mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-08-15 10:47:21 +00:00
Merge branch 'develop' into feature/zone-unit-offsets
This commit is contained in:
commit
601c00e637
@ -1,4 +1,4 @@
|
||||
version: 3.9.1.{build}
|
||||
version: 2.4.a.{build}
|
||||
shallow_clone: true
|
||||
skip_branch_with_pr: false
|
||||
skip_commits:
|
||||
@ -17,6 +17,7 @@ environment:
|
||||
platform:
|
||||
- x64
|
||||
|
||||
|
||||
init:
|
||||
- ps: if ($env:APPVEYOR_PULL_REQUEST_NUMBER -and $env:APPVEYOR_BUILD_NUMBER -ne ((Invoke-RestMethod `
|
||||
https://ci.appveyor.com/api/projects/$env:APPVEYOR_ACCOUNT_NAME/$env:APPVEYOR_PROJECT_SLUG/history?recordsNumber=50).builds | `
|
||||
@ -48,7 +49,7 @@ install:
|
||||
|
||||
build_script:
|
||||
- ps: |
|
||||
if( $env:appveyor_repo_branch -eq 'master' )
|
||||
if( $env:appveyor_repo_branch -eq 'master' -or $env:appveyor_repo_branch -eq 'develop' )
|
||||
{
|
||||
$apiUrl = 'https://ci.appveyor.com/api'
|
||||
$token = 'qts80b5kpq0ooj4x6vvw'
|
||||
@ -56,12 +57,12 @@ build_script:
|
||||
"Authorization" = "Bearer $token"
|
||||
"Content-type" = "application/json"
|
||||
}
|
||||
$RequestBody = @{ accountName = 'FlightControl-Master'; projectSlug = 'moose-include'; branch = 'master'; environmentVariables = @{} } | ConvertTo-Json
|
||||
# get project with last build details
|
||||
$RequestBody = @{ accountName = 'FlightControl-Master'; projectSlug = 'moose-include'; branch = "$env:appveyor_repo_branch"; environmentVariables = @{} } | ConvertTo-Json
|
||||
# Generate the new version ...
|
||||
$project = Invoke-RestMethod -method Post -Uri "$apiUrl/builds" -Headers $headers -Body $RequestBody
|
||||
}
|
||||
- ps: |
|
||||
if( $env:appveyor_repo_branch -eq 'master' )
|
||||
if( $env:appveyor_repo_branch -eq 'master' -or $env:appveyor_repo_branch -eq 'develop' )
|
||||
{
|
||||
$apiUrl = 'https://ci.appveyor.com/api'
|
||||
$token = 'qts80b5kpq0ooj4x6vvw'
|
||||
@ -69,13 +70,12 @@ build_script:
|
||||
"Authorization" = "Bearer $token"
|
||||
"Content-type" = "application/json"
|
||||
}
|
||||
$RequestBody = @{ accountName = 'FlightControl-Master'; projectSlug = 'moose-docs'; branch = 'master'; environmentVariables = @{} } | ConvertTo-Json
|
||||
$RequestBody = @{ accountName = 'FlightControl-Master'; projectSlug = 'moose-docs'; branch = "$env:appveyor_repo_branch"; environmentVariables = @{} } | ConvertTo-Json
|
||||
# get project with last build details
|
||||
$project = Invoke-RestMethod -method Post -Uri "$apiUrl/builds" -Headers $headers -Body $RequestBody
|
||||
}
|
||||
|
||||
|
||||
|
||||
test: off
|
||||
# test_script:
|
||||
# - cmd: luacheck "Moose Development\Moose\moose.lua" "Moose Mission Setup\moose.lua"
|
||||
|
||||
@ -1,14 +1,13 @@
|
||||
--- **AI** -- (R2.2) - Models the process of air operations for airplanes.
|
||||
--
|
||||
-- This is a class used in the @{AI_A2A_Dispatcher}.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI_A2A
|
||||
-- @module AI.AI_A2A
|
||||
-- @image AI_Air_To_Air_Dispatching.JPG
|
||||
|
||||
--BASE:TraceClass("AI_A2A")
|
||||
|
||||
@ -16,9 +15,7 @@
|
||||
--- @type AI_A2A
|
||||
-- @extends Core.Fsm#FSM_CONTROLLABLE
|
||||
|
||||
--- # AI_A2A class, extends @{Fsm#FSM_CONTROLLABLE}
|
||||
--
|
||||
-- The AI_A2A class implements the core functions to operate an AI @{Group} A2A tasking.
|
||||
--- The AI_A2A class implements the core functions to operate an AI @{Wrapper.Group} A2A tasking.
|
||||
--
|
||||
--
|
||||
-- ## AI_A2A constructor
|
||||
@ -295,8 +292,8 @@ end
|
||||
|
||||
--- Sets (modifies) the minimum and maximum speed of the patrol.
|
||||
-- @param #AI_A2A self
|
||||
-- @param Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Controllable} in km/h.
|
||||
-- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
|
||||
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h.
|
||||
-- @return #AI_A2A self
|
||||
function AI_A2A:SetSpeed( PatrolMinSpeed, PatrolMaxSpeed )
|
||||
self:F2( { PatrolMinSpeed, PatrolMaxSpeed } )
|
||||
@ -308,8 +305,8 @@ end
|
||||
|
||||
--- Sets the floor and ceiling altitude of the patrol.
|
||||
-- @param #AI_A2A self
|
||||
-- @param Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @return #AI_A2A self
|
||||
function AI_A2A:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude )
|
||||
self:F2( { PatrolFloorAltitude, PatrolCeilingAltitude } )
|
||||
|
||||
@ -1,29 +1,24 @@
|
||||
--- **AI** -- (R2.2) - Models the process of Combat Air Patrol (CAP) for airplanes.
|
||||
--
|
||||
-- This is a class used in the @{AI_A2A_Dispatcher}.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI_A2A_Cap
|
||||
|
||||
--BASE:TraceClass("AI_A2A_CAP")
|
||||
-- @module AI.AI_A2A_Cap
|
||||
-- @image AI_Combat_Air_Patrol.JPG
|
||||
|
||||
--- @type AI_A2A_CAP
|
||||
-- @extends AI.AI_A2A_Patrol#AI_A2A_PATROL
|
||||
|
||||
|
||||
--- # AI_A2A_CAP class, extends @{AI_CAP#AI_PATROL_ZONE}
|
||||
--
|
||||
-- The AI_A2A_CAP class implements the core functions to patrol a @{Zone} by an AI @{Group} or @{Group}
|
||||
--- The AI_A2A_CAP class implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}
|
||||
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI_A2A_CAP is assigned a @{Group} and this must be done before the AI_A2A_CAP process can be started using the **Start** event.
|
||||
-- The AI_A2A_CAP is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_CAP process can be started using the **Start** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
@ -66,15 +61,15 @@
|
||||
--
|
||||
-- ### 2.2 AI_A2A_CAP Events
|
||||
--
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
|
||||
-- * **@{#AI_A2A_CAP.Engage}**: Let the AI engage the bogeys.
|
||||
-- * **@{#AI_A2A_CAP.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
|
||||
-- * **@{#AI_A2A_CAP.Destroy}**: The AI has destroyed a bogey @{Unit}.
|
||||
-- * **@{#AI_A2A_CAP.Destroyed}**: The AI has destroyed all bogeys @{Unit}s assigned in the CAS task.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
|
||||
-- * **@{#AI_A2A_CAP.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}.
|
||||
-- * **@{#AI_A2A_CAP.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task.
|
||||
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
|
||||
--
|
||||
-- ## 3. Set the Range of Engagement
|
||||
@ -85,7 +80,7 @@
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- The range can be beyond or smaller than the range of the Patrol Zone.
|
||||
-- The range is applied at the position of the AI.
|
||||
-- Use the method @{AI_CAP#AI_A2A_CAP.SetEngageRange}() to define that range.
|
||||
-- Use the method @{AI.AI_CAP#AI_A2A_CAP.SetEngageRange}() to define that range.
|
||||
--
|
||||
-- ## 4. Set the Zone of Engagement
|
||||
--
|
||||
@ -93,7 +88,7 @@
|
||||
--
|
||||
-- An optional @{Zone} can be set,
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- Use the method @{AI_Cap#AI_A2A_CAP.SetEngageZone}() to define that Zone.
|
||||
-- Use the method @{AI.AI_Cap#AI_A2A_CAP.SetEngageZone}() to define that Zone.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@ -106,13 +101,13 @@ AI_A2A_CAP = {
|
||||
-- @param #AI_A2A_CAP self
|
||||
-- @param Wrapper.Group#GROUP AICap
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Group} in km/h.
|
||||
-- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Group} in km/h.
|
||||
-- @param Dcs.DCSTypes#Speed EngageMinSpeed The minimum speed of the @{Group} in km/h when engaging a target.
|
||||
-- @param Dcs.DCSTypes#Speed EngageMaxSpeed The maximum speed of the @{Group} in km/h when engaging a target.
|
||||
-- @param Dcs.DCSTypes#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#Speed EngageMinSpeed The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
|
||||
-- @return #AI_A2A_CAP
|
||||
function AI_A2A_CAP:New( AICap, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageMinSpeed, EngageMaxSpeed, PatrolAltType )
|
||||
|
||||
|
||||
@ -1,11 +1,24 @@
|
||||
--- **AI** - (R2.2) - Manages the process of an automatic A2A defense system based on an EWR network targets and coordinating CAP and GCI.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 
|
||||
-- Features:
|
||||
--
|
||||
-- * Setup quickly an A2A defense system for a coalition.
|
||||
-- * Setup (CAP) Control Air Patrols at defined zones to enhance your A2A defenses.
|
||||
-- * Setup (GCI) Ground Control Intercept at defined airbases to enhance your A2A defenses.
|
||||
-- * Define and use an EWR (Early Warning Radar) network.
|
||||
-- * Define squadrons at airbases.
|
||||
-- * Enable airbases for A2A defenses.
|
||||
-- * Add different plane types to different squadrons.
|
||||
-- * Add multiple squadrons to different airbases.
|
||||
-- * Define different ranges to engage upon intruders.
|
||||
-- * Establish an automatic in air refuel process for CAP using refuel tankers.
|
||||
-- * Setup default settings for all squadrons and A2A defenses.
|
||||
-- * Setup specific settings for specific squadrons.
|
||||
-- * Quickly setup an A2A defense system using @{#AI_A2A_GCICAP}.
|
||||
-- * Setup a more advanced defense system using @{#AI_A2A_DISPATCHER}.
|
||||
--
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # QUICK START GUIDE
|
||||
--
|
||||
-- There are basically two classes available to model an A2A defense system.
|
||||
@ -155,7 +168,8 @@
|
||||
-- ### Authors: **FlightControl** rework of GCICAP + introduction of new concepts (squadrons).
|
||||
-- ### Authors: **Stonehouse**, **SNAFU** in terms of the advice, documentation, and the original GCICAP script.
|
||||
--
|
||||
-- @module AI_A2A_Dispatcher
|
||||
-- @module AI.AI_A2A_Dispatcher
|
||||
-- @image AI_Air_To_Air_Dispatching.JPG
|
||||
|
||||
|
||||
|
||||
@ -165,11 +179,7 @@ do -- AI_A2A_DISPATCHER
|
||||
-- @type AI_A2A_DISPATCHER
|
||||
-- @extends Tasking.DetectionManager#DETECTION_MANAGER
|
||||
|
||||
--- # AI\_A2A\_DISPATCHER class, extends @{Tasking#DETECTION_MANAGER}
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The @{#AI_A2A_DISPATCHER} class is designed to create an automatic air defence system for a coalition.
|
||||
--- Create an automatic air defence system for a coalition.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@ -229,7 +239,7 @@ do -- AI_A2A_DISPATCHER
|
||||
-- therefore less CAP and GCI flights will spawn and this will tend to make just the border area active rather than a melee over the whole map.
|
||||
-- It all depends on what the desired effect is.
|
||||
--
|
||||
-- EWR networks are **dynamically constructed**, that is, they form part of the @{Functional#DETECTION_BASE} object that is given as the input parameter of the AI\_A2A\_DISPATCHER class.
|
||||
-- EWR networks are **dynamically constructed**, that is, they form part of the @{Functional.Detection#DETECTION_BASE} object that is given as the input parameter of the AI\_A2A\_DISPATCHER class.
|
||||
-- By defining in a **smart way the names or name prefixes of the groups** with EWR capable units, these groups will be **automatically added or deleted** from the EWR network,
|
||||
-- increasing or decreasing the radar coverage of the Early Warning System.
|
||||
--
|
||||
@ -346,7 +356,7 @@ do -- AI_A2A_DISPATCHER
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- If it’s a cold war then the **borders of red and blue territory** need to be defined using a @{zone} object derived from @{Zone#ZONE_BASE}.
|
||||
-- If it’s a cold war then the **borders of red and blue territory** need to be defined using a @{zone} object derived from @{Core.Zone#ZONE_BASE}.
|
||||
-- If a hot war is chosen then **no borders** actually need to be defined using the helicopter units other than
|
||||
-- it makes it easier sometimes for the mission maker to envisage where the red and blue territories roughly are.
|
||||
-- In a hot war the borders are effectively defined by the ground based radar coverage of a coalition.
|
||||
@ -544,7 +554,7 @@ do -- AI_A2A_DISPATCHER
|
||||
-- * As the CAP flights wander around within the zone waiting to be tasked, these zones need to be large enough that the aircraft are not constantly turning
|
||||
-- but do not have to be big and numerous enough to completely cover a border.
|
||||
--
|
||||
-- * CAP zones can be of any type, and are derived from the @{Zone#ZONE_BASE} class. Zones can be @{Zone#ZONE}, @{Zone#ZONE_POLYGON}, @{Zone#ZONE_UNIT}, @{Zone#ZONE_GROUP}, etc.
|
||||
-- * CAP zones can be of any type, and are derived from the @{Core.Zone#ZONE_BASE} class. Zones can be @{Core.Zone#ZONE}, @{Core.Zone#ZONE_POLYGON}, @{Core.Zone#ZONE_UNIT}, @{Core.Zone#ZONE_GROUP}, etc.
|
||||
-- This allows to setup **static, moving and/or complex zones** wherein aircraft will perform the CAP.
|
||||
--
|
||||
-- * Typically 20000-50000 metres width is used and they are spaced so that aircraft in the zone waiting for tasks don’t have to far to travel to protect their coalitions important targets.
|
||||
@ -740,7 +750,7 @@ do -- AI_A2A_DISPATCHER
|
||||
--
|
||||
-- In the mission editor, setup a group with task Refuelling. A tanker unit of the correct coalition will be automatically selected.
|
||||
-- Then, use the method @{#AI_A2A_DISPATCHER.SetDefaultTanker}() to set the tanker for the dispatcher.
|
||||
-- Use the method @{#AI_A2A_DISPATCHER.SetDefaultFuelTreshold}() to set the %-tage left in the defender airplane tanks when a refuel action is needed.
|
||||
-- Use the method @{#AI_A2A_DISPATCHER.SetDefaultFuelThreshold}() to set the %-tage left in the defender airplane tanks when a refuel action is needed.
|
||||
--
|
||||
-- When the tanker specified is alive and in the air, the tanker will be used for refuelling.
|
||||
--
|
||||
@ -830,7 +840,7 @@ do -- AI_A2A_DISPATCHER
|
||||
|
||||
--- AI_A2A_DISPATCHER constructor.
|
||||
-- This is defining the A2A DISPATCHER for one coaliton.
|
||||
-- The Dispatcher works with a @{Functional#Detection} object that is taking of the detection of targets using the EWR units.
|
||||
-- The Dispatcher works with a @{Functional.Detection#DETECTION_BASE} object that is taking of the detection of targets using the EWR units.
|
||||
-- The Detection object is polymorphic, depending on the type of detection object choosen, the detection will work differently.
|
||||
-- @param #AI_A2A_DISPATCHER self
|
||||
-- @param Functional.Detection#DETECTION_BASE Detection The DETECTION object that will detects targets using the the Early Warning Radar network.
|
||||
@ -1142,7 +1152,7 @@ do -- AI_A2A_DISPATCHER
|
||||
--- Define a border area to simulate a **cold war** scenario.
|
||||
-- A **cold war** is one where CAP aircraft patrol their territory but will not attack enemy aircraft or launch GCI aircraft unless enemy aircraft enter their territory. In other words the EWR may detect an enemy aircraft but will only send aircraft to attack it if it crosses the border.
|
||||
-- A **hot war** is one where CAP aircraft will intercept any detected enemy aircraft and GCI aircraft will launch against detected enemy aircraft without regard for territory. In other words if the ground radar can detect the enemy aircraft then it will send CAP and GCI aircraft to attack it.
|
||||
-- If it’s a cold war then the **borders of red and blue territory** need to be defined using a @{zone} object derived from @{Zone#ZONE_BASE}. This method needs to be used for this.
|
||||
-- If it’s a cold war then the **borders of red and blue territory** need to be defined using a @{zone} object derived from @{Core.Zone#ZONE_BASE}. This method needs to be used for this.
|
||||
-- If a hot war is chosen then **no borders** actually need to be defined using the helicopter units other than it makes it easier sometimes for the mission maker to envisage where the red and blue territories roughly are. In a hot war the borders are effectively defined by the ground based radar coverage of a coalition. Set the noborders parameter to 1
|
||||
-- @param #AI_A2A_DISPATCHER self
|
||||
-- @param Core.Zone#ZONE_BASE BorderZone An object derived from ZONE_BASE, or a list of objects derived from ZONE_BASE.
|
||||
@ -1276,7 +1286,7 @@ do -- AI_A2A_DISPATCHER
|
||||
--- Calculates which AI friendlies are nearby the area
|
||||
-- @param #AI_A2A_DISPATCHER self
|
||||
-- @param DetectedItem
|
||||
-- @return #number, Core.CommandCenter#REPORT
|
||||
-- @return #table A list of the friendlies nearby.
|
||||
function AI_A2A_DISPATCHER:GetAIFriendliesNearBy( DetectedItem )
|
||||
|
||||
local FriendliesNearBy = self.Detection:GetFriendliesDistance( DetectedItem )
|
||||
@ -1423,11 +1433,11 @@ do -- AI_A2A_DISPATCHER
|
||||
-- You need to specify here EXACTLY the name of the airbase as you see it in the mission editor.
|
||||
-- Examples are `"Batumi"` or `"Tbilisi-Lochini"`.
|
||||
-- EXACTLY the airbase name, between quotes `""`.
|
||||
-- To ease the airbase naming when using the LDT editor and IntelliSense, the @{Airbase#AIRBASE} class contains enumerations of the airbases of each map.
|
||||
-- To ease the airbase naming when using the LDT editor and IntelliSense, the @{Wrapper.Airbase#AIRBASE} class contains enumerations of the airbases of each map.
|
||||
--
|
||||
-- * Caucasus: @{Airbase#AIRBASE.Caucaus}
|
||||
-- * Nevada or NTTR: @{Airbase#AIRBASE.Nevada}
|
||||
-- * Normandy: @{Airbase#AIRBASE.Normandy}
|
||||
-- * Caucasus: @{Wrapper.Airbase#AIRBASE.Caucaus}
|
||||
-- * Nevada or NTTR: @{Wrapper.Airbase#AIRBASE.Nevada}
|
||||
-- * Normandy: @{Wrapper.Airbase#AIRBASE.Normandy}
|
||||
--
|
||||
-- @param #string TemplatePrefixes A string or an array of strings specifying the **prefix names of the templates** (not going to explain what is templates here again).
|
||||
-- Examples are `{ "104th", "105th" }` or `"104th"` or `"Template 1"` or `"BLUE PLANES"`.
|
||||
@ -1512,7 +1522,7 @@ do -- AI_A2A_DISPATCHER
|
||||
--- Set a CAP for a Squadron.
|
||||
-- @param #AI_A2A_DISPATCHER self
|
||||
-- @param #string SquadronName The squadron name.
|
||||
-- @param Core.Zone#ZONE_BASE Zone The @{Zone} object derived from @{Zone#ZONE_BASE} that defines the zone wherein the CAP will be executed.
|
||||
-- @param Core.Zone#ZONE_BASE Zone The @{Zone} object derived from @{Core.Zone#ZONE_BASE} that defines the zone wherein the CAP will be executed.
|
||||
-- @param #number FloorAltitude The minimum altitude at which the cap can be executed.
|
||||
-- @param #number CeilingAltitude the maximum altitude at which the cap can be executed.
|
||||
-- @param #number PatrolMinSpeed The minimum speed at which the cap can be executed.
|
||||
@ -2391,7 +2401,7 @@ do -- AI_A2A_DISPATCHER
|
||||
|
||||
--- Set the default tanker where defenders will Refuel in the air.
|
||||
-- @param #AI_A2A_DISPATCHER self
|
||||
-- @param #strig TankerName A string defining the group name of the Tanker as defined within the Mission Editor.
|
||||
-- @param #string TankerName A string defining the group name of the Tanker as defined within the Mission Editor.
|
||||
-- @return #AI_A2A_DISPATCHER
|
||||
-- @usage
|
||||
--
|
||||
@ -2414,7 +2424,7 @@ do -- AI_A2A_DISPATCHER
|
||||
--- Set the squadron tanker where defenders will Refuel in the air.
|
||||
-- @param #AI_A2A_DISPATCHER self
|
||||
-- @param #string SquadronName The name of the squadron.
|
||||
-- @param #strig TankerName A string defining the group name of the Tanker as defined within the Mission Editor.
|
||||
-- @param #string TankerName A string defining the group name of the Tanker as defined within the Mission Editor.
|
||||
-- @return #AI_A2A_DISPATCHER
|
||||
-- @usage
|
||||
--
|
||||
@ -2470,7 +2480,7 @@ do -- AI_A2A_DISPATCHER
|
||||
--- Creates an SWEEP task when there are targets for it.
|
||||
-- @param #AI_A2A_DISPATCHER self
|
||||
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
|
||||
-- @return Set#SET_UNIT TargetSetUnit: The target set of units.
|
||||
-- @return Core.Set#SET_UNIT TargetSetUnit: The target set of units.
|
||||
-- @return #nil If there are no targets to be set.
|
||||
function AI_A2A_DISPATCHER:EvaluateSWEEP( DetectedItem )
|
||||
self:F( { DetectedItem.ItemID } )
|
||||
@ -2890,8 +2900,8 @@ do -- AI_A2A_DISPATCHER
|
||||
|
||||
--- Creates an ENGAGE task when there are human friendlies airborne near the targets.
|
||||
-- @param #AI_A2A_DISPATCHER self
|
||||
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
|
||||
-- @return Set#SET_UNIT TargetSetUnit: The target set of units.
|
||||
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem The detected item.
|
||||
-- @return Core.Set#SET_UNIT TargetSetUnit: The target set of units.
|
||||
-- @return #nil If there are no targets to be set.
|
||||
function AI_A2A_DISPATCHER:EvaluateENGAGE( DetectedItem )
|
||||
self:F( { DetectedItem.ItemID } )
|
||||
@ -2917,8 +2927,8 @@ do -- AI_A2A_DISPATCHER
|
||||
|
||||
--- Creates an GCI task when there are targets for it.
|
||||
-- @param #AI_A2A_DISPATCHER self
|
||||
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
|
||||
-- @return Set#SET_UNIT TargetSetUnit: The target set of units.
|
||||
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem The detected item.
|
||||
-- @return Core.Set#SET_UNIT TargetSetUnit: The target set of units.
|
||||
-- @return #nil If there are no targets to be set.
|
||||
function AI_A2A_DISPATCHER:EvaluateGCI( DetectedItem )
|
||||
self:F( { DetectedItem.ItemID } )
|
||||
@ -2944,7 +2954,7 @@ do -- AI_A2A_DISPATCHER
|
||||
|
||||
--- Assigns A2A AI Tasks in relation to the detected items.
|
||||
-- @param #AI_A2A_DISPATCHER self
|
||||
-- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Detection#DETECTION_BASE} derived object.
|
||||
-- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Functional.Detection#DETECTION_BASE} derived object.
|
||||
-- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop.
|
||||
function AI_A2A_DISPATCHER:ProcessDetected( Detection )
|
||||
|
||||
@ -3069,10 +3079,10 @@ end
|
||||
|
||||
do
|
||||
|
||||
--- Calculates which HUMAN friendlies are nearby the area
|
||||
--- Calculates which HUMAN friendlies are nearby the area.
|
||||
-- @param #AI_A2A_DISPATCHER self
|
||||
-- @param DetectedItem
|
||||
-- @return #number, Core.CommandCenter#REPORT
|
||||
-- @param DetectedItem The detected item.
|
||||
-- @return #number, Core.Report#REPORT The amount of friendlies and a text string explaining which friendlies of which type.
|
||||
function AI_A2A_DISPATCHER:GetPlayerFriendliesNearBy( DetectedItem )
|
||||
|
||||
local DetectedSet = DetectedItem.Set
|
||||
@ -3115,14 +3125,14 @@ do
|
||||
return PlayersCount, PlayerTypesReport
|
||||
end
|
||||
|
||||
--- Calculates which friendlies are nearby the area
|
||||
--- Calculates which friendlies are nearby the area.
|
||||
-- @param #AI_A2A_DISPATCHER self
|
||||
-- @param DetectedItem
|
||||
-- @return #number, Core.CommandCenter#REPORT
|
||||
function AI_A2A_DISPATCHER:GetFriendliesNearBy( Target )
|
||||
-- @param DetectedItem The detected item.
|
||||
-- @return #number, Core.Report#REPORT The amount of friendlies and a text string explaining which friendlies of which type.
|
||||
function AI_A2A_DISPATCHER:GetFriendliesNearBy( DetectedItem )
|
||||
|
||||
local DetectedSet = Target.Set
|
||||
local FriendlyUnitsNearBy = self.Detection:GetFriendliesNearBy( Target )
|
||||
local DetectedSet = DetectedItem.Set
|
||||
local FriendlyUnitsNearBy = self.Detection:GetFriendliesNearBy( DetectedItem )
|
||||
|
||||
local FriendlyTypes = {}
|
||||
local FriendliesCount = 0
|
||||
@ -3159,8 +3169,8 @@ do
|
||||
return FriendliesCount, FriendlyTypesReport
|
||||
end
|
||||
|
||||
---
|
||||
-- @param AI_A2A_DISPATCHER
|
||||
--- Schedules a new CAP for the given SquadronName.
|
||||
-- @param #AI_A2A_DISPATCHER self
|
||||
-- @param #string SquadronName The squadron name.
|
||||
function AI_A2A_DISPATCHER:SchedulerCAP( SquadronName )
|
||||
self:CAP( SquadronName )
|
||||
@ -3173,12 +3183,8 @@ do
|
||||
--- @type AI_A2A_GCICAP
|
||||
-- @extends #AI_A2A_DISPATCHER
|
||||
|
||||
--- # AI\_A2A\_GCICAP class, extends @{AI_A2A_Dispatcher#AI_A2A_DISPATCHER}
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI_A2A_GCICAP class is designed to create an automatic air defence system for a coalition setting up GCI and CAP air defenses.
|
||||
-- The class derives from @{AI#AI_A2A_DISPATCHER} and thus, all the methods that are defined in the @{AI#AI_A2A_DISPATCHER} class, can be used also in AI\_A2A\_GCICAP.
|
||||
--- Create an automatic air defence system for a coalition setting up GCI and CAP air defenses.
|
||||
-- The class derives from @{#AI_A2A_DISPATCHER} and thus, all the methods that are defined in the @{#AI_A2A_DISPATCHER} class, can be used also in AI\_A2A\_GCICAP.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@ -3281,7 +3287,7 @@ do
|
||||
--
|
||||
-- **The place of the helicopter is important, as the airbase closest to the helicopter will be the airbase from where the CAP planes will take off for CAP.**
|
||||
--
|
||||
-- ## 2) There are a lot of defaults set, which can be further modified using the methods in @{AI#AI_A2A_DISPATCHER}:
|
||||
-- ## 2) There are a lot of defaults set, which can be further modified using the methods in @{#AI_A2A_DISPATCHER}:
|
||||
--
|
||||
-- ### 2.1) Planes are taking off in the air from the airbases.
|
||||
--
|
||||
|
||||
@ -8,7 +8,8 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI_A2A_GCI
|
||||
-- @module AI.AI_A2A_GCI
|
||||
-- @image AI_Ground_Control_Intercept.JPG
|
||||
|
||||
|
||||
|
||||
@ -16,13 +17,11 @@
|
||||
-- @extends AI.AI_A2A#AI_A2A
|
||||
|
||||
|
||||
--- # AI_A2A_GCI class, extends @{AI_A2A#AI_A2A}
|
||||
--
|
||||
-- The AI_A2A_GCI class implements the core functions to intercept intruders. The Engage function will intercept intruders.
|
||||
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI_A2A_GCI is assigned a @{Group} and this must be done before the AI_A2A_GCI process can be started using the **Start** event.
|
||||
-- The AI_A2A_GCI is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_GCI process can be started using the **Start** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
@ -65,15 +64,15 @@
|
||||
--
|
||||
-- ### 2.2 AI_A2A_GCI Events
|
||||
--
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
|
||||
-- * **@{#AI_A2A_GCI.Engage}**: Let the AI engage the bogeys.
|
||||
-- * **@{#AI_A2A_GCI.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
|
||||
-- * **@{#AI_A2A_GCI.Destroy}**: The AI has destroyed a bogey @{Unit}.
|
||||
-- * **@{#AI_A2A_GCI.Destroyed}**: The AI has destroyed all bogeys @{Unit}s assigned in the CAS task.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
|
||||
-- * **@{#AI_A2A_GCI.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}.
|
||||
-- * **@{#AI_A2A_GCI.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task.
|
||||
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
|
||||
--
|
||||
-- ## 3. Set the Range of Engagement
|
||||
@ -84,7 +83,7 @@
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- The range can be beyond or smaller than the range of the Patrol Zone.
|
||||
-- The range is applied at the position of the AI.
|
||||
-- Use the method @{AI_GCI#AI_A2A_GCI.SetEngageRange}() to define that range.
|
||||
-- Use the method @{AI.AI_GCI#AI_A2A_GCI.SetEngageRange}() to define that range.
|
||||
--
|
||||
-- ## 4. Set the Zone of Engagement
|
||||
--
|
||||
@ -92,7 +91,7 @@
|
||||
--
|
||||
-- An optional @{Zone} can be set,
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- Use the method @{AI_Cap#AI_A2A_GCI.SetEngageZone}() to define that Zone.
|
||||
-- Use the method @{AI.AI_Cap#AI_A2A_GCI.SetEngageZone}() to define that Zone.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
|
||||
@ -1,26 +1,23 @@
|
||||
--- **AI** -- (R2.2) - Models the process of air patrol of airplanes.
|
||||
--
|
||||
-- This is a class used in the @{AI_A2A_Dispatcher}.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI_A2A_Patrol
|
||||
-- @module AI.AI_A2A_Patrol
|
||||
-- @image AI_Air_Patrolling.JPG
|
||||
|
||||
|
||||
--- @type AI_A2A_PATROL
|
||||
-- @extends AI.AI_A2A#AI_A2A
|
||||
|
||||
--- # AI_A2A_PATROL class, extends @{Fsm#FSM_CONTROLLABLE}
|
||||
--
|
||||
-- The AI_A2A_PATROL class implements the core functions to patrol a @{Zone} by an AI @{Group} or @{Group}.
|
||||
--- Implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI_A2A_PATROL is assigned a @{Group} and this must be done before the AI_A2A_PATROL process can be started using the **Start** event.
|
||||
-- The AI_A2A_PATROL is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_PATROL process can be started using the **Start** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
@ -93,7 +90,7 @@
|
||||
-- * @{#AI_A2A_PATROL.SetDetectionOff}(): Set the detection off, the AI will not detect for targets. The existing target list will NOT be erased.
|
||||
--
|
||||
-- The detection frequency can be set with @{#AI_A2A_PATROL.SetRefreshTimeInterval}( seconds ), where the amount of seconds specify how much seconds will be waited before the next detection.
|
||||
-- Use the method @{#AI_A2A_PATROL.GetDetectedUnits}() to obtain a list of the @{Unit}s detected by the AI.
|
||||
-- Use the method @{#AI_A2A_PATROL.GetDetectedUnits}() to obtain a list of the @{Wrapper.Unit}s detected by the AI.
|
||||
--
|
||||
-- The detection can be filtered to potential targets in a specific zone.
|
||||
-- Use the method @{#AI_A2A_PATROL.SetDetectionZone}() to set the zone where targets need to be detected.
|
||||
@ -126,11 +123,11 @@ AI_A2A_PATROL = {
|
||||
-- @param #AI_A2A_PATROL self
|
||||
-- @param Wrapper.Group#GROUP AIPatrol
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Group} in km/h.
|
||||
-- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Group} in km/h.
|
||||
-- @param Dcs.DCSTypes#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
|
||||
-- @return #AI_A2A_PATROL self
|
||||
-- @usage
|
||||
-- -- Define a new AI_A2A_PATROL Object. This PatrolArea will patrol a Group within PatrolZone between 3000 and 6000 meters, with a variying speed between 600 and 900 km/h.
|
||||
@ -236,8 +233,8 @@ end
|
||||
|
||||
--- Sets (modifies) the minimum and maximum speed of the patrol.
|
||||
-- @param #AI_A2A_PATROL self
|
||||
-- @param Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Group} in km/h.
|
||||
-- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Group} in km/h.
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @return #AI_A2A_PATROL self
|
||||
function AI_A2A_PATROL:SetSpeed( PatrolMinSpeed, PatrolMaxSpeed )
|
||||
self:F2( { PatrolMinSpeed, PatrolMaxSpeed } )
|
||||
@ -250,8 +247,8 @@ end
|
||||
|
||||
--- Sets the floor and ceiling altitude of the patrol.
|
||||
-- @param #AI_A2A_PATROL self
|
||||
-- @param Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @return #AI_A2A_PATROL self
|
||||
function AI_A2A_PATROL:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude )
|
||||
self:F2( { PatrolFloorAltitude, PatrolCeilingAltitude } )
|
||||
@ -358,7 +355,7 @@ function AI_A2A_PATROL.Resume( AIPatrol )
|
||||
|
||||
AIPatrol:F( { "AI_A2A_PATROL.Resume:", AIPatrol:GetName() } )
|
||||
if AIPatrol:IsAlive() then
|
||||
local _AI_A2A = AIPatrol:GetState( AIPatrol, "AI_A2A" ) -- #AI_A2A
|
||||
local _AI_A2A = AIPatrol:GetState( AIPatrol, "AI_A2A" ) -- AI.AI_A2A#AI_A2A
|
||||
_AI_A2A:__Reset( 1 )
|
||||
_AI_A2A:__Route( 5 )
|
||||
end
|
||||
|
||||
@ -1,9 +1,14 @@
|
||||
--- **AI** -- (R2.1) - Manages the independent process of Battlefield Air Interdiction (bombing) for airplanes.
|
||||
--- **AI** -- Peform Battlefield Area Interdiction (BAI) within an engagement zone.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 
|
||||
-- **Features:**
|
||||
--
|
||||
-- * Hold and standby within a patrol zone.
|
||||
-- * Engage upon command the assigned targets within an engagement zone.
|
||||
-- * Loop the zone until all targets are eliminated.
|
||||
-- * Trigger different events upon the results achieved.
|
||||
-- * After combat, return to the patrol zone and hold.
|
||||
-- * RTB when commanded or after out of fuel.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/BAI%20-%20Battlefield%20Air%20Interdiction)
|
||||
@ -21,25 +26,23 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI_Bai
|
||||
-- @module AI.AI_Bai
|
||||
-- @image AI_Battlefield_Air_Interdiction.JPG
|
||||
|
||||
|
||||
--- AI_BAI_ZONE class
|
||||
-- @type AI_BAI_ZONE
|
||||
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Controllable} patrolling.
|
||||
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling.
|
||||
-- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
|
||||
|
||||
--- # AI_BAI_ZONE class, extends @{AI_Patrol#AI_PATROL_ZONE}
|
||||
--- Implements the core functions to provide BattleGround Air Interdiction in an Engage @{Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}.
|
||||
--
|
||||
-- AI_BAI_ZONE derives from the @{AI_Patrol#AI_PATROL_ZONE}, inheriting its methods and behaviour.
|
||||
--
|
||||
-- The AI_BAI_ZONE class implements the core functions to provide BattleGround Air Interdiction in an Engage @{Zone} by an AIR @{Controllable} or @{Group}.
|
||||
-- The AI_BAI_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI_BAI_ZONE is assigned a @{Group} and this must be done before the AI_BAI_ZONE process can be started through the **Start** event.
|
||||
-- The AI_BAI_ZONE is assigned a @{Wrapper.Group} and this must be done before the AI_BAI_ZONE process can be started through the **Start** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
@ -105,15 +108,15 @@
|
||||
--
|
||||
-- ### 2.2. AI_BAI_ZONE Events
|
||||
--
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
|
||||
-- * **@{#AI_BAI_ZONE.Engage}**: Engage the AI to provide BOMB in the Engage Zone, destroying any target it finds.
|
||||
-- * **@{#AI_BAI_ZONE.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
|
||||
-- * **@{#AI_BAI_ZONE.Destroy}**: The AI has destroyed a target @{Unit}.
|
||||
-- * **@{#AI_BAI_ZONE.Destroyed}**: The AI has destroyed all target @{Unit}s assigned in the BOMB task.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
|
||||
-- * **@{#AI_BAI_ZONE.Destroy}**: The AI has destroyed a target @{Wrapper.Unit}.
|
||||
-- * **@{#AI_BAI_ZONE.Destroyed}**: The AI has destroyed all target @{Wrapper.Unit}s assigned in the BOMB task.
|
||||
-- * **Status**: The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
|
||||
--
|
||||
-- ## 3. Modify the Engage Zone behaviour to pinpoint a **map object** or **scenery object**
|
||||
@ -140,12 +143,12 @@ AI_BAI_ZONE = {
|
||||
--- Creates a new AI_BAI_ZONE object
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Controllable} in km/h.
|
||||
-- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
|
||||
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h.
|
||||
-- @param Core.Zone#ZONE_BASE EngageZone The zone where the engage will happen.
|
||||
-- @param Dcs.DCSTypes#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
|
||||
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
|
||||
-- @return #AI_BAI_ZONE self
|
||||
function AI_BAI_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageZone, PatrolAltType )
|
||||
|
||||
@ -182,24 +185,24 @@ function AI_BAI_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
|
||||
-- @function [parent=#AI_BAI_ZONE] Engage
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
|
||||
-- @param Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
|
||||
-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
|
||||
-- @param DCS#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
|
||||
-- @param DCS#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
|
||||
-- If parameter is not defined the unit / controllable will choose expend on its own discretion.
|
||||
-- Use the structure @{DCSTypes#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
|
||||
-- Use the structure @{DCS#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
|
||||
-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
|
||||
-- @param Dcs.DCSTypes#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
|
||||
-- @param DCS#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
|
||||
|
||||
--- Asynchronous Event Trigger for Event Engage.
|
||||
-- @function [parent=#AI_BAI_ZONE] __Engage
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
|
||||
-- @param Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
|
||||
-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
|
||||
-- @param DCS#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
|
||||
-- @param DCS#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
|
||||
-- If parameter is not defined the unit / controllable will choose expend on its own discretion.
|
||||
-- Use the structure @{DCSTypes#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
|
||||
-- Use the structure @{DCS#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
|
||||
-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
|
||||
-- @param Dcs.DCSTypes#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
|
||||
-- @param DCS#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
|
||||
|
||||
--- OnLeave Transition Handler for State Engaging.
|
||||
-- @function [parent=#AI_BAI_ZONE] OnLeaveEngaging
|
||||
@ -486,10 +489,10 @@ end
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
|
||||
-- @param Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
|
||||
-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
|
||||
-- @param DCS#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
|
||||
-- @param DCS#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
|
||||
-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
|
||||
-- @param Dcs.DCSTypes#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
|
||||
-- @param DCS#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
|
||||
function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
|
||||
EngageSpeed,
|
||||
EngageAltitude,
|
||||
|
||||
@ -1,8 +1,11 @@
|
||||
--- **AI** -- (2.1) - Balance player slots with AI to create an engaging simulation environment, independent of the amount of players.
|
||||
--- **AI** -- Balance player slots with AI to create an engaging simulation environment, independent of the amount of players.
|
||||
--
|
||||
-- ===
|
||||
-- **Features:**
|
||||
--
|
||||
-- 
|
||||
-- * Automatically spawn AI as a replacement of free player slots for a coalition.
|
||||
-- * Make the AI to perform tasks.
|
||||
-- * Define a maximum amount of AI to be active at the same time.
|
||||
-- * Configure the behaviour of AI when a human joins a slot for which an AI is active.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@ -21,7 +24,8 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI_Balancer
|
||||
-- @module AI.AI_Balancer
|
||||
-- @image AI_Balancing.JPG
|
||||
|
||||
--- @type AI_BALANCER
|
||||
-- @field Core.Set#SET_CLIENT SetClient
|
||||
@ -30,13 +34,11 @@
|
||||
-- @extends Core.Fsm#FSM_SET
|
||||
|
||||
|
||||
--- # AI_BALANCER class, extends @{Fsm#FSM_SET}
|
||||
--
|
||||
-- The AI_BALANCER class monitors and manages as many replacement AI groups as there are
|
||||
-- CLIENTS in a SET_CLIENT collection, which are not occupied by human players.
|
||||
--- Monitors and manages as many replacement AI groups as there are
|
||||
-- CLIENTS in a SET\_CLIENT collection, which are not occupied by human players.
|
||||
-- In other words, use AI_BALANCER to simulate human behaviour by spawning in replacement AI in multi player missions.
|
||||
--
|
||||
-- The parent class @{Fsm#FSM_SET} manages the functionality to control the Finite State Machine (FSM).
|
||||
-- The parent class @{Core.Fsm#FSM_SET} manages the functionality to control the Finite State Machine (FSM).
|
||||
-- The mission designer can tailor the behaviour of the AI_BALANCER, by defining event and state transition methods.
|
||||
-- An explanation about state and event transition methods can be found in the @{FSM} module documentation.
|
||||
--
|
||||
@ -78,8 +80,8 @@
|
||||
-- However, there are 2 additional options that you can use to customize the destroy behaviour.
|
||||
-- When a human player joins a slot, you can configure to let the AI return to:
|
||||
--
|
||||
-- * @{#AI_BALANCER.ReturnToHomeAirbase}: Returns the AI to the **home** @{Airbase#AIRBASE}.
|
||||
-- * @{#AI_BALANCER.ReturnToNearestAirbases}: Returns the AI to the **nearest friendly** @{Airbase#AIRBASE}.
|
||||
-- * @{#AI_BALANCER.ReturnToHomeAirbase}: Returns the AI to the **home** @{Wrapper.Airbase#AIRBASE}.
|
||||
-- * @{#AI_BALANCER.ReturnToNearestAirbases}: Returns the AI to the **nearest friendly** @{Wrapper.Airbase#AIRBASE}.
|
||||
--
|
||||
-- Note that when AI returns to an airbase, the AI_BALANCER will trigger the **Return** event and the AI will return,
|
||||
-- otherwise the AI_BALANCER will trigger a **Destroy** event, and the AI will be destroyed.
|
||||
@ -141,10 +143,10 @@ function AI_BALANCER:InitSpawnInterval( Earliest, Latest )
|
||||
return self
|
||||
end
|
||||
|
||||
--- Returns the AI to the nearest friendly @{Airbase#AIRBASE}.
|
||||
--- Returns the AI to the nearest friendly @{Wrapper.Airbase#AIRBASE}.
|
||||
-- @param #AI_BALANCER self
|
||||
-- @param Dcs.DCSTypes#Distance ReturnThresholdRange If there is an enemy @{Client#CLIENT} within the ReturnThresholdRange given in meters, the AI will not return to the nearest @{Airbase#AIRBASE}.
|
||||
-- @param Core.Set#SET_AIRBASE ReturnAirbaseSet The SET of @{Set#SET_AIRBASE}s to evaluate where to return to.
|
||||
-- @param DCS#Distance ReturnThresholdRange If there is an enemy @{Wrapper.Client#CLIENT} within the ReturnThresholdRange given in meters, the AI will not return to the nearest @{Wrapper.Airbase#AIRBASE}.
|
||||
-- @param Core.Set#SET_AIRBASE ReturnAirbaseSet The SET of @{Core.Set#SET_AIRBASE}s to evaluate where to return to.
|
||||
function AI_BALANCER:ReturnToNearestAirbases( ReturnThresholdRange, ReturnAirbaseSet )
|
||||
|
||||
self.ToNearestAirbase = true
|
||||
@ -152,9 +154,9 @@ function AI_BALANCER:ReturnToNearestAirbases( ReturnThresholdRange, ReturnAirbas
|
||||
self.ReturnAirbaseSet = ReturnAirbaseSet
|
||||
end
|
||||
|
||||
--- Returns the AI to the home @{Airbase#AIRBASE}.
|
||||
--- Returns the AI to the home @{Wrapper.Airbase#AIRBASE}.
|
||||
-- @param #AI_BALANCER self
|
||||
-- @param Dcs.DCSTypes#Distance ReturnThresholdRange If there is an enemy @{Client#CLIENT} within the ReturnThresholdRange given in meters, the AI will not return to the nearest @{Airbase#AIRBASE}.
|
||||
-- @param DCS#Distance ReturnThresholdRange If there is an enemy @{Wrapper.Client#CLIENT} within the ReturnThresholdRange given in meters, the AI will not return to the nearest @{Wrapper.Airbase#AIRBASE}.
|
||||
function AI_BALANCER:ReturnToHomeAirbase( ReturnThresholdRange )
|
||||
|
||||
self.ToHomeAirbase = true
|
||||
|
||||
@ -1,9 +1,13 @@
|
||||
--- **AI** -- (R2.1) - Manages the independent process of Combat Air Patrol (CAP) for airplanes.
|
||||
--- **AI** -- Perform Combat Air Patrolling (CAP) for airplanes.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 
|
||||
-- **Features:**
|
||||
--
|
||||
-- * Patrol AI airplanes within a given zone.
|
||||
-- * Trigger detected events when enemy airplanes are detected.
|
||||
-- * Manage a fuel treshold to RTB on time.
|
||||
-- * Engage the enemy when detected.
|
||||
--
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/CAP%20-%20Combat%20Air%20Patrol)
|
||||
@ -25,23 +29,22 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI_Cap
|
||||
-- @module AI.AI_Cap
|
||||
-- @image AI_Combat_Air_Patrol.JPG
|
||||
|
||||
|
||||
--- @type AI_CAP_ZONE
|
||||
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Controllable} patrolling.
|
||||
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling.
|
||||
-- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
|
||||
|
||||
|
||||
--- # AI_CAP_ZONE class, extends @{AI_CAP#AI_PATROL_ZONE}
|
||||
--
|
||||
-- The AI_CAP_ZONE class implements the core functions to patrol a @{Zone} by an AI @{Controllable} or @{Group}
|
||||
--- Implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}
|
||||
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI_CAP_ZONE is assigned a @{Group} and this must be done before the AI_CAP_ZONE process can be started using the **Start** event.
|
||||
-- The AI_CAP_ZONE is assigned a @{Wrapper.Group} and this must be done before the AI_CAP_ZONE process can be started using the **Start** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
@ -84,15 +87,15 @@
|
||||
--
|
||||
-- ### 2.2 AI_CAP_ZONE Events
|
||||
--
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
|
||||
-- * **@{#AI_CAP_ZONE.Engage}**: Let the AI engage the bogeys.
|
||||
-- * **@{#AI_CAP_ZONE.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
|
||||
-- * **@{#AI_CAP_ZONE.Destroy}**: The AI has destroyed a bogey @{Unit}.
|
||||
-- * **@{#AI_CAP_ZONE.Destroyed}**: The AI has destroyed all bogeys @{Unit}s assigned in the CAS task.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
|
||||
-- * **@{#AI_CAP_ZONE.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}.
|
||||
-- * **@{#AI_CAP_ZONE.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task.
|
||||
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
|
||||
--
|
||||
-- ## 3. Set the Range of Engagement
|
||||
@ -103,7 +106,7 @@
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- The range can be beyond or smaller than the range of the Patrol Zone.
|
||||
-- The range is applied at the position of the AI.
|
||||
-- Use the method @{AI_CAP#AI_CAP_ZONE.SetEngageRange}() to define that range.
|
||||
-- Use the method @{AI.AI_CAP#AI_CAP_ZONE.SetEngageRange}() to define that range.
|
||||
--
|
||||
-- ## 4. Set the Zone of Engagement
|
||||
--
|
||||
@ -111,7 +114,7 @@
|
||||
--
|
||||
-- An optional @{Zone} can be set,
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- Use the method @{AI_Cap#AI_CAP_ZONE.SetEngageZone}() to define that Zone.
|
||||
-- Use the method @{AI.AI_Cap#AI_CAP_ZONE.SetEngageZone}() to define that Zone.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@ -125,11 +128,11 @@ AI_CAP_ZONE = {
|
||||
--- Creates a new AI_CAP_ZONE object
|
||||
-- @param #AI_CAP_ZONE self
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Controllable} in km/h.
|
||||
-- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
|
||||
-- @param Dcs.DCSTypes#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
|
||||
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h.
|
||||
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
|
||||
-- @return #AI_CAP_ZONE self
|
||||
function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
|
||||
|
||||
|
||||
@ -1,9 +1,14 @@
|
||||
--- **AI** -- (R2.1) - Manages the independent process of Close Air Support for airplanes.
|
||||
--- **AI** -- Perform Close Air Support (CAS) near friendlies.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 
|
||||
-- **Features:**
|
||||
--
|
||||
-- * Hold and standby within a patrol zone.
|
||||
-- * Engage upon command the enemies within an engagement zone.
|
||||
-- * Loop the zone until all enemies are eliminated.
|
||||
-- * Trigger different events upon the results achieved.
|
||||
-- * After combat, return to the patrol zone and hold.
|
||||
-- * RTB when commanded or after fuel.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/CAS%20-%20Close%20Air%20Support)
|
||||
@ -23,25 +28,21 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI_Cas
|
||||
|
||||
-- @module AI.AI_Cas
|
||||
-- @image AI_Close_Air_Support.JPG
|
||||
|
||||
--- AI_CAS_ZONE class
|
||||
-- @type AI_CAS_ZONE
|
||||
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Controllable} patrolling.
|
||||
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling.
|
||||
-- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
|
||||
|
||||
--- # AI_CAS_ZONE class, extends @{AI_Patrol#AI_PATROL_ZONE}
|
||||
--
|
||||
-- AI_CAS_ZONE derives from the @{AI_Patrol#AI_PATROL_ZONE}, inheriting its methods and behaviour.
|
||||
--
|
||||
-- The AI_CAS_ZONE class implements the core functions to provide Close Air Support in an Engage @{Zone} by an AIR @{Controllable} or @{Group}.
|
||||
--- Implements the core functions to provide Close Air Support in an Engage @{Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}.
|
||||
-- The AI_CAS_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI_CAS_ZONE is assigned a @{Group} and this must be done before the AI_CAS_ZONE process can be started through the **Start** event.
|
||||
-- The AI_CAS_ZONE is assigned a @{Wrapper.Group} and this must be done before the AI_CAS_ZONE process can be started through the **Start** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
@ -107,15 +108,15 @@
|
||||
--
|
||||
-- ### 2.2. AI_CAS_ZONE Events
|
||||
--
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
|
||||
-- * **@{#AI_CAS_ZONE.Engage}**: Engage the AI to provide CAS in the Engage Zone, destroying any target it finds.
|
||||
-- * **@{#AI_CAS_ZONE.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
|
||||
-- * **@{#AI_CAS_ZONE.Destroy}**: The AI has destroyed a target @{Unit}.
|
||||
-- * **@{#AI_CAS_ZONE.Destroyed}**: The AI has destroyed all target @{Unit}s assigned in the CAS task.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
|
||||
-- * **@{#AI_CAS_ZONE.Destroy}**: The AI has destroyed a target @{Wrapper.Unit}.
|
||||
-- * **@{#AI_CAS_ZONE.Destroyed}**: The AI has destroyed all target @{Wrapper.Unit}s assigned in the CAS task.
|
||||
-- * **Status**: The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
|
||||
--
|
||||
-- ===
|
||||
@ -130,12 +131,12 @@ AI_CAS_ZONE = {
|
||||
--- Creates a new AI_CAS_ZONE object
|
||||
-- @param #AI_CAS_ZONE self
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Controllable} in km/h.
|
||||
-- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
|
||||
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h.
|
||||
-- @param Core.Zone#ZONE_BASE EngageZone The zone where the engage will happen.
|
||||
-- @param Dcs.DCSTypes#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
|
||||
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
|
||||
-- @return #AI_CAS_ZONE self
|
||||
function AI_CAS_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageZone, PatrolAltType )
|
||||
|
||||
@ -171,24 +172,24 @@ function AI_CAS_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
|
||||
-- @function [parent=#AI_CAS_ZONE] Engage
|
||||
-- @param #AI_CAS_ZONE self
|
||||
-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
|
||||
-- @param Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
|
||||
-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
|
||||
-- @param DCS#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
|
||||
-- @param DCS#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
|
||||
-- If parameter is not defined the unit / controllable will choose expend on its own discretion.
|
||||
-- Use the structure @{DCSTypes#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
|
||||
-- Use the structure @{DCS#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
|
||||
-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
|
||||
-- @param Dcs.DCSTypes#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
|
||||
-- @param DCS#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
|
||||
|
||||
--- Asynchronous Event Trigger for Event Engage.
|
||||
-- @function [parent=#AI_CAS_ZONE] __Engage
|
||||
-- @param #AI_CAS_ZONE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
|
||||
-- @param Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
|
||||
-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
|
||||
-- @param DCS#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
|
||||
-- @param DCS#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
|
||||
-- If parameter is not defined the unit / controllable will choose expend on its own discretion.
|
||||
-- Use the structure @{DCSTypes#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
|
||||
-- Use the structure @{DCS#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
|
||||
-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
|
||||
-- @param Dcs.DCSTypes#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
|
||||
-- @param DCS#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
|
||||
|
||||
--- OnLeave Transition Handler for State Engaging.
|
||||
-- @function [parent=#AI_CAS_ZONE] OnLeaveEngaging
|
||||
@ -430,10 +431,10 @@ end
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
|
||||
-- @param Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
|
||||
-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
|
||||
-- @param DCS#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
|
||||
-- @param DCS#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
|
||||
-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
|
||||
-- @param Dcs.DCSTypes#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
|
||||
-- @param DCS#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
|
||||
function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
|
||||
EngageSpeed,
|
||||
EngageAltitude,
|
||||
|
||||
673
Moose Development/Moose/AI/AI_Cargo_APC.lua
Normal file
673
Moose Development/Moose/AI/AI_Cargo_APC.lua
Normal file
@ -0,0 +1,673 @@
|
||||
--- **AI** -- (R2.3) - Models the intelligent transportation of infantry and other cargo.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_Cargo_APC
|
||||
-- @image AI_Cargo_Dispatching_For_APC.JPG
|
||||
|
||||
--- @type AI_CARGO_APC
|
||||
-- @extends Core.Fsm#FSM_CONTROLLABLE
|
||||
|
||||
|
||||
--- Brings a dynamic cargo handling capability for AI groups.
|
||||
--
|
||||
-- Armoured Personnel Carriers (APC), Trucks, Jeeps and other ground based carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.
|
||||
-- The AI\_CARGO\APC module uses the @{Cargo} capabilities within the MOOSE framework.
|
||||
-- CARGO derived objects must be declared within the mission to make the AI\_CARGO\APC object recognize the cargo.
|
||||
-- Please consult the @{Cargo} module for more information.
|
||||
--
|
||||
-- ## Cargo loading.
|
||||
--
|
||||
-- The module will load automatically cargo when the APCs are within boarding or loading range.
|
||||
-- The boarding or loading range is specified when the cargo is created in the simulation, and therefore, this range depends on the type of cargo
|
||||
-- and the specified boarding range.
|
||||
--
|
||||
-- ## Enemies nearby.
|
||||
--
|
||||
-- When the APCs are approaching enemy units, something special is happening.
|
||||
-- The APCs will stop moving, and the loaded infantry will unboard and follow the APCs and will help to defend the group.
|
||||
-- The carrier will hold the route once the unboarded infantry is further than 50 meters from the APCs,
|
||||
-- to ensure that the APCs are not too far away from the following running infantry.
|
||||
-- Once all enemies are cleared, the infantry will board again automatically into the APCs. Once boarded, the APCs will follow its pre-defined route.
|
||||
--
|
||||
-- A combat range needs to be specified in meters at the @{#AI_CARGO_APC.New}() method.
|
||||
-- This combat range will trigger the unboarding of troops when enemies are within the combat range around the APCs.
|
||||
-- During my tests, I've noticed that there is a balance between ensuring that the infantry is within sufficient hit range (effectiveness) versus
|
||||
-- vulnerability of the infantry. It all depends on the kind of enemies that are expected to be encountered.
|
||||
-- A combat range of 350 meters to 500 meters has been proven to be the most effective and efficient.
|
||||
--
|
||||
-- ## Infantry health.
|
||||
--
|
||||
-- When infantry is unboarded from the APCs, the infantry is actually respawned into the battlefield.
|
||||
-- As a result, the unboarding infantry is very _healthy_ every time it unboards.
|
||||
-- This is due to the limitation of the DCS simulator, which is not able to specify the health of new spawned units as a parameter.
|
||||
-- However, infantry that was destroyed when unboarded and following the APCs, won't be respawned again. Destroyed is destroyed.
|
||||
-- As a result, there is some additional strength that is gained when an unboarding action happens, but in terms of simulation balance this has
|
||||
-- marginal impact on the overall battlefield simulation. Fortunately, the firing strength of infantry is limited, and thus, respacing healthy infantry every
|
||||
-- time is not so much of an issue ...
|
||||
--
|
||||
-- ## Control the APCs on the map.
|
||||
--
|
||||
-- It is possible also as a human ground commander to influence the path of the APCs, by pointing a new path using the DCS user interface on the map.
|
||||
-- In this case, the APCs will change the direction towards its new indicated route. However, there is a catch!
|
||||
-- Once the APCs are near the enemy, and infantry is unboarded, the APCs won't be able to hold the route until the infantry could catch up.
|
||||
-- The APCs will simply drive on and won't stop! This is a limitation in ED that prevents user actions being controlled by the scripting engine.
|
||||
-- No workaround is possible on this.
|
||||
--
|
||||
-- ## Cargo deployment.
|
||||
--
|
||||
-- Using the @{#AI_CARGO_APC.Deploy}() method, you are able to direct the APCs towards a point on the battlefield to unboard/unload the cargo at the specific coordinate.
|
||||
-- The APCs will follow nearby roads as much as possible, to ensure fast and clean cargo transportation between the objects and villages in the simulation environment.
|
||||
--
|
||||
-- ## Cargo pickup.
|
||||
--
|
||||
-- Using the @{#AI_CARGO_APC.Pickup}() method, you are able to direct the APCs towards a point on the battlefield to board/load the cargo at the specific coordinate.
|
||||
-- The APCs will follow nearby roads as much as possible, to ensure fast and clean cargo transportation between the objects and villages in the simulation environment.
|
||||
--
|
||||
--
|
||||
--
|
||||
-- @field #AI_CARGO_APC
|
||||
AI_CARGO_APC = {
|
||||
ClassName = "AI_CARGO_APC",
|
||||
Coordinate = nil, -- Core.Point#COORDINATE,
|
||||
APC_Cargo = {},
|
||||
}
|
||||
|
||||
--- Creates a new AI_CARGO_APC object.
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param Wrapper.Group#GROUP APC
|
||||
-- @param Core.Set#SET_CARGO CargoSet
|
||||
-- @param #number CombatRadius
|
||||
-- @return #AI_CARGO_APC
|
||||
function AI_CARGO_APC:New( APC, CargoSet, CombatRadius )
|
||||
|
||||
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- #AI_CARGO_APC
|
||||
|
||||
self.CargoSet = CargoSet -- Core.Set#SET_CARGO
|
||||
self.CombatRadius = CombatRadius
|
||||
|
||||
self:SetStartState( "Unloaded" )
|
||||
|
||||
self:AddTransition( "Unloaded", "Pickup", "*" )
|
||||
self:AddTransition( "Loaded", "Deploy", "*" )
|
||||
|
||||
self:AddTransition( "*", "Load", "Boarding" )
|
||||
self:AddTransition( "Boarding", "Board", "Boarding" )
|
||||
self:AddTransition( "Boarding", "Loaded", "Loaded" )
|
||||
self:AddTransition( "Loaded", "Unload", "Unboarding" )
|
||||
self:AddTransition( "Unboarding", "Unboard", "Unboarding" )
|
||||
self:AddTransition( { "Unboarding", "Unloaded" }, "Unloaded", "Unloaded" )
|
||||
|
||||
self:AddTransition( "*", "Monitor", "*" )
|
||||
self:AddTransition( "*", "Follow", "Following" )
|
||||
self:AddTransition( "*", "Guard", "Unloaded" )
|
||||
self:AddTransition( "*", "Home", "*" )
|
||||
|
||||
self:AddTransition( "*", "Destroyed", "Destroyed" )
|
||||
|
||||
|
||||
--- Pickup Handler OnBefore for AI_CARGO_APC
|
||||
-- @function [parent=#AI_CARGO_APC] OnBeforePickup
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @return #boolean
|
||||
|
||||
--- Pickup Handler OnAfter for AI_CARGO_APC
|
||||
-- @function [parent=#AI_CARGO_APC] OnAfterPickup
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
|
||||
--- Pickup Trigger for AI_CARGO_APC
|
||||
-- @function [parent=#AI_CARGO_APC] Pickup
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
|
||||
--- Pickup Asynchronous Trigger for AI_CARGO_APC
|
||||
-- @function [parent=#AI_CARGO_APC] __Pickup
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param #number Delay
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
|
||||
--- Deploy Handler OnBefore for AI_CARGO_APC
|
||||
-- @function [parent=#AI_CARGO_APC] OnBeforeDeploy
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @return #boolean
|
||||
|
||||
--- Deploy Handler OnAfter for AI_CARGO_APC
|
||||
-- @function [parent=#AI_CARGO_APC] OnAfterDeploy
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
|
||||
--- Deploy Trigger for AI_CARGO_APC
|
||||
-- @function [parent=#AI_CARGO_APC] Deploy
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
|
||||
--- Deploy Asynchronous Trigger for AI_CARGO_APC
|
||||
-- @function [parent=#AI_CARGO_APC] __Deploy
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @param #number Delay
|
||||
|
||||
|
||||
--- Loaded Handler OnAfter for AI_CARGO_APC
|
||||
-- @function [parent=#AI_CARGO_APC] OnAfterLoaded
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param Wrapper.Group#GROUP APC
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
|
||||
--- Unloaded Handler OnAfter for AI_CARGO_APC
|
||||
-- @function [parent=#AI_CARGO_APC] OnAfterUnloaded
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param Wrapper.Group#GROUP APC
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
|
||||
|
||||
self:__Monitor( 1 )
|
||||
|
||||
|
||||
self:SetCarrier( APC )
|
||||
self.Transporting = false
|
||||
self.Relocating = false
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Set the Carrier.
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param Wrapper.Group#GROUP CargoCarrier
|
||||
-- @return #AI_CARGO_APC
|
||||
function AI_CARGO_APC:SetCarrier( CargoCarrier )
|
||||
|
||||
self.CargoCarrier = CargoCarrier -- Wrapper.Group#GROUP
|
||||
self.CargoCarrier:SetState( self.CargoCarrier, "AI_CARGO_APC", self )
|
||||
|
||||
CargoCarrier:HandleEvent( EVENTS.Dead )
|
||||
CargoCarrier:HandleEvent( EVENTS.Hit )
|
||||
|
||||
function CargoCarrier:OnEventDead( EventData )
|
||||
self:F({"dead"})
|
||||
local AICargoTroops = self:GetState( self, "AI_CARGO_APC" )
|
||||
self:F({AICargoTroops=AICargoTroops})
|
||||
if AICargoTroops then
|
||||
self:F({})
|
||||
if not AICargoTroops:Is( "Loaded" ) then
|
||||
-- There are enemies within combat range. Unload the CargoCarrier.
|
||||
AICargoTroops:Destroyed()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function CargoCarrier:OnEventHit( EventData )
|
||||
self:F({"hit"})
|
||||
local AICargoTroops = self:GetState( self, "AI_CARGO_APC" )
|
||||
if AICargoTroops then
|
||||
self:F( { OnHitLoaded = AICargoTroops:Is( "Loaded" ) } )
|
||||
if AICargoTroops:Is( "Loaded" ) or AICargoTroops:Is( "Boarding" ) then
|
||||
-- There are enemies within combat range. Unload the CargoCarrier.
|
||||
AICargoTroops:Unload( false )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
self.Zone = ZONE_UNIT:New( self.CargoCarrier:GetName() .. "-Zone", self.CargoCarrier, self.CombatRadius )
|
||||
self.Coalition = self.CargoCarrier:GetCoalition()
|
||||
|
||||
self:SetControllable( CargoCarrier )
|
||||
|
||||
self:Guard()
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
function AI_CARGO_APC:IsTransporting()
|
||||
|
||||
return self.Transporting == true
|
||||
end
|
||||
|
||||
function AI_CARGO_APC:IsRelocating()
|
||||
|
||||
return self.Relocating == true
|
||||
end
|
||||
|
||||
--- Find a free Carrier within a range.
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @param #number Radius
|
||||
-- @return Wrapper.Group#GROUP NewCarrier
|
||||
function AI_CARGO_APC:FindCarrier( Coordinate, Radius )
|
||||
|
||||
local CoordinateZone = ZONE_RADIUS:New( "Zone" , Coordinate:GetVec2(), Radius )
|
||||
CoordinateZone:Scan( { Object.Category.UNIT } )
|
||||
for _, DCSUnit in pairs( CoordinateZone:GetScannedUnits() ) do
|
||||
local NearUnit = UNIT:Find( DCSUnit )
|
||||
self:F({NearUnit=NearUnit})
|
||||
if not NearUnit:GetState( NearUnit, "AI_CARGO_APC" ) then
|
||||
local Attributes = NearUnit:GetDesc()
|
||||
self:F({Desc=Attributes})
|
||||
if NearUnit:HasAttribute( "Trucks" ) then
|
||||
return NearUnit:GetGroup()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return nil
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Follow Infantry to the Carrier.
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param #AI_CARGO_APC Me
|
||||
-- @param Wrapper.Unit#UNIT APCUnit
|
||||
-- @param Cargo.CargoGroup#CARGO_GROUP Cargo
|
||||
-- @return #AI_CARGO_APC
|
||||
function AI_CARGO_APC:FollowToCarrier( Me, APCUnit, CargoGroup )
|
||||
|
||||
local InfantryGroup = CargoGroup:GetGroup()
|
||||
|
||||
self:F( { self = self:GetClassNameAndID(), InfantryGroup = InfantryGroup:GetName() } )
|
||||
|
||||
--if self:Is( "Following" ) then
|
||||
|
||||
if APCUnit:IsAlive() then
|
||||
-- We check if the Cargo is near to the CargoCarrier.
|
||||
if InfantryGroup:IsPartlyInZone( ZONE_UNIT:New( "Radius", APCUnit, 25 ) ) then
|
||||
|
||||
-- The Cargo does not need to follow the Carrier.
|
||||
Me:Guard()
|
||||
|
||||
else
|
||||
|
||||
self:F( { InfantryGroup = InfantryGroup:GetName() } )
|
||||
|
||||
if InfantryGroup:IsAlive() then
|
||||
|
||||
self:F( { InfantryGroup = InfantryGroup:GetName() } )
|
||||
|
||||
local Waypoints = {}
|
||||
|
||||
-- Calculate the new Route.
|
||||
local FromCoord = InfantryGroup:GetCoordinate()
|
||||
local FromGround = FromCoord:WaypointGround( 10, "Diamond" )
|
||||
self:F({FromGround=FromGround})
|
||||
table.insert( Waypoints, FromGround )
|
||||
|
||||
local ToCoord = APCUnit:GetCoordinate():GetRandomCoordinateInRadius( 10, 5 )
|
||||
local ToGround = ToCoord:WaypointGround( 10, "Diamond" )
|
||||
self:F({ToGround=ToGround})
|
||||
table.insert( Waypoints, ToGround )
|
||||
|
||||
local TaskRoute = InfantryGroup:TaskFunction( "AI_CARGO_APC.FollowToCarrier", Me, APCUnit, CargoGroup )
|
||||
|
||||
self:F({Waypoints = Waypoints})
|
||||
local Waypoint = Waypoints[#Waypoints]
|
||||
InfantryGroup:SetTaskWaypoint( Waypoint, TaskRoute ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
|
||||
|
||||
InfantryGroup:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_CARGO_APC self
|
||||
-- @param Wrapper.Group#GROUP APC
|
||||
function AI_CARGO_APC:onafterMonitor( APC, From, Event, To )
|
||||
self:F( { APC, From, Event, To } )
|
||||
|
||||
if APC and APC:IsAlive() then
|
||||
if self.CarrierCoordinate then
|
||||
if self:IsRelocating() == true then
|
||||
local Coordinate = APC:GetCoordinate()
|
||||
self.Zone:Scan( { Object.Category.UNIT } )
|
||||
if self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then
|
||||
if self:Is( "Unloaded" ) or self:Is( "Following" ) then
|
||||
-- There are no enemies within combat range. Load the CargoCarrier.
|
||||
self:Load()
|
||||
end
|
||||
else
|
||||
if self:Is( "Loaded" ) then
|
||||
-- There are enemies within combat range. Unload the CargoCarrier.
|
||||
self:__Unload( 1, false )
|
||||
else
|
||||
if self:Is( "Unloaded" ) then
|
||||
self:Follow()
|
||||
end
|
||||
if self:Is( "Following" ) then
|
||||
for APCUnit, Cargo in pairs( self.APC_Cargo ) do
|
||||
local Cargo = Cargo -- Cargo.Cargo#CARGO
|
||||
if Cargo:IsAlive() then
|
||||
if not Cargo:IsNear( APCUnit, 40 ) then
|
||||
APCUnit:RouteStop()
|
||||
self.CarrierStopped = true
|
||||
else
|
||||
if self.CarrierStopped then
|
||||
if Cargo:IsNear( APCUnit, 25 ) then
|
||||
APCUnit:RouteResume()
|
||||
self.CarrierStopped = nil
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
self.CarrierCoordinate = APC:GetCoordinate()
|
||||
end
|
||||
|
||||
self:__Monitor( -5 )
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_CARGO_APC self
|
||||
-- @param Wrapper.Group#GROUP APC
|
||||
function AI_CARGO_APC:onbeforeLoad( APC, From, Event, To )
|
||||
self:F( { APC, From, Event, To } )
|
||||
|
||||
local Boarding = false
|
||||
self.BoardingCount = 0
|
||||
|
||||
if APC and APC:IsAlive() then
|
||||
self.APC_Cargo = {}
|
||||
for _, APCUnit in pairs( APC:GetUnits() ) do
|
||||
local APCUnit = APCUnit -- Wrapper.Unit#UNIT
|
||||
for _, Cargo in pairs( self.CargoSet:GetSet() ) do
|
||||
local Cargo = Cargo -- Cargo.Cargo#CARGO
|
||||
self:F( { IsUnLoaded = Cargo:IsUnLoaded(), IsDeployed = Cargo:IsDeployed(), Cargo:GetName(), APC:GetName() } )
|
||||
if Cargo:IsUnLoaded() and not Cargo:IsDeployed() then
|
||||
if Cargo:IsInLoadRadius( APCUnit:GetCoordinate() ) then
|
||||
self:F( { "In radius", APCUnit:GetName() } )
|
||||
APC:RouteStop()
|
||||
--Cargo:Ungroup()
|
||||
Cargo:Board( APCUnit, 25 )
|
||||
self:__Board( 1, Cargo )
|
||||
Boarding = true
|
||||
|
||||
-- So now this APCUnit has Cargo that is being loaded.
|
||||
-- This will be used further in the logic to follow and to check cargo status.
|
||||
self.APC_Cargo[APCUnit] = Cargo
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return Boarding
|
||||
|
||||
end
|
||||
|
||||
--- @param #AI_CARGO_APC self
|
||||
-- @param Wrapper.Group#GROUP APC
|
||||
function AI_CARGO_APC:onafterBoard( APC, From, Event, To, Cargo )
|
||||
self:F( { APC, From, Event, To, Cargo } )
|
||||
|
||||
if APC and APC:IsAlive() then
|
||||
self:F({ IsLoaded = Cargo:IsLoaded(), Cargo:GetName(), APC:GetName() } )
|
||||
if not Cargo:IsLoaded() then
|
||||
self:__Board( 10, Cargo )
|
||||
else
|
||||
self:__Loaded( 1 )
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- @param #AI_CARGO_APC self
|
||||
-- @param Wrapper.Group#GROUP APC
|
||||
function AI_CARGO_APC:onbeforeLoaded( APC, From, Event, To )
|
||||
self:F( { APC, From, Event, To } )
|
||||
|
||||
local Loaded = true
|
||||
|
||||
if APC and APC:IsAlive() then
|
||||
for APCUnit, Cargo in pairs( self.APC_Cargo ) do
|
||||
local Cargo = Cargo -- Cargo.Cargo#CARGO
|
||||
self:F( { IsLoaded = Cargo:IsLoaded(), IsDestroyed = Cargo:IsDestroyed(), Cargo:GetName(), APC:GetName() } )
|
||||
if not Cargo:IsLoaded() and not Cargo:IsDestroyed() then
|
||||
Loaded = false
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
if Loaded == true then
|
||||
APC:RouteResume()
|
||||
end
|
||||
|
||||
return Loaded
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_CARGO_APC self
|
||||
-- @param Wrapper.Group#GROUP APC
|
||||
function AI_CARGO_APC:onafterUnload( APC, From, Event, To, Deployed )
|
||||
self:F( { APC, From, Event, To, Deployed } )
|
||||
|
||||
if APC and APC:IsAlive() then
|
||||
for _, APCUnit in pairs( APC:GetUnits() ) do
|
||||
local APCUnit = APCUnit -- Wrapper.Unit#UNIT
|
||||
APC:RouteStop()
|
||||
for _, Cargo in pairs( APCUnit:GetCargo() ) do
|
||||
Cargo:UnBoard()
|
||||
self:__Unboard( 10, Cargo, Deployed )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- @param #AI_CARGO_APC self
|
||||
-- @param Wrapper.Group#GROUP APC
|
||||
function AI_CARGO_APC:onafterUnboard( APC, From, Event, To, Cargo, Deployed )
|
||||
self:F( { APC, From, Event, To, Cargo:GetName() } )
|
||||
|
||||
if APC and APC:IsAlive() then
|
||||
if not Cargo:IsUnLoaded() then
|
||||
self:__Unboard( 10, Cargo, Deployed )
|
||||
else
|
||||
self:__Unloaded( 1, Cargo, Deployed )
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- @param #AI_CARGO_APC self
|
||||
-- @param Wrapper.Group#GROUP APC
|
||||
function AI_CARGO_APC:onbeforeUnloaded( APC, From, Event, To, Cargo, Deployed )
|
||||
self:F( { APC, From, Event, To, Cargo:GetName(), Deployed = Deployed } )
|
||||
|
||||
local AllUnloaded = true
|
||||
|
||||
--Cargo:Regroup()
|
||||
|
||||
if APC and APC:IsAlive() then
|
||||
for _, APCUnit in pairs( APC:GetUnits() ) do
|
||||
local APCUnit = APCUnit -- Wrapper.Unit#UNIT
|
||||
local CargoCheck = self.APC_Cargo[APCUnit]
|
||||
if CargoCheck then
|
||||
self:F( { CargoCheck:GetName(), IsUnLoaded = CargoCheck:IsUnLoaded() } )
|
||||
if CargoCheck:IsUnLoaded() == false then
|
||||
AllUnloaded = false
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if AllUnloaded == true then
|
||||
if Deployed == true then
|
||||
for APCUnit, Cargo in pairs( self.APC_Cargo ) do
|
||||
local Cargo = Cargo -- Cargo.Cargo#CARGO
|
||||
Cargo:SetDeployed( true )
|
||||
end
|
||||
self.APC_Cargo = {}
|
||||
end
|
||||
self:Guard()
|
||||
self.CargoCarrier = APC
|
||||
end
|
||||
end
|
||||
|
||||
self:F( { AllUnloaded = AllUnloaded } )
|
||||
return AllUnloaded
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_CARGO_APC self
|
||||
-- @param Wrapper.Group#GROUP APC
|
||||
function AI_CARGO_APC:onafterFollow( APC, From, Event, To )
|
||||
self:F( { APC, From, Event, To } )
|
||||
|
||||
self:F( "Follow" )
|
||||
if APC and APC:IsAlive() then
|
||||
for APCUnit, Cargo in pairs( self.APC_Cargo ) do
|
||||
local Cargo = Cargo -- Cargo.Cargo#CARGO
|
||||
if Cargo:IsUnLoaded() then
|
||||
self:FollowToCarrier( self, APCUnit, Cargo )
|
||||
APCUnit:RouteResume()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_CARGO_APC
|
||||
-- @param Wrapper.Group#GROUP APC
|
||||
function AI_CARGO_APC._Pickup( APC, self )
|
||||
|
||||
APC:F( { "AI_CARGO_APC._Pickup:", APC:GetName() } )
|
||||
|
||||
if APC:IsAlive() then
|
||||
self:Load()
|
||||
self.Relocating = true
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_CARGO_APC
|
||||
-- @param Wrapper.Group#GROUP APC
|
||||
function AI_CARGO_APC._Deploy( APC, self )
|
||||
|
||||
APC:F( { "AI_CARGO_APC._Deploy:", APC } )
|
||||
|
||||
if APC:IsAlive() then
|
||||
self:Unload( true )
|
||||
self.Transporting = false
|
||||
self.Relocating = false
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- @param #AI_CARGO_APC self
|
||||
-- @param Wrapper.Group#GROUP APC
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
function AI_CARGO_APC:onafterPickup( APC, From, Event, To, Coordinate )
|
||||
|
||||
if APC and APC:IsAlive() then
|
||||
|
||||
if Coordinate then
|
||||
self.RoutePickup = true
|
||||
|
||||
local Waypoints = APC:TaskGroundOnRoad( Coordinate, APC:GetSpeedMax()*0.5, "Line abreast" )
|
||||
|
||||
local TaskFunction = APC:TaskFunction( "AI_CARGO_APC._Pickup", self )
|
||||
|
||||
self:F({Waypoints = Waypoints})
|
||||
local Waypoint = Waypoints[#Waypoints]
|
||||
APC:SetTaskWaypoint( Waypoint, TaskFunction ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
|
||||
|
||||
APC:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
|
||||
else
|
||||
AI_CARGO_APC._Pickup( APC, self )
|
||||
end
|
||||
|
||||
self.Transporting = true
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_CARGO_APC self
|
||||
-- @param Wrapper.Group#GROUP APC
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
function AI_CARGO_APC:onafterDeploy( APC, From, Event, To, Coordinate )
|
||||
|
||||
if APC and APC:IsAlive() then
|
||||
|
||||
self.RouteDeploy = true
|
||||
|
||||
local Waypoints = APC:TaskGroundOnRoad( Coordinate, APC:GetSpeedMax()*0.5, "Line abreast" )
|
||||
|
||||
local TaskFunction = APC:TaskFunction( "AI_CARGO_APC._Deploy", self )
|
||||
|
||||
self:F({Waypoints = Waypoints})
|
||||
local Waypoint = Waypoints[#Waypoints]
|
||||
APC:SetTaskWaypoint( Waypoint, TaskFunction ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
|
||||
|
||||
APC:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_CARGO_APC self
|
||||
-- @param Wrapper.Group#GROUP APC
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
function AI_CARGO_APC:onafterHome( APC, From, Event, To, Coordinate )
|
||||
|
||||
if APC and APC:IsAlive() ~= nil then
|
||||
|
||||
self.RouteHome = true
|
||||
|
||||
local Waypoints = APC:TaskGroundOnRoad( Coordinate, APC:GetSpeedMax()*0.5, "Line abreast" )
|
||||
|
||||
self:F({Waypoints = Waypoints})
|
||||
local Waypoint = Waypoints[#Waypoints]
|
||||
|
||||
APC:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
447
Moose Development/Moose/AI/AI_Cargo_Airplane.lua
Normal file
447
Moose Development/Moose/AI/AI_Cargo_Airplane.lua
Normal file
@ -0,0 +1,447 @@
|
||||
--- **AI** -- (R2.3) - Models the intelligent transportation of infantry (cargo).
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_Cargo_Airplane
|
||||
-- @image AI_Cargo_Dispatching_For_Airplanes.JPG
|
||||
|
||||
--- @type AI_CARGO_AIRPLANE
|
||||
-- @extends Core.Fsm#FSM_CONTROLLABLE
|
||||
|
||||
|
||||
--- Implements the transportation of cargo by airplanes.
|
||||
--
|
||||
-- @field #AI_CARGO_AIRPLANE
|
||||
AI_CARGO_AIRPLANE = {
|
||||
ClassName = "AI_CARGO_AIRPLANE",
|
||||
Coordinate = nil -- Core.Point#COORDINATE,
|
||||
}
|
||||
|
||||
--- Creates a new AI_CARGO_AIRPLANE object.
|
||||
-- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param Wrapper.Group#GROUP Airplane
|
||||
-- @param Core.Set#SET_CARGO CargoSet
|
||||
-- @param #number CombatRadius
|
||||
-- @return #AI_CARGO_AIRPLANE
|
||||
function AI_CARGO_AIRPLANE:New( Airplane, CargoSet )
|
||||
|
||||
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- #AI_CARGO_AIRPLANE
|
||||
|
||||
self.CargoSet = CargoSet -- Cargo.CargoGroup#CARGO_GROUP
|
||||
|
||||
self:SetStartState( "Unloaded" )
|
||||
|
||||
self:AddTransition( "Unloaded", "Pickup", "*" )
|
||||
self:AddTransition( "Loaded", "Deploy", "*" )
|
||||
|
||||
self:AddTransition( "Unloaded", "Load", "Boarding" )
|
||||
self:AddTransition( "Boarding", "Board", "Boarding" )
|
||||
self:AddTransition( "Boarding", "Loaded", "Loaded" )
|
||||
self:AddTransition( "Loaded", "Unload", "Unboarding" )
|
||||
self:AddTransition( "Unboarding", "Unboard", "Unboarding" )
|
||||
self:AddTransition( "Unboarding", "Unloaded", "Unloaded" )
|
||||
|
||||
self:AddTransition( "*", "Landed", "*" )
|
||||
|
||||
self:AddTransition( "*", "Destroyed", "Destroyed" )
|
||||
|
||||
--- Pickup Handler OnBefore for AI_CARGO_AIRPLANE
|
||||
-- @function [parent=#AI_CARGO_AIRPLANE] OnBeforePickup
|
||||
-- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Wrapper.Airbase#AIRBASE Airbase
|
||||
-- @return #boolean
|
||||
|
||||
--- Pickup Handler OnAfter for AI_CARGO_AIRPLANE
|
||||
-- @function [parent=#AI_CARGO_AIRPLANE] OnAfterPickup
|
||||
-- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Wrapper.Airbase#AIRBASE Airbase
|
||||
|
||||
--- Pickup Trigger for AI_CARGO_AIRPLANE
|
||||
-- @function [parent=#AI_CARGO_AIRPLANE] Pickup
|
||||
-- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param Wrapper.Airbase#AIRBASE Airbase
|
||||
|
||||
--- Pickup Asynchronous Trigger for AI_CARGO_AIRPLANE
|
||||
-- @function [parent=#AI_CARGO_AIRPLANE] __Pickup
|
||||
-- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param #number Delay
|
||||
-- @param Wrapper.Airbase#AIRBASE Airbase
|
||||
|
||||
--- Deploy Handler OnBefore for AI_CARGO_AIRPLANE
|
||||
-- @function [parent=#AI_CARGO_AIRPLANE] OnBeforeDeploy
|
||||
-- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Wrapper.Airbase#AIRBASE Airbase
|
||||
-- @return #boolean
|
||||
|
||||
--- Deploy Handler OnAfter for AI_CARGO_AIRPLANE
|
||||
-- @function [parent=#AI_CARGO_AIRPLANE] OnAfterDeploy
|
||||
-- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Wrapper.Airbase#AIRBASE Airbase
|
||||
|
||||
--- Deploy Trigger for AI_CARGO_AIRPLANE
|
||||
-- @function [parent=#AI_CARGO_AIRPLANE] Deploy
|
||||
-- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param Wrapper.Airbase#AIRBASE Airbase
|
||||
|
||||
--- Deploy Asynchronous Trigger for AI_CARGO_AIRPLANE
|
||||
-- @function [parent=#AI_CARGO_AIRPLANE] __Deploy
|
||||
-- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param Wrapper.Airbase#AIRBASE Airbase
|
||||
-- @param #number Delay
|
||||
|
||||
|
||||
self:SetCarrier( Airplane )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Set the Carrier.
|
||||
-- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param Wrapper.Group#GROUP Airplane
|
||||
-- @return #AI_CARGO_AIRPLANE
|
||||
function AI_CARGO_AIRPLANE:SetCarrier( Airplane )
|
||||
|
||||
local AICargo = self
|
||||
|
||||
self.Airplane = Airplane -- Wrapper.Group#GROUP
|
||||
self.Airplane:SetState( self.Airplane, "AI_CARGO_AIRPLANE", self )
|
||||
|
||||
self.RoutePickup = false
|
||||
self.RouteDeploy = false
|
||||
|
||||
Airplane:HandleEvent( EVENTS.Dead )
|
||||
Airplane:HandleEvent( EVENTS.Hit )
|
||||
Airplane:HandleEvent( EVENTS.EngineShutdown )
|
||||
|
||||
function Airplane:OnEventDead( EventData )
|
||||
local AICargoTroops = self:GetState( self, "AI_CARGO_AIRPLANE" )
|
||||
self:F({AICargoTroops=AICargoTroops})
|
||||
if AICargoTroops then
|
||||
self:F({})
|
||||
if not AICargoTroops:Is( "Loaded" ) then
|
||||
-- There are enemies within combat range. Unload the Airplane.
|
||||
AICargoTroops:Destroyed()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function Airplane:OnEventHit( EventData )
|
||||
local AICargoTroops = self:GetState( self, "AI_CARGO_AIRPLANE" )
|
||||
if AICargoTroops then
|
||||
self:F( { OnHitLoaded = AICargoTroops:Is( "Loaded" ) } )
|
||||
if AICargoTroops:Is( "Loaded" ) or AICargoTroops:Is( "Boarding" ) then
|
||||
-- There are enemies within combat range. Unload the Airplane.
|
||||
AICargoTroops:Unload()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function Airplane:OnEventEngineShutdown( EventData )
|
||||
AICargo:Landed()
|
||||
end
|
||||
|
||||
self.Coalition = self.Airplane:GetCoalition()
|
||||
|
||||
self:SetControllable( Airplane )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Find a free Carrier within a range.
|
||||
-- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param Wrapper.Airbase#AIRBASE Airbase
|
||||
-- @param #number Radius
|
||||
-- @return Wrapper.Group#GROUP NewCarrier
|
||||
function AI_CARGO_AIRPLANE:FindCarrier( Coordinate, Radius )
|
||||
|
||||
local CoordinateZone = ZONE_RADIUS:New( "Zone" , Coordinate:GetVec2(), Radius )
|
||||
CoordinateZone:Scan( { Object.Category.UNIT } )
|
||||
for _, DCSUnit in pairs( CoordinateZone:GetScannedUnits() ) do
|
||||
local NearUnit = UNIT:Find( DCSUnit )
|
||||
self:F({NearUnit=NearUnit})
|
||||
if not NearUnit:GetState( NearUnit, "AI_CARGO_AIRPLANE" ) then
|
||||
local Attributes = NearUnit:GetDesc()
|
||||
self:F({Desc=Attributes})
|
||||
if NearUnit:HasAttribute( "Trucks" ) then
|
||||
self:SetCarrier( NearUnit )
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param Wrapper.Group#GROUP Airplane
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @param Wrapper.Airbase#AIRBASE Airbase
|
||||
-- @param #number Speed
|
||||
function AI_CARGO_AIRPLANE:onafterLanded( Airplane, From, Event, To )
|
||||
|
||||
if Airplane and Airplane:IsAlive() then
|
||||
|
||||
if self.RoutePickup == true then
|
||||
self:Load( Airplane:GetPointVec2() )
|
||||
self.RoutePickup = false
|
||||
end
|
||||
|
||||
if self.RouteDeploy == true then
|
||||
self:Unload()
|
||||
self.RouteDeploy = false
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param Wrapper.Group#GROUP Airplane
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @param Wrapper.Airbase#AIRBASE Airbase
|
||||
-- @param #number Speed
|
||||
function AI_CARGO_AIRPLANE:onafterPickup( Airplane, From, Event, To, Airbase, Speed )
|
||||
|
||||
if Airplane and Airplane:IsAlive() then
|
||||
self:Route( Airplane, Airbase, Speed )
|
||||
self.RoutePickup = true
|
||||
self.Airbase = Airbase
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param Wrapper.Group#GROUP Airplane
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @param Wrapper.Airbase#AIRBASE Airbase
|
||||
-- @param #number Speed
|
||||
function AI_CARGO_AIRPLANE:onafterDeploy( Airplane, From, Event, To, Airbase, Speed )
|
||||
|
||||
if Airplane and Airplane:IsAlive() then
|
||||
self:Route( Airplane, Airbase, Speed )
|
||||
self.RouteDeploy = true
|
||||
self.Airbase = Airbase
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param Wrapper.Group#GROUP Airplane
|
||||
function AI_CARGO_AIRPLANE:onafterLoad( Airplane, From, Event, To, Coordinate )
|
||||
|
||||
if Airplane and Airplane:IsAlive() then
|
||||
|
||||
for _, Cargo in pairs( self.CargoSet:GetSet() ) do
|
||||
if Cargo:IsInLoadRadius( Coordinate ) then
|
||||
self:__Board( 5 )
|
||||
Cargo:Board( Airplane, 25 )
|
||||
self.Cargo = Cargo
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param Wrapper.Group#GROUP Airplane
|
||||
function AI_CARGO_AIRPLANE:onafterBoard( Airplane, From, Event, To )
|
||||
|
||||
if Airplane and Airplane:IsAlive() then
|
||||
self:F({ IsLoaded = self.Cargo:IsLoaded() } )
|
||||
if not self.Cargo:IsLoaded() then
|
||||
self:__Board( 10 )
|
||||
else
|
||||
self:__Loaded( 1 )
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param Wrapper.Group#GROUP Airplane
|
||||
function AI_CARGO_AIRPLANE:onafterLoaded( Airplane, From, Event, To )
|
||||
|
||||
if Airplane and Airplane:IsAlive() then
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param Wrapper.Group#GROUP Airplane
|
||||
function AI_CARGO_AIRPLANE:onafterUnload( Airplane, From, Event, To )
|
||||
|
||||
if Airplane and Airplane:IsAlive() then
|
||||
self.Cargo:UnBoard()
|
||||
self:__Unboard( 10 )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param Wrapper.Group#GROUP Airplane
|
||||
function AI_CARGO_AIRPLANE:onafterUnboard( Airplane, From, Event, To )
|
||||
|
||||
if Airplane and Airplane:IsAlive() then
|
||||
if not self.Cargo:IsUnLoaded() then
|
||||
self:__Unboard( 10 )
|
||||
else
|
||||
self:__Unloaded( 1 )
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param Wrapper.Group#GROUP Airplane
|
||||
function AI_CARGO_AIRPLANE:onafterUnloaded( Airplane, From, Event, To )
|
||||
|
||||
if Airplane and Airplane:IsAlive() then
|
||||
self.Airplane = Airplane
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param Wrapper.Group#GROUP Airplane
|
||||
-- @param Wrapper.Airbase#AIRBASE Airbase
|
||||
-- @param #number Speed
|
||||
function AI_CARGO_AIRPLANE:Route( Airplane, Airbase, Speed )
|
||||
|
||||
if Airplane and Airplane:IsAlive() then
|
||||
|
||||
local PointVec3 = Airplane:GetPointVec3()
|
||||
|
||||
local Takeoff = SPAWN.Takeoff.Hot
|
||||
|
||||
local Template = Airplane:GetTemplate()
|
||||
|
||||
if Template then
|
||||
|
||||
local Points = {}
|
||||
|
||||
if self.Airbase then
|
||||
|
||||
local FromWaypoint = Template.route.points[1]
|
||||
|
||||
-- These are only for ships.
|
||||
FromWaypoint.linkUnit = nil
|
||||
FromWaypoint.helipadId = nil
|
||||
FromWaypoint.airdromeId = nil
|
||||
|
||||
local AirbaseID = self.Airbase:GetID()
|
||||
local AirbaseCategory = self.Airbase:GetDesc().category
|
||||
|
||||
FromWaypoint.airdromeId = AirbaseID
|
||||
|
||||
FromWaypoint.alt = 0
|
||||
|
||||
FromWaypoint.type = GROUPTEMPLATE.Takeoff[Takeoff][1] -- type
|
||||
FromWaypoint.action = GROUPTEMPLATE.Takeoff[Takeoff][2] -- action
|
||||
|
||||
|
||||
-- Translate the position of the Group Template to the Vec3.
|
||||
for UnitID = 1, #Template.units do
|
||||
self:T( 'Before Translation SpawnTemplate.units['..UnitID..'].x = ' .. Template.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. Template.units[UnitID].y )
|
||||
|
||||
-- These cause a lot of confusion.
|
||||
local UnitTemplate = Template.units[UnitID]
|
||||
|
||||
UnitTemplate.parking = 15
|
||||
UnitTemplate.parking_id = "1"
|
||||
UnitTemplate.alt = 0
|
||||
|
||||
local SX = UnitTemplate.x
|
||||
local SY = UnitTemplate.y
|
||||
local BX = FromWaypoint.x
|
||||
local BY = FromWaypoint.y
|
||||
local TX = PointVec3.x + ( SX - BX )
|
||||
local TY = PointVec3.z + ( SY - BY )
|
||||
|
||||
UnitTemplate.x = TX
|
||||
UnitTemplate.y = TY
|
||||
|
||||
self:T( 'After Translation SpawnTemplate.units['..UnitID..'].x = ' .. UnitTemplate.x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. UnitTemplate.y )
|
||||
end
|
||||
|
||||
FromWaypoint.x = PointVec3.x
|
||||
FromWaypoint.y = PointVec3.z
|
||||
|
||||
Points[#Points+1] = FromWaypoint
|
||||
else
|
||||
|
||||
local GroupPoint = Airplane:GetVec2()
|
||||
local GroupVelocity = Airplane:GetUnit(1):GetDesc().speedMax
|
||||
|
||||
local FromWaypoint = {}
|
||||
FromWaypoint.x = GroupPoint.x
|
||||
FromWaypoint.y = GroupPoint.y
|
||||
FromWaypoint.type = "Turning Point"
|
||||
FromWaypoint.action = "Turning Point"
|
||||
FromWaypoint.speed = GroupVelocity
|
||||
|
||||
Points[#Points+1] = FromWaypoint
|
||||
end
|
||||
|
||||
local AirbasePointVec2 = Airbase:GetPointVec2()
|
||||
local ToWaypoint = AirbasePointVec2:WaypointAir(
|
||||
POINT_VEC3.RoutePointAltType.BARO,
|
||||
"Land",
|
||||
"Landing",
|
||||
Speed or Airplane:GetUnit(1):GetDesc().speedMax
|
||||
)
|
||||
|
||||
ToWaypoint["airdromeId"] = Airbase:GetID()
|
||||
ToWaypoint["speed_locked"] = true,
|
||||
|
||||
self:F( ToWaypoint )
|
||||
|
||||
Points[#Points+1] = ToWaypoint
|
||||
|
||||
Template.x = PointVec3.x
|
||||
Template.y = PointVec3.z
|
||||
|
||||
self:T3( Points )
|
||||
Template.route.points = Points
|
||||
|
||||
--self:Respawn( Template )
|
||||
|
||||
local GroupSpawned = Airplane:Respawn( Template )
|
||||
|
||||
return GroupSpawned
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
477
Moose Development/Moose/AI/AI_Cargo_Dispatcher.lua
Normal file
477
Moose Development/Moose/AI/AI_Cargo_Dispatcher.lua
Normal file
@ -0,0 +1,477 @@
|
||||
--- **AI** -- (R2.4) - Models the intelligent transportation of infantry and other cargo.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_Cargo_Dispatcher
|
||||
-- @image AI_Cargo_Dispatching_For_Helicopters.JPG
|
||||
|
||||
--- @type AI_CARGO_DISPATCHER
|
||||
-- @extends Core.Fsm#FSM
|
||||
|
||||
|
||||
--- A dynamic cargo handling capability for AI groups.
|
||||
--
|
||||
-- Carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.
|
||||
-- The AI\_CARGO\_DISPATCHER module uses the @{Cargo} capabilities within the MOOSE framework, to enable Carrier GROUP objects
|
||||
-- to transport @{Cargo} towards several deploy zones.
|
||||
-- CARGO derived objects must be declared within the mission to make the AI\_CARGO\_DISPATCHER object recognize the cargo.
|
||||
-- Please consult the @{Cargo} module for more information.
|
||||
--
|
||||
-- ## 1. AI\_CARGO\_DISPATCHER constructor
|
||||
--
|
||||
-- * @{#AI_CARGO_DISPATCHER.New}(): Creates a new AI\_CARGO\_DISPATCHER object.
|
||||
--
|
||||
-- ## 2. AI\_CARGO\_DISPATCHER is a FSM
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ### 2.1. AI\_CARGO\_DISPATCHER States
|
||||
--
|
||||
-- * **Monitoring**: The process is dispatching.
|
||||
-- * **Idle**: The process is idle.
|
||||
--
|
||||
-- ### 2.2. AI\_CARGO\_DISPATCHER Events
|
||||
--
|
||||
-- * **Monitor**: Monitor and take action.
|
||||
-- * **Start**: Start the transport process.
|
||||
-- * **Stop**: Stop the transport process.
|
||||
-- * **Pickup**: Pickup cargo.
|
||||
-- * **Load**: Load the cargo.
|
||||
-- * **Loaded**: Flag that the cargo is loaded.
|
||||
-- * **Deploy**: Deploy cargo to a location.
|
||||
-- * **Unload**: Unload the cargo.
|
||||
-- * **Unloaded**: Flag that the cargo is unloaded.
|
||||
-- * **Home**: A Carrier is going home.
|
||||
--
|
||||
-- ## 3. Set the pickup parameters.
|
||||
--
|
||||
-- Several parameters can be set to pickup cargo:
|
||||
--
|
||||
-- * @{#AI_CARGO_DISPATCHER.SetPickupRadius}(): Sets or randomizes the pickup location for the carrier around the cargo coordinate in a radius defined an outer and optional inner radius.
|
||||
-- * @{#AI_CARGO_DISPATCHER.SetPickupSpeed}(): Set the speed or randomizes the speed in km/h to pickup the cargo.
|
||||
--
|
||||
-- ## 4. Set the deploy parameters.
|
||||
--
|
||||
-- Several parameters can be set to deploy cargo:
|
||||
--
|
||||
-- * @{#AI_CARGO_DISPATCHER.SetDeployRadius}(): Sets or randomizes the deploy location for the carrier around the cargo coordinate in a radius defined an outer and an optional inner radius.
|
||||
-- * @{#AI_CARGO_DISPATCHER.SetDeploySpeed}(): Set the speed or randomizes the speed in km/h to deploy the cargo.
|
||||
--
|
||||
-- ## 5. Set the home zone when there isn't any more cargo to pickup.
|
||||
--
|
||||
-- A home zone can be specified to where the Carriers will move when there isn't any cargo left for pickup.
|
||||
-- Use @{#AI_CARGO_DISPATCHER.SetHomeZone}() to specify the home zone.
|
||||
--
|
||||
-- If no home zone is specified, the carriers will wait near the deploy zone for a new pickup command.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_CARGO_DISPATCHER
|
||||
AI_CARGO_DISPATCHER = {
|
||||
ClassName = "AI_CARGO_DISPATCHER",
|
||||
SetCarrier = nil,
|
||||
SetDeployZones = nil,
|
||||
AI_Cargo = {},
|
||||
PickupCargo = {}
|
||||
}
|
||||
|
||||
--- @field #AI_CARGO_DISPATCHER.AI_Cargo
|
||||
AI_CARGO_DISPATCHER.AI_Cargo = {}
|
||||
|
||||
--- @field #AI_CARGO_DISPATCHER.PickupCargo
|
||||
AI_CARGO_DISPATCHER.PickupCargo = {}
|
||||
|
||||
|
||||
--- Creates a new AI_CARGO_DISPATCHER object.
