New implementations

of inheritance
of private - public methods ....

This is a big improvement for many!
This commit is contained in:
FlightControl 2017-07-01 12:32:44 +02:00
parent 5d2eb2ea15
commit 8e5af4ada4
15 changed files with 441 additions and 420 deletions

View File

@ -201,6 +201,10 @@ BASE = {
_ = {}, _ = {},
} }
--- @field #BASE.__
BASE.__ = {}
--- The Formation Class --- The Formation Class
-- @type FORMATION -- @type FORMATION
-- @field Cone A cone formation. -- @field Cone A cone formation.
@ -224,47 +228,19 @@ FORMATION = {
-- @return #BASE -- @return #BASE
function BASE:New() function BASE:New()
local self = routines.utils.deepCopy( self ) -- Create a new self instance local self = routines.utils.deepCopy( self ) -- Create a new self instance
local MetaTable = {}
setmetatable( self, MetaTable )
self.__index = self
_ClassID = _ClassID + 1 _ClassID = _ClassID + 1
self.ClassID = _ClassID self.ClassID = _ClassID
-- This is for "private" methods...
-- When a __ is passed to a method as "self", the __index will search for the method on the public method list too!
if self.__ then
setmetatable( self, { __index = self.__ } )
end
return self return self
end end
function BASE:_Destructor()
--self:E("_Destructor")
--self:EventRemoveAll()
end
-- THIS IS WHY WE NEED LUA 5.2 ...
function BASE:_SetDestructor()
-- TODO: Okay, this is really technical...
-- When you set a proxy to a table to catch __gc, weak tables don't behave like weak...
-- Therefore, I am parking this logic until I've properly discussed all this with the community.
local proxy = newproxy(true)
local proxyMeta = getmetatable(proxy)
proxyMeta.__gc = function ()
env.info("In __gc for " .. self:GetClassNameAndID() )
if self._Destructor then
self:_Destructor()
end
end
-- keep the userdata from newproxy reachable until the object
-- table is about to be garbage-collected - then the __gc hook
-- will be invoked and the destructor called
rawset( self, '__proxy', proxy )
end
--- This is the worker method to inherit from a parent class. --- This is the worker method to inherit from a parent class.
-- @param #BASE self -- @param #BASE self
-- @param Child is the Child class that inherits. -- @param Child is the Child class that inherits.
@ -272,11 +248,18 @@ end
-- @return #BASE Child -- @return #BASE Child
function BASE:Inherit( Child, Parent ) function BASE:Inherit( Child, Parent )
local Child = routines.utils.deepCopy( Child ) local Child = routines.utils.deepCopy( Child )
--local Parent = routines.utils.deepCopy( Parent )
--local Parent = Parent
if Child ~= nil then if Child ~= nil then
setmetatable( Child, Parent )
Child.__index = Child -- This is for "private" methods...
-- When a __ is passed to a method as "self", the __index will search for the method on the public method list of the same object too!
if Child.__ then
setmetatable( Child, { __index = Child.__ } )
setmetatable( Child.__, { __index = Parent } )
else
setmetatable( Child, { __index = Parent } )
end
--Child:_SetDestructor() --Child:_SetDestructor()
end end
@ -895,3 +878,35 @@ end
--- old stuff
--function BASE:_Destructor()
-- --self:E("_Destructor")
--
-- --self:EventRemoveAll()
--end
-- THIS IS WHY WE NEED LUA 5.2 ...
--function BASE:_SetDestructor()
--
-- -- TODO: Okay, this is really technical...
-- -- When you set a proxy to a table to catch __gc, weak tables don't behave like weak...
-- -- Therefore, I am parking this logic until I've properly discussed all this with the community.
--
-- local proxy = newproxy(true)
-- local proxyMeta = getmetatable(proxy)
--
-- proxyMeta.__gc = function ()
-- env.info("In __gc for " .. self:GetClassNameAndID() )
-- if self._Destructor then
-- self:_Destructor()
-- end
-- end
--
-- -- keep the userdata from newproxy reachable until the object
-- -- table is about to be garbage-collected - then the __gc hook
-- -- will be invoked and the destructor called
-- rawset( self, '__proxy', proxy )
--
--end

