mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
Documentation fixes. (#1811)
Update documentation text and links. Fix spelling errors. Other minor adjustments where appropriate, such as remove whitespaces and format code.
This commit is contained in:
parent
81818705df
commit
7455c63716
@ -57,8 +57,8 @@
|
||||
--
|
||||
-- ## 2. Which type of EWR will I setup? Grouping based per AREA, per TYPE or per UNIT? (Later others will follow).
|
||||
--
|
||||
-- The MOOSE framework leverages the @{Detection} classes to perform the EWR detection.
|
||||
-- Several types of @{Detection} classes exist, and the most common characteristics of these classes is that they:
|
||||
-- The MOOSE framework leverages the @{Functional.Detection} classes to perform the EWR detection.
|
||||
-- Several types of @{Functional.Detection} classes exist, and the most common characteristics of these classes is that they:
|
||||
--
|
||||
-- * Perform detections from multiple FACs as one co-operating entity.
|
||||
-- * Communicate with a Head Quarters, which consolidates each detection.
|
||||
|
||||
@ -102,7 +102,7 @@
|
||||
-- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
|
||||
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
|
||||
-- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit,
|
||||
-- while a new AI is targetted to the AI_A2A_PATROL.
|
||||
-- while a new AI is targeted to the AI_A2A_PATROL.
|
||||
-- Once the time is finished, the old AI will return to the base.
|
||||
-- Use the method @{#AI_A2A_PATROL.ManageFuel}() to have this proces in place.
|
||||
--
|
||||
@ -264,7 +264,7 @@ function AI_A2A_PATROL:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude )
|
||||
end
|
||||
|
||||
|
||||
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
|
||||
--- Defines a new patrol route using the @{AI.AI_Patrol#AI_PATROL_ZONE} parameters and settings.
|
||||
-- @param #AI_A2A_PATROL self
|
||||
-- @return #AI_A2A_PATROL self
|
||||
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
|
||||
@ -287,7 +287,7 @@ function AI_A2A_PATROL:onafterPatrol( AIPatrol, From, Event, To )
|
||||
end
|
||||
|
||||
|
||||
--- This statis method is called from the route path within the last task at the last waaypoint of the AIPatrol.
|
||||
--- This static method is called from the route path within the last task at the last waypoint of the AIPatrol.
|
||||
-- Note that this method is required, as triggers the next route when patrolling for the AIPatrol.
|
||||
-- @param Wrapper.Group#GROUP AIPatrol The AI group.
|
||||
-- @param #AI_A2A_PATROL Fsm The FSM.
|
||||
@ -302,7 +302,7 @@ function AI_A2A_PATROL.PatrolRoute( AIPatrol, Fsm )
|
||||
end
|
||||
|
||||
|
||||
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
|
||||
--- Defines a new patrol route using the @{AI.AI_Patrol#AI_PATROL_ZONE} parameters and settings.
|
||||
-- @param #AI_A2A_PATROL self
|
||||
-- @param Wrapper.Group#GROUP AIPatrol The Group managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
|
||||
@ -374,7 +374,7 @@ end
|
||||
|
||||
--- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
|
||||
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
|
||||
-- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_AIR.
|
||||
-- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targeted to the AI_AIR.
|
||||
-- Once the time is finished, the old AI will return to the base.
|
||||
-- @param #AI_AIR self
|
||||
-- @param #number FuelThresholdPercentage The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
|
||||
@ -409,7 +409,7 @@ end
|
||||
|
||||
|
||||
|
||||
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
|
||||
--- Defines a new patrol route using the @{AI.AI_Patrol#AI_PATROL_ZONE} parameters and settings.
|
||||
-- @param #AI_AIR self
|
||||
-- @return #AI_AIR self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
@ -473,27 +473,27 @@ function AI_AIR:onafterStatus()
|
||||
-- self:Home( "Destroy" )
|
||||
-- end
|
||||
-- end
|
||||
|
||||
|
||||
|
||||
if not self:Is( "Fuel" ) and not self:Is( "Home" ) and not self:is( "Refuelling" )then
|
||||
|
||||
|
||||
local Fuel = self.Controllable:GetFuelMin()
|
||||
|
||||
|
||||
-- If the fuel in the controllable is below the threshold percentage,
|
||||
-- then send for refuel in case of a tanker, otherwise RTB.
|
||||
if Fuel < self.FuelThresholdPercentage then
|
||||
|
||||
|
||||
if self.TankerName then
|
||||
self:I( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... Refuelling at Tanker!" )
|
||||
self:Refuel()
|
||||
else
|
||||
self:I( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... RTB!" )
|
||||
local OldAIControllable = self.Controllable
|
||||
|
||||
|
||||
local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
|
||||
local TimedOrbitTask = OldAIControllable:TaskControlled( OrbitTask, OldAIControllable:TaskCondition(nil,nil,nil,nil,self.OutOfFuelOrbitTime,nil ) )
|
||||
OldAIControllable:SetTask( TimedOrbitTask, 10 )
|
||||
|
||||
|
||||
self:Fuel()
|
||||
RTB = true
|
||||
end
|
||||
@ -504,11 +504,11 @@ function AI_AIR:onafterStatus()
|
||||
if self:Is( "Fuel" ) and not self:Is( "Home" ) and not self:is( "Refuelling" ) then
|
||||
RTB = true
|
||||
end
|
||||
|
||||
|
||||
-- TODO: Check GROUP damage function.
|
||||
local Damage = self.Controllable:GetLife()
|
||||
local InitialLife = self.Controllable:GetLife0()
|
||||
|
||||
|
||||
-- If the group is damaged, then RTB.
|
||||
-- Note that a group can consist of more units, so if one unit is damaged of a group, the mission may continue.
|
||||
-- The damaged unit will RTB due to DCS logic, and the others will continue to engage.
|
||||
@ -518,7 +518,7 @@ function AI_AIR:onafterStatus()
|
||||
RTB = true
|
||||
self:SetStatusOff()
|
||||
end
|
||||
|
||||
|
||||
-- Check if planes went RTB and are out of control.
|
||||
-- We only check if planes are out of control, when they are in duty.
|
||||
if self.Controllable:HasTask() == false then
|
||||
@ -532,7 +532,7 @@ function AI_AIR:onafterStatus()
|
||||
self:Damaged()
|
||||
else
|
||||
self:I( self.Controllable:GetName() .. " control lost! " )
|
||||
|
||||
|
||||
self:LostControl()
|
||||
end
|
||||
else
|
||||
@ -550,7 +550,7 @@ function AI_AIR:onafterStatus()
|
||||
if not self:Is("Home") then
|
||||
self:__Status( 10 )
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
@ -559,11 +559,11 @@ end
|
||||
function AI_AIR.RTBRoute( AIGroup, Fsm )
|
||||
|
||||
AIGroup:F( { "AI_AIR.RTBRoute:", AIGroup:GetName() } )
|
||||
|
||||
|
||||
if AIGroup:IsAlive() then
|
||||
Fsm:RTB()
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
--- @param Wrapper.Group#GROUP AIGroup
|
||||
@ -576,7 +576,7 @@ function AI_AIR.RTBHold( AIGroup, Fsm )
|
||||
local Task = AIGroup:TaskOrbitCircle( 4000, 400 )
|
||||
AIGroup:SetTask( Task )
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
--- Set the min and max factors on RTB speed. Use this, if your planes are heading back to base too fast. Default values are 0.5 and 0.6.
|
||||
@ -598,54 +598,53 @@ end
|
||||
function AI_AIR:onafterRTB( AIGroup, From, Event, To )
|
||||
self:F( { AIGroup, From, Event, To } )
|
||||
|
||||
|
||||
if AIGroup and AIGroup:IsAlive() then
|
||||
if AIGroup and AIGroup:IsAlive() then
|
||||
|
||||
self:T( "Group " .. AIGroup:GetName() .. " ... RTB! ( " .. self:GetState() .. " )" )
|
||||
|
||||
|
||||
self:ClearTargetDistance()
|
||||
--AIGroup:ClearTasks()
|
||||
|
||||
|
||||
AIGroup:OptionProhibitAfterburner(true)
|
||||
|
||||
|
||||
local EngageRoute = {}
|
||||
|
||||
--- Calculate the target route point.
|
||||
|
||||
|
||||
local FromCoord = AIGroup:GetCoordinate()
|
||||
local ToTargetCoord = self.HomeAirbase:GetCoordinate() -- coordinate is on land height(!)
|
||||
local ToTargetVec3 = ToTargetCoord:GetVec3()
|
||||
ToTargetVec3.y = ToTargetCoord:GetLandHeight()+3000 -- let's set this 1000m/3000 feet above ground
|
||||
local ToTargetCoord2 = COORDINATE:NewFromVec3( ToTargetVec3 )
|
||||
|
||||
|
||||
if not self.RTBMinSpeed or not self.RTBMaxSpeed then
|
||||
local RTBSpeedMax = AIGroup:GetSpeedMax()
|
||||
local RTBSpeedMaxFactor = self.RTBSpeedMaxFactor or 0.6
|
||||
local RTBSpeedMinFactor = self.RTBSpeedMinFactor or 0.5
|
||||
self:SetRTBSpeed( RTBSpeedMax * RTBSpeedMinFactor, RTBSpeedMax * RTBSpeedMaxFactor)
|
||||
end
|
||||
|
||||
|
||||
local RTBSpeed = math.random( self.RTBMinSpeed, self.RTBMaxSpeed )
|
||||
--local ToAirbaseAngle = FromCoord:GetAngleDegrees( FromCoord:GetDirectionVec3( ToTargetCoord2 ) )
|
||||
|
||||
local Distance = FromCoord:Get2DDistance( ToTargetCoord2 )
|
||||
|
||||
|
||||
--local ToAirbaseCoord = FromCoord:Translate( 5000, ToAirbaseAngle )
|
||||
local ToAirbaseCoord = ToTargetCoord2
|
||||
|
||||
|
||||
if Distance < 5000 then
|
||||
self:I( "RTB and near the airbase!" )
|
||||
self:Home()
|
||||
return
|
||||
end
|
||||
|
||||
|
||||
if not AIGroup:InAir() == true then
|
||||
self:I( "Not anymore in the air, considered Home." )
|
||||
self:Home()
|
||||
return
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
--- Create a route point of type air.