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
-- @param Core.Set#SET_GROUP SetCarrier
|
||||
-- @param Core.Set#SET_CARGO SetCargo
|
||||
-- @param Core.Set#SET_ZONE SetDeployZone
|
||||
-- @return #AI_CARGO_DISPATCHER
|
||||
-- @usage
|
||||
--
|
||||
-- -- Create a new cargo dispatcher
|
||||
-- SetCarrier = SET_GROUP:New():FilterPrefixes( "APC" ):FilterStart()
|
||||
-- SetCargo = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
|
||||
-- SetDeployZone = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()
|
||||
-- AICargoDispatcher = AI_CARGO_DISPATCHER:New( SetCarrier, SetCargo, SetDeployZone )
|
||||
--
|
||||
function AI_CARGO_DISPATCHER:New( SetCarrier, SetCargo, SetDeployZones )
|
||||
|
||||
local self = BASE:Inherit( self, FSM:New() ) -- #AI_CARGO_DISPATCHER
|
||||
|
||||
self.SetCarrier = SetCarrier -- Core.Set#SET_GROUP
|
||||
self.SetCargo = SetCargo -- Core.Set#SET_CARGO
|
||||
self.SetDeployZones = SetDeployZones -- Core.Set#SET_ZONE
|
||||
|
||||
self:SetStartState( "Idle" )
|
||||
|
||||
self:AddTransition( "Monitoring", "Monitor", "Monitoring" )
|
||||
|
||||
self:AddTransition( "Idle", "Start", "Monitoring" )
|
||||
self:AddTransition( "Monitoring", "Stop", "Idle" )
|
||||
|
||||
|
||||
self:AddTransition( "*", "Pickup", "*" )
|
||||
self:AddTransition( "*", "Loading", "*" )
|
||||
self:AddTransition( "*", "Loaded", "*" )
|
||||
|
||||
self:AddTransition( "*", "Deploy", "*" )
|
||||
self:AddTransition( "*", "Unloading", "*" )
|
||||
self:AddTransition( "*", "Unloaded", "*" )
|
||||
|
||||
self:AddTransition( "*", "Home", "*" )
|
||||
|
||||
self.MonitorTimeInterval = 30
|
||||
self.DeployRadiusInner = 200
|
||||
self.DeployRadiusOuter = 500
|
||||
|
||||
self.PickupCargo = {}
|
||||
self.CarrierHome = {}
|
||||
|
||||
-- Put a Dead event handler on SetCarrier, to ensure that when a carrier is destroyed, that all internal parameters are reset.
|
||||
function SetCarrier.OnAfterRemoved( SetCarrier, From, Event, To, CarrierName, Carrier )
|
||||
self:F( { Carrier = Carrier:GetName() } )
|
||||
self.PickupCargo[Carrier] = nil
|
||||
self.CarrierHome[Carrier] = nil
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Set the home zone.
|
||||
-- When there is nothing anymore to pickup, the carriers will go to a random coordinate in this zone.
|
||||
-- They will await here new orders.
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
-- @param Core.Zone#ZONE_BASE HomeZone
|
||||
-- @return #AI_CARGO_DISPATCHER
|
||||
-- @usage
|
||||
--
|
||||
-- -- Create a new cargo dispatcher
|
||||
-- AICargoDispatcher = AI_CARGO_DISPATCHER:New( SetCarrier, SetCargo, SetDeployZone )
|
||||
--
|
||||
-- -- Set the home coordinate
|
||||
-- local HomeZone = ZONE:New( "Home" )
|
||||
-- AICargoDispatcher:SetHomeZone( HomeZone )
|
||||
--
|
||||
function AI_CARGO_DISPATCHER:SetHomeZone( HomeZone )
|
||||
|
||||
self.HomeZone = HomeZone
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Sets or randomizes the pickup location for the carrier around the cargo coordinate in a radius defined an outer and optional inner radius.
|
||||
-- This radius is influencing the location where the carrier will land to pickup the cargo.
|
||||
-- There are two aspects that are very important to remember and take into account:
|
||||
--
|
||||
-- - Ensure that the outer and inner radius are within reporting radius set by the cargo.
|
||||
-- For example, if the cargo has a reporting radius of 400 meters, and the outer and inner radius is set to 500 and 450 respectively,
|
||||
-- then no cargo will be loaded!!!
|
||||
-- - Also take care of the potential cargo position and possible reasons to crash the carrier. This is especially important
|
||||
-- for locations which are crowded with other objects, like in the middle of villages or cities.
|
||||
-- So, for the best operation of cargo operations, always ensure that the cargo is located at open spaces.
|
||||
--
|
||||
-- The default radius is 0, so the center. In case of a polygon zone, a random location will be selected as the center in the zone.
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
-- @param #number OuterRadius The outer radius in meters around the cargo coordinate.
|
||||
-- @param #number InnerRadius (optional) The inner radius in meters around the cargo coordinate.
|
||||
-- @return #AI_CARGO_DISPATCHER
|
||||
-- @usage
|
||||
--
|
||||
-- -- Create a new cargo dispatcher
|
||||
-- AICargoDispatcher = AI_CARGO_DISPATCHER:New( SetCarrier, SetCargo, SetDeployZone )
|
||||
--
|
||||
-- -- Set the carrier to land within a band around the cargo coordinate between 500 and 300 meters!
|
||||
-- AICargoDispatcher:SetPickupRadius( 500, 300 )
|
||||
--
|
||||
function AI_CARGO_DISPATCHER:SetPickupRadius( OuterRadius, InnerRadius )
|
||||
|
||||
OuterRadius = OuterRadius or 0
|
||||
InnerRadius = InnerRadius or OuterRadius
|
||||
|
||||
self.PickupOuterRadius = OuterRadius
|
||||
self.PickupInnerRadius = InnerRadius
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Set the speed or randomizes the speed in km/h to pickup the cargo.
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
-- @param #number MaxSpeed (optional) The maximum speed to move to the cargo pickup location.
|
||||
-- @param #number MinSpeed The minimum speed to move to the cargo pickup location.
|
||||
-- @return #AI_CARGO_DISPATCHER
|
||||
-- @usage
|
||||
--
|
||||
-- -- Create a new cargo dispatcher
|
||||
-- AICargoDispatcher = AI_CARGO_DISPATCHER:New( SetCarrier, SetCargo, SetDeployZone )
|
||||
--
|
||||
-- -- Set the minimum pickup speed to be 100 km/h and the maximum speed to be 200 km/h.
|
||||
-- AICargoDispatcher:SetPickupSpeed( 200, 100 )
|
||||
--
|
||||
function AI_CARGO_DISPATCHER:SetPickupSpeed( MaxSpeed, MinSpeed )
|
||||
|
||||
MaxSpeed = MaxSpeed or 999
|
||||
MinSpeed = MinSpeed or MaxSpeed
|
||||
|
||||
self.PickupMinSpeed = MinSpeed
|
||||
self.PickupMaxSpeed = MaxSpeed
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Sets or randomizes the deploy location for the carrier around the cargo coordinate in a radius defined an outer and an optional inner radius.
|
||||
-- This radius is influencing the location where the carrier will land to deploy the cargo.
|
||||
-- There is an aspect that is very important to remember and take into account:
|
||||
--
|
||||
-- - Take care of the potential cargo position and possible reasons to crash the carrier. This is especially important
|
||||
-- for locations which are crowded with other objects, like in the middle of villages or cities.
|
||||
-- So, for the best operation of cargo operations, always ensure that the cargo is located at open spaces.
|
||||
--
|
||||
-- The default radius is 0, so the center. In case of a polygon zone, a random location will be selected as the center in the zone.
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
-- @param #number OuterRadius The outer radius in meters around the cargo coordinate.
|
||||
-- @param #number InnerRadius (optional) The inner radius in meters around the cargo coordinate.
|
||||
-- @return #AI_CARGO_DISPATCHER
|
||||
-- @usage
|
||||
--
|
||||
-- -- Create a new cargo dispatcher
|
||||
-- AICargoDispatcher = AI_CARGO_DISPATCHER:New( SetCarrier, SetCargo, SetDeployZone )
|
||||
--
|
||||
-- -- Set the carrier to land within a band around the cargo coordinate between 500 and 300 meters!
|
||||
-- AICargoDispatcher:SetDeployRadius( 500, 300 )
|
||||
--
|
||||
function AI_CARGO_DISPATCHER:SetDeployRadius( OuterRadius, InnerRadius )
|
||||
|
||||
OuterRadius = OuterRadius or 0
|
||||
InnerRadius = InnerRadius or OuterRadius
|
||||
|
||||
self.DeployOuterRadius = OuterRadius
|
||||
self.DeployInnerRadius = InnerRadius
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Sets or randomizes the speed in km/h to deploy the cargo.
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
-- @param #number MaxSpeed The maximum speed to move to the cargo deploy location.
|
||||
-- @param #number MinSpeed (optional) The minimum speed to move to the cargo deploy location.
|
||||
-- @return #AI_CARGO_DISPATCHER
|
||||
-- @usage
|
||||
--
|
||||
-- -- Create a new cargo dispatcher
|
||||
-- AICargoDispatcher = AI_CARGO_DISPATCHER:New( SetCarrier, SetCargo, SetDeployZone )
|
||||
--
|
||||
-- -- Set the minimum deploy speed to be 100 km/h and the maximum speed to be 200 km/h.
|
||||
-- AICargoDispatcher:SetDeploySpeed( 200, 100 )
|
||||
--
|
||||
function AI_CARGO_DISPATCHER:SetDeploySpeed( MaxSpeed, MinSpeed )
|
||||
|
||||
MaxSpeed = MaxSpeed or 999
|
||||
MinSpeed = MinSpeed or MaxSpeed
|
||||
|
||||
self.DeployMinSpeed = MinSpeed
|
||||
self.DeployMaxSpeed = MaxSpeed
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- The Start trigger event, which actually takes action at the specified time interval.
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
function AI_CARGO_DISPATCHER:onafterMonitor()
|
||||
|
||||
for CarrierGroupName, Carrier in pairs( self.SetCarrier:GetSet() ) do
|
||||
local Carrier = Carrier -- Wrapper.Group#GROUP
|
||||
local AI_Cargo = self.AI_Cargo[Carrier]
|
||||
if not AI_Cargo then
|
||||
|
||||
-- ok, so this Carrier does not have yet an AI_CARGO handling object...
|
||||
-- let's create one and also declare the Loaded and UnLoaded handlers.
|
||||
self.AI_Cargo[Carrier] = self:AICargo( Carrier, self.SetCargo, self.CombatRadius )
|
||||
AI_Cargo = self.AI_Cargo[Carrier]
|
||||
|
||||
function AI_Cargo.OnAfterPickup( AI_Cargo, Carrier, From, Event, To, Cargo )
|
||||
self:Pickup( Carrier, Cargo )
|
||||
end
|
||||
|
||||
function AI_Cargo.OnAfterLoad( AI_Cargo, Carrier, From, Event, To, Cargo )
|
||||
self:Loading( Carrier )
|
||||
end
|
||||
|
||||
function AI_Cargo.OnAfterLoaded( AI_Cargo, Carrier, From, Event, To, Cargo )
|
||||
self:Loaded( Carrier, Cargo )
|
||||
end
|
||||
|
||||
function AI_Cargo.OnAfterDeploy( AI_Cargo, Carrier, From, Event, To, Cargo )
|
||||
self:Deploy( Carrier, Cargo )
|
||||
end
|
||||
|
||||
function AI_Cargo.OnAfterUnload( AI_Cargo, Carrier, From, Event, To, Cargo )
|
||||
self:Unloading( Carrier, Cargo )
|
||||
end
|
||||
|
||||
function AI_Cargo.OnAfterUnloaded( AI_Cargo, Carrier, From, Event, To, Cargo )
|
||||
self:Unloaded( Carrier, Cargo )
|
||||
end
|
||||
end
|
||||
|
||||
-- The Pickup sequence ...
|
||||
-- Check if this Carrier need to go and Pickup something...
|
||||
self:I( { IsTransporting = AI_Cargo:IsTransporting() } )
|
||||
if AI_Cargo:IsTransporting() == false then
|
||||
-- ok, so there is a free Carrier
|
||||
-- now find the first cargo that is Unloaded
|
||||
|
||||
local PickupCargo = nil
|
||||
|
||||
for CargoName, Cargo in pairs( self.SetCargo:GetSet() ) do
|
||||
local Cargo = Cargo -- Cargo.Cargo#CARGO
|
||||
self:F( { Cargo = Cargo:GetName(), UnLoaded = Cargo:IsUnLoaded(), Deployed = Cargo:IsDeployed(), PickupCargo = self.PickupCargo[Carrier] ~= nil } )
|
||||
if Cargo:IsUnLoaded() and not Cargo:IsDeployed() then
|
||||
local CargoCoordinate = Cargo:GetCoordinate()
|
||||
local CoordinateFree = true
|
||||
for CarrierPickup, Coordinate in pairs( self.PickupCargo ) do
|
||||
if CarrierPickup:IsAlive() == true then
|
||||
if CargoCoordinate:Get2DDistance( Coordinate ) <= 25 then
|
||||
CoordinateFree = false
|
||||
break
|
||||
end
|
||||
else
|
||||
self.PickupCargo[CarrierPickup] = nil
|
||||
end
|
||||
end
|
||||
if CoordinateFree == true then
|
||||
self.PickupCargo[Carrier] = CargoCoordinate
|
||||
PickupCargo = Cargo
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
if PickupCargo then
|
||||
self.CarrierHome[Carrier] = nil
|
||||
local PickupCoordinate = PickupCargo:GetCoordinate():GetRandomCoordinateInRadius( self.PickupOuterRadius, self.PickupInnerRadius )
|
||||
AI_Cargo:Pickup( PickupCoordinate, math.random( self.PickupMinSpeed, self.PickupMaxSpeed ) )
|
||||
break
|
||||
else
|
||||
if self.HomeZone then
|
||||
if not self.CarrierHome[Carrier] then
|
||||
self.CarrierHome[Carrier] = true
|
||||
AI_Cargo:__Home( 60, self.HomeZone:GetRandomPointVec2() )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
self:__Monitor( self.MonitorTimeInterval )
|
||||
end
|
||||
|
||||
--- Start Handler OnBefore for AI_CARGO_DISPATCHER
|
||||
-- @function [parent=#AI_CARGO_DISPATCHER] OnBeforeStart
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @return #boolean
|
||||
|
||||
--- Start Handler OnAfter for AI_CARGO_DISPATCHER
|
||||
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterStart
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
|
||||
--- Start Trigger for AI_CARGO_DISPATCHER
|
||||
-- @function [parent=#AI_CARGO_DISPATCHER] Start
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
|
||||
--- Start Asynchronous Trigger for AI_CARGO_DISPATCHER
|
||||
-- @function [parent=#AI_CARGO_DISPATCHER] __Start
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
-- @param #number Delay
|
||||
|
||||
function AI_CARGO_DISPATCHER:onafterStart( From, Event, To )
|
||||
self:__Monitor( -1 )
|
||||
end
|
||||
|
||||
--- Stop Handler OnBefore for AI_CARGO_DISPATCHER
|
||||
-- @function [parent=#AI_CARGO_DISPATCHER] OnBeforeStop
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @return #boolean
|
||||
|
||||
--- Stop Handler OnAfter for AI_CARGO_DISPATCHER
|
||||
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterStop
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
|
||||
--- Stop Trigger for AI_CARGO_DISPATCHER
|
||||
-- @function [parent=#AI_CARGO_DISPATCHER] Stop
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
|
||||
--- Stop Asynchronous Trigger for AI_CARGO_DISPATCHER
|
||||
-- @function [parent=#AI_CARGO_DISPATCHER] __Stop
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
-- @param #number Delay
|
||||
|
||||
|
||||
|
||||
--- Loaded Handler OnAfter for AI_CARGO_DISPATCHER
|
||||
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterLoaded
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Wrapper.Group#GROUP Carrier
|
||||
-- @param Cargo.Cargo#CARGO Cargo
|
||||
|
||||
--- Unloaded Handler OnAfter for AI_CARGO_DISPATCHER
|
||||
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterUnloaded
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Wrapper.Group#GROUP Carrier
|
||||
-- @param Cargo.Cargo#CARGO Cargo
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
--- Make a Carrier run for a cargo deploy action after the cargo has been loaded, by default.
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @param Wrapper.Group#GROUP Carrier
|
||||
-- @param Cargo.Cargo#CARGO Cargo
|
||||
-- @return #AI_CARGO_DISPATCHER
|
||||
function AI_CARGO_DISPATCHER:OnAfterLoaded( From, Event, To, Carrier, Cargo )
|
||||
|
||||
local DeployZone = self.SetDeployZones:GetRandomZone()
|
||||
|
||||
local DeployCoordinate = DeployZone:GetCoordinate():GetRandomCoordinateInRadius( self.DeployOuterRadius, self.DeployInnerRadius )
|
||||
self.AI_Cargo[Carrier]:Deploy( DeployCoordinate, math.random( self.DeployMinSpeed, self.DeployMaxSpeed ) )
|
||||
|
||||
self.PickupCargo[Carrier] = nil
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
122
Moose Development/Moose/AI/AI_Cargo_Dispatcher_APC.lua
Normal file
122
Moose Development/Moose/AI/AI_Cargo_Dispatcher_APC.lua
Normal file
@ -0,0 +1,122 @@
|
||||
--- **AI** -- Models the intelligent transportation of infantry and other cargo using APCs.
|
||||
--
|
||||
-- **Features:**
|
||||
--
|
||||
-- * Quickly transport cargo to various deploy zones using ground vehicles (APCs, trucks ...).
|
||||
-- * Various @{Cargo.Cargo#CARGO} types can be transported. These are infantry groups and crates.
|
||||
-- * Define a list of deploy zones of various types to transport the cargo to.
|
||||
-- * The vehicles follow the roads to ensure the fastest possible cargo transportation over the ground.
|
||||
-- * Multiple vehicles can transport multiple cargo as one vehicle group.
|
||||
-- * Multiple vehicle groups can be enabled as one collaborating transportation process.
|
||||
-- * Infantry loaded as cargo, will unboard in case enemies are nearby and will help defending the vehicles.
|
||||
-- * Different ranges can be setup for enemy defenses.
|
||||
-- * Different options can be setup to tweak the cargo transporation behaviour.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_Cargo_Dispatcher_APC
|
||||
-- @image AI_Cargo_Dispatching_For_APC.JPG
|
||||
|
||||
--- @type AI_CARGO_DISPATCHER_APC
|
||||
-- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER
|
||||
|
||||
|
||||
--- A dynamic cargo transportation capability for AI groups.
|
||||
--
|
||||
-- Armoured Personnel APCs (APC), Trucks, Jeeps and other carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.
|
||||
-- The AI\_CARGO\_DISPATCHER\_APC module uses the @{Cargo} capabilities within the MOOSE framework.
|
||||
-- CARGO derived objects must be declared within the mission to make the AI\_CARGO\_DISPATCHER\_APC object recognize the cargo.
|
||||
-- Please consult the @{Cargo} module for more information.
|
||||
--
|
||||
-- ## 1. AI\_CARGO\_DISPATCHER\_APC constructor
|
||||
--
|
||||
-- * @{#AI_CARGO_DISPATCHER\_APC.New}(): Creates a new AI\_CARGO\_DISPATCHER\_APC object.
|
||||
--
|
||||
-- ## 2. AI\_CARGO\_DISPATCHER\_APC is a FSM
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ### 2.1. AI\_CARGO\_DISPATCHER\_APC States
|
||||
--
|
||||
-- * **Monitoring**: The process is dispatching.
|
||||
-- * **Idle**: The process is idle.
|
||||
--
|
||||
-- ### 2.2. AI\_CARGO\_DISPATCHER\_APC Events
|
||||
--
|
||||
-- * **Monitor**: Monitor and take action.
|
||||
-- * **Start**: Start the transport process.
|
||||
-- * **Stop**: Stop the transport process.
|
||||
-- * **Pickup**: Pickup cargo.
|
||||
-- * **Load**: Load the cargo.
|
||||
-- * **Loaded**: Flag that the cargo is loaded.
|
||||
-- * **Deploy**: Deploy cargo to a location.
|
||||
-- * **Unload**: Unload the cargo.
|
||||
-- * **Unloaded**: Flag that the cargo is unloaded.
|
||||
-- * **Home**: A APC is going home.
|
||||
--
|
||||
-- ## 3. Set the pickup parameters.
|
||||
--
|
||||
-- Several parameters can be set to pickup cargo:
|
||||
--
|
||||
-- * @{#AI_CARGO_DISPATCHER\_APC.SetPickupRadius}(): Sets or randomizes the pickup location for the APC around the cargo coordinate in a radius defined an outer and optional inner radius.
|
||||
-- * @{#AI_CARGO_DISPATCHER\_APC.SetPickupSpeed}(): Set the speed or randomizes the speed in km/h to pickup the cargo.
|
||||
--
|
||||
-- ## 4. Set the deploy parameters.
|
||||
--
|
||||
-- Several parameters can be set to deploy cargo:
|
||||
--
|
||||
-- * @{#AI_CARGO_DISPATCHER\_APC.SetDeployRadius}(): Sets or randomizes the deploy location for the APC around the cargo coordinate in a radius defined an outer and an optional inner radius.
|
||||
-- * @{#AI_CARGO_DISPATCHER\_APC.SetDeploySpeed}(): Set the speed or randomizes the speed in km/h to deploy the cargo.
|
||||
--
|
||||
-- ## 5. Set the home zone when there isn't any more cargo to pickup.
|
||||
--
|
||||
-- A home zone can be specified to where the APCs will move when there isn't any cargo left for pickup.
|
||||
-- Use @{#AI_CARGO_DISPATCHER\_APC.SetHomeZone}() to specify the home zone.
|
||||
--
|
||||
-- If no home zone is specified, the APCs will wait near the deploy zone for a new pickup command.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_CARGO_DISPATCHER_APC
|
||||
AI_CARGO_DISPATCHER_APC = {
|
||||
ClassName = "AI_CARGO_DISPATCHER_APC",
|
||||
}
|
||||
|
||||
--- Creates a new AI_CARGO_DISPATCHER_APC object.
|
||||
-- @param #AI_CARGO_DISPATCHER_APC self
|
||||
-- @param Core.Set#SET_GROUP SetAPC The collection of APC @{Wrapper.Group}s.
|
||||
-- @param Core.Set#SET_CARGO SetCargo The collection of @{Cargo} derived objects.
|
||||
-- @param Core.Set#SET_ZONE SetDeployZone The collection of deploy @{Zone}s, which are used to where the cargo will be deployed by the APCs.
|
||||
-- @param DCS#Distance CombatRadius The cargo will be unloaded from the APC and engage the enemy if the enemy is within CombatRadius range. The radius is in meters, the default value is 500 meters.
|
||||
-- @return #AI_CARGO_DISPATCHER_APC
|
||||
-- @usage
|
||||
--
|
||||
-- -- Create a new cargo dispatcher for the set of APCs, with a combatradius of 500.
|
||||
-- SetAPC = SET_GROUP:New():FilterPrefixes( "APC" ):FilterStart()
|
||||
-- SetCargo = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
|
||||
-- SetDeployZone = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()
|
||||
-- AICargoDispatcher = AI_CARGO_DISPATCHER_APC:New( SetAPC, SetCargo, SetDeployZone, 500 )
|
||||
--
|
||||
function AI_CARGO_DISPATCHER_APC:New( SetAPC, SetCargo, SetDeployZone, CombatRadius )
|
||||
|
||||
local self = BASE:Inherit( self, AI_CARGO_DISPATCHER:New( SetAPC, SetCargo, SetDeployZone ) ) -- #AI_CARGO_DISPATCHER_APC
|
||||
|
||||
self.CombatRadius = CombatRadius or 500
|
||||
|
||||
self:SetDeploySpeed( 70, 120 )
|
||||
self:SetPickupSpeed( 70, 120 )
|
||||
self:SetPickupRadius( 0, 0 )
|
||||
self:SetDeployRadius( 0, 0 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
function AI_CARGO_DISPATCHER_APC:AICargo( APC, SetCargo )
|
||||
|
||||
return AI_CARGO_APC:New( APC, SetCargo, self.CombatRadius )
|
||||
end
|
||||
51
Moose Development/Moose/AI/AI_Cargo_Dispatcher_Airplane.lua
Normal file
51
Moose Development/Moose/AI/AI_Cargo_Dispatcher_Airplane.lua
Normal file
@ -0,0 +1,51 @@
|
||||
--- **AI** -- (R2.4) - Models the intelligent transportation of infantry and other cargo using Planes.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_Cargo_Dispatcher_Airplane
|
||||
-- @image AI_Cargo_Dispatching_For_Airplanes.JPG
|
||||
--
|
||||
--- @type AI_CARGO_DISPATCHER_AIRPLANE
|
||||
-- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER
|
||||
|
||||
|
||||
--- Brings a dynamic cargo handling capability for AI groups.
|
||||
--
|
||||
-- Airplanes can be mobilized to intelligently transport infantry and other cargo within the simulation.
|
||||
-- The AI\_CARGO\_DISPATCHER\_AIRPLANE module uses the @{Cargo} capabilities within the MOOSE framework.
|
||||
-- CARGO derived objects must be declared within the mission to make the AI\_CARGO\_DISPATCHER\_AIRPLANE object recognize the cargo.
|
||||
-- Please consult the @{Cargo} module for more information.
|
||||
--
|
||||
--
|
||||
--
|
||||
-- @field #AI_CARGO_DISPATCHER_AIRPLANE
|
||||
AI_CARGO_DISPATCHER_AIRPLANE = {
|
||||
ClassName = "AI_CARGO_DISPATCHER_AIRPLANE",
|
||||
}
|
||||
|
||||
--- Creates a new AI_CARGO_DISPATCHER_AIRPLANE object.
|
||||
-- @param #AI_CARGO_DISPATCHER_AIRPLANE self
|
||||
-- @param Core.Set#SET_GROUP SetAirplane
|
||||
-- @param Core.Set#SET_CARGO SetCargo
|
||||
-- @param Core.Set#SET_ZONE SetDeployZone
|
||||
-- @return #AI_CARGO_DISPATCHER_AIRPLANE
|
||||
-- @usage
|
||||
--
|
||||
-- -- Create a new cargo dispatcher
|
||||
-- SetAirplane = SET_GROUP:New():FilterPrefixes( "Airplane" ):FilterStart()
|
||||
-- SetCargo = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
|
||||
-- SetDeployZone = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()
|
||||
-- AICargoDispatcher = AI_CARGO_DISPATCHER_AIRPLANE:New( SetAirplane, SetCargo )
|
||||
--
|
||||
function AI_CARGO_DISPATCHER_AIRPLANE:New( SetAirplane, SetCargo, SetDeployZones )
|
||||
|
||||
local self = BASE:Inherit( self, AI_CARGO_DISPATCHER:New( SetAirplane, SetCargo, SetDeployZones ) ) -- #AI_CARGO_DISPATCHER_AIRPLANE
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
119
Moose Development/Moose/AI/AI_Cargo_Dispatcher_Helicopter.lua
Normal file
119
Moose Development/Moose/AI/AI_Cargo_Dispatcher_Helicopter.lua
Normal file
@ -0,0 +1,119 @@
|
||||
--- **AI** -- Models the intelligent transportation of infantry and other cargo using Helicopters.
|
||||
--
|
||||
-- The @{#AI_CARGO_DISPATCHER_HELICOPTER} classes implements the dynamic dispatching of cargo transportation tasks for helicopters.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_Cargo_Dispatcher_Helicopter
|
||||
-- @image AI_Cargo_Dispatching_For_Helicopters.JPG
|
||||
|
||||
--- @type AI_CARGO_DISPATCHER_HELICOPTER
|
||||
-- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER
|
||||
|
||||
|
||||
--- A dynamic cargo handling capability for AI helicopter groups.
|
||||
--
|
||||
-- Helicopters can be mobilized to intelligently transport infantry and other cargo within the simulation.
|
||||
-- The AI\_CARGO\_DISPATCHER\_HELICOPTER module uses the @{Cargo} capabilities within the MOOSE framework.
|
||||
-- CARGO derived objects must be declared within the mission to make the AI\_CARGO\_DISPATCHER\_HELICOPTER object recognize the cargo.
|
||||
-- Please consult the @{Cargo} module for more information.
|
||||
--
|
||||
-- ---
|
||||
--
|
||||
-- ## 1. AI\_CARGO\_DISPATCHER\_HELICOPTER constructor
|
||||
--
|
||||
-- * @{#AI_CARGO_DISPATCHER\_HELICOPTER.New}(): Creates a new AI\_CARGO\_DISPATCHER\_HELICOPTER object.
|
||||
--
|
||||
-- ---
|
||||
--
|
||||
-- ## 2. AI\_CARGO\_DISPATCHER\_HELICOPTER is a FSM
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ### 2.1. AI\_CARGO\_DISPATCHER\_HELICOPTER States
|
||||
--
|
||||
-- * **Monitoring**: The process is dispatching.
|
||||
-- * **Idle**: The process is idle.
|
||||
--
|
||||
-- ### 2.2. AI\_CARGO\_DISPATCHER\_HELICOPTER Events
|
||||
--
|
||||
-- * **Monitor**: Monitor and take action.
|
||||
-- * **Start**: Start the transport process.
|
||||
-- * **Stop**: Stop the transport process.
|
||||
-- * **Pickup**: Pickup cargo.
|
||||
-- * **Load**: Load the cargo.
|
||||
-- * **Loaded**: Flag that the cargo is loaded.
|
||||
-- * **Deploy**: Deploy cargo to a location.
|
||||
-- * **Unload**: Unload the cargo.
|
||||
-- * **Unloaded**: Flag that the cargo is unloaded.
|
||||
-- * **Home**: A Helicopter is going home.
|
||||
--
|
||||
-- ---
|
||||
--
|
||||
-- ## 3. Set the pickup parameters.
|
||||
--
|
||||
-- Several parameters can be set to pickup cargo:
|
||||
--
|
||||
-- * @{#AI_CARGO_DISPATCHER\_HELICOPTER.SetPickupRadius}(): Sets or randomizes the pickup location for the helicopter around the cargo coordinate in a radius defined an outer and optional inner radius.
|
||||
-- * @{#AI_CARGO_DISPATCHER\_HELICOPTER.SetPickupSpeed}(): Set the speed or randomizes the speed in km/h to pickup the cargo.
|
||||
--
|
||||
-- ---
|
||||
--
|
||||
-- ## 4. Set the deploy parameters.
|
||||
--
|
||||
-- Several parameters can be set to deploy cargo:
|
||||
--
|
||||
-- * @{#AI_CARGO_DISPATCHER\_HELICOPTER.SetDeployRadius}(): Sets or randomizes the deploy location for the helicopter around the cargo coordinate in a radius defined an outer and an optional inner radius.
|
||||
-- * @{#AI_CARGO_DISPATCHER\_HELICOPTER.SetDeploySpeed}(): Set the speed or randomizes the speed in km/h to deploy the cargo.
|
||||
--
|
||||
-- ---
|
||||
--
|
||||
-- ## 5. Set the home zone when there isn't any more cargo to pickup.
|
||||
--
|
||||
-- A home zone can be specified to where the Helicopters will move when there isn't any cargo left for pickup.
|
||||
-- Use @{#AI_CARGO_DISPATCHER\_HELICOPTER.SetHomeZone}() to specify the home zone.
|
||||
--
|
||||
-- If no home zone is specified, the helicopters will wait near the deploy zone for a new pickup command.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_CARGO_DISPATCHER_HELICOPTER
|
||||
AI_CARGO_DISPATCHER_HELICOPTER = {
|
||||
ClassName = "AI_CARGO_DISPATCHER_HELICOPTER",
|
||||
}
|
||||
|
||||
--- Creates a new AI_CARGO_DISPATCHER_HELICOPTER object.
|
||||
-- @param #AI_CARGO_DISPATCHER_HELICOPTER self
|
||||
-- @param Core.Set#SET_GROUP SetHelicopter The collection of Helicopter @{Wrapper.Group}s.
|
||||
-- @param Core.Set#SET_CARGO SetCargo The collection of @{Cargo} derived objects.
|
||||
-- @param Core.Set#SET_ZONE SetDeployZone The collection of deploy @{Zone}s, which are used to where the cargo will be deployed by the Helicopters.
|
||||
-- @return #AI_CARGO_DISPATCHER_HELICOPTER
|
||||
-- @usage
|
||||
--
|
||||
-- -- Create a new cargo dispatcher
|
||||
-- SetHelicopter = SET_GROUP:New():FilterPrefixes( "Helicopter" ):FilterStart()
|
||||
-- SetCargo = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
|
||||
-- SetDeployZone = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()
|
||||
-- AICargoDispatcher = AI_CARGO_DISPATCHER_HELICOPTER:New( SetHelicopter, SetCargo )
|
||||
--
|
||||
function AI_CARGO_DISPATCHER_HELICOPTER:New( SetHelicopter, SetCargo, SetDeployZones )
|
||||
|
||||
local self = BASE:Inherit( self, AI_CARGO_DISPATCHER:New( SetHelicopter, SetCargo, SetDeployZones ) ) -- #AI_CARGO_DISPATCHER_HELICOPTER
|
||||
|
||||
self:SetDeploySpeed( 200, 150 )
|
||||
self:SetPickupSpeed( 200, 150 )
|
||||
self:SetPickupRadius( 0, 0 )
|
||||
self:SetDeployRadius( 0, 0 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function AI_CARGO_DISPATCHER_HELICOPTER:AICargo( Helicopter, SetCargo )
|
||||
|
||||
return AI_CARGO_HELICOPTER:New( Helicopter, SetCargo )
|
||||
end
|
||||
|
||||
717
Moose Development/Moose/AI/AI_Cargo_Helicopter.lua
Normal file
717
Moose Development/Moose/AI/AI_Cargo_Helicopter.lua
Normal file
@ -0,0 +1,717 @@
|
||||
--- **AI** -- (R2.3) - Models the intelligent transportation of infantry (cargo).
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_Cargo_Helicopter
|
||||
-- @image AI_Cargo_Dispatching_For_Helicopters.JPG
|
||||
|
||||
--- @type AI_CARGO_HELICOPTER
|
||||
-- @extends Core.Fsm#FSM_CONTROLLABLE
|
||||
|
||||
|
||||
--- # AI\_CARGO\_TROOPS class, extends @{Core.Fsm#FSM_CONTROLLABLE}
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_CARGO_HELICOPTER
|
||||
AI_CARGO_HELICOPTER = {
|
||||
ClassName = "AI_CARGO_HELICOPTER",
|
||||
Coordinate = nil -- Core.Point#COORDINATE,
|
||||
}
|
||||
|
||||
AI_CARGO_QUEUE = {}
|
||||
|
||||
--- Creates a new AI_CARGO_HELICOPTER object.
|
||||
-- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Wrapper.Group#GROUP Helicopter
|
||||
-- @param Core.Set#SET_CARGO CargoSet
|
||||
-- @param #number CombatRadius
|
||||
-- @return #AI_CARGO_HELICOPTER
|
||||
function AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
|
||||
|
||||
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- #AI_CARGO_HELICOPTER
|
||||
|
||||
self.CargoSet = CargoSet -- Cargo.CargoGroup#CARGO_GROUP
|
||||
|
||||
self.Zone = ZONE_GROUP:New( Helicopter:GetName(), Helicopter, 300 )
|
||||
|
||||
self:SetStartState( "Unloaded" )
|
||||
|
||||
self:AddTransition( "Unloaded", "Pickup", "*" )
|
||||
self:AddTransition( "Loaded", "Deploy", "*" )
|
||||
|
||||
self:AddTransition( "Unloaded", "Load", "Boarding" )
|
||||
self:AddTransition( "Boarding", "Board", "Boarding" )
|
||||
self:AddTransition( "Boarding", "Loaded", "Loaded" )
|
||||
self:AddTransition( "Loaded", "Unload", "Unboarding" )
|
||||
self:AddTransition( "Unboarding", "Unboard", "Unboarding" )
|
||||
self:AddTransition( "Unboarding", "Unloaded", "Unloaded" )
|
||||
|
||||
self:AddTransition( "*", "Landed", "*" )
|
||||
self:AddTransition( "*", "Queue", "*" )
|
||||
self:AddTransition( "*", "Orbit" , "*" )
|
||||
self:AddTransition( "*", "Home" , "*" )
|
||||
|
||||
self:AddTransition( "*", "Destroyed", "Destroyed" )
|
||||
|
||||
--- Pickup Handler OnBefore for AI_CARGO_HELICOPTER
|
||||
-- @function [parent=#AI_CARGO_HELICOPTER] OnBeforePickup
|
||||
-- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @return #boolean
|
||||
|
||||
--- Pickup Handler OnAfter for AI_CARGO_HELICOPTER
|
||||
-- @function [parent=#AI_CARGO_HELICOPTER] OnAfterPickup
|
||||
-- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
|
||||
--- Pickup Trigger for AI_CARGO_HELICOPTER
|
||||
-- @function [parent=#AI_CARGO_HELICOPTER] Pickup
|
||||
-- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
|
||||
--- Pickup Asynchronous Trigger for AI_CARGO_HELICOPTER
|
||||
-- @function [parent=#AI_CARGO_HELICOPTER] __Pickup
|
||||
-- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param #number Delay
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
|
||||
--- Deploy Handler OnBefore for AI_CARGO_HELICOPTER
|
||||
-- @function [parent=#AI_CARGO_HELICOPTER] OnBeforeDeploy
|
||||
-- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @return #boolean
|
||||
|
||||
--- Deploy Handler OnAfter for AI_CARGO_HELICOPTER
|
||||
-- @function [parent=#AI_CARGO_HELICOPTER] OnAfterDeploy
|
||||
-- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
|
||||
--- Deploy Trigger for AI_CARGO_HELICOPTER
|
||||
-- @function [parent=#AI_CARGO_HELICOPTER] Deploy
|
||||
-- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
|
||||
--- Deploy Asynchronous Trigger for AI_CARGO_HELICOPTER
|
||||
-- @function [parent=#AI_CARGO_HELICOPTER] __Deploy
|
||||
-- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @param #number Delay
|
||||
|
||||
|
||||
-- We need to capture the Crash events for the helicopters.
|
||||
-- The helicopter reference is used in the semaphore AI_CARGO_QUEUE.
|
||||
-- So, we need to unlock this when the helo is not anymore ...
|
||||
Helicopter:HandleEvent( EVENTS.Crash,
|
||||
function( Helicopter, EventData )
|
||||
AI_CARGO_QUEUE[Helicopter] = nil
|
||||
end
|
||||
)
|
||||
|
||||
-- We need to capture the Land events for the helicopters.
|
||||
-- The helicopter reference is used in the semaphore AI_CARGO_QUEUE.
|
||||
-- So, we need to unlock this when the helo has landed, which can be anywhere ...
|
||||
-- But only free the landing coordinate after 1 minute, to ensure that all helos have left.
|
||||
Helicopter:HandleEvent( EVENTS.Land,
|
||||
function( Helicopter, EventData )
|
||||
self:ScheduleOnce( 60,
|
||||
function( Helicopter )
|
||||
AI_CARGO_QUEUE[Helicopter] = nil
|
||||
end, Helicopter
|
||||
)
|
||||
end
|
||||
)
|
||||
|
||||
self:SetCarrier( Helicopter )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function AI_CARGO_HELICOPTER:IsTransporting()
|
||||
|
||||
return self.Transporting == true
|
||||
end
|
||||
|
||||
function AI_CARGO_HELICOPTER:IsRelocating()
|
||||
|
||||
return self.Relocating == true
|
||||
end
|
||||
|
||||
|
||||
--- Set the Carrier.
|
||||
-- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Wrapper.Group#GROUP Helicopter
|
||||
-- @return #AI_CARGO_HELICOPTER
|
||||
function AI_CARGO_HELICOPTER:SetCarrier( Helicopter )
|
||||
|
||||
local AICargo = self
|
||||
|
||||
self.Helicopter = Helicopter -- Wrapper.Group#GROUP
|
||||
self.Helicopter:SetState( self.Helicopter, "AI_CARGO_HELICOPTER", self )
|
||||
|
||||
self.RoutePickup = false
|
||||
self.RouteDeploy = false
|
||||
|
||||
Helicopter:HandleEvent( EVENTS.Dead )
|
||||
Helicopter:HandleEvent( EVENTS.Hit )
|
||||
Helicopter:HandleEvent( EVENTS.Land )
|
||||
|
||||
function Helicopter:OnEventDead( EventData )
|
||||
local AICargoTroops = self:GetState( self, "AI_CARGO_HELICOPTER" )
|
||||
self:F({AICargoTroops=AICargoTroops})
|
||||
if AICargoTroops then
|
||||
self:F({})
|
||||
if not AICargoTroops:Is( "Loaded" ) then
|
||||
-- There are enemies within combat range. Unload the Helicopter.
|
||||
AICargoTroops:Destroyed()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function Helicopter:OnEventLand( EventData )
|
||||
AICargo:Landed()
|
||||
end
|
||||
|
||||
self.Coalition = self.Helicopter:GetCoalition()
|
||||
|
||||
self:SetControllable( Helicopter )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Wrapper.Group#GROUP Helicopter
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @param #number Speed
|
||||
function AI_CARGO_HELICOPTER:onafterLanded( Helicopter, From, Event, To )
|
||||
|
||||
Helicopter:F( { Name = Helicopter:GetName() } )
|
||||
|
||||
if Helicopter and Helicopter:IsAlive() then
|
||||
|
||||
-- S_EVENT_LAND is directly called in two situations:
|
||||
-- 1 - When the helo lands normally on the ground.
|
||||
-- 2 - when the helo is hit and goes RTB or even when it is destroyed.
|
||||
-- For point 2, this is an issue, the infantry may not unload in this case!
|
||||
-- So we check if the helo is on the ground, and velocity< 5.
|
||||
-- Only then the infantry can unload (and load too, for consistency)!
|
||||
|
||||
self:F( { Helicopter:GetName(), Height = Helicopter:GetHeight( true ), Velocity = Helicopter:GetVelocityKMH() } )
|
||||
|
||||
if self.RoutePickup == true then
|
||||
if Helicopter:GetHeight( true ) <= 5 and Helicopter:GetVelocityKMH() < 10 then
|
||||
self:Load( Helicopter:GetPointVec2() )
|
||||
self.RoutePickup = false
|
||||
self.Relocating = true
|
||||
end
|
||||
end
|
||||
|
||||
if self.RouteDeploy == true then
|
||||
if Helicopter:GetHeight( true ) <= 5 and Helicopter:GetVelocityKMH() < 10 then
|
||||
self:Unload( true )
|
||||
self.RouteDeploy = false
|
||||
self.Transporting = false
|
||||
self.Relocating = false
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Wrapper.Group#GROUP Helicopter
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @param #number Speed
|
||||
function AI_CARGO_HELICOPTER:onafterQueue( Helicopter, From, Event, To, Coordinate )
|
||||
|
||||
local HelicopterInZone = false
|
||||
|
||||
if Helicopter and Helicopter:IsAlive() == true then
|
||||
|
||||
local Distance = Coordinate:DistanceFromPointVec2( Helicopter:GetCoordinate() )
|
||||
|
||||
if Distance > 2000 then
|
||||
self:__Queue( -10, Coordinate )
|
||||
else
|
||||
|
||||
local ZoneFree = true
|
||||
|
||||
for Helicopter, ZoneQueue in pairs( AI_CARGO_QUEUE ) do
|
||||
local ZoneQueue = ZoneQueue -- Core.Zone#ZONE_RADIUS
|
||||
if ZoneQueue:IsCoordinateInZone( Coordinate ) then
|
||||
ZoneFree = false
|
||||
end
|
||||
end
|
||||
|
||||
self:F({ZoneFree=ZoneFree})
|
||||
|
||||
if ZoneFree == true then
|
||||
|
||||
local ZoneQueue = ZONE_RADIUS:New( Helicopter:GetName(), Coordinate:GetVec2(), 100 )
|
||||
|
||||
AI_CARGO_QUEUE[Helicopter] = ZoneQueue
|
||||
|
||||
local Route = {}
|
||||
|
||||
-- local CoordinateFrom = Helicopter:GetCoordinate()
|
||||
-- local WaypointFrom = CoordinateFrom:WaypointAir(
|
||||
-- "RADIO",
|
||||
-- POINT_VEC3.RoutePointType.TurningPoint,
|
||||
-- POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
-- Speed,
|
||||
-- true
|
||||
-- )
|
||||
-- Route[#Route+1] = WaypointFrom
|
||||
local CoordinateTo = Coordinate
|
||||
local WaypointTo = CoordinateTo:WaypointAir(
|
||||
"RADIO",
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
50,
|
||||
true
|
||||
)
|
||||
Route[#Route+1] = WaypointTo
|
||||
|
||||
local Tasks = {}
|
||||
Tasks[#Tasks+1] = Helicopter:TaskLandAtVec2( CoordinateTo:GetVec2() )
|
||||
Route[#Route].task = Helicopter:TaskCombo( Tasks )
|
||||
|
||||
Route[#Route+1] = WaypointTo
|
||||
|
||||
-- Now route the helicopter
|
||||
Helicopter:Route( Route, 0 )
|
||||
else
|
||||
self:__Queue( -10, Coordinate )
|
||||
end
|
||||
end
|
||||
else
|
||||
AI_CARGO_QUEUE[Helicopter] = nil
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Wrapper.Group#GROUP Helicopter
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @param #number Speed
|
||||
function AI_CARGO_HELICOPTER:onafterOrbit( Helicopter, From, Event, To, Coordinate )
|
||||
|
||||
if Helicopter and Helicopter:IsAlive() then
|
||||
|
||||
if not self:IsTransporting() then
|
||||
local Route = {}
|
||||
|
||||
-- local CoordinateFrom = Helicopter:GetCoordinate()
|
||||
-- local WaypointFrom = CoordinateFrom:WaypointAir(
|
||||
-- "RADIO",
|
||||
-- POINT_VEC3.RoutePointType.TurningPoint,
|
||||
-- POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
-- Speed,
|
||||
-- true
|
||||
-- )
|
||||
-- Route[#Route+1] = WaypointFrom
|
||||
local CoordinateTo = Coordinate
|
||||
local WaypointTo = CoordinateTo:WaypointAir(
|
||||
"RADIO",
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
50,
|
||||
true
|
||||
)
|
||||
Route[#Route+1] = WaypointTo
|
||||
|
||||
local Tasks = {}
|
||||
Tasks[#Tasks+1] = Helicopter:TaskOrbitCircle( math.random( 30, 80 ), 150, CoordinateTo:GetRandomCoordinateInRadius( 800, 500 ) )
|
||||
Route[#Route].task = Helicopter:TaskCombo( Tasks )
|
||||
|
||||
Route[#Route+1] = WaypointTo
|
||||
|
||||
-- Now route the helicopter
|
||||
Helicopter:Route( Route, 0 )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Wrapper.Group#GROUP Helicopter
|
||||
function AI_CARGO_HELICOPTER:onbeforeLoad( Helicopter, From, Event, To, Coordinate )
|
||||
|
||||
local Boarding = false
|
||||
|
||||
if Helicopter and Helicopter:IsAlive() then
|
||||
|
||||
self.BoardingCount = 0
|
||||
|
||||
if Helicopter and Helicopter:IsAlive() then
|
||||
self.Helicopter_Cargo = {}
|
||||
for _, HelicopterUnit in pairs( Helicopter:GetUnits() ) do
|
||||
local HelicopterUnit = HelicopterUnit -- Wrapper.Unit#UNIT
|
||||
for _, Cargo in pairs( self.CargoSet:GetSet() ) do
|
||||
local Cargo = Cargo -- Cargo.Cargo#CARGO
|
||||
self:F( { IsUnLoaded = Cargo:IsUnLoaded() } )
|
||||
if Cargo:IsUnLoaded() then
|
||||
if Cargo:IsInLoadRadius( HelicopterUnit:GetCoordinate() ) then
|
||||
self:F( { "In radius", HelicopterUnit:GetName() } )
|
||||
--Cargo:Ungroup()
|
||||
Cargo:Board( HelicopterUnit, 25 )
|
||||
self:__Board( 1, Cargo )
|
||||
Boarding = true
|
||||
|
||||
-- So now this APCUnit has Cargo that is being loaded.
|
||||
-- This will be used further in the logic to follow and to check cargo status.
|
||||
self.Helicopter_Cargo[HelicopterUnit] = Cargo
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return Boarding
|
||||
|
||||
end
|
||||
|
||||
--- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Wrapper.Group#GROUP Helicopter
|
||||
function AI_CARGO_HELICOPTER:onafterBoard( Helicopter, From, Event, To, Cargo )
|
||||
self:F( { APC, From, Event, To, Cargo } )
|
||||
|
||||
if Helicopter and Helicopter:IsAlive() then
|
||||
self:F({ IsLoaded = Cargo:IsLoaded() } )
|
||||
if not Cargo:IsLoaded() then
|
||||
self:__Board( 10, Cargo )
|
||||
else
|
||||
self:__Loaded( 1, Cargo )
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Wrapper.Group#GROUP Helicopter
|
||||
function AI_CARGO_HELICOPTER:onbeforeLoaded( Helicopter, From, Event, To, Cargo )
|
||||
self:F( { APC, From, Event, To } )
|
||||
|
||||
local Loaded = true
|
||||
|
||||
if Helicopter and Helicopter:IsAlive() then
|
||||
for HelicopterUnit, Cargo in pairs( self.Helicopter_Cargo ) do
|
||||
local Cargo = Cargo -- Cargo.Cargo#CARGO
|
||||
self:F( { IsLoaded = Cargo:IsLoaded(), IsDestroyed = Cargo:IsDestroyed() } )
|
||||
if not Cargo:IsLoaded() and not Cargo:IsDestroyed() then
|
||||
Loaded = false
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
return Loaded
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Wrapper.Group#GROUP Helicopter
|
||||
function AI_CARGO_HELICOPTER:onafterUnload( Helicopter, From, Event, To, Deployed )
|
||||
|
||||
if Helicopter and Helicopter:IsAlive() then
|
||||
for _, HelicopterUnit in pairs( Helicopter:GetUnits() ) do
|
||||
local HelicopterUnit = HelicopterUnit -- Wrapper.Unit#UNIT
|
||||
for _, Cargo in pairs( HelicopterUnit:GetCargo() ) do
|
||||
Cargo:UnBoard()
|
||||
Cargo:SetDeployed( true )
|
||||
self:__Unboard( 10, Cargo, Deployed )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
--- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Wrapper.Group#GROUP Helicopter
|
||||
function AI_CARGO_HELICOPTER:onafterUnboard( Helicopter, From, Event, To, Cargo, Deployed )
|
||||
|
||||
if Helicopter and Helicopter:IsAlive() then
|
||||
if not Cargo:IsUnLoaded() then
|
||||
self:__Unboard( 10, Cargo, Deployed )
|
||||
else
|
||||
self:__Unloaded( 1, Cargo, Deployed )
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Wrapper.Group#GROUP Helicopter
|
||||
function AI_CARGO_HELICOPTER:onbeforeUnloaded( Helicopter, From, Event, To, Cargo, Deployed )
|
||||
self:F( { APC, From, Event, To, Cargo:GetName(), Deployed = Deployed } )
|
||||
|
||||
local AllUnloaded = true
|
||||
|
||||
--Cargo:Regroup()
|
||||
|
||||
if Helicopter and Helicopter:IsAlive() then
|
||||
for _, HelicopterUnit in pairs( Helicopter:GetUnits() ) do
|
||||
local CargoCheck = self.Helicopter_Cargo[HelicopterUnit] -- Cargo.Cargo#CARGO
|
||||
if CargoCheck then
|
||||
self:F( { CargoCheck:GetName(), IsUnLoaded = CargoCheck:IsUnLoaded() } )
|
||||
if CargoCheck:IsUnLoaded() == false then
|
||||
AllUnloaded = false
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if AllUnloaded == true then
|
||||
if Deployed == true then
|
||||
for HelicopterUnit, Cargo in pairs( self.Helicopter_Cargo ) do
|
||||
local Cargo = Cargo -- Cargo.Cargo#CARGO
|
||||
end
|
||||
self.Helicopter_Cargo = {}
|
||||
end
|
||||
self.Helicopter = Helicopter
|
||||
end
|
||||
end
|
||||
|
||||
self:F( { AllUnloaded = AllUnloaded } )
|
||||
return AllUnloaded
|
||||
|
||||
end
|
||||
|
||||
--- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Wrapper.Group#GROUP Helicopter
|
||||
function AI_CARGO_HELICOPTER:onafterUnloaded( Helicopter, From, Event, To, Cargo, Deployed )
|
||||
|
||||
self:Orbit( Helicopter:GetCoordinate(), 50 )
|
||||
|
||||
-- Free the coordinate zone after 30 seconds, so that the original helicopter can fly away first.
|
||||
self:ScheduleOnce( 30,
|
||||
function( Helicopter )
|
||||
AI_CARGO_QUEUE[Helicopter] = nil
|
||||
end, Helicopter
|
||||
)
|
||||
|
||||
end
|
||||
|
||||
--- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Wrapper.Group#GROUP Helicopter
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @param #number Speed
|
||||
function AI_CARGO_HELICOPTER:onafterPickup( Helicopter, From, Event, To, Coordinate )
|
||||
|
||||
if Helicopter and Helicopter:IsAlive() ~= nil then
|
||||
|
||||
Helicopter:Activate()
|
||||
|
||||
self.RoutePickup = true
|
||||
Coordinate.y = math.random( 50, 200 )
|
||||
|
||||
local Route = {}
|
||||
|
||||
--- Calculate the target route point.
|
||||
local CoordinateFrom = Helicopter:GetCoordinate()
|
||||
local CoordinateTo = Coordinate
|
||||
|
||||
--- Create a route point of type air.
|
||||
local WaypointFrom = CoordinateFrom:WaypointAir(
|
||||
"RADIO",
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
150,
|
||||
true
|
||||
)
|
||||
|
||||
--- Create a route point of type air.
|
||||
local WaypointTo = CoordinateTo:WaypointAir(
|
||||
"RADIO",
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
150,
|
||||
true
|
||||
)
|
||||
|
||||
Route[#Route+1] = WaypointFrom
|
||||
Route[#Route+1] = WaypointTo
|
||||
|
||||
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
|
||||
Helicopter:WayPointInitialize( Route )
|
||||
|
||||
local Tasks = {}
|
||||
|
||||
Tasks[#Tasks+1] = Helicopter:TaskLandAtVec2( CoordinateTo:GetVec2() )
|
||||
Route[#Route].task = Helicopter:TaskCombo( Tasks )
|
||||
|
||||
Route[#Route+1] = WaypointTo
|
||||
|
||||
-- Now route the helicopter
|
||||
Helicopter:Route( Route, 1 )
|
||||
|
||||
self.Transporting = true
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
function AI_CARGO_HELICOPTER:_Deploy( AICargoHelicopter, Coordinate )
|
||||
AICargoHelicopter:__Queue( -10, Coordinate, 100 )
|
||||
end
|
||||
|
||||
--- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Wrapper.Group#GROUP Helicopter
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @param #number Speed
|
||||
function AI_CARGO_HELICOPTER:onafterDeploy( Helicopter, From, Event, To, Coordinate )
|
||||
|
||||
if Helicopter and Helicopter:IsAlive() ~= nil then
|
||||
|
||||
self.RouteDeploy = true
|
||||
|
||||
|
||||
local Route = {}
|
||||
|
||||
--- Calculate the target route point.
|
||||
|
||||
Coordinate.y = math.random( 50, 200 )
|
||||
|
||||
--- Create a route point of type air.
|
||||
local CoordinateFrom = Helicopter:GetCoordinate()
|
||||
local WaypointFrom = CoordinateFrom:WaypointAir(
|
||||
"RADIO",
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
150,
|
||||
true
|
||||
)
|
||||
Route[#Route+1] = WaypointFrom
|
||||
Route[#Route+1] = WaypointFrom
|
||||
|
||||
--- Create a route point of type air.
|
||||
local CoordinateTo = Coordinate
|
||||
local WaypointTo = CoordinateTo:WaypointAir(
|
||||
"RADIO",
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
150,
|
||||
true
|
||||
)
|
||||
|
||||
Route[#Route+1] = WaypointTo
|
||||
Route[#Route+1] = WaypointTo
|
||||
|
||||
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
|
||||
Helicopter:WayPointInitialize( Route )
|
||||
|
||||
local Tasks = {}
|
||||
|
||||
Tasks[#Tasks+1] = Helicopter:TaskFunction( "AI_CARGO_HELICOPTER._Deploy", self, Coordinate )
|
||||
Tasks[#Tasks+1] = Helicopter:TaskOrbitCircle( math.random( 30, 100 ), 150, CoordinateTo:GetRandomCoordinateInRadius( 800, 500 ) )
|
||||
|
||||
--Tasks[#Tasks+1] = Helicopter:TaskLandAtVec2( CoordinateTo:GetVec2() )
|
||||
Route[#Route].task = Helicopter:TaskCombo( Tasks )
|
||||
|
||||
Route[#Route+1] = WaypointTo
|
||||
|
||||
-- Now route the helicopter
|
||||
Helicopter:Route( Route, 0 )
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Wrapper.Group#GROUP Helicopter
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @param #number Speed
|
||||
function AI_CARGO_HELICOPTER:onafterHome( Helicopter, From, Event, To, Coordinate )
|
||||
|
||||
if Helicopter and Helicopter:IsAlive() ~= nil then
|
||||
|
||||
self.RouteHome = true
|
||||
|
||||
local Route = {}
|
||||
|
||||
--- Calculate the target route point.
|
||||
|
||||
Coordinate.y = math.random( 50, 200 )
|
||||
|
||||
--- Create a route point of type air.
|
||||
local CoordinateFrom = Helicopter:GetCoordinate()
|
||||
local WaypointFrom = CoordinateFrom:WaypointAir(
|
||||
"RADIO",
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
150,
|
||||
true
|
||||
)
|
||||
Route[#Route+1] = WaypointFrom
|
||||
|
||||
--- Create a route point of type air.
|
||||
local CoordinateTo = Coordinate
|
||||
local WaypointTo = CoordinateTo:WaypointAir(
|
||||
"RADIO",
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
150,
|
||||
true
|
||||
)
|
||||
|
||||
Route[#Route+1] = WaypointTo
|
||||
|
||||
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
|
||||
Helicopter:WayPointInitialize( Route )
|
||||
|
||||
local Tasks = {}
|
||||
|
||||
Tasks[#Tasks+1] = Helicopter:TaskLandAtVec2( CoordinateTo:GetVec2() )
|
||||
Route[#Route].task = Helicopter:TaskCombo( Tasks )
|
||||
|
||||
Route[#Route+1] = WaypointTo
|
||||
|
||||
-- Now route the helicopter
|
||||
Helicopter:Route( Route, 0 )
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
@ -1,35 +1,11 @@
|
||||
--- **AI** -- (R2.2) - Build large airborne formations of aircraft.
|
||||
--- **AI** -- Build large airborne formations of aircraft.
|
||||
--
|
||||
-- ===
|
||||
-- **Features:**
|
||||
--
|
||||
-- * Build in-air formations consisting of more than 40 aircraft as one group.
|
||||
-- * Build different formation types.
|
||||
-- * Assign a group leader that will guide the large formation path.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- AI_FORMATION makes AI @{GROUP}s fly in formation of various compositions.
|
||||
-- The AI_FORMATION class models formations in a different manner than the internal DCS formation logic!!!
|
||||
-- The purpose of the class is to:
|
||||
--
|
||||
-- * Make formation building a process that can be managed while in flight, rather than a task.
|
||||
-- * Human players can guide formations, consisting of larget planes.
|
||||
-- * Build large formations (like a large bomber field).
|
||||
-- * Form formations that DCS does not support off the shelve.
|
||||
--
|
||||
-- A few remarks:
|
||||
--
|
||||
-- * Depending on the type of plane, the change in direction by the leader may result in the formation getting disentangled while in flight and needs to be rebuild.
|
||||
-- * Formations are vulnerable to collissions, but is depending on the type of plane, the distance between the planes and the speed and angle executed by the leader.
|
||||
-- * Formations may take a while to build up.
|
||||
--
|
||||
-- As a result, the AI_FORMATION is not perfect, but is very useful to:
|
||||
--
|
||||
-- * Model large formations when flying straight line.
|
||||
-- * Make humans guide a large formation, when the planes are wide from each other.
|
||||
--
|
||||
-- There are the following types of classes defined:
|
||||
--
|
||||
-- * @{#AI_FORMATION}: Create a formation from several @{GROUP}s.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/FOR%20-%20Formation)
|
||||
@ -45,13 +21,14 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI_Formation
|
||||
-- @module AI.AI_Formation
|
||||
-- @image AI_Large_Formations.JPG
|
||||
|
||||
--- AI_FORMATION class
|
||||
-- @type AI_FORMATION
|
||||
-- @extends Fsm#FSM_SET
|
||||
-- @field Unit#UNIT FollowUnit
|
||||
-- @field Set#SET_GROUP FollowGroupSet
|
||||
-- @extends Core.Fsm#FSM_SET
|
||||
-- @field Wrapper.Unit#UNIT FollowUnit
|
||||
-- @field Core.Set#SET_GROUP FollowGroupSet
|
||||
-- @field #string FollowName
|
||||
-- @field #AI_FORMATION.MODE FollowMode The mode the escort is in.
|
||||
-- @field Scheduler#SCHEDULER FollowScheduler The instance of the SCHEDULER class.
|
||||
@ -61,9 +38,7 @@
|
||||
-- @field DCSTypes#AI.Option.Air.val.REACTION_ON_THREAT OptionReactionOnThreat Which REACTION_ON_THREAT is set to the FollowGroup.
|
||||
|
||||
|
||||
--- # AI_FORMATION class, extends @{Fsm#FSM_SET}
|
||||
--
|
||||
-- The #AI_FORMATION class allows you to build large formations, make AI follow a @{Client#CLIENT} (player) leader or a @{Unit#UNIT} (AI) leader.
|
||||
--- Build large formations, make AI follow a @{Wrapper.Client#CLIENT} (player) leader or a @{Wrapper.Unit#UNIT} (AI) leader.
|
||||
--
|
||||
-- AI_FORMATION makes AI @{GROUP}s fly in formation of various compositions.
|
||||
-- The AI_FORMATION class models formations in a different manner than the internal DCS formation logic!!!
|
||||
@ -89,25 +64,25 @@
|
||||
--
|
||||
-- Create a new SPAWN object with the @{#AI_FORMATION.New} method:
|
||||
--
|
||||
-- * @{Follow#AI_FORMATION.New}(): Creates a new AI_FORMATION object from a @{Group#GROUP} for a @{Client#CLIENT} or a @{Unit#UNIT}, with an optional briefing text.
|
||||
-- * @{#AI_FORMATION.New}(): Creates a new AI_FORMATION object from a @{Wrapper.Group#GROUP} for a @{Wrapper.Client#CLIENT} or a @{Wrapper.Unit#UNIT}, with an optional briefing text.
|
||||
--
|
||||
-- ## Formation methods
|
||||
--
|
||||
-- The following methods can be used to set or change the formation:
|
||||
--
|
||||
-- * @{AI_Formation#AI_FORMATION.FormationLine}(): Form a line formation (core formation function).
|
||||
-- * @{AI_Formation#AI_FORMATION.FormationTrail}(): Form a trail formation.
|
||||
-- * @{AI_Formation#AI_FORMATION.FormationLeftLine}(): Form a left line formation.
|
||||
-- * @{AI_Formation#AI_FORMATION.FormationRightLine}(): Form a right line formation.
|
||||
-- * @{AI_Formation#AI_FORMATION.FormationRightWing}(): Form a right wing formation.
|
||||
-- * @{AI_Formation#AI_FORMATION.FormationLeftWing}(): Form a left wing formation.
|
||||
-- * @{AI_Formation#AI_FORMATION.FormationCenterWing}(): Form a center wing formation.
|
||||
-- * @{AI_Formation#AI_FORMATION.FormationCenterVic}(): Form a Vic formation (same as CenterWing.
|
||||
-- * @{AI_Formation#AI_FORMATION.FormationCenterBoxed}(): Form a center boxed formation.
|
||||
-- * @{#AI_FORMATION.FormationLine}(): Form a line formation (core formation function).
|
||||
-- * @{#AI_FORMATION.FormationTrail}(): Form a trail formation.
|
||||
-- * @{#AI_FORMATION.FormationLeftLine}(): Form a left line formation.
|
||||
-- * @{#AI_FORMATION.FormationRightLine}(): Form a right line formation.
|
||||
-- * @{#AI_FORMATION.FormationRightWing}(): Form a right wing formation.
|
||||
-- * @{#AI_FORMATION.FormationLeftWing}(): Form a left wing formation.
|
||||
-- * @{#AI_FORMATION.FormationCenterWing}(): Form a center wing formation.
|
||||
-- * @{#AI_FORMATION.FormationCenterVic}(): Form a Vic formation (same as CenterWing.
|
||||
-- * @{#AI_FORMATION.FormationCenterBoxed}(): Form a center boxed formation.
|
||||
--
|
||||
-- ## Randomization
|
||||
--
|
||||
-- Use the method @{AI_Formation#AI_FORMATION.SetFlightRandomization}() to simulate the formation flying errors that pilots make while in formation. Is a range set in meters.
|
||||
-- Use the method @{AI.AI_Formation#AI_FORMATION.SetFlightRandomization}() to simulate the formation flying errors that pilots make while in formation. Is a range set in meters.
|
||||
--
|
||||
-- @usage
|
||||
-- local FollowGroupSet = SET_GROUP:New():FilterCategories("plane"):FilterCoalitions("blue"):FilterPrefixes("Follow"):FilterStart()
|
||||
@ -147,7 +122,7 @@ AI_FORMATION = {
|
||||
|
||||
--- AI_FORMATION class constructor for an AI group
|
||||
-- @param #AI_FORMATION self
|
||||
-- @param Unit#UNIT FollowUnit The UNIT leading the FolllowGroupSet.
|
||||
-- @param Wrapper.Unit#UNIT FollowUnit The UNIT leading the FolllowGroupSet.
|
||||
-- @param Core.Set#SET_GROUP FollowGroupSet The group AI escorting the FollowUnit.
|
||||
-- @param #string FollowName Name of the escort.
|
||||
-- @return #AI_FORMATION self
|
||||
@ -155,8 +130,8 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
|
||||
local self = BASE:Inherit( self, FSM_SET:New( FollowGroupSet ) )
|
||||
self:F( { FollowUnit, FollowGroupSet, FollowName } )
|
||||
|
||||
self.FollowUnit = FollowUnit -- Unit#UNIT
|
||||
self.FollowGroupSet = FollowGroupSet -- Set#SET_GROUP
|
||||
self.FollowUnit = FollowUnit -- Wrapper.Unit#UNIT
|
||||
self.FollowGroupSet = FollowGroupSet -- Core.Set#SET_GROUP
|
||||
|
||||
self:SetFlightRandomization( 2 )
|
||||
|
||||
@ -906,7 +881,7 @@ function AI_FORMATION:onafterFormationBox( FollowGroupSet, From , Event , To, XS
|
||||
end
|
||||
|
||||
|
||||
--- Use the method @{AI_Formation#AI_FORMATION.SetFlightRandomization}() to make the air units in your formation randomize their flight a bit while in formation.
|
||||
--- Use the method @{AI.AI_Formation#AI_FORMATION.SetFlightRandomization}() to make the air units in your formation randomize their flight a bit while in formation.
|
||||
-- @param #AI_FORMATION self
|
||||
-- @param #number FlightRandomization The formation flying errors that pilots can make while in formation. Is a range set in meters.
|
||||
-- @return #AI_FORMATION
|
||||
|
||||
@ -1,8 +1,10 @@
|
||||
--- **AI** -- (R2.1) - Manages the independent process of Air Patrol for airplanes.
|
||||
--- **AI** -- Perform Air Patrolling for airplanes.
|
||||
--
|
||||
-- ===
|
||||
-- **Features:**
|
||||
--
|
||||
-- 
|
||||
-- * Patrol AI airplanes within a given zone.
|
||||
-- * Trigger detected events when enemy airplanes are detected.
|
||||
-- * Manage a fuel treshold to RTB on time.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@ -30,27 +32,25 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI_Patrol
|
||||
|
||||
-- @module AI.AI_Patrol
|
||||
-- @image AI_Air_Patrolling.JPG
|
||||
|
||||
--- AI_PATROL_ZONE class
|
||||
-- @type AI_PATROL_ZONE
|
||||
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Controllable} patrolling.
|
||||
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling.
|
||||
-- @field Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @field Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @field Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @field Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Controllable} in km/h.
|
||||
-- @field Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
|
||||
-- @field DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @field DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @field DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
|
||||
-- @field DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h.
|
||||
-- @field Core.Spawn#SPAWN CoordTest
|
||||
-- @extends Core.Fsm#FSM_CONTROLLABLE
|
||||
|
||||
--- # AI_PATROL_ZONE class, extends @{Fsm#FSM_CONTROLLABLE}
|
||||
--
|
||||
-- The AI_PATROL_ZONE class implements the core functions to patrol a @{Zone} by an AI @{Controllable} or @{Group}.
|
||||
--- Implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI_PATROL_ZONE is assigned a @{Group} and this must be done before the AI_PATROL_ZONE process can be started using the **Start** event.
|
||||
-- The AI_PATROL_ZONE is assigned a @{Wrapper.Group} and this must be done before the AI_PATROL_ZONE process can be started using the **Start** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
@ -123,7 +123,7 @@
|
||||
-- * @{#AI_PATROL_ZONE.SetDetectionOff}(): Set the detection off, the AI will not detect for targets. The existing target list will NOT be erased.
|
||||
--
|
||||
-- The detection frequency can be set with @{#AI_PATROL_ZONE.SetRefreshTimeInterval}( seconds ), where the amount of seconds specify how much seconds will be waited before the next detection.
|
||||
-- Use the method @{#AI_PATROL_ZONE.GetDetectedUnits}() to obtain a list of the @{Unit}s detected by the AI.
|
||||
-- Use the method @{#AI_PATROL_ZONE.GetDetectedUnits}() to obtain a list of the @{Wrapper.Unit}s detected by the AI.
|
||||
--
|
||||
-- The detection can be filtered to potential targets in a specific zone.
|
||||
-- Use the method @{#AI_PATROL_ZONE.SetDetectionZone}() to set the zone where targets need to be detected.
|
||||
@ -155,11 +155,11 @@ AI_PATROL_ZONE = {
|
||||
--- Creates a new AI_PATROL_ZONE object
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Controllable} in km/h.
|
||||
-- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
|
||||
-- @param Dcs.DCSTypes#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
|
||||
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h.
|
||||
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
|
||||
-- @return #AI_PATROL_ZONE self
|
||||
-- @usage
|
||||
-- -- Define a new AI_PATROL_ZONE Object. This PatrolArea will patrol an AIControllable within PatrolZone between 3000 and 6000 meters, with a variying speed between 600 and 900 km/h.
|
||||
@ -454,8 +454,8 @@ end
|
||||
|
||||
--- Sets (modifies) the minimum and maximum speed of the patrol.
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Controllable} in km/h.
|
||||
-- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
|
||||
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h.
|
||||
-- @return #AI_PATROL_ZONE self
|
||||
function AI_PATROL_ZONE:SetSpeed( PatrolMinSpeed, PatrolMaxSpeed )
|
||||
self:F2( { PatrolMinSpeed, PatrolMaxSpeed } )
|
||||
@ -468,8 +468,8 @@ end
|
||||
|
||||
--- Sets the floor and ceiling altitude of the patrol.
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @return #AI_PATROL_ZONE self
|
||||
function AI_PATROL_ZONE:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude )
|
||||
self:F2( { PatrolFloorAltitude, PatrolCeilingAltitude } )
|
||||
@ -562,18 +562,18 @@ function AI_PATROL_ZONE:SetDetectionZone( DetectionZone )
|
||||
end
|
||||
end
|
||||
|
||||
--- Gets a list of @{Unit#UNIT}s that were detected by the AI.
|
||||
--- Gets a list of @{Wrapper.Unit#UNIT}s that were detected by the AI.
|
||||
-- No filtering is applied, so, ANY detected UNIT can be in this list.
|
||||
-- It is up to the mission designer to use the @{Unit} class and methods to filter the targets.
|
||||
-- It is up to the mission designer to use the @{Wrapper.Unit} class and methods to filter the targets.
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @return #table The list of @{Unit#UNIT}s
|
||||
-- @return #table The list of @{Wrapper.Unit#UNIT}s
|
||||
function AI_PATROL_ZONE:GetDetectedUnits()
|
||||
self:F2()
|
||||
|
||||
return self.DetectedUnits
|
||||
end
|
||||
|
||||
--- Clears the list of @{Unit#UNIT}s that were detected by the AI.
|
||||
--- Clears the list of @{Wrapper.Unit#UNIT}s that were detected by the AI.
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
function AI_PATROL_ZONE:ClearDetectedUnits()
|
||||
self:F2()
|
||||
|
||||
@ -1,15 +1,15 @@
|
||||
--- **Actions** - ACT_ACCOUNT_ classes **account for** (detect, count & report) various DCS events occuring on @{Unit}s.
|
||||
--- **Actions** - ACT_ACCOUNT_ classes **account for** (detect, count & report) various DCS events occuring on @{Wrapper.Unit}s.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Account
|
||||
|
||||
-- @module Actions.Account
|
||||
-- @image MOOSE.JPG
|
||||
|
||||
do -- ACT_ACCOUNT
|
||||
|
||||
--- # @{#ACT_ACCOUNT} FSM class, extends @{Fsm#FSM_PROCESS}
|
||||
--- # @{#ACT_ACCOUNT} FSM class, extends @{Core.Fsm#FSM_PROCESS}
|
||||
--
|
||||
-- ## ACT_ACCOUNT state machine:
|
||||
--
|
||||
@ -55,7 +55,7 @@ do -- ACT_ACCOUNT
|
||||
-- These state transition methods need to provide a return value, which is specified at the function description.
|
||||
--
|
||||
-- @type ACT_ACCOUNT
|
||||
-- @field Set#SET_UNIT TargetSetUnit
|
||||
-- @field Core.Set#SET_UNIT TargetSetUnit
|
||||
-- @extends Core.Fsm#FSM_PROCESS
|
||||
ACT_ACCOUNT = {
|
||||
ClassName = "ACT_ACCOUNT",
|
||||
@ -138,7 +138,7 @@ end -- ACT_ACCOUNT
|
||||
|
||||
do -- ACT_ACCOUNT_DEADS
|
||||
|
||||
--- # @{#ACT_ACCOUNT_DEADS} FSM class, extends @{Fsm.Account#ACT_ACCOUNT}
|
||||
--- # @{#ACT_ACCOUNT_DEADS} FSM class, extends @{Core.Fsm.Account#ACT_ACCOUNT}
|
||||
--
|
||||
-- The ACT_ACCOUNT_DEADS class accounts (detects, counts and reports) successful kills of DCS units.
|
||||
-- The process is given a @{Set} of units that will be tracked upon successful destruction.
|
||||
@ -151,7 +151,7 @@ do -- ACT_ACCOUNT_DEADS
|
||||
-- * @{#ACT_ACCOUNT_DEADS.New}(): Creates a new ACT_ACCOUNT_DEADS object.
|
||||
--
|
||||
-- @type ACT_ACCOUNT_DEADS
|
||||
-- @field Set#SET_UNIT TargetSetUnit
|
||||
-- @field Core.Set#SET_UNIT TargetSetUnit
|
||||
-- @extends #ACT_ACCOUNT
|
||||
ACT_ACCOUNT_DEADS = {
|
||||
ClassName = "ACT_ACCOUNT_DEADS",
|
||||
@ -160,7 +160,7 @@ do -- ACT_ACCOUNT_DEADS
|
||||
|
||||
--- Creates a new DESTROY process.
|
||||
-- @param #ACT_ACCOUNT_DEADS self
|
||||
-- @param Set#SET_UNIT TargetSetUnit
|
||||
-- @param Core.Set#SET_UNIT TargetSetUnit
|
||||
-- @param #string TaskName
|
||||
function ACT_ACCOUNT_DEADS:New()
|
||||
-- Inherits from BASE
|
||||
@ -285,7 +285,7 @@ do -- ACT_ACCOUNT_DEADS
|
||||
end
|
||||
|
||||
--- @param #ACT_ACCOUNT_DEADS self
|
||||
-- @param Event#EVENTDATA EventData
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function ACT_ACCOUNT_DEADS:onfuncEventDead( EventData )
|
||||
self:T( { "EventDead", EventData } )
|
||||
|
||||
@ -297,7 +297,7 @@ do -- ACT_ACCOUNT_DEADS
|
||||
--- DCS Events
|
||||
|
||||
--- @param #ACT_ACCOUNT_DEADS self
|
||||
-- @param Event#EVENTDATA EventData
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function ACT_ACCOUNT_DEADS:onfuncEventCrash( EventData )
|
||||
self:T( { "EventDead", EventData } )
|
||||
|
||||
|
||||
@ -2,7 +2,7 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # @{#ACT_ASSIGN} FSM template class, extends @{Fsm#FSM_PROCESS}
|
||||
-- # @{#ACT_ASSIGN} FSM template class, extends @{Core.Fsm#FSM_PROCESS}
|
||||
--
|
||||
-- ## ACT_ASSIGN state machine:
|
||||
--
|
||||
@ -54,7 +54,7 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 1) @{#ACT_ASSIGN_ACCEPT} class, extends @{Fsm.Assign#ACT_ASSIGN}
|
||||
-- # 1) @{#ACT_ASSIGN_ACCEPT} class, extends @{Core.Fsm.Assign#ACT_ASSIGN}
|
||||
--
|
||||
-- The ACT_ASSIGN_ACCEPT class accepts by default a task for a player. No player intervention is allowed to reject the task.
|
||||
--
|
||||
@ -64,7 +64,7 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 2) @{#ACT_ASSIGN_MENU_ACCEPT} class, extends @{Fsm.Assign#ACT_ASSIGN}
|
||||
-- # 2) @{#ACT_ASSIGN_MENU_ACCEPT} class, extends @{Core.Fsm.Assign#ACT_ASSIGN}
|
||||
--
|
||||
-- The ACT_ASSIGN_MENU_ACCEPT class accepts a task when the player accepts the task through an added menu option.
|
||||
-- This assignment type is useful to conditionally allow the player to choose whether or not he would accept the task.
|
||||
@ -77,7 +77,8 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Assign
|
||||
-- @module Actions.Assign
|
||||
-- @image MOOSE.JPG
|
||||
|
||||
|
||||
do -- ACT_ASSIGN
|
||||
@ -155,8 +156,7 @@ do -- ACT_ASSIGN_ACCEPT
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function ACT_ASSIGN_ACCEPT:onafterStart( ProcessUnit, From, Event, To )
|
||||
self:F( { ProcessUnit, From, Event, To } )
|
||||
function ACT_ASSIGN_ACCEPT:onafterStart( ProcessUnit, Task, From, Event, To )
|
||||
|
||||
self:__Assign( 1 )
|
||||
end
|
||||
@ -167,11 +167,8 @@ do -- ACT_ASSIGN_ACCEPT
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function ACT_ASSIGN_ACCEPT:onenterAssigned( ProcessUnit, From, Event, To )
|
||||
self:F( { ProcessUnit, From, Event, To } )
|
||||
function ACT_ASSIGN_ACCEPT:onenterAssigned( ProcessUnit, Task, From, Event, To )
|
||||
|
||||
local ProcessGroup = ProcessUnit:GetGroup()
|
||||
|
||||
self.Task:Assign( ProcessUnit, ProcessUnit:GetPlayerName() )
|
||||
end
|
||||
|
||||
@ -192,36 +189,26 @@ do -- ACT_ASSIGN_MENU_ACCEPT
|
||||
|
||||
--- Init.
|
||||
-- @param #ACT_ASSIGN_MENU_ACCEPT self
|
||||
-- @param #string TaskName
|
||||
-- @param #string TaskBriefing
|
||||
-- @return #ACT_ASSIGN_MENU_ACCEPT self
|
||||
function ACT_ASSIGN_MENU_ACCEPT:New( TaskName, TaskBriefing )
|
||||
function ACT_ASSIGN_MENU_ACCEPT:New( TaskBriefing )
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, ACT_ASSIGN:New() ) -- #ACT_ASSIGN_MENU_ACCEPT
|
||||
|
||||
self.TaskName = TaskName
|
||||
self.TaskBriefing = TaskBriefing
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function ACT_ASSIGN_MENU_ACCEPT:Init( FsmAssign )
|
||||
|
||||
self.TaskName = FsmAssign.TaskName
|
||||
self.TaskBriefing = FsmAssign.TaskBriefing
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Creates a new task assignment state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.
|
||||
-- @param #ACT_ASSIGN_MENU_ACCEPT self
|
||||
-- @param #string TaskName
|
||||
-- @param #string TaskBriefing
|
||||
-- @return #ACT_ASSIGN_MENU_ACCEPT self
|
||||
function ACT_ASSIGN_MENU_ACCEPT:Init( TaskName, TaskBriefing )
|
||||
function ACT_ASSIGN_MENU_ACCEPT:Init( TaskBriefing )
|
||||
|
||||
self.TaskBriefing = TaskBriefing
|
||||
self.TaskName = TaskName
|
||||
|
||||
return self
|
||||
end
|
||||
@ -232,30 +219,31 @@ do -- ACT_ASSIGN_MENU_ACCEPT
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function ACT_ASSIGN_MENU_ACCEPT:onafterStart( ProcessUnit, From, Event, To )
|
||||
self:F( { ProcessUnit, From, Event, To } )
|
||||
function ACT_ASSIGN_MENU_ACCEPT:onafterStart( ProcessUnit, Task, From, Event, To )
|
||||
|
||||
self:GetCommandCenter():MessageTypeToGroup( "Access the radio menu to accept the task. You have 30 seconds or the assignment will be cancelled.", ProcessUnit:GetGroup(), MESSAGE.Type.Information )
|
||||
self:GetCommandCenter():MessageToGroup( "Task " .. self.Task:GetName() .. " has been assigned to you and your group!\nRead the briefing and use the Radio Menu (F10) / Task ... CONFIRMATION menu to accept or reject the task.\nYou have 2 minutes to accept, or the task assignment will be cancelled!", ProcessUnit:GetGroup(), 120 )
|
||||
|
||||
local ProcessGroup = ProcessUnit:GetGroup()
|
||||
local TaskGroup = ProcessUnit:GetGroup()
|
||||
|
||||
self.Menu = MENU_GROUP:New( TaskGroup, "Task " .. self.Task:GetName() .. " CONFIRMATION" )
|
||||
self.MenuAcceptTask = MENU_GROUP_COMMAND:New( TaskGroup, "Accept task " .. self.Task:GetName(), self.Menu, self.MenuAssign, self, TaskGroup )
|
||||
self.MenuRejectTask = MENU_GROUP_COMMAND:New( TaskGroup, "Reject task " .. self.Task:GetName(), self.Menu, self.MenuReject, self, TaskGroup )
|
||||
|
||||
self.Menu = MENU_GROUP:New( ProcessGroup, "Task " .. self.TaskName .. " acceptance" )
|
||||
self.MenuAcceptTask = MENU_GROUP_COMMAND:New( ProcessGroup, "Accept task " .. self.TaskName, self.Menu, self.MenuAssign, self )
|
||||
self.MenuRejectTask = MENU_GROUP_COMMAND:New( ProcessGroup, "Reject task " .. self.TaskName, self.Menu, self.MenuReject, self )
|
||||
self:__Reject( 120, TaskGroup )
|
||||
end
|
||||
|
||||
--- Menu function.
|
||||
-- @param #ACT_ASSIGN_MENU_ACCEPT self
|
||||
function ACT_ASSIGN_MENU_ACCEPT:MenuAssign()
|
||||
function ACT_ASSIGN_MENU_ACCEPT:MenuAssign( TaskGroup )
|
||||
|
||||
self:__Assign( 1 )
|
||||
self:__Assign( -1, TaskGroup )
|
||||
end
|
||||
|
||||
--- Menu function.
|
||||
-- @param #ACT_ASSIGN_MENU_ACCEPT self
|
||||
function ACT_ASSIGN_MENU_ACCEPT:MenuReject()
|
||||
function ACT_ASSIGN_MENU_ACCEPT:MenuReject( TaskGroup )
|
||||
|
||||
self:__Reject( 1 )
|
||||
self:__Reject( -1, TaskGroup )
|
||||
end
|
||||
|
||||
--- StateMachine callback function
|
||||
@ -264,8 +252,7 @@ do -- ACT_ASSIGN_MENU_ACCEPT
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function ACT_ASSIGN_MENU_ACCEPT:onafterAssign( ProcessUnit, From, Event, To )
|
||||
self:F( { ProcessUnit.UnitNameFrom, Event, To } )
|
||||
function ACT_ASSIGN_MENU_ACCEPT:onafterAssign( ProcessUnit, Task, From, Event, To, TaskGroup )
|
||||
|
||||
self.Menu:Remove()
|
||||
end
|
||||
@ -276,13 +263,25 @@ do -- ACT_ASSIGN_MENU_ACCEPT
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function ACT_ASSIGN_MENU_ACCEPT:onafterReject( ProcessUnit, From, Event, To )
|
||||
self:F( { ProcessUnit.UnitName, From, Event, To } )
|
||||
function ACT_ASSIGN_MENU_ACCEPT:onafterReject( ProcessUnit, Task, From, Event, To, TaskGroup )
|
||||
self:F( { TaskGroup = TaskGroup } )
|
||||
|
||||
self.Menu:Remove()
|
||||
--TODO: need to resolve this problem ... it has to do with the events ...
|
||||
--self.Task:UnAssignFromUnit( ProcessUnit )needs to become a callback funtion call upon the event
|
||||
ProcessUnit:Destroy()
|
||||
self.Task:RejectGroup( TaskGroup )
|
||||
end
|
||||
|
||||
--- StateMachine callback function
|
||||
-- @param #ACT_ASSIGN_ACCEPT self
|
||||
-- @param Wrapper.Unit#UNIT ProcessUnit
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function ACT_ASSIGN_MENU_ACCEPT:onenterAssigned( ProcessUnit, Task, From, Event, To, TaskGroup )
|
||||
|
||||
--self.Task:AssignToGroup( TaskGroup )
|
||||
self.Task:Assign( ProcessUnit, ProcessUnit:GetPlayerName() )
|
||||
end
|
||||
|
||||
end -- ACT_ASSIGN_MENU_ACCEPT
|
||||
|
||||
@ -1,9 +1,5 @@
|
||||
--- (SP) (MP) (FSM) Route AI or players through waypoints or to zones.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # @{#ACT_ASSIST} FSM class, extends @{Fsm#FSM_PROCESS}
|
||||
--
|
||||
-- ## ACT_ASSIST state machine:
|
||||
--
|
||||
-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
|
||||
@ -52,7 +48,7 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 1) @{#ACT_ASSIST_SMOKE_TARGETS_ZONE} class, extends @{Fsm.Route#ACT_ASSIST}
|
||||
-- # 1) @{#ACT_ASSIST_SMOKE_TARGETS_ZONE} class, extends @{Core.Fsm.Route#ACT_ASSIST}
|
||||
--
|
||||
-- The ACT_ASSIST_SMOKE_TARGETS_ZONE class implements the core functions to smoke targets in a @{Zone}.
|
||||
-- The targets are smoked within a certain range around each target, simulating a realistic smoking behaviour.
|
||||
@ -64,7 +60,9 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Smoke
|
||||
-- @module Actions.Assist
|
||||
-- @image MOOSE.JPG
|
||||
|
||||
|
||||
do -- ACT_ASSIST
|
||||
|
||||
@ -142,7 +140,7 @@ do -- ACT_ASSIST_SMOKE_TARGETS_ZONE
|
||||
|
||||
--- ACT_ASSIST_SMOKE_TARGETS_ZONE class
|
||||
-- @type ACT_ASSIST_SMOKE_TARGETS_ZONE
|
||||
-- @field Set#SET_UNIT TargetSetUnit
|
||||
-- @field Core.Set#SET_UNIT TargetSetUnit
|
||||
-- @field Core.Zone#ZONE_BASE TargetZone
|
||||
-- @extends #ACT_ASSIST
|
||||
ACT_ASSIST_SMOKE_TARGETS_ZONE = {
|
||||
@ -158,7 +156,7 @@ do -- ACT_ASSIST_SMOKE_TARGETS_ZONE
|
||||
|
||||
--- Creates a new target smoking state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.
|
||||
-- @param #ACT_ASSIST_SMOKE_TARGETS_ZONE self
|
||||
-- @param Set#SET_UNIT TargetSetUnit
|
||||
-- @param Core.Set#SET_UNIT TargetSetUnit
|
||||
-- @param Core.Zone#ZONE_BASE TargetZone
|
||||
function ACT_ASSIST_SMOKE_TARGETS_ZONE:New( TargetSetUnit, TargetZone )
|
||||
local self = BASE:Inherit( self, ACT_ASSIST:New() ) -- #ACT_ASSIST
|
||||
@ -177,7 +175,7 @@ do -- ACT_ASSIST_SMOKE_TARGETS_ZONE
|
||||
|
||||
--- Creates a new target smoking state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.
|
||||
-- @param #ACT_ASSIST_SMOKE_TARGETS_ZONE self
|
||||
-- @param Set#SET_UNIT TargetSetUnit
|
||||
-- @param Core.Set#SET_UNIT TargetSetUnit
|
||||
-- @param Core.Zone#ZONE_BASE TargetZone
|
||||
-- @return #ACT_ASSIST_SMOKE_TARGETS_ZONE self
|
||||
function ACT_ASSIST_SMOKE_TARGETS_ZONE:Init( TargetSetUnit, TargetZone )
|
||||
|
||||
@ -1,198 +0,0 @@
|
||||
--- @module Process_JTAC
|
||||
|
||||
--- PROCESS_JTAC class
|
||||
-- @type PROCESS_JTAC
|
||||
-- @field Wrapper.Unit#UNIT ProcessUnit
|
||||
-- @field Core.Set#SET_UNIT TargetSetUnit
|
||||
-- @extends Core.Fsm#FSM_PROCESS
|
||||
PROCESS_JTAC = {
|
||||
ClassName = "PROCESS_JTAC",
|
||||
Fsm = {},
|
||||
TargetSetUnit = nil,
|
||||
}
|
||||
|
||||
|
||||
--- Creates a new DESTROY process.
|
||||
-- @param #PROCESS_JTAC self
|
||||
-- @param Tasking.Task#TASK Task
|
||||
-- @param Wrapper.Unit#UNIT ProcessUnit
|
||||
-- @param Core.Set#SET_UNIT TargetSetUnit
|
||||
-- @param Wrapper.Unit#UNIT FACUnit
|
||||
-- @return #PROCESS_JTAC self
|
||||
function PROCESS_JTAC:New( Task, ProcessUnit, TargetSetUnit, FACUnit )
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, PROCESS:New( "JTAC", Task, ProcessUnit ) ) -- #PROCESS_JTAC
|
||||
|
||||
self.TargetSetUnit = TargetSetUnit
|
||||
self.FACUnit = FACUnit
|
||||
|
||||
self.DisplayInterval = 60
|
||||
self.DisplayCount = 30
|
||||
self.DisplayMessage = true
|
||||
self.DisplayTime = 10 -- 10 seconds is the default
|
||||
self.DisplayCategory = "HQ" -- Targets is the default display category
|
||||
|
||||
|
||||
self.Fsm = FSM_PROCESS:New( self, {
|
||||
initial = 'Assigned',
|
||||
events = {
|
||||
{ name = 'Start', from = 'Assigned', to = 'CreatedMenu' },
|
||||
{ name = 'JTACMenuUpdate', from = 'CreatedMenu', to = 'AwaitingMenu' },
|
||||
{ name = 'JTACMenuAwait', from = 'AwaitingMenu', to = 'AwaitingMenu' },
|
||||
{ name = 'JTACMenuSpot', from = 'AwaitingMenu', to = 'AwaitingMenu' },
|
||||
{ name = 'JTACMenuCancel', from = 'AwaitingMenu', to = 'AwaitingMenu' },
|
||||
{ name = 'JTACStatus', from = 'AwaitingMenu', to = 'AwaitingMenu' },
|
||||
{ name = 'Fail', from = 'AwaitingMenu', to = 'Failed' },
|
||||
{ name = 'Fail', from = 'CreatedMenu', to = 'Failed' },
|
||||
},
|
||||
callbacks = {
|
||||
onStart = self.OnStart,
|
||||
onJTACMenuUpdate = self.OnJTACMenuUpdate,
|
||||
onJTACMenuAwait = self.OnJTACMenuAwait,
|
||||
onJTACMenuSpot = self.OnJTACMenuSpot,
|
||||
onJTACMenuCancel = self.OnJTACMenuCancel,
|
||||
},
|
||||
endstates = { 'Failed' }
|
||||
} )
|
||||
|
||||
self:HandleEvent( EVENTS.Dead, self.EventDead )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Process Events
|
||||
|
||||
--- StateMachine callback function for a PROCESS
|
||||
-- @param #PROCESS_JTAC self
|
||||
-- @param Core.Fsm#FSM_PROCESS Fsm
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function PROCESS_JTAC:OnStart( Fsm, From, Event, To )
|
||||
|
||||
self:NextEvent( Fsm.JTACMenuUpdate )
|
||||
end
|
||||
|
||||
--- StateMachine callback function for a PROCESS
|
||||
-- @param #PROCESS_JTAC self
|
||||
-- @param Core.Fsm#FSM_PROCESS Fsm
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function PROCESS_JTAC:OnJTACMenuUpdate( Fsm, From, Event, To )
|
||||
|
||||
local function JTACMenuSpot( MenuParam )
|
||||
self:F( MenuParam.TargetUnit.UnitName )
|
||||
local self = MenuParam.self
|
||||
local TargetUnit = MenuParam.TargetUnit
|
||||
|
||||
self:NextEvent( self.Fsm.JTACMenuSpot, TargetUnit )
|
||||
end
|
||||
|
||||
local function JTACMenuCancel( MenuParam )
|
||||
self:F( MenuParam )
|
||||
local self = MenuParam.self
|
||||
local TargetUnit = MenuParam.TargetUnit
|
||||
|
||||
self:NextEvent( self.Fsm.JTACMenuCancel, TargetUnit )
|
||||
end
|
||||
|
||||
|
||||
-- Loop each unit in the target set, and determine the threat levels map table.
|
||||
local UnitThreatLevels = self.TargetSetUnit:GetUnitThreatLevels()
|
||||
|
||||
self:F( {"UnitThreadLevels", UnitThreatLevels } )
|
||||
|
||||
local JTACMenu = self.ProcessGroup:GetState( self.ProcessGroup, "JTACMenu" )
|
||||
|
||||
if not JTACMenu then
|
||||
JTACMenu = MENU_GROUP:New( self.ProcessGroup, "JTAC", self.MissionMenu )
|
||||
for ThreatLevel, ThreatLevelTable in pairs( UnitThreatLevels ) do
|
||||
local JTACMenuThreatLevel = MENU_GROUP:New( self.ProcessGroup, ThreatLevelTable.UnitThreatLevelText, JTACMenu )
|
||||
for ThreatUnitName, ThreatUnit in pairs( ThreatLevelTable.Units ) do
|
||||
local JTACMenuUnit = MENU_GROUP:New( self.ProcessGroup, ThreatUnit:GetTypeName(), JTACMenuThreatLevel )
|
||||
MENU_GROUP_COMMAND:New( self.ProcessGroup, "Lase Target", JTACMenuUnit, JTACMenuSpot, { self = self, TargetUnit = ThreatUnit } )
|
||||
MENU_GROUP_COMMAND:New( self.ProcessGroup, "Cancel Target", JTACMenuUnit, JTACMenuCancel, { self = self, TargetUnit = ThreatUnit } )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- StateMachine callback function for a PROCESS
|
||||
-- @param #PROCESS_JTAC self
|
||||
-- @param Core.Fsm#FSM_PROCESS Fsm
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function PROCESS_JTAC:OnJTACMenuAwait( Fsm, From, Event, To )
|
||||
|
||||
if self.DisplayCount >= self.DisplayInterval then
|
||||
|
||||
local TaskJTAC = self.Task -- Tasking.Task#TASK_JTAC
|
||||
TaskJTAC.Spots = TaskJTAC.Spots or {}
|
||||
for TargetUnitName, SpotData in pairs( TaskJTAC.Spots) do
|
||||
local TargetUnit = UNIT:FindByName( TargetUnitName )
|
||||
self.FACUnit:MessageToGroup( "Lasing " .. TargetUnit:GetTypeName() .. " with laser code " .. SpotData:getCode(), 15, self.ProcessGroup )
|
||||
end
|
||||
self.DisplayCount = 1
|
||||
else
|
||||
self.DisplayCount = self.DisplayCount + 1
|
||||
end
|
||||
|
||||
self:NextEvent( Fsm.JTACMenuAwait )
|
||||
end
|
||||
|
||||
--- StateMachine callback function for a PROCESS
|
||||
-- @param #PROCESS_JTAC self
|
||||
-- @param Core.Fsm#FSM_PROCESS Fsm
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Wrapper.Unit#UNIT TargetUnit
|
||||
function PROCESS_JTAC:OnJTACMenuSpot( Fsm, From, Event, To, TargetUnit )
|
||||
|
||||
local TargetUnitName = TargetUnit:GetName()
|
||||
|
||||
local TaskJTAC = self.Task -- Tasking.Task#TASK_JTAC
|
||||
|
||||
TaskJTAC.Spots = TaskJTAC.Spots or {}
|
||||
TaskJTAC.Spots[TargetUnitName] = TaskJTAC.Spots[TargetUnitName] or {}
|
||||
|
||||
local DCSFACObject = self.FACUnit:GetDCSObject()
|
||||
local TargetVec3 = TargetUnit:GetVec3()
|
||||
|
||||
TaskJTAC.Spots[TargetUnitName] = Spot.createInfraRed( self.FACUnit:GetDCSObject(), { x = 0, y = 1, z = 0 }, TargetUnit:GetVec3(), math.random( 1000, 9999 ) )
|
||||
|
||||
local SpotData = TaskJTAC.Spots[TargetUnitName]
|
||||
self.FACUnit:MessageToGroup( "Lasing " .. TargetUnit:GetTypeName() .. " with laser code " .. SpotData:getCode(), 15, self.ProcessGroup )
|
||||
|
||||
self:NextEvent( Fsm.JTACMenuAwait )
|
||||
end
|
||||
|
||||
--- StateMachine callback function for a PROCESS
|
||||
-- @param #PROCESS_JTAC self
|
||||
-- @param Core.Fsm#FSM_PROCESS Fsm
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Wrapper.Unit#UNIT TargetUnit
|
||||
function PROCESS_JTAC:OnJTACMenuCancel( Fsm, From, Event, To, TargetUnit )
|
||||
|
||||
local TargetUnitName = TargetUnit:GetName()
|
||||
|
||||
local TaskJTAC = self.Task -- Tasking.Task#TASK_JTAC
|
||||
|
||||
TaskJTAC.Spots = TaskJTAC.Spots or {}
|
||||
if TaskJTAC.Spots[TargetUnitName] then
|
||||
TaskJTAC.Spots[TargetUnitName]:destroy() -- destroys the spot
|
||||
TaskJTAC.Spots[TargetUnitName] = nil
|
||||
end
|
||||
|
||||
self.FACUnit:MessageToGroup( "Stopped lasing " .. TargetUnit:GetTypeName(), 15, self.ProcessGroup )
|
||||
|
||||
self:NextEvent( Fsm.JTACMenuAwait )
|
||||
end
|
||||
|
||||
|
||||
@ -1,173 +0,0 @@
|
||||
--- @module Process_Pickup
|
||||
|
||||
--- PROCESS_PICKUP class
|
||||
-- @type PROCESS_PICKUP
|
||||
-- @field Wrapper.Unit#UNIT ProcessUnit
|
||||
-- @field Core.Set#SET_UNIT TargetSetUnit
|
||||
-- @extends Core.Fsm#FSM_PROCESS
|
||||
PROCESS_PICKUP = {
|
||||
ClassName = "PROCESS_PICKUP",
|
||||
Fsm = {},
|
||||
TargetSetUnit = nil,
|
||||
}
|
||||
|
||||
|
||||
--- Creates a new DESTROY process.
|
||||
-- @param #PROCESS_PICKUP self
|
||||
-- @param Tasking.Task#TASK Task
|
||||
-- @param Wrapper.Unit#UNIT ProcessUnit
|
||||
-- @param Core.Set#SET_UNIT TargetSetUnit
|
||||
-- @return #PROCESS_PICKUP self
|
||||
function PROCESS_PICKUP:New( Task, ProcessName, ProcessUnit )
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, PROCESS:New( ProcessName, Task, ProcessUnit ) ) -- #PROCESS_PICKUP
|
||||
|
||||
self.DisplayInterval = 30
|
||||
self.DisplayCount = 30
|
||||
self.DisplayMessage = true
|
||||
self.DisplayTime = 10 -- 10 seconds is the default
|
||||
self.DisplayCategory = "HQ" -- Targets is the default display category
|
||||
|
||||
self.Fsm = FSM_PROCESS:New( self, {
|
||||
initial = 'Assigned',
|
||||
events = {
|
||||
{ name = 'Start', from = 'Assigned', to = 'Navigating' },
|
||||
{ name = 'Start', from = 'Navigating', to = 'Navigating' },
|
||||
{ name = 'Nearby', from = 'Navigating', to = 'Preparing' },
|
||||
{ name = 'Pickup', from = 'Preparing', to = 'Loading' },
|
||||
{ name = 'Load', from = 'Loading', to = 'Success' },
|
||||
{ name = 'Fail', from = 'Assigned', to = 'Failed' },
|
||||
{ name = 'Fail', from = 'Navigating', to = 'Failed' },
|
||||
{ name = 'Fail', from = 'Preparing', to = 'Failed' },
|
||||
},
|
||||
callbacks = {
|
||||
onStart = self.OnStart,
|
||||
onNearby = self.OnNearby,
|
||||
onPickup = self.OnPickup,
|
||||
onLoad = self.OnLoad,
|
||||
},
|
||||
endstates = { 'Success', 'Failed' }
|
||||
} )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Process Events
|
||||
|
||||
--- StateMachine callback function for a PROCESS
|
||||
-- @param #PROCESS_PICKUP self
|
||||
-- @param Core.Fsm#FSM_PROCESS Fsm
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function PROCESS_PICKUP:OnStart( Fsm, From, Event, To )
|
||||
|
||||
self:NextEvent( Fsm.Start )
|
||||
end
|
||||
|
||||
--- StateMachine callback function for a PROCESS
|
||||
-- @param #PROCESS_PICKUP self
|
||||
-- @param Core.Fsm#FSM_PROCESS Fsm
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function PROCESS_PICKUP:OnNavigating( Fsm, From, Event, To )
|
||||
|
||||
local TaskGroup = self.ProcessUnit:GetGroup()
|
||||
if self.DisplayCount >= self.DisplayInterval then
|
||||
MESSAGE:New( "Your group with assigned " .. self.Task:GetName() .. " task has " .. self.TargetSetUnit:GetUnitTypesText() .. " targets left to be destroyed.", 5, "HQ" ):ToGroup( TaskGroup )
|
||||
self.DisplayCount = 1
|
||||
else
|
||||
self.DisplayCount = self.DisplayCount + 1
|
||||
end
|
||||
|
||||
return true -- Process always the event.
