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Found in LDT the means to create using luadoc function prototypes using a documentation mechanism. Am reworking now the DCS function manual to a luadoc structure.
645 lines
17 KiB
Lua
645 lines
17 KiB
Lua
--- A GROUP class abstraction of a DCSGroup class.
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-- The GROUP class will take an abstraction of the DCSGroup class, providing more methods that can be done with a GROUP.
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--
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--
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-- @module GROUP
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-- @extends BASE#BASE
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Include.File( "Routines" )
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Include.File( "Base" )
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Include.File( "Message" )
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Include.File( "Unit" )
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--- The GROUP class
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-- @type GROUP
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-- @field #Group DCSGroup The DCS group class.
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-- @field #string GroupName The name of the group.
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-- @field #number GroupID the ID of the group.
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-- @field #table Controller The controller of the group.
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GROUP = {
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ClassName = "GROUP",
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GroupName = "",
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GroupID = 0,
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Controller = nil,
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}
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--- A DCSGroup
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-- @type Group
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-- @field id_ The ID of the group in DCS
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GROUPS = {}
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--- Create a new GROUP from a DCSGroup
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-- @param self
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-- @param #Group DCSGroup The DCS Group
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-- @return #GROUP self
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function GROUP:New( DCSGroup )
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local self = BASE:Inherit( self, BASE:New() )
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self:T( DCSGroup )
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self.DCSGroup = DCSGroup
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if self.DCSGroup and self.DCSGroup:isExist() then
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self.GroupName = DCSGroup:getName()
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self.GroupID = DCSGroup:getID()
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self.Controller = DCSGroup:getController()
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else
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self:E( { "DCSGroup is nil or does not exist, cannot initialize GROUP!", self.DCSGroup } )
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end
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return self
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end
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--- Create a new GROUP from an existing group name.
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-- @param self
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-- @param GroupName The name of the DCS Group.
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-- @return #GROUP self
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function GROUP:NewFromName( GroupName )
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local self = BASE:Inherit( self, BASE:New() )
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self:T( GroupName )
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self.DCSGroup = Group.getByName( GroupName )
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if self.DCSGroup then
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self.GroupName = self.DCSGroup:getName()
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self.GroupID = self.DCSGroup:getID()
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self.Controller = self.DCSGroup:getController()
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end
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return self
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end
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--- Create a new GROUP from an existing DCSUnit in the mission.
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-- @param self
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-- @param DCSUnit The DCSUnit.
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-- @return #GROUP self
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function GROUP:NewFromDCSUnit( DCSUnit )
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local self = BASE:Inherit( self, BASE:New() )
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self:T( DCSUnit )
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self.DCSGroup = DCSUnit:getGroup()
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if self.DCSGroup then
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self.GroupName = self.DCSGroup:getName()
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self.GroupID = self.DCSGroup:getID()
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self.Controller = self.DCSGroup:getController()
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end
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return self
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end
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--- Gets the DCSGroup of the GROUP.
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-- @param self
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-- @return #Group The DCSGroup.
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function GROUP:GetDCSGroup()
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self:T( { self.GroupName } )
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self.DCSGroup = Group.getByName( self.GroupName )
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return self.DCSGroup
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end
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--- Gets the DCS Unit of the GROUP.
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-- @param self
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-- @param #number UnitNumber The unit index to be returned from the GROUP.
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-- @return #Unit The DCS Unit.
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function GROUP:GetDCSUnit( UnitNumber )
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self:T( { self.GroupName, UnitNumber } )
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return self.DCSGroup:getUnit( UnitNumber )
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end
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--- Activates a GROUP.
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-- @param self
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function GROUP:Activate()
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self:T( { self.GroupName } )
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trigger.action.activateGroup( self:GetDCSGroup() )
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return self:GetDCSGroup()
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end
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--- Gets the ID of the GROUP.
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-- @param self
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-- @return #number The ID of the GROUP.
