- Added A2G voice overs to some of the basic events during defender flight. More to come, like multiple languages, and also more voice overs concerning some of the more detailed events, like:

- Damage
  - Firing
  - Enemy location
  - Callsigns
  - Numbers for distance and degrees.
This commit is contained in:
FlightControl 2019-09-09 19:38:22 +03:00
commit 98e2f2c09b
10 changed files with 784 additions and 578 deletions

View File

@ -1133,7 +1133,7 @@ do -- AI_A2G_DISPATCHER
self.TakeoffScheduleID = self:ScheduleRepeat( 10, 10, 0, nil, self.ResourceTakeoff, self ) self.TakeoffScheduleID = self:ScheduleRepeat( 10, 10, 0, nil, self.ResourceTakeoff, self )
self:__Start( 1 ) self:__Start( 1 )
return self return self
end end
@ -3496,91 +3496,123 @@ do -- AI_A2G_DISPATCHER
local AI_A2G_PATROL = { SEAD = AI_A2G_SEAD, BAI = AI_A2G_BAI, CAS = AI_A2G_CAS } local AI_A2G_PATROL = { SEAD = AI_A2G_SEAD, BAI = AI_A2G_BAI, CAS = AI_A2G_CAS }
local Fsm = AI_A2G_PATROL[DefenseTaskType]:New( DefenderGroup, Patrol.EngageMinSpeed, Patrol.EngageMaxSpeed, Patrol.EngageFloorAltitude, Patrol.EngageCeilingAltitude, Patrol.Zone, Patrol.PatrolFloorAltitude, Patrol.PatrolCeilingAltitude, Patrol.PatrolMinSpeed, Patrol.PatrolMaxSpeed, Patrol.AltType ) local AI_A2G_Fsm = AI_A2G_PATROL[DefenseTaskType]:New( DefenderGroup, Patrol.EngageMinSpeed, Patrol.EngageMaxSpeed, Patrol.EngageFloorAltitude, Patrol.EngageCeilingAltitude, Patrol.Zone, Patrol.PatrolFloorAltitude, Patrol.PatrolCeilingAltitude, Patrol.PatrolMinSpeed, Patrol.PatrolMaxSpeed, Patrol.AltType )
Fsm:SetDispatcher( self ) AI_A2G_Fsm:SetDispatcher( self )
Fsm:SetHomeAirbase( DefenderSquadron.Airbase ) AI_A2G_Fsm:SetHomeAirbase( DefenderSquadron.Airbase )
Fsm:SetFuelThreshold( DefenderSquadron.FuelThreshold or self.DefenderDefault.FuelThreshold, 60 ) AI_A2G_Fsm:SetFuelThreshold( DefenderSquadron.FuelThreshold or self.DefenderDefault.FuelThreshold, 60 )
Fsm:SetDamageThreshold( self.DefenderDefault.DamageThreshold ) AI_A2G_Fsm:SetDamageThreshold( self.DefenderDefault.DamageThreshold )
Fsm:SetDisengageRadius( self.DisengageRadius ) AI_A2G_Fsm:SetDisengageRadius( self.DisengageRadius )
Fsm:SetTanker( DefenderSquadron.TankerName or self.DefenderDefault.TankerName ) AI_A2G_Fsm:SetTanker( DefenderSquadron.TankerName or self.DefenderDefault.TankerName )
Fsm:Start() AI_A2G_Fsm:Start()
self:SetDefenderTask( SquadronName, DefenderGroup, DefenseTaskType, Fsm, nil, DefenderGrouping ) self:SetDefenderTask( SquadronName, DefenderGroup, DefenseTaskType, AI_A2G_Fsm, nil, DefenderGrouping )
function Fsm:onafterTakeoff( Defender, From, Event, To ) function AI_A2G_Fsm:onafterTakeoff( DefenderGroup, From, Event, To )
self:F({"Defender Birth", Defender:GetName()}) self:F({"Defender Takeoff", DefenderGroup:GetName()})
--self:GetParent(self).onafterBirth( self, Defender, From, Event, To ) --self:GetParent(self).onafterBirth( self, Defender, From, Event, To )
local DefenderName = Defender:GetCallsign() local DefenderName = DefenderGroup:GetCallsign()
local Dispatcher = Fsm:GetDispatcher() -- #AI_A2G_DISPATCHER local Dispatcher = AI_A2G_Fsm:GetDispatcher() -- #AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( Defender ) local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
if Squadron then if Squadron then
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " airborne." ) Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " airborne.", "Wheels_up.wav", 3, "A2G/", DefenderGroup )
Fsm:Patrol() -- Engage on the TargetSetUnit AI_A2G_Fsm:Patrol() -- Engage on the TargetSetUnit
end end
end end
function Fsm:onafterPatrolRoute( Defender, From, Event, To ) function AI_A2G_Fsm:onafterPatrolRoute( DefenderGroup, From, Event, To )
self:F({"Defender PatrolRoute", Defender:GetName()}) self:F({"Defender PatrolRoute", DefenderGroup:GetName()})
self:GetParent(self).onafterPatrolRoute( self, Defender, From, Event, To ) self:GetParent(self).onafterPatrolRoute( self, DefenderGroup, From, Event, To )
local DefenderName = Defender:GetCallsign() local DefenderName = DefenderGroup:GetCallsign()
local Dispatcher = self:GetDispatcher() -- #AI_A2G_DISPATCHER local Dispatcher = self:GetDispatcher() -- #AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( Defender ) local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
if Squadron then if Squadron then
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " patrolling." ) Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " patrolling.", "Patrolling.wav", 3, "A2G/", DefenderGroup )
end end
Dispatcher:ClearDefenderTaskTarget( Defender ) Dispatcher:ClearDefenderTaskTarget( DefenderGroup )
end end
function Fsm:onafterRTB( Defender, From, Event, To ) function AI_A2G_Fsm:onafterEngageRoute( DefenderGroup, From, Event, To, AttackSetUnit )
self:F({"Defender RTB", Defender:GetName()}) self:F({"Engage Route", DefenderGroup:GetName()})
self:GetParent(self).onafterRTB( self, Defender, From, Event, To )
local DefenderName = Defender:GetCallsign() self:GetParent(self).onafterEngageRoute( self, DefenderGroup, From, Event, To, AttackSetUnit )
local Dispatcher = self:GetDispatcher() -- #AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( Defender ) local DefenderName = DefenderGroup:GetCallsign()
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " returning." ) local Dispatcher = AI_A2G_Fsm:GetDispatcher() -- #AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
if Squadron then
local FirstUnit = AttackSetUnit:GetFirst()
local Coordinate = FirstUnit:GetCoordinate() -- Core.Point#COORDINATE
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " on route to ground target at " .. Coordinate:ToStringA2G( DefenderGroup ), "Moving_on_to_ground_target.wav", 3, "A2G/", DefenderGroup )
end
end
Dispatcher:ClearDefenderTaskTarget( Defender ) function AI_A2G_Fsm:OnAfterEngage( DefenderGroup, From, Event, To, AttackSetUnit )
self:F({"Engage Route", DefenderGroup:GetName()})
--self:GetParent(self).onafterBirth( self, Defender, From, Event, To )
local DefenderName = DefenderGroup:GetCallsign()
local Dispatcher = AI_A2G_Fsm:GetDispatcher() -- #AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
local FirstUnit = AttackSetUnit:GetFirst()
if FirstUnit then
local Coordinate = FirstUnit:GetCoordinate()
