mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-08-15 10:47:21 +00:00
Merge branch 'develop' into FF/Ops
This commit is contained in:
commit
375e7db449
@ -123,7 +123,7 @@ function MARKEROPS_BASE:New(Tagname,Keywords)
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end
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--- (internal) Handle events.
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-- @param #MARKEROPS self
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-- @param #MARKEROPS_BASE self
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-- @param Core.Event#EVENTDATA Event
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function MARKEROPS_BASE:OnEventMark(Event)
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self:T({Event})
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@ -173,7 +173,7 @@ function MARKEROPS_BASE:OnEventMark(Event)
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end
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--- (internal) Match tag.
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-- @param #MARKEROPS self
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-- @param #MARKEROPS_BASE self
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-- @param #string Eventtext Text added to the marker.
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-- @return #boolean
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function MARKEROPS_BASE:_MatchTag(Eventtext)
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@ -186,7 +186,7 @@ function MARKEROPS_BASE:_MatchTag(Eventtext)
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end
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--- (internal) Match keywords table.
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-- @param #MARKEROPS self
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-- @param #MARKEROPS_BASE self
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-- @param #string Eventtext Text added to the marker.
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-- @return #table
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function MARKEROPS_BASE:_MatchKeywords(Eventtext)
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@ -970,7 +970,7 @@ function ZONE_RADIUS:Scan( ObjectCategories, UnitCategories )
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local SceneryName = ZoneObject:getName()
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self.ScanData.Scenery[SceneryType] = self.ScanData.Scenery[SceneryType] or {}
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self.ScanData.Scenery[SceneryType][SceneryName] = SCENERY:Register( SceneryName, ZoneObject )
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self:F2( { SCENERY = self.ScanData.Scenery[SceneryType][SceneryName] } )
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self:T( { SCENERY = self.ScanData.Scenery[SceneryType][SceneryName] } )
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end
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end
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@ -1373,7 +1373,86 @@ function ZONE_RADIUS:GetRandomCoordinate(inner, outer, surfacetypes)
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return Coordinate
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end
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--- Returns a @{Core.Point#COORDINATE} object reflecting a random location within the zone where there are no **map objects** of type "Building".
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-- Does not find statics you might have placed there. **Note** This might be quite CPU intensive, use with care.
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-- @param #ZONE_RADIUS self
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-- @param #number inner (Optional) Minimal distance from the center of the zone in meters. Default is 0m.
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-- @param #number outer (Optional) Maximal distance from the outer edge of the zone in meters. Default is the radius of the zone.
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-- @param #number distance (Optional) Minumum distance from any building coordinate. Defaults to 100m.
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-- @param #boolean markbuildings (Optional) Place markers on found buildings (if any).
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-- @param #boolean markfinal (Optional) Place marker on the final coordinate (if any).
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-- @return Core.Point#COORDINATE The random coordinate or `nil` if cannot be found in 1000 iterations.
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function ZONE_RADIUS:GetRandomCoordinateWithoutBuildings(inner,outer,distance,markbuildings,markfinal)
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local dist = distance or 100
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local objects = {}
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if self.ScanData and self.ScanData.Scenery then
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objects = self:GetScannedScenery()
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else
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self:Scan({Object.Category.SCENERY})
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objects = self:GetScannedScenery()
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end
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local T0 = timer.getTime()
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local T1 = timer.getTime()
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local buildings = {}
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if self.ScanData and self.ScanData.BuildingCoordinates then
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buildings = self.ScanData.BuildingCoordinates
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else
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-- build table of buildings coordinates
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for _,_object in pairs (objects) do
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for _,_scen in pairs (_object) do
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local scenery = _scen -- Wrapper.Scenery#SCENERY
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local description=scenery:GetDesc()
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if description and description.attributes and description.attributes.Buildings then
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if markbuildings then
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MARKER:New(scenery:GetCoordinate(),"Building"):ToAll()
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end
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buildings[#buildings+1] = scenery:GetCoordinate()
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end
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end
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end
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self.ScanData.BuildingCoordinates = buildings
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end
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-- max 1000 tries
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local rcoord = nil
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local found = false
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local iterations = 0
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for i=1,1000 do
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iterations = iterations + 1
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rcoord = self:GetRandomCoordinate(inner,outer)
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found = false
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for _,_coord in pairs (buildings) do
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local coord = _coord -- Core.Point#COORDINATE
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-- keep >50m dist from buildings
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if coord:Get2DDistance(rcoord) > dist then
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found = true
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else
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found = false
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end
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end
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if found then
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-- we have a winner!