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function GROUP:GetID()
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self:T( self.GroupName )
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return self.GroupID
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end
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--- Gets the name of the GROUP.
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-- @param self
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-- @return #string The name of the GROUP.
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function GROUP:GetName()
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self:T( self.GroupName )
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return self.GroupName
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end
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--- Gets the current Point of the GROUP in VEC2 format.
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-- @return #Vec2 Current x and Y position of the group.
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function GROUP:GetPoint()
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self:T( self.GroupName )
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local GroupPoint = self:GetUnit(1):GetPoint()
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self:T( GroupPoint )
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return GroupPoint
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end
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--- Gets the current Point of the GROUP in VEC3 format.
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-- @return #Vec3 Current Vec3 position of the group.
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function GROUP:GetPositionVec3()
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self:T( self.GroupName )
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local GroupPoint = self:GetUnit(1):GetPositionVec3()
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self:T( GroupPoint )
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return GroupPoint
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end
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--- Destroy a GROUP
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-- Note that this destroy method also raises a destroy event at run-time.
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-- So all event listeners will catch the destroy event of this GROUP.
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-- @param self
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function GROUP:Destroy()
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self:T( self.GroupName )
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for Index, UnitData in pairs( self.DCSGroup:getUnits() ) do
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self:CreateEventCrash( timer.getTime(), UnitData )
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end
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self.DCSGroup:destroy()
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end
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--- Gets the DCS Unit.
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-- @param self
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-- @param #number UnitNumber The number of the Unit to be returned.
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-- @return #Unit The DCS Unit.
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function GROUP:GetUnit( UnitNumber )
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self:T( { self.GroupName, UnitNumber } )
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return UNIT:New( self.DCSGroup:getUnit( UnitNumber ) )
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end
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--- Returns if the group is of an air category.
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-- If the group is a helicopter or a plane, then this method will return true, otherwise false.
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-- @param self
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-- @return #boolean Air category evaluation result.
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function GROUP:IsAir()
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self:T()
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local IsAirResult = self.DCSGroup:getCategory() == Group.Category.AIRPLANE or self.DCSGroup:getCategory() == Group.Category.HELICOPTER
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self:T( IsAirResult )
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return IsAirResult
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end
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--- Returns if the group is alive.
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-- When the group exists at run-time, this method will return true, otherwise false.
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-- @param self
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-- @return #boolean Alive result.
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function GROUP:IsAlive()
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self:T()
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local IsAliveResult = self.DCSGroup and self.DCSGroup:isExist()
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self:T( IsAliveResult )
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return IsAliveResult
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end
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--- Returns if all units of the group are on the ground or landed.
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-- If all units of this group are on the ground, this function will return true, otherwise false.
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-- @param self
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-- @return #boolean All units on the ground result.
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function GROUP:AllOnGround()
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self:T()
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local AllOnGroundResult = true
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for Index, UnitData in pairs( self.DCSGroup:getUnits() ) do
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if UnitData:inAir() then
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AllOnGroundResult = false
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end
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end
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self:T( AllOnGroundResult )
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return AllOnGroundResult
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end
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--- Returns the current maximum velocity of the group.
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-- Each unit within the group gets evaluated, and the maximum velocity (= the unit which is going the fastest) is returned.
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-- @param self
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-- @return #number Maximum velocity found.
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function GROUP:GetMaxVelocity()
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self:T()
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local MaxVelocity = 0
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for Index, UnitData in pairs( self.DCSGroup:getUnits() ) do
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local Velocity = UnitData:getVelocity()
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local VelocityTotal = math.abs( Velocity.x ) + math.abs( Velocity.y ) + math.abs( Velocity.z )
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if VelocityTotal < MaxVelocity then
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MaxVelocity = VelocityTotal
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end
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end
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return MaxVelocity
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end
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--- Returns the current minimum height of the group.