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- StateMachine callback function for a PROCESS
|
||||
-- @param #PROCESS_PICKUP self
|
||||
-- @param Core.Fsm#FSM_PROCESS Fsm
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Core.Event#EVENTDATA Event
|
||||
function PROCESS_PICKUP:OnHitTarget( Fsm, From, Event, To, Event )
|
||||
|
||||
|
||||
self.TargetSetUnit:Flush( self )
|
||||
|
||||
if self.TargetSetUnit:FindUnit( Event.IniUnitName ) then
|
||||
self.TargetSetUnit:RemoveUnitsByName( Event.IniUnitName )
|
||||
local TaskGroup = self.ProcessUnit:GetGroup()
|
||||
MESSAGE:New( "You hit a target. Your group with assigned " .. self.Task:GetName() .. " task has " .. self.TargetSetUnit:Count() .. " targets ( " .. self.TargetSetUnit:GetUnitTypesText() .. " ) left to be destroyed.", 15, "HQ" ):ToGroup( TaskGroup )
|
||||
end
|
||||
|
||||
|
||||
if self.TargetSetUnit:Count() > 0 then
|
||||
self:NextEvent( Fsm.MoreTargets )
|
||||
else
|
||||
self:NextEvent( Fsm.Destroyed )
|
||||
end
|
||||
end
|
||||
|
||||
--- StateMachine callback function for a PROCESS
|
||||
-- @param #PROCESS_PICKUP self
|
||||
-- @param Core.Fsm#FSM_PROCESS Fsm
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function PROCESS_PICKUP:OnMoreTargets( Fsm, From, Event, To )
|
||||
|
||||
|
||||
end
|
||||
|
||||
--- StateMachine callback function for a PROCESS
|
||||
-- @param #PROCESS_PICKUP self
|
||||
-- @param Core.Fsm#FSM_PROCESS Fsm
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Core.Event#EVENTDATA DCSEvent
|
||||
function PROCESS_PICKUP:OnKilled( Fsm, From, Event, To )
|
||||
|
||||
self:NextEvent( Fsm.Restart )
|
||||
|
||||
end
|
||||
|
||||
--- StateMachine callback function for a PROCESS
|
||||
-- @param #PROCESS_PICKUP self
|
||||
-- @param Core.Fsm#FSM_PROCESS Fsm
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function PROCESS_PICKUP:OnRestart( Fsm, From, Event, To )
|
||||
|
||||
self:NextEvent( Fsm.Menu )
|
||||
|
||||
end
|
||||
|
||||
--- StateMachine callback function for a PROCESS
|
||||
-- @param #PROCESS_PICKUP self
|
||||
-- @param Core.Fsm#FSM_PROCESS Fsm
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function PROCESS_PICKUP:OnDestroyed( Fsm, From, Event, To )
|
||||
|
||||
end
|
||||
|
||||
--- DCS Events
|
||||
|
||||
--- @param #PROCESS_PICKUP self
|
||||
-- @param Core.Event#EVENTDATA Event
|
||||
function PROCESS_PICKUP:EventDead( Event )
|
||||
|
||||
if Event.IniDCSUnit then
|
||||
self:NextEvent( self.Fsm.HitTarget, Event )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
@ -2,7 +2,7 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # @{#ACT_ROUTE} FSM class, extends @{Fsm#FSM_PROCESS}
|
||||
-- # @{#ACT_ROUTE} FSM class, extends @{Core.Fsm#FSM_PROCESS}
|
||||
--
|
||||
-- ## ACT_ROUTE state machine:
|
||||
--
|
||||
@ -60,9 +60,9 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 1) @{#ACT_ROUTE_ZONE} class, extends @{Fsm.Route#ACT_ROUTE}
|
||||
-- # 1) @{#ACT_ROUTE_ZONE} class, extends @{Core.Fsm.Route#ACT_ROUTE}
|
||||
--
|
||||
-- The ACT_ROUTE_ZONE class implements the core functions to route an AIR @{Controllable} player @{Unit} to a @{Zone}.
|
||||
-- The ACT_ROUTE_ZONE class implements the core functions to route an AIR @{Wrapper.Controllable} player @{Wrapper.Unit} to a @{Zone}.
|
||||
-- The player receives on perioding times messages with the coordinates of the route to follow.
|
||||
-- Upon arrival at the zone, a confirmation of arrival is sent, and the process will be ended.
|
||||
--
|
||||
@ -72,7 +72,8 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Route
|
||||
-- @module Actions.Route
|
||||
-- @image MOOSE.JPG
|
||||
|
||||
|
||||
do -- ACT_ROUTE
|
||||
@ -123,16 +124,20 @@ do -- ACT_ROUTE
|
||||
--- Set a Cancel Menu item.
|
||||
-- @param #ACT_ROUTE self
|
||||
-- @return #ACT_ROUTE
|
||||
function ACT_ROUTE:SetMenuCancel( MenuGroup, MenuText, ParentMenu, MenuTime )
|
||||
function ACT_ROUTE:SetMenuCancel( MenuGroup, MenuText, ParentMenu, MenuTime, MenuTag )
|
||||
|
||||
MENU_GROUP_COMMAND:New(
|
||||
self.CancelMenuGroupCommand = MENU_GROUP_COMMAND:New(
|
||||
MenuGroup,
|
||||
MenuText,
|
||||
ParentMenu,
|
||||
self.MenuCancel,
|
||||
self
|
||||
):SetTime(MenuTime)
|
||||
):SetTime( MenuTime ):SetTag( MenuTag )
|
||||
|
||||
ParentMenu:SetTime( MenuTime )
|
||||
|
||||
ParentMenu:Remove( MenuTime, MenuTag )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@ -206,7 +211,9 @@ do -- ACT_ROUTE
|
||||
|
||||
|
||||
function ACT_ROUTE:MenuCancel()
|
||||
self:Cancel()
|
||||
self:F("Cancelled")
|
||||
self.CancelMenuGroupCommand:Remove()
|
||||
self:__Cancel( 1 )
|
||||
end
|
||||
|
||||
--- Task Events
|
||||
@ -238,10 +245,8 @@ do -- ACT_ROUTE
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function ACT_ROUTE:onbeforeRoute( ProcessUnit, From, Event, To )
|
||||
self:F( { "BeforeRoute 1", self.DisplayCount, self.DisplayInterval } )
|
||||
|
||||
if ProcessUnit:IsAlive() then
|
||||
self:F( "BeforeRoute 2" )
|
||||
local HasArrived = self:onfuncHasArrived( ProcessUnit ) -- Polymorphic
|
||||
if self.DisplayCount >= self.DisplayInterval then
|
||||
self:T( { HasArrived = HasArrived } )
|
||||
@ -253,8 +258,6 @@ do -- ACT_ROUTE
|
||||
self.DisplayCount = self.DisplayCount + 1
|
||||
end
|
||||
|
||||
self:T( { DisplayCount = self.DisplayCount } )
|
||||
|
||||
if HasArrived then
|
||||
self:__Arrive( 1 )
|
||||
else
|
||||
@ -337,7 +340,7 @@ do -- ACT_ROUTE_POINT
|
||||
-- @param #ACT_ROUTE_POINT self
|
||||
-- @param #number Range The Range to consider the arrival. Default is 10000 meters.
|
||||
function ACT_ROUTE_POINT:SetRange( Range )
|
||||
self:F2( { self.Range } )
|
||||
self:F2( { Range } )
|
||||
self.Range = Range or 10000
|
||||
end
|
||||
|
||||
@ -345,6 +348,7 @@ do -- ACT_ROUTE_POINT
|
||||
-- @param #ACT_ROUTE_POINT self
|
||||
-- @return #number The Range to consider the arrival. Default is 10000 meters.
|
||||
function ACT_ROUTE_POINT:GetRange()
|
||||
self:F2( { self.Range } )
|
||||
return self.Range
|
||||
end
|
||||
|
||||
|
||||
1144
Moose Development/Moose/Cargo/Cargo.lua
Normal file
1144
Moose Development/Moose/Cargo/Cargo.lua
Normal file
File diff suppressed because it is too large
Load Diff
311
Moose Development/Moose/Cargo/CargoCrate.lua
Normal file
311
Moose Development/Moose/Cargo/CargoCrate.lua
Normal file
@ -0,0 +1,311 @@
|
||||
--- **Cargo** -- Management of single cargo crates, which are based on a @{Static} object.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### [Demo Missions]()
|
||||
--
|
||||
-- ### [YouTube Playlist]()
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Cargo.CargoCrate
|
||||
-- @image Cargo_Crates.JPG
|
||||
|
||||
do -- CARGO_CRATE
|
||||
|
||||
--- Models the behaviour of cargo crates, which can be slingloaded and boarded on helicopters.
|
||||
-- @type CARGO_CRATE
|
||||
-- @extends Cargo.Cargo#CARGO_REPRESENTABLE
|
||||
|
||||
--- Defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.
|
||||
-- Use the event functions as described above to Load, UnLoad, Board, UnBoard the CARGO\_CRATE objects to and from carriers.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #CARGO_CRATE
|
||||
CARGO_CRATE = {
|
||||
ClassName = "CARGO_CRATE"
|
||||
}
|
||||
|
||||
--- CARGO_CRATE Constructor.
|
||||
-- @param #CARGO_CRATE self
|
||||
-- @param Wrapper.Static#STATIC CargoStatic
|
||||
-- @param #string Type
|
||||
-- @param #string Name
|
||||
-- @param #number LoadRadius (optional)
|
||||
-- @param #number NearRadius (optional)
|
||||
-- @return #CARGO_CRATE
|
||||
function CARGO_CRATE:New( CargoStatic, Type, Name, LoadRadius, NearRadius )
|
||||
local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoStatic, Type, Name, nil, LoadRadius, NearRadius ) ) -- #CARGO_CRATE
|
||||
self:F( { Type, Name, NearRadius } )
|
||||
|
||||
self.CargoObject = CargoStatic -- Wrapper.Static#STATIC
|
||||
|
||||
-- Cargo objects are added to the _DATABASE and SET_CARGO objects.
|
||||
_EVENTDISPATCHER:CreateEventNewCargo( self )
|
||||
|
||||
self:HandleEvent( EVENTS.Dead, self.OnEventCargoDead )
|
||||
self:HandleEvent( EVENTS.Crash, self.OnEventCargoDead )
|
||||
self:HandleEvent( EVENTS.PlayerLeaveUnit, self.OnEventCargoDead )
|
||||
|
||||
self:SetEventPriority( 4 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- @param #CARGO_CRATE self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function CARGO_CRATE:OnEventCargoDead( EventData )
|
||||
|
||||
local Destroyed = false
|
||||
|
||||
if self:IsDestroyed() or self:IsUnLoaded() or self:IsBoarding() then
|
||||
if self.CargoObject:GetName() == EventData.IniUnitName then
|
||||
if not self.NoDestroy then
|
||||
Destroyed = true
|
||||
end
|
||||
end
|
||||
else
|
||||
if self:IsLoaded() then
|
||||
local CarrierName = self.CargoCarrier:GetName()
|
||||
if CarrierName == EventData.IniDCSUnitName then
|
||||
MESSAGE:New( "Cargo is lost from carrier " .. CarrierName, 15 ):ToAll()
|
||||
Destroyed = true
|
||||
self.CargoCarrier:ClearCargo()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if Destroyed then
|
||||
self:I( { "Cargo crate destroyed: " .. self.CargoObject:GetName() } )
|
||||
self:Destroyed()
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Enter UnLoaded State.
|
||||
-- @param #CARGO_CRATE self
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Core.Point#POINT_VEC2
|
||||
function CARGO_CRATE:onenterUnLoaded( From, Event, To, ToPointVec2 )
|
||||
--self:F( { ToPointVec2, From, Event, To } )
|
||||
|
||||
local Angle = 180
|
||||
local Speed = 10
|
||||
local Distance = 10
|
||||
|
||||
if From == "Loaded" then
|
||||
local StartCoordinate = self.CargoCarrier:GetCoordinate()
|
||||
local CargoCarrierHeading = self.CargoCarrier:GetHeading() -- Get Heading of object in degrees.
|
||||
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
|
||||
local CargoDeployCoord = StartCoordinate:Translate( Distance, CargoDeployHeading )
|
||||
|
||||
ToPointVec2 = ToPointVec2 or COORDINATE:NewFromVec2( { x= CargoDeployCoord.x, y = CargoDeployCoord.z } )
|
||||
|
||||
-- Respawn the group...
|
||||
if self.CargoObject then
|
||||
self.CargoObject:ReSpawnAt( ToPointVec2, 0 )
|
||||
self.CargoCarrier = nil
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
if self.OnUnLoadedCallBack then
|
||||
self.OnUnLoadedCallBack( self, unpack( self.OnUnLoadedParameters ) )
|
||||
self.OnUnLoadedCallBack = nil
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Loaded State.
|
||||
-- @param #CARGO_CRATE self
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Wrapper.Unit#UNIT CargoCarrier
|
||||
function CARGO_CRATE:onenterLoaded( From, Event, To, CargoCarrier )
|
||||
--self:F( { From, Event, To, CargoCarrier } )
|
||||
|
||||
self.CargoCarrier = CargoCarrier
|
||||
|
||||
-- Only destroy the CargoObject is if there is a CargoObject (packages don't have CargoObjects).
|
||||
if self.CargoObject then
|
||||
self:T("Destroying")
|
||||
self.NoDestroy = true
|
||||
self.CargoObject:Destroy()
|
||||
--local Coordinate = self.CargoObject:GetCoordinate():GetRandomCoordinateInRadius( 50, 20 )
|
||||
--self.CargoObject:ReSpawnAt( Coordinate, 0 )
|
||||
end
|
||||
end
|
||||
|
||||
--- Check if the cargo can be Boarded.
|
||||
-- @param #CARGO_CRATE self
|
||||
function CARGO_CRATE:CanBoard()
|
||||
return false
|
||||
end
|
||||
|
||||
--- Check if the cargo can be Unboarded.
|
||||
-- @param #CARGO_CRATE self
|
||||
function CARGO_CRATE:CanUnboard()
|
||||
return false
|
||||
end
|
||||
|
||||
--- Check if Cargo Crate is in the radius for the Cargo to be reported.
|
||||
-- @param #CARGO_CRATE self
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @return #boolean true if the Cargo Crate is within the report radius.
|
||||
function CARGO_CRATE:IsInReportRadius( Coordinate )
|
||||
--self:F( { Coordinate, LoadRadius = self.LoadRadius } )
|
||||
|
||||
local Distance = 0
|
||||
if self:IsUnLoaded() then
|
||||
Distance = Coordinate:Get2DDistance( self.CargoObject:GetCoordinate() )
|
||||
--self:T( Distance )
|
||||
if Distance <= self.LoadRadius then
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
|
||||
--- Check if Cargo Crate is in the radius for the Cargo to be Boarded or Loaded.
|
||||
-- @param #CARGO_CRATE self
|
||||
-- @param Core.Point#Coordinate Coordinate
|
||||
-- @return #boolean true if the Cargo Crate is within the loading radius.
|
||||
function CARGO_CRATE:IsInLoadRadius( Coordinate )
|
||||
--self:F( { Coordinate, LoadRadius = self.NearRadius } )
|
||||
|
||||
local Distance = 0
|
||||
if self:IsUnLoaded() then
|
||||
Distance = Coordinate:Get2DDistance( self.CargoObject:GetCoordinate() )
|
||||
--self:T( Distance )
|
||||
if Distance <= self.NearRadius then
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Get the current Coordinate of the CargoGroup.
|
||||
-- @param #CARGO_CRATE self
|
||||
-- @return Core.Point#COORDINATE The current Coordinate of the first Cargo of the CargoGroup.
|
||||
-- @return #nil There is no valid Cargo in the CargoGroup.
|
||||
function CARGO_CRATE:GetCoordinate()
|
||||
--self:F()
|
||||
|
||||
return self.CargoObject:GetCoordinate()
|
||||
end
|
||||
|
||||
--- Check if the CargoGroup is alive.
|
||||
-- @param #CARGO_CRATE self
|
||||
-- @return #boolean true if the CargoGroup is alive.
|
||||
-- @return #boolean false if the CargoGroup is dead.
|
||||
function CARGO_CRATE:IsAlive()
|
||||
|
||||
local Alive = true
|
||||
|
||||
-- When the Cargo is Loaded, the Cargo is in the CargoCarrier, so we check if the CargoCarrier is alive.
|
||||
-- When the Cargo is not Loaded, the Cargo is the CargoObject, so we check if the CargoObject is alive.
|
||||
if self:IsLoaded() then
|
||||
Alive = Alive == true and self.CargoCarrier:IsAlive()
|
||||
else
|
||||
Alive = Alive == true and self.CargoObject:IsAlive()
|
||||
end
|
||||
|
||||
return Alive
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Route Cargo to Coordinate and randomize locations.
|
||||
-- @param #CARGO_CRATE self
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
function CARGO_CRATE:RouteTo( Coordinate )
|
||||
self:F( {Coordinate = Coordinate } )
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Check if Cargo is near to the Carrier.
|
||||
-- The Cargo is near to the Carrier within NearRadius.
|
||||
-- @param #CARGO_CRATE self
|
||||
-- @param Wrapper.Group#GROUP CargoCarrier
|
||||
-- @param #number NearRadius
|
||||
-- @return #boolean The Cargo is near to the Carrier.
|
||||
-- @return #nil The Cargo is not near to the Carrier.
|
||||
function CARGO_CRATE:IsNear( CargoCarrier, NearRadius )
|
||||
self:F( {NearRadius = NearRadius } )
|
||||
|
||||
return self:IsNear( CargoCarrier:GetCoordinate(), NearRadius )
|
||||
end
|
||||
|
||||
--- Respawn the CargoGroup.
|
||||
-- @param #CARGO_CRATE self
|
||||
function CARGO_CRATE:Respawn()
|
||||
|
||||
self:F( { "Respawning crate " .. self:GetName() } )
|
||||
|
||||
|
||||
-- Respawn the group...
|
||||
if self.CargoObject then
|
||||
self.CargoObject:ReSpawn() -- A cargo destroy crates a DEAD event.
|
||||
self:__Reset( -0.1 )
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Respawn the CargoGroup.
|
||||
-- @param #CARGO_CRATE self
|
||||
function CARGO_CRATE:onafterReset()
|
||||
|
||||
self:F( { "Reset crate " .. self:GetName() } )
|
||||
|
||||
|
||||
-- Respawn the group...
|
||||
if self.CargoObject then
|
||||
self:SetDeployed( false )
|
||||
self:SetStartState( "UnLoaded" )
|
||||
self.CargoCarrier = nil
|
||||
-- Cargo objects are added to the _DATABASE and SET_CARGO objects.
|
||||
_EVENTDISPATCHER:CreateEventNewCargo( self )
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
--- Get the transportation method of the Cargo.
|
||||
-- @param #CARGO_CRATE self
|
||||
-- @return #string The transportation method of the Cargo.
|
||||
function CARGO_CRATE:GetTransportationMethod()
|
||||
if self:IsLoaded() then
|
||||
return "for unloading"
|
||||
else
|
||||
if self:IsUnLoaded() then
|
||||
return "for loading"
|
||||
else
|
||||
if self:IsDeployed() then
|
||||
return "delivered"
|
||||
end
|
||||
end
|
||||
end
|
||||
return ""
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
772
Moose Development/Moose/Cargo/CargoGroup.lua
Normal file
772
Moose Development/Moose/Cargo/CargoGroup.lua
Normal file
@ -0,0 +1,772 @@
|
||||
--- **Cargo** -- Management of grouped cargo logistics, which are based on a @{Wrapper.Group} object.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### [Demo Missions]()
|
||||
--
|
||||
-- ### [YouTube Playlist]()
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Cargo.CargoGroup
|
||||
-- @image Cargo_Groups.JPG
|
||||
|
||||
|
||||
do -- CARGO_GROUP
|
||||
|
||||
--- @type CARGO_GROUP
|
||||
-- @extends Cargo.Cargo#CARGO_REPORTABLE
|
||||
-- @field Core.Set#SET_CARGO CargoSet The collection of derived CARGO objects.
|
||||
-- @field #string GroupName The name of the CargoGroup.
|
||||
|
||||
--- Defines a cargo that is represented by a @{Wrapper.Group} object within the simulator.
|
||||
-- The cargo can be Loaded, UnLoaded, Boarded, UnBoarded to and from Carriers.
|
||||
--
|
||||
-- The above cargo classes are used by the AI\_CARGO\_ classes to allow AI groups to transport cargo:
|
||||
--
|
||||
-- * AI Armoured Personnel Carriers to transport cargo and engage in battles, using the @{AI.AI_Cargo_APC#AI_CARGO_APC} class.
|
||||
-- * AI Helicopters to transport cargo, using the @{AI.AI_Cargo_Helicopter#AI_CARGO_HELICOPTER} class.
|
||||
-- * AI Planes to transport cargo, using the @{AI.AI_Cargo_Plane#AI_CARGO_PLANE} class.
|
||||
-- * AI Ships is planned.
|
||||
--
|
||||
-- The above cargo classes are also used by the TASK\_CARGO\_ classes to allow human players to transport cargo as part of a tasking:
|
||||
--
|
||||
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT} to transport cargo by human players.
|
||||
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_CSAR} to transport downed pilots by human players.
|
||||
--
|
||||
-- The
|
||||
--
|
||||
-- @field #CARGO_GROUP CARGO_GROUP
|
||||
--
|
||||
CARGO_GROUP = {
|
||||
ClassName = "CARGO_GROUP",
|
||||
}
|
||||
|
||||
--- CARGO_GROUP constructor.
|
||||
-- This make a new CARGO_GROUP from a @{Wrapper.Group} object.
|
||||
-- It will "ungroup" the group object within the sim, and will create a @{Set} of individual Unit objects.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param Wrapper.Group#GROUP CargoGroup
|
||||
-- @param #string Type
|
||||
-- @param #string Name
|
||||
-- @param #number LoadRadius (optional)
|
||||
-- @param #number NearRadius (optional)
|
||||
-- @return #CARGO_GROUP
|
||||
function CARGO_GROUP:New( CargoGroup, Type, Name, LoadRadius )
|
||||
local self = BASE:Inherit( self, CARGO_REPORTABLE:New( Type, Name, 0, LoadRadius ) ) -- #CARGO_GROUP
|
||||
self:F( { Type, Name, LoadRadius } )
|
||||
|
||||
self.CargoSet = SET_CARGO:New()
|
||||
self.CargoGroup = CargoGroup
|
||||
self.Grouped = true
|
||||
self.CargoUnitTemplate = {}
|
||||
|
||||
self:SetDeployed( false )
|
||||
|
||||
local WeightGroup = 0
|
||||
|
||||
self.CargoGroup:Destroy()
|
||||
|
||||
local GroupName = CargoGroup:GetName()
|
||||
self.CargoName = Name
|
||||
self.CargoTemplate = UTILS.DeepCopy( _DATABASE:GetGroupTemplate( GroupName ) )
|
||||
|
||||
local GroupTemplate = UTILS.DeepCopy( self.CargoTemplate )
|
||||
GroupTemplate.name = self.CargoName .. "#CARGO"
|
||||
GroupTemplate.groupId = nil
|
||||
|
||||
GroupTemplate.units = {}
|
||||
|
||||
for UnitID, UnitTemplate in pairs( self.CargoTemplate.units ) do
|
||||
UnitTemplate.name = UnitTemplate.name .. "#CARGO"
|
||||
local CargoUnitName = UnitTemplate.name
|
||||
self.CargoUnitTemplate[CargoUnitName] = UnitTemplate
|
||||
|
||||
GroupTemplate.units[#GroupTemplate.units+1] = self.CargoUnitTemplate[CargoUnitName]
|
||||
GroupTemplate.units[#GroupTemplate.units].unitId = nil
|
||||
|
||||
-- And we register the spawned unit as part of the CargoSet.
|
||||
local Unit = UNIT:Register( CargoUnitName )
|
||||
--local WeightUnit = Unit:GetDesc().massEmpty
|
||||
--WeightGroup = WeightGroup + WeightUnit
|
||||
local CargoUnit = CARGO_UNIT:New( Unit, Type, CargoUnitName, 10 )
|
||||
self.CargoSet:Add( CargoUnitName, CargoUnit )
|
||||
end
|
||||
|
||||
-- Then we register the new group in the database
|
||||
self.CargoGroup = GROUP:NewTemplate( GroupTemplate, GroupTemplate.CoalitionID, GroupTemplate.CategoryID, GroupTemplate.CountryID)
|
||||
|
||||
-- Now we spawn the new group based on the template created.
|
||||
self.CargoObject = _DATABASE:Spawn( GroupTemplate )
|
||||
|
||||
self:SetWeight( WeightGroup )
|
||||
self.CargoLimit = 10
|
||||
|
||||
self:T( { "Weight Cargo", WeightGroup } )
|
||||
|
||||
-- Cargo objects are added to the _DATABASE and SET_CARGO objects.
|
||||
_EVENTDISPATCHER:CreateEventNewCargo( self )
|
||||
|
||||
self:HandleEvent( EVENTS.Dead, self.OnEventCargoDead )
|
||||
self:HandleEvent( EVENTS.Crash, self.OnEventCargoDead )
|
||||
self:HandleEvent( EVENTS.PlayerLeaveUnit, self.OnEventCargoDead )
|
||||
|
||||
self:SetEventPriority( 4 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Ungroup the cargo group into individual groups with one unit.
|
||||
-- This is required because by default a group will move in formation and this is really an issue for group control.
|
||||
-- Therefore this method is made to be able to ungroup a group.
|
||||
-- This works for ground only groups.
|
||||
-- @param #CARGO_GROUP self
|
||||
function CARGO_GROUP:Ungroup()
|
||||
|
||||
if self.Grouped == true then
|
||||
|
||||
self.Grouped = false
|
||||
|
||||
self.CargoGroup:Destroy()
|
||||
|
||||
for CargoUnitName, CargoUnit in pairs( self.CargoSet:GetSet() ) do
|
||||
local CargoUnit = CargoUnit -- Cargo.CargoUnit#CARGO_UNIT
|
||||
|
||||
if CargoUnit:IsUnLoaded() then
|
||||
local GroupTemplate = UTILS.DeepCopy( self.CargoTemplate )
|
||||
--local GroupName = env.getValueDictByKey( GroupTemplate.name )
|
||||
|
||||
-- We create a new group object with one unit...
|
||||
-- First we prepare the template...
|
||||
GroupTemplate.name = self.CargoName .. "#CARGO#" .. CargoUnitName
|
||||
GroupTemplate.groupId = nil
|
||||
|
||||
if CargoUnit:IsUnLoaded() then
|
||||
GroupTemplate.units = {}
|
||||
GroupTemplate.units[1] = self.CargoUnitTemplate[CargoUnitName]
|
||||
GroupTemplate.units[#GroupTemplate.units].unitId = nil
|
||||
GroupTemplate.units[#GroupTemplate.units].x = CargoUnit:GetX()
|
||||
GroupTemplate.units[#GroupTemplate.units].y = CargoUnit:GetY()
|
||||
GroupTemplate.units[#GroupTemplate.units].heading = CargoUnit:GetHeading()
|
||||
end
|
||||
|
||||
|
||||
-- Then we register the new group in the database
|
||||
local CargoGroup = GROUP:NewTemplate( GroupTemplate, GroupTemplate.CoalitionID, GroupTemplate.CategoryID, GroupTemplate.CountryID)
|
||||
|
||||
-- Now we spawn the new group based on the template created.
|
||||
_DATABASE:Spawn( GroupTemplate )
|
||||
end
|
||||
end
|
||||
|
||||
self.CargoObject = nil
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
--- Regroup the cargo group into one group with multiple unit.
|
||||
-- This is required because by default a group will move in formation and this is really an issue for group control.
|
||||
-- Therefore this method is made to be able to regroup a group.
|
||||
-- This works for ground only groups.
|
||||
-- @param #CARGO_GROUP self
|
||||
function CARGO_GROUP:Regroup()
|
||||
|
||||
self:F("Regroup")
|
||||
|
||||
if self.Grouped == false then
|
||||
|
||||
self.Grouped = true
|
||||
|
||||
local GroupTemplate = UTILS.DeepCopy( self.CargoTemplate )
|
||||
GroupTemplate.name = self.CargoName .. "#CARGO"
|
||||
GroupTemplate.groupId = nil
|
||||
GroupTemplate.units = {}
|
||||
|
||||
for CargoUnitName, CargoUnit in pairs( self.CargoSet:GetSet() ) do
|
||||
local CargoUnit = CargoUnit -- Cargo.CargoUnit#CARGO_UNIT
|
||||
|
||||
self:F( { CargoUnit:GetName(), UnLoaded = CargoUnit:IsUnLoaded() } )
|
||||
|
||||
if CargoUnit:IsUnLoaded() then
|
||||
|
||||
CargoUnit.CargoObject:Destroy()
|
||||
|
||||
GroupTemplate.units[#GroupTemplate.units+1] = self.CargoUnitTemplate[CargoUnitName]
|
||||
GroupTemplate.units[#GroupTemplate.units].unitId = nil
|
||||
GroupTemplate.units[#GroupTemplate.units].x = CargoUnit:GetX()
|
||||
GroupTemplate.units[#GroupTemplate.units].y = CargoUnit:GetY()
|
||||
GroupTemplate.units[#GroupTemplate.units].heading = CargoUnit:GetHeading()
|
||||
end
|
||||
end
|
||||
|
||||
-- Then we register the new group in the database
|
||||
self.CargoGroup = GROUP:NewTemplate( GroupTemplate, GroupTemplate.CoalitionID, GroupTemplate.CategoryID, GroupTemplate.CountryID )
|
||||
|
||||
self:F( { "Regroup", GroupTemplate } )
|
||||
|
||||
-- Now we spawn the new group based on the template created.
|
||||
self.CargoObject = _DATABASE:Spawn( GroupTemplate )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- @param #CARGO_GROUP self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function CARGO_GROUP:OnEventCargoDead( EventData )
|
||||
self:I( EventData )
|
||||
|
||||
local Destroyed = false
|
||||
|
||||
if self:IsDestroyed() or self:IsUnLoaded() or self:IsBoarding() or self:IsUnboarding() then
|
||||
Destroyed = true
|
||||
for CargoID, CargoData in pairs( self.CargoSet:GetSet() ) do
|
||||
local Cargo = CargoData -- Cargo.Cargo#CARGO
|
||||
if Cargo:IsAlive() then
|
||||
Destroyed = false
|
||||
else
|
||||
Cargo:Destroyed()
|
||||
end
|
||||
end
|
||||
else
|
||||
local CarrierName = self.CargoCarrier:GetName()
|
||||
if CarrierName == EventData.IniDCSUnitName then
|
||||
MESSAGE:New( "Cargo is lost from carrier " .. CarrierName, 15 ):ToAll()
|
||||
Destroyed = true
|
||||
self.CargoCarrier:ClearCargo()
|
||||
end
|
||||
end
|
||||
|
||||
if Destroyed then
|
||||
self:Destroyed()
|
||||
self:E( { "Cargo group destroyed" } )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Enter Boarding State.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param Wrapper.Unit#UNIT CargoCarrier
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function CARGO_GROUP:onenterBoarding( From, Event, To, CargoCarrier, NearRadius, ... )
|
||||
--self:F( { CargoCarrier.UnitName, From, Event, To } )
|
||||
|
||||
local NearRadius = NearRadius or 25
|
||||
|
||||
if From == "UnLoaded" then
|
||||
|
||||
-- For each Cargo object within the CARGO_GROUPED, route each object to the CargoLoadPointVec2
|
||||
self.CargoSet:ForEach(
|
||||
function( Cargo, ... )
|
||||
Cargo:__Board( 1, CargoCarrier, NearRadius, ... )
|
||||
end, ...
|
||||
)
|
||||
|
||||
self:__Boarding( 1, CargoCarrier, NearRadius, ... )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Enter Loaded State.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Wrapper.Unit#UNIT CargoCarrier
|
||||
function CARGO_GROUP:onenterLoaded( From, Event, To, CargoCarrier, ... )
|
||||
--self:F( { From, Event, To, CargoCarrier, ...} )
|
||||
|
||||
if From == "UnLoaded" then
|
||||
-- For each Cargo object within the CARGO_GROUP, load each cargo to the CargoCarrier.
|
||||
for CargoID, Cargo in pairs( self.CargoSet:GetSet() ) do
|
||||
Cargo:Load( CargoCarrier )
|
||||
end
|
||||
end
|
||||
|
||||
--self.CargoObject:Destroy()
|
||||
self.CargoCarrier = CargoCarrier
|
||||
self.CargoCarrier:AddCargo( self )
|
||||
|
||||
end
|
||||
|
||||
--- Leave Boarding State.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param Wrapper.Unit#UNIT CargoCarrier
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function CARGO_GROUP:onafterBoarding( From, Event, To, CargoCarrier, NearRadius, ... )
|
||||
--self:F( { CargoCarrier.UnitName, From, Event, To } )
|
||||
|
||||
local NearRadius = NearRadius or 100
|
||||
|
||||
local Boarded = true
|
||||
local Cancelled = false
|
||||
local Dead = true
|
||||
|
||||
self.CargoSet:Flush()
|
||||
|
||||
-- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2
|
||||
for CargoID, Cargo in pairs( self.CargoSet:GetSet() ) do
|
||||
self:T( { Cargo:GetName(), Cargo.current } )
|
||||
|
||||
|
||||
if not Cargo:is( "Loaded" )
|
||||
and (not Cargo:is( "Destroyed" )) then -- If one or more units of a group defined as CARGO_GROUP died, the CARGO_GROUP:Board() command does not trigger the CARGO_GRUOP:OnEnterLoaded() function.
|
||||
Boarded = false
|
||||
end
|
||||
|
||||
if Cargo:is( "UnLoaded" ) then
|
||||
Cancelled = true
|
||||
end
|
||||
|
||||
if not Cargo:is( "Destroyed" ) then
|
||||
Dead = false
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
if not Dead then
|
||||
|
||||
if not Cancelled then
|
||||
if not Boarded then
|
||||
self:__Boarding( 1, CargoCarrier, NearRadius, ... )
|
||||
else
|
||||
self:F("Group Cargo is loaded")
|
||||
self:__Load( 1, CargoCarrier, ... )
|
||||
end
|
||||
else
|
||||
self:__CancelBoarding( 1, CargoCarrier, NearRadius, ... )
|
||||
end
|
||||
else
|
||||
self:__Destroyed( 1, CargoCarrier, NearRadius, ... )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Enter UnBoarding State.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param Core.Point#POINT_VEC2 ToPointVec2
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function CARGO_GROUP:onenterUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... )
|
||||
--self:F( {From, Event, To, ToPointVec2, NearRadius } )
|
||||
|
||||
NearRadius = NearRadius or 25
|
||||
|
||||
local Timer = 1
|
||||
|
||||
if From == "Loaded" then
|
||||
|
||||
if self.CargoObject then
|
||||
self.CargoObject:Destroy()
|
||||
end
|
||||
|
||||
-- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2
|
||||
self.CargoSet:ForEach(
|
||||
--- @param Cargo.Cargo#CARGO Cargo
|
||||
function( Cargo, NearRadius )
|
||||
if not Cargo:IsDestroyed() then
|
||||
Cargo:__UnBoard( Timer, ToPointVec2, NearRadius )
|
||||
Timer = Timer + 3
|
||||
end
|
||||
end, { NearRadius }
|
||||
)
|
||||
|
||||
|
||||
self:__UnBoarding( 1, ToPointVec2, NearRadius, ... )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Leave UnBoarding State.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param Core.Point#POINT_VEC2 ToPointVec2
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function CARGO_GROUP:onleaveUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... )
|
||||
--self:F( { From, Event, To, ToPointVec2, NearRadius } )
|
||||
|
||||
--local NearRadius = NearRadius or 25
|
||||
|
||||
local Angle = 180
|
||||
local Speed = 10
|
||||
local Distance = 5
|
||||
|
||||
if From == "UnBoarding" then
|
||||
local UnBoarded = true
|
||||
|
||||
-- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2
|
||||
for CargoID, Cargo in pairs( self.CargoSet:GetSet() ) do
|
||||
self:T( { Cargo:GetName(), Cargo.current } )
|
||||
if not Cargo:is( "UnLoaded" ) and not Cargo:IsDestroyed() then
|
||||
UnBoarded = false
|
||||
end
|
||||
end
|
||||
|
||||
if UnBoarded then
|
||||
return true
|
||||
else
|
||||
self:__UnBoarding( 1, ToPointVec2, NearRadius, ... )
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- UnBoard Event.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param Core.Point#POINT_VEC2 ToPointVec2
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function CARGO_GROUP:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... )
|
||||
--self:F( { From, Event, To, ToPointVec2, NearRadius } )
|
||||
|
||||
--local NearRadius = NearRadius or 25
|
||||
|
||||
self:__UnLoad( 1, ToPointVec2, ... )
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Enter UnLoaded State.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param Core.Point#POINT_VEC2
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function CARGO_GROUP:onenterUnLoaded( From, Event, To, ToPointVec2, ... )
|
||||
--self:F( { From, Event, To, ToPointVec2 } )
|
||||
|
||||
if From == "Loaded" then
|
||||
|
||||
-- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2
|
||||
self.CargoSet:ForEach(
|
||||
function( Cargo )
|
||||
--Cargo:UnLoad( ToPointVec2 )
|
||||
local RandomVec2=ToPointVec2:GetRandomPointVec2InRadius(10)
|
||||
Cargo:UnLoad( RandomVec2 )
|
||||
end
|
||||
)
|
||||
|
||||
end
|
||||
|
||||
self.CargoCarrier:RemoveCargo( self )
|
||||
self.CargoCarrier = nil
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Get the current Coordinate of the CargoGroup.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @return Core.Point#COORDINATE The current Coordinate of the first Cargo of the CargoGroup.
|
||||
-- @return #nil There is no valid Cargo in the CargoGroup.
|
||||
function CARGO_GROUP:GetCoordinate()
|
||||
self:F()
|
||||
|
||||
local Cargo = self:GetFirstAlive() -- Cargo.Cargo#CARGO
|
||||
|
||||
if Cargo then
|
||||
return Cargo.CargoObject:GetCoordinate()
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Get the x position of the cargo.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @return #number
|
||||
function CARGO:GetX()
|
||||
|
||||
local Cargo = self:GetFirstAlive() -- Cargo.Cargo#CARGO
|
||||
|
||||
if Cargo then
|
||||
return Cargo:GetCoordinate().x
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Get the y position of the cargo.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @return #number
|
||||
function CARGO:GetY()
|
||||
|
||||
local Cargo = self:GetFirstAlive() -- Cargo.Cargo#CARGO
|
||||
|
||||
if Cargo then
|
||||
return Cargo:GetCoordinate().z
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Check if the CargoGroup is alive.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @return #boolean true if the CargoGroup is alive.
|
||||
-- @return #boolean false if the CargoGroup is dead.
|
||||
function CARGO_GROUP:IsAlive()
|
||||
|
||||
local Cargo = self:GetFirstAlive() -- Cargo.Cargo#CARGO
|
||||
return Cargo ~= nil
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Get the first alive Cargo Unit of the Cargo Group.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @return #CARGO_GROUP
|
||||
function CARGO_GROUP:GetFirstAlive()
|
||||
|
||||
local CargoFirstAlive = nil
|
||||
|
||||
for _, Cargo in pairs( self.CargoSet:GetSet() ) do
|
||||
if not Cargo:IsDestroyed() then
|
||||
CargoFirstAlive = Cargo
|
||||
break
|
||||
end
|
||||
end
|
||||
return CargoFirstAlive
|
||||
end
|
||||
|
||||
|
||||
--- Get the amount of cargo units in the group.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @return #CARGO_GROUP
|
||||
function CARGO_GROUP:GetCount()
|
||||
return self.CargoSet:Count()
|
||||
end
|
||||
|
||||
|
||||
--- Get the amount of cargo units in the group.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @return #CARGO_GROUP
|
||||
function CARGO_GROUP:GetGroup( Cargo )
|
||||
local Cargo = Cargo or self:GetFirstAlive() -- Cargo.Cargo#CARGO
|
||||
return Cargo.CargoObject:GetGroup()
|
||||
end
|
||||
|
||||
|
||||
--- Route Cargo to Coordinate and randomize locations.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
function CARGO_GROUP:RouteTo( Coordinate )
|
||||
--self:F( {Coordinate = Coordinate } )
|
||||
|
||||
-- For each Cargo within the CargoSet, route each object to the Coordinate
|
||||
self.CargoSet:ForEach(
|
||||
function( Cargo )
|
||||
Cargo.CargoObject:RouteGroundTo( Coordinate, 10, "vee", 0 )
|
||||
end
|
||||
)
|
||||
|
||||
end
|
||||
|
||||
--- Check if Cargo is near to the Carrier.
|
||||
-- The Cargo is near to the Carrier if the first unit of the Cargo Group is within NearRadius.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param Wrapper.Group#GROUP CargoCarrier
|
||||
-- @param #number NearRadius
|
||||
-- @return #boolean The Cargo is near to the Carrier.
|
||||
-- @return #nil The Cargo is not near to the Carrier.
|
||||
function CARGO_GROUP:IsNear( CargoCarrier, NearRadius )
|
||||
self:F( {NearRadius = NearRadius } )
|
||||
|
||||
for _, Cargo in pairs( self.CargoSet:GetSet() ) do
|
||||
local Cargo = Cargo -- Cargo.Cargo#CARGO
|
||||
if Cargo:IsAlive() then
|
||||
if Cargo:IsNear( CargoCarrier:GetCoordinate(), NearRadius ) then
|
||||
self:F( "Near" )
|
||||
return true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Check if Cargo Group is in the radius for the Cargo to be Boarded.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @return #boolean true if the Cargo Group is within the load radius.
|
||||
function CARGO_GROUP:IsInLoadRadius( Coordinate )
|
||||
--self:F( { Coordinate } )
|
||||
|
||||
local Cargo = self:GetFirstAlive() -- Cargo.Cargo#CARGO
|
||||
|
||||
if Cargo then
|
||||
local Distance = 0
|
||||
if Cargo:IsLoaded() then
|
||||
Distance = Coordinate:Get2DDistance( Cargo.CargoCarrier:GetCoordinate() )
|
||||
else
|
||||
Distance = Coordinate:Get2DDistance( Cargo.CargoObject:GetCoordinate() )
|
||||
end
|
||||
|
||||
self:F( { Distance = Distance, LoadRadius = self.LoadRadius } )
|
||||
if Distance <= self.LoadRadius then
|
||||
return true
|
||||
else
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
return nil
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Check if Cargo Group is in the report radius.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param Core.Point#Coordinate Coordinate
|
||||
-- @return #boolean true if the Cargo Group is within the report radius.
|
||||
function CARGO_GROUP:IsInReportRadius( Coordinate )
|
||||
--self:F( { Coordinate } )
|
||||
|
||||
local Cargo = self:GetFirstAlive() -- Cargo.Cargo#CARGO
|
||||
|
||||
if Cargo then
|
||||
self:F( { Cargo } )
|
||||
local Distance = 0
|
||||
if Cargo:IsUnLoaded() then
|
||||
Distance = Coordinate:Get2DDistance( Cargo.CargoObject:GetCoordinate() )
|
||||
--self:T( Distance )
|
||||
if Distance <= self.LoadRadius then
|
||||
return true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return nil
|
||||
|
||||
end
|
||||
|
||||
--- Respawn the CargoGroup.
|
||||
-- @param #CARGO_GROUP self
|
||||
function CARGO_GROUP:Respawn()
|
||||
|
||||
self:F( { "Respawning" } )
|
||||
|
||||
for CargoID, CargoData in pairs( self.CargoSet:GetSet() ) do
|
||||
local Cargo = CargoData -- Cargo.Cargo#CARGO
|
||||
Cargo:Destroy()
|
||||
Cargo:SetStartState( "UnLoaded" )
|
||||
end
|
||||
|
||||
|
||||
-- We iterate through the group template and for each unit in the template, we create a new group with one unit.
|
||||
for UnitID, UnitTemplate in pairs( self.CargoTemplate.units ) do
|
||||
|
||||
local GroupTemplate = UTILS.DeepCopy( self.CargoTemplate )
|
||||
local GroupName = env.getValueDictByKey( GroupTemplate.name )
|
||||
|
||||
-- We create a new group object with one unit...
|
||||
-- First we prepare the template...
|
||||
GroupTemplate.name = GroupName .. "#CARGO#" .. UnitID
|
||||
GroupTemplate.groupId = nil
|
||||
GroupTemplate.units = {}
|
||||
GroupTemplate.units[1] = UnitTemplate
|
||||
local UnitName = UnitTemplate.name .. "#CARGO"
|
||||
GroupTemplate.units[1].name = UnitTemplate.name .. "#CARGO"
|
||||
|
||||
|
||||
-- Then we register the new group in the database
|
||||
local CargoGroup = GROUP:NewTemplate( GroupTemplate, GroupTemplate.CoalitionID, GroupTemplate.CategoryID, GroupTemplate.CountryID)
|
||||
|
||||
-- Now we spawn the new group based on the template created.
|
||||
_DATABASE:Spawn( GroupTemplate )
|
||||
|
||||
-- And we register the spawned unit as part of the CargoSet.
|
||||
local Unit = UNIT:FindByName( UnitName )
|
||||
--local WeightUnit = Unit:GetDesc().massEmpty
|
||||
--WeightGroup = WeightGroup + WeightUnit
|
||||
local CargoUnit = CARGO_UNIT:New( Unit, Type, UnitName, 10 )
|
||||
self.CargoSet:Add( UnitName, CargoUnit )
|
||||
end
|
||||
|
||||
self:SetDeployed( false )
|
||||
self:SetStartState( "UnLoaded" )
|
||||
|
||||
end
|
||||
|
||||
--- Signal a flare at the position of the CargoGroup.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param Utilities.Utils#FLARECOLOR FlareColor
|
||||
function CARGO_GROUP:Flare( FlareColor )
|
||||
|
||||
local Cargo = self.CargoSet:GetFirst() -- Cargo.Cargo#CARGO
|
||||
if Cargo then
|
||||
Cargo:Flare( FlareColor )
|
||||
end
|
||||
end
|
||||
|
||||
--- Smoke the CargoGroup.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param Utilities.Utils#SMOKECOLOR SmokeColor The color of the smoke.
|
||||
-- @param #number Radius The radius of randomization around the center of the first element of the CargoGroup.
|
||||
function CARGO_GROUP:Smoke( SmokeColor, Radius )
|
||||
|
||||
local Cargo = self.CargoSet:GetFirst() -- Cargo.Cargo#CARGO
|
||||
|
||||
if Cargo then
|
||||
Cargo:Smoke( SmokeColor, Radius )
|
||||
end
|
||||
end
|
||||
|
||||
--- Check if the first element of the CargoGroup is the given @{Zone}.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param Core.Zone#ZONE_BASE Zone
|
||||
-- @return #boolean **true** if the first element of the CargoGroup is in the Zone
|
||||
-- @return #boolean **false** if there is no element of the CargoGroup in the Zone.
|
||||
function CARGO_GROUP:IsInZone( Zone )
|
||||
--self:F( { Zone } )
|
||||
|
||||
local Cargo = self.CargoSet:GetFirst() -- Cargo.Cargo#CARGO
|
||||
|
||||
if Cargo then
|
||||
return Cargo:IsInZone( Zone )
|
||||
end
|
||||
|
||||
return nil
|
||||
|
||||
end
|
||||
|
||||
--- Get the transportation method of the Cargo.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @return #string The transportation method of the Cargo.
|
||||
function CARGO_GROUP:GetTransportationMethod()
|
||||
if self:IsLoaded() then
|
||||
return "for unboarding"
|
||||
else
|
||||
if self:IsUnLoaded() then
|
||||
return "for boarding"
|
||||
else
|
||||
if self:IsDeployed() then
|
||||
return "delivered"
|
||||
end
|
||||
end
|
||||
end
|
||||
return ""
|
||||
end
|
||||
|
||||
|
||||
|
||||
end -- CARGO_GROUP
|
||||
262
Moose Development/Moose/Cargo/CargoSlingload.lua
Normal file
262
Moose Development/Moose/Cargo/CargoSlingload.lua
Normal file
@ -0,0 +1,262 @@
|
||||
--- **Cargo** -- Management of single cargo crates, which are based on a @{Static} object. The cargo can only be slingloaded.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### [Demo Missions]()
|
||||
--
|
||||
-- ### [YouTube Playlist]()
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Cargo.CargoSlingload
|
||||
-- @image Cargo_Slingload.JPG
|
||||
|
||||
|
||||
do -- CARGO_SLINGLOAD
|
||||
|
||||
--- Models the behaviour of cargo crates, which can only be slingloaded.
|
||||
-- @type CARGO_SLINGLOAD
|
||||
-- @extends Cargo.Cargo#CARGO_REPRESENTABLE
|
||||
|
||||
--- Defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #CARGO_SLINGLOAD
|
||||
CARGO_SLINGLOAD = {
|
||||
ClassName = "CARGO_SLINGLOAD"
|
||||
}
|
||||
|
||||
--- CARGO_SLINGLOAD Constructor.
|
||||
-- @param #CARGO_SLINGLOAD self
|
||||
-- @param Wrapper.Static#STATIC CargoStatic
|
||||
-- @param #string Type
|
||||
-- @param #string Name
|
||||
-- @param #number LoadRadius (optional)
|
||||
-- @param #number NearRadius (optional)
|
||||
-- @return #CARGO_SLINGLOAD
|
||||
function CARGO_SLINGLOAD:New( CargoStatic, Type, Name, LoadRadius, NearRadius )
|
||||
local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoStatic, Type, Name, nil, LoadRadius, NearRadius ) ) -- #CARGO_SLINGLOAD
|
||||
self:F( { Type, Name, NearRadius } )
|
||||
|
||||
self.CargoObject = CargoStatic
|
||||
|
||||
-- Cargo objects are added to the _DATABASE and SET_CARGO objects.
|
||||
_EVENTDISPATCHER:CreateEventNewCargo( self )
|
||||
|
||||
self:HandleEvent( EVENTS.Dead, self.OnEventCargoDead )
|
||||
self:HandleEvent( EVENTS.Crash, self.OnEventCargoDead )
|
||||
self:HandleEvent( EVENTS.PlayerLeaveUnit, self.OnEventCargoDead )
|
||||
|
||||
self:SetEventPriority( 4 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- @param #CARGO_SLINGLOAD self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function CARGO_SLINGLOAD:OnEventCargoDead( EventData )
|
||||
|
||||
local Destroyed = false
|
||||
|
||||
if self:IsDestroyed() or self:IsUnLoaded() then
|
||||
if self.CargoObject:GetName() == EventData.IniUnitName then
|
||||
if not self.NoDestroy then
|
||||
Destroyed = true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if Destroyed then
|
||||
self:I( { "Cargo crate destroyed: " .. self.CargoObject:GetName() } )
|
||||
self:Destroyed()
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Check if the cargo can be Slingloaded.
|
||||
-- @param #CARGO_SLINGLOAD self
|
||||
function CARGO_SLINGLOAD:CanSlingload()
|
||||
return true
|
||||
end
|
||||
|
||||
--- Check if the cargo can be Boarded.
|
||||
-- @param #CARGO_SLINGLOAD self
|
||||
function CARGO_SLINGLOAD:CanBoard()
|
||||
return false
|
||||
end
|
||||
|
||||
--- Check if the cargo can be Unboarded.
|
||||
-- @param #CARGO_SLINGLOAD self
|
||||
function CARGO_SLINGLOAD:CanUnboard()
|
||||
return false
|
||||
end
|
||||
|
||||
--- Check if the cargo can be Loaded.
|
||||
-- @param #CARGO_SLINGLOAD self
|
||||
function CARGO_SLINGLOAD:CanLoad()
|
||||
return false
|
||||
end
|
||||
|
||||
--- Check if the cargo can be Unloaded.
|
||||
-- @param #CARGO_SLINGLOAD self
|
||||
function CARGO_SLINGLOAD:CanUnload()
|
||||
return false
|
||||
end
|
||||
|
||||
|
||||
--- Check if Cargo Crate is in the radius for the Cargo to be reported.
|
||||
-- @param #CARGO_SLINGLOAD self
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @return #boolean true if the Cargo Crate is within the report radius.
|
||||
function CARGO_SLINGLOAD:IsInReportRadius( Coordinate )
|
||||
--self:F( { Coordinate, LoadRadius = self.LoadRadius } )
|
||||
|
||||
local Distance = 0
|
||||
if self:IsUnLoaded() then
|
||||
Distance = Coordinate:Get2DDistance( self.CargoObject:GetCoordinate() )
|
||||
if Distance <= self.LoadRadius then
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
|
||||
--- Check if Cargo Slingload is in the radius for the Cargo to be Boarded or Loaded.
|
||||
-- @param #CARGO_SLINGLOAD self
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @return #boolean true if the Cargo Slingload is within the loading radius.
|
||||
function CARGO_SLINGLOAD:IsInLoadRadius( Coordinate )
|
||||
--self:F( { Coordinate } )
|
||||
|
||||
local Distance = 0
|
||||
if self:IsUnLoaded() then
|
||||
Distance = Coordinate:Get2DDistance( self.CargoObject:GetCoordinate() )
|
||||
if Distance <= self.NearRadius then
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Get the current Coordinate of the CargoGroup.
|
||||
-- @param #CARGO_SLINGLOAD self
|
||||
-- @return Core.Point#COORDINATE The current Coordinate of the first Cargo of the CargoGroup.
|
||||
-- @return #nil There is no valid Cargo in the CargoGroup.
|
||||
function CARGO_SLINGLOAD:GetCoordinate()
|
||||
--self:F()
|
||||
|
||||
return self.CargoObject:GetCoordinate()
|
||||
end
|
||||
|
||||
--- Check if the CargoGroup is alive.
|
||||
-- @param #CARGO_SLINGLOAD self
|
||||
-- @return #boolean true if the CargoGroup is alive.
|
||||
-- @return #boolean false if the CargoGroup is dead.
|
||||
function CARGO_SLINGLOAD:IsAlive()
|
||||
|
||||
local Alive = true
|
||||
|
||||
-- When the Cargo is Loaded, the Cargo is in the CargoCarrier, so we check if the CargoCarrier is alive.
|
||||
-- When the Cargo is not Loaded, the Cargo is the CargoObject, so we check if the CargoObject is alive.
|
||||
if self:IsLoaded() then
|
||||
Alive = Alive == true and self.CargoCarrier:IsAlive()
|
||||
else
|
||||
Alive = Alive == true and self.CargoObject:IsAlive()
|
||||
end
|
||||
|
||||
return Alive
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Route Cargo to Coordinate and randomize locations.
|
||||
-- @param #CARGO_SLINGLOAD self
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
function CARGO_SLINGLOAD:RouteTo( Coordinate )
|
||||
--self:F( {Coordinate = Coordinate } )
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Check if Cargo is near to the Carrier.
|
||||
-- The Cargo is near to the Carrier within NearRadius.
|
||||
-- @param #CARGO_SLINGLOAD self
|
||||
-- @param Wrapper.Group#GROUP CargoCarrier
|
||||
-- @param #number NearRadius
|
||||
-- @return #boolean The Cargo is near to the Carrier.
|
||||
-- @return #nil The Cargo is not near to the Carrier.
|
||||
function CARGO_SLINGLOAD:IsNear( CargoCarrier, NearRadius )
|
||||
--self:F( {NearRadius = NearRadius } )
|
||||
|
||||
return self:IsNear( CargoCarrier:GetCoordinate(), NearRadius )
|
||||
end
|
||||
|
||||
|
||||
--- Respawn the CargoGroup.
|
||||
-- @param #CARGO_SLINGLOAD self
|
||||
function CARGO_SLINGLOAD:Respawn()
|
||||
|
||||
--self:F( { "Respawning slingload " .. self:GetName() } )
|
||||
|
||||
|
||||
-- Respawn the group...
|
||||
if self.CargoObject then
|
||||
self.CargoObject:ReSpawn() -- A cargo destroy crates a DEAD event.
|
||||
self:__Reset( -0.1 )
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Respawn the CargoGroup.
|
||||
-- @param #CARGO_SLINGLOAD self
|
||||
function CARGO_SLINGLOAD:onafterReset()
|
||||
|
||||
--self:F( { "Reset slingload " .. self:GetName() } )
|
||||
|
||||
|
||||
-- Respawn the group...
|
||||
if self.CargoObject then
|
||||
self:SetDeployed( false )
|
||||
self:SetStartState( "UnLoaded" )
|
||||
self.CargoCarrier = nil
|
||||
-- Cargo objects are added to the _DATABASE and SET_CARGO objects.
|
||||
_EVENTDISPATCHER:CreateEventNewCargo( self )
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
--- Get the transportation method of the Cargo.
|
||||
-- @param #CARGO_SLINGLOAD self
|
||||
-- @return #string The transportation method of the Cargo.
|
||||
function CARGO_SLINGLOAD:GetTransportationMethod()
|
||||
if self:IsLoaded() then
|
||||
return "for sling loading"
|
||||
else
|
||||
if self:IsUnLoaded() then
|
||||
return "for sling loading"
|
||||
else
|
||||
if self:IsDeployed() then
|
||||
return "delivered"
|
||||
end
|
||||
end
|
||||
end
|
||||
return ""
|
||||
end
|
||||
|
||||
end
|
||||
393
Moose Development/Moose/Cargo/CargoUnit.lua
Normal file
393
Moose Development/Moose/Cargo/CargoUnit.lua
Normal file
@ -0,0 +1,393 @@
|
||||
--- **Cargo** -- Management of single cargo logistics, which are based on a @{Wrapper.Unit} object.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### [Demo Missions]()
|
||||
--
|
||||
-- ### [YouTube Playlist]()
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Cargo.CargoUnit
|
||||
-- @image Cargo_Units.JPG
|
||||
|
||||
do -- CARGO_UNIT
|
||||
|
||||
--- Models CARGO in the form of units, which can be boarded, unboarded, loaded, unloaded.
|
||||
-- @type CARGO_UNIT
|
||||
-- @extends Cargo.Cargo#CARGO_REPRESENTABLE
|
||||
|
||||
--- Defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.
|
||||
-- Use the event functions as described above to Load, UnLoad, Board, UnBoard the CARGO\_UNIT objects to and from carriers.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #CARGO_UNIT CARGO_UNIT
|
||||
--
|
||||
CARGO_UNIT = {
|
||||
ClassName = "CARGO_UNIT"
|
||||
}
|
||||
|
||||
--- CARGO_UNIT Constructor.
|
||||
-- @param #CARGO_UNIT self
|
||||
-- @param Wrapper.Unit#UNIT CargoUnit
|
||||
-- @param #string Type
|
||||
-- @param #string Name
|
||||
-- @param #number Weight
|
||||
-- @param #number LoadRadius (optional)
|
||||
-- @param #number NearRadius (optional)
|
||||
-- @return #CARGO_UNIT
|
||||
function CARGO_UNIT:New( CargoUnit, Type, Name, Weight, NearRadius )
|
||||
local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoUnit, Type, Name, Weight, NearRadius ) ) -- #CARGO_UNIT
|
||||
self:I( { Type, Name, Weight, NearRadius } )
|
||||
|
||||
self:T( CargoUnit )
|
||||
self.CargoObject = CargoUnit
|
||||
|
||||
self:T( self.ClassName )
|
||||
|
||||
self:SetEventPriority( 5 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Enter UnBoarding State.
|
||||
-- @param #CARGO_UNIT self
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Core.Point#POINT_VEC2 ToPointVec2
|
||||
function CARGO_UNIT:onenterUnBoarding( From, Event, To, ToPointVec2, NearRadius )
|
||||
self:F( { From, Event, To, ToPointVec2, NearRadius } )
|
||||
|
||||
NearRadius = NearRadius or 25
|
||||
|
||||
local Angle = 180
|
||||
local Speed = 60
|
||||
local DeployDistance = 9
|
||||
local RouteDistance = 60
|
||||
|
||||
if From == "Loaded" then
|
||||
|
||||
if not self:IsDestroyed() then
|
||||
|
||||
local CargoCarrier = self.CargoCarrier -- Wrapper.Controllable#CONTROLLABLE
|
||||
|
||||
if CargoCarrier:IsAlive() then
|
||||
|
||||
local CargoCarrierPointVec2 = CargoCarrier:GetPointVec2()
|
||||
local CargoCarrierHeading = self.CargoCarrier:GetHeading() -- Get Heading of object in degrees.
|
||||
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
|
||||
|
||||
|
||||
local CargoRoutePointVec2 = CargoCarrierPointVec2:Translate( RouteDistance, CargoDeployHeading )
|
||||
|
||||
|
||||
-- if there is no ToPointVec2 given, then use the CargoRoutePointVec2
|
||||
local FromDirectionVec3 = CargoCarrierPointVec2:GetDirectionVec3( ToPointVec2 or CargoRoutePointVec2 )
|
||||
local FromAngle = CargoCarrierPointVec2:GetAngleDegrees(FromDirectionVec3)
|
||||
local FromPointVec2 = CargoCarrierPointVec2:Translate( DeployDistance, FromAngle )
|
||||
--local CargoDeployPointVec2 = CargoCarrierPointVec2:GetRandomCoordinateInRadius( 10, 5 )
|
||||
|
||||
ToPointVec2 = ToPointVec2 or CargoCarrierPointVec2:GetRandomCoordinateInRadius( NearRadius, DeployDistance )
|
||||
|
||||
-- Respawn the group...
|
||||
if self.CargoObject then
|
||||
self.CargoObject:ReSpawnAt( FromPointVec2, CargoDeployHeading )
|
||||
self:F( { "CargoUnits:", self.CargoObject:GetGroup():GetName() } )
|
||||
self.CargoCarrier = nil
|
||||
|
||||
local Points = {}
|
||||
|
||||
-- From
|
||||
Points[#Points+1] = FromPointVec2:WaypointGround( Speed, "Vee" )
|
||||
|
||||
-- To
|
||||
Points[#Points+1] = ToPointVec2:WaypointGround( Speed, "Vee" )
|
||||
|
||||
local TaskRoute = self.CargoObject:TaskRoute( Points )
|
||||
self.CargoObject:SetTask( TaskRoute, 1 )
|
||||
|
||||
|
||||
self:__UnBoarding( 1, ToPointVec2, NearRadius )
|
||||
end
|
||||
else
|
||||
-- the Carrier is dead. This cargo is dead too!
|
||||
self:Destroyed()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Leave UnBoarding State.
|
||||
-- @param #CARGO_UNIT self
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Core.Point#POINT_VEC2 ToPointVec2
|
||||
function CARGO_UNIT:onleaveUnBoarding( From, Event, To, ToPointVec2, NearRadius )
|
||||
self:F( { From, Event, To, ToPointVec2, NearRadius } )
|
||||
|
||||
NearRadius = NearRadius or 100
|
||||
|
||||
local Angle = 180
|
||||
local Speed = 10
|
||||
local Distance = 5
|
||||
|
||||
if From == "UnBoarding" then
|
||||
--if self:IsNear( ToPointVec2, NearRadius ) then
|
||||
return true
|
||||
--else
|
||||
|
||||
--self:__UnBoarding( 1, ToPointVec2, NearRadius )
|
||||
--end
|
||||
--return false
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- UnBoard Event.
|
||||
-- @param #CARGO_UNIT self
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Core.Point#POINT_VEC2 ToPointVec2
|
||||
function CARGO_UNIT:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius )
|
||||
self:F( { From, Event, To, ToPointVec2, NearRadius } )
|
||||
|
||||
NearRadius = NearRadius or 100
|
||||
|
||||
self.CargoInAir = self.CargoObject:InAir()
|
||||
|
||||
self:T( self.CargoInAir )
|
||||
|
||||
-- Only unboard the cargo when the carrier 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
|
||||
|
||||
end
|
||||
|
||||
self:__UnLoad( 1, ToPointVec2, NearRadius )
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Enter UnLoaded State.
|
||||
-- @param #CARGO_UNIT self
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Core.Point#POINT_VEC2
|
||||
function CARGO_UNIT:onenterUnLoaded( From, Event, To, ToPointVec2 )
|
||||
self:F( { ToPointVec2, From, Event, To } )
|
||||
|
||||
local Angle = 180
|
||||
local Speed = 10
|
||||
local Distance = 5
|
||||
|
||||
if From == "Loaded" then
|
||||
local StartPointVec2 = self.CargoCarrier:GetPointVec2()
|
||||
local CargoCarrierHeading = self.CargoCarrier:GetHeading() -- Get Heading of object in degrees.
|
||||
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
|
||||
local CargoDeployCoord = StartPointVec2:Translate( Distance, CargoDeployHeading )
|
||||
|
||||
ToPointVec2 = ToPointVec2 or COORDINATE:New( CargoDeployCoord.x, CargoDeployCoord.z )
|
||||
|
||||
-- Respawn the group...
|
||||
if self.CargoObject then
|
||||
self.CargoObject:ReSpawnAt( ToPointVec2, 0 )
|
||||
self.CargoCarrier = nil
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
if self.OnUnLoadedCallBack then
|
||||
self.OnUnLoadedCallBack( self, unpack( self.OnUnLoadedParameters ) )
|
||||
self.OnUnLoadedCallBack = nil
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Board Event.
|
||||
-- @param #CARGO_UNIT self
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function CARGO_UNIT:onafterBoard( From, Event, To, CargoCarrier, NearRadius, ... )
|
||||
self:F( { From, Event, To, CargoCarrier, NearRadius } )
|
||||
|
||||
local NearRadius = NearRadius or 25
|
||||
|
||||
self.CargoInAir = self.CargoObject:InAir()
|
||||
|
||||
local Desc = self.CargoObject:GetDesc()
|
||||
local MaxSpeed = Desc.speedMaxOffRoad
|
||||
local TypeName = Desc.typeName
|
||||
|
||||
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
|
||||
if self:IsNear( CargoCarrier:GetPointVec2(), NearRadius ) then
|
||||
self:Load( CargoCarrier, NearRadius, ... )
|
||||
else
|
||||
if MaxSpeed and MaxSpeed == 0 or TypeName and TypeName == "Stinger comm" then
|
||||
self:Load( CargoCarrier, NearRadius, ... )
|
||||
else
|
||||
|
||||
local Speed = 90
|
||||
local Angle = 180
|
||||
local Distance = 5
|
||||
|
||||
NearRadius = NearRadius or 25
|
||||
|
||||
local CargoCarrierPointVec2 = CargoCarrier:GetPointVec2()
|
||||
local CargoCarrierHeading = CargoCarrier:GetHeading() -- Get Heading of object in degrees.
|
||||
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
|
||||
local CargoDeployPointVec2 = CargoCarrierPointVec2:Translate( Distance, CargoDeployHeading )
|
||||
|
||||
-- Set the CargoObject to state Green to ensure it is boarding!
|
||||
self.CargoObject:OptionAlarmStateGreen()
|
||||
|
||||
local Points = {}
|
||||
|
||||
local PointStartVec2 = self.CargoObject:GetPointVec2()
|
||||
|
||||
Points[#Points+1] = PointStartVec2:WaypointGround( Speed )
|
||||
Points[#Points+1] = CargoDeployPointVec2:WaypointGround( Speed )
|
||||
|
||||
local TaskRoute = self.CargoObject:TaskRoute( Points )
|
||||
self.CargoObject:SetTask( TaskRoute, 2 )
|
||||
self:__Boarding( -1, CargoCarrier, NearRadius )
|
||||
self.RunCount = 0
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Boarding Event.
|
||||
-- @param #CARGO_UNIT self
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Wrapper.Client#CLIENT CargoCarrier
|
||||
-- @param #number NearRadius
|
||||
function CARGO_UNIT:onafterBoarding( From, Event, To, CargoCarrier, NearRadius, ... )
|
||||
--self:F( { From, Event, To, CargoCarrier.UnitName, NearRadius } )
|
||||
|
||||
|
||||
if CargoCarrier and CargoCarrier:IsAlive() and self.CargoObject and self.CargoObject:IsAlive() then
|
||||
if CargoCarrier:InAir() == false then
|
||||
if self:IsNear( CargoCarrier:GetPointVec2(), NearRadius ) then
|
||||
self:__Load( 1, CargoCarrier, ... )
|
||||
else
|
||||
self:__Boarding( -1, CargoCarrier, NearRadius, ... )
|
||||
self.RunCount = self.RunCount + 1
|
||||
if self.RunCount >= 40 then
|
||||
self.RunCount = 0
|
||||
local Speed = 90
|
||||
local Angle = 180
|
||||
local Distance = 5
|
||||
|
||||
NearRadius = NearRadius or 25
|
||||
|
||||
local CargoCarrierPointVec2 = CargoCarrier:GetPointVec2()
|
||||
local CargoCarrierHeading = CargoCarrier:GetHeading() -- Get Heading of object in degrees.
|
||||
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
|
||||
local CargoDeployPointVec2 = CargoCarrierPointVec2:Translate( Distance, CargoDeployHeading )
|
||||
|
||||
-- Set the CargoObject to state Green to ensure it is boarding!
|
||||
self.CargoObject:OptionAlarmStateGreen()
|
||||
|
||||
local Points = {}
|
||||
|
||||
local PointStartVec2 = self.CargoObject:GetPointVec2()
|
||||
|
||||
Points[#Points+1] = PointStartVec2:WaypointGround( Speed, "Off road" )
|
||||
Points[#Points+1] = CargoDeployPointVec2:WaypointGround( Speed, "Off road" )
|
||||
|
||||
local TaskRoute = self.CargoObject:TaskRoute( Points )
|
||||
self.CargoObject:SetTask( TaskRoute, 0.2 )
|
||||
end
|
||||
end
|
||||
else
|
||||
self.CargoObject:MessageToGroup( "Cancelling Boarding... Get back on the ground!", 5, CargoCarrier:GetGroup(), self:GetName() )
|
||||
self:CancelBoarding( CargoCarrier, NearRadius, ... )
|
||||
self.CargoObject:SetCommand( self.CargoObject:CommandStopRoute( true ) )
|
||||
end
|
||||
else
|
||||
self:E("Something is wrong")
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Enter Boarding State.
|
||||
-- @param #CARGO_UNIT self
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Wrapper.Unit#UNIT CargoCarrier
|
||||
function CARGO_UNIT:onenterBoarding( From, Event, To, CargoCarrier, NearRadius, ... )
|
||||
--self:F( { From, Event, To, CargoCarrier.UnitName, NearRadius } )
|
||||
|
||||
local Speed = 90
|
||||
local Angle = 180
|
||||
local Distance = 5
|
||||
|
||||
local NearRadius = NearRadius or 25
|
||||
|
||||
if From == "UnLoaded" or From == "Boarding" then
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Loaded State.
|
||||
-- @param #CARGO_UNIT self
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Wrapper.Unit#UNIT CargoCarrier
|
||||
function CARGO_UNIT:onenterLoaded( From, Event, To, CargoCarrier )
|
||||
self:F( { From, Event, To, CargoCarrier } )
|
||||
|
||||
self.CargoCarrier = CargoCarrier
|
||||
|
||||
-- Only destroy the CargoObject is if there is a CargoObject (packages don't have CargoObjects).
|
||||
if self.CargoObject then
|
||||
self:T("Destroying")
|
||||
self.CargoObject:Destroy()
|
||||
--self.CargoObject:ReSpawnAt( COORDINATE:NewFromVec2( {x=0,y=0} ), 0 )
|
||||
end
|
||||
end
|
||||
|
||||
--- Get the transportation method of the Cargo.
|
||||
-- @param #CARGO_UNIT self
|
||||
-- @return #string The transportation method of the Cargo.
|
||||
function CARGO_UNIT:GetTransportationMethod()
|
||||
if self:IsLoaded() then
|
||||
return "for unboarding"
|
||||
else
|
||||
if self:IsUnLoaded() then
|
||||
return "for boarding"
|
||||
else
|
||||
if self:IsDeployed() then
|
||||
return "delivered"
|
||||
end
|
||||
end
|
||||
end
|
||||
return ""
|
||||
end
|
||||
|
||||
end -- CARGO_UNIT
|
||||
@ -1,15 +1,12 @@
|
||||
--- **Core** -- BASE forms **the basis of the MOOSE framework**. Each class within the MOOSE framework derives from BASE.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Base
|
||||
-- @module Core.Base
|
||||
-- @image Core_Base.JPG
|
||||
|
||||
|
||||
|
||||
@ -26,9 +23,7 @@ local _ClassID = 0
|
||||
-- @field ClassID The ID number of the class.
|
||||
-- @field ClassNameAndID The name of the class concatenated with the ID number of the class.
|
||||
|
||||
--- # 1) #BASE class
|
||||
--
|
||||
-- All classes within the MOOSE framework are derived from the BASE class.
|
||||
--- All classes within the MOOSE framework are derived from the BASE class.
|
||||
--
|
||||
-- BASE provides facilities for :
|
||||
--
|
||||
@ -42,8 +37,8 @@ local _ClassID = 0
|
||||
--
|
||||
-- ## 1.1) BASE constructor
|
||||
--
|
||||
-- Any class derived from BASE, will use the @{Base#BASE.New} constructor embedded in the @{Base#BASE.Inherit} method.
|
||||
-- See an example at the @{Base#BASE.New} method how this is done.
|
||||
-- Any class derived from BASE, will use the @{Core.Base#BASE.New} constructor embedded in the @{Core.Base#BASE.Inherit} method.
|
||||
-- See an example at the @{Core.Base#BASE.New} method how this is done.
|
||||
--
|
||||
-- ## 1.2) Trace information for debugging
|
||||
--
|
||||
@ -127,7 +122,7 @@ local _ClassID = 0
|
||||
-- ### 1.3.2 Event Handling of DCS Events
|
||||
--
|
||||
-- Once the class is subscribed to the event, an **Event Handling** method on the object or class needs to be written that will be called
|
||||
-- when the DCS event occurs. The Event Handling method receives an @{Event#EVENTDATA} structure, which contains a lot of information
|
||||
-- when the DCS event occurs. The Event Handling method receives an @{Core.Event#EVENTDATA} structure, which contains a lot of information
|
||||
-- about the event that occurred.
|
||||
--
|
||||
-- Find below an example of the prototype how to write an event handling function for two units:
|
||||
@ -609,8 +604,8 @@ end
|
||||
|
||||
--- Creation of a Birth Event.
|
||||
-- @param #BASE self
|
||||
-- @param Dcs.DCSTypes#Time EventTime The time stamp of the event.
|
||||
-- @param Dcs.DCSWrapper.Object#Object Initiator The initiating object of the event.
|
||||
-- @param DCS#Time EventTime The time stamp of the event.
|
||||
-- @param DCS#Object Initiator The initiating object of the event.
|
||||
-- @param #string IniUnitName The initiating unit name.
|
||||
-- @param place
|
||||
-- @param subplace
|
||||
@ -631,8 +626,8 @@ end
|
||||
|
||||
--- Creation of a Crash Event.
|
||||
-- @param #BASE self
|
||||
-- @param Dcs.DCSTypes#Time EventTime The time stamp of the event.
|
||||
-- @param Dcs.DCSWrapper.Object#Object Initiator The initiating object of the event.
|
||||
-- @param DCS#Time EventTime The time stamp of the event.
|
||||
-- @param DCS#Object Initiator The initiating object of the event.
|
||||
function BASE:CreateEventCrash( EventTime, Initiator )
|
||||
self:F( { EventTime, Initiator } )
|
||||
|
||||
@ -645,10 +640,26 @@ function BASE:CreateEventCrash( EventTime, Initiator )
|
||||
world.onEvent( Event )
|
||||
end
|
||||
|
||||
--- Creation of a Dead Event.
|
||||
-- @param #BASE self
|
||||
-- @param DCS#Time EventTime The time stamp of the event.
|
||||
-- @param DCS#Object Initiator The initiating object of the event.
|
||||
function BASE:CreateEventDead( EventTime, Initiator )
|
||||
self:F( { EventTime, Initiator } )
|
||||
|
||||
local Event = {
|
||||
id = world.event.S_EVENT_DEAD,
|
||||
time = EventTime,
|
||||
initiator = Initiator,
|
||||
}
|
||||
|
||||
world.onEvent( Event )
|
||||
end
|
||||
|
||||
--- Creation of a Takeoff Event.
|
||||
-- @param #BASE self
|
||||
-- @param Dcs.DCSTypes#Time EventTime The time stamp of the event.
|
||||
-- @param Dcs.DCSWrapper.Object#Object Initiator The initiating object of the event.
|
||||
-- @param DCS#Time EventTime The time stamp of the event.
|
||||
-- @param DCS#Object Initiator The initiating object of the event.
|
||||
function BASE:CreateEventTakeoff( EventTime, Initiator )
|
||||
self:F( { EventTime, Initiator } )
|
||||
|
||||
@ -661,10 +672,10 @@ function BASE:CreateEventTakeoff( EventTime, Initiator )
|
||||
world.onEvent( Event )
|
||||
end
|
||||
|
||||
-- TODO: Complete Dcs.DCSTypes#Event structure.
|
||||
-- TODO: Complete DCS#Event structure.
|
||||
--- The main event handling function... This function captures all events generated for the class.
|
||||
-- @param #BASE self
|
||||
-- @param Dcs.DCSTypes#Event event
|
||||
-- @param DCS#Event event
|
||||
function BASE:onEvent(event)
|
||||
--self:F( { BaseEventCodes[event.id], event } )
|
||||
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@ -7,13 +7,14 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Database
|
||||
-- @module Core.Database
|
||||
-- @image Core_Database.JPG
|
||||
|
||||
|
||||
--- @type DATABASE
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
--- # DATABASE class, extends @{Base#BASE}
|
||||
--- Contains collections of wrapper objects defined within MOOSE that reflect objects within the simulator.
|
||||
--
|
||||
-- Mission designers can use the DATABASE class to refer to:
|
||||
--
|
||||
@ -58,6 +59,7 @@ DATABASE = {
|
||||
ZONENAMES = {},
|
||||
HITS = {},
|
||||
DESTROYS = {},
|
||||
ZONES = {},
|
||||
}
|
||||
|
||||
local _DATABASECoalition =
|
||||
@ -95,6 +97,8 @@ function DATABASE:New()
|
||||
self:HandleEvent( EVENTS.Hit, self.AccountHits )
|
||||
self:HandleEvent( EVENTS.NewCargo )
|
||||
self:HandleEvent( EVENTS.DeleteCargo )
|
||||
self:HandleEvent( EVENTS.NewZone )
|
||||
self:HandleEvent( EVENTS.DeleteZone )
|
||||
|
||||
-- Follow alive players and clients
|
||||
--self:HandleEvent( EVENTS.PlayerEnterUnit, self._EventOnPlayerEnterUnit ) -- This is not working anymore!, handling this through the birth event.
|
||||
@ -242,35 +246,178 @@ function DATABASE:FindAirbase( AirbaseName )
|
||||
return AirbaseFound
|
||||
end
|
||||
|
||||
--- Adds a Cargo based on the Cargo Name in the DATABASE.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string CargoName The name of the airbase
|
||||
function DATABASE:AddCargo( Cargo )
|
||||
|
||||
if not self.CARGOS[Cargo.Name] then
|
||||
self.CARGOS[Cargo.Name] = Cargo
|
||||
do -- Zones
|
||||
|
||||
--- Finds a @{Zone} based on the zone name.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string ZoneName The name of the zone.
|
||||
-- @return Core.Zone#ZONE_BASE The found ZONE.
|
||||
function DATABASE:FindZone( ZoneName )
|
||||
|
||||
local ZoneFound = self.ZONES[ZoneName]
|
||||
return ZoneFound
|
||||
end
|
||||
|
||||
--- Adds a @{Zone} based on the zone name in the DATABASE.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string ZoneName The name of the zone.
|
||||
-- @param Core.Zone#ZONE_BASE Zone The zone.
|
||||
function DATABASE:AddZone( ZoneName, Zone )
|
||||
|
||||
if not self.ZONES[ZoneName] then
|
||||
self.ZONES[ZoneName] = Zone
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Deletes a @{Zone} from the DATABASE based on the zone name.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string ZoneName The name of the zone.
|
||||
function DATABASE:DeleteZone( ZoneName )
|
||||
|
||||
self.ZONES[ZoneName] = nil
|
||||
end
|
||||
|
||||
--- Finds an @{Zone} based on the zone name in the DATABASE.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string ZoneName
|
||||
-- @return Core.Zone#ZONE_BASE The found @{Zone}.
|
||||
function DATABASE:FindZone( ZoneName )
|
||||
|
||||
local ZoneFound = self.ZONES[ZoneName]
|
||||
return ZoneFound
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Deletes a Cargo from the DATABASE based on the Cargo Name.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string CargoName The name of the airbase
|
||||
function DATABASE:DeleteCargo( CargoName )
|
||||
--- Private method that registers new ZONE_BASE derived objects within the DATABASE Object.
|
||||
-- @param #DATABASE self
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:_RegisterZones()
|
||||
|
||||
self.CARGOS[CargoName] = nil
|
||||
end
|
||||
for ZoneID, ZoneData in pairs( env.mission.triggers.zones ) do
|
||||
local ZoneName = ZoneData.name
|
||||
|
||||
--- Finds an CARGO based on the CargoName.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string CargoName
|
||||
-- @return Wrapper.Cargo#CARGO The found CARGO.
|
||||
function DATABASE:FindCargo( CargoName )
|
||||
self:I( { "Register ZONE:", Name = ZoneName } )
|
||||
local Zone = ZONE:New( ZoneName )
|
||||
self.ZONENAMES[ZoneName] = ZoneName
|
||||
self:AddZone( ZoneName, Zone )
|
||||
end
|
||||
|
||||
for ZoneGroupName, ZoneGroup in pairs( self.GROUPS ) do
|
||||
if ZoneGroupName:match("~ZONE_POLYGON") then
|
||||
local ZoneName1 = ZoneGroupName:match("(.*)~ZONE_POLYGON")
|
||||
local ZoneName2 = ZoneGroupName:match(".*~ZONE_POLYGON(.*)")
|
||||
local ZoneName = ZoneName1 .. ( ZoneName2 or "" )
|
||||
|
||||
self:I( { "Register ZONE_POLYGON:", Name = ZoneName } )
|
||||
local Zone_Polygon = ZONE_POLYGON:New( ZoneName, ZoneGroup )
|
||||
self.ZONENAMES[ZoneName] = ZoneName
|
||||
self:AddZone( ZoneName, Zone_Polygon )
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
local CargoFound = self.CARGOS[CargoName]
|
||||
return CargoFound
|
||||
end
|
||||
|
||||
end -- zone
|
||||
|
||||
|
||||
do -- cargo
|
||||
|
||||
--- Adds a Cargo based on the Cargo Name in the DATABASE.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string CargoName The name of the airbase
|
||||
function DATABASE:AddCargo( Cargo )
|
||||
|
||||
if not self.CARGOS[Cargo.Name] then
|
||||
self.CARGOS[Cargo.Name] = Cargo
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Deletes a Cargo from the DATABASE based on the Cargo Name.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string CargoName The name of the airbase
|
||||
function DATABASE:DeleteCargo( CargoName )
|
||||
|
||||
self.CARGOS[CargoName] = nil
|
||||
end
|
||||
|
||||
--- Finds an CARGO based on the CargoName.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string CargoName
|
||||
-- @return Wrapper.Cargo#CARGO The found CARGO.
|
||||
function DATABASE:FindCargo( CargoName )
|
||||
|
||||
local CargoFound = self.CARGOS[CargoName]
|
||||
return CargoFound
|
||||
end
|
||||
|
||||
--- Checks if the Template name has a ~CARGO tag.
|
||||
-- If yes, the group is a cargo.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string TemplateName
|
||||
-- @return #boolean
|
||||
function DATABASE:IsCargo( TemplateName )
|
||||
|
||||
TemplateName = env.getValueDictByKey( TemplateName )
|
||||
|
||||
local Cargo = TemplateName:match( "~(CARGO)" )
|
||||
|
||||
return Cargo and Cargo == "CARGO"
|
||||
end
|
||||
|
||||
--- Private method that registers new Static Templates within the DATABASE Object.
|
||||
-- @param #DATABASE self
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:_RegisterCargos()
|
||||
|
||||
|
||||
for CargoGroupName, CargoGroup in pairs( self.GROUPS ) do
|
||||
if self:IsCargo( CargoGroupName ) then
|
||||
local CargoInfo = CargoGroupName:match("~CARGO(.*)")
|
||||
local CargoParam = CargoInfo and CargoInfo:match( "%((.*)%)")
|
||||
local CargoName1 = CargoGroupName:match("(.*)~CARGO%(.*%)")
|
||||
local CargoName2 = CargoGroupName:match(".*~CARGO%(.*%)(.*)")
|
||||
self:E({CargoName1 = CargoName1, CargoName2 = CargoName2 })
|
||||
local CargoName = CargoName1 .. ( CargoName2 or "" )
|
||||
local Type = CargoParam and CargoParam:match( "T=([%a%d ]+),?")
|
||||
local Name = CargoParam and CargoParam:match( "N=([%a%d]+),?") or CargoName
|
||||
local LoadRadius = CargoParam and tonumber( CargoParam:match( "RR=([%a%d]+),?") )
|
||||
local NearRadius = CargoParam and tonumber( CargoParam:match( "NR=([%a%d]+),?") )
|
||||
|
||||
self:I({"Register CargoGroup:",Type=Type,Name=Name,LoadRadius=LoadRadius,NearRadius=NearRadius})
|
||||
CARGO_GROUP:New( CargoGroup, Type, Name, LoadRadius, NearRadius )
|
||||
end
|
||||
end
|
||||
|
||||
for CargoStaticName, CargoStatic in pairs( self.STATICS ) do
|
||||
if self:IsCargo( CargoStaticName ) then
|
||||
local CargoInfo = CargoStaticName:match("~CARGO(.*)")
|
||||
local CargoParam = CargoInfo and CargoInfo:match( "%((.*)%)")
|
||||
local CargoName = CargoStaticName:match("(.*)~CARGO")
|
||||
local Type = CargoParam and CargoParam:match( "T=([%a%d ]+),?")
|
||||
local Category = CargoParam and CargoParam:match( "C=([%a%d ]+),?")
|
||||
local Name = CargoParam and CargoParam:match( "N=([%a%d]+),?") or CargoName
|
||||
local LoadRadius = CargoParam and tonumber( CargoParam:match( "RR=([%a%d]+),?") )
|
||||
local NearRadius = CargoParam and tonumber( CargoParam:match( "NR=([%a%d]+),?") )
|
||||
|
||||
if Category == "SLING" then
|
||||
self:I({"Register CargoSlingload:",Type=Type,Name=Name,LoadRadius=LoadRadius,NearRadius=NearRadius})
|
||||
CARGO_SLINGLOAD:New( CargoStatic, Type, Name, LoadRadius, NearRadius )
|
||||
else
|
||||
if Category == "CRATE" then
|
||||
self:I({"Register CargoCrate:",Type=Type,Name=Name,LoadRadius=LoadRadius,NearRadius=NearRadius})
|
||||
CARGO_CRATE:New( CargoStatic, Type, Name, LoadRadius, NearRadius )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end -- cargo
|
||||
|
||||
--- Finds a CLIENT based on the ClientName.
|
||||
-- @param #DATABASE self
|
||||
@ -442,16 +589,14 @@ end
|
||||
--- Private method that registers new Group Templates within the DATABASE Object.
|
||||
-- @param #DATABASE self
|
||||
-- @param #table GroupTemplate
|
||||
-- @param Dcs.DCScoalition#coalition.side CoalitionSide The coalition.side of the object.
|
||||
-- @param Dcs.DCSObject#Object.Category CategoryID The Object.category of the object.
|
||||
-- @param Dcs.DCScountry#country.id CountryID the country.id of the object
|
||||
-- @param DCS#coalition.side CoalitionSide The coalition.side of the object.
|
||||
-- @param DCS#Object.Category CategoryID The Object.category of the object.
|
||||
-- @param DCS#country.id CountryID the country.id of the object
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, CategoryID, CountryID, GroupName )
|
||||
|
||||
local GroupTemplateName = GroupName or env.getValueDictByKey( GroupTemplate.name )
|
||||
|
||||
local TraceTable = {}
|
||||
|
||||
if not self.Templates.Groups[GroupTemplateName] then
|
||||
self.Templates.Groups[GroupTemplateName] = {}
|
||||
self.Templates.Groups[GroupTemplateName].Status = nil
|
||||
@ -475,18 +620,7 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
|
||||
self.Templates.Groups[GroupTemplateName].CoalitionID = CoalitionSide
|
||||
self.Templates.Groups[GroupTemplateName].CountryID = CountryID
|
||||
|
||||
|
||||
TraceTable[#TraceTable+1] = "Group"
|
||||
TraceTable[#TraceTable+1] = self.Templates.Groups[GroupTemplateName].GroupName
|
||||
|
||||
TraceTable[#TraceTable+1] = "Coalition"
|
||||
TraceTable[#TraceTable+1] = self.Templates.Groups[GroupTemplateName].CoalitionID
|
||||
TraceTable[#TraceTable+1] = "Category"
|
||||
TraceTable[#TraceTable+1] = self.Templates.Groups[GroupTemplateName].CategoryID
|
||||
TraceTable[#TraceTable+1] = "Country"
|
||||
TraceTable[#TraceTable+1] = self.Templates.Groups[GroupTemplateName].CountryID
|
||||
|
||||
TraceTable[#TraceTable+1] = "Units"
|
||||
local UnitNames = {}
|
||||
|
||||
for unit_num, UnitTemplate in pairs( GroupTemplate.units ) do
|
||||
|
||||
@ -510,10 +644,16 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
|
||||
self.Templates.ClientsByID[UnitTemplate.unitId] = UnitTemplate
|
||||
end
|
||||
|
||||
TraceTable[#TraceTable+1] = self.Templates.Units[UnitTemplate.name].UnitName
|
||||
UnitNames[#UnitNames+1] = self.Templates.Units[UnitTemplate.name].UnitName
|
||||
end
|
||||
|
||||
self:E( TraceTable )
|
||||
self:I( { Group = self.Templates.Groups[GroupTemplateName].GroupName,
|
||||
Coalition = self.Templates.Groups[GroupTemplateName].CoalitionID,
|
||||
Category = self.Templates.Groups[GroupTemplateName].CategoryID,
|
||||
Country = self.Templates.Groups[GroupTemplateName].CountryID,
|
||||
Units = UnitNames
|
||||
}
|
||||
)
|
||||
end
|
||||
|
||||
function DATABASE:GetGroupTemplate( GroupName )
|
||||
@ -530,8 +670,6 @@ end
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, CategoryID, CountryID )
|
||||
|
||||
local TraceTable = {}
|
||||
|
||||
local StaticTemplateName = env.getValueDictByKey(StaticTemplate.name)
|
||||
|
||||
self.Templates.Statics[StaticTemplateName] = self.Templates.Statics[StaticTemplateName] or {}
|
||||
@ -547,28 +685,22 @@ function DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, Category
|
||||
self.Templates.Statics[StaticTemplateName].CoalitionID = CoalitionID
|
||||
self.Templates.Statics[StaticTemplateName].CountryID = CountryID
|
||||
|
||||
self:I( { Static = self.Templates.Statics[StaticTemplateName].StaticName,
|
||||
Coalition = self.Templates.Statics[StaticTemplateName].CoalitionID,
|
||||
Category = self.Templates.Statics[StaticTemplateName].CategoryID,
|
||||
Country = self.Templates.Statics[StaticTemplateName].CountryID
|
||||
}
|
||||
)
|
||||
|
||||
self:AddStatic( StaticTemplateName )
|
||||
|
||||
TraceTable[#TraceTable+1] = "Static"
|
||||
TraceTable[#TraceTable+1] = self.Templates.Statics[StaticTemplateName].StaticName
|
||||
|
||||
TraceTable[#TraceTable+1] = "Coalition"
|
||||
TraceTable[#TraceTable+1] = self.Templates.Statics[StaticTemplateName].CoalitionID
|
||||
TraceTable[#TraceTable+1] = "Category"
|
||||
TraceTable[#TraceTable+1] = self.Templates.Statics[StaticTemplateName].CategoryID
|
||||
TraceTable[#TraceTable+1] = "Country"
|
||||
TraceTable[#TraceTable+1] = self.Templates.Statics[StaticTemplateName].CountryID
|
||||
|
||||
self:E( TraceTable )
|
||||
end
|
||||
|
||||
|
||||
--- @param #DATABASE self
|
||||
function DATABASE:GetStaticUnitTemplate( StaticName )
|
||||
local StaticTemplate = self.Templates.Statics[StaticName].UnitTemplate
|
||||
StaticTemplate.SpawnCoalitionID = self.Templates.Statics[StaticName].CoalitionID
|
||||
StaticTemplate.SpawnCategoryID = self.Templates.Statics[StaticName].CategoryID
|
||||
StaticTemplate.SpawnCountryID = self.Templates.Statics[StaticName].CountryID
|
||||
return StaticTemplate
|
||||
return StaticTemplate, self.Templates.Statics[StaticName].CoalitionID, self.Templates.Statics[StaticName].CategoryID, self.Templates.Statics[StaticName].CountryID
|
||||
end
|
||||
|
||||
|
||||
@ -703,7 +835,7 @@ function DATABASE:_RegisterAirbases()
|
||||
|
||||
local DCSAirbaseName = DCSAirbase:getName()
|
||||
|
||||
self:E( { "Register Airbase:", DCSAirbaseName } )
|
||||
self:E( { "Register Airbase:", DCSAirbaseName, DCSAirbase:getID() } )
|
||||
self:AddAirbase( DCSAirbaseName )
|
||||
end
|
||||
end
|
||||
@ -734,7 +866,7 @@ function DATABASE:_EventOnBirth( Event )
|
||||
Event.IniGroup = self:FindGroup( Event.IniDCSGroupName )
|
||||
local PlayerName = Event.IniUnit:GetPlayerName()
|
||||
self:E( { "PlayerName:", PlayerName } )
|
||||
if PlayerName ~= "" then
|
||||
if PlayerName then
|
||||
self:E( { "Player Joined:", PlayerName } )
|
||||
if not self.PLAYERS[PlayerName] then
|
||||
self:AddPlayer( Event.IniUnitName, PlayerName )
|
||||
@ -803,7 +935,7 @@ function DATABASE:_EventOnPlayerLeaveUnit( Event )
|
||||
if Event.IniUnit then
|
||||
if Event.IniObjectCategory == 1 then
|
||||
local PlayerName = Event.IniUnit:GetPlayerName()
|
||||
if self.PLAYERS[PlayerName] then
|
||||
if PlayerName and self.PLAYERS[PlayerName] then
|
||||
self:E( { "Player Left:", PlayerName } )
|
||||
local Settings = SETTINGS:Set( PlayerName )
|
||||
Settings:RemovePlayerMenu( Event.IniUnit )
|
||||
@ -988,6 +1120,31 @@ function DATABASE:OnEventDeleteCargo( EventData )
|
||||
end
|
||||
|
||||
|
||||
--- Handles the OnEventNewZone event.
|
||||
-- @param #DATABASE self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function DATABASE:OnEventNewZone( EventData )
|
||||
self:F2( { EventData } )
|
||||
|
||||
if EventData.Zone then
|
||||
self:AddZone( EventData.Zone )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Handles the OnEventDeleteZone.
|
||||
-- @param #DATABASE self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function DATABASE:OnEventDeleteZone( EventData )
|
||||
self:F2( { EventData } )
|
||||
|
||||
if EventData.Zone then
|
||||
self:DeleteZone( EventData.Zone.ZoneName )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Gets the player settings
|
||||
-- @param #DATABASE self
|
||||
-- @param #string PlayerName
|
||||
@ -1025,7 +1182,6 @@ function DATABASE:_RegisterTemplates()
|
||||
|
||||
local CoalitionSide = coalition.side[string.upper(CoalitionName)]
|
||||
|
||||
----------------------------------------------
|
||||
-- build nav points DB
|
||||
self.Navpoints[CoalitionName] = {}
|
||||
if coa_data.nav_points then --navpoints
|
||||
@ -1040,8 +1196,9 @@ function DATABASE:_RegisterTemplates()
|
||||
self.Navpoints[CoalitionName][nav_ind]['point']['y'] = 0
|
||||
self.Navpoints[CoalitionName][nav_ind]['point']['z'] = nav_data.y
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-------------------------------------------------
|
||||
if coa_data.country then --there is a country table
|
||||
for cntry_id, cntry_data in pairs(coa_data.country) do
|
||||
@ -1094,11 +1251,6 @@ function DATABASE:_RegisterTemplates()
|
||||
end --if coa_name == 'red' or coa_name == 'blue' and type(coa_data) == 'table' then
|
||||
end --for coa_name, coa_data in pairs(mission.coalition) do
|
||||
|
||||
for ZoneID, ZoneData in pairs( env.mission.triggers.zones ) do
|
||||
local ZoneName = ZoneData.name
|
||||
self.ZONENAMES[ZoneName] = ZoneName
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
@ -1,7 +1,5 @@
|
||||
--- **Core** -- EVENT models DCS **event dispatching** using a **publish-subscribe** model.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 1) Event Handling Overview
|
||||
@ -61,8 +59,8 @@
|
||||
-- So, when the DCS event occurs, the class will be notified of that event.
|
||||
-- There are two functions which you use to subscribe to or unsubscribe from an event.
|
||||
--
|
||||
-- * @{Base#BASE.HandleEvent}(): Subscribe to a DCS Event.
|
||||
-- * @{Base#BASE.UnHandleEvent}(): Unsubscribe from a DCS Event.
|
||||
-- * @{Core.Base#BASE.HandleEvent}(): Subscribe to a DCS Event.
|
||||
-- * @{Core.Base#BASE.UnHandleEvent}(): Unsubscribe from a DCS Event.
|
||||
--
|
||||
-- Note that for a UNIT, the event will be handled **for that UNIT only**!
|
||||
-- Note that for a GROUP, the event will be handled **for all the UNITs in that GROUP only**!
|
||||
@ -74,7 +72,7 @@
|
||||
-- ### 1.3.2 Event Handling of DCS Events
|
||||
--
|
||||
-- Once the class is subscribed to the event, an **Event Handling** method on the object or class needs to be written that will be called
|
||||
-- when the DCS event occurs. The Event Handling method receives an @{Event#EVENTDATA} structure, which contains a lot of information
|
||||
-- when the DCS event occurs. The Event Handling method receives an @{Core.Event#EVENTDATA} structure, which contains a lot of information
|
||||
-- about the event that occurred.
|
||||
--
|
||||
-- Find below an example of the prototype how to write an event handling function for two units:
|
||||
@ -112,11 +110,11 @@
|
||||
-- # 2) EVENTS type
|
||||
--
|
||||
-- The EVENTS structure contains names for all the different DCS events that objects can subscribe to using the
|
||||
-- @{Base#BASE.HandleEvent}() method.
|
||||
-- @{Core.Base#BASE.HandleEvent}() method.
|
||||
--
|
||||
-- # 3) EVENTDATA type
|
||||
--
|
||||
-- The @{Event#EVENTDATA} structure contains all the fields that are populated with event information before
|
||||
-- The @{Core.Event#EVENTDATA} structure contains all the fields that are populated with event information before
|
||||
-- an Event Handler method is being called by the event dispatcher.
|
||||
-- The Event Handler received the EVENTDATA object as a parameter, and can be used to investigate further the different events.
|
||||
-- There are basically 4 main categories of information stored in the EVENTDATA structure:
|
||||
@ -164,23 +162,28 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Event
|
||||
-- @module Core.Event
|
||||
-- @image Core_Event.JPG
|
||||
|
||||
|
||||
--- The EVENT structure
|
||||
--
|
||||
-- @type EVENT
|
||||
-- @field #EVENT.Events Events
|
||||
-- @extends Core.Base#BASE
|
||||
EVENT = {
|
||||
ClassName = "EVENT",
|
||||
ClassID = 0,
|
||||
MissionEnd = false,
|
||||
}
|
||||
|
||||
world.event.S_EVENT_NEW_CARGO = world.event.S_EVENT_MAX + 1000
|
||||
world.event.S_EVENT_DELETE_CARGO = world.event.S_EVENT_MAX + 1001
|
||||
world.event.S_EVENT_NEW_ZONE = world.event.S_EVENT_MAX + 1002
|
||||
world.event.S_EVENT_DELETE_ZONE = world.event.S_EVENT_MAX + 1003
|
||||
|
||||
--- The different types of events supported by MOOSE.
|
||||
-- Use this structure to subscribe to events using the @{Base#BASE.HandleEvent}() method.
|
||||
-- Use this structure to subscribe to events using the @{Core.Base#BASE.HandleEvent}() method.
