Merge branch 'FF/Ops' into FF/OpsDev

This commit is contained in:
Frank 2021-09-29 09:57:52 +02:00
commit 3e30d15405
27 changed files with 3771 additions and 1816 deletions

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@ -3477,7 +3477,7 @@ do -- AI_A2A_DISPATCHER
if Squadron.Language == "EN" and self.SetSendPlayerMessages then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. " wheels up.", DefenderGroup )
elseif Squadron.Language == "RU" and self.SetSendPlayerMessages then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. " колеÑ<EFBFBD>а вверх.", DefenderGroup )
Dispatcher:MessageToPlayers( Squadron, DefenderName .. " колёса вверх.", DefenderGroup )
end
--Fsm:__Engage( 2, DefenderTarget.Set ) -- Engage on the TargetSetUnit
Fsm:EngageRoute( DefenderTarget.Set ) -- Engage on the TargetSetUnit
@ -3498,7 +3498,7 @@ do -- AI_A2A_DISPATCHER
if Squadron.Language == "EN" and self.SetSendPlayerMessages then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", intercepting bogeys at " .. Coordinate:ToStringA2A( DefenderGroup, nil, Squadron.Language ), DefenderGroup )
elseif Squadron.Language == "RU" and self.SetSendPlayerMessages then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", перехват Ñ<>амолеÑов в " .. Coordinate:ToStringA2A( DefenderGroup, nil, Squadron.Language ), DefenderGroup )
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", перехватывая боги в " .. Coordinate:ToStringA2A( DefenderGroup, nil, Squadron.Language ), DefenderGroup )
elseif Squadron.Language == "DE" and self.SetSendPlayerMessages then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", Eindringlinge abfangen bei" .. Coordinate:ToStringA2A( DefenderGroup, nil, Squadron.Language ), DefenderGroup )
end
@ -3520,7 +3520,7 @@ do -- AI_A2A_DISPATCHER
if Squadron.Language == "EN" and self.SetSendPlayerMessages then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", engaging bogeys at " .. Coordinate:ToStringA2A( DefenderGroup, nil, Squadron.Language ), DefenderGroup )
elseif Squadron.Language == "RU" and self.SetSendPlayerMessages then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", захватывающие Ñ<>амолеÑÑ Ð² " .. Coordinate:ToStringA2A( DefenderGroup, nil, Squadron.Language ), DefenderGroup )
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", задействуя боги в " .. Coordinate:ToStringA2A( DefenderGroup, nil, Squadron.Language ), DefenderGroup )
end
end
self:GetParent( Fsm ).onafterEngage( self, DefenderGroup, From, Event, To, AttackSetUnit )
@ -3538,7 +3538,7 @@ do -- AI_A2A_DISPATCHER
if Squadron.Language == "EN" and self.SetSendPlayerMessages then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. " returning to base.", DefenderGroup )
elseif Squadron.Language == "RU" and self.SetSendPlayerMessages then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", возвращаÑ<EFBFBD>Ñ<EFBFBD>ÑŒ на базу.", DefenderGroup )
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", возвращение на базу.", DefenderGroup )
end
end
Dispatcher:ClearDefenderTaskTarget( DefenderGroup )
@ -3569,7 +3569,7 @@ do -- AI_A2A_DISPATCHER
if Squadron.Language == "EN" and self.SetSendPlayerMessages then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. " landing at base.", DefenderGroup )
elseif Squadron.Language == "RU" and self.SetSendPlayerMessages then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", захватывающие Ñ<>амолеÑÑ Ð² поÑ<C2BE>адка на базу.", DefenderGroup )
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", посадка на базу.", DefenderGroup )
end
if Action and Action == "Destroy" then

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@ -47,19 +47,21 @@ function AI_CARGO:New( Carrier, CargoSet )
self:SetStartState( "Unloaded" )
self:AddTransition( "Unloaded", "Pickup", "*" )
self:AddTransition( "Loaded", "Deploy", "*" )
-- Board
self:AddTransition( "Unloaded", "Pickup", "Unloaded" )
self:AddTransition( "*", "Load", "*" )
self:AddTransition( "*", "Reload", "*" )
self:AddTransition( "*", "Board", "*" )
self:AddTransition( "*", "Loaded", "Loaded" )
self:AddTransition( "Loaded", "PickedUp", "Loaded" )
self:AddTransition( "*", "Load", "Boarding" )
self:AddTransition( "Boarding", "Board", "Boarding" )
self:AddTransition( "Loaded", "Board", "Loaded" )
self:AddTransition( "Boarding", "Loaded", "Boarding" )
self:AddTransition( "Boarding", "PickedUp", "Loaded" )
self:AddTransition( "Loaded", "Unload", "Unboarding" )
self:AddTransition( "Unboarding", "Unboard", "Unboarding" )
self:AddTransition( "Unboarding", "Unloaded", "Unboarding" )
self:AddTransition( "Unboarding", "Deployed", "Unloaded" )
-- Unload
self:AddTransition( "Loaded", "Deploy", "*" )
self:AddTransition( "*", "Unload", "*" )
self:AddTransition( "*", "Unboard", "*" )
self:AddTransition( "*", "Unloaded", "Unloaded" )
self:AddTransition( "Unloaded", "Deployed", "Unloaded" )
--- Pickup Handler OnBefore for AI_CARGO
-- @function [parent=#AI_CARGO] OnBeforePickup
@ -393,7 +395,7 @@ end
function AI_CARGO:onafterBoard( Carrier, From, Event, To, Cargo, CarrierUnit, PickupZone )
self:F( { Carrier, From, Event, To, Cargo, CarrierUnit:GetName() } )
if Carrier and Carrier:IsAlive() and From == "Boarding" then
if Carrier and Carrier:IsAlive() then
self:F({ IsLoaded = Cargo:IsLoaded(), Cargo:GetName(), Carrier:GetName() } )
if not Cargo:IsLoaded() and not Cargo:IsDestroyed() then
self:__Board( -10, Cargo, CarrierUnit, PickupZone )
@ -509,7 +511,7 @@ end
function AI_CARGO:onafterUnboard( Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone, Defend )
self:F( { Carrier, From, Event, To, Cargo:GetName(), DeployZone = DeployZone, Defend = Defend } )
if Carrier and Carrier:IsAlive() and From == "Unboarding" then
if Carrier and Carrier:IsAlive() then
if not Cargo:IsUnLoaded() then
self:__Unboard( 10, Cargo, CarrierUnit, DeployZone, Defend )
return
@ -580,4 +582,3 @@ function AI_CARGO:onafterDeployed( Carrier, From, Event, To, DeployZone, Defend
end
end

View File

@ -98,7 +98,8 @@ function AI_CARGO_APC:New( APC, CargoSet, CombatRadius )
self:AddTransition( "*", "Guard", "Unloaded" )
self:AddTransition( "*", "Home", "*" )
self:AddTransition( "*", "Reload", "Boarding" )
self:AddTransition( "*", "Deployed", "*" )
self:AddTransition( "*", "PickedUp", "*" )
self:AddTransition( "*", "Destroyed", "Destroyed" )
self:SetCombatRadius( CombatRadius )

View File

@ -174,8 +174,8 @@ function AI_CARGO_DISPATCHER_HELICOPTER:New( HelicopterSet, CargoSet, PickupZone
self:SetPickupSpeed( 350, 150 )
self:SetDeploySpeed( 350, 150 )
self:SetPickupRadius( 0, 0 )
self:SetDeployRadius( 0, 0 )
self:SetPickupRadius( 40, 12 )
self:SetDeployRadius( 40, 12 )
self:SetPickupHeight( 500, 200 )
self:SetDeployHeight( 500, 200 )
@ -186,6 +186,9 @@ end
function AI_CARGO_DISPATCHER_HELICOPTER:AICargo( Helicopter, CargoSet )
return AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
local dispatcher = AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
dispatcher:SetLandingSpeedAndHeight(27, 6)
return dispatcher
end

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@ -64,20 +64,24 @@ function AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
self.Zone = ZONE_GROUP:New( Helicopter:GetName(), Helicopter, 300 )
self:SetStartState( "Unloaded" )
-- Boarding
self:AddTransition( "Unloaded", "Pickup", "Unloaded" )
self:AddTransition( "*", "Landed", "*" )
self:AddTransition( "*", "Load", "*" )
self:AddTransition( "*", "Loaded", "Loaded" )
self:AddTransition( "Loaded", "PickedUp", "Loaded" )
self:AddTransition( "Unloaded", "Pickup", "*" )
self:AddTransition( "Loaded", "Deploy", "*" )
self:AddTransition( "*", "Loaded", "Loaded" )
self:AddTransition( "Unboarding", "Pickup", "Unloaded" )
self:AddTransition( "Unloaded", "Unboard", "Unloaded" )
self:AddTransition( "Unloaded", "Unloaded", "Unloaded" )
self:AddTransition( "*", "PickedUp", "*" )
self:AddTransition( "*", "Landed", "*" )
self:AddTransition( "*", "Queue", "*" )
self:AddTransition( "*", "Orbit" , "*" )
-- Unboarding
self:AddTransition( "Loaded", "Deploy", "*" )
self:AddTransition( "*", "Queue", "*" )
self:AddTransition( "*", "Orbit" , "*" )
self:AddTransition( "*", "Destroyed", "*" )
self:AddTransition( "*", "Unload", "*" )
self:AddTransition( "*", "Unloaded", "Unloaded" )
self:AddTransition( "Unloaded", "Deployed", "Unloaded" )
-- RTB
self:AddTransition( "*", "Home" , "*" )
self:AddTransition( "*", "Destroyed", "Destroyed" )
--- Pickup Handler OnBefore for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] OnBeforePickup
@ -207,6 +211,9 @@ function AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
self:SetCarrier( Helicopter )
self.landingspeed = 15 -- kph
self.landingheight = 5.5 -- meter
return self
end
@ -255,6 +262,25 @@ function AI_CARGO_HELICOPTER:SetCarrier( Helicopter )
return self
end
--- Set landingspeed and -height for helicopter landings. Adjust after tracing if your helis get stuck after landing.
-- @param #AI_CARGO_HELICOPTER self
-- @param #number speed Landing speed in kph(!), e.g. 15
-- @param #number height Landing height in meters(!), e.g. 5.5
-- @return #AI_CARGO_HELICOPTER self
-- @usage If your choppers get stuck, add tracing to your script to determine if they hit the right parameters like so:
--
-- BASE:TraceOn()
-- BASE:TraceClass("AI_CARGO_HELICOPTER")
--
-- Watch the DCS.log for entries stating `Helicopter:<name>, Height = Helicopter:<number>, Velocity = Helicopter:<number>`
-- Adjust if necessary.
function AI_CARGO_HELICOPTER:SetLandingSpeedAndHeight(speed, height)
local _speed = speed or 15
local _height = height or 5.5
self.landingheight = _height
self.landingspeed = _speed
return self
end
--- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
@ -271,13 +297,13 @@ function AI_CARGO_HELICOPTER:onafterLanded( Helicopter, From, Event, To )
-- 1 - When the helo lands normally on the ground.
-- 2 - when the helo is hit and goes RTB or even when it is destroyed.
-- For point 2, this is an issue, the infantry may not unload in this case!
-- So we check if the helo is on the ground, and velocity< 5.
-- So we check if the helo is on the ground, and velocity< 15.
-- Only then the infantry can unload (and load too, for consistency)!
self:F( { Helicopter:GetName(), Height = Helicopter:GetHeight( true ), Velocity = Helicopter:GetVelocityKMH() } )
self:T( { Helicopter:GetName(), Height = Helicopter:GetHeight( true ), Velocity = Helicopter:GetVelocityKMH() } )
if self.RoutePickup == true then
if Helicopter:GetHeight( true ) <= 5.5 and Helicopter:GetVelocityKMH() < 15 then
if Helicopter:GetHeight( true ) <= self.landingheight then --and Helicopter:GetVelocityKMH() < self.landingspeed then
--self:Load( Helicopter:GetPointVec2() )
self:Load( self.PickupZone )
self.RoutePickup = false
@ -285,7 +311,7 @@ function AI_CARGO_HELICOPTER:onafterLanded( Helicopter, From, Event, To )
end
if self.RouteDeploy == true then
if Helicopter:GetHeight( true ) <= 5.5 and Helicopter:GetVelocityKMH() < 15 then
if Helicopter:GetHeight( true ) <= self.landingheight then --and Helicopter:GetVelocityKMH() < self.landingspeed then
self:Unload( self.DeployZone )
self.RouteDeploy = false
end

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@ -300,23 +300,23 @@ do -- Zones
for ZoneID, ZoneData in pairs(env.mission.triggers.zones) do
local ZoneName = ZoneData.name
-- Color
local color=ZoneData.color or {1, 0, 0, 0.15}
-- Create new Zone
local Zone=nil --Core.Zone#ZONE_BASE
if ZoneData.type==0 then
---
-- Circular zone
---
self:I(string.format("Register ZONE: %s (Circular)", ZoneName))
Zone=ZONE:New(ZoneName)
else
---
@ -324,51 +324,51 @@ do -- Zones
---
self:I(string.format("Register ZONE: %s (Polygon, Quad)", ZoneName))
Zone=ZONE_POLYGON_BASE:New(ZoneName, ZoneData.verticies)
--for i,vec2 in pairs(ZoneData.verticies) do
-- local coord=COORDINATE:NewFromVec2(vec2)
-- coord:MarkToAll(string.format("%s Point %d", ZoneName, i))
--end
end
if Zone then
-- Store color of zone.
-- Store color of zone.
Zone.Color=color
-- Store in DB.
self.ZONENAMES[ZoneName] = ZoneName
-- Add zone.
self:AddZone(ZoneName, Zone)
end
end
-- Polygon zones defined by late activated groups.
for ZoneGroupName, ZoneGroup in pairs( self.GROUPS ) do
if ZoneGroupName:match("#ZONE_POLYGON") then
local ZoneName1 = ZoneGroupName:match("(.*)#ZONE_POLYGON")
local ZoneName2 = ZoneGroupName:match(".*#ZONE_POLYGON(.*)")
local ZoneName = ZoneName1 .. ( ZoneName2 or "" )
-- Debug output
self:I(string.format("Register ZONE: %s (Polygon)", ZoneName))
-- Create a new polygon zone.
local Zone_Polygon = ZONE_POLYGON:New( ZoneName, ZoneGroup )
-- Set color.
Zone_Polygon:SetColor({1, 0, 0}, 0.15)
-- Store name in DB.
self.ZONENAMES[ZoneName] = ZoneName
-- Add zone to DB.
self:AddZone( ZoneName, Zone_Polygon )
end

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@ -1881,7 +1881,7 @@ do -- COORDINATE
--- Big smoke and fire at the coordinate.
-- @param #COORDINATE self
-- @param Utilities.Utils#BIGSMOKEPRESET preset Smoke preset (0=small smoke and fire, 1=medium smoke and fire, 2=large smoke and fire, 3=huge smoke and fire, 4=small smoke, 5=medium smoke, 6=large smoke, 7=huge smoke).
-- @param Utilities.Utils#BIGSMOKEPRESET preset Smoke preset (1=small smoke and fire, 2=medium smoke and fire, 3=large smoke and fire, 4=huge smoke and fire, 5=small smoke, 6=medium smoke, 7=large smoke, 8=huge smoke).
-- @param #number density (Optional) Smoke density. Number in [0,...,1]. Default 0.5.
function COORDINATE:BigSmokeAndFire( preset, density )
self:F2( { preset=preset, density=density } )

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@ -4042,7 +4042,25 @@ do -- SET_CLIENT
return self
end
--- Iterate the SET_CLIENT and count alive units.
-- @param #SET_CLIENT self
-- @return #number count
function SET_CLIENT:CountAlive()
local Set = self:GetSet()
local CountU = 0
for UnitID, UnitData in pairs(Set) do -- For each GROUP in SET_GROUP
if UnitData and UnitData:IsAlive() then
CountU = CountU + 1
end
end
return CountU
end
---
-- @param #SET_CLIENT self
-- @param Wrapper.Client#CLIENT MClient
@ -4790,7 +4808,7 @@ do -- SET_AIRBASE
local airbaseName, airbase=self:FindInDatabase(EventData)
if airbase and airbase:IsShip() or airbase:IsHelipad() then
if airbase and (airbase:IsShip() or airbase:IsHelipad()) then
self:RemoveAirbasesByName(airbaseName)
end

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@ -138,24 +138,24 @@ SPAWNSTATIC = {
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:NewFromStatic(SpawnTemplateName, SpawnCountryID)
local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
local TemplateStatic, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate(SpawnTemplateName)
if TemplateStatic then
self.SpawnTemplatePrefix = SpawnTemplateName
self.TemplateStaticUnit = UTILS.DeepCopy(TemplateStatic.units[1])
self.CountryID = SpawnCountryID or CountryID
self.CategoryID = CategoryID
self.CoalitionID = CoalitionID
self.SpawnIndex = 0
else
error( "SPAWNSTATIC:New: There is no static declared in the mission editor with SpawnTemplatePrefix = '" .. tostring(SpawnTemplateName) .. "'" )
end
local TemplateStatic, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate(SpawnTemplateName)
if TemplateStatic then
self.SpawnTemplatePrefix = SpawnTemplateName
self.TemplateStaticUnit = UTILS.DeepCopy(TemplateStatic.units[1])
self.CountryID = SpawnCountryID or CountryID
self.CategoryID = CategoryID
self.CoalitionID = CoalitionID
self.SpawnIndex = 0
else
error( "SPAWNSTATIC:New: There is no static declared in the mission editor with SpawnTemplatePrefix = '" .. tostring(SpawnTemplateName) .. "'" )
end
self:SetEventPriority( 5 )
return self
return self
end
--- Creates the main object to spawn a @{Static} given a template table.
@ -422,7 +422,11 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
end
if self.InitCargo~=nil then
Template.isCargo=self.InitCargo
Template.canCargo=self.InitCargo
end
if self.InitCargoMass~=nil then
Template.mass=self.InitCargoMass
end
if self.InitLinkUnit then

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@ -183,12 +183,12 @@ function ZONE_BASE:IsCoordinateInZone( Coordinate )
return InZone
end
--- Returns if a PointVec2 is within the zone.
--- Returns if a PointVec2 is within the zone. (Name is misleading, actually takes a #COORDINATE)
-- @param #ZONE_BASE self
-- @param Core.Point#POINT_VEC2 PointVec2 The PointVec2 to test.
-- @param Core.Point#COORDINATE PointVec2 The coordinate to test.
-- @return #boolean true if the PointVec2 is within the zone.
function ZONE_BASE:IsPointVec2InZone( PointVec2 )
local InZone = self:IsVec2InZone( PointVec2:GetVec2() )
function ZONE_BASE:IsPointVec2InZone( Coordinate )
local InZone = self:IsVec2InZone( Coordinate:GetVec2() )
return InZone
end
@ -515,8 +515,8 @@ end
--
-- @field #ZONE_RADIUS
ZONE_RADIUS = {
ClassName="ZONE_RADIUS",
}
ClassName="ZONE_RADIUS",
}
--- Constructor of @{#ZONE_RADIUS}, taking the zone name, the zone location and a radius.
-- @param #ZONE_RADIUS self
@ -527,15 +527,15 @@ ZONE_RADIUS = {
function ZONE_RADIUS:New( ZoneName, Vec2, Radius )
-- Inherit ZONE_BASE.
local self = BASE:Inherit( self, ZONE_BASE:New( ZoneName ) ) -- #ZONE_RADIUS
self:F( { ZoneName, Vec2, Radius } )
local self = BASE:Inherit( self, ZONE_BASE:New( ZoneName ) ) -- #ZONE_RADIUS
self:F( { ZoneName, Vec2, Radius } )
self.Radius = Radius
self.Vec2 = Vec2
self.Radius = Radius
self.Vec2 = Vec2
--self.Coordinate=COORDINATE:NewFromVec2(Vec2)
--self.Coordinate=COORDINATE:NewFromVec2(Vec2)
return self
return self
end
--- Update zone from a 2D vector.
@ -763,11 +763,11 @@ end
-- @param #ZONE_RADIUS self
-- @return DCS#Vec2 The location of the zone.
function ZONE_RADIUS:GetVec2()
self:F2( self.ZoneName )
self:F2( self.ZoneName )
self:T2( { self.Vec2 } )
self:T2( { self.Vec2 } )
return self.Vec2
return self.Vec2
end
--- Sets the @{DCS#Vec2} of the zone.

