Merge branch 'develop' into FF/Ops

This commit is contained in:
Frank
2023-11-20 13:52:16 +01:00
22 changed files with 515 additions and 50 deletions

View File

@@ -261,6 +261,15 @@ EVENTS = {
SimulationStart = world.event.S_EVENT_SIMULATION_START or -1,
WeaponRearm = world.event.S_EVENT_WEAPON_REARM or -1,
WeaponDrop = world.event.S_EVENT_WEAPON_DROP or -1,
-- Added with DCS 2.9.0
UnitTaskTimeout = world.event.S_EVENT_UNIT_TASK_TIMEOUT or -1,
UnitTaskStage = world.event.S_EVENT_UNIT_TASK_STAGE or -1,
MacSubtaskScore = world.event.S_EVENT_MAC_SUBTASK_SCORE or -1,
MacExtraScore = world.event.S_EVENT_MAC_EXTRA_SCORE or -1,
MissionRestart = world.event.S_EVENT_MISSION_RESTART or -1,
MissionWinner = world.event.S_EVENT_MISSION_WINNER or -1,
PostponedTakeoff = world.event.S_EVENT_POSTPONED_TAKEOFF or -1,
PostponedLand = world.event.S_EVENT_POSTPONED_LAND or -1,
}
--- The Event structure
@@ -636,6 +645,55 @@ local _EVENTMETA = {
Event = "OnEventWeaponDrop",
Text = "S_EVENT_WEAPON_DROP"
},
-- DCS 2.9
[EVENTS.UnitTaskTimeout] = {
Order = 1,
Side = "I",
Event = "OnEventUnitTaskTimeout",
Text = "S_EVENT_UNIT_TASK_TIMEOUT "
},
[EVENTS.UnitTaskStage] = {
Order = 1,
Side = "I",
Event = "OnEventUnitTaskStage",
Text = "S_EVENT_UNIT_TASK_STAGE "
},
[EVENTS.MacSubtaskScore] = {
Order = 1,
Side = "I",
Event = "OnEventMacSubtaskScore",
Text = "S_EVENT_MAC_SUBTASK_SCORE"
},
[EVENTS.MacExtraScore] = {
Order = 1,
Side = "I",
Event = "OnEventMacExtraScore",
Text = "S_EVENT_MAC_EXTRA_SCOREP"
},
[EVENTS.MissionRestart] = {
Order = 1,
Side = "I",
Event = "OnEventMissionRestart",
Text = "S_EVENT_MISSION_RESTART"
},
[EVENTS.MissionWinner] = {
Order = 1,
Side = "I",
Event = "OnEventMissionWinner",
Text = "S_EVENT_MISSION_WINNER"
},
[EVENTS.PostponedTakeoff] = {
Order = 1,
Side = "I",
Event = "OnEventPostponedTakeoff",
Text = "S_EVENT_POSTPONED_TAKEOFF"
},
[EVENTS.PostponedLand] = {
Order = 1,
Side = "I",
Event = "OnEventPostponedLand",
Text = "S_EVENT_POSTPONED_LAND"
},
}
--- The Events structure
@@ -1245,11 +1303,14 @@ function EVENT:onEvent( Event )
Event.TgtDCSUnit = Event.target
if Event.target:isExist() and Event.id ~= 33 then -- leave out ejected seat object
Event.TgtDCSUnitName = Event.TgtDCSUnit:getName()
Event.TgtUnitName = Event.TgtDCSUnitName
Event.TgtUnit = STATIC:FindByName( Event.TgtDCSUnitName, false )
Event.TgtCoalition = Event.TgtDCSUnit:getCoalition()
Event.TgtCategory = Event.TgtDCSUnit:getDesc().category
Event.TgtTypeName = Event.TgtDCSUnit:getTypeName()
-- Workaround for borked target info on cruise missiles
if Event.TgtDCSUnitName and Event.TgtDCSUnitName ~= "" then
Event.TgtUnitName = Event.TgtDCSUnitName
Event.TgtUnit = STATIC:FindByName( Event.TgtDCSUnitName, false )
Event.TgtCoalition = Event.TgtDCSUnit:getCoalition()
Event.TgtCategory = Event.TgtDCSUnit:getDesc().category
Event.TgtTypeName = Event.TgtDCSUnit:getTypeName()
end
else
Event.TgtDCSUnitName = string.format("No target object for Event ID %s", tostring(Event.id))
Event.TgtUnitName = Event.TgtDCSUnitName

View File

@@ -22,7 +22,7 @@
-- @module Functional.Mantis
-- @image Functional.Mantis.jpg
--
-- Last Update: Oct 2023
-- Last Update: Nov 2023
-------------------------------------------------------------------------
--- **MANTIS** class, extends Core.Base#BASE
@@ -799,12 +799,16 @@ do
-- @param #MANTIS self
-- @param Core.Set#SET_ZONE ZoneSet Set of zones to be used. Units will move around to the next (random) zone between 100m and 3000m away.
