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Documentation
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@@ -107,11 +107,11 @@
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--
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-- 
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--
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-- # 1. AI_CAS_ZONE constructor
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-- ## AI_CAS_ZONE constructor
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--
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-- * @{#AI_CAS_ZONE.New}(): Creates a new AI_CAS_ZONE object.
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--
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-- ## 2. AI_CAS_ZONE is a FSM
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-- ## AI_CAS_ZONE is a FSM
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--
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-- 
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--
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@@ -85,6 +85,53 @@ end
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-- @field Dcs.DCSCoalitionWrapper.Object#coalition CommandCenterCoalition
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-- @list<Tasking.Mission#MISSION> Missions
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-- @extends Core.Base#BASE
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--- # COMMANDCENTER class, extends @{Base#BASE}
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--
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-- The COMMANDCENTER class governs multiple missions, the tasking and the reporting.
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--
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-- The commandcenter communicates important messages between the various groups of human players executing tasks in missions.
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--
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-- ## COMMANDCENTER constructor
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--
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-- * @{#COMMANDCENTER.New}(): Creates a new COMMANDCENTER object.
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--
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-- ## Mission Management
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--
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-- * @{#COMMANDCENTER.AddMission}(): Adds a mission to the commandcenter control.
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-- * @{#COMMANDCENTER.RemoveMission}(): Removes a mission to the commandcenter control.
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-- * @{#COMMANDCENTER.GetMissions}(): Retrieves the missions table controlled by the commandcenter.
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--
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-- ## Reference Zones
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--
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-- Command Centers may be aware of certain Reference Zones within the battleground. These Reference Zones can refer to
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-- known areas, recognizable buildings or sites, or any other point of interest.
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-- Command Centers will use these Reference Zones to help pilots with defining coordinates in terms of navigation
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-- during the WWII era.
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-- The Reference Zones are related to the WWII mode that the Command Center will operate in.
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-- Use the method @{#COMMANDCENTER.SetModeWWII}() to set the mode of communication to the WWII mode.
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--
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-- In WWII mode, the Command Center will receive detected targets, and will select for each target the closest
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-- nearby Reference Zone. This allows pilots to navigate easier through the battle field readying for combat.
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--
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-- The Reference Zones need to be set by the Mission Designer in the Mission Editor.
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-- Reference Zones are set by normal trigger zones. One can color the zones in a specific color,
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-- and the radius of the zones doesn't matter, only the point is important. Place the center of these Reference Zones at
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-- specific scenery objects or points of interest (like cities, rivers, hills, crossing etc).
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-- The trigger zones indicating a Reference Zone need to follow a specific syntax.
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-- The name of each trigger zone expressing a Reference Zone need to start with a classification name of the object,
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-- followed by a #, followed by a symbolic name of the Reference Zone.
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-- A few examples:
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--
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-- * A church at Tskinvali would be indicated as: *Church#Tskinvali*
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-- * A train station near Kobuleti would be indicated as: *Station#Kobuleti*
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--
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-- The COMMANDCENTER class contains a method to indicate which trigger zones need to be used as Reference Zones.
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-- This is done by using the method @{#COMMANDCENTER.SetReferenceZones}().
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-- For the moment, only one Reference Zone class can be specified, but in the future, more classes will become possible.
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--
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-- @field #COMMANDCENTER
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COMMANDCENTER = {
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ClassName = "COMMANDCENTER",
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CommandCenterName = "",
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@@ -95,6 +142,7 @@ COMMANDCENTER = {
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ReferenceNames = {},
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CommunicationMode = "80",
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}
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--- The constructor takes an IDENTIFIABLE as the HQ command center.
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-- @param #COMMANDCENTER self
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-- @param Wrapper.Positionable#POSITIONABLE CommandCenterPositionable
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@@ -253,10 +301,29 @@ function COMMANDCENTER:RemoveMission( Mission )
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return Mission
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end
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--- Set reference points known by the command center to guide airborne units during WWII.
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-- These reference points are zones, with a special name.
