Merge branch 'develop' into FF/Ops

This commit is contained in:
Frank 2024-03-19 18:04:03 +01:00
commit 1253e241ff
44 changed files with 3370 additions and 2349 deletions

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@ -33,7 +33,7 @@ jobs:
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v3
uses: actions/checkout@v4
- name: Setup Ruby
uses: ruby/setup-ruby@v1
with:
@ -43,7 +43,7 @@ jobs:
working-directory: docs/
- name: Setup Pages
id: pages
uses: actions/configure-pages@v3
uses: actions/configure-pages@v4
- name: Build with Jekyll
# Outputs to the './_site' directory by default
run: bundle exec jekyll build --baseurl "${{ steps.pages.outputs.base_path }}"
@ -52,7 +52,7 @@ jobs:
working-directory: docs/
- name: Upload artifact
# Automatically uploads an artifact from the './_site' directory by default
uses: actions/upload-pages-artifact@v1
uses: actions/upload-pages-artifact@v3
with:
path: docs/_site/
@ -66,13 +66,13 @@ jobs:
steps:
- name: Deploy to GitHub Pages
id: deployment
uses: actions/deploy-pages@v1
uses: actions/deploy-pages@v4
check:
runs-on: ubuntu-latest
needs: deploy
steps:
- name: Setup Node
uses: actions/setup-node@v3
uses: actions/setup-node@v4
- run: npm install linkinator
- run: npx linkinator https://flightcontrol-master.github.io/MOOSE/ --verbosity error --timeout 5000 --recurse --skip "(java.com)" --retry-errors --retry-errors-count 3 --retry-errors-jitter

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@ -1144,6 +1144,19 @@ function BASE:TraceClassMethod( Class, Method )
self:I( "Tracing method " .. Method .. " of class " .. Class )
end
--- (Internal) Serialize arguments
-- @param #BASE self
-- @param #table Arguments
-- @return #string Text
function BASE:_Serialize(Arguments)
local text = UTILS.PrintTableToLog({Arguments}, 0, true)
text = string.gsub(text,"\n","")
text = string.gsub(text,"%(%(","%(")
text = string.gsub(text,"%)%)","%)")
text = string.gsub(text,"(%s+)","")
return text
end
--- Trace a function call. This function is private.
-- @param #BASE self
-- @param Arguments A #table or any field.
@ -1168,7 +1181,7 @@ function BASE:_F( Arguments, DebugInfoCurrentParam, DebugInfoFromParam )
if DebugInfoFrom then
LineFrom = DebugInfoFrom.currentline
end
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s(%s)", LineCurrent, LineFrom, "F", self.ClassName, self.ClassID, Function, UTILS.BasicSerialize( Arguments ) ) )
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s(%s)", LineCurrent, LineFrom, "F", self.ClassName, self.ClassID, Function, BASE:_Serialize(Arguments) ) )
end
end
end
@ -1242,7 +1255,7 @@ function BASE:_T( Arguments, DebugInfoCurrentParam, DebugInfoFromParam )
if DebugInfoFrom then
LineFrom = DebugInfoFrom.currentline
end
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s", LineCurrent, LineFrom, "T", self.ClassName, self.ClassID, UTILS.BasicSerialize( Arguments ) ) )
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s", LineCurrent, LineFrom, "T", self.ClassName, self.ClassID, BASE:_Serialize(Arguments) ) )
end
end
end
@ -1314,7 +1327,7 @@ function BASE:E( Arguments )
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s(%s)", LineCurrent, LineFrom, "E", self.ClassName, self.ClassID, Function, UTILS.BasicSerialize( Arguments ) ) )
else
env.info( string.format( "%1s:%30s%05d(%s)", "E", self.ClassName, self.ClassID, UTILS.BasicSerialize( Arguments ) ) )
env.info( string.format( "%1s:%30s%05d(%s)", "E", self.ClassName, self.ClassID, BASE:_Serialize(Arguments) ) )
end
end
@ -1341,39 +1354,8 @@ function BASE:I( Arguments )
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s(%s)", LineCurrent, LineFrom, "I", self.ClassName, self.ClassID, Function, UTILS.BasicSerialize( Arguments ) ) )
else
env.info( string.format( "%1s:%30s%05d(%s)", "I", self.ClassName, self.ClassID, UTILS.BasicSerialize( Arguments ) ) )
env.info( string.format( "%1s:%30s%05d(%s)", "I", self.ClassName, self.ClassID, BASE:_Serialize(Arguments)) )
end
end
--- old stuff
-- function BASE:_Destructor()
-- --self:E("_Destructor")
--
-- --self:EventRemoveAll()
-- end
-- THIS IS WHY WE NEED LUA 5.2 ...
-- function BASE:_SetDestructor()
--
-- -- TODO: Okay, this is really technical...
-- -- When you set a proxy to a table to catch __gc, weak tables don't behave like weak...
-- -- Therefore, I am parking this logic until I've properly discussed all this with the community.
--
-- local proxy = newproxy(true)
-- local proxyMeta = getmetatable(proxy)
--
-- proxyMeta.__gc = function ()
-- env.info("In __gc for " .. self:GetClassNameAndID() )
-- if self._Destructor then
-- self:_Destructor()
-- end
-- end
--
-- -- keep the userdata from newproxy reachable until the object
-- -- table is about to be garbage-collected - then the __gc hook
-- -- will be invoked and the destructor called
-- rawset( self, '__proxy', proxy )
--
-- end

View File

@ -8,6 +8,10 @@
--
-- ===
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_Demos/tree/master/Core/Beacon)
--
-- ===
--
-- ### Authors: Hugues "Grey_Echo" Bousquet, funkyfranky
--
-- @module Core.Beacon
@ -286,6 +290,7 @@ end
-- myBeacon:AATACAN(20, "TEXACO", true) -- Activate the beacon
function BEACON:AATACAN(TACANChannel, Message, Bearing, BeaconDuration)
self:F({TACANChannel, Message, Bearing, BeaconDuration})
self:E("This method is DEPRECATED! Please use ActivateTACAN() instead.")
local IsValid = true

View File

@ -37,6 +37,8 @@
-- @field #table Templates Templates: Units, Groups, Statics, ClientsByName, ClientsByID.
-- @field #table CLIENTS Clients.
-- @field #table STORAGES DCS warehouse storages.
-- @field #table STNS Used Link16 octal numbers for F16/15/18/AWACS planes.
-- @field #table SADL Used Link16 octal numbers for A10/C-II planes.
-- @extends Core.Base#BASE
--- Contains collections of wrapper objects defined within MOOSE that reflect objects within the simulator.
@ -93,6 +95,8 @@ DATABASE = {
OPSZONES = {},
PATHLINES = {},
STORAGES = {},
STNS={},
SADL={},
}
local _DATABASECoalition =
@ -928,7 +932,7 @@ function DATABASE:Spawn( SpawnTemplate )
SpawnTemplate.CountryID = nil
SpawnTemplate.CategoryID = nil
self:_RegisterGroupTemplate( SpawnTemplate, SpawnCoalitionID, SpawnCategoryID, SpawnCountryID )
self:_RegisterGroupTemplate( SpawnTemplate, SpawnCoalitionID, SpawnCategoryID, SpawnCountryID, SpawnTemplate.name )
self:T3( SpawnTemplate )
coalition.addGroup( SpawnCountryID, SpawnCategoryID, SpawnTemplate )
@ -1030,6 +1034,27 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
self.Templates.ClientsByID[UnitTemplate.unitId] = UnitTemplate
end
if UnitTemplate.AddPropAircraft then
if UnitTemplate.AddPropAircraft.STN_L16 then
local stn = UTILS.OctalToDecimal(UnitTemplate.AddPropAircraft.STN_L16)
if stn == nil or stn < 1 then
self:E("WARNING: Invalid STN "..tostring(UnitTemplate.AddPropAircraft.STN_L16).." for ".. UnitTemplate.name)
else
self.STNS[stn] = UnitTemplate.name
self:I("Register STN "..tostring(UnitTemplate.AddPropAircraft.STN_L16).." for ".. UnitTemplate.name)
end
end
if UnitTemplate.AddPropAircraft.SADL_TN then
local sadl = UTILS.OctalToDecimal(UnitTemplate.AddPropAircraft.SADL_TN)
if sadl == nil or sadl < 1 then
self:E("WARNING: Invalid SADL "..tostring(UnitTemplate.AddPropAircraft.SADL_TN).." for ".. UnitTemplate.name)
else
self.SADL[sadl] = UnitTemplate.name
self:I("Register SADL "..tostring(UnitTemplate.AddPropAircraft.SADL_TN).." for ".. UnitTemplate.name)
end
end
end
UnitNames[#UnitNames+1] = self.Templates.Units[UnitTemplate.name].UnitName
end
@ -1043,6 +1068,80 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
)
end
--- Get next (consecutive) free STN as octal number.
-- @param #DATABASE self
-- @param #number octal Starting octal.
-- @param #string unitname Name of the associated unit.
-- @return #number Octal
function DATABASE:GetNextSTN(octal,unitname)
local first = UTILS.OctalToDecimal(octal)
if self.STNS[first] == unitname then return octal end
local nextoctal = 77777
local found = false
if 32767-first < 10 then
first = 0
end
for i=first+1,32767 do
if self.STNS[i] == nil then
found = true
nextoctal = UTILS.DecimalToOctal(i)
self.STNS[i] = unitname
self:T("Register STN "..tostring(nextoctal).." for ".. unitname)
break
end
end
if not found then
self:E(string.format("WARNING: No next free STN past %05d found!",octal))
-- cleanup
local NewSTNS = {}
for _id,_name in pairs(self.STNS) do
if self.UNITS[_name] ~= nil then
NewSTNS[_id] = _name
end
end
self.STNS = nil
self.STNS = NewSTNS
end
return nextoctal
end
--- Get next (consecutive) free SADL as octal number.
-- @param #DATABASE self
-- @param #number octal Starting octal.
-- @param #string unitname Name of the associated unit.
-- @return #number Octal
function DATABASE:GetNextSADL(octal,unitname)
local first = UTILS.OctalToDecimal(octal)
if self.SADL[first] == unitname then return octal end
local nextoctal = 7777
local found = false
if 4095-first < 10 then
first = 0
end
for i=first+1,4095 do
if self.STNS[i] == nil then
found = true
nextoctal = UTILS.DecimalToOctal(i)
self.SADL[i] = unitname
self:T("Register SADL "..tostring(nextoctal).." for ".. unitname)
break
end
end
if not found then
self:E(string.format("WARNING: No next free SADL past %04d found!",octal))
-- cleanup
local NewSTNS = {}
for _id,_name in pairs(self.SADL) do
if self.UNITS[_name] ~= nil then
NewSTNS[_id] = _name
end
end
self.SADL = nil
self.SADL = NewSTNS
end
return nextoctal
end
--- Get group template.
-- @param #DATABASE self
-- @param #string GroupName Group name.

View File

@ -1378,6 +1378,7 @@ function EVENT:onEvent( Event )
Event.MarkCoordinate=COORDINATE:NewFromVec3(Event.pos)
Event.MarkText=Event.text
Event.MarkCoalition=Event.coalition
Event.IniCoalition=Event.coalition
Event.MarkGroupID = Event.groupID
end

View File

@ -17,7 +17,7 @@
-- ### Author: **Applevangelist**
--
-- Date: 5 May 2021
-- Last Update: Feb 2023
-- Last Update: Mar 2023
--
-- ===
---
@ -50,7 +50,7 @@ MARKEROPS_BASE = {
ClassName = "MARKEROPS",
Tag = "mytag",
Keywords = {},
version = "0.1.1",
version = "0.1.3",
debug = false,
Casesensitive = true,
}
@ -114,6 +114,8 @@ function MARKEROPS_BASE:New(Tagname,Keywords,Casesensitive)
-- @param #string Text The text on the marker
-- @param #table Keywords Table of matching keywords found in the Event text
-- @param Core.Point#COORDINATE Coord Coordinate of the marker.
-- @param #number MarkerID Id of this marker
-- @param #number CoalitionNumber Coalition of the marker creator
--- On after "MarkChanged" event. Triggered when a Marker is changed on the F10 map.
-- @function [parent=#MARKEROPS_BASE] OnAfterMarkChanged
@ -124,7 +126,8 @@ function MARKEROPS_BASE:New(Tagname,Keywords,Casesensitive)
-- @param #string Text The text on the marker
-- @param #table Keywords Table of matching keywords found in the Event text
-- @param Core.Point#COORDINATE Coord Coordinate of the marker.
-- @param #number idx DCS Marker ID
-- @param #number MarkerID Id of this marker
-- @param #number CoalitionNumber Coalition of the marker creator
--- On after "MarkDeleted" event. Triggered when a Marker is deleted from the F10 map.
-- @function [parent=#MARKEROPS_BASE] OnAfterMarkDeleted
@ -155,29 +158,30 @@ function MARKEROPS_BASE:OnEventMark(Event)
local text = tostring(Event.text)
local m = MESSAGE:New(string.format("Mark added at %s with text: %s",coordtext,text),10,"Info",false):ToAll()
end
local coalition = Event.MarkCoalition
-- decision
if Event.id==world.event.S_EVENT_MARK_ADDED then
self:T({event="S_EVENT_MARK_ADDED", carrier=self.groupname, vec3=Event.pos})
self:T({event="S_EVENT_MARK_ADDED", carrier=Event.IniGroupName, vec3=Event.pos})
-- Handle event
local Eventtext = tostring(Event.text)
if Eventtext~=nil then
if self:_MatchTag(Eventtext) then
local matchtable = self:_MatchKeywords(Eventtext)
self:MarkAdded(Eventtext,matchtable,coord)
self:MarkAdded(Eventtext,matchtable,coord,Event.idx,coalition)
end
end
elseif Event.id==world.event.S_EVENT_MARK_CHANGE then
self:T({event="S_EVENT_MARK_CHANGE", carrier=self.groupname, vec3=Event.pos})
self:T({event="S_EVENT_MARK_CHANGE", carrier=Event.IniGroupName, vec3=Event.pos})
-- Handle event.
local Eventtext = tostring(Event.text)
if Eventtext~=nil then
if self:_MatchTag(Eventtext) then
local matchtable = self:_MatchKeywords(Eventtext)
self:MarkChanged(Eventtext,matchtable,coord,Event.idx)
self:MarkChanged(Eventtext,matchtable,coord,Event.idx,coalition)
end
end
elseif Event.id==world.event.S_EVENT_MARK_REMOVED then
self:T({event="S_EVENT_MARK_REMOVED", carrier=self.groupname, vec3=Event.pos})
self:T({event="S_EVENT_MARK_REMOVED", carrier=Event.IniGroupName, vec3=Event.pos})
-- Hande event.
local Eventtext = tostring(Event.text)
if Eventtext~=nil then
@ -230,8 +234,10 @@ end
-- @param #string To The To state
-- @param #string Text The text on the marker
-- @param #table Keywords Table of matching keywords found in the Event text
-- @param #number MarkerID Id of this marker
-- @param #number CoalitionNumber Coalition of the marker creator
-- @param Core.Point#COORDINATE Coord Coordinate of the marker.
function MARKEROPS_BASE:onbeforeMarkAdded(From,Event,To,Text,Keywords,Coord)
function MARKEROPS_BASE:onbeforeMarkAdded(From,Event,To,Text,Keywords,Coord,MarkerID,CoalitionNumber)
self:T({self.lid,From,Event,To,Text,Keywords,Coord:ToStringLLDDM()})
end
@ -242,8 +248,10 @@ end
-- @param #string To The To state
-- @param #string Text The text on the marker
-- @param #table Keywords Table of matching keywords found in the Event text
-- @param #number MarkerID Id of this marker
-- @param #number CoalitionNumber Coalition of the marker creator
-- @param Core.Point#COORDINATE Coord Coordinate of the marker.
function MARKEROPS_BASE:onbeforeMarkChanged(From,Event,To,Text,Keywords,Coord)
function MARKEROPS_BASE:onbeforeMarkChanged(From,Event,To,Text,Keywords,Coord,MarkerID,CoalitionNumber)
self:T({self.lid,From,Event,To,Text,Keywords,Coord:ToStringLLDDM()})
end

