Merge remote-tracking branch 'refs/remotes/origin/master' into FlightControl

# Conflicts:
#	Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua
#	Moose Mission Setup/Moose.lua
#	Moose Test Missions/SPA - Spawning/SPA-010 - Spawn Demo/SPA-010 -
Spawn Demo.miz
#	Moose Test Missions/SPA - Spawning/SPA-011 - Ground Ops - Simple
Spawning/SPA-011 - Ground Ops - Simple Spawning.miz
#	Moose Test Missions/SPA - Spawning/SPA-012 - Ground Ops - Multiple
Spawns/SPA-012 - Ground Ops - Multiple Spawns.miz
#	Moose Test Missions/SPA - Spawning/SPA-013 - Ground Ops - Scheduled
Spawns/SPA-013 - Ground Ops - Scheduled Spawns.miz
#	Moose Test Missions/SPA - Spawning/SPA-014 - Ground Ops - Scheduled
Spawns Limited/SPA-014 - Ground Ops - Scheduled Spawns Limited.miz
#	Moose Test Missions/SPA - Spawning/SPA-015 - Ground Ops - Randomize
Route/SPA-015 - Ground Ops - Randomize Route.miz
#	Moose Test Missions/SPA - Spawning/SPA-016 - Ground Ops - Randomize
Zones/SPA-016 - Ground Ops - Randomize Zones.miz
#	Moose Test Missions/SPA - Spawning/SPA-017 - Ground Ops - Set AI
inactive while spawning/SPA-017 - Ground Ops - Set AI inactive while
spawning.miz
#	Moose Test Missions/SPA - Spawning/SPA-018 - Ground Ops - Randomize
Templates/SPA-018 - Ground Ops - Randomize Templates.miz
#	Moose Test Missions/SPA - Spawning/SPA-100 - CleanUp Inactive
Units/SPA-100 - CleanUp Inactive Units.miz
#	Moose Test Missions/SPA - Spawning/SPA-110 - Limit Spawning/SPA-110 -
Limit Spawning.miz
#	Moose Test Missions/SPA - Spawning/SPA-121 - Air Ops - Scheduled
Spawns with Repeat on Landing with Limit/SPA-121 - Air Ops - Scheduled
Spawns with Repeat on Landing with Limit.miz
#	Moose Test Missions/SPA - Spawning/SPA-130 - Uncontrolled
Spawning/SPA-130 - Uncontrolled Spawning.miz
#	Moose Test Missions/SPA - Spawning/SPA-200 - Randomize Unit
Types/SPA-200 - Randomize Unit Types.miz
#	Moose Test Missions/SPA - Spawning/SPA-220 - Randomize Zones/SPA-220 -
Randomize Zones.miz
#	Moose Test Missions/SPA - Spawning/SPA-310 - Spawn at Static
position/SPA-310 - Spawn at Static position.miz
#	Moose Test Missions/SPA - Spawning/SPA-320 - Spawn at Unit
position/SPA-320 - Spawn at Unit position.miz
#	Moose Test Missions/SPA - Spawning/SPA-330 - Spawn at Vec2
position/SPA-330 - Spawn at Vec2 position.miz
#	Moose Test Missions/SPA - Spawning/SPA-340 - Spawn at Vec3
position/SPA-340 - Spawn at Vec3 position.miz
#	Moose Test Missions/ZON - Zones/ZON-100 - Normal Zone/ZON-100 - Normal
Zone.miz
#	docs/Documentation/Zone.html
This commit is contained in:
FlightControl
2017-03-03 09:51:17 +01:00
102 changed files with 4247 additions and 659 deletions

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@@ -1,4 +1,4 @@
--- Single-Player:**No** / Mulit-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**All** -- **AI Balancing will replace in multi player missions
--- Single-Player:**No** / Multi-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**All** -- **AI Balancing will replace in multi player missions
-- non-occupied human slots with AI groups, in order to provide an engaging simulation environment,
-- even when there are hardly any players in the mission.**
--
@@ -116,6 +116,7 @@ function AI_BALANCER:New( SetClient, SpawnAI )
-- Inherits from BASE
local self = BASE:Inherit( self, FSM_SET:New( SET_GROUP:New() ) ) -- AI.AI_Balancer#AI_BALANCER
-- TODO: Define the OnAfterSpawned event
self:SetStartState( "None" )
self:AddTransition( "*", "Monitor", "Monitoring" )
self:AddTransition( "*", "Spawn", "Spawning" )
@@ -179,15 +180,17 @@ function AI_BALANCER:onenterSpawning( SetGroup, From, Event, To, ClientName )
-- OK, Spawn a new group from the default SpawnAI object provided.
local AIGroup = self.SpawnAI:Spawn() -- Wrapper.Group#GROUP
AIGroup:E( "Spawning new AIGroup" )
--TODO: need to rework UnitName thing ...
SetGroup:Add( ClientName, AIGroup )
self.SpawnQueue[ClientName] = nil
-- Fire the Spawned event. The first parameter is the AIGroup just Spawned.
-- Mission designers can catch this event to bind further actions to the AIGroup.
self:Spawned( AIGroup )
if AIGroup then
AIGroup:E( "Spawning new AIGroup" )
--TODO: need to rework UnitName thing ...
SetGroup:Add( ClientName, AIGroup )
self.SpawnQueue[ClientName] = nil
-- Fire the Spawned event. The first parameter is the AIGroup just Spawned.
-- Mission designers can catch this event to bind further actions to the AIGroup.
self:Spawned( AIGroup )
end
end
--- @param #AI_BALANCER self