|
||||
local FromRTBRoutePoint = FromCoord:WaypointAir(
|
||||
self.PatrolAltType,
|
||||
@ -666,10 +665,10 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
|
||||
|
||||
EngageRoute[#EngageRoute+1] = FromRTBRoutePoint
|
||||
EngageRoute[#EngageRoute+1] = ToRTBRoutePoint
|
||||
|
||||
|
||||
local Tasks = {}
|
||||
Tasks[#Tasks+1] = AIGroup:TaskFunction( "AI_AIR.RTBRoute", self )
|
||||
|
||||
|
||||
EngageRoute[#EngageRoute].task = AIGroup:TaskCombo( Tasks )
|
||||
|
||||
AIGroup:OptionROEHoldFire()
|
||||
@ -677,9 +676,9 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
|
||||
|
||||
--- NOW ROUTE THE GROUP!
|
||||
AIGroup:Route( EngageRoute, self.TaskDelay )
|
||||
|
||||
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
--- @param #AI_AIR self
|
||||
|
||||
@ -244,7 +244,7 @@ function AI_AIR_PATROL:SetRaceTrackPattern(LegMin, LegMax, HeadingMin, HeadingMa
|
||||
|
||||
end
|
||||
|
||||
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
|
||||
--- Defines a new patrol route using the @{AI.AI_Patrol#AI_PATROL_ZONE} parameters and settings.
|
||||
-- @param #AI_AIR_PATROL self
|
||||
-- @return #AI_AIR_PATROL self
|
||||
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
|
||||
@ -280,7 +280,7 @@ function AI_AIR_PATROL.___PatrolRoute( AIPatrol, Fsm )
|
||||
|
||||
end
|
||||
|
||||
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
|
||||
--- Defines a new patrol route using the @{AI.AI_Patrol#AI_PATROL_ZONE} parameters and settings.
|
||||
-- @param #AI_AIR_PATROL self
|
||||
-- @param Wrapper.Group#GROUP AIPatrol The Group managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
|
||||
@ -41,7 +41,7 @@
|
||||
|
||||
--- Build large formations, make AI follow a @{Wrapper.Client#CLIENT} (player) leader or a @{Wrapper.Unit#UNIT} (AI) leader.
|
||||
--
|
||||
-- AI_FORMATION makes AI @{GROUP}s fly in formation of various compositions.
|
||||
-- AI_FORMATION makes AI @{Wrapper.Group#GROUP}s fly in formation of various compositions.
|
||||
-- The AI_FORMATION class models formations in a different manner than the internal DCS formation logic!!!
|
||||
-- The purpose of the class is to:
|
||||
--
|
||||
|
||||
@ -135,15 +135,15 @@
|
||||
-- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
|
||||
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
|
||||
-- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit,
|
||||
-- while a new AI is targetted to the AI_PATROL_ZONE.
|
||||
-- while a new AI is targeted to the AI_PATROL_ZONE.
|
||||
-- Once the time is finished, the old AI will return to the base.
|
||||
-- Use the method @{#AI_PATROL_ZONE.ManageFuel}() to have this proces in place.
|
||||
-- Use the method @{#AI_PATROL_ZONE.ManageFuel}() to have this process in place.
|
||||
--
|
||||
-- ## 7. Manage "damage" behaviour of the AI in the AI_PATROL_ZONE
|
||||
--
|
||||
-- When the AI is damaged, it is required that a new AIControllable is started. However, damage cannon be foreseen early on.
|
||||
-- Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB).
|
||||
-- Use the method @{#AI_PATROL_ZONE.ManageDamage}() to have this proces in place.
|
||||
-- Use the method @{#AI_PATROL_ZONE.ManageDamage}() to have this process in place.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@ -170,27 +170,27 @@ function AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltit
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- #AI_PATROL_ZONE
|
||||
|
||||
|
||||
|
||||
|
||||
self.PatrolZone = PatrolZone
|
||||
self.PatrolFloorAltitude = PatrolFloorAltitude
|
||||
self.PatrolCeilingAltitude = PatrolCeilingAltitude
|
||||
self.PatrolMinSpeed = PatrolMinSpeed
|
||||
self.PatrolMaxSpeed = PatrolMaxSpeed
|
||||
|
||||
|
||||
-- defafult PatrolAltType to "BARO" if not specified
|
||||
self.PatrolAltType = PatrolAltType or "BARO"
|
||||
|
||||
|
||||
self:SetRefreshTimeInterval( 30 )
|
||||
|
||||
|
||||
self.CheckStatus = true
|
||||
|
||||
|
||||
self:ManageFuel( .2, 60 )
|
||||
self:ManageDamage( 1 )
|
||||
|
||||
|
||||
|
||||
self.DetectedUnits = {} -- This table contains the targets detected during patrol.
|
||||
|
||||
|
||||
self:SetStartState( "None" )
|
||||
|
||||
self:AddTransition( "*", "Stop", "Stopped" )
|
||||
@ -228,7 +228,7 @@ function AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltit
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
|
||||
--- Synchronous Event Trigger for Event Stop.
|
||||
-- @function [parent=#AI_PATROL_ZONE] Stop
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
@ -256,7 +256,7 @@ function AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltit
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
|
||||
--- Synchronous Event Trigger for Event Start.
|
||||
-- @function [parent=#AI_PATROL_ZONE] Start
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
@ -329,7 +329,7 @@ function AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltit
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
|
||||
--- Synchronous Event Trigger for Event Status.
|
||||
-- @function [parent=#AI_PATROL_ZONE] Status
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
@ -413,7 +413,7 @@ function AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltit
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
|
||||
--- Synchronous Event Trigger for Event RTB.
|
||||
-- @function [parent=#AI_PATROL_ZONE] RTB
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
@ -441,11 +441,11 @@ function AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltit
|
||||
-- @param #string To The To State string.
|
||||
|
||||
self:AddTransition( "*", "Reset", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_PATROL_ZONE.
|
||||
|
||||
|
||||
self:AddTransition( "*", "Eject", "*" )
|
||||
self:AddTransition( "*", "Crash", "Crashed" )
|
||||
self:AddTransition( "*", "PilotDead", "*" )
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@ -459,7 +459,7 @@ end
|
||||
-- @return #AI_PATROL_ZONE self
|
||||
function AI_PATROL_ZONE:SetSpeed( PatrolMinSpeed, PatrolMaxSpeed )
|
||||
self:F2( { PatrolMinSpeed, PatrolMaxSpeed } )
|
||||
|
||||
|
||||
self.PatrolMinSpeed = PatrolMinSpeed
|
||||
self.PatrolMaxSpeed = PatrolMaxSpeed
|
||||
end
|
||||
@ -473,7 +473,7 @@ end
|
||||
-- @return #AI_PATROL_ZONE self
|
||||
function AI_PATROL_ZONE:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude )
|
||||
self:F2( { PatrolFloorAltitude, PatrolCeilingAltitude } )
|
||||
|
||||
|
||||
self.PatrolFloorAltitude = PatrolFloorAltitude
|
||||
self.PatrolCeilingAltitude = PatrolCeilingAltitude
|
||||
end
|
||||
@ -582,7 +582,7 @@ end
|
||||
|
||||
--- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
|
||||
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
|
||||
-- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_PATROL_ZONE.
|
||||
-- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targeted to the AI_PATROL_ZONE.
|
||||
-- Once the time is finished, the old AI will return to the base.
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param #number PatrolFuelThresholdPercentage The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
|
||||
@ -592,7 +592,7 @@ function AI_PATROL_ZONE:ManageFuel( PatrolFuelThresholdPercentage, PatrolOutOfFu
|
||||
|
||||
self.PatrolFuelThresholdPercentage = PatrolFuelThresholdPercentage
|
||||
self.PatrolOutOfFuelOrbitTime = PatrolOutOfFuelOrbitTime
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@ -609,28 +609,28 @@ function AI_PATROL_ZONE:ManageDamage( PatrolDamageThreshold )
|
||||
|
||||
self.PatrolManageDamage = true
|
||||
self.PatrolDamageThreshold = PatrolDamageThreshold
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
|
||||
--- Defines a new patrol route using the @{#AI_PATROL_ZONE} parameters and settings.
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @return #AI_PATROL_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #AI_PATROL_ZONE self
|
||||
function AI_PATROL_ZONE:onafterStart( Controllable, From, Event, To )
|
||||
self:F2()
|
||||
|
||||
self:__Route( 1 ) -- Route to the patrol point. The asynchronous trigger is important, because a spawned group and units takes at least one second to come live.
|
||||
self:__Status( 60 ) -- Check status status every 30 seconds.
|
||||
self:SetDetectionActivated()
|
||||
|
||||
|
||||
self:HandleEvent( EVENTS.PilotDead, self.OnPilotDead )
|
||||
self:HandleEvent( EVENTS.Crash, self.OnCrash )
|
||||
self:HandleEvent( EVENTS.Ejection, self.OnEjection )
|
||||
|
||||
|
||||
Controllable:OptionROEHoldFire()
|
||||
Controllable:OptionROTVertical()
|
||||
|
||||
@ -667,12 +667,12 @@ function AI_PATROL_ZONE:onafterDetect( Controllable, From, Event, To )
|
||||
if TargetObject and TargetObject:isExist() and TargetObject.id_ < 50000000 then
|
||||
|
||||
local TargetUnit = UNIT:Find( TargetObject )
|
||||
|
||||
|
||||
-- Check that target is alive due to issue https://github.com/FlightControl-Master/MOOSE/issues/1234
|
||||
if TargetUnit and TargetUnit:IsAlive() then
|
||||
|
||||
|
||||
local TargetUnitName = TargetUnit:GetName()
|
||||
|
||||
|
||||
if self.DetectionZone then
|
||||
if TargetUnit:IsInZone( self.DetectionZone ) then
|
||||
self:T( {"Detected ", TargetUnit } )
|
||||
@ -687,13 +687,13 @@ function AI_PATROL_ZONE:onafterDetect( Controllable, From, Event, To )
|
||||
end
|
||||
Detected = true
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
self:__Detect( -self.DetectInterval )
|
||||
|
||||
|
||||
if Detected == true then
|
||||
self:__Detected( 1.5 )
|
||||
end
|
||||
@ -701,7 +701,7 @@ function AI_PATROL_ZONE:onafterDetect( Controllable, From, Event, To )
|
||||
end
|
||||
|
||||
--- @param Wrapper.Controllable#CONTROLLABLE AIControllable
|
||||
-- This statis method is called from the route path within the last task at the last waaypoint of the Controllable.
|
||||
-- This static method is called from the route path within the last task at the last waypoint of the Controllable.
|
||||
-- Note that this method is required, as triggers the next route when patrolling for the Controllable.
|
||||
function AI_PATROL_ZONE:_NewPatrolRoute( AIControllable )
|
||||
|
||||
@ -710,7 +710,7 @@ function AI_PATROL_ZONE:_NewPatrolRoute( AIControllable )
|
||||
end
|
||||
|
||||
|
||||
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
|
||||
--- Defines a new patrol route using the @{#AI_PATROL_ZONE} parameters and settings.
