Merge pull request #420 from FlightControl-Master/enhancement-353-task-cargo-transport

Enhancement 353 task cargo transport
This commit is contained in:
Sven Van de Velde 2017-04-12 17:35:22 +02:00 committed by GitHub
commit ccdbed3159
63 changed files with 3609 additions and 2859 deletions

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@ -15,55 +15,7 @@
--
-- * AI_CARGO_GROUPED, represented by a Group of CARGO_UNITs.
--
-- # 1) @{#AI_CARGO} class, extends @{Fsm#FSM_PROCESS}
--
-- The @{#AI_CARGO} class defines the core functions that defines a cargo object within MOOSE.
-- A cargo is a logical object defined that is available for transport, and has a life status within a simulation.
--
-- The AI_CARGO is a state machine: it manages the different events and states of the cargo.
-- All derived classes from AI_CARGO follow the same state machine, expose the same cargo event functions, and provide the same cargo states.
--
-- ## 1.2.1) AI_CARGO Events:
--
-- * @{#AI_CARGO.Board}( ToCarrier ): Boards the cargo to a carrier.
-- * @{#AI_CARGO.Load}( ToCarrier ): Loads the cargo into a carrier, regardless of its position.
-- * @{#AI_CARGO.UnBoard}( ToPointVec2 ): UnBoard the cargo from a carrier. This will trigger a movement of the cargo to the option ToPointVec2.
-- * @{#AI_CARGO.UnLoad}( ToPointVec2 ): UnLoads the cargo from a carrier.
-- * @{#AI_CARGO.Dead}( Controllable ): The cargo is dead. The cargo process will be ended.
--
-- ## 1.2.2) AI_CARGO States:
--
-- * **UnLoaded**: The cargo is unloaded from a carrier.
-- * **Boarding**: The cargo is currently boarding (= running) into a carrier.
-- * **Loaded**: The cargo is loaded into a carrier.
-- * **UnBoarding**: The cargo is currently unboarding (=running) from a carrier.
-- * **Dead**: The cargo is dead ...
-- * **End**: The process has come to an end.
--
-- ## 1.2.3) AI_CARGO state transition methods:
--
-- State transition functions can be set **by the mission designer** customizing or improving the behaviour of the state.
-- There are 2 moments when state transition methods will be called by the state machine:
--
-- * **Leaving** the state.
-- The state transition method needs to start with the name **OnLeave + the name of the state**.
-- If the state transition method returns false, then the processing of the state transition will not be done!
-- If you want to change the behaviour of the AIControllable at this event, return false,
-- but then you'll need to specify your own logic using the AIControllable!
--
-- * **Entering** the state.
-- The state transition method needs to start with the name **OnEnter + the name of the state**.
-- These state transition methods need to provide a return value, which is specified at the function description.
--
-- # 2) #AI_CARGO_UNIT class
--
-- The AI_CARGO_UNIT class defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.
-- Use the event functions as described above to Load, UnLoad, Board, UnBoard the AI_CARGO_UNIT objects to and from carriers.
--
-- # 5) #AI_CARGO_GROUPED class
--
-- The AI_CARGO_GROUPED class defines a cargo that is represented by a group of UNIT objects within the simulator, and can be transported by a carrier.
-- Use the event functions as described above to Load, UnLoad, Board, UnBoard the AI_CARGO_UNIT objects to and from carriers.
--
-- This module is still under construction, but is described above works already, and will keep working ...
--
@ -200,6 +152,49 @@ do -- AI_CARGO
-- @field #boolean Moveable This flag defines if the cargo is moveable.
-- @field #boolean Representable This flag defines if the cargo can be represented by a DCS Unit.
-- @field #boolean Containable This flag defines if the cargo can be contained within a DCS Unit.
--- # AI\_CARGO class, extends @{Fsm#FSM_PROCESS}
--
-- The AI\_CARGO class defines the core functions that defines a cargo object within MOOSE.
-- A cargo is a logical object defined that is available for transport, and has a life status within a simulation.
--
-- The AI\_CARGO is a state machine: it manages the different events and states of the cargo.
-- All derived classes from AI\_CARGO follow the same state machine, expose the same cargo event functions, and provide the same cargo states.
--
-- ## AI\_CARGO Events:
--
-- * @{#AI\_CARGO.Board}( ToCarrier ): Boards the cargo to a carrier.
-- * @{#AI\_CARGO.Load}( ToCarrier ): Loads the cargo into a carrier, regardless of its position.
-- * @{#AI\_CARGO.UnBoard}( ToPointVec2 ): UnBoard the cargo from a carrier. This will trigger a movement of the cargo to the option ToPointVec2.
-- * @{#AI\_CARGO.UnLoad}( ToPointVec2 ): UnLoads the cargo from a carrier.
-- * @{#AI\_CARGO.Dead}( Controllable ): The cargo is dead. The cargo process will be ended.
--
-- ## AI\_CARGO States:
--
-- * **UnLoaded**: The cargo is unloaded from a carrier.
-- * **Boarding**: The cargo is currently boarding (= running) into a carrier.
-- * **Loaded**: The cargo is loaded into a carrier.
-- * **UnBoarding**: The cargo is currently unboarding (=running) from a carrier.
-- * **Dead**: The cargo is dead ...
-- * **End**: The process has come to an end.
--
-- ## AI\_CARGO state transition methods:
--
-- State transition functions can be set **by the mission designer** customizing or improving the behaviour of the state.
-- There are 2 moments when state transition methods will be called by the state machine:
--
-- * **Leaving** the state.
-- The state transition method needs to start with the name **OnLeave + the name of the state**.
-- If the state transition method returns false, then the processing of the state transition will not be done!
-- If you want to change the behaviour of the AIControllable at this event, return false,
-- but then you'll need to specify your own logic using the AIControllable!
--
-- * **Entering** the state.
-- The state transition method needs to start with the name **OnEnter + the name of the state**.
-- These state transition methods need to provide a return value, which is specified at the function description.
--
-- @field #AI_CARGO AI_CARGO
--
AI_CARGO = {
ClassName = "AI_CARGO",
Type = nil,
@ -244,8 +239,8 @@ function AI_CARGO:New( Type, Name, Weight, ReportRadius, NearRadius )
self.Type = Type
self.Name = Name
self.Weight = Weight
self.ReportRadius = ReportRadius
self.NearRadius = NearRadius
self.ReportRadius = ReportRadius or 1000
self.NearRadius = NearRadius or 200
self.CargoObject = nil
self.CargoCarrier = nil
self.Representable = false
@ -258,9 +253,39 @@ function AI_CARGO:New( Type, Name, Weight, ReportRadius, NearRadius )
CARGOS[self.Name] = self
self:SetEventPriority( 5 )
return self
end
--- Get the name of the Cargo.
-- @param #AI_CARGO self
-- @return #string The name of the Cargo.
function AI_CARGO:GetName()
return self.Name
end
--- Get the type of the Cargo.
-- @param #AI_CARGO self
-- @return #string The type of the Cargo.
function AI_CARGO:GetType()
return self.Type
end
--- Check if cargo is loaded.
-- @param #AI_CARGO self
-- @return #boolean true if loaded
function AI_CARGO:IsLoaded()
return self:Is( "Loaded" )
end
--- Check if cargo is unloaded.
-- @param #AI_CARGO self
-- @return #boolean true if unloaded
function AI_CARGO:IsUnLoaded()
return self:Is( "UnLoaded" )
end
--- Template method to spawn a new representation of the AI_CARGO in the simulator.
-- @param #AI_CARGO self
@ -270,6 +295,46 @@ function AI_CARGO:Spawn( PointVec2 )
end
--- Check if CargoCarrier is in the radius for the Cargo to be Loaded.
-- @param #AI_CARGO self
-- @param Core.Point#POINT_VEC2 PointVec2
-- @return #boolean
function AI_CARGO:IsInRadius( PointVec2 )
self:F( { PointVec2 } )
local Distance = 0
if self:IsLoaded() then
Distance = PointVec2:DistanceFromPointVec2( self.CargoCarrier:GetPointVec2() )
else
Distance = PointVec2:DistanceFromPointVec2( self.CargoObject:GetPointVec2() )
end
self:T( Distance )
if Distance <= self.ReportRadius then
return true
else
return false
end
end
--- Check if Cargo is the given @{Zone}.
-- @param #AI_CARGO self
-- @param Core.Zone#ZONE_BASE Zone
-- @return #boolean **true** if cargo is in the Zone, **false** if cargo is not in the Zone.
function AI_CARGO:IsInZone( Zone )
self:F( { Zone } )
if self:IsLoaded() then
return Zone:IsPointVec2InZone( self.CargoCarrier:GetPointVec2() )
else
return Zone:IsPointVec2InZone( self.CargoObject:GetPointVec2() )
end
return nil
end
--- Check if CargoCarrier is near the Cargo to be Loaded.
-- @param #AI_CARGO self
@ -288,6 +353,20 @@ function AI_CARGO:IsNear( PointVec2 )
end
end
--- Get the current PointVec2 of the cargo.
-- @param #AI_CARGO self
-- @return Core.Point#POINT_VEC2
function AI_CARGO:GetPointVec2()
return self.CargoObject:GetPointVec2()
end
--- Get the range till cargo will board.
-- @param #AI_CARGO self
-- @return #number The range till cargo will board.
function AI_CARGO:GetBoardingRange()
return self.ReportRadius
end
end
do -- AI_CARGO_REPRESENTABLE
@ -340,6 +419,16 @@ do -- AI_CARGO_UNIT
--- @type AI_CARGO_UNIT
-- @extends #AI_CARGO_REPRESENTABLE
--- # AI\_CARGO\_UNIT class, extends @{#AI_CARGO_REPRESENTABLE}
--
-- The AI\_CARGO\_UNIT class defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.
-- Use the event functions as described above to Load, UnLoad, Board, UnBoard the AI\_CARGO\_UNIT objects to and from carriers.
--
-- ===
--
-- @field #AI_CARGO_UNIT AI_CARGO_UNIT
--
AI_CARGO_UNIT = {
ClassName = "AI_CARGO_UNIT"
}
@ -362,6 +451,20 @@ function AI_CARGO_UNIT:New( CargoUnit, Type, Name, Weight, ReportRadius, NearRad
self:T( self.ClassName )
-- Cargo objects are added to the _DATABASE and SET_CARGO objects.
_EVENTDISPATCHER:CreateEventNewCargo( self )
return self
end
--- AI_CARGO_UNIT Destructor.
-- @param #AI_CARGO_UNIT self
-- @return #AI_CARGO_UNIT
function AI_CARGO_UNIT:Destroy()
-- Cargo objects are deleted from the _DATABASE and SET_CARGO objects.
_EVENTDISPATCHER:CreateEventDeleteCargo( self )
return self
end
@ -503,7 +606,7 @@ end
-- @param #string From
-- @param #string To
-- @param Wrapper.Unit#UNIT CargoCarrier
function AI_CARGO_UNIT:onenterBoarding( From, Event, To, CargoCarrier )
function AI_CARGO_UNIT:onenterBoarding( From, Event, To, CargoCarrier, ... )
self:F( { CargoCarrier.UnitName, From, Event, To } )
local Speed = 10
@ -535,14 +638,14 @@ end
-- @param #string From
-- @param #string To
-- @param Wrapper.Unit#UNIT CargoCarrier
function AI_CARGO_UNIT:onleaveBoarding( From, Event, To, CargoCarrier )
function AI_CARGO_UNIT:onleaveBoarding( From, Event, To, CargoCarrier, ... )
self:F( { CargoCarrier.UnitName, From, Event, To } )
if self:IsNear( CargoCarrier:GetPointVec2() ) then
self:__Load( 1, CargoCarrier )
self:__Load( 1, CargoCarrier, ... )
return true
else
self:__Boarding( 1, CargoCarrier )
self:__Boarding( 1, CargoCarrier, ... )
end
return false
end
@ -571,7 +674,7 @@ end
-- @param #string Event
-- @param #string From
-- @param #string To
function AI_CARGO_UNIT:onafterBoard( From, Event, To, CargoCarrier )
function AI_CARGO_UNIT:onafterBoard( From, Event, To, CargoCarrier, ... )
self:F()
self.CargoInAir = self.CargoObject:InAir()
@ -581,7 +684,7 @@ function AI_CARGO_UNIT:onafterBoard( From, Event, To, CargoCarrier )
-- Only move the group to the carrier when the cargo is not in the air
-- (eg. cargo can be on a oil derrick, moving the cargo on the oil derrick will drop the cargo on the sea).
if not self.CargoInAir then
self:Load( CargoCarrier )
self:Load( CargoCarrier, ... )
end
end
@ -809,6 +912,14 @@ do -- AI_CARGO_GROUP
-- @extends AI.AI_Cargo#AI_CARGO
-- @field Set#SET_BASE CargoSet A set of cargo objects.
-- @field #string Name A string defining the name of the cargo group. The name is the unique identifier of the cargo.
--- # AI\_CARGO\_GROUP class
--
-- The AI\_CARGO\_GROUP class defines a cargo that is represented by a group of @{Unit} objects within the simulator, and can be transported by a carrier.
-- Use the event functions as described above to Load, UnLoad, Board, UnBoard the AI\_CARGO\_GROUP to and from carrier.
--
-- @field #AI_CARGO_GROUP AI_CARGO_GROUP
--
AI_CARGO_GROUP = {
ClassName = "AI_CARGO_GROUP",
}
@ -838,6 +949,14 @@ do -- AI_CARGO_GROUPED
--- @type AI_CARGO_GROUPED
-- @extends AI.AI_Cargo#AI_CARGO_GROUP
--- # AI\_CARGO\_GROUPED class
--
-- The AI\_CARGO\_GROUPED class defines a cargo that is represented by a group of UNIT objects within the simulator, and can be transported by a carrier.
-- Use the event functions as described above to Load, UnLoad, Board, UnBoard the AI\_CARGO\_UNIT objects to and from carriers.
--
-- @field #AI_CARGO_GROUPED AI_CARGO_GROUPED
--
AI_CARGO_GROUPED = {
ClassName = "AI_CARGO_GROUPED",
}

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@ -6,12 +6,14 @@
-- ===================================================
-- Mission designers can use the DATABASE class to refer to:
--
-- * STATICS
-- * UNITS
-- * GROUPS
-- * CLIENTS
-- * AIRPORTS
-- * AIRBASES
-- * PLAYERSJOINED
-- * PLAYERS
-- * CARGOS
--
-- On top, for internal MOOSE administration purposes, the DATBASE administers the Unit and Group TEMPLATES as defined within the Mission Editor.
--
@ -54,6 +56,7 @@ DATABASE = {
PLAYERS = {},
PLAYERSJOINED = {},
CLIENTS = {},
CARGOS = {},
AIRBASES = {},
COUNTRY_ID = {},
COUNTRY_NAME = {},
@ -85,13 +88,15 @@ local _DATABASECategory =
function DATABASE:New()
-- Inherits from BASE
local self = BASE:Inherit( self, BASE:New() )
local self = BASE:Inherit( self, BASE:New() ) -- #DATABASE
self:SetEventPriority( 1 )
self:HandleEvent( EVENTS.Birth, self._EventOnBirth )
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.NewCargo )
self:HandleEvent( EVENTS.DeleteCargo )
-- Follow alive players and clients
self:HandleEvent( EVENTS.PlayerEnterUnit, self._EventOnPlayerEnterUnit )
@ -167,22 +172,24 @@ end
--- Adds a Airbase based on the Airbase Name in the DATABASE.
-- @param #DATABASE self
function DATABASE:AddAirbase( DCSAirbaseName )
-- @param #string AirbaseName The name of the airbase
function DATABASE:AddAirbase( AirbaseName )
if not self.AIRBASES[DCSAirbaseName] then
self.AIRBASES[DCSAirbaseName] = AIRBASE:Register( DCSAirbaseName )
if not self.AIRBASES[AirbaseName] then
self.AIRBASES[AirbaseName] = AIRBASE:Register( AirbaseName )
end
end
--- Deletes a Airbase from the DATABASE based on the Airbase Name.
-- @param #DATABASE self
function DATABASE:DeleteAirbase( DCSAirbaseName )
-- @param #string AirbaseName The name of the airbase
function DATABASE:DeleteAirbase( AirbaseName )
--self.AIRBASES[DCSAirbaseName] = nil
self.AIRBASES[AirbaseName] = nil
end
--- Finds a AIRBASE based on the AirbaseName.
--- Finds an AIRBASE based on the AirbaseName.
-- @param #DATABASE self
-- @param #string AirbaseName
-- @return Wrapper.Airbase#AIRBASE The found AIRBASE.
@ -192,6 +199,35 @@ function DATABASE:FindAirbase( AirbaseName )
return AirbaseFound
end
--- Adds a Cargo based on the Cargo Name in the DATABASE.
-- @param #DATABASE self
-- @param #string CargoName The name of the airbase
function DATABASE:AddCargo( Cargo )
if not self.CARGOS[Cargo.Name] then
self.CARGOS[Cargo.Name] = Cargo
end
end
--- Deletes a Cargo from the DATABASE based on the Cargo Name.
-- @param #DATABASE self
-- @param #string CargoName The name of the airbase
function DATABASE:DeleteCargo( CargoName )
self.CARGOS[CargoName] = nil
end
--- Finds an CARGO based on the CargoName.
-- @param #DATABASE self
-- @param #string CargoName
-- @return Wrapper.Cargo#CARGO The found CARGO.
function DATABASE:FindCargo( CargoName )
local CargoFound = self.CARGOS[CargoName]
return CargoFound
end
--- Finds a CLIENT based on the ClientName.
-- @param #DATABASE self
@ -714,7 +750,7 @@ end
--- Iterate the DATABASE and call an iterator function for each **alive** UNIT, providing the UNIT and optional parameters.
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called when there is an alive UNIT in the database. The function needs to accept a UNIT parameter.
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a UNIT parameter.
-- @return #DATABASE self
function DATABASE:ForEachUnit( IteratorFunction, FinalizeFunction, ... )
self:F2( arg )
@ -726,7 +762,7 @@ end
--- Iterate the DATABASE and call an iterator function for each **alive** GROUP, providing the GROUP and optional parameters.
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called when there is an alive GROUP in the database. The function needs to accept a GROUP parameter.
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a GROUP parameter.
-- @return #DATABASE self
function DATABASE:ForEachGroup( IteratorFunction, ... )
self:F2( arg )
@ -739,7 +775,7 @@ end
--- Iterate the DATABASE and call an iterator function for each **ALIVE** player, providing the player name and optional parameters.
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called when there is an player in the database. The function needs to accept the player name.
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept the player name.
-- @return #DATABASE self
function DATABASE:ForEachPlayer( IteratorFunction, ... )
self:F2( arg )
@ -752,7 +788,7 @@ end
--- Iterate the DATABASE and call an iterator function for each player who has joined the mission, providing the Unit of the player and optional parameters.
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called when there is was a player in the database. The function needs to accept a UNIT parameter.
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a UNIT parameter.
-- @return #DATABASE self
function DATABASE:ForEachPlayerJoined( IteratorFunction, ... )
self:F2( arg )
@ -764,7 +800,7 @@ end
--- Iterate the DATABASE and call an iterator function for each CLIENT, providing the CLIENT to the function and optional parameters.
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called when there is an alive player in the database. The function needs to accept a CLIENT parameter.
-- @param #function IteratorFunction The function that will be called object in the database. The function needs to accept a CLIENT parameter.
-- @return #DATABASE self
function DATABASE:ForEachClient( IteratorFunction, ... )
self:F2( arg )
@ -774,6 +810,43 @@ function DATABASE:ForEachClient( IteratorFunction, ... )
return self
end
--- Iterate the DATABASE and call an iterator function for each CARGO, providing the CARGO object to the function and optional parameters.
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a CLIENT parameter.
-- @return #DATABASE self
function DATABASE:ForEachCargo( IteratorFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, arg, self.CARGOS )
return self
end
--- Handles the OnEventNewCargo event.
-- @param #DATABASE self
-- @param Core.Event#EVENTDATA EventData
function DATABASE:OnEventNewCargo( EventData )
self:F2( { EventData } )
if EventData.Cargo then
self:AddCargo( EventData.Cargo )
end
end
--- Handles the OnEventDeleteCargo.
-- @param #DATABASE self
-- @param Core.Event#EVENTDATA EventData
function DATABASE:OnEventDeleteCargo( EventData )
self:F2( { EventData } )
if EventData.Cargo then
self:DeleteCargo( EventData.Cargo.Name )
end
end
--- @param #DATABASE self
function DATABASE:_RegisterTemplates()
self:F2()

