Merge remote-tracking branch 'origin/master' into develop

# Conflicts:
#	Moose Development/Moose/AI/AI_A2A_Dispatcher.lua
#	Moose Development/Moose/AI/AI_A2G_Dispatcher.lua
#	Moose Development/Moose/AI/AI_CAP.lua
#	Moose Development/Moose/AI/AI_CAS.lua
#	Moose Development/Moose/AI/AI_Patrol.lua
#	Moose Development/Moose/Core/Base.lua
#	Moose Development/Moose/Core/Beacon.lua
#	Moose Development/Moose/Core/Database.lua
#	Moose Development/Moose/Core/Fsm.lua
#	Moose Development/Moose/Core/MarkerOps_Base.lua
#	Moose Development/Moose/Core/Menu.lua
#	Moose Development/Moose/Core/Message.lua
#	Moose Development/Moose/Core/Point.lua
#	Moose Development/Moose/Core/ScheduleDispatcher.lua
#	Moose Development/Moose/Core/Scheduler.lua
#	Moose Development/Moose/Core/Set.lua
#	Moose Development/Moose/Core/Spawn.lua
#	Moose Development/Moose/Core/Zone.lua
#	Moose Development/Moose/DCS.lua
#	Moose Development/Moose/Functional/Detection.lua
#	Moose Development/Moose/Functional/Mantis.lua
#	Moose Development/Moose/Functional/Range.lua
#	Moose Development/Moose/Functional/Scoring.lua
#	Moose Development/Moose/Functional/Sead.lua
#	Moose Development/Moose/Modules.lua
#	Moose Development/Moose/Ops/ATIS.lua
#	Moose Development/Moose/Ops/Airboss.lua
#	Moose Development/Moose/Sound/UserSound.lua
#	Moose Development/Moose/Utilities/Enums.lua
#	Moose Development/Moose/Utilities/FiFo.lua
#	Moose Development/Moose/Utilities/Profiler.lua
#	Moose Development/Moose/Utilities/Routines.lua
#	Moose Development/Moose/Utilities/STTS.lua
#	Moose Development/Moose/Utilities/Utils.lua
#	Moose Development/Moose/Wrapper/Airbase.lua
#	Moose Development/Moose/Wrapper/Controllable.lua
#	Moose Development/Moose/Wrapper/Group.lua
#	Moose Development/Moose/Wrapper/Marker.lua
#	Moose Development/Moose/Wrapper/Positionable.lua
#	Moose Development/Moose/Wrapper/Unit.lua
#	Moose Setup/Moose.files
This commit is contained in:
Applevangelist 2022-09-06 09:53:22 +02:00
parent bf3ee93c23
commit 8cceee49ea
59 changed files with 8939 additions and 9472 deletions

10
.vs/VSWorkspaceState.json Normal file
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@ -0,0 +1,10 @@
{
"ExpandedNodes": [
"",
"\\Moose Development",
"\\Moose Development\\Moose",
"\\Moose Development\\Moose\\Ops"
],
"SelectedNode": "\\Moose Development\\Moose\\Ops\\Airboss.lua",
"PreviewInSolutionExplorer": false
}

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# See https://github.com/Koihik/LuaFormatter
# Use '-- LuaFormatter off' and '-- LuaFormatter on' around code blocks to inhibit formatting
column_limit: 500
indent_width: 2
use_tab: false
continuation_indent_width: 2
keep_simple_control_block_one_line: false
keep_simple_function_one_line: false
align_args: true
break_after_functioncall_lp: false
break_before_functioncall_rp: false
align_parameter: true
chop_down_parameter: true
break_after_functiondef_lp: false
break_before_functiondef_rp: false
align_table_field: true
break_after_table_lb: true
break_before_table_rb: true
chop_down_table: true
chop_down_kv_table: true
column_table_limit: 500
table_sep: ','
extra_sep_at_table_end: true
break_after_operator: true
single_quote_to_double_quote: false
double_quote_to_single_quote: false
spaces_before_call: 1
spaces_inside_functiondef_parens: true
spaces_inside_functioncall_parens: true
spaces_inside_table_braces: true
spaces_around_equals_in_field: true
line_breaks_after_function_body: 1

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@ -40,8 +40,8 @@
-- --
-- ![Process](..\Presentations\AI_CAP\Dia10.JPG) -- ![Process](..\Presentations\AI_CAP\Dia10.JPG)
-- --
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB. -- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land. -- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- --
-- ![Process](..\Presentations\AI_CAP\Dia13.JPG) -- ![Process](..\Presentations\AI_CAP\Dia13.JPG)
-- --
@ -71,7 +71,7 @@
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new 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.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. -- * **@{#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. -- * **Status** ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
-- --
-- ## 3. Set the Range of Engagement -- ## 3. Set the Range of Engagement
-- --

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@ -42,8 +42,8 @@
-- --
-- ![Process](..\Presentations\AI_GCI\Dia10.JPG) -- ![Process](..\Presentations\AI_GCI\Dia10.JPG)
-- --
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB. -- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land. -- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia13.JPG) -- ![Process](..\Presentations\AI_GCI\Dia13.JPG)
-- --
@ -73,7 +73,7 @@
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new 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.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. -- * **@{#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. -- * **Status** ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
-- --
-- ## 3. Set the Range of Engagement -- ## 3. Set the Range of Engagement
-- --

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@ -39,8 +39,8 @@
-- --
-- ![Process](..\Presentations\AI_PATROL\Dia10.JPG) -- ![Process](..\Presentations\AI_PATROL\Dia10.JPG)
-- --
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB. -- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land. -- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- --
-- ![Process](..\Presentations\AI_PATROL\Dia11.JPG) -- ![Process](..\Presentations\AI_PATROL\Dia11.JPG)
-- --
@ -68,7 +68,7 @@
-- * **RTB** ( Group ): Route the AI to the home base. -- * **RTB** ( Group ): Route the AI to the home base.
-- * **Detect** ( Group ): The AI is detecting targets. -- * **Detect** ( Group ): The AI is detecting targets.
-- * **Detected** ( Group ): The AI has detected new targets. -- * **Detected** ( Group ): The AI has detected new targets.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB. -- * **Status** ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
-- --
-- ## 3. Set or Get the AI controllable -- ## 3. Set or Get the AI controllable
-- --
@ -100,8 +100,8 @@
-- ## 6. Manage the "out of fuel" in the AI_A2A_PATROL -- ## 6. Manage the "out of fuel" in the AI_A2A_PATROL
-- --
-- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base. -- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated. -- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
-- When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, -- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit,
-- while a new AI is targetted to the AI_A2A_PATROL. -- while a new AI is targetted to the AI_A2A_PATROL.
-- Once the time is finished, the old AI will return to the base. -- Once the time is finished, the old AI will return to the base.
-- Use the method @{#AI_A2A_PATROL.ManageFuel}() to have this proces in place. -- Use the method @{#AI_A2A_PATROL.ManageFuel}() to have this proces in place.
@ -109,7 +109,7 @@
-- ## 7. Manage "damage" behaviour of the AI in the AI_A2A_PATROL -- ## 7. Manage "damage" behaviour of the AI in the AI_A2A_PATROL
-- --
-- When the AI is damaged, it is required that a new Patrol is started. However, damage cannon be foreseen early on. -- When the AI is damaged, it is required that a new Patrol is started. However, damage cannon be foreseen early on.
-- Therefore, when the damage treshold is reached, the AI will return immediately to the home base (RTB). -- Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB).
-- Use the method @{#AI_A2A_PATROL.ManageDamage}() to have this proces in place. -- Use the method @{#AI_A2A_PATROL.ManageDamage}() to have this proces in place.
-- --
-- === -- ===

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@ -42,8 +42,8 @@
-- --
-- ![Process](..\Presentations\AI_GCI\Dia10.JPG) -- ![Process](..\Presentations\AI_GCI\Dia10.JPG)
-- --
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB. -- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land. -- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia13.JPG) -- ![Process](..\Presentations\AI_GCI\Dia13.JPG)
-- --

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@ -10,11 +10,11 @@
-- * Setup (CAS) Controlled Air Support squadrons, to attack closeby enemy ground units near friendly installations. -- * Setup (CAS) Controlled Air Support squadrons, to attack closeby enemy ground units near friendly installations.
-- * Setup (BAI) Battleground Air Interdiction squadrons to attack remote enemy ground units and targets. -- * Setup (BAI) Battleground Air Interdiction squadrons to attack remote enemy ground units and targets.
-- * Define and use a detection network controlled by recce. -- * Define and use a detection network controlled by recce.
-- * Define AIR defense squadrons at airbases, farps and carriers. -- * Define AIR defense squadrons at airbases, FARPs and carriers.
-- * Enable airbases for AIR defenses. -- * Enable airbases for AIR defenses.
-- * Add different planes and helicopter templates to squadrons. -- * Add different planes and helicopter templates to squadrons.
-- * Assign squadrons to execute a specific engagement type depending on threat level of the detected ground enemy unit composition. -- * Assign squadrons to execute a specific engagement type depending on threat level of the detected ground enemy unit composition.
-- * Add multiple squadrons to different airbases, farps or carriers. -- * Add multiple squadrons to different airbases, FARPs or carriers.
-- * Define different ranges to engage upon. -- * Define different ranges to engage upon.
-- * Establish an automatic in air refuel process for planes using refuel tankers. -- * Establish an automatic in air refuel process for planes using refuel tankers.
-- * Setup default settings for all squadrons and AIR defenses. -- * Setup default settings for all squadrons and AIR defenses.
@ -40,7 +40,7 @@
-- --
-- AI_AIR_DISPATCHER is the main AIR defense class that models the AIR defense system. -- AI_AIR_DISPATCHER is the main AIR defense class that models the AIR defense system.
-- --
-- Before you start using the AI_AIR_DISPATCHER, ask youself the following questions. -- Before you start using the AI_AIR_DISPATCHER, ask yourself the following questions.
-- --
-- --
-- ## 1. Which coalition am I modeling an AIR defense system for? blue or red? -- ## 1. Which coalition am I modeling an AIR defense system for? blue or red?
@ -128,7 +128,7 @@
-- Depending on the defense type, different payloads will be needed. See further points on squadron definition. -- Depending on the defense type, different payloads will be needed. See further points on squadron definition.
-- --
-- --
-- ## 7. Where will the Squadrons be located? On Airbases? On Carrier Ships? On Farps? -- ## 7. Where will the Squadrons be located? On Airbases? On Carrier Ships? On FARPs?
-- --
-- Squadrons are placed at the **home base** on an **airfield**, **carrier** or **farp**. -- Squadrons are placed at the **home base** on an **airfield**, **carrier** or **farp**.
-- Carefully plan where each Squadron will be located as part of the defense system required for mission effective defenses. -- Carefully plan where each Squadron will be located as part of the defense system required for mission effective defenses.
@ -354,7 +354,7 @@ do -- AI_AIR_DISPATCHER
-- **DetectionSetGroup** is then calling `FilterStart()`, which is starting the dynamic filtering or inclusion of these groups. -- **DetectionSetGroup** is then calling `FilterStart()`, which is starting the dynamic filtering or inclusion of these groups.
-- Note that any destroy or new spawn of a group having a name, starting with the above prefix, will be removed or added to the set. -- Note that any destroy or new spawn of a group having a name, starting with the above prefix, will be removed or added to the set.
-- --
-- Then a new detection object is created from the class `DETECTION_AREAS`. A grouping radius of 1000 meters (1km) is choosen. -- Then a new detection object is created from the class `DETECTION_AREAS`. A grouping radius of 1000 meters (1km) is chosen.
-- --
-- The `Detection` object is then passed to the @{#AI_AIR_DISPATCHER.New}() method to indicate the reconnaissance network -- The `Detection` object is then passed to the @{#AI_AIR_DISPATCHER.New}() method to indicate the reconnaissance network
-- configuration and setup the AIR defense detection mechanism. -- configuration and setup the AIR defense detection mechanism.
@ -647,7 +647,7 @@ do -- AI_AIR_DISPATCHER
-- * @{#AI_AIR_DISPATCHER.SetSquadronLandingAtRunway}() will despawn the returning aircraft directly after landing at the runway. -- * @{#AI_AIR_DISPATCHER.SetSquadronLandingAtRunway}() will despawn the returning aircraft directly after landing at the runway.
-- * @{#AI_AIR_DISPATCHER.SetSquadronLandingAtEngineShutdown}() will despawn the returning aircraft when the aircraft has returned to its parking spot and has turned off its engines. -- * @{#AI_AIR_DISPATCHER.SetSquadronLandingAtEngineShutdown}() will despawn the returning aircraft when the aircraft has returned to its parking spot and has turned off its engines.
-- --
-- You can use these methods to minimize the airbase coodination overhead and to increase the airbase efficiency. -- You can use these methods to minimize the airbase coordination overhead and to increase the airbase efficiency.
-- When there are lots of aircraft returning for landing, at the same airbase, the takeoff process will be halted, which can cause a complete failure of the -- When there are lots of aircraft returning for landing, at the same airbase, the takeoff process will be halted, which can cause a complete failure of the
-- A2A defense system, as no new CAP or GCI planes can takeoff. -- A2A defense system, as no new CAP or GCI planes can takeoff.
-- Note that the method @{#AI_AIR_DISPATCHER.SetSquadronLandingNearAirbase}() will only work for returning aircraft, not for damaged or out of fuel aircraft. -- Note that the method @{#AI_AIR_DISPATCHER.SetSquadronLandingNearAirbase}() will only work for returning aircraft, not for damaged or out of fuel aircraft.
@ -724,13 +724,13 @@ do -- AI_AIR_DISPATCHER
-- --
-- Use the method @{#AI_AIR_DISPATCHER.SetSquadronEngageLimit}() to limit the amount of aircraft that will engage with the enemy, per squadron. -- Use the method @{#AI_AIR_DISPATCHER.SetSquadronEngageLimit}() to limit the amount of aircraft that will engage with the enemy, per squadron.
-- --
-- ## 4. Set the **fuel treshold**. -- ## 4. Set the **fuel threshold**.
-- --
-- When aircraft get **out of fuel** to a certain %-tage, which is by default **15% (0.15)**, there are two possible actions that can be taken: -- When aircraft get **out of fuel** to a certain %, which is by default **15% (0.15)**, there are two possible actions that can be taken:
-- - The aircraft will go RTB, and will be replaced with a new aircraft if possible. -- - The aircraft will go RTB, and will be replaced with a new aircraft if possible.
-- - The aircraft will refuel at a tanker, if a tanker has been specified for the squadron. -- - The aircraft will refuel at a tanker, if a tanker has been specified for the squadron.
-- --
-- Use the method @{#AI_AIR_DISPATCHER.SetSquadronFuelThreshold}() to set the **squadron fuel treshold** of the aircraft for all squadrons. -- Use the method @{#AI_AIR_DISPATCHER.SetSquadronFuelThreshold}() to set the **squadron fuel threshold** of the aircraft for all squadrons.
-- --
-- ## 6. Other configuration options -- ## 6. Other configuration options
-- --
@ -786,17 +786,17 @@ do -- AI_AIR_DISPATCHER
-- --
-- Use the method @{#AI_AIR_DISPATCHER.SetDefaultGrouping}() to set the **default grouping** of spawned airplanes for all squadrons. -- Use the method @{#AI_AIR_DISPATCHER.SetDefaultGrouping}() to set the **default grouping** of spawned airplanes for all squadrons.
-- --
-- ## 10.5. Default RTB fuel treshold. -- ## 10.5. Default RTB fuel threshold.
-- --
-- When an airplane gets **out of fuel** to a certain %-tage, which is **15% (0.15)**, it will go RTB, and will be replaced with a new airplane when applicable. -- When an airplane gets **out of fuel** to a certain %, which is **15% (0.15)**, it will go RTB, and will be replaced with a new airplane when applicable.
-- --
-- Use the method @{#AI_AIR_DISPATCHER.SetDefaultFuelThreshold}() to set the **default fuel treshold** of spawned airplanes for all squadrons. -- Use the method @{#AI_AIR_DISPATCHER.SetDefaultFuelThreshold}() to set the **default fuel threshold** of spawned airplanes for all squadrons.
-- --
-- ## 10.6. Default RTB damage treshold. -- ## 10.6. Default RTB damage threshold.
-- --
-- When an airplane is **damaged** to a certain %-tage, which is **40% (0.40)**, it will go RTB, and will be replaced with a new airplane when applicable. -- When an airplane is **damaged** to a certain %, which is **40% (0.40)**, it will go RTB, and will be replaced with a new airplane when applicable.
-- --
-- Use the method @{#AI_AIR_DISPATCHER.SetDefaultDamageThreshold}() to set the **default damage treshold** of spawned airplanes for all squadrons. -- Use the method @{#AI_AIR_DISPATCHER.SetDefaultDamageThreshold}() to set the **default damage threshold** of spawned airplanes for all squadrons.
-- --
-- ## 10.7. Default settings for **patrol**. -- ## 10.7. Default settings for **patrol**.
-- --
@ -829,7 +829,7 @@ do -- AI_AIR_DISPATCHER
-- --
-- In the mission editor, setup a group with task Refuelling. A tanker unit of the correct coalition will be automatically selected. -- 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_AIR_DISPATCHER.SetDefaultTanker}() to set the tanker for the dispatcher. -- Then, use the method @{#AI_AIR_DISPATCHER.SetDefaultTanker}() to set the tanker for the dispatcher.
-- Use the method @{#AI_AIR_DISPATCHER.SetDefaultFuelThreshold}() to set the %-tage left in the defender airplane tanks when a refuel action is needed. -- Use the method @{#AI_AIR_DISPATCHER.SetDefaultFuelThreshold}() to set the % 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. -- When the tanker specified is alive and in the air, the tanker will be used for refuelling.
-- --
@ -843,7 +843,7 @@ do -- AI_AIR_DISPATCHER
-- A2ADispatcher:SetSquadronCapInterval("Sochi", 2, 30, 600, 1 ) -- A2ADispatcher:SetSquadronCapInterval("Sochi", 2, 30, 600, 1 )
-- A2ADispatcher:SetSquadronGci( "Sochi", 900, 1200 ) -- A2ADispatcher:SetSquadronGci( "Sochi", 900, 1200 )
-- --
-- -- Set the default tanker for refuelling to "Tanker", when the default fuel treshold has reached 90% fuel left. -- -- Set the default tanker for refuelling to "Tanker", when the default fuel threshold has reached 90% fuel left.
-- A2ADispatcher:SetDefaultFuelThreshold( 0.9 ) -- A2ADispatcher:SetDefaultFuelThreshold( 0.9 )
-- A2ADispatcher:SetDefaultTanker( "Tanker" ) -- A2ADispatcher:SetDefaultTanker( "Tanker" )
-- --
@ -883,9 +883,6 @@ do -- AI_AIR_DISPATCHER
-- However, the squadron will still stay alive. Any airplane that is airborne will continue its operations until all airborne airplanes -- However, the squadron will still stay alive. Any airplane that is airborne will continue its operations until all airborne airplanes
-- of the squadron will be destroyed. This to keep consistency of air operations not to confuse the players. -- of the squadron will be destroyed. This to keep consistency of air operations not to confuse the players.
-- --
--
--
--
-- @field #AI_AIR_DISPATCHER -- @field #AI_AIR_DISPATCHER
AI_AIR_DISPATCHER = { AI_AIR_DISPATCHER = {
ClassName = "AI_AIR_DISPATCHER", ClassName = "AI_AIR_DISPATCHER",
@ -949,7 +946,6 @@ do -- AI_AIR_DISPATCHER
--- @field #AI_AIR_DISPATCHER.DefenseQueue DefenseQueue --- @field #AI_AIR_DISPATCHER.DefenseQueue DefenseQueue
AI_AIR_DISPATCHER.DefenseQueue = {} AI_AIR_DISPATCHER.DefenseQueue = {}
--- Defense approach types --- Defense approach types
-- @type #AI_AIR_DISPATCHER.DefenseApproach -- @type #AI_AIR_DISPATCHER.DefenseApproach
AI_AIR_DISPATCHER.DefenseApproach = { AI_AIR_DISPATCHER.DefenseApproach = {
@ -958,26 +954,26 @@ do -- AI_AIR_DISPATCHER
} }
--- AI_AIR_DISPATCHER constructor. --- AI_AIR_DISPATCHER constructor.
-- This is defining the AIR DISPATCHER for one coaliton. -- This is defining the AIR DISPATCHER for one coalition.
-- The Dispatcher works with a @{Functional.Detection#DETECTION_BASE} 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. -- The Detection object is polymorphic, depending on the type of detection object chosen, the detection will work differently.
-- @param #AI_AIR_DISPATCHER self -- @param #AI_AIR_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE Detection The DETECTION object that will detects targets using the the Early Warning Radar network. -- @param Functional.Detection#DETECTION_BASE Detection The DETECTION object that will detects targets using the the Early Warning Radar network.
-- @return #AI_AIR_DISPATCHER self -- @return #AI_AIR_DISPATCHER self
-- @usage -- @usage
-- --
-- -- Setup the Detection, using DETECTION_AREAS. -- -- Setup the Detection, using DETECTION_AREAS.
-- -- First define the SET of GROUPs that are defining the EWR network. -- -- First define the SET of GROUPs that are defining the EWR network.
-- -- Here with prefixes DF CCCP AWACS, DF CCCP EWR. -- -- Here with prefixes DF CCCP AWACS, DF CCCP EWR.
-- DetectionSetGroup = SET_GROUP:New() -- DetectionSetGroup = SET_GROUP:New()
-- DetectionSetGroup:FilterPrefixes( { "DF CCCP AWACS", "DF CCCP EWR" } ) -- DetectionSetGroup:FilterPrefixes( { "DF CCCP AWACS", "DF CCCP EWR" } )
-- DetectionSetGroup:FilterStart() -- DetectionSetGroup:FilterStart()
-- --
-- -- Define the DETECTION_AREAS, using the DetectionSetGroup, with a 30km grouping radius. -- -- Define the DETECTION_AREAS, using the DetectionSetGroup, with a 30km grouping radius.
-- Detection = DETECTION_AREAS:New( DetectionSetGroup, 30000 ) -- Detection = DETECTION_AREAS:New( DetectionSetGroup, 30000 )
-- --
-- -- Now Setup the AIR dispatcher, and initialize it using the Detection object. -- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection ) -- -- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
-- --
function AI_AIR_DISPATCHER:New( Detection ) function AI_AIR_DISPATCHER:New( Detection )
@ -1435,17 +1431,17 @@ do -- AI_AIR_DISPATCHER
end end
--- Set the default damage treshold when defenders will RTB. --- Set the default damage threshold when defenders will RTB.
-- The default damage treshold is by default set to 40%, which means that when the airplane is 40% damaged, it will go RTB. -- The default damage threshold is by default set to 40%, which means that when the airplane is 40% damaged, it will go RTB.
-- @param #AI_AIR_DISPATCHER self -- @param #AI_AIR_DISPATCHER self
-- @param #number DamageThreshold A decimal number between 0 and 1, that expresses the %-tage of the damage treshold before going RTB. -- @param #number DamageThreshold A decimal number between 0 and 1, that expresses the % of the damage threshold before going RTB.
-- @return #AI_AIR_DISPATCHER -- @return #AI_AIR_DISPATCHER
-- @usage -- @usage
-- --
-- -- Now Setup the AIR dispatcher, and initialize it using the Detection object. -- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection ) -- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
-- --
-- -- Now Setup the default damage treshold. -- -- Now Setup the default damage threshold.
-- AIRDispatcher:SetDefaultDamageThreshold( 0.90 ) -- Go RTB when the airplane 90% damaged. -- AIRDispatcher:SetDefaultDamageThreshold( 0.90 ) -- Go RTB when the airplane 90% damaged.
-- --
function AI_AIR_DISPATCHER:SetDefaultDamageThreshold( DamageThreshold ) function AI_AIR_DISPATCHER:SetDefaultDamageThreshold( DamageThreshold )
@ -1989,7 +1985,7 @@ do -- AI_AIR_DISPATCHER
--- Defines the default amount of extra planes that will take-off as part of the defense system. --- Defines the default amount of extra planes that will take-off as part of the defense system.
-- @param #AI_AIR_DISPATCHER self -- @param #AI_AIR_DISPATCHER self
-- @param #number Overhead The %-tage of Units that dispatching command will allocate to intercept in surplus of detected amount of units. -- @param #number Overhead The % of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
-- The default overhead is 1, so equal balance. The @{#AI_AIR_DISPATCHER.SetOverhead}() method can be used to tweak the defense strength, -- The default overhead is 1, so equal balance. The @{#AI_AIR_DISPATCHER.SetOverhead}() method can be used to tweak the defense strength,
-- taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance AIR missiles payload, may still be less effective than a F-15C with short missiles... -- taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance AIR missiles payload, may still be less effective than a F-15C with short missiles...
-- So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes. -- So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes.
@ -2028,7 +2024,7 @@ do -- AI_AIR_DISPATCHER
--- Defines the amount of extra planes that will take-off as part of the defense system. --- Defines the amount of extra planes that will take-off as part of the defense system.
-- @param #AI_AIR_DISPATCHER self -- @param #AI_AIR_DISPATCHER self
-- @param #string SquadronName The name of the squadron. -- @param #string SquadronName The name of the squadron.
-- @param #number Overhead The %-tage of Units that dispatching command will allocate to intercept in surplus of detected amount of units. -- @param #number Overhead The % of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
-- The default overhead is 1, so equal balance. The @{#AI_AIR_DISPATCHER.SetOverhead}() method can be used to tweak the defense strength, -- The default overhead is 1, so equal balance. The @{#AI_AIR_DISPATCHER.SetOverhead}() method can be used to tweak the defense strength,
-- taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance AIR missiles payload, may still be less effective than a F-15C with short missiles... -- taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance AIR missiles payload, may still be less effective than a F-15C with short missiles...
-- So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes. -- So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes.
@ -2068,7 +2064,7 @@ do -- AI_AIR_DISPATCHER
--- Gets the overhead of planes as part of the defense system, in comparison with the attackers. --- Gets the overhead of planes as part of the defense system, in comparison with the attackers.
-- @param #AI_AIR_DISPATCHER self -- @param #AI_AIR_DISPATCHER self
-- @param #string SquadronName The name of the squadron. -- @param #string SquadronName The name of the squadron.
-- @return #number The %-tage of Units that dispatching command will allocate to intercept in surplus of detected amount of units. -- @return #number The % of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
-- The default overhead is 1, so equal balance. The @{#AI_AIR_DISPATCHER.SetOverhead}() method can be used to tweak the defense strength, -- The default overhead is 1, so equal balance. The @{#AI_AIR_DISPATCHER.SetOverhead}() method can be used to tweak the defense strength,
-- taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance AIR missiles payload, may still be less effective than a F-15C with short missiles... -- taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance AIR missiles payload, may still be less effective than a F-15C with short missiles...
-- So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes. -- So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes.
@ -2674,17 +2670,17 @@ do -- AI_AIR_DISPATCHER
return self return self
end end
--- Set the default fuel treshold when defenders will RTB or Refuel in the air. --- Set the default fuel threshold when defenders will RTB or Refuel in the air.
-- The fuel treshold is by default set to 15%, which means that an airplane will stay in the air until 15% of its fuel has been consumed. -- The fuel threshold is by default set to 15%, which means that an airplane will stay in the air until 15% of its fuel has been consumed.
-- @param #AI_AIR_DISPATCHER self -- @param #AI_AIR_DISPATCHER self
-- @param #number FuelThreshold A decimal number between 0 and 1, that expresses the %-tage of the treshold of fuel remaining in the tank when the plane will go RTB or Refuel. -- @param #number FuelThreshold A decimal number between 0 and 1, that expresses the % of the threshold of fuel remaining in the tank when the plane will go RTB or Refuel.
-- @return #AI_AIR_DISPATCHER -- @return #AI_AIR_DISPATCHER
-- @usage -- @usage
-- --
-- -- Now Setup the AIR dispatcher, and initialize it using the Detection object. -- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection ) -- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
-- --
-- -- Now Setup the default fuel treshold. -- -- Now Setup the default fuel threshold.
-- AIRDispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank. -- AIRDispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
-- --
function AI_AIR_DISPATCHER:SetDefaultFuelThreshold( FuelThreshold ) function AI_AIR_DISPATCHER:SetDefaultFuelThreshold( FuelThreshold )
@ -2695,18 +2691,18 @@ do -- AI_AIR_DISPATCHER
end end
--- Set the fuel treshold for the squadron when defenders will RTB or Refuel in the air. --- Set the fuel threshold for the squadron when defenders will RTB or Refuel in the air.
-- The fuel treshold is by default set to 15%, which means that an airplane will stay in the air until 15% of its fuel has been consumed. -- The fuel threshold is by default set to 15%, which means that an airplane will stay in the air until 15% of its fuel has been consumed.
-- @param #AI_AIR_DISPATCHER self -- @param #AI_AIR_DISPATCHER self
-- @param #string SquadronName The name of the squadron. -- @param #string SquadronName The name of the squadron.
-- @param #number FuelThreshold A decimal number between 0 and 1, that expresses the %-tage of the treshold of fuel remaining in the tank when the plane will go RTB or Refuel. -- @param #number FuelThreshold A decimal number between 0 and 1, that expresses the % of the threshold of fuel remaining in the tank when the plane will go RTB or Refuel.
-- @return #AI_AIR_DISPATCHER -- @return #AI_AIR_DISPATCHER
-- @usage -- @usage
-- --
-- -- Now Setup the AIR dispatcher, and initialize it using the Detection object. -- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection ) -- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
-- --
-- -- Now Setup the default fuel treshold. -- -- Now Setup the default fuel threshold.
-- AIRDispatcher:SetSquadronRefuelThreshold( "SquadronName", 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank. -- AIRDispatcher:SetSquadronRefuelThreshold( "SquadronName", 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
-- --
function AI_AIR_DISPATCHER:SetSquadronFuelThreshold( SquadronName, FuelThreshold ) function AI_AIR_DISPATCHER:SetSquadronFuelThreshold( SquadronName, FuelThreshold )
@ -2726,7 +2722,7 @@ do -- AI_AIR_DISPATCHER
-- -- Now Setup the AIR dispatcher, and initialize it using the Detection object. -- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection ) -- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
-- --
-- -- Now Setup the default fuel treshold. -- -- Now Setup the default fuel threshold.
-- AIRDispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank. -- AIRDispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
-- --
-- -- Now Setup the default tanker. -- -- Now Setup the default tanker.
@ -2749,7 +2745,7 @@ do -- AI_AIR_DISPATCHER
-- -- Now Setup the AIR dispatcher, and initialize it using the Detection object. -- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection ) -- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
-- --
-- -- Now Setup the squadron fuel treshold. -- -- Now Setup the squadron fuel threshold.
-- AIRDispatcher:SetSquadronRefuelThreshold( "SquadronName", 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank. -- AIRDispatcher:SetSquadronRefuelThreshold( "SquadronName", 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
-- --
-- -- Now Setup the squadron tanker. -- -- Now Setup the squadron tanker.
@ -2847,7 +2843,7 @@ do -- AI_AIR_DISPATCHER
-- @param #AI_AIR_DISPATCHER self -- @param #AI_AIR_DISPATCHER self
function AI_AIR_DISPATCHER:CountDefendersEngaged( AttackerDetection, AttackerCount ) function AI_AIR_DISPATCHER:CountDefendersEngaged( AttackerDetection, AttackerCount )
-- First, count the active AIGroups Units, targetting the DetectedSet -- First, count the active AIGroups Units, targeting the DetectedSet
local DefendersEngaged = 0 local DefendersEngaged = 0
local DefendersTotal = 0 local DefendersTotal = 0

View File

@ -42,8 +42,8 @@
-- --
-- ![Process](..\Presentations\AI_GCI\Dia10.JPG) -- ![Process](..\Presentations\AI_GCI\Dia10.JPG)
-- --
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB. -- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land. -- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia13.JPG) -- ![Process](..\Presentations\AI_GCI\Dia13.JPG)
-- --

View File

@ -39,8 +39,8 @@
-- --
-- ![Process](..\Presentations\AI_CAP\Dia10.JPG) -- ![Process](..\Presentations\AI_CAP\Dia10.JPG)
-- --
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB. -- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land. -- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- --
-- ![Process](..\Presentations\AI_CAP\Dia13.JPG) -- ![Process](..\Presentations\AI_CAP\Dia13.JPG)
-- --
@ -70,7 +70,7 @@
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets. -- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
-- * **@{#AI_AIR_PATROL.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}. -- * **@{#AI_AIR_PATROL.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}.
-- * **@{#AI_AIR_PATROL.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task. -- * **@{#AI_AIR_PATROL.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. -- * **Status** ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
-- --
-- ## 3. Set the Range of Engagement -- ## 3. Set the Range of Engagement
-- --

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@ -49,7 +49,7 @@
-- Upon started, The AI will **Route** itself towards the random 3D point within a patrol zone, -- Upon started, The AI will **Route** itself towards the random 3D point within a patrol zone,
-- using a random speed within the given altitude and speed limits. -- using a random speed within the given altitude and speed limits.
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits. -- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
-- This cycle will continue until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB. -- This cycle will continue until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- --
-- ![Route Event](..\Presentations\AI_BAI\Dia5.JPG) -- ![Route Event](..\Presentations\AI_BAI\Dia5.JPG)
-- --
@ -87,7 +87,7 @@
-- It will keep patrolling there, until it is notified to RTB or move to another BOMB Zone. -- It will keep patrolling there, until it is notified to RTB or move to another BOMB Zone.
-- It can be notified to go RTB through the **RTB** event. -- It can be notified to go RTB through the **RTB** event.
-- --
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land. -- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- --
-- ![Engage Event](..\Presentations\AI_BAI\Dia12.JPG) -- ![Engage Event](..\Presentations\AI_BAI\Dia12.JPG)
-- --
@ -117,7 +117,7 @@
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new 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.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. -- * **@{#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. -- * **Status**: The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
-- --
-- ## 3. Modify the Engage Zone behaviour to pinpoint a **map object** or **scenery object** -- ## 3. Modify the Engage Zone behaviour to pinpoint a **map object** or **scenery object**
-- --
@ -602,7 +602,7 @@ function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
self:SetRefreshTimeInterval( 2 ) self:SetRefreshTimeInterval( 2 )
self:SetDetectionActivated() self:SetDetectionActivated()
self:__Target( -2 ) -- Start Targetting self:__Target( -2 ) -- Start targeting
end end
end end

View File

@ -4,7 +4,7 @@
-- --
-- * Patrol AI airplanes within a given zone. -- * Patrol AI airplanes within a given zone.
-- * Trigger detected events when enemy airplanes are detected. -- * Trigger detected events when enemy airplanes are detected.
-- * Manage a fuel treshold to RTB on time. -- * Manage a fuel threshold to RTB on time.
-- * Engage the enemy when detected. -- * Engage the enemy when detected.
-- --
-- --
@ -65,8 +65,8 @@
-- --
-- ![Process](..\Presentations\AI_CAP\Dia10.JPG) -- ![Process](..\Presentations\AI_CAP\Dia10.JPG)
-- --
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB. -- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land. -- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- --
-- ![Process](..\Presentations\AI_CAP\Dia13.JPG) -- ![Process](..\Presentations\AI_CAP\Dia13.JPG)
-- --
@ -96,7 +96,7 @@
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new 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.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. -- * **@{#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. -- * **Status** ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
-- --
-- ## 3. Set the Range of Engagement -- ## 3. Set the Range of Engagement
-- --

View File

@ -49,7 +49,7 @@
-- Upon started, The AI will **Route** itself towards the random 3D point within a patrol zone, -- Upon started, The AI will **Route** itself towards the random 3D point within a patrol zone,
-- using a random speed within the given altitude and speed limits. -- using a random speed within the given altitude and speed limits.
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits. -- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
-- This cycle will continue until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB. -- This cycle will continue until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- --
-- ![Route Event](..\Presentations\AI_CAS\Dia5.JPG) -- ![Route Event](..\Presentations\AI_CAS\Dia5.JPG)
-- --
@ -87,7 +87,7 @@
-- It will keep patrolling there, until it is notified to RTB or move to another CAS Zone. -- It will keep patrolling there, until it is notified to RTB or move to another CAS Zone.
-- It can be notified to go RTB through the **RTB** event. -- It can be notified to go RTB through the **RTB** event.
-- --
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land. -- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- --
-- ![Engage Event](..\Presentations\AI_CAS\Dia12.JPG) -- ![Engage Event](..\Presentations\AI_CAS\Dia12.JPG)
-- --
@ -117,7 +117,7 @@
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new 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.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. -- * **@{#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. -- * **Status**: The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
-- --
-- === -- ===
-- --
@ -520,7 +520,7 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
self:SetRefreshTimeInterval( 2 ) self:SetRefreshTimeInterval( 2 )
self:SetDetectionActivated() self:SetDetectionActivated()
self:__Target( -2 ) -- Start Targetting self:__Target( -2 ) -- Start targeting
end end
end end

View File

@ -4,7 +4,7 @@
-- --
-- * Patrol AI airplanes within a given zone. -- * Patrol AI airplanes within a given zone.
-- * Trigger detected events when enemy airplanes are detected. -- * Trigger detected events when enemy airplanes are detected.
-- * Manage a fuel treshold to RTB on time. -- * Manage a fuel threshold to RTB on time.
-- --
-- === -- ===
-- --
@ -72,8 +72,8 @@
-- --
-- ![Process](..\Presentations\AI_PATROL\Dia10.JPG) -- ![Process](..\Presentations\AI_PATROL\Dia10.JPG)
-- --
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB. -- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land. -- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- --
-- ![Process](..\Presentations\AI_PATROL\Dia11.JPG) -- ![Process](..\Presentations\AI_PATROL\Dia11.JPG)
-- --
@ -101,7 +101,7 @@
-- * **RTB** ( Group ): Route the AI to the home base. -- * **RTB** ( Group ): Route the AI to the home base.
-- * **Detect** ( Group ): The AI is detecting targets. -- * **Detect** ( Group ): The AI is detecting targets.
-- * **Detected** ( Group ): The AI has detected new targets. -- * **Detected** ( Group ): The AI has detected new targets.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB. -- * **Status** ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
-- --
-- ## 3. Set or Get the AI controllable -- ## 3. Set or Get the AI controllable
-- --
@ -133,8 +133,8 @@
-- ## 6. Manage the "out of fuel" in the AI_PATROL_ZONE -- ## 6. Manage the "out of fuel" in the AI_PATROL_ZONE
-- --
-- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base. -- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated. -- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
-- When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, -- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit,
-- while a new AI is targetted to the AI_PATROL_ZONE. -- while a new AI is targetted to the AI_PATROL_ZONE.
-- Once the time is finished, the old AI will return to the base. -- Once the time is finished, the old AI will return to the base.
-- Use the method @{#AI_PATROL_ZONE.ManageFuel}() to have this proces in place. -- Use the method @{#AI_PATROL_ZONE.ManageFuel}() to have this proces in place.
@ -142,7 +142,7 @@
-- ## 7. Manage "damage" behaviour of the AI in the AI_PATROL_ZONE -- ## 7. Manage "damage" behaviour of the AI in the AI_PATROL_ZONE
-- --
-- When the AI is damaged, it is required that a new AIControllable is started. However, damage cannon be foreseen early on. -- When the AI is damaged, it is required that a new AIControllable is started. However, damage cannon be foreseen early on.
-- Therefore, when the damage treshold is reached, the AI will return immediately to the home base (RTB). -- Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB).
-- Use the method @{#AI_PATROL_ZONE.ManageDamage}() to have this proces in place. -- Use the method @{#AI_PATROL_ZONE.ManageDamage}() to have this proces in place.
-- --
-- === -- ===
@ -581,11 +581,11 @@ function AI_PATROL_ZONE:ClearDetectedUnits()
end end
--- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base. --- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated. -- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
-- When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_PATROL_ZONE. -- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_PATROL_ZONE.
-- Once the time is finished, the old AI will return to the base. -- Once the time is finished, the old AI will return to the base.
-- @param #AI_PATROL_ZONE self -- @param #AI_PATROL_ZONE self
-- @param #number PatrolFuelThresholdPercentage The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel. -- @param #number PatrolFuelThresholdPercentage The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
-- @param #number PatrolOutOfFuelOrbitTime The amount of seconds the out of fuel AIControllable will orbit before returning to the base. -- @param #number PatrolOutOfFuelOrbitTime The amount of seconds the out of fuel AIControllable will orbit before returning to the base.
-- @return #AI_PATROL_ZONE self -- @return #AI_PATROL_ZONE self
function AI_PATROL_ZONE:ManageFuel( PatrolFuelThresholdPercentage, PatrolOutOfFuelOrbitTime ) function AI_PATROL_ZONE:ManageFuel( PatrolFuelThresholdPercentage, PatrolOutOfFuelOrbitTime )
@ -596,14 +596,14 @@ function AI_PATROL_ZONE:ManageFuel( PatrolFuelThresholdPercentage, PatrolOutOfFu
return self return self
end end
--- When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base. --- When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.
-- However, damage cannot be foreseen early on. -- However, damage cannot be foreseen early on.
-- Therefore, when the damage treshold is reached, -- Therefore, when the damage threshold is reached,
-- the AI will return immediately to the home base (RTB). -- the AI will return immediately to the home base (RTB).
-- Note that for groups, the average damage of the complete group will be calculated. -- Note that for groups, the average damage of the complete group will be calculated.
-- So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold will be 0.25. -- So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage threshold will be 0.25.
-- @param #AI_PATROL_ZONE self -- @param #AI_PATROL_ZONE self
-- @param #number PatrolDamageThreshold The treshold in percentage (between 0 and 1) when the AI is considered to be damaged. -- @param #number PatrolDamageThreshold The threshold in percentage (between 0 and 1) when the AI is considered to be damaged.
-- @return #AI_PATROL_ZONE self -- @return #AI_PATROL_ZONE self
function AI_PATROL_ZONE:ManageDamage( PatrolDamageThreshold ) function AI_PATROL_ZONE:ManageDamage( PatrolDamageThreshold )

View File

@ -194,7 +194,7 @@
-- * is of type `Workmaterials` -- * is of type `Workmaterials`
-- * will report when a carrier is within 500 meters -- * will report when a carrier is within 500 meters
-- * will board to carriers when the carrier is within 500 meters from the cargo object -- * will board to carriers when the carrier is within 500 meters from the cargo object
-- * will dissapear when the cargo is within 25 meters from the carrier during boarding -- * will disappear when the cargo is within 25 meters from the carrier during boarding
-- --
-- So the overall syntax of the #CARGO naming tag and arguments are: -- So the overall syntax of the #CARGO naming tag and arguments are:
-- --
@ -206,27 +206,29 @@
-- * **NR=** Provide the maximum range in meters when the cargo units will be boarded within the carrier during boarding. -- * **NR=** Provide the maximum range in meters when the cargo units will be boarded within the carrier during boarding.
-- Note that this option is optional, so can be omitted. The default value of the RR is 10 meters. -- Note that this option is optional, so can be omitted. The default value of the RR is 10 meters.
-- --
-- ## 5.2) The \#CARGO tag to create CARGO_CRATE objects: -- ## 5.2) The \#CARGO tag to create CARGO_CRATE or CARGO_SLINGLOAD objects:
-- --
-- You can also use the \#CARGO tag on **static** objects, including **static cargo** objects of the mission editor. -- You can also use the \#CARGO tag on **static** objects, including **static cargo** objects of the mission editor.
-- --
-- For example, the following #CARGO naming in the **static name** of the object, will create a CARGO_CRATE object when the mission starts. -- For example, the following #CARGO naming in the **static name** of the object, will create a CARGO_CRATE object when the mission starts.
-- --
-- `Static #CARGO(T=Workmaterials,RR=500,NR=25)` -- `Static #CARGO(T=Workmaterials,C=CRATE,RR=500,NR=25)`
-- --
-- This will create a CARGO_CRATE object: -- This will create a CARGO_CRATE object:
-- --
-- * with the group name `Static #CARGO` -- * with the group name `Static #CARGO`
-- * is of type `Workmaterials` -- * is of type `Workmaterials`
-- * is of category `CRATE` (as opposed to `SLING`)
-- * will report when a carrier is within 500 meters -- * will report when a carrier is within 500 meters
-- * will board to carriers when the carrier is within 500 meters from the cargo object -- * will board to carriers when the carrier is within 500 meters from the cargo object
-- * will dissapear when the cargo is within 25 meters from the carrier during boarding -- * will disappear when the cargo is within 25 meters from the carrier during boarding
-- --
-- So the overall syntax of the #CARGO naming tag and arguments are: -- So the overall syntax of the #CARGO naming tag and arguments are:
-- --
-- `StaticName #CARGO(T=CargoTypeName,RR=Range,NR=Range)` -- `StaticName #CARGO(T=CargoTypeName,C=Category,RR=Range,NR=Range)`
-- --
-- * **T=** Provide a text that contains the type name of the cargo object. This type name can be used to filter cargo within a SET_CARGO object. -- * **T=** Provide a text that contains the type name of the cargo object. This type name can be used to filter cargo within a SET_CARGO object.
-- * **C=** Provide either `CRATE` or `SLING` to have this static created as a CARGO_CRATE or CARGO_SLINGLOAD respectivly.
-- * **RR=** Provide the minimal range in meters when the report to the carrier, and board to the carrier. -- * **RR=** Provide the minimal range in meters when the report to the carrier, and board to the carrier.
-- Note that this option is optional, so can be omitted. The default value of the RR is 250 meters. -- Note that this option is optional, so can be omitted. The default value of the RR is 250 meters.
-- * **NR=** Provide the maximum range in meters when the cargo units will be boarded within the carrier during boarding. -- * **NR=** Provide the maximum range in meters when the cargo units will be boarded within the carrier during boarding.

