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https://github.com/FlightControl-Master/MOOSE.git
synced 2025-08-15 10:47:21 +00:00
Merge remote-tracking branch 'origin/master' into develop
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commit
2442adfd2f
@ -135,7 +135,7 @@ function DATABASE:New()
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self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
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self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
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self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash )
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--self:HandleEvent( EVENTS.UnitLost, self._EventOnDeadOrCrash ) -- DCS 2.7.1 for Aerial units no dead event ATM
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self:HandleEvent( EVENTS.UnitLost, self._EventOnDeadOrCrash ) -- DCS 2.7.1 for Aerial units no dead event ATM
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self:HandleEvent( EVENTS.Hit, self.AccountHits )
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self:HandleEvent( EVENTS.NewCargo )
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self:HandleEvent( EVENTS.DeleteCargo )
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@ -188,6 +188,7 @@ end
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--- Deletes a Unit from the DATABASE based on the Unit Name.
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-- @param #DATABASE self
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function DATABASE:DeleteUnit( DCSUnitName )
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self:T("DeleteUnit "..tostring(DCSUnitName))
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self.UNITS[DCSUnitName] = nil
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end
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@ -1569,7 +1570,6 @@ end
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-- @param #DATABASE self
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-- @param Core.Event#EVENTDATA Event
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function DATABASE:_EventOnDeadOrCrash( Event )
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if Event.IniDCSUnit then
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local name=Event.IniDCSUnitName
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@ -1577,7 +1577,7 @@ function DATABASE:_EventOnDeadOrCrash( Event )
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if Event.IniObjectCategory == 3 then
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---
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-- STATICS
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-- STATICS
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---
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if self.STATICS[Event.IniDCSUnitName] then
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@ -1587,7 +1587,7 @@ function DATABASE:_EventOnDeadOrCrash( Event )
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---
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-- Maybe a UNIT?
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---
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-- Delete unit.
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if self.UNITS[Event.IniDCSUnitName] then
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self:T("STATIC Event for UNIT "..tostring(Event.IniDCSUnitName))
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@ -1610,7 +1610,8 @@ function DATABASE:_EventOnDeadOrCrash( Event )
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-- Delete unit.
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if self.UNITS[Event.IniDCSUnitName] then
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self:DeleteUnit(Event.IniDCSUnitName)
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self:ScheduleOnce(1,self.DeleteUnit,self,Event.IniDCSUnitName)
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--self:DeleteUnit(Event.IniDCSUnitName)
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end
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-- Remove client players.
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@ -262,9 +262,10 @@ EVENTS = {
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WeaponRearm = world.event.S_EVENT_WEAPON_REARM or -1,
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WeaponDrop = world.event.S_EVENT_WEAPON_DROP or -1,
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-- Added with DCS 2.9.x
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UnitTaskTimeout = world.event.S_EVENT_UNIT_TASK_TIMEOUT or -1,
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--UnitTaskTimeout = world.event.S_EVENT_UNIT_TASK_TIMEOUT or -1,
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UnitTaskComplete = world.event.S_EVENT_UNIT_TASK_COMPLETE or -1,
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UnitTaskStage = world.event.S_EVENT_UNIT_TASK_STAGE or -1,
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MacSubtaskScore = world.event.S_EVENT_MAC_SUBTASK_SCORE or -1,
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--MacSubtaskScore = world.event.S_EVENT_MAC_SUBTASK_SCORE or -1,
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MacExtraScore = world.event.S_EVENT_MAC_EXTRA_SCORE or -1,
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MissionRestart = world.event.S_EVENT_MISSION_RESTART or -1,
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MissionWinner = world.event.S_EVENT_MISSION_WINNER or -1,
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@ -652,24 +653,24 @@ local _EVENTMETA = {
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Text = "S_EVENT_WEAPON_DROP"
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},
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-- DCS 2.9
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[EVENTS.UnitTaskTimeout] = {
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Order = 1,
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Side = "I",
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Event = "OnEventUnitTaskTimeout",
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Text = "S_EVENT_UNIT_TASK_TIMEOUT "
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},
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--[EVENTS.UnitTaskTimeout] = {
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-- Order = 1,
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-- Side = "I",
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-- Event = "OnEventUnitTaskTimeout",