View File

@ -1,7 +1,5 @@
--- **Functional** -- The CLEANUP class keeps an area clean of crashing or colliding airplanes. It also prevents airplanes from firing within this area. --- **Functional** -- The CLEANUP class keeps an area clean of crashing or colliding airplanes. It also prevents airplanes from firing within this area.
-- --
-- ![Banner Image](..\Presentations\CLEANUP\Dia1.JPG)
--
-- === -- ===
-- --
-- ### Author: **Sven Van de Velde (FlightControl)** -- ### Author: **Sven Van de Velde (FlightControl)**
@ -11,14 +9,57 @@
-- --
-- @module CleanUp -- @module CleanUp
--- @type CLEANUP.__
-- @extends Core.Base#BASE
--- @type CLEANUP --- @type CLEANUP
-- @extends Core.Base#BASE -- @extends #CLEANUP.__
-- @field #map<#string,Wrapper.Airbase#AIRBASE> Airbases Map of Airbases. -- @field #map<#string,Wrapper.Airbase#AIRBASE> Airbases Map of Airbases.
--- # CLEANUP, extends @{Base#BASE} --- # CLEANUP, extends @{Base#BASE}
-- --
-- ![Banner Image](..\Presentations\CLEANUP\Dia1.JPG)
--
-- The CLEANUP class keeps airbases clean, and tries to guarantee continuous airbase operations, even under combat. -- The CLEANUP class keeps airbases clean, and tries to guarantee continuous airbase operations, even under combat.
-- Specific airbases need to be provided that need to be guarded. Each airbase registered, will be guarded within a zone of 8 km around the airbase.
-- Any unit that fires a missile, or shoots within the zone of an airbase, will be monitored by CLEANUP.
-- Within the 8km zone, units cannot fire any missile, which prevents the airbase runway to receive missile or bomb hits.
-- Any airborne or ground unit that is on the runway below 30 meters (default value) will be automatically removed if it is damaged.
--
-- This is not a full 100% secure implementation. It is still possible that CLEANUP cannot prevent (in-time) to keep the airbase clean.
-- The following situations may happen that will still stop the runway of an airbase:
--
-- * A damaged unit is not removed on time when above the runway, and crashes on the runway.
-- * A bomb or missile is still able to dropped on the runway.
-- * Units collide on the airbase, and could not be removed on time.
--
-- When a unit is within the airbase zone and needs to be monitored,
-- its status will be checked every 0.25 seconds! This is required to ensure that the airbase is kept clean.
-- But as a result, there is more CPU overload.
--
-- So as an advise, I suggest you use the CLEANUP class with care:
--
-- * Only monitor airbases that really need to be monitored!
-- * Try not to monitor airbases that are likely to be invaded by enemy troops.
-- For these airbases, there is little use to keep them clean, as they will be invaded anyway...
--
-- By following the above guidelines, you can add airbase cleanup with acceptable CPU overhead.
--
-- ## 1. CLEANUP Constructor
--
-- Creates the main object which is preventing the airbase to get polluted with debris on the runway, which halts the airbase.
--
-- -- Clean these Zones.
-- CleanUpAirports = CLEANUP:New( { AIRBASE.Caucasus.Tbilisi, AIRBASE.Caucasus.Kutaisi )
--
-- -- or
-- CleanUpTbilisi = CLEANUP:New( AIRBASE.Caucasus.Tbilisi )
-- CleanUpKutaisi = CLEANUP:New( AIRBASE.Caucasus.Kutaisi )
--
-- ## 2. Add or Remove airbases
--
-- The method @{#CLEANUP.AddAirbase} to add an airbase to the cleanup validation process.
-- The method @{#CLEANUP.RemoveAirbase} removes an airbase from the cleanup validation process.
-- --
-- @field #CLEANUP -- @field #CLEANUP
CLEANUP = { CLEANUP = {
@ -28,6 +69,10 @@ CLEANUP = {
Airbases = {}, Airbases = {},
} }
--- @field #CLEANUP.__
CLEANUP.__ = {}
--- Creates the main object which is handling the cleaning of the debris within the given Zone Names. --- Creates the main object which is handling the cleaning of the debris within the given Zone Names.
-- @param #CLEANUP self -- @param #CLEANUP self
-- @param #list<#string> AirbaseNames Is a table of airbase names where the debris should be cleaned. Also a single string can be passed with one airbase name. -- @param #list<#string> AirbaseNames Is a table of airbase names where the debris should be cleaned. Also a single string can be passed with one airbase name.
@ -52,9 +97,9 @@ function CLEANUP:New( AirbaseNames )
self:AddAirbase( AirbaseName ) self:AddAirbase( AirbaseName )
end end
self:HandleEvent( EVENTS.Birth ) self:HandleEvent( EVENTS.Birth, self.__.OnEventBirth )
self.CleanUpScheduler = SCHEDULER:New( self, self._CleanUpScheduler, {}, 1, self.TimeInterval ) self.CleanUpScheduler = SCHEDULER:New( self, self.__.CleanUpScheduler, {}, 1, self.TimeInterval )
return self return self
end end
@ -81,7 +126,7 @@ end
function CLEANUP:IsInAirbase( Vec2 ) function CLEANUP.__:IsInAirbase( Vec2 )
local InAirbase = false local InAirbase = false
for AirbaseName, Airbase in pairs( self.Airbases ) do for AirbaseName, Airbase in pairs( self.Airbases ) do
@ -95,23 +140,12 @@ function CLEANUP:IsInAirbase( Vec2 )
return InAirbase return InAirbase
end end
--- Destroys a group from the simulator, but checks first if it is still existing!
-- @param #CLEANUP self
-- @param Dcs.DCSWrapper.Group#Group GroupObject The object to be destroyed.
-- @param #string CleanUpGroupName The groupname...
function CLEANUP:_DestroyGroup( GroupObject, CleanUpGroupName )
self:F( { GroupObject, CleanUpGroupName } )
if GroupObject then -- and GroupObject:isExist() then
trigger.action.deactivateGroup(GroupObject)
self:T( { "GroupObject Destroyed", GroupObject } )
end
end
--- Destroys a @{Unit} from the simulator, but checks first if it is still existing! --- Destroys a @{Unit} from the simulator, but checks first if it is still existing!
-- @param #CLEANUP self -- @param #CLEANUP self
-- @param Wrapper.Unit#UNIT CleanUpUnit The object to be destroyed. -- @param Wrapper.Unit#UNIT CleanUpUnit The object to be destroyed.
function CLEANUP:_DestroyUnit( CleanUpUnit ) function CLEANUP.__:DestroyUnit( CleanUpUnit )
self:F( { CleanUpUnit } ) self:F( { CleanUpUnit } )
if CleanUpUnit then if CleanUpUnit then
@ -131,13 +165,14 @@ function CLEANUP:_DestroyUnit( CleanUpUnit )
end end
end end
-- TODO check Dcs.DCSTypes#Weapon
--- Destroys a missile from the simulator, but checks first if it is still existing! --- Destroys a missile from the simulator, but checks first if it is still existing!
-- @param #CLEANUP self -- @param #CLEANUP self