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--- Set special Reference Zones known by the Command Center to guide airborne pilots during WWII.
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--
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-- These Reference Zones are normal trigger zones, with a special naming.
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-- The Reference Zones need to be set by the Mission Designer in the Mission Editor.
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-- Reference Zones are set by normal trigger zones. One can color the zones in a specific color,
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-- and the radius of the zones doesn't matter, only the center of the zone is important. Place the center of these Reference Zones at
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-- specific scenery objects or points of interest (like cities, rivers, hills, crossing etc).
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-- The trigger zones indicating a Reference Zone need to follow a specific syntax.
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-- The name of each trigger zone expressing a Reference Zone need to start with a classification name of the object,
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-- followed by a #, followed by a symbolic name of the Reference Zone.
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-- A few examples:
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--
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-- * A church at Tskinvali would be indicated as: *Church#Tskinvali*
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-- * A train station near Kobuleti would be indicated as: *Station#Kobuleti*
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--
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-- Taking the above example, this is how this method would be used:
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--
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-- CC:SetReferenceZones( "Church" )
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-- CC:SetReferenceZones( "Station" )
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--
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--
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-- @param #COMMANDCENTER self
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-- @param #string ReferenceZonePrefix Reference points.
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-- @param #string ReferenceZonePrefix The name before the #-mark indicating the class of the Reference Zones.
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-- @return #COMMANDCENTER
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function COMMANDCENTER:SetReferenceZones( ReferenceZonePrefix )
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local MatchPattern = "(.*)#(.*)"
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@@ -273,13 +340,14 @@ function COMMANDCENTER:SetReferenceZones( ReferenceZonePrefix )
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end
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--- Set the commandcenter operations in WWII mode
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-- This will disable LL, MGRS, BRA, BULLS from the settings.
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-- This will disable LL, MGRS, BRA, BULLS navigatin messages sent by the Command Center,
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-- and will be replaced by a navigation using Reference Zones.
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-- It will also disable the settings at the settings menu for these.
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-- And, it will use any ReferenceZones set as reference points for communication.
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-- @param #COMMANDCENTER self
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-- @return #COMMANDCENTER
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function COMMANDCENTER:SetModeWWII()
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self.CommunicationMode = "WWII"
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return self
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end
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@@ -23,10 +23,6 @@
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-- * @{#TASK_A2A.SetScoreOnSuccess}(): Set a score when all the targets in scope of the A2A attack, have been destroyed.
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-- * @{#TASK_A2A.SetPenaltyOnFailed}(): Set a penalty when the A2A attack has failed.
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--
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-- # 2) @{Task_A2A#TASK_INTERCEPT} class, extends @{Task_A2A#TASK_A2A}
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--
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-- The TASK_A2A_INTERCEPT class defines an INTERCEPT task for a @{Set} of Target Units.
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--
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-- ====
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--
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-- # **API CHANGE HISTORY**
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@@ -343,6 +339,19 @@ do -- TASK_A2A_INTERCEPT
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-- @type TASK_A2A_INTERCEPT
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-- @field Set#SET_UNIT TargetSetUnit
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-- @extends Tasking.Task#TASK
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--- # TASK_A2A_INTERCEPT class, extends @{Task_A2A#TASK_A2A}
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--
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-- The TASK_A2A_INTERCEPT class defines an intercept task for a human player to be executed.
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-- When enemy planes need to be intercepted by human players, use this task type to urgen the players to get out there!
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--
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-- The TASK_A2A_INTERCEPT is used by the @{Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create intercept tasks
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-- based on detected airborne enemy targets intruding friendly airspace.
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--
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-- The task is defined for a @{Mission#MISSION}, where a friendly @{Set#SET_GROUP} consisting of GROUPs with one human players each, is intercepting the targets.
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-- The task is given a name and a briefing, that is used in the menu structure and in the reporting.
