Merge remote-tracking branch 'refs/remotes/origin/master' into MissileTrainer

This commit is contained in:
Sven Van de Velde 2016-05-11 05:57:25 +02:00
commit 5990650529
31 changed files with 1699 additions and 1589 deletions

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@ -5,12 +5,13 @@ echo env.info( 'Moose Embedded' ) > Moose_Embedded.lua
copy /b Moose_Embedded.lua + ..\Moose\Routines.lua Moose_Embedded.lua
copy /b Moose_Embedded.lua + ..\Moose\Base.lua Moose_Embedded.lua
copy /b Moose_Embedded.lua + ..\Moose\Event.lua Moose_Embedded.lua
copy /b Moose_Embedded.lua + ..\Moose\Menu.lua Moose_Embedded.lua
copy /b Moose_Embedded.lua + ..\Moose\Group.lua Moose_Embedded.lua
copy /b Moose_Embedded.lua + ..\Moose\Unit.lua Moose_Embedded.lua
copy /b Moose_Embedded.lua + ..\Moose\Zone.lua Moose_Embedded.lua
copy /b Moose_Embedded.lua + ..\Moose\Database.lua Moose_Embedded.lua
copy /b Moose_Embedded.lua + ..\Moose\Moose.lua Moose_Embedded.lua
copy /b Moose_Embedded.lua + ..\Moose\TimeTrigger.lua Moose_Embedded.lua
copy /b Moose_Embedded.lua + ..\Moose\Scheduler.lua Moose_Embedded.lua
copy /b Moose_Embedded.lua + ..\Moose\Scoring.lua Moose_Embedded.lua
copy /b Moose_Embedded.lua + ..\Moose\Cargo.lua Moose_Embedded.lua
copy /b Moose_Embedded.lua + ..\Moose\Client.lua Moose_Embedded.lua

File diff suppressed because it is too large Load Diff

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@ -353,6 +353,7 @@ end
-- @param #number Level
function BASE:TraceLevel( Level )
_TraceLevel = Level
self:E( "Tracing level " .. Level )
end
--- Set tracing for a class
@ -361,6 +362,7 @@ end
function BASE:TraceClass( Class )
_TraceClass[Class] = true
_TraceClassMethod[Class] = {}
self:E( "Tracing class " .. Class )
end
--- Set tracing for a specific method of class
@ -373,6 +375,7 @@ function BASE:TraceClassMethod( Class, Method )
_TraceClassMethod[Class].Method = {}
end
_TraceClassMethod[Class].Method[Method] = true
self:E( "Tracing method " .. Method .. " of class " .. Class )
end
--- Trace a function call. Must be at the beginning of the function logic.

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@ -31,18 +31,31 @@ CARGO_ZONE = {
}
}
function CARGO_ZONE:New( CargoZoneName, CargoHostName ) local self = BASE:Inherit( self, BASE:New() )
--- Creates a new zone where cargo can be collected or deployed.
-- The zone functionality is useful to smoke or indicate routes for cargo pickups or deployments.
-- Provide the zone name as declared in the mission file into the CargoZoneName in the :New method.
-- An optional parameter is the CargoHostName, which is a Group declared with Late Activation switched on in the mission file.
-- The CargoHostName is the "host" of the cargo zone:
--
-- * It will smoke the zone position when a client is approaching the zone.
-- * Depending on the cargo type, it will assist in the delivery of the cargo by driving to and from the client.
--
-- @param #CARGO_ZONE self
-- @param #string CargoZoneName The name of the zone as declared within the mission editor.
-- @param #string CargoHostName The name of the Group "hosting" the zone. The Group MUST NOT be a static, and must be a "mobile" unit.
function CARGO_ZONE:New( CargoZoneName, CargoHostName ) local self = BASE:Inherit( self, ZONE:New( CargoZoneName ) )
self:F( { CargoZoneName, CargoHostName } )
self.CargoZoneName = CargoZoneName
self.CargoZone = trigger.misc.getZone( CargoZoneName )
self.SignalHeight = 2
--self.CargoZone = trigger.misc.getZone( CargoZoneName )
if CargoHostName then
self.CargoHostName = CargoHostName
end
self:T( self.CargoZone )
self:T( self.CargoZoneName )
return self
end
@ -50,17 +63,19 @@ end
function CARGO_ZONE:Spawn()
self:F( self.CargoHostName )
if self.CargoHostSpawn then
local CargoHostGroup = self.CargoHostSpawn:GetGroupFromIndex()
if CargoHostGroup and CargoHostGroup:IsAlive() then
else
self.CargoHostSpawn:ReSpawn( 1 )
end
else
self:T( "Initialize CargoHostSpawn" )
self.CargoHostSpawn = SPAWN:New( self.CargoHostName ):Limit( 1, 1 )
self.CargoHostSpawn:ReSpawn( 1 )
end
if self.CargoHostName then -- Only spawn a host in the zone when there is one given as a parameter in the New function.
if self.CargoHostSpawn then
local CargoHostGroup = self.CargoHostSpawn:GetGroupFromIndex()
if CargoHostGroup and CargoHostGroup:IsAlive() then
else
self.CargoHostSpawn:ReSpawn( 1 )
end
else
self:T( "Initialize CargoHostSpawn" )
self.CargoHostSpawn = SPAWN:New( self.CargoHostName ):Limit( 1, 1 )
self.CargoHostSpawn:ReSpawn( 1 )
end
end
return self
end
@ -114,6 +129,7 @@ function CARGO_ZONE:ReportCargosToClient( Client, CargoType )
end
end
function CARGO_ZONE:Signal()
self:F()
@ -148,16 +164,15 @@ function CARGO_ZONE:Signal()
else
local CurrentPosition = { x = self.CargoZone.point.x, y = self.CargoZone.point.z }
self.CargoZone.point.y = land.getHeight( CurrentPosition ) + 2
local ZonePointVec3 = self:GetPointVec3( self.SignalHeight ) -- Get the zone position + the landheight + 2 meters
if self.SignalType.ID == CARGO_ZONE.SIGNAL.TYPE.SMOKE.ID then
trigger.action.smoke( self.CargoZone.point, self.SignalColor.TRIGGERCOLOR )
trigger.action.smoke( ZonePointVec3, self.SignalColor.TRIGGERCOLOR )
Signalled = true
elseif self.SignalType.ID == CARGO_ZONE.SIGNAL.TYPE.FLARE.ID then
trigger.action.signalFlare( self.CargoZone.point, self.SignalColor.TRIGGERCOLOR, 0 )
trigger.action.signalFlare( ZonePointVec3, self.SignalColor.TRIGGERCOLOR, 0 )
Signalled = false
end
@ -168,85 +183,121 @@ function CARGO_ZONE:Signal()
end
function CARGO_ZONE:WhiteSmoke()
function CARGO_ZONE:WhiteSmoke( SignalHeight )
self:F()
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.SMOKE
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.WHITE
if SignalHeight then
self.SignalHeight = SignalHeight
end
return self
end
function CARGO_ZONE:BlueSmoke()
function CARGO_ZONE:BlueSmoke( SignalHeight )
self:F()
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.SMOKE
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.BLUE
if SignalHeight then
self.SignalHeight = SignalHeight
end
return self
end
function CARGO_ZONE:RedSmoke()
function CARGO_ZONE:RedSmoke( SignalHeight )
self:F()
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.SMOKE
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.RED
if SignalHeight then
self.SignalHeight = SignalHeight
end
return self
end
function CARGO_ZONE:OrangeSmoke()
function CARGO_ZONE:OrangeSmoke( SignalHeight )
self:F()
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.SMOKE
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.ORANGE
if SignalHeight then
self.SignalHeight = SignalHeight
end
return self
end
function CARGO_ZONE:GreenSmoke()
function CARGO_ZONE:GreenSmoke( SignalHeight )
self:F()
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.SMOKE
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.GREEN
if SignalHeight then
self.SignalHeight = SignalHeight
end
return self
end
function CARGO_ZONE:WhiteFlare()
function CARGO_ZONE:WhiteFlare( SignalHeight )
self:F()
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.FLARE
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.WHITE
if SignalHeight then
self.SignalHeight = SignalHeight
end
return self
end
function CARGO_ZONE:RedFlare()
function CARGO_ZONE:RedFlare( SignalHeight )
self:F()
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.FLARE
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.RED
if SignalHeight then
self.SignalHeight = SignalHeight
end
return self
end
function CARGO_ZONE:GreenFlare()
function CARGO_ZONE:GreenFlare( SignalHeight )
self:F()
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.FLARE
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.GREEN
if SignalHeight then
self.SignalHeight = SignalHeight
end
return self
end
function CARGO_ZONE:YellowFlare()
function CARGO_ZONE:YellowFlare( SignalHeight )
self:F()
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.FLARE
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.YELLOW
if SignalHeight then
self.SignalHeight = SignalHeight
end
return self
end
@ -517,6 +568,7 @@ function CARGO_GROUP:Spawn( Client )
self.CargoGroupName = self.CargoSpawn:SpawnFromUnit( self.CargoZone:GetCargoHostUnit(), 60, 30, 1 ):GetName()
else
--- ReSpawn the Cargo in the CargoZone without a host ...
self:T( self.CargoZone )
self.CargoGroupName = self.CargoSpawn:SpawnInZone( self.CargoZone, true, 1 ):GetName()
end
self:StatusNone()
@ -557,64 +609,72 @@ function CARGO_GROUP:OnBoard( Client, LandingZone, OnBoardSide )
local CargoGroup = Group.getByName( self.CargoGroupName )
local CargoUnits = CargoGroup:getUnits()
local CargoPos = CargoUnits[1]:getPoint()
local CargoUnit = CargoGroup:getUnit(1)
local CargoPos = CargoUnit:getPoint()
self.CargoInAir = CargoUnit:inAir()
self:T( self.CargoInAir )
-- Only move the group to the carrier when the cargo is not in the air
-- (eg. cargo can be on a oil derrick, moving the cargo on the oil derrick will drop the cargo on the sea).
if not self.CargoInAir then
local Points = {}
self:T( 'CargoPos x = ' .. CargoPos.x .. " z = " .. CargoPos.z )
self:T( 'CarrierPosMove x = ' .. CarrierPosMove.x .. " z = " .. CarrierPosMove.z )
Points[#Points+1] = routines.ground.buildWP( CargoPos, "Cone", 10 )
self:T( 'Points[1] x = ' .. Points[1].x .. " y = " .. Points[1].y )
if OnBoardSide == nil then
OnBoardSide = CLIENT.ONBOARDSIDE.NONE
end
if OnBoardSide == CLIENT.ONBOARDSIDE.LEFT then
self:T( "TransportCargoOnBoard: Onboarding LEFT" )
CarrierPosMove.z = CarrierPosMove.z - 25
CarrierPosOnBoard.z = CarrierPosOnBoard.z - 5
Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 )
Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 )
elseif OnBoardSide == CLIENT.ONBOARDSIDE.RIGHT then
self:T( "TransportCargoOnBoard: Onboarding RIGHT" )
CarrierPosMove.z = CarrierPosMove.z + 25
CarrierPosOnBoard.z = CarrierPosOnBoard.z + 5
Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 )
Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 )
elseif OnBoardSide == CLIENT.ONBOARDSIDE.BACK then
self:T( "TransportCargoOnBoard: Onboarding BACK" )
CarrierPosMove.x = CarrierPosMove.x - 25
CarrierPosOnBoard.x = CarrierPosOnBoard.x - 5
Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 )
Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 )
elseif OnBoardSide == CLIENT.ONBOARDSIDE.FRONT then
self:T( "TransportCargoOnBoard: Onboarding FRONT" )
CarrierPosMove.x = CarrierPosMove.x + 25
CarrierPosOnBoard.x = CarrierPosOnBoard.x + 5
Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 )
Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 )
elseif OnBoardSide == CLIENT.ONBOARDSIDE.NONE then
self:T( "TransportCargoOnBoard: Onboarding CENTRAL" )
Points[#Points+1] = routines.ground.buildWP( CarrierPos, "Cone", 10 )
end
self:T( "TransportCargoOnBoard: Routing " .. self.CargoGroupName )
routines.scheduleFunction( routines.goRoute, { self.CargoGroupName, Points}, timer.getTime() + 4 )
local Points = {}
self:T( 'CargoPos x = ' .. CargoPos.x .. " z = " .. CargoPos.z )
self:T( 'CarrierPosMove x = ' .. CarrierPosMove.x .. " z = " .. CarrierPosMove.z )
Points[#Points+1] = routines.ground.buildWP( CargoPos, "Cone", 10 )
self:T( 'Points[1] x = ' .. Points[1].x .. " y = " .. Points[1].y )
if OnBoardSide == nil then
OnBoardSide = CLIENT.ONBOARDSIDE.NONE
end
if OnBoardSide == CLIENT.ONBOARDSIDE.LEFT then
self:T( "TransportCargoOnBoard: Onboarding LEFT" )
CarrierPosMove.z = CarrierPosMove.z - 25
CarrierPosOnBoard.z = CarrierPosOnBoard.z - 5
Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 )
Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 )
elseif OnBoardSide == CLIENT.ONBOARDSIDE.RIGHT then
self:T( "TransportCargoOnBoard: Onboarding RIGHT" )
CarrierPosMove.z = CarrierPosMove.z + 25
CarrierPosOnBoard.z = CarrierPosOnBoard.z + 5
Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 )
Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 )
elseif OnBoardSide == CLIENT.ONBOARDSIDE.BACK then
self:T( "TransportCargoOnBoard: Onboarding BACK" )
CarrierPosMove.x = CarrierPosMove.x - 25
CarrierPosOnBoard.x = CarrierPosOnBoard.x - 5
Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 )
Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 )
elseif OnBoardSide == CLIENT.ONBOARDSIDE.FRONT then
self:T( "TransportCargoOnBoard: Onboarding FRONT" )
CarrierPosMove.x = CarrierPosMove.x + 25
CarrierPosOnBoard.x = CarrierPosOnBoard.x + 5
Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 )
Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 )
elseif OnBoardSide == CLIENT.ONBOARDSIDE.NONE then
self:T( "TransportCargoOnBoard: Onboarding CENTRAL" )
Points[#Points+1] = routines.ground.buildWP( CarrierPos, "Cone", 10 )
end
self:T( "TransportCargoOnBoard: Routing " .. self.CargoGroupName )
routines.scheduleFunction( routines.goRoute, { self.CargoGroupName, Points}, timer.getTime() + 4 )
end
self:StatusLoading( Client )
@ -628,12 +688,19 @@ function CARGO_GROUP:OnBoarded( Client, LandingZone )
local OnBoarded = false
local CargoGroup = Group.getByName( self.CargoGroupName )
if routines.IsPartOfGroupInRadius( CargoGroup, Client:ClientPosition(), 25 ) then
CargoGroup:destroy()
self:StatusLoaded( Client )
OnBoarded = true
end
local CargoGroup = Group.getByName( self.CargoGroupName )
if not self.CargoInAir then
if routines.IsPartOfGroupInRadius( CargoGroup, Client:ClientPosition(), 25 ) then
CargoGroup:destroy()
self:StatusLoaded( Client )
OnBoarded = true
end
else
CargoGroup:destroy()
self:StatusLoaded( Client )
OnBoarded = true
end
return OnBoarded
end