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@ -197,6 +197,9 @@ EVENT = {
ClassID = 0,
}
world.event.S_EVENT_NEW_CARGO = world.event.S_EVENT_MAX + 1000
world.event.S_EVENT_DELETE_CARGO = world.event.S_EVENT_MAX + 1001
--- The different types of events supported by MOOSE.
-- Use this structure to subscribe to events using the @{Base#BASE.HandleEvent}() method.
-- @type EVENTS
@ -224,13 +227,15 @@ EVENTS = {
PlayerComment = world.event.S_EVENT_PLAYER_COMMENT,
ShootingStart = world.event.S_EVENT_SHOOTING_START,
ShootingEnd = world.event.S_EVENT_SHOOTING_END,
NewCargo = world.event.S_EVENT_NEW_CARGO,
DeleteCargo = world.event.S_EVENT_DELETE_CARGO,
}
--- The Event structure
-- Note that at the beginning of each field description, there is an indication which field will be populated depending on the object type involved in the Event:
--
-- * A (Object.Category.)UNIT : A UNIT object type is involved in the Event.
-- * A (Object.Category.)STATIC : A STATIC object type is involved in the Event.µ
-- * A (Object.Category.)STATIC : A STATIC object type is involved in the Event.µ
--
-- @type EVENTDATA
-- @field #number id The identifier of the event.
@ -271,6 +276,7 @@ EVENTS = {
-- @field WeaponTgtDCSUnit
local _EVENTMETA = {
[world.event.S_EVENT_SHOT] = {
Order = 1,
@ -410,6 +416,16 @@ local _EVENTMETA = {
Event = "OnEventShootingEnd",
Text = "S_EVENT_SHOOTING_END"
},
[EVENTS.NewCargo] = {
Order = 1,
Event = "OnEventNewCargo",
Text = "S_EVENT_NEW_CARGO"
},
[EVENTS.DeleteCargo] = {
Order = 1,
Event = "OnEventDeleteCargo",
Text = "S_EVENT_DELETE_CARGO"
},
}
@ -682,6 +698,39 @@ do -- OnEngineShutDown
end
do -- Event Creation
--- Creation of a New Cargo Event.
-- @param #EVENT self
-- @param AI.AI_Cargo#AI_CARGO Cargo The Cargo created.
function EVENT:CreateEventNewCargo( Cargo )
self:F( { Cargo } )
local Event = {
id = EVENTS.NewCargo,
time = timer.getTime(),
cargo = Cargo,
}
world.onEvent( Event )
end
--- Creation of a Cargo Deletion Event.
-- @param #EVENT self
-- @param AI.AI_Cargo#AI_CARGO Cargo The Cargo created.
function EVENT:CreateEventDeleteCargo( Cargo )
self:F( { Cargo } )
local Event = {
id = EVENTS.DeleteCargo,
time = timer.getTime(),
cargo = Cargo,
}
world.onEvent( Event )
end
end
--- @param #EVENT self
-- @param #EVENTDATA Event
@ -805,6 +854,11 @@ function EVENT:onEvent( Event )
--Event.WeaponTgtDCSUnit = Event.Weapon:getTarget()
end
if Event.cargo then
Event.Cargo = Event.cargo
Event.CargoName = Event.cargo.Name
end
local PriorityOrder = EventMeta.Order
local PriorityBegin = PriorityOrder == -1 and 5 or 1
local PriorityEnd = PriorityOrder == -1 and 1 or 5

View File

@ -2391,3 +2391,346 @@ function SET_AIRBASE:IsIncludeObject( MAirbase )
self:T2( MAirbaseInclude )
return MAirbaseInclude
end
--- @type SET_CARGO
-- @extends Core.Set#SET_BASE
--- # SET_CARGO class, extends @{Set#SET_BASE}
--
-- Mission designers can use the @{Set#SET_CARGO} class to build sets of cargos optionally belonging to certain:
--
-- * Coalitions
-- * Types
-- * Name or Prefix
--
-- ## SET_CARGO constructor
--
-- Create a new SET_CARGO object with the @{#SET_CARGO.New} method:
--
-- * @{#SET_CARGO.New}: Creates a new SET_CARGO object.
--
-- ## Add or Remove CARGOs from SET_CARGO
--
-- CARGOs can be added and removed using the @{Set#SET_CARGO.AddCargosByName} and @{Set#SET_CARGO.RemoveCargosByName} respectively.
-- These methods take a single CARGO name or an array of CARGO names to be added or removed from SET_CARGO.
--
-- ## SET_CARGO filter criteria
--
-- You can set filter criteria to automatically maintain the SET_CARGO contents.
-- Filter criteria are defined by:
--
-- * @{#SET_CARGO.FilterCoalitions}: Builds the SET_CARGO with the cargos belonging to the coalition(s).
-- * @{#SET_CARGO.FilterPrefixes}: Builds the SET_CARGO with the cargos containing the prefix string(s).
-- * @{#SET_CARGO.FilterTypes}: Builds the SET_CARGO with the cargos belonging to the cargo type(s).
-- * @{#SET_CARGO.FilterCountries}: Builds the SET_CARGO with the cargos belonging to the country(ies).
--
-- Once the filter criteria have been set for the SET_CARGO, you can start filtering using:
--
-- * @{#SET_CARGO.FilterStart}: Starts the filtering of the cargos within the SET_CARGO.
--
-- ## SET_CARGO iterators
--
-- Once the filters have been defined and the SET_CARGO has been built, you can iterate the SET_CARGO with the available iterator methods.
-- The iterator methods will walk the SET_CARGO set, and call for each cargo within the set a function that you provide.
-- The following iterator methods are currently available within the SET_CARGO:
--
-- * @{#SET_CARGO.ForEachCargo}: Calls a function for each cargo it finds within the SET_CARGO.
--
-- @field #SET_CARGO SET_CARGO
--
SET_CARGO = {
ClassName = "SET_CARGO",
Cargos = {},
Filter = {
Coalitions = nil,
Types = nil,
Countries = nil,
ClientPrefixes = nil,
},
FilterMeta = {
Coalitions = {
red = coalition.side.RED,
blue = coalition.side.BLUE,
neutral = coalition.side.NEUTRAL,
},
},
}
--- Creates a new SET_CARGO object, building a set of cargos belonging to a coalitions and categories.
-- @param #SET_CARGO self
-- @return #SET_CARGO self
-- @usage
-- -- Define a new SET_CARGO Object. The DatabaseSet will contain a reference to all Cargos.
-- DatabaseSet = SET_CARGO:New()
function SET_CARGO:New()
-- Inherits from BASE
local self = BASE:Inherit( self, SET_BASE:New( _DATABASE.CARGOS ) )
self:HandleEvent( EVENTS.NewCargo )
self:HandleEvent( EVENTS.DeleteCargo )
return self
end
--- Add CARGOs to SET_CARGO.
-- @param Core.Set#SET_CARGO self
-- @param #string AddCargoNames A single name or an array of CARGO names.
-- @return self
function SET_CARGO:AddCargosByName( AddCargoNames )
local AddCargoNamesArray = ( type( AddCargoNames ) == "table" ) and AddCargoNames or { AddCargoNames }
for AddCargoID, AddCargoName in pairs( AddCargoNamesArray ) do
self:Add( AddCargoName, CARGO:FindByName( AddCargoName ) )
end
return self
end
--- Remove CARGOs from SET_CARGO.
-- @param Core.Set#SET_CARGO self
-- @param Wrapper.Cargo#CARGO RemoveCargoNames A single name or an array of CARGO names.
-- @return self
function SET_CARGO:RemoveCargosByName( RemoveCargoNames )
local RemoveCargoNamesArray = ( type( RemoveCargoNames ) == "table" ) and RemoveCargoNames or { RemoveCargoNames }
for RemoveCargoID, RemoveCargoName in pairs( RemoveCargoNamesArray ) do
self:Remove( RemoveCargoName.CargoName )
end
return self
end
--- Finds a Cargo based on the Cargo Name.
-- @param #SET_CARGO self
-- @param #string CargoName
-- @return Wrapper.Cargo#CARGO The found Cargo.
function SET_CARGO:FindCargo( CargoName )
local CargoFound = self.Set[CargoName]
return CargoFound
end
--- Builds a set of cargos of coalitions.
-- Possible current coalitions are red, blue and neutral.
-- @param #SET_CARGO self
-- @param #string Coalitions Can take the following values: "red", "blue", "neutral".
-- @return #SET_CARGO self
function SET_CARGO:FilterCoalitions( Coalitions )
if not self.Filter.Coalitions then
self.Filter.Coalitions = {}
end
if type( Coalitions ) ~= "table" then
Coalitions = { Coalitions }
end
for CoalitionID, Coalition in pairs( Coalitions ) do
self.Filter.Coalitions[Coalition] = Coalition
end
return self
end
--- Builds a set of cargos of defined cargo types.
-- Possible current types are those types known within DCS world.
-- @param #SET_CARGO self
-- @param #string Types Can take those type strings known within DCS world.
-- @return #SET_CARGO self
function SET_CARGO:FilterTypes( Types )
if not self.Filter.Types then
self.Filter.Types = {}
end
if type( Types ) ~= "table" then
Types = { Types }
end
for TypeID, Type in pairs( Types ) do
self.Filter.Types[Type] = Type
end
return self
end
--- Builds a set of cargos of defined countries.
-- Possible current countries are those known within DCS world.
-- @param #SET_CARGO self
-- @param #string Countries Can take those country strings known within DCS world.
-- @return #SET_CARGO self
function SET_CARGO:FilterCountries( Countries )
if not self.Filter.Countries then
self.Filter.Countries = {}
end
if type( Countries ) ~= "table" then
Countries = { Countries }
end
for CountryID, Country in pairs( Countries ) do
self.Filter.Countries[Country] = Country
end
return self
end
--- Builds a set of cargos of defined cargo prefixes.
-- All the cargos starting with the given prefixes will be included within the set.
-- @param #SET_CARGO self
-- @param #string Prefixes The prefix of which the cargo name starts with.
-- @return #SET_CARGO self
function SET_CARGO:FilterPrefixes( Prefixes )
if not self.Filter.CargoPrefixes then
self.Filter.CargoPrefixes = {}
end
if type( Prefixes ) ~= "table" then
Prefixes = { Prefixes }
end
for PrefixID, Prefix in pairs( Prefixes ) do
self.Filter.CargoPrefixes[Prefix] = Prefix
end
return self
end
--- Starts the filtering.
-- @param #SET_CARGO self
-- @return #SET_CARGO self
function SET_CARGO:FilterStart()
if _DATABASE then
self:_FilterStart()
end
return self
end
--- Handles the Database to check on an event (birth) that the Object was added in the Database.
-- This is required, because sometimes the _DATABASE birth event gets called later than the SET_BASE birth event!
-- @param #SET_CARGO self
-- @param Core.Event#EVENTDATA Event
-- @return #string The name of the CARGO
-- @return #table The CARGO
function SET_CARGO:AddInDatabase( Event )
self:F3( { Event } )
return Event.IniDCSUnitName, self.Database[Event.IniDCSUnitName]
end
--- Handles the Database to check on any event that Object exists in the Database.
-- This is required, because sometimes the _DATABASE event gets called later than the SET_BASE event or vise versa!
-- @param #SET_CARGO self
-- @param Core.Event#EVENTDATA Event
-- @return #string The name of the CARGO
-- @return #table The CARGO
function SET_CARGO:FindInDatabase( Event )
self:F3( { Event } )
return Event.IniDCSUnitName, self.Database[Event.IniDCSUnitName]
end
--- Iterate the SET_CARGO and call an interator function for each CARGO, providing the CARGO and optional parameters.
-- @param #SET_CARGO self
-- @param #function IteratorFunction The function that will be called when there is an alive CARGO in the SET_CARGO. The function needs to accept a CARGO parameter.
-- @return #SET_CARGO self
function SET_CARGO:ForEachCargo( IteratorFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, arg, self.Set )
return self
end
--- Iterate the SET_CARGO while identifying the nearest @{Cargo#CARGO} from a @{Point#POINT_VEC2}.
-- @param #SET_CARGO self
-- @param Core.Point#POINT_VEC2 PointVec2 A @{Point#POINT_VEC2} object from where to evaluate the closest @{Cargo#CARGO}.
-- @return Wrapper.Cargo#CARGO The closest @{Cargo#CARGO}.
function SET_CARGO:FindNearestCargoFromPointVec2( PointVec2 )
self:F2( PointVec2 )
local NearestCargo = self:FindNearestObjectFromPointVec2( PointVec2 )
return NearestCargo
end
---
-- @param #SET_CARGO self
-- @param AI.AI_Cargo#AI_CARGO MCargo
-- @return #SET_CARGO self
function SET_CARGO:IsIncludeObject( MCargo )
self:F2( MCargo )
local MCargoInclude = true
if MCargo then
local MCargoName = MCargo:GetName()
if self.Filter.Coalitions then
local MCargoCoalition = false
for CoalitionID, CoalitionName in pairs( self.Filter.Coalitions ) do
local CargoCoalitionID = MCargo:GetCoalition()
self:T3( { "Coalition:", CargoCoalitionID, self.FilterMeta.Coalitions[CoalitionName], CoalitionName } )
if self.FilterMeta.Coalitions[CoalitionName] and self.FilterMeta.Coalitions[CoalitionName] == CargoCoalitionID then
MCargoCoalition = true
end
end
self:T( { "Evaluated Coalition", MCargoCoalition } )
MCargoInclude = MCargoInclude and MCargoCoalition
end
if self.Filter.Types then
local MCargoType = false
for TypeID, TypeName in pairs( self.Filter.Types ) do
self:T3( { "Type:", MCargo:GetType(), TypeName } )
if TypeName == MCargo:GetType() then
MCargoType = true
end
end
self:T( { "Evaluated Type", MCargoType } )
MCargoInclude = MCargoInclude and MCargoType
end
if self.Filter.CargoPrefixes then
local MCargoPrefix = false
for CargoPrefixId, CargoPrefix in pairs( self.Filter.CargoPrefixes ) do
self:T3( { "Prefix:", string.find( MCargo.Name, CargoPrefix, 1 ), CargoPrefix } )
if string.find( MCargo.Name, CargoPrefix, 1 ) then
MCargoPrefix = true
end
end
self:T( { "Evaluated Prefix", MCargoPrefix } )
MCargoInclude = MCargoInclude and MCargoPrefix
end
end
self:T2( MCargoInclude )
return MCargoInclude
end
--- Handles the OnEventNewCargo event for the Set.
-- @param #SET_CARGO self
-- @param Core.Event#EVENTDATA EventData
function SET_CARGO:OnEventNewCargo( EventData )
if EventData.Cargo then
if EventData.Cargo and self:IsIncludeObject( EventData.Cargo ) then
self:Add( EventData.Cargo.Name , EventData.Cargo )
end
end
end
--- Handles the OnDead or OnCrash event for alive units set.
-- @param #SET_CARGO self
-- @param Core.Event#EVENTDATA EventData
function SET_CARGO:OnEventDeleteCargo( EventData )
self:F3( { EventData } )
if EventData.Cargo then
local Cargo = _DATABASE:FindCargo( EventData.Cargo.Name )
if Cargo and Cargo.Name then
self:Remove( Cargo.Name )
end
end
end