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if markfinal then
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MARKER:New(rcoord,"FREE"):ToAll()
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end
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break
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end
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end
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T1=timer.getTime()
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self:T(string.format("Found a coordinate: %s | Iterations: %d | Time: %d",tostring(found),iterations,T1-T0))
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if found then return rcoord else return nil end
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end
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--- @type ZONE
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-- @extends #ZONE_RADIUS
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@ -147,7 +147,7 @@
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-- * overestimation how far units can "see" and
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-- * not taking into account that a SAM site will take (e.g for a SA-6) 30-40 seconds between switching on, acquiring the target and firing.
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--
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-- An attacker doing 350knots will cover ca 180meters/second or thus more than 6km until the SA-6 fires. Use triggers zones and the ruler in the missione editor to understand distances and zones. Take into account that the ranges given by the circles
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-- An attacker doing 350knots will cover ca 180meters/second or thus more than 6km until the SA-6 fires. Use triggers zones and the ruler in the mission editor to understand distances and zones. Take into account that the ranges given by the circles
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-- in the mission editor are absolute maximum ranges; in-game this is rather 50-75% of that depending on the system. Fiddle with placement and options to see what works best for your scenario, and remember **everything in here is in meters**.
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--
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-- # 2. Start up your MANTIS with a basic setting
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@ -1515,7 +1515,7 @@ do
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-- @param #table samset Table of SAM data
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-- @param #table detset Table of COORDINATES
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-- @param #boolean dlink Using DLINK
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-- @param #limit limit of SAM sites to go active on a contact
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-- @param #number limit of SAM sites to go active on a contact
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-- @return #MANTIS self
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function MANTIS:_CheckLoop(samset,detset,dlink,limit)
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self:T(self.lid .. "CheckLoop " .. #detset .. " Coordinates")
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@ -2185,7 +2185,7 @@ end
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--- **[GROUND]** Create an ARMORED ON GUARD mission.
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-- @param #AUFTRAG self
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-- @param Core.Point#COORDINATE Coordinate Coordinate, where to stand guard.
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-- @param #string Formation Formation to take, e.g. "on Road", "Vee" etc.
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-- @param #string Formation Formation to take, e.g. "On Road", "Vee" etc.
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-- @return #AUFTRAG self
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function AUFTRAG:NewARMOREDGUARD(Coordinate,Formation)
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@ -6421,7 +6421,7 @@ function OPSGROUP:onbeforeLaserOn(From, Event, To, Target)
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self.spot.element=element
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-- Height offset. No offset for aircraft. We take the height for ground or naval.
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local offsetY=0
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local offsetY=2 --2m for ARMYGROUP, else there might be no LOS
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if self.isFlightgroup or self.isNavygroup then
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offsetY=element.height
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end
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@ -79,7 +79,7 @@ PLAYERTASK = {
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--- PLAYERTASK class version.
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-- @field #string version
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PLAYERTASK.version="0.0.9"
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PLAYERTASK.version="0.1.0"
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--- Generic task condition.
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-- @type PLAYERTASK.Condition
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@ -147,7 +147,7 @@ function PLAYERTASK:New(Type, Target, Repeat, Times, TTSType)
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self:AddTransition("*", "Cancel", "Done") -- Command to cancel the Task.
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self:AddTransition("*", "Success", "Done")
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self:AddTransition("*", "ClientAborted", "*")
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self:AddTransition("*", "Failed", "*") -- Done or repeat --> PLANNED
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self:AddTransition("*", "Failed", "Failed") -- Done or repeat --> PLANNED
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self:AddTransition("*", "Status", "*")
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self:AddTransition("*", "Stop", "Stopped")
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@ -505,7 +505,7 @@ function PLAYERTASK:onafterStatus(From, Event, To)
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-- Any failure condition true?
