More work on miss on purpose
103
client/@types/olympus/index.d.ts
vendored
@ -107,6 +107,8 @@ declare module "constants/constants" {
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export const ROEDescriptions: string[];
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export const reactionsToThreatDescriptions: string[];
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export const emissionsCountermeasuresDescriptions: string[];
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export const shotsScatterDescriptions: string[];
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export const shotsIntensityDescriptions: string[];
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export const minSpeedValues: {
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[key: string]: number;
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};
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@ -221,31 +223,35 @@ declare module "constants/constants" {
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hasTask = 12,
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position = 13,
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speed = 14,
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heading = 15,
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isActiveTanker = 16,
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isActiveAWACS = 17,
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onOff = 18,
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followRoads = 19,
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fuel = 20,
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desiredSpeed = 21,
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desiredSpeedType = 22,
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desiredAltitude = 23,
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desiredAltitudeType = 24,
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leaderID = 25,
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formationOffset = 26,
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targetID = 27,
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targetPosition = 28,
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ROE = 29,
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reactionToThreat = 30,
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emissionsCountermeasures = 31,
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TACAN = 32,
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radio = 33,
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generalSettings = 34,
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ammo = 35,
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contacts = 36,
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activePath = 37,
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isLeader = 38,
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operateAs = 39,
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horizontalVelocity = 15,
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verticalVelocity = 16,
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heading = 17,
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isActiveTanker = 18,
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isActiveAWACS = 19,
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onOff = 20,
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followRoads = 21,
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fuel = 22,
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desiredSpeed = 23,
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desiredSpeedType = 24,
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desiredAltitude = 25,
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desiredAltitudeType = 26,
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leaderID = 27,
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formationOffset = 28,
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targetID = 29,
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targetPosition = 30,
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ROE = 31,
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reactionToThreat = 32,
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emissionsCountermeasures = 33,
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TACAN = 34,
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radio = 35,
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generalSettings = 36,
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ammo = 37,
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contacts = 38,
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activePath = 39,
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isLeader = 40,
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operateAs = 41,
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shotsScatter = 42,
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shotsIntensity = 43,
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endOfData = 255
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}
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export const MGRS_PRECISION_10KM = 2;
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@ -253,6 +259,8 @@ declare module "constants/constants" {
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export const MGRS_PRECISION_100M = 4;
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export const MGRS_PRECISION_10M = 5;
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export const MGRS_PRECISION_1M = 6;
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export const DELETE_CYCLE_TIME = 0.05;
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export const DELETE_SLOW_THRESHOLD = 50;
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}
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declare module "map/markers/custommarker" {
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import { Map, Marker } from "leaflet";
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@ -303,7 +311,7 @@ declare module "controls/dropdown" {
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#private;
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constructor(ID: string | null, callback: CallableFunction, options?: string[] | null, defaultText?: string);
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getContainer(): HTMLElement;
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setOptions(optionsList: string[], sortAlphabetically?: boolean): void;
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setOptions(optionsList: string[], sort?: "" | "string" | "number"): void;
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setOptionsElements(optionsElements: HTMLElement[]): void;
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getOptionElements(): HTMLCollection;
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addOptionElement(optionElement: HTMLElement): void;
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@ -498,6 +506,8 @@ declare module "interfaces" {
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hasTask: boolean;
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position: LatLng;
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speed: number;
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horizontalVelocity: number;
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verticalVelocity: number;
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heading: number;
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isActiveTanker: boolean;
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isActiveAWACS: boolean;
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@ -523,6 +533,8 @@ declare module "interfaces" {
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activePath: LatLng[];
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isLeader: boolean;
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operateAs: string;
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shotsScatter: number;
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shotsIntensity: number;
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}
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export interface LoadoutItemBlueprint {
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name: string;