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--
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-- @field #TASK_A2A_INTERCEPT
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TASK_A2A_INTERCEPT = {
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ClassName = "TASK_A2A_INTERCEPT",
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}
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@@ -390,6 +399,21 @@ do -- TASK_A2A_SWEEP
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-- @type TASK_A2A_SWEEP
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-- @field Set#SET_UNIT TargetSetUnit
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-- @extends Tasking.Task#TASK
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--- # TASK_A2A_SWEEP class, extends @{Task_A2A#TASK_A2A}
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--
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-- The TASK_A2A_SWEEP class defines a sweep task for a human player to be executed.
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-- A sweep task needs to be given when targets were detected but somehow the detection was lost.
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-- Most likely, these enemy planes are hidden in the mountains or are flying under radar.
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-- These enemy planes need to be sweeped by human players, and use this task type to urge the players to get out there and find those enemy fighters.
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--
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-- The TASK_A2A_SWEEP is used by the @{Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create sweep tasks
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-- based on detected airborne enemy targets intruding friendly airspace, for which the detection has been lost for more than 60 seconds.
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--
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-- The task is defined for a @{Mission#MISSION}, where a friendly @{Set#SET_GROUP} consisting of GROUPs with one human players each, is sweeping the targets.
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-- The task is given a name and a briefing, that is used in the menu structure and in the reporting.
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--
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-- @field #TASK_A2A_SWEEP
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TASK_A2A_SWEEP = {
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ClassName = "TASK_A2A_SWEEP",
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}
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@@ -437,6 +461,19 @@ do -- TASK_A2A_ENGAGE
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-- @type TASK_A2A_ENGAGE
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-- @field Set#SET_UNIT TargetSetUnit
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-- @extends Tasking.Task#TASK
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--- # TASK_A2A_ENGAGE class, extends @{Task_A2A#TASK_A2A}
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--
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-- The TASK_A2A_ENGAGE class defines an engage task for a human player to be executed.
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-- When enemy planes are close to human players, use this task type is used urge the players to get out there!
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--
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-- The TASK_A2A_ENGAGE is used by the @{Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create engage tasks
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-- based on detected airborne enemy targets intruding friendly airspace.
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--
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-- The task is defined for a @{Mission#MISSION}, where a friendly @{Set#SET_GROUP} consisting of GROUPs with one human players each, is engaging the targets.
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-- The task is given a name and a briefing, that is used in the menu structure and in the reporting.
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--
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-- @field #TASK_A2A_ENGAGE
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TASK_A2A_ENGAGE = {
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ClassName = "TASK_A2A_ENGAGE",
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}
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@@ -461,7 +498,7 @@ do -- TASK_A2A_ENGAGE
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self:SetBriefing(
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TaskBriefing or
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"Bogeys are nearby! Those players who are near to the intruders are requested to ENGAGE!\n"
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"Bogeys are nearby! Players close by are ordered to ENGAGE the intruders!\n"
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)
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local TargetCoordinate = TargetSetUnit:GetFirst():GetCoordinate()
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@@ -23,22 +23,6 @@
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-- * @{#TASK_A2G.SetScoreOnSuccess}(): Set a score when all the targets in scope of the A2G attack, have been destroyed.
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-- * @{#TASK_A2G.SetPenaltyOnFailed}(): Set a penalty when the A2G attack has failed.
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--
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-- # 2) @{Task_A2G#TASK_SEAD} class, extends @{Task_A2G#TASK_A2G}
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--
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-- The @{#TASK_SEAD} class defines a SEAD task for a @{Set} of Target Units.
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--
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-- ===
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--
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-- # 3) @{Task_A2G#TASK_CAS} class, extends @{Task_A2G#TASK_A2G}
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--
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-- The @{#TASK_CAS} class defines a CAS task for a @{Set} of Target Units.
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--
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-- ===
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--
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-- # 4) @{Task_A2G#TASK_BAI} class, extends @{Task_A2G#TASK_A2G}
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--
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-- The @{#TASK_BAI} class defines a BAI task for a @{Set} of Target Units.