View File

@ -1097,6 +1097,7 @@ do
GroupPrefixes = nil,
Zones = nil,
Functions = nil,
Alive = nil,
},
FilterMeta = {
Coalitions = {
@ -1470,7 +1471,7 @@ do
end
--- Builds a set of groups that are only active.
--- Builds a set of groups that are active, ie in the mission but not yet activated (false) or actived (true).
-- Only the groups that are active will be included within the set.
-- @param #SET_GROUP self
-- @param #boolean Active (Optional) Include only active groups to the set.
@ -1496,6 +1497,14 @@ do
return self
end
--- Build a set of groups that are alive.
-- @param #SET_GROUP self
-- @return #SET_GROUP self
function SET_GROUP:FilterAlive()
self.Filter.Alive = true
return self
end
--- Starts the filtering.
-- @param #SET_GROUP self
-- @return #SET_GROUP self
@ -1994,6 +2003,15 @@ do
self:F2( MGroup )
local MGroupInclude = true
if self.Filter.Alive == true then
local MGroupAlive = false
self:F( { Active = self.Filter.Active } )
if MGroup and MGroup:IsAlive() then
MGroupAlive = true
end
MGroupInclude = MGroupInclude and MGroupAlive
end
if self.Filter.Active ~= nil then
local MGroupActive = false
self:F( { Active = self.Filter.Active } )
@ -2997,7 +3015,7 @@ do -- SET_UNIT
local velocity = self:GetVelocity() or 0
Coordinate:SetHeading( heading )
Coordinate:SetVelocity( velocity )
self:I(UTILS.PrintTableToLog(Coordinate))
self:T(UTILS.PrintTableToLog(Coordinate))
end
return Coordinate
@ -4521,7 +4539,7 @@ do -- SET_CLIENT
if Event.IniObjectCategory == Object.Category.UNIT and Event.IniGroup and Event.IniGroup:IsGround() then
-- CA Slot entered
local ObjectName, Object = self:AddInDatabase( Event )
self:I( ObjectName, UTILS.PrintTableToLog(Object) )
self:T( ObjectName, UTILS.PrintTableToLog(Object) )
if Object and self:IsIncludeObject( Object ) then
self:Add( ObjectName, Object )
end

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@ -200,6 +200,22 @@
-- * @{#SPAWN.InitRepeat}() or @{#SPAWN.InitRepeatOnLanding}(): This method is used to re-spawn automatically the same group after it has landed.
-- * @{#SPAWN.InitRepeatOnEngineShutDown}(): This method is used to re-spawn automatically the same group after it has landed and it shuts down the engines at the ramp.
--
-- ### Link-16 Datalink STN and SADL IDs (limited at the moment to F15/16/18/AWACS/Tanker/B1B, but not the F15E for clients, SADL A10CII only)
--
-- *{#SPAWN.InitSTN}(): Set the STN of the first unit in the group. All other units will have consecutive STNs, provided they have not been used yet.
-- *{#SPAWN.InitSADL}(): Set the SADL of the first unit in the group. All other units will have consecutive SADLs, provided they have not been used yet.
--
-- ### Callsigns
--
-- *{#SPAWN.InitRandomizeCallsign}(): Set a random callsign name per spawn.
-- *{#SPAWN.SpawnInitCallSign}(): Set a specific callsign for a spawned group.
--
-- ### Speed
--
-- *{#SPAWN.InitSpeedMps}(): Set the initial speed on spawning in meters per second.
-- *{#SPAWN.InitSpeedKph}(): Set the initial speed on spawning in kilometers per hour.
-- *{#SPAWN.InitSpeedKnots}(): Set the initial speed on spawning in knots.
--
-- ## SPAWN **Spawn** methods
--
-- Groups can be spawned at different times and methods:
@ -520,7 +536,7 @@ function SPAWN:NewFromTemplate( SpawnTemplate, SpawnTemplatePrefix, SpawnAliasPr
end
if SpawnTemplate then
self.SpawnTemplate = SpawnTemplate -- Contains the template structure for a Group Spawn from the Mission Editor. Note that this group must have lateActivation always on!!!
self.SpawnTemplate = UTILS.DeepCopy(SpawnTemplate) -- Contains the template structure for a Group Spawn from the Mission Editor. Note that this group must have lateActivation always on!!!
self.SpawnTemplatePrefix = SpawnTemplatePrefix
self.SpawnAliasPrefix = SpawnAliasPrefix or SpawnTemplatePrefix
self.SpawnTemplate.name = SpawnTemplatePrefix
@ -724,7 +740,7 @@ end
-- @param #number Country Country id as number or enumerator:
--
-- * @{DCS#country.id.RUSSIA}
-- * @{DCS#county.id.USA}
-- * @{DCS#country.id.USA}
--
-- @return #SPAWN self
function SPAWN:InitCountry( Country )
@ -780,6 +796,82 @@ function SPAWN:InitSkill( Skill )
return self
end
--- [Airplane - F15/16/18/AWACS/B1B/Tanker only] Set the STN Link16 starting number of the Group; each unit of the spawned group will have a consecutive STN set.
-- @param #SPAWN self
-- @param #number Octal The octal number (digits 1..7, max 5 digits, i.e. 1..77777) to set the STN to. Every STN needs to be unique!
-- @return #SPAWN self
function SPAWN:InitSTN(Octal)
self:F( { Octal = Octal } )
self.SpawnInitSTN = Octal or 77777
local num = UTILS.OctalToDecimal(Octal)
if num == nil or num < 1 then
self:E("WARNING - STN "..tostring(Octal).." is not valid!")
return self
end
if _DATABASE.STNS[num] ~= nil then
self:E("WARNING - STN already assigned: "..tostring(Octal).." is used for ".._DATABASE.STNS[Octal])
end
return self
end
--- [Airplane - A10-C II only] Set the SADL TN starting number of the Group; each unit of the spawned group will have a consecutive SADL set.
-- @param #SPAWN self
-- @param #number Octal The octal number (digits 1..7, max 4 digits, i.e. 1..7777) to set the SADL to. Every SADL needs to be unique!
-- @return #SPAWN self
function SPAWN:InitSADL(Octal)
self:F( { Octal = Octal } )
self.SpawnInitSADL = Octal or 7777
local num = UTILS.OctalToDecimal(Octal)
if num == nil or num < 1 then
self:E("WARNING - SADL "..tostring(Octal).." is not valid!")
return self
end
if _DATABASE.SADL[num] ~= nil then
self:E("WARNING - SADL already assigned: "..tostring(Octal).." is used for ".._DATABASE.SADL[Octal])
end
return self
end
--- [Airplane] Set the initial speed on spawning in meters per second. Useful when spawning in-air only.
-- @param #SPAWN self
-- @param #number MPS The speed in MPS to use.
-- @return #SPAWN self
function SPAWN:InitSpeedMps(MPS)
self:F( { MPS = MPS } )
if MPS == nil or tonumber(MPS)<0 then
MPS=125
end
self.InitSpeed = MPS
return self
end
--- [Airplane] Set the initial speed on spawning in knots. Useful when spawning in-air only.
-- @param #SPAWN self
-- @param #number Knots The speed in knots to use.
-- @return #SPAWN self
function SPAWN:InitSpeedKnots(Knots)
self:F( { Knots = Knots } )
if Knots == nil or tonumber(Knots)<0 then
Knots=300
end
self.InitSpeed = UTILS.KnotsToMps(Knots)
return self
end
--- [Airplane] Set the initial speed on spawning in kilometers per hour. Useful when spawning in-air only.
-- @param #SPAWN self
-- @param #number KPH The speed in KPH to use.
-- @return #SPAWN self
function SPAWN:InitSpeedKph(KPH)
self:F( { KPH = KPH } )
if KPH == nil or tonumber(KPH)<0 then
KPH=UTILS.KnotsToKmph(300)
end
self.InitSpeed = UTILS.KmphToMps(KPH)
return self
end
--- Sets the radio communication on or off. Same as checking/unchecking the COMM box in the mission editor.
-- @param #SPAWN self
-- @param #number switch If true (or nil), enables the radio communication. If false, disables the radio for the spawned group.
@ -1699,6 +1791,7 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
end
self.SpawnGroups[self.SpawnIndex].Spawned = true
self.SpawnGroups[self.SpawnIndex].Group.TemplateDonor = self.SpawnTemplatePrefix
return self.SpawnGroups[self.SpawnIndex].Group
else
-- self:E( { self.SpawnTemplatePrefix, "No more Groups to Spawn:", SpawnIndex, self.SpawnMaxGroups } )
@ -3311,9 +3404,17 @@ function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex ) -- R2.2
end
else
for UnitID = 1, #SpawnTemplate.units do
local UnitPrefix, Rest = string.match( SpawnTemplate.units[UnitID].name, "^([^#]+)#?" ):gsub( "^%s*(.-)%s*$", "%1" )
local SpawnInitKeepUnitIFF = false
if string.find(SpawnTemplate.units[UnitID].name,"#IFF_",1,true) then --Razbam IFF hack for F15E etc
SpawnInitKeepUnitIFF = true
end
local UnitPrefix, Rest
if SpawnInitKeepUnitIFF == false then
UnitPrefix, Rest = string.match( SpawnTemplate.units[UnitID].name, "^([^#]+)#?" ):gsub( "^%s*(.-)%s*$", "%1" )
self:T( { UnitPrefix, Rest } )
else
UnitPrefix=SpawnTemplate.units[UnitID].name
end
SpawnTemplate.units[UnitID].name = string.format( '%s#%03d-%02d', UnitPrefix, SpawnIndex, UnitID )
SpawnTemplate.units[UnitID].unitId = nil
end
@ -3395,36 +3496,58 @@ function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex ) -- R2.2
SpawnTemplate.units[UnitID].callsign = Callsign + SpawnIndex
end
end
-- Speed
if self.InitSpeed then
SpawnTemplate.units[UnitID].speed = self.InitSpeed
end
-- Link16
local AddProps = SpawnTemplate.units[UnitID].AddPropAircraft
if AddProps then
if SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16 then
-- 4 digit octal with leading 0
if self.SpawnInitSTN then
local octal = self.SpawnInitSTN
if UnitID > 1 then
octal = _DATABASE:GetNextSTN(self.SpawnInitSTN,SpawnTemplate.units[UnitID].name)
end
SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16 = string.format("%05d",octal)
else
-- 5 digit octal with leading 0
if tonumber(SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16) ~= nil then
local octal = SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16
local decimal = UTILS.OctalToDecimal(octal)+UnitID-1
SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16 = string.format("%05d",UTILS.DecimalToOctal(decimal))
local num = UTILS.OctalToDecimal(octal)
if _DATABASE.STNS[num] ~= nil or UnitID > 1 then -- STN taken or next unit
octal = _DATABASE:GetNextSTN(octal,SpawnTemplate.units[UnitID].name)
end
SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16 = string.format("%05d",octal)
else -- ED bug - chars in here
local STN = math.floor(UTILS.RandomGaussian(4088/2,nil,1000,4088))
STN = STN+UnitID-1
local OSTN = UTILS.DecimalToOctal(STN)
local OSTN = _DATABASE:GetNextSTN(1,SpawnTemplate.units[UnitID].name)
SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16 = string.format("%05d",OSTN)
end
end
end
-- A10CII
if SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN then
-- 3 digit octal with leading 0
-- 4 digit octal with leading 0
if self.SpawnInitSADL then
local octal = self.SpawnInitSADL
if UnitID > 1 then
octal = _DATABASE:GetNextSADL(self.SpawnInitSADL,SpawnTemplate.units[UnitID].name)
end
SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN = string.format("%04d",octal)
else
if tonumber(SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN) ~= nil then
local octal = SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN
local decimal = UTILS.OctalToDecimal(octal)+UnitID-1
SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN = string.format("%04d",UTILS.DecimalToOctal(decimal))
local num = UTILS.OctalToDecimal(octal)
if _DATABASE.SADL[num] ~= nil or UnitID > 1 then -- SADL taken or next unit
octal = _DATABASE:GetNextSADL(self.SpawnInitSADL,SpawnTemplate.units[UnitID].name)
end
SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN = string.format("%04d",octal)
else -- ED bug - chars in here
local STN = math.floor(UTILS.RandomGaussian(504/2,nil,100,504))
STN = STN+UnitID-1
local OSTN = UTILS.DecimalToOctal(STN)
local OSTN = _DATABASE:GetNextSADL(1,SpawnTemplate.units[UnitID].name)
SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN = string.format("%04d",OSTN)
end
end
end
-- VoiceCallsignNumber
if SpawnTemplate.units[UnitID].AddPropAircraft.VoiceCallsignNumber and type( Callsign ) ~= "number" then
SpawnTemplate.units[UnitID].AddPropAircraft.VoiceCallsignNumber = SpawnTemplate.units[UnitID].callsign[2] .. SpawnTemplate.units[UnitID].callsign[3]

View File

@ -15,7 +15,7 @@
--
-- # Demo Missions
--
-- ## [SPAWNSTATIC Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Core/SpawnStatic)
-- ## [SPAWNSTATIC Demo Missions](https://github.com/FlightControl-Master/MOOSE_Demos/tree/master/Core/SpawnStatic)
--
--
-- ===

