mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-08-15 10:47:21 +00:00
Merge branch 'master' into funkyfranky
This commit is contained in:
commit
0c55d4d20e
@ -248,6 +248,7 @@ function AI_A2A:New( AIGroup )
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-- @param #AI_A2A self
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-- @param #number Delay
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self:AddTransition( "*", "Takeoff", "Airborne" )
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self:AddTransition( "*", "Return", "Returning" )
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self:AddTransition( "*", "Hold", "Holding" )
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self:AddTransition( "*", "Home", "Home" )
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@ -263,6 +264,13 @@ function AI_A2A:New( AIGroup )
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return self
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end
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--- @param Wrapper.Group#GROUP self
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-- @param Core.Event#EVENTDATA EventData
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function GROUP:OnEventTakeoff( EventData, Fsm )
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Fsm:Takeoff()
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self:UnHandleEvent( EVENTS.Takeoff )
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end
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function AI_A2A:SetDispatcher( Dispatcher )
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self.Dispatcher = Dispatcher
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end
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@ -141,7 +141,7 @@ function AI_A2A_CAP:New( AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeiling
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self.EngageMinSpeed = EngageMinSpeed
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self.EngageMaxSpeed = EngageMaxSpeed
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self:AddTransition( { "Patrolling", "Engaging", "Returning" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_CAP.
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self:AddTransition( { "Patrolling", "Engaging", "Returning", "Airborne" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_CAP.
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--- OnBefore Transition Handler for Event Engage.
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-- @function [parent=#AI_A2A_CAP] OnBeforeEngage
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@ -302,6 +302,17 @@ function AI_A2A_CAP:New( AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeiling
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return self
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end
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--- onafter State Transition for Event Patrol.
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-- @param #AI_A2A_GCI self
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-- @param Wrapper.Group#GROUP AIGroup The AI Group managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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function AI_A2A_CAP:onafterStart( AIGroup, From, Event, To )
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AIGroup:HandleEvent( EVENTS.Takeoff, nil, self )
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end
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--- Set the Engage Zone which defines where the AI will engage bogies.
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-- @param #AI_A2A_CAP self
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@ -978,6 +978,7 @@ do -- AI_A2A_DISPATCHER
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-- This will avoid the detection to still "know" the shot unit until the next detection.
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-- Otherwise, a new intercept or engage may happen for an already shot plane!
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self:HandleEvent( EVENTS.Crash, self.OnEventCrashOrDead )
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self:HandleEvent( EVENTS.Dead, self.OnEventCrashOrDead )
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@ -1360,6 +1361,8 @@ do -- AI_A2A_DISPATCHER
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-- @param #AI_A2A_DISPATCHER self
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function AI_A2A_DISPATCHER:SetDefenderTask( SquadronName, Defender, Type, Fsm, Target )
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self:F( { SquadronName = SquadronName, Defender = Defender:GetName() } )
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self.DefenderTasks[Defender] = self.DefenderTasks[Defender] or {}
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self.DefenderTasks[Defender].Type = Type
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self.DefenderTasks[Defender].Fsm = Fsm
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@ -2526,15 +2529,18 @@ do -- AI_A2A_DISPATCHER
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DetectedSet:Flush()
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local DefenderTasks = self:GetDefenderTasks()
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for Defender, DefenderTask in pairs( DefenderTasks ) do
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local Defender = Defender -- Wrapper.Group#GROUP
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for DefenderGroup, DefenderTask in pairs( DefenderTasks ) do
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local Defender = DefenderGroup -- Wrapper.Group#GROUP
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local DefenderTaskTarget = DefenderTask.Target
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local DefenderSquadronName = DefenderTask.SquadronName
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if DefenderTaskTarget and DefenderTaskTarget.Index == AttackerDetection.Index then
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local Squadron = self:GetSquadron( DefenderSquadronName )
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local SquadronOverhead = Squadron.Overhead or self.DefenderDefault.Overhead
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DefenderCount = DefenderCount + Defender:GetSize() / SquadronOverhead
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self:E( "Defender Group Name: " .. Defender:GetName() .. ", Size: " .. Defender:GetSize() )
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local SquadronOverhead = Squadron.Overhead or self.DefenderDefault.Overhead
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local DefenderSize = Defender:GetInitialSize()
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DefenderCount = DefenderCount + DefenderSize / SquadronOverhead
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self:F( "Defender Group Name: " .. Defender:GetName() .. ", Size: " .. DefenderSize )
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end
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end
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@ -2622,10 +2628,21 @@ do -- AI_A2A_DISPATCHER
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Fsm:SetDisengageRadius( self.DisengageRadius )
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Fsm:SetTanker( DefenderSquadron.TankerName or self.DefenderDefault.TankerName )
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Fsm:Start()
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Fsm:__Patrol( 2 )
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self:SetDefenderTask( SquadronName, DefenderCAP, "CAP", Fsm )
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function Fsm:onafterTakeoff( Defender, From, Event, To )
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self:F({"GCI Birth", Defender:GetName()})
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--self:GetParent(self).onafterBirth( self, Defender, From, Event, To )
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local Dispatcher = Fsm:GetDispatcher() -- #AI_A2A_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
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if Squadron then
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Fsm:__Patrol( 2 ) -- Start Patrolling
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end
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end
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function Fsm:onafterRTB( Defender, From, Event, To )
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self:F({"CAP RTB", Defender:GetName()})
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self:GetParent(self).onafterRTB( self, Defender, From, Event, To )
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@ -2721,7 +2738,7 @@ do -- AI_A2A_DISPATCHER
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local SpawnCoord = DefenderSquadron.Airbase:GetCoordinate() -- Core.Point#COORDINATE
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local AttackerCoord = AttackerUnit:GetCoordinate()
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local InterceptCoord = AttackerDetection.InterceptCoord
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self:F({InterceptCoord = InterceptCoord})
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self:F( { InterceptCoord = InterceptCoord } )
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if InterceptCoord then
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local InterceptDistance = SpawnCoord:Get2DDistance( InterceptCoord )
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local AirbaseDistance = SpawnCoord:Get2DDistance( AttackerCoord )
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@ -2757,6 +2774,11 @@ do -- AI_A2A_DISPATCHER
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self:F( { Grouping = DefenderGrouping, SquadronGrouping = DefenderSquadron.Grouping, DefaultGrouping = self.DefenderDefault.Grouping } )
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self:F( { DefendersCount = DefenderCount, DefendersNeeded = DefendersNeeded } )
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if DefendersNeeded > DefenderSquadron.Resources then
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DefendersNeeded = DefenderSquadron.Resources
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BreakLoop = true
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end
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while ( DefendersNeeded > 0 ) do
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local Spawn = DefenderSquadron.Spawn[ math.random( 1, #DefenderSquadron.Spawn ) ] -- Functional.Spawn#SPAWN
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@ -2769,14 +2791,14 @@ do -- AI_A2A_DISPATCHER
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local TakeoffMethod = self:GetSquadronTakeoff( ClosestDefenderSquadronName )
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local DefenderGCI = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase, TakeoffMethod, DefenderSquadron.TakeoffAltitude or self.DefenderDefault.TakeoffAltitude ) -- Wrapper.Group#GROUP
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self:F( { GCIDefender = DefenderGCI:GetName() } )
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self:E( { GCIDefender = DefenderGCI:GetName() } )
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DefendersNeeded = DefendersNeeded - DefenderGrouping
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self:AddDefenderToSquadron( DefenderSquadron, DefenderGCI, DefenderGrouping )
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if DefenderGCI then
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DefenderCount = DefenderCount - DefenderGrouping / DefenderOverhead
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local Fsm = AI_A2A_GCI:New( DefenderGCI, Gci.EngageMinSpeed, Gci.EngageMaxSpeed )
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@ -2786,12 +2808,24 @@ do -- AI_A2A_DISPATCHER
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Fsm:SetDamageThreshold( self.DefenderDefault.DamageThreshold )
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Fsm:SetDisengageRadius( self.DisengageRadius )
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Fsm:Start()
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Fsm:__Engage( 2, AttackerDetection.Set ) -- Engage on the TargetSetUnit
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self:SetDefenderTask( ClosestDefenderSquadronName, DefenderGCI, "GCI", Fsm, AttackerDetection )
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function Fsm:onafterTakeoff( Defender, From, Event, To )
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self:F({"GCI Birth", Defender:GetName()})
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--self:GetParent(self).onafterBirth( self, Defender, From, Event, To )
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local Dispatcher = Fsm:GetDispatcher() -- #AI_A2A_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
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local DefenderTarget = Dispatcher:GetDefenderTaskTarget( Defender )
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if DefenderTarget then
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Fsm:__Engage( 2, DefenderTarget.Set ) -- Engage on the TargetSetUnit
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end
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end
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function Fsm:onafterRTB( Defender, From, Event, To )
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self:F({"GCI RTB", Defender:GetName()})
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self:GetParent(self).onafterRTB( self, Defender, From, Event, To )
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@ -2920,7 +2954,11 @@ do -- AI_A2A_DISPATCHER
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for AIGroup, DefenderTask in pairs( self:GetDefenderTasks() ) do
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local AIGroup = AIGroup -- Wrapper.Group#GROUP
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if not AIGroup:IsAlive() then
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self:ClearDefenderTask( AIGroup )
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local DefenderTaskFsm = self:GetDefenderTaskFsm( AIGroup )
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self:E( { Defender = AIGroup:GetName(), DefenderState = DefenderTaskFsm:GetState() } )
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if not DefenderTaskFsm:Is( "Started" ) then
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self:ClearDefenderTask( AIGroup )
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end
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else
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if DefenderTask.Target then
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local AttackerItem = Detection:GetDetectedItem( DefenderTask.Target.Index )
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@ -134,7 +134,7 @@ function AI_A2A_GCI:New( AIGroup, EngageMinSpeed, EngageMaxSpeed )
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self.PatrolAltType = "RADIO"
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self:AddTransition( { "Started", "Engaging", "Returning" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_GCI.