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@@ -1,4 +1,4 @@
--- Single-Player:**Yes** / Mulit-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**Air** -- **Execute Combat Air Patrol (CAP).**
--- Single-Player:**Yes** / Multi-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**Air** -- **Execute Combat Air Patrol (CAP).**
--
-- ![Banner Image](..\Presentations\AI_CAP\Dia1.JPG)
--

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@@ -1,4 +1,4 @@
--- Single-Player:**Yes** / Mulit-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**Air** --
--- Single-Player:**Yes** / Multi-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**Air** --
-- **Provide Close Air Support to friendly ground troops.**
--
-- ![Banner Image](..\Presentations\AI_CAS\Dia1.JPG)
@@ -136,8 +136,8 @@ AI_CAS_ZONE = {
-- @param Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Controllable} in km/h.
-- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
-- @param Core.Zone#ZONE_BASE EngageZone The zone where the engage will happen.
-- @param Dcs.DCSTypes#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
-- @param Core.Zone#ZONE EngageZone
-- @return #AI_CAS_ZONE self
function AI_CAS_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageZone, PatrolAltType )

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@@ -1,4 +1,4 @@
---Single-Player:**Yes** / Mulit-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**Ground** --
---Single-Player:**Yes** / Multi-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**Ground** --
-- **Management of logical cargo objects, that can be transported from and to transportation carriers.**
--
-- ![Banner Image](..\Presentations\AI_CARGO\CARGO.JPG)

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@@ -1,4 +1,4 @@
--- Single-Player:**Yes** / Mulit-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**Air** --
--- Single-Player:**Yes** / Multi-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**Air** --
-- **Air Patrolling or Staging.**
--
-- ![Banner Image](..\Presentations\AI_PATROL\Dia1.JPG)