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " engaging ground target at " .. Coordinate:ToStringA2G( DefenderGroup ), "Engaging_ground_target.wav", 3, "A2G/", DefenderGroup )
end
end
function AI_A2G_Fsm:onafterRTB( DefenderGroup, From, Event, To )
self:F({"Defender RTB", DefenderGroup:GetName()})
self:GetParent(self).onafterRTB( self, DefenderGroup, From, Event, To )
local DefenderName = DefenderGroup:GetCallsign()
local Dispatcher = self:GetDispatcher() -- #AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " returning.", "Returning_to_base.wav", 3, "A2G/", DefenderGroup )
Dispatcher:ClearDefenderTaskTarget( DefenderGroup )
end end
--- @param #AI_A2G_DISPATCHER self --- @param #AI_A2G_DISPATCHER self
function Fsm:onafterLostControl( Defender, From, Event, To ) function AI_A2G_Fsm:onafterLostControl( DefenderGroup, From, Event, To )
self:F({"Defender LostControl", Defender:GetName()}) self:F({"Defender LostControl", DefenderGroup:GetName()})
self:GetParent(self).onafterHome( self, Defender, From, Event, To ) self:GetParent(self).onafterHome( self, DefenderGroup, From, Event, To )
local DefenderName = Defender:GetCallsign() local DefenderName = DefenderGroup:GetCallsign()
local Dispatcher = Fsm:GetDispatcher() -- #AI_A2G_DISPATCHER local Dispatcher = AI_A2G_Fsm:GetDispatcher() -- #AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( Defender ) local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " lost control." ) Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " lost control." )
if Defender:IsAboveRunway() then if DefenderGroup:IsAboveRunway() then
Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender ) Dispatcher:RemoveDefenderFromSquadron( Squadron, DefenderGroup )
Defender:Destroy() DefenderGroup:Destroy()
end end
end end
--- @param #AI_A2G_DISPATCHER self --- @param #AI_A2G_DISPATCHER self
function Fsm:onafterHome( Defender, From, Event, To, Action ) function AI_A2G_Fsm:onafterHome( DefenderGroup, From, Event, To, Action )
self:F({"Defender Home", Defender:GetName()}) self:F({"Defender Home", DefenderGroup:GetName()})
self:GetParent(self).onafterHome( self, Defender, From, Event, To ) self:GetParent(self).onafterHome( self, DefenderGroup, From, Event, To )
local DefenderName = Defender:GetCallsign() local DefenderName = DefenderGroup:GetCallsign()
local Dispatcher = self:GetDispatcher() -- #AI_A2G_DISPATCHER local Dispatcher = self:GetDispatcher() -- #AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( Defender ) local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " landing." ) Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " landing.", "Landing_at_base.wav", 3, "A2G/", DefenderGroup )
if Action and Action == "Destroy" then if Action and Action == "Destroy" then
Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender ) Dispatcher:RemoveDefenderFromSquadron( Squadron, DefenderGroup )
Defender:Destroy() DefenderGroup:Destroy()
end end
if Dispatcher:GetSquadronLanding( Squadron.Name ) == AI_A2G_DISPATCHER.Landing.NearAirbase then if Dispatcher:GetSquadronLanding( Squadron.Name ) == AI_A2G_DISPATCHER.Landing.NearAirbase then
Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender ) Dispatcher:RemoveDefenderFromSquadron( Squadron, DefenderGroup )
Defender:Destroy() DefenderGroup:Destroy()
Dispatcher:ResourcePark( Squadron, Defender ) Dispatcher:ResourcePark( Squadron, DefenderGroup )
end end
end end
end end
@ -3605,112 +3637,112 @@ do -- AI_A2G_DISPATCHER
local AI_A2G = { SEAD = AI_A2G_SEAD, BAI = AI_A2G_BAI, CAS = AI_A2G_CAS } local AI_A2G = { SEAD = AI_A2G_SEAD, BAI = AI_A2G_BAI, CAS = AI_A2G_CAS }
local Fsm = AI_A2G[DefenseTaskType]:New( DefenderGroup, Defense.EngageMinSpeed, Defense.EngageMaxSpeed, Defense.EngageFloorAltitude, Defense.EngageCeilingAltitude ) -- AI.AI_A2G_ENGAGE local AI_A2G_Fsm = AI_A2G[DefenseTaskType]:New( DefenderGroup, Defense.EngageMinSpeed, Defense.EngageMaxSpeed, Defense.EngageFloorAltitude, Defense.EngageCeilingAltitude ) -- AI.AI_A2G_ENGAGE
Fsm:SetDispatcher( self ) AI_A2G_Fsm:SetDispatcher( self )
Fsm:SetHomeAirbase( DefenderSquadron.Airbase ) AI_A2G_Fsm:SetHomeAirbase( DefenderSquadron.Airbase )
Fsm:SetFuelThreshold( DefenderSquadron.FuelThreshold or self.DefenderDefault.FuelThreshold, 60 ) AI_A2G_Fsm:SetFuelThreshold( DefenderSquadron.FuelThreshold or self.DefenderDefault.FuelThreshold, 60 )
Fsm:SetDamageThreshold( self.DefenderDefault.DamageThreshold ) AI_A2G_Fsm:SetDamageThreshold( self.DefenderDefault.DamageThreshold )
Fsm:SetDisengageRadius( self.DisengageRadius ) AI_A2G_Fsm:SetDisengageRadius( self.DisengageRadius )
Fsm:Start() AI_A2G_Fsm:Start()
self:SetDefenderTask( SquadronName, DefenderGroup, DefenseTaskType, Fsm, AttackerDetection, DefenderGrouping ) self:SetDefenderTask( SquadronName, DefenderGroup, DefenseTaskType, AI_A2G_Fsm, AttackerDetection, DefenderGrouping )
function Fsm:onafterTakeoff( Defender, From, Event, To ) function AI_A2G_Fsm:onafterTakeoff( DefenderGroup, From, Event, To )
self:F({"Defender Birth", Defender:GetName()}) self:F({"Defender Birth", DefenderGroup:GetName()})
--self:GetParent(self).onafterBirth( self, Defender, From, Event, To ) --self:GetParent(self).onafterBirth( self, Defender, From, Event, To )
local DefenderName = Defender:GetCallsign() local DefenderName = DefenderGroup:GetCallsign()
local Dispatcher = Fsm:GetDispatcher() -- #AI_A2G_DISPATCHER local Dispatcher = AI_A2G_Fsm:GetDispatcher() -- #AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( Defender ) local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
local DefenderTarget = Dispatcher:GetDefenderTaskTarget( Defender ) local DefenderTarget = Dispatcher:GetDefenderTaskTarget( DefenderGroup )
self:F( { DefenderTarget = DefenderTarget } ) self:F( { DefenderTarget = DefenderTarget } )
if DefenderTarget then if DefenderTarget then
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " airborne. Engaging!" ) Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " airborne. Engaging!", "Wheels_up.wav", 3, "A2G/", DefenderGroup )
Fsm:EngageRoute( DefenderTarget.Set ) -- Engage on the TargetSetUnit AI_A2G_Fsm:EngageRoute( DefenderTarget.Set ) -- Engage on the TargetSetUnit
end end
end end
function Fsm:onafterEngageRoute( Defender, From, Event, To, AttackSetUnit ) function AI_A2G_Fsm:onafterEngageRoute( DefenderGroup, From, Event, To, AttackSetUnit )
