrapper.Unit#UNIT local unit = _unit -- Wrapper.Unit#UNIT
if unit:HasSEAD() and unit:IsGround() and (not unit:HasAttribute("Mobile AAA")) then if unit:IsSAM() then
issam = true issam = true
break break
end end
@@ -3147,18 +3170,16 @@ end
--- [GROUND] Determine if a GROUP has a AAA unit, i.e. has no radar or optical tracker but the AAA = true or the "Mobile AAA" = true attribute. --- [GROUND] Determine if a GROUP has a AAA unit, i.e. has no radar or optical tracker but the AAA = true or the "Mobile AAA" = true attribute.
-- @param #GROUP self -- @param #GROUP self
-- @return #boolean IsSAM True if AAA, else false -- @return #boolean IsAAA True if AAA, else false
function GROUP:IsAAA() function GROUP:IsAAA()
local issam = false local isAAA = false
local units = self:GetUnits() local units = self:GetUnits()
for _,_unit in pairs(units or {}) do for _,_unit in pairs(units or {}) do
local unit = _unit -- Wrapper.Unit#UNIT local unit = _unit -- Wrapper.Unit#UNIT
local desc = unit:GetDesc() or {} if unit:IsAAA() then
local attr = desc.attributes or {} isAAA = true
if unit:HasSEAD() then return false end break
if attr["AAA"] or attr["SAM related"] then
issam = true
end end
end end
return issam return isAAA
end end

View File

@@ -207,10 +207,10 @@ function NET:_EventHandler(EventData)
local PlayerID = self:GetPlayerIDByName(name) or "none" local PlayerID = self:GetPlayerIDByName(name) or "none"
local PlayerSide, PlayerSlot = self:GetSlot(data.IniUnit) local PlayerSide, PlayerSlot = self:GetSlot(data.IniUnit)
if not PlayerSide then PlayerSide = EventData.IniCoalition end if not PlayerSide then PlayerSide = EventData.IniCoalition end
if not PlayerSlot then PlayerSlot = EventData.IniUnit:GetID() end if not PlayerSlot then PlayerSlot = EventData.IniUnit:GetID() or -1 end
local TNow = timer.getTime() local TNow = timer.getTime()
self:T(self.lid.."Event for: "..name.." | UCID: "..ucid .. " | ID/SIDE/SLOT "..PlayerID.."/"..PlayerSide.."/"..PlayerSlot) --self:T(self.lid.."Event for: "..name.." | UCID: "..ucid .. " | ID/SIDE/SLOT "..PlayerID.."/"..PlayerSide.."/"..PlayerSlot)
-- Joining -- Joining
if data.id == EVENTS.PlayerEnterUnit or data.id == EVENTS.PlayerEnterAircraft then if data.id == EVENTS.PlayerEnterUnit or data.id == EVENTS.PlayerEnterAircraft then