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@@ -38,7 +38,7 @@
--
-- ![Objects](..\Presentations\EVENT\Dia6.JPG)
--
-- For most DCS events, the above order of updating will be followed.1
-- For most DCS events, the above order of updating will be followed.
--
-- ![Objects](..\Presentations\EVENT\Dia7.JPG)
--
@@ -124,6 +124,22 @@
--
-- ![Objects](..\Presentations\EVENT\Dia14.JPG)
--
-- **IMPORTANT NOTE:** Some events can involve not just UNIT objects, but also STATIC objects!!!
-- In that case the initiator or target unit fields will refer to a STATIC object!
-- In case a STATIC object is involved, the documentation indicates which fields will and won't not be populated.
-- The fields **IniObjectCategory** and **TgtObjectCategory** contain the indicator which **kind of object is involved** in the event.
-- You can use the enumerator **Object.Category.UNIT** and **Object.Category.STATIC** to check on IniObjectCategory and TgtObjectCategory.
-- Example code snippet:
--
-- if Event.IniObjectCategory == Object.Category.UNIT then
-- ...
-- end
-- if Event.IniObjectCategory == Object.Category.STATIC then
-- ...
-- end
--
-- When a static object is involved in the event, the Group and Player fields won't be populated.
--
-- ====
--
-- # **API CHANGE HISTORY**
@@ -152,7 +168,8 @@
--
-- @module Event
-- TODO: Need to update the EVENTDATA documentation with IniPlayerName and TgtPlayerName
-- TODO: Need to update the EVENTDATA documentation with IniObjectCategory and TgtObjectCategory
@@ -195,23 +212,45 @@ EVENTS = {
}
--- The Event structure
-- Note that at the beginning of each field description, there is an indication which field will be populated depending on the object type involved in the Event:
--
-- * A (Object.Category.)UNIT : A UNIT object type is involved in the Event.
-- * A (Object.Category.)STATIC : A STATIC object type is involved in the Event.µ
--
-- @type EVENTDATA
-- @field id
-- @field initiator
-- @field target
-- @field weapon
-- @field IniDCSUnit
-- @field IniDCSUnitName
-- @field Wrapper.Unit#UNIT IniUnit
-- @field #string IniUnitName
-- @field IniDCSGroup
-- @field IniDCSGroupName
-- @field TgtDCSUnit
-- @field TgtDCSUnitName
-- @field Wrapper.Unit#UNIT TgtUnit
-- @field #string TgtUnitName
-- @field TgtDCSGroup
-- @field TgtDCSGroupName
-- @field #number id The identifier of the event.
--
-- @field Dcs.DCSUnit#Unit initiator (UNIT/STATIC/SCENERY) The initiating @{Dcs.DCSUnit#Unit} or @{Dcs.DCSStaticObject#StaticObject}.
-- @field Dcs.DCSObject#Object.Category IniObjectCategory (UNIT/STATIC/SCENERY) The initiator object category ( Object.Category.UNIT or Object.Category.STATIC ).
-- @field Dcs.DCSUnit#Unit IniDCSUnit (UNIT/STATIC) The initiating @{Dcs.DCSUnit#Unit} or @{Dcs.DCSStaticObject#StaticObject}.
-- @field #string IniDCSUnitName (UNIT/STATIC) The initiating Unit name.
-- @field Wrapper.Unit#UNIT IniUnit (UNIT/STATIC) The initiating MOOSE wrapper @{Wrapper.Unit#UNIT} of the initiator Unit object.
-- @field #string IniUnitName (UNIT/STATIC) The initiating UNIT name (same as IniDCSUnitName).
-- @field Dcs.DCSGroup#Group IniDCSGroup (UNIT) The initiating {Dcs.DCSGroup#Group}.
-- @field #string IniDCSGroupName (UNIT) The initiating Group name.
-- @field Wrapper.Group#GROUP IniGroup (UNIT) The initiating MOOSE wrapper @{Wrapper.Group#GROUP} of the initiator Group object.
-- @field #string IniGroupName (UNIT) The initiating GROUP name (same as IniDCSGroupName).
-- @field #string IniPlayerName (UNIT) The name of the initiating player in case the Unit is a client or player slot.
-- @field Dcs.DCScoalition#coalition.side IniCoalition (UNIT) The coalition of the initiator.
-- @field Dcs.DCSUnit#Unit.Category IniCategory (UNIT) The category of the initiator.
-- @field #string IniTypeName (UNIT) The type name of the initiator.
--
-- @field Dcs.DCSUnit#Unit target (UNIT/STATIC) The target @{Dcs.DCSUnit#Unit} or @{Dcs.DCSStaticObject#StaticObject}.
-- @field Dcs.DCSObject#Object.Category TgtObjectCategory (UNIT/STATIC) The target object category ( Object.Category.UNIT or Object.Category.STATIC ).
-- @field Dcs.DCSUnit#Unit TgtDCSUnit (UNIT/STATIC) The target @{Dcs.DCSUnit#Unit} or @{Dcs.DCSStaticObject#StaticObject}.
-- @field #string TgtDCSUnitName (UNIT/STATIC) The target Unit name.
-- @field Wrapper.Unit#UNIT TgtUnit (UNIT/STATIC) The target MOOSE wrapper @{Wrapper.Unit#UNIT} of the target Unit object.
-- @field #string TgtUnitName (UNIT/STATIC) The target UNIT name (same as TgtDCSUnitName).
-- @field Dcs.DCSGroup#Group TgtDCSGroup (UNIT) The target {Dcs.DCSGroup#Group}.
-- @field #string TgtDCSGroupName (UNIT) The target Group name.
-- @field Wrapper.Group#GROUP TgtGroup (UNIT) The target MOOSE wrapper @{Wrapper.Group#GROUP} of the target Group object.
-- @field #string TgtGroupName (UNIT) The target GROUP name (same as TgtDCSGroupName).
-- @field #string TgtPlayerName (UNIT) The name of the target player in case the Unit is a client or player slot.
-- @field Dcs.DCScoalition#coalition.side TgtCoalition (UNIT) The coalition of the target.
-- @field Dcs.DCSUnit#Unit.Category TgtCategory (UNIT) The category of the target.
-- @field #string TgtTypeName (UNIT) The type name of the target.
--
-- @field weapon The weapon used during the event.
-- @field Weapon
-- @field WeaponName
-- @field WeaponTgtDCSUnit
@@ -598,25 +637,59 @@ function EVENT:onEvent( Event )
end
if self and self.Events and self.Events[Event.id] then
if Event.initiator and Event.initiator:getCategory() == Object.Category.UNIT then
Event.IniDCSUnit = Event.initiator
Event.IniDCSGroup = Event.IniDCSUnit:getGroup()
Event.IniDCSUnitName = Event.IniDCSUnit:getName()
Event.IniUnitName = Event.IniDCSUnitName
Event.IniUnit = UNIT:FindByName( Event.IniDCSUnitName )
if not Event.IniUnit then
-- Unit can be a CLIENT. Most likely this will be the case ...
Event.IniUnit = CLIENT:FindByName( Event.IniDCSUnitName, '', true )
if Event.initiator then
Event.IniObjectCategory = Event.initiator:getCategory()
if Event.IniObjectCategory == Object.Category.UNIT then
Event.IniDCSUnit = Event.initiator
Event.IniDCSUnitName = Event.IniDCSUnit:getName()
Event.IniUnitName = Event.IniDCSUnitName
Event.IniDCSGroup = Event.IniDCSUnit:getGroup()
Event.IniUnit = UNIT:FindByName( Event.IniDCSUnitName )
if not Event.IniUnit then
-- Unit can be a CLIENT. Most likely this will be the case ...
Event.IniUnit = CLIENT:FindByName( Event.IniDCSUnitName, '', true )
end
Event.IniDCSGroupName = ""
if Event.IniDCSGroup and Event.IniDCSGroup:isExist() then
Event.IniDCSGroupName = Event.IniDCSGroup:getName()
Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName )
self:E( { IniGroup = Event.IniGroup } )
end
Event.IniPlayerName = Event.IniDCSUnit:getPlayerName()
Event.IniCoalition = Event.IniDCSUnit:getCoalition()
Event.IniTypeName = Event.IniDCSUnit:getTypeName()
Event.IniCategory = Event.IniDCSUnit:getDesc().category
end
Event.IniDCSGroupName = ""
if Event.IniDCSGroup and Event.IniDCSGroup:isExist() then
Event.IniDCSGroupName = Event.IniDCSGroup:getName()
Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName )
self:E( { IniGroup = Event.IniGroup } )
if Event.IniObjectCategory == Object.Category.STATIC then
Event.IniDCSUnit = Event.initiator
Event.IniDCSUnitName = Event.IniDCSUnit:getName()
Event.IniUnitName = Event.IniDCSUnitName
Event.IniUnit = STATIC:FindByName( Event.IniDCSUnitName )
Event.IniCoalition = Event.IniDCSUnit:getCoalition()
Event.IniCategory = Event.IniDCSUnit:getDesc().category
Event.IniTypeName = Event.IniDCSUnit:getTypeName()
end
if Event.IniObjectCategory == Object.Category.SCENERY then
Event.IniDCSUnit = Event.initiator
Event.IniDCSUnitName = Event.IniDCSUnit:getName()
Event.IniUnitName = Event.IniDCSUnitName
Event.IniUnit = SCENERY:Register( Event.IniDCSUnitName, Event.initiator )
Event.IniCategory = Event.IniDCSUnit:getDesc().category
Event.IniTypeName = Event.IniDCSUnit:getTypeName()
end
end
if Event.target then
if Event.target and Event.target:getCategory() == Object.Category.UNIT then
Event.TgtObjectCategory = Event.target:getCategory()
if Event.TgtObjectCategory == Object.Category.UNIT then
Event.TgtDCSUnit = Event.target
Event.TgtDCSGroup = Event.TgtDCSUnit:getGroup()
Event.TgtDCSUnitName = Event.TgtDCSUnit:getName()
@@ -626,8 +699,32 @@ function EVENT:onEvent( Event )
if Event.TgtDCSGroup and Event.TgtDCSGroup:isExist() then
Event.TgtDCSGroupName = Event.TgtDCSGroup:getName()
end
Event.TgtPlayerName = Event.TgtDCSUnit:getPlayerName()
Event.TgtCoalition = Event.TgtDCSUnit:getCoalition()
Event.TgtCategory = Event.TgtDCSUnit:getDesc().category
Event.TgtTypeName = Event.TgtDCSUnit:getTypeName()
end
if Event.TgtObjectCategory == Object.Category.STATIC then
Event.TgtDCSUnit = Event.target
Event.TgtDCSUnitName = Event.TgtDCSUnit:getName()
Event.TgtUnitName = Event.TgtDCSUnitName
Event.TgtUnit = STATIC:FindByName( Event.TgtDCSUnitName )
Event.TgtCoalition = Event.TgtDCSUnit:getCoalition()
Event.TgtCategory = Event.TgtDCSUnit:getDesc().category
Event.TgtTypeName = Event.TgtDCSUnit:getTypeName()
end
if Event.TgtObjectCategory == Object.Category.SCENERY then
Event.TgtDCSUnit = Event.target
Event.TgtDCSUnitName = Event.TgtDCSUnit:getName()
Event.TgtUnitName = Event.TgtDCSUnitName
Event.TgtUnit = SCENERY:Register( Event.TgtDCSUnitName, Event.target )
Event.TgtCategory = Event.TgtDCSUnit:getDesc().category
Event.TgtTypeName = Event.TgtDCSUnit:getTypeName()
end
end
if Event.weapon then
Event.Weapon = Event.weapon
Event.WeaponName = Event.Weapon:getTypeName()

