DCS 2.5.6 fixes

This commit is contained in:
Frank
2020-02-17 23:19:28 +01:00
parent 04da941c36
commit 6ab85072d2
6 changed files with 660 additions and 609 deletions

View File

@@ -861,34 +861,18 @@ function CONTROLLABLE:TaskAttackGroup( AttackGroup, WeaponType, WeaponExpend, At
-- }
-- }
local DirectionEnabled = nil
if Direction then
DirectionEnabled = true
else
DirectionEnabled = false
Direction=0
end
local AltitudeEnabled = nil
if Altitude then
AltitudeEnabled = true
else
AltitudeEnabled = false
Altitude=0
end
local DCSTask
DCSTask = { id = 'AttackGroup',
local DCSTask = { id = 'AttackGroup',
params = {
groupId = AttackGroup:GetID(),
weaponType = WeaponType,
expend = WeaponExpend,
weaponType = WeaponType or 1073741822,
expend = WeaponExpend or "Auto",
attackQtyLimit = AttackQty and true or false,
attackQty = AttackQty,
directionEnabled = DirectionEnabled,
direction = Direction,
altitudeEnabled = AltitudeEnabled,
directionEnabled = Direction and true or false,
direction = Direction and math.rad(Direction) or nil,
altitudeEnabled = Altitude and true or false,
altitude = Altitude,
attackQtyLimit = AttackQtyLimit,
},
},
@@ -914,15 +898,15 @@ function CONTROLLABLE:TaskAttackUnit(AttackUnit, GroupAttack, WeaponExpend, Atta
id = 'AttackUnit',
params = {
unitId = AttackUnit:GetID(),
groupAttack = GroupAttack or false,
groupAttack = GroupAttack and GroupAttack or false,
expend = WeaponExpend or "Auto",
directionEnabled = Direction and true or false,
direction = math.rad(Direction or 0),
direction = Direction and math.rad(Direction) or nil,
altitudeEnabled = Altitude and true or false,
altitude = Altitude or math.max(1000, AttackUnit:GetAltitude()),
altitude = Altitude,
attackQtyLimit = AttackQty and true or false,
attackQty = AttackQty,
weaponType = WeaponType
weaponType = WeaponType or 1073741822,
}
}
@@ -946,25 +930,6 @@ end
function CONTROLLABLE:TaskBombing( Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType, Divebomb )
self:F( { self.ControllableName, Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType, Divebomb } )
local _groupattack=false
if GroupAttack then
_groupattack=GroupAttack
end
local _direction=0
local _directionenabled=false
if Direction then
_direction=math.rad(Direction)
_directionenabled=true
end
local _altitude=5000
local _altitudeenabled=false
if Altitude then
_altitude=Altitude
_altitudeenabled=true
end
local _attacktype=nil
if Divebomb then
_attacktype="Dive"
@@ -975,17 +940,18 @@ function CONTROLLABLE:TaskBombing( Vec2, GroupAttack, WeaponExpend, AttackQty, D
DCSTask = {
id = 'Bombing',
params = {
point = Vec2,
x = Vec2.x,
y = Vec2.y,
groupAttack = _groupattack,
groupAttack = GroupAttack and GroupAttack or false,
expend = WeaponExpend or "Auto",
attackQtyLimit = false,
attackQty = AttackQty or 1,
directionEnabled = _directionenabled,
direction = _direction,
altitudeEnabled = _altitudeenabled,
altitude = _altitude,
weaponType = WeaponType,
attackQtyLimit = AttackQty and true or false,
attackQty = AttackQty,
directionEnabled = Direction and true or false,
direction = Direction and math.rad(Direction) or nil,
altitudeEnabled = Altitude and true or false,
altitude = Altitude,
weaponType = WeaponType or 1073741822,
attackType = _attacktype,
},
}
@@ -998,7 +964,7 @@ end
-- @param #CONTROLLABLE self
-- @param DCS#Vec2 Vec2 2D-coordinates of the point to deliver weapon at.
-- @param #boolean GroupAttack (Optional) If true, all units in the group will attack the Unit when found.
