Merge branch 'develop' into FF/Ops

This commit is contained in:
Frank 2023-04-22 14:29:18 +02:00
commit 885d3b5228
6 changed files with 726 additions and 458 deletions

View File

@ -904,6 +904,8 @@ end
do -- SET_GROUP
--- @type SET_GROUP #SET_GROUP
-- @field Core.Timer#TIMER ZoneTimer
-- @field #number ZoneTimerInterval
-- @extends Core.Set#SET_BASE
--- Mission designers can use the @{Core.Set#SET_GROUP} class to build sets of groups belonging to certain:
@ -1343,6 +1345,25 @@ do -- SET_GROUP
end
return self
end
--- [Internal] Private function for use of continous zone filter
-- @param #SET_GROUP self
-- @return #SET_GROUP self
function SET_GROUP:_ContinousZoneFilter()
local Database = _DATABASE.GROUPS
for ObjectName, Object in pairs( Database ) do
if self:IsIncludeObject( Object ) and self:IsNotInSet(Object) then
self:Add( ObjectName, Object )
elseif (not self:IsIncludeObject( Object )) and self:IsInSet(Object) then
self:Remove(ObjectName)
end
end
return self
end
--- Builds a set of groups that are only active.
-- Only the groups that are active will be included within the set.
@ -1381,10 +1402,46 @@ do -- SET_GROUP
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash )
if self.Filter.Zones then
self.ZoneTimer = TIMER:New(self._ContinousZoneFilter,self)
local timing = self.ZoneTimerInterval or 30
self.ZoneTimer:Start(timing,timing)
end
end
return self
end
--- Set filter timer interval for FilterZones if using active filtering with FilterStart().
-- @param #SET_GROUP self
-- @param #number Seconds Seconds between check intervals, defaults to 30. **Caution** - do not be too agressive with timing! Groups are usually not moving fast enough
-- to warrant a check of below 10 seconds.
-- @return #SET_GROUP self
function SET_GROUP:FilterZoneTimer(Seconds)
self.ZoneTimerInterval = Seconds or 30
return self
end
--- Stops the filtering.
-- @param #SET_GROUP self
-- @return #SET_GROUP self
function SET_GROUP:FilterStop()
if _DATABASE then
self:UnHandleEvent(EVENTS.Birth)
self:UnHandleEvent(EVENTS.Dead)
self:UnHandleEvent(EVENTS.Crash)
self:UnHandleEvent(EVENTS.RemoveUnit)
if self.Filter.Zones and self.ZoneTimer and self.ZoneTimer:IsRunning() then
self.ZoneTimer:Stop()
end
end
return self
end
--- Handles the OnDead or OnCrash event for alive groups set.
-- Note: The GROUP object in the SET_GROUP collection will only be removed if the last unit is destroyed of the GROUP.
@ -1888,7 +1945,7 @@ do -- SET_GROUP
if self.Filter.Zones then
local MGroupZone = false
for ZoneName, Zone in pairs( self.Filter.Zones ) do
self:T3( "Zone:", ZoneName )
--self:I( "Zone:", ZoneName )
if MGroup:IsInZone(Zone) then
MGroupZone = true
end
@ -1956,6 +2013,8 @@ end
do -- SET_UNIT
--- @type SET_UNIT
-- @field Core.Timer#TIMER ZoneTimer
-- @field #number ZoneTimerInterval
-- @extends Core.Set#SET_BASE
--- Mission designers can use the SET_UNIT class to build sets of units belonging to certain:
@ -2347,7 +2406,56 @@ do -- SET_UNIT
return CountU
end
--- [Internal] Private function for use of continous zone filter
-- @param #SET_UNIT self
-- @return #SET_UNIT self
function SET_UNIT:_ContinousZoneFilter()
local Database = _DATABASE.UNITS
for ObjectName, Object in pairs( Database ) do
if self:IsIncludeObject( Object ) and self:IsNotInSet(Object) then
self:Add( ObjectName, Object )
elseif (not self:IsIncludeObject( Object )) and self:IsInSet(Object) then
self:Remove(ObjectName)
end
end
return self
end
--- Set filter timer interval for FilterZones if using active filtering with FilterStart().
-- @param #SET_UNIT self
-- @param #number Seconds Seconds between check intervals, defaults to 30. **Caution** - do not be too agressive with timing! Groups are usually not moving fast enough
-- to warrant a check of below 10 seconds.
-- @return #SET_UNIT self
function SET_UNIT:FilterZoneTimer(Seconds)
self.ZoneTimerInterval = Seconds or 30
return self
end
--- Stops the filtering.
-- @param #SET_UNIT self
-- @return #SET_UNIT self
function SET_UNIT:FilterStop()
if _DATABASE then
self:UnHandleEvent(EVENTS.Birth)
self:UnHandleEvent(EVENTS.Dead)
self:UnHandleEvent(EVENTS.Crash)
self:UnHandleEvent(EVENTS.RemoveUnit)
if self.Filter.Zones and self.ZoneTimer and self.ZoneTimer:IsRunning() then
self.ZoneTimer:Stop()
end
end
return self
end
--- Starts the filtering.
-- @param #SET_UNIT self
-- @return #SET_UNIT self
@ -2359,6 +2467,11 @@ do -- SET_UNIT
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash )
if self.Filter.Zones then
self.ZoneTimer = TIMER:New(self._ContinousZoneFilter,self)
local timing = self.ZoneTimerInterval or 30
self.ZoneTimer:Start(timing,timing)
end
end
return self
@ -3834,6 +3947,8 @@ end
do -- SET_CLIENT
--- @type SET_CLIENT
-- @field Core.Timer#TIMER ZoneTimer
-- @field #number ZoneTimerInterval
-- @extends Core.Set#SET_BASE
--- Mission designers can use the @{Core.Set#SET_CLIENT} class to build sets of units belonging to certain:
@ -4141,6 +4256,54 @@ do -- SET_CLIENT
return self
end
--- [Internal] Private function for use of continous zone filter
-- @param #SET_CLIENT self
-- @return #SET_CLIENT self
function SET_CLIENT:_ContinousZoneFilter()
local Database = _DATABASE.CLIENTS
for ObjectName, Object in pairs( Database ) do
if self:IsIncludeObject( Object ) and self:IsNotInSet(Object) then
self:Add( ObjectName, Object )
elseif (not self:IsIncludeObject( Object )) and self:IsInSet(Object) then
self:Remove(ObjectName)
end
end
return self
end
--- Set filter timer interval for FilterZones if using active filtering with FilterStart().
-- @param #SET_CLIENT self
-- @param #number Seconds Seconds between check intervals, defaults to 30. **Caution** - do not be too agressive with timing! Groups are usually not moving fast enough
-- to warrant a check of below 10 seconds.
-- @return #SET_CLIENT self
function SET_CLIENT:FilterZoneTimer(Seconds)
self.ZoneTimerInterval = Seconds or 30
return self
end
--- Stops the filtering.
-- @param #SET_CLIENT self
-- @return #SET_CLIENT self
function SET_CLIENT:FilterStop()
if _DATABASE then
self:UnHandleEvent(EVENTS.Birth)
self:UnHandleEvent(EVENTS.Dead)
self:UnHandleEvent(EVENTS.Crash)
if self.Filter.Zones and self.ZoneTimer and self.ZoneTimer:IsRunning() then
self.ZoneTimer:Stop()
end
end
return self
end
--- Starts the filtering.