-- @param #number Number Number of closest zones to be considered, defaults to 3.
-- @param #boolean Random If true, use a random coordinate inside the next zone to scoot to.
-- @param #string Formation Formation to use, defaults to "Cone". See mission editor dropdown for options.
-- @return #MANTIS self
function MANTIS:AddScootZones(ZoneSet, Number)
function MANTIS:AddScootZones(ZoneSet, Number, Random, Formation)
self:T(self.lid .. " AddScootZones")
self.SkateZones = ZoneSet
self.SkateNumber = Number or 3
self.shootandscoot = true
self.shootandscoot = true
self.ScootRandom = Random
self.ScootFormation = Formation or "Cone"
return self
end
@@ -1809,8 +1813,8 @@ do
self.Shorad.Groupset=self.ShoradGroupSet
self.Shorad.debug = self.debug
end
if self.shootandscoot and self.SkateZones then
self.Shorad:AddScootZones(self.SkateZones,self.SkateNumber or 3)
if self.shootandscoot and self.SkateZones and self.Shorad then
self.Shorad:AddScootZones(self.SkateZones,self.SkateNumber or 3,self.ScootRandom,self.ScootFormation)
end
self:__Status(-math.random(1,10))
return self

View File

@@ -41,10 +41,14 @@
-- @field #boolean DefendMavs Default true, intercept incoming AG-Missiles
-- @field #number DefenseLowProb Default 70, minimum detection limit
-- @field #number DefenseHighProb Default 90, maximum detection limit
-- @field #boolean UseEmOnOff Decide if we are using Emission on/off (default) or AlarmState red/green.
-- @field #boolean shootandscoot
-- @field #number SkateNumber
-- @field Core.Set#SET_ZONE SkateZones
-- @field #boolean UseEmOnOff Decide if we are using Emission on/off (default) or AlarmState red/green
-- @field #boolean shootandscoot If true, shoot and scoot between zones
-- @field #number SkateNumber Number of zones to consider
-- @field Core.Set#SET_ZONE SkateZones Zones in this set are considered
-- @field #number minscootdist Min distance of the next zone
-- @field #number maxscootdist Max distance of the next zone
-- @field #boolean scootrandomcoord If true, use a random coordinate in the zone and not the center
-- @field #string scootformation Formation to take for scooting, e.g. "Vee" or "Cone"
-- @extends Core.Base#BASE
@@ -77,14 +81,15 @@
--
-- `myshorad = SHORAD:New("RedShorad", "Red SHORAD", SamSet, 25000, 600, "red")`
--
-- ## Customize options
-- ## Customization options
--
-- * SHORAD:SwitchDebug(debug)
-- * SHORAD:SwitchHARMDefense(onoff)
-- * SHORAD:SwitchAGMDefense(onoff)
-- * SHORAD:SetDefenseLimits(low,high)
-- * SHORAD:SetActiveTimer(seconds)
-- * SHORAD:SetDefenseRadius(meters)
-- * myshorad:SwitchDebug(debug)
-- * myshorad:SwitchHARMDefense(onoff)
-- * myshorad:SwitchAGMDefense(onoff)
-- * myshorad:SetDefenseLimits(low,high)
-- * myshorad:SetActiveTimer(seconds)
-- * myshorad:SetDefenseRadius(meters)
-- * myshorad:AddScootZones(ZoneSet,Number,Random,Formation)
--
-- @field #SHORAD
SHORAD = {
@@ -107,6 +112,9 @@ SHORAD = {
shootandscoot = false,
SkateNumber = 3,
SkateZones = nil,
minscootdist = 100,
minscootdist = 3000,
scootrandomcoord = false,
}
-----------------------------------------------------------------------
@@ -174,7 +182,7 @@ do
self.DefenseHighProb = 90 -- probability to detect a missile shot, high margin
self.UseEmOnOff = true -- Decide if we are using Emission on/off (default) or AlarmState red/green
if UseEmOnOff == false then self.UseEmOnOff = UseEmOnOff end
self:I("*** SHORAD - Started Version 0.3.2")
self:I("*** SHORAD - Started Version 0.3.4")
-- Set the string id for output to DCS.log file.