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
@ -729,7 +729,7 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
|
||||
if self.Controllable:IsAlive() and life > 1 then
|
||||
-- Determine if the AIControllable is within the PatrolZone.
|
||||
-- If not, make a waypoint within the to that the AIControllable will fly at maximum speed to that point.
|
||||
|
||||
|
||||
local PatrolRoute = {}
|
||||
|
||||
-- Calculate the current route point of the controllable as the start point of the route.
|
||||
|
||||
@ -140,7 +140,7 @@ do -- ACT_ACCOUNT_DEADS
|
||||
--- # @{#ACT_ACCOUNT_DEADS} FSM class, extends @{Core.Fsm.Account#ACT_ACCOUNT}
|
||||
--
|
||||
-- The ACT_ACCOUNT_DEADS class accounts (detects, counts and reports) successful kills of DCS units.
|
||||
-- The process is given a @{Set} of units that will be tracked upon successful destruction.
|
||||
-- The process is given a @{Core.Set} of units that will be tracked upon successful destruction.
|
||||
-- The process will end after each target has been successfully destroyed.
|
||||
-- Each successful dead will trigger an Account state transition that can be scored, modified or administered.
|
||||
--
|
||||
|
||||
@ -47,7 +47,7 @@ do -- CARGO_GROUP
|
||||
|
||||
--- CARGO_GROUP constructor.
|
||||
-- This make a new CARGO_GROUP from a @{Wrapper.Group} object.
|
||||
-- It will "ungroup" the group object within the sim, and will create a @{Set} of individual Unit objects.
|
||||
-- It will "ungroup" the group object within the sim, and will create a @{Core.Set} of individual Unit objects.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param Wrapper.Group#GROUP CargoGroup Group to be transported as cargo.
|
||||
-- @param #string Type Cargo type, e.g. "Infantry". This is the type used in SET_CARGO:New():FilterTypes("Infantry") to define the valid cargo groups of the set.
|
||||
|
||||
@ -51,7 +51,7 @@
|
||||
-- * PLAYERS
|
||||
-- * CARGOS
|
||||
--
|
||||
-- On top, for internal MOOSE administration purposes, the DATBASE administers the Unit and Group TEMPLATES as defined within the Mission Editor.
|
||||
-- On top, for internal MOOSE administration purposes, the DATABASE administers the Unit and Group TEMPLATES as defined within the Mission Editor.
|
||||
--
|
||||
-- The singleton object **_DATABASE** is automatically created by MOOSE, that administers all objects within the mission.
|
||||
-- Moose refers to **_DATABASE** within the framework extensively, but you can also refer to the _DATABASE object within your missions if required.
|
||||
@ -322,7 +322,7 @@ do -- Zones
|
||||
|
||||
-- Store color of zone.
|
||||
Zone.Color=color
|
||||
|
||||
|
||||
-- Store zone ID.
|
||||
Zone.ZoneID=ZoneData.zoneId
|
||||
|
||||
@ -777,7 +777,7 @@ function DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, Category
|
||||
local StaticTemplate = UTILS.DeepCopy( StaticTemplate )
|
||||
|
||||
local StaticTemplateGroupName = env.getValueDictByKey(StaticTemplate.name)
|
||||
|
||||
|
||||
local StaticTemplateName=StaticTemplate.units[1].name
|
||||
|
||||
self.Templates.Statics[StaticTemplateName] = self.Templates.Statics[StaticTemplateName] or {}
|
||||
@ -1153,11 +1153,11 @@ function DATABASE:_EventOnDeadOrCrash( Event )
|
||||
if self.STATICS[Event.IniDCSUnitName] then
|
||||
self:DeleteStatic( Event.IniDCSUnitName )
|
||||
end
|
||||
|
||||
|
||||
---
|
||||
-- Maybe a UNIT?
|
||||
---
|
||||
|
||||
|
||||
-- Delete unit.
|
||||
if self.UNITS[Event.IniDCSUnitName] then
|
||||
self:T("STATIC Event for UNIT "..tostring(Event.IniDCSUnitName))
|
||||
@ -1556,11 +1556,11 @@ function DATABASE:FindOpsGroupFromUnit(unitname)
|
||||
else
|
||||
unit=unitname
|
||||
end
|
||||
|
||||
|
||||
if unit then
|
||||
groupname=unit:GetGroup():GetName()
|
||||
end
|
||||
|
||||
|
||||
if groupname then
|
||||
return self.FLIGHTGROUPS[groupname]
|
||||
else
|
||||
|
||||
@ -35,7 +35,7 @@
|
||||
-- There are 5 types/levels of objects that the _EVENTDISPATCHER services:
|
||||
--
|
||||
-- * _DATABASE object: The core of the MOOSE objects. Any object that is created, deleted or updated, is done in this database.
|
||||
-- * SET_ derived classes: These are subsets of the _DATABASE object. These subsets are updated by the _EVENTDISPATCHER as the second priority.
|
||||
-- * SET_ derived classes: These are subsets of the global _DATABASE object (an instance of @{Core.Database#DATABASE}). These subsets are updated by the _EVENTDISPATCHER as the second priority.
|
||||
-- * UNIT objects: UNIT objects can subscribe to DCS events. Each DCS event will be directly published to the subscribed UNIT object.
|
||||
-- * GROUP objects: GROUP objects can subscribe to DCS events. Each DCS event will be directly published to the subscribed GROUP object.
|
||||
-- * Any other object: Various other objects can subscribe to DCS events. Each DCS event triggered will be published to each subscribed object.
|
||||
@ -52,7 +52,7 @@
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The actual event subscribing and handling is not facilitated through the _EVENTDISPATCHER, but it is done through the @{BASE} class, @{UNIT} class and @{GROUP} class.
|
||||
-- The actual event subscribing and handling is not facilitated through the _EVENTDISPATCHER, but it is done through the @{Core.Base#BASE} class, @{Wrapper.Unit#UNIT} class and @{Wrapper.Group#GROUP} class.
|
||||
-- The _EVENTDISPATCHER is a component that is quietly working in the background of MOOSE.
|
||||
--
|
||||
-- 
|
||||
|
||||
@ -47,9 +47,9 @@
|
||||
-- and tailored** by mission designers through **the implementation of Transition Handlers**.
|
||||
-- Each of these FSM implementation classes start either with:
|
||||
--
|
||||
-- * an acronym **AI\_**, which indicates a FSM implementation directing **AI controlled** @{GROUP} and/or @{UNIT}. These AI\_ classes derive the @{#FSM_CONTROLLABLE} class.
|
||||
-- * an acronym **AI\_**, which indicates a FSM implementation directing **AI controlled** @{Wrapper.Group#GROUP} and/or @{Wrapper.Unit#UNIT}. These AI\_ classes derive the @{#FSM_CONTROLLABLE} class.
|
||||
-- * an acronym **TASK\_**, which indicates a FSM implementation executing a @{TASK} executed by Groups of players. These TASK\_ classes derive the @{#FSM_TASK} class.
|
||||
-- * an acronym **ACT\_**, which indicates an Sub-FSM implementation, directing **Humans actions** that need to be done in a @{TASK}, seated in a @{CLIENT} (slot) or a @{UNIT} (CA join). These ACT\_ classes derive the @{#FSM_PROCESS} class.
|
||||
-- * an acronym **ACT\_**, which indicates an Sub-FSM implementation, directing **Humans actions** that need to be done in a @{TASK}, seated in a @{CLIENT} (slot) or a @{Wrapper.Unit#UNIT} (CA join). These ACT\_ classes derive the @{#FSM_PROCESS} class.
|
||||
--
|
||||
-- Detailed explanations and API specifics are further below clarified and FSM derived class specifics are described in those class documentation sections.
|
||||
--
|
||||
@ -64,7 +64,7 @@
|
||||
-- * @{#FSM_TASK}: Models Finite State Machines for @{Task}s.
|
||||
-- * @{#FSM_PROCESS}: Models Finite State Machines for @{Task} actions, which control @{Client}s.
|
||||
-- * @{#FSM_CONTROLLABLE}: Models Finite State Machines for @{Wrapper.Controllable}s, which are @{Wrapper.Group}s, @{Wrapper.Unit}s, @{Client}s.
|
||||
-- * @{#FSM_SET}: Models Finite State Machines for @{Set}s. Note that these FSMs control multiple objects!!! So State concerns here
|
||||
-- * @{#FSM_SET}: Models Finite State Machines for @{Core.Set}s. Note that these FSMs control multiple objects!!! So State concerns here
|
||||
-- for multiple objects or the position of the state machine in the process.
|
||||
--
|
||||
-- ===
|
||||
@ -119,9 +119,9 @@ do -- FSM
|
||||
-- and tailored** by mission designers through **the implementation of Transition Handlers**.
|
||||
-- Each of these FSM implementation classes start either with:
|
||||
--
|
||||
-- * an acronym **AI\_**, which indicates an FSM implementation directing **AI controlled** @{GROUP} and/or @{UNIT}. These AI\_ classes derive the @{#FSM_CONTROLLABLE} class.