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@ -1707,8 +1707,8 @@ end
--- Returns the unit of a player and the player name. If the unit does not belong to a player, nil is returned.
-- @param #FOX self
-- @param DCS#Weapon weapon The weapon.
-- @return #number Notching heading right, i.e. missile heading +90<EFBFBD>
-- @return #number Notching heading left, i.e. missile heading -90<EFBFBD>.
-- @return #number Notching heading right, i.e. missile heading +90°.
-- @return #number Notching heading left, i.e. missile heading -90°.
function FOX:_GetNotchingHeadings(weapon)
if weapon then

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@ -1,31 +1,31 @@
--- **Functional** -- Modular, Automatic and Network capable Targeting and Interception System for Air Defenses
--
--
-- ===
--
--
-- **MANTIS** - Moose derived Modular, Automatic and Network capable Targeting and Interception System
-- Controls a network of SAM sites. Use detection to switch on the AA site closest to the enemy
-- Leverage evasiveness from SEAD
-- Leverage attack range setup added by DCS in 11/20
--
--
-- ===
--
--
-- ## Missions:
--
-- ### [MANTIS - Modular, Automatic and Network capable Targeting and Interception System](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/MTS%20-%20Mantis/MTS-010%20-%20Basic%20Mantis%20Demo)
--
--
-- ===
--
--
-- ### Author : **applevangelist **
--
--
-- @module Functional.Mantis
-- @image Functional.Mantis.jpg
-- Date: July 2021
-------------------------------------------------------------------------
--- **MANTIS** class, extends #Core.Base#BASE
--- **MANTIS** class, extends Core.Base#BASE
-- @type MANTIS
-- @field #string Classname
-- @field #string ClassName
-- @field #string name Name of this Mantis
-- @field #string SAM_Templates_Prefix Prefix to build the #SET_GROUP for SAM sites
-- @field Core.Set#SET_GROUP SAM_Group The SAM #SET_GROUP
@ -59,10 +59,10 @@
-- @extends Core.Base#BASE
--- *The worst thing that can happen to a good cause is, not to be skillfully attacked, but to be ineptly defended.* - Frédéric Bastiat
--
--- *The worst thing that can happen to a good cause is, not to be skillfully attacked, but to be ineptly defended.* - Frédéric Bastiat
--
-- Simple Class for a more intelligent Air Defense System
--
--
-- #MANTIS
-- Moose derived Modular, Automatic and Network capable Targeting and Interception System.
-- Controls a network of SAM sites. Use detection to switch on the AA site closest to the enemy.
@ -72,62 +72,62 @@
-- Set up your SAM sites in the mission editor. Name the groups with common prefix like "Red SAM".
-- Set up your EWR system in the mission editor. Name the groups with common prefix like "Red EWR". Can be e.g. AWACS or a combination of AWACS and Search Radars like e.g. EWR 1L13 etc.
-- [optional] Set up your HQ. Can be any group, e.g. a command vehicle.
--
--
-- # 1. Basic tactical considerations when setting up your SAM sites
--
--
-- ## 1.1 Radar systems and AWACS
--
--
-- Typically, your setup should consist of EWR (early warning) radars to detect and track targets, accompanied by AWACS if your scenario forsees that. Ensure that your EWR radars have a good coverage of the area you want to track.
-- **Location** is of highest importantance here. Whilst AWACS in DCS has almost the "all seeing eye", EWR don't have that. Choose your location wisely, against a mountain backdrop or inside a valley even the best EWR system
-- doesn't work well. Prefer higher-up locations with a good view; use F7 in-game to check where you actually placed your EWR and have a look around. Apart from the obvious choice, do also consider other radar units
-- for this role, most have "SR" (search radar) or "STR" (search and track radar) in their names, use the encyclopedia to see what they actually do.
--
-- for this role, most have "SR" (search radar) or "STR" (search and track radar) in their names, use the encyclopedia to see what they actually do.
--
-- ## 1.2 SAM sites
--
-- Typically your SAM should cover all attack ranges. The closer the enemy gets, the more systems you will need to deploy to defend your location. Use a combination of long-range systems like the SA-10/11, midrange like SA-6 and short-range like
-- SA-2 for defense (Patriot, Hawk, Gepard, Blindfire for the blue side). For close-up defense and defense against HARMs or low-flying aircraft, helicopters it is also advisable to deploy SA-15 TOR systems, Shilka, Strela and Tunguska units, as well as manpads (Think Gepard, Avenger, Chaparral,
--
-- Typically your SAM should cover all attack ranges. The closer the enemy gets, the more systems you will need to deploy to defend your location. Use a combination of long-range systems like the SA-10/11, midrange like SA-6 and short-range like
-- SA-2 for defense (Patriot, Hawk, Gepard, Blindfire for the blue side). For close-up defense and defense against HARMs or low-flying aircraft, helicopters it is also advisable to deploy SA-15 TOR systems, Shilka, Strela and Tunguska units, as well as manpads (Think Gepard, Avenger, Chaparral,
-- Linebacker, Roland systems for the blue side). If possible, overlap ranges for mutual coverage.
--
--
-- ## 1.3 Typical problems
--
-- Often times, people complain because the detection cannot "see" oncoming targets and/or Mantis switches on too late. Three typial problems here are
--
-- * bad placement of radar units,
-- * overestimation how far units can "see" and
-- * not taking into account that a SAM site will take (e.g for a SA-6) 30-40 seconds between switching to RED, acquiring the target and firing.
--
--
-- Often times, people complain because the detection cannot "see" oncoming targets and/or Mantis switches on too late. Three typial problems here are
--
-- * bad placement of radar units,
-- * overestimation how far units can "see" and
-- * not taking into account that a SAM site will take (e.g for a SA-6) 30-40 seconds between switching to RED, acquiring the target and firing.
--
-- 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
-- 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**.
--
--
-- # 2. Start up your MANTIS with a basic setting
--
-- `myredmantis = MANTIS:New("myredmantis","Red SAM","Red EWR",nil,"red",false)`
--
-- `myredmantis = MANTIS:New("myredmantis","Red SAM","Red EWR",nil,"red",false)`
-- `myredmantis:Start()`
--
-- [optional] Use
--
-- * `MANTIS:SetEWRGrouping(radius)`
-- * `MANTIS:SetEWRRange(radius)`
-- * `MANTIS:SetSAMRadius(radius)`
--
-- [optional] Use
--
-- * `MANTIS:SetEWRGrouping(radius)`
-- * `MANTIS:SetEWRRange(radius)`
-- * `MANTIS:SetSAMRadius(radius)`
-- * `MANTIS:SetDetectInterval(interval)`
-- * `MANTIS:SetAutoRelocate(hq, ewr)`
--
--
-- before starting #MANTIS to fine-tune your setup.
--
--
-- If you want to use a separate AWACS unit (default detection range: 250km) to support your EWR system, use e.g. the following setup:
--
-- `mybluemantis = MANTIS:New("bluemantis","Blue SAM","Blue EWR",nil,"blue",false,"Blue Awacs")`
--
-- `mybluemantis = MANTIS:New("bluemantis","Blue SAM","Blue EWR",nil,"blue",false,"Blue Awacs")`
-- `mybluemantis:Start()`
--
-- # 3. Default settings
--
--
-- By default, the following settings are active:
--
-- * SAM_Templates_Prefix = "Red SAM" - SAM site group names in the mission editor begin with "Red SAM"
-- * EWR_Templates_Prefix = "Red EWR" - EWR group names in the mission editor begin with "Red EWR" - can also be combined with an AWACS unit
-- * checkradius = 25000 (meters) - SAMs will engage enemy flights, if they are within a 25km around each SAM site - `MANTIS:SetSAMRadius(radius)`
-- * grouping = 5000 (meters) - Detection (EWR) will group enemy flights to areas of 5km for tracking - `MANTIS:SetEWRGrouping(radius)`
-- * acceptrange = 80000 (meters) - Detection (EWR) will on consider flights inside a 80km radius - `MANTIS:SetEWRRange(radius)`
-- * acceptrange = 80000 (meters) - Detection (EWR) will on consider flights inside a 80km radius - `MANTIS:SetEWRRange(radius)`
-- * detectinterval = 30 (seconds) - MANTIS will decide every 30 seconds which SAM to activate - `MANTIS:SetDetectInterval(interval)`
-- * engagerange = 85 (percent) - SAMs will only fire if flights are inside of a 85% radius of their max firerange - `MANTIS:SetSAMRange(range)`
-- * dynamic = false - Group filtering is set to once, i.e. newly added groups will not be part of the setup by default - `MANTIS:New(name,samprefix,ewrprefix,hq,coaltion,dynamic)`
@ -135,28 +135,28 @@
-- * debug = false - Debugging reports on screen are set to off - `MANTIS:Debug(onoff)`
--
-- # 4. Advanced Mode
--
-- Advanced mode will *decrease* reactivity of MANTIS, if HQ and/or EWR network dies. Awacs is counted as one EWR unit. It will set SAMs to RED state if both are dead. Requires usage of an **HQ** object and the **dynamic** option.
--
-- E.g. `mymantis:SetAdvancedMode( true, 90 )`
--
-- Use this option if you want to make use of or allow advanced SEAD tactics.
--
--
-- Advanced mode will *decrease* reactivity of MANTIS, if HQ and/or EWR network dies. Awacs is counted as one EWR unit. It will set SAMs to RED state if both are dead. Requires usage of an **HQ** object and the **dynamic** option.
--
-- E.g. `mymantis:SetAdvancedMode( true, 90 )`
--
-- Use this option if you want to make use of or allow advanced SEAD tactics.
--
-- # 5. Integrate SHORAD
--
--
-- You can also choose to integrate Mantis with @{Functional.Shorad#SHORAD} for protection against HARMs and AGMs. When SHORAD detects a missile fired at one of MANTIS' SAM sites, it will activate SHORAD systems in
-- the given defense checkradius around that SAM site. Create a SHORAD object first, then integrate with MANTIS like so:
--
--
-- `local SamSet = SET_GROUP:New():FilterPrefixes("Blue SAM"):FilterCoalitions("blue"):FilterStart()`
-- `myshorad = SHORAD:New("BlueShorad", "Blue SHORAD", SamSet, 22000, 600, "blue")`
-- `-- now set up MANTIS`
-- `mymantis = MANTIS:New("BlueMantis","Blue SAM","Blue EWR",nil,"blue",false,"Blue Awacs")`
-- `mymantis:AddShorad(myshorad,720)`
-- `mymantis:Start()`
--
--
-- and (optionally) remove the link later on with
--
-- `mymantis:RemoveShorad()`
--
-- `mymantis:RemoveShorad()`
--
-- @field #MANTIS
MANTIS = {
@ -197,6 +197,7 @@ MANTIS = {
SamStateTracker = {},
DLink = false,
DLTimeStamp = 0,
Padding = 10,
}
--- Advanced state enumerator
@ -221,30 +222,31 @@ do
--@param #string coaltion Coalition side of your setup, e.g. "blue", "red" or "neutral"
--@param #boolean dynamic Use constant (true) filtering or just filter once (false, default) (optional)
--@param #string awacs Group name of your Awacs (optional)
--@param #boolean EmOnOff Make MANTIS switch Emissions on and off instead of changing the alarm state between RED and GREEN
--@param #boolean EmOnOff Make MANTIS switch Emissions on and off instead of changing the alarm state between RED and GREEN (optional)
--@param #number Padding For #SEAD - Extra number of seconds to add to radar switch-back-on time (optional)
--@return #MANTIS self
--@usage Start up your MANTIS with a basic setting
--
-- `myredmantis = MANTIS:New("myredmantis","Red SAM","Red EWR",nil,"red",false)`
-- `myredmantis = MANTIS:New("myredmantis","Red SAM","Red EWR",nil,"red",false)`
-- `myredmantis:Start()`
--
-- [optional] Use
--
-- * `MANTIS:SetEWRGrouping(radius)`
-- * `MANTIS:SetEWRRange(radius)`
-- * `MANTIS:SetSAMRadius(radius)`
--
-- [optional] Use
--
-- * `MANTIS:SetEWRGrouping(radius)`
-- * `MANTIS:SetEWRRange(radius)`
-- * `MANTIS:SetSAMRadius(radius)`
-- * `MANTIS:SetDetectInterval(interval)`
-- * `MANTIS:SetAutoRelocate(hq, ewr)`
--
--
-- before starting #MANTIS to fine-tune your setup.
--
--
-- If you want to use a separate AWACS unit (default detection range: 250km) to support your EWR system, use e.g. the following setup:
--
-- `mybluemantis = MANTIS:New("bluemantis","Blue SAM","Blue EWR",nil,"blue",false,"Blue Awacs")`
--
-- `mybluemantis = MANTIS:New("bluemantis","Blue SAM","Blue EWR",nil,"blue",false,"Blue Awacs")`
-- `mybluemantis:Start()`
--
function MANTIS:New(name,samprefix,ewrprefix,hq,coaltion,dynamic,awacs, EmOnOff)
--
function MANTIS:New(name,samprefix,ewrprefix,hq,coaltion,dynamic,awacs, EmOnOff, Padding)
-- DONE: Create some user functions for these
-- DONE: Make HQ useful
-- DONE: Set SAMs to auto if EWR dies
@ -267,7 +269,7 @@ do
self.autorelocateunits = { HQ = false, EWR = false}
self.advanced = false
self.adv_ratio = 100
self.adv_state = 0
self.adv_state = 0
self.verbose = false
self.Adv_EWR_Group = nil
self.AWACS_Prefix = awacs or nil
@ -281,27 +283,28 @@ do
self.state2flag = false
self.SamStateTracker = {} -- table to hold alert states, so we don't trigger state changes twice in adv mode
self.DLink = false
self.Padding = Padding or 10
if EmOnOff then
if EmOnOff == false then
self.UseEmOnOff = false
else
self.UseEmOnOff = true
end
end
end
if type(awacs) == "string" then
self.advAwacs = true
else
self.advAwacs = false
end
-- Inherit everything from BASE class.
local self = BASE:Inherit(self, FSM:New()) -- #MANTIS
-- Set the string id for output to DCS.log file.
self.lid=string.format("MANTIS %s | ", self.name)
-- Debug trace.
if self.debug then
BASE:TraceOnOff(true)
@ -309,7 +312,7 @@ do
--BASE:TraceClass("SEAD")
BASE:TraceLevel(1)
end
if self.dynamic then
-- Set SAM SET_GROUP
self.SAM_Group = SET_GROUP:New():FilterPrefixes(self.SAM_Templates_Prefix):FilterCoalitions(self.Coalition):FilterStart()
@ -321,18 +324,18 @@ do
-- Set EWR SET_GROUP
self.EWR_Group = SET_GROUP:New():FilterPrefixes({self.SAM_Templates_Prefix,self.EWR_Templates_Prefix}):FilterCoalitions(self.Coalition):FilterOnce()
end
-- set up CC
if self.HQ_Template_CC then
self.HQ_CC = GROUP:FindByName(self.HQ_Template_CC)
end
-- @field #string version
self.version="0.6.2"
self:I(string.format("***** Starting MANTIS Version %s *****", self.version))
--- FSM Functions ---
-- Start State.
self:SetStartState("Stopped")
@ -346,11 +349,11 @@ do
self:AddTransition("*", "AdvStateChange", "*") -- MANTIS advanced mode state change.
self:AddTransition("*", "ShoradActivated", "*") -- MANTIS woke up a connected SHORAD.
self:AddTransition("*", "Stop", "Stopped") -- Stop FSM.
------------------------
--- Pseudo Functions ---
------------------------
--- Triggers the FSM event "Start". Starts the MANTIS. Initializes parameters and starts event handlers.
-- @function [parent=#MANTIS] Start
-- @param #MANTIS self
@ -376,7 +379,7 @@ do
-- @function [parent=#MANTIS] __Status
-- @param #MANTIS self
-- @param #number delay Delay in seconds.
--- On After "Relocating" event. HQ and/or EWR moved.
-- @function [parent=#MANTIS] OnAfterRelocating
-- @param #MANTIS self
@ -384,7 +387,7 @@ do
-- @param #string Event The Event
-- @param #string To The To State
-- @return #MANTIS self
--- On After "GreenState" event. A SAM group was switched to GREEN alert.
-- @function [parent=#MANTIS] OnAfterGreenState
-- @param #MANTIS self
@ -393,7 +396,7 @@ do
-- @param #string To The To State
-- @param Wrapper.Group#GROUP Group The GROUP object whose state was changed
-- @return #MANTIS self
--- On After "RedState" event. A SAM group was switched to RED alert.
-- @function [parent=#MANTIS] OnAfterRedState
-- @param #MANTIS self
@ -402,7 +405,7 @@ do
-- @param #string To The To State
-- @param Wrapper.Group#GROUP Group The GROUP object whose state was changed
-- @return #MANTIS self
--- On After "AdvStateChange" event. Advanced state changed, influencing detection speed.
-- @function [parent=#MANTIS] OnAfterAdvStateChange
-- @param #MANTIS self
@ -413,7 +416,7 @@ do
-- @param #number Newstate New state - 0 = green, 1 = amber, 2 = red
-- @param #number Interval Calculated detection interval based on state and advanced feature setting
