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Merge pull request #462 from FlightControl-Master/386-ai-designate
386 ai designate
This commit is contained in:
commit
5cbc737727
@ -67,33 +67,33 @@ do -- AI_DESIGNATE
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-- * A **Player** is an active CLIENT object containing a human player.
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-- * A **Designate Menu** is the menu that is dynamically created during the designation process for each _AttackGroup_.
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--
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-- The _RecceSet_ is continuously detecting for potential _Targets_, executing its task as part of the _DetectionObject_.
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-- Once _Targets_ have been detected, the _DesignateObject_ will trigger the **Detect Event**.
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-- The RecceSet is continuously detecting for potential Targets, executing its task as part of the DetectionObject.
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-- Once Targets have been detected, the DesignateObject will trigger the **Detect Event**.
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--
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-- As part of the Detect Event, the _DetectionItems_ list is used by the _DesignateObject_ to provide the _Players_ with:
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-- As part of the Detect Event, the DetectionItems list is used by the DesignateObject to provide the Players with:
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--
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-- * The _RecceGroups_ are reporting to each _AttackGroup_, sending **Messages** containing the _Threat Level_ and the _TargetSet_ composition.
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-- * **Menu options** are created and updated for each _AttackGroup_, containing the _Threat Level_ and the _TargetSet_ composition.
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-- * The RecceGroups are reporting to each AttackGroup, sending **Messages** containing the Threat Level and the TargetSet composition.
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-- * **Menu options** are created and updated for each AttackGroup, containing the Threat Level and the TargetSet composition.
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--
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-- A _Player_ can then select an action from the _Designate Menu_.
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-- A Player can then select an action from the Designate Menu.
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--
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-- **Note that each selected action will be executed for a _TargetSet_, thus the _Target_ grouping done by the _DetectionObject_.**
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-- **Note that each selected action will be executed for a TargetSet, thus the Target grouping done by the DetectionObject.**
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--
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-- Each **Menu Option** in the _Designate Menu_ has two modes:
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-- Each **Menu Option** in the Designate Menu has two modes:
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--
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-- 1. If the _TargetSet_ **is not being designated**, then the **Designate Menu** option for the target Set will provide options to **Lase** or **Smoke** the targets.
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-- 1. If the TargetSet **is not being designated**, then the **Designate Menu** option for the target Set will provide options to **Lase** or **Smoke** the targets.
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-- 2. If the Target Set **is being designated**, then the **Designate Menu** option will provide an option to stop or cancel the designation.
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--
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-- While designating, the _RecceGroups_ will report any change in _TargetSet_ composition or _Target_ presence.
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-- While designating, the RecceGroups will report any change in TargetSet composition or Target presence.
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--
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-- The following logic is executed when a _TargetSet_ is selected to be *lased* from the _Designation Menu_:
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-- The following logic is executed when a TargetSet is selected to be *lased* from the Designation Menu:
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--
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-- * The _RecceSet_ is searched for any _Recce_ that is within *designation distance* from a _Target_ in the _TargetSet_ that is currently not being designated.
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-- * If there is a _Recce_ found that is currently no designating a target, and is within designation distance from the _Target_, then that _Target_ will be designated.
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-- * During designation, any _Recce_ that does not have Line of Sight (LOS) and is not within disignation distance from the _Target_, will stop designating the _Target_, and a report is given.
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-- * When a _Recce_ is designating a _Target_, and that _Target_ is destroyed, then the _Recce_ will stop designating the _Target_, and will report the event.
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-- * When a _Recce_ is designating a _Target_, and that _Recce_ is destroyed, then the _Recce_ will be removed from the _RecceSet_ and designation will stop without reporting.
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-- * When all _RecceGroups_ are destroyed from the _RecceSet_, then the DesignationObject will stop functioning, and nothing will be reported.
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-- * The RecceSet is searched for any Recce that is within *designation distance* from a Target in the TargetSet that is currently not being designated.
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-- * If there is a Recce found that is currently no designating a target, and is within designation distance from the Target, then that Target will be designated.
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-- * During designation, any Recce that does not have Line of Sight (LOS) and is not within disignation distance from the Target, will stop designating the Target, and a report is given.
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-- * When a Recce is designating a Target, and that Target is destroyed, then the Recce will stop designating the Target, and will report the event.
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-- * When a Recce is designating a Target, and that Recce is destroyed, then the Recce will be removed from the RecceSet and designation will stop without reporting.
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-- * When all RecceGroups are destroyed from the RecceSet, then the DesignationObject will stop functioning, and nothing will be reported.
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--
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-- In this way, the DesignationObject assists players to designate ground targets for a coordinated attack!
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--
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@ -145,15 +145,42 @@ do -- AI_DESIGNATE
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--
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-- ## 4. Autolase to automatically lase detected targets.
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--
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-- _DetectionItems_ can be auto lased once detected by _Recces_. As such, there is almost no action required from the _Players_ using the _Designate Menu_.
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-- DetectionItems can be auto lased once detected by Recces. As such, there is almost no action required from the Players using the Designate Menu.
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-- The **auto lase** function can be activated through the Designation Menu.
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-- Use the method @{#AI_DESIGNATE.SetAutoLase}() to activate or deactivate the auto lase function programmatically.
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-- Note that autolase will automatically activate lasing for ALL _DetectedItems_. Individual items can be switched-off if required using the _Designation Menu_.
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-- Note that autolase will automatically activate lasing for ALL DetectedItems. Individual items can be switched-off if required using the Designation Menu.
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--
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-- AIDesignate:SetAutoLase( true )
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--
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-- Activate the auto lasing.
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--
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-- ## 5. Target prioritization on threat level
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--
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-- Targets can be detected of different types in one DetectionItem. Depending on the type of the Target, a different threat level applies in an Air to Ground combat context.
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-- SAMs are of a higher threat than normal tanks. So, if the Target type was recognized, the Recces will select those targets that form the biggest threat first,
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-- and will continue this until the remaining vehicles with the lowest threat have been reached.
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--
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-- This threat level prioritization can be activated using the method @{#AI_DESIGNATE.SetThreatLevelPrioritization}().
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-- If not activated, Targets will be selected in a random order, but most like those first which are the closest to the Recce marking the Target.
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--
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-- AIDesignate:SetThreatLevelPrioritization( true )
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--
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-- The example will activate the threat level prioritization for this the AIDesignate object. Threats will be marked based on the threat level of the Target.
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--
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-- ## 6. Status Report
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--
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-- A status report is available that displays the current Targets detected, grouped per DetectionItem, and a list of which Targets are currently being marked.
