From 851ccf0a45d3583a12b82ba85d65f717e9a0e6e0 Mon Sep 17 00:00:00 2001 From: Sven Van de Velde Date: Wed, 10 Aug 2016 08:21:01 +0200 Subject: [PATCH] Publish changes done for Escort showing Briefing --- .../l10n/DEFAULT/Moose.lua | 141 ++++++++++++------ Moose Mission Setup/Moose.lua | 21 ++- 2 files changed, 112 insertions(+), 50 deletions(-) diff --git a/Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua b/Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua index 9395486ea..f7e0f45f0 100644 --- a/Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua +++ b/Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua @@ -1,5 +1,5 @@ env.info( '*** MOOSE STATIC INCLUDE START *** ' ) -env.info( 'Moose Generation Timestamp: 20160723_2026' ) +env.info( 'Moose Generation Timestamp: 20160810_0820' ) local base = _G Include = {} @@ -20444,7 +20444,7 @@ end -- 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. -- -- Within the SPAWN object, there is an internal index that keeps track of which group from the internal group list was spawned. --- When new groups get spawned by using the SPAWN functions (see below), it will be validated whether the Limits (@{#SPAWN.Limit}) of the SPAWN object are not reached. +-- When new groups get spawned by using the SPAWN methods (see below), it will be validated whether the Limits (@{#SPAWN.Limit}) of the SPAWN object are not reached. -- When all is valid, a new group will be created by the spawning methods, and the internal index will be increased with 1. -- -- Regarding the name of new spawned groups, a _SpawnPrefix_ will be assigned for each new group created. @@ -20465,10 +20465,10 @@ end -- ------------------------------- -- 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. +-- * @{#SPAWN.New}: Creates a new SPAWN object taking the name of the group that represents the GROUP Template (definition). -- -- It is important to understand how the SPAWN class works internally. The SPAWN object created will contain internally a list of groups that will be spawned and that are already spawned. --- 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. +-- The initialization methods 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. -- -- 1.2) SPAWN initialization methods @@ -20476,11 +20476,11 @@ end -- 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. --- * @{#SPAWN.RandomizeRoute}: Randomize the routes of spawned groups. +-- * @{#SPAWN.RandomizeRoute}: Randomize the routes of spawned groups, and for air groups also optionally the height. -- * @{#SPAWN.RandomizeTemplate}: Randomize the group templates so that when a new group is spawned, a random group template is selected from one of the templates defined. -- * @{#SPAWN.Uncontrolled}: Spawn plane groups uncontrolled. -- * @{#SPAWN.Array}: Make groups visible before they are actually activated, and order these groups like a batallion in an array. --- * @{#SPAWN.InitRepeat}: Re-spawn groups when they land at the home base. Similar functions are @{#SPAWN.InitRepeatOnLanding} and @{#SPAWN.InitRepeatOnEngineShutDown}. +-- * @{#SPAWN.InitRepeat}: Re-spawn groups when they land at the home base. Similar methods are @{#SPAWN.InitRepeatOnLanding} and @{#SPAWN.InitRepeatOnEngineShutDown}. -- -- 1.3) SPAWN spawning methods -- --------------------------- @@ -20498,7 +20498,20 @@ 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. -- --- 1.4) SPAWN object cleaning +-- 1.4) Retrieve alive GROUPs spawned by the SPAWN object +-- ------------------------------------------------------ +-- The SPAWN class administers which GROUPS it has reserved (in stock) or has created during mission execution. +-- Every time a SPAWN