self.lid=string.format("SHORAD %s | ", self.name)
self:_InitState()
@@ -219,12 +227,16 @@ do
-- @param #SHORAD self
-- @param Core.Set#SET_ZONE ZoneSet Set of zones to be used. Units will move around to the next (random) zone between 100m and 3000m away.
-- @param #number Number Number of closest zones to be considered, defaults to 3.
-- @param #boolean Random If true, use a random coordinate inside the next zone to scoot to.
-- @param #string Formation Formation to use, defaults to "Cone". See mission editor dropdown for options.
-- @return #SHORAD self
function SHORAD:AddScootZones(ZoneSet, Number)
function SHORAD:AddScootZones(ZoneSet, Number, Random, Formation)
self:T(self.lid .. " AddScootZones")
self.SkateZones = ZoneSet
self.SkateNumber = Number or 3
self.shootandscoot = true
self.shootandscoot = true
self.scootrandomcoord = Random
self.scootformation = Formation or "Cone"
return self
end
@@ -613,8 +625,8 @@ do
function SHORAD:onafterShootAndScoot(From,Event,To,Shorad)
self:T( { From,Event,To } )
local possibleZones = {}
local mindist = 100
local maxdist = 3000
local mindist = self.minscootdist or 100
local maxdist = self.maxscootdist or 3000
if Shorad and Shorad:IsAlive() then
local NowCoord = Shorad:GetCoordinate()
for _,_zone in pairs(self.SkateZones.Set) do
@@ -630,7 +642,11 @@ do
if rand == 0 then rand = 1 end
self:T(self.lid .. " ShootAndScoot to zone "..rand)
local ToCoordinate = possibleZones[rand]:GetCoordinate()
Shorad:RouteGroundTo(ToCoordinate,20,"Cone",1)
if self.scootrandomcoord then
ToCoordinate = possibleZones[rand]:GetRandomCoordinate(nil,nil,{land.SurfaceType.LAND,land.SurfaceType.ROAD})
end
local formation = self.scootformation or "Cone"
Shorad:RouteGroundTo(ToCoordinate,20,formation,1)
end
end
return self
@@ -731,4 +747,4 @@ do
end
-----------------------------------------------------------------------
-- SHORAD end
-----------------------------------------------------------------------
-----------------------------------------------------------------------

View File

@@ -24,7 +24,7 @@
-- @module Ops.CTLD
-- @image OPS_CTLD.jpg
-- Last Update October 2023
-- Last Update November 2023
do
@@ -741,7 +741,7 @@ do
--
-- -- E.g. update unit capabilities for testing. Please stay realistic in your mission design.
-- -- Make a Gazelle into a heavy truck, this type can load both crates and troops and eight of each type, up to 4000 kgs:
-- my_ctld:UnitCapabilities("SA342L", true, true, 8, 8, 12, 4000)
-- my_ctld:SetUnitCapabilities("SA342L", true, true, 8, 8, 12, 4000)
--
-- -- Default unit type capabilities are:
-- ["SA342Mistral"] = {type="SA342Mistral", crates=false, troops=true, cratelimit = 0, trooplimit = 4, length = 12, cargoweightlimit = 400},
@@ -1200,14 +1200,14 @@ CTLD.CargoZoneType = {
-- @field #CTLD_CARGO.Enum Type Type enumerator (for moves).
--- Unit capabilities.
-- @type CTLD.UnitCapabilities
-- @type CTLD.UnitTypeCapabilities
-- @field #string type Unit type.
-- @field #boolean crates Can transport crate.
-- @field #boolean troops Can transport troops.
-- @field #number cratelimit Number of crates transportable.
-- @field #number trooplimit Number of troop units transportable.
-- @field #number cargoweightlimit Max loadable kgs of cargo.