-- @param #SET_CLIENT self
-- @return #SET_CLIENT self
@ -4151,6 +4314,11 @@ do -- SET_CLIENT
self:HandleEvent( EVENTS.Birth, self._EventOnBirth )
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
if self.Filter.Zones then
self.ZoneTimer = TIMER:New(self._ContinousZoneFilter,self)
local timing = self.ZoneTimerInterval or 30
self.ZoneTimer:Start(timing,timing)
end
end
return self

View File

@ -1001,6 +1001,24 @@ function ZONE_RADIUS:Scan( ObjectCategories, UnitCategories )
end
--- Remove junk inside the zone using the `world.removeJunk` function.
-- @param #ZONE_RADIUS self
-- @return #number Number of deleted objects.
function ZONE_RADIUS:RemoveJunk()
local radius=self.Radius
local vec3=self:GetVec3()
local volS = {
id = world.VolumeType.SPHERE,
params = {point = vec3, radius = radius}
}
local n=world.removeJunk(volS)
return n
end
--- Count the number of different coalitions inside the zone.
-- @param #ZONE_RADIUS self
-- @return #table Table of DCS units and DCS statics inside the zone.
@ -2141,6 +2159,35 @@ function ZONE_POLYGON_BASE:GetZoneQuad(ZoneName, DoNotRegisterZone)
return zone
end
--- Remove junk inside the zone. Due to DCS limitations, this works only for rectangular zones. So we get the smallest rectangular zone encompassing all points points of the polygon zone.
-- @param #ZONE_POLYGON_BASE self
-- @param #number Height Height of the box in meters. Default 1000.
-- @return #number Number of removed objects.
function ZONE_POLYGON_BASE:RemoveJunk(Height)
Height=Height or 1000
local vec2SW, vec2NE=self:GetBoundingVec2()
local vec3SW={x=vec2SW.x, y=-Height, z=vec2SW.y} --DCS#Vec3
local vec3NE={x=vec2NE.x, y= Height, z=vec2NE.y} --DCS#Vec3
--local coord1=COORDINATE:NewFromVec3(vec3SW):MarkToAll("SW")
--local coord1=COORDINATE:NewFromVec3(vec3NE):MarkToAll("NE")
local volume = {
id = world.VolumeType.BOX,
params = {
min=vec3SW,
max=vec3SW
}
}
local n=world.removeJunk(volume)
return n
end
--- Smokes the zone boundaries in a color.
-- @param #ZONE_POLYGON_BASE self
-- @param Utilities.Utils#SMOKECOLOR SmokeColor The smoke color.

View File

@ -26,9 +26,9 @@
--
-- ===
--
-- ### Author: **[funkyfranky](https://forums.eagle.ru/member.php?u=115026)**
-- ### Author: **funkyfranky**
--
-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536)
-- ### Contributions: FlightControl, Applevangelist
--
-- ====
-- @module Functional.PseudoATC
@ -44,7 +44,7 @@
-- @field #number mrefresh Interval in seconds after which the F10 menu is refreshed. E.g. by the closest airports. Default is 120 sec.
-- @field #number talt Interval in seconds between reporting altitude until touchdown. Default 3 sec.
-- @field #boolean chatty Display some messages on events like take-off and touchdown.
-- @field #boolean eventsmoose If true, events are handled by MOOSE. If false, events are handled directly by DCS eventhandler.
-- @field #boolean eventsmoose [Deprecated] If true, events are handled by MOOSE. If false, events are handled directly by DCS eventhandler.
-- @field #boolean reportplayername If true, use playername not callsign on callouts
-- @extends Core.Base#BASE
@ -100,13 +100,14 @@ PSEUDOATC.id="PseudoATC | "
--- PSEUDOATC version.
-- @field #number version
PSEUDOATC.version="0.9.5"
PSEUDOATC.version="0.10.5"
-----------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-- DONE: Add takeoff event.
-- DONE: Add user functions.
-- DONE: Refactor to use Moose event handling only
-----------------------------------------------------------------------------------------------------------------------------------------
@ -131,23 +132,14 @@ function PSEUDOATC:Start()
self:F()
-- Debug info
self:E(PSEUDOATC.id.."Starting PseudoATC")
self:I(PSEUDOATC.id.."Starting PseudoATC")
-- Handle events.
if self.eventsmoose then
self:T(PSEUDOATC.id.."Events are handled by MOOSE.")
self:HandleEvent(EVENTS.Birth, self._OnBirth)
self:HandleEvent(EVENTS.Land, self._PlayerLanded)
self:HandleEvent(EVENTS.Takeoff, self._PlayerTakeOff)
self:HandleEvent(EVENTS.PlayerLeaveUnit, self._PlayerLeft)
self:HandleEvent(EVENTS.Crash, self._PlayerLeft)
--self:HandleEvent(EVENTS.Ejection, self._PlayerLeft)
--self:HandleEvent(EVENTS.PilotDead, self._PlayerLeft)
else
self:T(PSEUDOATC.id.."Events are handled by DCS.")
-- Events are handled directly by DCS.
world.addEventHandler(self)
end
self:HandleEvent(EVENTS.Birth, self._OnBirth)
self:HandleEvent(EVENTS.Land, self._PlayerLanded)
self:HandleEvent(EVENTS.Takeoff, self._PlayerTakeOff)
self:HandleEvent(EVENTS.PlayerLeaveUnit, self._PlayerLeft)
self:HandleEvent(EVENTS.Crash, self._PlayerLeft)
end
@ -199,7 +191,7 @@ function PSEUDOATC:SetMenuRefresh(interval)
self.mrefresh=interval or 120
end
--- Enable/disable event handling by MOOSE or DCS.
--- [Deprecated] Enable/disable event handling by MOOSE or DCS.
-- @param #PSEUDOATC self
-- @param #boolean switch If true, events are handled by MOOSE (default). If false, events are handled directly by DCS.
function PSEUDOATC:SetEventsMoose(switch)
@ -216,84 +208,6 @@ end
-----------------------------------------------------------------------------------------------------------------------------------------
-- Event Handling
--- Event handler for suppressed groups.
--@param #PSEUDOATC self
--@param #table Event Event data table. Holds event.id, event.initiator and event.target etc.
function PSEUDOATC:onEvent(Event)
if Event == nil or Event.initiator == nil or Unit.getByName(Event.initiator:getName()) == nil then
return true
end
local DCSiniunit = Event.initiator
local DCSplace = Event.place
local DCSsubplace = Event.subplace
local EventData={}
local _playerunit=nil
local _playername=nil
if Event.initiator then
EventData.IniUnitName = Event.initiator:getName()
EventData.IniDCSGroup = Event.initiator:getGroup()
EventData.IniGroupName = Event.initiator:getGroup():getName()
-- Get player unit and name. This returns nil,nil if the event was not fired by a player unit. And these are the only events we are interested in.
_playerunit, _playername = self:_GetPlayerUnitAndName(EventData.IniUnitName)
end
if Event.place then
EventData.Place=Event.place
EventData.PlaceName=Event.place:getName()
end
if Event.subplace then
EventData.SubPlace=Event.subplace
EventData.SubPlaceName=Event.subplace:getName()
end
-- Event info.
self:T3(PSEUDOATC.id..string.format("EVENT: Event in onEvent with ID = %s", tostring(Event.id)))
self:T3(PSEUDOATC.id..string.format("EVENT: Ini unit = %s" , tostring(EventData.IniUnitName)))
self:T3(PSEUDOATC.id..string.format("EVENT: Ini group = %s" , tostring(EventData.IniGroupName)))
self:T3(PSEUDOATC.id..string.format("EVENT: Ini player = %s" , tostring(_playername)))
self:T3(PSEUDOATC.id..string.format("EVENT: Place = %s" , tostring(EventData.PlaceName)))
self:T3(PSEUDOATC.id..string.format("EVENT: SubPlace = %s" , tostring(EventData.SubPlaceName)))
-- Event birth.
if Event.id == world.event.S_EVENT_BIRTH and _playername then
self:_OnBirth(EventData)
end
-- Event takeoff.
if Event.id == world.event.S_EVENT_TAKEOFF and _playername and EventData.Place then
self:_PlayerTakeOff(EventData)
end
-- Event land.
if Event.id == world.event.S_EVENT_LAND and _playername and EventData.Place then
self:_PlayerLanded(EventData)
end
-- Event player left unit
if Event.id == world.event.S_EVENT_PLAYER_LEAVE_UNIT and _playername then
self:_PlayerLeft(EventData)
end
-- Event crash ==> player left unit
if Event.id == world.event.S_EVENT_CRASH and _playername then
self:_PlayerLeft(EventData)
end
--[[
-- Event eject ==> player left unit
if Event.id == world.event.S_EVENT_EJECTION and _playername then
self:_PlayerLeft(EventData)
end
-- Event pilot dead ==> player left unit
if Event.id == world.event.S_EVENT_PILOT_DEAD and _playername then
self:_PlayerLeft(EventData)
end
]]
end
--- Function called my MOOSE event handler when a player enters a unit.