View File

@ -7,7 +7,7 @@
-- * The construction and inheritance of MOOSE classes. -- * The construction and inheritance of MOOSE classes.
-- * The class naming and numbering system. -- * The class naming and numbering system.
-- * The class hierarchy search system. -- * The class hierarchy search system.
-- * The tracing of information or objects during mission execution for debuggin purposes. -- * The tracing of information or objects during mission execution for debugging purposes.
-- * The subscription to DCS events for event handling in MOOSE objects. -- * The subscription to DCS events for event handling in MOOSE objects.
-- * Object inspection. -- * Object inspection.
-- --
@ -49,7 +49,8 @@ local _ClassID = 0
-- # 2. Trace information for debugging. -- # 2. Trace information for debugging.
-- --
-- The BASE class contains trace methods to trace progress within a mission execution of a certain object. -- The BASE class contains trace methods to trace progress within a mission execution of a certain object.
-- These trace methods are inherited by each MOOSE class interiting BASE, soeach object created from derived class from BASE can use the tracing methods to trace its execution. -- These trace methods are inherited by each MOOSE class inheriting BASE, thus all objects created from
-- a class derived from BASE can use the tracing methods to trace its execution.
-- --
-- Any type of information can be passed to these tracing methods. See the following examples: -- Any type of information can be passed to these tracing methods. See the following examples:
-- --
@ -111,7 +112,6 @@ local _ClassID = 0
-- --
-- The method @{#BASE.IsTrace}() will validate if tracing is activated or not. -- The method @{#BASE.IsTrace}() will validate if tracing is activated or not.
-- --
--
-- # 3. DCS simulator Event Handling. -- # 3. DCS simulator Event Handling.
-- --
-- The BASE class provides methods to catch DCS Events. These are events that are triggered from within the DCS simulator, -- The BASE class provides methods to catch DCS Events. These are events that are triggered from within the DCS simulator,
@ -157,8 +157,6 @@ local _ClassID = 0
-- self:SmokeBlue() -- self:SmokeBlue()
-- end -- end
-- --
--
--
-- See the @{Event} module for more information about event handling. -- See the @{Event} module for more information about event handling.
-- --
-- # 4. Class identification methods. -- # 4. Class identification methods.
@ -203,13 +201,12 @@ BASE = {
Scheduler = nil, Scheduler = nil,
} }
--- @field #BASE.__ --- @field #BASE.__
BASE.__ = {} BASE.__ = {}
--- @field #BASE._ --- @field #BASE._
BASE._ = { BASE._ = {
Schedules = {} --- Contains the Schedulers Active Schedules = {}, --- Contains the Schedulers Active
} }
--- The Formation Class --- The Formation Class
@ -217,11 +214,9 @@ BASE._ = {
-- @field Cone A cone formation. -- @field Cone A cone formation.
FORMATION = { FORMATION = {
Cone = "Cone", Cone = "Cone",
Vee = "Vee" Vee = "Vee",
} }
--- BASE constructor. --- BASE constructor.
-- --
-- This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE. -- This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.
@ -237,16 +232,16 @@ function BASE:New()
--local self = routines.utils.deepCopy( self ) -- Create a new self instance --local self = routines.utils.deepCopy( self ) -- Create a new self instance
local self = UTILS.DeepCopy(self) local self = UTILS.DeepCopy(self)
_ClassID = _ClassID + 1 _ClassID = _ClassID + 1
self.ClassID = _ClassID self.ClassID = _ClassID
-- This is for "private" methods... -- This is for "private" methods...
-- When a __ is passed to a method as "self", the __index will search for the method on the public method list too! -- When a __ is passed to a method as "self", the __index will search for the method on the public method list too!
-- if rawget( self, "__" ) then -- if rawget( self, "__" ) then
--setmetatable( self, { __index = self.__ } ) -- setmetatable( self, { __index = self.__ } )
-- end -- end
return self return self
end end
--- This is the worker method to inherit from a parent class. --- This is the worker method to inherit from a parent class.
@ -257,26 +252,25 @@ end
function BASE:Inherit( Child, Parent ) function BASE:Inherit( Child, Parent )
-- Create child. -- Create child.
local Child = routines.utils.deepCopy( Child ) local Child = routines.utils.deepCopy( Child )
if Child ~= nil then if Child ~= nil then
-- This is for "private" methods... -- This is for "private" methods...
-- When a __ is passed to a method as "self", the __index will search for the method on the public method list of the same object too! -- When a __ is passed to a method as "self", the __index will search for the method on the public method list of the same object too!
if rawget( Child, "__" ) then if rawget( Child, "__" ) then
setmetatable( Child, { __index = Child.__ } ) setmetatable( Child, { __index = Child.__ } )
setmetatable( Child.__, { __index = Parent } ) setmetatable( Child.__, { __index = Parent } )
else else
setmetatable( Child, { __index = Parent } ) setmetatable( Child, { __index = Parent } )
end end
--Child:_SetDestructor() -- Child:_SetDestructor()
end end
return Child return Child
end end
local function getParent( Child ) local function getParent( Child )
local Parent = nil local Parent = nil
@ -292,7 +286,6 @@ local function getParent( Child )
return Parent return Parent
end end
--- This is the worker method to retrieve the Parent class. --- This is the worker method to retrieve the Parent class.
-- Note that the Parent class must be passed to call the parent class method. -- Note that the Parent class must be passed to call the parent class method.
-- --
@ -305,19 +298,18 @@ end
-- @return #BASE -- @return #BASE
function BASE:GetParent( Child, FromClass ) function BASE:GetParent( Child, FromClass )
local Parent local Parent
-- BASE class has no parent -- BASE class has no parent
if Child.ClassName == 'BASE' then if Child.ClassName == 'BASE' then
Parent = nil Parent = nil
else else
--self:E({FromClass = FromClass}) -- self:E({FromClass = FromClass})
--self:E({Child = Child.ClassName}) -- self:E({Child = Child.ClassName})
if FromClass then if FromClass then
while( Child.ClassName ~= "BASE" and Child.ClassName ~= FromClass.ClassName ) do while (Child.ClassName ~= "BASE" and Child.ClassName ~= FromClass.ClassName) do
Child = getParent( Child ) Child = getParent( Child )
--self:E({Child.ClassName}) -- self:E({Child.ClassName})
end end
end end
if Child.ClassName == 'BASE' then if Child.ClassName == 'BASE' then
@ -326,7 +318,7 @@ function BASE:GetParent( Child, FromClass )
Parent = getParent( Child ) Parent = getParent( Child )
end end
end end
--self:E({Parent.ClassName}) -- self:E({Parent.ClassName})
return Parent return Parent
end end
@ -355,11 +347,11 @@ function BASE:IsInstanceOf( ClassName )
-- Get the name of the Moose class as a string -- Get the name of the Moose class as a string
ClassName = ClassName.ClassName ClassName = ClassName.ClassName
-- className is neither a string nor a Moose class, throw an error -- className is neither a string nor a Moose class, throw an error
else else
-- I'm not sure if this should take advantage of MOOSE logging function, or throw an error for pcall -- I'm not sure if this should take advantage of MOOSE logging function, or throw an error for pcall
local err_str = 'className parameter should be a string; parameter received: '..type( ClassName ) local err_str = 'className parameter should be a string; parameter received: ' .. type( ClassName )
self:E( err_str ) self:E( err_str )
-- error( err_str ) -- error( err_str )
return false return false
@ -373,7 +365,7 @@ function BASE:IsInstanceOf( ClassName )
return true return true
end end
local Parent = getParent(self) local Parent = getParent( self )
while Parent do while Parent do
@ -420,7 +412,6 @@ do -- Event Handling
return _EVENTDISPATCHER return _EVENTDISPATCHER
end end
--- Get the Class @{Event} processing Priority. --- Get the Class @{Event} processing Priority.
-- The Event processing Priority is a number from 1 to 10, -- The Event processing Priority is a number from 1 to 10,
-- reflecting the order of the classes subscribed to the Event to be processed. -- reflecting the order of the classes subscribed to the Event to be processed.
@ -653,7 +644,6 @@ do -- Event Handling
-- @param #BASE self -- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure. -- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Unknown precisely what creates this event, likely tied into newer damage model. Will update this page when new information become available. --- Unknown precisely what creates this event, likely tied into newer damage model. Will update this page when new information become available.
-- --
-- * initiator: The unit that had the failure. -- * initiator: The unit that had the failure.
@ -743,7 +733,6 @@ do -- Event Handling
-- @param #BASE self -- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure. -- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when a player enters a slot and takes control of an aircraft. --- Occurs when a player enters a slot and takes control of an aircraft.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes. -- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- **NOTE**: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. -- **NOTE**: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event.
@ -754,7 +743,6 @@ do -- Event Handling
end end
--- Creation of a Birth Event. --- Creation of a Birth Event.
-- @param #BASE self -- @param #BASE self
-- @param DCS#Time EventTime The time stamp of the event. -- @param DCS#Time EventTime The time stamp of the event.
@ -763,34 +751,35 @@ end
-- @param place -- @param place
-- @param subplace -- @param subplace
function BASE:CreateEventBirth( EventTime, Initiator, IniUnitName, place, subplace ) function BASE:CreateEventBirth( EventTime, Initiator, IniUnitName, place, subplace )
self:F( { EventTime, Initiator, IniUnitName, place, subplace } ) self:F( { EventTime, Initiator, IniUnitName, place, subplace } )
local Event = { local Event = {
id = world.event.S_EVENT_BIRTH, id = world.event.S_EVENT_BIRTH,
time = EventTime, time = EventTime,
initiator = Initiator, initiator = Initiator,
IniUnitName = IniUnitName, IniUnitName = IniUnitName,
place = place, place = place,
subplace = subplace subplace = subplace,
} }
world.onEvent( Event ) world.onEvent( Event )
end end
--- Creation of a Crash Event. --- Creation of a Crash Event.
-- @param #BASE self -- @param #BASE self
-- @param DCS#Time EventTime The time stamp of the event. -- @param DCS#Time EventTime The time stamp of the event.
-- @param DCS#Object Initiator The initiating object of the event. -- @param DCS#Object Initiator The initiating object of the event.
function BASE:CreateEventCrash( EventTime, Initiator ) function BASE:CreateEventCrash( EventTime, Initiator, IniObjectCategory )
self:F( { EventTime, Initiator } ) self:F( { EventTime, Initiator } )
local Event = { local Event = {
id = world.event.S_EVENT_CRASH, id = world.event.S_EVENT_CRASH,
time = EventTime, time = EventTime,
initiator = Initiator, initiator = Initiator,
} IniObjectCategory = IniObjectCategory,
}
world.onEvent( Event ) world.onEvent( Event )
end end
--- Creation of a Crash Event. --- Creation of a Crash Event.
@ -837,7 +826,7 @@ function BASE:CreateEventRemoveUnit( EventTime, Initiator )
id = EVENTS.RemoveUnit, id = EVENTS.RemoveUnit,
time = EventTime, time = EventTime,
initiator = Initiator, initiator = Initiator,
} }
world.onEvent( Event ) world.onEvent( Event )
end end
@ -853,7 +842,7 @@ function BASE:CreateEventTakeoff( EventTime, Initiator )
id = world.event.S_EVENT_TAKEOFF, id = world.event.S_EVENT_TAKEOFF,
time = EventTime, time = EventTime,
initiator = Initiator, initiator = Initiator,
} }
world.onEvent( Event ) world.onEvent( Event )
end end
@ -876,32 +865,32 @@ end
--- The main event handling function... This function captures all events generated for the class. --- The main event handling function... This function captures all events generated for the class.
-- @param #BASE self -- @param #BASE self
-- @param DCS#Event event -- @param DCS#Event event
function BASE:onEvent(event) function BASE:onEvent( event )
if self then if self then
for EventID, EventObject in pairs(self.Events) do for EventID, EventObject in pairs( self.Events ) do
if EventObject.EventEnabled then if EventObject.EventEnabled then
if event.id == EventObject.Event then if event.id == EventObject.Event then
if self == EventObject.Self then if self == EventObject.Self then
if event.initiator and event.initiator:isExist() then if event.initiator and event.initiator:isExist() then
event.IniUnitName = event.initiator:getName() event.IniUnitName = event.initiator:getName()
end end
if event.target and event.target:isExist() then if event.target and event.target:isExist() then
event.TgtUnitName = event.target:getName() event.TgtUnitName = event.target:getName()
end end
end end
end end
end end
end end
end end
end end
do -- Scheduling do -- Scheduling
@ -999,9 +988,8 @@ do -- Scheduling
end end
--- Set a state or property of the Object given a Key and a Value. --- Set a state or property of the Object given a Key and a Value.
-- Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone. -- Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
-- @param #BASE self -- @param #BASE self
-- @param Object The object that will hold the Value set by the Key. -- @param Object The object that will hold the Value set by the Key.
-- @param Key The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type! -- @param Key The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!
@ -1017,9 +1005,8 @@ function BASE:SetState( Object, Key, Value )
return self.States[ClassNameAndID][Key] return self.States[ClassNameAndID][Key]
end end
--- Get a Value given a Key from the Object. --- Get a Value given a Key from the Object.
-- Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone. -- Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
-- @param #BASE self -- @param #BASE self
-- @param Object The object that holds the Value set by the Key. -- @param Object The object that holds the Value set by the Key.
-- @param Key The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type! -- @param Key The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!
@ -1071,8 +1058,6 @@ function BASE:TraceOff()
self:TraceOnOff( false ) self:TraceOnOff( false )
end end
--- Set trace on or off --- Set trace on or off
-- Note that when trace is off, no BASE.Debug statement is performed, increasing performance! -- Note that when trace is off, no BASE.Debug statement is performed, increasing performance!
-- When Moose is loaded statically, (as one file), tracing is switched off by default. -- When Moose is loaded statically, (as one file), tracing is switched off by default.
@ -1081,28 +1066,29 @@ end
-- @param #BASE self -- @param #BASE self
-- @param #boolean TraceOnOff Switch the tracing on or off. -- @param #boolean TraceOnOff Switch the tracing on or off.
-- @usage -- @usage
-- -- Switch the tracing On
-- BASE:TraceOnOff( true )
-- --
-- -- Switch the tracing Off -- -- Switch the tracing On
-- BASE:TraceOnOff( false ) -- BASE:TraceOnOff( true )
--
-- -- Switch the tracing Off
-- BASE:TraceOnOff( false )
--
function BASE:TraceOnOff( TraceOnOff ) function BASE:TraceOnOff( TraceOnOff )
if TraceOnOff==false then if TraceOnOff == false then
self:I( "Tracing in MOOSE is OFF" ) self:I( "Tracing in MOOSE is OFF" )
_TraceOnOff = false _TraceOnOff = false
else else
self:I( "Tracing in MOOSE is ON" ) self:I( "Tracing in MOOSE is ON" )
_TraceOnOff = true _TraceOnOff = true
end end
end end
--- Enquires if tracing is on (for the class). --- Enquires if tracing is on (for the class).
-- @param #BASE self -- @param #BASE self
-- @return #boolean -- @return #boolean
function BASE:IsTrace() function BASE:IsTrace()
if BASE.Debug and ( _TraceAll == true ) or ( _TraceClass[self.ClassName] or _TraceClassMethod[self.ClassName] ) then if BASE.Debug and (_TraceAll == true) or (_TraceClass[self.ClassName] or _TraceClassMethod[self.ClassName]) then
return true return true
else else
return false return false
@ -1122,8 +1108,8 @@ end
-- @param #boolean TraceAll true = trace all methods in MOOSE. -- @param #boolean TraceAll true = trace all methods in MOOSE.
function BASE:TraceAll( TraceAll ) function BASE:TraceAll( TraceAll )
if TraceAll==false then if TraceAll == false then
_TraceAll=false _TraceAll = false
else else
_TraceAll = true _TraceAll = true
end end
@ -1162,7 +1148,7 @@ end
-- @param Arguments A #table or any field. -- @param Arguments A #table or any field.
function BASE:_F( Arguments, DebugInfoCurrentParam, DebugInfoFromParam ) function BASE:_F( Arguments, DebugInfoCurrentParam, DebugInfoFromParam )
if BASE.Debug and ( _TraceAll == true ) or ( _TraceClass[self.ClassName] or _TraceClassMethod[self.ClassName] ) then if BASE.Debug and (_TraceAll == true) or (_TraceClass[self.ClassName] or _TraceClassMethod[self.ClassName]) then
local DebugInfoCurrent = DebugInfoCurrentParam and DebugInfoCurrentParam or BASE.Debug.getinfo( 2, "nl" ) local DebugInfoCurrent = DebugInfoCurrentParam and DebugInfoCurrentParam or BASE.Debug.getinfo( 2, "nl" )
local DebugInfoFrom = DebugInfoFromParam and DebugInfoFromParam or BASE.Debug.getinfo( 3, "l" ) local DebugInfoFrom = DebugInfoFromParam and DebugInfoFromParam or BASE.Debug.getinfo( 3, "l" )
@ -1181,7 +1167,7 @@ function BASE:_F( Arguments, DebugInfoCurrentParam, DebugInfoFromParam )
if DebugInfoFrom then if DebugInfoFrom then
LineFrom = DebugInfoFrom.currentline LineFrom = DebugInfoFrom.currentline
end end
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s(%s)" , LineCurrent, LineFrom, "F", self.ClassName, self.ClassID, Function, routines.utils.oneLineSerialize( Arguments ) ) ) env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s(%s)", LineCurrent, LineFrom, "F", self.ClassName, self.ClassID, Function, routines.utils.oneLineSerialize( Arguments ) ) )
end end
end end
end end
@ -1201,7 +1187,6 @@ function BASE:F( Arguments )
end end
end end
--- Trace a function call level 2. Must be at the beginning of the function logic. --- Trace a function call level 2. Must be at the beginning of the function logic.
-- @param #BASE self -- @param #BASE self
-- @param Arguments A #table or any field. -- @param Arguments A #table or any field.
@ -1237,28 +1222,28 @@ end
-- @param Arguments A #table or any field. -- @param Arguments A #table or any field.
function BASE:_T( Arguments, DebugInfoCurrentParam, DebugInfoFromParam ) function BASE:_T( Arguments, DebugInfoCurrentParam, DebugInfoFromParam )
if BASE.Debug and ( _TraceAll == true ) or ( _TraceClass[self.ClassName] or _TraceClassMethod[self.ClassName] ) then if BASE.Debug and (_TraceAll == true) or (_TraceClass[self.ClassName] or _TraceClassMethod[self.ClassName]) then
local DebugInfoCurrent = DebugInfoCurrentParam and DebugInfoCurrentParam or BASE.Debug.getinfo( 2, "nl" ) local DebugInfoCurrent = DebugInfoCurrentParam and DebugInfoCurrentParam or BASE.Debug.getinfo( 2, "nl" )
local DebugInfoFrom = DebugInfoFromParam and DebugInfoFromParam or BASE.Debug.getinfo( 3, "l" ) local DebugInfoFrom = DebugInfoFromParam and DebugInfoFromParam or BASE.Debug.getinfo( 3, "l" )
local Function = "function" local Function = "function"
if DebugInfoCurrent.name then if DebugInfoCurrent.name then
Function = DebugInfoCurrent.name Function = DebugInfoCurrent.name
end end
if _TraceAll == true or _TraceClass[self.ClassName] or _TraceClassMethod[self.ClassName].Method[Function] then if _TraceAll == true or _TraceClass[self.ClassName] or _TraceClassMethod[self.ClassName].Method[Function] then
local LineCurrent = 0 local LineCurrent = 0
if DebugInfoCurrent.currentline then if DebugInfoCurrent.currentline then
LineCurrent = DebugInfoCurrent.currentline LineCurrent = DebugInfoCurrent.currentline
end end
local LineFrom = 0 local LineFrom = 0
if DebugInfoFrom then if DebugInfoFrom then
LineFrom = DebugInfoFrom.currentline LineFrom = DebugInfoFrom.currentline
end end
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s" , LineCurrent, LineFrom, "T", self.ClassName, self.ClassID, routines.utils.oneLineSerialize( Arguments ) ) ) env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s", LineCurrent, LineFrom, "T", self.ClassName, self.ClassID, routines.utils.oneLineSerialize( Arguments ) ) )
end end
end end
end end
--- Trace a function logic level 1. Can be anywhere within the function logic. --- Trace a function logic level 1. Can be anywhere within the function logic.
@ -1276,7 +1261,6 @@ function BASE:T( Arguments )
end end
end end
--- Trace a function logic level 2. Can be anywhere within the function logic. --- Trace a function logic level 2. Can be anywhere within the function logic.
-- @param #BASE self -- @param #BASE self
-- @param Arguments A #table or any field. -- @param Arguments A #table or any field.
@ -1313,28 +1297,27 @@ end
function BASE:E( Arguments ) function BASE:E( Arguments )
if BASE.Debug then if BASE.Debug then
local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" ) local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" )
local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" ) local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" )
local Function = "function" local Function = "function"
if DebugInfoCurrent.name then if DebugInfoCurrent.name then
Function = DebugInfoCurrent.name Function = DebugInfoCurrent.name
end end
local LineCurrent = DebugInfoCurrent.currentline local LineCurrent = DebugInfoCurrent.currentline
local LineFrom = -1 local LineFrom = -1
if DebugInfoFrom then if DebugInfoFrom then
LineFrom = DebugInfoFrom.currentline LineFrom = DebugInfoFrom.currentline
end end
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s(%s)" , LineCurrent, LineFrom, "E", self.ClassName, self.ClassID, Function, routines.utils.oneLineSerialize( Arguments ) ) ) env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s(%s)", LineCurrent, LineFrom, "E", self.ClassName, self.ClassID, Function, routines.utils.oneLineSerialize( Arguments ) ) )
else else
env.info( string.format( "%1s:%30s%05d(%s)" , "E", self.ClassName, self.ClassID, routines.utils.oneLineSerialize( Arguments ) ) ) env.info( string.format( "%1s:%30s%05d(%s)", "E", self.ClassName, self.ClassID, routines.utils.oneLineSerialize( Arguments ) ) )
end end
end end
--- Log an information which will be traced always. Can be anywhere within the function logic. --- Log an information which will be traced always. Can be anywhere within the function logic.
-- @param #BASE self -- @param #BASE self
-- @param Arguments A #table or any field. -- @param Arguments A #table or any field.
@ -1355,26 +1338,23 @@ function BASE:I( Arguments )
LineFrom = DebugInfoFrom.currentline LineFrom = DebugInfoFrom.currentline
end end
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s(%s)" , LineCurrent, LineFrom, "I", self.ClassName, self.ClassID, Function, routines.utils.oneLineSerialize( Arguments ) ) ) env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s(%s)", LineCurrent, LineFrom, "I", self.ClassName, self.ClassID, Function, routines.utils.oneLineSerialize( Arguments ) ) )
else else
env.info( string.format( "%1s:%30s%05d(%s)" , "I", self.ClassName, self.ClassID, routines.utils.oneLineSerialize( Arguments ) ) ) env.info( string.format( "%1s:%30s%05d(%s)", "I", self.ClassName, self.ClassID, routines.utils.oneLineSerialize( Arguments ) ) )
end end
end end
--- old stuff --- old stuff
--function BASE:_Destructor() -- function BASE:_Destructor()
-- --self:E("_Destructor") -- --self:E("_Destructor")
-- --
-- --self:EventRemoveAll() -- --self:EventRemoveAll()
--end -- end
-- THIS IS WHY WE NEED LUA 5.2 ... -- THIS IS WHY WE NEED LUA 5.2 ...
--function BASE:_SetDestructor() -- function BASE:_SetDestructor()
-- --
-- -- TODO: Okay, this is really technical... -- -- TODO: Okay, this is really technical...
-- -- When you set a proxy to a table to catch __gc, weak tables don't behave like weak... -- -- When you set a proxy to a table to catch __gc, weak tables don't behave like weak...
@ -1395,4 +1375,4 @@ end
-- -- will be invoked and the destructor called -- -- will be invoked and the destructor called
-- rawset( self, '__proxy', proxy ) -- rawset( self, '__proxy', proxy )
-- --
--end -- end

View File

@ -97,11 +97,11 @@ BEACON.Type={
-- @field #number TACAN_TANKER_Y TACtical Air Navigation system for tankers on Y band. -- @field #number TACAN_TANKER_Y TACtical Air Navigation system for tankers on Y band.
-- @field #number VOR Very High Frequency Omni-Directional Range -- @field #number VOR Very High Frequency Omni-Directional Range
-- @field #number ILS_LOCALIZER ILS localizer -- @field #number ILS_LOCALIZER ILS localizer
-- @field #number ILS_GLIDESLOPE ILS glideslope. -- @field #number ILS_GLIDESLOPE ILS glide slope.
-- @field #number PRGM_LOCALIZER PRGM localizer. -- @field #number PRGM_LOCALIZER PRGM localizer.
-- @field #number PRGM_GLIDESLOPE PRGM glideslope. -- @field #number PRGM_GLIDESLOPE PRGM glide slope.
-- @field #number BROADCAST_STATION Broadcast station. -- @field #number BROADCAST_STATION Broadcast station.
-- @field #number VORTAC Radio-based navigational aid for aircraft pilots consisting of a co-located VHF omnidirectional range (VOR) beacon and a tactical air navigation system (TACAN) beacon. -- @field #number VORTAC Radio-based navigational aid for aircraft pilots consisting of a co-located VHF omni-directional range (VOR) beacon and a tactical air navigation system (TACAN) beacon.
-- @field #number TACAN_AA_MODE_X TACtical Air Navigation for aircraft on X band. -- @field #number TACAN_AA_MODE_X TACtical Air Navigation for aircraft on X band.
-- @field #number TACAN_AA_MODE_Y TACtical Air Navigation for aircraft on Y band. -- @field #number TACAN_AA_MODE_Y TACtical Air Navigation for aircraft on Y band.
-- @field #number VORDME Radio beacon that combines a VHF omnidirectional range (VOR) with a distance measuring equipment (DME). -- @field #number VORDME Radio beacon that combines a VHF omnidirectional range (VOR) with a distance measuring equipment (DME).
@ -211,7 +211,7 @@ function BEACON:ActivateTACAN(Channel, Mode, Message, Bearing, Duration)
-- Start beacon. -- Start beacon.
self.Positionable:CommandActivateBeacon(Type, System, Frequency, UnitID, Channel, Mode, AA, Message, Bearing) self.Positionable:CommandActivateBeacon(Type, System, Frequency, UnitID, Channel, Mode, AA, Message, Bearing)
-- Stop sheduler. -- Stop scheduler.
if Duration then if Duration then
self.Positionable:DeactivateBeacon(Duration) self.Positionable:DeactivateBeacon(Duration)
end end
@ -237,7 +237,7 @@ function BEACON:ActivateICLS(Channel, Callsign, Duration)
-- Start beacon. -- Start beacon.
self.Positionable:CommandActivateICLS(Channel, UnitID, Callsign) self.Positionable:CommandActivateICLS(Channel, UnitID, Callsign)
-- Stop sheduler -- Stop scheduler
if Duration then -- Schedule the stop of the BEACON if asked by the MD if Duration then -- Schedule the stop of the BEACON if asked by the MD
self.Positionable:DeactivateBeacon(Duration) self.Positionable:DeactivateBeacon(Duration)
end end
@ -354,8 +354,8 @@ end
--- Activates a general purpose Radio Beacon --- Activates a general purpose Radio Beacon
-- This uses the very generic singleton function "trigger.action.radioTransmission()" provided by DCS to broadcast a sound file on a specific frequency. -- This uses the very generic singleton function "trigger.action.radioTransmission()" provided by DCS to broadcast a sound file on a specific frequency.
-- Although any frequency could be used, only 2 DCS Modules can home on radio beacons at the time of writing : the Huey and the Mi-8. -- Although any frequency could be used, only a few DCS Modules can home on radio beacons at the time of writing, i.e. the Mi-8, Huey, Gazelle etc.
-- They can home in on these specific frequencies : -- The following e.g. can home in on these specific frequencies :
-- * **Mi8** -- * **Mi8**
-- * R-828 -> 20-60MHz -- * R-828 -> 20-60MHz
-- * ARKUD -> 100-150MHz (canal 1 : 114166, canal 2 : 114333, canal 3 : 114583, canal 4 : 121500, canal 5 : 123100, canal 6 : 124100) AM -- * ARKUD -> 100-150MHz (canal 1 : 114166, canal 2 : 114333, canal 3 : 114583, canal 4 : 121500, canal 5 : 123100, canal 6 : 124100) AM

View File

@ -31,7 +31,6 @@
-- @module Core.Database -- @module Core.Database
-- @image Core_Database.JPG -- @image Core_Database.JPG
--- @type DATABASE --- @type DATABASE
-- @field #string ClassName Name of the class. -- @field #string ClassName Name of the class.
-- @field #table Templates Templates: Units, Groups, Statics, ClientsByName, ClientsByID. -- @field #table Templates Templates: Units, Groups, Statics, ClientsByName, ClientsByID.
@ -51,7 +50,7 @@
-- * PLAYERS -- * PLAYERS
-- * CARGOS -- * CARGOS
-- --
-- On top, for internal MOOSE administration purposes, the DATBASE administers the Unit and Group TEMPLATES as defined within the Mission Editor. -- On top, for internal MOOSE administration purposes, the DATABASE administers the Unit and Group TEMPLATES as defined within the Mission Editor.
-- --
-- The singleton object **_DATABASE** is automatically created by MOOSE, that administers all objects within the mission. -- The singleton object **_DATABASE** is automatically created by MOOSE, that administers all objects within the mission.
-- Moose refers to **_DATABASE** within the framework extensively, but you can also refer to the _DATABASE object within your missions if required. -- Moose refers to **_DATABASE** within the framework extensively, but you can also refer to the _DATABASE object within your missions if required.
@ -90,22 +89,19 @@ DATABASE = {
FLIGHTCONTROLS = {}, FLIGHTCONTROLS = {},
} }
local _DATABASECoalition = local _DATABASECoalition = {
{ [1] = "Red",
[1] = "Red", [2] = "Blue",
[2] = "Blue", [3] = "Neutral",
[3] = "Neutral", }
}
local _DATABASECategory =
{
["plane"] = Unit.Category.AIRPLANE,
["helicopter"] = Unit.Category.HELICOPTER,
["vehicle"] = Unit.Category.GROUND_UNIT,
["ship"] = Unit.Category.SHIP,
["static"] = Unit.Category.STRUCTURE,
}
local _DATABASECategory = {
["plane"] = Unit.Category.AIRPLANE,
["helicopter"] = Unit.Category.HELICOPTER,
["vehicle"] = Unit.Category.GROUND_UNIT,
["ship"] = Unit.Category.SHIP,
["static"] = Unit.Category.STRUCTURE,
}
--- Creates a new DATABASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names. --- Creates a new DATABASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names.
-- @param #DATABASE self -- @param #DATABASE self
@ -130,7 +126,7 @@ function DATABASE:New()
self:HandleEvent( EVENTS.DeleteCargo ) self:HandleEvent( EVENTS.DeleteCargo )
self:HandleEvent( EVENTS.NewZone ) self:HandleEvent( EVENTS.NewZone )
self:HandleEvent( EVENTS.DeleteZone ) self:HandleEvent( EVENTS.DeleteZone )
--self:HandleEvent( EVENTS.PlayerEnterUnit, self._EventOnPlayerEnterUnit ) -- This is not working anymore!, handling this through the birth event. -- self:HandleEvent( EVENTS.PlayerEnterUnit, self._EventOnPlayerEnterUnit ) -- This is not working anymore!, handling this through the birth event.
self:HandleEvent( EVENTS.PlayerLeaveUnit, self._EventOnPlayerLeaveUnit ) self:HandleEvent( EVENTS.PlayerLeaveUnit, self._EventOnPlayerLeaveUnit )
self:_RegisterTemplates() self:_RegisterTemplates()
@ -155,7 +151,6 @@ function DATABASE:FindUnit( UnitName )
return UnitFound return UnitFound
end end
--- Adds a Unit based on the Unit Name in the DATABASE. --- Adds a Unit based on the Unit Name in the DATABASE.
-- @param #DATABASE self -- @param #DATABASE self
-- @param #string DCSUnitName Unit name. -- @param #string DCSUnitName Unit name.
@ -173,7 +168,6 @@ function DATABASE:AddUnit( DCSUnitName )
return self.UNITS[DCSUnitName] return self.UNITS[DCSUnitName]
end end
--- Deletes a Unit from the DATABASE based on the Unit Name. --- Deletes a Unit from the DATABASE based on the Unit Name.
-- @param #DATABASE self -- @param #DATABASE self
function DATABASE:DeleteUnit( DCSUnitName ) function DATABASE:DeleteUnit( DCSUnitName )
@ -194,7 +188,6 @@ function DATABASE:AddStatic( DCSStaticName )
return nil return nil
end end
--- Deletes a Static from the DATABASE based on the Static Name. --- Deletes a Static from the DATABASE based on the Static Name.
-- @param #DATABASE self -- @param #DATABASE self
function DATABASE:DeleteStatic( DCSStaticName ) function DATABASE:DeleteStatic( DCSStaticName )
@ -224,7 +217,6 @@ function DATABASE:AddAirbase( AirbaseName )
return self.AIRBASES[AirbaseName] return self.AIRBASES[AirbaseName]
end end
--- Deletes a Airbase from the DATABASE based on the Airbase Name. --- Deletes a Airbase from the DATABASE based on the Airbase Name.
-- @param #DATABASE self -- @param #DATABASE self
-- @param #string AirbaseName The name of the airbase -- @param #string AirbaseName The name of the airbase
@ -233,17 +225,6 @@ function DATABASE:DeleteAirbase( AirbaseName )
self.AIRBASES[AirbaseName] = nil self.AIRBASES[AirbaseName] = nil
end end
--- Finds an AIRBASE based on the AirbaseName.
-- @param #DATABASE self
-- @param #string AirbaseName
-- @return Wrapper.Airbase#AIRBASE The found AIRBASE.
function DATABASE:FindAirbase( AirbaseName )
local AirbaseFound = self.AIRBASES[AirbaseName]
return AirbaseFound
end
do -- Zones do -- Zones
--- Finds a @{Zone} based on the zone name. --- Finds a @{Zone} based on the zone name.
@ -267,7 +248,6 @@ do -- Zones
end end
end end
--- Deletes a @{Zone} from the DATABASE based on the zone name. --- Deletes a @{Zone} from the DATABASE based on the zone name.
-- @param #DATABASE self -- @param #DATABASE self
-- @param #string ZoneName The name of the zone. -- @param #string ZoneName The name of the zone.
@ -276,13 +256,12 @@ do -- Zones
self.ZONES[ZoneName] = nil self.ZONES[ZoneName] = nil
end end
--- Private method that registers new ZONE_BASE derived objects within the DATABASE Object. --- Private method that registers new ZONE_BASE derived objects within the DATABASE Object.
-- @param #DATABASE self -- @param #DATABASE self
-- @return #DATABASE self -- @return #DATABASE self
function DATABASE:_RegisterZones() function DATABASE:_RegisterZones()
for ZoneID, ZoneData in pairs(env.mission.triggers.zones) do for ZoneID, ZoneData in pairs( env.mission.triggers.zones ) do
local ZoneName = ZoneData.name local ZoneName = ZoneData.name
-- Color -- Color
@ -374,7 +353,6 @@ do -- Zones
end end
end -- zone end -- zone
do -- Zone_Goal do -- Zone_Goal
@ -400,7 +378,6 @@ do -- Zone_Goal
end end
end end
--- Deletes a @{Zone} from the DATABASE based on the zone name. --- Deletes a @{Zone} from the DATABASE based on the zone name.
-- @param #DATABASE self -- @param #DATABASE self
-- @param #string ZoneName The name of the zone. -- @param #string ZoneName The name of the zone.
@ -422,7 +399,6 @@ do -- cargo
end end
end end
--- Deletes a Cargo from the DATABASE based on the Cargo Name. --- Deletes a Cargo from the DATABASE based on the Cargo Name.
-- @param #DATABASE self -- @param #DATABASE self
-- @param #string CargoName The name of the airbase -- @param #string CargoName The name of the airbase
@ -464,38 +440,38 @@ do -- cargo
for CargoGroupName, CargoGroup in pairs( Groups ) do for CargoGroupName, CargoGroup in pairs( Groups ) do
if self:IsCargo( CargoGroupName ) then if self:IsCargo( CargoGroupName ) then
local CargoInfo = CargoGroupName:match("#CARGO(.*)") local CargoInfo = CargoGroupName:match( "#CARGO(.*)" )
local CargoParam = CargoInfo and CargoInfo:match( "%((.*)%)") local CargoParam = CargoInfo and CargoInfo:match( "%((.*)%)" )
local CargoName1 = CargoGroupName:match("(.*)#CARGO%(.*%)") local CargoName1 = CargoGroupName:match( "(.*)#CARGO%(.*%)" )
local CargoName2 = CargoGroupName:match(".*#CARGO%(.*%)(.*)") local CargoName2 = CargoGroupName:match( ".*#CARGO%(.*%)(.*)" )
local CargoName = CargoName1 .. ( CargoName2 or "" ) local CargoName = CargoName1 .. (CargoName2 or "")
local Type = CargoParam and CargoParam:match( "T=([%a%d ]+),?") local Type = CargoParam and CargoParam:match( "T=([%a%d ]+),?" )
local Name = CargoParam and CargoParam:match( "N=([%a%d]+),?") or CargoName local Name = CargoParam and CargoParam:match( "N=([%a%d]+),?" ) or CargoName
local LoadRadius = CargoParam and tonumber( CargoParam:match( "RR=([%a%d]+),?") ) local LoadRadius = CargoParam and tonumber( CargoParam:match( "RR=([%a%d]+),?" ) )
local NearRadius = CargoParam and tonumber( CargoParam:match( "NR=([%a%d]+),?") ) local NearRadius = CargoParam and tonumber( CargoParam:match( "NR=([%a%d]+),?" ) )
self:I({"Register CargoGroup:",Type=Type,Name=Name,LoadRadius=LoadRadius,NearRadius=NearRadius}) self:I( { "Register CargoGroup:", Type = Type, Name = Name, LoadRadius = LoadRadius, NearRadius = NearRadius } )
CARGO_GROUP:New( CargoGroup, Type, Name, LoadRadius, NearRadius ) CARGO_GROUP:New( CargoGroup, Type, Name, LoadRadius, NearRadius )
end end
end end
for CargoStaticName, CargoStatic in pairs( self.STATICS ) do for CargoStaticName, CargoStatic in pairs( self.STATICS ) do
if self:IsCargo( CargoStaticName ) then if self:IsCargo( CargoStaticName ) then
local CargoInfo = CargoStaticName:match("#CARGO(.*)") local CargoInfo = CargoStaticName:match( "#CARGO(.*)" )
local CargoParam = CargoInfo and CargoInfo:match( "%((.*)%)") local CargoParam = CargoInfo and CargoInfo:match( "%((.*)%)" )
local CargoName = CargoStaticName:match("(.*)#CARGO") local CargoName = CargoStaticName:match( "(.*)#CARGO" )
local Type = CargoParam and CargoParam:match( "T=([%a%d ]+),?") local Type = CargoParam and CargoParam:match( "T=([%a%d ]+),?" )
local Category = CargoParam and CargoParam:match( "C=([%a%d ]+),?") local Category = CargoParam and CargoParam:match( "C=([%a%d ]+),?" )
local Name = CargoParam and CargoParam:match( "N=([%a%d]+),?") or CargoName local Name = CargoParam and CargoParam:match( "N=([%a%d]+),?" ) or CargoName
local LoadRadius = CargoParam and tonumber( CargoParam:match( "RR=([%a%d]+),?") ) local LoadRadius = CargoParam and tonumber( CargoParam:match( "RR=([%a%d]+),?" ) )
local NearRadius = CargoParam and tonumber( CargoParam:match( "NR=([%a%d]+),?") ) local NearRadius = CargoParam and tonumber( CargoParam:match( "NR=([%a%d]+),?" ) )
if Category == "SLING" then if Category == "SLING" then
self:I({"Register CargoSlingload:",Type=Type,Name=Name,LoadRadius=LoadRadius,NearRadius=NearRadius}) self:I( { "Register CargoSlingload:", Type = Type, Name = Name, LoadRadius = LoadRadius, NearRadius = NearRadius } )
CARGO_SLINGLOAD:New( CargoStatic, Type, Name, LoadRadius, NearRadius ) CARGO_SLINGLOAD:New( CargoStatic, Type, Name, LoadRadius, NearRadius )
else else
if Category == "CRATE" then if Category == "CRATE" then
self:I({"Register CargoCrate:",Type=Type,Name=Name,LoadRadius=LoadRadius,NearRadius=NearRadius}) self:I( { "Register CargoCrate:", Type = Type, Name = Name, LoadRadius = LoadRadius, NearRadius = NearRadius } )
CARGO_CRATE:New( CargoStatic, Type, Name, LoadRadius, NearRadius ) CARGO_CRATE:New( CargoStatic, Type, Name, LoadRadius, NearRadius )
end end
end end
@ -516,7 +492,6 @@ function DATABASE:FindClient( ClientName )
return ClientFound return ClientFound
end end
--- Adds a CLIENT based on the ClientName in the DATABASE. --- Adds a CLIENT based on the ClientName in the DATABASE.
-- @param #DATABASE self -- @param #DATABASE self
-- @param #string ClientName Name of the Client unit. -- @param #string ClientName Name of the Client unit.
@ -530,7 +505,6 @@ function DATABASE:AddClient( ClientName )
return self.CLIENTS[ClientName] return self.CLIENTS[ClientName]
end end
--- Finds a GROUP based on the GroupName. --- Finds a GROUP based on the GroupName.
-- @param #DATABASE self -- @param #DATABASE self
-- @param #string GroupName -- @param #string GroupName
@ -541,7 +515,6 @@ function DATABASE:FindGroup( GroupName )
return GroupFound return GroupFound
end end
--- Adds a GROUP based on the GroupName in the DATABASE. --- Adds a GROUP based on the GroupName in the DATABASE.
-- @param #DATABASE self -- @param #DATABASE self
function DATABASE:AddGroup( GroupName ) function DATABASE:AddGroup( GroupName )
@ -589,7 +562,6 @@ function DATABASE:GetPlayers()
return self.PLAYERS return self.PLAYERS
end end
--- Get the player table from the DATABASE, which contains all UNIT objects. --- Get the player table from the DATABASE, which contains all UNIT objects.
-- The player table contains all UNIT objects of the player with the key the name of the player (PlayerName). -- The player table contains all UNIT objects of the player with the key the name of the player (PlayerName).
-- @param #DATABASE self -- @param #DATABASE self
@ -602,7 +574,6 @@ function DATABASE:GetPlayerUnits()
return self.PLAYERUNITS return self.PLAYERUNITS
end end
--- Get the player table from the DATABASE which have joined in the mission historically. --- Get the player table from the DATABASE which have joined in the mission historically.
-- The player table contains all UNIT objects with the key the name of the player (PlayerName). -- The player table contains all UNIT objects with the key the name of the player (PlayerName).
-- @param #DATABASE self -- @param #DATABASE self
@ -615,7 +586,6 @@ function DATABASE:GetPlayersJoined()
return self.PLAYERSJOINED return self.PLAYERSJOINED
end end
--- Instantiate new Groups within the DCSRTE. --- Instantiate new Groups within the DCSRTE.
-- This method expects EXACTLY the same structure as a structure within the ME, and needs 2 additional fields defined: -- This method expects EXACTLY the same structure as a structure within the ME, and needs 2 additional fields defined:
-- SpawnCountryID, SpawnCategoryID -- SpawnCountryID, SpawnCategoryID
@ -638,7 +608,7 @@ function DATABASE:Spawn( SpawnTemplate )
SpawnTemplate.CountryID = nil SpawnTemplate.CountryID = nil
SpawnTemplate.CategoryID = nil SpawnTemplate.CategoryID = nil
self:_RegisterGroupTemplate( SpawnTemplate, SpawnCoalitionID, SpawnCategoryID, SpawnCountryID ) self:_RegisterGroupTemplate( SpawnTemplate, SpawnCoalitionID, SpawnCategoryID, SpawnCountryID )
self:T3( SpawnTemplate ) self:T3( SpawnTemplate )
coalition.addGroup( SpawnCountryID, SpawnCategoryID, SpawnTemplate ) coalition.addGroup( SpawnCountryID, SpawnCategoryID, SpawnTemplate )
@ -720,7 +690,7 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
for unit_num, UnitTemplate in pairs( GroupTemplate.units ) do for unit_num, UnitTemplate in pairs( GroupTemplate.units ) do
UnitTemplate.name = env.getValueDictByKey(UnitTemplate.name) UnitTemplate.name = env.getValueDictByKey( UnitTemplate.name )
self.Templates.Units[UnitTemplate.name] = {} self.Templates.Units[UnitTemplate.name] = {}
self.Templates.Units[UnitTemplate.name].UnitName = UnitTemplate.name self.Templates.Units[UnitTemplate.name].UnitName = UnitTemplate.name
@ -740,17 +710,16 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
self.Templates.ClientsByID[UnitTemplate.unitId] = UnitTemplate self.Templates.ClientsByID[UnitTemplate.unitId] = UnitTemplate
end end
UnitNames[#UnitNames+1] = self.Templates.Units[UnitTemplate.name].UnitName UnitNames[#UnitNames + 1] = self.Templates.Units[UnitTemplate.name].UnitName
end end
-- Debug info. -- Debug info.
self:T( { Group = self.Templates.Groups[GroupTemplateName].GroupName, self:T( { Group = self.Templates.Groups[GroupTemplateName].GroupName,
Coalition = self.Templates.Groups[GroupTemplateName].CoalitionID, Coalition = self.Templates.Groups[GroupTemplateName].CoalitionID,
Category = self.Templates.Groups[GroupTemplateName].CategoryID, Category = self.Templates.Groups[GroupTemplateName].CategoryID,
Country = self.Templates.Groups[GroupTemplateName].CountryID, Country = self.Templates.Groups[GroupTemplateName].CountryID,
Units = UnitNames Units = UnitNames,
} } )
)
end end
--- Get group template. --- Get group template.
@ -797,9 +766,8 @@ function DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, Category
self:T( { Static = self.Templates.Statics[StaticTemplateName].StaticName, self:T( { Static = self.Templates.Statics[StaticTemplateName].StaticName,
Coalition = self.Templates.Statics[StaticTemplateName].CoalitionID, Coalition = self.Templates.Statics[StaticTemplateName].CoalitionID,
Category = self.Templates.Statics[StaticTemplateName].CategoryID, Category = self.Templates.Statics[StaticTemplateName].CategoryID,
Country = self.Templates.Statics[StaticTemplateName].CountryID Country = self.Templates.Statics[StaticTemplateName].CountryID,
} } )
)
self:AddStatic( StaticTemplateName ) self:AddStatic( StaticTemplateName )
@ -815,7 +783,7 @@ function DATABASE:GetStaticGroupTemplate( StaticName )
local StaticTemplate = self.Templates.Statics[StaticName].GroupTemplate local StaticTemplate = self.Templates.Statics[StaticName].GroupTemplate
return StaticTemplate, self.Templates.Statics[StaticName].CoalitionID, self.Templates.Statics[StaticName].CategoryID, self.Templates.Statics[StaticName].CountryID return StaticTemplate, self.Templates.Statics[StaticName].CoalitionID, self.Templates.Statics[StaticName].CategoryID, self.Templates.Statics[StaticName].CountryID
else else
self:E("ERROR: Static group template does NOT exist for static "..tostring(StaticName)) self:E( "ERROR: Static group template does NOT exist for static " .. tostring( StaticName ) )
return nil return nil
end end
end end
@ -842,7 +810,7 @@ function DATABASE:GetGroupNameFromUnitName( UnitName )
if self.Templates.Units[UnitName] then if self.Templates.Units[UnitName] then
return self.Templates.Units[UnitName].GroupName return self.Templates.Units[UnitName].GroupName
else else
self:E("ERROR: Unit template does not exist for unit "..tostring(UnitName)) self:E( "ERROR: Unit template does not exist for unit " .. tostring( UnitName ) )
return nil return nil
end end
end end
@ -916,8 +884,6 @@ function DATABASE:GetCategoryFromAirbase( AirbaseName )
return self.AIRBASES[AirbaseName]:GetCategory() return self.AIRBASES[AirbaseName]:GetCategory()
end end
--- Private method that registers all alive players in the mission. --- Private method that registers all alive players in the mission.
-- @param #DATABASE self -- @param #DATABASE self
-- @return #DATABASE self -- @return #DATABASE self
@ -941,8 +907,7 @@ function DATABASE:_RegisterPlayers()
return self return self
end end
--- Private method that registers all Groups and Units within the mission.
--- Private method that registers all Groups and Units within in the mission.
-- @param #DATABASE self -- @param #DATABASE self
-- @return #DATABASE self -- @return #DATABASE self
function DATABASE:_RegisterGroupsAndUnits() function DATABASE:_RegisterGroupsAndUnits()
@ -959,7 +924,7 @@ function DATABASE:_RegisterGroupsAndUnits()
local DCSGroupName = DCSGroup:getName() local DCSGroupName = DCSGroup:getName()
-- Add group. -- Add group.
self:I(string.format("Register Group: %s", tostring(DCSGroupName))) self:I( string.format( "Register Group: %s", tostring( DCSGroupName ) ) )
self:AddGroup( DCSGroupName ) self:AddGroup( DCSGroupName )
-- Loop over units in group. -- Loop over units in group.
@ -969,12 +934,12 @@ function DATABASE:_RegisterGroupsAndUnits()
local DCSUnitName = DCSUnit:getName() local DCSUnitName = DCSUnit:getName()
-- Add unit. -- Add unit.
self:I(string.format("Register Unit: %s", tostring(DCSUnitName))) self:I( string.format( "Register Unit: %s", tostring( DCSUnitName ) ) )
self:AddUnit( DCSUnitName ) self:AddUnit( DCSUnitName )
end end
else else
self:E({"Group does not exist: ", DCSGroup}) self:E( { "Group does not exist: ", DCSGroup } )
end end
end end
@ -983,7 +948,7 @@ function DATABASE:_RegisterGroupsAndUnits()
return self return self
end end
--- Private method that registers all Units of skill Client or Player within in the mission. --- Private method that registers all Units of skill Client or Player within the mission.
-- @param #DATABASE self -- @param #DATABASE self
-- @return #DATABASE self -- @return #DATABASE self
function DATABASE:_RegisterClients() function DATABASE:_RegisterClients()
@ -1001,7 +966,7 @@ end
-- @param #DATABASE self -- @param #DATABASE self
function DATABASE:_RegisterStatics() function DATABASE:_RegisterStatics()
local CoalitionsData={GroupsRed=coalition.getStaticObjects(coalition.side.RED), GroupsBlue=coalition.getStaticObjects(coalition.side.BLUE), GroupsNeutral=coalition.getStaticObjects(coalition.side.NEUTRAL)} local CoalitionsData = { GroupsRed = coalition.getStaticObjects( coalition.side.RED ), GroupsBlue = coalition.getStaticObjects( coalition.side.BLUE ), GroupsNeutral = coalition.getStaticObjects( coalition.side.NEUTRAL ) }
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
for DCSStaticId, DCSStatic in pairs( CoalitionData ) do for DCSStaticId, DCSStatic in pairs( CoalitionData ) do
@ -1009,10 +974,10 @@ function DATABASE:_RegisterStatics()
if DCSStatic:isExist() then if DCSStatic:isExist() then
local DCSStaticName = DCSStatic:getName() local DCSStaticName = DCSStatic:getName()
self:I(string.format("Register Static: %s", tostring(DCSStaticName))) self:I( string.format( "Register Static: %s", tostring( DCSStaticName ) ) )
self:AddStatic( DCSStaticName ) self:AddStatic( DCSStaticName )
else else
self:E( { "Static does not exist: ", DCSStatic } ) self:E( { "Static does not exist: ", DCSStatic } )
end end
end end
end end
@ -1031,7 +996,7 @@ function DATABASE:_RegisterAirbases()
local DCSAirbaseName = DCSAirbase:getName() local DCSAirbaseName = DCSAirbase:getName()
-- This gave the incorrect value to be inserted into the airdromeID for DCS 2.5.6. Is fixed now. -- This gave the incorrect value to be inserted into the airdromeID for DCS 2.5.6. Is fixed now.
local airbaseID=DCSAirbase:getID() local airbaseID = DCSAirbase:getID()
-- Add and register airbase. -- Add and register airbase.
local airbase=self:AddAirbase( DCSAirbaseName ) local airbase=self:AddAirbase( DCSAirbaseName )
@ -1043,7 +1008,7 @@ function DATABASE:_RegisterAirbases()
local text=string.format("Register %s: %s (UID=%d), Runways=%d, Parking=%d [", AIRBASE.CategoryName[airbase.category], tostring(DCSAirbaseName), airbaseUID, #airbase.runways, airbase.NparkingTotal) local text=string.format("Register %s: %s (UID=%d), Runways=%d, Parking=%d [", AIRBASE.CategoryName[airbase.category], tostring(DCSAirbaseName), airbaseUID, #airbase.runways, airbase.NparkingTotal)
for _,terminalType in pairs(AIRBASE.TerminalType) do for _,terminalType in pairs(AIRBASE.TerminalType) do
if airbase.NparkingTerminal and airbase.NparkingTerminal[terminalType] then if airbase.NparkingTerminal and airbase.NparkingTerminal[terminalType] then
text=text..string.format("%d=%d ", terminalType, airbase.NparkingTerminal[terminalType]) text = text .. string.format( "%d=%d ", terminalType, airbase.NparkingTerminal[terminalType] )
end end
end end
text=text.."]" text=text.."]"
@ -1054,7 +1019,6 @@ function DATABASE:_RegisterAirbases()
return self return self
end end
--- Events --- Events
--- Handles the OnBirth event for the alive units set. --- Handles the OnBirth event for the alive units set.
@ -1077,10 +1041,10 @@ function DATABASE:_EventOnBirth( Event )
self:AddGroup( Event.IniDCSGroupName ) self:AddGroup( Event.IniDCSGroupName )
-- Add airbase if it was spawned later in the mission. -- Add airbase if it was spawned later in the mission.
local DCSAirbase = Airbase.getByName(Event.IniDCSUnitName) local DCSAirbase = Airbase.getByName( Event.IniDCSUnitName )
if DCSAirbase then if DCSAirbase then
self:I(string.format("Adding airbase %s", tostring(Event.IniDCSUnitName))) self:I( string.format( "Adding airbase %s", tostring( Event.IniDCSUnitName ) ) )
self:AddAirbase(Event.IniDCSUnitName) self:AddAirbase( Event.IniDCSUnitName )
end end
end end
@ -1108,7 +1072,7 @@ function DATABASE:_EventOnBirth( Event )
-- Add client in case it does not exist already. -- Add client in case it does not exist already.
if not client then if not client then
client=self:AddClient(Event.IniDCSUnitName) client = self:AddClient( Event.IniDCSUnitName )
end end
-- Add player. -- Add player.
@ -1132,8 +1096,8 @@ function DATABASE:_EventOnBirth( Event )
end end
end
end
--- Handles the OnDead or OnCrash event for alive units set. --- Handles the OnDead or OnCrash event for alive units set.
-- @param #DATABASE self -- @param #DATABASE self
@ -1180,7 +1144,7 @@ function DATABASE:_EventOnDeadOrCrash( Event )
-- Delete unit. -- Delete unit.
if self.UNITS[Event.IniDCSUnitName] then if self.UNITS[Event.IniDCSUnitName] then
self:DeleteUnit(Event.IniDCSUnitName) self:DeleteUnit( Event.IniDCSUnitName )
end end
-- Remove client players. -- Remove client players.
@ -1194,9 +1158,9 @@ function DATABASE:_EventOnDeadOrCrash( Event )
end end
-- Add airbase if it was spawned later in the mission. -- Add airbase if it was spawned later in the mission.
local airbase=self.AIRBASES[Event.IniDCSUnitName] --Wrapper.Airbase#AIRBASE local airbase = self.AIRBASES[Event.IniDCSUnitName] -- Wrapper.Airbase#AIRBASE
if airbase and (airbase:IsHelipad() or airbase:IsShip()) then if airbase and (airbase:IsHelipad() or airbase:IsShip()) then
self:DeleteAirbase(Event.IniDCSUnitName) self:DeleteAirbase( Event.IniDCSUnitName )
end end
end end
@ -1205,7 +1169,6 @@ function DATABASE:_EventOnDeadOrCrash( Event )
self:AccountDestroys( Event ) self:AccountDestroys( Event )
end end
--- Handles the OnPlayerEnterUnit event to fill the active players table (with the unit filter applied). --- Handles the OnPlayerEnterUnit event to fill the active players table (with the unit filter applied).
-- @param #DATABASE self -- @param #DATABASE self
-- @param Core.Event#EVENTDATA Event -- @param Core.Event#EVENTDATA Event
@ -1237,13 +1200,12 @@ function DATABASE:_EventOnPlayerEnterUnit( Event )
Settings:SetPlayerMenu( Event.IniUnit ) Settings:SetPlayerMenu( Event.IniUnit )
else else
self:E("ERROR: getPlayerName() returned nil for event PlayerEnterUnit") self:E( "ERROR: getPlayerName() returned nil for event PlayerEnterUnit" )
end end
end end
end end
end end
--- Handles the OnPlayerLeaveUnit event to clean the active players table. --- Handles the OnPlayerLeaveUnit event to clean the active players table.
-- @param #DATABASE self -- @param #DATABASE self
-- @param Core.Event#EVENTDATA Event -- @param Core.Event#EVENTDATA Event
@ -1270,9 +1232,9 @@ function DATABASE:_EventOnPlayerLeaveUnit( Event )
self:DeletePlayer(Event.IniUnit, PlayerName) self:DeletePlayer(Event.IniUnit, PlayerName)
-- Client stuff. -- Client stuff.
local client=self.CLIENTS[Event.IniDCSUnitName] --Wrapper.Client#CLIENT local client = self.CLIENTS[Event.IniDCSUnitName] -- Wrapper.Client#CLIENT
if client then if client then
client:RemovePlayer(PlayerName) client:RemovePlayer( PlayerName )
end end
end end
@ -1292,22 +1254,22 @@ function DATABASE:ForEach( IteratorFunction, FinalizeFunction, arg, Set )
local function CoRoutine() local function CoRoutine()
local Count = 0 local Count = 0
for ObjectID, Object in pairs( Set ) do for ObjectID, Object in pairs( Set ) do
self:T2( Object ) self:T2( Object )
IteratorFunction( Object, unpack( arg ) ) IteratorFunction( Object, unpack( arg ) )
Count = Count + 1 Count = Count + 1
-- if Count % 100 == 0 then -- if Count % 100 == 0 then
-- coroutine.yield( false ) -- coroutine.yield( false )
-- end -- end
end end
return true return true
end end
-- local co = coroutine.create( CoRoutine ) -- local co = coroutine.create( CoRoutine )
local co = CoRoutine local co = CoRoutine
local function Schedule() local function Schedule()
-- local status, res = coroutine.resume( co ) -- local status, res = coroutine.resume( co )
local status, res = co() local status, res = co()
self:T3( { status, res } ) self:T3( { status, res } )
@ -1323,18 +1285,17 @@ function DATABASE:ForEach( IteratorFunction, FinalizeFunction, arg, Set )
return false return false
end end
--local Scheduler = SCHEDULER:New( self, Schedule, {}, 0.001, 0.001, 0 ) -- local Scheduler = SCHEDULER:New( self, Schedule, {}, 0.001, 0.001, 0 )
Schedule() Schedule()
return self return self
end end
--- Iterate the DATABASE and call an iterator function for each **alive** STATIC, providing the STATIC and optional parameters. --- Iterate the DATABASE and call an iterator function for each **alive** STATIC, providing the STATIC and optional parameters.
-- @param #DATABASE self -- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a STATIC parameter. -- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a STATIC parameter.
-- @return #DATABASE self -- @return #DATABASE self
function DATABASE:ForEachStatic( IteratorFunction, FinalizeFunction, ... ) --R2.1 function DATABASE:ForEachStatic( IteratorFunction, FinalizeFunction, ... ) -- R2.1
self:F2( arg ) self:F2( arg )
self:ForEach( IteratorFunction, FinalizeFunction, arg, self.STATICS ) self:ForEach( IteratorFunction, FinalizeFunction, arg, self.STATICS )
@ -1342,7 +1303,6 @@ function DATABASE:ForEachStatic( IteratorFunction, FinalizeFunction, ... ) --R2
return self return self
end end
--- Iterate the DATABASE and call an iterator function for each **alive** UNIT, providing the UNIT and optional parameters. --- Iterate the DATABASE and call an iterator function for each **alive** UNIT, providing the UNIT and optional parameters.
-- @param #DATABASE self -- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a UNIT parameter. -- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a UNIT parameter.
@ -1355,7 +1315,6 @@ function DATABASE:ForEachUnit( IteratorFunction, FinalizeFunction, ... )
return self return self
end end
--- Iterate the DATABASE and call an iterator function for each **alive** GROUP, providing the GROUP and optional parameters. --- Iterate the DATABASE and call an iterator function for each **alive** GROUP, providing the GROUP and optional parameters.
-- @param #DATABASE self -- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a GROUP parameter. -- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a GROUP parameter.
@ -1368,7 +1327,6 @@ function DATABASE:ForEachGroup( IteratorFunction, FinalizeFunction, ... )
return self return self
end end
--- Iterate the DATABASE and call an iterator function for each **ALIVE** player, providing the player name and optional parameters. --- Iterate the DATABASE and call an iterator function for each **ALIVE** player, providing the player name and optional parameters.
-- @param #DATABASE self -- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept the player name. -- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept the player name.
@ -1381,7 +1339,6 @@ function DATABASE:ForEachPlayer( IteratorFunction, FinalizeFunction, ... )
return self return self
end end
--- Iterate the DATABASE and call an iterator function for each player who has joined the mission, providing the Unit of the player and optional parameters. --- Iterate the DATABASE and call an iterator function for each player who has joined the mission, providing the Unit of the player and optional parameters.
-- @param #DATABASE self -- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a UNIT parameter. -- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a UNIT parameter.
@ -1406,7 +1363,6 @@ function DATABASE:ForEachPlayerUnit( IteratorFunction, FinalizeFunction, ... )
return self return self
end end
--- Iterate the DATABASE and call an iterator function for each CLIENT, providing the CLIENT to the function and optional parameters. --- Iterate the DATABASE and call an iterator function for each CLIENT, providing the CLIENT to the function and optional parameters.
-- @param #DATABASE self -- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called object in the database. The function needs to accept a CLIENT parameter. -- @param #function IteratorFunction The function that will be called object in the database. The function needs to accept a CLIENT parameter.
@ -1431,7 +1387,6 @@ function DATABASE:ForEachCargo( IteratorFunction, ... )
return self return self
end end
--- Handles the OnEventNewCargo event. --- Handles the OnEventNewCargo event.
-- @param #DATABASE self -- @param #DATABASE self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
@ -1443,7 +1398,6 @@ function DATABASE:OnEventNewCargo( EventData )
end end
end end
--- Handles the OnEventDeleteCargo. --- Handles the OnEventDeleteCargo.
-- @param #DATABASE self -- @param #DATABASE self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
@ -1455,7 +1409,6 @@ function DATABASE:OnEventDeleteCargo( EventData )
end end
end end
--- Handles the OnEventNewZone event. --- Handles the OnEventNewZone event.
-- @param #DATABASE self -- @param #DATABASE self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
@ -1467,7 +1420,6 @@ function DATABASE:OnEventNewZone( EventData )
end end
end end
--- Handles the OnEventDeleteZone. --- Handles the OnEventDeleteZone.
-- @param #DATABASE self -- @param #DATABASE self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
@ -1479,8 +1431,6 @@ function DATABASE:OnEventDeleteZone( EventData )
end end
end end
--- Gets the player settings --- Gets the player settings
-- @param #DATABASE self -- @param #DATABASE self
-- @param #string PlayerName -- @param #string PlayerName
@ -1490,7 +1440,6 @@ function DATABASE:GetPlayerSettings( PlayerName )
return self.PLAYERSETTINGS[PlayerName] return self.PLAYERSETTINGS[PlayerName]
end end
--- Sets the player settings --- Sets the player settings
-- @param #DATABASE self -- @param #DATABASE self
-- @param #string PlayerName -- @param #string PlayerName
@ -1532,9 +1481,9 @@ end
function DATABASE:FindOpsGroup(groupname) function DATABASE:FindOpsGroup(groupname)
-- Get group and group name. -- Get group and group name.
if type(groupname)=="string" then if type( groupname ) == "string" then
else else
groupname=groupname:GetName() groupname = groupname:GetName()
end end
--env.info("Getting OPSGROUP "..tostring(groupname)) --env.info("Getting OPSGROUP "..tostring(groupname))
@ -1571,16 +1520,16 @@ end
--- Add a flight control to the data base. --- Add a flight control to the data base.
-- @param #DATABASE self -- @param #DATABASE self
-- @param Ops.FlightControl#FLIGHTCONTROL flightcontrol -- @param Ops.FlightControl#FLIGHTCONTROL flightcontrol
function DATABASE:AddFlightControl(flightcontrol) function DATABASE:AddFlightControl( flightcontrol )
self:F2( { flightcontrol } ) self:F2( { flightcontrol } )
self.FLIGHTCONTROLS[flightcontrol.airbasename]=flightcontrol self.FLIGHTCONTROLS[flightcontrol.airbasename] = flightcontrol
end end
--- Get a flight control object from the data base. --- Get a flight control object from the data base.
-- @param #DATABASE self -- @param #DATABASE self
-- @param #string airbasename Name of the associated airbase. -- @param #string airbasename Name of the associated airbase.
-- @return Ops.FlightControl#FLIGHTCONTROL The FLIGHTCONTROL object.s -- @return Ops.FlightControl#FLIGHTCONTROL The FLIGHTCONTROL object.s
function DATABASE:GetFlightControl(airbasename) function DATABASE:GetFlightControl( airbasename )
return self.FLIGHTCONTROLS[airbasename] return self.FLIGHTCONTROLS[airbasename]
end end
@ -1672,90 +1621,91 @@ function DATABASE:_RegisterTemplates()
return self return self
end end
--- Account the Hits of the Players.
-- @param #DATABASE self
-- @param Core.Event#EVENTDATA Event
function DATABASE:AccountHits( Event )
self:F( { Event } )
if Event.IniPlayerName ~= nil then -- It is a player that is hitting something --- Account the Hits of the Players.
self:T( "Hitting Something" ) -- @param #DATABASE self
-- @param Core.Event#EVENTDATA Event
function DATABASE:AccountHits( Event )
self:F( { Event } )
-- What is he hitting? if Event.IniPlayerName ~= nil then -- It is a player that is hitting something
if Event.TgtCategory then self:T( "Hitting Something" )
-- What is he hitting?
if Event.TgtCategory then
-- A target got hit
self.HITS[Event.TgtUnitName] = self.HITS[Event.TgtUnitName] or {}
local Hit = self.HITS[Event.TgtUnitName]
Hit.Players = Hit.Players or {}
Hit.Players[Event.IniPlayerName] = true
end
end
-- It is a weapon initiated by a player, that is hitting something
-- This seems to occur only with scenery and static objects.
if Event.WeaponPlayerName ~= nil then
self:T( "Hitting Scenery" )
-- What is he hitting?
if Event.TgtCategory then
if Event.WeaponCoalition then -- A coalition object was hit, probably a static.
-- A target got hit -- A target got hit
self.HITS[Event.TgtUnitName] = self.HITS[Event.TgtUnitName] or {} self.HITS[Event.TgtUnitName] = self.HITS[Event.TgtUnitName] or {}
local Hit = self.HITS[Event.TgtUnitName] local Hit = self.HITS[Event.TgtUnitName]
Hit.Players = Hit.Players or {} Hit.Players = Hit.Players or {}
Hit.Players[Event.IniPlayerName] = true Hit.Players[Event.WeaponPlayerName] = true
end else -- A scenery object was hit.
end
-- It is a weapon initiated by a player, that is hitting something
-- This seems to occur only with scenery and static objects.
if Event.WeaponPlayerName ~= nil then
self:T( "Hitting Scenery" )
-- What is he hitting?
if Event.TgtCategory then
if Event.WeaponCoalition then -- A coalition object was hit, probably a static.
-- A target got hit
self.HITS[Event.TgtUnitName] = self.HITS[Event.TgtUnitName] or {}
local Hit = self.HITS[Event.TgtUnitName]
Hit.Players = Hit.Players or {}
Hit.Players[Event.WeaponPlayerName] = true
else -- A scenery object was hit.
end
end end
end end
end end
end
--- Account the destroys. --- Account the destroys.
-- @param #DATABASE self -- @param #DATABASE self
-- @param Core.Event#EVENTDATA Event -- @param Core.Event#EVENTDATA Event
function DATABASE:AccountDestroys( Event ) function DATABASE:AccountDestroys( Event )
self:F( { Event } ) self:F( { Event } )
local TargetUnit = nil local TargetUnit = nil
local TargetGroup = nil local TargetGroup = nil
local TargetUnitName = "" local TargetUnitName = ""
local TargetGroupName = "" local TargetGroupName = ""
local TargetPlayerName = "" local TargetPlayerName = ""
local TargetCoalition = nil local TargetCoalition = nil
local TargetCategory = nil local TargetCategory = nil
local TargetType = nil local TargetType = nil
local TargetUnitCoalition = nil local TargetUnitCoalition = nil
local TargetUnitCategory = nil local TargetUnitCategory = nil
local TargetUnitType = nil local TargetUnitType = nil
if Event.IniDCSUnit then if Event.IniDCSUnit then
TargetUnit = Event.IniUnit TargetUnit = Event.IniUnit
TargetUnitName = Event.IniDCSUnitName TargetUnitName = Event.IniDCSUnitName
TargetGroup = Event.IniDCSGroup TargetGroup = Event.IniDCSGroup
TargetGroupName = Event.IniDCSGroupName TargetGroupName = Event.IniDCSGroupName
TargetPlayerName = Event.IniPlayerName TargetPlayerName = Event.IniPlayerName
TargetCoalition = Event.IniCoalition TargetCoalition = Event.IniCoalition
--TargetCategory = TargetUnit:getCategory() -- TargetCategory = TargetUnit:getCategory()
--TargetCategory = TargetUnit:getDesc().category -- Workaround -- TargetCategory = TargetUnit:getDesc().category -- Workaround
TargetCategory = Event.IniCategory TargetCategory = Event.IniCategory
TargetType = Event.IniTypeName TargetType = Event.IniTypeName
TargetUnitType = TargetType TargetUnitType = TargetType
self:T( { TargetUnitName, TargetGroupName, TargetPlayerName, TargetCoalition, TargetCategory, TargetType } ) self:T( { TargetUnitName, TargetGroupName, TargetPlayerName, TargetCoalition, TargetCategory, TargetType } )
end
local Destroyed = false
-- What is the player destroying?
if self.HITS[Event.IniUnitName] then -- Was there a hit for this unit for this player before registered???
self.DESTROYS[Event.IniUnitName] = self.DESTROYS[Event.IniUnitName] or {}
self.DESTROYS[Event.IniUnitName] = true
end
end end
local Destroyed = false
-- What is the player destroying?
if self.HITS[Event.IniUnitName] then -- Was there a hit for this unit for this player before registered???
self.DESTROYS[Event.IniUnitName] = self.DESTROYS[Event.IniUnitName] or {}
self.DESTROYS[Event.IniUnitName] = true
end
end

