Merge branch 'develop' into FF/Develop

This commit is contained in:
funkyfranky 2018-09-17 10:04:00 +02:00
commit 14e1ab9497
6 changed files with 118 additions and 63 deletions

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@ -154,7 +154,7 @@ do -- CARGO_CRATE
if self.CargoObject then
self:T("Destroying")
self.NoDestroy = true
self.CargoObject:Destroy()
self.CargoObject:Destroy( false ) -- Do not generate a remove unit event, because we want to keep the template for later respawn in the database.
--local Coordinate = self.CargoObject:GetCoordinate():GetRandomCoordinateInRadius( 50, 20 )
--self.CargoObject:ReSpawnAt( Coordinate, 0 )
end

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@ -672,10 +672,12 @@ end
--- Private method that registers new Static Templates within the DATABASE Object.
-- @param #DATABASE self
-- @param #table GroupTemplate
-- @param #table StaticTemplate
-- @return #DATABASE self
function DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, CategoryID, CountryID )
local StaticTemplate = UTILS.DeepCopy( StaticTemplate )
local StaticTemplateName = env.getValueDictByKey(StaticTemplate.name)
self.Templates.Statics[StaticTemplateName] = self.Templates.Statics[StaticTemplateName] or {}
@ -704,11 +706,17 @@ end
--- @param #DATABASE self
function DATABASE:GetStaticUnitTemplate( StaticName )
local StaticTemplate = self.Templates.Statics[StaticName].UnitTemplate
function DATABASE:GetStaticGroupTemplate( StaticName )
local StaticTemplate = self.Templates.Statics[StaticName].GroupTemplate
return StaticTemplate, self.Templates.Statics[StaticName].CoalitionID, self.Templates.Statics[StaticName].CategoryID, self.Templates.Statics[StaticName].CountryID
end
--- @param #DATABASE self
function DATABASE:GetStaticUnitTemplate( StaticName )
local UnitTemplate = self.Templates.Statics[StaticName].UnitTemplate
return UnitTemplate, self.Templates.Statics[StaticName].CoalitionID, self.Templates.Statics[StaticName].CategoryID, self.Templates.Statics[StaticName].CountryID
end
function DATABASE:GetGroupNameFromUnitName( UnitName )
return self.Templates.Units[UnitName].GroupName

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@ -1,4 +1,4 @@
--- **Core** -- SPAWN class dynamically spawns new groups of units in your missions.
--- **Core** --Spawn dynamically new GROUPs of UNITs in your missions.
--
-- ===
--