-- @param #PSEUDOATC self
@ -303,7 +217,9 @@ function PSEUDOATC:_OnBirth(EventData)
-- Get unit and player.
local _unitName=EventData.IniUnitName
local _unit, _playername=self:_GetPlayerUnitAndName(_unitName)
--local _unit, _playername=self:_GetPlayerUnitAndName(_unitName)
local _unit = EventData.IniUnit
local _playername = EventData.IniPlayerName
-- Check if a player entered.
if _unit and _playername then
@ -320,7 +236,10 @@ function PSEUDOATC:_PlayerLeft(EventData)
-- Get unit and player.
local _unitName=EventData.IniUnitName
local _unit, _playername=self:_GetPlayerUnitAndName(_unitName)
--local _unit, _playername=self:_GetPlayerUnitAndName(_unitName)
local _unit = EventData.IniUnit
local _playername = EventData.IniPlayerName
-- Check if a player left.
if _unit and _playername then
@ -335,18 +254,16 @@ function PSEUDOATC:_PlayerLanded(EventData)
self:F({EventData=EventData})
-- Get unit, player and place.
local _unitName=EventData.IniUnitName
local _unit, _playername=self:_GetPlayerUnitAndName(_unitName)
local _unitName=EventData.IniUnitName
local _unit = EventData.IniUnit
local _playername = EventData.IniPlayerName
--local _unit, _playername=self:_GetPlayerUnitAndName(_unitName)
local _base=nil
local _baseName=nil
if EventData.place then
_base=EventData.place
_baseName=EventData.place:getName()
end
-- if EventData.subplace then
-- local _subPlace=EventData.subplace
-- local _subPlaceName=EventData.subplace:getName()
-- end
-- Call landed function.
if _unit and _playername and _base then
@ -361,8 +278,10 @@ function PSEUDOATC:_PlayerTakeOff(EventData)
self:F({EventData=EventData})
-- Get unit, player and place.
local _unitName=EventData.IniUnitName
local _unit,_playername=self:_GetPlayerUnitAndName(_unitName)
local _unitName=EventData.IniUnitName
local _unit = EventData.IniUnit
local _playername = EventData.IniPlayerName
--local _unit,_playername=self:_GetPlayerUnitAndName(_unitName)
local _base=nil
local _baseName=nil
if EventData.place then
@ -450,9 +369,6 @@ function PSEUDOATC:PlayerLanded(unit, place)
local group=unit:GetGroup()
local GID=group:GetID()
local UID=unit:GetDCSObject():getID()
--local PlayerName=self.group[GID].player[UID].playername
--local UnitName=self.group[GID].player[UID].unitname
--local GroupName=self.group[GID].player[UID].groupname
local PlayerName = unit:GetPlayerName() or "Ghost"
local UnitName = unit:GetName() or "Ghostplane"
local GroupName = group:GetName() or "Ghostgroup"
@ -483,12 +399,6 @@ function PSEUDOATC:PlayerTakeOff(unit, place)
-- Gather some information.
local group=unit:GetGroup()
--local GID=group:GetID()
--local UID=unit:GetDCSObject():getID()
--local PlayerName=self.group[GID].player[UID].playername
--local CallSign=self.group[GID].player[UID].callsign
--local UnitName=self.group[GID].player[UID].unitname
--local GroupName=self.group[GID].player[UID].groupname
local PlayerName = unit:GetPlayerName() or "Ghost"
local UnitName = unit:GetName() or "Ghostplane"
local GroupName = group:GetName() or "Ghostgroup"
@ -926,7 +836,7 @@ function PSEUDOATC:AltitudeTimeStart(GID, UID)
self:T(PSEUDOATC.id..string.format("Starting altitude report timer for player ID %d.", UID))
-- Start timer. Altitude is reported every ~3 seconds.
self.group[GID].player[UID].altimer, self.group[GID].player[UID].altimerid=SCHEDULER:New(nil, self.ReportHeight, {self, GID, UID, 0.1, true}, 1, 3)
self.group[GID].player[UID].altimer, self.group[GID].player[UID].altimerid=SCHEDULER:New(nil, self.ReportHeight, {self, GID, UID, 1, true}, 1, 3)
end
--- Stop/destroy DCS scheduler function for reporting altitude.

View File

@ -2847,7 +2847,7 @@ function AIRBOSS:SetGlideslopeErrorThresholds(_max,_min, High, HIGH, Low, LOW)
--Check if V/STOL Carrier
if self.carriertype == AIRBOSS.CarrierType.INVINCIBLE or self.carriertype == AIRBOSS.CarrierType.HERMES or self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then
-- allow a larger GSE for V/STOL operations --Pene Testing
self.gle._max=_max or 0.7
self.gle.High=High or 1.4
@ -2864,7 +2864,7 @@ function AIRBOSS:SetGlideslopeErrorThresholds(_max,_min, High, HIGH, Low, LOW)
self.gle.Low=Low or -0.6
self.gle.LOW=LOW or -0.9
end
return self
end
@ -2884,7 +2884,7 @@ function AIRBOSS:SetLineupErrorThresholds(_max,_min, Left, LeftMed, LEFT, Right,
--Check if V/STOL Carrier -- Pene testing
if self.carriertype == AIRBOSS.CarrierType.INVINCIBLE or self.carriertype == AIRBOSS.CarrierType.HERMES or self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then
-- V/STOL Values -- allow a larger LUE for V/STOL operations
self.lue._max=_max or 1.8
self.lue._min=_min or -1.8
@ -2905,7 +2905,7 @@ function AIRBOSS:SetLineupErrorThresholds(_max,_min, Left, LeftMed, LEFT, Right,
self.lue.RightMed=RightMed or 2.0
self.lue.RIGHT=RIGHT or 3.0
end
return self
end
@ -3268,7 +3268,7 @@ function AIRBOSS:SetExtraVoiceOversAI(status)
self.xtVoiceOversAI=status
return self
end
--- Do not handle AI aircraft.
-- @param #AIRBOSS self
-- @return #AIRBOSS self
@ -3383,9 +3383,9 @@ end
-- @param #string Host Host. Default `"127.0.0.1"`.