|
||||
-- * an acronym **AI\_**, which indicates an FSM implementation directing **AI controlled** @{Wrapper.Group#GROUP} and/or @{Wrapper.Unit#UNIT}. These AI\_ classes derive the @{#FSM_CONTROLLABLE} class.
|
||||
-- * an acronym **TASK\_**, which indicates an FSM implementation executing a @{TASK} executed by Groups of players. These TASK\_ classes derive the @{#FSM_TASK} class.
|
||||
-- * an acronym **ACT\_**, which indicates an Sub-FSM implementation, directing **Humans actions** that need to be done in a @{TASK}, seated in a @{CLIENT} (slot) or a @{UNIT} (CA join). These ACT\_ classes derive the @{#FSM_PROCESS} class.
|
||||
-- * an acronym **ACT\_**, which indicates an Sub-FSM implementation, directing **Humans actions** that need to be done in a @{TASK}, seated in a @{CLIENT} (slot) or a @{Wrapper.Unit#UNIT} (CA join). These ACT\_ classes derive the @{#FSM_PROCESS} class.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
@ -1382,7 +1382,7 @@ do -- FSM_SET
|
||||
-- @field Core.Set#SET_BASE Set
|
||||
-- @extends Core.Fsm#FSM
|
||||
|
||||
--- FSM_SET class models Finite State Machines for @{Set}s. Note that these FSMs control multiple objects!!! So State concerns here
|
||||
--- FSM_SET class models Finite State Machines for @{Core.Set}s. Note that these FSMs control multiple objects!!! So State concerns here
|
||||
-- for multiple objects or the position of the state machine in the process.
|
||||
--
|
||||
-- ===
|
||||
|
||||
@ -1624,7 +1624,7 @@ do -- SET_GROUP
|
||||
return false
|
||||
end
|
||||
|
||||
--- Iterate the SET_GROUP and return true if at least one @{#UNIT} of one @{GROUP} of the @{SET_GROUP} is in @{Core.Zone}
|
||||
--- Iterate the SET_GROUP and return true if at least one @{#UNIT} of one @{Wrapper.Group#GROUP} of the @{#SET_GROUP} is in @{Core.Zone}
|
||||
-- @param #SET_GROUP self
|
||||
-- @param Core.Zone#ZONE ZoneObject The Zone to be tested for.
|
||||
-- @return #boolean true if at least one of the @{Wrapper.Group#GROUP} is partly or completely inside the @{Core.Zone#ZONE}, false otherwise.
|
||||
@ -1649,8 +1649,8 @@ do -- SET_GROUP
|
||||
return false
|
||||
end
|
||||
|
||||
--- Iterate the SET_GROUP and return true if at least one @{GROUP} of the @{SET_GROUP} is partly in @{Core.Zone}.
|
||||
-- Will return false if a @{GROUP} is fully in the @{Core.Zone}
|
||||
--- Iterate the SET_GROUP and return true if at least one @{Wrapper.Group#GROUP} of the @{#SET_GROUP} is partly in @{Core.Zone}.
|
||||
-- Will return false if a @{Wrapper.Group#GROUP} is fully in the @{Core.Zone}
|
||||
-- @param #SET_GROUP self
|
||||
-- @param Core.Zone#ZONE ZoneObject The Zone to be tested for.
|
||||
-- @return #boolean true if at least one of the @{Wrapper.Group#GROUP} is partly or completely inside the @{Core.Zone#ZONE}, false otherwise.
|
||||
@ -1683,7 +1683,7 @@ do -- SET_GROUP
|
||||
end
|
||||
end
|
||||
|
||||
--- Iterate the SET_GROUP and return true if no @{GROUP} of the @{SET_GROUP} is in @{Core.Zone}
|
||||
--- Iterate the SET_GROUP and return true if no @{Wrapper.Group#GROUP} of the @{#SET_GROUP} is in @{Core.Zone}
|
||||
-- This could also be achieved with `not SET_GROUP:AnyPartlyInZone(Zone)`, but it's easier for the
|
||||
-- mission designer to add a dedicated method
|
||||
-- @param #SET_GROUP self
|
||||
@ -2574,7 +2574,7 @@ do -- SET_UNIT
|
||||
return UnitTypes
|
||||
end
|
||||
|
||||
--- Returns a comma separated string of the unit types with a count in the @{Set}.
|
||||
--- Returns a comma separated string of the unit types with a count in the @{Core.Set}.
|
||||
-- @param #SET_UNIT self
|
||||
-- @return #string The unit types string
|
||||
function SET_UNIT:GetUnitTypesText()
|
||||
@ -2746,7 +2746,7 @@ do -- SET_UNIT
|
||||
|
||||
end
|
||||
|
||||
--- Returns if the @{Set} has targets having a radar (of a given type).
|
||||
--- Returns if the @{Core.Set} has targets having a radar (of a given type).
|
||||
-- @param #SET_UNIT self
|
||||
-- @param DCS#Unit.RadarType RadarType
|
||||
-- @return #number The amount of radars in the Set with the given type
|
||||
@ -2771,7 +2771,7 @@ do -- SET_UNIT
|
||||
return RadarCount
|
||||
end
|
||||
|
||||
--- Returns if the @{Set} has targets that can be SEADed.
|
||||
--- Returns if the @{Core.Set} has targets that can be SEADed.
|
||||
-- @param #SET_UNIT self
|
||||
-- @return #number The amount of SEADable units in the Set
|
||||
function SET_UNIT:HasSEAD()
|
||||
@ -2795,7 +2795,7 @@ do -- SET_UNIT
|
||||
return SEADCount
|
||||
end
|
||||
|
||||
--- Returns if the @{Set} has ground targets.
|
||||
--- Returns if the @{Core.Set} has ground targets.
|
||||
-- @param #SET_UNIT self
|
||||
-- @return #number The amount of ground targets in the Set.
|
||||
function SET_UNIT:HasGroundUnits()
|
||||
@ -2812,7 +2812,7 @@ do -- SET_UNIT
|
||||
return GroundUnitCount
|
||||
end
|
||||
|
||||
--- Returns if the @{Set} has air targets.
|
||||
--- Returns if the @{Core.Set} has air targets.
|
||||
-- @param #SET_UNIT self
|
||||
-- @return #number The amount of air targets in the Set.
|
||||
function SET_UNIT:HasAirUnits()
|
||||
@ -2829,7 +2829,7 @@ do -- SET_UNIT
|
||||
return AirUnitCount
|
||||
end
|
||||
|
||||
--- Returns if the @{Set} has friendly ground units.
|
||||
--- Returns if the @{Core.Set} has friendly ground units.
|
||||
-- @param #SET_UNIT self
|
||||
-- @return #number The amount of ground targets in the Set.
|
||||
function SET_UNIT:HasFriendlyUnits( FriendlyCoalition )
|
||||
@ -3514,7 +3514,7 @@ do -- SET_STATIC
|
||||
return StaticTypes
|
||||
end
|
||||
|
||||
--- Returns a comma separated string of the unit types with a count in the @{Set}.
|
||||
--- Returns a comma separated string of the unit types with a count in the @{Core.Set}.
|
||||
-- @param #SET_STATIC self
|
||||
-- @return #string The unit types string
|
||||
function SET_STATIC:GetStaticTypesText()
|
||||
|
||||
@ -206,7 +206,7 @@
|
||||
-- * @{#SPAWN.SpawnAtAirbase}(): Spawn a new group at an @{Wrapper.Airbase}, which can be an airdrome, ship or helipad.
|
||||
--
|
||||
-- Note that @{#SPAWN.Spawn} and @{#SPAWN.ReSpawn} return a @{Wrapper.Group#GROUP.New} object, that contains a reference to the DCSGroup object.
|
||||
-- You can use the @{GROUP} object to do further actions with the DCSGroup.
|
||||
-- You can use the @{Wrapper.Group#GROUP} object to do further actions with the DCSGroup.
|
||||
--
|
||||
-- ### **Scheduled** spawning methods
|
||||
--
|
||||
@ -765,7 +765,7 @@ end
|
||||
|
||||
--- Randomizes the UNITs that are spawned within a radius band given an Outer and Inner radius.
|
||||
-- @param #SPAWN self
|
||||
-- @param #boolean RandomizeUnits If true, SPAWN will perform the randomization of the @{UNIT}s position within the group between a given outer and inner radius.
|
||||
-- @param #boolean RandomizeUnits If true, SPAWN will perform the randomization of the @{Wrapper.Unit#UNIT}s position within the group between a given outer and inner radius.
|
||||
-- @param DCS#Distance OuterRadius (optional) The outer radius in meters where the new group will be spawned.
|
||||
-- @param DCS#Distance InnerRadius (optional) The inner radius in meters where the new group will NOT be spawned.
|
||||
-- @return #SPAWN
|
||||
@ -1159,7 +1159,7 @@ do -- Delay methods
|
||||
end -- Delay methods
|
||||
|
||||
--- Will spawn a group based on the internal index.
|
||||
-- Note: Uses @{DATABASE} module defined in MOOSE.
|
||||
-- Note: This method uses the global _DATABASE object (an instance of @{Core.Database#DATABASE}), which contains ALL initial and new spawned objects in MOOSE.
|
||||
-- @param #SPAWN self
|
||||
-- @return Wrapper.Group#GROUP The group that was spawned. You can use this group for further actions.
|
||||
function SPAWN:Spawn()
|
||||
@ -1174,7 +1174,7 @@ function SPAWN:Spawn()
|
||||
end
|
||||
|
||||
--- Will re-spawn a group based on a given index.
|
||||
-- Note: Uses @{DATABASE} module defined in MOOSE.
|
||||
-- Note: This method uses the global _DATABASE object (an instance of @{Core.Database#DATABASE}), which contains ALL initial and new spawned objects in MOOSE.
|
||||
-- @param #SPAWN self
|
||||
-- @param #string SpawnIndex The index of the group to be spawned.
|
||||
-- @return Wrapper.Group#GROUP The group that was spawned. You can use this group for further actions.
|
||||
@ -1222,7 +1222,7 @@ function SPAWN:SetSpawnIndex( SpawnIndex )
|
||||
end
|
||||
|
||||
--- Will spawn a group with a specified index number.
