mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
commit
6c342ef910
@ -5810,6 +5810,7 @@ function WAREHOUSE:_SpawnAssetRequest(Request)
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-- Now we try to find all parking spots for all cargo groups in advance. Due to the for loop, the parking spots do not get updated while spawning.
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local Parking={}
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if Request.cargocategory==Group.Category.AIRPLANE or Request.cargocategory==Group.Category.HELICOPTER then
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--TODO: Check for airstart. Should be a request property.
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Parking=self:_FindParkingForAssets(self.airbase, cargoassets) or {}
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end
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@ -6069,7 +6070,9 @@ function WAREHOUSE:_SpawnAssetAircraft(alias, asset, request, parking, uncontrol
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end
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if self.Debug then
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coord:MarkToAll(string.format("Spawnplace unit %s terminal %d.", unit.name, terminal))
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local text=string.format("Spawnplace unit %s terminal %d.", unit.name, terminal)
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coord:MarkToAll(text)
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env.info(text)
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end
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unit.x=coord.x
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@ -7374,6 +7377,7 @@ function WAREHOUSE:_CheckRequestNow(request)
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local _transports
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local _assetattribute
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local _assetcategory
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local _assetairstart=false
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-- Check if at least one (cargo) asset is available.
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if _nassets>0 then
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@ -7381,21 +7385,28 @@ function WAREHOUSE:_CheckRequestNow(request)
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-- Get the attibute of the requested asset.
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_assetattribute=_assets[1].attribute
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_assetcategory=_assets[1].category
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_assetairstart=_assets[1].takeoffType and _assets[1].takeoffType==COORDINATE.WaypointType.TurningPoint or false
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-- Check available parking for air asset units.
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if _assetcategory==Group.Category.AIRPLANE or _assetcategory==Group.Category.HELICOPTER then
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if self.airbase and self.airbase:GetCoalition()==self:GetCoalition() then
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if self:IsRunwayOperational() then
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if self:IsRunwayOperational() or _assetairstart then
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local Parking=self:_FindParkingForAssets(self.airbase,_assets)
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--if Parking==nil and not (self.category==Airbase.Category.HELIPAD) then
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if Parking==nil then
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local text=string.format("Warehouse %s: Request denied! Not enough free parking spots for all requested assets at the moment.", self.alias)
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self:_InfoMessage(text, 5)
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return false
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if _assetairstart then
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-- Airstart no need to check parking
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else
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-- Check parking.
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local Parking=self:_FindParkingForAssets(self.airbase,_assets)
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-- No parking?
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if Parking==nil then
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local text=string.format("Warehouse %s: Request denied! Not enough free parking spots for all requested assets at the moment.", self.alias)
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self:_InfoMessage(text, 5)
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return false
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end
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end
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else
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@ -7986,9 +7997,36 @@ function WAREHOUSE:_FindParkingForAssets(airbase, assets)
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local gotit=false
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for _,_parkingspot in pairs(parkingdata) do
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local parkingspot=_parkingspot --Wrapper.Airbase#AIRBASE.ParkingSpot
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-- Parking valid?
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local valid=true
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if asset.parkingIDs then
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-- If asset has assigned parking spots, we take these no matter what.
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valid=self:_CheckParkingAsset(parkingspot, asset)
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else
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-- Valid terminal type depending on attribute.
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local validTerminal=AIRBASE._CheckTerminalType(parkingspot.TerminalType, terminaltype)
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-- Valid parking list.
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local validParking=self:_CheckParkingValid(parkingspot)
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-- Black and white list.
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local validBWlist=airbase:_CheckParkingLists(parkingspot.TerminalID)
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-- Debug info.
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--env.info(string.format("FF validTerminal = %s", tostring(validTerminal)))
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--env.info(string.format("FF validParking = %s", tostring(validParking)))
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--env.info(string.format("FF validBWlist = %s", tostring(validBWlist)))
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-- Check if all are true
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valid=validTerminal and validParking and validBWlist
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end
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-- Check correct terminal type for asset. We don't want helos in shelters etc.
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if AIRBASE._CheckTerminalType(parkingspot.TerminalType, terminaltype) and self:_CheckParkingValid(parkingspot) and self:_CheckParkingAsset(parkingspot, asset) and airbase:_CheckParkingLists(parkingspot.TerminalID) then
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if valid then
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-- Coordinate of the parking spot.