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local failureCondition=self:_EvalConditionsAny(self.conditionFailure)
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if failureCondition then
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if failureCondition and status ~= "Failed" then
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self:__Failed(-2)
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status = "Failed"
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elseif successCondition then
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@ -703,6 +703,7 @@ do
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-- @field #string locale
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-- @field #boolean precisionbombing
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-- @field Ops.FlightGroup#FLIGHTGROUP LasingDrone
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-- @field Core.MarkerOps_BASE#MARKEROPS_BASE MarkerOps
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-- @extends Core.Fsm#FSM
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---
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@ -744,7 +745,7 @@ do
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-- * BAI - Battlefield air interdiction, same as above, but no friendlies around
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-- * SEAD - Same as CAS, but the enemy ground units field AAA, SAM or EWR units
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-- * Bombing - Against static targets
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-- * Precision Bombing - (if enabled) Laser-guided bombing, against static targets and high-value ground targets (MBTs etc)
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-- * Precision Bombing - (if enabled) Laser-guided bombing, against **static targets** and **high-value (non-SAM) ground targets (MBTs etc)**
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-- * Bomb Runway - Against Airbase runways (in effect, drop bombs over the runway)
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-- * ZONE and COORDINATE - Targets will be scanned for GROUND or STATIC enemy units and tasks created from these
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-- * Intercept - Any airborne targets, if the controller is of type "A2A"
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@ -874,9 +875,9 @@ do
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-- PILOTSTTS = ". Pilot(s): ",
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-- YES = "Yes",
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-- NO = "No",
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-- POINTEROVERTARGET = "%s, %s, pointer over target for task %03d, lasing!",
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-- POINTERTARGETREPORT = "\nPointer over target: %s\nLasing: %s",
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-- POINTERTARGETLASINGTTS = ". Pointer over target and lasing.",
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-- POINTEROVERTARGET = "%s, %s, pointer in reach for task %03d, lasing!",
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-- POINTERTARGETREPORT = "\nPointer in reach: %s\nLasing: %s",
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-- POINTERTARGETLASINGTTS = ". Pointer in reach and lasing.",
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-- },
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--
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-- e.g.
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@ -948,8 +949,18 @@ do
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-- function taskmanager:OnAfterRepeatOnFailed(From, Event, To, Task)
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-- ... your code here ...
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-- end
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--
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-- ## 8 Discussion
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--
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-- ## 8 Using F10 map markers to create new targets
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--
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-- You can use F10 map markers to create new target points for player tasks.
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-- Enable this option with e.g., setting the tag to be used to "TARGET":
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--
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-- taskmanager:EnableMarkerOps("TARGET")
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--
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-- Set a marker on the map and add the following text to create targets from it: "TARGET". This is effectively the same as adding a COORDINATE object as target.
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-- The marker can be deleted any time.
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--
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-- ## 9 Discussion
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--
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-- If you have questions or suggestions, please visit the [MOOSE Discord](https://discord.gg/AeYAkHP) #ops-playertask channel.
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--
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@ -965,7 +976,7 @@ PLAYERTASKCONTROLLER = {
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PlayerMenu = {},
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usecluster = false,
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MenuName = nil,
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ClusterRadius = 1250,
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ClusterRadius = 0.5,
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NoScreenOutput = false,
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TargetRadius = 500,
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UseWhiteList = false,
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@ -991,6 +1002,17 @@ PLAYERTASKCONTROLLER.Type = {
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--- Define a new AUFTRAG Type
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AUFTRAG.Type.PRECISIONBOMBING = "Precision Bombing"
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---
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-- @type SeadAttributes
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-- @field #number SAM GROUP.Attribute.GROUND_SAM
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-- @field #number AAA GROUP.Attribute.GROUND_AAA
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-- @field #number EWR GROUP.Attribute.GROUND_EWR
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PLAYERTASKCONTROLLER.SeadAttributes = {
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SAM = GROUP.Attribute.GROUND_SAM,
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AAA = GROUP.Attribute.GROUND_AAA,
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EWR = GROUP.Attribute.GROUND_EWR,
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}
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---
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-- @field Messages
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PLAYERTASKCONTROLLER.Messages = {
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@ -1045,9 +1067,9 @@ PLAYERTASKCONTROLLER.Messages = {
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PILOTSTTS = ". Pilot(s): ",
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YES = "Yes",
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NO = "No",
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POINTEROVERTARGET = "%s, %s, pointer over target for task %03d, lasing!",
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POINTERTARGETREPORT = "\nPointer over target: %s\nLasing: %s",
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POINTERTARGETLASINGTTS = ". Pointer over target and lasing.",
|
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POINTEROVERTARGET = "%s, %s, pointer in reach for task %03d, lasing!",
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POINTERTARGETREPORT = "\nPointer in reach: %s\nLasing: %s",
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POINTERTARGETLASINGTTS = ". Pointer in reach and lasing.",
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},
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DE = {
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TASKABORT = "Auftrag abgebrochen!",
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@ -1108,7 +1130,7 @@ PLAYERTASKCONTROLLER.Messages = {
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--- PLAYERTASK class version.
