mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
- Remove unnecessary trace lines
- Implement Scheduled Trace - Now source and line number are shown for scheduled calls. - Info lines are now shown where appropriate. - The width of trace for the class name is now 25 characters instead of 20.
This commit is contained in:
@@ -433,7 +433,7 @@ function AI_A2A:onafterStatus()
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self:F({DistanceFromHomeBase=DistanceFromHomeBase})
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if DistanceFromHomeBase > self.DisengageRadius then
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self:E( self.Controllable:GetName() .. " is too far from home base, RTB!" )
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self:I( self.Controllable:GetName() .. " is too far from home base, RTB!" )
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self:Hold( 300 )
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RTB = false
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end
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@@ -453,10 +453,10 @@ function AI_A2A:onafterStatus()
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self:F({Fuel=Fuel, PatrolFuelThresholdPercentage=self.PatrolFuelThresholdPercentage})
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if Fuel < self.PatrolFuelThresholdPercentage then
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if self.TankerName then
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self:E( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... Refuelling at Tanker!" )
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self:I( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... Refuelling at Tanker!" )
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self:Refuel()
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else
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self:E( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... RTB!" )
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self:I( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... RTB!" )
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local OldAIControllable = self.Controllable
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local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
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@@ -475,7 +475,7 @@ function AI_A2A:onafterStatus()
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local InitialLife = self.Controllable:GetLife0()
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self:F( { Damage = Damage, InitialLife = InitialLife, DamageThreshold = self.PatrolDamageThreshold } )
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if ( Damage / InitialLife ) < self.PatrolDamageThreshold then
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self:E( self.Controllable:GetName() .. " is damaged: " .. Damage .. " ... RTB!" )
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self:I( self.Controllable:GetName() .. " is damaged: " .. Damage .. " ... RTB!" )
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self:Damaged()
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RTB = true
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self:SetStatusOff()
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@@ -493,7 +493,7 @@ function AI_A2A:onafterStatus()
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if Damage ~= InitialLife then
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self:Damaged()
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else
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self:E( self.Controllable:GetName() .. " control lost! " )
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self:I( self.Controllable:GetName() .. " control lost! " )
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self:LostControl()
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end
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else
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@@ -549,7 +549,7 @@ function AI_A2A:onafterRTB( AIGroup, From, Event, To )
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if AIGroup and AIGroup:IsAlive() then
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self:E( "Group " .. AIGroup:GetName() .. " ... RTB! ( " .. self:GetState() .. " )" )
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self:I( "Group " .. AIGroup:GetName() .. " ... RTB! ( " .. self:GetState() .. " )" )
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self:ClearTargetDistance()
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AIGroup:ClearTasks()
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@@ -567,7 +567,7 @@ function AI_A2A:onafterRTB( AIGroup, From, Event, To )
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local ToAirbaseCoord = CurrentCoord:Translate( 5000, ToAirbaseAngle )
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if Distance < 5000 then
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self:E( "RTB and near the airbase!" )
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self:I( "RTB and near the airbase!" )
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self:Home()
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return
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end
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@@ -608,7 +608,7 @@ end
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function AI_A2A:onafterHome( AIGroup, From, Event, To )
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self:F( { AIGroup, From, Event, To } )
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self:E( "Group " .. self.Controllable:GetName() .. " ... Home! ( " .. self:GetState() .. " )" )
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self:I( "Group " .. self.Controllable:GetName() .. " ... Home! ( " .. self:GetState() .. " )" )
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if AIGroup and AIGroup:IsAlive() then
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end
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@@ -622,7 +622,7 @@ end
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function AI_A2A:onafterHold( AIGroup, From, Event, To, HoldTime )
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self:F( { AIGroup, From, Event, To } )
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self:E( "Group " .. self.Controllable:GetName() .. " ... Holding! ( " .. self:GetState() .. " )" )
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self:I( "Group " .. self.Controllable:GetName() .. " ... Holding! ( " .. self:GetState() .. " )" )
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if AIGroup and AIGroup:IsAlive() then
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local OrbitTask = AIGroup:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
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@@ -654,7 +654,7 @@ end
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function AI_A2A:onafterRefuel( AIGroup, From, Event, To )
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self:F( { AIGroup, From, Event, To } )
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self:E( "Group " .. self.Controllable:GetName() .. " ... Refuelling! ( " .. self:GetState() .. " )" )
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self:I( "Group " .. self.Controllable:GetName() .. " ... Refuelling! ( " .. self:GetState() .. " )" )
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if AIGroup and AIGroup:IsAlive() then
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local Tanker = GROUP:FindByName( self.TankerName )
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@@ -711,7 +711,7 @@ end
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function AI_A2A:OnCrash( EventData )
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if self.Controllable:IsAlive() and EventData.IniDCSGroupName == self.Controllable:GetName() then