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@ -558,12 +570,17 @@ declare module "interfaces" {
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muzzleVelocity?: number;
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aimTime?: number;
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shotsToFire?: number;
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shotsBaseInterval?: number;
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shotsBaseScatter?: number;
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description?: string;
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abilities?: string;
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acquisitionRange?: number;
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engagementRange?: number;
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targetingRange?: number;
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canTargetPoint?: boolean;
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canRearm?: boolean;
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canAAA?: boolean;
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indirectFire?: boolean;
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}
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export interface UnitSpawnOptions {
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roleType: string;
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@ -786,9 +803,11 @@ declare module "controls/unitspawnmenu" {
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import { UnitSpawnOptions } from "interfaces";
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export class UnitSpawnMenu {
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#private;
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spawnOptions: UnitSpawnOptions;
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protected showRangeCircles: boolean;
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protected spawnOptions: UnitSpawnOptions;
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constructor(ID: string, unitDatabase: UnitDatabase, orderByRole: boolean);
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getContainer(): HTMLElement;
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getVisible(): boolean;
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reset(): void;
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setCountries(): void;
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refreshOptions(): void;
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@ -824,6 +843,7 @@ declare module "controls/unitspawnmenu" {
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deployUnits(spawnOptions: UnitSpawnOptions, unitsCount: number): void;
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}
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export class GroundUnitSpawnMenu extends UnitSpawnMenu {
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protected showRangeCircles: boolean;
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/**
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*
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* @param ID - the ID of the HTML element which will contain the context menu
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@ -1036,6 +1056,8 @@ declare module "unit/unit" {
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getHasTask(): boolean;
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getPosition(): LatLng;
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getSpeed(): number;
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getHorizontalVelocity(): number;
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getVerticalVelocity(): number;
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getHeading(): number;
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getIsActiveTanker(): boolean;
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getIsActiveAWACS(): boolean;
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@ -1061,6 +1083,8 @@ declare module "unit/unit" {
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getActivePath(): LatLng[];
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getIsLeader(): boolean;
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getOperateAs(): string;
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getShotsScatter(): number;
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getShotsIntensity(): number;
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static getConstructor(type: string): typeof GroundUnit | undefined;
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constructor(ID: number);
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getCategory(): string;
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@ -1097,6 +1121,8 @@ declare module "unit/unit" {
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isInViewport(): boolean;
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canTargetPoint(): boolean;
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canRearm(): boolean;
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canAAA(): boolean;
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indirectFire(): boolean;
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isTanker(): boolean;
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isAWACS(): boolean;
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/********************** Unit commands *************************/
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@ -1132,6 +1158,8 @@ declare module "unit/unit" {
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scenicAAA(): void;
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missOnPurpose(): void;
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landAtPoint(latlng: LatLng): void;
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setShotsScatter(shotsScatter: number): void;
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setShotsIntensity(shotsIntensity: number): void;
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/***********************************************/
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getActions(): {
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[key: string]: {
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@ -1647,6 +1675,14 @@ declare module "unit/citiesDatabase" {
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pop: number;
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}[];
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}
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declare module "dialog/dialog" {
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import { Panel } from "panels/panel";
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export class Dialog extends Panel {
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constructor(element: string);
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hide(): void;
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show(): void;
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}
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}
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declare module "unit/unitsmanager" {
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import { LatLng, LatLngBounds } from "leaflet";
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import { Unit } from "unit/unit";
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@ -1876,6 +1912,16 @@ declare module "unit/unitsmanager" {
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* @param latlng Point where to land
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*/
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selectedUnitsLandAtPoint(latlng: LatLng): void;
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/** Set a specific shots scatter to all the selected units
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*
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* @param shotsScatter Value to set
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*/
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selectedUnitsSetShotsScatter(shotsScatter: number): void;
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/** Set a specific shots intensity to all the selected units