View File

@ -46,6 +46,10 @@
--
-- ===
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_Demos/tree/master/Core/Zone)
--
-- ===
--
-- ### Author: **FlightControl**
-- ### Contributions: **Applevangelist**, **FunkyFranky**, **coconutcockpit**
--
@ -326,14 +330,14 @@ function ZONE_BASE:GetRandomVec2()
return nil
end
--- Define a random @{Core.Point#POINT_VEC2} within the zone.
--- Define a random @{Core.Point#POINT_VEC2} within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
-- @param #ZONE_BASE self
-- @return Core.Point#POINT_VEC2 The PointVec2 coordinates.
function ZONE_BASE:GetRandomPointVec2()
return nil
end
--- Define a random @{Core.Point#POINT_VEC3} within the zone.
--- Define a random @{Core.Point#POINT_VEC3} within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec3 table.
-- @param #ZONE_BASE self
-- @return Core.Point#POINT_VEC3 The PointVec3 coordinates.
function ZONE_BASE:GetRandomPointVec3()
@ -899,6 +903,7 @@ function ZONE_RADIUS:BoundZone( Points, CountryID, UnBound )
local Point = {}
local Vec2 = self:GetVec2()
local countryID = CountryID or country.id.USA
Points = Points and Points or 360
@ -910,7 +915,7 @@ function ZONE_RADIUS:BoundZone( Points, CountryID, UnBound )
Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius()
Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius()
local CountryName = _DATABASE.COUNTRY_NAME[CountryID]
local CountryName = _DATABASE.COUNTRY_NAME[countryID]
local Tire = {
["country"] = CountryName,
@ -925,7 +930,7 @@ function ZONE_RADIUS:BoundZone( Points, CountryID, UnBound )
["heading"] = 0,
} -- end of ["group"]
local Group = coalition.addStaticObject( CountryID, Tire )
local Group = coalition.addStaticObject( countryID, Tire )
if UnBound and UnBound == true then
Group:destroy()
end
@ -1175,7 +1180,7 @@ function ZONE_RADIUS:RemoveJunk()
return n
end
--- Count the number of different coalitions inside the zone.
--- Get a table of scanned units.
-- @param #ZONE_RADIUS self
-- @return #table Table of DCS units and DCS statics inside the zone.
function ZONE_RADIUS:GetScannedUnits()
@ -1210,7 +1215,7 @@ function ZONE_RADIUS:GetScannedSetUnit()
return SetUnit
end
--- Get a set of scanned units.
--- Get a set of scanned groups.
-- @param #ZONE_RADIUS self
-- @return Core.Set#SET_GROUP Set of groups.
function ZONE_RADIUS:GetScannedSetGroup()
@ -1510,7 +1515,7 @@ function ZONE_RADIUS:GetRandomVec2(inner, outer, surfacetypes)
return point
end
--- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone.
--- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
-- @param #ZONE_RADIUS self
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
@ -1541,7 +1546,7 @@ function ZONE_RADIUS:GetRandomVec3( inner, outer )
end
--- Returns a @{Core.Point#POINT_VEC3} object reflecting a random 3D location within the zone.
--- Returns a @{Core.Point#POINT_VEC3} object reflecting a random 3D location within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec3 table.
-- @param #ZONE_RADIUS self
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
@ -1985,7 +1990,7 @@ function ZONE_GROUP:GetRandomVec2()
return Point
end
--- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone.
--- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
-- @param #ZONE_GROUP self
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
@ -2829,7 +2834,7 @@ function ZONE_POLYGON_BASE:GetRandomVec2()
end
end
--- Return a @{Core.Point#POINT_VEC2} object representing a random 2D point at landheight within the zone.
--- Return a @{Core.Point#POINT_VEC2} object representing a random 2D point at landheight within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
-- @param #ZONE_POLYGON_BASE self
-- @return @{Core.Point#POINT_VEC2}
function ZONE_POLYGON_BASE:GetRandomPointVec2()
@ -2842,7 +2847,7 @@ function ZONE_POLYGON_BASE:GetRandomPointVec2()
return PointVec2
end
--- Return a @{Core.Point#POINT_VEC3} object representing a random 3D point at landheight within the zone.
--- Return a @{Core.Point#POINT_VEC3} object representing a random 3D point at landheight within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec3 table.
-- @param #ZONE_POLYGON_BASE self
-- @return @{Core.Point#POINT_VEC3}
function ZONE_POLYGON_BASE:GetRandomPointVec3()
@ -3830,18 +3835,18 @@ function ZONE_OVAL:GetRandomVec2()
return {x=rx, y=ry}
end
--- Define a random @{Core.Point#POINT_VEC2} within the zone.
--- Define a random @{Core.Point#POINT_VEC2} within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
-- @param #ZONE_OVAL self
-- @return Core.Point#POINT_VEC2 The PointVec2 coordinates.
function ZONE_OVAL:GetRandomPointVec2()
return POINT_VEC2:NewFromVec2(self:GetRandomVec2())
end
--- Define a random @{Core.Point#POINT_VEC2} within the zone.
--- Define a random @{Core.Point#POINT_VEC2} within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec3 table.
-- @param #ZONE_OVAL self
-- @return Core.Point#POINT_VEC2 The PointVec2 coordinates.
function ZONE_OVAL:GetRandomPointVec3()
return POINT_VEC2:NewFromVec3(self:GetRandomVec2())
return POINT_VEC3:NewFromVec3(self:GetRandomVec2())
end
--- Draw the zone on the F10 map.
@ -3981,7 +3986,7 @@ do -- ZONE_AIRBASE
return ZoneVec2
end
--- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone.
--- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
-- @param #ZONE_AIRBASE self
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.

View File

@ -19,6 +19,10 @@
--
-- ===
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_Demos/tree/master/Functional/FOX)
--
-- ===
--
-- ### Author: **funkyfranky**
-- @module Functional.Fox
-- @image Functional_FOX.png
@ -437,7 +441,7 @@ function FOX:SetProtectedGroupSet(groupset)
return self
end
--- Add a group to the protected set.
--- Add a group to the protected set. Works only with AI!
-- @param #FOX self
-- @param Wrapper.Group#GROUP group Protected group.
-- @return #FOX self

View File

@ -79,6 +79,7 @@
--
-- ### Contributions:
--
-- * **Applevangelist**: Additional functionality, fixes.
-- * **Wingthor (TAW)**: Testing & Advice.
-- * **Dutch-Baron (TAW)**: Testing & Advice.
-- * **Whisper**: Testing and Advice.
@ -116,11 +117,13 @@
-- Special targets can be set that will give extra scores to the players when these are destroyed.
-- Use the methods @{#SCORING.AddUnitScore}() and @{#SCORING.RemoveUnitScore}() to specify a special additional score for a specific @{Wrapper.Unit}s.
-- Use the methods @{#SCORING.AddStaticScore}() and @{#SCORING.RemoveStaticScore}() to specify a special additional score for a specific @{Wrapper.Static}s.
-- Use the method @{#SCORING.SetGroupGroup}() to specify a special additional score for a specific @{Wrapper.Group}s.
-- Use the method @{#SCORING.AddScoreSetGroup}() to specify a special additional score for a specific @{Wrapper.Group}s gathered in a @{Core.Set#SET_GROUP}.
--
-- local Scoring = SCORING:New( "Scoring File" )
-- Scoring:AddUnitScore( UNIT:FindByName( "Unit #001" ), 200 )
-- Scoring:AddStaticScore( STATIC:FindByName( "Static #1" ), 100 )
-- local GroupSet = SET_GROUP:New():FilterPrefixes("RAT"):FilterStart()
-- Scoring:AddScoreSetGroup( GroupSet, 100)
--
-- The above grants an additional score of 200 points for Unit #001 and an additional 100 points of Static #1 if these are destroyed.
-- Note that later in the mission, one can remove these scores set, for example, when the a goal achievement time limit is over.
@ -226,7 +229,7 @@ SCORING = {
ClassID = 0,
Players = {},
AutoSave = true,
version = "1.17.1"
version = "1.18.2"
}
local _SCORINGCoalition = {
@ -428,6 +431,31 @@ function SCORING:AddScoreGroup( ScoreGroup, Score )
return self
end
--- Specify a special additional score for a @{Core.Set#SET_GROUP}.
-- @param #SCORING self
-- @param Core.Set#SET_GROUP Set The @{Core.Set#SET_GROUP} for which each @{Wrapper.Unit} in each Group a Score is given.
-- @param #number Score The Score value.
-- @return #SCORING
function SCORING:AddScoreSetGroup(Set, Score)
local set = Set:GetSetObjects()
for _,_group in pairs (set) do
if _group and _group:IsAlive() then
self:AddScoreGroup(_group,Score)
end
end
local function AddScore(group)
self:AddScoreGroup(group,Score)
end
function Set:OnAfterAdded(From,Event,To,ObjectName,Object)
AddScore(Object)
end
return self
end
--- Add a @{Core.Zone} to define additional scoring when any object is destroyed in that zone.
-- Note that if a @{Core.Zone} with the same name is already within the scoring added, the @{Core.Zone} (type) and Score will be replaced!
-- This allows for a dynamic destruction zone evolution within your mission.
@ -1030,7 +1058,7 @@ function SCORING:_EventOnHit( Event )
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit or 0
PlayerHit.TimeStamp = PlayerHit.TimeStamp or 0
PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT
-- After an instant kill we can't compute the thread level anymore. To fix this we compute at OnEventBirth
-- After an instant kill we can't compute the threat level anymore. To fix this we compute at OnEventBirth
if PlayerHit.UNIT.ThreatType == nil then
PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel()
-- if this fails for some reason, set a good default value
@ -1141,7 +1169,7 @@ function SCORING:_EventOnHit( Event )
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit or 0
PlayerHit.TimeStamp = PlayerHit.TimeStamp or 0
PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT
-- After an instant kill we can't compute the thread level anymore. To fix this we compute at OnEventBirth
-- After an instant kill we can't compute the threat level anymore. To fix this we compute at OnEventBirth
if PlayerHit.UNIT.ThreatType == nil then
PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel()
-- if this fails for some reason, set a good default value
@ -1288,17 +1316,17 @@ function SCORING:_EventOnDeadOrCrash( Event )
TargetDestroy.PenaltyDestroy = TargetDestroy.PenaltyDestroy + 1
self:OnKillPvP(Player, TargetPlayerName, true, TargetThreatLevel, Player.ThreatLevel, ThreatPenalty)
--self:OnKillPvP(PlayerName, TargetPlayerName, true, TargetThreatLevel, Player.ThreatLevel, ThreatPenalty)
if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player
self:OnKillPvP(Player, TargetPlayerName, true)
self:OnKillPvP(PlayerName, TargetPlayerName, true)
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Penalty: -" .. ThreatPenalty .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information )
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
else
self:OnKillPvE(Player, TargetUnitName, true, TargetThreatLevel, Player.ThreatLevel, ThreatPenalty)
self:OnKillPvE(PlayerName, TargetUnitName, true, TargetThreatLevel, Player.ThreatLevel, ThreatPenalty)
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly target " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Penalty: -" .. ThreatPenalty .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information )
@ -1326,14 +1354,14 @@ function SCORING:_EventOnDeadOrCrash( Event )
else
Player.PlayerKills = 1
end
self:OnKillPvP(Player, TargetPlayerName, false, TargetThreatLevel, Player.ThreatLevel, ThreatScore)
self:OnKillPvP(PlayerName, TargetPlayerName, false, TargetThreatLevel, Player.ThreatLevel, ThreatScore)
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Score: +" .. ThreatScore .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information )
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
else
self:OnKillPvE(Player, TargetUnitName, false, TargetThreatLevel, Player.ThreatLevel, ThreatScore)
self:OnKillPvE(PlayerName, TargetUnitName, false, TargetThreatLevel, Player.ThreatLevel, ThreatScore)
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Score: +" .. ThreatScore .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information )
@ -1935,23 +1963,23 @@ end
--- Handles the event when one player kill another player
-- @param #SCORING self
-- @param #PLAYER Player the ataching player
-- @param #string TargetPlayerName the name of the killed player
-- @param #bool IsTeamKill true if this kill was a team kill
-- @param #number TargetThreatLevel Thread level of the target
-- @param #number PlayerThreatLevelThread level of the player
-- @param #string PlayerName The attacking player
-- @param #string TargetPlayerName The name of the killed player
-- @param #boolean IsTeamKill true if this kill was a team kill
-- @param #number TargetThreatLevel Threat level of the target
-- @param #number PlayerThreatLevel Threat level of the player
-- @param #number Score The score based on both threat levels
function SCORING:OnKillPvP(Player, TargetPlayerName, IsTeamKill, TargetThreatLevel, PlayerThreatLevel, Score)
function SCORING:OnKillPvP(PlayerName, TargetPlayerName, IsTeamKill, TargetThreatLevel, PlayerThreatLevel, Score)
end
--- Handles the event when one player kill another player
-- @param #SCORING self
-- @param #PLAYER Player the ataching player
-- @param #string PlayerName The attacking player
-- @param #string TargetUnitName the name of the killed unit
-- @param #bool IsTeamKill true if this kill was a team kill
-- @param #number TargetThreatLevel Thread level of the target
-- @param #number PlayerThreatLevelThread level of the player
-- @param #boolean IsTeamKill true if this kill was a team kill
-- @param #number TargetThreatLevel Threat level of the target
-- @param #number PlayerThreatLevel Threat level of the player
-- @param #number Score The score based on both threat levels
function SCORING:OnKillPvE(Player, TargetUnitName, IsTeamKill, TargetThreatLevel, PlayerThreatLevel, Score)
function SCORING:OnKillPvE(PlayerName, TargetUnitName, IsTeamKill, TargetThreatLevel, PlayerThreatLevel, Score)
end

View File

@ -320,9 +320,6 @@ function SEAD:onafterCalculateHitZone(From,Event,To,SEADWeapon,pos0,height,SEADG
end
local seadset = SET_GROUP:New():FilterPrefixes(self.SEADGroupPrefixes):FilterZones({targetzone}):FilterOnce()
local tgtcoord = targetzone:GetRandomPointVec2()
--if tgtcoord and tgtcoord.ClassName == "COORDINATE" then
--local tgtgrp = seadset:FindNearestGroupFromPointVec2(tgtcoord)
local tgtgrp = seadset:GetRandom()
local _targetgroup = nil
local _targetgroupname = "none"