|
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-- @field #string version
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PLAYERTASKCONTROLLER.version="0.1.25"
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PLAYERTASKCONTROLLER.version="0.1.27"
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|
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--- Constructor
|
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-- @param #PLAYERTASKCONTROLLER self
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@ -1132,7 +1154,7 @@ function PLAYERTASKCONTROLLER:New(Name, Coalition, Type, ClientFilter)
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self.usecluster = true
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end
|
||||
|
||||
self.ClusterRadius = 1250
|
||||
self.ClusterRadius = 0.5
|
||||
self.TargetRadius = 500
|
||||
|
||||
self.ClientFilter = ClientFilter or ""
|
||||
@ -1324,6 +1346,37 @@ function PLAYERTASKCONTROLLER:EnablePrecisionBombing(FlightGroup,LaserCode)
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return self
|
||||
end
|
||||
|
||||
--- [User] Allow addition of targets with user F10 map markers.
|
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-- @param #PLAYERTASKCONTROLLER self
|
||||
-- @param #string Tag (Optional) The tagname to use to identify commands, defaults to "TASK"
|
||||
-- @return #PLAYERTASKCONTROLLER self
|
||||
function PLAYERTASKCONTROLLER:EnableMarkerOps(Tag)
|
||||
self:T(self.lid.."EnableMarkerOps")
|
||||
|
||||
local tag = Tag or "TASK"
|
||||
local MarkerOps = MARKEROPS_BASE:New(tag)
|
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|
||||
local function Handler(Keywords,Coord,Text)
|
||||
if self.verbose then
|
||||
local m = MESSAGE:New(string.format("Target added from marker at: %s", Coord:ToStringLLDMS()),15,"INFO"):ToAll()
|
||||
end
|
||||
self:AddTarget(Coord)
|
||||
end
|
||||
|
||||
-- Event functions
|
||||
function MarkerOps:OnAfterMarkAdded(From,Event,To,Text,Keywords,Coord)
|
||||
Handler(Keywords,Coord,Text)
|
||||
end
|
||||
|
||||
function MarkerOps:OnAfterMarkChanged(From,Event,To,Text,Keywords,Coord)
|
||||
Handler(Keywords,Coord,Text)
|
||||
end
|
||||
|
||||
self.MarkerOps = MarkerOps
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- [Internal] Get player name
|
||||
-- @param #PLAYERTASKCONTROLLER self
|
||||
-- @param Wrapper.Client#CLIENT Client
|
||||
@ -1450,11 +1503,11 @@ end
|
||||
--- [User] Set the cluster radius if you want to use target clusters rather than single group detection.
|
||||
-- Note that for a controller type A2A target clustering is on by default. Also remember that the diameter of the resulting zone is double the radius.
|
||||
-- @param #PLAYERTASKCONTROLLER self
|
||||
-- @param #number Radius Target cluster radius in meters. Default is 1250m or 0.67NM
|
||||
-- @param #number Radius Target cluster radius in kilometers. Default is 0.5km.