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--
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-- ====
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--
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-- # **API CHANGE HISTORY**
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@@ -351,26 +335,36 @@ do -- TASK_A2G
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end
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do -- TASK_SEAD
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do -- TASK_A2G_SEAD
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--- The TASK_SEAD class
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-- @type TASK_SEAD
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--- The TASK_A2G_SEAD class
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-- @type TASK_A2G_SEAD
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-- @field Set#SET_UNIT TargetSetUnit
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-- @extends Tasking.Task#TASK
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TASK_SEAD = {
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ClassName = "TASK_SEAD",
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--- # TASK_A2G_SEAD class, extends @{Task_A2G#TASK_A2G}
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--
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-- The TASK_A2G_SEAD class defines an Suppression or Extermination of Air Defenses task for a human player to be executed.
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-- These tasks are important to be executed as they will help to achieve air superiority at the vicinity.
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--
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-- The TASK_A2G_SEAD is used by the @{Task_A2G_Dispatcher#TASK_A2G_DISPATCHER} to automatically create SEAD tasks
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-- based on detected enemy ground targets.
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--
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-- @field #TASK_A2G_SEAD
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TASK_A2G_SEAD = {
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ClassName = "TASK_A2G_SEAD",
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}
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--- Instantiates a new TASK_SEAD.
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-- @param #TASK_SEAD self
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--- Instantiates a new TASK_A2G_SEAD.
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-- @param #TASK_A2G_SEAD self
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-- @param Tasking.Mission#MISSION Mission
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-- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
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-- @param #string TaskName The name of the Task.
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-- @param Core.Set#SET_UNIT TargetSetUnit
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-- @param #string TaskBriefing The briefing of the task.
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-- @return #TASK_SEAD self
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function TASK_SEAD:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
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local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "SEAD", TaskBriefing ) ) -- #TASK_SEAD
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-- @return #TASK_A2G_SEAD self
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function TASK_A2G_SEAD:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
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local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "SEAD", TaskBriefing ) ) -- #TASK_A2G_SEAD
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self:F()
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Mission:AddTask( self )
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@@ -393,26 +387,37 @@ do -- TASK_SEAD
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end
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do -- TASK_BAI
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do -- TASK_A2G_BAI
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--- The TASK_BAI class
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-- @type TASK_BAI
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--- The TASK_A2G_BAI class
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-- @type TASK_A2G_BAI
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-- @field Set#SET_UNIT TargetSetUnit
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-- @extends Tasking.Task#TASK
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TASK_BAI = {
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ClassName = "TASK_BAI",
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--- # TASK_A2G_BAI class, extends @{Task_A2G#TASK_A2G}
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--
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-- The TASK_A2G_BAI class defines an Battlefield Air Interdiction task for a human player to be executed.
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-- These tasks are more strategic in nature and are most of the time further away from friendly forces.
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-- BAI tasks can also be used to express the abscence of friendly forces near the vicinity.
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--
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-- The TASK_A2G_BAI is used by the @{Task_A2G_Dispatcher#TASK_A2G_DISPATCHER} to automatically create BAI tasks
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-- based on detected enemy ground targets.
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--
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-- @field #TASK_A2G_BAI
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TASK_A2G_BAI = {
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ClassName = "TASK_A2G_BAI",
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}
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--- Instantiates a new TASK_BAI.
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-- @param #TASK_BAI self
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--- Instantiates a new TASK_A2G_BAI.
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-- @param #TASK_A2G_BAI self
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-- @param Tasking.Mission#MISSION Mission
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-- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
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-- @param #string TaskName The name of the Task.
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-- @param Core.Set#SET_UNIT TargetSetUnit
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-- @param #string TaskBriefing The briefing of the task.