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*
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* @param shotsScatter Value to set
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*/
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selectedUnitsSetShotsIntensity(shotsIntensity: number): void;
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/*********************** Control operations on selected units ************************/
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/** See getUnitsCategories for more info
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*
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@ -2066,6 +2112,8 @@ declare module "server/servermanager" {
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scenicAAA(ID: number, coalition: string, callback?: CallableFunction): void;
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missOnPurpose(ID: number, coalition: string, callback?: CallableFunction): void;
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landAtPoint(ID: number, latlng: LatLng, callback?: CallableFunction): void;
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setShotsScatter(ID: number, shotsScatter: number, callback?: CallableFunction): void;
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setShotsIntensity(ID: number, shotsIntensity: number, callback?: CallableFunction): void;
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setAdvacedOptions(ID: number, isActiveTanker: boolean, isActiveAWACS: boolean, TACAN: TACAN, radio: Radio, generalSettings: GeneralSettings, callback?: CallableFunction): void;
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setCommandModeOptions(restrictSpawns: boolean, restrictToCoalition: boolean, spawnPoints: {
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blue: number;
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@ -2106,6 +2154,7 @@ declare module "olympusapp" {
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export class OlympusApp {
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#private;
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constructor();
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getDialogManager(): Manager;
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getMap(): Map;
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getServerManager(): ServerManager;
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getPanelsManager(): Manager;
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@ -508,7 +508,7 @@ class GroundUnitEditor extends uniteditor_1.UnitEditor {
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* @param blueprint The blueprint to edit
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*/
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setBlueprint(blueprint) {
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var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m;
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var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m, _o, _p, _q, _r, _s;
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__classPrivateFieldSet(this, _GroundUnitEditor_blueprint, blueprint, "f");
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if (__classPrivateFieldGet(this, _GroundUnitEditor_blueprint, "f") !== null) {
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this.contentDiv2.replaceChildren();
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@ -525,14 +525,19 @@ class GroundUnitEditor extends uniteditor_1.UnitEditor {
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(0, utils_1.addStringInput)(this.contentDiv2, "Cost", (_b = String(blueprint.cost)) !== null && _b !== void 0 ? _b : "", "number", (value) => { blueprint.cost = parseFloat(value); });
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(0, utils_1.addStringInput)(this.contentDiv2, "Acquisition range [m]", (_c = String(blueprint.acquisitionRange)) !== null && _c !== void 0 ? _c : "", "number", (value) => { blueprint.acquisitionRange = parseFloat(value); });
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(0, utils_1.addStringInput)(this.contentDiv2, "Engagement range [m]", (_d = String(blueprint.engagementRange)) !== null && _d !== void 0 ? _d : "", "number", (value) => { blueprint.engagementRange = parseFloat(value); });
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(0, utils_1.addStringInput)(this.contentDiv2, "Barrel height [m]", (_e = String(blueprint.barrelHeight)) !== null && _e !== void 0 ? _e : "", "number", (value) => { blueprint.barrelHeight = parseFloat(value); });
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(0, utils_1.addStringInput)(this.contentDiv2, "Muzzle velocity [m/s]", (_f = String(blueprint.muzzleVelocity)) !== null && _f !== void 0 ? _f : "", "number", (value) => { blueprint.muzzleVelocity = parseFloat(value); });
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(0, utils_1.addStringInput)(this.contentDiv2, "Aim time [s]", (_g = String(blueprint.aimTime)) !== null && _g !== void 0 ? _g : "", "number", (value) => { blueprint.aimTime = parseFloat(value); });
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(0, utils_1.addStringInput)(this.contentDiv2, "Burst quantity", (_h = String(blueprint.shotsToFire)) !== null && _h !== void 0 ? _h : "", "number", (value) => { blueprint.shotsToFire = Math.round(parseFloat(value)); });
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(0, utils_1.addCheckboxInput)(this.contentDiv2, "Can target point", (_j = blueprint.canTargetPoint) !== null && _j !== void 0 ? _j : false, (value) => { blueprint.canTargetPoint = value; });
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(0, utils_1.addCheckboxInput)(this.contentDiv2, "Can rearm", (_k = blueprint.canRearm) !== null && _k !== void 0 ? _k : false, (value) => { blueprint.canRearm = value; });
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(0, utils_1.addStringInput)(this.contentDiv2, "Description", (_l = blueprint.description) !== null && _l !== void 0 ? _l : "", "text", (value) => { blueprint.description = value; });
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(0, utils_1.addStringInput)(this.contentDiv2, "Abilities", (_m = blueprint.abilities) !== null && _m !== void 0 ? _m : "", "text", (value) => { blueprint.abilities = value; });
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(0, utils_1.addStringInput)(this.contentDiv2, "Targeting range [m]", (_e = String(blueprint.targetingRange)) !== null && _e !== void 0 ? _e : "", "number", (value) => { blueprint.targetingRange = parseFloat(value); });
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(0, utils_1.addStringInput)(this.contentDiv2, "Barrel height [m]", (_f = String(blueprint.barrelHeight)) !== null && _f !== void 0 ? _f : "", "number", (value) => { blueprint.barrelHeight = parseFloat(value); });
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(0, utils_1.addStringInput)(this.contentDiv2, "Muzzle velocity [m/s]", (_g = String(blueprint.muzzleVelocity)) !== null && _g !== void 0 ? _g : "", "number", (value) => { blueprint.muzzleVelocity = parseFloat(value); });
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(0, utils_1.addStringInput)(this.contentDiv2, "Aim time [s]", (_h = String(blueprint.aimTime)) !== null && _h !== void 0 ? _h : "", "number", (value) => { blueprint.aimTime = parseFloat(value); });
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(0, utils_1.addStringInput)(this.contentDiv2, "Burst quantity", (_j = String(blueprint.shotsToFire)) !== null && _j !== void 0 ? _j : "", "number", (value) => { blueprint.shotsToFire = Math.round(parseFloat(value)); });
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(0, utils_1.addStringInput)(this.contentDiv2, "Burst base interval [s]", (_k = String(blueprint.shotsBaseInterval)) !== null && _k !== void 0 ? _k : "", "number", (value) => { blueprint.shotsBaseInterval = Math.round(parseFloat(value)); });
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(0, utils_1.addStringInput)(this.contentDiv2, "Base scatter [°]", (_l = String(blueprint.shotsBaseScatter)) !== null && _l !== void 0 ? _l : "", "number", (value) => { blueprint.shotsBaseScatter = Math.round(parseFloat(value)); });
