Progress!

This commit is contained in:
FlightControl
2017-04-22 13:53:54 +02:00
parent 4138a54e6b
commit 036768d400
23 changed files with 1129 additions and 239 deletions

View File

@@ -19,20 +19,57 @@ do -- AI_DESIGNATE
-- so that following a dynamically generated menu system,
-- each detected set of potential targets can be lased or smoked...
--
-- The Recce group is detecting as part of the DETECTION_ class continuously targets.
-- Once targets have been detected, they will be reported. The AI_DESIGNATE object will fire the **Detect** event in this case!
-- As part of the reporting, the following happens:
-- Targets can be:
--
-- * A message is sent to each GROUP of the Attack SET_GROUP, containing the threat level and the target composition.
-- * A menu is created and updated for each GROUP of the Attack SET_GROUP, containing the the treat level and the target composition.
-- * **Lased** for a period of time.
-- * **Smoked**. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.)
-- * **Illuminated** through an illumination bomb. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.
--
-- One of the players in one of the Attack GROUPs, can then select a Target Set by selecting one of the menu options.
-- Each menu option has two modes:
-- The following terminology is being used throughout this document:
--
-- * If the Target Set is not being designated, then the Designate menu for the target Set will provide options to Lase or Smoke the targets.
-- * If the Target Set is being designated, then the Designate menu will provide an option to cancel the designation.
-- * The **DesignateObject** is the object of the AI_DESIGNATE class, which is this class explained in the document.
-- * The **DetectionObject** is the object of a DETECTION_ class (DETECTION_TYPES, DETECTION_AREAS, DETECTION_UNITS), which is executing the detection and grouping of Targets into _DetectionItems_.
-- * **DetectionItems** is the list of detected target groupings by the _DetectionObject_. Each _DetectionItem_ contains a _TargetSet_.
-- * **DetectionItem** is one element of the _DetectionItems_ list, and contains a _TargetSet_.
-- * The **TargetSet** is a SET_UNITS collection of _Targets_, that have been detected by the _DetectionObject_.
-- * A **Target** is a detected UNIT object by the _DetectionObject_.
-- * A **Threat Level** is a number from 0 to 10 that is calculated based on the threat of the Target in an Air to Ground battle scenario.
-- * The **RecceSet** is a SET_GROUP collection that contains the **RecceGroups**.
-- * A **RecceGroup** is a GROUP object containing the **Recces**.
-- * A **Recce** is a UNIT object executing the reconnaissance as part the _DetectionObject_. A Recce can be of any UNIT type.
-- * An **AttackGroup** is a GROUP object that contain _Players_.
-- * A **Player** is an active CLIENT object containing a human player.
-- * A **Designate Menu** is the menu that is dynamically created during the designation process for each _AttackGroup_.
--
-- In this way, the AI can assist players to designate ground targets for a coordinated attack!
-- The _RecceSet_ is continuously detecting for potential _Targets_, executing its task as part of the _DetectionObject_.
-- Once _Targets_ have been detected, the _DesignateObject_ will trigger the **Detect Event**.
--
-- As part of the Detect Event, the _DetectionItems_ list is used by the _DesignateObject_ to provide the _Players_ with:
--
-- * The _RecceGroups_ are reporting to each _AttackGroup_, sending **Messages** containing the _Threat Level_ and the _TargetSet_ composition.
-- * **Menu options** are created and updated for each _AttackGroup_, containing the _Threat Level_ and the _TargetSet_ composition.
--
-- A _Player_ can then select an action from the _Designate Menu_.
--
-- **Note that each selected action will be executed for a _TargetSet_, thus the _Target_ grouping done by the _DetectionObject_.**
--
-- Each **Menu Option** in the _Designate Menu_ has two modes:
--
-- 1. If the _TargetSet_ **is not being designated**, then the **Designate Menu** option for the target Set will provide options to **Lase** or **Smoke** the targets.
-- 2. If the Target Set **is being designated**, then the **Designate Menu** option will provide an option to stop or cancel the designation.
--
-- While designating, the _RecceGroups_ will report any change in _TargetSet_ composition or _Target_ presence.
--
-- The following logic is executed when a _TargetSet_ is selected to be *lased* from the _Designation Menu_:
--
-- * The _RecceSet_ is searched for any _Recce_ that is within *designation distance* from a _Target_ in the _TargetSet_ that is currently not being designated.
-- * If there is a _Recce_ found that is currently no designating a target, and is within designation distance from the _Target_, then that _Target_ will be designated.