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-- @return #TASK_BAI self
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function TASK_BAI:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
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local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "BAI", TaskBriefing ) ) -- #TASK_BAI
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-- @return #TASK_A2G_BAI self
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function TASK_A2G_BAI:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
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local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "BAI", TaskBriefing ) ) -- #TASK_A2G_BAI
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self:F()
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Mission:AddTask( self )
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@@ -435,26 +440,36 @@ do -- TASK_BAI
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end
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do -- TASK_CAS
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do -- TASK_A2G_CAS
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--- The TASK_CAS class
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-- @type TASK_CAS
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--- The TASK_A2G_CAS class
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-- @type TASK_A2G_CAS
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-- @field Set#SET_UNIT TargetSetUnit
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-- @extends Tasking.Task#TASK
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TASK_CAS = {
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ClassName = "TASK_CAS",
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--- # TASK_A2G_CAS class, extends @{Task_A2G#TASK_A2G}
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--
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-- The TASK_A2G_CAS class defines an Close Air Support task for a human player to be executed.
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-- Friendly forces will be in the vicinity within 6km from the enemy.
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--
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-- The TASK_A2G_CAS is used by the @{Task_A2G_Dispatcher#TASK_A2G_DISPATCHER} to automatically create CAS tasks
|
||||
-- based on detected enemy ground targets.
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--
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-- @field #TASK_A2G_CAS
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TASK_A2G_CAS = {
|
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ClassName = "TASK_A2G_CAS",
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}
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--- Instantiates a new TASK_CAS.
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-- @param #TASK_CAS self
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--- Instantiates a new TASK_A2G_CAS.
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-- @param #TASK_A2G_CAS self
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||||
-- @param Tasking.Mission#MISSION Mission
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||||
-- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
|
||||
-- @param #string TaskName The name of the Task.
|
||||
-- @param Core.Set#SET_UNIT TargetSetUnit
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||||
-- @param #string TaskBriefing The briefing of the task.
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-- @return #TASK_CAS self
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function TASK_CAS:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
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local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "CAS", TaskBriefing ) ) -- #TASK_CAS
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||||
-- @return #TASK_A2G_CAS self
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||||
function TASK_A2G_CAS:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
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local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "CAS", TaskBriefing ) ) -- #TASK_A2G_CAS
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||||
self:F()
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||||
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||||
Mission:AddTask( self )
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||||
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||||
@@ -252,21 +252,21 @@ do -- TASK_A2G_DISPATCHER
|
||||
if not Task then
|
||||
local TargetSetUnit = self:EvaluateSEAD( DetectedItem ) -- Returns a SetUnit if there are targets to be SEADed...
|
||||
if TargetSetUnit then
|
||||
Task = TASK_SEAD:New( Mission, self.SetGroup, string.format( "SEAD.%03d", DetectedItemID ), TargetSetUnit )
|
||||
Task = TASK_A2G_SEAD:New( Mission, self.SetGroup, string.format( "SEAD.%03d", DetectedItemID ), TargetSetUnit )
|
||||
end
|
||||
|
||||
-- Evaluate CAS
|
||||
if not Task then
|
||||
local TargetSetUnit = self:EvaluateCAS( DetectedItem ) -- Returns a SetUnit if there are targets to be CASed...
|
||||
if TargetSetUnit then
|
||||
Task = TASK_CAS:New( Mission, self.SetGroup, string.format( "CAS.%03d", DetectedItemID ), TargetSetUnit )
|
||||
Task = TASK_A2G_CAS:New( Mission, self.SetGroup, string.format( "CAS.%03d", DetectedItemID ), TargetSetUnit )
|
||||
end
|
||||
|
||||
-- Evaluate BAI
|
||||
if not Task then
|
||||
local TargetSetUnit = self:EvaluateBAI( DetectedItem, self.Mission:GetCommandCenter():GetPositionable():GetCoalition() ) -- Returns a SetUnit if there are targets to be BAIed...
|
||||
if TargetSetUnit then
|
||||
Task = TASK_BAI:New( Mission, self.SetGroup, string.format( "BAI.%03d", DetectedItemID ), TargetSetUnit )
|
||||
Task = TASK_A2G_BAI:New( Mission, self.SetGroup, string.format( "BAI.%03d", DetectedItemID ), TargetSetUnit )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
Reference in New Issue
Block a user