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(0, utils_1.addCheckboxInput)(this.contentDiv2, "Can target point", (_m = blueprint.canTargetPoint) !== null && _m !== void 0 ? _m : false, (value) => { blueprint.canTargetPoint = value; });
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(0, utils_1.addCheckboxInput)(this.contentDiv2, "Can rearm", (_o = blueprint.canRearm) !== null && _o !== void 0 ? _o : false, (value) => { blueprint.canRearm = value; });
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(0, utils_1.addCheckboxInput)(this.contentDiv2, "Can operate as AAA", (_p = blueprint.canAAA) !== null && _p !== void 0 ? _p : false, (value) => { blueprint.canAAA = value; });
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(0, utils_1.addCheckboxInput)(this.contentDiv2, "Indirect fire (e.g. mortar)", (_q = blueprint.indirectFire) !== null && _q !== void 0 ? _q : false, (value) => { blueprint.indirectFire = value; });
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(0, utils_1.addStringInput)(this.contentDiv2, "Description", (_r = blueprint.description) !== null && _r !== void 0 ? _r : "", "text", (value) => { blueprint.description = value; });
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||||
(0, utils_1.addStringInput)(this.contentDiv2, "Abilities", (_s = blueprint.abilities) !== null && _s !== void 0 ? _s : "", "text", (value) => { blueprint.abilities = value; });
|
||||
}
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||||
}
|
||||
/** Add a new empty blueprint
|
||||
@ -613,10 +618,10 @@ class LoadoutEditor {
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||||
title.innerText = "Loadout properties";
|
||||
__classPrivateFieldGet(this, _LoadoutEditor_contentDiv, "f").appendChild(title);
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if (__classPrivateFieldGet(this, _LoadoutEditor_loadout, "f")) {
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var laodout = __classPrivateFieldGet(this, _LoadoutEditor_loadout, "f");
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(0, utils_1.addStringInput)(__classPrivateFieldGet(this, _LoadoutEditor_contentDiv, "f"), "Name", laodout.name, "text", (value) => { laodout.name = value; __classPrivateFieldGet(this, _LoadoutEditor_contentDiv, "f").dispatchEvent(new Event("refresh")); });
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||||
(0, utils_1.addStringInput)(__classPrivateFieldGet(this, _LoadoutEditor_contentDiv, "f"), "Code", laodout.code, "text", (value) => { laodout.code = value; });
|
||||
(0, utils_1.addStringInput)(__classPrivateFieldGet(this, _LoadoutEditor_contentDiv, "f"), "Roles", (0, utils_1.arrayToString)(laodout.roles), "text", (value) => { laodout.roles = (0, utils_1.stringToArray)(value); });
|
||||
var loadout = __classPrivateFieldGet(this, _LoadoutEditor_loadout, "f");
|
||||
(0, utils_1.addStringInput)(__classPrivateFieldGet(this, _LoadoutEditor_contentDiv, "f"), "Name", loadout.name, "text", (value) => { loadout.name = value; __classPrivateFieldGet(this, _LoadoutEditor_contentDiv, "f").dispatchEvent(new Event("refresh")); });
|
||||
(0, utils_1.addStringInput)(__classPrivateFieldGet(this, _LoadoutEditor_contentDiv, "f"), "Code", loadout.code, "text", (value) => { loadout.code = value; });
|
||||
(0, utils_1.addStringInput)(__classPrivateFieldGet(this, _LoadoutEditor_contentDiv, "f"), "Roles", (0, utils_1.arrayToString)(loadout.roles), "text", (value) => { loadout.roles = (0, utils_1.stringToArray)(value); });
|
||||
(0, utils_1.addLoadoutItemsEditor)(__classPrivateFieldGet(this, _LoadoutEditor_contentDiv, "f"), __classPrivateFieldGet(this, _LoadoutEditor_loadout, "f"));
|
||||
}
|
||||
}
|
||||
@ -1034,25 +1039,12 @@ exports.addLoadoutsScroll = addLoadoutsScroll;
|
||||
* @returns The string
|
||||
*/
|
||||
function arrayToString(array) {
|
||||
var value = "[";
|
||||
var firstRole = true;
|
||||
array.forEach((role) => {
|
||||
value += firstRole ? "" : ", ";
|
||||
firstRole = false;
|
||||
value += role;
|
||||
});
|
||||
value += "]";
|
||||
return value;
|
||||
return "[" + array.join(", ") + "]";
|
||||
}
|
||||
exports.arrayToString = arrayToString;
|
||||
function stringToArray(input) {
|
||||
input = input.replace("[", "").replace("]", "");
|
||||
var values = input.split(",");
|
||||
var result = [];
|
||||
values.forEach((value) => {
|
||||
result.push(value.trim());
|
||||
});
|
||||
return result;
|
||||
var _a;
|
||||
return (_a = input.match(/(\w)+/g)) !== null && _a !== void 0 ? _a : [];
|
||||
}
|
||||
exports.stringToArray = stringToArray;
|
||||
|
||||
|
||||
@ -86,7 +86,7 @@ export class DatabaseManagerPlugin implements OlympusPlugin {
|
||||
/* Create the container for the database editor elements and the elements themselves */
|
||||
this.#mainContentContainer = document.createElement("div");
|
||||
this.#mainContentContainer.classList.add("dm-container");
|
||||
this.#element.appendChild(this.#mainContentContainer)
|
||||
this.#element.appendChild(this.#mainContentContainer);
|
||||
|
||||
this.#contentDiv1 = document.createElement("div");
|
||||
this.#contentDiv1.classList.add("dm-content-container");
|
||||
|
||||
@ -36,12 +36,17 @@ export class GroundUnitEditor extends UnitEditor {
|
||||
addStringInput(this.contentDiv2, "Cost", String(blueprint.cost)?? "", "number", (value: string) => {blueprint.cost = parseFloat(value); });
|
||||
addStringInput(this.contentDiv2, "Acquisition range [m]", String(blueprint.acquisitionRange)?? "", "number", (value: string) => {blueprint.acquisitionRange = parseFloat(value); });
|
||||
addStringInput(this.contentDiv2, "Engagement range [m]", String(blueprint.engagementRange)?? "", "number", (value: string) => {blueprint.engagementRange = parseFloat(value); });
|
||||
addStringInput(this.contentDiv2, "Targeting range [m]", String(blueprint.targetingRange)?? "", "number", (value: string) => {blueprint.targetingRange = parseFloat(value); });
|
||||
addStringInput(this.contentDiv2, "Barrel height [m]", String(blueprint.barrelHeight)?? "", "number", (value: string) => {blueprint.barrelHeight = parseFloat(value); });
|
||||
addStringInput(this.contentDiv2, "Muzzle velocity [m/s]", String(blueprint.muzzleVelocity)?? "", "number", (value: string) => {blueprint.muzzleVelocity = parseFloat(value); });
|
||||
addStringInput(this.contentDiv2, "Aim time [s]", String(blueprint.aimTime)?? "", "number", (value: string) => {blueprint.aimTime = parseFloat(value); });
|
||||
addStringInput(this.contentDiv2, "Burst quantity", String(blueprint.shotsToFire)?? "", "number", (value: string) => {blueprint.shotsToFire = Math.round(parseFloat(value)); });
|
||||
addStringInput(this.contentDiv2, "Burst base interval [s]", String(blueprint.shotsBaseInterval)?? "", "number", (value: string) => {blueprint.shotsBaseInterval = Math.round(parseFloat(value)); });
|
||||
addStringInput(this.contentDiv2, "Base scatter [°]", String(blueprint.shotsBaseScatter)?? "", "number", (value: string) => {blueprint.shotsBaseScatter = Math.round(parseFloat(value)); });
|
||||
addCheckboxInput(this.contentDiv2, "Can target point", blueprint.canTargetPoint ?? false, (value: boolean) => {blueprint.canTargetPoint = value;})
|
||||
addCheckboxInput(this.contentDiv2, "Can rearm", blueprint.canRearm ?? false, (value: boolean) => {blueprint.canRearm = value;})
|
||||
addCheckboxInput(this.contentDiv2, "Can operate as AAA", blueprint.canAAA ?? false, (value: boolean) => {blueprint.canAAA = value;})
|
||||
addCheckboxInput(this.contentDiv2, "Indirect fire (e.g. mortar)", blueprint.indirectFire ?? false, (value: boolean) => {blueprint.indirectFire = value;})
|
||||
addStringInput(this.contentDiv2, "Description", blueprint.description ?? "", "text", (value: string) => {blueprint.description = value; });
|
||||
addStringInput(this.contentDiv2, "Abilities", blueprint.abilities ?? "", "text", (value: string) => {blueprint.abilities = value; });
|
||||
}
|
||||
|
||||
@ -37,10 +37,10 @@ export class LoadoutEditor {
|
||||
this.#contentDiv.appendChild(title);
|
||||
|
||||
if (this.#loadout) {
|
||||
var laodout = this.#loadout;
|
||||
addStringInput(this.#contentDiv, "Name", laodout.name, "text", (value: string) => {laodout.name = value; this.#contentDiv.dispatchEvent(new Event("refresh"));});
|
||||
addStringInput(this.#contentDiv, "Code", laodout.code, "text", (value: string) => {laodout.code = value; });
|
||||
addStringInput(this.#contentDiv, "Roles", arrayToString(laodout.roles), "text", (value: string) => {laodout.roles = stringToArray(value);});