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@ -282,6 +282,9 @@ end
-- This method expects EXACTLY the same structure as a structure within the ME, and needs 2 additional fields defined:
-- SpawnCountryID, SpawnCategoryID
-- This method is used by the SPAWN class.
-- @param #DATABASE self
-- @param #table SpawnTemplate
-- @return #DATABASE self
function DATABASE:Spawn( SpawnTemplate )
self:F( SpawnTemplate.name )
@ -330,7 +333,10 @@ function DATABASE:GetStatusGroup( GroupName )
end
end
--- Registers new Group Templates within the DATABASE Object.
--- Private method that registers new Group Templates within the DATABASE Object.
-- @param #DATABASE self
-- @param #table GroupTemplate
-- @return #DATABASE self
function DATABASE:_RegisterGroup( GroupTemplate )
local GroupTemplateName = env.getValueDictByKey(GroupTemplate.name)
@ -339,6 +345,12 @@ function DATABASE:_RegisterGroup( GroupTemplate )
self.Groups[GroupTemplateName] = {}
self.Groups[GroupTemplateName].Status = nil
end
-- Delete the spans from the route, it is not needed and takes memory.
if GroupTemplate.route and GroupTemplate.route.spans then
GroupTemplate.route.spans = nil
end
self.Groups[GroupTemplateName].GroupName = GroupTemplateName
self.Groups[GroupTemplateName].Template = GroupTemplate
self.Groups[GroupTemplateName].groupId = GroupTemplate.groupId

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@ -92,6 +92,18 @@ function GROUP:NewFromDCSUnit( DCSUnit )
return self
end
--- Returns the name of the Group.
-- @param #GROUP self
-- @return #string GroupName
function GROUP:GetName()
local GroupName = self.DCSGroup:getName()
return GroupName
end
--- Retrieve the group mission and allow to place function hooks within the mission waypoint plan.
-- Use the method @{Group#GROUP:WayPointFunction} to define the hook functions for specific waypoints.
-- Use the method @{Group@GROUP:WayPointExecute) to start the execution of the new mission plan.
@ -128,7 +140,12 @@ function GROUP:TaskFunction( WayPoint, WayPointIndex, FunctionString, FunctionAr
local DCSScript = {}
DCSScript[#DCSScript+1] = "local MissionGroup = GROUP.FindGroup( ... ) "
DCSScript[#DCSScript+1] = FunctionString .. "( MissionGroup, " .. table.concat( FunctionArguments, "," ) .. ")"
if FunctionArguments.n > 0 then
DCSScript[#DCSScript+1] = FunctionString .. "( MissionGroup, " .. table.concat( FunctionArguments, "," ) .. ")"
else
DCSScript[#DCSScript+1] = FunctionString .. "( MissionGroup )"
end
DCSTask = self:TaskWrappedAction(
self:CommandDoScript(
@ -594,6 +611,41 @@ function GROUP:TaskWrappedAction( DCSCommand, Index )
return DCSTaskWrappedAction
end
--- Executes a command action
-- @param #GROUP self
-- @param DCSCommand#Command DCSCommand
-- @return #GROUP self
function GROUP:SetCommand( DCSCommand )
self:F( DCSCommand )
local Controller = self:_GetController()
Controller:setCommand( DCSCommand )
return self
end
--- Perform a switch waypoint command
-- @param #GROUP self
-- @param #number FromWayPoint
-- @param #number ToWayPoint
-- @return DCSTask#Task
function GROUP:CommandSwitchWayPoint( FromWayPoint, ToWayPoint, Index )
self:F( { FromWayPoint, ToWayPoint, Index } )
local CommandSwitchWayPoint = {
id = 'SwitchWaypoint',
params = {
fromWaypointIndex = FromWayPoint,
goToWaypointIndex = ToWayPoint,
},
}
self:T( { CommandSwitchWayPoint } )
return CommandSwitchWayPoint
end
--- Orbit at a specified position at a specified alititude during a specified duration with a specified speed.
-- @param #GROUP self
-- @param #Vec2 Point The point to hold the position.
@ -601,7 +653,7 @@ end
-- @param #number Speed The speed flying when holding the position.
-- @return #GROUP self
function GROUP:TaskOrbitCircleAtVec2( Point, Altitude, Speed )
self:F( { self.GroupName, Point, Altitude, Speed } )
self:F( { self.GroupName, Point, Altitude, Speed } )
-- pattern = enum AI.Task.OribtPattern,
-- point = Vec2,
@ -732,8 +784,41 @@ function GROUP:TaskAttackUnit( AttackUnit )
params = { unitId = AttackUnit:GetID(),
expend = AI.Task.WeaponExpend.TWO,
groupAttack = true,
}
}
},
},
self:T( { DCSTask } )
return DCSTask
end
--- Attack a Group.
-- @param #GROUP self
-- @param Group#GROUP AttackGroup The Group to be attacked.
-- @return DCSTask#Task The DCS task structure.
function GROUP:TaskAttackGroup( AttackGroup )
self:F( { self.GroupName, AttackGroup } )
-- AttackGroup = {
-- id = 'AttackGroup',
-- params = {
-- groupId = Group.ID,
-- weaponType = number,
-- expend = enum AI.Task.WeaponExpend,
-- attackQty = number,
-- directionEnabled = boolean,
-- direction = Azimuth,
-- altitudeEnabled = boolean,
-- altitude = Distance,
-- attackQtyLimit = boolean,
-- }
-- }
local DCSTask
DCSTask = { id = 'AttackGroup',
params = { groupId = AttackGroup:GetID(),
expend = AI.Task.WeaponExpend.TWO,
},
},
self:T( { DCSTask } )
return DCSTask