-- @param DCS#AI.Task.WeaponExpend WeaponExpend (Optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
-- @param DCS#AI.Task.WeaponExpend WeaponExpend (Optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit will choose expend on its own discretion.
-- @param #number AttackQty (Optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
-- @param DCS#Azimuth Direction (Optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
-- @param #number Altitude (Optional) The altitude [meters] from where to attack. Default 30 m.
@@ -1021,7 +987,7 @@ function CONTROLLABLE:TaskAttackMapObject( Vec2, GroupAttack, WeaponExpend, Atta
directionEnabled = Direction and true or false,
direction = Direction,
altitudeEnabled = Altitude and true or false,
altitude = Altitude or 30,
altitude = Altitude,
weaponType = WeaponType or 1073741822,
},
},
@@ -1035,93 +1001,62 @@ end
-- @param #CONTROLLABLE self
-- @param DCS#Vec2 Vec2 2D-coordinates of the point to deliver weapon at.
-- @param #boolean GroupAttack (optional) If true, all units in the group will attack the Unit when found.
-- @param DCS#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
-- @param DCS#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit will choose expend on its own discretion.
-- @param #number AttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
-- @param DCS#Azimuth Direction (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
-- @param #number Altitude (optional) The altitude from where to attack.
-- @param #number WeaponType (optional) The WeaponType.
-- @param #number CarpetLength (optional) default to 500 m.
-- @return DCS#Task The DCS task structure.
-- @param #number CarpetLength (optional) default to 500 m.
-- @return DCS#Task The DCS task structure.
function CONTROLLABLE:TaskCarpetBombing(Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType, CarpetLength)
self:F2( { self.ControllableName, Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType, CarpetLength } )
local _groupattack=false
if GroupAttack then
_groupattack=GroupAttack
end
local _direction=0
local _directionenabled=false
if Direction then
_direction=math.rad(Direction)
_directionenabled=true
end
local _altitude=0
local _altitudeenabled=false
if Altitude then
_altitude=Altitude
_altitudeenabled=true
end
-- default to 500m
local _carpetLength = 500
if CarpetLength then
_carpetLength = CarpetLength
end
local _weaponexpend = "Auto"
if WeaponExpend then
_weaponexpend = WeaponExpend
end
-- Build Task Structure
local DCSTask
DCSTask = {
local DCSTask = {
id = 'CarpetBombing',
params = {
attackType = "Carpet",
point = Vec2,
x = Vec2.x,
y = Vec2.y,
groupAttack = _groupattack,
carpetLength = _carpetLength,
weaponType = WeaponType,
expend = "All",
attackQtyLimit = false, --AttackQty and true or false,
attackQty = AttackQty or 1,
directionEnabled = _directionenabled,
direction = _direction,
altitudeEnabled = _altitudeenabled,
altitude = _altitude
y = Vec2.y,
groupAttack = GroupAttack and GroupAttack or false,
carpetLength = CarpetLength or 500,
weaponType = WeaponType or ENUMS.WeaponFlag.AnyBomb,
expend = WeaponExpend or "All",
attackQtyLimit = AttackQty and true or false,
attackQty = AttackQty,
directionEnabled = Direction and true or false,
direction = Direction and math.rad(Direction) or nil,
altitudeEnabled = Altitude and true or false,
altitude = Altitude,
}
}
return DCSTask
end
--- (AIR) Following another airborne controllable.
-- The unit / controllable will follow lead unit of another controllable, wingmens of both controllables will continue following their leaders.
-- Used to support CarpetBombing Task
--- (AIR) Following another airborne controllable.
-- The unit / controllable will follow lead unit of another controllable, wingmens of both controllables will continue following their leaders.
-- Used to support CarpetBombing Task
-- @param #CONTROLLABLE self
-- @param #CONTROLLABLE FollowControllable The controllable to be followed.
-- @param DCS#Vec3 Vec3 Position of the unit / lead unit of the controllable relative lead unit of another controllable in frame reference oriented by course of lead unit of another controllable. If another controllable is on land the unit / controllable will orbit around.
-- @param #number LastWaypointIndex Detach waypoint of another controllable. Once reached the unit / controllable Follow task is finished.