self:F({"Engage Route", Defender:GetName()}) self:F({"Engage Route", DefenderGroup:GetName()})
self:GetParent(self).onafterEngageRoute( self, Defender, From, Event, To, AttackSetUnit )
local DefenderName = Defender:GetCallsign() local DefenderName = DefenderGroup:GetCallsign()
local Dispatcher = Fsm:GetDispatcher() -- #AI_A2G_DISPATCHER local Dispatcher = AI_A2G_Fsm:GetDispatcher() -- #AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( Defender ) local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
if Squadron then if Squadron then
local FirstUnit = AttackSetUnit:GetFirst() local FirstUnit = AttackSetUnit:GetFirst()
local Coordinate = FirstUnit:GetCoordinate() -- Core.Point#COORDINATE local Coordinate = FirstUnit:GetCoordinate() -- Core.Point#COORDINATE
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " on route to ground target at " .. Coordinate:ToStringA2G( Defender ) ) Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " on route to ground target at " .. Coordinate:ToStringA2G( DefenderGroup ), "Moving_on_to_ground_target.wav", 3, "A2G/", DefenderGroup )
end end
self:GetParent(self).onafterEngageRoute( self, DefenderGroup, From, Event, To, AttackSetUnit )
end end
function Fsm:OnAfterEngage( Defender, From, Event, To, AttackSetUnit ) function AI_A2G_Fsm:OnAfterEngage( DefenderGroup, From, Event, To, AttackSetUnit )
self:F({"Engage Route", Defender:GetName()}) self:F({"Engage Route", DefenderGroup:GetName()})
--self:GetParent(self).onafterBirth( self, Defender, From, Event, To ) --self:GetParent(self).onafterBirth( self, Defender, From, Event, To )
local DefenderName = Defender:GetCallsign() local DefenderName = DefenderGroup:GetCallsign()
local Dispatcher = Fsm:GetDispatcher() -- #AI_A2G_DISPATCHER local Dispatcher = AI_A2G_Fsm:GetDispatcher() -- #AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( Defender ) local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
local FirstUnit = AttackSetUnit:GetFirst() local FirstUnit = AttackSetUnit:GetFirst()
if FirstUnit then if FirstUnit then
local Coordinate = FirstUnit:GetCoordinate() local Coordinate = FirstUnit:GetCoordinate()
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " engaging ground target at " .. Coordinate:ToStringA2G( Defender ) ) Dispatcher:MessageToPlayers( Squadron, "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " engaging ground target at " .. Coordinate:ToStringA2G( DefenderGroup ), "Engaging_ground_target.wav", 3, "A2G/", DefenderGroup )
end end
end end
function Fsm:onafterRTB( Defender, From, Event, To ) function AI_A2G_Fsm:onafterRTB( DefenderGroup, From, Event, To )
self:F({"Defender RTB", Defender:GetName()}) self:F({"Defender RTB", DefenderGroup:GetName()})
local DefenderName = Defender:GetCallsign() local DefenderName = DefenderGroup:GetCallsign()
local Dispatcher = self:GetDispatcher() -- #AI_A2G_DISPATCHER local Dispatcher = self:GetDispatcher() -- #AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( Defender ) local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " returning." ) Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " returning.", "Returning_to_base.wav", 3, "A2G/", DefenderGroup )
self:GetParent(self).onafterRTB( self, Defender, From, Event, To ) self:GetParent(self).onafterRTB( self, DefenderGroup, From, Event, To )
Dispatcher:ClearDefenderTaskTarget( Defender ) Dispatcher:ClearDefenderTaskTarget( DefenderGroup )
end end
--- @param #AI_A2G_DISPATCHER self --- @param #AI_A2G_DISPATCHER self
function Fsm:onafterLostControl( Defender, From, Event, To ) function AI_A2G_Fsm:onafterLostControl( DefenderGroup, From, Event, To )
self:F({"Defender LostControl", Defender:GetName()}) self:F({"Defender LostControl", DefenderGroup:GetName()})
self:GetParent(self).onafterHome( self, Defender, From, Event, To ) self:GetParent(self).onafterHome( self, DefenderGroup, From, Event, To )
local DefenderName = Defender:GetCallsign() local DefenderName = DefenderGroup:GetCallsign()
local Dispatcher = Fsm:GetDispatcher() -- #AI_A2G_DISPATCHER local Dispatcher = AI_A2G_Fsm:GetDispatcher() -- #AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( Defender ) local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
--Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " lost control." ) --Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " lost control." )
if Defender:IsAboveRunway() then if DefenderGroup:IsAboveRunway() then
Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender ) Dispatcher:RemoveDefenderFromSquadron( Squadron, DefenderGroup )
Defender:Destroy() DefenderGroup:Destroy()
end end
end end
--- @param #AI_A2G_DISPATCHER self --- @param #AI_A2G_DISPATCHER self
function Fsm:onafterHome( Defender, From, Event, To, Action ) function AI_A2G_Fsm:onafterHome( DefenderGroup, From, Event, To, Action )
self:F({"Defender Home", Defender:GetName()}) self:F({"Defender Home", DefenderGroup:GetName()})
self:GetParent(self).onafterHome( self, Defender, From, Event, To ) self:GetParent(self).onafterHome( self, DefenderGroup, From, Event, To )
local DefenderName = Defender:GetCallsign() local DefenderName = DefenderGroup:GetCallsign()
local Dispatcher = self:GetDispatcher() -- #AI_A2G_DISPATCHER local Dispatcher = self:GetDispatcher() -- #AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( Defender ) local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " landing." ) Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " landing.", "Landing_at_base.wav", 3, "A2G/", DefenderGroup )
if Action and Action == "Destroy" then if Action and Action == "Destroy" then
Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender ) Dispatcher:RemoveDefenderFromSquadron( Squadron, DefenderGroup )
Defender:Destroy() DefenderGroup:Destroy()
end end
if Dispatcher:GetSquadronLanding( Squadron.Name ) == AI_A2G_DISPATCHER.Landing.NearAirbase then if Dispatcher:GetSquadronLanding( Squadron.Name ) == AI_A2G_DISPATCHER.Landing.NearAirbase then
Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender ) Dispatcher:RemoveDefenderFromSquadron( Squadron, DefenderGroup )
Defender:Destroy() DefenderGroup:Destroy()
Dispatcher:ResourcePark( Squadron, Defender ) Dispatcher:ResourcePark( Squadron, DefenderGroup )
end end
end end
end end