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local _spot=parkingspot.Coordinate -- Core.Point#COORDINATE
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@ -863,7 +863,7 @@ function AIRWING:SetAirboss(airboss)
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return self
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end
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--- Set takeoff type. All assets of this squadron will be spawned with cold (default) or hot engines.
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--- Set takeoff type. All assets of this airwing will be spawned with this takeoff type.
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-- Spawning on runways is not supported.
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-- @param #AIRWING self
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-- @param #string TakeoffType Take off type: "Cold" (default) or "Hot" with engines on or "Air" for spawning in air.
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@ -188,7 +188,8 @@
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-- --- Create a resource list of mission types and required assets for the case that the zone is OCCUPIED.
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-- --
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-- -- Here, we create an enhanced CAS mission and employ at least on and at most two asset groups.
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-- local ResourceOccupied=myChief:CreateResource(AUFTRAG.Type.CASENHANCED, 1, 2)
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-- -- NOTE that two objects are returned, the resource list (ResourceOccupied) and the first resource of that list (resourceCAS).
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-- local ResourceOccupied, resourceCAS=myChief:CreateResource(AUFTRAG.Type.CASENHANCED, 1, 2)
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-- -- We also add ARTY missions with at least one and at most two assets. We additionally require these to be MLRS groups (and not howitzers).
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-- myChief:AddToResource(ResourceOccupied, AUFTRAG.Type.ARTY, 1, 2, nil, "MLRS")
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-- -- Add at least one RECON mission that uses UAV type assets.
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@ -197,14 +198,17 @@
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-- myChief:AddToResource(ResourceOccupied, AUFTRAG.Type.BOMBCARPET, 1, 2)
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--
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-- --- Create a resource list of mission types and required assets for the case that the zone is EMPTY.
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-- --
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-- -- NOTE that two objects are returned, the resource list (ResourceEmpty) and the first resource of that list (resourceInf).
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-- -- Here, we create an ONGUARD mission and employ at least on and at most five infantry assets.
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-- local ResourceEmpty=myChief:CreateResource(AUFTRAG.Type.ONGUARD, 1, 5, GROUP.Attribute.GROUND_INFANTRY)
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-- local ResourceEmpty, resourceInf=myChief:CreateResource(AUFTRAG.Type.ONGUARD, 1, 5, GROUP.Attribute.GROUND_INFANTRY)
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-- -- Additionally, we send up to three tank groups.
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-- myChief:AddToResource(ResourceEmpty, AUFTRAG.Type.ONGUARD, 1, 3, GROUP.Attribute.GROUND_TANK)
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-- -- Finally, we send two groups that patrol the zone.
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-- myChief:AddToResource(ResourceEmpty, AUFTRAG.Type.PATROLZONE, 2)
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--
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-- -- Add a transport to the infantry resource. We want at least one and up to two transport helicopters.
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-- myChief:AddTransportToResource(resourceInf, 1, 2, GROUP.Attribute.AIR_TRANSPORTHELO)
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--
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-- -- Add stratetic zone with customized reaction.
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-- myChief:AddStrategicZone(myOpsZone, nil , 2, ResourceOccupied, ResourceEmpty)
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--
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@ -315,12 +319,10 @@ CHIEF.Strategy = {
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-- @field #number Nmax Max number of assets.
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-- @field #table Attributes Generalized attribute, e.g. `{GROUP.Attribute.GROUND_INFANTRY}`.
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-- @field #table Properties Properties ([DCS attributes](https://wiki.hoggitworld.com/view/DCS_enum_attributes)), e.g. `"Attack helicopters"` or `"Mobile AAA"`.
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-- @field #table Categories Categories Group categories.
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-- @field Ops.Auftrag#AUFTRAG mission Attached mission.
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-- @field #number carrierNmin Min number of assets.
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-- @field #number carrierNmax Max number of assets.
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-- @field #table cargoCategories Group categories.
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-- @field #table cargoAttributes Generalized attribute, e.g. `{GROUP.Attribute.GROUND_INFANTRY}`.
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-- @field #table cargoProperties Properties ([DCS attributes](https://wiki.hoggitworld.com/view/DCS_enum_attributes)), e.g. `"Attack helicopters"` or `"Mobile AAA"`.
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-- @field #table carrierCategories Group categories.
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-- @field #table carrierAttributes Generalized attribute, e.g. `{GROUP.Attribute.GROUND_INFANTRY}`.