object spawns a new GROUP object, a reference to the GROUP object is added to an internal table of GROUPS. +-- SPAWN provides methods to iterate through that internal GROUP object reference table: +-- +-- * @{#SPAWN.GetFirstAliveGroup}: Will find the first alive GROUP it has spawned, and return the alive GROUP object and the first Index where the first alive GROUP object has been found. +-- * @{#SPAWN.GetNextAliveGroup}: Will find the next alive GROUP object from a given Index, and return a reference to the alive GROUP object and the next Index where the alive GROUP has been found. +-- * @{#SPAWN.GetLastAliveGroup}: Will find the last alive GROUP object, and will return a reference to the last live GROUP object and the last Index where the last alive GROUP object has been found. +-- +-- You can use the methods @{#SPAWN.GetFirstAliveGroup} and sequently @{#SPAWN.GetNextAliveGroup} to iterate through the alive GROUPS within the SPAWN object, and to actions... See the respective methods for an example. +-- The method @{#SPAWN.GetGroupFromIndex} will return the GROUP object reference from the given Index, dead or alive... +-- +-- 1.5) 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, @@ -20541,7 +20554,7 @@ SPAWN = { -- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ) -- @usage local Plane = SPAWN:New( "Plane" ) -- Creates a new local variable that can initiate new planes with the name "Plane#ddd" using the template "Plane" as defined within the ME. function SPAWN:New( SpawnTemplatePrefix ) - local self = BASE:Inherit( self, BASE:New() ) + local self = BASE:Inherit( self, BASE:New() ) -- #SPAWN self:F( { SpawnTemplatePrefix } ) local TemplateGroup = Group.getByName( SpawnTemplatePrefix ) @@ -20641,6 +20654,7 @@ end -- @param #number SpawnEndPoint is the waypoint where the randomization ends counting backwards. -- This parameter is useful to avoid randomization to end at a waypoint earlier than the last waypoint on the route. -- @param #number SpawnRadius is the radius in meters in which the randomization of the new waypoints, with the original waypoint of the original template located in the middle ... +-- @param #number SpawnHeight (optional) Specifies the **additional** height in meters that can be added to the base height specified at each waypoint in the ME. -- @return #SPAWN -- @usage -- -- NATO helicopters engaging in the battle field. @@ -20648,13 +20662,14 @@ end -- -- Waypoints 2 and 3 will only be randomized. The others will remain on their original position with each new spawn of the helicopter. -- -- The randomization of waypoint 2 and 3 will take place within a radius of 2000 meters. -- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):RandomizeRoute( 2, 2, 2000 ) -function SPAWN:RandomizeRoute( SpawnStartPoint, SpawnEndPoint, SpawnRadius ) - self:F( { self.SpawnTemplatePrefix, SpawnStartPoint, SpawnEndPoint, SpawnRadius } ) +function SPAWN:RandomizeRoute( SpawnStartPoint, SpawnEndPoint, SpawnRadius, SpawnHeight ) + self:F( { self.SpawnTemplatePrefix, SpawnStartPoint, SpawnEndPoint, SpawnRadius, SpawnHeight } ) self.SpawnRandomizeRoute = true self.SpawnRandomizeRouteStartPoint = SpawnStartPoint self.SpawnRandomizeRouteEndPoint = SpawnEndPoint self.SpawnRandomizeRouteRadius = SpawnRadius + self.SpawnRandomizeRouteHeight = SpawnHeight for GroupID = 1, self.SpawnMaxGroups do self:_RandomizeRoute( GroupID ) @@ -21164,19 +21179,24 @@ function SPAWN:SpawnGroupName( SpawnIndex ) end ---- Find the first alive group. +--- Will find the first alive GROUP it has spawned, and return the alive GROUP object and the first Index where the first alive GROUP object has been found. -- @param #SPAWN