View File

@ -14,7 +14,7 @@
-- ![Objects](..\Presentations\EVENT\Dia2.JPG) -- ![Objects](..\Presentations\EVENT\Dia2.JPG)
-- --
-- Within a running mission, various DCS events occur. Units are dynamically created, crash, die, shoot stuff, get hit etc. -- Within a running mission, various DCS events occur. Units are dynamically created, crash, die, shoot stuff, get hit etc.
-- This module provides a mechanism to dispatch those events occuring within your running mission, to the different objects orchestrating your mission. -- This module provides a mechanism to dispatch those events occurring within your running mission, to the different objects orchestrating your mission.
-- --
-- ![Objects](..\Presentations\EVENT\Dia3.JPG) -- ![Objects](..\Presentations\EVENT\Dia3.JPG)
-- --
@ -32,11 +32,11 @@
-- --
-- ![Objects](..\Presentations\EVENT\Dia5.JPG) -- ![Objects](..\Presentations\EVENT\Dia5.JPG)
-- --
-- There are 5 levels of kind of objects that the _EVENTDISPATCHER services: -- There are 5 types/levels of objects that the _EVENTDISPATCHER services:
-- --
-- * _DATABASE object: The core of the MOOSE objects. Any object that is created, deleted or updated, is done in this database. -- * _DATABASE object: The core of the MOOSE objects. Any object that is created, deleted or updated, is done in this database.
-- * SET_ derived classes: Subsets of the _DATABASE object. These subsets are updated by the _EVENTDISPATCHER as the second priority. -- * SET_ derived classes: These are subsets of the _DATABASE object. These subsets are updated by the _EVENTDISPATCHER as the second priority.
-- * UNIT objects: UNIT objects can subscribe to DCS events. Each DCS event will be directly published to teh subscribed UNIT object. -- * UNIT objects: UNIT objects can subscribe to DCS events. Each DCS event will be directly published to the subscribed UNIT object.
-- * GROUP objects: GROUP objects can subscribe to DCS events. Each DCS event will be directly published to the subscribed GROUP object. -- * GROUP objects: GROUP objects can subscribe to DCS events. Each DCS event will be directly published to the subscribed GROUP object.
-- * Any other object: Various other objects can subscribe to DCS events. Each DCS event triggered will be published to each subscribed object. -- * Any other object: Various other objects can subscribe to DCS events. Each DCS event triggered will be published to each subscribed object.
-- --

View File

@ -21,8 +21,8 @@
-- A FSM can only be in one of a finite number of states. -- 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**. -- The machine is in only one state at a time; the state it is in at any given time is called the **current state**.
-- It can change from one state to another when initiated by an **__internal__ or __external__ triggering event**, which is called a **transition**. -- It can change from one state to another when initiated by an **__internal__ or __external__ triggering event**, which is called a **transition**.
-- An **FSM implementation** is defined by **a list of its states**, **its initial state**, and **the triggering events** for **each possible transition**. -- A **FSM implementation** is defined by **a list of its states**, **its initial state**, and **the triggering events** for **each possible transition**.
-- An FSM implementation is composed out of **two parts**, a set of **state transition rules**, and an implementation set of **state transition handlers**, implementing those transitions. -- A FSM implementation is composed out of **two parts**, a set of **state transition rules**, and an implementation set of **state transition handlers**, implementing those transitions.
-- --
-- The FSM class supports a **hierarchical implementation of a Finite State Machine**, -- The FSM class supports a **hierarchical implementation of a Finite State Machine**,
-- that is, it allows to **embed existing FSM implementations in a master FSM**. -- that is, it allows to **embed existing FSM implementations in a master FSM**.
@ -34,32 +34,32 @@
-- orders him to destroy x targets and account the results. -- orders him to destroy x targets and account the results.
-- Other examples of ready made FSM could be: -- Other examples of ready made FSM could be:
-- --
-- * route a plane to a zone flown by a human -- * Route a plane to a zone flown by a human.
-- * detect targets by an AI and report to humans -- * Detect targets by an AI and report to humans.
-- * account for destroyed targets by human players -- * Account for destroyed targets by human players.
-- * handle AI infantry to deploy from or embark to a helicopter or airplane or vehicle -- * Handle AI infantry to deploy from or embark to a helicopter or airplane or vehicle.
-- * let an AI patrol a zone -- * Let an AI patrol a zone.
-- --
-- The **MOOSE framework** uses extensively the FSM class and derived FSM\_ classes, -- The **MOOSE framework** extensively uses the FSM class and derived FSM\_ classes,
-- because **the goal of MOOSE is to simplify mission design complexity for mission building**. -- because **the goal of MOOSE is to simplify mission design complexity for mission building**.
-- By efficiently utilizing the FSM class and derived classes, MOOSE allows mission designers to quickly build processes. -- By efficiently utilizing the FSM class and derived classes, MOOSE allows mission designers to quickly build processes.
-- **Ready made FSM-based implementations classes** exist within the MOOSE framework that **can easily be re-used, -- **Ready made FSM-based implementations classes** exist within the MOOSE framework that **can easily be re-used,
-- and tailored** by mission designers through **the implementation of Transition Handlers**. -- and tailored** by mission designers through **the implementation of Transition Handlers**.
-- Each of these FSM implementation classes start either with: -- Each of these FSM implementation classes start either with:
-- --
-- * an acronym **AI\_**, which indicates an FSM implementation directing **AI controlled** @{GROUP} and/or @{UNIT}. These AI\_ classes derive the @{#FSM_CONTROLLABLE} class. -- * an acronym **AI\_**, which indicates a FSM implementation directing **AI controlled** @{GROUP} and/or @{UNIT}. These AI\_ classes derive the @{#FSM_CONTROLLABLE} class.
-- * an acronym **TASK\_**, which indicates an FSM implementation executing a @{TASK} executed by Groups of players. These TASK\_ classes derive the @{#FSM_TASK} class. -- * an acronym **TASK\_**, which indicates a FSM implementation executing a @{TASK} executed by Groups of players. These TASK\_ classes derive the @{#FSM_TASK} class.
-- * an acronym **ACT\_**, which indicates an Sub-FSM implementation, directing **Humans actions** that need to be done in a @{TASK}, seated in a @{CLIENT} (slot) or a @{UNIT} (CA join). These ACT\_ classes derive the @{#FSM_PROCESS} class. -- * an acronym **ACT\_**, which indicates an Sub-FSM implementation, directing **Humans actions** that need to be done in a @{TASK}, seated in a @{CLIENT} (slot) or a @{UNIT} (CA join). These ACT\_ classes derive the @{#FSM_PROCESS} class.
-- --
-- Detailed explanations and API specifics are further below clarified and FSM derived class specifics are described in those class documentation sections. -- Detailed explanations and API specifics are further below clarified and FSM derived class specifics are described in those class documentation sections.
-- --
-- ##__Dislaimer:__ -- ##__Disclaimer:__
-- The FSM class development is based on a finite state machine implementation made by Conroy Kyle. -- The FSM class development is based on a finite state machine implementation made by Conroy Kyle.
-- The state machine can be found on [github](https://github.com/kyleconroy/lua-state-machine) -- The state machine can be found on [github](https://github.com/kyleconroy/lua-state-machine)
-- I've reworked this development (taken the concept), and created a **hierarchical state machine** out of it, embedded within the DCS simulator. -- I've reworked this development (taken the concept), and created a **hierarchical state machine** out of it, embedded within the DCS simulator.
-- Additionally, I've added extendability and created an API that allows seamless FSM implementation. -- Additionally, I've added extendability and created an API that allows seamless FSM implementation.
-- --
-- The following derived classes are available in the MOOSE framework, that implement a specialised form of a FSM: -- The following derived classes are available in the MOOSE framework, that implement a specialized form of a FSM:
-- --
-- * @{#FSM_TASK}: Models Finite State Machines for @{Task}s. -- * @{#FSM_TASK}: Models Finite State Machines for @{Task}s.
-- * @{#FSM_PROCESS}: Models Finite State Machines for @{Task} actions, which control @{Client}s. -- * @{#FSM_PROCESS}: Models Finite State Machines for @{Task} actions, which control @{Client}s.
@ -69,7 +69,6 @@
-- --
-- === -- ===
-- --
--
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
-- ### Contributions: **funkyfranky** -- ### Contributions: **funkyfranky**
-- --
@ -89,7 +88,6 @@ do -- FSM
-- @field #string current Current state name. -- @field #string current Current state name.
-- @extends Core.Base#BASE -- @extends Core.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. -- A FSM can only be in one of a finite number of states.
@ -145,12 +143,12 @@ do -- FSM
-- Most of the time, these Event Triggers are used within the Transition Handler methods, so that a workflow is created running through the state machine. -- Most of the time, these Event Triggers are used within the Transition Handler methods, so that a workflow is created running through the state machine.
-- --
-- As explained above, a FSM supports **Linear State Transitions** and **Hierarchical State Transitions**, and both can be mixed to make a comprehensive FSM implementation. -- As explained above, a FSM supports **Linear State Transitions** and **Hierarchical State Transitions**, and both can be mixed to make a comprehensive FSM implementation.
-- The below documentation has a seperate chapter explaining both transition modes, taking into account the **Transition Rules**, **Transition Handlers** and **Event Triggers**. -- The below documentation has a separate chapter explaining both transition modes, taking into account the **Transition Rules**, **Transition Handlers** and **Event Triggers**.
-- --
-- ## FSM Linear Transitions -- ## FSM Linear Transitions
-- --
-- Linear Transitions are Transition Rules allowing an FSM to transition from one or multiple possible **From** state(s) towards a **To** state upon a Triggered **Event**. -- Linear Transitions are Transition Rules allowing an FSM to transition from one or multiple possible **From** state(s) towards a **To** state upon a Triggered **Event**.
-- The Lineair transition rule evaluation will always be done from the **current state** of the FSM. -- The Linear transition rule evaluation will always be done from the **current state** of the FSM.
-- If no valid Transition Rule can be found in the FSM, the FSM will log an error and stop. -- If no valid Transition Rule can be found in the FSM, the FSM will log an error and stop.
-- --
-- ### FSM Transition Rules -- ### FSM Transition Rules
@ -185,7 +183,7 @@ do -- FSM
-- * The From states can be **a table of strings**, indicating that the transition rule will be valid **if the current state** of the FSM will be **one of the given From states**. -- * The From states can be **a table of strings**, indicating that the transition rule will be valid **if the current state** of the FSM will be **one of the given From states**.
-- * The From state can be a **"*"**, indicating that **the transition rule will always be valid**, regardless of the current state of the FSM. -- * The From state can be a **"*"**, indicating that **the transition rule will always be valid**, regardless of the current state of the FSM.
-- --
-- The below code snippet shows how the two last lines can be rewritten and consensed. -- The below code snippet shows how the two last lines can be rewritten and condensed.
-- --
-- FsmSwitch:AddTransition( { "On", "Middle" }, "SwitchOff", "Off" ) -- FsmSwitch:AddTransition( { "On", "Middle" }, "SwitchOff", "Off" )
-- --
@ -221,7 +219,7 @@ do -- FSM
-- * The method **FSM:Event()** triggers an Event that will be processed **synchronously** or **immediately**. -- * The method **FSM:Event()** triggers an Event that will be processed **synchronously** or **immediately**.
-- * The method **FSM:__Event( __seconds__ )** triggers an Event that will be processed **asynchronously** over time, waiting __x seconds__. -- * The method **FSM:__Event( __seconds__ )** triggers an Event that will be processed **asynchronously** over time, waiting __x seconds__.
-- --
-- The destinction between these 2 Event Trigger methods are important to understand. An asynchronous call will "log" the Event Trigger to be executed at a later time. -- The distinction between these 2 Event Trigger methods are important to understand. An asynchronous call will "log" the Event Trigger to be executed at a later time.
-- Processing will just continue. Synchronous Event Trigger methods are useful to change states of the FSM immediately, but may have a larger processing impact. -- Processing will just continue. Synchronous Event Trigger methods are useful to change states of the FSM immediately, but may have a larger processing impact.
-- --
-- The following example provides a little demonstration on the difference between synchronous and asynchronous Event Triggering. -- The following example provides a little demonstration on the difference between synchronous and asynchronous Event Triggering.
@ -345,7 +343,6 @@ do -- FSM
-- === -- ===
-- --
-- @field #FSM -- @field #FSM
--
FSM = { FSM = {
ClassName = "FSM", ClassName = "FSM",
} }
@ -379,7 +376,6 @@ do -- FSM
return self return self
end end
--- Sets the start state of the FSM. --- Sets the start state of the FSM.
-- @param #FSM self -- @param #FSM self
-- @param #string State A string defining the start state. -- @param #string State A string defining the start state.
@ -388,7 +384,6 @@ do -- FSM
self.current = State self.current = State
end end
--- Returns the start state of the FSM. --- Returns the start state of the FSM.
-- @param #FSM self -- @param #FSM self
-- @return #string A string containing the start state. -- @return #string A string containing the start state.
@ -416,7 +411,6 @@ do -- FSM
self:_eventmap( self.Events, Transition ) self:_eventmap( self.Events, Transition )
end end
--- Returns a table of the transition rules defined within the FSM. --- Returns a table of the transition rules defined within the FSM.
-- @param #FSM self -- @param #FSM self
-- @return #table Transitions. -- @return #table Transitions.
@ -450,7 +444,6 @@ do -- FSM
return Process return Process
end end
--- Returns a table of the SubFSM rules defined within the FSM. --- Returns a table of the SubFSM rules defined within the FSM.
-- @param #FSM self -- @param #FSM self
-- @return #table Sub processes. -- @return #table Sub processes.
@ -499,7 +492,6 @@ do -- FSM
return self._EndStates or {} return self._EndStates or {}
end end
--- Adds a score for the FSM to be achieved. --- Adds a score for the FSM to be achieved.
-- @param #FSM self -- @param #FSM self
-- @param #string State is the state of the process when the score needs to be given. (See the relevant state descriptions of the process). -- @param #string State is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).
@ -563,7 +555,7 @@ do -- FSM
end end
--- Event map. --- Event map.
-- @param #FSM self -- @param #FSM self
-- @param #table Events Events. -- @param #table Events Events.
-- @param #table EventStructure Event structure. -- @param #table EventStructure Event structure.
@ -583,7 +575,7 @@ do -- FSM
end end
--- Sub maps. --- Sub maps.
-- @param #FSM self -- @param #FSM self
-- @param #table subs Subs. -- @param #table subs Subs.
-- @param #table sub Sub. -- @param #table sub Sub.
@ -613,7 +605,7 @@ do -- FSM
-- @param #string EventName Event name. -- @param #string EventName Event name.
-- @return Value. -- @return Value.
function FSM:_call_handler( step, trigger, params, EventName ) function FSM:_call_handler( step, trigger, params, EventName )
--env.info(string.format("FF T=%.3f _call_handler step=%s, trigger=%s, event=%s", timer.getTime(), step, trigger, EventName)) -- env.info(string.format("FF T=%.3f _call_handler step=%s, trigger=%s, event=%s", timer.getTime(), step, trigger, EventName))
local handler = step .. trigger local handler = step .. trigger
@ -644,10 +636,12 @@ do -- FSM
return errmsg return errmsg
end end
--return self[handler](self, unpack( params )) -- return self[handler](self, unpack( params ))
-- Protected call. -- Protected call.
local Result, Value = xpcall( function() return self[handler]( self, unpack( params ) ) end, ErrorHandler ) local Result, Value = xpcall( function()
return self[handler]( self, unpack( params ) )
end, ErrorHandler )
return Value return Value
end end
@ -671,17 +665,16 @@ do -- FSM
local From = self.current local From = self.current
-- Parameters. -- Parameters.
local Params = { From, EventName, To, ... } local Params = { From, EventName, To, ... }
if self["onleave" .. From] or
if self["onleave".. From] or self["OnLeave" .. From] or
self["OnLeave".. From] or self["onbefore" .. EventName] or
self["onbefore".. EventName] or self["OnBefore" .. EventName] or
self["OnBefore".. EventName] or self["onafter" .. EventName] or
self["onafter".. EventName] or self["OnAfter" .. EventName] or
self["OnAfter".. EventName] or self["onenter" .. To] or
self["onenter".. To] or self["OnEnter" .. To] then
self["OnEnter".. To] then
if self:_call_handler( "onbefore", EventName, Params, EventName ) == false then if self:_call_handler( "onbefore", EventName, Params, EventName ) == false then
self:T( "*** FSM *** Cancel" .. " *** " .. self.current .. " --> " .. EventName .. " --> " .. To .. " *** onbefore" .. EventName ) self:T( "*** FSM *** Cancel" .. " *** " .. self.current .. " --> " .. EventName .. " --> " .. To .. " *** onbefore" .. EventName )
@ -716,11 +709,11 @@ do -- FSM
end end
if ClassName == "FSM_CONTROLLABLE" then if ClassName == "FSM_CONTROLLABLE" then
self:T( "*** FSM *** Transit *** " .. self.current .. " --> " .. EventName .. " --> " .. To .. " *** TaskUnit: " .. self.Controllable.ControllableName .. " *** " ) self:T( "*** FSM *** Transit *** " .. self.current .. " --> " .. EventName .. " --> " .. To .. " *** TaskUnit: " .. self.Controllable.ControllableName .. " *** " )
end end
if ClassName == "FSM_PROCESS" then if ClassName == "FSM_PROCESS" then
self:T( "*** FSM *** Transit *** " .. self.current .. " --> " .. EventName .. " --> " .. To .. " *** Task: " .. self.Task:GetName() .. ", TaskUnit: " .. self.Controllable.ControllableName .. " *** " ) self:T( "*** FSM *** Transit *** " .. self.current .. " --> " .. EventName .. " --> " .. To .. " *** Task: " .. self.Task:GetName() .. ", TaskUnit: " .. self.Controllable.ControllableName .. " *** " )
end end
end end
@ -733,10 +726,10 @@ do -- FSM
for _, sub in pairs( subtable ) do for _, sub in pairs( subtable ) do
--if sub.nextevent then -- if sub.nextevent then
-- self:F2( "nextevent = " .. sub.nextevent ) -- self:F2( "nextevent = " .. sub.nextevent )
-- self[sub.nextevent]( self ) -- self[sub.nextevent]( self )
--end -- end
self:T( "*** FSM *** Sub *** " .. sub.StartEvent ) self:T( "*** FSM *** Sub *** " .. sub.StartEvent )
@ -753,11 +746,11 @@ do -- FSM
self:T( "*** FSM *** End *** " .. Event ) self:T( "*** FSM *** End *** " .. Event )
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 )
self:_call_handler("onafter", EventName, Params, EventName ) self:_call_handler( "onafter", EventName, Params, EventName )
self:_call_handler("OnAfter", EventName, Params, EventName ) self:_call_handler( "OnAfter", EventName, Params, EventName )
self:_call_handler("onstate", "change", Params, EventName ) self:_call_handler( "onstate", "change", Params, EventName )
fsmparent[Event]( fsmparent ) fsmparent[Event]( fsmparent )
@ -766,13 +759,13 @@ do -- FSM
if execute then if execute then
self:_call_handler("onafter", EventName, Params, EventName ) self:_call_handler( "onafter", EventName, Params, EventName )
self:_call_handler("OnAfter", EventName, Params, EventName ) self:_call_handler( "OnAfter", EventName, Params, EventName )
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 )
self:_call_handler("onstate", "change", Params, EventName ) self:_call_handler( "onstate", "change", Params, EventName )
end end
else else
@ -835,7 +828,9 @@ do -- FSM
-- @param #string EventName Event name. -- @param #string EventName Event name.
-- @return #function Function. -- @return #function Function.
function FSM:_create_transition( EventName ) function FSM:_create_transition( EventName )
return function( self, ... ) return self._handler( self, EventName , ... ) end return function( self, ... )
return self._handler( self, EventName, ... )
end
end end
--- Go sub. --- Go sub.
@ -862,16 +857,16 @@ do -- FSM
local FSMParent = self.fsmparent local FSMParent = self.fsmparent
if FSMParent and self.endstates[Current] then 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 FSMParent.current = Current
local ParentFrom = FSMParent.current local ParentFrom = FSMParent.current
--self:T( { ParentFrom, self.ReturnEvents } ) -- self:T( { ParentFrom, self.ReturnEvents } )
local Event = self.ReturnEvents[Current] local Event = self.ReturnEvents[Current]
--self:T( { Event } ) -- self:T( { Event } )
if Event then if Event then
return FSMParent, Event return FSMParent, Event
else 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
end end
@ -883,13 +878,13 @@ do -- FSM
-- @param #table Map Map. -- @param #table Map Map.
-- @param #table Event Event table. -- @param #table Event Event table.
function FSM:_add_to_map( Map, Event ) function FSM:_add_to_map( Map, Event )
self:F3( { Map, Event } ) self:F3( { Map, Event } )
if type(Event.From) == 'string' then if type( Event.From ) == 'string' then
Map[Event.From] = Event.To Map[Event.From] = Event.To
else else
for _, From in ipairs(Event.From) do for _, From in ipairs( Event.From ) do
Map[From] = Event.To Map[From] = Event.To
end end
end end
@ -931,11 +926,11 @@ do -- FSM
-- @param #string e Event name. -- @param #string e Event name.
-- @return #boolean If true, FSM can do the event. -- @return #boolean If true, FSM can do the event.
-- @return #string To state. -- @return #string To state.
function FSM:can(e) function FSM:can( e )
local Event = self.Events[e] local Event = self.Events[e]
--self:F3( { self.current, Event } ) -- self:F3( { self.current, Event } )
local To = Event and Event.map[self.current] or Event.map['*'] local To = Event and Event.map[self.current] or Event.map['*']
@ -946,8 +941,8 @@ do -- FSM
-- @param #FSM self -- @param #FSM self
-- @param #string e Event name. -- @param #string e Event name.
-- @return #boolean If true, FSM cannot do the event. -- @return #boolean If true, FSM cannot do the event.
function FSM:cannot(e) function FSM:cannot( e )
return not self:can(e) return not self:can( e )
end end
end end
@ -1036,7 +1031,7 @@ do -- FSM_CONTROLLABLE
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
function FSM_CONTROLLABLE:OnAfterStop(Controllable,From,Event,To) function FSM_CONTROLLABLE:OnAfterStop( Controllable, From, Event, To )
-- Clear all pending schedules -- Clear all pending schedules
self.CallScheduler:Clear() self.CallScheduler:Clear()
@ -1047,7 +1042,7 @@ do -- FSM_CONTROLLABLE
-- @param Wrapper.Controllable#CONTROLLABLE FSMControllable -- @param Wrapper.Controllable#CONTROLLABLE FSMControllable
-- @return #FSM_CONTROLLABLE -- @return #FSM_CONTROLLABLE
function FSM_CONTROLLABLE:SetControllable( FSMControllable ) function FSM_CONTROLLABLE:SetControllable( FSMControllable )
--self:F( FSMControllable:GetName() ) -- self:F( FSMControllable:GetName() )
self.Controllable = FSMControllable self.Controllable = FSMControllable
end end
@ -1075,9 +1070,11 @@ do -- FSM_CONTROLLABLE
if self[handler] then if self[handler] then
self:T( "*** FSM *** " .. step .. " *** " .. params[1] .. " --> " .. params[2] .. " --> " .. params[3] .. " *** TaskUnit: " .. self.Controllable:GetName() ) self:T( "*** FSM *** " .. step .. " *** " .. params[1] .. " --> " .. params[2] .. " --> " .. params[3] .. " *** TaskUnit: " .. self.Controllable:GetName() )
self._EventSchedules[EventName] = nil self._EventSchedules[EventName] = nil
local Result, Value = xpcall( function() return self[handler]( self, self.Controllable, unpack( params ) ) end, ErrorHandler ) local Result, Value = xpcall( function()
return self[handler]( self, self.Controllable, unpack( params ) )
end, ErrorHandler )
return Value return Value
--return self[handler]( self, self.Controllable, unpack( params ) ) -- return self[handler]( self, self.Controllable, unpack( params ) )
end end
end end
@ -1089,16 +1086,13 @@ do -- FSM_PROCESS
-- @field Tasking.Task#TASK Task -- @field Tasking.Task#TASK Task
-- @extends Core.Fsm#FSM_CONTROLLABLE -- @extends Core.Fsm#FSM_CONTROLLABLE
--- 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.
-- --
-- === -- ===
-- --
-- @field #FSM_PROCESS FSM_PROCESS -- @field #FSM_PROCESS FSM_PROCESS
-- --
FSM_PROCESS = { FSM_PROCESS = { ClassName = "FSM_PROCESS" }
ClassName = "FSM_PROCESS",
}
--- Creates a new FSM_PROCESS object. --- Creates a new FSM_PROCESS object.
-- @param #FSM_PROCESS self -- @param #FSM_PROCESS self
@ -1107,7 +1101,7 @@ do -- FSM_PROCESS
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- Core.Fsm#FSM_PROCESS local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- Core.Fsm#FSM_PROCESS
--self:F( Controllable ) -- self:F( Controllable )
self:Assign( Controllable, Task ) self:Assign( Controllable, Task )
@ -1139,10 +1133,12 @@ do -- FSM_PROCESS
self._EventSchedules[EventName] = nil self._EventSchedules[EventName] = nil
local Result, Value local Result, Value
if self.Controllable and self.Controllable:IsAlive() == true then if self.Controllable and self.Controllable:IsAlive() == true then
Result, Value = xpcall( function() return self[handler]( self, self.Controllable, self.Task, unpack( params ) ) end, ErrorHandler ) Result, Value = xpcall( function()
return self[handler]( self, self.Controllable, self.Task, unpack( params ) )
end, ErrorHandler )
end end
return Value return Value
--return self[handler]( self, self.Controllable, unpack( params ) ) -- return self[handler]( self, self.Controllable, unpack( params ) )
end end
end end
@ -1152,7 +1148,6 @@ do -- FSM_PROCESS
function FSM_PROCESS:Copy( Controllable, Task ) function FSM_PROCESS:Copy( Controllable, Task )
--self:T3( { self:GetClassNameAndID() } ) --self:T3( { self:GetClassNameAndID() } )
local NewFsm = self:New( Controllable, Task ) -- Core.Fsm#FSM_PROCESS local NewFsm = self:New( Controllable, Task ) -- Core.Fsm#FSM_PROCESS
NewFsm:Assign( Controllable, Task ) NewFsm:Assign( Controllable, Task )
@ -1170,7 +1165,7 @@ do -- FSM_PROCESS
-- Copy Processes -- Copy Processes
for ProcessID, Process in pairs( self:GetProcesses() ) do for ProcessID, Process in pairs( self:GetProcesses() ) do
--self:E( { Process:GetName() } ) -- self:E( { Process:GetName() } )
local FsmProcess = NewFsm:AddProcess( Process.From, Process.Event, Process.fsm:Copy( Controllable, Task ), Process.ReturnEvents ) local FsmProcess = NewFsm:AddProcess( Process.From, Process.Event, Process.fsm:Copy( Controllable, Task ), Process.ReturnEvents )
end end
@ -1244,7 +1239,7 @@ do -- FSM_PROCESS
return self:GetTask():GetMission():GetCommandCenter() return self:GetTask():GetMission():GetCommandCenter()
end end
-- TODO: Need to check and fix that an FSM_PROCESS is only for a UNIT. Not for a GROUP. -- 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. --- Send a message of the @{Task} to the Group of the Unit.
-- @param #FSM_PROCESS self -- @param #FSM_PROCESS self
@ -1263,32 +1258,29 @@ do -- FSM_PROCESS
CC:MessageToGroup( Message, TaskGroup ) CC:MessageToGroup( Message, TaskGroup )
end end
--- Assign the process to a @{Wrapper.Unit} and activate the process. --- Assign the process to a @{Wrapper.Unit} and activate the process.
-- @param #FSM_PROCESS self -- @param #FSM_PROCESS self
-- @param Task.Tasking#TASK Task -- @param Task.Tasking#TASK Task
-- @param Wrapper.Unit#UNIT ProcessUnit -- @param Wrapper.Unit#UNIT ProcessUnit
-- @return #FSM_PROCESS self -- @return #FSM_PROCESS self
function FSM_PROCESS:Assign( ProcessUnit, Task ) function FSM_PROCESS:Assign( ProcessUnit, Task )
--self:T( { Task:GetName(), ProcessUnit:GetName() } ) -- self:T( { Task:GetName(), ProcessUnit:GetName() } )
self:SetControllable( ProcessUnit ) self:SetControllable( ProcessUnit )
self:SetTask( Task ) self:SetTask( Task )
--self.ProcessGroup = ProcessUnit:GetGroup() -- self.ProcessGroup = ProcessUnit:GetGroup()
return self return self
end end
-- function FSM_PROCESS:onenterAssigned( ProcessUnit, Task, From, Event, To ) -- function FSM_PROCESS:onenterAssigned( ProcessUnit, Task, From, Event, To )
-- --
-- if From( "Planned" ) then -- if From( "Planned" ) then
-- self:T( "*** FSM *** Assign *** " .. Task:GetName() .. "/" .. ProcessUnit:GetName() .. " *** " .. From .. " --> " .. Event .. " --> " .. To ) -- self:T( "*** FSM *** Assign *** " .. Task:GetName() .. "/" .. ProcessUnit:GetName() .. " *** " .. From .. " --> " .. Event .. " --> " .. To )
-- self.Task:Assign() -- self.Task:Assign()
-- end -- end
-- end -- end
function FSM_PROCESS:onenterFailed( ProcessUnit, Task, From, Event, To ) function FSM_PROCESS:onenterFailed( ProcessUnit, Task, From, Event, To )
self:T( "*** FSM *** Failed *** " .. Task:GetName() .. "/" .. ProcessUnit:GetName() .. " *** " .. From .. " --> " .. Event .. " --> " .. To ) self:T( "*** FSM *** Failed *** " .. Task:GetName() .. "/" .. ProcessUnit:GetName() .. " *** " .. From .. " --> " .. Event .. " --> " .. To )
@ -1296,7 +1288,6 @@ do -- FSM_PROCESS
self.Task:Fail() self.Task:Fail()
end end
--- StateMachine callback function for a FSM_PROCESS --- StateMachine callback function for a FSM_PROCESS
-- @param #FSM_PROCESS self -- @param #FSM_PROCESS self
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit -- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
@ -1309,10 +1300,10 @@ do -- FSM_PROCESS
self:T( "*** FSM *** Change *** " .. Task:GetName() .. "/" .. ProcessUnit:GetName() .. " *** " .. From .. " --> " .. Event .. " --> " .. To ) self:T( "*** FSM *** Change *** " .. Task:GetName() .. "/" .. ProcessUnit:GetName() .. " *** " .. From .. " --> " .. Event .. " --> " .. To )
end end
-- if self:IsTrace() then -- if self:IsTrace() then
-- MESSAGE:New( "@ Process " .. self:GetClassNameAndID() .. " : " .. Event .. " changed to state " .. To, 2 ):ToAll() -- MESSAGE:New( "@ Process " .. self:GetClassNameAndID() .. " : " .. Event .. " changed to state " .. To, 2 ):ToAll()
-- self:F2( { Scores = self._Scores, To = To } ) -- self:F2( { Scores = self._Scores, To = To } )
-- end -- end
-- TODO: This needs to be reworked with a callback functions allocated within Task, and set within the mission script from the Task Objects... -- 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 if self._Scores[To] then
@ -1374,8 +1365,10 @@ do -- FSM_TASK
if self[handler] then if self[handler] then
self:T( "*** FSM *** " .. step .. " *** " .. params[1] .. " --> " .. params[2] .. " --> " .. params[3] .. " *** Task: " .. self.TaskName ) self:T( "*** FSM *** " .. step .. " *** " .. params[1] .. " --> " .. params[2] .. " --> " .. params[3] .. " *** Task: " .. self.TaskName )
self._EventSchedules[EventName] = nil self._EventSchedules[EventName] = nil
--return self[handler]( self, unpack( params ) ) -- return self[handler]( self, unpack( params ) )
local Result, Value = xpcall( function() return self[handler]( self, unpack( params ) ) end, ErrorHandler ) local Result, Value = xpcall( function()
return self[handler]( self, unpack( params ) )
end, ErrorHandler )
return Value return Value
end end
end end
@ -1389,14 +1382,12 @@ do -- FSM_SET
-- @field Core.Set#SET_BASE Set -- @field Core.Set#SET_BASE Set
-- @extends Core.Fsm#FSM -- @extends Core.Fsm#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. -- for multiple objects or the position of the state machine in the process.
-- --
-- === -- ===
-- --
-- @field #FSM_SET FSM_SET -- @field #FSM_SET FSM_SET
--
FSM_SET = { FSM_SET = {
ClassName = "FSM_SET", ClassName = "FSM_SET",
} }
@ -1434,8 +1425,8 @@ do -- FSM_SET
return self.Set return self.Set
end end
function FSM_SET:_call_handler( step, trigger, params, EventName ) function FSM_SET:_call_handler( step, trigger, params, EventName )
local handler = step .. trigger local handler = step .. trigger
if self[handler] then if self[handler] then
self:T( "*** FSM *** " .. step .. " *** " .. params[1] .. " --> " .. params[2] .. " --> " .. params[3] ) self:T( "*** FSM *** " .. step .. " *** " .. params[1] .. " --> " .. params[2] .. " --> " .. params[3] )
self._EventSchedules[EventName] = nil self._EventSchedules[EventName] = nil

View File

@ -22,13 +22,11 @@
-- @module Core.Goal -- @module Core.Goal
-- @image Core_Goal.JPG -- @image Core_Goal.JPG
do -- Goal do -- Goal
--- @type GOAL --- @type GOAL
-- @extends Core.Fsm#FSM -- @extends Core.Fsm#FSM
--- 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 -- # 1. GOAL constructor
@ -105,9 +103,8 @@ do -- Goal
-- @param #string Event -- @param #string Event
-- @param #string To -- @param #string To
self:SetStartState( "Pending" ) self:SetStartState( "Pending" )
self:AddTransition( "*", "Achieved", "Achieved" ) self:AddTransition( "*", "Achieved", "Achieved" )
--- Achieved Handler OnBefore for GOAL --- Achieved Handler OnBefore for GOAL
-- @function [parent=#GOAL] OnBeforeAchieved -- @function [parent=#GOAL] OnBeforeAchieved
@ -138,25 +135,22 @@ do -- Goal
return self return self
end end
--- Add a new contribution by a player. --- Add a new contribution by a player.
-- @param #GOAL self -- @param #GOAL self
-- @param #string PlayerName The name of the player. -- @param #string PlayerName The name of the player.
function GOAL:AddPlayerContribution( PlayerName ) function GOAL:AddPlayerContribution( PlayerName )
self:F({PlayerName}) self:F( { PlayerName } )
self.Players[PlayerName] = self.Players[PlayerName] or 0 self.Players[PlayerName] = self.Players[PlayerName] or 0
self.Players[PlayerName] = self.Players[PlayerName] + 1 self.Players[PlayerName] = self.Players[PlayerName] + 1
self.TotalContributions = self.TotalContributions + 1 self.TotalContributions = self.TotalContributions + 1
end end
--- @param #GOAL self --- @param #GOAL self
-- @param #number Player contribution. -- @param #number Player contribution.
function GOAL:GetPlayerContribution( PlayerName ) function GOAL:GetPlayerContribution( PlayerName )
return self.Players[PlayerName] or 0 return self.Players[PlayerName] or 0
end end
--- Get the players who contributed to achieve the goal. --- Get the players who contributed to achieve the goal.
-- The result is a list of players, sorted by the name of the players. -- The result is a list of players, sorted by the name of the players.
-- @param #GOAL self -- @param #GOAL self
@ -165,7 +159,6 @@ do -- Goal
return self.Players or {} return self.Players or {}
end end
--- Gets the total contributions that happened to achieve the goal. --- Gets the total contributions that happened to achieve the goal.
-- The result is a number. -- The result is a number.
-- @param #GOAL self -- @param #GOAL self
@ -174,8 +167,6 @@ do -- Goal
return self.TotalContributions or 0 return self.TotalContributions or 0
end end
--- Validates if the goal is achieved. --- Validates if the goal is achieved.
-- @param #GOAL self -- @param #GOAL self
-- @return #boolean true if the goal is achieved. -- @return #boolean true if the goal is achieved.

View File

@ -277,7 +277,6 @@ do -- MENU_BASE
end end
end end
do -- MENU_COMMAND_BASE do -- MENU_COMMAND_BASE
--- @type MENU_COMMAND_BASE --- @type MENU_COMMAND_BASE
-- @field #function MenuCallHandler -- @field #function MenuCallHandler

View File

@ -58,9 +58,9 @@
-- --
-- @field #MESSAGE -- @field #MESSAGE
MESSAGE = { MESSAGE = {
ClassName = "MESSAGE", ClassName = "MESSAGE",
MessageCategory = 0, MessageCategory = 0,
MessageID = 0, MessageID = 0,
} }
--- Message Types --- Message Types
@ -70,10 +70,9 @@ MESSAGE.Type = {
Information = "Information", Information = "Information",
Briefing = "Briefing Report", Briefing = "Briefing Report",
Overview = "Overview Report", Overview = "Overview Report",
Detailed = "Detailed Report" Detailed = "Detailed Report",
} }
--- Creates a new MESSAGE object. Note that these MESSAGE objects are not yet displayed on the display panel. You must use the functions @{ToClient} or @{ToCoalition} or @{ToAll} to send these Messages to the respective recipients. --- Creates a new MESSAGE object. Note that these MESSAGE objects are not yet displayed on the display panel. You must use the functions @{ToClient} or @{ToCoalition} or @{ToAll} to send these Messages to the respective recipients.
-- @param self -- @param self
-- @param #string MessageText is the text of the Message. -- @param #string MessageText is the text of the Message.
@ -82,25 +81,26 @@ MESSAGE.Type = {
-- @param #boolean ClearScreen (optional) Clear all previous messages if true. -- @param #boolean ClearScreen (optional) Clear all previous messages if true.
-- @return #MESSAGE -- @return #MESSAGE
-- @usage -- @usage
-- -- Create a series of new Messages. --
-- -- MessageAll is meant to be sent to all players, for 25 seconds, and is classified as "Score". -- -- Create a series of new Messages.
-- -- MessageRED is meant to be sent to the RED players only, for 10 seconds, and is classified as "End of Mission", with ID "Win". -- -- MessageAll is meant to be sent to all players, for 25 seconds, and is classified as "Score".
-- -- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score". -- -- MessageRED is meant to be sent to the RED players only, for 10 seconds, and is classified as "End of Mission", with ID "Win".
-- -- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score". -- -- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score".
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", 25, "End of Mission" ) -- -- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score".
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty" ) -- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", 25, "End of Mission" )
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", 25, "Score" ) -- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty" )
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", 25, "Score") -- 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, ClearScreen ) function MESSAGE:New( MessageText, MessageDuration, MessageCategory, ClearScreen )
local self = BASE:Inherit( self, BASE:New() ) local self = BASE:Inherit( self, BASE:New() )
self:F( { MessageText, MessageDuration, MessageCategory } ) self:F( { MessageText, MessageDuration, MessageCategory } )
self.MessageType = nil self.MessageType = nil
-- When no MessageCategory is given, we don't show it as a title... -- When no MessageCategory is given, we don't show it as a title...
if MessageCategory and MessageCategory ~= "" then if MessageCategory and MessageCategory ~= "" then
if MessageCategory:sub(-1) ~= "\n" then if MessageCategory:sub( -1 ) ~= "\n" then
self.MessageCategory = MessageCategory .. ": " self.MessageCategory = MessageCategory .. ": "
else else
self.MessageCategory = MessageCategory:sub( 1, -2 ) .. ":\n" self.MessageCategory = MessageCategory:sub( 1, -2 ) .. ":\n"
@ -109,23 +109,22 @@ function MESSAGE:New( MessageText, MessageDuration, MessageCategory, ClearScreen
self.MessageCategory = "" self.MessageCategory = ""
end end
self.ClearScreen=false self.ClearScreen = false
if ClearScreen~=nil then if ClearScreen ~= nil then
self.ClearScreen=ClearScreen self.ClearScreen = ClearScreen
end end
self.MessageDuration = MessageDuration or 5 self.MessageDuration = MessageDuration or 5
self.MessageTime = timer.getTime() self.MessageTime = timer.getTime()
self.MessageText = MessageText:gsub("^\n","",1):gsub("\n$","",1) self.MessageText = MessageText:gsub( "^\n", "", 1 ):gsub( "\n$", "", 1 )
self.MessageSent = false self.MessageSent = false
self.MessageGroup = false self.MessageGroup = false
self.MessageCoalition = false self.MessageCoalition = false
return self return self
end end
--- Creates a new MESSAGE object of a certain type. --- Creates a new MESSAGE object of a certain type.
-- Note that these MESSAGE objects are not yet displayed on the display panel. -- Note that these MESSAGE objects are not yet displayed on the display panel.
-- You must use the functions @{ToClient} or @{ToCoalition} or @{ToAll} to send these Messages to the respective recipients. -- You must use the functions @{ToClient} or @{ToCoalition} or @{ToAll} to send these Messages to the respective recipients.
@ -136,10 +135,12 @@ end
-- @param #boolean ClearScreen (optional) Clear all previous messages. -- @param #boolean ClearScreen (optional) Clear all previous messages.
-- @return #MESSAGE -- @return #MESSAGE
-- @usage -- @usage
--
-- MessageAll = MESSAGE:NewType( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", MESSAGE.Type.Information ) -- 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 ) -- 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 ) -- 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 ) -- MessageClient2 = MESSAGE:NewType( "Congratulations, you've just killed a target", MESSAGE.Type.Update )
--
function MESSAGE:NewType( MessageText, MessageType, ClearScreen ) function MESSAGE:NewType( MessageText, MessageType, ClearScreen )
local self = BASE:Inherit( self, BASE:New() ) local self = BASE:Inherit( self, BASE:New() )
@ -147,54 +148,52 @@ function MESSAGE:NewType( MessageText, MessageType, ClearScreen )
self.MessageType = MessageType self.MessageType = MessageType
self.ClearScreen=false self.ClearScreen = false
if ClearScreen~=nil then if ClearScreen ~= nil then
self.ClearScreen=ClearScreen self.ClearScreen = ClearScreen
end end
self.MessageTime = timer.getTime() self.MessageTime = timer.getTime()
self.MessageText = MessageText:gsub("^\n","",1):gsub("\n$","",1) self.MessageText = MessageText:gsub( "^\n", "", 1 ):gsub( "\n$", "", 1 )
return self return self
end 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. --- 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 -- @param #MESSAGE self
-- @return #MESSAGE -- @return #MESSAGE
function MESSAGE:Clear() function MESSAGE:Clear()
self:F() self:F()
self.ClearScreen=true self.ClearScreen = true
return self return self
end 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". --- Sends a MESSAGE to a Client Group. Note that the Group needs to be defined within the ME with the skillset "Client" or "Player".
-- @param #MESSAGE self -- @param #MESSAGE self
-- @param Wrapper.Client#CLIENT Client is the Group of the Client. -- @param Wrapper.Client#CLIENT Client is the Group of the Client.
-- @param Core.Settings#SETTINGS Settings Settings used to display the message. -- @param Core.Settings#SETTINGS Settings Settings used to display the message.
-- @return #MESSAGE -- @return #MESSAGE
-- @usage -- @usage
-- -- Send the 2 messages created with the @{New} method to the Client Group.
-- -- Note that the Message of MessageClient2 is overwriting the Message of MessageClient1.
-- ClientGroup = Group.getByName( "ClientGroup" )
-- --
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ):ToClient( ClientGroup ) -- -- Send the 2 messages created with the @{New} method to the Client Group.
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ):ToClient( ClientGroup ) -- -- Note that the Message of MessageClient2 is overwriting the Message of MessageClient1.
-- or -- ClientGroup = Group.getByName( "ClientGroup" )
-- MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ):ToClient( ClientGroup ) --
-- MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ):ToClient( ClientGroup ) -- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ):ToClient( ClientGroup )
-- or -- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ):ToClient( ClientGroup )
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ) -- or
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ) -- MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ):ToClient( ClientGroup )
-- MessageClient1:ToClient( ClientGroup ) -- MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ):ToClient( ClientGroup )
-- MessageClient2:ToClient( ClientGroup ) -- or
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" )
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" )
-- MessageClient1:ToClient( ClientGroup )
-- MessageClient2:ToClient( ClientGroup )
--
function MESSAGE:ToClient( Client, Settings ) function MESSAGE:ToClient( Client, Settings )
self:F( Client ) self:F( Client )
if Client and Client:GetClientGroupID() then if Client and Client:GetClientGroupID() then
if self.MessageType then if self.MessageType then
local Settings = Settings or ( Client and _DATABASE:GetPlayerSettings( Client:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS local Settings = Settings or ( Client and _DATABASE:GetPlayerSettings( Client:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS
@ -225,14 +224,38 @@ function MESSAGE:ToGroup( Group, Settings )
if Group then if Group then
if self.MessageType then if self.MessageType then
local Settings = Settings or ( Group and _DATABASE:GetPlayerSettings( Group:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS local Settings = Settings or (Group and _DATABASE:GetPlayerSettings( Group:GetPlayerName() )) or _SETTINGS -- Core.Settings#SETTINGS
self.MessageDuration = Settings:GetMessageTime( self.MessageType )
self.MessageCategory = "" -- self.MessageType .. ": "
end
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, self.ClearScreen )
end
end
return self
end
--- Sends a MESSAGE to a Unit.
-- @param #MESSAGE self
-- @param Wrapper.Unit#UNIT Unit to which the message is displayed.
-- @return #MESSAGE Message object.
function MESSAGE:ToUnit( Unit, Settings )
self:F( Unit.IdentifiableName )
if Unit then
if self.MessageType then
local Settings = Settings or ( Unit and _DATABASE:GetPlayerSettings( Unit:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS
self.MessageDuration = Settings:GetMessageTime( self.MessageType ) self.MessageDuration = Settings:GetMessageTime( self.MessageType )
self.MessageCategory = "" -- self.MessageType .. ": " self.MessageCategory = "" -- self.MessageType .. ": "
end end
if self.MessageDuration ~= 0 then if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration ) 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, self.ClearScreen ) trigger.action.outTextForUnit( Unit:GetID(), self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen )
end end
end end
@ -267,38 +290,42 @@ end
-- @param #MESSAGE self -- @param #MESSAGE self
-- @return #MESSAGE -- @return #MESSAGE
-- @usage -- @usage
-- -- Send a message created with the @{New} method to the BLUE coalition. --
-- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToBlue() -- -- Send a message created with the @{New} method to the BLUE coalition.
-- or -- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToBlue()
-- MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToBlue() -- or
-- or -- MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToBlue()
-- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ) -- or
-- MessageBLUE:ToBlue() -- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" )
-- MessageBLUE:ToBlue()
--
function MESSAGE:ToBlue() function MESSAGE:ToBlue()
self:F() self:F()
self:ToCoalition( coalition.side.BLUE ) self:ToCoalition( coalition.side.BLUE )
return self return self
end end
--- Sends a MESSAGE to the Red Coalition. --- Sends a MESSAGE to the Red Coalition.
-- @param #MESSAGE self -- @param #MESSAGE self
-- @return #MESSAGE -- @return #MESSAGE
-- @usage -- @usage
-- -- Send a message created with the @{New} method to the RED coalition. --
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToRed() -- -- Send a message created with the @{New} method to the RED coalition.
-- or -- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToRed()
-- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToRed() -- or
-- or -- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToRed()
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ) -- or
-- MessageRED:ToRed() -- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" )
function MESSAGE:ToRed( ) -- MessageRED:ToRed()
self:F() --
function MESSAGE:ToRed()
self:F()
self:ToCoalition( coalition.side.RED ) self:ToCoalition( coalition.side.RED )
return self return self
end end
--- Sends a MESSAGE to a Coalition. --- Sends a MESSAGE to a Coalition.
@ -307,15 +334,17 @@ end
-- @param Core.Settings#SETTINGS Settings (Optional) Settings for message display. -- @param Core.Settings#SETTINGS Settings (Optional) Settings for message display.
-- @return #MESSAGE Message object. -- @return #MESSAGE Message object.
-- @usage -- @usage
-- -- Send a message created with the @{New} method to the RED coalition. --
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToCoalition( coalition.side.RED ) -- -- Send a message created with the @{New} method to the RED coalition.
-- or -- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToCoalition( coalition.side.RED )
-- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToCoalition( coalition.side.RED ) -- or
-- or -- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToCoalition( coalition.side.RED )
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ) -- or
-- MessageRED:ToCoalition( coalition.side.RED ) -- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" )
-- MessageRED:ToCoalition( coalition.side.RED )
--
function MESSAGE:ToCoalition( CoalitionSide, Settings ) function MESSAGE:ToCoalition( CoalitionSide, Settings )
self:F( CoalitionSide ) self:F( CoalitionSide )
if self.MessageType then if self.MessageType then
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
@ -323,14 +352,14 @@ function MESSAGE:ToCoalition( CoalitionSide, Settings )
self.MessageCategory = "" -- self.MessageType .. ": " self.MessageCategory = "" -- self.MessageType .. ": "
end end
if CoalitionSide then if CoalitionSide then
if self.MessageDuration ~= 0 then if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration ) self:T( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ) .. " / " .. self.MessageDuration )
trigger.action.outTextForCoalition( CoalitionSide, self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen ) trigger.action.outTextForCoalition( CoalitionSide, self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ), self.MessageDuration, self.ClearScreen )
end end
end end
return self return self
end end
--- Sends a MESSAGE to a Coalition if the given Condition is true. --- Sends a MESSAGE to a Coalition if the given Condition is true.
@ -353,14 +382,16 @@ end
-- @param Core.Settings#Settings Settings (Optional) Settings for message display. -- @param Core.Settings#Settings Settings (Optional) Settings for message display.
-- @return #MESSAGE -- @return #MESSAGE
-- @usage -- @usage
-- -- Send a message created to all players. --
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ):ToAll() -- -- Send a message created to all players.
-- or -- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ):ToAll()
-- MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ):ToAll() -- or
-- or -- MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ):ToAll()
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ) -- or
-- MessageAll:ToAll() -- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" )
function MESSAGE:ToAll(Settings) -- MessageAll:ToAll()
--
function MESSAGE:ToAll( Settings )
self:F() self:F()
if self.MessageType then if self.MessageType then
@ -370,14 +401,13 @@ function MESSAGE:ToAll(Settings)
end end
if self.MessageDuration ~= 0 then if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration ) 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, self.ClearScreen ) trigger.action.outText( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ), self.MessageDuration, self.ClearScreen )
end end
return self return self
end end
--- Sends a MESSAGE to all players if the given Condition is true. --- Sends a MESSAGE to all players if the given Condition is true.
-- @param #MESSAGE self -- @param #MESSAGE self
-- @return #MESSAGE -- @return #MESSAGE
@ -387,5 +417,5 @@ function MESSAGE:ToAllIf( Condition )
self:ToAll() self:ToAll()
end end
return self return self
end end