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@ -3289,6 +3289,9 @@ do
self:Patrol( SquadronName, PatrolTaskType ) self:Patrol( SquadronName, PatrolTaskType )
end end
end end

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@ -3,6 +3,7 @@
-- ## Features: -- ## Features:
-- -- -- --
-- * Provides the facilities to trigger escorts when players join flight slots. -- * Provides the facilities to trigger escorts when players join flight slots.
-- *
-- --
-- === -- ===
-- --

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@ -187,6 +187,7 @@ end
function DATABASE:AddUnit( DCSUnitName ) function DATABASE:AddUnit( DCSUnitName )
if not self.UNITS[DCSUnitName] then if not self.UNITS[DCSUnitName] then
self:I( { "Add UNIT:", DCSUnitName } )
local UnitRegister = UNIT:Register( DCSUnitName ) local UnitRegister = UNIT:Register( DCSUnitName )
self.UNITS[DCSUnitName] = UNIT:Register( DCSUnitName ) self.UNITS[DCSUnitName] = UNIT:Register( DCSUnitName )

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@ -797,470 +797,4 @@ function BEACON:_TACANToFrequency(TACANChannel, TACANMode)
return (A + TACANChannel - B) * 1000000 return (A + TACANChannel - B) * 1000000
end end
--- Manages radio transmissions.
--
-- @type RADIOQUEUE
-- @field #string ClassName Name of the class "RADIOQUEUE".
-- @field #string lid ID for dcs.log.
-- @field #number frequency The radio frequency in Hz.
-- @field #number modulation The radio modulation. Either radio.modulation.AM or radio.modulation.FM.
-- @field Core.Scheduler#SCHEDULER scheduler The scheduler.
-- @field #string RQid The radio queue scheduler ID.
-- @field #table queue The queue of transmissions.
-- @field #number Tlast Time (abs) when the last transmission finished.
-- @field Core.Point#COORDINATE sendercoord Coordinate from where transmissions are broadcasted.
-- @field #number sendername Name of the sending unit or static.
-- @field Wrapper.Positionable#POSITIONABLE positionable The positionable to broadcast the message.
-- @field #number power Power of radio station in Watts. Default 100 W.
-- @field #table numbers Table of number transmission parameters.
-- @extends Core.Base#BASE
RADIOQUEUE = {
ClassName = "RADIOQUEUE",
lid=nil,
frequency=nil,
modulation=nil,
scheduler=nil,
RQid=nil,
queue={},
Tlast=nil,
sendercoord=nil,
sendername=nil,
positionable=nil,
power=100,
numbers={},
}
--- Radio queue transmission data.
-- @type RADIOQUEUE.Transmission
-- @field #string filename Name of the file to be transmitted.
-- @field #string path Path in miz file where the file is located.
-- @field #number duration Duration in seconds.
-- @field #number Tstarted Mission time (abs) in seconds when the transmission started.
-- @field #boolean isplaying If true, transmission is currently playing.
-- @field #number Tplay Mission time (abs) in seconds when the transmission should be played.
--- Create a new RADIOQUEUE object for a given radio frequency/modulation.
-- @param #RADIOQUEUE self
-- @param #number frequency The radio frequency in MHz.
-- @param #number modulation (Optional) The radio modulation. Default radio.modulation.AM.
-- @return #RADIOQUEUE self The RADIOQUEUE object.
function RADIOQUEUE:New(frequency, modulation)
-- Inherit base
local self=BASE:Inherit(self, BASE:New()) -- Core.Radio#RADIOQUEUE
self.lid="RADIOQUEUE | "
if frequency==nil then
self:E(self.lid.."ERROR: No frequency specified as first parameter!")
return nil
end
-- Frequency in Hz.
self.frequency=frequency*1000000
-- Modulation.
self.modulation=modulation or radio.modulation.AM
-- Scheduler
self.scheduler=SCHEDULER:New()
return self
end
--- Start the radio queue.
-- @param #RADIOQUEUE self
-- @param #number delay (Optional) Delay in seconds, before the radio queue is started. Default 1 sec.
-- @param #number dt (Optional) Time step in seconds for checking the queue. Default 0.01 sec.
-- @return #RADIOQUEUE self The RADIOQUEUE object.
function RADIOQUEUE:Start(delay, dt)
delay=delay or 1
dt=dt or 0.01
self:I(self.lid..string.format("Starting RADIOQUEUE in %.1f seconds with interval dt=%.3f seconds.", delay, dt))
self.RQid=self.scheduler:Schedule(self, self._CheckRadioQueue, {}, delay, dt)
return self
end
--- Stop the radio queue. Stop scheduler and delete queue.
-- @param #RADIOQUEUE self
-- @return #RADIOQUEUE self The RADIOQUEUE object.
function RADIOQUEUE:Stop()
self:I(self.lid.."Stopping RADIOQUEUE.")
self.scheduler:Stop(self.RQid)
self.queue={}
return self
end
--- Set coordinate from where the transmission is broadcasted.
-- @param #RADIOQUEUE self
-- @param Core.Point#COORDINATE coordinate Coordinate of the sender.
-- @return #RADIOQUEUE self The RADIOQUEUE object.
function RADIOQUEUE:SetSenderCoordinate(coordinate)
self.sendercoord=coordinate
return self
end
--- Set name of unit or static from which transmissions are made.
-- @param #RADIOQUEUE self
-- @param #string name Name of the unit or static used for transmissions.
-- @return #RADIOQUEUE self The RADIOQUEUE object.
function RADIOQUEUE:SetSenderUnitName(name)
self.sendername=name
return self
end
--- Set parameters of a digit.
-- @param #RADIOQUEUE self
-- @param #number digit The digit 0-9.
-- @param #string filename The name of the sound file.
-- @param #number duration The duration of the sound file in seconds.
-- @param #string path The directory within the miz file where the sound is located. Default "l10n/DEFAULT/".
-- @return #RADIOQUEUE self The RADIOQUEUE object.
function RADIOQUEUE:SetDigit(digit, filename, duration, path)
local transmission={} --#RADIOQUEUE.Transmission
transmission.filename=filename
transmission.duration=duration
transmission.path=path or "l10n/DEFAULT/"
-- Convert digit to string in case it is given as a number.
if type(digit)=="number" then
digit=tostring(digit)
end
-- Set transmission.
self.numbers[digit]=transmission
return self
end
--- Add a transmission to the radio queue.
-- @param #RADIOQUEUE self
-- @param #RADIOQUEUE.Transmission transmission The transmission data table.
-- @return #RADIOQUEUE self The RADIOQUEUE object.
function RADIOQUEUE:AddTransmission(transmission)
self:F({transmission=transmission})
-- Init.
transmission.isplaying=false
transmission.Tstarted=nil
-- Add to queue.
table.insert(self.queue, transmission)
return self
end
--- Add a transmission to the radio queue.
-- @param #RADIOQUEUE self
-- @param #string filename Name of the sound file. Usually an ogg or wav file type.
-- @param #number duration Duration in seconds the file lasts.
-- @param #number path Directory path inside the miz file where the sound file is located. Default "l10n/DEFAULT/".
-- @param #number tstart Start time (abs) seconds. Default now.