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-- Each unit within the group gets evaluated, and the minimum height (= the unit which is the lowest elevated) is returned.
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-- @param self
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-- @return #number Minimum height found.
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function GROUP:GetMinHeight()
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self:T()
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end
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--- Returns the current maximum height of the group.
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-- Each unit within the group gets evaluated, and the maximum height (= the unit which is the highest elevated) is returned.
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-- @param self
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-- @return #number Maximum height found.
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function GROUP:GetMaxHeight()
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self:T()
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end
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--- Hold position at the current position of the first unit of the group.
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-- @param self
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-- @param #number Duration The maximum duration in seconds to hold the position.
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-- @return #GROUP self
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function GROUP:HoldPosition( Duration )
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trace.f( self.ClassName, { self.GroupName, Duration } )
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local Controller = self:_GetController()
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-- pattern = enum AI.Task.OribtPattern,
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-- point = Vec2,
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-- point2 = Vec2,
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-- speed = Distance,
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-- altitude = Distance
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local GroupPoint = self:GetPoint()
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--id = 'Orbit', params = { pattern = AI.Task.OrbitPattern.RACE_TRACK } }, stopCondition = { duration = 600 } }
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Controller:pushTask( { id = 'ControlledTask',
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params = { task = { id = 'Orbit',
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params = { pattern = AI.Task.OrbitPattern.CIRCLE,
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point = GroupPoint,
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speed = 0,
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altitude = 30
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}
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},
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stopCondition = { duration = Duration
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}
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}
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}
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)
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return self
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end
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--- Land the group at a Vec2Point.
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-- @param self
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-- @param #Vec2 Point The point where to land.
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-- @param #number Duration The duration in seconds to stay on the ground.
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-- @return #GROUP self
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function GROUP:Land( Point, Duration )
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trace.f( self.ClassName, { self.GroupName, Point, Duration } )
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local Controller = self:_GetController()
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if Duration and Duration > 0 then
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Controller:pushTask( { id = 'Land', params = { point = Point, durationFlag = true, duration = Duration } } )
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else
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Controller:pushTask( { id = 'Land', params = { point = Point, durationFlag = false } } )
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end
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return self
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end
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--- Attack the Unit.
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-- @param self
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-- @param #UNIT The unit.
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-- @return #GROUP self
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function GROUP:AttackUnit( AttackUnit )
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self:T( { self.GroupName, AttackUnit } )
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local Controller = self:_GetController()
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-- AttackUnit = {
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-- id = 'AttackUnit',
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-- params = {
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-- unitId = Unit.ID,
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-- weaponType = number,
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-- expend = enum AI.Task.WeaponExpend
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-- attackQty = number,
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-- direction = Azimuth,
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-- attackQtyLimit = boolean,
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-- groupAttack = boolean,
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-- }
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-- }
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Controller:setOption( AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.OPEN_FIRE )
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Controller:setOption( AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.EVADE_FIRE )
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Controller:pushTask( { id = 'AttackUnit',
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params = { unitId = AttackUnit:GetID(),
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expend = AI.Task.WeaponExpend.TWO,
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groupAttack = true,
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}
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}
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)
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return self
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end
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--- Holding weapons.
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-- @param self
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-- @return #GROUP self
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function GROUP:HoldFire()
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self:T( { self.GroupName } )
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local Controller = self:_GetController()
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Controller:setOption( AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.WEAPONS_HOLD )
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return self
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end
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--- Return fire.
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-- @param self
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-- @return #GROUP self
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function GROUP:ReturnFire()
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self:T( { self.GroupName } )
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local Controller = self:_GetController()
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Controller:setOption( AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.RETURN_FIRE )
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return self
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end
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--- Openfire.
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-- @param self
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-- @return #GROUP self
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function GROUP:OpenFire()
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self:T( { self.GroupName } )
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local Controller = self:_GetController()
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Controller:setOption( AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.OPEN_FIRE )
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return self
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end
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--- Weapon free.