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@@ -182,6 +182,20 @@ function MESSAGE:ToCoalition( CoalitionSide )
return self
end
--- Sends a MESSAGE to a Coalition if the given Condition is true.
-- @param #MESSAGE self
-- @param CoalitionSide needs to be filled out by the defined structure of the standard scripting engine @{coalition.side}.
-- @return #MESSAGE
function MESSAGE:ToCoalitionIf( CoalitionSide, Condition )
self:F( CoalitionSide )
if Condition and Condition == true then
self:ToCoalition( CoalitionSide )
end
return self
end
--- Sends a MESSAGE to all players.
-- @param #MESSAGE self
-- @return #MESSAGE
@@ -194,10 +208,24 @@ end
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" )
-- MessageAll:ToAll()
function MESSAGE:ToAll()
self:F()
self:F()
self:ToCoalition( coalition.side.RED )
self:ToCoalition( coalition.side.BLUE )
self:ToCoalition( coalition.side.RED )
self:ToCoalition( coalition.side.BLUE )
return self
end
--- Sends a MESSAGE to all players if the given Condition is true.
-- @param #MESSAGE self
-- @return #MESSAGE
function MESSAGE:ToAllIf( Condition )
if Condition and Condition == true then
self:ToCoalition( coalition.side.RED )
self:ToCoalition( coalition.side.BLUE )
end
return self
end

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@@ -7,13 +7,42 @@
-- **Important Note:** Most of the functions in this section were taken from MIST, and reworked to OO concepts.
-- In order to keep the credibility of the the author, I want to emphasize that the of the MIST framework was created by Grimes, who you can find on the Eagle Dynamics Forums.
--
-- 1.1) POINT_VEC3 constructor
-- ---------------------------
-- ## 1.1) POINT_VEC3 constructor
--
-- A new POINT_VEC3 instance can be created with:
--
-- * @{Point#POINT_VEC3.New}(): a 3D point.
-- * @{Point#POINT_VEC3.NewFromVec3}(): a 3D point created from a @{DCSTypes#Vec3}.
--
--
-- ## 1.2) Smoke, flare, explode, illuminate
--
-- At the point a smoke, flare, explosion and illumination bomb can be triggered. Use the following methods:
--
-- ### 1.2.1) Smoke
--
-- * @{#POINT_VEC3.Smoke}(): To smoke the point in a certain color.
-- * @{#POINT_VEC3.SmokeBlue}(): To smoke the point in blue.
-- * @{#POINT_VEC3.SmokeRed}(): To smoke the point in red.
-- * @{#POINT_VEC3.SmokeOrange}(): To smoke the point in orange.
-- * @{#POINT_VEC3.SmokeWhite}(): To smoke the point in white.
-- * @{#POINT_VEC3.SmokeGreen}(): To smoke the point in green.
--
-- ### 1.2.2) Flare
--
-- * @{#POINT_VEC3.Flare}(): To flare the point in a certain color.
-- * @{#POINT_VEC3.FlareRed}(): To flare the point in red.
-- * @{#POINT_VEC3.FlareYellow}(): To flare the point in yellow.
-- * @{#POINT_VEC3.FlareWhite}(): To flare the point in white.
-- * @{#POINT_VEC3.FlareGreen}(): To flare the point in green.
--
-- ### 1.2.3) Explode
--
-- * @{#POINT_VEC3.Explosion}(): To explode the point with a certain intensity.
--
-- ### 1.2.4) Illuminate
--
-- * @{#POINT_VEC3.IlluminationBomb}(): To illuminate the point.
--
--
-- 2) @{Point#POINT_VEC2} class, extends @{Point#POINT_VEC3}
-- =========================================================
@@ -38,9 +67,12 @@
--
-- Hereby the change log:
--
-- 2017-02-18: POINT_VEC3:**NewFromVec2( Vec2, LandHeightAdd )** added.
-- 2017-03-03: POINT\_VEC3:**Explosion( ExplosionIntensity )** added.
-- 2017-03-03: POINT\_VEC3:**IlluminationBomb()** added.
--
-- 2016-08-12: POINT_VEC3:**Translate( Distance, Angle )** added.
-- 2017-02-18: POINT\_VEC3:**NewFromVec2( Vec2, LandHeightAdd )** added.
--
-- 2016-08-12: POINT\_VEC3:**Translate( Distance, Angle )** added.
--
-- 2016-08-06: Made PointVec3 and Vec3, PointVec2 and Vec2 terminology used in the code consistent.
--
@@ -501,6 +533,21 @@ function POINT_VEC3:RoutePointGround( Speed, Formation )
return RoutePoint
end
--- Creates an explosion at the point of a certain intensity.
-- @param #POINT_VEC3 self
-- @param #number ExplosionIntensity
function POINT_VEC3:Explosion( ExplosionIntensity )
self:F2( { ExplosionIntensity } )
trigger.action.explosion( self:GetVec3(), ExplosionIntensity )
end
--- Creates an illumination bomb at the point.
-- @param #POINT_VEC3 self
function POINT_VEC3:IlluminationBomb()
self:F2()
trigger.action.illuminationBomb( self:GetVec3() )
end
--- Smokes the point in a color.
-- @param #POINT_VEC3 self

