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@ -122,9 +122,9 @@ do -- AI_DESIGNATE
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--- AI_DESIGNATE Constructor. This class is an abstract class and should not be instantiated.
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-- @param #AI_DESIGNATE self
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-- @param Functional.Detection#DETECTION_BASE Detection
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-- @param Core.Set#SET_GROUP GroupSet The set of groups to designate for.
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-- @param Core.Set#SET_GROUP AttackSet The Attack collection of GROUP objects to designate and report for.
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-- @return #AI_DESIGNATE
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function AI_DESIGNATE:New( Detection, GroupSet )
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function AI_DESIGNATE:New( Detection, AttackSet )
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local self = BASE:Inherit( self, FSM:New() ) -- #AI_DESIGNATE
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self:F( { Detection } )
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@ -295,18 +295,22 @@ do -- AI_DESIGNATE
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-- @param #number Delay
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self.Detection = Detection
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self.GroupSet = GroupSet
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self.AttackSet = AttackSet
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self.RecceSet = Detection:GetDetectionSetGroup()
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self.Spots = {}
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self.Designating = {}
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self:SetLaserCodes( 1688 )
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self.LaseDuration = 60
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self:SetLaserCodes( 1688 ) -- set self.LaserCodes
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self:SetAutoLase( false ) -- set self.Autolase
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self.LaserCodesUsed = {}
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self.Detection:__Start( 2 )
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self:SetDesignateMenu()
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return self
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end
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@ -327,6 +331,29 @@ do -- AI_DESIGNATE
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return self
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end
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--- Set auto lase.
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-- Auto lase will start lasing targets immediately when these are in range.
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-- @param #AI_DESIGNATE self
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-- @param #boolean AutoLase
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-- @return #AI_DESIGNATE
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function AI_DESIGNATE:SetAutoLase( AutoLase )
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self.AutoLase = AutoLase
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local AutoLaseOnOff = ( AutoLase == true ) and "On" or "Off"
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local Recce = self.RecceSet:GetFirst()
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if Recce then
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Recce:MessageToSetGroup( "Auto Lase " .. AutoLaseOnOff .. ".", 15, self.AttackSet )
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end
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self:ActivateAutoLase()
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self:SetDesignateMenu()
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return self
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end
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---
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-- @param #AI_DESIGNATE self
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@ -335,7 +362,11 @@ do -- AI_DESIGNATE
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self:__Detect( -60 )
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self:ActivateAutoLase()
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self:SendStatus()
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self:SetDesignateMenu()
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return self
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@ -357,11 +388,32 @@ do -- AI_DESIGNATE
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local RecceLeader = self.RecceSet:GetFirst() -- Wrapper.Group#GROUP
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self.GroupSet:ForEachGroup(
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RecceLeader:MessageToSetGroup( DetectedReport:Text( "\n" ), 15, self.AttackSet )
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return self
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end
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--- Coordinates the Auto Lase.
