From 6b4975559d2e015a35690738ab006c8a02b73bbd Mon Sep 17 00:00:00 2001 From: Applevangelist Date: Fri, 18 Feb 2022 08:22:57 +0100 Subject: [PATCH] CSAR - added wet feet check if also using csarUsePara (no landing event triggered) --- Moose Development/Moose/Ops/CSAR.lua | 2236 +++++++++++++++++++++++++- 1 file changed, 2232 insertions(+), 4 deletions(-) diff --git a/Moose Development/Moose/Ops/CSAR.lua b/Moose Development/Moose/Ops/CSAR.lua index ccb8a472f..354fd9f1e 100644 --- a/Moose Development/Moose/Ops/CSAR.lua +++ b/Moose Development/Moose/Ops/CSAR.lua @@ -6,6 +6,14 @@ -- -- === -- +-- ## Missions:--- **Ops** -- Combat Search and Rescue. +-- +-- === +-- +-- **CSAR** - MOOSE based Helicopter CSAR Operations. +-- +-- === +-- -- ## Missions: -- -- ### [CSAR - Combat Search & Rescue](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/OPS%20-%20CSAR) @@ -118,8 +126,8 @@ -- self.SRSModulation = radio.modulation.AM -- modulation -- -- -- self.csarUsePara = false -- If set to true, will use the LandingAfterEjection Event instead of Ejection --shagrat --- self.wetfeettemplate = "man in floating thingy" -- if you use a mod to have a pilot in a rescue float, put the template name in here for wet feet spawns --- +-- self.wetfeettemplate = "man in floating thingy" -- if you use a mod to have a pilot in a rescue float, put the template name in here for wet feet spawns. Note: in conjunction with csarUsePara this might create dual ejected pilots in edge cases. +-- -- ## 3. Results -- -- Number of successful landings with save pilots and aggregated number of saved pilots is stored in these variables in the object: @@ -955,9 +963,2229 @@ function CSAR:_EventHandler(EventData) if self.limitmaxdownedpilots and self:_ReachedPilotLimit() then return end - + + + -- TODO: Over water check --- EVENTS.LandingAfterEjection NOT triggered by DCS, so handle csarUsePara = true case + -- might create dual pilots in edge cases + + local wetfeet = false + + local surface = _unit:GetCoordinate():GetSurfaceType() + if surface == land.SurfaceType.WATER then + wetfeet = true + end -- all checks passed, get going. - if self.csarUsePara == false then --shagrat check parameter LandingAfterEjection, if true don't spawn a Pilot from EJECTION event, wait for the Chute to land + if self.csarUsePara == false or (self.csarUsePara and wetfeet ) then --shagrat check parameter LandingAfterEjection, if true don't spawn a Pilot from EJECTION event, wait for the Chute to land + local _freq = self:_GenerateADFFrequency() + self:_AddCsar(_coalition, _unit:GetCountry(), _unit:GetCoordinate() , _unit:GetTypeName(), _unit:GetName(), _event.IniPlayerName, _freq, false, "none") + return true + end + + ---- shagrat on event LANDING_AFTER_EJECTION spawn pilot at parachute location + elseif (_event.id == EVENTS.LandingAfterEjection and self.csarUsePara == true) then + self:I({EVENT=_event}) + local _LandingPos = COORDINATE:NewFromVec3(_event.initiator:getPosition().p) + local _unitname = "Aircraft" --_event.initiator:getName() or "Aircraft" --shagrat Optional use of Object name which is unfortunately 'f15_Pilot_Parachute' + local _typename = "Ejected Pilot" --_event.Initiator.getTypeName() or "Ejected Pilot" + local _country = _event.initiator:getCountry() + local _coalition = coalition.getCountryCoalition( _country ) + if _coalition == self.coalition then + local _freq = self:_GenerateADFFrequency() + self:I({coalition=_coalition,country= _country, coord=_LandingPos, name=_unitname, player=_event.IniPlayerName, freq=_freq}) + self:_AddCsar(_coalition, _country, _LandingPos, nil, _unitname, _event.IniPlayerName, _freq, false, "none")--shagrat add CSAR at Parachute location. + + Unit.destroy(_event.initiator) -- shagrat remove static Pilot model + end + return true + + elseif _event.id == EVENTS.Land then + self:T(self.lid .. " Landing") + + if _event.IniUnitName then + self.takenOff[_event.IniUnitName] = nil + end + + if self.allowFARPRescue then + + local _unit = _event.IniUnit -- Wrapper.Unit#UNIT + + if _unit == nil then + self:T(self.lid .. " Unit nil on landing") + return -- error! + end + + local _coalition = _event.IniCoalition + if _coalition ~= self.coalition then + return --ignore! + end + + self.takenOff[_event.IniUnitName] = nil + + local _place = _event.Place -- Wrapper.Airbase#AIRBASE + + if _place == nil then + self:T(self.lid .. " Landing Place Nil") + return -- error! + end + + -- anyone on board? + if self.inTransitGroups[_event.IniUnitName] == nil then + -- ignore + return + end + + if _place:GetCoalition() == self.coalition or _place:GetCoalition() == coalition.side.NEUTRAL then + self:_ScheduledSARFlight(_event.IniUnitName,_event.IniGroupName,true) + else + self:T(string.format("Airfield %d, Unit %d", _place:GetCoalition(), _unit:GetCoalition())) + end + end + + return true + end + return self +end + +--- (Internal) Initialize the action for a pilot. +-- @param #CSAR self +-- @param Wrapper.Group#GROUP _downedGroup The group to rescue. +-- @param #string _GroupName Name of the Group +-- @param #number _freq Beacon frequency. +-- @param #boolean _nomessage Send message true or false. +function CSAR:_InitSARForPilot(_downedGroup, _GroupName, _freq, _nomessage) + self:T(self.lid .. " _InitSARForPilot") + local _leader = _downedGroup:GetUnit(1) + local _groupName = _GroupName + local _freqk = _freq / 1000 + local _coordinatesText = self:_GetPositionOfWounded(_downedGroup) + local _leadername = _leader:GetName() + + if not _nomessage then + if _freq ~= 0 then --shagrat + local _text = string.format("%s requests SAR at %s, beacon at %.2f KHz", _groupName, _coordinatesText, _freqk)--shagrat _groupName to prevent 'f15_Pilot_Parachute' + self:_DisplayToAllSAR(_text,self.coalition,self.messageTime) + else --shagrat CASEVAC msg + local _text = string.format("Pickup Zone at %s.", _coordinatesText ) + self:_DisplayToAllSAR(_text,self.coalition,self.messageTime) + end + end + + for _,_heliName in pairs(self.csarUnits) do + self:_CheckWoundedGroupStatus(_heliName, _groupName) + end + + -- trigger FSM event + self:__PilotDown(2,_downedGroup, _freqk, _groupName, _coordinatesText) + + return self +end + +--- (Internal) Check if a name is in downed pilot table +-- @param #CSAR self +-- @param #string name Name to search for. +-- @return #boolean Outcome. +-- @return #CSAR.DownedPilot Table if found else nil. +function CSAR:_CheckNameInDownedPilots(name) + local PilotTable = self.downedPilots --#CSAR.DownedPilot + local found = false + local table = nil + for _,_pilot in pairs(PilotTable) do + if _pilot.name == name and _pilot.alive == true then + found = true + table = _pilot + break + end + end + return found, table +end + +--- (Internal) Check if a name is in downed pilot table and remove it. +-- @param #CSAR self +-- @param #string name Name to search for. +-- @param #boolean force Force removal. +-- @return #boolean Outcome. +function CSAR:_RemoveNameFromDownedPilots(name,force) + local PilotTable = self.downedPilots --#CSAR.DownedPilot + local found = false + for _index,_pilot in pairs(PilotTable) do + if _pilot.name == name then + self.downedPilots[_index].alive = false + end + end + return found +end + +--- (Internal) Check state of wounded group. +-- @param #CSAR self +-- @param #string heliname heliname +-- @param #string woundedgroupname woundedgroupname +function CSAR:_CheckWoundedGroupStatus(heliname,woundedgroupname) + self:T(self.lid .. " _CheckWoundedGroupStatus") + local _heliName = heliname + local _woundedGroupName = woundedgroupname + self:T({Heli = _heliName, Downed = _woundedGroupName}) + -- if wounded group is not here then message already been sent to SARs + -- stop processing any further + local _found, _downedpilot = self:_CheckNameInDownedPilots(_woundedGroupName) + if not _found then + self:T("...not found in list!") + return + end + + local _woundedGroup = _downedpilot.group + if _woundedGroup ~= nil and _woundedGroup:IsAlive() then + local _heliUnit = self:_GetSARHeli(_heliName) -- Wrapper.Unit#UNIT + + local _lookupKeyHeli = _heliName .. "_" .. _woundedGroupName --lookup key for message state tracking + + if _heliUnit == nil then + self.heliVisibleMessage[_lookupKeyHeli] = nil + self.heliCloseMessage[_lookupKeyHeli] = nil + self.landedStatus[_lookupKeyHeli] = nil + self:T("...helinunit nil!") + return + end + + local _heliCoord = _heliUnit:GetCoordinate() + local _leaderCoord = _woundedGroup:GetCoordinate() + local _distance = self:_GetDistance(_heliCoord,_leaderCoord) + -- autosmoke + if (self.autosmoke == true) and (_distance < self.autosmokedistance) and (_distance ~= -1) then + self:_PopSmokeForGroup(_woundedGroupName, _woundedGroup) + end + + if _distance < self.approachdist_near and _distance > 0 then + if self:_CheckCloseWoundedGroup(_distance, _heliUnit, _heliName, _woundedGroup, _woundedGroupName) == true then + -- we\'re close, reschedule + _downedpilot.timestamp = timer.getAbsTime() + self:__Approach(-5,heliname,woundedgroupname) + end + elseif _distance >= self.approachdist_near and _distance < self.approachdist_far then + -- message once + if self.heliVisibleMessage[_lookupKeyHeli] == nil then + local _pilotName = _downedpilot.desc + if self.autosmoke == true then + local dist = self.autosmokedistance / 1000 + local disttext = string.format("%.0fkm",dist) + if _SETTINGS:IsImperial() then + local dist = UTILS.MetersToNM(self.autosmokedistance) + disttext = string.format("%.0fnm",dist) + end + self:_DisplayMessageToSAR(_heliUnit, string.format("%s: %s. I hear you! Finally, that is music in my ears!\nI'll pop a smoke when you are %s away.\nLand or hover by the smoke.", _heliName, _pilotName, disttext), self.messageTime,false,true) + else + self:_DisplayMessageToSAR(_heliUnit, string.format("%s: %s. I hear you! Finally, that is music in my ears!