-- * During designation, any _Recce_ that does not have Line of Sight (LOS) and is not within disignation distance from the _Target_, will stop designating the _Target_, and a report is given.
-- * When a _Recce_ is designating a _Target_, and that _Target_ is destroyed, then the _Recce_ will stop designating the _Target_, and will report the event.
-- * When a _Recce_ is designating a _Target_, and that _Recce_ is destroyed, then the _Recce_ will be removed from the _RecceSet_ and designation will stop without reporting.
-- * When all _RecceGroups_ are destroyed from the _RecceSet_, then the DesignationObject will stop functioning, and nothing will be reported.
--
-- In this way, the DesignationObject assists players to designate ground targets for a coordinated attack!
--
-- Have FUN!
--
@@ -204,6 +241,32 @@ do -- AI_DESIGNATE
-- @param #AI_DESIGNATE self
-- @param #number Delay
self:AddTransition( "*", "Illuminate", "*" )
--- Illuminate Handler OnBefore for AI_DESIGNATE
-- @function [parent=#AI_DESIGNATE] OnBeforeIlluminate
-- @param #AI_DESIGNATE self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- Illuminate Handler OnAfter for AI_DESIGNATE
-- @function [parent=#AI_DESIGNATE] OnAfterIlluminate
-- @param #AI_DESIGNATE self
-- @param #string From
-- @param #string Event
-- @param #string To
--- Illuminate Trigger for AI_DESIGNATE
-- @function [parent=#AI_DESIGNATE] Illuminate
-- @param #AI_DESIGNATE self
--- Illuminate Asynchronous Trigger for AI_DESIGNATE
-- @function [parent=#AI_DESIGNATE] __Illuminate
-- @param #AI_DESIGNATE self
-- @param #number Delay
self:AddTransition( "*", "Status", "*" )
@@ -236,6 +299,7 @@ do -- AI_DESIGNATE
self.GroupSet = GroupSet
self.RecceSet = Detection:GetDetectionSetGroup()
self.Spots = {}
self.Designating = {}
self:SetLaserCodes( 1688 )
@@ -322,7 +386,7 @@ do -- AI_DESIGNATE
DesignateMenu = nil
self:E("Remove Menu")
end
DesignateMenu = MENU_GROUP:New( AttackGroup, "Designate Targets" )
DesignateMenu = MENU_GROUP:New( AttackGroup, "Designate" )
self:E(DesignateMenu)
AttackGroup:SetState( AttackGroup, "DesignateMenu", DesignateMenu )
@@ -333,53 +397,30 @@ do -- AI_DESIGNATE
local Report = self.Detection:DetectedItemReportSummary( Index )
local DetectedMenu = MENU_GROUP:New(
AttackGroup,
Report,
DesignateMenu
)
MENU_GROUP_COMMAND:New(
AttackGroup,
"Lase target 60 secs",
DetectedMenu,
self.MenuLaseOn,
self,
AttackGroup,
Index,
60
)
MENU_GROUP_COMMAND:New(
AttackGroup,
"Lase target 120 secs",
DetectedMenu,
self.MenuLaseOn,
self,
AttackGroup,
Index,
120
)
MENU_GROUP_COMMAND:New(
AttackGroup,
"Switch laser Off",
DetectedMenu,
self.MenuLaseOff,
self,
AttackGroup,
Index
)
MENU_GROUP_COMMAND:New(
AttackGroup,
"Smoke",
DetectedMenu,
self.MenuSmoke,
self,
AttackGroup,
Index
)
if not self.Designating[Index] then
local DetectedMenu = MENU_GROUP:New( AttackGroup, Report, DesignateMenu )
MENU_GROUP_COMMAND:New( AttackGroup, "Lase target 60 secs", DetectedMenu, self.MenuLaseOn, self, AttackGroup, Index, 60 )
MENU_GROUP_COMMAND:New( AttackGroup, "Lase target 120 secs", DetectedMenu, self.MenuLaseOn, self,AttackGroup, Index, 120 )
MENU_GROUP_COMMAND:New( AttackGroup, "Smoke red", DetectedMenu, self.MenuSmoke, self, AttackGroup, Index, SMOKECOLOR.Red )
MENU_GROUP_COMMAND:New( AttackGroup, "Smoke blue", DetectedMenu, self.MenuSmoke, self, AttackGroup, Index, SMOKECOLOR.Blue )
MENU_GROUP_COMMAND:New( AttackGroup, "Smoke green", DetectedMenu, self.MenuSmoke, self, AttackGroup, Index, SMOKECOLOR.Green )
MENU_GROUP_COMMAND:New( AttackGroup, "Smoke white", DetectedMenu, self.MenuSmoke, self, AttackGroup, Index, SMOKECOLOR.White )
MENU_GROUP_COMMAND:New( AttackGroup, "Smoke orange", DetectedMenu, self.MenuSmoke, self, AttackGroup, Index, SMOKECOLOR.Orange )
MENU_GROUP_COMMAND:New( AttackGroup, "Illuminate", DetectedMenu, self.MenuIlluminate, self, AttackGroup, Index )
else
if self.Designating[Index] == "Laser" then
Report = "Lasing " .. Report
elseif self.Designating[Index] == "Smoke" then
Report = "Smoking " .. Report
elseif self.Designating[Index] == "Illuminate" then
Report = "Illuminating " .. Report
end
local DetectedMenu = MENU_GROUP:New( AttackGroup, Report, DesignateMenu )
if self.Designating[Index] == "Laser" then
MENU_GROUP_COMMAND:New( AttackGroup, "Stop lasing", DetectedMenu, self.MenuLaseOff, self, AttackGroup, Index )
else
end
end
end
end
)
@@ -389,11 +430,22 @@ do -- AI_DESIGNATE
---
-- @param #AI_DESIGNATE self
function AI_DESIGNATE:MenuSmoke( AttackGroup, Index )
function AI_DESIGNATE:MenuSmoke( AttackGroup, Index, Color )
self:E("Designate through Smoke")
self:__Smoke( 1, AttackGroup, Index )
self.Designating[Index] = "Smoke"
self:__Smoke( 1, AttackGroup, Index, Color )
end
---
-- @param #AI_DESIGNATE self
function AI_DESIGNATE:MenuIlluminate( AttackGroup, Index )
