This commit is contained in:
Frank 2020-01-06 00:15:44 +01:00
parent 09ed562f61
commit fcfcfeae00
8 changed files with 223 additions and 12 deletions

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@ -1151,6 +1151,10 @@ function AI_CARGO_DISPATCHER:onafterMonitor()
self.PickupCargo[Carrier] = CargoCoordinate
PickupCargo = Cargo
break
else
local text=string.format("WARNING: Cargo %s is too heavy to be loaded into transport. Cargo weight %.1f > %.1f load capacity of carrier %s.",
tostring(Cargo:GetName()), Cargo:GetWeight(), LargestLoadCapacity, tostring(Carrier:GetName()))
self:I(text)
end
end
end

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@ -1576,8 +1576,8 @@ do -- SET_GROUP
--- Iterate the SET_GROUP and count how many GROUPs and UNITs are alive.
-- @param #SET_GROUP self
-- @return #number The number of GROUPs completely in the Zone
-- @return #number The number of UNITS alive.
-- @return #number The number of GROUPs alive.
-- @return #number The number of UNITs alive.
function SET_GROUP:CountAlive()
local CountG = 0
local CountU = 0

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@ -214,9 +214,8 @@
-- ### **Scheduled** spawning methods
--
-- * @{#SPAWN.SpawnScheduled}(): Spawn groups at scheduled but randomized intervals.
-- * @{#SPAWN.SpawnScheduledStart}(): Start or continue to spawn groups at scheduled time intervals.
-- * @{#SPAWN.SpawnScheduledStop}(): Stop the spawning of groups at scheduled time intervals.
--
--- * @{#SPAWN.SpawnScheduleStart}(): Start or continue to spawn groups at scheduled time intervals.
-- * @{#SPAWN.SpawnScheduleStop}(): Stop the spawning of groups at scheduled time intervals.
--
--
-- ## Retrieve alive GROUPs spawned by the SPAWN object
@ -260,7 +259,7 @@
-- immediately when :SpawnScheduled() is initiated. The methods @{#SPAWN.InitDelayOnOff}() and @{#SPAWN.InitDelayOn}() can be used to
-- activate a delay before the first @{Wrapper.Group} is spawned. For completeness, a method @{#SPAWN.InitDelayOff}() is also available, that
-- can be used to switch off the initial delay. Because there is no delay by default, this method would only be used when a
-- @{#SPAWN.SpawnScheduledStop}() ; @{#SPAWN.SpawnScheduledStart}() sequence would have been used.
-- @{#SPAWN.SpawnScheduleStop}() ; @{#SPAWN.SpawnScheduleStart}() sequence would have been used.
--
--
-- @field #SPAWN SPAWN

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@ -22,7 +22,7 @@
--
-- The implementation is based on an idea and script by MBot. See the [DCS forum threat](https://forums.eagle.ru/showthread.php?t=107635) for details.
--
-- In addition to suppressing the fire, conditions can be specified which let the group retreat to a defined zone, move away from the attacker
-- In addition to suppressing the fire, conditions can be specified, which let the group retreat to a defined zone, move away from the attacker
-- or hide at a nearby scenery object.
--
-- ====
@ -882,10 +882,11 @@ function SUPPRESSION:StatusReport(message)
local state=self.CurrentAlarmState
local life_min, life_max, life_ave, life_ave0, groupstrength=self:_GetLife()
local ammotot=group:GetAmmunition()
local detectedG=group:GetDetectedGroupSet():CountAlive()
local detectedU=group:GetDetectedUnitSet():Count()
local text=string.format("State %s, Units=%d/%d, ROE=%s, AlarmState=%s, Hits=%d, Life(min/max/ave/ave0)=%d/%d/%d/%d, Total Ammo=%d",
self:GetState(), nunits, self.IniGroupStrength, self.CurrentROE, self.CurrentAlarmState, self.Nhit, life_min, life_max, life_ave, life_ave0, ammotot)
local text=string.format("State %s, Units=%d/%d, ROE=%s, AlarmState=%s, Hits=%d, Life(min/max/ave/ave0)=%d/%d/%d/%d, Total Ammo=%d, Detected=%d/%d",
self:GetState(), nunits, self.IniGroupStrength, self.CurrentROE, self.CurrentAlarmState, self.Nhit, life_min, life_max, life_ave, life_ave0, ammotot, detectedG, detectedU)
MESSAGE:New(text, 10):ToAllIf(message or self.Debug)
self:I(self.lid..text)
@ -1002,6 +1003,7 @@ function SUPPRESSION:onafterStatus(Controllable, From, Event, To)
-- Retreat if completely out of ammo and retreat zone defined.
local nammo=group:GetAmmunition()
if nammo==0 and self.RetreatZone then
self:I(self.lid..string.format("Out of ammo!"))
self:Retreat()
end