-- @param Dcs.DCSTypes#Weapon MissileObject -- @param Dcs.DCSTypes#Weapon MissileObject
function CLEANUP:_DestroyMissile( MissileObject ) function CLEANUP.__:DestroyMissile( MissileObject )
self:F( { MissileObject } ) self:F( { MissileObject } )
if MissileObject and MissileObject:isExist() then if MissileObject and MissileObject:isExist() then
MissileObject:destroy() MissileObject:destroy()
self:T( "MissileObject Destroyed") self:T( "MissileObject Destroyed")
@ -146,30 +181,31 @@ end
--- @param #CLEANUP self --- @param #CLEANUP self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function CLEANUP:OnEventBirth( EventData ) function CLEANUP.__:OnEventBirth( EventData )
self:F( { EventData } ) self:F( { EventData } )
self.CleanUpList[EventData.IniDCSUnitName] = {} self.CleanUpList[EventData.IniDCSUnitName] = {}
self.CleanUpList[EventData.IniDCSUnitName].CleanUpUnit = EventData.IniDCSUnit self.CleanUpList[EventData.IniDCSUnitName].CleanUpUnit = EventData.IniUnit
self.CleanUpList[EventData.IniDCSUnitName].CleanUpGroup = EventData.IniDCSGroup self.CleanUpList[EventData.IniDCSUnitName].CleanUpGroup = EventData.IniGroup
self.CleanUpList[EventData.IniDCSUnitName].CleanUpGroupName = EventData.IniDCSGroupName self.CleanUpList[EventData.IniDCSUnitName].CleanUpGroupName = EventData.IniDCSGroupName
self.CleanUpList[EventData.IniDCSUnitName].CleanUpUnitName = EventData.IniDCSUnitName self.CleanUpList[EventData.IniDCSUnitName].CleanUpUnitName = EventData.IniDCSUnitName
self:HandleEvent( EVENTS.EngineShutdown , self._EventAddForCleanUp ) self:HandleEvent( EVENTS.EngineShutdown , self.__.EventAddForCleanUp )
self:HandleEvent( EVENTS.EngineStartup, self._EventAddForCleanUp ) self:HandleEvent( EVENTS.EngineStartup, self.__.EventAddForCleanUp )
self:HandleEvent( EVENTS.Hit, self._EventAddForCleanUp ) self:HandleEvent( EVENTS.Hit, self.__.EventAddForCleanUp )
self:HandleEvent( EVENTS.PilotDead, self.OnEventCrash ) self:HandleEvent( EVENTS.PilotDead, self.__.OnEventCrash )
self:HandleEvent( EVENTS.Dead, self.OnEventCrash ) self:HandleEvent( EVENTS.Dead, self.__.OnEventCrash )
self:HandleEvent( EVENTS.Crash, self.OnEventCrash ) self:HandleEvent( EVENTS.Crash, self.__.OnEventCrash )
self:HandleEvent( EVENTS.Shot, self.OnEventShot ) self:HandleEvent( EVENTS.Shot, self.__.OnEventShot )
end end
--- Detects if a crash event occurs. --- Detects if a crash event occurs.
-- Crashed units go into a CleanUpList for removal. -- Crashed units go into a CleanUpList for removal.
-- @param #CLEANUP self -- @param #CLEANUP self
-- @param Dcs.DCSTypes#Event event -- @param Core.Event#EVENTDATA Event
function CLEANUP:OnEventCrash( Event ) function CLEANUP.__:OnEventCrash( Event )
self:F( { Event } ) self:F( { Event } )
--TODO: This stuff is not working due to a DCS bug. Burning units cannot be destroyed. --TODO: This stuff is not working due to a DCS bug. Burning units cannot be destroyed.
@ -180,10 +216,10 @@ function CLEANUP:OnEventCrash( Event )
-- self:T("after deactivateGroup") -- self:T("after deactivateGroup")
-- event.initiator:destroy() -- event.initiator:destroy()
if Event.IniDCSUnitName then if Event.IniDCSUnitName and Event.IniCategory == Object.Category.UNIT then
self.CleanUpList[Event.IniDCSUnitName] = {} self.CleanUpList[Event.IniDCSUnitName] = {}
self.CleanUpList[Event.IniDCSUnitName].CleanUpUnit = Event.IniDCSUnit self.CleanUpList[Event.IniDCSUnitName].CleanUpUnit = Event.IniUnit
self.CleanUpList[Event.IniDCSUnitName].CleanUpGroup = Event.IniDCSGroup self.CleanUpList[Event.IniDCSUnitName].CleanUpGroup = Event.IniGroup
self.CleanUpList[Event.IniDCSUnitName].CleanUpGroupName = Event.IniDCSGroupName self.CleanUpList[Event.IniDCSUnitName].CleanUpGroupName = Event.IniDCSGroupName
self.CleanUpList[Event.IniDCSUnitName].CleanUpUnitName = Event.IniDCSUnitName self.CleanUpList[Event.IniDCSUnitName].CleanUpUnitName = Event.IniDCSUnitName
end end
@ -194,79 +230,85 @@ end
-- If this occurs within one of the airbases, then the weapon used must be destroyed. -- If this occurs within one of the airbases, then the weapon used must be destroyed.
-- @param #CLEANUP self -- @param #CLEANUP self
-- @param Core.Event#EVENTDATA Event -- @param Core.Event#EVENTDATA Event
function CLEANUP:OnEventShot( Event ) function CLEANUP.__:OnEventShot( Event )
self:F( { Event } ) self:F( { Event } )
-- Test if the missile was fired within one of the CLEANUP.AirbaseNames. -- Test if the missile was fired within one of the CLEANUP.AirbaseNames.
if self:IsInAirbase( Event.IniUnit:GetVec2() ) then if self:IsInAirbase( Event.IniUnit:GetVec2() ) then
-- Okay, the missile was fired within the CLEANUP.AirbaseNames, destroy the fired weapon. -- Okay, the missile was fired within the CLEANUP.AirbaseNames, destroy the fired weapon.
self:_DestroyMissile( Event.Weapon ) self:DestroyMissile( Event.Weapon )
end end
end end
--- Detects if the Unit has an S_EVENT_HIT within the given AirbaseNames. If this is the case, destroy the unit. --- Detects if the Unit has an S_EVENT_HIT within the given AirbaseNames. If this is the case, destroy the unit.
-- @param #CLEANUP self -- @param #CLEANUP self
-- @param Core.Event#EVENTDATA Event -- @param Core.Event#EVENTDATA Event
function CLEANUP:OnEventHit( Event ) function CLEANUP.__:OnEventHit( Event )
self:F( { Event } ) self:F( { Event } )
if Event.IniUnit then if Event.IniUnit then
if self:IsInAirbase( Event.IniUnit:GetVec2() ) then if self:IsInAirbase( Event.IniUnit:GetVec2() ) then
self:T( { "Life: ", Event.IniDCSUnitName, ' = ', Event.IniDCSUnit:getLife(), "/", Event.IniDCSUnit:getLife0() } ) self:T( { "Life: ", Event.IniDCSUnitName, ' = ', Event.IniUnit:GetLife(), "/", Event.IniUnit:GetLife0() } )
if Event.IniDCSUnit:getLife() < Event.IniDCSUnit:getLife0() then if Event.IniUnit:GetLife() < Event.IniUnit:GetLife0() then
self:T( "CleanUp: Destroy: " .. Event.IniDCSUnitName ) self:T( "CleanUp: Destroy: " .. Event.IniDCSUnitName )
CLEANUP:_DestroyUnit( Event.IniUnit ) CLEANUP.__:DestroyUnit( Event.IniUnit )
end end
end end
end end
if Event.TgtUnit then if Event.TgtUnit then
if self:IsInAirbase( Event.TgtUnit:GetVec2() ) then if self:IsInAirbase( Event.TgtUnit:GetVec2() ) then
self:T( { "Life: ", Event.TgtDCSUnitName, ' = ', Event.TgtDCSUnit:getLife(), "/", Event.TgtDCSUnit:getLife0() } ) self:T( { "Life: ", Event.TgtDCSUnitName, ' = ', Event.TgtUnit:GetLife(), "/", Event.TgtUnit:GetLife0() } )