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--
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-- * The status report can be shown by selecting "Status" -> "Report Status" from the Designation menu .
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-- * The status report can be automatically flashed by selecting "Status" -> "Flash Status On".
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-- * The automatic flashing of the status report can be deactivated by selecting "Status" -> "Flash Status Off".
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-- * The flashing of the status menu is disabled by default.
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-- * The method @{#AI_DESIGNATE.FlashStatusMenu}() can be used to enable or disable to flashing of the status menu.
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--
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-- AIDesignate:FlashStatusMenu( true )
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--
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-- The example will activate the flashing of the status menu for this AIDesignate object.
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--
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-- @field #AI_DESIGNATE
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--
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AI_DESIGNATE = {
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@ -171,6 +198,7 @@ do -- AI_DESIGNATE
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self:F( { Detection } )
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self:SetStartState( "Designating" )
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self:AddTransition( "*", "Detect", "*" )
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--- Detect Handler OnBefore for AI_DESIGNATE
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@ -198,7 +226,6 @@ do -- AI_DESIGNATE
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-- @param #number Delay
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self:AddTransition( "*", "LaseOn", "Lasing" )
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--- LaseOn Handler OnBefore for AI_DESIGNATE
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@ -343,15 +370,37 @@ do -- AI_DESIGNATE
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self.LaseDuration = 60
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self:SetFlashStatusMenu( false )
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self:SetDesignateMenu()
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self:SetLaserCodes( 1688 ) -- set self.LaserCodes
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self:SetAutoLase( false ) -- set self.Autolase
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self:SetThreatLevelPrioritization( false ) -- self.ThreatLevelPrioritization, default is threat level priorization off
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self.LaserCodesUsed = {}
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self.Detection:__Start( 2 )
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self:SetDesignateMenu()
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return self
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end
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--- Set the flashing of the status menu.
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-- @param #AI_DESIGNATE self
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-- @param #boolean FlashMenu true: the status menu will be flashed every detection run; false: no flashing of the menu.
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-- @return #AI_DESIGNATE
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function AI_DESIGNATE:SetFlashStatusMenu( FlashMenu ) --R2.1
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self.FlashStatusMenu = {}
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self.AttackSet:ForEachGroup(
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--- @param Wrapper.Group#GROUP GroupReport
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function( AttackGroup )
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self.FlashStatusMenu[AttackGroup] = FlashMenu
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end
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)
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return self
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end
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@ -448,6 +497,18 @@ do -- AI_DESIGNATE
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return self
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end
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--- Set priorization of Targets based on the **Threat Level of the Target** in an Air to Ground context.
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-- @param #AI_DESIGNATE self
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-- @param #boolean Prioritize
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-- @return #AI_DESIGNATE
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function AI_DESIGNATE:SetThreatLevelPrioritization( Prioritize ) --R2.1
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self.ThreatLevelPrioritization = Prioritize
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return self
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end
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---
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-- @param #AI_DESIGNATE self
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@ -457,10 +518,7 @@ do -- AI_DESIGNATE
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self:__Detect( -60 )
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self:ActivateAutoLase()
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self:SendStatus()
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self:SetDesignateMenu()
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return self
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@ -468,8 +526,17 @@ do -- AI_DESIGNATE
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--- Sends the status to the Attack Groups.
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-- @param #AI_DESIGNATE self
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-- @param Wrapper.Group#GROUP AttackGroup
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-- @return #AI_DESIGNATE
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function AI_DESIGNATE:SendStatus()
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function AI_DESIGNATE:SendStatus( MenuAttackGroup )
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self.AttackSet:ForEachGroup(
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--- @param Wrapper.Group#GROUP GroupReport
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function( AttackGroup )
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if self.FlashStatusMenu[AttackGroup] or AttackGroup:GetName() == MenuAttackGroup:GetName() then
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local DetectedReport = REPORT:New( "Targets ready to be designated:" )
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local DetectedItems = self.Detection:GetDetectedItems()
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@ -482,7 +549,26 @@ do -- AI_DESIGNATE
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local RecceLeader = self.RecceSet:GetFirst() -- Wrapper.Group#GROUP
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RecceLeader:MessageToSetGroup( DetectedReport:Text( "\n" ), 15, self.AttackSet )
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RecceLeader:MessageToGroup( DetectedReport:Text( "\n" ), 15, AttackGroup )
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local DesignationReport = REPORT:New( "Targets currently marked:" )
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self.RecceSet:ForEachGroup(
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function( RecceGroup )
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local RecceUnits = RecceGroup:GetUnits()
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for UnitID, RecceData in pairs( RecceUnits ) do
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local Recce = RecceData -- Wrapper.Unit#UNIT
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if Recce:IsLasing() then
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DesignationReport:Add( " - " .. Recce:GetMessageText( "Marking " .. Recce:GetSpot().Target:GetTypeName() .. " with laser " .. Recce:GetSpot().LaserCode .. "." ) )
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end
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end
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end
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)
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RecceLeader:MessageToGroup( DesignationReport:Text(), 15, AttackGroup )
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end
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end
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)
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return self
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end
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@ -543,7 +629,13 @@ do -- AI_DESIGNATE
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MENU_GROUP_COMMAND:New( AttackGroup, "Auto Lase On", DesignateMenu, self.MenuAutoLase, self, true )
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end
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MENU_GROUP_COMMAND:New( AttackGroup, "Report Designation Status", DesignateMenu, self.MenuStatus, self, AttackGroup )
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local StatusMenu = MENU_GROUP:New( AttackGroup, "Status", DesignateMenu )
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MENU_GROUP_COMMAND:New( AttackGroup, "Report Status", StatusMenu, self.MenuStatus, self, AttackGroup )
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if self.FlashStatusMenu[AttackGroup] then
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MENU_GROUP_COMMAND:New( AttackGroup, "Flash Status Off", StatusMenu, self.MenuFlashStatus, self, AttackGroup, false )
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else
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MENU_GROUP_COMMAND:New( AttackGroup, "Flash Status On", StatusMenu, self.MenuFlashStatus, self, AttackGroup, true )
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end
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local DetectedItems = self.Detection:GetDetectedItems()
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@ -588,18 +680,17 @@ do -- AI_DESIGNATE
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self:E("Status")
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self.RecceSet:ForEachGroup(
