Merge branch 'develop' into FF/OpsDev

This commit is contained in:
Frank 2024-06-27 21:31:24 +02:00
commit be2eda25df
10 changed files with 310 additions and 131 deletions

View File

@ -1271,7 +1271,11 @@ end
-- @param #string ClientName Name of the Client.
-- @return #number Coalition ID.
function DATABASE:GetCoalitionFromClientTemplate( ClientName )
if self.Templates.ClientsByName[ClientName] then
return self.Templates.ClientsByName[ClientName].CoalitionID
end
self:E("ERROR: Template does not exist for client "..tostring(ClientName))
return nil
end
--- Get category ID from client name.
@ -1279,7 +1283,11 @@ end
-- @param #string ClientName Name of the Client.
-- @return #number Category ID.
function DATABASE:GetCategoryFromClientTemplate( ClientName )
if self.Templates.ClientsByName[ClientName] then
return self.Templates.ClientsByName[ClientName].CategoryID
end
self:E("ERROR: Template does not exist for client "..tostring(ClientName))
return nil
end
--- Get country ID from client name.
@ -1287,7 +1295,11 @@ end
-- @param #string ClientName Name of the Client.
-- @return #number Country ID.
function DATABASE:GetCountryFromClientTemplate( ClientName )
if self.Templates.ClientsByName[ClientName] then
return self.Templates.ClientsByName[ClientName].CountryID
end
self:E("ERROR: Template does not exist for client "..tostring(ClientName))
return nil
end
--- Airbase

View File

@ -2250,7 +2250,7 @@ do -- COORDINATE
-- local MarkGroup = GROUP:FindByName( "AttackGroup" )
-- local MarkID = TargetCoord:MarkToGroup( "This is a target for the attack group", AttackGroup )
-- <<< logic >>>
-- RemoveMark( MarkID ) -- The mark is now removed
-- TargetCoord:RemoveMark( MarkID ) -- The mark is now removed
function COORDINATE:RemoveMark( MarkID )
trigger.action.removeMark( MarkID )
end
@ -2765,6 +2765,9 @@ do -- COORDINATE
local sunrise=UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, true, Tdiff)
local sunset=UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, false, Tdiff)
if sunrise == "N/R" then return false end
if sunrise == "N/S" then return true end
local time=UTILS.ClockToSeconds(clock)
-- Check if time is between sunrise and sunset.

View File

@ -4729,8 +4729,11 @@ do -- SET_CLIENT
local MClientCoalition = false
for CoalitionID, CoalitionName in pairs( self.Filter.Coalitions ) do
local ClientCoalitionID = _DATABASE:GetCoalitionFromClientTemplate( MClientName )
if ClientCoalitionID==nil and MClient:IsAlive()~=nil then
ClientCoalitionID=MClient:GetCoalition()
end
self:T3( { "Coalition:", ClientCoalitionID, self.FilterMeta.Coalitions[CoalitionName], CoalitionName } )
if self.FilterMeta.Coalitions[CoalitionName] and self.FilterMeta.Coalitions[CoalitionName] == ClientCoalitionID then
if self.FilterMeta.Coalitions[CoalitionName] and ClientCoalitionID and self.FilterMeta.Coalitions[CoalitionName] == ClientCoalitionID then
MClientCoalition = true
end
end
@ -4742,8 +4745,11 @@ do -- SET_CLIENT
local MClientCategory = false
for CategoryID, CategoryName in pairs( self.Filter.Categories ) do
local ClientCategoryID = _DATABASE:GetCategoryFromClientTemplate( MClientName )
if ClientCategoryID==nil and MClient:IsAlive()~=nil then
ClientCategoryID=MClient:GetCategory()
end
self:T3( { "Category:", ClientCategoryID, self.FilterMeta.Categories[CategoryName], CategoryName } )
if self.FilterMeta.Categories[CategoryName] and self.FilterMeta.Categories[CategoryName] == ClientCategoryID then
if self.FilterMeta.Categories[CategoryName] and ClientCategoryID and self.FilterMeta.Categories[CategoryName] == ClientCategoryID then
MClientCategory = true
end
end
@ -4767,8 +4773,11 @@ do -- SET_CLIENT
local MClientCountry = false
for CountryID, CountryName in pairs( self.Filter.Countries ) do
local ClientCountryID = _DATABASE:GetCountryFromClientTemplate( MClientName )
if ClientCountryID==nil and MClient:IsAlive()~=nil then
ClientCountryID=MClient:GetCountry()
end
self:T3( { "Country:", ClientCountryID, country.id[CountryName], CountryName } )
if country.id[CountryName] and country.id[CountryName] == ClientCountryID then
if country.id[CountryName] and ClientCountryID and country.id[CountryName] == ClientCountryID then
MClientCountry = true
end
end