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@@ -64,7 +64,7 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
-- Initialize the ObjectSchedulers array, which is a weakly coupled table.
-- If the object used as the key is nil, then the garbage collector will remove the item from the Functions array.
self.ObjectSchedulers = self.ObjectSchedulers or setmetatable( {}, { __mode = "v" } )
self.ObjectSchedulers = self.ObjectSchedulers or {} -- setmetatable( {}, { __mode = "v" } )
if Scheduler.MasterObject then
self.ObjectSchedulers[self.CallID] = Scheduler

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@@ -35,8 +35,8 @@
--
-- ## 1.2) Each zone implements two polymorphic functions defined in @{Zone#ZONE_BASE}:
--
-- * @{#ZONE_BASE.IsPointVec2InZone}(): Returns if a @{Point#POINT_VEC2} is within the zone.
-- * @{#ZONE_BASE.IsPointVec3InZone}(): Returns if a @{Point#POINT_VEC3} is within the zone.
-- * @{#ZONE_BASE.IsVec2InZone}(): Returns if a Vec2 is within the zone.
-- * @{#ZONE_BASE.IsVec3InZone}(): Returns if a Vec3 is within the zone.
--
-- ## 1.3) A zone has a probability factor that can be set to randomize a selection between zones:
--
@@ -145,21 +145,28 @@
--
-- Hereby the change log:
--
-- 2017-02-18: ZONE_POLYGON_BASE:**GetRandomPointVec2()** added.
-- 2017-02-28: ZONE\_BASE:**IsVec2InZone()** replaces ZONE\_BASE:_IsPointVec2InZone()_.
-- 2017-02-28: ZONE\_BASE:**IsVec3InZone()** replaces ZONE\_BASE:_IsPointVec3InZone()_.
-- 2017-02-28: ZONE\_RADIUS:**IsVec2InZone()** replaces ZONE\_RADIUS:_IsPointVec2InZone()_.
-- 2017-02-28: ZONE\_RADIUS:**IsVec3InZone()** replaces ZONE\_RADIUS:_IsPointVec3InZone()_.
-- 2017-02-28: ZONE\_POLYGON:**IsVec2InZone()** replaces ZONE\_POLYGON:_IsPointVec2InZone()_.
-- 2017-02-28: ZONE\_POLYGON:**IsVec3InZone()** replaces ZONE\_POLYGON:_IsPointVec3InZone()_.
--
-- 2017-02-18: ZONE_POLYGON_BASE:**GetRandomPointVec3()** added.
-- 2017-02-18: ZONE\_POLYGON_BASE:**GetRandomPointVec2()** added.
--
-- 2017-02-18: ZONE_RADIUS:**GetRandomPointVec3( inner, outer )** added.
-- 2017-02-18: ZONE\_POLYGON_BASE:**GetRandomPointVec3()** added.
--
-- 2017-02-18: ZONE_RADIUS:**GetRandomPointVec2( inner, outer )** added.
-- 2017-02-18: ZONE\_RADIUS:**GetRandomPointVec3( inner, outer )** added.
--
-- 2016-08-15: ZONE_BASE:**GetName()** added.
-- 2017-02-18: ZONE\_RADIUS:**GetRandomPointVec2( inner, outer )** added.
--
-- 2016-08-15: ZONE_BASE:**SetZoneProbability( ZoneProbability )** added.
-- 2016-08-15: ZONE\_BASE:**GetName()** added.
--
-- 2016-08-15: ZONE_BASE:**GetZoneProbability()** added.
-- 2016-08-15: ZONE\_BASE:**SetZoneProbability( ZoneProbability )** added.
--
-- 2016-08-15: ZONE_BASE:**GetZoneMaybe()** added.
-- 2016-08-15: ZONE\_BASE:**GetZoneProbability()** added.
--
-- 2016-08-15: ZONE\_BASE:**GetZoneMaybe()** added.
--
-- ===
--
@@ -212,7 +219,7 @@ end
-- @param #ZONE_BASE self
-- @param Dcs.DCSTypes#Vec2 Vec2 The location to test.
-- @return #boolean true if the location is within the zone.
function ZONE_BASE:IsPointVec2InZone( Vec2 )
function ZONE_BASE:IsVec2InZone( Vec2 )
self:F2( Vec2 )
return false
@@ -222,10 +229,10 @@ end
-- @param #ZONE_BASE self
-- @param Dcs.DCSTypes#Vec3 Vec3 The point to test.
-- @return #boolean true if the point is within the zone.
function ZONE_BASE:IsPointVec3InZone( Vec3 )
function ZONE_BASE:IsVec3InZone( Vec3 )
self:F2( Vec3 )
local InZone = self:IsPointVec2InZone( { x = Vec3.x, y = Vec3.z } )
local InZone = self:IsVec2InZone( { x = Vec3.x, y = Vec3.z } )
return InZone
end
@@ -514,7 +521,7 @@ end
-- @param #ZONE_RADIUS self
-- @param Dcs.DCSTypes#Vec2 Vec2 The location to test.
-- @return #boolean true if the location is within the zone.
function ZONE_RADIUS:IsPointVec2InZone( Vec2 )
function ZONE_RADIUS:IsVec2InZone( Vec2 )
self:F2( Vec2 )
local ZoneVec2 = self:GetVec2()
@@ -532,10 +539,10 @@ end
-- @param #ZONE_RADIUS self
-- @param Dcs.DCSTypes#Vec3 Vec3 The point to test.
-- @return #boolean true if the point is within the zone.
function ZONE_RADIUS:IsPointVec3InZone( Vec3 )
function ZONE_RADIUS:IsVec3InZone( Vec3 )
self:F2( Vec3 )
local InZone = self:IsPointVec2InZone( { x = Vec3.x, y = Vec3.z } )
local InZone = self:IsVec2InZone( { x = Vec3.x, y = Vec3.z } )
return InZone
end
@@ -854,7 +861,7 @@ end
-- @param #ZONE_POLYGON_BASE self
-- @param Dcs.DCSTypes#Vec2 Vec2 The location to test.
-- @return #boolean true if the location is within the zone.
function ZONE_POLYGON_BASE:IsPointVec2InZone( Vec2 )
function ZONE_POLYGON_BASE:IsVec2InZone( Vec2 )
self:F2( Vec2 )
local Next
@@ -896,7 +903,7 @@ function ZONE_POLYGON_BASE:GetRandomVec2()
while Vec2Found == false do
Vec2 = { x = math.random( BS.x1, BS.x2 ), y = math.random( BS.y1, BS.y2 ) }
self:T2( Vec2 )
if self:IsPointVec2InZone( Vec2 ) then
if self:IsVec2InZone( Vec2 ) then
Vec2Found = true
end
end