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function( RecceGroup )
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local RecceUnits = RecceGroup:GetUnits()
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for UnitID, RecceData in pairs( RecceUnits ) do
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local Recce = RecceData -- Wrapper.Unit#UNIT
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if Recce:IsLasing() then
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Recce:MessageToGroup( "Marking " .. Recce:GetSpot().Target:GetTypeName() .. " with laser " .. Recce:GetSpot().LaserCode .. ".", 5, AttackGroup )
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self:SendStatus( AttackGroup )
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end
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end
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end
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)
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---
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-- @param #AI_DESIGNATE self
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function AI_DESIGNATE:MenuFlashStatus( AttackGroup, Flash )
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self:E("Flash Status")
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self.FlashStatusMenu[AttackGroup] = Flash
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self:SetDesignateMenu()
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end
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@ -679,7 +770,7 @@ do -- AI_DESIGNATE
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end
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end
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TargetSetUnit:ForEachUnit(
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TargetSetUnit:ForEachUnitPerThreatLevel( 10, 0,
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--- @param Wrapper.Unit#UNIT SmokeUnit
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function( TargetUnit )
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self:E("In procedure")
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@ -699,14 +790,14 @@ do -- AI_DESIGNATE
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local AttackSet = self.AttackSet
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function Spot:OnAfterDestroyed( From, Event, To )
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self:E( "Destroyed Message" )
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self.Recce:MessageToSetGroup( "Target " .. TargetUnit:GetTypeName() .. " destroyed." .. TargetSetUnit:Count() .. " targets left.", 15, AttackSet )
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self.Recce:MessageToSetGroup( "Target " .. TargetUnit:GetTypeName() .. " destroyed. " .. TargetSetUnit:Count() .. " targets left.", 5, AttackSet )
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end
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self.Recces[TargetUnit] = RecceUnit
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RecceUnit:MessageToSetGroup( "Marking " .. TargetUnit:GetTypeName() .. " with laser " .. RecceUnit:GetSpot().LaserCode .. " for " .. Duration .. "s.", 5, self.AttackSet )
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break
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end
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else
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RecceUnit:MessageToSetGroup( "Can't lase " .. TargetUnit:GetTypeName(), 5, self.AttackSet )
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RecceUnit:MessageToSetGroup( "Can't mark " .. TargetUnit:GetTypeName(), 5, self.AttackSet )
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end
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else
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-- The Recce is lasing, but the Target is not detected or within LOS. So stop lasing and send a report.
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@ -741,7 +832,7 @@ do -- AI_DESIGNATE
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local Recce = self.RecceSet:GetFirst()
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if Recce then
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Recce:MessageToSetGroup( "Stopped lasing.", 15, self.AttackSet )
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Recce:MessageToSetGroup( "Stopped lasing.", 5, self.AttackSet )
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end
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local TargetSetUnit = self.Detection:GetDetectedSet( Index )
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@ -750,7 +841,7 @@ do -- AI_DESIGNATE
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for TargetID, RecceData in pairs( Recces ) do
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local Recce = RecceData -- Wrapper.Unit#UNIT
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Recce:MessageToSetGroup( "Stopped lasing " .. Recce:GetSpot().Target:GetTypeName() .. ".", 15, self.AttackSet )
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Recce:MessageToSetGroup( "Stopped lasing " .. Recce:GetSpot().Target:GetTypeName() .. ".", 5, self.AttackSet )
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Recce:LaseOff()
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end
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@ -1,4 +1,4 @@
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--- **Core** - EVENT models DCS **event dispatching** using a **publish-subscribe** model.
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--- **Core R2.1** - EVENT models DCS **event dispatching** using a **publish-subscribe** model.
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--
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-- 
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--
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@ -491,7 +491,7 @@ end
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-- @param Core.Base#BASE EventClass The self instance of the class for which the event is.
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-- @param Dcs.DCSWorld#world.event EventID
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-- @return #EVENT.Events
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function EVENT:Reset( EventObject )
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function EVENT:Reset( EventObject ) --R2.1
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self:E( { "Resetting subscriptions for class: ", EventObject:GetClassNameAndID() } )
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@ -140,7 +140,7 @@ function SET_BASE:Add( ObjectName, Object )
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self.List.Count = self.List.Count + 1
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self.Set[ObjectName] = t._
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self.Set[ObjectName] = Object
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table.insert( self.Index, ObjectName )
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@ -345,7 +345,7 @@ end
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--- Starts the filtering of the Dead events for the collection.
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-- @param #SET_BASE self
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-- @return #SET_BASE self
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function SET_BASE:FilterDeads()
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function SET_BASE:FilterDeads() --R2.1 allow deads to be filtered to automatically handle deads in the collection.
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self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
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@ -355,7 +355,7 @@ end
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--- Starts the filtering of the Crash events for the collection.
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-- @param #SET_BASE self
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-- @return #SET_BASE self
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function SET_BASE:FilterCrashes()
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function SET_BASE:FilterCrashes() --R2.1 allow crashes to be filtered to automatically handle crashes in the collection.
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self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
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@ -1346,7 +1346,7 @@ SET_UNIT = {
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function SET_UNIT:New()
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-- Inherits from BASE
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local self = BASE:Inherit( self, SET_BASE:New( _DATABASE.UNITS ) )
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local self = BASE:Inherit( self, SET_BASE:New( _DATABASE.UNITS ) ) -- Core.Set#SET_UNIT
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return self
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end
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@ -1586,6 +1586,50 @@ function SET_UNIT:ForEachUnit( IteratorFunction, ... )
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return self
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end
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--- Iterate the SET_UNIT **sorted *per Threat Level** and call an interator function for each **alive** UNIT, providing the UNIT and optional parameters.
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--
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-- @param #SET_UNIT self
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-- @param #number FromThreatLevel The TreatLevel to start the evaluation **From** (this must be a value between 0 and 10).
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-- @param #number ToThreatLevel The TreatLevel to stop the evaluation **To** (this must be a value between 0 and 10).
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-- @param #function IteratorFunction The function that will be called when there is an alive UNIT in the SET_UNIT. The function needs to accept a UNIT parameter.
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-- @return #SET_UNIT self
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-- @usage
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--
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-- UnitSet:ForEachUnitPerThreatLevel( 10, 0,
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-- -- @param Wrapper.Unit#UNIT UnitObject The UNIT object in the UnitSet, that will be passed to the local function for evaluation.
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-- function( UnitObject )
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-- .. logic ..