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-- @param #AI_DESIGNATE self
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-- @return #AI_DESIGNATE
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function AI_DESIGNATE:ActivateAutoLase()
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self.AttackSet:Flush()
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self.AttackSet:ForEachGroup(
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--- @param Wrapper.Group#GROUP GroupReport
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function( AttackGroup )
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RecceLeader:MessageToGroup( DetectedReport:Text( "\n" ), 15, AttackGroup )
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local DetectedItems = self.Detection:GetDetectedItems()
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for Index, DetectedItemData in pairs( DetectedItems ) do
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if self.AutoLase then
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if not self.Designating[Index] then
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self:LaseOn( Index, self.LaseDuration )
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end
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end
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end
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end
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)
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@ -373,9 +425,9 @@ do -- AI_DESIGNATE
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-- @return #AI_DESIGNATE
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function AI_DESIGNATE:SetDesignateMenu()
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self.GroupSet:Flush()
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self.AttackSet:Flush()
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self.GroupSet:ForEachGroup(
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self.AttackSet:ForEachGroup(
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--- @param Wrapper.Group#GROUP GroupReport
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function( AttackGroup )
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@ -389,6 +441,13 @@ do -- AI_DESIGNATE
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self:E(DesignateMenu)
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AttackGroup:SetState( AttackGroup, "DesignateMenu", DesignateMenu )
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-- Set Menu option for auto lase
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if self.AutoLase then
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MENU_GROUP_COMMAND:New( AttackGroup, "Auto Lase Off", DesignateMenu, self.MenuAutoLase, self, false )
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else
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MENU_GROUP_COMMAND:New( AttackGroup, "Auto Lase On", DesignateMenu, self.MenuAutoLase, self, true )
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end
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local DetectedItems = self.Detection:GetDetectedItems()
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@ -398,14 +457,14 @@ do -- AI_DESIGNATE
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if not self.Designating[Index] then
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local DetectedMenu = MENU_GROUP:New( AttackGroup, Report, DesignateMenu )
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MENU_GROUP_COMMAND:New( AttackGroup, "Lase target 60 secs", DetectedMenu, self.MenuLaseOn, self, AttackGroup, Index, 60 )
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MENU_GROUP_COMMAND:New( AttackGroup, "Lase target 120 secs", DetectedMenu, self.MenuLaseOn, self,AttackGroup, Index, 120 )
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MENU_GROUP_COMMAND:New( AttackGroup, "Smoke red", DetectedMenu, self.MenuSmoke, self, AttackGroup, Index, SMOKECOLOR.Red )
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MENU_GROUP_COMMAND:New( AttackGroup, "Smoke blue", DetectedMenu, self.MenuSmoke, self, AttackGroup, Index, SMOKECOLOR.Blue )
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MENU_GROUP_COMMAND:New( AttackGroup, "Smoke green", DetectedMenu, self.MenuSmoke, self, AttackGroup, Index, SMOKECOLOR.Green )
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MENU_GROUP_COMMAND:New( AttackGroup, "Smoke white", DetectedMenu, self.MenuSmoke, self, AttackGroup, Index, SMOKECOLOR.White )
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MENU_GROUP_COMMAND:New( AttackGroup, "Smoke orange", DetectedMenu, self.MenuSmoke, self, AttackGroup, Index, SMOKECOLOR.Orange )
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MENU_GROUP_COMMAND:New( AttackGroup, "Illuminate", DetectedMenu, self.MenuIlluminate, self, AttackGroup, Index )
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MENU_GROUP_COMMAND:New( AttackGroup, "Lase target 60 secs", DetectedMenu, self.MenuLaseOn, self, Index, 60 )
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MENU_GROUP_COMMAND:New( AttackGroup, "Lase target 120 secs", DetectedMenu, self.MenuLaseOn, self, Index, 120 )
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MENU_GROUP_COMMAND:New( AttackGroup, "Smoke red", DetectedMenu, self.MenuSmoke, self, Index, SMOKECOLOR.Red )
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MENU_GROUP_COMMAND:New( AttackGroup, "Smoke blue", DetectedMenu, self.MenuSmoke, self, Index, SMOKECOLOR.Blue )
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MENU_GROUP_COMMAND:New( AttackGroup, "Smoke green", DetectedMenu, self.MenuSmoke, self, Index, SMOKECOLOR.Green )
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MENU_GROUP_COMMAND:New( AttackGroup, "Smoke white", DetectedMenu, self.MenuSmoke, self, Index, SMOKECOLOR.White )
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MENU_GROUP_COMMAND:New( AttackGroup, "Smoke orange", DetectedMenu, self.MenuSmoke, self, Index, SMOKECOLOR.Orange )
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MENU_GROUP_COMMAND:New( AttackGroup, "Illuminate", DetectedMenu, self.MenuIlluminate, self, Index )
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else
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if self.Designating[Index] == "Laser" then
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Report = "Lasing " .. Report
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@ -416,7 +475,7 @@ do -- AI_DESIGNATE
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end
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local DetectedMenu = MENU_GROUP:New( AttackGroup, Report, DesignateMenu )