View File

@@ -16,7 +16,7 @@
--- @type POSITIONABLE --- @type POSITIONABLE
-- @field Core.Point#COORDINATE coordinate Coordinate object. -- @field Core.Point#COORDINATE coordinate Coordinate object.
-- @field Core.Point#POINT_VEC3 pointvec3 Point Vec3 object. -- @field Core.Point#COORDINATE pointvec3 Point Vec3 object.
-- @extends Wrapper.Identifiable#IDENTIFIABLE -- @extends Wrapper.Identifiable#IDENTIFIABLE
@@ -110,14 +110,17 @@ function POSITIONABLE:Destroy( GenerateEvent )
if GenerateEvent and GenerateEvent == true then if GenerateEvent and GenerateEvent == true then
if self:IsAir() then if self:IsAir() then
--self:ScheduleOnce(1,self.CreateEventCrash,self,timer.getTime(),DCSObject)
self:CreateEventCrash( timer.getTime(), DCSObject ) self:CreateEventCrash( timer.getTime(), DCSObject )
else else
--self:ScheduleOnce(1,self.CreateEventDead,self,timer.getTime(),DCSObject)
self:CreateEventDead( timer.getTime(), DCSObject ) self:CreateEventDead( timer.getTime(), DCSObject )
end end
elseif GenerateEvent == false then elseif GenerateEvent == false then
-- Do nothing! -- Do nothing!
else else
self:CreateEventRemoveUnit( timer.getTime(), DCSObject ) self:CreateEventRemoveUnit( timer.getTime(), DCSObject )
--self:ScheduleOnce(1,self.CreateEventRemoveUnit,self,timer.getTime(),DCSObject)
end end
USERFLAG:New( UnitGroupName ):Set( 100 ) USERFLAG:New( UnitGroupName ):Set( 100 )
@@ -142,7 +145,11 @@ function POSITIONABLE:GetPosition()
self:F2( self.PositionableName ) self:F2( self.PositionableName )
local DCSPositionable = self:GetDCSObject() local DCSPositionable = self:GetDCSObject()
if self:IsInstanceOf("GROUP") then
DCSPositionable = self:GetFirstUnitAlive():GetDCSObject()
end
if DCSPositionable then if DCSPositionable then
local PositionablePosition = DCSPositionable:getPosition() local PositionablePosition = DCSPositionable:getPosition()
self:T3( PositionablePosition ) self:T3( PositionablePosition )
@@ -277,9 +284,9 @@ function POSITIONABLE:GetVec2()
return nil return nil
end end
--- Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission. --- Returns a COORDINATE object indicating the point in 2D of the POSITIONABLE within the mission.
-- @param #POSITIONABLE self -- @param #POSITIONABLE self
-- @return Core.Point#POINT_VEC2 The 2D point vector of the POSITIONABLE. -- @return Core.Point#COORDINATE The 3D point vector of the POSITIONABLE.
-- @return #nil The POSITIONABLE is not existing or alive. -- @return #nil The POSITIONABLE is not existing or alive.
function POSITIONABLE:GetPointVec2() function POSITIONABLE:GetPointVec2()
self:F2( self.PositionableName ) self:F2( self.PositionableName )
@@ -289,20 +296,20 @@ function POSITIONABLE:GetPointVec2()
if DCSPositionable then if DCSPositionable then
local PositionableVec3 = DCSPositionable:getPosition().p local PositionableVec3 = DCSPositionable:getPosition().p
local PositionablePointVec2 = POINT_VEC2:NewFromVec3( PositionableVec3 ) local PositionablePointVec2 = COORDINATE:NewFromVec3( PositionableVec3 )
-- self:F( PositionablePointVec2 ) -- self:F( PositionablePointVec2 )
return PositionablePointVec2 return PositionablePointVec2
end end
self:E( { "Cannot GetPointVec2", Positionable = self, Alive = self:IsAlive() } ) self:E( { "Cannot Coordinate", Positionable = self, Alive = self:IsAlive() } )
return nil return nil
end end
--- Returns a POINT_VEC3 object indicating the point in 3D of the POSITIONABLE within the mission. --- Returns a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.
-- @param #POSITIONABLE self -- @param #POSITIONABLE self
-- @return Core.Point#POINT_VEC3 The 3D point vector of the POSITIONABLE. -- @return Core.Point#COORDINATE The 3D point vector of the POSITIONABLE.
-- @return #nil The POSITIONABLE is not existing or alive. -- @return #nil The POSITIONABLE is not existing or alive.
function POSITIONABLE:GetPointVec3() function POSITIONABLE:GetPointVec3()
@@ -322,8 +329,8 @@ function POSITIONABLE:GetPointVec3()
else else
-- Create a new POINT_VEC3 object. -- Create a new COORDINATE object.
self.pointvec3 = POINT_VEC3:NewFromVec3( PositionableVec3 ) self.pointvec3 = COORDINATE:NewFromVec3( PositionableVec3 )
end end