|
||||
-- Uses @{DATABASE} global object defined in MOOSE.
|
||||
-- Note: This method uses the global _DATABASE object (an instance of @{Core.Database#DATABASE}), which contains ALL initial and new spawned objects in MOOSE.
|
||||
-- @param #SPAWN self
|
||||
-- @param #string SpawnIndex The index of the group to be spawned.
|
||||
-- @return Wrapper.Group#GROUP The group that was spawned. You can use this group for further actions.
|
||||
@ -2937,7 +2937,7 @@ function SPAWN:_GetGroupCountryID( SpawnPrefix )
|
||||
end
|
||||
|
||||
--- Gets the Group Template from the ME environment definition.
|
||||
-- This method used the @{DATABASE} object, which contains ALL initial and new spawned object in MOOSE.
|
||||
-- Note: This method uses the global _DATABASE object (an instance of @{Core.Database#DATABASE}), which contains ALL initial and new spawned objects in MOOSE.
|
||||
-- @param #SPAWN self
|
||||
-- @param #string SpawnTemplatePrefix
|
||||
-- @return @SPAWN self
|
||||
|
||||
@ -48,7 +48,7 @@
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- A typical mission setup would require Recce (a @{Set} of Recce) to be detecting potential targets.
|
||||
-- A typical mission setup would require Recce (a @{Core.Set} of Recce) to be detecting potential targets.
|
||||
-- The DetectionObject will group the detected targets based on the detection method being used.
|
||||
-- Possible detection methods could be by Area, by Type or by Unit.
|
||||
-- Each grouping will result in a **TargetGroup**, for terminology and clarity we will use this term throughout the document.
|
||||
@ -276,7 +276,7 @@ do -- DESIGNATE
|
||||
-- # 7. Designate Menu Location for a Mission
|
||||
--
|
||||
-- You can make DESIGNATE work for a @{Tasking.Mission#MISSION} object. In this way, the designate menu will not appear in the root of the radio menu, but in the menu of the Mission.
|
||||
-- Use the method @{#DESIGNATE.SetMission}() to set the @{Mission} object for the designate function.
|
||||
-- Use the method @{#DESIGNATE.SetMission}() to set the @{Tasking.Mission} object for the designate function.
|
||||
--
|
||||
-- # 8. Status Report
|
||||
--
|
||||
|
||||
@ -40,7 +40,7 @@
|
||||
do -- DETECTION_BASE
|
||||
|
||||
--- @type DETECTION_BASE
|
||||
-- @field Core.Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Forward Air Controller role.
|
||||
-- @field Core.Set#SET_GROUP DetectionSetGroup The @{Core.Set} of GROUPs in the Forward Air Controller role.
|
||||
-- @field DCS#Distance DetectionRange The range till which targets are accepted to be detected.
|
||||
-- @field #DETECTION_BASE.DetectedObjects DetectedObjects The list of detected objects.
|
||||
-- @field #table DetectedObjectsIdentified Map of the DetectedObjects identified.
|
||||
@ -318,7 +318,7 @@ do -- DETECTION_BASE
|
||||
|
||||
--- DETECTION constructor.
|
||||
-- @param #DETECTION_BASE self
|
||||
-- @param Core.Set#SET_GROUP DetectionSet The @{Set} of @{Group}s that is used to detect the units.
|
||||
-- @param Core.Set#SET_GROUP DetectionSet The @{Core.Set} of @{Wrapper.Group}s that is used to detect the units.
|
||||
-- @return #DETECTION_BASE self
|
||||
function DETECTION_BASE:New( DetectionSet )
|
||||
|
||||
@ -1982,7 +1982,7 @@ do -- DETECTION_UNITS
|
||||
|
||||
--- Will detect units within the battle zone.
|
||||
--
|
||||
-- It will build a DetectedItems list filled with DetectedItems. Each DetectedItem will contain a field Set, which contains a @{Core.Set#SET_UNIT} containing ONE @{UNIT} object reference.
|
||||
-- It will build a DetectedItems list filled with DetectedItems. Each DetectedItem will contain a field Set, which contains a @{Core.Set#SET_UNIT} containing ONE @{Wrapper.Unit#UNIT} object reference.
|
||||
-- Beware that when the amount of units detected is large, the DetectedItems list will be large also.
|
||||
--
|
||||
-- @field #DETECTION_UNITS
|
||||
@ -1993,7 +1993,7 @@ do -- DETECTION_UNITS
|
||||
|
||||
--- DETECTION_UNITS constructor.
|
||||
-- @param Functional.Detection#DETECTION_UNITS self
|
||||
-- @param Core.Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Forward Air Controller role.
|
||||
-- @param Core.Set#SET_GROUP DetectionSetGroup The @{Core.Set} of GROUPs in the Forward Air Controller role.
|
||||
-- @return Functional.Detection#DETECTION_UNITS self
|
||||
function DETECTION_UNITS:New( DetectionSetGroup )
|
||||
|
||||
@ -2237,7 +2237,7 @@ do -- DETECTION_TYPES
|
||||
|
||||
--- Will detect units within the battle zone.
|
||||
-- It will build a DetectedItems[] list filled with DetectedItems, grouped by the type of units detected.
|
||||
-- Each DetectedItem will contain a field Set, which contains a @{Core.Set#SET_UNIT} containing ONE @{UNIT} object reference.
|
||||
-- Each DetectedItem will contain a field Set, which contains a @{Core.Set#SET_UNIT} containing ONE @{Wrapper.Unit#UNIT} object reference.
|
||||
-- Beware that when the amount of different types detected is large, the DetectedItems[] list will be large also.
|
||||
--
|
||||
-- @field #DETECTION_TYPES
|
||||
@ -2248,7 +2248,7 @@ do -- DETECTION_TYPES
|
||||
|
||||
--- DETECTION_TYPES constructor.
|
||||
-- @param Functional.Detection#DETECTION_TYPES self
|
||||
-- @param Core.Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Recce role.
|
||||
-- @param Core.Set#SET_GROUP DetectionSetGroup The @{Core.Set} of GROUPs in the Recce role.
|
||||
-- @return Functional.Detection#DETECTION_TYPES self
|
||||
function DETECTION_TYPES:New( DetectionSetGroup )
|
||||
|
||||
@ -2477,7 +2477,7 @@ do -- DETECTION_AREAS
|
||||
|
||||
--- DETECTION_AREAS constructor.
|
||||
-- @param #DETECTION_AREAS self
|
||||
-- @param Core.Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Forward Air Controller role.
|
||||
-- @param Core.Set#SET_GROUP DetectionSetGroup The @{Core.Set} of GROUPs in the Forward Air Controller role.
|
||||
-- @param DCS#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target.
|
||||
-- @return #DETECTION_AREAS
|
||||
function DETECTION_AREAS:New( DetectionSetGroup, DetectionZoneRange )
|
||||
@ -2498,7 +2498,7 @@ do -- DETECTION_AREAS
|
||||
|
||||
--- Retrieve set of detected zones.
|
||||
-- @param #DETECTION_AREAS self
|
||||
-- @return Core.Set#SET_ZONE The @{Set} of ZONE_UNIT objects detected.
|
||||
-- @return Core.Set#SET_ZONE The @{Core.Set} of ZONE_UNIT objects detected.
|
||||
function DETECTION_AREAS:GetDetectionZones()
|
||||
local zoneset = SET_ZONE:New()
|
||||
for _ID,_Item in pairs (self.DetectedItems) do
|
||||
|
||||
@ -48,7 +48,7 @@ do -- DETECTION_ZONES
|
||||
|
||||
--- DETECTION_ZONES constructor.
|
||||
-- @param #DETECTION_ZONES self
|
||||
-- @param Core.Set#SET_ZONE DetectionSetZone The @{Set} of ZONE_RADIUS.
|
||||
-- @param Core.Set#SET_ZONE DetectionSetZone The @{Core.Set} of ZONE_RADIUS.
|
||||
-- @param DCS#Coalition.side DetectionCoalition The coalition of the detection.
|
||||
-- @return #DETECTION_ZONES
|
||||
function DETECTION_ZONES:New( DetectionSetZone, DetectionCoalition )
|
||||
|
||||
@ -28,14 +28,14 @@
|
||||
-- * **Messages Off**: Disable all messages.
|
||||
-- * **Tracking**: Menu to configure missile tracking messages.
|
||||
-- * **To All**: Shows missile tracking messages to all players.
|
||||
-- * **To Target**: Shows missile tracking messages only to the player where the missile is targetted at.
|
||||
-- * **To Target**: Shows missile tracking messages only to the player where the missile is targeted at.
|
||||
-- * **Tracking On**: Show missile tracking messages.
|
||||
-- * **Tracking Off**: Disable missile tracking messages.
|
||||
-- * **Frequency Increase**: Increases the missile tracking message frequency with one second.
|
||||
-- * **Frequency Decrease**: Decreases the missile tracking message frequency with one second.
|
||||
-- * **Alerts**: Menu to configure alert messages.
|
||||
-- * **To All**: Shows alert messages to all players.
|
||||
-- * **To Target**: Shows alert messages only to the player where the missile is (was) targetted at.
|
||||
-- * **To Target**: Shows alert messages only to the player where the missile is (was) targeted at.
|
||||
-- * **Hits On**: Show missile hit alert messages.
|
||||
-- * **Hits Off**: Disable missile hit alert messages.
|
||||
-- * **Launches On**: Show missile launch messages.
|
||||
@ -88,7 +88,7 @@
|
||||
-- A MISSILETRAINER object will behave differently based on the usage of initialization methods:
|
||||
--
|
||||
-- * @{#MISSILETRAINER.InitMessagesOnOff}: Sets by default the display of any message to be ON or OFF.
|
||||
-- * @{#MISSILETRAINER.InitTrackingToAll}: Sets by default the missile tracking report for all players or only for those missiles targetted to you.
|
||||
-- * @{#MISSILETRAINER.InitTrackingToAll}: Sets by default the missile tracking report for all players or only for those missiles targeted to you.
|
||||
-- * @{#MISSILETRAINER.InitTrackingOnOff}: Sets by default the display of missile tracking report to be ON or OFF.