View File

@ -245,3 +245,127 @@ function MENU_CLIENT_COMMAND:Remove()
self.ParentMenu.Menus[self.MenuPath] = nil
return nil
end
--- The MENU_COALITION class
-- @type MENU_COALITION
-- @extends Menu#MENU
MENU_COALITION = {
ClassName = "MENU_COALITION"
}
--- Creates a new coalition menu item
-- @param #MENU_COALITION self
-- @param DCSCoalition#coalition.side MenuCoalition The coalition owning the menu.
-- @param #string MenuText The text for the menu.
-- @param #table ParentMenu The parent menu.
-- @return #MENU_COALITION self
function MENU_COALITION:New( MenuCoalition, MenuText, ParentMenu )
-- Arrange meta tables
local MenuParentPath = {}
if ParentMenu ~= nil then
MenuParentPath = ParentMenu.MenuPath
end
local self = BASE:Inherit( self, MENU:New( MenuText, MenuParentPath ) )
self:F( { MenuCoalition, MenuText, ParentMenu } )
self.MenuCoalition = MenuCoalition
self.MenuParentPath = MenuParentPath
self.MenuText = MenuText
self.ParentMenu = ParentMenu
self.Menus = {}
self:T( { MenuParentPath, MenuText } )
self.MenuPath = missionCommands.addSubMenuForCoalition( self.MenuCoalition, MenuText, MenuParentPath )
self:T( { self.MenuPath } )
if ParentMenu and ParentMenu.Menus then
ParentMenu.Menus[self.MenuPath] = self
end
return self
end
--- Removes the sub menus recursively of this MENU_COALITION.
-- @param #MENU_COALITION self
-- @return #MENU_COALITION self
function MENU_COALITION:RemoveSubMenus()
self:F( self.MenuPath )
for MenuID, Menu in pairs( self.Menus ) do
Menu:Remove()
end
end
--- Removes the sub menus recursively of this MENU_COALITION.
-- @param #MENU_COALITION self
-- @return #MENU_COALITION self
function MENU_COALITION:Remove()
self:F( self.MenuPath )
self:RemoveSubMenus()
missionCommands.removeItemForCoalition( self.MenuCoalition, self.MenuPath )
self.ParentMenu.Menus[self.MenuPath] = nil
return nil
end
--- The MENU_COALITION_COMMAND class
-- @type MENU_COALITION_COMMAND
-- @extends Menu#MENU
MENU_COALITION_COMMAND = {
ClassName = "MENU_COALITION_COMMAND"
}
--- Creates a new radio command item for a group
-- @param #MENU_COALITION_COMMAND self
-- @param DCSCoalition#coalition.side MenuCoalition The coalition owning the menu.
-- @param MenuText The text for the menu.
-- @param ParentMenu The parent menu.
-- @param CommandMenuFunction A function that is called when the menu key is pressed.
-- @param CommandMenuArgument An argument for the function.
-- @return #MENU_COALITION_COMMAND self
function MENU_COALITION_COMMAND:New( MenuCoalition, MenuText, ParentMenu, CommandMenuFunction, CommandMenuArgument )
-- Arrange meta tables
local MenuParentPath = {}
if ParentMenu ~= nil then
MenuParentPath = ParentMenu.MenuPath
end
local self = BASE:Inherit( self, MENU:New( MenuText, MenuParentPath ) )
self.MenuCoalition = MenuCoalition
self.MenuParentPath = MenuParentPath
self.MenuText = MenuText
self.ParentMenu = ParentMenu
self:T( { MenuParentPath, MenuText, CommandMenuFunction, CommandMenuArgument } )
self.MenuPath = missionCommands.addCommandForCoalition( self.MenuCoalition, MenuText, MenuParentPath, CommandMenuFunction, CommandMenuArgument )
self.CommandMenuFunction = CommandMenuFunction
self.CommandMenuArgument = CommandMenuArgument
ParentMenu.Menus[self.MenuPath] = self
return self
end
--- Removes a radio command item for a coalition
-- @param #MENU_COALITION_COMMAND self
-- @return #MENU_COALITION_COMMAND self
function MENU_COALITION_COMMAND:Remove()
self:F( self.MenuPath )
missionCommands.removeItemForCoalition( self.MenuCoalition, self.MenuPath )
self.ParentMenu.Menus[self.MenuPath] = nil
return nil
end

View File

@ -3,7 +3,7 @@
-- @author FlightControl
Include.File( "Client" )
Include.File( "TimeTrigger" )
Include.File( "Scheduler" )
--- The MISSILETRAINER class
-- @type MISSILETRAINER
@ -13,7 +13,7 @@ MISSILETRAINER = {
}
--- Creates the main object which is handling missile tracking.
-- When a missile is fired a TIMETRIGGER is set off that follows the missile. When near a certain a client player, the missile will be destroyed.
-- 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
-- @param #number Distance The distance in meters when a tracked missile needs to be destroyed when close to a player.
-- @return #MISSILETRAINER
@ -21,8 +21,8 @@ function MISSILETRAINER:New( Distance )
local self = BASE:Inherit( self, BASE:New() )
self:F( Distance )
self.TimeTriggers = {}
self.TimeTriggerID = 0
self.Schedulers = {}
self.SchedulerID = 0
self.Distance = Distance
@ -52,7 +52,7 @@ function MISSILETRAINER:_EventShot( Event )
self:T( TrainerTargetSkill )
if TrainerTargetSkill == "Client" or TrainerTargetSkill == "Player" then
self.TimeTriggers[#self.TimeTriggers+1] = TIMETRIGGER:New( self, self._FollowMissile, { TrainerSourceDCSUnit, TrainerWeapon, TrainerTargetDCSUnit }, 0.5, 0.05, 0 )
self.Schedulers[#self.Schedulers+1] = SCHEDULER:New( self, self._FollowMissile, { TrainerSourceDCSUnit, TrainerWeapon, TrainerTargetDCSUnit }, 0.5, 0.05, 0 )
end
end

View File

@ -474,7 +474,9 @@ function MISSIONSCHEDULER.Scheduler()
if Mission.GoalFunction ~= nil then
Mission.GoalFunction( Mission, Client )
end
_DATABASE:_AddMissionTaskScore( Client:GetClientGroupDCSUnit(), Mission.Name, 25 )
if MISSIONSCHEDULER.Scoring then
MISSIONSCHEDULER.Scoring:_AddMissionTaskScore( Client:GetClientGroupDCSUnit(), Mission.Name, 25 )
end
-- if not Mission:IsCompleted() then
-- end

View File

@ -31,7 +31,7 @@ function PICKUPTASK:New( CargoType, OnBoardSide )
self.CargoType = CargoType
self.GoalVerb = CargoType .. " " .. self.GoalVerb
self.OnBoardSide = OnBoardSide
self.IsLandingRequired = false -- required to decide whether the client needs to land or not
self.IsLandingRequired = true -- required to decide whether the client needs to land or not
self.IsSlingLoad = false -- Indicates whether the cargo is a sling load cargo
self.Stages = { STAGE_CARGO_INIT:New(), STAGE_CARGO_LOAD:New(), STAGEBRIEF:New(), STAGESTART:New(), STAGEROUTE:New(), STAGELANDING:New(), STAGELANDED:New(), STAGELOAD:New(), STAGEDONE:New() }
self.SetStage( self, 1 )

View File

@ -1524,6 +1524,47 @@ function routines.IsUnitInZones( TransportUnit, LandingZones )
end
end
function routines.IsUnitNearZonesRadius( TransportUnit, LandingZones, ZoneRadius )
--trace.f("", "routines.IsUnitInZones" )
local TransportZoneResult = nil
local TransportZonePos = nil
local TransportZone = nil
-- fill-up some local variables to support further calculations to determine location of units within the zone.
if TransportUnit then
local TransportUnitPos = TransportUnit:getPosition().p
if type( LandingZones ) == "table" then
for LandingZoneID, LandingZoneName in pairs( LandingZones ) do
TransportZone = trigger.misc.getZone( LandingZoneName )
if TransportZone then
TransportZonePos = {radius = TransportZone.radius, x = TransportZone.point.x, y = TransportZone.point.y, z = TransportZone.point.z}
if ((( TransportUnitPos.x - TransportZonePos.x)^2 + (TransportUnitPos.z - TransportZonePos.z)^2)^0.5 <= ZoneRadius ) then
TransportZoneResult = LandingZoneID
break
end
end
end
else
TransportZone = trigger.misc.getZone( LandingZones )
TransportZonePos = {radius = TransportZone.radius, x = TransportZone.point.x, y = TransportZone.point.y, z = TransportZone.point.z}
if ((( TransportUnitPos.x - TransportZonePos.x)^2 + (TransportUnitPos.z - TransportZonePos.z)^2)^0.5 <= ZoneRadius ) then
TransportZoneResult = 1
end
end
if TransportZoneResult then
--trace.i( "routines", "TransportZone:" .. TransportZoneResult )
else
--trace.i( "routines", "TransportZone:nil logic" )
end
return TransportZoneResult
else
--trace.i( "routines", "TransportZone:nil hard" )
return nil
end
end
function routines.IsStaticInZones( TransportStatic, LandingZones )
--trace.f()

114
Moose/Scheduler.lua Normal file
View File

@ -0,0 +1,114 @@
--- Models time events calling event handing functions.
-- @module Scheduler
-- @author FlightControl
Include.File( "Routines" )
Include.File( "Base" )
Include.File( "Cargo" )
Include.File( "Message" )
--- The SCHEDULER class
-- @type SCHEDULER
-- @extends Base#BASE
SCHEDULER = {
ClassName = "SCHEDULER",
}
--- SCHEDULER constructor.
-- @param #SCHEDULER self
-- @param #table TimeEventObject
-- @param #function TimeEventFunction
-- @param #table TimeEventFunctionArguments
-- @param #number StartSeconds
-- @param #number RepeatSecondsInterval
-- @param #number RandomizationFactor
-- @param #number StopSeconds
-- @return #SCHEDULER
function SCHEDULER:New( TimeEventObject, TimeEventFunction, TimeEventFunctionArguments, StartSeconds, RepeatSecondsInterval, RandomizationFactor, StopSeconds )
local self = BASE:Inherit( self, BASE:New() )
self:F( { TimeEventObject, TimeEventFunction, TimeEventFunctionArguments, StartSeconds, RepeatSecondsInterval, RandomizationFactor, StopSeconds } )
self.TimeEventObject = TimeEventObject
self.TimeEventFunction = TimeEventFunction
self.TimeEventFunctionArguments = TimeEventFunctionArguments
self.StartSeconds = StartSeconds
if RepeatSecondsInterval then
self.RepeatSecondsInterval = RepeatSecondsInterval
else
self.RepeatSecondsInterval = 0
end
if RandomizationFactor then
self.RandomizationFactor = RandomizationFactor
else
self.RandomizationFactor = 0
end
if StopSeconds then
self.StopSeconds = StopSeconds
end
self.Repeat = false
self.StartTime = timer.getTime()
self:Start()
return self
end
function SCHEDULER:Scheduler()
self:F( self.TimeEventFunctionArguments )
local ErrorHandler = function( errmsg )
env.info( "Error in SCHEDULER function:" .. errmsg )
env.info( debug.traceback() )
return errmsg
end
local Status, Result
if self.TimeEventObject then
Status, Result = xpcall( function() return self.TimeEventFunction( self.TimeEventObject, unpack( self.TimeEventFunctionArguments ) ) end, ErrorHandler )
else
Status, Result = xpcall( function() return self.TimeEventFunction( unpack( self.TimeEventFunctionArguments ) ) end, ErrorHandler )
end
self:T( { Status, Result } )
if Status and Status == true and Result and Result == true then
if self.Repeat and ( not self.StopSeconds or ( self.StopSeconds and timer.getTime() <= self.StartTime + self.StopSeconds ) ) then
timer.scheduleFunction(
self.Scheduler,
self,
timer.getTime() + self.RepeatSecondsInterval + math.random( - ( self.RandomizationFactor * self.RepeatSecondsInterval / 2 ), ( self.RandomizationFactor * self.RepeatSecondsInterval / 2 ) ) + 0.01
)
end
end
end
function SCHEDULER:Start()
self:F( self.TimeEventObject )
self.Repeat = true
timer.scheduleFunction( self.Scheduler, self, timer.getTime() + self.StartSeconds + .01 )
return self
end
function SCHEDULER:Stop()
self:F( self.TimeEventObject )
self.Repeat = false
end

View File

@ -197,7 +197,7 @@ end
function SCORING:_AddPlayerFromUnit( UnitData )
self:F( UnitData )
if UnitData:isExist() then
if UnitData and UnitData:isExist() then
local UnitName = UnitData:getName()
local PlayerName = UnitData:getPlayerName()
local UnitDesc = UnitData:getDesc()
@ -324,7 +324,7 @@ function SCORING:_EventOnHit( Event )
local InitUnitName = ""
local InitGroup = nil
local InitGroupName = ""
local InitPlayerName = "dummy"
local InitPlayerName = nil
local InitCoalition = nil
local InitCategory = nil