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-- end
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-- )
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--
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function SET_UNIT:ForEachUnitPerThreatLevel( FromThreatLevel, ToThreatLevel, IteratorFunction, ... ) --R2.1 Threat Level implementation
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self:F2( arg )
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local ThreatLevelSet = {}
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for UnitName, UnitObject in pairs( self.Set ) do
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local Unit = UnitObject -- Wrapper.Unit#UNIT
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||||
local ThreatLevel = Unit:GetThreatLevel()
|
||||
ThreatLevelSet[ThreatLevel] = ThreatLevelSet[ThreatLevel] or {}
|
||||
ThreatLevelSet[ThreatLevel].Set = ThreatLevelSet[ThreatLevel].Set or {}
|
||||
ThreatLevelSet[ThreatLevel].Set[UnitName] = UnitObject
|
||||
self:E( { ThreatLevel = ThreatLevel, ThreatLevelSet = ThreatLevelSet[ThreatLevel].Set } )
|
||||
end
|
||||
|
||||
local ThreatLevelIncrement = FromThreatLevel <= ToThreatLevel and 1 or -1
|
||||
|
||||
for ThreatLevel = FromThreatLevel, ToThreatLevel, ThreatLevelIncrement do
|
||||
self:E( { ThreatLevel = ThreatLevel } )
|
||||
local ThreatLevelItem = ThreatLevelSet[ThreatLevel]
|
||||
if ThreatLevelItem then
|
||||
self:ForEach( IteratorFunction, arg, ThreatLevelItem.Set )
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Iterate the SET_UNIT and call an iterator function for each **alive** UNIT presence completely in a @{Zone}, providing the UNIT and optional parameters to the called function.
|
||||
-- @param #SET_UNIT self
|
||||
-- @param Core.Zone#ZONE ZoneObject The Zone to be tested for.
|
||||
|
||||
@ -678,7 +678,9 @@ do -- DETECTION_BASE
|
||||
|
||||
if self.DetectionCount > 0 and self.DetectionRun == self.DetectionCount then
|
||||
self:T( "--> Create Detection Sets" )
|
||||
self:CreateDetectionSets()
|
||||
|
||||
self:CreateDetectionItems() -- Polymorphic call to Create/Update the DetectionItems list for the DETECTION_ class grouping method.
|
||||
self:CleanDetectionItems() -- Any DetectionItem that has a Set with zero elements in it, must be removed from the DetectionItems list.
|
||||
|
||||
self:__Detect( self.DetectionInterval )
|
||||
end
|
||||
@ -686,6 +688,43 @@ do -- DETECTION_BASE
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
do -- DetectionItems Creation
|
||||
|
||||
--- Make a DetectionSet table. This function will be overridden in the derived clsses.
|
||||
-- @param #DETECTION_BASE self
|
||||
-- @return #DETECTION_BASE
|
||||
function DETECTION_BASE:CleanDetectionItems() --R2.1 Clean the DetectionItems list
|
||||
self:F2()
|
||||
|
||||
-- We clean all DetectedItems.
|
||||
-- if there are any remaining DetectedItems with no Set Objects then the Item in the DetectedItems must be deleted.
|
||||
|
||||
for DetectedItemID, DetectedItemData in pairs( self.DetectedItems ) do
|
||||
|
||||
local DetectedItem = DetectedItemData -- #DETECTION_BASE.DetectedItem
|
||||
local DetectedSet = DetectedItem.Set
|
||||
|
||||
if DetectedSet:Count() == 0 then
|
||||
self.DetectedItems[DetectedItemID] = nil
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Make a DetectionSet table. This function will be overridden in the derived clsses.
|
||||
-- @param #DETECTION_BASE self
|
||||
-- @return #DETECTION_BASE
|
||||
function DETECTION_BASE:CreateDetectionItems()
|
||||
self:F2()
|
||||
|
||||
self:E( "Error, in DETECTION_BASE class..." )
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
do -- Initialization methods
|
||||
@ -1255,16 +1294,6 @@ do -- DETECTION_BASE
|
||||
return DetectionSetGroup
|
||||
end
|
||||
|
||||
--- Make a DetectionSet table. This function will be overridden in the derived clsses.
|
||||
-- @param #DETECTION_BASE self
|
||||
-- @return #DETECTION_BASE self
|
||||
function DETECTION_BASE:CreateDetectionSets()
|
||||
self:F2()
|
||||
|
||||
self:E( "Error, in DETECTION_BASE class..." )
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Schedule the DETECTION construction.
|
||||
-- @param #DETECTION_BASE self
|
||||
@ -1359,7 +1388,7 @@ do -- DETECTION_UNITS
|
||||
-- For each DetectedItem, a one field array is created containing the Unit detected.
|
||||
-- @param #DETECTION_UNITS self
|
||||
-- @return #DETECTION_UNITS self
|
||||
function DETECTION_UNITS:CreateDetectionSets()
|
||||
function DETECTION_UNITS:CreateDetectionItems()
|
||||
self:F2( #self.DetectedObjects )
|
||||
|
||||
-- Loop the current detected items, and check if each object still exists and is detected.
|
||||
@ -1582,7 +1611,7 @@ do -- DETECTION_TYPES
|
||||
-- For each DetectedItem, a one field array is created containing the Unit detected.
|
||||
-- @param #DETECTION_TYPES self
|
||||
-- @return #DETECTION_TYPES self
|
||||
function DETECTION_TYPES:CreateDetectionSets()
|
||||
function DETECTION_TYPES:CreateDetectionItems()
|
||||
self:F2( #self.DetectedObjects )
|
||||
|
||||
-- Loop the current detected items, and check if each object still exists and is detected.
|
||||
@ -1636,6 +1665,9 @@ do -- DETECTION_TYPES
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
-- Check if there are any friendlies nearby.
|
||||
for DetectedItemID, DetectedItemData in pairs( self.DetectedItems ) do
|
||||
|
||||
local DetectedItem = DetectedItemData -- #DETECTION_BASE.DetectedItem
|
||||
@ -1974,7 +2006,7 @@ do -- DETECTION_AREAS
|
||||
--- Make a DetectionSet table. This function will be overridden in the derived clsses.
|
||||
-- @param #DETECTION_AREAS self
|
||||
-- @return #DETECTION_AREAS self
|
||||
function DETECTION_AREAS:CreateDetectionSets()
|
||||
function DETECTION_AREAS:CreateDetectionItems()
|
||||
self:F2()
|
||||
|
||||
|
||||
@ -2121,7 +2153,7 @@ do -- DETECTION_AREAS
|
||||
|
||||
-- New detection area
|
||||
local DetectedItem = self:AddDetectedItemZone( nil,
|
||||
SET_UNIT:New(),
|
||||
SET_UNIT:New():FilterDeads():FilterCrashes(),
|
||||
ZONE_UNIT:New( DetectedUnitName, DetectedUnit, self.DetectionZoneRange )
|
||||
)
|
||||
--self:E( DetectedItem.Zone.ZoneUNIT.UnitName )
|
||||
|
||||
@ -302,19 +302,38 @@ function POSITIONABLE:GetVelocityKMH()
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Returns the message text with the callsign embedded (if there is one).