-- @return #AIRBOSS self
function AIRBOSS:SetFunkManOn(Port, Host)
self.funkmanSocket=SOCKET:New(Port, Host)
return self
end
@ -6364,7 +6364,7 @@ function AIRBOSS:_LandAI( flight )
-- Aircraft speed when flying the pattern.
local Speed = UTILS.KnotsToKmph( 200 )
if flight.actype == AIRBOSS.AircraftCarrier.HORNET
if flight.actype == AIRBOSS.AircraftCarrier.HORNET
or flight.actype == AIRBOSS.AircraftCarrier.FA18C
or flight.actype == AIRBOSS.AircraftCarrier.RHINOE
or flight.actype == AIRBOSS.AircraftCarrier.RHINOF
@ -8115,6 +8115,8 @@ function AIRBOSS:OnEventBirth( EventData )
return
end
if EventData.IniObjectCategory ~= Object.Category.UNIT then return end
local _unitName = EventData.IniUnitName
local _unit, _playername = self:_GetPlayerUnitAndName( _unitName )
@ -9192,9 +9194,9 @@ function AIRBOSS:_DirtyUp( playerData )
self:_PlayerHint( playerData )
-- Radio call "Say/Fly needles". Delayed by 10/15 seconds.
if playerData.actype == AIRBOSS.AircraftCarrier.HORNET
or playerData.actype == AIRBOSS.AircraftCarrier.F14A
or playerData.actype == AIRBOSS.AircraftCarrier.F14B
if playerData.actype == AIRBOSS.AircraftCarrier.HORNET
or playerData.actype == AIRBOSS.AircraftCarrier.F14A
or playerData.actype == AIRBOSS.AircraftCarrier.F14B
or playerData.actype == AIRBOSS.AircraftCarrier.RHINOE
or playerData.actype == AIRBOSS.AircraftCarrier.RHINOF
or playerData.actype == AIRBOSS.AircraftCarrier.GROWLER
@ -9791,24 +9793,24 @@ function AIRBOSS:_Groove( playerData )
return
end
end
-- Long V/STOL groove time Wave Off over 75 seconds to IC - TOPGUN level Only. --pene testing (WIP)--- Need to think more about this.
end
-- Long V/STOL groove time Wave Off over 75 seconds to IC - TOPGUN level Only. --pene testing (WIP)--- Need to think more about this.
--if rho>=RAR and rho<=RIC and not playerData.waveoff and playerData.difficulty==AIRBOSS.Difficulty.HARD and playerData.actype== AIRBOSS.AircraftCarrier.AV8B then
-- Get groove time
--local vSlow=groovedata.time
-- If too slow wave off.
-- If too slow wave off.
--if vSlow >75 then
-- LSO Wave off!
--self:RadioTransmission(self.LSORadio, self.LSOCall.WAVEOFF, nil, nil, nil, true)
--playerData.Tlso=timer.getTime()
-- Player was waved Off
--playerData.waveoff=true
--return
--end
--end
--end
-- Groovedata step.
@ -10006,7 +10008,7 @@ function AIRBOSS:_CheckWaveOff( glideslopeError, lineupError, AoA, playerData )
waveoff = true
end
-- Too slow or too fast? Only for pros.
-- Too slow or too fast? Only for pros.
if playerData.difficulty == AIRBOSS.Difficulty.HARD and playerData.actype ~= AIRBOSS.AircraftCarrier.AV8B then
-- Get aircraft specific AoA values. Not for AV-8B due to transition to Stable Hover.
@ -10162,7 +10164,7 @@ function AIRBOSS:_GetSternCoord()
elseif case==2 or case==1 then
-- V/Stol: Translate 8 meters port.
self.sterncoord:Translate(self.carrierparam.sterndist, hdg, true, true):Translate(8, FB-90, true, true)
end
end
elseif self.carriertype==AIRBOSS.CarrierType.STENNIS then
-- Stennis: translate 7 meters starboard wrt Final bearing.
self.sterncoord:Translate( self.carrierparam.sterndist, hdg, true, true ):Translate( 7, FB + 90, true, true )
@ -10311,7 +10313,7 @@ function AIRBOSS:_Trapped( playerData )
-- Get current wire (estimate). This now based on the position where the player comes to a standstill which should reflect the trapped wire better.
local dcorr = 100
if playerData.actype == AIRBOSS.AircraftCarrier.HORNET
if playerData.actype == AIRBOSS.AircraftCarrier.HORNET
or playerData.actype == AIRBOSS.AircraftCarrier.RHINOE
or playerData.actype == AIRBOSS.AircraftCarrier.RHINOF
or playerData.actype == AIRBOSS.AircraftCarrier.GROWLER then
@ -10836,7 +10838,7 @@ function AIRBOSS:_GetZoneAbeamLandingSpot()
-- Coordinate array. Pene Testing extended Abeam landing spot V/STOL.
local p={}
-- Points.
p[1] = S:Translate( 15, FB ):Translate( 15, FB + 90 ) -- Top-Right
p[2] = S:Translate( -45, FB ):Translate( 15, FB + 90 ) -- Bottom-Right
@ -11284,7 +11286,7 @@ function AIRBOSS:_GetOptLandingCoordinate()
-- set Case III V/STOL abeam landing spot over deck -- Pene Testing
if self.carriertype==AIRBOSS.CarrierType.INVINCIBLE or self.carriertype==AIRBOSS.CarrierType.HERMES or self.carriertype==AIRBOSS.CarrierType.TARAWA or self.carriertype==AIRBOSS.CarrierType.AMERICA or self.carriertype==AIRBOSS.CarrierType.JCARLOS or self.carriertype==AIRBOSS.CarrierType.CANBERRA then
if case==3 then
-- Landing coordinate.
@ -11292,7 +11294,7 @@ function AIRBOSS:_GetOptLandingCoordinate()
-- Altitude 120ft -- is this corect for Case III?
self.landingcoord:SetAltitude(UTILS.FeetToMeters(120))
elseif case==2 or case==1 then
-- Landing 100 ft abeam, 120 ft alt.
@ -11302,7 +11304,7 @@ function AIRBOSS:_GetOptLandingCoordinate()
self.landingcoord:SetAltitude(UTILS.FeetToMeters(120))
end
else
-- Ideally we want to land between 2nd and 3rd wire.
@ -11897,7 +11899,7 @@ function AIRBOSS:_LSOgrade( playerData )
local nS=count(G, '%(')
local nN=N-nS-nL
local nNv=Nv-nS-nL
-- Groove time 15-18.99 sec for a unicorn. Or 60-65 for V/STOL unicorn.
local Tgroove=playerData.Tgroove
local TgrooveUnicorn=Tgroove and (Tgroove>=15.0 and Tgroove<=18.99) or false
@ -12014,7 +12016,7 @@ function AIRBOSS:_LSOgrade( playerData )
elseif not playerData.hover and playerData.actype == AIRBOSS.AircraftCarrier.AV8B then
-------------------------------
-- AV-8B not cleared to land -- -- Landing clearence is carrier from LC to Landing
-- AV-8B not cleared to land -- -- Landing clearence is carrier from LC to Landing
-------------------------------
if playerData.landed then
-- AIRBOSS wants your balls!
@ -15244,13 +15246,13 @@ end
-- @param #string modex Tail number.
function AIRBOSS:_MarshallInboundCall(unit, modex)
-- Calculate
-- Calculate
local vectorCarrier = self:GetCoordinate():GetDirectionVec3(unit:GetCoordinate())
local bearing = UTILS.Round(unit:GetCoordinate():GetAngleDegrees( vectorCarrier ), 0)
local distance = UTILS.Round(UTILS.MetersToNM(unit:GetCoordinate():Get2DDistance(self:GetCoordinate())),0)
local angels = UTILS.Round(UTILS.MetersToFeet(unit:GetHeight()/1000),0)
local state = UTILS.Round(self:_GetFuelState(unit)/1000,1)
-- Pilot: "Marshall, [modex], marking mom's [bearing] for [distance], angels [XX], state [X.X]"
local text=string.format("Marshal, %s, marking mom's %d for %d, angels %d, state %.1f", modex, bearing, distance, angels, state)
-- Debug message.