\nRequest a flare or smoke if you need.", _heliName, _pilotName), self.messageTime,false,true) + end + --mark as shown for THIS heli and THIS group + self.heliVisibleMessage[_lookupKeyHeli] = true + end + self.heliCloseMessage[_lookupKeyHeli] = nil + self.landedStatus[_lookupKeyHeli] = nil + --reschedule as units aren\'t dead yet , schedule for a bit slower though as we\'re far away + _downedpilot.timestamp = timer.getAbsTime() + self:__Approach(-10,heliname,woundedgroupname) + end + else + self:T("...Downed Pilot KIA?!") + if not _downedpilot.alive then + --self:__KIA(1,_downedpilot.name) + self:_RemoveNameFromDownedPilots(_downedpilot.name, true) + end + end + return self +end + +--- (Internal) Function to pop a smoke at a wounded pilot\'s positions. +-- @param #CSAR self +-- @param #string _woundedGroupName Name of the group. +-- @param Wrapper.Group#GROUP _woundedLeader Object of the group. +function CSAR:_PopSmokeForGroup(_woundedGroupName, _woundedLeader) + self:T(self.lid .. " _PopSmokeForGroup") + -- have we popped smoke already in the last 5 mins + local _lastSmoke = self.smokeMarkers[_woundedGroupName] + if _lastSmoke == nil or timer.getTime() > _lastSmoke then + + local _smokecolor = self.smokecolor + local _smokecoord = _woundedLeader:GetCoordinate():Translate( 6, math.random( 1, 360) ) --shagrat place smoke at a random 6 m distance, so smoke does not obscure the pilot + _smokecoord:Smoke(_smokecolor) + self.smokeMarkers[_woundedGroupName] = timer.getTime() + 300 -- next smoke time + end + return self +end + +--- (Internal) Function to pickup the wounded pilot from the ground. +-- @param #CSAR self +-- @param Wrapper.Unit#UNIT _heliUnit Object of the group. +-- @param #string _pilotName Name of the pilot. +-- @param Wrapper.Group#GROUP _woundedGroup Object of the group. +-- @param #string _woundedGroupName Name of the group. +function CSAR:_PickupUnit(_heliUnit, _pilotName, _woundedGroup, _woundedGroupName) + self:T(self.lid .. " _PickupUnit") + -- board + local _heliName = _heliUnit:GetName() + local _groups = self.inTransitGroups[_heliName] + local _unitsInHelicopter = self:_PilotsOnboard(_heliName) + + -- init table if there is none for this helicopter + if not _groups then + self.inTransitGroups[_heliName] = {} + _groups = self.inTransitGroups[_heliName] + end + + -- if the heli can\'t pick them up, show a message and return + local _maxUnits = self.AircraftType[_heliUnit:GetTypeName()] + if _maxUnits == nil then + _maxUnits = self.max_units + end + if _unitsInHelicopter + 1 > _maxUnits then + self:_DisplayMessageToSAR(_heliUnit, string.format("%s, %s. We\'re already crammed with %d guys! Sorry!", _pilotName, _heliName, _unitsInHelicopter, _unitsInHelicopter), self.messageTime) + return true + end + + local found,downedgrouptable = self:_CheckNameInDownedPilots(_woundedGroupName) + local grouptable = downedgrouptable --#CSAR.DownedPilot + self.inTransitGroups[_heliName][_woundedGroupName] = + { + originalUnit = grouptable.originalUnit, + woundedGroup = _woundedGroupName, + side = self.coalition, + desc = grouptable.desc, + player = grouptable.player, + } + + _woundedGroup:Destroy(false) + self:_RemoveNameFromDownedPilots(_woundedGroupName,true) + + self:_DisplayMessageToSAR(_heliUnit, string.format("%s: %s I\'m in! Get to the MASH ASAP! ", _heliName, _pilotName), self.messageTime,true,true) + + self:__Boarded(5,_heliName,_woundedGroupName) + + return true +end + +--- (Internal) Move group to destination. +-- @param #CSAR self +-- @param Wrapper.Group#GROUP _leader +-- @param Core.Point#COORDINATE _destination +function CSAR:_OrderGroupToMoveToPoint(_leader, _destination) + self:T(self.lid .. " _OrderGroupToMoveToPoint") + local group = _leader + local coordinate = _destination:GetVec2() + + group:SetAIOn() + group:RouteToVec2(coordinate,5) + return self +end + + +--- (internal) Function to check if the heli door(s) are open. Thanks to Shadowze. +-- @param #CSAR self +-- @param #string unit_name Name of unit. +-- @return #boolean outcome The outcome. +function CSAR:_IsLoadingDoorOpen( unit_name ) + self:T(self.lid .. " _IsLoadingDoorOpen") + return UTILS.IsLoadingDoorOpen(unit_name) +end + +--- (Internal) Function to check if heli is close to group. +-- @param #CSAR self +-- @param #number _distance +-- @param Wrapper.Unit#UNIT _heliUnit +-- @param #string _heliName +-- @param Wrapper.Group#GROUP _woundedGroup +-- @param #string _woundedGroupName +-- @return #boolean Outcome +function CSAR:_CheckCloseWoundedGroup(_distance, _heliUnit, _heliName, _woundedGroup, _woundedGroupName) + self:T(self.lid .. " _CheckCloseWoundedGroup") + + local _woundedLeader = _woundedGroup + local _lookupKeyHeli = _heliUnit:GetName() .. "_" .. _woundedGroupName --lookup key for message state tracking + + local _found, _pilotable = self:_CheckNameInDownedPilots(_woundedGroupName) -- #boolean, #CSAR.DownedPilot + local _pilotName = _pilotable.desc + + + local _reset = true + + if (_distance < 500) then + + if self.heliCloseMessage[_lookupKeyHeli] == nil then + if self.autosmoke == true then + self:_DisplayMessageToSAR(_heliUnit, string.format("%s: %s. You\'re close now! Land or hover at the smoke.", _heliName, _pilotName), self.messageTime,false,true) + else + self:_DisplayMessageToSAR(_heliUnit, string.format("%s: %s. You\'re close now! Land in a safe place, I will go there ", _heliName, _pilotName), self.messageTime,false,true) + end + self.heliCloseMessage[_lookupKeyHeli] = true + end + + -- have we landed close enough? + if not _heliUnit:InAir() then + + if self.pilotRuntoExtractPoint == true then + if (_distance < self.extractDistance) then + local _time = self.landedStatus[_lookupKeyHeli] + if _time == nil then + self.landedStatus[_lookupKeyHeli] = math.floor( (_distance - self.loadDistance) / 3.6 ) + _time = self.landedStatus[_lookupKeyHeli] + self:_OrderGroupToMoveToPoint(_woundedGroup, _heliUnit:GetCoordinate()) + self:_DisplayMessageToSAR(_heliUnit, "Wait till " .. _pilotName .. " gets in. \nETA " .. _time .. " more seconds.", self.messageTime, false) + else + _time = self.landedStatus[_lookupKeyHeli] - 10 + self.landedStatus[_lookupKeyHeli] = _time + end + if _time <= 0 or _distance < self.loadDistance then + if self.pilotmustopendoors and not self:_IsLoadingDoorOpen(_heliName) then + self:_DisplayMessageToSAR(_heliUnit, "Open the door to let me in!", self.messageTime, true) + return true + else + self.landedStatus[_lookupKeyHeli] = nil + self:_PickupUnit(_heliUnit, _pilotName, _woundedGroup, _woundedGroupName) + return false + end + end + end + else + if (_distance < self.loadDistance) then + if self.pilotmustopendoors and not self:_IsLoadingDoorOpen(_heliName) then + self:_DisplayMessageToSAR(_heliUnit, "Open the door to let me in!", self.messageTime, true) + return true + else + self:_PickupUnit(_heliUnit, _pilotName, _woundedGroup, _woundedGroupName) + return false + end + end + end + else + + local _unitsInHelicopter = self:_PilotsOnboard(_heliName) + local _maxUnits = self.AircraftType[_heliUnit:GetTypeName()] + if _maxUnits == nil then + _maxUnits = self.max_units + end + + if _heliUnit:InAir() and _unitsInHelicopter + 1 <= _maxUnits then + -- TODO - make variable + if _distance < self.rescuehoverdistance then + + --check height! + local leaderheight = _woundedLeader:GetHeight() + if leaderheight < 0 then leaderheight = 0 end + local _height = _heliUnit:GetHeight() - leaderheight + + -- TODO - make variable + if _height <= self.rescuehoverheight then + + local _time = self.hoverStatus[_lookupKeyHeli] + + if _time == nil then + self.hoverStatus[_lookupKeyHeli] = 10 + _time = 10 + else + _time = self.hoverStatus[_lookupKeyHeli] - 10 + self.hoverStatus[_lookupKeyHeli] = _time + end + + if _time > 0 then + self:_DisplayMessageToSAR(_heliUnit, "Hovering above " .. _pilotName .. ". \n\nHold hover for " .. _time .. " seconds to winch them up. \n\nIf the countdown stops you\'re too far away!", self.messageTime, true) + else + if self.pilotmustopendoors and not self:_IsLoadingDoorOpen(_heliName) then + self:_DisplayMessageToSAR(_heliUnit, "Open the door to let me in!", self.messageTime, true) + return true + else + self.hoverStatus[_lookupKeyHeli] = nil + self:_PickupUnit(_heliUnit, _pilotName, _woundedGroup, _woundedGroupName) + return false + end + end + _reset = false + else + self:_DisplayMessageToSAR(_heliUnit, "Too high to winch " .. _pilotName .. " \nReduce height and hover for 10 seconds!", self.messageTime, true,true) + end + end + + end + end + end + + if _reset then + self.hoverStatus[_lookupKeyHeli] = nil + end + + if _distance < 500 then + return true + else + return false + end +end + +--- (Internal) Monitor in-flight returning groups. +-- @param #CSAR self +-- @param #string heliname Heli name +-- @param #string groupname Group name +-- @param #boolean isairport If true, EVENT.Landing took place at an airport or FARP +function CSAR:_ScheduledSARFlight(heliname,groupname, isairport) + self:T(self.lid .. " _ScheduledSARFlight") + self:T({heliname,groupname}) + local _heliUnit = self:_GetSARHeli(heliname) + local _woundedGroupName = groupname + + if (_heliUnit == nil) then + --helicopter crashed? + self.inTransitGroups[heliname] = nil + return + end + + if self.inTransitGroups[heliname] == nil or self.inTransitGroups[heliname][_woundedGroupName] == nil then + -- Groups already rescued + return + end + + local _dist = self:_GetClosestMASH(_heliUnit) + + if _dist == -1 then + return + end + + if ( _dist < self.FARPRescueDistance or isairport ) and _heliUnit:InAir() == false then + if self.pilotmustopendoors and self:_IsLoadingDoorOpen(heliname) == false then + self:_DisplayMessageToSAR(_heliUnit, "Open