|
||||
var loadout = this.#loadout;
|
||||
addStringInput(this.#contentDiv, "Name", loadout.name, "text", (value: string) => {loadout.name = value; this.#contentDiv.dispatchEvent(new Event("refresh"));});
|
||||
addStringInput(this.#contentDiv, "Code", loadout.code, "text", (value: string) => {loadout.code = value; });
|
||||
addStringInput(this.#contentDiv, "Roles", arrayToString(loadout.roles), "text", (value: string) => {loadout.roles = stringToArray(value);});
|
||||
addLoadoutItemsEditor(this.#contentDiv, this.#loadout);
|
||||
}
|
||||
}
|
||||
|
||||
@ -49,9 +49,9 @@ export abstract class UnitEditor {
|
||||
}
|
||||
|
||||
/** Show the editor
|
||||
*
|
||||
* @param filter String filter
|
||||
*/
|
||||
show() {
|
||||
show(filter: string = "") {
|
||||
this.visible = true;
|
||||
this.contentDiv1.replaceChildren();
|
||||
this.contentDiv2.replaceChildren();
|
||||
@ -62,20 +62,20 @@ export abstract class UnitEditor {
|
||||
var title = document.createElement("label");
|
||||
title.innerText = "Units list";
|
||||
this.contentDiv1.appendChild(title);
|
||||
|
||||
addBlueprintsScroll(this.contentDiv1, this.database, (key: string) => {
|
||||
if (this.database != null)
|
||||
this.setBlueprint(this.database.blueprints[key])
|
||||
})
|
||||
|
||||
addNewElementInput(this.contentDiv1, (ev: MouseEvent, input: HTMLInputElement) => {
|
||||
if (input.value != "")
|
||||
this.addBlueprint((input).value);
|
||||
});
|
||||
var filterInput = document.createElement("input");
|
||||
filterInput.value = filter;
|
||||
this.contentDiv1.appendChild(filterInput);
|
||||
|
||||
filterInput.onchange = (e: Event) => {
|
||||
this.show((e.target as HTMLInputElement).value);
|
||||
}
|
||||
|
||||
this.addBlueprints(filter);
|
||||
}
|
||||
}
|
||||
|
||||
/** Hid the editor
|
||||
/** Hide the editor
|
||||
*
|
||||
*/
|
||||
hide() {
|
||||
@ -93,6 +93,24 @@ export abstract class UnitEditor {
|
||||
return this.database;
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param filter String filter
|
||||
*/
|
||||
addBlueprints(filter: string = "") {
|
||||
if (this.database) {
|
||||
addBlueprintsScroll(this.contentDiv1, this.database, filter, (key: string) => {
|
||||
if (this.database != null)
|
||||
this.setBlueprint(this.database.blueprints[key])
|
||||
});
|
||||
|
||||
addNewElementInput(this.contentDiv1, (ev: MouseEvent, input: HTMLInputElement) => {
|
||||
if (input.value != "")
|
||||
this.addBlueprint((input).value);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
/* Abstract methods which will depend on the specific type of units */
|
||||
abstract setBlueprint(blueprint: UnitBlueprint): void;
|
||||
abstract addBlueprint(key: string): void;
|
||||
|
||||
@ -174,40 +174,60 @@ export function addNewElementInput(div: HTMLElement, callback: CallableFunction)
|
||||
*
|
||||
* @param div The HTMLElement that will contain the list
|
||||
* @param database The database that will be used to fill the list of blueprints
|
||||
* @param filter A string filter that will be executed to filter the blueprints to add
|
||||
* @param callback Callback called when the user clicks on one of the elements
|
||||
*/
|
||||
export function addBlueprintsScroll(div: HTMLElement, database: {blueprints: {[key: string]: UnitBlueprint}}, callback: CallableFunction) {
|
||||
export function addBlueprintsScroll(div: HTMLElement, database: {blueprints: {[key: string]: UnitBlueprint}}, filter: string, callback: CallableFunction) {
|
||||
var scrollDiv = document.createElement("div");
|
||||
scrollDiv.classList.add("dm-scroll-container");
|
||||
if (database !== null) {
|
||||
var blueprints: {[key: string]: UnitBlueprint} = database.blueprints;
|
||||
|
||||
for (let key of Object.keys(blueprints).sort((a, b) => a.localeCompare(b, undefined, {sensitivity: 'base'}))) {
|
||||
var rowDiv = document.createElement("div");
|
||||
scrollDiv.appendChild(rowDiv);
|
||||
|
||||
var text = document.createElement("label");
|
||||
text.textContent = key;
|
||||
text.onclick = () => callback(key);
|
||||
rowDiv.appendChild(text);
|
||||
|
||||
let checkbox = document.createElement("input");
|
||||
checkbox.type = "checkbox";
|
||||
checkbox.checked = blueprints[key].enabled;
|
||||
checkbox.onclick = () => {
|
||||
console.log(checkbox.checked);
|
||||
blueprints[key].enabled = checkbox.checked;
|
||||
var addKey = true;
|
||||
if (filter !== "") {
|
||||
try {
|
||||
var blueprint = blueprints[key];
|
||||
addKey = eval(filter);
|
||||
} catch {
|
||||
console.error("An error has occurred evaluating the blueprint filter")
|
||||
}
|
||||
}
|
||||
rowDiv.appendChild(checkbox);
|
||||
|
||||
/* This button allows to remove an element from the list. It requires a refresh. */
|
||||
var button = document.createElement("button");
|
||||
button.innerText = "X";
|
||||
button.onclick = () => {
|
||||
delete blueprints[key];
|
||||
div.dispatchEvent(new Event("refresh"));
|
||||
if (addKey) {
|
||||
var rowDiv = document.createElement("div");
|
||||
scrollDiv.appendChild(rowDiv);
|
||||
|
||||
let text = document.createElement("label");
|
||||
text.textContent = key;
|
||||
text.onclick = () => {
|
||||
callback(key);
|
||||
const collection = document.getElementsByClassName("blueprint-selected");
|
||||
for (let i = 0; i < collection.length; i++) {
|
||||
collection[i].classList.remove("blueprint-selected");
|
||||
}
|
||||
text.classList.add("blueprint-selected");
|
||||
}
|
||||
rowDiv.appendChild(text);
|
||||
|
||||
let checkbox = document.createElement("input");
|
||||
checkbox.type = "checkbox";
|
||||
checkbox.checked = blueprints[key].enabled;
|
||||
checkbox.onclick = () => {
|
||||
console.log(checkbox.checked);
|
||||
blueprints[key].enabled = checkbox.checked;
|
||||
}
|
||||
rowDiv.appendChild(checkbox);
|
||||
|
||||
/* This button allows to remove an element from the list. It requires a refresh. */
|
||||
var button = document.createElement("button");
|
||||
button.innerText = "X";
|
||||
button.onclick = () => {
|
||||
delete blueprints[key];
|
||||
div.dispatchEvent(new Event("refresh"));
|
||||
}
|
||||
rowDiv.appendChild(button);
|
||||
}
|
||||
rowDiv.appendChild(button);
|
||||
}
|
||||
}
|
||||
div.appendChild(scrollDiv);
|
||||
@ -269,5 +289,5 @@ export function arrayToString(array: string[]) {
|
||||
|
||||
|
||||
export function stringToArray(input: string) {
|
||||
return input.match( /(\w)+/g );
|
||||
return input.match( /(\w)+/g ) ?? [];
|
||||
}
|
||||
@ -115,6 +115,10 @@
|
||||
font-weight: bold;
|
||||
}
|
||||
|
||||
#database-manager-panel input {
|
||||
font-weight: bold;
|
||||
}
|
||||
|
||||
.dm-scroll-container>div:nth-child(even) {
|
||||
background-color: gainsboro;
|
||||
}
|
||||
@ -131,11 +135,16 @@
|
||||
}
|
||||
|
||||
.dm-scroll-container>div *:nth-child(1):hover {
|
||||
background-color: var(--secondary-blue-text);
|
||||
background-color: var(--accent-dark-blue);
|
||||
color: white;
|
||||
cursor: pointer;
|
||||
}
|
||||
|
||||
.blueprint-selected {
|
||||
background-color: var(--accent-light-blue) !important;
|
||||
color: white;
|
||||
}
|
||||
|
||||
.dm-scroll-container>div {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
|
||||
@ -1029,13 +1029,19 @@
|
||||
}
|
||||
},
|
||||
"barrelHeight": 2.35,
|
||||
"muzzleVelocity": 1440,
|
||||
"muzzleVelocity": 1000,
|
||||
"acquisitionRange": 15000,
|
||||
"engagementRange": 4000,
|
||||
"description": "Tracked self-propelled anti-aircraft 35mm guns",
|
||||
"abilities": "",
|
||||
"canTargetPoint": true,
|
||||
"canRearm": false
|
||||
"canRearm": false,
|
||||
"canAAA": true,
|
||||
"aimTime": 5,
|
||||
"shotsToFire": 2,
|
||||
"shotsBaseInterval": 5,
|
||||
"shotsBaseScatter": 2,
|
||||
"targetingRange": 800
|
||||
},
|
||||
"Grad-URAL": {
|
||||
"name": "Grad-URAL",
|
||||
@ -2282,7 +2288,8 @@
|
||||
"description": "Single infantry carrying AK-74",
|
||||
"abilities": "",
|
||||
"canTargetPoint": true,
|
||||
"canRearm": false
|
||||
"canRearm": false,
|
||||
"canAAA": true
|
||||
},
|
||||
"KAMAZ Truck": {
|
||||
"name": "KAMAZ Truck",
|
||||
|
||||
@ -166,20 +166,23 @@ body.feature-forceShowUnitControlPanel #unit-control-panel {
|
||||
|
||||
#unit-control-panel .switch-control {
|
||||
align-items: center;
|
||||
display: grid;
|
||||
grid-template-columns: 1.35fr 0.65fr;
|
||||
}
|
||||
|
||||