@ -16077,8 +16079,8 @@ function AIRBOSS:_RequestMarshal( _unitName )
-- Voice over of inbound call (regardless of airboss rejecting it or not)
if self.xtVoiceOvers then
self:_MarshallInboundCall(_unit, playerData.onboard)
end
end
-- Check if player is in CCA
local inCCA = playerData.unit:IsInZone( self.zoneCCA )
@ -16326,12 +16328,12 @@ function AIRBOSS:_RequestCommence( _unitName )
local playerData = self.players[_playername] -- #AIRBOSS.PlayerData
if playerData then
-- Voice over of Commencing call (regardless of Airboss will rejected or not)
if self.xtVoiceOvers then
self:_CommencingCall(_unit, playerData.onboard)
end
-- Check if unit is in CCA.
local text = ""
local cleared = false

View File

@ -24,6 +24,299 @@
-- Last Update Apr 2023
do
------------------------------------------------------
--- **CTLD_CARGO** class, extends Core.Base#BASE
-- @type CTLD_CARGO
-- @field #string ClassName Class name.
-- @field #number ID ID of this cargo.
-- @field #string Name Name for menu.
-- @field #table Templates Table of #POSITIONABLE objects.
-- @field #string CargoType Enumerator of Type.
-- @field #boolean HasBeenMoved Flag for moving.
-- @field #boolean LoadDirectly Flag for direct loading.
-- @field #number CratesNeeded Crates needed to build.
-- @field Wrapper.Positionable#POSITIONABLE Positionable Representation of cargo in the mission.
-- @field #boolean HasBeenDropped True if dropped from heli.
-- @field #number PerCrateMass Mass in kg.
-- @field #number Stock Number of builds available, -1 for unlimited.
-- @field #string Subcategory Sub-category name.
-- @extends Core.Base#BASE
---
-- @field #CTLD_CARGO CTLD_CARGO
CTLD_CARGO = {
ClassName = "CTLD_CARGO",
ID = 0,
Name = "none",
Templates = {},
CargoType = "none",
HasBeenMoved = false,
LoadDirectly = false,
CratesNeeded = 0,
Positionable = nil,
HasBeenDropped = false,
PerCrateMass = 0,
Stock = nil,
Mark = nil,
}
--- Define cargo types.
-- @type CTLD_CARGO.Enum
-- @field #string VEHICLE
-- @field #string TROOPS
-- @field #string FOB
-- @field #string CRATE
-- @field #string REPAIR
-- @field #string ENGINEERS
-- @field #string STATIC
CTLD_CARGO.Enum = {
VEHICLE = "Vehicle", -- #string vehicles
TROOPS = "Troops", -- #string troops
FOB = "FOB", -- #string FOB
CRATE = "Crate", -- #string crate
REPAIR = "Repair", -- #string repair
ENGINEERS = "Engineers", -- #string engineers
STATIC = "Static", -- #string statics
}
--- Function to create new CTLD_CARGO object.
-- @param #CTLD_CARGO self
-- @param #number ID ID of this #CTLD_CARGO
-- @param #string Name Name for menu.
-- @param #table Templates Table of #POSITIONABLE objects.
-- @param #CTLD_CARGO.Enum Sorte Enumerator of Type.
-- @param #boolean HasBeenMoved Flag for moving.
-- @param #boolean LoadDirectly Flag for direct loading.
-- @param #number CratesNeeded Crates needed to build.
-- @param Wrapper.Positionable#POSITIONABLE Positionable Representation of cargo in the mission.
-- @param #boolean Dropped Cargo/Troops have been unloaded from a chopper.
-- @param #number PerCrateMass Mass in kg
-- @param #number Stock Number of builds available, nil for unlimited
-- @param #string Subcategory Name of subcategory, handy if using > 10 types to load.
-- @return #CTLD_CARGO self
function CTLD_CARGO:New(ID, Name, Templates, Sorte, HasBeenMoved, LoadDirectly, CratesNeeded, Positionable, Dropped, PerCrateMass, Stock, Subcategory)
-- Inherit everything from BASE class.
local self=BASE:Inherit(self, BASE:New()) -- #CTLD_CARGO
self:T({ID, Name, Templates, Sorte, HasBeenMoved, LoadDirectly, CratesNeeded, Positionable, Dropped})
self.ID = ID or math.random(100000,1000000)
self.Name = Name or "none" -- #string
self.Templates = Templates or {} -- #table
self.CargoType = Sorte or "type" -- #CTLD_CARGO.Enum
self.HasBeenMoved = HasBeenMoved or false -- #boolean
self.LoadDirectly = LoadDirectly or false -- #boolean
self.CratesNeeded = CratesNeeded or 0 -- #number
self.Positionable = Positionable or nil -- Wrapper.Positionable#POSITIONABLE
self.HasBeenDropped = Dropped or false --#boolean
self.PerCrateMass = PerCrateMass or 0 -- #number
self.Stock = Stock or nil --#number
self.Mark = nil
self.Subcategory = Subcategory or "Other"
return self
end
--- Query ID.
-- @param #CTLD_CARGO self
-- @return #number ID
function CTLD_CARGO:GetID()
return self.ID
end
--- Query Subcategory
-- @param #CTLD_CARGO self
-- @return #string SubCategory
function CTLD_CARGO:GetSubCat()
return self.Subcategory
end
--- Query Mass.
-- @param #CTLD_CARGO self
-- @return #number Mass in kg
function CTLD_CARGO:GetMass()
return self.PerCrateMass
end
--- Query Name.
-- @param #CTLD_CARGO self
-- @return #string Name
function CTLD_CARGO:GetName()
return self.Name
end
--- Query Templates.
-- @param #CTLD_CARGO self
-- @return #table Templates
function CTLD_CARGO:GetTemplates()
return self.Templates
end
--- Query has moved.
-- @param #CTLD_CARGO self
-- @return #boolean Has moved
function CTLD_CARGO:HasMoved()
return self.HasBeenMoved
end
--- Query was dropped.
-- @param #CTLD_CARGO self
-- @return #boolean Has been dropped.
function CTLD_CARGO:WasDropped()
return self.HasBeenDropped
end
--- Query directly loadable.
-- @param #CTLD_CARGO self
-- @return #boolean loadable
function CTLD_CARGO:CanLoadDirectly()
return self.LoadDirectly
end
--- Query number of crates or troopsize.
-- @param #CTLD_CARGO self
-- @return #number Crates or size of troops.
function CTLD_CARGO:GetCratesNeeded()
return self.CratesNeeded
end
--- Query type.
-- @param #CTLD_CARGO self
-- @return #CTLD_CARGO.Enum Type
function CTLD_CARGO:GetType()
return self.CargoType
end
--- Query type.
-- @param #CTLD_CARGO self
-- @return Wrapper.Positionable#POSITIONABLE Positionable
function CTLD_CARGO:GetPositionable()
return self.Positionable
end
--- Set HasMoved.
-- @param #CTLD_CARGO self
-- @param #boolean moved
function CTLD_CARGO:SetHasMoved(moved)
self.HasBeenMoved = moved or false
end
--- Query if cargo has been loaded.
-- @param #CTLD_CARGO self
-- @param #boolean loaded
function CTLD_CARGO:Isloaded()
if self.HasBeenMoved and not self.WasDropped() then
return true
else
return false
end
end
--- Set WasDropped.
-- @param #CTLD_CARGO self
-- @param #boolean dropped
function CTLD_CARGO:SetWasDropped(dropped)
self.HasBeenDropped = dropped or false
end
--- Get Stock.
-- @param #CTLD_CARGO self
-- @return #number Stock
function CTLD_CARGO:GetStock()
if self.Stock then
return self.Stock
else
return -1
end
end
--- Add Stock.