self:E("Designate through Illumination")
self.Designating[Index] = "Illuminate"
self:__Illuminate( 1, AttackGroup, Index )
end
---
@@ -401,7 +453,8 @@ do -- AI_DESIGNATE
function AI_DESIGNATE:MenuLaseOn( AttackGroup, Index, Duration )
self:E("Designate through Lase")
self.Designating[Index] = "Laser"
self:__LaseOn( 1, AttackGroup, Index, Duration )
end
@@ -411,6 +464,7 @@ do -- AI_DESIGNATE
self:E("Lasing off")
self.Designating[Index] = nil
self:__LaseOff( 1, AttackGroup, Index )
end
@@ -419,7 +473,7 @@ do -- AI_DESIGNATE
-- @return #AI_DESIGNATE
function AI_DESIGNATE:onafterLaseOn( From, Event, To, AttackGroup, Index, Duration )
self:__Lasing( -5, AttackGroup, Index, Duration )
self:__Lasing( 5, AttackGroup, Index, Duration )
end
@@ -448,45 +502,58 @@ do -- AI_DESIGNATE
--- @param Wrapper.Unit#UNIT SmokeUnit
function( TargetUnit )
self:E("In procedure")
--if math.random( 1, ( 100 * TargetSetUnit:Count() ) / 100 ) <= 100 then
if TargetUnit:IsAlive() then
local Spot = self.Spots[TargetUnit]
if (not Spot) or ( Spot and Spot:IsLasing() == false ) then
local NearestRecceGroup = self.RecceSet:FindNearestGroupFromPointVec2( TargetUnit:GetPointVec2() )
if NearestRecceGroup then
for UnitID, UnitData in pairs( NearestRecceGroup:GetUnits() or {} ) do
for RecceGroupID, RecceGroup in pairs( self.RecceSet:GetSet() ) do
for UnitID, UnitData in pairs( RecceGroup:GetUnits() or {} ) do
local RecceUnit = UnitData -- Wrapper.Unit#UNIT
if RecceUnit:IsLasing() == false then
local LaserCodeIndex = math.random(1, #self.LaserCodes)
local LaserCode = self.LaserCodes[LaserCodeIndex]
if not self.LaserCodesUsed[LaserCode] then
MoreTargets = true
self.LaserCodesUsed[LaserCode] = LaserCodeIndex
local Spot = RecceUnit:LaseUnit( TargetUnit, LaserCode, Duration )
self.Spots[TargetUnit] = Spot
RecceUnit:MessageToGroup( "Lasing " .. TargetUnit:GetTypeName() .. " for " .. Duration .. " seconds. Laser Code: " .. Spot.LaserCode, 15, AttackGroup )
break
if RecceUnit:IsDetected( TargetUnit ) and RecceUnit:IsLOS( TargetUnit ) then
local LaserCodeIndex = math.random( 1, #self.LaserCodes )
local LaserCode = self.LaserCodes[LaserCodeIndex]
if not self.LaserCodesUsed[LaserCode] then
MoreTargets = true
self.LaserCodesUsed[LaserCode] = LaserCodeIndex
local Spot = RecceUnit:LaseUnit( TargetUnit, LaserCode, Duration )
function Spot:OnAfterDestroyed( From, Event, To )
self:E( "Destroyed Message" )
self.Recce:MessageToGroup( "Target " .. TargetUnit:GetTypeName() .. " destroyed." .. TargetSetUnit:Count() .. " targets left.", 5, AttackGroup )
end
self.Spots[TargetUnit] = Spot
RecceUnit:MessageToGroup( "Lasing " .. TargetUnit:GetTypeName() .. " for " .. Duration .. "s, code: " .. Spot.LaserCode, 5, AttackGroup )
break
end
end
else
-- The Recce is lasing, but the Target is not detected or within LOS. So stop lasing and send a report.
if not RecceUnit:IsDetected( TargetUnit ) or not RecceUnit:IsLOS( TargetUnit ) then
local Spot = self.Spots[TargetUnit] -- Core.Spot#SPOT
if Spot then
Spot.Recce:LaseOff()
Spot.Recce:MessageToGroup( "Target " .. TargetUnit:GetTypeName() "out of LOS. Cancelling lase!", 5, AttackGroup )
end
end
end
end
end
else
MoreTargets = true
local RecceUnit = Spot.Recce
RecceUnit:MessageToGroup( "Lasing " .. TargetUnit:GetTypeName() .. " for " .. Duration .. " seconds. Laser Code: " .. Spot.LaserCode, 15, AttackGroup )
RecceUnit:MessageToGroup( "Lasing " .. TargetUnit:GetTypeName() .. ", code " .. Spot.LaserCode, 5, AttackGroup )
end
else
self.Spots[TargetUnit] = nil
end
--end
end
)
if MoreTargets == true then
self:__Lasing( -30, AttackGroup, Index, Duration )
self:__Lasing( 30, AttackGroup, Index, Duration )
else
self:__LaseOff( 1, AttackGroup, Index )
end
self:SetDesignateMenu()
end
@@ -519,7 +586,7 @@ do -- AI_DESIGNATE
---
-- @param #AI_DESIGNATE self
-- @return #AI_DESIGNATE
function AI_DESIGNATE:onafterSmoke( From, Event, To, AttackGroup, Index )
function AI_DESIGNATE:onafterSmoke( From, Event, To, AttackGroup, Index, Color )
local TargetSetUnit = self.Detection:GetDetectedSet( Index )
@@ -532,7 +599,33 @@ do -- AI_DESIGNATE
SCHEDULER:New( self,
function()
if SmokeUnit:IsAlive() then
SmokeUnit:Smoke( SMOKECOLOR.Red, 150 )
SmokeUnit:Smoke( Color, 150 )
end
end, {}, math.random( 10, 60 )
)
--end
end
)
end
--- Illuminating
-- @param #AI_DESIGNATE self
-- @return #AI_DESIGNATE
function AI_DESIGNATE:onafterIlluminate( From, Event, To, AttackGroup, Index )
local TargetSetUnit = self.Detection:GetDetectedSet( Index )
TargetSetUnit:ForEachUnit(
--- @param Wrapper.Unit#UNIT SmokeUnit
function( SmokeUnit )
self:E("In procedure")
--if math.random( 1, ( 100 * TargetSetUnit:Count() ) / 100 ) <= 100 then
SCHEDULER:New( self,
function()
if SmokeUnit:IsAlive() then
SmokeUnit:GetPointVec3():AddY(800):IlluminationBomb()
end
end, {}, math.random( 10, 60 )
)