#unit-control-panel .switch-control>*:nth-child(2) {
|
||||
justify-self: end;
|
||||
}
|
||||
|
||||
#unit-control-panel .switch-control>*:nth-child(3) {
|
||||
color: var(--secondary-semitransparent-white);
|
||||
display: flex;
|
||||
width: 100%;
|
||||
justify-content: space-between;
|
||||
}
|
||||
|
||||
#unit-control-panel .switch-control h4 {
|
||||
margin: 0px;
|
||||
display: flex;
|
||||
align-items: center;
|
||||
}
|
||||
|
||||
#unit-control-panel .switch-control h4 img {
|
||||
height: 15px;
|
||||
margin-left: 10px;
|
||||
cursor: pointer;
|
||||
filter: invert(100%);
|
||||
opacity: 80%;
|
||||
}
|
||||
|
||||
#unit-control-panel .switch-control .ol-switch {
|
||||
|
||||
@ -91,9 +91,9 @@
|
||||
|
||||
#loadout-silhouette {
|
||||
filter: invert(100%);
|
||||
height: 100px;
|
||||
height: 75px;
|
||||
margin-right: 25px;
|
||||
width: 100px;
|
||||
width: 75px;
|
||||
}
|
||||
|
||||
#loadout-items {
|
||||
|
||||
@ -664,6 +664,7 @@ nav.ol-panel> :last-child {
|
||||
|
||||
#unit-control-panel .ol-option-button button.selected svg * {
|
||||
fill: var(--background-steel);
|
||||
stroke: var(--background-steel);
|
||||
}
|
||||
|
||||
#rapid-controls {
|
||||
|
||||
@ -38,6 +38,7 @@
|
||||
inkscape:window-maximized="1"
|
||||
inkscape:current-layer="svg4" />
|
||||
<path
|
||||
style="stroke: none"
|
||||
d="m 7.5000002,0 c 0.498,0 0.9375,0.4395 0.9375,0.9375 V 1.2598 C 11.1621,1.6699 13.3301,3.8379002 13.7402,6.5625002 h 0.3223 c 0.498,0 0.9375,0.4395 0.9375,0.9375 0,0.5273 -0.4395,0.9375 -0.9375,0.9375 H 13.7402 C 13.3301,11.1914 11.1621,13.3594 8.4375002,13.7695 v 0.293 c 0,0.5273 -0.4395,0.9375 -0.9375,0.9375 -0.5273,0 -0.9375,-0.4102 -0.9375,-0.9375 v -0.293 C 3.8086002,13.3594 1.6406,11.1914 1.2305,8.4375002 h -0.293 c -0.5273,0 -0.9375,-0.4102 -0.9375,-0.9375 0,-0.498 0.4102,-0.9375 0.9375,-0.9375 h 0.293 C 1.6406,3.8379002 3.8086002,1.6699 6.5625002,1.2598 V 0.9375 c 0,-0.498 0.4102,-0.9375 0.9375,-0.9375 z m -4.3652,8.4375002 c 0.3515,1.7284998 1.6992,3.0761998 3.4277,3.4276998 V 11.25 c 0,-0.498 0.4102,-0.9375 0.9375,-0.9375 0.498,0 0.9375,0.4395 0.9375,0.9375 v 0.6152 C 10.1367,11.5137 11.4844,10.166 11.8359,8.4375002 H 11.25 c -0.5273,0 -0.9375,-0.4102 -0.9375,-0.9375 0,-0.498 0.4102,-0.9375 0.9375,-0.9375 h 0.5859 c -0.3515,-1.6992 -1.6992,-3.0469 -3.3983998,-3.3984 v 0.5859 c 0,0.5273 -0.4395,0.9375 -0.9375,0.9375 -0.5273,0 -0.9375,-0.4102 -0.9375,-0.9375 v -0.5859 c -1.7285,0.3515 -3.0762,1.6992 -3.4277,3.3984 h 0.6152 c 0.498,0 0.9375,0.4395 0.9375,0.9375 0,0.5273 -0.4395,0.9375 -0.9375,0.9375 z m 4.3652,0 c -0.5273,0 -0.9375,-0.4102 -0.9375,-0.9375 0,-0.498 0.4102,-0.9375 0.9375,-0.9375 0.498,0 0.9375,0.4395 0.9375,0.9375 0,0.5273 -0.4395,0.9375 -0.9375,0.9375 z"
|
||||
fill="#5ca7ff"
|
||||
id="path2" />
|
||||
|
||||
|
Before Width: | Height: | Size: 2.5 KiB After Width: | Height: | Size: 2.6 KiB |
@ -39,5 +39,6 @@
|
||||
<path
|
||||
d="m 7.0324294,0 c 0.1172,0 0.2637,0.0293 0.3809,0.0879 l 5.5077996,2.3437 c 0.6445,0.293 1.1425,0.9082 1.1425,1.67 -0.0292,2.9296 -1.2304,8.2324 -6.2694996,10.664 -0.498,0.2344 -1.0547,0.2344 -1.5527,0 -5.0391,-2.4316 -6.24020004,-7.7344 -6.24020004,-10.664 -0.0293,-0.7618 0.4687,-1.377 1.11320004,-1.67 l 5.5078,-2.3437 C 6.7394294,0.0293 6.8859294,0 7.0324294,0 Z m 0,1.9629 V 13.0371 C 11.075429,11.0742 12.159429,6.7676 12.188629,4.1602 Z"
|
||||
fill="#5ca7ff"
|
||||
id="path2" />
|
||||
id="path2"
|
||||
style="stroke: none"/>
|
||||
</svg>
|
||||
|
||||
|
Before Width: | Height: | Size: 1.6 KiB After Width: | Height: | Size: 1.6 KiB |
@ -39,5 +39,6 @@
|
||||
<path
|
||||
d="m 10.796771,3.75 c 0,1.31836 -0.7618,2.46094 -1.8750496,3.13476 v 0.61525 c 0,0.5273 -0.43945,0.9375 -0.9375,0.9375 h -2.8125 c -0.52734,0 -0.9375,-0.4102 -0.9375,-0.9375 V 6.88476 c -1.14258,-0.67382 -1.875,-1.8164 -1.875,-3.13476 0,-2.05078 1.875,-3.75 4.21875,-3.75 2.31445,0 4.2187996,1.69922 4.2187996,3.75 z M 4.9373514,5.15625 c 0.49804,0 0.9375,-0.41016 0.9375,-0.9375 0,-0.49805 -0.43946,-0.9375 -0.9375,-0.9375 -0.52735,0 -0.9375,0.43945 -0.9375,0.9375 0,0.52734 0.41015,0.9375 0.9375,0.9375 z m 4.21872,-0.9375 c 0,-0.49805 -0.43943,-0.9375 -0.93748,-0.9375 -0.52734,0 -0.9375,0.43945 -0.9375,0.9375 0,0.52734 0.41016,0.9375 0.9375,0.9375 0.49805,0 0.93748,-0.41016 0.93748,-0.9375 z M 0.10336144,8.02731 c 0.23438,-0.4687 0.79102,-0.6445 1.25976996,-0.4101 l 5.21484,2.6074 5.1854996,-2.6074 c 0.4688,-0.2344 1.0254,-0.0586 1.2598,0.4101 0.2344,0.4688 0.0586,1.0254 -0.4101,1.2598 l -3.9551196,1.9629 3.9551196,1.9922 c 0.4687,0.2344 0.6445,0.791 0.4101,1.2597 -0.2344,0.4688 -0.791,0.6446 -1.2598,0.4102 l -5.1854996,-2.6074 -5.21484,2.6074 c -0.46874996,0.2344 -1.02538996,0.0586 -1.25976996,-0.4102 -0.234374,-0.4687 -0.058593,-1.0253 0.41016,-1.2597 L 4.4685914,11.25001 0.51352144,9.28711 c -0.468753,-0.2344 -0.644534,-0.791 -0.41016,-1.2598 z"
|
||||
fill="#5ca7ff"
|
||||
id="path2" />
|
||||
id="path2"
|
||||
style="stroke: none"/>
|
||||
</svg>
|
||||
|
||||
|
Before Width: | Height: | Size: 2.4 KiB After Width: | Height: | Size: 2.4 KiB |
@ -39,5 +39,6 @@
|
||||
<path
|
||||
d="m 9.103975,1.603975 c 0.3809,-0.3515 0.3809,-0.9668 0,-1.3183 -0.3515,-0.3809 -0.9668,-0.3809 -1.3183,0 l -3.0762,3.0761 -3.1055,-3.0761 c -0.3515,-0.3809 -0.9668,-0.3809 -1.3183,0 -0.3809,0.3515 -0.3809,0.9668 0,1.3183 l 3.0761,3.0762 -3.0761,3.1055 c -0.3809,0.3515 -0.3809,0.9668 0,1.3183 0.3515,0.3809 0.9668,0.3809 1.3183,0 l 3.1055,-3.0761 3.0762,3.0761 c 0.3515,0.3809 0.9668,0.3809 1.3183,0 0.3809,-0.3515 0.3809,-0.9668 0,-1.3183 l -3.0761,-3.1055 z"
|
||||
fill="#5ca7ff"
|
||||
id="path2" />
|
||||
id="path2"
|
||||
style="stroke: none"/>
|
||||
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id="path6"
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style="stroke: none"/>
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fill="#5ca7ff"
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id="path8"
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style="stroke: none"/>
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@ -0,0 +1 @@
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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 512 512"><!--! Font Awesome Pro 6.4.2 by @fontawesome - https://fontawesome.com License - https://fontawesome.com/license (Commercial License) Copyright 2023 Fonticons, Inc. --><path d="M464 256A208 208 0 1 0 48 256a208 208 0 1 0 416 0zM0 256a256 256 0 1 1 512 0A256 256 0 1 1 0 256zm169.8-90.7c7.9-22.3 29.1-37.3 52.8-37.3h58.3c34.9 0 63.1 28.3 63.1 63.1c0 22.6-12.1 43.5-31.7 54.8L280 264.4c-.2 13-10.9 23.6-24 23.6c-13.3 0-24-10.7-24-24V250.5c0-8.6 4.6-16.5 12.1-20.8l44.3-25.4c4.7-2.7 7.6-7.7 7.6-13.1c0-8.4-6.8-15.1-15.1-15.1H222.6c-3.4 0-6.4 2.1-7.5 5.3l-.4 1.2c-4.4 12.5-18.2 19-30.6 14.6s-19-18.2-14.6-30.6l.4-1.2zM224 352a32 32 0 1 1 64 0 32 32 0 1 1 -64 0z"/></svg>
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After Width: | Height: | Size: 728 B |
@ -23,6 +23,7 @@
|
||||
--accent-amber: #ffd828;
|
||||
--accent-green: #8bff63;
|
||||
--accent-light-blue: #5ca7ff;
|
||||
--accent-dark-blue: #017DC1;
|
||||
--transparent-accent-light-blue: rgba(92, 167, 255, .33);
|
||||
--accent-light-red: #F5B6B6;
|
||||
|
||||
|
||||
@ -48,15 +48,15 @@ export const emissionsCountermeasuresDescriptions: string[] = [
|
||||
];
|
||||
|
||||
export const shotsScatterDescriptions: string[] = [
|
||||
"Large scatter",
|
||||
"Medium scatter",
|
||||
"Small scatter (Radar guided units will track shots when the enemy unit is close)"
|
||||
"When performing scenic shooting tasks like simulated firefights, will shoot with a large scatter",
|
||||
"When performing scenic shooting tasks like simulated firefights, will shoot with a medium scatter",
|
||||
"When performing scenic shooting tasks like simulated firefights, will shoot with a small scatter (Radar guided units will track shots when the enemy unit is close)"
|
||||
];
|
||||
|
||||
export const shotsIntensityDescriptions: string[] = [
|
||||
"Low intensity",
|
||||
"Medium intensity",
|
||||
"High intensity"
|
||||
"When performing scenic shooting tasks like simulated firefights, will shoot with a low rate of fire",
|
||||
"When performing scenic shooting tasks like simulated firefights, will shoot with a medium rate of fire",
|
||||
"When performing scenic shooting tasks like simulated firefights, will shoot with a high rate of fire"