-- @param #CTLD_CARGO self
-- @param #number Number to add, none if nil.
-- @return #CTLD_CARGO self
function CTLD_CARGO:AddStock(Number)
if self.Stock then -- Stock nil?
local number = Number or 1
self.Stock = self.Stock + number
end
return self
end
--- Remove Stock.
-- @param #CTLD_CARGO self
-- @param #number Number to reduce, none if nil.
-- @return #CTLD_CARGO self
function CTLD_CARGO:RemoveStock(Number)
if self.Stock then -- Stock nil?
local number = Number or 1
self.Stock = self.Stock - number
if self.Stock < 0 then self.Stock = 0 end
end
return self
end
--- Set Stock.
-- @param #CTLD_CARGO self
-- @param #number Number to set, nil means unlimited.
-- @return #CTLD_CARGO self
function CTLD_CARGO:SetStock(Number)
self.Stock = Number
return self
end
--- Query crate type for REPAIR
-- @param #CTLD_CARGO self
-- @param #boolean
function CTLD_CARGO:IsRepair()
if self.CargoType == "Repair" then
return true
else
return false
end
end
--- Query crate type for STATIC
-- @param #CTLD_CARGO self
-- @return #boolean
function CTLD_CARGO:IsStatic()
if self.CargoType == "Static" then
return true
else
return false
end
end
--- Add mark
-- @param #CTLD_CARGO self
-- @return #CTLD_CARGO self
function CTLD_CARGO:AddMark(Mark)
self.Mark = Mark
return self
end
--- Get mark
-- @param #CTLD_CARGO self
-- @return #string Mark
function CTLD_CARGO:GetMark(Mark)
return self.Mark
end
--- Wipe mark
-- @param #CTLD_CARGO self
-- @return #CTLD_CARGO self
function CTLD_CARGO:WipeMark()
self.Mark = nil
return self
end
--- Get overall mass of a cargo object, i.e. crates needed x mass per crate
-- @param #CTLD_CARGO self
-- @return #number mass
function CTLD_CARGO:GetNetMass()
return self.CratesNeeded * self.PerCrateMass
end
end
do
------------------------------------------------------
@ -40,7 +333,7 @@ do
-- @extends Core.Base#BASE
---
-- @field #CTLD_ENGINEERING
-- @field #CTLD_ENGINEERING CTLD_ENGINEERING
CTLD_ENGINEERING = {
ClassName = "CTLD_ENGINEERING",
lid = "",
@ -287,300 +580,6 @@ CTLD_ENGINEERING = {
end
do
------------------------------------------------------
--- **CTLD_CARGO** class, extends Core.Base#BASE
-- @type CTLD_CARGO
-- @field #string ClassName Class name.
-- @field #number ID ID of this cargo.
-- @field #string Name Name for menu.
-- @field #table Templates Table of #POSITIONABLE objects.
-- @field #string CargoType Enumerator of Type.
-- @field #boolean HasBeenMoved Flag for moving.
-- @field #boolean LoadDirectly Flag for direct loading.
-- @field #number CratesNeeded Crates needed to build.
-- @field Wrapper.Positionable#POSITIONABLE Positionable Representation of cargo in the mission.
-- @field #boolean HasBeenDropped True if dropped from heli.
-- @field #number PerCrateMass Mass in kg.
-- @field #number Stock Number of builds available, -1 for unlimited.
-- @field #string Subcategory Sub-category name.
-- @extends Core.Base#BASE
---
-- @field #CTLD_CARGO CTLD_CARGO
CTLD_CARGO = {
ClassName = "CTLD_CARGO",
ID = 0,
Name = "none",
Templates = {},
CargoType = "none",
HasBeenMoved = false,
LoadDirectly = false,
CratesNeeded = 0,
Positionable = nil,
HasBeenDropped = false,
PerCrateMass = 0,
Stock = nil,
Mark = nil,
}
--- Define cargo types.
-- @type CTLD_CARGO.Enum
-- @field #string VEHICLE
-- @field #string TROOPS
-- @field #string FOB
-- @field #string CRATE
-- @field #string REPAIR
-- @field #string ENGINEERS
-- @field #string STATIC
CTLD_CARGO.Enum = {
VEHICLE = "Vehicle", -- #string vehicles
TROOPS = "Troops", -- #string troops
FOB = "FOB", -- #string FOB
CRATE = "Crate", -- #string crate
REPAIR = "Repair", -- #string repair
ENGINEERS = "Engineers", -- #string engineers
STATIC = "Static", -- #string statics
}
--- Function to create new CTLD_CARGO object.
-- @param #CTLD_CARGO self
-- @param #number ID ID of this #CTLD_CARGO
-- @param #string Name Name for menu.
-- @param #table Templates Table of #POSITIONABLE objects.
-- @param #CTLD_CARGO.Enum Sorte Enumerator of Type.
-- @param #boolean HasBeenMoved Flag for moving.
-- @param #boolean LoadDirectly Flag for direct loading.
-- @param #number CratesNeeded Crates needed to build.
-- @param Wrapper.Positionable#POSITIONABLE Positionable Representation of cargo in the mission.
-- @param #boolean Dropped Cargo/Troops have been unloaded from a chopper.
-- @param #number PerCrateMass Mass in kg
-- @param #number Stock Number of builds available, nil for unlimited
-- @param #string Subcategory Name of subcategory, handy if using > 10 types to load.
-- @return #CTLD_CARGO self
function CTLD_CARGO:New(ID, Name, Templates, Sorte, HasBeenMoved, LoadDirectly, CratesNeeded, Positionable, Dropped, PerCrateMass, Stock, Subcategory)
-- Inherit everything from BASE class.
local self=BASE:Inherit(self, BASE:New()) -- #CTLD
self:T({ID, Name, Templates, Sorte, HasBeenMoved, LoadDirectly, CratesNeeded, Positionable, Dropped})
self.ID = ID or math.random(100000,1000000)
self.Name = Name or "none" -- #string
self.Templates = Templates or {} -- #table
self.CargoType = Sorte or "type" -- #CTLD_CARGO.Enum
self.HasBeenMoved = HasBeenMoved or false -- #boolean
self.LoadDirectly = LoadDirectly or false -- #boolean
self.CratesNeeded = CratesNeeded or 0 -- #number
self.Positionable = Positionable or nil -- Wrapper.Positionable#POSITIONABLE
self.HasBeenDropped = Dropped or false --#boolean
self.PerCrateMass = PerCrateMass or 0 -- #number
self.Stock = Stock or nil --#number
self.Mark = nil
self.Subcategory = Subcategory or "Other"
return self
end
--- Query ID.
-- @param #CTLD_CARGO self
-- @return #number ID
function CTLD_CARGO:GetID()
return self.ID
end
--- Query Subcategory
-- @param #CTLD_CARGO self
-- @return #string SubCategory
function CTLD_CARGO:GetSubCat()
return self.Subcategory
end
--- Query Mass.
-- @param #CTLD_CARGO self
-- @return #number Mass in kg
function CTLD_CARGO:GetMass()
return self.PerCrateMass
end
--- Query Name.
-- @param #CTLD_CARGO self
-- @return #string Name
function CTLD_CARGO:GetName()
return self.Name
end
--- Query Templates.
-- @param #CTLD_CARGO self
-- @return #table Templates
function CTLD_CARGO:GetTemplates()
return self.Templates
end
--- Query has moved.
-- @param #CTLD_CARGO self
-- @return #boolean Has moved
function CTLD_CARGO:HasMoved()
return self.HasBeenMoved
end
--- Query was dropped.