View File

@@ -48,8 +48,8 @@ function SCENERY:Register( SceneryName, SceneryObject )
self.SceneryObject = SceneryObject self.SceneryObject = SceneryObject
if self.SceneryObject then if self.SceneryObject and self.SceneryObject.getLife then -- fix some objects do not have all functions
self.Life0 = self.SceneryObject:getLife() self.Life0 = self.SceneryObject:getLife() or 0
else else
self.Life0 = 0 self.Life0 = 0
end end
@@ -59,7 +59,7 @@ function SCENERY:Register( SceneryName, SceneryObject )
return self return self
end end
--- Returns the Value of the zone with the given PropertyName, or nil if no matching property exists. --- Returns the value of the scenery with the given PropertyName, or nil if no matching property exists.
-- @param #SCENERY self -- @param #SCENERY self
-- @param #string PropertyName The name of a the QuadZone Property from the scenery assignment to be retrieved. -- @param #string PropertyName The name of a the QuadZone Property from the scenery assignment to be retrieved.
-- @return #string The Value of the QuadZone Property from the scenery assignment with the given PropertyName, or nil if absent. -- @return #string The Value of the QuadZone Property from the scenery assignment with the given PropertyName, or nil if absent.
@@ -67,6 +67,14 @@ function SCENERY:GetProperty(PropertyName)
return self.Properties[PropertyName] return self.Properties[PropertyName]
end end
--- Checks if the value of the scenery with the given PropertyName exists.
-- @param #SCENERY self
-- @param #string PropertyName The name of a the QuadZone Property from the scenery assignment to be retrieved.
-- @return #boolean Outcome True if it exists, else false.
function SCENERY:HasProperty(PropertyName)
return self.Properties[PropertyName] ~= nil and true or false
end
--- Returns the scenery Properties table. --- Returns the scenery Properties table.
-- @param #SCENERY self -- @param #SCENERY self
-- @return #table The Key:Value table of QuadZone properties of the zone from the scenery assignment . -- @return #table The Key:Value table of QuadZone properties of the zone from the scenery assignment .
@@ -83,6 +91,7 @@ function SCENERY:SetProperty(PropertyName, PropertyValue)
self.Properties[PropertyName] = PropertyValue self.Properties[PropertyName] = PropertyValue
return self return self
end end
--- Obtain object name. --- Obtain object name.
--@param #SCENERY self --@param #SCENERY self
--@return #string Name --@return #string Name
@@ -97,7 +106,7 @@ function SCENERY:GetDCSObject()
return self.SceneryObject return self.SceneryObject
end end
--- Get current life points from the SCENERY Object. --- Get current life points from the SCENERY Object. Note - Some scenery objects always have 0 life points.
-- **CAVEAT**: Some objects change their life value or "hitpoints" **after** the first hit. Hence we will adjust the life0 value to 120% -- **CAVEAT**: Some objects change their life value or "hitpoints" **after** the first hit. Hence we will adjust the life0 value to 120%
-- of the last life value if life exceeds life0 (initial life) at any point. Thus will will get a smooth percentage decrease, if you use this e.g. as success -- of the last life value if life exceeds life0 (initial life) at any point. Thus will will get a smooth percentage decrease, if you use this e.g. as success
-- criteria for a bombing task. -- criteria for a bombing task.
@@ -105,7 +114,7 @@ end
--@return #number life --@return #number life
function SCENERY:GetLife() function SCENERY:GetLife()
local life = 0 local life = 0
if self.SceneryObject then if self.SceneryObject and self.SceneryObject.getLife then
life = self.SceneryObject:getLife() life = self.SceneryObject:getLife()
if life > self.Life0 then if life > self.Life0 then
self.Life0 = math.floor(life * 1.2) self.Life0 = math.floor(life * 1.2)
@@ -121,7 +130,7 @@ function SCENERY:GetLife0()
return self.Life0 or 0 return self.Life0 or 0
end end
--- Check if SCENERY Object is alive. --- Check if SCENERY Object is alive. Note - Some scenery objects always have 0 life points.
--@param #SCENERY self --@param #SCENERY self
--@param #number Threshold (Optional) If given, SCENERY counts as alive above this relative life in percent (1..100). --@param #number Threshold (Optional) If given, SCENERY counts as alive above this relative life in percent (1..100).
--@return #number life --@return #number life
@@ -133,7 +142,7 @@ function SCENERY:IsAlive(Threshold)
end end
end end
--- Check if SCENERY Object is dead. --- Check if SCENERY Object is dead. Note - Some scenery objects always have 0 life points.
--@param #SCENERY self --@param #SCENERY self
--@param #number Threshold (Optional) If given, SCENERY counts as dead below this relative life in percent (1..100). --@param #number Threshold (Optional) If given, SCENERY counts as dead below this relative life in percent (1..100).
--@return #number life --@return #number life
@@ -145,12 +154,13 @@ function SCENERY:IsDead(Threshold)
end end
end end
--- Get SCENERY relative life in percent, e.g. 75. --- Get SCENERY relative life in percent, e.g. 75. Note - Some scenery objects always have 0 life points.
--@param #SCENERY self --@param #SCENERY self
--@return #number rlife --@return #number rlife
function SCENERY:GetRelativeLife() function SCENERY:GetRelativeLife()
local life = self:GetLife() local life = self:GetLife()
local life0 = self:GetLife0() local life0 = self:GetLife0()
if life == 0 or life0 == 0 then return 0 end
local rlife = math.floor((life/life0)*100) local rlife = math.floor((life/life0)*100)
return rlife return rlife
end end

