From 9356d67d744f7db0bf512163d4afce9509192a46 Mon Sep 17 00:00:00 2001 From: Applevangelist Date: Sat, 10 Jul 2021 17:10:53 +0200 Subject: [PATCH] Added CTLD and CSAR --- Moose Development/Moose/Ops/CSAR.lua | 2117 +++++++++++++++++++++ Moose Development/Moose/Ops/CTLD.lua | 2591 ++++++++++++++++++++++++++ 2 files changed, 4708 insertions(+) create mode 100644 Moose Development/Moose/Ops/CSAR.lua create mode 100644 Moose Development/Moose/Ops/CTLD.lua diff --git a/Moose Development/Moose/Ops/CSAR.lua b/Moose Development/Moose/Ops/CSAR.lua new file mode 100644 index 000000000..0a3d14c64 --- /dev/null +++ b/Moose Development/Moose/Ops/CSAR.lua @@ -0,0 +1,2117 @@ +--- **Ops** -- Combat Search and Rescue. +-- +-- === +-- +-- **CSAR** - MOOSE based Helicopter CSAR Operations. +-- +-- === +-- +-- ## Missions: +-- +-- ### [CSAR - Combat Search & Rescue](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/OPS%20-%20CSAR) +-- +-- === +-- +-- **Main Features:** +-- +-- * MOOSE-based Helicopter CSAR Operations for Players. +-- +-- === +-- +-- ### Author: **Applevangelist** (Moose Version), ***Ciribob*** (original), Thanks to: Shadowze, Cammel (testing) +-- @module Ops.CSAR +-- @image OPS_CSAR.jpg + +-- Date: July 2021 + +------------------------------------------------------------------------- +--- **CSAR** class, extends Core.Base#BASE, Core.Fsm#FSM +-- @type CSAR +-- @field #string ClassName Name of the class. +-- @field #number verbose Verbosity level. +-- @field #string lid Class id string for output to DCS log file. +-- @field #number coalition Coalition side number, e.g. `coalition.side.RED`. +-- @extends Core.Fsm#FSM + +--- *Combat search and rescue (CSAR) are search and rescue operations that are carried out during war that are within or near combat zones.* (Wikipedia) +-- +-- === +-- +-- ![Banner Image](OPS_CSAR.jpg) +-- +-- # CSAR Concept +-- +-- * MOOSE-based Helicopter CSAR Operations for Players. +-- * Object oriented refactoring of Ciribob\'s fantastic CSAR script. +-- * No need for extra MIST loading. +-- * Additional events to tailor your mission. +-- +-- ## 0. Prerequisites +-- +-- You need to load an .ogg soundfile for the pilot\'s beacons into the mission, e.g. "beacon.ogg", use a once trigger, "sound to country" for that. +-- Create a late-activated single infantry unit as template in the mission editor and name it e.g. "Downed Pilot". +-- +-- ## 1. Basic Setup +-- +-- A basic setup example is the following: +-- +-- -- Instantiate and start a CSAR for the blue side, with template "Downed Pilot" and alias "Luftrettung" +-- local my_csar = CSAR:New(coalition.side.BLUE,"Downed Pilot","Luftrettung") +-- -- options +-- my_csar.immortalcrew = true -- downed pilot spawn is immortal +-- my_csar.invisiblecrew = false -- downed pilot spawn is visible +-- -- start the FSM +-- my_csar:__Start(5) +-- +-- ## 2. Options +-- +-- The following options are available (with their defaults). Only set the ones you want changed: +-- +-- self.allowDownedPilotCAcontrol = false -- Set to false if you don\'t want to allow control by Combined Arms. +-- self.allowFARPRescue = true -- allows pilots to be rescued by landing at a FARP or Airbase. Else MASH only! +-- self.autosmoke = false -- automatically smoke a downed pilot\'s location when a heli is near. +-- self.autosmokedistance = 1000 -- distance for autosmoke +-- self.coordtype = 1 -- Use Lat/Long DDM (0), Lat/Long DMS (1), MGRS (2), Bullseye imperial (3) or Bullseye metric (4) for coordinates. +-- self.csarOncrash = false -- (WIP) If set to true, will generate a downed pilot when a plane crashes as well. +-- self.enableForAI = false -- set to false to disable AI pilots from being rescued. +-- self.pilotRuntoExtractPoint = true -- Downed pilot will run to the rescue helicopter up to self.extractDistance in meters. +-- self.extractDistance = 500 -- Distance the downed pilot will start to run to the rescue helicopter. +-- self.immortalcrew = true -- Set to true to make wounded crew immortal. +-- self.invisiblecrew = false -- Set to true to make wounded crew insvisible. +-- self.loadDistance = 75 -- configure distance for pilots to get into helicopter in meters. +-- self.mashprefix = {"MASH"} -- prefixes of #GROUP objects used as MASHes. +-- self.max_units = 6 -- max number of pilots that can be carried if #CSAR.AircraftType is undefined. +-- self.messageTime = 15 -- Time to show messages for in seconds. Doubled for long messages. +-- self.radioSound = "beacon.ogg" -- the name of the sound file to use for the pilots\' radio beacons. +-- self.smokecolor = 4 -- Color of smokemarker, 0 is green, 1 is red, 2 is white, 3 is orange and 4 is blue. +-- self.useprefix = true -- Requires CSAR helicopter #GROUP names to have the prefix(es) defined below. +-- self.csarPrefix = { "helicargo", "MEDEVAC"} -- #GROUP name prefixes used for useprefix=true - DO NOT use # in helicopter names in the Mission Editor! +-- self.verbose = 0 -- set to > 1 for stats output for debugging. +-- -- (added 0.1.4) limit amount of downed pilots spawned by **ejection** events +-- self.limitmaxdownedpilots = true +-- self.maxdownedpilots = 10 +-- -- (added 0.1.8) - allow to set far/near distance for approach and optionally pilot must open doors +-- self.approachdist_far = 5000 -- switch do 10 sec interval approach mode, meters +-- self.approachdist_near = 3000 -- switch to 5 sec interval approach mode, meters +-- self.pilotmustopendoors = false -- switch to true to enable check of open doors +-- +-- ## 2.1 Experimental Features +-- +-- WARNING - Here\'ll be dragons! +-- DANGER - For this to work you need to de-sanitize your mission environment (all three entries) in \Scripts\MissionScripting.lua +-- Needs SRS => 1.9.6 to work (works on the **server** side of SRS) +-- self.useSRS = false -- Set true to use FF\'s SRS integration +-- self.SRSPath = "E:\\Progra~1\\DCS-SimpleRadio-Standalone\\" -- adjust your own path in your SRS installation -- server(!) +-- self.SRSchannel = 300 -- radio channel +-- self.SRSModulation = radio.modulation.AM -- modulation +-- +-- ## 3. Results +-- +-- Number of successful landings with save pilots and aggregated number of saved pilots is stored in these variables in the object: +-- +-- self.rescues -- number of successful landings *with* saved pilots +-- self.rescuedpilots -- aggregated number of pilots rescued from the field (of *all* players) +-- +-- ## 4. Events +-- +-- The class comes with a number of FSM-based events that missions designers can use to shape their mission. +-- These are: +-- +-- ### 4.1. PilotDown. +-- +-- The event is triggered when a new downed pilot is detected. Use e.g. `function my_csar:OnAfterPilotDown(...)` to link into this event: +-- +-- function my_csar:OnAfterPilotDown(from, event, to, spawnedgroup, frequency, groupname, coordinates_text) +-- ... your code here ... +-- end +-- +-- ### 4.2. Approach. +-- +-- A CSAR helicpoter is closing in on a downed pilot. Use e.g. `function my_csar:OnAfterApproach(...)` to link into this event: +-- +-- function my_csar:OnAfterApproach(from, event, to, heliname, groupname) +-- ... your code here ... +-- end +-- +-- ### 4.3. Boarded. +-- +-- The pilot has been boarded to the helicopter. Use e.g. `function my_csar:OnAfterBoarded(...)` to link into this event: +-- +-- function my_csar:OnAfterBoarded(from, event, to, heliname, groupname) +-- ... your code here ... +-- end +-- +-- ### 4.4. Returning. +-- +-- The CSAR helicopter is ready to return to an Airbase, FARP or MASH. Use e.g. `function my_csar:OnAfterReturning(...)` to link into this event: +-- +-- function my_csar:OnAfterReturning(from, event, to, heliname, groupname) +-- ... your code here ... +-- end +-- +-- ### 4.5. Rescued. +-- +-- The CSAR helicopter has landed close to an Airbase/MASH/FARP and the pilots are safe. Use e.g. `function my_csar:OnAfterRescued(...)` to link into this event: +-- +-- function my_csar:OnAfterRescued(from, event, to, heliunit, heliname, pilotssaved) +-- ... your code here ... +-- end +-- +-- ## 5. Spawn downed pilots at location to be picked up. +-- +-- If missions designers want to spawn downed pilots into the field, e.g. at mission begin to give the helicopter guys works, they can do this like so: +-- +-- -- Create downed "Pilot Wagner" in #ZONE "CSAR_Start_1" at a random point for the blue coalition +-- my_csar:SpawnCSARAtZone( "CSAR_Start_1", coalition.side.BLUE, "Pilot Wagner", true ) +-- +-- +-- @field #CSAR +CSAR = { + ClassName = "CSAR", + verbose = 0, + lid = "", + coalition = 1, + coalitiontxt = "blue", + FreeVHFFrequencies = {}, + UsedVHFFrequencies = {}, + takenOff = {}, + csarUnits = {}, -- table of unit names + downedPilots = {}, + woundedGroups = {}, + landedStatus = {}, + addedTo = {}, + woundedGroups = {}, -- contains the new group of units + inTransitGroups = {}, -- contain a table for each SAR with all units he has with the original names + smokeMarkers = {}, -- tracks smoke markers for groups + heliVisibleMessage = {}, -- tracks if the first message has been sent of the heli being visible + heliCloseMessage = {}, -- tracks heli close message ie heli < 500m distance + max_units = 6, --number of pilots that can be carried + hoverStatus = {}, -- tracks status of a helis hover above a downed pilot + pilotDisabled = {}, -- tracks what aircraft a pilot is disabled for + pilotLives = {}, -- tracks how many lives a pilot has + useprefix = true, -- Use the Prefixed defined below, Requires Unit have the Prefix defined below + csarPrefix = {}, + template = nil, + mash = {}, + smokecolor = 4, + rescues = 0, + rescuedpilots = 0, + limitmaxdownedpilots = true, + maxdownedpilots = 10, +} + +--- Downed pilots info. +-- @type CSAR.DownedPilot +-- @field #number index Pilot index. +-- @field #string name Name of the spawned group. +-- @field #number side Coalition. +-- @field #string originalUnit Name of the original unit. +-- @field #string desc Description. +-- @field #string typename Typename of Unit. +-- @field #number frequency Frequency of the NDB. +-- @field #string player Player name if applicable. +-- @field Wrapper.Group#GROUP group Spawned group object. +-- @field #number timestamp Timestamp for approach process + +--- Updated and sorted list of known NDB beacons (in kHz!) from the available maps. +-- @field #CSAR.SkipFrequencies +CSAR.SkipFrequencies = { + 214,274,291.5,295,297.5, + 300.5,304,307,309.5,311,312,312.5,316, + 320,324,328,329,330,336,337, + 342,343,348,351,352,353,358, + 363,365,368,372.5,374, + 380,381,384,389,395,396, + 414,420,430,432,435,440,450,455,462,470,485, + 507,515,520,525,528,540,550,560,570,577,580,602,625,641,662,670,680,682,690, + 705,720,722,730,735,740,745,750,770,795, + 822,830,862,866, + 905,907,920,935,942,950,995, + 1000,1025,1030,1050,1065,1116,1175,1182,1210 + } + +--- All slot / Limit settings +-- @type CSAR.AircraftType +-- @field #string typename Unit type name. +CSAR.AircraftType = {} -- Type and limit +CSAR.AircraftType["SA342Mistral"] = 2 +CSAR.AircraftType["SA342Minigun"] = 2 +CSAR.AircraftType["SA342L"] = 4 +CSAR.AircraftType["SA342M"] = 4 +CSAR.AircraftType["UH-1H"] = 8 +CSAR.AircraftType["Mi-8MTV2"] = 12 +CSAR.AircraftType["Mi-24P"] = 8 +CSAR.AircraftType["Mi-24V"] = 8 + +--- CSAR class version. +-- @field #string version +CSAR.version="0.1.8r1" + +------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- +-- ToDo list +------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- + +-- DONE: SRS Integration (to be tested) +-- TODO: Maybe - add option to smoke/flare closest MASH + +------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- +-- Constructor +------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- + +--- Create a new CSAR object and start the FSM. +-- @param #CSAR self +-- @param #number Coalition Coalition side. Can also be passed as a string "red", "blue" or "neutral". +-- @param #string Template Name of the late activated infantry unit standing in for the downed pilot. +-- @param #string Alias An *optional* alias how this object is called in the logs etc. +-- @return #CSAR self +function CSAR:New(Coalition, Template, Alias) + + -- Inherit everything from FSM class. + local self=BASE:Inherit(self, FSM:New()) -- #CSAR + + --set Coalition + if Coalition and type(Coalition)=="string" then + if Coalition=="blue" then + self.coalition=coalition.side.BLUE + self.coalitiontxt = Coalition + elseif Coalition=="red" then + self.coalition=coalition.side.RED + self.coalitiontxt = Coalition + elseif Coalition=="neutral" then + self.coalition=coalition.side.NEUTRAL + self.coalitiontxt = Coalition + else + self:E("ERROR: Unknown coalition in CSAR!") + end + else + self.coalition = Coalition + self.coalitiontxt = string.lower(UTILS.GetCoalitionName(self.coalition)) + end + + -- Set alias. + if Alias then + self.alias=tostring(Alias) + else + self.alias="Red Cross" + if self.coalition then + if self.coalition==coalition.side.RED then + self.alias="IFRC" + elseif self.coalition==coalition.side.BLUE then + self.alias="CSAR" + end + end + end + + -- Set some string id for output to DCS.log file. + self.lid=string.format("%s (%s) | ", self.alias, self.coalition and UTILS.GetCoalitionName(self.coalition) or "unknown") + + -- Start State. + self:SetStartState("Stopped") + + -- Add FSM transitions. + -- From State --> Event --> To State + self:AddTransition("Stopped", "Start", "Running") -- Start FSM. + self:AddTransition("*", "Status", "*") -- CSAR status update. + self:AddTransition("*", "PilotDown", "*") -- Downed Pilot added + self:AddTransition("*", "Approach", "*") -- CSAR heli closing in. + self:AddTransition("*", "Boarded", "*") -- Pilot boarded. + self:AddTransition("*", "Returning", "*") -- CSAR able to return to base. + self:AddTransition("*", "Rescued", "*") -- Pilot at MASH. + self:AddTransition("*", "Stop", "Stopped") -- Stop FSM. + + -- tables, mainly for tracking actions + self.addedTo = {} + self.allheligroupset = {} -- GROUP_SET of all helis + self.csarUnits = {} -- table of CSAR unit names + self.FreeVHFFrequencies = {} + self.heliVisibleMessage = {} -- tracks if the first message has been sent of the heli being visible + self.heliCloseMessage = {} -- tracks heli close message ie heli < 500m distance + self.hoverStatus = {} -- tracks status of a helis hover above a downed pilot + self.inTransitGroups = {} -- contain a table for each SAR with all units he has with the original names + self.landedStatus = {} + self.lastCrash = {} + self.takenOff = {} + self.smokeMarkers = {} -- tracks smoke markers for groups + self.UsedVHFFrequencies = {} + self.woundedGroups = {} -- contains the new group of units + self.downedPilots = {} -- Replacement woundedGroups + self.downedpilotcounter = 1 + + -- settings, counters etc + self.rescues = 0 -- counter for successful rescue landings at FARP/AFB/MASH + self.rescuedpilots = 0 -- counter for saved pilots + self.csarOncrash = false -- If set to true, will generate a csar when a plane crashes as well. + self.allowDownedPilotCAcontrol = false -- Set to false if you don\'t want to allow control by Combined arms. + self.enableForAI = false -- set to false to disable AI units from being rescued. + self.smokecolor = 4 -- Color of smokemarker for blue side, 0 is green, 1 is red, 2 is white, 3 is orange and 4 is blue + self.coordtype = 2 -- Use Lat/Long DDM (0), Lat/Long DMS (1), MGRS (2), Bullseye imperial (3) or Bullseye metric (4) for coordinates. + self.immortalcrew = true -- Set to true to make wounded crew immortal + self.invisiblecrew = false -- Set to true to make wounded crew insvisible + self.messageTime = 15 -- Time to show longer messages for in seconds + self.pilotRuntoExtractPoint = true -- Downed Pilot will run to the rescue helicopter up to self.extractDistance METERS + self.loadDistance = 75 -- configure distance for pilot to get in helicopter in meters. + self.extractDistance = 500 -- Distance the Downed pilot will run to the rescue helicopter + self.loadtimemax = 135 -- seconds + self.radioSound = "beacon.ogg" -- the name of the sound file to use for the Pilot radio beacons. If this isnt added to the mission BEACONS WONT WORK! + self.allowFARPRescue = true --allows pilot to be rescued by landing at a FARP or Airbase + self.max_units = 6 --max number of pilots that can be carried + self.useprefix = true -- Use the Prefixed defined below, Requires Unit have the Prefix defined below + self.csarPrefix = { "helicargo", "MEDEVAC"} -- prefixes used for useprefix=true - DON\'T use # in names! + self.template = Template or "generic" -- template for downed pilot + self.mashprefix = {"MASH"} -- prefixes used to find MASHes + self.mash = SET_GROUP:New():FilterCoalitions(self.coalition):FilterPrefixes(self.mashprefix):FilterOnce() -- currently only GROUP objects, maybe support STATICs also? + self.autosmoke = false -- automatically smoke location when heli is near + self.autosmokedistance = 1000 -- distance for autosmoke + -- added 0.1.4 + self.limitmaxdownedpilots = true + self.maxdownedpilots = 25 + -- generate Frequencies + self:_GenerateVHFrequencies() + -- added 0.1.8 + self.approachdist_far = 5000 -- switch do 10 sec interval approach mode, meters + self.approachdist_near = 3000 -- switch to 5 sec interval approach mode, meters + self.pilotmustopendoors = false -- switch to true to enable check on open doors + + -- WARNING - here\'ll be dragons + -- for this to work you need to de-sanitize your mission environment in \Scripts\MissionScripting.lua + -- needs SRS => 1.9.6 to work (works on the *server* side) + self.useSRS = false -- Use FF\'s SRS integration + self.SRSPath = "E:\\Progra~1\\DCS-SimpleRadio-Standalone\\" -- adjust your own path in your server(!) + self.SRSchannel = 300 -- radio channel + self.SRSModulation = radio.modulation.AM -- modulation + + ------------------------ + --- Pseudo Functions --- + ------------------------ + + --- Triggers the FSM event "Start". Starts the CSAR. Initializes parameters and starts event handlers. + -- @function [parent=#CSAR] Start + -- @param #CSAR self + + --- Triggers the FSM event "Start" after a delay. Starts the CSAR. Initializes parameters and starts event handlers. + -- @function [parent=#CSAR] __Start + -- @param #CSAR self + -- @param #number delay Delay in seconds. + + --- Triggers the FSM event "Stop". Stops the CSAR and all its event handlers. + -- @param #CSAR self + + --- Triggers the FSM event "Stop" after a delay. Stops the CSAR and all its event handlers. + -- @function [parent=#CSAR] __Stop + -- @param #CSAR self + -- @param #number delay Delay in seconds. + + --- Triggers the FSM event "Status". + -- @function [parent=#CSAR] Status + -- @param #CSAR self + + --- Triggers the FSM event "Status" after a delay. + -- @function [parent=#CSAR] __Status + -- @param #CSAR self + -- @param #number delay Delay in seconds. + + --- On After "PilotDown" event. Downed Pilot detected. + -- @function [parent=#CSAR] OnAfterPilotDown + -- @param #CSAR self + -- @param #string From From state. + -- @param #string Event Event. + -- @param #string To To state. + -- @param Wrapper.Group#GROUP Group Group object of the downed pilot. + -- @param #number Frequency Beacon frequency in kHz. + -- @param #string Leadername Name of the #UNIT of the downed pilot. + -- @param #string CoordinatesText String of the position of the pilot. Format determined by self.coordtype. + + --- On After "Aproach" event. Heli close to downed Pilot. + -- @function [parent=#CSAR] OnAfterApproach + -- @param #CSAR self + -- @param #string From From state. + -- @param #string Event Event. + -- @param #string To To state. + -- @param #string Heliname Name of the helicopter group. + -- @param #string Woundedgroupname Name of the downed pilot\'s group. + + --- On After "Boarded" event. Downed pilot boarded heli. + -- @function [parent=#CSAR] OnAfterBoarded + -- @param #CSAR self + -- @param #string From From state. + -- @param #string Event Event. + -- @param #string To To state. + -- @param #string Heliname Name of the helicopter group. + -- @param #string Woundedgroupname Name of the downed pilot\'s group. + + --- On After "Returning" event. Heli can return home with downed pilot(s). + -- @function [parent=#CSAR] OnAfterReturning + -- @param #CSAR self + -- @param #string From From state. + -- @param #string Event Event. + -- @param #string To To state. + -- @param #string Heliname Name