View File

@ -45,6 +45,7 @@
-- @field #table currentMove Holds the current commanded move, if there is one assigned.
-- @field #number Nammo0 Initial amount total ammunition (shells+rockets+missiles) of the whole group.
-- @field #number Nshells0 Initial amount of shells of the whole group.
-- @field #number Narty0 Initial amount of artillery shells of the whole group.
-- @field #number Nrockets0 Initial amount of rockets of the whole group.
-- @field #number Nmissiles0 Initial amount of missiles of the whole group.
-- @field #number Nukes0 Initial amount of tactical nukes of the whole group. Default is 0.
@ -415,7 +416,7 @@
-- arty set, battery "Paladin Alpha", rearming place
--
-- Setting the rearming group is independent of the position of the mark. Just create one anywhere on the map and type
-- arty set, battery "Mortar Bravo", rearming group "Ammo Truck M818"
-- arty set, battery "Mortar Bravo", rearming group "Ammo Truck M939"
-- Note that the name of the rearming group has to be given in quotation marks and spelt exactly as the group name defined in the mission editor.
--
-- ## Transporting
@ -453,7 +454,7 @@
-- -- Creat a new ARTY object from a Paladin group.
-- paladin=ARTY:New(GROUP:FindByName("Blue Paladin"))
--
-- -- Define a rearming group. This is a Transport M818 truck.
-- -- Define a rearming group. This is a Transport M939 truck.
-- paladin:SetRearmingGroup(GROUP:FindByName("Blue Ammo Truck"))
--
-- -- Set the max firing range. A Paladin unit has a range of 20 km.
@ -694,7 +695,7 @@ ARTY.db={
--- Arty script version.
-- @field #string version
ARTY.version="1.3.0"
ARTY.version="1.3.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@ -707,7 +708,7 @@ ARTY.version="1.3.0"
-- DONE: Add user defined rearm weapon types.
-- DONE: Check if target is in range. Maybe this requires a data base with the ranges of all arty units. <solved by user function>
-- DONE: Make ARTY move to rearming position.
-- DONE: Check that right rearming vehicle is specified. Blue M818, Red Ural-375. Are there more? <user needs to know!>
-- DONE: Check that right rearming vehicle is specified. Blue M939, Red Ural-375. Are there more? <user needs to know!>
-- DONE: Check if ARTY group is still alive.
-- DONE: Handle dead events.
-- DONE: Abort firing task if no shooting event occured with 5(?) minutes. Something went wrong then. Min/max range for example.
@ -1532,7 +1533,7 @@ end
--- Assign a group, which is responsible for rearming the ARTY group. If the group is too far away from the ARTY group it will be guided towards the ARTY group.
-- @param #ARTY self
-- @param Wrapper.Group#GROUP group Group that is supposed to rearm the ARTY group. For the blue coalition, this is often a unarmed M818 transport whilst for red an unarmed Ural-375 transport can be used.
-- @param Wrapper.Group#GROUP group Group that is supposed to rearm the ARTY group. For the blue coalition, this is often a unarmed M939 transport whilst for red an unarmed Ural-375 transport can be used.