-- @return DCS#Task The DCS task structure.
function CONTROLLABLE:TaskFollowBigFormation(FollowControllable, Vec3, LastWaypointIndex )
local DCSTask = {
local DCSTask = {
id = 'FollowBigFormation',
params = {
groupId = FollowControllable:GetID(),
pos = Vec3,
pos = Vec3,
lastWptIndexFlag = LastWaypointIndex and true or false,
lastWptIndex = LastWaypointIndex
}
}
return DCSTask
end
@@ -1137,7 +1072,7 @@ function CONTROLLABLE:TaskEmbarking(Vec2, GroupSetForEmbarking, Duration, Distri
-- Table of group IDs for embarking.
local g4e={}
if GroupSetForEmbarking then
for _,_group in pairs(GroupSetForEmbarking:GetSet()) do
local group=_group --Wrapper.Group#GROUP
@@ -1147,9 +1082,17 @@ function CONTROLLABLE:TaskEmbarking(Vec2, GroupSetForEmbarking, Duration, Distri
self:E("ERROR: No groups for embarking specified!")
return nil
end
-- Table of group IDs for embarking.
local Distribution={}
if DistributionGroupSet then
for _,_group in pairs(DistributionGroupSet:GetSet()) do
local group=_group --Wrapper.Group#GROUP
table.insert(Distribution, group:GetID())
end
end
local DCSTask = {
id = 'Embarking',
params = {
@@ -1157,7 +1100,7 @@ function CONTROLLABLE:TaskEmbarking(Vec2, GroupSetForEmbarking, Duration, Distri
x = Vec2.x,
y = Vec2.y,
groupsForEmbarking = g4e,
durationFlag = Duration and true or false,
durationFlag = Duration and true or false,
duration = Duration,
distributionFlag = DistributionGroupSet and true or false,
distribution = Distribution,
@@ -1169,68 +1112,22 @@ function CONTROLLABLE:TaskEmbarking(Vec2, GroupSetForEmbarking, Duration, Distri
end
--- (AIR) Move the controllable to a Vec2 Point, wait for a defined duration and embark a controllable.
-- @param #CONTROLLABLE self
-- @param DCS#Vec2 Vec2 The point where to wait.
-- @param #number Duration The duration in seconds to wait.
-- @param #CONTROLLABLE EmbarkingControllable The controllable to be embarked.
-- @return DCS#Task The DCS task structure
function CONTROLLABLE:TaskDisembarking(Vec2, Duration, EmbarkingControllable)
-- Table of group IDs for embarking.
local g4e={}
if GroupSetForEmbarking then
for _,_group in pairs(GroupSetForEmbarking:GetSet()) do
local group=_group --Wrapper.Group#GROUP
table.insert(g4e, group:GetID())
end
else
self:E("ERROR: No groups for embarking specified!")
return nil
end
local DCSTask = {
id = 'Disembarking',
params = {
point = Vec2,
x = Vec2.x,
y = Vec2.y,
duration = Duration,
groupsForEmbarking = { EmbarkingControllable:GetID() },
durationFlag = durationflag,
distributionFlag = false,
distribution = {},
}
}
return DCSTask
end
----
--- (AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed.
-- @param #CONTROLLABLE self
-- @param DCS#Vec2 Point The point to hold the position.
-- @param #number Altitude The altitude [m] to hold the position.
-- @param #number Altitude The altitude AGL in meters to hold the position.
-- @param #number Speed The speed [m/s] flying when holding the position.