View File

@ -82,7 +82,7 @@ function SPAWNSTATIC:NewFromStatic( SpawnTemplatePrefix, SpawnCountryID ) --R2.1
local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
self:F( { SpawnTemplatePrefix } )
local TemplateStatic, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticUnitTemplate( SpawnTemplatePrefix )
local TemplateStatic, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate( SpawnTemplatePrefix )
if TemplateStatic then
self.SpawnTemplatePrefix = SpawnTemplatePrefix
self.CountryID = SpawnCountryID or CountryID
@ -90,7 +90,7 @@ function SPAWNSTATIC:NewFromStatic( SpawnTemplatePrefix, SpawnCountryID ) --R2.1
self.CoalitionID = CoalitionID
self.SpawnIndex = 0
else
error( "SPAWNSTATIC:New: There is no group declared in the mission editor with SpawnTemplatePrefix = '" .. SpawnTemplatePrefix .. "'" )
error( "SPAWNSTATIC:New: There is no static declared in the mission editor with SpawnTemplatePrefix = '" .. SpawnTemplatePrefix .. "'" )
end
self:SetEventPriority( 5 )
@ -124,25 +124,22 @@ end
function SPAWNSTATIC:Spawn( Heading, NewName ) --R2.3
self:F( { Heading, NewName } )
local StaticTemplate = _DATABASE:GetStaticUnitTemplate( self.SpawnTemplatePrefix )
local StaticTemplate, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate( self.SpawnTemplatePrefix )
if StaticTemplate then
local CountryID = self.CountryID
local CountryName = _DATABASE.COUNTRY_NAME[CountryID]
local StaticUnitTemplate = StaticTemplate.units[1]
StaticTemplate.name = NewName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex )
StaticTemplate.heading = ( Heading / 180 ) * math.pi
StaticTemplate.CountryID = nil
StaticTemplate.CoalitionID = nil
StaticTemplate.CategoryID = nil
_DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, CategoryID, CountryID )
local Static = coalition.addStaticObject( CountryID, StaticTemplate )
local Static = coalition.addStaticObject( CountryID, StaticTemplate.units[1] )
self.SpawnIndex = self.SpawnIndex + 1
return Static
return _DATABASE:FindStatic(Static:getName())
end
return nil
@ -159,32 +156,31 @@ end
function SPAWNSTATIC:SpawnFromPointVec2( PointVec2, Heading, NewName ) --R2.1
self:F( { PointVec2, Heading, NewName } )
local StaticTemplate = _DATABASE:GetStaticUnitTemplate( self.SpawnTemplatePrefix )
local StaticTemplate, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate( self.SpawnTemplatePrefix )
if StaticTemplate then
local CountryID = self.CountryID
local CountryName = _DATABASE.COUNTRY_NAME[CountryID]
local StaticUnitTemplate = StaticTemplate.units[1]
StaticTemplate.x = PointVec2.x
StaticTemplate.y = PointVec2.z
StaticUnitTemplate.x = PointVec2.x
StaticUnitTemplate.y = PointVec2.z
StaticTemplate.units = nil
StaticTemplate.route = nil
StaticTemplate.groupId = nil
StaticTemplate.name = NewName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex )
StaticTemplate.heading = ( Heading / 180 ) * math.pi
StaticUnitTemplate.name = StaticTemplate.name
StaticUnitTemplate.heading = ( Heading / 180 ) * math.pi
StaticTemplate.CountryID = nil
StaticTemplate.CoalitionID = nil
StaticTemplate.CategoryID = nil
_DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, CategoryID, CountryID)
local Static = coalition.addStaticObject( CountryID, StaticTemplate )
self:F({StaticTemplate = StaticTemplate})
local Static = coalition.addStaticObject( CountryID, StaticTemplate.units[1] )
self.SpawnIndex = self.SpawnIndex + 1
return _DATABASE:AddStatic(Static:getName())
return _DATABASE:FindStatic(Static:getName())
end
return nil
@ -197,7 +193,7 @@ end
-- @return #SPAWNSTATIC
function SPAWNSTATIC:ReSpawn(countryid)
local StaticTemplate = _DATABASE:GetStaticUnitTemplate( self.SpawnTemplatePrefix )
local StaticTemplate, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate( self.SpawnTemplatePrefix )
if StaticTemplate then
@ -208,13 +204,9 @@ function SPAWNSTATIC:ReSpawn(countryid)
StaticTemplate.route = nil
StaticTemplate.groupId = nil
StaticTemplate.CountryID = nil
StaticTemplate.CoalitionID = nil
StaticTemplate.CategoryID = nil
local Static = coalition.addStaticObject( CountryID, StaticTemplate.units[1] )
local Static = coalition.addStaticObject( CountryID, StaticTemplate )
return _DATABASE:AddStatic(Static:getName())
return _DATABASE:FindStatic(Static:getName())
end
return nil
@ -228,24 +220,20 @@ end
-- @return #SPAWNSTATIC
function SPAWNSTATIC:ReSpawnAt( Coordinate, Heading )
local StaticTemplate = _DATABASE:GetStaticUnitTemplate( self.SpawnTemplatePrefix )
local StaticTemplate, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate( self.SpawnTemplatePrefix )
if StaticTemplate then
local CountryID = self.CountryID
local StaticUnitTemplate = StaticTemplate.units[1]
StaticTemplate.x = Coordinate.x
StaticTemplate.y = Coordinate.z
StaticUnitTemplate.x = Coordinate.x
StaticUnitTemplate.y = Coordinate.z
StaticTemplate.heading = Heading and ( ( Heading / 180 ) * math.pi ) or StaticTemplate.heading
StaticUnitTemplate.heading = Heading and ( ( Heading / 180 ) * math.pi ) or StaticTemplate.heading
StaticTemplate.CountryID = nil
StaticTemplate.CoalitionID = nil
StaticTemplate.CategoryID = nil
local Static = coalition.addStaticObject( CountryID, StaticTemplate.units[1] )
local Static = coalition.addStaticObject( CountryID, StaticTemplate )
return _DATABASE:AddStatic(Static:getName())
return _DATABASE:FindStatic(Static:getName())
end
return nil
@ -263,6 +251,6 @@ function SPAWNSTATIC:SpawnFromZone( Zone, Heading, NewName ) --R2.1
local Static = self:SpawnFromPointVec2( Zone:GetPointVec2(), Heading, NewName )
return _DATABASE:AddStatic(Static:getName())
return Static
end