View File

@ -41,6 +41,7 @@
-- @field #boolean usebudget
-- @field #number CaptureUnits
-- @field #number CaptureThreatlevel
-- @field #boolean ExcludeShips
-- @extends Core.Base#BASE
-- @extends Core.Fsm#FSM
@ -176,7 +177,7 @@ STRATEGO = {
debug = false,
drawzone = false,
markzone = false,
version = "0.2.4",
version = "0.2.5",
portweight = 3,
POIweight = 1,
maxrunways = 3,
@ -195,6 +196,7 @@ STRATEGO = {
usebudget = false,
CaptureUnits = 3,
CaptureThreatlevel = 1,
ExcludeShips = true,
}
---
@ -256,6 +258,7 @@ function STRATEGO:New(Name,Coalition,MaxDist)
self.maxdist = MaxDist or 150 -- km
self.disttable = {}
self.routexists = {}
self.ExcludeShips = true
self.lid = string.format("STRATEGO %s %s | ",self.name,self.version)
@ -427,6 +430,7 @@ function STRATEGO:AnalyseBases()
self.bases:ForEach(
function(afb)
local ab = afb -- Wrapper.Airbase#AIRBASE
if self.ExcludeShips and ab:IsShip() then return end
local abname = ab:GetName()
local runways = ab:GetRunways()
local numrwys = #runways
@ -438,14 +442,14 @@ function STRATEGO:AnalyseBases()
local coa = ab:GetCoalition()
if coa == nil then return end -- Spawned FARPS issue - these have no tangible data
coa = coa+1
local abtype = "AIRBASE"
local abtype = STRATEGO.Type.AIRBASE
if ab:IsShip() then
numrwys = 1
abtype = "SHIP"
abtype = STRATEGO.Type.SHIP
end
if ab:IsHelipad() then
numrwys = 1
abtype = "FARP"
abtype = STRATEGO.Type.FARP
end
local coord = ab:GetCoordinate()
if debug then
@ -481,10 +485,10 @@ function STRATEGO:UpdateNodeCoalitions()
local newtable = {}
for _id,_data in pairs(self.airbasetable) do
local data = _data -- #STRATEGO.Data
if data.type == "AIRBASE" or data.type == "FARP" then
data.coalition = AIRBASE:FindByName(data.name):GetCoalition()
if data.type == STRATEGO.Type.AIRBASE or data.type == STRATEGO.Type.FARP or data.type == STRATEGO.Type.SHIP then
data.coalition = AIRBASE:FindByName(data.name):GetCoalition() or 0
else
data.coalition = data.opszone:GetOwner()
data.coalition = data.opszone:GetOwner() or 0
end
newtable[_id] = _data
end
@ -937,11 +941,13 @@ function STRATEGO:FindClosestConsolidationTarget(Startpoint,BaseWeight)
local cname = self.easynames[tname]
local targetweight = self.airbasetable[cname].baseweight
coa = self.airbasetable[cname].coalition
--self:T("Start -> End: "..startpoint.." -> "..cname)
if (dist < shortest) and (coa ~= self.coalition) and (BaseWeight >= targetweight) then
self:T("Found Consolidation Target: "..cname)
shortest = dist
target = cname
weight = self.airbasetable[cname].weight
coa = self.airbasetable[cname].coalition
coa = coa
end
end
end
@ -974,8 +980,9 @@ function STRATEGO:FindClosestStrategicTarget(Startpoint,Weight)
local coa = self.airbasetable[cname].coalition
local tweight = self.airbasetable[cname].baseweight
local ttweight = self.airbasetable[cname].weight
self:T("Start -> End: "..startpoint.." -> "..cname)
--self:T("Start -> End: "..startpoint.." -> "..cname)
if (dist < shortest) and (coa ~= self.coalition) and (tweight >= Weight) then
self:T("Found Strategic Target: "..cname)
shortest = dist
target = cname
weight = self.airbasetable[cname].weight
@ -996,38 +1003,31 @@ function STRATEGO:FindStrategicTargets()
local data = _data -- #STRATEGO.Data
if data.coalition == self.coalition then
local dist, name, points, coa = self:FindClosestStrategicTarget(data.name,data.weight)
if coa == coalition.side.NEUTRAL and points ~= 0 then
local fpoints = points + self.NeutralBenefit
local tries = 1
while targets[fpoints] or tries < 100 do
fpoints = points + (self.NeutralBenefit+math.random(1,100))
tries = tries + 1
end
targets[fpoints] = {
name = name,
dist = dist,
points = fpoints,
coalition = coa,
coalitionname = UTILS.GetCoalitionName(coa),
coordinate = self.airbasetable[name].coord,
}
if points > 0 then
self:T({dist=dist, name=name, points=points, coa=coa})
end
if points ~= 0 then
local enemycoa = self.coalition == coalition.side.BLUE and coalition.side.RED or coalition.side.BLUE
if coa == enemycoa and points ~= 0 then
local fpoints = points
local tries = 1
while targets[fpoints] or tries < 100 do
fpoints = points + (math.random(1,100))
tries = tries + 1
self:T("Enemycoa = "..enemycoa)
if coa == coalition.side.NEUTRAL then
local tdata = {}
tdata.name = name
tdata.dist = dist
tdata.points = points + self.NeutralBenefit
tdata.coalition = coa
tdata.coalitionname = UTILS.GetCoalitionName(coa)
tdata.coordinate = self.airbasetable[name].coord
table.insert(targets,tdata)
else
local tdata = {}
tdata.name = name
tdata.dist = dist
tdata.points = points
tdata.coalition = coa
tdata.coalitionname = UTILS.GetCoalitionName(coa)
tdata.coordinate = self.airbasetable[name].coord
table.insert(targets,tdata)
end
targets[fpoints] = {
name = name,
dist = dist,
points = fpoints,
coalition = coa,
coalitionname = UTILS.GetCoalitionName(coa),
coordinate = self.airbasetable[name].coord,
}
end
end
end
@ -1044,38 +1044,31 @@ function STRATEGO:FindConsolidationTargets()
local data = _data -- #STRATEGO.Data
if data.coalition == self.coalition then
local dist, name, points, coa = self:FindClosestConsolidationTarget(data.name,self.maxrunways-1)
if coa == coalition.side.NEUTRAL and points ~= 0 then
local fpoints = points + self.NeutralBenefit
local tries = 1
while targets[fpoints] or tries < 100 do
fpoints = points - (self.NeutralBenefit+math.random(1,100))
tries = tries + 1
end
targets[fpoints] = {
name = name,
dist = dist,
points = fpoints,
coalition = coa,
coalitionname = UTILS.GetCoalitionName(coa),
coordinate = self.airbasetable[name].coord,
}
if points > 0 then
self:T({dist=dist, name=name, points=points, coa=coa})
end
if points ~= 0 then
local enemycoa = self.coalition == coalition.side.BLUE and coalition.side.RED or coalition.side.BLUE
if coa == enemycoa and points ~= 0 then
local fpoints = points
local tries = 1
while targets[fpoints] or tries < 100 do
fpoints = points - (math.random(1,100))
tries = tries + 1
self:T("Enemycoa = "..enemycoa)
if coa == coalition.side.NEUTRAL then
local tdata = {}
tdata.name = name
tdata.dist = dist
tdata.points = points + self.NeutralBenefit
tdata.coalition = coa
tdata.coalitionname = UTILS.GetCoalitionName(coa)
tdata.coordinate = self.airbasetable[name].coord
table.insert(targets,tdata)
else
local tdata = {}
tdata.name = name
tdata.dist = dist
tdata.points = points
tdata.coalition = coa
tdata.coalitionname = UTILS.GetCoalitionName(coa)
tdata.coordinate = self.airbasetable[name].coord
table.insert(targets,tdata)
end
targets[fpoints] = {
name = name,
dist = dist,
points = fpoints,
coalition = coa,
coalitionname = UTILS.GetCoalitionName(coa),
coordinate = self.airbasetable[name].coord,
}
end
end
end
@ -1245,13 +1238,15 @@ end
-- @return #table Target Table with #STRATEGO.Target data or nil if none found.
function STRATEGO:FindAffordableStrategicTarget()
self:T(self.lid.."FindAffordableStrategicTarget")
local targets = self:FindStrategicTargets() -- #table of #STRATEGO.Target
local Stargets = self:FindStrategicTargets() -- #table of #STRATEGO.Target
--UTILS.PrintTableToLog(Stargets,1)
local budget = self.Budget
--local leftover = self.Budget
local target = nil -- #STRATEGO.Target
local ftarget = nil -- #STRATEGO.Target
local Targets = {}
for _,_data in pairs(targets) do
for _,_data in pairs(Stargets) do
local data = _data -- #STRATEGO.Target
self:T("Considering Strategic Target "..data.name)
--if data.points <= budget and budget-data.points < leftover then
if data.points <= budget then
--leftover = budget-data.points
@ -1259,14 +1254,18 @@ function STRATEGO:FindAffordableStrategicTarget()
self:T(self.lid.."Affordable strategic target: "..data.name)
end
end
if not targets then
if #Targets == 0 then
self:T(self.lid.."No suitable target found!")
return nil
end
target = Targets[math.random(1,#Targets)]
if target then
self:T(self.lid.."Final affordable strategic target: "..target.name)
return target
if #Targets > 1 then
ftarget = Targets[math.random(1,#Targets)]
else
ftarget = Targets[1]
end
if ftarget then
self:T(self.lid.."Final affordable strategic target: "..ftarget.name)
return ftarget
else
return nil
end
@ -1277,13 +1276,15 @@ end
-- @return #table Target Table with #STRATEGO.Target data or nil if none found.
function STRATEGO:FindAffordableConsolidationTarget()
self:T(self.lid.."FindAffordableConsolidationTarget")
local targets = self:FindConsolidationTargets() -- #table of #STRATEGO.Target
local Ctargets = self:FindConsolidationTargets() -- #table of #STRATEGO.Target
--UTILS.PrintTableToLog(Ctargets,1)
local budget = self.Budget
--local leftover = self.Budget
local target = nil -- #STRATEGO.Target
local ftarget = nil -- #STRATEGO.Target
local Targets = {}
for _,_data in pairs(targets) do
for _,_data in pairs(Ctargets) do
local data = _data -- #STRATEGO.Target
self:T("Considering Consolidation Target "..data.name)
--if data.points <= budget and budget-data.points < leftover then
if data.points <= budget then
--leftover = budget-data.points
@ -1291,14 +1292,18 @@ function STRATEGO:FindAffordableConsolidationTarget()
self:T(self.lid.."Affordable consolidation target: "..data.name)
end
end
if not targets then
if #Targets == 0 then
self:T(self.lid.."No suitable target found!")
return nil
end
target = Targets[math.random(1,#Targets)]
if target then
self:T(self.lid.."Final affordable consolidation target: "..target.name)
return target
if #Targets > 1 then
ftarget = Targets[math.random(1,#Targets)]
else
ftarget = Targets[1]
end
if ftarget then
self:T(self.lid.."Final affordable consolidation target: "..ftarget.name)
return ftarget
else
return nil
end

View File

@ -9755,7 +9755,7 @@ function AIRBOSS:_Groove( playerData )
local glideslopeError = groovedata.GSE
local AoA = groovedata.AoA
if rho <= RXX and playerData.step == AIRBOSS.PatternStep.GROOVE_XX and (math.abs( groovedata.Roll ) <= 4.0 or playerData.unit:IsInZone( self:_GetZoneLineup() )) then
if rho <= RXX and playerData.step == AIRBOSS.PatternStep.GROOVE_XX and (math.abs( groovedata.Roll ) <= 4.0 and playerData.unit:IsInZone( self:_GetZoneLineup() )) then
-- Start time in groove
playerData.TIG0 = timer.getTime()

View File

@ -2051,6 +2051,54 @@ function ARMYGROUP:_InitGroup(Template, Delay)
if Delay and Delay>0 then
self:ScheduleOnce(Delay, ARMYGROUP._InitGroup, self, Template, 0)
else
-- First check if group was already initialized.
if self.groupinitialized then
self:T(self.lid.."WARNING: Group was already initialized! Will NOT do it again!")
return
end
-- Get template of group.
local template=Template or self:_GetTemplate()
-- Ground are always AI.
self.isAI=true
-- Is (template) group late activated.
self.isLateActivated=template.lateActivation
-- Ground groups cannot be uncontrolled.
self.isUncontrolled=false
-- Max speed in km/h.
self.speedMax=self.group:GetSpeedMax()
-- Is group mobile?
if self.speedMax and self.speedMax>3.6 then
self.isMobile=true
else
self.isMobile=false
self.speedMax = 0
end
-- Cruise speed in km/h
self.speedCruise=self.speedMax*0.7
-- Group ammo.
self.ammo=self:GetAmmoTot()
-- Radio parameters from template.
self.radio.On=false -- Radio is always OFF for ground.
self.radio.Freq=133
self.radio.Modu=radio.modulation.AM
-- Set default radio.
self:SetDefaultRadio(self.radio.Freq, self.radio.Modu, self.radio.On)
-- Get current formation from first waypoint.
self.option.Formation=template.route.points[1].action
-- Set default formation to "on road".
self.optionDefault.Formation=ENUMS.Formation.Vehicle.OnRoad
-- First check if group was already initialized.
if self.groupinitialized then

