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@ -450,14 +450,14 @@ end
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do
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-- THE MAIN FUNCTION -- Accessed 100 times/sec.
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routines.main = function()
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timer.scheduleFunction(routines.main, {}, timer.getTime() + 0.1) --reschedule first in case of Lua error
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timer.scheduleFunction(routines.main, {}, timer.getTime() + 2) --reschedule first in case of Lua error
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----------------------------------------------------------------------------------------------------------
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--area to add new stuff in
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routines.do_scheduled_functions()
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end -- end of routines.main
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timer.scheduleFunction(routines.main, {}, timer.getTime() + 0.1)
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timer.scheduleFunction(routines.main, {}, timer.getTime() + 2)
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end
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@ -2578,7 +2578,58 @@ end
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env.info(( 'Init: Scripts Loaded v1.1' ))
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--- The BASE class for all the classes defined within MOOSE.
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--- BASE classes.
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--
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-- @{#BASE} class
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-- ==============
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-- The @{#BASE} class is the super class for most of the classes defined within MOOSE.
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--
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-- It handles:
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--
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-- * The construction and inheritance of child classes.
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-- * The tracing of objects during mission execution within the DCS.log file (under saved games folder).
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--
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-- Note: Normally you would not use the BASE class unless you are extending the MOOSE framework with new classes.
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--
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-- BASE Trace functionality
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-- ========================
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-- The BASE class contains trace methods to trace progress within a mission execution of a certain object.
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-- Note that these trace methods are inherited by each MOOSE class interiting BASE.
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-- As such, each object created from derived class from BASE can use the tracing functions to trace its execution.
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--
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-- Trace a function call
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-- ---------------------
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-- There are basically 3 types of tracing methods available within BASE:
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--
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-- * @{#BASE.F}: Trace the beginning of a function and its given parameters.
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-- * @{#BASE.T}: Trace further logic within a function giving optional variables or parameters.
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-- * @{#BASE.E}: Trace an execption within a function giving optional variables or parameters. An exception will always be traced.
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--
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-- Tracing levels
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-- --------------
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-- There are 3 tracing levels within MOOSE.
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-- These tracing levels were defined to avoid bulks of tracing to be generated by lots of objects.
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--
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-- As such, the F and T methods have additional variants to trace level 2 and 3 respectively:
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--
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-- * @{#BASE.F2}: Trace the beginning of a function and its given parameters with tracing level 2.
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-- * @{#BASE.F3}: Trace the beginning of a function and its given parameters with tracing level 3.
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-- * @{#BASE.T2}: Trace further logic within a function giving optional variables or parameters with tracing level 2.
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-- * @{#BASE.T3}: Trace further logic within a function giving optional variables or parameters with tracing level 3.
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--
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-- BASE Inheritance support
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-- ========================
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-- The following methods are available to support inheritance:
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--
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-- * @{#BASE.Inherit}: Inherits from a class.
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-- * @{#BASE.Inherited}: Returns the parent class from the class.
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--
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-- Future
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-- ======
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-- Further methods may be added to BASE whenever there is a need to make "overall" functions available within MOOSE.
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--
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-- ====
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--
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-- @module Base
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-- @author FlightControl
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@ -5218,9 +5269,10 @@ function ZONE:GetRandomPointVec2()
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local Point = {}
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local Zone = trigger.misc.getZone( self.ZoneName )
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Point.x = Zone.point.x + math.random( Zone.radius * -1, Zone.radius )
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Point.y = Zone.point.z + math.random( Zone.radius * -1, Zone.radius )
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local angle = math.random() * math.pi*2;
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Point.x = Zone.point.x + math.cos( angle ) * math.random() * Zone.radius;
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Point.y = Zone.point.z + math.sin( angle ) * math.random() * Zone.radius;
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self:T( { Zone, Point } )
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@ -5237,8 +5289,67 @@ function ZONE:GetRadius()
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return Zone.radius
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end
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--- Administers the Initial Sets of the Mission Templates as defined within the Mission Editor.
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-- Administers the Spawning of new Groups within the DCSRTE and administers these new Groups within the DATABASE object(s).
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--- Manage sets of units and groups.
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--
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-- @{#Database} class
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-- ==================
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-- Mission designers can use the DATABASE class to build sets of units belonging to certain:
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--
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-- * Coalitions
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-- * Categories
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-- * Countries
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-- * Unit types
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-- * Starting with certain prefix strings.
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--
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-- This list will grow over time. Planned developments are to include filters and iterators.
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-- Additional filters will be added around @{Zone#ZONEs}, Radiuses, Active players, ...
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-- More iterators will be implemented in the near future ...
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--
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-- Administers the Initial Sets of the Mission Templates as defined within the Mission Editor.
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--
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-- DATABASE construction methods:
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-- =================================
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-- Create a new DATABASE object with the @{#DATABASE.New} method:
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--
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-- * @{#DATABASE.New}: Creates a new DATABASE object.
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--
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--
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-- DATABASE filter criteria:
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-- =========================
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-- You can set filter criteria to define the set of units within the database.
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-- Filter criteria are defined by:
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--
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-- * @{#DATABASE.FilterCoalitions}: Builds the DATABASE with the units belonging to the coalition(s).