-- @return #CONTROLLABLE self
function CONTROLLABLE:TaskOrbitCircleAtVec2( Point, Altitude, Speed )
self:F2( { self.ControllableName, Point, Altitude, Speed } )
local LandHeight = land.getHeight( Point )
self:T3( { LandHeight } )
local DCSTask = {
id = 'Orbit',
params = {
pattern = AI.Task.OrbitPattern.CIRCLE,
point = Point,
speed = Speed,
altitude = Altitude + LandHeight
altitude = Altitude + land.getHeight( Point )
}
}
@@ -1331,7 +1228,7 @@ function CONTROLLABLE:TaskBombingRunway(Airbase, WeaponType, WeaponExpend, Attac
expend = WeaponExpend or AI.Task.WeaponExpend.ALL,
attackQty = AttackQty or 1,
direction = Direction and math.rad(Direction) or nil,
groupAttack = GroupAttack,
groupAttack = GroupAttack and GroupAttack or false,
},
}
@@ -1345,7 +1242,7 @@ end
function CONTROLLABLE:TaskRefueling()
local DCSTask={id='Refueling', params={}}
return DCSTask
end
@@ -1419,14 +1316,13 @@ function CONTROLLABLE:TaskFollow( FollowControllable, Vec3, LastWaypointIndex )
lastWptIndexFlagChangedManually = true
end
local DCSTask
DCSTask = {
local DCSTask = {
id = 'Follow',
params = {
groupId = FollowControllable:GetID(),
pos = Vec3,
lastWptIndexFlag = LastWaypointIndexFlag,
lastWptIndex = LastWaypointIndex,
groupId = FollowControllable:GetID(),
pos = Vec3,
lastWptIndexFlag = LastWaypointIndexFlag,
lastWptIndex = LastWaypointIndex,
lastWptIndexFlagChangedManually = lastWptIndexFlagChangedManually,
}
}
@@ -1444,7 +1340,7 @@ end
-- @param DCS#Vec3 Vec3 Position of the unit / lead unit of the controllable relative lead unit of another controllable in frame reference oriented by course of lead unit of another controllable. If another controllable is on land the unit / controllable will orbit around.
-- @param #number LastWaypointIndex Detach waypoint of another controllable. Once reached the unit / controllable Follow task is finished.
-- @param #number EngagementDistance Maximal distance from escorted controllable to threat. If the threat is already engaged by escort escort will disengage if the distance becomes greater than 1.5 * engagementDistMax.
-- @param DCS#AttributeNameArray TargetTypes Array of AttributeName that is contains threat categories allowed to engage.
-- @param DCS#AttributeNameArray TargetTypes Array of AttributeName that is contains threat categories allowed to engage. Default {"Air"}.
-- @return DCS#Task The DCS task structure.
function CONTROLLABLE:TaskEscort( FollowControllable, Vec3, LastWaypointIndex, EngagementDistance, TargetTypes )
self:F2( { self.ControllableName, FollowControllable, Vec3, LastWaypointIndex, EngagementDistance, TargetTypes } )
@@ -1461,22 +1357,16 @@ function CONTROLLABLE:TaskEscort( FollowControllable, Vec3, LastWaypointIndex, E
-- }
-- }
local LastWaypointIndexFlag = false
if LastWaypointIndex then
LastWaypointIndexFlag = true
end
TargetTypes=TargetTypes or {}
local DCSTask
DCSTask = { id = 'Escort',
DCSTask = {
id = 'Escort',
params = {
groupId = FollowControllable:GetID(),
pos = Vec3,
lastWptIndexFlag = LastWaypointIndexFlag,
lastWptIndex = LastWaypointIndex,
groupId = FollowControllable:GetID(),
pos = Vec3,
lastWptIndexFlag = LastWaypointIndex and true or false,
lastWptIndex = LastWaypointIndex,
engagementDistMax = EngagementDistance,
targetTypes = TargetTypes,
targetTypes = TargetTypes or {"Air"},
},
},
@@ -1582,7 +1472,7 @@ function CONTROLLABLE:EnRouteTaskEngageTargets( Distance, TargetTypes, Priority
local DCSTask = {
id = 'EngageTargets',
params = {
maxDistEnabled = Distance and true or false,
maxDistEnabled = Distance and true or false,
maxDist = Distance,
targetTypes = TargetTypes or {"Air"},
priority = Priority or 0,
@@ -1650,29 +1540,19 @@ function CONTROLLABLE:EnRouteTaskEngageGroup( AttackGroup, Priority, WeaponType,
-- }
-- }
local DirectionEnabled = nil
if Direction then
DirectionEnabled = true
end
local AltitudeEnabled = nil
if Altitude then
AltitudeEnabled = true
end
local DCSTask
DCSTask = { id = 'EngageControllable',
local DCSTask = {
id = 'EngageControllable',
params = {
groupId = AttackGroup:GetID(),
weaponType = WeaponType,
expend = WeaponExpend,
attackQty = AttackQty,
directionEnabled = DirectionEnabled,
direction = Direction,
altitudeEnabled = AltitudeEnabled,
altitude = Altitude,
attackQtyLimit = AttackQtyLimit,
priority = Priority,
groupId = AttackGroup:GetID(),
weaponType = WeaponType,
expend = WeaponExpend or "Auto",
directionEnabled = Direction and true or false,
direction = Direction,
altitudeEnabled = Altitude and true or false,
altitude = Altitude,
attackQtyLimit = AttackQty and true or false,
attackQty = AttackQty,
priority = Priority or 1,
},
},
@@ -1694,36 +1574,22 @@ end
-- @param #boolean ControllableAttack (optional) Flag indicates that the target must be engaged by all aircrafts of the controllable. Has effect only if the task is assigned to a controllable, not to a single aircraft.