View File

@ -508,7 +508,7 @@ do
-- @field #AWACS
AWACS = {
ClassName = "AWACS", -- #string
version = "0.2.61", -- #string
version = "0.2.63", -- #string
lid = "", -- #string
coalition = coalition.side.BLUE, -- #number
coalitiontxt = "blue", -- #string
@ -1384,7 +1384,7 @@ end
-- Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- [User] Set the tactical information option, create 10 radio channels groups can subscribe and get Bogey Dope on a specific frequency automatically.
--- [User] Set the tactical information option, create 10 radio channels groups can subscribe and get Bogey Dope on a specific frequency automatically. You **need** to set up SRS first before using this!
-- @param #AWACS self
-- @param #number BaseFreq Base Frequency to use, defaults to 130.
-- @param #number Increase Increase to use, defaults to 0.5, thus channels created are 130, 130.5, 131 .. etc.
@ -1394,6 +1394,10 @@ end
-- @return #AWACS self
function AWACS:SetTacticalRadios(BaseFreq,Increase,Modulation,Interval,Number)
self:T(self.lid.."SetTacticalRadios")
if not self.AwacsSRS then
MESSAGE:New("AWACS: Setup SRS in your code BEFORE trying to add tac radios please!",30,"ERROR",true):ToLog():ToAll()
return self
end
self.TacticalMenu = true
self.TacticalBaseFreq = BaseFreq or 130
self.TacticalIncrFreq = Increase or 0.5
@ -1407,7 +1411,7 @@ function AWACS:SetTacticalRadios(BaseFreq,Increase,Modulation,Interval,Number)
self.TacticalFrequencies[freq] = freq
end
if self.AwacsSRS then
self.TacticalSRS = MSRS:New(self.PathToSRS,self.TacticalBaseFreq,self.TacticalModulation)
self.TacticalSRS = MSRS:New(self.PathToSRS,self.TacticalBaseFreq,self.TacticalModulation,self.Backend)
self.TacticalSRS:SetCoalition(self.coalition)
self.TacticalSRS:SetGender(self.Gender)
self.TacticalSRS:SetCulture(self.Culture)
@ -2085,8 +2089,9 @@ end
-- @param #number Volume Volume - between 0.0 (silent) and 1.0 (loudest)
-- @param #string PathToGoogleKey (Optional) Path to your google key if you want to use google TTS; if you use a config file for MSRS, hand in nil here.
-- @param #string AccessKey (Optional) Your Google API access key. This is necessary if DCS-gRPC is used as backend; if you use a config file for MSRS, hand in nil here.
-- @param #string Backend (Optional) Your MSRS Backend if different from your config file settings, e.g. MSRS.Backend.SRSEXE or MSRS.Backend.GRPC
-- @return #AWACS self
function AWACS:SetSRS(PathToSRS,Gender,Culture,Port,Voice,Volume,PathToGoogleKey,AccessKey)
function AWACS:SetSRS(PathToSRS,Gender,Culture,Port,Voice,Volume,PathToGoogleKey,AccessKey,Backend)
self:T(self.lid.."SetSRS")
self.PathToSRS = PathToSRS or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone"
self.Gender = Gender or MSRS.gender or "male"
@ -2096,8 +2101,9 @@ function AWACS:SetSRS(PathToSRS,Gender,Culture,Port,Voice,Volume,PathToGoogleKey
self.PathToGoogleKey = PathToGoogleKey
self.AccessKey = AccessKey
self.Volume = Volume or 1.0
self.AwacsSRS = MSRS:New(self.PathToSRS,self.MultiFrequency,self.MultiModulation)
self.Backend = Backend or MSRS.backend
BASE:I({backend = self.Backend})
self.AwacsSRS = MSRS:New(self.PathToSRS,self.MultiFrequency,self.MultiModulation,self.Backend)
self.AwacsSRS:SetCoalition(self.coalition)
self.AwacsSRS:SetGender(self.Gender)
self.AwacsSRS:SetCulture(self.Culture)
@ -2499,13 +2505,22 @@ function AWACS:_CheckMerges()
local cpos = contact.Cluster.coordinate or contact.Contact.position or contact.Contact.group:GetCoordinate()
local dist = ppos:Get2DDistance(cpos)
local distnm = UTILS.Round(UTILS.MetersToNM(dist),0)
if (pilot.IsPlayer or self.debug) and distnm <= 5 and not contact.MergeCallDone then
local label = contact.EngagementTag or ""
if not contact.MergeCallDone or not string.find(label,pcallsign) then
if (pilot.IsPlayer or self.debug) and distnm <= 5 then --and ((not contact.MergeCallDone) or (timer.getTime() - contact.MergeCallDone > 30)) then
--local label = contact.EngagementTag or ""
--if not contact.MergeCallDone or not string.find(label,pcallsign) then
self:T(self.lid.."Merged")
self:_MergedCall(_id)
contact.MergeCallDone = true
--contact.MergeCallDone = true
--end
end
if (pilot.IsPlayer or self.debug) and distnm >5 and distnm <= self.ThreatDistance then
self:_ThreatRangeCall(_id,Contact)
end
if (pilot.IsPlayer or self.debug) and distnm > self.ThreatDistance and distnm <= self.MeldDistance then
self:_MeldRangeCall(_id,Contact)
end
if (pilot.IsPlayer or self.debug) and distnm > self.MeldDistance and distnm <= self.TacDistance then
self:_TACRangeCall(_id,Contact)
end
end
)
@ -3099,7 +3114,7 @@ function AWACS:_BogeyDope(Group,Tactical)
local clean = self.gettext:GetEntry("CLEAN",self.locale)
text = string.format(clean,self:_GetCallSign(Group,GID) or "Ghost 1", self.callsigntxt)
self:_NewRadioEntry(text,textScreen,GID,Outcome,Outcome,true,false,true,Tactical)
self:_NewRadioEntry(text,text,GID,Outcome,Outcome,true,false,true,Tactical)
else
@ -3141,9 +3156,13 @@ end
function AWACS:_ShowAwacsInfo(Group)
self:T(self.lid.."_ShowAwacsInfo")
local report = REPORT:New("Info")
local STN = self.STN
report:Add("====================")
report:Add(string.format("AWACS %s",self.callsigntxt))
report:Add(string.format("Radio: %.3f %s",self.Frequency,UTILS.GetModulationName(self.Modulation)))
if STN then
report:Add(string.format("Link-16 STN: %s",STN))
end
report:Add(string.format("Bulls Alias: %s",self.AOName))
report:Add(string.format("Coordinate: %s",self.AOCoordinate:ToStringLLDDM()))
report:Add("====================")
@ -5467,7 +5486,7 @@ function AWACS:_TACRangeCall(GID,Contact)
local managedgroup = self.ManagedGrps[GID] -- #AWACS.ManagedGroup
local contact = Contact.Contact -- Ops.Intel#INTEL.Contact
local contacttag = Contact.TargetGroupNaming
if contact and not Contact.TACCallDone then
if contact then --and not Contact.TACCallDone then
local position = contact.position -- Core.Point#COORDINATE
if position then
local distance = position:Get2DDistance(managedgroup.Group:GetCoordinate())
@ -5477,6 +5496,15 @@ function AWACS:_TACRangeCall(GID,Contact)
local text = string.format("%s. %s. %s %s, %d %s.",self.callsigntxt,pilotcallsign,contacttag,grptxt,distance,miles)
self:_NewRadioEntry(text,text,GID,true,self.debug,true,false,true)
self:_UpdateContactEngagementTag(Contact.CID,Contact.EngagementTag,true,false,AWACS.TaskStatus.EXECUTING)
if GID and GID ~= 0 then
--local managedgroup = self.ManagedGrps[GID] -- #AWACS.ManagedGroup
if managedgroup and managedgroup.Group and managedgroup.Group:IsAlive() then
local name = managedgroup.GroupName
if self.TacticalSubscribers[name] then
self:_NewRadioEntry(text,text,GID,true,self.debug,true,false,true,true)
end
end
end
end
end
return self
@ -5495,8 +5523,8 @@ function AWACS:_MeldRangeCall(GID,Contact)
local managedgroup = self.ManagedGrps[GID] -- #AWACS.ManagedGroup
local flightpos = managedgroup.Group:GetCoordinate()
local contact = Contact.Contact -- Ops.Intel#INTEL.Contact
local contacttag = Contact.TargetGroupNaming
if contact and not Contact.MeldCallDone then
local contacttag = Contact.TargetGroupNaming or "Bogey"
if contact then --and not Contact.MeldCallDone then
local position = contact.position -- Core.Point#COORDINATE
if position then
local BRATExt = ""
@ -5509,6 +5537,15 @@ function AWACS:_MeldRangeCall(GID,Contact)
local text = string.format("%s. %s. %s %s, %s",self.callsigntxt,pilotcallsign,contacttag,grptxt,BRATExt)
self:_NewRadioEntry(text,text,GID,true,self.debug,true,false,true)
self:_UpdateContactEngagementTag(Contact.CID,Contact.EngagementTag,true,true,AWACS.TaskStatus.EXECUTING)
if GID and GID ~= 0 then
--local managedgroup = self.ManagedGrps[GID] -- #AWACS.ManagedGroup
if managedgroup and managedgroup.Group and managedgroup.Group:IsAlive() then
local name = managedgroup.GroupName
if self.TacticalSubscribers[name] then
self:_NewRadioEntry(text,text,GID,true,self.debug,true,false,true,true)
end
end
end
end
end
return self
@ -5525,7 +5562,7 @@ function AWACS:_ThreatRangeCall(GID,Contact)
local managedgroup = self.ManagedGrps[GID] -- #AWACS.ManagedGroup
local flightpos = managedgroup.Group:GetCoordinate() or managedgroup.LastKnownPosition
local contact = Contact.Contact -- Ops.Intel#INTEL.Contact
local contacttag = Contact.TargetGroupNaming
local contacttag = Contact.TargetGroupNaming or "Bogey"
if contact then
local position = contact.position or contact.group:GetCoordinate() -- Core.Point#COORDINATE
if position then
@ -5539,6 +5576,15 @@ function AWACS:_ThreatRangeCall(GID,Contact)
local thrt = self.gettext:GetEntry("THREAT",self.locale)
local text = string.format("%s. %s. %s %s, %s. %s",self.callsigntxt,pilotcallsign,contacttag,grptxt, thrt, BRATExt)
self:_NewRadioEntry(text,text,GID,true,self.debug,true,false,true)
if GID and GID ~= 0 then
--local managedgroup = self.ManagedGrps[GID] -- #AWACS.ManagedGroup
if managedgroup and managedgroup.Group and managedgroup.Group:IsAlive() then
local name = managedgroup.GroupName
if self.TacticalSubscribers[name] then
self:_NewRadioEntry(text,text,GID,true,self.debug,true,false,true,true)
end
end
end
end
end
return self
@ -5953,6 +5999,10 @@ function AWACS:_CheckAwacsStatus()
local awacs = nil -- Wrapper.Group#GROUP
if self.AwacsFG then
awacs = self.AwacsFG:GetGroup() -- Wrapper.Group#GROUP
local unit = awacs:GetUnit(1)
if unit then
self.STN = tostring(unit:GetSTN())
end
end
local monitoringdata = self.MonitoringData -- #AWACS.MonitoringData
@ -6632,7 +6682,7 @@ function AWACS:onafterCheckTacticalQueue(From,Event,To)
end -- end while
if self:Is("Running") then
if not self:Is("Stopped") then
self:__CheckTacticalQueue(-self.TacticalInterval)
end
return self

View File

@ -313,8 +313,8 @@ end
--
-- local Path = FilePath or "C:\\Users\\<yourname>\\Saved Games\\DCS\\Missions\\" -- example path
-- local BlueOpsFilename = BlueFileName or "ExamplePlatoonSave.csv" -- example filename
-- local BlueSaveOps = SET_GROUP:New():FilterCoalitions("blue"):FilterPrefixes("AID"):FilterCategoryGround():FilterOnce()
-- UTILS.SaveSetOfGroups(BlueSaveOps,Path,BlueOpsFilename)
-- local BlueSaveOps = SET_OPSGROUP:New():FilterCoalitions("blue"):FilterCategoryGround():FilterOnce()
-- UTILS.SaveSetOfOpsGroups(BlueSaveOps,Path,BlueOpsFilename)
--
-- where Path and Filename are strings, as chosen by you.
-- You can then load back the assets at the start of your next mission run. Be aware that it takes a couple of seconds for the
@ -324,7 +324,7 @@ end
-- local Path = FilePath or "C:\\Users\\<yourname>\\Saved Games\\DCS\\Missions\\" -- example path
-- local BlueOpsFilename = BlueFileName or "ExamplePlatoonSave.csv" -- example filename
-- if UTILS.CheckFileExists(Path,BlueOpsFilename) then
-- local loadback = UTILS.LoadSetOfGroups(Path,BlueOpsFilename,false)
-- local loadback = UTILS.LoadSetOfOpsGroups(Path,BlueOpsFilename,false)
-- for _,_platoondata in pairs (loadback) do
-- local groupname = _platoondata.groupname -- #string
-- local coordinate = _platoondata.coordinate -- Core.Point#COORDINATE

View File

@ -290,10 +290,11 @@ CSAR.AircraftType["Bell-47"] = 2
CSAR.AircraftType["UH-60L"] = 10
CSAR.AircraftType["AH-64D_BLK_II"] = 2
CSAR.AircraftType["Bronco-OV-10A"] = 2
CSAR.AircraftType["MH-60R"] = 10
--- CSAR class version.
-- @field #string version
CSAR.version="1.0.19"
CSAR.version="1.0.20"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list

View File

@ -24,7 +24,7 @@
-- @module Ops.CTLD
-- @image OPS_CTLD.jpg
-- Last Update December 2023
-- Last Update February 2024
do
@ -44,6 +44,7 @@ do
-- @field #number PerCrateMass Mass in kg.
-- @field #number Stock Number of builds available, -1 for unlimited.
-- @field #string Subcategory Sub-category name.
-- @field #boolean DontShowInMenu Show this item in menu or not.
-- @extends Core.Base#BASE
---
@ -62,6 +63,7 @@ CTLD_CARGO = {
PerCrateMass = 0,
Stock = nil,
Mark = nil,
DontShowInMenu = false,
}
--- Define cargo types.
@ -97,8 +99,9 @@ CTLD_CARGO = {
-- @param #number PerCrateMass Mass in kg
-- @param #number Stock Number of builds available, nil for unlimited
-- @param #string Subcategory Name of subcategory, handy if using > 10 types to load.
-- @param #boolean DontShowInMenu Show this item in menu or not (default: false == show it).
-- @return #CTLD_CARGO self
function CTLD_CARGO:New(ID, Name, Templates, Sorte, HasBeenMoved, LoadDirectly, CratesNeeded, Positionable, Dropped, PerCrateMass, Stock, Subcategory)
function CTLD_CARGO:New(ID, Name, Templates, Sorte, HasBeenMoved, LoadDirectly, CratesNeeded, Positionable, Dropped, PerCrateMass, Stock, Subcategory,DontShowInMenu)
-- Inherit everything from BASE class.
local self=BASE:Inherit(self, BASE:New()) -- #CTLD_CARGO
self:T({ID, Name, Templates, Sorte, HasBeenMoved, LoadDirectly, CratesNeeded, Positionable, Dropped})
@ -115,6 +118,7 @@ CTLD_CARGO = {
self.Stock = Stock or nil --#number
self.Mark = nil
self.Subcategory = Subcategory or "Other"
self.DontShowInMenu = DontShowInMenu or false
return self
end
@ -1222,13 +1226,14 @@ CTLD.UnitTypeCapabilities = {
["Hercules"] = {type="Hercules", crates=true, troops=true, cratelimit = 7, trooplimit = 64, length = 25, cargoweightlimit = 19000}, -- 19t cargo, 64 paratroopers.
--Actually it's longer, but the center coord is off-center of the model.
["UH-60L"] = {type="UH-60L", crates=true, troops=true, cratelimit = 2, trooplimit = 20, length = 16, cargoweightlimit = 3500}, -- 4t cargo, 20 (unsec) seats
["MH-60R"] = {type="MH-60R", crates=true, troops=true, cratelimit = 2, trooplimit = 20, length = 16, cargoweightlimit = 3500}, -- 4t cargo, 20 (unsec) seats
["AH-64D_BLK_II"] = {type="AH-64D_BLK_II", crates=false, troops=true, cratelimit = 0, trooplimit = 2, length = 17, cargoweightlimit = 200}, -- 2 ppl **outside** the helo
["Bronco-OV-10A"] = {type="Bronco-OV-10A", crates= false, troops=true, cratelimit = 0, trooplimit = 5, length = 13, cargoweightlimit = 1450},
}
--- CTLD class version.
-- @field #string version
CTLD.version="1.0.45"
CTLD.version="1.0.48"
--- Instantiate a new CTLD.
-- @param #CTLD self
@ -3024,9 +3029,10 @@ end
function CTLD:_GetUnitPositions(Coordinate,Radius,Heading,Template)
local Positions = {}
local template = _DATABASE:GetGroupTemplate(Template)
UTILS.PrintTableToLog(template)
--UTILS.PrintTableToLog(template)
local numbertroops = #template.units
local newcenter = Coordinate:Translate(Radius,((Heading+270)%360))
local slightshift = math.abs(math.random(0,200)/100)
local newcenter = Coordinate:Translate(Radius+slightshift,((Heading+270)%360))
for i=1,360,math.floor(360/numbertroops) do
local phead = ((Heading+270+i)%360)
local post = newcenter:Translate(Radius,phead)
@ -3038,7 +3044,7 @@ function CTLD:_GetUnitPositions(Coordinate,Radius,Heading,Template)
}
table.insert(Positions,p1t)
end
UTILS.PrintTableToLog(Positions)
--UTILS.PrintTableToLog(Positions)
return Positions
end
@ -3700,16 +3706,22 @@ function CTLD:_RefreshF10Menus()
for _,_entry in pairs(self.Cargo_Troops) do
local entry = _entry -- #CTLD_CARGO
local subcat = entry.Subcategory
local noshow = entry.DontShowInMenu
if not noshow then
menucount = menucount + 1
menus[menucount] = MENU_GROUP_COMMAND:New(_group,entry.Name,subcatmenus[subcat],self._LoadTroops, self, _group, _unit, entry)
end
end
else
for _,_entry in pairs(self.Cargo_Troops) do
local entry = _entry -- #CTLD_CARGO
local noshow = entry.DontShowInMenu
if not noshow then
menucount = menucount + 1
menus[menucount] = MENU_GROUP_COMMAND:New(_group,entry.Name,troopsmenu,self._LoadTroops, self, _group, _unit, entry)
end
end
end
local unloadmenu1 = MENU_GROUP_COMMAND:New(_group,"Drop troops",toptroops, self._UnloadTroops, self, _group, _unit):Refresh()
local extractMenu1 = MENU_GROUP_COMMAND:New(_group, "Extract troops", toptroops, self._ExtractTroops, self, _group, _unit):Refresh()
end
@ -3728,33 +3740,45 @@ function CTLD:_RefreshF10Menus()
for _,_entry in pairs(self.Cargo_Crates) do
local entry = _entry -- #CTLD_CARGO
local subcat = entry.Subcategory
local noshow = entry.DontShowInMenu
if not noshow then
menucount = menucount + 1
local menutext = string.format("Crate %s (%dkg)",entry.Name,entry.PerCrateMass or 0)
menus[menucount] = MENU_GROUP_COMMAND:New(_group,menutext,subcatmenus[subcat],self._GetCrates, self, _group, _unit, entry)
end
end
for _,_entry in pairs(self.Cargo_Statics) do
local entry = _entry -- #CTLD_CARGO
local subcat = entry.Subcategory
local noshow = entry.DontShowInMenu
if not noshow then
menucount = menucount + 1
local menutext = string.format("Crate %s (%dkg)",entry.Name,entry.PerCrateMass or 0)
menus[menucount] = MENU_GROUP_COMMAND:New(_group,menutext,subcatmenus[subcat],self._GetCrates, self, _group, _unit, entry)
end
end
else
for _,_entry in pairs(self.Cargo_Crates) do
local entry = _entry -- #CTLD_CARGO
local noshow = entry.DontShowInMenu
if not noshow then
menucount = menucount + 1
local menutext = string.format("Crate %s (%dkg)",entry.Name,entry.PerCrateMass or 0)
menus[menucount] = MENU_GROUP_COMMAND:New(_group,menutext,cratesmenu,self._GetCrates, self, _group, _unit, entry)
end
end
for _,_entry in pairs(self.Cargo_Statics) do
local entry = _entry -- #CTLD_CARGO
local noshow = entry.DontShowInMenu
if not noshow then
menucount = menucount + 1
local menutext = string.format("Crate %s (%dkg)",entry.Name,entry.PerCrateMass or 0)
menus[menucount] = MENU_GROUP_COMMAND:New(_group,menutext,cratesmenu,self._GetCrates, self, _group, _unit, entry)
end
end
end
listmenu = MENU_GROUP_COMMAND:New(_group,"List crates nearby",topcrates, self._ListCratesNearby, self, _group, _unit)
removecrates = MENU_GROUP_COMMAND:New(_group,"Remove crates nearby",removecratesmenu, self._RemoveCratesNearby, self, _group, _unit)
local removecrates = MENU_GROUP_COMMAND:New(_group,"Remove crates nearby",removecratesmenu, self._RemoveCratesNearby, self, _group, _unit)
local unloadmenu = MENU_GROUP_COMMAND:New(_group,"Drop crates",topcrates, self._UnloadCrates, self, _group, _unit)
if not self.nobuildmenu then
local buildmenu = MENU_GROUP_COMMAND:New(_group,"Build crates",topcrates, self._BuildCrates, self, _group, _unit)