|
||||
-- @return #PLAYERTASKCONTROLLER self
|
||||
function PLAYERTASKCONTROLLER:SetClusterRadius(Radius)
|
||||
self:T(self.lid.."SetClusterRadius")
|
||||
self.ClusterRadius = Radius or 1250
|
||||
self.ClusterRadius = Radius or 0.5
|
||||
self.usecluster = true
|
||||
return self
|
||||
end
|
||||
@ -1595,7 +1648,7 @@ function PLAYERTASKCONTROLLER:_CheckPrecisionTasks()
|
||||
if self.LasingDrone and self.LasingDrone:IsAlive() then
|
||||
if self.LasingDrone.playertask and (not self.LasingDrone.playertask.busy) then
|
||||
-- not busy, get a task
|
||||
self:I(self.lid.."Sending lasing unit to target")
|
||||
self:T(self.lid.."Sending lasing unit to target")
|
||||
local task = self.PrecisionTasks:Pull() -- Ops.PlayerTask#PLAYERTASK
|
||||
self.LasingDrone.playertask.id = task.PlayerTaskNr
|
||||
self.LasingDrone.playertask.busy = true
|
||||
@ -1612,7 +1665,7 @@ function PLAYERTASKCONTROLLER:_CheckPrecisionTasks()
|
||||
local tgtzone = ZONE_RADIUS:New("ArmyGroup-"..math.random(1,10000),tgtcoord:GetVec2(),3000)
|
||||
local finalpos=nil -- Core.Point#COORDINATE
|
||||
for i=1,50 do
|
||||
finalpos = tgtzone:GetRandomCoordinate(2000,0,{land.SurfaceType.LAND,land.SurfaceType.ROAD,land.SurfaceType.SHALLOW_WATER})
|
||||
finalpos = tgtzone:GetRandomCoordinate(2500,0,{land.SurfaceType.LAND,land.SurfaceType.ROAD,land.SurfaceType.SHALLOW_WATER})
|
||||
if finalpos then
|
||||
if finalpos:IsLOS(tgtcoord,0) then
|
||||
break
|
||||
@ -1621,7 +1674,7 @@ function PLAYERTASKCONTROLLER:_CheckPrecisionTasks()
|
||||
end
|
||||
if finalpos then
|
||||
-- yeah we got one
|
||||
local auftrag = AUFTRAG:NewARMOREDGUARD(finalpos)
|
||||
local auftrag = AUFTRAG:NewARMOREDGUARD(finalpos,"Off road")
|
||||
local currmission = self.LasingDrone:GetMissionCurrent()
|
||||
self.LasingDrone:AddMission(auftrag)
|
||||
if currmission then currmission:__Cancel(-2) end
|
||||
@ -1638,7 +1691,7 @@ function PLAYERTASKCONTROLLER:_CheckPrecisionTasks()
|
||||
elseif self.LasingDrone.playertask and self.LasingDrone.playertask.busy then
|
||||
-- drone is busy, set up laser when over target
|
||||
local task = self.PrecisionTasks:ReadByID(self.LasingDrone.playertask.id) -- Ops.PlayerTask#PLAYERTASK
|
||||
self:I("Looking at Task: "..task.PlayerTaskNr.." Type: "..task.Type.." State: "..task:GetState())
|
||||
self:T("Looking at Task: "..task.PlayerTaskNr.." Type: "..task.Type.." State: "..task:GetState())
|
||||
if (not task) or task:GetState() == "Done" or task:GetState() == "Stopped" then
|
||||
-- we're done here
|
||||
local task = self.PrecisionTasks:PullByID(self.LasingDrone.playertask.id) -- Ops.PlayerTask#PLAYERTASK
|
||||
@ -1651,7 +1704,7 @@ function PLAYERTASKCONTROLLER:_CheckPrecisionTasks()
|
||||
self.LasingDrone.playertask.inreach = false
|
||||
self.LasingDrone.playertask.id = 0
|
||||
self.LasingDrone.playertask.reachmessage = false
|
||||
self:I(self.lid.."Laser Off")
|
||||
self:T(self.lid.."Laser Off")
|
||||
else
|
||||
-- not done yet
|
||||
local dcoord = self.LasingDrone:GetCoordinate()
|
||||
@ -1659,7 +1712,7 @@ function PLAYERTASKCONTROLLER:_CheckPrecisionTasks()
|
||||
local dist = dcoord:Get2DDistance(tcoord)
|
||||
-- close enough?
|
||||
if dist < 3000 and not self.LasingDrone:IsLasing() then
|
||||
self:I(self.lid.."Laser On")
|
||||
self:T(self.lid.."Laser On")
|
||||
self.LasingDrone:__LaserOn(-1,tcoord)
|
||||
self.LasingDrone.playertask.inreach = true
|
||||
if not self.LasingDrone.playertask.reachmessage then
|
||||
@ -1793,6 +1846,41 @@ function PLAYERTASKCONTROLLER:SetTaskBlackList(BlackList)
|
||||
return self
|
||||
end
|
||||
|
||||
--- [User] Change the list of attributes, which are considered on GROUP or SET\_GROUP level of a target to create SEAD player tasks.