View File

@ -15,7 +15,6 @@
-- @module Core.Report -- @module Core.Report
-- @image Core_Report.JPG -- @image Core_Report.JPG
--- @type REPORT --- @type REPORT
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
@ -45,28 +44,26 @@ end
--- Has the REPORT Text? --- Has the REPORT Text?
-- @param #REPORT self -- @param #REPORT self
-- @return #boolean -- @return #boolean
function REPORT:HasText() --R2.1 function REPORT:HasText() -- R2.1
return #self.Report > 0 return #self.Report > 0
end end
--- Set indent of a REPORT. --- Set indent of a REPORT.
-- @param #REPORT self -- @param #REPORT self
-- @param #number Indent -- @param #number Indent
-- @return #REPORT -- @return #REPORT
function REPORT:SetIndent( Indent ) --R2.1 function REPORT:SetIndent( Indent ) -- R2.1
self.Indent = Indent self.Indent = Indent
return self return self
end end
--- Add a new line to a REPORT. --- Add a new line to a REPORT.
-- @param #REPORT self -- @param #REPORT self
-- @param #string Text -- @param #string Text
-- @return #REPORT -- @return #REPORT
function REPORT:Add( Text ) function REPORT:Add( Text )
self.Report[#self.Report+1] = Text self.Report[#self.Report + 1] = Text
return self return self
end end
@ -76,17 +73,17 @@ end
-- @param #string Separator (optional) The start of each report line can begin with an optional separator character. This can be a "-", or "#", or "*". You're free to choose what you find the best. -- @param #string Separator (optional) The start of each report line can begin with an optional separator character. This can be a "-", or "#", or "*". You're free to choose what you find the best.
-- @return #REPORT -- @return #REPORT
function REPORT:AddIndent( Text, Separator ) function REPORT:AddIndent( Text, Separator )
self.Report[#self.Report+1] = ( ( Separator and Separator .. string.rep( " ", self.Indent - 1 ) ) or string.rep(" ", self.Indent ) ) .. Text:gsub("\n","\n"..string.rep( " ", self.Indent ) ) self.Report[#self.Report + 1] = ((Separator and Separator .. string.rep( " ", self.Indent - 1 )) or string.rep( " ", self.Indent )) .. Text:gsub( "\n", "\n" .. string.rep( " ", self.Indent ) )
return self return self
end end
--- Produces the text of the report, taking into account an optional delimeter, which is \n by default. --- Produces the text of the report, taking into account an optional delimiter, which is \n by default.
-- @param #REPORT self -- @param #REPORT self
-- @param #string Delimiter (optional) A delimiter text. -- @param #string Delimiter (optional) A delimiter text.
-- @return #string The report text. -- @return #string The report text.
function REPORT:Text( Delimiter ) function REPORT:Text( Delimiter )
Delimiter = Delimiter or "\n" Delimiter = Delimiter or "\n"
local ReportText = ( self.Title ~= "" and self.Title .. Delimiter or self.Title ) .. table.concat( self.Report, Delimiter ) or "" local ReportText = (self.Title ~= "" and self.Title .. Delimiter or self.Title) .. table.concat( self.Report, Delimiter ) or ""
return ReportText return ReportText
end end

View File

@ -17,7 +17,7 @@
-- - When a SCHEDULER object is not attached to another object (that is, it's first :Schedule() parameter is nil), then the SCHEDULER object is _persistent_ within memory. -- - When a SCHEDULER object is not attached to another object (that is, it's first :Schedule() parameter is nil), then the SCHEDULER object is _persistent_ within memory.
-- - When a SCHEDULER object *is* attached to another object, then the SCHEDULER object is _not persistent_ within memory after a garbage collection! -- - When a SCHEDULER object *is* attached to another object, then the SCHEDULER object is _not persistent_ within memory after a garbage collection!
-- --
-- The none persistency of SCHEDULERS attached to objects is required to allow SCHEDULER objects to be garbage collectged, when the parent object is also desroyed or nillified and garbage collected. -- The non-persistency of SCHEDULERS attached to objects is required to allow SCHEDULER objects to be garbage collected when the parent object is destroyed, or set to nil and garbage collected.
-- Even when there are pending timer scheduled functions to be executed for the SCHEDULER object, -- Even when there are pending timer scheduled functions to be executed for the SCHEDULER object,
-- these will not be executed anymore when the SCHEDULER object has been destroyed. -- these will not be executed anymore when the SCHEDULER object has been destroyed.
-- --
@ -38,7 +38,7 @@
-- @type SCHEDULEDISPATCHER -- @type SCHEDULEDISPATCHER
-- @field #string ClassName Name of the class. -- @field #string ClassName Name of the class.
-- @field #number CallID Call ID counter. -- @field #number CallID Call ID counter.
-- @field #table PersistentSchedulers Persistant schedulers. -- @field #table PersistentSchedulers Persistent schedulers.
-- @field #table ObjectSchedulers Schedulers that only exist as long as the master object exists. -- @field #table ObjectSchedulers Schedulers that only exist as long as the master object exists.
-- @field #table Schedule Meta table setmetatable( {}, { __mode = "k" } ). -- @field #table Schedule Meta table setmetatable( {}, { __mode = "k" } ).
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
@ -46,11 +46,11 @@
--- The SCHEDULEDISPATCHER structure --- The SCHEDULEDISPATCHER structure
-- @type SCHEDULEDISPATCHER -- @type SCHEDULEDISPATCHER
SCHEDULEDISPATCHER = { SCHEDULEDISPATCHER = {
ClassName = "SCHEDULEDISPATCHER", ClassName = "SCHEDULEDISPATCHER",
CallID = 0, CallID = 0,
PersistentSchedulers = {}, PersistentSchedulers = {},
ObjectSchedulers = {}, ObjectSchedulers = {},
Schedule = nil, Schedule = nil,
} }
--- Player data table holding all important parameters of each player. --- Player data table holding all important parameters of each player.
@ -58,7 +58,7 @@ SCHEDULEDISPATCHER = {
-- @field #function Function The schedule function to be called. -- @field #function Function The schedule function to be called.
-- @field #table Arguments Schedule function arguments. -- @field #table Arguments Schedule function arguments.
-- @field #number Start Start time in seconds. -- @field #number Start Start time in seconds.
-- @field #number Repeat Repeat time intervall in seconds. -- @field #number Repeat Repeat time interval in seconds.
-- @field #number Randomize Randomization factor [0,1]. -- @field #number Randomize Randomization factor [0,1].
-- @field #number Stop Stop time in seconds. -- @field #number Stop Stop time in seconds.
-- @field #number StartTime Time in seconds when the scheduler is created. -- @field #number StartTime Time in seconds when the scheduler is created.
@ -77,7 +77,7 @@ end
--- Add a Schedule to the ScheduleDispatcher. --- Add a Schedule to the ScheduleDispatcher.
-- The development of this method was really tidy. -- The development of this method was really tidy.
-- It is constructed as such that a garbage collection is executed on the weak tables, when the Scheduler is nillified. -- It is constructed as such that a garbage collection is executed on the weak tables, when the Scheduler is set to nil.
-- Nothing of this code should be modified without testing it thoroughly. -- Nothing of this code should be modified without testing it thoroughly.
-- @param #SCHEDULEDISPATCHER self -- @param #SCHEDULEDISPATCHER self
-- @param Core.Scheduler#SCHEDULER Scheduler Scheduler object. -- @param Core.Scheduler#SCHEDULER Scheduler Scheduler object.
@ -85,7 +85,7 @@ end
-- @param #table ScheduleArguments Table of arguments passed to the ScheduleFunction. -- @param #table ScheduleArguments Table of arguments passed to the ScheduleFunction.
-- @param #number Start Start time in seconds. -- @param #number Start Start time in seconds.
-- @param #number Repeat Repeat interval in seconds. -- @param #number Repeat Repeat interval in seconds.
-- @param #number Randomize Radomization factor [0,1]. -- @param #number Randomize Randomization factor [0,1].
-- @param #number Stop Stop time in seconds. -- @param #number Stop Stop time in seconds.
-- @param #number TraceLevel Trace level [0,3]. -- @param #number TraceLevel Trace level [0,3].
-- @param Core.Fsm#FSM Fsm Finite state model. -- @param Core.Fsm#FSM Fsm Finite state model.
@ -97,9 +97,9 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
self.CallID = self.CallID + 1 self.CallID = self.CallID + 1
-- Create ID. -- Create ID.
local CallID = self.CallID .. "#" .. ( Scheduler.MasterObject and Scheduler.MasterObject.GetClassNameAndID and Scheduler.MasterObject:GetClassNameAndID() or "" ) or "" local CallID = self.CallID .. "#" .. (Scheduler.MasterObject and Scheduler.MasterObject.GetClassNameAndID and Scheduler.MasterObject:GetClassNameAndID() or "") or ""
self:T2(string.format("Adding schedule #%d CallID=%s", self.CallID, CallID)) self:T2( string.format( "Adding schedule #%d CallID=%s", self.CallID, CallID ) )
-- Initialize PersistentSchedulers -- Initialize PersistentSchedulers
self.PersistentSchedulers = self.PersistentSchedulers or {} self.PersistentSchedulers = self.PersistentSchedulers or {}
@ -111,7 +111,7 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
if Scheduler.MasterObject then if Scheduler.MasterObject then
--env.info("FF Object Scheduler") --env.info("FF Object Scheduler")
self.ObjectSchedulers[CallID] = Scheduler self.ObjectSchedulers[CallID] = Scheduler
self:F3( { CallID = CallID, ObjectScheduler = tostring(self.ObjectSchedulers[CallID]), MasterObject = tostring(Scheduler.MasterObject) } ) self:F3( { CallID = CallID, ObjectScheduler = tostring( self.ObjectSchedulers[CallID] ), MasterObject = tostring( Scheduler.MasterObject ) } )
else else
--env.info("FF Persistent Scheduler") --env.info("FF Persistent Scheduler")
self.PersistentSchedulers[CallID] = Scheduler self.PersistentSchedulers[CallID] = Scheduler
@ -120,7 +120,7 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
self.Schedule = self.Schedule or setmetatable( {}, { __mode = "k" } ) self.Schedule = self.Schedule or setmetatable( {}, { __mode = "k" } )
self.Schedule[Scheduler] = self.Schedule[Scheduler] or {} self.Schedule[Scheduler] = self.Schedule[Scheduler] or {}
self.Schedule[Scheduler][CallID] = {} --#SCHEDULEDISPATCHER.ScheduleData self.Schedule[Scheduler][CallID] = {} -- #SCHEDULEDISPATCHER.ScheduleData
self.Schedule[Scheduler][CallID].Function = ScheduleFunction self.Schedule[Scheduler][CallID].Function = ScheduleFunction
self.Schedule[Scheduler][CallID].Arguments = ScheduleArguments self.Schedule[Scheduler][CallID].Arguments = ScheduleArguments
self.Schedule[Scheduler][CallID].StartTime = timer.getTime() + ( Start or 0 ) self.Schedule[Scheduler][CallID].StartTime = timer.getTime() + ( Start or 0 )
@ -129,7 +129,6 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
self.Schedule[Scheduler][CallID].Randomize = Randomize or 0 self.Schedule[Scheduler][CallID].Randomize = Randomize or 0
self.Schedule[Scheduler][CallID].Stop = Stop self.Schedule[Scheduler][CallID].Stop = Stop
-- This section handles the tracing of the scheduled calls. -- This section handles the tracing of the scheduled calls.
-- Because these calls will be executed with a delay, we inspect the place where these scheduled calls are initiated. -- Because these calls will be executed with a delay, we inspect the place where these scheduled calls are initiated.
-- The Info structure contains the output of the debug.getinfo() calls, which inspects the call stack for the function name, line number and source name. -- The Info structure contains the output of the debug.getinfo() calls, which inspects the call stack for the function name, line number and source name.
@ -151,7 +150,7 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
-- Therefore, in the call stack, at the TraceLevel these functions are mentioned as "tail calls", and the Info.name field will be nil as a result. -- Therefore, in the call stack, at the TraceLevel these functions are mentioned as "tail calls", and the Info.name field will be nil as a result.
-- To obtain the correct function name for FSM object calls, the function is mentioned in the call stack at a higher stack level. -- To obtain the correct function name for FSM object calls, the function is mentioned in the call stack at a higher stack level.
-- So when function name stored in Info.name is nil, then I inspect the function name within the call stack one level higher. -- So when function name stored in Info.name is nil, then I inspect the function name within the call stack one level higher.
-- So this little piece of code does its magic wonderfully, preformance overhead is neglectible, as scheduled calls don't happen that often. -- So this little piece of code does its magic wonderfully, performance overhead is negligible, as scheduled calls don't happen that often.
local Info = {} local Info = {}
@ -183,24 +182,24 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
return errmsg return errmsg
end end
-- Get object or persistant scheduler object. -- Get object or persistent scheduler object.
local Scheduler = self.ObjectSchedulers[CallID] --Core.Scheduler#SCHEDULER local Scheduler = self.ObjectSchedulers[CallID] -- Core.Scheduler#SCHEDULER
if not Scheduler then if not Scheduler then
Scheduler = self.PersistentSchedulers[CallID] Scheduler = self.PersistentSchedulers[CallID]
end end
--self:T3( { Scheduler = Scheduler } ) -- self:T3( { Scheduler = Scheduler } )
if Scheduler then if Scheduler then
local MasterObject = tostring(Scheduler.MasterObject) local MasterObject = tostring( Scheduler.MasterObject )
-- Schedule object. -- Schedule object.
local Schedule = self.Schedule[Scheduler][CallID] --#SCHEDULEDISPATCHER.ScheduleData local Schedule = self.Schedule[Scheduler][CallID] -- #SCHEDULEDISPATCHER.ScheduleData
--self:T3( { Schedule = Schedule } ) -- self:T3( { Schedule = Schedule } )
local SchedulerObject = Scheduler.MasterObject --Scheduler.SchedulerObject Now is this the Maste or Scheduler object? local SchedulerObject = Scheduler.MasterObject -- Scheduler.SchedulerObject Now is this the Master or Scheduler object?
local ShowTrace = Scheduler.ShowTrace local ShowTrace = Scheduler.ShowTrace
local ScheduleFunction = Schedule.Function local ScheduleFunction = Schedule.Function
@ -211,11 +210,10 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
local Stop = Schedule.Stop or 0 local Stop = Schedule.Stop or 0
local ScheduleID = Schedule.ScheduleID local ScheduleID = Schedule.ScheduleID
local Prefix = (Repeat == 0) and "--->" or "+++>"
local Prefix = ( Repeat == 0 ) and "--->" or "+++>"
local Status, Result local Status, Result
--self:E( { SchedulerObject = SchedulerObject } ) -- self:E( { SchedulerObject = SchedulerObject } )
if SchedulerObject then if SchedulerObject then
local function Timer() local function Timer()
if ShowTrace then if ShowTrace then
@ -239,14 +237,13 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
local StartTime = Schedule.StartTime local StartTime = Schedule.StartTime
-- Debug info. -- Debug info.
self:F3( { CallID=CallID, ScheduleID=ScheduleID, Master = MasterObject, CurrentTime = CurrentTime, StartTime = StartTime, Start = Start, Repeat = Repeat, Randomize = Randomize, Stop = Stop } ) self:F3( { CallID = CallID, ScheduleID = ScheduleID, Master = MasterObject, CurrentTime = CurrentTime, StartTime = StartTime, Start = Start, Repeat = Repeat, Randomize = Randomize, Stop = Stop } )
if Status and ((Result == nil) or (Result and Result ~= false)) then
if Status and (( Result == nil ) or ( Result and Result ~= false ) ) then if Repeat ~= 0 and ((Stop == 0) or (Stop ~= 0 and CurrentTime <= StartTime + Stop)) then
local ScheduleTime = CurrentTime + Repeat + math.random( -(Randomize * Repeat / 2), (Randomize * Repeat / 2) ) + 0.0001 -- Accuracy
if Repeat ~= 0 and ( ( Stop == 0 ) or ( Stop ~= 0 and CurrentTime <= StartTime + Stop ) ) then -- self:T3( { Repeat = CallID, CurrentTime, ScheduleTime, ScheduleArguments } )
local ScheduleTime = CurrentTime + Repeat + math.random(- ( Randomize * Repeat / 2 ), ( Randomize * Repeat / 2 )) + 0.0001 -- Accuracy
--self:T3( { Repeat = CallID, CurrentTime, ScheduleTime, ScheduleArguments } )
return ScheduleTime -- returns the next time the function needs to be called. return ScheduleTime -- returns the next time the function needs to be called.
else else
self:Stop( Scheduler, CallID ) self:Stop( Scheduler, CallID )
@ -290,21 +287,21 @@ function SCHEDULEDISPATCHER:Start( Scheduler, CallID, Info )
if CallID then if CallID then
local Schedule = self.Schedule[Scheduler][CallID] --#SCHEDULEDISPATCHER.ScheduleData local Schedule = self.Schedule[Scheduler][CallID] -- #SCHEDULEDISPATCHER.ScheduleData
-- Only start when there is no ScheduleID defined! -- Only start when there is no ScheduleID defined!
-- This prevents to "Start" the scheduler twice with the same CallID... -- This prevents to "Start" the scheduler twice with the same CallID...
if not Schedule.ScheduleID then if not Schedule.ScheduleID then
-- Current time in seconds. -- Current time in seconds.
local Tnow=timer.getTime() local Tnow = timer.getTime()
Schedule.StartTime = Tnow -- Set the StartTime field to indicate when the scheduler started. Schedule.StartTime = Tnow -- Set the StartTime field to indicate when the scheduler started.
-- Start DCS schedule function https://wiki.hoggitworld.com/view/DCS_func_scheduleFunction -- Start DCS schedule function https://wiki.hoggitworld.com/view/DCS_func_scheduleFunction
Schedule.ScheduleID = timer.scheduleFunction(Schedule.CallHandler, { CallID = CallID, Info = Info }, Tnow + Schedule.Start) Schedule.ScheduleID = timer.scheduleFunction( Schedule.CallHandler, { CallID = CallID, Info = Info }, Tnow + Schedule.Start )
self:T(string.format("Starting scheduledispatcher Call ID=%s ==> Schedule ID=%s", tostring(CallID), tostring(Schedule.ScheduleID))) self:T( string.format( "Starting SCHEDULEDISPATCHER Call ID=%s ==> Schedule ID=%s", tostring( CallID ), tostring( Schedule.ScheduleID ) ) )
end end
else else
@ -326,20 +323,20 @@ function SCHEDULEDISPATCHER:Stop( Scheduler, CallID )
if CallID then if CallID then
local Schedule = self.Schedule[Scheduler][CallID] --#SCHEDULEDISPATCHER.ScheduleData local Schedule = self.Schedule[Scheduler][CallID] -- #SCHEDULEDISPATCHER.ScheduleData
-- Only stop when there is a ScheduleID defined for the CallID. So, when the scheduler was stopped before, do nothing. -- Only stop when there is a ScheduleID defined for the CallID. So, when the scheduler was stopped before, do nothing.
if Schedule.ScheduleID then if Schedule.ScheduleID then
self:T(string.format("scheduledispatcher stopping scheduler CallID=%s, ScheduleID=%s", tostring(CallID), tostring(Schedule.ScheduleID))) self:T( string.format( "SCHEDULEDISPATCHER stopping scheduler CallID=%s, ScheduleID=%s", tostring( CallID ), tostring( Schedule.ScheduleID ) ) )
-- Remove schedule function https://wiki.hoggitworld.com/view/DCS_func_removeFunction -- Remove schedule function https://wiki.hoggitworld.com/view/DCS_func_removeFunction
timer.removeFunction(Schedule.ScheduleID) timer.removeFunction( Schedule.ScheduleID )
Schedule.ScheduleID = nil Schedule.ScheduleID = nil
else else
self:T(string.format("Error no ScheduleID for CallID=%s", tostring(CallID))) self:T( string.format( "Error no ScheduleID for CallID=%s", tostring( CallID ) ) )
end end
else else
@ -362,7 +359,7 @@ function SCHEDULEDISPATCHER:Clear( Scheduler )
end end
end end
--- Shopw tracing info. --- Show tracing info.
-- @param #SCHEDULEDISPATCHER self -- @param #SCHEDULEDISPATCHER self
-- @param Core.Scheduler#SCHEDULER Scheduler Scheduler object. -- @param Core.Scheduler#SCHEDULER Scheduler Scheduler object.
function SCHEDULEDISPATCHER:ShowTrace( Scheduler ) function SCHEDULEDISPATCHER:ShowTrace( Scheduler )

View File

@ -48,7 +48,6 @@
-- @field #boolean ShowTrace Trace info if true. -- @field #boolean ShowTrace Trace info if true.
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
--- Creates and handles schedules over time, which allow to execute code at specific time intervals with randomization. --- 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**. -- A SCHEDULER can manage **multiple** (repeating) schedules. Each planned or executing schedule has a unique **ScheduleID**.
@ -79,7 +78,7 @@
-- --
-- ### Construct a SCHEDULER object without a volatile schedule, but volatile to the Object existence... -- ### Construct a SCHEDULER object without a volatile schedule, but volatile to the Object existence...
-- --
-- * @{#SCHEDULER.New}( Object ): Setup a new SCHEDULER object, which is linked to the Object. When the Object is nillified or destroyed, the SCHEDULER object will also be destroyed and stopped after garbage collection. -- * @{#SCHEDULER.New}( Object ): Setup a new SCHEDULER object, which is linked to the Object. When the Object is set to nil or destroyed, the SCHEDULER object will also be destroyed and stopped after garbage collection.
-- --
-- ZoneObject = ZONE:New( "ZoneName" ) -- ZoneObject = ZONE:New( "ZoneName" )
-- MasterObject = SCHEDULER:New( ZoneObject ) -- MasterObject = SCHEDULER:New( ZoneObject )
@ -149,13 +148,13 @@
-- ZoneObject = ZONE:New( "ZoneName" ) -- ZoneObject = ZONE:New( "ZoneName" )
-- MasterObject = SCHEDULER:New( ZoneObject ) -- MasterObject = SCHEDULER:New( ZoneObject )
-- --
-- Several parameters can be specified that influence the behaviour of a Schedule. -- Several parameters can be specified that influence the behavior of a Schedule.
-- --
-- ### A single schedule, immediately executed -- ### A single schedule, immediately executed
-- --
-- SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {} ) -- SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {} )
-- --
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within milleseconds ... -- The above example schedules a new ScheduleFunction call to be executed asynchronously, within milliseconds ...
-- --
-- ### A single schedule, planned over time -- ### A single schedule, planned over time
-- --
@ -193,10 +192,10 @@
-- --
-- @field #SCHEDULER -- @field #SCHEDULER
SCHEDULER = { SCHEDULER = {
ClassName = "SCHEDULER", ClassName = "SCHEDULER",
Schedules = {}, Schedules = {},
MasterObject = nil, MasterObject = nil,
ShowTrace = nil, ShowTrace = nil,
} }
--- SCHEDULER constructor. --- SCHEDULER constructor.
@ -235,7 +234,7 @@ end
-- @param #number Start Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called. -- @param #number Start Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
-- @param #number Repeat Specifies the time interval in seconds when the scheduler will call the event function. -- @param #number Repeat Specifies the time interval in seconds when the scheduler will call the event function.
-- @param #number RandomizeFactor Specifies a randomization factor between 0 and 1 to randomize the Repeat. -- @param #number RandomizeFactor Specifies a randomization factor between 0 and 1 to randomize the Repeat.
-- @param #number Stop Time interval in seconds after which the scheduler will be stoppe. -- @param #number Stop Time interval in seconds after which the scheduler will be stopped.
-- @param #number TraceLevel Trace level [0,3]. Default 3. -- @param #number TraceLevel Trace level [0,3]. Default 3.
-- @param Core.Fsm#FSM Fsm Finite state model. -- @param Core.Fsm#FSM Fsm Finite state model.
-- @return #string The Schedule ID of the planned schedule. -- @return #string The Schedule ID of the planned schedule.
@ -248,25 +247,24 @@ function SCHEDULER:Schedule( MasterObject, SchedulerFunction, SchedulerArguments
if MasterObject and MasterObject.ClassName and MasterObject.ClassID then if MasterObject and MasterObject.ClassName and MasterObject.ClassID then
ObjectName = MasterObject.ClassName .. MasterObject.ClassID ObjectName = MasterObject.ClassName .. MasterObject.ClassID
end end
self:F3( { "Schedule :", ObjectName, tostring( MasterObject ), Start, Repeat, RandomizeFactor, Stop } ) self:F3( { "Schedule :", ObjectName, tostring( MasterObject ), Start, Repeat, RandomizeFactor, Stop } )
-- Set master object. -- Set master object.
self.MasterObject = MasterObject self.MasterObject = MasterObject
-- Add schedule. -- Add schedule.
local ScheduleID = _SCHEDULEDISPATCHER:AddSchedule( local ScheduleID = _SCHEDULEDISPATCHER:AddSchedule( self,
self, SchedulerFunction,
SchedulerFunction, SchedulerArguments,
SchedulerArguments, Start,
Start, Repeat,
Repeat, RandomizeFactor,
RandomizeFactor, Stop,
Stop, TraceLevel or 3,
TraceLevel or 3, Fsm
Fsm )
)
self.Schedules[#self.Schedules+1] = ScheduleID self.Schedules[#self.Schedules + 1] = ScheduleID
return ScheduleID return ScheduleID
end end
@ -276,7 +274,7 @@ end
-- @param #string ScheduleID (Optional) The Schedule ID of the planned (repeating) schedule. -- @param #string ScheduleID (Optional) The Schedule ID of the planned (repeating) schedule.
function SCHEDULER:Start( ScheduleID ) function SCHEDULER:Start( ScheduleID )
self:F3( { ScheduleID } ) self:F3( { ScheduleID } )
self:T(string.format("Starting scheduler ID=%s", tostring(ScheduleID))) self:T( string.format( "Starting scheduler ID=%s", tostring( ScheduleID ) ) )
_SCHEDULEDISPATCHER:Start( self, ScheduleID ) _SCHEDULEDISPATCHER:Start( self, ScheduleID )
end end
@ -285,7 +283,7 @@ end
-- @param #string ScheduleID (Optional) The ScheduleID of the planned (repeating) schedule. -- @param #string ScheduleID (Optional) The ScheduleID of the planned (repeating) schedule.
function SCHEDULER:Stop( ScheduleID ) function SCHEDULER:Stop( ScheduleID )
self:F3( { ScheduleID } ) self:F3( { ScheduleID } )
self:T(string.format("Stopping scheduler ID=%s", tostring(ScheduleID))) self:T( string.format( "Stopping scheduler ID=%s", tostring( ScheduleID ) ) )
_SCHEDULEDISPATCHER:Stop( self, ScheduleID ) _SCHEDULEDISPATCHER:Stop( self, ScheduleID )
end end
@ -294,15 +292,15 @@ end
-- @param #string ScheduleID (optional) The ScheduleID of the planned (repeating) schedule. -- @param #string ScheduleID (optional) The ScheduleID of the planned (repeating) schedule.
function SCHEDULER:Remove( ScheduleID ) function SCHEDULER:Remove( ScheduleID )
self:F3( { ScheduleID } ) self:F3( { ScheduleID } )
self:T(string.format("Removing scheduler ID=%s", tostring(ScheduleID))) self:T( string.format( "Removing scheduler ID=%s", tostring( ScheduleID ) ) )
_SCHEDULEDISPATCHER:RemoveSchedule( self, ScheduleID ) _SCHEDULEDISPATCHER:RemoveSchedule( self, ScheduleID )
end end
--- Clears all pending schedules. --- Clears all pending schedules.
-- @param #SCHEDULER self -- @param #SCHEDULER self
function SCHEDULER:Clear() function SCHEDULER:Clear()
self:F3( ) self:F3()
self:T(string.format("Clearing scheduler")) self:T( string.format( "Clearing scheduler" ) )
_SCHEDULEDISPATCHER:Clear( self ) _SCHEDULEDISPATCHER:Clear( self )
end end

File diff suppressed because it is too large Load Diff

View File

@ -29,15 +29,14 @@
-- @module Core.Settings -- @module Core.Settings
-- @image Core_Settings.JPG -- @image Core_Settings.JPG
--- @type SETTINGS --- @type SETTINGS
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
--- 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 behavior 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. -- The SETTINGS class takes care of various settings that influence the behavior of certain functionalities and classes within the MOOSE framework.
-- SETTINGS can work on 2 levels: -- SETTINGS can work on 2 levels:
-- --
-- - **Default settings**: A running mission has **Default settings**. -- - **Default settings**: A running mission has **Default settings**.
@ -59,7 +58,7 @@
-- --
-- A menu is created automatically per Command Center that allows to modify the **Default** settings. -- 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**! -- 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. -- Note that the **Default settings** will only be used when a player has not chosen its own settings.
-- --
-- ## 2.2) Player settings menu -- ## 2.2) Player settings menu
-- --
@ -69,7 +68,7 @@
-- --
-- ## 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**. -- Of course, it may be required 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. -- Use @{#SETTINGS.SetPlayerMenuOff}() to hide the player menus, and use @{#SETTINGS.SetPlayerMenuOn}() show the player menus.
-- Note that when this method is used, any player already in a slot will not have its menus visibility changed. -- Note that when this method is used, any player already in a slot will not have its menus visibility changed.
-- The option will only have effect when a player enters a new slot or changes a slot. -- The option will only have effect when a player enters a new slot or changes a slot.
@ -94,8 +93,8 @@
-- --
-- - A2G BR: [Bearing Range](https://en.wikipedia.org/wiki/Bearing_(navigation)). -- - A2G BR: [Bearing Range](https://en.wikipedia.org/wiki/Bearing_(navigation)).
-- - A2G MGRS: The [Military Grid Reference System](https://en.wikipedia.org/wiki/Military_Grid_Reference_System). The accuracy can also be adapted. -- - A2G MGRS: The [Military Grid Reference System](https://en.wikipedia.org/wiki/Military_Grid_Reference_System). The accuracy can also be adapted.
-- - A2G LL DMS: Lattitude Longitude [Degrees Minutes Seconds](https://en.wikipedia.org/wiki/Geographic_coordinate_conversion). The accuracy can also be adapted. -- - A2G LL DMS: Latitude 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. -- - A2G LL DDM: Latitude 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**
-- --
@ -183,7 +182,7 @@
-- The settings can be changed by using the **Default settings menu** on the Command Center or the **Player settings menu** on the Player Slot. -- The settings can be changed by using the **Default settings menu** on the Command Center or the **Player settings menu** on the Player Slot.
-- --
-- Each Message Type has specific timings that will be applied when the message is displayed. -- Each Message Type has specific timings that will be applied when the message is displayed.
-- The Settings Menu will provide for each Message Type a selection of proposed durations from which can be choosen. -- The Settings Menu will provide for each Message Type a selection of proposed durations from which can be chosen.
-- So the player can choose its own amount of seconds how long a message should be displayed of a certain type. -- 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! -- Note that **Update** messages can be chosen not to be displayed at all!
-- --
@ -196,7 +195,7 @@
-- --
-- ## 3.5) **Era** of the battle -- ## 3.5) **Era** of the battle
-- --
-- The threat level metric is scaled according the era of the battle. A target that is AAA, will pose a much greather threat in WWII than on modern warfare. -- The threat level metric is scaled according the era of the battle. A target that is AAA, will pose a much greater threat in WWII than on modern warfare.
-- Therefore, there are 4 era that are defined within the settings: -- Therefore, there are 4 era that are defined within the settings:
-- --
-- - **WWII** era: Use for warfare with equipment during the world war II time. -- - **WWII** era: Use for warfare with equipment during the world war II time.
@ -213,8 +212,8 @@
SETTINGS = { SETTINGS = {
ClassName = "SETTINGS", ClassName = "SETTINGS",
ShowPlayerMenu = true, ShowPlayerMenu = true,
MenuShort = false, MenuShort = false,
MenuStatic = false, MenuStatic = false,
} }
SETTINGS.__Enum = {} SETTINGS.__Enum = {}
@ -231,7 +230,6 @@ SETTINGS.__Enum.Era = {
Modern = 4, Modern = 4,
} }
do -- SETTINGS do -- SETTINGS
--- SETTINGS constructor. --- SETTINGS constructor.
@ -269,14 +267,14 @@ do -- SETTINGS
-- Short text are better suited for, e.g., VR. -- Short text are better suited for, e.g., VR.
-- @param #SETTINGS self -- @param #SETTINGS self
-- @param #boolean onoff If *true* use short menu texts. If *false* long ones (default). -- @param #boolean onoff If *true* use short menu texts. If *false* long ones (default).
function SETTINGS:SetMenutextShort(onoff) function SETTINGS:SetMenutextShort( onoff )
_SETTINGS.MenuShort = onoff _SETTINGS.MenuShort = onoff
end end
--- Set menu to be static. --- Set menu to be static.
-- @param #SETTINGS self -- @param #SETTINGS self
-- @param #boolean onoff If *true* menu is static. If *false* menu will be updated after changes (default). -- @param #boolean onoff If *true* menu is static. If *false* menu will be updated after changes (default).
function SETTINGS:SetMenuStatic(onoff) function SETTINGS:SetMenuStatic( onoff )
_SETTINGS.MenuStatic = onoff _SETTINGS.MenuStatic = onoff
end end
@ -304,7 +302,7 @@ do -- SETTINGS
-- @param #SETTINGS self -- @param #SETTINGS self
-- @return #boolean true if metric. -- @return #boolean true if metric.
function SETTINGS:IsMetric() function SETTINGS:IsMetric()
return ( self.Metric ~= nil and self.Metric == true ) or ( self.Metric == nil and _SETTINGS:IsMetric() ) return (self.Metric ~= nil and self.Metric == true) or (self.Metric == nil and _SETTINGS:IsMetric())
end end
--- Sets the SETTINGS imperial. --- Sets the SETTINGS imperial.
@ -317,7 +315,7 @@ do -- SETTINGS
-- @param #SETTINGS self -- @param #SETTINGS self
-- @return #boolean true if imperial. -- @return #boolean true if imperial.
function SETTINGS:IsImperial() function SETTINGS:IsImperial()
return ( self.Metric ~= nil and self.Metric == false ) or ( self.Metric == nil and _SETTINGS:IsMetric() ) return (self.Metric ~= nil and self.Metric == false) or (self.Metric == nil and _SETTINGS:IsMetric())
end end
--- Sets the SETTINGS LL accuracy. --- Sets the SETTINGS LL accuracy.
@ -359,13 +357,12 @@ do -- SETTINGS
self.MessageTypeTimings[MessageType] = MessageTime self.MessageTypeTimings[MessageType] = MessageTime
end end
--- Gets the SETTINGS Message Display Timing of a MessageType --- Gets the SETTINGS Message Display Timing of a MessageType
-- @param #SETTINGS self -- @param #SETTINGS self
-- @param Core.Message#MESSAGE MessageType The type of the message. -- @param Core.Message#MESSAGE MessageType The type of the message.
-- @return #number -- @return #number
function SETTINGS:GetMessageTime( MessageType ) function SETTINGS:GetMessageTime( MessageType )
return ( self.MessageTypeTimings and self.MessageTypeTimings[MessageType] ) or _SETTINGS:GetMessageTime( MessageType ) return (self.MessageTypeTimings and self.MessageTypeTimings[MessageType]) or _SETTINGS:GetMessageTime( MessageType )
end end
--- Sets A2G LL DMS --- Sets A2G LL DMS
@ -386,14 +383,14 @@ do -- SETTINGS
-- @param #SETTINGS self -- @param #SETTINGS self
-- @return #boolean true if LL DMS -- @return #boolean true if LL DMS
function SETTINGS:IsA2G_LL_DMS() function SETTINGS:IsA2G_LL_DMS()
return ( self.A2GSystem and self.A2GSystem == "LL DMS" ) or ( not self.A2GSystem and _SETTINGS:IsA2G_LL_DMS() ) return (self.A2GSystem and self.A2GSystem == "LL DMS") or (not self.A2GSystem and _SETTINGS:IsA2G_LL_DMS())
end end
--- Is LL DDM --- Is LL DDM
-- @param #SETTINGS self -- @param #SETTINGS self
-- @return #boolean true if LL DDM -- @return #boolean true if LL DDM
function SETTINGS:IsA2G_LL_DDM() function SETTINGS:IsA2G_LL_DDM()
return ( self.A2GSystem and self.A2GSystem == "LL DDM" ) or ( not self.A2GSystem and _SETTINGS:IsA2G_LL_DDM() ) return (self.A2GSystem and self.A2GSystem == "LL DDM") or (not self.A2GSystem and _SETTINGS:IsA2G_LL_DDM())
end end
--- Sets A2G MGRS --- Sets A2G MGRS
@ -407,7 +404,7 @@ do -- SETTINGS
-- @param #SETTINGS self -- @param #SETTINGS self
-- @return #boolean true if MGRS -- @return #boolean true if MGRS
function SETTINGS:IsA2G_MGRS() function SETTINGS:IsA2G_MGRS()
return ( self.A2GSystem and self.A2GSystem == "MGRS" ) or ( not self.A2GSystem and _SETTINGS:IsA2G_MGRS() ) return (self.A2GSystem and self.A2GSystem == "MGRS") or (not self.A2GSystem and _SETTINGS:IsA2G_MGRS())
end end
--- Sets A2G BRA --- Sets A2G BRA
@ -421,7 +418,7 @@ do -- SETTINGS
-- @param #SETTINGS self -- @param #SETTINGS self
-- @return #boolean true if BRA -- @return #boolean true if BRA
function SETTINGS:IsA2G_BR() function SETTINGS:IsA2G_BR()
return ( self.A2GSystem and self.A2GSystem == "BR" ) or ( not self.A2GSystem and _SETTINGS:IsA2G_BR() ) return (self.A2GSystem and self.A2GSystem == "BR") or (not self.A2GSystem and _SETTINGS:IsA2G_BR())
end end
--- Sets A2A BRA --- Sets A2A BRA
@ -435,7 +432,7 @@ do -- SETTINGS
-- @param #SETTINGS self -- @param #SETTINGS self
-- @return #boolean true if BRA -- @return #boolean true if BRA
function SETTINGS:IsA2A_BRAA() function SETTINGS:IsA2A_BRAA()
return ( self.A2ASystem and self.A2ASystem == "BRAA" ) or ( not self.A2ASystem and _SETTINGS:IsA2A_BRAA() ) return (self.A2ASystem and self.A2ASystem == "BRAA") or (not self.A2ASystem and _SETTINGS:IsA2A_BRAA())
end end
--- Sets A2A BULLS --- Sets A2A BULLS
@ -449,7 +446,7 @@ do -- SETTINGS
-- @param #SETTINGS self -- @param #SETTINGS self
-- @return #boolean true if BULLS -- @return #boolean true if BULLS
function SETTINGS:IsA2A_BULLS() function SETTINGS:IsA2A_BULLS()
return ( self.A2ASystem and self.A2ASystem == "BULLS" ) or ( not self.A2ASystem and _SETTINGS:IsA2A_BULLS() ) return (self.A2ASystem and self.A2ASystem == "BULLS") or (not self.A2ASystem and _SETTINGS:IsA2A_BULLS())
end end
--- Sets A2A LL DMS --- Sets A2A LL DMS
@ -470,14 +467,14 @@ do -- SETTINGS
-- @param #SETTINGS self -- @param #SETTINGS self
-- @return #boolean true if LL DMS -- @return #boolean true if LL DMS
function SETTINGS:IsA2A_LL_DMS() function SETTINGS:IsA2A_LL_DMS()
return ( self.A2ASystem and self.A2ASystem == "LL DMS" ) or ( not self.A2ASystem and _SETTINGS:IsA2A_LL_DMS() ) return (self.A2ASystem and self.A2ASystem == "LL DMS") or (not self.A2ASystem and _SETTINGS:IsA2A_LL_DMS())
end end
--- Is LL DDM --- Is LL DDM
-- @param #SETTINGS self -- @param #SETTINGS self
-- @return #boolean true if LL DDM -- @return #boolean true if LL DDM
function SETTINGS:IsA2A_LL_DDM() function SETTINGS:IsA2A_LL_DDM()
return ( self.A2ASystem and self.A2ASystem == "LL DDM" ) or ( not self.A2ASystem and _SETTINGS:IsA2A_LL_DDM() ) return (self.A2ASystem and self.A2ASystem == "LL DDM") or (not self.A2ASystem and _SETTINGS:IsA2A_LL_DDM())
end end
--- Sets A2A MGRS --- Sets A2A MGRS
@ -491,7 +488,7 @@ do -- SETTINGS
-- @param #SETTINGS self -- @param #SETTINGS self
-- @return #boolean true if MGRS -- @return #boolean true if MGRS
function SETTINGS:IsA2A_MGRS() function SETTINGS:IsA2A_MGRS()
return ( self.A2ASystem and self.A2ASystem == "MGRS" ) or ( not self.A2ASystem and _SETTINGS:IsA2A_MGRS() ) return (self.A2ASystem and self.A2ASystem == "MGRS") or (not self.A2ASystem and _SETTINGS:IsA2A_MGRS())
end end
--- @param #SETTINGS self --- @param #SETTINGS self
@ -510,37 +507,37 @@ do -- SETTINGS
-- A2G Coordinate System -- A2G Coordinate System
------- -------
local text="A2G Coordinate System" local text = "A2G Coordinate System"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="A2G Coordinates" text = "A2G Coordinates"
end end
local A2GCoordinateMenu = MENU_GROUP:New( MenuGroup, text, SettingsMenu ):SetTime( MenuTime ) local A2GCoordinateMenu = MENU_GROUP:New( MenuGroup, text, SettingsMenu ):SetTime( MenuTime )
-- Set LL DMS -- Set LL DMS
if not self:IsA2G_LL_DMS() then if not self:IsA2G_LL_DMS() then
local text="Lat/Lon Degree Min Sec (LL DMS)" local text = "Lat/Lon Degree Min Sec (LL DMS)"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="LL DMS" text = "LL DMS"
end end
MENU_GROUP_COMMAND:New( MenuGroup, text, A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "LL DMS" ):SetTime( MenuTime ) MENU_GROUP_COMMAND:New( MenuGroup, text, A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "LL DMS" ):SetTime( MenuTime )
end end
-- Set LL DDM -- Set LL DDM
if not self:IsA2G_LL_DDM() then if not self:IsA2G_LL_DDM() then
local text="Lat/Lon Degree Dec Min (LL DDM)" local text = "Lat/Lon Degree Dec Min (LL DDM)"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="LL DDM" text = "LL DDM"
end end
MENU_GROUP_COMMAND:New( MenuGroup, "Lat/Lon Degree Dec Min (LL DDM)", A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "LL DDM" ):SetTime( MenuTime ) MENU_GROUP_COMMAND:New( MenuGroup, "Lat/Lon Degree Dec Min (LL DDM)", A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "LL DDM" ):SetTime( MenuTime )
end end
-- Set LL DMS accuracy. -- Set LL DMS accuracy.
if self:IsA2G_LL_DDM() then if self:IsA2G_LL_DDM() then
local text1="LL DDM Accuracy 1" local text1 = "LL DDM Accuracy 1"
local text2="LL DDM Accuracy 2" local text2 = "LL DDM Accuracy 2"
local text3="LL DDM Accuracy 3" local text3 = "LL DDM Accuracy 3"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text1="LL DDM" text1 = "LL DDM"
end end
MENU_GROUP_COMMAND:New( MenuGroup, "LL DDM Accuracy 1", A2GCoordinateMenu, self.MenuLL_DDM_Accuracy, self, MenuGroup, RootMenu, 1 ):SetTime( MenuTime ) MENU_GROUP_COMMAND:New( MenuGroup, "LL DDM Accuracy 1", A2GCoordinateMenu, self.MenuLL_DDM_Accuracy, self, MenuGroup, RootMenu, 1 ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "LL DDM Accuracy 2", A2GCoordinateMenu, self.MenuLL_DDM_Accuracy, self, MenuGroup, RootMenu, 2 ):SetTime( MenuTime ) MENU_GROUP_COMMAND:New( MenuGroup, "LL DDM Accuracy 2", A2GCoordinateMenu, self.MenuLL_DDM_Accuracy, self, MenuGroup, RootMenu, 2 ):SetTime( MenuTime )
@ -549,18 +546,18 @@ do -- SETTINGS
-- Set BR. -- Set BR.
if not self:IsA2G_BR() then if not self:IsA2G_BR() then
local text="Bearing, Range (BR)" local text = "Bearing, Range (BR)"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="BR" text = "BR"
end end
MENU_GROUP_COMMAND:New( MenuGroup, text , A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "BR" ):SetTime( MenuTime ) MENU_GROUP_COMMAND:New( MenuGroup, text, A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "BR" ):SetTime( MenuTime )
end end
-- Set MGRS. -- Set MGRS.
if not self:IsA2G_MGRS() then if not self:IsA2G_MGRS() then
local text="Military Grid (MGRS)" local text = "Military Grid (MGRS)"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="MGRS" text = "MGRS"
end end
MENU_GROUP_COMMAND:New( MenuGroup, text, A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "MGRS" ):SetTime( MenuTime ) MENU_GROUP_COMMAND:New( MenuGroup, text, A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "MGRS" ):SetTime( MenuTime )
end end
@ -578,24 +575,24 @@ do -- SETTINGS
-- A2A Coordinate System -- A2A Coordinate System
------- -------
local text="A2A Coordinate System" local text = "A2A Coordinate System"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="A2A Coordinates" text = "A2A Coordinates"
end end
local A2ACoordinateMenu = MENU_GROUP:New( MenuGroup, text, SettingsMenu ):SetTime( MenuTime ) local A2ACoordinateMenu = MENU_GROUP:New( MenuGroup, text, SettingsMenu ):SetTime( MenuTime )
if not self:IsA2A_LL_DMS() then if not self:IsA2A_LL_DMS() then
local text="Lat/Lon Degree Min Sec (LL DMS)" local text = "Lat/Lon Degree Min Sec (LL DMS)"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="LL DMS" text = "LL DMS"
end end
MENU_GROUP_COMMAND:New( MenuGroup, text, A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "LL DMS" ):SetTime( MenuTime ) MENU_GROUP_COMMAND:New( MenuGroup, text, A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "LL DMS" ):SetTime( MenuTime )
end end
if not self:IsA2A_LL_DDM() then if not self:IsA2A_LL_DDM() then
local text="Lat/Lon Degree Dec Min (LL DDM)" local text = "Lat/Lon Degree Dec Min (LL DDM)"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="LL DDM" text = "LL DDM"
end end
MENU_GROUP_COMMAND:New( MenuGroup, text, A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "LL DDM" ):SetTime( MenuTime ) MENU_GROUP_COMMAND:New( MenuGroup, text, A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "LL DDM" ):SetTime( MenuTime )
end end
@ -608,25 +605,25 @@ do -- SETTINGS
end end
if not self:IsA2A_BULLS() then if not self:IsA2A_BULLS() then
local text="Bullseye (BULLS)" local text = "Bullseye (BULLS)"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="Bulls" text = "Bulls"
end end
MENU_GROUP_COMMAND:New( MenuGroup, text, A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "BULLS" ):SetTime( MenuTime ) MENU_GROUP_COMMAND:New( MenuGroup, text, A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "BULLS" ):SetTime( MenuTime )
end end
if not self:IsA2A_BRAA() then if not self:IsA2A_BRAA() then
local text="Bearing Range Altitude Aspect (BRAA)" local text = "Bearing Range Altitude Aspect (BRAA)"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="BRAA" text = "BRAA"
end end
MENU_GROUP_COMMAND:New( MenuGroup, text, A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "BRAA" ):SetTime( MenuTime ) MENU_GROUP_COMMAND:New( MenuGroup, text, A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "BRAA" ):SetTime( MenuTime )
end end
if not self:IsA2A_MGRS() then if not self:IsA2A_MGRS() then
local text="Military Grid (MGRS)" local text = "Military Grid (MGRS)"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="MGRS" text = "MGRS"
end end
MENU_GROUP_COMMAND:New( MenuGroup, text, A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "MGRS" ):SetTime( MenuTime ) MENU_GROUP_COMMAND:New( MenuGroup, text, A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "MGRS" ):SetTime( MenuTime )
end end
@ -639,31 +636,31 @@ do -- SETTINGS
MENU_GROUP_COMMAND:New( MenuGroup, "MGRS Accuracy 5", A2ACoordinateMenu, self.MenuMGRS_Accuracy, self, MenuGroup, RootMenu, 5 ):SetTime( MenuTime ) MENU_GROUP_COMMAND:New( MenuGroup, "MGRS Accuracy 5", A2ACoordinateMenu, self.MenuMGRS_Accuracy, self, MenuGroup, RootMenu, 5 ):SetTime( MenuTime )
end end
local text="Measures and Weights System" local text = "Measures and Weights System"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="Unit System" text = "Unit System"
end end
local MetricsMenu = MENU_GROUP:New( MenuGroup, text, SettingsMenu ):SetTime( MenuTime ) local MetricsMenu = MENU_GROUP:New( MenuGroup, text, SettingsMenu ):SetTime( MenuTime )
if self:IsMetric() then if self:IsMetric() then
local text="Imperial (Miles,Feet)" local text = "Imperial (Miles,Feet)"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="Imperial" text = "Imperial"
end end
MENU_GROUP_COMMAND:New( MenuGroup, text, MetricsMenu, self.MenuMWSystem, self, MenuGroup, RootMenu, false ):SetTime( MenuTime ) MENU_GROUP_COMMAND:New( MenuGroup, text, MetricsMenu, self.MenuMWSystem, self, MenuGroup, RootMenu, false ):SetTime( MenuTime )
end end
if self:IsImperial() then if self:IsImperial() then
local text="Metric (Kilometers,Meters)" local text = "Metric (Kilometers,Meters)"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="Metric" text = "Metric"
end end
MENU_GROUP_COMMAND:New( MenuGroup, text, MetricsMenu, self.MenuMWSystem, self, MenuGroup, RootMenu, true ):SetTime( MenuTime ) MENU_GROUP_COMMAND:New( MenuGroup, text, MetricsMenu, self.MenuMWSystem, self, MenuGroup, RootMenu, true ):SetTime( MenuTime )
end end
local text="Messages and Reports" local text = "Messages and Reports"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="Messages & Reports" text = "Messages & Reports"
end end
local MessagesMenu = MENU_GROUP:New( MenuGroup, text, SettingsMenu ):SetTime( MenuTime ) local MessagesMenu = MENU_GROUP:New( MenuGroup, text, SettingsMenu ):SetTime( MenuTime )
@ -704,7 +701,6 @@ do -- SETTINGS
MENU_GROUP_COMMAND:New( MenuGroup, "2 minutes", DetailedReportsMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.DetailedReportsMenu, 120 ):SetTime( MenuTime ) MENU_GROUP_COMMAND:New( MenuGroup, "2 minutes", DetailedReportsMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.DetailedReportsMenu, 120 ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "3 minutes", DetailedReportsMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.DetailedReportsMenu, 180 ):SetTime( MenuTime ) MENU_GROUP_COMMAND:New( MenuGroup, "3 minutes", DetailedReportsMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.DetailedReportsMenu, 180 ):SetTime( MenuTime )
SettingsMenu:Remove( MenuTime ) SettingsMenu:Remove( MenuTime )
return self return self
@ -748,11 +744,11 @@ do -- SETTINGS
self.PlayerMenu = PlayerMenu self.PlayerMenu = PlayerMenu
self:I(string.format("Setting menu for player %s", tostring(PlayerName))) self:I( string.format( "Setting menu for player %s", tostring( PlayerName ) ) )
local submenu = MENU_GROUP:New( PlayerGroup, "LL Accuracy", PlayerMenu ) local submenu = MENU_GROUP:New( PlayerGroup, "LL Accuracy", PlayerMenu )
MENU_GROUP_COMMAND:New( PlayerGroup, "LL 0 Decimals", submenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 0 ) MENU_GROUP_COMMAND:New( PlayerGroup, "LL 0 Decimals", submenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 0 )
MENU_GROUP_COMMAND:New( PlayerGroup, "LL 1 Decimal", submenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 1 ) MENU_GROUP_COMMAND:New( PlayerGroup, "LL 1 Decimal", submenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 1 )
MENU_GROUP_COMMAND:New( PlayerGroup, "LL 2 Decimals", submenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 2 ) MENU_GROUP_COMMAND:New( PlayerGroup, "LL 2 Decimals", submenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 2 )
MENU_GROUP_COMMAND:New( PlayerGroup, "LL 3 Decimals", submenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 3 ) MENU_GROUP_COMMAND:New( PlayerGroup, "LL 3 Decimals", submenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 3 )
MENU_GROUP_COMMAND:New( PlayerGroup, "LL 4 Decimals", submenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 4 ) MENU_GROUP_COMMAND:New( PlayerGroup, "LL 4 Decimals", submenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 4 )
@ -769,40 +765,40 @@ do -- SETTINGS
-- A2G Coordinate System -- A2G Coordinate System
------ ------
local text="A2G Coordinate System" local text = "A2G Coordinate System"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="A2G Coordinates" text = "A2G Coordinates"
end end
local A2GCoordinateMenu = MENU_GROUP:New( PlayerGroup, text, PlayerMenu ) local A2GCoordinateMenu = MENU_GROUP:New( PlayerGroup, text, PlayerMenu )
if not self:IsA2G_LL_DMS() or _SETTINGS.MenuStatic then if not self:IsA2G_LL_DMS() or _SETTINGS.MenuStatic then
local text="Lat/Lon Degree Min Sec (LL DMS)" local text = "Lat/Lon Degree Min Sec (LL DMS)"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="A2G LL DMS" text = "A2G LL DMS"
end end
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DMS" ) MENU_GROUP_COMMAND:New( PlayerGroup, text, A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DMS" )
end end
if not self:IsA2G_LL_DDM() or _SETTINGS.MenuStatic then if not self:IsA2G_LL_DDM() or _SETTINGS.MenuStatic then
local text="Lat/Lon Degree Dec Min (LL DDM)" local text = "Lat/Lon Degree Dec Min (LL DDM)"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="A2G LL DDM" text = "A2G LL DDM"
end end
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DDM" ) MENU_GROUP_COMMAND:New( PlayerGroup, text, A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DDM" )
end end
if not self:IsA2G_BR() or _SETTINGS.MenuStatic then if not self:IsA2G_BR() or _SETTINGS.MenuStatic then
local text="Bearing, Range (BR)" local text = "Bearing, Range (BR)"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="A2G BR" text = "A2G BR"
end end
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "BR" ) MENU_GROUP_COMMAND:New( PlayerGroup, text, A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "BR" )
end end
if not self:IsA2G_MGRS() or _SETTINGS.MenuStatic then if not self:IsA2G_MGRS() or _SETTINGS.MenuStatic then
local text="Military Grid (MGRS)" local text = "Military Grid (MGRS)"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="A2G MGRS" text = "A2G MGRS"
end end
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "MGRS" ) MENU_GROUP_COMMAND:New( PlayerGroup, text, A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "MGRS" )
end end
@ -811,49 +807,48 @@ do -- SETTINGS
-- A2A Coordinates Menu -- A2A Coordinates Menu
------ ------
local text="A2A Coordinate System" local text = "A2A Coordinate System"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="A2A Coordinates" text = "A2A Coordinates"
end end
local A2ACoordinateMenu = MENU_GROUP:New( PlayerGroup, text, PlayerMenu ) local A2ACoordinateMenu = MENU_GROUP:New( PlayerGroup, text, PlayerMenu )
if not self:IsA2A_LL_DMS() or _SETTINGS.MenuStatic then if not self:IsA2A_LL_DMS() or _SETTINGS.MenuStatic then
local text="Lat/Lon Degree Min Sec (LL DMS)" local text = "Lat/Lon Degree Min Sec (LL DMS)"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="A2A LL DMS" text = "A2A LL DMS"
end end
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2ACoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DMS" ) MENU_GROUP_COMMAND:New( PlayerGroup, text, A2ACoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DMS" )
end end
if not self:IsA2A_LL_DDM() or _SETTINGS.MenuStatic then if not self:IsA2A_LL_DDM() or _SETTINGS.MenuStatic then
local text="Lat/Lon Degree Dec Min (LL DDM)" local text = "Lat/Lon Degree Dec Min (LL DDM)"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="A2A LL DDM" text = "A2A LL DDM"
end end
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2ACoordinateMenu, self.MenuGroupA2ASystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DDM" ) MENU_GROUP_COMMAND:New( PlayerGroup, text, A2ACoordinateMenu, self.MenuGroupA2ASystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DDM" )
end end
if not self:IsA2A_BULLS() or _SETTINGS.MenuStatic then if not self:IsA2A_BULLS() or _SETTINGS.MenuStatic then
local text="Bullseye (BULLS)" local text = "Bullseye (BULLS)"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="A2A BULLS" text = "A2A BULLS"
end end
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2ACoordinateMenu, self.MenuGroupA2ASystem, self, PlayerUnit, PlayerGroup, PlayerName, "BULLS" ) MENU_GROUP_COMMAND:New( PlayerGroup, text, A2ACoordinateMenu, self.MenuGroupA2ASystem, self, PlayerUnit, PlayerGroup, PlayerName, "BULLS" )
end end
if not self:IsA2A_BRAA() or _SETTINGS.MenuStatic then if not self:IsA2A_BRAA() or _SETTINGS.MenuStatic then
local text="Bearing Range Altitude Aspect (BRAA)" local text = "Bearing Range Altitude Aspect (BRAA)"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="A2A BRAA" text = "A2A BRAA"
end end
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2ACoordinateMenu, self.MenuGroupA2ASystem, self, PlayerUnit, PlayerGroup, PlayerName, "BRAA" ) MENU_GROUP_COMMAND:New( PlayerGroup, text, A2ACoordinateMenu, self.MenuGroupA2ASystem, self, PlayerUnit, PlayerGroup, PlayerName, "BRAA" )
end end
if not self:IsA2A_MGRS() or _SETTINGS.MenuStatic then if not self:IsA2A_MGRS() or _SETTINGS.MenuStatic then
local text="Military Grid (MGRS)" local text = "Military Grid (MGRS)"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="A2A MGRS" text = "A2A MGRS"
end end
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2ACoordinateMenu, self.MenuGroupA2ASystem, self, PlayerUnit, PlayerGroup, PlayerName, "MGRS" ) MENU_GROUP_COMMAND:New( PlayerGroup, text, A2ACoordinateMenu, self.MenuGroupA2ASystem, self, PlayerUnit, PlayerGroup, PlayerName, "MGRS" )
end end
@ -862,24 +857,24 @@ do -- SETTINGS
-- Unit system -- Unit system
--- ---
local text="Measures and Weights System" local text = "Measures and Weights System"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="Unit System" text = "Unit System"
end end
local MetricsMenu = MENU_GROUP:New( PlayerGroup, text, PlayerMenu ) local MetricsMenu = MENU_GROUP:New( PlayerGroup, text, PlayerMenu )
if self:IsMetric() or _SETTINGS.MenuStatic then if self:IsMetric() or _SETTINGS.MenuStatic then
local text="Imperial (Miles,Feet)" local text = "Imperial (Miles,Feet)"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="Imperial" text = "Imperial"
end end
MENU_GROUP_COMMAND:New( PlayerGroup, text, MetricsMenu, self.MenuGroupMWSystem, self, PlayerUnit, PlayerGroup, PlayerName, false ) MENU_GROUP_COMMAND:New( PlayerGroup, text, MetricsMenu, self.MenuGroupMWSystem, self, PlayerUnit, PlayerGroup, PlayerName, false )
end end
if self:IsImperial() or _SETTINGS.MenuStatic then if self:IsImperial() or _SETTINGS.MenuStatic then
local text="Metric (Kilometers,Meters)" local text = "Metric (Kilometers,Meters)"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="Metric" text = "Metric"
end end
MENU_GROUP_COMMAND:New( PlayerGroup, text, MetricsMenu, self.MenuGroupMWSystem, self, PlayerUnit, PlayerGroup, PlayerName, true ) MENU_GROUP_COMMAND:New( PlayerGroup, text, MetricsMenu, self.MenuGroupMWSystem, self, PlayerUnit, PlayerGroup, PlayerName, true )
end end
@ -888,9 +883,9 @@ do -- SETTINGS
-- Messages and Reports -- Messages and Reports
--- ---
local text="Messages and Reports" local text = "Messages and Reports"
if _SETTINGS.MenuShort then if _SETTINGS.MenuShort then
text="Messages & Reports" text = "Messages & Reports"
end end
local MessagesMenu = MENU_GROUP:New( PlayerGroup, text, PlayerMenu ) local MessagesMenu = MENU_GROUP:New( PlayerGroup, text, PlayerMenu )
@ -950,39 +945,38 @@ do -- SETTINGS
return self return self
end end
--- @param #SETTINGS self --- @param #SETTINGS self
function SETTINGS:A2GMenuSystem( MenuGroup, RootMenu, A2GSystem ) function SETTINGS:A2GMenuSystem( MenuGroup, RootMenu, A2GSystem )
self.A2GSystem = A2GSystem self.A2GSystem = A2GSystem
MESSAGE:New( string.format("Settings: Default A2G coordinate system set to %s for all players!", A2GSystem ), 5 ):ToAll() MESSAGE:New( string.format( "Settings: Default A2G coordinate system set to %s for all players!", A2GSystem ), 5 ):ToAll()
self:SetSystemMenu( MenuGroup, RootMenu ) self:SetSystemMenu( MenuGroup, RootMenu )
end end
--- @param #SETTINGS self --- @param #SETTINGS self
function SETTINGS:A2AMenuSystem( MenuGroup, RootMenu, A2ASystem ) function SETTINGS:A2AMenuSystem( MenuGroup, RootMenu, A2ASystem )
self.A2ASystem = A2ASystem self.A2ASystem = A2ASystem
MESSAGE:New( string.format("Settings: Default A2A coordinate system set to %s for all players!", A2ASystem ), 5 ):ToAll() MESSAGE:New( string.format( "Settings: Default A2A coordinate system set to %s for all players!", A2ASystem ), 5 ):ToAll()
self:SetSystemMenu( MenuGroup, RootMenu ) self:SetSystemMenu( MenuGroup, RootMenu )
end end
--- @param #SETTINGS self --- @param #SETTINGS self
function SETTINGS:MenuLL_DDM_Accuracy( MenuGroup, RootMenu, LL_Accuracy ) function SETTINGS:MenuLL_DDM_Accuracy( MenuGroup, RootMenu, LL_Accuracy )
self.LL_Accuracy = LL_Accuracy self.LL_Accuracy = LL_Accuracy
MESSAGE:New( string.format("Settings: Default LL accuracy set to %s for all players!", LL_Accuracy ), 5 ):ToAll() MESSAGE:New( string.format( "Settings: Default LL accuracy set to %s for all players!", LL_Accuracy ), 5 ):ToAll()
self:SetSystemMenu( MenuGroup, RootMenu ) self:SetSystemMenu( MenuGroup, RootMenu )
end end
--- @param #SETTINGS self --- @param #SETTINGS self
function SETTINGS:MenuMGRS_Accuracy( MenuGroup, RootMenu, MGRS_Accuracy ) function SETTINGS:MenuMGRS_Accuracy( MenuGroup, RootMenu, MGRS_Accuracy )
self.MGRS_Accuracy = MGRS_Accuracy self.MGRS_Accuracy = MGRS_Accuracy
MESSAGE:New( string.format("Settings: Default MGRS accuracy set to %s for all players!", MGRS_Accuracy ), 5 ):ToAll() MESSAGE:New( string.format( "Settings: Default MGRS accuracy set to %s for all players!", MGRS_Accuracy ), 5 ):ToAll()
self:SetSystemMenu( MenuGroup, RootMenu ) self:SetSystemMenu( MenuGroup, RootMenu )
end end
--- @param #SETTINGS self --- @param #SETTINGS self
function SETTINGS:MenuMWSystem( MenuGroup, RootMenu, MW ) function SETTINGS:MenuMWSystem( MenuGroup, RootMenu, MW )
self.Metric = MW self.Metric = MW
MESSAGE:New( string.format("Settings: Default measurement format set to %s for all players!", MW and "Metric" or "Imperial" ), 5 ):ToAll() MESSAGE:New( string.format( "Settings: Default measurement format set to %s for all players!", MW and "Metric" or "Imperial" ), 5 ):ToAll()
self:SetSystemMenu( MenuGroup, RootMenu ) self:SetSystemMenu( MenuGroup, RootMenu )
end end
@ -995,12 +989,12 @@ do -- SETTINGS
do do
--- @param #SETTINGS self --- @param #SETTINGS self
function SETTINGS:MenuGroupA2GSystem( PlayerUnit, PlayerGroup, PlayerName, A2GSystem ) function SETTINGS:MenuGroupA2GSystem( PlayerUnit, PlayerGroup, PlayerName, A2GSystem )
BASE:E( {self, PlayerUnit:GetName(), A2GSystem} ) BASE:E( { self, PlayerUnit:GetName(), A2GSystem } )
self.A2GSystem = A2GSystem self.A2GSystem = A2GSystem
MESSAGE:New( string.format( "Settings: A2G format set to %s for player %s.", A2GSystem, PlayerName ), 5 ):ToGroup( PlayerGroup ) MESSAGE:New( string.format( "Settings: A2G format set to %s for player %s.", A2GSystem, PlayerName ), 5 ):ToGroup( PlayerGroup )
if _SETTINGS.MenuStatic==false then if _SETTINGS.MenuStatic == false then
self:RemovePlayerMenu(PlayerUnit) self:RemovePlayerMenu( PlayerUnit )
self:SetPlayerMenu(PlayerUnit) self:SetPlayerMenu( PlayerUnit )
end end
end end
@ -1008,9 +1002,9 @@ do -- SETTINGS
function SETTINGS:MenuGroupA2ASystem( PlayerUnit, PlayerGroup, PlayerName, A2ASystem ) function SETTINGS:MenuGroupA2ASystem( PlayerUnit, PlayerGroup, PlayerName, A2ASystem )
self.A2ASystem = A2ASystem self.A2ASystem = A2ASystem
MESSAGE:New( string.format( "Settings: A2A format set to %s for player %s.", A2ASystem, PlayerName ), 5 ):ToGroup( PlayerGroup ) MESSAGE:New( string.format( "Settings: A2A format set to %s for player %s.", A2ASystem, PlayerName ), 5 ):ToGroup( PlayerGroup )
if _SETTINGS.MenuStatic==false then if _SETTINGS.MenuStatic == false then
self:RemovePlayerMenu(PlayerUnit) self:RemovePlayerMenu( PlayerUnit )
self:SetPlayerMenu(PlayerUnit) self:SetPlayerMenu( PlayerUnit )
end end
end end
@ -1018,9 +1012,9 @@ do -- SETTINGS
function SETTINGS:MenuGroupLL_DDM_AccuracySystem( PlayerUnit, PlayerGroup, PlayerName, LL_Accuracy ) function SETTINGS:MenuGroupLL_DDM_AccuracySystem( PlayerUnit, PlayerGroup, PlayerName, LL_Accuracy )
self.LL_Accuracy = LL_Accuracy self.LL_Accuracy = LL_Accuracy
MESSAGE:New( string.format( "Settings: LL format accuracy set to %d decimal places for player %s.", LL_Accuracy, PlayerName ), 5 ):ToGroup( PlayerGroup ) MESSAGE:New( string.format( "Settings: LL format accuracy set to %d decimal places for player %s.", LL_Accuracy, PlayerName ), 5 ):ToGroup( PlayerGroup )
if _SETTINGS.MenuStatic==false then if _SETTINGS.MenuStatic == false then
self:RemovePlayerMenu(PlayerUnit) self:RemovePlayerMenu( PlayerUnit )
self:SetPlayerMenu(PlayerUnit) self:SetPlayerMenu( PlayerUnit )
end end
end end
@ -1028,9 +1022,9 @@ do -- SETTINGS
function SETTINGS:MenuGroupMGRS_AccuracySystem( PlayerUnit, PlayerGroup, PlayerName, MGRS_Accuracy ) function SETTINGS:MenuGroupMGRS_AccuracySystem( PlayerUnit, PlayerGroup, PlayerName, MGRS_Accuracy )
self.MGRS_Accuracy = MGRS_Accuracy self.MGRS_Accuracy = MGRS_Accuracy
MESSAGE:New( string.format( "Settings: MGRS format accuracy set to %d for player %s.", MGRS_Accuracy, PlayerName ), 5 ):ToGroup( PlayerGroup ) MESSAGE:New( string.format( "Settings: MGRS format accuracy set to %d for player %s.", MGRS_Accuracy, PlayerName ), 5 ):ToGroup( PlayerGroup )
if _SETTINGS.MenuStatic==false then if _SETTINGS.MenuStatic == false then
self:RemovePlayerMenu(PlayerUnit) self:RemovePlayerMenu( PlayerUnit )
self:SetPlayerMenu(PlayerUnit) self:SetPlayerMenu( PlayerUnit )
end end
end end
@ -1038,9 +1032,9 @@ do -- SETTINGS
function SETTINGS:MenuGroupMWSystem( PlayerUnit, PlayerGroup, PlayerName, MW ) function SETTINGS:MenuGroupMWSystem( PlayerUnit, PlayerGroup, PlayerName, MW )
self.Metric = MW self.Metric = MW
MESSAGE:New( string.format( "Settings: Measurement format set to %s for player %s.", MW and "Metric" or "Imperial", PlayerName ), 5 ):ToGroup( PlayerGroup ) MESSAGE:New( string.format( "Settings: Measurement format set to %s for player %s.", MW and "Metric" or "Imperial", PlayerName ), 5 ):ToGroup( PlayerGroup )
if _SETTINGS.MenuStatic==false then if _SETTINGS.MenuStatic == false then
self:RemovePlayerMenu(PlayerUnit) self:RemovePlayerMenu( PlayerUnit )
self:SetPlayerMenu(PlayerUnit) self:SetPlayerMenu( PlayerUnit )
end end
end end
@ -1070,7 +1064,6 @@ do -- SETTINGS
end end
--- Configures the era of the mission to be Cold war. --- Configures the era of the mission to be Cold war.
-- @param #SETTINGS self -- @param #SETTINGS self
-- @return #SETTINGS self -- @return #SETTINGS self
@ -1080,7 +1073,6 @@ do -- SETTINGS
end end
--- Configures the era of the mission to be Modern war. --- Configures the era of the mission to be Modern war.
-- @param #SETTINGS self -- @param #SETTINGS self
-- @return #SETTINGS self -- @return #SETTINGS self
@ -1090,7 +1082,4 @@ do -- SETTINGS
end end
end end