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-- @param self
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-- @return #GROUP self
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function GROUP:WeaponFree()
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self:T( { self.GroupName } )
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local Controller = self:_GetController()
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Controller:setOption( AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.WEAPON_FREE )
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return self
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end
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--- No evasion on enemy threats.
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-- @param self
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-- @return #GROUP self
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function GROUP:EvasionNoReaction()
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self:T( { self.GroupName } )
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local Controller = self:_GetController()
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Controller:setOption( AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.NO_REACTION )
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return self
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end
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--- Evasion passive defense.
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-- @param self
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-- @return #GROUP self
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function GROUP:EvasionPassiveDefense()
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self:T( { self.GroupName } )
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local Controller = self:_GetController()
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Controller:setOption( AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.PASSIVE_DEFENSE )
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return self
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end
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--- Evade fire.
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-- @param self
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-- @return #GROUP self
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function GROUP:EvasionEvadeFire()
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self:T( { self.GroupName } )
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local Controller = self:_GetController()
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Controller:setOption( AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.EVADE_FIRE )
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return self
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end
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--- Vertical manoeuvres.
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-- @param self
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-- @return #GROUP self
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function GROUP:EvasionVertical()
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self:T( { self.GroupName } )
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local Controller = self:_GetController()
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Controller:setOption( AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.BYPASS_AND_ESCAPE )
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return self
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end
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--- Move the group to a Vec2 Point, wait for a defined duration and embark a group.
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-- @param self
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-- @param #Vec2 Point The point where to wait.
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-- @param #number Duration The duration in seconds to wait.
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-- @param EmbarkingGroup The group to be embarked.
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-- @return #GROUP self
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function GROUP:Embarking( Point, Duration, EmbarkingGroup )
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trace.f( self.ClassName, { self.GroupName, Point, Duration, EmbarkingGroup.DCSGroup } )
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local Controller = self:_GetController()
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trace.i( self.ClassName, EmbarkingGroup.GroupID )
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trace.i( self.ClassName, EmbarkingGroup.DCSGroup:getID() )
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trace.i( self.ClassName, EmbarkingGroup.DCSGroup.id )
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Controller:pushTask( { id = 'Embarking',
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params = { x = Point.x,
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y = Point.y,
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duration = Duration,
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groupsForEmbarking = { EmbarkingGroup.GroupID },
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durationFlag = true,
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distributionFlag = false,
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distribution = {},
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}
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}
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)
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return self
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end
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--- Move to a defined Vec2 Point, and embark to a group when arrived within a defined Radius.
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-- @param self
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-- @param #Vec2 Point The point where to wait.
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-- @param #number Radius The radius of the embarking zone around the Point.
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-- @return #GROUP self
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function GROUP:EmbarkToTransport( Point, Radius )
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trace.f( self.ClassName, { self.GroupName, Point, Radius } )
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local Controller = self:_GetController()
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Controller:pushTask( { id = 'EmbarkToTransport',
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params = { x = Point.x,
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y = Point.y,
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zoneRadius = Radius,
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}
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}
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)
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return self
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end
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--- Make the group to follow a given route.
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-- @param self
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-- @param #table GoPoints A table of Route Points.
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-- @return #GROUP self
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function GROUP:Route( GoPoints )
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self:T( GoPoints )
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local Points = routines.utils.deepCopy( GoPoints )
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local MissionTask = { id = 'Mission', params = { route = { points = Points, }, }, }
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--self.Controller.setTask( self.Controller, MissionTask )
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routines.scheduleFunction( self.Controller.setTask, { self.Controller, MissionTask}, timer.getTime() + 1 )
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return self
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end
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--- Route the group to a given zone.
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-- The group final destination point can be randomized.
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-- A speed can be given in km/h.
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-- A given formation can be given.
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-- @param self
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-- @param ZONE#ZONE Zone The zone where to route to.
