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JTAC Target Optimisation
Possible Fixes for JTAC priority JTAC search optimised for high unit missions Added JTAC "visual on" report
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CTLD.lua
259
CTLD.lua
@ -5213,144 +5213,153 @@ end
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-- Find nearest enemy to JTAC that isn't blocked by terrain
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function ctld.findNearestVisibleEnemy(_jtacUnit, _targetType,_distance)
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--local startTime = os.clock()
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local _maxDistance = _distance or ctld.JTAC_maxDistance
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local _x = 1
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local _i = 1
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local _units = nil
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local _groupName = nil
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local _nearestUnit = nil
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local _nearestDistance = _maxDistance
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local _enemyGroups
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local _jtacPoint = _jtacUnit:getPoint()
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local _coa = _jtacUnit:getCoalition()
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if _jtacUnit:getCoalition() == 1 then
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_enemyGroups = coalition.getGroups(2, Group.Category.GROUND)
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else
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_enemyGroups = coalition.getGroups(1, Group.Category.GROUND)
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local _offsetJTACPos = { x = _jtacPoint.x, y = _jtacPoint.y + 2.0, z = _jtacPoint.z }
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local _volume = {
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id = world.VolumeType.SPHERE,
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params = {
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point = _offsetJTACPos,
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radius = _maxDistance
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}
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}
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local _unitList = {}
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local _search = function(_unit, _coa)
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pcall(function()
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if _unit ~= nil
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and _unit:getLife() > 0
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and _unit:isActive()
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and _unit:getCoalition() ~= _coa
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and not _unit:inAir()
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and not ctld.alreadyTarget(_jtacUnit,_unit) then
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local _tempPoint = _unit:getPoint()
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local _offsetEnemyPos = { x = _tempPoint.x, y = _tempPoint.y + 2.0, z = _tempPoint.z }
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if land.isVisible(_offsetJTACPos,_offsetEnemyPos ) then
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local _dist = ctld.getDistance(_offsetJTACPos, _offsetEnemyPos)
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if _dist < _maxDistance then
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table.insert(_unitList,{unit=_unit, dist=_dist})
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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 true
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end
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world.searchObjects(Object.Category.UNIT, _volume, _search, _coa)
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--log.info(string.format("JTAC Search elapsed time: %.4f\n", os.clock() - startTime))
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-- generate list order by distance & visible
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-- first check
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-- hpriority
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-- priority
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-- vehicle
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-- unit
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local _sort = function( a,b ) return a.dist < b.dist end
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table.sort(_unitList,_sort)
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-- sort list
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-- check for hpriority
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for _, _enemyUnit in ipairs(_unitList) do
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local _enemyName = _enemyUnit.unit:getName()
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if string.match(_enemyName, "hpriority") then
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return _enemyUnit.unit
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end
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end
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for _, _enemyUnit in ipairs(_unitList) do
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local _enemyName = _enemyUnit.unit:getName()
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if string.match(_enemyName, "priority") then
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return _enemyUnit.unit
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end
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end
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for _, _enemyUnit in ipairs(_unitList) do
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local _enemyName = _enemyUnit.unit:getName()
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if (_targetType == "vehicle" and ctld.isVehicle(_enemyUnit.unit)) or _targetType == "all" then
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return _enemyUnit.unit
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elseif (_targetType == "troop" and ctld.isInfantry(_enemyUnit.unit)) or _targetType == "all" then
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return _enemyUnit.unit
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end
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end
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return nil
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end
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function ctld.listNearbyEnemies(_jtacUnit)
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local _maxDistance = ctld.JTAC_maxDistance
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local _jtacPoint = _jtacUnit:getPoint()
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local _jtacPosition = _jtacUnit:getPosition()
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local _coa = _jtacUnit:getCoalition()
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local _tempPoint = nil
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local _tempPosition = nil
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local _offsetJTACPos = { x = _jtacPoint.x, y = _jtacPoint.y + 2.0, z = _jtacPoint.z }
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local _tempDist = nil
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local _volume = {
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id = world.VolumeType.SPHERE,
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params = {
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point = _offsetJTACPos,
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radius = _maxDistance
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}
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}
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local _enemies = nil
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-- finish this function
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local _vhpriority = false
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local _vpriority = false
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local _thpriority = false
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local _tpriority = false
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for _i = 1, #_enemyGroups do
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if _enemyGroups[_i] ~= nil then
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_groupName = _enemyGroups[_i]:getName()
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_units = ctld.getGroup(_groupName)
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if #_units > 0 then
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for _y = 1, #_units do
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local _targeted = false
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if not _distance then
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_targeted = ctld.alreadyTarget(_jtacUnit, _units[_x])
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local _search = function(_unit, _coa)
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pcall(function()
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if _unit ~= nil
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and _unit:getLife() > 0
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and _unit:isActive()
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and _unit:getCoalition() ~= _coa