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@ -874,6 +874,12 @@ do -- ZONE_CAPTURE_COALITION
self:Capture()
end
if self:IsAttacked() then
local unitset=self:GetScannedSetUnit() --Core.Set#SET_UNIT
unitset:ForEachUnitInZone(self)
end
-- Status text.
local text=string.format("CAPTURE ZONE %s: Owner=%s (Previous=%s): Status %s", self:GetZoneName(), self:GetCoalitionName(), UTILS.GetCoalitionName(self:GetPreviousCoalition()), State)
local NewState = self:GetState()

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@ -78,7 +78,7 @@ CALLSIGN={
},
-- AWACS
AWACS={
Overloard=1,
Overlord=1,
Magic=2,
Wizard=3,
Focus=4,

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@ -2802,7 +2802,9 @@ function CONTROLLABLE:GetDetectedTargets( DetectVisual, DetectOptical, DetectRad
self:F2( self.ControllableName )
local DCSControllable = self:GetDCSObject()
if DCSControllable then
local DetectionVisual = ( DetectVisual and DetectVisual == true ) and Controller.Detection.VISUAL or nil
local DetectionOptical = ( DetectOptical and DetectOptical == true ) and Controller.Detection.OPTICAL or nil
local DetectionRadar = ( DetectRadar and DetectRadar == true ) and Controller.Detection.RADAR or nil
@ -2841,7 +2843,25 @@ function CONTROLLABLE:GetDetectedTargets( DetectVisual, DetectOptical, DetectRad
end
--- Check if a target is detected.
-- The optional parametes specify the detection methods that can be applied.
-- If **no** detection method is given, the detection will use **all** the available methods by default.
-- If **at least one** detection method is specified, only the methods set to *true* will be used.
-- @param Wrapper.Controllable#CONTROLLABLE self
-- @param DCS#Object DCSObject The DCS object that is checked.
-- @param Wrapper.Controllable#CONTROLLABLE self
-- @param #boolean DetectVisual (Optional) If *false*, do not include visually detected targets.
-- @param #boolean DetectOptical (Optional) If *false*, do not include optically detected targets.
-- @param #boolean DetectRadar (Optional) If *false*, do not include targets detected by radar.
-- @param #boolean DetectIRST (Optional) If *false*, do not include targets detected by IRST.
-- @param #boolean DetectRWR (Optional) If *false*, do not include targets detected by RWR.
-- @param #boolean DetectDLINK (Optional) If *false*, do not include targets detected by data link.
-- @return #boolean True if target is detected.
-- @return #boolean True if target is visible by line of sight.
-- @return #number Mission time when target was detected.
-- @return #boolean True if target type is known.
-- @return #boolean True if distance to target is known.
-- @return DCS#Vec3 Last known position vector of the target.
-- @return DCS#Vec3 Last known velocity vector of the target.
function CONTROLLABLE:IsTargetDetected( DCSObject, DetectVisual, DetectOptical, DetectRadar, DetectIRST, DetectRWR, DetectDLINK )
self:F2( self.ControllableName )
@ -2867,6 +2887,147 @@ function CONTROLLABLE:IsTargetDetected( DCSObject, DetectVisual, DetectOptical,
return nil
end
--- Check if a certain UNIT is detected by the controllable.
-- The optional parametes specify the detection methods that can be applied.
-- If **no** detection method is given, the detection will use **all** the available methods by default.
-- If **at least one** detection method is specified, only the methods set to *true* will be used.
-- @param #CONTROLLABLE self
-- @param Wrapper.Unit#UNIT Unit The unit that is supposed to be detected.
-- @param #boolean DetectVisual (Optional) If *false*, do not include visually detected targets.
-- @param #boolean DetectOptical (Optional) If *false*, do not include optically detected targets.