|
||||
-- @param #POSITIONABLE self
|
||||
-- @param #string Message The message text
|
||||
-- @param #string Name (optional) The Name of the sender. If not provided, the Name is the type of the Positionable.
|
||||
-- @return #string The message text
|
||||
function POSITIONABLE:GetMessageText( Message, Name ) --R2.1 added
|
||||
|
||||
local DCSObject = self:GetDCSObject()
|
||||
if DCSObject then
|
||||
Name = Name and ( " (" .. Name .. ")" ) or ""
|
||||
local Callsign = self:GetCallsign() ~= "" and self:GetCallsign() or self:GetName()
|
||||
local MessageText = Callsign .. Name .. ": " .. Message
|
||||
return MessageText
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Returns a message with the callsign embedded (if there is one).
|
||||
-- @param #POSITIONABLE self
|
||||
-- @param #string Message The message text
|
||||
-- @param Dcs.DCSTypes#Duration Duration The duration of the message.
|
||||
-- @param #string Name (optional) The Name of the sender. If not provided, the Name is the type of the Positionable.
|
||||
-- @return Core.Message#MESSAGE
|
||||
function POSITIONABLE:GetMessage( Message, Duration, Name )
|
||||
function POSITIONABLE:GetMessage( Message, Duration, Name ) --R2.1 changed callsign and name and using GetMessageText
|
||||
|
||||
local DCSObject = self:GetDCSObject()
|
||||
if DCSObject then
|
||||
Name = Name or self:GetTypeName()
|
||||
local Callsign = self:GetCallsign() ~= "" and self:GetCallsign() or self:GetName()
|
||||
return MESSAGE:New( Message, Duration, Callsign .. " (" .. Name .. ")" )
|
||||
local MessageText = self:GetMessageText( Message, Name )
|
||||
return MESSAGE:New( MessageText, Duration )
|
||||
end
|
||||
|
||||
return nil
|
||||
|
||||
@ -186,6 +186,12 @@ each detected set of potential targets can be lased or smoked...</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).Detection">AI_DESIGNATE.Detection</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).FlashStatusMenu">AI_DESIGNATE.FlashStatusMenu</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -234,6 +240,12 @@ each detected set of potential targets can be lased or smoked...</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).MenuAutoLase">AI_DESIGNATE:MenuAutoLase(AutoLase)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).MenuFlashStatus">AI_DESIGNATE:MenuFlashStatus(AttackGroup, Flash)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -372,12 +384,24 @@ each detected set of potential targets can be lased or smoked...</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).SetDesignateMenu">AI_DESIGNATE:SetDesignateMenu()</a></td>
|
||||
<td class="summary">
|
||||
<p>Sets the Designate Menu.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).SetFlashStatusMenu">AI_DESIGNATE:SetFlashStatusMenu(FlashMenu)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set the flashing of the status menu.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).SetLaserCodes">AI_DESIGNATE:SetLaserCodes(<, LaserCodes)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set an array of possible laser codes.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).SetThreatLevelPrioritization">AI_DESIGNATE:SetThreatLevelPrioritization(Prioritize)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set priorization of Targets based on the <strong>Threat Level of the Target</strong> in an Air to Ground context.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -390,6 +414,12 @@ each detected set of potential targets can be lased or smoked...</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).Status">AI_DESIGNATE:Status()</a></td>
|
||||
<td class="summary">
|
||||
<p>Status Trigger for AI_DESIGNATE </p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_DESIGNATE).ThreatLevelPrioritization">AI_DESIGNATE.ThreatLevelPrioritization</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -518,38 +548,38 @@ each detected set of potential targets can be lased or smoked...</p>
|
||||
<li>A <strong>Designate Menu</strong> is the menu that is dynamically created during the designation process for each <em>AttackGroup</em>.</li>
|
||||
</ul>
|
||||
|
||||
<p>The <em>RecceSet</em> is continuously detecting for potential <em>Targets</em>, executing its task as part of the <em>DetectionObject</em>.
|
||||
Once <em>Targets</em> have been detected, the <em>DesignateObject</em> will trigger the <strong>Detect Event</strong>.</p>
|
||||
<p>The RecceSet is continuously detecting for potential Targets, executing its task as part of the DetectionObject.