View File

@ -73,41 +73,41 @@
-- @extends Core.Base#BASE
--- # 1) ZONE_BASE class, extends @{Base#BASE}
--- # ZONE_BASE class, extends @{Base#BASE}
--
-- This class is an abstract BASE class for derived classes, and is not meant to be instantiated.
--
-- ## 1.1) Each zone has a name:
-- ## Each zone has a name:
--
-- * @{#ZONE_BASE.GetName}(): Returns the name of the zone.
--
-- ## 1.2) Each zone implements two polymorphic functions defined in @{Zone#ZONE_BASE}:
-- ## Each zone implements two polymorphic functions defined in @{Zone#ZONE_BASE}:
--
-- * @{#ZONE_BASE.IsVec2InZone}(): Returns if a Vec2 is within the zone.
-- * @{#ZONE_BASE.IsVec3InZone}(): Returns if a Vec3 is within the zone.
--
-- ## 1.3) A zone has a probability factor that can be set to randomize a selection between zones:
-- ## A zone has a probability factor that can be set to randomize a selection between zones:
--
-- * @{#ZONE_BASE.SetRandomizeProbability}(): Set the randomization probability of a zone to be selected, taking a value between 0 and 1 ( 0 = 0%, 1 = 100% )
-- * @{#ZONE_BASE.GetRandomizeProbability}(): Get the randomization probability of a zone to be selected, passing a value between 0 and 1 ( 0 = 0%, 1 = 100% )
-- * @{#ZONE_BASE.GetZoneMaybe}(): Get the zone taking into account the randomization probability. nil is returned if this zone is not a candidate.
--
-- ## 1.4) A zone manages Vectors:
-- ## A zone manages Vectors:
--
-- * @{#ZONE_BASE.GetVec2}(): Returns the @{DCSTypes#Vec2} coordinate of the zone.
-- * @{#ZONE_BASE.GetRandomVec2}(): Define a random @{DCSTypes#Vec2} within the zone.
--
-- ## 1.5) A zone has a bounding square:
-- ## A zone has a bounding square:
--
-- * @{#ZONE_BASE.GetBoundingSquare}(): Get the outer most bounding square of the zone.
--
-- ## 1.6) A zone can be marked:
-- ## A zone can be marked:
--
-- * @{#ZONE_BASE.SmokeZone}(): Smokes the zone boundaries in a color.
-- * @{#ZONE_BASE.FlareZone}(): Flares the zone boundaries in a color.
--
-- ===
-- @field #ZONE_BASE ZONE_BASE
--
ZONE_BASE = {
ClassName = "ZONE_BASE",
ZoneName = "",
@ -144,20 +144,21 @@ function ZONE_BASE:GetName()
return self.ZoneName
end
--- Returns if a location is within the zone.
--- Returns if a Vec2 is within the zone.
-- @param #ZONE_BASE self
-- @param Dcs.DCSTypes#Vec2 Vec2 The location to test.
-- @return #boolean true if the location is within the zone.
-- @param Dcs.DCSTypes#Vec2 Vec2 The Vec2 to test.
-- @return #boolean true if the Vec2 is within the zone.
function ZONE_BASE:IsVec2InZone( Vec2 )
self:F2( Vec2 )
return false
end
--- Returns if a point is within the zone.
--- Returns if a Vec3 is within the zone.
-- @param #ZONE_BASE self
-- @param Dcs.DCSTypes#Vec3 Vec3 The point to test.
-- @return #boolean true if the point is within the zone.
-- @return #boolean true if the Vec3 is within the zone.
function ZONE_BASE:IsVec3InZone( Vec3 )
self:F2( Vec3 )
@ -166,6 +167,31 @@ function ZONE_BASE:IsVec3InZone( Vec3 )
return InZone
end
--- Returns if a PointVec2 is within the zone.
-- @param #ZONE_BASE self
-- @param Core.Point#POINT_VEC2 PointVec2 The PointVec2 to test.
-- @return #boolean true if the PointVec2 is within the zone.
function ZONE_BASE:IsPointVec2InZone( PointVec2 )
self:F2( PointVec2 )
local InZone = self:IsVec2InZone( PointVec2:GetVec2() )
return InZone
end
--- Returns if a PointVec3 is within the zone.
-- @param #ZONE_BASE self
-- @param Core.Point#POINT_VEC3 PointVec3 The PointVec3 to test.
-- @return #boolean true if the PointVec3 is within the zone.
function ZONE_BASE:IsPointVec3InZone( PointVec3 )
self:F2( PointVec3 )
local InZone = self:IsPointVec2InZone( PointVec3 )
return InZone
end
--- Returns the @{DCSTypes#Vec2} coordinate of the zone.
-- @param #ZONE_BASE self
-- @return #nil.
@ -310,29 +336,29 @@ end
-- @type ZONE_RADIUS
-- @field Dcs.DCSTypes#Vec2 Vec2 The current location of the zone.
-- @field Dcs.DCSTypes#Distance Radius The radius of the zone.
-- @extends Core.Zone#ZONE_BASE
-- @extends #ZONE_BASE
--- # 2) @{Zone#ZONE_RADIUS} class, extends @{Zone#ZONE_BASE}
--- # ZONE_RADIUS class, extends @{Zone#ZONE_BASE}
--
-- The ZONE_RADIUS class defined by a zone name, a location and a radius.
-- This class implements the inherited functions from Core.Zone#ZONE_BASE taking into account the own zone format and properties.
--
-- ## 2.1) @{Zone#ZONE_RADIUS} constructor
-- ## ZONE_RADIUS constructor
--
-- * @{#ZONE_RADIUS.New}(): Constructor.
--
-- ## 2.2) Manage the radius of the zone
-- ## Manage the radius of the zone
--
-- * @{#ZONE_RADIUS.SetRadius}(): Sets the radius of the zone.
-- * @{#ZONE_RADIUS.GetRadius}(): Returns the radius of the zone.
--
-- ## 2.3) Manage the location of the zone
-- ## Manage the location of the zone
--
-- * @{#ZONE_RADIUS.SetVec2}(): Sets the @{DCSTypes#Vec2} of the zone.
-- * @{#ZONE_RADIUS.GetVec2}(): Returns the @{DCSTypes#Vec2} of the zone.
-- * @{#ZONE_RADIUS.GetVec3}(): Returns the @{DCSTypes#Vec3} of the zone, taking an additional height parameter.
--
-- ## 2.4) Zone point randomization
-- ## Zone point randomization
--
-- Various functions exist to find random points within the zone.
--
@ -340,8 +366,6 @@ end
-- * @{#ZONE_RADIUS.GetRandomPointVec2}(): Gets a @{Point#POINT_VEC2} object representing a random 2D point in the zone.
-- * @{#ZONE_RADIUS.GetRandomPointVec3}(): Gets a @{Point#POINT_VEC3} object representing a random 3D point in the zone. Note that the height of the point is at landheight.
--
-- ===
--
-- @field #ZONE_RADIUS ZONE_RADIUS
--
ZONE_RADIUS = {
@ -616,16 +640,14 @@ end
--- @type ZONE
-- @extends Core.Zone#ZONE_RADIUS
-- @extends #ZONE_RADIUS
--- # 3) ZONE class, extends @{Zone#ZONE_RADIUS}
--- # ZONE class, extends @{Zone#ZONE_RADIUS}
--
-- The ZONE class, defined by the zone name as defined within the Mission Editor.
-- This class implements the inherited functions from @{#ZONE_RADIUS} taking into account the own zone format and properties.
--
-- ===
--
-- @field #ZONE ZONE
--
ZONE = {
@ -655,18 +677,15 @@ function ZONE:New( ZoneName )
end
--- The ZONE_UNIT class defined by a zone around a @{Unit#UNIT} with a radius.
-- @type ZONE_UNIT
--- @type ZONE_UNIT
-- @field Wrapper.Unit#UNIT ZoneUNIT
-- @extends Core.Zone#ZONE_RADIUS
--- # 4) #ZONE_UNIT class, extends @{Zone#ZONE_RADIUS}
--- # ZONE_UNIT class, extends @{Zone#ZONE_RADIUS}
--
-- The ZONE_UNIT class defined by a zone around a @{Unit#UNIT} with a radius.
-- This class implements the inherited functions from @{#ZONE_RADIUS} taking into account the own zone format and properties.
--
-- ===
--
-- @field #ZONE_UNIT ZONE_UNIT
--
ZONE_UNIT = {
@ -751,16 +770,14 @@ end
--- @type ZONE_GROUP
-- @field Wrapper.Group#GROUP ZoneGROUP
-- @extends Core.Zone#ZONE_RADIUS
-- @extends #ZONE_RADIUS
--- # 5) #ZONE_GROUP class, extends @{Zone#ZONE_RADIUS}
--- # ZONE_GROUP class, extends @{Zone#ZONE_RADIUS}
--
-- The ZONE_GROUP class defines by a zone around a @{Group#GROUP} with a radius. The current leader of the group defines the center of the zone.
-- This class implements the inherited functions from @{Zone#ZONE_RADIUS} taking into account the own zone format and properties.
--
-- ===
--
-- @field #ZONE_GROUP ZONE_GROUP
--
ZONE_GROUP = {
@ -818,16 +835,16 @@ end
--- @type ZONE_POLYGON_BASE
-- @field #ZONE_POLYGON_BASE.ListVec2 Polygon The polygon defined by an array of @{DCSTypes#Vec2}.
-- @extends Core.Zone#ZONE_BASE
-- @extends #ZONE_BASE
--- # 6) ZONE_POLYGON_BASE class, extends @{Zone#ZONE_BASE}
--- # ZONE_POLYGON_BASE class, extends @{Zone#ZONE_BASE}
--
-- The ZONE_POLYGON_BASE class defined by a sequence of @{Group#GROUP} waypoints within the Mission Editor, forming a polygon.
-- This class implements the inherited functions from @{Zone#ZONE_RADIUS} taking into account the own zone format and properties.
-- This class is an abstract BASE class for derived classes, and is not meant to be instantiated.
--
-- ## 6.1) Zone point randomization
-- ## Zone point randomization
--
-- Various functions exist to find random points within the zone.
--
@ -835,8 +852,6 @@ end
-- * @{#ZONE_POLYGON_BASE.GetRandomPointVec2}(): Return a @{Point#POINT_VEC2} object representing a random 2D point within the zone.
-- * @{#ZONE_POLYGON_BASE.GetRandomPointVec3}(): Return a @{Point#POINT_VEC3} object representing a random 3D point at landheight within the zone.
--
-- ===
--
-- @field #ZONE_POLYGON_BASE ZONE_POLYGON_BASE
--
ZONE_POLYGON_BASE = {
@ -870,6 +885,17 @@ function ZONE_POLYGON_BASE:New( ZoneName, PointsArray )
return self
end
--- Returns the center location of the polygon.
-- @param #ZONE_GROUP self
-- @return Dcs.DCSTypes#Vec2 The location of the zone based on the @{Group} location.
function ZONE_POLYGON_BASE:GetVec2()
self:F( self.ZoneName )
local Bounds = self:GetBoundingSquare()
return { x = ( Bounds.x2 + Bounds.x1 ) / 2, y = ( Bounds.y2 + Bounds.y1 ) / 2 }
end
--- Flush polygon coordinates as a table in DCS.log.
-- @param #ZONE_POLYGON_BASE self
-- @return #ZONE_POLYGON_BASE self
@ -1073,16 +1099,14 @@ end
--- @type ZONE_POLYGON
-- @extends Core.Zone#ZONE_POLYGON_BASE
-- @extends #ZONE_POLYGON_BASE
--- # 7) ZONE_POLYGON class, extends @{Zone#ZONE_POLYGON_BASE}
--- # ZONE_POLYGON class, extends @{Zone#ZONE_POLYGON_BASE}
--
-- The ZONE_POLYGON class defined by a sequence of @{Group#GROUP} waypoints within the Mission Editor, forming a polygon.
-- This class implements the inherited functions from @{Zone#ZONE_RADIUS} taking into account the own zone format and properties.
--
-- ===
--
-- @field #ZONE_POLYGON ZONE_POLYGON
--
ZONE_POLYGON = {

View File

@ -1,3 +1,70 @@
--- The main include file for the MOOSE system.
-- Test of permissions
--- Core Routines
Include.File( "Utilities/Routines" )
Include.File( "Utilities/Utils" )
--- Core Classes
Include.File( "Core/Base" )
Include.File( "Core/Scheduler" )
Include.File( "Core/ScheduleDispatcher")
Include.File( "Core/Event" )
Include.File( "Core/Menu" )
Include.File( "Core/Zone" )
Include.File( "Core/Database" )
Include.File( "Core/Set" )
Include.File( "Core/Point" )
Include.File( "Core/Message" )
Include.File( "Core/Fsm" )
Include.File( "Core/Radio" )
--- Wrapper Classes
Include.File( "Wrapper/Object" )
Include.File( "Wrapper/Identifiable" )
Include.File( "Wrapper/Positionable" )
Include.File( "Wrapper/Controllable" )
Include.File( "Wrapper/Group" )
Include.File( "Wrapper/Unit" )
Include.File( "Wrapper/Client" )
Include.File( "Wrapper/Static" )
Include.File( "Wrapper/Airbase" )
Include.File( "Wrapper/Scenery" )
--- Functional Classes
Include.File( "Functional/Scoring" )
Include.File( "Functional/CleanUp" )
Include.File( "Functional/Spawn" )
Include.File( "Functional/Movement" )
Include.File( "Functional/Sead" )
Include.File( "Functional/Escort" )
Include.File( "Functional/MissileTrainer" )
Include.File( "Functional/AirbasePolice" )
Include.File( "Functional/Detection" )
--- AI Classes
Include.File( "AI/AI_Balancer" )
Include.File( "AI/AI_Patrol" )
Include.File( "AI/AI_Cap" )
Include.File( "AI/AI_Cas" )
Include.File( "AI/AI_Cargo" )
--- Actions
Include.File( "Actions/Act_Assign" )
Include.File( "Actions/Act_Route" )
Include.File( "Actions/Act_Account" )
Include.File( "Actions/Act_Assist" )
--- Task Handling Classes
Include.File( "Tasking/CommandCenter" )
Include.File( "Tasking/Mission" )
Include.File( "Tasking/Task" )
Include.File( "Tasking/DetectionManager" )
Include.File( "Tasking/Task_A2G_Dispatcher")
Include.File( "Tasking/Task_A2G" )
Include.File( "Tasking/Task_CARGO" )
-- The order of the declarations is important here. Don't touch it.
--- Declare the event dispatcher based on the EVENT class
@ -7,7 +74,7 @@ _EVENTDISPATCHER = EVENT:New() -- Core.Event#EVENT
_SCHEDULEDISPATCHER = SCHEDULEDISPATCHER:New() -- Core.Timer#SCHEDULEDISPATCHER
--- Declare the main database object, which is used internally by the MOOSE classes.
_DATABASE = DATABASE:New() -- Database#DATABASE
_DATABASE = DATABASE:New() -- Core.Database#DATABASE