View File

@@ -203,7 +203,7 @@ STORAGE.Type = {
--- STORAGE class version. --- STORAGE class version.
-- @field #string version -- @field #string version
STORAGE.version="0.1.4" STORAGE.version="0.1.5"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list -- TODO list
@@ -227,11 +227,11 @@ function STORAGE:New(AirbaseName)
self.airbase=Airbase.getByName(AirbaseName) self.airbase=Airbase.getByName(AirbaseName)
if Airbase.getWarehouse then if Airbase.getWarehouse and self.airbase then
self.warehouse=self.airbase:getWarehouse() self.warehouse=self.airbase:getWarehouse()
end end
self.lid = string.format("STORAGE %s", AirbaseName) self.lid = string.format("STORAGE %s | ", AirbaseName)
return self return self
end end
@@ -251,7 +251,7 @@ function STORAGE:NewFromStaticCargo(StaticCargoName)
self.warehouse=Warehouse.getCargoAsWarehouse(self.airbase) self.warehouse=Warehouse.getCargoAsWarehouse(self.airbase)
end end
self.lid = string.format("STORAGE %s", StaticCargoName) self.lid = string.format("STORAGE %s | ", StaticCargoName)
return self return self
end end
@@ -271,7 +271,7 @@ function STORAGE:NewFromDynamicCargo(DynamicCargoName)
self.warehouse=Warehouse.getCargoAsWarehouse(self.airbase) self.warehouse=Warehouse.getCargoAsWarehouse(self.airbase)
end end
self.lid = string.format("STORAGE %s", DynamicCargoName) self.lid = string.format("STORAGE %s | ", DynamicCargoName)
return self return self
end end
@@ -656,7 +656,6 @@ function STORAGE:SaveToFile(Path,Filename)
for key,amount in pairs(lq) do for key,amount in pairs(lq) do
DataLiquids = DataLiquids..tostring(key).."="..tostring(amount).."\n" DataLiquids = DataLiquids..tostring(key).."="..tostring(amount).."\n"
end end
--self:I(DataLiquids)
UTILS.SaveToFile(Path,Filename.."_Liquids.csv",DataLiquids) UTILS.SaveToFile(Path,Filename.."_Liquids.csv",DataLiquids)
if self.verbose and self.verbose > 0 then if self.verbose and self.verbose > 0 then
self:I(self.lid.."Saving Liquids to "..tostring(Path).."\\"..tostring(Filename).."_Liquids.csv") self:I(self.lid.."Saving Liquids to "..tostring(Path).."\\"..tostring(Filename).."_Liquids.csv")
@@ -668,7 +667,6 @@ function STORAGE:SaveToFile(Path,Filename)
for key,amount in pairs(ac) do for key,amount in pairs(ac) do
DataAircraft = DataAircraft..tostring(key).."="..tostring(amount).."\n" DataAircraft = DataAircraft..tostring(key).."="..tostring(amount).."\n"
end end
--self:I(DataAircraft)
UTILS.SaveToFile(Path,Filename.."_Aircraft.csv",DataAircraft) UTILS.SaveToFile(Path,Filename.."_Aircraft.csv",DataAircraft)
if self.verbose and self.verbose > 0 then if self.verbose and self.verbose > 0 then
self:I(self.lid.."Saving Aircraft to "..tostring(Path).."\\"..tostring(Filename).."_Aircraft.csv") self:I(self.lid.."Saving Aircraft to "..tostring(Path).."\\"..tostring(Filename).."_Aircraft.csv")
@@ -677,9 +675,17 @@ function STORAGE:SaveToFile(Path,Filename)
if UTILS.TableLength(wp) > 0 then if UTILS.TableLength(wp) > 0 then
DataWeapons = DataWeapons .."Weapons and Materiel in Storage:\n" DataWeapons = DataWeapons .."Weapons and Materiel in Storage:\n"
for key,amount in pairs(wp) do
DataWeapons = DataWeapons..tostring(key).."="..tostring(amount).."\n" for _,_category in pairs(ENUMS.Storage.weapons) do
for _,_key in pairs(_category) do
local amount = self:GetAmount(_key)
if type(_key) == "table" then
_key = "{"..table.concat(_key,",").."}"
end
DataWeapons = DataWeapons..tostring(_key).."="..tostring(amount).."\n"
end
end end
-- Gazelle table keys -- Gazelle table keys