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if self.Designating[Index] == "Laser" then
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MENU_GROUP_COMMAND:New( AttackGroup, "Stop lasing", DetectedMenu, self.MenuLaseOff, self, AttackGroup, Index )
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MENU_GROUP_COMMAND:New( AttackGroup, "Stop lasing", DetectedMenu, self.MenuLaseOff, self, Index )
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else
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end
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end
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@ -429,59 +488,66 @@ do -- AI_DESIGNATE
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---
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-- @param #AI_DESIGNATE self
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function AI_DESIGNATE:MenuSmoke( AttackGroup, Index, Color )
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function AI_DESIGNATE:MenuAutoLase( AutoLase )
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self:E("Designate through Smoke")
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self:E("AutoLase")
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self.Designating[Index] = "Smoke"
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self:__Smoke( 1, AttackGroup, Index, Color )
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self:SetAutoLase( AutoLase )
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end
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---
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-- @param #AI_DESIGNATE self
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function AI_DESIGNATE:MenuIlluminate( AttackGroup, Index )
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function AI_DESIGNATE:MenuSmoke( Index, Color )
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self:E("Designate through Smoke")
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self.Designating[Index] = "Smoke"
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self:__Smoke( 1, Index, Color )
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end
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---
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-- @param #AI_DESIGNATE self
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function AI_DESIGNATE:MenuIlluminate( Index )
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self:E("Designate through Illumination")
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self.Designating[Index] = "Illuminate"
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self:__Illuminate( 1, AttackGroup, Index )
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self:__Illuminate( 1, Index )
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end
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---
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-- @param #AI_DESIGNATE self
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function AI_DESIGNATE:MenuLaseOn( AttackGroup, Index, Duration )
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function AI_DESIGNATE:MenuLaseOn( Index, Duration )
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self:E("Designate through Lase")
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self.Designating[Index] = "Laser"
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self:__LaseOn( 1, AttackGroup, Index, Duration )
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self:__LaseOn( 1, Index, Duration )
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end
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---
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-- @param #AI_DESIGNATE self
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function AI_DESIGNATE:MenuLaseOff( AttackGroup, Index, Duration )
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function AI_DESIGNATE:MenuLaseOff( Index, Duration )
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self:E("Lasing off")
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self.Designating[Index] = nil
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self:__LaseOff( 1, AttackGroup, Index )
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self:__LaseOff( 1, Index )
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end
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---
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-- @param #AI_DESIGNATE self
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-- @return #AI_DESIGNATE
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function AI_DESIGNATE:onafterLaseOn( From, Event, To, AttackGroup, Index, Duration )
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self:__Lasing( 5, AttackGroup, Index, Duration )
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function AI_DESIGNATE:onafterLaseOn( From, Event, To, Index, Duration )
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self.Designating[Index] = "Laser"
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self:Lasing( Index, Duration )
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end
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---
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-- @param #AI_DESIGNATE self
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-- @return #AI_DESIGNATE
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function AI_DESIGNATE:onafterLasing( From, Event, To, AttackGroup, Index, Duration )
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function AI_DESIGNATE:onafterLasing( From, Event, To, Index, Duration )
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local TargetSetUnit = self.Detection:GetDetectedSet( Index )
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@ -496,8 +562,6 @@ do -- AI_DESIGNATE
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end
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end
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local MoreTargets = false
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TargetSetUnit:ForEachUnit(
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--- @param Wrapper.Unit#UNIT SmokeUnit
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function( TargetUnit )
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@ -518,10 +582,10 @@ do -- AI_DESIGNATE
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local Spot = RecceUnit:LaseUnit( TargetUnit, LaserCode, Duration )
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function Spot:OnAfterDestroyed( From, Event, To )
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self:E( "Destroyed Message" )