View File

@ -26,13 +26,13 @@
-- * Handle local Controllable Controller.
-- * Manage the "state" of the DCS Controllable.
--
-- ## CONTROLLABLE constructor
-- # 1) CONTROLLABLE constructor
--
-- The CONTROLLABLE class provides the following functions to construct a CONTROLLABLE instance:
--
-- * @{#CONTROLLABLE.New}(): Create a CONTROLLABLE instance.
--
-- ## CONTROLLABLE Task methods
-- # 2) CONTROLLABLE Task methods
--
-- Several controllable task methods are available that help you to prepare tasks.
-- These methods return a string consisting of the task description, which can then be given to either a @{Wrapper.Controllable#CONTROLLABLE.PushTask} or @{Wrapper.Controllable#SetTask} method to assign the task to the CONTROLLABLE.
@ -40,7 +40,7 @@
-- Each task description where applicable indicates for which controllable category the task is valid.
-- There are 2 main subdivisions of tasks: Assigned tasks and EnRoute tasks.
--
-- ### Task assignment
-- ## 2.1) Task assignment
--
-- Assigned task methods make the controllable execute the task where the location of the (possible) targets of the task are known before being detected.
-- This is different from the EnRoute tasks, where the targets of the task need to be detected before the task can be executed.
@ -71,7 +71,7 @@
-- * @{#CONTROLLABLE.TaskRouteToZone}: (AIR + GROUND) Route the controllable to a given zone.
-- * @{#CONTROLLABLE.TaskReturnToBase}: (AIR) Route the controllable to an airbase.
--
-- ### EnRoute assignment
-- ## 2.2) EnRoute assignment
--
-- EnRoute tasks require the targets of the task need to be detected by the controllable (using its sensors) before the task can be executed:
--
@ -84,7 +84,7 @@
-- * @{#CONTROLLABLE.EnRouteTaskFAC_EngageControllable}: (AIR + GROUND) The task makes the controllable/unit a FAC and lets the FAC to choose the target (enemy ground controllable) as well as other assigned targets.
-- * @{#CONTROLLABLE.EnRouteTaskTanker}: (AIR) Aircraft will act as a tanker for friendly units. No parameters.
--
-- ### Task preparation
-- ## 2.3) Task preparation
--
-- There are certain task methods that allow to tailor the task behaviour:
--
@ -93,7 +93,7 @@
-- * @{#CONTROLLABLE.TaskCondition}: Return a condition section for a controlled task.
-- * @{#CONTROLLABLE.TaskControlled}: Return a Controlled Task taking a Task and a TaskCondition.
--
-- ### Call a function as a Task
-- ## 2.4) Call a function as a Task
--
-- A function can be called which is part of a Task. The method @{#CONTROLLABLE.TaskFunction}() prepares
-- a Task that can call a GLOBAL function from within the Controller execution.
@ -102,27 +102,27 @@
--
-- Demonstration Mission: [GRP-502 - Route at waypoint to random point](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/GRP - Group Commands/GRP-502 - Route at waypoint to random point)
--
-- ### Tasks at Waypoints
-- ## 2.5) Tasks at Waypoints
--
-- Special Task methods are available to set tasks at certain waypoints.
-- The method @{#CONTROLLABLE.SetTaskWaypoint}() helps preparing a Route, embedding a Task at the Waypoint of the Route.
--
-- This creates a Task element, with an action to call a function as part of a Wrapped Task.
--
-- ### Obtain the mission from controllable templates
-- ## 2.6) Obtain the mission from controllable templates
--
-- Controllable templates contain complete mission descriptions. Sometimes you want to copy a complete mission from a controllable and assign it to another:
--
-- * @{#CONTROLLABLE.TaskMission}: (AIR + GROUND) Return a mission task from a mission template.
--
-- ## CONTROLLABLE Command methods
-- # 3) Command methods
--
-- Controllable **command methods** prepare the execution of commands using the @{#CONTROLLABLE.SetCommand} method:
--
-- * @{#CONTROLLABLE.CommandDoScript}: Do Script command.
-- * @{#CONTROLLABLE.CommandSwitchWayPoint}: Perform a switch waypoint command.
--
-- ## Routing of Controllables
-- # 4) Routing of Controllables
--
-- Different routing methods exist to route GROUPs and UNITs to different locations:
--
@ -130,11 +130,11 @@
-- * @{#CONTROLLABLE.RouteGroundTo}(): Make the GROUND Controllable to drive towards a specific coordinate.
-- * @{#CONTROLLABLE.RouteAirTo}(): Make the AIR Controllable to fly towards a specific coordinate.
--
-- ## Option methods
-- # 5) Option methods
--
-- Controllable **Option methods** change the behaviour of the Controllable while being alive.
--
-- ### Rule of Engagement:
-- ## 5.1) Rule of Engagement:
--
-- * @{#CONTROLLABLE.OptionROEWeaponFree}
-- * @{#CONTROLLABLE.OptionROEOpenFire}
@ -148,7 +148,7 @@
-- * @{#CONTROLLABLE.OptionROEReturnFirePossible}
-- * @{#CONTROLLABLE.OptionROEEvadeFirePossible}
--
-- ### Rule on thread:
-- ## 5.2) Rule on thread:
--
-- * @{#CONTROLLABLE.OptionROTNoReaction}
-- * @{#CONTROLLABLE.OptionROTPassiveDefense}
@ -162,6 +162,12 @@
-- * @{#CONTROLLABLE.OptionROTEvadeFirePossible}
-- * @{#CONTROLLABLE.OptionROTVerticalPossible}
--
-- ## 5.3) Alarm state:
--
-- * @{#CONTROLLABLE.OptionAlarmStateAuto}
-- * @{#CONTROLLABLE.OptionAlarmStateGreen}
-- * @{#CONTROLLABLE.OptionAlarmStateRed}
--
-- @field #CONTROLLABLE
CONTROLLABLE = {
ClassName = "CONTROLLABLE",