of the helicopter group. + -- @param #string Woundedgroupname Name of the downed pilot\'s group. + + --- On After "Rescued" event. Pilot(s) have been brought to the MASH/FARP/AFB. + -- @function [parent=#CSAR] OnAfterRescued + -- @param #CSAR self + -- @param #string From From state. + -- @param #string Event Event. + -- @param #string To To state. + -- @param Wrapper.Unit#UNIT HeliUnit Unit of the helicopter. + -- @param #string HeliName Name of the helicopter group. + -- @param #number PilotsSaved Number of the saved pilots on board when landing. + + return self +end + +------------------------ +--- Helper Functions --- +------------------------ + +--- (Internal) Function to insert downed pilot tracker object. +-- @param #CSAR self +-- @param Wrapper.Group#GROUP Group The #GROUP object +-- @param #string Groupname Name of the spawned group. +-- @param #number Side Coalition. +-- @param #string OriginalUnit Name of original Unit. +-- @param #string Description Descriptive text. +-- @param #string Typename Typename of unit. +-- @param #number Frequency Frequency of the NDB in Hz +-- @param #string Playername Name of Player (if applicable) +-- @return #CSAR self. +function CSAR:_CreateDownedPilotTrack(Group,Groupname,Side,OriginalUnit,Description,Typename,Frequency,Playername) + self:T({"_CreateDownedPilotTrack",Groupname,Side,OriginalUnit,Description,Typename,Frequency,Playername}) + + -- create new entry + local DownedPilot = {} -- #CSAR.DownedPilot + DownedPilot.desc = Description or "" + DownedPilot.frequency = Frequency or 0 + DownedPilot.index = self.downedpilotcounter + DownedPilot.name = Groupname or "" + DownedPilot.originalUnit = OriginalUnit or "" + DownedPilot.player = Playername or "" + DownedPilot.side = Side or 0 + DownedPilot.typename = Typename or "" + DownedPilot.group = Group + DownedPilot.timestamp = 0 + + -- Add Pilot + local PilotTable = self.downedPilots + local counter = self.downedpilotcounter + PilotTable[counter] = {} + PilotTable[counter] = DownedPilot + self:T({Table=PilotTable}) + self.downedPilots = PilotTable + -- Increase counter + self.downedpilotcounter = self.downedpilotcounter+1 + return self +end + +--- (Internal) Count pilots on board. +-- @param #CSAR self +-- @param #string _heliName +-- @return #number count +function CSAR:_PilotsOnboard(_heliName) + self:T(self.lid .. " _PilotsOnboard") + local count = 0 + if self.inTransitGroups[_heliName] then + for _, _group in pairs(self.inTransitGroups[_heliName]) do + count = count + 1 + end + end + return count +end + +--- (Internal) Function to check for dupe eject events. +-- @param #CSAR self +-- @param #string _unitname Name of unit. +-- @return #boolean Outcome +function CSAR:_DoubleEjection(_unitname) + if self.lastCrash[_unitname] then + local _time = self.lastCrash[_unitname] + if timer.getTime() - _time < 10 then + self:E(self.lid.."Caught double ejection!") + return true + end + end + self.lastCrash[_unitname] = timer.getTime() + return false +end + +--- (Internal) Spawn a downed pilot +-- @param #CSAR self +-- @param #number country Country for template. +-- @param Core.Point#COORDINATE point Coordinate to spawn at. +-- @param #number frequency Frequency of the pilot's beacon +-- @return Wrapper.Group#GROUP group The #GROUP object. +-- @return #string alias The alias name. +function CSAR:_SpawnPilotInField(country,point,frequency) + self:T({country,point,frequency}) + local freq = frequency or 1000 + local freq = freq / 1000 -- kHz + for i=1,10 do + math.random(i,10000) + end + local template = self.template + local alias = string.format("Pilot %.2fkHz-%d", freq, math.random(1,99)) + local coalition = self.coalition + local pilotcacontrol = self.allowDownedPilotCAcontrol -- Switch AI on/oof - is this really correct for CA? + local _spawnedGroup = SPAWN + :NewWithAlias(template,alias) + :InitCoalition(coalition) + :InitCountry(country) + :InitAIOnOff(pilotcacontrol) + :InitDelayOff() + :SpawnFromCoordinate(point) + + return _spawnedGroup, alias -- Wrapper.Group#GROUP object +end + +--- (Internal) Add options to a downed pilot +-- @param #CSAR self +-- @param Wrapper.Group#GROUP group Group to use. +function CSAR:_AddSpecialOptions(group) + self:T(self.lid.." _AddSpecialOptions") + self:T({group}) + + local immortalcrew = self.immortalcrew + local invisiblecrew = self.invisiblecrew + if immortalcrew then + local _setImmortal = { + id = 'SetImmortal', + params = { + value = true + } + } + group:SetCommand(_setImmortal) + end + + if invisiblecrew then + local _setInvisible = { + id = 'SetInvisible', + params = { + value = true + } + } + group:SetCommand(_setInvisible) + end + + group:OptionAlarmStateGreen() + group:OptionROEHoldFire() + return self +end + +--- (Internal) Function to spawn a CSAR object into the scene. +-- @param #CSAR self +-- @param #number _coalition Coalition +-- @param DCS#country.id _country Country ID +-- @param Core.Point#COORDINATE _point Coordinate +-- @param #string _typeName Typename +-- @param #string _unitName Unitname +-- @param #string _playerName Playername +-- @param #number _freq Frequency +-- @param #boolean noMessage +-- @param #string _description Description +function CSAR:_AddCsar(_coalition , _country, _point, _typeName, _unitName, _playerName, _freq, noMessage, _description ) + self:T(self.lid .. " _AddCsar") + self:T({_coalition , _country, _point, _typeName, _unitName, _playerName, _freq, noMessage, _description}) + + local template = self.template + + if not _freq then + _freq = self:_GenerateADFFrequency() + if not _freq then _freq = 333000 end --noob catch + end + + local _spawnedGroup, _alias = self:_SpawnPilotInField(_country,_point,_freq) + + local _typeName = _typeName or "PoW" + + if not noMessage then + self:_DisplayToAllSAR("MAYDAY MAYDAY! " .. _typeName .. " is down. ", self.coalition, 10) + --local m = MESSAGE:New("MAYDAY MAYDAY! " .. _typeName .. " is down. ",10,"INFO"):ToCoalition(self.coalition) + end + + if _freq then + self:_AddBeaconToGroup(_spawnedGroup, _freq) + end + + self:_AddSpecialOptions(_spawnedGroup) + + local _text = " " + if _playerName ~= nil then + _text = "Pilot " .. _playerName .. " of " .. _unitName .. " - " .. _typeName + elseif _typeName ~= nil then + _text = "AI Pilot of " .. _unitName .. " - " .. _typeName + else + _text = _description + end + + self:T({_spawnedGroup, _alias}) + + local _GroupName = _spawnedGroup:GetName() or _alias + + self:_CreateDownedPilotTrack(_spawnedGroup,_GroupName,_coalition,_unitName,_text,_typeName,_freq,_playerName) + + self:_InitSARForPilot(_spawnedGroup, _GroupName, _freq, noMessage) + + return self +end + +--- (Internal) Function to add a CSAR object into the scene at a zone coordinate. For mission designers wanting to add e.g. PoWs to the scene. +-- @param #CSAR self +-- @param #string _zone Name of the zone. +-- @param #number _coalition Coalition. +-- @param #string _description (optional) Description. +-- @param #boolean _randomPoint (optional) Random yes or no. +-- @param #boolean _nomessage (optional) If true, don\'t send a message to SAR. +function CSAR:_SpawnCsarAtZone( _zone, _coalition, _description, _randomPoint, _nomessage) + self:T(self.lid .. " _SpawnCsarAtZone") + local freq = self:_GenerateADFFrequency() + local _triggerZone = ZONE:New(_zone) -- trigger to use as reference position + if _triggerZone == nil then + self:E(self.lid.."ERROR: Can\'t find zone called " .. _zone, 10) + return + end + + local _description = _description or "Unknown" + + local pos = {} + if _randomPoint then + local _pos = _triggerZone:GetRandomPointVec3() + pos = COORDINATE:NewFromVec3(_pos) + else + pos = _triggerZone:GetCoordinate() + end + + local _country = 0 + if _coalition == coalition.side.BLUE then + _country = country.id.USA + elseif _coalition == coalition.side.RED then + _country = country.id.RUSSIA + else + _country = country.id.UN_PEACEKEEPERS + end + + self:_AddCsar(_coalition, _country, pos, "PoW", _description, nil, freq, _nomessage, _description) + + return self +end + +--- Function to add a CSAR object into the scene at a zone coordinate. For mission designers wanting to add e.g. PoWs to the scene. +-- @param #CSAR self +-- @param #string Zone Name of the zone. +-- @param #number Coalition Coalition. +-- @param #string Description (optional) Description. +-- @param #boolean RandomPoint (optional) Random yes or no. +-- @param #boolean Nomessage (optional) If true, don\'t send a message to SAR. +-- @usage If missions designers want to spawn downed pilots into the field, e.g. at mission begin, to give the helicopter guys works, they can do this like so: +-- +-- -- Create downed "Pilot Wagner" in #ZONE "CSAR_Start_1" at a random point for the blue coalition +-- my_csar:SpawnCSARAtZone( "CSAR_Start_1", coalition.side.BLUE, "Pilot Wagner", true ) +function CSAR:SpawnCSARAtZone(Zone, Coalition, Description, RandomPoint, Nomessage) + self:_SpawnCsarAtZone(Zone, Coalition, Description, RandomPoint, Nomessage) + return self +end + +-- TODO: Split in functions per Event type +--- (Internal) Event handler. +-- @param #CSAR self +function CSAR:_EventHandler(EventData) + self:T(self.lid .. " _EventHandler") + self:T({Event = EventData.id}) + + local _event = EventData -- Core.Event#EVENTDATA + + -- no event + if _event == nil or _event.initiator == nil then + return false + + -- take off + elseif _event.id == EVENTS.Takeoff then -- taken off + self:T(self.lid .. " Event unit - Takeoff") + + local _coalition = _event.IniCoalition + if _coalition ~= self.coalition then + return --ignore! + end + + if _event.IniGroupName then + self.takenOff[_event.IniUnitName] = true + end + + return true + + -- player enter unit + elseif _event.id == EVENTS.PlayerEnterAircraft or _event.id == EVENTS.PlayerEnterUnit then --player entered unit + self:T(self.lid .. " Event unit - Player Enter") + + local _coalition = _event.IniCoalition + if _coalition ~= self.coalition then + return --ignore! + end + + if _event.IniPlayerName then + self.takenOff[_event.IniPlayerName] = nil + end + + local _unit = _event.IniUnit + local _group = _event.IniGroup + if _unit:IsHelicopter() or _group:IsHelicopter() then + self:_AddMedevacMenuItem() + end + + return true + + elseif (_event.id == EVENTS.PilotDead and self.csarOncrash == false) then + -- Pilot dead + + self:T(self.lid .. " Event unit - Pilot Dead") + + local _unit = _event.IniUnit + local _unitname = _event.IniUnitName + local _group = _event.IniGroup + + if _unit == nil then + return -- error! + end + + local _coalition = _event.IniCoalition + if _coalition ~= self.coalition then + return --ignore! + end + + -- Catch multiple events here? + if self.takenOff[_event.IniUnitName] == true or _group:IsAirborne() then + if self:_DoubleEjection(_unitname) then + return + end + self:_DisplayToAllSAR("MAYDAY MAYDAY! " .. _unit:GetTypeName() .. " shot down. No Chute!", self.coalition, 10) + --local m = MESSAGE:New("MAYDAY MAYDAY! " .. _unit:GetTypeName() .. " shot down. No Chute!",10,"Info"):ToCoalition(self.coalition) + else + self:T(self.lid .. " Pilot has not taken off, ignore") + end + + return + + elseif _event.id == EVENTS.PilotDead or _event.id == EVENTS.Ejection then + if _event.id == EVENTS.PilotDead and self.csarOncrash == false then + return + end + self:T(self.lid .. " Event unit - Pilot Ejected") + + local _unit = _event.IniUnit + local _unitname = _event.IniUnitName + local _group = _event.IniGroup + + if _unit == nil then + return -- error! + end + + local _coalition = _unit:GetCoalition() + if _coalition ~= self.coalition then + return --ignore! + end + + if self.enableForAI == false and _event.IniPlayerName == nil then + return + end + + if not self.takenOff[_event.IniUnitName] and not _group:IsAirborne() then + self:T(self.lid .. " Pilot has not taken off, ignore") + return -- give up, pilot hasnt taken off + end + + if self:_DoubleEjection(_unitname) then + return + end + + -- limit no of pilots in the field. + if self.limitmaxdownedpilots and self:_ReachedPilotLimit() then + return + end + + -- all checks passed, get going. + local _freq = self:_GenerateADFFrequency() + self:_AddCsar(_coalition, _unit:GetCountry(), _unit:GetCoordinate() , _unit:GetTypeName(), _unit:GetName(), _event.IniPlayerName, _freq, false, "none") + + return true + + elseif _event.id == EVENTS.Land then + self:T(self.lid .. " Landing") + + if _event.IniUnitName then + self.takenOff[_event.IniUnitName] = nil + end + + if self.allowFARPRescue then + + local _unit = _event.IniUnit -- Wrapper.Unit#UNIT + + if _unit == nil then + self:T(self.lid .. " Unit nil on landing") + return -- error! + end + + local _coalition = _event.IniCoalition + if _coalition ~= self.coalition then + return --ignore! + end + + self.takenOff[_event.IniUnitName] = nil + + local _place = _event.Place -- Wrapper.Airbase#AIRBASE + + if _place == nil then + self:T(self.lid .. " Landing Place Nil") + return -- error! + end + + if _place:GetCoalition() == self.coalition or _place:GetCoalition() == coalition.side.NEUTRAL then + self:_RescuePilots(_unit) + else + self:T(string.format("Airfield %d, Unit %d", _place:GetCoalition(), _unit:GetCoalition())) + end + end + + return true + end + return self +end + +--- (Internal) Initialize the action for a pilot. +-- @param #CSAR self +-- @param Wrapper.Group#GROUP _downedGroup The group to rescue. +-- @param #string _GroupName Name of the Group +-- @param #number _freq Beacon frequency. +-- @param #boolean _nomessage Send message true or false. +function CSAR:_InitSARForPilot(_downedGroup, _GroupName, _freq, _nomessage) + self:T(self.lid .. " _InitSARForPilot") + local _leader = _downedGroup:GetUnit(1) + --local _groupName = _downedGroup:GetName() + local _groupName = _GroupName + local _freqk = _freq / 1000 + local _coordinatesText = self:_GetPositionOfWounded(_downedGroup) + local _leadername = _leader:GetName() + + if not _nomessage then + local _text = string.format("%s requests SAR at %s, beacon at %.2f KHz", _leadername, _coordinatesText, _freqk) + self:_DisplayToAllSAR(_text,self.coalition,self.messageTime) + end + + for _,_heliName in pairs(self.csarUnits) do + self:_CheckWoundedGroupStatus(_heliName, _groupName) + end + + -- trigger FSM event + self:__PilotDown(2,_downedGroup, _freqk, _leadername, _coordinatesText) + + return self +end + +--- (Internal) Check if a name is in downed pilot table +-- @param #CSAR self +-- @param #string name Name to search for. +-- @return #boolean Outcome. +-- @return #CSAR.DownedPilot Table if found else nil. +function CSAR:_CheckNameInDownedPilots(name) + local PilotTable = self.downedPilots --#CSAR.DownedPilot + local found = false + local table = nil + for _,_pilot in pairs(PilotTable) do + if _pilot.name == name then + found = true + table = _pilot + break + end + end + return found, table +end + +--- (Internal) Check if a name is in downed pilot table and remove it. +-- @param #CSAR self +-- @param #string name Name to search for. +-- @param #boolean force Force removal. +-- @return #boolean Outcome. +function CSAR:_RemoveNameFromDownedPilots(name,force) + local PilotTable = self.downedPilots --#CSAR.DownedPilot + local found = false + for _,_pilot in pairs(PilotTable) do + if _pilot.name == name then + local group = _pilot.group -- Wrapper.Group#GROUP + if group then + if (not group:IsAlive()) or ( force == true) then -- don\'t delete groups which still exist + found = true + _pilot.desc = nil + _pilot.frequency = nil + _pilot.index = nil + _pilot.name = nil + _pilot.originalUnit = nil + _pilot.player = nil + _pilot.side = nil + _pilot.typename = nil + _pilot.group = nil + _pilot.timestamp = nil + end + end + end + end + return found +end + +--- (Internal) Check state of wounded group. +-- @param #CSAR self +-- @param #string heliname heliname +-- @param #string woundedgroupname woundedgroupname +function CSAR:_CheckWoundedGroupStatus(heliname,woundedgroupname) + self:T(self.lid .. " _CheckWoundedGroupStatus") + local _heliName = heliname + local _woundedGroupName = woundedgroupname + self:T({Heli = _heliName, Downed = _woundedGroupName}) + -- if wounded group is not here then message already been sent to SARs + -- stop processing any further + local _found, _downedpilot = self:_CheckNameInDownedPilots(_woundedGroupName) + if not _found then + self:T("...not found in list!") + return + end + + local _woundedGroup = _downedpilot.group + if _woundedGroup ~= nil then + local _heliUnit = self:_GetSARHeli(_heliName) -- Wrapper.Unit#UNIT + + local _lookupKeyHeli = _heliName .. "_" .. _woundedGroupName --lookup key for message state tracking + + if _heliUnit == nil then + self.heliVisibleMessage[_lookupKeyHeli] = nil + self.heliCloseMessage[_lookupKeyHeli] = nil + self.landedStatus[_lookupKeyHeli] = nil + self:T("...helinunit nil!") + return + end + + --if self:_CheckGroupNotKIA(_woundedGroup, _woundedGroupName, _heliUnit, _heliName) then + local _heliCoord = _heliUnit:GetCoordinate() + local _leaderCoord = _woundedGroup:GetCoordinate() + local _distance = self:_GetDistance(_heliCoord,_leaderCoord) + if _distance < self.approachdist_near and _distance > 0 then + if self:_CheckCloseWoundedGroup(_distance, _heliUnit, _heliName, _woundedGroup, _woundedGroupName) == true then + -- we\'re close, reschedule + _downedpilot.timestamp = timer.getAbsTime() + self:__Approach(-5,heliname,woundedgroupname) + end + elseif _distance >= self.approachdist_near and _distance < self.approachdist_far then + self.heliVisibleMessage[_lookupKeyHeli] = nil + --reschedule as units aren\'t dead yet , schedule for a bit slower though as we\'re far away + _downedpilot.timestamp = timer.getAbsTime() + self:__Approach(-10,heliname,woundedgroupname) + end + else + self:T("...Downed Pilot KIA?!") + self:_RemoveNameFromDownedPilots(_downedpilot.name) + end + return self +end + +--- (Internal) Function to pop a smoke at a wounded pilot\'s positions. +-- @param #CSAR self +-- @param #string _woundedGroupName Name of the group. +-- @param Wrapper.Group#GROUP _woundedLeader Object of the group. +function CSAR:_PopSmokeForGroup(_woundedGroupName, _woundedLeader) + self:T(self.lid .. " _PopSmokeForGroup") + -- have we popped smoke already in the last 5 mins + local _lastSmoke = self.smokeMarkers[_woundedGroupName] + if _lastSmoke == nil or timer.getTime() > _lastSmoke then + + local _smokecolor = self.smokecolor + local _smokecoord = _woundedLeader:GetCoordinate() + _smokecoord:Smoke(_smokecolor) + self.smokeMarkers[_woundedGroupName] = timer.getTime() + 300 -- next smoke time + end + return self +end + +--- (Internal) Function to pickup the wounded pilot from the ground. +-- @param #CSAR self +-- @param Wrapper.Unit#UNIT _heliUnit Object of the group. +-- @param #string _pilotName Name of the pilot. +-- @param Wrapper.Group#GROUP _woundedGroup Object of the group. +-- @param #string _woundedGroupName Name of the group. +function CSAR:_PickupUnit(_heliUnit, _pilotName, _woundedGroup, _woundedGroupName) + self:T(self.lid .. " _PickupUnit") + -- board + local _heliName = _heliUnit:GetName() + local _groups = self.inTransitGroups[_heliName] + local _unitsInHelicopter = self:_PilotsOnboard(_heliName) + + -- init table if there is none for this helicopter + if not _groups then + self.inTransitGroups[_heliName] = {} + _groups = self.inTransitGroups[_heliName] + end + + -- if the heli can\'t pick them up, show a message and return + local _maxUnits = self.AircraftType[_heliUnit:GetTypeName()] + if _maxUnits == nil then + _maxUnits = self.max_units + end + if _unitsInHelicopter + 1 > _maxUnits then + self:_DisplayMessageToSAR(_heliUnit, string.format("%s, %s. We\'re already crammed with %d guys! Sorry!", _pilotName, _heliName, _unitsInHelicopter, _unitsInHelicopter), self.messageTime) + return true + end + + local found,downedgrouptable = self:_CheckNameInDownedPilots(_woundedGroupName) + local grouptable = downedgrouptable --#CSAR.DownedPilot + self.inTransitGroups[_heliName][_woundedGroupName] = + { + -- DONE: Fix with #CSAR.DownedPilot + originalUnit = grouptable.originalUnit, + woundedGroup = _woundedGroupName, + side = self.coalition, + desc = grouptable.desc, + player = grouptable.player, + } + + _woundedGroup:Destroy() + self:_RemoveNameFromDownedPilots(_woundedGroupName,true) + + self:_DisplayMessageToSAR(_heliUnit, string.format("%s: %s I\'m in! Get to the MASH