Merge branch 'FF/Ops' into FF/OpsDev

This commit is contained in:
Frank
2023-08-13 18:22:12 +02:00
16 changed files with 1425 additions and 314 deletions

View File

@@ -11,7 +11,7 @@
-- @module Wrapper.Airbase
-- @image Wrapper_Airbase.JPG
---
-- @type AIRBASE
-- @field #string ClassName Name of the class, i.e. "AIRBASE".
-- @field #table CategoryName Names of airbase categories.
@@ -548,6 +548,8 @@ AIRBASE.Syria={
-- * AIRBASE.MarianaIslands.Saipan_Intl
-- * AIRBASE.MarianaIslands.Tinian_Intl
-- * AIRBASE.MarianaIslands.Olf_Orote
-- * AIRBASE.MarianaIslands.Pagan_Airstrip
-- * AIRBASE.MarianaIslands.North_West_Field
--
-- @field MarianaIslands
AIRBASE.MarianaIslands = {
@@ -557,6 +559,8 @@ AIRBASE.MarianaIslands = {
["Saipan_Intl"] = "Saipan Intl",
["Tinian_Intl"] = "Tinian Intl",
["Olf_Orote"] = "Olf Orote",
["Pagan_Airstrip"] = "Pagan Airstrip",
["North_West_Field"] = "North West Field",
}
--- Airbases of the South Atlantic map:
@@ -787,7 +791,13 @@ function AIRBASE:Register(AirbaseName)
-- Category.
self.category=self.descriptors and self.descriptors.category or Airbase.Category.AIRDROME
-- H2 is bugged
--if self.AirbaseName == "H4" and self.descriptors == nil then
--self:E("***** H4 on Syria map is currently bugged!")
--return nil
--end
-- Set category.
if self.category==Airbase.Category.AIRDROME then
self.isAirdrome=true

View File

@@ -1734,6 +1734,27 @@ function CONTROLLABLE:EnRouteTaskSEAD(TargetTypes, Priority)
return DCSTask
end
--- (AIR) Enroute CAP task.
-- @param #CONTROLLABLE self
-- @param DCS#AttributeNameArray TargetTypes Array of target categories allowed to engage. Default `{"Air"}`.
-- @param #number Priority (Optional) All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first. Default 0.
-- @return DCS#Task The DCS task structure.
function CONTROLLABLE:EnRouteTaskCAP(TargetTypes, Priority)
local DCSTask = {
id = 'EngageTargets',
key = "CAP",
--auto = true,
enabled = true,
params = {
targetTypes = TargetTypes or {"Air"},
priority = Priority or 0
}
}
return DCSTask
end
--- (AIR) Engaging a controllable. The task does not assign the target controllable to the unit/controllable to attack now;
-- it just allows the unit/controllable to engage the target controllable as well as other assigned targets.
-- See [hoggit](https://wiki.hoggitworld.com/view/DCS_task_engageGroup).