-- @return #MANTIS self
--- On After "ShoradActivated" event. Mantis has activated a SHORAD.
-- @function [parent=#MANTIS] OnAfterShoradActivated
-- @param #MANTIS self
@ -424,21 +427,21 @@ do
-- @param #number Radius Radius around the named group to find SHORAD groups
-- @param #number Ontime Seconds the SHORAD will stay active
return self
return self
end
-----------------------------------------------------------------------
-- MANTIS helper functions
-----------------------------------------------------------------------
-----------------------------------------------------------------------
--- [Internal] Function to get the self.SAM_Table
-- @param #MANTIS self
-- @return #table table
-- @return #table table
function MANTIS:_GetSAMTable()
self:T(self.lid .. "GetSAMTable")
return self.SAM_Table
end
--- [Internal] Function to set the self.SAM_Table
-- @param #MANTIS self
-- @return #MANTIS self
@ -447,7 +450,7 @@ do
self.SAM_Table = table
return self
end
--- Function to set the grouping radius of the detection in meters
-- @param #MANTIS self
-- @param #number radius Radius upon which detected objects will be grouped
@ -467,17 +470,17 @@ do
self.acceptrange = radius
return self
end
--- Function to set switch-on/off zone for the SAM sites in meters
-- @param #MANTIS self
-- @param #number radius Radius of the firing zone
-- @param #number radius Radius of the firing zone
function MANTIS:SetSAMRadius(radius)
self:T(self.lid .. "SetSAMRadius")
local radius = radius or 25000
self.checkradius = radius
return self
end
--- Function to set SAM firing engage range, 0-100 percent, e.g. 75
-- @param #MANTIS self
-- @param #number range Percent of the max fire range
@ -490,7 +493,7 @@ do
self.engagerange = range
return self
end
--- Function to set a new SAM firing engage range, use this method to adjust range while running MANTIS, e.g. for different setups day and night
-- @param #MANTIS self
-- @param #number range Percent of the max fire range
@ -505,7 +508,7 @@ do
self.mysead.EngagementRange = range
return self
end
--- Function to set switch-on/off the debug state
-- @param #MANTIS self
-- @param #boolean onoff Set true to switch on
@ -523,7 +526,7 @@ do
end
return self
end
--- Function to get the HQ object for further use
-- @param #MANTIS self
-- @return Wrapper.GROUP#GROUP The HQ #GROUP object or *nil* if it doesn't exist
@ -532,10 +535,10 @@ do
if self.HQ_CC then
return self.HQ_CC
else
return nil
end
return nil
end
end
--- Function to set separate AWACS detection instance
-- @param #MANTIS self
-- @param #string prefix Name of the AWACS group in the mission editor
@ -559,7 +562,7 @@ do
self.awacsrange = range
return self
end
--- Function to set the HQ object for further use
-- @param #MANTIS self
-- @param Wrapper.GROUP#GROUP group The #GROUP object to be set as HQ
@ -577,7 +580,7 @@ do
end
return self
end
--- Function to set the detection interval
-- @param #MANTIS self
-- @param #number interval The interval in seconds
@ -586,8 +589,8 @@ do
local interval = interval or 30
self.detectinterval = interval
return self
end
end
--- Function to set Advanded Mode
-- @param #MANTIS self
-- @param #boolean onoff If true, will activate Advanced Mode
@ -596,7 +599,7 @@ do
-- E.g. `mymantis:SetAdvancedMode(true, 90)`
function MANTIS:SetAdvancedMode(onoff, ratio)
self:T(self.lid .. "SetAdvancedMode")
--self.T({onoff, ratio})
--self:T({onoff, ratio})
local onoff = onoff or false
local ratio = ratio or 100
if (type(self.HQ_Template_CC) == "string") and onoff and self.dynamic then
@ -612,7 +615,7 @@ do
end
return self
end
--- Set using Emissions on/off instead of changing alarm state
-- @param #MANTIS self
-- @param #boolean switch Decide if we are changing alarm state or Emission state
@ -621,7 +624,7 @@ do
self.UseEmOnOff = switch or false
return self
end
--- Set using an #INTEL_DLINK object instead of #DETECTION
-- @param #MANTIS self
-- @param Ops.Intelligence#INTEL_DLINK DLink The data link object to be used.
@ -632,7 +635,7 @@ do
self.DLTimeStamp = timer.getAbsTime()
return self
end
--- [Internal] Function to check if HQ is alive
-- @param #MANTIS self
-- @return #boolean True if HQ is alive, else false
@ -647,15 +650,15 @@ do
local hqgrp = GROUP:FindByName(hq)
if hqgrp then
if hqgrp:IsAlive() then -- ok we're on, hq exists and as alive
--self.T(self.lid.." HQ is alive!")
--self:T(self.lid.." HQ is alive!")
return true
else
--self.T(self.lid.." HQ is dead!")
return false
--self:T(self.lid.." HQ is dead!")
return false
end
end
end
return self
return self
end
--- [Internal] Function to check if EWR is (at least partially) alive
@ -664,7 +667,7 @@ do
function MANTIS:_CheckEWRState()
self:T(self.lid .. "CheckEWRState")
local text = self.lid.." Checking EWR State"
--self.T(text)
--self:T(text)
local m= MESSAGE:New(text,10,"MANTIS"):ToAllIf(self.debug)
if self.verbose then self:I(text) end
-- start check
@ -680,14 +683,14 @@ do
end
end
end
--self.T(self.lid..string.format(" No of EWR alive is %d", nalive))
--self:T(self.lid..string.format(" No of EWR alive is %d", nalive))
if nalive > 0 then
return true
else
return false
end
end
return self
return self
end
--- [Internal] Function to determine state of the advanced mode
@ -717,30 +720,30 @@ do
local newinterval = interval + (interval * ratio) -- e.g. 30+(30*1.6) = 78
if self.debug or self.verbose then
local text = self.lid..string.format(" Calculated OldState/NewState/Interval: %d / %d / %d", currstate, self.adv_state, newinterval)
--self.T(text)
--self:T(text)
local m=MESSAGE:New(text,10,"MANTIS"):ToAllIf(self.debug)
if self.verbose then self:I(text) end
end
return newinterval, currstate
end
--- Function to set autorelocation for HQ and EWR objects. Note: Units must be actually mobile in DCS!
-- @param #MANTIS self
-- @param #boolean hq If true, will relocate HQ object
-- @param #boolean ewr If true, will relocate EWR objects
function MANTIS:SetAutoRelocate(hq, ewr)
self:T(self.lid .. "SetAutoRelocate")
--self.T({hq, ewr})
--self:T({hq, ewr})
local hqrel = hq or false
local ewrel = ewr or false
if hqrel or ewrel then
self.autorelocate = true
self.autorelocateunits = { HQ = hqrel, EWR = ewrel }
--self.T({self.autorelocate, self.autorelocateunits})
--self:T({self.autorelocate, self.autorelocateunits})
end
return self
end
end
--- [Internal] Function to execute the relocation
-- @param #MANTIS self
function MANTIS:_RelocateGroups()
@ -753,7 +756,7 @@ do
local HQGroup = self.HQ_CC
if self.autorelocateunits.HQ and self.HQ_CC and HQGroup:IsAlive() then --only relocate if HQ exists
local _hqgrp = self.HQ_CC
--self.T(self.lid.." Relocating HQ")
--self:T(self.lid.." Relocating HQ")
local text = self.lid.." Relocating HQ"
--local m= MESSAGE:New(text,10,"MANTIS"):ToAll()
_hqgrp:RelocateGroundRandomInRadius(20,500,true,true)
@ -766,7 +769,7 @@ do
local EWR_Grps = EWR_GRP.Set --table of objects in SET_GROUP
for _,_grp in pairs (EWR_Grps) do
if _grp:IsAlive() and _grp:IsGround() then
--self.T(self.lid.." Relocating EWR ".._grp:GetName())
--self:T(self.lid.." Relocating EWR ".._grp:GetName())
local text = self.lid.." Relocating EWR ".._grp:GetName()
local m= MESSAGE:New(text,10,"MANTIS"):ToAllIf(self.debug)
if self.verbose then self:I(text) end
@ -777,7 +780,7 @@ do
end
return self
end
--- [Internal] Function to check if any object is in the given SAM zone
-- @param #MANTIS self
-- @param #table dectset Table of coordinates of detected items
@ -793,12 +796,12 @@ do
local coord = _coord -- get current coord to check
-- output for cross-check
local targetdistance = samcoordinate:DistanceFromPointVec2(coord)
if self.verbose or self.debug then
if self.verbose or self.debug then
local dectstring = coord:ToStringLLDMS()
local samstring = samcoordinate:ToStringLLDMS()
local text = string.format("Checking SAM at % s - Distance %d m - Target %s", samstring, targetdistance, dectstring)
local m = MESSAGE:New(text,10,"Check"):ToAllIf(self.debug)
self:I(self.lid..text)
self:I(self.lid..text)
end
-- end output to cross-check
if targetdistance <= radius then
@ -813,20 +816,20 @@ do
-- @return Functional.Detection #DETECTION_AREAS The running detection set
function MANTIS:StartDetection()
self:T(self.lid.."Starting Detection")
-- start detection
local groupset = self.EWR_Group
local grouping = self.grouping or 5000
local acceptrange = self.acceptrange or 80000
local interval = self.detectinterval or 60
--@param Functional.Detection #DETECTION_AREAS _MANTISdetection [Internal] The MANTIS detection object
local MANTISdetection = DETECTION_AREAS:New( groupset, grouping ) --[Internal] Grouping detected objects to 5000m zones
MANTISdetection:FilterCategories({ Unit.Category.AIRPLANE, Unit.Category.HELICOPTER })
MANTISdetection:SetAcceptRange(acceptrange)
MANTISdetection:SetRefreshTimeInterval(interval)
MANTISdetection:Start()
function MANTISdetection:OnAfterDetectedItem(From,Event,To,DetectedItem)
--BASE:I( { From, Event, To, DetectedItem })
local debug = false
@ -835,30 +838,30 @@ do
local text = "MANTIS: Detection at "..Coordinate:ToStringLLDMS()
local m = MESSAGE:New(text,10,"MANTIS"):ToAllIf(self.debug)
end
end
end
return MANTISdetection
end
--- [Internal] Function to start the detection via AWACS if defined as separate
-- @param #MANTIS self
-- @return Functional.Detection #DETECTION_AREAS The running detection set
function MANTIS:StartAwacsDetection()
self:T(self.lid.."Starting Awacs Detection")
-- start detection
local group = self.AWACS_Prefix
local groupset = SET_GROUP:New():FilterPrefixes(group):FilterCoalitions(self.Coalition):FilterStart()
local grouping = self.grouping or 5000
--local acceptrange = self.acceptrange or 80000
local interval = self.detectinterval or 60
--@param Functional.Detection #DETECTION_AREAS _MANTISdetection [Internal] The MANTIS detection object
local MANTISAwacs = DETECTION_AREAS:New( groupset, grouping ) --[Internal] Grouping detected objects to 5000m zones
MANTISAwacs:FilterCategories({ Unit.Category.AIRPLANE, Unit.Category.HELICOPTER })
MANTISAwacs:SetAcceptRange(self.awacsrange) --250km
MANTISAwacs:SetRefreshTimeInterval(interval)
MANTISAwacs:Start()
function MANTISAwacs:OnAfterDetectedItem(From,Event,To,DetectedItem)
--BASE:I( { From, Event, To, DetectedItem })
local debug = false
@ -867,10 +870,10 @@ do
local text = "Awacs Detection at "..Coordinate:ToStringLLDMS()
local m = MESSAGE:New(text,10,"MANTIS"):ToAllIf(self.debug)
end
end
end
return MANTISAwacs
end
--- [Internal] Function to set the SAM start state
-- @param #MANTIS self
-- @return #MANTIS self
@ -904,12 +907,12 @@ do
end
self.SAM_Table = SAM_Tbl
-- make SAMs evasive
local mysead = SEAD:New( SEAD_Grps )
local mysead = SEAD:New( SEAD_Grps, self.Padding ) -- Functional.Sead#SEAD
mysead:SetEngagementRange(engagerange)
self.mysead = mysead
return self
end
--- [Internal] Function to update SAM table and SEAD state
-- @param #MANTIS self
-- @return #MANTIS self
@ -941,7 +944,7 @@ do
end
return self
end
--- Function to link up #MANTIS with a #SHORAD installation
-- @param #MANTIS self
-- @param Functional.Shorad#SHORAD Shorad The #SHORAD object
@ -958,7 +961,7 @@ do
end
return self
end
--- Function to unlink #MANTIS from a #SHORAD installation
-- @param #MANTIS self
function MANTIS:RemoveShorad()
@ -966,11 +969,11 @@ do
self.ShoradLink = false
return self
end
-----------------------------------------------------------------------
-- MANTIS main functions
-----------------------------------------------------------------------
-----------------------------------------------------------------------
--- [Internal] Check detection function
-- @param #MANTIS self
-- @param Functional.Detection#DETECTION_AREAS detection Detection object
@ -1021,7 +1024,7 @@ do
if self.verbose then self:I(self.lid..text) end
end
end --end alive
else
else
if samgroup:IsAlive() then
-- switch off SAM
if self.UseEmOnOff then
@ -1032,7 +1035,7 @@ do
self:__GreenState(1,samgroup)
self.SamStateTracker[name] = "GREEN"
end
if self.debug or self.verbose then
if self.debug or self.verbose then
local text = string.format("SAM %s switched to alarm state GREEN!", name)
local m=MESSAGE:New(text,10,"MANTIS"):ToAllIf(self.debug)
if self.verbose then self:I(self.lid..text) end
@ -1041,8 +1044,8 @@ do
end --end check
end --for for loop
return self
end
end
--- [Internal] Relocation relay function
-- @param #MANTIS self
-- @return #MANTIS self
@ -1051,7 +1054,7 @@ do
self:_RelocateGroups()
return self
end
--- [Internal] Check advanced state
-- @param #MANTIS self
-- @return #MANTIS self
@ -1086,7 +1089,7 @@ do
end -- end newstate vs oldstate
return self
end
--- [Internal] Check DLink state
-- @param #MANTIS self
-- @return #MANTIS self
@ -1100,7 +1103,7 @@ do
self:I(self.lid .. "Intel DLink not running - switching back to single detection!")
end
end
--- [Internal] Function to set start state
-- @param #MANTIS self
-- @param #string From The From State
@ -1117,10 +1120,10 @@ do
if self.advAwacs then
self.AWACS_Detection = self:StartAwacsDetection()
end
self:__Status(-math.random(1,10))
self:__Status(-math.random(1,10))
return self
end
--- [Internal] Before status function for MANTIS
-- @param #MANTIS self
-- @param #string From The From State
@ -1138,7 +1141,7 @@ do
if self.advAwacs and not self.state2flag then
self:_Check(self.AWACS_Detection)
end
-- relocate HQ and EWR
if self.autorelocate then
local relointerval = self.relointerval
@ -1146,26 +1149,26 @@ do
local timepassed = thistime - self.TimeStamp
local halfintv = math.floor(timepassed / relointerval)
--self:T({timepassed=timepassed, halfintv=halfintv})
if halfintv >= 1 then
self.TimeStamp = timer.getAbsTime()
self:_Relocate()
self:__Relocating(1)
end
end
-- advanced state check
if self.advanced then
self:_CheckAdvState()
end
-- check DLink state
if self.DLink then
self:_CheckDLinkState()
end
return self
end
@ -1188,7 +1191,7 @@ do
self:__Status(interval)
return self
end
--- [Internal] Function to stop MANTIS
-- @param #MANTIS self
-- @param #string From The From State
@ -1197,9 +1200,9 @@ do
-- @return #MANTIS self
function MANTIS:onafterStop(From, Event, To)
self:T({From, Event, To})
return self
return self
end
--- [Internal] Function triggered by Event Relocating
-- @param #MANTIS self
-- @param #string From The From State
@ -1208,9 +1211,9 @@ do
-- @return #MANTIS self
function MANTIS:onafterRelocating(From, Event, To)
self:T({From, Event, To})
return self
return self
end
--- [Internal] Function triggered by Event GreenState
-- @param #MANTIS self
-- @param #string From The From State
@ -1220,9 +1223,9 @@ do
-- @return #MANTIS self
function MANTIS:onafterGreenState(From, Event, To, Group)
self:T({From, Event, To, Group})
return self
return self
end
--- [Internal] Function triggered by Event RedState
-- @param #MANTIS self
-- @param #string From The From State
@ -1232,9 +1235,9 @@ do
-- @return #MANTIS self
function MANTIS:onafterRedState(From, Event, To, Group)
self:T({From, Event, To, Group})
return self
return self
end
--- [Internal] Function triggered by Event AdvStateChange
-- @param #MANTIS self
-- @param #string From The From State
@ -1246,9 +1249,9 @@ do
-- @return #MANTIS self
function MANTIS:onafterAdvStateChange(From, Event, To, Oldstate, Newstate, Interval)
self:T({From, Event, To, Oldstate, Newstate, Interval})
return self
return self
end
--- [Internal] Function triggered by Event ShoradActivated
-- @param #MANTIS self
-- @param #string From The From State
@ -1259,7 +1262,7 @@ do
-- @param #number Ontime Seconds the SHORAD will stay active
function MANTIS:onafterShoradActivated(From, Event, To, Name, Radius, Ontime)
self:T({From, Event, To, Name, Radius, Ontime})
return self
return self
end
end
-----------------------------------------------------------------------