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@ -73,7 +73,7 @@
-- @field Core.Point#COORDINATE RearmingPlaceCoord Coordinates of the rearming place. If the place is more than 100 m away from the ARTY group, the group will go there. -- @field Core.Point#COORDINATE RearmingPlaceCoord Coordinates of the rearming place. If the place is more than 100 m away from the ARTY group, the group will go there.
-- @field #boolean RearmingArtyOnRoad If true, ARTY group will move to rearming place using mainly roads. Default false. -- @field #boolean RearmingArtyOnRoad If true, ARTY group will move to rearming place using mainly roads. Default false.
-- @field Core.Point#COORDINATE InitialCoord Initial coordinates of the ARTY group. -- @field Core.Point#COORDINATE InitialCoord Initial coordinates of the ARTY group.
-- @field #boolean report Arty group sends messages about their current state or target to its coaliton. -- @field #boolean report Arty group sends messages about their current state or target to its coalition.
-- @field #table ammoshells Table holding names of the shell types which are included when counting the ammo. Default is {"weapons.shells"} which include most shells. -- @field #table ammoshells Table holding names of the shell types which are included when counting the ammo. Default is {"weapons.shells"} which include most shells.
-- @field #table ammorockets Table holding names of the rocket types which are included when counting the ammo. Default is {"weapons.nurs"} which includes most unguided rockets. -- @field #table ammorockets Table holding names of the rocket types which are included when counting the ammo. Default is {"weapons.nurs"} which includes most unguided rockets.
-- @field #table ammomissiles Table holding names of the missile types which are included when counting the ammo. Default is {"weapons.missiles"} which includes some guided missiles. -- @field #table ammomissiles Table holding names of the missile types which are included when counting the ammo. Default is {"weapons.missiles"} which includes some guided missiles.

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@ -69,7 +69,7 @@
-- @field #string category Category of aircarft: "plane" or "heli". -- @field #string category Category of aircarft: "plane" or "heli".
-- @field #number groupsize Number of aircraft in group. -- @field #number groupsize Number of aircraft in group.
-- @field #string friendly Possible departure/destination airport: all=blue+red+neutral, same=spawn+neutral, spawnonly=spawn, blue=blue+neutral, blueonly=blue, red=red+neutral, redonly=red. -- @field #string friendly Possible departure/destination airport: all=blue+red+neutral, same=spawn+neutral, spawnonly=spawn, blue=blue+neutral, blueonly=blue, red=red+neutral, redonly=red.
-- @field #table ctable Table with the valid coalitons from choice self.friendly. -- @field #table ctable Table with the valid coalitions from choice self.friendly.
-- @field #table aircraft Table which holds the basic aircraft properties (speed, range, ...). -- @field #table aircraft Table which holds the basic aircraft properties (speed, range, ...).
-- @field #number Vcruisemax Max cruise speed in m/s (250 m/s = 900 km/h = 486 kt) set by user. -- @field #number Vcruisemax Max cruise speed in m/s (250 m/s = 900 km/h = 486 kt) set by user.
-- @field #number Vclimb Default climb rate in ft/min. -- @field #number Vclimb Default climb rate in ft/min.
@ -348,7 +348,7 @@ RAT={
category = nil, -- Category of aircarft: "plane" or "heli". category = nil, -- Category of aircarft: "plane" or "heli".
groupsize=nil, -- Number of aircraft in the group. groupsize=nil, -- Number of aircraft in the group.
friendly = "same", -- Possible departure/destination airport: same=spawn+neutral, spawnonly=spawn, blue=blue+neutral, blueonly=blue, red=red+neutral, redonly=red, neutral. friendly = "same", -- Possible departure/destination airport: same=spawn+neutral, spawnonly=spawn, blue=blue+neutral, blueonly=blue, red=red+neutral, redonly=red, neutral.
ctable = {}, -- Table with the valid coalitons from choice self.friendly. ctable = {}, -- Table with the valid coalitions from choice self.friendly.
aircraft = {}, -- Table which holds the basic aircraft properties (speed, range, ...). aircraft = {}, -- Table which holds the basic aircraft properties (speed, range, ...).
Vcruisemax=nil, -- Max cruise speed in set by user. Vcruisemax=nil, -- Max cruise speed in set by user.
Vclimb=1500, -- Default climb rate in ft/min. Vclimb=1500, -- Default climb rate in ft/min.
@ -657,7 +657,7 @@ end
-- @param #RAT self -- @param #RAT self
-- @param #number naircraft (Optional) Number of aircraft to spawn. Default is one aircraft. -- @param #number naircraft (Optional) Number of aircraft to spawn. Default is one aircraft.
-- @return #boolean True if spawning was successful or nil if nothing was spawned. -- @return #boolean True if spawning was successful or nil if nothing was spawned.
-- @usage yak:Spawn(5) will spawn five aircraft. By default aircraft will spawn at neutral and red airports if the template group is part of the red coaliton. -- @usage yak:Spawn(5) will spawn five aircraft. By default aircraft will spawn at neutral and red airports if the template group is part of the red coalition.
function RAT:Spawn(naircraft) function RAT:Spawn(naircraft)
-- Make sure that this function is only been called once per RAT object. -- Make sure that this function is only been called once per RAT object.
@ -1289,7 +1289,7 @@ end
--- Include all airports which lie in a zone as possible destinations. --- Include all airports which lie in a zone as possible destinations.
-- @param #RAT self -- @param #RAT self
-- @param Core.Zone#ZONE zone Zone in which the departure airports lie. Has to be a MOOSE zone. -- @param Core.Zone#ZONE zone Zone in which the destination airports lie. Has to be a MOOSE zone.
-- @return #RAT RAT self object. -- @return #RAT RAT self object.
function RAT:SetDestinationsFromZone(zone) function RAT:SetDestinationsFromZone(zone)
self:F2(zone) self:F2(zone)
@ -1305,7 +1305,7 @@ end
--- Include all airports which lie in a zone as possible destinations. --- Include all airports which lie in a zone as possible destinations.
-- @param #RAT self -- @param #RAT self
-- @param Core.Zone#ZONE zone Zone in which the destination airports lie. Has to be a MOOSE zone. -- @param Core.Zone#ZONE zone Zone in which the departure airports lie. Has to be a MOOSE zone.
-- @return #RAT RAT self object. -- @return #RAT RAT self object.
function RAT:SetDeparturesFromZone(zone) function RAT:SetDeparturesFromZone(zone)
self:F2(zone) self:F2(zone)

View File

@ -449,6 +449,13 @@ RANGE.TargetType = {
-- @field #string rangename Name of the range. -- @field #string rangename Name of the range.
-- @field #boolean invalid Invalid pass. -- @field #boolean invalid Invalid pass.
--- Strafe result.
-- @type RANGE.StrafeResult
-- @field #string player Player name.
-- @field #string airframe Aircraft type of player.
-- @field #number time Time via timer.getAbsTime() in seconds of impact.
-- @field #string date OS date.
--- Sound file data. --- Sound file data.
-- @type RANGE.Soundfile -- @type RANGE.Soundfile
-- @field #string filename Name of the file -- @field #string filename Name of the file

View File

@ -67,7 +67,7 @@
-- --
-- * Upload scoring to a database or a BI tool to publish the scoring results to the player community. -- * Upload scoring to a database or a BI tool to publish the scoring results to the player community.
-- * Upload scoring in an (online) Excel like tool, using pivot tables and pivot charts to show mission results. -- * Upload scoring in an (online) Excel like tool, using pivot tables and pivot charts to show mission results.
-- * Share scoring amoung players after the mission to discuss mission results. -- * Share scoring among players after the mission to discuss mission results.
-- --
-- Scores can be **reported**. **Menu options** are automatically added to **each player group** when a player joins a client slot or a CA unit. -- Scores can be **reported**. **Menu options** are automatically added to **each player group** when a player joins a client slot or a CA unit.
-- Use the radio menu F10 to consult the scores while running the mission. -- Use the radio menu F10 to consult the scores while running the mission.
@ -88,7 +88,6 @@
-- @module Functional.Scoring -- @module Functional.Scoring
-- @image Scoring.JPG -- @image Scoring.JPG
--- @type SCORING --- @type SCORING
-- @field Players A collection of the current players that have joined the game. -- @field Players A collection of the current players that have joined the game.
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
@ -99,7 +98,6 @@
-- --
-- local Scoring = SCORING:New( "Scoring File" ) -- local Scoring = SCORING:New( "Scoring File" )
-- --
--
-- # Set the destroy score or penalty scale: -- # Set the destroy score or penalty scale:
-- --
-- Score scales can be set for scores granted when enemies or friendlies are destroyed. -- Score scales can be set for scores granted when enemies or friendlies are destroyed.
@ -147,11 +145,11 @@
-- --
-- # (Decommissioned) Configure fratricide level. -- # (Decommissioned) Configure fratricide level.
-- --
-- **This functionality is decomissioned until the DCS bug concerning Unit:destroy() not being functional in multi player for player units has been fixed by ED**. -- **This functionality is decommissioned until the DCS bug concerning Unit:destroy() not being functional in multi player for player units has been fixed by ED**.
-- --
-- When a player commits too much damage to friendlies, his penalty score will reach a certain level. -- When a player commits too much damage to friendlies, his penalty score will reach a certain level.
-- Use the method @{#SCORING.SetFratricide}() to define the level when a player gets kicked. -- Use the method @{#SCORING.SetFratricide}() to define the level when a player gets kicked.
-- By default, the fratricide level is the default penalty mutiplier * 2 for the penalty score. -- By default, the fratricide level is the default penalty multiplier * 2 for the penalty score.
-- --
-- # Penalty score when a player changes the coalition. -- # Penalty score when a player changes the coalition.
-- --
@ -190,8 +188,8 @@
-- --
-- --Sanitize Mission Scripting environment -- --Sanitize Mission Scripting environment
-- --This makes unavailable some unsecure functions. -- --This makes unavailable some unsecure functions.
-- --Mission downloaded from server to client may contain potentialy harmful lua code that may use these functions. -- --Mission downloaded from server to client may contain potentially harmful lua code that may use these functions.
-- --You can remove the code below and make availble these functions at your own risk. -- --You can remove the code below and make available these functions at your own risk.
-- --
-- The MOOSE designer cannot take any responsibility of any damage inflicted as a result of the de-sanitization. -- The MOOSE designer cannot take any responsibility of any damage inflicted as a result of the de-sanitization.
-- That being said, I hope that the SCORING class provides you with a great add-on to score your squad mates achievements. -- That being said, I hope that the SCORING class provides you with a great add-on to score your squad mates achievements.
@ -229,20 +227,18 @@ SCORING = {
Players = {}, Players = {},
} }
local _SCORINGCoalition = local _SCORINGCoalition = {
{ [1] = "Red",
[1] = "Red", [2] = "Blue",
[2] = "Blue", }
}
local _SCORINGCategory = local _SCORINGCategory = {
{ [Unit.Category.AIRPLANE] = "Plane",
[Unit.Category.AIRPLANE] = "Plane", [Unit.Category.HELICOPTER] = "Helicopter",
[Unit.Category.HELICOPTER] = "Helicopter", [Unit.Category.GROUND_UNIT] = "Vehicle",
[Unit.Category.GROUND_UNIT] = "Vehicle", [Unit.Category.SHIP] = "Ship",
[Unit.Category.SHIP] = "Ship", [Unit.Category.STRUCTURE] = "Structure",
[Unit.Category.STRUCTURE] = "Structure", }
}
--- Creates a new SCORING object to administer the scoring achieved by players. --- Creates a new SCORING object to administer the scoring achieved by players.
-- @param #SCORING self -- @param #SCORING self
@ -250,8 +246,8 @@ local _SCORINGCategory =
-- @return #SCORING self -- @return #SCORING self
-- @usage -- @usage
-- --
-- -- Define a new scoring object for the mission Gori Valley. -- -- Define a new scoring object for the mission Gori Valley.
-- ScoringObject = SCORING:New( "Gori Valley" ) -- ScoringObject = SCORING:New( "Gori Valley" )
-- --
function SCORING:New( GameName ) function SCORING:New( GameName )
@ -264,7 +260,6 @@ function SCORING:New( GameName )
error( "A game name must be given to register the scoring results" ) error( "A game name must be given to register the scoring results" )
end end
-- Additional Object scores -- Additional Object scores
self.ScoringObjects = {} self.ScoringObjects = {}
@ -297,21 +292,18 @@ function SCORING:New( GameName )
self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash ) self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.Hit, self._EventOnHit ) self:HandleEvent( EVENTS.Hit, self._EventOnHit )
self:HandleEvent( EVENTS.Birth ) self:HandleEvent( EVENTS.Birth )
--self:HandleEvent( EVENTS.PlayerEnterUnit ) -- self:HandleEvent( EVENTS.PlayerEnterUnit )
self:HandleEvent( EVENTS.PlayerLeaveUnit ) self:HandleEvent( EVENTS.PlayerLeaveUnit )
-- During mission startup, especially for single player, -- During mission startup, especially for single player,
-- iterate the database for the player that has joined, and add him to the scoring, and set the menu. -- iterate the database for the player that has joined, and add him to the scoring, and set the menu.
-- But this can only be started one second after the mission has started, so i need to schedule this ... -- But this can only be started one second after the mission has started, so i need to schedule this ...
self.ScoringPlayerScan = BASE:ScheduleOnce( 1, self.ScoringPlayerScan = BASE:ScheduleOnce( 1, function()
function() for PlayerName, PlayerUnit in pairs( _DATABASE:GetPlayerUnits() ) do
for PlayerName, PlayerUnit in pairs( _DATABASE:GetPlayerUnits() ) do self:_AddPlayerFromUnit( PlayerUnit )
self:_AddPlayerFromUnit( PlayerUnit ) self:SetScoringMenu( PlayerUnit:GetGroup() )
self:SetScoringMenu( PlayerUnit:GetGroup() )
end
end end
) end )
-- Create the CSV file. -- Create the CSV file.
self:OpenCSV( GameName ) self:OpenCSV( GameName )
@ -329,7 +321,6 @@ function SCORING:SetDisplayMessagePrefix( DisplayMessagePrefix )
return self return self
end end
--- Set the scale for scoring valid destroys (enemy destroys). --- Set the scale for scoring valid destroys (enemy destroys).
-- A default calculated score is a value between 1 and 10. -- A default calculated score is a value between 1 and 10.
-- The scale magnifies the scores given to the players. -- The scale magnifies the scores given to the players.
@ -411,7 +402,6 @@ function SCORING:RemoveStaticScore( ScoreStatic )
return self return self
end end
--- Specify a special additional score for a @{Wrapper.Group}. --- Specify a special additional score for a @{Wrapper.Group}.
-- @param #SCORING self -- @param #SCORING self
-- @param Wrapper.Group#GROUP ScoreGroup The @{Wrapper.Group} for which each @{Wrapper.Unit} a Score is given. -- @param Wrapper.Group#GROUP ScoreGroup The @{Wrapper.Group} for which each @{Wrapper.Unit} a Score is given.
@ -464,7 +454,6 @@ function SCORING:RemoveZoneScore( ScoreZone )
return self return self
end end
--- Configure to send messages after a target has been hit. --- Configure to send messages after a target has been hit.
-- @param #SCORING self -- @param #SCORING self
-- @param #boolean OnOff If true is given, the messages are sent. -- @param #boolean OnOff If true is given, the messages are sent.
@ -571,10 +560,9 @@ function SCORING:IfMessagesToCoalition()
return self.MessagesAudience == 2 return self.MessagesAudience == 2
end end
--- When a player commits too much damage to friendlies, his penalty score will reach a certain level. --- When a player commits too much damage to friendlies, his penalty score will reach a certain level.
-- Use this method to define the level when a player gets kicked. -- Use this method to define the level when a player gets kicked.
-- By default, the fratricide level is the default penalty mutiplier * 2 for the penalty score. -- By default, the fratricide level is the default penalty multiplier * 2 for the penalty score.
-- @param #SCORING self -- @param #SCORING self
-- @param #number Fratricide The amount of maximum penalty that may be inflicted by a friendly player before he gets kicked. -- @param #number Fratricide The amount of maximum penalty that may be inflicted by a friendly player before he gets kicked.
-- @return #SCORING -- @return #SCORING
@ -614,20 +602,18 @@ function SCORING:SetCoalitionChangePenalty( CoalitionChangePenalty )
return self return self
end end
--- Sets the scoring menu. --- Sets the scoring menu.
-- @param #SCORING self -- @param #SCORING self
-- @return #SCORING -- @return #SCORING
function SCORING:SetScoringMenu( ScoringGroup ) function SCORING:SetScoringMenu( ScoringGroup )
local Menu = MENU_GROUP:New( ScoringGroup, 'Scoring and Statistics' ) local Menu = MENU_GROUP:New( ScoringGroup, 'Scoring and Statistics' )
local ReportGroupSummary = MENU_GROUP_COMMAND:New( ScoringGroup, 'Summary report players in group', Menu, SCORING.ReportScoreGroupSummary, self, ScoringGroup ) local ReportGroupSummary = MENU_GROUP_COMMAND:New( ScoringGroup, 'Summary report players in group', Menu, SCORING.ReportScoreGroupSummary, self, ScoringGroup )
local ReportGroupDetailed = MENU_GROUP_COMMAND:New( ScoringGroup, 'Detailed report players in group', Menu, SCORING.ReportScoreGroupDetailed, self, ScoringGroup ) local ReportGroupDetailed = MENU_GROUP_COMMAND:New( ScoringGroup, 'Detailed report players in group', Menu, SCORING.ReportScoreGroupDetailed, self, ScoringGroup )
local ReportToAllSummary = MENU_GROUP_COMMAND:New( ScoringGroup, 'Summary report all players', Menu, SCORING.ReportScoreAllSummary, self, ScoringGroup ) local ReportToAllSummary = MENU_GROUP_COMMAND:New( ScoringGroup, 'Summary report all players', Menu, SCORING.ReportScoreAllSummary, self, ScoringGroup )
self:SetState( ScoringGroup, "ScoringMenu", Menu ) self:SetState( ScoringGroup, "ScoringMenu", Menu )
return self return self
end end
--- Add a new player entering a Unit. --- Add a new player entering a Unit.
-- @param #SCORING self -- @param #SCORING self
-- @param Wrapper.Unit#UNIT UnitData -- @param Wrapper.Unit#UNIT UnitData
@ -691,22 +677,21 @@ function SCORING:_AddPlayerFromUnit( UnitData )
if self.Players[PlayerName].Penalty > self.Fratricide * 0.50 and self.penaltyonfratricide then if self.Players[PlayerName].Penalty > self.Fratricide * 0.50 and self.penaltyonfratricide then
if self.Players[PlayerName].PenaltyWarning < 1 then if self.Players[PlayerName].PenaltyWarning < 1 then
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "': WARNING! If you continue to commit FRATRICIDE and have a PENALTY score higher than " .. self.Fratricide .. ", you will be COURT MARTIALED and DISMISSED from this mission! \nYour total penalty is: " .. self.Players[PlayerName].Penalty, MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "': WARNING! If you continue to commit FRATRICIDE and have a PENALTY score higher than " .. self.Fratricide .. ", you will be COURT MARTIALED and DISMISSED from this mission! \nYour total penalty is: " .. self.Players[PlayerName].Penalty,
MESSAGE.Type.Information MESSAGE.Type.Information )
):ToAll() :ToAll()
self.Players[PlayerName].PenaltyWarning = self.Players[PlayerName].PenaltyWarning + 1 self.Players[PlayerName].PenaltyWarning = self.Players[PlayerName].PenaltyWarning + 1
end end
end end
if self.Players[PlayerName].Penalty > self.Fratricide and self.penaltyonfratricide then if self.Players[PlayerName].Penalty > self.Fratricide and self.penaltyonfratricide then
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' committed FRATRICIDE, he will be COURT MARTIALED and is DISMISSED from this mission!", MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' committed FRATRICIDE, he will be COURT MARTIALED and is DISMISSED from this mission!",
MESSAGE.Type.Information MESSAGE.Type.Information )
):ToAll() :ToAll()
UnitData:GetGroup():Destroy() UnitData:GetGroup():Destroy()
end end
end end
end end
--- Add a goal score for a player. --- Add a goal score for a player.
-- The method takes the Player name for which the Goal score needs to be set. -- The method takes the Player name for which the Goal score needs to be set.
-- The GoalTag is a string or identifier that is taken into the CSV file scoring log to identify the goal. -- The GoalTag is a string or identifier that is taken into the CSV file scoring log to identify the goal.
@ -729,14 +714,14 @@ function SCORING:AddGoalScorePlayer( PlayerName, GoalTag, Text, Score )
PlayerData.Goals[GoalTag].Score = PlayerData.Goals[GoalTag].Score + Score PlayerData.Goals[GoalTag].Score = PlayerData.Goals[GoalTag].Score + Score
PlayerData.Score = PlayerData.Score + Score PlayerData.Score = PlayerData.Score + Score
MESSAGE:NewType( self.DisplayMessagePrefix .. Text, MESSAGE.Type.Information ):ToAll() MESSAGE:NewType( self.DisplayMessagePrefix .. Text,
MESSAGE.Type.Information )
:ToAll()
self:ScoreCSV( PlayerName, "", "GOAL_" .. string.upper( GoalTag ), 1, Score, nil ) self:ScoreCSV( PlayerName, "", "GOAL_" .. string.upper( GoalTag ), 1, Score, nil )
end end
end end
--- Add a goal score for a player. --- Add a goal score for a player.
-- The method takes the PlayerUnit for which the Goal score needs to be set. -- The method takes the PlayerUnit for which the Goal score needs to be set.
-- The GoalTag is a string or identifier that is taken into the CSV file scoring log to identify the goal. -- The GoalTag is a string or identifier that is taken into the CSV file scoring log to identify the goal.
@ -761,13 +746,14 @@ function SCORING:AddGoalScore( PlayerUnit, GoalTag, Text, Score )
PlayerData.Goals[GoalTag].Score = PlayerData.Goals[GoalTag].Score + Score PlayerData.Goals[GoalTag].Score = PlayerData.Goals[GoalTag].Score + Score
PlayerData.Score = PlayerData.Score + Score PlayerData.Score = PlayerData.Score + Score
MESSAGE:NewType( self.DisplayMessagePrefix .. Text, MESSAGE.Type.Information ):ToAll() MESSAGE:NewType( self.DisplayMessagePrefix .. Text,
MESSAGE.Type.Information )
:ToAll()
self:ScoreCSV( PlayerName, "", "GOAL_" .. string.upper( GoalTag ), 1, Score, PlayerUnit:GetName() ) self:ScoreCSV( PlayerName, "", "GOAL_" .. string.upper( GoalTag ), 1, Score, PlayerUnit:GetName() )
end end
end end
--- Registers Scores the players completing a Mission Task. --- Registers Scores the players completing a Mission Task.
-- @param #SCORING self -- @param #SCORING self
-- @param Tasking.Mission#MISSION Mission -- @param Tasking.Mission#MISSION Mission
@ -797,7 +783,9 @@ function SCORING:_AddMissionTaskScore( Mission, PlayerUnit, Text, Score )
PlayerData.Score = self.Players[PlayerName].Score + Score PlayerData.Score = self.Players[PlayerName].Score + Score
PlayerData.Mission[MissionName].ScoreTask = self.Players[PlayerName].Mission[MissionName].ScoreTask + Score PlayerData.Mission[MissionName].ScoreTask = self.Players[PlayerName].Mission[MissionName].ScoreTask + Score
MESSAGE:NewType( self.DisplayMessagePrefix .. Mission:GetText() .. " : " .. Text .. " Score: " .. Score, MESSAGE.Type.Information ):ToAll() MESSAGE:NewType( self.DisplayMessagePrefix .. Mission:GetText() .. " : " .. Text .. " Score: " .. Score,
MESSAGE.Type.Information )
:ToAll()
self:ScoreCSV( PlayerName, "", "TASK_" .. MissionName:gsub( ' ', '_' ), 1, Score, PlayerUnit:GetName() ) self:ScoreCSV( PlayerName, "", "TASK_" .. MissionName:gsub( ' ', '_' ), 1, Score, PlayerUnit:GetName() )
end end
@ -858,26 +846,24 @@ function SCORING:_AddMissionScore( Mission, Text, Score )
PlayerData.Score = PlayerData.Score + Score PlayerData.Score = PlayerData.Score + Score
PlayerData.Mission[MissionName].ScoreMission = PlayerData.Mission[MissionName].ScoreMission + Score PlayerData.Mission[MissionName].ScoreMission = PlayerData.Mission[MissionName].ScoreMission + Score
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' has " .. Text .. " in " .. Mission:GetText() .. ". " .. MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' has " .. Text .. " in " .. Mission:GetText() .. ". " .. Score .. " mission score!",
Score .. " mission score!", MESSAGE.Type.Information )
MESSAGE.Type.Information ):ToAll() :ToAll()
self:ScoreCSV( PlayerName, "", "MISSION_" .. MissionName:gsub( ' ', '_' ), 1, Score ) self:ScoreCSV( PlayerName, "", "MISSION_" .. MissionName:gsub( ' ', '_' ), 1, Score )
end end
end end
end end
--- Handles the OnPlayerEnterUnit event for the scoring. --- Handles the OnPlayerEnterUnit event for the scoring.
-- @param #SCORING self -- @param #SCORING self
-- @param Core.Event#EVENTDATA Event -- @param Core.Event#EVENTDATA Event
--function SCORING:OnEventPlayerEnterUnit( Event ) -- function SCORING:OnEventPlayerEnterUnit( Event )
-- if Event.IniUnit then -- if Event.IniUnit then
-- self:_AddPlayerFromUnit( Event.IniUnit ) -- self:_AddPlayerFromUnit( Event.IniUnit )
-- self:SetScoringMenu( Event.IniGroup ) -- self:SetScoringMenu( Event.IniGroup )
-- end -- end
--end -- end
--- Handles the OnBirth event for the scoring. --- Handles the OnBirth event for the scoring.
-- @param #SCORING self -- @param #SCORING self
@ -903,12 +889,11 @@ function SCORING:OnEventPlayerLeaveUnit( Event )
local Menu = self:GetState( Event.IniUnit:GetGroup(), "ScoringMenu" ) -- Core.Menu#MENU_GROUP local Menu = self:GetState( Event.IniUnit:GetGroup(), "ScoringMenu" ) -- Core.Menu#MENU_GROUP
if Menu then if Menu then
-- TODO: Check if this fixes #281. -- TODO: Check if this fixes #281.
--Menu:Remove() -- Menu:Remove()
end end
end end
end end
--- Handles the OnHit event for the scoring. --- Handles the OnHit event for the scoring.
-- @param #SCORING self -- @param #SCORING self
-- @param Core.Event#EVENTDATA Event -- @param Core.Event#EVENTDATA Event
@ -953,9 +938,9 @@ function SCORING:_EventOnHit( Event )
InitPlayerName = Event.IniPlayerName InitPlayerName = Event.IniPlayerName
InitCoalition = Event.IniCoalition InitCoalition = Event.IniCoalition
--TODO: Workaround Client DCS Bug -- TODO: Workaround Client DCS Bug
--InitCategory = InitUnit:getCategory() -- InitCategory = InitUnit:getCategory()
--InitCategory = InitUnit:getDesc().category -- InitCategory = InitUnit:getDesc().category
InitCategory = Event.IniCategory InitCategory = Event.IniCategory
InitType = Event.IniTypeName InitType = Event.IniTypeName
@ -963,10 +948,9 @@ function SCORING:_EventOnHit( Event )
InitUnitCategory = _SCORINGCategory[InitCategory] InitUnitCategory = _SCORINGCategory[InitCategory]
InitUnitType = InitType InitUnitType = InitType
self:T( { InitUnitName, InitGroupName, InitPlayerName, InitCoalition, InitCategory, InitType , InitUnitCoalition, InitUnitCategory, InitUnitType } ) self:T( { InitUnitName, InitGroupName, InitPlayerName, InitCoalition, InitCategory, InitType, InitUnitCoalition, InitUnitCategory, InitUnitType } )
end end
if Event.TgtDCSUnit then if Event.TgtDCSUnit then
TargetUnit = Event.TgtDCSUnit TargetUnit = Event.TgtDCSUnit
@ -977,9 +961,9 @@ function SCORING:_EventOnHit( Event )
TargetPlayerName = Event.TgtPlayerName TargetPlayerName = Event.TgtPlayerName
TargetCoalition = Event.TgtCoalition TargetCoalition = Event.TgtCoalition
--TODO: Workaround Client DCS Bug -- TODO: Workaround Client DCS Bug
--TargetCategory = TargetUnit:getCategory() -- TargetCategory = TargetUnit:getCategory()
--TargetCategory = TargetUnit:getDesc().category -- TargetCategory = TargetUnit:getDesc().category
TargetCategory = Event.TgtCategory TargetCategory = Event.TgtCategory
TargetType = Event.TgtTypeName TargetType = Event.TgtTypeName
@ -1040,23 +1024,17 @@ function SCORING:_EventOnHit( Event )
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit + 1 PlayerHit.PenaltyHit = PlayerHit.PenaltyHit + 1
if TargetPlayerName ~= nil then -- It is a player hitting another player ... if TargetPlayerName ~= nil then -- It is a player hitting another player ...
MESSAGE MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit friendly player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.PenaltyHit .. " times. " ..
:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit friendly player '" .. TargetPlayerName .. "' " .. "Penalty: -" .. PlayerHit.Penalty .. ". Score Total:" .. Player.Score - Player.Penalty,
TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.PenaltyHit .. " times. " .. MESSAGE.Type.Update )
"Penalty: -" .. PlayerHit.Penalty .. ". Score Total:" .. Player.Score - Player.Penalty, :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
MESSAGE.Type.Update :ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
)
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
else else
MESSAGE MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit friendly target " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.PenaltyHit .. " times. " ..
:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit friendly target " .. "Penalty: -" .. PlayerHit.Penalty .. ". Score Total:" .. Player.Score - Player.Penalty,
TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.PenaltyHit .. " times. " .. MESSAGE.Type.Update )
"Penalty: -" .. PlayerHit.Penalty .. ". Score Total:" .. Player.Score - Player.Penalty, :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
MESSAGE.Type.Update :ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
)
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
end end
self:ScoreCSV( InitPlayerName, TargetPlayerName, "HIT_PENALTY", 1, -10, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) self:ScoreCSV( InitPlayerName, TargetPlayerName, "HIT_PENALTY", 1, -10, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
else else
@ -1064,33 +1042,26 @@ function SCORING:_EventOnHit( Event )
PlayerHit.Score = PlayerHit.Score + 1 PlayerHit.Score = PlayerHit.Score + 1
PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1 PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1
if TargetPlayerName ~= nil then -- It is a player hitting another player ... if TargetPlayerName ~= nil then -- It is a player hitting another player ...
MESSAGE MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit enemy player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.ScoreHit .. " times. " ..
:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit enemy player '" .. TargetPlayerName .. "' " .. "Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty,
TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.ScoreHit .. " times. " .. MESSAGE.Type.Update )
"Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty, :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
MESSAGE.Type.Update :ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
)
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
else else
MESSAGE MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit enemy target " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.ScoreHit .. " times. " ..
:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit enemy target " .. "Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty,
TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.ScoreHit .. " times. " .. MESSAGE.Type.Update )
"Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty, :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
MESSAGE.Type.Update :ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
)
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
end end
self:ScoreCSV( InitPlayerName, TargetPlayerName, "HIT_SCORE", 1, 1, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) self:ScoreCSV( InitPlayerName, TargetPlayerName, "HIT_SCORE", 1, 1, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
end end
else -- A scenery object was hit. else -- A scenery object was hit.
MESSAGE MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit scenery object.",
:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit scenery object.", MESSAGE.Type.Update )
MESSAGE.Type.Update :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
) :ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
self:ScoreCSV( InitPlayerName, "", "HIT_SCORE", 1, 0, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, "", "Scenery", TargetUnitType ) self:ScoreCSV( InitPlayerName, "", "HIT_SCORE", 1, 0, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, "", "Scenery", TargetUnitType )
end end
end end
@ -1159,23 +1130,20 @@ function SCORING:_EventOnHit( Event )
Player.Score = Player.Score + 1 Player.Score = Player.Score + 1
PlayerHit.Score = PlayerHit.Score + 1 PlayerHit.Score = PlayerHit.Score + 1
PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1 PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1
MESSAGE MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit enemy target " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " ..
:NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit enemy target " .. "Score: +" .. PlayerHit.Score .. " = " .. Player.Score - Player.Penalty,
TargetUnitCategory .. " ( " .. TargetType .. " ) " .. MESSAGE.Type.Update )
"Score: +" .. PlayerHit.Score .. " = " .. Player.Score - Player.Penalty, :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
MESSAGE.Type.Update :ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
)
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
self:ScoreCSV( Event.WeaponPlayerName, TargetPlayerName, "HIT_SCORE", 1, 1, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) self:ScoreCSV( Event.WeaponPlayerName, TargetPlayerName, "HIT_SCORE", 1, 1, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
end end
else -- A scenery object was hit. else -- A scenery object was hit.
MESSAGE MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit scenery object.",
:NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit scenery object.", MESSAGE.Type.Update )
MESSAGE.Type.Update :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
) :ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
self:ScoreCSV( Event.WeaponPlayerName, "", "HIT_SCORE", 1, 0, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, "", "Scenery", TargetUnitType ) self:ScoreCSV( Event.WeaponPlayerName, "", "HIT_SCORE", 1, 0, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, "", "Scenery", TargetUnitType )
end end
end end
@ -1211,8 +1179,8 @@ function SCORING:_EventOnDeadOrCrash( Event )
TargetPlayerName = Event.IniPlayerName TargetPlayerName = Event.IniPlayerName
TargetCoalition = Event.IniCoalition TargetCoalition = Event.IniCoalition
--TargetCategory = TargetUnit:getCategory() -- TargetCategory = TargetUnit:getCategory()
--TargetCategory = TargetUnit:getDesc().category -- Workaround -- TargetCategory = TargetUnit:getDesc().category -- Workaround
TargetCategory = Event.IniCategory TargetCategory = Event.IniCategory
TargetType = Event.IniTypeName TargetType = Event.IniTypeName
@ -1253,7 +1221,7 @@ function SCORING:_EventOnDeadOrCrash( Event )
local TargetDestroy = Player.Destroy[TargetCategory][TargetType] local TargetDestroy = Player.Destroy[TargetCategory][TargetType]
TargetDestroy.Score = TargetDestroy.Score or 0 TargetDestroy.Score = TargetDestroy.Score or 0
TargetDestroy.ScoreDestroy = TargetDestroy.ScoreDestroy or 0 TargetDestroy.ScoreDestroy = TargetDestroy.ScoreDestroy or 0
TargetDestroy.Penalty = TargetDestroy.Penalty or 0 TargetDestroy.Penalty = TargetDestroy.Penalty or 0
TargetDestroy.PenaltyDestroy = TargetDestroy.PenaltyDestroy or 0 TargetDestroy.PenaltyDestroy = TargetDestroy.PenaltyDestroy or 0
if TargetCoalition then if TargetCoalition then
@ -1261,81 +1229,69 @@ function SCORING:_EventOnDeadOrCrash( Event )
local ThreatLevelTarget = TargetThreatLevel local ThreatLevelTarget = TargetThreatLevel
local ThreatTypeTarget = TargetThreatType local ThreatTypeTarget = TargetThreatType
local ThreatLevelPlayer = Player.ThreatLevel / 10 + 1 local ThreatLevelPlayer = Player.ThreatLevel / 10 + 1
local ThreatPenalty = math.ceil( ( ThreatLevelTarget / ThreatLevelPlayer ) * self.ScaleDestroyPenalty / 10 ) local ThreatPenalty = math.ceil( (ThreatLevelTarget / ThreatLevelPlayer) * self.ScaleDestroyPenalty / 10 )
self:F( { ThreatLevel = ThreatPenalty, ThreatLevelTarget = ThreatLevelTarget, ThreatTypeTarget = ThreatTypeTarget, ThreatLevelPlayer = ThreatLevelPlayer } ) self:F( { ThreatLevel = ThreatPenalty, ThreatLevelTarget = ThreatLevelTarget, ThreatTypeTarget = ThreatTypeTarget, ThreatLevelPlayer = ThreatLevelPlayer } )
Player.Penalty = Player.Penalty + ThreatPenalty Player.Penalty = Player.Penalty + ThreatPenalty
TargetDestroy.Penalty = TargetDestroy.Penalty + ThreatPenalty TargetDestroy.Penalty = TargetDestroy.Penalty + ThreatPenalty
TargetDestroy.PenaltyDestroy = TargetDestroy.PenaltyDestroy + 1 TargetDestroy.PenaltyDestroy = TargetDestroy.PenaltyDestroy + 1
if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player
MESSAGE MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly player '" .. TargetPlayerName .. "' " .. "Penalty: -" .. TargetDestroy.Penalty .. " = " .. Player.Score - Player.Penalty,
TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. MESSAGE.Type.Information )
"Penalty: -" .. TargetDestroy.Penalty .. " = " .. Player.Score - Player.Penalty, :ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
MESSAGE.Type.Information :ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
)
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
else else
MESSAGE MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly target " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly target " .. "Penalty: -" .. TargetDestroy.Penalty .. " = " .. Player.Score - Player.Penalty,
TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. MESSAGE.Type.Information )
"Penalty: -" .. TargetDestroy.Penalty .. " = " .. Player.Score - Player.Penalty, :ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
MESSAGE.Type.Information :ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
)
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
end end
Destroyed = true
self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_PENALTY", 1, ThreatPenalty, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_PENALTY", 1, ThreatPenalty, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
Destroyed = true
else else
local ThreatLevelTarget = TargetThreatLevel local ThreatLevelTarget = TargetThreatLevel
local ThreatTypeTarget = TargetThreatType local ThreatTypeTarget = TargetThreatType
local ThreatLevelPlayer = Player.ThreatLevel / 10 + 1 local ThreatLevelPlayer = Player.ThreatLevel / 10 + 1
local ThreatScore = math.ceil( ( ThreatLevelTarget / ThreatLevelPlayer ) * self.ScaleDestroyScore / 10 ) local ThreatScore = math.ceil( (ThreatLevelTarget / ThreatLevelPlayer) * self.ScaleDestroyScore / 10 )
self:F( { ThreatLevel = ThreatScore, ThreatLevelTarget = ThreatLevelTarget, ThreatTypeTarget = ThreatTypeTarget, ThreatLevelPlayer = ThreatLevelPlayer } ) self:F( { ThreatLevel = ThreatScore, ThreatLevelTarget = ThreatLevelTarget, ThreatTypeTarget = ThreatTypeTarget, ThreatLevelPlayer = ThreatLevelPlayer } )
Player.Score = Player.Score + ThreatScore Player.Score = Player.Score + ThreatScore
TargetDestroy.Score = TargetDestroy.Score + ThreatScore TargetDestroy.Score = TargetDestroy.Score + ThreatScore
TargetDestroy.ScoreDestroy = TargetDestroy.ScoreDestroy + 1 TargetDestroy.ScoreDestroy = TargetDestroy.ScoreDestroy + 1
if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player
MESSAGE MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy player '" .. TargetPlayerName .. "' " .. "Score: +" .. TargetDestroy.Score .. " = " .. Player.Score - Player.Penalty,
TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. MESSAGE.Type.Information )
"Score: +" .. TargetDestroy.Score .. " = " .. Player.Score - Player.Penalty, :ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
MESSAGE.Type.Information :ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
)
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
else else
MESSAGE MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy " .. "Score: +" .. TargetDestroy.Score .. " = " .. Player.Score - Player.Penalty,
TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. MESSAGE.Type.Information )
"Score: +" .. TargetDestroy.Score .. " = " .. Player.Score - Player.Penalty, :ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
MESSAGE.Type.Information :ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
)
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
end end
Destroyed = true
self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_SCORE", 1, ThreatScore, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_SCORE", 1, ThreatScore, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
Destroyed = true
local UnitName = TargetUnit:GetName() local UnitName = TargetUnit:GetName()
local Score = self.ScoringObjects[UnitName] local Score = self.ScoringObjects[UnitName]
if Score then if Score then
Player.Score = Player.Score + Score Player.Score = Player.Score + Score
TargetDestroy.Score = TargetDestroy.Score + Score TargetDestroy.Score = TargetDestroy.Score + Score
MESSAGE MESSAGE:NewType( self.DisplayMessagePrefix .. "Special target '" .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. " destroyed! " ..
:NewType( self.DisplayMessagePrefix .. "Special target '" .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. " destroyed! " .. "Player '" .. PlayerName .. "' receives an extra " .. Score .. " points! Total: " .. Player.Score - Player.Penalty,
"Player '" .. PlayerName .. "' receives an extra " .. Score .. " points! Total: " .. Player.Score - Player.Penalty, MESSAGE.Type.Information )
MESSAGE.Type.Information :ToAllIf( self:IfMessagesScore() and self:IfMessagesToAll() )
) :ToCoalitionIf( InitCoalition, self:IfMessagesScore() and self:IfMessagesToCoalition() )
:ToAllIf( self:IfMessagesScore() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesScore() and self:IfMessagesToCoalition() )
self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
Destroyed = true Destroyed = true
end end
@ -1348,13 +1304,12 @@ function SCORING:_EventOnDeadOrCrash( Event )
if ScoreZone:IsVec2InZone( TargetUnit:GetVec2() ) then if ScoreZone:IsVec2InZone( TargetUnit:GetVec2() ) then
Player.Score = Player.Score + Score Player.Score = Player.Score + Score
TargetDestroy.Score = TargetDestroy.Score + Score TargetDestroy.Score = TargetDestroy.Score + Score
MESSAGE MESSAGE:NewType( self.DisplayMessagePrefix .. "Target destroyed in zone '" .. ScoreZone:GetName() .. "'." ..
:NewType( self.DisplayMessagePrefix .. "Target destroyed in zone '" .. ScoreZone:GetName() .. "'." .. "Player '" .. PlayerName .. "' receives an extra " .. Score .. " points! " .. "Total: " .. Player.Score - Player.Penalty,
"Player '" .. PlayerName .. "' receives an extra " .. Score .. " points! " .. MESSAGE.Type.Information )
"Total: " .. Player.Score - Player.Penalty, :ToAllIf( self:IfMessagesZone() and self:IfMessagesToAll() )
MESSAGE.Type.Information ) :ToCoalitionIf( InitCoalition, self:IfMessagesZone() and self:IfMessagesToCoalition() )
:ToAllIf( self:IfMessagesZone() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesZone() and self:IfMessagesToCoalition() )
self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
Destroyed = true Destroyed = true
end end
@ -1364,22 +1319,20 @@ function SCORING:_EventOnDeadOrCrash( Event )
else else
-- Check if there are Zones where the destruction happened. -- Check if there are Zones where the destruction happened.
for ZoneName, ScoreZoneData in pairs( self.ScoringZones ) do for ZoneName, ScoreZoneData in pairs( self.ScoringZones ) do
self:F( { ScoringZone = ScoreZoneData } ) self:F( { ScoringZone = ScoreZoneData } )
local ScoreZone = ScoreZoneData.ScoreZone -- Core.Zone#ZONE_BASE local ScoreZone = ScoreZoneData.ScoreZone -- Core.Zone#ZONE_BASE
local Score = ScoreZoneData.Score local Score = ScoreZoneData.Score
if ScoreZone:IsVec2InZone( TargetUnit:GetVec2() ) then if ScoreZone:IsVec2InZone( TargetUnit:GetVec2() ) then
Player.Score = Player.Score + Score Player.Score = Player.Score + Score
TargetDestroy.Score = TargetDestroy.Score + Score TargetDestroy.Score = TargetDestroy.Score + Score
MESSAGE MESSAGE:NewType( self.DisplayMessagePrefix .. "Scenery destroyed in zone '" .. ScoreZone:GetName() .. "'." ..
:NewType( self.DisplayMessagePrefix .. "Scenery destroyed in zone '" .. ScoreZone:GetName() .. "'." .. "Player '" .. PlayerName .. "' receives an extra " .. Score .. " points! " .. "Total: " .. Player.Score - Player.Penalty,
"Player '" .. PlayerName .. "' receives an extra " .. Score .. " points! " .. MESSAGE.Type.Information )
"Total: " .. Player.Score - Player.Penalty, :ToAllIf( self:IfMessagesZone() and self:IfMessagesToAll() )
MESSAGE.Type.Information :ToCoalitionIf( InitCoalition, self:IfMessagesZone() and self:IfMessagesToCoalition() )
)
:ToAllIf( self:IfMessagesZone() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesZone() and self:IfMessagesToCoalition() )
Destroyed = true
self:ScoreCSV( PlayerName, "", "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, "", "Scenery", TargetUnitType ) self:ScoreCSV( PlayerName, "", "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, "", "Scenery", TargetUnitType )
Destroyed = true
end end
end end
end end
@ -1395,7 +1348,6 @@ function SCORING:_EventOnDeadOrCrash( Event )
end end
end end
--- Produce detailed report of player hit scores. --- Produce detailed report of player hit scores.
-- @param #SCORING self -- @param #SCORING self
-- @param #string PlayerName The name of the player. -- @param #string PlayerName The name of the player.
@ -1437,7 +1389,7 @@ function SCORING:ReportDetailedPlayerHits( PlayerName )
PlayerScore = PlayerScore + Score PlayerScore = PlayerScore + Score
PlayerPenalty = PlayerPenalty + Penalty PlayerPenalty = PlayerPenalty + Penalty
else else
--ScoreMessageHits = ScoreMessageHits .. string.format( "%s:%d ", string.format(CategoryName, 1, 1), 0 ) -- ScoreMessageHits = ScoreMessageHits .. string.format( "%s:%d ", string.format(CategoryName, 1, 1), 0 )
end end
end end
if ScoreMessageHits ~= "" then if ScoreMessageHits ~= "" then
@ -1448,7 +1400,6 @@ function SCORING:ReportDetailedPlayerHits( PlayerName )
return ScoreMessage, PlayerScore, PlayerPenalty return ScoreMessage, PlayerScore, PlayerPenalty
end end
--- Produce detailed report of player destroy scores. --- Produce detailed report of player destroy scores.
-- @param #SCORING self -- @param #SCORING self
-- @param #string PlayerName The name of the player. -- @param #string PlayerName The name of the player.
@ -1495,7 +1446,7 @@ function SCORING:ReportDetailedPlayerDestroys( PlayerName )
PlayerScore = PlayerScore + Score PlayerScore = PlayerScore + Score
PlayerPenalty = PlayerPenalty + Penalty PlayerPenalty = PlayerPenalty + Penalty
else else
--ScoreMessageDestroys = ScoreMessageDestroys .. string.format( "%s:%d ", string.format(CategoryName, 1, 1), 0 ) -- ScoreMessageDestroys = ScoreMessageDestroys .. string.format( "%s:%d ", string.format(CategoryName, 1, 1), 0 )
end end
end end
if ScoreMessageDestroys ~= "" then if ScoreMessageDestroys ~= "" then
@ -1614,7 +1565,6 @@ function SCORING:ReportDetailedPlayerMissions( PlayerName )
return ScoreMessage, PlayerScore, PlayerPenalty return ScoreMessage, PlayerScore, PlayerPenalty
end end
--- Report Group Score Summary --- Report Group Score Summary
-- @param #SCORING self -- @param #SCORING self
-- @param Wrapper.Group#GROUP PlayerGroup The player group. -- @param Wrapper.Group#GROUP PlayerGroup The player group.
@ -1654,13 +1604,12 @@ function SCORING:ReportScoreGroupSummary( PlayerGroup )
local PlayerScore = ScoreHits + ScoreDestroys + ScoreCoalitionChanges + ScoreGoals + ScoreMissions local PlayerScore = ScoreHits + ScoreDestroys + ScoreCoalitionChanges + ScoreGoals + ScoreMissions
local PlayerPenalty = PenaltyHits + PenaltyDestroys + PenaltyCoalitionChanges + PenaltyGoals + PenaltyMissions local PlayerPenalty = PenaltyHits + PenaltyDestroys + PenaltyCoalitionChanges + PenaltyGoals + PenaltyMissions
PlayerMessage = PlayerMessage = string.format( "Player '%s' Score = %d ( %d Score, -%d Penalties )",
string.format( "Player '%s' Score = %d ( %d Score, -%d Penalties )", PlayerName,
PlayerName, PlayerScore - PlayerPenalty,
PlayerScore - PlayerPenalty, PlayerScore,
PlayerScore, PlayerPenalty
PlayerPenalty )
)
MESSAGE:NewType( PlayerMessage, MESSAGE.Type.Detailed ):ToGroup( PlayerGroup ) MESSAGE:NewType( PlayerMessage, MESSAGE.Type.Detailed ):ToGroup( PlayerGroup )
end end
end end
@ -1775,17 +1724,16 @@ function SCORING:ReportScoreAllSummary( PlayerGroup )
end end
function SCORING:SecondsToClock( sSeconds )
function SCORING:SecondsToClock(sSeconds)
local nSeconds = sSeconds local nSeconds = sSeconds
if nSeconds == 0 then if nSeconds == 0 then
--return nil; -- return nil;
return "00:00:00"; return "00:00:00";
else else
nHours = string.format("%02.f", math.floor(nSeconds/3600)); nHours = string.format( "%02.f", math.floor( nSeconds / 3600 ) );
nMins = string.format("%02.f", math.floor(nSeconds/60 - (nHours*60))); nMins = string.format( "%02.f", math.floor( nSeconds / 60 - (nHours * 60) ) );
nSecs = string.format("%02.f", math.floor(nSeconds - nHours*3600 - nMins *60)); nSecs = string.format( "%02.f", math.floor( nSeconds - nHours * 3600 - nMins * 60 ) );
return nHours..":"..nMins..":"..nSecs return nHours .. ":" .. nMins .. ":" .. nSecs
end end
end end
@ -1810,9 +1758,9 @@ function SCORING:OpenCSV( ScoringCSV )
error( "Error: Cannot open CSV file in " .. lfs.writedir() ) error( "Error: Cannot open CSV file in " .. lfs.writedir() )
end end
self.CSVFile:write( '"GameName","RunTime","Time","PlayerName","TargetPlayerName","ScoreType","PlayerUnitCoaltion","PlayerUnitCategory","PlayerUnitType","PlayerUnitName","TargetUnitCoalition","TargetUnitCategory","TargetUnitType","TargetUnitName","Times","Score"\n' ) self.CSVFile:write( '"GameName","RunTime","Time","PlayerName","TargetPlayerName","ScoreType","PlayerUnitCoalition","PlayerUnitCategory","PlayerUnitType","PlayerUnitName","TargetUnitCoalition","TargetUnitCategory","TargetUnitType","TargetUnitName","Times","Score"\n' )
self.RunTime = os.date("%y-%m-%d_%H-%M-%S") self.RunTime = os.date( "%y-%m-%d_%H-%M-%S" )
else else
error( "A string containing the CSV file name must be given." ) error( "A string containing the CSV file name must be given." )
end end
@ -1822,7 +1770,6 @@ function SCORING:OpenCSV( ScoringCSV )
return self return self
end end
--- Registers a score for a player. --- Registers a score for a player.
-- @param #SCORING self -- @param #SCORING self
-- @param #string PlayerName The name of the player. -- @param #string PlayerName The name of the player.
@ -1840,7 +1787,7 @@ end
-- @param #string TargetUnitType The type of the target unit. -- @param #string TargetUnitType The type of the target unit.
-- @return #SCORING self -- @return #SCORING self
function SCORING:ScoreCSV( PlayerName, TargetPlayerName, ScoreType, ScoreTimes, ScoreAmount, PlayerUnitName, PlayerUnitCoalition, PlayerUnitCategory, PlayerUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) function SCORING:ScoreCSV( PlayerName, TargetPlayerName, ScoreType, ScoreTimes, ScoreAmount, PlayerUnitName, PlayerUnitCoalition, PlayerUnitCategory, PlayerUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
--write statistic information to file -- write statistic information to file
local ScoreTime = self:SecondsToClock( timer.getTime() ) local ScoreTime = self:SecondsToClock( timer.getTime() )
PlayerName = PlayerName:gsub( '"', '_' ) PlayerName = PlayerName:gsub( '"', '_' )
@ -1852,7 +1799,7 @@ function SCORING:ScoreCSV( PlayerName, TargetPlayerName, ScoreType, ScoreTimes,
if PlayerUnit then if PlayerUnit then
if not PlayerUnitCategory then if not PlayerUnitCategory then
--PlayerUnitCategory = SCORINGCategory[PlayerUnit:getCategory()] -- PlayerUnitCategory = SCORINGCategory[PlayerUnit:getCategory()]
PlayerUnitCategory = _SCORINGCategory[PlayerUnit:getDesc().category] PlayerUnitCategory = _SCORINGCategory[PlayerUnit:getDesc().category]
end end
@ -1905,7 +1852,6 @@ function SCORING:ScoreCSV( PlayerName, TargetPlayerName, ScoreType, ScoreTimes,
end end
end end
function SCORING:CloseCSV() function SCORING:CloseCSV()
if lfs and io and os then if lfs and io and os then
self.CSVFile:close() self.CSVFile:close()

