mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-08-15 10:47:21 +00:00
- Added a NoTrace option to the scheduler, so for those schedulers that have a schedule in microseconds, you may wanna use the function NoTrace(), to avoid spamming the dcs.log.
- Started with the implementation of multiple languages of speech. Got now a Russian and English prototype working. - Moved radio frequency settings to a squadron, so multiple squadrons can communicate in their own radio frequency.
This commit is contained in:
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@ -1685,6 +1685,8 @@ do -- AI_A2A_DISPATCHER
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DefenderSquadron.TemplatePrefixes = TemplatePrefixes
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DefenderSquadron.Captured = false -- Not captured. This flag will be set to true, when the airbase where the squadron is located, is captured.
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self:SetSquadronLanguage( SquadronName, "EN" ) -- Squadrons speak English by default.
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self:F( { Squadron = {SquadronName, AirbaseName, TemplatePrefixes, ResourceCount } } )
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return self
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@ -2830,6 +2832,59 @@ do -- AI_A2A_DISPATCHER
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end
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--- Set the squadron language.
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-- @param #AI_A2A_DISPATCHER self
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-- @param #string SquadronName The name of the squadron.
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-- @param #string Language A string defining the language to be embedded within the miz file.
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-- @return #AI_A2A_DISPATCHER
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-- @usage
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--
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-- -- Now Setup the A2A dispatcher, and initialize it using the Detection object.
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-- A2ADispatcher = AI_A2A_DISPATCHER:New( Detection )
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--
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-- -- Set for English.
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-- A2ADispatcher:SetSquadronLanguage( "SquadronName", "EN" ) -- This squadron speaks English.
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--
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-- -- Set for Russian.
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-- A2ADispatcher:SetSquadronLanguage( "SquadronName", "RU" ) -- This squadron speaks Russian.
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function AI_A2A_DISPATCHER:SetSquadronLanguage( SquadronName, Language )
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local DefenderSquadron = self:GetSquadron( SquadronName )
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DefenderSquadron.Language = Language
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if DefenderSquadron.RadioQueue then
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DefenderSquadron.RadioQueue:SetLanguage( Language )
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end
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return self
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end
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--- Set the frequency of communication and the mode of communication for voice overs.
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-- @param #AI_A2A_DISPATCHER self
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-- @param #string SquadronName The name of the squadron.
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-- @param #number RadioFrequency The frequency of communication.
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-- @param #number RadioModulation The modulation of communication.
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-- @param #number RadioPower The power in Watts of communication.
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function AI_A2A_DISPATCHER:SetSquadronRadioFrequency( SquadronName, RadioFrequency, RadioModulation, RadioPower )
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local DefenderSquadron = self:GetSquadron( SquadronName )
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DefenderSquadron.RadioFrequency = RadioFrequency
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DefenderSquadron.RadioModulation = RadioModulation or radio.modulation.AM
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DefenderSquadron.RadioPower = RadioPower or 100
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if DefenderSquadron.RadioQueue then
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DefenderSquadron.RadioQueue:Stop()
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end
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DefenderSquadron.RadioQueue = nil
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DefenderSquadron.RadioQueue = RADIOSPEECH:New( DefenderSquadron.RadioFrequency, DefenderSquadron.RadioModulation )
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DefenderSquadron.RadioQueue.power = DefenderSquadron.RadioPower
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DefenderSquadron.RadioQueue:Start( 0.5 )
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DefenderSquadron.RadioQueue:SetLanguage( DefenderSquadron.Language )
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end
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--- Add defender to squadron. Resource count will get smaller.
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-- @param #AI_A2A_DISPATCHER self
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@ -3186,7 +3241,7 @@ do -- AI_A2A_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
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if Squadron then
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Dispatcher:MessageToPlayers( DefenderName .. " Wheels up.", DefenderGroup )
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Dispatcher:MessageToPlayers( Squadron, DefenderName .. " Wheels up.", DefenderGroup )
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AI_A2A_Fsm:__Patrol( 2 ) -- Start Patrolling
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end
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end
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@ -3199,7 +3254,7 @@ do -- AI_A2A_DISPATCHER
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local Dispatcher = self:GetDispatcher() -- #AI_A2G_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
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if Squadron then
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Dispatcher:MessageToPlayers( DefenderName .. ", patrolling.", DefenderGroup )
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Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", patrolling.", DefenderGroup )
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end
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Dispatcher:ClearDefenderTaskTarget( DefenderGroup )
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@ -3214,7 +3269,7 @@ do -- AI_A2A_DISPATCHER
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local DefenderName = DefenderGroup:GetCallsign()
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local Dispatcher = self:GetDispatcher() -- #AI_A2A_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
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Dispatcher:MessageToPlayers( DefenderName .. " returning to base.", DefenderGroup )
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Dispatcher:MessageToPlayers( Squadron, DefenderName .. " returning to base.", DefenderGroup )
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Dispatcher:ClearDefenderTaskTarget( DefenderGroup )
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end
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@ -3396,7 +3451,11 @@ do -- AI_A2A_DISPATCHER
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local DefenderTarget = Dispatcher:GetDefenderTaskTarget( DefenderGroup )
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if DefenderTarget then
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Dispatcher:MessageToPlayers( DefenderName .. " wheels up.", DefenderGroup )
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if Squadron.Language == "EN" then
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Dispatcher:MessageToPlayers( Squadron, DefenderName .. " wheels up.", DefenderGroup )
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elseif Squadron.Language == "RU" then
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Dispatcher:MessageToPlayers( Squadron, DefenderName .. " колеса вверх.", DefenderGroup )
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end
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--Fsm:__Engage( 2, DefenderTarget.Set ) -- Engage on the TargetSetUnit
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Fsm:EngageRoute( DefenderTarget.Set ) -- Engage on the TargetSetUnit
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end
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@ -3412,8 +3471,14 @@ do -- AI_A2A_DISPATCHER
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if Squadron and AttackSetUnit:Count() > 0 then
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local FirstUnit = AttackSetUnit:GetFirst()
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local Coordinate = FirstUnit:GetCoordinate() -- Core.Point#COORDINATE
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Dispatcher:MessageToPlayers( DefenderName .. ", intercepting bogeys at " .. Coordinate:ToStringA2A( DefenderGroup ), DefenderGroup )
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if Squadron.Language == "EN" then
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Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", intercepting bogeys at " .. Coordinate:ToStringA2A( DefenderGroup, nil, Squadron.Language ), DefenderGroup )
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elseif Squadron.Language == "RU" then
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Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", перехват самолетов в " .. Coordinate:ToStringA2A( DefenderGroup, nil, Squadron.Language ), DefenderGroup )
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elseif Squadron.Language == "DE" then
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Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", Eindringlinge abfangen bei" .. Coordinate:ToStringA2A( DefenderGroup, nil, Squadron.Language ), DefenderGroup )
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end
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end
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self:GetParent( Fsm ).onafterEngageRoute( self, DefenderGroup, From, Event, To, AttackSetUnit )
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end
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@ -3429,7 +3494,11 @@ do -- AI_A2A_DISPATCHER
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local FirstUnit = AttackSetUnit:GetFirst()
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local Coordinate = FirstUnit:GetCoordinate() -- Core.Point#COORDINATE
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Dispatcher:MessageToPlayers( DefenderName .. ", engaging bogeys at " .. Coordinate:ToStringA2A( DefenderGroup ), DefenderGroup )