File diff suppressed because it is too large Load Diff

View File

@@ -1,4 +1,4 @@
--- Single-Player:**Yes** / Mulit-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**All** --
--- Single-Player:**Yes** / Multi-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**All** --
-- **Spawn groups of units dynamically in your missions.**
--
-- ![Banner Image](..\Presentations\SPAWN\SPAWN.JPG)
@@ -1304,10 +1304,12 @@ function SPAWN:_RandomizeTemplate( SpawnIndex )
self.SpawnGroups[SpawnIndex].SpawnTemplate.x = self.SpawnTemplate.x
self.SpawnGroups[SpawnIndex].SpawnTemplate.y = self.SpawnTemplate.y
self.SpawnGroups[SpawnIndex].SpawnTemplate.start_time = self.SpawnTemplate.start_time
local OldX = self.SpawnGroups[SpawnIndex].SpawnTemplate.units[1].x
local OldY = self.SpawnGroups[SpawnIndex].SpawnTemplate.units[1].y
for UnitID = 1, #self.SpawnGroups[SpawnIndex].SpawnTemplate.units do
self.SpawnGroups[SpawnIndex].SpawnTemplate.units[UnitID].heading = self.SpawnTemplate.units[1].heading
self.SpawnGroups[SpawnIndex].SpawnTemplate.units[UnitID].x = self.SpawnTemplate.units[1].x
self.SpawnGroups[SpawnIndex].SpawnTemplate.units[UnitID].y = self.SpawnTemplate.units[1].y
self.SpawnGroups[SpawnIndex].SpawnTemplate.units[UnitID].x = self.SpawnTemplate.units[1].x + ( self.SpawnGroups[SpawnIndex].SpawnTemplate.units[UnitID].x - OldX )
self.SpawnGroups[SpawnIndex].SpawnTemplate.units[UnitID].y = self.SpawnTemplate.units[1].y + ( self.SpawnGroups[SpawnIndex].SpawnTemplate.units[UnitID].y - OldY )
self.SpawnGroups[SpawnIndex].SpawnTemplate.units[UnitID].alt = self.SpawnTemplate.units[1].alt
end
end

View File

@@ -27,6 +27,7 @@ Include.File( "Wrapper/Unit" )
Include.File( "Wrapper/Client" )
Include.File( "Wrapper/Static" )
Include.File( "Wrapper/Airbase" )
Include.File( "Wrapper/Scenery" )
--- Functional Classes
Include.File( "Functional/Scoring" )