for key,amount in pairs(ENUMS.Storage.weapons.Gazelle) do for key,amount in pairs(ENUMS.Storage.weapons.Gazelle) do
amount = self:GetItemAmount(ENUMS.Storage.weapons.Gazelle[key]) amount = self:GetItemAmount(ENUMS.Storage.weapons.Gazelle[key])
@@ -705,7 +711,6 @@ function STORAGE:SaveToFile(Path,Filename)
amount = self:GetItemAmount(ENUMS.Storage.weapons.AH64D[key]) amount = self:GetItemAmount(ENUMS.Storage.weapons.AH64D[key])
DataWeapons = DataWeapons.."ENUMS.Storage.weapons.AH64D."..tostring(key).."="..tostring(amount).."\n" DataWeapons = DataWeapons.."ENUMS.Storage.weapons.AH64D."..tostring(key).."="..tostring(amount).."\n"
end end
--self:I(DataAircraft)
UTILS.SaveToFile(Path,Filename.."_Weapons.csv",DataWeapons) UTILS.SaveToFile(Path,Filename.."_Weapons.csv",DataWeapons)
if self.verbose and self.verbose > 0 then if self.verbose and self.verbose > 0 then
self:I(self.lid.."Saving Weapons to "..tostring(Path).."\\"..tostring(Filename).."_Weapons.csv") self:I(self.lid.."Saving Weapons to "..tostring(Path).."\\"..tostring(Filename).."_Weapons.csv")
@@ -777,14 +782,26 @@ function STORAGE:LoadFromFile(Path,Filename)
local Ok,Weapons = UTILS.LoadFromFile(Path,Filename.."_Weapons.csv") local Ok,Weapons = UTILS.LoadFromFile(Path,Filename.."_Weapons.csv")
if Ok then if Ok then
if self.verbose and self.verbose > 0 then if self.verbose and self.verbose > 0 then
self:I(self.lid.."Loading _eapons from "..tostring(Path).."\\"..tostring(Filename).."_Weapons.csv") self:I(self.lid.."Loading Weapons from "..tostring(Path).."\\"..tostring(Filename).."_Weapons.csv")
end end
for _id,_line in pairs(Weapons) do for _id,_line in pairs(Weapons) do
if string.find(_line,"Storage") == nil then if string.find(_line,"Storage") == nil then
local tbl=UTILS.Split(_line,"=") local tbl=UTILS.Split(_line,"=")
local wpname = tbl[1] local wpname = tbl[1]
local wpnumber = tonumber(tbl[2]) local wpnumber = tonumber(tbl[2])
self:SetAmount(wpname,wpnumber) if string.find(wpname,"{") == 1 then
--self:I("Found a table: "..wpname)
wpname = string.gsub(wpname,"{","")
wpname = string.gsub(wpname,"}","")
local tbl = UTILS.Split(wpname,",")
local wptbl = {}
for _id,_key in ipairs(tbl) do
table.insert(wptbl,_id,_key)
end
self:SetAmount(wptbl,wpnumber)
else
self:SetAmount(wpname,wpnumber)
end
end end
end end
else else
@@ -823,6 +840,35 @@ function STORAGE:StopAutoSave()
return self return self
end end
--- Try to find the #STORAGE object of one of the many "H"-Helipads in Syria. You need to put a (small, round) zone on top of it, because the name is not unique(!).
-- @param #STORAGE self
-- @param #string ZoneName The name of the zone where to find the helipad.
-- @return #STORAGE self or nil if not found.
function STORAGE:FindSyriaHHelipadWarehouse(ZoneName)
local findzone = ZONE:New(ZoneName)
local base = world.getAirbases()
for i = 1, #base do
local info = {}
--info.desc = Airbase.getDesc(base[i])
info.callsign = Airbase.getCallsign(base[i])
info.id = Airbase.getID(base[i])
--info.cat = Airbase.getCategory(base[i])
info.point = Airbase.getPoint(base[i])
info.coordinate = COORDINATE:NewFromVec3(info.point)
info.DCSObject = base[i]
--if Airbase.getUnit(base[i]) then
--info.unitId = Airbase.getUnit(base[i]):getID()
--end
if info.callsign == "H" and findzone:IsCoordinateInZone(info.coordinate) then
info.warehouse = info.DCSObject:getWarehouse()
info.Storage = STORAGE:New(info.callsign..info.id)
info.Storage.airbase = info.DCSObject
info.Storage.warehouse = info.warehouse
return info.Storage
end
end
end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Private Functions -- Private Functions