-- @return self
function ARTY:SetRearmingGroup(group)
self:F({group=group})
@ -1887,7 +1888,7 @@ function ARTY:onafterStart(Controllable, From, Event, To)
MESSAGE:New(text, 5):ToAllIf(self.Debug)
-- Get Ammo.
self.Nammo0, self.Nshells0, self.Nrockets0, self.Nmissiles0=self:GetAmmo(self.Debug)
self.Nammo0, self.Nshells0, self.Nrockets0, self.Nmissiles0, self.Narty0=self:GetAmmo(self.Debug)
-- Init nuclear explosion parameters if they were not set by user.
if self.nukerange==nil then
@ -2093,7 +2094,7 @@ function ARTY:_StatusReport(display)
end
-- Get Ammo.
local Nammo, Nshells, Nrockets, Nmissiles=self:GetAmmo()
local Nammo, Nshells, Nrockets, Nmissiles, Narty=self:GetAmmo()
local Nnukes=self.Nukes
local Nillu=self.Nillu
local Nsmoke=self.Nsmoke
@ -2106,7 +2107,7 @@ function ARTY:_StatusReport(display)
text=text..string.format("Clock = %s\n", Clock)
text=text..string.format("FSM state = %s\n", self:GetState())
text=text..string.format("Total ammo count = %d\n", Nammo)
text=text..string.format("Number of shells = %d\n", Nshells)
text=text..string.format("Number of shells = %d\n", Narty)
text=text..string.format("Number of rockets = %d\n", Nrockets)
text=text..string.format("Number of missiles = %d\n", Nmissiles)
text=text..string.format("Number of nukes = %d\n", Nnukes)
@ -2293,7 +2294,7 @@ function ARTY:OnEventShot(EventData)
end
-- Get current ammo.
local _nammo,_nshells,_nrockets,_nmissiles=self:GetAmmo()
local _nammo,_nshells,_nrockets,_nmissiles,_narty=self:GetAmmo()
-- Decrease available nukes because we just fired one.
if self.currentTarget.weapontype==ARTY.WeaponType.TacticalNukes then
@ -2323,7 +2324,7 @@ function ARTY:OnEventShot(EventData)
-- Weapon type name for current target.
local _weapontype=self:_WeaponTypeName(self.currentTarget.weapontype)
self:T(self.lid..string.format("Group %s ammo: total=%d, shells=%d, rockets=%d, missiles=%d", self.groupname, _nammo, _nshells, _nrockets, _nmissiles))
self:T(self.lid..string.format("Group %s ammo: total=%d, shells=%d, rockets=%d, missiles=%d", self.groupname, _nammo, _narty, _nrockets, _nmissiles))
self:T(self.lid..string.format("Group %s uses weapontype %s for current target.", self.groupname, _weapontype))
-- Default switches for cease fire and relocation.
@ -2771,7 +2772,7 @@ function ARTY:onafterStatus(Controllable, From, Event, To)
self:_EventFromTo("onafterStatus", Event, From, To)
-- Get ammo.
local nammo, nshells, nrockets, nmissiles=self:GetAmmo()
local nammo, nshells, nrockets, nmissiles, narty=self:GetAmmo()
-- We have a cargo group ==> check if group was loaded into a carrier.
if self.iscargo and self.cargogroup then
@ -2788,7 +2789,7 @@ function ARTY:onafterStatus(Controllable, From, Event, To)
-- FSM state.
local fsmstate=self:GetState()
self:T(self.lid..string.format("Status %s, Ammo total=%d: shells=%d [smoke=%d, illu=%d, nukes=%d*%.3f kT], rockets=%d, missiles=%d", fsmstate, nammo, nshells, self.Nsmoke, self.Nillu, self.Nukes, self.nukewarhead/1000000, nrockets, nmissiles))