|
||||
-- @type EVENTS
|
||||
EVENTS = {
|
||||
Shot = world.event.S_EVENT_SHOT,
|
||||
@ -209,9 +212,10 @@ EVENTS = {
|
||||
MarkAdded = world.event.S_EVENT_MARK_ADDED,
|
||||
MarkChange = world.event.S_EVENT_MARK_CHANGE,
|
||||
MarkRemoved = world.event.S_EVENT_MARK_REMOVED,
|
||||
ShootingEnd = world.event.S_EVENT_SHOOTING_END,
|
||||
NewCargo = world.event.S_EVENT_NEW_CARGO,
|
||||
DeleteCargo = world.event.S_EVENT_DELETE_CARGO,
|
||||
NewZone = world.event.S_EVENT_NEW_ZONE,
|
||||
DeleteZone = world.event.S_EVENT_DELETE_ZONE,
|
||||
}
|
||||
|
||||
--- The Event structure
|
||||
@ -223,34 +227,34 @@ EVENTS = {
|
||||
-- @type EVENTDATA
|
||||
-- @field #number id The identifier of the event.
|
||||
--
|
||||
-- @field Dcs.DCSUnit#Unit initiator (UNIT/STATIC/SCENERY) The initiating @{Dcs.DCSUnit#Unit} or @{Dcs.DCSStaticObject#StaticObject}.
|
||||
-- @field Dcs.DCSObject#Object.Category IniObjectCategory (UNIT/STATIC/SCENERY) The initiator object category ( Object.Category.UNIT or Object.Category.STATIC ).
|
||||
-- @field Dcs.DCSUnit#Unit IniDCSUnit (UNIT/STATIC) The initiating @{DCSUnit#Unit} or @{DCSStaticObject#StaticObject}.
|
||||
-- @field DCS#Unit initiator (UNIT/STATIC/SCENERY) The initiating @{DCS#Unit} or @{DCS#StaticObject}.
|
||||
-- @field DCS#Object.Category IniObjectCategory (UNIT/STATIC/SCENERY) The initiator object category ( Object.Category.UNIT or Object.Category.STATIC ).
|
||||
-- @field DCS#Unit IniDCSUnit (UNIT/STATIC) The initiating @{DCS#Unit} or @{DCS#StaticObject}.
|
||||
-- @field #string IniDCSUnitName (UNIT/STATIC) The initiating Unit name.
|
||||
-- @field Wrapper.Unit#UNIT IniUnit (UNIT/STATIC) The initiating MOOSE wrapper @{Unit#UNIT} of the initiator Unit object.
|
||||
-- @field Wrapper.Unit#UNIT IniUnit (UNIT/STATIC) The initiating MOOSE wrapper @{Wrapper.Unit#UNIT} of the initiator Unit object.
|
||||
-- @field #string IniUnitName (UNIT/STATIC) The initiating UNIT name (same as IniDCSUnitName).
|
||||
-- @field Dcs.DCSGroup#Group IniDCSGroup (UNIT) The initiating {DCSGroup#Group}.
|
||||
-- @field DCS#Group IniDCSGroup (UNIT) The initiating {DCSGroup#Group}.
|
||||
-- @field #string IniDCSGroupName (UNIT) The initiating Group name.
|
||||
-- @field Wrapper.Group#GROUP IniGroup (UNIT) The initiating MOOSE wrapper @{Group#GROUP} of the initiator Group object.
|
||||
-- @field Wrapper.Group#GROUP IniGroup (UNIT) The initiating MOOSE wrapper @{Wrapper.Group#GROUP} of the initiator Group object.
|
||||
-- @field #string IniGroupName UNIT) The initiating GROUP name (same as IniDCSGroupName).
|
||||
-- @field #string IniPlayerName (UNIT) The name of the initiating player in case the Unit is a client or player slot.
|
||||
-- @field Dcs.DCScoalition#coalition.side IniCoalition (UNIT) The coalition of the initiator.
|
||||
-- @field Dcs.DCSUnit#Unit.Category IniCategory (UNIT) The category of the initiator.
|
||||
-- @field DCS#coalition.side IniCoalition (UNIT) The coalition of the initiator.
|
||||
-- @field DCS#Unit.Category IniCategory (UNIT) The category of the initiator.
|
||||
-- @field #string IniTypeName (UNIT) The type name of the initiator.
|
||||
--
|
||||
-- @field Dcs.DCSUnit#Unit target (UNIT/STATIC) The target @{Dcs.DCSUnit#Unit} or @{DCSStaticObject#StaticObject}.
|
||||
-- @field Dcs.DCSObject#Object.Category TgtObjectCategory (UNIT/STATIC) The target object category ( Object.Category.UNIT or Object.Category.STATIC ).
|
||||
-- @field Dcs.DCSUnit#Unit TgtDCSUnit (UNIT/STATIC) The target @{DCSUnit#Unit} or @{DCSStaticObject#StaticObject}.
|
||||
-- @field DCS#Unit target (UNIT/STATIC) The target @{DCS#Unit} or @{DCS#StaticObject}.
|
||||
-- @field DCS#Object.Category TgtObjectCategory (UNIT/STATIC) The target object category ( Object.Category.UNIT or Object.Category.STATIC ).
|
||||
-- @field DCS#Unit TgtDCSUnit (UNIT/STATIC) The target @{DCS#Unit} or @{DCS#StaticObject}.
|
||||
-- @field #string TgtDCSUnitName (UNIT/STATIC) The target Unit name.
|
||||
-- @field Wrapper.Unit#UNIT TgtUnit (UNIT/STATIC) The target MOOSE wrapper @{Unit#UNIT} of the target Unit object.
|
||||
-- @field Wrapper.Unit#UNIT TgtUnit (UNIT/STATIC) The target MOOSE wrapper @{Wrapper.Unit#UNIT} of the target Unit object.
|
||||
-- @field #string TgtUnitName (UNIT/STATIC) The target UNIT name (same as TgtDCSUnitName).
|
||||
-- @field Dcs.DCSGroup#Group TgtDCSGroup (UNIT) The target {DCSGroup#Group}.
|
||||
-- @field DCS#Group TgtDCSGroup (UNIT) The target {DCSGroup#Group}.
|
||||
-- @field #string TgtDCSGroupName (UNIT) The target Group name.
|
||||
-- @field Wrapper.Group#GROUP TgtGroup (UNIT) The target MOOSE wrapper @{Group#GROUP} of the target Group object.
|
||||
-- @field Wrapper.Group#GROUP TgtGroup (UNIT) The target MOOSE wrapper @{Wrapper.Group#GROUP} of the target Group object.
|
||||
-- @field #string TgtGroupName (UNIT) The target GROUP name (same as TgtDCSGroupName).
|
||||
-- @field #string TgtPlayerName (UNIT) The name of the target player in case the Unit is a client or player slot.
|
||||
-- @field Dcs.DCScoalition#coalition.side TgtCoalition (UNIT) The coalition of the target.
|
||||
-- @field Dcs.DCSUnit#Unit.Category TgtCategory (UNIT) The category of the target.
|
||||
-- @field DCS#coalition.side TgtCoalition (UNIT) The coalition of the target.
|
||||
-- @field DCS#Unit.Category TgtCategory (UNIT) The category of the target.
|
||||
-- @field #string TgtTypeName (UNIT) The type name of the target.
|
||||
--
|
||||
-- @field weapon The weapon used during the event.
|
||||
@ -427,6 +431,16 @@ local _EVENTMETA = {
|
||||
Event = "OnEventDeleteCargo",
|
||||
Text = "S_EVENT_DELETE_CARGO"
|
||||
},
|
||||
[EVENTS.NewZone] = {
|
||||
Order = 1,
|
||||
Event = "OnEventNewZone",
|
||||
Text = "S_EVENT_NEW_ZONE"
|
||||
},
|
||||
[EVENTS.DeleteZone] = {
|
||||
Order = 1,
|
||||
Event = "OnEventDeleteZone",
|
||||
Text = "S_EVENT_DELETE_ZONE"
|
||||
},
|
||||
}
|
||||
|
||||
|
||||
@ -444,7 +458,7 @@ end
|
||||
|
||||
--- Initializes the Events structure for the event
|
||||
-- @param #EVENT self
|
||||
-- @param Dcs.DCSWorld#world.event EventID
|
||||
-- @param DCS#world.event EventID
|
||||
-- @param Core.Base#BASE EventClass
|
||||
-- @return #EVENT.Events
|
||||
function EVENT:Init( EventID, EventClass )
|
||||
@ -470,7 +484,7 @@ end
|
||||
--- Removes a subscription
|
||||
-- @param #EVENT self
|
||||
-- @param Core.Base#BASE EventClass The self instance of the class for which the event is.
|
||||
-- @param Dcs.DCSWorld#world.event EventID
|
||||
-- @param DCS#world.event EventID
|
||||
-- @return #EVENT.Events
|
||||
function EVENT:RemoveEvent( EventClass, EventID )
|
||||
|
||||
@ -490,7 +504,7 @@ end
|
||||
--- Resets subscriptions
|
||||
-- @param #EVENT self
|
||||
-- @param Core.Base#BASE EventClass The self instance of the class for which the event is.
|
||||
-- @param Dcs.DCSWorld#world.event EventID
|
||||
-- @param DCS#world.event EventID
|
||||
-- @return #EVENT.Events
|
||||
function EVENT:Reset( EventObject ) --R2.1
|
||||
|
||||
@ -513,7 +527,7 @@ end
|
||||
|
||||
|
||||
|
||||
--- Clears all event subscriptions for a @{Base#BASE} derived object.
|
||||
--- Clears all event subscriptions for a @{Core.Base#BASE} derived object.
|
||||
-- @param #EVENT self
|
||||
-- @param Core.Base#BASE EventObject
|
||||
function EVENT:RemoveAll( EventObject )
|
||||
@ -731,6 +745,36 @@ do -- Event Creation
|
||||
world.onEvent( Event )
|
||||
end
|
||||
|
||||
--- Creation of a New Zone Event.
|
||||
-- @param #EVENT self
|
||||
-- @param Core.Zone#ZONE_BASE Zone The Zone created.
|
||||
function EVENT:CreateEventNewZone( Zone )
|
||||
self:F( { Zone } )
|
||||
|
||||
local Event = {
|
||||
id = EVENTS.NewZone,
|
||||
time = timer.getTime(),
|
||||
zone = Zone,
|
||||
}
|
||||
|
||||
world.onEvent( Event )
|
||||
end
|
||||
|
||||
--- Creation of a Zone Deletion Event.
|
||||
-- @param #EVENT self
|
||||
-- @param Core.Zone#ZONE_BASE Zone The Zone created.
|
||||
function EVENT:CreateEventDeleteZone( Zone )
|
||||
self:F( { Zone } )
|
||||
|
||||
local Event = {
|
||||
id = EVENTS.DeleteZone,
|
||||
time = timer.getTime(),
|
||||
zone = Zone,
|
||||
}
|
||||
|
||||
world.onEvent( Event )
|
||||
end
|
||||
|
||||
--- Creation of a S_EVENT_PLAYER_ENTER_UNIT Event.
|
||||
-- @param #EVENT self
|
||||
-- @param Wrapper.Unit#UNIT PlayerUnit.
|
||||
@ -770,8 +814,13 @@ function EVENT:onEvent( Event )
|
||||
if self and
|
||||
self.Events and
|
||||
self.Events[Event.id] and
|
||||
self.MissionEnd == false and
|
||||
( Event.initiator ~= nil or ( Event.initiator == nil and Event.id ~= EVENTS.PlayerLeaveUnit ) ) then
|
||||
|
||||
if Event.id and Event.id == EVENTS.MissionEnd then
|
||||
self.MissionEnd = true
|
||||
end
|
||||
|
||||
if Event.initiator then
|
||||
|
||||
Event.IniObjectCategory = Event.initiator:getCategory()
|
||||
@ -810,6 +859,16 @@ function EVENT:onEvent( Event )
|
||||
Event.IniTypeName = Event.IniDCSUnit:getTypeName()
|
||||
end
|
||||
|
||||
if Event.IniObjectCategory == Object.Category.CARGO then
|
||||
Event.IniDCSUnit = Event.initiator
|
||||
Event.IniDCSUnitName = Event.IniDCSUnit:getName()
|
||||
Event.IniUnitName = Event.IniDCSUnitName
|
||||
Event.IniUnit = CARGO:FindByName( Event.IniDCSUnitName )
|
||||
Event.IniCoalition = Event.IniDCSUnit:getCoalition()
|
||||
Event.IniCategory = Event.IniDCSUnit:getDesc().category
|
||||
Event.IniTypeName = Event.IniDCSUnit:getTypeName()
|
||||
end
|
||||
|
||||
if Event.IniObjectCategory == Object.Category.SCENERY then
|
||||
Event.IniDCSUnit = Event.initiator
|
||||
Event.IniDCSUnitName = Event.IniDCSUnit:getName()
|
||||
@ -874,11 +933,28 @@ function EVENT:onEvent( Event )
|
||||
Event.WeaponTypeName = Event.WeaponUNIT and Event.Weapon:getTypeName()
|
||||
--Event.WeaponTgtDCSUnit = Event.Weapon:getTarget()
|
||||
end
|
||||
|
||||
-- @FC: something like this should be added.
|
||||
--[[
|
||||
if Event.idx then
|
||||
Event.MarkID=Event.idx
|
||||
Event.MarkVec3=Event.pos
|
||||
Event.MarkCoordinate=COORDINATE:NewFromVec3(Event.pos)
|
||||
Event.MarkText=Event.text
|
||||
Event.MarkCoalition=Event.coalition
|
||||
Event.MarkGroupID = Event.groupID
|
||||
end
|
||||
]]
|
||||
|
||||
if Event.cargo then
|
||||
Event.Cargo = Event.cargo
|
||||
Event.CargoName = Event.cargo.Name
|
||||
end
|
||||
|
||||
if Event.zone then
|
||||
Event.Zone = Event.zone
|
||||
Event.ZoneName = Event.zone.ZoneName
|
||||
end
|
||||
|
||||
local PriorityOrder = EventMeta.Order
|
||||
local PriorityBegin = PriorityOrder == -1 and 5 or 1
|
||||
@ -894,7 +970,7 @@ function EVENT:onEvent( Event )
|
||||
|
||||
-- Okay, we got the event from DCS. Now loop the SORTED self.EventSorted[] table for the received Event.id, and for each EventData registered, check if a function needs to be called.
|
||||
for EventClass, EventData in pairs( self.Events[Event.id][EventPriority] ) do
|
||||
|
||||
|
||||
--if Event.IniObjectCategory ~= Object.Category.STATIC then
|
||||
-- self:E( { "Evaluating: ", EventClass:GetClassNameAndID() } )
|
||||
--end
|
||||
@ -1043,6 +1119,16 @@ function EVENT:onEvent( Event )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- When cargo was deleted, it may probably be because of an S_EVENT_DEAD.
|
||||
-- However, in the loading logic, an S_EVENT_DEAD is also generated after a Destroy() call.
|
||||
-- And this is a problem because it will remove all entries from the SET_CARGOs.
|
||||
-- To prevent this from happening, the Cargo object has a flag NoDestroy.
|
||||
-- When true, the SET_CARGO won't Remove the Cargo object from the set.
|
||||
-- But we need to switch that flag off after the event handlers have been called.
|
||||
if Event.id == EVENTS.DeleteCargo then
|
||||
Event.Cargo.NoDestroy = nil
|
||||
end
|
||||
else
|
||||
self:T( { EventMeta.Text, Event } )
|
||||
end
|
||||
|
||||
@ -1,8 +1,6 @@
|
||||
--- **Core** -- The **FSM** (**F**inite **S**tate **M**achine) class and derived **FSM\_** classes
|
||||
-- are design patterns allowing efficient (long-lasting) processes and workflows.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- A Finite State Machine (FSM) models a process flow that transitions between various **States** through triggered **Events**.
|
||||
@ -52,7 +50,7 @@
|
||||
--
|
||||
-- * @{#FSM_TASK}: Models Finite State Machines for @{Task}s.
|
||||
-- * @{#FSM_PROCESS}: Models Finite State Machines for @{Task} actions, which control @{Client}s.
|
||||
-- * @{#FSM_CONTROLLABLE}: Models Finite State Machines for @{Controllable}s, which are @{Group}s, @{Unit}s, @{Client}s.
|
||||
-- * @{#FSM_CONTROLLABLE}: Models Finite State Machines for @{Wrapper.Controllable}s, which are @{Wrapper.Group}s, @{Wrapper.Unit}s, @{Client}s.
|
||||
-- * @{#FSM_SET}: Models Finite State Machines for @{Set}s. Note that these FSMs control multiple objects!!! So State concerns here
|
||||
-- for multiple objects or the position of the state machine in the process.
|
||||
--
|
||||
@ -64,7 +62,8 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Fsm
|
||||
-- @module Core.Fsm
|
||||
-- @image Core_Finite_State_Machine.JPG
|
||||
|
||||
do -- FSM
|
||||
|
||||
@ -72,9 +71,7 @@ do -- FSM
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- # FSM class, extends @{Base#BASE}
|
||||
--
|
||||
-- A Finite State Machine (FSM) models a process flow that transitions between various **States** through triggered **Events**.
|
||||
--- A Finite State Machine (FSM) models a process flow that transitions between various **States** through triggered **Events**.
|
||||
--
|
||||
-- A FSM can only be in one of a finite number of states.
|
||||
-- The machine is in only one state at a time; the state it is in at any given time is called the **current state**.
|
||||
@ -337,7 +334,7 @@ do -- FSM
|
||||
--- Creates a new FSM object.
|
||||
-- @param #FSM self
|
||||
-- @return #FSM
|
||||
function FSM:New( FsmT )
|
||||
function FSM:New()
|
||||
|
||||
-- Inherits from BASE
|
||||
self = BASE:Inherit( self, BASE:New() )
|
||||
@ -410,7 +407,7 @@ do -- FSM
|
||||
return self._Transitions or {}
|
||||
end
|
||||
|
||||
--- Set the default @{Process} template with key ProcessName providing the ProcessClass and the process object when it is assigned to a @{Controllable} by the task.
|
||||
--- Set the default @{Process} template with key ProcessName providing the ProcessClass and the process object when it is assigned to a @{Wrapper.Controllable} by the task.
|
||||
-- @param #FSM self
|
||||
-- @param #table From Can contain a string indicating the From state or a table of strings containing multiple From states.
|
||||
-- @param #string Event The Event name.
|
||||
@ -441,6 +438,8 @@ do -- FSM
|
||||
-- @return #table
|
||||
function FSM:GetProcesses()
|
||||
|
||||
self:F( { Processes = self._Processes } )
|
||||
|
||||
return self._Processes or {}
|
||||
end
|
||||
|
||||
@ -455,6 +454,18 @@ do -- FSM
|
||||
error( "Sub-Process from state " .. From .. " with event " .. Event .. " not found!" )
|
||||
end
|
||||
|
||||
function FSM:SetProcess( From, Event, Fsm )
|
||||
|
||||
for ProcessID, Process in pairs( self:GetProcesses() ) do
|
||||
if Process.From == From and Process.Event == Event then
|
||||
Process.fsm = Fsm
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
error( "Sub-Process from state " .. From .. " with event " .. Event .. " not found!" )
|
||||
end
|
||||
|
||||
--- Adds an End state.
|
||||
function FSM:AddEndState( State )
|
||||
|
||||
@ -557,8 +568,9 @@ do -- FSM
|
||||
end
|
||||
|
||||
|
||||
function FSM:_call_handler( handler, params, EventName )
|
||||
function FSM:_call_handler( step, trigger, params, EventName )
|
||||
|
||||
local handler = step .. trigger
|
||||
local ErrorHandler = function( errmsg )
|
||||
|
||||
env.info( "Error in SCHEDULER function:" .. errmsg )
|
||||
@ -569,83 +581,117 @@ do -- FSM
|
||||
return errmsg
|
||||
end
|
||||
if self[handler] then
|
||||
self:T2( "Calling " .. handler )
|
||||
self:T( "*** FSM *** " .. step .. " *** " .. params[1] .. " --> " .. params[2] .. " --> " .. params[3] )
|
||||
self._EventSchedules[EventName] = nil
|
||||
local Result, Value = xpcall( function() return self[handler]( self, unpack( params ) ) end, ErrorHandler )
|
||||
return Value
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #FSM self
|
||||
function FSM._handler( self, EventName, ... )
|
||||
|
||||
local Can, to = self:can( EventName )
|
||||
local Can, To = self:can( EventName )
|
||||
|
||||
if to == "*" then
|
||||
to = self.current
|
||||
if To == "*" then
|
||||
To = self.current
|
||||
end
|
||||
|
||||
if Can then
|
||||
local from = self.current
|
||||
local params = { from, EventName, to, ... }
|
||||
local From = self.current
|
||||
local Params = { From, EventName, To, ... }
|
||||
|
||||
if self.Controllable then
|
||||
self:T( "FSM Transition for " .. self.Controllable.ControllableName .. " :" .. self.current .. " --> " .. EventName .. " --> " .. to )
|
||||
|
||||
if self["onleave".. From] or
|
||||
self["OnLeave".. From] or
|
||||
self["onbefore".. EventName] or
|
||||
self["OnBefore".. EventName] or
|
||||
self["onafter".. EventName] or
|
||||
self["OnAfter".. EventName] or
|
||||
self["onenter".. To] or
|
||||
self["OnEnter".. To]
|
||||
then
|
||||
if self:_call_handler( "onbefore", EventName, Params, EventName ) == false then
|
||||
self:T( "*** FSM *** Cancel" .. " *** " .. self.current .. " --> " .. EventName .. " --> " .. To .. " *** onbefore" .. EventName )
|
||||
return false
|
||||
else
|
||||
if self:_call_handler( "OnBefore", EventName, Params, EventName ) == false then
|
||||
self:T( "*** FSM *** Cancel" .. " *** " .. self.current .. " --> " .. EventName .. " --> " .. To .. " *** OnBefore" .. EventName )
|
||||
return false
|
||||
else
|
||||
if self:_call_handler( "onleave", From, Params, EventName ) == false then
|
||||
self:T( "*** FSM *** Cancel" .. " *** " .. self.current .. " --> " .. EventName .. " --> " .. To .. " *** onleave" .. From )
|
||||
return false
|
||||
else
|
||||
if self:_call_handler( "OnLeave", From, Params, EventName ) == false then
|
||||
self:T( "*** FSM *** Cancel" .. " *** " .. self.current .. " --> " .. EventName .. " --> " .. To .. " *** OnLeave" .. From )
|
||||
return false
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
else
|
||||
self:T( "FSM Transition:" .. self.current .. " --> " .. EventName .. " --> " .. to )
|
||||
end
|
||||
local ClassName = self:GetClassName()
|
||||
if ClassName == "FSM" then
|
||||
self:T( "*** FSM *** Transit *** " .. self.current .. " --> " .. EventName .. " --> " .. To )
|
||||
end
|
||||
|
||||
if ( self:_call_handler("onbefore" .. EventName, params, EventName ) == false )
|
||||
or ( self:_call_handler("OnBefore" .. EventName, params, EventName ) == false )
|
||||
or ( self:_call_handler("onleave" .. from, params, EventName ) == false )
|
||||
or ( self:_call_handler("OnLeave" .. from, params, EventName ) == false ) then
|
||||
self:T( "Cancel Transition" )
|
||||
return false
|
||||
if ClassName == "FSM_TASK" then
|
||||
self:T( "*** FSM *** Transit *** " .. self.current .. " --> " .. EventName .. " --> " .. To .. " *** Task: " .. self.TaskName )
|
||||
end
|
||||
|
||||
if ClassName == "FSM_CONTROLLABLE" then
|
||||
self:T( "*** FSM *** Transit *** " .. self.current .. " --> " .. EventName .. " --> " .. To .. " *** TaskUnit: " .. self.Controllable.ControllableName .. " *** " )
|
||||
end
|
||||
|
||||
if ClassName == "FSM_PROCESS" then
|
||||
self:T( "*** FSM *** Transit *** " .. self.current .. " --> " .. EventName .. " --> " .. To .. " *** Task: " .. self.Task:GetName() .. ", TaskUnit: " .. self.Controllable.ControllableName .. " *** " )
|
||||
end
|
||||
end
|
||||
|
||||
self.current = to
|
||||
self.current = To
|
||||
|
||||
local execute = true
|
||||
|
||||
local subtable = self:_gosub( from, EventName )
|
||||
local subtable = self:_gosub( From, EventName )
|
||||
for _, sub in pairs( subtable ) do
|
||||
--if sub.nextevent then
|
||||
-- self:F2( "nextevent = " .. sub.nextevent )
|
||||
-- self[sub.nextevent]( self )
|
||||
--end
|
||||
self:T( "calling sub start event: " .. sub.StartEvent )
|
||||
self:T( "*** FSM *** Sub *** " .. sub.StartEvent )
|
||||
sub.fsm.fsmparent = self
|
||||
sub.fsm.ReturnEvents = sub.ReturnEvents
|
||||
sub.fsm[sub.StartEvent]( sub.fsm )
|
||||
execute = false
|
||||
end
|
||||
|
||||
local fsmparent, Event = self:_isendstate( to )
|
||||
local fsmparent, Event = self:_isendstate( To )
|
||||
if fsmparent and Event then
|
||||
self:F2( { "end state: ", fsmparent, Event } )
|
||||
self:_call_handler("onenter" .. to, params, EventName )
|
||||
self:_call_handler("OnEnter" .. to, params, EventName )
|
||||
self:_call_handler("onafter" .. EventName, params, EventName )
|
||||
self:_call_handler("OnAfter" .. EventName, params, EventName )
|
||||
self:_call_handler("onstatechange", params, EventName )
|
||||
self:T( "*** FSM *** End *** " .. Event )
|
||||
self:_call_handler("onenter", To, Params, EventName )
|
||||
self:_call_handler("OnEnter", To, Params, EventName )
|
||||
self:_call_handler("onafter", EventName, Params, EventName )
|
||||
self:_call_handler("OnAfter", EventName, Params, EventName )
|
||||
self:_call_handler("onstate", "change", Params, EventName )
|
||||
fsmparent[Event]( fsmparent )
|
||||
execute = false
|
||||
end
|
||||
|
||||
if execute then
|
||||
self:_call_handler("onafter", EventName, Params, EventName )
|
||||
self:_call_handler("OnAfter", EventName, Params, EventName )
|
||||
|
||||
-- only execute the call if the From state is not equal to the To state! Otherwise this function should never execute!
|
||||
--if from ~= to then
|
||||
self:_call_handler("onenter" .. to, params, EventName )
|
||||
self:_call_handler("OnEnter" .. to, params, EventName )
|
||||
self:_call_handler("onenter", To, Params, EventName )
|
||||
self:_call_handler("OnEnter", To, Params, EventName )
|
||||
--end
|
||||
|
||||
self:_call_handler("onafter" .. EventName, params, EventName )
|
||||
self:_call_handler("OnAfter" .. EventName, params, EventName )
|
||||
|
||||
self:_call_handler("onstatechange", params, EventName )
|
||||
|
||||
self:_call_handler("onstate", "change", Params, EventName )
|
||||
end
|
||||
else
|
||||
self:T( "Cannot execute transition." )
|
||||
self:T( { From = self.current, Event = EventName, To = to, Can = Can } )
|
||||
self:T( "*** FSM *** NO Transition *** " .. self.current .. " --> " .. EventName .. " --> ? " )
|
||||
end
|
||||
|
||||
return nil
|
||||
@ -691,17 +737,16 @@ do -- FSM
|
||||
function FSM:_isendstate( Current )
|
||||
local FSMParent = self.fsmparent
|
||||
if FSMParent and self.endstates[Current] then
|
||||
self:T( { state = Current, endstates = self.endstates, endstate = self.endstates[Current] } )
|
||||
--self:T( { state = Current, endstates = self.endstates, endstate = self.endstates[Current] } )
|
||||
FSMParent.current = Current
|
||||
local ParentFrom = FSMParent.current
|
||||
self:T( ParentFrom )
|
||||
self:T( self.ReturnEvents )
|
||||
--self:T( { ParentFrom, self.ReturnEvents } )
|
||||
local Event = self.ReturnEvents[Current]
|
||||
self:T( { ParentFrom, Event, self.ReturnEvents } )
|
||||
--self:T( { Event } )
|
||||
if Event then
|
||||
return FSMParent, Event
|
||||
else
|
||||
self:T( { "Could not find parent event name for state ", ParentFrom } )
|
||||
--self:T( { "Could not find parent event name for state ", ParentFrom } )
|
||||
end
|
||||
end
|
||||
|
||||
@ -724,6 +769,10 @@ do -- FSM
|
||||
return self.current
|
||||
end
|
||||
|
||||
function FSM:GetCurrentState()
|
||||
return self.current
|
||||
end
|
||||
|
||||
|
||||
function FSM:Is( State )
|
||||
return self.current == State
|
||||
@ -752,9 +801,7 @@ do -- FSM_CONTROLLABLE
|
||||
-- @field Wrapper.Controllable#CONTROLLABLE Controllable
|
||||
-- @extends Core.Fsm#FSM
|
||||
|
||||
--- # FSM_CONTROLLABLE, extends @{#FSM}
|
||||
--
|
||||
-- FSM_CONTROLLABLE class models Finite State Machines for @{Controllable}s, which are @{Group}s, @{Unit}s, @{Client}s.
|
||||
--- Models Finite State Machines for @{Wrapper.Controllable}s, which are @{Wrapper.Group}s, @{Wrapper.Unit}s, @{Client}s.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@ -769,10 +816,10 @@ do -- FSM_CONTROLLABLE
|
||||
-- @param #table FSMT Finite State Machine Table
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable (optional) The CONTROLLABLE object that the FSM_CONTROLLABLE governs.
|
||||
-- @return #FSM_CONTROLLABLE
|
||||
function FSM_CONTROLLABLE:New( FSMT, Controllable )
|
||||
function FSM_CONTROLLABLE:New( Controllable )
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, FSM:New( FSMT ) ) -- Core.Fsm#FSM_CONTROLLABLE
|
||||
local self = BASE:Inherit( self, FSM:New() ) -- Core.Fsm#FSM_CONTROLLABLE
|
||||
|
||||
if Controllable then
|
||||
self:SetControllable( Controllable )
|
||||
@ -855,7 +902,9 @@ do -- FSM_CONTROLLABLE
|
||||
return self.Controllable
|
||||
end
|
||||
|
||||
function FSM_CONTROLLABLE:_call_handler( handler, params, EventName )
|
||||
function FSM_CONTROLLABLE:_call_handler( step, trigger, params, EventName )
|
||||
|
||||
local handler = step .. trigger
|
||||
|
||||
local ErrorHandler = function( errmsg )
|
||||
|
||||
@ -868,7 +917,7 @@ do -- FSM_CONTROLLABLE
|
||||
end
|
||||
|
||||
if self[handler] then
|
||||
self:F3( "Calling " .. handler )
|
||||
self:T( "*** FSM *** " .. step .. " *** " .. params[1] .. " --> " .. params[2] .. " --> " .. params[3] .. " *** TaskUnit: " .. self.Controllable:GetName() )
|
||||
self._EventSchedules[EventName] = nil
|
||||
local Result, Value = xpcall( function() return self[handler]( self, self.Controllable, unpack( params ) ) end, ErrorHandler )
|
||||
return Value
|
||||
@ -885,9 +934,7 @@ do -- FSM_PROCESS
|
||||
-- @extends Core.Fsm#FSM_CONTROLLABLE
|
||||
|
||||
|
||||
--- # FSM_PROCESS, extends @{#FSM}
|
||||
--
|
||||
-- FSM_PROCESS class models Finite State Machines for @{Task} actions, which control @{Client}s.
|
||||
--- FSM_PROCESS class models Finite State Machines for @{Task} actions, which control @{Client}s.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@ -905,9 +952,9 @@ do -- FSM_PROCESS
|
||||
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- Core.Fsm#FSM_PROCESS
|
||||
|
||||
--self:F( Controllable )
|
||||
|
||||
|
||||
self:Assign( Controllable, Task )
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@ -915,7 +962,9 @@ do -- FSM_PROCESS
|
||||
self:T( "No Initialisation" )
|
||||
end
|
||||
|
||||
function FSM_PROCESS:_call_handler( handler, params, EventName )
|
||||
function FSM_PROCESS:_call_handler( step, trigger, params, EventName )
|
||||
|
||||
local handler = step .. trigger
|
||||
|
||||
local ErrorHandler = function( errmsg )
|
||||
|
||||
@ -928,9 +977,13 @@ do -- FSM_PROCESS
|
||||
end
|
||||
|
||||
if self[handler] then
|
||||
self:F3( "Calling " .. handler )
|
||||
if handler ~= "onstatechange" then
|
||||
self:T( "*** FSM *** " .. step .. " *** " .. params[1] .. " --> " .. params[2] .. " --> " .. params[3] .. " *** Task: " .. self.Task:GetName() .. ", TaskUnit: " .. self.Controllable:GetName() )
|
||||
end
|
||||
self._EventSchedules[EventName] = nil
|
||||
local Result, Value = xpcall( function() return self[handler]( self, self.Controllable, self.Task, unpack( params ) ) end, ErrorHandler )
|
||||
if self.Controllable and self.Controllable:IsAlive() == true then
|
||||
local Result, Value = xpcall( function() return self[handler]( self, self.Controllable, self.Task, unpack( params ) ) end, ErrorHandler )
|
||||
end
|
||||
return Value
|
||||
--return self[handler]( self, self.Controllable, unpack( params ) )
|
||||
end
|
||||
@ -946,7 +999,7 @@ do -- FSM_PROCESS
|
||||
local NewFsm = self:New( Controllable, Task ) -- Core.Fsm#FSM_PROCESS
|
||||
|
||||
NewFsm:Assign( Controllable, Task )
|
||||
|
||||
|
||||
-- Polymorphic call to initialize the new FSM_PROCESS based on self FSM_PROCESS
|
||||
NewFsm:Init( self )
|
||||
|
||||
@ -1037,26 +1090,26 @@ do -- FSM_PROCESS
|
||||
-- TODO: Need to check and fix that an FSM_PROCESS is only for a UNIT. Not for a GROUP.
|
||||
|
||||
--- Send a message of the @{Task} to the Group of the Unit.
|
||||
-- @param #FSM_PROCESS self
|
||||
function FSM_PROCESS:Message( Message )
|
||||
self:F( { Message = Message } )
|
||||
|
||||
local CC = self:GetCommandCenter()
|
||||
local TaskGroup = self.Controllable:GetGroup()
|
||||
-- @param #FSM_PROCESS self
|
||||
function FSM_PROCESS:Message( Message )
|
||||
self:F( { Message = Message } )
|
||||
|
||||
local PlayerName = self.Controllable:GetPlayerName() -- Only for a unit
|
||||
PlayerName = PlayerName and " (" .. PlayerName .. ")" or "" -- If PlayerName is nil, then keep it nil, otherwise add brackets.
|
||||
local Callsign = self.Controllable:GetCallsign()
|
||||
local Prefix = Callsign and " @ " .. Callsign .. PlayerName or ""
|
||||
|
||||
Message = Prefix .. ": " .. Message
|
||||
CC:MessageToGroup( Message, TaskGroup )
|
||||
end
|
||||
local CC = self:GetCommandCenter()
|
||||
local TaskGroup = self.Controllable:GetGroup()
|
||||
|
||||
local PlayerName = self.Controllable:GetPlayerName() -- Only for a unit
|
||||
PlayerName = PlayerName and " (" .. PlayerName .. ")" or "" -- If PlayerName is nil, then keep it nil, otherwise add brackets.
|
||||
local Callsign = self.Controllable:GetCallsign()
|
||||
local Prefix = Callsign and " @ " .. Callsign .. PlayerName or ""
|
||||
|
||||
Message = Prefix .. ": " .. Message
|
||||
CC:MessageToGroup( Message, TaskGroup )
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
--- Assign the process to a @{Unit} and activate the process.
|
||||
--- Assign the process to a @{Wrapper.Unit} and activate the process.
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Task.Tasking#TASK Task
|
||||
-- @param Wrapper.Unit#UNIT ProcessUnit
|
||||
@ -1072,14 +1125,16 @@ end
|
||||
return self
|
||||
end
|
||||
|
||||
function FSM_PROCESS:onenterAssigned( ProcessUnit )
|
||||
self:T( "Assign" )
|
||||
-- function FSM_PROCESS:onenterAssigned( ProcessUnit, Task, From, Event, To )
|
||||
--
|
||||
-- if From( "Planned" ) then
|
||||
-- self:T( "*** FSM *** Assign *** " .. Task:GetName() .. "/" .. ProcessUnit:GetName() .. " *** " .. From .. " --> " .. Event .. " --> " .. To )
|
||||
-- self.Task:Assign()
|
||||
-- end
|
||||
-- end
|
||||
|
||||
self.Task:Assign()
|
||||
end
|
||||
|
||||
function FSM_PROCESS:onenterFailed( ProcessUnit )
|
||||
self:T( "Failed" )
|
||||
function FSM_PROCESS:onenterFailed( ProcessUnit, Task, From, Event, To )
|
||||
self:T( "*** FSM *** Failed *** " .. Task:GetName() .. "/" .. ProcessUnit:GetName() .. " *** " .. From .. " --> " .. Event .. " --> " .. To )
|
||||
|
||||
self.Task:Fail()
|
||||
end
|
||||
@ -1091,14 +1146,17 @@ end
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function FSM_PROCESS:onstatechange( ProcessUnit, Task, From, Event, To, Dummy )
|
||||
self:T( { ProcessUnit:GetName(), From, Event, To, Dummy, self:IsTrace() } )
|
||||
function FSM_PROCESS:onstatechange( ProcessUnit, Task, From, Event, To )
|
||||
|
||||
if self:IsTrace() then
|
||||
--MESSAGE:New( "@ Process " .. self:GetClassNameAndID() .. " : " .. Event .. " changed to state " .. To, 2 ):ToAll()
|
||||
if From ~= To then
|
||||
self:T( "*** FSM *** Change *** " .. Task:GetName() .. "/" .. ProcessUnit:GetName() .. " *** " .. From .. " --> " .. Event .. " --> " .. To )
|
||||
end
|
||||
|
||||
self:T( { Scores = self._Scores, To = To } )
|
||||
-- if self:IsTrace() then
|
||||
-- MESSAGE:New( "@ Process " .. self:GetClassNameAndID() .. " : " .. Event .. " changed to state " .. To, 2 ):ToAll()
|
||||
-- self:F2( { Scores = self._Scores, To = To } )
|
||||
-- end
|
||||
|
||||
-- TODO: This needs to be reworked with a callback functions allocated within Task, and set within the mission script from the Task Objects...
|
||||
if self._Scores[To] then
|
||||
|
||||
@ -1119,9 +1177,7 @@ do -- FSM_TASK
|
||||
-- @field Tasking.Task#TASK Task
|
||||
-- @extends #FSM
|
||||
|
||||
--- # FSM_TASK, extends @{#FSM}
|
||||
--
|
||||
-- FSM_TASK class models Finite State Machines for @{Task}s.
|
||||
--- Models Finite State Machines for @{Tasking.Task}s.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@ -1133,22 +1189,23 @@ do -- FSM_TASK
|
||||
|
||||
--- Creates a new FSM_TASK object.
|
||||
-- @param #FSM_TASK self
|
||||
-- @param #table FSMT
|
||||
-- @param Tasking.Task#TASK Task
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param #string TaskName The name of the task.
|
||||
-- @return #FSM_TASK
|
||||
function FSM_TASK:New( FSMT )
|
||||
function FSM_TASK:New( TaskName )
|
||||
|
||||
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New( FSMT ) ) -- Core.Fsm#FSM_TASK
|
||||
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- Core.Fsm#FSM_TASK
|
||||
|
||||
self["onstatechange"] = self.OnStateChange
|
||||
self.TaskName = TaskName
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function FSM_TASK:_call_handler( handler, params, EventName )
|
||||
function FSM_TASK:_call_handler( step, trigger, params, EventName )
|
||||
local handler = step .. trigger
|
||||
|
||||
if self[handler] then
|
||||
self:T( "Calling " .. handler )
|
||||
self:T( "*** FSM *** " .. step .. " *** " .. params[1] .. " --> " .. params[2] .. " --> " .. params[3] .. " *** Task: " .. self.TaskName )
|
||||
self._EventSchedules[EventName] = nil
|
||||
return self[handler]( self, unpack( params ) )
|
||||
end
|
||||
@ -1164,9 +1221,7 @@ do -- FSM_SET
|
||||
-- @extends Core.Fsm#FSM
|
||||
|
||||
|
||||
--- # FSM_SET, extends @{#FSM}
|
||||
--
|
||||
-- FSM_SET class models Finite State Machines for @{Set}s. Note that these FSMs control multiple objects!!! So State concerns here
|
||||
--- FSM_SET class models Finite State Machines for @{Set}s. Note that these FSMs control multiple objects!!! So State concerns here
|
||||
-- for multiple objects or the position of the state machine in the process.
|
||||
--
|
||||
-- ===
|
||||
@ -1210,9 +1265,10 @@ do -- FSM_SET
|
||||
return self.Controllable
|
||||
end
|
||||
|
||||
function FSM_SET:_call_handler( handler, params, EventName )
|
||||
function FSM_SET:_call_handler( step, trigger, params, EventName )
|
||||
local handler = step .. trigger
|
||||
if self[handler] then
|
||||
self:T( "Calling " .. handler )
|
||||
self:T( "*** FSM *** " .. step .. " *** " .. params[1] .. " --> " .. params[2] .. " --> " .. params[3] )
|
||||
self._EventSchedules[EventName] = nil
|
||||
return self[handler]( self, self.Set, unpack( params ) )
|
||||
end
|
||||
|
||||
@ -10,7 +10,8 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Goal
|
||||
-- @module Core.Goal
|
||||
-- @image Core_Goal.JPG
|
||||
|
||||
do -- Goal
|
||||
|
||||
@ -18,9 +19,7 @@ do -- Goal
|
||||
-- @extends Core.Fsm#FSM
|
||||
|
||||
|
||||
--- # GOAL class, extends @{Fsm#FSM}
|
||||
--
|
||||
-- GOAL models processes that have an objective with a defined achievement. Derived classes implement the ways how the achievements can be realized.
|
||||
--- Models processes that have an objective with a defined achievement. Derived classes implement the ways how the achievements can be realized.
|
||||
--
|
||||
-- ## 1. GOAL constructor
|
||||
--
|
||||
|
||||
@ -13,15 +13,15 @@
|
||||
--
|
||||
-- ### To manage **main menus**, the classes begin with **MENU_**:
|
||||
--
|
||||
-- * @{Menu#MENU_MISSION}: Manages main menus for whole mission file.
|
||||
-- * @{Menu#MENU_COALITION}: Manages main menus for whole coalition.
|
||||
-- * @{Menu#MENU_GROUP}: Manages main menus for GROUPs.
|
||||
-- * @{Core.Menu#MENU_MISSION}: Manages main menus for whole mission file.
|
||||
-- * @{Core.Menu#MENU_COALITION}: Manages main menus for whole coalition.
|
||||
-- * @{Core.Menu#MENU_GROUP}: Manages main menus for GROUPs.
|
||||
--
|
||||
-- ### To manage **command menus**, which are menus that allow the player to issue **functions**, the classes begin with **MENU_COMMAND_**:
|
||||
--
|
||||
-- * @{Menu#MENU_MISSION_COMMAND}: Manages command menus for whole mission file.
|
||||
-- * @{Menu#MENU_COALITION_COMMAND}: Manages command menus for whole coalition.
|
||||
-- * @{Menu#MENU_GROUP_COMMAND}: Manages command menus for GROUPs.
|
||||
-- * @{Core.Menu#MENU_MISSION_COMMAND}: Manages command menus for whole mission file.
|
||||
-- * @{Core.Menu#MENU_COALITION_COMMAND}: Manages command menus for whole coalition.
|
||||
-- * @{Core.Menu#MENU_GROUP_COMMAND}: Manages command menus for GROUPs.
|
||||
--
|
||||
-- ===
|
||||
---
|
||||
@ -30,7 +30,8 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Menu
|
||||
-- @module Core.Menu
|
||||
-- @image Core_Menu.JPG
|
||||
|
||||
|
||||
MENU_INDEX = {}
|
||||
@ -182,8 +183,7 @@ do -- MENU_BASE
|
||||
--- @type MENU_BASE
|
||||
-- @extends Base#BASE
|
||||
|
||||
--- # MENU_BASE class, extends @{Base#BASE}
|
||||
-- The MENU_BASE class defines the main MENU class where other MENU classes are derived from.
|
||||
--- Defines the main MENU class where other MENU classes are derived from.
|
||||
-- This is an abstract class, so don't use it.
|
||||
-- @field #MENU_BASE
|
||||
MENU_BASE = {
|
||||
@ -213,6 +213,7 @@ do -- MENU_BASE
|
||||
self.Menus = {}
|
||||
self.MenuCount = 0
|
||||
self.MenuTime = timer.getTime()
|
||||
self.MenuRemoveParent = false
|
||||
|
||||
if self.ParentMenu then
|
||||
self.ParentMenu.Menus = self.ParentMenu.Menus or {}
|
||||
@ -226,14 +227,30 @@ do -- MENU_BASE
|
||||
if self.ParentMenu then
|
||||
self.ParentMenu.Menus = self.ParentMenu.Menus or {}
|
||||
self.ParentMenu.Menus[MenuText] = Menu
|
||||
self.ParentMenu.MenuCount = self.ParentMenu.MenuCount + 1
|
||||
end
|
||||
end
|
||||
|
||||
function MENU_BASE:ClearParentMenu( MenuText )
|
||||
if self.ParentMenu and self.ParentMenu.Menus[MenuText] then
|
||||
self.ParentMenu.Menus[MenuText] = nil
|
||||
self.ParentMenu.MenuCount = self.ParentMenu.MenuCount - 1
|
||||
if self.ParentMenu.MenuCount == 0 then
|
||||
--self.ParentMenu:Remove()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Sets a @{Menu} to remove automatically the parent menu when the menu removed is the last child menu of that parent @{Menu}.
|
||||
-- @param #MENU_BASE self
|
||||
-- @param #boolean RemoveParent If true, the parent menu is automatically removed when this menu is the last child menu of that parent @{Menu}.
|
||||
-- @return #MENU_BASE
|
||||
function MENU_BASE:SetRemoveParent( RemoveParent )
|
||||
--self:F( { RemoveParent } )
|
||||
self.MenuRemoveParent = RemoveParent
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Gets a @{Menu} from a parent @{Menu}
|
||||
-- @param #MENU_BASE self
|
||||
@ -269,9 +286,7 @@ do -- MENU_COMMAND_BASE
|
||||
-- @field #function MenuCallHandler
|
||||
-- @extends Core.Menu#MENU_BASE
|
||||
|
||||
--- # MENU_COMMAND_BASE class, extends @{Base#BASE}
|
||||
-- ----------------------------------------------------------
|
||||
-- The MENU_COMMAND_BASE class defines the main MENU class where other MENU COMMAND_
|
||||
--- Defines the main MENU class where other MENU COMMAND_
|
||||
-- classes are derived from, in order to set commands.
|
||||
--
|
||||
-- @field #MENU_COMMAND_BASE
|
||||
@ -341,9 +356,8 @@ do -- MENU_MISSION
|
||||
--- @type MENU_MISSION
|
||||
-- @extends Core.Menu#MENU_BASE
|
||||
|
||||
--- # MENU_MISSION class, extends @{Menu#MENU_BASE}
|
||||
--- Manages the main menus for a complete mission.
|
||||
--
|
||||
-- The MENU_MISSION class manages the main menus for a complete mission.
|
||||
-- You can add menus with the @{#MENU_MISSION.New} method, which constructs a MENU_MISSION object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_MISSION.Remove}.
|
||||
-- @field #MENU_MISSION
|
||||
@ -438,9 +452,8 @@ do -- MENU_MISSION_COMMAND
|
||||
--- @type MENU_MISSION_COMMAND
|
||||
-- @extends Core.Menu#MENU_COMMAND_BASE
|
||||
|
||||
--- # MENU_MISSION_COMMAND class, extends @{Menu#MENU_COMMAND_BASE}
|
||||
--
|
||||
-- The MENU_MISSION_COMMAND class manages the command menus for a complete mission, which allow players to execute functions during mission execution.
|
||||
--- Manages the command menus for a complete mission, which allow players to execute functions during mission execution.
|
||||
--
|
||||
-- You can add menus with the @{#MENU_MISSION_COMMAND.New} method, which constructs a MENU_MISSION_COMMAND object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_MISSION_COMMAND.Remove}.
|
||||
--
|
||||
@ -452,7 +465,7 @@ do -- MENU_MISSION_COMMAND
|
||||
--- MENU_MISSION constructor. Creates a new radio command item for a complete mission file, which can invoke a function with parameters.
|
||||
-- @param #MENU_MISSION_COMMAND self
|
||||
-- @param #string MenuText The text for the menu.
|
||||
-- @param Menu#MENU_MISSION ParentMenu The parent menu.
|
||||
-- @param Core.Menu#MENU_MISSION ParentMenu The parent menu.
|
||||
-- @param CommandMenuFunction A function that is called when the menu key is pressed.
|
||||
-- @param CommandMenuArgument An argument for the function. There can only be ONE argument given. So multiple arguments must be wrapped into a table. See the below example how to do this.
|
||||
-- @return #MENU_MISSION_COMMAND self
|
||||
@ -525,9 +538,8 @@ do -- MENU_COALITION
|
||||
--- @type MENU_COALITION
|
||||
-- @extends Core.Menu#MENU_BASE
|
||||
|
||||
--- # MENU_COALITION class, extends @{Menu#MENU_BASE}
|
||||
--- Manages the main menus for @{DCS.coalition}s.
|
||||
--
|
||||
-- The @{Menu#MENU_COALITION} class manages the main menus for coalitions.
|
||||
-- You can add menus with the @{#MENU_COALITION.New} method, which constructs a MENU_COALITION object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_COALITION.Remove}.
|
||||
--
|
||||
@ -576,7 +588,7 @@ do -- MENU_COALITION
|
||||
|
||||
--- MENU_COALITION constructor. Creates a new MENU_COALITION object and creates the menu for a complete coalition.
|
||||
-- @param #MENU_COALITION self
|
||||
-- @param Dcs.DCSCoalition#coalition.side Coalition The coalition owning the menu.
|
||||
-- @param DCS#coalition.side Coalition The coalition owning the menu.
|
||||
-- @param #string MenuText The text for the menu.
|
||||
-- @param #table ParentMenu The parent menu. This parameter can be ignored if you want the menu to be located at the perent menu of DCS world (under F10 other).
|
||||
-- @return #MENU_COALITION self
|
||||
@ -663,9 +675,8 @@ do -- MENU_COALITION_COMMAND
|
||||
--- @type MENU_COALITION_COMMAND
|
||||
-- @extends Core.Menu#MENU_COMMAND_BASE
|
||||
|
||||
--- # MENU_COALITION_COMMAND class, extends @{Menu#MENU_COMMAND_BASE}
|
||||
--- Manages the command menus for coalitions, which allow players to execute functions during mission execution.
|
||||
--
|
||||
-- The MENU_COALITION_COMMAND class manages the command menus for coalitions, which allow players to execute functions during mission execution.
|
||||
-- You can add menus with the @{#MENU_COALITION_COMMAND.New} method, which constructs a MENU_COALITION_COMMAND object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_COALITION_COMMAND.Remove}.
|
||||
--
|
||||
@ -676,9 +687,9 @@ do -- MENU_COALITION_COMMAND
|
||||
|
||||
--- MENU_COALITION constructor. Creates a new radio command item for a coalition, which can invoke a function with parameters.
|
||||
-- @param #MENU_COALITION_COMMAND self
|
||||
-- @param Dcs.DCSCoalition#coalition.side Coalition The coalition owning the menu.
|
||||
-- @param DCS#coalition.side Coalition The coalition owning the menu.
|
||||
-- @param #string MenuText The text for the menu.
|
||||
-- @param Menu#MENU_COALITION ParentMenu The parent menu.
|
||||
-- @param Core.Menu#MENU_COALITION ParentMenu The parent menu.
|
||||
-- @param CommandMenuFunction A function that is called when the menu key is pressed.
|
||||
-- @param CommandMenuArgument An argument for the function. There can only be ONE argument given. So multiple arguments must be wrapped into a table. See the below example how to do this.
|
||||
-- @return #MENU_COALITION_COMMAND
|
||||
@ -763,9 +774,8 @@ do
|
||||
-- @extends Core.Menu#MENU_BASE
|
||||
|
||||
|
||||
--- #MENU_GROUP class, extends @{Menu#MENU_BASE}
|
||||
--- Manages the main menus for @{Wrapper.Group}s.
|
||||
--
|
||||
-- The MENU_GROUP class manages the main menus for coalitions.
|
||||
-- You can add menus with the @{#MENU_GROUP.New} method, which constructs a MENU_GROUP object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_GROUP.Remove}.
|
||||
--
|
||||
@ -900,8 +910,8 @@ do
|
||||
self:RemoveSubMenus( MenuTime, MenuTag )
|
||||
if not MenuTime or self.MenuTime ~= MenuTime then
|
||||
if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then
|
||||
self:F( { Group = self.GroupID, Text = self.MenuText, Path = self.MenuPath } )
|
||||
if self.MenuPath ~= nil then
|
||||
self:F( { Group = self.GroupID, Text = self.MenuText, Path = self.MenuPath } )
|
||||
missionCommands.removeItemForGroup( self.GroupID, self.MenuPath )
|
||||
end
|
||||
MENU_INDEX:ClearGroupMenu( self.Group, Path )
|
||||
@ -921,9 +931,7 @@ do
|
||||
--- @type MENU_GROUP_COMMAND
|
||||
-- @extends Core.Menu#MENU_COMMAND_BASE
|
||||
|
||||
--- # MENU_GROUP_COMMAND class, extends @{Menu#MENU_COMMAND_BASE}
|
||||
--
|
||||
-- The @{Menu#MENU_GROUP_COMMAND} class manages the command menus for coalitions, which allow players to execute functions during mission execution.
|
||||
--- The @{Core.Menu#MENU_GROUP_COMMAND} class manages the command menus for coalitions, which allow players to execute functions during mission execution.
|
||||
-- You can add menus with the @{#MENU_GROUP_COMMAND.New} method, which constructs a MENU_GROUP_COMMAND object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_GROUP_COMMAND.Remove}.
|
||||
--
|
||||
@ -992,8 +1000,8 @@ do
|
||||
if GroupMenu == self then
|
||||
if not MenuTime or self.MenuTime ~= MenuTime then
|
||||
if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then
|
||||
self:F( { Group = self.GroupID, Text = self.MenuText, Path = self.MenuPath } )
|
||||
if self.MenuPath ~= nil then
|
||||
self:F( { Group = self.GroupID, Text = self.MenuText, Path = self.MenuPath } )
|
||||
missionCommands.removeItemForGroup( self.GroupID, self.MenuPath )
|
||||
end
|
||||
MENU_INDEX:ClearGroupMenu( self.Group, Path )
|
||||
@ -1018,9 +1026,7 @@ do
|
||||
-- @extends Core.Menu#MENU_BASE
|
||||
|
||||
|
||||
--- #MENU_GROUP_DELAYED class, extends @{Menu#MENU_BASE}
|
||||
--
|
||||
-- The MENU_GROUP_DELAYED class manages the main menus for groups.
|
||||
--- The MENU_GROUP_DELAYED class manages the main menus for groups.
|
||||
-- You can add menus with the @{#MENU_GROUP.New} method, which constructs a MENU_GROUP object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_GROUP.Remove}.
|
||||
-- The creation of the menu item is delayed however, and must be created using the @{#MENU_GROUP.Set} method.
|
||||
@ -1133,8 +1139,8 @@ do
|
||||
self:RemoveSubMenus( MenuTime, MenuTag )
|
||||
if not MenuTime or self.MenuTime ~= MenuTime then
|
||||
if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then
|
||||
self:F( { Group = self.GroupID, Text = self.MenuText, Path = self.MenuPath } )
|
||||
if self.MenuPath ~= nil then
|
||||
self:F( { Group = self.GroupID, Text = self.MenuText, Path = self.MenuPath } )
|
||||
missionCommands.removeItemForGroup( self.GroupID, self.MenuPath )
|
||||
end
|
||||
MENU_INDEX:ClearGroupMenu( self.Group, Path )
|
||||
@ -1154,9 +1160,8 @@ do
|
||||
--- @type MENU_GROUP_COMMAND_DELAYED
|
||||
-- @extends Core.Menu#MENU_COMMAND_BASE
|
||||
|
||||
--- # MENU_GROUP_COMMAND_DELAYED class, extends @{Menu#MENU_COMMAND_BASE}
|
||||
--- Manages the command menus for coalitions, which allow players to execute functions during mission execution.
|
||||
--
|
||||
-- The @{Menu#MENU_GROUP_COMMAND_DELAYED} class manages the command menus for coalitions, which allow players to execute functions during mission execution.
|
||||
-- You can add menus with the @{#MENU_GROUP_COMMAND_DELAYED.New} method, which constructs a MENU_GROUP_COMMAND_DELAYED object and returns you the object reference.
|
||||
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_GROUP_COMMAND_DELAYED.Remove}.
|
||||
--
|
||||
@ -1244,8 +1249,8 @@ do
|
||||
if GroupMenu == self then
|
||||
if not MenuTime or self.MenuTime ~= MenuTime then
|
||||
if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then
|
||||
self:F( { Group = self.GroupID, Text = self.MenuText, Path = self.MenuPath } )
|
||||
if self.MenuPath ~= nil then
|
||||
self:F( { Group = self.GroupID, Text = self.MenuText, Path = self.MenuPath } )
|
||||
missionCommands.removeItemForGroup( self.GroupID, self.MenuPath )
|
||||
end
|
||||
MENU_INDEX:ClearGroupMenu( self.Group, Path )
|
||||
|
||||
@ -1,43 +1,40 @@
|
||||
--- **Core** -- MESSAGE class takes are of the **real-time notifications** and **messages to players** during a simulation.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Message
|
||||
-- @module Core.Message
|
||||
-- @image Core_Message.JPG
|
||||
|
||||
--- The MESSAGE class
|
||||
-- @type MESSAGE
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
--- # MESSAGE class, extends @{Base#BASE}
|
||||
--
|
||||
-- Message System to display Messages to Clients, Coalitions or All.
|
||||
--- Message System to display Messages to Clients, Coalitions or All.
|
||||
-- Messages are shown on the display panel for an amount of seconds, and will then disappear.
|
||||
-- Messages can contain a category which is indicating the category of the message.
|
||||
--
|
||||
-- ## MESSAGE construction
|
||||
--
|
||||
-- Messages are created with @{Message#MESSAGE.New}. Note that when the MESSAGE object is created, no message is sent yet.
|
||||
-- Messages are created with @{#MESSAGE.New}. Note that when the MESSAGE object is created, no message is sent yet.
|
||||
-- To send messages, you need to use the To functions.
|
||||
--
|
||||
-- ## Send messages to an audience
|
||||
--
|
||||
-- Messages are sent:
|
||||
--
|
||||
-- * To a @{Client} using @{Message#MESSAGE.ToClient}().
|
||||
-- * To a @{Group} using @{Message#MESSAGE.ToGroup}()
|
||||
-- * To a coalition using @{Message#MESSAGE.ToCoalition}().
|
||||
-- * To the red coalition using @{Message#MESSAGE.ToRed}().
|
||||
-- * To the blue coalition using @{Message#MESSAGE.ToBlue}().
|
||||
-- * To all Players using @{Message#MESSAGE.ToAll}().
|
||||
-- * To a @{Client} using @{#MESSAGE.ToClient}().
|
||||
-- * To a @{Wrapper.Group} using @{#MESSAGE.ToGroup}()
|
||||
-- * To a coalition using @{#MESSAGE.ToCoalition}().
|
||||
-- * To the red coalition using @{#MESSAGE.ToRed}().
|
||||
-- * To the blue coalition using @{#MESSAGE.ToBlue}().
|
||||
-- * To all Players using @{#MESSAGE.ToAll}().
|
||||
--
|
||||
-- ## Send conditionally to an audience
|
||||
--
|
||||
-- Messages can be sent conditionally to an audience (when a condition is true):
|
||||
--
|
||||
-- * To all players using @{Message#MESSAGE.ToAllIf}().
|
||||
-- * To a coalition using @{Message#MESSAGE.ToCoalitionIf}().
|
||||
-- * To all players using @{#MESSAGE.ToAllIf}().
|
||||
-- * To a coalition using @{#MESSAGE.ToCoalitionIf}().
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@ -69,6 +66,7 @@ MESSAGE.Type = {
|
||||
-- @param #string MessageText is the text of the Message.
|
||||
-- @param #number MessageDuration is a number in seconds of how long the MESSAGE should be shown on the display panel.
|
||||
-- @param #string MessageCategory (optional) is a string expressing the "category" of the Message. The category will be shown as the first text in the message followed by a ": ".
|
||||
-- @param #boolean ClearScreen (optional) Clear all previous messages if true.
|
||||
-- @return #MESSAGE
|
||||
-- @usage
|
||||
-- -- Create a series of new Messages.
|
||||
@ -80,7 +78,7 @@ MESSAGE.Type = {
|
||||
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty" )
|
||||
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", 25, "Score" )
|
||||
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", 25, "Score")
|
||||
function MESSAGE:New( MessageText, MessageDuration, MessageCategory )
|
||||
function MESSAGE:New( MessageText, MessageDuration, MessageCategory, ClearScreen )
|
||||
local self = BASE:Inherit( self, BASE:New() )
|
||||
self:F( { MessageText, MessageDuration, MessageCategory } )
|
||||
|
||||
@ -97,6 +95,11 @@ function MESSAGE:New( MessageText, MessageDuration, MessageCategory )
|
||||
else
|
||||
self.MessageCategory = ""
|
||||
end
|
||||
|
||||
self.ClearScreen=false
|
||||
if ClearScreen~=nil then
|
||||
self.ClearScreen=ClearScreen
|
||||
end
|
||||
|
||||
self.MessageDuration = MessageDuration or 5
|
||||
self.MessageTime = timer.getTime()
|
||||
@ -117,18 +120,24 @@ end
|
||||
-- @param self
|
||||
-- @param #string MessageText is the text of the Message.
|
||||
-- @param #MESSAGE.Type MessageType The type of the message.
|
||||
-- @param #boolean ClearScreen (optional) Clear all previous messages.
|
||||
-- @return #MESSAGE
|
||||
-- @usage
|
||||
-- MessageAll = MESSAGE:NewType( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", MESSAGE.Type.Information )
|
||||
-- MessageRED = MESSAGE:NewType( "To the RED Players: You receive a penalty because you've killed one of your own units", MESSAGE.Type.Information )
|
||||
-- MessageClient1 = MESSAGE:NewType( "Congratulations, you've just hit a target", MESSAGE.Type.Update )
|
||||
-- MessageClient2 = MESSAGE:NewType( "Congratulations, you've just killed a target", MESSAGE.Type.Update )
|
||||
function MESSAGE:NewType( MessageText, MessageType )
|
||||
function MESSAGE:NewType( MessageText, MessageType, ClearScreen )
|
||||
|
||||
local self = BASE:Inherit( self, BASE:New() )
|
||||
self:F( { MessageText } )
|
||||
|
||||
self.MessageType = MessageType
|
||||
|
||||
self.ClearScreen=false
|
||||
if ClearScreen~=nil then
|
||||
self.ClearScreen=ClearScreen
|
||||
end
|
||||
|
||||
self.MessageTime = timer.getTime()
|
||||
self.MessageText = MessageText:gsub("^\n","",1):gsub("\n$","",1)
|
||||
@ -138,6 +147,15 @@ end
|
||||
|
||||
|
||||
|
||||
--- Clears all previous messages from the screen before the new message is displayed. Not that this must come before all functions starting with ToX(), e.g. ToAll(), ToGroup() etc.
|
||||
-- @param #MESSAGE self
|
||||
-- @return #MESSAGE
|
||||
function MESSAGE:Clear()
|
||||
self:F()
|
||||
self.ClearScreen=true
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Sends a MESSAGE to a Client Group. Note that the Group needs to be defined within the ME with the skillset "Client" or "Player".
|
||||
@ -173,7 +191,7 @@ function MESSAGE:ToClient( Client, Settings )
|
||||
if self.MessageDuration ~= 0 then
|
||||
local ClientGroupID = Client:GetClientGroupID()
|
||||
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
|
||||
trigger.action.outTextForGroup( ClientGroupID, self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration )
|
||||
trigger.action.outTextForGroup( ClientGroupID, self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration , self.ClearScreen)
|
||||
end
|
||||
end
|
||||
|
||||
@ -197,7 +215,7 @@ function MESSAGE:ToGroup( Group, Settings )
|
||||
|
||||
if self.MessageDuration ~= 0 then
|
||||
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
|
||||
trigger.action.outTextForGroup( Group:GetID(), self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration )
|
||||
trigger.action.outTextForGroup( Group:GetID(), self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen )
|
||||
end
|
||||
end
|
||||
|
||||
@ -265,7 +283,7 @@ function MESSAGE:ToCoalition( CoalitionSide, Settings )
|
||||
if CoalitionSide then
|
||||
if self.MessageDuration ~= 0 then
|
||||
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
|
||||
trigger.action.outTextForCoalition( CoalitionSide, self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration )
|
||||
trigger.action.outTextForCoalition( CoalitionSide, self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen )
|
||||
end
|
||||
end
|
||||
|
||||
@ -308,7 +326,7 @@ function MESSAGE:ToAll()
|
||||
|
||||
if self.MessageDuration ~= 0 then
|
||||
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
|
||||
trigger.action.outText( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration )
|
||||
trigger.action.outText( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen )
|
||||
end
|
||||
|
||||
return self
|
||||
|
||||
@ -1,7 +1,5 @@
|
||||
--- **Core** -- **POINT\_VEC** classes define an **extensive API** to **manage 3D points** in the simulation space.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # Demo Missions
|
||||
@ -26,8 +24,8 @@
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- @module Point
|
||||
|
||||
-- @module Core.Point
|
||||
-- @image Core_Coordinate.JPG
|
||||
|
||||
|
||||
|
||||
@ -38,17 +36,15 @@ do -- COORDINATE
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- # COORDINATE class, extends @{Base#BASE}
|
||||
--
|
||||
-- COORDINATE defines a 3D point in the simulator and with its methods, you can use or manipulate the point in 3D space.
|
||||
--- Defines a 3D point in the simulator and with its methods, you can use or manipulate the point in 3D space.
|
||||
--
|
||||
-- ## COORDINATE constructor
|
||||
--
|
||||
-- A new COORDINATE object can be created with:
|
||||
--
|
||||
-- * @{#COORDINATE.New}(): a 3D point.
|
||||
-- * @{#COORDINATE.NewFromVec2}(): a 2D point created from a @{DCSTypes#Vec2}.
|
||||
-- * @{#COORDINATE.NewFromVec3}(): a 3D point created from a @{DCSTypes#Vec3}.
|
||||
-- * @{#COORDINATE.NewFromVec2}(): a 2D point created from a @{DCS#Vec2}.
|
||||
-- * @{#COORDINATE.NewFromVec3}(): a 3D point created from a @{DCS#Vec3}.
|
||||
--
|
||||
-- ## Create waypoints for routes
|
||||
--
|
||||
@ -57,7 +53,7 @@ do -- COORDINATE
|
||||
-- * @{#COORDINATE.WaypointAir}(): Build an air route point.
|
||||
-- * @{#COORDINATE.WaypointGround}(): Build a ground route point.
|
||||
--
|
||||
-- Route points can be used in the Route methods of the @{Group#GROUP} class.
|
||||
-- Route points can be used in the Route methods of the @{Wrapper.Group#GROUP} class.
|
||||
--
|
||||
--
|
||||
-- ## Smoke, flare, explode, illuminate
|
||||
@ -178,9 +174,9 @@ do -- COORDINATE
|
||||
|
||||
--- COORDINATE constructor.
|
||||
-- @param #COORDINATE self
|
||||
-- @param Dcs.DCSTypes#Distance x The x coordinate of the Vec3 point, pointing to the North.
|
||||
-- @param Dcs.DCSTypes#Distance y The y coordinate of the Vec3 point, pointing to the Right.
|
||||
-- @param Dcs.DCSTypes#Distance z The z coordinate of the Vec3 point, pointing to the Right.
|
||||
-- @param DCS#Distance x The x coordinate of the Vec3 point, pointing to the North.
|
||||
-- @param DCS#Distance y The y coordinate of the Vec3 point, pointing to the Right.
|
||||
-- @param DCS#Distance z The z coordinate of the Vec3 point, pointing to the Right.
|
||||
-- @return #COORDINATE
|
||||
function COORDINATE:New( x, y, z )
|
||||
|
||||
@ -192,10 +188,24 @@ do -- COORDINATE
|
||||
return self
|
||||
end
|
||||
|
||||
--- COORDINATE constructor.
|
||||
-- @param #COORDINATE self
|
||||
-- @param #COORDINATE Coordinate.
|
||||
-- @return #COORDINATE
|
||||
function COORDINATE:NewFromCoordinate( Coordinate )
|
||||
|
||||
local self = BASE:Inherit( self, BASE:New() ) -- #COORDINATE
|
||||
self.x = Coordinate.x
|
||||
self.y = Coordinate.y
|
||||
self.z = Coordinate.z
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Create a new COORDINATE object from Vec2 coordinates.
|
||||
-- @param #COORDINATE self
|
||||
-- @param Dcs.DCSTypes#Vec2 Vec2 The Vec2 point.
|
||||
-- @param Dcs.DCSTypes#Distance LandHeightAdd (optional) The default height if required to be evaluated will be the land height of the x, y coordinate. You can specify an extra height to be added to the land height.
|
||||
-- @param DCS#Vec2 Vec2 The Vec2 point.
|
||||
-- @param DCS#Distance LandHeightAdd (optional) The default height if required to be evaluated will be the land height of the x, y coordinate. You can specify an extra height to be added to the land height.
|
||||
-- @return #COORDINATE
|
||||
function COORDINATE:NewFromVec2( Vec2, LandHeightAdd )
|
||||
|
||||
@ -214,7 +224,7 @@ do -- COORDINATE
|
||||
|
||||
--- Create a new COORDINATE object from Vec3 coordinates.
|
||||
-- @param #COORDINATE self
|
||||
-- @param Dcs.DCSTypes#Vec3 Vec3 The Vec3 point.
|
||||
-- @param DCS#Vec3 Vec3 The Vec3 point.
|
||||
-- @return #COORDINATE
|
||||
function COORDINATE:NewFromVec3( Vec3 )
|
||||
|
||||
@ -228,7 +238,7 @@ do -- COORDINATE
|
||||
|
||||
--- Return the coordinates of the COORDINATE in Vec3 format.
|
||||
-- @param #COORDINATE self
|
||||
-- @return Dcs.DCSTypes#Vec3 The Vec3 format coordinate.
|
||||
-- @return DCS#Vec3 The Vec3 format coordinate.
|
||||
function COORDINATE:GetVec3()
|
||||
return { x = self.x, y = self.y, z = self.z }
|
||||
end
|
||||
@ -236,30 +246,69 @@ do -- COORDINATE
|
||||
|
||||
--- Return the coordinates of the COORDINATE in Vec2 format.
|
||||
-- @param #COORDINATE self
|
||||
-- @return Dcs.DCSTypes#Vec2 The Vec2 format coordinate.
|
||||
-- @return DCS#Vec2 The Vec2 format coordinate.
|
||||
function COORDINATE:GetVec2()
|
||||
return { x = self.x, y = self.z }
|
||||
end
|
||||
|
||||
--TODO: check this to replace
|
||||
--- Calculate the distance from a reference @{DCSTypes#Vec2}.
|
||||
--- Returns the coordinate from the latitude and longitude given in decimal degrees.
|
||||
-- @param #COORDINATE self
|
||||
-- @param Dcs.DCSTypes#Vec2 Vec2Reference The reference @{DCSTypes#Vec2}.
|
||||
-- @return Dcs.DCSTypes#Distance The distance from the reference @{DCSTypes#Vec2} in meters.
|
||||
function COORDINATE:DistanceFromVec2( Vec2Reference )
|
||||
self:F2( Vec2Reference )
|
||||
-- @param #number latitude Latitude in decimal degrees.
|
||||
-- @param #number longitude Longitude in decimal degrees.
|
||||
-- @param #number altitude (Optional) Altitude in meters. Default is the land height at the coordinate.
|
||||
-- @return #COORDINATE
|
||||
function COORDINATE:NewFromLLDD( latitude, longitude, altitude)
|
||||
|
||||
-- Returns a point from latitude and longitude in the vec3 format.
|
||||
local vec3=coord.LLtoLO(latitude, longitude)
|
||||
|
||||
-- Convert vec3 to coordinate object.
|
||||
local _coord=self:NewFromVec3(vec3)
|
||||
|
||||
-- Adjust height
|
||||
if altitude==nil then
|
||||
_coord.y=altitude
|
||||
end
|
||||
|
||||
local Distance = ( ( Vec2Reference.x - self.x ) ^ 2 + ( Vec2Reference.y - self.z ) ^2 ) ^0.5
|
||||
return _coord
|
||||
end
|
||||
|
||||
|
||||
--- Returns if the 2 coordinates are at the same 2D position.
|
||||
-- @param #COORDINATE self
|
||||
-- @param #COORDINATE Coordinate
|
||||
-- @param #number Precision
|
||||
-- @return #boolean true if at the same position.
|
||||
function COORDINATE:IsAtCoordinate2D( Coordinate, Precision )
|
||||
|
||||
self:F( { Coordinate = Coordinate:GetVec2() } )
|
||||
self:F( { self = self:GetVec2() } )
|
||||
|
||||
local x = Coordinate.x
|
||||
local z = Coordinate.z
|
||||
|
||||
return x - Precision <= self.x and x + Precision >= self.x and z - Precision <= self.z and z + Precision >= self.z
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Calculate the distance from a reference @{#COORDINATE}.
|
||||
-- @param #COORDINATE self
|
||||
-- @param #COORDINATE PointVec2Reference The reference @{#COORDINATE}.
|
||||
-- @return DCS#Distance The distance from the reference @{#COORDINATE} in meters.
|
||||
function COORDINATE:DistanceFromPointVec2( PointVec2Reference )
|
||||
self:F2( PointVec2Reference )
|
||||
|
||||
local Distance = ( ( PointVec2Reference.x - self.x ) ^ 2 + ( PointVec2Reference.z - self.z ) ^2 ) ^ 0.5
|
||||
|
||||
self:T2( Distance )
|
||||
return Distance
|
||||
end
|
||||
|
||||
|
||||
--- Add a Distance in meters from the COORDINATE orthonormal plane, with the given angle, and calculate the new COORDINATE.
|
||||
-- @param #COORDINATE self
|
||||
-- @param Dcs.DCSTypes#Distance Distance The Distance to be added in meters.
|
||||
-- @param Dcs.DCSTypes#Angle Angle The Angle in degrees.
|
||||
-- @param DCS#Distance Distance The Distance to be added in meters.
|
||||
-- @param DCS#Angle Angle The Angle in degrees.
|
||||
-- @return #COORDINATE The new calculated COORDINATE.
|
||||
function COORDINATE:Translate( Distance, Angle )
|
||||
local SX = self.x
|
||||
@ -273,9 +322,9 @@ do -- COORDINATE
|
||||
|
||||
--- Return a random Vec2 within an Outer Radius and optionally NOT within an Inner Radius of the COORDINATE.
|
||||
-- @param #COORDINATE self
|
||||
-- @param Dcs.DCSTypes#Distance OuterRadius
|
||||
-- @param Dcs.DCSTypes#Distance InnerRadius
|
||||
-- @return Dcs.DCSTypes#Vec2 Vec2
|
||||
-- @param DCS#Distance OuterRadius
|
||||
-- @param DCS#Distance InnerRadius
|
||||
-- @return DCS#Vec2 Vec2
|
||||
function COORDINATE:GetRandomVec2InRadius( OuterRadius, InnerRadius )
|
||||
self:F2( { OuterRadius, InnerRadius } )
|
||||
|
||||
@ -303,11 +352,23 @@ do -- COORDINATE
|
||||
end
|
||||
|
||||
|
||||
--- Return a random Coordinate within an Outer Radius and optionally NOT within an Inner Radius of the COORDINATE.
|
||||
-- @param #COORDINATE self
|
||||
-- @param DCS#Distance OuterRadius
|
||||
-- @param DCS#Distance InnerRadius
|
||||
-- @return #COORDINATE
|
||||
function COORDINATE:GetRandomCoordinateInRadius( OuterRadius, InnerRadius )
|
||||
self:F2( { OuterRadius, InnerRadius } )
|
||||
|
||||
return COORDINATE:NewFromVec2( self:GetRandomVec2InRadius( OuterRadius, InnerRadius ) )
|
||||
end
|
||||
|
||||
|
||||
--- Return a random Vec3 within an Outer Radius and optionally NOT within an Inner Radius of the COORDINATE.
|
||||
-- @param #COORDINATE self
|
||||
-- @param Dcs.DCSTypes#Distance OuterRadius
|
||||
-- @param Dcs.DCSTypes#Distance InnerRadius
|
||||
-- @return Dcs.DCSTypes#Vec3 Vec3
|
||||
-- @param DCS#Distance OuterRadius
|
||||
-- @param DCS#Distance InnerRadius
|
||||
-- @return DCS#Vec3 Vec3
|
||||
function COORDINATE:GetRandomVec3InRadius( OuterRadius, InnerRadius )
|
||||
|
||||
local RandomVec2 = self:GetRandomVec2InRadius( OuterRadius, InnerRadius )
|
||||
@ -370,7 +431,7 @@ do -- COORDINATE
|
||||
--- Return a direction vector Vec3 from COORDINATE to the COORDINATE.
|
||||
-- @param #COORDINATE self
|
||||
-- @param #COORDINATE TargetCoordinate The target COORDINATE.
|
||||
-- @return Dcs.DCSTypes#Vec3 DirectionVec3 The direction vector in Vec3 format.
|
||||
-- @return DCS#Vec3 DirectionVec3 The direction vector in Vec3 format.
|
||||
function COORDINATE:GetDirectionVec3( TargetCoordinate )
|
||||
return { x = TargetCoordinate.x - self.x, y = TargetCoordinate.y - self.y, z = TargetCoordinate.z - self.z }
|
||||
end
|
||||
@ -389,7 +450,7 @@ do -- COORDINATE
|
||||
|
||||
--- Return an angle in radians from the COORDINATE using a direction vector in Vec3 format.
|
||||
-- @param #COORDINATE self
|
||||
-- @param Dcs.DCSTypes#Vec3 DirectionVec3 The direction vector in Vec3 format.
|
||||
-- @param DCS#Vec3 DirectionVec3 The direction vector in Vec3 format.
|
||||
-- @return #number DirectionRadians The angle in radians.
|
||||
function COORDINATE:GetAngleRadians( DirectionVec3 )
|
||||
local DirectionRadians = math.atan2( DirectionVec3.z, DirectionVec3.x )
|
||||
@ -402,7 +463,7 @@ do -- COORDINATE
|
||||
|
||||
--- Return an angle in degrees from the COORDINATE using a direction vector in Vec3 format.
|
||||
-- @param #COORDINATE self
|
||||
-- @param Dcs.DCSTypes#Vec3 DirectionVec3 The direction vector in Vec3 format.
|
||||
-- @param DCS#Vec3 DirectionVec3 The direction vector in Vec3 format.
|
||||
-- @return #number DirectionRadians The angle in degrees.
|
||||
function COORDINATE:GetAngleDegrees( DirectionVec3 )
|
||||
local AngleRadians = self:GetAngleRadians( DirectionVec3 )
|
||||
@ -414,7 +475,7 @@ do -- COORDINATE
|
||||
--- Return the 2D distance in meters between the target COORDINATE and the COORDINATE.
|
||||
-- @param #COORDINATE self
|
||||
-- @param #COORDINATE TargetCoordinate The target COORDINATE.
|
||||
-- @return Dcs.DCSTypes#Distance Distance The distance in meters.
|
||||
-- @return DCS#Distance Distance The distance in meters.
|
||||
function COORDINATE:Get2DDistance( TargetCoordinate )
|
||||
local TargetVec3 = TargetCoordinate:GetVec3()
|
||||
local SourceVec3 = self:GetVec3()
|
||||
@ -426,8 +487,8 @@ do -- COORDINATE
|
||||
-- @param height (Optional) parameter specifying the height ASL.
|
||||
-- @return Temperature in Degrees Celsius.
|
||||
function COORDINATE:GetTemperature(height)
|
||||
self:F2(height)
|
||||
local y=height or self.y
|
||||
env.info("FF height = "..y)
|
||||
local point={x=self.x, y=height or self.y, z=self.z}
|
||||
-- get temperature [K] and pressure [Pa] at point
|
||||
local T,P=atmosphere.getTemperatureAndPressure(point)
|
||||
@ -578,7 +639,7 @@ do -- COORDINATE
|
||||
--- Return the 3D distance in meters between the target COORDINATE and the COORDINATE.
|
||||
-- @param #COORDINATE self
|
||||
-- @param #COORDINATE TargetCoordinate The target COORDINATE.
|
||||
-- @return Dcs.DCSTypes#Distance Distance The distance in meters.
|
||||
-- @return DCS#Distance Distance The distance in meters.
|
||||
function COORDINATE:Get3DDistance( TargetCoordinate )
|
||||
local TargetVec3 = TargetCoordinate:GetVec3()
|
||||
local SourceVec3 = self:GetVec3()
|
||||
@ -714,8 +775,8 @@ do -- COORDINATE
|
||||
|
||||
--- Add a Distance in meters from the COORDINATE horizontal plane, with the given angle, and calculate the new COORDINATE.
|
||||
-- @param #COORDINATE self
|
||||
-- @param Dcs.DCSTypes#Distance Distance The Distance to be added in meters.
|
||||
-- @param Dcs.DCSTypes#Angle Angle The Angle in degrees.
|
||||
-- @param DCS#Distance Distance The Distance to be added in meters.
|
||||
-- @param DCS#Angle Angle The Angle in degrees.
|
||||
-- @return #COORDINATE The new calculated COORDINATE.
|
||||
function COORDINATE:Translate( Distance, Angle )
|
||||
local SX = self.x
|
||||
@ -734,7 +795,7 @@ do -- COORDINATE
|
||||
-- @param #COORDINATE.WaypointAltType AltType The altitude type.
|
||||
-- @param #COORDINATE.WaypointType Type The route point type.
|
||||
-- @param #COORDINATE.WaypointAction Action The route point action.
|
||||
-- @param Dcs.DCSTypes#Speed Speed Airspeed in km/h.
|
||||
-- @param DCS#Speed Speed Airspeed in km/h. Default is 500 km/h.
|
||||
-- @param #boolean SpeedLocked true means the speed is locked.
|
||||
-- @return #table The route point.
|
||||
function COORDINATE:WaypointAir( AltType, Type, Action, Speed, SpeedLocked )
|
||||
@ -777,7 +838,7 @@ do -- COORDINATE
|
||||
--- Build a Waypoint Air "Turning Point".
|
||||
-- @param #COORDINATE self
|
||||
-- @param #COORDINATE.WaypointAltType AltType The altitude type.
|
||||
-- @param Dcs.DCSTypes#Speed Speed Airspeed in km/h.
|
||||
-- @param DCS#Speed Speed Airspeed in km/h.
|
||||
-- @return #table The route point.
|
||||
function COORDINATE:WaypointAirTurningPoint( AltType, Speed )
|
||||
return self:WaypointAir( AltType, COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, Speed )
|
||||
@ -787,7 +848,7 @@ do -- COORDINATE
|
||||
--- Build a Waypoint Air "Fly Over Point".
|
||||
-- @param #COORDINATE self
|
||||
-- @param #COORDINATE.WaypointAltType AltType The altitude type.
|
||||
-- @param Dcs.DCSTypes#Speed Speed Airspeed in km/h.
|
||||
-- @param DCS#Speed Speed Airspeed in km/h.
|
||||
-- @return #table The route point.
|
||||
function COORDINATE:WaypointAirFlyOverPoint( AltType, Speed )
|
||||
return self:WaypointAir( AltType, COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.FlyoverPoint, Speed )
|
||||
@ -797,7 +858,7 @@ do -- COORDINATE
|
||||
--- Build a Waypoint Air "Take Off Parking Hot".
|
||||
-- @param #COORDINATE self
|
||||
-- @param #COORDINATE.WaypointAltType AltType The altitude type.
|
||||
-- @param Dcs.DCSTypes#Speed Speed Airspeed in km/h.
|
||||
-- @param DCS#Speed Speed Airspeed in km/h.
|
||||
-- @return #table The route point.
|
||||
function COORDINATE:WaypointAirTakeOffParkingHot( AltType, Speed )
|
||||
return self:WaypointAir( AltType, COORDINATE.WaypointType.TakeOffParkingHot, COORDINATE.WaypointAction.FromParkingAreaHot, Speed )
|
||||
@ -807,7 +868,7 @@ do -- COORDINATE
|
||||
--- Build a Waypoint Air "Take Off Parking".
|
||||
-- @param #COORDINATE self
|
||||
-- @param #COORDINATE.WaypointAltType AltType The altitude type.
|
||||
-- @param Dcs.DCSTypes#Speed Speed Airspeed in km/h.
|
||||
-- @param DCS#Speed Speed Airspeed in km/h.
|
||||
-- @return #table The route point.
|
||||
function COORDINATE:WaypointAirTakeOffParking( AltType, Speed )
|
||||
return self:WaypointAir( AltType, COORDINATE.WaypointType.TakeOffParking, COORDINATE.WaypointAction.FromParkingArea, Speed )
|
||||
@ -817,7 +878,7 @@ do -- COORDINATE
|
||||
--- Build a Waypoint Air "Take Off Runway".
|
||||
-- @param #COORDINATE self
|
||||
-- @param #COORDINATE.WaypointAltType AltType The altitude type.
|
||||
-- @param Dcs.DCSTypes#Speed Speed Airspeed in km/h.
|
||||
-- @param DCS#Speed Speed Airspeed in km/h.
|
||||
-- @return #table The route point.
|
||||
function COORDINATE:WaypointAirTakeOffRunway( AltType, Speed )
|
||||
return self:WaypointAir( AltType, COORDINATE.WaypointType.TakeOff, COORDINATE.WaypointAction.FromRunway, Speed )
|
||||
@ -826,7 +887,7 @@ do -- COORDINATE
|
||||
|
||||
--- Build a Waypoint Air "Landing".
|
||||
-- @param #COORDINATE self
|
||||
-- @param Dcs.DCSTypes#Speed Speed Airspeed in km/h.
|
||||
-- @param DCS#Speed Speed Airspeed in km/h.
|
||||
-- @return #table The route point.
|
||||
-- @usage
|
||||
--
|
||||
@ -844,17 +905,19 @@ do -- COORDINATE
|
||||
|
||||
--- Build an ground type route point.
|
||||
-- @param #COORDINATE self
|
||||
-- @param #number Speed (optional) Speed in km/h. The default speed is 999 km/h.
|
||||
-- @param #number Speed (optional) Speed in km/h. The default speed is 20 km/h.
|
||||
-- @param #string Formation (optional) The route point Formation, which is a text string that specifies exactly the Text in the Type of the route point, like "Vee", "Echelon Right".
|
||||
-- @return #table The route point.
|
||||
function COORDINATE:WaypointGround( Speed, Formation )
|
||||
self:F2( { Formation, Speed } )
|
||||
|
||||
|
||||
local RoutePoint = {}
|
||||
RoutePoint.x = self.x
|
||||
RoutePoint.y = self.z
|
||||
|
||||
RoutePoint.action = Formation or ""
|
||||
--RoutePoint.formation_template = Formation and "" or nil
|
||||
|
||||
|
||||
RoutePoint.speed = ( Speed or 20 ) / 3.6
|
||||
@ -890,21 +953,41 @@ do -- COORDINATE
|
||||
return COORDINATE:NewFromVec2(vec2)
|
||||
end
|
||||
|
||||
--- Returns a table of coordinates to a destination.
|
||||
--- Returns a table of coordinates to a destination using only roads.
|
||||
-- The first point is the closest point on road of the given coordinate. The last point is the closest point on road of the ToCoord. Hence, the coordinate itself and the final ToCoord are not necessarily included in the path.
|
||||
-- @param #COORDINATE self
|
||||
-- @param #COORDINATE ToCoord Coordinate of destination.
|
||||
-- @return #table Table of coordinates on road.
|
||||
-- @return #table Table of coordinates on road. If no path on road can be found, nil is returned.
|
||||
function COORDINATE:GetPathOnRoad(ToCoord)
|
||||
local Path={}
|
||||
|
||||
-- DCS API function returning a table of vec2.
|
||||
local path = land.findPathOnRoads("roads", self.x, self.z, ToCoord.x, ToCoord.z)
|
||||
for i, v in ipairs(path) do
|
||||
--self:E(v)
|
||||
local coord=COORDINATE:NewFromVec2(v)
|
||||
Path[#Path+1]=COORDINATE:NewFromVec2(v)
|
||||
|
||||
local Path={}
|
||||
|
||||
if path then
|
||||
--Path[#Path+1]=self
|
||||
for i, v in ipairs(path) do
|
||||
Path[#Path+1]=COORDINATE:NewFromVec2(v)
|
||||
end
|
||||
--Path[#Path+1]=ToCoord
|
||||
else
|
||||
-- There are cases where no path on road can be found.
|
||||
return nil
|
||||
end
|
||||
|
||||
return Path
|
||||
end
|
||||
|
||||
--- Gets the surface type at the coordinate.
|
||||
-- @param #COORDINATE self
|
||||
-- @return DCS#SurfaceType Surface type.
|
||||
function COORDINATE:GetSurfaceType()
|
||||
local vec2=self:GetVec2()
|
||||
local surface=land.getSurfaceType(vec2)
|
||||
return surface
|
||||
end
|
||||
|
||||
--- Creates an explosion at the point of a certain intensity.
|
||||
-- @param #COORDINATE self
|
||||
-- @param #number ExplosionIntensity
|
||||
@ -964,10 +1047,92 @@ do -- COORDINATE
|
||||
self:Smoke( SMOKECOLOR.Blue )
|
||||
end
|
||||
|
||||
--- Big smoke and fire at the coordinate.
|
||||
-- @param #COORDINATE self
|
||||
-- @param Utilities.Utils#BIGSMOKEPRESET preset Smoke preset (0=small smoke and fire, 1=medium smoke and fire, 2=large smoke and fire, 3=huge smoke and fire, 4=small smoke, 5=medium smoke, 6=large smoke, 7=huge smoke).
|
||||
-- @param #number density (Optional) Smoke density. Number in [0,...,1]. Default 0.5.
|
||||
function COORDINATE:BigSmokeAndFire( preset, density )
|
||||
self:F2( { preset=preset, density=density } )
|
||||
density=density or 0.5
|
||||
trigger.action.effectSmokeBig( self:GetVec3(), preset, density )
|
||||
end
|
||||
|
||||
--- Small smoke and fire at the coordinate.
|
||||
-- @param #COORDINATE self
|
||||
-- @number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
|
||||
function COORDINATE:BigSmokeAndFireSmall( density )
|
||||
self:F2( { density=density } )
|
||||
density=density or 0.5
|
||||
self:BigSmokeAndFire(BIGSMOKEPRESET.SmallSmokeAndFire, density)
|
||||
end
|
||||
|
||||
--- Medium smoke and fire at the coordinate.
|
||||
-- @param #COORDINATE self
|
||||
-- @number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
|
||||
function COORDINATE:BigSmokeAndFireMedium( density )
|
||||
self:F2( { density=density } )
|
||||
density=density or 0.5
|
||||
self:BigSmokeAndFire(BIGSMOKEPRESET.MediumSmokeAndFire, density)
|
||||
end
|
||||
|
||||
--- Large smoke and fire at the coordinate.
|
||||
-- @param #COORDINATE self
|
||||
-- @number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
|
||||
function COORDINATE:BigSmokeAndFireLarge( density )
|
||||
self:F2( { density=density } )
|
||||
density=density or 0.5
|
||||
self:BigSmokeAndFire(BIGSMOKEPRESET.LargeSmokeAndFire, density)
|
||||
end
|
||||
|
||||
--- Huge smoke and fire at the coordinate.
|
||||
-- @param #COORDINATE self
|
||||
-- @number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
|
||||
function COORDINATE:BigSmokeAndFireHuge( density )
|
||||
self:F2( { density=density } )
|
||||
density=density or 0.5
|
||||
self:BigSmokeAndFire(BIGSMOKEPRESET.HugeSmokeAndFire, density)
|
||||
end
|
||||
|
||||
--- Small smoke at the coordinate.
|
||||
-- @param #COORDINATE self
|
||||
-- @number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
|
||||
function COORDINATE:BigSmokeSmall( density )
|
||||
self:F2( { density=density } )
|
||||
density=density or 0.5
|
||||
self:BigSmokeAndFire(BIGSMOKEPRESET.SmallSmoke, density)
|
||||
end
|
||||
|
||||
--- Medium smoke at the coordinate.
|
||||
-- @param #COORDINATE self
|
||||
-- @number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
|
||||
function COORDINATE:BigSmokeMedium( density )
|
||||
self:F2( { density=density } )
|
||||
density=density or 0.5
|
||||
self:BigSmokeAndFire(BIGSMOKEPRESET.MediumSmoke, density)
|
||||
end
|
||||
|
||||
--- Large smoke at the coordinate.
|
||||
-- @param #COORDINATE self
|
||||
-- @number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
|
||||
function COORDINATE:BigSmokeLarge( density )
|
||||
self:F2( { density=density } )
|
||||
density=density or 0.5
|
||||
self:BigSmokeAndFire(BIGSMOKEPRESET.LargeSmoke, density)
|
||||
end
|
||||
|
||||
--- Huge smoke at the coordinate.
|
||||
-- @param #COORDINATE self
|
||||
-- @number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
|
||||
function COORDINATE:BigSmokeHuge( density )
|
||||
self:F2( { density=density } )
|
||||
density=density or 0.5
|
||||
self:BigSmokeAndFire(BIGSMOKEPRESET.HugeSmoke, density)
|
||||
end
|
||||
|
||||
--- Flares the point in a color.
|
||||
-- @param #COORDINATE self
|
||||
-- @param Utilities.Utils#FLARECOLOR FlareColor
|
||||
-- @param Dcs.DCSTypes#Azimuth (optional) Azimuth The azimuth of the flare direction. The default azimuth is 0.
|
||||
-- @param DCS#Azimuth (optional) Azimuth The azimuth of the flare direction. The default azimuth is 0.
|
||||
function COORDINATE:Flare( FlareColor, Azimuth )
|
||||
self:F2( { FlareColor } )
|
||||
trigger.action.signalFlare( self:GetVec3(), FlareColor, Azimuth and Azimuth or 0 )
|
||||
@ -975,7 +1140,7 @@ do -- COORDINATE
|
||||
|
||||
--- Flare the COORDINATE White.
|
||||
-- @param #COORDINATE self
|
||||
-- @param Dcs.DCSTypes#Azimuth (optional) Azimuth The azimuth of the flare direction. The default azimuth is 0.
|
||||
-- @param DCS#Azimuth (optional) Azimuth The azimuth of the flare direction. The default azimuth is 0.
|
||||
function COORDINATE:FlareWhite( Azimuth )
|
||||
self:F2( Azimuth )
|
||||
self:Flare( FLARECOLOR.White, Azimuth )
|
||||
@ -983,7 +1148,7 @@ do -- COORDINATE
|
||||
|
||||
--- Flare the COORDINATE Yellow.
|
||||
-- @param #COORDINATE self
|
||||
-- @param Dcs.DCSTypes#Azimuth (optional) Azimuth The azimuth of the flare direction. The default azimuth is 0.
|
||||
-- @param DCS#Azimuth (optional) Azimuth The azimuth of the flare direction. The default azimuth is 0.
|
||||
function COORDINATE:FlareYellow( Azimuth )
|
||||
self:F2( Azimuth )
|
||||
self:Flare( FLARECOLOR.Yellow, Azimuth )
|
||||
@ -991,7 +1156,7 @@ do -- COORDINATE
|
||||
|
||||
--- Flare the COORDINATE Green.
|
||||
-- @param #COORDINATE self
|
||||
-- @param Dcs.DCSTypes#Azimuth (optional) Azimuth The azimuth of the flare direction. The default azimuth is 0.
|
||||
-- @param DCS#Azimuth (optional) Azimuth The azimuth of the flare direction. The default azimuth is 0.
|
||||
function COORDINATE:FlareGreen( Azimuth )
|
||||
self:F2( Azimuth )
|
||||
self:Flare( FLARECOLOR.Green, Azimuth )
|
||||
@ -1009,13 +1174,19 @@ do -- COORDINATE
|
||||
--- Mark to All
|
||||
-- @param #COORDINATE self
|
||||
-- @param #string MarkText Free format text that shows the marking clarification.
|
||||
-- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false.
|
||||
-- @param #string Text (Optional) Text displayed when mark is added. Default none.
|
||||
-- @return #number The resulting Mark ID which is a number.
|
||||
-- @usage
|
||||
-- local TargetCoord = TargetGroup:GetCoordinate()
|
||||
-- local MarkID = TargetCoord:MarkToAll( "This is a target for all players" )
|
||||
function COORDINATE:MarkToAll( MarkText )
|
||||
function COORDINATE:MarkToAll( MarkText, ReadOnly, Text )
|
||||
local MarkID = UTILS.GetMarkID()
|
||||
trigger.action.markToAll( MarkID, MarkText, self:GetVec3(), false, "" )
|
||||
if ReadOnly==nil then
|
||||
ReadOnly=false
|
||||
end
|
||||
local text=Text or ""
|
||||
trigger.action.markToAll( MarkID, MarkText, self:GetVec3(), ReadOnly, text)
|
||||
return MarkID
|
||||
end
|
||||
|
||||
@ -1023,50 +1194,66 @@ do -- COORDINATE
|
||||
-- @param #COORDINATE self
|
||||
-- @param #string MarkText Free format text that shows the marking clarification.
|
||||
-- @param Coalition
|
||||
-- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false.
|
||||
-- @param #string Text (Optional) Text displayed when mark is added. Default none.
|
||||
-- @return #number The resulting Mark ID which is a number.
|
||||
-- @usage
|
||||
-- local TargetCoord = TargetGroup:GetCoordinate()
|
||||
-- local MarkID = TargetCoord:MarkToCoalition( "This is a target for the red coalition", coalition.side.RED )
|
||||
function COORDINATE:MarkToCoalition( MarkText, Coalition )
|
||||
function COORDINATE:MarkToCoalition( MarkText, Coalition, ReadOnly, Text )
|
||||
local MarkID = UTILS.GetMarkID()
|
||||
trigger.action.markToCoalition( MarkID, MarkText, self:GetVec3(), Coalition, false, "" )
|
||||
if ReadOnly==nil then
|
||||
ReadOnly=false
|
||||
end
|
||||
local text=Text or ""
|
||||
trigger.action.markToCoalition( MarkID, MarkText, self:GetVec3(), Coalition, ReadOnly, text )
|
||||
return MarkID
|
||||
end
|
||||
|
||||
--- Mark to Red Coalition
|
||||
-- @param #COORDINATE self
|
||||
-- @param #string MarkText Free format text that shows the marking clarification.
|
||||
-- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false.
|
||||
-- @param #string Text (Optional) Text displayed when mark is added. Default none.
|
||||
-- @return #number The resulting Mark ID which is a number.
|
||||
-- @usage
|
||||
-- local TargetCoord = TargetGroup:GetCoordinate()
|
||||
-- local MarkID = TargetCoord:MarkToCoalitionRed( "This is a target for the red coalition" )
|
||||
function COORDINATE:MarkToCoalitionRed( MarkText )
|
||||
return self:MarkToCoalition( MarkText, coalition.side.RED )
|
||||
function COORDINATE:MarkToCoalitionRed( MarkText, ReadOnly, Text )
|
||||
return self:MarkToCoalition( MarkText, coalition.side.RED, ReadOnly, Text )
|
||||
end
|
||||
|
||||
--- Mark to Blue Coalition
|
||||
-- @param #COORDINATE self
|
||||
-- @param #string MarkText Free format text that shows the marking clarification.
|
||||
-- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false.
|
||||
-- @param #string Text (Optional) Text displayed when mark is added. Default none.
|
||||
-- @return #number The resulting Mark ID which is a number.
|
||||
-- @usage
|
||||
-- local TargetCoord = TargetGroup:GetCoordinate()
|
||||
-- local MarkID = TargetCoord:MarkToCoalitionBlue( "This is a target for the blue coalition" )
|
||||
function COORDINATE:MarkToCoalitionBlue( MarkText )
|
||||
return self:MarkToCoalition( MarkText, coalition.side.BLUE )
|
||||
function COORDINATE:MarkToCoalitionBlue( MarkText, ReadOnly, Text )
|
||||
return self:MarkToCoalition( MarkText, coalition.side.BLUE, ReadOnly, Text )
|
||||
end
|
||||
|
||||
--- Mark to Group
|
||||
-- @param #COORDINATE self
|
||||
-- @param #string MarkText Free format text that shows the marking clarification.
|
||||
-- @param Wrapper.Group#GROUP MarkGroup The @{Group} that receives the mark.
|
||||
-- @param Wrapper.Group#GROUP MarkGroup The @{Wrapper.Group} that receives the mark.
|
||||
-- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false.
|
||||
-- @param #string Text (Optional) Text displayed when mark is added. Default none.
|
||||
-- @return #number The resulting Mark ID which is a number.