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if Squadron.Language == "EN" then
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Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", engaging bogeys at " .. Coordinate:ToStringA2A( DefenderGroup, nil, Squadron.Language ), DefenderGroup )
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elseif Squadron.Language == "RU" then
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Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", захватывающие самолеты в " .. Coordinate:ToStringA2A( DefenderGroup, nil, Squadron.Language ), DefenderGroup )
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end
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end
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self:GetParent( Fsm ).onafterEngage( self, DefenderGroup, From, Event, To, AttackSetUnit )
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end
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@ -3441,7 +3510,14 @@ do -- AI_A2A_DISPATCHER
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local DefenderName = DefenderGroup:GetCallsign()
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local Dispatcher = self:GetDispatcher() -- #AI_A2A_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
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Dispatcher:MessageToPlayers( DefenderName .. " returning to base.", DefenderGroup )
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if Squadron then
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if Squadron.Language == "EN" then
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Dispatcher:MessageToPlayers( Squadron, DefenderName .. " returning to base.", DefenderGroup )
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elseif Squadron.Language == "RU" then
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Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", возвращаясь на базу.", DefenderGroup )
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end
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end
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Dispatcher:ClearDefenderTaskTarget( DefenderGroup )
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end
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@ -3467,7 +3543,11 @@ do -- AI_A2A_DISPATCHER
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local Dispatcher = self:GetDispatcher() -- #AI_A2A_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
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Dispatcher:MessageToPlayers( DefenderName .. " landing at base.", DefenderGroup )
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if Squadron.Language == "EN" then
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Dispatcher:MessageToPlayers( Squadron, DefenderName .. " landing at base.", DefenderGroup )
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elseif Squadron.Language == "RU" then
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Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", захватывающие самолеты в посадка на базу.", DefenderGroup )
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end
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if Action and Action == "Destroy" then
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Dispatcher:RemoveDefenderFromSquadron( Squadron, DefenderGroup )
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@ -3313,6 +3313,31 @@ do -- AI_A2G_DISPATCHER
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end
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--- Set the frequency of communication and the mode of communication for voice overs.
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-- @param #AI_A2G_DISPATCHER self
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-- @param #string SquadronName The name of the squadron.
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-- @param #number RadioFrequency The frequency of communication.
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-- @param #number RadioModulation The modulation of communication.
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-- @param #number RadioPower The power in Watts of communication.
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function AI_A2G_DISPATCHER:SetSquadronRadioFrequency( SquadronName, RadioFrequency, RadioModulation, RadioPower )
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local DefenderSquadron = self:GetSquadron( SquadronName )
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DefenderSquadron.RadioFrequency = RadioFrequency
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DefenderSquadron.RadioModulation = RadioModulation or radio.modulation.AM
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DefenderSquadron.RadioPower = RadioPower or 100
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if DefenderSquadron.RadioQueue then
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DefenderSquadron.RadioQueue:Stop()
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end
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DefenderSquadron.RadioQueue = nil
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DefenderSquadron.RadioQueue = RADIOSPEECH:New( DefenderSquadron.RadioFrequency, DefenderSquadron.RadioModulation )
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DefenderSquadron.RadioQueue.power = DefenderSquadron.RadioPower
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DefenderSquadron.RadioQueue:Start( 0.5 )
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DefenderSquadron.RadioQueue:SetLanguage( DefenderSquadron.Language )
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end
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--- @param #AI_A2G_DISPATCHER self
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@ -3674,7 +3699,7 @@ do -- AI_A2G_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
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if Squadron then
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Dispatcher:MessageToPlayers( DefenderName .. ", wheels up.", DefenderGroup )
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Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", wheels up.", DefenderGroup )
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AI_A2G_Fsm:Patrol() -- Engage on the TargetSetUnit
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end
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end
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@ -3687,7 +3712,7 @@ do -- AI_A2G_DISPATCHER
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local Dispatcher = self:GetDispatcher() -- #AI_A2G_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
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if Squadron then
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Dispatcher:MessageToPlayers( DefenderName .. ", patrolling.", DefenderGroup )
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Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", patrolling.", DefenderGroup )
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end
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Dispatcher:ClearDefenderTaskTarget( DefenderGroup )
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@ -3706,7 +3731,7 @@ do -- AI_A2G_DISPATCHER
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local FirstUnit = AttackSetUnit:GetFirst()
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local Coordinate = FirstUnit:GetCoordinate() -- Core.Point#COORDINATE
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Dispatcher:MessageToPlayers( DefenderName .. ", moving on to ground target at " .. Coordinate:ToStringA2G( DefenderGroup ), DefenderGroup )
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Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", moving on to ground target at " .. Coordinate:ToStringA2G( DefenderGroup ), DefenderGroup )
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end
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end
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@ -3721,7 +3746,7 @@ do -- AI_A2G_DISPATCHER
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if FirstUnit then
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local Coordinate = FirstUnit:GetCoordinate()
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Dispatcher:MessageToPlayers( DefenderName .. ", engaging ground target at " .. Coordinate:ToStringA2G( DefenderGroup ), DefenderGroup )
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Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", engaging ground target at " .. Coordinate:ToStringA2G( DefenderGroup ), DefenderGroup )
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end
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end
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@ -3732,7 +3757,7 @@ do -- AI_A2G_DISPATCHER
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local DefenderName = DefenderGroup:GetCallsign()
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local Dispatcher = self:GetDispatcher() -- #AI_A2G_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
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Dispatcher:MessageToPlayers( DefenderName .. ", returning to base.", DefenderGroup )
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Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", returning to base.", DefenderGroup )
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Dispatcher:ClearDefenderTaskTarget( DefenderGroup )
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end
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@ -3745,7 +3770,7 @@ do -- AI_A2G_DISPATCHER
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local DefenderName = DefenderGroup:GetCallsign()
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local Dispatcher = AI_A2G_Fsm:GetDispatcher() -- #AI_A2G_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
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Dispatcher:MessageToPlayers( DefenderName .. ", lost control." )
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Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", lost control." )
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if DefenderGroup:IsAboveRunway() then
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Dispatcher:RemoveDefenderFromSquadron( Squadron, DefenderGroup )
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DefenderGroup:Destroy()
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@ -3760,7 +3785,7 @@ do -- AI_A2G_DISPATCHER
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local DefenderName = DefenderGroup:GetCallsign()
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local Dispatcher = self:GetDispatcher() -- #AI_A2G_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
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Dispatcher:MessageToPlayers( DefenderName .. ", landing at base.", DefenderGroup )
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Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", landing at base.", DefenderGroup )
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if Action and Action == "Destroy" then
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Dispatcher:RemoveDefenderFromSquadron( Squadron, DefenderGroup )
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@ -3817,7 +3842,7 @@ do -- AI_A2G_DISPATCHER
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self:F( { DefenderTarget = DefenderTarget } )
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if DefenderTarget then