self --- @param #number SpawnCursor A number holding the index from where to find the first group from. --- @return Group#GROUP, #number The group found, the new index where the group was found. +-- @return Group#GROUP, #number The GROUP object found, the new Index where the group was found. -- @return #nil, #nil When no group is found, #nil is returned. -function SPAWN:GetFirstAliveGroup( SpawnCursor ) - self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnCursor } ) +-- @usage +-- -- Find the first alive GROUP object of the SpawnPlanes SPAWN object GROUP collection that it has spawned during the mission. +-- local GroupPlane, Index = SpawnPlanes:GetFirstAliveGroup() +-- while GroupPlane ~= nil do +-- -- Do actions with the GroupPlane object. +-- GroupPlane, Index = SpawnPlanes:GetNextAliveGroup( Index ) +-- end +function SPAWN:GetFirstAliveGroup() + self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix } ) for SpawnIndex = 1, self.SpawnCount do local SpawnGroup = self:GetGroupFromIndex( SpawnIndex ) if SpawnGroup and SpawnGroup:IsAlive() then - SpawnCursor = SpawnIndex - return SpawnGroup, SpawnCursor + return SpawnGroup, SpawnIndex end end @@ -21184,27 +21204,42 @@ function SPAWN:GetFirstAliveGroup( SpawnCursor ) end ---- Find the next alive group. +--- Will find the next alive GROUP object from a given Index, and return a reference to the alive GROUP object and the next Index where the alive GROUP has been found. -- @param #SPAWN self --- @param #number SpawnCursor A number holding the last found previous index. --- @return Group#GROUP, #number The group found, the new index where the group was found. --- @return #nil, #nil When no group is found, #nil is returned. -function SPAWN:GetNextAliveGroup( SpawnCursor ) - self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnCursor } ) +-- @param #number SpawnIndexStart A Index holding the start position to search from. This function can also be used to find the first alive GROUP object from the given Index. +-- @return Group#GROUP, #number The next alive GROUP object found, the next Index where the next alive GROUP object was found. +-- @return #nil, #nil When no alive GROUP object is found from the start Index position, #nil is returned. +-- @usage +-- -- Find the first alive GROUP object of the SpawnPlanes SPAWN object GROUP collection that it has spawned during the mission. +-- local GroupPlane, Index = SpawnPlanes:GetFirstAliveGroup() +-- while GroupPlane ~= nil do +-- -- Do actions with the GroupPlane object. +-- GroupPlane, Index = SpawnPlanes:GetNextAliveGroup( Index ) +-- end +function SPAWN:GetNextAliveGroup( SpawnIndexStart ) + self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnIndexStart } ) - SpawnCursor = SpawnCursor + 1 - for SpawnIndex = SpawnCursor, self.SpawnCount do + SpawnIndexStart = SpawnIndexStart + 1 + for SpawnIndex = SpawnIndexStart, self.SpawnCount do local SpawnGroup = self:GetGroupFromIndex( SpawnIndex ) if SpawnGroup and SpawnGroup:IsAlive() then - SpawnCursor = SpawnIndex - return SpawnGroup, SpawnCursor + return SpawnGroup, SpawnIndex end end return nil, nil end ---- Find the last alive group during runtime. +--- Will find the last alive GROUP object, and will return a reference to the last live GROUP object and the last Index where the last alive GROUP object has been found. +-- @param #SPAWN self +-- @return Group#GROUP, #number The last alive GROUP object found, the last Index where the last alive GROUP object was found. +-- @return #nil, #nil When no alive GROUP object is found, #nil is returned. +-- @usage +-- -- Find the last alive GROUP object of the SpawnPlanes SPAWN object GROUP collection that