|
||||
-- * @{#MISSILETRAINER.InitTrackingFrequency}: Increases, decreases the missile tracking message display frequency with the provided time interval in seconds.
|
||||
-- * @{#MISSILETRAINER.InitAlertsToAll}: Sets by default the display of alerts to be shown to all players or only to you.
|
||||
@ -256,7 +256,7 @@ function MISSILETRAINER:InitMessagesOnOff( MessagesOnOff )
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sets by default the missile tracking report for all players or only for those missiles targetted to you.
|
||||
--- Sets by default the missile tracking report for all players or only for those missiles targeted to you.
|
||||
-- @param #MISSILETRAINER self
|
||||
-- @param #boolean TrackingToAll true or false
|
||||
-- @return #MISSILETRAINER self
|
||||
|
||||
@ -30,23 +30,23 @@ MOVEMENT = {
|
||||
function MOVEMENT:New( MovePrefixes, MoveMaximum )
|
||||
local self = BASE:Inherit( self, BASE:New() ) -- #MOVEMENT
|
||||
self:F( { MovePrefixes, MoveMaximum } )
|
||||
|
||||
|
||||
if type( MovePrefixes ) == 'table' then
|
||||
self.MovePrefixes = MovePrefixes
|
||||
else
|
||||
self.MovePrefixes = { MovePrefixes }
|
||||
end
|
||||
self.MoveCount = 0 -- The internal counter of the amount of Moveing the has happened since MoveStart.
|
||||
self.MoveMaximum = MoveMaximum -- Contains the Maximum amount of units that are allowed to move...
|
||||
self.AliveUnits = 0 -- Contains the counter how many units are currently alive
|
||||
self.MoveUnits = {} -- Reflects if the Moving for this MovePrefixes is going to be scheduled or not.
|
||||
|
||||
self.MoveCount = 0 -- The internal counter of the amount of Moving the has happened since MoveStart.
|
||||
self.MoveMaximum = MoveMaximum -- Contains the Maximum amount of units that are allowed to move.
|
||||
self.AliveUnits = 0 -- Contains the counter how many units are currently alive.
|
||||
self.MoveUnits = {} -- Reflects if the Moving for this MovePrefixes is going to be scheduled or not.
|
||||
|
||||
self:HandleEvent( EVENTS.Birth )
|
||||
|
||||
|
||||
-- self:AddEvent( world.event.S_EVENT_BIRTH, self.OnBirth )
|
||||
--
|
||||
-- self:EnableEvents()
|
||||
|
||||
|
||||
self:ScheduleStart()
|
||||
|
||||
return self
|
||||
@ -67,7 +67,7 @@ function MOVEMENT:ScheduleStop()
|
||||
end
|
||||
|
||||
--- Captures the birth events when new Units were spawned.
|
||||
-- @todo This method should become obsolete. The new @{DATABASE} class will handle the collection administration.
|
||||
-- @todo This method should become obsolete. The global _DATABASE object (an instance of @{Core.Database#DATABASE}) will handle the collection administration.
|
||||
-- @param #MOVEMENT self
|
||||
-- @param Core.Event#EVENTDATA self
|
||||
function MOVEMENT:OnEventBirth( EventData )
|
||||
@ -86,14 +86,14 @@ function MOVEMENT:OnEventBirth( EventData )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
EventData.IniUnit:HandleEvent( EVENTS.DEAD, self.OnDeadOrCrash )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Captures the Dead or Crash events when Units crash or are destroyed.
|
||||
-- @todo This method should become obsolete. The new @{DATABASE} class will handle the collection administration.
|
||||
-- @todo This method should become obsolete. The global _DATABASE object (an instance of @{Core.Database#DATABASE}) will handle the collection administration.
|
||||
function MOVEMENT:OnDeadOrCrash( Event )
|
||||
self:F( { Event } )
|
||||
|
||||
|
||||
@ -301,7 +301,7 @@
|
||||
-- BASE:TraceLevel(1)
|
||||
-- BASE:TraceClass("RANGE")
|
||||
--
|
||||
-- To get even more output you can increase the trace level to 2 or even 3, c.f. @{BASE} for more details.
|
||||
-- To get even more output you can increase the trace level to 2 or even 3, c.f. @{Core.Base#BASE} for more details.
|
||||
--
|
||||
-- The function @{#RANGE.DebugON}() can be used to send messages on screen. It also smokes all defined strafe and bombing targets, the strafe pit approach boxes and the range zone.
|
||||
--
|
||||
|
||||
@ -22,37 +22,37 @@ _DATABASE:_RegisterAirbases()
|
||||
|
||||
--- Check if os etc is available.
|
||||
BASE:I("Checking de-sanitization of os, io and lfs:")
|
||||
local __na=false
|
||||
local __na = false
|
||||
if os then
|
||||
BASE:I("- os available")
|
||||
else
|
||||
BASE:I("- os NOT available! Some functions may not work.")
|
||||
__na=true
|
||||
__na = true
|
||||
end
|
||||
if io then
|
||||
BASE:I("- io available")
|
||||
else
|
||||
BASE:I("- io NOT available! Some functions may not work.")
|
||||
__na=true
|
||||
__na = true
|
||||
end
|
||||
if lfs then
|
||||
BASE:I("- lfs available")
|
||||
else
|
||||
BASE:I("- lfs NOT available! Some functions may not work.")
|
||||
__na=true
|
||||
__na = true
|
||||
end
|
||||
if __na then
|
||||
BASE:I("Check <DCS install folder>/Scripts/MissionScripting.lua and comment out the lines with sanitizeModule(''). Use at your own risk!)")
|
||||
end
|
||||
BASE.ServerName="Unknown"
|
||||
BASE.ServerName = "Unknown"
|
||||
if lfs and loadfile then
|
||||
local serverfile=lfs.writedir() .. 'Config/serverSettings.lua'
|
||||
local serverfile = lfs.writedir() .. 'Config/serverSettings.lua'
|
||||
if UTILS.FileExists(serverfile) then
|
||||
loadfile(serverfile)()
|
||||
if cfg and cfg.name then
|
||||
BASE.ServerName=cfg.name
|
||||
BASE.ServerName = cfg.name
|
||||
end
|
||||
end
|
||||
BASE.ServerName=BASE.ServerName or "Unknown"
|
||||
BASE:I("Server Name: "..tostring(BASE.ServerName))
|
||||
BASE.ServerName = BASE.ServerName or "Unknown"
|
||||
BASE:I("Server Name: " .. tostring(BASE.ServerName))
|
||||
end
|
||||
|
||||
@ -342,7 +342,7 @@ do -- DETECTION_REPORTING
|
||||
return self
|
||||
end
|
||||
|
||||
--- Creates a string of the detected items in a @{Detection}.
|
||||
--- Creates a string of the detected items in a @{Functional.Detection} object.
|
||||
-- @param #DETECTION_MANAGER self
|
||||
-- @param Core.Set#SET_UNIT DetectedSet The detected Set created by the @{Functional.Detection#DETECTION_BASE} object.
|
||||
-- @return #DETECTION_MANAGER self
|
||||
|
||||
@ -543,7 +543,7 @@ end
|
||||
|
||||
do -- Group Assignment
|
||||
|
||||
--- Returns if the @{Mission} is assigned to the Group.
|
||||
--- Returns if the @{Tasking.Mission} is assigned to the Group.
|
||||
-- @param #MISSION self
|
||||
-- @param Wrapper.Group#GROUP MissionGroup
|
||||
-- @return #boolean
|
||||
@ -561,7 +561,7 @@ do -- Group Assignment
|
||||
end
|
||||
|
||||
|
||||
--- Set @{Wrapper.Group} assigned to the @{Mission}.
|
||||
--- Set @{Wrapper.Group} assigned to the @{Tasking.Mission}.
|
||||
-- @param #MISSION self
|
||||
-- @param Wrapper.Group#GROUP MissionGroup
|
||||
-- @return #MISSION
|
||||
@ -576,7 +576,7 @@ do -- Group Assignment
|
||||
return self
|
||||
end
|
||||
|
||||
--- Clear the @{Wrapper.Group} assignment from the @{Mission}.
|
||||
--- Clear the @{Wrapper.Group} assignment from the @{Tasking.Mission}.
|
||||
-- @param #MISSION self
|
||||
-- @param Wrapper.Group#GROUP MissionGroup
|
||||
-- @return #MISSION
|
||||
@ -667,7 +667,7 @@ end
|
||||
|
||||
|
||||
--- Get the TASK identified by the TaskNumber from the Mission. This function is useful in GoalFunctions.
|
||||
-- @param #string TaskName The Name of the @{Task} within the @{Mission}.
|
||||
-- @param #string TaskName The Name of the @{Task} within the @{Tasking.Mission}.
|
||||
-- @return Tasking.Task#TASK The Task
|
||||
-- @return #nil Returns nil if no task was found.
|
||||
function MISSION:GetTask( TaskName )
|
||||
@ -677,7 +677,7 @@ function MISSION:GetTask( TaskName )
|
||||
end
|
||||
|
||||
|
||||
--- Return the next @{Task} ID to be completed within the @{Mission}.
|
||||
--- Return the next @{Task} ID to be completed within the @{Tasking.Mission}.
|
||||
-- @param #MISSION self
|
||||
-- @param Tasking.Task#TASK Task is the @{Task} object.
|
||||
-- @return Tasking.Task#TASK The task added.
|
||||
@ -689,7 +689,7 @@ function MISSION:GetNextTaskID( Task )
|
||||
end
|
||||
|
||||
|
||||
--- Register a @{Task} to be completed within the @{Mission}.
|
||||
--- Register a @{Task} to be completed within the @{Tasking.Mission}.
|
||||
-- Note that there can be multiple @{Task}s registered to be completed.
|
||||
-- Each Task can be set a certain Goals. The Mission will not be completed until all Goals are reached.
|
||||
-- @param #MISSION self
|
||||
@ -708,7 +708,7 @@ function MISSION:AddTask( Task )
|
||||
end
|
||||
|
||||
|
||||
--- Removes a @{Task} to be completed within the @{Mission}.