|
||||
];
|
||||
|
||||
export const minSpeedValues: { [key: string]: number } = { Aircraft: 100, Helicopter: 0, NavyUnit: 0, GroundUnit: 0 };
|
||||
|
||||
@ -214,12 +214,17 @@ export interface UnitBlueprint {
|
||||
muzzleVelocity?: number;
|
||||
aimTime?: number;
|
||||
shotsToFire?: number;
|
||||
shotsBaseInterval?: number;
|
||||
shotsBaseScatter?: number;
|
||||
description?: string;
|
||||
abilities?: string;
|
||||
acquisitionRange?: number;
|
||||
engagementRange?: number;
|
||||
targetingRange?: number;
|
||||
canTargetPoint?: boolean;
|
||||
canRearm?: boolean;
|
||||
canAAA?: boolean;
|
||||
indirectFire?: boolean;
|
||||
}
|
||||
|
||||
export interface UnitSpawnOptions {
|
||||
|
||||
@ -447,7 +447,6 @@ export class Unit extends CustomMarker {
|
||||
return this.getDatabase()?.getSpawnPointsByName(this.getName());
|
||||
}
|
||||
|
||||
|
||||
/********************** Icon *************************/
|
||||
createIcon(): void {
|
||||
/* Set the icon */
|
||||
@ -654,6 +653,14 @@ export class Unit extends CustomMarker {
|
||||
return this.getDatabase()?.getByName(this.#name)?.canRearm === true;
|
||||
}
|
||||
|
||||
canAAA() {
|
||||
return this.getDatabase()?.getByName(this.#name)?.canAAA === true;
|
||||
}
|
||||
|
||||
indirectFire() {
|
||||
return this.getDatabase()?.getByName(this.#name)?.indirectFire === true;
|
||||
}
|
||||
|
||||
isTanker() {
|
||||
return this.canFulfillRole("Tanker");
|
||||
}
|
||||
@ -1462,7 +1469,7 @@ export class GroundUnit extends Unit {
|
||||
options["group-ground"] = { text: "Create group", tooltip: "Create a group from the selected units", type: "and" };
|
||||
}
|
||||
|
||||
if (["AAA", "flak"].includes(this.getType())) {
|
||||
if (this.canAAA()) {
|
||||
options["scenic-aaa"] = { text: "Scenic AAA", tooltip: "Shoot AAA in the air without aiming at any target, when a enemy unit gets close enough. WARNING: works correctly only on neutral units, blue or red units will aim", type: "and" };
|
||||
options["miss-aaa"] = { text: "Miss on purpose AAA", tooltip: "Shoot AAA towards the closest enemy unit, but don't aim precisely. WARNING: works correctly only on neutral units, blue or red units will aim", type: "and" };
|
||||
}
|
||||
|
||||
@ -76,31 +76,27 @@
|
||||
</div>
|
||||
|
||||
<div id="tanker-on" class="switch-control">
|
||||
<h4>Enable tanker</h4>
|
||||
<h4>Enable tanker <img src="/resources/theme/images/icons/circle-question-regular.svg" title="Instructs the unit to operate as AAR tanker. A/A TACAN, radio frequency and callsign set in Settings dialog."></h4>
|
||||
<div id="tanker-on-switch" class="ol-switch"></div>
|
||||
<div>Instructs the unit to operate as AAR tanker. A/A TACAN, radio frequency and callsign set in Settings dialog.</div>
|
||||
</div>
|
||||
|
||||
<div id="AWACS-on" class="switch-control">
|
||||
<h4>Airborne Early Warning</h4>
|
||||
<h4>Airborne Early Warning <img src="/resources/theme/images/icons/circle-question-regular.svg" title="Enables datalink and AI radio calls. Radio frequency and callsign set in Settings dialog."></h4>
|
||||
<div id="AWACS-on-switch" class="ol-switch"></div>
|
||||
<div>Enables datalink and AI radio calls. Radio frequency and callsign set in Settings dialog.</div>
|
||||
</div>
|
||||
|
||||
<div id="operate-as" class="switch-control">
|
||||
<h4>Operate as</h4>
|
||||
<h4>Operate as <img src="/resources/theme/images/icons/circle-question-regular.svg" title="Determines if the unit will target red or blue units when performing scenic tasks."></h4>
|
||||
<div id="operate-as-switch" class="ol-switch"></div>
|
||||
<div>Determines if the unit will target red or blue units when performing scenic tasks.</div>
|
||||
</div>
|
||||
|
||||
<div id="ai-on-off" class="switch-control">
|
||||
<h4>Unit active</h4>
|
||||
<h4>Unit active <img src="/resources/theme/images/icons/circle-question-regular.svg" title="Toggling this disables unit AI completely. It will no longer move, react or emit radio waves."></h4>
|
||||
<div id="on-off-switch" class="ol-switch" title=""></div>
|
||||
<div>Toggling this disables unit AI completely. It will no longer move, react or emit radio waves.</div>
|
||||
</div>
|
||||
|
||||
<div id="follow-roads" class="switch-control">
|
||||
<h4>Follow roads</h4>
|
||||
<h4>Follow roads <img src="/resources/theme/images/icons/circle-question-regular.svg" title=""></h4>
|
||||
<div id="follow-roads-switch" class="ol-switch"></div>
|
||||
</div>
|
||||
|
||||
|
||||
@ -269,6 +269,14 @@ function Olympus.buildTask(groupName, options)
|
||||
point = {x = point.x, y = point.z},
|
||||
}
|
||||
}
|
||||
-- Attack unit
|
||||
elseif options['id'] == 'AttackUnit' and options['unitID'] then
|
||||
task = {
|
||||
id = 'AttackUnit',
|
||||
params = {
|
||||
unitId = options['unitID'],
|
||||
}
|
||||
}
|
||||
end
|
||||
end
|
||||
return task
|
||||
|
||||
@ -17,6 +17,8 @@ public:
|
||||
virtual void setOnOff(bool newOnOff, bool force = false);
|
||||
virtual void setFollowRoads(bool newFollowRoads, bool force = false);
|
||||
|
||||
void aimAtPoint(Coords aimTarget, double horizontalScatterMultiplier = 1, double verticalScatterMultiplier = 1);
|
||||
|
||||
protected:
|
||||
virtual void AIloop();
|
||||
static json::value database;
|
||||
|
||||
@ -204,6 +204,7 @@ protected:
|
||||
/********** Other **********/
|
||||
unsigned int taskCheckCounter = 0;
|
||||
unsigned int internalCounter = 0;
|
||||
Unit* missOnPurposeTarget = nullptr;
|
||||
bool hasTaskAssigned = false;
|
||||
double initialFuel = 0;
|
||||
map<unsigned char, unsigned long long> updateTimeMap;
|
||||
|
||||
@ -148,6 +148,8 @@ void GroundUnit::AIloop()
|
||||
break;
|
||||
}
|
||||
case State::REACH_DESTINATION: {
|
||||
setTask("Reaching destination");
|
||||
|
||||
string enrouteTask = "";
|
||||
bool looping = false;
|
||||
|
||||
@ -189,37 +191,8 @@ void GroundUnit::AIloop()
|
||||
case State::SIMULATE_FIRE_FIGHT: {
|
||||
setTask("Simulating fire fight");
|
||||
|
||||
if (!getHasTask() || internalCounter == 0) {
|
||||
double dist;
|
||||
double bearing1;
|
||||
double bearing2;
|
||||
Geodesic::WGS84().Inverse(position.lat, position.lng, targetPosition.lat, targetPosition.lng, dist, bearing1, bearing2);
|
||||
|
||||
double r = 15; /* m */
|
||||
/* Default gun values */
|
||||
double barrelHeight = 1.0; /* m */
|
||||
double muzzleVelocity = 860; /* m/s */
|
||||
if (database.has_object_field(to_wstring(name))) {
|
||||
json::value databaseEntry = database[to_wstring(name)];
|
||||
if (databaseEntry.has_number_field(L"barrelHeight") && databaseEntry.has_number_field(L"muzzleVelocity")) {
|
||||
barrelHeight = databaseEntry[L"barrelHeight"].as_number().to_double();
|
||||
muzzleVelocity = databaseEntry[L"muzzleVelocity"].as_number().to_double();
|
||||
}
|
||||
}
|
||||
|
||||
double barrelElevation = r * (9.81 * dist / (2 * muzzleVelocity * muzzleVelocity) + (targetPosition.alt - (position.alt + barrelHeight)) / dist); /* m */
|
||||
|
||||
double lat = 0;
|
||||
double lng = 0;
|
||||
double randomBearing = bearing1 + (((double)(rand()) / (double)(RAND_MAX) - 0.5) * 2) * 0; // TODO put defined constant here
|
||||
Geodesic::WGS84().Direct(position.lat, position.lng, randomBearing, r, lat, lng);
|
||||
|
||||
std::ostringstream taskSS;
|
||||
taskSS.precision(10);
|
||||
taskSS << "{id = 'FireAtPoint', lat = " << lat << ", lng = " << lng << ", alt = " << position.alt + barrelElevation + barrelHeight << ", radius = 0.001}";
|
||||
Command* command = dynamic_cast<Command*>(new SetTask(groupName, taskSS.str(), [this]() { this->setHasTaskAssigned(true); }));
|
||||
scheduler->appendCommand(command);
|
||||
setHasTask(true);
|
||||
if (internalCounter == 0) {
|
||||
aimAtPoint(targetPosition, 3.0, 0.0);
|
||||
}
|
||||
|
||||
if (internalCounter == 0)
|
||||
@ -264,6 +237,17 @@ void GroundUnit::AIloop()
|
||||
case State::MISS_ON_PURPOSE: {
|
||||
setTask("Missing on purpose");
|
||||
|
||||
/* Check that the unit can perform AAA duties */
|
||||
bool canAAA = false;
|
||||
if (database.has_object_field(to_wstring(name))) {
|
||||
json::value databaseEntry = database[to_wstring(name)];
|
||||
if (databaseEntry.has_boolean_field(L"canAAA"))
|
||||
canAAA = databaseEntry[L"canAAA"].as_bool();
|
||||
}
|
||||
|
||||
if (!canAAA)
|
||||
setState(State::IDLE);
|
||||
|
||||