-- @param #CTLD_CARGO self
-- @return #boolean Has been dropped.
function CTLD_CARGO:WasDropped()
return self.HasBeenDropped
end
--- Query directly loadable.
-- @param #CTLD_CARGO self
-- @return #boolean loadable
function CTLD_CARGO:CanLoadDirectly()
return self.LoadDirectly
end
--- Query number of crates or troopsize.
-- @param #CTLD_CARGO self
-- @return #number Crates or size of troops.
function CTLD_CARGO:GetCratesNeeded()
return self.CratesNeeded
end
--- Query type.
-- @param #CTLD_CARGO self
-- @return #CTLD_CARGO.Enum Type
function CTLD_CARGO:GetType()
return self.CargoType
end
--- Query type.
-- @param #CTLD_CARGO self
-- @return Wrapper.Positionable#POSITIONABLE Positionable
function CTLD_CARGO:GetPositionable()
return self.Positionable
end
--- Set HasMoved.
-- @param #CTLD_CARGO self
-- @param #boolean moved
function CTLD_CARGO:SetHasMoved(moved)
self.HasBeenMoved = moved or false
end
--- Query if cargo has been loaded.
-- @param #CTLD_CARGO self
-- @param #boolean loaded
function CTLD_CARGO:Isloaded()
if self.HasBeenMoved and not self.WasDropped() then
return true
else
return false
end
end
--- Set WasDropped.
-- @param #CTLD_CARGO self
-- @param #boolean dropped
function CTLD_CARGO:SetWasDropped(dropped)
self.HasBeenDropped = dropped or false
end
--- Get Stock.
-- @param #CTLD_CARGO self
-- @return #number Stock
function CTLD_CARGO:GetStock()
if self.Stock then
return self.Stock
else
return -1
end
end
--- Add Stock.
-- @param #CTLD_CARGO self
-- @param #number Number to add, none if nil.
-- @return #CTLD_CARGO self
function CTLD_CARGO:AddStock(Number)
if self.Stock then -- Stock nil?
local number = Number or 1
self.Stock = self.Stock + number
end
return self
end
--- Remove Stock.
-- @param #CTLD_CARGO self
-- @param #number Number to reduce, none if nil.
-- @return #CTLD_CARGO self
function CTLD_CARGO:RemoveStock(Number)
if self.Stock then -- Stock nil?
local number = Number or 1
self.Stock = self.Stock - number
if self.Stock < 0 then self.Stock = 0 end
end
return self
end
--- Set Stock.
-- @param #CTLD_CARGO self
-- @param #number Number to set, nil means unlimited.
-- @return #CTLD_CARGO self
function CTLD_CARGO:SetStock(Number)
self.Stock = Number
return self
end
--- Query crate type for REPAIR
-- @param #CTLD_CARGO self
-- @param #boolean
function CTLD_CARGO:IsRepair()
if self.CargoType == "Repair" then
return true
else
return false
end
end
--- Query crate type for STATIC
-- @param #CTLD_CARGO self
-- @return #boolean
function CTLD_CARGO:IsStatic()
if self.CargoType == "Static" then
return true
else
return false
end
end
--- Add mark
-- @param #CTLD_CARGO self
-- @return #CTLD_CARGO self
function CTLD_CARGO:AddMark(Mark)
self.Mark = Mark
return self
end
--- Get mark
-- @param #CTLD_CARGO self
-- @return #string Mark
function CTLD_CARGO:GetMark(Mark)
return self.Mark
end
--- Wipe mark
-- @param #CTLD_CARGO self
-- @return #CTLD_CARGO self
function CTLD_CARGO:WipeMark()
self.Mark = nil
return self
end
--- Get overall mass of a cargo object, i.e. crates needed x mass per crate
-- @param #CTLD_CARGO self
-- @return #number mass
function CTLD_CARGO:GetNetMass()
return self.CratesNeeded * self.PerCrateMass
end
end
do
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO CTLD
@ -1220,7 +1219,7 @@ CTLD.UnitTypes = {
--- CTLD class version.
-- @field #string version
CTLD.version="1.0.34"
CTLD.version="1.0.35"
--- Instantiate a new CTLD.
-- @param #CTLD self
@ -4731,6 +4730,7 @@ end
-- @param Ops.CTLD#CTLD_CARGO Cargo The #CTLD_CARGO object to spawn.
-- @param #table Surfacetypes (Optional) Table of surface types. Can also be a single surface type. We will try max 1000 times to find the right type!
-- @param #boolean PreciseLocation (Optional) Don't try to get a random position in the zone but use the dead center. Caution not to stack up stuff on another!
-- @param #string Structure (Optional) String object describing the current structure of the injected group; mainly for load/save to keep current state setup.
-- @return #CTLD self
-- @usage Use this function to pre-populate the field with Troops or Engineers at a random coordinate in a zone:
-- -- create a matching #CTLD_CARGO type
@ -4739,7 +4739,7 @@ end
-- local dropzone = ZONE:New("InjectZone") -- Core.Zone#ZONE
-- -- and go:
-- my_ctld:InjectTroops(dropzone,InjectTroopsType,{land.SurfaceType.LAND})
function CTLD:InjectTroops(Zone,Cargo,Surfacetypes,PreciseLocation)
function CTLD:InjectTroops(Zone,Cargo,Surfacetypes,PreciseLocation,Structure)
self:T(self.lid.." InjectTroops")
local cargo = Cargo -- #CTLD_CARGO
@ -4757,6 +4757,49 @@ end
return match
end
local function Cruncher(group,typename,anzahl)
local units = group:GetUnits()
local reduced = 0
for _,_unit in pairs (units) do
local typo = _unit:GetTypeName()
if typename == typo then
_unit:Destroy(false)
reduced = reduced + 1
if reduced == anzahl then break end
end
end
end
local function PostSpawn(args)
local group = args[1]
local structure = args[2]
if structure then
local loadedstructure = {}
local strcset = UTILS.Split(structure,";")
for _,_data in pairs(strcset) do
local datasplit = UTILS.Split(_data,"==")
loadedstructure[datasplit[1]] = tonumber(datasplit[2])
end
local originalstructure = UTILS.GetCountPerTypeName(group)
for _name,_number in pairs(originalstructure) do
local loadednumber = 0
if loadedstructure[_name] then
loadednumber = loadedstructure[_name]
end
local reduce = false
if loadednumber < _number then reduce = true end
if reduce then
Cruncher(group,_name,_number-loadednumber)
end
end
end
end
if not IsTroopsMatch(cargo) then
self.CargoCounter = self.CargoCounter + 1
cargo.ID = self.CargoCounter
@ -4793,6 +4836,11 @@ end
local grpname = self.DroppedTroops[self.TroopCounter]:GetName()
self.EngineersInField[self.Engineers] = CTLD_ENGINEERING:New(name, grpname)
end
if Structure then
BASE:ScheduleOnce(0.5,PostSpawn,{self.DroppedTroops[self.TroopCounter],Structure})
end
if self.eventoninject then
self:__TroopsDeployed(1,nil,nil,self.DroppedTroops[self.TroopCounter],type)
end
@ -4806,6 +4854,7 @@ end
-- @param Ops.CTLD#CTLD_CARGO Cargo The #CTLD_CARGO object to spawn.
-- @param #table Surfacetypes (Optional) Table of surface types. Can also be a single surface type. We will try max 1000 times to find the right type!
-- @param #boolean PreciseLocation (Optional) Don't try to get a random position in the zone but use the dead center. Caution not to stack up stuff on another!
-- @param #string Structure (Optional) String object describing the current structure of the injected group; mainly for load/save to keep current state setup.