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Dispatcher:MessageToPlayers( DefenderName .. ", wheels up.", DefenderGroup )
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Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", wheels up.", DefenderGroup )
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AI_A2G_Fsm:EngageRoute( DefenderTarget.Set ) -- Engage on the TargetSetUnit
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end
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end
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@ -3833,7 +3858,7 @@ do -- AI_A2G_DISPATCHER
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local FirstUnit = AttackSetUnit:GetFirst()
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local Coordinate = FirstUnit:GetCoordinate() -- Core.Point#COORDINATE
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Dispatcher:MessageToPlayers( DefenderName .. ", on route to ground target at " .. Coordinate:ToStringA2G( DefenderGroup ), DefenderGroup )
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Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", on route to ground target at " .. Coordinate:ToStringA2G( DefenderGroup ), DefenderGroup )
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end
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self:GetParent(self).onafterEngageRoute( self, DefenderGroup, From, Event, To, AttackSetUnit )
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end
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@ -3849,7 +3874,7 @@ do -- AI_A2G_DISPATCHER
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if FirstUnit then
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local Coordinate = FirstUnit:GetCoordinate()
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Dispatcher:MessageToPlayers( DefenderName .. ", engaging ground target at " .. Coordinate:ToStringA2G( DefenderGroup ), DefenderGroup )
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Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", engaging ground target at " .. Coordinate:ToStringA2G( DefenderGroup ), DefenderGroup )
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end
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end
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@ -3859,7 +3884,7 @@ do -- AI_A2G_DISPATCHER
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local DefenderName = DefenderGroup:GetCallsign()
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local Dispatcher = self:GetDispatcher() -- #AI_A2G_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
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Dispatcher:MessageToPlayers( DefenderName .. ", returning to base.", DefenderGroup )
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Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", returning to base.", DefenderGroup )
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self:GetParent(self).onafterRTB( self, DefenderGroup, From, Event, To )
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@ -3874,7 +3899,7 @@ do -- AI_A2G_DISPATCHER
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local DefenderName = DefenderGroup:GetCallsign()
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local Dispatcher = AI_A2G_Fsm:GetDispatcher() -- #AI_A2G_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
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--Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " lost control." )
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--Dispatcher:MessageToPlayers( Squadron, "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " lost control." )
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if DefenderGroup:IsAboveRunway() then
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Dispatcher:RemoveDefenderFromSquadron( Squadron, DefenderGroup )
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@ -3890,7 +3915,7 @@ do -- AI_A2G_DISPATCHER
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local DefenderName = DefenderGroup:GetCallsign()
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local Dispatcher = self:GetDispatcher() -- #AI_A2G_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
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Dispatcher:MessageToPlayers( DefenderName .. ", landing at base.", DefenderGroup )
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Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", landing at base.", DefenderGroup )
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if Action and Action == "Destroy" then
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Dispatcher:RemoveDefenderFromSquadron( Squadron, DefenderGroup )
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@ -2502,7 +2502,7 @@ do -- AI_AIR_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
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if Squadron then
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Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " airborne." )
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Dispatcher:MessageToPlayers( Squadron, "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " airborne." )
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Fsm:Patrol() -- Engage on the TargetSetUnit
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end
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end
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@ -2514,7 +2514,7 @@ do -- AI_AIR_DISPATCHER
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local DefenderName = Defender:GetName()
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local Dispatcher = self:GetDispatcher() -- #AI_AIR_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
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Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " returning." )
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Dispatcher:MessageToPlayers( Squadron, "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " returning." )
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Dispatcher:ClearDefenderTaskTarget( Defender )
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end
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@ -2527,7 +2527,7 @@ do -- AI_AIR_DISPATCHER
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local DefenderName = Defender:GetName()
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local Dispatcher = Fsm:GetDispatcher() -- #AI_AIR_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
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Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " lost control." )
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Dispatcher:MessageToPlayers( Squadron, "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " lost control." )
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if Defender:IsAboveRunway() then
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Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender )
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Defender:Destroy()
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@ -2542,7 +2542,7 @@ do -- AI_AIR_DISPATCHER
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local DefenderName = Defender:GetName()
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local Dispatcher = self:GetDispatcher() -- #AI_AIR_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
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Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " landing." )
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Dispatcher:MessageToPlayers( Squadron, "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " landing." )
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if Action and Action == "Destroy" then
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Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender )
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@ -2599,7 +2599,7 @@ do -- AI_AIR_DISPATCHER
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self:F( { DefenderTarget = DefenderTarget } )
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if DefenderTarget then
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Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " airborne." )
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Dispatcher:MessageToPlayers( Squadron, "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " airborne." )
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Fsm:EngageRoute( DefenderTarget.Set ) -- Engage on the TargetSetUnit
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end
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end
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@ -2614,7 +2614,7 @@ do -- AI_AIR_DISPATCHER
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local FirstUnit = AttackSetUnit:GetFirst()
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local Coordinate = FirstUnit:GetCoordinate() -- Core.Point#COORDINATE
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Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " on route, bearing " .. Coordinate:ToString( Defender ) )
|
||||
Dispatcher:MessageToPlayers( Squadron, "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " on route, bearing " .. Coordinate:ToString( Defender ) )
|
||||
end
|
||||
|
||||
function Fsm:OnAfterEngage( Defender, From, Event, To, AttackSetUnit )
|
||||
@ -2627,7 +2627,7 @@ do -- AI_AIR_DISPATCHER
|
||||
local FirstUnit = AttackSetUnit:GetFirst()
|
||||
local Coordinate = FirstUnit:GetCoordinate()
|
||||
|
||||
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " engaging target, bearing " .. Coordinate:ToString( Defender ) )
|
||||
Dispatcher:MessageToPlayers( Squadron, "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " engaging target, bearing " .. Coordinate:ToString( Defender ) )
|
||||
end
|
||||
|
||||
function Fsm:onafterRTB( Defender, From, Event, To )
|
||||
@ -2636,7 +2636,7 @@ do -- AI_AIR_DISPATCHER
|
||||
local DefenderName = Defender:GetName()
|
||||
local Dispatcher = self:GetDispatcher() -- #AI_AIR_DISPATCHER
|
||||
local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
|
||||
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " RTB." )
|
||||
Dispatcher:MessageToPlayers( Squadron, "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " RTB." )
|
||||
|
||||
self:GetParent(self).onafterRTB( self, Defender, From, Event, To )
|
||||
|
||||
@ -2651,7 +2651,7 @@ do -- AI_AIR_DISPATCHER
|
||||
local DefenderName = Defender:GetName()
|
||||
local Dispatcher = Fsm:GetDispatcher() -- #AI_AIR_DISPATCHER
|
||||
local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
|
||||
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " lost control." )
|
||||
Dispatcher:MessageToPlayers( Squadron, "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " lost control." )
|
||||
|
||||
if Defender:IsAboveRunway() then
|
||||
Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender )
|
||||
@ -2667,7 +2667,7 @@ do -- AI_AIR_DISPATCHER
|
||||
local DefenderName = Defender:GetName()
|
||||
local Dispatcher = self:GetDispatcher() -- #AI_AIR_DISPATCHER
|
||||
local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
|
||||
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " landing." )
|
||||
Dispatcher:MessageToPlayers( Squadron, "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " landing." )
|
||||
|
||||
if Action and Action == "Destroy" then
|
||||
Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender )
|
||||
|
||||
@ -867,7 +867,7 @@ do -- COORDINATE
|
||||
-- @param #number Precision The precision.