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self:AddTransition( { "Started", "Engaging", "Returning", "Airborne" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_GCI.
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--- OnBefore Transition Handler for Event Engage.
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-- @function [parent=#AI_A2A_GCI] OnBeforeEngage
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@ -295,6 +295,19 @@ function AI_A2A_GCI:New( AIGroup, EngageMinSpeed, EngageMaxSpeed )
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return self
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end
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--- onafter State Transition for Event Patrol.
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-- @param #AI_A2A_GCI self
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-- @param Wrapper.Group#GROUP AIGroup The AI Group managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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function AI_A2A_GCI:onafterStart( AIGroup, From, Event, To )
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AIGroup:HandleEvent( EVENTS.Takeoff, nil, self )
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end
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--- onafter State Transition for Event Patrol.
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-- @param #AI_A2A_GCI self
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@ -179,7 +179,7 @@ function AI_A2A_PATROL:New( AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeil
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-- defafult PatrolAltType to "RADIO" if not specified
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self.PatrolAltType = PatrolAltType or "RADIO"
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self:AddTransition( { "Started", "Refuelling" }, "Patrol", "Patrolling" )
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self:AddTransition( { "Started", "Airborne", "Refuelling" }, "Patrol", "Patrolling" )
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--- OnBefore Transition Handler for Event Patrol.
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-- @function [parent=#AI_A2A_PATROL] OnBeforePatrol
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@ -358,16 +358,20 @@ function AI_CAP_ZONE:onafterStart( Controllable, From, Event, To )
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end
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-- todo: need to fix this global function
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--- @param Wrapper.Controllable#CONTROLLABLE AIControllable
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function _NewEngageCapRoute( AIControllable )
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--- @param AI.AI_CAP#AI_CAP_ZONE
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-- @param Wrapper.Group#GROUP EngageGroup
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function AI_CAP_ZONE.EngageRoute( EngageGroup, Fsm )
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AIControllable:T( "NewEngageRoute" )
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local EngageZone = AIControllable:GetState( AIControllable, "EngageZone" ) -- AI.AI_Cap#AI_CAP_ZONE
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EngageZone:__Engage( 1 )
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EngageGroup:F( { "AI_CAP_ZONE.EngageRoute:", EngageGroup:GetName() } )
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if EngageGroup:IsAlive() then
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Fsm:__Engage( 1 )
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end
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end
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--- @param #AI_CAP_ZONE self
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
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-- @param #string From The From State string.
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@ -503,28 +507,20 @@ function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
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end
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end
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--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
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self.Controllable:WayPointInitialize( EngageRoute )
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if #AttackTasks == 0 then
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self:F("No targets found -> Going back to Patrolling")
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self:__Abort( 1 )
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self:__Route( 1 )
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self:SetDetectionActivated()
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else
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AttackTasks[#AttackTasks+1] = Controllable:TaskFunction( "AI_CAP_ZONE.EngageRoute", self )
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EngageRoute[1].task = Controllable:TaskCombo( AttackTasks )
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--- Do a trick, link the NewEngageRoute function of the object to the AIControllable in a temporary variable ...
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self.Controllable:SetState( self.Controllable, "EngageZone", self )
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self.Controllable:WayPointFunction( #EngageRoute, 1, "_NewEngageCapRoute" )
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self:SetDetectionDeactivated()
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end
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--- NOW ROUTE THE GROUP!
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self.Controllable:WayPointExecute( 1, 2 )
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Controllable:Route( EngageRoute, 0.5 )
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end
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end
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|
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@ -373,12 +373,15 @@ function AI_CAS_ZONE:onafterStart( Controllable, From, Event, To )
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self:SetDetectionDeactivated() -- When not engaging, set the detection off.
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end
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--- @param Wrapper.Controllable#CONTROLLABLE AIControllable
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function _NewEngageRoute( AIControllable )
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--- @param AI.AI_CAS#AI_CAS_ZONE
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-- @param Wrapper.Group#GROUP EngageGroup
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function AI_CAS_ZONE.EngageRoute( EngageGroup, Fsm )
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AIControllable:T( "NewEngageRoute" )
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local EngageZone = AIControllable:GetState( AIControllable, "EngageZone" ) -- AI.AI_Cas#AI_CAS_ZONE
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EngageZone:__Engage( 1, EngageZone.EngageSpeed, EngageZone.EngageAltitude, EngageZone.EngageWeaponExpend, EngageZone.EngageAttackQty, EngageZone.EngageDirection )
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EngageGroup:F( { "AI_CAS_ZONE.EngageRoute:", EngageGroup:GetName() } )
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if EngageGroup:IsAlive() then
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Fsm:__Engage( 1, Fsm.EngageSpeed, Fsm.EngageAltitude, Fsm.EngageWeaponExpend, Fsm.EngageAttackQty, Fsm.EngageDirection )
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end
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||||
end
|
||||
|
||||
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@ -464,6 +467,9 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
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if Controllable:IsAlive() then
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||||
|
||||
Controllable:OptionROEOpenFire()
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||||
Controllable:OptionROTVertical()
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||||
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local EngageRoute = {}
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--- Calculate the current route point.
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||||
@ -485,7 +491,7 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
|
||||
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||||
local AttackTasks = {}
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||||
|
||||
for DetectedUnitID, DetectedUnit in pairs( self.DetectedUnits ) do
|
||||
for DetectedUnit, Detected in pairs( self.DetectedUnits ) do
|
||||
local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT
|
||||
self:T( DetectedUnit )
|
||||
if DetectedUnit:IsAlive() then
|
||||
@ -503,7 +509,8 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
|
||||
end
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||||
end
|
||||
|
||||
EngageRoute[1].task = Controllable:TaskCombo( AttackTasks )
|
||||
AttackTasks[#AttackTasks+1] = Controllable:TaskFunction( "AI_CAS_ZONE.EngageRoute", self )
|
||||
EngageRoute[#EngageRoute].task = Controllable:TaskCombo( AttackTasks )
|
||||
|
||||
--- Define a random point in the @{Zone}. The AI will fly to that point within the zone.
|
||||
|
||||
@ -524,20 +531,8 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
|
||||
)
|
||||
|
||||
EngageRoute[#EngageRoute+1] = ToTargetRoutePoint
|
||||
|
||||
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
|
||||
Controllable:WayPointInitialize( EngageRoute )
|
||||
|
||||
--- Do a trick, link the NewEngageRoute function of the object to the AIControllable in a temporary variable ...
|
||||
Controllable:SetState( Controllable, "EngageZone", self )
|
||||
|
||||
Controllable:WayPointFunction( #EngageRoute, 1, "_NewEngageRoute" )
|
||||
|
||||
--- NOW ROUTE THE GROUP!
|
||||
Controllable:WayPointExecute( 1 )
|
||||
|
||||
Controllable:OptionROEOpenFire()
|
||||
Controllable:OptionROTVertical()
|
||||
|
||||
Controllable:Route( EngageRoute, 0.5 )
|
||||
|
||||
self:SetRefreshTimeInterval( 2 )
|
||||
self:SetDetectionActivated()
|
||||
|
||||
@ -608,6 +608,22 @@ function BASE:CreateEventCrash( EventTime, Initiator )
|
||||
world.onEvent( Event )
|
||||
end
|
||||
|
||||
--- Creation of a Takeoff Event.
|
||||
-- @param #BASE self
|
||||
-- @param Dcs.DCSTypes#Time EventTime The time stamp of the event.
|
||||
-- @param Dcs.DCSWrapper.Object#Object Initiator The initiating object of the event.
|
||||
function BASE:CreateEventTakeoff( EventTime, Initiator )
|
||||
self:F( { EventTime, Initiator } )
|
||||
|
||||
local Event = {
|
||||
id = world.event.S_EVENT_TAKEOFF,
|
||||
time = EventTime,
|
||||
initiator = Initiator,
|
||||
}
|
||||
|
||||
world.onEvent( Event )
|
||||
end
|
||||
|
||||
-- TODO: Complete Dcs.DCSTypes#Event structure.
|
||||
--- The main event handling function... This function captures all events generated for the class.
|
||||
-- @param #BASE self
|
||||
|
||||
@ -561,12 +561,13 @@ end
|
||||
-- @param Core.Base#BASE EventClass The self instance of the class for which the event is.