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@ -89,6 +89,59 @@ function STATIC:FindByName( StaticName, RaiseError )
return nil
end
--- Destroys the STATIC.
-- @param #STATIC self
-- @param #boolean GenerateEvent (Optional) true if you want to generate a crash or dead event for the static.
-- @return #nil The DCS StaticObject is not existing or alive.
-- @usage
-- -- Air static example: destroy the static Helicopter and generate a S_EVENT_CRASH.
-- Helicopter = STATIC:FindByName( "Helicopter" )
-- Helicopter:Destroy( true )
--
-- @usage
-- -- Ground static example: destroy the static Tank and generate a S_EVENT_DEAD.
-- Tanks = UNIT:FindByName( "Tank" )
-- Tanks:Destroy( true )
--
-- @usage
-- -- Ship static example: destroy the Ship silently.
-- Ship = STATIC:FindByName( "Ship" )
-- Ship:Destroy()
--
-- @usage
-- -- Destroy without event generation example.
-- Ship = STATIC:FindByName( "Boat" )
-- Ship:Destroy( false ) -- Don't generate an event upon destruction.
--
function STATIC:Destroy( GenerateEvent )
self:F2( self.ObjectName )
local DCSObject = self:GetDCSObject()
if DCSObject then
local StaticName = DCSObject:getName()
self:F( { StaticName = StaticName } )
if GenerateEvent and GenerateEvent == true then
if self:IsAir() then
self:CreateEventCrash( timer.getTime(), DCSObject )
else
self:CreateEventDead( timer.getTime(), DCSObject )
end
elseif GenerateEvent == false then
-- Do nothing!
else
self:CreateEventRemoveUnit( timer.getTime(), DCSObject )
end
DCSObject:destroy()
end
return nil
end
function STATIC:GetDCSObject()
local DCSStatic = StaticObject.getByName( self.StaticName )