the door to let me out!", self.messageTime, true) + else + self:_RescuePilots(_heliUnit) + return + end + end + + --queue up + self:__Returning(-5,heliname,_woundedGroupName, isairport) + return self +end + +--- (Internal) Mark pilot as rescued and remove from tables. +-- @param #CSAR self +-- @param Wrapper.Unit#UNIT _heliUnit +function CSAR:_RescuePilots(_heliUnit) + self:T(self.lid .. " _RescuePilots") + local _heliName = _heliUnit:GetName() + local _rescuedGroups = self.inTransitGroups[_heliName] + + if _rescuedGroups == nil then + -- Groups already rescued + return + end + + local PilotsSaved = self:_PilotsOnboard(_heliName) + + self.inTransitGroups[_heliName] = nil + + local _txt = string.format("%s: The %d pilot(s) have been taken to the\nmedical clinic. Good job!", _heliName, PilotsSaved) + + self:_DisplayMessageToSAR(_heliUnit, _txt, self.messageTime) + -- trigger event + self:__Rescued(-1,_heliUnit,_heliName, PilotsSaved) + return self +end + +--- (Internal) Check and return Wrappe.Unit#UNIT based on the name if alive. +-- @param #CSAR self +-- @param #string _unitname Name of Unit +-- @return Wrapper.Unit#UNIT The unit or nil +function CSAR:_GetSARHeli(_unitName) + self:T(self.lid .. " _GetSARHeli") + local unit = UNIT:FindByName(_unitName) + if unit and unit:IsAlive() then + return unit + else + return nil + end +end + +--- (Internal) Display message to single Unit. +-- @param #CSAR self +-- @param Wrapper.Unit#UNIT _unit Unit #UNIT to display to. +-- @param #string _text Text of message. +-- @param #number _time Message show duration. +-- @param #boolean _clear (optional) Clear screen. +-- @param #boolean _speak (optional) Speak message via SRS. +-- @param #boolean _override (optional) Override message suppression +function CSAR:_DisplayMessageToSAR(_unit, _text, _time, _clear, _speak, _override) + self:T(self.lid .. " _DisplayMessageToSAR") + local group = _unit:GetGroup() + local _clear = _clear or nil + local _time = _time or self.messageTime + if _override or not self.suppressmessages then + local m = MESSAGE:New(_text,_time,"Info",_clear):ToGroup(group) + end + -- integrate SRS + if _speak and self.useSRS then + local srstext = SOUNDTEXT:New(_text) + local path = self.SRSPath + local modulation = self.SRSModulation + local channel = self.SRSchannel + local msrs = MSRS:New(path,channel,modulation) + msrs:PlaySoundText(srstext, 2) + end + return self +end + +--- (Internal) Function to get string of a group\'s position. +-- @param #CSAR self +-- @param Wrapper.Controllable#CONTROLLABLE _woundedGroup Group or Unit object. +-- @return #string Coordinates as Text +function CSAR:_GetPositionOfWounded(_woundedGroup) + self:T(self.lid .. " _GetPositionOfWounded") + local _coordinate = _woundedGroup:GetCoordinate() + local _coordinatesText = "None" + if _coordinate then + if self.coordtype == 0 then -- Lat/Long DMTM + _coordinatesText = _coordinate:ToStringLLDDM() + elseif self.coordtype == 1 then -- Lat/Long DMS + _coordinatesText = _coordinate:ToStringLLDMS() + elseif self.coordtype == 2 then -- MGRS + _coordinatesText = _coordinate:ToStringMGRS() + else -- Bullseye Metric --(medevac.coordtype == 4 or 3) + _coordinatesText = _coordinate:ToStringBULLS(self.coalition) + end + end + return _coordinatesText +end + +--- (Internal) Display active SAR tasks to player. +-- @param #CSAR self +-- @param #string _unitName Unit to display to +function CSAR:_DisplayActiveSAR(_unitName) + self:T(self.lid .. " _DisplayActiveSAR") + local _msg = "Active MEDEVAC/SAR:" + local _heli = self:_GetSARHeli(_unitName) -- Wrapper.Unit#UNIT + if _heli == nil then + return + end + + local _heliSide = self.coalition + local _csarList = {} + + local _DownedPilotTable = self.downedPilots + self:T({Table=_DownedPilotTable}) + for _, _value in pairs(_DownedPilotTable) do + local _groupName = _value.name + self:T(string.format("Display Active Pilot: %s", tostring(_groupName))) + self:T({Table=_value}) + local _woundedGroup = _value.group + if _woundedGroup and _value.alive then + local _coordinatesText = self:_GetPositionOfWounded(_woundedGroup) + local _helicoord = _heli:GetCoordinate() + local _woundcoord = _woundedGroup:GetCoordinate() + local _distance = self:_GetDistance(_helicoord, _woundcoord) + self:T({_distance = _distance}) + local distancetext = "" + if _SETTINGS:IsImperial() then + distancetext = string.format("%.1fnm",UTILS.MetersToNM(_distance)) + else + distancetext = string.format("%.1fkm", _distance/1000.0) + end + if _value.frequency == 0 then--shagrat insert CASEVAC without Frequency + table.insert(_csarList, { dist = _distance, msg = string.format("%s at %s - %s ", _value.desc, _coordinatesText, distancetext) }) + else + table.insert(_csarList, { dist = _distance, msg = string.format("%s at %s - %.2f KHz ADF - %s ", _value.desc, _coordinatesText, _value.frequency / 1000, distancetext) }) + end + end + end + + local function sortDistance(a, b) + return a.dist < b.dist + end + + table.sort(_csarList, sortDistance) + + for _, _line in pairs(_csarList) do + _msg = _msg .. "\n" .. _line.msg + end + + self:_DisplayMessageToSAR(_heli, _msg, self.messageTime*2, false, false, true) + return self +end + +--- (Internal) Find the closest downed pilot to a heli. +-- @param #CSAR self +-- @param Wrapper.Unit#UNIT _heli Helicopter #UNIT +-- @return #table Table of results +function CSAR:_GetClosestDownedPilot(_heli) + self:T(self.lid .. " _GetClosestDownedPilot") + local _side = self.coalition + local _closestGroup = nil + local _shortestDistance = -1 + local _distance = 0 + local _closestGroupInfo = nil + local _heliCoord = _heli:GetCoordinate() or _heli:GetCoordinate() + + if _heliCoord == nil then + self:E("****Error obtaining coordinate!") + return nil + end + + local DownedPilotsTable = self.downedPilots + + for _, _groupInfo in UTILS.spairs(DownedPilotsTable) do + --for _, _groupInfo in pairs(DownedPilotsTable) do + local _woundedName = _groupInfo.name + local _tempWounded = _groupInfo.group + + -- check group exists and not moving to someone else + if _tempWounded then + local _tempCoord = _tempWounded:GetCoordinate() + _distance = self:_GetDistance(_heliCoord, _tempCoord) + + if _distance ~= nil and (_shortestDistance == -1 or _distance < _shortestDistance) then + _shortestDistance = _distance + _closestGroup = _tempWounded + _closestGroupInfo = _groupInfo + end + end + end + + return { pilot = _closestGroup, distance = _shortestDistance, groupInfo = _closestGroupInfo } +end + +--- (Internal) Fire a flare at the point of a downed pilot. +-- @param #CSAR self +-- @param #string _unitName Name of the unit. +function CSAR:_SignalFlare(_unitName) + self:T(self.lid .. " _SignalFlare") + local _heli = self:_GetSARHeli(_unitName) + if _heli == nil then + return + end + + local _closest = self:_GetClosestDownedPilot(_heli) + local smokedist = 8000 + if self.approachdist_far > smokedist then smokedist = self.approachdist_far end + if _closest ~= nil and _closest.pilot ~= nil and _closest.distance > 0 and _closest.distance < smokedist then + + local _clockDir = self:_GetClockDirection(_heli, _closest.pilot) + local _distance = 0 + if _SETTINGS:IsImperial() then + _distance = string.format("%.1fnm",UTILS.MetersToNM(_closest.distance)) + else + _distance = string.format("%.1fkm",_closest.distance) + end + local _msg = string.format("%s - Popping signal flare at your %s o\'clock. Distance %s", _unitName, _clockDir, _distance) + self:_DisplayMessageToSAR(_heli, _msg, self.messageTime, false, true, true) + + local _coord = _closest.pilot:GetCoordinate() + _coord:FlareRed(_clockDir) + else + local _distance = smokedist + if _SETTINGS:IsImperial() then + _distance = string.format("%.1fnm",UTILS.MetersToNM(smokedist)) + else + _distance = string.format("%.1fkm",smokedist/1000) + end + self:_DisplayMessageToSAR(_heli, string.format("No Pilots within %s",_distance), self.messageTime, false, false, true) + end + return self +end + +--- (Internal) Display info to all SAR groups. +-- @param #CSAR self +-- @param #string _message Message to display. +-- @param #number _side Coalition of message. +-- @param #number _messagetime How long to show. +function CSAR:_DisplayToAllSAR(_message, _side, _messagetime) + self:T(self.lid .. " _DisplayToAllSAR") + local messagetime = _messagetime or self.messageTime + for _, _unitName in pairs(self.csarUnits) do + local _unit = self:_GetSARHeli(_unitName) + if _unit and not self.suppressmessages then + self:_DisplayMessageToSAR(_unit, _message, _messagetime) + end + end + return self +end + +---(Internal) Request smoke at closest downed pilot. +--@param #CSAR self +--@param #string _unitName Name of the helicopter +function CSAR:_Reqsmoke( _unitName ) + self:T(self.lid .. " _Reqsmoke") + local _heli = self:_GetSARHeli(_unitName) + if _heli == nil then + return + end + local smokedist = 8000 + if smokedist < self.approachdist_far then smokedist = self.approachdist_far end + local _closest = self:_GetClosestDownedPilot(_heli) + if _closest ~= nil and _closest.pilot ~= nil and _closest.distance > 0 and _closest.distance < smokedist then + local _clockDir = self:_GetClockDirection(_heli, _closest.pilot) + local _distance = 0 + if _SETTINGS:IsImperial() then + _distance = string.format("%.1fnm",UTILS.MetersToNM(_closest.distance)) + else + _distance = string.format("%.1fkm",_closest.distance/1000) + end + local _msg = string.format("%s - Popping smoke at your %s o\'clock. Distance %s", _unitName, _clockDir, _distance) + self:_DisplayMessageToSAR(_heli, _msg, self.messageTime, false, true, true) + local _coord = _closest.pilot:GetCoordinate() + local color = self.smokecolor + _coord:Smoke(color) + else + local _distance = 0 + if _SETTINGS:IsImperial() then + _distance = string.format("%.1fnm",UTILS.MetersToNM(smokedist)) + else + _distance = string.format("%.1fkm",smokedist/1000) + end + self:_DisplayMessageToSAR(_heli, string.format("No Pilots within %s",_distance), self.messageTime, false, false, true) + end + return self +end + +--- (Internal) Determine distance to closest MASH. +-- @param #CSAR self +-- @param Wrapper.Unit#UNIT _heli Helicopter #UNIT +-- @retunr +function CSAR:_GetClosestMASH(_heli) + self:T(self.lid .. " _GetClosestMASH") + local _mashset = self.mash -- Core.Set#SET_GROUP + local _mashes = _mashset:GetSetObjects() -- #table + local _shortestDistance = -1 + local _distance = 0 + local _helicoord = _heli:GetCoordinate() + + local function GetCloseAirbase(coordinate,Coalition,Category) + + local a=coordinate:GetVec3() + local distmin=math.huge + local airbase=nil + for DCSairbaseID, DCSairbase in pairs(world.getAirbases(Coalition)) do + local b=DCSairbase:getPoint() + + local c=UTILS.VecSubstract(a,b) + local dist=UTILS.VecNorm(c) + + if dist 0 then + local PilotTable = self.downedPilots + for _,_pilot in pairs (PilotTable) do + self:T({_pilot}) + local pilot = _pilot -- #CSAR.DownedPilot + local group = pilot.group + local frequency = pilot.frequency or 0 -- thanks to @Thrud + if group and group:IsAlive() and frequency > 0 then + self:_AddBeaconToGroup(group,frequency) + end + end + end + return self +end + +--- (Internal) Helper function to count active downed pilots. +-- @param #CSAR self +-- @return #number Number of pilots in the field. +function CSAR:_CountActiveDownedPilots() + self:T(self.lid .. " _CountActiveDownedPilots") + local PilotsInFieldN = 0 + for _, _unitName in pairs(self.downedPilots) do + self:T({_unitName.desc}) + if _unitName.alive == true then + PilotsInFieldN = PilotsInFieldN + 1 + end + end + return PilotsInFieldN +end + +--- (Internal) Helper to decide if we're over max limit. +-- @param #CSAR self +-- @return #boolean True or false. +function CSAR:_ReachedPilotLimit() + self:T(self.lid .. " _ReachedPilotLimit") + local limit = self.maxdownedpilots + local islimited = self.limitmaxdownedpilots + local count = self:_CountActiveDownedPilots() + if islimited and (count >= limit) then + return true + else + return false + end +end + + ------------------------------ + --- FSM internal Functions --- + ------------------------------ + +--- (Internal) Function called after Start() event. +-- @param #CSAR self. +-- @param #string From From state. +-- @param #string Event Event triggered. +-- @param #string To To state. +function CSAR:onafterStart(From, Event, To) + self:T({From, Event, To}) + self:I(self.lid .. "Started.") + -- event handler + self:HandleEvent(EVENTS.Takeoff, self._EventHandler) + self:HandleEvent(EVENTS.Land, self._EventHandler) + self:HandleEvent(EVENTS.Ejection, self._EventHandler) + self:HandleEvent(EVENTS.LandingAfterEjection, self._EventHandler) --shagrat + self:HandleEvent(EVENTS.PlayerEnterAircraft, self._EventHandler) + self:HandleEvent(EVENTS.PlayerEnterUnit, self._EventHandler) + self:HandleEvent(EVENTS.PilotDead, self._EventHandler) + if self.useprefix then + local prefixes = self.csarPrefix or {} + self.allheligroupset = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterPrefixes(prefixes):FilterCategoryHelicopter():FilterStart() + else + self.allheligroupset = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterCategoryHelicopter():FilterStart() + end + self.mash = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterPrefixes(self.mashprefix):FilterStart() -- currently only GROUP objects, maybe support STATICs also? + if self.wetfeettemplate then + self.usewetfeet = true + end + self:__Status(-10) + return self +end + +--- (Internal) Function called before Status() event. +-- @param #CSAR self +function CSAR:_CheckDownedPilotTable() + local pilots = self.downedPilots + local npilots = {} + + for _ind,_entry in pairs(pilots) do + local _group = _entry.group + if _group:IsAlive() then + npilots[_ind] = _entry + else + if _entry.alive then + self:__KIA(1,_entry.desc) + end + end + end + self.downedPilots = npilots + return self +end + +--- (Internal) Function called before Status() event. +-- @param #CSAR self. +-- @param #string From From state. +-- @param #string Event Event triggered. +-- @param #string To To state. +function CSAR:onbeforeStatus(From, Event, To) + self:T({From, Event, To}) + -- housekeeping + self:_AddMedevacMenuItem() + + if not self.BeaconTimer or (self.BeaconTimer and not self.BeaconTimer:IsRunning()) then + self.BeaconTimer = TIMER:New(self._RefreshRadioBeacons,self) + self.BeaconTimer:Start(2,self.beaconRefresher) + end + + self:_CheckDownedPilotTable() + for _,_sar in pairs (self.csarUnits) do + local PilotTable = self.downedPilots + for _,_entry in pairs (PilotTable) do + if _entry.alive then + local entry = _entry -- #CSAR.DownedPilot + local name = entry.name + local timestamp = entry.timestamp or 0 + local now = timer.getAbsTime() + if now - timestamp > 17 then -- only check if we\'re not in approach mode, which is iterations of 5 and 10. + self:_CheckWoundedGroupStatus(_sar,name) + end + end + end + end + return self +end + +--- (Internal) Function called after Status() event. +-- @param #CSAR self. +-- @param #string From From state. +-- @param #string Event Event triggered. +-- @param #string To To state. +function CSAR:onafterStatus(From, Event, To) + self:T({From, Event, To}) + -- collect some stats + local NumberOfSARPilots = 0 + for _, _unitName in pairs(self.csarUnits) do + NumberOfSARPilots = NumberOfSARPilots + 1 + end + + local PilotsInFieldN = self:_CountActiveDownedPilots() + + local PilotsBoarded = 0 + for _, _unitName in pairs(self.inTransitGroups) do + for _,_units in pairs(_unitName) do + PilotsBoarded = PilotsBoarded + 1 + end + end + + if self.verbose > 0 then + local text = string.format("%s Active SAR: %d | Downed Pilots in field: %d (max %d) | Pilots boarded: %d | Landings: %d | Pilots rescued: %d", + self.lid,NumberOfSARPilots,PilotsInFieldN,self.maxdownedpilots,PilotsBoarded,self.rescues,self.rescuedpilots) + self:T(text) + if self.verbose < 2 then + self:I(text) + elseif self.verbose > 1 then + self:I(text) + local m = MESSAGE:New(text,"10","Status",true):ToCoalition(self.coalition) + end + end + self:__Status(-20) + return self +end + +--- (Internal) Function called after Stop() event. +-- @param #CSAR self. +-- @param #string From From state. +-- @param #string Event Event triggered. +-- @param #string To To state. +function CSAR:onafterStop(From, Event, To) + self:T({From, Event, To}) + -- event handler + self:UnHandleEvent(EVENTS.Takeoff) + self:UnHandleEvent(EVENTS.Land) + self:UnHandleEvent(EVENTS.Ejection) + self:UnHandleEvent(EVENTS.LandingAfterEjection) -- shagrat + self:UnHandleEvent(EVENTS.PlayerEnterUnit) + self:UnHandleEvent(EVENTS.PlayerEnterAircraft) + self:UnHandleEvent(EVENTS.PilotDead) + self:T(self.lid .. "Stopped.") + return self +end + +--- (Internal) Function called before Approach() event. +-- @param #CSAR self. +-- @param #string From From state. +-- @param #string Event Event triggered. +-- @param #string To To state. +-- @param #string Heliname Name of the helicopter group. +-- @param #string Woundedgroupname Name of the downed pilot\'s group. +function CSAR:onbeforeApproach(From, Event, To, Heliname, Woundedgroupname) + self:T({From, Event, To, Heliname, Woundedgroupname}) + self:_CheckWoundedGroupStatus(Heliname,Woundedgroupname) + return self +end + +--- (Internal) Function called before Boarded() event. +-- @param #CSAR self. +-- @param #string From From state. +-- @param #string Event Event triggered. +-- @param #string To To state. +-- @param #string Heliname Name of the helicopter group. +-- @param #string Woundedgroupname Name of the downed pilot\'s group. +function CSAR:onbeforeBoarded(From, Event, To, Heliname, Woundedgroupname) + self:T({From, Event, To, Heliname, Woundedgroupname}) + self:_ScheduledSARFlight(Heliname,Woundedgroupname) + return self +end + +--- (Internal) Function called before Returning() event. +-- @param #CSAR self. +-- @param #string From From state. +-- @param #string Event Event triggered. +-- @param #string To To state. +-- @param #string Heliname Name of the helicopter group. +-- @param #string Woundedgroupname Name of the downed pilot\'s group. +-- @param #boolean IsAirport True if heli has landed on an AFB (from event land). +function CSAR:onbeforeReturning(From, Event, To, Heliname, Woundedgroupname, IsAirPort) + self:T({From, Event, To, Heliname, Woundedgroupname}) + self:_ScheduledSARFlight(Heliname,Woundedgroupname, IsAirPort) + return self +end + +--- (Internal) Function called before Rescued() event. +-- @param #CSAR self. +-- @param #string From From state. +-- @param #string Event Event triggered. +-- @param #string To To state. +-- @param Wrapper.Unit#UNIT HeliUnit Unit of the helicopter. +-- @param #string HeliName Name of the helicopter group. +-- @param #number PilotsSaved Number of the saved pilots on board when landing. +function CSAR:onbeforeRescued(From, Event, To, HeliUnit, HeliName, PilotsSaved) + self:T({From, Event, To, HeliName, HeliUnit}) + self.rescues = self.rescues + 1 + self.rescuedpilots = self.rescuedpilots + PilotsSaved + return self +end + +--- (Internal) Function called before PilotDown() event. +-- @param #CSAR self. +-- @param #string From From state. +-- @param #string Event Event triggered. +-- @param #string To To state. +-- @param Wrapper.Group#GROUP Group Group object of the downed pilot. +-- @param #number Frequency Beacon frequency in kHz. +-- @param #string Leadername Name of the #UNIT of the downed pilot. +-- @param #string CoordinatesText String of the position of the pilot. Format determined by