View File

@@ -1,4 +1,4 @@
--- **Core** -- Management of CARGO logistics, that can be transported from and to transportation carriers.
--- **(R2.1) Core** -- Management of CARGO logistics, that can be transported from and to transportation carriers.
--
-- ![Banner Image](..\Presentations\CARGO\Dia1.JPG)
--
@@ -165,7 +165,7 @@ do -- CARGO
-- @field #boolean Representable This flag defines if the cargo can be represented by a DCS Unit.
-- @field #boolean Containable This flag defines if the cargo can be contained within a DCS Unit.
--- # CARGO class, extends @{Fsm#FSM_PROCESS}
--- # (R2.1) CARGO class, extends @{Fsm#FSM_PROCESS}
--
-- The CARGO class defines the core functions that defines a cargo object within MOOSE.
-- A cargo is a logical object defined that is available for transport, and has a life status within a simulation.
@@ -224,7 +224,7 @@ do -- CARGO
-- @map < #string, Wrapper.Positionable#POSITIONABLE > The alive POSITIONABLE objects representing the the cargo.
--- CARGO Constructor. This class is an abstract class and should not be instantiated.
--- (R2.1) CARGO Constructor. This class is an abstract class and should not be instantiated.
-- @param #CARGO self
-- @param #string Type
-- @param #string Name
@@ -266,7 +266,7 @@ function CARGO:New( Type, Name, Weight )
return self
end
--- Get the name of the Cargo.
--- (R2.1) Get the name of the Cargo.
-- @param #CARGO self
-- @return #string The name of the Cargo.
function CARGO:GetName()

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@@ -789,6 +789,25 @@ function POINT_VEC3:FlareRed( Azimuth )
self:Flare( FLARECOLOR.Red, Azimuth )
end
--- (R2.1) Returns if a PointVec3 has Line of Sight (LOS) with the ToPointVec3.
-- @param #POINT_VEC3 self
-- @param #POINT_VEC3 ToPointVec3
-- @return #boolean true If the ToPointVec3 has LOS with the PointVec3, otherwise false.
function POINT_VEC3:IsLOS( ToPointVec3 )
-- Measurement of visibility should not be from the ground, so Adding a hypotethical 2 meters to each PointVec3.
local FromVec3 = self:GetVec3()
FromVec3.y = FromVec3.y + 2
local ToVec3 = ToPointVec3:GetVec3()
ToVec3.y = ToVec3.y + 2
local IsLOS = land.isVisible( FromVec3, ToVec3 )
return IsLOS
end
end
do -- POINT_VEC2