self:T(self.lid..string.format("Status %s, Ammo total=%d: shells=%d [smoke=%d, illu=%d, nukes=%d*%.3f kT], rockets=%d, missiles=%d", fsmstate, nammo, narty, self.Nsmoke, self.Nillu, self.Nukes, self.nukewarhead/1000000, nrockets, nmissiles))
if self.Controllable and self.Controllable:IsAlive() then
@ -2872,18 +2873,17 @@ function ARTY:onafterStatus(Controllable, From, Event, To)
self:CeaseFire(self.currentTarget)
end
if self:is("CombatReady") then
-- Open fire on timed target.
self:OpenFire(_timedTarget)
end
elseif _normalTarget then
if self:is("CombatReady") then
-- Open fire on normal target.
self:OpenFire(_normalTarget)
end
-- Get ammo.
--local nammo, nshells, nrockets, nmissiles=self:GetAmmo()
end
-- Check if we have a target in the queue for which weapons are still available.
local gotsome=false
@ -3045,14 +3045,14 @@ function ARTY:onafterOpenFire(Controllable, From, Event, To, target)
local range=Controllable:GetCoordinate():Get2DDistance(target.coord)
-- Get ammo.
local Nammo, Nshells, Nrockets, Nmissiles=self:GetAmmo()
local nfire=Nammo
local Nammo, Nshells, Nrockets, Nmissiles, Narty=self:GetAmmo()
local nfire=Narty
local _type="shots"
if target.weapontype==ARTY.WeaponType.Auto then
nfire=Nammo
nfire=Narty
_type="shots"
elseif target.weapontype==ARTY.WeaponType.Cannon then
nfire=Nshells
nfire=Narty
_type="shells"
elseif target.weapontype==ARTY.WeaponType.TacticalNukes then
nfire=self.Nukes
@ -3337,7 +3337,7 @@ function ARTY:_CheckRearmed()
self:F2()
-- Get current ammo.
local nammo,nshells,nrockets,nmissiles=self:GetAmmo()
local nammo,nshells,nrockets,nmissiles,narty=self:GetAmmo()
-- Number of units still alive.
local units=self.Controllable:GetUnits()
@ -3604,6 +3604,10 @@ function ARTY:_FireAtCoord(coord, radius, nshells, weapontype)
weapontype=ARTY.WeaponType.Cannon
end
if group:HasTask() then
group:ClearTasks()
end
-- Set ROE to weapon free.
group:OptionROEOpenFire()
@ -3614,7 +3618,7 @@ function ARTY:_FireAtCoord(coord, radius, nshells, weapontype)
local fire=group:TaskFireAtPoint(vec2, radius, nshells, weapontype)
-- Execute task.
group:SetTask(fire)
group:SetTask(fire,1)
end
--- Set task for attacking a group.
@ -3632,6 +3636,10 @@ function ARTY:_AttackGroup(target)
weapontype=ARTY.WeaponType.Cannon
end
if group:HasTask() then
group:ClearTasks()
end
-- Set ROE to weapon free.
group:OptionROEOpenFire()
@ -3642,7 +3650,7 @@ function ARTY:_AttackGroup(target)
local fire=group:TaskAttackGroup(targetgroup, weapontype, AI.Task.WeaponExpend.ONE, 1)
-- Execute task.
group:SetTask(fire)
group:SetTask(fire,1)
end
@ -3915,6 +3923,7 @@ end
-- @return #number Number of shells the group has left.
-- @return #number Number of rockets the group has left.
-- @return #number Number of missiles the group has left.
-- @return #number Number of artillery shells the group has left.
function ARTY:GetAmmo(display)