View File

@ -1,28 +1,28 @@
--- **Functional** -- Train missile defence and deflection.
--
--
-- ===
--
-- ## Features:
--
--
-- * Track the missiles fired at you and other players, providing bearing and range information of the missiles towards the airplanes.
-- * Provide alerts of missile launches, including detailed information of the units launching, including bearing, range <20>
-- * Provide alerts of missile launches, including detailed information of the units launching, including bearing, range
-- * Provide alerts when a missile would have killed your aircraft.
-- * Provide alerts when the missile self destructs.
-- * Enable / Disable and Configure the Missile Trainer using the various menu options.
--
--
-- ===
--
--
-- ## Missions:
--
--
-- [MIT - Missile Trainer](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/MIT%20-%20Missile%20Trainer)
--
--
-- ===
--
--
-- Uses the MOOSE messaging system to be alerted of any missiles fired, and when a missile would hit your aircraft,
-- the class will destroy the missile within a certain range, to avoid damage to your aircraft.
--
--
-- When running a mission where the missile trainer is used, the following radio menu structure ( 'Radio Menu' -> 'Other (F10)' -> 'MissileTrainer' ) options are available for the players:
--
--
-- * **Messages**: Menu to configure all messages.
-- * **Messages On**: Show all messages.
-- * **Messages Off**: Disable all messages.
@ -45,23 +45,23 @@
-- * **Range Off**: Disable range information when a missile is fired to a target.
-- * **Bearing On**: Shows bearing information when a missile is fired to a target.
-- * **Bearing Off**: Disable bearing information when a missile is fired to a target.
-- * **Distance**: Menu to configure the distance when a missile needs to be destroyed when near to a player, during tracking. This will improve/influence hit calculation accuracy, but has the risk of damaging the aircraft when the missile reaches the aircraft before the distance is measured.
-- * **Distance**: Menu to configure the distance when a missile needs to be destroyed when near to a player, during tracking. This will improve/influence hit calculation accuracy, but has the risk of damaging the aircraft when the missile reaches the aircraft before the distance is measured.
-- * **50 meter**: Destroys the missile when the distance to the aircraft is below or equal to 50 meter.
-- * **100 meter**: Destroys the missile when the distance to the aircraft is below or equal to 100 meter.
-- * **150 meter**: Destroys the missile when the distance to the aircraft is below or equal to 150 meter.
-- * **200 meter**: Destroys the missile when the distance to the aircraft is below or equal to 200 meter.
--
--
-- ===
--
--
-- ### Authors: **FlightControl**
--
--
-- ### Contributions:
--
-- * **Stuka (Danny)**: Who you can search on the Eagle Dynamics Forums. Working together with Danny has resulted in the MISSILETRAINER class.
-- Danny has shared his ideas and together we made a design.
--
-- * **Stuka (Danny)**: Who you can search on the Eagle Dynamics Forums. Working together with Danny has resulted in the MISSILETRAINER class.
-- Danny has shared his ideas and together we made a design.
-- Together with the **476 virtual team**, we tested the MISSILETRAINER class, and got much positive feedback!
-- * **132nd Squadron**: Testing and optimizing the logic.
--
--
-- ===
--
-- @module Functional.MissileTrainer
@ -76,7 +76,7 @@
---
--
-- # Constructor:
--
--
-- Create a new MISSILETRAINER object with the @{#MISSILETRAINER.New} method:
--
-- * @{#MISSILETRAINER.New}: Creates a new MISSILETRAINER object taking the maximum distance to your aircraft to evaluate when a missile needs to be destroyed.
@ -84,7 +84,7 @@
-- MISSILETRAINER will collect each unit declared in the mission with a skill level "Client" and "Player", and will monitor the missiles shot at those.
--
-- # Initialization:
--
--
-- A MISSILETRAINER object will behave differently based on the usage of initialization methods:
--
-- * @{#MISSILETRAINER.InitMessagesOnOff}: Sets by default the display of any message to be ON or OFF.
@ -97,8 +97,8 @@
-- * @{#MISSILETRAINER.InitRangeOnOff}: Sets by default the display of range information of missiles ON of OFF.
-- * @{#MISSILETRAINER.InitBearingOnOff}: Sets by default the display of bearing information of missiles ON of OFF.
-- * @{#MISSILETRAINER.InitMenusOnOff}: Allows to configure the options through the radio menu.
--
-- @field #MISSILETRAINER
--
-- @field #MISSILETRAINER
MISSILETRAINER = {
ClassName = "MISSILETRAINER",
TrackingMissiles = {},
@ -167,7 +167,7 @@ end
-- When a missile is fired a SCHEDULER is set off that follows the missile. When near a certain a client player, the missile will be destroyed.
-- @param #MISSILETRAINER self
-- @param #number Distance The distance in meters when a tracked missile needs to be destroyed when close to a player.
-- @param #string Briefing (Optional) Will show a text to the players when starting their mission. Can be used for briefing purposes.
-- @param #string Briefing (Optional) Will show a text to the players when starting their mission. Can be used for briefing purposes.
-- @return #MISSILETRAINER
function MISSILETRAINER:New( Distance, Briefing )
local self = BASE:Inherit( self, BASE:New() )
@ -194,8 +194,8 @@ function MISSILETRAINER:New( Distance, Briefing )
-- self:F( "ForEach:" .. Client.UnitName )
-- Client:Alive( self._Alive, self )
-- end
--
self.DBClients:ForEachClient(
--
self.DBClients:ForEachClient(
function( Client )
self:F( "ForEach:" .. Client.UnitName )
Client:Alive( self._Alive, self )
@ -207,9 +207,9 @@ function MISSILETRAINER:New( Distance, Briefing )
-- self.DB:ForEachClient(
-- --- @param Wrapper.Client#CLIENT Client
-- function( Client )
--
--
-- ... actions ...
--
--
-- end
-- )
@ -225,7 +225,7 @@ function MISSILETRAINER:New( Distance, Briefing )
self.DetailsRangeOnOff = true
self.DetailsBearingOnOff = true
self.MenusOnOff = true
self.TrackingMissiles = {}
@ -293,7 +293,7 @@ end
--- Increases, decreases the missile tracking message display frequency with the provided time interval in seconds.
-- The default frequency is a 3 second interval, so the Tracking Frequency parameter specifies the increase or decrease from the default 3 seconds or the last frequency update.
-- @param #MISSILETRAINER self
-- @param #number TrackingFrequency Provide a negative or positive value in seconds to incraese or decrease the display frequency.
-- @param #number TrackingFrequency Provide a negative or positive value in seconds to incraese or decrease the display frequency.
-- @return #MISSILETRAINER self
function MISSILETRAINER:InitTrackingFrequency( TrackingFrequency )
self:F( TrackingFrequency )
@ -478,30 +478,30 @@ function MISSILETRAINER:OnEventShot( EVentData )
if TrainerTargetDCSUnit then
local TrainerTargetDCSUnitName = Unit.getName( TrainerTargetDCSUnit )
local TrainerTargetSkill = _DATABASE.Templates.Units[TrainerTargetDCSUnitName].Template.skill
self:T(TrainerTargetDCSUnitName )
local Client = self.DBClients:FindClient( TrainerTargetDCSUnitName )
if Client then
local TrainerSourceUnit = UNIT:Find( TrainerSourceDCSUnit )
local TrainerTargetUnit = UNIT:Find( TrainerTargetDCSUnit )
if self.MessagesOnOff == true and self.AlertsLaunchesOnOff == true then
local Message = MESSAGE:New(
string.format( "%s launched a %s",
TrainerSourceUnit:GetTypeName(),
TrainerWeaponName
) .. self:_AddRange( Client, TrainerWeapon ) .. self:_AddBearing( Client, TrainerWeapon ), 5, "Launch Alert" )
if self.AlertsToAll then
Message:ToAll()
else
Message:ToClient( Client )
end
end
local ClientID = Client:GetID()
self:T( ClientID )
local MissileData = {}
@ -579,52 +579,52 @@ function MISSILETRAINER:_TrackMissiles()
end
-- ALERTS PART
-- Loop for all Player Clients to check the alerts and deletion of missiles.
for ClientDataID, ClientData in pairs( self.TrackingMissiles ) do
local Client = ClientData.Client
if Client and Client:IsAlive() then
for MissileDataID, MissileData in pairs( ClientData.MissileData ) do
self:T3( MissileDataID )
local TrainerSourceUnit = MissileData.TrainerSourceUnit
local TrainerWeapon = MissileData.TrainerWeapon
local TrainerTargetUnit = MissileData.TrainerTargetUnit
local TrainerWeaponTypeName = MissileData.TrainerWeaponTypeName
local TrainerWeaponLaunched = MissileData.TrainerWeaponLaunched
if Client and Client:IsAlive() and TrainerSourceUnit and TrainerSourceUnit:IsAlive() and TrainerWeapon and TrainerWeapon:isExist() and TrainerTargetUnit and TrainerTargetUnit:IsAlive() then
local PositionMissile = TrainerWeapon:getPosition().p
local TargetVec3 = Client:GetVec3()
local Distance = ( ( PositionMissile.x - TargetVec3.x )^2 +
( PositionMissile.y - TargetVec3.y )^2 +
( PositionMissile.z - TargetVec3.z )^2
) ^ 0.5 / 1000
if Distance <= self.Distance then
-- Hit alert
TrainerWeapon:destroy()
if self.MessagesOnOff == true and self.AlertsHitsOnOff == true then
self:T( "killed" )
local Message = MESSAGE:New(
string.format( "%s launched by %s killed %s",
TrainerWeapon:getTypeName(),
TrainerSourceUnit:GetTypeName(),
TrainerTargetUnit:GetPlayerName()
), 15, "Hit Alert" )
if self.AlertsToAll == true then
Message:ToAll()
else
Message:ToClient( Client )
end
MissileData = nil
table.remove( ClientData.MissileData, MissileDataID )
self:T(ClientData.MissileData)
@ -639,7 +639,7 @@ function MISSILETRAINER:_TrackMissiles()
TrainerWeaponTypeName,
TrainerSourceUnit:GetTypeName()
), 5, "Tracking" )
if self.AlertsToAll == true then
Message:ToAll()
else
@ -660,41 +660,41 @@ function MISSILETRAINER:_TrackMissiles()
if ShowMessages == true and self.MessagesOnOff == true and self.TrackingOnOff == true then -- Only do this when tracking information needs to be displayed.
-- TRACKING PART
-- For the current client, the missile range and bearing details are displayed To the Player Client.
-- For the other clients, the missile range and bearing details are displayed To the other Player Clients.
-- To achieve this, a cross loop is done for each Player Client <-> Other Player Client missile information.
-- To achieve this, a cross loop is done for each Player Client <-> Other Player Client missile information.
-- Main Player Client loop
for ClientDataID, ClientData in pairs( self.TrackingMissiles ) do
local Client = ClientData.Client
--self:T2( { Client:GetName() } )
ClientData.MessageToClient = ""
ClientData.MessageToAll = ""
-- Other Players Client loop
for TrackingDataID, TrackingData in pairs( self.TrackingMissiles ) do
for MissileDataID, MissileData in pairs( TrackingData.MissileData ) do
--self:T3( MissileDataID )
local TrainerSourceUnit = MissileData.TrainerSourceUnit
local TrainerWeapon = MissileData.TrainerWeapon
local TrainerTargetUnit = MissileData.TrainerTargetUnit
local TrainerWeaponTypeName = MissileData.TrainerWeaponTypeName
local TrainerWeaponLaunched = MissileData.TrainerWeaponLaunched
if Client and Client:IsAlive() and TrainerSourceUnit and TrainerSourceUnit:IsAlive() and TrainerWeapon and TrainerWeapon:isExist() and TrainerTargetUnit and TrainerTargetUnit:IsAlive() then
if ShowMessages == true then
local TrackingTo
TrackingTo = string.format( " -> %s",
TrainerWeaponTypeName
)
if ClientDataID == TrackingDataID then
if ClientData.MessageToClient == "" then
ClientData.MessageToClient = "Missiles to You:\n"
@ -712,7 +712,7 @@ function MISSILETRAINER:_TrackMissiles()
end
end
end
-- Once the Player Client and the Other Player Client tracking messages are prepared, show them.
if ClientData.MessageToClient ~= "" or ClientData.MessageToAll ~= "" then
local Message = MESSAGE:New( ClientData.MessageToClient .. ClientData.MessageToAll, 1, "Tracking" ):ToClient( Client )

File diff suppressed because it is too large Load Diff

View File

@ -32,7 +32,9 @@
--
-- ===
--
-- ## Missions: Example missions will be added later.
-- ## Missions:
--
-- * [MAR - On the Range - MOOSE - SC](https://www.digitalcombatsimulator.com/en/files/3317765/) by shagrat
--
-- ===
--
@ -2558,7 +2560,7 @@ function RANGE:_DisplayBombTargets(_unitname)
-- Get elevation
local elevation=coord:GetLandHeight()
local eltxt=string.format("%d m", elevation)
if _settings:IsImperial() then
if not _settings:IsMetric() then
elevation=UTILS.MetersToFeet(elevation)
eltxt=string.format("%d ft", elevation)
end
@ -2829,6 +2831,7 @@ function RANGE:_CheckInZone(_unitName)
local accur=0
if shots>0 then
accur=_result.hits/shots*100
if accur > 100 then accur = 100 end
end
-- Message text.

View File

@ -1,54 +1,56 @@
--- **Functional** -- Make SAM sites execute evasive and defensive behaviour when being fired upon.
--
--
-- ===
--
--
-- ## Features:
--
--
-- * When SAM sites are being fired upon, the SAMs will take evasive action will reposition themselves when possible.
-- * When SAM sites are being fired upon, the SAMs will take defensive action by shutting down their radars.
--
--
-- ===
--
--
-- ## Missions:
--
--
-- [SEV - SEAD Evasion](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SEV%20-%20SEAD%20Evasion)
--
--
-- ===
--
--
-- ### Authors: **FlightControl**, **applevangelist**
--
-- Last Update: July 2021
--
--
-- Last Update: Aug 2021
--
-- ===
--
--
-- @module Functional.Sead
-- @image SEAD.JPG
--- @type SEAD
---
-- @type SEAD
-- @extends Core.Base#BASE
--- Make SAM sites execute evasive and defensive behaviour when being fired upon.
--
--
-- This class is very easy to use. Just setup a SEAD object by using @{#SEAD.New}() and SAMs will evade and take defensive action when being fired upon.
--
--
-- # Constructor:
--
--
-- Use the @{#SEAD.New}() constructor to create a new SEAD object.
--
--
-- SEAD_RU_SAM_Defenses = SEAD:New( { 'RU SA-6 Kub', 'RU SA-6 Defenses', 'RU MI-26 Troops', 'RU Attack Gori' } )
--
--
-- @field #SEAD
SEAD = {
ClassName = "SEAD",
ClassName = "SEAD",
TargetSkill = {
Average = { Evade = 30, DelayOn = { 40, 60 } } ,
Good = { Evade = 20, DelayOn = { 30, 50 } } ,
High = { Evade = 15, DelayOn = { 20, 40 } } ,
Excellent = { Evade = 10, DelayOn = { 10, 30 } }
},
Excellent = { Evade = 10, DelayOn = { 10, 30 } }
},
SEADGroupPrefixes = {},
SuppressedGroups = {},
EngagementRange = 75 -- default 75% engagement range Feature Request #1355
EngagementRange = 75, -- default 75% engagement range Feature Request #1355
Padding = 10,
}
--- Missile enumerators
@ -59,7 +61,7 @@ SEAD = {
["AGM_122"] = "AGM_122",
["AGM_84"] = "AGM_84",
["AGM_45"] = "AGM_45",
["ALARN"] = "ALARM",
["ALARM"] = "ALARM",
["LD-10"] = "LD-10",
["X_58"] = "X_58",
["X_28"] = "X_28",
@ -67,22 +69,40 @@ SEAD = {
["X_31"] = "X_31",
["Kh25"] = "Kh25",
}
--- Missile enumerators - from DCS ME and Wikipedia
-- @field HarmData
SEAD.HarmData = {
-- km and mach
["AGM_88"] = { 150, 3},
["AGM_45"] = { 12, 2},
["AGM_122"] = { 16.5, 2.3},
["AGM_84"] = { 280, 0.85},
["ALARM"] = { 45, 2},
["LD-10"] = { 60, 4},
["X_58"] = { 70, 4},
["X_28"] = { 80, 2.5},
["X_25"] = { 25, 0.76},
["X_31"] = {150, 3},
["Kh25"] = {25, 0.8},
}
--- Creates the main object which is handling defensive actions for SA sites or moving SA vehicles.
-- When an anti radiation missile is fired (KH-58, KH-31P, KH-31A, KH-25MPU, HARM missiles), the SA will shut down their radars and will take evasive actions...
-- Chances are big that the missile will miss.
-- @param #SEAD self
-- @param table{string,...}|string SEADGroupPrefixes which is a table of Prefixes of the SA Groups in the DCS mission editor on which evasive actions need to be taken.
-- @return SEAD
-- @param #table SEADGroupPrefixes Table of #string entries or single #string, which is a table of Prefixes of the SA Groups in the DCS mission editor on which evasive actions need to be taken.
-- @param #number Padding (Optional) Extra number of seconds to add to radar switch-back-on time
-- @return #SEAD self
-- @usage
-- -- CCCP SEAD Defenses
-- -- Defends the Russian SA installations from SEAD attacks.
-- SEAD_RU_SAM_Defenses = SEAD:New( { 'RU SA-6 Kub', 'RU SA-6 Defenses', 'RU MI-26 Troops', 'RU Attack Gori' } )
function SEAD:New( SEADGroupPrefixes )
function SEAD:New( SEADGroupPrefixes, Padding )
local self = BASE:Inherit( self, BASE:New() )
self:F( SEADGroupPrefixes )
if type( SEADGroupPrefixes ) == 'table' then
for SEADGroupPrefixID, SEADGroupPrefix in pairs( SEADGroupPrefixes ) do
self.SEADGroupPrefixes[SEADGroupPrefix] = SEADGroupPrefix
@ -90,9 +110,14 @@ function SEAD:New( SEADGroupPrefixes )
else
self.SEADGroupPrefixes[SEADGroupPrefixes] = SEADGroupPrefixes
end
local padding = Padding or 10
if padding < 10 then padding = 10 end
self.Padding = padding
self:HandleEvent( EVENTS.Shot, self.HandleEventShot )
self:I("*** SEAD - Started Version 0.2.8")
self:I("*** SEAD - Started Version 0.3.1")
return self
end
@ -102,8 +127,8 @@ end
-- @return #SEAD self
function SEAD:UpdateSet( SEADGroupPrefixes )
self:F( SEADGroupPrefixes )
self:T( SEADGroupPrefixes )
if type( SEADGroupPrefixes ) == 'table' then
for SEADGroupPrefixID, SEADGroupPrefix in pairs( SEADGroupPrefixes ) do
self.SEADGroupPrefixes[SEADGroupPrefix] = SEADGroupPrefix
@ -118,9 +143,9 @@ end
--- Sets the engagement range of the SAMs. Defaults to 75% to make it more deadly. Feature Request #1355
-- @param #SEAD self
-- @param #number range Set the engagement range in percent, e.g. 50
-- @return self
-- @return #SEAD self
function SEAD:SetEngagementRange(range)
self:F( { range } )
self:T( { range } )
range = range or 75
if range < 0 or range > 100 then
range = 75
@ -130,100 +155,175 @@ function SEAD:SetEngagementRange(range)
return self
end
--- Set the padding in seconds, which extends the radar off time calculated by SEAD
-- @param #SEAD self
-- @param #number Padding Extra number of seconds to add for the switch-on
-- @return #SEAD self
function SEAD:SetPadding(Padding)
self:T( { Padding } )
local padding = Padding or 10
if padding < 10 then padding = 10 end
self.Padding = padding
return self
end
--- Check if a known HARM was fired
-- @param #SEAD self
-- @param #string WeaponName
-- @return #boolean Returns true for a match
-- @return #string name Name of hit in table
function SEAD:_CheckHarms(WeaponName)
self:F( { WeaponName } )
self:T( { WeaponName } )
local hit = false
local name = ""
for _,_name in pairs (SEAD.Harms) do
if string.find(WeaponName,_name,1) then hit = true end
if string.find(WeaponName,_name,1) then
hit = true
name = _name
break
end
end
return hit
return hit, name
end
--- (Internal) Return distance in meters between two coordinates or -1 on error.
-- @param #SEAD self
-- @param Core.Point#COORDINATE _point1 Coordinate one
-- @param Core.Point#COORDINATE _point2 Coordinate two
-- @return #number Distance in meters
function SEAD:_GetDistance(_point1, _point2)
self:T("_GetDistance")
if _point1 and _point2 then
local distance1 = _point1:Get2DDistance(_point2)
local distance2 = _point1:DistanceFromPointVec2(_point2)
--self:T({dist1=distance1, dist2=distance2})
if distance1 and type(distance1) == "number" then
return distance1
elseif distance2 and type(distance2) == "number" then
return distance2
else
self:E("*****Cannot calculate distance!")
self:E({_point1,_point2})
return -1
end
else
self:E("******Cannot calculate distance!")
self:E({_point1,_point2})
return -1
end
end
--- Detects if an SAM site was shot with an anti radiation missile. In this case, take evasive actions based on the skill level set within the ME.
-- @see SEAD
-- @param #SEAD
-- @param Core.Event#EVENTDATA EventData
-- @return #SEAD self
function SEAD:HandleEventShot( EventData )
self:T( { EventData } )
self:T( { EventData.id } )
local SEADPlane = EventData.IniUnit -- Wrapper.Unit#UNIT
local SEADPlanePos = SEADPlane:GetCoordinate() -- Core.Point#COORDINATE
local SEADUnit = EventData.IniDCSUnit
local SEADUnitName = EventData.IniDCSUnitName
local SEADWeapon = EventData.Weapon -- Identify the weapon fired
local SEADWeaponName = EventData.WeaponName -- return weapon type
self:T( "*** SEAD - Missile Launched = " .. SEADWeaponName)
self:T({ SEADWeapon })
--self:T({ SEADWeapon })
if self:_CheckHarms(SEADWeaponName) then
self:T( '*** SEAD - Weapon Match' )
local _targetskill = "Random"
local _targetMimgroupName = "none"
local _evade = math.random (1,100) -- random number for chance of evading action
local _targetMim = EventData.Weapon:getTarget() -- Identify target
local _targetUnit = UNIT:Find(_targetMim) -- Unit name by DCS Object
local _targetgroupname = "none"
local _target = EventData.Weapon:getTarget() -- Identify target
local _targetUnit = UNIT:Find(_target) -- Wrapper.Unit#UNIT
local _targetgroup = nil -- Wrapper.Group#GROUP
if _targetUnit and _targetUnit:IsAlive() then
local _targetMimgroup = _targetUnit:GetGroup()
local _targetMimgroupName = _targetMimgroup:GetName() -- group name
--local _targetskill = _DATABASE.Templates.Units[_targetUnit].Template.skill
self:T( self.SEADGroupPrefixes )
self:T( _targetMimgroupName )
_targetgroup = _targetUnit:GetGroup()
_targetgroupname = _targetgroup:GetName() -- group name
local _targetUnitName = _targetUnit:GetName()
_targetUnit:GetSkill()
_targetskill = _targetUnit:GetSkill()
end
-- see if we are shot at
local SEADGroupFound = false
for SEADGroupPrefixID, SEADGroupPrefix in pairs( self.SEADGroupPrefixes ) do
if string.find( _targetMimgroupName, SEADGroupPrefix, 1, true ) then
self:T( _targetgroupname, SEADGroupPrefix )
if string.find( _targetgroupname, SEADGroupPrefix ) then
SEADGroupFound = true
self:T( '*** SEAD - Group Found' )
self:T( '*** SEAD - Group Match Found' )
break
end
end
end
if SEADGroupFound == true then -- yes we are being attacked
if _targetskill == "Random" then -- when skill is random, choose a skill
local Skills = { "Average", "Good", "High", "Excellent" }
_targetskill = Skills[ math.random(1,4) ]
end
self:T( _targetskill )
--self:T( _targetskill )
if self.TargetSkill[_targetskill] then
local _evade = math.random (1,100) -- random number for chance of evading action
if (_evade > self.TargetSkill[_targetskill].Evade) then
self:T( string.format("*** SEAD - Evading, target skill " ..string.format(_targetskill)) )
local _targetMimgroup = Unit.getGroup(Weapon.getTarget(SEADWeapon))
local _targetMimcont= _targetMimgroup:getController()
routines.groupRandomDistSelf(_targetMimgroup,300,'Diamond',250,20) -- move randomly
--tracker ID table to switch groups off and on again
local id = {
groupName = _targetMimgroup,
ctrl = _targetMimcont
}
local function SuppressionEnd(id) --switch group back on
local range = self.EngagementRange -- Feature Request #1355
self:T(string.format("*** SEAD - Engagement Range is %d", range))
id.ctrl:setOption(AI.Option.Ground.id.ALARM_STATE,AI.Option.Ground.val.ALARM_STATE.RED)
--id.groupName:enableEmission(true)
id.ctrl:setOption(AI.Option.Ground.id.AC_ENGAGEMENT_RANGE_RESTRICTION,range) --Feature Request #1355
self.SuppressedGroups[id.groupName] = nil --delete group id from table when done
self:T("*** SEAD - Evading")
-- calculate distance of attacker
local _targetpos = _targetgroup:GetCoordinate()
local _distance = self:_GetDistance(SEADPlanePos, _targetpos)
-- weapon speed
local hit, data = self:_CheckHarms(SEADWeaponName)
local wpnspeed = 666 -- ;)
local reach = 10
if hit then
local wpndata = SEAD.HarmData[data]
reach = wpndata[1] * 1,1
local mach = wpndata[2]
wpnspeed = math.floor(mach * 340.29)
end
-- randomize switch-on time
local delay = math.random(self.TargetSkill[_targetskill].DelayOn[1], self.TargetSkill[_targetskill].DelayOn[2])
local SuppressionEndTime = timer.getTime() + delay
--create entry
if self.SuppressedGroups[id.groupName] == nil then --no timer entry for this group yet
self.SuppressedGroups[id.groupName] = {
SuppressionEndTime = delay
}
Controller.setOption(_targetMimcont, AI.Option.Ground.id.ALARM_STATE,AI.Option.Ground.val.ALARM_STATE.GREEN)
--_targetMimgroup:enableEmission(false)
timer.scheduleFunction(SuppressionEnd, id, SuppressionEndTime) --Schedule the SuppressionEnd() function
-- time to impact
local _tti = math.floor(_distance / wpnspeed) -- estimated impact time
if _distance > 0 then
_distance = math.floor(_distance / 1000) -- km
else
_distance = 0
end
self:T( string.format("*** SEAD - target skill %s, distance %dkm, reach %dkm, tti %dsec", _targetskill, _distance,reach,_tti ))
if reach >= _distance then
self:T("*** SEAD - Shot in Reach")
local function SuppressionStart(args)
self:T(string.format("*** SEAD - %s Radar Off & Relocating",args[2]))
local grp = args[1] -- Wrapper.Group#GROUP
grp:OptionAlarmStateGreen()
grp:RelocateGroundRandomInRadius(20,300,false,false,"Diamond")
end
local function SuppressionStop(args)
self:T(string.format("*** SEAD - %s Radar On",args[2]))
local grp = args[1] -- Wrapper.Group#GROUP
grp:OptionAlarmStateRed()
grp:OptionEngageRange(self.EngagementRange)
self.SuppressedGroups[args[2]] = false
end
-- randomize switch-on time
local delay = math.random(self.TargetSkill[_targetskill].DelayOn[1], self.TargetSkill[_targetskill].DelayOn[2])
if delay > _tti then delay = delay / 2 end -- speed up
if _tti > (3*delay) then delay = (_tti / 2) * 0.9 end -- shot from afar
local SuppressionStartTime = timer.getTime() + delay
local SuppressionEndTime = timer.getTime() + _tti + self.Padding
if not self.SuppressedGroups[_targetgroupname] then
self:T(string.format("*** SEAD - %s | Parameters TTI %ds | Switch-Off in %ds",_targetgroupname,_tti,delay))
timer.scheduleFunction(SuppressionStart,{_targetgroup,_targetgroupname},SuppressionStartTime)
timer.scheduleFunction(SuppressionStop,{_targetgroup,_targetgroupname},SuppressionEndTime)
self.SuppressedGroups[_targetgroupname] = true
end
end
end
end
end
end
return self
end