View File

@@ -1,13 +1,13 @@
--- **Wrapper** - SCENERY models scenery within the DCS simulator.
--
--
-- ===
--
--
-- ### Author: **FlightControl**
--
--
-- ### Contributions: **Applevangelist**, **funkyfranky**
--
--
-- ===
--
--
-- @module Wrapper.Scenery
-- @image Wrapper_Scenery.JPG
@@ -18,17 +18,18 @@
-- @field #string SceneryName Name of the scenery object.
-- @field DCS#Object SceneryObject DCS scenery object.
-- @field #number Life0 Initial life points.
-- @field #table Properties
-- @extends Wrapper.Positionable#POSITIONABLE
--- Wrapper class to handle Scenery objects that are defined on the map.
--
--
-- The @{Wrapper.Scenery#SCENERY} class is a wrapper class to handle the DCS Scenery objects:
--
--
-- * Wraps the DCS Scenery objects.
-- * Support all DCS Scenery APIs.
-- * Enhance with Scenery specific APIs not in the DCS API set.
--
--
-- @field #SCENERY
SCENERY = {
ClassName = "SCENERY",
@@ -42,19 +43,53 @@ SCENERY = {
function SCENERY:Register( SceneryName, SceneryObject )
local self = BASE:Inherit( self, POSITIONABLE:New( SceneryName ) )
self.SceneryName = SceneryName
self.SceneryName = tostring(SceneryName)
self.SceneryObject = SceneryObject
if self.SceneryObject then
self.Life0 = self.SceneryObject:getLife()
else
self.Life0 = 0
end
self.Properties = {}
return self
end
--- Returns the Value of the zone with the given PropertyName, or nil if no matching property exists.
-- @param #SCENERY self
-- @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.
function SCENERY:GetProperty(PropertyName)
return self.Properties[PropertyName]
end
--- Returns the scenery Properties table.
-- @param #SCENERY self
-- @return #table The Key:Value table of QuadZone properties of the zone from the scenery assignment .
function SCENERY:GetAllProperties()
return self.Properties
end
--- Set a scenery property
-- @param #SCENERY self
-- @param #string PropertyName
-- @param #string PropertyValue
-- @return #SCENERY self
function SCENERY:SetProperty(PropertyName, PropertyValue)
self.Properties[PropertyName] = PropertyValue
return self
end
--- Obtain object name.
--@param #SCENERY self
--@return #string Name
function SCENERY:GetName()
return self.SceneryName
end
--- Obtain DCS Object from the SCENERY Object.
--@param #SCENERY self
--@return DCS#Object DCS scenery object.
@@ -63,8 +98,8 @@ function SCENERY:GetDCSObject()
end
--- Get current life points from the SCENERY Object.
-- **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
-- **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
-- criteria for a bombing task.
--@param #SCENERY self
--@return #number life
@@ -91,14 +126,14 @@ end
--@return #number life
function SCENERY:IsAlive()
return self:GetLife() >= 1 and true or false
end
end
--- Check if SCENERY Object is dead.
--@param #SCENERY self
--@return #number life
function SCENERY:IsDead()
return self:GetLife() < 1 and true or false
end
end
--- Get the threat level of a SCENERY object. Always 0 as scenery does not pose a threat to anyone.
--@param #SCENERY self
@@ -115,26 +150,28 @@ end
--@param Core.Point#COORDINATE Coordinate Where to find the scenery object
--@param #number Radius (optional) Search radius around coordinate, defaults to 100
--@return #SCENERY Scenery Object or `nil` if it cannot be found
function SCENERY:FindByName(Name, Coordinate, Radius)
function SCENERY:FindByName(Name, Coordinate, Radius, Role)
local radius = Radius or 100
local name = Name or "unknown"
local scenery = nil
BASE:T({name, radius, Coordinate:GetVec2()})
---
-- @param Core.Point#COORDINATE coordinate
-- @param #number radius
-- @param #string name
local function SceneryScan(coordinate, radius, name)
if coordinate ~= nil then
local scenerylist = coordinate:ScanScenery(radius)
local rscenery = nil
for _,_scenery in pairs(scenerylist) do
local function SceneryScan(scoordinate, sradius, sname)
if scoordinate ~= nil then
local Vec2 = scoordinate:GetVec2()
local scanzone = ZONE_RADIUS:New("Zone-"..sname,Vec2,sradius,true)
scanzone:Scan({Object.Category.SCENERY})
local scanned = scanzone:GetScannedSceneryObjects()
local rscenery = nil -- Wrapper.Scenery#SCENERY