if Event.TgtDCSUnit:getLife() < Event.TgtDCSUnit:getLife0() then if Event.TgtUnit:GetLife() < Event.TgtUnit:GetLife0() then
self:T( "CleanUp: Destroy: " .. Event.TgtDCSUnitName ) self:T( "CleanUp: Destroy: " .. Event.TgtDCSUnitName )
CLEANUP:_DestroyUnit( Event.TgtUnit ) CLEANUP.__:DestroyUnit( Event.TgtUnit )
end end
end end
end end
end end
--- Add the @{DCSWrapper.Unit#Unit} to the CleanUpList for CleanUp. --- Add the @{DCSWrapper.Unit#Unit} to the CleanUpList for CleanUp.
function CLEANUP:_AddForCleanUp( CleanUpUnit, CleanUpUnitName ) -- @param #CLEANUP self
-- @param Wrapper.Unit#UNIT CleanUpUnit
-- @oaram #string CleanUpUnitName
function CLEANUP.__:AddForCleanUp( CleanUpUnit, CleanUpUnitName )
self:F( { CleanUpUnit, CleanUpUnitName } ) self:F( { CleanUpUnit, CleanUpUnitName } )
self.CleanUpList[CleanUpUnitName] = {} self.CleanUpList[CleanUpUnitName] = {}
self.CleanUpList[CleanUpUnitName].CleanUpUnit = CleanUpUnit self.CleanUpList[CleanUpUnitName].CleanUpUnit = CleanUpUnit
self.CleanUpList[CleanUpUnitName].CleanUpUnitName = CleanUpUnitName self.CleanUpList[CleanUpUnitName].CleanUpUnitName = CleanUpUnitName
self.CleanUpList[CleanUpUnitName].CleanUpGroup = Unit.getGroup(CleanUpUnit)
self.CleanUpList[CleanUpUnitName].CleanUpGroupName = Unit.getGroup(CleanUpUnit):getName() local CleanUpGroup = CleanUpUnit:GetGroup()
self.CleanUpList[CleanUpUnitName].CleanUpGroup = CleanUpGroup
self.CleanUpList[CleanUpUnitName].CleanUpGroupName = CleanUpGroup:GetName()
self.CleanUpList[CleanUpUnitName].CleanUpTime = timer.getTime() self.CleanUpList[CleanUpUnitName].CleanUpTime = timer.getTime()
self.CleanUpList[CleanUpUnitName].CleanUpMoved = false self.CleanUpList[CleanUpUnitName].CleanUpMoved = false
self:T( { "CleanUp: Add to CleanUpList: ", Unit.getGroup(CleanUpUnit):getName(), CleanUpUnitName } ) self:T( { "CleanUp: Add to CleanUpList: ", CleanUpGroup:GetName(), CleanUpUnitName } )
end end
--- Detects if the Unit has an S_EVENT_ENGINE_SHUTDOWN or an S_EVENT_HIT within the given AirbaseNames. If this is the case, add the Group to the CLEANUP List. --- Detects if the Unit has an S_EVENT_ENGINE_SHUTDOWN or an S_EVENT_HIT within the given AirbaseNames. If this is the case, add the Group to the CLEANUP List.
-- @param #CLEANUP self -- @param #CLEANUP.__ self
-- @param Core.Event#EVENTDATA Event -- @param Core.Event#EVENTDATA Event
function CLEANUP:_EventAddForCleanUp( Event ) function CLEANUP.__:EventAddForCleanUp( Event )
self:F({Event}) self:F({Event})
if Event.IniDCSUnit then
if Event.IniDCSUnit and Event.IniCategory == Object.Category.UNIT then
if self.CleanUpList[Event.IniDCSUnitName] == nil then if self.CleanUpList[Event.IniDCSUnitName] == nil then
if self:IsInAirbase( Event.IniUnit:GetVec2() ) then if self:IsInAirbase( Event.IniUnit:GetVec2() ) then
self:_AddForCleanUp( Event.IniDCSUnit, Event.IniDCSUnitName ) self:AddForCleanUp( Event.IniUnit, Event.IniDCSUnitName )
end end
end end
end end
if Event.TgtDCSUnit then if Event.TgtDCSUnit and Event.TgtCategory == Object.Category.UNIT then
if self.CleanUpList[Event.TgtDCSUnitName] == nil then if self.CleanUpList[Event.TgtDCSUnitName] == nil then
if self:IsInAirbase( Event.TgtUnit:GetVec2() ) then if self:IsInAirbase( Event.TgtUnit:GetVec2() ) then
self:_AddForCleanUp( Event.TgtDCSUnit, Event.TgtDCSUnitName ) self:AddForCleanUp( Event.TgtUnit, Event.TgtDCSUnitName )
end end
end end
end end
@ -276,23 +318,23 @@ end
--- At the defined time interval, CleanUp the Groups within the CleanUpList. --- At the defined time interval, CleanUp the Groups within the CleanUpList.
-- @param #CLEANUP self -- @param #CLEANUP self
function CLEANUP:_CleanUpScheduler() function CLEANUP.__:CleanUpScheduler()
local CleanUpCount = 0 local CleanUpCount = 0
for CleanUpUnitName, UnitData in pairs( self.CleanUpList ) do for CleanUpUnitName, CleanUpListData in pairs( self.CleanUpList ) do
CleanUpCount = CleanUpCount + 1 CleanUpCount = CleanUpCount + 1
local CleanUpUnit = UNIT:FindByName( CleanUpUnitName ) local CleanUpUnit = CleanUpListData.CleanUpUnit -- Wrapper.Unit#UNIT
local CleanUpDCSUnit = Unit.getByName( CleanUpUnitName ) local CleanUpGroupName = CleanUpListData.CleanUpGroupName
local CleanUpGroupName = UnitData.CleanUpGroupName
if CleanUpUnit then if CleanUpUnit:IsAlive() ~= nil then
if _DATABASE:GetStatusGroup( CleanUpGroupName ) ~= "ReSpawn" then if _DATABASE:GetStatusGroup( CleanUpGroupName ) ~= "ReSpawn" then
local CleanUpCoordinate = CleanUpUnit:GetCoordinate() local CleanUpCoordinate = CleanUpUnit:GetCoordinate()
if CleanUpDCSUnit and CleanUpDCSUnit:getLife() <= CleanUpDCSUnit:getLife0() * 0.95 then self:T( { "CleanUp Scheduler", CleanUpUnitName } )
if CleanUpUnit:GetLife() <= CleanUpUnit:GetLife0() * 0.95 then
if CleanUpUnit:IsAboveRunway() then if CleanUpUnit:IsAboveRunway() then
if CleanUpUnit:InAir() then if CleanUpUnit:InAir() then
@ -301,11 +343,11 @@ function CLEANUP:_CleanUpScheduler()
if CleanUpUnitHeight < 30 then if CleanUpUnitHeight < 30 then
self:T( { "CleanUp Scheduler", "Destroy " .. CleanUpUnitName .. " because below safe height and damaged." } ) self:T( { "CleanUp Scheduler", "Destroy " .. CleanUpUnitName .. " because below safe height and damaged." } )
self:_DestroyUnit( CleanUpUnit ) self:DestroyUnit( CleanUpUnit )
end end
else else
self:T( { "CleanUp Scheduler", "Destroy " .. CleanUpUnitName .. " because on runway and damaged." } ) self:T( { "CleanUp Scheduler", "Destroy " .. CleanUpUnitName .. " because on runway and damaged." } )
self:_DestroyUnit(CleanUpUnit ) self:DestroyUnit( CleanUpUnit )
end end
end end
end end
@ -313,15 +355,15 @@ function CLEANUP:_CleanUpScheduler()
if CleanUpUnit then if CleanUpUnit then
local CleanUpUnitVelocity = CleanUpUnit:GetVelocityKMH() local CleanUpUnitVelocity = CleanUpUnit:GetVelocityKMH()
if CleanUpUnitVelocity < 1 then if CleanUpUnitVelocity < 1 then
if UnitData.CleanUpMoved then if CleanUpListData.CleanUpMoved then
if UnitData.CleanUpTime + 180 <= timer.getTime() then if CleanUpListData.CleanUpTime + 180 <= timer.getTime() then
self:T( { "CleanUp Scheduler", "Destroy due to not moving anymore " .. CleanUpUnitName } ) self:T( { "CleanUp Scheduler", "Destroy due to not moving anymore " .. CleanUpUnitName } )
self:_DestroyUnit( CleanUpUnit ) self:DestroyUnit( CleanUpUnit )
end end
end end
else else
UnitData.CleanUpTime = timer.getTime() CleanUpListData.CleanUpTime = timer.getTime()
UnitData.CleanUpMoved = true CleanUpListData.CleanUpMoved = true
end end
end end