View File

@ -140,7 +140,7 @@ COMMANDER = {
--- COMMANDER class version.
-- @field #string version
COMMANDER.version="0.1.3"
COMMANDER.version="0.1.4"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
@ -675,7 +675,8 @@ function COMMANDER:AddCapZone(Zone, Altitude, Speed, Heading, Leg)
patrolzone.zone=Zone
patrolzone.altitude=Altitude or 12000
patrolzone.heading=Heading or 270
patrolzone.speed=UTILS.KnotsToAltKIAS(Speed or 350, patrolzone.altitude)
--patrolzone.speed=UTILS.KnotsToAltKIAS(Speed or 350, patrolzone.altitude)
patrolzone.speed=Speed or 350
patrolzone.leg=Leg or 30
patrolzone.mission=nil
--patrolzone.marker=MARKER:New(patrolzone.zone:GetCoordinate(), "CAP Zone"):ToCoalition(self:GetCoalition())
@ -700,7 +701,8 @@ function COMMANDER:AddGciCapZone(Zone, Altitude, Speed, Heading, Leg)
patrolzone.zone=Zone
patrolzone.altitude=Altitude or 12000
patrolzone.heading=Heading or 270
patrolzone.speed=UTILS.KnotsToAltKIAS(Speed or 350, patrolzone.altitude)
--patrolzone.speed=UTILS.KnotsToAltKIAS(Speed or 350, patrolzone.altitude)
patrolzone.speed=Speed or 350
patrolzone.leg=Leg or 30
patrolzone.mission=nil
--patrolzone.marker=MARKER:New(patrolzone.zone:GetCoordinate(), "GCICAP Zone"):ToCoalition(self:GetCoalition())
@ -745,7 +747,9 @@ function COMMANDER:AddAwacsZone(Zone, Altitude, Speed, Heading, Leg)
awacszone.zone=Zone
awacszone.altitude=Altitude or 12000
awacszone.heading=Heading or 270
awacszone.speed=UTILS.KnotsToAltKIAS(Speed or 350, awacszone.altitude)
--awacszone.speed=UTILS.KnotsToAltKIAS(Speed or 350, awacszone.altitude)
awacszone.speed=Speed or 350
awacszone.speed=Speed or 350
awacszone.leg=Leg or 30
awacszone.mission=nil
--awacszone.marker=MARKER:New(awacszone.zone:GetCoordinate(), "AWACS Zone"):ToCoalition(self:GetCoalition())
@ -791,7 +795,8 @@ function COMMANDER:AddTankerZone(Zone, Altitude, Speed, Heading, Leg, RefuelSyst
tankerzone.zone=Zone
tankerzone.altitude=Altitude or 12000
tankerzone.heading=Heading or 270
tankerzone.speed=UTILS.KnotsToAltKIAS(Speed or 350, tankerzone.altitude)
--tankerzone.speed=UTILS.KnotsToAltKIAS(Speed or 350, tankerzone.altitude) -- speed translation to alt will be done by AUFTRAG anyhow
tankerzone.speed = Speed or 350
tankerzone.leg=Leg or 30
tankerzone.refuelsystem=RefuelSystem
tankerzone.mission=nil

View File

@ -3799,10 +3799,11 @@ function FLIGHTGROUP:_InitGroup(Template)
self.speedMax=group:GetSpeedMax()
-- Is group mobile?
if self.speedMax>3.6 then
if self.speedMax and self.speedMax>3.6 then
self.isMobile=true
else
self.isMobile=false
self.speedMax = 0
end
-- Cruise speed limit 380 kts for fixed and 110 knots for rotary wings.

View File

@ -3190,14 +3190,14 @@ function LEGION.CalculateAssetMissionScore(asset, MissionType, TargetVec2, Inclu
elseif (currmission.type==AUFTRAG.Type.ONGUARD or currmission.type==AUFTRAG.Type.PATROLZONE) and (MissionType==AUFTRAG.Type.ARTY or MissionType==AUFTRAG.Type.GROUNDATTACK) then
score=score+25
elseif currmission.type==AUFTRAG.Type.NOTHING then
score=score+25
score=score+30
end
end
if MissionType==AUFTRAG.Type.OPSTRANSPORT or MissionType==AUFTRAG.Type.AMMOSUPPLY or MissionType==AUFTRAG.Type.AWACS or MissionType==AUFTRAG.Type.FUELSUPPLY or MissionType==AUFTRAG.Type.TANKER then
-- TODO: need to check for missions that do not require ammo like transport, recon, awacs, tanker etc.
-- We better take a fresh asset. Sometimes spawned assets to something else, which is difficult to check.
-- We better take a fresh asset. Sometimes spawned assets do something else, which is difficult to check.
score=score-10
else
-- Combat mission.

View File

@ -1800,10 +1800,11 @@ function NAVYGROUP:_InitGroup(Template)
self.speedMax=self.group:GetSpeedMax()
-- Is group mobile?
if self.speedMax>3.6 then
if self.speedMax and self.speedMax>3.6 then
self.isMobile=true
else
self.isMobile=false
self.speedMax = 0
end
-- Cruise speed: 70% of max speed.

View File

@ -508,7 +508,7 @@ OPSGROUP.CargoStatus={
--- OpsGroup version.
-- @field #string version
OPSGROUP.version="1.0.0"
OPSGROUP.version="1.0.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
@ -554,11 +554,16 @@ function OPSGROUP:New(group)
-- Check if group exists.
if self.group then
if not self:IsExist() then
self:T(self.lid.."ERROR: GROUP does not exist! Returning nil")
self:E(self.lid.."ERROR: GROUP does not exist! Returning nil")
return nil
end
end
if UTILS.IsInstanceOf(group,"OPSGROUP") then
self:E(self.lid.."ERROR: GROUP is already an OPSGROUP: "..tostring(self.groupname).."!")
return group
end
-- Set the template.
self:_SetTemplate()
@ -592,6 +597,7 @@ function OPSGROUP:New(group)
if units then
local masterunit=units[1] --Wrapper.Unit#UNIT
if unit then
-- Get Descriptors.
self.descriptors=masterunit:GetDesc()
@ -617,7 +623,7 @@ function OPSGROUP:New(group)
--env.info("DCS Unit PROBE_AND_DROGUE="..tostring(Unit.RefuelingSystem.PROBE_AND_DROGUE))
end
end
end
-- Init set of detected units.

View File

@ -21,7 +21,7 @@
-- ===
-- @module Ops.PlayerTask
-- @image OPS_PlayerTask.jpg
-- @date Last Update Jan 2024
-- @date Last Update Feb 2024
do
@ -411,6 +411,15 @@ function PLAYERTASK:IsDone()
return IsDone
end
--- [User] Check if PLAYERTASK has clients assigned to it.
-- @param #PLAYERTASK self
-- @return #boolean hasclients
function PLAYERTASK:HasClients()
self:T(self.lid.."HasClients?")
local hasclients = self:CountClients() > 0 and true or false
return hasclients
end
--- [User] Get client names assigned as table of #strings
-- @param #PLAYERTASK self
-- @return #table clients
@ -1552,7 +1561,7 @@ PLAYERTASKCONTROLLER.Messages = {
--- PLAYERTASK class version.
-- @field #string version
PLAYERTASKCONTROLLER.version="0.1.64"
PLAYERTASKCONTROLLER.version="0.1.65"
--- Create and run a new TASKCONTROLLER instance.
-- @param #PLAYERTASKCONTROLLER self
@ -3173,7 +3182,7 @@ function PLAYERTASKCONTROLLER:_ActiveTaskInfo(Task, Group, Client)
local ttsname = self.gettext:GetEntry("TASKNAMETTS",self.locale)
local taskname = string.format(tname,task.Type,task.PlayerTaskNr)
local ttstaskname = string.format(ttsname,task.TTSType,task.PlayerTaskNr)
local Coordinate = task.Target:GetCoordinate()
local Coordinate = task.Target:GetCoordinate() or COORDINATE:New(0,0,0)
local CoordText = ""
local CoordTextLLDM = nil
if self.Type ~= PLAYERTASKCONTROLLER.Type.A2A then

View File

@ -30,6 +30,10 @@
--
-- ===
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_Demos/tree/master/Sound/Radio)
--
-- ===
--
-- ### Authors: Hugues "Grey_Echo" Bousquet, funkyfranky
--
-- @module Sound.Radio

View File

@ -14,7 +14,7 @@
--
-- ===
--
-- ## Example Missions: [GitHub](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Sound/MSRS).
-- ## Example Missions: [GitHub](https://github.com/FlightControl-Master/MOOSE_Demos/tree/master/Sound/MSRS).
--
-- ===
--

View File

@ -444,10 +444,11 @@ end
--- Print a table to log in a nice format
-- @param #table table The table to print
-- @param #number indent Number of indents
-- @param #boolean noprint Don't log but return text
-- @return #string text Text created on the fly of the log output
function UTILS.PrintTableToLog(table, indent)
function UTILS.PrintTableToLog(table, indent, noprint)
local text = "\n"
if not table then
if not table or type(table) ~= "table" then
env.warning("No table passed!")
return nil
end
@ -455,11 +456,16 @@ function UTILS.PrintTableToLog(table, indent)
for k, v in pairs(table) do
if string.find(k," ") then k='"'..k..'"'end
if type(v) == "table" then
if not noprint then
env.info(string.rep(" ", indent) .. tostring(k) .. " = {")
end
text = text ..string.rep(" ", indent) .. tostring(k) .. " = {\n"
text = text .. tostring(UTILS.PrintTableToLog(v, indent + 1)).."\n"
if not noprint then
env.info(string.rep(" ", indent) .. "},")
end
text = text .. string.rep(" ", indent) .. "},\n"
elseif type(v) == "function" then
else
local value
if tostring(v) == "true" or tostring(v) == "false" or tonumber(v) ~= nil then
@ -467,7 +473,9 @@ function UTILS.PrintTableToLog(table, indent)
else
value = '"'..tostring(v)..'"'
end
if not noprint then
env.info(string.rep(" ", indent) .. tostring(k) .. " = " .. tostring(value)..",\n")
end
text = text .. string.rep(" ", indent) .. tostring(k) .. " = " .. tostring(value)..",\n"
end
end
@ -2229,6 +2237,11 @@ function UTILS.IsLoadingDoorOpen( unit_name )
return true -- no doors on this one ;)
end
if type_name == "MH-60R" and (unit:getDrawArgumentValue(403) > 0 or unit:getDrawArgumentValue(403) == -1) then
BASE:T(unit_name .. " cargo door is open")
return true
end
return false
end -- nil
@ -3717,3 +3730,116 @@ end
function UTILS.OctalToDecimal(Number)
return tonumber(Number,8)
end
--- Function to save the position of a set of #OPSGROUP (ARMYGROUP) objects.
-- @param Core.Set#SET_OPSGROUP Set of ops objects to save
-- @param #string Path The path to use. Use double backslashes \\\\ on Windows filesystems.
-- @param #string Filename The name of the file.
-- @param #boolean Structured Append the data with a list of typenames in the group plus their count.
-- @return #boolean outcome True if saving is successful, else false.
function UTILS.SaveSetOfOpsGroups(Set,Path,Filename,Structured)
local filename = Filename or "SetOfGroups"
local data = "--Save SET of groups: (name,legion,template,alttemplate,units,position.x,position.y,position.z,strucdata) "..Filename .."\n"
local List = Set:GetSetObjects()
for _,_group in pairs (List) do
local group = _group:GetGroup() -- Wrapper.Group#GROUP
if group and group:IsAlive() then
local name = group:GetName()
local template = string.gsub(name,"(.AID.%d+$","")
if string.find(template,"#") then
template = string.gsub(name,"#(%d+)$","")
end
local alttemplate = _group.templatename or "none"
local legiono = _group.legion -- Ops.Legion#LEGION
local legion = "none"
if legiono and type(legiono) == "table" and legiono.ClassName then
legion = legiono:GetName()
local asset = legiono:GetAssetByName(name) -- Functional.Warehouse#WAREHOUSE.Assetitem
alttemplate=asset.templatename
end
local units = group:CountAliveUnits()
local position = group:GetVec3()
if Structured then
local structure = UTILS.GetCountPerTypeName(group)
local strucdata = ""
for typen,anzahl in pairs (structure) do
strucdata = strucdata .. typen .. "=="..anzahl..";"
end
data = string.format("%s%s,%s,%s,%s,%d,%d,%d,%d,%s\n",data,name,legion,template,alttemplate,units,position.x,position.y,position.z,strucdata)
else
data = string.format("%s%s,%s,%s,%s,%d,%d,%d,%d\n",data,name,legion,template,alttemplate,units,position.x,position.y,position.z)
end
end
end
-- save the data
local outcome = UTILS.SaveToFile(Path,Filename,data)
return outcome
end
--- Load back a #OPSGROUP (ARMYGROUP) data from file for use with @{Ops.Brigade#BRIGADE.LoadBackAssetInPosition}()
-- @param #string Path The path to use. Use double backslashes \\\\ on Windows filesystems.
-- @param #string Filename The name of the file.
-- @return #table Returns a table of data entries: `{ groupname=groupname, size=size, coordinate=coordinate, template=template, structure=structure, legion=legion, alttemplate=alttemplate }`
-- Returns nil when the file cannot be read.
function UTILS.LoadSetOfOpsGroups(Path,Filename)
local filename = Filename or "SetOfGroups"
local datatable = {}
if UTILS.CheckFileExists(Path,filename) then
local outcome,loadeddata = UTILS.LoadFromFile(Path,Filename)
-- remove header
table.remove(loadeddata, 1)
for _id,_entry in pairs (loadeddata) do
local dataset = UTILS.Split(_entry,",")
-- 1name,2legion,3template,4alttemplate,5units,6position.x,7position.y,8position.z,9strucdata
local groupname = dataset[1]
local legion = dataset[2]
local template = dataset[3]
local alttemplate = dataset[4]
local size = tonumber(dataset[5])
local posx = tonumber(dataset[6])
local posy = tonumber(dataset[7])
local posz = tonumber(dataset[8])
local structure = dataset[9]
local coordinate = COORDINATE:NewFromVec3({x=posx, y=posy, z=posz})
if size > 0 then
local data = { groupname=groupname, size=size, coordinate=coordinate, template=template, structure=structure, legion=legion, alttemplate=alttemplate }
table.insert(datatable,data)
end
end
else
return nil
end
return datatable
end
--- Get the clock position from a relative heading
-- @param #number refHdg The heading of the reference object (such as a Wrapper.UNIT) in 0-360
-- @param #number tgtHdg The absolute heading from the reference object to the target object/point in 0-360
-- @return #string text Text in clock heading such as "4 O'CLOCK"
-- @usage Display the range and clock distance of a BTR in relation to REAPER 1-1's heading:
--
-- myUnit = UNIT:FindByName( "REAPER 1-1" )
-- myTarget = GROUP:FindByName( "BTR-1" )
--
-- coordUnit = myUnit:GetCoordinate()
-- coordTarget = myTarget:GetCoordinate()
--
-- hdgUnit = myUnit:GetHeading()
-- hdgTarget = coordUnit:HeadingTo( coordTarget )
-- distTarget = coordUnit:Get3DDistance( coordTarget )
--
-- clockString = UTILS.ClockHeadingString( hdgUnit, hdgTarget )
--
-- -- Will show this message to REAPER 1-1 in-game: Contact BTR at 3 o'clock for 1134m!
-- MESSAGE:New("Contact BTR at " .. clockString .. " for " .. distTarget .. "m!):ToUnit( myUnit )
function UTILS.ClockHeadingString(refHdg,tgtHdg)
local relativeAngle = tgtHdg - refHdg
if relativeAngle < 0 then
relativeAngle = relativeAngle + 360
end
local clockPos = math.ceil((relativeAngle % 360) / 30)
return clockPos.." o'clock"
end