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-- Text = "S_EVENT_UNIT_TASK_TIMEOUT "
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--},
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[EVENTS.UnitTaskStage] = {
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Order = 1,
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Side = "I",
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Event = "OnEventUnitTaskStage",
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Text = "S_EVENT_UNIT_TASK_STAGE "
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},
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[EVENTS.MacSubtaskScore] = {
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Order = 1,
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Side = "I",
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Event = "OnEventMacSubtaskScore",
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Text = "S_EVENT_MAC_SUBTASK_SCORE"
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},
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--[EVENTS.MacSubtaskScore] = {
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-- Order = 1,
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--Side = "I",
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--Event = "OnEventMacSubtaskScore",
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--Text = "S_EVENT_MAC_SUBTASK_SCORE"
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--},
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[EVENTS.MacExtraScore] = {
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Order = 1,
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Side = "I",
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@ -3414,7 +3414,7 @@ do -- COORDINATE
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-- @param #COORDINATE self
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-- @param #number Radius (Optional) Radius to check around the coordinate, defaults to 50m (100m diameter)
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-- @param #number Minelevation (Optional) Elevation from which on a area is defined as steep, defaults to 8% (8m height gain across 100 meters)
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-- @return #boolen IsSteep If true, area is steep
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-- @return #boolean IsSteep If true, area is steep
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-- @return #number MaxElevation Elevation in meters measured over 100m
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function COORDINATE:IsInSteepArea(Radius,Minelevation)
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local steep = false
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@ -3446,7 +3446,7 @@ do -- COORDINATE
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-- @param #COORDINATE self
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-- @param #number Radius (Optional) Radius to check around the coordinate, defaults to 50m (100m diameter)
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-- @param #number Minelevation (Optional) Elevation from which on a area is defined as steep, defaults to 8% (8m height gain across 100 meters)
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-- @return #boolen IsFlat If true, area is flat
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-- @return #boolean IsFlat If true, area is flat
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-- @return #number MaxElevation Elevation in meters measured over 100m
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function COORDINATE:IsInFlatArea(Radius,Minelevation)
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local steep, elev = self:IsInSteepArea(Radius,Minelevation)
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@ -1516,6 +1516,7 @@ do
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self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
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self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
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self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash )
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self:HandleEvent( EVENTS.UnitLost, self._EventOnDeadOrCrash )
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self:HandleEvent( EVENTS.PlayerLeaveUnit, self._EventOnDeadOrCrash )
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if self.Filter.Zones then
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self.ZoneTimer = TIMER:New(self._ContinousZoneFilter,self)
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@ -1548,6 +1549,7 @@ do
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self:UnHandleEvent(EVENTS.Dead)
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self:UnHandleEvent(EVENTS.Crash)
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self:UnHandleEvent(EVENTS.RemoveUnit)
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self:UnHandleEvent(EVENTS.UnitLost)
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if self.Filter.Zones and self.ZoneTimer and self.ZoneTimer:IsRunning() then
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self.ZoneTimer:Stop()
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@ -2622,6 +2624,7 @@ do -- SET_UNIT
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self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
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self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
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self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash )
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self:HandleEvent( EVENTS.UnitLost, self._EventOnDeadOrCrash )
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if self.Filter.Zones then
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self.ZoneTimer = TIMER:New(self._ContinousZoneFilter,self)
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local timing = self.ZoneTimerInterval or 30
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@ -7845,6 +7848,7 @@ do -- SET_OPSGROUP
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self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
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self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
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self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash )
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self:HandleEvent( EVENTS.UnitLost, self._EventOnDeadOrCrash )