|
||||
-- @param #PLAYERTASKCONTROLLER self
|
||||
-- @param #table Attributes Table of attribute types considered to lead to a SEAD type player task.
|
||||
-- @return #PLAYERTASKCONTROLLER self
|
||||
-- @usage
|
||||
-- Default attribute types are: GROUP.Attribute.GROUND_SAM, GROUP.Attribute.GROUND_AAA, and GROUP.Attribute.GROUND_EWR.
|
||||
-- If you want to e.g. exclude AAA, so target groups with this attribute are assigned CAS or BAI tasks, and not SEAD, use this function as follows:
|
||||
--
|
||||
-- `mycontroller:SetSEADAttributes({GROUP.Attribute.GROUND_SAM, GROUP.Attribute.GROUND_EWR})`
|
||||
--
|
||||
function PLAYERTASKCONTROLLER:SetSEADAttributes(Attributes)
|
||||
self:T(self.lid.."SetSEADAttributes")
|
||||
if type(Attributes) ~= "table" then
|
||||
Attributes = {Attributes}
|
||||
end
|
||||
self.SeadAttributes = Attributes
|
||||
return self
|
||||
end
|
||||
|
||||
--- [Internal] Function the check against SeadAttributes
|
||||
-- @param #PLAYERTASKCONTROLLER self
|
||||
-- @param #string Attribute
|
||||
-- @return #boolean IsSead
|
||||
function PLAYERTASKCONTROLLER:_IsAttributeSead(Attribute)
|
||||
self:T(self.lid.."_IsAttributeSead?")
|
||||
local IsSead = false
|
||||
for _,_attribute in pairs(self.SeadAttributes) do
|
||||
if Attribute == _attribute then
|
||||
IsSead = true
|
||||
break
|
||||
end
|
||||
end
|
||||
return IsSead
|
||||
end
|
||||
|
||||
--- [Internal] Add a task to the task queue
|
||||
-- @param #PLAYERTASKCONTROLLER self
|
||||
-- @param Ops.Target#TARGET Target
|
||||
@ -1820,22 +1908,22 @@ function PLAYERTASKCONTROLLER:_AddTask(Target)
|
||||
elseif targetobject:IsInstanceOf("GROUP") then
|
||||
self:T("SEAD Check GROUP")
|
||||
local attribute = targetobject:GetAttribute()
|
||||
if attribute == GROUP.Attribute.GROUND_SAM or attribute == GROUP.Attribute.GROUND_AAA or attribute == GROUP.Attribute.GROUND_EWR then
|
||||
type = AUFTRAG.Type.SEAD
|
||||
--ttstype = "suppress air defense"
|
||||
ttstype = self.gettext:GetEntry("SEADTTS",self.locale)
|
||||
end
|
||||
if self:_IsAttributeSead(attribute) then
|
||||
type = AUFTRAG.Type.SEAD
|
||||
--ttstype = "suppress air defense"
|
||||
ttstype = self.gettext:GetEntry("SEADTTS",self.locale)
|
||||
end
|
||||
elseif targetobject:IsInstanceOf("SET_GROUP") then
|
||||
self:T("SEAD Check SET_GROUP")
|
||||
targetobject:ForEachGroup(
|
||||
function (group)
|
||||
local attribute = group:GetAttribute()
|
||||
if attribute == GROUP.Attribute.GROUND_SAM or attribute == GROUP.Attribute.GROUND_AAA or attribute == GROUP.Attribute.GROUND_EWR then
|
||||
type = AUFTRAG.Type.SEAD
|
||||
--ttstype = "suppress air defense"
|
||||
ttstype = self.gettext:GetEntry("SEADTTS",self.locale)
|
||||
end
|
||||
end
|
||||
if self:_IsAttributeSead(attribute) then
|
||||
type = AUFTRAG.Type.SEAD
|
||||
--ttstype = "suppress air defense"
|
||||
ttstype = self.gettext:GetEntry("SEADTTS",self.locale)
|
||||
end
|
||||
end
|
||||
)
|
||||
elseif targetobject:IsInstanceOf("SET_UNIT") then
|
||||
self:T("SEAD Check SET_UNIT")
|
||||
@ -2313,19 +2401,21 @@ function PLAYERTASKCONTROLLER:_BuildMenus(Client)
|
||||
return self
|
||||
end
|
||||
|
||||
--- [User] Add agent group to INTEL detection
|
||||
--- [User] Add agent group to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
|
||||
-- @param #PLAYERTASKCONTROLLER self
|
||||
-- @param Wrapper.Group#GROUP Recce Group of agents. Can also be an @{Ops.OpsGroup#OPSGROUP} object.