File diff suppressed because it is too large Load Diff

View File

@@ -1,6 +1,7 @@
# import required module # import required module
from pathlib import Path from pathlib import Path
import os import os
import codecs
# assign directory # assign directory
directory = '.' directory = '.'
@@ -15,8 +16,9 @@ with open( os.path.dirname(__file__) + '/docs-header.html', 'r') as file:
# that directory # that directory
files = Path(directory).glob('*.html') files = Path(directory).glob('*.html')
for file in files: for file in files:
# print(file) #print(file)
with open(file, 'r') as fileread: #with open(file, 'r') as fileread:
with codecs.open(file, 'r', encoding='utf-8', errors='ignore') as fileread:
filedata = fileread.read() filedata = fileread.read()
# Replace the target string # Replace the target string
filedata = filedata.replace( '<head>', newhead ) filedata = filedata.replace( '<head>', newhead )

View File

@@ -2,7 +2,7 @@ Utilities/Enums.lua
Utilities/Utils.lua Utilities/Utils.lua
Utilities/Enums.lua Utilities/Enums.lua
Utilities/Profiler.lua Utilities/Profiler.lua
Utilities/STTS.lua Utilities/Templates.lua
Utilities/FiFo.lua Utilities/FiFo.lua
Utilities/Socket.lua Utilities/Socket.lua

View File

@@ -169,10 +169,6 @@ Defines an extensive API to manage 3D points in the DCS World 3D simulation spac
**Features:** **Features:**
* Provides a COORDINATE class, which allows to manage points in 3D space and perform various operations on it. * Provides a COORDINATE class, which allows to manage points in 3D space and perform various operations on it.
* Provides a POINT_VEC2 class, which is derived from COORDINATE, and allows to manage points in 3D space, but from a
Lat/Lon and Altitude perspective.
* Provides a POINT_VEC3 class, which is derived from COORDINATE, and allows to manage points in 3D space, but from a
X, Z and Y vector perspective.
**The coordinate system classes are essential to understand. Learn this!** **The coordinate system classes are essential to understand. Learn this!**