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-- * @{#DATABASE.FilterCategories}: Builds the DATABASE with the units belonging to the category(ies).
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-- * @{#DATABASE.FilterTypes}: Builds the DATABASE with the units belonging to the unit type(s).
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-- * @{#DATABASE.FilterCountries}: Builds the DATABASE with the units belonging to the country(ies).
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-- * @{#DATABASE.FilterUnitPrefixes}: Builds the DATABASE with the units starting with the same prefix string(s).
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--
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-- Once the filter criteria have been set for the DATABASE, you can start filtering using:
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--
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-- * @{#DATABASE.FilterStart}: Starts the filtering of the units within the database.
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--
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-- Planned filter criteria within development are (so these are not yet available):
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--
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-- * @{#DATABASE.FilterGroupPrefixes}: Builds the DATABASE with the groups of the units starting with the same prefix string(s).
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-- * @{#DATABASE.FilterZones}: Builds the DATABASE with the units within a @{Zone#ZONE}.
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--
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--
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-- DATABASE iterators:
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-- ===================
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-- Once the filters have been defined and the DATABASE has been built, you can iterate the database with the available iterator methods.
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-- The iterator methods will walk the DATABASE set, and call for each element within the set a function that you provide.
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-- The following iterator methods are currently available within the DATABASE:
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--
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-- * @{#DATABASE.ForEachAliveUnit}: Calls a function for each alive unit it finds within the DATABASE.
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--
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-- Planned iterators methods in development are (so these are not yet available):
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--
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-- * @{#DATABASE.ForEachUnit}: Calls a function for each unit contained within the DATABASE.
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-- * @{#DATABASE.ForEachGroup}: Calls a function for each group contained within the DATABASE.
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-- * @{#DATABASE.ForEachUnitInZone}: Calls a function for each unit within a certain zone contained within the DATABASE.
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--
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-- ====
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-- @module Database
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-- @author FlightControl
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@ -5248,7 +5359,7 @@ Include.File( "Menu" )
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Include.File( "Group" )
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Include.File( "Event" )
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--- The DATABASE class
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--- DATABASE class
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-- @type DATABASE
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-- @extends Base#BASE
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DATABASE = {
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@ -5328,7 +5439,7 @@ end
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-- @param #DATABASE self
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-- @param #string Coalitions Can take the following values: "red", "blue", "neutral".
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-- @return #DATABASE self
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function DATABASE:FilterCoalition( Coalitions )
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function DATABASE:FilterCoalitions( Coalitions )
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if not self.Filter.Coalitions then
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self.Filter.Coalitions = {}
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end
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@ -5346,7 +5457,7 @@ end
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-- @param #DATABASE self
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-- @param #string Categories Can take the following values: "plane", "helicopter", "ground", "ship".
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-- @return #DATABASE self
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function DATABASE:FilterCategory( Categories )
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function DATABASE:FilterCategories( Categories )
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if not self.Filter.Categories then
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self.Filter.Categories = {}
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end
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@ -5364,7 +5475,7 @@ end
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-- @param #DATABASE self
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-- @param #string Types Can take those type strings known within DCS world.
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-- @return #DATABASE self
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function DATABASE:FilterType( Types )
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function DATABASE:FilterTypes( Types )
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if not self.Filter.Types then
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self.Filter.Types = {}
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end
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@ -5400,7 +5511,7 @@ end
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-- @param #DATABASE self
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-- @param #string Prefixes The prefix of which the unit name starts with.
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-- @return #DATABASE self
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function DATABASE:FilterUnitPrefix( Prefixes )
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function DATABASE:FilterUnitPrefixes( Prefixes )
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if not self.Filter.UnitPrefixes then
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self.Filter.UnitPrefixes = {}
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end
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@ -5418,7 +5529,7 @@ end
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-- @param #DATABASE self
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-- @param #string Prefixes The prefix of which the group name where the unit belongs to starts with.