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end
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return self
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@ -1238,7 +1238,7 @@ function SPAWN:InitPositionVec2(Vec2)
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self:T( { self.SpawnTemplatePrefix, Vec2} )
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self.SpawnInitPosition = Vec2
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self.SpawnFromNewPosition = true
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self:I("MaxGroups:"..self.SpawnMaxGroups)
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self:T("MaxGroups:"..self.SpawnMaxGroups)
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for SpawnGroupID = 1, self.SpawnMaxGroups do
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self:_SetInitialPosition( SpawnGroupID )
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end
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@ -1390,9 +1390,10 @@ function SPAWN:InitArray( SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY )
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self.SpawnGroups[SpawnGroupID].Visible = true
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self:HandleEvent( EVENTS.Birth, self._OnBirth )
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self:HandleEvent( EVENTS.Dead, self._OnDeadOrCrash )
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--self:HandleEvent( EVENTS.Dead, self._OnDeadOrCrash )
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self:HandleEvent( EVENTS.Crash, self._OnDeadOrCrash )
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self:HandleEvent( EVENTS.RemoveUnit, self._OnDeadOrCrash )
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self:HandleEvent( EVENTS.UnitLost, self._OnDeadOrCrash )
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if self.Repeat then
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self:HandleEvent( EVENTS.Takeoff, self._OnTakeOff )
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self:HandleEvent( EVENTS.Land, self._OnLand )
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@ -1797,8 +1798,9 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
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if not NoBirth then
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self:HandleEvent( EVENTS.Birth, self._OnBirth )
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end
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self:HandleEvent( EVENTS.Dead, self._OnDeadOrCrash )
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--self:HandleEvent( EVENTS.Dead, self._OnDeadOrCrash )
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self:HandleEvent( EVENTS.Crash, self._OnDeadOrCrash )
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self:HandleEvent( EVENTS.UnitLost, self._OnDeadOrCrash )
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self:HandleEvent( EVENTS.RemoveUnit, self._OnDeadOrCrash )
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if self.Repeat then
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self:HandleEvent( EVENTS.Takeoff, self._OnTakeOff )
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@ -3853,11 +3855,11 @@ end
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-- @param #number SpawnIndex Spawn index.
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-- @return #number self.SpawnIndex
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function SPAWN:_GetSpawnIndex( SpawnIndex )
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self:F2( { self.SpawnTemplatePrefix, SpawnIndex, self.SpawnMaxGroups, self.SpawnMaxUnitsAlive, self.AliveUnits, #self.SpawnTemplate.units } )
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self:T( { template=self.SpawnTemplatePrefix, SpawnIndex=SpawnIndex, SpawnMaxGroups=self.SpawnMaxGroups, SpawnMaxUnitsAlive=self.SpawnMaxUnitsAlive, AliveUnits=self.AliveUnits, TemplateUnits=#self.SpawnTemplate.units } )
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if (self.SpawnMaxGroups == 0) or (SpawnIndex <= self.SpawnMaxGroups) then
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if (self.SpawnMaxUnitsAlive == 0) or (self.AliveUnits + #self.SpawnTemplate.units <= self.SpawnMaxUnitsAlive) or self.UnControlled == true then
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self:F( { SpawnCount = self.SpawnCount, SpawnIndex = SpawnIndex } )
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self:T( { SpawnCount = self.SpawnCount, SpawnIndex = SpawnIndex } )
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if SpawnIndex and SpawnIndex >= self.SpawnCount + 1 then
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self.SpawnCount = self.SpawnCount + 1
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SpawnIndex = self.SpawnCount
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@ -3898,12 +3900,17 @@ function SPAWN:_OnBirth( EventData )
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end
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---
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-- @param #SPAWN self
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-- @param Core.Event#EVENTDATA EventData
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function SPAWN:_OnDeadOrCrash( EventData )
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self:F( self.SpawnTemplatePrefix )
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self:T( "Dead or crash event ID "..EventData.id)
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self:T( "Dead or crash event for "..self.SpawnTemplatePrefix )
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if EventData.id == EVENTS.Dead then return end
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local unit=UNIT:FindByName(EventData.IniUnitName)
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--local group=GROUP:FindByName(EventData.IniGroupName)
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if unit then
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@ -124,6 +124,10 @@
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-- UTILS.PrintTableToLog(liquids)
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-- UTILS.PrintTableToLog(weapons)
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--
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-- # Weapons Helper Enumerater
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--
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-- The currently available weapon items are available in the `ENUMS.Storage.weapons`, e.g. `ENUMS.Storage.weapons.bombs.Mk_82Y`.