self:F3({display=display})
@ -3928,6 +3937,7 @@ function ARTY:GetAmmo(display)
local nshells=0
local nrockets=0
local nmissiles=0
local nartyshells=0
-- Get all units.
local units=self.Controllable:GetUnits()
@ -4030,7 +4040,8 @@ function ARTY:GetAmmo(display)
-- Add up all shells.
nshells=nshells+Nammo
local _,_,_,_,_,shells = unit:GetAmmunition()
nartyshells=nartyshells+shells
-- Debug info.
text=text..string.format("- %d shells of type %s\n", Nammo, _weaponName)
@ -4076,7 +4087,7 @@ function ARTY:GetAmmo(display)
-- Total amount of ammunition.
nammo=nshells+nrockets+nmissiles
return nammo, nshells, nrockets, nmissiles
return nammo, nshells, nrockets, nmissiles, nartyshells
end
--- Returns a name of a missile category.
@ -4827,7 +4838,10 @@ function ARTY:_CheckShootingStarted()
-- Check if we waited long enough and no shot was fired.
--if dt > self.WaitForShotTime and self.Nshots==0 then
if dt > self.WaitForShotTime and (self.Nshots==0 or self.currentTarget.nshells >= self.Nshots) then --https://github.com/FlightControl-Master/MOOSE/issues/1356
self:T(string.format("dt = %d WaitTime = %d | shots = %d TargetShells = %d",dt,self.WaitForShotTime,self.Nshots,self.currentTarget.nshells))
if (dt > self.WaitForShotTime and self.Nshots==0) or (self.currentTarget.nshells <= self.Nshots) then --https://github.com/FlightControl-Master/MOOSE/issues/1356
-- Debug info.
self:T(self.lid..string.format("%s, no shot event after %d seconds. Removing current target %s from list.", self.groupname, self.WaitForShotTime, name))
@ -4889,7 +4903,7 @@ end
function ARTY:_CheckOutOfAmmo(targets)
-- Get current ammo.
local _nammo,_nshells,_nrockets,_nmissiles=self:GetAmmo()
local _nammo,_nshells,_nrockets,_nmissiles,_narty=self:GetAmmo()
-- Special weapon type requested ==> Check if corresponding ammo is empty.
local _partlyoutofammo=false
@ -4901,7 +4915,7 @@ function ARTY:_CheckOutOfAmmo(targets)
self:T(self.lid..string.format("Group %s, auto weapon requested for target %s but all ammo is empty.", self.groupname, Target.name))
_partlyoutofammo=true
elseif Target.weapontype==ARTY.WeaponType.Cannon and _nshells==0 then
elseif Target.weapontype==ARTY.WeaponType.Cannon and _narty==0 then
self:T(self.lid..string.format("Group %s, cannons requested for target %s but shells empty.", self.groupname, Target.name))
_partlyoutofammo=true
@ -4945,14 +4959,14 @@ end
function ARTY:_CheckWeaponTypeAvailable(target)
-- Get current ammo of group.
local Nammo, Nshells, Nrockets, Nmissiles=self:GetAmmo()
local Nammo, Nshells, Nrockets, Nmissiles, Narty=self:GetAmmo()
-- Check if enough ammo is there for the selected weapon type.
local nfire=Nammo
if target.weapontype==ARTY.WeaponType.Auto then
nfire=Nammo
elseif target.weapontype==ARTY.WeaponType.Cannon then
nfire=Nshells
nfire=Narty
elseif target.weapontype==ARTY.WeaponType.TacticalNukes then
nfire=self.Nukes
elseif target.weapontype==ARTY.WeaponType.IlluminationShells then