-- @param #number interval Interval in seconds after the last transmission finished.
-- @return #RADIOQUEUE self The RADIOQUEUE object.
function RADIOQUEUE:NewTransmission(filename, duration, path, tstart, interval)
-- Sanity checks.
if not filename then
self:E(self.lid.."ERROR: No filename specified.")
return nil
end
if type(filename)~="string" then
self:E(self.lid.."ERROR: Filename specified is NOT a string.")
return nil
end
if not duration then
self:E(self.lid.."ERROR: No duration of transmission specified.")
return nil
end
if type(duration)~="number" then
self:E(self.lid.."ERROR: Duration specified is NOT a number.")
return nil
end
local transmission={} --#RADIOQUEUE.Transmission
transmission.filename=filename
transmission.duration=duration
transmission.path=path or "l10n/DEFAULT/"
transmission.Tplay=tstart or timer.getAbsTime()
-- Add transmission to queue.
self:AddTransmission(transmission)
return self
end
--- Convert a number (as string) into a radio transmission.
-- E.g. for board number or headings.
-- @param #RADIOQUEUE self
-- @param #string number Number string, e.g. "032" or "183".
-- @param #number delay Delay before transmission in seconds.
-- @param #number interval Interval between the next call.
-- @return #number Duration of the call in seconds.
function RADIOQUEUE:Number2Transmission(number, delay, interval)
--- Split string into characters.
local function _split(str)
local chars={}
for i=1,#str do
local c=str:sub(i,i)
table.insert(chars, c)
end
return chars
end
-- Split string into characters.
local numbers=_split(number)
local wait=0
for i=1,#numbers do
-- Current number
local n=numbers[i]
-- Radio call.
local transmission=UTILS.DeepCopy(self.numbers[n]) --#RADIOQUEUE.Transmission
transmission.Tplay=timer.getAbsTime()+(delay or 0)
if interval and i==1 then
transmission.interval=interval
end
self:AddTransmission(transmission)
-- Add up duration of the number.
wait=wait+transmission.duration
end
-- Return the total duration of the call.
return wait
end
--- Broadcast radio message.
-- @param #RADIOQUEUE self
-- @param #RADIOQUEUE.Transmission transmission The transmission.
function RADIOQUEUE:Broadcast(transmission)
-- Get unit sending the transmission.
local sender=self:_GetRadioSender()
-- Construct file name.
local filename=string.format("%s%s", transmission.path, transmission.filename)
-- Create subtitle for transmission.
--local subtitle=self:_RadioSubtitle(radio, call, loud)
if sender then
-- Broadcasting from aircraft. Only players tuned in to the right frequency will see the message.
self:T(self.lid..string.format("Broadcasting from aircraft %s", sender:GetName()))
-- Command to set the Frequency for the transmission.
local commandFrequency={
id="SetFrequency",
params={
frequency=self.frequency, -- Frequency in Hz.
modulation=self.modulation,
}}
-- Command to tranmit the call.
local commandTransmit={
id = "TransmitMessage",
params = {
file=filename,
duration=transmission.subduration or 5,
subtitle=transmission.subtitle or "",
loop=false,
}}
-- Set commend for frequency
sender:SetCommand(commandFrequency)
-- Set command for radio transmission.
sender:SetCommand(commandTransmit)
else
-- Broadcasting from carrier. No subtitle possible. Need to send messages to players.
self:T(self.lid..string.format("Broadcasting from carrier via trigger.action.radioTransmission()."))
-- Position from where to transmit.
local vec3=nil
-- Try to get positon from sender unit/static.
if self.sendername then
local coord=self:_GetRadioSenderCoord()
if coord then
vec3=coord:GetVec3()
end
end
-- Try to get fixed positon.
if self.sendercoord and not vec3 then
vec3=self.sendercoord:GetVec3()
end
-- Transmit via trigger.
if vec3 then
trigger.action.radioTransmission(filename, vec3, self.modulation, false, self.frequency, self.power)
end
end
end
--- Check radio queue for transmissions to be broadcasted.
-- @param #RADIOQUEUE self
function RADIOQUEUE:_CheckRadioQueue()
-- Check if queue is empty.
if #self.queue==0 then
return
end
-- Get current abs time.
local time=timer.getAbsTime()
local playing=false
local next=nil --#RADIOQUEUE.Transmission
local remove=nil
for i,_transmission in ipairs(self.queue) do
local transmission=_transmission --#RADIOQUEUE.Transmission
-- Check if transmission time has passed.
if time>=transmission.Tplay then
-- Check if transmission is currently playing.
if transmission.isplaying then
-- Check if transmission is finished.
if time>=transmission.Tstarted+transmission.duration then
-- Transmission over.
transmission.isplaying=false
-- Remove ith element in queue.
remove=i
-- Store time last transmission finished.
self.Tlast=time
else -- still playing
-- Transmission is still playing.
playing=true
end
else -- not playing yet
local Tlast=self.Tlast
if transmission.interval==nil then
-- Not playing ==> this will be next.
if next==nil then
next=transmission
end
else
if Tlast==nil or time-Tlast>=transmission.interval then
next=transmission
else
end
end
-- We got a transmission or one with an interval that is not due yet. No need for anything else.
if next or Tlast then
break
end
end
else
-- Transmission not due yet.
end
end
-- Found a new transmission.
if next~=nil and not playing then
self:Broadcast(next)
next.isplaying=true
next.Tstarted=time
end
-- Remove completed calls from queue.
if remove then
table.remove(self.queue, remove)
end
end
--- Get unit from which we want to transmit a radio message. This has to be an aircraft for subtitles to work.
-- @param #RADIOQUEUE self
-- @return Wrapper.Unit#UNIT Sending aircraft unit or nil if was not setup, is not an aircraft or is not alive.
function RADIOQUEUE:_GetRadioSender()
-- Check if we have a sending aircraft.
local sender=nil --Wrapper.Unit#UNIT
-- Try the general default.
if self.sendername then
-- First try to find a unit
sender=UNIT:FindByName(self.sendername)
-- Check that sender is alive and an aircraft.
if sender and sender:IsAlive() and sender:IsAir() then
return sender
end
end
return nil
end
--- Get unit from which we want to transmit a radio message. This has to be an aircraft for subtitles to work.
-- @param #RADIOQUEUE self
-- @return Core.Point#COORDINATE Coordinate of the sender unit.
function RADIOQUEUE:_GetRadioSenderCoord()
local vec3=nil
-- Try the general default.
if self.sendername then
-- First try to find a unit
local sender=UNIT:FindByName(self.sendername)
-- Check that sender is alive and an aircraft.
if sender and sender:IsAlive() then
return sender:GetCoodinate()
end
-- Now try a static.
local sender=STATIC:FindByName(self.sendername)
-- Check that sender is alive and an aircraft.
if sender then
return sender:GetCoodinate()
end
end
return nil
end