View File

@@ -14,6 +14,7 @@
-- * @{#TASK.HasStateMachine}():Enquire if the task has a @{Fsm}
-- * @{#TASK.AssignToUnit}(): Assign a task to a unit. (Needs to be implemented in the derived classes from @{#TASK}.
-- * @{#TASK.UnAssignFromUnit}(): Unassign the task from a unit.
-- * @{#TASK.SetTimeOut}(): Set timer in seconds before task gets cancelled if not assigned.
--
-- 1.2) Set and enquire task status (beyond the task state machine processing).
-- ----------------------------------------------------------------------------
@@ -70,6 +71,7 @@ TASK = {
FsmTemplate = nil,
Mission = nil,
CommandCenter = nil,
TimeOut = 0,
}
--- FSM PlayerAborted event handler prototype for TASK.
@@ -163,6 +165,7 @@ function TASK:New( Mission, SetGroupAssign, TaskName, TaskType )
self:AddTransition( "*", "PlayerAborted", "*" )
self:AddTransition( "*", "PlayerDead", "*" )
self:AddTransition( { "Failed", "Aborted", "Cancelled" }, "Replan", "Planned" )
self:AddTransition( "*", "TimeOut", "Cancelled" )
self:E( "New TASK " .. TaskName )
@@ -403,6 +406,17 @@ function TASK:UnAssignFromUnit( TaskUnit )
return self
end
--- Sets the TimeOut for the @{Task}. If @{Task} stayed planned for longer than TimeOut, it gets into Cancelled status.
-- @param #TASK self
-- @param #integer Timer in seconds
-- @return #TASK self
function TASK:SetTimeOut ( Timer )
self:F( Timer )
self.TimeOut = Timer
self:__TimeOut( self.TimeOut )
return self
end
--- Send a message of the @{Task} to the assigned @{Group}s.
-- @param #TASK self
function TASK:MessageToGroups( Message )
@@ -934,6 +948,30 @@ function TASK:onstatechange( From, Event, To )
end
--- FSM function for a TASK
-- @param #TASK self
-- @param #string Event
-- @param #string From
-- @param #string To
function TASK:onenterPlanned( From, Event, To)
if not self.TimeOut == 0 then
self.__TimeOut( self.TimeOut )
end
end
--- FSM function for a TASK
-- @param #TASK self
-- @param #string Event
-- @param #string From
-- @param #string To
function TASK:onbeforeTimeOut( From, Event, To )
if From == "Planned" then
self:RemoveMenu()
return true
end
return false
end
do -- Reporting
--- Create a summary report of the Task.

View File

@@ -455,8 +455,7 @@ function GROUP:IsCompletelyInZone( Zone )
for UnitID, UnitData in pairs( self:GetUnits() ) do
local Unit = UnitData -- Wrapper.Unit#UNIT
-- TODO: Rename IsPointVec3InZone to IsVec3InZone
if Zone:IsPointVec3InZone( Unit:GetVec3() ) then
if Zone:IsVec3InZone( Unit:GetVec3() ) then
else
return false
end
@@ -474,7 +473,7 @@ function GROUP:IsPartlyInZone( Zone )
for UnitID, UnitData in pairs( self:GetUnits() ) do
local Unit = UnitData -- Wrapper.Unit#UNIT
if Zone:IsPointVec3InZone( Unit:GetVec3() ) then
if Zone:IsVec3InZone( Unit:GetVec3() ) then
return true
end
end
@@ -491,7 +490,7 @@ function GROUP:IsNotInZone( Zone )
for UnitID, UnitData in pairs( self:GetUnits() ) do
local Unit = UnitData -- Wrapper.Unit#UNIT
if Zone:IsPointVec3InZone( Unit:GetVec3() ) then
if Zone:IsVec3InZone( Unit:GetVec3() ) then
return false
end
end

View File

@@ -217,10 +217,7 @@ function IDENTIFIABLE:GetCallsign()
end
function IDENTIFIABLE:GetThreatLevel()
return 0, "Scenery"
end

View File

@@ -0,0 +1,39 @@
--- This module contains the SCENERY class.
--
-- 1) @{Scenery#SCENERY} class, extends @{Positionable#POSITIONABLE}
-- ===============================================================
-- Scenery objects are defined on the map.
-- The @{Scenery#SCENERY} class is a wrapper class to handle the DCS Scenery objects:
--
-- * Wraps the DCS Scenery objects.
-- * Support all DCS Scenery APIs.
-- * Enhance with Scenery specific APIs not in the DCS API set.
--
-- @module Scenery
-- @author FlightControl
--- The SCENERY class
-- @type SCENERY
-- @extends Wrapper.Positionable#POSITIONABLE
SCENERY = {
ClassName = "SCENERY",
}
function SCENERY:Register( SceneryName, SceneryObject )
local self = BASE:Inherit( self, POSITIONABLE:New( SceneryName ) )
self.SceneryName = SceneryName
self.SceneryObject = SceneryObject
return self
end
function SCENERY:GetDCSObject()
return self.SceneryObject
end
function SCENERY:GetThreatLevel()
return 0, "Scenery"
end

View File

@@ -79,3 +79,8 @@ function STATIC:GetDCSObject()
return nil
end
function STATIC:GetThreatLevel()
return 1, "Static"
end