View File

@ -113,7 +113,7 @@ do
["AGM_122"] = "AGM_122",
["AGM_84"] = "AGM_84",
["AGM_45"] = "AGM_45",
["ALARN"] = "ALARM",
["ALARM"] = "ALARM",
["LD-10"] = "LD-10",
["X_58"] = "X_58",
["X_28"] = "X_28",

View File

@ -32,6 +32,8 @@
-- * [USS George Washington](https://en.wikipedia.org/wiki/USS_George_Washington_(CVN-73)) (CVN-73) [Super Carrier Module]
-- * [USS Harry S. Truman](https://en.wikipedia.org/wiki/USS_Harry_S._Truman) (CVN-75) [Super Carrier Module]
-- * [USS Tarawa](https://en.wikipedia.org/wiki/USS_Tarawa_(LHA-1)) (LHA-1) [**WIP**]
-- * [USS America](https://en.wikipedia.org/wiki/USS_America_(LHA-6)) (LHA-6) [**WIP**]
-- * [Juan Carlos I](https://en.wikipedia.org/wiki/Spanish_amphibious_assault_ship_Juan_Carlos_I) (L61) [**WIP**]
--
-- **Supported Aircraft:**
--
@ -48,8 +50,8 @@
--
-- At the moment, optimized parameters are available for the F/A-18C Hornet (Lot 20) and A-4E community mod as aircraft and the USS John C. Stennis as carrier.
--
-- The AV-8B Harrier and the USS Tarawa are WIP. Those two can only be used together, i.e. the Tarawa is the only carrier the harrier is supposed to land on and
-- the no other fixed wing aircraft (human or AI controlled) are supposed to land on the Tarawa. Currently only Case I is supported. Case II/III take slightly steps from the CVN carrier.
-- The AV-8B Harrier, the USS Tarawa, USS America and Juan Carlos I are WIP. The AV-8B harrier and the LHA's and LHD can only be used together, i.e. these ships are the only carriers the harrier is supposed to land on and
-- no other fixed wing aircraft (human or AI controlled) are supposed to land on these ships. Currently only Case I is supported. Case II/III take slightly different steps from the CVN carrier.
-- However, the two Case II/III pattern are very similar so this is not a big drawback.
--
-- Heatblur's mighty F-14B Tomcat has been added (March 13th 2019) as well. Same goes for the A version.
@ -102,12 +104,13 @@
-- ### Wags DCS Hornet Videos:
--
-- * [DCS: F/A-18C Hornet - Episode 9: CASE I Carrier Landing](https://www.youtube.com/watch?v=TuigBLhtAH8)
-- * [DCS: F/A-18C Hornet Episode 16: CASE III Introduction](https://www.youtube.com/watch?v=DvlMHnLjbDQ)
-- * [DCS: F/A-18C Hornet – Episode 16: CASE III Introduction](https://www.youtube.com/watch?v=DvlMHnLjbDQ)
-- * [DCS: F/A-18C Hornet Case I Carrier Landing Training Lesson Recording](https://www.youtube.com/watch?v=D33uM9q4xgA)
--
-- ### AV-8B Harrier at USS Tarawa
--
-- * [Harrier Ship Landing Mission with Auto LSO!](https://www.youtube.com/watch?v=lqmVvpunk2c)
-- * [Harrier Practice pattern USS America](https://youtu.be/99NigITYmcI)
--
-- ===
--
@ -295,6 +298,8 @@
-- ![Banner Image](..\Presentations\AIRBOSS\Airboss_Case1_Landing.png)
--
-- Once the aircraft reaches the Initial, the landing pattern begins. The important steps of the pattern are shown in the image above.
-- The AV-8B Harrier pattern is very similar, the only differences are as there is no angled deck there is no wake check. from the ninety you wil fly a straight approach offset 26 ft to port (left) of the tram line.
-- The aim is to arrive abeam the landing spot in a stable hover at 120 ft with forward speed matched to the boat. From there the LSO will call "cleared to land". You then level cross to the tram line at the designated landing spot at land vertcally.
--
--
-- ## CASE III
@ -919,9 +924,9 @@
--
-- ## Sound Packs
--
-- The AIRBOSS currently has two different "sound packs" for both LSO and Marshal radios. These contain voice overs by different actors.
-- The AIRBOSS currently has two different "sound packs" for LSO and three different "sound Packs" for Marshal radios. These contain voice overs by different actors.
-- These can be set by @{#AIRBOSS.SetVoiceOversLSOByRaynor}() and @{#AIRBOSS.SetVoiceOversMarshalByRaynor}(). These are the default settings.
-- The other sound files can be set by @{#AIRBOSS.SetVoiceOversLSOByFF}() and @{#AIRBOSS.SetVoiceOversMarshalByFF}().
-- The other sound files can be set by @{#AIRBOSS.SetVoiceOversLSOByFF}(), @{#AIRBOSS.SetVoiceOversMarshalByGabriella}() and @{#AIRBOSS.SetVoiceOversMarshalByFF}().
-- Also combinations can be used, e.g.
--
-- airbossStennis:SetVoiceOversLSOByFF()
@ -1256,7 +1261,7 @@ AIRBOSS = {
--- Aircraft types capable of landing on carrier (human+AI).
-- @type AIRBOSS.AircraftCarrier
-- @field #string AV8B AV-8B Night Harrier. Works only with the USS Tarawa.
-- @field #string AV8B AV-8B Night Harrier. Works only with the USS Tarawa, USS America and Juan Carlos I.
-- @field #string A4EC A-4E Community mod.
-- @field #string HORNET F/A-18C Lot 20 Hornet by Eagle Dynamics.
-- @field #string F14A F-14A by Heatblur.
@ -1292,6 +1297,8 @@ AIRBOSS.AircraftCarrier={
-- @field #string TRUMAN USS Harry S. Truman (CVN-75) [Super Carrier Module]
-- @field #string VINSON USS Carl Vinson (CVN-70) [Obsolete]
-- @field #string TARAWA USS Tarawa (LHA-1)
-- @field #string AMERICA USS America (LHA-6)
-- @field #string JCARLOS Juan Carlos I (L61)
-- @field #string KUZNETSOV Admiral Kuznetsov (CV 1143.5)
AIRBOSS.CarrierType={
ROOSEVELT="CVN_71",
@ -1301,6 +1308,8 @@ AIRBOSS.CarrierType={
STENNIS="Stennis",
VINSON="VINSON",
TARAWA="LHA_Tarawa",
AMERICA="USS America LHA-6",
JCARLOS="L61",
KUZNETSOV="KUZNECOW",
}
@ -1420,8 +1429,8 @@ AIRBOSS.PatternStep={
-- @field #string IM "IM": In the middle.
-- @field #string IC "IC": In close.
-- @field #string AR "AR": At the ramp.
-- @field #string AL "AL": Abeam landing position (Tarawa).
-- @field #string LC "LC": Level crossing (Tarawa).
-- @field #string AL "AL": Abeam landing position (V/STOL).
-- @field #string LC "LC": Level crossing (V/STOL).
-- @field #string IW "IW": In the wires.
AIRBOSS.GroovePos={
X0="X0",
@ -1486,6 +1495,7 @@ AIRBOSS.GroovePos={
-- @field #AIRBOSS.RadioCall DEPARTANDREENTER "Depart and re-enter" call.
-- @field #AIRBOSS.RadioCall EXPECTHEAVYWAVEOFF "Expect heavy wavoff" call.
-- @field #AIRBOSS.RadioCall EXPECTSPOT75 "Expect spot 7.5" call.
-- @field #AIRBOSS.RadioCall EXPECTSPOT5 "Expect spot 5" call.
-- @field #AIRBOSS.RadioCall FAST "You're fast" call.
-- @field #AIRBOSS.RadioCall FOULDECK "Foul Deck" call.
-- @field #AIRBOSS.RadioCall HIGH "You're high" call.
@ -1970,6 +1980,12 @@ function AIRBOSS:New(carriername, alias)
elseif self.carriertype==AIRBOSS.CarrierType.TARAWA then
-- Tarawa parameters.
self:_InitTarawa()
elseif self.carriertype==AIRBOSS.CarrierType.AMERICA then
-- Use America parameters.
self:_InitAmerica()
elseif self.carriertype==AIRBOSS.CarrierType.JCARLOS then
-- Use Juan Carlos parameters.
self:_InitJcarlos()
elseif self.carriertype==AIRBOSS.CarrierType.KUZNETSOV then
-- Kusnetsov parameters - maybe...
self:_InitStennis()
@ -2061,7 +2077,7 @@ function AIRBOSS:New(carriername, alias)
-- Carrier specific.
if self.carrier:GetTypeName()~=AIRBOSS.CarrierType.TARAWA then
if self.carrier:GetTypeName()~=AIRBOSS.CarrierType.TARAWA or self.carrier:GetTypeName()~=AIRBOSS.CarrierType.AMERICA or self.carrier:GetTypeName()~=AIRBOSS.CarrierType.JCARLOS then
-- Flare wires.
local w1=stern:Translate(self.carrierparam.wire1, FB)
@ -2834,7 +2850,7 @@ function AIRBOSS:SetLineupErrorThresholds(_max,_min, Left, LeftMed, LEFT, Right,
self.lue.LeftMed=LeftMed or -2.0
self.lue.LEFT=LEFT or -3.0
self.lue.Right=Right or 1.0
self.lue.RightMed=RightMed or 2.0
self.lue.RightMed=RightMed or 2.0
self.lue.RIGHT=RIGHT or 3.0
return self
end
@ -4404,6 +4420,85 @@ function AIRBOSS:_InitTarawa()
end
--- Init parameters for LHA-6 America carrier.
-- @param #AIRBOSS self
function AIRBOSS:_InitAmerica()
-- Init Stennis as default.
self:_InitStennis()
-- Carrier Parameters.
self.carrierparam.sterndist =-125
self.carrierparam.deckheight = 20 --67 ft
-- Total size of the carrier (approx as rectangle).
self.carrierparam.totlength=257
self.carrierparam.totwidthport=11
self.carrierparam.totwidthstarboard=25
-- Landing runway.
self.carrierparam.rwyangle = 0
self.carrierparam.rwylength = 240
self.carrierparam.rwywidth = 15
-- Wires.
self.carrierparam.wire1=nil
self.carrierparam.wire2=nil
self.carrierparam.wire3=nil
self.carrierparam.wire4=nil
-- Late break.
self.BreakLate.name="Late Break"
self.BreakLate.Xmin=-UTILS.NMToMeters(1) -- Not more than 1 NM behind the boat. Last check was at 0.
self.BreakLate.Xmax= UTILS.NMToMeters(5) -- Not more than 5 NM in front of the boat. Enough for late breaks?
self.BreakLate.Zmin=-UTILS.NMToMeters(1.6) -- Not more than 1.6 NM port.
self.BreakLate.Zmax= UTILS.NMToMeters(1) -- Not more than 1 NM starboard.
self.BreakLate.LimitXmin= 0 -- Check and next step 0.8 NM port and in front of boat.
self.BreakLate.LimitXmax= nil
self.BreakLate.LimitZmin=-UTILS.NMToMeters(0.5) -- 926 m port, closer than the stennis as abeam is 0.8-1.0 rather than 1.2
self.BreakLate.LimitZmax= nil
end
--- Init parameters for L61 Juan Carlos carrier.
-- @param #AIRBOSS self
function AIRBOSS:_InitJcarlos()
-- Init Stennis as default.
self:_InitStennis()
-- Carrier Parameters.
self.carrierparam.sterndist =-125
self.carrierparam.deckheight = 20 --67 ft
-- Total size of the carrier (approx as rectangle).
self.carrierparam.totlength=231
self.carrierparam.totwidthport=10
self.carrierparam.totwidthstarboard=22
-- Landing runway.
self.carrierparam.rwyangle = 0
self.carrierparam.rwylength = 202
self.carrierparam.rwywidth = 14
-- Wires.
self.carrierparam.wire1=nil
self.carrierparam.wire2=nil
self.carrierparam.wire3=nil
self.carrierparam.wire4=nil
-- Late break.
self.BreakLate.name="Late Break"
self.BreakLate.Xmin=-UTILS.NMToMeters(1) -- Not more than 1 NM behind the boat. Last check was at 0.
self.BreakLate.Xmax= UTILS.NMToMeters(5) -- Not more than 5 NM in front of the boat. Enough for late breaks?
self.BreakLate.Zmin=-UTILS.NMToMeters(1.6) -- Not more than 1.6 NM port.
self.BreakLate.Zmax= UTILS.NMToMeters(1) -- Not more than 1 NM starboard.
self.BreakLate.LimitXmin= 0 -- Check and next step 0.8 NM port and in front of boat.
self.BreakLate.LimitXmax= nil
self.BreakLate.LimitZmin=-UTILS.NMToMeters(0.5) -- 926 m port, closer than the stennis as abeam is 0.8-1.0 rather than 1.2
self.BreakLate.LimitZmax= nil
end
--- Init parameters for Marshal Voice overs *Gabriella* by HighwaymanEd.
-- @param #AIRBOSS self
-- @param #string mizfolder (Optional) Folder within miz file where the sound files are located.
@ -4558,6 +4653,7 @@ function AIRBOSS:SetVoiceOversLSOByRaynor(mizfolder)
self.LSOCall.DEPARTANDREENTER.duration=1.10
self.LSOCall.EXPECTHEAVYWAVEOFF.duration=1.30
self.LSOCall.EXPECTSPOT75.duration=1.85
self.LSOCall.EXPECTSPOT5.duration=1.3
self.LSOCall.FAST.duration=0.75
self.LSOCall.FOULDECK.duration=0.75
self.LSOCall.HIGH.duration=0.65
@ -4616,6 +4712,7 @@ function AIRBOSS:SetVoiceOversLSOByFF(mizfolder)
self.LSOCall.DEPARTANDREENTER.duration=1.10
self.LSOCall.EXPECTHEAVYWAVEOFF.duration=1.20
self.LSOCall.EXPECTSPOT75.duration=2.00
self.LSOCall.EXPECTSPOT5.duration=1.3
self.LSOCall.FAST.duration=0.70
self.LSOCall.FOULDECK.duration=0.62
self.LSOCall.HIGH.duration=0.65
@ -4883,6 +4980,14 @@ function AIRBOSS:_InitVoiceOvers()
subtitle="Expect spot 7.5",
duration=2.0,
subduration=5,
},
EXPECTSPOT5={
file="LSO-ExpectSpot5",
suffix="ogg",
loud=false,
subtitle="Expect spot 5",
duration=1.3,
subduration=5,
},
STABILIZED={
file="LSO-Stabilized",
@ -5543,14 +5648,14 @@ function AIRBOSS:_GetAircraftAoA(playerData)
aoa.Fast = 8.25 --=17.5/2
aoa.FAST = 8.00 --=16.5/2
elseif harrier then
-- AV-8B Harrier parameters. This might need further tuning.
-- AV-8B Harrier parameters. Tuning done on the Fast AoA to allow for abeam and ninety at Nozzles 60 - 73.
aoa.SLOW = 14.0
aoa.Slow = 13.0
aoa.OnSpeedMax = 12.0
aoa.OnSpeed = 11.0
aoa.OnSpeedMin = 10.0
aoa.Fast = 9.0
aoa.FAST = 8.0
aoa.Fast = 8.0
aoa.FAST = 7.5
end
return aoa
@ -5810,7 +5915,7 @@ function AIRBOSS:_GetAircraftParameters(playerData, step)
alt=UTILS.FeetToMeters(300) --?
elseif harrier then
-- 300-325 ft
alt=UTILS.FeetToMeters(300)
alt=UTILS.FeetToMeters(300)-- Need to verify
end
aoa=aoaac.OnSpeed
@ -6751,8 +6856,8 @@ function AIRBOSS:_GetMarshalAltitude(stack, case)
-- Second point 1.5 NM ahead.
p2=Carrier:Translate(UTILS.NMToMeters(1.5), hdg)
-- Tarawa Delta pattern.
if self.carriertype==AIRBOSS.CarrierType.TARAWA then
-- Tarawa,LHA,LHD Delta patterns.
if self.carriertype==AIRBOSS.CarrierType.TARAWA or self.carriertype==AIRBOSS.CarrierType.AMERICA or self.carriertype==AIRBOSS.CarrierType.JCARLOS then
-- Pattern is directly overhead the carrier.
p1=Carrier:Translate(UTILS.NMToMeters(1.0), hdg+90)
@ -8597,7 +8702,7 @@ function AIRBOSS:OnEventLand(EventData)
self:T(self.lid..text)
-- Check carrier type.
if self.carriertype==AIRBOSS.CarrierType.TARAWA then
if self.carriertype==AIRBOSS.CarrierType.TARAWA or self.carriertype==AIRBOSS.CarrierType.AMERICA or self.carriertype==AIRBOSS.CarrierType.JCARLOS then
-- Power "Idle".
self:RadioTransmission(self.LSORadio, self.LSOCall.IDLE, false, 1, nil, true)
@ -8632,7 +8737,7 @@ function AIRBOSS:OnEventLand(EventData)
-- AI unit landed --
--------------------
if self.carriertype~=AIRBOSS.CarrierType.TARAWA then
if self.carriertype~=AIRBOSS.CarrierType.TARAWA or self.carriertype~=AIRBOSS.CarrierType.AMERICA or self.carriertype~=AIRBOSS.CarrierType.JCARLOS then
-- Coordinate at landing event
local coord=EventData.IniUnit:GetCoordinate()
@ -9539,8 +9644,10 @@ function AIRBOSS:_Bullseye(playerData)
-- Hint for player about altitude, AoA etc.
self:_PlayerHint(playerData)
-- LSO expect spot 7.5 call