|
||||
-- @return #PLAYERTASKCONTROLLER self
|
||||
function PLAYERTASKCONTROLLER:AddAgent(Recce)
|
||||
self:T(self.lid.."AddAgent: "..Recce:GetName())
|
||||
self:T(self.lid.."AddAgent")
|
||||
if self.Intel then
|
||||
self.Intel:AddAgent(Recce)
|
||||
else
|
||||
self:E(self.lid.."NO detection has been set up (yet)!")
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- [User] Add accept zone to INTEL detection
|
||||
--- [User] Add accept zone to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
|
||||
-- @param #PLAYERTASKCONTROLLER self
|
||||
-- @param Core.Zone#ZONE AcceptZone Add a zone to the accept zone set.
|
||||
-- @return #PLAYERTASKCONTROLLER self
|
||||
@ -2333,11 +2423,13 @@ function PLAYERTASKCONTROLLER:AddAcceptZone(AcceptZone)
|
||||
self:T(self.lid.."AddAcceptZone")
|
||||
if self.Intel then
|
||||
self.Intel:AddAcceptZone(AcceptZone)
|
||||
else
|
||||
self:E(self.lid.."NO detection has been set up (yet)!")
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- [User] Add reject zone to INTEL detection
|
||||
--- [User] Add reject zone to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
|
||||
-- @param #PLAYERTASKCONTROLLER self
|
||||
-- @param Core.Zone#ZONE RejectZone Add a zone to the reject zone set.
|
||||
-- @return #PLAYERTASKCONTROLLER self
|
||||
@ -2345,11 +2437,13 @@ function PLAYERTASKCONTROLLER:AddRejectZone(RejectZone)
|
||||
self:T(self.lid.."AddRejectZone")
|
||||
if self.Intel then
|
||||
self.Intel:AddRejectZone(RejectZone)
|
||||
else
|
||||
self:E(self.lid.."NO detection has been set up (yet)!")
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- [User] Remove accept zone from INTEL detection
|
||||
--- [User] Remove accept zone from INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
|
||||
-- @param #PLAYERTASKCONTROLLER self
|
||||
-- @param Core.Zone#ZONE AcceptZone Add a zone to the accept zone set.
|
||||
-- @return #PLAYERTASKCONTROLLER self
|
||||
@ -2357,11 +2451,13 @@ function PLAYERTASKCONTROLLER:RemoveAcceptZone(AcceptZone)
|
||||
self:T(self.lid.."RemoveAcceptZone")
|
||||
if self.Intel then
|
||||
self.Intel:RemoveAcceptZone(AcceptZone)
|
||||
else
|
||||
self:E(self.lid.."NO detection has been set up (yet)!")
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- [User] Remove reject zone from INTEL detection
|
||||
--- [User] Remove reject zone from INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
|
||||
-- @param #PLAYERTASKCONTROLLER self
|
||||
-- @param Core.Zone#ZONE RejectZone Add a zone to the reject zone set.
|
||||
-- @return #PLAYERTASKCONTROLLER self
|
||||
@ -2369,6 +2465,8 @@ function PLAYERTASKCONTROLLER:RemoveRejectZone(RejectZone)
|
||||
self:T(self.lid.."RemoveRejectZone")
|
||||
if self.Intel then
|
||||
self.Intel:RemoveRejectZone(RejectZone)
|
||||
else
|
||||
self:E(self.lid.."NO detection has been set up (yet)!")