CTLD.UnitTypes = {
CTLD.UnitTypeCapabilities = {
["SA342Mistral"] = {type="SA342Mistral", crates=false, troops=true, cratelimit = 0, trooplimit = 4, length = 12, cargoweightlimit = 400},
["SA342L"] = {type="SA342L", crates=false, troops=true, cratelimit = 0, trooplimit = 2, length = 12, cargoweightlimit = 400},
["SA342M"] = {type="SA342M", crates=false, troops=true, cratelimit = 0, trooplimit = 4, length = 12, cargoweightlimit = 400},
@@ -1228,7 +1228,7 @@ CTLD.UnitTypes = {
--- CTLD class version.
-- @field #string version
CTLD.version="1.0.41"
CTLD.version="1.0.43"
--- Instantiate a new CTLD.
-- @param #CTLD self
@@ -1293,6 +1293,8 @@ function CTLD:New(Coalition, Prefixes, Alias)
self:AddTransition("*", "CratesDropped", "*") -- CTLD deploy event.
self:AddTransition("*", "CratesBuild", "*") -- CTLD build event.
self:AddTransition("*", "CratesRepaired", "*") -- CTLD repair event.
self:AddTransition("*", "CratesBuildStarted", "*") -- CTLD build event.
self:AddTransition("*", "CratesRepairStarted", "*") -- CTLD repair event.
self:AddTransition("*", "Load", "*") -- CTLD load event.
self:AddTransition("*", "Save", "*") -- CTLD save event.
self:AddTransition("*", "Stop", "Stopped") -- Stop FSM.
@@ -1475,7 +1477,7 @@ function CTLD:New(Coalition, Prefixes, Alias)
-- @param #CTLD self
-- @param #number delay Delay in seconds.
--- FSM Function OnBeforeTroopsPickedUp.
--- FSM Function OnBeforeTroopsPickedUp.
-- @function [parent=#CTLD] OnBeforeTroopsPickedUp
-- @param #CTLD self
-- @param #string From State.
@@ -1627,6 +1629,46 @@ function CTLD:New(Coalition, Prefixes, Alias)
-- @param Wrapper.Group#GROUP Vehicle The #GROUP object of the vehicle or FOB build.
-- @return #CTLD self
--- FSM Function OnAfterCratesBuildStarted. Info event that a build has been started.
-- @function [parent=#CTLD] OnAfterCratesBuildStarted
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @return #CTLD self
--- FSM Function OnAfterCratesRepairStarted. Info event that a repair has been started.
-- @function [parent=#CTLD] OnAfterCratesRepairStarted
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @return #CTLD self
--- FSM Function OnBeforeCratesBuildStarted. Info event that a build has been started.
-- @function [parent=#CTLD] OnBeforeCratesBuildStarted
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @return #CTLD self
--- FSM Function OnBeforeCratesRepairStarted. Info event that a repair has been started.
-- @function [parent=#CTLD] OnBeforeCratesRepairStarted
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @return #CTLD self
--- FSM Function OnAfterCratesRepaired.
-- @function [parent=#CTLD] OnAfterCratesRepaired
-- @param #CTLD self
@@ -1680,7 +1722,7 @@ function CTLD:_GetUnitCapabilities(Unit)
self:T(self.lid .. " _GetUnitCapabilities")
local _unit = Unit -- Wrapper.Unit#UNIT
local unittype = _unit:GetTypeName()
local capabilities = self.UnitTypes[unittype] -- #CTLD.UnitCapabilities
local capabilities = self.UnitTypeCapabilities[unittype] -- #CTLD.UnitTypeCapabilities
if not capabilities or capabilities == {} then
-- e.g. ["Ka-50"] = {type="Ka-50", crates=false, troops=false, cratelimit = 0, trooplimit = 0},
capabilities = {}
@@ -1871,7 +1913,7 @@ function CTLD:_PreloadCrates(Group, Unit, Cargo, NumberOfCrates)
local unitname = unit:GetName()
-- see if this heli can load crates
local unittype = unit:GetTypeName()
local capabilities = self:_GetUnitCapabilities(Unit) -- #CTLD.UnitCapabilities
local capabilities = self:_GetUnitCapabilities(Unit) -- #CTLD.UnitTypeCapabilities
local cancrates = capabilities.crates -- #boolean
local cratelimit = capabilities.cratelimit -- #number
if not cancrates then
@@ -2124,6 +2166,7 @@ function CTLD:_RepairObjectFromCrates(Group,Unit,Crates,Build,Number,Engineering
desttimer:Start(self.repairtime - 1)
local buildtimer = TIMER:New(self._BuildObjectFromCrates,self,Group,Unit,object,true,NearestGroup:GetCoordinate())