View File

@ -7946,6 +7946,7 @@ function WAREHOUSE:_FindParkingForAssets(airbase, assets)
local clients=_DATABASE.CLIENTS
for clientname, client in pairs(clients) do
local template=_DATABASE:GetGroupTemplateFromUnitName(clientname)
if template then
local units=template.units
for i,unit in pairs(units) do
local coord=COORDINATE:New(unit.x, unit.alt, unit.y)
@ -7953,6 +7954,7 @@ function WAREHOUSE:_FindParkingForAssets(airbase, assets)
end
end
end
end
return coords
end

View File

@ -3898,18 +3898,9 @@ function FLIGHTGROUP:_InitGroup(Template)
-- Group object.
local group=self.group --Wrapper.Group#GROUP
-- Get template of group.
local template=Template or self:_GetTemplate()
-- Helo group.
self.isHelo=group:IsHelicopter()
-- Is (template) group uncontrolled.
self.isUncontrolled=template.uncontrolled
-- Is (template) group late activated.
self.isLateActivated=template.lateActivation
-- Max speed in km/h.
self.speedMax=group:GetSpeedMax()
@ -3930,6 +3921,17 @@ function FLIGHTGROUP:_InitGroup(Template)
-- Group ammo.
self.ammo=self:GetAmmoTot()
-- Get template of group.
local template=Template or self:_GetTemplate()
-- Is (template) group uncontrolled.
self.isUncontrolled=template~=nil and template.uncontrolled or false
-- Is (template) group late activated.
self.isLateActivated=template~=nil and template.lateActivation or false
if template then
-- Radio parameters from template. Default is set on spawn if not modified by user.
self.radio.Freq=tonumber(template.frequency)
self.radio.Modu=tonumber(template.modulation)
@ -3949,6 +3951,8 @@ function FLIGHTGROUP:_InitGroup(Template)
self.callsign.NumberGroup=tonumber(callsign[2])
self.callsign.NameSquad=UTILS.GetCallsignName(self.callsign.NumberSquad)
end
-- Set default formation.
if self.isHelo then
self.optionDefault.Formation=ENUMS.Formation.RotaryWing.EchelonLeft.D300

View File

@ -11378,11 +11378,19 @@ end
-- @return #OPSGROUP self
function OPSGROUP:_InitWaypoints(WpIndexMin, WpIndexMax)
-- Template waypoints.
self.waypoints0=UTILS.DeepCopy(_DATABASE:GetGroupTemplate(self.groupname).route.points) --self.group:GetTemplateRoutePoints()
-- Waypoints empty!
self.waypoints={}
self.waypoints0={}
-- Get group template
local template=_DATABASE:GetGroupTemplate(self.groupname)
if template==nil then
return self
end
-- Template waypoints.
self.waypoints0=UTILS.DeepCopy(template.route.points) --self.group:GetTemplateRoutePoints()
WpIndexMin=WpIndexMin or 1
WpIndexMax=WpIndexMax or #self.waypoints0
@ -13642,10 +13650,6 @@ function OPSGROUP:_AddElementByName(unitname)
if unit then
-- Get unit template.
local unittemplate=unit:GetTemplate()
--local unittemplate=_DATABASE:GetUnitTemplateFromUnitName(unitname)
-- Element table.
local element=self:GetElementByName(unitname)
@ -13672,8 +13676,18 @@ function OPSGROUP:_AddElementByName(unitname)
element.Nhit=0
element.opsgroup=self
-- Get unit template.
local unittemplate=unit:GetTemplate()
if unittemplate==nil then
if element.DCSunit:getPlayerName() then
element.skill="Client"
end
else
element.skill=unittemplate~=nil and unittemplate.skill or "Unknown"
end
-- Skill etc.
element.skill=unittemplate.skill or "Unknown"
if element.skill=="Client" or element.skill=="Player" then
element.ai=false
element.client=CLIENT:FindByName(unitname)
@ -13734,22 +13748,20 @@ function OPSGROUP:_AddElementByName(unitname)
element.weight=element.weightEmpty+element.weightCargo
-- FLIGHTGROUP specific.
if self.isFlightgroup then
element.callsign=element.unit:GetCallsign()
element.fuelmass=element.fuelmass0 or 99999
element.fuelrel=element.unit:GetFuel() or 1
if self.isFlightgroup and unittemplate then
element.modex=unittemplate.onboard_num
element.payload=unittemplate.payload
element.pylons=unittemplate.payload and unittemplate.payload.pylons or nil
element.fuelmass0=unittemplate.payload and unittemplate.payload.fuel or 0
element.fuelmass=element.fuelmass0
element.fuelrel=element.unit:GetFuel()
else
element.callsign="Peter-1-1"
element.modex="000"
element.payload={}
element.pylons={}
element.fuelmass0=99999
element.fuelmass =99999
element.fuelrel=1
end
-- Debug text.