File diff suppressed because it is too large Load Diff

View File

@ -99,7 +99,7 @@
-- This method can also be used to **embed a function call when a certain waypoint has been reached**.
-- See below the **Tasks at Waypoints** section.
--
-- Demonstration Mission: [GRP-502 - Route at waypoint to random point](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Wrapper/Group/GRP-502%20-%20Route%20at%20waypoint%20to%20random%20point)
-- Demonstration Mission: [GRP-502 - Route at waypoint to random point](https://github.com/FlightControl-Master/MOOSE_Demos/tree/master/Wrapper/Group/502-Route-at-waypoint-to-random-point)
--
-- ## 2.5) Tasks at Waypoints
--
@ -2173,7 +2173,7 @@ do -- Patrol methods
local Waypoint = Waypoints[#Waypoints]
PatrolGroup:SetTaskWaypoint( Waypoint, TaskRoute ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
PatrolGroup:Route( Waypoints ) -- Move after a random seconds to the Route. See the Route method for details.
PatrolGroup:Route( Waypoints, 2 ) -- Move after a random seconds to the Route. See the Route method for details.
end
end
@ -3871,6 +3871,10 @@ end
-- @param #CONTROLLABLE self
-- @param #table WayPoints If WayPoints is given, then use the route.
-- @return #CONTROLLABLE self
-- @usage Intended Workflow is:
-- mygroup:WayPointInitialize()
-- mygroup:WayPointFunction( WayPoint, WayPointIndex, WayPointFunction, ... )
-- mygroup:WayPointExecute()
function CONTROLLABLE:WayPointInitialize( WayPoints )
self:F( { WayPoints } )
@ -3902,9 +3906,15 @@ end
-- @param #number WayPointIndex When defining multiple WayPoint functions for one WayPoint, use WayPointIndex to set the sequence of actions.
-- @param #function WayPointFunction The waypoint function to be called when the controllable moves over the waypoint. The waypoint function takes variable parameters.
-- @return #CONTROLLABLE self
-- @usage Intended Workflow is:
-- mygroup:WayPointInitialize()
-- mygroup:WayPointFunction( WayPoint, WayPointIndex, WayPointFunction, ... )
-- mygroup:WayPointExecute()
function CONTROLLABLE:WayPointFunction( WayPoint, WayPointIndex, WayPointFunction, ... )
self:F2( { WayPoint, WayPointIndex, WayPointFunction } )
if not self.WayPoints then
self:WayPointInitialize()
end
table.insert( self.WayPoints[WayPoint].task.params.tasks, WayPointIndex )
self.WayPoints[WayPoint].task.params.tasks[WayPointIndex] = self:TaskFunction( WayPointFunction, arg )
return self
@ -3917,6 +3927,10 @@ end
-- @param #number WayPoint The WayPoint from where to execute the mission.
-- @param #number WaitTime The amount seconds to wait before initiating the mission.
-- @return #CONTROLLABLE self
-- @usage Intended Workflow is:
-- mygroup:WayPointInitialize()
-- mygroup:WayPointFunction( WayPoint, WayPointIndex, WayPointFunction, ... )
-- mygroup:WayPointExecute()
function CONTROLLABLE:WayPointExecute( WayPoint, WaitTime )
self:F( { WayPoint, WaitTime } )
@ -4102,6 +4116,74 @@ function CONTROLLABLE:SetOptionRadarUsingForContinousSearch()
return self
end
--- [AIR] Set if the AI is reporting passing of waypoints
-- @param #CONTROLLABLE self
-- @param #boolean OnOff If true or nil, AI will report passing waypoints, if false, it will not.
-- @return #CONTROLLABLE self
function CONTROLLABLE:SetOptionWaypointPassReport(OnOff)
self:F2( { self.ControllableName } )
local onoff = (OnOff == nil or OnOff == true) and false or true
if self:IsAir() then
self:SetOption(AI.Option.Air.id.PROHIBIT_WP_PASS_REPORT,onoff)
end
return self
end
--- [AIR] Set the AI to not report anything over the radio - radio silence
-- @param #CONTROLLABLE self
-- @param #boolean OnOff If true or nil, radio is set to silence, if false radio silence is lifted.
-- @return #CONTROLLABLE self
function CONTROLLABLE:SetOptionRadioSilence(OnOff)
local onoff = (OnOff == true or OnOff == nil) and true or false
self:F2( { self.ControllableName } )
if self:IsAir() then
self:SetOption(AI.Option.Air.id.SILENCE,onoff)
end
return self
end
--- [AIR] Set the AI to report contact for certain types of objects.
-- @param #CONTROLLABLE self
-- @param #table Objects Table of attribute names for which AI reports contact. Defaults to {"Air"}. See [Hoggit Wiki](https://wiki.hoggitworld.com/view/DCS_enum_attributes)
-- @return #CONTROLLABLE self
function CONTROLLABLE:SetOptionRadioContact(Objects)
self:F2( { self.ControllableName } )
if not Objects then Objects = {"Air"} end
if type(Objects) ~= "table" then Objects = {Objects} end
if self:IsAir() then
self:SetOption(AI.Option.Air.id.OPTION_RADIO_USAGE_CONTACT,Objects)
end
return self
end
--- [AIR] Set the AI to report engaging certain types of objects.
-- @param #CONTROLLABLE self
-- @param #table Objects Table of attribute names for which AI reports contact. Defaults to {"Air"}, see [Hoggit Wiki](https://wiki.hoggitworld.com/view/DCS_enum_attributes)
-- @return #CONTROLLABLE self
function CONTROLLABLE:SetOptionRadioEngage(Objects)
self:F2( { self.ControllableName } )
if not Objects then Objects = {"Air"} end
if type(Objects) ~= "table" then Objects = {Objects} end
if self:IsAir() then
self:SetOption(AI.Option.Air.id.OPTION_RADIO_USAGE_ENGAGE,Objects)
end
return self
end
--- [AIR] Set the AI to report killing certain types of objects.
-- @param #CONTROLLABLE self
-- @param #table Objects Table of attribute names for which AI reports contact. Defaults to {"Air"}, see [Hoggit Wiki](https://wiki.hoggitworld.com/view/DCS_enum_attributes)
-- @return #CONTROLLABLE self
function CONTROLLABLE:SetOptionRadioKill(Objects)
self:F2( { self.ControllableName } )
if not Objects then Objects = {"Air"} end
if type(Objects) ~= "table" then Objects = {Objects} end
if self:IsAir() then
self:SetOption(AI.Option.Air.id.OPTION_RADIO_USAGE_KILL,Objects)
end
return self
end
--- (GROUND) Relocate controllable to a random point within a given radius; use e.g.for evasive actions; Note that not all ground controllables can actually drive, also the alarm state of the controllable might stop it from moving.
-- @param #CONTROLLABLE self
-- @param #number speed Speed of the controllable, default 20

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@ -26,6 +26,10 @@
--
-- ===
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_Demos/tree/master/Wrapper/Group)
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ### Contributions:
@ -424,7 +428,7 @@ function GROUP:IsActive()
local DCSGroup = self:GetDCSObject() -- DCS#Group
if DCSGroup then
if DCSGroup and DCSGroup:isExist() then
local unit = DCSGroup:getUnit(1)
if unit then
local GroupIsActive = unit:isActive()
@ -1832,6 +1836,7 @@ end
--- Randomize the positions of the units of the respawned group within the @{Core.Zone}.
-- When a Respawn happens, the units of the group will be placed at random positions within the Zone (selected).
-- NOTE: InitRandomizePositionZone will not ensure, that every unit is placed within the zone!
-- @param #GROUP self
-- @param #boolean PositionZone true will randomize the positions within the Zone.
-- @return #GROUP self
@ -2782,6 +2787,14 @@ end
-- @param #boolean switch If true, Invisible is enabled. If false, Invisible is disabled.
-- @return #GROUP self
function GROUP:SetCommandInvisible(switch)
return self:CommandSetInvisible(switch)
end
--- Switch on/off invisible flag for the group.
-- @param #GROUP self
-- @param #boolean switch If true, Invisible is enabled. If false, Invisible is disabled.
-- @return #GROUP self
function GROUP:CommandSetInvisible(switch)
self:F2( self.GroupName )
if switch==nil then
switch=false
@ -2796,6 +2809,14 @@ end
-- @param #boolean switch If true, Immortal is enabled. If false, Immortal is disabled.
-- @return #GROUP self
function GROUP:SetCommandImmortal(switch)
return self:CommandSetImmortal(switch)
end
--- Switch on/off immortal flag for the group.
-- @param #GROUP self
-- @param #boolean switch If true, Immortal is enabled. If false, Immortal is disabled.
-- @return #GROUP self
function GROUP:CommandSetImmortal(switch)
self:F2( self.GroupName )
if switch==nil then
switch=false

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@ -12,7 +12,8 @@
-- @image Wrapper_Static.JPG
--- @type STATIC
---
-- @type STATIC
-- @extends Wrapper.Positionable#POSITIONABLE
--- Wrapper class to handle Static objects.
@ -236,7 +237,7 @@ function STATIC:SpawnAt(Coordinate, Heading, Delay)
end
--- Respawn the @{Wrapper.Unit} at the same location with the same properties.
--- Respawn the @{Wrapper.Static} at the same location with the same properties.
-- This is useful to respawn a cargo after it has been destroyed.
-- @param #STATIC self
-- @param DCS#country.id CountryID (Optional) The country ID used for spawning the new static. Default is same as currently.
@ -280,3 +281,52 @@ function STATIC:ReSpawnAt(Coordinate, Heading, Delay)
return self
end
--- Find the first(!) STATIC matching using patterns. Note that this is **a lot** slower than `:FindByName()`!
-- @param #STATIC self
-- @param #string Pattern The pattern to look for. Refer to [LUA patterns](http://www.easyuo.com/openeuo/wiki/index.php/Lua_Patterns_and_Captures_\(Regular_Expressions\)) for regular expressions in LUA.
-- @return #STATIC The STATIC.
-- @usage
-- -- Find a static with a partial static name
-- local grp = STATIC:FindByMatching( "Apple" )
-- -- will return e.g. a static named "Apple-1-1"
--
-- -- using a pattern
-- local grp = STATIC:FindByMatching( ".%d.%d$" )
-- -- will return the first static found ending in "-1-1" to "-9-9", but not e.g. "-10-1"
function STATIC:FindByMatching( Pattern )
local GroupFound = nil
for name,static in pairs(_DATABASE.STATICS) do
if string.match(name, Pattern ) then
GroupFound = static
break
end
end
return GroupFound
end
--- Find all STATIC objects matching using patterns. Note that this is **a lot** slower than `:FindByName()`!
-- @param #STATIC self
-- @param #string Pattern The pattern to look for. Refer to [LUA patterns](http://www.easyuo.com/openeuo/wiki/index.php/Lua_Patterns_and_Captures_\(Regular_Expressions\)) for regular expressions in LUA.
-- @return #table Groups Table of matching #STATIC objects found
-- @usage
-- -- Find all static with a partial static name
-- local grptable = STATIC:FindAllByMatching( "Apple" )
-- -- will return all statics with "Apple" in the name
--
-- -- using a pattern
-- local grp = STATIC:FindAllByMatching( ".%d.%d$" )
-- -- will return the all statics found ending in "-1-1" to "-9-9", but not e.g. "-10-1" or "-1-10"
function STATIC:FindAllByMatching( Pattern )
local GroupsFound = {}
for name,static in pairs(_DATABASE.STATICS) do
if string.match(name, Pattern ) then
GroupsFound[#GroupsFound+1] = static
end
end
return GroupsFound
end

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@ -8,7 +8,7 @@
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Wrapper/Storage).
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_Demos/tree/master/Wrapper/Storage).
--
-- ===
--