self.coordtype. +function CSAR:onbeforePilotDown(From, Event, To, Group, Frequency, Leadername, CoordinatesText) + self:T({From, Event, To, Group, Frequency, Leadername, CoordinatesText}) + return self +end +-------------------------------------------------------------------------------------------------------------------------------------------------------------------- +-- End Ops.CSAR +-------------------------------------------------------------------------------------------------------------------------------------------------------------------- + +-- +-- ### [CSAR - Combat Search & Rescue](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/OPS%20-%20CSAR) +-- +-- === +-- +-- **Main Features:** +-- +-- * MOOSE-based Helicopter CSAR Operations for Players. +-- +-- === +-- +-- ### Author: **Applevangelist** (Moose Version), ***Ciribob*** (original), Thanks to: Shadowze, Cammel (testing) +-- @module Ops.CSAR +-- @image OPS_CSAR.jpg + +-- Date: Feb 2022 + +------------------------------------------------------------------------- +--- **CSAR** class, extends Core.Base#BASE, Core.Fsm#FSM +-- @type CSAR +-- @field #string ClassName Name of the class. +-- @field #number verbose Verbosity level. +-- @field #string lid Class id string for output to DCS log file. +-- @field #number coalition Coalition side number, e.g. `coalition.side.RED`. +-- @extends Core.Fsm#FSM + +--- *Combat search and rescue (CSAR) are search and rescue operations that are carried out during war that are within or near combat zones.* (Wikipedia) +-- +-- === +-- +-- ![Banner Image](OPS_CSAR.jpg) +-- +-- # CSAR Concept +-- +-- * MOOSE-based Helicopter CSAR Operations for Players. +-- * Object oriented refactoring of Ciribob\'s fantastic CSAR script. +-- * No need for extra MIST loading. +-- * Additional events to tailor your mission. +-- * Optional SpawnCASEVAC to create casualties without beacon (e.g. handling dead ground vehicles and create CASVAC requests). +-- +-- ## 0. Prerequisites +-- +-- You need to load an .ogg soundfile for the pilot\'s beacons into the mission, e.g. "beacon.ogg", use a once trigger, "sound to country" for that. +-- Create a late-activated single infantry unit as template in the mission editor and name it e.g. "Downed Pilot". +-- +-- ## 1. Basic Setup +-- +-- A basic setup example is the following: +-- +-- -- Instantiate and start a CSAR for the blue side, with template "Downed Pilot" and alias "Luftrettung" +-- local my_csar = CSAR:New(coalition.side.BLUE,"Downed Pilot","Luftrettung") +-- -- options +-- my_csar.immortalcrew = true -- downed pilot spawn is immortal +-- my_csar.invisiblecrew = false -- downed pilot spawn is visible +-- -- start the FSM +-- my_csar:__Start(5) +-- +-- ## 2. Options +-- +-- The following options are available (with their defaults). Only set the ones you want changed: +-- +-- self.allowDownedPilotCAcontrol = false -- Set to false if you don\'t want to allow control by Combined Arms. +-- self.allowFARPRescue = true -- allows pilots to be rescued by landing at a FARP or Airbase. Else MASH only! +-- self.FARPRescueDistance = 1000 -- you need to be this close to a FARP or Airport for the pilot to be rescued. +-- self.autosmoke = false -- automatically smoke a downed pilot\'s location when a heli is near. +-- self.autosmokedistance = 1000 -- distance for autosmoke +-- self.coordtype = 1 -- Use Lat/Long DDM (0), Lat/Long DMS (1), MGRS (2), Bullseye imperial (3) or Bullseye metric (4) for coordinates. +-- self.csarOncrash = false -- (WIP) If set to true, will generate a downed pilot when a plane crashes as well. +-- self.enableForAI = false -- set to false to disable AI pilots from being rescued. +-- self.pilotRuntoExtractPoint = true -- Downed pilot will run to the rescue helicopter up to self.extractDistance in meters. +-- self.extractDistance = 500 -- Distance the downed pilot will start to run to the rescue helicopter. +-- self.immortalcrew = true -- Set to true to make wounded crew immortal. +-- self.invisiblecrew = false -- Set to true to make wounded crew insvisible. +-- self.loadDistance = 75 -- configure distance for pilots to get into helicopter in meters. +-- self.mashprefix = {"MASH"} -- prefixes of #GROUP objects used as MASHes. +-- self.max_units = 6 -- max number of pilots that can be carried if #CSAR.AircraftType is undefined. +-- self.messageTime = 15 -- Time to show messages for in seconds. Doubled for long messages. +-- self.radioSound = "beacon.ogg" -- the name of the sound file to use for the pilots\' radio beacons. +-- self.smokecolor = 4 -- Color of smokemarker, 0 is green, 1 is red, 2 is white, 3 is orange and 4 is blue. +-- self.useprefix = true -- Requires CSAR helicopter #GROUP names to have the prefix(es) defined below. +-- self.csarPrefix = { "helicargo", "MEDEVAC"} -- #GROUP name prefixes used for useprefix=true - DO NOT use # in helicopter names in the Mission Editor! +-- self.verbose = 0 -- set to > 1 for stats output for debugging. +-- -- (added 0.1.4) limit amount of downed pilots spawned by **ejection** events +-- self.limitmaxdownedpilots = true +-- self.maxdownedpilots = 10 +-- -- (added 0.1.8) - allow to set far/near distance for approach and optionally pilot must open doors +-- self.approachdist_far = 5000 -- switch do 10 sec interval approach mode, meters +-- self.approachdist_near = 3000 -- switch to 5 sec interval approach mode, meters +-- self.pilotmustopendoors = false -- switch to true to enable check of open doors +-- -- (added 0.1.9) +-- self.suppressmessages = false -- switch off all messaging if you want to do your own +-- -- (added 0.1.11) +-- self.rescuehoverheight = 20 -- max height for a hovering rescue in meters +-- self.rescuehoverdistance = 10 -- max distance for a hovering rescue in meters +-- -- (added 0.1.12) +-- -- Country codes for spawned pilots +-- self.countryblue= country.id.USA +-- self.countryred = country.id.RUSSIA +-- self.countryneutral = country.id.UN_PEACEKEEPERS +-- +-- ## 2.1 Experimental Features +-- +-- WARNING - Here\'ll be dragons! +-- DANGER - For this to work you need to de-sanitize your mission environment (all three entries) in \Scripts\MissionScripting.lua +-- Needs SRS => 1.9.6 to work (works on the **server** side of SRS) +-- self.useSRS = false -- Set true to use FF\'s SRS integration +-- self.SRSPath = "E:\\Progra~1\\DCS-SimpleRadio-Standalone\\" -- adjust your own path in your SRS installation -- server(!) +-- self.SRSchannel = 300 -- radio channel +-- self.SRSModulation = radio.modulation.AM -- modulation +-- -- +-- self.csarUsePara = false -- If set to true, will use the LandingAfterEjection Event instead of Ejection --shagrat +-- self.wetfeettemplate = "man in floating thingy" -- if you use a mod to have a pilot in a rescue float, put the template name in here for wet feet spawns. Note: in conjunction with csarUsePara this might create dual ejected pilots in edge cases. +-- +-- ## 3. Results +-- +-- Number of successful landings with save pilots and aggregated number of saved pilots is stored in these variables in the object: +-- +-- self.rescues -- number of successful landings *with* saved pilots +-- self.rescuedpilots -- aggregated number of pilots rescued from the field (of *all* players) +-- +-- ## 4. Events +-- +-- The class comes with a number of FSM-based events that missions designers can use to shape their mission. +-- These are: +-- +-- ### 4.1. PilotDown. +-- +-- The event is triggered when a new downed pilot is detected. Use e.g. `function my_csar:OnAfterPilotDown(...)` to link into this event: +-- +-- function my_csar:OnAfterPilotDown(from, event, to, spawnedgroup, frequency, groupname, coordinates_text) +-- ... your code here ... +-- end +-- +-- ### 4.2. Approach. +-- +-- A CSAR helicpoter is closing in on a downed pilot. Use e.g. `function my_csar:OnAfterApproach(...)` to link into this event: +-- +-- function my_csar:OnAfterApproach(from, event, to, heliname, groupname) +-- ... your code here ... +-- end +-- +-- ### 4.3. Boarded. +-- +-- The pilot has been boarded to the helicopter. Use e.g. `function my_csar:OnAfterBoarded(...)` to link into this event: +-- +-- function my_csar:OnAfterBoarded(from, event, to, heliname, groupname) +-- ... your code here ... +-- end +-- +-- ### 4.4. Returning. +-- +-- The CSAR helicopter is ready to return to an Airbase, FARP or MASH. Use e.g. `function my_csar:OnAfterReturning(...)` to link into this event: +-- +-- function my_csar:OnAfterReturning(from, event, to, heliname, groupname) +-- ... your code here ... +-- end +-- +-- ### 4.5. Rescued. +-- +-- The CSAR helicopter has landed close to an Airbase/MASH/FARP and the pilots are safe. Use e.g. `function my_csar:OnAfterRescued(...)