|
||||
-- @param Core.Settings#SETTINGS Settings
|
||||
-- @return #string The bearing text in degrees.
|
||||
function COORDINATE:GetBearingText( AngleRadians, Precision, Settings )
|
||||
function COORDINATE:GetBearingText( AngleRadians, Precision, Settings, Language )
|
||||
|
||||
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
|
||||
|
||||
@ -883,16 +883,25 @@ do -- COORDINATE
|
||||
-- @param #number Distance The distance in meters.
|
||||
-- @param Core.Settings#SETTINGS Settings
|
||||
-- @return #string The distance text expressed in the units of measurement.
|
||||
function COORDINATE:GetDistanceText( Distance, Settings )
|
||||
function COORDINATE:GetDistanceText( Distance, Settings, Language )
|
||||
|
||||
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
|
||||
local Language = Language or "EN"
|
||||
|
||||
local DistanceText
|
||||
|
||||
if Settings:IsMetric() then
|
||||
DistanceText = " for " .. UTILS.Round( Distance / 1000, 2 ) .. " km"
|
||||
if Language == "EN" then
|
||||
DistanceText = " for " .. UTILS.Round( Distance / 1000, 2 ) .. " km"
|
||||
elseif Language == "RU" then
|
||||
DistanceText = " за " .. UTILS.Round( Distance / 1000, 2 ) .. " километров"
|
||||
end
|
||||
else
|
||||
DistanceText = " for " .. UTILS.Round( UTILS.MetersToNM( Distance ), 2 ) .. " miles"
|
||||
if Language == "EN" then
|
||||
DistanceText = " for " .. UTILS.Round( UTILS.MetersToNM( Distance ), 2 ) .. " miles"
|
||||
elseif Language == "RU" then
|
||||
DistanceText = " за " .. UTILS.Round( UTILS.MetersToNM( Distance ), 2 ) .. " миль"
|
||||
end
|
||||
end
|
||||
|
||||
return DistanceText
|
||||
@ -901,14 +910,24 @@ do -- COORDINATE
|
||||
--- Return the altitude text of the COORDINATE.
|
||||
-- @param #COORDINATE self
|
||||
-- @return #string Altitude text.
|
||||
function COORDINATE:GetAltitudeText( Settings )
|
||||
function COORDINATE:GetAltitudeText( Settings, Language )
|
||||
local Altitude = self.y
|
||||
local Settings = Settings or _SETTINGS
|
||||
local Language = Language or "EN"
|
||||
|
||||
if Altitude ~= 0 then
|
||||
if Settings:IsMetric() then
|
||||
return " at " .. UTILS.Round( self.y, -3 ) .. " meters"
|
||||
if Language == "EN" then
|
||||
return " at " .. UTILS.Round( self.y, -3 ) .. " meters"
|
||||
elseif Language == "RU" then
|
||||
return " в " .. UTILS.Round( self.y, -3 ) .. " метры"
|
||||
end
|
||||
else
|
||||
return " at " .. UTILS.Round( UTILS.MetersToFeet( self.y ), -3 ) .. " feet"
|
||||
if Language == "EN" then
|
||||
return " at " .. UTILS.Round( UTILS.MetersToFeet( self.y ), -3 ) .. " feet"
|
||||
elseif Language == "RU" then
|
||||
return " в " .. UTILS.Round( self.y, -3 ) .. " ноги"
|
||||
end
|
||||
end
|
||||
else
|
||||
return ""
|
||||
@ -954,12 +973,12 @@ do -- COORDINATE
|
||||
-- @param #number Distance The distance
|
||||
-- @param Core.Settings#SETTINGS Settings
|
||||
-- @return #string The BR Text
|
||||
function COORDINATE:GetBRText( AngleRadians, Distance, Settings )
|
||||
function COORDINATE:GetBRText( AngleRadians, Distance, Settings, Language )
|
||||
|
||||
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
|
||||
|
||||
local BearingText = self:GetBearingText( AngleRadians, 0, Settings )
|
||||
local DistanceText = self:GetDistanceText( Distance, Settings )
|
||||
local BearingText = self:GetBearingText( AngleRadians, 0, Settings, Language )
|
||||
local DistanceText = self:GetDistanceText( Distance, Settings, Language )
|
||||
|
||||
local BRText = BearingText .. DistanceText
|
||||
|
||||
@ -972,13 +991,13 @@ do -- COORDINATE
|
||||
-- @param #number Distance The distance
|
||||
-- @param Core.Settings#SETTINGS Settings
|
||||
-- @return #string The BRA Text
|
||||
function COORDINATE:GetBRAText( AngleRadians, Distance, Settings )
|
||||
function COORDINATE:GetBRAText( AngleRadians, Distance, Settings, Language )
|
||||
|
||||
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
|
||||
|
||||
local BearingText = self:GetBearingText( AngleRadians, 0, Settings )
|
||||
local DistanceText = self:GetDistanceText( Distance, Settings )
|
||||
local AltitudeText = self:GetAltitudeText( Settings )
|
||||
local BearingText = self:GetBearingText( AngleRadians, 0, Settings, Language )
|
||||
local DistanceText = self:GetDistanceText( Distance, Settings, Language )
|
||||
local AltitudeText = self:GetAltitudeText( Settings, Language )
|
||||
|
||||
local BRAText = BearingText .. DistanceText .. AltitudeText -- When the POINT is a VEC2, there will be no altitude shown.