|
||||
-- @usage
|
||||
-- local TargetCoord = TargetGroup:GetCoordinate()
|
||||
-- local MarkGroup = GROUP:FindByName( "AttackGroup" )
|
||||
-- local MarkID = TargetCoord:MarkToGroup( "This is a target for the attack group", AttackGroup )
|
||||
function COORDINATE:MarkToGroup( MarkText, MarkGroup )
|
||||
function COORDINATE:MarkToGroup( MarkText, MarkGroup, ReadOnly, Text )
|
||||
local MarkID = UTILS.GetMarkID()
|
||||
trigger.action.markToGroup( MarkID, MarkText, self:GetVec3(), MarkGroup:GetID(), false, "" )
|
||||
if ReadOnly==nil then
|
||||
ReadOnly=false
|
||||
end
|
||||
local text=Text or ""
|
||||
trigger.action.markToGroup( MarkID, MarkText, self:GetVec3(), MarkGroup:GetID(), ReadOnly, text )
|
||||
return MarkID
|
||||
end
|
||||
|
||||
@ -1163,7 +1350,7 @@ do -- COORDINATE
|
||||
|
||||
--- Return a BULLS string out of the BULLS of the coalition to the COORDINATE.
|
||||
-- @param #COORDINATE self
|
||||
-- @param Dcs.DCSCoalition#coalition.side Coalition The coalition.
|
||||
-- @param DCS#coalition.side Coalition The coalition.
|
||||
-- @return #string The BR text.
|
||||
function COORDINATE:ToStringBULLS( Coalition, Settings )
|
||||
local BullsCoordinate = COORDINATE:NewFromVec3( coalition.getMainRefPoint( Coalition ) )
|
||||
@ -1244,7 +1431,7 @@ do -- COORDINATE
|
||||
-- @return #string The coordinate Text in the configured coordinate system.
|
||||
function COORDINATE:ToStringFromRP( ReferenceCoord, ReferenceName, Controllable, Settings ) -- R2.2
|
||||
|
||||
self:F( { ReferenceCoord = ReferenceCoord, ReferenceName = ReferenceName } )
|
||||
self:F2( { ReferenceCoord = ReferenceCoord, ReferenceName = ReferenceName } )
|
||||
|
||||
local Settings = Settings or ( Controllable and _DATABASE:GetPlayerSettings( Controllable:GetPlayerName() ) ) or _SETTINGS
|
||||
|
||||
@ -1273,7 +1460,7 @@ do -- COORDINATE
|
||||
-- @return #string The coordinate Text in the configured coordinate system.
|
||||
function COORDINATE:ToStringA2G( Controllable, Settings ) -- R2.2
|
||||
|
||||
self:F( { Controllable = Controllable and Controllable:GetName() } )
|
||||
self:F2( { Controllable = Controllable and Controllable:GetName() } )
|
||||
|
||||
local Settings = Settings or ( Controllable and _DATABASE:GetPlayerSettings( Controllable:GetPlayerName() ) ) or _SETTINGS
|
||||
|
||||
@ -1308,7 +1495,7 @@ do -- COORDINATE
|
||||
-- @return #string The coordinate Text in the configured coordinate system.
|
||||
function COORDINATE:ToStringA2A( Controllable, Settings ) -- R2.2
|
||||
|
||||
self:F( { Controllable = Controllable and Controllable:GetName() } )
|
||||
self:F2( { Controllable = Controllable and Controllable:GetName() } )
|
||||
|
||||
local Settings = Settings or ( Controllable and _DATABASE:GetPlayerSettings( Controllable:GetPlayerName() ) ) or _SETTINGS
|
||||
|
||||
@ -1348,7 +1535,7 @@ do -- COORDINATE
|
||||
-- @return #string The coordinate Text in the configured coordinate system.
|
||||
function COORDINATE:ToString( Controllable, Settings, Task ) -- R2.2
|
||||
|
||||
self:F( { Controllable = Controllable and Controllable:GetName() } )
|
||||
self:F2( { Controllable = Controllable and Controllable:GetName() } )
|
||||
|
||||
local Settings = Settings or ( Controllable and _DATABASE:GetPlayerSettings( Controllable:GetPlayerName() ) ) or _SETTINGS
|
||||
|
||||
@ -1397,7 +1584,7 @@ do -- COORDINATE
|
||||
-- @return #string The pressure text in the configured measurement system.
|
||||
function COORDINATE:ToStringPressure( Controllable, Settings ) -- R2.3
|
||||
|
||||
self:F( { Controllable = Controllable and Controllable:GetName() } )
|
||||
self:F2( { Controllable = Controllable and Controllable:GetName() } )
|
||||
|
||||
local Settings = Settings or ( Controllable and _DATABASE:GetPlayerSettings( Controllable:GetPlayerName() ) ) or _SETTINGS
|
||||
|
||||
@ -1413,7 +1600,7 @@ do -- COORDINATE
|
||||
-- @return #string The wind text in the configured measurement system.
|
||||
function COORDINATE:ToStringWind( Controllable, Settings ) -- R2.3
|
||||
|
||||
self:F( { Controllable = Controllable and Controllable:GetName() } )
|
||||
self:F2( { Controllable = Controllable and Controllable:GetName() } )
|
||||
|
||||
local Settings = Settings or ( Controllable and _DATABASE:GetPlayerSettings( Controllable:GetPlayerName() ) ) or _SETTINGS
|
||||
|
||||
@ -1429,7 +1616,7 @@ do -- COORDINATE
|
||||
-- @return #string The temperature text in the configured measurement system.
|
||||
function COORDINATE:ToStringTemperature( Controllable, Settings ) -- R2.3
|
||||
|
||||
self:F( { Controllable = Controllable and Controllable:GetName() } )
|
||||
self:F2( { Controllable = Controllable and Controllable:GetName() } )
|
||||
|
||||
local Settings = Settings or ( Controllable and _DATABASE:GetPlayerSettings( Controllable:GetPlayerName() ) ) or _SETTINGS
|
||||
|
||||
@ -1453,9 +1640,7 @@ do -- POINT_VEC3
|
||||
-- @extends Core.Point#COORDINATE
|
||||
|
||||
|
||||
--- # POINT_VEC3 class, extends @{Point#COORDINATE}
|
||||
--
|
||||
-- POINT_VEC3 defines a 3D point in the simulator and with its methods, you can use or manipulate the point in 3D space.
|
||||
--- Defines a 3D point in the simulator and with its methods, you can use or manipulate the point in 3D space.
|
||||
--
|
||||
-- **Important Note:** Most of the functions in this section were taken from MIST, and reworked to OO concepts.
|
||||
-- In order to keep the credibility of the the author,
|
||||
@ -1468,7 +1653,7 @@ do -- POINT_VEC3
|
||||
-- A new POINT_VEC3 object can be created with:
|
||||
--
|
||||
-- * @{#POINT_VEC3.New}(): a 3D point.
|
||||
-- * @{#POINT_VEC3.NewFromVec3}(): a 3D point created from a @{DCSTypes#Vec3}.
|
||||
-- * @{#POINT_VEC3.NewFromVec3}(): a 3D point created from a @{DCS#Vec3}.
|
||||
--
|
||||
--
|
||||
-- ## Manupulate the X, Y, Z coordinates of the POINT_VEC3
|
||||
@ -1532,9 +1717,9 @@ do -- POINT_VEC3
|
||||
|
||||
--- Create a new POINT_VEC3 object.
|
||||
-- @param #POINT_VEC3 self
|
||||
-- @param Dcs.DCSTypes#Distance x The x coordinate of the Vec3 point, pointing to the North.
|
||||
-- @param Dcs.DCSTypes#Distance y The y coordinate of the Vec3 point, pointing Upwards.
|
||||
-- @param Dcs.DCSTypes#Distance z The z coordinate of the Vec3 point, pointing to the Right.
|
||||
-- @param DCS#Distance x The x coordinate of the Vec3 point, pointing to the North.
|
||||
-- @param DCS#Distance y The y coordinate of the Vec3 point, pointing Upwards.
|
||||
-- @param DCS#Distance z The z coordinate of the Vec3 point, pointing to the Right.
|
||||
-- @return Core.Point#POINT_VEC3
|
||||
function POINT_VEC3:New( x, y, z )
|
||||
|
||||
@ -1546,8 +1731,8 @@ do -- POINT_VEC3
|
||||
|
||||
--- Create a new POINT_VEC3 object from Vec2 coordinates.
|
||||
-- @param #POINT_VEC3 self
|
||||
-- @param Dcs.DCSTypes#Vec2 Vec2 The Vec2 point.
|
||||
-- @param Dcs.DCSTypes#Distance LandHeightAdd (optional) Add a landheight.
|
||||
-- @param DCS#Vec2 Vec2 The Vec2 point.
|
||||
-- @param DCS#Distance LandHeightAdd (optional) Add a landheight.
|
||||
-- @return Core.Point#POINT_VEC3 self
|
||||
function POINT_VEC3:NewFromVec2( Vec2, LandHeightAdd )
|
||||
|
||||
@ -1560,7 +1745,7 @@ do -- POINT_VEC3
|
||||
|
||||
--- Create a new POINT_VEC3 object from Vec3 coordinates.
|
||||
-- @param #POINT_VEC3 self
|
||||
-- @param Dcs.DCSTypes#Vec3 Vec3 The Vec3 point.
|
||||
-- @param DCS#Vec3 Vec3 The Vec3 point.
|
||||
-- @return Core.Point#POINT_VEC3 self
|
||||
function POINT_VEC3:NewFromVec3( Vec3 )
|
||||
|
||||
@ -1649,8 +1834,8 @@ do -- POINT_VEC3
|
||||
|
||||
--- Return a random POINT_VEC3 within an Outer Radius and optionally NOT within an Inner Radius of the POINT_VEC3.
|
||||
-- @param #POINT_VEC3 self
|
||||
-- @param Dcs.DCSTypes#Distance OuterRadius
|
||||
-- @param Dcs.DCSTypes#Distance InnerRadius
|
||||
-- @param DCS#Distance OuterRadius
|
||||
-- @param DCS#Distance InnerRadius
|
||||
-- @return #POINT_VEC3
|
||||
function POINT_VEC3:GetRandomPointVec3InRadius( OuterRadius, InnerRadius )
|
||||
|
||||
@ -1662,20 +1847,18 @@ end
|
||||
do -- POINT_VEC2
|
||||
|
||||
--- @type POINT_VEC2
|
||||
-- @field Dcs.DCSTypes#Distance x The x coordinate in meters.
|
||||
-- @field Dcs.DCSTypes#Distance y the y coordinate in meters.
|
||||
-- @field DCS#Distance x The x coordinate in meters.
|
||||
-- @field DCS#Distance y the y coordinate in meters.
|
||||
-- @extends Core.Point#COORDINATE
|
||||
|
||||
--- # POINT_VEC2 class, extends @{Point#COORDINATE}
|
||||
--
|
||||
-- The @{Point#POINT_VEC2} class defines a 2D point in the simulator. The height coordinate (if needed) will be the land height + an optional added height specified.
|
||||
--- Defines a 2D point in the simulator. The height coordinate (if needed) will be the land height + an optional added height specified.
|
||||
--
|
||||
-- ## POINT_VEC2 constructor
|
||||
--
|
||||
-- A new POINT_VEC2 instance can be created with:
|
||||
--
|
||||
-- * @{Point#POINT_VEC2.New}(): a 2D point, taking an additional height parameter.
|
||||
-- * @{Point#POINT_VEC2.NewFromVec2}(): a 2D point created from a @{DCSTypes#Vec2}.
|
||||
-- * @{Core.Point#POINT_VEC2.New}(): a 2D point, taking an additional height parameter.
|
||||
-- * @{Core.Point#POINT_VEC2.NewFromVec2}(): a 2D point created from a @{DCS#Vec2}.
|
||||
--
|
||||
-- ## Manupulate the X, Altitude, Y coordinates of the 2D point
|
||||
--
|
||||
@ -1700,9 +1883,9 @@ do -- POINT_VEC2
|
||||
|
||||
--- POINT_VEC2 constructor.
|
||||
-- @param #POINT_VEC2 self
|
||||
-- @param Dcs.DCSTypes#Distance x The x coordinate of the Vec3 point, pointing to the North.
|
||||
-- @param Dcs.DCSTypes#Distance y The y coordinate of the Vec3 point, pointing to the Right.
|
||||
-- @param Dcs.DCSTypes#Distance LandHeightAdd (optional) The default height if required to be evaluated will be the land height of the x, y coordinate. You can specify an extra height to be added to the land height.
|
||||
-- @param DCS#Distance x The x coordinate of the Vec3 point, pointing to the North.
|
||||
-- @param DCS#Distance y The y coordinate of the Vec3 point, pointing to the Right.
|
||||
-- @param DCS#Distance LandHeightAdd (optional) The default height if required to be evaluated will be the land height of the x, y coordinate. You can specify an extra height to be added to the land height.
|
||||
-- @return Core.Point#POINT_VEC2
|
||||
function POINT_VEC2:New( x, y, LandHeightAdd )
|
||||
|
||||
@ -1719,7 +1902,7 @@ do -- POINT_VEC2
|
||||
|
||||
--- Create a new POINT_VEC2 object from Vec2 coordinates.
|
||||
-- @param #POINT_VEC2 self
|
||||
-- @param Dcs.DCSTypes#Vec2 Vec2 The Vec2 point.
|
||||
-- @param DCS#Vec2 Vec2 The Vec2 point.
|
||||
-- @return Core.Point#POINT_VEC2 self
|
||||
function POINT_VEC2:NewFromVec2( Vec2, LandHeightAdd )
|
||||
|
||||
@ -1736,7 +1919,7 @@ do -- POINT_VEC2
|
||||
|
||||
--- Create a new POINT_VEC2 object from Vec3 coordinates.
|
||||
-- @param #POINT_VEC2 self
|
||||
-- @param Dcs.DCSTypes#Vec3 Vec3 The Vec3 point.
|
||||
-- @param DCS#Vec3 Vec3 The Vec3 point.
|
||||
-- @return Core.Point#POINT_VEC2 self
|
||||
function POINT_VEC2:NewFromVec3( Vec3 )
|
||||
|
||||
@ -1856,8 +2039,8 @@ do -- POINT_VEC2
|
||||
|
||||
--- Return a random POINT_VEC2 within an Outer Radius and optionally NOT within an Inner Radius of the POINT_VEC2.
|
||||
-- @param #POINT_VEC2 self
|
||||
-- @param Dcs.DCSTypes#Distance OuterRadius
|
||||
-- @param Dcs.DCSTypes#Distance InnerRadius
|
||||
-- @param DCS#Distance OuterRadius
|
||||
-- @param DCS#Distance InnerRadius
|
||||
-- @return #POINT_VEC2
|
||||
function POINT_VEC2:GetRandomPointVec2InRadius( OuterRadius, InnerRadius )
|
||||
self:F2( { OuterRadius, InnerRadius } )
|
||||
@ -1869,7 +2052,7 @@ do -- POINT_VEC2
|
||||
--- Calculate the distance from a reference @{#POINT_VEC2}.
|
||||
-- @param #POINT_VEC2 self
|
||||
-- @param #POINT_VEC2 PointVec2Reference The reference @{#POINT_VEC2}.
|
||||
-- @return Dcs.DCSTypes#Distance The distance from the reference @{#POINT_VEC2} in meters.
|
||||
-- @return DCS#Distance The distance from the reference @{#POINT_VEC2} in meters.
|
||||
function POINT_VEC2:DistanceFromPointVec2( PointVec2Reference )
|
||||
self:F2( PointVec2Reference )
|
||||
|
||||
|
||||
@ -1,7 +1,5 @@
|
||||
--- **Core** -- The RADIO Module is responsible for everything that is related to radio transmission and you can hear in DCS, be it TACAN beacons, Radio transmissions...
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- The Radio contains 2 classes : RADIO and BEACON
|
||||
@ -18,10 +16,10 @@
|
||||
-- * They need to be added in .\l10n\DEFAULT\ in you .miz file (wich can be decompressed like a .zip file),
|
||||
-- * For simplicty sake, you can **let DCS' Mission Editor add the file** itself, by creating a new Trigger with the action "Sound to Country", and choosing your sound file and a country you don't use in your mission.
|
||||
--
|
||||
-- Due to weird DCS quirks, **radio communications behave differently** if sent by a @{Unit#UNIT} or a @{Group#GROUP} or by any other @{Positionable#POSITIONABLE}
|
||||
-- Due to weird DCS quirks, **radio communications behave differently** if sent by a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP} or by any other @{Wrapper.Positionable#POSITIONABLE}
|
||||
--
|
||||
-- * If the transmitter is a @{Unit#UNIT} or a @{Group#GROUP}, DCS will set the power of the transmission automatically,
|
||||
-- * If the transmitter is any other @{Positionable#POSITIONABLE}, the transmisison can't be subtitled or looped.
|
||||
-- * If the transmitter is a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}, DCS will set the power of the transmission automatically,
|
||||
-- * If the transmitter is any other @{Wrapper.Positionable#POSITIONABLE}, the transmisison can't be subtitled or looped.
|
||||
--
|
||||
-- Note that obviously, the **frequency** and the **modulation** of the transmission are important only if the players are piloting an **Advanced System Modelling** enabled aircraft,
|
||||
-- like the A10C or the Mirage 2000C. They will **hear the transmission** if they are tuned on the **right frequency and modulation** (and if they are close enough - more on that below).
|
||||
@ -32,39 +30,40 @@
|
||||
--
|
||||
-- ### Author: Hugues "Grey_Echo" Bousquet
|
||||
--
|
||||
-- @module Radio
|
||||
-- @module Core.Radio
|
||||
-- @image Core_Radio.JPG
|
||||
|
||||
|
||||
--- # RADIO class, extends @{Base#BASE}
|
||||
--- Models the radio capabilty.
|
||||
--
|
||||
-- ## RADIO usage
|
||||
--
|
||||
-- There are 3 steps to a successful radio transmission.
|
||||
--
|
||||
-- * First, you need to **"add a @{#RADIO} object** to your @{Positionable#POSITIONABLE}. This is done using the @{Positionable#POSITIONABLE.GetRadio}() function,
|
||||
-- * First, you need to **"add a @{#RADIO} object** to your @{Wrapper.Positionable#POSITIONABLE}. This is done using the @{Wrapper.Positionable#POSITIONABLE.GetRadio}() function,
|
||||
-- * Then, you will **set the relevant parameters** to the transmission (see below),
|
||||
-- * When done, you can actually **broadcast the transmission** (i.e. play the sound) with the @{RADIO.Broadcast}() function.
|
||||
--
|
||||
-- Methods to set relevant parameters for both a @{Unit#UNIT} or a @{Group#GROUP} or any other @{Positionable#POSITIONABLE}
|
||||
-- Methods to set relevant parameters for both a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP} or any other @{Wrapper.Positionable#POSITIONABLE}
|
||||
--
|
||||
-- * @{#RADIO.SetFileName}() : Sets the file name of your sound file (e.g. "Noise.ogg"),
|
||||
-- * @{#RADIO.SetFrequency}() : Sets the frequency of your transmission.
|
||||
-- * @{#RADIO.SetModulation}() : Sets the modulation of your transmission.
|
||||
-- * @{#RADIO.SetLoop}() : Choose if you want the transmission to be looped. If you need your transmission to be looped, you might need a @{#BEACON} instead...
|
||||
--
|
||||
-- Additional Methods to set relevant parameters if the transmiter is a @{Unit#UNIT} or a @{Group#GROUP}
|
||||
-- Additional Methods to set relevant parameters if the transmiter is a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}
|
||||
--
|
||||
-- * @{#RADIO.SetSubtitle}() : Set both the subtitle and its duration,
|
||||
-- * @{#RADIO.NewUnitTransmission}() : Shortcut to set all the relevant parameters in one method call
|
||||
--
|
||||
-- Additional Methods to set relevant parameters if the transmiter is any other @{Positionable#POSITIONABLE}
|
||||
-- Additional Methods to set relevant parameters if the transmiter is any other @{Wrapper.Positionable#POSITIONABLE}
|
||||
--
|
||||
-- * @{#RADIO.SetPower}() : Sets the power of the antenna in Watts
|
||||
-- * @{#RADIO.NewGenericTransmission}() : Shortcut to set all the relevant parameters in one method call
|
||||
--
|
||||
-- What is this power thing ?
|
||||
--
|
||||
-- * If your transmission is sent by a @{Positionable#POSITIONABLE} other than a @{Unit#UNIT} or a @{Group#GROUP}, you can set the power of the antenna,
|
||||
-- * If your transmission is sent by a @{Wrapper.Positionable#POSITIONABLE} other than a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}, you can set the power of the antenna,
|
||||
-- * Otherwise, DCS sets it automatically, depending on what's available on your Unit,
|
||||
-- * If the player gets **too far** from the transmiter, or if the antenna is **too weak**, the transmission will **fade** and **become noisyer**,
|
||||
-- * This an automated DCS calculation you have no say on,
|
||||
@ -93,7 +92,7 @@ RADIO = {
|
||||
}
|
||||
|
||||
--- Create a new RADIO Object. This doesn't broadcast a transmission, though, use @{#RADIO.Broadcast} to actually broadcast
|
||||
-- If you want to create a RADIO, you probably should use @{Positionable#POSITIONABLE.GetRadio}() instead
|
||||
-- If you want to create a RADIO, you probably should use @{Wrapper.Positionable#POSITIONABLE.GetRadio}() instead
|
||||
-- @param #RADIO self
|
||||
-- @param Wrapper.Positionable#POSITIONABLE Positionable The @{Positionable} that will receive radio capabilities.
|
||||
-- @return #RADIO Radio
|
||||
@ -262,7 +261,7 @@ end
|
||||
|
||||
--- Create a new transmission, that is to say, populate the RADIO with relevant data
|
||||
-- In this function the data is especially relevant if the broadcaster is a UNIT or a GROUP,
|
||||
-- but it will work for any @{Positionable#POSITIONABLE}.
|
||||
-- but it will work for any @{Wrapper.Positionable#POSITIONABLE}.
|
||||
-- Only the RADIO and the Filename are mandatory.
|
||||
-- @param #RADIO self
|
||||
-- @param #string FileName
|
||||
@ -291,7 +290,7 @@ end
|
||||
|
||||
--- Actually Broadcast the transmission
|
||||
-- * The Radio has to be populated with the new transmission before broadcasting.
|
||||
-- * Please use RADIO setters or either @{Radio#RADIO.NewGenericTransmission} or @{Radio#RADIO.NewUnitTransmission}
|
||||
-- * Please use RADIO setters or either @{#RADIO.NewGenericTransmission} or @{#RADIO.NewUnitTransmission}
|
||||
-- * This class is in fact pretty smart, it determines the right DCS function to use depending on the type of POSITIONABLE
|
||||
-- * If the POSITIONABLE is not a UNIT or a GROUP, we use the generic (but limited) trigger.action.radioTransmission()
|
||||
-- * If the POSITIONABLE is a UNIT or a GROUP, we use the "TransmitMessage" Command
|
||||
@ -343,22 +342,20 @@ function RADIO:StopBroadcast()
|
||||
end
|
||||
|
||||
|
||||
--- # BEACON class, extends @{Base#BASE}
|
||||
--
|
||||
-- After attaching a @{#BEACON} to your @{Positionable#POSITIONABLE}, you need to select the right function to activate the kind of beacon you want.
|
||||
--- After attaching a @{#BEACON} to your @{Wrapper.Positionable#POSITIONABLE}, you need to select the right function to activate the kind of beacon you want.
|
||||
-- There are two types of BEACONs available : the AA TACAN Beacon and the general purpose Radio Beacon.
|
||||
-- Note that in both case, you can set an optional parameter : the `BeaconDuration`. This can be very usefull to simulate the battery time if your BEACON is
|
||||
-- attach to a cargo crate, for exemple.
|
||||
--
|
||||
-- ## AA TACAN Beacon usage
|
||||
--
|
||||
-- This beacon only works with airborne @{Unit#UNIT} or a @{Group#GROUP}. Use @{#BEACON:AATACAN}() to set the beacon parameters and start the beacon.
|
||||
-- This beacon only works with airborne @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}. Use @{#BEACON:AATACAN}() to set the beacon parameters and start the beacon.
|
||||
-- Use @#BEACON:StopAATACAN}() to stop it.
|
||||
--
|
||||
-- ## General Purpose Radio Beacon usage
|
||||
--
|
||||
-- This beacon will work with any @{Positionable#POSITIONABLE}, but **it won't follow the @{Positionable#POSITIONABLE}** ! This means that you should only use it with
|
||||
-- @{Positionable#POSITIONABLE} that don't move, or move very slowly. Use @{#BEACON:RadioBeacon}() to set the beacon parameters and start the beacon.
|
||||
-- This beacon will work with any @{Wrapper.Positionable#POSITIONABLE}, but **it won't follow the @{Wrapper.Positionable#POSITIONABLE}** ! This means that you should only use it with
|
||||
-- @{Wrapper.Positionable#POSITIONABLE} that don't move, or move very slowly. Use @{#BEACON:RadioBeacon}() to set the beacon parameters and start the beacon.
|
||||
-- Use @{#BEACON:StopRadioBeacon}() to stop it.
|
||||
--
|
||||
-- @type BEACON
|
||||
@ -368,7 +365,7 @@ BEACON = {
|
||||
}
|
||||
|
||||
--- Create a new BEACON Object. This doesn't activate the beacon, though, use @{#BEACON.AATACAN} or @{#BEACON.Generic}
|
||||
-- If you want to create a BEACON, you probably should use @{Positionable#POSITIONABLE.GetBeacon}() instead.
|
||||
-- If you want to create a BEACON, you probably should use @{Wrapper.Positionable#POSITIONABLE.GetBeacon}() instead.
|
||||
-- @param #BEACON self
|
||||
-- @param Wrapper.Positionable#POSITIONABLE Positionable The @{Positionable} that will receive radio capabilities.
|
||||
-- @return #BEACON Beacon
|
||||
|
||||
@ -1,3 +1,17 @@
|
||||
--- **Core** -- **REPORT** class provides a handy means to create messages and reports.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * FlightControl : Design & Programming
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- @module Core.Report
|
||||
-- @image Core_Report.JPG
|
||||
|
||||
|
||||
--- The REPORT class
|
||||
-- @type REPORT
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
@ -22,7 +22,7 @@
|
||||
--
|
||||
-- The SCHEDULEDISPATCHER allows multiple scheduled functions to be planned and executed for one SCHEDULER object.
|
||||
-- The SCHEDULER object therefore keeps a table of "CallID's", which are returned after each planning of a new scheduled function by the SCHEDULEDISPATCHER.
|
||||
-- The SCHEDULER object plans new scheduled functions through the @{Scheduler#SCHEDULER.Schedule}() method.
|
||||
-- The SCHEDULER object plans new scheduled functions through the @{Core.Scheduler#SCHEDULER.Schedule}() method.
|
||||
-- The Schedule() method returns the CallID that is the reference ID for each planned schedule.
|
||||
--
|
||||
-- ===
|
||||
@ -30,7 +30,8 @@
|
||||
-- ### Contributions: -
|
||||
-- ### Authors: FlightControl : Design & Programming
|
||||
--
|
||||
-- @module ScheduleDispatcher
|
||||
-- @module Core.ScheduleDispatcher
|
||||
-- @image Core_Schedule_Dispatcher.JPG
|
||||
|
||||
--- The SCHEDULEDISPATCHER structure
|
||||
-- @type SCHEDULEDISPATCHER
|
||||
|
||||
@ -1,7 +1,5 @@
|
||||
--- **Core** -- SCHEDULER prepares and handles the **execution of functions over scheduled time (intervals)**.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- SCHEDULER manages the **scheduling of functions**:
|
||||
@ -39,8 +37,8 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Scheduler
|
||||
|
||||
-- @module Core.Scheduler
|
||||
-- @image Core_Scheduler.JPG
|
||||
|
||||
--- The SCHEDULER class
|
||||
-- @type SCHEDULER
|
||||
@ -48,9 +46,7 @@
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- # SCHEDULER class, extends @{Base#BASE}
|
||||
--
|
||||
-- The SCHEDULER class creates schedule.
|
||||
--- Creates and handles schedules over time, which allow to execute code at specific time intervals with randomization.
|
||||
--
|
||||
-- A SCHEDULER can manage **multiple** (repeating) schedules. Each planned or executing schedule has a unique **ScheduleID**.
|
||||
-- The ScheduleID is returned when the method @{#SCHEDULER.Schedule}() is called.
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@ -1,7 +1,5 @@
|
||||
--- **Core** -- Manages various settings for MOOSE classes.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- The documentation of the SETTINGS class can be found further in this document.
|
||||
@ -16,21 +14,17 @@
|
||||
--
|
||||
-- * **FlightControl**: Design & Programming
|
||||
--
|
||||
-- @module Settings
|
||||
-- @module Core.Settings
|
||||
-- @image Core_Settings.JPG
|
||||
|
||||
|
||||
--- @type SETTINGS
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
--- # SETTINGS class, extends @{Base#BASE}
|
||||
-- The SETTINGS class takes care of various settings that influence the behaviour of certain functionalities and classes within the MOOSE framework.
|
||||
--- Takes care of various settings that influence the behaviour of certain functionalities and classes within the MOOSE framework.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- The SETTINGS class takes care of various settings that influence the behaviour of certain functionalities and classes within the MOOSE framework.
|
||||
-- SETTINGS can work on 2 levels:
|
||||
--
|
||||
@ -39,29 +33,29 @@
|
||||
--
|
||||
-- So, when there isn't any **Player setting** defined for a player for a specific setting, or, the player cannot be identified, the **Default setting** will be used instead.
|
||||
--
|
||||
-- ## 1. \_SETTINGS object
|
||||
-- # 1) \_SETTINGS object
|
||||
--
|
||||
-- MOOSE defines by default a singleton object called **\_SETTINGS**. Use this object to modify all the **Default settings** for a running mission.
|
||||
-- For each player, MOOSE will automatically allocate also a **player settings** object, and will expose a radio menu to allow the player to adapt the settings to his own preferences.
|
||||
--
|
||||
-- ## 2. SETTINGS Menu
|
||||
-- # 2) SETTINGS Menu
|
||||
--
|
||||
-- Settings can be adapted by the Players and by the Mission Administrator through **radio menus, which are automatically available in the mission**.
|
||||
-- These menus can be found **on level F10 under "Settings"**. There are two kinds of menus generated by the system.
|
||||
--
|
||||
-- ### 2.1. Default settings menu
|
||||
-- ## 2.1) Default settings menu
|
||||
--
|
||||
-- A menu is created automatically per Command Center that allows to modify the **Default** settings.
|
||||
-- So, when joining a CC unit, a menu will be available that allows to change the settings parameters **FOR ALL THE PLAYERS**!
|
||||
-- Note that the **Default settings** will only be used when a player has not choosen its own settings.
|
||||
--
|
||||
-- ### 2.2. Player settings menu
|
||||
-- ## 2.2) Player settings menu
|
||||
--
|
||||
-- A menu is created automatically per Player Slot (group) that allows to modify the **Player** settings.
|
||||
-- So, when joining a slot, a menu wil be available that allows to change the settings parameters **FOR THE PLAYER ONLY**!
|
||||
-- Note that when a player has not chosen a specific setting, the **Default settings** will be used.
|
||||
--
|
||||
-- ### 2.3. Show or Hide the Player Setting menus
|
||||
-- ## 2.3) Show or Hide the Player Setting menus
|
||||
--
|
||||
-- Of course, it may be requried not to show any setting menus. In this case, a method is available on the **\_SETTINGS object**.
|
||||
-- Use @{#SETTINGS.SetPlayerMenuOff}() to hide the player menus, and use @{#SETTINGS.SetPlayerMenuOn}() show the player menus.
|
||||
@ -75,14 +69,14 @@
|
||||
-- -- But only when a player exits and reenters the slot these settings will have effect!
|
||||
--
|
||||
--
|
||||
-- ## 3. Settings
|
||||
-- # 3) Settings
|
||||
--
|
||||
-- There are different settings that are managed and applied within the MOOSE framework.
|
||||
-- See below a comprehensive description of each.
|
||||
--
|
||||
-- ### 3.1. **A2G coordinates** display formatting
|
||||
-- ## 3.1) **A2G coordinates** display formatting
|
||||
--
|
||||
-- #### 3.1.1. A2G coordinates setting **types**
|
||||
-- ### 3.1.1) A2G coordinates setting **types**
|
||||
--
|
||||
-- Will customize which display format is used to indicate A2G coordinates in text as part of the Command Center communications.
|
||||
--
|
||||
@ -91,11 +85,11 @@
|
||||
-- - A2G LL DMS: Lattitude Longitude [Degrees Minutes Seconds](https://en.wikipedia.org/wiki/Geographic_coordinate_conversion). The accuracy can also be adapted.
|
||||
-- - A2G LL DDM: Lattitude Longitude [Decimal Degrees Minutes](https://en.wikipedia.org/wiki/Decimal_degrees). The accuracy can also be adapted.
|
||||
--
|
||||
-- #### 3.1.2. A2G coordinates setting **menu**
|
||||
-- ### 3.1.2) A2G coordinates setting **menu**
|
||||
--
|
||||
-- The settings can be changed by using the **Default settings menu** on the Command Center or the **Player settings menu** on the Player Slot.
|
||||
--
|
||||
-- #### 3.1.3. A2G coordinates setting **methods**
|
||||
-- ### 3.1.3) A2G coordinates setting **methods**
|
||||
--
|
||||
-- There are different methods that can be used to change the **System settings** using the \_SETTINGS object.
|
||||
--
|
||||
@ -104,14 +98,14 @@
|
||||
-- - @{#SETTINGS.SetA2G_LL_DMS}(): Enable the LL DMS display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
|
||||
-- - @{#SETTINGS.SetA2G_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
|
||||
--
|
||||
-- #### 3.1.4. A2G coordinates setting - additional notes
|
||||
-- ### 3.1.4) A2G coordinates setting - additional notes
|
||||
--
|
||||
-- One additional note on BR. In a situation when a BR coordinate should be given,
|
||||
-- but there isn't any player context (no player unit to reference from), the MGRS formatting will be applied!
|
||||
--
|
||||
-- ### 3.2. **A2A coordinates** formatting
|
||||
-- ## 3.2) **A2A coordinates** formatting
|
||||
--
|
||||
-- #### 3.2.1. A2A coordinates setting **types**
|
||||
-- ### 3.2.1) A2A coordinates setting **types**
|
||||
--
|
||||
-- Will customize which display format is used to indicate A2A coordinates in text as part of the Command Center communications.
|
||||
--
|
||||
@ -121,11 +115,11 @@
|
||||
-- - A2A LL DDM: Lattitude Longitude [Decimal Degrees and Minutes](https://en.wikipedia.org/wiki/Decimal_degrees). The accuracy can also be adapted.
|
||||
-- - A2A BULLS: [Bullseye](http://falcon4.wikidot.com/concepts:bullseye).
|
||||
--
|
||||
-- #### 3.2.2. A2A coordinates setting **menu**
|
||||
-- ### 3.2.2) A2A coordinates setting **menu**
|
||||
--
|
||||
-- The settings can be changed by using the **Default settings menu** on the Command Center or the **Player settings menu** on the Player Slot.
|
||||
--
|
||||
-- #### 3.2.3. A2A coordinates setting **methods**
|
||||
-- ### 3.2.3) A2A coordinates setting **methods**
|
||||
--
|
||||
-- There are different methods that can be used to change the **System settings** using the \_SETTINGS object.
|
||||
--
|
||||
@ -135,34 +129,34 @@
|
||||
-- - @{#SETTINGS.SetA2A_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
|
||||
-- - @{#SETTINGS.SetA2A_BULLS}(): Enable the BULLSeye display formatting by default.
|
||||
--
|
||||
-- #### 3.2.4. A2A coordinates settings - additional notes
|
||||
-- ### 3.2.4) A2A coordinates settings - additional notes
|
||||
--
|
||||
-- One additional note on BRAA. In a situation when a BRAA coordinate should be given,
|
||||
-- but there isn't any player context (no player unit to reference from), the MGRS formatting will be applied!
|
||||
--
|
||||
-- ### 3.3. **Measurements** formatting
|
||||
-- ## 3.3) **Measurements** formatting
|
||||
--
|
||||
-- #### 3.3.1. Measurements setting **types**
|
||||
-- ### 3.3.1) Measurements setting **types**
|
||||
--
|
||||
-- Will customize the measurements system being used as part as part of the Command Center communications.
|
||||
--
|
||||
-- - **Metrics** system: Applies the [Metrics system](https://en.wikipedia.org/wiki/Metric_system) ...
|
||||
-- - **Imperial** system: Applies the [Imperial system](https://en.wikipedia.org/wiki/Imperial_units) ...
|
||||
--
|
||||
-- #### 3.3.2. Measurements setting **menu**
|
||||
-- ### 3.3.2) Measurements setting **menu**
|
||||
--
|
||||
-- The settings can be changed by using the **Default settings menu** on the Command Center or the **Player settings menu** on the Player Slot.
|
||||
--
|
||||
-- #### 3.3.3. Measurements setting **methods**
|
||||
-- ### 3.3.3) Measurements setting **methods**
|
||||
--
|
||||
-- There are different methods that can be used to change the **Default settings** using the \_SETTINGS object.
|
||||
--
|
||||
-- - @{#SETTINGS.SetMetric}(): Enable the Metric system.
|
||||
-- - @{#SETTINGS.SetImperial}(): Enable the Imperial system.
|
||||
--
|
||||
-- ### 3.4. **Message** display times
|
||||
-- ## 3.4) **Message** display times
|
||||
--
|
||||
-- #### 3.4.1. Message setting **types**
|
||||
-- ### 3.4.1) Message setting **types**
|
||||
--
|
||||
-- There are various **Message Types** that will influence the duration how long a message will appear as part of the Command Center communications.
|
||||
--
|
||||
@ -172,7 +166,7 @@
|
||||
-- - **Overview report**: Provides a short report overview, the summary of the report.
|
||||
-- - **Detailed report**: Provides a complete report.
|
||||
--
|
||||
-- #### 3.4.2. Message setting **menu**
|
||||
-- ### 3.4.2) Message setting **menu**
|
||||
--
|
||||
-- The settings can be changed by using the **Default settings menu** on the Command Center or the **Player settings menu** on the Player Slot.
|
||||
--
|
||||
@ -181,7 +175,7 @@
|
||||
-- So the player can choose its own amount of seconds how long a message should be displayed of a certain type.
|
||||
-- Note that **Update** messages can be chosen not to be displayed at all!
|
||||
--
|
||||
-- #### 3.4.3. Message setting **methods**
|
||||
-- ### 3.4.3) Message setting **methods**
|
||||
--
|
||||
-- There are different methods that can be used to change the **System settings** using the \_SETTINGS object.
|
||||
--
|
||||
@ -729,7 +723,7 @@ do -- SETTINGS
|
||||
end
|
||||
|
||||
--- Removes the player menu from the PlayerUnit.
|
||||
--- @param #SETTINGS self
|
||||
-- @param #SETTINGS self
|
||||
-- @param Wrapper.Client#CLIENT PlayerUnit
|
||||
-- @return #SETTINGS self
|
||||
function SETTINGS:RemovePlayerMenu( PlayerUnit )
|
||||
|
||||
@ -1,7 +1,5 @@
|
||||
--- **Core** -- SPAWN class dynamically spawns new groups of units in your missions.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- The documentation of the SPAWN class can be found further in this document.
|
||||
@ -21,7 +19,8 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Spawn
|
||||
-- @module Core.Spawn
|
||||
-- @image Core_Spawn.JPG
|
||||
|
||||
|
||||
--- SPAWN Class
|
||||
@ -37,13 +36,8 @@
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- # SPAWN class, extends @{Base#BASE}
|
||||
--- Allows to spawn dynamically new @{Core.Group}s.
|
||||
--
|
||||
-- -- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- The SPAWN class allows to spawn dynamically new groups.
|
||||
-- Each SPAWN object needs to be have related **template groups** setup in the Mission Editor (ME),
|
||||
-- which is a normal group with the **Late Activation** flag set.
|
||||
-- This template group will never be activated in your mission.
|
||||
@ -67,8 +61,8 @@
|
||||
-- **Limits** can be set on how many groups can be spawn in each SPAWN object,
|
||||
-- using the method @{#SPAWN.InitLimit}. SPAWN has 2 kind of limits:
|
||||
--
|
||||
-- * The maximum amount of @{Unit}s that can be **alive** at the same time...
|
||||
-- * The maximum amount of @{Group}s that can be **spawned**... This is more of a **resource**-type of limit.
|
||||
-- * The maximum amount of @{Wrapper.Unit}s that can be **alive** at the same time...
|
||||
-- * The maximum amount of @{Wrapper.Group}s that can be **spawned**... This is more of a **resource**-type of limit.
|
||||
--
|
||||
-- When new groups get spawned using the **Spawn** methods,
|
||||
-- it will be evaluated whether any limits have been reached.
|
||||
@ -82,7 +76,7 @@
|
||||
-- with unlimited resources = :InitLimit( 100, 0 ) and 10 groups are alive, but two groups have only one unit alive in the group,
|
||||
-- then a sequent Spawn(Scheduled) will allow a new group to be spawned!!!
|
||||
--
|
||||
-- ### IMPORTANT!! If a limit has been reached, it is possible that a **Spawn** method returns **nil**, meaning, no @{Group} had been spawned!!!
|
||||
-- ### IMPORTANT!! If a limit has been reached, it is possible that a **Spawn** method returns **nil**, meaning, no @{Wrapper.Group} had been spawned!!!
|
||||
--
|
||||
-- Spawned groups get **the same name** as the name of the template group.
|
||||
-- Spawned units in those groups keep _by default_ **the same name** as the name of the template group.
|
||||
@ -117,7 +111,7 @@
|
||||
-- Create a new SPAWN object with the @{#SPAWN.New}() or the @{#SPAWN.NewWithAlias}() methods:
|
||||
--
|
||||
-- * @{#SPAWN.New}(): Creates a new SPAWN object taking the name of the group that represents the GROUP template (definition).
|
||||
-- * @{#SPAWN.NewWithAlias}(): Creates a new SPAWN object taking the name of the group that represents the GROUP template (definition), and gives each spawned @{Group} an different name.
|
||||
-- * @{#SPAWN.NewWithAlias}(): Creates a new SPAWN object taking the name of the group that represents the GROUP template (definition), and gives each spawned @{Wrapper.Group} an different name.
|
||||
--
|
||||
-- It is important to understand how the SPAWN class works internally. The SPAWN object created will contain internally a list of groups that will be spawned and that are already spawned.
|
||||
-- The initialization methods will modify this list of groups so that when a group gets spawned, ALL information is already prepared when spawning. This is done for performance reasons.
|
||||
@ -149,15 +143,15 @@
|
||||
--
|
||||
-- ### Position randomization
|
||||
--
|
||||
-- * @{#SPAWN.InitRandomizePosition}(): Randomizes the position of @{Group}s that are spawned within a **radius band**, given an Outer and Inner radius, from the point that the spawn happens.
|
||||
-- * @{#SPAWN.InitRandomizeUnits}(): Randomizes the @{Unit}s in the @{Group} that is spawned within a **radius band**, given an Outer and Inner radius.
|
||||
-- * @{#SPAWN.InitRandomizePosition}(): Randomizes the position of @{Wrapper.Group}s that are spawned within a **radius band**, given an Outer and Inner radius, from the point that the spawn happens.
|
||||
-- * @{#SPAWN.InitRandomizeUnits}(): Randomizes the @{Wrapper.Unit}s in the @{Wrapper.Group} that is spawned within a **radius band**, given an Outer and Inner radius.
|
||||
-- * @{#SPAWN.InitRandomizeZones}(): Randomizes the spawning between a predefined list of @{Zone}s that are declared using this function. Each zone can be given a probability factor.
|
||||
--
|
||||
-- ### Enable / Disable AI when spawning a new @{Group}
|
||||
-- ### Enable / Disable AI when spawning a new @{Wrapper.Group}
|
||||
--
|
||||
-- * @{#SPAWN.InitAIOn}(): Turns the AI On when spawning the new @{Group} object.
|
||||
-- * @{#SPAWN.InitAIOff}(): Turns the AI Off when spawning the new @{Group} object.
|
||||
-- * @{#SPAWN.InitAIOnOff}(): Turns the AI On or Off when spawning the new @{Group} object.
|
||||
-- * @{#SPAWN.InitAIOn}(): Turns the AI On when spawning the new @{Wrapper.Group} object.
|
||||
-- * @{#SPAWN.InitAIOff}(): Turns the AI Off when spawning the new @{Wrapper.Group} object.
|
||||
-- * @{#SPAWN.InitAIOnOff}(): Turns the AI On or Off when spawning the new @{Wrapper.Group} object.
|
||||
--
|
||||
-- ### Limit scheduled spawning
|
||||
--
|
||||
@ -165,11 +159,11 @@
|
||||
--
|
||||
-- ### Delay initial scheduled spawn
|
||||
--
|
||||
-- * @{#SPAWN.InitDelayOnOff}(): Turns the inital delay On/Off when scheduled spawning the first @{Group} object.
|
||||
-- * @{#SPAWN.InitDelayOn}(): Turns the inital delay On when scheduled spawning the first @{Group} object.
|
||||
-- * @{#SPAWN.InitDelayOff}(): Turns the inital delay Off when scheduled spawning the first @{Group} object.
|
||||
-- * @{#SPAWN.InitDelayOnOff}(): Turns the inital delay On/Off when scheduled spawning the first @{Wrapper.Group} object.
|
||||
-- * @{#SPAWN.InitDelayOn}(): Turns the inital delay On when scheduled spawning the first @{Wrapper.Group} object.
|
||||
-- * @{#SPAWN.InitDelayOff}(): Turns the inital delay Off when scheduled spawning the first @{Wrapper.Group} object.
|
||||
--
|
||||
-- ### Repeat spawned @{Group}s upon landing
|
||||
-- ### Repeat spawned @{Wrapper.Group}s upon landing
|
||||
--
|
||||
-- * @{#SPAWN.InitRepeat}() or @{#SPAWN.InitRepeatOnLanding}(): This method is used to re-spawn automatically the same group after it has landed.
|
||||
-- * @{#SPAWN.InitRepeatOnEngineShutDown}(): This method is used to re-spawn automatically the same group after it has landed and it shuts down the engines at the ramp.
|
||||
@ -186,11 +180,11 @@
|
||||
-- * @{#SPAWN.SpawnFromVec3}(): Spawn a new group from a Vec3 coordinate. (The group will can be spawned at a point in the air).
|
||||
-- * @{#SPAWN.SpawnFromVec2}(): Spawn a new group from a Vec2 coordinate. (The group will be spawned at land height ).
|
||||
-- * @{#SPAWN.SpawnFromStatic}(): Spawn a new group from a structure, taking the position of a @{Static}.
|
||||
-- * @{#SPAWN.SpawnFromUnit}(): Spawn a new group taking the position of a @{Unit}.
|
||||
-- * @{#SPAWN.SpawnFromUnit}(): Spawn a new group taking the position of a @{Wrapper.Unit}.
|
||||
-- * @{#SPAWN.SpawnInZone}(): Spawn a new group in a @{Zone}.
|
||||
-- * @{#SPAWN.SpawnAtAirbase}(): Spawn a new group at an @{Airbase}, which can be an airdrome, ship or helipad.
|
||||
-- * @{#SPAWN.SpawnAtAirbase}(): Spawn a new group at an @{Wrapper.Airbase}, which can be an airdrome, ship or helipad.
|
||||
--
|
||||
-- Note that @{#SPAWN.Spawn} and @{#SPAWN.ReSpawn} return a @{GROUP#GROUP.New} object, that contains a reference to the DCSGroup object.
|
||||
-- Note that @{#SPAWN.Spawn} and @{#SPAWN.ReSpawn} return a @{Wrapper.Group#GROUP.New} object, that contains a reference to the DCSGroup object.
|
||||
-- You can use the @{GROUP} object to do further actions with the DCSGroup.
|
||||
--
|
||||
-- ### **Scheduled** spawning methods
|
||||
@ -226,21 +220,21 @@
|
||||
-- This models AI that has succesfully returned to their airbase, to restart their combat activities.
|
||||
-- Check the @{#SPAWN.InitCleanUp}() for further info.
|
||||
--
|
||||
-- ## Catch the @{Group} Spawn Event in a callback function!
|
||||
-- ## Catch the @{Wrapper.Group} Spawn Event in a callback function!
|
||||
--
|
||||
-- When using the @{#SPAWN.SpawnScheduled)() method, new @{Group}s are created following the spawn time interval parameters.
|
||||
-- When a new @{Group} is spawned, you maybe want to execute actions with that group spawned at the spawn event.
|
||||
-- When using the @{#SPAWN.SpawnScheduled)() method, new @{Wrapper.Group}s are created following the spawn time interval parameters.
|
||||
-- When a new @{Wrapper.Group} is spawned, you maybe want to execute actions with that group spawned at the spawn event.
|
||||
-- The SPAWN class supports this functionality through the method @{#SPAWN.OnSpawnGroup}( **function( SpawnedGroup ) end ** ),
|
||||
-- which takes a function as a parameter that you can define locally.
|
||||
-- Whenever a new @{Group} is spawned, the given function is called, and the @{Group} that was just spawned, is given as a parameter.
|
||||
-- As a result, your spawn event handling function requires one parameter to be declared, which will contain the spawned @{Group} object.
|
||||
-- Whenever a new @{Wrapper.Group} is spawned, the given function is called, and the @{Wrapper.Group} that was just spawned, is given as a parameter.
|
||||
-- As a result, your spawn event handling function requires one parameter to be declared, which will contain the spawned @{Wrapper.Group} object.
|
||||
-- A coding example is provided at the description of the @{#SPAWN.OnSpawnGroup}( **function( SpawnedGroup ) end ** ) method.
|
||||
--
|
||||
-- ## Delay the initial spawning
|
||||
--
|
||||
-- When using the @{#SPAWN.SpawnScheduled)() method, the default behaviour of this method will be that it will spawn the initial (first) @{Group}
|
||||
-- When using the @{#SPAWN.SpawnScheduled)() method, the default behaviour of this method will be that it will spawn the initial (first) @{Wrapper.Group}
|
||||
-- immediately when :SpawnScheduled() is initiated. The methods @{#SPAWN.InitDelayOnOff}() and @{#SPAWN.InitDelayOn}() can be used to
|
||||
-- activate a delay before the first @{Group} is spawned. For completeness, a method @{#SPAWN.InitDelayOff}() is also available, that
|
||||
-- activate a delay before the first @{Wrapper.Group} is spawned. For completeness, a method @{#SPAWN.InitDelayOff}() is also available, that
|
||||
-- can be used to switch off the initial delay. Because there is no delay by default, this method would only be used when a
|
||||
-- @{#SPAWN.SpawnScheduledStop}() ; @{#SPAWN.SpawnScheduledStart}() sequence would have been used.
|
||||
--
|
||||
@ -270,7 +264,7 @@ SPAWN.Takeoff = {
|
||||
-- @list <Core.Zone#ZONE_BASE> SpawnZone
|
||||
|
||||
|
||||
--- Creates the main object to spawn a @{Group} defined in the DCS ME.
|
||||
--- Creates the main object to spawn a @{Wrapper.Group} defined in the DCS ME.
|
||||
-- @param #SPAWN self
|
||||
-- @param #string SpawnTemplatePrefix is the name of the Group in the ME that defines the Template. Each new group will have the name starting with SpawnTemplatePrefix.
|
||||
-- @return #SPAWN
|
||||
@ -288,20 +282,20 @@ function SPAWN:New( SpawnTemplatePrefix )
|
||||
self.SpawnIndex = 0
|
||||
self.SpawnCount = 0 -- The internal counter of the amount of spawning the has happened since SpawnStart.
|
||||
self.AliveUnits = 0 -- Contains the counter how many units are currently alive
|
||||
self.SpawnIsScheduled = false -- Reflects if the spawning for this SpawnTemplatePrefix is going to be scheduled or not.
|
||||
self.SpawnIsScheduled = false -- Reflects if the spawning for this SpawnTemplatePrefix is going to be scheduled or not.
|
||||
self.SpawnTemplate = self._GetTemplate( self, SpawnTemplatePrefix ) -- Contains the template structure for a Group Spawn from the Mission Editor. Note that this group must have lateActivation always on!!!
|
||||
self.Repeat = false -- Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.
|
||||
self.UnControlled = false -- When working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts.
|
||||
self.SpawnInitLimit = false -- By default, no InitLimit
|
||||
self.SpawnMaxUnitsAlive = 0 -- The maximum amount of groups that can be alive of SpawnTemplatePrefix at the same time.
|
||||
self.SpawnMaxGroups = 0 -- The maximum amount of groups that can be spawned.
|
||||
self.SpawnRandomize = false -- Sets the randomization flag of new Spawned units to false.
|
||||
self.SpawnVisible = false -- Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.
|
||||
self.AIOnOff = true -- The AI is on by default when spawning a group.
|
||||
self.Repeat = false -- Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.
|
||||
self.UnControlled = false -- When working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts.
|
||||
self.SpawnInitLimit = false -- By default, no InitLimit
|
||||
self.SpawnMaxUnitsAlive = 0 -- The maximum amount of groups that can be alive of SpawnTemplatePrefix at the same time.
|
||||
self.SpawnMaxGroups = 0 -- The maximum amount of groups that can be spawned.
|
||||
self.SpawnRandomize = false -- Sets the randomization flag of new Spawned units to false.
|
||||
self.SpawnVisible = false -- Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.
|
||||
self.AIOnOff = true -- The AI is on by default when spawning a group.
|
||||
self.SpawnUnControlled = false
|
||||
self.SpawnInitKeepUnitNames = false -- Overwrite unit names by default with group name.
|
||||
self.DelayOnOff = false -- No intial delay when spawning the first group.
|
||||
self.Grouping = nil -- No grouping
|
||||
self.SpawnInitKeepUnitNames = false -- Overwrite unit names by default with group name.
|
||||
self.DelayOnOff = false -- No intial delay when spawning the first group.
|
||||
self.Grouping = nil -- No grouping
|
||||
|
||||
self.SpawnGroups = {} -- Array containing the descriptions of each Group to be Spawned.
|
||||
else
|
||||
@ -334,19 +328,19 @@ function SPAWN:NewWithAlias( SpawnTemplatePrefix, SpawnAliasPrefix )
|
||||
self.SpawnIndex = 0
|
||||
self.SpawnCount = 0 -- The internal counter of the amount of spawning the has happened since SpawnStart.
|
||||
self.AliveUnits = 0 -- Contains the counter how many units are currently alive
|
||||
self.SpawnIsScheduled = false -- Reflects if the spawning for this SpawnTemplatePrefix is going to be scheduled or not.
|
||||
self.SpawnIsScheduled = false -- Reflects if the spawning for this SpawnTemplatePrefix is going to be scheduled or not.
|
||||
self.SpawnTemplate = self._GetTemplate( self, SpawnTemplatePrefix ) -- Contains the template structure for a Group Spawn from the Mission Editor. Note that this group must have lateActivation always on!!!
|
||||
self.Repeat = false -- Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.
|
||||
self.UnControlled = false -- When working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts.
|
||||
self.SpawnInitLimit = false -- By default, no InitLimit
|
||||
self.SpawnMaxUnitsAlive = 0 -- The maximum amount of groups that can be alive of SpawnTemplatePrefix at the same time.
|
||||
self.SpawnMaxGroups = 0 -- The maximum amount of groups that can be spawned.
|
||||
self.SpawnRandomize = false -- Sets the randomization flag of new Spawned units to false.
|
||||
self.SpawnVisible = false -- Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.
|
||||
self.AIOnOff = true -- The AI is on by default when spawning a group.
|
||||
self.Repeat = false -- Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.
|
||||
self.UnControlled = false -- When working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts.
|
||||
self.SpawnInitLimit = false -- By default, no InitLimit
|
||||
self.SpawnMaxUnitsAlive = 0 -- The maximum amount of groups that can be alive of SpawnTemplatePrefix at the same time.
|
||||
self.SpawnMaxGroups = 0 -- The maximum amount of groups that can be spawned.
|
||||
self.SpawnRandomize = false -- Sets the randomization flag of new Spawned units to false.
|
||||
self.SpawnVisible = false -- Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.
|
||||
self.AIOnOff = true -- The AI is on by default when spawning a group.
|
||||
self.SpawnUnControlled = false
|
||||
self.SpawnInitKeepUnitNames = false -- Overwrite unit names by default with group name.
|
||||
self.DelayOnOff = false -- No intial delay when spawning the first group.
|
||||
self.SpawnInitKeepUnitNames = false -- Overwrite unit names by default with group name.
|
||||
self.DelayOnOff = false -- No intial delay when spawning the first group.
|
||||
self.Grouping = nil
|
||||
|
||||
self.SpawnGroups = {} -- Array containing the descriptions of each Group to be Spawned.
|
||||
@ -361,6 +355,55 @@ function SPAWN:NewWithAlias( SpawnTemplatePrefix, SpawnAliasPrefix )
|
||||
end
|
||||
|
||||
|
||||
--- Creates a new SPAWN instance to create new groups based on the provided template.
|
||||
-- @param #SPAWN self
|
||||
-- @param #table SpawnTemplate is the Template of the Group. This must be a valid Group Template structure!
|
||||
-- @param #string SpawnTemplatePrefix is the name of the Group that will be given at each spawn.
|
||||
-- @param #string SpawnAliasPrefix (optional) is the name that will be given to the Group at runtime.
|
||||
-- @return #SPAWN
|
||||
-- @usage
|
||||
-- -- Create a new SPAWN object based on a Group Template defined from scratch.
|
||||
-- Spawn_BE_KA50 = SPAWN:NewWithAlias( 'BE KA-50@RAMP-Ground Defense', 'Helicopter Attacking a City' )
|
||||
-- @usage
|
||||
-- -- Create a new CSAR_Spawn object based on a normal Group Template to spawn a soldier.
|
||||
-- local CSAR_Spawn = SPAWN:NewWithFromTemplate( Template, "CSAR", "Pilot" )
|
||||
function SPAWN:NewFromTemplate( SpawnTemplate, SpawnTemplatePrefix, SpawnAliasPrefix )
|
||||
local self = BASE:Inherit( self, BASE:New() )
|
||||
self:F( { SpawnTemplate, SpawnTemplatePrefix, SpawnAliasPrefix } )
|
||||
|
||||
if SpawnTemplate then
|
||||
self.SpawnTemplate = SpawnTemplate -- Contains the template structure for a Group Spawn from the Mission Editor. Note that this group must have lateActivation always on!!!
|
||||
self.SpawnTemplatePrefix = SpawnTemplatePrefix
|
||||
self.SpawnAliasPrefix = SpawnAliasPrefix
|
||||
self.SpawnIndex = 0
|
||||
self.SpawnCount = 0 -- The internal counter of the amount of spawning the has happened since SpawnStart.
|
||||
self.AliveUnits = 0 -- Contains the counter how many units are currently alive
|
||||
self.SpawnIsScheduled = false -- Reflects if the spawning for this SpawnTemplatePrefix is going to be scheduled or not.
|
||||
self.Repeat = false -- Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.
|
||||
self.UnControlled = false -- When working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts.
|
||||
self.SpawnInitLimit = false -- By default, no InitLimit.
|
||||
self.SpawnMaxUnitsAlive = 0 -- The maximum amount of groups that can be alive of SpawnTemplatePrefix at the same time.
|
||||
self.SpawnMaxGroups = 0 -- The maximum amount of groups that can be spawned.
|
||||
self.SpawnRandomize = false -- Sets the randomization flag of new Spawned units to false.
|
||||
self.SpawnVisible = false -- Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.
|
||||
self.AIOnOff = true -- The AI is on by default when spawning a group.
|
||||
self.SpawnUnControlled = false
|
||||
self.SpawnInitKeepUnitNames = false -- Overwrite unit names by default with group name.
|
||||
self.DelayOnOff = false -- No intial delay when spawning the first group.
|
||||
self.Grouping = nil
|
||||
|
||||
self.SpawnGroups = {} -- Array containing the descriptions of each Group to be Spawned.
|
||||
else
|
||||
error( "There is no template provided for SpawnTemplatePrefix = '" .. SpawnTemplatePrefix .. "'" )
|
||||
end
|
||||
|
||||
self:SetEventPriority( 5 )
|
||||
self.SpawnHookScheduler = SCHEDULER:New( nil )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Limits the Maximum amount of Units that can be alive at the same time, and the maximum amount of groups that can be spawned.
|
||||
-- Note that this method is exceptionally important to balance the performance of the mission. Depending on the machine etc, a mission can only process a maximum amount of units.
|
||||
-- If the time interval must be short, but there should not be more Units or Groups alive than a maximum amount of units, then this method should be used...
|
||||
@ -395,16 +438,82 @@ end
|
||||
-- and any spaces before and after the resulting name are removed.
|
||||
-- IMPORTANT! This method MUST be the first used after :New !!!
|
||||
-- @param #SPAWN self
|
||||
-- @param #boolean KeepUnitNames (optional) If true, the unit names are kept, false or not provided to make new unit names.
|
||||
-- @return #SPAWN self
|
||||
function SPAWN:InitKeepUnitNames()
|
||||
function SPAWN:InitKeepUnitNames( KeepUnitNames )
|
||||
self:F( )
|
||||
|
||||
self.SpawnInitKeepUnitNames = true
|
||||
self.SpawnInitKeepUnitNames = KeepUnitNames or true
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Flags that the spawned groups must be spawned late activated.
|
||||
-- @param #SPAWN self
|
||||
-- @param #boolean LateActivated (optional) If true, the spawned groups are late activated.
|
||||
-- @return #SPAWN self
|
||||
function SPAWN:InitLateActivated( LateActivated )
|
||||
self:F( )
|
||||
|
||||
self.LateActivated = LateActivated or true
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Defines the Heading for the new spawned units.
|
||||
-- The heading can be given as one fixed degree, or can be randomized between minimum and maximum degrees.
|
||||
-- @param #SPAWN self
|
||||
-- @param #number HeadingMin The minimum or fixed heading in degrees.
|
||||
-- @param #number HeadingMax (optional) The maximum heading in degrees. This there is no maximum heading, then the heading will be fixed for all units using minimum heading.
|
||||
-- @return #SPAWN self
|
||||
-- @usage
|
||||
--
|
||||
-- Spawn = SPAWN:New( ... )
|
||||
--
|
||||
-- -- Spawn the units pointing to 100 degrees.
|
||||
-- Spawn:InitHeading( 100 )
|
||||
--
|
||||
-- -- Spawn the units pointing between 100 and 150 degrees.
|
||||
-- Spawn:InitHeading( 100, 150 )
|
||||
--
|
||||
function SPAWN:InitHeading( HeadingMin, HeadingMax )
|
||||
self:F( )
|
||||
|
||||
self.SpawnInitHeadingMin = HeadingMin
|
||||
self.SpawnInitHeadingMax = HeadingMax
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
function SPAWN:InitCoalition( Coalition )
|
||||
self:F( )
|
||||
|
||||
self.SpawnInitCoalition = Coalition
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
function SPAWN:InitCountry( Country )
|
||||
self:F( )
|
||||
|
||||
self.SpawnInitCountry = Country
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
function SPAWN:InitCategory( Category )
|
||||
self:F( )
|
||||
|
||||
self.SpawnInitCategory = Category
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Randomizes the defined route of the SpawnTemplatePrefix group in the ME. This is very useful to define extra variation of the behaviour of groups.
|
||||
-- @param #SPAWN self
|
||||
-- @param #number SpawnStartPoint is the waypoint where the randomization begins.
|
||||
@ -436,11 +545,11 @@ function SPAWN:InitRandomizeRoute( SpawnStartPoint, SpawnEndPoint, SpawnRadius,
|
||||
return self
|
||||
end
|
||||
|
||||
--- Randomizes the position of @{Group}s that are spawned within a **radius band**, given an Outer and Inner radius, from the point that the spawn happens.
|
||||
--- Randomizes the position of @{Wrapper.Group}s that are spawned within a **radius band**, given an Outer and Inner radius, from the point that the spawn happens.
|
||||
-- @param #SPAWN self
|
||||
-- @param #boolean RandomizePosition If true, SPAWN will perform the randomization of the @{Group}s position between a given outer and inner radius.
|
||||
-- @param Dcs.DCSTypes#Distance OuterRadius (optional) The outer radius in meters where the new group will be spawned.
|
||||
-- @param Dcs.DCSTypes#Distance InnerRadius (optional) The inner radius in meters where the new group will NOT be spawned.
|
||||
-- @param #boolean RandomizePosition If true, SPAWN will perform the randomization of the @{Wrapper.Group}s position between a given outer and inner radius.
|
||||
-- @param DCS#Distance OuterRadius (optional) The outer radius in meters where the new group will be spawned.
|
||||
-- @param DCS#Distance InnerRadius (optional) The inner radius in meters where the new group will NOT be spawned.
|
||||
-- @return #SPAWN
|
||||
function SPAWN:InitRandomizePosition( RandomizePosition, OuterRadius, InnerRadius )
|
||||
self:F( { self.SpawnTemplatePrefix, RandomizePosition, OuterRadius, InnerRadius } )
|
||||
@ -460,8 +569,8 @@ end
|
||||
--- Randomizes the UNITs that are spawned within a radius band given an Outer and Inner radius.
|
||||
-- @param #SPAWN self
|
||||
-- @param #boolean RandomizeUnits If true, SPAWN will perform the randomization of the @{UNIT}s position within the group between a given outer and inner radius.
|
||||
-- @param Dcs.DCSTypes#Distance OuterRadius (optional) The outer radius in meters where the new group will be spawned.
|
||||
-- @param Dcs.DCSTypes#Distance InnerRadius (optional) The inner radius in meters where the new group will NOT be spawned.
|
||||
-- @param DCS#Distance OuterRadius (optional) The outer radius in meters where the new group will be spawned.
|
||||
-- @param DCS#Distance InnerRadius (optional) The inner radius in meters where the new group will NOT be spawned.
|
||||
-- @return #SPAWN
|
||||
-- @usage
|
||||
-- -- NATO helicopters engaging in the battle field.
|
||||
@ -789,7 +898,7 @@ function SPAWN:InitArray( SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY )
|
||||
end
|
||||
|
||||
do -- AI methods
|
||||
--- Turns the AI On or Off for the @{Group} when spawning.
|
||||
--- Turns the AI On or Off for the @{Wrapper.Group} when spawning.
|
||||
-- @param #SPAWN self
|
||||
-- @param #boolean AIOnOff A value of true sets the AI On, a value of false sets the AI Off.
|
||||
-- @return #SPAWN The SPAWN object
|
||||
@ -799,7 +908,7 @@ do -- AI methods
|
||||
return self
|
||||
end
|
||||
|
||||
--- Turns the AI On for the @{Group} when spawning.
|
||||
--- Turns the AI On for the @{Wrapper.Group} when spawning.
|
||||
-- @param #SPAWN self
|
||||
-- @return #SPAWN The SPAWN object
|
||||
function SPAWN:InitAIOn()
|
||||
@ -807,7 +916,7 @@ do -- AI methods
|
||||
return self:InitAIOnOff( true )
|
||||
end
|
||||
|
||||
--- Turns the AI Off for the @{Group} when spawning.
|
||||
--- Turns the AI Off for the @{Wrapper.Group} when spawning.
|
||||
-- @param #SPAWN self
|
||||
-- @return #SPAWN The SPAWN object
|
||||
function SPAWN:InitAIOff()
|
||||
@ -818,8 +927,8 @@ do -- AI methods
|
||||
end -- AI methods
|
||||
|
||||
do -- Delay methods
|
||||
--- Turns the Delay On or Off for the first @{Group} scheduled spawning.
|
||||
-- The default value is that for scheduled spawning, there is an initial delay when spawning the first @{Group}.
|
||||
--- Turns the Delay On or Off for the first @{Wrapper.Group} scheduled spawning.
|
||||
-- The default value is that for scheduled spawning, there is an initial delay when spawning the first @{Wrapper.Group}.
|
||||
-- @param #SPAWN self
|
||||
-- @param #boolean DelayOnOff A value of true sets the Delay On, a value of false sets the Delay Off.
|
||||
-- @return #SPAWN The SPAWN object
|
||||
@ -829,7 +938,7 @@ do -- Delay methods
|
||||
return self
|
||||
end
|
||||
|
||||
--- Turns the Delay On for the @{Group} when spawning.
|
||||
--- Turns the Delay On for the @{Wrapper.Group} when spawning.
|
||||
-- @param #SPAWN self
|
||||
-- @return #SPAWN The SPAWN object
|
||||
function SPAWN:InitDelayOn()
|
||||
@ -837,7 +946,7 @@ do -- Delay methods
|
||||
return self:InitDelayOnOff( true )
|
||||
end
|
||||
|
||||
--- Turns the Delay Off for the @{Group} when spawning.
|
||||
--- Turns the Delay Off for the @{Wrapper.Group} when spawning.
|
||||
-- @param #SPAWN self
|
||||
-- @return #SPAWN The SPAWN object
|
||||
function SPAWN:InitDelayOff()
|
||||
@ -941,6 +1050,18 @@ function SPAWN:SpawnWithIndex( SpawnIndex )
|
||||
end
|
||||
end
|
||||
|
||||
-- If Heading is given, point all the units towards the given Heading.
|
||||
if self.SpawnInitHeadingMin then
|
||||
for UnitID = 1, #SpawnTemplate.units do
|
||||
SpawnTemplate.units[UnitID].heading = self.SpawnInitHeadingMax and math.random( self.SpawnInitHeadingMin, self.SpawnInitHeadingMax ) or self.SpawnInitHeadingMin
|
||||
end
|
||||
end
|
||||
|
||||
SpawnTemplate.CategoryID = self.SpawnInitCategory or SpawnTemplate.CategoryID
|
||||
SpawnTemplate.CountryID = self.SpawnInitCountry or SpawnTemplate.CountryID
|
||||
SpawnTemplate.CoalitionID = self.SpawnInitCoalition or SpawnTemplate.CoalitionID
|
||||
|
||||
|
||||
if SpawnTemplate.CategoryID == Group.Category.HELICOPTER or SpawnTemplate.CategoryID == Group.Category.AIRPLANE then
|
||||
if SpawnTemplate.route.points[1].type == "TakeOffParking" then
|
||||
SpawnTemplate.uncontrolled = self.SpawnUnControlled
|
||||
@ -1045,7 +1166,7 @@ end
|
||||
|
||||
--- Allows to place a CallFunction hook when a new group spawns.
|
||||
-- The provided method 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.
|
||||
-- The first parameter of the SpawnFunction is the @{Wrapper.Group#GROUP} that was spawned.
|
||||
-- @param #SPAWN self
|
||||
-- @param #function SpawnCallBackFunction The function to be called when a group spawns.
|
||||
-- @param SpawnFunctionArguments A random amount of arguments to be provided to the function when the group spawns.
|
||||
@ -1073,28 +1194,28 @@ function SPAWN:OnSpawnGroup( SpawnCallBackFunction, ... )
|
||||
return self
|
||||
end
|
||||
|
||||
--- Will spawn a group at an @{Airbase}.
|
||||
--- Will spawn a group at an @{Wrapper.Airbase}.
|
||||
-- This method is mostly advisable to be used if you want to simulate spawning units at an airbase.
|
||||
-- Note that each point in the route assigned to the spawning group is reset to the point of the spawn.
|
||||
-- You can use the returned group to further define the route to be followed.
|
||||
--
|
||||
-- The @{Airbase#AIRBASE} object must refer to a valid airbase known in the sim.
|
||||
-- The @{Wrapper.Airbase#AIRBASE} object must refer to a valid airbase known in the sim.
|
||||
-- You can use the following enumerations to search for the pre-defined airbases on the current known maps of DCS:
|
||||
--
|
||||
-- * @{Airbase#AIRBASE.Caucasus}: The airbases on the Caucasus map.
|
||||
-- * @{Airbase#AIRBASE.Nevada}: The airbases on the Nevada (NTTR) map.
|
||||
-- * @{Airbase#AIRBASE.Normandy}: The airbases on the Normandy map.
|
||||
-- * @{Wrapper.Airbase#AIRBASE.Caucasus}: The airbases on the Caucasus map.
|
||||
-- * @{Wrapper.Airbase#AIRBASE.Nevada}: The airbases on the Nevada (NTTR) map.
|
||||
-- * @{Wrapper.Airbase#AIRBASE.Normandy}: The airbases on the Normandy map.
|
||||
--
|
||||
-- Use the method @{Airbase#AIRBASE.FindByName}() to retrieve the airbase object.
|
||||
-- Use the method @{Wrapper.Airbase#AIRBASE.FindByName}() to retrieve the airbase object.
|
||||
-- The known AIRBASE objects are automatically imported at mission start by MOOSE.
|
||||
-- Therefore, there isn't any New() constructor defined for AIRBASE objects.
|
||||
--
|
||||
-- Ships and Farps are added within the mission, and are therefore not known.
|
||||
-- For these AIRBASE objects, there isn't an @{Airbase#AIRBASE} enumeration defined.
|
||||
-- You need to provide the **exact name** of the airbase as the parameter to the @{Airbase#AIRBASE.FindByName}() method!
|
||||
-- For these AIRBASE objects, there isn't an @{Wrapper.Airbase#AIRBASE} enumeration defined.
|
||||
-- You need to provide the **exact name** of the airbase as the parameter to the @{Wrapper.Airbase#AIRBASE.FindByName}() method!
|
||||
--
|
||||
-- @param #SPAWN self
|
||||
-- @param Wrapper.Airbase#AIRBASE SpawnAirbase The @{Airbase} where to spawn the group.
|
||||
-- @param Wrapper.Airbase#AIRBASE SpawnAirbase The @{Wrapper.Airbase} where to spawn the group.
|
||||
-- @param #SPAWN.Takeoff Takeoff (optional) The location and takeoff method. Default is Hot.
|
||||
-- @param #number TakeoffAltitude (optional) The altitude above the ground.
|
||||
-- @return Wrapper.Group#GROUP that was spawned.
|
||||
@ -1224,7 +1345,7 @@ end
|
||||
-- Note that each point in the route assigned to the spawning group is reset to the point of the spawn.
|
||||
-- You can use the returned group to further define the route to be followed.
|
||||
-- @param #SPAWN self
|
||||
-- @param Dcs.DCSTypes#Vec3 Vec3 The Vec3 coordinates where to spawn the group.
|
||||
-- @param DCS#Vec3 Vec3 The Vec3 coordinates where to spawn the group.
|
||||
-- @param #number SpawnIndex (optional) The index which group to spawn within the given zone.
|
||||
-- @return Wrapper.Group#GROUP that was spawned.
|
||||
-- @return #nil Nothing was spawned.
|
||||
@ -1247,14 +1368,20 @@ function SPAWN:SpawnFromVec3( Vec3, SpawnIndex )
|
||||
|
||||
self:T( { "Current point of ", self.SpawnTemplatePrefix, Vec3 } )
|
||||
|
||||
local TemplateHeight = SpawnTemplate.route.points[1].alt
|
||||
local TemplateHeight = SpawnTemplate.route and SpawnTemplate.route.points[1].alt or nil
|
||||
|
||||
SpawnTemplate.route = SpawnTemplate.route or {}
|
||||
SpawnTemplate.route.points = SpawnTemplate.route.points or {}
|
||||
SpawnTemplate.route.points[1] = SpawnTemplate.route.points[1] or {}
|
||||
SpawnTemplate.route.points[1].x = SpawnTemplate.route.points[1].x or 0
|
||||
SpawnTemplate.route.points[1].y = SpawnTemplate.route.points[1].y or 0
|
||||
|
||||
-- Translate the position of the Group Template to the Vec3.
|
||||
for UnitID = 1, #SpawnTemplate.units do
|
||||
self:T( 'Before Translation SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y )
|
||||
--self:T( 'Before Translation SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y )
|
||||
local UnitTemplate = SpawnTemplate.units[UnitID]
|
||||
local SX = UnitTemplate.x
|
||||
local SY = UnitTemplate.y
|
||||
local SX = UnitTemplate.x or 0
|
||||
local SY = UnitTemplate.y or 0
|
||||
local BX = SpawnTemplate.route.points[1].x
|
||||
local BY = SpawnTemplate.route.points[1].y
|
||||
local TX = Vec3.x + ( SX - BX )
|
||||
@ -1266,7 +1393,6 @@ function SPAWN:SpawnFromVec3( Vec3, SpawnIndex )
|
||||
end
|
||||
self:T( 'After Translation SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y )
|
||||
end
|
||||
|
||||
SpawnTemplate.route.points[1].x = Vec3.x
|
||||
SpawnTemplate.route.points[1].y = Vec3.z
|
||||
if SpawnTemplate.CategoryID ~= Group.Category.SHIP then
|
||||
@ -1283,12 +1409,53 @@ function SPAWN:SpawnFromVec3( Vec3, SpawnIndex )
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Will spawn a group from a Coordinate in 3D space.
|
||||
-- This method is mostly advisable to be used if you want to simulate spawning units in the air, like helicopters or airplanes.
|
||||
-- Note that each point in the route assigned to the spawning group is reset to the point of the spawn.
|
||||
-- You can use the returned group to further define the route to be followed.
|
||||
-- @param #SPAWN self
|
||||
-- @param Core.Point#Coordinate Coordinate The Coordinate coordinates where to spawn the group.
|
||||
-- @param #number SpawnIndex (optional) The index which group to spawn within the given zone.
|
||||
-- @return Wrapper.Group#GROUP that was spawned.
|
||||
-- @return #nil Nothing was spawned.
|
||||
function SPAWN:SpawnFromCoordinate( Coordinate, SpawnIndex )
|
||||
self:F( { self.SpawnTemplatePrefix, SpawnIndex } )
|
||||
|
||||
return self:SpawnFromVec3( Coordinate:GetVec3(), SpawnIndex )
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Will spawn a group from a PointVec3 in 3D space.
|
||||
-- This method is mostly advisable to be used if you want to simulate spawning units in the air, like helicopters or airplanes.
|
||||
-- Note that each point in the route assigned to the spawning group is reset to the point of the spawn.
|
||||
-- You can use the returned group to further define the route to be followed.
|
||||
-- @param #SPAWN self
|
||||
-- @param Core.Point#POINT_VEC3 PointVec3 The PointVec3 coordinates where to spawn the group.
|
||||
-- @param #number SpawnIndex (optional) The index which group to spawn within the given zone.
|
||||
-- @return Wrapper.Group#GROUP that was spawned.
|
||||
-- @return #nil Nothing was spawned.
|
||||
-- @usage
|
||||
--
|
||||
-- local SpawnPointVec3 = ZONE:New( ZoneName ):GetPointVec3( 2000 ) -- Get the center of the ZONE object at 2000 meters from the ground.
|
||||
--
|
||||
-- -- Spawn at the zone center position at 2000 meters from the ground!
|
||||
-- SpawnAirplanes:SpawnFromPointVec3( SpawnPointVec3 )
|
||||
--
|
||||
function SPAWN:SpawnFromPointVec3( PointVec3, SpawnIndex )
|
||||
self:F( { self.SpawnTemplatePrefix, SpawnIndex } )
|
||||
|
||||
return self:SpawnFromVec3( PointVec3:GetVec3(), SpawnIndex )
|
||||
end
|
||||
|
||||
|
||||
--- Will spawn a group from a Vec2 in 3D space.
|
||||
-- This method is mostly advisable to be used if you want to simulate spawning groups on the ground from air units, like vehicles.
|
||||
-- Note that each point in the route assigned to the spawning group is reset to the point of the spawn.
|
||||
-- You can use the returned group to further define the route to be followed.
|
||||
-- @param #SPAWN self
|
||||
-- @param Dcs.DCSTypes#Vec2 Vec2 The Vec2 coordinates where to spawn the group.
|
||||
-- @param DCS#Vec2 Vec2 The Vec2 coordinates where to spawn the group.
|
||||
-- @param #number MinHeight (optional) The minimum height to spawn an airborne group into the zone.
|
||||
-- @param #number MaxHeight (optional) The maximum height to spawn an airborne group into the zone.
|
||||
-- @param #number SpawnIndex (optional) The index which group to spawn within the given zone.
|
||||
@ -1317,6 +1484,35 @@ function SPAWN:SpawnFromVec2( Vec2, MinHeight, MaxHeight, SpawnIndex )
|
||||
end
|
||||
|
||||
|
||||
--- Will spawn a group from a POINT_VEC2 in 3D space.
|
||||
-- This method is mostly advisable to be used if you want to simulate spawning groups on the ground from air units, like vehicles.
|
||||
-- Note that each point in the route assigned to the spawning group is reset to the point of the spawn.
|
||||
-- You can use the returned group to further define the route to be followed.
|
||||
-- @param #SPAWN self
|
||||
-- @param Core.Point#POINT_VEC2 PointVec2 The PointVec2 coordinates where to spawn the group.
|
||||
-- @param #number MinHeight (optional) The minimum height to spawn an airborne group into the zone.
|
||||
-- @param #number MaxHeight (optional) The maximum height to spawn an airborne group into the zone.
|
||||
-- @param #number SpawnIndex (optional) The index which group to spawn within the given zone.
|
||||
-- @return Wrapper.Group#GROUP that was spawned.
|
||||
-- @return #nil Nothing was spawned.
|
||||
-- @usage
|
||||
--
|
||||
-- local SpawnPointVec2 = ZONE:New( ZoneName ):GetPointVec2()
|
||||
--
|
||||
-- -- Spawn at the zone center position at the height specified in the ME of the group template!
|
||||
-- SpawnAirplanes:SpawnFromPointVec2( SpawnPointVec2 )
|
||||
--
|
||||
-- -- Spawn from the static position at the height randomized between 2000 and 4000 meters.
|
||||
-- SpawnAirplanes:SpawnFromPointVec2( SpawnPointVec2, 2000, 4000 )
|
||||
--
|
||||
function SPAWN:SpawnFromPointVec2( PointVec2, MinHeight, MaxHeight, SpawnIndex )
|
||||
self:F( { self.SpawnTemplatePrefix, self.SpawnIndex } )
|
||||
|
||||
return self:SpawnFromVec2( PointVec2:GetVec2(), MinHeight, MaxHeight, SpawnIndex )
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Will spawn a group from a hosting unit. This method 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.
|
||||
-- You can use the returned group to further define the route to be followed.
|
||||
@ -1377,12 +1573,12 @@ function SPAWN:SpawnFromStatic( HostStatic, MinHeight, MaxHeight, SpawnIndex )
|
||||
end
|
||||
|
||||
--- Will spawn a Group within a given @{Zone}.
|
||||
-- The @{Zone} can be of any type derived from @{Zone#ZONE_BASE}.
|
||||
-- Once the @{Group} is spawned within the zone, the @{Group} will continue on its route.
|
||||
-- The @{Zone} can be of any type derived from @{Core.Zone#ZONE_BASE}.
|
||||
-- Once the @{Wrapper.Group} is spawned within the zone, the @{Wrapper.Group} will continue on its route.
|
||||
-- The **first waypoint** (where the group is spawned) is replaced with the zone location coordinates.
|
||||
-- @param #SPAWN self
|
||||
-- @param Core.Zone#ZONE Zone The zone where the group is to be spawned.
|
||||
-- @param #boolean RandomizeGroup (optional) Randomization of the @{Group} position in the zone.
|
||||
-- @param #boolean RandomizeGroup (optional) Randomization of the @{Wrapper.Group} position in the zone.
|
||||
-- @param #number MinHeight (optional) The minimum height to spawn an airborne group into the zone.
|
||||
-- @param #number MaxHeight (optional) The maximum height to spawn an airborne group into the zone.
|
||||
-- @param #number SpawnIndex (optional) The index which group to spawn within the given zone.
|
||||
@ -1478,12 +1674,12 @@ function SPAWN:SpawnGroupName( SpawnIndex )
|
||||
|
||||
end
|
||||
|
||||
--- Will find the first alive @{Group} it has spawned, and return the alive @{Group} object and the first Index where the first alive @{Group} object has been found.
|
||||
--- Will find the first alive @{Wrapper.Group} it has spawned, and return the alive @{Wrapper.Group} object and the first Index where the first alive @{Wrapper.Group} object has been found.
|
||||
-- @param #SPAWN self
|
||||
-- @return Wrapper.Group#GROUP, #number The @{Group} object found, the new Index where the group was found.
|
||||
-- @return Wrapper.Group#GROUP, #number The @{Wrapper.Group} object found, the new Index where the group was found.
|
||||
-- @return #nil, #nil When no group is found, #nil is returned.
|
||||
-- @usage
|
||||
-- -- Find the first alive @{Group} object of the SpawnPlanes SPAWN object @{Group} collection that it has spawned during the mission.
|
||||
-- -- Find the first alive @{Wrapper.Group} object of the SpawnPlanes SPAWN object @{Wrapper.Group} collection that it has spawned during the mission.
|
||||
-- local GroupPlane, Index = SpawnPlanes:GetFirstAliveGroup()
|
||||
-- while GroupPlane ~= nil do
|
||||
-- -- Do actions with the GroupPlane object.
|
||||
@ -1503,13 +1699,13 @@ function SPAWN:GetFirstAliveGroup()
|
||||
end
|
||||
|
||||
|
||||
--- Will find the next alive @{Group} object from a given Index, and return a reference to the alive @{Group} object and the next Index where the alive @{Group} has been found.
|
||||
--- Will find the next alive @{Wrapper.Group} object from a given Index, and return a reference to the alive @{Wrapper.Group} object and the next Index where the alive @{Wrapper.Group} has been found.
|
||||
-- @param #SPAWN self
|
||||
-- @param #number SpawnIndexStart A Index holding the start position to search from. This method can also be used to find the first alive @{Group} object from the given Index.
|
||||
-- @return Wrapper.Group#GROUP, #number The next alive @{Group} object found, the next Index where the next alive @{Group} object was found.
|
||||
-- @return #nil, #nil When no alive @{Group} object is found from the start Index position, #nil is returned.
|
||||
-- @param #number SpawnIndexStart A Index holding the start position to search from. This method can also be used to find the first alive @{Wrapper.Group} object from the given Index.
|
||||
-- @return Wrapper.Group#GROUP, #number The next alive @{Wrapper.Group} object found, the next Index where the next alive @{Wrapper.Group} object was found.
|
||||
-- @return #nil, #nil When no alive @{Wrapper.Group} object is found from the start Index position, #nil is returned.
|
||||
-- @usage
|
||||
-- -- Find the first alive @{Group} object of the SpawnPlanes SPAWN object @{Group} collection that it has spawned during the mission.
|
||||
-- -- Find the first alive @{Wrapper.Group} object of the SpawnPlanes SPAWN object @{Wrapper.Group} collection that it has spawned during the mission.
|
||||
-- local GroupPlane, Index = SpawnPlanes:GetFirstAliveGroup()
|
||||
-- while GroupPlane ~= nil do
|
||||
-- -- Do actions with the GroupPlane object.
|
||||
@ -1529,12 +1725,12 @@ function SPAWN:GetNextAliveGroup( SpawnIndexStart )
|
||||
return nil, nil
|
||||
end
|
||||
|
||||
--- Will find the last alive @{Group} object, and will return a reference to the last live @{Group} object and the last Index where the last alive @{Group} object has been found.
|
||||
--- Will find the last alive @{Wrapper.Group} object, and will return a reference to the last live @{Wrapper.Group} object and the last Index where the last alive @{Wrapper.Group} object has been found.
|
||||
-- @param #SPAWN self
|
||||
-- @return Wrapper.Group#GROUP, #number The last alive @{Group} object found, the last Index where the last alive @{Group} object was found.
|
||||
-- @return #nil, #nil When no alive @{Group} object is found, #nil is returned.
|
||||
-- @return Wrapper.Group#GROUP, #number The last alive @{Wrapper.Group} object found, the last Index where the last alive @{Wrapper.Group} object was found.
|
||||
-- @return #nil, #nil When no alive @{Wrapper.Group} object is found, #nil is returned.
|
||||
-- @usage
|
||||
-- -- Find the last alive @{Group} object of the SpawnPlanes SPAWN object @{Group} collection that it has spawned during the mission.
|
||||
-- -- Find the last alive @{Wrapper.Group} object of the SpawnPlanes SPAWN object @{Wrapper.Group} collection that it has spawned during the mission.
|
||||
-- local GroupPlane, Index = SpawnPlanes:GetLastAliveGroup()
|
||||
-- if GroupPlane then -- GroupPlane can be nil!!!
|
||||
-- -- Do actions with the GroupPlane object.
|
||||
@ -1583,7 +1779,7 @@ end
|
||||
-- The method will search for a #-mark, and will return the text before the #-mark.
|
||||
-- It will return nil of no prefix was found.
|
||||
-- @param #SPAWN self
|
||||
-- @param Dcs.DCSWrapper.Unit#UNIT DCSUnit The @{DCSUnit} to be searched.
|
||||
-- @param DCS#UNIT DCSUnit The @{DCSUnit} to be searched.
|
||||
-- @return #string The prefix
|
||||
-- @return #nil Nothing found
|
||||
function SPAWN:_GetPrefixFromGroup( SpawnGroup )
|
||||
@ -1693,7 +1889,10 @@ function SPAWN:_GetTemplate( SpawnTemplatePrefix )
|
||||
|
||||
local SpawnTemplate = nil
|
||||
|
||||
SpawnTemplate = routines.utils.deepCopy( _DATABASE.Templates.Groups[SpawnTemplatePrefix].Template )
|
||||
local Template = _DATABASE.Templates.Groups[SpawnTemplatePrefix].Template
|
||||
self:F( { Template = Template } )
|
||||
|
||||
SpawnTemplate = UTILS.DeepCopy( _DATABASE.Templates.Groups[SpawnTemplatePrefix].Template )
|
||||
|
||||
if SpawnTemplate == nil then
|
||||
error( 'No Template returned for SpawnTemplatePrefix = ' .. SpawnTemplatePrefix )
|
||||
@ -1715,12 +1914,17 @@ end
|
||||
function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex ) --R2.2
|
||||
self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix } )
|
||||
|
||||
local SpawnTemplate = self:_GetTemplate( SpawnTemplatePrefix )
|
||||
-- if not self.SpawnTemplate then
|
||||
-- self.SpawnTemplate = self:_GetTemplate( SpawnTemplatePrefix )
|
||||
-- end
|
||||
|
||||
local SpawnTemplate = self:_GetTemplate( SpawnTemplatePrefix )
|
||||
--local SpawnTemplate = self.SpawnTemplate
|
||||
SpawnTemplate.name = self:SpawnGroupName( SpawnIndex )
|
||||
|
||||
SpawnTemplate.groupId = nil
|
||||
--SpawnTemplate.lateActivation = false
|
||||
SpawnTemplate.lateActivation = false
|
||||
SpawnTemplate.lateActivation = self.LateActivated or false
|
||||
|
||||
if SpawnTemplate.CategoryID == Group.Category.GROUND then
|
||||
self:T3( "For ground units, visible needs to be false..." )
|
||||
@ -1808,7 +2012,7 @@ function SPAWN:_RandomizeTemplate( SpawnIndex )
|
||||
if self.SpawnRandomizeTemplate then
|
||||
self.SpawnGroups[SpawnIndex].SpawnTemplatePrefix = self.SpawnTemplatePrefixTable[ math.random( 1, #self.SpawnTemplatePrefixTable ) ]
|
||||
self.SpawnGroups[SpawnIndex].SpawnTemplate = self:_Prepare( self.SpawnGroups[SpawnIndex].SpawnTemplatePrefix, SpawnIndex )
|
||||
self.SpawnGroups[SpawnIndex].SpawnTemplate.route = routines.utils.deepCopy( self.SpawnTemplate.route )
|
||||
self.SpawnGroups[SpawnIndex].SpawnTemplate.route = 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
|
||||
|
||||
@ -1,7 +1,5 @@
|
||||
--- **Core** -- Spawn dynamically new STATICs in your missions.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- SPAWNSTATIC spawns static structures in your missions dynamically. See below the SPAWNSTATIC class documentation.
|
||||
@ -29,7 +27,8 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module SpawnStatic
|
||||
-- @module Core.SpawnStatic
|
||||
-- @image Core_Spawnstatic.JPG
|
||||
|
||||
|
||||
|
||||
@ -37,9 +36,7 @@
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- # SPAWNSTATIC class, extends @{Base#BASE}
|
||||
--
|
||||
-- The SPAWNSTATIC class allows to spawn dynamically new @{Static}s.
|
||||
--- Allows to spawn dynamically new @{Static}s.
|
||||
-- Through creating a copy of an existing static object template as defined in the Mission Editor (ME),
|
||||
-- SPAWNSTATIC can retireve the properties of the defined static object template (like type, category etc), and "copy"
|
||||
-- these properties to create a new static object and place it at the desired coordinate.
|
||||
@ -81,14 +78,16 @@ SPAWNSTATIC = {
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param #string SpawnTemplatePrefix is the name of the Group in the ME that defines the Template. Each new group will have the name starting with SpawnTemplatePrefix.
|
||||
-- @return #SPAWNSTATIC
|
||||
function SPAWNSTATIC:NewFromStatic( SpawnTemplatePrefix, CountryID ) --R2.1
|
||||
function SPAWNSTATIC:NewFromStatic( SpawnTemplatePrefix, SpawnCountryID ) --R2.1
|
||||
local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
|
||||
self:F( { SpawnTemplatePrefix } )
|
||||
|
||||
local TemplateStatic = StaticObject.getByName( SpawnTemplatePrefix )
|
||||
local TemplateStatic, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticUnitTemplate( SpawnTemplatePrefix )
|
||||
if TemplateStatic then
|
||||
self.SpawnTemplatePrefix = SpawnTemplatePrefix
|
||||
self.CountryID = CountryID
|
||||
self.CountryID = SpawnCountryID or CountryID
|
||||
self.CategoryID = CategoryID
|
||||
self.CoalitionID = CoalitionID
|
||||
self.SpawnIndex = 0
|
||||
else
|
||||
error( "SPAWNSTATIC:New: There is no group declared in the mission editor with SpawnTemplatePrefix = '" .. SpawnTemplatePrefix .. "'" )
|
||||
@ -116,6 +115,7 @@ function SPAWNSTATIC:NewFromType( SpawnTypeName, SpawnShapeName, SpawnCategory,
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Creates a new @{Static} at the original position.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param #number Heading The heading of the static, which is a number in degrees from 0 to 360.
|
||||
@ -124,22 +124,28 @@ end
|
||||
function SPAWNSTATIC:Spawn( Heading, NewName ) --R2.3
|
||||
self:F( { Heading, NewName } )
|
||||
|
||||
local CountryName = _DATABASE.COUNTRY_NAME[self.CountryID]
|
||||
|
||||
local StaticTemplate = _DATABASE:GetStaticUnitTemplate( self.SpawnTemplatePrefix )
|
||||
|
||||
StaticTemplate.name = NewName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex )
|
||||
StaticTemplate.heading = ( Heading / 180 ) * math.pi
|
||||
if StaticTemplate then
|
||||
|
||||
StaticTemplate.CountryID = nil
|
||||
StaticTemplate.CoalitionID = nil
|
||||
StaticTemplate.CategoryID = nil
|
||||
local CountryID = self.CountryID
|
||||
local CountryName = _DATABASE.COUNTRY_NAME[CountryID]
|
||||
|
||||
local Static = coalition.addStaticObject( self.CountryID, StaticTemplate )
|
||||
StaticTemplate.name = NewName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex )
|
||||
StaticTemplate.heading = ( Heading / 180 ) * math.pi
|
||||
|
||||
StaticTemplate.CountryID = nil
|
||||
StaticTemplate.CoalitionID = nil
|
||||
StaticTemplate.CategoryID = nil
|
||||
|
||||
local Static = coalition.addStaticObject( CountryID, StaticTemplate )
|
||||
|
||||
self.SpawnIndex = self.SpawnIndex + 1
|
||||
|
||||
self.SpawnIndex = self.SpawnIndex + 1
|
||||
|
||||
return Static
|
||||
return Static
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
@ -153,32 +159,101 @@ end
|
||||
function SPAWNSTATIC:SpawnFromPointVec2( PointVec2, Heading, NewName ) --R2.1
|
||||
self:F( { PointVec2, Heading, NewName } )
|
||||
|
||||
local CountryName = _DATABASE.COUNTRY_NAME[self.CountryID]
|
||||
local StaticTemplate = _DATABASE:GetStaticUnitTemplate( self.SpawnTemplatePrefix )
|
||||
|
||||
if StaticTemplate then
|
||||
|
||||
local CountryID = self.CountryID
|
||||
local CountryName = _DATABASE.COUNTRY_NAME[CountryID]
|
||||
|
||||
StaticTemplate.x = PointVec2.x
|
||||
StaticTemplate.y = PointVec2.z
|
||||
|
||||
StaticTemplate.units = nil
|
||||
StaticTemplate.route = nil
|
||||
StaticTemplate.groupId = nil
|
||||
|
||||
StaticTemplate.name = NewName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex )
|
||||
StaticTemplate.heading = ( Heading / 180 ) * math.pi
|
||||
|
||||
StaticTemplate.CountryID = nil
|
||||
StaticTemplate.CoalitionID = nil
|
||||
StaticTemplate.CategoryID = nil
|
||||
|
||||
local Static = coalition.addStaticObject( CountryID, StaticTemplate )
|
||||
|
||||
self.SpawnIndex = self.SpawnIndex + 1
|
||||
|
||||
return Static
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Creates the original @{Static} at a POINT_VEC2.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param Core.Point#POINT_VEC2 PointVec2 The 2D coordinate where to spawn the static.
|
||||
-- @param #number Heading The heading of the static, which is a number in degrees from 0 to 360.
|
||||
-- @param #string (optional) The name of the new static.
|
||||
-- @return #SPAWNSTATIC
|
||||
function SPAWNSTATIC:ReSpawn()
|
||||
|
||||
local StaticTemplate = _DATABASE:GetStaticUnitTemplate( self.SpawnTemplatePrefix )
|
||||
|
||||
StaticTemplate.x = PointVec2.x
|
||||
StaticTemplate.y = PointVec2.z
|
||||
if StaticTemplate then
|
||||
|
||||
StaticTemplate.units = nil
|
||||
StaticTemplate.route = nil
|
||||
StaticTemplate.groupId = nil
|
||||
local CountryID = self.CountryID
|
||||
local CountryName = _DATABASE.COUNTRY_NAME[CountryID]
|
||||
|
||||
StaticTemplate.units = nil
|
||||
StaticTemplate.route = nil
|
||||
StaticTemplate.groupId = nil
|
||||
|
||||
StaticTemplate.CountryID = nil
|
||||
StaticTemplate.CoalitionID = nil
|
||||
StaticTemplate.CategoryID = nil
|
||||
|
||||
local Static = coalition.addStaticObject( CountryID, StaticTemplate )
|
||||
|
||||
return Static
|
||||
end
|
||||
|
||||
StaticTemplate.name = NewName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex )
|
||||
StaticTemplate.heading = ( Heading / 180 ) * math.pi
|
||||
|
||||
StaticTemplate.CountryID = nil
|
||||
StaticTemplate.CoalitionID = nil
|
||||
StaticTemplate.CategoryID = nil
|
||||
|
||||
local Static = coalition.addStaticObject( self.CountryID, StaticTemplate )
|
||||
|
||||
self.SpawnIndex = self.SpawnIndex + 1
|
||||
|
||||
return Static
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Creates the original @{Static} at a POINT_VEC2.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param Core.Point#COORDINATE Coordinate The 2D coordinate where to spawn the static.
|
||||
-- @param #number Heading The heading of the static, which is a number in degrees from 0 to 360.
|
||||
-- @return #SPAWNSTATIC
|
||||
function SPAWNSTATIC:ReSpawnAt( Coordinate, Heading )
|
||||
|
||||
local StaticTemplate = _DATABASE:GetStaticUnitTemplate( self.SpawnTemplatePrefix )
|
||||
|
||||
if StaticTemplate then
|
||||
|
||||
local CountryID = self.CountryID
|
||||
|
||||
StaticTemplate.x = Coordinate.x
|
||||
StaticTemplate.y = Coordinate.z
|
||||
|
||||
StaticTemplate.heading = Heading and ( ( Heading / 180 ) * math.pi ) or StaticTemplate.heading
|
||||
|
||||
StaticTemplate.CountryID = nil
|
||||
StaticTemplate.CoalitionID = nil
|
||||
StaticTemplate.CategoryID = nil
|
||||
|
||||
local Static = coalition.addStaticObject( CountryID, StaticTemplate )
|
||||
|
||||
return Static
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Creates a new @{Static} from a @{Zone}.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param Core.Zone#ZONE_BASE Zone The Zone where to spawn the static.
|
||||
|
||||
@ -1,14 +1,12 @@
|
||||
--- **Core** -- Management of SPOT logistics, that can be transported from and to transportation carriers.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- SPOT implements the DCS Spot class functionality, but adds additional luxury to be able to:
|
||||
--
|
||||
-- * Spot for a defined duration.
|
||||
-- * wiggle the spot at the target.
|
||||
-- * Provide a @{Unit} as a target, instead of a point.
|
||||
-- * Provide a @{Wrapper.Unit} as a target, instead of a point.
|
||||
-- * Implement a status machine, LaseOn, LaseOff.
|
||||
--
|
||||
-- ===
|
||||
@ -38,7 +36,8 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Spot
|
||||
-- @module Core.Spot
|
||||
-- @image Core_Spot.JPG
|
||||
|
||||
|
||||
do
|
||||
@ -47,13 +46,11 @@ do
|
||||
-- @extends Core.Fsm#FSM
|
||||
|
||||
|
||||
--- # SPOT class, extends @{Fsm#FSM}
|
||||
--
|
||||
-- SPOT implements the DCS Spot class functionality, but adds additional luxury to be able to:
|
||||
--- Implements the target spotting or marking functionality, but adds additional luxury to be able to:
|
||||
--
|
||||
-- * Mark targets for a defined duration.