-- @return DCS#Task The DCS task structure.
function CONTROLLABLE:EnRouteTaskEngageUnit( EngageUnit, Priority, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, ControllableAttack )
self:F2( { self.ControllableName, EngageUnit, Priority, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, ControllableAttack } )
self:F2( { self.ControllableName, EngageUnit, Priority, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, ControllableAttack } )
-- EngageUnit = {
-- id = 'EngageUnit',
-- params = {
-- unitId = Unit.ID,
-- weaponType = number,
-- expend = enum AI.Task.WeaponExpend
-- attackQty = number,
-- direction = Azimuth,
-- attackQtyLimit = boolean,
-- controllableAttack = boolean,
-- priority = number,
-- }
-- }
local DCSTask
DCSTask = { id = 'EngageUnit',
local DCSTask = {
id = 'EngageUnit',
params = {
unitId = EngageUnit:GetID(),
priority = Priority or 1,
groupAttack = GroupAttack or false,
visible = Visible or false,
expend = WeaponExpend or "Auto",
directionEnabled = Direction and true or false,
direction = Direction,
altitudeEnabled = Altitude and true or false,
altitude = Altitude,
attackQtyLimit = AttackQty and true or false,
attackQty = AttackQty,
unitId = EngageUnit:GetID(),
priority = Priority or 1,
groupAttack = GroupAttack and GroupAttack or false,
visible = Visible and Visible or false,
expend = WeaponExpend or "Auto",
directionEnabled = Direction and true or false,
direction = Direction and math.rad(Direction) or nil,
altitudeEnabled = Altitude and true or false,
altitude = Altitude,
attackQtyLimit = AttackQty and true or false,
attackQty = AttackQty,
controllableAttack = ControllableAttack,
},
},
@@ -1739,7 +1605,7 @@ end
-- @return DCS#Task The DCS task structure.
function CONTROLLABLE:EnRouteTaskAWACS( )
self:F2( { self.ControllableName } )
local DCSTask = {id = 'AWACS', params = {}}
self:T3( { DCSTask } )
@@ -1782,33 +1648,22 @@ end
-- If the task is assigned to the controllable lead unit will be a FAC.
-- @param #CONTROLLABLE self
-- @param Wrapper.Controllable#CONTROLLABLE AttackGroup Target CONTROLLABLE.
-- @param #number Priority 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.
-- @param #number WeaponType Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage.
-- @param DCS#AI.Task.Designation Designation (optional) Designation type.
-- @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 is 0.
-- @param #number WeaponType (Optional) Bitmask of weapon types those allowed to use. Default is "Auto".
-- @param DCS#AI.Task.Designation Designation (Optional) Designation type.
-- @param #boolean Datalink (optional) Allows to use datalink to send the target information to attack aircraft. Enabled by default.