View File

@ -51,7 +51,7 @@
-- @field #boolean Report If true, send status messages to coalition. -- @field #boolean Report If true, send status messages to coalition.
-- @field Wrapper.Static#STATIC warehouse The phyical warehouse structure. -- @field Wrapper.Static#STATIC warehouse The phyical warehouse structure.
-- @field #string alias Alias of the warehouse. Name its called when sending messages. -- @field #string alias Alias of the warehouse. Name its called when sending messages.
-- @field Core.Zone#ZONE zone Zone around the warehouse. If this zone is captured, the warehouse and all its assets goes to the capturing coaliton. -- @field Core.Zone#ZONE zone Zone around the warehouse. If this zone is captured, the warehouse and all its assets goes to the capturing coalition.
-- @field Wrapper.Airbase#AIRBASE airbase Airbase the warehouse belongs to. -- @field Wrapper.Airbase#AIRBASE airbase Airbase the warehouse belongs to.
-- @field #string airbasename Name of the airbase associated to the warehouse. -- @field #string airbasename Name of the airbase associated to the warehouse.
-- @field Core.Point#COORDINATE road Closest point to warehouse on road. -- @field Core.Point#COORDINATE road Closest point to warehouse on road.
@ -773,7 +773,7 @@
-- warehouseBatumi:Load("D:\\My Warehouse Data\\") -- warehouseBatumi:Load("D:\\My Warehouse Data\\")
-- warehouseBatumi:Start() -- warehouseBatumi:Start()
-- --
-- This sequence loads all assets from file. If a warehouse was captured in the last mission, it also respawns the static warehouse structure with the right coaliton. -- This sequence loads all assets from file. If a warehouse was captured in the last mission, it also respawns the static warehouse structure with the right coalition.
-- However, it due to DCS limitations it is not possible to set the airbase coalition. This has to be done manually in the mission editor. Or alternatively, one could -- However, it due to DCS limitations it is not possible to set the airbase coalition. This has to be done manually in the mission editor. Or alternatively, one could
-- spawn some ground units via a self request and let them capture the airbase. -- spawn some ground units via a self request and let them capture the airbase.
-- --
@ -1613,7 +1613,7 @@ WAREHOUSE = {
-- @field #number range Range of the unit in meters. -- @field #number range Range of the unit in meters.
-- @field #number speedmax Maximum speed in km/h the group can do. -- @field #number speedmax Maximum speed in km/h the group can do.
-- @field #number size Maximum size in length and with of the asset in meters. -- @field #number size Maximum size in length and with of the asset in meters.
-- @field #number weight The weight of the whole asset group in kilo gramms. -- @field #number weight The weight of the whole asset group in kilograms.
-- @field DCS#Object.Desc DCSdesc All DCS descriptors. -- @field DCS#Object.Desc DCSdesc All DCS descriptors.
-- @field #WAREHOUSE.Attribute attribute Generalized attribute of the group. -- @field #WAREHOUSE.Attribute attribute Generalized attribute of the group.
-- @field #table cargobay Array of cargo bays of all units in an asset group. -- @field #table cargobay Array of cargo bays of all units in an asset group.
@ -1835,7 +1835,7 @@ WAREHOUSE.version="1.0.2"
-- DONE: Add shipping lanes between warehouses. -- DONE: Add shipping lanes between warehouses.
-- DONE: Handle cases with immobile units <== should be handled by dispatcher classes. -- DONE: Handle cases with immobile units <== should be handled by dispatcher classes.
-- DONE: Handle cases for aircraft carriers and other ships. Place warehouse on carrier possible? On others probably not - exclude them? -- DONE: Handle cases for aircraft carriers and other ships. Place warehouse on carrier possible? On others probably not - exclude them?
-- DONE: Add general message function for sending to coaliton or debug. -- DONE: Add general message function for sending to coalition or debug.
-- DONE: Fine tune event handlers. -- DONE: Fine tune event handlers.
-- DONE: Improve generalized attributes. -- DONE: Improve generalized attributes.
-- DONE: If warehouse is destroyed, all asssets are gone. -- DONE: If warehouse is destroyed, all asssets are gone.
@ -3245,7 +3245,7 @@ end
-- @param MinAssets (Optional) Minimum number of assets the warehouse should have. Default 0. -- @param MinAssets (Optional) Minimum number of assets the warehouse should have. Default 0.
-- @param #string Descriptor (Optional) Descriptor describing the selected assets which should be in stock. See @{#WAREHOUSE.Descriptor} for possible values. -- @param #string Descriptor (Optional) Descriptor describing the selected assets which should be in stock. See @{#WAREHOUSE.Descriptor} for possible values.
-- @param DescriptorValue (Optional) Descriptor value selecting the type of assets which should be in stock. -- @param DescriptorValue (Optional) Descriptor value selecting the type of assets which should be in stock.
-- @param DCS#Coalition.side Coalition (Optional) Coalition side of the warehouse. Default is the same coaliton as the present warehouse. Set to false for any coalition. -- @param DCS#Coalition.side Coalition (Optional) Coalition side of the warehouse. Default is the same coalition as the present warehouse. Set to false for any coalition.
-- @param Core.Point#COORDINATE RefCoordinate (Optional) Coordinate to which the closest warehouse is searched. Default is the warehouse calling this function. -- @param Core.Point#COORDINATE RefCoordinate (Optional) Coordinate to which the closest warehouse is searched. Default is the warehouse calling this function.
-- @return #WAREHOUSE The the nearest warehouse object. Or nil if no warehouse is found. -- @return #WAREHOUSE The the nearest warehouse object. Or nil if no warehouse is found.
-- @return #number The distance to the nearest warehouse in meters. Or nil if no warehouse is found. -- @return #number The distance to the nearest warehouse in meters. Or nil if no warehouse is found.
@ -3416,7 +3416,7 @@ function WAREHOUSE:onafterStart(From, Event, To)
-- Short info. -- Short info.
local text=string.format("Starting warehouse %s alias %s:\n",self.warehouse:GetName(), self.alias) local text=string.format("Starting warehouse %s alias %s:\n",self.warehouse:GetName(), self.alias)
text=text..string.format("Coaliton = %s\n", self:GetCoalitionName()) text=text..string.format("Coalition = %s\n", self:GetCoalitionName())
text=text..string.format("Country = %s\n", self:GetCountryName()) text=text..string.format("Country = %s\n", self:GetCountryName())
text=text..string.format("Airbase = %s (category=%d)\n", self:GetAirbaseName(), self:GetAirbaseCategory()) text=text..string.format("Airbase = %s (category=%d)\n", self:GetAirbaseName(), self:GetAirbaseCategory())
env.info(text) env.info(text)
@ -8736,7 +8736,7 @@ function WAREHOUSE:_GetStockAssetsText(messagetoall)
end end
--- Create or update mark text at warehouse, which is displayed in F10 map showing how many assets of each type are in stock. --- Create or update mark text at warehouse, which is displayed in F10 map showing how many assets of each type are in stock.
-- Only the coaliton of the warehouse owner is able to see it. -- Only the coalition of the warehouse owner is able to see it.
-- @param #WAREHOUSE self -- @param #WAREHOUSE self
-- @return #string Text about warehouse stock -- @return #string Text about warehouse stock
function WAREHOUSE:_UpdateWarehouseMarkText() function WAREHOUSE:_UpdateWarehouseMarkText()

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@ -804,7 +804,7 @@ do -- ZONE_CAPTURE_COALITION
return IsEmpty return IsEmpty
end end
--- Check if zone is "Guarded", i.e. only one (the defending) coaliton is present inside the zone. --- Check if zone is "Guarded", i.e. only one (the defending) coalition is present inside the zone.
-- @param #ZONE_CAPTURE_COALITION self -- @param #ZONE_CAPTURE_COALITION self
-- @return #boolean self:IsAllInZoneOfCoalition( self.Coalition ) -- @return #boolean self:IsAllInZoneOfCoalition( self.Coalition )
function ZONE_CAPTURE_COALITION:IsGuarded() function ZONE_CAPTURE_COALITION:IsGuarded()
@ -826,7 +826,7 @@ do -- ZONE_CAPTURE_COALITION
return IsCaptured return IsCaptured
end end
--- Check if zone is "Attacked", i.e. another coaliton entered the zone. --- Check if zone is "Attacked", i.e. another coalition entered the zone.
-- @param #ZONE_CAPTURE_COALITION self -- @param #ZONE_CAPTURE_COALITION self
-- @return #boolean self:IsSomeInZoneOfCoalition( self.Coalition ) -- @return #boolean self:IsSomeInZoneOfCoalition( self.Coalition )
function ZONE_CAPTURE_COALITION:IsAttacked() function ZONE_CAPTURE_COALITION:IsAttacked()
@ -906,7 +906,6 @@ do -- ZONE_CAPTURE_COALITION
-- Misc Functions -- Misc Functions
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Update Mark on F10 map. --- Update Mark on F10 map.
-- @param #ZONE_CAPTURE_COALITION self -- @param #ZONE_CAPTURE_COALITION self
function ZONE_CAPTURE_COALITION:Mark() function ZONE_CAPTURE_COALITION:Mark()
@ -925,7 +924,7 @@ do -- ZONE_CAPTURE_COALITION
Coord:RemoveMark(self.MarkBlue) Coord:RemoveMark(self.MarkBlue)
end end
-- Create new marks for each coaliton. -- Create new marks for each coalition.
if self.Coalition == coalition.side.BLUE then if self.Coalition == coalition.side.BLUE then
self.MarkBlue = Coord:MarkToCoalitionBlue( "Coalition: Blue\nGuard Zone: " .. ZoneName .. "\nStatus: " .. State ) self.MarkBlue = Coord:MarkToCoalitionBlue( "Coalition: Blue\nGuard Zone: " .. ZoneName .. "\nStatus: " .. State )
self.MarkRed = Coord:MarkToCoalitionRed( "Coalition: Blue\nCapture Zone: " .. ZoneName .. "\nStatus: " .. State ) self.MarkRed = Coord:MarkToCoalitionRed( "Coalition: Blue\nCapture Zone: " .. ZoneName .. "\nStatus: " .. State )

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@ -24,7 +24,6 @@ do -- ZoneGoal
-- @field #table ObjectCategories Table of object categories that are able to hold a zone. Default is UNITS and STATICS. -- @field #table ObjectCategories Table of object categories that are able to hold a zone. Default is UNITS and STATICS.
-- @extends Functional.ZoneGoal#ZONE_GOAL -- @extends Functional.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. -- Derived classes implement the ways how the achievements can be realized.
-- --
@ -42,10 +41,10 @@ do -- ZoneGoal
-- --
-- @field #ZONE_GOAL_COALITION -- @field #ZONE_GOAL_COALITION
ZONE_GOAL_COALITION = { ZONE_GOAL_COALITION = {
ClassName = "ZONE_GOAL_COALITION", ClassName = "ZONE_GOAL_COALITION",
Coalition = nil, Coalition = nil,
PreviousCoaliton = nil, PreviousCoalition = nil,
UnitCategories = nil, UnitCategories = nil,
ObjectCategories = nil, ObjectCategories = nil,
} }
@ -61,31 +60,30 @@ do -- ZoneGoal
function ZONE_GOAL_COALITION:New( Zone, Coalition, UnitCategories ) function ZONE_GOAL_COALITION:New( Zone, Coalition, UnitCategories )
if not Zone then if not Zone then
BASE:E("ERROR: No Zone specified in ZONE_GOAL_COALITON!") BASE:E( "ERROR: No Zone specified in ZONE_GOAL_COALITION!" )
return nil return nil
end end
-- Inherit ZONE_GOAL. -- Inherit ZONE_GOAL.
local self = BASE:Inherit( self, ZONE_GOAL:New( Zone ) ) -- #ZONE_GOAL_COALITION local self = BASE:Inherit( self, ZONE_GOAL:New( Zone ) ) -- #ZONE_GOAL_COALITION
self:F( { Zone = Zone, Coalition = Coalition } ) self:F( { Zone = Zone, Coalition = Coalition } )
-- Set initial owner. -- Set initial owner.
self:SetCoalition( Coalition or coalition.side.NEUTRAL) self:SetCoalition( Coalition or coalition.side.NEUTRAL )
-- Set default unit and object categories for the zone scan. -- Set default unit and object categories for the zone scan.
self:SetUnitCategories(UnitCategories) self:SetUnitCategories( UnitCategories )
self:SetObjectCategories() self:SetObjectCategories()
return self return self
end end
--- Set the owning coalition of the zone. --- Set the owning coalition of the zone.
-- @param #ZONE_GOAL_COALITION self -- @param #ZONE_GOAL_COALITION self
-- @param DCSCoalition.DCSCoalition#coalition Coalition The coalition ID, e.g. *coalition.side.RED*. -- @param DCSCoalition.DCSCoalition#coalition Coalition The coalition ID, e.g. *coalition.side.RED*.
-- @return #ZONE_GOAL_COALITION -- @return #ZONE_GOAL_COALITION
function ZONE_GOAL_COALITION:SetCoalition( Coalition ) function ZONE_GOAL_COALITION:SetCoalition( Coalition )
self.PreviousCoalition=self.Coalition or Coalition self.PreviousCoalition = self.Coalition or Coalition
self.Coalition = Coalition self.Coalition = Coalition
return self return self
end end
@ -96,11 +94,11 @@ do -- ZoneGoal
-- @return #ZONE_GOAL_COALITION -- @return #ZONE_GOAL_COALITION
function ZONE_GOAL_COALITION:SetUnitCategories( UnitCategories ) function ZONE_GOAL_COALITION:SetUnitCategories( UnitCategories )
if UnitCategories and type(UnitCategories)~="table" then if UnitCategories and type( UnitCategories ) ~= "table" then
UnitCategories={UnitCategories} UnitCategories = { UnitCategories }
end end
self.UnitCategories=UnitCategories or {Unit.Category.GROUND_UNIT} self.UnitCategories = UnitCategories or { Unit.Category.GROUND_UNIT }
return self return self
end end
@ -111,11 +109,11 @@ do -- ZoneGoal
-- @return #ZONE_GOAL_COALITION -- @return #ZONE_GOAL_COALITION
function ZONE_GOAL_COALITION:SetObjectCategories( ObjectCategories ) function ZONE_GOAL_COALITION:SetObjectCategories( ObjectCategories )
if ObjectCategories and type(ObjectCategories)~="table" then if ObjectCategories and type( ObjectCategories ) ~= "table" then
ObjectCategories={ObjectCategories} ObjectCategories = { ObjectCategories }
end end
self.ObjectCategories=ObjectCategories or {Object.Category.UNIT, Object.Category.STATIC} self.ObjectCategories = ObjectCategories or { Object.Category.UNIT, Object.Category.STATIC }
return self return self
end end
@ -127,22 +125,20 @@ do -- ZoneGoal
return self.Coalition return self.Coalition
end end
--- Get the previous coaliton, i.e. the one owning the zone before the current one. --- Get the previous coalition, i.e. the one owning the zone before the current one.
-- @param #ZONE_GOAL_COALITION self -- @param #ZONE_GOAL_COALITION self
-- @return DCSCoalition.DCSCoalition#coalition Coalition. -- @return DCSCoalition.DCSCoalition#coalition Coalition.
function ZONE_GOAL_COALITION:GetPreviousCoalition() function ZONE_GOAL_COALITION:GetPreviousCoalition()
return self.PreviousCoalition return self.PreviousCoalition
end end
--- Get the owning coalition name of the zone. --- Get the owning coalition name of the zone.
-- @param #ZONE_GOAL_COALITION self -- @param #ZONE_GOAL_COALITION self
-- @return #string Coalition name. -- @return #string Coalition name.
function ZONE_GOAL_COALITION:GetCoalitionName() function ZONE_GOAL_COALITION:GetCoalitionName()
return UTILS.GetCoalitionName(self.Coalition) return UTILS.GetCoalitionName( self.Coalition )
end end
--- Check status Coalition ownership. --- Check status Coalition ownership.
-- @param #ZONE_GOAL_COALITION self -- @param #ZONE_GOAL_COALITION self
-- @return #ZONE_GOAL_COALITION -- @return #ZONE_GOAL_COALITION
@ -152,8 +148,8 @@ do -- ZoneGoal
local State = self:GetState() local State = self:GetState()
-- Debug text. -- Debug text.
local text=string.format("Zone state=%s, Owner=%s, Scanning...", State, self:GetCoalitionName()) local text = string.format( "Zone state=%s, Owner=%s, Scanning...", State, self:GetCoalitionName() )
self:F(text) self:F( text )
-- Scan zone. -- Scan zone.
self:Scan( self.ObjectCategories, self.UnitCategories ) self:Scan( self.ObjectCategories, self.UnitCategories )

File diff suppressed because it is too large Load Diff

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@ -53,7 +53,7 @@
-- --
-- At the moment, optimized parameters are available for the F/A-18C Hornet (Lot 20) and A-4E community mod as aircraft and the USS John C. Stennis as carrier. -- At the moment, optimized parameters are available for the F/A-18C Hornet (Lot 20) and A-4E community mod as aircraft and the USS John C. Stennis as carrier.
-- --
-- The AV-8B Harrier, HMS Hermes, the USS Tarawa, USS America, HMAS Canberra, and Juan Carlos I are WIP. The AV-8B harrier and the LHA's and LHD can only be used together, i.e. these ships are the only carriers the harrier is supposed to land on and -- The AV-8B Harrier, HMS Hermes, HMS Invincible, the USS Tarawa, USS America, HMAS Canberra, and Juan Carlos I are WIP. The AV-8B harrier and the LHA's and LHD can only be used together, i.e. these ships are the only carriers the harrier is supposed to land on and
-- no other fixed wing aircraft (human or AI controlled) are supposed to land on these ships. Currently only Case I is supported. Case II/III take slightly different steps from the CVN carrier. -- no other fixed wing aircraft (human or AI controlled) are supposed to land on these ships. Currently only Case I is supported. Case II/III take slightly different steps from the CVN carrier.
-- However, if no offset is used for the holding radial this provides a very close representation of the V/STOL Case III, allowing for an approach to over the deck and a vertical landing. -- However, if no offset is used for the holding radial this provides a very close representation of the V/STOL Case III, allowing for an approach to over the deck and a vertical landing.
-- --

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@ -132,7 +132,7 @@ MISSION = {
-- @param #string MissionName Name of the mission. This name will be used to reference the status of each mission by the players. -- @param #string MissionName Name of the mission. This name will be used to reference the status of each mission by the players.
-- @param #string MissionPriority String indicating the "priority" of the Mission. e.g. "Primary", "Secondary". It is free format and up to the Mission designer to choose. There are no rules behind this field. -- @param #string MissionPriority String indicating the "priority" of the Mission. e.g. "Primary", "Secondary". It is free format and up to the Mission designer to choose. There are no rules behind this field.
-- @param #string MissionBriefing String indicating the mission briefing to be shown when a player joins a @{CLIENT}. -- @param #string MissionBriefing String indicating the mission briefing to be shown when a player joins a @{CLIENT}.
-- @param DCS#coaliton.side MissionCoalition Side of the coalition, i.e. and enumerator @{#DCS.coalition.side} corresponding to RED, BLUE or NEUTRAL. -- @param DCS#coalition.side MissionCoalition Side of the coalition, i.e. and enumerator @{#DCS.coalition.side} corresponding to RED, BLUE or NEUTRAL.
-- @return #MISSION self -- @return #MISSION self
function MISSION:New( CommandCenter, MissionName, MissionPriority, MissionBriefing, MissionCoalition ) function MISSION:New( CommandCenter, MissionName, MissionPriority, MissionBriefing, MissionCoalition )

View File

@ -82,7 +82,7 @@
-- --
-- ![Mission](../Tasking/Report_Statistics_Progress.JPG) -- ![Mission](../Tasking/Report_Statistics_Progress.JPG)
-- --
-- A statistic report on the progress of the mission. Each task achievement will increase the %-tage to 100% as a goal to complete the task. -- A statistic report on the progress of the mission. Each task achievement will increase the % to 100% as a goal to complete the task.
-- --
-- ## 1.3) Join a Task. -- ## 1.3) Join a Task.
-- --

View File

@ -38,7 +38,7 @@ do -- TASK_A2A
-- --
-- @field #TASK_A2A -- @field #TASK_A2A
TASK_A2A = { TASK_A2A = {
ClassName = "TASK_A2A", ClassName = "TASK_A2A"
} }
--- Instantiates a new TASK_A2A. --- Instantiates a new TASK_A2A.
@ -60,29 +60,27 @@ do -- TASK_A2A
local Fsm = self:GetUnitProcess() local Fsm = self:GetUnitProcess()
Fsm:AddTransition( "Assigned", "RouteToRendezVous", "RoutingToRendezVous" ) Fsm:AddTransition( "Assigned", "RouteToRendezVous", "RoutingToRendezVous" )
Fsm:AddProcess ( "RoutingToRendezVous", "RouteToRendezVousPoint", ACT_ROUTE_POINT:New(), { Arrived = "ArriveAtRendezVous" } ) Fsm:AddProcess( "RoutingToRendezVous", "RouteToRendezVousPoint", ACT_ROUTE_POINT:New(), { Arrived = "ArriveAtRendezVous" } )
Fsm:AddProcess ( "RoutingToRendezVous", "RouteToRendezVousZone", ACT_ROUTE_ZONE:New(), { Arrived = "ArriveAtRendezVous" } ) Fsm:AddProcess( "RoutingToRendezVous", "RouteToRendezVousZone", ACT_ROUTE_ZONE:New(), { Arrived = "ArriveAtRendezVous" } )
Fsm:AddTransition( { "Arrived", "RoutingToRendezVous" }, "ArriveAtRendezVous", "ArrivedAtRendezVous" ) Fsm:AddTransition( { "Arrived", "RoutingToRendezVous" }, "ArriveAtRendezVous", "ArrivedAtRendezVous" )
Fsm:AddTransition( { "ArrivedAtRendezVous", "HoldingAtRendezVous" }, "Engage", "Engaging" ) Fsm:AddTransition( { "ArrivedAtRendezVous", "HoldingAtRendezVous" }, "Engage", "Engaging" )
Fsm:AddTransition( { "ArrivedAtRendezVous", "HoldingAtRendezVous" }, "HoldAtRendezVous", "HoldingAtRendezVous" ) Fsm:AddTransition( { "ArrivedAtRendezVous", "HoldingAtRendezVous" }, "HoldAtRendezVous", "HoldingAtRendezVous" )
Fsm:AddProcess ( "Engaging", "Account", ACT_ACCOUNT_DEADS:New(), {} ) Fsm:AddProcess( "Engaging", "Account", ACT_ACCOUNT_DEADS:New(), {} )
Fsm:AddTransition( "Engaging", "RouteToTarget", "Engaging" ) Fsm:AddTransition( "Engaging", "RouteToTarget", "Engaging" )
Fsm:AddProcess( "Engaging", "RouteToTargetZone", ACT_ROUTE_ZONE:New(), {} ) Fsm:AddProcess( "Engaging", "RouteToTargetZone", ACT_ROUTE_ZONE:New(), {} )
Fsm:AddProcess( "Engaging", "RouteToTargetPoint", ACT_ROUTE_POINT:New(), {} ) Fsm:AddProcess( "Engaging", "RouteToTargetPoint", ACT_ROUTE_POINT:New(), {} )
Fsm:AddTransition( "Engaging", "RouteToTargets", "Engaging" ) Fsm:AddTransition( "Engaging", "RouteToTargets", "Engaging" )
-- Fsm:AddTransition( "Accounted", "DestroyedAll", "Accounted" ) -- Fsm:AddTransition( "Accounted", "DestroyedAll", "Accounted" )
-- Fsm:AddTransition( "Accounted", "Success", "Success" ) -- Fsm:AddTransition( "Accounted", "Success", "Success" )
Fsm:AddTransition( "Rejected", "Reject", "Aborted" ) Fsm:AddTransition( "Rejected", "Reject", "Aborted" )
Fsm:AddTransition( "Failed", "Fail", "Failed" ) Fsm:AddTransition( "Failed", "Fail", "Failed" )
-- @param #FSM_PROCESS self
---- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit -- @param Wrapper.Unit#UNIT TaskUnit
-- @param #TASK_CARGO Task -- @param #TASK_CARGO Task
function Fsm:OnLeaveAssigned( TaskUnit, Task ) function Fsm:OnLeaveAssigned( TaskUnit, Task )
@ -128,7 +126,7 @@ do -- TASK_A2A
function Fsm:onafterEngage( TaskUnit, Task ) function Fsm:onafterEngage( TaskUnit, Task )
self:F( { self } ) self:F( { self } )
self:__Account( 0.1 ) self:__Account( 0.1 )
self:__RouteToTarget(0.1 ) self:__RouteToTarget( 0.1 )
self:__RouteToTargets( -10 ) self:__RouteToTargets( -10 )
end end
@ -177,8 +175,6 @@ do -- TASK_A2A
self.TargetSetUnit = TargetSetUnit self.TargetSetUnit = TargetSetUnit
end end
--- @param #TASK_A2A self --- @param #TASK_A2A self
function TASK_A2A:GetPlannedMenuText() function TASK_A2A:GetPlannedMenuText()
return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )" return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )"
@ -188,7 +184,7 @@ do -- TASK_A2A
-- @param Core.Point#COORDINATE RendezVousCoordinate The Coordinate object referencing to the 2D point where the RendezVous point is located on the map. -- @param Core.Point#COORDINATE RendezVousCoordinate The Coordinate object referencing to the 2D point where the RendezVous point is located on the map.
-- @param #number RendezVousRange The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point. -- @param #number RendezVousRange The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point.
-- @param Wrapper.Unit#UNIT TaskUnit -- @param Wrapper.Unit#UNIT TaskUnit
function TASK_A2A:SetRendezVousCoordinate( RendezVousCoordinate, RendezVousRange, TaskUnit ) function TASK_A2A:SetRendezVousCoordinate( RendezVousCoordinate, RendezVousRange, TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit ) local ProcessUnit = self:GetUnitProcess( TaskUnit )
@ -209,8 +205,6 @@ do -- TASK_A2A
return ActRouteRendezVous:GetCoordinate(), ActRouteRendezVous:GetRange() return ActRouteRendezVous:GetCoordinate(), ActRouteRendezVous:GetRange()
end end
--- @param #TASK_A2A self --- @param #TASK_A2A self
-- @param Core.Zone#ZONE_BASE RendezVousZone The Zone object where the RendezVous is located on the map. -- @param Core.Zone#ZONE_BASE RendezVousZone The Zone object where the RendezVous is located on the map.
-- @param Wrapper.Unit#UNIT TaskUnit -- @param Wrapper.Unit#UNIT TaskUnit
@ -244,7 +238,6 @@ do -- TASK_A2A
ActRouteTarget:SetCoordinate( TargetCoordinate ) ActRouteTarget:SetCoordinate( TargetCoordinate )
end end
--- @param #TASK_A2A self --- @param #TASK_A2A self
-- @param Wrapper.Unit#UNIT TaskUnit -- @param Wrapper.Unit#UNIT TaskUnit
-- @return Core.Point#COORDINATE The Coordinate object where the Target is located on the map. -- @return Core.Point#COORDINATE The Coordinate object where the Target is located on the map.
@ -256,7 +249,6 @@ do -- TASK_A2A
return ActRouteTarget:GetCoordinate() return ActRouteTarget:GetCoordinate()
end end
--- @param #TASK_A2A self --- @param #TASK_A2A self
-- @param Core.Zone#ZONE_BASE TargetZone The Zone object where the Target is located on the map. -- @param Core.Zone#ZONE_BASE TargetZone The Zone object where the Target is located on the map.
-- @param Wrapper.Unit#UNIT TaskUnit -- @param Wrapper.Unit#UNIT TaskUnit
@ -268,7 +260,6 @@ do -- TASK_A2A
ActRouteTarget:SetZone( TargetZone, Altitude, Heading ) ActRouteTarget:SetZone( TargetZone, Altitude, Heading )
end end
--- @param #TASK_A2A self --- @param #TASK_A2A self
-- @param Wrapper.Unit#UNIT TaskUnit -- @param Wrapper.Unit#UNIT TaskUnit
-- @return Core.Zone#ZONE_BASE The Zone object where the Target is located on the map. -- @return Core.Zone#ZONE_BASE The Zone object where the Target is located on the map.
@ -293,7 +284,7 @@ do -- TASK_A2A
--- Return the relative distance to the target vicinity from the player, in order to sort the targets in the reports per distance from the threats. --- Return the relative distance to the target vicinity from the player, in order to sort the targets in the reports per distance from the threats.
-- @param #TASK_A2A self -- @param #TASK_A2A self
function TASK_A2A:ReportOrder( ReportGroup ) function TASK_A2A:ReportOrder( ReportGroup )
self:UpdateTaskInfo( self.DetectedItem ) self:UpdateTaskInfo( self.DetectedItem )
local Coordinate = self.TaskInfo:GetData( "Coordinate" ) local Coordinate = self.TaskInfo:GetData( "Coordinate" )
local Distance = ReportGroup:GetCoordinate():Get2DDistance( Coordinate ) local Distance = ReportGroup:GetCoordinate():Get2DDistance( Coordinate )
@ -301,7 +292,6 @@ do -- TASK_A2A
return Distance return Distance
end end
--- This method checks every 10 seconds if the goal has been reached of the task. --- This method checks every 10 seconds if the goal has been reached of the task.
-- @param #TASK_A2A self -- @param #TASK_A2A self
function TASK_A2A:onafterGoal( TaskUnit, From, Event, To ) function TASK_A2A:onafterGoal( TaskUnit, From, Event, To )
@ -314,7 +304,6 @@ do -- TASK_A2A
self:__Goal( -10 ) self:__Goal( -10 )
end end
--- @param #TASK_A2A self --- @param #TASK_A2A self
function TASK_A2A:UpdateTaskInfo( DetectedItem ) function TASK_A2A:UpdateTaskInfo( DetectedItem )
@ -360,7 +349,7 @@ do -- TASK_A2A
-- @param Wrapper.Group#GROUP TaskGroup The player group. -- @param Wrapper.Group#GROUP TaskGroup The player group.
function TASK_A2A:GetAutoAssignPriority( AutoAssignMethod, CommandCenter, TaskGroup ) function TASK_A2A:GetAutoAssignPriority( AutoAssignMethod, CommandCenter, TaskGroup )
if AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Random then if AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Random then
return math.random( 1, 9 ) return math.random( 1, 9 )
elseif AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Distance then elseif AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Distance then
local Coordinate = self.TaskInfo:GetData( "Coordinate" ) local Coordinate = self.TaskInfo:GetData( "Coordinate" )
@ -375,7 +364,6 @@ do -- TASK_A2A
end end
do -- TASK_A2A_INTERCEPT do -- TASK_A2A_INTERCEPT
--- The TASK_A2A_INTERCEPT class --- The TASK_A2A_INTERCEPT class
@ -384,7 +372,7 @@ do -- TASK_A2A_INTERCEPT
-- @extends Tasking.Task#TASK -- @extends Tasking.Task#TASK
--- 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! -- When enemy planes need to be intercepted by human players, use this task type to urge the players to get out there!
-- --
-- The TASK_A2A_INTERCEPT is used by the @{Tasking.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. -- based on detected airborne enemy targets intruding friendly airspace.
@ -394,11 +382,9 @@ do -- TASK_A2A_INTERCEPT
-- --
-- @field #TASK_A2A_INTERCEPT -- @field #TASK_A2A_INTERCEPT
TASK_A2A_INTERCEPT = { TASK_A2A_INTERCEPT = {
ClassName = "TASK_A2A_INTERCEPT", ClassName = "TASK_A2A_INTERCEPT"
} }
--- Instantiates a new TASK_A2A_INTERCEPT. --- Instantiates a new TASK_A2A_INTERCEPT.
-- @param #TASK_A2A_INTERCEPT self -- @param #TASK_A2A_INTERCEPT self
-- @param Tasking.Mission#MISSION Mission -- @param Tasking.Mission#MISSION Mission
@ -413,15 +399,12 @@ do -- TASK_A2A_INTERCEPT
Mission:AddTask( self ) Mission:AddTask( self )
self:SetBriefing( self:SetBriefing( TaskBriefing or "Intercept incoming intruders.\n" )
TaskBriefing or
"Intercept incoming intruders.\n"
)
return self return self
end end
--- Set a score when a target in scope of the A2A attack, has been destroyed . --- Set a score when a target in scope of the A2A attack, has been destroyed.
-- @param #TASK_A2A_INTERCEPT self -- @param #TASK_A2A_INTERCEPT self
-- @param #string PlayerName The name of the player. -- @param #string PlayerName The name of the player.
-- @param #number Score The score in points to be granted when task process has been achieved. -- @param #number Score The score in points to be granted when task process has been achieved.
@ -469,10 +452,8 @@ do -- TASK_A2A_INTERCEPT
return self return self
end end
end end
do -- TASK_A2A_SWEEP do -- TASK_A2A_SWEEP
--- The TASK_A2A_SWEEP class --- The TASK_A2A_SWEEP class
@ -493,11 +474,9 @@ do -- TASK_A2A_SWEEP
-- --
-- @field #TASK_A2A_SWEEP -- @field #TASK_A2A_SWEEP
TASK_A2A_SWEEP = { TASK_A2A_SWEEP = {
ClassName = "TASK_A2A_SWEEP", ClassName = "TASK_A2A_SWEEP"
} }
--- Instantiates a new TASK_A2A_SWEEP. --- Instantiates a new TASK_A2A_SWEEP.
-- @param #TASK_A2A_SWEEP self -- @param #TASK_A2A_SWEEP self
-- @param Tasking.Mission#MISSION Mission -- @param Tasking.Mission#MISSION Mission
@ -512,10 +491,7 @@ do -- TASK_A2A_SWEEP
Mission:AddTask( self ) Mission:AddTask( self )
self:SetBriefing( self:SetBriefing( TaskBriefing or "Perform a fighter sweep. Incoming intruders were detected and could be hiding at the location.\n" )
TaskBriefing or
"Perform a fighter sweep. Incoming intruders were detected and could be hiding at the location.\n"
)
return self return self
end end
@ -531,7 +507,7 @@ do -- TASK_A2A_SWEEP
self:__Goal( -10 ) self:__Goal( -10 )
end end
--- Set a score when a target in scope of the A2A attack, has been destroyed . --- Set a score when a target in scope of the A2A attack, has been destroyed.
-- @param #TASK_A2A_SWEEP self -- @param #TASK_A2A_SWEEP self
-- @param #string PlayerName The name of the player. -- @param #string PlayerName The name of the player.
-- @param #number Score The score in points to be granted when task process has been achieved. -- @param #number Score The score in points to be granted when task process has been achieved.
@ -581,7 +557,6 @@ do -- TASK_A2A_SWEEP
end end
do -- TASK_A2A_ENGAGE do -- TASK_A2A_ENGAGE
--- The TASK_A2A_ENGAGE class --- The TASK_A2A_ENGAGE class
@ -600,11 +575,9 @@ do -- TASK_A2A_ENGAGE
-- --
-- @field #TASK_A2A_ENGAGE -- @field #TASK_A2A_ENGAGE
TASK_A2A_ENGAGE = { TASK_A2A_ENGAGE = {
ClassName = "TASK_A2A_ENGAGE", ClassName = "TASK_A2A_ENGAGE"
} }
--- Instantiates a new TASK_A2A_ENGAGE. --- Instantiates a new TASK_A2A_ENGAGE.
-- @param #TASK_A2A_ENGAGE self -- @param #TASK_A2A_ENGAGE self
-- @param Tasking.Mission#MISSION Mission -- @param Tasking.Mission#MISSION Mission
@ -619,10 +592,7 @@ do -- TASK_A2A_ENGAGE
Mission:AddTask( self ) Mission:AddTask( self )
self:SetBriefing( self:SetBriefing( TaskBriefing or "Bogeys are nearby! Players close by are ordered to ENGAGE the intruders!\n" )
TaskBriefing or
"Bogeys are nearby! Players close by are ordered to ENGAGE the intruders!\n"
)
return self return self
end end