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-- @return #DATABASE self
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function DATABASE:FilterGroupPrefix( Prefixes )
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function DATABASE:FilterGroupPrefixes( Prefixes )
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if not self.Filter.GroupPrefixes then
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self.Filter.GroupPrefixes = {}
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end
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@ -5443,10 +5554,10 @@ function DATABASE:FilterStart()
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for UnitRegistrationID, UnitRegistration in pairs( _DATABASE.Units ) do
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self:T( UnitRegistration )
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local DCSUnit = Unit.getByName( UnitRegistration.UnitName )
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if self:IsIncludeDCSUnit( DCSUnit ) then
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if self:_IsIncludeDCSUnit( DCSUnit ) then
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self.DCSUnits[DCSUnit:getName()] = DCSUnit
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end
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if self:IsAliveDCSUnit( DCSUnit ) then
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if self:_IsAliveDCSUnit( DCSUnit ) then
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self.DCSUnitsAlive[DCSUnit:getName()] = DCSUnit
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end
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end
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@ -5457,155 +5568,6 @@ function DATABASE:FilterStart()
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return self
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end
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---
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-- @param #DATABASE self
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-- @param DCSUnit#Unit DCSUnit
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-- @return #DATABASE self
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function DATABASE:IsIncludeDCSUnit( DCSUnit )
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self:F( DCSUnit )
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local DCSUnitInclude = true
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if self.Filter.Coalitions then
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local DCSUnitCoalition = false
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for CoalitionID, CoalitionName in pairs( self.Filter.Coalitions ) do
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self:T( { "Coalition:", DCSUnit:getCoalition(), self.FilterMeta.Coalitions[CoalitionName], CoalitionName } )
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if self.FilterMeta.Coalitions[CoalitionName] and self.FilterMeta.Coalitions[CoalitionName] == DCSUnit:getCoalition() then
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DCSUnitCoalition = true
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end
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end
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DCSUnitInclude = DCSUnitInclude and DCSUnitCoalition
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end
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if self.Filter.Categories then
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local DCSUnitCategory = false
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for CategoryID, CategoryName in pairs( self.Filter.Categories ) do
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self:T( { "Category:", DCSUnit:getDesc().category, self.FilterMeta.Categories[CategoryName], CategoryName } )
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if self.FilterMeta.Categories[CategoryName] and self.FilterMeta.Categories[CategoryName] == DCSUnit:getDesc().category then
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DCSUnitCategory = true
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end
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end
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DCSUnitInclude = DCSUnitInclude and DCSUnitCategory
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end
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if self.Filter.Types then
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local DCSUnitType = false
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for TypeID, TypeName in pairs( self.Filter.Types ) do
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self:T( { "Type:", DCSUnit:getTypeName(), TypeName } )
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if TypeName == DCSUnit:getTypeName() then
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DCSUnitType = true
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end
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end
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DCSUnitInclude = DCSUnitInclude and DCSUnitType
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end
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if self.Filter.Countries then
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local DCSUnitCountry = false
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for CountryID, CountryName in pairs( self.Filter.Countries ) do
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self:T( { "Country:", DCSUnit:getCountry(), CountryName } )
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if country.id[CountryName] == DCSUnit:getCountry() then
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DCSUnitCountry = true
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end
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end
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DCSUnitInclude = DCSUnitInclude and DCSUnitCountry
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end
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if self.Filter.UnitPrefixes then
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local DCSUnitPrefix = false
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for UnitPrefixId, UnitPrefix in pairs( self.Filter.UnitPrefixes ) do
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self:T( { "Unit Prefix:", string.find( DCSUnit:getName(), UnitPrefix, 1 ), UnitPrefix } )
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if string.find( DCSUnit:getName(), UnitPrefix, 1 ) then
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DCSUnitPrefix = true
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end
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end
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DCSUnitInclude = DCSUnitInclude and DCSUnitPrefix
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end
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self:T( DCSUnitInclude )
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return DCSUnitInclude
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end
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---
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-- @param #DATABASE self
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-- @param DCSUnit#Unit DCSUnit
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-- @return #DATABASE self
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function DATABASE:IsAliveDCSUnit( DCSUnit )
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self:F( DCSUnit )
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local DCSUnitAlive = false
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if DCSUnit and DCSUnit:isExist() and DCSUnit:isActive() then
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if self.DCSUnits[DCSUnit:getName()] then
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DCSUnitAlive = true
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end
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end
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self:T( DCSUnitAlive )
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return DCSUnitAlive
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end
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function DATABASE:ScanEnvironment()
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self:F()
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self.Navpoints = {}
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self.Units = {}
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--Build routines.db.units and self.Navpoints
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for coa_name, coa_data in pairs(env.mission.coalition) do
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if (coa_name == 'red' or coa_name == 'blue') and type(coa_data) == 'table' then
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--self.Units[coa_name] = {}
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----------------------------------------------
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-- build nav points DB
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self.Navpoints[coa_name] = {}
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if coa_data.nav_points then --navpoints
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for nav_ind, nav_data in pairs(coa_data.nav_points) do
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if type(nav_data) == 'table' then
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self.Navpoints[coa_name][nav_ind] = routines.utils.deepCopy(nav_data)
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self.Navpoints[coa_name][nav_ind]['name'] = nav_data.callsignStr -- name is a little bit more self-explanatory.
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self.Navpoints[coa_name][nav_ind]['point'] = {} -- point is used by SSE, support it.
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self.Navpoints[coa_name][nav_ind]['point']['x'] = nav_data.x
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self.Navpoints[coa_name][nav_ind]['point']['y'] = 0
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self.Navpoints[coa_name][nav_ind]['point']['z'] = nav_data.y
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end
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end
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end
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-------------------------------------------------
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if coa_data.country then --there is a country table
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for cntry_id, cntry_data in pairs(coa_data.country) do
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local countryName = string.lower(cntry_data.name)
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--self.Units[coa_name][countryName] = {}
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--self.Units[coa_name][countryName]["countryId"] = cntry_data.id
|
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|
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if type(cntry_data) == 'table' then --just making sure
|
||||
|
||||
for obj_type_name, obj_type_data in pairs(cntry_data) do
|
||||
|
||||
if obj_type_name == "helicopter" or obj_type_name == "ship" or obj_type_name == "plane" or obj_type_name == "vehicle" or obj_type_name == "static" then --should be an unncessary check
|
||||
|
||||
local category = obj_type_name
|
||||
|
||||
if ((type(obj_type_data) == 'table') and obj_type_data.group and (type(obj_type_data.group) == 'table') and (#obj_type_data.group > 0)) then --there's a group!