-- @return DCS#Task The DCS task structure.
function CONTROLLABLE:EnRouteTaskFAC_EngageGroup( AttackGroup, Priority, WeaponType, Designation, Datalink )
self:F2( { self.ControllableName, AttackGroup, WeaponType, Priority, Designation, Datalink } )
-- FAC_EngageControllable = {
-- id = 'FAC_EngageControllable',
-- params = {
-- groupId = Group.ID,
-- weaponType = number,
-- designation = enum AI.Task.Designation,
-- datalink = boolean,
-- priority = number,
-- }
-- }
local DCSTask
DCSTask = { id = 'FAC_EngageControllable',
local DCSTask = {
id = 'FAC_EngageControllable',
params = {
groupId = AttackGroup:GetID(),
weaponType = WeaponType,
groupId = AttackGroup:GetID(),
weaponType = WeaponType or "Auto",
designation = Designation,
datalink = Datalink,
priority = Priority,
datalink = Datalink and Datalink or false,
priority = Priority or 0,
}
}
@@ -1979,9 +1834,12 @@ function CONTROLLABLE:TaskEmbarkToTransport( Point, Radius )
self:F2( { self.ControllableName, Point, Radius } )
local DCSTask --DCS#Task
DCSTask = { id = 'EmbarkToTransport',
params = { x = Point.x,
y = Point.y,
DCSTask = {
id = 'EmbarkToTransport',
params = {
point = Point,
x = Point.x,
y = Point.y,
zoneRadius = Radius,
}
}
@@ -2190,12 +2048,12 @@ do -- Patrol methods
if not self:IsInstanceOf( "GROUP" ) then
PatrolGroup = self:GetGroup() -- Wrapper.Group#GROUP
end
DelayMin=DelayMin or 1
if not DelayMax or DelayMax<DelayMin then
DelayMax=DelayMin
end
local Delay=math.random(DelayMin, DelayMax)
self:F( { PatrolGroup = PatrolGroup:GetName() } )
@@ -2233,8 +2091,13 @@ end
function CONTROLLABLE:TaskRoute( Points )
self:F2( Points )
local DCSTask
DCSTask = { id = 'Mission', params = { route = { points = Points, }, }, }
local DCSTask = {
id = 'Mission',
params = {
airborne = self:IsAir(),
route = {points = Points},
},
}
self:T3( { DCSTask } )
return DCSTask
@@ -2434,7 +2297,7 @@ do -- Route methods
waypoint.task = {}
waypoint.task.id = "ComboTask"
waypoint.task.params = {}
waypoint.task.params.tasks = {self:TaskFunction("CONTROLLABLE.___PassingWaypoint", n, N, WaypointFunction, unpack(WaypointFunctionArguments or {}))}
waypoint.task.params.tasks = {self:TaskFunction("CONTROLLABLE.___PassingWaypoint", n, N, WaypointFunction, unpack(WaypointFunctionArguments or {}))}
end
end
@@ -2555,7 +2418,7 @@ do -- Route methods
if LongRoad and Shortcut then
-- Road is long ==> we take the short cut.
table.insert(route, FromCoordinate:WaypointGround(Speed, OffRoadFormation))
table.insert(route, ToCoordinate:WaypointGround(Speed, OffRoadFormation))
@@ -2584,7 +2447,7 @@ do -- Route methods
table.insert(route, ToCoordinate:WaypointGround(Speed, OffRoadFormation))
end
-- Add passing waypoint function.
if WaypointFunction then
local N=#route
@@ -2592,10 +2455,10 @@ do -- Route methods
waypoint.task = {}
waypoint.task.id = "ComboTask"
waypoint.task.params = {}
waypoint.task.params.tasks = {self:TaskFunction("CONTROLLABLE.___PassingWaypoint", n, N, WaypointFunction, unpack(WaypointFunctionArguments or {}))}
waypoint.task.params.tasks = {self:TaskFunction("CONTROLLABLE.___PassingWaypoint", n, N, WaypointFunction, unpack(WaypointFunctionArguments or {}))}
end
end
return route, canroad
end
@@ -2631,7 +2494,7 @@ do -- Route methods
table.insert(route, PathOnRail[2]:WaypointGround(Speed, "On Railroad"))
end
-- Add passing waypoint function.