View File

@ -0,0 +1,483 @@
--- **Core** - Queues Radio Transmissions.
--
-- ===
--
-- ## Features:
--
-- * Managed Radio Transmissions.
--
-- ===
--
-- ### Authors: funkyfranky
--
-- @module Core.RadioQueue
-- @image Core_Radio.JPG
--- Manages radio transmissions.
--
-- @type RADIOQUEUE
-- @field #string ClassName Name of the class "RADIOQUEUE".
-- @field #string lid ID for dcs.log.
-- @field #number frequency The radio frequency in Hz.
-- @field #number modulation The radio modulation. Either radio.modulation.AM or radio.modulation.FM.
-- @field Core.Scheduler#SCHEDULER scheduler The scheduler.
-- @field #string RQid The radio queue scheduler ID.
-- @field #table queue The queue of transmissions.
-- @field #number Tlast Time (abs) when the last transmission finished.
-- @field Core.Point#COORDINATE sendercoord Coordinate from where transmissions are broadcasted.
-- @field #number sendername Name of the sending unit or static.
-- @field Wrapper.Positionable#POSITIONABLE positionable The positionable to broadcast the message.
-- @field #number power Power of radio station in Watts. Default 100 W.
-- @field #table numbers Table of number transmission parameters.
-- @extends Core.Base#BASE
RADIOQUEUE = {
ClassName = "RADIOQUEUE",
lid=nil,
frequency=nil,
modulation=nil,
scheduler=nil,
RQid=nil,
queue={},
Tlast=nil,
sendercoord=nil,
sendername=nil,
positionable=nil,
power=100,
numbers={},
}
--- Radio queue transmission data.
-- @type RADIOQUEUE.Transmission
-- @field #string filename Name of the file to be transmitted.
-- @field #string path Path in miz file where the file is located.
-- @field #number duration Duration in seconds.
-- @field #number Tstarted Mission time (abs) in seconds when the transmission started.
-- @field #boolean isplaying If true, transmission is currently playing.
-- @field #number Tplay Mission time (abs) in seconds when the transmission should be played.
--- Create a new RADIOQUEUE object for a given radio frequency/modulation.
-- @param #RADIOQUEUE self
-- @param #number frequency The radio frequency in MHz.
-- @param #number modulation (Optional) The radio modulation. Default radio.modulation.AM.
-- @return #RADIOQUEUE self The RADIOQUEUE object.
function RADIOQUEUE:New(frequency, modulation)
-- Inherit base
local self=BASE:Inherit(self, BASE:New()) -- #RADIOQUEUE
self.lid="RADIOQUEUE | "
if frequency==nil then
self:E(self.lid.."ERROR: No frequency specified as first parameter!")
return nil
end
-- Frequency in Hz.
self.frequency=frequency*1000000
-- Modulation.
self.modulation=modulation or radio.modulation.AM
-- Scheduler
self.scheduler=SCHEDULER:New()
return self
end
--- Start the radio queue.
-- @param #RADIOQUEUE self
-- @param #number delay (Optional) Delay in seconds, before the radio queue is started. Default 1 sec.
-- @param #number dt (Optional) Time step in seconds for checking the queue. Default 0.01 sec.
-- @return #RADIOQUEUE self The RADIOQUEUE object.
function RADIOQUEUE:Start(delay, dt)
delay=delay or 1
dt=dt or 0.01
self:I(self.lid..string.format("Starting RADIOQUEUE in %.1f seconds with interval dt=%.3f seconds.", delay, dt))
self.RQid=self.scheduler:Schedule(self, self._CheckRadioQueue, {}, delay, dt)
return self
end
--- Stop the radio queue. Stop scheduler and delete queue.
-- @param #RADIOQUEUE self
-- @return #RADIOQUEUE self The RADIOQUEUE object.
function RADIOQUEUE:Stop()
self:I(self.lid.."Stopping RADIOQUEUE.")
self.scheduler:Stop(self.RQid)
self.queue={}
return self
end
--- Set coordinate from where the transmission is broadcasted.
-- @param #RADIOQUEUE self
-- @param Core.Point#COORDINATE coordinate Coordinate of the sender.
-- @return #RADIOQUEUE self The RADIOQUEUE object.
function RADIOQUEUE:SetSenderCoordinate(coordinate)
self.sendercoord=coordinate
return self
end
--- Set name of unit or static from which transmissions are made.
-- @param #RADIOQUEUE self
-- @param #string name Name of the unit or static used for transmissions.
-- @return #RADIOQUEUE self The RADIOQUEUE object.
function RADIOQUEUE:SetSenderUnitName(name)
self.sendername=name
return self
end
--- Set parameters of a digit.
-- @param #RADIOQUEUE self
-- @param #number digit The digit 0-9.
-- @param #string filename The name of the sound file.
-- @param #number duration The duration of the sound file in seconds.
-- @param #string path The directory within the miz file where the sound is located. Default "l10n/DEFAULT/".
-- @return #RADIOQUEUE self The RADIOQUEUE object.
function RADIOQUEUE:SetDigit(digit, filename, duration, path)
local transmission={} --#RADIOQUEUE.Transmission
transmission.filename=filename
transmission.duration=duration
transmission.path=path or "l10n/DEFAULT/"
-- Convert digit to string in case it is given as a number.
if type(digit)=="number" then
digit=tostring(digit)
end
-- Set transmission.
self.numbers[digit]=transmission
return self
end
--- Add a transmission to the radio queue.
-- @param #RADIOQUEUE self
-- @param #RADIOQUEUE.Transmission transmission The transmission data table.
-- @return #RADIOQUEUE self The RADIOQUEUE object.
function RADIOQUEUE:AddTransmission(transmission)
self:F({transmission=transmission})
-- Init.
transmission.isplaying=false
transmission.Tstarted=nil
-- Add to queue.
table.insert(self.queue, transmission)
return self
end
--- Add a transmission to the radio queue.
-- @param #RADIOQUEUE self
-- @param #string filename Name of the sound file. Usually an ogg or wav file type.
-- @param #number duration Duration in seconds the file lasts.
-- @param #number path Directory path inside the miz file where the sound file is located. Default "l10n/DEFAULT/".
-- @param #number tstart Start time (abs) seconds. Default now.
-- @param #number interval Interval in seconds after the last transmission finished.
-- @return #RADIOQUEUE self The RADIOQUEUE object.
function RADIOQUEUE:NewTransmission(filename, duration, path, tstart, interval)
-- Sanity checks.
if not filename then
self:E(self.lid.."ERROR: No filename specified.")
return nil
end
if type(filename)~="string" then
self:E(self.lid.."ERROR: Filename specified is NOT a string.")
return nil
end
if not duration then
self:E(self.lid.."ERROR: No duration of transmission specified.")
return nil
end
if type(duration)~="number" then
self:E(self.lid.."ERROR: Duration specified is NOT a number.")
return nil
end
local transmission={} --#RADIOQUEUE.Transmission
transmission.filename=filename
transmission.duration=duration
transmission.path=path or "l10n/DEFAULT/"
transmission.Tplay=tstart or timer.getAbsTime()
-- Add transmission to queue.
self:AddTransmission(transmission)
return self
end
--- Convert a number (as string) into a radio transmission.
-- E.g. for board number or headings.
-- @param #RADIOQUEUE self
-- @param #string number Number string, e.g. "032" or "183".
-- @param #number delay Delay before transmission in seconds.
-- @param #number interval Interval between the next call.
-- @return #number Duration of the call in seconds.
function RADIOQUEUE:Number2Transmission(number, delay, interval)
--- Split string into characters.
local function _split(str)
local chars={}
for i=1,#str do
local c=str:sub(i,i)
table.insert(chars, c)
end
return chars
end
-- Split string into characters.
local numbers=_split(number)
local wait=0
for i=1,#numbers do
-- Current number
local n=numbers[i]
-- Radio call.
local transmission=UTILS.DeepCopy(self.numbers[n]) --#RADIOQUEUE.Transmission
transmission.Tplay=timer.getAbsTime()+(delay or 0)
if interval and i==1 then
transmission.interval=interval
end
self:AddTransmission(transmission)
-- Add up duration of the number.
wait=wait+transmission.duration
end
-- Return the total duration of the call.
return wait
end
--- Broadcast radio message.
-- @param #RADIOQUEUE self
-- @param #RADIOQUEUE.Transmission transmission The transmission.
function RADIOQUEUE:Broadcast(transmission)
-- Get unit sending the transmission.
local sender=self:_GetRadioSender()
-- Construct file name.
local filename=string.format("%s%s", transmission.path, transmission.filename)
-- Create subtitle for transmission.
--local subtitle=self:_RadioSubtitle(radio, call, loud)
if sender then
-- Broadcasting from aircraft. Only players tuned in to the right frequency will see the message.
self:T(self.lid..string.format("Broadcasting from aircraft %s", sender:GetName()))
-- Command to set the Frequency for the transmission.
local commandFrequency={
id="SetFrequency",
params={
frequency=self.frequency, -- Frequency in Hz.
modulation=self.modulation,
}}
-- Command to tranmit the call.
local commandTransmit={
id = "TransmitMessage",
params = {
file=filename,
duration=transmission.subduration or 5,
subtitle=transmission.subtitle or "",
loop=false,
}}
-- Set commend for frequency
sender:SetCommand(commandFrequency)
-- Set command for radio transmission.
sender:SetCommand(commandTransmit)
else
-- Broadcasting from carrier. No subtitle possible. Need to send messages to players.
self:T(self.lid..string.format("Broadcasting from carrier via trigger.action.radioTransmission()."))
-- Position from where to transmit.
local vec3=nil
-- Try to get positon from sender unit/static.
if self.sendername then
local coord=self:_GetRadioSenderCoord()
if coord then
vec3=coord:GetVec3()
end
end
-- Try to get fixed positon.
if self.sendercoord and not vec3 then
vec3=self.sendercoord:GetVec3()
end
-- Transmit via trigger.
if vec3 then
self:E("Sending")
self:E( { filename = filename, vec3 = vec3, modulation = self.modulation, frequency = self.frequency, power = self.power } )
trigger.action.radioTransmission(filename, vec3, self.modulation, false, self.frequency, self.power)
end
end
end
--- Check radio queue for transmissions to be broadcasted.
-- @param #RADIOQUEUE self
function RADIOQUEUE:_CheckRadioQueue()
-- Check if queue is empty.
if #self.queue==0 then
return
end
-- Get current abs time.
local time=timer.getAbsTime()
local playing=false
local next=nil --#RADIOQUEUE.Transmission
local remove=nil
for i,_transmission in ipairs(self.queue) do
local transmission=_transmission --#RADIOQUEUE.Transmission
-- Check if transmission time has passed.
if time>=transmission.Tplay then
-- Check if transmission is currently playing.
if transmission.isplaying then
-- Check if transmission is finished.
if time>=transmission.Tstarted+transmission.duration then
-- Transmission over.
transmission.isplaying=false
-- Remove ith element in queue.
remove=i
-- Store time last transmission finished.
self.Tlast=time
else -- still playing
-- Transmission is still playing.
playing=true
end
else -- not playing yet
local Tlast=self.Tlast
if transmission.interval==nil then
-- Not playing ==> this will be next.
if next==nil then
next=transmission
end
else
if Tlast==nil or time-Tlast>=transmission.interval then
next=transmission
else
end
end
-- We got a transmission or one with an interval that is not due yet. No need for anything else.
if next or Tlast then
break
end
end
else
-- Transmission not due yet.
end
end
-- Found a new transmission.
if next~=nil and not playing then
self:Broadcast(next)
next.isplaying=true
next.Tstarted=time
end
-- Remove completed calls from queue.
if remove then
table.remove(self.queue, remove)
end
end
--- Get unit from which we want to transmit a radio message. This has to be an aircraft for subtitles to work.
-- @param #RADIOQUEUE self
-- @return Wrapper.Unit#UNIT Sending aircraft unit or nil if was not setup, is not an aircraft or is not alive.
function RADIOQUEUE:_GetRadioSender()
-- Check if we have a sending aircraft.
local sender=nil --Wrapper.Unit#UNIT
-- Try the general default.
if self.sendername then
-- First try to find a unit
sender=UNIT:FindByName(self.sendername)
-- Check that sender is alive and an aircraft.
if sender and sender:IsAlive() and sender:IsAir() then
return sender
end
end
return nil
end
--- Get unit from which we want to transmit a radio message. This has to be an aircraft for subtitles to work.
-- @param #RADIOQUEUE self
-- @return Core.Point#COORDINATE Coordinate of the sender unit.
function RADIOQUEUE:_GetRadioSenderCoord()
local vec3=nil
-- Try the general default.
if self.sendername then
-- First try to find a unit
local sender=UNIT:FindByName(self.sendername)
-- Check that sender is alive and an aircraft.
if sender and sender:IsAlive() then
return sender:GetCoordinate()
end
-- Now try a static.
local sender=STATIC:FindByName(self.sendername)
-- Check that sender is alive and an aircraft.
if sender then
return sender:GetCoordinate()
end
end
return nil
end