View File

@ -604,6 +604,14 @@ function OPSZONE:GetAttackDuration()
return nil
end
--- Find an OPSZONE using the Zone Name.
-- @param #OPSZONE self
-- @param #string ZoneName The zone name.
-- @return #OPSZONE The OPSZONE or nil if not found.
function OPSZONE:FindByName( ZoneName )
local Found = _DATABASE:FindOpsZone( ZoneName )
return Found
end
--- Check if the red coalition is currently owning the zone.
-- @param #OPSZONE self

View File

@ -197,6 +197,45 @@ CALLSIGN={
Cargo=11,
Ascot=12,
},
AH64={
Army_Air = 9,
Apache = 10,
Crow = 11,
Sioux = 12,
Gatling = 13,
Gunslinger = 14,
Hammerhead = 15,
Bootleg = 16,
Palehorse = 17,
Carnivor = 18,
Saber = 19,
},
Kiowa = {
Anvil = 1,
Azrael = 2,
BamBam = 3,
Blackjack = 4,
Bootleg = 5,
BurninStogie = 6,
Chaos = 7,
CrazyHorse = 8,
Crusader = 9,
Darkhorse = 10,
Eagle = 11,
Lighthorse = 12,
Mustang = 13,
Outcast = 14,
Palehorse = 15,
Pegasus = 16,
Pistol = 17,
Roughneck = 18,
Saber = 19,
Shamus = 20,
Spur = 21,
Stetson = 22,
Wrath = 23,
},
} --#CALLSIGN
--- Utilities static class.
@ -1999,6 +2038,18 @@ function UTILS.GetCallsignName(Callsign)
end
end
for name, value in pairs(CALLSIGN.AH64) do
if value==Callsign then
return name
end
end
for name, value in pairs(CALLSIGN.Kiowa) do
if value==Callsign then
return name
end
end
return "Ghostrider"
end