|
||||
--- Removes a @{Task} to be completed within the @{Tasking.Mission}.
|
||||
-- Note that there can be multiple @{Task}s registered to be completed.
|
||||
-- Each Task can be set a certain Goals. The Mission will not be completed until all Goals are reached.
|
||||
-- @param #MISSION self
|
||||
@ -733,35 +733,35 @@ function MISSION:RemoveTask( Task )
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Is the @{Mission} **COMPLETED**.
|
||||
--- Is the @{Tasking.Mission} **COMPLETED**.
|
||||
-- @param #MISSION self
|
||||
-- @return #boolean
|
||||
function MISSION:IsCOMPLETED()
|
||||
return self:Is( "COMPLETED" )
|
||||
end
|
||||
|
||||
--- Is the @{Mission} **IDLE**.
|
||||
--- Is the @{Tasking.Mission} **IDLE**.
|
||||
-- @param #MISSION self
|
||||
-- @return #boolean
|
||||
function MISSION:IsIDLE()
|
||||
return self:Is( "IDLE" )
|
||||
end
|
||||
|
||||
--- Is the @{Mission} **ENGAGED**.
|
||||
--- Is the @{Tasking.Mission} **ENGAGED**.
|
||||
-- @param #MISSION self
|
||||
-- @return #boolean
|
||||
function MISSION:IsENGAGED()
|
||||
return self:Is( "ENGAGED" )
|
||||
end
|
||||
|
||||
--- Is the @{Mission} **FAILED**.
|
||||
--- Is the @{Tasking.Mission} **FAILED**.
|
||||
-- @param #MISSION self
|
||||
-- @return #boolean
|
||||
function MISSION:IsFAILED()
|
||||
return self:Is( "FAILED" )
|
||||
end
|
||||
|
||||
--- Is the @{Mission} **HOLD**.
|
||||
--- Is the @{Tasking.Mission} **HOLD**.
|
||||
-- @param #MISSION self
|
||||
-- @return #boolean
|
||||
function MISSION:IsHOLD()
|
||||
|
||||
@ -18,7 +18,7 @@ do -- TASK_A2A
|
||||
-- @field Core.Set#SET_UNIT TargetSetUnit
|
||||
-- @extends Tasking.Task#TASK
|
||||
|
||||
--- Defines Air To Air tasks for a @{Set} of Target Units,
|
||||
--- Defines Air To Air tasks for a @{Core.Set} of Target Units,
|
||||
-- based on the tasking capabilities defined in @{Tasking.Task#TASK}.
|
||||
-- The TASK_A2A is implemented using a @{Core.Fsm#FSM_TASK}, and has the following statuses:
|
||||
--
|
||||
|
||||
@ -29,7 +29,7 @@ do -- TASK_A2A_DISPATCHER
|
||||
-- @type TASK_A2A_DISPATCHER
|
||||
-- @extends Tasking.DetectionManager#DETECTION_MANAGER
|
||||
|
||||
--- Orchestrates the dynamic dispatching of tasks upon groups of detected units determined a @{Set} of EWR installation groups.
|
||||
--- Orchestrates the dynamic dispatching of tasks upon groups of detected units determined a @{Core.Set} of EWR installation groups.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
|
||||
@ -18,7 +18,7 @@ do -- TASK_A2G
|
||||
-- @field Core.Set#SET_UNIT TargetSetUnit
|
||||
-- @extends Tasking.Task#TASK
|
||||
|
||||
--- The TASK_A2G class defines Air To Ground tasks for a @{Set} of Target Units,
|
||||
--- The TASK_A2G class defines Air To Ground tasks for a @{Core.Set} of Target Units,
|
||||
-- based on the tasking capabilities defined in @{Tasking.Task#TASK}.
|
||||
-- The TASK_A2G is implemented using a @{Core.Fsm#FSM_TASK}, and has the following statuses:
|
||||
--
|
||||
|
||||
@ -32,17 +32,17 @@ do -- TASK_A2G_DISPATCHER
|
||||
-- @field Tasking.Mission#MISSION Mission
|
||||
-- @extends Tasking.DetectionManager#DETECTION_MANAGER
|
||||
|
||||
--- Orchestrates dynamic **A2G Task Dispatching** based on the detection results of a linked @{Detection} object.
|
||||
--- Orchestrates dynamic **A2G Task Dispatching** based on the detection results of a linked @{Functional.Detection} object.
|
||||
--
|
||||
-- It uses the Tasking System within the MOOSE framework, which is a multi-player Tasking Orchestration system.
|
||||
-- It provides a truly dynamic battle environment for pilots and ground commanders to engage upon,
|
||||
-- in a true co-operation environment wherein **Multiple Teams** will collaborate in Missions to **achieve a common Mission Goal**.
|
||||
--
|
||||
-- The A2G dispatcher will dispatch the A2G Tasks to a defined @{Set} of @{Wrapper.Group}s that will be manned by **Players**.
|
||||
-- We call this the **AttackSet** of the A2G dispatcher. So, the Players are seated in the @{Client}s of the @{Wrapper.Group} @{Set}.
|
||||
-- The A2G dispatcher will dispatch the A2G Tasks to a defined @{Core.Set} of @{Wrapper.Group}s that will be manned by **Players**.
|
||||
-- We call this the **AttackSet** of the A2G dispatcher. So, the Players are seated in the @{Client}s of the @{Wrapper.Group} @{Core.Set}.
|
||||
--
|
||||
-- Depending on the actions of the enemy, preventive tasks are dispatched to the players to orchestrate the engagement in a true co-operation.
|
||||
-- The detection object will group the detected targets by its grouping method, and integrates a @{Set} of @{Wrapper.Group}s that are Recce vehicles or air units.
|
||||
-- The detection object will group the detected targets by its grouping method, and integrates a @{Core.Set} of @{Wrapper.Group}s that are Recce vehicles or air units.
|
||||
-- We call this the **RecceSet** of the A2G dispatcher.
|
||||
--
|
||||
-- Depending on the current detected tactical situation, different task types will be dispatched to the Players seated in the AttackSet..
|
||||
@ -108,7 +108,7 @@ do -- TASK_A2G_DISPATCHER
|
||||
--
|
||||
-- # 1. Player Experience
|
||||
--
|
||||
-- The A2G dispatcher is residing under a @{CommandCenter}, which is orchestrating a @{Mission}.
|
||||
-- The A2G dispatcher is residing under a @{Tasking.CommandCenter}, which is orchestrating a @{Tasking.Mission}.
|
||||
-- As a result, you'll find for DCS World missions that implement the A2G dispatcher a **Command Center Menu** and under this one or more **Mission Menus**.
|
||||
--
|
||||
-- For example, if there are 2 Command Centers (CC).
|
||||
@ -384,12 +384,12 @@ do -- TASK_A2G_DISPATCHER
|
||||
--
|
||||
-- To use the TASK\_A2G\_DISPATCHER class, you need:
|
||||
--
|
||||
-- - A @{CommandCenter} object. The master communication channel.
|
||||
-- - A @{Mission} object. Each task belongs to a Mission.
|
||||
-- - A @{Detection} object. There are several detection grouping methods to choose from.
|
||||
-- - A @{Task_A2G_Dispatcher} object. The master A2G task dispatcher.
|
||||
-- - A @{Set} of @{Wrapper.Group} objects that will detect the enemy, the RecceSet. This is attached to the @{Detection} object.
|
||||
-- - A @{Set} ob @{Wrapper.Group} objects that will attack the enemy, the AttackSet. This is attached to the @{Task_A2G_Dispatcher} object.
|
||||
-- - A @{Tasking.CommandCenter} object. The master communication channel.
|
||||
-- - A @{Tasking.Mission} object. Each task belongs to a Mission.
|
||||
-- - A @{Functional.Detection} object. There are several detection grouping methods to choose from.
|
||||
-- - A @{Tasking.Task_A2G_Dispatcher} object. The master A2G task dispatcher.
|
||||
-- - A @{Core.Set} of @{Wrapper.Group} objects that will detect the enemy, the RecceSet. This is attached to the @{Functional.Detection} object.
|
||||
-- - A @{Core.Set} of @{Wrapper.Group} objects that will attack the enemy, the AttackSet. This is attached to the @{Tasking.Task_A2G_Dispatcher} object.
|
||||
--
|
||||
-- Below an example mission declaration that is defines a Task A2G Dispatcher object.
|
||||
--
|
||||
|
||||
@ -39,7 +39,7 @@
|
||||
--
|
||||
-- ## AIRBASE reference methods
|
||||
--
|
||||
-- For each DCS Airbase object alive within a running mission, a AIRBASE wrapper object (instance) will be created within the _@{DATABASE} object.
|
||||
-- For each DCS Airbase object alive within a running mission, a AIRBASE wrapper object (instance) will be created within the global _DATABASE object (an instance of @{Core.Database#DATABASE}).
|
||||
-- This is done at the beginning of the mission (when the mission starts).
|
||||
--
|
||||
-- The AIRBASE class **does not contain a :New()** method, rather it provides **:Find()** methods to retrieve the object reference
|
||||
@ -51,8 +51,8 @@
|
||||
--
|
||||
-- The AIRBASE class provides the following functions to retrieve quickly the relevant AIRBASE instance:
|
||||
--
|
||||
-- * @{#AIRBASE.Find}(): Find a AIRBASE instance from the _DATABASE object using a DCS Airbase object.
|
||||
-- * @{#AIRBASE.FindByName}(): Find a AIRBASE instance from the _DATABASE object using a DCS Airbase name.
|
||||
-- * @{#AIRBASE.Find}(): Find a AIRBASE instance from the global _DATABASE object (an instance of @{Core.Database#DATABASE}) using a DCS Airbase object.
|
||||
-- * @{#AIRBASE.FindByName}(): Find a AIRBASE instance from the global _DATABASE object (an instance of @{Core.Database#DATABASE}) using a DCS Airbase name.
|
||||
--
|
||||
-- IMPORTANT: ONE SHOULD NEVER SANITIZE these AIRBASE OBJECT REFERENCES! (make the AIRBASE object references nil).
|
||||
--
|
||||
|
||||
@ -39,11 +39,11 @@
|
||||
-- * Handles messages to players.
