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Merge branch 'master' of https://github.com/FlightControl-Master/MOOSE
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d02b5db6dd
@ -1060,7 +1060,7 @@ function FOX:onafterMissileLaunch(From, Event, To, missile)
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-- Tracking info and init of last bomb position.
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local text=string.format("FOX: Tracking missile %s(%s) - target %s - shooter %s", missile.missileType, missile.missileName, tostring(missile.targetName), missile.shooterName)
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self:I(FOX.lid..text)
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self:T(FOX.lid..text)
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MESSAGE:New(text, 10):ToAllIf(self.Debug)
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-- Loop over players.
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@ -809,6 +809,8 @@ end
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-- @param #boolean noMessage
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-- @param #string _description Description
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-- @param #boolean forcedesc Use the description only for the pilot track entry
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-- @return Wrapper.Group#GROUP PilotInField Pilot GROUP object
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-- @return #string AliasName Alias display name
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function CSAR:_AddCsar(_coalition , _country, _point, _typeName, _unitName, _playerName, _freq, noMessage, _description, forcedesc )
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self:T(self.lid .. " _AddCsar")
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self:T({_coalition , _country, _point, _typeName, _unitName, _playerName, _freq, noMessage, _description})
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@ -878,7 +880,7 @@ function CSAR:_AddCsar(_coalition , _country, _point, _typeName, _unitName, _pla
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self:_InitSARForPilot(_spawnedGroup, _unitName, _freq, noMessage, _playerName) --shagrat use unitName to have the aircraft callsign / descriptive "name" etc.
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return self
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return _spawnedGroup, _alias
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end
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--- (Internal) Function to add a CSAR object into the scene at a zone coordinate. For mission designers wanting to add e.g. PoWs to the scene.
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@ -1829,8 +1831,9 @@ end
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--- (Internal) Function to get string of a group\'s position.
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-- @param #CSAR self
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-- @param Wrapper.Controllable#CONTROLLABLE _woundedGroup Group or Unit object.
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-- @param Wrapper.Unit#UNIT _Unit Requesting helo pilot unit
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-- @return #string Coordinates as Text
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function CSAR:_GetPositionOfWounded(_woundedGroup)
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function CSAR:_GetPositionOfWounded(_woundedGroup,_Unit)
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self:T(self.lid .. " _GetPositionOfWounded")
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local _coordinate = _woundedGroup:GetCoordinate()
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local _coordinatesText = "None"
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@ -1845,6 +1848,26 @@ function CSAR:_GetPositionOfWounded(_woundedGroup)
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_coordinatesText = _coordinate:ToStringBULLS(self.coalition)
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end
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end
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if _Unit and _Unit:GetPlayerName() then
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local playername = _Unit:GetPlayerName()
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if playername then
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local settings = _DATABASE:GetPlayerSettings(playername) or _SETTINGS
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if settings then
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self:T("Get Settings ok!")
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if settings:IsA2G_MGRS() then
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_coordinatesText = _coordinate:ToStringMGRS(settings)
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elseif settings:IsA2G_LL_DMS() then
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_coordinatesText = _coordinate:ToStringLLDMS(settings)
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elseif settings:IsA2G_LL_DDM() then
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_coordinatesText = _coordinate:ToStringLLDDM(settings)
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elseif settings:IsA2G_BR() then
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-- attention this is the distance from the ASKING unit to target, not from RECCE to target!
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local startcoordinate = _Unit:GetCoordinate()
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_coordinatesText = _coordinate:ToStringBR(startcoordinate,settings)
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end
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end
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end
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end
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return _coordinatesText
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end
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@ -1870,13 +1893,17 @@ function CSAR:_DisplayActiveSAR(_unitName)
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self:T({Table=_value})
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local _woundedGroup = _value.group
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if _woundedGroup and _value.alive then
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local _coordinatesText = self:_GetPositionOfWounded(_woundedGroup)
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local _coordinatesText = self:_GetPositionOfWounded(_woundedGroup,_heli)
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local _helicoord = _heli:GetCoordinate()
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local _woundcoord = _woundedGroup:GetCoordinate()
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local _distance = self:_GetDistance(_helicoord, _woundcoord)
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self:T({_distance = _distance})
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local distancetext = ""
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if _SETTINGS:IsImperial() then
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local settings = _SETTINGS
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if _heli:GetPlayerName() then
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settings = _DATABASE:GetPlayerSettings(_heli:GetPlayerName()) or _SETTINGS
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end
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if settings:IsImperial() then
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distancetext = string.format("%.1fnm",UTILS.MetersToNM(_distance))
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else
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distancetext = string.format("%.1fkm", _distance/1000.0)
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@ -3003,7 +3003,7 @@ end
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-- local callsign = mygroup:GetCustomCallSign(true,false,nil,function(groupname,playername) return string.match(playername,"([%a]+)$") end)
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--
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function GROUP:GetCustomCallSign(ShortCallsign,Keepnumber,CallsignTranslations,CustomFunction,...)