View File

@ -0,0 +1,575 @@
--- **Tasking (Release 2.1)** -- The TASK_CARGO models tasks for players to transport @{Cargo}.
--
-- ![Banner Image](..\Presentations\TASK_CARGO\Dia1.JPG)
--
-- ====
--
-- Cargo are units or cargo objects within DCS world that allow to be transported or sling loaded by other units.
-- The CARGO class, as part of the moose core, is able to Board, Load, UnBoard and UnLoad from Carrier units.
-- This collection of classes in this module define tasks for human players to handle cargo objects.
-- Cargo can be transported, picked-up, deployed and sling-loaded from and to other places.
--
-- The following classes are important to consider:
--
-- * @{#TASK_CARGO_TRANSPORT}: Defines a task for a human player to transport a set of cargo between various zones.
--
-- ==
--
-- # **API CHANGE HISTORY**
--
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
--
-- * **Added** parts are expressed in bold type face.
-- * _Removed_ parts are expressed in italic type face.
--
-- Hereby the change log:
--
-- 2017-03-09: Revised version.
--
-- ===
--
-- # **AUTHORS and CONTRIBUTIONS**
--
-- ### Contributions:
--
-- ### Authors:
--
-- * **FlightControl**: Concept, Design & Programming.
--
-- @module Task_CARGO
do -- TASK_CARGO
--- @type TASK_CARGO
-- @extends Tasking.Task#TASK
---
-- # TASK_CARGO class, extends @{Task#TASK}
--
-- The TASK_CARGO class defines @{Cargo} transport tasks,
-- based on the tasking capabilities defined in @{Task#TASK}.
-- The TASK_CARGO is implemented using a @{Statemachine#FSM_TASK}, and has the following statuses:
--
-- * **None**: Start of the process.
-- * **Planned**: The cargo task is planned.
-- * **Assigned**: The cargo task is assigned to a @{Group#GROUP}.
-- * **Success**: The cargo task is successfully completed.
-- * **Failed**: The cargo task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
--
-- # 1.1) Set the scoring of achievements in a cargo task.
--
-- Scoring or penalties can be given in the following circumstances:
--
-- ===
--
-- @field #TASK_CARGO TASK_CARGO
--
TASK_CARGO = {
ClassName = "TASK_CARGO",
}
--- Instantiates a new TASK_CARGO.
-- @param #TASK_CARGO self
-- @param Tasking.Mission#MISSION Mission
-- @param Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
-- @param #string TaskName The name of the Task.
-- @param Core.Set#SET_CARGO SetCargo The scope of the cargo to be transported.
-- @param #string TaskType The type of Cargo task.
-- @return #TASK_CARGO self
function TASK_CARGO:New( Mission, SetGroup, TaskName, SetCargo, TaskType )
local self = BASE:Inherit( self, TASK:New( Mission, SetGroup, TaskName, TaskType ) ) -- #TASK_CARGO
self:F( {Mission, SetGroup, TaskName, SetCargo, TaskType})
self.SetCargo = SetCargo
self.TaskType = TaskType
self.DeployZones = {} -- setmetatable( {}, { __mode = "v" } ) -- weak table on value
Mission:AddTask( self )
local Fsm = self:GetUnitProcess()
Fsm:AddProcess ( "Planned", "Accept", ACT_ASSIGN_ACCEPT:New( self.TaskBriefing ), { Assigned = "SelectAction", Rejected = "Reject" } )
Fsm:AddTransition( "*", "SelectAction", "WaitingForCommand" )
Fsm:AddTransition( "WaitingForCommand", "RouteToPickup", "RoutingToPickup" )
Fsm:AddProcess ( "RoutingToPickup", "RouteToPickupPoint", ACT_ROUTE_POINT:New(), { Arrived = "ArriveAtPickup" } )
Fsm:AddTransition( "Arrived", "ArriveAtPickup", "ArrivedAtPickup" )
Fsm:AddTransition( "WaitingForCommand", "RouteToDeploy", "RoutingToDeploy" )
Fsm:AddProcess ( "RoutingToDeploy", "RouteToDeployZone", ACT_ROUTE_ZONE:New(), { Arrived = "ArriveAtDeploy" } )
Fsm:AddTransition( "Arrived", "ArriveAtDeploy", "ArrivedAtDeploy" )
Fsm:AddTransition( { "ArrivedAtPickup", "ArrivedAtDeploy" }, "Land", "Landing" )
Fsm:AddTransition( "Landing", "Landed", "Landed" )
Fsm:AddTransition( "WaitingForCommand", "PrepareBoarding", "AwaitBoarding" )
Fsm:AddTransition( "AwaitBoarding", "Board", "Boarding" )
Fsm:AddTransition( "Boarding", "Boarded", "Boarded" )
Fsm:AddTransition( "WaitingForCommand", "PrepareUnBoarding", "AwaitUnBoarding" )
Fsm:AddTransition( "AwaitUnBoarding", "UnBoard", "UnBoarding" )
Fsm:AddTransition( "UnBoarding", "UnBoarded", "UnBoarded" )
Fsm:AddTransition( "Deployed", "Success", "Success" )
Fsm:AddTransition( "Rejected", "Reject", "Aborted" )
Fsm:AddTransition( "Failed", "Fail", "Failed" )
---
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_CARGO#TASK_CARGO Task
function Fsm:OnEnterWaitingForCommand( TaskUnit, Task )
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
TaskUnit.Menu = MENU_GROUP:New( TaskUnit:GetGroup(), Task:GetName() .. " @ " .. TaskUnit:GetName() )
Task.SetCargo:ForEachCargo(
--- @param AI.AI_Cargo#AI_CARGO Cargo
function( Cargo )
if Cargo:IsUnLoaded() then
if Cargo:IsInRadius( TaskUnit:GetPointVec2() ) then
MENU_GROUP_COMMAND:New(
TaskUnit:GetGroup(),
"Pickup cargo " .. Cargo.Name,
TaskUnit.Menu,
self.MenuBoardCargo,
self,
Cargo
)
else
MENU_GROUP_COMMAND:New(
TaskUnit:GetGroup(),
"Route to cargo " .. Cargo.Name,
TaskUnit.Menu,
self.MenuRouteToPickup,
self,
Cargo
)
end
end
if Cargo:IsLoaded() then
for DeployZoneName, DeployZone in pairs( Task.DeployZones ) do
if Cargo:IsInZone( DeployZone ) then
MENU_GROUP_COMMAND:New(
TaskUnit:GetGroup(),
"Deploy cargo " .. Cargo.Name,
TaskUnit.Menu,
self.MenuUnBoardCargo,
self,
Cargo
)
else
MENU_GROUP_COMMAND:New(
TaskUnit:GetGroup(),
"Route to deploy zone " .. DeployZoneName,
TaskUnit.Menu,
self.MenuRouteToDeploy,
self,
DeployZone
)
end
end
end
end
)
end
---
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_CARGO#TASK_CARGO Task
function Fsm:OnLeaveWaitingForCommand( TaskUnit, Task )
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
TaskUnit.Menu:Remove()
end
function Fsm:MenuBoardCargo( Cargo )
self:__PrepareBoarding( 1.0, Cargo )
end
function Fsm:MenuUnBoardCargo( Cargo )
self:__PrepareUnBoarding( 1.0, Cargo )
end
function Fsm:MenuRouteToPickup( Cargo )
self:__RouteToPickup( 1.0, Cargo )
end
function Fsm:MenuRouteToDeploy( DeployZone )
self:__RouteToDeploy( 1.0, DeployZone )
end
--- Route to Cargo
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_CARGO#TASK_CARGO Task
function Fsm:onafterRouteToPickup( TaskUnit, Task, From, Event, To, Cargo )
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
self.Cargo = Cargo
Task:SetCargoPickup( self.Cargo, TaskUnit )
self:__RouteToPickupPoint( 0.1 )
end
---
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_CARGO#TASK_CARGO Task
function Fsm:onafterArriveAtPickup( TaskUnit, Task )
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
if TaskUnit:IsAir() then
self:__Land( -0.1 )
else
self:__SelectAction( -0.1 )
end
end
--- Route to DeployZone
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
function Fsm:onafterRouteToDeploy( TaskUnit, Task, From, Event, To, DeployZone )
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
self.DeployZone = DeployZone
Task:SetDeployZone( self.DeployZone, TaskUnit )
self:__RouteToDeployZone( 0.1 )
end
---
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_CARGO#TASK_CARGO Task
function Fsm:onafterArriveAtDeploy( TaskUnit, Task )
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
if TaskUnit:IsAir() then
self:__Land( -0.1 )
else
self:__SelectAction( -0.1 )
end
end
---
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_CARGO#TASK_CARGO Task
function Fsm:OnAfterLand( TaskUnit, Task, From, Event, To )
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
if self.Cargo:IsInRadius( TaskUnit:GetPointVec2() ) then
if TaskUnit:InAir() then
Task:GetMission():GetCommandCenter():MessageToGroup( "Land", TaskUnit:GetGroup(), "Land" )
self:__Land( -10 )
else
Task:GetMission():GetCommandCenter():MessageToGroup( "Landed ...", TaskUnit:GetGroup(), "Land" )
self:__Landed( -0.1 )
end
else
self:__ArriveAtCargo( -0.1 )
end
end
---
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_CARGO#TASK_CARGO Task
function Fsm:OnAfterLanded( TaskUnit, Task )
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
if self.Cargo:IsInRadius( TaskUnit:GetPointVec2() ) then
if TaskUnit:InAir() then
self:__Land( -0.1 )
else
Task:GetMission():GetCommandCenter():MessageToGroup( "Preparing to board in 10 seconds ...", TaskUnit:GetGroup(), "Boarding" )
self:__PrepareBoarding( -10 )
end
else
self:__ArriveAtCargo( -0.1 )
end
end
---
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_CARGO#TASK_CARGO Task
function Fsm:OnAfterPrepareBoarding( TaskUnit, Task, From, Event, To, Cargo )
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
self.Cargo = Cargo
if self.Cargo:IsInRadius( TaskUnit:GetPointVec2() ) then
if TaskUnit:InAir() then
self:__Land( -0.1 )
else
self:__Board( -0.1 )
end
else
self:__ArriveAtCargo( -0.1 )
end
end
---
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_CARGO#TASK_CARGO Task
function Fsm:OnAfterBoard( TaskUnit, Task )
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
function self.Cargo:OnEnterLoaded( From, Event, To, TaskUnit, TaskProcess )
self:E({From, Event, To, TaskUnit, TaskProcess })
TaskProcess:__Boarded( 0.1 )
end
if self.Cargo:IsInRadius( TaskUnit:GetPointVec2() ) then
if TaskUnit:InAir() then
self:__Land( -0.1 )
else
Task:GetMission():GetCommandCenter():MessageToGroup( "Boarding ...", TaskUnit:GetGroup(), "Boarding" )
self.Cargo:Board( TaskUnit, self )
end
else
self:__ArriveAtCargo( -0.1 )
end
end
---
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_CARGO#TASK_CARGO Task
function Fsm:OnAfterBoarded( TaskUnit, Task )
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
Task:GetMission():GetCommandCenter():MessageToGroup( "Boarded ...", TaskUnit:GetGroup(), "Boarding" )
self:__SelectAction( 1 )
end
---
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_CARGO#TASK_CARGO Task
function Fsm:OnAfterPrepareUnBoarding( TaskUnit, Task, From, Event, To, Cargo, DeployZone )
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
self.DeployZone = DeployZone
self.Cargo:__UnBoard( -0.1, DeployZone )
end
---
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_CARGO#TASK_CARGO Task
function Fsm:OnAfterUnBoard( TaskUnit, Task )
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
function self.Cargo:OnEnterUnLoaded( From, Event, To, TaskUnit, TaskProcess )
self:E({From, Event, To, TaskUnit, TaskProcess })
TaskProcess:__UnBoarded( 0.1 )
end
Task:GetMission():GetCommandCenter():MessageToGroup( "UnBoarding ...", TaskUnit:GetGroup(), "UnBoarding" )
self.Cargo:__UnBoard( -0.1, self.DeployZone )
end
---
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_CARGO#TASK_CARGO Task
function Fsm:OnAfterUnBoarded( TaskUnit, Task )
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
Task:GetMission():GetCommandCenter():MessageToGroup( "UnBoarded ...", TaskUnit:GetGroup(), "UnBoarding" )
self:__SelectAction( 1 )
end
return self
end
--- @param #TASK_CARGO self
function TASK_CARGO:GetPlannedMenuText()
return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )"
end
--- @param #TASK_CARGO self
-- @param AI.AI_Cargo#AI_CARGO Cargo The cargo.
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK_CARGO
function TASK_CARGO:SetCargoPickup( Cargo, TaskUnit )
self:F({Cargo, TaskUnit})
local ProcessUnit = self:GetUnitProcess( TaskUnit )
local ActRouteCargo = ProcessUnit:GetProcess( "RoutingToPickup", "RouteToPickupPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
ActRouteCargo:SetPointVec2( Cargo:GetPointVec2() )
ActRouteCargo:SetRange( Cargo:GetBoardingRange() )
return self
end
--- @param #TASK_CARGO self
-- @param Core.Zone#ZONE DeployZone
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK_CARGO
function TASK_CARGO:SetDeployZone( DeployZone, TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
local ActRouteDeployZone = ProcessUnit:GetProcess( "RoutingToDeploy", "RouteToDeployZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
ActRouteDeployZone:SetZone( DeployZone )
return self
end
--- @param #TASK_CARGO self
-- @param Core.Zone#ZONE DeployZone
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK_CARGO
function TASK_CARGO:AddDeployZone( DeployZone, TaskUnit )
self.DeployZones[DeployZone:GetName()] = DeployZone
return self
end
--- @param #TASK_CARGO self
-- @param Core.Zone#ZONE DeployZone
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK_CARGO
function TASK_CARGO:RemoveDeployZone( DeployZone, TaskUnit )
self.DeployZones[DeployZone:GetName()] = nil
return self
end
--- @param #TASK_CARGO self
-- @param @list<Core.Zone#ZONE> DeployZones
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK_CARGO
function TASK_CARGO:SetDeployZones( DeployZones, TaskUnit )
for DeployZoneID, DeployZone in pairs( DeployZones ) do
self.DeployZones[DeployZone:GetName()] = DeployZone
end
return self
end
--- @param #TASK_CARGO self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return Core.Zone#ZONE_BASE The Zone object where the Target is located on the map.
function TASK_CARGO:GetTargetZone( TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
return ActRouteTarget:GetZone()
end
--- Set a score when a target in scope of the A2G attack, has been destroyed .
-- @param #TASK_CARGO self
-- @param #string Text The text to display to the player, when the target has been destroyed.
-- @param #number Score The score in points.
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK_CARGO
function TASK_CARGO:SetScoreOnDestroy( Text, Score, TaskUnit )
self:F( { Text, Score, TaskUnit } )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScoreProcess( "Engaging", "Account", "Account", Text, Score )
return self
end
--- Set a score when all the targets in scope of the A2G attack, have been destroyed.
-- @param #TASK_CARGO self
-- @param #string Text The text to display to the player, when all targets hav been destroyed.
-- @param #number Score The score in points.
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK_CARGO
function TASK_CARGO:SetScoreOnSuccess( Text, Score, TaskUnit )
self:F( { Text, Score, TaskUnit } )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Success", Text, Score )
return self
end
--- Set a penalty when the A2G attack has failed.
-- @param #TASK_CARGO self
-- @param #string Text The text to display to the player, when the A2G attack has failed.
-- @param #number Penalty The penalty in points.
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK_CARGO
function TASK_CARGO:SetPenaltyOnFailed( Text, Penalty, TaskUnit )
self:F( { Text, Score, TaskUnit } )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Failed", Text, Penalty )
return self
end
end
do -- TASK_CARGO_TRANSPORT
--- The TASK_CARGO_TRANSPORT class
-- @type TASK_CARGO_TRANSPORT
-- @extends #TASK_CARGO
TASK_CARGO_TRANSPORT = {
ClassName = "TASK_CARGO_TRANSPORT",
}
--- Instantiates a new TASK_CARGO_TRANSPORT.
-- @param #TASK_CARGO_TRANSPORT self
-- @param Tasking.Mission#MISSION Mission
-- @param Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
-- @param #string TaskName The name of the Task.
-- @param Core.Set#SET_CARGO SetCargo The scope of the cargo to be transported.
-- @return #TASK_CARGO_TRANSPORT self
function TASK_CARGO_TRANSPORT:New( Mission, SetGroup, TaskName, SetCargo )
local self = BASE:Inherit( self, TASK_CARGO:New( Mission, SetGroup, TaskName, SetCargo, "Transport" ) ) -- #TASK_CARGO_TRANSPORT
self:F()
return self
end
end

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@ -0,0 +1,31 @@
env.info( '*** MOOSE DYNAMIC INCLUDE START *** ' )
env.info( 'Moose Generation Timestamp: 20170328_0728' )
local base = _G
Include = {}
Include.File = function( IncludeFile )
if not Include.Files[ IncludeFile ] then
Include.Files[IncludeFile] = IncludeFile
env.info( "Include:" .. IncludeFile .. " from " .. Include.ProgramPath )
local f = assert( base.loadfile( Include.ProgramPath .. IncludeFile .. ".lua" ) )
if f == nil then
error ("Could not load MOOSE file " .. IncludeFile .. ".lua" )
else
env.info( "Include:" .. IncludeFile .. " loaded from " .. Include.ProgramPath )
return f()
end
end
end
Include.ProgramPath = "Scripts/Moose/"
env.info( "Include.ProgramPath = " .. Include.ProgramPath)
Include.Files = {}
Include.File( "Moose" )
BASE:TraceOnOff( true )
env.info( '*** MOOSE INCLUDE END *** ' )

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@ -1,75 +0,0 @@
env.info( '*** MOOSE DYNAMIC INCLUDE START *** ' )
env.info( 'Moose Generation Timestamp: 20170412_0926' )
local base = _G
__Moose = {}
__Moose.Include = function( IncludeFile )
if not __Moose.Includes[ IncludeFile ] then
__Moose.Includes[IncludeFile] = IncludeFile
local f = assert( base.loadfile( __Moose.ProgramPath .. IncludeFile ) )
if f == nil then
error ("Moose: Could not load Moose file " .. IncludeFile )
else
env.info( "Moose: " .. IncludeFile .. " dynamically loaded from " .. __Moose.ProgramPath )
return f()
end
end
end
__Moose.ProgramPath = "Scripts/Moose/"
__Moose.Includes = {}
__Moose.Include( 'Utilities/Routines.lua' )
__Moose.Include( 'Utilities/Utils.lua' )
__Moose.Include( 'Core/Base.lua' )
__Moose.Include( 'Core/Scheduler.lua' )
__Moose.Include( 'Core/ScheduleDispatcher.lua' )
__Moose.Include( 'Core/Event.lua' )
__Moose.Include( 'Core/Menu.lua' )
__Moose.Include( 'Core/Zone.lua' )
__Moose.Include( 'Core/Database.lua' )
__Moose.Include( 'Core/Set.lua' )
__Moose.Include( 'Core/Point.lua' )
__Moose.Include( 'Core/Message.lua' )
__Moose.Include( 'Core/Fsm.lua' )
__Moose.Include( 'Core/Radio.lua' )
__Moose.Include( 'Core/SpawnStatic.lua' )
__Moose.Include( 'Wrapper/Object.lua' )
__Moose.Include( 'Wrapper/Identifiable.lua' )
__Moose.Include( 'Wrapper/Positionable.lua' )
__Moose.Include( 'Wrapper/Controllable.lua' )
__Moose.Include( 'Wrapper/Group.lua' )
__Moose.Include( 'Wrapper/Unit.lua' )
__Moose.Include( 'Wrapper/Client.lua' )
__Moose.Include( 'Wrapper/Static.lua' )
__Moose.Include( 'Wrapper/Airbase.lua' )
__Moose.Include( 'Wrapper/Scenery.lua' )
__Moose.Include( 'Functional/Scoring.lua' )
__Moose.Include( 'Functional/CleanUp.lua' )
__Moose.Include( 'Functional/Spawn.lua' )
__Moose.Include( 'Functional/Movement.lua' )
__Moose.Include( 'Functional/Sead.lua' )
__Moose.Include( 'Functional/Escort.lua' )
__Moose.Include( 'Functional/MissileTrainer.lua' )
__Moose.Include( 'Functional/AirbasePolice.lua' )
__Moose.Include( 'Functional/Detection.lua' )
__Moose.Include( 'AI/AI_Balancer.lua' )
__Moose.Include( 'AI/AI_Patrol.lua' )
__Moose.Include( 'AI/AI_Cap.lua' )
__Moose.Include( 'AI/AI_Cas.lua' )
__Moose.Include( 'AI/AI_Cargo.lua' )
__Moose.Include( 'Actions/Act_Assign.lua' )
__Moose.Include( 'Actions/Act_Route.lua' )
__Moose.Include( 'Actions/Act_Account.lua' )
__Moose.Include( 'Actions/Act_Assist.lua' )
__Moose.Include( 'Tasking/CommandCenter.lua' )
__Moose.Include( 'Tasking/Mission.lua' )
__Moose.Include( 'Tasking/Task.lua' )
__Moose.Include( 'Tasking/DetectionManager.lua' )
__Moose.Include( 'Tasking/Task_A2G_Dispatcher.lua' )
__Moose.Include( 'Tasking/Task_A2G.lua' )
__Moose.Include( 'Moose.lua' )
BASE:TraceOnOff( true )
env.info( '*** MOOSE INCLUDE END *** ' )

