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Updates Misc
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@@ -1,49 +1,163 @@
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--- **Utilities** Enumerators.
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--
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-- See the [Simulator Scripting Engine Documentation](https://wiki.hoggitworld.com/view/Simulator_Scripting_Engine_Documentation) on Hoggit for further explanation and examples.
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-- An enumerator is a variable that holds a constant value. Enumerators are very useful because they make the code easier to read and to change in general.
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--
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-- @module DCS
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-- For example, instead of using the same value at multiple different places in your code, you should use a variable set to that value.
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-- If, for whatever reason, the value needs to be changed, you only have to change the variable once and do not have to search through you code and reset
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-- every value by hand.
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--
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-- Another big advantage is that the LDT intellisense "knows" the enumerators. So you can use the autocompletion feature and do not have to keep all the
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-- values in your head or look them up in the docs.
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--
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-- DCS itself provides a lot of enumerators for various things. See [Enumerators](https://wiki.hoggitworld.com/view/Category:Enumerators) on Hoggit.
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--
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-- Other Moose classe also have enumerators. For example, the AIRBASE class has enumerators for airbase names.
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--
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-- @module ENUMS
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-- @image MOOSE.JPG
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--- [DCS Enum world](https://wiki.hoggitworld.com/view/DCS_enum_world)
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-- @type ENUMS
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--- Because ENUMS are just better practice.
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--
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-- The ENUMS class adds some handy variables, which help you to make your code better and more general.
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--
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-- @field #ENUMS
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ENUMS = {}
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--- Rules of Engagement.
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-- @type ENUMS.ROE
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-- @field #number WeaponFree AI will engage any enemy group it detects. Target prioritization is based based on the threat of the target.
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-- @field #number OpenFireWeaponFree AI will engage any enemy group it detects, but will prioritize targets specified in the groups tasking.
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-- @field #number OpenFire AI will engage only targets specified in its taskings.
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-- @field #number ReturnFire AI will only engage threats that shoot first.
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-- @field #number WeaponHold AI will hold fire under all circumstances.
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ENUMS.ROE = {
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HoldFire = 1,
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ReturnFire = 2,
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OpenFire = 3,
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WeaponFree = 4
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WeaponFree=0,
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OpenFireWeaponFree=1,
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OpenFire=2,
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ReturnFire=3,
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WeaponHold=4,
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}
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--- Reaction On Threat.
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-- @type ENUMS.ROT
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-- @field #number NoReaction No defensive actions will take place to counter threats.
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-- @field #number PassiveDefense AI will use jammers and other countermeasures in an attempt to defeat the threat. AI will not attempt a maneuver to defeat a threat.
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-- @field #number EvadeFire AI will react by performing defensive maneuvers against incoming threats. AI will also use passive defense.
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-- @field #number BypassAndEscape AI will attempt to avoid enemy threat zones all together. This includes attempting to fly above or around threats.
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-- @field #number AllowAbortMission If a threat is deemed severe enough the AI will abort its mission and return to base.
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ENUMS.ROT = {
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NoReaction = 1,
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PassiveDefense = 2,
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EvadeFire = 3,
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Vertical = 4
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NoReaction=0,
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PassiveDefense=1,
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EvadeFire=2,
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BypassAndEscape=3,
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AllowAbortMission=4,
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}
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--- Weapon types. See the [Weapon Flag](https://wiki.hoggitworld.com/view/DCS_enum_weapon_flag) enumerotor on hoggit wiki.