View File

@@ -2440,7 +2440,7 @@ end
--- @type SET_CARGO
-- @extends Core.Set#SET_BASE
--- # SET_CARGO class, extends @{Set#SET_BASE}
--- # (R2.1) SET_CARGO class, extends @{Set#SET_BASE}
--
-- Mission designers can use the @{Set#SET_CARGO} class to build sets of cargos optionally belonging to certain:
--
@@ -2502,7 +2502,7 @@ SET_CARGO = {
}
--- Creates a new SET_CARGO object, building a set of cargos belonging to a coalitions and categories.
--- (R2.1) Creates a new SET_CARGO object, building a set of cargos belonging to a coalitions and categories.
-- @param #SET_CARGO self
-- @return #SET_CARGO self
-- @usage
@@ -2515,7 +2515,7 @@ function SET_CARGO:New()
return self
end
--- Add CARGOs to SET_CARGO.
--- (R2.1) Add CARGOs to SET_CARGO.
-- @param Core.Set#SET_CARGO self
-- @param #string AddCargoNames A single name or an array of CARGO names.
-- @return self
@@ -2530,7 +2530,7 @@ function SET_CARGO:AddCargosByName( AddCargoNames )
return self
end
--- Remove CARGOs from SET_CARGO.
--- (R2.1) Remove CARGOs from SET_CARGO.
-- @param Core.Set#SET_CARGO self
-- @param Wrapper.Cargo#CARGO RemoveCargoNames A single name or an array of CARGO names.
-- @return self
@@ -2546,7 +2546,7 @@ function SET_CARGO:RemoveCargosByName( RemoveCargoNames )
end
--- Finds a Cargo based on the Cargo Name.
--- (R2.1) Finds a Cargo based on the Cargo Name.
-- @param #SET_CARGO self
-- @param #string CargoName
-- @return Wrapper.Cargo#CARGO The found Cargo.
@@ -2558,7 +2558,7 @@ end
--- Builds a set of cargos of coalitions.
--- (R2.1) Builds a set of cargos of coalitions.
-- Possible current coalitions are red, blue and neutral.
-- @param #SET_CARGO self
-- @param #string Coalitions Can take the following values: "red", "blue", "neutral".
@@ -2576,7 +2576,7 @@ function SET_CARGO:FilterCoalitions( Coalitions )
return self
end
--- Builds a set of cargos of defined cargo types.
--- (R2.1) Builds a set of cargos of defined cargo types.
-- Possible current types are those types known within DCS world.
-- @param #SET_CARGO self
-- @param #string Types Can take those type strings known within DCS world.
@@ -2595,7 +2595,7 @@ function SET_CARGO:FilterTypes( Types )
end
--- Builds a set of cargos of defined countries.
--- (R2.1) Builds a set of cargos of defined countries.
-- Possible current countries are those known within DCS world.
-- @param #SET_CARGO self
-- @param #string Countries Can take those country strings known within DCS world.
@@ -2614,7 +2614,7 @@ function SET_CARGO:FilterCountries( Countries )
end
--- Builds a set of cargos of defined cargo prefixes.
--- (R2.1) Builds a set of cargos of defined cargo prefixes.
-- All the cargos starting with the given prefixes will be included within the set.
-- @param #SET_CARGO self
-- @param #string Prefixes The prefix of which the cargo name starts with.
@@ -2634,7 +2634,7 @@ end
--- Starts the filtering.
--- (R2.1) Starts the filtering.
-- @param #SET_CARGO self
-- @return #SET_CARGO self
function SET_CARGO:FilterStart()
@@ -2650,7 +2650,7 @@ function SET_CARGO:FilterStart()
end
--- Handles the Database to check on an event (birth) that the Object was added in the Database.
--- (R2.1) Handles the Database to check on an event (birth) that the Object was added in the Database.
-- This is required, because sometimes the _DATABASE birth event gets called later than the SET_BASE birth event!
-- @param #SET_CARGO self
-- @param Core.Event#EVENTDATA Event
@@ -2662,7 +2662,7 @@ function SET_CARGO:AddInDatabase( Event )
return Event.IniDCSUnitName, self.Database[Event.IniDCSUnitName]
end
--- Handles the Database to check on any event that Object exists in the Database.
--- (R2.1) Handles the Database to check on any event that Object exists in the Database.
-- This is required, because sometimes the _DATABASE event gets called later than the SET_BASE event or vise versa!
-- @param #SET_CARGO self
-- @param Core.Event#EVENTDATA Event
@@ -2674,7 +2674,7 @@ function SET_CARGO:FindInDatabase( Event )
return Event.IniDCSUnitName, self.Database[Event.IniDCSUnitName]
end
--- Iterate the SET_CARGO and call an interator function for each CARGO, providing the CARGO and optional parameters.
--- (R2.1) Iterate the SET_CARGO and call an interator function for each CARGO, providing the CARGO and optional parameters.
-- @param #SET_CARGO self
-- @param #function IteratorFunction The function that will be called when there is an alive CARGO in the SET_CARGO. The function needs to accept a CARGO parameter.
-- @return #SET_CARGO self
@@ -2686,7 +2686,7 @@ function SET_CARGO:ForEachCargo( IteratorFunction, ... )
return self
end
--- Iterate the SET_CARGO while identifying the nearest @{Cargo#CARGO} from a @{Point#POINT_VEC2}.
--- (R2.1) Iterate the SET_CARGO while identifying the nearest @{Cargo#CARGO} from a @{Point#POINT_VEC2}.
-- @param #SET_CARGO self
-- @param Core.Point#POINT_VEC2 PointVec2 A @{Point#POINT_VEC2} object from where to evaluate the closest @{Cargo#CARGO}.
-- @return Wrapper.Cargo#CARGO The closest @{Cargo#CARGO}.
@@ -2699,7 +2699,7 @@ end
---
--- (R2.1)
-- @param #SET_CARGO self
-- @param AI.AI_Cargo#AI_CARGO MCargo
-- @return #SET_CARGO self
@@ -2753,7 +2753,7 @@ function SET_CARGO:IsIncludeObject( MCargo )
return MCargoInclude
end
--- Handles the OnEventNewCargo event for the Set.
--- (R2.1) Handles the OnEventNewCargo event for the Set.
-- @param #SET_CARGO self
-- @param Core.Event#EVENTDATA EventData
function SET_CARGO:OnEventNewCargo( EventData )
@@ -2765,7 +2765,7 @@ function SET_CARGO:OnEventNewCargo( EventData )
end
end
--- Handles the OnDead or OnCrash event for alive units set.
--- (R2.1) Handles the OnDead or OnCrash event for alive units set.
-- @param #SET_CARGO self
-- @param Core.Event#EVENTDATA EventData
function SET_CARGO:OnEventDeleteCargo( EventData )