|
||||
Once Targets have been detected, the DesignateObject will trigger the <strong>Detect Event</strong>.</p>
|
||||
|
||||
<p>As part of the Detect Event, the <em>DetectionItems</em> list is used by the <em>DesignateObject</em> to provide the <em>Players</em> with:</p>
|
||||
<p>As part of the Detect Event, the DetectionItems list is used by the DesignateObject to provide the Players with:</p>
|
||||
|
||||
<ul>
|
||||
<li>The <em>RecceGroups</em> are reporting to each <em>AttackGroup</em>, sending <strong>Messages</strong> containing the <em>Threat Level</em> and the <em>TargetSet</em> composition.</li>
|
||||
<li><strong>Menu options</strong> are created and updated for each <em>AttackGroup</em>, containing the <em>Threat Level</em> and the <em>TargetSet</em> composition.</li>
|
||||
<li>The RecceGroups are reporting to each AttackGroup, sending <strong>Messages</strong> containing the Threat Level and the TargetSet composition.</li>
|
||||
<li><strong>Menu options</strong> are created and updated for each AttackGroup, containing the Threat Level and the TargetSet composition.</li>
|
||||
</ul>
|
||||
|
||||
<p>A <em>Player</em> can then select an action from the <em>Designate Menu</em>. </p>
|
||||
<p>A Player can then select an action from the Designate Menu. </p>
|
||||
|
||||
<p><strong>Note that each selected action will be executed for a <em>TargetSet</em>, thus the <em>Target</em> grouping done by the <em>DetectionObject</em>.</strong></p>
|
||||
<p><strong>Note that each selected action will be executed for a TargetSet, thus the Target grouping done by the DetectionObject.</strong></p>
|
||||
|
||||
<p>Each <strong>Menu Option</strong> in the <em>Designate Menu</em> has two modes: </p>
|
||||
<p>Each <strong>Menu Option</strong> in the Designate Menu has two modes: </p>
|
||||
|
||||
<ol>
|
||||
<li>If the <em>TargetSet</em> <strong>is not being designated</strong>, then the <strong>Designate Menu</strong> option for the target Set will provide options to <strong>Lase</strong> or <strong>Smoke</strong> the targets.</li>
|
||||
<li>If the TargetSet <strong>is not being designated</strong>, then the <strong>Designate Menu</strong> option for the target Set will provide options to <strong>Lase</strong> or <strong>Smoke</strong> the targets.</li>
|
||||
<li>If the Target Set <strong>is being designated</strong>, then the <strong>Designate Menu</strong> option will provide an option to stop or cancel the designation.</li>
|
||||
</ol>
|
||||
|
||||
<p>While designating, the <em>RecceGroups</em> will report any change in <em>TargetSet</em> composition or <em>Target</em> presence.</p>
|
||||
<p>While designating, the RecceGroups will report any change in TargetSet composition or Target presence.</p>
|
||||
|
||||
<p>The following logic is executed when a <em>TargetSet</em> is selected to be <em>lased</em> from the <em>Designation Menu</em>:</p>
|
||||
<p>The following logic is executed when a TargetSet is selected to be <em>lased</em> from the Designation Menu:</p>
|
||||
|
||||
<ul>
|
||||
<li>The <em>RecceSet</em> is searched for any <em>Recce</em> that is within <em>designation distance</em> from a <em>Target</em> in the <em>TargetSet</em> that is currently not being designated.</li>
|
||||
<li>If there is a <em>Recce</em> found that is currently no designating a target, and is within designation distance from the <em>Target</em>, then that <em>Target</em> will be designated.</li>
|
||||
<li>During designation, any <em>Recce</em> that does not have Line of Sight (LOS) and is not within disignation distance from the <em>Target</em>, will stop designating the <em>Target</em>, and a report is given.</li>
|
||||
<li>When a <em>Recce</em> is designating a <em>Target</em>, and that <em>Target</em> is destroyed, then the <em>Recce</em> will stop designating the <em>Target</em>, and will report the event.</li>
|
||||
<li>When a <em>Recce</em> is designating a <em>Target</em>, and that <em>Recce</em> is destroyed, then the <em>Recce</em> will be removed from the <em>RecceSet</em> and designation will stop without reporting.</li>
|
||||
<li>When all <em>RecceGroups</em> are destroyed from the <em>RecceSet</em>, then the DesignationObject will stop functioning, and nothing will be reported.</li>
|
||||
<li>The RecceSet is searched for any Recce that is within <em>designation distance</em> from a Target in the TargetSet that is currently not being designated.</li>
|
||||
<li>If there is a Recce found that is currently no designating a target, and is within designation distance from the Target, then that Target will be designated.</li>
|
||||
<li>During designation, any Recce that does not have Line of Sight (LOS) and is not within disignation distance from the Target, will stop designating the Target, and a report is given.</li>
|
||||
<li>When a Recce is designating a Target, and that Target is destroyed, then the Recce will stop designating the Target, and will report the event.</li>
|
||||
<li>When a Recce is designating a Target, and that Recce is destroyed, then the Recce will be removed from the RecceSet and designation will stop without reporting.</li>
|
||||
<li>When all RecceGroups are destroyed from the RecceSet, then the DesignationObject will stop functioning, and nothing will be reported.</li>
|
||||
</ul>
|
||||
|
||||
<p>In this way, the DesignationObject assists players to designate ground targets for a coordinated attack!</p>
|
||||
@ -610,16 +640,37 @@ One laser code can be given or an sequence of laser codes through an table...</p
|
||||
|
||||
<h2>4. Autolase to automatically lase detected targets.</h2>
|
||||
|
||||
<p><em>DetectionItems</em> can be auto lased once detected by <em>Recces</em>. As such, there is almost no action required from the <em>Players</em> using the <em>Designate Menu</em>.
|
||||
<p>DetectionItems can be auto lased once detected by Recces. As such, there is almost no action required from the Players using the Designate Menu.
|
||||
The <strong>auto lase</strong> function can be activated through the Designation Menu.
|
||||
Use the method <a href="##(AI_DESIGNATE).SetAutoLase">AI_DESIGNATE.SetAutoLase</a>() to activate or deactivate the auto lase function programmatically.
|
||||
Note that autolase will automatically activate lasing for ALL <em>DetectedItems</em>. Individual items can be switched-off if required using the <em>Designation Menu</em>.</p>
|
||||
Note that autolase will automatically activate lasing for ALL DetectedItems. Individual items can be switched-off if required using the Designation Menu.</p>
|
||||
|
||||
<pre><code>AIDesignate:SetAutoLase( true )
|
||||
</code></pre>
|
||||
|
||||
<p>Activate the auto lasing.</p>
|
||||
|
||||
<h2>5. Target prioritization on threat level</h2>
|
||||
|
||||
<p>Targets can be detected of different types in one DetectionItem. Depending on the type of the Target, a different threat level applies in an Air to Ground combat context.
|
||||
SAMs are of a higher threat than normal tanks. So, if the Target type was recognized, the Recces will select those targets that form the biggest threat first,
|
||||
and will continue this until the remaining vehicles with the lowest threat have been reached.</p>
|
||||
|
||||
<p>This threat level prioritization can be activated using the method <a href="##(AI_DESIGNATE).SetThreatLevelPrioritization">AI_DESIGNATE.SetThreatLevelPrioritization</a>().