|
||||
-- * wiggle the spot at the target.
|
||||
-- * Provide a @{Unit} as a target, instead of a point.
|
||||
-- * Provide a @{Wrapper.Unit} as a target, instead of a point.
|
||||
-- * Implement a status machine, LaseOn, LaseOff.
|
||||
--
|
||||
-- ## 1. SPOT constructor
|
||||
|
||||
@ -10,7 +10,9 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module UserFlag
|
||||
-- @module Core.UserFlag
|
||||
-- @image Core_Userflag.JPG
|
||||
--
|
||||
|
||||
do -- UserFlag
|
||||
|
||||
@ -18,11 +20,9 @@ do -- UserFlag
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- # USERFLAG class, extends @{Base#BASE}
|
||||
--- Management of DCS User Flags.
|
||||
--
|
||||
-- Management of DCS User Flags.
|
||||
--
|
||||
-- ## 1. USERFLAG constructor
|
||||
-- ## USERFLAG constructor
|
||||
--
|
||||
-- * @{#USERFLAG.New}(): Creates a new USERFLAG object.
|
||||
--
|
||||
|
||||
@ -10,7 +10,8 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module UserSound
|
||||
-- @module Core.UserSound
|
||||
-- @image Core_Usersound.JPG
|
||||
|
||||
do -- UserSound
|
||||
|
||||
@ -18,11 +19,9 @@ do -- UserSound
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- # USERSOUND class, extends @{Base#BASE}
|
||||
--- Management of DCS User Sound.
|
||||
--
|
||||
-- Management of DCS User Sound.
|
||||
--
|
||||
-- ## 1. USERSOUND constructor
|
||||
-- ## USERSOUND constructor
|
||||
--
|
||||
-- * @{#USERSOUND.New}(): Creates a new USERSOUND object.
|
||||
--
|
||||
@ -80,7 +79,7 @@ do -- UserSound
|
||||
|
||||
--- Play the usersound to the given coalition.
|
||||
-- @param #USERSOUND self
|
||||
-- @param Dcs.DCScoalition#coalition Coalition The coalition to play the usersound to.
|
||||
-- @param DCS#coalition Coalition The coalition to play the usersound to.
|
||||
-- @return #USERSOUND The usersound instance.
|
||||
-- @usage
|
||||
-- local BlueVictory = USERSOUND:New( "BlueVictory.ogg" )
|
||||
@ -96,7 +95,7 @@ do -- UserSound
|
||||
|
||||
--- Play the usersound to the given country.
|
||||
-- @param #USERSOUND self
|
||||
-- @param Dcs.DCScountry#country Country The country to play the usersound to.
|
||||
-- @param DCS#country Country The country to play the usersound to.
|
||||
-- @return #USERSOUND The usersound instance.
|
||||
-- @usage
|
||||
-- local BlueVictory = USERSOUND:New( "BlueVictory.ogg" )
|
||||
@ -110,9 +109,9 @@ do -- UserSound
|
||||
end
|
||||
|
||||
|
||||
--- Play the usersound to the given @{Group}.
|
||||
--- Play the usersound to the given @{Wrapper.Group}.
|
||||
-- @param #USERSOUND self
|
||||
-- @param Wrapper.Group#GROUP Group The @{Group} to play the usersound to.
|
||||
-- @param Wrapper.Group#GROUP Group The @{Wrapper.Group} to play the usersound to.
|
||||
-- @return #USERSOUND The usersound instance.
|
||||
-- @usage
|
||||
-- local BlueVictory = USERSOUND:New( "BlueVictory.ogg" )
|
||||
|
||||
@ -7,7 +7,8 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Velocity
|
||||
-- @module Core.Velocity
|
||||
-- @image MOOSE.JPG
|
||||
|
||||
do -- Velocity
|
||||
|
||||
@ -15,11 +16,9 @@ do -- Velocity
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- # VELOCITY class, extends @{Base#BASE}
|
||||
--- VELOCITY models a speed, which can be expressed in various formats according the Settings.
|
||||
--
|
||||
-- VELOCITY models a speed, which can be expressed in various formats according the Settings.
|
||||
--
|
||||
-- ## 1. VELOCITY constructor
|
||||
-- ## VELOCITY constructor
|
||||
--
|
||||
-- * @{#VELOCITY.New}(): Creates a new VELOCITY object.
|
||||
--
|
||||
@ -125,7 +124,7 @@ do -- VELOCITY_POSITIONABLE
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- # VELOCITY_POSITIONABLE class, extends @{Base#BASE}
|
||||
--- # VELOCITY_POSITIONABLE class, extends @{Core.Base#BASE}
|
||||
--
|
||||
-- VELOCITY_POSITIONABLE monitors the speed of an @{Positionable} in the simulation, which can be expressed in various formats according the Settings.
|
||||
--
|
||||
|
||||
@ -1,7 +1,5 @@
|
||||
--- **Core** -- ZONE classes define **zones** within your mission of **various forms**, with **various capabilities**.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- There are essentially two core functions that zones accomodate:
|
||||
@ -12,7 +10,7 @@
|
||||
-- The object classes are using the zone classes to test the zone boundaries, which can take various forms:
|
||||
--
|
||||
-- * Test if completely within the zone.
|
||||
-- * Test if partly within the zone (for @{Group#GROUP} objects).
|
||||
-- * Test if partly within the zone (for @{Wrapper.Group#GROUP} objects).
|
||||
-- * Test if not in the zone.
|
||||
-- * Distance to the nearest intersecting point of the zone.
|
||||
-- * Distance to the center of the zone.
|
||||
@ -23,9 +21,9 @@
|
||||
-- * @{#ZONE_BASE}: The ZONE_BASE class defining the base for all other zone classes.
|
||||
-- * @{#ZONE_RADIUS}: The ZONE_RADIUS class defined by a zone name, a location and a radius.
|
||||
-- * @{#ZONE}: The ZONE class, defined by the zone name as defined within the Mission Editor.
|
||||
-- * @{#ZONE_UNIT}: The ZONE_UNIT class defines by a zone around a @{Unit#UNIT} with a radius.
|
||||
-- * @{#ZONE_GROUP}: The ZONE_GROUP class defines by a zone around a @{Group#GROUP} with a radius.
|
||||
-- * @{#ZONE_POLYGON}: The ZONE_POLYGON class defines by a sequence of @{Group#GROUP} waypoints within the Mission Editor, forming a polygon.
|
||||
-- * @{#ZONE_UNIT}: The ZONE_UNIT class defines by a zone around a @{Wrapper.Unit#UNIT} with a radius.
|
||||
-- * @{#ZONE_GROUP}: The ZONE_GROUP class defines by a zone around a @{Wrapper.Group#GROUP} with a radius.
|
||||
-- * @{#ZONE_POLYGON}: The ZONE_POLYGON class defines by a sequence of @{Wrapper.Group#GROUP} waypoints within the Mission Editor, forming a polygon.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@ -34,7 +32,8 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Zone
|
||||
-- @module Core.Zone
|
||||
-- @image Core_Zones.JPG
|
||||
|
||||
|
||||
--- @type ZONE_BASE
|
||||
@ -43,9 +42,7 @@
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- # ZONE_BASE class, extends @{Base#BASE}
|
||||
--
|
||||
-- This class is an abstract BASE class for derived classes, and is not meant to be instantiated.
|
||||
--- This class is an abstract BASE class for derived classes, and is not meant to be instantiated.
|
||||
--
|
||||
-- ## Each zone has a name:
|
||||
--
|
||||
@ -53,7 +50,7 @@
|
||||
-- * @{#ZONE_BASE.SetName}(): Sets the name of the zone.
|
||||
--
|
||||
--
|
||||
-- ## Each zone implements two polymorphic functions defined in @{Zone#ZONE_BASE}:
|
||||
-- ## Each zone implements two polymorphic functions defined in @{Core.Zone#ZONE_BASE}:
|
||||
--
|
||||
-- * @{#ZONE_BASE.IsVec2InZone}(): Returns if a 2D vector is within the zone.
|
||||
-- * @{#ZONE_BASE.IsVec3InZone}(): Returns if a 3D vector is within the zone.
|
||||
@ -95,10 +92,10 @@ ZONE_BASE = {
|
||||
|
||||
--- The ZONE_BASE.BoundingSquare
|
||||
-- @type ZONE_BASE.BoundingSquare
|
||||
-- @field Dcs.DCSTypes#Distance x1 The lower x coordinate (left down)
|
||||
-- @field Dcs.DCSTypes#Distance y1 The lower y coordinate (left down)
|
||||
-- @field Dcs.DCSTypes#Distance x2 The higher x coordinate (right up)
|
||||
-- @field Dcs.DCSTypes#Distance y2 The higher y coordinate (right up)
|
||||
-- @field DCS#Distance x1 The lower x coordinate (left down)
|
||||
-- @field DCS#Distance y1 The lower y coordinate (left down)
|
||||
-- @field DCS#Distance x2 The higher x coordinate (right up)
|
||||
-- @field DCS#Distance y2 The higher y coordinate (right up)
|
||||
|
||||
|
||||
--- ZONE_BASE constructor
|
||||
@ -114,6 +111,8 @@ function ZONE_BASE:New( ZoneName )
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Returns the name of the zone.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @return #string The name of the zone.
|
||||
@ -136,7 +135,7 @@ end
|
||||
|
||||
--- Returns if a Vec2 is within the zone.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @param Dcs.DCSTypes#Vec2 Vec2 The Vec2 to test.
|
||||
-- @param DCS#Vec2 Vec2 The Vec2 to test.
|
||||
-- @return #boolean true if the Vec2 is within the zone.
|
||||
function ZONE_BASE:IsVec2InZone( Vec2 )
|
||||
self:F2( Vec2 )
|
||||
@ -146,13 +145,19 @@ end
|
||||
|
||||
--- Returns if a Vec3 is within the zone.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @param Dcs.DCSTypes#Vec3 Vec3 The point to test.
|
||||
-- @param DCS#Vec3 Vec3 The point to test.
|
||||
-- @return #boolean true if the Vec3 is within the zone.
|
||||
function ZONE_BASE:IsVec3InZone( Vec3 )
|
||||
self:F2( Vec3 )
|
||||
|
||||
local InZone = self:IsVec2InZone( { x = Vec3.x, y = Vec3.z } )
|
||||
return InZone
|
||||
end
|
||||
|
||||
--- Returns if a Coordinate is within the zone.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @param Core.Point#COORDINATE Coordinate The coordinate to test.
|
||||
-- @return #boolean true if the coordinate is within the zone.
|
||||
function ZONE_BASE:IsCoordinateInZone( Coordinate )
|
||||
local InZone = self:IsVec2InZone( Coordinate:GetVec2() )
|
||||
return InZone
|
||||
end
|
||||
|
||||
@ -161,10 +166,7 @@ end
|
||||
-- @param Core.Point#POINT_VEC2 PointVec2 The PointVec2 to test.
|
||||
-- @return #boolean true if the PointVec2 is within the zone.
|
||||
function ZONE_BASE:IsPointVec2InZone( PointVec2 )
|
||||
self:F2( PointVec2 )
|
||||
|
||||
local InZone = self:IsVec2InZone( PointVec2:GetVec2() )
|
||||
|
||||
return InZone
|
||||
end
|
||||
|
||||
@ -173,26 +175,21 @@ end
|
||||
-- @param Core.Point#POINT_VEC3 PointVec3 The PointVec3 to test.
|
||||
-- @return #boolean true if the PointVec3 is within the zone.
|
||||
function ZONE_BASE:IsPointVec3InZone( PointVec3 )
|
||||
self:F2( PointVec3 )
|
||||
|
||||
local InZone = self:IsPointVec2InZone( PointVec3 )
|
||||
|
||||
return InZone
|
||||
end
|
||||
|
||||
|
||||
--- Returns the @{DCSTypes#Vec2} coordinate of the zone.
|
||||
--- Returns the @{DCS#Vec2} coordinate of the zone.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @return #nil.
|
||||
function ZONE_BASE:GetVec2()
|
||||
self:F2( self.ZoneName )
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Returns a @{Point#POINT_VEC2} of the zone.
|
||||
--- Returns a @{Core.Point#POINT_VEC2} of the zone.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @param Dcs.DCSTypes#Distance Height The height to add to the land height where the center of the zone is located.
|
||||
-- @param DCS#Distance Height The height to add to the land height where the center of the zone is located.
|
||||
-- @return Core.Point#POINT_VEC2 The PointVec2 of the zone.
|
||||
function ZONE_BASE:GetPointVec2()
|
||||
self:F2( self.ZoneName )
|
||||
@ -207,7 +204,7 @@ function ZONE_BASE:GetPointVec2()
|
||||
end
|
||||
|
||||
|
||||
--- Returns a @{Point#COORDINATE} of the zone.
|
||||
--- Returns a @{Core.Point#COORDINATE} of the zone.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @return Core.Point#COORDINATE The Coordinate of the zone.
|
||||
function ZONE_BASE:GetCoordinate()
|
||||
@ -223,10 +220,10 @@ function ZONE_BASE:GetCoordinate()
|
||||
end
|
||||
|
||||
|
||||
--- Returns the @{DCSTypes#Vec3} of the zone.
|
||||
--- Returns the @{DCS#Vec3} of the zone.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @param Dcs.DCSTypes#Distance Height The height to add to the land height where the center of the zone is located.
|
||||
-- @return Dcs.DCSTypes#Vec3 The Vec3 of the zone.
|
||||
-- @param DCS#Distance Height The height to add to the land height where the center of the zone is located.
|
||||
-- @return DCS#Vec3 The Vec3 of the zone.
|
||||
function ZONE_BASE:GetVec3( Height )
|
||||
self:F2( self.ZoneName )
|
||||
|
||||
@ -241,9 +238,9 @@ function ZONE_BASE:GetVec3( Height )
|
||||
return Vec3
|
||||
end
|
||||
|
||||
--- Returns a @{Point#POINT_VEC3} of the zone.
|
||||
--- Returns a @{Core.Point#POINT_VEC3} of the zone.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @param Dcs.DCSTypes#Distance Height The height to add to the land height where the center of the zone is located.
|
||||
-- @param DCS#Distance Height The height to add to the land height where the center of the zone is located.
|
||||
-- @return Core.Point#POINT_VEC3 The PointVec3 of the zone.
|
||||
function ZONE_BASE:GetPointVec3( Height )
|
||||
self:F2( self.ZoneName )
|
||||
@ -257,9 +254,9 @@ function ZONE_BASE:GetPointVec3( Height )
|
||||
return PointVec3
|
||||
end
|
||||
|
||||
--- Returns a @{Point#COORDINATE} of the zone.
|
||||
--- Returns a @{Core.Point#COORDINATE} of the zone.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @param Dcs.DCSTypes#Distance Height The height to add to the land height where the center of the zone is located.
|
||||
-- @param DCS#Distance Height The height to add to the land height where the center of the zone is located.
|
||||
-- @return Core.Point#COORDINATE The Coordinate of the zone.
|
||||
function ZONE_BASE:GetCoordinate( Height ) --R2.1
|
||||
self:F2( self.ZoneName )
|
||||
@ -274,21 +271,21 @@ function ZONE_BASE:GetCoordinate( Height ) --R2.1
|
||||
end
|
||||
|
||||
|
||||
--- Define a random @{DCSTypes#Vec2} within the zone.
|
||||
--- Define a random @{DCS#Vec2} within the zone.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @return Dcs.DCSTypes#Vec2 The Vec2 coordinates.
|
||||
-- @return DCS#Vec2 The Vec2 coordinates.
|
||||
function ZONE_BASE:GetRandomVec2()
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Define a random @{Point#POINT_VEC2} within the zone.
|
||||
--- Define a random @{Core.Point#POINT_VEC2} within the zone.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @return Core.Point#POINT_VEC2 The PointVec2 coordinates.
|
||||
function ZONE_BASE:GetRandomPointVec2()
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Define a random @{Point#POINT_VEC3} within the zone.
|
||||
--- Define a random @{Core.Point#POINT_VEC3} within the zone.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @return Core.Point#POINT_VEC3 The PointVec3 coordinates.
|
||||
function ZONE_BASE:GetRandomPointVec3()
|
||||
@ -322,7 +319,7 @@ end
|
||||
-- @param #ZONE_BASE self
|
||||
-- @param ZoneProbability A value between 0 and 1. 0 = 0% and 1 = 100% probability.
|
||||
function ZONE_BASE:SetZoneProbability( ZoneProbability )
|
||||
self:F2( ZoneProbability )
|
||||
self:F( { self:GetName(), ZoneProbability = ZoneProbability } )
|
||||
|
||||
self.ZoneProbability = ZoneProbability or 1
|
||||
return self
|
||||
@ -341,6 +338,27 @@ end
|
||||
-- @param #ZONE_BASE self
|
||||
-- @return #ZONE_BASE The zone is selected taking into account the randomization probability factor.
|
||||
-- @return #nil The zone is not selected taking into account the randomization probability factor.
|
||||
-- @usage
|
||||
--
|
||||
-- local ZoneArray = { ZONE:New( "Zone1" ), ZONE:New( "Zone2" ) }
|
||||
--
|
||||
-- -- We set a zone probability of 70% to the first zone and 30% to the second zone.
|
||||
-- ZoneArray[1]:SetZoneProbability( 0.5 )
|
||||
-- ZoneArray[2]:SetZoneProbability( 0.5 )
|
||||
--
|
||||
-- local ZoneSelected = nil
|
||||
--
|
||||
-- while ZoneSelected == nil do
|
||||
-- for _, Zone in pairs( ZoneArray ) do
|
||||
-- ZoneSelected = Zone:GetZoneMaybe()
|
||||
-- if ZoneSelected ~= nil then
|
||||
-- break
|
||||
-- end
|
||||
-- end
|
||||
-- end
|
||||
--
|
||||
-- -- The result should be that Zone1 would be more probable selected than Zone2.
|
||||
--
|
||||
function ZONE_BASE:GetZoneMaybe()
|
||||
self:F2()
|
||||
|
||||
@ -355,13 +373,11 @@ end
|
||||
|
||||
--- The ZONE_RADIUS class, defined by a zone name, a location and a radius.
|
||||
-- @type ZONE_RADIUS
|
||||
-- @field Dcs.DCSTypes#Vec2 Vec2 The current location of the zone.
|
||||
-- @field Dcs.DCSTypes#Distance Radius The radius of the zone.
|
||||
-- @field DCS#Vec2 Vec2 The current location of the zone.
|
||||
-- @field DCS#Distance Radius The radius of the zone.
|
||||
-- @extends #ZONE_BASE
|
||||
|
||||
--- # ZONE_RADIUS class, extends @{Zone#ZONE_BASE}
|
||||
--
|
||||
-- The ZONE_RADIUS class defined by a zone name, a location and a radius.
|
||||
--- The ZONE_RADIUS class defined by a zone name, a location and a radius.
|
||||
-- This class implements the inherited functions from Core.Zone#ZONE_BASE taking into account the own zone format and properties.
|
||||
--
|
||||
-- ## ZONE_RADIUS constructor
|
||||
@ -375,17 +391,17 @@ end
|
||||
--
|
||||
-- ## Manage the location of the zone
|
||||
--
|
||||
-- * @{#ZONE_RADIUS.SetVec2}(): Sets the @{DCSTypes#Vec2} of the zone.
|
||||
-- * @{#ZONE_RADIUS.GetVec2}(): Returns the @{DCSTypes#Vec2} of the zone.
|
||||
-- * @{#ZONE_RADIUS.GetVec3}(): Returns the @{DCSTypes#Vec3} of the zone, taking an additional height parameter.
|
||||
-- * @{#ZONE_RADIUS.SetVec2}(): Sets the @{DCS#Vec2} of the zone.
|
||||
-- * @{#ZONE_RADIUS.GetVec2}(): Returns the @{DCS#Vec2} of the zone.
|
||||
-- * @{#ZONE_RADIUS.GetVec3}(): Returns the @{DCS#Vec3} of the zone, taking an additional height parameter.
|
||||
--
|
||||
-- ## Zone point randomization
|
||||
--
|
||||
-- Various functions exist to find random points within the zone.
|
||||
--
|
||||
-- * @{#ZONE_RADIUS.GetRandomVec2}(): Gets a random 2D point in the zone.
|
||||
-- * @{#ZONE_RADIUS.GetRandomPointVec2}(): Gets a @{Point#POINT_VEC2} object representing a random 2D point in the zone.
|
||||
-- * @{#ZONE_RADIUS.GetRandomPointVec3}(): Gets a @{Point#POINT_VEC3} object representing a random 3D point in the zone. Note that the height of the point is at landheight.
|
||||
-- * @{#ZONE_RADIUS.GetRandomPointVec2}(): Gets a @{Core.Point#POINT_VEC2} object representing a random 2D point in the zone.
|
||||
-- * @{#ZONE_RADIUS.GetRandomPointVec3}(): Gets a @{Core.Point#POINT_VEC3} object representing a random 3D point in the zone. Note that the height of the point is at landheight.
|
||||
--
|
||||
-- @field #ZONE_RADIUS
|
||||
ZONE_RADIUS = {
|
||||
@ -395,8 +411,8 @@ ZONE_RADIUS = {
|
||||
--- Constructor of @{#ZONE_RADIUS}, taking the zone name, the zone location and a radius.
|
||||
-- @param #ZONE_RADIUS self
|
||||
-- @param #string ZoneName Name of the zone.
|
||||
-- @param Dcs.DCSTypes#Vec2 Vec2 The location of the zone.
|
||||
-- @param Dcs.DCSTypes#Distance Radius The radius of the zone.
|
||||
-- @param DCS#Vec2 Vec2 The location of the zone.
|
||||
-- @param DCS#Distance Radius The radius of the zone.
|
||||
-- @return #ZONE_RADIUS self
|
||||
function ZONE_RADIUS:New( ZoneName, Vec2, Radius )
|
||||
local self = BASE:Inherit( self, ZONE_BASE:New( ZoneName ) ) -- #ZONE_RADIUS
|
||||
@ -410,8 +426,9 @@ end
|
||||
|
||||
--- Bounds the zone with tires.
|
||||
-- @param #ZONE_RADIUS self
|
||||
-- @param #number Points (optional) The amount of points in the circle.
|
||||
-- @param #boolean UnBound If true the tyres will be destroyed.
|
||||
-- @param #number Points (optional) The amount of points in the circle. Default 360.
|
||||
-- @param DCS#country.id CountryID The country id of the tire objects, e.g. country.id.USA for blue or country.id.RUSSIA for red.
|
||||
-- @param #boolean UnBound (Optional) If true the tyres will be destroyed.
|
||||
-- @return #ZONE_RADIUS self
|
||||
function ZONE_RADIUS:BoundZone( Points, CountryID, UnBound )
|
||||
|
||||
@ -490,7 +507,7 @@ end
|
||||
-- @param #ZONE_RADIUS self
|
||||
-- @param Utilities.Utils#FLARECOLOR FlareColor The flare color.
|
||||
-- @param #number Points (optional) The amount of points in the circle.
|
||||
-- @param Dcs.DCSTypes#Azimuth Azimuth (optional) Azimuth The azimuth of the flare.
|
||||
-- @param DCS#Azimuth Azimuth (optional) Azimuth The azimuth of the flare.
|
||||
-- @param #number AddHeight (optional) The height to be added for the smoke.
|
||||
-- @return #ZONE_RADIUS self
|
||||
function ZONE_RADIUS:FlareZone( FlareColor, Points, Azimuth, AddHeight )
|
||||
@ -518,7 +535,7 @@ end
|
||||
|
||||
--- Returns the radius of the zone.
|
||||
-- @param #ZONE_RADIUS self
|
||||
-- @return Dcs.DCSTypes#Distance The radius of the zone.
|
||||
-- @return DCS#Distance The radius of the zone.
|
||||
function ZONE_RADIUS:GetRadius()
|
||||
self:F2( self.ZoneName )
|
||||
|
||||
@ -529,8 +546,8 @@ end
|
||||
|
||||
--- Sets the radius of the zone.
|
||||
-- @param #ZONE_RADIUS self
|
||||
-- @param Dcs.DCSTypes#Distance Radius The radius of the zone.
|
||||
-- @return Dcs.DCSTypes#Distance The radius of the zone.
|
||||
-- @param DCS#Distance Radius The radius of the zone.
|
||||
-- @return DCS#Distance The radius of the zone.
|
||||
function ZONE_RADIUS:SetRadius( Radius )
|
||||
self:F2( self.ZoneName )
|
||||
|
||||
@ -540,9 +557,9 @@ function ZONE_RADIUS:SetRadius( Radius )
|
||||
return self.Radius
|
||||
end
|
||||
|
||||
--- Returns the @{DCSTypes#Vec2} of the zone.
|
||||
--- Returns the @{DCS#Vec2} of the zone.
|
||||
-- @param #ZONE_RADIUS self
|
||||
-- @return Dcs.DCSTypes#Vec2 The location of the zone.
|
||||
-- @return DCS#Vec2 The location of the zone.
|
||||
function ZONE_RADIUS:GetVec2()
|
||||
self:F2( self.ZoneName )
|
||||
|
||||
@ -551,10 +568,10 @@ function ZONE_RADIUS:GetVec2()
|
||||
return self.Vec2
|
||||
end
|
||||
|
||||
--- Sets the @{DCSTypes#Vec2} of the zone.
|
||||
--- Sets the @{DCS#Vec2} of the zone.
|
||||
-- @param #ZONE_RADIUS self
|
||||
-- @param Dcs.DCSTypes#Vec2 Vec2 The new location of the zone.
|
||||
-- @return Dcs.DCSTypes#Vec2 The new location of the zone.
|
||||
-- @param DCS#Vec2 Vec2 The new location of the zone.
|
||||
-- @return DCS#Vec2 The new location of the zone.
|
||||
function ZONE_RADIUS:SetVec2( Vec2 )
|
||||
self:F2( self.ZoneName )
|
||||
|
||||
@ -565,10 +582,10 @@ function ZONE_RADIUS:SetVec2( Vec2 )
|
||||
return self.Vec2
|
||||
end
|
||||
|
||||
--- Returns the @{DCSTypes#Vec3} of the ZONE_RADIUS.
|
||||
--- Returns the @{DCS#Vec3} of the ZONE_RADIUS.
|
||||
-- @param #ZONE_RADIUS self
|
||||
-- @param Dcs.DCSTypes#Distance Height The height to add to the land height where the center of the zone is located.
|
||||
-- @return Dcs.DCSTypes#Vec3 The point of the zone.
|
||||
-- @param DCS#Distance Height The height to add to the land height where the center of the zone is located.
|
||||
-- @return DCS#Vec3 The point of the zone.
|
||||
function ZONE_RADIUS:GetVec3( Height )
|
||||
self:F2( { self.ZoneName, Height } )
|
||||
|
||||
@ -603,6 +620,7 @@ function ZONE_RADIUS:Scan( ObjectCategories )
|
||||
self.ScanData = {}
|
||||
self.ScanData.Coalitions = {}
|
||||
self.ScanData.Scenery = {}
|
||||
self.ScanData.Units = {}
|
||||
|
||||
local ZoneCoord = self:GetCoordinate()
|
||||
local ZoneRadius = self:GetRadius()
|
||||
@ -625,6 +643,7 @@ function ZONE_RADIUS:Scan( ObjectCategories )
|
||||
(ObjectCategory == Object.Category.STATIC and ZoneObject:isExist()) then
|
||||
local CoalitionDCSUnit = ZoneObject:getCoalition()
|
||||
self.ScanData.Coalitions[CoalitionDCSUnit] = true
|
||||
self.ScanData.Units[ZoneObject] = ZoneObject
|
||||
self:F( { Name = ZoneObject:getName(), Coalition = CoalitionDCSUnit } )
|
||||
end
|
||||
if ObjectCategory == Object.Category.SCENERY then
|
||||
@ -643,6 +662,12 @@ function ZONE_RADIUS:Scan( ObjectCategories )
|
||||
end
|
||||
|
||||
|
||||
function ZONE_RADIUS:GetScannedUnits()
|
||||
|
||||
return self.ScanData.Units
|
||||
end
|
||||
|
||||
|
||||
function ZONE_RADIUS:CountScannedCoalitions()
|
||||
|
||||
local Count = 0
|
||||
@ -804,7 +829,7 @@ end
|
||||
|
||||
--- Returns if a location is within the zone.
|
||||
-- @param #ZONE_RADIUS self
|
||||
-- @param Dcs.DCSTypes#Vec2 Vec2 The location to test.
|
||||
-- @param DCS#Vec2 Vec2 The location to test.
|
||||
-- @return #boolean true if the location is within the zone.
|
||||
function ZONE_RADIUS:IsVec2InZone( Vec2 )
|
||||
self:F2( Vec2 )
|
||||
@ -822,7 +847,7 @@ end
|
||||
|
||||
--- Returns if a point is within the zone.
|
||||
-- @param #ZONE_RADIUS self
|
||||
-- @param Dcs.DCSTypes#Vec3 Vec3 The point to test.
|
||||
-- @param DCS#Vec3 Vec3 The point to test.
|
||||
-- @return #boolean true if the point is within the zone.
|
||||
function ZONE_RADIUS:IsVec3InZone( Vec3 )
|
||||
self:F2( Vec3 )
|
||||
@ -836,7 +861,7 @@ end
|
||||
-- @param #ZONE_RADIUS self
|
||||
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
|
||||
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
|
||||
-- @return Dcs.DCSTypes#Vec2 The random location within the zone.
|
||||
-- @return DCS#Vec2 The random location within the zone.
|
||||
function ZONE_RADIUS:GetRandomVec2( inner, outer )
|
||||
self:F( self.ZoneName, inner, outer )
|
||||
|
||||
@ -854,11 +879,11 @@ function ZONE_RADIUS:GetRandomVec2( inner, outer )
|
||||
return Point
|
||||
end
|
||||
|
||||
--- Returns a @{Point#POINT_VEC2} object reflecting a random 2D location within the zone.
|
||||
--- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone.
|
||||
-- @param #ZONE_RADIUS self
|
||||
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
|
||||
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
|
||||
-- @return Core.Point#POINT_VEC2 The @{Point#POINT_VEC2} object reflecting the random 3D location within the zone.
|
||||
-- @return Core.Point#POINT_VEC2 The @{Core.Point#POINT_VEC2} object reflecting the random 3D location within the zone.
|
||||
function ZONE_RADIUS:GetRandomPointVec2( inner, outer )
|
||||
self:F( self.ZoneName, inner, outer )
|
||||
|
||||
@ -873,7 +898,7 @@ end
|
||||
-- @param #ZONE_RADIUS self
|
||||
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
|
||||
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
|
||||
-- @return Dcs.DCSTypes#Vec3 The random location within the zone.
|
||||
-- @return DCS#Vec3 The random location within the zone.
|
||||
function ZONE_RADIUS:GetRandomVec3( inner, outer )
|
||||
self:F( self.ZoneName, inner, outer )
|
||||
|
||||
@ -885,11 +910,11 @@ function ZONE_RADIUS:GetRandomVec3( inner, outer )
|
||||
end
|
||||
|
||||
|
||||
--- Returns a @{Point#POINT_VEC3} object reflecting a random 3D location within the zone.
|
||||
--- Returns a @{Core.Point#POINT_VEC3} object reflecting a random 3D location within the zone.
|
||||
-- @param #ZONE_RADIUS self
|
||||
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
|
||||
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
|
||||
-- @return Core.Point#POINT_VEC3 The @{Point#POINT_VEC3} object reflecting the random 3D location within the zone.
|
||||
-- @return Core.Point#POINT_VEC3 The @{Core.Point#POINT_VEC3} object reflecting the random 3D location within the zone.
|
||||
function ZONE_RADIUS:GetRandomPointVec3( inner, outer )
|
||||
self:F( self.ZoneName, inner, outer )
|
||||
|
||||
@ -901,7 +926,7 @@ function ZONE_RADIUS:GetRandomPointVec3( inner, outer )
|
||||
end
|
||||
|
||||
|
||||
--- Returns a @{Point#COORDINATE} object reflecting a random 3D location within the zone.
|
||||
--- Returns a @{Core.Point#COORDINATE} object reflecting a random 3D location within the zone.
|
||||
-- @param #ZONE_RADIUS self
|
||||
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
|
||||
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
|
||||
@ -922,11 +947,33 @@ end
|
||||
-- @extends #ZONE_RADIUS
|
||||
|
||||
|
||||
--- # ZONE class, extends @{Zone#ZONE_RADIUS}
|
||||
--
|
||||
-- The ZONE class, defined by the zone name as defined within the Mission Editor.
|
||||
--- The ZONE class, defined by the zone name as defined within the Mission Editor.
|
||||
-- This class implements the inherited functions from @{#ZONE_RADIUS} taking into account the own zone format and properties.
|
||||
--
|
||||
-- ## ZONE constructor
|
||||
--
|
||||
-- * @{#ZONE.New}(): Constructor. This will search for a trigger zone with the name given, and will return for you a ZONE object.
|
||||
--
|
||||
-- ## Declare a ZONE directly in the DCS mission editor!
|
||||
--
|
||||
-- You can declare a ZONE using the DCS mission editor by adding a trigger zone in the mission editor.
|
||||
--
|
||||
-- Then during mission startup, when loading Moose.lua, this trigger zone will be detected as a ZONE declaration.
|
||||
-- Within the background, a ZONE object will be created within the @{Core.Database}.
|
||||
-- The ZONE name will be the trigger zone name.
|
||||
--
|
||||
-- So, you can search yourself for the ZONE object by using the @{#ZONE.FindByName}() method.
|
||||
-- In this example, `local TriggerZone = ZONE:FindByName( "DefenseZone" )` would return the ZONE object
|
||||
-- that was created at mission startup, and reference it into the `TriggerZone` local object.
|
||||
--
|
||||
-- Refer to mission `ZON-110` for a demonstration.
|
||||
--
|
||||
-- This is especially handy if you want to quickly setup a SET_ZONE...
|
||||
-- So when you would declare `local SetZone = SET_ZONE:New():FilterPrefixes( "Defense" ):FilterStart()`,
|
||||
-- then SetZone would contain the ZONE object `DefenseZone` as part of the zone collection,
|
||||
-- without much scripting overhead!!!
|
||||
--
|
||||
--
|
||||
-- @field #ZONE
|
||||
ZONE = {
|
||||
ClassName="ZONE",
|
||||
@ -954,14 +1001,26 @@ function ZONE:New( ZoneName )
|
||||
return self
|
||||
end
|
||||
|
||||
--- Find a zone in the _DATABASE using the name of the zone.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @param #string ZoneName The name of the zone.
|
||||
-- @return #ZONE_BASE self
|
||||
function ZONE:FindByName( ZoneName )
|
||||
|
||||
local ZoneFound = _DATABASE:FindZone( ZoneName )
|
||||
return ZoneFound
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- @type ZONE_UNIT
|
||||
-- @field Wrapper.Unit#UNIT ZoneUNIT
|
||||
-- @extends Core.Zone#ZONE_RADIUS
|
||||
|
||||
|
||||
--- # ZONE_UNIT class, extends @{Zone#ZONE_RADIUS}
|
||||
--
|
||||
-- The ZONE_UNIT class defined by a zone attached to a @{Unit#UNIT} with a radius and optional x and y offsets.
|
||||
-- The ZONE_UNIT class defined by a zone attached to a @{Wrapper.Unit#UNIT} with a radius and optional offsets.
|
||||
-- This class implements the inherited functions from @{#ZONE_RADIUS} taking into account the own zone format and properties.
|
||||
--
|
||||
-- @field #ZONE_UNIT
|
||||
@ -981,6 +1040,7 @@ ZONE_UNIT = {
|
||||
-- theta The azimuth of the zone relative to unit
|
||||
-- relative_to_unit If true, theta is measured clockwise from unit's direction else clockwise from north. If using dx, dy setting this to true makes +x parallel to unit heading.
|
||||
-- dx, dy OR rho, theta may be used, not both.
|
||||
|
||||
-- @return #ZONE_UNIT self
|
||||
function ZONE_UNIT:New( ZoneName, ZoneUNIT, Radius, Offset)
|
||||
|
||||
@ -1002,13 +1062,16 @@ function ZONE_UNIT:New( ZoneName, ZoneUNIT, Radius, Offset)
|
||||
self.ZoneUNIT = ZoneUNIT
|
||||
self.LastVec2 = ZoneUNIT:GetVec2()
|
||||
|
||||
-- Zone objects are added to the _DATABASE and SET_ZONE objects.
|
||||
_EVENTDISPATCHER:CreateEventNewZone( self )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Returns the current location of the @{Unit#UNIT}.
|
||||
--- Returns the current location of the @{Wrapper.Unit#UNIT}.
|
||||
-- @param #ZONE_UNIT self
|
||||
-- @return Dcs.DCSTypes#Vec2 The location of the zone based on the @{Unit#UNIT}location and the offset, if any.
|
||||
-- @return DCS#Vec2 The location of the zone based on the @{Wrapper.Unit#UNIT}location and the offset, if any.
|
||||
function ZONE_UNIT:GetVec2()
|
||||
self:F2( self.ZoneName )
|
||||
|
||||
@ -1049,7 +1112,7 @@ end
|
||||
|
||||
--- Returns a random location within the zone.
|
||||
-- @param #ZONE_UNIT self
|
||||
-- @return Dcs.DCSTypes#Vec2 The random location within the zone.
|
||||
-- @return DCS#Vec2 The random location within the zone.
|
||||
function ZONE_UNIT:GetRandomVec2()
|
||||
self:F( self.ZoneName )
|
||||
|
||||
@ -1069,10 +1132,10 @@ function ZONE_UNIT:GetRandomVec2()
|
||||
return RandomVec2
|
||||
end
|
||||
|
||||
--- Returns the @{DCSTypes#Vec3} of the ZONE_UNIT.
|
||||
--- Returns the @{DCS#Vec3} of the ZONE_UNIT.
|
||||
-- @param #ZONE_UNIT self
|
||||
-- @param Dcs.DCSTypes#Distance Height The height to add to the land height where the center of the zone is located.
|
||||
-- @return Dcs.DCSTypes#Vec3 The point of the zone.
|
||||
-- @param DCS#Distance Height The height to add to the land height where the center of the zone is located.
|
||||
-- @return DCS#Vec3 The point of the zone.
|
||||
function ZONE_UNIT:GetVec3( Height )
|
||||
self:F2( self.ZoneName )
|
||||
|
||||
@ -1091,35 +1154,36 @@ end
|
||||
-- @extends #ZONE_RADIUS
|
||||
|
||||
|
||||
--- # ZONE_GROUP class, extends @{Zone#ZONE_RADIUS}
|
||||
--
|
||||
-- The ZONE_GROUP class defines by a zone around a @{Group#GROUP} with a radius. The current leader of the group defines the center of the zone.
|
||||
-- This class implements the inherited functions from @{Zone#ZONE_RADIUS} taking into account the own zone format and properties.
|
||||
--- The ZONE_GROUP class defines by a zone around a @{Wrapper.Group#GROUP} with a radius. The current leader of the group defines the center of the zone.
|
||||
-- This class implements the inherited functions from @{Core.Zone#ZONE_RADIUS} taking into account the own zone format and properties.
|
||||
--
|
||||
-- @field #ZONE_GROUP
|
||||
ZONE_GROUP = {
|
||||
ClassName="ZONE_GROUP",
|
||||
}
|
||||
|
||||
--- Constructor to create a ZONE_GROUP instance, taking the zone name, a zone @{Group#GROUP} and a radius.
|
||||
--- Constructor to create a ZONE_GROUP instance, taking the zone name, a zone @{Wrapper.Group#GROUP} and a radius.
|
||||
-- @param #ZONE_GROUP self
|
||||
-- @param #string ZoneName Name of the zone.
|
||||
-- @param Wrapper.Group#GROUP ZoneGROUP The @{Group} as the center of the zone.
|
||||
-- @param Dcs.DCSTypes#Distance Radius The radius of the zone.
|
||||
-- @param Wrapper.Group#GROUP ZoneGROUP The @{Wrapper.Group} as the center of the zone.
|
||||
-- @param DCS#Distance Radius The radius of the zone.
|
||||
-- @return #ZONE_GROUP self
|
||||
function ZONE_GROUP:New( ZoneName, ZoneGROUP, Radius )
|
||||
local self = BASE:Inherit( self, ZONE_RADIUS:New( ZoneName, ZoneGROUP:GetVec2(), Radius ) )
|
||||
self:F( { ZoneName, ZoneGROUP:GetVec2(), Radius } )
|
||||
|
||||
self._.ZoneGROUP = ZoneGROUP
|
||||
|
||||
-- Zone objects are added to the _DATABASE and SET_ZONE objects.
|
||||
_EVENTDISPATCHER:CreateEventNewZone( self )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Returns the current location of the @{Group}.
|
||||
--- Returns the current location of the @{Wrapper.Group}.
|
||||
-- @param #ZONE_GROUP self
|
||||
-- @return Dcs.DCSTypes#Vec2 The location of the zone based on the @{Group} location.
|
||||
-- @return DCS#Vec2 The location of the zone based on the @{Wrapper.Group} location.
|
||||
function ZONE_GROUP:GetVec2()
|
||||
self:F( self.ZoneName )
|
||||
|
||||
@ -1130,9 +1194,9 @@ function ZONE_GROUP:GetVec2()
|
||||
return ZoneVec2
|
||||
end
|
||||
|
||||
--- Returns a random location within the zone of the @{Group}.
|
||||
--- Returns a random location within the zone of the @{Wrapper.Group}.
|
||||
-- @param #ZONE_GROUP self
|
||||
-- @return Dcs.DCSTypes#Vec2 The random location of the zone based on the @{Group} location.
|
||||
-- @return DCS#Vec2 The random location of the zone based on the @{Wrapper.Group} location.
|
||||
function ZONE_GROUP:GetRandomVec2()
|
||||
self:F( self.ZoneName )
|
||||
|
||||
@ -1148,11 +1212,11 @@ function ZONE_GROUP:GetRandomVec2()
|
||||
return Point
|
||||
end
|
||||
|
||||
--- Returns a @{Point#POINT_VEC2} object reflecting a random 2D location within the zone.
|
||||
--- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone.
|
||||
-- @param #ZONE_GROUP self
|
||||
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
|
||||
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
|
||||
-- @return Core.Point#POINT_VEC2 The @{Point#POINT_VEC2} object reflecting the random 3D location within the zone.
|
||||
-- @return Core.Point#POINT_VEC2 The @{Core.Point#POINT_VEC2} object reflecting the random 3D location within the zone.
|
||||
function ZONE_GROUP:GetRandomPointVec2( inner, outer )
|
||||
self:F( self.ZoneName, inner, outer )
|
||||
|
||||
@ -1165,14 +1229,12 @@ end
|
||||
|
||||
|
||||
--- @type ZONE_POLYGON_BASE
|
||||
-- --@field #ZONE_POLYGON_BASE.ListVec2 Polygon The polygon defined by an array of @{DCSTypes#Vec2}.
|
||||
-- --@field #ZONE_POLYGON_BASE.ListVec2 Polygon The polygon defined by an array of @{DCS#Vec2}.
|
||||
-- @extends #ZONE_BASE
|
||||
|
||||
|
||||
--- # ZONE_POLYGON_BASE class, extends @{Zone#ZONE_BASE}
|
||||
--
|
||||
-- The ZONE_POLYGON_BASE class defined by a sequence of @{Group#GROUP} waypoints within the Mission Editor, forming a polygon.
|
||||
-- This class implements the inherited functions from @{Zone#ZONE_RADIUS} taking into account the own zone format and properties.
|
||||
--- The ZONE_POLYGON_BASE class defined by a sequence of @{Wrapper.Group#GROUP} waypoints within the Mission Editor, forming a polygon.
|
||||
-- This class implements the inherited functions from @{Core.Zone#ZONE_RADIUS} taking into account the own zone format and properties.
|
||||
-- This class is an abstract BASE class for derived classes, and is not meant to be instantiated.
|
||||
--
|
||||
-- ## Zone point randomization
|
||||
@ -1180,8 +1242,8 @@ end
|
||||
-- Various functions exist to find random points within the zone.
|
||||
--
|
||||
-- * @{#ZONE_POLYGON_BASE.GetRandomVec2}(): Gets a random 2D point in the zone.
|
||||
-- * @{#ZONE_POLYGON_BASE.GetRandomPointVec2}(): Return a @{Point#POINT_VEC2} object representing a random 2D point within the zone.
|
||||
-- * @{#ZONE_POLYGON_BASE.GetRandomPointVec3}(): Return a @{Point#POINT_VEC3} object representing a random 3D point at landheight within the zone.
|
||||
-- * @{#ZONE_POLYGON_BASE.GetRandomPointVec2}(): Return a @{Core.Point#POINT_VEC2} object representing a random 2D point within the zone.
|
||||
-- * @{#ZONE_POLYGON_BASE.GetRandomPointVec3}(): Return a @{Core.Point#POINT_VEC3} object representing a random 3D point at landheight within the zone.
|
||||
--
|
||||
-- @field #ZONE_POLYGON_BASE
|
||||
ZONE_POLYGON_BASE = {
|
||||
@ -1190,13 +1252,13 @@ ZONE_POLYGON_BASE = {
|
||||
|
||||
--- A points array.
|
||||
-- @type ZONE_POLYGON_BASE.ListVec2
|
||||
-- @list <Dcs.DCSTypes#Vec2>
|
||||
-- @list <DCS#Vec2>
|
||||
|
||||
--- Constructor to create a ZONE_POLYGON_BASE instance, taking the zone name and an array of @{DCSTypes#Vec2}, forming a polygon.
|
||||
-- The @{Group#GROUP} waypoints define the polygon corners. The first and the last point are automatically connected.
|
||||
--- Constructor to create a ZONE_POLYGON_BASE instance, taking the zone name and an array of @{DCS#Vec2}, forming a polygon.
|
||||
-- The @{Wrapper.Group#GROUP} waypoints define the polygon corners. The first and the last point are automatically connected.
|
||||
-- @param #ZONE_POLYGON_BASE self
|
||||
-- @param #string ZoneName Name of the zone.
|
||||
-- @param #ZONE_POLYGON_BASE.ListVec2 PointsArray An array of @{DCSTypes#Vec2}, forming a polygon..
|
||||
-- @param #ZONE_POLYGON_BASE.ListVec2 PointsArray An array of @{DCS#Vec2}, forming a polygon..
|
||||
-- @return #ZONE_POLYGON_BASE self
|
||||
function ZONE_POLYGON_BASE:New( ZoneName, PointsArray )
|
||||
local self = BASE:Inherit( self, ZONE_BASE:New( ZoneName ) )
|
||||
@ -1217,7 +1279,7 @@ end
|
||||
|
||||
--- Returns the center location of the polygon.
|
||||
-- @param #ZONE_GROUP self
|
||||
-- @return Dcs.DCSTypes#Vec2 The location of the zone based on the @{Group} location.
|
||||
-- @return DCS#Vec2 The location of the zone based on the @{Wrapper.Group} location.
|
||||
function ZONE_POLYGON_BASE:GetVec2()
|
||||
self:F( self.ZoneName )
|
||||
|
||||
@ -1324,7 +1386,7 @@ end
|
||||
--- Returns if a location is within the zone.
|
||||
-- Source learned and taken from: https://www.ecse.rpi.edu/Homepages/wrf/Research/Short_Notes/pnpoly.html
|
||||
-- @param #ZONE_POLYGON_BASE self
|
||||
-- @param Dcs.DCSTypes#Vec2 Vec2 The location to test.
|
||||
-- @param DCS#Vec2 Vec2 The location to test.
|
||||
-- @return #boolean true if the location is within the zone.
|
||||
function ZONE_POLYGON_BASE:IsVec2InZone( Vec2 )
|
||||
self:F2( Vec2 )
|
||||
@ -1352,9 +1414,9 @@ function ZONE_POLYGON_BASE:IsVec2InZone( Vec2 )
|
||||
return InPolygon
|
||||
end
|
||||
|
||||
--- Define a random @{DCSTypes#Vec2} within the zone.
|
||||
--- Define a random @{DCS#Vec2} within the zone.
|
||||
-- @param #ZONE_POLYGON_BASE self
|
||||
-- @return Dcs.DCSTypes#Vec2 The Vec2 coordinate.
|
||||
-- @return DCS#Vec2 The Vec2 coordinate.
|
||||
function ZONE_POLYGON_BASE:GetRandomVec2()
|
||||
self:F2()
|
||||
|
||||
@ -1378,9 +1440,9 @@ function ZONE_POLYGON_BASE:GetRandomVec2()
|
||||
return Vec2
|
||||
end
|
||||
|
||||
--- Return a @{Point#POINT_VEC2} object representing a random 2D point at landheight within the zone.
|
||||
--- Return a @{Core.Point#POINT_VEC2} object representing a random 2D point at landheight within the zone.
|
||||
-- @param #ZONE_POLYGON_BASE self
|
||||
-- @return @{Point#POINT_VEC2}
|
||||
-- @return @{Core.Point#POINT_VEC2}
|
||||
function ZONE_POLYGON_BASE:GetRandomPointVec2()
|
||||
self:F2()
|
||||
|
||||
@ -1391,9 +1453,9 @@ function ZONE_POLYGON_BASE:GetRandomPointVec2()
|
||||
return PointVec2
|
||||
end
|
||||
|
||||
--- Return a @{Point#POINT_VEC3} object representing a random 3D point at landheight within the zone.
|
||||
--- Return a @{Core.Point#POINT_VEC3} object representing a random 3D point at landheight within the zone.
|
||||
-- @param #ZONE_POLYGON_BASE self
|
||||
-- @return @{Point#POINT_VEC3}
|
||||
-- @return @{Core.Point#POINT_VEC3}
|
||||
function ZONE_POLYGON_BASE:GetRandomPointVec3()
|
||||
self:F2()
|
||||
|
||||
@ -1405,7 +1467,7 @@ function ZONE_POLYGON_BASE:GetRandomPointVec3()
|
||||
end
|
||||
|
||||
|
||||
--- Return a @{Point#COORDINATE} object representing a random 3D point at landheight within the zone.
|
||||
--- Return a @{Core.Point#COORDINATE} object representing a random 3D point at landheight within the zone.
|
||||
-- @param #ZONE_POLYGON_BASE self
|
||||
-- @return Core.Point#COORDINATE
|
||||
function ZONE_POLYGON_BASE:GetRandomCoordinate()
|
||||
@ -1446,18 +1508,36 @@ end
|
||||
-- @extends #ZONE_POLYGON_BASE
|
||||
|
||||
|
||||
--- # ZONE_POLYGON class, extends @{Zone#ZONE_POLYGON_BASE}
|
||||
--- The ZONE_POLYGON class defined by a sequence of @{Wrapper.Group#GROUP} waypoints within the Mission Editor, forming a polygon.
|
||||
-- This class implements the inherited functions from @{Core.Zone#ZONE_RADIUS} taking into account the own zone format and properties.
|
||||
--
|
||||
-- The ZONE_POLYGON class defined by a sequence of @{Group#GROUP} waypoints within the Mission Editor, forming a polygon.
|
||||
-- This class implements the inherited functions from @{Zone#ZONE_RADIUS} taking into account the own zone format and properties.
|
||||
-- ## Declare a ZONE_POLYGON directly in the DCS mission editor!
|
||||
--
|
||||
-- You can declare a ZONE_POLYGON using the DCS mission editor by adding the ~ZONE_POLYGON tag in the group name.
|
||||
--
|
||||
-- So, imagine you have a group declared in the mission editor, with group name `DefenseZone~ZONE_POLYGON`.
|
||||
-- Then during mission startup, when loading Moose.lua, this group will be detected as a ZONE_POLYGON declaration.
|
||||
-- Within the background, a ZONE_POLYGON object will be created within the @{Core.Database} using the properties of the group.
|
||||
-- The ZONE_POLYGON name will be the group name without the ~ZONE_POLYGON tag.
|
||||
--
|
||||
-- So, you can search yourself for the ZONE_POLYGON by using the @{#ZONE_POLYGON.FindByName}() method.
|
||||
-- In this example, `local PolygonZone = ZONE_POLYGON:FindByName( "DefenseZone" )` would return the ZONE_POLYGON object
|
||||
-- that was created at mission startup, and reference it into the `PolygonZone` local object.
|
||||
--
|
||||
-- Mission `ZON-510` shows a demonstration of this feature or method.
|
||||
--
|
||||
-- This is especially handy if you want to quickly setup a SET_ZONE...
|
||||
-- So when you would declare `local SetZone = SET_ZONE:New():FilterPrefixes( "Defense" ):FilterStart()`,
|
||||
-- then SetZone would contain the ZONE_POLYGON object `DefenseZone` as part of the zone collection,
|
||||
-- without much scripting overhead!!!
|
||||
--
|
||||
-- @field #ZONE_POLYGON
|
||||
ZONE_POLYGON = {
|
||||
ClassName="ZONE_POLYGON",
|
||||
}
|
||||
|
||||
--- Constructor to create a ZONE_POLYGON instance, taking the zone name and the @{Group#GROUP} defined within the Mission Editor.
|
||||
-- The @{Group#GROUP} waypoints define the polygon corners. The first and the last point are automatically connected by ZONE_POLYGON.
|
||||
--- Constructor to create a ZONE_POLYGON instance, taking the zone name and the @{Wrapper.Group#GROUP} defined within the Mission Editor.
|
||||
-- The @{Wrapper.Group#GROUP} waypoints define the polygon corners. The first and the last point are automatically connected by ZONE_POLYGON.
|
||||
-- @param #ZONE_POLYGON self
|
||||
-- @param #string ZoneName Name of the zone.
|
||||
-- @param Wrapper.Group#GROUP ZoneGroup The GROUP waypoints as defined within the Mission Editor define the polygon shape.
|
||||
@ -1473,8 +1553,8 @@ function ZONE_POLYGON:New( ZoneName, ZoneGroup )
|
||||
end
|
||||
|
||||
|
||||
--- Constructor to create a ZONE_POLYGON instance, taking the zone name and the **name** of the @{Group#GROUP} defined within the Mission Editor.
|
||||
-- The @{Group#GROUP} waypoints define the polygon corners. The first and the last point are automatically connected by ZONE_POLYGON.
|
||||
--- Constructor to create a ZONE_POLYGON instance, taking the zone name and the **name** of the @{Wrapper.Group#GROUP} defined within the Mission Editor.
|
||||
-- The @{Wrapper.Group#GROUP} waypoints define the polygon corners. The first and the last point are automatically connected by ZONE_POLYGON.
|
||||
-- @param #ZONE_POLYGON self
|
||||
-- @param #string ZoneName Name of the zone.
|
||||
-- @param #string GroupName The group name of the GROUP defining the waypoints within the Mission Editor to define the polygon shape.
|
||||
@ -1491,3 +1571,15 @@ function ZONE_POLYGON:NewFromGroupName( GroupName )
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Find a polygon zone in the _DATABASE using the name of the polygon zone.
|
||||
-- @param #ZONE_POLYGON self
|
||||
-- @param #string ZoneName The name of the polygon zone.
|
||||
-- @return #ZONE_POLYGON self
|
||||
function ZONE_POLYGON:FindByName( ZoneName )
|
||||
|
||||
local ZoneFound = _DATABASE:FindZone( ZoneName )
|
||||
return ZoneFound
|
||||
end
|
||||
|
||||
|
||||
|
||||
1072
Moose Development/Moose/DCS.lua
Normal file
1072
Moose Development/Moose/DCS.lua
Normal file
File diff suppressed because it is too large
Load Diff
@ -1,54 +0,0 @@
|
||||
-------------------------------------------------------------------------------
|
||||
-- @module DCSAirbase
|
||||
|
||||
|
||||
--- Represents airbases: airdromes, helipads and ships with flying decks or landing pads.
|
||||
-- @type Airbase
|
||||
-- @extends Dcs.DCSCoalitionWrapper.Object#CoalitionObject
|
||||
-- @field #Airbase.ID ID Identifier of an airbase. It assigned to an airbase by the Mission Editor automatically. This identifier is used in AI tasks to refer an airbase that exists (spawned and not dead) or not.
|
||||
-- @field #Airbase.Category Category enum contains identifiers of airbase categories.
|
||||
-- @field #Airbase.Desc Desc Airbase descriptor. Airdromes are unique and their types are unique, but helipads and ships are not always unique and may have the same type.
|
||||
|
||||
--- Enum contains identifiers of airbase categories.
|
||||
-- @type Airbase.Category
|
||||
-- @field AIRDROME
|
||||
-- @field HELIPAD
|
||||
-- @field SHIP
|
||||
|
||||
--- Airbase descriptor. Airdromes are unique and their types are unique, but helipads and ships are not always unique and may have the same type.
|
||||
-- @type Airbase.Desc
|
||||
-- @extends #Desc
|
||||
-- @field #Airbase.Category category Category of the airbase type.
|
||||
|
||||
--- Returns airbase by its name. If no airbase found the function will return nil.
|
||||
-- @function [parent=#Airbase] getByName
|
||||
-- @param #string name
|
||||
-- @return #Airbase
|
||||
|
||||
--- Returns airbase descriptor by type name. If no descriptor is found the function will return nil.
|
||||
-- @function [parent=#Airbase] getDescByName
|
||||
-- @param #TypeName typeName Airbase type name.
|
||||
-- @return #Airbase.Desc
|
||||
|
||||
--- Returns Unit that is corresponded to the airbase. Works only for ships.
|
||||
-- @function [parent=#Airbase] getUnit
|
||||
-- @param self
|
||||
-- @return Wrapper.Unit#Unit
|
||||
|
||||
--- Returns identifier of the airbase.
|
||||
-- @function [parent=#Airbase] getID
|
||||
-- @param self
|
||||
-- @return #Airbase.ID
|
||||
|
||||
--- Returns the airbase's callsign - the localized string.
|
||||
-- @function [parent=#Airbase] getCallsign
|
||||
-- @param self
|
||||
-- @return #string
|
||||
|
||||
--- Returns descriptor of the airbase.
|
||||
-- @function [parent=#Airbase] getDesc
|
||||
-- @param self
|
||||
-- @return #Airbase.Desc
|
||||
|
||||
|
||||
Airbase = {} --#Airbase
|
||||
@ -1,20 +0,0 @@
|
||||
-------------------------------------------------------------------------------
|
||||
-- @module DCSCoalitionObject
|
||||
|
||||
--- @type CoalitionObject
|
||||
-- @extends Dcs.DCSWrapper.Object#Object
|
||||
|
||||
coalition = {} --#coalition
|
||||
|
||||
--- Returns coalition of the object.
|
||||
-- @function [parent=#CoalitionObject] getCoalition
|
||||
-- @param #CoalitionObject self
|
||||
-- @return Dcs.DCSTypes#coalition.side
|
||||
|
||||
--- Returns object country.
|
||||
-- @function [parent=#CoalitionObject] getCountry
|
||||
-- @param #CoalitionObject self
|
||||
-- @return #country.id
|
||||
|
||||
|
||||
CoalitionObject = {} --#CoalitionObject
|
||||
@ -1,10 +0,0 @@
|
||||
--- @module DCSCommand
|
||||
|
||||
|
||||
--- @type Command
|
||||
-- @field #string id
|
||||
-- @field #Command.params params
|
||||
|
||||
--- @type Command.params
|
||||
|
||||
env.info( "Command defined" )
|
||||
@ -1,115 +0,0 @@
|
||||
-------------------------------------------------------------------------------
|
||||
-- @module DCSController
|
||||
|
||||
--- Controller is an object that performs A.I.-routines. Other words controller is an instance of A.I.. Controller stores current main task, active enroute tasks and behavior options. Controller performs commands. Please, read DCS A-10C GUI Manual EN.pdf chapter "Task Planning for Unit Groups", page 91 to understand A.I. system of DCS:A-10C.
|
||||
--
|
||||
-- This class has 2 types of functions:
|
||||
--
|
||||
-- * Tasks
|
||||
-- * Commands: Commands are instant actions those required zero time to perform. Commands may be used both for control unit/group behavior and control game mechanics.
|
||||
-- @type Controller
|
||||
-- @field #Controller.Detection Detection Enum contains identifiers of surface types.
|
||||
|
||||
--- Enables and disables the controller.
|
||||
-- Note: Now it works only for ground / naval groups!
|
||||
-- @function [parent=#Controller] setOnOff
|
||||
-- @param self
|
||||
-- @param #boolean value Enable / Disable.
|
||||
|
||||
-- Tasks
|
||||
|
||||
--- Resets current task and then sets the task to the controller. Task is a table that contains task identifier and task parameters.
|
||||
-- @function [parent=#Controller] setTask
|
||||
-- @param self
|
||||
-- @param #Task task
|
||||
|
||||
--- Resets current task of the controller.
|
||||
-- @function [parent=#Controller] resetTask
|
||||
-- @param self
|
||||
|
||||
--- Pushes the task to the front of the queue and makes the task active. Further call of function Controller.setTask() function will stop current task, clear the queue and set the new task active. If the task queue is empty the function will work like function Controller.setTask() function.
|
||||
-- @function [parent=#Controller] pushTask
|
||||
-- @param self
|
||||
-- @param #Task task
|
||||
|
||||
--- Pops current (front) task from the queue and makes active next task in the queue (if exists). If no more tasks in the queue the function works like function Controller.resetTask() function. Does nothing if the queue is empty.
|
||||
-- @function [parent=#Controller] popTask
|
||||
-- @param self
|
||||
|
||||
--- Returns true if the controller has a task.
|
||||
-- @function [parent=#Controller] hasTask
|
||||
-- @param self
|
||||
-- @return #boolean
|
||||
|
||||
-- Commands
|
||||
|
||||
--TODO: describe #Command structure
|
||||
--- Sets the command to perform by controller.
|
||||
-- @function [parent=#Controller] setCommand
|
||||
-- @param self
|
||||
-- @param #Command command Table that contains command identifier and command parameters.
|
||||
|
||||
|
||||
-- Behaviours
|
||||
|
||||
--- Sets the option to the controller.
|
||||
-- Option is a pair of identifier and value. Behavior options are global parameters those affect controller behavior in all tasks it performs.
|
||||
-- Option identifiers and values are stored in table AI.Option in subtables Air, Ground and Naval.
|
||||
--
|
||||
-- OptionId = @{#AI.Option.Air.id} or @{#AI.Option.Ground.id} or @{#AI.Option.Naval.id}
|
||||
-- OptionValue = AI.Option.Air.val[optionName] or AI.Option.Ground.val[optionName] or AI.Option.Naval.val[optionName]
|
||||
--
|
||||
-- @function [parent=#Controller] setOption
|
||||
-- @param self
|
||||
-- @param #OptionId optionId Option identifier.
|
||||
-- @param #OptionValue optionValue Value of the option.
|
||||
|
||||
|
||||
-- Detection
|
||||
|
||||
--- Enum contains identifiers of surface types.
|
||||
-- @type Controller.Detection
|
||||
-- @field VISUAL
|
||||
-- @field OPTIC
|
||||
-- @field RADAR
|
||||
-- @field IRST
|
||||
-- @field RWR
|
||||
-- @field DLINK
|
||||
|
||||
--- Detected target.
|
||||
-- @type DetectedTarget
|
||||
-- @field Wrapper.Object#Object object The target
|
||||
-- @field #boolean visible The target is visible
|
||||
-- @field #boolean type The target type is known
|
||||
-- @field #boolean distance Distance to the target is known
|
||||
|
||||
|
||||
--- Checks if the target is detected or not. If one or more detection method is specified the function will return true if the target is detected by at least one of these methods. If no detection methods are specified the function will return true if the target is detected by any method.
|
||||
-- @function [parent=#Controller] isTargetDetected
|
||||
-- @param self
|
||||
-- @param Wrapper.Object#Object target Target to check
|
||||
-- @param #Controller.Detection detection Controller.Detection detection1, Controller.Detection detection2, ... Controller.Detection detectionN
|
||||
-- @return #boolean detected True if the target is detected.
|
||||
-- @return #boolean visible Has effect only if detected is true. True if the target is visible now.
|
||||
-- @return #ModelTime lastTime Has effect only if visible is false. Last time when target was seen.
|
||||
-- @return #boolean type Has effect only if detected is true. True if the target type is known.
|
||||
-- @return #boolean distance Has effect only if detected is true. True if the distance to the target is known.
|
||||
-- @return #Vec3 lastPos Has effect only if visible is false. Last position of the target when it was seen.
|
||||
-- @return #Vec3 lastVel Has effect only if visible is false. Last velocity of the target when it was seen.
|
||||
|
||||
|
||||
--- Returns list of detected targets. If one or more detection method is specified the function will return targets which were detected by at least one of these methods. If no detection methods are specified the function will return targets which were detected by any method.
|
||||
-- @function [parent=#Controller] getDetectedTargets
|
||||
-- @param self
|
||||
-- @param #Controller.Detection detection Controller.Detection detection1, Controller.Detection detection2, ... Controller.Detection detectionN
|
||||
-- @return #list<#DetectedTarget> array of DetectedTarget
|
||||
|
||||
--- Know a target.
|
||||
-- @function [parent=#Controller] knowTarget
|
||||
-- @param self
|
||||
-- @param Wrapper.Object#Object object The target.
|
||||
-- @param #boolean type Target type is known.
|
||||
-- @param #boolean distance Distance to target is known.
|
||||
|
||||
|
||||
Controller = {} --#Controller
|
||||
@ -1,83 +0,0 @@
|
||||
-------------------------------------------------------------------------------
|
||||
-- @module DCSGroup
|
||||
|
||||
--- Represents group of Units.
|
||||
-- @type Group
|
||||
-- @field #ID ID Identifier of a group. It is assigned to a group by Mission Editor automatically.
|
||||
-- @field #Group.Category Category Enum contains identifiers of group types.
|
||||
|
||||
--- Enum contains identifiers of group types.
|
||||
-- @type Group.Category
|
||||
-- @field AIRPLANE
|
||||
-- @field HELICOPTER
|
||||
-- @field GROUND
|
||||
-- @field SHIP
|
||||
|
||||
-- Static Functions
|
||||
|
||||
--- Returns group by the name assigned to the group in Mission Editor.
|
||||
-- @function [parent=#Group] getByName
|
||||
-- @param #string name
|
||||
-- @return #Group
|
||||
|
||||
-- Member Functions
|
||||
|
||||
--- returns true if the group exist or false otherwise.
|
||||
-- @function [parent=#Group] isExist
|
||||
-- @param #Group self
|
||||
-- @return #boolean
|
||||
|
||||
--- Destroys the group and all of its units.
|
||||
-- @function [parent=#Group] destroy
|
||||
-- @param #Group self
|
||||
|
||||
--- Returns category of the group.
|
||||
-- @function [parent=#Group] getCategory
|
||||
-- @param #Group self
|
||||
-- @return #Group.Category
|
||||
|
||||
--TODO check coalition.side
|
||||
|
||||
--- Returns the coalition of the group.
|
||||
-- @function [parent=#Group] getCoalition
|
||||
-- @param #Group self
|
||||
-- @return Dcs.DCSCoalitionWrapper.Object#coalition.side
|
||||
|
||||
--- Returns the group's name. This is the same name assigned to the group in Mission Editor.
|
||||
-- @function [parent=#Group] getName
|
||||
-- @param #Group self
|
||||
-- @return #string
|
||||
|
||||
--- Returns the group identifier.
|
||||
-- @function [parent=#Group] getID
|
||||
-- @param #Group self
|
||||
-- @return #ID
|
||||
|
||||
--- Returns the unit with number unitNumber. If the unit is not exists the function will return nil.
|
||||
-- @function [parent=#Group] getUnit
|
||||
-- @param #Group self
|
||||
-- @param #number unitNumber
|
||||
-- @return Dcs.DCSWrapper.Unit#Unit
|
||||
|
||||
--- Returns current size of the group. If some of the units will be destroyed, As units are destroyed the size of the group will be changed.
|
||||
-- @function [parent=#Group] getSize
|
||||
-- @param #Group self
|
||||
-- @return #number
|
||||
|
||||
--- Returns initial size of the group. If some of the units will be destroyed, initial size of the group will not be changed. Initial size limits the unitNumber parameter for Group.getUnit() function.
|
||||
-- @function [parent=#Group] getInitialSize
|
||||
-- @param #Group self
|
||||
-- @return #number
|
||||
|
||||
--- Returns array of the units present in the group now. Destroyed units will not be enlisted at all.
|
||||
-- @function [parent=#Group] getUnits
|
||||
-- @param #Group self
|
||||
-- @return #list<Dcs.DCSWrapper.Unit#Unit> array of Units
|
||||
|
||||
--- Returns controller of the group.
|
||||
-- @function [parent=#Group] getController
|
||||
-- @param #Group self
|
||||
-- @return Controller#Controller
|
||||
|
||||
Group = {} --#Group
|
||||
|
||||
@ -1,73 +0,0 @@
|
||||
-------------------------------------------------------------------------------
|
||||
-- @module DCSObject
|
||||
|
||||
--- @type Object
|
||||
-- @field #Object.Category Category
|
||||
-- @field #Object.Desc Desc
|
||||
|
||||
--- @type Object.Category
|
||||
-- @field UNIT
|
||||
-- @field WEAPON
|
||||
-- @field STATIC
|
||||
-- @field SCENERY
|
||||
-- @field BASE
|
||||
|
||||
--- @type Object.Desc
|
||||
-- @extends #Desc
|
||||
-- @field #number life initial life level
|
||||
-- @field #Box3 box bounding box of collision geometry
|
||||
|
||||
--- @function [parent=#Object] isExist
|
||||
-- @param #Object self
|
||||
-- @return #boolean
|
||||
|
||||
--- @function [parent=#Object] destroy
|
||||
-- @param #Object self
|
||||
|
||||
--- @function [parent=#Object] getCategory
|
||||
-- @param #Object self
|
||||
-- @return #Object.Category
|
||||
|
||||
--- Returns type name of the Object.
|
||||
-- @function [parent=#Object] getTypeName
|
||||
-- @param #Object self
|
||||
-- @return #string
|
||||
|
||||
--- Returns object descriptor.
|
||||
-- @function [parent=#Object] getDesc
|
||||
-- @param #Object self
|
||||
-- @return #Object.Desc
|
||||
|
||||
--- Returns true if the object belongs to the category.
|
||||
-- @function [parent=#Object] hasAttribute
|
||||
-- @param #Object self
|
||||
-- @param #AttributeName attributeName Attribute name to check.
|
||||
-- @return #boolean
|
||||
|
||||
--- Returns name of the object. This is the name that is assigned to the object in the Mission Editor.
|
||||
-- @function [parent=#Object] getName
|
||||
-- @param #Object self
|
||||
-- @return #string
|
||||
|
||||
--- Returns object coordinates for current time.
|
||||
-- @function [parent=#Object] getPoint
|
||||
-- @param #Object self
|
||||
-- @return #Vec3
|
||||
|
||||
--- Returns object position for current time.
|
||||
-- @function [parent=#Object] getPosition
|
||||
-- @param #Object self
|
||||
-- @return #Position3
|
||||
|
||||
--- Returns the unit's velocity vector.
|
||||
-- @function [parent=#Object] getVelocity
|
||||
-- @param #Object self
|
||||
-- @return #Vec3
|
||||
|
||||
--- Returns true if the unit is in air.
|
||||
-- @function [parent=#Object] inAir
|
||||
-- @param #Object self
|
||||
-- @return #boolean
|
||||
|
||||
Object = {} --#Object
|
||||
|
||||
@ -1,34 +0,0 @@
|
||||
-------------------------------------------------------------------------------
|
||||
-- @module DCSStaticObject
|
||||
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
-- @module StaticObject
|
||||
-- @extends CoalitionWrapper.Object#CoalitionObject
|
||||
|
||||
--- Represents static object added in the Mission Editor.
|
||||
-- @type StaticObject
|
||||
-- @field #StaticObject.ID ID Identifier of a StaticObject. It assigned to an StaticObject by the Mission Editor automatically.
|
||||
-- @field #StaticObject.Desc Desc Descriptor of StaticObject and Unit are equal. StaticObject is just a passive variant of Unit.
|
||||
|
||||
--- StaticObject descriptor. Airdromes are unique and their types are unique, but helipads and ships are not always unique and may have the same type.
|
||||
-- @type StaticObject.Desc
|
||||
-- @extends Wrapper.Unit#Unit.Desc
|
||||
|
||||
--- Returns static object by its name. If no static object found nil will be returned.
|
||||
-- @function [parent=#StaticObject] getByName
|
||||
-- @param #string name Name of static object to find.
|
||||
-- @return #StaticObject
|
||||
|
||||
--- returns identifier of the static object.
|
||||
-- @function [parent=#StaticObject] getID
|
||||
-- @param #StaticObject self
|
||||
-- @return #StaticObject.ID
|
||||
|
||||
--- Returns descriptor of the StaticObject.
|
||||
-- @function [parent=#StaticObject] getDesc
|
||||
-- @param #StaticObject self
|
||||
-- @return #StaticObject.Desc
|
||||
|
||||
|
||||
StaticObject = {} --#StaticObject
|
||||
@ -1,15 +0,0 @@
|
||||
--- @module DCSTask
|
||||
|
||||
|
||||
--- A task descriptor (internal structure for DCS World)
|
||||
-- @type Task
|
||||
-- @field #string id
|
||||
-- @field #Task.param param
|
||||
|
||||
--- @type Task.param
|
||||
|
||||
--- List of @{#Task}
|
||||
-- @type TaskArray
|
||||
-- @list <#Task>
|
||||
|
||||
env.info( "Task defined" )
|
||||
@ -1,8 +0,0 @@
|
||||
-------------------------------------------------------------------------------
|
||||
-- @module DCSTime
|
||||
|
||||
--- @type ModelTime
|
||||
-- @extends #number
|
||||
|
||||
--- @type Time
|
||||
-- @extends #number
|
||||
@ -1,246 +0,0 @@
|
||||
-------------------------------------------------------------------------------
|
||||
-- @module DCSTypes
|
||||
|
||||
|
||||
|
||||
--- Time is given in seconds.
|
||||
-- @type Time
|
||||
-- @extends #number
|
||||
|
||||
--- Model time is the time that drives the simulation. Model time may be stopped, accelerated and decelerated relative real time.
|
||||
-- @type ModelTime
|
||||
-- @extends #number
|
||||
|
||||
--- Mission time is a model time plus time of the mission start.
|
||||
-- @type MissionTime
|
||||
-- @extends #number
|
||||
|
||||
|
||||
--- Distance is given in meters.
|
||||
-- @type Distance
|
||||
-- @extends #number
|
||||
|
||||
--- Angle is given in radians.
|
||||
-- @type Angle
|
||||
-- @extends #number
|
||||
|
||||
--- Azimuth is an angle of rotation around world axis y counter-clockwise.
|
||||
-- @type Azimuth
|
||||
-- @extends #number
|
||||
|
||||
--- Mass is given in kilograms.
|
||||
-- @type Mass
|
||||
-- @extends #number
|
||||
|
||||
--- Vec3 type is a 3D-vector.
|
||||
-- DCS world has 3-dimensional coordinate system. DCS ground is an infinite plain.
|
||||
-- @type Vec3
|
||||
-- @field #Distance x is directed to the north
|
||||
-- @field #Distance z is directed to the east
|
||||
-- @field #Distance y is directed up
|
||||
|
||||
--- Vec2 is a 2D-vector for the ground plane as a reference plane.
|
||||
-- @type Vec2
|
||||
-- @field #Distance x Vec2.x = Vec3.x
|
||||
-- @field #Distance y Vec2.y = Vec3.z
|
||||
|
||||
--- Position is a composite structure. It consists of both coordinate vector and orientation matrix. Position3 (also known as "Pos3" for short) is a table that has following format:
|
||||
-- @type Position3
|
||||
-- @field #Vec3 p
|
||||
-- @field #Vec3 x
|
||||
-- @field #Vec3 y
|
||||
-- @field #Vec3 z
|
||||
|
||||
--- 3-dimensional box.
|
||||
-- @type Box3
|
||||
-- @field #Vec3 min
|
||||
-- @field #Vec3 max
|
||||
|
||||
--- Each object belongs to a type. Object type is a named couple of properties those independent of mission and common for all units of the same type. Name of unit type is a string. Samples of unit type: "Su-27", "KAMAZ" and "M2 Bradley".
|
||||
-- @type TypeName
|
||||
-- @extends #string
|
||||
|
||||
--- AttributeName = string
|
||||
-- Each object type may have attributes.
|
||||
-- Attributes are enlisted in ./Scripts/Database/db_attributes.Lua.
|
||||
-- To know what attributes the object type has, look for the unit type script in sub-directories planes/, helicopter/s, vehicles, navy/ of ./Scripts/Database/ directory.
|
||||
-- @type AttributeName
|
||||
-- @extends #string
|
||||
|
||||
--- List of @{#AttributeName}
|
||||
-- @type AttributeNameArray
|
||||
-- @list <#AttributeName>
|
||||
|
||||
--- @type AI
|
||||
-- @field #AI.Skill Skill
|
||||
-- @field #AI.Task Task
|
||||
-- @field #AI.Option Option
|
||||
|
||||
--- @type AI.Skill
|
||||
-- @field AVERAGE
|
||||
-- @field GOOD
|
||||
-- @field HIGH
|
||||
-- @field EXCELLENT
|
||||
-- @field PLAYER
|
||||
-- @field CLIENT
|
||||
|
||||
--- @type AI.Task
|
||||
-- @field #AI.Task.WeaponExpend WeaponExpend
|
||||
-- @field #AI.Task.OrbitPattern OrbitPattern
|
||||
-- @field #AI.Task.Designation Designation
|
||||
-- @field #AI.Task.WaypointType WaypointType
|
||||
-- @field #AI.Task.TurnMethod TurnMethod
|
||||
-- @field #AI.Task.AltitudeType AltitudeType
|
||||
-- @field #AI.Task.VehicleFormation VehicleFormation
|
||||
|
||||
--- @type AI.Task.WeaponExpend
|
||||
-- @field ONE
|
||||
-- @field TWO
|
||||
-- @field FOUR
|
||||
-- @field QUARTER
|
||||
-- @field HALF
|
||||
-- @field ALL
|
||||
|
||||
--- @type AI.Task.OrbitPattern
|
||||
-- @field CIRCLE
|
||||
-- @field RACE_TRACK
|
||||
|
||||
--- @type AI.Task.Designation
|
||||
-- @field NO
|
||||
-- @field AUTO
|
||||
-- @field WP
|
||||
-- @field IR_POINTER
|
||||
-- @field LASER
|
||||
|
||||
--- @type AI.Task.WaypointType
|
||||
-- @field TAKEOFF
|
||||
-- @field TAKEOFF_PARKING
|
||||
-- @field TURNING_POINT
|
||||
-- @field LAND
|
||||
|
||||
--- @type AI.Task.TurnMethod
|
||||
-- @field FLY_OVER_POINT
|
||||
-- @field FIN_POINT
|
||||
|
||||
--- @type AI.Task.AltitudeType
|
||||
-- @field BARO
|
||||
-- @field RADIO
|
||||
|
||||
--- @type AI.Task.VehicleFormation
|
||||
-- @field OFF_ROAD
|
||||
-- @field ON_ROAD
|
||||
-- @field RANK
|
||||
-- @field CONE
|
||||
-- @field DIAMOND
|
||||
-- @field VEE
|
||||
-- @field ECHELON_LEFT
|
||||
-- @field ECHELON_RIGHT
|
||||
|
||||
--- @type AI.Option
|
||||
-- @field #AI.Option.Air Air
|
||||
-- @field #AI.Option.Ground Ground
|
||||
-- @field #AI.Option.Naval Naval
|
||||
|
||||
--- @type AI.Option.Air
|
||||
-- @field #AI.Option.Air.id id
|
||||
-- @field #AI.Option.Air.val val
|
||||
|
||||
--- @type AI.Option.Ground
|
||||
-- @field #AI.Option.Ground.id id
|
||||
-- @field #AI.Option.Ground.val val
|
||||
|
||||
--- @type AI.Option.Naval
|
||||
-- @field #AI.Option.Naval.id id
|
||||
-- @field #AI.Option.Naval.val val
|
||||
|
||||
--TODO: work on formation
|
||||
--- @type AI.Option.Air.id
|
||||
-- @field NO_OPTION
|
||||
-- @field ROE
|
||||
-- @field REACTION_ON_THREAT
|
||||
-- @field RADAR_USING
|
||||
-- @field FLARE_USING
|
||||
-- @field FORMATION
|
||||
-- @field RTB_ON_BINGO
|
||||
-- @field SILENCE
|
||||
|
||||
--- @type AI.Option.Air.val
|
||||
-- @field #AI.Option.Air.val.ROE ROE
|
||||
-- @field #AI.Option.Air.val.REACTION_ON_THREAT REACTION_ON_THREAT
|
||||
-- @field #AI.Option.Air.val.RADAR_USING RADAR_USING
|
||||
-- @field #AI.Option.Air.val.FLARE_USING FLARE_USING
|
||||
|
||||
--- @type AI.Option.Air.val.ROE
|
||||
-- @field WEAPON_FREE
|
||||
-- @field OPEN_FIRE_WEAPON_FREE
|
||||
-- @field OPEN_FIRE
|
||||
-- @field RETURN_FIRE
|
||||
-- @field WEAPON_HOLD
|
||||
|
||||
--- @type AI.Option.Air.val.REACTION_ON_THREAT
|
||||
-- @field NO_REACTION
|
||||
-- @field PASSIVE_DEFENCE
|
||||
-- @field EVADE_FIRE
|
||||
-- @field BYPASS_AND_ESCAPE
|
||||
-- @field ALLOW_ABORT_MISSION
|
||||
|
||||
--- @type AI.Option.Air.val.RADAR_USING
|
||||
-- @field NEVER
|
||||
-- @field FOR_ATTACK_ONLY
|
||||
-- @field FOR_SEARCH_IF_REQUIRED
|
||||
-- @field FOR_CONTINUOUS_SEARCH
|
||||
|
||||
--- @type AI.Option.Air.val.FLARE_USING
|
||||
-- @field NEVER
|
||||
-- @field AGAINST_FIRED_MISSILE
|
||||
-- @field WHEN_FLYING_IN_SAM_WEZ
|
||||
-- @field WHEN_FLYING_NEAR_ENEMIES
|
||||
|
||||
--- @type AI.Option.Ground.id
|
||||
-- @field NO_OPTION
|
||||
-- @field ROE @{#AI.Option.Ground.val.ROE}
|
||||
-- @field DISPERSE_ON_ATTACK true or false
|
||||
-- @field ALARM_STATE @{#AI.Option.Ground.val.ALARM_STATE}
|
||||
|
||||
--- @type AI.Option.Ground.val
|
||||
-- @field #AI.Option.Ground.val.ROE ROE
|
||||
-- @field #AI.Option.Ground.val.ALARM_STATE ALARM_STATE
|
||||
|
||||
--- @type AI.Option.Ground.val.ROE
|
||||
-- @field OPEN_FIRE
|
||||
-- @field RETURN_FIRE
|
||||
-- @field WEAPON_HOLD
|
||||
|
||||
--- @type AI.Option.Ground.val.ALARM_STATE
|
||||
-- @field AUTO
|
||||
-- @field GREEN
|
||||
-- @field RED
|
||||
|
||||
--- @type AI.Option.Naval.id
|
||||
-- @field NO_OPTION
|
||||
-- @field ROE
|
||||
|
||||
--- @type AI.Option.Naval.val
|
||||
-- @field #AI.Option.Naval.val.ROE ROE
|
||||
|
||||
--- @type AI.Option.Naval.val.ROE
|
||||
-- @field OPEN_FIRE
|
||||
-- @field RETURN_FIRE
|
||||
-- @field WEAPON_HOLD
|
||||
|
||||
AI = {} --#AI
|
||||
|
||||
|
||||
--- @type Desc
|
||||
-- @field #TypeName typeName type name
|
||||
-- @field #string displayName localized display name
|
||||
-- @field #table attributes object type attributes
|
||||
|
||||
--- A distance type
|
||||
-- @type Distance
|
||||
|
||||
--- An angle type
|
||||
-- @type Angle
|
||||
|
||||
env.info( 'AI types created' )
|
||||
|
||||
@ -1,241 +0,0 @@
|
||||
-------------------------------------------------------------------------------
|
||||
-- @module DCSUnit
|
||||
|
||||
--- @type Unit
|
||||
-- @extends Dcs.DCSCoalitionWrapper.Object#CoalitionObject
|
||||
-- @field ID Identifier of an unit. It assigned to an unit by the Mission Editor automatically.
|
||||
-- @field #Unit.Category Category
|
||||
-- @field #Unit.RefuelingSystem RefuelingSystem
|
||||
-- @field #Unit.SensorType SensorType
|
||||
-- @field #Unit.OpticType OpticType
|
||||
-- @field #Unit.RadarType RadarType
|
||||
-- @field #Unit.Desc Desc
|
||||
-- @field #Unit.DescAircraft DescAircraft
|
||||
-- @field #Unit.DescAirplane DescAirplane
|
||||
-- @field #Unit.DescHelicopter DescHelicopter
|
||||
-- @field #Unit.DescVehicle DescVehicle
|
||||
-- @field #Unit.DescShip DescShip
|
||||
-- @field #Unit.AmmoItem AmmoItem
|
||||
-- @field #list<#Unit.AmmoItem> Ammo
|
||||
-- @field #Unit.Sensor Sensor
|
||||
-- @field #Unit.Optic Optic
|
||||
-- @field #Unit.Radar Radar
|
||||
-- @field #Unit.IRST IRST
|
||||
|
||||
|
||||
--- Enum that stores unit categories.
|
||||
-- @type Unit.Category
|
||||
-- @field AIRPLANE
|
||||
-- @field HELICOPTER
|
||||
-- @field GROUND_UNIT
|
||||
-- @field SHIP
|
||||
-- @field STRUCTURE
|
||||
|
||||
--- Enum that stores aircraft refueling system types.
|
||||
-- @type Unit.RefuelingSystem
|
||||
-- @field BOOM_AND_RECEPTACLE
|
||||
-- @field PROBE_AND_DROGUE
|
||||
|
||||
--- Enum that stores sensor types.
|
||||
-- @type Unit.SensorType
|
||||
-- @field OPTIC
|
||||
-- @field RADAR
|
||||
-- @field IRST
|
||||
-- @field RWR
|
||||
|
||||
--- Enum that stores types of optic sensors.
|
||||
-- @type Unit.OpticType
|
||||
-- @field TV TV-sensor
|
||||
-- @field LLTV Low-level TV-sensor
|
||||
-- @field IR Infra-Red optic sensor
|
||||
|
||||
--- Enum that stores radar types.
|
||||
-- @type Unit.RadarType
|
||||
-- @field AS air search radar
|
||||
-- @field SS surface/land search radar
|
||||
|
||||
|
||||
--- A unit descriptor.
|
||||
-- @type Unit.Desc
|
||||
-- @extends Wrapper.Object#Object.Desc
|
||||
-- @field #Unit.Category category Unit Category
|
||||
-- @field #Mass massEmpty mass of empty unit
|
||||
-- @field #number speedMax istance / Time, --maximal velocity
|
||||
|
||||
--- An aircraft descriptor.
|
||||
-- @type Unit.DescAircraft
|
||||
-- @extends Wrapper.Unit#Unit.Desc
|
||||
-- @field #Mass fuelMassMax maximal inner fuel mass
|
||||
-- @field #Distance range Operational range
|
||||
-- @field #Distance Hmax Ceiling
|
||||
-- @field #number VyMax #Distance / #Time, --maximal climb rate
|
||||
-- @field #number NyMin minimal safe acceleration
|
||||
-- @field #number NyMax maximal safe acceleration
|
||||
-- @field #Unit.RefuelingSystem tankerType refueling system type
|
||||
|
||||
--- An airplane descriptor.
|
||||
-- @type Unit.DescAirplane
|
||||
-- @extends Wrapper.Unit#Unit.DescAircraft
|
||||
-- @field #number speedMax0 Distance / Time maximal TAS at ground level
|
||||
-- @field #number speedMax10K Distance / Time maximal TAS at altitude of 10 km
|
||||
|
||||
--- A helicopter descriptor.
|
||||
-- @type Unit.DescHelicopter
|
||||
-- @extends Wrapper.Unit#Unit.DescAircraft
|
||||
-- @field #Distance HmaxStat static ceiling
|
||||
|
||||
--- A vehicle descriptor.
|
||||
-- @type Unit.DescVehicle
|
||||
-- @extends Wrapper.Unit#Unit.Desc
|
||||
-- @field #Angle maxSlopeAngle maximal slope angle
|
||||
-- @field #boolean riverCrossing can the vehicle cross a rivers
|
||||
|
||||
--- A ship descriptor.
|
||||
-- @type Unit.DescShip
|
||||
-- @extends #Unit.Desc
|
||||
|
||||
--- ammunition item: "type-count" pair.
|
||||
-- @type Unit.AmmoItem
|
||||
-- @field #Weapon.Desc desc ammunition descriptor
|
||||
-- @field #number count ammunition count
|
||||
|
||||
--- A unit sensor.
|
||||
-- @type Unit.Sensor
|
||||
-- @field #TypeName typeName
|
||||
-- @field #Unit.SensorType type
|
||||
|
||||
--- An optic sensor.
|
||||
-- @type Unit.Optic
|
||||
-- @extends Wrapper.Unit#Unit.Sensor
|
||||
-- @field #Unit.OpticType opticType
|
||||
|
||||
--- A radar.
|
||||
-- @type Unit.Radar
|
||||
-- @extends Wrapper.Unit#Unit.Sensor
|
||||
-- @field #Distance detectionDistanceRBM detection distance for RCS=1m^2 in real-beam mapping mode, nil if radar doesn't support surface/land search
|
||||
-- @field #Distance detectionDistanceHRM detection distance for RCS=1m^2 in high-resolution mapping mode, nil if radar has no HRM
|
||||
-- @field #Unit.Radar.detectionDistanceAir detectionDistanceAir detection distance for RCS=1m^2 airborne target, nil if radar doesn't support air search
|
||||
|
||||
--- @type Unit.Radar.detectionDistanceAir
|
||||
-- @field #Unit.Radar.detectionDistanceAir.upperHemisphere upperHemisphere
|
||||
-- @field #Unit.Radar.detectionDistanceAir.lowerHemisphere lowerHemisphere
|
||||
|
||||
--- @type Unit.Radar.detectionDistanceAir.upperHemisphere
|
||||
-- @field #Distance headOn
|
||||
-- @field #Distance tailOn
|
||||
|
||||
--- @type Unit.Radar.detectionDistanceAir.lowerHemisphere
|
||||
-- @field #Distance headOn
|
||||
-- @field #Distance tailOn
|
||||
|
||||
--- An IRST.
|
||||
-- @type Wrapper.Unit#Unit.IRST
|
||||
-- @extends Unit.Sensor
|
||||
-- @field #Distance detectionDistanceIdle detection of tail-on target with heat signature = 1 in upper hemisphere, engines are in idle
|
||||
-- @field #Distance detectionDistanceMaximal ..., engines are in maximal mode
|
||||
-- @field #Distance detectionDistanceAfterburner ..., engines are in afterburner mode
|
||||
|
||||
--- An RWR.
|
||||
-- @type Unit.RWR
|
||||
-- @extends Wrapper.Unit#Unit.Sensor
|
||||
|
||||
--- table that stores all unit sensors.
|
||||
-- TODO @type Sensors
|
||||
--
|
||||
|
||||
|
||||
--- Returns unit object by the name assigned to the unit in Mission Editor. If there is unit with such name or the unit is destroyed the function will return nil. The function provides access to non-activated units too.
|
||||
-- @function [parent=#Unit] getByName
|
||||
-- @param #string name
|
||||
-- @return #Unit
|
||||
|
||||
--- Returns if the unit is activated.
|
||||
-- @function [parent=#Unit] isActive
|
||||
-- @param #Unit self
|
||||
-- @return #boolean
|
||||
|
||||
--- Returns name of the player that control the unit or nil if the unit is controlled by A.I.
|
||||
-- @function [parent=#Unit] getPlayerName
|
||||
-- @param #Unit self
|
||||
-- @return #string
|
||||
|
||||
--- returns the unit's unique identifier.
|
||||
-- @function [parent=#Unit] getID
|
||||
-- @param #Unit self
|
||||
-- @return #Unit.ID
|
||||
|
||||
|
||||
--- Returns the unit's number in the group. The number is the same number the unit has in ME. It may not be changed during the mission. If any unit in the group is destroyed, the numbers of another units will not be changed.
|
||||
-- @function [parent=#Unit] getNumber
|
||||
-- @param #Unit self
|
||||
-- @return #number
|
||||
|
||||
--- Returns controller of the unit if it exist and nil otherwise
|
||||
-- @function [parent=#Unit] getController
|
||||
-- @param #Unit self
|
||||
-- @return #Controller
|
||||
|
||||
--- Returns the unit's group if it exist and nil otherwise
|
||||
-- @function [parent=#Unit] getGroup
|
||||
-- @param #Unit self
|
||||
-- @return Dcs.DCSWrapper.Group#Group
|
||||
|
||||
--- Returns the unit's callsign - the localized string.
|
||||
-- @function [parent=#Unit] getCallsign
|
||||
-- @param #Unit self
|
||||
-- @return #string
|
||||
|
||||
--- Returns the unit's health. Dead units has health <= 1.0
|
||||
-- @function [parent=#Unit] getLife
|
||||
-- @param #Unit self
|
||||
-- @return #number
|
||||
|
||||
--- returns the unit's initial health.
|
||||
-- @function [parent=#Unit] getLife0
|
||||
-- @param #Unit self
|
||||
-- @return #number
|
||||
|
||||
--- Returns relative amount of fuel (from 0.0 to 1.0) the unit has in its internal tanks. If there are additional fuel tanks the value may be greater than 1.0.
|
||||
-- @function [parent=#Unit] getFuel
|
||||
-- @param #Unit self
|
||||
-- @return #number
|
||||
|
||||
--- Returns the unit ammunition.
|
||||
-- @function [parent=#Unit] getAmmo
|
||||
-- @param #Unit self
|
||||
-- @return #Unit.Ammo
|
||||
|
||||
--- Returns the unit sensors.
|
||||
-- @function [parent=#Unit] getSensors
|
||||
-- @param #Unit self
|
||||
-- @return #Unit.Sensors
|
||||
|
||||
--- Returns true if the unit has specified types of sensors. This function is more preferable than Unit.getSensors() if you don't want to get information about all the unit's sensors, and just want to check if the unit has specified types of sensors.
|
||||
-- @function [parent=#Unit] hasSensors
|
||||
-- @param #Unit self
|
||||
-- @param #Unit.SensorType sensorType (= nil) Sensor type.
|
||||
-- @param ... Additional parameters.
|
||||
-- @return #boolean
|
||||
-- @usage
|
||||
-- If sensorType is Unit.SensorType.OPTIC, additional parameters are optic sensor types. Following example checks if the unit has LLTV or IR optics:
|
||||
-- unit:hasSensors(Unit.SensorType.OPTIC, Unit.OpticType.LLTV, Unit.OpticType.IR)
|
||||
-- If sensorType is Unit.SensorType.RADAR, additional parameters are radar types. Following example checks if the unit has air search radars:
|
||||
-- unit:hasSensors(Unit.SensorType.RADAR, Unit.RadarType.AS)
|
||||
-- If no additional parameters are specified the function returns true if the unit has at least one sensor of specified type.
|
||||
-- If sensor type is not specified the function returns true if the unit has at least one sensor of any type.
|
||||
--
|
||||
|
||||
--- returns two values:
|
||||
-- First value indicates if at least one of the unit's radar(s) is on.
|
||||
-- Second value is the object of the radar's interest. Not nil only if at least one radar of the unit is tracking a target.
|
||||
-- @function [parent=#Unit] getRadar
|
||||
-- @param #Unit self
|
||||
-- @return #boolean, Wrapper.Object#Object
|
||||
|
||||
--- Returns unit descriptor. Descriptor type depends on unit category.
|
||||
-- @function [parent=#Unit] getDesc
|
||||
-- @param #Unit self
|
||||
-- @return #Unit.Desc
|
||||
|
||||
|
||||
Unit = {} --#Unit
|
||||
@ -1,11 +0,0 @@
|
||||
-------------------------------------------------------------------------------
|
||||
-- @module DCSVec3
|
||||
|
||||
|
||||
|
||||
---
|
||||
-- @type Vec3
|
||||
-- @field #number x
|
||||
-- @field #number y
|
||||
-- @field #number z
|
||||
Vec3 = {}
|
||||
@ -1,10 +0,0 @@
|
||||
-------------------------------------------------------------------------------
|
||||
-- @module DCSZone
|
||||
|
||||
|
||||
|
||||
---
|
||||
-- @type Zone
|
||||
-- @field DCSVec3#Vec3 point
|
||||
-- @field #number radius
|
||||
Zone = {}
|
||||
@ -1,14 +0,0 @@
|
||||
-------------------------------------------------------------------------------
|
||||
-- @module DCScoalition
|
||||
|
||||
--- @type coalition
|
||||
-- @field #coalition.side side
|
||||
|
||||
--- @type coalition.side
|
||||
-- @field NEUTRAL
|
||||
-- @field RED
|
||||
-- @field BLUE
|
||||
|
||||
--- @function [parent=#coalition] getCountryCoalition
|
||||
-- @param #number countryId
|
||||
-- @return #number coalitionId
|
||||
@ -1,27 +0,0 @@
|
||||
-------------------------------------------------------------------------------
|
||||
-- @module DCScountry
|
||||
|
||||
--- @type country
|
||||
-- @field #country.id id
|
||||
country = country -- #country
|
||||
|
||||
--- @type country.id
|
||||
-- @field RUSSIA
|
||||
-- @field UKRAINE
|
||||
-- @field USA
|
||||
-- @field TURKEY
|
||||
-- @field UK
|
||||
-- @field FRANCE
|
||||
-- @field GERMANY
|
||||
-- @field CANADA
|
||||
-- @field SPAIN
|
||||
-- @field THE_NETHERLANDS
|
||||
-- @field BELGIUM
|
||||
-- @field NORWAY
|
||||
-- @field DENMARK
|
||||
-- @field ISRAEL
|
||||
-- @field GEORGIA
|
||||
-- @field INSURGENTS
|
||||
-- @field ABKHAZIA
|
||||
-- @field SOUTH_OSETIA
|
||||
-- @field ITALY
|
||||
@ -1,27 +0,0 @@
|
||||
-------------------------------------------------------------------------------
|
||||
-- @module env
|
||||
|
||||
--- @type env
|
||||
|
||||
--- Add message to simulator log with caption "INFO". Message box is optional.
|
||||
-- @function [parent=#env] info
|
||||
-- @field #string message message string to add to log.
|
||||
-- @field #boolean showMessageBox If the parameter is true Message Box will appear. Optional.
|
||||
|
||||
--- Add message to simulator log with caption "WARNING". Message box is optional.
|
||||
-- @function [parent=#env] warning
|
||||
-- @field #string message message string to add to log.
|
||||
-- @field #boolean showMessageBox If the parameter is true Message Box will appear. Optional.
|
||||
|
||||
--- Add message to simulator log with caption "ERROR". Message box is optional.
|
||||
-- @function [parent=#env] error
|
||||
-- @field #string message message string to add to log.
|
||||
-- @field #boolean showMessageBox If the parameter is true Message Box will appear. Optional.
|
||||
|
||||
--- Enables/disables appearance of message box each time lua error occurs.
|
||||
-- @function [parent=#env] setErrorMessageBoxEnabled
|
||||
-- @field #boolean on if true message box appearance is enabled.
|
||||
|
||||
|
||||
|
||||
env = {} --#env
|
||||
@ -1,26 +0,0 @@
|
||||
-------------------------------------------------------------------------------
|
||||
-- @module land
|
||||
|
||||
--- @type land
|
||||
-- @field #land.SurfaceType SurfaceType
|
||||
|
||||
|
||||
--- @type land.SurfaceType
|
||||
-- @field LAND
|
||||
-- @field SHALLOW_WATER
|
||||
-- @field WATER
|
||||
-- @field ROAD
|
||||
-- @field RUNWAY
|
||||
|
||||
--- Returns altitude MSL of the point.
|
||||
-- @function [parent=#land] getHeight
|
||||
-- @param #Vec2 point point on the ground.
|
||||
-- @return Dcs.DCSTypes#Distance
|
||||
|
||||
--- returns surface type at the given point.
|
||||
-- @function [parent=#land] getSurfaceType
|
||||
-- @param #Vec2 point Point on the land.
|
||||
-- @return #land.SurfaceType
|
||||
|
||||
|
||||
land = {} --#land
|
||||
@ -1,45 +0,0 @@
|
||||
-------------------------------------------------------------------------------
|
||||
-- @module DCStimer
|
||||
|
||||
--- @type timer
|
||||
|
||||
|
||||
--- Returns model time in seconds.
|
||||
-- @function [parent=#timer] getTime
|
||||
-- @return #Time
|
||||
|
||||
--- Returns mission time in seconds.
|
||||
-- @function [parent=#timer] getAbsTime
|
||||
-- @return #Time
|
||||
|
||||
--- Returns mission start time in seconds.
|
||||
-- @function [parent=#timer] getTime0
|
||||
-- @return #Time
|
||||
|
||||
--- Schedules function to call at desired model time.
|
||||
-- Time function FunctionToCall(any argument, Time time)
|
||||
--
|
||||
-- ...
|
||||
--
|
||||
-- return ...