ASAP! ", _heliName, _pilotName), self.messageTime,true,true) + + self:__Boarded(5,_heliName,_woundedGroupName) + + return true +end + +--- (Internal) Move group to destination. +-- @param #CSAR self +-- @param Wrapper.Group#GROUP _leader +-- @param Core.Point#COORDINATE _destination +function CSAR:_OrderGroupToMoveToPoint(_leader, _destination) + self:T(self.lid .. " _OrderGroupToMoveToPoint") + local group = _leader + local coordinate = _destination:GetVec2() + + group:SetAIOn() + group:RouteToVec2(coordinate,5) + return self +end + + +--- (internal) Function to check if the heli door(s) are open. Thanks to Shadowze. +-- @param #CSAR self +-- @param #string unit_name Name of unit. +-- @return #boolean outcome The outcome. +function CSAR:_IsLoadingDoorOpen( unit_name ) + self:T(self.lid .. " _IsLoadingDoorOpen") + local ret_val = false + local unit = Unit.getByName(unit_name) + if unit ~= nil then + local type_name = unit:getTypeName() + + if type_name == "Mi-8MT" and unit:getDrawArgumentValue(86) == 1 or unit:getDrawArgumentValue(250) == 1 then + self:I(unit_name .. " Cargo doors are open or cargo door not present") + ret_val = true + end + + if type_name == "Mi-24P" and unit:getDrawArgumentValue(38) == 1 or unit:getDrawArgumentValue(86) == 1 then + self:I(unit_name .. " a side door is open") + ret_val = true + end + + if type_name == "UH-1H" and unit:getDrawArgumentValue(43) == 1 or unit:getDrawArgumentValue(44) == 1 then + self:I(unit_name .. " a side door is open ") + ret_val = true + end + + if string.find(type_name, "SA342" ) and unit:getDrawArgumentValue(34) == 1 or unit:getDrawArgumentValue(38) == 1 then + self:I(unit_name .. " front door(s) are open") + ret_val = true + end + + if ret_val == false then + self:I(unit_name .. " all doors are closed") + end + return ret_val + + end -- nil + + return false +end + +--- (Internal) Function to check if heli is close to group. +-- @param #CSAR self +-- @param #number _distance +-- @param Wrapper.Unit#UNIT _heliUnit +-- @param #string _heliName +-- @param Wrapper.Group#GROUP _woundedGroup +-- @param #string _woundedGroupName +-- @return #boolean Outcome +function CSAR:_CheckCloseWoundedGroup(_distance, _heliUnit, _heliName, _woundedGroup, _woundedGroupName) + self:T(self.lid .. " _CheckCloseWoundedGroup") + + local _woundedLeader = _woundedGroup + local _lookupKeyHeli = _heliUnit:GetName() .. "_" .. _woundedGroupName --lookup key for message state tracking + + local _found, _pilotable = self:_CheckNameInDownedPilots(_woundedGroupName) -- #boolean, #CSAR.DownedPilot + local _pilotName = _pilotable.desc + + + local _reset = true + + if (self.autosmoke == true) and (_distance < self.autosmokedistance) then + self:_PopSmokeForGroup(_woundedGroupName, _woundedLeader) + end + + if self.heliVisibleMessage[_lookupKeyHeli] == nil then + if self.autosmoke == true then + self:_DisplayMessageToSAR(_heliUnit, string.format("%s: %s. I hear you! Damn, that thing is loud! Land or hover by the smoke.", _heliName, _pilotName), self.messageTime,true,true) + else + self:_DisplayMessageToSAR(_heliUnit, string.format("%s: %s. I hear you! Damn, that thing is loud! Request a Flare or Smoke if you need", _heliName, _pilotName), self.messageTime,true,true) + end + --mark as shown for THIS heli and THIS group + self.heliVisibleMessage[_lookupKeyHeli] = true + end + + if (_distance < 500) then + + if self.heliCloseMessage[_lookupKeyHeli] == nil then + if self.autosmoke == true then + self:_DisplayMessageToSAR(_heliUnit, string.format("%s: %s. You\'re close now! Land or hover at the smoke.", _heliName, _pilotName), self.messageTime,true,true) + else + self:_DisplayMessageToSAR(_heliUnit, string.format("%s: %s. You\'re close now! Land in a safe place, I will go there ", _heliName, _pilotName), self.messageTime,true,true) + end + --mark as shown for THIS heli and THIS group + self.heliCloseMessage[_lookupKeyHeli] = true + end + + -- have we landed close enough? + if not _heliUnit:InAir() then + + -- if you land on them, doesnt matter if they were heading to someone else as you\'re closer, you win! :) + if self.pilotRuntoExtractPoint == true then + if (_distance < self.extractDistance) then + local _time = self.landedStatus[_lookupKeyHeli] + if _time == nil then + self.landedStatus[_lookupKeyHeli] = math.floor( (_distance - self.loadDistance) / 3.6 ) + _time = self.landedStatus[_lookupKeyHeli] + self:_OrderGroupToMoveToPoint(_woundedGroup, _heliUnit:GetCoordinate()) + self:_DisplayMessageToSAR(_heliUnit, "Wait till " .. _pilotName .. " gets in. \nETA " .. _time .. " more seconds.", self.messageTime, true) + else + _time = self.landedStatus[_lookupKeyHeli] - 10 + self.landedStatus[_lookupKeyHeli] = _time + end + if _time <= 0 or _distance < self.loadDistance then + if self.pilotmustopendoors and not self:_IsLoadingDoorOpen(_heliName) then + self:_DisplayMessageToSAR(_heliUnit, "Open the door to let me in, bugger!", self.messageTime, true) + return true + else + self.landedStatus[_lookupKeyHeli] = nil + self:_PickupUnit(_heliUnit, _pilotName, _woundedGroup, _woundedGroupName) + return false + end + end + end + else + if (_distance < self.loadDistance) then + if self.pilotmustopendoors and not self:_IsLoadingDoorOpen(_heliName) then + self:_DisplayMessageToSAR(_heliUnit, "Open the door to let me in, honk!", self.messageTime, true) + return true + else + self:_PickupUnit(_heliUnit, _pilotName, _woundedGroup, _woundedGroupName) + return false + end + end + end + else + + local _unitsInHelicopter = self:_PilotsOnboard(_heliName) + local _maxUnits = self.AircraftType[_heliUnit:GetTypeName()] + if _maxUnits == nil then + _maxUnits = self.max_units + end + + if _heliUnit:InAir() and _unitsInHelicopter + 1 <= _maxUnits then + + if _distance < 8.0 then + + --check height! + local leaderheight = _woundedLeader:GetHeight() + if leaderheight < 0 then leaderheight = 0 end + local _height = _heliUnit:GetHeight() - leaderheight + + if _height <= 20.0 then + + local _time = self.hoverStatus[_lookupKeyHeli] + + if _time == nil then + self.hoverStatus[_lookupKeyHeli] = 10 + _time = 10 + else + _time = self.hoverStatus[_lookupKeyHeli] - 10 + self.hoverStatus[_lookupKeyHeli] = _time + end + + if _time > 0 then + self:_DisplayMessageToSAR(_heliUnit, "Hovering above " .. _pilotName .. ". \n\nHold hover for " .. _time .. " seconds to winch them up. \n\nIf the countdown stops you\'re too far away!", self.messageTime, true) + else + if self.pilotmustopendoors and not self:_IsLoadingDoorOpen(_heliName) then + self:_DisplayMessageToSAR(_heliUnit, "Open the door to let me in, noob!", self.messageTime, true) + return true + else + self.hoverStatus[_lookupKeyHeli] = nil + self:_PickupUnit(_heliUnit, _pilotName, _woundedGroup, _woundedGroupName) + return false + end + end + _reset = false + else + self:_DisplayMessageToSAR(_heliUnit, "Too high to winch " .. _pilotName .. " \nReduce height and hover for 10 seconds!", self.messageTime, true,true) + end + end + + end + end + end + + if _reset then + self.hoverStatus[_lookupKeyHeli] = nil + end + + if _distance < 500 then + return true + else + return false + end +end + +--- (Internal) Check if group not KIA. +-- @param #CSAR self +-- @param Wrapper.Group#GROUP _woundedGroup +-- @param #string _woundedGroupName +-- @param Wrapper.Unit#UNIT _heliUnit +-- @param #string _heliName +-- @return #boolean Outcome +function CSAR:_CheckGroupNotKIA(_woundedGroup, _woundedGroupName, _heliUnit, _heliName) + self:T(self.lid .. " _CheckGroupNotKIA") + -- check if unit has died or been picked up + local inTransit = false + if _woundedGroup and _heliUnit then + for _currentHeli, _groups in pairs(self.inTransitGroups) do + if _groups[_woundedGroupName] then + inTransit = true + self:_DisplayToAllSAR(string.format("%s has been picked up by %s", _woundedGroupName, _currentHeli), self.coalition, self.messageTime) + break + end -- end name check + end -- end loop + if not inTransit then + -- KIA + self:_DisplayToAllSAR(string.format("%s is KIA ", _woundedGroupName), self.coalition, self.messageTime) + end + --stops the message being displayed again + self:_RemoveNameFromDownedPilots(_woundedGroupName) + end + --continue + return inTransit +end + +--- (Internal) Monitor in-flight returning groups. +-- @param #CSAR self +-- @param #string heliname Heli name +-- @param #string groupname Group name +function CSAR:_ScheduledSARFlight(heliname,groupname) + self:T(self.lid .. " _ScheduledSARFlight") + self:T({heliname,groupname}) + local _heliUnit = self:_GetSARHeli(heliname) + local _woundedGroupName = groupname + + if (_heliUnit == nil) then + --helicopter crashed? + self.inTransitGroups[heliname] = nil + return + end + + if self.inTransitGroups[heliname] == nil or self.inTransitGroups[heliname][_woundedGroupName] == nil then + -- Groups already rescued + return + end + + local _dist = self:_GetClosestMASH(_heliUnit) + + if _dist == -1 then + return + end + + if _dist < 200 and _heliUnit:InAir() == false then + self:_RescuePilots(_heliUnit) + return + end + + --queue up + self:__Returning(-5,heliname,_woundedGroupName) + return self +end + +--- (Internal) Mark pilot as rescued and remove from tables. +-- @param #CSAR self +-- @param Wrapper.Unit#UNIT _heliUnit +function CSAR:_RescuePilots(_heliUnit) + self:T(self.lid .. " _RescuePilots") + local _heliName = _heliUnit:GetName() + local _rescuedGroups = self.inTransitGroups[_heliName] + + if _rescuedGroups == nil then + -- Groups already rescued + return + end + + -- DONE: count saved units? + local PilotsSaved = self:_PilotsOnboard(_heliName) + + self.inTransitGroups[_heliName] = nil + + local _txt = string.format("%s: The %d pilot(s) have been taken to the\nmedical clinic. Good job!", _heliName, PilotsSaved) + + self:_DisplayMessageToSAR(_heliUnit, _txt, self.messageTime) + -- trigger event + self:__Rescued(-1,_heliUnit,_heliName, PilotsSaved) + return self +end + +--- (Internal) Check and return Wrappe.Unit#UNIT based on the name if alive. +-- @param #CSAR self +-- @param #string _unitname Name of Unit +-- @return #UNIT or nil +function CSAR:_GetSARHeli(_unitName) + self:T(self.lid .. " _GetSARHeli") + local unit = UNIT:FindByName(_unitName) + if unit and unit:IsAlive() then + return unit + else + return nil + end +end + +--- (Internal) Display message to single Unit. +-- @param #CSAR self +-- @param Wrapper.Unit#UNIT _unit Unit #UNIT to display to. +-- @param #string _text Text of message. +-- @param #number _time Message show duration. +-- @param #boolean _clear (optional) Clear screen. +-- @param #boolean _speak (optional) Speak message via SRS. +function CSAR:_DisplayMessageToSAR(_unit, _text, _time, _clear, _speak) + self:T(self.lid .. " _DisplayMessageToSAR") + local group = _unit:GetGroup() + local _clear = _clear or nil + local _time = _time or self.messageTime + local m = MESSAGE:New(_text,_time,"Info",_clear):ToGroup(group) + -- integrate SRS + if _speak and self.useSRS then + local srstext = SOUNDTEXT:New(_text) + local path = self.SRSPath + local modulation = self.SRSModulation + local channel = self.SRSchannel + local msrs = MSRS:New(path,channel,modulation) + msrs:PlaySoundText(srstext, 2) + end + return self +end + +--- (Internal) Function to get string of a group\'s position. +-- @param #CSAR self +-- @param Wrapper.Controllable#CONTROLLABLE _woundedGroup Group or Unit object. +-- @return #string Coordinates as Text +function CSAR:_GetPositionOfWounded(_woundedGroup) + self:T(self.lid .. " _GetPositionOfWounded") + local _coordinate = _woundedGroup:GetCoordinate() + local _coordinatesText = "None" + if _coordinate then + if self.coordtype == 0 then -- Lat/Long DMTM + _coordinatesText = _coordinate:ToStringLLDDM() + elseif self.coordtype == 1 then -- Lat/Long DMS + _coordinatesText = _coordinate:ToStringLLDMS() + elseif self.coordtype == 2 then -- MGRS + _coordinatesText = _coordinate:ToStringMGRS() + elseif self.coordtype == 3 then -- Bullseye Imperial + local Settings = _SETTINGS:SetImperial() + _coordinatesText = _coordinate:ToStringBULLS(self.coalition,Settings) + else -- Bullseye Metric --(medevac.coordtype == 4) + local Settings = _SETTINGS:SetMetric() + _coordinatesText = _coordinate:ToStringBULLS(self.coalition,Settings) + end + end + return _coordinatesText +end + +--- (Internal) Display active SAR tasks to player. +-- @param #CSAR self +-- @param #string _unitName Unit to display to +function CSAR:_DisplayActiveSAR(_unitName) + self:T(self.lid .. " _DisplayActiveSAR") + local _msg = "Active MEDEVAC/SAR:" + local _heli = self:_GetSARHeli(_unitName) -- Wrapper.Unit#UNIT + if _heli == nil then + return + end + + local _heliSide = self.coalition + local _csarList = {} + + local _DownedPilotTable = self.downedPilots + self:T({Table=_DownedPilotTable}) + for _, _value in pairs(_DownedPilotTable) do + local _groupName = _value.name + self:T(string.format("Display Active Pilot: %s", tostring(_groupName))) + self:T({Table=_value}) + --local _woundedGroup = GROUP:FindByName(_groupName) + local _woundedGroup = _value.group + if _woundedGroup then + local _coordinatesText = self:_GetPositionOfWounded(_woundedGroup) + local _helicoord = _heli:GetCoordinate() + local _woundcoord = _woundedGroup:GetCoordinate() + local _distance = self:_GetDistance(_helicoord, _woundcoord) + self:T({_distance = _distance}) + -- change distance to miles if self.coordtype < 4 + local distancetext = "" + if self.coordtype < 4 then + distancetext = string.format("%.3fnm",UTILS.MetersToNM(_distance)) + else + distancetext = string.format("%.3fkm", _distance/1000.0) + end + table.insert(_csarList, { dist = _distance, msg = string.format("%s at %s - %.2f KHz ADF - %s ", _value.desc, _coordinatesText, _value.frequency / 1000, distancetext) }) + end + end + + local function sortDistance(a, b) + return a.dist < b.dist + end + + table.sort(_csarList, sortDistance) + + for _, _line in pairs(_csarList) do + _msg = _msg .. "\n" .. _line.msg + end + + self:_DisplayMessageToSAR(_heli, _msg, self.messageTime*2) + return self +end + +--- (Internal) Find the closest downed pilot to a heli. +-- @param #CSAR self +-- @param Wrapper.Unit#UNIT _heli Helicopter #UNIT +-- @return #table Table of results +function CSAR:_GetClosestDownedPilot(_heli) + self:T(self.lid .. " _GetClosestDownedPilot") + local _side = self.coalition + local _closestGroup = nil + local _shortestDistance = -1 + local _distance = 0 + local _closestGroupInfo = nil + local _heliCoord = _heli:GetCoordinate() + + local DownedPilotsTable = self.downedPilots + for _, _groupInfo in pairs(DownedPilotsTable) do + local _woundedName = _groupInfo.name + local _tempWounded = _groupInfo.group + + -- check group exists and not moving to someone else + if _tempWounded then + local _tempCoord = _tempWounded:GetCoordinate() + _distance = self:_GetDistance(_heliCoord, _tempCoord) + + if _distance ~= nil and (_shortestDistance == -1 or _distance < _shortestDistance) then + _shortestDistance = _distance + _closestGroup = _tempWounded + _closestGroupInfo = _groupInfo + end + end + end + + return { pilot = _closestGroup, distance = _shortestDistance, groupInfo = _closestGroupInfo } +end + +--- (Internal) Fire a flare at the point of a downed pilot. +-- @param #CSAR self +-- @param #string _unitName Name of the unit. +function CSAR:_SignalFlare(_unitName) + self:T(self.lid .. " _SignalFlare") + local _heli = self:_GetSARHeli(_unitName) + if _heli == nil then + return + end + + local _closest = self:_GetClosestDownedPilot(_heli) + + if _closest ~= nil and _closest.pilot ~= nil and _closest.distance < 8000.0 then + + local _clockDir = self:_GetClockDirection(_heli, _closest.pilot) + local _distance = 0 + if self.coordtype < 4 then + _distance = string.format("%.3fnm",UTILS.MetersToNM(_closest.distance)) + else + _distance = string.format("%.3fkm",_closest.distance) + end + local _msg = string.format("%s - Popping signal flare at your %s o\'clock. Distance %s", _unitName, _clockDir, _distance) + self:_DisplayMessageToSAR(_heli, _msg, self.messageTime, false, true) + + local _coord = _closest.pilot:GetCoordinate() + _coord:FlareRed(_clockDir) + else + local disttext = "4.3nm" + if self.coordtype == 4 then + disttext = "8km" + end + self:_DisplayMessageToSAR(_heli, string.format("No Pilots within %s",disttext), self.messageTime) + end + return self +end + +--- (Internal) Display info to all SAR groups. +-- @param #CSAR self +-- @param #string _message Message to display. +-- @param #number _side Coalition of message. +-- @param #number _messagetime How long to show. +function CSAR:_DisplayToAllSAR(_message, _side, _messagetime) + self:T(self.lid .. " _DisplayToAllSAR") + for _, _unitName in pairs(self.csarUnits) do + local _unit = self:_GetSARHeli(_unitName) + if _unit then + if not _messagetime then + self:_DisplayMessageToSAR(_unit, _message, _messagetime) + end + end + end + return self +end + +---(Internal) Request smoke at closest downed pilot. +--@param #CSAR self +--@param #string _unitName Name of the helicopter +function CSAR:_Reqsmoke( _unitName ) + self:T(self.lid .. " _Reqsmoke") + local _heli = self:_GetSARHeli(_unitName) + if _heli == nil then + return + end + local _closest = self:_GetClosestDownedPilot(_heli) + if _closest ~= nil and _closest.pilot ~= nil and _closest.distance < 8000.0 then + local _clockDir = self:_GetClockDirection(_heli, _closest.pilot) + local _distance = 0 + if self.coordtype < 4 then + _distance = string.format("%.3fnm",UTILS.MetersToNM(_closest.distance)) + else + _distance = string.format("%.3fkm",_closest.distance) + end + local _msg = string.format("%s - Popping signal smoke at your %s o\'clock. Distance %s", _unitName, _clockDir, _distance) + self:_DisplayMessageToSAR(_heli, _msg, self.messageTime, false, true) + local _coord = _closest.pilot:GetCoordinate() + local color = self.smokecolor + _coord:Smoke(color) + else + local disttext = "4.3nm" + if self.coordtype == 4 then + disttext = "8km" + end + self:_DisplayMessageToSAR(_heli, string.format("No Pilots within %s",disttext), self.messageTime) + end + return self +end + +--- (Internal) Determine distance to closest MASH. +-- @param #CSAR self +-- @param Wrapper.Unit#UNIT _heli Helicopter #UNIT +-- @retunr +function CSAR:_GetClosestMASH(_heli) + self:T(self.lid .. " _GetClosestMASH") + local _mashset = self.mash -- Core.Set#SET_GROUP + local _mashes = _mashset:GetSetObjects() -- #table + local _shortestDistance = -1 + local _distance = 0 + local _helicoord = _heli:GetCoordinate() + + local function GetCloseAirbase(coordinate,Coalition,Category) + + local a=coordinate:GetVec3() + local distmin=math.huge + local airbase=nil + for DCSairbaseID, DCSairbase in pairs(world.getAirbases(Coalition)) do + local b=DCSairbase:getPoint() + + local c=UTILS.VecSubstract(a,b) + local dist=UTILS.VecNorm(c) + + if dist 0 then + local PilotTable = self.downedPilots + for _,_pilot in pairs (PilotTable) do + self:T({_pilot}) + local pilot = _pilot -- #CSAR.DownedPilot + local group = pilot.group + local frequency = pilot.frequency or 0 -- thanks to @Thrud + if group and group:IsAlive() and frequency > 0 then + self:_AddBeaconToGroup(group,frequency) + end + end + end + return self +end + +--- (Internal) Helper function to count active downed pilots. +-- @param #CSAR self +-- @return #number Number of pilots in the field. +function CSAR:_CountActiveDownedPilots() + self:T(self.lid .. " _CountActiveDownedPilots") + local PilotsInFieldN = 0 + for _, _unitName in pairs(self.downedPilots) do + self:T({_unitName}) + if _unitName.name ~= nil then + PilotsInFieldN = PilotsInFieldN + 1 + end + end + return PilotsInFieldN +end + +--- (Internal) Helper to decide if we're over max limit. +-- @param #CSAR self +-- @return #boolean True or false. +function CSAR:_ReachedPilotLimit() + self:T(self.lid .. " _ReachedPilotLimit") + local limit = self.maxdownedpilots + local islimited = self.limitmaxdownedpilots + local count = self:_CountActiveDownedPilots() + if islimited and (count >= limit) then + return true + else + return false + end +end + + ------------------------------ + --- FSM internal Functions --- + ------------------------------ + +--- (Internal) Function called after Start() event. +-- @param #CSAR self. +-- @param #string From From state. +-- @param #string Event Event triggered. +-- @param #string To To state. +function CSAR:onafterStart(From, Event, To) + self:T({From, Event, To}) + self:I(self.lid .. "Started.") + -- event handler + self:HandleEvent(EVENTS.Takeoff, self._EventHandler) + self:HandleEvent(EVENTS.Land, self._EventHandler) + self:HandleEvent(EVENTS.Ejection, self._EventHandler) + self:HandleEvent(EVENTS.PlayerEnterAircraft, self._EventHandler) + self:HandleEvent(EVENTS.PlayerEnterUnit, self._EventHandler) + self:HandleEvent(EVENTS.PilotDead, self._EventHandler) + if self.useprefix then + local prefixes = self.csarPrefix or {} + self.allheligroupset = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterPrefixes(prefixes):FilterCategoryHelicopter():FilterStart() + else + self.allheligroupset = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterCategoryHelicopter():FilterStart() + end + self:__Status(-10) + return self +end + +--- (Internal) Function called before Status() event. +-- @param #CSAR self. +-- @param #string From From state. +-- @param #string Event Event triggered. +-- @param #string To To state. +function CSAR:onbeforeStatus(From, Event, To) + self:T({From, Event, To}) + -- housekeeping + self:_AddMedevacMenuItem() + self:_RefreshRadioBeacons() + for _,_sar in pairs (self.csarUnits) do + local PilotTable = self.downedPilots + for _,_entry in pairs (PilotTable) do + local entry = _entry -- #CSAR.DownedPilot + local name = entry.name + local timestamp = entry.timestamp or 0 + local now = timer.getAbsTime() + if now - timestamp > 17 then -- only check if we\'re not in approach mode, which is iterations of 5 and 10. + self:_CheckWoundedGroupStatus(_sar,name) + end + end + end + return self +end + +--- (Internal) Function called after Status() event. +-- @param #CSAR self. +-- @param #string From From state. +-- @param #string Event Event triggered. +-- @param #string To To state. +function CSAR:onafterStatus(From, Event, To) + self:T({From, Event, To}) + -- collect some stats + local NumberOfSARPilots = 0 + for _, _unitName in pairs(self.csarUnits) do + NumberOfSARPilots = NumberOfSARPilots + 1 + end + + local PilotsInFieldN = self:_CountActiveDownedPilots() + + local PilotsBoarded = 0 + for _, _unitName in pairs(self.inTransitGroups) do + for _,_units in pairs(_unitName) do + PilotsBoarded = PilotsBoarded + 1 + end + end + + if self.verbose > 0 then + local text = string.format("%s Active SAR: %d | Downed Pilots in field: %d (max %d) | Pilots boarded: %d | Landings: %d | Pilots rescued: %d", + self.lid,NumberOfSARPilots,PilotsInFieldN,self.maxdownedpilots,PilotsBoarded,self.rescues,self.rescuedpilots) + self:T(text) + if self.verbose < 2 then + self:I(text) + elseif self.verbose > 1 then + self:I(text) + local m = MESSAGE:New(text,"10","Status",true):ToCoalition(self.coalition) + end + end + self:__Status(-20) + return self +end + +--- (Internal) Function called after Stop() event. +-- @param #CSAR self. +-- @param #string From From state. +-- @param #string Event Event triggered. +-- @param #string To To state. +function CSAR:onafterStop(From, Event, To) + self:T({From, Event, To}) + -- event handler + self:UnHandleEvent(EVENTS.Takeoff) + self:UnHandleEvent(EVENTS.Land) + self:UnHandleEvent(EVENTS.Ejection) + self:UnHandleEvent(EVENTS.PlayerEnterUnit) + self:UnHandleEvent(EVENTS.PlayerEnterAircraft) + self:UnHandleEvent(EVENTS.PilotDead) + self:T(self.lid .. "Stopped.") + return self +end + +--- (Internal) Function called before Approach() event. +-- @param #CSAR self. +-- @param #string From From state. +-- @param #string Event Event triggered. +-- @param #string To To state. +-- @param #string Heliname Name of the helicopter group. +-- @param #string Woundedgroupname Name of the downed pilot\'s group. +function CSAR:onbeforeApproach(From, Event, To, Heliname, Woundedgroupname) + self:T({From, Event, To, Heliname, Woundedgroupname}) + self:_CheckWoundedGroupStatus(Heliname,Woundedgroupname) + return self +end + +--- (Internal) Function called before Boarded() event. +-- @param #CSAR self. +-- @param #string From From state. +-- @param #string Event Event triggered. +-- @param #string To To state. +-- @param #string Heliname Name of the helicopter group. +-- @param #string Woundedgroupname Name of the downed pilot\'s group. +function CSAR:onbeforeBoarded(From, Event, To, Heliname, Woundedgroupname) + self:T({From, Event, To, Heliname, Woundedgroupname}) + self:_ScheduledSARFlight(Heliname,Woundedgroupname) + return self +end + +--- (Internal) Function called before Returning() event. +-- @param #CSAR self. +-- @param #string From From state. +-- @param #string Event Event triggered. +-- @param #string To To state. +-- @param #string Heliname Name of the helicopter group. +-- @param #string Woundedgroupname Name of the downed pilot\'s group. +function CSAR:onbeforeReturning(From, Event, To, Heliname, Woundedgroupname) + self:T({From, Event, To, Heliname, Woundedgroupname}) + self:_ScheduledSARFlight(Heliname,Woundedgroupname) + return self +end + +--- (Internal) Function called before Rescued() event. +-- @param #CSAR self. +-- @param #string From From state. +-- @param #string Event Event triggered. +-- @param #string To To state. +-- @param Wrapper.Unit#UNIT HeliUnit Unit of the helicopter. +-- @param #string HeliName Name of the helicopter group. +-- @param #number PilotsSaved Number of the saved pilots on board when landing. +function CSAR:onbeforeRescued(From, Event, To, HeliUnit, HeliName, PilotsSaved) + self:T({From, Event, To, HeliName, HeliUnit}) + self.rescues = self.rescues + 1 + self.rescuedpilots = self.rescuedpilots + PilotsSaved + return self +end + +--- (Internal) Function called before PilotDown() event. +-- @param #CSAR self. +-- @param #string From From state. +-- @param #string Event Event triggered. +-- @param #string To To state. +-- @param Wrapper.Group#GROUP Group Group object of the downed pilot. +-- @param #number Frequency Beacon frequency in kHz. +-- @param #string Leadername Name of the #UNIT of the downed pilot. +-- @param #string CoordinatesText String of the position of the pilot. Format determined by self.coordtype. +function CSAR:onbeforePilotDown(From, Event, To, Group, Frequency, Leadername, CoordinatesText) + self:T({From, Event, To, Group, Frequency, Leadername, CoordinatesText}) + return self +end +-------------------------------------------------------------------------------------------------------------------------------------------------------------------- +-- End Ops.CSAR +-------------------------------------------------------------------------------------------------------------------------------------------------------------------- diff --git a/Moose Development/Moose/Ops/CTLD.lua b/Moose Development/Moose/Ops/CTLD.lua new file mode 100644 index 000000000..4c9adf68d --- /dev/null +++ b/Moose Development/Moose/Ops/CTLD.lua @@ -0,0 +1,2591 @@ +--- **Ops** -- Combat Troops & Logistics Deployment. +-- +-- === +-- +-- **CTLD** - MOOSE based Helicopter CTLD Operations. +-- +-- === +-- +-- ## Missions: +-- +-- ### [CTLD - Combat Troop & Logistics Deployment](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/OPS%20-%20CTLD) +-- +-- === +-- +-- **Main Features:** +-- +-- * MOOSE-based Helicopter CTLD Operations for Players. +-- +-- === +-- +-- ### Author: **Applevangelist** (Moose Version), ***Ciribob*** (original), Thanks to: Shadowze, Cammel (testing) +-- @module Ops.CTLD +-- @image OPS_CTLD.jpg + +-- Date: July 2021 + +do +------------------------------------------------------ +--- **CTLD_CARGO** class, extends #Core.Base#BASE +-- @type CTLD_CARGO +-- @field #number ID ID of this cargo. +-- @field #string Name Name for menu. +-- @field #table Templates Table of #POSITIONABLE objects. +-- @field #CTLD_CARGO.Enum Type Enumerator of Type. +-- @field #boolean HasBeenMoved Flag for moving. +-- @field #boolean LoadDirectly Flag for direct loading. +-- @field #number CratesNeeded Crates needed to build. +-- @field Wrapper.Positionable#POSITIONABLE Positionable Representation of cargo in the mission. +-- @field #boolean HasBeenDropped True if dropped from heli. +-- @extends Core.Fsm#FSM +CTLD_CARGO = { + ClassName = "CTLD_CARGO", + ID = 0, + Name = "none", + Templates = {}, + CargoType = "none", + HasBeenMoved = false, + LoadDirectly = false, + CratesNeeded = 0, + Positionable = nil, + HasBeenDropped = false, + } + + --- Define cargo types. + -- @type CTLD_CARGO.Enum + -- @field #string Type Type of Cargo. + CTLD_CARGO.Enum = { + ["VEHICLE"] = "Vehicle", -- #string vehicles + ["TROOPS"] = "Troops", -- #string troops + ["FOB"] = "FOB", -- #string FOB + ["CRATE"] = "Crate", -- #string crate + } + + --- Function to create new CTLD_CARGO object. + -- @param #CTLD_CARGO self + -- @param #number ID ID of this #CTLD_CARGO + -- @param #string Name Name for menu. + -- @param #table Templates Table of #POSITIONABLE objects. + -- @param #CTLD_CARGO.Enum Sorte Enumerator of Type. + -- @param #boolean HasBeenMoved Flag for moving. + -- @param #boolean LoadDirectly Flag for direct loading. + -- @param #number CratesNeeded Crates needed to build. + -- @param Wrapper.Positionable#POSITIONABLE Positionable Representation of cargo in the mission. + -- @param #boolean Dropped Cargo/Troops have been unloaded from a chopper. + -- @return #CTLD_CARGO self + function CTLD_CARGO:New(ID, Name, Templates, Sorte, HasBeenMoved, LoadDirectly, CratesNeeded, Positionable, Dropped) + -- Inherit everything from BASE class. + local self=BASE:Inherit(self, BASE:New()) -- #CTLD + self:T({ID, Name, Templates, Sorte, HasBeenMoved, LoadDirectly, CratesNeeded, Positionable, Dropped}) + self.ID = ID or math.random(100000,1000000) + self.Name = Name or "none" -- #string + self.Templates = Templates or {} -- #table + self.CargoType = Sorte or "type" -- #CTLD_CARGO.Enum + self.HasBeenMoved = HasBeenMoved or false -- #booolean + self.LoadDirectly = LoadDirectly or false -- #booolean + self.CratesNeeded = CratesNeeded or 0 -- #number + self.Positionable = Positionable or nil -- Wrapper.Positionable#POSITIONABLE + self.HasBeenDropped = Dropped or false --#boolean + return self + end + + --- Query ID. + -- @param #CTLD_CARGO self + -- @return #number ID + function CTLD_CARGO:GetID() + return self.ID + end + + --- Query Name. + -- @param #CTLD_CARGO self + -- @return #string Name + function CTLD_CARGO:GetName() + return self.Name + end + + --- Query Templates. + -- @param #CTLD_CARGO self + -- @return #table Templates + function CTLD_CARGO:GetTemplates() + return self.Templates + end + + --- Query has moved. + -- @param #CTLD_CARGO self + -- @return #boolean Has moved + function CTLD_CARGO:HasMoved() + return self.HasBeenMoved + end + + --- Query was dropped. + -- @param #CTLD_CARGO self + -- @return #boolean Has been dropped. + function CTLD_CARGO:WasDropped() + return self.HasBeenDropped + end + + --- Query directly loadable. + -- @param #CTLD_CARGO self + -- @return #boolean loadable + function CTLD_CARGO:CanLoadDirectly() + return self.LoadDirectly + end + + --- Query number of crates or troopsize. + -- @param #CTLD_CARGO self + -- @return #number Crates or size of troops. + function CTLD_CARGO:GetCratesNeeded() + return self.CratesNeeded + end + + --- Query type. + -- @param #CTLD_CARGO self + -- @return #CTLD_CARGO.Enum Type + function CTLD_CARGO:GetType() + return self.CargoType + end + + --- Query type. + -- @param #CTLD_CARGO self + -- @return Wrapper.Positionable#POSITIONABLE Positionable + function CTLD_CARGO:GetPositionable() + return self.Positionable + end + + --- Set HasMoved. + -- @param #CTLD_CARGO self + -- @param #boolean moved + function CTLD_CARGO:SetHasMoved(moved) + self.HasBeenMoved = moved or false + end + + --- Query if cargo has been loaded. + -- @param #CTLD_CARGO self + -- @param #boolean loaded + function CTLD_CARGO:Isloaded() + if self.HasBeenMoved and not self.WasDropped() then + return true + else + return false + end + end + --- Set WasDropped. + -- @param #CTLD_CARGO self + -- @param #boolean dropped + function CTLD_CARGO:SetWasDropped(dropped) + self.HasBeenDropped = dropped or false + end + +end + +do +------------------------------------------------------------------------- +--- **CTLD** class, extends Core.Base#BASE, Core.Fsm#FSM +-- @type CTLD +-- @field #string ClassName Name of the class. +-- @field #number verbose Verbosity level. +-- @field #string lid Class id string for output to DCS log file. +-- @field #number coalition Coalition side number, e.g. `coalition.side.RED`. +-- @extends Core.Fsm#FSM + +--- *Combat Troop & Logistics Deployment (CTLD): Everyone wants to be a POG, until there\'s POG stuff to be done.* (Mil Saying) +-- +-- === +-- +-- ![Banner Image](OPS_CTLD.jpg) +-- +-- # CTLD Concept +-- +-- * MOOSE-based CTLD for Players. +-- * Object oriented refactoring of Ciribob\'s fantastic CTLD script. +-- * No need for extra MIST loading. +-- * Additional events to tailor your mission. +-- * ANY late activated group can serve as cargo, either as troops or crates, which have to be build on-location. +-- +-- ## 0. Prerequisites +-- +-- You need to load an .ogg soundfile for the pilot\'s beacons into the mission, e.g. "beacon.ogg", use a once trigger, "sound to country" for that. +-- Create the late-activated troops, vehicles (no statics at this point!) that will make up your deployable forces. +-- +-- ## 1. Basic Setup +-- +-- ## 1.1 Create and start a CTLD instance +-- +-- A basic setup example is the following: +-- +-- -- Instantiate and start a CTLD for the blue side, using helicopter groups named "Helicargo" and alias "Lufttransportbrigade I" +-- local my_ctld = CTLD:New(coalition.side.BLUE,{"Helicargo"},"Lufttransportbrigade I") +-- my_ctld:__Start(5) +-- +-- ## 1.2 Add cargo types available +-- +-- Add *generic* cargo types that you need for your missions, here infantry units, vehicles and a FOB. These need to be late-activated Wrapper.Group#GROUP objects: +-- +-- -- add infantry unit called "Anti-Tank Small" using template "ATS", of type TROOP with size 3 +-- -- infantry units will be loaded directly from LOAD zones into the heli (matching number of free seats needed) +-- my_ctld:AddTroopsCargo("Anti-Tank Small",{"ATS"},CTLD_CARGO.Enum.TROOPS,3) +-- +-- -- add infantry unit called "Anti-Tank" using templates "AA" and "AA"", of type TROOP with size 4 +-- my_ctld:AddTroopsCargo("Anti-Air",{"AA","AA2"},CTLD_CARGO.Enum.TROOPS,4) +-- +-- -- add vehicle called "Humvee" using template "Humvee", of type VEHICLE, size 2, i.e. needs two crates to be build +-- -- vehicles and FOB will be spawned as crates in a LOAD zone first. Once transported to DROP zones, they can be build into the objects +-- my_ctld:AddCratesCargo("Humvee",{"Humvee"},CTLD_CARGO.Enum.VEHICLE,2) +-- +-- -- add infantry unit called "Forward Ops Base" using template "FOB", of type FOB, size 4, i.e. needs four crates to be build: +-- my_ctld:AddCratesCargo("Forward Ops Base",{"FOB"},CTLD_CARGO.Enum.FOB,4) +-- +-- ## 1.3 Add logistics zones +-- +-- Add zones for loading troops and crates and dropping, building crates +-- +-- -- Add a zone of type LOAD to our setup. Players can load troops and crates. +-- -- "Loadzone" is the name of the zone from the ME. Players can load, if they are inside of the zone. +-- -- Smoke and Flare color for this zone is blue, it is active (can be used) and has a radio beacon. +-- my_ctld:AddCTLDZone("Loadzone",CTLD.CargoZoneType.LOAD,SMOKECOLOR.Blue,true,true) +-- +-- -- Add a zone of type DROP. Players can drop crates here. +-- -- Smoke and Flare color for this zone is blue, it is active (can be used) and has a radio beacon. +-- -- NOTE: Troops can be unloaded anywhere, also when hovering in parameters. +-- my_ctld:AddCTLDZone("Dropzone",CTLD.CargoZoneType.DROP,SMOKECOLOR.Red,true,true) +-- +-- -- Add two zones of type MOVE. Dropped troops and vehicles will move to the nearest one. See options. +-- -- Smoke and Flare color for this zone is blue, it is active (can be used) and has a radio beacon. +-- my_ctld:AddCTLDZone("Movezone",CTLD.CargoZoneType.MOVE,SMOKECOLOR.Orange,false,false) +-- +-- my_ctld:AddCTLDZone("Movezone2",CTLD.CargoZoneType.MOVE,SMOKECOLOR.White,true,true) +-- +-- +-- ## 2. Options +-- +-- The following options are available (with their defaults). Only set the ones you want changed: +-- +-- my_ctld.useprefix = true -- (DO NOT SWITCH THIS OFF UNLESS YOU KNOW WHAT YOU ARE DOING!) Adjust **before** starting CTLD. If set to false, *all* choppers of the coalition side will be enabled for CTLD. +-- my_ctld.CrateDistance = 30 -- List and Load crates in this radius only. +-- my_ctld.maximumHoverHeight = 15 -- Hover max this high to load. +-- my_ctld.minimumHoverHeight = 4 -- Hover min this low to load. +-- my_ctld.forcehoverload = true -- Crates (not: troops) can only be loaded while hovering. +-- my_ctld.hoverautoloading = true -- Crates in CrateDistance in a LOAD zone will be loaded automatically if space allows. +-- my_ctld.smokedistance = 2000 -- Smoke or flares can be request for zones this far away (in meters). +-- my_ctld.movetroopstowpzone = true -- Troops and vehicles will move to the nearest MOVE zone... +-- my_ctld.movetroopsdistance = 5000 -- .. but only if this far away (in meters) +-- my_ctld.smokedistance = 2000 -- Only smoke or flare zones if requesting player unit is this far away (in meters) +-- my_ctld.suppressmessages = false -- Set to true if you want to script your own messages. +-- +-- ## 2.1 User functions +-- +-- ### 2.1.1 Adjust or add chopper unit-type capabilities +-- +-- Use this function to adjust what a heli type can or cannot do: +-- +-- -- E.g. update unit capabilities for testing. Please stay realistic in your mission design. +-- -- Make a Gazelle into a heavy truck, this type can load both crates and troops and eight of each type: +-- my_ctld:UnitCapabilities("SA342L", true, true, 8, 8) +-- +-- Default unit type capabilities are: +-- +-- ["SA342Mistral"] = {type="SA342Mistral", crates=false, troops=true, cratelimit = 0, trooplimit = 4}, +-- ["SA342L"] = {type="SA342L", crates=false, troops=true, cratelimit = 0, trooplimit = 2}, +-- ["SA342M"] = {type="SA342M", crates=false, troops=true, cratelimit = 0, trooplimit = 4}, +-- ["SA342Minigun"] = {type="SA342Minigun", crates=false, troops=true, cratelimit = 0, trooplimit = 2}, +-- ["UH-1H"] = {type="UH-1H", crates=true, troops=true, cratelimit = 1, trooplimit = 8}, +-- ["Mi-8MTV2"] = {type="Mi-8MTV2", crates=true, troops=true, cratelimit = 2, trooplimit = 12}, +-- ["Ka-50"] = {type="Ka-50", crates=false, troops=false, cratelimit = 0, trooplimit = 0}, +-- ["Mi-24P"] = {type="Mi-24P", crates=true, troops=true, cratelimit = 1, trooplimit = 8}, +-- ["Mi-24V"] = {type="Mi-24V", crates=true, troops=true, cratelimit = 1, trooplimit = 8}, +-- +-- +-- ### 2.1.2 Activate and deactivate zones +-- +-- Activate a zone: +-- +-- -- Activate zone called Name of type #CTLD.CargoZoneType ZoneType: +-- my_ctld:ActivateZone(Name,CTLD.CargoZoneType.MOVE) +-- +-- Deactivate a zone: +-- +-- -- Deactivate zone called Name of type #CTLD.CargoZoneType ZoneType: +-- my_ctld:DeactivateZone(Name,CTLD.CargoZoneType.DROP) +-- +-- ## 3. Events +-- +-- The class comes with a number of FSM-based events that missions designers can use to shape their mission. +-- These are: +-- +-- ## 3.1 OnAfterTroopsPickedUp +-- +-- This function is called when a player has loaded Troops: +-- +-- function my_ctld:OnAfterTroopsPickedUp(From, Event, To, Group, Unit, Cargo) +-- ... your code here ... +-- end +-- +-- ## 3.2 OnAfterCratesPickedUp +-- +-- This function is called when a player has picked up crates: +-- +-- function my_ctld:OnAfterCratesPickedUp(From, Event, To, Group, Unit, Cargo) +-- ... your code here ... +-- end +-- +-- ## 3.3 OnAfterTroopsDeployed +-- +-- This function is called when a player has deployed troops into the field: +-- +-- function my_ctld:OnAfterTroopsDeployed(From, Event, To, Group, Unit, Troops) +-- ... your code here ... +-- end +-- +-- ## 3.4 OnAfterCratesDropped +-- +-- This function is called when a player has deployed crates to a DROP zone: +-- +-- function my_ctld:OnAfterCratesDropped(From, Event, To, Group, Unit, Cargotable) +-- ... your code here ... +-- end +-- +-- ## 3.5 OnAfterCratesBuild +-- +-- This function is called when a player has build a vehicle or FOB: +-- +-- function my_ctld:OnAfterCratesBuild(From, Event, To, Group, Unit, Vehicle) +-- ... your code here ... +-- end + -- +-- ## 3.6 A simple SCORING