if playerData.actype==AIRBOSS.AircraftCarrier.AV8B then
-- LSO expect spot 5 or 7.5 call
if playerData.actype==AIRBOSS.AircraftCarrier.AV8B and self.carriertype==AIRBOSS.CarrierType.JCARLOS then
self:RadioTransmission(self.LSORadio, self.LSOCall.EXPECTSPOT5, nil, nil, nil, true)
elseif playerData.actype==AIRBOSS.AircraftCarrier.AV8B then
self:RadioTransmission(self.LSORadio, self.LSOCall.EXPECTSPOT75, nil, nil, nil, true)
end
@ -9676,8 +9783,8 @@ function AIRBOSS:_CheckForLongDownwind(playerData)
-- 1.6 NM from carrier is too far.
local limit=UTILS.NMToMeters(-1.6)
-- For the tarawa we give a bit more space.
if self.carriertype==AIRBOSS.CarrierType.TARAWA then
-- For the tarawa, other LHA and LHD we give a bit more space.
if self.carriertype==AIRBOSS.CarrierType.TARAWA or self.carriertype==AIRBOSS.CarrierType.AMERICA or self.carriertype==AIRBOSS.CarrierType.JCARLOS then
limit=UTILS.NMToMeters(-2.0)
end
@ -9722,8 +9829,10 @@ function AIRBOSS:_Abeam(playerData)
-- Paddles contact.
self:RadioTransmission(self.LSORadio, self.LSOCall.PADDLESCONTACT, nil, nil, nil, true)
-- LSO expect spot 7.5 call
if playerData.actype==AIRBOSS.AircraftCarrier.AV8B then
-- LSO expect spot 5 or 7.5 call
if playerData.actype==AIRBOSS.AircraftCarrier.AV8B and self.carriertype==AIRBOSS.CarrierType.JCARLOS then
self:RadioTransmission(self.LSORadio, self.LSOCall.EXPECTSPOT5, false, 5, nil, true)
elseif playerData.actype==AIRBOSS.AircraftCarrier.AV8B then
self:RadioTransmission(self.LSORadio, self.LSOCall.EXPECTSPOT75, false, 5, nil, true)
end
@ -9760,7 +9869,7 @@ function AIRBOSS:_Ninety(playerData)
self:_PlayerHint(playerData)
-- Next step: wake.
if self.carriertype==AIRBOSS.CarrierType.TARAWA then
if self.carriertype==AIRBOSS.CarrierType.TARAWA or self.carriertype==AIRBOSS.CarrierType.AMERICA or self.carriertype==AIRBOSS.CarrierType.JCARLOS then
-- Harrier has no wake stop. It stays port of the boat.
self:_SetPlayerStep(playerData, AIRBOSS.PatternStep.FINAL)
else
@ -10113,7 +10222,7 @@ function AIRBOSS:_Groove(playerData)
-- Drift on lineup.
if rho>=RAR and rho<=RIM then
if gd.LUE>0.22 and lineupError<-0.22 then
if gd.LUE>0.22 and lineupError<-0.22 then
env.info" Drift Right across centre ==> DR-"
gd.Drift=" DR"
self:T(self.lid..string.format("Got Drift Right across centre step %s, d=%.3f: Max LUE=%.3f, lower LUE=%.3f", gs, d, gd.LUE, lineupError))
@ -10128,7 +10237,7 @@ function AIRBOSS:_Groove(playerData)
elseif gd.LUE<-0.13 and lineupError>0.14 then
env.info" Little Drift Left across centre ==> (DL-)"
gd.Drift=" (DL)"
self:E(self.lid..string.format("Got Little Drift Left across centre at step %s, d=%.3f: Min LUE=%.3f, lower LUE=%.3f", gs, d, gd.LUE, lineupError))
self:E(self.lid..string.format("Got Little Drift Left across centre at step %s, d=%.3f: Min LUE=%.3f, lower LUE=%.3f", gs, d, gd.LUE, lineupError))
end
end
@ -10434,7 +10543,7 @@ function AIRBOSS:_GetSternCoord()
--local stern=self:GetCoordinate()
-- Stern coordinate (sterndist<0).
if self.carriertype==AIRBOSS.CarrierType.TARAWA then
if self.carriertype==AIRBOSS.CarrierType.TARAWA or self.carriertype==AIRBOSS.CarrierType.AMERICA or self.carriertype==AIRBOSS.CarrierType.JCARLOS then
-- Tarawa: Translate 8 meters port.
self.sterncoord:Translate(self.carrierparam.sterndist, hdg, true, true):Translate(8, FB-90, true, true)
elseif self.carriertype==AIRBOSS.CarrierType.STENNIS then
@ -10472,7 +10581,7 @@ function AIRBOSS:_GetWire(Lcoord, dc)
-- Corrected landing distance wrt to stern. Landing distance needs to be reduced due to delayed landing event for human players.
local d=Ldist-dc
-- Multiplayer wire correction.
if self.mpWireCorrection then
d=d-self.mpWireCorrection
@ -11177,7 +11286,7 @@ function AIRBOSS:_GetZoneHolding(case, stack)
self.zoneHolding=ZONE_RADIUS:New("CASE I Holding Zone", Post:GetVec2(), self.marshalradius)
-- Delta pattern.
if self.carriertype==AIRBOSS.CarrierType.TARAWA then
if self.carriertype==AIRBOSS.CarrierType.TARAWA or self.carriertype==AIRBOSS.CarrierType.AMERICA or self.carriertype==AIRBOSS.CarrierType.JCARLOS then
self.zoneHolding=ZONE_RADIUS:New("CASE I Holding Zone", self.carrier:GetVec2(), UTILS.NMToMeters(5))
end
@ -11230,7 +11339,7 @@ function AIRBOSS:_GetZoneCommence(case, stack)
-- Three position
local Three=self:GetCoordinate():Translate(D, hdg+275)
if self.carriertype==AIRBOSS.CarrierType.TARAWA then
if self.carriertype==AIRBOSS.CarrierType.TARAWA or self.carriertype==AIRBOSS.CarrierType.AMERICA or self.carriertype==AIRBOSS.CarrierType.JCARLOS then
local Dx=UTILS.NMToMeters(2.25)
@ -11521,7 +11630,7 @@ function AIRBOSS:_GetAltCarrier(unit)
return h
end
--- Get optimal landing position of the aircraft. Usually between second and third wire. In case of Tarawa we take the abeam landing spot 120 ft abeam the 7.5 position.
--- Get optimal landing position of the aircraft. Usually between second and third wire. In case of Tarawa and America we take the abeam landing spot 120 ft abeam the 7.5 position, for the Juan Carlos I it is 120 ft and abeam the 5 position.
-- @param #AIRBOSS self
-- @return Core.Point#COORDINATE Optimal landing coordinate.
function AIRBOSS:_GetOptLandingCoordinate()
@ -11541,6 +11650,23 @@ function AIRBOSS:_GetOptLandingCoordinate()
self.landingcoord:UpdateFromCoordinate(self:_GetLandingSpotCoordinate()):Translate(35, FB-90, true, true)
--stern=self:_GetLandingSpotCoordinate():Translate(35, FB-90)
-- Alitude 120 ft.
self.landingcoord:SetAltitude(UTILS.FeetToMeters(120))
elseif self.carriertype==AIRBOSS.CarrierType.AMERICA then
-- Landing 100 ft abeam, 120 ft alt. To allow adjustments to match different deck configurations.
self.landingcoord:UpdateFromCoordinate(self:_GetLandingSpotCoordinate()):Translate(35, FB-90, true, true)
--stern=self:_GetLandingSpotCoordinate():Translate(35, FB-90)
-- Alitude 120 ft.
self.landingcoord:SetAltitude(UTILS.FeetToMeters(120))
elseif self.carriertype==AIRBOSS.CarrierType.JCARLOS then
-- Landing 100 ft abeam, 120 ft alt.
self.landingcoord:UpdateFromCoordinate(self:_GetLandingSpotCoordinate()):Translate(35, FB-100, true, true)
--stern=self:_GetLandingSpotCoordinate():Translate(35, FB-100)
-- Alitude 120 ft.
self.landingcoord:SetAltitude(UTILS.FeetToMeters(120))
@ -11578,6 +11704,21 @@ function AIRBOSS:_GetLandingSpotCoordinate()
-- Primary landing spot 7.5
self.landingspotcoord:Translate(57, hdg, true, true):SetAltitude(self.carrierparam.deckheight)
elseif self.carriertype==AIRBOSS.CarrierType.AMERICA then
-- Landing 100 ft abeam, 120 alt.
local hdg=self:GetHeading()
-- Primary landing spot 7.5 a little further forwad on the America
self.landingspotcoord:Translate(59, hdg, true, true):SetAltitude(self.carrierparam.deckheight)
elseif self.carriertype==AIRBOSS.CarrierType.JCARLOS then
-- Landing 100 ft abeam, 120 alt.
local hdg=self:GetHeading()
-- Primary landing spot 5.0 -- TODO voice for different landing Spots.
self.landingspotcoord:Translate(89, hdg, true, true):SetAltitude(self.carrierparam.deckheight)
end
@ -12070,6 +12211,11 @@ end
-- * > 24 seconds: No Grade "--"
--
-- If you manage to be between 16.4 and and 16.6 seconds, you will even get and okay underline "\_OK\_".
-- No groove time for Harrier on LHA, LHD set to Tgroove Unicorn as starting point to allow possible _OK_ 5.0.
-- If time in the AV-8B
--
-- * < 90 seconds: OK V/STOL
-- * > 91 Seconds: SLOW V/STOL (Early hover stop selection)
--
-- @param #AIRBOSS self
-- @param #AIRBOSS.PlayerData playerData Player data table.
@ -12088,6 +12234,13 @@ function AIRBOSS:_EvalGrooveTime(playerData)
grade="OK Groove"
elseif t<=24 then
grade="(LIG)"
-- Time in groove for AV-8B
elseif playerData.actype==AIRBOSS.AircraftCarrier.AV8B and t<55 then -- VSTOL Late Hover stop selection too fast to Abeam LDG Spot AV-8B.
grade="FAST V/STOL Groove"
elseif playerData.actype==AIRBOSS.AircraftCarrier.AV8B and t<90 then -- VSTOL Operations with AV-8B.
grade="OK V/STOL Groove"
elseif playerData.actype==AIRBOSS.AircraftCarrier.AV8B and t>=91 then -- VSTOL Early Hover stop selection slow to Abeam LDG Spot AV-8B.
grade="SLOW V/STOL Groove"
else
grade="LIG"
end
@ -12097,6 +12250,11 @@ function AIRBOSS:_EvalGrooveTime(playerData)
grade="_OK_"
end
-- V/STOL Unicorn!
if playerData.actype==AIRBOSS.AircraftCarrier.AV8B and (t>=65.0 and t<=75.0) then
grade="_OK_ V/STOL"
end
return grade
end
@ -12113,7 +12271,7 @@ function AIRBOSS:_LSOgrade(playerData)
return select(2, string.gsub(base, pattern, ""))
end
-- Analyse flight data and conver to LSO text.
-- Analyse flight data and convert to LSO text.
local GXX,nXX=self:_Flightdata2Text(playerData, AIRBOSS.GroovePos.XX)
local GIM,nIM=self:_Flightdata2Text(playerData, AIRBOSS.GroovePos.IM)
local GIC,nIC=self:_Flightdata2Text(playerData, AIRBOSS.GroovePos.IC)
@ -12122,25 +12280,37 @@ function AIRBOSS:_LSOgrade(playerData)
-- Put everything together.
local G=GXX.." "..GIM.." ".." "..GIC.." "..GAR
-- Count number of minor, normal and major deviations.
-- Count number of minor, normal and major deviations. TODO - work on Harrier counts due slower approach speed.
local N=nXX+nIM+nIC+nAR
local nL=count(G, '_')/2
local nS=count(G, '%(')
local nN=N-nS-nL
-- Groove time 15-18.99 sec for a unicorn.
-- Groove time 15-18.99 sec for a unicorn. Or 65-70 for V/STOL unicorn.
local Tgroove=playerData.Tgroove
local TgrooveUnicorn=Tgroove and (Tgroove>=15.0 and Tgroove<=18.99) or false
local TgrooveVstolUnicorn=Tgroove and (Tgroove>=65.0 and Tgroove<=70.0)and playerData.actype==AIRBOSS.AircraftCarrier.AV8B or false
local grade
local points
if N==0 and TgrooveUnicorn then
if N==0 and (TgrooveUnicorn or TgrooveVstolUnicorn ) then
-- No deviations, should be REALLY RARE!
grade="_OK_"
points=5.0
G="Unicorn"
else
if nL>0 then
-- Add AV-8B Harrier devation allowances due to lower groundspeed and 3x conventional groove time, this allows to maintain LSO tolerances while respecting the deviations are not unsafe. (WIP requires feedback)
-- Large devaitions still result in a No Grade, A Unicorn still requires a clean pass with no deviation.
if nL>3 and playerData.actype==AIRBOSS.AircraftCarrier.AV8B then
-- Larger deviations ==> "No grade" 2.0 points.
grade="--"
points=2.0
elseif nN>2 and playerData.actype==AIRBOSS.AircraftCarrier.AV8B then
-- Only average deviations ==> "Fair Pass" Pass with average deviations and corrections.
grade="(OK)"
points=3.0
elseif nL>0 then
-- Larger deviations ==> "No grade" 2.0 points.
grade="--"
points=2.0
@ -12153,7 +12323,8 @@ function AIRBOSS:_LSOgrade(playerData)
grade="OK"
points=4.0
end
end
end
-- Replace" )"( and "__"
G=G:gsub("%)%(", "")
@ -12263,35 +12434,35 @@ function AIRBOSS:_Flightdata2Text(playerData, groovestep)
-- Aircraft specific AoA values.
local acaoa=self:_GetAircraftAoA(playerData)
--Angled Approach.
local P=nil
if step==AIRBOSS.PatternStep.GROOVE_XX and ROL<=4.0 and playerData.case<3 then
if LUE>self.lue.RIGHT then
P=underline("AA")
elseif
elseif
LUE>self.lue.RightMed then
P="AA "
elseif
elseif
LUE>self.lue.Right then
P=little("AA")
end
end
--Overshoot Start.
local O=nil
if step==AIRBOSS.PatternStep.GROOVE_XX then
if LUE<self.lue.LEFT then
if LUE<self.lue.LEFT then
O=underline("OS")
elseif
elseif
LUE<self.lue.Left then
O="OS"
elseif
elseif
LUE<self.lue._min then
O=little("OS")
end
end
end
-- Speed via AoA. Depends on aircraft type.
local S=nil
if AOA>acaoa.SLOW then
@ -12361,7 +12532,7 @@ function AIRBOSS:_Flightdata2Text(playerData, groovestep)
if P then
G=G..P
n=n
end
end
-- Speed.
if S then
G=G..S
@ -12387,7 +12558,7 @@ function AIRBOSS:_Flightdata2Text(playerData, groovestep)
G=G..O
n=n+1
end
-- Add current step.
local step=self:_GS(step)
step=step:gsub("XX","X")
@ -12449,7 +12620,7 @@ function AIRBOSS:_GS(step, n)
if n==-1 then
gp=AIRBOSS.GroovePos.IC
elseif n==1 then
if self.carriertype==AIRBOSS.CarrierType.TARAWA then
if self.carriertype==AIRBOSS.CarrierType.TARAWA or self.carriertype==AIRBOSS.CarrierType.AMERICA or self.carriertype==AIRBOSS.CarrierType.JCARLOS then
gp=AIRBOSS.GroovePos.AL
else
gp=AIRBOSS.GroovePos.IW
@ -14339,17 +14510,17 @@ function AIRBOSS:_IsCarrierAircraft(unit)
-- Get aircraft type name
local aircrafttype=unit:GetTypeName()
-- Special case for Harrier which can only land on Tarawa.
-- Special case for Harrier which can only land on Tarawa, LHA and LHD.
if aircrafttype==AIRBOSS.AircraftCarrier.AV8B then
if self.carriertype==AIRBOSS.CarrierType.TARAWA then
if self.carriertype==AIRBOSS.CarrierType.TARAWA or self.carriertype==AIRBOSS.CarrierType.AMERICA or self.carriertype==AIRBOSS.CarrierType.JCARLOS then
return true
else
return false
end
end
-- Also only Harriers can land on the Tarawa.
if self.carriertype==AIRBOSS.CarrierType.TARAWA then
-- Also only Harriers can land on the Tarawa, LHA and LHD.
if self.carriertype==AIRBOSS.CarrierType.TARAWA or self.carriertype==AIRBOSS.CarrierType.AMERICA or self.carriertype==AIRBOSS.CarrierType.JCARLOS then
if aircrafttype~=AIRBOSS.AircraftCarrier.AV8B then
return false
end
@ -17718,8 +17889,8 @@ function AIRBOSS:_MarkCaseZones(_unitName, flare)
self:_GetZoneBullseye(case):FlareZone(FLARECOLOR.Green, 45)
end
-- Tarawa landing spots.
if self.carriertype==AIRBOSS.CarrierType.TARAWA then
-- Tarawa, LHA and LHD landing spots.
if self.carriertype==AIRBOSS.CarrierType.TARAWA or self.carriertype==AIRBOSS.CarrierType.AMERICA or self.carriertype==AIRBOSS.CarrierType.JCARLOS then
text=text.."\n* abeam landing stop with RED flares"
-- Abeam landing spot zone.
local ALSPT=self:_GetZoneAbeamLandingSpot()