it has spawned during the mission. +-- local GroupPlane, Index = SpawnPlanes:GetLastAliveGroup() +-- if GroupPlane then -- GroupPlane can be nil!!! +-- -- Do actions with the GroupPlane object. +-- end function SPAWN:GetLastAliveGroup() self:F( { self.SpawnTemplatePrefixself.SpawnAliasPrefix } ) @@ -21461,11 +21496,19 @@ function SPAWN:_RandomizeRoute( SpawnIndex ) local RouteCount = #SpawnTemplate.route.points for t = self.SpawnRandomizeRouteStartPoint + 1, ( RouteCount - self.SpawnRandomizeRouteEndPoint ) do + SpawnTemplate.route.points[t].x = SpawnTemplate.route.points[t].x + math.random( self.SpawnRandomizeRouteRadius * -1, self.SpawnRandomizeRouteRadius ) SpawnTemplate.route.points[t].y = SpawnTemplate.route.points[t].y + math.random( self.SpawnRandomizeRouteRadius * -1, self.SpawnRandomizeRouteRadius ) - -- TODO: manage altitude for airborne units ... - SpawnTemplate.route.points[t].alt = nil - --SpawnGroup.route.points[t].alt_type = nil + + -- Manage randomization of altitude for airborne units ... + if SpawnTemplate.SpawnCategoryID == Group.Category.AIRPLANE or SpawnTemplate.SpawnCategoryID == Group.Category.HELICOPTER then + if SpawnTemplate.route.points[t].alt and self.SpawnRandomizeRouteHeight then + SpawnTemplate.route.points[t].alt = SpawnTemplate.route.points[t].alt + math.random( 1, self.SpawnRandomizeRouteHeight ) + end + else + SpawnTemplate.route.points[t].alt = nil + end + self:T( 'SpawnTemplate.route.points[' .. t .. '].x = ' .. SpawnTemplate.route.points[t].x .. ', SpawnTemplate.route.points[' .. t .. '].y = ' .. SpawnTemplate.route.points[t].y ) end end @@ -21489,6 +21532,9 @@ function SPAWN:_RandomizeTemplate( SpawnIndex ) self.SpawnGroups[SpawnIndex].SpawnTemplate.start_time = self.SpawnTemplate.start_time 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].alt = self.SpawnTemplate.units[1].alt end end @@ -22130,6 +22176,7 @@ ESCORT = { -- @param Client#CLIENT EscortClient The client escorted by the EscortGroup. -- @param Group#GROUP EscortGroup The group AI escorting the EscortClient. -- @param #string EscortName Name of the escort. +-- @param #string EscortBriefing A text showing the ESCORT briefing to the player. Note that if no EscortBriefing is provided, the default briefing will be shown. -- @return #ESCORT self -- @usage -- -- Declare a new EscortPlanes object as follows: @@ -22167,12 +22214,18 @@ function ESCORT:New( EscortClient, EscortGroup, EscortName, EscortBriefing ) self.EscortGroup:OptionROTVertical() self.EscortGroup:OptionROEOpenFire() - - EscortGroup:MessageToClient( EscortGroup:GetCategoryName() .. " '" .. EscortName .. "' (" .. EscortGroup:GetCallsign() .. ") reporting! " .. - "We're escorting your flight. " .. - "Use the Radio Menu and F10 and use the options under + " .. EscortName .. "\n", - 60, EscortClient - ) + + if not EscortBriefing then + EscortGroup:MessageToClient( EscortGroup:GetCategoryName() .. " '" .. EscortName .. "' (" .. EscortGroup:GetCallsign() .. ") reporting! " .. + "We're escorting your flight. " .. + "Use the Radio Menu and F10 and use the options under + " .. EscortName .. "\n", + 60, EscortClient + ) + else + EscortGroup:MessageToClient( EscortGroup:GetCategoryName() .. " '" .. EscortName .. "' (" .. EscortGroup:GetCallsign() .. ") " .. EscortBriefing, + 60, EscortClient + ) + end self.FollowDistance = 100 self.CT1 = 0 @@ -27504,7 +27557,7 @@ function PROCESS:OnStateChange( Fsm, Event, From, To ) end ---- This module contains the TASK_ASSIGN classes. +--- This module contains the PROCESS_ASSIGN classes. -- -- === -- @@ -29129,8 +29182,9 @@ end -- -- 1) @{#TASK_SEAD} class, extends @{Task#TASK_BASE} -- ================================================= --- The @{#TASK_SEAD} class defines a new SEAD task of a @{Set} of Target Units, located at a Target Zone, based on the tasking capabilities defined in @{Task#TASK_BASE}. --- The TASK_SEAD is processed through a @{Statemachine#STATEMACHINE_TASK}, and has the following statuses: +-- The @{#TASK_SEAD} class defines a SEAD task for a @{Set} of Target Units, located at a Target Zone, +-- based on the tasking capabilities defined in @{Task#TASK_BASE}. +-- The TASK_SEAD is implemented using a @{Statemachine#STATEMACHINE_TASK}, and has the following statuses: -- -- * **None**: Start of the process -- * **Planned**: The SEAD task is planned. Upon Planned, the sub-process @{Process_Assign#PROCESS_ASSIGN_ACCEPT} is started to accept the task. @@ -29274,8 +29328,9 @@ end -- -- 1) @{#TASK_A2G} class, extends @{Task#TASK_BASE} -- ================================================= --- The @{#TASK_A2G} class defines a new CAS task of a @{Set} of Target Units, located at a Target Zone, based on the tasking capabilities defined in @{Task#TASK_BASE}. --- The TASK_A2G is processed through a @{Statemachine#STATEMACHINE_TASK}, and has the following statuses: +-- The @{#TASK_A2G} class defines a CAS or BAI task of a @{Set} of Target Units, +-- located at a Target Zone, based on the tasking capabilities defined in @{Task#TASK_BASE}. +-- The TASK_A2G is implemented using a @{Statemachine#STATEMACHINE_TASK}, and has the following statuses: -- -- * **None**: Start of the process -- * **Planned**: The SEAD task is planned. Upon Planned, the sub-process @{Process_Assign#PROCESS_ASSIGN_ACCEPT} is started to accept the task. @@ -29287,7 +29342,7 @@ end -- -- ### Authors: FlightControl - Design and Programming -- --- @module Task_CAS +-- @module Task_A2G do -- TASK_A2G diff --git a/Moose Mission Setup/Moose.lua b/Moose Mission Setup/Moose.lua index bffc3ce0e..f7e0f45f0 100644 --- a/Moose Mission Setup/Moose.lua +++ b/Moose Mission Setup/Moose.lua @@ -1,5 +1,5 @@ env.info( '*** MOOSE STATIC INCLUDE START *** ' ) -env.info( 'Moose Generation Timestamp: 20160803_2050' ) +env.info( 'Moose Generation Timestamp: 20160810_0820' ) local base = _G Include = {} @@ -22176,6 +22176,7 @@ ESCORT = { -- @param Client#CLIENT EscortClient The client escorted by the EscortGroup. -- @param Group#GROUP EscortGroup The group AI escorting the EscortClient. -- @param #string EscortName Name of the escort. +-- @param #string EscortBriefing A text showing the ESCORT briefing to the player. Note that if no EscortBriefing is provided, the default briefing will be shown. -- @return #ESCORT self -- @usage -- -- Declare a new EscortPlanes object as follows: @@ -22213,12 +22214,18 @@ function ESCORT:New( EscortClient, EscortGroup, EscortName, EscortBriefing ) self.EscortGroup:OptionROTVertical() self.EscortGroup:OptionROEOpenFire() - - EscortGroup:MessageToClient( EscortGroup:GetCategoryName() .. " '" .. EscortName .. "' (" .. EscortGroup:GetCallsign() .. ") reporting! " .. - "We're escorting your flight. " .. - "Use the Radio Menu and F10 and use the options under + " .. EscortName .. "\n", - 60, EscortClient - ) + + if not EscortBriefing then + EscortGroup:MessageToClient( EscortGroup:GetCategoryName() .. " '" .. EscortName .. "' (" .. EscortGroup:GetCallsign() .. ") reporting! " .. + "We're escorting your flight. " .. + "Use the Radio Menu and F10 and use the options under + " .. EscortName .. "\n", + 60, EscortClient + ) + else + EscortGroup:MessageToClient( EscortGroup:GetCategoryName() .. " '" .. EscortName .. "' (" .. EscortGroup:GetCallsign() .. ") " .. EscortBriefing, + 60, EscortClient + ) + end self.FollowDistance = 100 self.CT1 = 0