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||||
|
||||
--self.Units[coa_name][countryName][category] = {}
|
||||
|
||||
for group_num, GroupTemplate in pairs(obj_type_data.group) do
|
||||
|
||||
if GroupTemplate and GroupTemplate.units and type(GroupTemplate.units) == 'table' then --making sure again- this is a valid group
|
||||
self:_RegisterGroup( GroupTemplate )
|
||||
end --if GroupTemplate and GroupTemplate.units then
|
||||
end --for group_num, GroupTemplate in pairs(obj_type_data.group) do
|
||||
end --if ((type(obj_type_data) == 'table') and obj_type_data.group and (type(obj_type_data.group) == 'table') and (#obj_type_data.group > 0)) then
|
||||
end --if obj_type_name == "helicopter" or obj_type_name == "ship" or obj_type_name == "plane" or obj_type_name == "vehicle" or obj_type_name == "static" then
|
||||
end --for obj_type_name, obj_type_data in pairs(cntry_data) do
|
||||
end --if type(cntry_data) == 'table' then
|
||||
end --for cntry_id, cntry_data in pairs(coa_data.country) do
|
||||
end --if coa_data.country then --there is a country table
|
||||
end --if coa_name == 'red' or coa_name == 'blue' and type(coa_data) == 'table' then
|
||||
end --for coa_name, coa_data in pairs(mission.coalition) do
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Instantiate new Groups within the DCSRTE.
|
||||
-- This method expects EXACTLY the same structure as a structure within the ME, and needs 2 additional fields defined:
|
||||
@ -5700,7 +5662,7 @@ function DATABASE:_EventOnBirth( Event )
|
||||
self:F( { Event } )
|
||||
|
||||
if Event.IniDCSUnit then
|
||||
if self:IsIncludeDCSUnit( Event.IniDCSUnit ) then
|
||||
if self:_IsIncludeDCSUnit( Event.IniDCSUnit ) then
|
||||
self.DCSUnits[Event.IniDCSUnitName] = Event.IniDCSUnit
|
||||
self.DCSUnitsAlive[Event.IniDCSUnitName] = Event.IniDCSUnit
|
||||
end
|
||||
@ -5721,6 +5683,197 @@ function DATABASE:_EventOnDeadOrCrash( Event )
|
||||
end
|
||||
end
|
||||
|
||||
--- Interate the DATABASE and call an interator function for each **alive** unit, providing the Unit and optional parameters.
|
||||
-- @param #DATABASE self
|
||||
-- @param #function IteratorFunction The function that will be called when there is an alive unit in the database. The function needs to accept a UNIT parameter.
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:ForEachAliveUnit( IteratorFunction, ... )
|
||||
self:F( arg )
|
||||
|
||||
local function CoRoutine()
|
||||
local Count = 0
|
||||
for DCSUnitID, DCSUnit in pairs( self.DCSUnitsAlive ) do
|
||||
self:T2( DCSUnit )
|
||||
IteratorFunction( DCSUnit, unpack( arg ) )
|
||||
Count = Count + 1
|
||||
if Count % 10 == 0 then
|
||||
coroutine.yield( false )
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
local co = coroutine.create( CoRoutine )
|
||||
|
||||
local function Schedule()
|
||||
|
||||
local status, res = coroutine.resume( co )
|
||||
self:T( { status, res } )
|
||||
|
||||
if status == false then
|
||||
error( res )
|
||||
end
|
||||
if res == false then
|
||||
timer.scheduleFunction( Schedule, {}, timer.getTime() + 0.001 )
|
||||
end
|
||||
end
|
||||
|
||||
timer.scheduleFunction( Schedule, {}, timer.getTime() + 1 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function DATABASE:ScanEnvironment()
|
||||
self:F()
|
||||
|
||||
self.Navpoints = {}
|
||||
self.Units = {}
|
||||
--Build routines.db.units and self.Navpoints
|
||||
for coa_name, coa_data in pairs(env.mission.coalition) do
|
||||
|
||||
if (coa_name == 'red' or coa_name == 'blue') and type(coa_data) == 'table' then
|
||||
--self.Units[coa_name] = {}
|
||||
|
||||
----------------------------------------------
|
||||
-- build nav points DB
|
||||
self.Navpoints[coa_name] = {}
|
||||
if coa_data.nav_points then --navpoints
|
||||
for nav_ind, nav_data in pairs(coa_data.nav_points) do
|
||||
|
||||
if type(nav_data) == 'table' then
|
||||
self.Navpoints[coa_name][nav_ind] = routines.utils.deepCopy(nav_data)
|
||||
|
||||
self.Navpoints[coa_name][nav_ind]['name'] = nav_data.callsignStr -- name is a little bit more self-explanatory.
|
||||
self.Navpoints[coa_name][nav_ind]['point'] = {} -- point is used by SSE, support it.