View File

@ -193,7 +193,20 @@
-- --
-- - @{#SETTINGS.SetMessageTime}(): Define for a specific @{Message.MESSAGE.MessageType} the duration to be displayed in seconds. -- - @{#SETTINGS.SetMessageTime}(): Define for a specific @{Message.MESSAGE.MessageType} the duration to be displayed in seconds.
-- - @{#SETTINGS.GetMessageTime}(): Retrieves for a specific @{Message.MESSAGE.MessageType} the duration to be displayed in seconds. -- - @{#SETTINGS.GetMessageTime}(): Retrieves for a specific @{Message.MESSAGE.MessageType} the duration to be displayed in seconds.
-- --
-- ## 3.5) **Era** of the battle
--
-- The threat level metric is scaled according the era of the battle. A target that is AAA, will pose a much greather threat in WWII than on modern warfare.
-- Therefore, there are 4 era that are defined within the settings:
--
-- - **WWII** era: Use for warfare with equipment during the world war II time.
-- - **Korea** era: Use for warfare with equipment during the Korea war time.
-- - **Cold War** era: Use for warfare with equipment during the cold war time.
-- - **Modern** era: Use for warfare with modern equipment in the 2000s.
--
-- There are different API defined that you can use with the _SETTINGS object to configure your mission script to work in one of the 4 era:
-- @{#SETTINGS.SetEraWWII}(), @{#SETTINGS.SetEraKorea}(), @{#SETTINGS.SetEraCold}(), @{#SETTINGS.SetEraModern}()
--
-- === -- ===
-- --
-- @field #SETTINGS -- @field #SETTINGS
@ -202,6 +215,19 @@ SETTINGS = {
ShowPlayerMenu = true, ShowPlayerMenu = true,
} }
SETTINGS.__Enum = {}
--- @type SETTINGS.__Enum.Era
-- @field #number WWII
-- @field #number Korea
-- @field #number Cold
-- @field #number Modern
SETTINGS.__Enum.Era = {
WWII = 1,
Korea = 2,
Cold = 3,
Modern = 4,
}
do -- SETTINGS do -- SETTINGS
@ -223,6 +249,7 @@ do -- SETTINGS
self:SetMessageTime( MESSAGE.Type.Information, 30 ) self:SetMessageTime( MESSAGE.Type.Information, 30 )
self:SetMessageTime( MESSAGE.Type.Overview, 60 ) self:SetMessageTime( MESSAGE.Type.Overview, 60 )
self:SetMessageTime( MESSAGE.Type.Update, 15 ) self:SetMessageTime( MESSAGE.Type.Update, 15 )
self:SetEraModern()
return self return self
else else
local Settings = _DATABASE:GetPlayerSettings( PlayerName ) local Settings = _DATABASE:GetPlayerSettings( PlayerName )
@ -838,6 +865,47 @@ do -- SETTINGS
end end
end end
--- Configures the era of the mission to be WWII.
-- @param #SETTINGS self
-- @return #SETTINGS self
function SETTINGS:SetEraWWII()
self.Era = SETTINGS.__Enum.Era.WWII
end
--- Configures the era of the mission to be Korea.
-- @param #SETTINGS self
-- @return #SETTINGS self
function SETTINGS:SetEraKorea()
self.Era = SETTINGS.__Enum.Era.Korea
end
--- Configures the era of the mission to be Cold war.
-- @param #SETTINGS self
-- @return #SETTINGS self
function SETTINGS:SetEraCold()
self.Era = SETTINGS.__Enum.Era.Cold
end
--- Configures the era of the mission to be Modern war.
-- @param #SETTINGS self
-- @return #SETTINGS self
function SETTINGS:SetEraModern()
self.Era = SETTINGS.__Enum.Era.Modern
end
end end