/* Only run this when the internal counter reaches 0 to avoid excessive computations when no nearby target */
|
||||
if (internalCounter == 0 && getOperateAs() > 0) {
|
||||
double distance = 0;
|
||||
@ -276,8 +260,9 @@ void GroundUnit::AIloop()
|
||||
double aimTime = 10; /* s */
|
||||
unsigned int shotsToFire = 10;
|
||||
double shotsBaseInterval = 15; /* s */
|
||||
double shotsBaseScatter = 5; /* degs */
|
||||
double shotsBaseScatter = 2; /* degs */
|
||||
double engagementRange = 10000; /* m */
|
||||
double targetingRange = 0; /* m */
|
||||
|
||||
if (database.has_object_field(to_wstring(name))) {
|
||||
json::value databaseEntry = database[to_wstring(name)];
|
||||
@ -295,38 +280,61 @@ void GroundUnit::AIloop()
|
||||
shotsBaseInterval = databaseEntry[L"shotsBaseInterval"].as_number().to_double();
|
||||
if (databaseEntry.has_number_field(L"shotsBaseScatter"))
|
||||
shotsBaseScatter = databaseEntry[L"shotsBaseScatter"].as_number().to_double();
|
||||
if (databaseEntry.has_number_field(L"targetingRange"))
|
||||
targetingRange = databaseEntry[L"targetingRange"].as_number().to_double();
|
||||
}
|
||||
|
||||
/* Only do if we have a valid target close enough for AAA */
|
||||
if (target != nullptr && distance < 10000 /* m */) {
|
||||
if (target != nullptr && distance < 3 * engagementRange) {
|
||||
/* Approximate the flight time */
|
||||
if (muzzleVelocity != 0)
|
||||
aimTime += distance / muzzleVelocity;
|
||||
|
||||
internalCounter = (aimTime + (3 - shotsIntensity) * shotsBaseInterval + 2) / FRAMERATE_TIME_INTERVAL;
|
||||
|
||||
/* Compute where the target will be in aimTime seconds. */
|
||||
double aimDistance = target->getHorizontalVelocity() * aimTime;
|
||||
double aimLat = 0;
|
||||
double aimLng = 0;
|
||||
Geodesic::WGS84().Direct(target->getPosition().lat, target->getPosition().lng, target->getHeading() * 57.29577, aimDistance, aimLat, aimLng); /* TODO make util function */
|
||||
double aimAlt = target->getPosition().alt + target->getVerticalVelocity() * aimTime;
|
||||
/* If the target is in targeting range and we are in highest precision mode, target it */
|
||||
if (distance < targetingRange && shotsScatter == 3) {
|
||||
/* Send the command */
|
||||
std::ostringstream taskSS;
|
||||
taskSS.precision(10);
|
||||
taskSS << "{id = 'AttackUnit', unitID = " << target->getID() << " }";
|
||||
Command* command = dynamic_cast<Command*>(new SetTask(groupName, taskSS.str(), [this]() { this->setHasTaskAssigned(true); }));
|
||||
scheduler->appendCommand(command);
|
||||
setHasTask(true);
|
||||
}
|
||||
/* Else, do miss on purpose */
|
||||
else {
|
||||
/* Compute where the target will be in aimTime seconds. */
|
||||
double aimDistance = target->getHorizontalVelocity() * aimTime;
|
||||
double aimLat = 0;
|
||||
double aimLng = 0;
|
||||
Geodesic::WGS84().Direct(target->getPosition().lat, target->getPosition().lng, target->getHeading() * 57.29577, aimDistance, aimLat, aimLng); /* TODO make util function */
|
||||
double aimAlt = target->getPosition().alt + target->getVerticalVelocity() * aimTime;
|
||||
|
||||
/* Compute a random scattering depending on the distance and the selected shots scatter */
|
||||
double scatterDistance = distance * tan(shotsBaseScatter * (3 - shotsScatter) / 57.29577) * RANDOM_MINUS_ONE_TO_ONE;
|
||||
double scatterAngle = 180 * RANDOM_MINUS_ONE_TO_ONE;
|
||||
Geodesic::WGS84().Direct(aimLat, aimLng, scatterAngle, scatterDistance, aimLat, aimLng); /* TODO make util function */
|
||||
aimAlt = aimAlt + distance * tan(shotsBaseScatter * (3 - shotsScatter) / 57.29577) * RANDOM_MINUS_ONE_TO_ONE;
|
||||
/* Send the command */
|
||||
if (distance > engagementRange) {
|
||||
aimAtPoint(Coords(aimLat, aimLng, aimAlt));
|
||||
log("Aiming at point!");
|
||||
}
|
||||
else {
|
||||
/* Compute a random scattering depending on the distance and the selected shots scatter */
|
||||
double scatterDistance = distance * tan(shotsBaseScatter * (3 - shotsScatter) / 57.29577) * RANDOM_MINUS_ONE_TO_ONE;
|
||||
double scatterAngle = 180 * RANDOM_MINUS_ONE_TO_ONE;
|
||||
Geodesic::WGS84().Direct(aimLat, aimLng, scatterAngle, scatterDistance, aimLat, aimLng); /* TODO make util function */
|
||||
aimAlt = aimAlt + distance * tan(shotsBaseScatter * (3 - shotsScatter) / 57.29577) * RANDOM_MINUS_ONE_TO_ONE;
|
||||
|
||||
/* Send the command */
|
||||
std::ostringstream taskSS;
|
||||
taskSS.precision(10);
|
||||
taskSS << "{id = 'FireAtPoint', lat = " << aimLat << ", lng = " << aimLng << ", alt = " << aimAlt << ", radius = 0.001, expendQty = " << shotsToFire << " }";
|
||||
Command* command = dynamic_cast<Command*>(new SetTask(groupName, taskSS.str(), [this]() { this->setHasTaskAssigned(true); }));
|
||||
scheduler->appendCommand(command);
|
||||
setHasTask(true);
|
||||
std::ostringstream taskSS;
|
||||
taskSS.precision(10);
|
||||
taskSS << "{id = 'FireAtPoint', lat = " << aimLat << ", lng = " << aimLng << ", alt = " << aimAlt << ", radius = 0.001, expendQty = " << shotsToFire << " }";
|
||||
Command* command = dynamic_cast<Command*>(new SetTask(groupName, taskSS.str(), [this]() { this->setHasTaskAssigned(true); }));
|
||||
scheduler->appendCommand(command);
|
||||
setHasTask(true);
|
||||
}
|
||||
|
||||
setTargetPosition(Coords(aimLat, aimLng, target->getPosition().alt));
|
||||
setTargetPosition(Coords(aimLat, aimLng, target->getPosition().alt));
|
||||
}
|
||||
|
||||
missOnPurposeTarget = target;
|
||||
}
|
||||
else {
|
||||
if (getHasTask())
|
||||
@ -343,6 +351,8 @@ void GroundUnit::AIloop()
|
||||
alertnessTimeConstant = databaseEntry[L"alertnessTimeConstant"].as_number().to_double();
|
||||
}
|
||||
internalCounter = (5 + RANDOM_ZERO_TO_ONE * alertnessTimeConstant) / FRAMERATE_TIME_INTERVAL;
|
||||
missOnPurposeTarget = nullptr;
|
||||
setTargetPosition(Coords(NULL));
|
||||
}
|
||||
internalCounter--;
|
||||
|
||||
@ -382,3 +392,45 @@ void GroundUnit::setFollowRoads(bool newFollowRoads, bool force)
|
||||
resetActiveDestination(); /* Reset active destination to apply option*/
|
||||
}
|
||||
}
|
||||
|
||||
void GroundUnit::aimAtPoint(Coords aimTarget, double horizontalScatterMultiplier, double verticalScatterMultiplier) {
|
||||
double dist;
|
||||
double bearing1;
|
||||
double bearing2;
|
||||
Geodesic::WGS84().Inverse(position.lat, position.lng, aimTarget.lat, aimTarget.lng, dist, bearing1, bearing2);
|
||||
|
||||
double r = 15; /* m */
|
||||
/* Default gun values */
|
||||
double barrelHeight = 1.0; /* m */
|
||||
double muzzleVelocity = 860; /* m/s */
|
||||
double shotsBaseScatter = 5; /* degs */
|
||||
if (database.has_object_field(to_wstring(name))) {
|
||||
json::value databaseEntry = database[to_wstring(name)];
|
||||
if (databaseEntry.has_number_field(L"barrelHeight") && databaseEntry.has_number_field(L"muzzleVelocity")) {
|
||||
barrelHeight = databaseEntry[L"barrelHeight"].as_number().to_double();
|
||||
muzzleVelocity = databaseEntry[L"muzzleVelocity"].as_number().to_double();
|
||||
}
|
||||
if (databaseEntry.has_number_field(L"shotsBaseScatter"))
|
||||
shotsBaseScatter = databaseEntry[L"shotsBaseScatter"].as_number().to_double();
|
||||
}
|
||||
|
||||
//double barrelElevation = r * (9.81 * dist / (2 * muzzleVelocity * muzzleVelocity) + (aimTarget.alt - (position.alt + barrelHeight)) / dist); /* m */
|
||||
double deltaHeight = (aimTarget.alt - (position.alt + barrelHeight));
|
||||
double alpha = 9.81 / 2 * dist * dist / (muzzleVelocity * muzzleVelocity);
|
||||
double inner = dist * dist - 4 * alpha * (alpha + deltaHeight);
|
||||
if (inner > 0) {
|
||||
double barrelElevation = r * tan(atan((dist - sqrt(inner)) / (2 * alpha)) + RANDOM_MINUS_ONE_TO_ONE * (3 - shotsScatter) * verticalScatterMultiplier);
|
||||
|
||||
double lat = 0;
|
||||
double lng = 0;
|
||||
double randomBearing = bearing1 + RANDOM_MINUS_ONE_TO_ONE * (3 - shotsScatter) * horizontalScatterMultiplier;
|
||||
Geodesic::WGS84().Direct(position.lat, position.lng, randomBearing, r, lat, lng);
|
||||
|
||||
std::ostringstream taskSS;
|
||||
taskSS.precision(10);
|
||||
taskSS << "{id = 'FireAtPoint', lat = " << lat << ", lng = " << lng << ", alt = " << position.alt + barrelElevation + barrelHeight << ", radius = 0.001}";
|
||||
Command* command = dynamic_cast<Command*>(new SetTask(groupName, taskSS.str(), [this]() { this->setHasTaskAssigned(true); }));
|
||||
scheduler->appendCommand(command);
|
||||
setHasTask(true);
|
||||
}
|
||||
}
|
||||
|
||||