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self.Recce:MessageToGroup( "Target " .. TargetUnit:GetTypeName() .. " destroyed." .. TargetSetUnit:Count() .. " targets left.", 5, AttackGroup )
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self.Recce:MessageToSetGroup( "Target " .. TargetUnit:GetTypeName() .. " destroyed." .. TargetSetUnit:Count() .. " targets left.", 15, self.AttackSet )
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end
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self.Spots[TargetUnit] = Spot
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RecceUnit:MessageToGroup( "Lasing " .. TargetUnit:GetTypeName() .. " for " .. Duration .. "s, code: " .. Spot.LaserCode, 5, AttackGroup )
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RecceUnit:MessageToSetGroup( "Lasing " .. TargetUnit:GetTypeName() .. " for " .. Duration .. "s, code: " .. Spot.LaserCode, 5, self.AttackSet )
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break
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end
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end
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@ -531,7 +595,7 @@ do -- AI_DESIGNATE
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local Spot = self.Spots[TargetUnit] -- Core.Spot#SPOT
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if Spot then
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Spot.Recce:LaseOff()
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Spot.Recce:MessageToGroup( "Target " .. TargetUnit:GetTypeName() "out of LOS. Cancelling lase!", 5, AttackGroup )
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Spot.Recce:MessageToGroup( "Target " .. TargetUnit:GetTypeName() "out of LOS. Cancelling lase!", 5, self.AttackSet )
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end
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end
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end
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@ -540,7 +604,7 @@ do -- AI_DESIGNATE
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else
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MoreTargets = true
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local RecceUnit = Spot.Recce
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RecceUnit:MessageToGroup( "Lasing " .. TargetUnit:GetTypeName() .. ", code " .. Spot.LaserCode, 5, AttackGroup )
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RecceUnit:MessageToSetGroup( "Lasing " .. TargetUnit:GetTypeName() .. ", code " .. Spot.LaserCode, 5, self.AttackSet )
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end
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else
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self.Spots[TargetUnit] = nil
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@ -548,11 +612,7 @@ do -- AI_DESIGNATE
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end
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)
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if MoreTargets == true then
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self:__Lasing( 30, AttackGroup, Index, Duration )
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else
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self:__LaseOff( 1, AttackGroup, Index )
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end
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self:__Lasing( 15, Index, Duration )
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self:SetDesignateMenu()
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@ -561,9 +621,13 @@ do -- AI_DESIGNATE
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---
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-- @param #AI_DESIGNATE self
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-- @return #AI_DESIGNATE
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function AI_DESIGNATE:onafterLaseOff( From, Event, To, AttackGroup, Index )
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function AI_DESIGNATE:onafterLaseOff( From, Event, To, Index )
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self.RecceSet:GetFirst():MessageToGroup( "Stopped lasing.", 15, AttackGroup )
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local Recce = self.RecceSet:GetFirst()
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if Recce then
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Recce:MessageToSetGroup( "Stopped lasing.", 15, self.AttackSet )
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end
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local TargetSetUnit = self.Detection:GetDetectedSet( Index )
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@ -571,7 +635,7 @@ do -- AI_DESIGNATE
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for SpotID, SpotData in pairs( Spots ) do
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local Spot = SpotData -- Core.Spot#SPOT
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Spot.Recce:MessageToGroup( "Stopped lasing " .. Spot.Target:GetTypeName() .. ".", 15, AttackGroup )
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Spot.Recce:MessageToSetGroup( "Stopped lasing " .. Spot.Target:GetTypeName() .. ".", 15, self.AttackSet )
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Spot:LaseOff()
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end
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@ -586,7 +650,7 @@ do -- AI_DESIGNATE
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---
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-- @param #AI_DESIGNATE self
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-- @return #AI_DESIGNATE
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function AI_DESIGNATE:onafterSmoke( From, Event, To, AttackGroup, Index, Color )
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function AI_DESIGNATE:onafterSmoke( From, Event, To, Index, Color )
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local TargetSetUnit = self.Detection:GetDetectedSet( Index )
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@ -599,15 +663,17 @@ do -- AI_DESIGNATE
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if math.random( 1, TargetSetUnitCount ) == math.random( 1, TargetSetUnitCount ) then
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local RecceGroup = self.RecceSet:FindNearestGroupFromPointVec2(SmokeUnit:GetPointVec2())
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local RecceUnit = RecceGroup:GetUnit( 1 )
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RecceUnit:MessageToGroup( "Smoking " .. SmokeUnit:GetTypeName() .. ".", 5, AttackGroup )
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SCHEDULER:New( self,