View File

@@ -1,4 +1,4 @@
--- **Core** -- Spawn dynamically new STATICs in your missions.
--- (R2.1) **Core** -- Spawn dynamically new STATICs in your missions.
--
-- ![Banner Image](..\Presentations\SPAWNSTATIC\Dia1.JPG)
--
@@ -91,7 +91,7 @@ SPAWNSTATIC = {
-- @list <Core.Zone#ZONE_BASE> SpawnZone
--- Creates the main object to spawn a @{Static} defined in the ME.
--- (R2.1) Creates the main object to spawn a @{Static} defined in the ME.
-- @param #SPAWNSTATIC self
-- @param #string SpawnTemplatePrefix is the name of the Group in the ME that defines the Template. Each new group will have the name starting with SpawnTemplatePrefix.
-- @return #SPAWNSTATIC
@@ -113,7 +113,7 @@ function SPAWNSTATIC:NewFromStatic( SpawnTemplatePrefix, CountryID )
return self
end
--- Creates the main object to spawn a @{Static} based on a type name.
--- (R2.1) Creates the main object to spawn a @{Static} based on a type name.
-- @param #SPAWNSTATIC self
-- @param #string SpawnTypeName is the name of the type.
-- @return #SPAWNSTATIC
@@ -131,7 +131,7 @@ function SPAWNSTATIC:NewFromType( SpawnTypeName, SpawnShapeName, SpawnCategory,
end
--- Creates a new @{Static} from a POINT_VEC2.
--- (R2.1) Creates a new @{Static} from a POINT_VEC2.
-- @param #SPAWNSTATIC self
-- @param Core.Point#POINT_VEC2 PointVec2 The 2D coordinate where to spawn the static.
-- @param #number Heading The heading of the static, which is a number in degrees from 0 to 360.
@@ -161,7 +161,7 @@ function SPAWNSTATIC:SpawnFromPointVec2( PointVec2, Heading, NewName )
return Static
end
--- Creates a new @{Static} from a @{Zone}.
--- (R2.1) Creates a new @{Static} from a @{Zone}.
-- @param #SPAWNSTATIC self
-- @param Core.Zone#ZONE_BASE Zone The Zone where to spawn the static.
-- @param #number Heading The heading of the static, which is a number in degrees from 0 to 360.