View File

@ -80,6 +80,7 @@ Include.File( "Database" )
Include.File( "Group" )
Include.File( "Zone" )
Include.File( "Event" )
Include.File( "Scheduler" )
--- SPAWN Class
-- @type SPAWN
@ -323,8 +324,8 @@ function SPAWN:CleanUp( SpawnCleanUpInterval )
self.SpawnCleanUpInterval = SpawnCleanUpInterval
self.SpawnCleanUpTimeStamps = {}
self.CleanUpFunction = routines.scheduleFunction( self._SpawnCleanUpScheduler, { self }, timer.getTime() + 1, SpawnCleanUpInterval )
--self.CleanUpFunction = routines.scheduleFunction( self._SpawnCleanUpScheduler, { self }, timer.getTime() + 1, SpawnCleanUpInterval )
self.CleanUpScheduler = SCHEDULER:New( self, self._SpawnCleanUpScheduler, {}, 1, SpawnCleanUpInterval, 0.2 )
return self
end
@ -456,6 +457,8 @@ function SPAWN:SpawnWithIndex( SpawnIndex )
if self.RepeatOnEngineShutDown then
_EVENTDISPATCHER:OnEngineShutDownForTemplate( self.SpawnGroups[self.SpawnIndex].SpawnTemplate, self._OnEngineShutDown, self )
end
self:T( self.SpawnGroups[self.SpawnIndex].SpawnTemplate )
self.SpawnGroups[self.SpawnIndex].Group = _DATABASE:Spawn( self.SpawnGroups[self.SpawnIndex].SpawnTemplate )
@ -497,23 +500,29 @@ end
function SPAWN:SpawnScheduled( SpawnTime, SpawnTimeVariation )
self:F( { SpawnTime, SpawnTimeVariation } )
self.SpawnCurrentTimer = 0 -- The internal timer counter to trigger a scheduled spawning of SpawnTemplatePrefix.
self.SpawnSetTimer = 0 -- The internal timer value when a scheduled spawning of SpawnTemplatePrefix occurs.
self.AliveFactor = 1 --
self.SpawnLowTimer = 0
self.SpawnHighTimer = 0
if SpawnTime ~= nil and SpawnTimeVariation ~= nil then
self.SpawnLowTimer = SpawnTime - SpawnTime / 2 * SpawnTimeVariation
self.SpawnHighTimer = SpawnTime + SpawnTime / 2 * SpawnTimeVariation
self:SpawnScheduleStart()
self.SpawnScheduler = SCHEDULER:New( self, self._Scheduler, {}, 1, SpawnTime, SpawnTimeVariation )
end
self:T( { self.SpawnLowTimer, self.SpawnHighTimer } )
return self
end
--- Will re-start the spawning scheduler.
-- Note: This function is only required to be called when the schedule was stopped.
function SPAWN:SpawnScheduleStart()
self:F( { self.SpawnTemplatePrefix } )
self.SpawnScheduler:Start()
end
--- Will stop the scheduled spawning scheduler.
function SPAWN:SpawnScheduleStop()
self:F( { self.SpawnTemplatePrefix } )
self.SpawnScheduler:Stop()
end
--- Allows to place a CallFunction hook when a new group spawns.
-- The provided function will be called when a new group is spawned, including its given parameters.
-- The first parameter of the SpawnFunction is the @{Group#GROUP} that was spawned.
@ -535,30 +544,6 @@ end
--- Will start the spawning scheduler.
-- Note: This function is called automatically when @{#SPAWN.Scheduled} is called.
function SPAWN:SpawnScheduleStart()
self:F( { self.SpawnTemplatePrefix } )
--local ClientUnit = #AlivePlayerUnits()
self.AliveFactor = 10 -- ( 10 - ClientUnit ) / 10
if self.SpawnIsScheduled == false then
self.SpawnIsScheduled = true
self.SpawnInit = true
self.SpawnSetTimer = math.random( self.SpawnLowTimer * self.AliveFactor / 10 , self.SpawnHighTimer * self.AliveFactor / 10 )
self.SpawnFunction = routines.scheduleFunction( self._Scheduler, { self }, timer.getTime() + 1, 1 )
end
end
--- Will stop the scheduled spawning scheduler.
function SPAWN:SpawnScheduleStop()
self:F( { self.SpawnTemplatePrefix } )
self.SpawnIsScheduled = false
end
--- Will spawn a group from a hosting unit. This function is mostly advisable to be used if you want to simulate spawning from air units, like helicopters, which are dropping infantry into a defined Landing Zone.
-- Note that each point in the route assigned to the spawning group is reset to the point of the spawn.
@ -587,6 +572,9 @@ function SPAWN:SpawnFromUnit( HostUnit, OuterRadius, InnerRadius, SpawnIndex )
if SpawnTemplate then
local UnitPoint = HostUnit:GetPointVec2()
self:T( { "Current point of ", self.SpawnTemplatePrefix, UnitPoint } )
--for PointID, Point in pairs( SpawnTemplate.route.points ) do
--Point.x = UnitPoint.x
--Point.y = UnitPoint.y
@ -594,9 +582,6 @@ function SPAWN:SpawnFromUnit( HostUnit, OuterRadius, InnerRadius, SpawnIndex )
--Point.alt_type = nil
--end
SpawnTemplate.route.points = nil
SpawnTemplate.route.points = {}
SpawnTemplate.route.points[1] = {}
SpawnTemplate.route.points[1].x = UnitPoint.x
SpawnTemplate.route.points[1].y = UnitPoint.y
@ -677,8 +662,9 @@ function SPAWN:SpawnInZone( Zone, ZoneRandomize, SpawnIndex )
-- Apply SpawnFormation
for UnitID = 1, #SpawnTemplate.units do
SpawnTemplate.units[UnitID].x = ZonePoint.x
SpawnTemplate.units[UnitID].y = ZonePoint.y
local ZonePointUnit = Zone:GetRandomPointVec2()
SpawnTemplate.units[UnitID].x = ZonePointUnit.x
SpawnTemplate.units[UnitID].y = ZonePointUnit.y
self:T( 'SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y )
end
@ -907,7 +893,6 @@ function SPAWN:_InitializeSpawnGroups( SpawnIndex )
self.SpawnGroups[SpawnIndex].Visible = false
self.SpawnGroups[SpawnIndex].Spawned = false
self.SpawnGroups[SpawnIndex].UnControlled = false
self.SpawnGroups[SpawnIndex].Spawned = false
self.SpawnGroups[SpawnIndex].SpawnTime = 0
self.SpawnGroups[SpawnIndex].SpawnTemplatePrefix = self.SpawnTemplatePrefix
@ -961,6 +946,9 @@ end
--- Gets the Group Template from the ME environment definition.
-- This method used the @{DATABASE} object, which contains ALL initial and new spawned object in MOOSE.
-- @param #SPAWN self
-- @param #string SpawnTemplatePrefix
-- @return @SPAWN self
function SPAWN:_GetTemplate( SpawnTemplatePrefix )
self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnTemplatePrefix } )
@ -981,6 +969,10 @@ function SPAWN:_GetTemplate( SpawnTemplatePrefix )
end
--- Prepares the new Group Template.
-- @param #SPAWN self
-- @param #string SpawnTemplatePrefix
-- @param #number SpawnIndex
-- @return #SPAWN self
function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex )
self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix } )
@ -991,6 +983,7 @@ function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex )
SpawnTemplate.lateActivation = false
if SpawnTemplate.SpawnCategoryID == Group.Category.GROUND then
self:T( "For ground units, visible needs to be false..." )
SpawnTemplate.visible = false
end
@ -1010,7 +1003,7 @@ function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex )
end
--- Internal function randomizing the routes.
--- Private method randomizing the routes.
-- @param #SPAWN self
-- @param #number SpawnIndex The index of the group to be spawned.
-- @return #SPAWN
@ -1034,7 +1027,10 @@ function SPAWN:_RandomizeRoute( SpawnIndex )
return self
end
--- Private method that randomizes the template of the group.
-- @param #SPAWN self
-- @param #number SpawnIndex
-- @return #SPAWN self
function SPAWN:_RandomizeTemplate( SpawnIndex )
self:F( { self.SpawnTemplatePrefix, SpawnIndex } )
@ -1044,6 +1040,7 @@ function SPAWN:_RandomizeTemplate( SpawnIndex )
self.SpawnGroups[SpawnIndex].SpawnTemplate.route = routines.utils.deepCopy( self.SpawnTemplate.route )
self.SpawnGroups[SpawnIndex].SpawnTemplate.x = self.SpawnTemplate.x
self.SpawnGroups[SpawnIndex].SpawnTemplate.y = self.SpawnTemplate.y
self.SpawnGroups[SpawnIndex].SpawnTemplate.start_time = self.SpawnTemplate.start_time
for UnitID = 1, #self.SpawnGroups[SpawnIndex].SpawnTemplate.units do
self.SpawnGroups[SpawnIndex].SpawnTemplate.units[UnitID].heading = self.SpawnTemplate.units[1].heading
end
@ -1226,19 +1223,10 @@ end
function SPAWN:_Scheduler()
self:F( { "_Scheduler", self.SpawnTemplatePrefix, self.SpawnAliasPrefix, self.SpawnIndex, self.SpawnMaxGroups, self.SpawnMaxUnitsAlive } )
if self.SpawnInit or self.SpawnCurrentTimer == self.SpawnSetTimer then
-- Validate if there are still groups left in the batch...
self:Spawn()
self.SpawnInit = false
if self.SpawnIsScheduled == true then
--local ClientUnit = #AlivePlayerUnits()
self.AliveFactor = 1 -- ( 10 - ClientUnit ) / 10
self.SpawnCurrentTimer = 0
self.SpawnSetTimer = math.random( self.SpawnLowTimer * self.AliveFactor , self.SpawnHighTimer * self.AliveFactor )
end
else
self.SpawnCurrentTimer = self.SpawnCurrentTimer + 1
end
-- Validate if there are still groups left in the batch...
self:Spawn()
return true
end
function SPAWN:_SpawnCleanUpScheduler()
@ -1270,4 +1258,6 @@ function SPAWN:_SpawnCleanUpScheduler()
end
return true -- Repeat
end