View File

@ -445,7 +445,11 @@ function UNIT:IsPlayer()
if not group then return false end
-- Units of template group.
local units=group:GetTemplate().units
local template = group:GetTemplate()
if (template == nil) or (template.units == nil ) then return false end
local units=template.units
-- Get numbers.
for _,unit in pairs(units) do
@ -789,11 +793,13 @@ end
--- Get the number of ammunition and in particular the number of shells, rockets, bombs and missiles a unit currently has.
-- @param #UNIT self
-- @return #number Total amount of ammo the unit has left. This is the sum of shells, rockets, bombs and missiles.
-- @return #number Number of shells left.
-- @return #number Number of shells left. Shells include MG ammunition, AP and HE shells, and artillery shells where applicable.
-- @return #number Number of rockets left.
-- @return #number Number of bombs left.
-- @return #number Number of missiles left.
-- @return #number Number of artillery shells left (with explosive mass, included in shells; shells can also be machine gun ammo)
-- @return #number Number of artillery shells left (with explosive mass, included in shells; HE will also be reported as artillery shells for tanks)
-- @return #number Number of tank AP shells left (for tanks, if applicable)
-- @return #number Number of tank HE shells left (for tanks, if applicable)
function UNIT:GetAmmunition()
-- Init counter.
@ -803,6 +809,8 @@ function UNIT:GetAmmunition()
local nmissiles=0
local nbombs=0
local narti=0
local nAPshells = 0
local nHEshells = 0
local unit=self
@ -844,6 +852,14 @@ function UNIT:GetAmmunition()
narti=narti+Nammo
end
if ammotable[w].desc.typeName and string.find(ammotable[w].desc.typeName,"_AP",1,true) then
nAPshells = nAPshells+Nammo
end
if ammotable[w].desc.typeName and string.find(ammotable[w].desc.typeName,"_HE",1,true) then
nHEshells = nHEshells+Nammo
end
elseif Category==Weapon.Category.ROCKET then
-- Add up all rockets.
@ -880,7 +896,55 @@ function UNIT:GetAmmunition()
-- Total amount of ammunition.
nammo=nshells+nrockets+nmissiles+nbombs
return nammo, nshells, nrockets, nbombs, nmissiles, narti
return nammo, nshells, nrockets, nbombs, nmissiles, narti, nAPshells, nHEshells
end
--- Checks if a tank still has AP shells.
-- @param #UNIT self
-- @return #boolean HasAPShells
function UNIT:HasAPShells()
local _,_,_,_,_,_,shells = self:GetAmmunition()
if shells > 0 then return true else return false end
end
--- Get number of AP shells from a tank.
-- @param #UNIT self
-- @return #number Number of AP shells
function UNIT:GetAPShells()
local _,_,_,_,_,_,shells = self:GetAmmunition()
return shells or 0
end
--- Get number of HE shells from a tank.
-- @param #UNIT self
-- @return #number Number of HE shells
function UNIT:GetHEShells()
local _,_,_,_,_,_,_,shells = self:GetAmmunition()
return shells or 0
end
--- Checks if a tank still has HE shells.
-- @param #UNIT self
-- @return #boolean HasHEShells
function UNIT:HasHEShells()
local _,_,_,_,_,_,_,shells = self:GetAmmunition()
if shells > 0 then return true else return false end
end
--- Checks if an artillery unit still has artillery shells.
-- @param #UNIT self
-- @return #boolean HasArtiShells
function UNIT:HasArtiShells()
local _,_,_,_,_,shells = self:GetAmmunition()
if shells > 0 then return true else return false end
end
--- Get number of artillery shells from an artillery unit.
-- @param #UNIT self
-- @return #number Number of artillery shells
function UNIT:GetArtiShells()
local _,_,_,_,_,shells = self:GetAmmunition()
return shells or 0
end
--- Returns the unit sensors.
@ -1192,17 +1256,17 @@ function UNIT:GetThreatLevel()
if self:IsGround() then
local ThreatLevels = {
"Unarmed",
"Infantry",
"Old Tanks & APCs",
"Tanks & IFVs without ATGM",
"Tanks & IFV with ATGM",
"Modern Tanks",
"AAA",
"IR Guided SAMs",
"SR SAMs",
"MR SAMs",
"LR SAMs"
[1] = "Unarmed",
[2] = "Infantry",
[3] = "Old Tanks & APCs",
[4] = "Tanks & IFVs without ATGM",
[5] = "Tanks & IFV with ATGM",
[6] = "Modern Tanks",
[7] = "AAA",
[8] = "IR Guided SAMs",
[9] = "SR SAMs",
[10] = "MR SAMs",
[11] = "LR SAMs"
}
@ -1228,17 +1292,17 @@ function UNIT:GetThreatLevel()
if self:IsAir() then
local ThreatLevels = {
"Unarmed",
"Tanker",
"AWACS",
"Transport Helicopter",
"UAV",
"Bomber",
"Strategic Bomber",
"Attack Helicopter",
"Battleplane",
"Multirole Fighter",
"Fighter"
[1] = "Unarmed",
[2] = "Tanker",
[3] = "AWACS",
[4] = "Transport Helicopter",
[5] = "UAV",
[6] = "Bomber",
[7] = "Strategic Bomber",
[8] = "Attack Helicopter",
[9] = "Battleplane",
[10] = "Multirole Fighter",
[11] = "Fighter"
}
@ -1272,17 +1336,17 @@ function UNIT:GetThreatLevel()
--["Unarmed ships"] = {"Ships","HeavyArmoredUnits",},
local ThreatLevels = {
"Unarmed ship",
"Light armed ships",
"Corvettes",
"",
"Frigates",
"",
"Cruiser",
"",
"Destroyer",
"",
"Aircraft Carrier"
[1] = "Unarmed ship",
[2] = "Light armed ships",
[3] = "Corvettes",
[4] = "",
[5] = "Frigates",
[6] = "",
[7] = "Cruiser",
[8] = "",
[9] = "Destroyer",
[10] = "",
[11] = "Aircraft Carrier"
}