|
||||
-- @param EventID
|
||||
-- @return #EVENT
|
||||
function EVENT:OnEventForGroup( GroupName, EventFunction, EventClass, EventID )
|
||||
self:F2( GroupName )
|
||||
function EVENT:OnEventForGroup( GroupName, EventFunction, EventClass, EventID, ... )
|
||||
self:E( GroupName )
|
||||
|
||||
local Event = self:Init( EventID, EventClass )
|
||||
Event.EventGroup = true
|
||||
Event.EventFunction = EventFunction
|
||||
Event.Params = arg
|
||||
return self
|
||||
end
|
||||
|
||||
@ -950,7 +951,7 @@ function EVENT:onEvent( Event )
|
||||
|
||||
local Result, Value = xpcall(
|
||||
function()
|
||||
return EventData.EventFunction( EventClass, Event )
|
||||
return EventData.EventFunction( EventClass, Event, unpack( EventData.Params ) )
|
||||
end, ErrorHandler )
|
||||
|
||||
else
|
||||
@ -966,14 +967,14 @@ function EVENT:onEvent( Event )
|
||||
|
||||
local Result, Value = xpcall(
|
||||
function()
|
||||
return EventFunction( EventClass, Event )
|
||||
return EventFunction( EventClass, Event, unpack( EventData.Params ) )
|
||||
end, ErrorHandler )
|
||||
end
|
||||
end
|
||||
end
|
||||
else
|
||||
-- The EventClass is not alive anymore, we remove it from the EventHandlers...
|
||||
self:RemoveEvent( EventClass, Event.id )
|
||||
--self:RemoveEvent( EventClass, Event.id )
|
||||
end
|
||||
else
|
||||
|
||||
|
||||
@ -139,11 +139,24 @@ do -- MENU_COMMAND_BASE
|
||||
function MENU_COMMAND_BASE:New( MenuText, ParentMenu, CommandMenuFunction, CommandMenuArguments )
|
||||
|
||||
local self = BASE:Inherit( self, MENU_BASE:New( MenuText, ParentMenu ) ) -- #MENU_COMMAND_BASE
|
||||
|
||||
-- When a menu function goes into error, DCS displays an obscure menu message.
|
||||
-- This error handler catches the menu error and displays the full call stack.
|
||||
local ErrorHandler = function( errmsg )
|
||||
env.info( "MOOSE error in MENU COMMAND function: " .. errmsg )
|
||||
if debug ~= nil then
|
||||
env.info( debug.traceback() )
|
||||
end
|
||||
return errmsg
|
||||
end
|
||||
|
||||
self:SetCommandMenuFunction( CommandMenuFunction )
|
||||
self:SetCommandMenuArguments( CommandMenuArguments )
|
||||
self.MenuCallHandler = function()
|
||||
self.CommandMenuFunction( unpack( self.CommandMenuArguments ) )
|
||||
local function MenuFunction()
|
||||
return self.CommandMenuFunction( unpack( self.CommandMenuArguments ) )
|
||||
end
|
||||
local Status, Result = xpcall( MenuFunction, ErrorHandler )
|
||||
end
|
||||
|
||||
return self
|
||||
|
||||
@ -488,9 +488,9 @@ do -- COORDINATE
|
||||
function COORDINATE:GetHeadingText( Settings )
|
||||
local Heading = self:GetHeading()
|
||||
if Heading then
|
||||
return string.format( " heading %3.2f °", Heading )
|
||||
return string.format( " bearing %3d°", Heading )
|
||||
else
|
||||
return " heading cannot be determined"
|
||||
return " bearing unknown"
|
||||
end
|
||||
end
|
||||
|
||||
@ -1072,7 +1072,7 @@ do -- COORDINATE
|
||||
end
|
||||
|
||||
|
||||
if ModeA2A then
|
||||
if ModeA2A == true then
|
||||
return self:ToStringA2A( Controllable, Settings )
|
||||
else
|
||||
return self:ToStringA2G( Controllable, Settings )
|
||||
|
||||
@ -1883,7 +1883,7 @@ end
|
||||
-- @return #number Heading Heading in degrees and speed in mps in case of moving units.
|
||||
function SET_UNIT:GetHeading()
|
||||
|
||||
local AvgHeading = nil
|
||||
local HeadingSet = nil
|
||||
local MovingCount = 0
|
||||
|
||||
for UnitName, UnitData in pairs( self:GetSet() ) do
|
||||
@ -1894,15 +1894,20 @@ function SET_UNIT:GetHeading()
|
||||
local Velocity = Coordinate:GetVelocity()
|
||||
if Velocity ~= 0 then
|
||||
local Heading = Coordinate:GetHeading()
|
||||
AvgHeading = AvgHeading and ( AvgHeading + Heading ) or Heading
|
||||
MovingCount = MovingCount + 1
|
||||
if HeadingSet == nil then
|
||||
HeadingSet = Heading
|
||||
else
|
||||
local HeadingDiff = ( HeadingSet - Heading + 180 + 360 ) % 360 - 180
|
||||
HeadingDiff = math.abs( HeadingDiff )
|
||||
if HeadingDiff > 5 then
|
||||
HeadingSet = nil
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
AvgHeading = AvgHeading and ( AvgHeading / MovingCount )
|
||||
|
||||
self:F( { AvgHeading = AvgHeading } )
|
||||
return AvgHeading
|
||||
return HeadingSet
|
||||
|
||||
end
|
||||
|
||||
|
||||
@ -608,9 +608,9 @@ function SCORING:_AddPlayerFromUnit( UnitData )
|
||||
if self.Players[PlayerName].UnitCoalition ~= UnitCoalition then
|
||||
self.Players[PlayerName].Penalty = self.Players[PlayerName].Penalty + 50
|
||||
self.Players[PlayerName].PenaltyCoalition = self.Players[PlayerName].PenaltyCoalition + 1
|
||||
MESSAGE:New( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' changed coalition from " .. _SCORINGCoalition[self.Players[PlayerName].UnitCoalition] .. " to " .. _SCORINGCoalition[UnitCoalition] ..
|
||||
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' changed coalition from " .. _SCORINGCoalition[self.Players[PlayerName].UnitCoalition] .. " to " .. _SCORINGCoalition[UnitCoalition] ..
|
||||
"(changed " .. self.Players[PlayerName].PenaltyCoalition .. " times the coalition). 50 Penalty points added.",
|
||||
2
|
||||
MESSAGE.Type.Information
|
||||
):ToAll()
|
||||
self:ScoreCSV( PlayerName, "", "COALITION_PENALTY", 1, -50, self.Players[PlayerName].UnitName, _SCORINGCoalition[self.Players[PlayerName].UnitCoalition], _SCORINGCategory[self.Players[PlayerName].UnitCategory], self.Players[PlayerName].UnitType,
|
||||
UnitName, _SCORINGCoalition[UnitCoalition], _SCORINGCategory[UnitCategory], UnitData:GetTypeName() )
|
||||
@ -626,16 +626,16 @@ function SCORING:_AddPlayerFromUnit( UnitData )
|
||||
|
||||
if self.Players[PlayerName].Penalty > self.Fratricide * 0.50 then
|
||||
if self.Players[PlayerName].PenaltyWarning < 1 then
|
||||
MESSAGE:New( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "': WARNING! If you continue to commit FRATRICIDE and have a PENALTY score higher than " .. self.Fratricide .. ", you will be COURT MARTIALED and DISMISSED from this mission! \nYour total penalty is: " .. self.Players[PlayerName].Penalty,
|
||||
30
|
||||
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "': WARNING! If you continue to commit FRATRICIDE and have a PENALTY score higher than " .. self.Fratricide .. ", you will be COURT MARTIALED and DISMISSED from this mission! \nYour total penalty is: " .. self.Players[PlayerName].Penalty,
|
||||
MESSAGE.Type.Information
|
||||
):ToAll()
|
||||
self.Players[PlayerName].PenaltyWarning = self.Players[PlayerName].PenaltyWarning + 1
|
||||
end
|
||||
end
|
||||
|
||||
if self.Players[PlayerName].Penalty > self.Fratricide then
|
||||
MESSAGE:New( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' committed FRATRICIDE, he will be COURT MARTIALED and is DISMISSED from this mission!",
|
||||
10
|
||||
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' committed FRATRICIDE, he will be COURT MARTIALED and is DISMISSED from this mission!",
|
||||
MESSAGE.Type.Information
|
||||
):ToAll()
|
||||
UnitData:GetGroup():Destroy()
|
||||
end
|
||||
@ -668,7 +668,7 @@ function SCORING:AddGoalScore( PlayerUnit, GoalTag, Text, Score )
|
||||
PlayerData.Goals[GoalTag].Score = PlayerData.Goals[GoalTag].Score + Score
|
||||
PlayerData.Score = PlayerData.Score + Score
|
||||
|
||||
MESSAGE:New( self.DisplayMessagePrefix .. Text, 30 ):ToAll()
|
||||
MESSAGE:NewType( self.DisplayMessagePrefix .. Text, MESSAGE.Type.Information ):ToAll()
|
||||
|
||||
self:ScoreCSV( PlayerName, "", "GOAL_" .. string.upper( GoalTag ), 1, Score, PlayerUnit:GetName() )
|
||||
end
|
||||
@ -704,7 +704,7 @@ function SCORING:_AddMissionTaskScore( Mission, PlayerUnit, Text, Score )
|
||||
PlayerData.Score = self.Players[PlayerName].Score + Score
|
||||
PlayerData.Mission[MissionName].ScoreTask = self.Players[PlayerName].Mission[MissionName].ScoreTask + Score
|
||||
|
||||
MESSAGE:New( self.DisplayMessagePrefix .. MissionName .. " : " .. Text .. " Score: " .. Score, 30 ):ToAll()
|
||||
MESSAGE:NewType( self.DisplayMessagePrefix .. MissionName .. " : " .. Text .. " Score: " .. Score, MESSAGE.Type.Information ):ToAll()
|
||||
|
||||
self:ScoreCSV( PlayerName, "", "TASK_" .. MissionName:gsub( ' ', '_' ), 1, Score, PlayerUnit:GetName() )
|
||||
end
|
||||
@ -732,9 +732,9 @@ function SCORING:_AddMissionScore( Mission, Text, Score )
|
||||
PlayerData.Score = PlayerData.Score + Score
|
||||
PlayerData.Mission[MissionName].ScoreMission = PlayerData.Mission[MissionName].ScoreMission + Score
|
||||
|
||||
MESSAGE:New( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' has " .. Text .. " in Mission '" .. MissionName .. "'. " ..