` to link into this event: +-- +-- function my_csar:OnAfterRescued(from, event, to, heliunit, heliname, pilotssaved) +-- ... your code here ... +-- end +-- +-- ## 5. Spawn downed pilots at location to be picked up. +-- +-- If missions designers want to spawn downed pilots into the field, e.g. at mission begin to give the helicopter guys works, they can do this like so: +-- +-- -- Create downed "Pilot Wagner" in #ZONE "CSAR_Start_1" at a random point for the blue coalition +-- my_csar:SpawnCSARAtZone( "CSAR_Start_1", coalition.side.BLUE, "Pilot Wagner", true ) +-- +-- --Create a casualty and CASEVAC request from a "Point" (VEC2) for the blue coalition --shagrat +-- my_csar:SpawnCASEVAC(Point, coalition.side.BLUE) +-- +-- @field #CSAR +CSAR = { + ClassName = "CSAR", + verbose = 0, + lid = "", + coalition = 1, + coalitiontxt = "blue", + FreeVHFFrequencies = {}, + UsedVHFFrequencies = {}, + takenOff = {}, + csarUnits = {}, -- table of unit names + downedPilots = {}, + woundedGroups = {}, + landedStatus = {}, + addedTo = {}, + woundedGroups = {}, -- contains the new group of units + inTransitGroups = {}, -- contain a table for each SAR with all units he has with the original names + smokeMarkers = {}, -- tracks smoke markers for groups + heliVisibleMessage = {}, -- tracks if the first message has been sent of the heli being visible + heliCloseMessage = {}, -- tracks heli close message ie heli < 500m distance + max_units = 6, --number of pilots that can be carried + hoverStatus = {}, -- tracks status of a helis hover above a downed pilot + pilotDisabled = {}, -- tracks what aircraft a pilot is disabled for + pilotLives = {}, -- tracks how many lives a pilot has + useprefix = true, -- Use the Prefixed defined below, Requires Unit have the Prefix defined below + csarPrefix = {}, + template = nil, + mash = {}, + smokecolor = 4, + rescues = 0, + rescuedpilots = 0, + limitmaxdownedpilots = true, + maxdownedpilots = 10, +} + +--- Downed pilots info. +-- @type CSAR.DownedPilot +-- @field #number index Pilot index. +-- @field #string name Name of the spawned group. +-- @field #number side Coalition. +-- @field #string originalUnit Name of the original unit. +-- @field #string desc Description. +-- @field #string typename Typename of Unit. +-- @field #number frequency Frequency of the NDB. +-- @field #string player Player name if applicable. +-- @field Wrapper.Group#GROUP group Spawned group object. +-- @field #number timestamp Timestamp for approach process. +-- @field #boolean alive Group is alive or dead/rescued. +-- @field #boolean wetfeet Group is spawned over (deep) water. + +--- All slot / Limit settings +-- @type CSAR.AircraftType +-- @field #string typename Unit type name. +CSAR.AircraftType = {} -- Type and limit +CSAR.AircraftType["SA342Mistral"] = 2 +CSAR.AircraftType["SA342Minigun"] = 2 +CSAR.AircraftType["SA342L"] = 4 +CSAR.AircraftType["SA342M"] = 4 +CSAR.AircraftType["UH-1H"] = 8 +CSAR.AircraftType["Mi-8MTV2"] = 12 +CSAR.AircraftType["Mi-8MT"] = 12 +CSAR.AircraftType["Mi-24P"] = 8 +CSAR.AircraftType["Mi-24V"] = 8 +CSAR.AircraftType["Bell-47"] = 2 +CSAR.AircraftType["UH-60L"] = 10 + +--- CSAR class version. +-- @field #string version +CSAR.version="1.0.4a" + +------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- +-- ToDo list +------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- + +-- DONE: SRS Integration (to be tested) +-- TODO: Maybe - add option to smoke/flare closest MASH +-- TODO: shagrat Add cargoWeight to helicopter when pilot boarded +------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- +-- Constructor +------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- + +--- Create a new CSAR object and start the FSM. +-- @param #CSAR self +-- @param #number Coalition Coalition side. Can also be passed as a string "red", "blue" or "neutral". +-- @param #string Template Name of the late activated infantry unit standing in for the downed pilot. +-- @param #string Alias An *optional* alias how this object is called in the logs etc. +-- @return #CSAR self +function CSAR:New(Coalition, Template, Alias) + + -- Inherit everything from FSM class. + local self=BASE:Inherit(self, FSM:New()) -- #CSAR + + --set Coalition + if Coalition and type(Coalition)=="string" then + if Coalition=="blue" then + self.coalition=coalition.side.BLUE + self.coalitiontxt = Coalition + elseif Coalition=="red" then + self.coalition=coalition.side.RED + self.coalitiontxt = Coalition + elseif Coalition=="neutral" then + self.coalition=coalition.side.NEUTRAL + self.coalitiontxt = Coalition + else + self:E("ERROR: Unknown coalition in CSAR!") + end + else + self.coalition = Coalition + self.coalitiontxt = string.lower(UTILS.GetCoalitionName(self.coalition)) + end + + -- Set alias. + if Alias then + self.alias=tostring(Alias) + else + self.alias="Red Cross" + if self.coalition then + if self.coalition==coalition.side.RED then + self.alias="IFRC" + elseif self.coalition==coalition.side.BLUE then + self.alias="CSAR" + end + end + end + + -- Set some string id for output to DCS.log file. + self.lid=string.format("%s (%s) | ", self.alias, self.coalition and UTILS.GetCoalitionName(self.coalition) or "unknown") + + -- Start State. + self:SetStartState("Stopped") + + -- Add FSM transitions. + -- From State --> Event --> To State + self:AddTransition("Stopped", "Start", "Running") -- Start FSM. + self:AddTransition("*", "Status", "*") -- CSAR status update. + self:AddTransition("*", "PilotDown", "*") -- Downed Pilot added + self:AddTransition("*", "Approach", "*") -- CSAR heli closing in. + self:AddTransition("*", "Boarded", "*") -- Pilot boarded. + self:AddTransition("*", "Returning", "*") -- CSAR able to return to base. + self:AddTransition("*", "Rescued", "*") -- Pilot at MASH. + self:AddTransition("*", "KIA", "*") -- Pilot killed in action. + self:AddTransition("*", "Stop", "Stopped") -- Stop FSM. + + -- tables, mainly for tracking actions + self.addedTo = {} + self.allheligroupset = {} -- GROUP_SET of all helis + self.csarUnits = {} -- table of CSAR unit names + self.FreeVHFFrequencies = {} + self.heliVisibleMessage = {} -- tracks if the first message has been sent of the heli being visible + self.heliCloseMessage = {} -- tracks heli close message ie heli < 500m distance + self.hoverStatus = {} -- tracks status of a helis hover above a downed pilot + self.inTransitGroups = {} -- contain a table for each SAR with all units he has with the original names + self.landedStatus = {} + self.lastCrash = {} + self.takenOff = {} + self.smokeMarkers = {} -- tracks smoke markers for groups + self.UsedVHFFrequencies = {} + self.woundedGroups = {} -- contains the new group of units + self.downedPilots = {} -- Replacement woundedGroups + self.downedpilotcounter = 1 + + -- settings, counters etc + self.rescues = 0 -- counter for successful rescue landings at FARP/AFB/MASH + self.rescuedpilots = 0 -- counter for saved pilots + self.csarOncrash = false -- If set to true, will generate a csar when a plane crashes as well. + self.allowDownedPilotCAcontrol = false -- Set to false if you don\'t want to allow control by Combined arms. + self.enableForAI = false -- set to false to disable AI units from being rescued. + self.smokecolor = 4 -- Color of smokemarker for blue side, 0 is green, 1 is red, 2 is white, 3 is orange and 4 is blue + self.coordtype = 2 -- Use Lat/Long DDM (0), Lat/Long DMS (1), MGRS (2), Bullseye imperial (3) or Bullseye metric (4) for coordinates. + self.immortalcrew = true -- Set to true to make wounded crew immortal + self.invisiblecrew = false -- Set to true to make wounded crew insvisible + self.messageTime = 15 -- Time to show longer messages for in seconds + self.pilotRuntoExtractPoint = true -- Downed Pilot will run to the rescue helicopter up to self.extractDistance METERS + self.loadDistance = 75 -- configure distance for pilot to get in helicopter in meters. + self.extractDistance = 500 -- Distance the Downed pilot will run to the rescue helicopter + self.loadtimemax = 135 -- seconds + self.radioSound = "beacon.ogg" -- the name of the sound file to use for the Pilot radio beacons. If this isnt added to the mission BEACONS WONT WORK! + self.beaconRefresher = 29 -- seconds + self.allowFARPRescue = true --allows pilot to be rescued by landing at a FARP or Airbase + self.FARPRescueDistance = 1000 -- you need to be this close to a FARP or Airport for the pilot to be rescued. + self.max_units = 6 --max number of pilots that can be carried + self.useprefix = true -- Use the Prefixed defined below, Requires Unit have the Prefix defined below + self.csarPrefix = { "helicargo", "MEDEVAC"} -- prefixes used for useprefix=true - DON\'T use # in names! + self.template = Template or "generic" -- template for downed pilot + self.mashprefix = {"MASH"} -- prefixes used to find MASHes + + self.autosmoke = false -- automatically smoke location when heli is near + self.autosmokedistance = 2000 -- distance for autosmoke + -- added 0.1.4 + self.limitmaxdownedpilots = true + self.maxdownedpilots = 25 + -- generate Frequencies + self:_GenerateVHFrequencies() + -- added 0.1.8 + self.approachdist_far = 5000 -- switch do 10 sec interval approach mode, meters + self.approachdist_near = 3000 -- switch to 5 sec interval approach mode, meters + self.pilotmustopendoors = false -- switch to true to enable check on open doors + self.suppressmessages = false + + -- added 0.1.11r1 + self.rescuehoverheight = 20 + self.rescuehoverdistance = 10 + + -- added 0.1.12 + self.countryblue= country.id.USA + self.countryred = country.id.RUSSIA + self.countryneutral = country.id.UN_PEACEKEEPERS + + -- added 0.1.3 + self.csarUsePara = false -- shagrat set to true, will use the LandingAfterEjection Event instead of Ejection + + -- added 0.1.4 + self.wetfeettemplate = nil + self.usewetfeet = false + + -- WARNING - here\'ll be dragons + -- for this to work you need to de-sanitize your mission environment in \Scripts\MissionScripting.lua + -- needs SRS => 1.9.6 to work (works on the *server* side) + self.useSRS = false -- Use FF\'s SRS integration + self.SRSPath = "E:\\Progra~1\\DCS-SimpleRadio-Standalone\\" -- adjust your own path in your server(!) + self.SRSchannel = 300 -- radio channel + self.SRSModulation = radio.modulation.AM -- modulation + + ------------------------ + --- Pseudo Functions --- + ------------------------ + + --- Triggers the FSM event "Start". Starts the CSAR. Initializes parameters and starts event handlers. + -- @function [parent=#CSAR] Start + -- @param #CSAR self + + --- Triggers the FSM event "Start" after a delay. Starts the CSAR. Initializes parameters and starts event handlers. + -- @function [parent=#CSAR] __Start + -- @param #CSAR self + -- @param #number delay Delay in seconds. + + --- Triggers the FSM event "Stop". Stops the CSAR