View File

@ -20,6 +20,7 @@ __Moose.Include( 'Scripts/Moose/Core/Velocity.lua' )
__Moose.Include( 'Scripts/Moose/Core/Message.lua' ) __Moose.Include( 'Scripts/Moose/Core/Message.lua' )
__Moose.Include( 'Scripts/Moose/Core/Fsm.lua' ) __Moose.Include( 'Scripts/Moose/Core/Fsm.lua' )
__Moose.Include( 'Scripts/Moose/Core/Radio.lua' ) __Moose.Include( 'Scripts/Moose/Core/Radio.lua' )
__Moose.Include( 'Scripts/Moose/Core/RadioQueue.lua' )
__Moose.Include( 'Scripts/Moose/Core/Spawn.lua' ) __Moose.Include( 'Scripts/Moose/Core/Spawn.lua' )
__Moose.Include( 'Scripts/Moose/Core/SpawnStatic.lua' ) __Moose.Include( 'Scripts/Moose/Core/SpawnStatic.lua' )
__Moose.Include( 'Scripts/Moose/Core/Goal.lua' ) __Moose.Include( 'Scripts/Moose/Core/Goal.lua' )

View File

@ -254,11 +254,45 @@ do -- DETECTION MANAGER
end end
--- Get the command center to communicate actions to the players.
-- @param #DETECTION_MANAGER self
-- @return Tasking.CommandCenter#COMMANDCENTER The command center.
function DETECTION_MANAGER:GetCommandCenter()
return self.CC
end
--- Set the frequency of communication and the mode of communication for voice overs.
-- @param #DETECTION_MANAGER self
-- @param #number RadioFrequency The frequency of communication.
-- @param #number RadioModulation The modulation of communication.
-- @param #number RadioPower The power in Watts of communication.
function DETECTION_MANAGER:SetRadioFrequency( RadioFrequency, RadioModulation, RadioPower )
self.RadioFrequency = RadioFrequency
self.RadioModulation = RadioModulation or radio.modulation.AM
self.RadioPower = RadioPower or 100
if self.RadioQueue then
self.RadioQueue:Stop()
end
self.RadioQueue = nil
self.RadioQueue = RADIOQUEUE:New( self.RadioFrequency, self.RadioModulation )
self.RadioQueue.power = self.RadioPower
self.RadioQueue:Start( 0.5 )
end
--- Send an information message to the players reporting to the command center. --- Send an information message to the players reporting to the command center.
-- @param #DETECTION_MANAGER self -- @param #DETECTION_MANAGER self
-- @param #string Message The message to be sent. -- @param #string Message The message to be sent.
-- @param #string SoundFile The name of the sound file .wav or .ogg.
-- @param #number SoundDuration The duration of the sound.
-- @param #string SoundPath The path pointing to the folder in the mission file.
-- @param Wrapper.Group#GROUP DefenderGroup The defender group sending the message.
-- @return #DETECTION_MANGER self -- @return #DETECTION_MANGER self
function DETECTION_MANAGER:MessageToPlayers( Message ) function DETECTION_MANAGER:MessageToPlayers( Message, SoundFile, SoundDuration, SoundPath, DefenderGroup )
self:F( { Message = Message } ) self:F( { Message = Message } )
@ -269,6 +303,17 @@ do -- DETECTION MANAGER
end end
end end
-- Here we handle the transmission of the voice over.
-- If for a certain reason the Defender does not exist, we use the coordinate of the airbase to send the message from.
if SoundFile then
local RadioQueue = self.RadioQueue -- Core.RadioQueue#RADIOQUEUE
local DefenderUnit = DefenderGroup:GetUnit(1)
if DefenderUnit and DefenderUnit:IsAlive() then
RadioQueue:SetSenderUnitName( DefenderUnit:GetName() )
end
RadioQueue:NewTransmission( SoundFile, SoundDuration, SoundPath )
end
return self return self
end end

View File

@ -696,7 +696,9 @@ end
--- Returns the Unit's A2G threat level on a scale from 1 to 10 ... --- Returns the Unit's A2G threat level on a scale from 1 to 10 ...
-- The following threat levels are foreseen: -- Depending on the era and the type of unit, the following threat levels are foreseen:
--
-- **Modern**:
-- --
-- * Threat level 0: Unit is unarmed. -- * Threat level 0: Unit is unarmed.
-- * Threat level 1: Unit is infantry. -- * Threat level 1: Unit is infantry.
@ -709,13 +711,49 @@ end
-- * Threat level 8: Unit is a Short Range SAM, radar guided. -- * Threat level 8: Unit is a Short Range SAM, radar guided.
-- * Threat level 9: Unit is a Medium Range SAM, radar guided. -- * Threat level 9: Unit is a Medium Range SAM, radar guided.
-- * Threat level 10: Unit is a Long Range SAM, radar guided. -- * Threat level 10: Unit is a Long Range SAM, radar guided.
--
-- **Cold**:
--
-- * Threat level 0: Unit is unarmed.
-- * Threat level 1: Unit is infantry.
-- * Threat level 2: Unit is an infantry vehicle.
-- * Threat level 3: Unit is ground artillery.
-- * Threat level 4: Unit is a tank.
-- * Threat level 5: Unit is a modern tank or ifv with ATGM.
-- * Threat level 6: Unit is a AAA.
-- * Threat level 7: Unit is a SAM or manpad, IR guided.
-- * Threat level 8: Unit is a Short Range SAM, radar guided.
-- * Threat level 10: Unit is a Medium Range SAM, radar guided.
--
-- **Korea**:
--
-- * Threat level 0: Unit is unarmed.
-- * Threat level 1: Unit is infantry.
-- * Threat level 2: Unit is an infantry vehicle.
-- * Threat level 3: Unit is ground artillery.
-- * Threat level 5: Unit is a tank.
-- * Threat level 6: Unit is a AAA.
-- * Threat level 7: Unit is a SAM or manpad, IR guided.
-- * Threat level 10: Unit is a Short Range SAM, radar guided.
--
-- **WWII**:
--
-- * Threat level 0: Unit is unarmed.
-- * Threat level 1: Unit is infantry.
-- * Threat level 2: Unit is an infantry vehicle.
-- * Threat level 3: Unit is ground artillery.
-- * Threat level 5: Unit is a tank.
-- * Threat level 7: Unit is FLAK.
-- * Threat level 10: Unit is AAA.
--
--
-- @param #UNIT self -- @param #UNIT self
function UNIT:GetThreatLevel() function UNIT:GetThreatLevel()
local ThreatLevel = 0 local ThreatLevel = 0
local ThreatText = "" local ThreatText = ""
local Descriptor = self:GetDesc() local Descriptor = self:GetDesc()
if Descriptor then if Descriptor then