|
||||
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' has " .. Text .. " in Mission '" .. MissionName .. "'. " ..
|
||||
Score .. " mission score!",
|
||||
60 ):ToAll()
|
||||
MESSAGE.Type.Information ):ToAll()
|
||||
|
||||
self:ScoreCSV( PlayerName, "", "MISSION_" .. MissionName:gsub( ' ', '_' ), 1, Score )
|
||||
end
|
||||
@ -902,19 +902,19 @@ function SCORING:_EventOnHit( Event )
|
||||
|
||||
if TargetPlayerName ~= nil then -- It is a player hitting another player ...
|
||||
MESSAGE
|
||||
:New( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit friendly player '" .. TargetPlayerName .. "' " ..
|
||||
:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit friendly player '" .. TargetPlayerName .. "' " ..
|
||||
TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.PenaltyHit .. " times. " ..
|
||||
"Penalty: -" .. PlayerHit.Penalty .. ". Score Total:" .. Player.Score - Player.Penalty,
|
||||
2
|
||||
MESSAGE.Type.Update
|
||||
)
|
||||
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
|
||||
else
|
||||
MESSAGE
|
||||
:New( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit friendly target " ..
|
||||
:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit friendly target " ..
|
||||
TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.PenaltyHit .. " times. " ..
|
||||
"Penalty: -" .. PlayerHit.Penalty .. ". Score Total:" .. Player.Score - Player.Penalty,
|
||||
2
|
||||
MESSAGE.Type.Update
|
||||
)
|
||||
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
|
||||
@ -926,19 +926,19 @@ function SCORING:_EventOnHit( Event )
|
||||
PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1
|
||||
if TargetPlayerName ~= nil then -- It is a player hitting another player ...
|
||||
MESSAGE
|
||||
:New( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit enemy player '" .. TargetPlayerName .. "' " ..
|
||||
:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit enemy player '" .. TargetPlayerName .. "' " ..
|
||||
TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.ScoreHit .. " times. " ..
|
||||
"Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty,
|
||||
2
|
||||
MESSAGE.Type.Update
|
||||
)
|
||||
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
|
||||
else
|
||||
MESSAGE
|
||||
:New( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit enemy target " ..
|
||||
:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit enemy target " ..
|
||||
TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.ScoreHit .. " times. " ..
|
||||
"Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty,
|
||||
2
|
||||
MESSAGE.Type.Update
|
||||
)
|
||||
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
|
||||
@ -947,8 +947,8 @@ function SCORING:_EventOnHit( Event )
|
||||
end
|
||||
else -- A scenery object was hit.
|
||||
MESSAGE
|
||||
:New( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit scenery object.",
|
||||
2
|
||||
:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit scenery object.",
|
||||
MESSAGE.Type.Update
|
||||
)
|
||||
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
|
||||
@ -1008,10 +1008,10 @@ function SCORING:_EventOnHit( Event )
|
||||
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit + 1
|
||||
|
||||
MESSAGE
|
||||
:New( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit friendly target " ..
|
||||
:NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit friendly target " ..
|
||||
TargetUnitCategory .. " ( " .. TargetType .. " ) " ..
|
||||
"Penalty: -" .. PlayerHit.Penalty .. " = " .. Player.Score - Player.Penalty,
|
||||
2
|
||||
MESSAGE.Type.Update
|
||||
)
|
||||
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
|
||||
@ -1021,10 +1021,10 @@ function SCORING:_EventOnHit( Event )
|
||||
PlayerHit.Score = PlayerHit.Score + 1
|
||||
PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1
|
||||
MESSAGE
|
||||
:New( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit enemy target " ..
|
||||
:NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit enemy target " ..
|
||||
TargetUnitCategory .. " ( " .. TargetType .. " ) " ..
|
||||
"Score: +" .. PlayerHit.Score .. " = " .. Player.Score - Player.Penalty,
|
||||
2
|
||||
MESSAGE.Type.Update
|
||||
)
|
||||
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
|
||||
@ -1032,8 +1032,8 @@ function SCORING:_EventOnHit( Event )
|
||||
end
|
||||
else -- A scenery object was hit.
|
||||
MESSAGE
|
||||
:New( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit scenery object.",
|
||||
2
|
||||
:NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit scenery object.",
|
||||
MESSAGE.Type.Update
|
||||
)
|
||||
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
|
||||
@ -1131,19 +1131,19 @@ function SCORING:_EventOnDeadOrCrash( Event )
|
||||
|
||||
if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player
|
||||
MESSAGE
|
||||
:New( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly player '" .. TargetPlayerName .. "' " ..
|
||||
:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly player '" .. TargetPlayerName .. "' " ..
|
||||
TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
|
||||
"Penalty: -" .. TargetDestroy.Penalty .. " = " .. Player.Score - Player.Penalty,
|
||||
15
|
||||
MESSAGE.Type.Information
|
||||
)
|
||||
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
|
||||
else
|
||||
MESSAGE
|
||||
:New( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly target " ..
|
||||
:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly target " ..
|
||||
TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
|
||||
"Penalty: -" .. TargetDestroy.Penalty .. " = " .. Player.Score - Player.Penalty,
|
||||
15
|
||||
MESSAGE.Type.Information
|
||||
)
|
||||
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
|
||||
@ -1165,19 +1165,19 @@ function SCORING:_EventOnDeadOrCrash( Event )
|
||||
TargetDestroy.ScoreDestroy = TargetDestroy.ScoreDestroy + 1
|
||||
if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player
|
||||
MESSAGE
|
||||
:New( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy player '" .. TargetPlayerName .. "' " ..
|
||||
:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy player '" .. TargetPlayerName .. "' " ..
|
||||
TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
|
||||
"Score: +" .. TargetDestroy.Score .. " = " .. Player.Score - Player.Penalty,
|
||||
15
|
||||
MESSAGE.Type.Information
|
||||
)
|
||||
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
|
||||
else
|
||||
MESSAGE
|
||||
:New( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy " ..
|
||||
:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy " ..
|
||||
TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
|
||||
"Score: +" .. TargetDestroy.Score .. " = " .. Player.Score - Player.Penalty,
|
||||
15
|
||||
MESSAGE.Type.Information
|
||||
)
|
||||
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
|
||||
@ -1191,9 +1191,9 @@ function SCORING:_EventOnDeadOrCrash( Event )
|
||||
Player.Score = Player.Score + Score
|
||||
TargetDestroy.Score = TargetDestroy.Score + Score
|
||||
MESSAGE
|
||||
:New( self.DisplayMessagePrefix .. "Special target '" .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. " destroyed! " ..
|
||||
:NewType( self.DisplayMessagePrefix .. "Special target '" .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. " destroyed! " ..
|
||||
"Player '" .. PlayerName .. "' receives an extra " .. Score .. " points! Total: " .. Player.Score - Player.Penalty,
|
||||
15
|
||||
MESSAGE.Type.Information
|
||||
)
|
||||
:ToAllIf( self:IfMessagesScore() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesScore() and self:IfMessagesToCoalition() )
|
||||
@ -1210,10 +1210,10 @@ function SCORING:_EventOnDeadOrCrash( Event )
|
||||
Player.Score = Player.Score + Score
|
||||
TargetDestroy.Score = TargetDestroy.Score + Score
|
||||
MESSAGE
|
||||
:New( self.DisplayMessagePrefix .. "Target destroyed in zone '" .. ScoreZone:GetName() .. "'." ..
|
||||
:NewType( self.DisplayMessagePrefix .. "Target destroyed in zone '" .. ScoreZone:GetName() .. "'." ..
|
||||
"Player '" .. PlayerName .. "' receives an extra " .. Score .. " points! " ..
|
||||
"Total: " .. Player.Score - Player.Penalty,
|
||||
15 )
|
||||
MESSAGE.Type.Information )
|
||||
:ToAllIf( self:IfMessagesZone() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesZone() and self:IfMessagesToCoalition() )
|
||||
self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
||||
@ -1232,10 +1232,10 @@ function SCORING:_EventOnDeadOrCrash( Event )
|
||||
Player.Score = Player.Score + Score
|
||||
TargetDestroy.Score = TargetDestroy.Score + Score
|
||||
MESSAGE
|
||||
:New( self.DisplayMessagePrefix .. "Scenery destroyed in zone '" .. ScoreZone:GetName() .. "'." ..