and all its event handlers. + -- @param #CSAR self + + --- Triggers the FSM event "Stop" after a delay. Stops the CSAR and all its event handlers. + -- @function [parent=#CSAR] __Stop + -- @param #CSAR self + -- @param #number delay Delay in seconds. + + --- Triggers the FSM event "Status". + -- @function [parent=#CSAR] Status + -- @param #CSAR self + + --- Triggers the FSM event "Status" after a delay. + -- @function [parent=#CSAR] __Status + -- @param #CSAR self + -- @param #number delay Delay in seconds. + + --- On After "PilotDown" event. Downed Pilot detected. + -- @function [parent=#CSAR] OnAfterPilotDown + -- @param #CSAR self + -- @param #string From From state. + -- @param #string Event Event. + -- @param #string To To state. + -- @param Wrapper.Group#GROUP Group Group object of the downed pilot. + -- @param #number Frequency Beacon frequency in kHz. + -- @param #string Leadername Name of the #UNIT of the downed pilot. + -- @param #string CoordinatesText String of the position of the pilot. Format determined by self.coordtype. + + --- On After "Aproach" event. Heli close to downed Pilot. + -- @function [parent=#CSAR] OnAfterApproach + -- @param #CSAR self + -- @param #string From From state. + -- @param #string Event Event. + -- @param #string To To state. + -- @param #string Heliname Name of the helicopter group. + -- @param #string Woundedgroupname Name of the downed pilot\'s group. + + --- On After "Boarded" event. Downed pilot boarded heli. + -- @function [parent=#CSAR] OnAfterBoarded + -- @param #CSAR self + -- @param #string From From state. + -- @param #string Event Event. + -- @param #string To To state. + -- @param #string Heliname Name of the helicopter group. + -- @param #string Woundedgroupname Name of the downed pilot\'s group. + + --- On After "Returning" event. Heli can return home with downed pilot(s). + -- @function [parent=#CSAR] OnAfterReturning + -- @param #CSAR self + -- @param #string From From state. + -- @param #string Event Event. + -- @param #string To To state. + -- @param #string Heliname Name of the helicopter group. + -- @param #string Woundedgroupname Name of the downed pilot\'s group. + + --- On After "Rescued" event. Pilot(s) have been brought to the MASH/FARP/AFB. + -- @function [parent=#CSAR] OnAfterRescued + -- @param #CSAR self + -- @param #string From From state. + -- @param #string Event Event. + -- @param #string To To state. + -- @param Wrapper.Unit#UNIT HeliUnit Unit of the helicopter. + -- @param #string HeliName Name of the helicopter group. + -- @param #number PilotsSaved Number of the saved pilots on board when landing. + + --- On After "KIA" event. Pilot is dead. + -- @function [parent=#CSAR] OnAfterKIA + -- @param #CSAR self + -- @param #string From From state. + -- @param #string Event Event. + -- @param #string To To state. + -- @param #string Pilotname Name of the pilot KIA. + + return self +end + +------------------------ +--- Helper Functions --- +------------------------ + +--- (Internal) Function to insert downed pilot tracker object. +-- @param #CSAR self +-- @param Wrapper.Group#GROUP Group The #GROUP object +-- @param #string Groupname Name of the spawned group. +-- @param #number Side Coalition. +-- @param #string OriginalUnit Name of original Unit. +-- @param #string Description Descriptive text. +-- @param #string Typename Typename of unit. +-- @param #number Frequency Frequency of the NDB in Hz +-- @param #string Playername Name of Player (if applicable) +-- @param #boolean Wetfeet Ejected over water +-- @return #CSAR self. +function CSAR:_CreateDownedPilotTrack(Group,Groupname,Side,OriginalUnit,Description,Typename,Frequency,Playername,Wetfeet) + self:T({"_CreateDownedPilotTrack",Groupname,Side,OriginalUnit,Description,Typename,Frequency,Playername}) + + -- create new entry + local DownedPilot = {} -- #CSAR.DownedPilot + DownedPilot.desc = Description or "" + DownedPilot.frequency = Frequency or 0 + DownedPilot.index = self.downedpilotcounter + DownedPilot.name = Groupname or "" + DownedPilot.originalUnit = OriginalUnit or "" + DownedPilot.player = Playername or "" + DownedPilot.side = Side or 0 + DownedPilot.typename = Typename or "" + DownedPilot.group = Group + DownedPilot.timestamp = 0 + DownedPilot.alive = true + DownedPilot.wetfeet = Wetfeet or false + + -- Add Pilot + local PilotTable = self.downedPilots + local counter = self.downedpilotcounter + PilotTable[counter] = {} + PilotTable[counter] = DownedPilot + self:T({Table=PilotTable}) + self.downedPilots = PilotTable + -- Increase counter + self.downedpilotcounter = self.downedpilotcounter+1 + return self +end + +--- (Internal) Count pilots on board. +-- @param #CSAR self +-- @param #string _heliName +-- @return #number count +function CSAR:_PilotsOnboard(_heliName) + self:T(self.lid .. " _PilotsOnboard") + local count = 0 + if self.inTransitGroups[_heliName] then + for _, _group in pairs(self.inTransitGroups[_heliName]) do + count = count + 1 + end + end + return count +end + +--- (Internal) Function to check for dupe eject events. +-- @param #CSAR self +-- @param #string _unitname Name of unit. +-- @return #boolean Outcome +function CSAR:_DoubleEjection(_unitname) + if self.lastCrash[_unitname] then + local _time = self.lastCrash[_unitname] + if timer.getTime() - _time < 10 then + self:E(self.lid.."Caught double ejection!") + return true + end + end + self.lastCrash[_unitname] = timer.getTime() + return false +end + +--- (Internal) Spawn a downed pilot +-- @param #CSAR self +-- @param #number country Country for template. +-- @param Core.Point#COORDINATE point Coordinate to spawn at. +-- @param #number frequency Frequency of the pilot's beacon +-- @param #boolean wetfeet Spawn is over water +-- @return Wrapper.Group#GROUP group The #GROUP object. +-- @return #string alias The alias name. +function CSAR:_SpawnPilotInField(country,point,frequency,wetfeet) + self:T({country,point,frequency,tostring(wetfeet)}) + local freq = frequency or 1000 + local freq = freq / 1000 -- kHz + for i=1,10 do + math.random(i,10000) + end + if point:IsSurfaceTypeWater() or wetfeet then + point.y = 0 + end + local template = self.template + if self.usewetfeet and wetfeet then + template = self.wetfeettemplate + end + local alias = string.format("Pilot %.2fkHz-%d", freq, math.random(1,99)) + local coalition = self.coalition + local pilotcacontrol = self.allowDownedPilotCAcontrol -- Switch AI on/oof - is this really correct for CA? + local _spawnedGroup = SPAWN + :NewWithAlias(template,alias) + :InitCoalition(coalition) + :InitCountry(country) + :InitAIOnOff(pilotcacontrol) + :InitDelayOff() + :SpawnFromCoordinate(point) + + return _spawnedGroup, alias -- Wrapper.Group#GROUP object +end + +--- (Internal) Add options to a downed pilot +-- @param #CSAR self +-- @param Wrapper.Group#GROUP group Group to use. +function CSAR:_AddSpecialOptions(group) + self:T(self.lid.." _AddSpecialOptions") + self:T({group}) + + local immortalcrew = self.immortalcrew + local invisiblecrew = self.invisiblecrew + if immortalcrew then + local _setImmortal = { + id = 'SetImmortal', + params = { + value = true + } + } + group:SetCommand(_setImmortal) + end + + if invisiblecrew then + local _setInvisible = { + id = 'SetInvisible', + params = { + value = true + } + } + group:SetCommand(_setInvisible) + end + + group:OptionAlarmStateGreen() + group:OptionROEHoldFire() + return self +end + +--- (Internal) Function to spawn a CSAR object into the scene. +-- @param #CSAR self +-- @param #number _coalition Coalition +-- @param DCS#country.id _country Country ID +-- @param Core.Point#COORDINATE _point Coordinate +-- @param #string _typeName Typename +-- @param #string _unitName Unitname +-- @param #string _playerName Playername +-- @param #number _freq Frequency +-- @param #boolean noMessage +-- @param #string _description Description +-- @param #boolean forcedesc Use the description only for the pilot track entry +function CSAR:_AddCsar(_coalition , _country, _point, _typeName, _unitName, _playerName, _freq, noMessage, _description, forcedesc ) + self:T(self.lid .. " _AddCsar") + self:T({_coalition , _country, _point, _typeName, _unitName, _playerName, _freq, noMessage, _description}) + + local template = self.template + local wetfeet = false + + local surface = _point:GetSurfaceType() + if surface == land.SurfaceType.WATER then + wetfeet = true + end + + if not _freq then + _freq = self:_GenerateADFFrequency() + if not _freq then _freq = 333000 end --noob catch + end + + local _spawnedGroup, _alias = self:_SpawnPilotInField(_country,_point,_freq,wetfeet) + + local _typeName = _typeName or "Pilot" + + if not noMessage then + if _freq ~= 0 then --shagrat different CASEVAC msg + self:_DisplayToAllSAR("MAYDAY MAYDAY! " .. _typeName .. " is down. ", self.coalition, self.messageTime) + else + self:_DisplayToAllSAR("Troops In Contact. " .. _typeName .. " requests CASEVAC. ", self.coalition, self.messageTime) + end + end + + if (_freq and _freq ~= 0) then --shagrat only add beacon if _freq is NOT 0 + self:_AddBeaconToGroup(_spawnedGroup, _freq) + end + + self:_AddSpecialOptions(_spawnedGroup) + + local _text = _description + if not forcedesc then + if _playerName ~= nil then + if _freq ~= 0 then --shagrat + _text = "Pilot " .. _playerName + else + _text = "TIC - " .. _playerName + end + elseif _unitName ~= nil then + if _freq ~= 0 then --shagrat + _text = "AI Pilot of " .. _unitName + else + _text = "TIC - " .. _unitName + end + end + end + self:T({_spawnedGroup, _alias}) + + local _GroupName = _spawnedGroup:GetName() or _alias + + self:_CreateDownedPilotTrack(_spawnedGroup,_GroupName,_coalition,_unitName,_text,_typeName,_freq,_playerName,wetfeet) + + self:_InitSARForPilot(_spawnedGroup, _unitName, _freq, noMessage) --shagrat