View File

@ -36,7 +36,7 @@ end
function STAGE:Execute( Mission, Client, Task )
local Valid = true
return Valid
end
@ -46,7 +46,7 @@ end
function STAGE:Validate( Mission, Client, Task )
local Valid = true
return Valid
end
@ -255,7 +255,7 @@ function STAGEROUTE:Validate( Mission, Client, Task )
-- check if the Client is in the landing zone
self:T( Task.LandingZones.LandingZoneNames )
Task.CurrentLandingZoneName = routines.IsUnitInZones( Client:GetClientGroupDCSUnit(), Task.LandingZones.LandingZoneNames )
Task.CurrentLandingZoneName = routines.IsUnitNearZonesRadius( Client:GetClientGroupDCSUnit(), Task.LandingZones.LandingZoneNames, 500 )
if Task.CurrentLandingZoneName then
@ -268,9 +268,11 @@ function STAGEROUTE:Validate( Mission, Client, Task )
end
end
self:T( 1 )
return 1
end
self:T( 0 )
return 0
end
@ -345,8 +347,17 @@ function STAGELANDING:Execute( Mission, Client, Task )
else
HostMessage = "Use the Radio menu and F6 to find the cargo, then fly or land near the cargo and " .. Task.TEXT[1] .. " " .. Task.CargoNames .. "."
end
local Host = "Command"
if Task.HostUnitName then
Host = Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")"
else
if Client:IsMultiSeated() then
Host = "Co-Pilot"
end
end
Client:Message( HostMessage, self.MSG.TIME, Mission.Name .. "/STAGELANDING.EXEC." .. Task.HostUnitName, Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")", 10 )
Client:Message( HostMessage, self.MSG.TIME, Mission.Name .. "/STAGELANDING.EXEC." .. Host, Host, 10 )
end
end
@ -354,7 +365,7 @@ end
function STAGELANDING:Validate( Mission, Client, Task )
self:F()
Task.CurrentLandingZoneName = routines.IsUnitInZones( Client:GetClientGroupDCSUnit(), Task.LandingZones.LandingZoneNames )
Task.CurrentLandingZoneName = routines.IsUnitNearZonesRadius( Client:GetClientGroupDCSUnit(), Task.LandingZones.LandingZoneNames, 500 )
if Task.CurrentLandingZoneName then
-- Client is in de landing zone.
@ -377,14 +388,34 @@ function STAGELANDING:Validate( Mission, Client, Task )
end
Task.Signalled = false
Task:RemoveCargoMenus( Client )
self:T( -1 )
return -1
end
if Task.IsLandingRequired and Client:GetClientGroupDCSUnit():inAir() then
return 0
end
local DCSUnitVelocityVec3 = Client:GetClientGroupDCSUnit():getVelocity()
local DCSUnitVelocity = ( DCSUnitVelocityVec3.x ^2 + DCSUnitVelocityVec3.y ^2 + DCSUnitVelocityVec3.z ^2 ) ^ 0.5
local DCSUnitPointVec3 = Client:GetClientGroupDCSUnit():getPoint()
local LandHeight = land.getHeight( { x = DCSUnitPointVec3.x, y = DCSUnitPointVec3.z } )
local DCSUnitHeight = DCSUnitPointVec3.y - LandHeight
self:T( { Task.IsLandingRequired, Client:GetClientGroupDCSUnit():inAir() } )
if Task.IsLandingRequired and not Client:GetClientGroupDCSUnit():inAir() then
self:T( 1 )
Task.IsInAirTestRequired = true
return 1
end
return 1
self:T( { DCSUnitVelocity, DCSUnitHeight, LandHeight, Task.CurrentCargoZone.SignalHeight } )
if Task.IsLandingRequired and DCSUnitVelocity <= 0.05 and DCSUnitHeight <= Task.CurrentCargoZone.SignalHeight then
self:T( 1 )
Task.IsInAirTestRequired = false
return 1
end
self:T( 0 )
return 0
end
STAGELANDED = {
@ -405,9 +436,20 @@ function STAGELANDED:Execute( Mission, Client, Task )
self:F()
if Task.IsLandingRequired then
Client:Message( 'You have landed within the landing zone. Use the radio menu (F10) to ' .. Task.TEXT[1] .. ' the ' .. Task.CargoType .. '.',
self.MSG.TIME, Mission.Name .. "/STAGELANDED.EXEC." .. Task.HostUnitName, Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")" )
if not self.MenusAdded then
local Host = "Command"
if Task.HostUnitName then
Host = Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")"
else
if Client:IsMultiSeated() then
Host = "Co-Pilot"
end
end
Client:Message( 'You have landed within the landing zone. Use the radio menu (F10) to ' .. Task.TEXT[1] .. ' the ' .. Task.CargoType .. '.',
self.MSG.TIME, Mission.Name .. "/STAGELANDED.EXEC" .. Host, Host )
if not self.MenusAdded then
Task.Cargo = nil
Task:RemoveCargoMenus( Client )
Task:AddCargoMenus( Client, CARGOS, 250 )
@ -420,26 +462,44 @@ end
function STAGELANDED:Validate( Mission, Client, Task )
self:F()
if not routines.IsUnitInZones( Client:GetClientGroupDCSUnit(), Task.CurrentLandingZoneName ) then
if not routines.IsUnitNearZonesRadius( Client:GetClientGroupDCSUnit(), Task.CurrentLandingZoneName, 500 ) then
self:T( "Client is not anymore in the landing zone, go back to stage Route, and remove cargo menus." )
Task.Signalled = false
Task:RemoveCargoMenus( Client )
self:T( -2 )
return -2
end
local DCSUnitVelocityVec3 = Client:GetClientGroupDCSUnit():getVelocity()
local DCSUnitVelocity = ( DCSUnitVelocityVec3.x ^2 + DCSUnitVelocityVec3.y ^2 + DCSUnitVelocityVec3.z ^2 ) ^ 0.5
if Task.IsLandingRequired and Client:GetClientGroupDCSUnit():inAir() then
self:T( "Client went back in the air. Go back to stage Landing." )
Task.Signalled = false
return -1
end
local DCSUnitPointVec3 = Client:GetClientGroupDCSUnit():getPoint()
local LandHeight = land.getHeight( { x = DCSUnitPointVec3.x, y = DCSUnitPointVec3.z } )
local DCSUnitHeight = DCSUnitPointVec3.y - LandHeight
self:T( { Task.IsLandingRequired, Client:GetClientGroupDCSUnit():inAir() } )
if Task.IsLandingRequired and Task.IsInAirTestRequired == true and Client:GetClientGroupDCSUnit():inAir() then
self:T( "Client went back in the air. Go back to stage Landing." )
self:T( -1 )
return -1
end
self:T( { DCSUnitVelocity, DCSUnitHeight, LandHeight, Task.CurrentCargoZone.SignalHeight } )
if Task.IsLandingRequired and Task.IsInAirTestRequired == false and DCSUnitVelocity >= 2 and DCSUnitHeight >= Task.CurrentCargoZone.SignalHeight then
self:T( "It seems the Client went back in the air and over the boundary limits. Go back to stage Landing." )
self:T( -1 )
return -1
end
-- Wait until cargo is selected from the menu.
if Task.IsLandingRequired then
if not Task.Cargo then
self:T( 0 )
return 0
end
end
self:T( 1 )
return 1
end
@ -503,7 +563,7 @@ function STAGEUNLOAD:Validate( Mission, Client, Task )
self:F()
env.info( 'STAGEUNLOAD:Validate()' )
if routines.IsUnitInZones( Client:GetClientGroupDCSUnit(), Task.CurrentLandingZoneName ) then
if routines.IsUnitNearZonesRadius( Client:GetClientGroupDCSUnit(), Task.CurrentLandingZoneName, 500 ) then
else
Task.ExecuteStage = _TransportExecuteStage.FAILED
Task:RemoveCargoMenus( Client )
@ -562,10 +622,21 @@ function STAGELOAD:Execute( Mission, Client, Task )
self:F()
if not Task.IsSlingLoad then
local Host = "Command"
if Task.HostUnitName then
Host = Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")"
else
if Client:IsMultiSeated() then
Host = "Co-Pilot"
end
end
Client:Message( 'The ' .. Task.CargoType .. ' are being ' .. Task.TEXT[2] .. ' within the landing zone. Wait until the helicopter is ' .. Task.TEXT[3] .. '.',
_TransportStageMsgTime.EXECUTING, Mission.Name .. "/STAGELOAD.EXEC." .. Task.HostUnitName, Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")" )
_TransportStageMsgTime.EXECUTING, Mission.Name .. "/STAGELOAD.EXEC." .. Host, Host )
-- Route the cargo to the Carrier
Task.Cargo:OnBoard( Client, Task.CurrentCargoZone, Task.OnBoardSide )
Task.ExecuteStage = _TransportExecuteStage.EXECUTING
else
@ -578,6 +649,14 @@ function STAGELOAD:Executing( Mission, Client, Task )
-- If the Cargo is ready to be loaded, load it into the Client.
local Host = "Command"
if Task.HostUnitName then
Host = Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")"
else
if Client:IsMultiSeated() then
Host = "Co-Pilot"
end
end
if not Task.IsSlingLoad then
self:T( Task.Cargo.CargoName)
@ -589,14 +668,14 @@ function STAGELOAD:Executing( Mission, Client, Task )
-- Message to the pilot that cargo has been loaded.
Client:Message( "The cargo " .. Task.Cargo.CargoName .. " has been loaded in our helicopter.",
20, Mission.Name .. "/STAGELANDING.LOADING1." .. Task.HostUnitName, Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")" )
20, Mission.Name .. "/STAGELANDING.LOADING1." .. Host, Host )
Task.ExecuteStage = _TransportExecuteStage.SUCCESS
Client:ShowCargo()
end
else
Client:Message( "Hook the " .. Task.CargoNames .. " onto the helicopter " .. Task.TEXT[3] .. " within the landing zone.",
_TransportStageMsgTime.EXECUTING, Mission.Name .. "/STAGELOAD.LOADING.1." .. Task.HostUnitName, Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")", 10 )
_TransportStageMsgTime.EXECUTING, Mission.Name .. "/STAGELOAD.LOADING.1." .. Host, Host , 10 )
for CargoID, Cargo in pairs( CARGOS ) do
self:T( "Cargo.CargoName = " .. Cargo.CargoName )
@ -612,7 +691,7 @@ function STAGELOAD:Executing( Mission, Client, Task )
Cargo:StatusLoaded()
Task.Cargo = Cargo
Client:Message( 'The Cargo has been successfully hooked onto the helicopter and is now being sling loaded. Fly outside the landing zone.',
self.MSG.TIME, Mission.Name .. "/STAGELANDING.LOADING.2." .. Task.HostUnitName, Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")" )
self.MSG.TIME, Mission.Name .. "/STAGELANDING.LOADING.2." .. Host, Host )
Task.ExecuteStage = _TransportExecuteStage.SUCCESS
break
end
@ -630,32 +709,61 @@ function STAGELOAD:Validate( Mission, Client, Task )
self:T( "Task.CurrentLandingZoneName = " .. Task.CurrentLandingZoneName )
local Host = "Command"
if Task.HostUnitName then
Host = Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")"
else
if Client:IsMultiSeated() then
Host = "Co-Pilot"
end
end
if not Task.IsSlingLoad then
if not routines.IsUnitInZones( Client:GetClientGroupDCSUnit(), Task.CurrentLandingZoneName ) then
if not routines.IsUnitNearZonesRadius( Client:GetClientGroupDCSUnit(), Task.CurrentLandingZoneName, 500 ) then
Task:RemoveCargoMenus( Client )
Task.ExecuteStage = _TransportExecuteStage.FAILED
Task.CargoName = nil
Client:Message( "The " .. Task.CargoType .. " loading has been aborted. You flew outside the pick-up zone while loading. ",
self.MSG.TIME, Mission.Name .. "/STAGELANDING.VALIDATE.1." .. Task.HostUnitName, Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")" )
self.MSG.TIME, Mission.Name .. "/STAGELANDING.VALIDATE.1." .. Host, Host )
self:T( -1 )
return -1
end
if not Client:GetClientGroupDCSUnit():inAir() then
else
-- The carrier is back in the air, undo the loading process.
Task:RemoveCargoMenus( Client )
Task.ExecuteStage = _TransportExecuteStage.NONE
Task.CargoName = nil
Client:Message( "The " .. Task.CargoType .. " loading has been aborted. Re-start the " .. Task.TEXT[3] .. " process. Don't fly outside the pick-up zone.",
self.MSG.TIME, Mission.Name .. "/STAGELANDING.VALIDATE.2." .. Task.HostUnitName, Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")" )
return -1
end
local DCSUnitVelocityVec3 = Client:GetClientGroupDCSUnit():getVelocity()
local DCSUnitVelocity = ( DCSUnitVelocityVec3.x ^2 + DCSUnitVelocityVec3.y ^2 + DCSUnitVelocityVec3.z ^2 ) ^ 0.5
local DCSUnitPointVec3 = Client:GetClientGroupDCSUnit():getPoint()
local LandHeight = land.getHeight( { x = DCSUnitPointVec3.x, y = DCSUnitPointVec3.z } )
local DCSUnitHeight = DCSUnitPointVec3.y - LandHeight
self:T( { Task.IsLandingRequired, Client:GetClientGroupDCSUnit():inAir() } )
if Task.IsLandingRequired and Task.IsInAirTestRequired == true and Client:GetClientGroupDCSUnit():inAir() then
Task:RemoveCargoMenus( Client )
Task.ExecuteStage = _TransportExecuteStage.FAILED
Task.CargoName = nil
Client:Message( "The " .. Task.CargoType .. " loading has been aborted. Re-start the " .. Task.TEXT[3] .. " process. Don't fly outside the pick-up zone.",
self.MSG.TIME, Mission.Name .. "/STAGELANDING.VALIDATE.1." .. Host, Host )
self:T( -1 )
return -1
end
self:T( { DCSUnitVelocity, DCSUnitHeight, LandHeight, Task.CurrentCargoZone.SignalHeight } )
if Task.IsLandingRequired and Task.IsInAirTestRequired == false and DCSUnitVelocity >= 2 and DCSUnitHeight >= Task.CurrentCargoZone.SignalHeight then
Task:RemoveCargoMenus( Client )
Task.ExecuteStage = _TransportExecuteStage.FAILED
Task.CargoName = nil
Client:Message( "The " .. Task.CargoType .. " loading has been aborted. Re-start the " .. Task.TEXT[3] .. " process. Don't fly outside the pick-up zone.",
self.MSG.TIME, Mission.Name .. "/STAGELANDING.VALIDATE.1." .. Host, Host )
self:T( -1 )
return -1
end
if Task.ExecuteStage == _TransportExecuteStage.SUCCESS then
Task:RemoveCargoMenus( Client )
Client:Message( "Good Job. The " .. Task.CargoType .. " has been sucessfully " .. Task.TEXT[3] .. " within the landing zone.",
self.MSG.TIME, Mission.Name .. "/STAGELANDING.VALIDATE.3." .. Task.HostUnitName, Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")" )
self.MSG.TIME, Mission.Name .. "/STAGELANDING.VALIDATE.3." .. Host, Host )
Task.MissionTask:AddGoalCompletion( Task.MissionTask.GoalVerb, Task.CargoName, 1 )
self:T( 1 )
return 1
end
@ -664,8 +772,9 @@ function STAGELOAD:Validate( Mission, Client, Task )
CargoStatic = StaticObject.getByName( Task.Cargo.CargoStaticName )
if CargoStatic and not routines.IsStaticInZones( CargoStatic, Task.CurrentLandingZoneName ) then
Client:Message( "Good Job. The " .. Task.CargoType .. " has been sucessfully " .. Task.TEXT[3] .. " and flown outside of the landing zone.",
self.MSG.TIME, Mission.Name .. "/STAGELANDING.VALIDATE.4." .. Task.HostUnitName, Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")" )
self.MSG.TIME, Mission.Name .. "/STAGELANDING.VALIDATE.4." .. Host, Host )
Task.MissionTask:AddGoalCompletion( Task.MissionTask.GoalVerb, Task.Cargo.CargoName, 1 )
self:T( 1 )
return 1
end
end
@ -673,6 +782,7 @@ function STAGELOAD:Validate( Mission, Client, Task )
end
self:T( 0 )
return 0
end