|
||||
:NewType( self.DisplayMessagePrefix .. "Scenery destroyed in zone '" .. ScoreZone:GetName() .. "'." ..
|
||||
"Player '" .. PlayerName .. "' receives an extra " .. Score .. " points! " ..
|
||||
"Total: " .. Player.Score - Player.Penalty,
|
||||
15
|
||||
MESSAGE.Type.Information
|
||||
)
|
||||
:ToAllIf( self:IfMessagesZone() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesZone() and self:IfMessagesToCoalition() )
|
||||
@ -1522,7 +1522,7 @@ function SCORING:ReportScoreGroupSummary( PlayerGroup )
|
||||
PlayerScore,
|
||||
PlayerPenalty
|
||||
)
|
||||
MESSAGE:New( PlayerMessage, 30, "Player '" .. PlayerName .. "'" ):ToGroup( PlayerGroup )
|
||||
MESSAGE:NewType( PlayerMessage, MESSAGE.Type.Detailed ):ToGroup( PlayerGroup )
|
||||
end
|
||||
end
|
||||
|
||||
@ -1579,7 +1579,7 @@ function SCORING:ReportScoreGroupDetailed( PlayerGroup )
|
||||
ReportGoals,
|
||||
ReportMissions
|
||||
)
|
||||
MESSAGE:New( PlayerMessage, 30, "Player '" .. PlayerName .. "'" ):ToGroup( PlayerGroup )
|
||||
MESSAGE:NewType( PlayerMessage, MESSAGE.Type.Detailed ):ToGroup( PlayerGroup )
|
||||
end
|
||||
end
|
||||
|
||||
@ -1628,7 +1628,7 @@ function SCORING:ReportScoreAllSummary( PlayerGroup )
|
||||
PlayerScore,
|
||||
PlayerPenalty
|
||||
)
|
||||
MESSAGE:New( PlayerMessage, 30, "Player '" .. PlayerName .. "'" ):ToGroup( PlayerGroup )
|
||||
MESSAGE:NewType( PlayerMessage, MESSAGE.Type.Overview ):ToGroup( PlayerGroup )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
@ -1109,8 +1109,18 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude ) -- R2.2
|
||||
|
||||
SpawnTemplate.x = PointVec3.x
|
||||
SpawnTemplate.y = PointVec3.z
|
||||
|
||||
local GroupSpawned = self:SpawnWithIndex( self.SpawnIndex )
|
||||
|
||||
-- When spawned in the air, we need to generate a Takeoff Event
|
||||
|
||||
if Takeoff == GROUP.Takeoff.Air then
|
||||
for UnitID, UnitSpawned in pairs( GroupSpawned:GetUnits() ) do
|
||||
SCHEDULER:New( nil, BASE.CreateEventTakeoff, { GroupSpawned, timer.getTime(), UnitSpawned:GetDCSObject() } , 1 )
|
||||
end
|
||||
end
|
||||
|
||||
return self:SpawnWithIndex( self.SpawnIndex )
|
||||
return GroupSpawned
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
@ -888,6 +888,8 @@ end
|
||||
-- @return #string
|
||||
function MISSION:ReportOverview( ReportGroup, TaskStatus )
|
||||
|
||||
self:F( { TaskStatus = TaskStatus } )
|
||||
|
||||
local Report = REPORT:New()
|
||||
|
||||
-- List the name of the mission.
|
||||
|
||||
@ -1589,8 +1589,9 @@ function TASK:ReportDetails( ReportGroup )
|
||||
Report:Add( TaskInfoIDText .. TaskInfo.TaskInfoText )
|
||||
elseif type(TaskInfo) == "table" then
|
||||
if TaskInfoID == "Coordinates" then
|
||||
local FromCoordinate = ReportGroup:GetUnit(1):GetCoordinate()
|
||||
local ToCoordinate = TaskInfo.TaskInfoText -- Core.Point#COORDINATE
|
||||
Report:Add( TaskInfoIDText .. ToCoordinate:ToString() )
|
||||
Report:Add( TaskInfoIDText .. ToCoordinate:ToString( ReportGroup:GetUnit(1), nil, self ) )
|
||||
else
|
||||
end
|
||||
end
|
||||
|
||||
@ -366,7 +366,8 @@ do -- TASK_A2G_SEAD
|
||||
end
|
||||
|
||||
function TASK_A2G_SEAD:ReportOrder( ReportGroup )
|
||||
local Coordinate = self.TaskInfo.Coordinates.TaskInfoText
|
||||
local Coordinate = self:GetInfo( "Coordinates" )
|
||||
--local Coordinate = self.TaskInfo.Coordinates.TaskInfoText
|
||||
local Distance = ReportGroup:GetCoordinate():Get2DDistance( Coordinate )
|
||||
|
||||
return Distance
|
||||
@ -515,7 +516,8 @@ do -- TASK_A2G_BAI
|
||||
|
||||
|
||||
function TASK_A2G_BAI:ReportOrder( ReportGroup )
|
||||
local Coordinate = self.TaskInfo.Coordinates.TaskInfoText
|
||||
local Coordinate = self:GetInfo( "Coordinates" )
|
||||
--local Coordinate = self.TaskInfo.Coordinates.TaskInfoText
|
||||
local Distance = ReportGroup:GetCoordinate():Get2DDistance( Coordinate )
|
||||
|
||||
return Distance
|
||||
@ -630,9 +632,9 @@ do -- TASK_A2G_CAS
|
||||
|
||||
function TASK_A2G_CAS:UpdateTaskInfo()
|
||||
|
||||
local TargetCoordinate = self.Detection and self.Detection:GetDetectedItemCoordinate( self.DetectedItemIndex ) or self.TargetSetUnit:GetFirst():GetCoordinate()
|
||||
local TargetCoordinate = ( self.Detection and self.Detection:GetDetectedItemCoordinate( self.DetectedItemIndex ) ) or self.TargetSetUnit:GetFirst():GetCoordinate()
|
||||
self:SetInfo( "Coordinates", TargetCoordinate, 0 )
|
||||
|
||||
|
||||
local ThreatLevel, ThreatText
|
||||
if self.Detection then
|
||||
ThreatLevel, ThreatText = self.Detection:GetDetectedItemThreatLevel( self.DetectedItemIndex )
|
||||
@ -661,8 +663,10 @@ do -- TASK_A2G_CAS
|
||||
|
||||
end
|
||||
|
||||
function TASK_A2G_CAS:ReportOrder( ReportGroup )
|
||||
local Coordinate = self.TaskInfo.Coordinates.TaskInfoText
|
||||
--- @param #TASK_A2G_CAS self
|
||||
function TASK_A2G_CAS:ReportOrder( ReportGroup )
|
||||
|
||||
local Coordinate = self:GetInfo( "Coordinates" )
|
||||
local Distance = ReportGroup:GetCoordinate():Get2DDistance( Coordinate )
|
||||
|
||||
return Distance
|
||||
|
||||
@ -372,6 +372,7 @@ do -- TASK_A2G_DISPATCHER
|
||||
self.Tasks[TaskIndex] = Task
|
||||
Task:SetTargetZone( DetectedZone )
|
||||
Task:SetDispatcher( self )
|
||||
Task:UpdateTaskInfo()
|
||||
Mission:AddTask( Task )
|
||||
|
||||
TaskReport:Add( Task:GetName() )
|
||||
|
||||
@ -1161,9 +1161,9 @@ do -- Event Handling
|
||||
-- @param Core.Event#EVENTS Event
|
||||
-- @param #function EventFunction (optional) The function to be called when the event occurs for the GROUP.
|
||||
-- @return #GROUP
|
||||
function GROUP:HandleEvent( Event, EventFunction )
|
||||
function GROUP:HandleEvent( Event, EventFunction, ... )
|
||||
|
||||
self:EventDispatcher():OnEventForGroup( self:GetName(), EventFunction, self, Event )
|
||||
self:EventDispatcher():OnEventForGroup( self:GetName(), EventFunction, self, Event, ... )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@ -635,7 +635,7 @@ function POSITIONABLE:MessageToSetGroup( Message, Duration, MessageSetGroup, Nam
|
||||
if DCSObject:isExist() then
|
||||
MessageSetGroup:ForEachGroup(
|
||||
function( MessageGroup )
|
||||
self:GetMessageType( Message, Duration, Name ):ToGroup( MessageGroup )
|
||||
self:GetMessage( Message, Duration, Name ):ToGroup( MessageGroup )
|
||||
end
|
||||
)
|
||||
end
|
||||
|
||||
565
Utils/DCS_ControlAPI.txt
Normal file
565
Utils/DCS_ControlAPI.txt
Normal file
@ -0,0 +1,565 @@
|
||||
DCS Simulation Control User Scripts
|
||||
====================================
|
||||
|
||||
The behaviour of the DCS can be altered using the *GameGUI.lua scripts.
|
||||
You define the hooks to the DCS events, and then do what you want using the provided API.
|
||||
===================================================================================================
|
||||
|
||||
When loading, DCS searches for Saved Games\DCS\Scripts\*GameGUI.lua files,
|
||||
sorts them by name and then loads into the GUI Lua-state.
|
||||
Each user script is loaded into an isolated environment, so the only
|
||||
thing they share is the state of the simulator.