use unitName to have the aircraft callsign / descriptive "name" etc. + + return self +end + +--- (Internal) Function to add a CSAR object into the scene at a zone coordinate. For mission designers wanting to add e.g. PoWs to the scene. +-- @param #CSAR self +-- @param #string _zone Name of the zone. Can also be passed as a (normal, round) ZONE object. +-- @param #number _coalition Coalition. +-- @param #string _description (optional) Description. +-- @param #boolean _randomPoint (optional) Random yes or no. +-- @param #boolean _nomessage (optional) If true, don\'t send a message to SAR. +-- @param #string unitname (optional) Name of the lost unit. +-- @param #string typename (optional) Type of plane. +-- @param #boolean forcedesc (optional) Force to use the description passed only for the pilot track entry. Use to have fully custom names. +function CSAR:_SpawnCsarAtZone( _zone, _coalition, _description, _randomPoint, _nomessage, unitname, typename, forcedesc) + self:T(self.lid .. " _SpawnCsarAtZone") + local freq = self:_GenerateADFFrequency() + + local _triggerZone = nil + if type(_zone) == "string" then + _triggerZone = ZONE:New(_zone) -- trigger to use as reference position + elseif type(_zone) == "table" and _zone.ClassName then + if string.find(_zone.ClassName, "ZONE",1) then + _triggerZone = _zone -- is already a zone + end + end + + if _triggerZone == nil then + self:E(self.lid.."ERROR: Can\'t find zone called " .. _zone, 10) + return + end + + local _description = _description or "PoW" + local unitname = unitname or "Old Rusty" + local typename = typename or "Phantom II" + + local pos = {} + if _randomPoint then + local _pos = _triggerZone:GetRandomPointVec3() + pos = COORDINATE:NewFromVec3(_pos) + else + pos = _triggerZone:GetCoordinate() + end + + local _country = 0 + if _coalition == coalition.side.BLUE then + _country = self.countryblue + elseif _coalition == coalition.side.RED then + _country = self.countryred + else + _country = self.countryneutral + end + + self:_AddCsar(_coalition, _country, pos, typename, unitname, _description, freq, _nomessage, _description, forcedesc) + + return self +end + +--- Function to add a CSAR object into the scene at a zone coordinate. For mission designers wanting to add e.g. PoWs to the scene. +-- @param #CSAR self +-- @param #string Zone Name of the zone. Can also be passed as a (normal, round) ZONE object. +-- @param #number Coalition Coalition. +-- @param #string Description (optional) Description. +-- @param #boolean RandomPoint (optional) Random yes or no. +-- @param #boolean Nomessage (optional) If true, don\'t send a message to SAR. +-- @param #string Unitname (optional) Name of the lost unit. +-- @param #string Typename (optional) Type of plane. +-- @param #boolean Forcedesc (optional) Force to use the **description passed only** for the pilot track entry. Use to have fully custom names. +-- @usage If missions designers want to spawn downed pilots into the field, e.g. at mission begin, to give the helicopter guys work, they can do this like so: +-- +-- -- Create downed "Pilot Wagner" in #ZONE "CSAR_Start_1" at a random point for the blue coalition +-- my_csar:SpawnCSARAtZone( "CSAR_Start_1", coalition.side.BLUE, "Wagner", true, false, "Charly-1-1", "F5E" ) +function CSAR:SpawnCSARAtZone(Zone, Coalition, Description, RandomPoint, Nomessage, Unitname, Typename, Forcedesc) + self:_SpawnCsarAtZone(Zone, Coalition, Description, RandomPoint, Nomessage, Unitname, Typename, Forcedesc) + return self +end + +--- (Internal) Function to add a CSAR object into the scene at a Point coordinate (VEC_2). For mission designers wanting to add e.g. casualties to the scene, that don't use beacons. +-- @param #CSAR self +-- @param #string _Point a POINT_VEC2. +-- @param #number _coalition Coalition. +-- @param #string _description (optional) Description. +-- @param #boolean _nomessage (optional) If true, don\'t send a message to SAR. +-- @param #string unitname (optional) Name of the lost unit. +-- @param #string typename (optional) Type of plane. +-- @param #boolean forcedesc (optional) Force to use the description passed only for the pilot track entry. Use to have fully custom names. +function CSAR:_SpawnCASEVAC( _Point, _coalition, _description, _nomessage, unitname, typename, forcedesc) --shagrat added internal Function _SpawnCASEVAC + self:T(self.lid .. " _SpawnCASEVAC") + + local _description = _description or "CASEVAC" + local unitname = unitname or "CASEVAC" + local typename = typename or "Ground Commander" + + local pos = {} + pos = _Point + + local _country = 0 + if _coalition == coalition.side.BLUE then + _country = self.countryblue + elseif _coalition == coalition.side.RED then + _country = self.countryred + else + _country = self.countryneutral + end + --shagrat set frequency to 0 as "flag" for no beacon + self:_AddCsar(_coalition, _country, pos, typename, unitname, _description, 0, _nomessage, _description, forcedesc) + + return self +end + +--- Function to add a CSAR object into the scene at a zone coordinate. For mission designers wanting to add e.g. PoWs to the scene. +-- @param #CSAR self +-- @param #string Point a POINT_VEC2. +-- @param #number Coalition Coalition. +-- @param #string Description (optional) Description. +-- @param #boolean addBeacon (optional) yes or no. +-- @param #boolean Nomessage (optional) If true, don\'t send a message to SAR. +-- @param #string Unitname (optional) Name of the lost unit. +-- @param #string Typename (optional) Type of plane. +-- @param #boolean Forcedesc (optional) Force to use the **description passed only** for the pilot track entry. Use to have fully custom names. +-- @usage If missions designers want to spawn downed pilots into the field, e.g. at mission begin, to give the helicopter guys work, they can do this like so: +-- +-- -- Create casualty "CASEVAC" at Point #POINT_VEC2 for the blue coalition. +-- my_csar:SpawnCASEVAC( POINT_VEC2, coalition.side.BLUE ) +function CSAR:SpawnCASEVAC(Point, Coalition, Description, Nomessage, Unitname, Typename, Forcedesc) + self:_SpawnCASEVAC(Point, Coalition, Description, Nomessage, Unitname, Typename, Forcedesc) + return self +end --shagrat end added CASEVAC + +--- (Internal) Event handler. +-- @param #CSAR self +function CSAR:_EventHandler(EventData) + self:T(self.lid .. " _EventHandler") + self:T({Event = EventData.id}) + + local _event = EventData -- Core.Event#EVENTDATA + + -- no Player + if self.enableForAI == false and _event.IniPlayerName == nil then + return + end + + -- no event + if _event == nil or _event.initiator == nil then + return false + + -- take off + elseif _event.id == EVENTS.Takeoff then -- taken off + self:T(self.lid .. " Event unit - Takeoff") + + local _coalition = _event.IniCoalition + if _coalition ~= self.coalition then + return --ignore! + end + + if _event.IniGroupName then + self.takenOff[_event.IniUnitName] = true + end + + return true + + -- player enter unit + elseif _event.id == EVENTS.PlayerEnterAircraft or _event.id == EVENTS.PlayerEnterUnit then --player entered unit + self:T(self.lid .. " Event unit - Player Enter") + + local _coalition = _event.IniCoalition + if _coalition ~= self.coalition then + return --ignore! + end + + if _event.IniPlayerName then + self.takenOff[_event.IniPlayerName] = nil + end + + local _unit = _event.IniUnit + local _group = _event.IniGroup + if _unit:IsHelicopter() or _group:IsHelicopter() then + self:_AddMedevacMenuItem() + end + + return true + + elseif (_event.id == EVENTS.PilotDead and self.csarOncrash == false) then + -- Pilot dead + + self:T(self.lid .. " Event unit - Pilot Dead") + + local _unit = _event.IniUnit + local _unitname = _event.IniUnitName + local _group = _event.IniGroup + + if _unit == nil then + return -- error! + end + + local _coalition = _event.IniCoalition + if _coalition ~= self.coalition then + return --ignore! + end + + -- Catch multiple events here? + if self.takenOff[_event.IniUnitName] == true or _group:IsAirborne() then + if self:_DoubleEjection(_unitname) then + return + end + + else + self:T(self.lid .. " Pilot has not taken off, ignore") + end + + return + + elseif _event.id == EVENTS.PilotDead or _event.id == EVENTS.Ejection then + if _event.id == EVENTS.PilotDead and self.csarOncrash == false then + return + end + self:T(self.lid .. " Event unit - Pilot Ejected") + + local _unit = _event.IniUnit + local _unitname = _event.IniUnitName + local _group = _event.IniGroup + + if _unit == nil then + return -- error! + end + + local _coalition = _unit:GetCoalition() + if _coalition ~= self.coalition then + return --ignore! + end + + if not self.takenOff[_event.IniUnitName] and not _group:IsAirborne() then + self:T(self.lid .. " Pilot has not taken off, ignore") + return -- give up, pilot hasnt taken off + end + + if self:_DoubleEjection(_unitname) then + return + end + + -- limit no of pilots in the field. + if self.limitmaxdownedpilots and self:_ReachedPilotLimit() then + return + end + + + -- TODO: Over water check --- EVENTS.LandingAfterEjection NOT triggered by DCS, so handle csarUsePara = true case + -- might create dual pilots in edge cases + + local wetfeet = false + + local surface = _unit:GetCoordinate():GetSurfaceType() + if surface == land.SurfaceType.WATER then + wetfeet = true + end + -- all checks passed, get going. + if self.csarUsePara == false or (self.csarUsePara and wetfeet ) then --shagrat check parameter LandingAfterEjection, if true don't spawn a Pilot from EJECTION event, wait for the Chute to land local _freq = self:_GenerateADFFrequency() self:_AddCsar(_coalition, _unit:GetCountry(), _unit:GetCoordinate() , _unit:GetTypeName(), _unit:GetName(), _event.IniPlayerName, _freq, false, "none") return true