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--self:I("GetCustomCallSign")
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self:T("GetCustomCallSign")
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local callsign = "Ghost 1"
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if self:IsAlive() then
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@ -3016,8 +3016,12 @@ function GROUP:GetCustomCallSign(ShortCallsign,Keepnumber,CallsignTranslations,C
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local callnumbermajor = string.char(string.byte(callnumber,1)) -- 9
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local callnumberminor = string.char(string.byte(callnumber,2)) -- 1
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local personalized = false
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local playername = IsPlayer == true and self:GetPlayerName() or shortcallsign
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--local playername = IsPlayer == true and self:GetPlayerName() or shortcallsign
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local playername = shortcallsign
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if IsPlayer then playername = self:GetPlayerName() end
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self:T2("GetCustomCallSign outcome = "..playername)
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if CustomFunction and IsPlayer then
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local arguments = arg or {}
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local callsign = CustomFunction(groupname,playername,unpack(arguments))
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@ -110,14 +110,17 @@ function POSITIONABLE:Destroy( GenerateEvent )
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if GenerateEvent and GenerateEvent == true then
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if self:IsAir() then
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--self:ScheduleOnce(1,self.CreateEventCrash,self,timer.getTime(),DCSObject)
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self:CreateEventCrash( timer.getTime(), DCSObject )
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else
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--self:ScheduleOnce(1,self.CreateEventDead,self,timer.getTime(),DCSObject)
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self:CreateEventDead( timer.getTime(), DCSObject )
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end
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elseif GenerateEvent == false then
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-- Do nothing!
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else
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self:CreateEventRemoveUnit( timer.getTime(), DCSObject )
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--self:ScheduleOnce(1,self.CreateEventRemoveUnit,self,timer.getTime(),DCSObject)
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end
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USERFLAG:New( UnitGroupName ):Set( 100 )
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@ -143,6 +146,10 @@ function POSITIONABLE:GetPosition()
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local DCSPositionable = self:GetDCSObject()
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if self:IsInstanceOf("GROUP") then
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DCSPositionable = self:GetFirstUnitAlive():GetDCSObject()
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end
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if DCSPositionable then
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local PositionablePosition = DCSPositionable:getPosition()
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self:T3( PositionablePosition )
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@ -48,8 +48,8 @@ function SCENERY:Register( SceneryName, SceneryObject )
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self.SceneryObject = SceneryObject
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if self.SceneryObject then
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self.Life0 = self.SceneryObject:getLife()
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if self.SceneryObject and self.SceneryObject.getLife then -- fix some objects do not have all functions
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self.Life0 = self.SceneryObject:getLife() or 0
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else
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self.Life0 = 0
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end
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@ -59,7 +59,7 @@ function SCENERY:Register( SceneryName, SceneryObject )
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return self
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end
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--- Returns the Value of the zone with the given PropertyName, or nil if no matching property exists.
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--- Returns the value of the scenery with the given PropertyName, or nil if no matching property exists.
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-- @param #SCENERY self
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-- @param #string PropertyName The name of a the QuadZone Property from the scenery assignment to be retrieved.
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-- @return #string The Value of the QuadZone Property from the scenery assignment with the given PropertyName, or nil if absent.
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@ -67,6 +67,14 @@ function SCENERY:GetProperty(PropertyName)
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return self.Properties[PropertyName]
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end
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--- Checks if the value of the scenery with the given PropertyName exists.
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-- @param #SCENERY self
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-- @param #string PropertyName The name of a the QuadZone Property from the scenery assignment to be retrieved.
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-- @return #boolean Outcome True if it exists, else false.
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function SCENERY:HasProperty(PropertyName)
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return self.Properties[PropertyName] ~= nil and true or false
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end
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--- Returns the scenery Properties table.
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-- @param #SCENERY self
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-- @return #table The Key:Value table of QuadZone properties of the zone from the scenery assignment .
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@ -97,7 +105,7 @@ function SCENERY:GetDCSObject()
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return self.SceneryObject
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end
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--- Get current life points from the SCENERY Object.
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--- Get current life points from the SCENERY Object. Note - Some scenery objects always have 0 life points.
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-- **CAVEAT**: Some objects change their life value or "hitpoints" **after** the first hit. Hence we will adjust the life0 value to 120%
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-- of the last life value if life exceeds life0 (initial life) at any point. Thus will will get a smooth percentage decrease, if you use this e.g. as success
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-- criteria for a bombing task.
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@ -105,7 +113,7 @@ end
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--@return #number life
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function SCENERY:GetLife()
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local life = 0
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if self.SceneryObject then
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if self.SceneryObject and self.SceneryObject.getLife then
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life = self.SceneryObject:getLife()
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if life > self.Life0 then
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self.Life0 = math.floor(life * 1.2)
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@ -121,7 +129,7 @@ function SCENERY:GetLife0()
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return self.Life0 or 0
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end
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--- Check if SCENERY Object is alive.
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--- Check if SCENERY Object is alive. Note - Some scenery objects always have 0 life points.
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--@param #SCENERY self
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--@param #number Threshold (Optional) If given, SCENERY counts as alive above this relative life in percent (1..100).
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--@return #number life
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@ -133,7 +141,7 @@ function SCENERY:IsAlive(Threshold)
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end
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end
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--- Check if SCENERY Object is dead.
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--- Check if SCENERY Object is dead. Note - Some scenery objects always have 0 life points.
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--@param #SCENERY self
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--@param #number Threshold (Optional) If given, SCENERY counts as dead below this relative life in percent (1..100).
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--@return #number life
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@ -145,12 +153,13 @@ function SCENERY:IsDead(Threshold)
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end
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end
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--- Get SCENERY relative life in percent, e.g. 75.
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--- Get SCENERY relative life in percent, e.g. 75. Note - Some scenery objects always have 0 life points.
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--@param #SCENERY self
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--@return #number rlife
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function SCENERY:GetRelativeLife()
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local life = self:GetLife()
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local life0 = self:GetLife0()
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if life == 0 or life0 == 0 then return 0 end
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local rlife = math.floor((life/life0)*100)
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return rlife
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end
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