|
||||
|
||||
Each script defines a set of callbacks to the DCS events and sets them with the call
|
||||
DCS.setUserCallbacks(cb_table)
|
||||
For each callback type the hooks of all user scripts will be called in order of loading.
|
||||
|
||||
For callbacks which are supposed to returning a value, currently there are 3 of them:
|
||||
onPlayerTryConnect
|
||||
onPlayerTrySendChat
|
||||
onPlayerTryChangeSlot
|
||||
returning a value means breaking the hook call chain.
|
||||
Returning nothing (or nil) means continuing the hook chain, which ends with the default allow-all handlers.
|
||||
|
||||
The example user script 'testGameGUI.lua':
|
||||
----------------------------------------------------------------------------------------------
|
||||
local test = {}
|
||||
|
||||
function test.onPlayerTryConnect(ipaddr, name, ucid, playerID)
|
||||
print('onPlayerTryConnect(%s, %s, %s, %d)', ipaddr, name, ucid, playerID)
|
||||
-- if you want to gently intercept the call, allowing other user scripts to get it,
|
||||
-- you better return nothing here
|
||||
return true -- allow the player to connect
|
||||
end
|
||||
|
||||
function test.onSimulationStart()
|
||||
print('Current mission is '..DCS.getMissionName())
|
||||
end
|
||||
|
||||
DCS.setUserCallbacks(test) -- here we set our callbacks
|
||||
----------------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
The available API are documented below.
|
||||
The full list of the callbacks is at the end of this document.
|
||||
|
||||
In addition, all standard lua 5.1 libraries are available as well, namely:
|
||||
base api, like print, etc,
|
||||
math.*
|
||||
table.*
|
||||
string.*
|
||||
io.*
|
||||
os.*
|
||||
debug.*
|
||||
|
||||
===================================================================================================
|
||||
|
||||
|
||||
|
||||
Lua File System (lfs) API
|
||||
-------------------------------
|
||||
lfs.currentdir() -> string
|
||||
Returns the path of the DCS install folder
|
||||
|
||||
lfs.writedir() -> string
|
||||
Returns the path of the current 'Saved Games\DCS' folder.
|
||||
|
||||
lfs.tempdir() -> string
|
||||
Returns the pat of the DCS Temp folder (AppData\Local\Temp\DCS).
|
||||
|
||||
lfs.mkdir()
|
||||
lfs.rmdir()
|
||||
lfs.attributes()
|
||||
lfs.dir()
|
||||
lfs.normpath()
|
||||
lfs.realpath()
|
||||
|
||||
|
||||
|
||||
DCS Control API, table 'DCS.*'
|
||||
-------------------------------
|
||||
|
||||
DCS.setPause(bool)
|
||||
Pauses/resumes the simulation. Server-side only.
|
||||
|
||||
DCS.getPause() -> bool
|
||||
true if simulation is paused
|
||||
|
||||
DCS.stopMission()
|
||||
stops current mission
|
||||
|
||||
DCS.exitProcess()
|
||||
Exits the DCS process.
|
||||
|
||||
DCS.isMultiplayer() -> bool
|
||||
True when running in the multiplayer mode.
|
||||
|
||||
DCS.isServer() -> bool
|
||||
True when running as a server or in the single-player mode.
|
||||
|
||||
DCS.getModelTime() -> number
|
||||
returns current DCS simulation time in seconds.
|
||||
|
||||
DCS.getRealTime() -> number
|
||||
returns current DCS real time in seconds relative to the DCS start time.
|
||||
|
||||
DCS.getMissionOptions() -> table
|
||||
Returns the value of 'mission.options'
|
||||
|
||||
DCS.getMissionDescription() -> string
|
||||
translated mission.descriptionText string
|
||||
|
||||
DCS.getAvailableCoalitions() -> table {
|
||||
[coalition_id] = { name = "coalition name", }
|
||||
...
|
||||
}
|
||||
Returns a list of coalitions which have available slots.
|
||||
|
||||
DCS.getAvailableSlots(coalitionID) -> array of {unitId, type, role, callsign, groupName, country}
|
||||
Returns the list of available slots.
|
||||
NOTE: the returned unitID is actually a slotID, which for multi-seat units is 'unitID_seatID'
|
||||
|
||||
DCS.getCurrentMission() -> table with the currently loaded mission
|
||||
NOTE: to get valid mission.options use DCS.getMissionOptions()
|
||||
|
||||
DCS.getMissionName() -> string
|
||||
Returns the name of the current mission
|
||||
|
||||
DCS.getMissionFilename() -> string
|
||||
Returns the file name of the current mission (returns nil when acting as a multiplayer client).
|
||||
|
||||
DCS.getMissionResult(string side) -> integer [0, 100]
|
||||
Gets missin result for either 'red' or 'blue'
|
||||
|
||||
DCS.getUnitProperty(missionId, propertyId) -> string
|
||||
propertyId:
|
||||
DCS.UNIT_RUNTIME_ID, // unique within runtime mission. int
|
||||
DCS.UNIT_MISSION_ID, // unique within mission file. int>0
|
||||
DCS.UNIT_NAME, // unit name, as assigned by mission designer.
|
||||
DCS.UNIT_TYPE, // unit type (Ural, ZU-23, etc)
|
||||
DCS.UNIT_CATEGORY,
|
||||
DCS.UNIT_GROUP_MISSION_ID, // group ID, unique within mission file. int>0
|
||||
DCS.UNIT_GROUPNAME, // group name, as assigned by mission designer.
|
||||
DCS.UNIT_GROUPCATEGORY,
|
||||
DCS.UNIT_CALLSIGN,
|
||||
DCS.UNIT_HIDDEN,// ME hiding
|
||||
DCS.UNIT_COALITION,// "blue", "red" or "unknown"
|
||||
DCS.UNIT_COUNTRY_ID,
|
||||
DCS.UNIT_TASK, //"unit.group.task"
|
||||
DCS.UNIT_PLAYER_NAME, // valid for network "humanable" units
|
||||
DCS.UNIT_ROLE,//"artillery_commander", "instructor", etc
|
||||
DCS.UNIT_INVISIBLE_MAP_ICON,//ME invisible map icon
|
||||
|
||||
DCS.getUnitType(missionId) -> typeId
|
||||
a shortcut for DCS.getUnitProperty(missionId, DCS.UNIT_TYPE)
|
||||
|
||||
DCS.getUnitTypeAttribute(typeId, attr) -> string
|
||||
Returns a value from Database: Objects[typeId][attr],
|
||||
for example DCS.getUnitTypeAttribute("Ural", "DisplayName")
|
||||
|
||||
DCS.writeDebriefing(str)
|
||||
Writes a custom string to the debriefing file
|
||||
|
||||
DCS.setUserCallbacks(cb_table)
|
||||
Hooks the callbacks using the handlers from the provided table.
|
||||
See: "GameGUI scripts" section.
|
||||
|
||||
|
||||
|
||||
Logging API 'log.*'
|
||||
------------------------
|
||||
Logging works as follows:
|
||||
a) each log message is accompanied with 2 attributes: a subsystem, and level.
|
||||
b) after each messages gets into a logger it passes (asynchronously) through
|
||||
a series of output filters which decide where the message will be written to.
|
||||
|
||||
Writing to log is done by:
|
||||
|
||||
log.write(SUBSYSTEM_NAME, LOG_LEVEL, message, ...)
|
||||
if there are any arguments after 'message',
|
||||
the actual string is formed as string.format(message, ...)
|
||||
|
||||
SUBSYSTEM_NAME is a string
|
||||
LOG_LEVEL is one of the values, listed below
|
||||
see log.set_output()
|
||||
|
||||
log.set_output(log_file_name_wo_ext, rule_subsystem_name, rule_level_mask, rule_output_mode)
|
||||
|
||||
the args:
|
||||
log_file_name_wo_ext: resulting log will be written to $WRITE_DIR/Logs/<log_file_name_wo_ext>.log
|
||||
|
||||
rule_subsytem_name: the name of the subsystem whose messages to write or empty string to match all subsystems
|
||||
|
||||
rule_level_mask: a sum of log-level bit flags to match messages
|
||||
valid flags are:
|
||||
log.ALERT
|
||||
log.ERROR
|
||||
log.WARNING
|
||||
log.INFO
|
||||
log.DEBUG
|
||||
log.ALL - includes all of the above
|
||||
log.TRACE - a special level which is excluded from dcs.log file
|
||||
|
||||
rule_output_mode: a sum of output flags:
|
||||
log.MESSAGE
|
||||
log.TIME
|
||||
log.MODULE - this is a 'subsystem', not a dlc
|
||||
log.LEVEL
|
||||
log.FULL - all of the above
|
||||
|
||||
So, in order to save net.trace(msg) messages to a file, you should issue a call:
|
||||
log.set_output('lua-net', 'LuaNET', log.TRACE, log.MESSAGE + log.TIME)
|
||||
|
||||
This will write to a Logs/lua-net.log file
|
||||
|
||||
Or, to save everything lua-network-related:
|
||||
log.set_output('lua-net', 'LuaNET', log.TRACE + log.ALL, log.MESSAGE + log.TIME + log.LEVEL)
|
||||
|
||||
To close the log file, you must use
|
||||
log.set_output('lua-net', '', 0, 0)
|
||||
|
||||
log.* API is available in the 'Saved Games\DCS\Config\autoexec.cfg' file as well so you can control log output in you local machine.