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-- @param #boolean Randomize Defines whether to target point gets randomized within the Zone.
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-- @param #number Speed The speed.
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-- @param BASE#FORMATION Formation The formation string.
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function GROUP:RouteToZone( Zone, Randomize, Speed, Formation )
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self:T( Zone )
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local GroupPoint = self:GetPoint()
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local PointFrom = {}
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PointFrom.x = GroupPoint.x
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PointFrom.y = GroupPoint.y
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PointFrom.type = "Turning Point"
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PointFrom.action = "Cone"
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PointFrom.speed = 20 / 1.6
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local PointTo = {}
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local ZonePoint
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if Randomize then
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ZonePoint = Zone:GetRandomPoint()
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else
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ZonePoint = Zone:GetPoint()
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end
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PointTo.x = ZonePoint.x
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PointTo.y = ZonePoint.y
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PointTo.type = "Turning Point"
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if Formation then
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PointTo.action = Formation
|
|
else
|
|
PointTo.action = "Cone"
|
|
end
|
|
|
|
if Speed then
|
|
PointTo.speed = Speed
|
|
else
|
|
PointTo.speed = 20 / 1.6
|
|
end
|
|
|
|
local Points = { PointFrom, PointTo }
|
|
|
|
self:T( Points )
|
|
|
|
self:Route( Points )
|
|
|
|
return self
|
|
end
|
|
|
|
--- Return the route of a group.
|
|
-- @param self
|
|
-- @param #number Begin The route point from where the copy will start. The base route point is 0.
|
|
-- @param #number End The route point where the copy will end. The End point is the last point - the End point. The last point has base 0.
|
|
-- @param #boolean Randomize Randomization of the route, when true.
|
|
-- @param #number Radius When randomization is on, the randomization is within the radius.
|
|
function GROUP:CopyRoute( Begin, End, Randomize, Radius )
|
|
self:T( { Begin, End } )
|
|
|
|
local Points = {}
|
|
|
|
-- Could be a Spawned Group
|
|
local GroupName = string.match( self:GetName(), ".*#" )
|
|
if GroupName then
|
|
GroupName = GroupName:sub( 1, -2 )
|
|
else
|
|
GroupName = self:GetName()
|
|
end
|
|
|
|
self:T( { GroupName } )
|
|
|
|
local Template = _Database.Groups[GroupName].Template
|
|
|
|
if Template then
|
|
if not Begin then
|
|
Begin = 0
|
|
end
|
|
if not End then
|
|
End = 0
|
|
end
|
|
|
|
for TPointID = Begin + 1, #Template.route.points - End do
|
|
if Template.route.points[TPointID] then
|
|
Points[#Points+1] = routines.utils.deepCopy( Template.route.points[TPointID] )
|
|
if Randomize then
|
|
if not Radius then
|
|
Radius = 500
|
|
end
|
|
Points[#Points].x = Points[#Points].x + math.random( Radius * -1, Radius )
|
|
Points[#Points].y = Points[#Points].y + math.random( Radius * -1, Radius )
|
|
end
|
|
end
|
|
end
|
|
return Points
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Get the controller for the GROUP.
|
|
function GROUP:_GetController()
|
|
|
|
return self.DCSGroup:getController()
|
|
|
|
end
|
|
|
|
function GROUP:GetDetectedTargets()
|
|
|
|
return self:_GetController():getDetectedTargets()
|
|
|
|
end
|
|
|
|
function GROUP:IsTargetDetected( DCSObject )
|
|
|
|
local TargetIsDetected, TargetIsVisible, TargetLastTime, TargetKnowType, TargetKnowDistance, TargetLastPos, TargetLastVelocity
|
|
= self:_GetController():isTargetDetected( DCSObject )
|
|
|
|
return TargetIsDetected, TargetIsVisible, TargetLastTime, TargetKnowType, TargetKnowDistance, TargetLastPos, TargetLastVelocity
|
|
|
|
end |