example: +-- +-- To award player with points, using the SCORING Class (SCORING: my_Scoring, CTLD: CTLD_Cargotransport) +-- +-- function CTLD_Cargotransport:OnAfterCratesDropped(From, Event, To, Group, Unit, Cargotable) +-- local points = 10 +-- local PlayerName = Unit:GetPlayerName() +-- my_scoring:_AddPlayerFromUnit( Unit ) +-- my_scoring:AddGoalScore(Unit, "CTLD", string.format("Pilot %s has been awarded %d points for transporting cargo crates!", PlayerName, points), points) +-- end +-- +-- function CTLD_Cargotransport:OnAfterCratesBuild(From, Event, To, Group, Unit, Vehicle) +-- local points = 5 +-- local PlayerName = Unit:GetPlayerName() +-- my_scoring:_AddPlayerFromUnit( Unit ) +-- my_scoring:AddGoalScore(Unit, "CTLD", string.format("Pilot %s has been awarded %d points for the construction of Units!", PlayerName, points), points) +-- end +-- +-- ## 4. F10 Menu structure +-- +-- CTLD management menu is under the F10 top menu and called "CTLD" +-- +-- ## 4.1 Manage Crates +-- +-- Use this entry to get, load, list nearby, drop, and build crates. Also @see options. +-- +-- ## 4.2 Manage Troops +-- +-- Use this entry to load and drop troops. +-- +-- ## 4.3 List boarded cargo +-- +-- Lists what you have loaded. Shows load capabilities for number of crates and number of seats for troops. +-- +-- ## 4.4 Smoke & Flare zones nearby +-- +-- Does what it says. +-- +-- ## 4.5 List active zone beacons +-- +-- Lists active radio beacons for all zones, where zones are both active and have a beacon. @see `CTLD:AddCTLDZone()` +-- +-- ## 4.6 Show hover parameters +-- +-- Lists hover parameters and indicates if these are curently fulfilled. Also @see options on hover heights. +-- +-- ## 5. Support for Hercules mod by Anubis +-- +-- Basic support for the Hercules mod By Anubis has been build into CTLD. Currently this does **not** cover objects and troops which can +-- be loaded from the Rearm/Refuel menu, i.e. you can drop them into the field, but you cannot use them in functions scripted with this class. +-- +-- local my_ctld = CTLD:New(coalition.side.BLUE,{"Helicargo", "Hercules"},"Lufttransportbrigade I") +-- +-- Enable these options for Hercules support: +-- +-- my_ctld.enableHercules = true +-- my_ctld.HercMinAngels = 155 -- for troop/cargo drop via chute in meters, ca 470 ft +-- my_ctld.HercMaxAngels = 2000 -- for troop/cargo drop via chute in meters, ca 6000 ft +-- +-- Also, the following options need to be set to `true`: +-- +-- my_ctld.useprefix = true -- this is true by default and MUST BE ON. +-- +-- Standard transport capabilities as per the real Hercules are: +-- +-- ["Hercules"] = {type="Hercules", crates=true, troops=true, cratelimit = 7, trooplimit = 64}, -- 19t cargo, 64 paratroopers +-- +-- @field #CTLD +CTLD = { + ClassName = "CTLD", + verbose = 0, + lid = "", + coalition = 1, + coalitiontxt = "blue", + PilotGroups = {}, -- #GROUP_SET of heli pilots + CtldUnits = {}, -- Table of helicopter #GROUPs + FreeVHFFrequencies = {}, -- Table of VHF + FreeUHFFrequencies = {}, -- Table of UHF + FreeFMFrequencies = {}, -- Table of FM + CargoCounter = 0, + dropOffZones = {}, + wpZones = {}, + Cargo_Troops = {}, -- generic troops objects + Cargo_Crates = {}, -- generic crate objects + Loaded_Cargo = {}, -- cargo aboard units + Spawned_Crates = {}, -- Holds objects for crates spawned generally + Spawned_Cargo = {}, -- Binds together spawned_crates and their CTLD_CARGO objects + CrateDistance = 30, -- list crates in this radius + debug = false, + wpZones = {}, + pickupZones = {}, + dropOffZones = {}, +} + +------------------------------ +-- DONE: Zone Checks +-- DONE: TEST Hover load and unload +-- DONE: Crate unload +-- DONE: Hover (auto-)load +-- TODO: (More) Housekeeping +-- DONE: Troops running to WP Zone +-- DONE: Zone Radio Beacons +-- DONE: Stats Running +-- DONE: Added support for Hercules +-- TODO: Possibly - either/or loading crates and troops +-- TODO: Limit of troops, crates buildable? +------------------------------ + +--- Radio Beacons +-- @type CTLD.ZoneBeacon +-- @field #string name -- Name of zone for the coordinate +-- @field #number frequency -- in mHz +-- @field #number modulation -- i.e.radio.modulation.FM or radio.modulation.AM + +--- Zone Info. +-- @type CTLD.CargoZone +-- @field #string name Name of Zone. +-- @field #string color Smoke color for zone, e.g. SMOKECOLOR.Red. +-- @field #boolean active Active or not. +-- @field #string type Type of zone, i.e. load,drop,move +-- @field #boolean hasbeacon Create and run radio beacons if active. +-- @field #table fmbeacon Beacon info as #CTLD.ZoneBeacon +-- @field #table uhfbeacon Beacon info as #CTLD.ZoneBeacon +-- @field #table vhfbeacon Beacon info as #CTLD.ZoneBeacon + +--- Zone Type Info. +-- @type CTLD. +CTLD.CargoZoneType = { + LOAD = "load", + DROP = "drop", + MOVE = "move", +} + +--- Buildable table info. +-- @type CTLD.Buildable +-- @field #string Name Name of the object. +-- @field #number Required Required crates. +-- @field #number Found Found crates. +-- @field #table Template Template names for this build. +-- @field #boolean CanBuild Is buildable or not. +-- @field #CTLD_CARGO.Enum Type Type enumerator (for moves). + +--- Unit capabilities. +-- @type CTLD.UnitCapabilities +-- @field #string type Unit type. +-- @field #boolean crates Can transport crate. +-- @field #boolean troops Can transport troops. +-- @field #number cratelimit Number of crates transportable. +-- @field #number trooplimit Number of troop units transportable. +CTLD.UnitTypes = { + ["SA342Mistral"] = {type="SA342Mistral", crates=false, troops=true, cratelimit = 0, trooplimit = 4}, + ["SA342L"] = {type="SA342L", crates=false, troops=true, cratelimit = 0, trooplimit = 2}, + ["SA342M"] = {type="SA342M", crates=false, troops=true, cratelimit = 0, trooplimit = 4}, + ["SA342Minigun"] = {type="SA342Minigun", crates=false, troops=true, cratelimit = 0, trooplimit = 2}, + ["UH-1H"] = {type="UH-1H", crates=true, troops=true, cratelimit = 1, trooplimit = 8}, + ["Mi-8MTV2"] = {type="Mi-8MTV2", crates=true, troops=true, cratelimit = 2, trooplimit = 12}, + ["Ka-50"] = {type="Ka-50", crates=false, troops=false, cratelimit = 0, trooplimit = 0}, + ["Mi-24P"] = {type="Mi-24P", crates=true, troops=true, cratelimit = 2, trooplimit = 8}, + ["Mi-24V"] = {type="Mi-24V", crates=true, troops=true, cratelimit = 2, trooplimit = 8}, + ["Hercules"] = {type="Hercules", crates=true, troops=true, cratelimit = 7, trooplimit = 64}, -- 19t cargo, 64 paratroopers +} + +--- Updated and sorted known NDB beacons (in kHz!) from the available maps +-- @field #CTLD.SkipFrequencies +CTLD.SkipFrequencies = { + 214,274,291.5,295,297.5, + 300.5,304,307,309.5,311,312,312.5,316, + 320,324,328,329,330,336,337, + 342,343,348,351,352,353,358, + 363,365,368,372.5,374, + 380,381,384,389,395,396, + 414,420,430,432,435,440,450,455,462,470,485, + 507,515,520,525,528,540,550,560,570,577,580,602,625,641,662,670,680,682,690, + 705,720,722,730,735,740,745,750,770,795, + 822,830,862,866, + 905,907,920,935,942,950,995, + 1000,1025,1030,1050,1065,1116,1175,1182,1210 + } + +--- CTLD class version. +-- @field #string version +CTLD.version="0.1.3r2" + +--- Instantiate a new CTLD. +-- @param #CTLD self +-- @param #string Coalition Coalition of this CTLD. I.e. coalition.side.BLUE or coalition.side.RED or coalition.side.NEUTRAL +-- @param #table Prefixes Table of pilot prefixes. +-- @param #string Alias Alias of this CTLD for logging. +-- @return #CTLD self +function CTLD:New(Coalition, Prefixes, Alias) + -- Inherit everything from FSM class. + local self=BASE:Inherit(self, FSM:New()) -- #CTLD + + BASE:T({Coalition, Prefixes, Alias}) + + --set Coalition + if Coalition and type(Coalition)=="string" then + if Coalition=="blue" then + self.coalition=coalition.side.BLUE + self.coalitiontxt = Coalition + elseif Coalition=="red" then + self.coalition=coalition.side.RED + self.coalitiontxt = Coalition + elseif Coalition=="neutral" then + self.coalition=coalition.side.NEUTRAL + self.coalitiontxt = Coalition + else + self:E("ERROR: Unknown coalition in CTLD!") + end + else + self.coalition = Coalition + self.coalitiontxt = string.lower(UTILS.GetCoalitionName(self.coalition)) + end + + -- Set alias. + if Alias then + self.alias=tostring(Alias) + else + self.alias="UNHCR" + if self.coalition then + if self.coalition==coalition.side.RED then + self.alias="Red CTLD" + elseif self.coalition==coalition.side.BLUE then + self.alias="Blue CTLD" + end + end + end + + -- Set some string id for output to DCS.log file. + self.lid=string.format("%s (%s) | ", self.alias, self.coalition and UTILS.GetCoalitionName(self.coalition) or "unknown") + + -- Start State. + self:SetStartState("Stopped") + + -- Add FSM transitions. + -- From State --> Event --> To State + self:AddTransition("Stopped", "Start", "Running") -- Start FSM. + self:AddTransition("*", "Status", "*") -- CTLD status update. + self:AddTransition("*", "TroopsPickedUp", "*") -- CTLD pickup event. + self:AddTransition("*", "CratesPickedUp", "*") -- CTLD pickup event. + self:AddTransition("*", "TroopsDeployed", "*") -- CTLD deploy event. + self:AddTransition("*", "TroopsRTB", "*") -- CTLD deploy event. + self:AddTransition("*", "CratesDropped", "*") -- CTLD deploy event. + self:AddTransition("*", "CratesBuild", "*") -- CTLD build event. + self:AddTransition("*", "Stop", "Stopped") -- Stop FSM. + + -- tables + self.PilotGroups ={} + self.CtldUnits = {} + + -- Beacons + self.FreeVHFFrequencies = {} + self.FreeUHFFrequencies = {} + self.FreeFMFrequencies = {} + self.UsedVHFFrequencies = {} + self.UsedUHFFrequencies = {} + self.UsedFMFrequencies = {} + --self.jtacGeneratedLaserCodes = {} + + -- radio beacons + self.RadioSound = "beacon.ogg" + + -- zones stuff + self.pickupZones = {} + self.dropOffZones = {} + self.wpZones = {} + + -- Cargo + self.Cargo_Crates = {} + self.Cargo_Troops = {} + self.Loaded_Cargo = {} + self.Spawned_Crates = {} + self.Spawned_Cargo = {} + self.MenusDone = {} + self.DroppedTroops = {} + self.DroppedCrates = {} + self.CargoCounter = 0 + self.CrateCounter = 0 + self.TroopCounter = 0 + + -- setup + self.CrateDistance = 30 -- list/load crates in this radius + self.prefixes = Prefixes or {"Cargoheli"} + --self.I({prefixes = self.prefixes}) + self.useprefix = true + + self.maximumHoverHeight = 15 + self.minimumHoverHeight = 4 + self.forcehoverload = true + self.hoverautoloading = true + + self.smokedistance = 2000 + self.movetroopstowpzone = true + self.movetroopsdistance = 5000 + + -- added support Hercules Mod + self.enableHercules = false + self.HercMinAngels = 165 -- for troop/cargo drop via chute + self.HercMaxAngels = 2000 -- for troop/cargo drop via chute + + -- message suppression + self.suppressmessages = false + + for i=1,100 do + math.random() + end + + self:_GenerateVHFrequencies() + self:_GenerateUHFrequencies() + self:_GenerateFMFrequencies() + --self:_GenerateLaserCodes() -- curr unused + + ------------------------ + --- Pseudo Functions --- + ------------------------ + + --- Triggers the FSM event "Start". Starts the CTLD. Initializes parameters and starts event handlers. + -- @function [parent=#CTLD] Start + -- @param #CTLD self + + --- Triggers the FSM event "Start" after a delay. Starts the CTLD. Initializes parameters and starts event handlers. + -- @function [parent=#CTLD] __Start + -- @param #CTLD self + -- @param #number delay Delay in seconds. + + --- Triggers the FSM event "Stop". Stops the CTLD and all its event handlers. + -- @param #CTLD self + + --- Triggers the FSM event "Stop" after a delay. Stops the CTLD and all its event handlers. + -- @function [parent=#CTLD] __Stop + -- @param #CTLD self + -- @param #number delay Delay in seconds. + + --- Triggers the FSM event "Status". + -- @function [parent=#CTLD] Status + -- @param #CTLD self + + --- Triggers the FSM event "Status" after a delay. + -- @function [parent=#CTLD] __Status + -- @param #CTLD self + -- @param #number delay Delay in seconds. + + --- FSM Function OnAfterTroopsPickedUp. + -- @function [parent=#CTLD] OnAfterTroopsPickedUp + -- @param #CTLD self + -- @param #string From State. + -- @param #string Event Trigger. + -- @param #string To State. + -- @param Wrapper.Group#GROUP Group Group Object. + -- @param Wrapper.Unit#UNIT Unit Unit Object. + -- @param #CTLD_CARGO Cargo Cargo troops. + -- @return #CTLD self + + --- FSM Function OnAfterCratesPickedUp. + -- @function [parent=#CTLD] OnAfterCratesPickedUp + -- @param #CTLD self + -- @param #string From State . + -- @param #string Event Trigger. + -- @param #string To State. + -- @param Wrapper.Group#GROUP Group Group Object. + -- @param Wrapper.Unit#UNIT Unit Unit Object. + -- @param #CTLD_CARGO Cargo Cargo crate. + -- @return #CTLD self + + --- FSM Function OnAfterTroopsDeployed. + -- @function [parent=#CTLD] OnAfterTroopsDeployed + -- @param #CTLD self + -- @param #string From State. + -- @param #string Event Trigger. + -- @param #string To State. + -- @param Wrapper.Group#GROUP Group Group Object. + -- @param Wrapper.Unit#UNIT Unit Unit Object. + -- @param Wrapper.Group#GROUP Troops Troops #GROUP Object. + -- @return #CTLD self + + --- FSM Function OnAfterCratesDropped. + -- @function [parent=#CTLD] OnAfterCratesDropped + -- @param #CTLD self + -- @param #string From State. + -- @param #string Event Trigger. + -- @param #string To State. + -- @param Wrapper.Group#GROUP Group Group Object. + -- @param Wrapper.Unit#UNIT Unit Unit Object. + -- @param #table Cargotable Table of #CTLD_CARGO objects dropped. + -- @return #CTLD self + + --- FSM Function OnAfterCratesBuild. + -- @function [parent=#CTLD] OnAfterCratesBuild + -- @param #CTLD self + -- @param #string From State. + -- @param #string Event Trigger. + -- @param #string To State. + -- @param Wrapper.Group#GROUP Group Group Object. + -- @param Wrapper.Unit#UNIT Unit Unit Object. + -- @param Wrapper.Group#GROUP Vehicle The #GROUP object of the vehicle or FOB build. + -- @return #CTLD self + + --- FSM Function OnAfterTroopsRTB. + -- @function [parent=#CTLD] OnAfterTroopsRTB + -- @param #CTLD self + -- @param #string From State. + -- @param #string Event Trigger. + -- @param #string To State. + -- @param Wrapper.Group#GROUP Group Group Object. + -- @param Wrapper.Unit#UNIT Unit Unit Object. + + return self +end + +------------------------------------------------------------------- +-- Helper and User Functions +------------------------------------------------------------------- + +--- (Internal) Function to get capabilities of a chopper +-- @param #CTLD self +-- @param Wrapper.Unit#UNIT Unit The unit +-- @return #table Capabilities Table of caps +function CTLD:_GetUnitCapabilities(Unit) + self:T(self.lid .. " _GetUnitCapabilities") + local _unit = Unit -- Wrapper.Unit#UNIT + local unittype = _unit:GetTypeName() + local capabilities = self.UnitTypes[unittype] -- #CTLD.UnitCapabilities + if not capabilities or capabilities == {} then + -- e.g. ["Ka-50"] = {type="Ka-50", crates=false, troops=false, cratelimit = 0, trooplimit = 0}, + capabilities = {} + capabilities.troops = false + capabilities.crates = false + capabilities.cratelimit = 0 + capabilities.trooplimit = 0 + capabilities.type = "generic" + end + return capabilities +end + + +--- (Internal) Function to generate valid UHF Frequencies +-- @param #CTLD self +function CTLD:_GenerateUHFrequencies() + self:T(self.lid .. " _GenerateUHFrequencies") + self.FreeUHFFrequencies = {} + local _start = 220000000 + + while _start < 399000000 do + table.insert(self.FreeUHFFrequencies, _start) + _start = _start + 500000 + end + + return self +end + +--- (Internal) Function to generate valid FM Frequencies +-- @param #CTLD sel +function CTLD:_GenerateFMFrequencies() + self:T(self.lid .. " _GenerateFMrequencies") + self.FreeFMFrequencies = {} + local _start = 220000000 + + while _start < 399000000 do + + _start = _start + 500000 + end + + for _first = 3, 7 do + for _second = 0, 5 do + for _third = 0, 9 do + local _frequency = ((100 * _first) + (10 * _second) + _third) * 100000 --extra 0 because we didnt bother with 4th digit + table.insert(self.FreeFMFrequencies, _frequency) + end + end + end + + return self +end + +--- (Internal) Populate table with available VHF beacon frequencies. +-- @param #CTLD self +function CTLD:_GenerateVHFrequencies() + self:T(self.lid .. " _GenerateVHFrequencies") + local _skipFrequencies = self.SkipFrequencies + + self.FreeVHFFrequencies = {} + self.UsedVHFFrequencies = {} + + -- first range + local _start = 200000 + while _start < 400000 do + + -- skip existing NDB frequencies# + local _found = false + for _, value in pairs(_skipFrequencies) do + if value * 1000 == _start then + _found = true + break + end + end + if _found == false then + table.insert(self.FreeVHFFrequencies, _start) + end + _start = _start + 10000 + end + + -- second range + _start = 400000 + while _start < 850000 do + -- skip existing NDB frequencies + local _found = false + for _, value in pairs(_skipFrequencies) do + if value * 1000 == _start then + _found = true + break + end + end + if _found == false then + table.insert(self.FreeVHFFrequencies, _start) + end + _start = _start + 10000 + end + + -- third range + _start = 850000 + while _start <= 999000 do -- adjusted for Gazelle + -- skip existing NDB frequencies + local _found = false + for _, value in pairs(_skipFrequencies) do + if value * 1000 == _start then + _found = true + break + end + end + if _found == false then + table.insert(self.FreeVHFFrequencies, _start) + end + _start = _start + 50000 + end + + return self +end + +--- (Internal) Function to generate valid laser codes. +-- @param #CTLD self +function CTLD:_GenerateLaserCodes() + self:T(self.lid .. " _GenerateLaserCodes") + self.jtacGeneratedLaserCodes = {} + -- generate list of laser codes + local _code = 1111 + local _count = 1 + while _code < 1777 and _count < 30 do + while true do + _code = _code + 1 + if not self:_ContainsDigit(_code, 8) + and not self:_ContainsDigit(_code, 9) + and not self:_ContainsDigit(_code, 0) then + table.insert(self.jtacGeneratedLaserCodes, _code) + break + end + end + _count = _count + 1 + end +end + +--- (Internal) Helper function to generate laser codes. +-- @param #CTLD self +-- @param #number _number +-- @param #number _numberToFind +function CTLD:_ContainsDigit(_number, _numberToFind) + self:T(self.lid .. " _ContainsDigit") + local _thisNumber = _number + local _thisDigit = 0 + while _thisNumber ~= 0 do + _thisDigit = _thisNumber % 10 + _thisNumber = math.floor(_thisNumber / 10) + if _thisDigit == _numberToFind then + return true + end + end + return false +end + +--- (Internal) Event handler function +-- @param #CTLD self +-- @param Core.Event#EVENTDATA EventData +function CTLD:_EventHandler(EventData) + -- TODO: events dead and playerleaveunit - nil table entries + self:T(string.format("%s Event = %d",self.lid, EventData.id)) + local event = EventData -- Core.Event#EVENTDATA + if event.id == EVENTS.PlayerEnterAircraft or event.id == EVENTS.PlayerEnterUnit then + local _coalition = event.IniCoalition + if _coalition ~= self.coalition then + return --ignore! + end + -- check is Helicopter + local _unit = event.IniUnit + local _group = event.IniGroup + if _unit:IsHelicopter() or _group:IsHelicopter() then + local unitname = event.IniUnitName or "none" + self.Loaded_Cargo[unitname] = nil + self:_RefreshF10Menus() + end + -- Herc support + --self:T_unit:GetTypeName()) + if _unit:GetTypeName() == "Hercules" and self.enableHercules then + self:_RefreshF10Menus() + end + return + elseif event.id == EVENTS.PlayerLeaveUnit then + -- remove from pilot table + local unitname = event.IniUnitName or "none" + self.CtldUnits[unitname] = nil + self.Loaded_Cargo[unitname] = nil + end + return self +end + +--- (Internal) Function to message a group. +-- @param #CTLD self +-- @param #string Text The text to display. +-- @param #number Time Number of seconds to display the message. +-- @param #boolean Clearscreen Clear screen or not. +-- @param Wrapper.Group#GROUP Group The group receiving the message. +function CTLD:_SendMessage(Text, Time, Clearscreen, Group) + self:T(self.lid .. " _SendMessage") + if not self.suppressmessages then + local m = MESSAGE:New(Text,Time,"CTLD",Clearscreen):ToGroup(Group) + end + return self +end + +--- (Internal) Function to load troops into a heli. +-- @param #CTLD self +-- @param