View File

@ -1,84 +0,0 @@
--- Models time events calling event handing functions.
-- @module TimeTrigger
-- @author FlightControl
Include.File( "Routines" )
Include.File( "Base" )
Include.File( "Cargo" )
Include.File( "Message" )
--- The TIMETRIGGER class
-- @type TIMETRIGGER
-- @extends Base#BASE
TIMETRIGGER = {
ClassName = "TIMETRIGGER",
}
--- TIMETRIGGER constructor.
-- @param #TIMETRIGGER self
-- @param #function TimeEventFunction
-- @param #table TimeEventFunctionArguments
-- @param #number StartSeconds
-- @param #number RepeatSecondsInterval
-- @param #number RandomizationFactor
-- @param #number StopSeconds
-- @return #TIMETRIGGER
function TIMETRIGGER:New( TimeEventObject, TimeEventFunction, TimeEventFunctionArguments, StartSeconds, RepeatSecondsInterval, RandomizationFactor, StopSeconds )
local self = BASE:Inherit( self, BASE:New() )
self:F( { TimeEventObject, TimeEventFunction, TimeEventFunctionArguments, StartSeconds, RepeatSecondsInterval, RandomizationFactor, StopSeconds } )
self.TimeEventObject = TimeEventObject
self.TimeEventFunction = TimeEventFunction
self.TimeEventFunctionArguments = TimeEventFunctionArguments
self.StartSeconds = StartSeconds
if RepeatSecondsInterval then
self.RepeatSecondsInterval = RepeatSecondsInterval
else
self.RepeatSecondsInterval = 0
end
if RandomizationFactor then
self.RandomizationFactor = RandomizationFactor
else
self.RandomizationFactor = 0
end
if StopSeconds then
self.StopSeconds = StopSeconds
end
self.StartTime = timer.getTime()
self:T("Calling function" .. timer.getTime() + self.StartSeconds )
timer.scheduleFunction( self.Scheduler, self, timer.getTime() + self.StartSeconds + .01 )
return self
end
function TIMETRIGGER:Scheduler()
self:F( self.TimeEventFunctionArguments )
local Result = self.TimeEventFunction( self.TimeEventObject, unpack( self.TimeEventFunctionArguments ) )
if Result and Result == true then
if not self.StopSeconds or ( self.StopSeconds and timer.getTime() <= self.StartTime + self.StopSeconds ) then
timer.scheduleFunction(
self.Scheduler,
self,
timer.getTime() + self.RepeatSecondsInterval * math.random( self.RandomizationFactor * self.RepeatSecondsInterval ) + 0.01
)
end
end
end

View File

@ -40,6 +40,17 @@ function ZONE:GetPointVec2()
return Point
end
function ZONE:GetPointVec3( Height )
self:F( self.ZoneName )
local Zone = trigger.misc.getZone( self.ZoneName )
local Point = { x = Zone.point.x, y = land.getHeight( self:GetPointVec2() ) + Height, z = Zone.point.z }
self:T( { Zone, Point } )
return Point
end
function ZONE:GetRandomPointVec2()
self:F( self.ZoneName )

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@ -1,60 +0,0 @@
<!DOCTYPE html>
<html lang="en-us">
<head>
<meta charset="UTF-8">
<title>Moose by FlightControl-Master</title>
<meta name="viewport" content="width=device-width, initial-scale=1">
<link rel="stylesheet" type="text/css" href="stylesheets/normalize.css" media="screen">
<link href='https://fonts.googleapis.com/css?family=Open+Sans:400,700' rel='stylesheet' type='text/css'>
<link rel="stylesheet" type="text/css" href="stylesheets/stylesheet.css" media="screen">
<link rel="stylesheet" type="text/css" href="stylesheets/github-light.css" media="screen">
</head>
<body>
<section class="page-header">
<h1 class="project-name">Moose</h1>
<h2 class="project-tagline">Mission Object Oriented Scripting Environment (MOOSE) for lua mission scripting design in DCS World</h2>
<a href="https://github.com/FlightControl-Master/MOOSE" class="btn">View on GitHub</a>
<a href="https://github.com/FlightControl-Master/MOOSE/zipball/master" class="btn">Download .zip</a>
<a href="https://github.com/FlightControl-Master/MOOSE/tarball/master" class="btn">Download .tar.gz</a>
</section>
<section class="main-content">
<h1>
<a id="context" class="anchor" href="#context" aria-hidden="true"><span aria-hidden="true" class="octicon octicon-link"></span></a>Context</h1>
<p>A development has been ongoing for a while now, which allows to create missions quickly using an Object Oriented Framework developed in lua.
MOOSE is currently still in alpha version, but will evolve over time. Right now, it has been updated to work with DCS world 1.5.</p>
<p>MOOSE is a <strong>M</strong>ission <strong>O</strong>bject <strong>O</strong>riented <strong>S</strong>cripting <strong>E</strong>nvironment, and is meant for mission designers and mission hosters. It allows to quickly setup complex missions using pre-scripted scenarios using the available classes within the framework.</p>
<p>You can find the source of MOOSE here on GITHUB. It is free for download:
<a href="https://github.com/FlightControl-Master/MOOSE/">https://github.com/FlightControl-Master/MOOSE/</a></p>
<h1>
<a id="goals" class="anchor" href="#goals" aria-hidden="true"><span aria-hidden="true" class="octicon octicon-link"></span></a>Goals</h1>
<p>The goal of MOOSE is to allow mission designers to enhance their scripting with mission orchestration objects, which can be instantiated from defined classes within the framework. This will allow to write mission scripts with minimal code embedded. Of course, the richness of the framework will determine the richness of the misson scenarios. We can expect that MOOSE will evolve over time, as more missions will be designed within the framework.</p>
<h1>
<a id="classes" class="anchor" href="#classes" aria-hidden="true"><span aria-hidden="true" class="octicon octicon-link"></span></a>Classes</h1>
<p>The following classes are currently embedded within MOOSE:</p>
<ul>
<li><p><a href="Documentation/Base.html">BASE</a>: The main class from which all MOOSE classes are derived from. The BASE class contains essential functions to support inheritance and MOOSE object execution tracing (logging within the DCS.log file in the saved games folder of the user).</p></li>
<li><p><a href="Documentation/DATABASE.html">DATABASE</a>: Create sets of units (and groups) upon defined filter criteria. These sets can be used to iterate the DATABASE calling a defined function for each unit (or group).</p></li>
<li><p><a href="Documentation/Spawn.html">SPAWN</a>: Spawn new groups (and units) during mission execution.</p></li>
<li><p><a href="Documentation/Escort.html">ESCORT</a>: Makes groups consisting of helicopters, airplanes, ground troops or ships within a mission joining your flight. You can control these groups through the ratio menu during your flight. Available commands are around: Navigation, Position Hold, Reporting (Target Detection), Attacking, Assisted Attacks, ROE, Evasion, Mission Execution and more ...</p></li>
</ul>
<footer class="site-footer">
<span class="site-footer-owner"><a href="https://github.com/FlightControl-Master/MOOSE">Moose</a> is maintained by <a href="https://github.com/FlightControl-Master">FlightControl-Master</a>.</span>
<span class="site-footer-credits">This page was generated by <a href="https://pages.github.com">GitHub Pages</a> using the <a href="https://github.com/jasonlong/cayman-theme">Cayman theme</a> by <a href="https://twitter.com/jasonlong">Jason Long</a>.</span>
</footer>
</section>
</body>
</html>

View File

@ -1 +0,0 @@
console.log('This would be the main JS file.');