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--
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-- @field #STORAGE
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STORAGE = {
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ClassName = "STORAGE",
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@ -406,7 +410,7 @@ end
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--- Returns whether a given type of aircraft, liquid, weapon is set to be unlimited.
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-- @param #STORAGE self
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-- @param #string Type Name of aircraft, weapon or equipment or type of liquid (as `#number`).
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-- @return #boolen If `true` the given type is unlimited or `false` otherwise.
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-- @return #boolean If `true` the given type is unlimited or `false` otherwise.
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function STORAGE:IsUnlimited(Type)
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-- Get current amount of type.
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@ -423,7 +427,7 @@ function STORAGE:IsUnlimited(Type)
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local n=self:GetAmount(Type)
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-- If amount did not change, it is unlimited.
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unlimited=n==N
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unlimited=unlimited or n > 2^29 or n==N
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-- Add item back.
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if not unlimited then
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@ -440,7 +444,7 @@ end
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--- Returns whether a given type of aircraft, liquid, weapon is set to be limited.
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-- @param #STORAGE self
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-- @param #number Type Type of liquid or name of aircraft, weapon or equipment.
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-- @return #boolen If `true` the given type is limited or `false` otherwise.
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-- @return #boolean If `true` the given type is limited or `false` otherwise.
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function STORAGE:IsLimited(Type)
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local limited=not self:IsUnlimited(Type)
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@ -450,7 +454,7 @@ end
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--- Returns whether aircraft are unlimited.
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-- @param #STORAGE self
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-- @return #boolen If `true` aircraft are unlimited or `false` otherwise.
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-- @return #boolean If `true` aircraft are unlimited or `false` otherwise.
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function STORAGE:IsUnlimitedAircraft()
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-- We test with a specific type but if it is unlimited, than all aircraft are.
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@ -461,7 +465,7 @@ end
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--- Returns whether liquids are unlimited.
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-- @param #STORAGE self
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-- @return #boolen If `true` liquids are unlimited or `false` otherwise.
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-- @return #boolean If `true` liquids are unlimited or `false` otherwise.
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function STORAGE:IsUnlimitedLiquids()
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-- We test with a specific type but if it is unlimited, than all are.
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@ -472,7 +476,7 @@ end
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--- Returns whether weapons and equipment are unlimited.
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-- @param #STORAGE self
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-- @return #boolen If `true` weapons and equipment are unlimited or `false` otherwise.
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-- @return #boolean If `true` weapons and equipment are unlimited or `false` otherwise.
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function STORAGE:IsUnlimitedWeapons()
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-- We test with a specific type but if it is unlimited, than all are.
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@ -483,7 +487,7 @@ end
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--- Returns whether aircraft are limited.
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-- @param #STORAGE self
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-- @return #boolen If `true` aircraft are limited or `false` otherwise.
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-- @return #boolean If `true` aircraft are limited or `false` otherwise.
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function STORAGE:IsLimitedAircraft()
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-- We test with a specific type but if it is limited, than all are.
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@ -494,7 +498,7 @@ end
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--- Returns whether liquids are limited.
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-- @param #STORAGE self
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-- @return #boolen If `true` liquids are limited or `false` otherwise.
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-- @return #boolean If `true` liquids are limited or `false` otherwise.
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function STORAGE:IsLimitedLiquids()
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-- We test with a specific type but if it is limited, than all are.
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@ -505,7 +509,7 @@ end
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--- Returns whether weapons and equipment are limited.
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-- @param #STORAGE self
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-- @return #boolen If `true` liquids are limited or `false` otherwise.
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-- @return #boolean If `true` liquids are limited or `false` otherwise.
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function STORAGE:IsLimitedWeapons()
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-- We test with a specific type but if it is limited, than all are.
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