View File

@ -80,6 +80,7 @@
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>

View File

@ -80,6 +80,7 @@
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>

View File

@ -80,6 +80,7 @@
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>

View File

@ -80,6 +80,7 @@
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>

View File

@ -80,6 +80,7 @@
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>

View File

@ -80,6 +80,7 @@
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>

View File

@ -80,6 +80,7 @@
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>

View File

@ -80,6 +80,7 @@
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>

View File

@ -80,6 +80,7 @@
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>

View File

@ -80,6 +80,7 @@
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
@ -116,60 +117,7 @@
<li>AI<em>CARGO</em>GROUPED, represented by a Group of CARGO_UNITs.</li>
</ul>
<h1>1) <a href="##(AI_CARGO)">#AI_CARGO</a> class, extends <a href="Fsm.html##(FSM_PROCESS)">Fsm#FSM_PROCESS</a></h1>
<p>The <a href="##(AI_CARGO)">#AI_CARGO</a> class defines the core functions that defines a cargo object within MOOSE.
A cargo is a logical object defined that is available for transport, and has a life status within a simulation.</p>
<p>The AI<em>CARGO is a state machine: it manages the different events and states of the cargo.
All derived classes from AI</em>CARGO follow the same state machine, expose the same cargo event functions, and provide the same cargo states.</p>
<h2>1.2.1) AI_CARGO Events:</h2>
<ul>
<li><a href="##(AI_CARGO).Board">AI_CARGO.Board</a>( ToCarrier ): Boards the cargo to a carrier.</li>
<li><a href="##(AI_CARGO).Load">AI_CARGO.Load</a>( ToCarrier ): Loads the cargo into a carrier, regardless of its position.</li>
<li><a href="##(AI_CARGO).UnBoard">AI_CARGO.UnBoard</a>( ToPointVec2 ): UnBoard the cargo from a carrier. This will trigger a movement of the cargo to the option ToPointVec2.</li>
<li><a href="##(AI_CARGO).UnLoad">AI_CARGO.UnLoad</a>( ToPointVec2 ): UnLoads the cargo from a carrier.</li>
<li><a href="##(AI_CARGO).Dead">AI_CARGO.Dead</a>( Controllable ): The cargo is dead. The cargo process will be ended.</li>
</ul>
<h2>1.2.2) AI_CARGO States:</h2>
<ul>
<li><strong>UnLoaded</strong>: The cargo is unloaded from a carrier.</li>
<li><strong>Boarding</strong>: The cargo is currently boarding (= running) into a carrier.</li>
<li><strong>Loaded</strong>: The cargo is loaded into a carrier.</li>
<li><strong>UnBoarding</strong>: The cargo is currently unboarding (=running) from a carrier.</li>
<li><strong>Dead</strong>: The cargo is dead ...</li>
<li><strong>End</strong>: The process has come to an end.</li>
</ul>
<h2>1.2.3) AI_CARGO state transition methods:</h2>
<p>State transition functions can be set <strong>by the mission designer</strong> customizing or improving the behaviour of the state.
There are 2 moments when state transition methods will be called by the state machine:</p>
<ul>
<li><p><strong>Leaving</strong> the state.
The state transition method needs to start with the name <strong>OnLeave + the name of the state</strong>.
If the state transition method returns false, then the processing of the state transition will not be done!
If you want to change the behaviour of the AIControllable at this event, return false,
but then you'll need to specify your own logic using the AIControllable!</p></li>
<li><p><strong>Entering</strong> the state.
The state transition method needs to start with the name <strong>OnEnter + the name of the state</strong>.
These state transition methods need to provide a return value, which is specified at the function description.</p></li>
</ul>
<h1>2) #AI<em>CARGO</em>UNIT class</h1>
<p>The AI<em>CARGO</em>UNIT class defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.
Use the event functions as described above to Load, UnLoad, Board, UnBoard the AI<em>CARGO</em>UNIT objects to and from carriers.</p>
<h1>5) #AI<em>CARGO</em>GROUPED class</h1>
<p>The AI<em>CARGO</em>GROUPED class defines a cargo that is represented by a group of UNIT objects within the simulator, and can be transported by a carrier.
Use the event functions as described above to Load, UnLoad, Board, UnBoard the AI<em>CARGO</em>UNIT objects to and from carriers.</p>
<p>This module is still under construction, but is described above works already, and will keep working ...</p>
@ -179,19 +127,25 @@ Use the event functions as described above to Load, UnLoad, Board, UnBoard the A
<tr>
<td class="name" nowrap="nowrap"><a href="#AI_CARGO">AI_CARGO</a></td>
<td class="summary">
<h1>AI_CARGO class, extends <a href="Fsm.html##(FSM_PROCESS)">Fsm#FSM_PROCESS</a></h1>
<p>The AI_CARGO class defines the core functions that defines a cargo object within MOOSE.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#AI_CARGO_GROUP">AI_CARGO_GROUP</a></td>
<td class="summary">
<h1>AI_CARGO_GROUP class</h1>
<p>The AI_CARGO_GROUP class defines a cargo that is represented by a group of <a href="Unit.html">Unit</a> objects within the simulator, and can be transported by a carrier.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#AI_CARGO_GROUPED">AI_CARGO_GROUPED</a></td>
<td class="summary">
<h1>AI_CARGO_GROUPED class</h1>
<p>The AI_CARGO_GROUPED class defines a cargo that is represented by a group of UNIT objects within the simulator, and can be transported by a carrier.</p>
</td>
</tr>
<tr>
@ -209,7 +163,9 @@ Use the event functions as described above to Load, UnLoad, Board, UnBoard the A
<tr>
<td class="name" nowrap="nowrap"><a href="#AI_CARGO_UNIT">AI_CARGO_UNIT</a></td>
<td class="summary">
<h1>AI_CARGO_UNIT class, extends <a href="##(AI_CARGO_REPRESENTABLE)">#AI<em>CARGO</em>REPRESENTABLE</a></h1>
<p>The AI_CARGO_UNIT class defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.</p>
</td>
</tr>
<tr>
@ -237,24 +193,66 @@ Use the event functions as described above to Load, UnLoad, Board, UnBoard the A
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO).CargoObject">AI_CARGO.CargoObject</a></td>
<td class="summary">
<p>The alive DCS object representing the cargo. This value can be nil, meaning, that the cargo is not represented anywhere...</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO).ClassName">AI_CARGO.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO).Containable">AI_CARGO.Containable</a></td>
<td class="summary">
<p>This flag defines if the cargo can be contained within a DCS Unit.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO).GetBoardingRange">AI_CARGO:GetBoardingRange()</a></td>
<td class="summary">
<p>Get the range till cargo will board.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO).GetName">AI_CARGO:GetName()</a></td>
<td class="summary">
<p>Get the name of the Cargo.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO).GetPointVec2">AI_CARGO:GetPointVec2()</a></td>
<td class="summary">
<p>Get the current PointVec2 of the cargo.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO).GetType">AI_CARGO:GetType()</a></td>
<td class="summary">
<p>Get the type of the Cargo.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO).IsInRadius">AI_CARGO:IsInRadius(PointVec2)</a></td>
<td class="summary">
<p>Check if CargoCarrier is in the radius for the Cargo to be Loaded.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO).IsInZone">AI_CARGO:IsInZone(Zone)</a></td>
<td class="summary">
<p>Check if Cargo is the given <a href="Zone.html">Zone</a>.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO).IsLoaded">AI_CARGO:IsLoaded()</a></td>
<td class="summary">
<p>Check if cargo is loaded.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO).IsNear">AI_CARGO:IsNear(PointVec2)</a></td>
<td class="summary">
<p>Check if CargoCarrier is near the Cargo to be Loaded.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO).IsUnLoaded">AI_CARGO:IsUnLoaded()</a></td>
<td class="summary">
<p>Check if cargo is unloaded.</p>
</td>
</tr>
<tr>
@ -415,12 +413,6 @@ Use the event functions as described above to Load, UnLoad, Board, UnBoard the A
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO_GROUP).CargoSet">AI_CARGO_GROUP.CargoSet</a></td>
<td class="summary">
<p>A set of cargo objects.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO_GROUP).ClassName">AI_CARGO_GROUP.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
@ -440,12 +432,6 @@ Use the event functions as described above to Load, UnLoad, Board, UnBoard the A
<h2><a id="#(AI_CARGO_GROUPED)">Type <code>AI_CARGO_GROUPED</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO_GROUPED).ClassName">AI_CARGO_GROUPED.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO_GROUPED).New">AI_CARGO_GROUPED:New(CargoSet, Type, Name, Weight, ReportRadius, NearRadius)</a></td>
<td class="summary">
<p>AI<em>CARGO</em>GROUPED constructor.</p>
@ -608,9 +594,9 @@ Use the event functions as described above to Load, UnLoad, Board, UnBoard the A
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO_UNIT).ClassName">AI_CARGO_UNIT.ClassName</a></td>
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO_UNIT).Destroy">AI_CARGO_UNIT:Destroy()</a></td>
<td class="summary">
<p>AI<em>CARGO</em>UNIT Destructor.</p>
</td>
</tr>
<tr>
@ -626,7 +612,7 @@ Use the event functions as described above to Load, UnLoad, Board, UnBoard the A
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO_UNIT).onafterBoard">AI_CARGO_UNIT:onafterBoard(Event, From, To, CargoCarrier)</a></td>
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO_UNIT).onafterBoard">AI_CARGO_UNIT:onafterBoard(Event, From, To, CargoCarrier, ...)</a></td>
<td class="summary">
<p>Board Event.</p>
</td>
@ -638,7 +624,7 @@ Use the event functions as described above to Load, UnLoad, Board, UnBoard the A
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO_UNIT).onenterBoarding">AI_CARGO_UNIT:onenterBoarding(Event, From, To, CargoCarrier)</a></td>
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO_UNIT).onenterBoarding">AI_CARGO_UNIT:onenterBoarding(Event, From, To, CargoCarrier, ...)</a></td>
<td class="summary">
<p>Enter Boarding State.</p>
</td>
@ -662,7 +648,7 @@ Use the event functions as described above to Load, UnLoad, Board, UnBoard the A
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO_UNIT).onleaveBoarding">AI_CARGO_UNIT:onleaveBoarding(Event, From, To, CargoCarrier)</a></td>
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO_UNIT).onleaveBoarding">AI_CARGO_UNIT:onleaveBoarding(Event, From, To, CargoCarrier, ...)</a></td>
<td class="summary">
<p>Leave Boarding State.</p>
</td>
@ -686,6 +672,52 @@ Use the event functions as described above to Load, UnLoad, Board, UnBoard the A
</dt>
<dd>
<h1>AI_CARGO class, extends <a href="Fsm.html##(FSM_PROCESS)">Fsm#FSM_PROCESS</a></h1>
<p>The AI_CARGO class defines the core functions that defines a cargo object within MOOSE.</p>
<p>A cargo is a logical object defined that is available for transport, and has a life status within a simulation.</p>
<p>The AI_CARGO is a state machine: it manages the different events and states of the cargo.
All derived classes from AI_CARGO follow the same state machine, expose the same cargo event functions, and provide the same cargo states.</p>
<h2>AI_CARGO Events:</h2>
<ul>
<li><a href="##(AI)">#AI</a>( ToCarrier ): Boards the cargo to a carrier.</li>
<li><a href="##(AI)">#AI</a>( ToCarrier ): Loads the cargo into a carrier, regardless of its position.</li>
<li><a href="##(AI)">#AI</a>( ToPointVec2 ): UnBoard the cargo from a carrier. This will trigger a movement of the cargo to the option ToPointVec2.</li>
<li><a href="##(AI)">#AI</a>( ToPointVec2 ): UnLoads the cargo from a carrier.</li>
<li><a href="##(AI)">#AI</a>( Controllable ): The cargo is dead. The cargo process will be ended.</li>
</ul>
<h2>AI_CARGO States:</h2>
<ul>
<li><strong>UnLoaded</strong>: The cargo is unloaded from a carrier.</li>
<li><strong>Boarding</strong>: The cargo is currently boarding (= running) into a carrier.</li>
<li><strong>Loaded</strong>: The cargo is loaded into a carrier.</li>
<li><strong>UnBoarding</strong>: The cargo is currently unboarding (=running) from a carrier.</li>
<li><strong>Dead</strong>: The cargo is dead ...</li>
<li><strong>End</strong>: The process has come to an end.</li>
</ul>
<h2>AI_CARGO state transition methods:</h2>
<p>State transition functions can be set <strong>by the mission designer</strong> customizing or improving the behaviour of the state.
There are 2 moments when state transition methods will be called by the state machine:</p>
<ul>
<li><p><strong>Leaving</strong> the state.
The state transition method needs to start with the name <strong>OnLeave + the name of the state</strong>.
If the state transition method returns false, then the processing of the state transition will not be done!
If you want to change the behaviour of the AIControllable at this event, return false,
but then you'll need to specify your own logic using the AIControllable!</p></li>
<li><p><strong>Entering</strong> the state.
The state transition method needs to start with the name <strong>OnEnter + the name of the state</strong>.
These state transition methods need to provide a return value, which is specified at the function description.</p></li>
</ul>
</dd>
@ -700,6 +732,12 @@ Use the event functions as described above to Load, UnLoad, Board, UnBoard the A
</dt>
<dd>
<h1>AI_CARGO_GROUP class</h1>
<p>The AI_CARGO_GROUP class defines a cargo that is represented by a group of <a href="Unit.html">Unit</a> objects within the simulator, and can be transported by a carrier.</p>
<p>Use the event functions as described above to Load, UnLoad, Board, UnBoard the AI_CARGO_GROUP to and from carrier.</p>
</dd>
@ -714,6 +752,12 @@ Use the event functions as described above to Load, UnLoad, Board, UnBoard the A
</dt>
<dd>
<h1>AI_CARGO_GROUPED class</h1>
<p>The AI_CARGO_GROUPED class defines a cargo that is represented by a group of UNIT objects within the simulator, and can be transported by a carrier.</p>
<p>Use the event functions as described above to Load, UnLoad, Board, UnBoard the AI_CARGO_UNIT objects to and from carriers.</p>
</dd>
@ -756,6 +800,14 @@ Use the event functions as described above to Load, UnLoad, Board, UnBoard the A
</dt>
<dd>
<h1>AI_CARGO_UNIT class, extends <a href="##(AI_CARGO_REPRESENTABLE)">#AI<em>CARGO</em>REPRESENTABLE</a></h1>
<p>The AI_CARGO_UNIT class defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.</p>
<p>Use the event functions as described above to Load, UnLoad, Board, UnBoard the AI_CARGO_UNIT objects to and from carriers.</p>
<hr/>
</dd>
@ -830,20 +882,6 @@ The Carrier that will hold the cargo.</p>
<p>The alive DCS object representing the cargo. This value can be nil, meaning, that the cargo is not represented anywhere...</p>
</dd>
</dl>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(AI_CARGO).ClassName" >
<strong>AI_CARGO.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
@ -863,6 +901,148 @@ The Carrier that will hold the cargo.</p>
<dl class="function">
<dt>
<a id="#(AI_CARGO).GetBoardingRange" >
<strong>AI_CARGO:GetBoardingRange()</strong>
</a>
</dt>
<dd>
<p>Get the range till cargo will board.</p>
<h3>Return value</h3>
<p><em>#number:</em>
The range till cargo will board.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AI_CARGO).GetName" >
<strong>AI_CARGO:GetName()</strong>
</a>
</dt>
<dd>
<p>Get the name of the Cargo.</p>
<h3>Return value</h3>
<p><em>#string:</em>
The name of the Cargo.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AI_CARGO).GetPointVec2" >
<strong>AI_CARGO:GetPointVec2()</strong>
</a>
</dt>
<dd>
<p>Get the current PointVec2 of the cargo.</p>
<h3>Return value</h3>
<p><em><a href="Core.Point.html##(POINT_VEC2)">Core.Point#POINT_VEC2</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AI_CARGO).GetType" >
<strong>AI_CARGO:GetType()</strong>
</a>
</dt>
<dd>
<p>Get the type of the Cargo.</p>
<h3>Return value</h3>
<p><em>#string:</em>
The type of the Cargo.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AI_CARGO).IsInRadius" >
<strong>AI_CARGO:IsInRadius(PointVec2)</strong>
</a>
</dt>
<dd>
<p>Check if CargoCarrier is in the radius for the Cargo to be Loaded.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Point.html##(POINT_VEC2)">Core.Point#POINT_VEC2</a> PointVec2 </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#boolean:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AI_CARGO).IsInZone" >
<strong>AI_CARGO:IsInZone(Zone)</strong>
</a>
</dt>
<dd>
<p>Check if Cargo is the given <a href="Zone.html">Zone</a>.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a> Zone </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#boolean:</em>
<strong>true</strong> if cargo is in the Zone, <strong>false</strong> if cargo is not in the Zone.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AI_CARGO).IsLoaded" >
<strong>AI_CARGO:IsLoaded()</strong>
</a>
</dt>
<dd>
<p>Check if cargo is loaded.</p>
<h3>Return value</h3>
<p><em>#boolean:</em>
true if loaded</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AI_CARGO).IsNear" >
<strong>AI_CARGO:IsNear(PointVec2)</strong>
</a>
@ -884,6 +1064,24 @@ The Carrier that will hold the cargo.</p>
<p><em>#boolean:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AI_CARGO).IsUnLoaded" >
<strong>AI_CARGO:IsUnLoaded()</strong>
</a>
</dt>
<dd>
<p>Check if cargo is unloaded.</p>
<h3>Return value</h3>
<p><em>#boolean:</em>
true if unloaded</p>
</dd>
</dl>
<dl class="function">
@ -1486,20 +1684,6 @@ The amount of seconds to delay the action.</p>
<p>A set of cargo objects.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(AI_CARGO_GROUP).ClassName" >
<strong>AI_CARGO_GROUP.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
@ -1575,20 +1759,6 @@ The amount of seconds to delay the action.</p>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(AI_CARGO_GROUPED).ClassName" >
<strong>AI_CARGO_GROUPED.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(AI_CARGO_GROUPED).New" >
<strong>AI_CARGO_GROUPED:New(CargoSet, Type, Name, Weight, ReportRadius, NearRadius)</strong>
</a>
@ -2445,6 +2615,7 @@ The UNIT carrying the package.</p>
<dl class="function">
<dt>
<em></em>
<a id="#(AI_CARGO_UNIT).CargoCarrier" >
<strong>AI_CARGO_UNIT.CargoCarrier</strong>
</a>
@ -2486,13 +2657,17 @@ The UNIT carrying the package.</p>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(AI_CARGO_UNIT).ClassName" >
<strong>AI_CARGO_UNIT.ClassName</strong>
<a id="#(AI_CARGO_UNIT).Destroy" >
<strong>AI_CARGO_UNIT:Destroy()</strong>
</a>
</dt>
<dd>
<p>AI<em>CARGO</em>UNIT Destructor.</p>
<h3>Return value</h3>
<p><em><a href="##(AI_CARGO_UNIT)">#AI<em>CARGO</em>UNIT</a>:</em></p>
</dd>
@ -2567,7 +2742,7 @@ The UNIT carrying the package.</p>
<dt>
<a id="#(AI_CARGO_UNIT).onafterBoard" >
<strong>AI_CARGO_UNIT:onafterBoard(Event, From, To, CargoCarrier)</strong>
<strong>AI_CARGO_UNIT:onafterBoard(Event, From, To, CargoCarrier, ...)</strong>
</a>
</dt>
<dd>
@ -2595,6 +2770,11 @@ The UNIT carrying the package.</p>
<p><code><em> CargoCarrier </em></code>: </p>
</li>
<li>
<p><code><em> ... </em></code>: </p>
</li>
</ul>
</dd>
@ -2639,7 +2819,7 @@ The UNIT carrying the package.</p>
<dt>
<a id="#(AI_CARGO_UNIT).onenterBoarding" >
<strong>AI_CARGO_UNIT:onenterBoarding(Event, From, To, CargoCarrier)</strong>
<strong>AI_CARGO_UNIT:onenterBoarding(Event, From, To, CargoCarrier, ...)</strong>
</a>
</dt>
<dd>
@ -2667,6 +2847,11 @@ The UNIT carrying the package.</p>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> CargoCarrier </em></code>: </p>
</li>
<li>
<p><code><em> ... </em></code>: </p>
</li>
</ul>
</dd>
@ -2789,7 +2974,7 @@ Point#POINT_VEC2</p>
<dt>
<a id="#(AI_CARGO_UNIT).onleaveBoarding" >
<strong>AI_CARGO_UNIT:onleaveBoarding(Event, From, To, CargoCarrier)</strong>
<strong>AI_CARGO_UNIT:onleaveBoarding(Event, From, To, CargoCarrier, ...)</strong>
</a>
</dt>
<dd>
@ -2817,6 +3002,11 @@ Point#POINT_VEC2</p>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> CargoCarrier </em></code>: </p>
</li>
<li>
<p><code><em> ... </em></code>: </p>
</li>
</ul>
</dd>

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@ -80,6 +80,7 @@
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>

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@ -80,6 +80,7 @@
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>

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@ -80,6 +80,7 @@
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>

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@ -80,6 +80,7 @@
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>

