Merge branch 'develop' into FF/Ops

This commit is contained in:
Frank
2023-02-16 17:30:15 +01:00
7 changed files with 454 additions and 66 deletions

View File

@@ -1,4 +1,4 @@
--- **Wrapper** - GROUP wraps the DCS Class Group objects.
----- **Wrapper** - GROUP wraps the DCS Class Group objects.
--
-- ===
--
@@ -2810,7 +2810,7 @@ function GROUP:GetCustomCallSign(ShortCallsign,Keepnumber,CallsignTranslations)
if self:IsAlive() then
local IsPlayer = self:IsPlayer()
local shortcallsign = self:GetCallsign() or "unknown91" -- e.g.Uzi91, but we want Uzi 9 1
local callsignroot = string.match(shortcallsign, '(%a+)') -- Uzi
local callsignroot = string.match(shortcallsign, '(%a+)') or "Ghost" -- Uzi
--self:I("CallSign = " .. callsignroot)
local groupname = self:GetName()
local callnumber = string.match(shortcallsign, "(%d+)$" ) or "91" -- 91

View File

@@ -16,14 +16,27 @@ do
-- @type NET
-- @field #string ClassName
-- @field #string Version
-- @extends Core.Base#BASE
-- @field #string lid
-- @field #number BlockTime
-- @field #table BlockedPilots
-- @field #table KnownPilots
-- @field #string BlockMessage
-- @field #string UnblockMessage
-- @extends Core.Fsm#FSM
--- Encapsules multiplayer environment scripting functions from [net](https://wiki.hoggitworld.com/view/DCS_singleton_net)
-- with some added FSM functions and options to block/unblock players in MP environments.
--
-- @field #NET
NET = {
ClassName = "NET",
Version = "0.0.2"
Version = "0.0.3",
BlockTime = 600,
BlockedPilots = {},
KnownPilots = {},
BlockMessage = nil,
UnblockMessage = nil,
lid = nil,
}
--- Instantiate a new NET object.
@@ -31,7 +44,218 @@ NET = {
-- @return #NET self
function NET:New()
-- Inherit base.
local self = BASE:Inherit(self, BASE:New()) -- #NET
local self = BASE:Inherit(self, FSM:New()) -- #NET
self.BlockTime = 600
self.BlockedPilots = {}
self.KnownPilots = {}
self:SetBlockMessage()
self:SetUnblockMessage()
self:HandleEvent(EVENTS.PlayerEnterUnit,self._EventHandler)
self:HandleEvent(EVENTS.PlayerEnterAircraft,self._EventHandler)
self:HandleEvent(EVENTS.PlayerLeaveUnit,self._EventHandler)
self:HandleEvent(EVENTS.PilotDead,self._EventHandler)
self:HandleEvent(EVENTS.Ejection,self._EventHandler)
self:HandleEvent(EVENTS.Crash,self._EventHandler)
self:HandleEvent(EVENTS.SelfKillPilot,self._EventHandler)
-- Start State.
self:SetStartState("Running")
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("*", "Run", "Running") -- Start FSM.
self:AddTransition("*", "PlayerJoined", "*")
self:AddTransition("*", "PlayerLeft", "*")
self:AddTransition("*", "PlayerDied", "*")
self:AddTransition("*", "PlayerEjected", "*")
self:AddTransition("*", "PlayerBlocked", "*")
self:AddTransition("*", "PlayerUnblocked", "*")
self.lid = string.format("NET %s | ",self.Version)
--- FSM Function OnAfterPlayerJoined.
-- @function [parent=#NET] OnAfterPlayerJoined
-- @param #NET self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Unit#UNIT Client Unit Object.
-- @param #string Name Name of joining Pilot.
-- @return #NET self
--- FSM Function OnAfterPlayerLeft.
-- @function [parent=#NET] OnAfterPlayerLeft
-- @param #NET self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Unit#UNIT Client Unit Object.
-- @param #string Name Name of leaving Pilot.
-- @return #NET self
--- FSM Function OnAfterPlayerEjected.
-- @function [parent=#NET] OnAfterPlayerEjected
-- @param #NET self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Unit#UNIT Client Unit Object.
-- @param #string Name Name of leaving Pilot.
-- @return #NET self
--- FSM Function OnAfterPlayerDied.
-- @function [parent=#NET] OnAfterPlayerDied
-- @param #NET self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Unit#UNIT Client Unit Object.
-- @param #string Name Name of dead Pilot.
-- @return #NET self
--- FSM Function OnAfterPlayerBlocked.
-- @function [parent=#NET] OnAfterPlayerBlocked
-- @param #NET self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Client#CLIENT Client Client Object.
-- @param #string Name Name of blocked Pilot.
-- @param #number Seconds Blocked for this number of seconds
-- @return #NET self
--- FSM Function OnAfterPlayerUnblocked.
-- @function [parent=#NET] OnAfterPlayerUnblocked
-- @param #NET self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Client#CLIENT Client Client Object.
-- @param #string Name Name of unblocked Pilot.
-- @return #NET self
return self
end
--- [Internal] Event Handler
-- @param #NET self
-- @param Core.Event#EVENTDATA EventData
-- @return #NET self
function NET:_EventHandler(EventData)
self:T(self.lid .. " _EventHandler")
self:T2({Event = EventData.id})
local data = EventData -- Core.Event#EVENTDATA EventData
if data.id and data.IniUnit and (data.IniPlayerName or data.IniUnit:GetPlayerName()) then
-- Get PlayerName
local name = data.IniPlayerName and data.IniPlayerName or data.IniUnit:GetPlayerName()
self:T(self.lid.."Event for: "..name)
-- Joining
if data.id == EVENTS.PlayerEnterUnit or data.id == EVENTS.PlayerEnterAircraft then
-- Check for known pilots
local TNow = timer.getTime()
if self.BlockedPilots[name] and TNow < self.BlockedPilots[name] then
-- block pilot
self:ReturnToSpectators(data.IniUnit)
else
self.KnownPilots[name] = true
self.BlockedPilots[name] = nil
self:__PlayerJoined(1,data.IniUnit,name)
return self
end
end
-- Leaving
if data.id == EVENTS.PlayerLeaveUnit and self.KnownPilots[name] then
self:__PlayerLeft(1,data.IniUnit,name)
self.KnownPilots[name] = false
return self
end
-- Ejected
if data.id == EVENTS.Ejection and self.KnownPilots[name] then
self:__PlayerEjected(1,data.IniUnit,name)
self.KnownPilots[name] = false
return self
end
-- Dead, Crash, Suicide
if (data.id == EVENTS.PilotDead or data.id == EVENTS.SelfKillPilot or data.id == EVENTS.Crash) and self.KnownPilots[name] then
self:__PlayerDied(1,data.IniUnit,name)
self.KnownPilots[name] = false
return self
end
end
return self
end
--- Block a player.
-- @param #NET self
-- @param Wrapper.Client#CLIENT Client CLIENT object.
-- @param #string PlayerName (optional) Name of the player.
-- @param #number Seconds (optional) Number of seconds the player has to wait before rejoining.
-- @param #string Message (optional) Message to be sent via chat.
-- @return #NET self
function NET:BlockPlayer(Client,PlayerName,Seconds,Message)
local name
if Client then
name = CLIENT:GetPlayerName()
elseif PlayerName then
name = PlayerName
else
self:F(self.lid.."Block: No PlayerName given or not found!")
return self
end
local addon = Seconds or self.BlockTime
self.BlockedPilots[name] = timer.getTime()+addon
local message = Message or self.BlockMessage
if Client then
self:SendChatToPlayer(message,Client)
else
self:SendChat(name..": "..message)
end
self:__PlayerBlocked(1,Client,name,Seconds)
self:ReturnToSpectators(Client)
return self
end
--- Unblock a player.
-- @param #NET self
-- @param Wrapper.Client#CLIENT Client CLIENT object
-- @param #string PlayerName (optional) Name of the player.
-- @param #string Message (optional) Message to be sent via chat.
-- @return #NET self
function NET:UnblockPlayer(Client,PlayerName,Message)
local name
if Client then
name = CLIENT:GetPlayerName()
elseif PlayerName then
name = PlayerName
else
self:F(self.lid.."Unblock: No PlayerName given or not found!")
return self
end
self.BlockedPilots[name] = nil
local message = Message or self.UnblockMessage
if Client then
self:SendChatToPlayer(message,Client)
else
self:SendChat(name..": "..message)
end
self:__PlayerUnblocked(1,Client,name)
return self
end
function NET:SetBlockMessage(Text)
self.BlockMessage = Text or "You are blocked from joining. Wait time is: "..self.BlockTime.." seconds!"
return self
end
function NET:SetBlockTime(Seconds)
self.BlockTime = Seconds or 600
return self
end
function NET:SetUnblockMessage(Text)
self.UnblockMessage = Text or "You are unblocked now and can join again."
return self
end