|
||||
If not activated, Targets will be selected in a random order, but most like those first which are the closest to the Recce marking the Target.</p>
|
||||
|
||||
<h2>6. Status Report</h2>
|
||||
|
||||
<p>A status report is available that displays the current Targets detected, grouped per DetectionItem, and a list of which Targets are currently being marked.</p>
|
||||
|
||||
<ul>
|
||||
<li>The status report can be shown by selecting "Status" -> "Report Status" from the Designation menu .</li>
|
||||
<li>The status report can be automatically flashed by selecting "Status" -> "Flash Status On".</li>
|
||||
<li>The automatic flashing of the status report can be deactivated by selecting "Status" -> "Flash Status Off".</li>
|
||||
<li>The flashing of the status menu is disabled by default.</li>
|
||||
<li>The method <a href="##(AI_DESIGNATE).FlashStatusMenu">AI_DESIGNATE.FlashStatusMenu</a>() can be used to enable or disable to flashing of the status menu.</li>
|
||||
</ul>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
@ -712,6 +763,20 @@ Note that autolase will automatically activate lasing for ALL <em>DetectedItems<
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(AI_DESIGNATE).FlashStatusMenu" >
|
||||
<strong>AI_DESIGNATE.FlashStatusMenu</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -796,6 +861,7 @@ function below will use the range 1-7 just in case</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(AI_DESIGNATE).LaserCodes" >
|
||||
<strong>AI_DESIGNATE.LaserCodes</strong>
|
||||
</a>
|
||||
@ -844,6 +910,32 @@ function below will use the range 1-7 just in case</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_DESIGNATE).MenuFlashStatus" >
|
||||
<strong>AI_DESIGNATE:MenuFlashStatus(AttackGroup, Flash)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em> AttackGroup </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> Flash </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_DESIGNATE).MenuIlluminate" >
|
||||
<strong>AI_DESIGNATE:MenuIlluminate(Index)</strong>
|
||||
</a>
|
||||
@ -1489,6 +1581,33 @@ The Attack collection of GROUP objects to designate and report for.</p>
|
||||
<p><em><a href="##(AI_DESIGNATE)">#AI_DESIGNATE</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_DESIGNATE).SetFlashStatusMenu" >
|
||||
<strong>AI_DESIGNATE:SetFlashStatusMenu(FlashMenu)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Set the flashing of the status menu.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#boolean FlashMenu </em></code>:
|
||||
true: the status menu will be flashed every detection run; false: no flashing of the menu.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(AI_DESIGNATE)">#AI_DESIGNATE</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -1524,6 +1643,32 @@ number> LaserCodes</p>
|
||||
<p><em><a href="##(AI_DESIGNATE)">#AI_DESIGNATE</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_DESIGNATE).SetThreatLevelPrioritization" >
|
||||
<strong>AI_DESIGNATE:SetThreatLevelPrioritization(Prioritize)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Set priorization of Targets based on the <strong>Threat Level of the Target</strong> in an Air to Ground context.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#boolean Prioritize </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(AI_DESIGNATE)">#AI_DESIGNATE</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -1550,6 +1695,20 @@ number> LaserCodes</p>
|
||||
|
||||
<p>Status Trigger for AI_DESIGNATE </p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(AI_DESIGNATE).ThreatLevelPrioritization" >
|
||||
<strong>AI_DESIGNATE.ThreatLevelPrioritization</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@ -951,9 +951,6 @@ Use the method <a href="##(AI_PATROL_ZONE).ManageDamage">AI<em>PATROL</em>ZONE.M
|
||||
|
||||
|
||||
|
||||
|
||||
<p> This table contains the targets detected during patrol.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@ -189,7 +189,7 @@ DETECTION uses the in-built detection capabilities of DCS World, but adds new fu
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DETECTION_AREAS).CreateDetectionSets">DETECTION_AREAS:CreateDetectionSets()</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DETECTION_AREAS).CreateDetectionItems">DETECTION_AREAS:CreateDetectionItems()</a></td>
|
||||
<td class="summary">
|
||||
<p>Make a DetectionSet table.</p>
|
||||
</td>
|
||||
@ -346,6 +346,12 @@ DETECTION uses the in-built detection capabilities of DCS World, but adds new fu
|
||||
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).AlphaAngleProbability">DETECTION_BASE.AlphaAngleProbability</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).CleanDetectionItems">DETECTION_BASE:CleanDetectionItems()</a></td>
|
||||
<td class="summary">
|
||||
<p>Make a DetectionSet table.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -355,7 +361,7 @@ DETECTION uses the in-built detection capabilities of DCS World, but adds new fu
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).CreateDetectionSets">DETECTION_BASE:CreateDetectionSets()</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DETECTION_BASE).CreateDetectionItems">DETECTION_BASE:CreateDetectionItems()</a></td>
|
||||
<td class="summary">
|
||||
<p>Make a DetectionSet table.</p>
|
||||
</td>
|
||||
@ -930,7 +936,7 @@ The different values of Unit.Category can be:</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DETECTION_TYPES).CreateDetectionSets">DETECTION_TYPES:CreateDetectionSets()</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DETECTION_TYPES).CreateDetectionItems">DETECTION_TYPES:CreateDetectionItems()</a></td>
|
||||
<td class="summary">
|
||||
<p>Create the DetectedItems list from the DetectedObjects table.</p>
|
||||
</td>
|
||||
@ -1006,7 +1012,7 @@ The different values of Unit.Category can be:</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DETECTION_UNITS).CreateDetectionSets">DETECTION_UNITS:CreateDetectionSets()</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(DETECTION_UNITS).CreateDetectionItems">DETECTION_UNITS:CreateDetectionItems()</a></td>
|
||||
<td class="summary">
|
||||
<p>Create the DetectedItems list from the DetectedObjects table.</p>
|
||||
</td>
|
||||
@ -1454,8 +1460,8 @@ self</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DETECTION_AREAS).CreateDetectionSets" >
|
||||
<strong>DETECTION_AREAS:CreateDetectionSets()</strong>
|
||||
<a id="#(DETECTION_AREAS).CreateDetectionItems" >
|
||||
<strong>DETECTION_AREAS:CreateDetectionItems()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@ -2024,6 +2030,27 @@ The index of the DetectedItem.</p>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DETECTION_BASE).CleanDetectionItems" >
|
||||
<strong>DETECTION_BASE:CleanDetectionItems()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Make a DetectionSet table.</p>
|
||||
|
||||
|
||||
<p>This function will be overridden in the derived clsses.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(DETECTION_BASE)">#DETECTION_BASE</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -2043,8 +2070,8 @@ The index of the DetectedItem.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DETECTION_BASE).CreateDetectionSets" >
|
||||
<strong>DETECTION_BASE:CreateDetectionSets()</strong>
|
||||
<a id="#(DETECTION_BASE).CreateDetectionItems" >
|
||||
<strong>DETECTION_BASE:CreateDetectionItems()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@ -2056,8 +2083,8 @@ The index of the DetectedItem.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(DETECTION_BASE)">#DETECTION_BASE</a>:</em>