|
||||
self.Navpoints[coa_name][nav_ind]['point']['x'] = nav_data.x
|
||||
self.Navpoints[coa_name][nav_ind]['point']['y'] = 0
|
||||
self.Navpoints[coa_name][nav_ind]['point']['z'] = nav_data.y
|
||||
end
|
||||
end
|
||||
end
|
||||
-------------------------------------------------
|
||||
if coa_data.country then --there is a country table
|
||||
for cntry_id, cntry_data in pairs(coa_data.country) do
|
||||
|
||||
local countryName = string.lower(cntry_data.name)
|
||||
--self.Units[coa_name][countryName] = {}
|
||||
--self.Units[coa_name][countryName]["countryId"] = cntry_data.id
|
||||
|
||||
if type(cntry_data) == 'table' then --just making sure
|
||||
|
||||
for obj_type_name, obj_type_data in pairs(cntry_data) do
|
||||
|
||||
if obj_type_name == "helicopter" or obj_type_name == "ship" or obj_type_name == "plane" or obj_type_name == "vehicle" or obj_type_name == "static" then --should be an unncessary check
|
||||
|
||||
local category = obj_type_name
|
||||
|
||||
if ((type(obj_type_data) == 'table') and obj_type_data.group and (type(obj_type_data.group) == 'table') and (#obj_type_data.group > 0)) then --there's a group!
|
||||
|
||||
--self.Units[coa_name][countryName][category] = {}
|
||||
|
||||
for group_num, GroupTemplate in pairs(obj_type_data.group) do
|
||||
|
||||
if GroupTemplate and GroupTemplate.units and type(GroupTemplate.units) == 'table' then --making sure again- this is a valid group
|
||||
self:_RegisterGroup( GroupTemplate )
|
||||
end --if GroupTemplate and GroupTemplate.units then
|
||||
end --for group_num, GroupTemplate in pairs(obj_type_data.group) do
|
||||
end --if ((type(obj_type_data) == 'table') and obj_type_data.group and (type(obj_type_data.group) == 'table') and (#obj_type_data.group > 0)) then
|
||||
end --if obj_type_name == "helicopter" or obj_type_name == "ship" or obj_type_name == "plane" or obj_type_name == "vehicle" or obj_type_name == "static" then
|
||||
end --for obj_type_name, obj_type_data in pairs(cntry_data) do
|
||||
end --if type(cntry_data) == 'table' then
|
||||
end --for cntry_id, cntry_data in pairs(coa_data.country) do
|
||||
end --if coa_data.country then --there is a country table
|
||||
end --if coa_name == 'red' or coa_name == 'blue' and type(coa_data) == 'table' then
|
||||
end --for coa_name, coa_data in pairs(mission.coalition) do
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
---
|
||||
-- @param #DATABASE self
|
||||
-- @param DCSUnit#Unit DCSUnit
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:_IsIncludeDCSUnit( DCSUnit )
|
||||
self:F( DCSUnit )
|
||||
local DCSUnitInclude = true
|
||||
|
||||
if self.Filter.Coalitions then
|
||||
local DCSUnitCoalition = false
|
||||
for CoalitionID, CoalitionName in pairs( self.Filter.Coalitions ) do
|
||||
self:T( { "Coalition:", DCSUnit:getCoalition(), self.FilterMeta.Coalitions[CoalitionName], CoalitionName } )
|
||||
if self.FilterMeta.Coalitions[CoalitionName] and self.FilterMeta.Coalitions[CoalitionName] == DCSUnit:getCoalition() then
|
||||
DCSUnitCoalition = true
|
||||
end
|
||||
end
|
||||
DCSUnitInclude = DCSUnitInclude and DCSUnitCoalition
|
||||
end
|
||||
|
||||
if self.Filter.Categories then
|
||||
local DCSUnitCategory = false
|
||||
for CategoryID, CategoryName in pairs( self.Filter.Categories ) do
|
||||
self:T( { "Category:", DCSUnit:getDesc().category, self.FilterMeta.Categories[CategoryName], CategoryName } )
|
||||
if self.FilterMeta.Categories[CategoryName] and self.FilterMeta.Categories[CategoryName] == DCSUnit:getDesc().category then
|
||||
DCSUnitCategory = true
|
||||
end
|
||||
end
|
||||
DCSUnitInclude = DCSUnitInclude and DCSUnitCategory
|
||||
end
|
||||
|
||||
if self.Filter.Types then
|
||||
local DCSUnitType = false
|
||||
for TypeID, TypeName in pairs( self.Filter.Types ) do
|
||||
self:T( { "Type:", DCSUnit:getTypeName(), TypeName } )
|
||||
if TypeName == DCSUnit:getTypeName() then
|
||||
DCSUnitType = true
|
||||
end
|
||||
end
|
||||
DCSUnitInclude = DCSUnitInclude and DCSUnitType
|
||||
end
|
||||
|
||||
if self.Filter.Countries then
|
||||
local DCSUnitCountry = false
|
||||
for CountryID, CountryName in pairs( self.Filter.Countries ) do
|
||||
self:T( { "Country:", DCSUnit:getCountry(), CountryName } )
|
||||
if country.id[CountryName] == DCSUnit:getCountry() then
|
||||
DCSUnitCountry = true
|
||||
end
|
||||
end
|
||||
DCSUnitInclude = DCSUnitInclude and DCSUnitCountry
|
||||
end
|
||||
|
||||
if self.Filter.UnitPrefixes then
|
||||
local DCSUnitPrefix = false
|
||||
for UnitPrefixId, UnitPrefix in pairs( self.Filter.UnitPrefixes ) do
|
||||
self:T( { "Unit Prefix:", string.find( DCSUnit:getName(), UnitPrefix, 1 ), UnitPrefix } )
|
||||
if string.find( DCSUnit:getName(), UnitPrefix, 1 ) then
|
||||
DCSUnitPrefix = true
|
||||
end
|
||||
end
|
||||
DCSUnitInclude = DCSUnitInclude and DCSUnitPrefix
|
||||
end
|
||||
|
||||
self:T( DCSUnitInclude )
|
||||
return DCSUnitInclude
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #DATABASE self
|
||||
-- @param DCSUnit#Unit DCSUnit
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:_IsAliveDCSUnit( DCSUnit )
|
||||
self:F( DCSUnit )
|
||||
local DCSUnitAlive = false
|
||||
if DCSUnit and DCSUnit:isExist() and DCSUnit:isActive() then
|
||||
if self.DCSUnits[DCSUnit:getName()] then
|
||||
DCSUnitAlive = true
|
||||
end
|
||||
end
|
||||
self:T( DCSUnitAlive )
|
||||
return DCSUnitAlive
|
||||
end
|
||||
|
||||
|
||||
--- Traces the current database contents in the log ... (for debug reasons).