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function()
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if SmokeUnit:IsAlive() then
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SmokeUnit:Smoke( Color, 150 )
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end
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self:Done( Index )
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end, {}, math.random( 5, 20 )
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)
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if RecceUnit then
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RecceUnit:MessageToSetGroup( "Smoking " .. SmokeUnit:GetTypeName() .. ".", 5, self.AttackSet )
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SCHEDULER:New( self,
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function()
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if SmokeUnit:IsAlive() then
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SmokeUnit:Smoke( Color, 150 )
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end
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self:Done( Index )
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end, {}, math.random( 5, 20 )
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)
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end
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end
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end
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)
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@ -618,16 +684,17 @@ do -- AI_DESIGNATE
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--- Illuminating
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-- @param #AI_DESIGNATE self
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-- @return #AI_DESIGNATE
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function AI_DESIGNATE:onafterIlluminate( From, Event, To, AttackGroup, Index )
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function AI_DESIGNATE:onafterIlluminate( From, Event, To, Index )
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local TargetSetUnit = self.Detection:GetDetectedSet( Index )
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local TargetUnit = TargetSetUnit:GetFirst()
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if TargetUnit then
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local RecceGroup = self.RecceSet:FindNearestGroupFromPointVec2(TargetUnit:GetPointVec2())
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local RecceUnit = RecceGroup:GetUnit( 1 )
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RecceUnit:MessageToGroup( "Illuminating " .. TargetUnit:GetTypeName() .. ".", 5, AttackGroup )
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local RecceGroup = self.RecceSet:FindNearestGroupFromPointVec2(TargetUnit:GetPointVec2())
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local RecceUnit = RecceGroup:GetUnit( 1 )
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if RecceUnit then
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RecceUnit:MessageToGroup( "Illuminating " .. TargetUnit:GetTypeName() .. ".", 5, self.AttackSet )
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SCHEDULER:New( self,
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function()
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if TargetUnit:IsAlive() then
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@ -636,6 +703,7 @@ do -- AI_DESIGNATE
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self:Done( Index )
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end, {}, math.random( 5, 20 )
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)
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end
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end
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end
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@ -196,9 +196,9 @@ do
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function SPOT:onafterLasing( From, Event, To )
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if self.Target:IsAlive() then
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self.SpotIR:setPoint( self.Target:GetPointVec3():AddY(1):GetVec3() )
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self.SpotIR:setPoint( self.Target:GetPointVec3():AddY(1):AddY(math.random(-100,100)/100):AddX(math.random(-100,100)/100):GetVec3() )
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self.SpotLaser:setPoint( self.Target:GetPointVec3():AddY(1):GetVec3() )
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self:__Lasing( -0.2 )
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self:__Lasing( -0.05 )
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else
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self:E( { "Target is not alive", self.Target:IsAlive() } )
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end
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@ -426,6 +426,30 @@ function POSITIONABLE:MessageToGroup( Message, Duration, MessageGroup, Name )
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return nil
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end
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--- (R2.1) Send a message to a @{Set#SET_GROUP}.
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-- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
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-- @param #POSITIONABLE self
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-- @param #string Message The message text
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-- @param Dcs.DCSTypes#Duration Duration The duration of the message.
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-- @param Core.Set#SET_GROUP MessageSetGroup The SET_GROUP collection receiving the message.
|
||||
-- @param #string Name (optional) The Name of the sender. If not provided, the Name is the type of the Positionable.
|
||||
function POSITIONABLE:MessageToSetGroup( Message, Duration, MessageSetGroup, Name )
|
||||
self:F2( { Message, Duration } )
|
||||
|
||||
local DCSObject = self:GetDCSObject()
|
||||
if DCSObject then
|
||||
if DCSObject:isExist() then
|
||||
MessageSetGroup:ForEachGroup(
|
||||
function( MessageGroup )
|
||||
self:GetMessage( Message, Duration, Name ):ToGroup( MessageGroup )
|
||||
end
|
||||
)
|
||||
end
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Send a message to the players in the @{Group}.
|
||||
-- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
|
||||
-- @param #POSITIONABLE self
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user