|
||||
end
|
||||
return self
|
||||
end
|
||||
@ -2392,7 +2490,7 @@ function PLAYERTASKCONTROLLER:SetupIntel(RecceName)
|
||||
self.RecceSet = SET_GROUP:New():FilterCoalitions(self.CoalitionName):FilterPrefixes(RecceName):FilterStart()
|
||||
self.Intel = INTEL:New(self.RecceSet,self.Coalition,self.Name.."-Intel")
|
||||
self.Intel:SetClusterAnalysis(true,false,false)
|
||||
self.Intel:SetClusterRadius(self.ClusterRadius or 500)
|
||||
self.Intel:SetClusterRadius(self.ClusterRadius or 0.5)
|
||||
self.Intel.statusupdate = 25
|
||||
self.Intel:SetAcceptZones()
|
||||
self.Intel:SetRejectZones()
|
||||
@ -2709,4 +2807,3 @@ end
|
||||
-- END PLAYERTASKCONTROLLER
|
||||
-----
|
||||
end
|
||||
|
||||
|
||||
@ -1878,7 +1878,7 @@ function UTILS.GenerateVHFrequencies()
|
||||
-- known and sorted map-wise NDBs in kHz
|
||||
local _skipFrequencies = {
|
||||
214,274,291.5,295,297.5,
|
||||
300.5,304,307,309.5,311,312,312.5,316,
|
||||
300.5,304,305,307,309.5,311,312,312.5,316,
|
||||
320,324,328,329,330,332,336,337,
|
||||
342,343,348,351,352,353,358,
|
||||
363,365,368,372.5,374,
|
||||
|
||||
@ -2385,10 +2385,10 @@ function GROUP:GetAttribute()
|
||||
local infantry=self:HasAttribute("Infantry")
|
||||
local artillery=self:HasAttribute("Artillery")
|
||||
local tank=self:HasAttribute("Old Tanks") or self:HasAttribute("Modern Tanks")
|
||||
local aaa=self:HasAttribute("AAA")
|
||||
local aaa=self:HasAttribute("AAA") and (not self:HasAttribute("SAM elements"))
|
||||
local ewr=self:HasAttribute("EWR")
|
||||
local ifv=self:HasAttribute("IFV")
|
||||
local sam=self:HasAttribute("SAM elements") and (not self:HasAttribute("AAA"))
|
||||
local sam=self:HasAttribute("SAM elements") or self:HasAttribute("Optical Tracker")
|
||||
-- Train
|
||||
local train=self:GetCategory()==Group.Category.TRAIN
|
||||
|
||||
@ -2431,12 +2431,12 @@ function GROUP:GetAttribute()
|
||||
attribute=GROUP.Attribute.GROUND_ARTILLERY
|
||||
elseif tank then
|
||||
attribute=GROUP.Attribute.GROUND_TANK
|
||||
elseif ifv then
|
||||
attribute=GROUP.Attribute.GROUND_IFV
|
||||
elseif apc then
|
||||
attribute=GROUP.Attribute.GROUND_APC
|
||||
elseif infantry then
|
||||
attribute=GROUP.Attribute.GROUND_INFANTRY
|
||||
elseif ifv then
|
||||
attribute=GROUP.Attribute.GROUND_IFV
|
||||
attribute=GROUP.Attribute.GROUND_INFANTRY
|
||||
elseif truck then
|
||||
attribute=GROUP.Attribute.GROUND_TRUCK
|
||||
elseif train then
|
||||
|
||||
@ -830,7 +830,9 @@ function UNIT:HasSEAD()
|
||||
|
||||
local HasSEAD = false
|
||||
if UnitSEADAttributes["RADAR_BAND1_FOR_ARM"] and UnitSEADAttributes["RADAR_BAND1_FOR_ARM"] == true or
|
||||
UnitSEADAttributes["RADAR_BAND2_FOR_ARM"] and UnitSEADAttributes["RADAR_BAND2_FOR_ARM"] == true then
|
||||
UnitSEADAttributes["RADAR_BAND2_FOR_ARM"] and UnitSEADAttributes["RADAR_BAND2_FOR_ARM"] == true or
|
||||
UnitSEADAttributes["Optical Tracker"] and UnitSEADAttributes["Optical Tracker"] == true
|
||||
then
|
||||
HasSEAD = true
|
||||
end
|
||||
return HasSEAD
|
||||
@ -1067,7 +1069,7 @@ function UNIT:GetThreatLevel()
|
||||
if Descriptor then
|
||||
|
||||
local Attributes = Descriptor.attributes
|
||||
|
||||
|
||||
if self:IsGround() then
|
||||
|
||||
local ThreatLevels = {
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user