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@ -365,7 +365,6 @@ end
--- Returns the POSITIONABLE velocity in km/h. --- Returns the POSITIONABLE velocity in km/h.
-- @param Wrapper.Positionable#POSITIONABLE self -- @param Wrapper.Positionable#POSITIONABLE self
-- @return #number The velocity in km/h -- @return #number The velocity in km/h
-- @return #nil The POSITIONABLE is not existing or alive.
function POSITIONABLE:GetVelocityKMH() function POSITIONABLE:GetVelocityKMH()
self:F2( self.PositionableName ) self:F2( self.PositionableName )
@ -379,13 +378,12 @@ function POSITIONABLE:GetVelocityKMH()
return Velocity return Velocity
end end
return nil return 0
end end
--- Returns the POSITIONABLE velocity in meters per second. --- Returns the POSITIONABLE velocity in meters per second.
-- @param Wrapper.Positionable#POSITIONABLE self -- @param Wrapper.Positionable#POSITIONABLE self
-- @return #number The velocity in meters per second. -- @return #number The velocity in meters per second.
-- @return #nil The POSITIONABLE is not existing or alive.
function POSITIONABLE:GetVelocityMPS() function POSITIONABLE:GetVelocityMPS()
self:F2( self.PositionableName ) self:F2( self.PositionableName )
@ -398,7 +396,7 @@ function POSITIONABLE:GetVelocityMPS()
return Velocity return Velocity
end end
return nil return 0
end end