View File

@ -1,4 +1,3 @@
--- **Ops** -- Combat Search and Rescue.
--
-- ===
@ -23,7 +22,7 @@
-- @module Ops.CSAR
-- @image OPS_CSAR.jpg
-- Date: July 2021
-- Date: Sep 2021
-------------------------------------------------------------------------
--- **CSAR** class, extends Core.Base#BASE, Core.Fsm#FSM
@ -70,6 +69,7 @@
--
-- self.allowDownedPilotCAcontrol = false -- Set to false if you don\'t want to allow control by Combined Arms.
-- self.allowFARPRescue = true -- allows pilots to be rescued by landing at a FARP or Airbase. Else MASH only!
-- self.FARPRescueDistance = 1000 -- you need to be this close to a FARP or Airport for the pilot to be rescued.
-- self.autosmoke = false -- automatically smoke a downed pilot\'s location when a heli is near.
-- self.autosmokedistance = 1000 -- distance for autosmoke
-- self.coordtype = 1 -- Use Lat/Long DDM (0), Lat/Long DMS (1), MGRS (2), Bullseye imperial (3) or Bullseye metric (4) for coordinates.
@ -95,6 +95,8 @@
-- self.approachdist_far = 5000 -- switch do 10 sec interval approach mode, meters
-- self.approachdist_near = 3000 -- switch to 5 sec interval approach mode, meters
-- self.pilotmustopendoors = false -- switch to true to enable check of open doors
-- -- (added 0.1.9)
-- self.suppressmessages = false -- switch off all messaging if you want to do your own
--
-- ## 2.1 Experimental Features
--
@ -214,26 +216,6 @@ CSAR = {
-- @field Wrapper.Group#GROUP group Spawned group object.
-- @field #number timestamp Timestamp for approach process
-- @field #boolean alive Group is alive or dead/rescued
--
--- Updated and sorted list of known NDB beacons (in kHz!) from the available maps.
--[[ Moved to Utils
-- @field #CSAR.SkipFrequencies
CSAR.SkipFrequencies = {
214,274,291.5,295,297.5,
300.5,304,307,309.5,311,312,312.5,316,
320,324,328,329,330,336,337,
342,343,348,351,352,353,358,
363,365,368,372.5,374,
380,381,384,389,395,396,
414,420,430,432,435,440,450,455,462,470,485,
507,515,520,525,528,540,550,560,570,577,580,602,625,641,662,670,680,682,690,
705,720,722,730,735,740,745,750,770,795,
822,830,862,866,
905,907,920,935,942,950,995,
1000,1025,1030,1050,1065,1116,1175,1182,1210
}
--]]
--- All slot / Limit settings
-- @type CSAR.AircraftType
@ -251,7 +233,7 @@ CSAR.AircraftType["Mi-24V"] = 8
--- CSAR class version.
-- @field #string version
CSAR.version="0.1.8r3"
CSAR.version="0.1.10r5"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
@ -361,12 +343,13 @@ function CSAR:New(Coalition, Template, Alias)
self.loadtimemax = 135 -- seconds
self.radioSound = "beacon.ogg" -- the name of the sound file to use for the Pilot radio beacons. If this isnt added to the mission BEACONS WONT WORK!
self.allowFARPRescue = true --allows pilot to be rescued by landing at a FARP or Airbase
self.FARPRescueDistance = 1000 -- you need to be this close to a FARP or Airport for the pilot to be rescued.
self.max_units = 6 --max number of pilots that can be carried
self.useprefix = true -- Use the Prefixed defined below, Requires Unit have the Prefix defined below
self.csarPrefix = { "helicargo", "MEDEVAC"} -- prefixes used for useprefix=true - DON\'T use # in names!
self.template = Template or "generic" -- template for downed pilot
self.mashprefix = {"MASH"} -- prefixes used to find MASHes
self.mash = SET_GROUP:New():FilterCoalitions(self.coalition):FilterPrefixes(self.mashprefix):FilterOnce() -- currently only GROUP objects, maybe support STATICs also?
self.autosmoke = false -- automatically smoke location when heli is near
self.autosmokedistance = 2000 -- distance for autosmoke
-- added 0.1.4
@ -378,6 +361,7 @@ function CSAR:New(Coalition, Template, Alias)
self.approachdist_far = 5000 -- switch do 10 sec interval approach mode, meters
self.approachdist_near = 3000 -- switch to 5 sec interval approach mode, meters
self.pilotmustopendoors = false -- switch to true to enable check on open doors
self.suppressmessages = false
-- WARNING - here\'ll be dragons
-- for this to work you need to de-sanitize your mission environment in <DCS root>\Scripts\MissionScripting.lua
@ -642,7 +626,7 @@ function CSAR:_AddCsar(_coalition , _country, _point, _typeName, _unitName, _pla
local _typeName = _typeName or "Pilot"
if not noMessage then
self:_DisplayToAllSAR("MAYDAY MAYDAY! " .. _typeName .. " is down. ", self.coalition, 10)
self:_DisplayToAllSAR("MAYDAY MAYDAY! " .. _typeName .. " is down. ", self.coalition, self.messageTime)
end
if _freq then
@ -734,7 +718,6 @@ function CSAR:SpawnCSARAtZone(Zone, Coalition, Description, RandomPoint, Nomessa
return self
end
-- TODO: Split in functions per Event type
--- (Internal) Event handler.
-- @param #CSAR self
function CSAR:_EventHandler(EventData)
@ -806,8 +789,7 @@ function CSAR:_EventHandler(EventData)
if self:_DoubleEjection(_unitname) then
return
end
self:_DisplayToAllSAR("MAYDAY MAYDAY! " .. _unit:GetTypeName() .. " shot down. No Chute!", self.coalition, 10)
--local m = MESSAGE:New("MAYDAY MAYDAY! " .. _unit:GetTypeName() .. " shot down. No Chute!",10,"Info"):ToCoalition(self.coalition)
else
self:T(self.lid .. " Pilot has not taken off, ignore")
end
@ -886,13 +868,15 @@ function CSAR:_EventHandler(EventData)
self:T(self.lid .. " Landing Place Nil")
return -- error!
end
-- anyone on board?
if self.inTransitGroups[_event.IniUnitName] == nil then
-- ignore
return
end
if _place:GetCoalition() == self.coalition or _place:GetCoalition() == coalition.side.NEUTRAL then
if self.pilotmustopendoors and not self:_IsLoadingDoorOpen(_event.IniUnitName) then
self:_DisplayMessageToSAR(_unit, "Open the door to let me out!", self.messageTime, true)
else
self:_RescuePilots(_unit)
end
self:_ScheduledSARFlight(_event.IniUnitName,_event.IniGroupName,true)
else
self:T(string.format("Airfield %d, Unit %d", _place:GetCoalition(), _unit:GetCoalition()))
end
@ -912,7 +896,6 @@ end
function CSAR:_InitSARForPilot(_downedGroup, _GroupName, _freq, _nomessage)
self:T(self.lid .. " _InitSARForPilot")
local _leader = _downedGroup:GetUnit(1)
--local _groupName = _downedGroup:GetName()
local _groupName = _GroupName
local _freqk = _freq / 1000
local _coordinatesText = self:_GetPositionOfWounded(_downedGroup)
@ -928,7 +911,7 @@ function CSAR:_InitSARForPilot(_downedGroup, _GroupName, _freq, _nomessage)
end
-- trigger FSM event
self:__PilotDown(2,_downedGroup, _freqk, _leadername, _coordinatesText)
self:__PilotDown(2,_downedGroup, _freqk, _groupName, _coordinatesText)
return self
end
@ -1098,7 +1081,6 @@ function CSAR:_PickupUnit(_heliUnit, _pilotName, _woundedGroup, _woundedGroupNam
local grouptable = downedgrouptable --#CSAR.DownedPilot
self.inTransitGroups[_heliName][_woundedGroupName] =
{
-- DONE: Fix with #CSAR.DownedPilot
originalUnit = grouptable.originalUnit,
woundedGroup = _woundedGroupName,
side = self.coalition,
@ -1106,7 +1088,7 @@ function CSAR:_PickupUnit(_heliUnit, _pilotName, _woundedGroup, _woundedGroupNam
player = grouptable.player,
}
_woundedGroup:Destroy()
_woundedGroup:Destroy(false)
self:_RemoveNameFromDownedPilots(_woundedGroupName,true)
self:_DisplayMessageToSAR(_heliUnit, string.format("%s: %s I\'m in! Get to the MASH ASAP! ", _heliName, _pilotName), self.messageTime,true,true)
@ -1137,39 +1119,8 @@ end
-- @return #boolean outcome The outcome.
function CSAR:_IsLoadingDoorOpen( unit_name )
self:T(self.lid .. " _IsLoadingDoorOpen")
local ret_val = false
local unit = Unit.getByName(unit_name)
if unit ~= nil then
local type_name = unit:getTypeName()
if type_name == "Mi-8MT" and unit:getDrawArgumentValue(86) == 1 or unit:getDrawArgumentValue(250) == 1 then
self:T(unit_name .. " Cargo doors are open or cargo door not present")
ret_val = true
end
if type_name == "Mi-24P" and unit:getDrawArgumentValue(38) == 1 or unit:getDrawArgumentValue(86) == 1 then
self:T(unit_name .. " a side door is open")
ret_val = true
end
if type_name == "UH-1H" and unit:getDrawArgumentValue(43) == 1 or unit:getDrawArgumentValue(44) == 1 then
self:T(unit_name .. " a side door is open ")
ret_val = true
end
if string.find(type_name, "SA342" ) and unit:getDrawArgumentValue(34) == 1 or unit:getDrawArgumentValue(38) == 1 then
self:T(unit_name .. " front door(s) are open")
ret_val = true
end
if ret_val == false then
self:T(unit_name .. " all doors are closed")
end
return ret_val
end -- nil
return UTILS.IsLoadingDoorOpen(unit_name)
return false
end
--- (Internal) Function to check if heli is close to group.
@ -1200,14 +1151,12 @@ function CSAR:_CheckCloseWoundedGroup(_distance, _heliUnit, _heliName, _woundedG
else
self:_DisplayMessageToSAR(_heliUnit, string.format("%s: %s. You\'re close now! Land in a safe place, I will go there ", _heliName, _pilotName), self.messageTime,false,true)
end
--mark as shown for THIS heli and THIS group
self.heliCloseMessage[_lookupKeyHeli] = true
end
-- have we landed close enough?
if not _heliUnit:InAir() then
-- if you land on them, doesnt matter if they were heading to someone else as you\'re closer, you win! :)
if self.pilotRuntoExtractPoint == true then
if (_distance < self.extractDistance) then
local _time = self.landedStatus[_lookupKeyHeli]
@ -1308,7 +1257,8 @@ end
-- @param #CSAR self
-- @param #string heliname Heli name
-- @param #string groupname Group name
function CSAR:_ScheduledSARFlight(heliname,groupname)
-- @param #boolean isairport If true, EVENT.Landing took place at an airport or FARP
function CSAR:_ScheduledSARFlight(heliname,groupname, isairport)
self:T(self.lid .. " _ScheduledSARFlight")
self:T({heliname,groupname})
local _heliUnit = self:_GetSARHeli(heliname)
@ -1331,8 +1281,8 @@ function CSAR:_ScheduledSARFlight(heliname,groupname)
return
end
if _dist < 200 and _heliUnit:InAir() == false then
if self.pilotmustopendoors and not self:_IsLoadingDoorOpen(heliname) then
if ( _dist < self.FARPRescueDistance or isairport ) and _heliUnit:InAir() == false then
if self.pilotmustopendoors and self:_IsLoadingDoorOpen(heliname) == false then
self:_DisplayMessageToSAR(_heliUnit, "Open the door to let me out!", self.messageTime, true)
else
self:_RescuePilots(_heliUnit)
@ -1341,7 +1291,7 @@ function CSAR:_ScheduledSARFlight(heliname,groupname)
end
--queue up
self:__Returning(-5,heliname,_woundedGroupName)
self:__Returning(-5,heliname,_woundedGroupName, isairport)
return self
end
@ -1357,8 +1307,7 @@ function CSAR:_RescuePilots(_heliUnit)
-- Groups already rescued
return
end
-- DONE: count saved units?
local PilotsSaved = self:_PilotsOnboard(_heliName)
self.inTransitGroups[_heliName] = nil
@ -1397,7 +1346,9 @@ function CSAR:_DisplayMessageToSAR(_unit, _text, _time, _clear, _speak)
local group = _unit:GetGroup()
local _clear = _clear or nil
local _time = _time or self.messageTime
local m = MESSAGE:New(_text,_time,"Info",_clear):ToGroup(group)
if not self.suppressmessages then
local m = MESSAGE:New(_text,_time,"Info",_clear):ToGroup(group)
end
-- integrate SRS
if _speak and self.useSRS then
local srstext = SOUNDTEXT:New(_text)
@ -1452,7 +1403,6 @@ function CSAR:_DisplayActiveSAR(_unitName)
local _groupName = _value.name
self:T(string.format("Display Active Pilot: %s", tostring(_groupName)))
self:T({Table=_value})
--local _woundedGroup = GROUP:FindByName(_groupName)
local _woundedGroup = _value.group
if _woundedGroup and _value.alive then
local _coordinatesText = self:_GetPositionOfWounded(_woundedGroup)
@ -1495,10 +1445,17 @@ function CSAR:_GetClosestDownedPilot(_heli)
local _shortestDistance = -1
local _distance = 0
local _closestGroupInfo = nil
local _heliCoord = _heli:GetCoordinate()
local _heliCoord = _heli:GetCoordinate() or _heli:GetCoordinate()
if _heliCoord == nil then
self:E("****Error obtaining coordinate!")
return nil
end
local DownedPilotsTable = self.downedPilots
for _, _groupInfo in pairs(DownedPilotsTable) do
for _, _groupInfo in UTILS.spairs(DownedPilotsTable) do
--for _, _groupInfo in pairs(DownedPilotsTable) do
local _woundedName = _groupInfo.name
local _tempWounded = _groupInfo.group
@ -1564,12 +1521,11 @@ end
-- @param #number _messagetime How long to show.
function CSAR:_DisplayToAllSAR(_message, _side, _messagetime)
self:T(self.lid .. " _DisplayToAllSAR")
local messagetime = _messagetime or self.messageTime
for _, _unitName in pairs(self.csarUnits) do
local _unit = self:_GetSARHeli(_unitName)
if _unit then
if not _messagetime then
self:_DisplayMessageToSAR(_unit, _message, _messagetime)
end
if _unit and not self.suppressmessages then
self:_DisplayMessageToSAR(_unit, _message, _messagetime)
end
end
return self
@ -1741,9 +1697,20 @@ end
function CSAR:_GetDistance(_point1, _point2)
self:T(self.lid .. " _GetDistance")
if _point1 and _point2 then
local distance = _point1:DistanceFromPointVec2(_point2)
return distance
local distance1 = _point1:Get2DDistance(_point2)
local distance2 = _point1:DistanceFromPointVec2(_point2)
if distance1 and type(distance1) == "number" then
return distance1
elseif distance2 and type(distance2) == "number" then
return distance2
else
self:E("*****Cannot calculate distance!")
self:E({_point1,_point2})
return -1
end
else
self:E("******Cannot calculate distance!")
self:E({_point1,_point2})
return -1
end
end
@ -1752,7 +1719,6 @@ end
-- @param #CSAR self
function CSAR:_GenerateVHFrequencies()
self:T(self.lid .. " _GenerateVHFrequencies")
--local _skipFrequencies = self.SkipFrequencies
local FreeVHFFrequencies = {}
FreeVHFFrequencies = UTILS.GenerateVHFrequencies()
@ -1792,7 +1758,6 @@ function CSAR:_GetClockDirection(_heli, _group)
if _heading then
local Aspect = Angle - _heading
if Aspect == 0 then Aspect = 360 end
--clock = math.floor(Aspect / 30)
clock = math.abs(UTILS.Round((Aspect / 30),0))
if clock == 0 then clock = 12 end
end
@ -1901,6 +1866,7 @@ function CSAR:onafterStart(From, Event, To)
else
self.allheligroupset = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterCategoryHelicopter():FilterStart()
end
self.mash = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterPrefixes(self.mashprefix):FilterStart() -- currently only GROUP objects, maybe support STATICs also?
self:__Status(-10)
return self
end
@ -1909,19 +1875,19 @@ end
-- @param #CSAR self
function CSAR:_CheckDownedPilotTable()
local pilots = self.downedPilots
for _,_entry in pairs (pilots) do
self:T("Checking for " .. _entry.name)
self:T({entry=_entry})
local group = _entry.group
if not group:IsAlive() then
self:T("Group is dead")
if _entry.alive == true then
self:T("Switching .alive to false")
local npilots = {}
for _ind,_entry in pairs(pilots) do
local _group = _entry.group
if _group:IsAlive() then
npilots[_ind] = _entry
else
if _entry.alive then
self:__KIA(1,_entry.desc)
self:_RemoveNameFromDownedPilots(_entry.name,true)
end
end
end
self.downedPilots = npilots
return self
end
@ -2041,9 +2007,10 @@ end
-- @param #string To To state.
-- @param #string Heliname Name of the helicopter group.
-- @param #string Woundedgroupname Name of the downed pilot\'s group.
function CSAR:onbeforeReturning(From, Event, To, Heliname, Woundedgroupname)
-- @param #boolean IsAirport True if heli has landed on an AFB (from event land).
function CSAR:onbeforeReturning(From, Event, To, Heliname, Woundedgroupname, IsAirPort)
self:T({From, Event, To, Heliname, Woundedgroupname})
self:_ScheduledSARFlight(Heliname,Woundedgroupname)
self:_ScheduledSARFlight(Heliname,Woundedgroupname, IsAirPort)
return self
end

File diff suppressed because it is too large Load Diff

View File

@ -1,9 +1,9 @@
--- **Core** - Makes the radio talk.
--
--
-- ===
--
--
-- ## Features:
--
--
-- * Send text strings using a vocabulary that is converted in spoken language.
-- * Possiblity to implement multiple language.
--
@ -15,10 +15,10 @@
-- @image Core_Radio.JPG
--- Makes the radio speak.
--
--
-- # RADIOSPEECH usage
--
--
--
--
-- @type RADIOSPEECH
-- @extends Core.RadioQueue#RADIOQUEUE
RADIOSPEECH = {
@ -59,24 +59,24 @@ RADIOSPEECH.Vocabulary.EN = {
["70"] = { "70", 0.48 },
["80"] = { "80", 0.26 },
["90"] = { "90", 0.36 },
["100"] = { "100", 0.55 },
["200"] = { "200", 0.55 },
["300"] = { "300", 0.61 },
["400"] = { "400", 0.60 },
["500"] = { "500", 0.61 },
["600"] = { "600", 0.65 },
["700"] = { "700", 0.70 },
["800"] = { "800", 0.54 },
["900"] = { "900", 0.60 },
["1000"] = { "1000", 0.60 },
["2000"] = { "2000", 0.61 },
["3000"] = { "3000", 0.64 },
["4000"] = { "4000", 0.62 },
["5000"] = { "5000", 0.69 },
["6000"] = { "6000", 0.69 },
["7000"] = { "7000", 0.75 },
["8000"] = { "8000", 0.59 },
["9000"] = { "9000", 0.65 },
["100"] = { "100", 0.55 },
["200"] = { "200", 0.55 },
["300"] = { "300", 0.61 },
["400"] = { "400", 0.60 },
["500"] = { "500", 0.61 },
["600"] = { "600", 0.65 },
["700"] = { "700", 0.70 },
["800"] = { "800", 0.54 },
["900"] = { "900", 0.60 },
["1000"] = { "1000", 0.60 },
["2000"] = { "2000", 0.61 },
["3000"] = { "3000", 0.64 },
["4000"] = { "4000", 0.62 },
["5000"] = { "5000", 0.69 },
["6000"] = { "6000", 0.69 },
["7000"] = { "7000", 0.75 },
["8000"] = { "8000", 0.59 },
["9000"] = { "9000", 0.65 },
["chevy"] = { "chevy", 0.35 },
["colt"] = { "colt", 0.35 },
@ -94,10 +94,10 @@ RADIOSPEECH.Vocabulary.EN = {
["meters"] = { "meters", 0.41 },
["mi"] = { "miles", 0.45 },
["feet"] = { "feet", 0.29 },
["br"] = { "br", 1.1 },
["bra"] = { "bra", 0.3 },
["returning to base"] = { "returning_to_base", 0.85 },
["on route to ground target"] = { "on_route_to_ground_target", 1.05 },
@ -143,52 +143,52 @@ RADIOSPEECH.Vocabulary.RU = {
["70"] = { "70", 0.68 },
["80"] = { "80", 0.84 },
["90"] = { "90", 0.71 },
["100"] = { "100", 0.35 },
["200"] = { "200", 0.59 },
["300"] = { "300", 0.53 },
["400"] = { "400", 0.70 },
["500"] = { "500", 0.50 },
["600"] = { "600", 0.58 },
["700"] = { "700", 0.64 },
["800"] = { "800", 0.77 },
["900"] = { "900", 0.75 },
["1000"] = { "1000", 0.87 },
["2000"] = { "2000", 0.83 },
["3000"] = { "3000", 0.84 },
["4000"] = { "4000", 1.00 },
["5000"] = { "5000", 0.77 },
["6000"] = { "6000", 0.90 },
["7000"] = { "7000", 0.77 },
["8000"] = { "8000", 0.92 },
["9000"] = { "9000", 0.87 },
["100"] = { "100", 0.35 },
["200"] = { "200", 0.59 },
["300"] = { "300", 0.53 },
["400"] = { "400", 0.70 },
["500"] = { "500", 0.50 },
["600"] = { "600", 0.58 },
["700"] = { "700", 0.64 },
["800"] = { "800", 0.77 },
["900"] = { "900", 0.75 },
["1000"] = { "1000", 0.87 },
["2000"] = { "2000", 0.83 },
["3000"] = { "3000", 0.84 },
["4000"] = { "4000", 1.00 },
["5000"] = { "5000", 0.77 },
["6000"] = { "6000", 0.90 },
["7000"] = { "7000", 0.77 },
["8000"] = { "8000", 0.92 },
["9000"] = { "9000", 0.87 },
["Ñ<EFBFBD>Ñепени"] = { "degrees", 0.5 },
["километров"] = { "kilometers", 0.65 },
["градусы"] = { "degrees", 0.5 },
["километры"] = { "kilometers", 0.65 },
["km"] = { "kilometers", 0.65 },
["миль"] = { "miles", 0.45 },
["мили"] = { "miles", 0.45 },
["mi"] = { "miles", 0.45 },
["метры"] = { "meters", 0.41 },
["метров"] = { "meters", 0.41 },
["m"] = { "meters", 0.41 },
["ноги"] = { "feet", 0.37 },
["ноги"] = { "feet", 0.37 },
["br"] = { "br", 1.1 },
["bra"] = { "bra", 0.3 },
["возвращаÑ<EFBFBD>Ñ<EFBFBD>ÑŒ на базу"] = { "returning_to_base", 1.40 },
["на пути к наземной цели"] = { "on_route_to_ground_target", 1.45 },
["перехват Ñ<>амолеÑов"] = { "intercepting_bogeys", 1.22 },
["поражение наземной цели"] = { "engaging_ground_target", 1.53 },
["захватывающие Ñ<>амолеÑÑ"] = { "engaging_bogeys", 1.68 },
["колеÑ<EFBFBD>а вверх"] = { "wheels_up", 0.92 },
["поÑ<EFBFBD>адка на базу"] = { "landing at base", 1.04 },
["патрулирующий"] = { "patrolling", 0.96 },
["за"] = { "for", 0.27 },
["и"] = { "and", 0.17 },
["в"] = { "at", 0.19 },
["dot"] = { "dot", 0.51 },
["defender"] = { "defender", 0.45 },
["возвращение на базу"] = { "returning_to_base", 1.40 },
["на пути к наземной цели"] = { "on_route_to_ground_target", 1.45 },
["перехват боги"] = { "intercepting_bogeys", 1.22 },
["поражение наземной цели"] = { "engaging_ground_target", 1.53 },
["привлечение болотных птиц"] = { "engaging_bogeys", 1.68 },
["колёса вверх..."] = { "wheels_up", 0.92 },
["посадка на базу"] = { "landing at base", 1.04 },
["патрулирование"] = { "patrolling", 0.96 },
["для"] = { "for", 0.27 },
["и"] = { "and", 0.17 },
["на сайте"] = { "at", 0.19 },
["точка"] = { "dot", 0.51 },
["защитник"] = { "defender", 0.45 },
}
--- Create a new RADIOSPEECH object for a given radio frequency/modulation.
@ -200,11 +200,11 @@ function RADIOSPEECH:New(frequency, modulation)
-- Inherit base
local self = BASE:Inherit( self, RADIOQUEUE:New( frequency, modulation ) ) -- #RADIOSPEECH
self.Language = "EN"
self:BuildTree()
return self
end
@ -262,7 +262,7 @@ end
function RADIOSPEECH:BuildTree()
self.Speech = {}
for Language, Sentences in pairs( self.Vocabulary ) do
self:I( { Language = Language, Sentences = Sentences })
self.Speech[Language] = {}
@ -271,7 +271,7 @@ function RADIOSPEECH:BuildTree()
self:AddSentenceToSpeech( Sentence, self.Speech[Language], Sentence, Data )
end
end
self:I( { Speech = self.Speech } )
return self
@ -290,7 +290,7 @@ function RADIOSPEECH:SpeakWords( Sentence, Speech, Language )
local Word, RemainderSentence = Sentence:match( "^[., ]*([^ .,]+)(.*)" )
self:I( { Word = Word, Speech = Speech[Word], RemainderSentence = RemainderSentence } )
if Word then
if Word ~= "" and tonumber(Word) == nil then
@ -302,7 +302,7 @@ function RADIOSPEECH:SpeakWords( Sentence, Speech, Language )
if Speech[Word].Next == nil then
self:I( { Sentence = Speech[Word].Sentence, Data = Speech[Word].Data } )
self:NewTransmission( Speech[Word].Data[1] .. ".wav", Speech[Word].Data[2], Language .. "/" )
else
else
if RemainderSentence and RemainderSentence ~= "" then
return self:SpeakWords( RemainderSentence, Speech[Word].Next, Language )
end
@ -310,11 +310,11 @@ function RADIOSPEECH:SpeakWords( Sentence, Speech, Language )
end
return RemainderSentence
end
return OriginalSentence
return OriginalSentence
else
return ""
end
end
end
--- Speak a sentence.
@ -333,7 +333,7 @@ function RADIOSPEECH:SpeakDigits( Sentence, Speech, Langauge )
if Digits then
if Digits ~= "" and tonumber( Digits ) ~= nil then
-- Construct numbers
local Number = tonumber( Digits )
local Multiple = nil
@ -357,7 +357,7 @@ function RADIOSPEECH:SpeakDigits( Sentence, Speech, Langauge )
end
return RemainderSentence
end
return OriginalSentence
return OriginalSentence
else
return ""
end
@ -374,26 +374,26 @@ function RADIOSPEECH:Speak( Sentence, Language )
self:I( { Sentence, Language } )
local Language = Language or "EN"
self:I( { Language = Language } )
-- If there is no node for Speech, then we start at the first nodes of the language.
local Speech = self.Speech[Language]
self:I( { Speech = Speech, Language = Language } )
self:NewTransmission( "_In.wav", 0.52, Language .. "/" )
repeat
Sentence = self:SpeakWords( Sentence, Speech, Language )
self:I( { Sentence = Sentence } )
Sentence = self:SpeakDigits( Sentence, Speech, Language )
self:I( { Sentence = Sentence } )
-- Sentence = self:SpeakSymbols( Sentence, Speech )
--
-- self:I( { Sentence = Sentence } )