buildtimer:Start(self.repairtime)
self:__CratesRepairStarted(1,Group,Unit)
else
if not Engineering then
self:_SendMessage("Can't repair this unit with " .. build.Name, 10, false, Group)
@@ -2308,7 +2351,7 @@ function CTLD:_GetCrates(Group, Unit, Cargo, number, drop, pack)
end
-- avoid crate spam
local capabilities = self:_GetUnitCapabilities(Unit) -- #CTLD.UnitCapabilities
local capabilities = self:_GetUnitCapabilities(Unit) -- #CTLD.UnitTypeCapabilities
local canloadcratesno = capabilities.cratelimit
local loaddist = self.CrateDistance or 35
local nearcrates, numbernearby = self:_FindCratesNearby(Group,Unit,loaddist,true)
@@ -2601,8 +2644,8 @@ function CTLD:_LoadCratesNearby(Group, Unit)
local unitname = unit:GetName()
-- see if this heli can load crates
local unittype = unit:GetTypeName()
local capabilities = self:_GetUnitCapabilities(Unit) -- #CTLD.UnitCapabilities
--local capabilities = self.UnitTypes[unittype] -- #CTLD.UnitCapabilities
local capabilities = self:_GetUnitCapabilities(Unit) -- #CTLD.UnitTypeCapabilities
--local capabilities = self.UnitTypeCapabilities[unittype] -- #CTLD.UnitTypeCapabilities
local cancrates = capabilities.crates -- #boolean
local cratelimit = capabilities.cratelimit -- #number
local grounded = not self:IsUnitInAir(Unit)
@@ -2753,7 +2796,7 @@ function CTLD:_GetMaxLoadableMass(Unit)
if not Unit then return 0 end
local loadable = 0
local loadedmass = self:_GetUnitCargoMass(Unit)
local capabilities = self:_GetUnitCapabilities(Unit) -- #CTLD.UnitCapabilities
local capabilities = self:_GetUnitCapabilities(Unit) -- #CTLD.UnitTypeCapabilities
local maxmass = capabilities.cargoweightlimit or 2000 -- max 2 tons
loadable = maxmass - loadedmass
return loadable
@@ -2778,7 +2821,7 @@ function CTLD:_ListCargo(Group, Unit)
self:T(self.lid .. " _ListCargo")
local unitname = Unit:GetName()
local unittype = Unit:GetTypeName()
local capabilities = self:_GetUnitCapabilities(Unit) -- #CTLD.UnitCapabilities
local capabilities = self:_GetUnitCapabilities(Unit) -- #CTLD.UnitTypeCapabilities
local trooplimit = capabilities.trooplimit -- #boolean
local cratelimit = capabilities.cratelimit -- #number
local loadedcargo = self.Loaded_Cargo[unitname] or {} -- #CTLD.LoadedCargo
@@ -3226,6 +3269,7 @@ function CTLD:_BuildCrates(Group, Unit,Engineering)
local buildtimer = TIMER:New(self._BuildObjectFromCrates,self,Group,Unit,build,false,Group:GetCoordinate())
buildtimer:Start(self.buildtime)
self:_SendMessage(string.format("Build started, ready in %d seconds!",self.buildtime),15,false,Group)
self:__CratesBuildStarted(1,Group,Unit)
else
self:_BuildObjectFromCrates(Group,Unit,build)
end
@@ -3536,13 +3580,19 @@ function CTLD:_RefreshF10Menus()
if _group then
-- get chopper capabilities
local unittype = _unit:GetTypeName()
local capabilities = self:_GetUnitCapabilities(_unit) -- #CTLD.UnitCapabilities
local capabilities = self:_GetUnitCapabilities(_unit) -- #CTLD.UnitTypeCapabilities
local cantroops = capabilities.troops
local cancrates = capabilities.crates
-- top menu
local topmenu = MENU_GROUP:New(_group,"CTLD",nil)
local toptroops = MENU_GROUP:New(_group,"Manage Troops",topmenu)
local topcrates = MENU_GROUP:New(_group,"Manage Crates",topmenu)
local toptroops = nil
local topcrates = nil
if cantroops then
toptroops = MENU_GROUP:New(_group,"Manage Troops",topmenu)
end
if cancrates then
topcrates = MENU_GROUP:New(_group,"Manage Crates",topmenu)
end
local listmenu = MENU_GROUP_COMMAND:New(_group,"List boarded cargo",topmenu, self._ListCargo, self, _group, _unit)
local invtry = MENU_GROUP_COMMAND:New(_group,"Inventory",topmenu, self._ListInventory, self, _group, _unit)
local rbcns = MENU_GROUP_COMMAND:New(_group,"List active zone beacons",topmenu, self._ListRadioBeacons, self, _group, _unit)
@@ -4339,7 +4389,7 @@ end
-- @param #number Trooplimit Unit can carry number of troops. Default 0.