|
||||
--
|
||||
-- end
|
||||
--
|
||||
-- Must return model time of next call or nil. Note that the DCS scheduler calls the function in protected mode and any Lua errors in the called function will be trapped and not reported. If the function triggers a Lua error then it will be terminated and not scheduled to run again.
|
||||
-- @function [parent=#timer] scheduleFunction
|
||||
-- @param #FunctionToCall functionToCall Lua-function to call. Must have prototype of FunctionToCall.
|
||||
-- @param functionArgument Function argument of any type to pass to functionToCall.
|
||||
-- @param #Time time Model time of the function call.
|
||||
-- @return functionId
|
||||
|
||||
--- Re-schedules function to call at another model time.
|
||||
-- @function [parent=#timer] setFunctionTime
|
||||
-- @param functionId Lua-function to call. Must have prototype of FunctionToCall.
|
||||
-- @param #Time time Model time of the function call.
|
||||
|
||||
|
||||
--- Removes the function from schedule.
|
||||
-- @function [parent=#timer] removeFunction
|
||||
-- @param functionId Function identifier to remove from schedule
|
||||
|
||||
timer = {} --#timer
|
||||
@ -1,8 +0,0 @@
|
||||
-------------------------------------------------------------------------------
|
||||
-- @module DCStrigger
|
||||
|
||||
|
||||
trigger = {} --#timer
|
||||
|
||||
|
||||
|
||||
@ -1,35 +0,0 @@
|
||||
-------------------------------------------------------------------------------
|
||||
-- @module DCSWorld
|
||||
|
||||
--- @type world
|
||||
-- @field #world.event event
|
||||
|
||||
|
||||
--- @type world.event
|
||||
-- @field S_EVENT_INVALID
|
||||
-- @field S_EVENT_SHOT
|
||||
-- @field S_EVENT_HIT
|
||||
-- @field S_EVENT_TAKEOFF
|
||||
-- @field S_EVENT_LAND
|
||||
-- @field S_EVENT_CRASH
|
||||
-- @field S_EVENT_EJECTION
|
||||
-- @field S_EVENT_REFUELING
|
||||
-- @field S_EVENT_DEAD
|
||||
-- @field S_EVENT_PILOT_DEAD
|
||||
-- @field S_EVENT_BASE_CAPTURED
|
||||
-- @field S_EVENT_MISSION_START
|
||||
-- @field S_EVENT_MISSION_END
|
||||
-- @field S_EVENT_TOOK_CONTROL
|
||||
-- @field S_EVENT_REFUELING_STOP
|
||||
-- @field S_EVENT_BIRTH
|
||||
-- @field S_EVENT_HUMAN_FAILURE
|
||||
-- @field S_EVENT_ENGINE_STARTUP
|
||||
-- @field S_EVENT_ENGINE_SHUTDOWN
|
||||
-- @field S_EVENT_PLAYER_ENTER_UNIT
|
||||
-- @field S_EVENT_PLAYER_LEAVE_UNIT
|
||||
-- @field S_EVENT_PLAYER_COMMENT
|
||||
-- @field S_EVENT_SHOOTING_START
|
||||
-- @field S_EVENT_SHOOTING_END
|
||||
-- @field S_EVENT_MAX
|
||||
|
||||
world = {} --#world
|
||||
@ -11,8 +11,8 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module ATC_Ground
|
||||
|
||||
-- @module Functional.ATC_Ground
|
||||
-- @image Air_Traffic_Control_Ground_Operations.JPG
|
||||
|
||||
--- @type ATC_GROUND
|
||||
-- @field Core.Set#SET_CLIENT SetClient
|
||||
@ -417,7 +417,7 @@ end
|
||||
-- # Airbases monitored
|
||||
--
|
||||
-- The following airbases are monitored at the Caucasus region.
|
||||
-- Use the @{Airbase#AIRBASE.Caucasus} enumeration to select the airbases to be monitored.
|
||||
-- Use the @{Wrapper.Airbase#AIRBASE.Caucasus} enumeration to select the airbases to be monitored.
|
||||
--
|
||||
-- * `AIRBASE.Caucasus.Anapa_Vityazevo`
|
||||
-- * `AIRBASE.Caucasus.Batumi`
|
||||
@ -1021,7 +1021,7 @@ end
|
||||
-- # Airbases monitored
|
||||
--
|
||||
-- The following airbases are monitored at the Nevada region.
|
||||
-- Use the @{Airbase#AIRBASE.Nevada} enumeration to select the airbases to be monitored.
|
||||
-- Use the @{Wrapper.Airbase#AIRBASE.Nevada} enumeration to select the airbases to be monitored.
|
||||
--
|
||||
-- * `AIRBASE.Nevada.Beatty_Airport`
|
||||
-- * `AIRBASE.Nevada.Boulder_City_Airport`
|
||||
@ -1561,7 +1561,7 @@ end
|
||||
-- # Airbases monitored
|
||||
--
|
||||
-- The following airbases are monitored at the Normandy region.
|
||||
-- Use the @{Airbase#AIRBASE.Normandy} enumeration to select the airbases to be monitored.
|
||||
-- Use the @{Wrapper.Airbase#AIRBASE.Normandy} enumeration to select the airbases to be monitored.
|
||||
--
|
||||
-- * `AIRBASE.Normandy.Azeville`
|
||||
-- * `AIRBASE.Normandy.Bazenville`
|
||||
|
||||
4582
Moose Development/Moose/Functional/Artillery.lua
Normal file
4582
Moose Development/Moose/Functional/Artillery.lua
Normal file
File diff suppressed because it is too large
Load Diff
@ -7,7 +7,8 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module CleanUp
|
||||
-- @module Functional.CleanUp
|
||||
-- @image CleanUp_Airbases.JPG
|
||||
|
||||
--- @type CLEANUP_AIRBASE.__ Methods which are not intended for mission designers, but which are used interally by the moose designer :-)
|
||||
-- @field #map<#string,Wrapper.Airbase#AIRBASE> Airbases Map of Airbases.
|
||||
@ -16,11 +17,8 @@
|
||||
--- @type CLEANUP_AIRBASE
|
||||
-- @extends #CLEANUP_AIRBASE.__
|
||||
|
||||
--- # CLEANUP_AIRBASE, extends @{Base#BASE}
|
||||
--- Keeps airbases clean, and tries to guarantee continuous airbase operations, even under combat.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The CLEANUP_AIRBASE class keeps airbases clean, and tries to guarantee continuous airbase operations, even under combat.
|
||||
-- Specific airbases need to be provided that need to be guarded. Each airbase registered, will be guarded within a zone of 8 km around the airbase.
|
||||
-- Any unit that fires a missile, or shoots within the zone of an airbase, will be monitored by CLEANUP_AIRBASE.
|
||||
-- Within the 8km zone, units cannot fire any missile, which prevents the airbase runway to receive missile or bomb hits.
|
||||
@ -173,7 +171,7 @@ end
|
||||
|
||||
|
||||
|
||||
--- Destroys a @{Unit} from the simulator, but checks first if it is still existing!
|
||||
--- Destroys a @{Wrapper.Unit} from the simulator, but checks first if it is still existing!
|
||||
-- @param #CLEANUP_AIRBASE self
|
||||
-- @param Wrapper.Unit#UNIT CleanUpUnit The object to be destroyed.
|
||||
function CLEANUP_AIRBASE.__:DestroyUnit( CleanUpUnit )
|
||||
@ -200,7 +198,7 @@ end
|
||||
|
||||
--- Destroys a missile from the simulator, but checks first if it is still existing!
|
||||
-- @param #CLEANUP_AIRBASE self
|
||||
-- @param Dcs.DCSTypes#Weapon MissileObject
|
||||
-- @param DCS#Weapon MissileObject
|
||||
function CLEANUP_AIRBASE.__:DestroyMissile( MissileObject )
|
||||
self:F( { MissileObject } )
|
||||
|
||||
@ -290,9 +288,9 @@ function CLEANUP_AIRBASE.__:OnEventHit( Event )
|
||||
end
|
||||
end
|
||||
|
||||
--- Add the @{DCSWrapper.Unit#Unit} to the CleanUpList for CleanUp.
|
||||
--- Add the @{DCS#Unit} to the CleanUpList for CleanUp.
|
||||
-- @param #CLEANUP_AIRBASE self
|
||||
-- @param Wrapper.Unit#UNIT CleanUpUnit
|
||||
-- @param DCS#UNIT CleanUpUnit
|
||||
-- @oaram #string CleanUpUnitName
|
||||
function CLEANUP_AIRBASE.__:AddForCleanUp( CleanUpUnit, CleanUpUnitName )
|
||||
self:F( { CleanUpUnit, CleanUpUnitName } )
|
||||
|
||||
@ -2,7 +2,7 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- DESIGNATE is orchestrating the designation of potential targets executed by a Recce group,
|
||||
-- Orchestrate the designation of potential targets executed by a Recce group,
|
||||
-- and communicates these to a dedicated attacking group of players,
|
||||
-- so that following a dynamically generated menu system,
|
||||
-- each detected set of potential targets can be lased or smoked...
|
||||
@ -28,17 +28,16 @@
|
||||
--
|
||||
-- * **FlightControl**: Design & Programming
|
||||
--
|
||||
-- @module Designate
|
||||
|
||||
-- @module Functional.Designate
|
||||
-- @image Designation.JPG
|
||||
|
||||
do -- DESIGNATE
|
||||
|
||||
--- @type DESIGNATE
|
||||
-- @extends Core.Fsm#FSM_PROCESS
|
||||
|
||||
--- # DESIGNATE class, extends @{Fsm#FSM}
|
||||
--- Manage the designation of detected targets.
|
||||
--
|
||||
-- DESIGNATE is managing the designation of detected targets.
|
||||
-- Targets detected by recce will be communicated to a group of attacking players.
|
||||
-- A menu system is made available that allows to:
|
||||
--
|
||||
@ -268,7 +267,7 @@ do -- DESIGNATE
|
||||
--
|
||||
-- ## 6. Designate Menu Location for a Mission
|
||||
--
|
||||
-- You can make DESIGNATE work for a @{Mission#MISSION} object. In this way, the designate menu will not appear in the root of the radio menu, but in the menu of the Mission.
|
||||
-- You can make DESIGNATE work for a @{Tasking.Mission#MISSION} object. In this way, the designate menu will not appear in the root of the radio menu, but in the menu of the Mission.
|
||||
-- Use the method @{#DESIGNATE.SetMission}() to set the @{Mission} object for the designate function.
|
||||
--
|
||||
-- ## 7. Status Report
|
||||
|
||||
@ -2,11 +2,7 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- DETECTION classes facilitate the detection of enemy units within the battle zone executed by FACs (Forward Air Controllers) or RECCEs (Reconnassance Units).
|
||||
-- Facilitate the detection of enemy units within the battle zone executed by FACs (Forward Air Controllers) or RECCEs (Reconnassance Units).
|
||||
-- DETECTION uses the in-built detection capabilities of DCS World, but adds new functionalities.
|
||||
--
|
||||
-- Find the DETECTION classes documentation further in this document in the globals section.
|
||||
@ -29,7 +25,8 @@
|
||||
--
|
||||
-- * FlightControl : Analysis, Design, Programming, Testing
|
||||
--
|
||||
-- @module Detection
|
||||
-- @module Functional.Detection
|
||||
-- @image Detection.JPG
|
||||
|
||||
----BASE:TraceClass("DETECTION_BASE")
|
||||
----BASE:TraceClass("DETECTION_AREAS")
|
||||
@ -40,16 +37,14 @@ do -- DETECTION_BASE
|
||||
|
||||
--- @type DETECTION_BASE
|
||||
-- @field Core.Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Forward Air Controller role.
|
||||
-- @field Dcs.DCSTypes#Distance DetectionRange The range till which targets are accepted to be detected.
|
||||
-- @field DCS#Distance DetectionRange The range till which targets are accepted to be detected.
|
||||
-- @field #DETECTION_BASE.DetectedObjects DetectedObjects The list of detected objects.
|
||||
-- @field #table DetectedObjectsIdentified Map of the DetectedObjects identified.
|
||||
-- @field #number DetectionRun
|
||||
-- @extends Core.Fsm#FSM
|
||||
|
||||
--- DETECTION_BASE class, extends @{Fsm#FSM}
|
||||
--
|
||||
-- The DETECTION_BASE class defines the core functions to administer detected objects.
|
||||
-- The DETECTION_BASE class will detect objects within the battle zone for a list of @{Group}s detecting targets following (a) detection method(s).
|
||||
--- Defines the core functions to administer detected objects.
|
||||
-- The DETECTION_BASE class will detect objects within the battle zone for a list of @{Wrapper.Group}s detecting targets following (a) detection method(s).
|
||||
--
|
||||
-- ## DETECTION_BASE constructor
|
||||
--
|
||||
@ -105,11 +100,11 @@ do -- DETECTION_BASE
|
||||
--
|
||||
-- Various methods exist how to retrieve the grouped items from a DETECTION_BASE derived class:
|
||||
--
|
||||
-- * The method @{Detection#DETECTION_BASE.GetDetectedItems}() retrieves the DetectedItems[] list.
|
||||
-- * A DetectedItem from the DetectedItems[] list can be retrieved using the method @{Detection#DETECTION_BASE.GetDetectedItem}( DetectedItemIndex ).
|
||||
-- * The method @{Functional.Detection#DETECTION_BASE.GetDetectedItems}() retrieves the DetectedItems[] list.
|
||||
-- * A DetectedItem from the DetectedItems[] list can be retrieved using the method @{Functional.Detection#DETECTION_BASE.GetDetectedItem}( DetectedItemIndex ).
|
||||
-- Note that this method returns a DetectedItem element from the list, that contains a Set variable and further information
|
||||
-- about the DetectedItem that is set by the DETECTION_BASE derived classes, used to group the DetectedItem.
|
||||
-- * A DetectedSet from the DetectedItems[] list can be retrieved using the method @{Detection#DETECTION_BASE.GetDetectedSet}( DetectedItemIndex ).
|
||||
-- * A DetectedSet from the DetectedItems[] list can be retrieved using the method @{Functional.Detection#DETECTION_BASE.GetDetectedSet}( DetectedItemIndex ).
|
||||
-- This method retrieves the Set from a DetectedItem element from the DetectedItem list (DetectedItems[ DetectedItemIndex ].Set ).
|
||||
--
|
||||
-- ## **Visual filters** to fine-tune the probability of the detected objects
|
||||
@ -146,7 +141,7 @@ do -- DETECTION_BASE
|
||||
--
|
||||
-- Note that based on this probability factor, not only the detection but also the **type** of the unit will be applied!
|
||||
--
|
||||
-- Use the method @{Detection#DETECTION_BASE.SetDistanceProbability}() to set the probability factor upon a 10 km distance.
|
||||
-- Use the method @{Functional.Detection#DETECTION_BASE.SetDistanceProbability}() to set the probability factor upon a 10 km distance.
|
||||
--
|
||||
-- ### Alpha Angle visual detection probability
|
||||
--
|
||||
@ -158,7 +153,7 @@ do -- DETECTION_BASE
|
||||
-- For example, if a alpha angle probability factor of 0.7 is given, the extrapolated probabilities of the different angles would look like:
|
||||
-- 0°: 70%, 10°: 75,21%, 20°: 80,26%, 30°: 85%, 40°: 89,28%, 50°: 92,98%, 60°: 95,98%, 70°: 98,19%, 80°: 99,54%, 90°: 100%
|
||||
--
|
||||
-- Use the method @{Detection#DETECTION_BASE.SetAlphaAngleProbability}() to set the probability factor if 0°.
|
||||
-- Use the method @{Functional.Detection#DETECTION_BASE.SetAlphaAngleProbability}() to set the probability factor if 0°.
|
||||
--
|
||||
-- ### Cloudy Zones detection probability
|
||||
--
|
||||
@ -166,7 +161,7 @@ do -- DETECTION_BASE
|
||||
-- The Cloudy Zones work with the ZONE_BASE derived classes. The mission designer can define within the mission
|
||||
-- zones that reflect cloudy areas where detected units may not be so easily visually detected.
|
||||
--
|
||||
-- Use the method @{Detection#DETECTION_BASE.SetZoneProbability}() to set for a defined number of zones, the probability factors.
|
||||
-- Use the method @{Functional.Detection#DETECTION_BASE.SetZoneProbability}() to set for a defined number of zones, the probability factors.
|
||||
--
|
||||
-- Note however, that the more zones are defined to be "cloudy" within a detection, the more performance it will take
|
||||
-- from the DETECTION_BASE to calculate the presence of the detected unit within each zone.
|
||||
@ -183,7 +178,7 @@ do -- DETECTION_BASE
|
||||
-- ### Detection acceptance of within range limit
|
||||
--
|
||||
-- A range can be set that will limit a successful detection for a unit.
|
||||
-- Use the method @{Detection#DETECTION_BASE.SetAcceptRange}() to apply a range in meters till where detected units will be accepted.
|
||||
-- Use the method @{Functional.Detection#DETECTION_BASE.SetAcceptRange}() to apply a range in meters till where detected units will be accepted.
|
||||
--
|
||||
-- local SetGroup = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterStart() -- Build a SetGroup of Forward Air Controllers.
|
||||
--
|
||||
@ -200,7 +195,7 @@ do -- DETECTION_BASE
|
||||
-- ### Detection acceptance if within zone(s).
|
||||
--
|
||||
-- Specific ZONE_BASE object(s) can be given as a parameter, which will only accept a detection if the unit is within the specified ZONE_BASE object(s).
|
||||
-- Use the method @{Detection#DETECTION_BASE.SetAcceptZones}() will accept detected units if they are within the specified zones.
|
||||
-- Use the method @{Functional.Detection#DETECTION_BASE.SetAcceptZones}() will accept detected units if they are within the specified zones.
|
||||
--
|
||||
-- local SetGroup = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterStart() -- Build a SetGroup of Forward Air Controllers.
|
||||
--
|
||||
@ -220,7 +215,7 @@ do -- DETECTION_BASE
|
||||
-- ### Detection rejectance if within zone(s).
|
||||
--
|
||||
-- Specific ZONE_BASE object(s) can be given as a parameter, which will reject detection if the unit is within the specified ZONE_BASE object(s).
|
||||
-- Use the method @{Detection#DETECTION_BASE.SetRejectZones}() will reject detected units if they are within the specified zones.
|
||||
-- Use the method @{Functional.Detection#DETECTION_BASE.SetRejectZones}() will reject detected units if they are within the specified zones.
|
||||
-- An example of how to use the method is shown below.
|
||||
--
|
||||
-- local SetGroup = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterStart() -- Build a SetGroup of Forward Air Controllers.
|
||||
@ -240,7 +235,7 @@ do -- DETECTION_BASE
|
||||
--
|
||||
-- ## Detection of Friendlies Nearby
|
||||
--
|
||||
-- Use the method @{Detection#DETECTION_BASE.SetFriendliesRange}() to set the range what will indicate when friendlies are nearby
|
||||
-- Use the method @{Functional.Detection#DETECTION_BASE.SetFriendliesRange}() to set the range what will indicate when friendlies are nearby
|
||||
-- a DetectedItem. The default range is 6000 meters. For air detections, it is advisory to use about 30.000 meters.
|
||||
--
|
||||
-- ## DETECTION_BASE is a Finite State Machine
|
||||
@ -510,7 +505,6 @@ do -- DETECTION_BASE
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function DETECTION_BASE:onafterDetect(From,Event,To)
|
||||
self:F( { From, Event, To } )
|
||||
|
||||
local DetectDelay = 0.1
|
||||
self.DetectionCount = 0
|
||||
@ -533,7 +527,6 @@ do -- DETECTION_BASE
|
||||
-- @param #string To The To State string.
|
||||
-- @param Wrapper.Group#GROUP DetectionGroup The Group detecting.
|
||||
function DETECTION_BASE:onafterDetectionGroup( From, Event, To, DetectionGroup, DetectionTimeStamp )
|
||||
self:F( { From, Event, To } )
|
||||
|
||||
self.DetectionRun = self.DetectionRun + 1
|
||||
|
||||
@ -541,7 +534,7 @@ do -- DETECTION_BASE
|
||||
|
||||
if DetectionGroup:IsAlive() then
|
||||
|
||||
self:T( { "DetectionGroup is Alive", DetectionGroup:GetName() } )
|
||||
--self:T( { "DetectionGroup is Alive", DetectionGroup:GetName() } )
|
||||
|
||||
local DetectionGroupName = DetectionGroup:GetName()
|
||||
local DetectionUnit = DetectionGroup:GetUnit(1)
|
||||
@ -557,10 +550,10 @@ do -- DETECTION_BASE
|
||||
self.DetectDLINK
|
||||
)
|
||||
|
||||
self:F( DetectedTargets )
|
||||
--self:F( DetectedTargets )
|
||||
|
||||
for DetectionObjectID, Detection in pairs( DetectedTargets ) do
|
||||
local DetectedObject = Detection.object -- Dcs.DCSWrapper.Object#Object
|
||||
local DetectedObject = Detection.object -- DCS#Object
|
||||
|
||||
if DetectedObject and DetectedObject:isExist() and DetectedObject.id_ < 50000000 then -- and ( DetectedObject:getCategory() == Object.Category.UNIT or DetectedObject:getCategory() == Object.Category.STATIC ) then
|
||||
|
||||
@ -574,7 +567,7 @@ do -- DETECTION_BASE
|
||||
self.DetectDLINK
|
||||
)
|
||||
|
||||
self:T2( { TargetIsDetected = TargetIsDetected, TargetIsVisible = TargetIsVisible, TargetLastTime = TargetLastTime, TargetKnowType = TargetKnowType, TargetKnowDistance = TargetKnowDistance, TargetLastPos = TargetLastPos, TargetLastVelocity = TargetLastVelocity } )
|
||||
--self:T2( { TargetIsDetected = TargetIsDetected, TargetIsVisible = TargetIsVisible, TargetLastTime = TargetLastTime, TargetKnowType = TargetKnowType, TargetKnowDistance = TargetKnowDistance, TargetLastPos = TargetLastPos, TargetLastVelocity = TargetLastVelocity } )
|
||||
|
||||
-- Only process if the target is visible. Detection also returns invisible units.
|
||||
--if Detection.visible == true then
|
||||
@ -596,7 +589,7 @@ do -- DETECTION_BASE
|
||||
|
||||
local DetectedUnitCategory = DetectedObject:getDesc().category
|
||||
|
||||
self:F( { "Detected Target:", DetectionGroupName, DetectedObjectName, DetectedObjectType, Distance, DetectedUnitCategory } )
|
||||
--self:F( { "Detected Target:", DetectionGroupName, DetectedObjectName, DetectedObjectType, Distance, DetectedUnitCategory } )
|
||||
|
||||
-- Calculate Acceptance
|
||||
|
||||
@ -644,7 +637,7 @@ do -- DETECTION_BASE
|
||||
local DistanceProbability = 1 - DistanceProbabilityReversed
|
||||
DistanceProbability = DistanceProbability * 30 / 300
|
||||
local Probability = math.random() -- Selects a number between 0 and 1
|
||||
self:T( { Probability, DistanceProbability } )
|
||||
--self:T( { Probability, DistanceProbability } )
|
||||
if Probability > DistanceProbability then
|
||||
DetectionAccepted = false
|
||||
end
|
||||
@ -660,7 +653,7 @@ do -- DETECTION_BASE
|
||||
AlphaAngleProbability = AlphaAngleProbability * 30 / 300
|
||||
|
||||
local Probability = math.random() -- Selects a number between 0 and 1
|
||||
self:T( { Probability, AlphaAngleProbability } )
|
||||
--self:T( { Probability, AlphaAngleProbability } )
|
||||
if Probability > AlphaAngleProbability then
|
||||
DetectionAccepted = false
|
||||
end
|
||||
@ -677,7 +670,7 @@ do -- DETECTION_BASE
|
||||
|
||||
if ZoneObject:IsPointVec2InZone( DetectedObjectVec2 ) == true then
|
||||
local Probability = math.random() -- Selects a number between 0 and 1
|
||||
self:T( { Probability, ZoneProbability } )
|
||||
--self:T( { Probability, ZoneProbability } )
|
||||
if Probability > ZoneProbability then
|
||||
DetectionAccepted = false
|
||||
break
|
||||
@ -702,7 +695,7 @@ do -- DETECTION_BASE
|
||||
self.DetectedObjects[DetectedObjectName].Distance = Distance
|
||||
self.DetectedObjects[DetectedObjectName].DetectionTimeStamp = DetectionTimeStamp
|
||||
|
||||
self:F( { DetectedObject = self.DetectedObjects[DetectedObjectName] } )
|
||||
--self:F( { DetectedObject = self.DetectedObjects[DetectedObjectName] } )
|
||||
|
||||
local DetectedUnit = UNIT:FindByName( DetectedObjectName )
|
||||
|
||||
@ -716,7 +709,7 @@ do -- DETECTION_BASE
|
||||
--end
|
||||
end
|
||||
|
||||
self:T2( self.DetectedObjects )
|
||||
--self:T2( self.DetectedObjects )
|
||||
end
|
||||
|
||||
if HasDetectedObjects then
|
||||
@ -726,7 +719,6 @@ do -- DETECTION_BASE
|
||||
end
|
||||
|
||||
if self.DetectionCount > 0 and self.DetectionRun == self.DetectionCount then
|
||||
self:T( "--> Create Detection Sets" )
|
||||
|
||||
-- First check if all DetectedObjects were detected.
|
||||
-- This is important. When there are DetectedObjects in the list, but were not detected,
|
||||
@ -766,7 +758,6 @@ do -- DETECTION_BASE
|
||||
local DetectedSet = DetectedItem.Set
|
||||
|
||||
if DetectedSet:Count() == 0 then
|
||||
self:F3( { DetectedItemID = DetectedItemID } )
|
||||
self:RemoveDetectedItem( DetectedItemID )
|
||||
end
|
||||
|
||||
@ -778,8 +769,7 @@ do -- DETECTION_BASE
|
||||
-- @param #string UnitName The UnitName that needs to be forgotten from the DetectionItem Sets.
|
||||
-- @return #DETECTION_BASE
|
||||
function DETECTION_BASE:ForgetDetectedUnit( UnitName )
|
||||
self:F2()
|
||||
|
||||
|
||||
local DetectedItems = self:GetDetectedItems()
|
||||
|
||||
for DetectedItemIndex, DetectedItem in pairs( DetectedItems ) do
|
||||
@ -796,7 +786,6 @@ do -- DETECTION_BASE
|
||||
-- @param #DETECTION_BASE self
|
||||
-- @return #DETECTION_BASE
|
||||
function DETECTION_BASE:CreateDetectionItems()
|
||||
self:F2()
|
||||
|
||||
self:F( "Error, in DETECTION_BASE class..." )
|
||||
return self
|
||||
@ -902,7 +891,7 @@ do -- DETECTION_BASE
|
||||
-- DetectionObject:FilterCategories( { Unit.Category.AIRPLANE, Unit.Category.HELICOPTER } )
|
||||
--
|
||||
-- @param #DETECTION_BASE self
|
||||
-- @param #list<Dcs.DCSUnit#Unit> FilterCategories The Categories entries
|
||||
-- @param #list<DCS#Unit> FilterCategories The Categories entries
|
||||
-- @return #DETECTION_BASE self
|
||||
function DETECTION_BASE:FilterCategories( FilterCategories )
|
||||
self:F2()
|
||||
@ -1176,18 +1165,17 @@ do -- DETECTION_BASE
|
||||
--- Returns if there are friendlies nearby the FAC units ...
|
||||
-- @param #DETECTION_BASE self
|
||||
-- @param DetectedItem
|
||||
-- @param Dcs.DCSUnit#Unit.Category Category The category of the unit.
|
||||
-- @param DCS#Unit.Category Category The category of the unit.
|
||||
-- @return #boolean true if there are friendlies nearby
|
||||
function DETECTION_BASE:IsFriendliesNearBy( DetectedItem, Category )
|
||||
|
||||
self:F( { "FriendliesNearBy Test", DetectedItem.FriendliesNearBy } )
|
||||
--self:F( { "FriendliesNearBy Test", DetectedItem.FriendliesNearBy } )
|
||||
return ( DetectedItem.FriendliesNearBy and DetectedItem.FriendliesNearBy[Category] ~= nil ) or false
|
||||
end
|
||||
|
||||
--- Returns friendly units nearby the FAC units ...
|
||||
-- @param #DETECTION_BASE self
|
||||
-- @param DetectedItem
|
||||
-- @param Dcs.DCSUnit#Unit.Category Category The category of the unit.
|
||||
-- @param DCS#Unit.Category Category The category of the unit.
|
||||
-- @return #map<#string,Wrapper.Unit#UNIT> The map of Friendly UNITs.
|
||||
function DETECTION_BASE:GetFriendliesNearBy( DetectedItem, Category )
|
||||
|
||||
@ -1237,7 +1225,7 @@ do -- DETECTION_BASE
|
||||
--- Background worker function to determine if there are friendlies nearby ...
|
||||
-- @param #DETECTION_BASE self
|
||||
function DETECTION_BASE:ReportFriendliesNearBy( TargetData )
|
||||
self:F( { "Search Friendlies", DetectedItem = TargetData.DetectedItem } )
|
||||
--self:F( { "Search Friendlies", DetectedItem = TargetData.DetectedItem } )
|
||||
|
||||
local DetectedItem = TargetData.DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem
|
||||
local DetectedSet = TargetData.DetectedItem.Set
|
||||
@ -1260,9 +1248,9 @@ do -- DETECTION_BASE
|
||||
|
||||
}
|
||||
|
||||
--- @param Dcs.DCSWrapper.Unit#Unit FoundDCSUnit
|
||||
--- @param DCS#Unit FoundDCSUnit
|
||||
-- @param Wrapper.Group#GROUP ReportGroup
|
||||
-- @param Set#SET_GROUP ReportSetGroup
|
||||
-- @param Core.Set#SET_GROUP ReportSetGroup
|
||||
local FindNearByFriendlies = function( FoundDCSUnit, ReportGroupData )
|
||||
|
||||
local DetectedItem = ReportGroupData.DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem
|
||||
@ -1286,7 +1274,7 @@ do -- DETECTION_BASE
|
||||
if FoundUnitInReportSetGroup == true then
|
||||
-- If the recce was part of the friendlies found, then check if the recce is part of the allowed friendly unit prefixes.
|
||||
for PrefixID, Prefix in pairs( self.FriendlyPrefixes or {} ) do
|
||||
self:F( { "Friendly Prefix:", Prefix = Prefix } )
|
||||
--self:F( { "Friendly Prefix:", Prefix = Prefix } )
|
||||
-- In case a match is found (so a recce unit name is part of the friendly prefixes), then report that recce to be part of the friendlies.
|
||||
-- This is important if CAP planes (so planes using their own radar) to be scanning for targets as part of the EWR network.
|
||||
-- But CAP planes are also attackers, so they need to be considered friendlies too!
|
||||
@ -1298,7 +1286,7 @@ do -- DETECTION_BASE
|
||||
end
|
||||
end
|
||||
|
||||
self:F( { "Friendlies near Target:", FoundUnitName, FoundUnitCoalition, EnemyUnitName, EnemyCoalition, FoundUnitInReportSetGroup } )
|
||||
--self:F( { "Friendlies near Target:", FoundUnitName, FoundUnitCoalition, EnemyUnitName, EnemyCoalition, FoundUnitInReportSetGroup } )
|
||||
|
||||
if FoundUnitCoalition ~= EnemyCoalition and FoundUnitInReportSetGroup == false then
|
||||
local FriendlyUnit = UNIT:Find( FoundDCSUnit )
|
||||
@ -1313,7 +1301,7 @@ do -- DETECTION_BASE
|
||||
local Distance = DetectedUnitCoord:Get2DDistance( FriendlyUnit:GetCoordinate() )
|
||||
DetectedItem.FriendliesDistance = DetectedItem.FriendliesDistance or {}
|
||||
DetectedItem.FriendliesDistance[Distance] = FriendlyUnit
|
||||
self:T( { "Friendlies Found:", FriendlyUnitName = FriendlyUnitName, Distance = Distance, FriendlyUnitCategory = FriendlyUnitCategory, FriendliesCategory = self.FriendliesCategory } )
|
||||
--self:F( { "Friendlies Found:", FriendlyUnitName = FriendlyUnitName, Distance = Distance, FriendlyUnitCategory = FriendlyUnitCategory, FriendliesCategory = self.FriendliesCategory } )
|
||||
return true
|
||||
end
|
||||
|
||||
@ -1355,6 +1343,9 @@ do -- DETECTION_BASE
|
||||
end
|
||||
)
|
||||
end
|
||||
|
||||
self:F( { Friendlies = DetectedItem.FriendliesNearBy, Players = DetectedItem.PlayersNearBy } )
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
@ -1599,7 +1590,7 @@ do -- DETECTION_BASE
|
||||
return ""
|
||||
end
|
||||
|
||||
--- Get the @{Set#SET_UNIT} of a detecttion area using a given numeric index.
|
||||
--- Get the @{Core.Set#SET_UNIT} of a detecttion area using a given numeric index.
|
||||
-- @param #DETECTION_BASE self
|
||||
-- @param #DETECTION_BASE.DetectedItem DetectedItem
|
||||
-- @return Core.Set#SET_UNIT DetectedSet
|
||||
@ -1648,7 +1639,7 @@ do -- DETECTION_BASE
|
||||
|
||||
do -- Zones
|
||||
|
||||
--- Get the @{Zone#ZONE_UNIT} of a detection area using a given numeric index.
|
||||
--- Get the @{Core.Zone#ZONE_UNIT} of a detection area using a given numeric index.
|
||||
-- @param #DETECTION_BASE self
|
||||
-- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem.
|
||||
-- @return Core.Zone#ZONE_UNIT DetectedZone
|
||||
@ -1811,14 +1802,13 @@ end
|
||||
|
||||
do -- DETECTION_UNITS
|
||||
|
||||
--- # DETECTION_UNITS class, extends @{Detection#DETECTION_BASE}
|
||||
--- Will detect units within the battle zone.
|
||||
--
|
||||
-- The DETECTION_UNITS class will detect units within the battle zone.
|
||||
-- It will build a DetectedItems list filled with DetectedItems. Each DetectedItem will contain a field Set, which contains a @{Set#SET_UNIT} containing ONE @{UNIT} object reference.
|
||||
-- It will build a DetectedItems list filled with DetectedItems. Each DetectedItem will contain a field Set, which contains a @{Core.Set#SET_UNIT} containing ONE @{UNIT} object reference.
|
||||
-- Beware that when the amount of units detected is large, the DetectedItems list will be large also.
|
||||
--
|
||||
-- @type DETECTION_UNITS
|
||||
-- @field Dcs.DCSTypes#Distance DetectionRange The range till which targets are detected.
|
||||
-- @field DCS#Distance DetectionRange The range till which targets are detected.
|
||||
-- @extends #DETECTION_BASE
|
||||
DETECTION_UNITS = {
|
||||
ClassName = "DETECTION_UNITS",
|
||||
@ -1886,7 +1876,6 @@ do -- DETECTION_UNITS
|
||||
-- @param #DETECTION_UNITS self
|
||||
-- @return #DETECTION_UNITS self
|
||||
function DETECTION_UNITS:CreateDetectionItems()
|
||||
self:F2( #self.DetectedObjects )
|
||||
|
||||
-- Loop the current detected items, and check if each object still exists and is detected.
|
||||
|
||||
@ -2062,11 +2051,9 @@ end
|
||||
|
||||
do -- DETECTION_TYPES
|
||||
|
||||
--- # 3) DETECTION_TYPES class, extends @{Detection#DETECTION_BASE}
|
||||
--
|
||||
-- The DETECTION_TYPES class will detect units within the battle zone.
|
||||
--- Will detect units within the battle zone.
|
||||
-- It will build a DetectedItems[] list filled with DetectedItems, grouped by the type of units detected.
|
||||
-- Each DetectedItem will contain a field Set, which contains a @{Set#SET_UNIT} containing ONE @{UNIT} object reference.
|
||||
-- Each DetectedItem will contain a field Set, which contains a @{Core.Set#SET_UNIT} containing ONE @{UNIT} object reference.
|
||||
-- Beware that when the amount of different types detected is large, the DetectedItems[] list will be large also.
|
||||
--
|
||||
-- @type DETECTION_TYPES
|
||||
@ -2137,7 +2124,6 @@ do -- DETECTION_TYPES
|
||||
-- @param #DETECTION_TYPES self
|
||||
-- @return #DETECTION_TYPES self
|
||||
function DETECTION_TYPES:CreateDetectionItems()
|
||||
self:F2( #self.DetectedObjects )
|
||||
|
||||
-- Loop the current detected items, and check if each object still exists and is detected.
|
||||
|
||||
@ -2272,41 +2258,39 @@ end
|
||||
|
||||
do -- DETECTION_AREAS
|
||||
|
||||
--- # 4) DETECTION_AREAS class, extends @{Detection#DETECTION_BASE}
|
||||
--
|
||||
-- The DETECTION_AREAS class will detect units within the battle zone for a list of @{Group}s detecting targets following (a) detection method(s),
|
||||
-- and will build a list (table) of @{Set#SET_UNIT}s containing the @{Unit#UNIT}s detected.
|
||||
--- Detect units within the battle zone for a list of @{Wrapper.Group}s detecting targets following (a) detection method(s),
|
||||
-- and will build a list (table) of @{Core.Set#SET_UNIT}s containing the @{Wrapper.Unit#UNIT}s detected.
|
||||
-- The class is group the detected units within zones given a DetectedZoneRange parameter.
|
||||
-- A set with multiple detected zones will be created as there are groups of units detected.
|
||||
--
|
||||
-- ## 4.1) Retrieve the Detected Unit Sets and Detected Zones
|
||||
--
|
||||
-- The methods to manage the DetectedItems[].Set(s) are implemented in @{Detection#DECTECTION_BASE} and
|
||||
-- the methods to manage the DetectedItems[].Zone(s) is implemented in @{Detection#DETECTION_AREAS}.
|
||||
-- The methods to manage the DetectedItems[].Set(s) are implemented in @{Functional.Detection#DECTECTION_BASE} and
|
||||
-- the methods to manage the DetectedItems[].Zone(s) is implemented in @{Functional.Detection#DETECTION_AREAS}.
|
||||
--
|
||||
-- Retrieve the DetectedItems[].Set with the method @{Detection#DETECTION_BASE.GetDetectedSet}(). A @{Set#SET_UNIT} object will be returned.
|
||||
-- Retrieve the DetectedItems[].Set with the method @{Functional.Detection#DETECTION_BASE.GetDetectedSet}(). A @{Core.Set#SET_UNIT} object will be returned.
|
||||
--
|
||||
-- Retrieve the formed @{Zone@ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Detection#DETECTION_BASE.GetDetectionZones}().
|
||||
-- To understand the amount of zones created, use the method @{Detection#DETECTION_BASE.GetDetectionZoneCount}().
|
||||
-- If you want to obtain a specific zone from the DetectedZones, use the method @{Detection#DETECTION_BASE.GetDetectionZone}() with a given index.
|
||||
-- Retrieve the formed @{Zone@ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZones}().
|
||||
-- To understand the amount of zones created, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZoneCount}().
|
||||
-- If you want to obtain a specific zone from the DetectedZones, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZone}() with a given index.
|
||||
--
|
||||
-- ## 4.4) Flare or Smoke detected units
|
||||
--
|
||||
-- Use the methods @{Detection#DETECTION_AREAS.FlareDetectedUnits}() or @{Detection#DETECTION_AREAS.SmokeDetectedUnits}() to flare or smoke the detected units when a new detection has taken place.
|
||||
-- Use the methods @{Functional.Detection#DETECTION_AREAS.FlareDetectedUnits}() or @{Functional.Detection#DETECTION_AREAS.SmokeDetectedUnits}() to flare or smoke the detected units when a new detection has taken place.
|
||||
--
|
||||
-- ## 4.5) Flare or Smoke or Bound detected zones
|
||||
--
|
||||
-- Use the methods:
|
||||
--
|
||||
-- * @{Detection#DETECTION_AREAS.FlareDetectedZones}() to flare in a color
|
||||
-- * @{Detection#DETECTION_AREAS.SmokeDetectedZones}() to smoke in a color
|
||||
-- * @{Detection#DETECTION_AREAS.SmokeDetectedZones}() to bound with a tire with a white flag
|
||||
-- * @{Functional.Detection#DETECTION_AREAS.FlareDetectedZones}() to flare in a color
|
||||
-- * @{Functional.Detection#DETECTION_AREAS.SmokeDetectedZones}() to smoke in a color
|
||||
-- * @{Functional.Detection#DETECTION_AREAS.SmokeDetectedZones}() to bound with a tire with a white flag
|
||||
--
|
||||
-- the detected zones when a new detection has taken place.
|
||||
--
|
||||
-- @type DETECTION_AREAS
|
||||
-- @field Dcs.DCSTypes#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target.
|
||||
-- @field #DETECTION_BASE.DetectedItems DetectedItems A list of areas containing the set of @{Unit}s, @{Zone}s, the center @{Unit} within the zone, and ID of each area that was detected within a DetectionZoneRange.
|
||||
-- @field DCS#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target.
|
||||
-- @field #DETECTION_BASE.DetectedItems DetectedItems A list of areas containing the set of @{Wrapper.Unit}s, @{Zone}s, the center @{Wrapper.Unit} within the zone, and ID of each area that was detected within a DetectionZoneRange.
|
||||
-- @extends #DETECTION_BASE
|
||||
DETECTION_AREAS = {
|
||||
ClassName = "DETECTION_AREAS",
|
||||
@ -2317,7 +2301,7 @@ do -- DETECTION_AREAS
|
||||
--- DETECTION_AREAS constructor.
|
||||
-- @param #DETECTION_AREAS self
|
||||
-- @param Core.Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Forward Air Controller role.
|
||||
-- @param Dcs.DCSTypes#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target.
|
||||
-- @param DCS#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target.
|
||||
-- @return #DETECTION_AREAS
|
||||
function DETECTION_AREAS:New( DetectionSetGroup, DetectionZoneRange )
|
||||
|
||||
@ -2525,10 +2509,9 @@ do -- DETECTION_AREAS
|
||||
-- @param #DETECTION_AREAS self
|
||||
-- @return #DETECTION_AREAS self
|
||||
function DETECTION_AREAS:CreateDetectionItems()
|
||||
self:F2()
|
||||
|
||||
|
||||
self:T( "Checking Detected Items for new Detected Units ..." )
|
||||
self:T2( "Checking Detected Items for new Detected Units ..." )
|
||||
-- First go through all detected sets, and check if there are new detected units, match all existing detected units and identify undetected units.
|
||||
-- Regroup when needed, split groups when needed.
|
||||
for DetectedItemID, DetectedItemData in pairs( self.DetectedItems ) do
|
||||
@ -2537,8 +2520,7 @@ do -- DETECTION_AREAS
|
||||
|
||||
if DetectedItem then
|
||||
|
||||
self:T( { "Detected Item ID:", DetectedItemID } )
|
||||
|
||||
self:T2( { "Detected Item ID: ", DetectedItemID } )
|
||||
|
||||
local DetectedSet = DetectedItem.Set
|
||||
|
||||
@ -2667,7 +2649,6 @@ do -- DETECTION_AREAS
|
||||
|
||||
local DetectedItem = DetectedItemData -- #DETECTION_BASE.DetectedItem
|
||||
if DetectedItem then
|
||||
self:T( "Detection Area #" .. DetectedItem.ID )
|
||||
local DetectedSet = DetectedItem.Set
|
||||
if not self:IsDetectedObjectIdentified( DetectedObject ) and DetectedUnit:IsInZone( DetectedItem.Zone ) then
|
||||
self:IdentifyDetectedObject( DetectedObject )
|
||||
|
||||
@ -2,61 +2,60 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @{#ESCORT} class
|
||||
-- ===
|
||||
-- The @{#ESCORT} class allows you to interact with escorting AI on your flight and take the lead.
|
||||
-- Allows you to interact with escorting AI on your flight and take the lead.
|
||||
--
|
||||
-- Each escorting group can be commanded with a whole set of radio commands (radio menu in your flight, and then F10).
|
||||
--
|
||||
-- The radio commands will vary according the category of the group. The richest set of commands are with Helicopters and AirPlanes.
|
||||
-- Ships and Ground troops will have a more limited set, but they can provide support through the bombing of targets designated by the other escorts.
|
||||
--
|
||||
-- RADIO MENUs that can be created:
|
||||
-- ===
|
||||
-- # RADIO MENUs that can be created:
|
||||
--
|
||||
-- Find a summary below of the current available commands:
|
||||
--
|
||||
-- Navigation ...:
|
||||
-- ---------------
|
||||
-- ## Navigation ...:
|
||||
--
|
||||
-- Escort group navigation functions:
|
||||
--
|
||||
-- * **"Join-Up and Follow at x meters":** The escort group fill follow you at about x meters, and they will follow you.
|
||||
-- * **"Flare":** Provides menu commands to let the escort group shoot a flare in the air in a color.
|
||||
-- * **"Smoke":** Provides menu commands to let the escort group smoke the air in a color. Note that smoking is only available for ground and naval troops.
|
||||
--
|
||||
-- Hold position ...:
|
||||
-- ------------------
|
||||
-- ## Hold position ...:
|
||||
--
|
||||
-- Escort group navigation functions:
|
||||
--
|
||||
-- * **"At current location":** Stops the escort group and they will hover 30 meters above the ground at the position they stopped.
|
||||
-- * **"At client location":** Stops the escort group and they will hover 30 meters above the ground at the position they stopped.
|
||||
--
|
||||
-- Report targets ...:
|
||||
-- -------------------
|
||||
-- ## Report targets ...:
|
||||
--
|
||||
-- Report targets will make the escort group to report any target that it identifies within a 8km range. Any detected target can be attacked using the 4. Attack nearby targets function. (see below).
|
||||
--
|
||||
-- * **"Report now":** Will report the current detected targets.
|
||||
-- * **"Report targets on":** Will make the escort group to report detected targets and will fill the "Attack nearby targets" menu list.
|
||||
-- * **"Report targets off":** Will stop detecting targets.
|
||||
--
|
||||
-- Scan targets ...:
|
||||
-- -----------------
|
||||
-- ## Scan targets ...:
|
||||
--
|
||||
-- Menu items to pop-up the escort group for target scanning. After scanning, the escort group will resume with the mission or defined task.
|
||||
--
|
||||
-- * **"Scan targets 30 seconds":** Scan 30 seconds for targets.
|
||||
-- * **"Scan targets 60 seconds":** Scan 60 seconds for targets.
|
||||
--
|
||||
-- Attack targets ...:
|
||||
-- -------------------
|
||||
-- ## Attack targets ...:
|
||||
--
|
||||
-- This menu item will list all detected targets within a 15km range. Depending on the level of detection (known/unknown) and visuality, the targets type will also be listed.
|
||||
--
|
||||
-- Request assistance from ...:
|
||||
-- ----------------------------
|
||||
-- ## Request assistance from ...:
|
||||
--
|
||||
-- This menu item will list all detected targets within a 15km range, as with the menu item **Attack Targets**.
|
||||
-- This menu item allows to request attack support from other escorts supporting the current client group.
|
||||
-- eg. the function allows a player to request support from the Ship escort to attack a target identified by the Plane escort with its Tomahawk missiles.
|
||||
-- eg. the function allows a player to request support from other Planes escorting to bomb the unit with illumination missiles or bombs, so that the main plane escort can attack the area.
|
||||
--
|
||||
-- ROE ...:
|
||||
-- --------
|
||||
-- ## ROE ...:
|
||||
--
|
||||
-- Sets the Rules of Engagement (ROE) of the escort group when in flight.
|
||||
--
|
||||
-- * **"Hold Fire":** The escort group will hold fire.
|
||||
@ -64,8 +63,8 @@
|
||||
-- * **"Open Fire":** The escort group will open fire on designated targets.
|
||||
-- * **"Weapon Free":** The escort group will engage with any target.
|
||||
--
|
||||
-- Evasion ...:
|
||||
-- ------------
|
||||
-- ## Evasion ...:
|
||||
--
|
||||
-- Will define the evasion techniques that the escort group will perform during flight or combat.
|
||||
--
|
||||
-- * **"Fight until death":** The escort group will have no reaction to threats.
|
||||
@ -73,19 +72,19 @@
|
||||
-- * **"Evade enemy fire":** The rescort group will evade enemy fire before firing.
|
||||
-- * **"Go below radar and evade fire":** The escort group will perform evasive vertical manoeuvres.
|
||||
--
|
||||
-- Resume Mission ...:
|
||||
-- -------------------
|
||||
-- ## Resume Mission ...:
|
||||
--
|
||||
-- Escort groups can have their own mission. This menu item will allow the escort group to resume their Mission from a given waypoint.
|
||||
-- Note that this is really fantastic, as you now have the dynamic of taking control of the escort groups, and allowing them to resume their path or mission.
|
||||
--
|
||||
-- ESCORT construction methods.
|
||||
-- ===
|
||||
-- # ESCORT construction methods.
|
||||
--
|
||||
-- Create a new SPAWN object with the @{#ESCORT.New} method:
|
||||
--
|
||||
-- * @{#ESCORT.New}: Creates a new ESCORT object from a @{Group#GROUP} for a @{Client#CLIENT}, with an optional briefing text.
|
||||
-- * @{#ESCORT.New}: Creates a new ESCORT object from a @{Wrapper.Group#GROUP} for a @{Wrapper.Client#CLIENT}, with an optional briefing text.
|
||||
--
|
||||
-- ESCORT initialization methods.
|
||||
-- ===
|
||||
-- # ESCORT initialization methods.
|
||||
--
|
||||
-- The following menus are created within the RADIO MENU (F10) of an active unit hosted by a player:
|
||||
--
|
||||
-- * @{#ESCORT.MenuFollowAt}: Creates a menu to make the escort follow the client.
|
||||
@ -114,8 +113,8 @@
|
||||
--
|
||||
--
|
||||
--
|
||||
-- @module Escort
|
||||
-- @author FlightControl
|
||||
-- @module Functional.Escort
|
||||
-- @image Escorting.JPG
|
||||
|
||||
--- ESCORT class
|
||||
-- @type ESCORT
|
||||
@ -127,8 +126,8 @@
|
||||
-- @field Core.Scheduler#SCHEDULER FollowScheduler The instance of the SCHEDULER class.
|
||||
-- @field #number FollowDistance The current follow distance.
|
||||
-- @field #boolean ReportTargets If true, nearby targets are reported.
|
||||
-- @Field Dcs.DCSTypes#AI.Option.Air.val.ROE OptionROE Which ROE is set to the EscortGroup.
|
||||
-- @field Dcs.DCSTypes#AI.Option.Air.val.REACTION_ON_THREAT OptionReactionOnThreat Which REACTION_ON_THREAT is set to the EscortGroup.
|
||||
-- @Field DCS#AI.Option.Air.val.ROE OptionROE Which ROE is set to the EscortGroup.
|
||||
-- @field DCS#AI.Option.Air.val.REACTION_ON_THREAT OptionReactionOnThreat Which REACTION_ON_THREAT is set to the EscortGroup.
|
||||
-- @field FunctionalMENU_GROUPDETECTION_BASE Detection
|
||||
ESCORT = {
|
||||
ClassName = "ESCORT",
|
||||
@ -295,7 +294,7 @@ end
|
||||
--- Defines a menu slot to let the escort Join and Follow you at a certain distance.
|
||||
-- This menu will appear under **Navigation**.
|
||||
-- @param #ESCORT self
|
||||
-- @param Dcs.DCSTypes#Distance Distance The distance in meters that the escort needs to follow the client.
|
||||
-- @param DCS#Distance Distance The distance in meters that the escort needs to follow the client.
|
||||
-- @return #ESCORT
|
||||
function ESCORT:MenuFollowAt( Distance )
|
||||
self:F(Distance)
|
||||
@ -320,8 +319,8 @@ end
|
||||
--- Defines a menu slot to let the escort hold at their current position and stay low with a specified height during a specified time in seconds.
|
||||
-- This menu will appear under **Hold position**.
|
||||
-- @param #ESCORT self
|
||||
-- @param Dcs.DCSTypes#Distance Height Optional parameter that sets the height in meters to let the escort orbit at the current location. The default value is 30 meters.
|
||||
-- @param Dcs.DCSTypes#Time Seconds Optional parameter that lets the escort orbit at the current position for a specified time. (not implemented yet). The default value is 0 seconds, meaning, that the escort will orbit forever until a sequent command is given.
|
||||
-- @param DCS#Distance Height Optional parameter that sets the height in meters to let the escort orbit at the current location. The default value is 30 meters.
|
||||
-- @param DCS#Time Seconds Optional parameter that lets the escort orbit at the current position for a specified time. (not implemented yet). The default value is 0 seconds, meaning, that the escort will orbit forever until a sequent command is given.
|
||||
-- @param #string MenuTextFormat Optional parameter that shows the menu option text. The text string is formatted, and should contain two %d tokens in the string. The first for the Height, the second for the Time (if given). If no text is given, the default text will be displayed.
|
||||
-- @return #ESCORT
|
||||
-- TODO: Implement Seconds parameter. Challenge is to first develop the "continue from last activity" function.
|
||||
@ -381,8 +380,8 @@ end
|
||||
--- Defines a menu slot to let the escort hold at the client position and stay low with a specified height during a specified time in seconds.
|
||||
-- This menu will appear under **Navigation**.
|
||||
-- @param #ESCORT self
|
||||
-- @param Dcs.DCSTypes#Distance Height Optional parameter that sets the height in meters to let the escort orbit at the current location. The default value is 30 meters.
|
||||
-- @param Dcs.DCSTypes#Time Seconds Optional parameter that lets the escort orbit at the current position for a specified time. (not implemented yet). The default value is 0 seconds, meaning, that the escort will orbit forever until a sequent command is given.
|
||||
-- @param DCS#Distance Height Optional parameter that sets the height in meters to let the escort orbit at the current location. The default value is 30 meters.
|
||||
-- @param DCS#Time Seconds Optional parameter that lets the escort orbit at the current position for a specified time. (not implemented yet). The default value is 0 seconds, meaning, that the escort will orbit forever until a sequent command is given.
|
||||
-- @param #string MenuTextFormat Optional parameter that shows the menu option text. The text string is formatted, and should contain one or two %d tokens in the string. The first for the Height, the second for the Time (if given). If no text is given, the default text will be displayed.
|
||||
-- @return #ESCORT
|
||||
-- TODO: Implement Seconds parameter. Challenge is to first develop the "continue from last activity" function.
|
||||
@ -442,8 +441,8 @@ end
|
||||
--- Defines a menu slot to let the escort scan for targets at a certain height for a certain time in seconds.
|
||||
-- This menu will appear under **Scan targets**.
|
||||
-- @param #ESCORT self
|
||||
-- @param Dcs.DCSTypes#Distance Height Optional parameter that sets the height in meters to let the escort orbit at the current location. The default value is 30 meters.
|
||||
-- @param Dcs.DCSTypes#Time Seconds Optional parameter that lets the escort orbit at the current position for a specified time. (not implemented yet). The default value is 0 seconds, meaning, that the escort will orbit forever until a sequent command is given.
|
||||
-- @param DCS#Distance Height Optional parameter that sets the height in meters to let the escort orbit at the current location. The default value is 30 meters.
|
||||
-- @param DCS#Time Seconds Optional parameter that lets the escort orbit at the current position for a specified time. (not implemented yet). The default value is 0 seconds, meaning, that the escort will orbit forever until a sequent command is given.
|
||||
-- @param #string MenuTextFormat Optional parameter that shows the menu option text. The text string is formatted, and should contain one or two %d tokens in the string. The first for the Height, the second for the Time (if given). If no text is given, the default text will be displayed.
|
||||
-- @return #ESCORT
|
||||
function ESCORT:MenuScanForTargets( Height, Seconds, MenuTextFormat )
|
||||
@ -567,7 +566,7 @@ end
|
||||
-- This menu will appear under **Report targets**.
|
||||
-- Note that if a report targets menu is not specified, no targets will be detected by the escort, and the attack and assisted attack menus will not be displayed.
|
||||
-- @param #ESCORT self
|
||||
-- @param Dcs.DCSTypes#Time Seconds Optional parameter that lets the escort report their current detected targets after specified time interval in seconds. The default time is 30 seconds.
|
||||
-- @param DCS#Time Seconds Optional parameter that lets the escort report their current detected targets after specified time interval in seconds. The default time is 30 seconds.
|
||||
-- @return #ESCORT
|
||||
function ESCORT:MenuReportTargets( Seconds )
|
||||
self:F( { Seconds } )
|
||||
@ -737,7 +736,7 @@ end
|
||||
-- @param Functional.Escort#ESCORT self
|
||||
-- @param Wrapper.Group#GROUP EscortGroup
|
||||
-- @param Wrapper.Client#CLIENT EscortClient
|
||||
-- @param Dcs.DCSTypes#Distance Distance
|
||||
-- @param DCS#Distance Distance
|
||||
function ESCORT:JoinUpAndFollow( EscortGroup, EscortClient, Distance )
|
||||
self:F( { EscortGroup, EscortClient, Distance } )
|
||||
|
||||
|
||||
@ -2,8 +2,6 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 1) @{MissileTrainer#MISSILETRAINER} class, extends @{Base#BASE}
|
||||
-- ===
|
||||
-- The @{#MISSILETRAINER} class uses the DCS world messaging system to be alerted of any missiles fired, and when a missile would hit your aircraft,
|
||||
-- the class will destroy the missile within a certain range, to avoid damage to your aircraft.
|
||||
-- It suports the following functionality:
|
||||
@ -77,8 +75,8 @@
|
||||
-- Danny has shared his ideas and together we made a design.
|
||||
-- Together with the **476 virtual team**, we tested the MISSILETRAINER class, and got much positive feedback!
|
||||
--
|
||||
-- @module MissileTrainer
|
||||
-- @author FlightControl
|
||||
-- @module Functional.MissileTrainer
|
||||
-- @image Missile_Trainer.JPG
|
||||
|
||||
|
||||
--- The MISSILETRAINER class
|
||||
|
||||
@ -7,7 +7,8 @@
|
||||
-- Performance: If in a DCSRTE there are a lot of moving GROUND units, then in a multi player mission, this WILL create lag if
|
||||
-- the main DCS execution core of your CPU is fully utilized. So, this class will limit the amount of simultaneous moving GROUND units
|
||||
-- on defined intervals (currently every minute).
|
||||
-- @module Movement
|
||||
-- @module Functional.Movement
|
||||
-- @image MOOSE.JPG
|
||||
|
||||
--- the MOVEMENT class
|
||||
-- @type MOVEMENT
|
||||
|
||||
@ -1,305 +0,0 @@
|
||||
--- **Functional** -- The PROTECT class handles the protection of objects, which can be zones, units, scenery.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
-- ### Contributions: **MillerTime**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Protect
|
||||
|
||||
--- @type PROTECT.__ Methods which are not intended for mission designers, but which are used interally by the moose designer :-)
|
||||
-- @extends Core.Fsm#FSM
|
||||
|
||||
--- @type PROTECT
|
||||
-- @extends #PROTECT.__
|
||||
|
||||
--- # PROTECT, extends @{Base#BASE}
|
||||
--
|
||||
-- @field #PROTECT
|
||||
PROTECT = {
|
||||
ClassName = "PROTECT",
|
||||
}
|
||||
|
||||
--- Get the ProtectZone
|
||||
-- @param #PROTECT self
|
||||
-- @return Core.Zone#ZONE_BASE
|
||||
function PROTECT:GetProtectZone()
|
||||
return self.ProtectZone
|
||||
end
|
||||
|
||||
|
||||
--- Get the name of the ProtectZone
|
||||
-- @param #PROTECT self
|
||||
-- @return #string
|
||||
function PROTECT:GetProtectZoneName()
|
||||
return self.ProtectZone:GetName()
|
||||
end
|
||||
|
||||
|
||||
--- Set the owning coalition of the zone.
|
||||
-- @param #PROTECT self
|
||||
-- @param DCSCoalition.DCSCoalition#coalition Coalition
|
||||
function PROTECT:SetCoalition( Coalition )
|
||||
self.Coalition = Coalition
|
||||
end
|
||||
|
||||
|
||||
--- Get the owning coalition of the zone.
|
||||
-- @param #PROTECT self
|
||||
-- @return DCSCoalition.DCSCoalition#coalition Coalition.
|
||||
function PROTECT:GetCoalition()
|
||||
return self.Coalition
|
||||
end
|
||||
|
||||
|
||||
--- Get the owning coalition name of the zone.
|
||||
-- @param #PROTECT self
|
||||
-- @return #string Coalition name.
|
||||
function PROTECT:GetCoalitionName()
|
||||
|
||||
if self.Coalition == coalition.side.BLUE then
|
||||
return "Blue"
|
||||
end
|
||||
|
||||
if self.Coalition == coalition.side.RED then
|
||||
return "Red"
|
||||
end
|
||||
|
||||
if self.Coalition == coalition.side.NEUTRAL then
|
||||
return "Neutral"
|
||||
end
|
||||
|
||||
return ""
|
||||
end
|
||||
|
||||
|
||||
function PROTECT:IsGuarded()
|
||||
|
||||
local IsGuarded = self.ProtectZone:IsAllInZoneOfCoalition( self.Coalition )
|
||||
self:F( { IsGuarded = IsGuarded } )
|
||||
return IsGuarded
|
||||
end
|
||||
|
||||
function PROTECT:IsCaptured()
|
||||
|
||||
local IsCaptured = self.ProtectZone:IsAllInZoneOfOtherCoalition( self.Coalition )
|
||||
self:F( { IsCaptured = IsCaptured } )
|
||||
return IsCaptured
|
||||
end
|
||||
|
||||
|
||||
function PROTECT:IsAttacked()
|
||||
|
||||
local IsAttacked = self.ProtectZone:IsSomeInZoneOfCoalition( self.Coalition )
|
||||
self:F( { IsAttacked = IsAttacked } )
|
||||
return IsAttacked
|
||||
end
|
||||
|
||||
|
||||
function PROTECT:IsEmpty()
|
||||
|
||||
local IsEmpty = self.ProtectZone:IsNoneInZone()
|
||||
self:F( { IsEmpty = IsEmpty } )
|
||||
return IsEmpty
|
||||
end
|
||||
|
||||
|
||||
--- Check if the units are still alive.
|
||||
-- @param #PROTECT self
|
||||
function PROTECT:AreProtectUnitsAlive()
|
||||
|
||||
local IsAlive = false
|
||||
|
||||
local UnitSet = self.ProtectUnitSet
|
||||
UnitSet:Flush( self )
|
||||
local UnitList = UnitSet:GetSet()
|
||||
|
||||
for UnitID, ProtectUnit in pairs( UnitList ) do
|
||||
local IsUnitAlive = ProtectUnit:IsAlive()
|
||||
if IsUnitAlive == true then
|
||||
IsAlive = true
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
return IsAlive
|
||||
end
|
||||
|
||||
--- Check if the statics are still alive.
|
||||
-- @param #PROTECT self
|
||||
function PROTECT:AreProtectStaticsAlive()
|
||||
|
||||
local IsAlive = false
|
||||
|
||||
local StaticSet = self.ProtectStaticSet
|
||||
StaticSet:Flush( self )
|
||||
local StaticList = StaticSet:GetSet()
|
||||
|
||||
for UnitID, ProtectStatic in pairs( StaticList ) do
|
||||
local IsStaticAlive = ProtectStatic:IsAlive()
|
||||
if IsStaticAlive == true then
|
||||
IsAlive = true
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
return IsAlive
|
||||
end
|
||||
|
||||
|
||||
--- Check if there is a capture unit in the zone.
|
||||
-- @param #PROTECT self
|
||||
function PROTECT:IsCaptureUnitInZone()
|
||||
|
||||
local CaptureUnitSet = self.CaptureUnitSet
|
||||
CaptureUnitSet:Flush( self )
|
||||
|
||||
local IsInZone = self.CaptureUnitSet:IsPartiallyInZone( self.ProtectZone )
|
||||
|
||||
self:F({IsInZone = IsInZone})
|
||||
|
||||
return IsInZone
|
||||
end
|
||||
|
||||
--- Smoke.
|
||||
-- @param #PROTECT self
|
||||
-- @param #SMOKECOLOR.Color SmokeColor
|
||||
function PROTECT:Smoke( SmokeColor )
|
||||
|
||||
self.SmokeColor = SmokeColor
|
||||
end
|
||||
|
||||
|
||||
--- Flare.
|
||||
-- @param #PROTECT self
|
||||
-- @param #SMOKECOLOR.Color FlareColor
|
||||
function PROTECT:Flare( FlareColor )
|
||||
self.ProtectZone:FlareZone( FlareColor, math.random( 1, 360 ) )
|
||||
end
|
||||
|
||||
|
||||
--- Mark.
|
||||
-- @param #PROTECT self
|
||||
function PROTECT:Mark()
|
||||
|
||||
local Coord = self.ProtectZone:GetCoordinate()
|
||||
local ZoneName = self:GetProtectZoneName()
|
||||
local State = self:GetState()
|
||||
|
||||
if self.MarkRed and self.MarkBlue then
|
||||
self:F( { MarkRed = self.MarkRed, MarkBlue = self.MarkBlue } )
|
||||
Coord:RemoveMark( self.MarkRed )
|
||||
Coord:RemoveMark( self.MarkBlue )
|
||||
end
|
||||
|
||||
if self.Coalition == coalition.side.BLUE then
|
||||
self.MarkBlue = Coord:MarkToCoalitionBlue( "Guard Zone: " .. ZoneName .. "\nStatus: " .. State )
|
||||
self.MarkRed = Coord:MarkToCoalitionRed( "Capture Zone: " .. ZoneName .. "\nStatus: " .. State )
|
||||
else
|
||||
self.MarkRed = Coord:MarkToCoalitionRed( "Guard Zone: " .. ZoneName .. "\nStatus: " .. State )
|
||||
self.MarkBlue = Coord:MarkToCoalitionBlue( "Capture Zone: " .. ZoneName .. "\nStatus: " .. State )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Bound.
|
||||
-- @param #PROTECT self
|
||||
function PROTECT:onafterStart()
|
||||
|
||||
self:ScheduleRepeat( 5, 15, 0.1, nil, self.StatusCoalition, self )
|
||||
self:ScheduleRepeat( 5, 15, 0.1, nil, self.StatusZone, self )
|
||||
self:ScheduleRepeat( 10, 15, 0, nil, self.StatusSmoke, self )
|
||||
end
|
||||
|
||||
--- Bound.
|
||||
-- @param #PROTECT self
|
||||
function PROTECT:onenterGuarded()
|
||||
|
||||
|
||||
if self.Coalition == coalition.side.BLUE then
|
||||
--elf.ProtectZone:BoundZone( 12, country.id.USA )
|
||||
else
|
||||
--self.ProtectZone:BoundZone( 12, country.id.RUSSIA )
|
||||
end
|
||||
|
||||
self:Mark()
|
||||
|
||||
end
|
||||
|
||||
function PROTECT:onenterCaptured()
|
||||
|
||||
local NewCoalition = self.ProtectZone:GetCoalition()
|
||||
self:F( { NewCoalition = NewCoalition } )
|
||||
self:SetCoalition( NewCoalition )
|
||||
|
||||
self:Mark()
|
||||
end
|
||||
|
||||
|
||||
function PROTECT:onenterEmpty()
|
||||
|
||||
self:Mark()
|
||||
end
|
||||
|
||||
|
||||
function PROTECT:onenterAttacked()
|
||||
|
||||
self:Mark()
|
||||
end
|
||||
|
||||
|
||||
--- Check status Coalition ownership.
|
||||
-- @param #PROTECT self
|
||||
function PROTECT:StatusCoalition()
|
||||
|
||||
self:F( { State = self:GetState() } )
|
||||
|
||||
self.ProtectZone:Scan()
|
||||
|
||||
if self:IsGuarded() then
|
||||
self:Guard()
|
||||
else
|
||||
if self:IsCaptured() then
|
||||
self:Capture()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Check status Zone.
|
||||
-- @param #PROTECT self
|
||||
function PROTECT:StatusZone()
|
||||
|
||||
self:F( { State = self:GetState() } )
|
||||
|
||||
self.ProtectZone:Scan()
|
||||
|
||||
if self:IsAttacked() then
|
||||
self:Attack()
|
||||
else
|
||||
if self:IsEmpty() then
|
||||
self:Empty()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Check status Smoke.
|
||||
-- @param #PROTECT self
|
||||
function PROTECT:StatusSmoke()
|
||||
|
||||
local CurrentTime = timer.getTime()
|
||||
|
||||
if self.SmokeTime == nil or self.SmokeTime + 300 <= CurrentTime then
|
||||
if self.SmokeColor then
|
||||
self.ProtectZone:GetCoordinate():Smoke( self.SmokeColor )
|
||||
--self.SmokeColor = nil
|
||||
self.SmokeTime = CurrentTime
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
1000
Moose Development/Moose/Functional/PseudoATC.lua
Normal file
1000
Moose Development/Moose/Functional/PseudoATC.lua
Normal file
File diff suppressed because it is too large
Load Diff
@ -1,12 +1,7 @@
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
--- **Functional** - (R2.2) - Create random airtraffic in your missions.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- The aim of the RAT class is to fill the empty DCS world with randomized air traffic and bring more life to your airports.
|
||||
--
|
||||
-- In particular, it is designed to spawn AI air units at random airports. These units will be assigned a random flight path to another random airport on the map.
|
||||
@ -42,23 +37,25 @@
|
||||
--
|
||||
-- # Demo Missions
|
||||
--
|
||||
-- ### [RAT Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/Release/RAT%20-%20Random%20Air%20Traffic)
|
||||
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
|
||||
-- ### [MOOSE - ALL Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS)
|
||||
-- ### [MOOSE - RAT Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/RAT%20-%20Random%20Air%20Traffic)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # YouTube Channel
|
||||
--
|
||||
-- ### [DCS WORLD - MOOSE - RAT - Random Air Traffic](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl0u4Zxywtg-mx_ov4vi68CO)
|
||||
-- ### [MOOSE YouTube Channel](https://www.youtube.com/channel/UCjrA9j5LQoWsG4SpS8i79Qg)
|
||||
-- ### [MOOSE - RAT - Random Air Traffic](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl0u4Zxywtg-mx_ov4vi68CO)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **[funkyfranky](https://forums.eagle.ru/member.php?u=115026)**
|
||||
--
|
||||
-- ### Contributions: **Sven van de Velde ([FlightControl](https://forums.eagle.ru/member.php?u=89536))**
|
||||
-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536)
|
||||
--
|
||||
-- ===
|
||||
-- @module Rat
|
||||
-- @module Functional.Rat
|
||||
-- @image RAT.JPG
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
--- RAT class
|
||||
@ -116,7 +113,7 @@
|
||||
-- @field #boolean continuejourney Aircraft will continue their journey, i.e. get respawned at their destination with a new random destination.
|
||||
-- @field #number ngroups Number of groups to be spawned in total.
|
||||
-- @field #number alive Number of groups which are alive.
|
||||
-- @field #boolean f10menu Add an F10 menu for RAT.
|
||||
-- @field #boolean f10menu If true, add an F10 radiomenu for RAT. Default is false.
|
||||
-- @field #table Menu F10 menu items for this RAT object.
|
||||
-- @field #string SubMenuName Submenu name for RAT object.
|
||||
-- @field #boolean respawn_at_landing Respawn aircraft the moment they land rather than at engine shutdown.
|
||||
@ -151,9 +148,7 @@
|
||||
-- @field #boolean useparkingdb Parking spots are added to data base once an aircraft has used it. These spots can later be used by other aircraft. Default is true.
|
||||
-- @extends Core.Spawn#SPAWN
|
||||
|
||||
---# RAT class, extends @{Spawn#SPAWN}
|
||||
-- The RAT class implements an easy to use way to randomly fill your map with AI aircraft.
|
||||
--
|
||||
--- Implements an easy to use way to randomly fill your map with AI aircraft.
|
||||
--
|
||||
-- ## Airport Selection
|
||||
--
|
||||
@ -350,7 +345,7 @@ RAT={
|
||||
continuejourney=false, -- Aircraft will continue their journey, i.e. get respawned at their destination with a new random destination.
|
||||
alive=0, -- Number of groups which are alive.
|
||||
ngroups=nil, -- Number of groups to be spawned in total.
|
||||
f10menu=true, -- Add an F10 menu for RAT.
|
||||
f10menu=false, -- Add an F10 menu for RAT.
|
||||
Menu={}, -- F10 menu items for this RAT object.
|
||||
SubMenuName=nil, -- Submenu name for RAT object.
|
||||
respawn_at_landing=false, -- Respawn aircraft the moment they land rather than at engine shutdown.
|
||||
@ -506,7 +501,7 @@ RAT.id="RAT | "
|
||||
--- RAT version.
|
||||
-- @list version
|
||||
RAT.version={
|
||||
version = "2.2.1",
|
||||
version = "2.2.2",
|
||||
print = true,
|
||||
}
|
||||
|
||||
@ -1280,7 +1275,7 @@ end
|
||||
|
||||
--- Check if aircraft have accidentally been spawned on the runway. If so they will be removed immediatly.
|
||||
-- @param #RAT self
|
||||
-- @param #booblen switch If true, check is performed. If false, this check is omitted.
|
||||
-- @param #boolean switch If true, check is performed. If false, this check is omitted.
|
||||
function RAT:CheckOnRunway(switch)
|
||||
self:F2(switch)
|
||||
if switch==nil then
|
||||
@ -1291,7 +1286,7 @@ end
|
||||
|
||||
--- Check if aircraft have accidentally been spawned on top of each other. If yes, they will be removed immediately.
|
||||
-- @param #RAT self
|
||||
-- @param #booblen switch If true, check is performed. If false, this check is omitted.
|
||||
-- @param #boolean switch If true, check is performed. If false, this check is omitted.
|
||||
function RAT:CheckOnTop(switch)
|
||||
self:F2(switch)
|
||||
if switch==nil then
|
||||
@ -1302,7 +1297,7 @@ end
|
||||
|
||||
--- Put parking spot coordinates in a data base for future use of aircraft.
|
||||
-- @param #RAT self
|
||||
-- @param #booblen switch If true, parking spots are memorized. This is also the default setting.
|
||||
-- @param #boolean switch If true, parking spots are memorized. This is also the default setting.
|
||||
function RAT:ParkingSpotDB(switch)
|
||||
self:F2(switch)
|
||||
if switch==nil then
|
||||
@ -1363,6 +1358,21 @@ function RAT:Immortal()
|
||||
self.immortal=true
|
||||
end
|
||||
|
||||
--- Radio menu On. Default is off.
|
||||
-- @param #RAT self
|
||||
function RAT:RadioMenuON()
|
||||
self:F2()
|
||||
self.f10menu=true
|
||||
end
|
||||
|
||||
--- Radio menu Off. This is the default setting.
|
||||
-- @param #RAT self
|
||||
function RAT:RadioMenuOFF()
|
||||
self:F2()
|
||||
self.f10menu=false
|
||||
end
|
||||
|
||||
|
||||
--- Activate uncontrolled aircraft.
|
||||
-- @param #RAT self
|
||||
-- @param #number maxactivated Maximal numnber of activated aircraft. Absolute maximum will be the number of spawned groups. Default is 1.
|
||||
@ -1652,7 +1662,7 @@ end
|
||||
|
||||
--- Initialize basic parameters of the aircraft based on its (template) group in the mission editor.
|
||||
-- @param #RAT self
|
||||
-- @param Dcs.DCSWrapper.Group#Group DCSgroup Group of the aircraft in the mission editor.
|
||||
-- @param DCS#Group DCSgroup Group of the aircraft in the mission editor.
|
||||
function RAT:_InitAircraft(DCSgroup)
|
||||
self:F2(DCSgroup)
|
||||
|
||||
@ -3751,11 +3761,11 @@ end
|
||||
function RAT:_Destroy(group)
|
||||
self:F2(group)
|
||||
|
||||
local DCSGroup = group:GetDCSObject() -- Dcs.DCSGroup#Group
|
||||
local DCSGroup = group:GetDCSObject() -- DCS#Group
|
||||
|
||||
if DCSGroup and DCSGroup:isExist() then
|
||||
|
||||
--local DCSUnit = DCSGroup:getUnit(1) -- Dcs.DCSUnit#Unit
|
||||
--local DCSUnit = DCSGroup:getUnit(1) -- DCS#Unit
|
||||
--if DCSUnit then
|
||||
-- self:_CreateEventDead(timer.getTime(), DCSUnit)
|
||||
--end
|
||||
@ -3786,8 +3796,8 @@ end
|
||||
|
||||
--- Create a Dead event.
|
||||
-- @param #RAT self
|
||||
-- @param Dcs.DCSTypes#Time EventTime The time stamp of the event.
|
||||
-- @param Dcs.DCSWrapper.Object#Object Initiator The initiating object of the event.
|
||||
-- @param DCS#Time EventTime The time stamp of the event.
|
||||
-- @param DCS#Object Initiator The initiating object of the event.
|
||||
function RAT:_CreateEventDead(EventTime, Initiator)
|
||||
self:F( { EventTime, Initiator } )
|
||||
|
||||
@ -4019,11 +4029,11 @@ end
|
||||
|
||||
--- Orbit at a specified position at a specified alititude with a specified speed.
|
||||
-- @param #RAT self
|
||||
-- @param Dcs.DCSTypes#Vec2 P1 The point to hold the position.
|
||||
-- @param DCS#Vec2 P1 The point to hold the position.
|
||||
-- @param #number Altitude The altitude ASL at which to hold the position.
|
||||
-- @param #number Speed The speed flying when holding the position in m/s.
|
||||
-- @param #number Duration Duration of holding pattern in seconds.
|
||||
-- @return Dcs.DCSTasking.Task#Task DCSTask
|
||||
-- @return DCS#Task DCSTask
|
||||
function RAT:_TaskHolding(P1, Altitude, Speed, Duration)
|
||||
|
||||
--local LandHeight = land.getHeight(P1)
|
||||
@ -4265,10 +4275,10 @@ end
|
||||
function RAT:_CommandImmortal(group, switch)
|
||||
|
||||
-- Command structure for setting groups to invisible.
|
||||
local SetInvisible = {id = 'SetImmortal', params = {value = switch}}
|
||||
local SetImmortal = {id = 'SetImmortal', params = {value = switch}}
|
||||
|
||||
-- Execute command.
|
||||
group:SetCommand(SetInvisible)
|
||||
group:SetCommand(SetImmortal)
|
||||
end
|
||||
|
||||
--- Adds a parking spot at an airport when it has been used by a spawned RAT aircraft to the RAT parking data base.
|
||||
@ -5222,7 +5232,7 @@ end
|
||||
-- @field #number managerid Managing scheduler id.
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
---# RATMANAGER class, extends @{Base#BASE}
|
||||
---# RATMANAGER class, extends @{Core.Base#BASE}
|
||||
-- The RATMANAGER class manages spawning of multiple RAT objects in a very simple way. It is created by the @{#RATMANAGER.New}() contructor.
|
||||
-- RAT objects with different "tasks" can be defined as usual. However, they **must not** be spawned via the @{#RAT.Spawn}() function.
|
||||
--
|
||||
|
||||
@ -1,12 +1,7 @@
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
--- **Functional** - (R2.3) - Range Practice.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- The RANGE class enables easy set up of bombing and strafing ranges within DCS World.
|
||||
--
|
||||
-- Implementation is based on the [Simple Range Script](https://forums.eagle.ru/showthread.php?t=157991) by [Ciribob](https://forums.eagle.ru/member.php?u=112175), which itself was motivated
|
||||
@ -32,12 +27,13 @@
|
||||
--
|
||||
-- # Demo Missions
|
||||
--
|
||||
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
|
||||
-- ### [MOOSE - ALL Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # YouTube Channel
|
||||
--
|
||||
--
|
||||
-- ### [MOOSE YouTube Channel](https://www.youtube.com/channel/UCjrA9j5LQoWsG4SpS8i79Qg)
|
||||
-- ### [MOOSE - On the Range - Demonstration Video](https://www.youtube.com/watch?v=kIXcxNB9_3M)
|
||||
--
|
||||
-- ===
|
||||
@ -47,7 +43,8 @@
|
||||
-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536), [Ciribob](https://forums.eagle.ru/member.php?u=112175)
|
||||
--
|
||||
-- ===
|
||||
-- @module Range
|
||||
-- @module Functional.Range
|
||||
-- @image Range.JPG
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
--- RANGE class
|
||||
@ -69,6 +66,7 @@
|
||||
-- @field #table bombPlayerResults Table containing the bombing results of each player.
|
||||
-- @field #table PlayerSettings Indiviual player settings.
|
||||
-- @field #number dtBombtrack Time step [sec] used for tracking released bomb/rocket positions. Default 0.005 seconds.
|
||||
-- @field #number BombtrackThreshold Bombs/rockets/missiles are only tracked if player-range distance is smaller than this threashold [m]. Default 25000 m.
|
||||
-- @field #number Tmsg Time [sec] messages to players are displayed. Default 30 sec.
|
||||
-- @field #number strafemaxalt Maximum altitude above ground for registering for a strafe run. Default is 914 m = 3000 ft.
|
||||
-- @field #number ndisplayresult Number of (player) results that a displayed. Default is 10.
|
||||
@ -85,8 +83,7 @@
|
||||
-- @field #boolean trackmissiles If true (default), all missile types are tracked and impact point to closest bombing target is evaluated.
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
---# RANGE class, extends @{Base#BASE}
|
||||
-- The RANGE class enables a mission designer to easily set up practice ranges in DCS. A new RANGE object can be created with the @{#RANGE.New}(rangename) contructor.
|
||||
--- Enables a mission designer to easily set up practice ranges in DCS. A new RANGE object can be created with the @{#RANGE.New}(rangename) contructor.
|
||||
-- The parameter "rangename" defindes the name of the range. It has to be unique since this is also the name displayed in the radio menu.
|
||||
--
|
||||
-- Generally, a range consists of strafe pits and bombing targets. For strafe pits the number of hits for each pass is counted and tabulated.
|
||||
@ -107,7 +104,7 @@
|
||||
--
|
||||
-- A strafe pit can be added to the range by the @{#RANGE.AddStrafepit}(*targetnames, boxlength, boxwidth, heading, inverseheading, goodpass, foulline*) function.
|
||||
--
|
||||
-- * The first parameter *targetnames* defines the target or targets. This has to be given as a lua table which contains the names of @{Unit} or @{Static} objects defined in the mission editor.
|
||||
-- * The first parameter *targetnames* defines the target or targets. This has to be given as a lua table which contains the names of @{Wrapper.Unit} or @{Static} objects defined in the mission editor.
|
||||
-- * In order to perform a valid pass on the strafe pit, the pilot has to begin his run from the correct direction. Therefore, an "approach box" is defined in front
|
||||
-- of the strafe targets. The parameters *boxlength* and *boxwidth* define the size of the box while the parameter *heading* defines its direction.
|
||||
-- If the parameter *heading* is passed as **nil**, the heading is automatically taken from the heading of the first target unit as defined in the ME.
|
||||
@ -117,7 +114,7 @@
|
||||
-- * The last parameter *foulline* sets the distance from the pit targets to the foul line. Hit from closer than this line are not counted!
|
||||
--
|
||||
-- Another function to add a strafe pit is @{#RANGE.AddStrafePitGroup}(*group, boxlength, boxwidth, heading, inverseheading, goodpass, foulline*). Here,
|
||||
-- the first parameter *group* is a MOOSE @{Group} object and **all** units in this group define **one** strafe pit.
|
||||
-- the first parameter *group* is a MOOSE @{Wrapper.Group} object and **all** units in this group define **one** strafe pit.
|
||||
--
|
||||
-- Finally, a valid approach has to be performed below a certain maximum altitude. The default is 914 meters (3000 ft) AGL. This is a parameter valid for all
|
||||
-- strafing pits of the range and can be adjusted by the @{#RANGE.SetMaxStrafeAlt}(maxalt) function.
|
||||
@ -125,13 +122,13 @@
|
||||
-- ## Bombing targets
|
||||
-- One ore multiple bombing targets can be added to the range by the @{#RANGE.AddBombingTargets}(targetnames, goodhitrange, randommove) function.
|
||||
--
|
||||
-- * The first parameter *targetnames* has to be a lua table, which contains the names of @{Unit} and/or @{Static} objects defined in the mission editor.
|
||||
-- Note that the @{Range} logic **automatically** determines, if a name belongs to a @{Unit} or @{Static} object now.
|
||||
-- * The first parameter *targetnames* has to be a lua table, which contains the names of @{Wrapper.Unit} and/or @{Static} objects defined in the mission editor.
|
||||
-- Note that the @{Range} logic **automatically** determines, if a name belongs to a @{Wrapper.Unit} or @{Static} object now.
|
||||
-- * The (optional) parameter *goodhitrange* specifies the radius around the target. If a bomb or rocket falls at a distance smaller than this number, the hit is considered to be "good".
|
||||
-- * If final (optional) parameter "*randommove*" can be enabled to create moving targets. If this parameter is set to true, the units of this bombing target will randomly move within the range zone.
|
||||
-- Note that there might be quirks since DCS units can get stuck in buildings etc. So it might be safer to manually define a route for the units in the mission editor if moving targets are desired.
|
||||
--
|
||||
-- Another possibility to add bombing targets is the @{#RANGE.AddBombingTargetGroup}(*group, goodhitrange, randommove*) function. Here the parameter *group* is a MOOSE @{Group} object
|
||||
-- Another possibility to add bombing targets is the @{#RANGE.AddBombingTargetGroup}(*group, goodhitrange, randommove*) function. Here the parameter *group* is a MOOSE @{Wrapper.Group} object
|
||||
-- and **all** units in this group are defined as bombing targets.
|
||||
--
|
||||
-- ## Fine Tuning
|
||||
@ -211,6 +208,9 @@
|
||||
--
|
||||
-- The function @{#RANGE.DebugON}() can be used to send messages on screen. It also smokes all defined strafe and bombing targets, the strafe pit approach boxes and the range zone.
|
||||
--
|
||||
-- Note that it can happen that the RANGE radio menu is not shown. Check that the range object is defined as a **global** variable rather than a local one.
|
||||
-- The could avoid the lua garbage collection to accidentally/falsely deallocate the RANGE objects.
|
||||
--
|
||||
--
|
||||
--
|
||||
-- @field #RANGE
|
||||
@ -232,6 +232,7 @@ RANGE={
|
||||
bombPlayerResults = {},
|
||||
PlayerSettings = {},
|
||||
dtBombtrack=0.005,
|
||||
BombtrackThreshold=25000,
|
||||
Tmsg=30,
|
||||
strafemaxalt=914,
|
||||
ndisplayresult=10,
|
||||
@ -279,7 +280,7 @@ RANGE.id="RANGE | "
|
||||
|
||||
--- Range script version.
|
||||
-- @field #number version
|
||||
RANGE.version="1.1.0"
|
||||
RANGE.version="1.2.0"
|
||||
|
||||
--TODO list:
|
||||
--TODO: Add custom weapons, which can be specified by the user.
|
||||
@ -310,7 +311,7 @@ function RANGE:New(rangename)
|
||||
self.rangename=rangename or "Practice Range"
|
||||
|
||||
-- Debug info.
|
||||
local text=string.format("RANGE script version %s. Creating new RANGE object. Range name: %s.", RANGE.version, self.rangename)
|
||||
local text=string.format("RANGE script version %s - creating new RANGE object of name: %s.", RANGE.version, self.rangename)
|
||||
self:E(RANGE.id..text)
|
||||
MESSAGE:New(text, 10):ToAllIf(self.Debug)
|
||||
|
||||
@ -447,6 +448,13 @@ function RANGE:SetRangeRadius(radius)
|
||||
self.rangeradius=radius*1000 or RANGE.Defaults.rangeradius
|
||||
end
|
||||
|
||||
--- Set bomb track threshold distance. Bombs/rockets/missiles are only tracked if player-range distance is less than this distance. Default 25 km.
|
||||
-- @param #RANGE self
|
||||
-- @param #number distance Threshold distance in km. Default 25 km.
|
||||
function RANGE:SetBombtrackThreshold(distance)
|
||||
self.BombtrackThreshold=distance*1000 or 25*1000
|
||||
end
|
||||
|
||||
--- Set range location. If this is not done, one (random) unit position of the range is used to determine the center of the range.
|
||||
-- @param #RANGE self
|
||||
-- @param Core.Point#COORDINATE coordinate Coordinate of the center of the range.
|
||||
@ -1077,6 +1085,7 @@ function RANGE:OnEventShot(EventData)
|
||||
local _weaponName = _weaponStrArray[#_weaponStrArray]
|
||||
|
||||
-- Debug info.
|
||||
self:T(RANGE.id.."EVENT SHOT: Range "..self.rangename)
|
||||
self:T(RANGE.id.."EVENT SHOT: Ini unit = "..EventData.IniUnitName)
|
||||
self:T(RANGE.id.."EVENT SHOT: Ini group = "..EventData.IniGroupName)
|
||||
self:T(RANGE.id.."EVENT SHOT: Weapon type = ".._weapon)
|
||||
@ -1093,129 +1102,141 @@ function RANGE:OnEventShot(EventData)
|
||||
-- Check if any condition applies here.
|
||||
local _track = (_bombs and self.trackbombs) or (_rockets and self.trackrockets) or (_missiles and self.trackmissiles)
|
||||
|
||||
if _track then
|
||||
-- Get unit name.
|
||||
local _unitName = EventData.IniUnitName
|
||||
|
||||
-- Get player unit and name.
|
||||
local _unit, _playername = self:_GetPlayerUnitAndName(_unitName)
|
||||
|
||||
-- Weapon
|
||||
local _ordnance = EventData.weapon
|
||||
-- Set this to larger value than the threshold.
|
||||
local dPR=self.BombtrackThreshold*2
|
||||
|
||||
-- Distance player to range.
|
||||
if _unit and _playername then
|
||||
dPR=_unit:GetCoordinate():Get2DDistance(self.location)
|
||||
self:T(RANGE.id..string.format("Range %s, player %s, player-range distance = %d km.", self.rangename, _playername, dPR/1000))
|
||||
end
|
||||
|
||||
-- Only track if distance player to range is < 25 km.
|
||||
if _track and dPR<=self.BombtrackThreshold then
|
||||
|
||||
-- Tracking info and init of last bomb position.
|
||||
self:T(RANGE.id..string.format("Tracking %s - %s.", _weapon, _ordnance:getName()))
|
||||
self:T(RANGE.id..string.format("RANGE %s: Tracking %s - %s.", self.rangename, _weapon, EventData.weapon:getName()))
|
||||
|
||||
-- Init bomb position.
|
||||
local _lastBombPos = {x=0,y=0,z=0}
|
||||
|
||||
-- Get unit name.
|
||||
local _unitName = EventData.IniUnitName
|
||||
|
||||
-- Function monitoring the position of a bomb until impact.
|
||||
local function trackBomb(_previousPos)
|
||||
local function trackBomb(_ordnance)
|
||||
|
||||
-- When the pcall returns a failure the weapon has hit.
|
||||
local _status,_bombPos = pcall(
|
||||
function()
|
||||
return _ordnance:getPoint()
|
||||
end)
|
||||
|
||||
self:T3(RANGE.id..string.format("Range %s: Bomb still in air: %s", self.rangename, tostring(_status)))
|
||||
if _status then
|
||||
|
||||
-- Get player unit and name.
|
||||
local _unit, _playername = self:_GetPlayerUnitAndName(_unitName)
|
||||
local _callsign=self:_myname(_unitName)
|
||||
-- Still in the air. Remember this position.
|
||||
_lastBombPos = {x = _bombPos.x, y = _bombPos.y, z= _bombPos.z }
|
||||
|
||||
if _unit and _playername then
|
||||
|
||||
-- When the pcall returns a failure the weapon has hit.
|
||||
local _status,_bombPos = pcall(
|
||||
function()
|
||||
return _ordnance:getPoint()
|
||||
end)
|
||||
|
||||
if _status then
|
||||
-- Check again in 0.005 seconds.
|
||||
return timer.getTime() + self.dtBombtrack
|
||||
|
||||
-- Still in the air. Remember this position.
|
||||
_lastBombPos = {x = _bombPos.x, y = _bombPos.y, z= _bombPos.z }
|
||||
|
||||
-- Check again in 0.005 seconds.
|
||||
return timer.getTime() + self.dtBombtrack
|
||||
|
||||
else
|
||||
else
|
||||
|
||||
-- Bomb did hit the ground.
|
||||
-- Get closet target to last position.
|
||||
local _closetTarget = nil
|
||||
local _distance = nil
|
||||
local _hitquality = "POOR"
|
||||
|
||||
-- Bomb did hit the ground.
|
||||
-- Get closet target to last position.
|
||||
local _closetTarget = nil
|
||||
local _distance = nil
|
||||
local _hitquality = "POOR"
|
||||
|
||||
-- Coordinate of impact point.
|
||||
local impactcoord=COORDINATE:NewFromVec3(_lastBombPos)
|
||||
|
||||
-- Distance from range. We dont want to smoke targets outside of the range.
|
||||
local impactdist=impactcoord:Get2DDistance(self.location)
|
||||
|
||||
-- Smoke impact point of bomb.
|
||||
if self.PlayerSettings[_playername].smokebombimpact and impactdist<self.rangeradius then
|
||||
if self.PlayerSettings[_playername].delaysmoke then
|
||||
timer.scheduleFunction(self._DelayedSmoke, {coord=impactcoord, color=self.PlayerSettings[_playername].smokecolor}, timer.getTime() + self.TdelaySmoke)
|
||||
else
|
||||
impactcoord:Smoke(self.PlayerSettings[_playername].smokecolor)
|
||||
end
|
||||
-- Get callsign.
|
||||
local _callsign=self:_myname(_unitName)
|
||||
|
||||
-- Coordinate of impact point.
|
||||
local impactcoord=COORDINATE:NewFromVec3(_lastBombPos)
|
||||
|
||||
-- Distance from range. We dont want to smoke targets outside of the range.
|
||||
local impactdist=impactcoord:Get2DDistance(self.location)
|
||||
|
||||
-- Smoke impact point of bomb.
|
||||
if self.PlayerSettings[_playername].smokebombimpact and impactdist<self.rangeradius then
|
||||
if self.PlayerSettings[_playername].delaysmoke then
|
||||
timer.scheduleFunction(self._DelayedSmoke, {coord=impactcoord, color=self.PlayerSettings[_playername].smokecolor}, timer.getTime() + self.TdelaySmoke)
|
||||
else
|
||||
impactcoord:Smoke(self.PlayerSettings[_playername].smokecolor)
|
||||
end
|
||||
|
||||
-- Loop over defined bombing targets.
|
||||
for _,_bombtarget in pairs(self.bombingTargets) do
|
||||
end
|
||||
|
||||
-- Loop over defined bombing targets.
|
||||
for _,_bombtarget in pairs(self.bombingTargets) do
|
||||
|
||||
local _target=_bombtarget.target --Wrapper.Positionable#POSITIONABLE
|
||||
|
||||
if _target and _target:IsAlive() then
|
||||
|
||||
-- Distance between bomb and target.
|
||||
local _temp = impactcoord:Get2DDistance(_target:GetCoordinate())
|
||||
|
||||
local _target=_bombtarget.target --Wrapper.Positionable#POSITIONABLE
|
||||
|
||||
if _target and _target:IsAlive() then
|
||||
|
||||
-- Distance between bomb and target.
|
||||
local _temp = impactcoord:Get2DDistance(_target:GetCoordinate())
|
||||
|
||||
-- Find closest target to last known position of the bomb.
|
||||
if _distance == nil or _temp < _distance then
|
||||
_distance = _temp
|
||||
_closetTarget = _bombtarget
|
||||
if _distance <= 0.5*_bombtarget.goodhitrange then
|
||||
_hitquality = "EXCELLENT"
|
||||
elseif _distance <= _bombtarget.goodhitrange then
|
||||
_hitquality = "GOOD"
|
||||
elseif _distance <= 2*_bombtarget.goodhitrange then
|
||||
_hitquality = "INEFFECTIVE"
|
||||
else
|
||||
_hitquality = "POOR"
|
||||
end
|
||||
|
||||
-- Find closest target to last known position of the bomb.
|
||||
if _distance == nil or _temp < _distance then
|
||||
_distance = _temp
|
||||
_closetTarget = _bombtarget
|
||||
if _distance <= 0.5*_bombtarget.goodhitrange then
|
||||
_hitquality = "EXCELLENT"
|
||||
elseif _distance <= _bombtarget.goodhitrange then
|
||||
_hitquality = "GOOD"
|
||||
elseif _distance <= 2*_bombtarget.goodhitrange then
|
||||
_hitquality = "INEFFECTIVE"
|
||||
else
|
||||
_hitquality = "POOR"
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Count if bomb fell less than 1 km away from the target.
|
||||
if _distance <= self.scorebombdistance then
|
||||
|
||||
-- Init bomb player results.
|
||||
if not self.bombPlayerResults[_playername] then
|
||||
self.bombPlayerResults[_playername] = {}
|
||||
end
|
||||
|
||||
-- Local results.
|
||||
local _results = self.bombPlayerResults[_playername]
|
||||
|
||||
-- Add to table.
|
||||
table.insert(_results, {name=_closetTarget.name, distance =_distance, weapon = _weaponName, quality=_hitquality })
|
||||
-- Count if bomb fell less than 1 km away from the target.
|
||||
if _distance <= self.scorebombdistance then
|
||||
|
||||
-- Send message to player.
|
||||
local _message = string.format("%s, impact %d m from bullseye of target %s. %s hit.", _callsign, _distance, _closetTarget.name, _hitquality)
|
||||
|
||||
-- Send message.
|
||||
self:_DisplayMessageToGroup(_unit, _message, nil, true)
|
||||
elseif _distance <= self.rangeradius then
|
||||
-- Send message
|
||||
local _message=string.format("%s, weapon fell more than %.1f km away from nearest range target. No score!", _callsign, self.scorebombdistance/1000)
|
||||
self:_DisplayMessageToGroup(_unit, _message, nil, true)
|
||||
-- Init bomb player results.
|
||||
if not self.bombPlayerResults[_playername] then
|
||||
self.bombPlayerResults[_playername] = {}
|
||||
end
|
||||
|
||||
end -- _status
|
||||
|
||||
-- Local results.
|
||||
local _results = self.bombPlayerResults[_playername]
|
||||
|
||||
end -- end unit ~= nil
|
||||
|
||||
return nil --Terminate the timer
|
||||
end -- end function bombtrack
|
||||
-- Add to table.
|
||||
table.insert(_results, {name=_closetTarget.name, distance =_distance, weapon = _weaponName, quality=_hitquality })
|
||||
|
||||
timer.scheduleFunction(trackBomb, nil, timer.getTime() + 1)
|
||||
-- Send message to player.
|
||||
local _message = string.format("%s, impact %d m from bullseye of target %s. %s hit.", _callsign, _distance, _closetTarget.name, _hitquality)
|
||||
|
||||
-- Send message.
|
||||
self:_DisplayMessageToGroup(_unit, _message, nil, true)
|
||||
elseif _distance <= self.rangeradius then
|
||||
-- Send message
|
||||
local _message=string.format("%s, weapon fell more than %.1f km away from nearest range target. No score!", _callsign, self.scorebombdistance/1000)
|
||||
self:_DisplayMessageToGroup(_unit, _message, nil, true)
|
||||
end
|
||||
|
||||
--Terminate the timer
|
||||
self:T(RANGE.id..string.format("Range %s, player %s: Terminating bomb track timer.", self.rangename, _playername))
|
||||
return nil
|
||||
|
||||
end -- _status check
|
||||
|
||||
end -- end function trackBomb
|
||||
|
||||
-- Weapon is not yet "alife" just yet. Start timer in one second.
|
||||
self:T(RANGE.id..string.format("Range %s, player %s: Tracking of weapon starts in one second.", self.rangename, _playername))
|
||||
timer.scheduleFunction(trackBomb, EventData.weapon, timer.getTime() + 1.0)
|
||||
|
||||
end --if string.match
|
||||
end --if _track (string.match) and player-range distance < threshold.
|
||||
|
||||
end
|
||||
|
||||
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
@ -1537,6 +1558,80 @@ function RANGE:_DisplayRangeInfo(_unitname)
|
||||
end
|
||||
end
|
||||
|
||||
--- Display bombing target locations to player.
|
||||
-- @param #RANGE self
|
||||
-- @param #string _unitname Name of the player unit.
|
||||
function RANGE:_DisplayBombTargets(_unitname)
|
||||
self:F(_unitname)
|
||||
|
||||
-- Get player unit and player name.
|
||||
local _unit, _playername = self:_GetPlayerUnitAndName(_unitname)
|
||||
|
||||
-- Check if we have a player.
|
||||
if _unit and _playername then
|
||||
|
||||
-- Player settings.
|
||||
local _settings=_DATABASE:GetPlayerSettings(_playername) or _SETTINGS --Core.Settings#SETTINGS
|
||||
|
||||
-- Message text.
|
||||
local _text="Bomb Target Locations:"
|
||||
|
||||
for _,_bombtarget in pairs(self.bombingTargets) do
|
||||
local _target=_bombtarget.target --Wrapper.Positionable#POSITIONABLE
|
||||
if _target and _target:IsAlive() then
|
||||
|
||||
-- Core.Point#COORDINATE
|
||||
local coord=_target:GetCoordinate() --Core.Point#COORDINATE
|
||||
local mycoord=coord:ToStringA2G(_unit, _settings)
|
||||
_text=_text..string.format("\n- %s: %s",_bombtarget.name, mycoord)
|
||||
end
|
||||
end
|
||||
|
||||
self:_DisplayMessageToGroup(_unit,_text, nil, true)
|
||||
end
|
||||
end
|
||||
|
||||
--- Display pit location and heading to player.