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@ -536,7 +536,7 @@ function UNIT:GetLife()
return UnitLife return UnitLife
end end
return nil return -1
end end
--- Returns the Unit's initial health. --- Returns the Unit's initial health.
@ -553,7 +553,7 @@ function UNIT:GetLife0()
return UnitLife0 return UnitLife0
end end
return nil return 0
end end
--- Returns the category name of the #UNIT. --- Returns the category name of the #UNIT.

View File

@ -575,6 +575,7 @@
<dl class="function"> <dl class="function">
<dt> <dt>
<em>#number</em>
<a id="#(AI_A2A).IdleCount" > <a id="#(AI_A2A).IdleCount" >
<strong>AI_A2A.IdleCount</strong> <strong>AI_A2A.IdleCount</strong>
</a> </a>

View File

@ -472,30 +472,24 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<td class="name" nowrap="nowrap"><a href="##(BASE).UnHandleEvent">BASE:UnHandleEvent(Event)</a></td> <td class="name" nowrap="nowrap"><a href="##(BASE).UnHandleEvent">BASE:UnHandleEvent(Event)</a></td>
<td class="summary"> <td class="summary">
<p>UnSubscribe to a DCS event.</p> <p>UnSubscribe to a DCS event.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE)._Destructor">BASE:_Destructor()</a></td>
<td class="summary">
</td> </td>
</tr> </tr>
<tr> <tr>
<td class="name" nowrap="nowrap"><a href="##(BASE)._F">BASE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)</a></td> <td class="name" nowrap="nowrap"><a href="##(BASE)._F">BASE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)</a></td>
<td class="summary"> <td class="summary">
<p>Trace a function call.</p> <p>Trace a function call.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE)._SetDestructor">BASE:_SetDestructor()</a></td>
<td class="summary">
</td> </td>
</tr> </tr>
<tr> <tr>
<td class="name" nowrap="nowrap"><a href="##(BASE)._T">BASE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)</a></td> <td class="name" nowrap="nowrap"><a href="##(BASE)._T">BASE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)</a></td>
<td class="summary"> <td class="summary">
<p>Trace a function logic.</p> <p>Trace a function logic.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).__">BASE.__</a></td>
<td class="summary">
</td> </td>
</tr> </tr>
<tr> <tr>
@ -2134,19 +2128,6 @@ BASE:TraceOnOff( false )</code></pre>
<p><em><a href="##(BASE)">#BASE</a>:</em></p> <p><em><a href="##(BASE)">#BASE</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE)._Destructor" >
<strong>BASE:_Destructor()</strong>
</a>
</dt>
<dd>
</dd> </dd>
</dl> </dl>
<dl class="function"> <dl class="function">
@ -2187,22 +2168,6 @@ A #table or any field.</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<a id="#(BASE)._SetDestructor" >
<strong>BASE:_SetDestructor()</strong>
</a>
</dt>
<dd>
<p> THIS IS WHY WE NEED LUA 5.2 ...</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE)._T" > <a id="#(BASE)._T" >
<strong>BASE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)</strong> <strong>BASE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)</strong>
</a> </a>
@ -2230,6 +2195,20 @@ A #table or any field.</p>
</li> </li>
</ul> </ul>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(BASE.__)">#BASE.__</a></em>
<a id="#(BASE).__" >
<strong>BASE.__</strong>
</a>
</dt>
<dd>
</dd> </dd>
</dl> </dl>
<dl class="function"> <dl class="function">
@ -2260,6 +2239,8 @@ A #table or any field.</p>
</dd> </dd>
</dl> </dl>
<h2><a id="#(BASE.__)" >Type <code>BASE.__</code></a></h2>
<h2><a id="#(FORMATION)" >Type <code>FORMATION</code></a></h2> <h2><a id="#(FORMATION)" >Type <code>FORMATION</code></a></h2>
<p>The Formation Class</p> <p>The Formation Class</p>

View File

@ -2934,7 +2934,6 @@ The range till cargo will board.</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<em></em>
<a id="#(CARGO_UNIT).CargoCarrier" > <a id="#(CARGO_UNIT).CargoCarrier" >
<strong>CARGO_UNIT.CargoCarrier</strong> <strong>CARGO_UNIT.CargoCarrier</strong>
</a> </a>