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@ -1,6 +0,0 @@
{
"name": "Moose",
"tagline": "Mission Object Oriented Scripting Environment (MOOSE) for lua mission scripting design in DCS World",
"body": "# Context\r\n\r\nA development has been ongoing for a while now, which allows to create missions quickly using an Object Oriented Framework developed in lua.\r\nMOOSE is currently still in alpha version, but will evolve over time. Right now, it has been updated to work with DCS world 1.5.\r\n\r\nMOOSE is a **M**ission **O**bject **O**riented **S**cripting **E**nvironment, and is meant for mission designers and mission hosters. It allows to quickly setup complex missions using pre-scripted scenarios using the available classes within the framework.\r\n\r\nYou can find the source of MOOSE here on GITHUB. It is free for download: \r\nhttps://github.com/FlightControl-Master/MOOSE/\r\n\r\n# Goals\r\n\r\nThe goal of MOOSE is to allow mission designers to enhance their scripting with mission orchestration objects, which can be instantiated from defined classes within the framework. This will allow to write mission scripts with minimal code embedded. Of course, the richness of the framework will determine the richness of the misson scenarios. We can expect that MOOSE will evolve over time, as more missions will be designed within the framework.\r\n\r\n# Classes\r\n\r\nThe following classes are currently embedded within MOOSE:\r\n\r\n* [BASE](Documentation/Base.html): The main class from which all MOOSE classes are derived from. The BASE class contains essential functions to support inheritance and MOOSE object execution tracing (logging within the DCS.log file in the saved games folder of the user).\r\n\r\n* [DATABASE](Documentation/DATABASE.html): Create sets of units (and groups) upon defined filter criteria. These sets can be used to iterate the DATABASE calling a defined function for each unit (or group).\r\n\r\n* [SPAWN](Documentation/Spawn.html): Spawn new groups (and units) during mission execution.\r\n\r\n* [ESCORT](Documentation/Escort.html): Makes groups consisting of helicopters, airplanes, ground troops or ships within a mission joining your flight. You can control these groups through the ratio menu during your flight. Available commands are around: Navigation, Position Hold, Reporting (Target Detection), Attacking, Assisted Attacks, ROE, Evasion, Mission Execution and more ...\r\n\r\n",
"note": "Don't delete this file! It's used internally to help with page regeneration."
}

View File

@ -1,124 +0,0 @@
/*
The MIT License (MIT)
Copyright (c) 2015 GitHub, Inc.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
.pl-c /* comment */ {
color: #969896;
}
.pl-c1 /* constant, markup.raw, meta.diff.header, meta.module-reference, meta.property-name, support, support.constant, support.variable, variable.other.constant */,
.pl-s .pl-v /* string variable */ {
color: #0086b3;
}
.pl-e /* entity */,
.pl-en /* entity.name */ {
color: #795da3;
}
.pl-s .pl-s1 /* string source */,
.pl-smi /* storage.modifier.import, storage.modifier.package, storage.type.java, variable.other, variable.parameter.function */ {
color: #333;
}
.pl-ent /* entity.name.tag */ {
color: #63a35c;
}
.pl-k /* keyword, storage, storage.type */ {
color: #a71d5d;
}
.pl-pds /* punctuation.definition.string, string.regexp.character-class */,
.pl-s /* string */,
.pl-s .pl-pse .pl-s1 /* string punctuation.section.embedded source */,
.pl-sr /* string.regexp */,
.pl-sr .pl-cce /* string.regexp constant.character.escape */,
.pl-sr .pl-sra /* string.regexp string.regexp.arbitrary-repitition */,
.pl-sr .pl-sre /* string.regexp source.ruby.embedded */ {
color: #183691;
}
.pl-v /* variable */ {
color: #ed6a43;
}
.pl-id /* invalid.deprecated */ {
color: #b52a1d;
}
.pl-ii /* invalid.illegal */ {
background-color: #b52a1d;
color: #f8f8f8;
}
.pl-sr .pl-cce /* string.regexp constant.character.escape */ {
color: #63a35c;
font-weight: bold;
}
.pl-ml /* markup.list */ {
color: #693a17;
}
.pl-mh /* markup.heading */,
.pl-mh .pl-en /* markup.heading entity.name */,
.pl-ms /* meta.separator */ {
color: #1d3e81;
font-weight: bold;
}
.pl-mq /* markup.quote */ {
color: #008080;
}
.pl-mi /* markup.italic */ {
color: #333;
font-style: italic;
}
.pl-mb /* markup.bold */ {
color: #333;
font-weight: bold;
}
.pl-md /* markup.deleted, meta.diff.header.from-file */ {
background-color: #ffecec;
color: #bd2c00;
}
.pl-mi1 /* markup.inserted, meta.diff.header.to-file */ {
background-color: #eaffea;
color: #55a532;
}
.pl-mdr /* meta.diff.range */ {
color: #795da3;
font-weight: bold;
}
.pl-mo /* meta.output */ {
color: #1d3e81;
}

View File

@ -1,424 +0,0 @@
/*! normalize.css v3.0.2 | MIT License | git.io/normalize */
/**
* 1. Set default font family to sans-serif.
* 2. Prevent iOS text size adjust after orientation change, without disabling
* user zoom.
*/
html {
font-family: sans-serif; /* 1 */
-ms-text-size-adjust: 100%; /* 2 */
-webkit-text-size-adjust: 100%; /* 2 */
}
/**
* Remove default margin.
*/
body {
margin: 0;
}
/* HTML5 display definitions
========================================================================== */
/**
* Correct `block` display not defined for any HTML5 element in IE 8/9.
* Correct `block` display not defined for `details` or `summary` in IE 10/11
* and Firefox.
* Correct `block` display not defined for `main` in IE 11.
*/
article,
aside,
details,
figcaption,
figure,
footer,
header,
hgroup,
main,
menu,
nav,
section,
summary {
display: block;
}
/**
* 1. Correct `inline-block` display not defined in IE 8/9.
* 2. Normalize vertical alignment of `progress` in Chrome, Firefox, and Opera.
*/
audio,
canvas,
progress,
video {
display: inline-block; /* 1 */
vertical-align: baseline; /* 2 */
}
/**
* Prevent modern browsers from displaying `audio` without controls.
* Remove excess height in iOS 5 devices.
*/
audio:not([controls]) {
display: none;
height: 0;
}
/**
* Address `[hidden]` styling not present in IE 8/9/10.
* Hide the `template` element in IE 8/9/11, Safari, and Firefox < 22.
*/
[hidden],
template {
display: none;
}
/* Links
========================================================================== */
/**
* Remove the gray background color from active links in IE 10.
*/
a {
background-color: transparent;
}
/**
* Improve readability when focused and also mouse hovered in all browsers.
*/
a:active,
a:hover {
outline: 0;
}
/* Text-level semantics
========================================================================== */
/**
* Address styling not present in IE 8/9/10/11, Safari, and Chrome.
*/
abbr[title] {
border-bottom: 1px dotted;
}
/**
* Address style set to `bolder` in Firefox 4+, Safari, and Chrome.
*/
b,
strong {
font-weight: bold;
}
/**
* Address styling not present in Safari and Chrome.
*/
dfn {
font-style: italic;
}
/**
* Address variable `h1` font-size and margin within `section` and `article`
* contexts in Firefox 4+, Safari, and Chrome.
*/
h1 {
font-size: 2em;
margin: 0.67em 0;
}
/**
* Address styling not present in IE 8/9.
*/
mark {
background: #ff0;
color: #000;
}
/**
* Address inconsistent and variable font size in all browsers.
*/
small {
font-size: 80%;
}
/**
* Prevent `sub` and `sup` affecting `line-height` in all browsers.
*/
sub,
sup {
font-size: 75%;
line-height: 0;
position: relative;
vertical-align: baseline;
}
sup {
top: -0.5em;
}
sub {
bottom: -0.25em;
}
/* Embedded content
========================================================================== */
/**
* Remove border when inside `a` element in IE 8/9/10.
*/
img {
border: 0;
}
/**
* Correct overflow not hidden in IE 9/10/11.
*/
svg:not(:root) {
overflow: hidden;
}
/* Grouping content
========================================================================== */
/**
* Address margin not present in IE 8/9 and Safari.
*/
figure {
margin: 1em 40px;
}
/**
* Address differences between Firefox and other browsers.
*/
hr {
box-sizing: content-box;
height: 0;
}
/**
* Contain overflow in all browsers.
*/
pre {
overflow: auto;
}
/**
* Address odd `em`-unit font size rendering in all browsers.
*/
code,
kbd,
pre,
samp {
font-family: monospace, monospace;
font-size: 1em;
}
/* Forms
========================================================================== */
/**
* Known limitation: by default, Chrome and Safari on OS X allow very limited
* styling of `select`, unless a `border` property is set.
*/
/**
* 1. Correct color not being inherited.
* Known issue: affects color of disabled elements.
* 2. Correct font properties not being inherited.
* 3. Address margins set differently in Firefox 4+, Safari, and Chrome.
*/
button,
input,
optgroup,
select,
textarea {
color: inherit; /* 1 */
font: inherit; /* 2 */
margin: 0; /* 3 */
}
/**
* Address `overflow` set to `hidden` in IE 8/9/10/11.
*/
button {
overflow: visible;
}
/**
* Address inconsistent `text-transform` inheritance for `button` and `select`.
* All other form control elements do not inherit `text-transform` values.
* Correct `button` style inheritance in Firefox, IE 8/9/10/11, and Opera.
* Correct `select` style inheritance in Firefox.
*/
button,
select {
text-transform: none;
}
/**
* 1. Avoid the WebKit bug in Android 4.0.* where (2) destroys native `audio`
* and `video` controls.
* 2. Correct inability to style clickable `input` types in iOS.
* 3. Improve usability and consistency of cursor style between image-type
* `input` and others.
*/
button,
html input[type="button"], /* 1 */
input[type="reset"],
input[type="submit"] {
-webkit-appearance: button; /* 2 */
cursor: pointer; /* 3 */
}
/**
* Re-set default cursor for disabled elements.
*/
button[disabled],
html input[disabled] {
cursor: default;
}
/**
* Remove inner padding and border in Firefox 4+.
*/
button::-moz-focus-inner,
input::-moz-focus-inner {
border: 0;
padding: 0;
}
/**
* Address Firefox 4+ setting `line-height` on `input` using `!important` in
* the UA stylesheet.
*/
input {
line-height: normal;
}
/**
* It's recommended that you don't attempt to style these elements.
* Firefox's implementation doesn't respect box-sizing, padding, or width.
*
* 1. Address box sizing set to `content-box` in IE 8/9/10.
* 2. Remove excess padding in IE 8/9/10.
*/
input[type="checkbox"],
input[type="radio"] {
box-sizing: border-box; /* 1 */
padding: 0; /* 2 */
}
/**
* Fix the cursor style for Chrome's increment/decrement buttons. For certain
* `font-size` values of the `input`, it causes the cursor style of the
* decrement button to change from `default` to `text`.
*/
input[type="number"]::-webkit-inner-spin-button,
input[type="number"]::-webkit-outer-spin-button {
height: auto;
}
/**
* 1. Address `appearance` set to `searchfield` in Safari and Chrome.
* 2. Address `box-sizing` set to `border-box` in Safari and Chrome
* (include `-moz` to future-proof).
*/
input[type="search"] {
-webkit-appearance: textfield; /* 1 */ /* 2 */
box-sizing: content-box;
}
/**
* Remove inner padding and search cancel button in Safari and Chrome on OS X.
* Safari (but not Chrome) clips the cancel button when the search input has
* padding (and `textfield` appearance).
*/
input[type="search"]::-webkit-search-cancel-button,
input[type="search"]::-webkit-search-decoration {
-webkit-appearance: none;
}
/**
* Define consistent border, margin, and padding.
*/
fieldset {
border: 1px solid #c0c0c0;
margin: 0 2px;
padding: 0.35em 0.625em 0.75em;
}
/**
* 1. Correct `color` not being inherited in IE 8/9/10/11.
* 2. Remove padding so people aren't caught out if they zero out fieldsets.
*/
legend {
border: 0; /* 1 */
padding: 0; /* 2 */
}
/**
* Remove default vertical scrollbar in IE 8/9/10/11.
*/
textarea {
overflow: auto;
}
/**
* Don't inherit the `font-weight` (applied by a rule above).
* NOTE: the default cannot safely be changed in Chrome and Safari on OS X.
*/
optgroup {
font-weight: bold;
}
/* Tables
========================================================================== */
/**
* Remove most spacing between table cells.
*/
table {
border-collapse: collapse;
border-spacing: 0;
}
td,
th {
padding: 0;
}