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-- @field #table carrierProperties Properties ([DCS attributes](https://wiki.hoggitworld.com/view/DCS_enum_attributes)), e.g. `"Attack helicopters"` or `"Mobile AAA"`.
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@ -328,12 +330,13 @@ CHIEF.Strategy = {
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--- CHIEF class version.
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-- @field #string version
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CHIEF.version="0.5.1"
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CHIEF.version="0.5.3"
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- TODO list
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- TODO: Event when asset groups die.
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-- TODO: PLAYERTASK integration.
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-- DONE: Let user specify amount of resources.
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-- DONE: Tactical overview.
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@ -751,13 +754,14 @@ end
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-- @param #number Nmax Max number of requried assets. Default 1.
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-- @param #table Attributes Generalized attribute(s). Default `nil`.
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-- @param #table Properties DCS attribute(s). Default `nil`.
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-- @param #table Categories Group categories.
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-- @return #CHIEF.Resources The newly created resource list table.
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-- @return #CHIEF.Resource The resource object that was added.
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function CHIEF:CreateResource(MissionType, Nmin, Nmax, Attributes, Properties)
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function CHIEF:CreateResource(MissionType, Nmin, Nmax, Attributes, Properties, Categories)
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local resources={}
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local resource=self:AddToResource(resources, MissionType, Nmin, Nmax, Attributes, Properties)
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local resource=self:AddToResource(resources, MissionType, Nmin, Nmax, Attributes, Properties, Categories)
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return resources, resource
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end
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@ -770,21 +774,20 @@ end
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-- @param #number Nmax Max number of requried assets. Default equal `Nmin`.
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-- @param #table Attributes Generalized attribute(s).
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-- @param #table Properties DCS attribute(s). Default `nil`.
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-- @param #table Categories Group categories.
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-- @return #CHIEF.Resource Resource table.
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function CHIEF:AddToResource(Resource, MissionType, Nmin, Nmax, Attributes, Properties)
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function CHIEF:AddToResource(Resource, MissionType, Nmin, Nmax, Attributes, Properties, Categories)
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-- Create new resource table.
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local resource={} --#CHIEF.Resource
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resource.MissionType=MissionType
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resource.Nmin=Nmin or 1
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resource.Nmax=Nmax or Nmin
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resource.Attributes=UTILS.EnsureTable(Attributes)
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resource.Properties=UTILS.EnsureTable(Properties)
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resource.Attributes=UTILS.EnsureTable(Attributes, true)
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resource.Properties=UTILS.EnsureTable(Properties, true)
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resource.Categories=UTILS.EnsureTable(Categories, true)
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-- Transport carrier parameters.
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resource.cargoAttributes=nil
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resource.cargoProperties=nil
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resource.cargoCategories=nil
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resource.carrierNmin=nil
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resource.carrierNmax=nil
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resource.carrierAttributes=nil
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@ -810,25 +813,19 @@ end
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--- Define which assets will be transported and define the number and attributes/properties of the cargo carrier assets.
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-- @param #CHIEF self
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-- @param #CHIEF.Resource Resource Resource table.
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-- @param #table CargoAttributes Generalized attribute(s) of the cargo assets.
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-- @param #table CargoProperties DCS attribute(s) of the cargo assets.
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-- @param #table CargoCategories Group categories of the cargo assets.
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-- @param #number Nmin Min number of required assets. Default 1.
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-- @param #number Nmax Max number of requried assets. Default is equal to `Nmin`.
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-- @param #table CarrierAttributes Generalized attribute(s) of the carrier assets.
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-- @param #table CarrierProperties DCS attribute(s) of the carrier assets.
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-- @param #table CarrierCategories Group categories of the carrier assets.