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self:E( self.Controllable:GetUnits() )
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self:I( self.Controllable:GetUnits() )
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if #self.Controllable:GetUnits() == 1 then
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self:__Crash( 1, EventData )
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end
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@@ -131,7 +131,7 @@ function AI_A2G_BAI:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit
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end
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if #AttackUnitTasks == 0 then
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self:E( DefenderGroupName .. ": No targets found -> Going RTB")
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self:I( DefenderGroupName .. ": No targets found -> Going RTB")
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self:Return()
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self:__RTB( self.TaskDelay )
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else
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@@ -148,7 +148,7 @@ function AI_A2G_BAI:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit
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DefenderGroup:Route( EngageRoute, self.TaskDelay )
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end
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else
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self:E( DefenderGroupName .. ": No targets found -> Going RTB")
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self:I( DefenderGroupName .. ": No targets found -> Going RTB")
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self:Return()
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self:__RTB( self.TaskDelay )
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end
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@@ -126,7 +126,7 @@ function AI_A2G_CAS:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit
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if #AttackUnitTasks == 0 then
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self:E( DefenderGroupName .. ": No targets found -> Going RTB")
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self:I( DefenderGroupName .. ": No targets found -> Going RTB")
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self:Return()
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self:__RTB( self.TaskDelay )
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else
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@@ -144,7 +144,7 @@ function AI_A2G_CAS:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit
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DefenderGroup:Route( EngageRoute, self.TaskDelay )
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end
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else
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self:E( DefenderGroupName .. ": No targets found -> Going RTB")
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self:I( DefenderGroupName .. ": No targets found -> Going RTB")
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self:Return()
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self:__RTB( self.TaskDelay )
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end
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@@ -506,7 +506,7 @@ function AI_A2G_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, Attac
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end
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else
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self:E( DefenderGroupName .. ": No targets found -> Going RTB")
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self:I( DefenderGroupName .. ": No targets found -> Going RTB")
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self:Return()
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self:__RTB( self.TaskDelay )
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end
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@@ -183,7 +183,7 @@ function AI_A2G_SEAD:onafterEngage( DefenderGroup, From, Event, To, AttackSetUni
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end
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if #AttackUnitTasks == 0 then
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self:E( DefenderGroupName .. ": No targets found -> Going RTB")
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self:I( DefenderGroupName .. ": No targets found -> Going RTB")
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self:Return()
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self:__RTB( self.TaskDelay )
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else
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@@ -202,7 +202,7 @@ function AI_A2G_SEAD:onafterEngage( DefenderGroup, From, Event, To, AttackSetUni
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DefenderGroup:Route( EngageRoute, self.TaskDelay )
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end
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else
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self:E( DefenderGroupName .. ": No targets found -> Going RTB")
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self:I( DefenderGroupName .. ": No targets found -> Going RTB")
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self:Return()
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self:__RTB( self.TaskDelay )
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end
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@@ -446,7 +446,7 @@ function AI_AIR:onafterStatus()
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local DistanceFromHomeBase = self.HomeAirbase:GetCoordinate():Get2DDistance( self.Controllable:GetCoordinate() )
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if DistanceFromHomeBase > self.DisengageRadius then
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self:E( self.Controllable:GetName() .. " is too far from home base, RTB!" )
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self:I( self.Controllable:GetName() .. " is too far from home base, RTB!" )
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self:Hold( 300 )
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RTB = false
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end
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@@ -470,10 +470,10 @@ function AI_AIR:onafterStatus()
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if Fuel < self.FuelThresholdPercentage then
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if self.TankerName then
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self:E( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... Refuelling at Tanker!" )
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self:I( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... Refuelling at Tanker!" )
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self:Refuel()
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else
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self:E( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... RTB!" )
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self:I( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... RTB!" )
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local OldAIControllable = self.Controllable
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local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
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@@ -495,7 +495,7 @@ function AI_AIR:onafterStatus()
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-- Note that a group can consist of more units, so if one unit is damaged of a group, the mission may continue.
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-- The damaged unit will RTB due to DCS logic, and the others will continue to engage.