View File

@ -108,7 +108,7 @@ do -- TASK_A2A_DISPATCHER
-- The above example creates a SET_GROUP instance, and stores this in the variable (object) **EWRSet**. -- The above example creates a SET_GROUP instance, and stores this in the variable (object) **EWRSet**.
-- **EWRSet** is then being configured to filter all active groups with a group name starting with **EWR** to be included in the Set. -- **EWRSet** is then being configured to filter all active groups with a group name starting with **EWR** to be included in the Set.
-- **EWRSet** is then being ordered to start the dynamic filtering. Note that any destroy or new spawn of a group with the above names will be removed or added to the Set. -- **EWRSet** is then being ordered to start the dynamic filtering. Note that any destroy or new spawn of a group with the above names will be removed or added to the Set.
-- Then a new **EWRDetection** object is created from the class DETECTION_AREAS. A grouping radius of 6000 is choosen, which is 6km. -- Then a new **EWRDetection** object is created from the class DETECTION_AREAS. A grouping radius of 6000 is chosen, which is 6 km.
-- The **EWRDetection** object is then passed to the @{#TASK_A2A_DISPATCHER.New}() method to indicate the EWR network configuration and setup the A2A tasking and detection mechanism. -- The **EWRDetection** object is then passed to the @{#TASK_A2A_DISPATCHER.New}() method to indicate the EWR network configuration and setup the A2A tasking and detection mechanism.
-- --
-- ### 2. Define the detected **target grouping radius**: -- ### 2. Define the detected **target grouping radius**:
@ -185,7 +185,6 @@ do -- TASK_A2A_DISPATCHER
SweepZones = {}, SweepZones = {},
} }
--- TASK_A2A_DISPATCHER constructor. --- TASK_A2A_DISPATCHER constructor.
-- @param #TASK_A2A_DISPATCHER self -- @param #TASK_A2A_DISPATCHER self
-- @param Tasking.Mission#MISSION Mission The mission for which the task dispatching is done. -- @param Tasking.Mission#MISSION Mission The mission for which the task dispatching is done.
@ -208,7 +207,6 @@ do -- TASK_A2A_DISPATCHER
self:AddTransition( "Started", "Assign", "Started" ) self:AddTransition( "Started", "Assign", "Started" )
--- OnAfter Transition Handler for Event Assign. --- OnAfter Transition Handler for Event Assign.
-- @function [parent=#TASK_A2A_DISPATCHER] OnAfterAssign -- @function [parent=#TASK_A2A_DISPATCHER] OnAfterAssign
-- @param #TASK_A2A_DISPATCHER self -- @param #TASK_A2A_DISPATCHER self
@ -224,7 +222,6 @@ do -- TASK_A2A_DISPATCHER
return self return self
end end
--- Define the radius to when an ENGAGE task will be generated for any nearby by airborne friendlies, which are executing cap or returning from an intercept mission. --- Define the radius to when an ENGAGE task will be generated for any nearby by airborne friendlies, which are executing cap or returning from an intercept mission.
-- So, if there is a target area detected and reported, -- So, if there is a target area detected and reported,
-- then any friendlies that are airborne near this target area, -- then any friendlies that are airborne near this target area,
@ -257,7 +254,7 @@ do -- TASK_A2A_DISPATCHER
-- @param #TASK_A2A_DISPATCHER self -- @param #TASK_A2A_DISPATCHER self
-- @param #boolean onoff Set messages on (true) or off (false) -- @param #boolean onoff Set messages on (true) or off (false)
function TASK_A2A_DISPATCHER:SetSendMessages( onoff ) function TASK_A2A_DISPATCHER:SetSendMessages( onoff )
self.FlashNewTask = onoff self.FlashNewTask = onoff
end end
--- Creates an INTERCEPT task when there are targets for it. --- Creates an INTERCEPT task when there are targets for it.
@ -286,7 +283,6 @@ do -- TASK_A2A_DISPATCHER
return nil return nil
end end
--- Creates an SWEEP task when there are targets for it. --- Creates an SWEEP task when there are targets for it.
-- @param #TASK_A2A_DISPATCHER self -- @param #TASK_A2A_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem -- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
@ -296,8 +292,7 @@ do -- TASK_A2A_DISPATCHER
self:F( { DetectedItem.ItemID } ) self:F( { DetectedItem.ItemID } )
local DetectedSet = DetectedItem.Set local DetectedSet = DetectedItem.Set
local DetectedZone = DetectedItem.Zone local DetectedZone = DetectedItem.Zone -- TODO: This seems unused, remove?
if DetectedItem.IsDetected == false then if DetectedItem.IsDetected == false then
@ -312,7 +307,6 @@ do -- TASK_A2A_DISPATCHER
return nil return nil
end end
--- Creates an ENGAGE task when there are human friendlies airborne near the targets. --- Creates an ENGAGE task when there are human friendlies airborne near the targets.
-- @param #TASK_A2A_DISPATCHER self -- @param #TASK_A2A_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem -- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
@ -322,11 +316,10 @@ do -- TASK_A2A_DISPATCHER
self:F( { DetectedItem.ItemID } ) self:F( { DetectedItem.ItemID } )
local DetectedSet = DetectedItem.Set local DetectedSet = DetectedItem.Set
local DetectedZone = DetectedItem.Zone local DetectedZone = DetectedItem.Zone -- TODO: This seems unused, remove?
local PlayersCount, PlayersReport = self:GetPlayerFriendliesNearBy( DetectedItem ) local PlayersCount, PlayersReport = self:GetPlayerFriendliesNearBy( DetectedItem )
-- Only allow ENGAGE when there are Players near the zone, and when the Area has detected items since the last run in a 60 seconds time zone. -- Only allow ENGAGE when there are Players near the zone, and when the Area has detected items since the last run in a 60 seconds time zone.
if PlayersCount > 0 and DetectedItem.IsDetected == true then if PlayersCount > 0 and DetectedItem.IsDetected == true then
@ -341,9 +334,6 @@ do -- TASK_A2A_DISPATCHER
return nil return nil
end end
--- Evaluates the removal of the Task from the Mission. --- Evaluates the removal of the Task from the Mission.
-- Can only occur when the DetectedItem is Changed AND the state of the Task is "Planned". -- Can only occur when the DetectedItem is Changed AND the state of the Task is "Planned".
-- @param #TASK_A2A_DISPATCHER self -- @param #TASK_A2A_DISPATCHER self
@ -388,8 +378,8 @@ do -- TASK_A2A_DISPATCHER
end end
local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT
--DetectedSet:Flush( self ) -- DetectedSet:Flush( self )
--self:F( { DetectedSetCount = DetectedSet:Count() } ) -- self:F( { DetectedSetCount = DetectedSet:Count() } )
if DetectedSet:Count() == 0 then if DetectedSet:Count() == 0 then
Remove = true Remove = true
end end
@ -423,7 +413,7 @@ do -- TASK_A2A_DISPATCHER
local FriendlyUnitThreatLevel = FriendlyUnit:GetThreatLevel() local FriendlyUnitThreatLevel = FriendlyUnit:GetThreatLevel()
FriendliesCount = FriendliesCount + 1 FriendliesCount = FriendliesCount + 1
local FriendlyType = FriendlyUnit:GetTypeName() local FriendlyType = FriendlyUnit:GetTypeName()
FriendlyTypes[FriendlyType] = FriendlyTypes[FriendlyType] and ( FriendlyTypes[FriendlyType] + 1 ) or 1 FriendlyTypes[FriendlyType] = FriendlyTypes[FriendlyType] and (FriendlyTypes[FriendlyType] + 1) or 1
if DetectedTreatLevel < FriendlyUnitThreatLevel + 2 then if DetectedTreatLevel < FriendlyUnitThreatLevel + 2 then
end end
end end
@ -431,19 +421,18 @@ do -- TASK_A2A_DISPATCHER
end end
--self:F( { FriendliesCount = FriendliesCount } ) -- self:F( { FriendliesCount = FriendliesCount } )
local FriendlyTypesReport = REPORT:New() local FriendlyTypesReport = REPORT:New()
if FriendliesCount > 0 then if FriendliesCount > 0 then
for FriendlyType, FriendlyTypeCount in pairs( FriendlyTypes ) do for FriendlyType, FriendlyTypeCount in pairs( FriendlyTypes ) do
FriendlyTypesReport:Add( string.format("%d of %s", FriendlyTypeCount, FriendlyType ) ) FriendlyTypesReport:Add( string.format( "%d of %s", FriendlyTypeCount, FriendlyType ) )
end end
else else
FriendlyTypesReport:Add( "-" ) FriendlyTypesReport:Add( "-" )
end end
return FriendliesCount, FriendlyTypesReport return FriendliesCount, FriendlyTypesReport
end end
@ -464,7 +453,7 @@ do -- TASK_A2A_DISPATCHER
for PlayerUnitName, PlayerUnitData in pairs( PlayersNearBy ) do for PlayerUnitName, PlayerUnitData in pairs( PlayersNearBy ) do
local PlayerUnit = PlayerUnitData -- Wrapper.Unit#UNIT local PlayerUnit = PlayerUnitData -- Wrapper.Unit#UNIT
local PlayerName = PlayerUnit:GetPlayerName() local PlayerName = PlayerUnit:GetPlayerName()
--self:F( { PlayerName = PlayerName, PlayerUnit = PlayerUnit } ) -- self:F( { PlayerName = PlayerName, PlayerUnit = PlayerUnit } )
if PlayerUnit:IsAirPlane() and PlayerName ~= nil then if PlayerUnit:IsAirPlane() and PlayerName ~= nil then
local FriendlyUnitThreatLevel = PlayerUnit:GetThreatLevel() local FriendlyUnitThreatLevel = PlayerUnit:GetThreatLevel()
PlayersCount = PlayersCount + 1 PlayersCount = PlayersCount + 1
@ -481,13 +470,12 @@ do -- TASK_A2A_DISPATCHER
if PlayersCount > 0 then if PlayersCount > 0 then
for PlayerName, PlayerType in pairs( PlayerTypes ) do for PlayerName, PlayerType in pairs( PlayerTypes ) do
PlayerTypesReport:Add( string.format('"%s" in %s', PlayerName, PlayerType ) ) PlayerTypesReport:Add( string.format( '"%s" in %s', PlayerName, PlayerType ) )
end end
else else
PlayerTypesReport:Add( "-" ) PlayerTypesReport:Add( "-" )
end end
return PlayersCount, PlayerTypesReport return PlayersCount, PlayerTypesReport
end end
@ -496,7 +484,6 @@ do -- TASK_A2A_DISPATCHER
self.Tasks[TaskIndex] = nil self.Tasks[TaskIndex] = nil
end end
--- Assigns tasks in relation to the detected items to the @{Core.Set#SET_GROUP}. --- Assigns tasks in relation to the detected items to the @{Core.Set#SET_GROUP}.
-- @param #TASK_A2A_DISPATCHER self -- @param #TASK_A2A_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Functional.Detection#DETECTION_BASE} derived object. -- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Functional.Detection#DETECTION_BASE} derived object.
@ -536,8 +523,8 @@ do -- TASK_A2A_DISPATCHER
local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT
local DetectedCount = DetectedSet:Count() local DetectedCount = DetectedSet:Count()
local DetectedZone = DetectedItem.Zone local DetectedZone = DetectedItem.Zone
--self:F( { "Targets in DetectedItem", DetectedItem.ItemID, DetectedSet:Count(), tostring( DetectedItem ) } ) -- self:F( { "Targets in DetectedItem", DetectedItem.ItemID, DetectedSet:Count(), tostring( DetectedItem ) } )
--DetectedSet:Flush( self ) -- DetectedSet:Flush( self )
local DetectedID = DetectedItem.ID local DetectedID = DetectedItem.ID
local TaskIndex = DetectedItem.Index local TaskIndex = DetectedItem.Index
@ -593,7 +580,7 @@ do -- TASK_A2A_DISPATCHER
TaskReport:Add( Task:GetName() ) TaskReport:Add( Task:GetName() )
else else
self:F("This should not happen") self:F( "This should not happen" )
end end
end end
@ -612,10 +599,10 @@ do -- TASK_A2A_DISPATCHER
-- TODO set menus using the HQ coordinator -- TODO set menus using the HQ coordinator
Mission:GetCommandCenter():SetMenu() Mission:GetCommandCenter():SetMenu()
local TaskText = TaskReport:Text(", ") local TaskText = TaskReport:Text( ", " )
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
if ( not Mission:IsGroupAssigned(TaskGroup) ) and TaskText ~= "" and (self.FlashNewTask) then if (not Mission:IsGroupAssigned( TaskGroup )) and TaskText ~= "" and (self.FlashNewTask) then
Mission:GetCommandCenter():MessageToGroup( string.format( "%s has tasks %s. Subscribe to a task using the radio menu.", Mission:GetShortText(), TaskText ), TaskGroup ) Mission:GetCommandCenter():MessageToGroup( string.format( "%s has tasks %s. Subscribe to a task using the radio menu.", Mission:GetShortText(), TaskText ), TaskGroup )
end end
end end

View File

@ -38,7 +38,7 @@ do -- TASK_A2G
-- --
-- @field #TASK_A2G -- @field #TASK_A2G
TASK_A2G = { TASK_A2G = {
ClassName = "TASK_A2G", ClassName = "TASK_A2G"
} }
--- Instantiates a new TASK_A2G. --- Instantiates a new TASK_A2G.
@ -61,27 +61,25 @@ do -- TASK_A2G
local Fsm = self:GetUnitProcess() local Fsm = self:GetUnitProcess()
Fsm:AddTransition( "Assigned", "RouteToRendezVous", "RoutingToRendezVous" ) Fsm:AddTransition( "Assigned", "RouteToRendezVous", "RoutingToRendezVous" )
Fsm:AddProcess ( "RoutingToRendezVous", "RouteToRendezVousPoint", ACT_ROUTE_POINT:New(), { Arrived = "ArriveAtRendezVous" } ) Fsm:AddProcess( "RoutingToRendezVous", "RouteToRendezVousPoint", ACT_ROUTE_POINT:New(), { Arrived = "ArriveAtRendezVous" } )
Fsm:AddProcess ( "RoutingToRendezVous", "RouteToRendezVousZone", ACT_ROUTE_ZONE:New(), { Arrived = "ArriveAtRendezVous" } ) Fsm:AddProcess( "RoutingToRendezVous", "RouteToRendezVousZone", ACT_ROUTE_ZONE:New(), { Arrived = "ArriveAtRendezVous" } )
Fsm:AddTransition( { "Arrived", "RoutingToRendezVous" }, "ArriveAtRendezVous", "ArrivedAtRendezVous" ) Fsm:AddTransition( { "Arrived", "RoutingToRendezVous" }, "ArriveAtRendezVous", "ArrivedAtRendezVous" )
Fsm:AddTransition( { "ArrivedAtRendezVous", "HoldingAtRendezVous" }, "Engage", "Engaging" ) Fsm:AddTransition( { "ArrivedAtRendezVous", "HoldingAtRendezVous" }, "Engage", "Engaging" )
Fsm:AddTransition( { "ArrivedAtRendezVous", "HoldingAtRendezVous" }, "HoldAtRendezVous", "HoldingAtRendezVous" ) Fsm:AddTransition( { "ArrivedAtRendezVous", "HoldingAtRendezVous" }, "HoldAtRendezVous", "HoldingAtRendezVous" )
Fsm:AddProcess ( "Engaging", "Account", ACT_ACCOUNT_DEADS:New(), {} ) Fsm:AddProcess( "Engaging", "Account", ACT_ACCOUNT_DEADS:New(), {} )
Fsm:AddTransition( "Engaging", "RouteToTarget", "Engaging" ) Fsm:AddTransition( "Engaging", "RouteToTarget", "Engaging" )
Fsm:AddProcess( "Engaging", "RouteToTargetZone", ACT_ROUTE_ZONE:New(), {} ) Fsm:AddProcess( "Engaging", "RouteToTargetZone", ACT_ROUTE_ZONE:New(), {} )
Fsm:AddProcess( "Engaging", "RouteToTargetPoint", ACT_ROUTE_POINT:New(), {} ) Fsm:AddProcess( "Engaging", "RouteToTargetPoint", ACT_ROUTE_POINT:New(), {} )
Fsm:AddTransition( "Engaging", "RouteToTargets", "Engaging" ) Fsm:AddTransition( "Engaging", "RouteToTargets", "Engaging" )
--Fsm:AddTransition( "Accounted", "DestroyedAll", "Accounted" ) -- Fsm:AddTransition( "Accounted", "DestroyedAll", "Accounted" )
--Fsm:AddTransition( "Accounted", "Success", "Success" ) -- Fsm:AddTransition( "Accounted", "Success", "Success" )
Fsm:AddTransition( "Rejected", "Reject", "Aborted" ) Fsm:AddTransition( "Rejected", "Reject", "Aborted" )
Fsm:AddTransition( "Failed", "Fail", "Failed" ) Fsm:AddTransition( "Failed", "Fail", "Failed" )
--- Test --- Test
-- @param #FSM_PROCESS self -- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit -- @param Wrapper.Unit#UNIT TaskUnit
@ -130,7 +128,7 @@ do -- TASK_A2G
function Fsm:onafterEngage( TaskUnit, Task ) function Fsm:onafterEngage( TaskUnit, Task )
self:F( { self } ) self:F( { self } )
self:__Account( 0.1 ) self:__Account( 0.1 )
self:__RouteToTarget(0.1 ) self:__RouteToTarget( 0.1 )
self:__RouteToTargets( -10 ) self:__RouteToTargets( -10 )
end end
@ -179,8 +177,6 @@ do -- TASK_A2G
self.TargetSetUnit = TargetSetUnit self.TargetSetUnit = TargetSetUnit
end end
--- @param #TASK_A2G self --- @param #TASK_A2G self
function TASK_A2G:GetPlannedMenuText() function TASK_A2G:GetPlannedMenuText()
return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )" return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )"
@ -190,7 +186,7 @@ do -- TASK_A2G
-- @param Core.Point#COORDINATE RendezVousCoordinate The Coordinate object referencing to the 2D point where the RendezVous point is located on the map. -- @param Core.Point#COORDINATE RendezVousCoordinate The Coordinate object referencing to the 2D point where the RendezVous point is located on the map.
-- @param #number RendezVousRange The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point. -- @param #number RendezVousRange The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point.
-- @param Wrapper.Unit#UNIT TaskUnit -- @param Wrapper.Unit#UNIT TaskUnit
function TASK_A2G:SetRendezVousCoordinate( RendezVousCoordinate, RendezVousRange, TaskUnit ) function TASK_A2G:SetRendezVousCoordinate( RendezVousCoordinate, RendezVousRange, TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit ) local ProcessUnit = self:GetUnitProcess( TaskUnit )
@ -211,8 +207,6 @@ do -- TASK_A2G
return ActRouteRendezVous:GetCoordinate(), ActRouteRendezVous:GetRange() return ActRouteRendezVous:GetCoordinate(), ActRouteRendezVous:GetRange()
end end
--- @param #TASK_A2G self --- @param #TASK_A2G self
-- @param Core.Zone#ZONE_BASE RendezVousZone The Zone object where the RendezVous is located on the map. -- @param Core.Zone#ZONE_BASE RendezVousZone The Zone object where the RendezVous is located on the map.
-- @param Wrapper.Unit#UNIT TaskUnit -- @param Wrapper.Unit#UNIT TaskUnit
@ -246,7 +240,6 @@ do -- TASK_A2G
ActRouteTarget:SetCoordinate( TargetCoordinate ) ActRouteTarget:SetCoordinate( TargetCoordinate )
end end
--- @param #TASK_A2G self --- @param #TASK_A2G self
-- @param Wrapper.Unit#UNIT TaskUnit -- @param Wrapper.Unit#UNIT TaskUnit
-- @return Core.Point#COORDINATE The Coordinate object where the Target is located on the map. -- @return Core.Point#COORDINATE The Coordinate object where the Target is located on the map.
@ -258,7 +251,6 @@ do -- TASK_A2G
return ActRouteTarget:GetCoordinate() return ActRouteTarget:GetCoordinate()
end end
--- @param #TASK_A2G self --- @param #TASK_A2G self
-- @param Core.Zone#ZONE_BASE TargetZone The Zone object where the Target is located on the map. -- @param Core.Zone#ZONE_BASE TargetZone The Zone object where the Target is located on the map.
-- @param Wrapper.Unit#UNIT TaskUnit -- @param Wrapper.Unit#UNIT TaskUnit
@ -270,7 +262,6 @@ do -- TASK_A2G
ActRouteTarget:SetZone( TargetZone ) ActRouteTarget:SetZone( TargetZone )
end end
--- @param #TASK_A2G self --- @param #TASK_A2G self
-- @param Wrapper.Unit#UNIT TaskUnit -- @param Wrapper.Unit#UNIT TaskUnit
-- @return Core.Zone#ZONE_BASE The Zone object where the Target is located on the map. -- @return Core.Zone#ZONE_BASE The Zone object where the Target is located on the map.
@ -295,7 +286,7 @@ do -- TASK_A2G
--- Return the relative distance to the target vicinity from the player, in order to sort the targets in the reports per distance from the threats. --- Return the relative distance to the target vicinity from the player, in order to sort the targets in the reports per distance from the threats.
-- @param #TASK_A2G self -- @param #TASK_A2G self
function TASK_A2G:ReportOrder( ReportGroup ) function TASK_A2G:ReportOrder( ReportGroup )
self:UpdateTaskInfo( self.DetectedItem ) self:UpdateTaskInfo( self.DetectedItem )
local Coordinate = self.TaskInfo:GetData( "Coordinate" ) local Coordinate = self.TaskInfo:GetData( "Coordinate" )
local Distance = ReportGroup:GetCoordinate():Get2DDistance( Coordinate ) local Distance = ReportGroup:GetCoordinate():Get2DDistance( Coordinate )
@ -303,7 +294,6 @@ do -- TASK_A2G
return Distance return Distance
end end
--- This method checks every 10 seconds if the goal has been reached of the task. --- This method checks every 10 seconds if the goal has been reached of the task.
-- @param #TASK_A2G self -- @param #TASK_A2G self
function TASK_A2G:onafterGoal( TaskUnit, From, Event, To ) function TASK_A2G:onafterGoal( TaskUnit, From, Event, To )
@ -365,12 +355,12 @@ do -- TASK_A2G
-- @param Wrapper.Group#GROUP TaskGroup The player group. -- @param Wrapper.Group#GROUP TaskGroup The player group.
function TASK_A2G:GetAutoAssignPriority( AutoAssignMethod, CommandCenter, TaskGroup ) function TASK_A2G:GetAutoAssignPriority( AutoAssignMethod, CommandCenter, TaskGroup )
if AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Random then if AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Random then
return math.random( 1, 9 ) return math.random( 1, 9 )
elseif AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Distance then elseif AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Distance then
local Coordinate = self.TaskInfo:GetData( "Coordinate" ) local Coordinate = self.TaskInfo:GetData( "Coordinate" )
local Distance = Coordinate:Get2DDistance( CommandCenter:GetPositionable():GetCoordinate() ) local Distance = Coordinate:Get2DDistance( CommandCenter:GetPositionable():GetCoordinate() )
self:F({Distance=Distance}) self:F( { Distance = Distance } )
return math.floor( Distance ) return math.floor( Distance )
elseif AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Priority then elseif AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Priority then
return 1 return 1
@ -381,7 +371,6 @@ do -- TASK_A2G
end end
do -- TASK_A2G_SEAD do -- TASK_A2G_SEAD
--- The TASK_A2G_SEAD class --- The TASK_A2G_SEAD class
@ -397,7 +386,7 @@ do -- TASK_A2G_SEAD
-- --
-- @field #TASK_A2G_SEAD -- @field #TASK_A2G_SEAD
TASK_A2G_SEAD = { TASK_A2G_SEAD = {
ClassName = "TASK_A2G_SEAD", ClassName = "TASK_A2G_SEAD"
} }
--- Instantiates a new TASK_A2G_SEAD. --- Instantiates a new TASK_A2G_SEAD.
@ -408,16 +397,13 @@ do -- TASK_A2G_SEAD
-- @param Core.Set#SET_UNIT TargetSetUnit -- @param Core.Set#SET_UNIT TargetSetUnit
-- @param #string TaskBriefing The briefing of the task. -- @param #string TaskBriefing The briefing of the task.
-- @return #TASK_A2G_SEAD self -- @return #TASK_A2G_SEAD self
function TASK_A2G_SEAD:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing) function TASK_A2G_SEAD:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "SEAD", TaskBriefing ) ) -- #TASK_A2G_SEAD local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "SEAD", TaskBriefing ) ) -- #TASK_A2G_SEAD
self:F() self:F()
Mission:AddTask( self ) Mission:AddTask( self )
self:SetBriefing( self:SetBriefing( TaskBriefing or "Execute a Suppression of Enemy Air Defenses." )
TaskBriefing or
"Execute a Suppression of Enemy Air Defenses."
)
return self return self
end end
@ -470,7 +456,6 @@ do -- TASK_A2G_SEAD
return self return self
end end
end end
do -- TASK_A2G_BAI do -- TASK_A2G_BAI
@ -488,9 +473,7 @@ do -- TASK_A2G_BAI
-- based on detected enemy ground targets. -- based on detected enemy ground targets.
-- --
-- @field #TASK_A2G_BAI -- @field #TASK_A2G_BAI
TASK_A2G_BAI = { TASK_A2G_BAI = { ClassName = "TASK_A2G_BAI" }
ClassName = "TASK_A2G_BAI",
}
--- Instantiates a new TASK_A2G_BAI. --- Instantiates a new TASK_A2G_BAI.
-- @param #TASK_A2G_BAI self -- @param #TASK_A2G_BAI self
@ -506,10 +489,7 @@ do -- TASK_A2G_BAI
Mission:AddTask( self ) Mission:AddTask( self )
self:SetBriefing( self:SetBriefing( TaskBriefing or "Execute a Battlefield Air Interdiction of a group of enemy targets." )
TaskBriefing or
"Execute a Battlefield Air Interdiction of a group of enemy targets."
)
return self return self
end end
@ -564,9 +544,6 @@ do -- TASK_A2G_BAI
end end
do -- TASK_A2G_CAS do -- TASK_A2G_CAS
--- The TASK_A2G_CAS class --- The TASK_A2G_CAS class
@ -581,9 +558,7 @@ do -- TASK_A2G_CAS
-- based on detected enemy ground targets. -- based on detected enemy ground targets.
-- --
-- @field #TASK_A2G_CAS -- @field #TASK_A2G_CAS
TASK_A2G_CAS = { TASK_A2G_CAS = { ClassName = "TASK_A2G_CAS" }
ClassName = "TASK_A2G_CAS",
}
--- Instantiates a new TASK_A2G_CAS. --- Instantiates a new TASK_A2G_CAS.
-- @param #TASK_A2G_CAS self -- @param #TASK_A2G_CAS self
@ -599,17 +574,11 @@ do -- TASK_A2G_CAS
Mission:AddTask( self ) Mission:AddTask( self )
self:SetBriefing( self:SetBriefing( TaskBriefing or ( "Execute a Close Air Support for a group of enemy targets. " .. "Beware of friendlies at the vicinity! " ) )
TaskBriefing or
"Execute a Close Air Support for a group of enemy targets. " ..
"Beware of friendlies at the vicinity! "
)
return self return self
end end
--- Set a score when a target in scope of the A2G attack, has been destroyed . --- Set a score when a target in scope of the A2G attack, has been destroyed .
-- @param #TASK_A2G_CAS self -- @param #TASK_A2G_CAS self
-- @param #string PlayerName The name of the player. -- @param #string PlayerName The name of the player.
@ -658,5 +627,4 @@ do -- TASK_A2G_CAS
return self return self
end end
end end

View File

@ -6,11 +6,12 @@
-- * Dynamically change the tasks as the tactical situation evolves during the mission. -- * Dynamically change the tasks as the tactical situation evolves during the mission.
-- * Dynamically assign (CAS) Close Air Support tasks for human players. -- * Dynamically assign (CAS) Close Air Support tasks for human players.
-- * Dynamically assign (BAI) Battlefield Air Interdiction tasks for human players. -- * Dynamically assign (BAI) Battlefield Air Interdiction tasks for human players.
-- * Dynamically assign (SEAD) Supression of Enemy Air Defense tasks for human players to eliminate G2A missile threats. -- * Dynamically assign (SEAD) Suppression of Enemy Air Defense tasks for human players to eliminate G2A missile threats.
-- * Define and use an EWR (Early Warning Radar) network. -- * Define and use an EWR (Early Warning Radar) network.
-- * Define different ranges to engage upon intruders. -- * Define different ranges to engage upon intruders.
-- * Keep task achievements. -- * Keep task achievements.
-- * Score task achievements.-- -- * Score task achievements.
--
-- === -- ===
-- --
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
@ -122,7 +123,7 @@ do -- TASK_A2G_DISPATCHER
-- F1. Command Center [Lima] -- F1. Command Center [Lima]
-- F1. Mission "Overlord (High)" -- F1. Mission "Overlord (High)"
-- --
-- Command Center [Gori] is controlling Mission "Alpha", "Beta", "Gamma". Alpha is the Primary mission, Beta the Secondary and there is a Tacical mission Gamma. -- Command Center [Gori] is controlling Mission "Alpha", "Beta", "Gamma". Alpha is the Primary mission, Beta the Secondary and there is a Tactical mission Gamma.
-- Command Center [Lima] is controlling Missions "Overlord", which needs to be executed with High priority. -- Command Center [Lima] is controlling Missions "Overlord", which needs to be executed with High priority.
-- --
-- ## 1.1. Mission Menu (Under the Command Center Menu) -- ## 1.1. Mission Menu (Under the Command Center Menu)
@ -196,7 +197,7 @@ do -- TASK_A2G_DISPATCHER
-- --
-- The Mission Reports Menu is a sub menu, that provides options to retrieve further information on the current Mission: -- The Mission Reports Menu is a sub menu, that provides options to retrieve further information on the current Mission:
-- --
-- - **Report Mission Progress**: Shows the progress of the current Mission. Each Task has a %-tage of completion. -- - **Report Mission Progress**: Shows the progress of the current Mission. Each Task has a % of completion.
-- - **Report Players per Task**: Show which players are engaged on which Task within the Mission. -- - **Report Players per Task**: Show which players are engaged on which Task within the Mission.
-- --
-- For CC |Gori|, Mission "Alpha", the Mission Reports menu structure could look like this: -- For CC |Gori|, Mission "Alpha", the Mission Reports menu structure could look like this:
@ -264,7 +265,6 @@ do -- TASK_A2G_DISPATCHER
-- --
-- **The F5. Assigned Task __TaskName__ allows the player to control the current Assigned Task and take further actions.** -- **The F5. Assigned Task __TaskName__ allows the player to control the current Assigned Task and take further actions.**
-- --
--
-- ## 1.3. Join Planned Task Menu -- ## 1.3. Join Planned Task Menu
-- --
-- The Join Planned Task Menu contains the different Planned A2G Tasks **in a structured Menu Hierarchy**. -- The Join Planned Task Menu contains the different Planned A2G Tasks **in a structured Menu Hierarchy**.
@ -388,7 +388,7 @@ do -- TASK_A2G_DISPATCHER
-- - A @{Mission} object. Each task belongs to a Mission. -- - A @{Mission} object. Each task belongs to a Mission.
-- - A @{Detection} object. There are several detection grouping methods to choose from. -- - A @{Detection} object. There are several detection grouping methods to choose from.
-- - A @{Task_A2G_Dispatcher} object. The master A2G task dispatcher. -- - A @{Task_A2G_Dispatcher} object. The master A2G task dispatcher.
-- - A @{Set} of @{Wrapper.Group} objects that will detect the emeny, the RecceSet. This is attached to the @{Detection} object. -- - A @{Set} of @{Wrapper.Group} objects that will detect the enemy, the RecceSet. This is attached to the @{Detection} object.
-- - A @{Set} ob @{Wrapper.Group} objects that will attack the enemy, the AttackSet. This is attached to the @{Task_A2G_Dispatcher} object. -- - A @{Set} ob @{Wrapper.Group} objects that will attack the enemy, the AttackSet. This is attached to the @{Task_A2G_Dispatcher} object.
-- --
-- Below an example mission declaration that is defines a Task A2G Dispatcher object. -- Below an example mission declaration that is defines a Task A2G Dispatcher object.
@ -425,7 +425,7 @@ do -- TASK_A2G_DISPATCHER
-- --
-- -- Now we have everything to setup the main A2G TaskDispatcher. -- -- Now we have everything to setup the main A2G TaskDispatcher.
-- TaskDispatcher = TASK_A2G_DISPATCHER -- TaskDispatcher = TASK_A2G_DISPATCHER
-- :New( Mission, AttackSet, DetectionAreas ) -- We assign the TaskDispatcher under Mission. The AttackSet will engage the enemy and will recieve the dispatched Tasks. The DetectionAreas will report any detected enemies to the TaskDispatcher. -- :New( Mission, AttackSet, DetectionAreas ) -- We assign the TaskDispatcher under Mission. The AttackSet will engage the enemy and will receive the dispatched Tasks. The DetectionAreas will report any detected enemies to the TaskDispatcher.
-- --
-- --
-- --
@ -434,10 +434,9 @@ do -- TASK_A2G_DISPATCHER
ClassName = "TASK_A2G_DISPATCHER", ClassName = "TASK_A2G_DISPATCHER",
Mission = nil, Mission = nil,
Detection = nil, Detection = nil,
Tasks = {}, Tasks = {}
} }
--- TASK_A2G_DISPATCHER constructor. --- TASK_A2G_DISPATCHER constructor.
-- @param #TASK_A2G_DISPATCHER self -- @param #TASK_A2G_DISPATCHER self
-- @param Tasking.Mission#MISSION Mission The mission for which the task dispatching is done. -- @param Tasking.Mission#MISSION Mission The mission for which the task dispatching is done.
@ -451,7 +450,7 @@ do -- TASK_A2G_DISPATCHER
self.Detection = Detection self.Detection = Detection
self.Mission = Mission self.Mission = Mission
self.FlashNewTask = true --set to false to suppress flash messages self.FlashNewTask = true -- set to false to suppress flash messages
self.Detection:FilterCategories( { Unit.Category.GROUND_UNIT } ) self.Detection:FilterCategories( { Unit.Category.GROUND_UNIT } )
@ -472,11 +471,11 @@ do -- TASK_A2G_DISPATCHER
return self return self
end end
--- Set flashing player messages on or off --- Set flashing player messages on or off
-- @param #TASK_A2G_DISPATCHER self -- @param #TASK_A2G_DISPATCHER self
-- @param #boolean onoff Set messages on (true) or off (false) -- @param #boolean onoff Set messages on (true) or off (false)
function TASK_A2G_DISPATCHER:SetSendMessages( onoff ) function TASK_A2G_DISPATCHER:SetSendMessages( onoff )
self.FlashNewTask = onoff self.FlashNewTask = onoff
end end
--- Creates a SEAD task when there are targets for it. --- Creates a SEAD task when there are targets for it.
@ -518,7 +517,6 @@ do -- TASK_A2G_DISPATCHER
local DetectedSet = DetectedItem.Set local DetectedSet = DetectedItem.Set
local DetectedZone = DetectedItem.Zone local DetectedZone = DetectedItem.Zone
-- Determine if the set has ground units. -- Determine if the set has ground units.
-- There should be ground unit friendlies nearby. Airborne units are valid friendlies types. -- There should be ground unit friendlies nearby. Airborne units are valid friendlies types.
-- And there shouldn't be any radar. -- And there shouldn't be any radar.
@ -550,7 +548,6 @@ do -- TASK_A2G_DISPATCHER
local DetectedSet = DetectedItem.Set local DetectedSet = DetectedItem.Set
local DetectedZone = DetectedItem.Zone local DetectedZone = DetectedItem.Zone
-- Determine if the set has ground units. -- Determine if the set has ground units.
-- There shouldn't be any ground unit friendlies nearby. -- There shouldn't be any ground unit friendlies nearby.
-- And there shouldn't be any radar. -- And there shouldn't be any radar.
@ -571,7 +568,6 @@ do -- TASK_A2G_DISPATCHER
return nil return nil
end end
function TASK_A2G_DISPATCHER:RemoveTask( TaskIndex ) function TASK_A2G_DISPATCHER:RemoveTask( TaskIndex )
self.Mission:RemoveTask( self.Tasks[TaskIndex] ) self.Mission:RemoveTask( self.Tasks[TaskIndex] )
self.Tasks[TaskIndex] = nil self.Tasks[TaskIndex] = nil
@ -588,8 +584,8 @@ do -- TASK_A2G_DISPATCHER
function TASK_A2G_DISPATCHER:EvaluateRemoveTask( Mission, Task, TaskIndex, DetectedItemChanged ) function TASK_A2G_DISPATCHER:EvaluateRemoveTask( Mission, Task, TaskIndex, DetectedItemChanged )
if Task then if Task then
if ( Task:IsStatePlanned() and DetectedItemChanged == true ) or Task:IsStateCancelled() then if (Task:IsStatePlanned() and DetectedItemChanged == true) or Task:IsStateCancelled() then
--self:F( "Removing Tasking: " .. Task:GetTaskName() ) -- self:F( "Removing Tasking: " .. Task:GetTaskName() )
self:RemoveTask( TaskIndex ) self:RemoveTask( TaskIndex )
end end
end end
@ -597,7 +593,6 @@ do -- TASK_A2G_DISPATCHER
return Task return Task
end end
--- Assigns tasks in relation to the detected items to the @{Core.Set#SET_GROUP}. --- Assigns tasks in relation to the detected items to the @{Core.Set#SET_GROUP}.
-- @param #TASK_A2G_DISPATCHER self -- @param #TASK_A2G_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Functional.Detection#DETECTION_BASE} derived object. -- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Functional.Detection#DETECTION_BASE} derived object.
@ -638,8 +633,8 @@ do -- TASK_A2G_DISPATCHER
local DetectedItem = DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem local DetectedItem = DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem
local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT
local DetectedZone = DetectedItem.Zone local DetectedZone = DetectedItem.Zone
--self:F( { "Targets in DetectedItem", DetectedItem.ItemID, DetectedSet:Count(), tostring( DetectedItem ) } ) -- self:F( { "Targets in DetectedItem", DetectedItem.ItemID, DetectedSet:Count(), tostring( DetectedItem ) } )
--DetectedSet:Flush( self ) -- DetectedSet:Flush( self )
local DetectedItemID = DetectedItem.ID local DetectedItemID = DetectedItem.ID
local TaskIndex = DetectedItem.Index local TaskIndex = DetectedItem.Index
@ -660,7 +655,7 @@ do -- TASK_A2G_DISPATCHER
Task:SetTargetSetUnit( TargetSetUnit ) Task:SetTargetSetUnit( TargetSetUnit )
Task:SetDetection( Detection, DetectedItem ) Task:SetDetection( Detection, DetectedItem )
Task:UpdateTaskInfo( DetectedItem ) Task:UpdateTaskInfo( DetectedItem )
TargetsReport:Add( Detection:GetChangeText( DetectedItem ) ) TargetsReport:Add( Detection:GetChangeText( DetectedItem ) )
else else
Task:Cancel() Task:Cancel()
end end
@ -694,8 +689,8 @@ do -- TASK_A2G_DISPATCHER
-- Now we send to each group the changes, if any. -- Now we send to each group the changes, if any.
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
local TargetsText = TargetsReport:Text(", ") local TargetsText = TargetsReport:Text( ", " )
if ( Mission:IsGroupAssigned(TaskGroup) ) and TargetsText ~= "" and self.FlashNewTask then if (Mission:IsGroupAssigned( TaskGroup )) and TargetsText ~= "" and self.FlashNewTask then
Mission:GetCommandCenter():MessageToGroup( string.format( "Task %s has change of targets:\n %s", Task:GetName(), TargetsText ), TaskGroup ) Mission:GetCommandCenter():MessageToGroup( string.format( "Task %s has change of targets:\n %s", Task:GetName(), TargetsText ), TaskGroup )
end end
end end
@ -753,7 +748,7 @@ do -- TASK_A2G_DISPATCHER
local TargetSetUnit = self:EvaluateSEAD( DetectedItem ) -- Returns a SetUnit if there are targets to be SEADed... local TargetSetUnit = self:EvaluateSEAD( DetectedItem ) -- Returns a SetUnit if there are targets to be SEADed...
if TargetSetUnit then if TargetSetUnit then
Task = TASK_A2G_SEAD:New( Mission, self.SetGroup, string.format( "SEAD.%03d", DetectedItemID ), TargetSetUnit ) Task = TASK_A2G_SEAD:New( Mission, self.SetGroup, string.format( "SEAD.%03d", DetectedItemID ), TargetSetUnit )
DetectedItem.DesignateMenuName = string.format( "SEAD.%03d", DetectedItemID ) --inject a name for DESIGNATE, if using same DETECTION object DetectedItem.DesignateMenuName = string.format( "SEAD.%03d", DetectedItemID ) -- inject a name for DESIGNATE, if using same DETECTION object
Task:SetDetection( Detection, DetectedItem ) Task:SetDetection( Detection, DetectedItem )
end end
@ -762,7 +757,7 @@ do -- TASK_A2G_DISPATCHER
local TargetSetUnit = self:EvaluateCAS( DetectedItem ) -- Returns a SetUnit if there are targets to be CASed... local TargetSetUnit = self:EvaluateCAS( DetectedItem ) -- Returns a SetUnit if there are targets to be CASed...
if TargetSetUnit then if TargetSetUnit then
Task = TASK_A2G_CAS:New( Mission, self.SetGroup, string.format( "CAS.%03d", DetectedItemID ), TargetSetUnit ) Task = TASK_A2G_CAS:New( Mission, self.SetGroup, string.format( "CAS.%03d", DetectedItemID ), TargetSetUnit )
DetectedItem.DesignateMenuName = string.format( "CAS.%03d", DetectedItemID ) --inject a name for DESIGNATE, if using same DETECTION object DetectedItem.DesignateMenuName = string.format( "CAS.%03d", DetectedItemID ) -- inject a name for DESIGNATE, if using same DETECTION object
Task:SetDetection( Detection, DetectedItem ) Task:SetDetection( Detection, DetectedItem )
end end
@ -771,7 +766,7 @@ do -- TASK_A2G_DISPATCHER
local TargetSetUnit = self:EvaluateBAI( DetectedItem, self.Mission:GetCommandCenter():GetPositionable():GetCoalition() ) -- Returns a SetUnit if there are targets to be BAIed... local TargetSetUnit = self:EvaluateBAI( DetectedItem, self.Mission:GetCommandCenter():GetPositionable():GetCoalition() ) -- Returns a SetUnit if there are targets to be BAIed...
if TargetSetUnit then if TargetSetUnit then
Task = TASK_A2G_BAI:New( Mission, self.SetGroup, string.format( "BAI.%03d", DetectedItemID ), TargetSetUnit ) Task = TASK_A2G_BAI:New( Mission, self.SetGroup, string.format( "BAI.%03d", DetectedItemID ), TargetSetUnit )
DetectedItem.DesignateMenuName = string.format( "BAI.%03d", DetectedItemID ) --inject a name for DESIGNATE, if using same DETECTION object DetectedItem.DesignateMenuName = string.format( "BAI.%03d", DetectedItemID ) -- inject a name for DESIGNATE, if using same DETECTION object
Task:SetDetection( Detection, DetectedItem ) Task:SetDetection( Detection, DetectedItem )
end end
end end
@ -800,14 +795,12 @@ do -- TASK_A2G_DISPATCHER
self:Aborted( Task ) self:Aborted( Task )
end end
TaskReport:Add( Task:GetName() ) TaskReport:Add( Task:GetName() )
else else
self:F("This should not happen") self:F( "This should not happen" )
end end
end end
-- OK, so the tasking has been done, now delete the changes reported for the area. -- OK, so the tasking has been done, now delete the changes reported for the area.
Detection:AcceptChanges( DetectedItem ) Detection:AcceptChanges( DetectedItem )
end end
@ -815,9 +808,9 @@ do -- TASK_A2G_DISPATCHER
-- TODO set menus using the HQ coordinator -- TODO set menus using the HQ coordinator
Mission:GetCommandCenter():SetMenu() Mission:GetCommandCenter():SetMenu()
local TaskText = TaskReport:Text(", ") local TaskText = TaskReport:Text( ", " )
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
if ( not Mission:IsGroupAssigned(TaskGroup) ) and TaskText ~= "" and self.FlashNewTask then if (not Mission:IsGroupAssigned( TaskGroup )) and TaskText ~= "" and self.FlashNewTask then
Mission:GetCommandCenter():MessageToGroup( string.format( "%s has tasks %s. Subscribe to a task using the radio menu.", Mission:GetShortText(), TaskText ), TaskGroup ) Mission:GetCommandCenter():MessageToGroup( string.format( "%s has tasks %s. Subscribe to a task using the radio menu.", Mission:GetShortText(), TaskText ), TaskGroup )
end end
end end

View File

@ -9,7 +9,6 @@
-- @module Utilities.PROFILER -- @module Utilities.PROFILER
-- @image Utils_Profiler.jpg -- @image Utils_Profiler.jpg
--- PROFILER class. --- PROFILER class.
-- @type PROFILER -- @type PROFILER
-- @field #string ClassName Name of the class. -- @field #string ClassName Name of the class.
@ -129,13 +128,13 @@ PROFILER = {
--- Start profiler. --- Start profiler.
-- @param #number Delay Delay in seconds before profiler is stated. Default is immediately. -- @param #number Delay Delay in seconds before profiler is stated. Default is immediately.
-- @param #number Duration Duration in (game) seconds before the profiler is stopped. Default is when mission ends. -- @param #number Duration Duration in (game) seconds before the profiler is stopped. Default is when mission ends.
function PROFILER.Start(Delay, Duration) function PROFILER.Start( Delay, Duration )
-- Check if os, io and lfs are available. -- Check if os, io and lfs are available.
local go=true local go = true
if not os then if not os then
env.error("ERROR: Profiler needs os to be desanitized!") env.error( "ERROR: Profiler needs os to be de-sanitized!" )
go=false go = false
end end
if not io then if not io then
env.error("ERROR: Profiler needs io to be desanitized!") env.error("ERROR: Profiler needs io to be desanitized!")
@ -149,8 +148,8 @@ function PROFILER.Start(Delay, Duration)
return return
end end
if Delay and Delay>0 then if Delay and Delay > 0 then
BASE:ScheduleOnce(Delay, PROFILER.Start, 0, Duration) BASE:ScheduleOnce( Delay, PROFILER.Start, 0, Duration )
else else
-- Set start time. -- Set start time.
@ -161,11 +160,11 @@ function PROFILER.Start(Delay, Duration)
world.addEventHandler(PROFILER.eventHandler) world.addEventHandler(PROFILER.eventHandler)
-- Info in log. -- Info in log.
env.info('############################ Profiler Started ############################') env.info( '############################ Profiler Started ############################' )
if Duration then if Duration then
env.info(string.format("- Will be running for %d seconds", Duration)) env.info( string.format( "- Will be running for %d seconds", Duration ) )
else else
env.info(string.format("- Will be stopped when mission ends")) env.info( string.format( "- Will be stopped when mission ends" ) )
end end
env.info(string.format("- Calls per second threshold %.3f/sec", PROFILER.ThreshCPS)) env.info(string.format("- Calls per second threshold %.3f/sec", PROFILER.ThreshCPS))
env.info(string.format("- Total function time threshold %.3f sec", PROFILER.ThreshTtot)) env.info(string.format("- Total function time threshold %.3f sec", PROFILER.ThreshTtot))
@ -183,7 +182,7 @@ function PROFILER.Start(Delay, Duration)
-- Auto stop profiler. -- Auto stop profiler.
if Duration then if Duration then
PROFILER.Stop(Duration) PROFILER.Stop( Duration )
end end
end end
@ -192,6 +191,14 @@ end
--- Stop profiler. --- Stop profiler.
-- @param #number Delay Delay before stop in seconds. -- @param #number Delay Delay before stop in seconds.
function PROFILER.Stop( Delay )
if Delay and Delay > 0 then
BASE:ScheduleOnce( Delay, PROFILER.Stop )
end
end
function PROFILER.Stop(Delay) function PROFILER.Stop(Delay)
if Delay and Delay>0 then if Delay and Delay>0 then
@ -218,8 +225,8 @@ function PROFILER.Stop(Delay)
end end
--- Event handler. --- Event handler.
function PROFILER.eventHandler:onEvent(event) function PROFILER.eventHandler:onEvent( event )
if event.id==world.event.S_EVENT_MISSION_END then if event.id == world.event.S_EVENT_MISSION_END then
PROFILER.Stop() PROFILER.Stop()
end end
end end
@ -246,7 +253,7 @@ function PROFILER.hook(event)
end end
else else
PROFILER.Counters[f]=PROFILER.Counters[f]+1 PROFILER.Counters[f] = PROFILER.Counters[f] + 1
end end
if PROFILER.fTime[f]==nil then if PROFILER.fTime[f]==nil then
@ -288,15 +295,15 @@ end
--- Write text to log file. --- Write text to log file.
-- @param #function f The file. -- @param #function f The file.
-- @param #string txt The text. -- @param #string txt The text.
function PROFILER._flog(f, txt) function PROFILER._flog( f, txt )
f:write(txt.."\r\n") f:write( txt .. "\r\n" )
end end
--- Show table. --- Show table.
-- @param #table data Data table. -- @param #table data Data table.
-- @param #function f The file. -- @param #function f The file.
-- @param #number runTimeGame Game run time in seconds. -- @param #number runTimeGame Game run time in seconds.
function PROFILER.showTable(data, f, runTimeGame) function PROFILER.showTable( data, f, runTimeGame )
-- Loop over data. -- Loop over data.
for i=1, #data do for i=1, #data do
@ -322,11 +329,11 @@ end
--- Print csv file. --- Print csv file.
-- @param #table data Data table. -- @param #table data Data table.
-- @param #number runTimeGame Game run time in seconds. -- @param #number runTimeGame Game run time in seconds.
function PROFILER.printCSV(data, runTimeGame) function PROFILER.printCSV( data, runTimeGame )
-- Output file. -- Output file.
local file=PROFILER.getfilename("csv") local file = PROFILER.getfilename( "csv" )
local g=io.open(file, 'w') local g = io.open( file, 'w' )
-- Header. -- Header.
local text="Function,Total Calls,Calls per Sec,Total Time,Total in %,Sec per Call,Source File;Line Number," local text="Function,Total Calls,Calls per Sec,Total Time,Total in %,Sec per Call,Source File;Line Number,"
@ -337,7 +344,7 @@ function PROFILER.printCSV(data, runTimeGame)
local t=data[i] --#PROFILER.Data local t=data[i] --#PROFILER.Data
-- Calls per second. -- Calls per second.
local cps=t.count/runTimeGame local cps = t.count / runTimeGame
-- Output -- Output
local txt=string.format("%s,%d,%.1f,%.3f,%.3f,%.3f,%s,%s,", t.func, t.count, cps, t.tm, t.tm/runTimeGame*100, t.tm/t.count, tostring(t.src), tostring(t.line)) local txt=string.format("%s,%d,%.1f,%.3f,%.3f,%.3f,%s,%s,", t.func, t.count, cps, t.tm, t.tm/runTimeGame*100, t.tm/t.count, tostring(t.src), tostring(t.line))
@ -349,7 +356,6 @@ function PROFILER.printCSV(data, runTimeGame)
g:close() g:close()
end end
--- Write info to output file. --- Write info to output file.
-- @param #string ext Extension. -- @param #string ext Extension.
-- @return #string File name. -- @return #string File name.
@ -365,11 +371,11 @@ function PROFILER.getfilename(ext)
return file return file
end end
for i=1,999 do for i = 1, 999 do
local file=string.format("%s%s-%03d.%s", dir,PROFILER.fileNamePrefix, i, ext) local file = string.format( "%s%s-%03d.%s", dir, PROFILER.fileNamePrefix, i, ext )
if not UTILS.FileExists(file) then if not UTILS.FileExists( file ) then
return file return file
end end
@ -380,7 +386,7 @@ end
--- Write info to output file. --- Write info to output file.
-- @param #number runTimeGame Game time in seconds. -- @param #number runTimeGame Game time in seconds.
-- @param #number runTimeOS OS time in seconds. -- @param #number runTimeOS OS time in seconds.
function PROFILER.showInfo(runTimeGame, runTimeOS) function PROFILER.showInfo( runTimeGame, runTimeOS )
-- Output file. -- Output file.
local file=PROFILER.getfilename(PROFILER.fileNameSuffix) local file=PROFILER.getfilename(PROFILER.fileNameSuffix)
@ -418,16 +424,16 @@ function PROFILER.showInfo(runTimeGame, runTimeOS)
} --#PROFILER.Data } --#PROFILER.Data
-- Collect special cases. Somehow, e.g. "_copy" appears multiple times so we try to gather all data. -- Collect special cases. Somehow, e.g. "_copy" appears multiple times so we try to gather all data.
if s=="_copy" then if s == "_copy" then
if tcopy==nil then if tcopy == nil then
tcopy=T tcopy = T
else else
tcopy.count=tcopy.count+T.count tcopy.count = tcopy.count + T.count
tcopy.tm=tcopy.tm+T.tm tcopy.tm = tcopy.tm + T.tm
end end
elseif s=="_Serialize" then elseif s == "_Serialize" then
if tserialize==nil then if tserialize == nil then
tserialize=T tserialize = T
else else
tserialize.count=tserialize.count+T.count tserialize.count=tserialize.count+T.count
tserialize.tm=tserialize.tm+T.tm tserialize.tm=tserialize.tm+T.tm
@ -447,7 +453,7 @@ function PROFILER.showInfo(runTimeGame, runTimeOS)
tpairs.tm=tpairs.tm+T.tm tpairs.tm=tpairs.tm+T.tm
end end
else else
table.insert(t, T) table.insert( t, T )
end end
-- Total function time. -- Total function time.
@ -462,13 +468,13 @@ function PROFILER.showInfo(runTimeGame, runTimeOS)
-- Add special cases. -- Add special cases.
if tcopy then if tcopy then
table.insert(t, tcopy) table.insert( t, tcopy )
end end
if tserialize then if tserialize then
table.insert(t, tserialize) table.insert(t, tserialize)
end end
if tforgen then if tforgen then
table.insert(t, tforgen) table.insert( t, tforgen )
end end
if tpairs then if tpairs then
table.insert(t, tpairs) table.insert(t, tpairs)
@ -538,13 +544,13 @@ function PROFILER.showInfo(runTimeGame, runTimeOS)
PROFILER.showTable(t, f, runTimeGame) PROFILER.showTable(t, f, runTimeGame)
-- Closing. -- Closing.
PROFILER._flog(f,"") PROFILER._flog( f, "" )
PROFILER._flog(f,"************************************************************************************************************************") PROFILER._flog( f, "************************************************************************************************************************" )
PROFILER._flog(f,"************************************************************************************************************************") PROFILER._flog( f, "************************************************************************************************************************" )
PROFILER._flog(f,"************************************************************************************************************************") PROFILER._flog( f, "************************************************************************************************************************" )
-- Close file. -- Close file.
f:close() f:close()
-- Print csv file. -- Print csv file.
PROFILER.printCSV(t, runTimeGame) PROFILER.printCSV( t, runTimeGame )
end end