Wrapper.Group#GROUP Group +-- @param Wrapper.Unit#UNIT Unit +-- @param #CTLD_CARGO Cargotype +function CTLD:_LoadTroops(Group, Unit, Cargotype) + self:T(self.lid .. " _LoadTroops") + -- landed or hovering over load zone? + local grounded = not self:IsUnitInAir(Unit) + local hoverload = self:CanHoverLoad(Unit) + -- check if we are in LOAD zone + local inzone, zonename, zone, distance = self:IsUnitInZone(Unit,CTLD.CargoZoneType.LOAD) + if not inzone then + self:_SendMessage("You are not close enough to a logistics zone!", 10, false, Group) + if not self.debug then return self end + elseif not grounded and not hoverload then + self:_SendMessage("You need to land or hover in position to load!", 10, false, Group) + --local m = MESSAGE:New("You need to land or hover in position to load!",15,"CTLD"):ToGroup(Group) + if not self.debug then return self end + end + -- load troops into heli + local group = Group -- Wrapper.Group#GROUP + local unit = Unit -- Wrapper.Unit#UNIT + local unitname = unit:GetName() + local cargotype = Cargotype -- #CTLD_CARGO + local cratename = cargotype:GetName() -- #string + --self:Tself.lid .. string.format("Troops %s requested", cratename)) + -- see if this heli can load troops + local unittype = unit:GetTypeName() + --local capabilities = self.UnitTypes[unittype] -- #CTLD.UnitCapabilities + local capabilities = self:_GetUnitCapabilities(Unit) + local cantroops = capabilities.troops -- #boolean + local trooplimit = capabilities.trooplimit -- #number + local troopsize = cargotype:GetCratesNeeded() -- #number + -- have we loaded stuff already? + local numberonboard = 0 + local loaded = {} + if self.Loaded_Cargo[unitname] then + loaded = self.Loaded_Cargo[unitname] -- #CTLD.LoadedCargo + numberonboard = loaded.Troopsloaded or 0 + else + loaded = {} -- #CTLD.LoadedCargo + loaded.Troopsloaded = 0 + loaded.Cratesloaded = 0 + loaded.Cargo = {} + end + if troopsize + numberonboard > trooplimit then + self:_SendMessage("Sorry, we\'re crammed already!", 10, false, Group) + --local m = MESSAGE:New("Sorry, we\'re crammed already!",10,"CTLD",true):ToGroup(group) + return + else + self.CargoCounter = self.CargoCounter + 1 + local loadcargotype = CTLD_CARGO:New(self.CargoCounter, Cargotype.Name, Cargotype.Templates, CTLD_CARGO.Enum.TROOPS, true, true, Cargotype.CratesNeeded) + self:T({cargotype=loadcargotype}) + loaded.Troopsloaded = loaded.Troopsloaded + troopsize + table.insert(loaded.Cargo,loadcargotype) + self.Loaded_Cargo[unitname] = loaded + self:_SendMessage("Troops boarded!", 10, false, Group) + --local m = MESSAGE:New("Troops boarded!",10,"CTLD",true):ToGroup(group) + self:__TroopsPickedUp(1,Group, Unit, Cargotype) + end + return self +end + +--- (Internal) Function to spawn crates in front of the heli. +-- @param #CTLD self +-- @param Wrapper.Group#GROUP Group +-- @param Wrapper.Unit#UNIT Unit +-- @param #CTLD_CARGO Cargo +-- @param #number number Number of crates to generate (for dropping) +-- @param #boolean drop If true we\'re dropping from heli rather than loading. +function CTLD:_GetCrates(Group, Unit, Cargo, number, drop) + self:T(self.lid .. " _GetCrates") + local cgoname = Cargo:GetName() + --self:T{cgoname, number, drop}) + -- check if we are in LOAD zone + local inzone = false + local drop = drop or false + if not drop then + inzone = self:IsUnitInZone(Unit,CTLD.CargoZoneType.LOAD) + else + inzone = self:IsUnitInZone(Unit,CTLD.CargoZoneType.DROP) + end + + if not inzone then + self:_SendMessage("You are not close enough to a logistics zone!", 10, false, Group) + --local m = MESSAGE:New("You are not close enough to a logistics zone!",15,"CTLD"):ToGroup(Group) + if not self.debug then return self end + end + + -- avoid crate spam + local capabilities = self:_GetUnitCapabilities(Unit) -- #CTLD.UnitCapabilities + --local capabilities = self.UnitTypes[Unit:GetTypeName()] -- #CTLD.UnitCapabilities + local canloadcratesno = capabilities.cratelimit + local loaddist = self.CrateDistance or 30 + local nearcrates, numbernearby = self:_FindCratesNearby(Group,Unit,loaddist) + if numbernearby >= canloadcratesno and not drop then + self:_SendMessage("There are enough crates nearby already! Take care of those first!", 10, false, Group) + --local m = MESSAGE:New("There are enough crates nearby already! Take care of those first!",15,"CTLD"):ToGroup(Group) + return self + end + -- spawn crates in front of helicopter + local IsHerc = self:IsHercules(Unit) -- Herc + local cargotype = Cargo -- #CTLD_CARGO + local number = number or cargotype:GetCratesNeeded() --#number + local cratesneeded = cargotype:GetCratesNeeded() --#number + local cratename = cargotype:GetName() + --self:Tself.lid .. string.format("Crate %s requested", cratename)) + local cratetemplate = "Container"-- #string + -- get position and heading of heli + local position = Unit:GetCoordinate() + local heading = Unit:GetHeading() + 1 + local height = Unit:GetHeight() + local droppedcargo = {} + -- loop crates needed + for i=1,number do + local cratealias = string.format("%s-%d", cratetemplate, math.random(1,100000)) + local cratedistance = i*4 + 8 + if IsHerc then + -- wider radius + cratedistance = i*4 + 12 + end + for i=1,50 do + math.random(90,270) + end + local rheading = math.floor(math.random(90,270) * heading + 1 / 360) + if not IsHerc then + rheading = rheading + 180 -- mirror for Helis + end + if rheading > 360 then rheading = rheading - 360 end -- catch > 360 + local cratecoord = position:Translate(cratedistance,rheading) + local cratevec2 = cratecoord:GetVec2() + self.CrateCounter = self.CrateCounter + 1 + self.Spawned_Crates[self.CrateCounter] = SPAWNSTATIC:NewFromType("container_cargo","Cargos",country.id.GERMANY) + :InitCoordinate(cratecoord) + :Spawn(270,cratealias) + + local templ = cargotype:GetTemplates() + local sorte = cargotype:GetType() + self.CargoCounter = self.CargoCounter +1 + local realcargo = nil + if drop then + realcargo = CTLD_CARGO:New(self.CargoCounter,cratename,templ,sorte,true,false,cratesneeded,self.Spawned_Crates[self.CrateCounter],true) + table.insert(droppedcargo,realcargo) + else + realcargo = CTLD_CARGO:New(self.CargoCounter,cratename,templ,sorte,false,false,cratesneeded,self.Spawned_Crates[self.CrateCounter]) + end + table.insert(self.Spawned_Cargo, realcargo) + end + local text = string.format("Crates for %s have been positioned near you!",cratename) + if drop then + text = string.format("Crates for %s have been dropped!",cratename) + self:__CratesDropped(1, Group, Unit, droppedcargo) + end + self:_SendMessage(text, 10, false, Group) + --local m = MESSAGE:New(text,15,"CTLD",true):ToGroup(Group) + return self +end + +--- (Internal) Function to find and list nearby crates. +-- @param #CTLD self +-- @param Wrapper.Group#GROUP Group +-- @param Wrapper.Unit#UNIT Unit +-- @return #CTLD self +function CTLD:_ListCratesNearby( _group, _unit) + self:T(self.lid .. " _ListCratesNearby") + local finddist = self.CrateDistance or 30 + local crates,number = self:_FindCratesNearby(_group,_unit, finddist) -- #table + if number > 0 then + local text = REPORT:New("Crates Found Nearby:") + text:Add("------------------------------------------------------------") + for _,_entry in pairs (crates) do + local entry = _entry -- #CTLD_CARGO + local name = entry:GetName() --#string + -- TODO Meaningful sorting/aggregation + local dropped = entry:WasDropped() + if dropped then + text:Add(string.format("Dropped crate for %s",name)) + else + text:Add(string.format("Crate for %s",name)) + end + end + if text:GetCount() == 1 then + text:Add("--------- N O N E ------------") + end + text:Add("------------------------------------------------------------") + self:_SendMessage(text:Text(), 30, true, _group) + --local m = MESSAGE:New(text:Text(),15,"CTLD",true):ToGroup(_group) + else + self:_SendMessage(string.format("No (loadable) crates within %d meters!",finddist), 10, false, _group) + --local m = MESSAGE:New(string.format("No (loadable) crates within %d meters!",finddist),15,"CTLD",true):ToGroup(_group) + end + return self +end + +--- (Internal) Return distance in meters between two coordinates. +-- @param #CTLD self +-- @param Core.Point#COORDINATE _point1 Coordinate one +-- @param Core.Point#COORDINATE _point2 Coordinate two +-- @return #number Distance in meters +function CTLD:_GetDistance(_point1, _point2) + self:T(self.lid .. " _GetDistance") + if _point1 and _point2 then + local distance = _point1:DistanceFromPointVec2(_point2) + return distance + else + return -1 + end +end + +--- (Internal) Function to find and return nearby crates. +-- @param #CTLD self +-- @param Wrapper.Group#GROUP _group Group +-- @param Wrapper.Unit#UNIT _unit Unit +-- @param #number _dist Distance +-- @return #table Table of crates +-- @return #number Number Number of crates found +function CTLD:_FindCratesNearby( _group, _unit, _dist) + self:T(self.lid .. " _FindCratesNearby") + local finddist = _dist + local location = _group:GetCoordinate() + local existingcrates = self.Spawned_Cargo -- #table + -- cycle + local index = 0 + local found = {} + for _,_cargoobject in pairs (existingcrates) do + local cargo = _cargoobject -- #CTLD_CARGO + local static = cargo:GetPositionable() -- Wrapper.Static#STATIC -- crates + local staticid = cargo:GetID() + if static and static:IsAlive() then + local staticpos = static:GetCoordinate() + local distance = self:_GetDistance(location,staticpos) + if distance <= finddist and static then + index = index + 1 + table.insert(found, staticid, cargo) + end + end + end + --self:Tstring.format("Found crates = %d",index)) + -- table.sort(found) + --self:T({found}) + return found, index +end + +--- (Internal) Function to get and load nearby crates. +-- @param #CTLD self +-- @param Wrapper.Group#GROUP Group +-- @param Wrapper.Unit#UNIT Unit +-- @return #CTLD self +function CTLD:_LoadCratesNearby(Group, Unit) + self:T(self.lid .. " _LoadCratesNearby") + -- load crates into heli + local group = Group -- Wrapper.Group#GROUP + local unit = Unit -- Wrapper.Unit#UNIT + local unitname = unit:GetName() + -- see if this heli can load crates + local unittype = unit:GetTypeName() + local capabilities = self:_GetUnitCapabilities(Unit) + --local capabilities = self.UnitTypes[unittype] -- #CTLD.UnitCapabilities + local cancrates = capabilities.crates -- #boolean + local cratelimit = capabilities.cratelimit -- #number + local grounded = not self:IsUnitInAir(Unit) + local canhoverload = self:CanHoverLoad(Unit) + --- cases ------------------------------- + -- Chopper can\'t do crates - bark & return + -- Chopper can do crates - + -- --> hover if forcedhover or bark and return + -- --> hover or land if not forcedhover + ----------------------------------------- + if not cancrates then + self:_SendMessage("Sorry this chopper cannot carry crates!", 10, false, Group) + --local m = MESSAGE:New("Sorry this chopper cannot carry crates!",10,"CTLD"):ToGroup(Group) + elseif self.forcehoverload and not canhoverload then + self:_SendMessage("Hover over the crates to pick them up!", 10, false, Group) + --local m = MESSAGE:New("Hover over the crates to pick them up!",10,"CTLD"):ToGroup(Group) + elseif not grounded and not canhoverload then + self:_SendMessage("Land or hover over the crates to pick them up!", 10, false, Group) + --local m = MESSAGE:New("Land or hover over the crates to pick them up!",10,"CTLD"):ToGroup(Group) + else + -- have we loaded stuff already? + local numberonboard = 0 + local loaded = {} + if self.Loaded_Cargo[unitname] then + loaded = self.Loaded_Cargo[unitname] -- #CTLD.LoadedCargo + numberonboard = loaded.Cratesloaded or 0 + else + loaded = {} -- #CTLD.LoadedCargo + loaded.Troopsloaded = 0 + loaded.Cratesloaded = 0 + loaded.Cargo = {} + end + -- get nearby crates + local finddist = self.CrateDistance or 30 + local nearcrates,number = self:_FindCratesNearby(Group,Unit,finddist) -- #table + if number == 0 or numberonboard == cratelimit then + self:_SendMessage("Sorry no loadable crates nearby or fully loaded!", 10, false, Group) + --local m = MESSAGE:New("Sorry no loadable crates nearby or fully loaded!",10,"CTLD"):ToGroup(Group) + return -- exit + else + -- go through crates and load + local capacity = cratelimit - numberonboard + local crateidsloaded = {} + local loops = 0 + while loaded.Cratesloaded < cratelimit and loops < number do + --for _ind,_crate in pairs (nearcrates) do + loops = loops + 1 + local crateind = 0 + -- get crate with largest index + for _ind,_crate in pairs (nearcrates) do + if not _crate:HasMoved() and not _crate:WasDropped() and _crate:GetID() > crateind then + --crate = _crate + crateind = _crate:GetID() + end + end + -- load one if we found one + if crateind > 0 then + local crate = nearcrates[crateind] -- #CTLD_CARGO + loaded.Cratesloaded = loaded.Cratesloaded + 1 + crate:SetHasMoved(true) + table.insert(loaded.Cargo, crate) + table.insert(crateidsloaded,crate:GetID()) + -- destroy crate + crate:GetPositionable():Destroy() + crate.Positionable = nil + self:_SendMessage(string.format("Crate ID %d for %s loaded!",crate:GetID(),crate:GetName()), 10, false, Group) + --local m = MESSAGE:New(string.format("Crate ID %d for %s loaded!",crate:GetID(),crate:GetName()),10,"CTLD"):ToGroup(Group) + self:__CratesPickedUp(1, Group, Unit, crate) + end + --if loaded.Cratesloaded == cratelimit then break end + end + self.Loaded_Cargo[unitname] = loaded + -- clean up real world crates + local existingcrates = self.Spawned_Cargo -- #table + local newexcrates = {} + for _,_crate in pairs(existingcrates) do + local excrate = _crate -- #CTLD_CARGO + local ID = excrate:GetID() + for _,_ID in pairs(crateidsloaded) do + if ID ~= _ID then + table.insert(newexcrates,_crate) + end + end + end + self.Spawned_Cargo = nil + self.Spawned_Cargo = newexcrates + end + end + return self +end + +--- (Internal) Function to list loaded cargo. +-- @param #CTLD self +-- @param Wrapper.Group#GROUP Group +-- @param Wrapper.Unit#UNIT Unit +-- @return #CTLD self +function CTLD:_ListCargo(Group, Unit) + self:T(self.lid .. " _ListCargo") + local unitname = Unit:GetName() + local unittype = Unit:GetTypeName() + local capabilities = self:_GetUnitCapabilities(Unit) -- #CTLD.UnitCapabilities + --local capabilities = self.UnitTypes[unittype] -- #CTLD.UnitCapabilities + local trooplimit = capabilities.trooplimit -- #boolean + local cratelimit = capabilities.cratelimit -- #number + local loadedcargo = self.Loaded_Cargo[unitname] or {} -- #CTLD.LoadedCargo + if self.Loaded_Cargo[unitname] then + local no_troops = loadedcargo.Troopsloaded or 0 + local no_crates = loadedcargo.Cratesloaded or 0 + local cargotable = loadedcargo.Cargo or {} -- #table + local report = REPORT:New("Transport Checkout Sheet") + report:Add("------------------------------------------------------------") + report:Add(string.format("Troops: %d(%d), Crates: %d(%d)",no_troops,trooplimit,no_crates,cratelimit)) + report:Add("------------------------------------------------------------") + report:Add("-- TROOPS --") + for _,_cargo in pairs(cargotable) do + local cargo = _cargo -- #CTLD_CARGO + local type = cargo:GetType() -- #CTLD_CARGO.Enum + if type == CTLD_CARGO.Enum.TROOPS and not cargo:WasDropped() then + report:Add(string.format("Troop: %s size %d",cargo:GetName(),cargo:GetCratesNeeded())) + end + end + if report:GetCount() == 4 then + report:Add("--------- N O N E ------------") + end + report:Add("------------------------------------------------------------") + report:Add("-- CRATES --") + local cratecount = 0 + for _,_cargo in pairs(cargotable) do + local cargo = _cargo -- #CTLD_CARGO + local type = cargo:GetType() -- #CTLD_CARGO.Enum + if type ~= CTLD_CARGO.Enum.TROOPS then + report:Add(string.format("Crate: %s size 1",cargo:GetName())) + cratecount = cratecount + 1 + end + end + if cratecount == 0 then + report:Add("--------- N O N E ------------") + end + report:Add("------------------------------------------------------------") + local text = report:Text() + self:_SendMessage(text, 30, true, Group) + --local m = MESSAGE:New(text,30,"CTLD",true):ToGroup(Group) + else + self:_SendMessage(string.format("Nothing loaded!\nTroop limit: %d | Crate limit %d",trooplimit,cratelimit), 10, false, Group) + --local m = MESSAGE:New(string.format("Nothing loaded!\nTroop limit: %d | Crate limit %d",trooplimit,cratelimit),10,"CTLD"):ToGroup(Group) + end + return self +end + +--- (Internal) Function to check if a unit is a Hercules C-130. +-- @param #CTLD self +-- @param Wrapper.Unit#UNIT Unit +-- @return #boolean Outcome +function CTLD:IsHercules(Unit) + if Unit:GetTypeName() == "Hercules" then + return true + else + return false + end +end + +--- (Internal) Function to unload troops from heli. +-- @param #CTLD self +-- @param Wrapper.Group#GROUP Group +-- @param Wrapper.Unit#UNIT Unit +function CTLD:_UnloadTroops(Group, Unit) + self:T(self.lid .. " _UnloadTroops") + -- check if we are in LOAD zone + local droppingatbase = false + local inzone, zonename, zone, distance = self:IsUnitInZone(Unit,CTLD.CargoZoneType.LOAD) + if inzone then + droppingatbase = true + end + -- check for hover unload + local hoverunload = self:IsCorrectHover(Unit) --if true we\'re hovering in parameters + local IsHerc = self:IsHercules(Unit) + if IsHerc then + -- no hover but airdrop here + hoverunload = self:IsCorrectFlightParameters(Unit) + end + -- check if we\'re landed + local grounded = not self:IsUnitInAir(Unit) + -- Get what we have loaded + local unitname = Unit:GetName() + if self.Loaded_Cargo[unitname] and (grounded or hoverunload) then + if not droppingatbase or self.debug then + local loadedcargo = self.Loaded_Cargo[unitname] or {} -- #CTLD.LoadedCargo + -- looking for troops + local cargotable = loadedcargo.Cargo + for _,_cargo in pairs (cargotable) do + local cargo = _cargo -- #CTLD_CARGO + local type = cargo:GetType() -- #CTLD_CARGO.Enum + if type == CTLD_CARGO.Enum.TROOPS and not cargo:WasDropped() then + -- unload troops + local name = cargo:GetName() or "none" + local temptable = cargo:GetTemplates() or {} + local position = Group:GetCoordinate() + local zoneradius = 100 -- drop zone radius + local factor = 1 + if IsHerc then + factor = cargo:GetCratesNeeded() or 1 -- spread a bit more if airdropping + zoneradius = Unit:GetVelocityMPS() or 100 + end + local zone = ZONE_GROUP:New(string.format("Unload zone-%s",unitname),Group,zoneradius*factor) + local randomcoord = zone:GetRandomCoordinate(10,30*factor):GetVec2() + for _,_template in pairs(temptable) do + self.TroopCounter = self.TroopCounter + 1 + local alias = string.format("%s-%d", _template, math.random(1,100000)) + self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias) + :InitRandomizeUnits(true,20,2) + :InitDelayOff() + :SpawnFromVec2(randomcoord) + if self.movetroopstowpzone then + self:_MoveGroupToZone(self.DroppedTroops[self.TroopCounter]) + end + end -- template loop + cargo:SetWasDropped(true) + self:_SendMessage(string.format("Dropped Troops %s into action!",name), 10, false, Group) + --local m = MESSAGE:New(string.format("Dropped Troops %s into action!",name),10,"CTLD"):ToGroup(Group) + self:__TroopsDeployed(1, Group, Unit, self.DroppedTroops[self.TroopCounter]) + end -- if type end + end -- cargotable loop + else -- droppingatbase + self:_SendMessage("Troops have returned to base!", 10, false, Group) + --local m = MESSAGE:New("Troops have returned to base!",15,"CTLD"):ToGroup(Group) + self:__TroopsRTB(1, Group, Unit) + end + -- cleanup load list + local loaded = {} -- #CTLD.LoadedCargo + loaded.Troopsloaded = 0 + loaded.Cratesloaded = 0 + loaded.Cargo = {} + local loadedcargo = self.Loaded_Cargo[unitname] or {} -- #CTLD.LoadedCargo + local cargotable = loadedcargo.Cargo or {} + for _,_cargo in pairs (cargotable) do + local cargo = _cargo -- #CTLD_CARGO + local type = cargo:GetType() -- #CTLD_CARGO.Enum + local dropped = cargo:WasDropped() + --local moved = cargo:HasMoved() + if type ~= CTLD_CARGO.Enum.TROOP and not dropped then + table.insert(loaded.Cargo,_cargo) + loaded.Cratesloaded = loaded.Cratesloaded + 1 + end + end + self.Loaded_Cargo[unitname] = nil + self.Loaded_Cargo[unitname] = loaded + else + if IsHerc then + self:_SendMessage("Nothing loaded or not within airdrop parameters!", 10, false, Group) + --local m = MESSAGE:New("Nothing loaded or not within airdrop parameters!",10,"CTLD"):ToGroup(Group) + else + self:_SendMessage("Nothing loaded or not hovering within parameters!", 10, false, Group) + --local m = MESSAGE:New("Nothing loaded or not hovering within parameters!",10,"CTLD"):ToGroup(Group) + end + end + return self +end + +--- (Internal) Function to unload crates from heli. +-- @param #CTLD self +-- @param Wrapper.Group#GROUP Group +-- @param Wrappe.Unit#UNIT Unit +function CTLD:_UnloadCrates(Group, Unit) + self:T(self.lid .. " _UnloadCrates") + -- check if we are in DROP zone + local inzone, zonename, zone, distance = self:IsUnitInZone(Unit,CTLD.CargoZoneType.DROP) + if not inzone then + self:_SendMessage("You are not close enough to a drop zone!", 10, false, Group) + --local m = MESSAGE:New("You are not close enough to a drop zone!",15,"CTLD"):ToGroup(Group) + if not self.debug then + return self + end + end + -- check for hover unload + local hoverunload = self:IsCorrectHover(Unit) --if true we\'re hovering in parameters + local IsHerc = self:IsHercules(Unit) + if IsHerc then + -- no hover but airdrop here + hoverunload = self:IsCorrectFlightParameters(Unit) + end + -- check if we\'re landed + local grounded = not self:IsUnitInAir(Unit) + -- Get what we have loaded + local unitname = Unit:GetName() + if self.Loaded_Cargo[unitname] and (grounded or hoverunload) then + local loadedcargo = self.Loaded_Cargo[unitname] or {} -- #CTLD.LoadedCargo + -- looking for troops + local cargotable = loadedcargo.Cargo + for _,_cargo in pairs (cargotable) do + local cargo = _cargo -- #CTLD_CARGO + local type = cargo:GetType() -- #CTLD_CARGO.Enum + if type ~= CTLD_CARGO.Enum.TROOPS and not cargo:WasDropped() then + -- unload crates + self:_GetCrates(Group, Unit, cargo, 1, true) + cargo:SetWasDropped(true) + cargo:SetHasMoved(true) + --local name cargo:GetName() + --local m = MESSAGE:New(string.format("Dropped Crate for %s!",name),10,"CTLD"):ToGroup(Group) + end + end + -- cleanup load list + local loaded = {} -- #CTLD.LoadedCargo + loaded.Troopsloaded = 0 + loaded.Cratesloaded = 0 + loaded.Cargo = {} + for _,_cargo in pairs (cargotable) do + local cargo = _cargo -- #CTLD_CARGO + local type = cargo:GetType() -- #CTLD_CARGO.Enum + local size = cargo:GetCratesNeeded() + if type == CTLD_CARGO.Enum.TROOP then + table.insert(loaded.Cargo,_cargo) + loaded.Cratesloaded = loaded.Troopsloaded + size + end + end + self.Loaded_Cargo[unitname] = nil + self.Loaded_Cargo[unitname] = loaded + else + if IsHerc then + self:_SendMessage("Nothing loaded or not within airdrop parameters!", 10, false, Group) + --local m = MESSAGE:New("Nothing loaded or not within airdrop parameters!",10,"CTLD"):ToGroup(Group) + else + self:_SendMessage("Nothing loaded or not hovering within parameters!", 10, false, Group) + --local m = MESSAGE:New("Nothing loaded or not hovering within parameters!",10,"CTLD"):ToGroup(Group) + end + end + return self +end + +--- (Internal) Function to build nearby crates. +-- @param #CTLD self +-- @param Wrapper.Group#GROUP Group +-- @param Wrappe.Unit#UNIT Unit +function CTLD:_BuildCrates(Group, Unit) + self:T(self.lid .. " _BuildCrates") + -- get nearby crates + local finddist = self.CrateDistance or 30 + local crates,number = self:_FindCratesNearby(Group,Unit, finddist) -- #table + local buildables = {} + local foundbuilds = false + local canbuild = false + if number > 0 then + -- get dropped crates + for _,_crate in pairs(crates) do + local Crate = _crate -- #CTLD_CARGO + if Crate:WasDropped() then + -- we can build these - maybe + local name = Crate:GetName() + local required = Crate:GetCratesNeeded() + local template = Crate:GetTemplates() + local ctype = Crate:GetType() + if not buildables[name] then + local object = {} -- #CTLD.Buildable + object.Name = name + object.Required = required + object.Found = 1 + object.Template = template + object.CanBuild = false + object.Type = ctype -- #CTLD_CARGO.Enum + buildables[name] = object + foundbuilds = true + else + buildables[name].Found = buildables[name].Found + 1 + foundbuilds = true + end + if buildables[name].Found >= buildables[name].Required then + buildables[name].CanBuild = true + canbuild = true + end + self:T({buildables = buildables}) + end -- end dropped + end -- end crate loop + -- ok let\'s list what we have + local report = REPORT:New("Checklist Buildable Crates") + report:Add("------------------------------------------------------------") + for _,_build in pairs(buildables) do + local build = _build -- Object table from above + local name = build.Name + local needed = build.Required + local found = build.Found + local txtok = "NO" + if build.CanBuild then + txtok = "YES" + end + --self:T{name,needed,found,txtok}) + local text = string.format("Type: %s | Required %d | Found %d | Can Build %s", name, needed, found, txtok) + report:Add(text) + end -- end list buildables + if not foundbuilds then report:Add(" --- None Found ---") end + report:Add("------------------------------------------------------------") + local text = report:Text() + self:_SendMessage(text, 30, true, Group) + --local m = MESSAGE:New(text,30,"CTLD",true):ToGroup(Group) + -- let\'s get going + if canbuild then + -- loop again + for _,_build in pairs(buildables) do + local build = _build -- #CTLD.Buildable + if build.CanBuild then + self:_CleanUpCrates(crates,build,number) + self:_BuildObjectFromCrates(Group,Unit,build) + end + end + end + else + self:_SendMessage(string.format("No crates within %d meters!",finddist), 10, false, Group) + --local m = MESSAGE:New(string.format("No crates within %d meters!",finddist),15,"CTLD",true):ToGroup(Group) + end -- number > 0 + return self +end + +--- (Internal) Function to actually SPAWN buildables in the mission. +-- @param #CTLD self +-- @param Wrapper.Group#GROUP Group +-- @param Wrapper.Group#UNIT Unit +-- @param #CTLD.Buildable Build +function CTLD:_BuildObjectFromCrates(Group,Unit,Build) + self:T(self.lid .. " _BuildObjectFromCrates") + -- Spawn-a-crate-content + local position = Unit:GetCoordinate() or Group:GetCoordinate() + local unitname = Unit:GetName() or Group:GetName() + local name = Build.Name + local type = Build.Type -- #CTLD_CARGO.Enum + local canmove = false + if type == CTLD_CARGO.Enum.VEHICLE then canmove = true end + local temptable = Build.Template or {} + local zone = ZONE_GROUP:New(string.format("Unload zone-%s",unitname),Group,100) + local randomcoord = zone:GetRandomCoordinate(35):GetVec2() + for _,_template in pairs(temptable) do + self.TroopCounter = self.TroopCounter + 1 + local alias = string.format("%s-%d", _template, math.random(1,100000)) + self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias) + :InitRandomizeUnits(true,20,2) + :InitDelayOff() + :SpawnFromVec2(randomcoord) + if self.movetroopstowpzone and canmove then + self:_MoveGroupToZone(self.DroppedTroops[self.TroopCounter]) + end + self:__CratesBuild(1,Group,Unit,self.DroppedTroops[self.TroopCounter]) + end -- template loop + return self +end + +--- (Internal) Function to move group to WP zone. +-- @param #CTLD self +-- @param Wrapper.Group#GROUP Group The Group to move. +function CTLD:_MoveGroupToZone(Group) + self:T(self.lid .. " _MoveGroupToZone") + local groupname = Group:GetName() or "none" + local groupcoord = Group:GetCoordinate() + --self:Tself.lid .. " _MoveGroupToZone for " .. groupname) + -- Get closest zone of type + local outcome, name, zone, distance = self:IsUnitInZone(Group,CTLD.CargoZoneType.MOVE) + --self:Tstring.format("Closest WP zone %s is %d meters",name,distance)) + if (distance <= self.movetroopsdistance) and zone then + -- yes, we can ;) + local groupname = Group:GetName() + --self:Tstring.format("Moving troops %s to zone %s, distance %d!",groupname,name,distance)) + local zonecoord = zone:GetRandomCoordinate(20,125) -- Core.Point#COORDINATE + local coordinate = zonecoord:GetVec2() + --self:T{coordinate=coordinate}) + Group:SetAIOn() + Group:OptionAlarmStateAuto() + Group:OptionDisperseOnAttack(30) + Group:OptionROEOpenFirePossible() + Group:RouteToVec2(coordinate,5) + end + return self +end + +--- (Internal) Housekeeping - Cleanup crates when build +-- @param #CTLD self +-- @param #table Crates Table of #CTLD_CARGO objects near the unit. +-- @param #CTLD.Buildable Build Table build object. +-- @param #number Number Number of objects in Crates (found) to limit search. +function CTLD:_CleanUpCrates(Crates,Build,Number) + self:T(self.lid .. " _CleanUpCrates") + -- clean up real world crates + local build = Build -- #CTLD.Buildable + --self:T{Build = Build}) + local existingcrates = self.Spawned_Cargo -- #table of exising crates + local newexcrates = {} + -- get right number of crates to destroy + local numberdest = Build.Required + local nametype = Build.Name + local found = 0 + local rounds = Number + local destIDs = {} + + -- loop and find matching IDs in the set + for _,_crate in pairs(Crates) do + local nowcrate = _crate -- #CTLD_CARGO + local name = nowcrate:GetName() + --self:Tstring.format("Looking for Crate for %s", name)) + local thisID = nowcrate:GetID() + if name == nametype then -- matching crate type + table.insert(destIDs,thisID) + found = found + 1 + nowcrate:GetPositionable():Destroy() + nowcrate.Positionable = nil + --self:Tstring.format("%s Found %d Need %d", name, found, numberdest)) + end + if found == numberdest then break end -- got enough + end + --self:T{destIDs}) + -- loop and remove from real world representation + for _,_crate in pairs(existingcrates) do + local excrate = _crate -- #CTLD_CARGO + local ID = excrate:GetID() + for _,_ID in pairs(destIDs) do + if ID ~= _ID then + table.insert(newexcrates,_crate) + end + end + end + + -- reset Spawned_Cargo + self.Spawned_Cargo = nil + self.Spawned_Cargo = newexcrates + return self +end + +--- (Internal) Housekeeping - Function to refresh F10 menus. +-- @param #CTLD self +-- @return #CTLD self +function CTLD:_RefreshF10Menus() + self:T(self.lid .. " _RefreshF10Menus") + local PlayerSet = self.PilotGroups -- Core.Set#SET_GROUP + local PlayerTable = PlayerSet:GetSetObjects() -- #table of #GROUP objects + --self:T({PlayerTable=PlayerTable}) + -- rebuild units table + local _UnitList = {} + for _key, _group in pairs (PlayerTable) do + local _unit = _group:GetUnit(1) -- Wrapper.Unit#UNIT Asume that there is only one unit in the flight for players + if _unit then + if _unit:IsAlive() and _unit:IsPlayer() then + if _unit:IsHelicopter() or (_unit:GetTypeName() == "Hercules" and self.enableHercules) then --ensure no stupid unit entries here + local unitName = _unit:GetName() + _UnitList[unitName] = unitName + end + end -- end isAlive + end -- end if _unit + end -- end for + self.CtldUnits = _UnitList + + -- build unit menus + + local menucount = 0 + local menus = {} + for _, _unitName in pairs(self.CtldUnits) do + if not self.MenusDone[_unitName] then + local _unit = UNIT:FindByName(_unitName) -- Wrapper.Unit#UNIT + if _unit then + local _group = _unit:GetGroup() -- Wrapper.Group#GROUP + if _group then + -- get chopper capabilities + local unittype = _unit:GetTypeName() + local capabilities = self:_GetUnitCapabilities(_unit) -- #CTLD.UnitCapabilities + --local capabilities = self.UnitTypes[unittype] -- #CTLD.UnitCapabilities + local cantroops = capabilities.troops + local cancrates = capabilities.crates + -- top menu + local topmenu = MENU_GROUP:New(_group,"CTLD",nil) + local topcrates = MENU_GROUP:New(_group,"Manage Crates",topmenu) + local toptroops = MENU_GROUP:New(_group,"Manage Troops",topmenu) + local listmenu = MENU_GROUP_COMMAND:New(_group,"List boarded cargo",topmenu, self._ListCargo, self, _group, _unit) + local smokemenu = MENU_GROUP_COMMAND:New(_group,"Smoke zones nearby",topmenu, self.SmokeZoneNearBy, self, _unit, false) + local smokemenu = MENU_GROUP_COMMAND:New(_group,"Flare zones nearby",topmenu, self.SmokeZoneNearBy, self, _unit, true):Refresh() + -- sub menus + -- sub menu crates management + if cancrates then + local loadmenu = MENU_GROUP_COMMAND:New(_group,"Load crates",topcrates, self._LoadCratesNearby, self, _group, _unit) + local cratesmenu = MENU_GROUP:New(_group,"Get Crates",topcrates) + for _,_entry in pairs(self.Cargo_Crates) do + local entry = _entry -- #CTLD_CARGO + menucount = menucount + 1 + local menutext = string.format("Get crate for %s",entry.Name) + menus[menucount] = MENU_GROUP_COMMAND:New(_group,menutext,cratesmenu,self._GetCrates, self, _group, _unit, entry) + end + listmenu = MENU_GROUP_COMMAND:New(_group,"List crates nearby",topcrates, self._ListCratesNearby, self, _group, _unit) + local unloadmenu = MENU_GROUP_COMMAND:New(_group,"Drop crates",topcrates, self._UnloadCrates, self, _group, _unit) + local buildmenu = MENU_GROUP_COMMAND:New(_group,"Build crates",topcrates, self._BuildCrates, self, _group, _unit):Refresh() + end + -- sub menu troops management + if cantroops then + local troopsmenu = MENU_GROUP:New(_group,"Load troops",toptroops) + for _,_entry in pairs(self.Cargo_Troops) do + local entry = _entry -- #CTLD_CARGO + menucount = menucount + 1 + menus[menucount] = MENU_GROUP_COMMAND:New(_group,entry.Name,troopsmenu,self._LoadTroops, self, _group, _unit, entry) + end + local unloadmenu1 = MENU_GROUP_COMMAND:New(_group,"Drop troops",toptroops, self._UnloadTroops, self, _group, _unit):Refresh() + end + local rbcns = MENU_GROUP_COMMAND:New(_group,"List active zone beacons",topmenu, self._ListRadioBeacons, self, _group, _unit) + if unittype == "Hercules" then + local hoverpars = MENU_GROUP_COMMAND:New(_group,"Show flight parameters",topmenu, self._ShowFlightParams, self, _group, _unit):Refresh() + else + local hoverpars = MENU_GROUP_COMMAND:New(_group,"Show hover parameters",topmenu, self._ShowHoverParams, self, _group, _unit):Refresh() + end + self.MenusDone[_unitName] = true + end -- end group + end -- end unit + else -- menu build check + self:T(self.lid .. " Menus already done for this group!") + end -- end menu build check + end -- end for + return self + end + +--- User function - Add *generic* troop type loadable as cargo. This type will load directly into the heli without crates. +-- @param #CTLD self +-- @param #string Name Unique name of this type of troop. E.g. "Anti-Air Small". +-- @param #table Templates Table of #string names of late activated Wrapper.Group#GROUP making up this troop. +-- @param #CTLD_CARGO.Enum Type Type of cargo, here TROOPS - these will move to a nearby destination zone when dropped/build. +-- @param #number NoTroops Size of the group in number of Units across combined templates (for loading). +function CTLD:AddTroopsCargo(Name,Templates,Type,NoTroops) + self:T(self.lid .. " AddTroopsCargo") + self.CargoCounter = self.CargoCounter + 1 + -- Troops are directly loadable + local cargo = CTLD_CARGO:New(self.CargoCounter,Name,Templates,Type,false,true,NoTroops) + table.insert(self.Cargo_Troops,cargo) + return self +end + +--- User function - Add *generic* crate-type loadable as cargo. This type will create crates that need to be loaded, moved, dropped and built. +-- @param #CTLD self +-- @param #string Name Unique name of this type of cargo. E.g. "Humvee". +-- @param #table Templates Table of #string names of late activated Wrapper.Group#GROUP building this cargo. +-- @param #CTLD_CARGO.Enum Type Type of cargo. I.e. VEHICLE or FOB. VEHICLE will move to destination zones when dropped/build, FOB stays put. +-- @param #number NoCrates Number of crates needed to build this cargo. +function CTLD:AddCratesCargo(Name,Templates,Type,NoCrates) + self:T(self.lid .. " AddCratesCargo") + self.CargoCounter = self.CargoCounter + 1 + -- Crates are not directly loadable + local cargo = CTLD_CARGO:New(self.CargoCounter,Name,Templates,Type,false,false,NoCrates) + table.insert(self.Cargo_Crates,cargo) + return self +end + +--- User function - Add a #CTLD.CargoZoneType zone for this CTLD instance. +-- @param #CTLD self +-- @param #CTLD.CargoZone Zone Zone #CTLD.CargoZone describing the zone. +function CTLD:AddZone(Zone) + self:T(self.lid .. " AddZone") + local zone = Zone -- #CTLD.CargoZone + if zone.type == CTLD.CargoZoneType.LOAD then + table.insert(self.pickupZones,zone) + --self:T"Registered LOAD zone " .. zone.name) + elseif zone.type == CTLD.CargoZoneType.DROP then + table.insert(self.dropOffZones,zone) + --self:T"Registered DROP zone " .. zone.name) + else + table.insert(self.wpZones,zone) + --self:T"Registered MOVE zone " .. zone.name) + end + return self +end + +--- User function - Activate Name #CTLD.CargoZone.Type ZoneType for this CTLD instance. +-- @param #CTLD self +-- @param #string Name Name of the zone to change in the ME. +-- @param #CTLD.CargoZoneTyp ZoneType Type of zone this belongs to. +-- @param #boolean NewState (Optional) Set to true to activate, false to switch off. +function CTLD:ActivateZone(Name,ZoneType,NewState) + self:T(self.lid .. " AddZone") + local newstate = true + -- set optional in case we\'re deactivating + if not NewState or NewState == false then + newstate = false + end + -- get correct table + local zone = ZoneType -- #CTLD.CargoZone + local table = {} + if zone.type == CTLD.CargoZoneType.LOAD then + table = self.pickupZones + elseif zone.type == CTLD.CargoZoneType.DROP then + table = self.dropOffZones + else + table = self.wpZones + end + -- loop table + for _,_zone in pairs(table) do + local thiszone = _zone --#CTLD.CargoZone + if thiszone.name == Name then + thiszone.active = newstate + break + end + end + return self +end + +--- User function - Deactivate Name #CTLD.CargoZoneType ZoneType for this CTLD instance. +-- @param #CTLD self +-- @param #string Name Name of the zone to change in the ME. +-- @param #CTLD.CargoZoneTyp ZoneType Type of zone this belongs to. +function CTLD:DeactivateZone(Name,ZoneType) + self:T(self.lid .. " AddZone") + self:ActivateZone(Name,ZoneType,false) + return self +end + +--- (Internal) Function to obtain a valid FM frequency. +-- @param #CTLD self +-- @param #string Name Name of zone. +-- @return #CTLD.ZoneBeacon Beacon Beacon table. +function CTLD:_GetFMBeacon(Name) + self:T(self.lid .. " _GetFMBeacon") + local beacon = {} -- #CTLD.ZoneBeacon + if #self.FreeFMFrequencies <= 1 then + self.FreeFMFrequencies = self.UsedFMFrequencies + self.UsedFMFrequencies = {} + end + --random + local FM = table.remove(self.FreeFMFrequencies, math.random(#self.FreeFMFrequencies)) + table.insert(self.UsedFMFrequencies, FM) + beacon.name = Name + beacon.frequency = FM / 1000000 + beacon.modulation = radio.modulation.FM + + return beacon +end + +--- (Internal) Function to obtain a valid UHF frequency. +-- @param #CTLD self +-- @param #string Name Name of zone. +-- @return #CTLD.ZoneBeacon Beacon Beacon table. +function CTLD:_GetUHFBeacon(Name) + self:T(self.lid .. " _GetUHFBeacon") + local beacon = {} -- #CTLD.ZoneBeacon + if #self.FreeUHFFrequencies <= 1 then + self.FreeUHFFrequencies = self.UsedUHFFrequencies + self.UsedUHFFrequencies = {} + end + --random + local UHF = table.remove(self.FreeUHFFrequencies, math.random(#self.FreeUHFFrequencies)) + table.insert(self.UsedUHFFrequencies, UHF) + beacon.name = Name + beacon.frequency = UHF / 1000000 + beacon.modulation = radio.modulation.AM + + return beacon +end + +--- (Internal) Function to obtain a valid VHF frequency. +-- @param #CTLD self +-- @param #string Name Name of zone. +-- @return #CTLD.ZoneBeacon Beacon Beacon table. +function CTLD:_GetVHFBeacon(Name) + self:T(self.lid .. " _GetVHFBeacon") + local beacon = {} -- #CTLD.ZoneBeacon + if #self.FreeVHFFrequencies <= 3 then + self.FreeVHFFrequencies = self.UsedVHFFrequencies + self.UsedVHFFrequencies = {} + end + --get random + local VHF = table.remove(self.FreeVHFFrequencies, math.random(#self.FreeVHFFrequencies)) + table.insert(self.UsedVHFFrequencies, VHF) + beacon.name = Name + beacon.frequency = VHF / 1000000 + beacon.modulation = radio.modulation.FM + return beacon +end + + +--- User function - Crates and adds a #CTLD.CargoZone zone for this CTLD instance. +-- Zones of type LOAD: Players load crates and troops here. +-- Zones of type DROP: Players can drop crates here. Note that troops can be unloaded anywhere. +-- Zone of type MOVE: Dropped troops and vehicles will start moving to the nearest zone of this type (also see options). +-- @param #CTLD self +-- @param #string Name Name of this zone, as in Mission Editor. +-- @param #string Type Type of this zone, #CTLD.CargoZoneType +-- @param #number Color Smoke/Flare color e.g. #SMOKECOLOR.Red +-- @param #string Active Is this zone currently active? +-- @param #string HasBeacon Does this zone have a beacon if it is active? +-- @return #CTLD self +function CTLD:AddCTLDZone(Name, Type, Color, Active, HasBeacon) + self:T(self.lid .. " AddCTLDZone") + + local ctldzone = {} -- #CTLD.CargoZone + ctldzone.active = Active or false + ctldzone.color = Color or SMOKECOLOR.Red + ctldzone.name = Name or "NONE" + ctldzone.type = Type or CTLD.CargoZoneType.MOVE -- #CTLD.CargoZoneType + ctldzone.hasbeacon = HasBeacon or false + + if HasBeacon then + ctldzone.fmbeacon = self:_GetFMBeacon(Name) + ctldzone.uhfbeacon = self:_GetUHFBeacon(Name) + ctldzone.vhfbeacon = self:_GetVHFBeacon(Name) + else + ctldzone.fmbeacon = nil + ctldzone.uhfbeacon = nil + ctldzone.vhfbeacon = nil + end + + self:AddZone(ctldzone) + return self +end + +--- (Internal) Function to show list of radio beacons +-- @param #CTLD self +-- @param Wrapper.Group#GROUP Group +-- @param Wrapper.Unit#UNIT Unit +function CTLD:_ListRadioBeacons(Group, Unit) + self:T(self.lid .. " _ListRadioBeacons") + local report = REPORT:New("Active Zone Beacons") + report:Add("------------------------------------------------------------") + local zones = {[1] = self.pickupZones, [2] = self.wpZones, [3] = self.dropOffZones} + for i=1,3 do + for index,cargozone in pairs(zones[i]) do + -- Get Beacon object from zone + local czone = cargozone -- #CTLD.CargoZone + if czone.active and czone.hasbeacon then + local FMbeacon = czone.fmbeacon -- #CTLD.ZoneBeacon + local VHFbeacon = czone.vhfbeacon -- #CTLD.ZoneBeacon + local UHFbeacon = czone.uhfbeacon -- #CTLD.ZoneBeacon + local Name = czone.name + local FM = FMbeacon.frequency -- MHz + local VHF = VHFbeacon.frequency * 1000 -- KHz + local UHF = UHFbeacon.frequency -- MHz + report:AddIndent(string.format(" %s | FM %s Mhz | VHF %s KHz | UHF %s Mhz ", Name, FM, VHF, UHF),"|") + end + end + end + if report:GetCount() == 1 then + report:Add("--------- N O N E ------------") + end + report:Add("------------------------------------------------------------") + self:_SendMessage(report:Text(), 30, true, Group) + --local m = MESSAGE:New(report:Text(),30,"CTLD",true):ToGroup(Group) + return self +end + +--- (Internal) Add radio beacon to zone. Runs 30 secs. +-- @param #CTLD self +-- @param #string Name Name of zone. +-- @param #string Sound Name of soundfile. +-- @param #number Mhz Frequency in Mhz. +-- @param #number Modulation Modulation AM or FM. +function CTLD:_AddRadioBeacon(Name, Sound, Mhz, Modulation) + self:T(self.lid .. " _AddRadioBeacon") + local Zone = ZONE:FindByName(Name) + local Sound = Sound or "beacon.ogg" + if Zone then + local ZoneCoord = Zone:GetCoordinate() + local ZoneVec3 = ZoneCoord:GetVec3() + local Frequency = Mhz * 1000000 -- Freq in Hertz + local Sound = "l10n/DEFAULT/"..Sound + trigger.action.radioTransmission(Sound, ZoneVec3, Modulation, false, Frequency, 1000) -- Beacon in MP only runs for 30secs straight + end + return self +end + +--- (Internal) Function to refresh radio beacons +-- @param #CTLD self +function CTLD:_RefreshRadioBeacons() + self:T(self.lid .. " _RefreshRadioBeacons") + + local zones = {[1] = self.pickupZones, [2] = self.wpZones, [3] = self.dropOffZones} + for i=1,3 do + for index,cargozone in pairs(zones[i]) do + -- Get Beacon object from zone + local czone = cargozone -- #CTLD.CargoZone + local Sound = self.RadioSound + if czone.active and czone.hasbeacon then + local FMbeacon = czone.fmbeacon -- #CTLD.ZoneBeacon + local VHFbeacon = czone.vhfbeacon -- #CTLD.ZoneBeacon + local UHFbeacon = czone.uhfbeacon -- #CTLD.ZoneBeacon + local Name = czone.name + local FM = FMbeacon.frequency -- MHz + local VHF = VHFbeacon.frequency -- KHz + local UHF = UHFbeacon.frequency -- MHz + self:_AddRadioBeacon(Name,Sound,FM,radio.modulation.FM) + self:_AddRadioBeacon(Name,Sound,VHF,radio.modulation.FM) + self:_AddRadioBeacon(Name,Sound,UHF,radio.modulation.AM) + end + end + end + return self +end + +--- (Internal) Function to see if a unit is in a specific zone type. +-- @param #CTLD self +-- @param Wrapper.Unit#UNIT Unit Unit +-- @param #CTLD.CargoZoneType Zonetype Zonetype +-- @return #boolean Outcome Is in zone or not +-- @return #string name Closest zone name +-- @return #string zone Closest Core.Zone#ZONE object +-- @return #number distance Distance to closest zone +function CTLD:IsUnitInZone(Unit,Zonetype) + self:T(self.lid .. " IsUnitInZone") + local unitname = Unit:GetName() + --self:Tstring.format("%s | Zone search for %s | Type %s",self.lid,unitname,Zonetype)) + local zonetable = {} + local outcome = false + if Zonetype == CTLD.CargoZoneType.LOAD then + zonetable = self.pickupZones -- #table + elseif Zonetype == CTLD.CargoZoneType.DROP then + zonetable = self.dropOffZones -- #table + else + zonetable = self.wpZones -- #table + end + --- now see if we\'re in + local zonecoord = nil + local colorret = nil + local maxdist = 1000000 -- 100km + local zoneret = nil + local zonenameret = nil + for _,_cargozone in pairs(zonetable) do + local czone = _cargozone -- #CTLD.CargoZone + local unitcoord = Unit:GetCoordinate() + local zonename = czone.name + local zone = ZONE:FindByName(zonename) + zonecoord = zone:GetCoordinate() + local active = czone.active + local color = czone.color + local zoneradius = zone:GetRadius() + local distance = self:_GetDistance(zonecoord,unitcoord) + --self:Tstring.format("Check distance: %d",distance)) + if distance <= zoneradius and active then + outcome = true + end + if maxdist > distance then + maxdist = distance + zoneret = zone + zonenameret = zonename + colorret = color + end + end + --self:T{outcome, zonenameret, zoneret, maxdist}) + return outcome, zonenameret, zoneret, maxdist +end + +--- User function - Start smoke in a zone close to the Unit. +-- @param #CTLD self +-- @param Wrapper.Unit#UNIT Unit The Unit. +-- @param #boolean Flare If true, flare instead. +function CTLD:SmokeZoneNearBy(Unit, Flare) + self:T(self.lid .. " SmokeZoneNearBy") + -- table of #CTLD.CargoZone table + local unitcoord = Unit:GetCoordinate() + local Group = Unit:GetGroup() + local smokedistance = self.smokedistance + local smoked = false + local zones = {[1] = self.pickupZones, [2] = self.wpZones, [3] = self.dropOffZones} + for i=1,3 do + for index,cargozone in pairs(zones[i]) do + local CZone = cargozone --#CTLD.CargoZone + local zonename = CZone.name + local zone = ZONE:FindByName(zonename) + local zonecoord = zone:GetCoordinate() + local active = CZone.active + local color = CZone.color + local distance = self:_GetDistance(zonecoord,unitcoord) + if distance < smokedistance and active then + -- smoke zone since we\'re nearby + if not Flare then + zonecoord:Smoke(color or SMOKECOLOR.White) + else + if color == SMOKECOLOR.Blue then color = FLARECOLOR.White end + zonecoord:Flare(color or FLARECOLOR.White) + end + local txt = "smoking" + if Flare then txt = "flaring" end + self:_SendMessage(string.format("Roger, %s zone %s!",txt, zonename), 10, false, Group) + --local m = MESSAGE:New(string.format("Roger, %s zone %s!",txt, zonename),10,"CTLD"):ToGroup(Group) + smoked = true + end + end + end + if not smoked then + local distance = UTILS.MetersToNM(self.smokedistance) + self:_SendMessage(string.format("Negative, need to be closer than %dnm to a zone!",distance), 10, false, Group) + --local m = MESSAGE:New(string.format("Negative, need to be closer than %dnm to a zone!",distance),10,"CTLD"):ToGroup(Group) + end + return self +end + + --- User - Function to add/adjust unittype capabilities. + -- @param #CTLD self + -- @param #string Unittype The unittype to adjust. If passed as Wrapper.Unit#UNIT, it will search for the unit in the mission. + -- @param #boolean Cancrates Unit can load crates. + -- @param #boolean Cantroops Unit can load troops. + -- @param #number Cratelimit Unit can carry number of crates. + -- @param #number Trooplimit Unit can carry number of troops. + function CTLD:UnitCapabilities(Unittype, Cancrates, Cantroops, Cratelimit, Trooplimit) + self:T(self.lid .. " UnitCapabilities") + local unittype = nil + local unit = nil + if type(Unittype) == "string" then + unittype = Unittype + elseif type(Unittype) == "table" then + unit = UNIT:FindByName(Unittype) -- Wrapper.Unit#UNIT + unittype = unit:GetTypeName() + else + return self + end + -- set capabilities + local capabilities = {} -- #CTLD.UnitCapabilities + capabilities.type = unittype + capabilities.crates = Cancrates or false + capabilities.troops = Cantroops or false + capabilities.cratelimit = Cratelimit or 0 + capabilities.trooplimit = Trooplimit or 0 + self.UnitTypes[unittype] = capabilities + return self + end + + --- (Internal) Check if a unit is hovering *in parameters*. + -- @param #CTLD self + -- @param Wrapper.Unit#UNIT Unit + -- @return #boolean Outcome + function CTLD:IsCorrectHover(Unit) + self:T(self.lid .. " IsCorrectHover") + local outcome = false + -- see if we are in air and within parameters. + if self:IsUnitInAir(Unit) then + -- get speed and height + local uspeed = Unit:GetVelocityMPS() + local uheight = Unit:GetHeight() + local ucoord = Unit:GetCoordinate() + local gheight = ucoord:GetLandHeight() + local aheight = uheight - gheight -- height above ground + local maxh = self.maximumHoverHeight -- 15 + local minh = self.minimumHoverHeight -- 5 + local mspeed = 2 -- 2 m/s + --self:Tstring.format("%s Unit parameters: at %dm AGL with %dmps",self.lid,aheight,uspeed)) + if (uspeed <= mspeed) and (aheight <= maxh) and (aheight >= minh) then + -- yep within parameters + outcome = true + end + end + return outcome + end + + --- (Internal) Check if a Hercules is flying *in parameters* for air drops. + -- @param #CTLD self + -- @param Wrapper.Unit#UNIT Unit + -- @return #boolean Outcome + function CTLD:IsCorrectFlightParameters(Unit) + self:T(self.lid .. " IsCorrectFlightParameters") + local outcome = false + -- see if we are in air and within parameters. + if self:IsUnitInAir(Unit) then + -- get speed and height + local uspeed = Unit:GetVelocityMPS() + local uheight = Unit:GetHeight() + local ucoord = Unit:GetCoordinate() + local gheight = ucoord:GetLandHeight() + local aheight = uheight - gheight -- height above ground + local maxh = self.HercMinAngels-- 1500m + local minh = self.HercMaxAngels -- 5000m + local mspeed = 2 -- 2 m/s + -- TODO:Add speed test for Herc, should not be above 280kph/150kn + --self:Tstring.format("%s Unit parameters: at %dm AGL with %dmps",self.lid,aheight,uspeed)) + if (aheight <= maxh) and (aheight >= minh) then + -- yep within parameters + outcome = true + end + end + return outcome + end + + --- (Internal) List if a unit is hovering *in parameters*. + -- @param #CTLD self + -- @param Wrapper.Group#GROUP Group + -- @param Wrapper.Unit#UNIT Unit + function CTLD:_ShowHoverParams(Group,Unit) + local inhover = self:IsCorrectHover(Unit) + local htxt = "true" + if not inhover then htxt = "false" end + local text = string.format("Hover parameters (autoload/drop):\n - Min height %dm \n - Max height %dm \n - Max speed 2mps \n - In parameter: %s", self.minimumHoverHeight, self.maximumHoverHeight, htxt) + self:_SendMessage(text, 10, false, Group) + --local m = MESSAGE:New(text,10,"CTLD",false):ToGroup(Group) + return self + end + + --- (Internal) List if a Herc unit is flying *in parameters*. + -- @param #CTLD self + -- @param Wrapper.Group#GROUP Group + -- @param Wrapper.Unit#UNIT Unit + function CTLD:_ShowFlightParams(Group,Unit) + local inhover = self:IsCorrectFlightParameters(Unit) + local htxt = "true" + if not inhover then htxt = "false" end + local minheight = UTILS.MetersToFeet(self.HercMinAngels) + local maxheight = UTILS.MetersToFeet(self.HercMaxAngels) + local text = string.format("Flight parameters (airdrop):\n - Min height %dft \n - Max height %dft \n - In parameter: %s", minheight, maxheight, htxt) + self:_SendMessage(text, 10, false, Group) + --local m = MESSAGE:New(text,15,"CTLD",false):ToGroup(Group) + return self + end + + + --- (Internal) Check if a unit is in a load zone and is hovering in parameters. + -- @param #CTLD self + -- @param Wrapper.Unit#UNIT Unit + -- @return #boolean Outcome + function CTLD:CanHoverLoad(Unit) + self:T(self.lid .. " CanHoverLoad") + if self:IsHercules(Unit) then return false end + local outcome = self:IsUnitInZone(Unit,CTLD.CargoZoneType.LOAD) and self:IsCorrectHover(Unit) + return outcome + end + + --- (Internal) Check if a unit is above ground. + -- @param #CTLD self + -- @param Wrapper.Unit#UNIT Unit + -- @return #boolean Outcome + function CTLD:IsUnitInAir(Unit) + -- get speed and height + local minheight = self.minimumHoverHeight + if self.enableHercules and Unit:GetTypeName() == "Hercules" then + minheight = 5.1 -- herc is 5m AGL on the ground + end + local uheight = Unit:GetHeight() + local ucoord = Unit:GetCoordinate() + local gheight = ucoord:GetLandHeight() + local aheight = uheight - gheight -- height above ground + if aheight >= minheight then + return true + else + return false + end + end + + --- (Internal) Autoload if we can do crates, have capacity free and are in a load zone. + -- @param #CTLD self + -- @param Wrapper.Unit#UNIT Unit + -- @return #CTLD self + function CTLD:AutoHoverLoad(Unit) + self:T(self.lid .. " AutoHoverLoad") + -- get capabilities and current load + local unittype = Unit:GetTypeName() + local unitname = Unit:GetName() + local Group = Unit:GetGroup() + local capabilities = self:_GetUnitCapabilities(Unit) -- #CTLD.UnitCapabilities + --local capabilities = self.UnitTypes[unittype] -- #CTLD.UnitCapabilities + local cancrates = capabilities.crates -- #boolean + local cratelimit = capabilities.cratelimit -- #number + if cancrates then + -- get load + local numberonboard = 0 + local loaded = {} + if self.Loaded_Cargo[unitname] then + loaded = self.Loaded_Cargo[unitname] -- #CTLD.LoadedCargo + numberonboard = loaded.Cratesloaded or 0 + end + local load = cratelimit - numberonboard + local canload = self:CanHoverLoad(Unit) + if canload and load > 0 then + self:_LoadCratesNearby(Group,Unit) + end + end + return self + end + + --- (Internal) Run through all pilots and see if we autoload. + -- @param #CTLD self + -- @return #CTLD self + function CTLD:CheckAutoHoverload() + if self.hoverautoloading then + for _,_pilot in pairs (self.CtldUnits) do + local Unit = UNIT:FindByName(_pilot) + self:AutoHoverLoad(Unit) + end + end + return self + end + +------------------------------------------------------------------- +-- FSM functions +------------------------------------------------------------------- + + --- (Internal) FSM Function onafterStart. + -- @param #CTLD self + -- @param #string From State. + -- @param #string Event Trigger. + -- @param #string To State. + -- @return #CTLD self + function CTLD:onafterStart(From, Event, To) + self:T({From, Event, To}) + if self.useprefix or self.enableHercules then + local prefix = self.prefixes + --self:T{prefix=prefix}) + if self.enableHercules then + --self:T("CTLD with prefixes and Hercules") + self.PilotGroups = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterPrefixes(prefix):FilterStart() + else + --self:T("CTLD with prefixes NO Hercules") + self.PilotGroups = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterPrefixes(prefix):FilterCategories("helicopter"):FilterStart() + end + else + --self:T("CTLD NO prefixes NO Hercules") + self.PilotGroups = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterCategories("helicopter"):FilterStart() + end + -- Events + self:HandleEvent(EVENTS.PlayerEnterAircraft, self._EventHandler) + self:HandleEvent(EVENTS.PlayerEnterUnit, self._EventHandler) + self:HandleEvent(EVENTS.PlayerLeaveUnit, self._EventHandler) + self:__Status(-5) + return self + end + + --- (Internal) FSM Function onbeforeStatus. + -- @param #CTLD self + -- @param #string From State. + -- @param #string Event Trigger. + -- @param #string To State. + -- @return #CTLD self + function CTLD:onbeforeStatus(From, Event, To) + self:T({From, Event, To}) + self:_RefreshF10Menus() + self:_RefreshRadioBeacons() + self:CheckAutoHoverload() + return self + end + + --- (Internal) FSM Function onafterStatus. + -- @param #CTLD self + -- @param #string From State. + -- @param #string Event Trigger. + -- @param #string To State. + -- @return #CTLD self + function CTLD:onafterStatus(From, Event, To) + self:T({From, Event, To}) + -- gather some stats + -- pilots + local pilots = 0 + for _,_pilot in pairs (self.CtldUnits) do + + pilots = pilots + 1 + end + + -- spawned cargo boxes curr in field + local boxes = 0 + for _,_pilot in pairs (self.Spawned_Cargo) do + boxes = boxes + 1 + end + + local cc = self.CargoCounter + local tc = self.TroopCounter + + if self.debug or self.verbose > 0 then + local text = string.format("%s Pilots %d | Live Crates %d |\nCargo Counter %d | Troop Counter %d", self.lid, pilots, boxes, cc, tc) + local m = MESSAGE:New(text,10,"CTLD"):ToAll() + end + self:__Status(-30) + return self + end + + --- (Internal) FSM Function onafterStop. + -- @param #CTLD self + -- @param #string From State. + -- @param #string Event Trigger. + -- @param #string To State. + -- @return #CTLD self + function CTLD:onafterStop(From, Event, To) + self:T({From, Event, To}) + self:UnhandleEvent(EVENTS.PlayerEnterAircraft) + self:UnhandleEvent(EVENTS.PlayerEnterUnit) + self:UnhandleEvent(EVENTS.PlayerLeaveUnit) + return self + end + + --- (Internal) FSM Function onbeforeTroopsPickedUp. + -- @param #CTLD self + -- @param #string From State. + -- @param #string Event Trigger. + -- @param #string To State. + -- @param Wrapper.Group#GROUP Group Group Object. + -- @param Wrapper.Unit#UNIT Unit Unit Object. + -- @param #CTLD_CARGO Cargo Cargo crate. + -- @return #CTLD self + function CTLD:onbeforeTroopsPickedUp(From, Event, To, Group, Unit, Cargo) + self:T({From, Event, To}) + return self + end + + --- (Internal) FSM Function onbeforeCratesPickedUp. + -- @param #CTLD self + -- @param #string From State . + -- @param #string Event Trigger. + -- @param #string To State. + -- @param Wrapper.Group#GROUP Group Group Object. + -- @param Wrapper.Unit#UNIT Unit Unit Object. + -- @param #CTLD_CARGO Cargo Cargo crate. + -- @return #CTLD self + function CTLD:onbeforeCratesPickedUp(From, Event, To, Group, Unit, Cargo) + self:T({From, Event, To}) + return self + end + + --- (Internal) FSM Function onbeforeTroopsDeployed. + -- @param #CTLD self + -- @param #string From State. + -- @param #string Event Trigger. + -- @param #string To State. + -- @param Wrapper.Group#GROUP Group Group Object. + -- @param Wrapper.Unit#UNIT Unit Unit Object. + -- @param Wrapper.Group#GROUP Troops Troops #GROUP Object. + -- @return #CTLD self + function CTLD:onbeforeTroopsDeployed(From, Event, To, Group, Unit, Troops) + self:T({From, Event, To}) + return self + end + + --- (Internal) FSM Function onbeforeCratesDropped. + -- @param #CTLD self + -- @param #string From State. + -- @param #string Event Trigger. + -- @param #string To State. + -- @param Wrapper.Group#GROUP Group Group Object. + -- @param Wrapper.Unit#UNIT Unit Unit Object. + -- @param #table Cargotable Table of #CTLD_CARGO objects dropped. + -- @return #CTLD self + function CTLD:onbeforeCratesDropped(From, Event, To, Group, Unit, Cargotable) + self:T({From, Event, To}) + return self + end + + --- (Internal) FSM Function onbeforeCratesBuild. + -- @param #CTLD self + -- @param #string From State. + -- @param #string Event Trigger. + -- @param #string To State. + -- @param Wrapper.Group#GROUP Group Group Object. + -- @param Wrapper.Unit#UNIT Unit Unit Object. + -- @param Wrapper.Group#GROUP Vehicle The #GROUP object of the vehicle or FOB build. + -- @return #CTLD self + function CTLD:onbeforeCratesBuild(From, Event, To, Group, Unit, Vehicle) + self:T({From, Event, To}) + return self + end + + --- (Internal) FSM Function onbeforeTroopsRTB. + -- @param #CTLD self + -- @param #string From State. + -- @param #string Event Trigger. + -- @param #string To State. + -- @param Wrapper.Group#GROUP Group Group Object. + -- @param Wrapper.Unit#UNIT Unit Unit Object. + -- @return #CTLD self + function CTLD:onbeforeTroopsRTB(From, Event, To, Group, Unit) + self:T({From, Event, To}) + return self + end + +end -- end do +------------------------------------------------------------------- +-- End Ops.CTLD.lua +-------------------------------------------------------------------