if WaypointFunction then
local N=#route
@@ -2639,7 +2502,7 @@ do -- Route methods
waypoint.task = {}
waypoint.task.id = "ComboTask"
waypoint.task.params = {}
waypoint.task.params.tasks = {self:TaskFunction("CONTROLLABLE.___PassingWaypoint", n, N, WaypointFunction, unpack(WaypointFunctionArguments or {}))}
waypoint.task.params.tasks = {self:TaskFunction("CONTROLLABLE.___PassingWaypoint", n, N, WaypointFunction, unpack(WaypointFunctionArguments or {}))}
end
end
@@ -2904,9 +2767,9 @@ function CONTROLLABLE:GetDetectedTargets( DetectVisual, DetectOptical, DetectRad
self:F2( self.ControllableName )
local DCSControllable = self:GetDCSObject()
if DCSControllable then
local DetectionVisual = ( DetectVisual and DetectVisual == true ) and Controller.Detection.VISUAL or nil
local DetectionOptical = ( DetectOptical and DetectOptical == true ) and Controller.Detection.OPTICAL or nil
local DetectionRadar = ( DetectRadar and DetectRadar == true ) and Controller.Detection.RADAR or nil
@@ -3038,9 +2901,9 @@ function CONTROLLABLE:IsGroupDetected( Group, DetectVisual, DetectOptical, Detec
for _,_unit in pairs(Group:GetUnits()) do
local unit=_unit --Wrapper.Unit#UNIT
if unit and unit:IsAlive() then
local isdetected=self:IsUnitDetected(unit, DetectVisual, DetectOptical, DetectRadar, DetectIRST, DetectRWR, DetectDLINK)
if isdetected then
return true
end
@@ -3071,23 +2934,23 @@ function CONTROLLABLE:GetDetectedUnitSet(DetectVisual, DetectOptical, DetectRada
local detectedtargets=self:GetDetectedTargets(DetectVisual, DetectOptical, DetectRadar, DetectIRST, DetectRWR, DetectDLINK)
local unitset=SET_UNIT:New()
for DetectionObjectID, Detection in pairs(detectedtargets or {}) do
local DetectedObject=Detection.object -- DCS#Object
if DetectedObject and DetectedObject:isExist() and DetectedObject.id_<50000000 then
local unit=UNIT:Find(DetectedObject)
if unit and unit:IsAlive() then
if not unitset:FindUnit(unit:GetName()) then
unitset:AddUnit(unit)
unitset:AddUnit(unit)
end
end
end
end
return unitset
end
@@ -3108,24 +2971,24 @@ function CONTROLLABLE:GetDetectedGroupSet(DetectVisual, DetectOptical, DetectRad
local detectedtargets=self:GetDetectedTargets(DetectVisual, DetectOptical, DetectRadar, DetectIRST, DetectRWR, DetectDLINK)
local groupset=SET_GROUP:New()
for DetectionObjectID, Detection in pairs(detectedtargets or {}) do
local DetectedObject=Detection.object -- DCS#Object
if DetectedObject and DetectedObject:isExist() and DetectedObject.id_<50000000 then
local unit=UNIT:Find(DetectedObject)
if unit and unit:IsAlive() then
local group=unit:GetGroup()
if group and not groupset:FindGroup(group:GetName()) then
groupset:AddGroup(group)
end
end
end
end
return groupset
end
@@ -3749,30 +3612,30 @@ end
-- @return #boolean true if Controllable contains Helicopters.
function CONTROLLABLE:IsHelicopter()
self:F2()
local DCSObject = self:GetDCSObject()
if DCSObject then
local Category = DCSObject:getDesc().category
return Category == Unit.Category.HELICOPTER
end
return nil
end
--- Sets Controllable Option for Restriction of Afterburner.
-- @param #CONTROLLABLE self
-- @param #boolean RestrictBurner If true, restrict burner. If false or nil, allow (unrestrict) burner.
-- @param #boolean RestrictBurner If true, restrict burner. If false or nil, allow (unrestrict) burner.
function CONTROLLABLE:OptionRestrictBurner(RestrictBurner)
self:F2({self.ControllableName})
local DCSControllable = self:GetDCSObject()
if DCSControllable then
local Controller = self:_GetController()
if Controller then
-- Issue https://github.com/FlightControl-Master/MOOSE/issues/1216
if RestrictBurner == true then
if self:IsAir() then
@@ -3783,8 +3646,8 @@ function CONTROLLABLE:OptionRestrictBurner(RestrictBurner)
Controller:setOption(16, false)
end
end
end
end
end