|
||||
|
||||
@ -1867,12 +1886,12 @@ do -- COORDINATE
|
||||
-- @param #COORDINATE FromCoordinate The coordinate to measure the distance and the bearing from.
|
||||
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
|
||||
-- @return #string The BR text.
|
||||
function COORDINATE:ToStringBRA( FromCoordinate, Settings )
|
||||
function COORDINATE:ToStringBRA( FromCoordinate, Settings, Language )
|
||||
local DirectionVec3 = FromCoordinate:GetDirectionVec3( self )
|
||||
local AngleRadians = self:GetAngleRadians( DirectionVec3 )
|
||||
local Distance = FromCoordinate:Get2DDistance( self )
|
||||
local Altitude = self:GetAltitudeText()
|
||||
return "BRA, " .. self:GetBRAText( AngleRadians, Distance, Settings )
|
||||
return "BRA, " .. self:GetBRAText( AngleRadians, Distance, Settings, Language )
|
||||
end
|
||||
|
||||
--- Return a BULLS string out of the BULLS of the coalition to the COORDINATE.
|
||||
@ -2023,7 +2042,7 @@ do -- COORDINATE
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable
|
||||
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
|
||||
-- @return #string The coordinate Text in the configured coordinate system.
|
||||
function COORDINATE:ToStringA2A( Controllable, Settings ) -- R2.2
|
||||
function COORDINATE:ToStringA2A( Controllable, Settings, Language ) -- R2.2
|
||||
|
||||
self:F2( { Controllable = Controllable and Controllable:GetName() } )
|
||||
|
||||
@ -2032,23 +2051,23 @@ do -- COORDINATE
|
||||
if Settings:IsA2A_BRAA() then
|
||||
if Controllable then
|
||||
local Coordinate = Controllable:GetCoordinate()
|
||||
return self:ToStringBRA( Coordinate, Settings )
|
||||
return self:ToStringBRA( Coordinate, Settings, Language )
|
||||
else
|
||||
return self:ToStringMGRS( Settings )
|
||||
return self:ToStringMGRS( Settings, Language )
|
||||
end
|
||||
end
|
||||
if Settings:IsA2A_BULLS() then
|
||||
local Coalition = Controllable:GetCoalition()
|
||||
return self:ToStringBULLS( Coalition, Settings )
|
||||
return self:ToStringBULLS( Coalition, Settings, Language )
|
||||
end
|
||||
if Settings:IsA2A_LL_DMS() then
|
||||
return self:ToStringLLDMS( Settings )
|
||||
return self:ToStringLLDMS( Settings, Language )
|
||||
end
|
||||
if Settings:IsA2A_LL_DDM() then
|
||||
return self:ToStringLLDDM( Settings )
|
||||
return self:ToStringLLDDM( Settings, Language )
|
||||
end
|
||||
if Settings:IsA2A_MGRS() then
|
||||
return self:ToStringMGRS( Settings )
|
||||
return self:ToStringMGRS( Settings, Language )
|
||||
end
|
||||
|
||||
return nil
|
||||
|
||||
@ -81,6 +81,7 @@ function RADIOQUEUE:New(frequency, modulation)
|
||||
|
||||
-- Scheduler
|
||||
self.scheduler=SCHEDULER:New()
|
||||
self.scheduler:NoTrace()
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@ -11,7 +11,7 @@
|
||||
--
|
||||
-- ### Authors: FlightControl
|
||||
--
|
||||
-- @module Core.Speech
|
||||
-- @module Core.RadioSpeech
|
||||
-- @image Core_Radio.JPG
|
||||
|
||||
--- Makes the radio speak.
|
||||
@ -25,6 +25,8 @@ RADIOSPEECH = {
|
||||
ClassName = "RADIOSPEECH",
|
||||
Vocabulary = {
|
||||
EN = {},
|
||||
DE = {},
|
||||
RU = {},
|
||||
}
|
||||
}
|
||||
|
||||
@ -91,6 +93,7 @@ RADIOSPEECH.Vocabulary.EN = {
|
||||
["miles"] = { "miles", 0.45 },
|
||||
["meters"] = { "meters", 0.41 },
|
||||
["mi"] = { "miles", 0.45 },
|
||||
["feet"] = { "feet", 0.29 },
|
||||
|
||||
["br"] = { "br", 1.1 },
|
||||
["bra"] = { "bra", 0.3 },
|
||||
@ -112,7 +115,81 @@ RADIOSPEECH.Vocabulary.EN = {
|
||||
["defender"] = { "defender", 0.45 },
|
||||
}
|
||||
|
||||
RADIOSPEECH.Vocabulary.RU = {
|
||||
["1"] = { "1", 0.34 },
|
||||
["2"] = { "2", 0.30 },
|
||||
["3"] = { "3", 0.23 },
|
||||
["4"] = { "4", 0.51 },
|
||||
["5"] = { "5", 0.31 },
|
||||
["6"] = { "6", 0.44 },
|
||||
["7"] = { "7", 0.25 },
|
||||
["8"] = { "8", 0.43 },
|
||||
["9"] = { "9", 0.45 },
|
||||
["10"] = { "10", 0.53 },
|
||||
["11"] = { "11", 0.66 },
|
||||
["12"] = { "12", 0.70 },
|
||||
["13"] = { "13", 0.66 },
|
||||
["14"] = { "14", 0.80 },
|
||||
["15"] = { "15", 0.65 },
|
||||
["16"] = { "16", 0.75 },
|
||||
["17"] = { "17", 0.74 },
|
||||
["18"] = { "18", 0.85 },
|
||||
["19"] = { "19", 0.80 },
|
||||
["20"] = { "20", 0.58 },
|
||||
["30"] = { "30", 0.51 },
|
||||
["40"] = { "40", 0.51 },
|
||||
["50"] = { "50", 0.67 },
|
||||
["60"] = { "60", 0.76 },
|
||||
["70"] = { "70", 0.68 },
|
||||
["80"] = { "80", 0.84 },
|
||||
["90"] = { "90", 0.71 },
|
||||
["100"] = { "100", 0.35 },
|
||||
["200"] = { "200", 0.59 },
|
||||
["300"] = { "300", 0.53 },
|
||||
["400"] = { "400", 0.70 },
|
||||
["500"] = { "500", 0.50 },
|
||||
["600"] = { "600", 0.58 },
|
||||
["700"] = { "700", 0.64 },
|
||||
["800"] = { "800", 0.77 },
|
||||
["900"] = { "900", 0.75 },