View File

@@ -536,45 +536,129 @@ end
-- * Threat level 8: Unit is a Short Range SAM, radar guided.
-- * Threat level 9: Unit is a Medium Range SAM, radar guided.
-- * Threat level 10: Unit is a Long Range SAM, radar guided.
-- @param #UNIT self
function UNIT:GetThreatLevel()
local Attributes = self:GetDesc().attributes
self:E( Attributes )
local ThreatLevel = 0
local ThreatText = ""
if self:IsGround() then
local ThreatLevels = {
"Unarmed",
"Infantry",
"Old Tanks & APCs",
"Tanks & IFVs without ATGM",
"Tanks & IFV with ATGM",
"Modern Tanks",
"AAA",
"IR Guided SAMs",
"SR SAMs",
"MR SAMs",
"LR SAMs"
}
self:E( "Ground" )
self:T2( Attributes )
local ThreatLevels = {
"Unarmed",
"Infantry",
"Old Tanks & APCs",
"Tanks & IFVs without ATGM",
"Tanks & IFV with ATGM",
"Modern Tanks",
"AAA",
"IR Guided SAMs",
"SR SAMs",
"MR SAMs",
"LR SAMs"
}
if Attributes["LR SAM"] then ThreatLevel = 10
elseif Attributes["MR SAM"] then ThreatLevel = 9
elseif Attributes["SR SAM"] and
not Attributes["IR Guided SAM"] then ThreatLevel = 8
elseif ( Attributes["SR SAM"] or Attributes["MANPADS"] ) and
Attributes["IR Guided SAM"] then ThreatLevel = 7
elseif Attributes["AAA"] then ThreatLevel = 6
elseif Attributes["Modern Tanks"] then ThreatLevel = 5
elseif ( Attributes["Tanks"] or Attributes["IFV"] ) and
Attributes["ATGM"] then ThreatLevel = 4
elseif ( Attributes["Tanks"] or Attributes["IFV"] ) and
not Attributes["ATGM"] then ThreatLevel = 3
elseif Attributes["Old Tanks"] or Attributes["APC"] or Attributes["Artillery"] then ThreatLevel = 2
elseif Attributes["Infantry"] then ThreatLevel = 1
end
ThreatText = ThreatLevels[ThreatLevel+1]
end
if Attributes["LR SAM"] then ThreatLevel = 10
elseif Attributes["MR SAM"] then ThreatLevel = 9
elseif Attributes["SR SAM"] and
not Attributes["IR Guided SAM"] then ThreatLevel = 8
elseif ( Attributes["SR SAM"] or Attributes["MANPADS"] ) and
Attributes["IR Guided SAM"] then ThreatLevel = 7
elseif Attributes["AAA"] then ThreatLevel = 6
elseif Attributes["Modern Tanks"] then ThreatLevel = 5
elseif ( Attributes["Tanks"] or Attributes["IFV"] ) and
Attributes["ATGM"] then ThreatLevel = 4
elseif ( Attributes["Tanks"] or Attributes["IFV"] ) and
not Attributes["ATGM"] then ThreatLevel = 3
elseif Attributes["Old Tanks"] or Attributes["APC"] then ThreatLevel = 2
elseif Attributes["Infantry"] then ThreatLevel = 1
if self:IsAir() then
self:E( "Air" )
local ThreatLevels = {
"Unarmed",
"Tanker",
"AWACS",
"Transport Helicpter",
"UAV",
"Bomber",
"Strategic Bomber",
"Attack Helicopter",
"Interceptor",
"Multirole Fighter",
"Fighter"
}
if Attributes["Fighters"] then ThreatLevel = 10
elseif Attributes["Multirole fighters"] then ThreatLevel = 9
elseif Attributes["Battleplanes"] then ThreatLevel = 8
elseif Attributes["Attack helicopters"] then ThreatLevel = 7
elseif Attributes["Strategic bombers"] then ThreatLevel = 6
elseif Attributes["Bombers"] then ThreatLevel = 5
elseif Attributes["UAVs"] then ThreatLevel = 4
elseif Attributes["Transport helicopters"] then ThreatLevel = 3
elseif Attributes["AWACS"] then ThreatLevel = 2
elseif Attributes["Tankers"] then ThreatLevel = 1
end
ThreatText = ThreatLevels[ThreatLevel+1]
end
if self:IsShip() then
self:E( "Ship" )
--["Aircraft Carriers"] = {"Heavy armed ships",},
--["Cruisers"] = {"Heavy armed ships",},
--["Destroyers"] = {"Heavy armed ships",},
--["Frigates"] = {"Heavy armed ships",},
--["Corvettes"] = {"Heavy armed ships",},
--["Heavy armed ships"] = {"Armed ships", "Armed Air Defence", "HeavyArmoredUnits",},
--["Light armed ships"] = {"Armed ships","NonArmoredUnits"},
--["Armed ships"] = {"Ships"},
--["Unarmed ships"] = {"Ships","HeavyArmoredUnits",},
local ThreatLevels = {
"Unarmed ship",
"Light armed ships",
"Corvettes",
"",
"Frigates",
"",
"Cruiser",
"",
"Destroyer",
"",
"Aircraft Carrier"
}
if Attributes["Aircraft Carriers"] then ThreatLevel = 10
elseif Attributes["Destroyers"] then ThreatLevel = 8
elseif Attributes["Cruisers"] then ThreatLevel = 6
elseif Attributes["Frigates"] then ThreatLevel = 4
elseif Attributes["Corvettes"] then ThreatLevel = 2
elseif Attributes["Light armed ships"] then ThreatLevel = 1
end
ThreatText = ThreatLevels[ThreatLevel+1]
end
self:T2( ThreatLevel )
return ThreatLevel, ThreatLevels[ThreatLevel+1]
return ThreatLevel, ThreatText
end
@@ -589,7 +673,7 @@ function UNIT:IsInZone( Zone )
self:F2( { self.UnitName, Zone } )
if self:IsAlive() then
local IsInZone = Zone:IsPointVec3InZone( self:GetVec3() )
local IsInZone = Zone:IsVec3InZone( self:GetVec3() )
self:T( { IsInZone } )
return IsInZone
@@ -606,7 +690,7 @@ function UNIT:IsNotInZone( Zone )
self:F2( { self.UnitName, Zone } )
if self:IsAlive() then
local IsInZone = not Zone:IsPointVec3InZone( self:GetVec3() )
local IsInZone = not Zone:IsVec3InZone( self:GetVec3() )
self:T( { IsInZone } )
return IsInZone