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-- @return #CHIEF self
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function CHIEF:AddTransportToResource(Resource, CargoAttributes, CargoProperties, CargoCategories, Nmin, Nmax, CarrierAttributes, CarrierProperties, CarrierCategories)
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function CHIEF:AddTransportToResource(Resource, Nmin, Nmax, CarrierAttributes, CarrierProperties, CarrierCategories)
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Resource.cargoCategories=CargoCategories
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Resource.cargoAttributes=CargoAttributes
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Resource.cargoProperties=CargoProperties
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Resource.carrierNmin=Nmin or 1
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Resource.carrierNmax=Nmax or Nmin
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Resource.carrierCategories=CarrierCategories
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Resource.carrierAttributes=CarrierAttributes
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Resource.carrierProperties=CarrierProperties
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Resource.carrierCategories=UTILS.EnsureTable(CarrierCategories, true)
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Resource.carrierAttributes=UTILS.EnsureTable(CarrierAttributes, true)
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Resource.carrierProperties=UTILS.EnsureTable(CarrierProperties, true)
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return self
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end
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@ -1277,7 +1274,7 @@ function CHIEF:AddStrategicZone(OpsZone, Priority, Importance, ResourceOccupied,
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local resourceEmpty, resourceInfantry=self:CreateResource(AUFTRAG.Type.ONGUARD, 1, 3, GROUP.Attribute.GROUND_INFANTRY)
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self:AddToResource(resourceEmpty, AUFTRAG.Type.ONGUARD, 0, 1, GROUP.Attribute.GROUND_TANK)
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self:AddToResource(resourceEmpty, AUFTRAG.Type.ONGUARD, 0, 1, GROUP.Attribute.GROUND_IFV)
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self:AddTransportToResource(resourceInfantry, GROUP.Attribute.GROUND_INFANTRY, nil, nil, 0, 1, {GROUP.Attribute.AIR_TRANSPORTHELO, GROUP.Attribute.GROUND_APC})
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self:AddTransportToResource(resourceInfantry, 0, 1, {GROUP.Attribute.AIR_TRANSPORTHELO, GROUP.Attribute.GROUND_APC})
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stratzone.resourceEmpty=resourceEmpty
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end
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@ -1613,7 +1610,7 @@ end
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-- @param #CHIEF self
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-- @return #CHIEF self
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function CHIEF:AllowGroundTransport()
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env.warning("WARNING: CHIEF:AllowGroundTransport() is depricated and will be removed in the future!")
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env.warning("WARNING: CHIEF:AllowGroundTransport() is deprecated and will be removed in the future!")
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self.TransportCategories = {Group.Category.GROUND, Group.Category.HELICOPTER}
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return self
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end
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@ -1622,7 +1619,7 @@ end
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-- @param #CHIEF self
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-- @return #CHIEF self
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function CHIEF:ForbidGroundTransport()
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env.warning("WARNING: CHIEF:ForbidGroundTransport() is depricated and will be removed in the future!")
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env.warning("WARNING: CHIEF:ForbidGroundTransport() is deprecated and will be removed in the future!")
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self.TransportCategories = {Group.Category.HELICOPTER}
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return self
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end
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@ -2559,7 +2556,7 @@ function CHIEF:CheckOpsZoneQueue()
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if (not resource.mission) or resource.mission:IsOver() then
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-- Debug info.
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self:T2(self.lid..string.format("Zone \"%s\" is empty ==> Recruiting for mission type %s: Nmin=%d, Nmax=%d", zoneName, missionType, resource.Nmin, resource.Nmax))
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self:T2(self.lid..string.format("Zone \"%s\" is empty ==> Recruiting for mission type %s: Nmin=%d, Nmax=%d", zoneName, missionType, resource.Nmin, resource.Nmax))
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-- Recruit assets.
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local recruited=self:RecruitAssetsForZone(stratzone, resource)
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@ -2969,13 +2966,13 @@ function CHIEF:RecruitAssetsForZone(StratZone, Resource)
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if Resource.carrierNmin and Resource.carrierNmax and Resource.carrierNmax>0 then
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-- Filter only those assets that shall be transported.
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local cargoassets=CHIEF._FilterAssets(assets, Resource.cargoCategories, Resource.cargoAttributes, Resource.cargoProperties)
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local cargoassets=CHIEF._FilterAssets(assets, Resource.Categories, Resource.Attributes, Resource.Properties)
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if #cargoassets>0 then
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-- Recruit transport carrier assets.
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recruited, transport=LEGION.AssignAssetsForTransport(self.commander, self.commander.legions, cargoassets,
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Resource.carrierNmin, Resource.carrierNmax, TargetZone, nil, Resource.carrierCategories, Resource.carrierAttributes)
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Resource.carrierNmin, Resource.carrierNmax, TargetZone, nil, Resource.carrierCategories, Resource.carrierAttributes, Resource.carrierProperties)
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end
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@ -504,6 +504,37 @@ function COHORT:SetCallsign(Callsign, Index)
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return self
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end
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--- Set generalized attribute.
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-- @param #COHORT self
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-- @param #string Attribute Generalized attribute, e.g. `GROUP.Attribute.Ground_Infantry`.