|
||||
-- @param #DATABASE self
|
||||
-- @return #DATABASE self
|
||||
@ -11217,7 +11370,10 @@ function CLEANUP:_CleanUpScheduler()
|
||||
end
|
||||
|
||||
--- Dynamic spawning of groups (and units).
|
||||
-- The SPAWN class allows to spawn dynamically new groups, based on pre-defined initialization settings, modifying the behaviour when groups are spawned.
|
||||
--
|
||||
-- @{#SPAWN} class
|
||||
-- ===============
|
||||
-- The @{#SPAWN} class allows to spawn dynamically new groups, based on pre-defined initialization settings, modifying the behaviour when groups are spawned.
|
||||
-- For each group to be spawned, within the mission editor, a group has to be created with the "late activation flag" set. We call this group the *"Spawn Template"* of the SPAWN object.
|
||||
-- A reference to this Spawn Template needs to be provided when constructing the SPAWN object, by indicating the name of the group within the mission editor in the constructor methods.
|
||||
--
|
||||
@ -11239,8 +11395,8 @@ end
|
||||
-- * It is important to defined BEFORE you spawn new groups, a proper initialization of the SPAWN instance is done with the options you want to use.
|
||||
-- * When designing a mission, NEVER name groups using a "#" within the name of the group Spawn Template(s), or the SPAWN module logic won't work anymore.
|
||||
--
|
||||
-- 1. SPAWN object construction methods:
|
||||
-- -------------------------------------
|
||||
-- SPAWN construction methods:
|
||||
-- ===========================
|
||||
-- Create a new SPAWN object with the @{#SPAWN.New} or the @{#SPAWN.NewWithAlias} methods:
|
||||
--
|
||||
-- * @{#SPAWN.New}: Creates a new SPAWN object taking the name of the group that functions as the Template.
|
||||
@ -11249,8 +11405,8 @@ end
|
||||
-- The initialization functions will modify this list of groups so that when a group gets spawned, ALL information is already prepared when spawning. This is done for performance reasons.
|
||||
-- So in principle, the group list will contain all parameters and configurations after initialization, and when groups get actually spawned, this spawning can be done quickly and efficient.
|
||||
--
|
||||
-- 2. SPAWN object initialization methods:
|
||||
-- ---------------------------------------
|
||||
-- SPAWN initialization methods:
|
||||
-- =============================
|
||||
-- A spawn object will behave differently based on the usage of initialization methods:
|
||||
--
|
||||
-- * @{#SPAWN.Limit}: Limits the amount of groups that can be alive at the same time and that can be dynamically spawned.
|
||||
@ -11260,8 +11416,8 @@ end
|
||||
-- * @{#SPAWN.Array}: Make groups visible before they are actually activated, and order these groups like a batallion in an array.
|
||||
-- * @{#SPAWN.Repeat}: Re-spawn groups when they land at the home base. Similar functions are @{#SPAWN.RepeatOnLanding} and @{#SPAWN.RepeatOnEngineShutDown}.
|
||||
--
|
||||
-- 2. SPAWN object spawning methods:
|
||||
-- ---------------------------------
|
||||
-- SPAWN spawning methods:
|
||||
-- =======================
|
||||
-- Groups can be spawned at different times and methods:
|
||||
--
|
||||
-- * @{#SPAWN.Spawn}: Spawn one new group based on the last spawned index.
|
||||
@ -11273,8 +11429,8 @@ end
|
||||
-- Note that @{#SPAWN.Spawn} and @{#SPAWN.ReSpawn} return a @{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.
|
||||
--
|
||||
-- 3. SPAWN object cleaning:
|
||||
-- -------------------------
|
||||
-- SPAWN object cleaning:
|
||||
-- =========================
|
||||
-- Sometimes, it will occur during a mission run-time, that ground or especially air objects get damaged, and will while being damged stop their activities, while remaining alive.
|
||||
-- In such cases, the SPAWN object will just sit there and wait until that group gets destroyed, but most of the time it won't,
|
||||
-- and it may occur that no new groups are or can be spawned as limits are reached.