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@ -80,6 +80,7 @@
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
@ -102,12 +103,14 @@
<p>Mission designers can use the DATABASE class to refer to:</p>
<ul>
<li>STATICS</li>
<li>UNITS</li>
<li>GROUPS</li>
<li>CLIENTS</li>
<li>AIRPORTS</li>
<li>AIRBASES</li>
<li>PLAYERSJOINED</li>
<li>PLAYERS</li>
<li>CARGOS</li>
</ul>
<p>On top, for internal MOOSE administration purposes, the DATBASE administers the Unit and Group TEMPLATES as defined within the Mission Editor.</p>
@ -150,9 +153,15 @@ The following iterator methods are currently available within the DATABASE:</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).AddAirbase">DATABASE:AddAirbase(DCSAirbaseName)</a></td>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).AddAirbase">DATABASE:AddAirbase(AirbaseName)</a></td>
<td class="summary">
<p>Adds a Airbase based on the Airbase Name in the DATABASE.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).AddCargo">DATABASE:AddCargo(CargoName, Cargo)</a></td>
<td class="summary">
<p>Adds a Cargo based on the Cargo Name in the DATABASE.</p>
</td>
</tr>
<tr>
@ -183,6 +192,12 @@ The following iterator methods are currently available within the DATABASE:</p>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).AddUnit">DATABASE:AddUnit(DCSUnitName)</a></td>
<td class="summary">
<p>Adds a Unit based on the Unit Name in the DATABASE.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).CARGOS">DATABASE.CARGOS</a></td>
<td class="summary">
</td>
</tr>
<tr>
@ -210,9 +225,15 @@ The following iterator methods are currently available within the DATABASE:</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).DeleteAirbase">DATABASE:DeleteAirbase(DCSAirbaseName)</a></td>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).DeleteAirbase">DATABASE:DeleteAirbase(AirbaseName)</a></td>
<td class="summary">
<p>Deletes a Airbase from the DATABASE based on the Airbase Name.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).DeleteCargo">DATABASE:DeleteCargo(CargoName)</a></td>
<td class="summary">
<p>Deletes a Cargo from the DATABASE based on the Cargo Name.</p>
</td>
</tr>
<tr>
@ -236,7 +257,13 @@ The following iterator methods are currently available within the DATABASE:</p>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).FindAirbase">DATABASE:FindAirbase(AirbaseName)</a></td>
<td class="summary">
<p>Finds a AIRBASE based on the AirbaseName.</p>
<p>Finds an AIRBASE based on the AirbaseName.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).FindCargo">DATABASE:FindCargo(CargoName)</a></td>
<td class="summary">
<p>Finds an CARGO based on the CargoName.</p>
</td>
</tr>
<tr>
@ -267,6 +294,12 @@ The following iterator methods are currently available within the DATABASE:</p>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).ForEach">DATABASE:ForEach(IteratorFunction, FinalizeFunction, arg, Set)</a></td>
<td class="summary">
<p>Iterate the DATABASE and call an iterator function for the given set, providing the Object for each element within the set and optional parameters.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).ForEachCargo">DATABASE:ForEachCargo(IteratorFunction, ...)</a></td>
<td class="summary">
<p>Iterate the DATABASE and call an iterator function for each CARGO, providing the CARGO object to the function and optional parameters.</p>
</td>
</tr>
<tr>
@ -381,6 +414,18 @@ The following iterator methods are currently available within the DATABASE:</p>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).New">DATABASE:New()</a></td>
<td class="summary">
<p>Creates a new DATABASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).OnEventDeleteCargo">DATABASE:OnEventDeleteCargo(EventData)</a></td>
<td class="summary">
<p>Handles the OnEventDeleteCargo.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(DATABASE).OnEventNewCargo">DATABASE:OnEventNewCargo(EventData)</a></td>
<td class="summary">
<p>Handles the OnEventNewCargo event.</p>
</td>
</tr>
<tr>
@ -539,7 +584,7 @@ The following iterator methods are currently available within the DATABASE:</p>
<dt>
<a id="#(DATABASE).AddAirbase" >
<strong>DATABASE:AddAirbase(DCSAirbaseName)</strong>
<strong>DATABASE:AddAirbase(AirbaseName)</strong>
</a>
</dt>
<dd>
@ -550,7 +595,35 @@ The following iterator methods are currently available within the DATABASE:</p>
<ul>
<li>
<p><code><em> DCSAirbaseName </em></code>: </p>
<p><code><em>#string AirbaseName </em></code>:
The name of the airbase</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DATABASE).AddCargo" >
<strong>DATABASE:AddCargo(CargoName, Cargo)</strong>
</a>
</dt>
<dd>
<p>Adds a Cargo based on the Cargo Name in the DATABASE.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string CargoName </em></code>:
The name of the airbase</p>
</li>
<li>
<p><code><em> Cargo </em></code>: </p>
</li>
</ul>
@ -664,6 +737,20 @@ The following iterator methods are currently available within the DATABASE:</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(DATABASE).CARGOS" >
<strong>DATABASE.CARGOS</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
@ -726,7 +813,7 @@ The following iterator methods are currently available within the DATABASE:</p>
<dt>
<a id="#(DATABASE).DeleteAirbase" >
<strong>DATABASE:DeleteAirbase(DCSAirbaseName)</strong>
<strong>DATABASE:DeleteAirbase(AirbaseName)</strong>
</a>
</dt>
<dd>
@ -737,7 +824,30 @@ The following iterator methods are currently available within the DATABASE:</p>
<ul>
<li>
<p><code><em> DCSAirbaseName </em></code>: </p>
<p><code><em>#string AirbaseName </em></code>:
The name of the airbase</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DATABASE).DeleteCargo" >
<strong>DATABASE:DeleteCargo(CargoName)</strong>
</a>
</dt>
<dd>
<p>Deletes a Cargo from the DATABASE based on the Cargo Name.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string CargoName </em></code>:
The name of the airbase</p>
</li>
</ul>
@ -815,7 +925,7 @@ The following iterator methods are currently available within the DATABASE:</p>
</dt>
<dd>
<p>Finds a AIRBASE based on the AirbaseName.</p>
<p>Finds an AIRBASE based on the AirbaseName.</p>
<h3>Parameter</h3>
<ul>
@ -835,6 +945,32 @@ The found AIRBASE.</p>
<dl class="function">
<dt>
<a id="#(DATABASE).FindCargo" >
<strong>DATABASE:FindCargo(CargoName)</strong>
</a>
</dt>
<dd>
<p>Finds an CARGO based on the CargoName.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string CargoName </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="Wrapper.Cargo.html##(CARGO)">Wrapper.Cargo#CARGO</a>:</em>
The found CARGO.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DATABASE).FindClient" >
<strong>DATABASE:FindClient(ClientName)</strong>
</a>
@ -981,6 +1117,38 @@ self</p>
<dl class="function">
<dt>
<a id="#(DATABASE).ForEachCargo" >
<strong>DATABASE:ForEachCargo(IteratorFunction, ...)</strong>
</a>
</dt>
<dd>
<p>Iterate the DATABASE and call an iterator function for each CARGO, providing the CARGO object to the function and optional parameters.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#function IteratorFunction </em></code>:
The function that will be called for each object in the database. The function needs to accept a CLIENT parameter.</p>
</li>
<li>
<p><code><em> ... </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(DATABASE)">#DATABASE</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DATABASE).ForEachClient" >
<strong>DATABASE:ForEachClient(IteratorFunction, ...)</strong>
</a>
@ -994,7 +1162,7 @@ self</p>
<li>
<p><code><em>#function IteratorFunction </em></code>:
The function that will be called when there is an alive player in the database. The function needs to accept a CLIENT parameter.</p>
The function that will be called object in the database. The function needs to accept a CLIENT parameter.</p>
</li>
<li>
@ -1026,7 +1194,7 @@ self</p>
<li>
<p><code><em>#function IteratorFunction </em></code>:
The function that will be called when there is an alive GROUP in the database. The function needs to accept a GROUP parameter.</p>
The function that will be called for each object in the database. The function needs to accept a GROUP parameter.</p>
</li>
<li>
@ -1058,7 +1226,7 @@ self</p>
<li>
<p><code><em>#function IteratorFunction </em></code>:
The function that will be called when there is an player in the database. The function needs to accept the player name.</p>
The function that will be called for each object in the database. The function needs to accept the player name.</p>
</li>
<li>
@ -1090,7 +1258,7 @@ self</p>
<li>
<p><code><em>#function IteratorFunction </em></code>:
The function that will be called when there is was a player in the database. The function needs to accept a UNIT parameter.</p>
The function that will be called for each object in the database. The function needs to accept a UNIT parameter.</p>
</li>
<li>
@ -1122,7 +1290,7 @@ self</p>
<li>
<p><code><em>#function IteratorFunction </em></code>:
The function that will be called when there is an alive UNIT in the database. The function needs to accept a UNIT parameter.</p>
The function that will be called for each object in the database. The function needs to accept a UNIT parameter.</p>
</li>
<li>
@ -1415,6 +1583,48 @@ self</p>
<pre class="example"><code>-- Define a new DATABASE Object. This DBObject will contain a reference to all Group and Unit Templates defined within the ME and the DCSRTE.
DBObject = DATABASE:New()</code></pre>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DATABASE).OnEventDeleteCargo" >
<strong>DATABASE:OnEventDeleteCargo(EventData)</strong>
</a>
</dt>
<dd>
<p>Handles the OnEventDeleteCargo.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> EventData </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(DATABASE).OnEventNewCargo" >
<strong>DATABASE:OnEventNewCargo(EventData)</strong>
</a>
</dt>
<dd>
<p>Handles the OnEventNewCargo event.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> EventData </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">

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@ -80,6 +80,7 @@
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>

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@ -80,6 +80,7 @@
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>

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<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>

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<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>

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<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>

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@ -80,6 +80,7 @@
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>

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<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
@ -210,6 +211,7 @@ on defined intervals (currently every minute).</p>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(MOVEMENT).AliveUnits" >
<strong>MOVEMENT.AliveUnits</strong>
</a>
@ -218,6 +220,9 @@ on defined intervals (currently every minute).</p>
<p> Contains the counter how many units are currently alive</p>
</dd>
</dl>
<dl class="function">

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<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>

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<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>

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<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>

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<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>

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<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>

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<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>

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<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>

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<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>

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<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>

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@ -80,6 +80,7 @@
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>

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@ -80,6 +80,7 @@
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>

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@ -80,6 +80,7 @@
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>

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@ -80,6 +80,7 @@
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>

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@ -80,6 +80,7 @@
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>

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@ -80,6 +80,7 @@
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>

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@ -80,6 +80,7 @@
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>

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@ -80,6 +80,7 @@
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
@ -162,6 +163,28 @@
<td class="summary">
<h1>1) SET_BASE class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
<p>The <a href="Set.html##(SET_BASE)">Set#SET_BASE</a> class defines the core functions that define a collection of objects.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#SET_CARGO">SET_CARGO</a></td>
<td class="summary">
<h1>SET_CARGO class, extends <a href="Set.html##(SET_BASE)">Set#SET_BASE</a></h1>
<p>Mission designers can use the <a href="Set.html##(SET_CARGO)">Set#SET_CARGO</a> class to build sets of cargos optionally belonging to certain:</p>
<ul>
<li>Coalitions</li>
<li>Types</li>
<li>Name or Prefix</li>
</ul>
<h2>SET_CARGO constructor</h2>
<p>Create a new SET_CARGO object with the <a href="##(SET_CARGO).New">SET_CARGO.New</a> method:</p>
<ul>
<li><a href="##(SET_CARGO).New">SET_CARGO.New</a>: Creates a new SET_CARGO object.</li>
</ul>
</td>
</tr>
<tr>
@ -474,6 +497,106 @@
<td class="name" nowrap="nowrap"><a href="##(SET_BASE)._Find">SET_BASE:_Find(ObjectName)</a></td>
<td class="summary">
<p>Finds an <a href="Base.html##(BASE)">Base#BASE</a> object based on the object Name.</p>
</td>
</tr>
</table>
<h2><a id="#(SET_CARGO)">Type <code>SET_CARGO</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(SET_CARGO).AddCargosByName">SET_CARGO:AddCargosByName(AddCargoNames)</a></td>
<td class="summary">
<p>Add CARGOs to SET_CARGO.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SET_CARGO).AddInDatabase">SET_CARGO:AddInDatabase(Event)</a></td>
<td class="summary">
<p>Handles the Database to check on an event (birth) that the Object was added in the Database.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SET_CARGO).FilterCoalitions">SET_CARGO:FilterCoalitions(Coalitions)</a></td>
<td class="summary">
<p>Builds a set of cargos of coalitions.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SET_CARGO).FilterCountries">SET_CARGO:FilterCountries(Countries)</a></td>
<td class="summary">
<p>Builds a set of cargos of defined countries.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SET_CARGO).FilterPrefixes">SET_CARGO:FilterPrefixes(Prefixes)</a></td>
<td class="summary">
<p>Builds a set of cargos of defined cargo prefixes.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SET_CARGO).FilterStart">SET_CARGO:FilterStart()</a></td>
<td class="summary">
<p>Starts the filtering.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SET_CARGO).FilterTypes">SET_CARGO:FilterTypes(Types)</a></td>
<td class="summary">
<p>Builds a set of cargos of defined cargo types.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SET_CARGO).FindCargo">SET_CARGO:FindCargo(CargoName)</a></td>
<td class="summary">
<p>Finds a Cargo based on the Cargo Name.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SET_CARGO).FindInDatabase">SET_CARGO:FindInDatabase(Event)</a></td>
<td class="summary">
<p>Handles the Database to check on any event that Object exists in the Database.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SET_CARGO).FindNearestCargoFromPointVec2">SET_CARGO:FindNearestCargoFromPointVec2(PointVec2)</a></td>
<td class="summary">
<p>Iterate the SET_CARGO while identifying the nearest <a href="Cargo.html##(CARGO)">Cargo#CARGO</a> from a <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a>.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SET_CARGO).ForEachCargo">SET_CARGO:ForEachCargo(IteratorFunction, ...)</a></td>
<td class="summary">
<p>Iterate the SET_CARGO and call an interator function for each CARGO, providing the CARGO and optional parameters.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SET_CARGO).IsIncludeObject">SET_CARGO:IsIncludeObject(MCargo)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SET_CARGO).New">SET_CARGO:New()</a></td>
<td class="summary">
<p>Creates a new SET_CARGO object, building a set of cargos belonging to a coalitions and categories.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SET_CARGO).OnEventDeleteCargo">SET_CARGO:OnEventDeleteCargo(EventData)</a></td>
<td class="summary">
<p>Handles the OnDead or OnCrash event for alive units set.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SET_CARGO).OnEventNewCargo">SET_CARGO:OnEventNewCargo(EventData)</a></td>
<td class="summary">
<p>Handles the OnEventNewCargo event for the Set.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SET_CARGO).RemoveCargosByName">SET_CARGO:RemoveCargosByName(RemoveCargoNames)</a></td>
<td class="summary">
<p>Remove CARGOs from SET_CARGO.</p>
</td>
</tr>
</table>
@ -942,6 +1065,72 @@ The default <strong>"time interval"</strong> is after 0.001 seconds.</p>
You can set the <strong>"yield interval"</strong>, and the <strong>"time interval"</strong>. (See above).</p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(SET_CARGO)">#SET_CARGO</a></em>
<a id="SET_CARGO" >
<strong>SET_CARGO</strong>
</a>
</dt>
<dd>
<h1>SET_CARGO class, extends <a href="Set.html##(SET_BASE)">Set#SET_BASE</a></h1>
<p>Mission designers can use the <a href="Set.html##(SET_CARGO)">Set#SET_CARGO</a> class to build sets of cargos optionally belonging to certain:</p>
<ul>
<li>Coalitions</li>
<li>Types</li>
<li>Name or Prefix</li>
</ul>
<h2>SET_CARGO constructor</h2>
<p>Create a new SET_CARGO object with the <a href="##(SET_CARGO).New">SET_CARGO.New</a> method:</p>
<ul>
<li><a href="##(SET_CARGO).New">SET_CARGO.New</a>: Creates a new SET_CARGO object.</li>
</ul>
<p> </p>
<h2>Add or Remove CARGOs from SET_CARGO</h2>
<p>CARGOs can be added and removed using the <a href="Set.html##(SET_CARGO).AddCargosByName">Set#SET_CARGO.AddCargosByName</a> and <a href="Set.html##(SET_CARGO).RemoveCargosByName">Set#SET_CARGO.RemoveCargosByName</a> respectively.
These methods take a single CARGO name or an array of CARGO names to be added or removed from SET_CARGO.</p>
<h2>SET_CARGO filter criteria</h2>
<p>You can set filter criteria to automatically maintain the SET_CARGO contents.
Filter criteria are defined by:</p>
<ul>
<li><a href="##(SET_CARGO).FilterCoalitions">SET_CARGO.FilterCoalitions</a>: Builds the SET_CARGO with the cargos belonging to the coalition(s).</li>
<li><a href="##(SET_CARGO).FilterPrefixes">SET_CARGO.FilterPrefixes</a>: Builds the SET_CARGO with the cargos containing the prefix string(s).</li>
<li><a href="##(SET_CARGO).FilterTypes">SET_CARGO.FilterTypes</a>: Builds the SET_CARGO with the cargos belonging to the cargo type(s).</li>
<li><a href="##(SET_CARGO).FilterCountries">SET_CARGO.FilterCountries</a>: Builds the SET_CARGO with the cargos belonging to the country(ies).</li>
</ul>
<p>Once the filter criteria have been set for the SET_CARGO, you can start filtering using:</p>
<ul>
<li><a href="##(SET_CARGO).FilterStart">SET_CARGO.FilterStart</a>: Starts the filtering of the cargos within the SET_CARGO.</li>
</ul>
<h2>SET_CARGO iterators</h2>
<p>Once the filters have been defined and the SET<em>CARGO has been built, you can iterate the SET</em>CARGO with the available iterator methods.
The iterator methods will walk the SET<em>CARGO set, and call for each cargo within the set a function that you provide.
The following iterator methods are currently available within the SET</em>CARGO:</p>
<ul>
<li><a href="##(SET_CARGO).ForEachCargo">SET_CARGO.ForEachCargo</a>: Calls a function for each cargo it finds within the SET_CARGO.</li>
</ul>
</dd>
</dl>
<dl class="function">
@ -2208,6 +2397,454 @@ self</p>
<p><em><a href="Core.Base.html##(BASE)">Core.Base#BASE</a>:</em>
The Object found.</p>
</dd>
</dl>
<h2><a id="#(SET_CARGO)" >Type <code>SET_CARGO</code></a></h2>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<a id="#(SET_CARGO).AddCargosByName" >
<strong>SET_CARGO:AddCargosByName(AddCargoNames)</strong>
</a>
</dt>
<dd>
<p>Add CARGOs to SET_CARGO.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string AddCargoNames </em></code>:
A single name or an array of CARGO names.</p>
</li>
</ul>
<h3>Return value</h3>
<p>self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SET_CARGO).AddInDatabase" >
<strong>SET_CARGO:AddInDatabase(Event)</strong>
</a>
</dt>
<dd>
<p>Handles the Database to check on an event (birth) that the Object was added in the Database.</p>
<p>This is required, because sometimes the <em>DATABASE birth event gets called later than the SET</em>BASE birth event!</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> Event </em></code>: </p>
</li>
</ul>
<h3>Return values</h3>
<ol>
<li>
<p><em>#string:</em>
The name of the CARGO</p>
</li>
<li>
<p><em>#table:</em>
The CARGO</p>
</li>
</ol>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SET_CARGO).FilterCoalitions" >
<strong>SET_CARGO:FilterCoalitions(Coalitions)</strong>
</a>
</dt>
<dd>
<p>Builds a set of cargos of coalitions.</p>
<p>Possible current coalitions are red, blue and neutral.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string Coalitions </em></code>:
Can take the following values: "red", "blue", "neutral".</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(SET_CARGO)">#SET_CARGO</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SET_CARGO).FilterCountries" >
<strong>SET_CARGO:FilterCountries(Countries)</strong>
</a>
</dt>
<dd>
<p>Builds a set of cargos of defined countries.</p>
<p>Possible current countries are those known within DCS world.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string Countries </em></code>:
Can take those country strings known within DCS world.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(SET_CARGO)">#SET_CARGO</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SET_CARGO).FilterPrefixes" >
<strong>SET_CARGO:FilterPrefixes(Prefixes)</strong>
</a>
</dt>
<dd>
<p>Builds a set of cargos of defined cargo prefixes.</p>
<p>All the cargos starting with the given prefixes will be included within the set.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string Prefixes </em></code>:
The prefix of which the cargo name starts with.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(SET_CARGO)">#SET_CARGO</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SET_CARGO).FilterStart" >
<strong>SET_CARGO:FilterStart()</strong>
</a>
</dt>
<dd>
<p>Starts the filtering.</p>
<h3>Return value</h3>
<p><em><a href="##(SET_CARGO)">#SET_CARGO</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SET_CARGO).FilterTypes" >
<strong>SET_CARGO:FilterTypes(Types)</strong>
</a>
</dt>
<dd>
<p>Builds a set of cargos of defined cargo types.</p>
<p>Possible current types are those types known within DCS world.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string Types </em></code>:
Can take those type strings known within DCS world.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(SET_CARGO)">#SET_CARGO</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SET_CARGO).FindCargo" >
<strong>SET_CARGO:FindCargo(CargoName)</strong>
</a>
</dt>
<dd>
<p>Finds a Cargo based on the Cargo Name.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string CargoName </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="Wrapper.Cargo.html##(CARGO)">Wrapper.Cargo#CARGO</a>:</em>
The found Cargo.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SET_CARGO).FindInDatabase" >
<strong>SET_CARGO:FindInDatabase(Event)</strong>
</a>
</dt>
<dd>
<p>Handles the Database to check on any event that Object exists in the Database.</p>
<p>This is required, because sometimes the <em>DATABASE event gets called later than the SET</em>BASE event or vise versa!</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> Event </em></code>: </p>
</li>
</ul>
<h3>Return values</h3>
<ol>
<li>
<p><em>#string:</em>
The name of the CARGO</p>
</li>
<li>
<p><em>#table:</em>
The CARGO</p>
</li>
</ol>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SET_CARGO).FindNearestCargoFromPointVec2" >
<strong>SET_CARGO:FindNearestCargoFromPointVec2(PointVec2)</strong>
</a>
</dt>
<dd>
<p>Iterate the SET_CARGO while identifying the nearest <a href="Cargo.html##(CARGO)">Cargo#CARGO</a> from a <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a>.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Point.html##(POINT_VEC2)">Core.Point#POINT_VEC2</a> PointVec2 </em></code>:
A <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a> object from where to evaluate the closest <a href="Cargo.html##(CARGO)">Cargo#CARGO</a>.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="Wrapper.Cargo.html##(CARGO)">Wrapper.Cargo#CARGO</a>:</em>
The closest <a href="Cargo.html##(CARGO)">Cargo#CARGO</a>.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SET_CARGO).ForEachCargo" >
<strong>SET_CARGO:ForEachCargo(IteratorFunction, ...)</strong>
</a>
</dt>
<dd>
<p>Iterate the SET_CARGO and call an interator function for each CARGO, providing the CARGO and optional parameters.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#function IteratorFunction </em></code>:
The function that will be called when there is an alive CARGO in the SET_CARGO. The function needs to accept a CARGO parameter.</p>
</li>
<li>
<p><code><em> ... </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(SET_CARGO)">#SET_CARGO</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SET_CARGO).IsIncludeObject" >
<strong>SET_CARGO:IsIncludeObject(MCargo)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="AI.AI_Cargo.html##(AI_CARGO)">AI.AI<em>Cargo#AI</em>CARGO</a> MCargo </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(SET_CARGO)">#SET_CARGO</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SET_CARGO).New" >
<strong>SET_CARGO:New()</strong>
</a>
</dt>
<dd>
<p>Creates a new SET_CARGO object, building a set of cargos belonging to a coalitions and categories.</p>
<h3>Return value</h3>
<p><em><a href="##(SET_CARGO)">#SET_CARGO</a>:</em>
self</p>
<h3>Usage:</h3>
<pre class="example"><code>-- Define a new SET_CARGO Object. The DatabaseSet will contain a reference to all Cargos.
DatabaseSet = SET_CARGO:New()</code></pre>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SET_CARGO).OnEventDeleteCargo" >
<strong>SET_CARGO:OnEventDeleteCargo(EventData)</strong>
</a>
</dt>
<dd>
<p>Handles the OnDead or OnCrash event for alive units set.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> EventData </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SET_CARGO).OnEventNewCargo" >
<strong>SET_CARGO:OnEventNewCargo(EventData)</strong>
</a>
</dt>
<dd>
<p>Handles the OnEventNewCargo event for the Set.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> EventData </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(SET_CARGO).RemoveCargosByName" >
<strong>SET_CARGO:RemoveCargosByName(RemoveCargoNames)</strong>
</a>
</dt>
<dd>
<p>Remove CARGOs from SET_CARGO.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Cargo.html##(CARGO)">Wrapper.Cargo#CARGO</a> RemoveCargoNames </em></code>:
A single name or an array of CARGO names.</p>
</li>
</ul>
<h3>Return value</h3>
<p>self</p>
</dd>
</dl>