View File

@ -507,7 +507,7 @@ UTILS.tostringLL = function( lat, lon, acc, DMS)
secFrmtStr = '%0' .. width .. '.' .. acc .. 'f'
end
-- 024<EFBFBD> 23' 12"N or 024<32> 23' 12.03"N
-- 024° 23' 12"N or 024° 23' 12.03"N
return string.format('%03d°', latDeg)..string.format('%02d', latMin)..'\''..string.format(secFrmtStr, latSec)..'"'..latHemi..' '
.. string.format('%03d°', lonDeg)..string.format('%02d', lonMin)..'\''..string.format(secFrmtStr, lonSec)..'"'..lonHemi
@ -767,12 +767,12 @@ end
function UTILS.GetCharacters(str)
local chars={}
for i=1,#str do
local c=str:sub(i,i)
table.insert(chars, c)
end
return chars
end
@ -923,7 +923,7 @@ function UTILS.RandomGaussian(x0, sigma, xmin, xmax, imax)
local x1=math.random()
local x2=math.random()
-- Transform to Gaussian exp(-(x-x0)²/(2*sigma²).
-- Transform to Gaussian exp(-(x-x0)°/(2*sigma°).
r = math.sqrt(-2*sigma*sigma * math.log(x1)) * math.cos(2*math.pi * x2) + x0
i=i+1
@ -1441,7 +1441,7 @@ function UTILS.GMTToLocalTimeDifference()
elseif theatre==DCSMAP.Syria then
return 3 -- Damascus is UTC+3 hours
elseif theatre==DCSMAP.MarianaIslands then
return 10 -- Guam is UTC+10 hours.
return 10 -- Guam is UTC+10 hours.
else
BASE:E(string.format("ERROR: Unknown Map %s in UTILS.GMTToLocal function. Returning 0", tostring(theatre)))
return 0
@ -1615,7 +1615,7 @@ end
--@return #table
function UTILS.ShuffleTable(t)
if t == nil or type(t) ~= "table" then
BASE:I("Error in ShuffleTable: Missing or wrong tyåe of Argument")
BASE:I("Error in ShuffleTable: Missing or wrong type of Argument")
return
end
math.random()
@ -1639,17 +1639,17 @@ function UTILS.IsLoadingDoorOpen( unit_name )
local unit = Unit.getByName(unit_name)
if unit ~= nil then
local type_name = unit:getTypeName()
if type_name == "Mi-8MT" and unit:getDrawArgumentValue(86) == 1 or unit:getDrawArgumentValue(250) == 1 then
if type_name == "Mi-8MT" and unit:getDrawArgumentValue(38) == 1 or unit:getDrawArgumentValue(86) == 1 or unit:getDrawArgumentValue(250) == 1 then
BASE:T(unit_name .. " Cargo doors are open or cargo door not present")
ret_val = true
end
if type_name == "Mi-24P" and unit:getDrawArgumentValue(38) == 1 or unit:getDrawArgumentValue(86) == 1 then
BASE:T(unit_name .. " a side door is open")
ret_val = true
end
if type_name == "UH-1H" and unit:getDrawArgumentValue(43) == 1 or unit:getDrawArgumentValue(44) == 1 then
BASE:T(unit_name .. " a side door is open ")
ret_val = true
@ -1664,9 +1664,9 @@ function UTILS.IsLoadingDoorOpen( unit_name )
BASE:T(unit_name .. " all doors are closed")
end
return ret_val
end -- nil
return nil
end
@ -1705,13 +1705,13 @@ function UTILS.GenerateVHFrequencies()
905,907,920,935,942,950,995,
1000,1025,1030,1050,1065,1116,1175,1182,1210
}
local FreeVHFFrequencies = {}
-- first range
local _start = 200000
while _start < 400000 do
-- skip existing NDB frequencies#
local _found = false
for _, value in pairs(_skipFrequencies) do
@ -1725,7 +1725,7 @@ function UTILS.GenerateVHFrequencies()
end
_start = _start + 10000
end
-- second range
_start = 400000
while _start < 850000 do
@ -1742,7 +1742,7 @@ function UTILS.GenerateVHFrequencies()
end
_start = _start + 10000
end
-- third range
_start = 850000
while _start <= 999000 do -- adjusted for Gazelle
@ -1782,7 +1782,7 @@ end
-- @return #table Laser Codes.
function UTILS.GenerateLaserCodes()
local jtacGeneratedLaserCodes = {}
-- helper function
local function ContainsDigit(_number, _numberToFind)
local _thisNumber = _number
@ -1796,14 +1796,14 @@ function UTILS.GenerateLaserCodes()
end
return false
end
-- generate list of laser codes
local _code = 1111
local _count = 1
while _code < 1777 and _count < 30 do
while true do
_code = _code + 1
if not self:_ContainsDigit(_code, 8)
if not ContainsDigit(_code, 8)
and not ContainsDigit(_code, 9)
and not ContainsDigit(_code, 0) then
table.insert(jtacGeneratedLaserCodes, _code)
@ -1813,4 +1813,4 @@ function UTILS.GenerateLaserCodes()
_count = _count + 1
end
return jtacGeneratedLaserCodes
end
end

View File

@ -142,7 +142,7 @@ AIRBASE.Caucasus = {
-- * AIRBASE.Nevada.Pahute_Mesa_Airstrip
-- * AIRBASE.Nevada.Tonopah_Airport
-- * AIRBASE.Nevada.Tonopah_Test_Range_Airfield
--
--
-- @field Nevada
AIRBASE.Nevada = {
["Creech_AFB"] = "Creech AFB",
@ -197,7 +197,7 @@ AIRBASE.Nevada = {
-- * AIRBASE.Normandy.Funtington
-- * AIRBASE.Normandy.Tangmere
-- * AIRBASE.Normandy.Ford_AF
--
--
-- @field Normandy
AIRBASE.Normandy = {
["Saint_Pierre_du_Mont"] = "Saint Pierre du Mont",
@ -271,7 +271,7 @@ AIRBASE.Normandy = {
-- * AIRBASE.PersianGulf.Sirri_Island
-- * AIRBASE.PersianGulf.Tunb_Island_AFB
-- * AIRBASE.PersianGulf.Tunb_Kochak
--
--
-- @field PersianGulf
AIRBASE.PersianGulf = {
["Abu_Dhabi_International_Airport"] = "Abu Dhabi Intl",
@ -554,7 +554,7 @@ function AIRBASE:Register(AirbaseName)
-- Get descriptors.
self.descriptors=self:GetDesc()
-- Debug info.
--self:I({airbase=AirbaseName, descriptors=self.descriptors})
@ -1134,7 +1134,7 @@ function AIRBASE:MarkParkingSpots(termtype, mark)
-- Get airbase name.
local airbasename=self:GetName()
self:E(string.format("Parking spots at %s for termial type %s:", airbasename, tostring(termtype)))
self:E(string.format("Parking spots at %s for terminal type %s:", airbasename, tostring(termtype)))
for _,_spot in pairs(parkingdata) do
@ -1211,14 +1211,25 @@ function AIRBASE:FindFreeParkingSpotForAircraft(group, terminaltype, scanradius,
parkingdata=parkingdata or self:GetParkingSpotsTable(terminaltype)
-- Get the aircraft size, i.e. it's longest side of x,z.
local aircraft=group:GetUnit(1)
local _aircraftsize, ax,ay,az=aircraft:GetObjectSize()
local aircraft = nil
local _aircraftsize, ax,ay,az
if group and group.ClassName == "GROUP" then
aircraft=group:GetUnit(1)
_aircraftsize, ax,ay,az=aircraft:GetObjectSize()
else
-- SU27 dimensions
_aircraftsize = 23
ax = 23 -- length
ay = 7 -- height
az = 17 -- width
end
-- Number of spots we are looking for. Note that, e.g. grouping can require a number different from the group size!
local _nspots=nspots or group:GetSize()
-- Debug info.
self:E(string.format("%s: Looking for %d parking spot(s) for aircraft of size %.1f m (x=%.1f,y=%.1f,z=%.1f) at termial type %s.", airport, _nspots, _aircraftsize, ax, ay, az, tostring(terminaltype)))
self:E(string.format("%s: Looking for %d parking spot(s) for aircraft of size %.1f m (x=%.1f,y=%.1f,z=%.1f) at terminal type %s.", airport, _nspots, _aircraftsize, ax, ay, az, tostring(terminaltype)))
-- Table of valid spots.
local validspots={}
@ -1341,6 +1352,7 @@ function AIRBASE:FindFreeParkingSpotForAircraft(group, terminaltype, scanradius,
-- Retrun spots we found, even if there were not enough.
return validspots
end
--- Check black and white lists.
@ -1359,7 +1371,7 @@ function AIRBASE:_CheckParkingLists(TerminalID)
end
end
-- Check if a whitelist was defined.
if self.parkingWhitelist and #self.parkingWhitelist>0 then
for _,terminalID in pairs(self.parkingWhitelist or {}) do
@ -1469,7 +1481,7 @@ function AIRBASE:GetRunwayData(magvar, mark)
name==AIRBASE.PersianGulf.Abu_Dhabi_International_Airport or
name==AIRBASE.PersianGulf.Dubai_Intl or
name==AIRBASE.PersianGulf.Shiraz_International_Airport or
name==AIRBASE.PersianGulf.Kish_International_Airport or
name==AIRBASE.PersianGulf.Kish_International_Airport or
name==AIRBASE.MarianaIslands.Andersen_AFB then
-- 1-->4, 2-->3, 3-->2, 4-->1

View File

@ -1851,27 +1851,27 @@ do -- Patrol methods
-- Calculate the new Route.
local FromCoord = PatrolGroup:GetCoordinate()
-- test for submarine
local depth = 0
local IsSub = false
if PatrolGroup:IsShip() then
local navalvec3 = FromCoord:GetVec3()
if navalvec3.y < 0 then
if navalvec3.y < 0 then
depth = navalvec3.y
IsSub = true
end
end
local Waypoint = Waypoints[1]
local Speed = Waypoint.speed or (20 / 3.6)
local From = FromCoord:WaypointGround( Speed )
if IsSub then
if IsSub then
From = FromCoord:WaypointNaval( Speed, Waypoint.alt )
end
table.insert( Waypoints, 1, From )
local TaskRoute = PatrolGroup:TaskFunction( "CONTROLLABLE.PatrolRoute" )
@ -1916,7 +1916,7 @@ do -- Patrol methods
local IsSub = false
if PatrolGroup:IsShip() then
local navalvec3 = FromCoord:GetVec3()
if navalvec3.y < 0 then
if navalvec3.y < 0 then
depth = navalvec3.y
IsSub = true
end
@ -1982,16 +1982,16 @@ do -- Patrol methods
self:F( { PatrolGroup = PatrolGroup:GetName() } )
if PatrolGroup:IsGround() or PatrolGroup:IsShip() then
-- Calculate the new Route.
local FromCoord = PatrolGroup:GetCoordinate()
-- test for submarine
local depth = 0
local IsSub = false
if PatrolGroup:IsShip() then
local navalvec3 = FromCoord:GetVec3()
if navalvec3.y < 0 then
if navalvec3.y < 0 then
depth = navalvec3.y
IsSub = true
end
@ -3773,12 +3773,13 @@ 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
-- @param #number radius Radius of the relocation zone, default 500
-- @param #boolean onroad If true, route on road (less problems with AI way finding), default true
-- @param #boolean shortcut If true and onroad is set, take a shorter route - if available - off road, default false
-- @param #number speed Speed of the controllable, default 20
-- @param #number radius Radius of the relocation zone, default 500
-- @param #boolean onroad If true, route on road (less problems with AI way finding), default true
-- @param #boolean shortcut If true and onroad is set, take a shorter route - if available - off road, default false
-- @param #string formation Formation string as in the mission editor, e.g. "Vee", "Diamond", "Line abreast", etc. Defaults to "Off Road"
-- @return #CONTROLLABLE self
function CONTROLLABLE:RelocateGroundRandomInRadius(speed, radius, onroad, shortcut)
function CONTROLLABLE:RelocateGroundRandomInRadius(speed, radius, onroad, shortcut, formation)
self:F2( { self.ControllableName } )
local _coord = self:GetCoordinate()
@ -3789,14 +3790,14 @@ function CONTROLLABLE:RelocateGroundRandomInRadius(speed, radius, onroad, shortc
local _grptsk = {}
local _candoroad = false
local _shortcut = shortcut or false
local _formation = formation or "Off Road"
-- create a DCS Task an push it on the group
-- TaskGroundOnRoad(ToCoordinate,Speed,OffRoadFormation,Shortcut,FromCoordinate,WaypointFunction,WaypointFunctionArguments)
if onroad then
_grptsk, _candoroad = self:TaskGroundOnRoad(_tocoord,_speed,"Off Road",_shortcut)
_grptsk, _candoroad = self:TaskGroundOnRoad(_tocoord,_speed,_formation,_shortcut)
self:Route(_grptsk,5)
else
self:TaskRouteToVec2(_tocoord:GetVec2(),_speed,"Off Road")
self:TaskRouteToVec2(_tocoord:GetVec2(),_speed,_formation)
end
return self

View File

@ -1132,7 +1132,7 @@ end
-- @return #number Number of shells left.
-- @return #number Number of rockets left.
-- @return #number Number of bombs left.
-- @return #number Number of missiles left.
-- @return #number Number of missiles left.
function GROUP:GetAmmunition()
self:F( self.ControllableName )
@ -1142,6 +1142,7 @@ function GROUP:GetAmmunition()
local Nshells=0
local Nrockets=0
local Nmissiles=0
local Nbombs=0
if DCSControllable then
@ -1150,18 +1151,19 @@ function GROUP:GetAmmunition()
local Unit = UnitData -- Wrapper.Unit#UNIT
-- Get ammo of the unit
local ntot, nshells, nrockets, nmissiles = Unit:GetAmmunition()
local ntot, nshells, nrockets, nbombs, nmissiles = Unit:GetAmmunition()
Ntot=Ntot+ntot
Nshells=Nshells+nshells
Nrockets=Nrockets+nrockets
Nmissiles=Nmissiles+nmissiles
Nmissiles=Nmissiles+nmissiles
Nbombs=Nbombs+nbombs
end
end
return Ntot, Nshells, Nrockets, Nmissiles
return Ntot, Nshells, Nrockets, Nbombs, Nmissiles
end
@ -2589,6 +2591,17 @@ function GROUP:SetCommandImmortal(switch)
return self
end
--- Get skill from Group. Effectively gets the skill from Unit 1 as the group holds no skill value.
-- @param #GROUP self
-- @return #string Skill String of skill name.
function GROUP:GetSkill()
self:F2( self.GroupName )
local unit = self:GetUnit(1)
local name = unit:GetName()
local skill = _DATABASE.Templates.Units[name].Template.skill or "Random"
return skill
end
--do -- Smoke
--
----- Signal a flare at the position of the GROUP.

View File

@ -1517,6 +1517,7 @@ do -- Cargo
["Ural-4320 APA-5D"] = 10,
["Ural-4320T"] = 14,
["ZBD04A"] = 7, -- new by kappa
["VAB_Mephisto"] = 8, -- new by Apple
}
local CargoBayWeightLimit = ( Weights[Desc.typeName] or 0 ) * 95

View File

@ -637,6 +637,18 @@ function UNIT:GetAmmo()
return nil
end
--- Sets the Unit's Internal Cargo Mass, in kg
-- @param #UNIT self
-- @param #number mass to set cargo to
-- @return #UNIT self
function UNIT:SetUnitInternalCargo(mass)
local DCSUnit = self:GetDCSObject()
if DCSUnit then
trigger.action.setUnitInternalCargo(DCSUnit:getName(), mass)
end
return self
end
--- Get the number of ammunition and in particular the number of shells, rockets, bombs and missiles a unit currently has.
-- @param #UNIT self
-- @return #number Total amount of ammo the unit has left. This is the sum of shells, rockets, bombs and missiles.
@ -1471,3 +1483,13 @@ function UNIT:EnableEmission(switch)
return self
end
--- Get skill from Unit.
-- @param #UNIT self
-- @return #string Skill String of skill name.
function UNIT:GetSkill()
self:F2( self.UnitName )
local name = self.UnitName
local skill = _DATABASE.Templates.Units[name].Template.skill or "Random"
return skill
end