View File

@@ -845,6 +845,78 @@ function POSITIONABLE:GetVelocityKNOTS()
return UTILS.MpsToKnots( self:GetVelocityMPS() )
end
--- Returns the true airspeed (TAS). This is calculated from the current velocity minus wind in 3D.
-- @param #POSITIONABLE self
-- @return #number TAS in m/s. Returns 0 if the POSITIONABLE does not exist.
function POSITIONABLE:GetAirspeedTrue()
-- TAS
local tas=0
-- Get current coordinate.
local coord=self:GetCoord()
if coord then
-- Altitude in meters.
local alt=coord.y
-- Wind velocity vector.
local wvec3=coord:GetWindVec3(alt, false)
-- Velocity vector.
local vvec3=self:GetVelocityVec3()
--GS=TAS+WIND ==> TAS=GS-WIND
local tasvec3=UTILS.VecSubstract(vvec3, wvec3)
-- True airspeed in m/s
tas=UTILS.VecNorm(tasvec3)
end
return tas
end
--- Returns the indicated airspeed (IAS).
-- The IAS is calculated from the TAS under the approximation that TAS increases by ~2% with every 1000 feet altitude ASL.
-- @param #POSITIONABLE self
-- @param #number oatcorr (Optional) Outside air temperature (OAT) correction factor. Default 0.017 (=1.7%).
-- @return #number IAS in m/s. Returns 0 if the POSITIONABLE does not exist.
function POSITIONABLE:GetAirspeedIndicated(oatcorr)
-- Get true airspeed.
local tas=self:GetAirspeedTrue()
-- Get altitude.
local altitude=self:GetAltitude()
-- Convert TAS to IAS.
local ias=UTILS.TasToIas(tas, altitude, oatcorr)
return ias
end
--- Returns the horizonal speed relative to eath's surface. The vertical component of the velocity vector is projected out (set to zero).
-- @param #POSITIONABLE self
-- @return #number Ground speed in m/s. Returns 0 if the POSITIONABLE does not exist.
function POSITIONABLE:GetGroundSpeed()
local gs=0
local vel=self:GetVelocityVec3()
if vel then
local vec2={x=vel.x, y=vel.z}
gs=UTILS.Vec2Norm(vel)
end
return gs
end
--- Returns the Angle of Attack of a POSITIONABLE.
-- @param #POSITIONABLE self
-- @return #number Angle of attack in degrees.