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and not _unit:inAir() then
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local _tempPoint = _unit:getPoint()
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local _offsetEnemyPos = { x = _tempPoint.x, y = _tempPoint.y + 2.0, z = _tempPoint.z }
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if land.isVisible(_offsetJTACPos,_offsetEnemyPos ) then
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if not _enemies then
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_enemies = {}
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end
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-- calc distance
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_tempPoint = _units[_y]:getPoint()
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_tempDist = ctld.getDistance(_tempPoint, _jtacPoint)
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_enemies[_unit:getTypeName()] = _unit:getTypeName()
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if _tempDist < _maxDistance and _tempDist < _nearestDistance then
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local _offsetEnemyPos = { x = _tempPoint.x, y = _tempPoint.y + 2.0, z = _tempPoint.z }
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local _offsetJTACPos = { x = _jtacPoint.x, y = _jtacPoint.y + 2.0, z = _jtacPoint.z }
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-- calc visible
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if land.isVisible(_offsetEnemyPos, _offsetJTACPos) and _targeted == false then
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if (string.match(_units[_y]:getName(), "hpriority") ~= nil) and ctld.isVehicle(_units[_y]) then
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_vhpriority = true
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elseif (string.match(_units[_y]:getName(), "priority") ~= nil) and ctld.isVehicle(_units[_y]) then
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_vpriority = true
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elseif (string.match(_units[_y]:getName(), "hpriority") ~= nil) and ctld.isInfantry(_units[_y]) then
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_thpriority = true
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elseif (string.match(_units[_y]:getName(), "priority") ~= nil) and ctld.isInfantry(_units[_y]) then
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_tpriority = true
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end
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end
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end
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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 true
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end
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for _i = 1, #_enemyGroups do
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if _enemyGroups[_i] ~= nil then
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_groupName = _enemyGroups[_i]:getName()
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_units = ctld.getGroup(_groupName)
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if #_units > 0 then
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world.searchObjects(Object.Category.UNIT, _volume, _search, _coa)
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for _x = 1, #_units do
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--check to see if a JTAC has already targeted this unit only if a distance
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--wasnt passed in
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local _targeted = false
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if not _distance then
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_targeted = ctld.alreadyTarget(_jtacUnit, _units[_x])
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end
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local _allowedTarget = true
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if _targetType == "vehicle" and _vhpriority == true then
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_allowedTarget = (string.match(_units[_x]:getName(), "hpriority") ~= nil) and ctld.isVehicle(_units[_x])
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elseif _targetType == "vehicle" and _vpriority == true then
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_allowedTarget = (string.match(_units[_x]:getName(), "priority") ~= nil) and ctld.isVehicle(_units[_x])
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elseif _targetType == "vehicle" then
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_allowedTarget = ctld.isVehicle(_units[_x])
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elseif _targetType == "troop" and _thpriority == true then
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_allowedTarget = (string.match(_units[_x]:getName(), "hpriority") ~= nil) and ctld.isInfantry(_units[_x])
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elseif _targetType == "troop" and _tpriority == true then
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_allowedTarget = (string.match(_units[_x]:getName(), "priority") ~= nil) and ctld.isInfantry(_units[_x])
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elseif _targetType == "troop" then
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_allowedTarget = ctld.isInfantry(_units[_x])
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elseif _vhpriority == true or _thpriority == true then
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_allowedTarget = (string.match(_units[_x]:getName(), "hpriority") ~= nil)
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elseif _vpriority == true or _tpriority == true then
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_allowedTarget = (string.match(_units[_x]:getName(), "priority") ~= nil)
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else
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_allowedTarget = true
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end
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if _units[_x]:isActive() == true and _targeted == false and _allowedTarget == true then
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-- calc distance
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_tempPoint = _units[_x]:getPoint()
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_tempDist = ctld.getDistance(_tempPoint, _jtacPoint)
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if _tempDist < _maxDistance and _tempDist < _nearestDistance then
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local _offsetEnemyPos = { x = _tempPoint.x, y = _tempPoint.y + 2.0, z = _tempPoint.z }
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local _offsetJTACPos = { x = _jtacPoint.x, y = _jtacPoint.y + 2.0, z = _jtacPoint.z }
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-- calc visible
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if land.isVisible(_offsetEnemyPos, _offsetJTACPos) then
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_nearestDistance = _tempDist
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_nearestUnit = _units[_x]
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end
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end
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end
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end
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end
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end
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end
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if _nearestUnit == nil then
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return nil
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end
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return _nearestUnit
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return _enemies
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end
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-- tests whether the unit is targeted by another JTAC
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@ -5439,6 +5448,18 @@ function ctld.getJTACStatus(_args)
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if _enemyUnit ~= nil and _enemyUnit:getLife() > 0 and _enemyUnit:isActive() == true then
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_message = _message .. "" .. _jtacGroupName .. " targeting " .. _enemyUnit:getTypeName() .. " CODE: " .. _laserCode .. ctld.getPositionString(_enemyUnit) .. "\n"
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local _list = ctld.listNearbyEnemies(_jtacUnit)
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if _list then
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_message = _message.."Visual On: "
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for _,_type in pairs(_list) do
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_message = _message.._type.." "
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end
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_message = _message.."\n"
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end
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else
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_message = _message .. "" .. _jtacGroupName .. " searching for targets" .. ctld.getPositionString(_jtacUnit) .. "\n"
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end
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BIN
test-mission-jtac-priority.miz
Normal file
BIN
test-mission-jtac-priority.miz
Normal file
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