|
||||
["1000"] = { "1000", 0.87 },
|
||||
["2000"] = { "2000", 0.83 },
|
||||
["3000"] = { "3000", 0.84 },
|
||||
["4000"] = { "4000", 1.00 },
|
||||
["5000"] = { "5000", 0.77 },
|
||||
["6000"] = { "6000", 0.90 },
|
||||
["7000"] = { "7000", 0.77 },
|
||||
["8000"] = { "8000", 0.92 },
|
||||
["9000"] = { "9000", 0.87 },
|
||||
|
||||
["степени"] = { "degrees", 0.5 },
|
||||
["километров"] = { "kilometers", 0.65 },
|
||||
["km"] = { "kilometers", 0.65 },
|
||||
["миль"] = { "miles", 0.45 },
|
||||
["mi"] = { "miles", 0.45 },
|
||||
["метры"] = { "meters", 0.41 },
|
||||
["m"] = { "meters", 0.41 },
|
||||
["ноги"] = { "feet", 0.37 },
|
||||
|
||||
["br"] = { "br", 1.1 },
|
||||
["bra"] = { "bra", 0.3 },
|
||||
|
||||
|
||||
["возвращаясь на базу"] = { "returning_to_base", 1.40 },
|
||||
["на пути к наземной цели"] = { "on_route_to_ground_target", 1.45 },
|
||||
["перехват самолетов"] = { "intercepting_bogeys", 1.22 },
|
||||
["поражение наземной цели"] = { "engaging_ground_target", 1.53 },
|
||||
["захватывающие самолеты"] = { "engaging_bogeys", 1.68 },
|
||||
["колеса вверх"] = { "wheels_up", 0.92 },
|
||||
["посадка на базу"] = { "landing at base", 1.04 },
|
||||
["патрулирующий"] = { "patrolling", 0.96 },
|
||||
|
||||
["за"] = { "for", 0.27 },
|
||||
["и"] = { "and", 0.17 },
|
||||
["в"] = { "at", 0.19 },
|
||||
["dot"] = { "dot", 0.51 },
|
||||
["defender"] = { "defender", 0.45 },
|
||||
}
|
||||
|
||||
--- Create a new RADIOSPEECH object for a given radio frequency/modulation.
|
||||
-- @param #RADIOSPEECH self
|
||||
@ -131,6 +208,11 @@ function RADIOSPEECH:New(frequency, modulation)
|
||||
return self
|
||||
end
|
||||
|
||||
function RADIOSPEECH:SetLanguage( Langauge )
|
||||
|
||||
self.Language = Langauge
|
||||
end
|
||||
|
||||
|
||||
--- Add Sentence to the Speech collection.
|
||||
-- @param #RADIOSPEECH self
|
||||
@ -143,7 +225,7 @@ function RADIOSPEECH:AddSentenceToSpeech( RemainingSentence, Speech, Sentence, D
|
||||
|
||||
self:I( { RemainingSentence, Speech, Sentence, Data } )
|
||||
|
||||
local Token, RemainingSentence = RemainingSentence:match( "^ *(%w+)(.*)" )
|
||||
local Token, RemainingSentence = RemainingSentence:match( "^ *([^ ]+)(.*)" )
|
||||
self:I( { Token = Token, RemainingSentence = RemainingSentence } )
|
||||
|
||||
-- Is there a Token?
|
||||
@ -198,122 +280,117 @@ end
|
||||
--- Speak a sentence.
|
||||
-- @param #RADIOSPEECH self
|
||||
-- @param #string Sentence The sentence to be spoken.
|
||||
function RADIOSPEECH:SpeakWords( Sentence, Speech )
|
||||
function RADIOSPEECH:SpeakWords( Sentence, Speech, Language )
|
||||
|
||||
local Word, RemainderSentence = Sentence:match( "^[^%d%a]*(%a*)(.*)" )
|
||||
local OriginalSentence = Sentence
|
||||
|
||||
-- lua does not parse UTF-8, so the match statement will fail on cyrillic using %a.
|
||||
-- therefore, the only way to parse the statement is to use blank, comma or dot as a delimiter.
|
||||
-- and then check if the character can be converted to a number or not.
|
||||
local Word, RemainderSentence = Sentence:match( "^[., ]*([^ .,]+)(.*)" )
|
||||
|
||||
self:I( { Word = Word, Speech = Speech[Word], RemainderSentence = RemainderSentence } )
|
||||
|
||||
|
||||
if Word and Word ~= "" then
|
||||
if Word then
|
||||
if Word ~= "" and tonumber(Word) == nil then
|
||||
|
||||
-- Construct of words
|
||||
Word = Word:lower()
|
||||
if Speech[Word] then
|
||||
-- The end of the sentence has been reached. Now Speech.Next should be nil, otherwise there is an error.
|
||||
if Speech[Word].Next == nil then
|
||||
self:I( { Sentence = Speech[Word].Sentence, Data = Speech[Word].Data } )
|
||||
self:NewTransmission( Speech[Word].Data[1] .. ".wav", Speech[Word].Data[2], "EN/" )
|
||||
else
|
||||
if RemainderSentence and RemainderSentence ~= "" then
|
||||
RemainderSentence = self:SpeakWords( RemainderSentence, Speech[Word].Next )
|
||||
-- Construct of words
|
||||
Word = Word:lower()
|
||||
if Speech[Word] then
|
||||
-- The end of the sentence has been reached. Now Speech.Next should be nil, otherwise there is an error.
|
||||
if Speech[Word].Next == nil then
|
||||
self:I( { Sentence = Speech[Word].Sentence, Data = Speech[Word].Data } )
|
||||
self:NewTransmission( Speech[Word].Data[1] .. ".wav", Speech[Word].Data[2], Language .. "/" )
|
||||
else
|
||||
if RemainderSentence and RemainderSentence ~= "" then
|
||||
return self:SpeakWords( RemainderSentence, Speech[Word].Next, Language )
|
||||
end
|
||||
end
|
||||
end
|
||||
return RemainderSentence
|
||||
end
|
||||
return OriginalSentence
|
||||
else
|
||||
return ""
|
||||
end
|
||||
|
||||
return RemainderSentence
|
||||
|
||||
end
|
||||
|
||||
--- Speak a sentence.