View File

@@ -50,7 +50,7 @@ do
function SPOT:New( Recce )
local self = BASE:Inherit( self, FSM:New() ) -- #SPOT
self:F( { Type, Name, Weight } )
self:F( {} )
self:SetStartState( "Off" )
self:AddTransition( "Off", "LaseOn", "On" )
@@ -82,7 +82,7 @@ do
self:AddTransition( "On", "Lasing", "On" )
self:AddTransition( "On" , "LaseOff", "Off" )
self:AddTransition( { "On", "Destroyed" } , "LaseOff", "Off" )
--- LaseOff Handler OnBefore for SPOT
-- @function [parent=#SPOT] OnBeforeLaseOff
@@ -108,6 +108,32 @@ do
-- @param #SPOT self
-- @param #number Delay
self:AddTransition( "*" , "Destroyed", "Destroyed" )
--- Destroyed Handler OnBefore for SPOT
-- @function [parent=#SPOT] OnBeforeDestroyed
-- @param #SPOT self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- Destroyed Handler OnAfter for SPOT
-- @function [parent=#SPOT] OnAfterDestroyed
-- @param #SPOT self
-- @param #string From
-- @param #string Event
-- @param #string To
--- Destroyed Trigger for SPOT
-- @function [parent=#SPOT] Destroyed
-- @param #SPOT self
--- Destroyed Asynchronous Trigger for SPOT
-- @function [parent=#SPOT] __Destroyed
-- @param #SPOT self
-- @param #number Delay
self.Recce = Recce
@@ -127,6 +153,7 @@ do
-- @param #number LaserCode
-- @param #number Duration
function SPOT:onafterLaseOn( From, Event, To, Target, LaserCode, Duration )
self:E( { "LaseOn", Target, LaserCode, Duration } )
local function StopLase( self )
self:LaseOff()
@@ -137,8 +164,8 @@ do
local RecceDcsUnit = self.Recce:GetDCSObject()
self.Spot = Spot.createInfraRed( RecceDcsUnit, { x = 0, y = 2, z = 0 }, Target:GetPointVec3():AddY(1):GetVec3() )
self.Spot = Spot.createLaser( RecceDcsUnit, { x = 0, y = 2, z = 0 }, Target:GetPointVec3():AddY(1):GetVec3(), LaserCode )
self.SpotIR = Spot.createInfraRed( RecceDcsUnit, { x = 0, y = 2, z = 0 }, Target:GetPointVec3():AddY(1):GetVec3() )
self.SpotLaser = Spot.createLaser( RecceDcsUnit, { x = 0, y = 2, z = 0 }, Target:GetPointVec3():AddY(1):GetVec3(), LaserCode )
if Duration then
self.ScheduleID = self.LaseScheduler:Schedule( self, StopLase, {self}, Duration )
@@ -148,14 +175,16 @@ do
self:__Lasing( -0.2 )
end
--- @param #SPOT self
-- @param Core.Event#EVENTDATA EventData
function SPOT:OnEventDead(EventData)
self:E( { Dead = EventData.IniDCSUnitName, Target = self.Target } )
if self.Target then
if EventData.IniDCSUnitName == self.Target:GetName() then
self:E( {"Target dead ", self.Target:GetName() } )
self:__LaseOff( 0.1 )
self:Destroyed()
self:LaseOff( 0.1 )
end
end
end
@@ -167,10 +196,11 @@ do
function SPOT:onafterLasing( From, Event, To )
if self.Target:IsAlive() then
self.Spot:setPoint( self.Target:GetPointVec3():AddY(1):GetVec3() )
self.SpotIR:setPoint( self.Target:GetPointVec3():AddY(1):GetVec3() )
self.SpotLaser:setPoint( self.Target:GetPointVec3():AddY(1):GetVec3() )
self:__Lasing( -0.2 )
else
self:__LaseOff( 0.2 )
self:E( { "Target is not alive", self.Target:IsAlive() } )
end
end
@@ -182,9 +212,14 @@ do
-- @return #SPOT
function SPOT:onafterLaseOff( From, Event, To )
self:E( {"Stopped lasing for ", self.Target:GetName() } )
self.Spot:destroy()
self.Spot = nil
self:E( {"Stopped lasing for ", self.Target:GetName() , SpotIR = self.SportIR, SpotLaser = self.SpotLaser } )
self.SpotIR:destroy()
self.SpotLaser:destroy()
self.SpotIR = nil
self.SpotLaser = nil
if self.ScheduleID then
self.LaseScheduler:Stop(self.ScheduleID)
end
@@ -203,7 +238,7 @@ do
local Lasing = false
if self.Spot then
if self.SpotIR then
Lasing = true
end

View File

@@ -1786,17 +1786,21 @@ function CONTROLLABLE:IsTargetDetected( DCSObject )
self:F2( self.ControllableName )
local DCSControllable = self:GetDCSObject()
if DCSControllable then
local DetectionVisual = ( DetectVisual and DetectVisual == true ) and Controller.Detection.VISUAL or nil
local DetectionOptical = ( DetectOptical and DetectOptical == true ) and Controller.Detection.OPTICAL or nil
local DetectionRadar = ( DetectRadar and DetectRadar == true ) and Controller.Detection.RADAR or nil
local DetectionIRST = ( DetectIRST and DetectIRST == true ) and Controller.Detection.IRST or nil
local DetectionRWR = ( DetectRWR and DetectRWR == true ) and Controller.Detection.RWR or nil
local DetectionDLINK = ( DetectDLINK and DetectDLINK == true ) and Controller.Detection.DLINK or nil
local Controller = self:_GetController()
local TargetIsDetected, TargetIsVisible, TargetLastTime, TargetKnowType, TargetKnowDistance, TargetLastPos, TargetLastVelocity
= self:_GetController().isTargetDetected( self:_GetController(), DCSObject,
Controller.Detection.VISUAL,
Controller.Detection.OPTIC,
Controller.Detection.RADAR,
Controller.Detection.IRST,
Controller.Detection.RWR,
Controller.Detection.DLINK
)
= Controller:isTargetDetected( DCSObject, DetectionVisual, DetectionOptical, DetectionRadar, DetectionIRST, DetectionRWR, DetectionDLINK )
return TargetIsDetected, TargetIsVisible, TargetLastTime, TargetKnowType, TargetKnowDistance, TargetLastPos, TargetLastVelocity
end