for _,_scenery in pairs(scanned) do
local scenery = _scenery -- Wrapper.Scenery#SCENERY
if tostring(scenery.SceneryName) == tostring(name) then
if tostring(scenery.SceneryName) == tostring(sname) then
rscenery = scenery
if Role then rscenery:SetProperty("ROLE",Role) end
break
end
end
@@ -142,19 +179,20 @@ function SCENERY:FindByName(Name, Coordinate, Radius)
end
return nil
end
if Coordinate then
--BASE:I("Coordinate Scenery Scan")
scenery = SceneryScan(Coordinate, radius, name)
end
return scenery
return scenery
end
--- Find a SCENERY object from its name or id. Since SCENERY isn't registered in the Moose database (just too many objects per map), we need to do a scan first
-- to find the correct object.
--@param #SCENERY self
--@param #string Name The name or id of the scenery object as taken from the ME. Ex. '595785449'
--@param Core.Zone#ZONE Zone Where to find the scenery object. Can be handed as zone name.
--@param Core.Zone#ZONE_BASE Zone Where to find the scenery object. Can be handed as zone name.
--@param #number Radius (optional) Search radius around coordinate, defaults to 100
--@return #SCENERY Scenery Object or `nil` if it cannot be found
function SCENERY:FindByNameInZone(Name, Zone, Radius)
@@ -164,7 +202,7 @@ function SCENERY:FindByNameInZone(Name, Zone, Radius)
Zone = ZONE:FindByName(Zone)
end
local coordinate = Zone:GetCoordinate()
return self:FindByName(Name,coordinate,Radius)
return self:FindByName(Name,coordinate,Radius,Zone:GetProperty("ROLE"))
end
--- Find a SCENERY object from its zone name. Since SCENERY isn't registered in the Moose database (just too many objects per map), we need to do a scan first
@@ -173,38 +211,34 @@ end
--@param #string ZoneName The name of the scenery zone as created with a right-click on the map in the mission editor and select "assigned to...". Can be handed over as ZONE object.
--@return #SCENERY First found Scenery Object or `nil` if it cannot be found
function SCENERY:FindByZoneName( ZoneName )
local zone = ZoneName -- Core.Zone#ZONE
local zone = ZoneName -- Core.Zone#ZONE_BASE
if type(ZoneName) == "string" then
zone = ZONE:FindByName(ZoneName)
zone = ZONE:FindByName(ZoneName) -- Core.Zone#ZONE_POLYGON
end
local _id = zone:GetProperty('OBJECT ID')
BASE:T("Object ID ".._id)
--local properties = zone:GetAllProperties() or {}
--BASE:I(string.format("Object ID is: %s",_id or "none"))
--BASE:T("Object ID ".._id)
if not _id then
-- this zone has no object ID
BASE:E("**** Zone without object ID: "..ZoneName.." | Type: "..tostring(zone.ClassName))
if string.find(zone.ClassName,"POLYGON") then
zone:Scan({Object.Category.SCENERY})
local scanned = zone:GetScannedScenery()
local scanned = zone:GetScannedSceneryObjects()
for _,_scenery in (scanned) do
local scenery = _scenery -- Wrapper.Scenery#SCENERY
if scenery:IsAlive() then
local role = zone:GetProperty("ROLE")
if role then scenery:SetProperty("ROLE",role) end
return scenery
end
end
return nil
else
local coordinate = zone:GetCoordinate()
local scanned = coordinate:ScanScenery()
for _,_scenery in (scanned) do
local scenery = _scenery -- Wrapper.Scenery#SCENERY
if scenery:IsAlive() then
return scenery
end
end
return nil
return self:FindByName(_id, zone:GetCoordinate(),nil,zone:GetProperty("ROLE"))
end
else
return self:FindByName(_id, zone:GetCoordinate())
return self:FindByName(_id, zone:GetCoordinate(),nil,zone:GetProperty("ROLE"))
end
end
@@ -216,9 +250,10 @@ end
function SCENERY:FindAllByZoneName( ZoneName )
local zone = ZoneName -- Core.Zone#ZONE_RADIUS
if type(ZoneName) == "string" then
zone = ZONE:FindByName(ZoneName)
zone = ZONE:FindByName(ZoneName)
end
local _id = zone:GetProperty('OBJECT ID')
--local properties = zone:GetAllProperties() or {}
if not _id then
-- this zone has no object ID
--BASE:E("**** Zone without object ID: "..ZoneName.." | Type: "..tostring(zone.ClassName))
@@ -230,12 +265,12 @@ function SCENERY:FindAllByZoneName( ZoneName )
return nil
end
else
local obj = self:FindByName(_id, zone:GetCoordinate())
local obj = self:FindByName(_id, zone:GetCoordinate(),nil,zone:GetProperty("ROLE"))
if obj then
return {obj}
else
return nil
end
end
end
end