|
||||
-- @param #RANGE self
|
||||
-- @param #string _unitname Name of the player unit.
|
||||
function RANGE:_DisplayStrafePits(_unitname)
|
||||
self:F(_unitname)
|
||||
|
||||
-- Get player unit and player name.
|
||||
local _unit, _playername = self:_GetPlayerUnitAndName(_unitname)
|
||||
|
||||
-- Check if we have a player.
|
||||
if _unit and _playername then
|
||||
|
||||
-- Player settings.
|
||||
local _settings=_DATABASE:GetPlayerSettings(_playername) or _SETTINGS --Core.Settings#SETTINGS
|
||||
|
||||
-- Message text.
|
||||
local _text="Strafe Target Locations:"
|
||||
|
||||
for _,_strafepit in pairs(self.strafeTargets) do
|
||||
local _target=_strafepit --Wrapper.Positionable#POSITIONABLE
|
||||
|
||||
-- Pit parameters.
|
||||
local coord=_strafepit.coordinate --Core.Point#COORDINATE
|
||||
local heading=_strafepit.heading
|
||||
|
||||
-- Turn heading around ==> approach heading.
|
||||
if heading>180 then
|
||||
heading=heading-180
|
||||
else
|
||||
heading=heading+180
|
||||
end
|
||||
|
||||
local mycoord=coord:ToStringA2G(_unit, _settings)
|
||||
_text=_text..string.format("\n- %s: %s - heading %03d",_strafepit.name, mycoord, heading)
|
||||
end
|
||||
|
||||
self:_DisplayMessageToGroup(_unit,_text, nil, true)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Report weather conditions at range. Temperature, QFE pressure and wind data.
|
||||
-- @param #RANGE self
|
||||
-- @param #string _unitname Name of the player unit.
|
||||
@ -1792,11 +1887,11 @@ function RANGE:_AddF10Commands(_unitName)
|
||||
local _statsPath = missionCommands.addSubMenuForGroup(_gid, "Statistics", _rangePath)
|
||||
local _markPath = missionCommands.addSubMenuForGroup(_gid, "Mark Targets", _rangePath)
|
||||
local _settingsPath = missionCommands.addSubMenuForGroup(_gid, "My Settings", _rangePath)
|
||||
local _infoPath = missionCommands.addSubMenuForGroup(_gid, "Range Info", _rangePath)
|
||||
-- F10/On the Range/<Range Name>/My Settings/
|
||||
local _mysmokePath = missionCommands.addSubMenuForGroup(_gid, "Smoke Color", _settingsPath)
|
||||
local _myflarePath = missionCommands.addSubMenuForGroup(_gid, "Flare Color", _settingsPath)
|
||||
|
||||
--TODO: Convert to MOOSE menu.
|
||||
-- F10/On the Range/<Range Name>/Mark Targets/
|
||||
missionCommands.addCommandForGroup(_gid, "Mark On Map", _markPath, self._MarkTargetsOnMap, self, _unitName)
|
||||
missionCommands.addCommandForGroup(_gid, "Illuminate Range", _markPath, self._IlluminateBombTargets, self, _unitName)
|
||||
@ -1824,9 +1919,11 @@ function RANGE:_AddF10Commands(_unitName)
|
||||
missionCommands.addCommandForGroup(_gid, "Smoke Delay On/Off", _settingsPath, self._SmokeBombDelayOnOff, self, _unitName)
|
||||
missionCommands.addCommandForGroup(_gid, "Smoke Impact On/Off", _settingsPath, self._SmokeBombImpactOnOff, self, _unitName)
|
||||
missionCommands.addCommandForGroup(_gid, "Flare Hits On/Off", _settingsPath, self._FlareDirectHitsOnOff, self, _unitName)
|
||||
-- F10/On the Range/<Range Name>/
|
||||
missionCommands.addCommandForGroup(_gid, "Range Information", _rangePath, self._DisplayRangeInfo, self, _unitName)
|
||||
missionCommands.addCommandForGroup(_gid, "Weather Report", _rangePath, self._DisplayRangeWeather, self, _unitName)
|
||||
-- F10/On the Range/<Range Name>/Range Information
|
||||
missionCommands.addCommandForGroup(_gid, "General Info", _infoPath, self._DisplayRangeInfo, self, _unitName)
|
||||
missionCommands.addCommandForGroup(_gid, "Weather Report", _infoPath, self._DisplayRangeWeather, self, _unitName)
|
||||
missionCommands.addCommandForGroup(_gid, "Bombing Targets", _infoPath, self._DisplayBombTargets, self, _unitName)
|
||||
missionCommands.addCommandForGroup(_gid, "Strafe Pits", _infoPath, self._DisplayStrafePits, self, _unitName)
|
||||
end
|
||||
else
|
||||
self:T(RANGE.id.."Could not find group or group ID in AddF10Menu() function. Unit name: ".._unitName)
|
||||
|
||||
@ -2,15 +2,11 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- The @{#SCORING} class administers the scoring of player achievements,
|
||||
-- Administers the scoring of player achievements,
|
||||
-- and creates a CSV file logging the scoring events and results for use at team or squadron websites.
|
||||
--
|
||||
-- SCORING automatically calculates the threat level of the objects hit and destroyed by players,
|
||||
-- which can be @{Unit}, @{Static) and @{Scenery} objects.
|
||||
-- which can be @{Wrapper.Unit}, @{Static) and @{Scenery} objects.
|
||||
--
|
||||
-- Positive score points are granted when enemy or neutral targets are destroyed.
|
||||
-- Negative score points or penalties are given when a friendly target is hit or destroyed.
|
||||
@ -56,7 +52,7 @@
|
||||
-- Use the radio menu F10 to consult the scores while running the mission.
|
||||
-- Scores can be reported for your user, or an overall score can be reported of all players currently active in the mission.
|
||||
--
|
||||
-- # 1) @{Scoring#SCORING} class, extends @{Base#BASE}
|
||||
-- # 1) @{Functional.Scoring#SCORING} class, extends @{Core.Base#BASE}
|
||||
--
|
||||
-- ## 1.1) Set the destroy score or penalty scale
|
||||
--
|
||||
@ -74,9 +70,9 @@
|
||||
-- ## 1.2) Define special targets that will give extra scores.
|
||||
--
|
||||
-- Special targets can be set that will give extra scores to the players when these are destroyed.
|
||||
-- Use the methods @{#SCORING.AddUnitScore}() and @{#SCORING.RemoveUnitScore}() to specify a special additional score for a specific @{Unit}s.
|
||||
-- Use the methods @{#SCORING.AddUnitScore}() and @{#SCORING.RemoveUnitScore}() to specify a special additional score for a specific @{Wrapper.Unit}s.
|
||||
-- Use the methods @{#SCORING.AddStaticScore}() and @{#SCORING.RemoveStaticScore}() to specify a special additional score for a specific @{Static}s.
|
||||
-- Use the method @{#SCORING.SetGroupGroup}() to specify a special additional score for a specific @{Group}s.
|
||||
-- Use the method @{#SCORING.SetGroupGroup}() to specify a special additional score for a specific @{Wrapper.Group}s.
|
||||
--
|
||||
-- local Scoring = SCORING:New( "Scoring File" )
|
||||
-- Scoring:AddUnitScore( UNIT:FindByName( "Unit #001" ), 200 )
|
||||
@ -93,7 +89,7 @@
|
||||
-- Define zones of destruction. Any object destroyed within the zone of the given category will give extra points.
|
||||
-- Use the method @{#SCORING.AddZoneScore}() to add a @{Zone} for additional scoring.
|
||||
-- Use the method @{#SCORING.RemoveZoneScore}() to remove a @{Zone} for additional scoring.
|
||||
-- There are interesting variations that can be achieved with this functionality. For example, if the @{Zone} is a @{Zone#ZONE_UNIT},
|
||||
-- There are interesting variations that can be achieved with this functionality. For example, if the @{Zone} is a @{Core.Zone#ZONE_UNIT},
|
||||
-- then the zone is a moving zone, and anything destroyed within that @{Zone} will generate points.
|
||||
-- The other implementation could be to designate a scenery target (a building) in the mission editor surrounded by a @{Zone},
|
||||
-- just large enough around that building.
|
||||
@ -206,7 +202,8 @@
|
||||
--
|
||||
-- * **FlightControl**: Concept, Design & Programming.
|
||||
--
|
||||
-- @module Scoring
|
||||
-- @module Functional.Scoring
|
||||
-- @image Scoring.JPG
|
||||
|
||||
|
||||
--- The Scoring class
|
||||
@ -339,11 +336,11 @@ function SCORING:SetScaleDestroyPenalty( Scale )
|
||||
return self
|
||||
end
|
||||
|
||||
--- Add a @{Unit} for additional scoring when the @{Unit} is destroyed.
|
||||
-- Note that if there was already a @{Unit} declared within the scoring with the same name,
|
||||
-- then the old @{Unit} will be replaced with the new @{Unit}.
|
||||
--- Add a @{Wrapper.Unit} for additional scoring when the @{Wrapper.Unit} is destroyed.
|
||||
-- Note that if there was already a @{Wrapper.Unit} declared within the scoring with the same name,
|
||||
-- then the old @{Wrapper.Unit} will be replaced with the new @{Wrapper.Unit}.
|
||||
-- @param #SCORING self
|
||||
-- @param Wrapper.Unit#UNIT ScoreUnit The @{Unit} for which the Score needs to be given.
|
||||
-- @param Wrapper.Unit#UNIT ScoreUnit The @{Wrapper.Unit} for which the Score needs to be given.
|
||||
-- @param #number Score The Score value.
|
||||
-- @return #SCORING
|
||||
function SCORING:AddUnitScore( ScoreUnit, Score )
|
||||
@ -355,9 +352,9 @@ function SCORING:AddUnitScore( ScoreUnit, Score )
|
||||
return self
|
||||
end
|
||||
|
||||
--- Removes a @{Unit} for additional scoring when the @{Unit} is destroyed.
|
||||
--- Removes a @{Wrapper.Unit} for additional scoring when the @{Wrapper.Unit} is destroyed.
|
||||
-- @param #SCORING self
|
||||
-- @param Wrapper.Unit#UNIT ScoreUnit The @{Unit} for which the Score needs to be given.
|
||||
-- @param Wrapper.Unit#UNIT ScoreUnit The @{Wrapper.Unit} for which the Score needs to be given.
|
||||
-- @return #SCORING
|
||||
function SCORING:RemoveUnitScore( ScoreUnit )
|
||||
|
||||
@ -398,9 +395,9 @@ function SCORING:RemoveStaticScore( ScoreStatic )
|
||||
end
|
||||
|
||||
|
||||
--- Specify a special additional score for a @{Group}.
|
||||
--- Specify a special additional score for a @{Wrapper.Group}.
|
||||
-- @param #SCORING self
|
||||
-- @param Wrapper.Group#GROUP ScoreGroup The @{Group} for which each @{Unit} a Score is given.
|
||||
-- @param Wrapper.Group#GROUP ScoreGroup The @{Wrapper.Group} for which each @{Wrapper.Unit} a Score is given.
|
||||
-- @param #number Score The Score value.
|
||||
-- @return #SCORING
|
||||
function SCORING:AddScoreGroup( ScoreGroup, Score )
|
||||
@ -714,7 +711,7 @@ end
|
||||
-- A free text can be given that is shown to the players.
|
||||
-- The Score can be both positive and negative.
|
||||
-- @param #SCORING self
|
||||
-- @param Wrapper.Unit#UNIT PlayerUnit The @{Unit} of the Player. Other Properties for the scoring are taken from this PlayerUnit, like coalition, type etc.
|
||||
-- @param Wrapper.Unit#UNIT PlayerUnit The @{Wrapper.Unit} of the Player. Other Properties for the scoring are taken from this PlayerUnit, like coalition, type etc.
|
||||
-- @param #string GoalTag The string or identifier that is used in the CSV file to identify the goal (sort or group later in Excel).
|
||||
-- @param #string Text A free text that is shown to the players.
|
||||
-- @param #number Score The score can be both positive or negative ( Penalty ).
|
||||
@ -858,7 +855,7 @@ function SCORING:OnEventBirth( Event )
|
||||
if Event.IniUnit then
|
||||
if Event.IniObjectCategory == 1 then
|
||||
local PlayerName = Event.IniUnit:GetPlayerName()
|
||||
if PlayerName ~= "" then
|
||||
if PlayerName then
|
||||
self:_AddPlayerFromUnit( Event.IniUnit )
|
||||
self:SetScoringMenu( Event.IniGroup )
|
||||
end
|
||||
|
||||
@ -2,7 +2,8 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Sead
|
||||
-- @module Functional.Sead
|
||||
-- @image SEAD.JPG
|
||||
|
||||
--- The SEAD class
|
||||
-- @type SEAD
|
||||
|
||||
1842
Moose Development/Moose/Functional/Suppression.lua
Normal file
1842
Moose Development/Moose/Functional/Suppression.lua
Normal file
File diff suppressed because it is too large
Load Diff
@ -2,10 +2,6 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/CAZ - Capture Zones)
|
||||
--
|
||||
-- - CAZ-000 - Capture Zone: Demonstrates the basic concept of capturing a zone.
|
||||
@ -21,7 +17,8 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module ZoneCaptureCoalition
|
||||
-- @module Functional.ZoneCaptureCoalition
|
||||
-- @image Capture_Zones.JPG
|
||||
|
||||
do -- ZONE_CAPTURE_COALITION
|
||||
|
||||
@ -29,9 +26,7 @@ do -- ZONE_CAPTURE_COALITION
|
||||
-- @extends Functional.ZoneGoalCoalition#ZONE_GOAL_COALITION
|
||||
|
||||
|
||||
--- # ZONE\_CAPTURE\_COALITION class, extends @{ZoneGoalCoalition#ZONE_GOAL_COALITION}
|
||||
--
|
||||
-- Models the process to capture a Zone for a Coalition, which is guarded by another Coalition.
|
||||
--- Models the process to capture a Zone for a Coalition, which is guarded by another Coalition.
|
||||
-- This is a powerful concept that allows to create very dynamic missions based on the different state transitions of various zones.
|
||||
--
|
||||
-- ---
|
||||
|
||||
@ -11,7 +11,8 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module ZoneGoal
|
||||
-- @module Functional.ZoneGoal
|
||||
-- @image MOOSE.JPG
|
||||
|
||||
do -- Zone
|
||||
|
||||
@ -19,9 +20,7 @@ do -- Zone
|
||||
-- @extends Core.Fsm#FSM
|
||||
|
||||
|
||||
--- # ZONE_GOAL class, extends @{Fsm#FSM}
|
||||
--
|
||||
-- ZONE_GOAL models processes that have a Goal with a defined achievement involving a Zone.
|
||||
-- Models processes that have a Goal with a defined achievement involving a Zone.
|
||||
-- Derived classes implement the ways how the achievements can be realized.
|
||||
--
|
||||
-- ## 1. ZONE_GOAL constructor
|
||||
@ -36,7 +35,7 @@ do -- Zone
|
||||
--
|
||||
-- ### 2.2 ZONE_GOAL Events
|
||||
--
|
||||
-- * DestroyedUnit: A @{Unit} is destroyed in the Zone. The event will only get triggered if the method @{#ZONE_GOAL.MonitorDestroyedUnits}() is used.
|
||||
-- * DestroyedUnit: A @{Wrapper.Unit} is destroyed in the Zone. The event will only get triggered if the method @{#ZONE_GOAL.MonitorDestroyedUnits}() is used.
|
||||
--
|
||||
-- @field #ZONE_GOAL
|
||||
ZONE_GOAL = {
|
||||
|
||||
@ -11,7 +11,8 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module ZoneGoalCargo
|
||||
-- @module Functional.ZoneGoalCargo
|
||||
-- @image MOOSE.JPG
|
||||
|
||||
do -- ZoneGoal
|
||||
|
||||
@ -19,9 +20,7 @@ do -- ZoneGoal
|
||||
-- @extends Functional.ZoneGoal#ZONE_GOAL
|
||||
|
||||
|
||||
--- # ZONE_GOAL_CARGO class, extends @{ZoneGoal#ZONE_GOAL}
|
||||
--
|
||||
-- ZONE_GOAL_CARGO models processes that have a Goal with a defined achievement involving a Zone and Cargo.
|
||||
--- Models processes that have a Goal with a defined achievement involving a Zone and Cargo.
|
||||
-- Derived classes implement the ways how the achievements can be realized.
|
||||
--
|
||||
-- ## 1. ZONE_GOAL_CARGO constructor
|
||||
|
||||
@ -11,7 +11,8 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module ZoneGoalCoalition
|
||||
-- @module Functional.ZoneGoalCoalition
|
||||
-- @image MOOSE.JPG
|
||||
|
||||
do -- ZoneGoal
|
||||
|
||||
@ -19,9 +20,7 @@ do -- ZoneGoal
|
||||
-- @extends Functional.ZoneGoal#ZONE_GOAL
|
||||
|
||||
|
||||
--- # ZONE_GOAL_COALITION class, extends @{ZoneGoal#ZONE_GOAL}
|
||||
--
|
||||
-- ZONE_GOAL_COALITION models processes that have a Goal with a defined achievement involving a Zone for a Coalition.
|
||||
--- ZONE_GOAL_COALITION models processes that have a Goal with a defined achievement involving a Zone for a Coalition.
|
||||
-- Derived classes implement the ways how the achievements can be realized.
|
||||
--
|
||||
-- ## 1. ZONE_GOAL_COALITION constructor
|
||||
|
||||
@ -13,3 +13,6 @@ _DATABASE = DATABASE:New() -- Core.Database#DATABASE
|
||||
_SETTINGS = SETTINGS:Set()
|
||||
_SETTINGS:SetPlayerMenuOn()
|
||||
|
||||
_DATABASE:_RegisterCargos()
|
||||
_DATABASE:_RegisterZones()
|
||||
|
||||
|
||||
@ -1,5 +1,12 @@
|
||||
--- **Tasking** -- A COMMANDCENTER is the owner of multiple missions within MOOSE.
|
||||
-- A COMMANDCENTER governs multiple missions, the tasking and the reporting.
|
||||
--- **Tasking** -- A command center governs multiple missions, and takes care of the reporting and communications.
|
||||
--
|
||||
-- **Features:**
|
||||
--
|
||||
-- * Govern multiple missions.
|
||||
-- * Communicate to coalitions, groups.
|
||||
-- * Assign tasks.
|
||||
-- * Manage the menus.
|
||||
-- * Manage reference zones.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@ -9,23 +16,19 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module CommandCenter
|
||||
|
||||
|
||||
|
||||
-- @module Tasking.CommandCenter
|
||||
-- @image Task_Command_Center.JPG
|
||||
|
||||
|
||||
--- The COMMANDCENTER class
|
||||
-- @type COMMANDCENTER
|
||||
-- @field Wrapper.Group#GROUP HQ
|
||||
-- @field Dcs.DCSCoalitionWrapper.Object#coalition CommandCenterCoalition
|
||||
-- @field DCS#coalition CommandCenterCoalition
|
||||
-- @list<Tasking.Mission#MISSION> Missions
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- # COMMANDCENTER class, extends @{Base#BASE}
|
||||
--
|
||||
-- The COMMANDCENTER class governs multiple missions, the tasking and the reporting.
|
||||
--- Governs multiple missions, the tasking and the reporting.
|
||||
--
|
||||
-- The commandcenter communicates important messages between the various groups of human players executing tasks in missions.
|
||||
--
|
||||
@ -86,11 +89,13 @@ COMMANDCENTER = {
|
||||
-- @return #COMMANDCENTER
|
||||
function COMMANDCENTER:New( CommandCenterPositionable, CommandCenterName )
|
||||
|
||||
local self = BASE:Inherit( self, BASE:New() )
|
||||
local self = BASE:Inherit( self, BASE:New() ) -- #COMMANDCENTER
|
||||
|
||||
self.CommandCenterPositionable = CommandCenterPositionable
|
||||
self.CommandCenterName = CommandCenterName or CommandCenterPositionable:GetName()
|
||||
self.CommandCenterCoalition = CommandCenterPositionable:GetCoalition()
|
||||
|
||||
self.AutoAssignTasks = false
|
||||
|
||||
self.Missions = {}
|
||||
|
||||
@ -171,7 +176,7 @@ function COMMANDCENTER:New( CommandCenterPositionable, CommandCenterName )
|
||||
end
|
||||
)
|
||||
|
||||
-- Handle when a player leaves a slot and goes back to spectators ...
|
||||
-- Handle when a player crashes ...
|
||||
-- The PlayerUnit will be UnAssigned from the Task.
|
||||
-- When there is no Unit left running the Task, the Task goes into Abort...
|
||||
self:HandleEvent( EVENTS.Crash,
|
||||
@ -220,6 +225,14 @@ function COMMANDCENTER:GetShortText()
|
||||
end
|
||||
|
||||
|
||||
--- Gets the coalition of the command center.
|
||||
-- @param #COMMANDCENTER self
|
||||
-- @return DCScoalition#coalition
|
||||
function COMMANDCENTER:GetCoalition()
|
||||
|
||||
return self.CommandCenterCoalition
|
||||
end
|
||||
|
||||
|
||||
--- Gets the POSITIONABLE of the HQ command center.
|
||||
-- @param #COMMANDCENTER self
|
||||
@ -233,7 +246,7 @@ end
|
||||
-- @return #list<Tasking.Mission#MISSION>
|
||||
function COMMANDCENTER:GetMissions()
|
||||
|
||||
return self.Missions
|
||||
return self.Missions or {}
|
||||
end
|
||||
|
||||
--- Add a MISSION to be governed by the HQ command center.
|
||||
@ -322,7 +335,7 @@ end
|
||||
--- Sets the menu structure of the Missions governed by the HQ command center.
|
||||
-- @param #COMMANDCENTER self
|
||||
function COMMANDCENTER:SetMenu()
|
||||
self:F()
|
||||
self:F2()
|
||||
|
||||
local MenuTime = timer.getTime()
|
||||
for MissionID, Mission in pairs( self:GetMissions() or {} ) do
|
||||
@ -331,7 +344,7 @@ function COMMANDCENTER:SetMenu()
|
||||
end
|
||||
|
||||
for MissionID, Mission in pairs( self:GetMissions() or {} ) do
|
||||
local Mission = Mission -- Tasking.Mission#MISSION
|
||||
Mission = Mission -- Tasking.Mission#MISSION
|
||||
Mission:RemoveMenu( MenuTime )
|
||||
end
|
||||
|
||||
@ -340,10 +353,133 @@ end
|
||||
--- Gets the commandcenter menu structure governed by the HQ command center.
|
||||
-- @param #COMMANDCENTER self
|
||||
-- @return Core.Menu#MENU_COALITION
|
||||
function COMMANDCENTER:GetMenu()
|
||||
return self.CommandCenterMenu
|
||||
function COMMANDCENTER:GetMenu( TaskGroup )
|
||||
|
||||
local MenuTime = timer.getTime()
|
||||
|
||||
self.CommandCenterMenus = self.CommandCenterMenus or {}
|
||||
local CommandCenterMenu
|
||||
|
||||
local CommandCenterText = self:GetText()
|
||||
CommandCenterMenu = MENU_GROUP:New( TaskGroup, CommandCenterText ):SetTime(MenuTime)
|
||||
self.CommandCenterMenus[TaskGroup] = CommandCenterMenu
|
||||
|
||||
if self.AutoAssignTasks == false then
|
||||
local AutoAssignTaskMenu = MENU_GROUP_COMMAND:New( TaskGroup, "Assign Task On", CommandCenterMenu, self.SetAutoAssignTasks, self, true ):SetTime(MenuTime):SetTag("AutoTask")
|
||||
local AssignTaskMenu = MENU_GROUP_COMMAND:New( TaskGroup, "Assign Task", CommandCenterMenu, self.AssignRandomTask, self, TaskGroup ):SetTime(MenuTime):SetTag("AutoTask")
|
||||
else
|
||||
local AutoAssignTaskMenu = MENU_GROUP_COMMAND:New( TaskGroup, "Assign Task Off", CommandCenterMenu, self.SetAutoAssignTasks, self, false ):SetTime(MenuTime):SetTag("AutoTask")
|
||||
end
|
||||
CommandCenterMenu:Remove( MenuTime, "AutoTask" )
|
||||
|
||||
return self.CommandCenterMenus[TaskGroup]
|
||||
end
|
||||
|
||||
|
||||
--- Assigns a random task to a TaskGroup.
|
||||
-- @param #COMMANDCENTER self
|
||||
-- @return #COMMANDCENTER
|
||||
function COMMANDCENTER:AssignRandomTask( TaskGroup )
|
||||
|
||||
local Tasks = {}
|
||||
|
||||
for MissionID, Mission in pairs( self:GetMissions() ) do
|
||||
local Mission = Mission -- Tasking.Mission#MISSION
|
||||
local MissionTasks = Mission:GetGroupTasks( TaskGroup )
|
||||
for MissionTaskName, MissionTask in pairs( MissionTasks or {} ) do
|
||||
Tasks[#Tasks+1] = MissionTask
|
||||
end
|
||||
end
|
||||
|
||||
local Task = Tasks[ math.random( 1, #Tasks ) ] -- Tasking.Task#TASK
|
||||
|
||||
Task:SetAssignMethod( ACT_ASSIGN_MENU_ACCEPT:New( Task.TaskBriefing ) )
|
||||
|
||||
Task:AssignToGroup( TaskGroup )
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Automatically assigns tasks to all TaskGroups.
|
||||
-- @param #COMMANDCENTER self
|
||||
-- @param #boolean AutoAssign true for ON and false or nil for OFF.
|
||||
-- @return #COMMANDCENTER
|
||||
function COMMANDCENTER:SetAutoAssignTasks( AutoAssign )
|
||||
|
||||
self.AutoAssignTasks = AutoAssign or false
|
||||
|
||||
local GroupSet = self:AddGroups()
|
||||
|
||||
for GroupID, TaskGroup in pairs( GroupSet:GetSet() ) do
|
||||
local TaskGroup = TaskGroup -- Wrapper.Group#GROUP
|
||||
self:GetMenu( TaskGroup )
|
||||
end
|
||||
|
||||
if self.AutoAssignTasks == true then
|
||||
self:ScheduleRepeat( 10, 30, 0, nil, self.AssignTasks, self )
|
||||
else
|
||||
self:ScheduleStop( self.AssignTasks )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Automatically assigns tasks to all TaskGroups.
|
||||
-- @param #COMMANDCENTER self
|
||||
function COMMANDCENTER:AssignTasks()
|
||||
|
||||
local GroupSet = self:AddGroups()
|
||||
|
||||
for GroupID, TaskGroup in pairs( GroupSet:GetSet() ) do
|
||||
local TaskGroup = TaskGroup -- Wrapper.Group#GROUP
|
||||
|
||||
if self:IsGroupAssigned( TaskGroup ) then
|
||||
else
|
||||
-- Only groups with planes or helicopters will receive automatic tasks.
|
||||
-- TODO Workaround DCS-BUG-3 - https://github.com/FlightControl-Master/MOOSE/issues/696
|
||||
if TaskGroup:IsAir() then
|
||||
self:AssignRandomTask( TaskGroup )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Get all the Groups active within the command center.
|
||||
-- @param #COMMANDCENTER self
|
||||
-- @return Core.Set#SET_GROUP
|
||||
function COMMANDCENTER:AddGroups()
|
||||
|
||||
local GroupSet = SET_GROUP:New()
|
||||
|
||||
for MissionID, Mission in pairs( self.Missions ) do
|
||||
local Mission = Mission -- Tasking.Mission#MISSION
|
||||
GroupSet = Mission:AddGroups( GroupSet )
|
||||
end
|
||||
|
||||
return GroupSet
|
||||
end
|
||||
|
||||
|
||||
--- Checks of the TaskGroup has a Task.
|
||||
-- @param #COMMANDCENTER self
|
||||
-- @return #boolean
|
||||
function COMMANDCENTER:IsGroupAssigned( TaskGroup )
|
||||
|
||||
local Assigned = false
|
||||
|
||||
for MissionID, Mission in pairs( self.Missions ) do
|
||||
local Mission = Mission -- Tasking.Mission#MISSION
|
||||
if Mission:IsGroupAssigned( TaskGroup ) then
|
||||
Assigned = true
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
return Assigned
|
||||
end
|
||||
|
||||
|
||||
--- Checks of the COMMANDCENTER has a GROUP.
|
||||
-- @param #COMMANDCENTER self
|
||||
-- @param Wrapper.Group#GROUP
|
||||
@ -399,7 +535,7 @@ function COMMANDCENTER:MessageToCoalition( Message )
|
||||
local CCCoalition = self:GetPositionable():GetCoalition()
|
||||
--TODO: Fix coalition bug!
|
||||
|
||||
self:GetPositionable():MessageToCoalition( Message, 15, CCCoalition )
|
||||
self:GetPositionable():MessageToCoalition( Message, 15, CCCoalition, self:GetShortText() )
|
||||
|
||||
end
|
||||
|
||||
@ -413,7 +549,7 @@ function COMMANDCENTER:MessageTypeToCoalition( Message, MessageType )
|
||||
local CCCoalition = self:GetPositionable():GetCoalition()
|
||||
--TODO: Fix coalition bug!
|
||||
|
||||
self:GetPositionable():MessageTypeToCoalition( Message, MessageType, CCCoalition )
|
||||
self:GetPositionable():MessageTypeToCoalition( Message, MessageType, CCCoalition, self:GetShortText() )
|
||||
|
||||
end
|
||||
|
||||
|
||||
@ -1,38 +1,36 @@
|
||||
--- This module contains the DETECTION_MANAGER class and derived classes.
|
||||
--- **Tasking** - This module contains the DETECTION_MANAGER class and derived classes.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 1) @{DetectionManager#DETECTION_MANAGER} class, extends @{Fsm#FSM}
|
||||
-- ===
|
||||
-- The @{DetectionManager#DETECTION_MANAGER} class defines the core functions to report detected objects to groups.
|
||||
-- The @{#DETECTION_MANAGER} class defines the core functions to report detected objects to groups.
|
||||
-- Reportings can be done in several manners, and it is up to the derived classes if DETECTION_MANAGER to model the reporting behaviour.
|
||||
--
|
||||
-- 1.1) DETECTION_MANAGER constructor:
|
||||
-- -----------------------------------
|
||||
-- * @{DetectionManager#DETECTION_MANAGER.New}(): Create a new DETECTION_MANAGER instance.
|
||||
-- * @{#DETECTION_MANAGER.New}(): Create a new DETECTION_MANAGER instance.
|
||||
--
|
||||
-- 1.2) DETECTION_MANAGER reporting:
|
||||
-- ---------------------------------
|
||||
-- Derived DETECTION_MANAGER classes will reports detected units using the method @{DetectionManager#DETECTION_MANAGER.ReportDetected}(). This method implements polymorphic behaviour.
|
||||
-- Derived DETECTION_MANAGER classes will reports detected units using the method @{#DETECTION_MANAGER.ReportDetected}(). This method implements polymorphic behaviour.
|
||||
--
|
||||
-- The time interval in seconds of the reporting can be changed using the methods @{DetectionManager#DETECTION_MANAGER.SetRefreshTimeInterval}().
|
||||
-- To control how long a reporting message is displayed, use @{DetectionManager#DETECTION_MANAGER.SetReportDisplayTime}().
|
||||
-- Derived classes need to implement the method @{DetectionManager#DETECTION_MANAGER.GetReportDisplayTime}() to use the correct display time for displayed messages during a report.
|
||||
-- The time interval in seconds of the reporting can be changed using the methods @{#DETECTION_MANAGER.SetRefreshTimeInterval}().
|
||||
-- To control how long a reporting message is displayed, use @{#DETECTION_MANAGER.SetReportDisplayTime}().
|
||||
-- Derived classes need to implement the method @{#DETECTION_MANAGER.GetReportDisplayTime}() to use the correct display time for displayed messages during a report.
|
||||
--
|
||||
-- Reporting can be started and stopped using the methods @{DetectionManager#DETECTION_MANAGER.StartReporting}() and @{DetectionManager#DETECTION_MANAGER.StopReporting}() respectively.
|
||||
-- If an ad-hoc report is requested, use the method @{DetectionManager#DETECTION_MANAGER#ReportNow}().
|
||||
-- Reporting can be started and stopped using the methods @{#DETECTION_MANAGER.StartReporting}() and @{#DETECTION_MANAGER.StopReporting}() respectively.
|
||||
-- If an ad-hoc report is requested, use the method @{#DETECTION_MANAGER#ReportNow}().
|
||||
--
|
||||
-- The default reporting interval is every 60 seconds. The reporting messages are displayed 15 seconds.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 2) @{DetectionManager#DETECTION_REPORTING} class, extends @{DetectionManager#DETECTION_MANAGER}
|
||||
-- 2) @{#DETECTION_REPORTING} class, extends @{#DETECTION_MANAGER}
|
||||
-- ===
|
||||
-- The @{DetectionManager#DETECTION_REPORTING} class implements detected units reporting. Reporting can be controlled using the reporting methods available in the @{DetectionManager#DETECTION_MANAGER} class.
|
||||
-- The @{#DETECTION_REPORTING} class implements detected units reporting. Reporting can be controlled using the reporting methods available in the @{Tasking.DetectionManager#DETECTION_MANAGER} class.
|
||||
--
|
||||
-- 2.1) DETECTION_REPORTING constructor:
|
||||
-- -------------------------------
|
||||
-- The @{DetectionManager#DETECTION_REPORTING.New}() method creates a new DETECTION_REPORTING instance.
|
||||
-- The @{#DETECTION_REPORTING.New}() method creates a new DETECTION_REPORTING instance.
|
||||
--
|
||||
--
|
||||
-- ===
|
||||
@ -40,13 +38,14 @@
|
||||
-- ### Contributions: Mechanist, Prof_Hilactic, FlightControl - Concept & Testing
|
||||
-- ### Author: FlightControl - Framework Design & Programming
|
||||
--
|
||||
-- @module DetectionManager
|
||||
-- @module Tasking.DetectionManager
|
||||
-- @image Task_Detection_Manager.JPG
|
||||
|
||||
do -- DETECTION MANAGER
|
||||
|
||||
--- DETECTION_MANAGER class.
|
||||
-- @type DETECTION_MANAGER
|
||||
-- @field Set#SET_GROUP SetGroup The groups to which the FAC will report to.
|
||||
-- @field Core.Set#SET_GROUP SetGroup The groups to which the FAC will report to.
|
||||
-- @field Functional.Detection#DETECTION_BASE Detection The DETECTION_BASE object that is used to report the detected objects.
|
||||
-- @extends Core.Fsm#FSM
|
||||
DETECTION_MANAGER = {
|
||||
@ -57,7 +56,7 @@ do -- DETECTION MANAGER
|
||||
|
||||
--- FAC constructor.
|
||||
-- @param #DETECTION_MANAGER self
|
||||
-- @param Set#SET_GROUP SetGroup
|
||||
-- @param Core.Set#SET_GROUP SetGroup
|
||||
-- @param Functional.Detection#DETECTION_BASE Detection
|
||||
-- @return #DETECTION_MANAGER self
|
||||
function DETECTION_MANAGER:New( SetGroup, Detection )
|
||||
@ -122,6 +121,48 @@ do -- DETECTION MANAGER
|
||||
-- @function [parent=#DETECTION_MANAGER] __Stop
|
||||
-- @param #DETECTION_MANAGER self
|
||||
-- @param #number Delay
|
||||
|
||||
self:AddTransition( "Started", "Success", "Started" )
|
||||
|
||||
--- Success Handler OnAfter for DETECTION_MANAGER
|
||||
-- @function [parent=#DETECTION_MANAGER] OnAfterSuccess
|
||||
-- @param #DETECTION_MANAGER self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Tasking.Task#TASK Task
|
||||
|
||||
|
||||
self:AddTransition( "Started", "Failed", "Started" )
|
||||
|
||||
--- Failed Handler OnAfter for DETECTION_MANAGER
|
||||
-- @function [parent=#DETECTION_MANAGER] OnAfterFailed
|
||||
-- @param #DETECTION_MANAGER self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Tasking.Task#TASK Task
|
||||
|
||||
|
||||
self:AddTransition( "Started", "Aborted", "Started" )
|
||||
|
||||
--- Aborted Handler OnAfter for DETECTION_MANAGER
|
||||
-- @function [parent=#DETECTION_MANAGER] OnAfterAborted
|
||||
-- @param #DETECTION_MANAGER self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Tasking.Task#TASK Task
|
||||
|
||||
self:AddTransition( "Started", "Cancelled", "Started" )
|
||||
|
||||
--- Cancelled Handler OnAfter for DETECTION_MANAGER
|
||||
-- @function [parent=#DETECTION_MANAGER] OnAfterCancelled
|
||||
-- @param #DETECTION_MANAGER self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Tasking.Task#TASK Task
|
||||
|
||||
|
||||
self:AddTransition( "Started", "Report", "Started" )
|
||||
@ -175,7 +216,7 @@ do -- DETECTION MANAGER
|
||||
return self._ReportDisplayTime
|
||||
end
|
||||
|
||||
--- Reports the detected items to the @{Set#SET_GROUP}.
|
||||
--- Reports the detected items to the @{Core.Set#SET_GROUP}.
|
||||
-- @param #DETECTION_MANAGER self
|
||||
-- @param Functional.Detection#DETECTION_BASE Detection
|
||||
-- @return #DETECTION_MANAGER self
|
||||
@ -191,7 +232,7 @@ do -- DETECTION_REPORTING
|
||||
|
||||
--- DETECTION_REPORTING class.
|
||||
-- @type DETECTION_REPORTING
|
||||
-- @field Set#SET_GROUP SetGroup The groups to which the FAC will report to.
|
||||
-- @field Core.Set#SET_GROUP SetGroup The groups to which the FAC will report to.
|
||||
-- @field Functional.Detection#DETECTION_BASE Detection The DETECTION_BASE object that is used to report the detected objects.
|
||||
-- @extends #DETECTION_MANAGER
|
||||
DETECTION_REPORTING = {
|
||||
@ -201,7 +242,7 @@ do -- DETECTION_REPORTING
|
||||
|
||||
--- DETECTION_REPORTING constructor.
|
||||
-- @param #DETECTION_REPORTING self
|
||||
-- @param Set#SET_GROUP SetGroup
|
||||
-- @param Core.Set#SET_GROUP SetGroup
|
||||
-- @param Functional.Detection#DETECTION_AREAS Detection
|
||||
-- @return #DETECTION_REPORTING self
|
||||
function DETECTION_REPORTING:New( SetGroup, Detection )
|
||||
@ -215,7 +256,7 @@ do -- DETECTION_REPORTING
|
||||
|
||||
--- Creates a string of the detected items in a @{Detection}.
|
||||
-- @param #DETECTION_MANAGER self
|
||||
-- @param Set#SET_UNIT DetectedSet The detected Set created by the @{Detection#DETECTION_BASE} object.
|
||||
-- @param Core.Set#SET_UNIT DetectedSet The detected Set created by the @{Functional.Detection#DETECTION_BASE} object.
|
||||
-- @return #DETECTION_MANAGER self
|
||||
function DETECTION_REPORTING:GetDetectedItemsText( DetectedSet )
|
||||
self:F2()
|
||||
@ -245,10 +286,10 @@ do -- DETECTION_REPORTING
|
||||
|
||||
|
||||
|
||||
--- Reports the detected items to the @{Set#SET_GROUP}.
|
||||
--- Reports the detected items to the @{Core.Set#SET_GROUP}.
|
||||
-- @param #DETECTION_REPORTING self
|
||||
-- @param Wrapper.Group#GROUP Group The @{Group} object to where the report needs to go.
|
||||
-- @param Functional.Detection#DETECTION_AREAS Detection The detection created by the @{Detection#DETECTION_BASE} object.
|
||||
-- @param Wrapper.Group#GROUP Group The @{Wrapper.Group} object to where the report needs to go.
|
||||
-- @param Functional.Detection#DETECTION_AREAS Detection The detection created by the @{Functional.Detection#DETECTION_BASE} object.
|
||||
-- @return #boolean Return true if you want the reporting to continue... false will cancel the reporting loop.
|
||||
function DETECTION_REPORTING:ProcessDetected( Group, Detection )
|
||||
self:F2( Group )
|
||||
|
||||
@ -1,4 +1,12 @@
|
||||
--- **Tasking** -- A MISSION is the main owner of a Mission orchestration within MOOSE.
|
||||
--- **Tasking** -- A mission models a goal to be achieved through the execution and completion of tasks by human players.
|
||||
--
|
||||
-- **Features:**
|
||||
--
|
||||
-- * A mission has a goal to be achieved, through the execution and completion of tasks of different categories by human players.
|
||||
-- * A mission manages these tasks.
|
||||
-- * A mission has a state, that indicates the fase of the mission.
|
||||
-- * A mission has a menu structure, that facilitates mission reports and tasking menus.
|
||||
-- * A mission can assign a task to a player.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@ -8,7 +16,8 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Mission
|
||||
-- @module Tasking.Mission
|
||||
-- @image Task_Mission.JPG
|
||||
|
||||
--- The MISSION class
|
||||
-- @type MISSION
|
||||
@ -29,7 +38,7 @@ MISSION = {
|
||||
-- @param #string MissionName is the name of the mission. This name will be used to reference the status of each mission by the players.
|
||||
-- @param #string MissionPriority is a string indicating the "priority" of the Mission. f.e. "Primary", "Secondary" or "First", "Second". It is free format and up to the Mission designer to choose. There are no rules behind this field.
|
||||
-- @param #string MissionBriefing is a string indicating the mission briefing to be shown when a player joins a @{CLIENT}.
|
||||
-- @param Dcs.DCSCoalitionWrapper.Object#coalition MissionCoalition is a string indicating the coalition or party to which this mission belongs to. It is free format and can be chosen freely by the mission designer. Note that this field is not to be confused with the coalition concept of the ME. Examples of a Mission Coalition could be "NATO", "CCCP", "Intruders", "Terrorists"...
|
||||
-- @param #string MissionCoalition is a string indicating the coalition or party to which this mission belongs to. It is free format and can be chosen freely by the mission designer. Note that this field is not to be confused with the coalition concept of the ME. Examples of a Mission Coalition could be "NATO", "CCCP", "Intruders", "Terrorists"...
|
||||
-- @return #MISSION self
|
||||
function MISSION:New( CommandCenter, MissionName, MissionPriority, MissionBriefing, MissionCoalition )
|
||||
|
||||
@ -265,6 +274,8 @@ function MISSION:New( CommandCenter, MissionName, MissionPriority, MissionBriefi
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
--- FSM function for a MISSION
|
||||
-- @param #MISSION self
|
||||
-- @param #string From
|
||||
@ -375,24 +386,30 @@ function MISSION:GetScoring()
|
||||
return self.Scoring
|
||||
end
|
||||
|
||||
--- Get the groups for which TASKS are given in the mission
|
||||
--- Gets the groups for which TASKS are given in the mission
|
||||
-- @param #MISSION self
|
||||
-- @param Core.Set#SET_GROUP GroupSet
|
||||
-- @return Core.Set#SET_GROUP
|
||||
function MISSION:GetGroups()
|
||||
|
||||
local SetGroup = SET_GROUP:New()
|
||||
return self:AddGroups()
|
||||
|
||||
end
|
||||
|
||||
--- Adds the groups for which TASKS are given in the mission
|
||||
-- @param #MISSION self
|
||||
-- @param Core.Set#SET_GROUP GroupSet
|
||||
-- @return Core.Set#SET_GROUP
|
||||
function MISSION:AddGroups( GroupSet )
|
||||
|
||||
GroupSet = GroupSet or SET_GROUP:New()
|
||||
|
||||
for TaskID, Task in pairs( self:GetTasks() ) do
|
||||
local Task = Task -- Tasking.Task#TASK
|
||||
local GroupSet = Task:GetGroups()
|
||||
GroupSet:ForEachGroup(
|
||||
function( TaskGroup )
|
||||
SetGroup:Add( TaskGroup, TaskGroup )
|
||||
end
|
||||
)
|
||||
GroupSet = Task:AddGroups( GroupSet )
|
||||
end
|
||||
|
||||
return SetGroup
|
||||
return GroupSet
|
||||
|
||||
end
|
||||
|
||||
@ -441,16 +458,16 @@ do -- Group Assignment
|
||||
local MissionGroupName = MissionGroup:GetName()
|
||||
|
||||
if self.AssignedGroups[MissionGroupName] == MissionGroup then
|
||||
self:T( { "Mission is assigned to:", MissionGroup:GetName() } )
|
||||
self:T2( { "Mission is assigned to:", MissionGroup:GetName() } )
|
||||
return true
|
||||
end
|
||||
|
||||
self:T( { "Mission is not assigned to:", MissionGroup:GetName() } )
|
||||
self:T2( { "Mission is not assigned to:", MissionGroup:GetName() } )
|
||||
return false
|
||||
end
|
||||
|
||||
|
||||
--- Set @{Group} assigned to the @{Mission}.
|
||||
--- Set @{Wrapper.Group} assigned to the @{Mission}.
|
||||
-- @param #MISSION self
|
||||
-- @param Wrapper.Group#GROUP MissionGroup
|
||||
-- @return #MISSION
|
||||
@ -465,7 +482,7 @@ do -- Group Assignment
|
||||
return self
|
||||
end
|
||||
|
||||
--- Clear the @{Group} assignment from the @{Mission}.
|
||||
--- Clear the @{Wrapper.Group} assignment from the @{Mission}.
|
||||
-- @param #MISSION self
|
||||
-- @param Wrapper.Group#GROUP MissionGroup
|
||||
-- @return #MISSION
|
||||
@ -522,18 +539,13 @@ end
|
||||
function MISSION:GetMenu( TaskGroup ) -- R2.1 -- Changed Menu Structure
|
||||
|
||||
local CommandCenter = self:GetCommandCenter()
|
||||
local CommandCenterMenu = CommandCenter:GetMenu()
|
||||
local CommandCenterMenu = CommandCenter:GetMenu( TaskGroup )
|
||||
|
||||
--local MissionMenu = CommandCenterMenu:GetMenu( MissionName )
|
||||
|
||||
self.MissionGroupMenu = self.MissionGroupMenu or {}
|
||||
self.MissionGroupMenu[TaskGroup] = self.MissionGroupMenu[TaskGroup] or {}
|
||||
|
||||
local GroupMenu = self.MissionGroupMenu[TaskGroup]
|
||||
|
||||
local CommandCenterText = CommandCenter:GetText()
|
||||
CommandCenterMenu = MENU_GROUP:New( TaskGroup, CommandCenterText )
|
||||
|
||||
local MissionText = self:GetText()
|
||||
self.MissionMenu = MENU_GROUP:New( TaskGroup, MissionText, CommandCenterMenu )
|
||||
|
||||
@ -562,7 +574,7 @@ end
|
||||
-- @param #string TaskName The Name of the @{Task} within the @{Mission}.
|
||||
-- @return Tasking.Task#TASK The Task
|
||||
-- @return #nil Returns nil if no task was found.
|
||||
function MISSION:GetTask( TaskName )
|
||||
function MISSION:GetTask( TaskName )
|
||||
self:F( { TaskName } )
|
||||
|
||||
return self.Tasks[TaskName]
|
||||
@ -1003,9 +1015,28 @@ end
|
||||
-- env.info( "Task 2 Completion = " .. Tasks[2]:GetGoalPercentage() .. "%" )
|
||||
function MISSION:GetTasks()
|
||||
|
||||
return self.Tasks
|
||||
return self.Tasks or {}
|
||||
end
|
||||
|
||||
--- Get the relevant tasks of a TaskGroup.
|
||||
-- @param #MISSION
|
||||
-- @param Wrapper.Group#GROUP TaskGroup
|
||||
-- @return #list<Tasking.Task#TASK>
|
||||
function MISSION:GetGroupTasks( TaskGroup )
|
||||
|
||||
local Tasks = {}
|
||||
|
||||
for TaskID, Task in pairs( self:GetTasks() ) do
|
||||
local Task = Task -- Tasking.Task#TASK
|
||||
if Task:HasGroup( TaskGroup ) then
|
||||
Tasks[#Tasks+1] = Task
|
||||
end
|
||||
end
|
||||
|
||||
return Tasks
|
||||
end
|
||||
|
||||
|
||||
--- Reports the briefing.
|
||||
-- @param #MISSION self
|
||||
-- @param Wrapper.Group#GROUP ReportGroup The group to which the report needs to be sent.
|
||||
|
||||
@ -8,7 +8,8 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Task
|
||||
-- @module Tasking.Task
|
||||
-- @image MOOSE.JPG
|
||||
|
||||
--- @type TASK
|
||||
-- @field Core.Scheduler#SCHEDULER TaskScheduler
|
||||
@ -21,7 +22,7 @@
|
||||
-- @extends Core.Fsm#FSM_TASK
|
||||
|
||||
---
|
||||
-- # TASK class, extends @{Base#BASE}
|
||||
-- # TASK class, extends @{Core.Base#BASE}
|
||||
--
|
||||
-- ## The TASK class implements the methods for task orchestration within MOOSE.
|
||||
--
|
||||
@ -30,9 +31,9 @@
|
||||
-- * @{#TASK.AssignToGroup}():Assign a task to a group (of players).
|
||||
-- * @{#TASK.AddProcess}():Add a @{Process} to a task.
|
||||
-- * @{#TASK.RemoveProcesses}():Remove a running @{Process} from a running task.
|
||||
-- * @{#TASK.SetStateMachine}():Set a @{Fsm} to a task.
|
||||
-- * @{#TASK.RemoveStateMachine}():Remove @{Fsm} from a task.
|
||||
-- * @{#TASK.HasStateMachine}():Enquire if the task has a @{Fsm}
|
||||
-- * @{#TASK.SetStateMachine}():Set a @{Core.Fsm} to a task.
|
||||
-- * @{#TASK.RemoveStateMachine}():Remove @{Core.Fsm} from a task.
|
||||
-- * @{#TASK.HasStateMachine}():Enquire if the task has a @{Core.Fsm}
|
||||
-- * @{#TASK.AssignToUnit}(): Assign a task to a unit. (Needs to be implemented in the derived classes from @{#TASK}.
|
||||
-- * @{#TASK.UnAssignFromUnit}(): Unassign the task from a unit.
|
||||
-- * @{#TASK.SetTimeOut}(): Set timer in seconds before task gets cancelled if not assigned.
|
||||
@ -161,7 +162,7 @@ TASK = {
|
||||
-- @return #TASK self
|
||||
function TASK:New( Mission, SetGroupAssign, TaskName, TaskType, TaskBriefing )
|
||||
|
||||
local self = BASE:Inherit( self, FSM_TASK:New() ) -- Tasking.Task#TASK
|
||||
local self = BASE:Inherit( self, FSM_TASK:New( TaskName ) ) -- Tasking.Task#TASK
|
||||
|
||||
self:SetStartState( "Planned" )
|
||||
self:AddTransition( "Planned", "Assign", "Assigned" )
|
||||
@ -169,17 +170,24 @@ function TASK:New( Mission, SetGroupAssign, TaskName, TaskType, TaskBriefing )
|
||||
self:AddTransition( "Assigned", "Success", "Success" )
|
||||
self:AddTransition( "Assigned", "Hold", "Hold" )
|
||||
self:AddTransition( "Assigned", "Fail", "Failed" )
|
||||
self:AddTransition( "Assigned", "Abort", "Aborted" )
|
||||
self:AddTransition( { "Planned", "Assigned" }, "Abort", "Aborted" )
|
||||
self:AddTransition( "Assigned", "Cancel", "Cancelled" )
|
||||
self:AddTransition( "Assigned", "Goal", "*" )
|
||||
|
||||
self.Fsm = {}
|
||||
|
||||
local Fsm = self:GetUnitProcess()
|
||||
Fsm:SetStartState( "Planned" )
|
||||
Fsm:AddProcess ( "Planned", "Accept", ACT_ASSIGN_ACCEPT:New( self.TaskBriefing ), { Assigned = "Assigned", Rejected = "Reject" } )
|
||||
Fsm:AddTransition( "Assigned", "Assigned", "*" )
|
||||
|
||||
--- Goal Handler OnBefore for TASK
|
||||
-- @function [parent=#TASK] OnBeforeGoal
|
||||
-- @param #TASK self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Wrapper.Unit#UNIT PlayerUnit The @{Unit} of the player.
|
||||
-- @param Wrapper.Unit#UNIT PlayerUnit The @{Wrapper.Unit} of the player.
|
||||
-- @param #string PlayerName The name of the player.
|
||||
-- @return #boolean
|
||||
|
||||
@ -189,26 +197,27 @@ function TASK:New( Mission, SetGroupAssign, TaskName, TaskType, TaskBriefing )
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Wrapper.Unit#UNIT PlayerUnit The @{Unit} of the player.
|
||||
-- @param Wrapper.Unit#UNIT PlayerUnit The @{Wrapper.Unit} of the player.
|
||||
-- @param #string PlayerName The name of the player.
|
||||
|
||||
--- Goal Trigger for TASK
|
||||
-- @function [parent=#TASK] Goal
|
||||
-- @param #TASK self
|
||||
-- @param Wrapper.Unit#UNIT PlayerUnit The @{Unit} of the player.
|
||||
-- @param Wrapper.Unit#UNIT PlayerUnit The @{Wrapper.Unit} of the player.
|
||||
-- @param #string PlayerName The name of the player.
|
||||
|
||||
--- Goal Asynchronous Trigger for TASK
|
||||
-- @function [parent=#TASK] __Goal
|
||||
-- @param #TASK self
|
||||
-- @param #number Delay
|
||||
-- @param Wrapper.Unit#UNIT PlayerUnit The @{Unit} of the player.
|
||||
-- @param Wrapper.Unit#UNIT PlayerUnit The @{Wrapper.Unit} of the player.
|
||||
-- @param #string PlayerName The name of the player.
|
||||
|
||||
|
||||
|
||||
self:AddTransition( "*", "PlayerCrashed", "*" )
|
||||
self:AddTransition( "*", "PlayerAborted", "*" )
|
||||
self:AddTransition( "*", "PlayerRejected", "*" )
|
||||
self:AddTransition( "*", "PlayerDead", "*" )
|
||||
self:AddTransition( { "Failed", "Aborted", "Cancelled" }, "Replan", "Planned" )
|
||||
self:AddTransition( "*", "TimeOut", "Cancelled" )
|
||||
@ -216,7 +225,6 @@ function TASK:New( Mission, SetGroupAssign, TaskName, TaskType, TaskBriefing )
|
||||
self:F( "New TASK " .. TaskName )
|
||||
|
||||
self.Processes = {}
|
||||
self.Fsm = {}
|
||||
|
||||
self.Mission = Mission
|
||||
self.CommandCenter = Mission:GetCommandCenter()
|
||||
@ -229,7 +237,6 @@ function TASK:New( Mission, SetGroupAssign, TaskName, TaskType, TaskBriefing )
|
||||
|
||||
self:SetBriefing( TaskBriefing )
|
||||
|
||||
self.FsmTemplate = self.FsmTemplate or FSM_PROCESS:New()
|
||||
|
||||
self.TaskInfo = TASKINFO:New( self )
|
||||
|
||||
@ -246,7 +253,8 @@ function TASK:GetUnitProcess( TaskUnit )
|
||||
if TaskUnit then
|
||||
return self:GetStateMachine( TaskUnit )
|
||||
else
|
||||
return self.FsmTemplate
|
||||
self.FsmTemplate = self.FsmTemplate or FSM_PROCESS:New()
|
||||
return self.FsmTemplate
|
||||
end
|
||||
end
|
||||
|
||||
@ -295,34 +303,61 @@ function TASK:JoinUnit( PlayerUnit, PlayerGroup )
|
||||
return PlayerUnitAdded
|
||||
end
|
||||
|
||||
--- Abort a PlayerUnit from a Task.
|
||||
-- If the Unit was not part of the Task, false is returned.
|
||||
-- If the Unit is part of the Task, true is returned.
|
||||
--- A group rejecting a planned task.
|
||||
-- @param #TASK self
|
||||
-- @param Wrapper.Unit#UNIT PlayerUnit The CLIENT or UNIT of the Player aborting the Task.
|
||||
-- @param Wrapper.Group#GROUP PlayerGroup The group rejecting the task.
|
||||
-- @return #TASK
|
||||
function TASK:AbortGroup( PlayerGroup )
|
||||
self:F( { PlayerGroup = PlayerGroup } )
|
||||
function TASK:RejectGroup( PlayerGroup )
|
||||
|
||||
local PlayerGroups = self:GetGroups()
|
||||
|
||||
-- Is the PlayerGroup part of the PlayerGroups?
|
||||
if PlayerGroups:IsIncludeObject( PlayerGroup ) then
|
||||
|
||||
-- Check if the PlayerGroup is already assigned to the Task. If yes, the PlayerGroup is aborted from the Task.
|
||||
-- Check if the PlayerGroup is already assigned or is planned to be assigned to the Task.
|
||||
-- If yes, the PlayerGroup is aborted from the Task.
|
||||
-- If the PlayerUnit was the last unit of the PlayerGroup, the menu needs to be removed from the Group.
|
||||
if self:IsStateAssigned() then
|
||||
if self:IsStatePlanned() then
|
||||
|
||||
local IsGroupAssigned = self:IsGroupAssigned( PlayerGroup )
|
||||
if IsGroupAssigned then
|
||||
local PlayerName = PlayerGroup:GetUnit(1):GetPlayerName()
|
||||
self:GetMission():GetCommandCenter():MessageToGroup( "Task " .. self:GetName() .. " has been rejected! We will select another task.", PlayerGroup )
|
||||
self:UnAssignFromGroup( PlayerGroup )
|
||||
|
||||
self:PlayerRejected( PlayerGroup:GetUnit(1) )
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- A group aborting the task.
|
||||
-- @param #TASK self
|
||||
-- @param Wrapper.Group#GROUP PlayerGroup The group aborting the task.
|
||||
-- @return #TASK
|
||||
function TASK:AbortGroup( PlayerGroup )
|
||||
|
||||
local PlayerGroups = self:GetGroups()
|
||||
|
||||
-- Is the PlayerGroup part of the PlayerGroups?
|
||||
if PlayerGroups:IsIncludeObject( PlayerGroup ) then
|
||||
|
||||
-- Check if the PlayerGroup is already assigned or is planned to be assigned to the Task.
|
||||
-- If yes, the PlayerGroup is aborted from the Task.
|
||||
-- If the PlayerUnit was the last unit of the PlayerGroup, the menu needs to be removed from the Group.
|
||||
if self:IsStateAssigned() then
|
||||
|
||||
local IsGroupAssigned = self:IsGroupAssigned( PlayerGroup )
|
||||
self:F( { IsGroupAssigned = IsGroupAssigned } )
|
||||
if IsGroupAssigned then
|
||||
local PlayerName = PlayerGroup:GetUnit(1):GetPlayerName()
|
||||
--self:MessageToGroups( PlayerName .. " aborted Task " .. self:GetName() )
|
||||
self:UnAssignFromGroup( PlayerGroup )
|
||||
--self:Abort()
|
||||
|
||||
-- Now check if the task needs to go to hold...
|
||||
-- It will go to hold, if there are no players in the mission...
|
||||
|
||||
PlayerGroups:Flush( self )
|
||||
local IsRemaining = false
|
||||
for GroupName, AssignedGroup in pairs( PlayerGroups:GetSet() or {} ) do
|
||||
@ -347,11 +382,10 @@ function TASK:AbortGroup( PlayerGroup )
|
||||
return self
|
||||
end
|
||||
|
||||
--- A PlayerUnit crashed in a Task. Abort the Player.
|
||||
-- If the Unit was not part of the Task, false is returned.
|
||||
-- If the Unit is part of the Task, true is returned.
|
||||
|
||||
--- A group crashing and thus aborting from the task.
|
||||
-- @param #TASK self
|
||||
-- @param Wrapper.Unit#UNIT PlayerUnit The CLIENT or UNIT of the Player aborting the Task.
|
||||
-- @param Wrapper.Group#GROUP PlayerGroup The group aborting the task.
|
||||
-- @return #TASK
|
||||
function TASK:CrashGroup( PlayerGroup )
|
||||
self:F( { PlayerGroup = PlayerGroup } )
|
||||
@ -413,9 +447,29 @@ end
|
||||
-- @param #TASK self
|
||||
-- @return Core.Set#SET_GROUP
|
||||
function TASK:GetGroups()
|
||||
|
||||
return self.SetGroup
|
||||
end
|
||||
|
||||
|
||||
--- Gets the SET_GROUP assigned to the TASK.
|
||||
-- @param #TASK self
|
||||
-- @param Core.Set#SET_GROUP GroupSet
|
||||
-- @return Core.Set#SET_GROUP
|
||||
function TASK:AddGroups( GroupSet )
|
||||
|
||||
GroupSet = GroupSet or SET_GROUP:New()
|
||||
|
||||
self.SetGroup:ForEachGroup(
|
||||
--- @param Wrapper.Group#GROUP GroupSet
|
||||
function( GroupItem )
|
||||
GroupSet:Add( GroupItem:GetName(), GroupItem)
|
||||
end
|
||||
)
|
||||
|
||||
return GroupSet
|
||||
end
|
||||
|
||||
do -- Group Assignment
|
||||
|
||||
--- Returns if the @{Task} is assigned to the Group.
|
||||
@ -436,7 +490,7 @@ do -- Group Assignment
|
||||
end
|
||||
|
||||
|
||||
--- Set @{Group} assigned to the @{Task}.
|
||||
--- Set @{Wrapper.Group} assigned to the @{Task}.
|
||||
-- @param #TASK self
|
||||
-- @param Wrapper.Group#GROUP TaskGroup
|
||||
-- @return #TASK
|
||||
@ -466,7 +520,7 @@ do -- Group Assignment
|
||||
return self
|
||||
end
|
||||
|
||||
--- Clear the @{Group} assignment from the @{Task}.
|
||||
--- Clear the @{Wrapper.Group} assignment from the @{Task}.
|
||||
-- @param #TASK self
|
||||
-- @param Wrapper.Group#GROUP TaskGroup
|
||||
-- @return #TASK
|
||||
@ -500,7 +554,17 @@ end
|
||||
|
||||
do -- Group Assignment
|
||||
|
||||
--- Assign the @{Task} to a @{Group}.
|
||||
--- @param #TASK self
|
||||
-- @param Actions.Act_Assign#ACT_ASSIGN AcceptClass
|
||||
function TASK:SetAssignMethod( AcceptClass )
|
||||
|
||||
local ProcessTemplate = self:GetUnitProcess()
|
||||
|
||||
ProcessTemplate:SetProcess( "Planned", "Accept", AcceptClass ) -- Actions.Act_Assign#ACT_ASSIGN
|
||||
end
|
||||
|
||||
|
||||
--- Assign the @{Task} to a @{Wrapper.Group}.
|
||||
-- @param #TASK self
|
||||
-- @param Wrapper.Group#GROUP TaskGroup
|
||||
-- @return #TASK
|
||||
@ -535,7 +599,7 @@ do -- Group Assignment
|
||||
return self
|
||||
end
|
||||
|
||||
--- UnAssign the @{Task} from a @{Group}.
|
||||
--- UnAssign the @{Task} from a @{Wrapper.Group}.
|
||||
-- @param #TASK self
|
||||
-- @param Wrapper.Group#GROUP TaskGroup
|
||||
function TASK:UnAssignFromGroup( TaskGroup )
|
||||
@ -570,7 +634,7 @@ function TASK:HasGroup( FindGroup )
|
||||
|
||||
end
|
||||
|
||||
--- Assign the @{Task} to an alive @{Unit}.
|
||||
--- Assign the @{Task} to an alive @{Wrapper.Unit}.
|
||||
-- @param #TASK self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return #TASK self
|
||||
@ -589,7 +653,7 @@ function TASK:AssignToUnit( TaskUnit )
|
||||
return self
|
||||
end
|
||||
|
||||
--- UnAssign the @{Task} from an alive @{Unit}.
|
||||
--- UnAssign the @{Task} from an alive @{Wrapper.Unit}.
|
||||
-- @param #TASK self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return #TASK self
|
||||
@ -597,7 +661,9 @@ function TASK:UnAssignFromUnit( TaskUnit )
|
||||
self:F( TaskUnit:GetName() )
|
||||
|
||||
self:RemoveStateMachine( TaskUnit )
|
||||
|
||||
|
||||
-- If a Task Control Menu had been set, then this will be removed.
|
||||
self:RemoveTaskControlMenu( TaskUnit )
|
||||
return self
|
||||
end
|
||||
|
||||
@ -612,7 +678,7 @@ function TASK:SetTimeOut ( Timer )
|
||||
return self
|
||||
end
|
||||
|
||||
--- Send a message of the @{Task} to the assigned @{Group}s.
|
||||
--- Send a message of the @{Task} to the assigned @{Wrapper.Group}s.
|
||||
-- @param #TASK self
|
||||
function TASK:MessageToGroups( Message )
|
||||
self:F( { Message = Message } )
|
||||
@ -620,35 +686,40 @@ function TASK:MessageToGroups( Message )
|
||||
local Mission = self:GetMission()
|
||||
local CC = Mission:GetCommandCenter()
|
||||
|
||||
for TaskGroupName, TaskGroup in pairs( self.SetGroup:GetAliveSet() ) do
|
||||
local TaskGroup = TaskGroup -- Wrapper.Group#GROUP
|
||||
CC:MessageToGroup( Message, TaskGroup, TaskGroup:GetName() )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Send the briefng message of the @{Task} to the assigned @{Group}s.
|
||||
-- @param #TASK self
|
||||
function TASK:SendBriefingToAssignedGroups()
|
||||
self:F2()
|
||||
|
||||
for TaskGroupName, TaskGroup in pairs( self.SetGroup:GetAliveSet() ) do
|
||||
|
||||
if self:IsGroupAssigned( TaskGroup ) then
|
||||
TaskGroup:Message( self.TaskBriefing, 60 )
|
||||
for TaskGroupName, TaskGroup in pairs( self.SetGroup:GetSet() ) do
|
||||
TaskGroup = TaskGroup -- Wrapper.Group#GROUP
|
||||
if TaskGroup:IsAlive() == true then
|
||||
CC:MessageToGroup( Message, TaskGroup, TaskGroup:GetName() )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- UnAssign the @{Task} from the @{Group}s.
|
||||
--- Send the briefng message of the @{Task} to the assigned @{Wrapper.Group}s.
|
||||
-- @param #TASK self
|
||||
function TASK:SendBriefingToAssignedGroups()
|
||||
self:F2()
|
||||
|
||||
for TaskGroupName, TaskGroup in pairs( self.SetGroup:GetSet() ) do
|
||||
if TaskGroup:IsAlive() then
|
||||
if self:IsGroupAssigned( TaskGroup ) then
|
||||
TaskGroup:Message( self.TaskBriefing, 60 )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- UnAssign the @{Task} from the @{Wrapper.Group}s.
|
||||
-- @param #TASK self
|
||||
function TASK:UnAssignFromGroups()
|
||||
self:F2()
|
||||
|
||||
for TaskGroupName, TaskGroup in pairs( self.SetGroup:GetAliveSet() ) do
|
||||
if self:IsGroupAssigned(TaskGroup) then
|
||||
self:UnAssignFromGroup( TaskGroup )
|
||||
for TaskGroupName, TaskGroup in pairs( self.SetGroup:GetSet() ) do
|
||||
if TaskGroup:IsAlive() == true then
|
||||
if self:IsGroupAssigned(TaskGroup) then
|
||||
self:UnAssignFromGroup( TaskGroup )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
@ -661,13 +732,15 @@ end
|
||||
function TASK:HasAliveUnits()
|
||||
self:F()
|
||||
|
||||
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetAliveSet() ) do
|
||||
if self:IsStateAssigned() then
|
||||
if self:IsGroupAssigned( TaskGroup ) then
|
||||
for TaskUnitID, TaskUnit in pairs( TaskGroup:GetUnits() ) do
|
||||
if TaskUnit:IsAlive() then
|
||||
self:T( { HasAliveUnits = true } )
|
||||
return true
|
||||
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
|
||||
if TaskGroup:IsAlive() == true then
|
||||
if self:IsStateAssigned() then
|
||||
if self:IsGroupAssigned( TaskGroup ) then
|
||||
for TaskUnitID, TaskUnit in pairs( TaskGroup:GetUnits() ) do
|
||||
if TaskUnit:IsAlive() then
|
||||
self:T( { HasAliveUnits = true } )
|
||||
return true
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
@ -686,7 +759,8 @@ function TASK:SetMenu( MenuTime ) --R2.1 Mission Reports and Task Reports added.
|
||||
self:F( { self:GetName(), MenuTime } )
|
||||
|
||||
--self.SetGroup:Flush()
|
||||
for TaskGroupID, TaskGroupData in pairs( self.SetGroup:GetAliveSet() ) do
|
||||
--for TaskGroupID, TaskGroupData in pairs( self.SetGroup:GetAliveSet() ) do
|
||||
for TaskGroupID, TaskGroupData in pairs( self.SetGroup:GetSet() ) do
|
||||
local TaskGroup = TaskGroupData -- Wrapper.Group#GROUP
|
||||
if TaskGroup:IsAlive() == true and TaskGroup:GetPlayerNames() then
|
||||
|
||||
@ -729,21 +803,14 @@ function TASK:SetPlannedMenuForGroup( TaskGroup, MenuTime )
|
||||
|
||||
local Mission = self:GetMission()
|
||||
local MissionName = Mission:GetName()
|
||||
local CommandCenter = Mission:GetCommandCenter()
|
||||
local CommandCenterMenu = CommandCenter:GetMenu()
|
||||
local MissionMenu = Mission:GetMenu( TaskGroup )
|
||||
|
||||
local TaskType = self:GetType()
|
||||
local TaskPlayerCount = self:GetPlayerCount()
|
||||
local TaskPlayerString = string.format( " (%dp)", TaskPlayerCount )
|
||||
-- local TaskText = string.format( "%s%s", self:GetName(), TaskPlayerString ) --, TaskThreatLevelString )
|
||||
local TaskText = string.format( "%s", self:GetName() )
|
||||
local TaskName = string.format( "%s", self:GetName() )
|
||||
|
||||
local MissionMenu = Mission:GetMenu( TaskGroup )
|
||||
--local MissionMenu = MENU_GROUP:New( TaskGroup, MissionName, CommandCenterMenu ):SetTime( MenuTime )
|
||||
|
||||
--local MissionMenu = Mission:GetMenu( TaskGroup )
|
||||
|
||||
self.MenuPlanned = self.MenuPlanned or {}
|
||||
self.MenuPlanned[TaskGroup] = MENU_GROUP_DELAYED:New( TaskGroup, "Join Planned Task", MissionMenu, Mission.MenuReportTasksPerStatus, Mission, TaskGroup, "Planned" ):SetTime( MenuTime ):SetTag( "Tasking" )
|
||||
local TaskTypeMenu = MENU_GROUP_DELAYED:New( TaskGroup, TaskType, self.MenuPlanned[TaskGroup] ):SetTime( MenuTime ):SetTag( "Tasking" )
|
||||
@ -768,26 +835,24 @@ end
|
||||
function TASK:SetAssignedMenuForGroup( TaskGroup, MenuTime )
|
||||
self:F( { TaskGroup:GetName(), MenuTime } )
|
||||
|
||||
local Mission = self:GetMission()
|
||||
local MissionName = Mission:GetName()
|
||||
local CommandCenter = Mission:GetCommandCenter()
|
||||
local CommandCenterMenu = CommandCenter:GetMenu()
|
||||
|
||||
local TaskType = self:GetType()
|
||||
local TaskPlayerCount = self:GetPlayerCount()
|
||||
local TaskPlayerString = string.format( " (%dp)", TaskPlayerCount )
|
||||
local TaskText = string.format( "%s%s", self:GetName(), TaskPlayerString ) --, TaskThreatLevelString )
|
||||
local TaskName = string.format( "%s", self:GetName() )
|
||||
|
||||
local MissionMenu = Mission:GetMenu( TaskGroup )
|
||||
-- local MissionMenu = MENU_GROUP:New( TaskGroup, MissionName, CommandCenterMenu ):SetTime( MenuTime )
|
||||
-- local MissionMenu = Mission:GetMenu( TaskGroup )
|
||||
|
||||
self.MenuAssigned = self.MenuAssigned or {}
|
||||
self.MenuAssigned[TaskGroup] = MENU_GROUP_DELAYED:New( TaskGroup, string.format( "Assigned Task %s", TaskName ), MissionMenu ):SetTime( MenuTime ):SetTag( "Tasking" )
|
||||
local TaskMenu = MENU_GROUP_COMMAND_DELAYED:New( TaskGroup, string.format( "Abort Task" ), self.MenuAssigned[TaskGroup], self.MenuTaskAbort, self, TaskGroup ):SetTime( MenuTime ):SetTag( "Tasking" )
|
||||
local MarkMenu = MENU_GROUP_COMMAND_DELAYED:New( TaskGroup, string.format( "Mark Task Location on Map" ), self.MenuAssigned[TaskGroup], self.MenuMarkToGroup, self, TaskGroup ):SetTime( MenuTime ):SetTag( "Tasking" )
|
||||
local TaskTypeMenu = MENU_GROUP_COMMAND_DELAYED:New( TaskGroup, string.format( "Report Task Details" ), self.MenuAssigned[TaskGroup], self.MenuTaskStatus, self, TaskGroup ):SetTime( MenuTime ):SetTag( "Tasking" )
|
||||
for UnitName, TaskUnit in pairs( TaskGroup:GetPlayerUnits() ) do
|
||||
local TaskUnit = TaskUnit -- Wrapper.Unit#UNIT
|
||||
if TaskUnit then
|
||||
local MenuControl = self:GetTaskControlMenu( TaskUnit )
|
||||
local TaskControl = MENU_GROUP:New( TaskGroup, "Control Task", MenuControl ):SetTime( MenuTime ):SetTag( "Tasking" )
|
||||
if self:IsStateAssigned() then
|
||||
local TaskMenu = MENU_GROUP_COMMAND:New( TaskGroup, string.format( "Abort Task" ), TaskControl, self.MenuTaskAbort, self, TaskGroup ):SetTime( MenuTime ):SetTag( "Tasking" )
|
||||
end
|
||||
local MarkMenu = MENU_GROUP_COMMAND:New( TaskGroup, string.format( "Mark Task Location on Map" ), TaskControl, self.MenuMarkToGroup, self, TaskGroup ):SetTime( MenuTime ):SetTag( "Tasking" )
|
||||
local TaskTypeMenu = MENU_GROUP_COMMAND:New( TaskGroup, string.format( "Report Task Details" ), TaskControl, self.MenuTaskStatus, self, TaskGroup ):SetTime( MenuTime ):SetTag( "Tasking" )
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
@ -799,16 +864,18 @@ end
|
||||
function TASK:RemoveMenu( MenuTime )
|
||||
self:F( { self:GetName(), MenuTime } )
|
||||
|
||||
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetAliveSet() ) do
|
||||
local TaskGroup = TaskGroup -- Wrapper.Group#GROUP
|
||||
if TaskGroup:IsAlive() == true and TaskGroup:GetPlayerNames() then
|
||||
self:RefreshMenus( TaskGroup, MenuTime )
|
||||
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
|
||||
if TaskGroup:IsAlive() == true then
|
||||
local TaskGroup = TaskGroup -- Wrapper.Group#GROUP
|
||||
if TaskGroup:IsAlive() == true and TaskGroup:GetPlayerNames() then
|
||||
self:RefreshMenus( TaskGroup, MenuTime )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Remove the menu option of the @{Task} for a @{Group}.
|
||||
--- Remove the menu option of the @{Task} for a @{Wrapper.Group}.
|
||||
-- @param #TASK self
|
||||
-- @param Wrapper.Group#GROUP TaskGroup
|
||||
-- @param #number MenuTime
|
||||
@ -818,9 +885,6 @@ function TASK:RefreshMenus( TaskGroup, MenuTime )
|
||||
|
||||
local Mission = self:GetMission()
|
||||
local MissionName = Mission:GetName()
|
||||
local CommandCenter = Mission:GetCommandCenter()
|
||||
local CommandCenterMenu = CommandCenter:GetMenu()
|
||||
|
||||
local MissionMenu = Mission:GetMenu( TaskGroup )
|
||||
|
||||
local TaskName = self:GetName()
|
||||
@ -842,7 +906,7 @@ function TASK:RefreshMenus( TaskGroup, MenuTime )
|
||||
|
||||
end
|
||||
|
||||
--- Remove the assigned menu option of the @{Task} for a @{Group}.
|
||||
--- Remove the assigned menu option of the @{Task} for a @{Wrapper.Group}.
|
||||
-- @param #TASK self
|
||||
-- @param Wrapper.Group#GROUP TaskGroup
|
||||
-- @param #number MenuTime
|
||||
@ -852,7 +916,6 @@ function TASK:RemoveAssignedMenuForGroup( TaskGroup )
|
||||
|
||||
local Mission = self:GetMission()
|
||||
local MissionName = Mission:GetName()
|
||||
|
||||
local MissionMenu = Mission:GetMenu( TaskGroup )
|
||||
|
||||
if MissionMenu then
|
||||
@ -939,7 +1002,7 @@ end
|
||||
|
||||
|
||||
-- TODO: Obscolete?
|
||||
--- Fail processes from @{Task} with key @{Unit}
|
||||
--- Fail processes from @{Task} with key @{Wrapper.Unit}
|
||||
-- @param #TASK self
|
||||
-- @param #string TaskUnitName
|
||||
-- @return #TASK self
|
||||
@ -951,7 +1014,7 @@ function TASK:FailProcesses( TaskUnitName )
|
||||
end
|
||||
end
|
||||
|
||||
--- Add a FiniteStateMachine to @{Task} with key Task@{Unit}
|
||||
--- Add a FiniteStateMachine to @{Task} with key Task@{Wrapper.Unit}
|
||||
-- @param #TASK self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Core.Fsm#FSM_PROCESS Fsm
|
||||
@ -964,7 +1027,7 @@ function TASK:SetStateMachine( TaskUnit, Fsm )
|
||||
return Fsm
|
||||
end
|
||||
|
||||
--- Gets the FiniteStateMachine of @{Task} with key Task@{Unit}
|
||||
--- Gets the FiniteStateMachine of @{Task} with key Task@{Wrapper.Unit}
|
||||
-- @param #TASK self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return Core.Fsm#FSM_PROCESS
|
||||
@ -974,7 +1037,7 @@ function TASK:GetStateMachine( TaskUnit )
|
||||
return self.Fsm[TaskUnit]
|
||||
end
|
||||
|
||||
--- Remove FiniteStateMachines from @{Task} with key Task@{Unit}
|
||||
--- Remove FiniteStateMachines from @{Task} with key Task@{Wrapper.Unit}
|
||||
-- @param #TASK self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return #TASK self
|
||||
@ -998,7 +1061,7 @@ function TASK:RemoveStateMachine( TaskUnit )
|
||||
end
|
||||
|
||||
|
||||
--- Checks if there is a FiniteStateMachine assigned to Task@{Unit} for @{Task}
|
||||
--- Checks if there is a FiniteStateMachine assigned to Task@{Wrapper.Unit} for @{Task}
|
||||
-- @param #TASK self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return #TASK self
|
||||
@ -1210,12 +1273,16 @@ function TASK:onenterAssigned( From, Event, To, PlayerUnit, PlayerName )
|
||||
|
||||
--- This test is required, because the state transition will be fired also when the state does not change in case of an event.
|
||||
if From ~= "Assigned" then
|
||||
self:F( { From, Event, To, PlayerUnit:GetName(), PlayerName } )
|
||||
|
||||
self:GetMission():GetCommandCenter():MessageToCoalition( "Task " .. self:GetName() .. " is assigned." )
|
||||
|
||||
local PlayerNames = self:GetPlayerNames()
|
||||
local PlayerText = REPORT:New()
|
||||
for PlayerName, TaskName in pairs( PlayerNames ) do
|
||||
PlayerText:Add( PlayerName )
|
||||
end
|
||||
|
||||
self:GetMission():GetCommandCenter():MessageToCoalition( "Task " .. self:GetName() .. " is assigned to players " .. PlayerText:Text(",") .. ". Good Luck!" )
|
||||
|
||||
-- Set the total Progress to be achieved.
|
||||
|
||||
self:SetGoalTotal() -- Polymorphic to set the initial goal total!
|
||||
|
||||
if self.Dispatcher then
|
||||
@ -1231,7 +1298,7 @@ function TASK:onenterAssigned( From, Event, To, PlayerUnit, PlayerName )
|
||||
self:SetMenu()
|
||||
|
||||
self:F( { "--> Task Assigned", TaskName = self:GetName(), Mission = self:GetMission():GetName() } )
|
||||
self:F( { "--> Task Player Names", PlayerNames = self:GetPlayerNames() } )
|
||||
self:F( { "--> Task Player Names", PlayerNames = PlayerNames } )
|
||||
|
||||
end
|
||||
end
|
||||
@ -1273,6 +1340,7 @@ function TASK:onenterAborted( From, Event, To )
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- FSM function for a TASK
|
||||
-- @param #TASK self
|
||||
-- @param #string From
|
||||
@ -1441,11 +1509,13 @@ function TASK:GetPlayerCount() --R2.1 Get a count of the players.
|
||||
local PlayerCount = 0
|
||||
|
||||
-- Loop each Unit active in the Task, and find Player Names.
|
||||
for TaskGroupID, PlayerGroup in pairs( self:GetGroups():GetAliveSet() ) do
|
||||
for TaskGroupID, PlayerGroup in pairs( self:GetGroups():GetSet() ) do
|
||||
local PlayerGroup = PlayerGroup -- Wrapper.Group#GROUP
|
||||
if self:IsGroupAssigned( PlayerGroup ) then
|
||||
local PlayerNames = PlayerGroup:GetPlayerNames()
|
||||
PlayerCount = PlayerCount + #PlayerNames
|
||||
if PlayerGroup:IsAlive() == true then
|
||||
if self:IsGroupAssigned( PlayerGroup ) then
|
||||
local PlayerNames = PlayerGroup:GetPlayerNames()
|
||||
PlayerCount = PlayerCount + #PlayerNames
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
@ -1461,12 +1531,14 @@ function TASK:GetPlayerNames() --R2.1 Get a map of the players.
|
||||
local PlayerNameMap = {}
|
||||
|
||||
-- Loop each Unit active in the Task, and find Player Names.
|
||||
for TaskGroupID, PlayerGroup in pairs( self:GetGroups():GetAliveSet() ) do
|
||||
for TaskGroupID, PlayerGroup in pairs( self:GetGroups():GetSet() ) do
|
||||
local PlayerGroup = PlayerGroup -- Wrapper.Group#GROUP
|
||||
if self:IsGroupAssigned( PlayerGroup ) then
|
||||
local PlayerNames = PlayerGroup:GetPlayerNames()
|
||||
for PlayerNameID, PlayerName in pairs( PlayerNames ) do
|
||||
PlayerNameMap[PlayerName] = PlayerGroup
|
||||
if PlayerGroup:IsAlive() == true then
|
||||
if self:IsGroupAssigned( PlayerGroup ) then
|
||||
local PlayerNames = PlayerGroup:GetPlayerNames()
|
||||
for PlayerNameID, PlayerName in pairs( PlayerNames ) do
|
||||
PlayerNameMap[PlayerName] = PlayerGroup
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
@ -1499,7 +1571,7 @@ function TASK:ReportDetails( ReportGroup )
|
||||
|
||||
local PlayerReport = REPORT:New()
|
||||
for PlayerName, PlayerGroup in pairs( PlayerNames ) do
|
||||
PlayerReport:Add( "Group " .. PlayerGroup:GetCallsign() .. ": " .. PlayerName )
|
||||
PlayerReport:Add( "Players group " .. PlayerGroup:GetCallsign() .. ": " .. PlayerName )
|
||||
end
|
||||
local Players = PlayerReport:Text()
|
||||
|
||||
@ -1595,3 +1667,65 @@ do -- Additional Task Scoring and Task Progress
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
do -- Task Control Menu
|
||||
|
||||
-- The Task Control Menu is a menu attached to the task at the main menu to quickly be able to do actions in the task.
|
||||
-- The Task Control Menu can only be shown when the task is assigned to the player.
|
||||
-- The Task Control Menu is linked to the process executing the task, so no task menu can be set to the main static task definition.
|
||||
|
||||
--- Init Task Control Menu
|
||||
-- @param #TASK self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit The @{Wrapper.Unit} that contains a player.
|
||||
-- @return Task Control Menu Refresh ID
|
||||
function TASK:InitTaskControlMenu( TaskUnit )
|
||||
|
||||
self.TaskControlMenuTime = timer.getTime()
|
||||
|
||||
return self.TaskControlMenuTime
|
||||
end
|
||||
|
||||
--- Get Task Control Menu
|
||||
-- @param #TASK self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit The @{Wrapper.Unit} that contains a player.
|
||||
-- @return Core.Menu#MENU_GROUP TaskControlMenu The Task Control Menu
|
||||
function TASK:GetTaskControlMenu( TaskUnit, TaskName )
|
||||
|
||||
TaskName = TaskName or ""
|
||||
|
||||
local TaskGroup = TaskUnit:GetGroup()
|
||||
local TaskPlayerCount = TaskGroup:GetPlayerCount()
|
||||
|
||||
if TaskPlayerCount <= 1 then
|
||||
self.TaskControlMenu = MENU_GROUP:New( TaskUnit:GetGroup(), "Task " .. self:GetName() .. " control" ):SetTime( self.TaskControlMenuTime )
|
||||
else
|
||||
self.TaskControlMenu = MENU_GROUP:New( TaskUnit:GetGroup(), "Task " .. self:GetName() .. " control for " .. TaskUnit:GetPlayerName() ):SetTime( self.TaskControlMenuTime )
|
||||
end
|
||||
|
||||
return self.TaskControlMenu
|
||||
end
|
||||
|
||||
--- Remove Task Control Menu
|
||||
-- @param #TASK self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit The @{Wrapper.Unit} that contains a player.
|
||||
function TASK:RemoveTaskControlMenu( TaskUnit )
|
||||
|
||||
if self.TaskControlMenu then
|
||||
self.TaskControlMenu:Remove()
|
||||
self.TaskControlMenu = nil
|
||||
end
|
||||
end
|
||||
|
||||
--- Refresh Task Control Menu
|
||||
-- @param #TASK self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit The @{Wrapper.Unit} that contains a player.
|
||||
-- @param MenuTime The refresh time that was used to refresh the Task Control Menu items.
|
||||
-- @param MenuTag The tag.
|
||||
function TASK:RefreshTaskControlMenu( TaskUnit, MenuTime, MenuTag )
|
||||
|
||||
if self.TaskControlMenu then
|
||||
self.TaskControlMenu:Remove( MenuTime, MenuTag )
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
@ -8,13 +8,14 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module TaskInfo
|
||||
-- @module Tasking.TaskInfo
|
||||
-- @image MOOSE.JPG
|
||||
|
||||
--- @type TASKINFO
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
---
|
||||
-- # TASKINFO class, extends @{Base#BASE}
|
||||
-- # TASKINFO class, extends @{Core.Base#BASE}
|
||||
--
|
||||
-- ## The TASKINFO class implements the methods to contain information and display information of a task.
|
||||
--
|
||||
@ -249,17 +250,15 @@ end
|
||||
function TASKINFO:AddCargoSet( SetCargo, Order, Detail, Keep )
|
||||
|
||||
local CargoReport = REPORT:New()
|
||||
CargoReport:Add( "" )
|
||||
SetCargo:ForEachCargo(
|
||||
--- @param Core.Cargo#CARGO Cargo
|
||||
--- @param Cargo.Cargo#CARGO Cargo
|
||||
function( Cargo )
|
||||
local CargoType = Cargo:GetType()
|
||||
local CargoName = Cargo:GetName()
|
||||
local CargoCoordinate = Cargo:GetCoordinate()
|
||||
CargoReport:Add( string.format( '"%s" (%s) at %s', CargoName, CargoType, CargoCoordinate:ToStringMGRS() ) )
|
||||
CargoReport:Add( string.format( ' - %s (%s) %s - status %s ', Cargo:GetName(), Cargo:GetType(), Cargo:GetTransportationMethod(), Cargo:GetCurrentState() ) )
|
||||
end
|
||||
)
|
||||
|
||||
self:AddInfo( "CargoSet", CargoReport:Text(), Order, Detail, Keep )
|
||||
self:AddInfo( "Cargo", CargoReport:Text(), Order, Detail, Keep )
|
||||
|
||||
return self
|
||||
end
|
||||
@ -319,7 +318,7 @@ function TASKINFO:Report( Report, Detail, ReportGroup )
|
||||
local Coordinate = Data.Data -- Core.Point#COORDINATE
|
||||
Text = Coordinate:ToStringWind( ReportGroup:GetUnit(1), nil, self )
|
||||
end
|
||||
if Key == "CargoSet" then
|
||||
if Key == "Cargo" then
|
||||
local DataText = Data.Data -- #string
|
||||
Text = DataText
|
||||
end
|
||||
|
||||
@ -8,7 +8,8 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module TaskZoneCapture
|
||||
-- @module Tasking.TaskZoneCapture
|
||||
-- @image MOOSE.JPG
|
||||
|
||||
do -- TASK_ZONE_GOAL
|
||||
|
||||
@ -17,14 +18,14 @@ do -- TASK_ZONE_GOAL
|
||||
-- @field Core.ZoneGoal#ZONE_GOAL ZoneGoal
|
||||
-- @extends Tasking.Task#TASK
|
||||
|
||||
--- # TASK_ZONE_GOAL class, extends @{Task#TASK}
|
||||
--- # TASK_ZONE_GOAL class, extends @{Tasking.Task#TASK}
|
||||
--
|
||||
-- The TASK_ZONE_GOAL class defines the task to protect or capture a protection zone.
|
||||
-- The TASK_ZONE_GOAL is implemented using a @{Fsm#FSM_TASK}, and has the following statuses:
|
||||
-- The TASK_ZONE_GOAL is implemented using a @{Core.Fsm#FSM_TASK}, and has the following statuses:
|
||||
--
|
||||
-- * **None**: Start of the process
|
||||
-- * **Planned**: The A2G task is planned.
|
||||
-- * **Assigned**: The A2G task is assigned to a @{Group#GROUP}.
|
||||
-- * **Assigned**: The A2G task is assigned to a @{Wrapper.Group#GROUP}.
|
||||
-- * **Success**: The A2G task is successfully completed.
|
||||
-- * **Failed**: The A2G task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
|
||||
--
|
||||
@ -44,7 +45,7 @@ do -- TASK_ZONE_GOAL
|
||||
--- Instantiates a new TASK_ZONE_GOAL.
|
||||
-- @param #TASK_ZONE_GOAL self
|
||||
-- @param Tasking.Mission#MISSION Mission
|
||||
-- @param Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
|
||||
-- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
|
||||
-- @param #string TaskName The name of the Task.
|
||||
-- @param Core.ZoneGoal#ZONE_GOAL ZoneGoal
|
||||
-- @return #TASK_ZONE_GOAL self
|
||||
@ -166,12 +167,12 @@ do -- TASK_ZONE_CAPTURE
|
||||
-- @field Core.ZoneGoalCoalition#ZONE_GOAL_COALITION ZoneGoal
|
||||
-- @extends #TASK_ZONE_GOAL
|
||||
|
||||
--- # TASK_ZONE_CAPTURE class, extends @{TaskZoneGoal#TASK_ZONE_GOAL}
|
||||
--- # TASK_ZONE_CAPTURE class, extends @{Tasking.TaskZoneGoal#TASK_ZONE_GOAL}
|
||||
--
|
||||
-- The TASK_ZONE_CAPTURE class defines an Suppression or Extermination of Air Defenses task for a human player to be executed.
|
||||
-- These tasks are important to be executed as they will help to achieve air superiority at the vicinity.
|
||||
--
|
||||
-- The TASK_ZONE_CAPTURE is used by the @{Task_A2G_Dispatcher#TASK_A2G_DISPATCHER} to automatically create SEAD tasks
|
||||
-- The TASK_ZONE_CAPTURE is used by the @{Tasking.Task_A2G_Dispatcher#TASK_A2G_DISPATCHER} to automatically create SEAD tasks
|
||||
-- based on detected enemy ground targets.
|
||||
--
|
||||
-- @field #TASK_ZONE_CAPTURE
|
||||
|
||||
@ -8,24 +8,23 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Task_A2A
|
||||
-- @module Tasking.Tasking.Task_A2A
|
||||
-- @image MOOSE.JPG
|
||||
|
||||
do -- TASK_A2A
|
||||
|
||||
--- The TASK_A2A class
|
||||
-- @type TASK_A2A
|
||||
-- @field Set#SET_UNIT TargetSetUnit
|
||||
-- @field Core.Set#SET_UNIT TargetSetUnit
|
||||
-- @extends Tasking.Task#TASK
|
||||
|
||||
--- # TASK_A2A class, extends @{Task#TASK}
|
||||
--
|
||||
-- The TASK_A2A class defines Air To Air tasks for a @{Set} of Target Units,
|
||||
-- based on the tasking capabilities defined in @{Task#TASK}.
|
||||
-- The TASK_A2A is implemented using a @{Fsm#FSM_TASK}, and has the following statuses:
|
||||
--- Defines Air To Air tasks for a @{Set} of Target Units,
|
||||
-- based on the tasking capabilities defined in @{Tasking.Task#TASK}.
|
||||
-- The TASK_A2A is implemented using a @{Core.Fsm#FSM_TASK}, and has the following statuses:
|
||||
--
|
||||
-- * **None**: Start of the process
|
||||
-- * **Planned**: The A2A task is planned.
|
||||
-- * **Assigned**: The A2A task is assigned to a @{Group#GROUP}.
|
||||
-- * **Assigned**: The A2A task is assigned to a @{Wrapper.Group#GROUP}.
|
||||
-- * **Success**: The A2A task is successfully completed.
|
||||
-- * **Failed**: The A2A task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
|
||||
--
|
||||
@ -45,9 +44,9 @@ do -- TASK_A2A
|
||||
--- Instantiates a new TASK_A2A.
|
||||
-- @param #TASK_A2A self
|
||||
-- @param Tasking.Mission#MISSION Mission
|
||||
-- @param Set#SET_GROUP SetAttack The set of groups for which the Task can be assigned.
|
||||
-- @param Core.Set#SET_GROUP SetAttack The set of groups for which the Task can be assigned.
|
||||
-- @param #string TaskName The name of the Task.
|
||||
-- @param Set#SET_UNIT UnitSetTargets
|
||||
-- @param Core.Set#SET_UNIT UnitSetTargets
|
||||
-- @param #number TargetDistance The distance to Target when the Player is considered to have "arrived" at the engagement range.
|
||||
-- @param Core.Zone#ZONE_BASE TargetZone The target zone, if known.
|
||||
-- If the TargetZone parameter is specified, the player will be routed to the center of the zone where all the targets are assumed to be.
|
||||
@ -62,8 +61,6 @@ do -- TASK_A2A
|
||||
local Fsm = self:GetUnitProcess()
|
||||
|
||||
|
||||
Fsm:AddProcess ( "Planned", "Accept", ACT_ASSIGN_ACCEPT:New( self.TaskBriefing ), { Assigned = "RouteToRendezVous", Rejected = "Reject" } )
|
||||
|
||||
Fsm:AddTransition( "Assigned", "RouteToRendezVous", "RoutingToRendezVous" )
|
||||
Fsm:AddProcess ( "RoutingToRendezVous", "RouteToRendezVousPoint", ACT_ROUTE_POINT:New(), { Arrived = "ArriveAtRendezVous" } )
|
||||
Fsm:AddProcess ( "RoutingToRendezVous", "RouteToRendezVousZone", ACT_ROUTE_ZONE:New(), { Arrived = "ArriveAtRendezVous" } )
|
||||
@ -84,6 +81,15 @@ do -- TASK_A2A
|
||||
Fsm:AddTransition( "Rejected", "Reject", "Aborted" )
|
||||
Fsm:AddTransition( "Failed", "Fail", "Failed" )
|
||||
|
||||
|
||||
---- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param #TASK_CARGO Task
|
||||
function Fsm:OnLeaveAssigned( TaskUnit, Task )
|
||||
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
||||
|
||||
self:SelectAction()
|
||||
end
|
||||
|
||||
--- Test
|
||||
-- @param #FSM_PROCESS self
|
||||
@ -352,18 +358,16 @@ do -- TASK_A2A_INTERCEPT
|
||||
|
||||
--- The TASK_A2A_INTERCEPT class
|
||||
-- @type TASK_A2A_INTERCEPT
|
||||
-- @field Set#SET_UNIT TargetSetUnit
|
||||
-- @field Core.Set#SET_UNIT TargetSetUnit
|
||||
-- @extends Tasking.Task#TASK
|
||||
|
||||
--- # TASK_A2A_INTERCEPT class, extends @{Task_A2A#TASK_A2A}
|
||||
--
|
||||
-- The TASK_A2A_INTERCEPT class defines an intercept task for a human player to be executed.
|
||||
--- Defines an intercept task for a human player to be executed.
|
||||
-- When enemy planes need to be intercepted by human players, use this task type to urgen the players to get out there!
|
||||
--
|
||||
-- The TASK_A2A_INTERCEPT is used by the @{Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create intercept tasks
|
||||
-- The TASK_A2A_INTERCEPT is used by the @{Tasking.Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create intercept tasks
|
||||
-- based on detected airborne enemy targets intruding friendly airspace.
|
||||
--
|
||||
-- The task is defined for a @{Mission#MISSION}, where a friendly @{Set#SET_GROUP} consisting of GROUPs with one human players each, is intercepting the targets.
|
||||
-- The task is defined for a @{Tasking.Mission#MISSION}, where a friendly @{Core.Set#SET_GROUP} consisting of GROUPs with one human players each, is intercepting the targets.
|
||||
-- The task is given a name and a briefing, that is used in the menu structure and in the reporting.
|
||||
--
|
||||
-- @field #TASK_A2A_INTERCEPT
|
||||
@ -451,20 +455,18 @@ do -- TASK_A2A_SWEEP
|
||||
|
||||
--- The TASK_A2A_SWEEP class
|
||||
-- @type TASK_A2A_SWEEP
|
||||
-- @field Set#SET_UNIT TargetSetUnit
|
||||
-- @field Core.Set#SET_UNIT TargetSetUnit
|
||||
-- @extends Tasking.Task#TASK
|
||||
|
||||
--- # TASK_A2A_SWEEP class, extends @{Task_A2A#TASK_A2A}
|
||||
--
|
||||
-- The TASK_A2A_SWEEP class defines a sweep task for a human player to be executed.
|
||||
--- Defines a sweep task for a human player to be executed.
|
||||
-- A sweep task needs to be given when targets were detected but somehow the detection was lost.
|
||||
-- Most likely, these enemy planes are hidden in the mountains or are flying under radar.
|
||||
-- These enemy planes need to be sweeped by human players, and use this task type to urge the players to get out there and find those enemy fighters.
|
||||
--
|
||||
-- The TASK_A2A_SWEEP is used by the @{Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create sweep tasks
|
||||
-- The TASK_A2A_SWEEP is used by the @{Tasking.Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create sweep tasks
|
||||
-- based on detected airborne enemy targets intruding friendly airspace, for which the detection has been lost for more than 60 seconds.
|
||||
--
|
||||
-- The task is defined for a @{Mission#MISSION}, where a friendly @{Set#SET_GROUP} consisting of GROUPs with one human players each, is sweeping the targets.
|
||||
-- The task is defined for a @{Tasking.Mission#MISSION}, where a friendly @{Core.Set#SET_GROUP} consisting of GROUPs with one human players each, is sweeping the targets.
|
||||
-- The task is given a name and a briefing, that is used in the menu structure and in the reporting.
|
||||
--
|
||||
-- @field #TASK_A2A_SWEEP
|
||||
@ -562,18 +564,16 @@ do -- TASK_A2A_ENGAGE
|
||||
|
||||
--- The TASK_A2A_ENGAGE class
|
||||
-- @type TASK_A2A_ENGAGE
|
||||
-- @field Set#SET_UNIT TargetSetUnit
|
||||
-- @field Core.Set#SET_UNIT TargetSetUnit
|
||||
-- @extends Tasking.Task#TASK
|
||||
|
||||
--- # TASK_A2A_ENGAGE class, extends @{Task_A2A#TASK_A2A}
|
||||
--
|
||||
-- The TASK_A2A_ENGAGE class defines an engage task for a human player to be executed.
|
||||
--- Defines an engage task for a human player to be executed.
|
||||
-- When enemy planes are close to human players, use this task type is used urge the players to get out there!
|
||||
--
|
||||
-- The TASK_A2A_ENGAGE is used by the @{Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create engage tasks
|
||||
-- The TASK_A2A_ENGAGE is used by the @{Tasking.Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create engage tasks
|
||||
-- based on detected airborne enemy targets intruding friendly airspace.
|
||||
--
|
||||
-- The task is defined for a @{Mission#MISSION}, where a friendly @{Set#SET_GROUP} consisting of GROUPs with one human players each, is engaging the targets.
|
||||
-- The task is defined for a @{Tasking.Mission#MISSION}, where a friendly @{Core.Set#SET_GROUP} consisting of GROUPs with one human players each, is engaging the targets.
|
||||
-- The task is given a name and a briefing, that is used in the menu structure and in the reporting.
|
||||
--
|
||||
-- @field #TASK_A2A_ENGAGE
|
||||
|
||||
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Reference in New Issue
Block a user