View File

@ -110,8 +110,6 @@
<p>It also prevents airplanes from firing within this area.</p> <p>It also prevents airplanes from firing within this area.</p>
<p><img src="..\Presentations\CLEANUP\Dia1.JPG" alt="Banner Image"/></p>
<hr/> <hr/>
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3> <h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
@ -127,8 +125,9 @@
<td class="summary"> <td class="summary">
<h1>CLEANUP, extends <a href="Base.html##(BASE)">Base#BASE</a></h1> <h1>CLEANUP, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
<p>The CLEANUP class keeps airbases clean, and tries to guarantee continuous airbase operations, even under combat.</p> <p><img src="..\Presentations\CLEANUP\Dia1.JPG" alt="Banner Image"/></p>
<p>The CLEANUP class keeps airbases clean, and tries to guarantee continuous airbase operations, even under combat.</p>
</td> </td>
</tr> </tr>
</table> </table>
@ -150,42 +149,12 @@
<td class="name" nowrap="nowrap"><a href="##(CLEANUP).CleanUpScheduler">CLEANUP.CleanUpScheduler</a></td> <td class="name" nowrap="nowrap"><a href="##(CLEANUP).CleanUpScheduler">CLEANUP.CleanUpScheduler</a></td>
<td class="summary"> <td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP).IsInAirbase">CLEANUP:IsInAirbase(Vec2)</a></td>
<td class="summary">
</td> </td>
</tr> </tr>
<tr> <tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP).New">CLEANUP:New(<, AirbaseNames)</a></td> <td class="name" nowrap="nowrap"><a href="##(CLEANUP).New">CLEANUP:New(<, AirbaseNames)</a></td>
<td class="summary"> <td class="summary">
<p>Creates the main object which is handling the cleaning of the debris within the given Zone Names.</p> <p>Creates the main object which is handling the cleaning of the debris within the given Zone Names.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP).OnEventBirth">CLEANUP:OnEventBirth(EventData)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP).OnEventCrash">CLEANUP:OnEventCrash(event, Event)</a></td>
<td class="summary">
<p>Detects if a crash event occurs.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP).OnEventHit">CLEANUP:OnEventHit(Event)</a></td>
<td class="summary">
<p>Detects if the Unit has an S<em>EVENT</em>HIT within the given AirbaseNames.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP).OnEventShot">CLEANUP:OnEventShot(Event)</a></td>
<td class="summary">
<p>Detects if a unit shoots a missile.</p>
</td> </td>
</tr> </tr>
<tr> <tr>
@ -195,39 +164,73 @@
</td> </td>
</tr> </tr>
<tr> <tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP)._AddForCleanUp">CLEANUP:_AddForCleanUp(CleanUpUnit, CleanUpUnitName)</a></td> <td class="name" nowrap="nowrap"><a href="##(CLEANUP).__">CLEANUP.__</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(CLEANUP.__)">Type <code>CLEANUP.__</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP.__).AddForCleanUp">CLEANUP.__:AddForCleanUp(CleanUpUnit, CleanUpUnitName)</a></td>
<td class="summary"> <td class="summary">
<p>Add the <a href="DCSWrapper.Unit.html##(Unit)">DCSWrapper.Unit#Unit</a> to the CleanUpList for CleanUp.</p> <p>Add the <a href="DCSWrapper.Unit.html##(Unit)">DCSWrapper.Unit#Unit</a> to the CleanUpList for CleanUp.</p>
</td> </td>
</tr> </tr>
<tr> <tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP)._CleanUpScheduler">CLEANUP:_CleanUpScheduler()</a></td> <td class="name" nowrap="nowrap"><a href="##(CLEANUP.__).CleanUpScheduler">CLEANUP.__:CleanUpScheduler()</a></td>
<td class="summary"> <td class="summary">
<p>At the defined time interval, CleanUp the Groups within the CleanUpList.</p> <p>At the defined time interval, CleanUp the Groups within the CleanUpList.</p>
</td> </td>
</tr> </tr>
<tr> <tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP)._DestroyGroup">CLEANUP:_DestroyGroup(GroupObject, CleanUpGroupName)</a></td> <td class="name" nowrap="nowrap"><a href="##(CLEANUP.__).DestroyMissile">CLEANUP.__:DestroyMissile(MissileObject)</a></td>
<td class="summary"> <td class="summary">
<p>Destroys a group from the simulator, but checks first if it is still existing!</p> <p>Destroys a missile from the simulator, but checks first if it is still existing!</p>
</td> </td>
</tr> </tr>
<tr> <tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP)._DestroyMissile">CLEANUP:_DestroyMissile(MissileObject)</a></td> <td class="name" nowrap="nowrap"><a href="##(CLEANUP.__).DestroyUnit">CLEANUP.__:DestroyUnit(CleanUpUnit)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP)._DestroyUnit">CLEANUP:_DestroyUnit(CleanUpUnit)</a></td>
<td class="summary"> <td class="summary">
<p>Destroys a <a href="Unit.html">Unit</a> from the simulator, but checks first if it is still existing!</p> <p>Destroys a <a href="Unit.html">Unit</a> from the simulator, but checks first if it is still existing!</p>
</td> </td>
</tr> </tr>
<tr> <tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP)._EventAddForCleanUp">CLEANUP:_EventAddForCleanUp(Event)</a></td> <td class="name" nowrap="nowrap"><a href="##(CLEANUP.__).EventAddForCleanUp">CLEANUP.__:EventAddForCleanUp(Event)</a></td>
<td class="summary"> <td class="summary">
<p>Detects if the Unit has an S<em>EVENT</em>ENGINE<em>SHUTDOWN or an S</em>EVENT_HIT within the given AirbaseNames.</p> <p>Detects if the Unit has an S<em>EVENT</em>ENGINE<em>SHUTDOWN or an S</em>EVENT_HIT within the given AirbaseNames.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP.__).IsInAirbase">CLEANUP.__:IsInAirbase(Vec2)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP.__).OnEventBirth">CLEANUP.__:OnEventBirth(EventData)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP.__).OnEventCrash">CLEANUP.__:OnEventCrash(Event)</a></td>
<td class="summary">
<p>Detects if a crash event occurs.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP.__).OnEventHit">CLEANUP.__:OnEventHit(Event)</a></td>
<td class="summary">
<p>Detects if the Unit has an S<em>EVENT</em>HIT within the given AirbaseNames.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP.__).OnEventShot">CLEANUP.__:OnEventShot(Event)</a></td>
<td class="summary">
<p>Detects if a unit shoots a missile.</p>
</td> </td>
</tr> </tr>
</table> </table>
@ -245,8 +248,56 @@
<h1>CLEANUP, extends <a href="Base.html##(BASE)">Base#BASE</a></h1> <h1>CLEANUP, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
<p><img src="..\Presentations\CLEANUP\Dia1.JPG" alt="Banner Image"/></p>
<p>The CLEANUP class keeps airbases clean, and tries to guarantee continuous airbase operations, even under combat.</p> <p>The CLEANUP class keeps airbases clean, and tries to guarantee continuous airbase operations, even under combat.</p>
<p>Specific airbases need to be provided that need to be guarded. Each airbase registered, will be guarded within a zone of 8 km around the airbase.
Any unit that fires a missile, or shoots within the zone of an airbase, will be monitored by CLEANUP.
Within the 8km zone, units cannot fire any missile, which prevents the airbase runway to receive missile or bomb hits.
Any airborne or ground unit that is on the runway below 30 meters (default value) will be automatically removed if it is damaged.</p>
<p>This is not a full 100% secure implementation. It is still possible that CLEANUP cannot prevent (in-time) to keep the airbase clean.
The following situations may happen that will still stop the runway of an airbase:</p>
<ul>
<li>A damaged unit is not removed on time when above the runway, and crashes on the runway.</li>
<li>A bomb or missile is still able to dropped on the runway.</li>
<li>Units collide on the airbase, and could not be removed on time.</li>
</ul>
<p>When a unit is within the airbase zone and needs to be monitored,
its status will be checked every 0.25 seconds! This is required to ensure that the airbase is kept clean.
But as a result, there is more CPU overload.</p>
<p>So as an advise, I suggest you use the CLEANUP class with care:</p>
<ul>
<li>Only monitor airbases that really need to be monitored!</li>
<li>Try not to monitor airbases that are likely to be invaded by enemy troops.
For these airbases, there is little use to keep them clean, as they will be invaded anyway...</li>
</ul>
<p>By following the above guidelines, you can add airbase cleanup with acceptable CPU overhead.</p>
<h2>1. CLEANUP Constructor</h2>
<p>Creates the main object which is preventing the airbase to get polluted with debris on the runway, which halts the airbase.</p>
<pre><code> -- Clean these Zones.
CleanUpAirports = CLEANUP:New( { AIRBASE.Caucasus.Tbilisi, AIRBASE.Caucasus.Kutaisi )
-- or
CleanUpTbilisi = CLEANUP:New( AIRBASE.Caucasus.Tbilisi )
CleanUpKutaisi = CLEANUP:New( AIRBASE.Caucasus.Kutaisi )
</code></pre>
<h2>2. Add or Remove airbases</h2>
<p>The method <a href="##(CLEANUP).AddAirbase">CLEANUP.AddAirbase</a> to add an airbase to the cleanup validation process.
The method <a href="##(CLEANUP).RemoveAirbase">CLEANUP.RemoveAirbase</a> removes an airbase from the cleanup validation process.</p>
</dd> </dd>
</dl> </dl>
@ -306,27 +357,6 @@
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CLEANUP).IsInAirbase" >
<strong>CLEANUP:IsInAirbase(Vec2)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> Vec2 </em></code>: </p>
</li>
</ul>
</dd> </dd>
</dl> </dl>
<dl class="function"> <dl class="function">
@ -371,104 +401,6 @@ CleanUpKutaisi = CLEANUP:New( AIRBASE.Caucasus.Kutaisi )</code></pre>
<dl class="function"> <dl class="function">
<dt> <dt>
<a id="#(CLEANUP).OnEventBirth" >
<strong>CLEANUP:OnEventBirth(EventData)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> EventData </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CLEANUP).OnEventCrash" >
<strong>CLEANUP:OnEventCrash(event, Event)</strong>
</a>
</dt>
<dd>
<p>Detects if a crash event occurs.</p>
<p>Crashed units go into a CleanUpList for removal.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Event)">Dcs.DCSTypes#Event</a> event </em></code>: </p>
</li>
<li>
<p><code><em> Event </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CLEANUP).OnEventHit" >
<strong>CLEANUP:OnEventHit(Event)</strong>
</a>
</dt>
<dd>
<p>Detects if the Unit has an S<em>EVENT</em>HIT within the given AirbaseNames.</p>
<p>If this is the case, destroy the unit.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> Event </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CLEANUP).OnEventShot" >
<strong>CLEANUP:OnEventShot(Event)</strong>
</a>
</dt>
<dd>
<p>Detects if a unit shoots a missile.</p>
<p>If this occurs within one of the airbases, then the weapon used must be destroyed.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> Event </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CLEANUP).RemoveAirbase" > <a id="#(CLEANUP).RemoveAirbase" >
<strong>CLEANUP:RemoveAirbase(AirbaseName)</strong> <strong>CLEANUP:RemoveAirbase(AirbaseName)</strong>
</a> </a>
@ -495,8 +427,25 @@ CleanUpKutaisi = CLEANUP:New( AIRBASE.Caucasus.Kutaisi )</code></pre>
<dl class="function"> <dl class="function">
<dt> <dt>
<a id="#(CLEANUP)._AddForCleanUp" > <em><a href="##(CLEANUP.__)">#CLEANUP.__</a></em>
<strong>CLEANUP:_AddForCleanUp(CleanUpUnit, CleanUpUnitName)</strong> <a id="#(CLEANUP).__" >
<strong>CLEANUP.__</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(CLEANUP.__)" >Type <code>CLEANUP.__</code></a></h2>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<a id="#(CLEANUP.__).AddForCleanUp" >
<strong>CLEANUP.__:AddForCleanUp(CleanUpUnit, CleanUpUnitName)</strong>
</a> </a>
</dt> </dt>
<dd> <dd>
@ -507,7 +456,7 @@ CleanUpKutaisi = CLEANUP:New( AIRBASE.Caucasus.Kutaisi )</code></pre>
<ul> <ul>
<li> <li>
<p><code><em> CleanUpUnit </em></code>: </p> <p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> CleanUpUnit </em></code>: </p>
</li> </li>
<li> <li>
@ -521,8 +470,8 @@ CleanUpKutaisi = CLEANUP:New( AIRBASE.Caucasus.Kutaisi )</code></pre>
<dl class="function"> <dl class="function">
<dt> <dt>
<a id="#(CLEANUP)._CleanUpScheduler" > <a id="#(CLEANUP.__).CleanUpScheduler" >
<strong>CLEANUP:_CleanUpScheduler()</strong> <strong>CLEANUP.__:CleanUpScheduler()</strong>
</a> </a>
</dt> </dt>
<dd> <dd>
@ -534,53 +483,19 @@ CleanUpKutaisi = CLEANUP:New( AIRBASE.Caucasus.Kutaisi )</code></pre>
<dl class="function"> <dl class="function">
<dt> <dt>
<a id="#(CLEANUP)._DestroyGroup" > <a id="#(CLEANUP.__).DestroyMissile" >
<strong>CLEANUP:_DestroyGroup(GroupObject, CleanUpGroupName)</strong> <strong>CLEANUP.__:DestroyMissile(MissileObject)</strong>
</a> </a>
</dt> </dt>
<dd> <dd>
<p>Destroys a group from the simulator, but checks first if it is still existing!</p> <p>Destroys a missile from the simulator, but checks first if it is still existing!</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Dcs.DCSWrapper.Group.html##(Group)">Dcs.DCSWrapper.Group#Group</a> GroupObject </em></code>:
The object to be destroyed.</p>
</li>
<li>
<p><code><em>#string CleanUpGroupName </em></code>:
The groupname...</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CLEANUP)._DestroyMissile" >
<strong>CLEANUP:_DestroyMissile(MissileObject)</strong>
</a>
</dt>
<dd>
<p> TODO check Dcs.DCSTypes#Weapon
- Destroys a missile from the simulator, but checks first if it is still existing!
@param #CLEANUP self
@param Dcs.DCSTypes#Weapon MissileObject</p>
<h3>Parameter</h3> <h3>Parameter</h3>
<ul> <ul>
<li> <li>
<p><code><em> MissileObject </em></code>: </p> <p><code><em><a href="Dcs.DCSTypes.html##(Weapon)">Dcs.DCSTypes#Weapon</a> MissileObject </em></code>: </p>
</li> </li>
</ul> </ul>
@ -589,8 +504,8 @@ The groupname...</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<a id="#(CLEANUP)._DestroyUnit" > <a id="#(CLEANUP.__).DestroyUnit" >
<strong>CLEANUP:_DestroyUnit(CleanUpUnit)</strong> <strong>CLEANUP.__:DestroyUnit(CleanUpUnit)</strong>
</a> </a>
</dt> </dt>
<dd> <dd>
@ -611,8 +526,8 @@ The object to be destroyed.</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<a id="#(CLEANUP)._EventAddForCleanUp" > <a id="#(CLEANUP.__).EventAddForCleanUp" >
<strong>CLEANUP:_EventAddForCleanUp(Event)</strong> <strong>CLEANUP.__:EventAddForCleanUp(Event)</strong>
</a> </a>
</dt> </dt>
<dd> <dd>
@ -626,6 +541,120 @@ The object to be destroyed.</p>
<ul> <ul>
<li> <li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> Event </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CLEANUP.__).IsInAirbase" >
<strong>CLEANUP.__:IsInAirbase(Vec2)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> Vec2 </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CLEANUP.__).OnEventBirth" >
<strong>CLEANUP.__:OnEventBirth(EventData)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> EventData </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CLEANUP.__).OnEventCrash" >
<strong>CLEANUP.__:OnEventCrash(Event)</strong>
</a>
</dt>
<dd>
<p>Detects if a crash event occurs.</p>
<p>Crashed units go into a CleanUpList for removal.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> Event </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CLEANUP.__).OnEventHit" >
<strong>CLEANUP.__:OnEventHit(Event)</strong>
</a>
</dt>
<dd>
<p>Detects if the Unit has an S<em>EVENT</em>HIT within the given AirbaseNames.</p>
<p>If this is the case, destroy the unit.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> Event </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CLEANUP.__).OnEventShot" >
<strong>CLEANUP.__:OnEventShot(Event)</strong>
</a>
</dt>
<dd>
<p>Detects if a unit shoots a missile.</p>
<p>If this occurs within one of the airbases, then the weapon used must be destroyed.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> Event </em></code>: </p> <p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> Event </em></code>: </p>
</li> </li>