-- @param #number Length Unit lenght (in metres) for the load radius. Default 20.
-- @param #number Maxcargoweight Maxmimum weight in kgs this helo can carry. Default 500.
function CTLD:UnitCapabilities(Unittype, Cancrates, Cantroops, Cratelimit, Trooplimit, Length, Maxcargoweight)
function CTLD:SetUnitCapabilities(Unittype, Cancrates, Cantroops, Cratelimit, Trooplimit, Length, Maxcargoweight)
self:T(self.lid .. " UnitCapabilities")
local unittype = nil
local unit = nil
@@ -4353,13 +4403,13 @@ end
end
local length = 20
local maxcargo = 500
local existingcaps = self.UnitTypes[unittype] -- #CTLD.UnitCapabilities
local existingcaps = self.UnitTypeCapabilities[unittype] -- #CTLD.UnitTypeCapabilities
if existingcaps then
length = existingcaps.length or 20
maxcargo = existingcaps.cargoweightlimit or 500
end
-- set capabilities
local capabilities = {} -- #CTLD.UnitCapabilities
local capabilities = {} -- #CTLD.UnitTypeCapabilities
capabilities.type = unittype
capabilities.crates = Cancrates or false
capabilities.troops = Cantroops or false
@@ -4367,10 +4417,26 @@ end
capabilities.trooplimit = Trooplimit or 0
capabilities.length = Length or length
capabilities.cargoweightlimit = Maxcargoweight or maxcargo
self.UnitTypes[unittype] = capabilities
self.UnitTypeCapabilities[unittype] = capabilities
return self
end
--- [Deprecated] - Function to add/adjust unittype capabilities. Has been replaced with `SetUnitCapabilities()` - pls use the new one going forward!
-- @param #CTLD self
-- @param #string Unittype The unittype to adjust. If passed as Wrapper.Unit#UNIT, it will search for the unit in the mission.
-- @param #boolean Cancrates Unit can load crates. Default false.
-- @param #boolean Cantroops Unit can load troops. Default false.
-- @param #number Cratelimit Unit can carry number of crates. Default 0.
-- @param #number Trooplimit Unit can carry number of troops. Default 0.
-- @param #number Length Unit lenght (in metres) for the load radius. Default 20.
-- @param #number Maxcargoweight Maxmimum weight in kgs this helo can carry. Default 500.
function CTLD:UnitCapabilities(Unittype, Cancrates, Cantroops, Cratelimit, Trooplimit, Length, Maxcargoweight)
self:I(self.lid.."This function been replaced with `SetUnitCapabilities()` - pls use the new one going forward!")
self:SetUnitCapabilities(Unittype, Cancrates, Cantroops, Cratelimit, Trooplimit, Length, Maxcargoweight)
return self
end
--- (Internal) Check if a unit is hovering *in parameters*.
-- @param #CTLD self
-- @param Wrapper.Unit#UNIT Unit
@@ -4523,7 +4589,7 @@ end
local unittype = Unit:GetTypeName()
local unitname = Unit:GetName()
local Group = Unit:GetGroup()
local capabilities = self:_GetUnitCapabilities(Unit) -- #CTLD.UnitCapabilities
local capabilities = self:_GetUnitCapabilities(Unit) -- #CTLD.UnitTypeCapabilities
local cancrates = capabilities.crates -- #boolean
local cratelimit = capabilities.cratelimit -- #number
if cancrates then