-- @return #CTLD self
-- @usage Use this function to pre-populate the field with Vehicles or FOB at a random coordinate in a zone:
-- -- create a matching #CTLD_CARGO type
@ -4814,7 +4863,7 @@ end
-- local dropzone = ZONE:New("InjectZone") -- Core.Zone#ZONE
-- -- and go:
-- my_ctld:InjectVehicles(dropzone,InjectVehicleType)
function CTLD:InjectVehicles(Zone,Cargo,Surfacetypes,PreciseLocation)
function CTLD:InjectVehicles(Zone,Cargo,Surfacetypes,PreciseLocation,Structure)
self:T(self.lid.." InjectVehicles")
local cargo = Cargo -- #CTLD_CARGO
@ -4832,6 +4881,49 @@ end
return match
end
local function Cruncher(group,typename,anzahl)
local units = group:GetUnits()
local reduced = 0
for _,_unit in pairs (units) do
local typo = _unit:GetTypeName()
if typename == typo then
_unit:Destroy(false)
reduced = reduced + 1
if reduced == anzahl then break end
end
end
end
local function PostSpawn(args)
local group = args[1]
local structure = args[2]
if structure then
local loadedstructure = {}
local strcset = UTILS.Split(structure,";")
for _,_data in pairs(strcset) do
local datasplit = UTILS.Split(_data,"==")
loadedstructure[datasplit[1]] = tonumber(datasplit[2])
end
local originalstructure = UTILS.GetCountPerTypeName(group)
for _name,_number in pairs(originalstructure) do
local loadednumber = 0
if loadedstructure[_name] then
loadednumber = loadedstructure[_name]
end
local reduce = false
if loadednumber < _number then reduce = true end
if reduce then
Cruncher(group,_name,_number-loadednumber)
end
end
end
end
if not IsVehicMatch(cargo) then
self.CargoCounter = self.CargoCounter + 1
cargo.ID = self.CargoCounter
@ -4866,6 +4958,11 @@ end
:InitDelayOff()
:SpawnFromVec2(randomcoord)
end
if Structure then
BASE:ScheduleOnce(0.5,PostSpawn,{self.DroppedTroops[self.TroopCounter],Structure})
end
if self.eventoninject then
self:__CratesBuild(1,nil,nil,self.DroppedTroops[self.TroopCounter])
end
@ -5250,6 +5347,7 @@ end
-- name matching a template in the table
local match = false
local cargo = nil
name = string.gsub(name,"-"," ")
for _ind,_cargo in pairs (table) do
local thiscargo = _cargo -- #CTLD_CARGO
local template = thiscargo:GetTemplates()
@ -5257,6 +5355,7 @@ end
template = { template }
end
for _,_name in pairs (template) do
_name = string.gsub(_name,"-"," ")
if string.find(name,_name) and _cargo:GetType() ~= CTLD_CARGO.Enum.REPAIR then
match = true
cargo = thiscargo
@ -5269,18 +5368,21 @@ end
--local data = "LoadedData = {\n"
local data = "Group,x,y,z,CargoName,CargoTemplates,CargoType,CratesNeeded,CrateMass\n"
local data = "Group,x,y,z,CargoName,CargoTemplates,CargoType,CratesNeeded,CrateMass,Structure\n"
local n = 0
for _,_grp in pairs(grouptable) do
local group = _grp -- Wrapper.Group#GROUP
if group and group:IsAlive() then
-- get template name
local name = group:GetName()
local template = string.gsub(name,"-(.+)$","")
local template = name
if string.find(template,"#") then
template = string.gsub(name,"#(%d+)$","")
end
local template = string.gsub(name,"-(%d+)$","")
local match, cargo = FindCargoType(template,cgotable)
if not match then
match, cargo = FindCargoType(template,cgovehic)
@ -5293,6 +5395,11 @@ end
local cgotype = cargo.CargoType
local cgoneed = cargo.CratesNeeded
local cgomass = cargo.PerCrateMass
local structure = UTILS.GetCountPerTypeName(group)
local strucdata = ""
for typen,anzahl in pairs (structure) do
strucdata = strucdata .. typen .. "=="..anzahl..";"
end
if type(cgotemp) == "table" then
local templates = "{"
@ -5304,8 +5411,8 @@ end
end
local location = group:GetVec3()
local txt = string.format("%s,%d,%d,%d,%s,%s,%s,%d,%d\n"
,template,location.x,location.y,location.z,cgoname,cgotemp,cgotype,cgoneed,cgomass)
local txt = string.format("%s,%d,%d,%d,%s,%s,%s,%d,%d,%s\n"
,template,location.x,location.y,location.z,cgoname,cgotemp,cgotype,cgoneed,cgomass,strucdata)
data = data .. txt
end
end
@ -5460,7 +5567,7 @@ end
for _id,_entry in pairs (loadeddata) do
local dataset = UTILS.Split(_entry,",")
-- 1=Group,2=x,3=y,4=z,5=CargoName,6=CargoTemplates,7=CargoType,8=CratesNeeded,9=CrateMass,10=SubCategory
-- 1=Group,2=x,3=y,4=z,5=CargoName,6=CargoTemplates,7=CargoType,8=CratesNeeded,9=CrateMass,10=Structure
local groupname = dataset[1]
local vec2 = {}
vec2.x = tonumber(dataset[2])
@ -5474,14 +5581,19 @@ end
cargotemplates = UTILS.Split(cargotemplates,";")
local size = tonumber(dataset[8])
local mass = tonumber(dataset[9])
local structure = nil
if dataset[10] then
structure = dataset[10]
structure = string.gsub(structure,",","")
end
-- inject at Vec2
local dropzone = ZONE_RADIUS:New("DropZone",vec2,20)
if cargotype == CTLD_CARGO.Enum.VEHICLE or cargotype == CTLD_CARGO.Enum.FOB then
local injectvehicle = CTLD_CARGO:New(nil,cargoname,cargotemplates,cargotype,true,true,size,nil,true,mass)
self:InjectVehicles(dropzone,injectvehicle,self.surfacetypes,self.useprecisecoordloads)
self:InjectVehicles(dropzone,injectvehicle,self.surfacetypes,self.useprecisecoordloads,structure)
elseif cargotype == CTLD_CARGO.Enum.TROOPS or cargotype == CTLD_CARGO.Enum.ENGINEERS then
local injecttroops = CTLD_CARGO:New(nil,cargoname,cargotemplates,cargotype,true,true,size,nil,true,mass)
self:InjectTroops(dropzone,injecttroops,self.surfacetypes,self.useprecisecoordloads)
self:InjectTroops(dropzone,injecttroops,self.surfacetypes,self.useprecisecoordloads,structure)
end
elseif (type(groupname) == "string" and groupname == "STATIC") or cargotype == CTLD_CARGO.Enum.REPAIR then
local cargotemplates = dataset[6]

View File

@ -394,6 +394,35 @@ function POSITIONABLE:GetCoordinate()
return nil
end
--- Triggers an explosion at the coordinates of the positionable.
-- @param #POSITIONABLE self
-- @param #number power Power of the explosion in kg TNT. Default 100 kg TNT.
-- @param #number delay (Optional) Delay of explosion in seconds.
-- @return #POSITIONABLE self
function POSITIONABLE:Explode(power, delay)
-- Default.
power=power or 100
-- Check if delay or not.
if delay and delay>0 then
-- Delayed call.
self:ScheduleOnce(delay, POSITIONABLE.Explode, self, power, 0)
else
local coord=self:GetCoord()
if coord then
-- Create an explotion at the coordinate of the positionable.
coord:Explosion(power)
end
end
return self
end
--- Returns a COORDINATE object, which is offset with respect to the orientation of the POSITIONABLE.
-- @param #POSITIONABLE self
-- @param #number x Offset in the direction "the nose" of the unit is pointing in meters. Default 0 m.