|
||||
-- @param #RADIOSPEECH self
|
||||
-- @param #string Sentence The sentence to be spoken.
|
||||
function RADIOSPEECH:SpeakDigits( Sentence, Speech )
|
||||
function RADIOSPEECH:SpeakDigits( Sentence, Speech, Langauge )
|
||||
|
||||
local Digits, RemainderSentence = Sentence:match( "^[^%a%d]*(%d*)(.*)" )
|
||||
local OriginalSentence = Sentence
|
||||
|
||||
-- lua does not parse UTF-8, so the match statement will fail on cyrillic using %a.
|
||||
-- therefore, the only way to parse the statement is to use blank, comma or dot as a delimiter.
|
||||
-- and then check if the character can be converted to a number or not.
|
||||
local Digits, RemainderSentence = Sentence:match( "^[., ]*([^ .,]+)(.*)" )
|
||||
|
||||
self:I( { Digits = Digits, Speech = Speech[Digits], RemainderSentence = RemainderSentence } )
|
||||
|
||||
if Digits and Digits ~= "" then
|
||||
if Digits then
|
||||
if Digits ~= "" and tonumber( Digits ) ~= nil then
|
||||
|
||||
-- Construct numbers
|
||||
local Number = tonumber( Digits )
|
||||
local Multiple = nil
|
||||
while Number >= 0 do
|
||||
if Number > 1000 then
|
||||
Multiple = math.floor( Number / 1000 ) * 1000
|
||||
elseif Number > 100 then
|
||||
Multiple = math.floor( Number / 100 ) * 100
|
||||
elseif Number > 20 then
|
||||
Multiple = math.floor( Number / 10 ) * 10
|
||||
elseif Number >= 0 then
|
||||
Multiple = Number
|
||||
-- Construct numbers
|
||||
local Number = tonumber( Digits )
|
||||
local Multiple = nil
|
||||
while Number >= 0 do
|
||||
if Number > 1000 then
|
||||
Multiple = math.floor( Number / 1000 ) * 1000
|
||||
elseif Number > 100 then
|
||||
Multiple = math.floor( Number / 100 ) * 100
|
||||
elseif Number > 20 then
|
||||
Multiple = math.floor( Number / 10 ) * 10
|
||||
elseif Number >= 0 then
|
||||
Multiple = Number
|
||||
end
|
||||
Sentence = tostring( Multiple )
|
||||
if Speech[Sentence] then
|
||||
self:I( { Speech = Speech[Sentence].Sentence, Data = Speech[Sentence].Data } )
|
||||
self:NewTransmission( Speech[Sentence].Data[1] .. ".wav", Speech[Sentence].Data[2], Langauge .. "/" )
|
||||
end
|
||||
Number = Number - Multiple
|
||||
Number = ( Number == 0 ) and -1 or Number
|
||||
end
|
||||
Sentence = tostring( Multiple )
|
||||
if Speech[Sentence] then
|
||||
self:I( { Speech = Speech[Sentence].Sentence, Data = Speech[Sentence].Data } )
|
||||
self:NewTransmission( Speech[Sentence].Data[1] .. ".wav", Speech[Sentence].Data[2], "EN/" )
|
||||
end
|
||||
Number = Number - Multiple
|
||||
Number = ( Number == 0 ) and -1 or Number
|
||||
return RemainderSentence
|
||||
end
|
||||
return OriginalSentence
|
||||
else
|
||||
return ""
|
||||
end
|
||||
|
||||
return RemainderSentence
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Speak a sentence.
|
||||
-- @param #RADIOSPEECH self
|
||||
-- @param #string Sentence The sentence to be spoken.
|
||||
function RADIOSPEECH:SpeakSymbols( Sentence, Speech )
|
||||
function RADIOSPEECH:Speak( Sentence, Language )
|
||||
|
||||
local Symbol, RemainderSentence = Sentence:match( "^[^%a%d]*(°*)(.*)" )
|
||||
self:I( { Sentence, Language } )
|
||||
|
||||
self:I( { Sentence = Sentence, Symbol = Symbol, Speech = Speech[Symbol], RemainderSentence = RemainderSentence } )
|
||||
|
||||
if Symbol and Symbol ~= "" then
|
||||
local Word = nil
|
||||
if Symbol == "°" then
|
||||
Word = "degrees"
|
||||
end
|
||||
if Word then
|
||||
if Speech[Word] then
|
||||
self:I( { Speech = Speech[Word].Sentence, Data = Speech[Word].Data } )
|
||||
self:NewTransmission( Speech[Word].Data[1] .. ".wav", Speech[Word].Data[2], "EN/" )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return RemainderSentence
|
||||
end
|
||||
|
||||
|
||||
--- Speak a sentence.
|
||||
-- @param #RADIOSPEECH self
|
||||
-- @param #string Sentence The sentence to be spoken.
|
||||
function RADIOSPEECH:Speak( Sentence, Speech )
|
||||
|
||||
self:I( { Sentence, Speech } )
|
||||
|
||||
local Language = self.Language
|
||||
local Language = Language or "EN"
|
||||
|
||||
self:I( { Language = Language } )
|
||||
|
||||
-- If there is no node for Speech, then we start at the first nodes of the language.