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-- @return #COHORT self
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function COHORT:SetAttribute(Attribute)
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self.attribute=Attribute
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return self
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end
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--- Get generalized attribute.
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-- @param #COHORT self
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-- @return #string Generalized attribute, e.g. `GROUP.Attribute.Ground_Infantry`.
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function COHORT:GetAttribute()
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return self.attribute
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end
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--- Get group category.
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-- @param #COHORT self
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-- @return #string Group category
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function COHORT:GetCategory()
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return self.category
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end
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--- Get properties, *i.e.* DCS attributes.
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-- @param #COHORT self
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-- @return #table Properties table.
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function COHORT:GetProperties()
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return self.properties
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end
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--- Set modex.
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-- @param #COHORT self
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-- @param #number Modex A number like 100.
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@ -2640,13 +2640,16 @@ end
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-- @param #number NcarriersMax Max number of carrier assets.
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-- @param Core.Zone#ZONE DeployZone Deploy zone.
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-- @param Core.Zone#ZONE DisembarkZone (Optional) Disembark zone.
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-- @param #table Categories Group categories.
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-- @param #table Attributes Generalizes group attributes.
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-- @param #table Properties DCS attributes.
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-- @return #boolean If `true`, enough assets could be recruited and an OPSTRANSPORT object was created.
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-- @return Ops.OpsTransport#OPSTRANSPORT Transport The transport.
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function LEGION:AssignAssetsForTransport(Legions, CargoAssets, NcarriersMin, NcarriersMax, DeployZone, DisembarkZone, Categories, Attributes)
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function LEGION:AssignAssetsForTransport(Legions, CargoAssets, NcarriersMin, NcarriersMax, DeployZone, DisembarkZone, Categories, Attributes, Properties)
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-- Is an escort requested in the first place?
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if NcarriersMin and NcarriersMax and (NcarriersMin>0 or NcarriersMax>0) then
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-- Cohorts.
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local Cohorts={}
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for _,_legion in pairs(Legions) do
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@ -2682,10 +2685,10 @@ function LEGION:AssignAssetsForTransport(Legions, CargoAssets, NcarriersMin, Nca
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-- Recruit assets and legions.
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local TransportAvail, CarrierAssets, CarrierLegions=
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LEGION.RecruitCohortAssets(Cohorts, AUFTRAG.Type.OPSTRANSPORT, nil, NcarriersMin, NcarriersMax, TargetVec2, nil, nil, nil, CargoWeight, TotalWeight, Categories, Attributes)
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LEGION.RecruitCohortAssets(Cohorts, AUFTRAG.Type.OPSTRANSPORT, nil, NcarriersMin, NcarriersMax, TargetVec2, nil, nil, nil, CargoWeight, TotalWeight, Categories, Attributes, Properties)
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if TransportAvail then
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-- Create and OPSTRANSPORT assignment.
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local Transport=OPSTRANSPORT:New(nil, nil, DeployZone)
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if DisembarkZone then
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@ -2732,6 +2735,9 @@ function LEGION:AssignAssetsForTransport(Legions, CargoAssets, NcarriersMin, Nca
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-- Got transport.
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return true, Transport
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else
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||||
-- Debug info.
|
||||
self:T(self.lid..string.format("Transport assets could not be allocated ==> Unrecruiting assets"))
|
||||
|
||||
-- Uncrecruit transport assets.
|
||||
LEGION.UnRecruitAssets(CarrierAssets)
|
||||
return false, nil
|
||||
|
||||
@ -2019,15 +2019,21 @@ end
|
||||
|
||||
--- Ensure the passed object is a table.
|
||||
-- @param #table Object The object that should be a table.
|
||||
-- @return #table The object that is a table. Note that if the Object is `#nil` initially, and empty table `{}` is returned.
|
||||
function UTILS.EnsureTable(Object)
|
||||
-- @param #boolean ReturnNil If `true`, return `#nil` if `Object` is nil. Otherwise an empty table `{}` is returned.
|
||||
-- @return #table The object that now certainly *is* a table.
|
||||
function UTILS.EnsureTable(Object, ReturnNil)
|
||||
|
||||
if Object then
|
||||
if type(Object)~="table" then
|
||||
Object={Object}
|
||||
end
|
||||
else
|
||||
Object={}
|
||||
if ReturnNil then
|
||||
return nil
|
||||
else
|
||||
Object={}
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
return Object
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user