|
||||
@ -11285,6 +11441,7 @@ end
|
||||
-- This models AI that has succesfully returned to their airbase, to restart their combat activities.
|
||||
-- Check the @{#SPAWN.CleanUp} for further info.
|
||||
--
|
||||
-- ====
|
||||
-- @module Spawn
|
||||
-- @author FlightControl
|
||||
|
||||
@ -12754,71 +12911,92 @@ function SEAD:EventShot( Event )
|
||||
end
|
||||
end
|
||||
--- Taking the lead of AI escorting your flight.
|
||||
-- The ESCORT class allows you to interact with escorting AI on your flight and take the lead.
|
||||
--
|
||||
-- @{#ESCORT} class
|
||||
-- ================
|
||||
-- The @{#ESCORT} class allows you to interact with escorting AI on your flight and take the lead.
|
||||
-- Each escorting group can be commanded with a whole set of radio commands (radio menu in your flight, and then F10).
|
||||
--
|
||||
-- The radio commands will vary according the category of the group. The richest set of commands are with Helicopters and AirPlanes.
|
||||
-- Ships and Ground troops will have a more limited set, but they can provide support through the bombing of targets designated by the other escorts.
|
||||
--
|
||||
-- RADIO MENUs that can be created:
|
||||
-- ================================
|
||||
-- Find a summary below of the current available commands:
|
||||
--
|
||||
-- **1. Navigation ...:** Escort group navigation functions:
|
||||
-- Navigation ...:
|
||||
-- ---------------
|
||||
-- Escort group navigation functions:
|
||||
--
|
||||
-- * **"Join-Up and Follow at x meters":** The escort group fill follow you at about x meters, and they will follow you.
|
||||
-- * **"Flare":** Provides menu commands to let the escort group shoot a flare in the air in a color.
|
||||
-- * **"Smoke":** Provides menu commands to let the escort group smoke the air in a color. Note that smoking is only available for ground and naval troops.
|
||||
-- * **"Join-Up and Follow at x meters":** The escort group fill follow you at about x meters, and they will follow you.
|
||||
-- * **"Flare":** Provides menu commands to let the escort group shoot a flare in the air in a color.
|
||||
-- * **"Smoke":** Provides menu commands to let the escort group smoke the air in a color. Note that smoking is only available for ground and naval troops.
|
||||
--
|
||||
-- **2. Hold position ...:** Escort group navigation functions:
|
||||
-- Hold position ...:
|
||||
-- ------------------
|
||||
-- Escort group navigation functions:
|
||||
--
|
||||
-- * **"At current location":** Stops the escort group and they will hover 30 meters above the ground at the position they stopped.
|
||||
-- * **"At client location":** Stops the escort group and they will hover 30 meters above the ground at the position they stopped.
|
||||
-- * **"At current location":** Stops the escort group and they will hover 30 meters above the ground at the position they stopped.
|
||||
-- * **"At client location":** Stops the escort group and they will hover 30 meters above the ground at the position they stopped.
|
||||
--
|
||||
-- **3. Report targets ...:** Report targets will make the escort group to report any target that it identifies within a 8km range. Any detected target can be attacked using the 4. Attack nearby targets function. (see below).
|
||||
-- Report targets ...:
|
||||
-- -------------------
|
||||
-- Report targets will make the escort group to report any target that it identifies within a 8km range. Any detected target can be attacked using the 4. Attack nearby targets function. (see below).
|
||||
--
|
||||
-- * **"Report now":** Will report the current detected targets.
|
||||
-- * **"Report targets on":** Will make the escort group to report detected targets and will fill the "Attack nearby targets" menu list.
|
||||
-- * **"Report targets off":** Will stop detecting targets.
|
||||
-- * **"Report now":** Will report the current detected targets.
|
||||
-- * **"Report targets on":** Will make the escort group to report detected targets and will fill the "Attack nearby targets" menu list.
|
||||
-- * **"Report targets off":** Will stop detecting targets.
|
||||
--
|
||||
-- **4. Scan targets ...:** Menu items to pop-up the escort group for target scanning. After scanning, the escort group will resume with the mission or defined task.
|
||||
-- Scan targets ...:
|
||||
-- -----------------
|
||||
-- Menu items to pop-up the escort group for target scanning. After scanning, the escort group will resume with the mission or defined task.
|
||||
--
|
||||
-- * **"Scan targets 30 seconds":** Scan 30 seconds for targets.
|
||||
-- * **"Scan targets 60 seconds":** Scan 60 seconds for targets.
|
||||
-- * **"Scan targets 30 seconds":** Scan 30 seconds for targets.
|
||||
-- * **"Scan targets 60 seconds":** Scan 60 seconds for targets.
|
||||
--
|
||||
-- **5. Attack targets ...:** This menu item will list all detected targets within a 15km range. Depending on the level of detection (known/unknown) and visuality, the targets type will also be listed.
|
||||
-- Attack targets ...:
|
||||
-- -------------------
|
||||
-- This menu item will list all detected targets within a 15km range. Depending on the level of detection (known/unknown) and visuality, the targets type will also be listed.
|
||||
--
|
||||
-- **6. Request assistance from ...:** This menu item will list all detected targets within a 15km range, as with the menu item **Attack Targets**.