View File

@ -80,6 +80,7 @@
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>

View File

@ -80,6 +80,7 @@
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
@ -809,6 +810,12 @@ and any spaces before and after the resulting name are removed.</p>
<td class="name" nowrap="nowrap"><a href="##(SPAWN)._TranslateRotate">SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SPAWN).uncontrolled">SPAWN.uncontrolled</a></td>
<td class="summary">
</td>
</tr>
</table>
@ -2110,9 +2117,6 @@ The group that was spawned. You can use this group for further actions.</p>
<p> Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.</p>
</dd>
</dl>
<dl class="function">
@ -2583,9 +2587,6 @@ when nothing was spawned.</p>
<p> By default, no InitLimit</p>
</dd>
</dl>
<dl class="function">
@ -2621,7 +2622,7 @@ when nothing was spawned.</p>
<dl class="function">
<dt>
<em>#number</em>
<em></em>
<a id="#(SPAWN).SpawnMaxGroups" >
<strong>SPAWN.SpawnMaxGroups</strong>
</a>
@ -2638,7 +2639,7 @@ when nothing was spawned.</p>
<dl class="function">
<dt>
<em>#number</em>
<em></em>
<a id="#(SPAWN).SpawnMaxUnitsAlive" >
<strong>SPAWN.SpawnMaxUnitsAlive</strong>
</a>
@ -2966,7 +2967,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
<dl class="function">
<dt>
<em>#boolean</em>
<em></em>
<a id="#(SPAWN).SpawnUnControlled" >
<strong>SPAWN.SpawnUnControlled</strong>
</a>
@ -2990,7 +2991,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
<p> Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.</p>
<p> When the first Spawn executes, all the Groups need to be made visible before start.</p>
</dd>
</dl>
@ -3556,6 +3557,20 @@ True = Continue Scheduler</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(SPAWN).uncontrolled" >
<strong>SPAWN.uncontrolled</strong>
</a>
</dt>
<dd>
</dd>
</dl>

View File

@ -80,6 +80,7 @@
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>

View File

@ -80,6 +80,7 @@
<li>Task</li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>

View File

@ -80,6 +80,7 @@
<li><a href="Task.html">Task</a></li>
<li>Task_A2G</li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>

View File

@ -80,6 +80,7 @@
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li>Task_A2G_Dispatcher</li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>

View File

@ -0,0 +1,826 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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<head>
<link rel="stylesheet" href="stylesheet.css" type="text/css"/>
</head>
<body>
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<div id="product">
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<div id="product_name"><big><b></b></big></div>
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<h2>Modules</h2>
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<ul>
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<div id="content">
<h1>Module <code>Task_CARGO</code></h1>
<p><strong>Tasking (Release 2.1)</strong> -- The TASK_CARGO models tasks for players to transport <a href="Cargo.html">Cargo</a>.</p>
<p><img src="..\Presentations\TASK_CARGO\Dia1.JPG" alt="Banner Image"/></p>
<hr/>
<p>Cargo are units or cargo objects within DCS world that allow to be transported or sling loaded by other units.
The CARGO class, as part of the moose core, is able to Board, Load, UnBoard and UnLoad from Carrier units.
This collection of classes in this module define tasks for human players to handle cargo objects.
Cargo can be transported, picked-up, deployed and sling-loaded from and to other places.</p>
<p>The following classes are important to consider:</p>
<ul>
<li><a href="##(TASK_CARGO_TRANSPORT)">#TASK<em>CARGO</em>TRANSPORT</a>: Defines a task for a human player to transport a set of cargo between various zones.</li>
</ul>
<p>==</p>
<h1><strong>API CHANGE HISTORY</strong></h1>
<p>The underlying change log documents the API changes. Please read this carefully. The following notation is used:</p>
<ul>
<li><strong>Added</strong> parts are expressed in bold type face.</li>
<li><em>Removed</em> parts are expressed in italic type face.</li>
</ul>
<p>Hereby the change log:</p>
<p>2017-03-09: Revised version.</p>
<hr/>
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
<h3>Contributions:</h3>
<h3>Authors:</h3>
<ul>
<li><strong>FlightControl</strong>: Concept, Design &amp; Programming.
</li>
</ul>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#TASK_CARGO">TASK_CARGO</a></td>
<td class="summary">
<h1>TASK_CARGO class, extends <a href="Task.html##(TASK)">Task#TASK</a></h1>
<p>The TASK_CARGO class defines <a href="Cargo.html">Cargo</a> transport tasks,
based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TASK</a>.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#TASK_CARGO_TRANSPORT">TASK_CARGO_TRANSPORT</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(FSM_PROCESS)">Type <code>FSM_PROCESS</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(FSM_PROCESS).Cargo">FSM_PROCESS.Cargo</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(FSM_PROCESS).DeployZone">FSM_PROCESS.DeployZone</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(TASK_CARGO)">Type <code>TASK_CARGO</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO).AddDeployZone">TASK_CARGO:AddDeployZone(DeployZone, TaskUnit)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO).DeployZones">TASK_CARGO.DeployZones</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO).GetPlannedMenuText">TASK_CARGO:GetPlannedMenuText()</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO).GetTargetZone">TASK_CARGO:GetTargetZone(TaskUnit)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO).New">TASK_CARGO:New(Mission, SetGroup, TaskName, SetCargo, TaskType)</a></td>
<td class="summary">
<p>Instantiates a new TASK_CARGO.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO).RemoveDeployZone">TASK_CARGO:RemoveDeployZone(DeployZone, TaskUnit)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO).SetCargo">TASK_CARGO.SetCargo</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO).SetCargoPickup">TASK_CARGO:SetCargoPickup(Cargo, TaskUnit)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO).SetDeployZone">TASK_CARGO:SetDeployZone(DeployZone, TaskUnit)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO).SetDeployZones">TASK_CARGO:SetDeployZones(@, TaskUnit, DeployZones)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO).SetPenaltyOnFailed">TASK_CARGO:SetPenaltyOnFailed(Text, Penalty, TaskUnit)</a></td>
<td class="summary">
<p>Set a penalty when the A2G attack has failed.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO).SetScoreOnDestroy">TASK_CARGO:SetScoreOnDestroy(Text, Score, TaskUnit)</a></td>
<td class="summary">
<p>Set a score when a target in scope of the A2G attack, has been destroyed .</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO).SetScoreOnSuccess">TASK_CARGO:SetScoreOnSuccess(Text, Score, TaskUnit)</a></td>
<td class="summary">
<p>Set a score when all the targets in scope of the A2G attack, have been destroyed.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO).TaskType">TASK_CARGO.TaskType</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(TASK_CARGO_TRANSPORT)">Type <code>TASK_CARGO_TRANSPORT</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO_TRANSPORT).ClassName">TASK_CARGO_TRANSPORT.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_CARGO_TRANSPORT).New">TASK_CARGO_TRANSPORT:New(Mission, SetGroup, TaskName, SetCargo)</a></td>
<td class="summary">
<p>Instantiates a new TASK<em>CARGO</em>TRANSPORT.</p>
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(TASK_CARGO)">#TASK_CARGO</a></em>
<a id="TASK_CARGO" >
<strong>TASK_CARGO</strong>
</a>
</dt>
<dd>
<h1>TASK_CARGO class, extends <a href="Task.html##(TASK)">Task#TASK</a></h1>
<p>The TASK_CARGO class defines <a href="Cargo.html">Cargo</a> transport tasks,
based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TASK</a>.</p>
<p>The TASK_CARGO is implemented using a <a href="Statemachine.html##(FSM_TASK)">Statemachine#FSM_TASK</a>, and has the following statuses:</p>
<ul>
<li><strong>None</strong>: Start of the process.</li>
<li><strong>Planned</strong>: The cargo task is planned.</li>
<li><strong>Assigned</strong>: The cargo task is assigned to a <a href="Group.html##(GROUP)">Group#GROUP</a>.</li>
<li><strong>Success</strong>: The cargo task is successfully completed.</li>
<li><strong>Failed</strong>: The cargo task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.</li>
</ul>
<h1>1.1) Set the scoring of achievements in a cargo task.</h1>
<p>Scoring or penalties can be given in the following circumstances:</p>
<hr/>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(TASK_CARGO_TRANSPORT)">#TASK_CARGO_TRANSPORT</a></em>
<a id="TASK_CARGO_TRANSPORT" >
<strong>TASK_CARGO_TRANSPORT</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(Task_CARGO)" >Type <code>Task_CARGO</code></a></h2>
<h2><a id="#(FSM_PROCESS)" >Type <code>FSM_PROCESS</code></a></h2>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em></em>
<a id="#(FSM_PROCESS).Cargo" >
<strong>FSM_PROCESS.Cargo</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(FSM_PROCESS).DeployZone" >
<strong>FSM_PROCESS.DeployZone</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(TASK_CARGO)" >Type <code>TASK_CARGO</code></a></h2>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<a id="#(TASK_CARGO).AddDeployZone" >
<strong>TASK_CARGO:AddDeployZone(DeployZone, TaskUnit)</strong>
</a>
</dt>
<dd>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Core.Zone.html##(ZONE)">Core.Zone#ZONE</a> DeployZone </em></code>: </p>
</li>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(TASK_CARGO)">#TASK_CARGO</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(TASK_CARGO).DeployZones" >
<strong>TASK_CARGO.DeployZones</strong>
</a>
</dt>
<dd>
<p> setmetatable( {}, { __mode = "v" } ) -- weak table on value</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_CARGO).GetPlannedMenuText" >
<strong>TASK_CARGO:GetPlannedMenuText()</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_CARGO).GetTargetZone" >
<strong>TASK_CARGO:GetTargetZone(TaskUnit)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a>:</em>
The Zone object where the Target is located on the map.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_CARGO).New" >
<strong>TASK_CARGO:New(Mission, SetGroup, TaskName, SetCargo, TaskType)</strong>
</a>
</dt>
<dd>
<p>Instantiates a new TASK_CARGO.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Tasking.Mission.html##(MISSION)">Tasking.Mission#MISSION</a> Mission </em></code>: </p>
</li>
<li>
<p><code><em><a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a> SetGroup </em></code>:
The set of groups for which the Task can be assigned.</p>
</li>
<li>
<p><code><em>#string TaskName </em></code>:
The name of the Task.</p>
</li>
<li>
<p><code><em><a href="Core.Set.html##(SET_CARGO)">Core.Set#SET_CARGO</a> SetCargo </em></code>:
The scope of the cargo to be transported.</p>
</li>
<li>
<p><code><em>#string TaskType </em></code>:
The type of Cargo task.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(TASK_CARGO)">#TASK_CARGO</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_CARGO).RemoveDeployZone" >
<strong>TASK_CARGO:RemoveDeployZone(DeployZone, TaskUnit)</strong>
</a>
</dt>
<dd>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Core.Zone.html##(ZONE)">Core.Zone#ZONE</a> DeployZone </em></code>: </p>
</li>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(TASK_CARGO)">#TASK_CARGO</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(TASK_CARGO).SetCargo" >
<strong>TASK_CARGO.SetCargo</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_CARGO).SetCargoPickup" >
<strong>TASK_CARGO:SetCargoPickup(Cargo, TaskUnit)</strong>
</a>
</dt>
<dd>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="AI.AI_Cargo.html##(AI_CARGO)">AI.AI<em>Cargo#AI</em>CARGO</a> Cargo </em></code>:
The cargo.</p>
</li>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(TASK_CARGO)">#TASK_CARGO</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_CARGO).SetDeployZone" >
<strong>TASK_CARGO:SetDeployZone(DeployZone, TaskUnit)</strong>
</a>
</dt>
<dd>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Core.Zone.html##(ZONE)">Core.Zone#ZONE</a> DeployZone </em></code>: </p>
</li>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(TASK_CARGO)">#TASK_CARGO</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_CARGO).SetDeployZones" >
<strong>TASK_CARGO:SetDeployZones(@, TaskUnit, DeployZones)</strong>
</a>
</dt>
<dd>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em> @ </em></code>:
ist<Core.Zone#ZONE> DeployZones</p>
</li>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
</li>
<li>
<p><code><em> DeployZones </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(TASK_CARGO)">#TASK_CARGO</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_CARGO).SetPenaltyOnFailed" >
<strong>TASK_CARGO:SetPenaltyOnFailed(Text, Penalty, TaskUnit)</strong>
</a>
</dt>
<dd>
<p>Set a penalty when the A2G attack has failed.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string Text </em></code>:
The text to display to the player, when the A2G attack has failed.</p>
</li>
<li>
<p><code><em>#number Penalty </em></code>:
The penalty in points.</p>
</li>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(TASK_CARGO)">#TASK_CARGO</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_CARGO).SetScoreOnDestroy" >
<strong>TASK_CARGO:SetScoreOnDestroy(Text, Score, TaskUnit)</strong>
</a>
</dt>
<dd>
<p>Set a score when a target in scope of the A2G attack, has been destroyed .</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string Text </em></code>:
The text to display to the player, when the target has been destroyed.</p>
</li>
<li>
<p><code><em>#number Score </em></code>:
The score in points.</p>
</li>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(TASK_CARGO)">#TASK_CARGO</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_CARGO).SetScoreOnSuccess" >
<strong>TASK_CARGO:SetScoreOnSuccess(Text, Score, TaskUnit)</strong>
</a>
</dt>
<dd>
<p>Set a score when all the targets in scope of the A2G attack, have been destroyed.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string Text </em></code>:
The text to display to the player, when all targets hav been destroyed.</p>
</li>
<li>
<p><code><em>#number Score </em></code>:
The score in points.</p>
</li>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(TASK_CARGO)">#TASK_CARGO</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(TASK_CARGO).TaskType" >
<strong>TASK_CARGO.TaskType</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(TASK_CARGO_TRANSPORT)" >Type <code>TASK_CARGO_TRANSPORT</code></a></h2>
<p>The TASK<em>CARGO</em>TRANSPORT class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(TASK_CARGO_TRANSPORT).ClassName" >
<strong>TASK_CARGO_TRANSPORT.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_CARGO_TRANSPORT).New" >
<strong>TASK_CARGO_TRANSPORT:New(Mission, SetGroup, TaskName, SetCargo)</strong>
</a>
</dt>
<dd>
<p>Instantiates a new TASK<em>CARGO</em>TRANSPORT.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Tasking.Mission.html##(MISSION)">Tasking.Mission#MISSION</a> Mission </em></code>: </p>
</li>
<li>
<p><code><em><a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a> SetGroup </em></code>:
The set of groups for which the Task can be assigned.</p>
</li>
<li>
<p><code><em>#string TaskName </em></code>:
The name of the Task.</p>
</li>
<li>
<p><code><em><a href="Core.Set.html##(SET_CARGO)">Core.Set#SET_CARGO</a> SetCargo </em></code>:
The scope of the cargo to be transported.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(TASK_CARGO_TRANSPORT)">#TASK<em>CARGO</em>TRANSPORT</a>:</em>
self</p>
</dd>
</dl>
</div>
</div>
</body>
</html>