|
||||
self</p>
|
||||
<p><em><a href="##(DETECTION_BASE)">#DETECTION_BASE</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
@ -2174,6 +2201,7 @@ self</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(DETECTION_BASE).DetectedItemCount" >
|
||||
<strong>DETECTION_BASE.DetectedItemCount</strong>
|
||||
</a>
|
||||
@ -2187,6 +2215,7 @@ self</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(DETECTION_BASE).DetectedItemMax" >
|
||||
<strong>DETECTION_BASE.DetectedItemMax</strong>
|
||||
</a>
|
||||
@ -2300,7 +2329,7 @@ self</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<em>#number</em>
|
||||
<a id="#(DETECTION_BASE).DetectionInterval" >
|
||||
<strong>DETECTION_BASE.DetectionInterval</strong>
|
||||
</a>
|
||||
@ -4110,8 +4139,8 @@ Beware that when the amount of different types detected is large, the DetectedIt
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DETECTION_TYPES).CreateDetectionSets" >
|
||||
<strong>DETECTION_TYPES:CreateDetectionSets()</strong>
|
||||
<a id="#(DETECTION_TYPES).CreateDetectionItems" >
|
||||
<strong>DETECTION_TYPES:CreateDetectionItems()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@ -4345,8 +4374,8 @@ Beware that when the amount of units detected is large, the DetectedItems list w
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DETECTION_UNITS).CreateDetectionSets" >
|
||||
<strong>DETECTION_UNITS:CreateDetectionSets()</strong>
|
||||
<a id="#(DETECTION_UNITS).CreateDetectionItems" >
|
||||
<strong>DETECTION_UNITS:CreateDetectionItems()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
@ -95,7 +95,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Event</code></h1>
|
||||
|
||||
<p><strong>Core</strong> - EVENT models DCS <strong>event dispatching</strong> using a <strong>publish-subscribe</strong> model.</p>
|
||||
<p><strong>Core R2.1</strong> - EVENT models DCS <strong>event dispatching</strong> using a <strong>publish-subscribe</strong> model.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
@ -213,7 +213,6 @@ on defined intervals (currently every minute).</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(MOVEMENT).AliveUnits" >
|
||||
<strong>MOVEMENT.AliveUnits</strong>
|
||||
</a>
|
||||
@ -222,9 +221,6 @@ on defined intervals (currently every minute).</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p> Contains the counter how many units are currently alive</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@ -181,6 +181,12 @@
|
||||
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).GetMessage">POSITIONABLE:GetMessage(Message, Duration, Name)</a></td>
|
||||
<td class="summary">
|
||||
<p>Returns a message with the callsign embedded (if there is one).</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(POSITIONABLE).GetMessageText">POSITIONABLE:GetMessageText(Message, Name)</a></td>
|
||||
<td class="summary">
|
||||
<p>Returns the message text with the callsign embedded (if there is one).</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -531,6 +537,39 @@ The duration of the message.</p>
|
||||
<p><em><a href="Core.Message.html##(MESSAGE)">Core.Message#MESSAGE</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(POSITIONABLE).GetMessageText" >
|
||||
<strong>POSITIONABLE:GetMessageText(Message, Name)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Returns the message text with the callsign embedded (if there is one).</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string Message </em></code>:
|
||||
The message text</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string Name </em></code>:
|
||||
(optional) The Name of the sender. If not provided, the Name is the type of the Positionable.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em>#string:</em>
|
||||
The message text</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@ -969,6 +969,13 @@ mission designer to add a dedicated method</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SET_UNIT).ForEachUnitNotInZone">SET_UNIT:ForEachUnitNotInZone(ZoneObject, IteratorFunction, ...)</a></td>
|
||||
<td class="summary">
|
||||
<p>Iterate the SET_UNIT and call an iterator function for each <strong>alive</strong> UNIT presence not in a <a href="Zone.html">Zone</a>, providing the UNIT and optional parameters to the called function.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SET_UNIT).ForEachUnitPerThreatLevel">SET_UNIT:ForEachUnitPerThreatLevel(FromThreatLevel, ToThreatLevel, IteratorFunction, ...)</a></td>
|
||||
<td class="summary">
|
||||
<p>Iterate the SET_UNIT <strong>sorted *per Threat Level</strong> and call an interator function for each <strong>alive</strong> UNIT, providing the UNIT and optional parameters.</p>
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -4755,6 +4762,61 @@ self</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(SET_UNIT).ForEachUnitPerThreatLevel" >
|
||||
<strong>SET_UNIT:ForEachUnitPerThreatLevel(FromThreatLevel, ToThreatLevel, IteratorFunction, ...)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Iterate the SET_UNIT <strong>sorted *per Threat Level</strong> and call an interator function for each <strong>alive</strong> UNIT, providing the UNIT and optional parameters.</p>
|
||||
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number FromThreatLevel </em></code>:
|
||||
The TreatLevel to start the evaluation <strong>From</strong> (this must be a value between 0 and 10).</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number ToThreatLevel </em></code>:
|
||||
The TreatLevel to stop the evaluation <strong>To</strong> (this must be a value between 0 and 10).</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#function IteratorFunction </em></code>:
|
||||
The function that will be called when there is an alive UNIT in the SET_UNIT. The function needs to accept a UNIT parameter.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> ... </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(SET_UNIT)">#SET_UNIT</a>:</em>
|
||||
self</p>
|
||||
|
||||
<h3>Usage:</h3>
|
||||
<pre class="example"><code>
|
||||
UnitSet:ForEachUnitPerThreatLevel( 10, 0,
|
||||
-- @param Wrapper.Unit#UNIT UnitObject The UNIT object in the UnitSet, that will be passed to the local function for evaluation.
|
||||
function( UnitObject )
|
||||
.. logic ..
|
||||
end
|
||||
)
|
||||
</code></pre>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(SET_UNIT).GetTypeNames" >
|
||||
<strong>SET_UNIT:GetTypeNames(Delimiter)</strong>
|
||||
</a>
|
||||
|
||||
@ -2077,6 +2077,9 @@ The group that was spawned. You can use this group for further actions.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p> Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@ -444,6 +444,7 @@ ptional) The name of the new static.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(SPAWNSTATIC).SpawnIndex" >
|
||||
<strong>SPAWNSTATIC.SpawnIndex</strong>
|
||||
</a>
|
||||
|
||||
@ -346,7 +346,7 @@ even when there are hardly any players in the mission.</strong></p>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="Event.html">Event</a></td>
|
||||
<td class="summary">
|
||||
<p><strong>Core</strong> - EVENT models DCS <strong>event dispatching</strong> using a <strong>publish-subscribe</strong> model.</p>
|
||||
<p><strong>Core R2.1</strong> - EVENT models DCS <strong>event dispatching</strong> using a <strong>publish-subscribe</strong> model.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
|
||||
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Reference in New Issue
Block a user