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@ -1,7 +1,6 @@
--- **Utilities** DCS Simple Text-To-Speech (STTS). --- **Utilities** DCS Simple Text-To-Speech (STTS).
-- --
-- --
--
-- @module Utils.STTS -- @module Utils.STTS
-- @image MOOSE.JPG -- @image MOOSE.JPG
@ -15,7 +14,7 @@
-- --
-- # DCS Modification Required -- # DCS Modification Required
-- --
-- You will need to edit MissionScripting.lua in DCS World/Scripts/MissionScripting.lua and remove the sanitisation. -- You will need to edit MissionScripting.lua in DCS World/Scripts/MissionScripting.lua and remove the sanitization.
-- To do this remove all the code below the comment - the line starts "local function sanitizeModule(name)" -- To do this remove all the code below the comment - the line starts "local function sanitizeModule(name)"
-- Do this without DCS running to allow mission scripts to use os functions. -- Do this without DCS running to allow mission scripts to use os functions.
-- --
@ -23,7 +22,7 @@
-- --
-- # USAGE: -- # USAGE:
-- --
-- Add this script into the mission as a DO SCRIPT or DO SCRIPT FROM FILE to initialise it -- Add this script into the mission as a DO SCRIPT or DO SCRIPT FROM FILE to initialize it
-- Make sure to edit the STTS.SRS_PORT and STTS.DIRECTORY to the correct values before adding to the mission. -- Make sure to edit the STTS.SRS_PORT and STTS.DIRECTORY to the correct values before adding to the mission.
-- Then its as simple as calling the correct function in LUA as a DO SCRIPT or in your own scripts. -- Then its as simple as calling the correct function in LUA as a DO SCRIPT or in your own scripts.
-- --
@ -43,7 +42,7 @@
-- * OPTIONAL - Speed -10 to +10 -- * OPTIONAL - Speed -10 to +10
-- * OPTIONAL - Gender male, female or neuter -- * OPTIONAL - Gender male, female or neuter
-- * OPTIONAL - Culture - en-US, en-GB etc -- * OPTIONAL - Culture - en-US, en-GB etc
-- * OPTIONAL - Voice - a specfic voice by name. Run DCS-SR-ExternalAudio.exe with --help to get the ones you can use on the command line -- * OPTIONAL - Voice - a specific voice by name. Run DCS-SR-ExternalAudio.exe with --help to get the ones you can use on the command line
-- * OPTIONAL - Google TTS - Switch to Google Text To Speech - Requires STTS.GOOGLE_CREDENTIALS path and Google project setup correctly -- * OPTIONAL - Google TTS - Switch to Google Text To Speech - Requires STTS.GOOGLE_CREDENTIALS path and Google project setup correctly
-- --
-- --
@ -55,7 +54,7 @@
-- --
-- ## Example -- ## Example
-- --
--This example will say the words "Hello DCS WORLD" on 251 MHz AM at maximum volume with a client called SRS and to the Blue coalition only centered on the position of the Unit called "A UNIT" -- This example will say the words "Hello DCS WORLD" on 251 MHz AM at maximum volume with a client called SRS and to the Blue coalition only centered on the position of the Unit called "A UNIT"
-- --
-- STTS.TextToSpeech("Hello DCS WORLD","251","AM","1.0","SRS",2,Unit.getByName("A UNIT"):getPoint(),-5,"male","en-GB") -- STTS.TextToSpeech("Hello DCS WORLD","251","AM","1.0","SRS",2,Unit.getByName("A UNIT"):getPoint(),-5,"male","en-GB")
-- --
@ -75,12 +74,12 @@
-- STTS.PlayMP3("C:\\Users\\Ciaran\\Downloads\\PR-Music.mp3","255,31","AM,FM","0.5","Multiple",0) -- STTS.PlayMP3("C:\\Users\\Ciaran\\Downloads\\PR-Music.mp3","255,31","AM,FM","0.5","Multiple",0)
-- --
-- @field #STTS -- @field #STTS
STTS={ STTS = {
ClassName="STTS", ClassName = "STTS",
DIRECTORY="", DIRECTORY = "",
SRS_PORT=5002, SRS_PORT = 5002,
GOOGLE_CREDENTIALS="C:\\Users\\Ciaran\\Downloads\\googletts.json", GOOGLE_CREDENTIALS = "C:\\Users\\Ciaran\\Downloads\\googletts.json",
EXECUTABLE="DCS-SR-ExternalAudio.exe", EXECUTABLE = "DCS-SR-ExternalAudio.exe"
} }
--- FULL Path to the FOLDER containing DCS-SR-ExternalAudio.exe - EDIT TO CORRECT FOLDER --- FULL Path to the FOLDER containing DCS-SR-ExternalAudio.exe - EDIT TO CORRECT FOLDER
@ -92,36 +91,39 @@ STTS.SRS_PORT = 5002
--- Google credentials file --- Google credentials file
STTS.GOOGLE_CREDENTIALS = "C:\\Users\\Ciaran\\Downloads\\googletts.json" STTS.GOOGLE_CREDENTIALS = "C:\\Users\\Ciaran\\Downloads\\googletts.json"
--- DONT CHANGE THIS UNLESS YOU KNOW WHAT YOU'RE DOING --- DON'T CHANGE THIS UNLESS YOU KNOW WHAT YOU'RE DOING
STTS.EXECUTABLE = "DCS-SR-ExternalAudio.exe" STTS.EXECUTABLE = "DCS-SR-ExternalAudio.exe"
--- Function for UUID. --- Function for UUID.
function STTS.uuid() function STTS.uuid()
local random = math.random local random = math.random
local template ='yxxx-xxxxxxxxxxxx' local template = 'yxxx-xxxxxxxxxxxx'
return string.gsub(template, '[xy]', function (c) return string.gsub( template, '[xy]', function( c )
local v = (c == 'x') and random(0, 0xf) or random(8, 0xb) local v = (c == 'x') and random( 0, 0xf ) or random( 8, 0xb )
return string.format('%x', v) return string.format( '%x', v )
end) end )
end end
--- Round a number. --- Round a number.
-- @param #number x Number. -- @param #number x Number.
-- @param #number n Precision. -- @param #number n Precision.
function STTS.round(x, n) function STTS.round( x, n )
n = math.pow(10, n or 0) n = math.pow( 10, n or 0 )
x = x * n x = x * n
if x >= 0 then x = math.floor(x + 0.5) else x = math.ceil(x - 0.5) end if x >= 0 then
x = math.floor( x + 0.5 )
else
x = math.ceil( x - 0.5 )
end
return x / n return x / n
end end
--- Function returns estimated speech time in seconds. --- Function returns estimated speech time in seconds.
-- Assumptions for time calc: 100 Words per min, avarage of 5 letters for english word so -- Assumptions for time calc: 100 Words per min, average of 5 letters for english word so
-- --
-- * 5 chars * 100wpm = 500 characters per min = 8.3 chars per second -- * 5 chars * 100wpm = 500 characters per min = 8.3 chars per second
-- --
-- So lengh of msg / 8.3 = number of seconds needed to read it. rounded down to 8 chars per sec map function: -- So length of msg / 8.3 = number of seconds needed to read it. rounded down to 8 chars per sec map function:
-- --
-- * (x - in_min) * (out_max - out_min) / (in_max - in_min) + out_min -- * (x - in_min) * (out_max - out_min) / (in_max - in_min) + out_min
-- --
@ -137,100 +139,99 @@ function STTS.getSpeechTime(length,speed,isGoogle)
local speedFactor = 1.0 local speedFactor = 1.0
if isGoogle then if isGoogle then
speedFactor = speed speedFactor = speed
else else
if speed ~= 0 then if speed ~= 0 then
speedFactor = math.abs(speed) * (maxRateRatio - 1) / 10 + 1 speedFactor = math.abs( speed ) * (maxRateRatio - 1) / 10 + 1
end end
if speed < 0 then if speed < 0 then
speedFactor = 1/speedFactor speedFactor = 1 / speedFactor
end end
end end
local wpm = math.ceil(100 * speedFactor) local wpm = math.ceil( 100 * speedFactor )
local cps = math.floor((wpm * 5)/60) local cps = math.floor( (wpm * 5) / 60 )
if type(length) == "string" then if type( length ) == "string" then
length = string.len(length) length = string.len( length )
end end
return length/cps --math.ceil(length/cps) return length/cps --math.ceil(length/cps)
end end
--- Text to speech function. --- Text to speech function.
function STTS.TextToSpeech(message, freqs, modulations, volume, name, coalition, point, speed, gender, culture, voice, googleTTS) function STTS.TextToSpeech( message, freqs, modulations, volume, name, coalition, point, speed, gender, culture, voice, googleTTS )
if os == nil or io == nil then if os == nil or io == nil then
env.info("[DCS-STTS] LUA modules os or io are sanitized. skipping. ") env.info( "[DCS-STTS] LUA modules os or io are sanitized. skipping. " )
return return
end end
speed = speed or 1 speed = speed or 1
gender = gender or "female" gender = gender or "female"
culture = culture or "" culture = culture or ""
voice = voice or "" voice = voice or ""
coalition=coalition or "0" coalition = coalition or "0"
name=name or "ROBOT" name = name or "ROBOT"
volume=1 volume = 1
speed=1 speed = 1
message = message:gsub( "\"", "\\\"" )
message = message:gsub("\"","\\\"") local cmd = string.format( "start /min \"\" /d \"%s\" /b \"%s\" -f %s -m %s -c %s -p %s -n \"%s\" -h", STTS.DIRECTORY, STTS.EXECUTABLE, freqs or "305", modulations or "AM", coalition, STTS.SRS_PORT, name )
local cmd = string.format("start /min \"\" /d \"%s\" /b \"%s\" -f %s -m %s -c %s -p %s -n \"%s\" -h", STTS.DIRECTORY, STTS.EXECUTABLE, freqs or "305", modulations or "AM", coalition, STTS.SRS_PORT, name)
if voice ~= "" then if voice ~= "" then
cmd = cmd .. string.format(" -V \"%s\"",voice) cmd = cmd .. string.format( " -V \"%s\"", voice )
else else
if culture ~= "" then if culture ~= "" then
cmd = cmd .. string.format(" -l %s",culture) cmd = cmd .. string.format( " -l %s", culture )
end end
if gender ~= "" then if gender ~= "" then
cmd = cmd .. string.format(" -g %s",gender) cmd = cmd .. string.format( " -g %s", gender )
end end
end end
if googleTTS == true then if googleTTS == true then
cmd = cmd .. string.format(" -G \"%s\"",STTS.GOOGLE_CREDENTIALS) cmd = cmd .. string.format( " -G \"%s\"", STTS.GOOGLE_CREDENTIALS )
end end
if speed ~= 1 then if speed ~= 1 then
cmd = cmd .. string.format(" -s %s",speed) cmd = cmd .. string.format( " -s %s", speed )
end end
if volume ~= 1.0 then if volume ~= 1.0 then
cmd = cmd .. string.format(" -v %s",volume) cmd = cmd .. string.format( " -v %s", volume )
end end
if point and type(point) == "table" and point.x then if point and type( point ) == "table" and point.x then
local lat, lon, alt = coord.LOtoLL(point) local lat, lon, alt = coord.LOtoLL( point )
lat = STTS.round(lat,4) lat = STTS.round( lat, 4 )
lon = STTS.round(lon,4) lon = STTS.round( lon, 4 )
alt = math.floor(alt) alt = math.floor( alt )
cmd = cmd .. string.format(" -L %s -O %s -A %s",lat,lon,alt) cmd = cmd .. string.format( " -L %s -O %s -A %s", lat, lon, alt )
end end
cmd = cmd ..string.format(" -t \"%s\"",message) cmd = cmd .. string.format( " -t \"%s\"", message )
if string.len(cmd) > 255 then if string.len( cmd ) > 255 then
local filename = os.getenv('TMP') .. "\\DCS_STTS-" .. STTS.uuid() .. ".bat" local filename = os.getenv( 'TMP' ) .. "\\DCS_STTS-" .. STTS.uuid() .. ".bat"
local script = io.open(filename,"w+") local script = io.open( filename, "w+" )
script:write(cmd .. " && exit" ) script:write( cmd .. " && exit" )
script:close() script:close()
cmd = string.format("\"%s\"",filename) cmd = string.format( "\"%s\"", filename )
timer.scheduleFunction(os.remove, filename, timer.getTime() + 1) timer.scheduleFunction( os.remove, filename, timer.getTime() + 1 )
end end
if string.len(cmd) > 255 then if string.len( cmd ) > 255 then
env.info("[DCS-STTS] - cmd string too long") env.info( "[DCS-STTS] - cmd string too long" )
env.info("[DCS-STTS] TextToSpeech Command :\n" .. cmd.."\n") env.info( "[DCS-STTS] TextToSpeech Command :\n" .. cmd .. "\n" )
end end
os.execute(cmd) os.execute( cmd )
return STTS.getSpeechTime(message,speed,googleTTS) return STTS.getSpeechTime( message, speed, googleTTS )
end end
--- Play mp3 function. --- Play mp3 function.
@ -238,22 +239,21 @@ end
-- @param #string freqs Frequencies, e.g. "305, 256". -- @param #string freqs Frequencies, e.g. "305, 256".
-- @param #string modulations Modulations, e.g. "AM, FM". -- @param #string modulations Modulations, e.g. "AM, FM".
-- @param #string volume Volume, e.g. "0.5". -- @param #string volume Volume, e.g. "0.5".
function STTS.PlayMP3(pathToMP3, freqs, modulations, volume, name, coalition, point) function STTS.PlayMP3( pathToMP3, freqs, modulations, volume, name, coalition, point )
local cmd = string.format("start \"\" /d \"%s\" /b /min \"%s\" -i \"%s\" -f %s -m %s -c %s -p %s -n \"%s\" -v %s -h", local cmd = string.format( "start \"\" /d \"%s\" /b /min \"%s\" -i \"%s\" -f %s -m %s -c %s -p %s -n \"%s\" -v %s -h", STTS.DIRECTORY, STTS.EXECUTABLE, pathToMP3, freqs or "305", modulations or "AM", coalition or "0", STTS.SRS_PORT, name or "ROBOT", volume or "1" )
STTS.DIRECTORY, STTS.EXECUTABLE, pathToMP3, freqs or "305", modulations or "AM", coalition or "0", STTS.SRS_PORT, name or "ROBOT", volume or "1")
if point and type(point) == "table" and point.x then if point and type( point ) == "table" and point.x then
local lat, lon, alt = coord.LOtoLL(point) local lat, lon, alt = coord.LOtoLL( point )
lat = STTS.round(lat,4) lat = STTS.round( lat, 4 )
lon = STTS.round(lon,4) lon = STTS.round( lon, 4 )
alt = math.floor(alt) alt = math.floor( alt )
cmd = cmd .. string.format(" -L %s -O %s -A %s",lat,lon,alt) cmd = cmd .. string.format( " -L %s -O %s -A %s", lat, lon, alt )
end end
env.info("[DCS-STTS] MP3/OGG Command :\n" .. cmd.."\n") env.info( "[DCS-STTS] MP3/OGG Command :\n" .. cmd .. "\n" )
os.execute(cmd) os.execute( cmd )
end end

View File

@ -54,7 +54,7 @@
-- * @{#AIRBASE.Find}(): Find a AIRBASE instance from the _DATABASE object using a DCS Airbase object. -- * @{#AIRBASE.Find}(): Find a AIRBASE instance from the _DATABASE object using a DCS Airbase object.
-- * @{#AIRBASE.FindByName}(): Find a AIRBASE instance from the _DATABASE object using a DCS Airbase name. -- * @{#AIRBASE.FindByName}(): Find a AIRBASE instance from the _DATABASE object using a DCS Airbase name.
-- --
-- IMPORTANT: ONE SHOULD NEVER SANATIZE these AIRBASE OBJECT REFERENCES! (make the AIRBASE object references nil). -- IMPORTANT: ONE SHOULD NEVER SANITIZE these AIRBASE OBJECT REFERENCES! (make the AIRBASE object references nil).
-- --
-- ## DCS Airbase APIs -- ## DCS Airbase APIs
-- --
@ -65,13 +65,14 @@
-- --
-- @field #AIRBASE AIRBASE -- @field #AIRBASE AIRBASE
AIRBASE = { AIRBASE = {
ClassName="AIRBASE", ClassName = "AIRBASE",
CategoryName = { CategoryName = {
[Airbase.Category.AIRDROME] = "Airdrome", [Airbase.Category.AIRDROME] = "Airdrome",
[Airbase.Category.HELIPAD] = "Helipad", [Airbase.Category.HELIPAD] = "Helipad",
[Airbase.Category.SHIP] = "Ship", [Airbase.Category.SHIP] = "Ship",
}, },
} activerwyno = nil,
}
--- Enumeration to identify the airbases in the Caucasus region. --- Enumeration to identify the airbases in the Caucasus region.
-- --
@ -122,7 +123,7 @@ AIRBASE.Caucasus = {
["Nalchik"] = "Nalchik", ["Nalchik"] = "Nalchik",
["Mozdok"] = "Mozdok", ["Mozdok"] = "Mozdok",
["Beslan"] = "Beslan", ["Beslan"] = "Beslan",
} }
--- Airbases of the Nevada map: --- Airbases of the Nevada map:
-- --
@ -163,7 +164,7 @@ AIRBASE.Nevada = {
["Pahute_Mesa_Airstrip"] = "Pahute Mesa", ["Pahute_Mesa_Airstrip"] = "Pahute Mesa",
["Tonopah_Airport"] = "Tonopah", ["Tonopah_Airport"] = "Tonopah",
["Tonopah_Test_Range_Airfield"] = "Tonopah Test Range", ["Tonopah_Test_Range_Airfield"] = "Tonopah Test Range",
} }
--- Airbases of the Normandy map: --- Airbases of the Normandy map:
-- --
@ -478,14 +479,14 @@ AIRBASE.Syria={
-- * AIRBASE.MarianaIslands.Tinian_Intl -- * AIRBASE.MarianaIslands.Tinian_Intl
-- * AIRBASE.MarianaIslands.Olf_Orote -- * AIRBASE.MarianaIslands.Olf_Orote
-- --
--@field MarianaIslands -- @field MarianaIslands
AIRBASE.MarianaIslands={ AIRBASE.MarianaIslands = {
["Rota_Intl"]="Rota Intl", ["Rota_Intl"] = "Rota Intl",
["Andersen_AFB"]="Andersen AFB", ["Andersen_AFB"] = "Andersen AFB",
["Antonio_B_Won_Pat_Intl"]="Antonio B. Won Pat Intl", ["Antonio_B_Won_Pat_Intl"] = "Antonio B. Won Pat Intl",
["Saipan_Intl"]="Saipan Intl", ["Saipan_Intl"] = "Saipan Intl",
["Tinian_Intl"]="Tinian Intl", ["Tinian_Intl"] = "Tinian Intl",
["Olf_Orote"]="Olf Orote", ["Olf_Orote"] = "Olf Orote",
} }
--- Airbases of the South Atlantic map: --- Airbases of the South Atlantic map:

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@ -571,7 +571,7 @@ function GROUP:GetSpeedMax()
local Units=self:GetUnits() local Units=self:GetUnits()
local speedmax=nil local speedmax=0
for _,unit in pairs(Units) do for _,unit in pairs(Units) do
local unit=unit --Wrapper.Unit#UNIT local unit=unit --Wrapper.Unit#UNIT
@ -725,6 +725,30 @@ function GROUP:GetUnit( UnitNumber )
end end
--- Check if an (air) group is a client or player slot. Information is retrieved from the group template.
-- @param #GROUP self
-- @return #boolean If true, group is associated with a client or player slot.
function GROUP:IsPlayer()
-- Get group.
-- local group=self:GetGroup()
-- Units of template group.
local units=self:GetTemplate().units
-- Get numbers.
for _,unit in pairs(units) do
-- Check if unit name matach and skill is Client or Player.
if unit.name==self:GetName() and (unit.skill=="Client" or unit.skill=="Player") then
return true
end
end
return false
end
--- Returns the DCS Unit with number UnitNumber. --- Returns the DCS Unit with number UnitNumber.
-- If the underlying DCS Unit does not exist, the method will return nil. . -- If the underlying DCS Unit does not exist, the method will return nil. .
-- @param #GROUP self -- @param #GROUP self
@ -732,11 +756,24 @@ end
-- @return DCS#Unit The DCS Unit. -- @return DCS#Unit The DCS Unit.
function GROUP:GetDCSUnit( UnitNumber ) function GROUP:GetDCSUnit( UnitNumber )
local DCSGroup=self:GetDCSObject() local DCSGroup = self:GetDCSObject()
if DCSGroup then if DCSGroup then
local DCSUnitFound=DCSGroup:getUnit( UnitNumber )
return DCSUnitFound if DCSGroup.getUnit and DCSGroup:getUnit( UnitNumber ) then
return DCSGroup:getUnit( UnitNumber )
else
local UnitFound = nil
-- 2.7.1 dead event bug, return the first alive unit instead
local units = DCSGroup:getUnits() or {}
for _,_unit in pairs(units) do
if _unit and _unit:isExist() then
return _unit
end
end
end
end end
return nil return nil
@ -1084,7 +1121,6 @@ function GROUP:GetCoordinate()
end end
BASE:E( { "Cannot GetCoordinate", Group = self, Alive = self:IsAlive() } ) BASE:E( { "Cannot GetCoordinate", Group = self, Alive = self:IsAlive() } )
return nil
end end
@ -1116,6 +1152,8 @@ end
function GROUP:GetHeading() function GROUP:GetHeading()
self:F2(self.GroupName) self:F2(self.GroupName)
self:F2(self.GroupName)
local GroupSize = self:GetSize() local GroupSize = self:GetSize()
local HeadingAccumulator = 0 local HeadingAccumulator = 0
local n=0 local n=0

View File

@ -171,7 +171,7 @@ function IDENTIFIABLE:GetCoalitionName()
if DCSIdentifiable then if DCSIdentifiable then
-- Get coaliton ID. -- Get coalition ID.
local IdentifiableCoalition = DCSIdentifiable:getCoalition() local IdentifiableCoalition = DCSIdentifiable:getCoalition()
self:T3( IdentifiableCoalition ) self:T3( IdentifiableCoalition )

View File

@ -15,7 +15,6 @@
-- @module Wrapper.Marker -- @module Wrapper.Marker
-- @image MOOSE_Core.JPG -- @image MOOSE_Core.JPG
--- Marker class. --- Marker class.
-- @type MARKER -- @type MARKER
-- @field #string ClassName Name of the class. -- @field #string ClassName Name of the class.
@ -24,7 +23,7 @@
-- @field #number mid Marker ID. -- @field #number mid Marker ID.
-- @field Core.Point#COORDINATE coordinate Coordinate of the mark. -- @field Core.Point#COORDINATE coordinate Coordinate of the mark.
-- @field #string text Text displayed in the mark panel. -- @field #string text Text displayed in the mark panel.
-- @field #string message Message dispayed when the mark is added. -- @field #string message Message displayed when the mark is added.
-- @field #boolean readonly Marker is read-only. -- @field #boolean readonly Marker is read-only.
-- @field #number coalition Coalition to which the marker is displayed. -- @field #number coalition Coalition to which the marker is displayed.
-- @extends Core.Fsm#FSM -- @extends Core.Fsm#FSM
@ -42,29 +41,29 @@
-- # Create a Marker -- # Create a Marker
-- --
-- -- Create a MARKER object at Batumi with a trivial text. -- -- Create a MARKER object at Batumi with a trivial text.
-- local Coordinate=AIRBASE:FindByName("Batumi"):GetCoordinate() -- local Coordinate = AIRBASE:FindByName( "Batumi" ):GetCoordinate()
-- mymarker=MARKER:New(Coordinate, "I am Batumi Airfield") -- mymarker = MARKER:New( Coordinate, "I am Batumi Airfield" )
-- --
-- Now this does **not** show the marker yet. We still need to specifiy to whom it is shown. There are several options, i.e. -- Now this does **not** show the marker yet. We still need to specify to whom it is shown. There are several options, i.e.
-- show the marker to everyone, to a speficic coaliton only, or only to a specific group. -- show the marker to everyone, to a specific coalition only, or only to a specific group.
-- --
-- ## For Everyone -- ## For Everyone
-- --
-- If the marker should be visible to everyone, you can use the :ToAll() function. -- If the marker should be visible to everyone, you can use the :ToAll() function.
-- --
-- mymarker=MARKER:New(Coordinate, "I am Batumi Airfield"):ToAll() -- mymarker = MARKER:New( Coordinate, "I am Batumi Airfield" ):ToAll()
-- --
-- ## For a Coaliton -- ## For a Coalition
-- --
-- If the maker should be visible to a specific coalition, you can use the :ToCoalition() function. -- If the maker should be visible to a specific coalition, you can use the :ToCoalition() function.
-- --
-- mymarker=MARKER:New(Coordinate, "I am Batumi Airfield"):ToCoaliton(coaliton.side.BLUE) -- mymarker = MARKER:New( Coordinate , "I am Batumi Airfield" ):ToCoalition( coalition.side.BLUE )
-- --
-- ### To Blue Coaliton -- ### To Blue Coalition
-- --
-- ### To Red Coalition -- ### To Red Coalition
-- --
-- This would show the marker only to the Blue coaliton. -- This would show the marker only to the Blue coalition.
-- --
-- ## For a Group -- ## For a Group
-- --
@ -76,28 +75,28 @@
-- --
-- The marker text and coordinate can be updated easily as shown below. -- The marker text and coordinate can be updated easily as shown below.
-- --
-- However, note that **updateing involves to remove and recreate the marker if either text or its coordinate is changed**. -- However, note that **updating involves to remove and recreate the marker if either text or its coordinate is changed**.
-- *This is a DCS scripting engine limitation.* -- *This is a DCS scripting engine limitation.*
-- --
-- ## Update Text -- ## Update Text
-- --
-- If you created a marker "mymarker" as shown above, you can update the dispayed test by -- If you created a marker "mymarker" as shown above, you can update the displayed test by
-- --
-- mymarker:UpdateText("I am the new text at Batumi") -- mymarker:UpdateText( "I am the new text at Batumi" )
-- --
-- The update can also be delayed by, e.g. 90 seconds, using -- The update can also be delayed by, e.g. 90 seconds, using
-- --
-- mymarker:UpdateText("I am the new text at Batumi", 90) -- mymarker:UpdateText( "I am the new text at Batumi", 90 )
-- --
-- ## Update Coordinate -- ## Update Coordinate
-- --
-- If you created a marker "mymarker" as shown above, you can update its coordinate on the F10 map by -- If you created a marker "mymarker" as shown above, you can update its coordinate on the F10 map by
-- --
-- mymarker:UpdateCoordinate(NewCoordinate) -- mymarker:UpdateCoordinate( NewCoordinate )
-- --
-- The update can also be delayed by, e.g. 60 seconds, using -- The update can also be delayed by, e.g. 60 seconds, using
-- --
-- mymarker:UpdateCoordinate(NewCoordinate, 60) -- mymarker:UpdateCoordinate( NewCoordinate , 60 )
-- --
-- # Retrieve Data -- # Retrieve Data
-- --
@ -105,18 +104,18 @@
-- --
-- ## Text -- ## Text
-- --
-- local text=mymarker:GetText() -- local text =mymarker:GetText()
-- env.info("Marker Text = " .. text) -- env.info( "Marker Text = " .. text )
-- --
-- ## Coordinate -- ## Coordinate
-- --
-- local Coordinate=mymarker:GetCoordinate() -- local Coordinate = mymarker:GetCoordinate()
-- env.info("Marker Coordinate LL DSM = " .. Coordinate:ToStringLLDMS()) -- env.info( "Marker Coordinate LL DSM = " .. Coordinate:ToStringLLDMS() )
-- --
-- --
-- # FSM Events -- # FSM Events
-- --
-- Moose creates addditonal events, so called FSM event, when markers are added, changed, removed, and text or the coordianteis updated. -- Moose creates additional events, so called FSM event, when markers are added, changed, removed, and text or the coordinate is updated.
-- --
-- These events can be captured and used for processing via OnAfter functions as shown below. -- These events can be captured and used for processing via OnAfter functions as shown below.
-- --
@ -133,22 +132,21 @@
-- --
-- # Examples -- # Examples
-- --
--
-- @field #MARKER -- @field #MARKER
MARKER = { MARKER = {
ClassName = "MARKER", ClassName = "MARKER",
Debug = false, Debug = false,
lid = nil, lid = nil,
mid = nil, mid = nil,
coordinate = nil, coordinate = nil,
text = nil, text = nil,
message = nil, message = nil,
readonly = nil, readonly = nil,
coalition = nil, coalition = nil,
} }
--- Marker ID. Running number. --- Marker ID. Running number.
_MARKERID=0 _MARKERID = 0
--- Marker class version. --- Marker class version.
-- @field #string version -- @field #string version
@ -172,38 +170,40 @@ MARKER.version="0.1.1"
-- @param Core.Point#COORDINATE Coordinate Coordinate where to place the marker. -- @param Core.Point#COORDINATE Coordinate Coordinate where to place the marker.
-- @param #string Text Text displayed on the mark panel. -- @param #string Text Text displayed on the mark panel.
-- @return #MARKER self -- @return #MARKER self
function MARKER:New(Coordinate, Text) function MARKER:New( Coordinate, Text )
-- Inherit everything from FSM class. -- Inherit everything from FSM class.
local self = BASE:Inherit( self, FSM:New() ) -- #MARKER
local self=BASE:Inherit(self, FSM:New()) -- #MARKER local self=BASE:Inherit(self, FSM:New()) -- #MARKER
self.coordinate=UTILS.DeepCopy(Coordinate) self.coordinate=UTILS.DeepCopy(Coordinate)
self.text=Text self.text = Text
-- Defaults -- Defaults
self.readonly=false self.readonly = false
self.message="" self.message = ""
-- New marker ID. This is not the one of the actual marker. -- New marker ID. This is not the one of the actual marker.
_MARKERID=_MARKERID+1 _MARKERID = _MARKERID + 1
self.myid=_MARKERID self.myid = _MARKERID
-- Log ID. -- Log ID.
self.lid=string.format("Marker #%d | ", self.myid) self.lid = string.format( "Marker #%d | ", self.myid )
-- Start State. -- Start State.
self:SetStartState("Invisible") self:SetStartState( "Invisible" )
-- Add FSM transitions. -- Add FSM transitions.
-- From State --> Event --> To State -- From State --> Event --> To State
self:AddTransition("Invisible", "Added", "Visible") -- Marker was added. self:AddTransition( "Invisible", "Added", "Visible" ) -- Marker was added.
self:AddTransition("Visible", "Removed", "Invisible") -- Marker was removed. self:AddTransition( "Visible", "Removed", "Invisible" ) -- Marker was removed.
self:AddTransition("*", "Changed", "*") -- Marker was changed. self:AddTransition( "*", "Changed", "*" ) -- Marker was changed.
self:AddTransition("*", "TextUpdate", "*") -- Text updated. self:AddTransition( "*", "TextUpdate", "*" ) -- Text updated.
self:AddTransition("*", "CoordUpdate", "*") -- Coordinates updated. self:AddTransition( "*", "CoordUpdate", "*" ) -- Coordinates updated.
--- Triggers the FSM event "Added". --- Triggers the FSM event "Added".
-- @function [parent=#MARKER] Added -- @function [parent=#MARKER] Added
@ -223,7 +223,6 @@ function MARKER:New(Coordinate, Text)
-- @param #string To To state. -- @param #string To To state.
-- @param Core.Event#EVENTDATA EventData Event data table. -- @param Core.Event#EVENTDATA EventData Event data table.
--- Triggers the FSM event "Removed". --- Triggers the FSM event "Removed".
-- @function [parent=#MARKER] Removed -- @function [parent=#MARKER] Removed
-- @param #MARKER self -- @param #MARKER self
@ -242,7 +241,6 @@ function MARKER:New(Coordinate, Text)
-- @param #string To To state. -- @param #string To To state.
-- @param Core.Event#EVENTDATA EventData Event data table. -- @param Core.Event#EVENTDATA EventData Event data table.
--- Triggers the FSM event "Changed". --- Triggers the FSM event "Changed".
-- @function [parent=#MARKER] Changed -- @function [parent=#MARKER] Changed
-- @param #MARKER self -- @param #MARKER self
@ -261,7 +259,6 @@ function MARKER:New(Coordinate, Text)
-- @param #string To To state. -- @param #string To To state.
-- @param Core.Event#EVENTDATA EventData Event data table. -- @param Core.Event#EVENTDATA EventData Event data table.
--- Triggers the FSM event "TextUpdate". --- Triggers the FSM event "TextUpdate".
-- @function [parent=#MARKER] TextUpdate -- @function [parent=#MARKER] TextUpdate
-- @param #MARKER self -- @param #MARKER self
@ -280,7 +277,6 @@ function MARKER:New(Coordinate, Text)
-- @param #string To To state. -- @param #string To To state.
-- @param #string Text The new text. -- @param #string Text The new text.
--- Triggers the FSM event "CoordUpdate". --- Triggers the FSM event "CoordUpdate".
-- @function [parent=#MARKER] CoordUpdate -- @function [parent=#MARKER] CoordUpdate
-- @param #MARKER self -- @param #MARKER self
@ -299,11 +295,10 @@ function MARKER:New(Coordinate, Text)
-- @param #string To To state. -- @param #string To To state.
-- @param Core.Point#COORDINATE Coordinate The updated Coordinate. -- @param Core.Point#COORDINATE Coordinate The updated Coordinate.
-- Handle events. -- Handle events.
self:HandleEvent(EVENTS.MarkAdded) self:HandleEvent( EVENTS.MarkAdded )
self:HandleEvent(EVENTS.MarkRemoved) self:HandleEvent( EVENTS.MarkRemoved )
self:HandleEvent(EVENTS.MarkChange) self:HandleEvent( EVENTS.MarkChange )
return self return self
end end
@ -317,7 +312,7 @@ end
-- @return #MARKER self -- @return #MARKER self
function MARKER:ReadOnly() function MARKER:ReadOnly()
self.readonly=true self.readonly = true
return self return self
end end
@ -336,9 +331,9 @@ end
-- @param #MARKER self -- @param #MARKER self
-- @param #string Text Message displayed when the marker is added. -- @param #string Text Message displayed when the marker is added.
-- @return #MARKER self -- @return #MARKER self
function MARKER:Message(Text) function MARKER:Message( Text )
self.message=Text or "" self.message = Text or ""
return self return self
end end
@ -347,28 +342,28 @@ end
-- @param #MARKER self -- @param #MARKER self
-- @param #number Delay (Optional) Delay in seconds, before the marker is created. -- @param #number Delay (Optional) Delay in seconds, before the marker is created.
-- @return #MARKER self -- @return #MARKER self
function MARKER:ToAll(Delay) function MARKER:ToAll( Delay )
if Delay and Delay>0 then if Delay and Delay > 0 then
self:ScheduleOnce(Delay, MARKER.ToAll, self) self:ScheduleOnce( Delay, MARKER.ToAll, self )
else else
self.toall=true self.toall = true
self.tocoaliton=nil self.tocoalition = nil
self.coalition=nil self.coalition = nil
self.togroup=nil self.togroup = nil
self.groupname=nil self.groupname = nil
self.groupid=nil self.groupid = nil
-- First remove an existing mark. -- First remove an existing mark.
if self.shown then if self.shown then
self:Remove() self:Remove()
end end
self.mid=UTILS.GetMarkID() self.mid = UTILS.GetMarkID()
-- Call DCS function. -- Call DCS function.
trigger.action.markToAll(self.mid, self.text, self.coordinate:GetVec3(), self.readonly, self.message) trigger.action.markToAll( self.mid, self.text, self.coordinate:GetVec3(), self.readonly, self.message )
end end
@ -377,32 +372,32 @@ end
--- Place marker visible for a specific coalition only. --- Place marker visible for a specific coalition only.
-- @param #MARKER self -- @param #MARKER self
-- @param #number Coalition Coalition 1=Red, 2=Blue, 0=Neutral. See `coaliton.side.RED`. -- @param #number Coalition Coalition 1=Red, 2=Blue, 0=Neutral. See `coalition.side.RED`.
-- @param #number Delay (Optional) Delay in seconds, before the marker is created. -- @param #number Delay (Optional) Delay in seconds, before the marker is created.
-- @return #MARKER self -- @return #MARKER self
function MARKER:ToCoalition(Coalition, Delay) function MARKER:ToCoalition( Coalition, Delay )
if Delay and Delay>0 then if Delay and Delay > 0 then
self:ScheduleOnce(Delay, MARKER.ToCoalition, self, Coalition) self:ScheduleOnce( Delay, MARKER.ToCoalition, self, Coalition )
else else
self.coalition=Coalition self.coalition = Coalition
self.tocoaliton=true self.tocoalition = true
self.toall=false self.toall = false
self.togroup=false self.togroup = false
self.groupname=nil self.groupname = nil
self.groupid=nil self.groupid = nil
-- First remove an existing mark. -- First remove an existing mark.
if self.shown then if self.shown then
self:Remove() self:Remove()
end end
self.mid=UTILS.GetMarkID() self.mid = UTILS.GetMarkID()
-- Call DCS function. -- Call DCS function.
trigger.action.markToCoalition(self.mid, self.text, self.coordinate:GetVec3(), self.coalition, self.readonly, self.message) trigger.action.markToCoalition( self.mid, self.text, self.coordinate:GetVec3(), self.coalition, self.readonly, self.message )
end end
@ -413,8 +408,8 @@ end
-- @param #MARKER self -- @param #MARKER self
-- @param #number Delay (Optional) Delay in seconds, before the marker is created. -- @param #number Delay (Optional) Delay in seconds, before the marker is created.
-- @return #MARKER self -- @return #MARKER self
function MARKER:ToBlue(Delay) function MARKER:ToBlue( Delay )
self:ToCoalition(coalition.side.BLUE, Delay) self:ToCoalition( coalition.side.BLUE, Delay )
return self return self
end end
@ -422,8 +417,8 @@ end
-- @param #MARKER self -- @param #MARKER self
-- @param #number Delay (Optional) Delay in seconds, before the marker is created. -- @param #number Delay (Optional) Delay in seconds, before the marker is created.
-- @return #MARKER self -- @return #MARKER self
function MARKER:ToRed(Delay) function MARKER:ToRed( Delay )
self:ToCoalition(coalition.side.RED, Delay) self:ToCoalition( coalition.side.RED, Delay )
return self return self
end end
@ -431,51 +426,50 @@ end
-- @param #MARKER self -- @param #MARKER self
-- @param #number Delay (Optional) Delay in seconds, before the marker is created. -- @param #number Delay (Optional) Delay in seconds, before the marker is created.
-- @return #MARKER self -- @return #MARKER self
function MARKER:ToNeutral(Delay) function MARKER:ToNeutral( Delay )
self:ToCoalition(coalition.side.NEUTRAL, Delay) self:ToCoalition( coalition.side.NEUTRAL, Delay )
return self return self
end end
--- Place marker visible for a specific group only. --- Place marker visible for a specific group only.
-- @param #MARKER self -- @param #MARKER self
-- @param Wrapper.Group#GROUP Group The group to which the marker is displayed. -- @param Wrapper.Group#GROUP Group The group to which the marker is displayed.
-- @param #number Delay (Optional) Delay in seconds, before the marker is created. -- @param #number Delay (Optional) Delay in seconds, before the marker is created.
-- @return #MARKER self -- @return #MARKER self
function MARKER:ToGroup(Group, Delay) function MARKER:ToGroup( Group, Delay )
if Delay and Delay>0 then if Delay and Delay > 0 then
self:ScheduleOnce(Delay, MARKER.ToGroup, self, Group) self:ScheduleOnce( Delay, MARKER.ToGroup, self, Group )
else else
-- Check if group exists. -- Check if group exists.
if Group and Group:IsAlive()~=nil then if Group and Group:IsAlive() ~= nil then
self.groupid=Group:GetID() self.groupid = Group:GetID()
if self.groupid then if self.groupid then
self.groupname=Group:GetName() self.groupname = Group:GetName()
self.togroup=true self.togroup = true
self.tocoaliton=nil self.tocoalition = nil
self.coalition=nil self.coalition = nil
self.toall=nil self.toall = nil
-- First remove an existing mark. -- First remove an existing mark.
if self.shown then if self.shown then
self:Remove() self:Remove()
end end
self.mid=UTILS.GetMarkID() self.mid = UTILS.GetMarkID()
-- Call DCS function. -- Call DCS function.
trigger.action.markToGroup(self.mid, self.text, self.coordinate:GetVec3(), self.groupid, self.readonly, self.message) trigger.action.markToGroup( self.mid, self.text, self.coordinate:GetVec3(), self.groupid, self.readonly, self.message )
end end
else else
--TODO: Warning! -- TODO: Warning!
end end
end end
@ -488,17 +482,17 @@ end
-- @param #string Text Updated text. -- @param #string Text Updated text.
-- @param #number Delay (Optional) Delay in seconds, before the marker is created. -- @param #number Delay (Optional) Delay in seconds, before the marker is created.
-- @return #MARKER self -- @return #MARKER self
function MARKER:UpdateText(Text, Delay) function MARKER:UpdateText( Text, Delay )
if Delay and Delay>0 then if Delay and Delay > 0 then
self:ScheduleOnce(Delay, MARKER.UpdateText, self, Text) self:ScheduleOnce( Delay, MARKER.UpdateText, self, Text )
else else
self.text=tostring(Text) self.text = tostring( Text )
self:Refresh() self:Refresh()
self:TextUpdate(tostring(Text)) self:TextUpdate( tostring( Text ) )
end end
@ -510,17 +504,17 @@ end
-- @param Core.Point#COORDINATE Coordinate The new coordinate. -- @param Core.Point#COORDINATE Coordinate The new coordinate.
-- @param #number Delay (Optional) Delay in seconds, before the marker is created. -- @param #number Delay (Optional) Delay in seconds, before the marker is created.
-- @return #MARKER self -- @return #MARKER self
function MARKER:UpdateCoordinate(Coordinate, Delay) function MARKER:UpdateCoordinate( Coordinate, Delay )
if Delay and Delay>0 then if Delay and Delay > 0 then
self:ScheduleOnce(Delay, MARKER.UpdateCoordinate, self, Coordinate) self:ScheduleOnce( Delay, MARKER.UpdateCoordinate, self, Coordinate )
else else
self.coordinate=Coordinate self.coordinate = Coordinate
self:Refresh() self:Refresh()
self:CoordUpdate(Coordinate) self:CoordUpdate( Coordinate )
end end
@ -531,28 +525,28 @@ end
-- @param #MARKER self -- @param #MARKER self
-- @param #number Delay (Optional) Delay in seconds, before the marker is created. -- @param #number Delay (Optional) Delay in seconds, before the marker is created.
-- @return #MARKER self -- @return #MARKER self
function MARKER:Refresh(Delay) function MARKER:Refresh( Delay )
if Delay and Delay>0 then if Delay and Delay > 0 then
self:ScheduleOnce(Delay, MARKER.Refresh, self) self:ScheduleOnce( Delay, MARKER.Refresh, self )
else else
if self.toall then if self.toall then
self:ToAll() self:ToAll()
elseif self.tocoaliton then elseif self.tocoalition then
self:ToCoalition(self.coalition) self:ToCoalition( self.coalition )
elseif self.togroup then elseif self.togroup then
local group=GROUP:FindByName(self.groupname) local group = GROUP:FindByName( self.groupname )
self:ToGroup(group) self:ToGroup( group )
else else
self:E(self.lid.."ERROR: unknown To in :Refresh()!") self:E( self.lid .. "ERROR: unknown To in :Refresh()!" )
end end
end end
@ -564,16 +558,16 @@ end
-- @param #MARKER self -- @param #MARKER self
-- @param #number Delay (Optional) Delay in seconds, before the marker is removed. -- @param #number Delay (Optional) Delay in seconds, before the marker is removed.
-- @return #MARKER self -- @return #MARKER self
function MARKER:Remove(Delay) function MARKER:Remove( Delay )
if Delay and Delay>0 then if Delay and Delay > 0 then
self:ScheduleOnce(Delay, MARKER.Remove, self) self:ScheduleOnce( Delay, MARKER.Remove, self )
else else
if self.shown then if self.shown then
-- Call DCS function. -- Call DCS function.
trigger.action.removeMark(self.mid) trigger.action.removeMark( self.mid )
end end
@ -600,24 +594,23 @@ end
-- @param #MARKER self -- @param #MARKER self
-- @param #string Text Marker text. Default is an empty string "". -- @param #string Text Marker text. Default is an empty string "".
-- @return #MARKER self -- @return #MARKER self
function MARKER:SetText(Text) function MARKER:SetText( Text )
self.text=Text and tostring(Text) or "" self.text = Text and tostring( Text ) or ""
return self return self
end end
--- Check if marker is currently visible on the F10 map. --- Check if marker is currently visible on the F10 map.
-- @param #MARKER self -- @param #MARKER self
-- @return #boolean True if the marker is currently visible. -- @return #boolean True if the marker is currently visible.
function MARKER:IsVisible() function MARKER:IsVisible()
return self:Is("Visible") return self:Is( "Visible" )
end end
--- Check if marker is currently invisible on the F10 map. --- Check if marker is currently invisible on the F10 map.
-- @param #MARKER self -- @param #MARKER self
-- @return -- @return
function MARKER:IsInvisible() function MARKER:IsInvisible()
return self:Is("Invisible") return self:Is( "Invisible" )
end end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@ -627,19 +620,19 @@ end
--- Event function when a MARKER is added. --- Event function when a MARKER is added.
-- @param #MARKER self -- @param #MARKER self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function MARKER:OnEventMarkAdded(EventData) function MARKER:OnEventMarkAdded( EventData )
if EventData and EventData.MarkID then if EventData and EventData.MarkID then
local MarkID=EventData.MarkID local MarkID = EventData.MarkID
self:T3(self.lid..string.format("Captured event MarkAdded for Mark ID=%s", tostring(MarkID))) self:T3( self.lid .. string.format( "Captured event MarkAdded for Mark ID=%s", tostring( MarkID ) ) )
if MarkID==self.mid then if MarkID == self.mid then
self.shown=true self.shown = true
self:Added(EventData) self:Added( EventData )
end end
@ -650,19 +643,21 @@ end
--- Event function when a MARKER is removed. --- Event function when a MARKER is removed.
-- @param #MARKER self -- @param #MARKER self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function MARKER:OnEventMarkRemoved(EventData) function MARKER:OnEventMarkRemoved( EventData )
if EventData and EventData.MarkID then if EventData and EventData.MarkID then
local MarkID = EventData.MarkID
local MarkID=EventData.MarkID local MarkID=EventData.MarkID
self:T3(self.lid..string.format("Captured event MarkRemoved for Mark ID=%s", tostring(MarkID))) self:T3(self.lid..string.format("Captured event MarkRemoved for Mark ID=%s", tostring(MarkID)))
if MarkID==self.mid then if MarkID == self.mid then
self.shown=false self.shown = false
self:Removed(EventData) self:Removed( EventData )
end end
@ -673,10 +668,16 @@ end
--- Event function when a MARKER changed. --- Event function when a MARKER changed.
-- @param #MARKER self -- @param #MARKER self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function MARKER:OnEventMarkChange(EventData) function MARKER:OnEventMarkChange( EventData )
if EventData and EventData.MarkID then if EventData and EventData.MarkID then
local MarkID = EventData.MarkID
self:T3( self.lid .. string.format( "Captured event MarkChange for Mark ID=%s", tostring( MarkID ) ) )
if MarkID == self.mid then
local MarkID=EventData.MarkID local MarkID=EventData.MarkID
self:T3(self.lid..string.format("Captured event MarkChange for Mark ID=%s", tostring(MarkID))) self:T3(self.lid..string.format("Captured event MarkChange for Mark ID=%s", tostring(MarkID)))
@ -692,7 +693,7 @@ function MARKER:OnEventMarkChange(EventData)
end end
end end
end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM Event Functions -- FSM Event Functions
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@ -703,17 +704,17 @@ end
-- @param #string Event Event. -- @param #string Event Event.
-- @param #string To To state. -- @param #string To To state.
-- @param Core.Event#EVENTDATA EventData Event data table. -- @param Core.Event#EVENTDATA EventData Event data table.
function MARKER:onafterAdded(From, Event, To, EventData) function MARKER:onafterAdded( From, Event, To, EventData )
-- Debug info. -- Debug info.
local text=string.format("Captured event MarkAdded for myself:\n") local text = string.format( "Captured event MarkAdded for myself:\n" )
text=text..string.format("Marker ID = %s\n", tostring(EventData.MarkID)) text = text .. string.format( "Marker ID = %s\n", tostring( EventData.MarkID ) )
text=text..string.format("Coalition = %s\n", tostring(EventData.MarkCoalition)) text = text .. string.format( "Coalition = %s\n", tostring( EventData.MarkCoalition ) )
text=text..string.format("Group ID = %s\n", tostring(EventData.MarkGroupID)) text = text .. string.format( "Group ID = %s\n", tostring( EventData.MarkGroupID ) )
text=text..string.format("Initiator = %s\n", EventData.IniUnit and EventData.IniUnit:GetName() or "Nobody") text = text .. string.format( "Initiator = %s\n", EventData.IniUnit and EventData.IniUnit:GetName() or "Nobody" )
text=text..string.format("Coordinate = %s\n", EventData.MarkCoordinate and EventData.MarkCoordinate:ToStringLLDMS() or "Nowhere") text = text .. string.format( "Coordinate = %s\n", EventData.MarkCoordinate and EventData.MarkCoordinate:ToStringLLDMS() or "Nowhere" )
text=text..string.format("Text: \n%s", tostring(EventData.MarkText)) text = text .. string.format( "Text: \n%s", tostring( EventData.MarkText ) )
self:T2(self.lid..text) self:T2( self.lid .. text )
end end
@ -723,17 +724,17 @@ end
-- @param #string Event Event. -- @param #string Event Event.
-- @param #string To To state. -- @param #string To To state.
-- @param Core.Event#EVENTDATA EventData Event data table. -- @param Core.Event#EVENTDATA EventData Event data table.
function MARKER:onafterRemoved(From, Event, To, EventData) function MARKER:onafterRemoved( From, Event, To, EventData )
-- Debug info. -- Debug info.
local text=string.format("Captured event MarkRemoved for myself:\n") local text = string.format( "Captured event MarkRemoved for myself:\n" )
text=text..string.format("Marker ID = %s\n", tostring(EventData.MarkID)) text = text .. string.format( "Marker ID = %s\n", tostring( EventData.MarkID ) )
text=text..string.format("Coalition = %s\n", tostring(EventData.MarkCoalition)) text = text .. string.format( "Coalition = %s\n", tostring( EventData.MarkCoalition ) )
text=text..string.format("Group ID = %s\n", tostring(EventData.MarkGroupID)) text = text .. string.format( "Group ID = %s\n", tostring( EventData.MarkGroupID ) )
text=text..string.format("Initiator = %s\n", EventData.IniUnit and EventData.IniUnit:GetName() or "Nobody") text = text .. string.format( "Initiator = %s\n", EventData.IniUnit and EventData.IniUnit:GetName() or "Nobody" )
text=text..string.format("Coordinate = %s\n", EventData.MarkCoordinate and EventData.MarkCoordinate:ToStringLLDMS() or "Nowhere") text = text .. string.format( "Coordinate = %s\n", EventData.MarkCoordinate and EventData.MarkCoordinate:ToStringLLDMS() or "Nowhere" )
text=text..string.format("Text: \n%s", tostring(EventData.MarkText)) text = text .. string.format( "Text: \n%s", tostring( EventData.MarkText ) )
self:T2(self.lid..text) self:T2( self.lid .. text )
end end
@ -743,17 +744,17 @@ end
-- @param #string Event Event. -- @param #string Event Event.
-- @param #string To To state. -- @param #string To To state.
-- @param Core.Event#EVENTDATA EventData Event data table. -- @param Core.Event#EVENTDATA EventData Event data table.
function MARKER:onafterChanged(From, Event, To, EventData) function MARKER:onafterChanged( From, Event, To, EventData )
-- Debug info. -- Debug info.
local text=string.format("Captured event MarkChange for myself:\n") local text = string.format( "Captured event MarkChange for myself:\n" )
text=text..string.format("Marker ID = %s\n", tostring(EventData.MarkID)) text = text .. string.format( "Marker ID = %s\n", tostring( EventData.MarkID ) )
text=text..string.format("Coalition = %s\n", tostring(EventData.MarkCoalition)) text = text .. string.format( "Coalition = %s\n", tostring( EventData.MarkCoalition ) )
text=text..string.format("Group ID = %s\n", tostring(EventData.MarkGroupID)) text = text .. string.format( "Group ID = %s\n", tostring( EventData.MarkGroupID ) )
text=text..string.format("Initiator = %s\n", EventData.IniUnit and EventData.IniUnit:GetName() or "Nobody") text = text .. string.format( "Initiator = %s\n", EventData.IniUnit and EventData.IniUnit:GetName() or "Nobody" )
text=text..string.format("Coordinate = %s\n", EventData.MarkCoordinate and EventData.MarkCoordinate:ToStringLLDMS() or "Nowhere") text = text .. string.format( "Coordinate = %s\n", EventData.MarkCoordinate and EventData.MarkCoordinate:ToStringLLDMS() or "Nowhere" )
text=text..string.format("Text: \n%s", tostring(EventData.MarkText)) text = text .. string.format( "Text: \n%s", tostring( EventData.MarkText ) )
self:T2(self.lid..text) self:T2( self.lid .. text )
end end
@ -763,9 +764,9 @@ end
-- @param #string Event Event. -- @param #string Event Event.
-- @param #string To To state. -- @param #string To To state.
-- @param #string Text The updated text, displayed in the mark panel. -- @param #string Text The updated text, displayed in the mark panel.
function MARKER:onafterTextUpdate(From, Event, To, Text) function MARKER:onafterTextUpdate( From, Event, To, Text )
self:T(self.lid..string.format("New Marker Text:\n%s", Text)) self:T( self.lid .. string.format( "New Marker Text:\n%s", Text ) )
end end
@ -775,12 +776,8 @@ end
-- @param #string Event Event. -- @param #string Event Event.
-- @param #string To To state. -- @param #string To To state.
-- @param Core.Point#COORDINATE Coordinate The updated coordinates. -- @param Core.Point#COORDINATE Coordinate The updated coordinates.
function MARKER:onafterCoordUpdate(From, Event, To, Coordinate) function MARKER:onafterCoordUpdate( From, Event, To, Coordinate )
self:T(self.lid..string.format("New Marker Coordinate in LL DMS: %s", Coordinate:ToStringLLDMS())) self:T( self.lid .. string.format( "New Marker Coordinate in LL DMS: %s", Coordinate:ToStringLLDMS() ) )
end end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

File diff suppressed because it is too large Load Diff

View File

@ -44,7 +44,7 @@
-- --
-- @field #STATIC -- @field #STATIC
STATIC = { STATIC = {
ClassName = "STATIC", ClassName = "STATIC",
} }
@ -85,7 +85,7 @@ function STATIC:FindByName( StaticName, RaiseError )
self.StaticName = StaticName self.StaticName = StaticName
if StaticFound then if StaticFound then
return StaticFound return StaticFound
end end
if RaiseError == nil or RaiseError == true then if RaiseError == nil or RaiseError == true then
@ -256,4 +256,3 @@ function STATIC:ReSpawnAt(Coordinate, Heading, Delay)
return self return self
end end

View File

@ -650,14 +650,14 @@ end
-- @return #string The name of the DCS Unit. -- @return #string The name of the DCS Unit.
-- @return #nil The DCS Unit is not existing or alive. -- @return #nil The DCS Unit is not existing or alive.
function UNIT:GetPrefix() function UNIT:GetPrefix()
self:F2( self.UnitName ) self:F2( self.UnitName )
local DCSUnit = self:GetDCSObject() local DCSUnit = self:GetDCSObject()
if DCSUnit then if DCSUnit then
local UnitPrefix = string.match( self.UnitName, ".*#" ):sub( 1, -2 ) local UnitPrefix = string.match( self.UnitName, ".*#" ):sub( 1, -2 )
self:T3( UnitPrefix ) self:T3( UnitPrefix )
return UnitPrefix return UnitPrefix
end end
return nil return nil
@ -1220,24 +1220,24 @@ end
-- @return true If the other DCS Unit is within the radius of the 2D point of the DCS Unit. -- @return true If the other DCS Unit is within the radius of the 2D point of the DCS Unit.
-- @return #nil The DCS Unit is not existing or alive. -- @return #nil The DCS Unit is not existing or alive.
function UNIT:OtherUnitInRadius( AwaitUnit, Radius ) function UNIT:OtherUnitInRadius( AwaitUnit, Radius )
self:F2( { self.UnitName, AwaitUnit.UnitName, Radius } ) self:F2( { self.UnitName, AwaitUnit.UnitName, Radius } )
local DCSUnit = self:GetDCSObject() local DCSUnit = self:GetDCSObject()
if DCSUnit then if DCSUnit then
local UnitVec3 = self:GetVec3() local UnitVec3 = self:GetVec3()
local AwaitUnitVec3 = AwaitUnit:GetVec3() local AwaitUnitVec3 = AwaitUnit:GetVec3()
if (((UnitVec3.x - AwaitUnitVec3.x)^2 + (UnitVec3.z - AwaitUnitVec3.z)^2)^0.5 <= Radius) then if (((UnitVec3.x - AwaitUnitVec3.x)^2 + (UnitVec3.z - AwaitUnitVec3.z)^2)^0.5 <= Radius) then
self:T3( "true" ) self:T3( "true" )
return true return true
else else
self:T3( "false" ) self:T3( "false" )
return false return false
end end
end end
return nil return nil
end end