|
||||
|
||||
|
||||
|
||||
Network specific API, available through the table 'net.'
|
||||
----------------------------------------------------------------
|
||||
|
||||
net.log(msg) -- equivalent to log.write('LuaNET', log.INFO, msg)
|
||||
net.trace(msg) -- equivalent to log.write('LuaNET', log.TRACE, msg)
|
||||
|
||||
What is the difference: log() always writes to dcs.log, but may lose messages if the output rate is too high.
|
||||
trace() output never appears in the dcs.log file, it must be explicitly directed to a log file.
|
||||
It never loses messages when there's an active output, but it may block if output rate is higher than writing to the log file.
|
||||
To control logger output you can use $WRITE_DIR/Config/autoexec.cfg file, or call this from your network script
|
||||
(log.* API, see above)
|
||||
|
||||
|
||||
net.dostring_in(state, string) -> string
|
||||
Executes a lua-string in a given internal lua-state and returns a string result
|
||||
Valid state names are:
|
||||
'config': the state in which $INSTALL_DIR/Config/main.cfg is executed, as well as $WRITE_DIR/Config/autoexec.cfg
|
||||
used for configuration settings
|
||||
'mission': holds current mission
|
||||
'export': runs $WRITE_DIR/Scripts/Export.lua and the relevant export API
|
||||
|
||||
net.send_chat(string message, bool all)
|
||||
Send chat message. If not all, then send to my coalition (side) only.
|
||||
|
||||
net.send_chat_to(string message, playerID to)
|
||||
Send direct chat message to a player
|
||||
Server-side only:
|
||||
net.send_chat_to(string message, playerID to[, playerID from])
|
||||
|
||||
net.recv_chat(message[, int from=0])
|
||||
Receive chat message locally[, pretending it was sent by another player].
|
||||
from = 0 means from the system
|
||||
|
||||
net.load_mission(miz_filename)
|
||||
Loads a specified mission, temporarily overriding the server mission list.
|
||||
SERVER ONLY
|
||||
|
||||
net.load_next_mission() -> bool
|
||||
Load the next mission from the server mission list. Returns false if list end is reached
|
||||
SERVER ONLY
|
||||
|
||||
net.get_player_list() -> array of playerID
|
||||
Returns the list of currently connected players
|
||||
|
||||
net.get_my_player_id() -> playerID
|
||||
Returns the playerID of the local player. Currently always 1 for the server.
|
||||
|
||||
net.get_server_id() -> playerID
|
||||
Returns playerID of the server. Currently, always 1.
|
||||
|
||||
net.get_player_info(playerID) -> table
|
||||
Returns a table of all player attributes or nil if playerID is invalid
|
||||
|
||||
net.get_player_info(playerID, attrName) -> value
|
||||
Returns a value of a given attribute for the playerID.
|
||||
|
||||
Currently defined attributes are:
|
||||
'id': playerID
|
||||
'name': player name
|
||||
'side': 0 - spectators, 1 - red, 2 - blue
|
||||
'slot': slotID of the player or ''
|
||||
'ping': ping of the player in ms
|
||||
'ipaddr': IP address of the player, SERVER ONLY
|
||||
'ucid': Unique Client Identifier, SERVER ONLY
|
||||
|
||||
net.kick(id, message)
|
||||
Kick a player.
|
||||
|
||||
net.get_stat(playerID, statID) -> integer
|
||||
Get statistics for player. statIDs are:
|
||||
net.PS_PING (0) - ping (in ms)
|
||||
net.PS_CRASH (1) - number of crashes
|
||||
net.PS_CAR (2) - number of destroyed vehicles
|
||||
net.PS_PLANE (3) - ... planes/helicopters
|
||||
net.PS_SHIP (4) - ... ships
|
||||
net.PS_SCORE (5) - total score
|
||||
net.PS_LAND (6) - number of landings
|
||||
net.PS_EJECT (7) - of ejects
|
||||
|
||||
|
||||
net.get_name(playerID) -> string
|
||||
The same as net.get_player_info(playerID, 'name')
|
||||
FIXME: implement in ServMan_compat.lua ?
|
||||
|
||||
net.get_slot(playerID) -> sideID, slotID
|
||||
The same as:
|
||||
net.get_player_info(playerID, 'side'), net.get_player_info(playerID, 'slot')
|
||||
FIXME: implement in ServMan_compat.lua ?
|
||||
|
||||
|
||||
|
||||
net.set_slot(sideID, slotID)
|
||||
Try to set the local player's slot. Empty slotID ('') puts the player into spectators.
|
||||
|
||||
net.force_player_slot(playerID, sideID, slotID) -> boolean
|
||||
Forces a player to occupy a set slot. Slot '' means no slot (moves player to spectators)
|
||||
SideID: 0 - spectators, 1 - red, 2 - blue
|
||||
|
||||
net.set_name(playerID, name) -- OBSOLETE, works only locally
|
||||
|
||||
|
||||
net.lua2json(value) -> string
|
||||
Convert a Lua value to JSON string
|
||||
|
||||
net.json2lua(json_string) -> value
|
||||
Convert JSON string to a Lua value
|
||||
|
||||
|
||||
LuaExport API 'Export.Lo*'
|
||||
----------------------------------------------------------------
|
||||
See Scripts/Export.lua for the documentation. Note that all export
|
||||
API functions are available here in the Export. namespace, not the global one.
|
||||
In multiplayer the availability of the API on clients depends on the server setting.
|
||||
|
||||
The calls to check export capabilities:
|
||||
Export.LoIsObjectExportAllowed() -- returns the value of server.advanced.allow_object_export
|
||||
Export.LoIsSensorExportAllowed() -- returns the value of server.advanced.allow_sensor_export
|
||||
Export.LoIsOwnshipExportAllowed() -- returns the value of server.advanced.allow_ownship_export
|
||||
|
||||
These calls are only available on clients when LoIsObjectExportAllowed() is true:
|
||||
Export.LoGetObjectById
|
||||
Export.LoGetWorldObjects
|
||||
|
||||
These calls are only available on clients when LoIsSensorExportAllowed() is true:
|
||||
Export.LoGetTWSInfo
|
||||
Export.LoGetTargetInformation
|
||||
Export.LoGetLockedTargetInformation
|
||||
Export.LoGetF15_TWS_Contacts
|
||||
Export.LoGetSightingSystemInfo
|
||||
Export.LoGetWingTargets
|
||||
|
||||
These calls are only available on clients when LoIsOwnshipExportAllowed() is true:
|
||||
Export.LoGetPlayerPlaneId
|
||||
Export.LoGetIndicatedAirSpeed
|
||||
Export.LoGetAngleOfAttack
|
||||
Export.LoGetAngleOfSideSlip
|
||||
Export.LoGetAccelerationUnits
|
||||
Export.LoGetVerticalVelocity
|
||||
Export.LoGetADIPitchBankYaw
|
||||
Export.LoGetTrueAirSpeed
|
||||
Export.LoGetAltitudeAboveSeaLevel
|
||||
Export.LoGetAltitudeAboveGroundLevel
|
||||
Export.LoGetMachNumber
|
||||
Export.LoGetRadarAltimeter
|
||||
Export.LoGetMagneticYaw
|
||||
Export.LoGetGlideDeviation
|
||||
Export.LoGetSideDeviation
|
||||
Export.LoGetSlipBallPosition
|
||||
Export.LoGetBasicAtmospherePressure
|
||||
Export.LoGetControlPanel_HSI
|
||||
Export.LoGetEngineInfo
|
||||
Export.LoGetSelfData
|
||||
Export.LoGetCameraPosition
|
||||
Export.LoSetCameraPosition
|
||||
Export.LoSetCommand
|
||||
Export.LoGetMCPState
|
||||
Export.LoGetRoute
|
||||
Export.LoGetNavigationInfo
|
||||
Export.LoGetPayloadInfo
|
||||
Export.LoGetWingInfo
|
||||
Export.LoGetMechInfo
|
||||
Export.LoGetRadioBeaconsStatus
|
||||
Export.LoGetVectorVelocity
|
||||
Export.LoGetVectorWindVelocity
|
||||
Export.LoGetSnares
|
||||
Export.LoGetAngularVelocity
|
||||
Export.LoGetHeightWithObjects
|
||||
Export.LoGetFMData
|
||||
|
||||
These functions are always available:
|
||||
Export.LoGetPilotName
|
||||
Export.LoGetAltitude
|
||||
Export.LoGetNameByType
|
||||
Export.LoGeoCoordinatesToLoCoordinates
|
||||
Export.LoCoordinatesToGeoCoordinates
|
||||
Export.LoGetVersionInfo
|
||||
Export.LoGetWindAtPoint
|
||||
Export.LoGetModelTime
|
||||
Export.LoGetMissionStartTime
|
||||
|
||||
These are not available in the *GameGUI state:
|
||||
-- Export.LoSetSharedTexture
|
||||
-- Export.LoRemoveSharedTexture
|
||||
-- Export.LoUpdateSharedTexture
|
||||
|
||||
|
||||
-------------------------------------------------------------------------------------------
|
||||
--- The Callbacks.