|
||||
if not Speech then
|
||||
Speech = self.Speech[Language]
|
||||
end
|
||||
local Speech = self.Speech[Language]
|
||||
|
||||
self:I( { Speech = Speech, Language = Language } )
|
||||
|
||||
self:NewTransmission( "_In.wav", 0.52, "EN/" )
|
||||
self:NewTransmission( "_In.wav", 0.52, Language .. "/" )
|
||||
|
||||
repeat
|
||||
|
||||
Sentence = self:SpeakWords( Sentence, Speech )
|
||||
Sentence = self:SpeakWords( Sentence, Speech, Language )
|
||||
|
||||
self:I( { Sentence = Sentence } )
|
||||
|
||||
Sentence = self:SpeakDigits( Sentence, Speech )
|
||||
Sentence = self:SpeakDigits( Sentence, Speech, Language )
|
||||
|
||||
self:I( { Sentence = Sentence } )
|
||||
|
||||
@ -323,6 +400,6 @@ function RADIOSPEECH:Speak( Sentence, Speech )
|
||||
|
||||
until not Sentence or Sentence == ""
|
||||
|
||||
self:NewTransmission( "_Out.wav", 0.28, "EN/" )
|
||||
self:NewTransmission( "_Out.wav", 0.28, Language .. "/" )
|
||||
|
||||
end
|
||||
|
||||
@ -162,6 +162,7 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
|
||||
local Randomize = Schedule.Randomize or 0
|
||||
local Stop = Schedule.Stop or 0
|
||||
local ScheduleID = Schedule.ScheduleID
|
||||
local ShowTrace = Scheduler.ShowTrace
|
||||
|
||||
local Prefix = ( Repeat == 0 ) and "--->" or "+++>"
|
||||
|
||||
@ -169,13 +170,17 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
|
||||
--self:E( { SchedulerObject = SchedulerObject } )
|
||||
if SchedulerObject then
|
||||
local function Timer()
|
||||
SchedulerObject:T( Prefix .. Name .. ":" .. Line .. " (" .. Source .. ")" )
|
||||
if ShowTrace then
|
||||
SchedulerObject:T( Prefix .. Name .. ":" .. Line .. " (" .. Source .. ")" )
|
||||
end
|
||||
return ScheduleFunction( SchedulerObject, unpack( ScheduleArguments ) )
|
||||
end
|
||||
Status, Result = xpcall( Timer, ErrorHandler )
|
||||
else
|
||||
local function Timer()
|
||||
self:T( Prefix .. Name .. ":" .. Line .. " (" .. Source .. ")" )
|
||||
if ShowTrace then
|
||||
self:T( Prefix .. Name .. ":" .. Line .. " (" .. Source .. ")" )
|
||||
end
|
||||
return ScheduleFunction( unpack( ScheduleArguments ) )
|
||||
end
|
||||
Status, Result = xpcall( Timer, ErrorHandler )
|
||||
@ -274,5 +279,9 @@ function SCHEDULEDISPATCHER:Clear( Scheduler )
|
||||
end
|
||||
end
|
||||
|
||||
function SCHEDULEDISPATCHER:NoTrace( Scheduler )
|
||||
self:F2( { Scheduler = Scheduler } )
|
||||
|
||||
Scheduler.ShowTrace = nil
|
||||
end
|
||||
|
||||
|
||||
@ -301,6 +301,14 @@ function SCHEDULER:Clear()
|
||||
_SCHEDULEDISPATCHER:Clear( self )
|
||||
end
|
||||
|
||||
--- No tracing for this scheduler.
|
||||
-- @param #SCHEDULER self
|
||||
-- @param #number ScheduleID (optional) The ScheduleID of the planned (repeating) schedule.
|
||||
function SCHEDULER:NoTrace()
|
||||
|
||||
_SCHEDULEDISPATCHER:NoTrace( self )
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@ -261,37 +261,17 @@ do -- DETECTION MANAGER
|
||||
return self.CC
|
||||
end
|
||||
|
||||
--- Set the frequency of communication and the mode of communication for voice overs.
|
||||
-- @param #DETECTION_MANAGER self
|
||||
-- @param #number RadioFrequency The frequency of communication.
|
||||
-- @param #number RadioModulation The modulation of communication.
|
||||
-- @param #number RadioPower The power in Watts of communication.
|
||||
function DETECTION_MANAGER:SetRadioFrequency( RadioFrequency, RadioModulation, RadioPower )
|
||||
|
||||
self.RadioFrequency = RadioFrequency
|
||||
self.RadioModulation = RadioModulation or radio.modulation.AM
|
||||
self.RadioPower = RadioPower or 100
|
||||
|
||||
if self.RadioQueue then
|
||||
self.RadioQueue:Stop()
|
||||
end
|
||||
|
||||
self.RadioQueue = nil
|
||||
|
||||
self.RadioQueue = RADIOSPEECH:New( self.RadioFrequency, self.RadioModulation )
|
||||
self.RadioQueue.power = self.RadioPower
|
||||
self.RadioQueue:Start( 0.5 )
|
||||
end
|
||||
|
||||
--- Send an information message to the players reporting to the command center.
|
||||
-- @param #DETECTION_MANAGER self
|
||||
-- @param #table Squadron The squadron table.
|
||||
-- @param #string Message The message to be sent.
|
||||
-- @param #string SoundFile The name of the sound file .wav or .ogg.
|
||||
-- @param #number SoundDuration The duration of the sound.
|
||||
-- @param #string SoundPath The path pointing to the folder in the mission file.
|
||||
-- @param Wrapper.Group#GROUP DefenderGroup The defender group sending the message.
|
||||
-- @return #DETECTION_MANGER self
|
||||
function DETECTION_MANAGER:MessageToPlayers( Message, DefenderGroup )
|
||||
function DETECTION_MANAGER:MessageToPlayers( Squadron, Message, DefenderGroup )
|
||||
|
||||
self:F( { Message = Message } )
|
||||
|
||||
@ -306,18 +286,18 @@ do -- DETECTION MANAGER
|
||||
self.CC:MessageToCoalition( Message )
|
||||
end
|
||||
|
||||
Message = Message:gsub( "°", "degrees" )
|
||||
Message = Message:gsub( "(%d)%.(%d)", "%1dot%2" )
|
||||
Message = Message:gsub( "°", " degrees " )
|
||||
Message = Message:gsub( "(%d)%.(%d)", "%1 dot %2" )
|
||||
|
||||
-- Here we handle the transmission of the voice over.
|
||||
-- If for a certain reason the Defender does not exist, we use the coordinate of the airbase to send the message from.
|
||||
local RadioQueue = self.RadioQueue -- Core.RadioQueue#RADIOQUEUE
|
||||
local RadioQueue = Squadron.RadioQueue -- Core.RadioSpeech#RADIOSPEECH
|
||||
if RadioQueue then
|
||||
local DefenderUnit = DefenderGroup:GetUnit(1)
|
||||
if DefenderUnit and DefenderUnit:IsAlive() then
|
||||
RadioQueue:SetSenderUnitName( DefenderUnit:GetName() )
|
||||
end
|
||||
RadioQueue:Speak( Message )
|
||||
RadioQueue:Speak( Message, Squadron.Language )
|
||||
end
|
||||
|
||||
return self
|
||||
|
||||
@ -143,6 +143,7 @@ function CLIENT:Register( ClientName )
|
||||
|
||||
--self.AliveCheckScheduler = routines.scheduleFunction( self._AliveCheckScheduler, { self }, timer.getTime() + 1, 5 )
|
||||
self.AliveCheckScheduler = SCHEDULER:New( self, self._AliveCheckScheduler, { "Client Alive " .. ClientName }, 1, 5, 0.5 )
|
||||
self.AliveCheckScheduler:NoTrace()
|
||||
|
||||
self:F( self )
|
||||
return self
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user