View File

@ -2563,7 +2563,7 @@ The index of the DetectedItem.</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<em></em> <em>#number</em>
<a id="#(DETECTION_BASE).DetectionInterval" > <a id="#(DETECTION_BASE).DetectionInterval" >
<strong>DETECTION_BASE.DetectionInterval</strong> <strong>DETECTION_BASE.DetectionInterval</strong>
</a> </a>

View File

@ -1598,7 +1598,7 @@ A string defining the start state.</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<em>#string</em> <em></em>
<a id="#(FSM)._StartState" > <a id="#(FSM)._StartState" >
<strong>FSM._StartState</strong> <strong>FSM._StartState</strong>
</a> </a>
@ -1897,6 +1897,7 @@ A string defining the start state.</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<em></em>
<a id="#(FSM).current" > <a id="#(FSM).current" >
<strong>FSM.current</strong> <strong>FSM.current</strong>
</a> </a>

View File

@ -948,21 +948,11 @@ The POSITIONABLE is not existing or alive. </p>
<p>Returns the POSITIONABLE velocity in km/h.</p> <p>Returns the POSITIONABLE velocity in km/h.</p>
<h3>Return values</h3> <h3>Return value</h3>
<ol>
<li>
<p><em>#number:</em> <p><em>#number:</em>
The velocity in km/h</p> The velocity in km/h</p>
</li>
<li>
<p><em>#nil:</em>
The POSITIONABLE is not existing or alive. </p>
</li>
</ol>
</dd> </dd>
</dl> </dl>
<dl class="function"> <dl class="function">
@ -976,21 +966,11 @@ The POSITIONABLE is not existing or alive. </p>
<p>Returns the POSITIONABLE velocity in meters per second.</p> <p>Returns the POSITIONABLE velocity in meters per second.</p>
<h3>Return values</h3> <h3>Return value</h3>
<ol>
<li>
<p><em>#number:</em> <p><em>#number:</em>
The velocity in meters per second.</p> The velocity in meters per second.</p>
</li>
<li>
<p><em>#nil:</em>
The POSITIONABLE is not existing or alive. </p>
</li>
</ol>
</dd> </dd>
</dl> </dl>
<dl class="function"> <dl class="function">

View File

@ -822,12 +822,6 @@ and any spaces before and after the resulting name are removed.</p>
<td class="name" nowrap="nowrap"><a href="##(SPAWN)._TranslateRotate">SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)</a></td> <td class="name" nowrap="nowrap"><a href="##(SPAWN)._TranslateRotate">SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)</a></td>
<td class="summary"> <td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SPAWN).uncontrolled">SPAWN.uncontrolled</a></td>
<td class="summary">
</td> </td>
</tr> </tr>
</table> </table>
@ -2732,9 +2726,6 @@ when nothing was spawned.</p>
<p> Overwrite unit names by default with group name.</p>
</dd> </dd>
</dl> </dl>
<dl class="function"> <dl class="function">
@ -3733,20 +3724,6 @@ True = Continue Scheduler</p>
</li> </li>
</ul> </ul>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(SPAWN).uncontrolled" >
<strong>SPAWN.uncontrolled</strong>
</a>
</dt>
<dd>
</dd> </dd>
</dl> </dl>

View File

@ -436,6 +436,7 @@ ptional) The name of the new static.</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<em>#number</em>
<a id="#(SPAWNSTATIC).SpawnIndex" > <a id="#(SPAWNSTATIC).SpawnIndex" >
<strong>SPAWNSTATIC.SpawnIndex</strong> <strong>SPAWNSTATIC.SpawnIndex</strong>
</a> </a>

View File

@ -765,7 +765,6 @@ true if it is lasing</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<em></em>
<a id="#(SPOT).ScheduleID" > <a id="#(SPOT).ScheduleID" >
<strong>SPOT.ScheduleID</strong> <strong>SPOT.ScheduleID</strong>
</a> </a>
@ -779,7 +778,6 @@ true if it is lasing</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<em></em>
<a id="#(SPOT).SpotIR" > <a id="#(SPOT).SpotIR" >
<strong>SPOT.SpotIR</strong> <strong>SPOT.SpotIR</strong>
</a> </a>
@ -793,7 +791,6 @@ true if it is lasing</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<em></em>
<a id="#(SPOT).SpotLaser" > <a id="#(SPOT).SpotLaser" >
<strong>SPOT.SpotLaser</strong> <strong>SPOT.SpotLaser</strong>
</a> </a>
@ -807,7 +804,6 @@ true if it is lasing</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<em></em>
<a id="#(SPOT).Target" > <a id="#(SPOT).Target" >
<strong>SPOT.Target</strong> <strong>SPOT.Target</strong>
</a> </a>

View File

@ -510,7 +510,7 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
<dl class="function"> <dl class="function">
<dt> <dt>
<em><a href="Core.Cargo.html##(CARGO)">Core.Cargo#CARGO</a></em> <em><a href="Core.Cargo.html##(CARGO_GROUP)">Core.Cargo#CARGO_GROUP</a></em>
<a id="#(FSM_PROCESS).Cargo" > <a id="#(FSM_PROCESS).Cargo" >
<strong>FSM_PROCESS.Cargo</strong> <strong>FSM_PROCESS.Cargo</strong>
</a> </a>
@ -524,6 +524,7 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
<dl class="function"> <dl class="function">
<dt> <dt>
<em></em>
<a id="#(FSM_PROCESS).DeployZone" > <a id="#(FSM_PROCESS).DeployZone" >
<strong>FSM_PROCESS.DeployZone</strong> <strong>FSM_PROCESS.DeployZone</strong>
</a> </a>