-- @param #boolean DetectRadar (Optional) If *false*, do not include targets detected by radar.
-- @param #boolean DetectIRST (Optional) If *false*, do not include targets detected by IRST.
-- @param #boolean DetectRWR (Optional) If *false*, do not include targets detected by RWR.
-- @param #boolean DetectDLINK (Optional) If *false*, do not include targets detected by data link.
-- @return #boolean True if target is detected.
-- @return #boolean True if target is visible by line of sight.
-- @return #number Mission time when target was detected.
-- @return #boolean True if target type is known.
-- @return #boolean True if distance to target is known.
-- @return DCS#Vec3 Last known position vector of the target.
-- @return DCS#Vec3 Last known velocity vector of the target.
function CONTROLLABLE:IsUnitDetected( Unit, DetectVisual, DetectOptical, DetectRadar, DetectIRST, DetectRWR, DetectDLINK )
self:F2( self.ControllableName )
if Unit and Unit:IsAlive() then
return self:IsTargetDetected(Unit:GetDCSObject(), DetectVisual, DetectOptical, DetectRadar, DetectIRST, DetectRWR, DetectDLINK)
end
return nil
end
--- Check if a certain GROUP is detected by the controllable.
-- The optional parametes specify the detection methods that can be applied.
-- If **no** detection method is given, the detection will use **all** the available methods by default.
-- If **at least one** detection method is specified, only the methods set to *true* will be used.
-- @param #CONTROLLABLE self
-- @param Wrapper.Group#GROUP Group The group that is supposed to be detected.
-- @param #boolean DetectVisual (Optional) If *false*, do not include visually detected targets.
-- @param #boolean DetectOptical (Optional) If *false*, do not include optically detected targets.
-- @param #boolean DetectRadar (Optional) If *false*, do not include targets detected by radar.
-- @param #boolean DetectIRST (Optional) If *false*, do not include targets detected by IRST.
-- @param #boolean DetectRWR (Optional) If *false*, do not include targets detected by RWR.
-- @param #boolean DetectDLINK (Optional) If *false*, do not include targets detected by data link.
-- @return #boolean True if any unit of the group is detected.
function CONTROLLABLE:IsGroupDetected( Group, DetectVisual, DetectOptical, DetectRadar, DetectIRST, DetectRWR, DetectDLINK )
self:F2( self.ControllableName )
if Group and Group:IsAlive() then
for _,_unit in pairs(Group:GetUnits()) do
local unit=_unit --Wrapper.Unit#UNIT
if unit and unit:IsAlive() then
local isdetected=self:IsUnitDetected(unit, DetectVisual, DetectOptical, DetectRadar, DetectIRST, DetectRWR, DetectDLINK)
if isdetected then
return true
end
end
end
return false
end
return nil
end
--- Return the detected targets of the controllable.
-- The optional parametes specify the detection methods that can be applied.
-- If **no** detection method is given, the detection will use **all** the available methods by default.
-- If **at least one** detection method is specified, only the methods set to *true* will be used.
-- @param Wrapper.Controllable#CONTROLLABLE self
-- @param #boolean DetectVisual (Optional) If *false*, do not include visually detected targets.
-- @param #boolean DetectOptical (Optional) If *false*, do not include optically detected targets.
-- @param #boolean DetectRadar (Optional) If *false*, do not include targets detected by radar.
-- @param #boolean DetectIRST (Optional) If *false*, do not include targets detected by IRST.
-- @param #boolean DetectRWR (Optional) If *false*, do not include targets detected by RWR.
-- @param #boolean DetectDLINK (Optional) If *false*, do not include targets detected by data link.