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
function onMissionLoadBegin()
|
||||
end
|
||||
|
||||
function onMissionLoadProgress(progress, message)
|
||||
end
|
||||
|
||||
function onMissionLoadEnd()
|
||||
end
|
||||
|
||||
|
||||
function onSimulationStart()
|
||||
end
|
||||
|
||||
function onSimulationStop()
|
||||
end
|
||||
|
||||
function onSimulationFrame()
|
||||
end
|
||||
|
||||
function onSimulationPause()
|
||||
end
|
||||
|
||||
function onSimulationResume()
|
||||
end
|
||||
|
||||
|
||||
function onGameEvent(eventName,arg1,arg2,arg3,arg4)
|
||||
--"friendly_fire", playerID, weaponName, victimPlayerID
|
||||
--"mission_end", winner, msg
|
||||
--"kill", killerPlayerID, killerUnitType, killerSide, victimPlayerID, victimUnitType, victimSide, weaponName
|
||||
--"self_kill", playerID
|
||||
--"change_slot", playerID, slotID, prevSide
|
||||
--"connect", playerID, name
|
||||
--"disconnect", playerID, name, playerSide, reason_code
|
||||
--"crash", playerID, unit_missionID
|
||||
--"eject", playerID, unit_missionID
|
||||
--"takeoff", playerID, unit_missionID, airdromeName
|
||||
--"landing", playerID, unit_missionID, airdromeName
|
||||
--"pilot_death", playerID, unit_missionID
|
||||
end
|
||||
|
||||
function onNetConnect(localPlayerID)
|
||||
end
|
||||
|
||||
function onNetMissionChanged(newMissionName)
|
||||
end
|
||||
|
||||
function onNetDisconnect(reason_msg, err_code)
|
||||
end
|
||||
|
||||
-- disconnect reason codes:
|
||||
net.ERR_INVALID_ADDRESS
|
||||
net.ERR_CONNECT_FAILED
|
||||
net.ERR_WRONG_VERSION
|
||||
net.ERR_PROTOCOL_ERROR
|
||||
net.ERR_TAINTED_CLIENT
|
||||
net.ERR_INVALID_PASSWORD
|
||||
net.ERR_BANNED
|
||||
net.ERR_BAD_CALLSIGN
|
||||
|
||||
net.ERR_TIMEOUT
|
||||
net.ERR_KICKED
|
||||
|
||||
|
||||
function onPlayerConnect(id)
|
||||
end
|
||||
|
||||
function onPlayerDisconnect(id, err_code)
|
||||
-- this is never called for local playerID
|
||||
end
|
||||
|
||||
function onPlayerStart(id)
|
||||
-- a player entered the simulation
|
||||
-- this is never called for local playerID
|
||||
end
|
||||
|
||||
function onPlayerStop(id)
|
||||
-- a player left the simulation (happens right before a disconnect, if player exited by desire)
|
||||
-- this is never called for local playerID
|
||||
end
|
||||
|
||||
function onPlayerChangeSlot(id)
|
||||
-- a player successfully changed the slot
|
||||
-- this will also come as onGameEvent('change_slot', playerID, slotID),
|
||||
-- if allowed by server.advanced.event_Connect setting
|
||||
end
|
||||
|
||||
|
||||
--- These 3 functions are different from the rest:
|
||||
--- 1. they are called directly from the network code, so try to make them as fast as possible
|
||||
--- 2. they return a result
|
||||
-- The code shows the default implementations.
|
||||
|
||||
function onPlayerTryConnect(addr, name, ucid, playerID) --> true | false, "disconnect reason"
|
||||
return true
|
||||
end
|
||||
|
||||
function onPlayerTrySendChat(playerID, msg, all) -- -> filteredMessage | "" - empty string drops the message
|
||||
return msg
|
||||
end
|
||||
|
||||
function onPlayerTryChangeSlot(playerID, side, slotID) -- -> true | false
|
||||
return true
|
||||
end
|
||||
|
||||
|
||||
|
||||
-- GUI callbacks
|
||||
function onChatMessage(message, from)
|
||||
-- this one may be useful for chat archiving
|
||||
end
|
||||
|
||||
function onShowRadioMenu(a_h)
|
||||
end
|
||||
|
||||
function onShowPool()
|
||||
end
|
||||
|
||||
function onShowGameMenu()
|
||||
end
|
||||
|
||||
function onShowBriefing()
|
||||
end
|
||||
|
||||
function onShowChatAll()
|
||||
end
|
||||
|
||||
function onShowChatTeam()
|
||||
end
|
||||
|
||||
function onShowChatRead()
|
||||
end
|
||||
|
||||
function onShowMessage(a_text, a_duration)
|
||||
end
|
||||
|
||||
function onTriggerMessage(message, duration, clearView)
|
||||
end
|
||||
|
||||
function onRadioMessage(message, duration)
|
||||
end
|
||||
|
||||
function onRadioCommand(command_message)
|
||||
end
|
||||
|
||||
===================================================================================================
|
||||
|
||||
Happy hacking!
|
||||
|
||||
Sincerely,
|
||||
dsb at eagle dot ru
|
||||
@ -1151,6 +1151,7 @@ function below will use the range 1-7 just in case</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(DESIGNATE).LaserCodes" >
|
||||
<strong>DESIGNATE.LaserCodes</strong>
|
||||
</a>
|
||||
|
||||
@ -2460,7 +2460,6 @@ The index of the DetectedItem.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(DETECTION_BASE).DetectedItemCount" >
|
||||
<strong>DETECTION_BASE.DetectedItemCount</strong>
|
||||
</a>
|
||||
@ -2474,7 +2473,6 @@ The index of the DetectedItem.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(DETECTION_BASE).DetectedItemMax" >
|
||||
<strong>DETECTION_BASE.DetectedItemMax</strong>
|
||||
</a>
|
||||
@ -4052,7 +4050,7 @@ Return false to cancel Transition.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<em></em>
|
||||
<a id="#(DETECTION_BASE).RefreshTimeInterval" >
|
||||
<strong>DETECTION_BASE.RefreshTimeInterval</strong>
|
||||
</a>
|
||||
|
||||
@ -1599,7 +1599,7 @@ A string defining the start state.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<em>#string</em>
|
||||
<a id="#(FSM)._StartState" >
|
||||
<strong>FSM._StartState</strong>
|
||||
</a>
|
||||
@ -1898,7 +1898,6 @@ A string defining the start state.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(FSM).current" >
|
||||
<strong>FSM.current</strong>
|
||||
</a>
|
||||
|
||||
@ -228,7 +228,6 @@ on defined intervals (currently every minute).</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(MOVEMENT).AliveUnits" >
|
||||
<strong>MOVEMENT.AliveUnits</strong>
|
||||
</a>
|
||||
@ -237,9 +236,6 @@ on defined intervals (currently every minute).</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p> Contains the counter how many units are currently alive</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@ -1974,7 +1974,6 @@ The height in meters to add to the altitude of the positionable.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="Core.Spot.html##(SPOT)">Core.Spot#SPOT</a></em>
|
||||
<a id="#(POSITIONABLE).Spot" >
|
||||
<strong>POSITIONABLE.Spot</strong>
|
||||
</a>
|
||||
|
||||
@ -1241,7 +1241,7 @@ true if metric.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#boolean</em>
|
||||
<em></em>
|
||||
<a id="#(SETTINGS).Metric" >
|
||||
<strong>SETTINGS.Metric</strong>
|
||||
</a>
|
||||
|
||||
@ -2192,6 +2192,9 @@ The group that was spawned. You can use this group for further actions.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p> Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -2780,6 +2783,9 @@ when nothing was spawned.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p> By default, no InitLimit</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -2815,7 +2821,7 @@ when nothing was spawned.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<em>#number</em>
|
||||
<a id="#(SPAWN).SpawnMaxGroups" >
|
||||
<strong>SPAWN.SpawnMaxGroups</strong>
|
||||
</a>
|
||||
@ -2832,7 +2838,7 @@ when nothing was spawned.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<em>#number</em>
|
||||
<a id="#(SPAWN).SpawnMaxUnitsAlive" >
|
||||
<strong>SPAWN.SpawnMaxUnitsAlive</strong>
|
||||
</a>
|
||||
@ -3160,7 +3166,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<em>#boolean</em>
|
||||
<a id="#(SPAWN).SpawnUnControlled" >
|
||||
<strong>SPAWN.SpawnUnControlled</strong>
|
||||
</a>
|
||||
@ -3184,7 +3190,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
|
||||
|
||||
|
||||
|
||||
<p> When the first Spawn executes, all the Groups need to be made visible before start.</p>
|
||||
<p> Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
@ -437,6 +437,7 @@ ptional) The name of the new static.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(SPAWNSTATIC).SpawnIndex" >
|
||||
<strong>SPAWNSTATIC.SpawnIndex</strong>
|
||||
</a>
|
||||
|
||||
@ -553,7 +553,7 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="Core.Cargo.html##(CARGO_GROUP)">Core.Cargo#CARGO_GROUP</a></em>
|
||||
<em></em>
|
||||
<a id="#(FSM_PROCESS).Cargo" >
|
||||
<strong>FSM_PROCESS.Cargo</strong>
|
||||
</a>
|
||||
@ -567,7 +567,6 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(FSM_PROCESS).DeployZone" >
|
||||
<strong>FSM_PROCESS.DeployZone</strong>
|
||||
</a>
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user