|
||||
-- * Manage the "state" of the DCS Unit.
|
||||
--
|
||||
-- Clients are being used by the @{MISSION} class to follow players and register their successes.
|
||||
-- Clients are being used by the @{Tasking.Mission#MISSION} class to follow players and register their successes.
|
||||
--
|
||||
-- ## CLIENT reference methods
|
||||
--
|
||||
-- For each DCS Unit having skill level Player or Client, a CLIENT wrapper object (instance) will be created within the _@{DATABASE} object.
|
||||
-- For each DCS Unit having skill level Player or Client, a CLIENT wrapper object (instance) will be created within the global _DATABASE object (an instance of @{Core.Database#DATABASE}).
|
||||
-- This is done at the beginning of the mission (when the mission starts).
|
||||
--
|
||||
-- The CLIENT class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference
|
||||
@ -55,8 +55,8 @@
|
||||
--
|
||||
-- The CLIENT class provides the following functions to retrieve quickly the relevant CLIENT instance:
|
||||
--
|
||||
-- * @{#CLIENT.Find}(): Find a CLIENT instance from the _DATABASE object using a DCS Unit object.
|
||||
-- * @{#CLIENT.FindByName}(): Find a CLIENT instance from the _DATABASE object using a DCS Unit name.
|
||||
-- * @{#CLIENT.Find}(): Find a CLIENT instance from the global _DATABASE object (an instance of @{Core.Database#DATABASE}) using a DCS Unit object.
|
||||
-- * @{#CLIENT.FindByName}(): Find a CLIENT instance from the global _DATABASE object (an instance of @{Core.Database#DATABASE}) using a DCS Unit name.
|
||||
--
|
||||
-- **IMPORTANT: ONE SHOULD NEVER SANITIZE these CLIENT OBJECT REFERENCES! (make the CLIENT object references nil).**
|
||||
--
|
||||
|
||||
@ -15,8 +15,8 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- For each DCS Group object alive within a running mission, a GROUP wrapper object (instance) will be created within the _@{DATABASE} object.
|
||||
-- This is done at the beginning of the mission (when the mission starts), and dynamically when new DCS Group objects are spawned (using the @{SPAWN} class).
|
||||
-- For each DCS Group object alive within a running mission, a GROUP wrapper object (instance) will be created within the global _DATABASE object (an instance of @{Core.Database#DATABASE}).
|
||||
-- This is done at the beginning of the mission (when the mission starts), and dynamically when new DCS Group objects are spawned (using the @{Core.Spawn} class).
|
||||
--
|
||||
-- The GROUP class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference
|
||||
-- using the DCS Group or the DCS GroupName.
|
||||
@ -47,8 +47,8 @@
|
||||
--
|
||||
-- The GROUP class provides the following functions to retrieve quickly the relevant GROUP instance:
|
||||
--
|
||||
-- * @{#GROUP.Find}(): Find a GROUP instance from the _DATABASE object using a DCS Group object.
|
||||
-- * @{#GROUP.FindByName}(): Find a GROUP instance from the _DATABASE object using a DCS Group name.
|
||||
-- * @{#GROUP.Find}(): Find a GROUP instance from the global _DATABASE object (an instance of @{Core.Database#DATABASE}) using a DCS Group object.
|
||||
-- * @{#GROUP.FindByName}(): Find a GROUP instance from the global _DATABASE object (an instance of @{Core.Database#DATABASE}) using a DCS Group name.
|
||||
--
|
||||
-- # 1. Tasking of groups
|
||||
--
|
||||
@ -1676,7 +1676,7 @@ end
|
||||
|
||||
-- RESPAWNING
|
||||
|
||||
--- Returns the group template from the @{DATABASE} (_DATABASE object).
|
||||
--- Returns the group template from the global _DATABASE object (an instance of @{Core.Database#DATABASE}).
|
||||
-- @param #GROUP self
|
||||
-- @return #table
|
||||
function GROUP:GetTemplate()
|
||||
@ -1684,7 +1684,7 @@ function GROUP:GetTemplate()
|
||||
return UTILS.DeepCopy( _DATABASE:GetGroupTemplate( GroupName ) )
|
||||
end
|
||||
|
||||
--- Returns the group template route.points[] (the waypoints) from the @{DATABASE} (_DATABASE object).
|
||||
--- Returns the group template route.points[] (the waypoints) from the global _DATABASE object (an instance of @{Core.Database#DATABASE}).
|
||||
-- @param #GROUP self
|
||||
-- @return #table
|
||||
function GROUP:GetTemplateRoutePoints()
|
||||
@ -2205,7 +2205,7 @@ function GROUP:GetTaskRoute()
|
||||
return routines.utils.deepCopy( _DATABASE.Templates.Groups[self.GroupName].Template.route.points )
|
||||
end
|
||||
|
||||
--- Return the route of a group by using the @{Core.Database#DATABASE} class.
|
||||
--- Return the route of a group by using the global _DATABASE object (an instance of @{Core.Database#DATABASE}).
|
||||
-- @param #GROUP self
|
||||
-- @param #number Begin The route point from where the copy will start. The base route point is 0.
|
||||
-- @param #number End The route point where the copy will end. The End point is the last point - the End point. The last point has base 0.
|
||||
|
||||
@ -725,7 +725,7 @@ function POSITIONABLE:InAir()
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Returns the a @{Velocity} object from the POSITIONABLE.
|
||||
--- Returns the @{Core.Velocity} object from the POSITIONABLE.
|
||||
-- @param #POSITIONABLE self
|
||||
-- @return Core.Velocity#VELOCITY Velocity The Velocity object.
|
||||
-- @return #nil The POSITIONABLE is not existing or alive.
|
||||
|
||||
@ -26,19 +26,19 @@
|
||||
--
|
||||
-- ## STATIC reference methods
|
||||
--
|
||||
-- For each DCS Static will have a STATIC wrapper object (instance) within the _@{DATABASE} object.
|
||||
-- For each DCS Static will have a STATIC wrapper object (instance) within the global _DATABASE object (an instance of @{Core.Database#DATABASE}).
|
||||
-- This is done at the beginning of the mission (when the mission starts).
|
||||
--
|
||||
-- The STATIC class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference
|
||||
-- The @{#STATIC} class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference
|
||||
-- using the Static Name.
|
||||
--
|
||||
-- Another thing to know is that STATIC objects do not "contain" the DCS Static object.
|
||||
-- The STATIc methods will reference the DCS Static object by name when it is needed during API execution.
|
||||
-- The @{#STATIC} methods will reference the DCS Static object by name when it is needed during API execution.
|
||||
-- If the DCS Static object does not exist or is nil, the STATIC methods will return nil and log an exception in the DCS.log file.
|
||||
--
|
||||
-- The STATIc class provides the following functions to retrieve quickly the relevant STATIC instance:
|
||||
-- The @{#STATIC} class provides the following functions to retrieve quickly the relevant STATIC instance:
|
||||
--
|
||||
-- * @{#STATIC.FindByName}(): Find a STATIC instance from the _DATABASE object using a DCS Static name.
|
||||
-- * @{#STATIC.FindByName}(): Find a STATIC instance from the global _DATABASE object (an instance of @{Core.Database#DATABASE}) using a DCS Static name.
|
||||
--
|
||||
-- IMPORTANT: ONE SHOULD NEVER SANITIZE these STATIC OBJECT REFERENCES! (make the STATIC object references nil).
|
||||
--
|
||||
|
||||
@ -27,8 +27,8 @@
|
||||
-- @field #string GroupName Name of the group the unit belongs to.
|
||||
-- @extends Wrapper.Controllable#CONTROLLABLE
|
||||
|
||||
--- For each DCS Unit object alive within a running mission, a UNIT wrapper object (instance) will be created within the _@{DATABASE} object.
|
||||
-- This is done at the beginning of the mission (when the mission starts), and dynamically when new DCS Unit objects are spawned (using the @{SPAWN} class).
|
||||
--- For each DCS Unit object alive within a running mission, a UNIT wrapper object (instance) will be created within the global _DATABASE object (an instance of @{Core.Database#DATABASE}).
|
||||
-- This is done at the beginning of the mission (when the mission starts), and dynamically when new DCS Unit objects are spawned (using the @{Core.Spawn} class).
|
||||
--
|
||||
-- The UNIT class **does not contain a :New()** method, rather it provides **:Find()** methods to retrieve the object reference
|
||||
-- using the DCS Unit or the DCS UnitName.
|
||||
@ -39,8 +39,8 @@
|
||||
--
|
||||
-- The UNIT class provides the following functions to retrieve quickly the relevant UNIT instance:
|
||||
--
|
||||
-- * @{#UNIT.Find}(): Find a UNIT instance from the _DATABASE object using a DCS Unit object.
|
||||
-- * @{#UNIT.FindByName}(): Find a UNIT instance from the _DATABASE object using a DCS Unit name.
|
||||
-- * @{#UNIT.Find}(): Find a UNIT instance from the global _DATABASE object (an instance of @{Core.Database#DATABASE}) using a DCS Unit object.
|
||||
-- * @{#UNIT.FindByName}(): Find a UNIT instance from the global _DATABASE object (an instance of @{Core.Database#DATABASE}) using a DCS Unit name.
|
||||
--
|
||||
-- IMPORTANT: ONE SHOULD NEVER SANITIZE these UNIT OBJECT REFERENCES! (make the UNIT object references nil).
|
||||
--
|
||||
@ -644,7 +644,7 @@ end
|
||||
-- Need to add here functions to check if radar is on and which object etc.
|
||||
|
||||
--- Returns the prefix name of the DCS Unit. A prefix name is a part of the name before a '#'-sign.
|
||||
-- DCS Units spawned with the @{SPAWN} class contain a '#'-sign to indicate the end of the (base) DCS Unit name.
|
||||
-- DCS Units spawned with the @{Core.Spawn#SPAWN} class contain a '#'-sign to indicate the end of the (base) DCS Unit name.
|
||||
-- The spawn sequence number and unit number are contained within the name after the '#' sign.
|
||||
-- @param #UNIT self
|
||||
-- @return #string The name of the DCS Unit.
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user