|
||||
-- Request assistance from ...:
|
||||
-- ----------------------------
|
||||
-- This menu item will list all detected targets within a 15km range, as with the menu item **Attack Targets**.
|
||||
-- This menu item allows to request attack support from other escorts supporting the current client group.
|
||||
-- eg. the function allows a player to request support from the Ship escort to attack a target identified by the Plane escort with its Tomahawk missiles.
|
||||
-- eg. the function allows a player to request support from other Planes escorting to bomb the unit with illumination missiles or bombs, so that the main plane escort can attack the area.
|
||||
--
|
||||
-- **7. ROE ...:** Defines the Rules of Engagement of the escort group when in flight.
|
||||
-- ROE ...:
|
||||
-- --------
|
||||
-- Sets the Rules of Engagement (ROE) of the escort group when in flight.
|
||||
--
|
||||
-- * **"Hold Fire":** The escort group will hold fire.
|
||||
-- * **"Return Fire":** The escort group will return fire.
|
||||
-- * **"Open Fire":** The escort group will open fire on designated targets.
|
||||
-- * **"Weapon Free":** The escort group will engage with any target.
|
||||
-- * **"Hold Fire":** The escort group will hold fire.
|
||||
-- * **"Return Fire":** The escort group will return fire.
|
||||
-- * **"Open Fire":** The escort group will open fire on designated targets.
|
||||
-- * **"Weapon Free":** The escort group will engage with any target.
|
||||
--
|
||||
-- **8. Evasion ...:** Will define the evasion techniques that the escort group will perform during flight or combat.
|
||||
-- Evasion ...:
|
||||
-- ------------
|
||||
-- Will define the evasion techniques that the escort group will perform during flight or combat.
|
||||
--
|
||||
-- * **"Fight until death":** The escort group will have no reaction to threats.
|
||||
-- * **"Use flares, chaff and jammers":** The escort group will use passive defense using flares and jammers. No evasive manoeuvres are executed.
|
||||
-- * **"Evade enemy fire":** The rescort group will evade enemy fire before firing.
|
||||
-- * **"Go below radar and evade fire":** The escort group will perform evasive vertical manoeuvres.
|
||||
-- * **"Fight until death":** The escort group will have no reaction to threats.
|
||||
-- * **"Use flares, chaff and jammers":** The escort group will use passive defense using flares and jammers. No evasive manoeuvres are executed.
|
||||
-- * **"Evade enemy fire":** The rescort group will evade enemy fire before firing.
|
||||
-- * **"Go below radar and evade fire":** The escort group will perform evasive vertical manoeuvres.
|
||||
--
|
||||
-- **9. Resume Mission ...:** Escort groups can have their own mission. This menu item will allow the escort group to resume their Mission from a given waypoint.
|
||||
-- Resume Mission ...:
|
||||
-- -------------------
|
||||
-- Escort groups can have their own mission. This menu item will allow the escort group to resume their Mission from a given waypoint.
|
||||
-- Note that this is really fantastic, as you now have the dynamic of taking control of the escort groups, and allowing them to resume their path or mission.
|
||||
--
|
||||
-- **10. Abort Current Task:** Cancel the current task and rejoin formation.
|
||||
--
|
||||
-- 1. ESCORT object construction methods.
|
||||
-- --------------------------------------
|
||||
-- ESCORT construction methods.
|
||||
-- ============================
|
||||
-- Create a new SPAWN object with the @{#ESCORT.New} method:
|
||||
--
|
||||
-- * @{#ESCORT.New}: Creates a new ESCORT object from a @{Group#GROUP} for a @{Client#CLIENT}, with an optional briefing text.
|
||||
--
|
||||
-- 2. ESCORT object initialization methods.
|
||||
-- ----------------------------------------
|
||||
-- The following menus can be setup:
|
||||
-- ESCORT initialization methods.
|
||||
-- ==============================
|
||||
-- The following menus are created within the RADIO MENU of an active unit hosted by a player:
|
||||
--
|
||||
-- * @{#ESCORT.MenuFollowAt}: Creates a menu to make the escort follow the client.
|
||||
-- * @{#ESCORT.MenuHoldAtEscortPosition}: Creates a menu to hold the escort at its current position.
|
||||
@ -12832,7 +13010,7 @@ end
|
||||
-- * @{#ESCORT.MenuROE: Creates a menu structure to set the rules of engagement of the escort.
|
||||
-- * @{#ESCORT.MenuEvasion: Creates a menu structure to set the evasion techniques when the escort is under threat.
|
||||
-- * @{#ESCORT.MenuResumeMission}: Creates a menu structure so that the escort can resume from a waypoint.
|
||||
--
|
||||
--
|
||||
-- @module Escort
|
||||
-- @author FlightControl
|
||||
|
||||
@ -12842,8 +13020,7 @@ Include.File( "Database" )
|
||||
Include.File( "Group" )
|
||||
Include.File( "Zone" )
|
||||
|
||||
|
||||
--- ESCORT class
|
||||
---
|
||||
-- @type ESCORT
|
||||
-- @extends Base#BASE
|
||||
-- @field Client#CLIENT EscortClient
|
||||
|
||||
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Reference in New Issue
Block a user