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if ( Damage / InitialLife ) < self.PatrolDamageThreshold then
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self:E( self.Controllable:GetName() .. " is damaged: " .. Damage .. " ... RTB!" )
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self:I( self.Controllable:GetName() .. " is damaged: " .. Damage .. " ... RTB!" )
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self:Damaged()
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RTB = true
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self:SetStatusOff()
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@@ -513,7 +513,7 @@ function AI_AIR:onafterStatus()
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if Damage ~= InitialLife then
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self:Damaged()
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else
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self:E( self.Controllable:GetName() .. " control lost! " )
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self:I( self.Controllable:GetName() .. " control lost! " )
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self:LostControl()
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end
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@@ -570,7 +570,7 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
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if AIGroup and AIGroup:IsAlive() then
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self:E( "Group " .. AIGroup:GetName() .. " ... RTB! ( " .. self:GetState() .. " )" )
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self:I( "Group " .. AIGroup:GetName() .. " ... RTB! ( " .. self:GetState() .. " )" )
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self:ClearTargetDistance()
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--AIGroup:ClearTasks()
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@@ -588,7 +588,7 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
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local ToAirbaseCoord = FromCoord:Translate( 5000, ToAirbaseAngle )
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if Distance < 5000 then
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self:E( "RTB and near the airbase!" )
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self:I( "RTB and near the airbase!" )
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self:Home()
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return
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end
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@@ -634,7 +634,7 @@ end
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function AI_AIR:onafterHome( AIGroup, From, Event, To )
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self:F( { AIGroup, From, Event, To } )
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self:E( "Group " .. self.Controllable:GetName() .. " ... Home! ( " .. self:GetState() .. " )" )
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self:I( "Group " .. self.Controllable:GetName() .. " ... Home! ( " .. self:GetState() .. " )" )
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if AIGroup and AIGroup:IsAlive() then
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end
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@@ -648,7 +648,7 @@ end
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function AI_AIR:onafterHold( AIGroup, From, Event, To, HoldTime )
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self:F( { AIGroup, From, Event, To } )
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self:E( "Group " .. self.Controllable:GetName() .. " ... Holding! ( " .. self:GetState() .. " )" )
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self:I( "Group " .. self.Controllable:GetName() .. " ... Holding! ( " .. self:GetState() .. " )" )
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if AIGroup and AIGroup:IsAlive() then
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local OrbitTask = AIGroup:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
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@@ -686,7 +686,7 @@ function AI_AIR:onafterRefuel( AIGroup, From, Event, To )
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if Tanker:IsAlive() and Tanker:IsAirPlane() then
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self:E( "Group " .. self.Controllable:GetName() .. " ... Refuelling! ( " .. self:GetState() .. "), at tanker " .. self.TankerName )
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self:I( "Group " .. self.Controllable:GetName() .. " ... Refuelling! ( " .. self:GetState() .. "), at tanker " .. self.TankerName )
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local RefuelRoute = {}
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@@ -545,7 +545,7 @@ function AI_ESCORT:SetFlightMenuFormation( Formation )
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if MenuFormation then
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local Arguments = MenuFormation.Arguments
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self:I({Arguments=unpack(Arguments)})
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--self:I({Arguments=unpack(Arguments)})
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local FlightMenuFormation = MENU_GROUP:New( self.PlayerGroup, "Formation", self.MainMenu )
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local MenuFlightFormationID = MENU_GROUP_COMMAND:New( self.PlayerGroup, Formation, FlightMenuFormation,
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function ( self, Formation, ... )
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@@ -83,13 +83,6 @@ function AI_ESCORT_DISPATCHER_REQUEST:OnEventExit( EventData )
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local PlayerGroup = EventData.IniGroup
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local PlayerUnit = EventData.IniUnit
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self.CarrierSet:Flush(self)
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self:I({EscortAirbase= self.EscortAirbase } )
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self:I({PlayerGroupName = PlayerGroupName } )
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self:I({PlayerGroup = PlayerGroup})
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self:I({FirstGroup = self.CarrierSet:GetFirst()})
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self:I({FindGroup = self.CarrierSet:FindGroup( PlayerGroupName )})
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if self.CarrierSet:FindGroup( PlayerGroupName ) then
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if self.AI_Escorts[PlayerGroupName] then
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self.AI_Escorts[PlayerGroupName]:Stop()
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@@ -107,11 +100,6 @@ function AI_ESCORT_DISPATCHER_REQUEST:OnEventBirth( EventData )
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local PlayerGroup = EventData.IniGroup
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local PlayerUnit = EventData.IniUnit
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self:I({PlayerGroupName = PlayerGroupName } )
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self:I({PlayerGroup = PlayerGroup})
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self:I({FirstGroup = self.CarrierSet:GetFirst()})
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self:I({FindGroup = self.CarrierSet:FindGroup( PlayerGroupName )})
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if self.CarrierSet:FindGroup( PlayerGroupName ) then
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if not self.AI_Escorts[PlayerGroupName] then
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local LeaderUnit = PlayerUnit
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@@ -825,7 +825,7 @@ function AI_PATROL_ZONE:onafterStatus()
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local Fuel = self.Controllable:GetFuelMin()
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if Fuel < self.PatrolFuelThresholdPercentage then
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self:E( self.Controllable:GetName() .. " is out of fuel:" .. Fuel .. ", RTB!" )
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self:I( self.Controllable:GetName() .. " is out of fuel:" .. Fuel .. ", RTB!" )
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local OldAIControllable = self.Controllable
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local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
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@@ -839,7 +839,7 @@ function AI_PATROL_ZONE:onafterStatus()
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-- TODO: Check GROUP damage function.
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local Damage = self.Controllable:GetLife()
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if Damage <= self.PatrolDamageThreshold then
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self:E( self.Controllable:GetName() .. " is damaged:" .. Damage .. ", RTB!" )
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self:I( self.Controllable:GetName() .. " is damaged:" .. Damage .. ", RTB!" )
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RTB = true
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end
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@@ -900,7 +900,6 @@ end
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function AI_PATROL_ZONE:OnCrash( EventData )
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if self.Controllable:IsAlive() and EventData.IniDCSGroupName == self.Controllable:GetName() then
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self:E( self.Controllable:GetUnits() )
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if #self.Controllable:GetUnits() == 1 then
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self:__Crash( 1, EventData )
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end
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Block a user