View File

@@ -443,7 +443,7 @@ function POSITIONABLE:Message( Message, Duration, Name )
return nil
end
--- Create a @{Radio#RADIO}, to allow radio transmission for this POSITIONABLE.
--- (R2.1) Create a @{Radio#RADIO}, to allow radio transmission for this POSITIONABLE.
-- Set parameters with the methods provided, then use RADIO:Broadcast() to actually broadcast the message
-- @param #POSITIONABLE self
-- @return #RADIO Radio
@@ -452,7 +452,7 @@ function POSITIONABLE:GetRadio()
return RADIO:New(self)
end
--- Create a @{Radio#BEACON}, to allow this POSITIONABLE to broadcast beacon signals
--- (R2.1) Create a @{Radio#BEACON}, to allow this POSITIONABLE to broadcast beacon signals
-- @param #POSITIONABLE self
-- @return #RADIO Radio
function POSITIONABLE:GetBeacon()
@@ -460,7 +460,7 @@ function POSITIONABLE:GetBeacon()
return BEACON:New(self)
end
--- Start Lasing a POSITIONABLE
--- (R2.1) Start Lasing a POSITIONABLE
-- @param #POSITIONABLE self
-- @param #POSITIONABLE Target
-- @param #number LaserCode
@@ -482,15 +482,12 @@ function POSITIONABLE:LaseUnit( Target, LaserCode, Duration )
end
--- Stop Lasing a POSITIONABLE
--- (R2.1) Stop Lasing a POSITIONABLE
-- @param #POSITIONABLE self
-- @param #POSITIONABLE Target
-- @return #POSITIONABLE
function POSITIONABLE:LaseOff( Target )
function POSITIONABLE:LaseOff()
self:F2()
local TargetUnitName = Target:GetName()
if self.Spot then
self.Spot:LaseOff()
self.Spot = nil
@@ -499,7 +496,7 @@ function POSITIONABLE:LaseOff( Target )
return self
end
--- Check if the POSITIONABLE is lasing a target
--- (R2.1) Check if the POSITIONABLE is lasing a target
-- @param #POSITIONABLE self
-- @return #boolean true if it is lasing a target
function POSITIONABLE:IsLasing()

View File

@@ -64,13 +64,18 @@
--
-- The UNIT class contains methods to test the location or proximity against zones or other objects.
--
-- ### Zones
-- ### Zones range
--
-- To test whether the Unit is within a **zone**, use the @{#UNIT.IsInZone}() or the @{#UNIT.IsNotInZone}() methods. Any zone can be tested on, but the zone must be derived from @{Zone#ZONE_BASE}.
--
-- ### Units
-- ### Unit range
--
-- * Test if another DCS Unit is within a given radius of the current DCS Unit, use the @{#UNIT.OtherUnitInRadius}() method.
--
-- ## Test Line of Sight
--
-- * Use the @{#UNIT.IsLOS}() method to check if the given unit is within line of sight.
--
-- Test if another DCS Unit is within a given radius of the current DCS Unit, use the @{#UNIT.OtherUnitInRadius}() method.
--
-- @field #UNIT UNIT
UNIT = {
@@ -1002,6 +1007,32 @@ do -- Event Handling
return self
end
end
do -- Detection
--- (R2.1) Returns if a unit is detecting the TargetUnit.
-- @param #UNIT self
-- @param #UNIT TargetUnit
-- @return #boolean true If the TargetUnit is detected by the unit, otherwise false.
function UNIT:IsDetected( TargetUnit )
local TargetIsDetected, TargetIsVisible, TargetLastTime, TargetKnowType, TargetKnowDistance, TargetLastPos, TargetLastVelocity = self:IsTargetDetected( TargetUnit:GetDCSObject() )
return TargetIsDetected
end
--- (R2.1) Returns if a unit has Line of Sight (LOS) with the TargetUnit.
-- @param #UNIT self
-- @param #UNIT TargetUnit
-- @return #boolean true If the TargetUnit has LOS with the unit, otherwise false.
function UNIT:IsLOS( TargetUnit )
local IsLOS = self:GetPointVec3():IsLOS( TargetUnit:GetPointVec3() )
return IsLOS
end
end