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@ -1244,7 +1244,9 @@ function UNIT:GetThreatLevel()
if Attributes["Fighters"] then ThreatLevel = 10
elseif Attributes["Multirole fighters"] then ThreatLevel = 9
elseif Attributes["Interceptors"] then ThreatLevel = 9
elseif Attributes["Battleplanes"] then ThreatLevel = 8
elseif Attributes["Battle airplanes"] then ThreatLevel = 8
elseif Attributes["Attack helicopters"] then ThreatLevel = 7
elseif Attributes["Strategic bombers"] then ThreatLevel = 6
elseif Attributes["Bombers"] then ThreatLevel = 5

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@ -14,7 +14,7 @@
--
-- ## Additional Material:
--
-- * **Demo Missions:** [GitHub](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Wrapper/Weapon)
-- * **Demo Missions:** [GitHub](https://github.com/FlightControl-Master/MOOSE_Demos/tree/master/Wrapper/Weapon)
-- * **YouTube videos:** None
-- * **Guides:** None
--

263
docs/advanced/concepts.md Normal file
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@ -0,0 +1,263 @@
---
title: Concepts
parent: Advanced
nav_order: 01
---
# Concepts
{: .no_toc }
1. Table of contents
{:toc}
If you want to get deeper into Moose, you will encounter a few terms and
concepts that we will explain here. You will need them for the later pages.
# Git and GitHub
Moose has about 260.000 lines of code and the amount is increasing each week.
To maintain such a big code base a vcs (version control system) is needed.
Moose uses [GitHub] as developer platform to create, store, and manage the code.
[GitHub] uses [Git] as version control system and provides additional
functionality like access control, bug tracking, feature requests and much more.
As a Moose user you don't need to learn how to use [Git]. You can download the
files on [GitHub] with a browser. But using [Git] will ease up the steps to keep
the Moose version on your hard disk up to date.
You will need to interact with [GitHub]. At least to download the Moose files.
For non-developers the page can be confusing. Take your time and read this
documentation. We are not able to explain every single detail on using [GitHub]
and [Git]. Especially because it is changing really quick and this documentation
will not. So try to use the help system of [GitHub] or find some videos on
[YouTube]. If you get stuck ask for help in the [Moose Discord].
Moose uses more than one repository on [GitHub] which doesn't exactly make it
any clearer. A list can be found on the [reposities] page.
# Branches: master & develop
As already explained in the [overview] two branches are used:
- Branch [master]: Stable release branch.
- Branch [develop]: Newest development with more OPS classes.
As a starter it is okay to begin your journey with the `master` branch.
If you are interested in some newer classes you need to use the `develop`
branch. The later one is also very stable, but it's missing more detailed
documentation and example missions for some of the new OPS classes.
You can switch between these branches with a drop down in the upper left corner
of the [GitHub] repository page. The list of branches is long. So it is a best
practice to save a bookmark in your browser with the links above.
Both branches are available on most of the different repositories. But because
of a limitation of [GitHub pages], we had to split the documentation in two
different repositories:
- Documentation of `master` branch: [MOOSE_DOCS]
- Documentation of `develop` branch: [MOOSE_DOCS_DEVELOP]
# Build result vs. source files
Moose consists of more than 140 individual files with the file extension `.lua`.
They are places in a [directory tree], which makes it more organized and its
semantic is pre-defined for [IntelliSense] to work.
On every change which is pushed to [GitHub] a build job will combine all of
these files to a single file called `Moose.lua`. In a second step all
comments will be removed to decrease the file size and the result will be saved
as `Moose_.lua`. These both files are created for users of Moose to include in
your missions.
The individual `.lua` files are used by the Moose developers and power users.
It is complicated to use them, but in combination with an IDE and a debugger it
is very useful to analyze even complex problems or write new additions to the
Moose framework.
# Static loading
If you add a script file with a `DO SCRIPT FILE` trigger, like we described in
[Create your own Hello world], the script file will be copied into the mission
file. This mission file (file extension .MIZ) is only a compressed ZIP archive
with another file ending.
If you change the script file after adding it to the mission, the changes are
not available on mission start. You have to re-add the script after each change.
This can be very annoying and often leads to forgetting to add the change again.
Then you wonder why the mission does not deliver the desired result.
But when the mission is finished you can upload it to your dedicated DCS server
or give it to a friend and it should run without problems. This way of embedding
the scripts do we call `static loading` and the resulting mission is very
portable.
# Dynamic loading of mission scripts
The other way of loading scripts is by using `DO SCRIPT`. This time the mission
editor don't show a file browse button. Instead you see a (very small) text
field to enter the code directly into it. It is only useful for very small
script snippets. But we can use it to load a file from your hard drive like
this:
```lua
dofile('C:/MyScripts/hello-world.lua')
dofile('C:\\MyScripts\\hello-world.lua')
dofile([[C:\MyScripts\hello-world.lua]])
```
So all lines above do the same. In [Lua] you need to specify the path with
slashes, escape backslashes or use double square brackets around the string.
Double square brackets are usefull, because you can copy paste the path
without any modification.
If you upload a mission with this code, you need to create the folder
`C:\MyScripts\` on the server file system and upload the newest version of
`hello-world.lua`, too. The same applies, if you give the mission to a friend.
This makes the mission less portable, but on the other hand the mission uses the
file on the hard disk, without the need to add it to the mission again.
All you need to do is save the file and restart the mission.
The following can be used to increase portability:
```lua
dofile(lfs.writedir() .. '/Missions/hello-world.lua')
```
The function `lfs.writedir()` will return your [Saved Games folder].
So you place the scripts in the subfolder Missions. This way the folder
structure is already available on all target systems. But you need to ensure
mission and script are both in sync to avoid problems. If you changed both and
upload only one of them to your server, you may get trouble.
There is another method you may find useful to dynamically load scripts:
```lua
assert(loadfile('C:/MyScripts/hello-world.lua'))()
assert(loadfile('C:\\MyScripts\\hello-world.lua'))()
assert(loadfile([[C:\MyScripts\hello-world.lua]]))()
```
It is a little bit harder to read and write because of all these different
brackets. Especially the one on line 3. But it is a little safer than `dofile`.
Because of readability I prefer to use `dofile`.
# Dynamic loading of Moose
Of course you can use the same method to load Moose. This way you can place one
Moose file in your [Saved Games folder], which is used by multiple missions.
If you want to update Moose you just need to replace the file and all missions
will use the new version. But I prefer to add Moose by a `DO SCRIPT FILE`
trigger so I can add and test the new version for each mission step by step.
But we added two different ways to load the Moose source files automatically.
This is useful for Moose developers and it is a requirement to use a debugger.
This will be explained later in the [Debugger Guide].
# Automatic dynamic loading
With the code below you can have the advantages of both approaches.
- Copy the code into your mission script at the beginning.
- Save the mission script into the folder Missions in your [Saved Games folder].
- Change script filename in line 2 to match to your script.
- [De-Sanitize] your `MissionScripting.lua`.
Now the mission will use the script on your hard drive instead of the script
embedded in th MIZ file, as long as it is available. So you can chnge the
script, save it and restart the mission, without the need to readd it after each
change.
If you reach a stable state in your script development and want to upload the
mission to your server or give it to a friend, then just add the script again
like in the static method and save the mission.
{: .important }
> Do not forget to readd the script, prior uploading or sharing the mission,
> or it will run with an outdated version of your script and may fail if the
> objects in the mission don't match to this old version.
```lua
-- Use script file from hard disk instead of the one included in the .miz file
if lfs and io then
MissionScript = lfs.writedir() .. '/Missions/hello-world-autodyn.lua'
-- Check if the running skript is from temp directory to avoid an endless loop
if string.find( debug.getinfo(1).source, lfs.tempdir() ) then
local f=io.open(MissionScript,"r")
if f~=nil then
io.close(f)
env.info( '*** LOAD MISSION SCRIPT FROM HARD DISK *** ' )
dofile(MissionScript)
do return end
end
end
else
env.error( '*** LOAD MISSION SCRIPT FROM HARD DISK FAILED (Desanitize lfs and io)*** ' )
end
--
-- Simple example mission to show the very basics of MOOSE
--
MESSAGE:New( "Hello World! This messages is printed by MOOSE!", 35, "INFO" ):ToAll():ToLog()
```
# IDE vs. Notepad++
As a beginner you should start with a good text editor, which supports syntax
highlighting of [Lua] code. This must not be [Notepad++]. It can be any other
powerful editor of your choice. Do yourself a favor and don't use the Windows
editor.
If you are a developer of [Lua] or another programming language, then your are
most likely familiar with an IDE (Integrated Develop Environment).
Otherwise you should know, that an IDE may help you with code completion,
Refactoring, Autocorrection, Formatting Source Code, showing documentation
as popup on mouse hover over keywords and Debugging.
There are different IDEs available. And not all IDEs support all features.
The three most important for Moose are:
- [Eclipse LDT]
- [Visual Studio Code]
- [PyCharm] (or [IntelliJ IDEA])
Eclipse has the best support for hover documentation and [IntelliSense] with
Moose. The Inventor of Moose (FlightControl) did an amazing job by adding an
integration to Eclipse LDT (a special version for Lua).
Unfortunately Eclipse LDT is not maintained any longer (last release 2018).
And the debugger doesn't work anymore, since an update of DCS.
In Visual Studio Code the support of Lua can be added by an addon.
The debugger works with Moose and DCS, but showing the LuaDoc and [IntelliSense]
is very limited.
PyCharm supports Lua also with an addon. The debugger works with Moose and DCS,
but showing the LuaDoc and [IntelliSense] is very limited.
It is up to you to choose the IDE according to your taste. Guides on how to
setup Moose with different IDEs and Debuggers are provided later in this
documentation.
[Git]: https://en.wikipedia.org/wiki/Git
[GitHub]: https://github.com/
[YouTube]: https://www.youtube.com/
[Moose Discord]: https://discord.gg/gj68fm969S
[overview]: ../index.md
[reposities]: ../repositories.md
[master]: https://github.com/FlightControl-Master/MOOSE/tree/master
[develop]: https://github.com/FlightControl-Master/MOOSE/tree/develop
[GitHub pages]: https://pages.github.com/
[MOOSE_DOCS]: https://flightcontrol-master.github.io/MOOSE_DOCS/
[MOOSE_DOCS_DEVELOP]: https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/
[directory tree]: https://github.com/FlightControl-Master/MOOSE/tree/master/Moose%20Development/Moose
[Saved Games folder]: ../beginner/tipps-and-tricks.md#find-the-saved-games-folder
[Lua]: https://www.lua.org/
[Create your own Hello world]: ../beginner/hello-world-build.md
[Debugger Guide]: debugger.md
[IntelliSense]: https://en.wikipedia.org/wiki/IntelliSense
[De-Sanitize]: desanitize-dcs.md
[Notepad++]: https://notepad-plus-plus.org/downloads/
[Eclipse LDT]: https://projects.eclipse.org/projects/tools.ldt
[Visual Studio Code]: https://code.visualstudio.com/
[PyCharm]: https://www.jetbrains.com/pycharm/
[IntelliJ IDEA]: https://www.jetbrains.com/idea/

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@ -0,0 +1,8 @@
---
title: Debugger
parent: Advanced
nav_order: 100
---
{: .warning }
> THIS DOCUMENT IS STILL WORK IN PROGRESS!

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@ -1,7 +1,7 @@
---
title: De-Sanitize DCS
parent: Advanced
nav_order: 2
nav_order: 98
---
# De-Sanitize the DCS scripting environment
{: .no_toc }

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@ -1,6 +1,6 @@
---
parent: Advanced
nav_order: 1
nav_order: 97
---
# Eclipse Installation
{: .no_toc }

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@ -1,6 +1,6 @@
---
parent: Advanced
nav_order: 2
nav_order: 99
---
# Text to Speech
{: .no_toc }

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@ -35,16 +35,24 @@ Please remember when posting a question:
- Before posting anything follow the [troubleshooting steps].
- **Read your logs**.
### Formulate a good description
A post should contain the following:
1. A describtion what you expected to happen and what actually happened.
- A description what you expected to happen and what actually happened.
- Do not use vague words this stuff is hard to help with! Be specific.
2. Describe what happens instead.
- Describe what happens instead.
- The less detail you offer, the less chance you can be helped.
- Dont say it doesnt work. Or is it broken. Say what it actually does.
- Don't say it doesn't work. Or is it broken. Say what it actually does.
3. Post your code in Discord as formatted code:
### Format your code
The easier your code is to read, the more likely you are to get a helpful answer. If your code is hard to read, some
people who could help you may not even bother to read your code. Syntax Highlighting makes the code much clearer and
easier to understand. Therefore:
- Post your code in Discord as formatted code:
- Wrap a single line of code in backticks \` like this:
@ -54,14 +62,31 @@ A post should contain the following:
![discord-multi-line-code.png](../images/beginner/discord-multi-line-code.png)
- Post your log lines with the error or warning messages. Format them like this:
### Do not post a screenshot of your code
![discord-fomat-logs.png](../images/beginner/discord-fomat-logs.png)
Your code is easy to read on a screenshot if you are using a good text editor or IDE, but if someone discovers an error
in your code and wants to post a corrected version, they will have to type out the entire code. This could lead to them
not helping you because it's too much work for them.
### Post your log
If the error message in the `dcs.log` does not tell you anything, then post it in the Discord.
- Post the important log lines with the error or warning messages. Format them like this:
![discord-format-logs.png](../images/beginner/discord-format-logs.png)
### Send your mission when requested
Please don't just send your mission file. You have to manually extract the script from the file.
It is better to send your script code and log lines beforehand.
If this does not help, you may be asked to send your mission.
- Some complex problems need the mission (.miz file) also.
- But post your mission only when requested.
- Try to simplify your mission if it is complex!
- Try to avoid or delete MODs, because could prevent people from helping you.
There are people in the Discord and in the forum, who spend their free time to
help you. <br />

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@ -11,10 +11,14 @@ nav_order: 05
## Something went wrong
If the mission shows not the expected behaviour do the following steps:
If the mission shows not the expected behavior do the following steps:
1. Double check if you added the changed mission script to the mission again!
1. Check if the triggers are configured as requested in the last sections.
1. Check if the triggers are configured as requested in the last sections:
- To load MOOSE: `4 MISSION START`, nothing on `CONDITIONS`, `DO SCRIPT FILE` to load `Moose_.lua`.
- To load mission script(s): `1 ONCE`, in `CONDITIONS` add `TIME MORE` = 1, `DO SCRIPT FILE` to load `yourscript.lua`.
1. Double check if you have the right version of MOOSE (some classes need the develop branch).
1. Try the newest version of MOOSE.
## Read the logs
@ -22,8 +26,7 @@ The DCS log is a super important and useful log for the entire of DCS World.
All scripting and other errors are recorded here. It is the one stop shop for
things that occurred in your mission. It will tell you if there was a mistake.
1. Open the file `dcs.log` in the `Logs` subfolder in your DCS
[Saved Games folder].
1. Open the file `dcs.log` in the `Logs` subfolder in your DCS [Saved Games folder].
1. Search for the following line: `*** MOOSE INCLUDE END ***`
- If it is included in the log, Moose was loaded.

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