-- @return Core.Set#SET_UNIT Set of detected units.
function CONTROLLABLE:GetDetectedUnitSet(DetectVisual, DetectOptical, DetectRadar, DetectIRST, DetectRWR, DetectDLINK)
-- Get detected DCS units.
local detectedtargets=self:GetDetectedTargets(DetectVisual, DetectOptical, DetectRadar, DetectIRST, DetectRWR, DetectDLINK)
local unitset=SET_UNIT:New()
for DetectionObjectID, Detection in pairs(detectedtargets or {}) do
local DetectedObject=Detection.object -- DCS#Object
if DetectedObject and DetectedObject:isExist() and DetectedObject.id_<50000000 then
local unit=UNIT:Find(DetectedObject)
if unit and unit:IsAlive() then
if not unitset:FindUnit(unit:GetName()) then
unitset:AddUnit(unit)
end
end
end
end
return unitset
end
--- Return the detected target groups of the controllable as a @{SET_GROUP}.
-- The optional parametes specify the detection methods that can be applied.
-- If no detection method is given, the detection will use all the available methods by default.
-- @param Wrapper.Controllable#CONTROLLABLE self
-- @param #boolean DetectVisual (Optional) If *false*, do not include visually detected targets.
-- @param #boolean DetectOptical (Optional) If *false*, do not include optically detected targets.
-- @param #boolean DetectRadar (Optional) If *false*, do not include targets detected by radar.
-- @param #boolean DetectIRST (Optional) If *false*, do not include targets detected by IRST.
-- @param #boolean DetectRWR (Optional) If *false*, do not include targets detected by RWR.
-- @param #boolean DetectDLINK (Optional) If *false*, do not include targets detected by data link.
-- @return Core.Set#SET_GROUP Set of detected groups.
function CONTROLLABLE:GetDetectedGroupSet(DetectVisual, DetectOptical, DetectRadar, DetectIRST, DetectRWR, DetectDLINK)
-- Get detected DCS units.
local detectedtargets=self:GetDetectedTargets(DetectVisual, DetectOptical, DetectRadar, DetectIRST, DetectRWR, DetectDLINK)
local groupset=SET_GROUP:New()
for DetectionObjectID, Detection in pairs(detectedtargets or {}) do
local DetectedObject=Detection.object -- DCS#Object
if DetectedObject and DetectedObject:isExist() and DetectedObject.id_<50000000 then
local unit=UNIT:Find(DetectedObject)
if unit and unit:IsAlive() then
local group=unit:GetGroup()
if group and not groupset:FindGroup(group:GetName()) then
groupset:AddGroup(group)
end
end
end
end
return groupset
end
-- Options
--- Can the CONTROLLABLE hold their weapons?

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@ -1166,5 +1166,44 @@ do -- Detection
return IsLOS
end
--- Forces the unit to become aware of the specified target, without the unit manually detecting the other unit itself.
-- Applies only to a Unit Controller. Cannot be used at the group level.
-- @param #UNIT self
-- @param #UNIT TargetUnit The unit to be known.
-- @param #boolean TypeKnown The target type is known. If *false*, the type is not known.
-- @param #boolean DistanceKnown The distance to the target is known. If *false*, distance is unknown.
function UNIT:KnowUnit(TargetUnit, TypeKnown, DistanceKnown)
-- Defaults.
if TypeKnown~=false then
TypeKnown=true
end
if DistanceKnown~=false then
DistanceKnown=true
end
local DCSControllable = self:GetDCSObject()
if DCSControllable then
local Controller = DCSControllable:getController() --self:_GetController()
if Controller then
local object=TargetUnit:GetDCSObject()
if object then
self:I(string.format("Unit %s now knows target unit %s. Type known=%s, distance known=%s", self:GetName(), TargetUnit:GetName(), tostring(TypeKnown), tostring(DistanceKnown)))
Controller:knowTarget(object, TypeKnown, DistanceKnown)
end
end
end
end
end