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-- @type ENUMS.WeaponFlag
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ENUMS.WeaponFlag={
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-- Auto
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Auto=1073741822,
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-- Bombs
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LGB=2,
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TvGB=4,
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SNSGB=8,
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HEBomb=16,
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Penetrator=32,
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NapalmBomb=64,
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FAEBomb=128,
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ClusterBomb=256,
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Dispencer=512,
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CandleBomb=1024,
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ParachuteBomb=2147483648,
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GuidedBomb=14, -- (LGB + TvGB + SNSGB)
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AnyUnguidedBomb=2147485680, -- (HeBomb + Penetrator + NapalmBomb + FAEBomb + ClusterBomb + Dispencer + CandleBomb + ParachuteBomb)
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AnyBomb=2147485694, -- (GuidedBomb + AnyUnguidedBomb)
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LGB = 2,
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TvGB = 4,
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SNSGB = 8,
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HEBomb = 16,
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Penetrator = 32,
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NapalmBomb = 64,
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FAEBomb = 128,
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ClusterBomb = 256,
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Dispencer = 512,
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CandleBomb = 1024,
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ParachuteBomb = 2147483648,
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-- Rockets
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LightRocket=2048,
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MarkerRocket=4096,
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CandleRocket=8192,
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HeavyRocket=16384,
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AnyRocket=30720 -- (LightRocket + MarkerRocket + CandleRocket + HeavyRocket)
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LightRocket = 2048,
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MarkerRocket = 4096,
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CandleRocket = 8192,
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HeavyRocket = 16384,
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-- Air-To-Surface Missiles
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AntiRadarMissile = 32768,
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AntiShipMissile = 65536,
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AntiTankMissile = 131072,
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FireAndForgetASM = 262144,
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LaserASM = 524288,
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TeleASM = 1048576,
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CruiseMissile = 2097152,
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AntiRadarMissile2 = 1073741824,
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-- Air-To-Air Missiles
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SRAM = 4194304,
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MRAAM = 8388608,
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LRAAM = 16777216,
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IR_AAM = 33554432,
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SAR_AAM = 67108864,
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AR_AAM = 134217728,
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--- Guns
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GunPod = 268435456,
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BuiltInCannon = 536870912,
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---
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-- Combinations
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--
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-- Bombs
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GuidedBomb = 14, -- (LGB + TvGB + SNSGB)
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AnyUnguidedBomb = 2147485680, -- (HeBomb + Penetrator + NapalmBomb + FAEBomb + ClusterBomb + Dispencer + CandleBomb + ParachuteBomb)
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AnyBomb = 2147485694, -- (GuidedBomb + AnyUnguidedBomb)
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--- Rockets
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AnyRocket = 30720, -- LightRocket + MarkerRocket + CandleRocket + HeavyRocket
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--- Air-To-Surface Missiles
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GuidedASM = 1572864, -- (LaserASM + TeleASM)
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TacticalASM = 1835008, -- (GuidedASM + FireAndForgetASM)
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AnyASM = 4161536, -- (AntiRadarMissile + AntiShipMissile + AntiTankMissile + FireAndForgetASM + GuidedASM + CruiseMissile)
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AnyASM2 = 1077903360, -- 4161536+1073741824,
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--- Air-To-Air Missiles
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AnyAAM = 264241152, -- IR_AAM + SAR_AAM + AR_AAM + SRAAM + MRAAM + LRAAM
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AnyAutonomousMissile = 36012032, -- IR_AAM + AntiRadarMissile + AntiShipMissile + FireAndForgetASM + CruiseMissile
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AnyMissile = 268402688, -- AnyASM + AnyAAM
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--- Guns
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Cannons = 805306368, -- GUN_POD + BuiltInCannon
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---
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-- Even More Genral
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Auto = 3221225470, -- Any Weapon (AnyBomb + AnyRocket + AnyMissile + Cannons)
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AutoDCS = 1073741822, -- Something if often see
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AnyAG = 2956984318, -- Any Air-To-Ground Weapon
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AnyAA = 264241152, -- Any Air-To-Air Weapon
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AnyUnguided = 2952822768, -- Any Unguided Weapon
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AnyGuided = 268402702, -- Any Guided Weapon
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}
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--- Mission tasks.
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-- @type ENUMS.MissionTask
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-- @field #string NOTHING No special task. Group can perform the minimal tasks: Orbit, Refuelling, Follow and Aerobatics.
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-- @field #string AFAC Forward Air Controller Air. Can perform the tasks: Attack Group, Attack Unit, FAC assign group, Bombing, Attack Map Object.
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-- @field #string ANTISHIPSTRIKE Naval ops. Can perform the tasks: Attack Group, Attack Unit.
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-- @field #string AWACS AWACS.
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-- @field #string CAP Combat Air Patrol.
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-- @field #string CAS Close Air Support.
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-- @field #string ESCORT Escort another group.
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-- @field #string FIGHTERSWEEP Fighter sweep.
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-- @field #string GROUNDATTACK Ground attack.
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-- @field #string INTERCEPT Intercept.
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-- @field #string PINPOINTSTRIKE Pinpoint strike.
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-- @field #string RECONNAISSANCE Reconnaissance mission.
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-- @field #string REFUELING Refueling mission.
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-- @field #string RUNWAYATTACK Attack the runway of an airdrome.
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-- @field #string SEAD Suppression of Enemy Air Defenses.
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-- @field #string TRANSPORT Troop transport.
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ENUMS.MissionTask={
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NOTHING="Nothing",
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AFAC="AFAC",
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ANTISHIPSTRIKE="Antiship Strike",
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AWACS="AWACS",
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CAP="CAP",
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CAS="CAS",
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ESCORT="Escort",
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FIGHTERSWEEP="Fighter Sweep",
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GROUNDATTACK="Ground Attack",
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INTERCEPT="Intercept",
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PINPOINTSTRIKE="Pinpoint Strike",
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RECONNAISSANCE="Reconnaissance",
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REFUELING="Refueling",
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RUNWAYATTACK="Runway Attack",
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SEAD="SEAD",
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TRANSPORT="Transport",
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}
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