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@ -1,228 +0,0 @@
html, body, div, span, applet, object, iframe,
h1, h2, h3, h4, h5, h6, p, blockquote, pre,
a, abbr, acronym, address, big, cite, code,
del, dfn, em, img, ins, kbd, q, s, samp,
small, strike, strong, sub, sup, tt, var,
b, u, i, center,
dl, dt, dd, ol, ul, li,
fieldset, form, label, legend,
table, caption, tbody, tfoot, thead, tr, th, td,
article, aside, canvas, details, embed,
figure, figcaption, footer, header, hgroup,
menu, nav, output, ruby, section, summary,
time, mark, audio, video {
padding: 0;
margin: 0;
font: inherit;
font-size: 100%;
vertical-align: baseline;
border: 0;
}
/* HTML5 display-role reset for older browsers */
article, aside, details, figcaption, figure,
footer, header, hgroup, menu, nav, section {
display: block;
}
body {
line-height: 1;
}
ol, ul {
list-style: none;
}
blockquote, q {
quotes: none;
}
blockquote:before, blockquote:after,
q:before, q:after {
content: '';
content: none;
}
table {
border-spacing: 0;
border-collapse: collapse;
}
body {
font-family: 'Helvetica Neue', Helvetica, Arial, serif;
font-size: 13px;
line-height: 1.5;
color: #000;
}
a {
font-weight: bold;
color: #d5000d;
}
header {
padding-top: 35px;
padding-bottom: 10px;
}
header h1 {
font-size: 48px;
font-weight: bold;
line-height: 1.2;
color: #303030;
letter-spacing: -1px;
}
header h2 {
font-size: 24px;
font-weight: normal;
line-height: 1.3;
color: #aaa;
letter-spacing: -1px;
}
#downloads {
display: none;
}
#main_content {
padding-top: 20px;
}
code, pre {
margin-bottom: 30px;
font-family: Monaco, "Bitstream Vera Sans Mono", "Lucida Console", Terminal;
font-size: 12px;
color: #222;
}
code {
padding: 0 3px;
}
pre {
padding: 20px;
overflow: auto;
border: solid 1px #ddd;
}
pre code {
padding: 0;
}
ul, ol, dl {
margin-bottom: 20px;
}
/* COMMON STYLES */
table {
width: 100%;
border: 1px solid #ebebeb;
}
th {
font-weight: 500;
}
td {
font-weight: 300;
text-align: center;
border: 1px solid #ebebeb;
}
form {
padding: 20px;
background: #f2f2f2;
}
/* GENERAL ELEMENT TYPE STYLES */
h1 {
font-size: 2.8em;
}
h2 {
margin-bottom: 8px;
font-size: 22px;
font-weight: bold;
color: #303030;
}
h3 {
margin-bottom: 8px;
font-size: 18px;
font-weight: bold;
color: #d5000d;
}
h4 {
font-size: 16px;
font-weight: bold;
color: #303030;
}
h5 {
font-size: 1em;
color: #303030;
}
h6 {
font-size: .8em;
color: #303030;
}
p {
margin-bottom: 20px;
font-weight: 300;
}
a {
text-decoration: none;
}
p a {
font-weight: 400;
}
blockquote {
padding: 0 0 0 30px;
margin-bottom: 20px;
font-size: 1.6em;
border-left: 10px solid #e9e9e9;
}
ul li {
padding-left: 20px;
list-style-position: inside;
list-style: disc;
}
ol li {
padding-left: 3px;
list-style-position: inside;
list-style: decimal;
}
dl dd {
font-style: italic;
font-weight: 100;
}
footer {
padding-top: 20px;
padding-bottom: 30px;
margin-top: 40px;
font-size: 13px;
color: #aaa;
}
footer a {
color: #666;
}
/* MISC */
.clearfix:after {
display: block;
height: 0;
clear: both;
visibility: hidden;
content: '.';
}
.clearfix {display: inline-block;}
* html .clearfix {height: 1%;}
.clearfix {display: block;}

View File

@ -1,245 +0,0 @@
* {
box-sizing: border-box; }
body {
padding: 0;
margin: 0;
font-family: "Open Sans", "Helvetica Neue", Helvetica, Arial, sans-serif;
font-size: 16px;
line-height: 1.5;
color: #606c71; }
a {
color: #1e6bb8;
text-decoration: none; }
a:hover {
text-decoration: underline; }
.btn {
display: inline-block;
margin-bottom: 1rem;
color: rgba(255, 255, 255, 0.7);
background-color: rgba(255, 255, 255, 0.08);
border-color: rgba(255, 255, 255, 0.2);
border-style: solid;
border-width: 1px;
border-radius: 0.3rem;
transition: color 0.2s, background-color 0.2s, border-color 0.2s; }
.btn + .btn {
margin-left: 1rem; }
.btn:hover {
color: rgba(255, 255, 255, 0.8);
text-decoration: none;
background-color: rgba(255, 255, 255, 0.2);
border-color: rgba(255, 255, 255, 0.3); }
@media screen and (min-width: 64em) {
.btn {
padding: 0.75rem 1rem; } }
@media screen and (min-width: 42em) and (max-width: 64em) {
.btn {
padding: 0.6rem 0.9rem;
font-size: 0.9rem; } }
@media screen and (max-width: 42em) {
.btn {
display: block;
width: 100%;
padding: 0.75rem;
font-size: 0.9rem; }
.btn + .btn {
margin-top: 1rem;
margin-left: 0; } }
.page-header {
color: #fff;
text-align: center;
background-color: #159957;
background-image: linear-gradient(120deg, #155799, #159957); }
@media screen and (min-width: 64em) {
.page-header {
padding: 5rem 6rem; } }
@media screen and (min-width: 42em) and (max-width: 64em) {
.page-header {
padding: 3rem 4rem; } }
@media screen and (max-width: 42em) {
.page-header {
padding: 2rem 1rem; } }
.project-name {
margin-top: 0;
margin-bottom: 0.1rem; }
@media screen and (min-width: 64em) {
.project-name {
font-size: 3.25rem; } }
@media screen and (min-width: 42em) and (max-width: 64em) {
.project-name {
font-size: 2.25rem; } }
@media screen and (max-width: 42em) {
.project-name {
font-size: 1.75rem; } }
.project-tagline {
margin-bottom: 2rem;
font-weight: normal;
opacity: 0.7; }
@media screen and (min-width: 64em) {
.project-tagline {
font-size: 1.25rem; } }
@media screen and (min-width: 42em) and (max-width: 64em) {
.project-tagline {
font-size: 1.15rem; } }
@media screen and (max-width: 42em) {
.project-tagline {
font-size: 1rem; } }
.main-content :first-child {
margin-top: 0; }
.main-content img {
max-width: 100%; }
.main-content h1, .main-content h2, .main-content h3, .main-content h4, .main-content h5, .main-content h6 {
margin-top: 2rem;
margin-bottom: 1rem;
font-weight: normal;
color: #159957; }
.main-content p {
margin-bottom: 1em; }
.main-content code {
padding: 2px 4px;
font-family: Consolas, "Liberation Mono", Menlo, Courier, monospace;
font-size: 0.9rem;
color: #383e41;
background-color: #f3f6fa;
border-radius: 0.3rem; }
.main-content pre {
padding: 0.8rem;
margin-top: 0;
margin-bottom: 1rem;
font: 1rem Consolas, "Liberation Mono", Menlo, Courier, monospace;
color: #567482;
word-wrap: normal;
background-color: #f3f6fa;
border: solid 1px #dce6f0;
border-radius: 0.3rem; }
.main-content pre > code {
padding: 0;
margin: 0;
font-size: 0.9rem;
color: #567482;
word-break: normal;
white-space: pre;
background: transparent;
border: 0; }
.main-content .highlight {
margin-bottom: 1rem; }
.main-content .highlight pre {
margin-bottom: 0;
word-break: normal; }
.main-content .highlight pre, .main-content pre {
padding: 0.8rem;
overflow: auto;
font-size: 0.9rem;
line-height: 1.45;
border-radius: 0.3rem; }
.main-content pre code, .main-content pre tt {
display: inline;
max-width: initial;
padding: 0;
margin: 0;
overflow: initial;
line-height: inherit;
word-wrap: normal;
background-color: transparent;
border: 0; }
.main-content pre code:before, .main-content pre code:after, .main-content pre tt:before, .main-content pre tt:after {
content: normal; }
.main-content ul, .main-content ol {
margin-top: 0; }
.main-content blockquote {
padding: 0 1rem;
margin-left: 0;
color: #819198;
border-left: 0.3rem solid #dce6f0; }
.main-content blockquote > :first-child {
margin-top: 0; }
.main-content blockquote > :last-child {
margin-bottom: 0; }
.main-content table {
display: block;
width: 100%;
overflow: auto;
word-break: normal;
word-break: keep-all; }
.main-content table th {
font-weight: bold; }
.main-content table th, .main-content table td {
padding: 0.5rem 1rem;
border: 1px solid #e9ebec; }
.main-content dl {
padding: 0; }
.main-content dl dt {
padding: 0;
margin-top: 1rem;
font-size: 1rem;
font-weight: bold; }
.main-content dl dd {
padding: 0;
margin-bottom: 1rem; }
.main-content hr {
height: 2px;
padding: 0;
margin: 1rem 0;
background-color: #eff0f1;
border: 0; }
@media screen and (min-width: 64em) {
.main-content {
max-width: 64rem;
padding: 2rem 6rem;
margin: 0 auto;
font-size: 1.1rem; } }
@media screen and (min-width: 42em) and (max-width: 64em) {
.main-content {
padding: 2rem 4rem;
font-size: 1.1rem; } }
@media screen and (max-width: 42em) {
.main-content {
padding: 2rem 1rem;
font-size: 1rem; } }
.site-footer {
padding-top: 2rem;
margin-top: 2rem;
border-top: solid 1px #eff0f1; }
.site-footer-owner {
display: block;
font-weight: bold; }
.site-footer-credits {
color: #819198; }
@media screen and (min-width: 64em) {
.site-footer {
font-size: 1rem; } }
@media screen and (min-width: 42em) and (max-width: 64em) {
.site-footer {
font-size: 1rem; } }
@media screen and (max-width: 42em) {
.site-footer {
font-size: 0.9rem; } }