View File

@ -80,6 +80,7 @@
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li>Task_PICKUP</li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>

View File

@ -80,6 +80,7 @@
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li>Unit</li>
<li><a href="Utils.html">Utils</a></li>

View File

@ -80,6 +80,7 @@
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li>Utils</li>

View File

@ -80,6 +80,7 @@
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
@ -173,7 +174,7 @@
<tr>
<td class="name" nowrap="nowrap"><a href="#ZONE">ZONE</a></td>
<td class="summary">
<h1>3) ZONE class, extends <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a></h1>
<h1>ZONE class, extends <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a></h1>
<p>The ZONE class, defined by the zone name as defined within the Mission Editor.</p>
</td>
@ -181,7 +182,7 @@
<tr>
<td class="name" nowrap="nowrap"><a href="#ZONE_BASE">ZONE_BASE</a></td>
<td class="summary">
<h1>1) ZONE_BASE class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
<h1>ZONE_BASE class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
<p>This class is an abstract BASE class for derived classes, and is not meant to be instantiated.</p>
</td>
@ -189,7 +190,7 @@
<tr>
<td class="name" nowrap="nowrap"><a href="#ZONE_GROUP">ZONE_GROUP</a></td>
<td class="summary">
<h1>5) #ZONE_GROUP class, extends <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a></h1>
<h1>ZONE_GROUP class, extends <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a></h1>
<p>The ZONE_GROUP class defines by a zone around a <a href="Group.html##(GROUP)">Group#GROUP</a> with a radius.</p>
</td>
@ -197,7 +198,7 @@
<tr>
<td class="name" nowrap="nowrap"><a href="#ZONE_POLYGON">ZONE_POLYGON</a></td>
<td class="summary">
<h1>7) ZONE_POLYGON class, extends <a href="Zone.html##(ZONE_POLYGON_BASE)">Zone#ZONE<em>POLYGON</em>BASE</a></h1>
<h1>ZONE_POLYGON class, extends <a href="Zone.html##(ZONE_POLYGON_BASE)">Zone#ZONE<em>POLYGON</em>BASE</a></h1>
<p>The ZONE_POLYGON class defined by a sequence of <a href="Group.html##(GROUP)">Group#GROUP</a> waypoints within the Mission Editor, forming a polygon.</p>
</td>
@ -205,7 +206,7 @@
<tr>
<td class="name" nowrap="nowrap"><a href="#ZONE_POLYGON_BASE">ZONE_POLYGON_BASE</a></td>
<td class="summary">
<h1>6) ZONE<em>POLYGON</em>BASE class, extends <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a></h1>
<h1>ZONE<em>POLYGON</em>BASE class, extends <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a></h1>
<p>The ZONE<em>POLYGON</em>BASE class defined by a sequence of <a href="Group.html##(GROUP)">Group#GROUP</a> waypoints within the Mission Editor, forming a polygon.</p>
</td>
@ -213,7 +214,7 @@
<tr>
<td class="name" nowrap="nowrap"><a href="#ZONE_RADIUS">ZONE_RADIUS</a></td>
<td class="summary">
<h1>2) <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a> class, extends <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a></h1>
<h1>ZONE_RADIUS class, extends <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a></h1>
<p>The ZONE_RADIUS class defined by a zone name, a location and a radius.</p>
</td>
@ -221,7 +222,7 @@
<tr>
<td class="name" nowrap="nowrap"><a href="#ZONE_UNIT">ZONE_UNIT</a></td>
<td class="summary">
<h1>4) #ZONE_UNIT class, extends <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a></h1>
<h1>ZONE_UNIT class, extends <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a></h1>
<p>The ZONE_UNIT class defined by a zone around a <a href="Unit.html##(UNIT)">Unit#UNIT</a> with a radius.</p>
</td>
@ -309,18 +310,30 @@
<td class="name" nowrap="nowrap"><a href="##(ZONE_BASE).GetZoneProbability">ZONE_BASE:GetZoneProbability()</a></td>
<td class="summary">
<p>Get the randomization probability of a zone to be selected.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ZONE_BASE).IsPointVec2InZone">ZONE_BASE:IsPointVec2InZone(PointVec2)</a></td>
<td class="summary">
<p>Returns if a PointVec2 is within the zone.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ZONE_BASE).IsPointVec3InZone">ZONE_BASE:IsPointVec3InZone(PointVec3)</a></td>
<td class="summary">
<p>Returns if a PointVec3 is within the zone.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ZONE_BASE).IsVec2InZone">ZONE_BASE:IsVec2InZone(Vec2)</a></td>
<td class="summary">
<p>Returns if a location is within the zone.</p>
<p>Returns if a Vec2 is within the zone.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ZONE_BASE).IsVec3InZone">ZONE_BASE:IsVec3InZone(Vec3)</a></td>
<td class="summary">
<p>Returns if a point is within the zone.</p>
<p>Returns if a Vec3 is within the zone.</p>
</td>
</tr>
<tr>
@ -457,6 +470,12 @@
<td class="name" nowrap="nowrap"><a href="##(ZONE_POLYGON_BASE).GetRandomVec2">ZONE_POLYGON_BASE:GetRandomVec2()</a></td>
<td class="summary">
<p>Define a random <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> within the zone.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ZONE_POLYGON_BASE).GetVec2">ZONE_POLYGON_BASE:GetVec2()</a></td>
<td class="summary">
<p>Returns the center location of the polygon.</p>
</td>
</tr>
<tr>
@ -636,15 +655,13 @@
</dt>
<dd>
<h1>3) ZONE class, extends <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a></h1>
<h1>ZONE class, extends <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a></h1>
<p>The ZONE class, defined by the zone name as defined within the Mission Editor.</p>
<p>This class implements the inherited functions from <a href="##(ZONE_RADIUS)">#ZONE_RADIUS</a> taking into account the own zone format and properties.</p>
<hr/>
</dd>
</dl>
@ -658,26 +675,26 @@
</dt>
<dd>
<h1>1) ZONE_BASE class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
<h1>ZONE_BASE class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
<p>This class is an abstract BASE class for derived classes, and is not meant to be instantiated.</p>
<h2>1.1) Each zone has a name:</h2>
<h2>Each zone has a name:</h2>
<ul>
<li><a href="##(ZONE_BASE).GetName">ZONE_BASE.GetName</a>(): Returns the name of the zone.</li>
</ul>
<h2>1.2) Each zone implements two polymorphic functions defined in <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a>:</h2>
<h2>Each zone implements two polymorphic functions defined in <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a>:</h2>
<ul>
<li><a href="##(ZONE_BASE).IsVec2InZone">ZONE_BASE.IsVec2InZone</a>(): Returns if a Vec2 is within the zone.</li>
<li><a href="##(ZONE_BASE).IsVec3InZone">ZONE_BASE.IsVec3InZone</a>(): Returns if a Vec3 is within the zone.</li>
</ul>
<h2>1.3) A zone has a probability factor that can be set to randomize a selection between zones:</h2>
<h2>A zone has a probability factor that can be set to randomize a selection between zones:</h2>
<ul>
<li><a href="##(ZONE_BASE).SetRandomizeProbability">ZONE_BASE.SetRandomizeProbability</a>(): Set the randomization probability of a zone to be selected, taking a value between 0 and 1 ( 0 = 0%, 1 = 100% )</li>
@ -685,27 +702,26 @@
<li><a href="##(ZONE_BASE).GetZoneMaybe">ZONE_BASE.GetZoneMaybe</a>(): Get the zone taking into account the randomization probability. nil is returned if this zone is not a candidate.</li>
</ul>
<h2>1.4) A zone manages Vectors:</h2>
<h2>A zone manages Vectors:</h2>
<ul>
<li><a href="##(ZONE_BASE).GetVec2">ZONE_BASE.GetVec2</a>(): Returns the <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> coordinate of the zone.</li>
<li><a href="##(ZONE_BASE).GetRandomVec2">ZONE_BASE.GetRandomVec2</a>(): Define a random <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> within the zone.</li>
</ul>
<h2>1.5) A zone has a bounding square:</h2>
<h2>A zone has a bounding square:</h2>
<ul>
<li><a href="##(ZONE_BASE).GetBoundingSquare">ZONE_BASE.GetBoundingSquare</a>(): Get the outer most bounding square of the zone.</li>
</ul>
<h2>1.6) A zone can be marked:</h2>
<h2>A zone can be marked:</h2>
<ul>
<li><a href="##(ZONE_BASE).SmokeZone">ZONE_BASE.SmokeZone</a>(): Smokes the zone boundaries in a color.</li>
<li><a href="##(ZONE_BASE).FlareZone">ZONE_BASE.FlareZone</a>(): Flares the zone boundaries in a color.</li>
</ul>
<hr/>
</dd>
</dl>
@ -719,7 +735,7 @@
</dt>
<dd>
<h1>5) #ZONE_GROUP class, extends <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a></h1>
<h1>ZONE_GROUP class, extends <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a></h1>
<p>The ZONE_GROUP class defines by a zone around a <a href="Group.html##(GROUP)">Group#GROUP</a> with a radius.</p>
@ -727,8 +743,6 @@
<p>The current leader of the group defines the center of the zone.
This class implements the inherited functions from <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a> taking into account the own zone format and properties.</p>
<hr/>
</dd>
</dl>
@ -742,15 +756,13 @@ This class implements the inherited functions from <a href="Zone.html##(ZONE_RAD
</dt>
<dd>
<h1>7) ZONE_POLYGON class, extends <a href="Zone.html##(ZONE_POLYGON_BASE)">Zone#ZONE<em>POLYGON</em>BASE</a></h1>
<h1>ZONE_POLYGON class, extends <a href="Zone.html##(ZONE_POLYGON_BASE)">Zone#ZONE<em>POLYGON</em>BASE</a></h1>
<p>The ZONE_POLYGON class defined by a sequence of <a href="Group.html##(GROUP)">Group#GROUP</a> waypoints within the Mission Editor, forming a polygon.</p>
<p>This class implements the inherited functions from <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a> taking into account the own zone format and properties.</p>
<hr/>
</dd>
</dl>
@ -764,7 +776,7 @@ This class implements the inherited functions from <a href="Zone.html##(ZONE_RAD
</dt>
<dd>
<h1>6) ZONE<em>POLYGON</em>BASE class, extends <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a></h1>
<h1>ZONE<em>POLYGON</em>BASE class, extends <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a></h1>
<p>The ZONE<em>POLYGON</em>BASE class defined by a sequence of <a href="Group.html##(GROUP)">Group#GROUP</a> waypoints within the Mission Editor, forming a polygon.</p>
@ -772,7 +784,7 @@ This class implements the inherited functions from <a href="Zone.html##(ZONE_RAD
<p>This class implements the inherited functions from <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a> taking into account the own zone format and properties.
This class is an abstract BASE class for derived classes, and is not meant to be instantiated.</p>
<h2>6.1) Zone point randomization</h2>
<h2>Zone point randomization</h2>
<p>Various functions exist to find random points within the zone.</p>
@ -782,8 +794,6 @@ This class is an abstract BASE class for derived classes, and is not meant to be
<li><a href="##(ZONE_POLYGON_BASE).GetRandomPointVec3">ZONE<em>POLYGON</em>BASE.GetRandomPointVec3</a>(): Return a <a href="Point.html##(POINT_VEC3)">Point#POINT_VEC3</a> object representing a random 3D point at landheight within the zone.</li>
</ul>
<hr/>
</dd>
</dl>
@ -797,27 +807,27 @@ This class is an abstract BASE class for derived classes, and is not meant to be
</dt>
<dd>
<h1>2) <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a> class, extends <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a></h1>
<h1>ZONE_RADIUS class, extends <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a></h1>
<p>The ZONE_RADIUS class defined by a zone name, a location and a radius.</p>
<p>This class implements the inherited functions from Core.Zone#ZONE_BASE taking into account the own zone format and properties.</p>
<h2>2.1) <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a> constructor</h2>
<h2>ZONE_RADIUS constructor</h2>
<ul>
<li><a href="##(ZONE_RADIUS).New">ZONE_RADIUS.New</a>(): Constructor.</li>
</ul>
<h2>2.2) Manage the radius of the zone</h2>
<h2>Manage the radius of the zone</h2>
<ul>
<li><a href="##(ZONE_RADIUS).SetRadius">ZONE_RADIUS.SetRadius</a>(): Sets the radius of the zone.</li>
<li><a href="##(ZONE_RADIUS).GetRadius">ZONE_RADIUS.GetRadius</a>(): Returns the radius of the zone.</li>
</ul>
<h2>2.3) Manage the location of the zone</h2>
<h2>Manage the location of the zone</h2>
<ul>
<li><a href="##(ZONE_RADIUS).SetVec2">ZONE_RADIUS.SetVec2</a>(): Sets the <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> of the zone.</li>
@ -825,7 +835,7 @@ This class is an abstract BASE class for derived classes, and is not meant to be
<li><a href="##(ZONE_RADIUS).GetVec3">ZONE_RADIUS.GetVec3</a>(): Returns the <a href="DCSTypes.html##(Vec3)">DCSTypes#Vec3</a> of the zone, taking an additional height parameter.</li>
</ul>
<h2>2.4) Zone point randomization</h2>
<h2>Zone point randomization</h2>
<p>Various functions exist to find random points within the zone.</p>
@ -835,8 +845,6 @@ This class is an abstract BASE class for derived classes, and is not meant to be
<li><a href="##(ZONE_RADIUS).GetRandomPointVec3">ZONE_RADIUS.GetRandomPointVec3</a>(): Gets a <a href="Point.html##(POINT_VEC3)">Point#POINT_VEC3</a> object representing a random 3D point in the zone. Note that the height of the point is at landheight.</li>
</ul>
<hr/>
</dd>
</dl>
@ -850,15 +858,13 @@ This class is an abstract BASE class for derived classes, and is not meant to be
</dt>
<dd>
<h1>4) #ZONE_UNIT class, extends <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a></h1>
<h1>ZONE_UNIT class, extends <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a></h1>
<p>The ZONE_UNIT class defined by a zone around a <a href="Unit.html##(UNIT)">Unit#UNIT</a> with a radius.</p>
<p>This class implements the inherited functions from <a href="##(ZONE_RADIUS)">#ZONE_RADIUS</a> taking into account the own zone format and properties.</p>
<hr/>
</dd>
</dl>
@ -1150,27 +1156,81 @@ A value between 0 and 1. 0 = 0% and 1 = 100% probability.</p>
<dl class="function">
<dt>
<a id="#(ZONE_BASE).IsVec2InZone" >
<strong>ZONE_BASE:IsVec2InZone(Vec2)</strong>
<a id="#(ZONE_BASE).IsPointVec2InZone" >
<strong>ZONE_BASE:IsPointVec2InZone(PointVec2)</strong>
</a>
</dt>
<dd>
<p>Returns if a location is within the zone.</p>
<p>Returns if a PointVec2 is within the zone.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Vec2)">Dcs.DCSTypes#Vec2</a> Vec2 </em></code>:
The location to test.</p>
<p><code><em><a href="Core.Point.html##(POINT_VEC2)">Core.Point#POINT_VEC2</a> PointVec2 </em></code>:
The PointVec2 to test.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#boolean:</em>
true if the location is within the zone.</p>
true if the PointVec2 is within the zone.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ZONE_BASE).IsPointVec3InZone" >
<strong>ZONE_BASE:IsPointVec3InZone(PointVec3)</strong>
</a>
</dt>
<dd>
<p>Returns if a PointVec3 is within the zone.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Point.html##(POINT_VEC3)">Core.Point#POINT_VEC3</a> PointVec3 </em></code>:
The PointVec3 to test.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#boolean:</em>
true if the PointVec3 is within the zone.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ZONE_BASE).IsVec2InZone" >
<strong>ZONE_BASE:IsVec2InZone(Vec2)</strong>
</a>
</dt>
<dd>
<p>Returns if a Vec2 is within the zone.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Vec2)">Dcs.DCSTypes#Vec2</a> Vec2 </em></code>:
The Vec2 to test.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#boolean:</em>
true if the Vec2 is within the zone.</p>
</dd>
</dl>
@ -1183,7 +1243,7 @@ true if the location is within the zone.</p>
</dt>
<dd>
<p>Returns if a point is within the zone.</p>
<p>Returns if a Vec3 is within the zone.</p>
<h3>Parameter</h3>
<ul>
@ -1197,7 +1257,7 @@ The point to test.</p>
<h3>Return value</h3>
<p><em>#boolean:</em>
true if the point is within the zone.</p>
true if the Vec3 is within the zone.</p>
</dd>
</dl>
@ -1616,6 +1676,24 @@ The Vec2 coordinate.</p>
<dl class="function">
<dt>
<a id="#(ZONE_POLYGON_BASE).GetVec2" >
<strong>ZONE_POLYGON_BASE:GetVec2()</strong>
</a>
</dt>
<dd>
<p>Returns the center location of the polygon.</p>
<h3>Return value</h3>
<p><em><a href="Dcs.DCSTypes.html##(Vec2)">Dcs.DCSTypes#Vec2</a>:</em>
The location of the zone based on the <a href="Group.html">Group</a> location.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ZONE_POLYGON_BASE).IsVec2InZone" >
<strong>ZONE_POLYGON_BASE:IsVec2InZone(Vec2)</strong>
</a>
@ -2182,10 +2260,7 @@ self</p>
</dl>
<h2><a id="#(ZONE_UNIT)" >Type <code>ZONE_UNIT</code></a></h2>
<p>The ZONE_UNIT class defined by a zone around a <a href="Unit.html##(UNIT)">Unit#UNIT</a> with a radius.</p>
<h3>Field(s)</h3>
<h3>Field(s)</h3>
<dl class="function">
<dt>

View File

@ -80,6 +80,7 @@
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
@ -517,6 +518,12 @@ and creates a CSV file logging the scoring events and results for use at team or
<td class="name" nowrap="nowrap"><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></td>
<td class="summary">
<p><strong>Tasking</strong> - The TASK<em>A2G</em>DISPATCHER creates and manages player TASK_A2G tasks based on detected targets.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Task_CARGO.html">Task_CARGO</a></td>
<td class="summary">
<p><strong>Tasking (Release 2.1)</strong> -- The TASK_CARGO models tasks for players to transport <a href="Cargo.html">Cargo</a>.</p>
</td>
</tr>
<tr>

View File

@ -80,6 +80,7 @@
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>

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