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Finish Feature-Escort
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Moose Development/Moose/AI/AI_Escort_Request.lua
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293
Moose Development/Moose/AI/AI_Escort_Request.lua
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@ -0,0 +1,293 @@
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--- **Functional** -- Taking the lead of AI escorting your flight or of other AI, upon request using the menu.
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--
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-- ===
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--
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-- ## Features:
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--
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-- * Escort navigation commands.
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-- * Escort hold at position commands.
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-- * Escorts reporting detected targets.
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-- * Escorts scanning targets in advance.
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-- * Escorts attacking specific targets.
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-- * Request assistance from other groups for attack.
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-- * Manage rule of engagement of escorts.
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-- * Manage the allowed evasion techniques of escorts.
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-- * Make escort to execute a defined mission or path.
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-- * Escort tactical situation reporting.
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--
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-- ===
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--
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-- ## Missions:
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--
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-- [ESC - Escorting](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/ESC%20-%20Escorting)
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--
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-- ===
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--
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-- Allows you to interact with escorting AI on your flight and take the lead.
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--
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-- Each escorting group can be commanded with a complete set of radio commands (radio menu in your flight, and then F10).
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--
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-- The radio commands will vary according the category of the group. The richest set of commands are with helicopters and airPlanes.
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-- Ships and Ground troops will have a more limited set, but they can provide support through the bombing of targets designated by the other escorts.
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--
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-- Escorts detect targets using a built-in detection mechanism. The detected targets are reported at a specified time interval.
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-- Once targets are reported, each escort has these targets as menu options to command the attack of these targets.
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-- Targets are by default grouped per area of 5000 meters, but the kind of detection and the grouping range can be altered.
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--
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-- Different formations can be selected in the Flight menu: Trail, Stack, Left Line, Right Line, Left Wing, Right Wing, Central Wing and Boxed formations are available.
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-- The Flight menu also allows for a mass attack, where all of the escorts are commanded to attack a target.
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--
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-- Escorts can emit flares to reports their location. They can be commanded to hold at a location, which can be their current or the leader location.
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-- In this way, you can spread out the escorts over the battle field before a coordinated attack.
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--
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-- But basically, the escort class provides 4 modes of operation, and depending on the mode, you are either leading the flight, or following the flight.
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--
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-- ## Leading the flight
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--
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-- When leading the flight, you are expected to guide the escorts towards the target areas,
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-- and carefully coordinate the attack based on the threat levels reported, and the available weapons
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-- carried by the escorts. Ground ships or ground troops can execute A-assisted attacks, when they have long-range ground precision weapons for attack.
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--
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-- ## Following the flight
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--
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-- Escorts can be commanded to execute a specific mission path. In this mode, the escorts are in the lead.
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-- You as a player, are following the escorts, and are commanding them to progress the mission while
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-- ensuring that the escorts survive. You are joining the escorts in the battlefield. They will detect and report targets
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-- and you will ensure that the attacks are well coordinated, assigning the correct escort type for the detected target
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-- type. Once the attack is finished, the escort will resume the mission it was assigned.
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-- In other words, you can use the escorts for reconnaissance, and for guiding the attack.
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-- Imagine you as a mi-8 pilot, assigned to pickup cargo. Two ka-50s are guiding the way, and you are
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-- following. You are in control. The ka-50s detect targets, report them, and you command how the attack
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-- will commence and from where. You can control where the escorts are holding position and which targets
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-- are attacked first. You are in control how the ka-50s will follow their mission path.
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--
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-- Escorts can act as part of a AI A2G dispatcher offensive. In this way, You was a player are in control.
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-- The mission is defined by the A2G dispatcher, and you are responsible to join the flight and ensure that the
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-- attack is well coordinated.
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--
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-- It is with great proud that I present you this class, and I hope you will enjoy the functionality and the dynamism
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-- it brings in your DCS world simulations.
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--
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-- # RADIO MENUs that can be created:
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--
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-- Find a summary below of the current available commands:
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--
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-- ## Navigation ...:
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--
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-- Escort group navigation functions:
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--
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-- * **"Join-Up":** The escort group fill follow you in the assigned formation.
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-- * **"Flare":** Provides menu commands to let the escort group shoot a flare in the air in a color.
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-- * **"Smoke":** Provides menu commands to let the escort group smoke the air in a color. Note that smoking is only available for ground and naval troops.
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--
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-- ## Hold position ...:
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--
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-- Escort group navigation functions:
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--
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-- * **"At current location":** The escort group will hover above the ground at the position they were. The altitude can be specified as a parameter.
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-- * **"At my location":** The escort group will hover or orbit at the position where you are. The escort will fly to your location and hold position. The altitude can be specified as a parameter.
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--
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-- ## Report targets ...:
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--
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-- Report targets will make the escort group to report any target that it identifies within detection range. Any detected target can be attacked using the "Attack Targets" menu function. (see below).
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--
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-- * **"Report now":** Will report the current detected targets.
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-- * **"Report targets on":** Will make the escorts to report the detected targets and will fill the "Attack Targets" menu list.
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-- * **"Report targets off":** Will stop detecting targets.
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--
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-- ## Attack targets ...:
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--
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-- This menu item will list all detected targets within a 15km range. Depending on the level of detection (known/unknown) and visuality, the targets type will also be listed.
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-- This menu will be available in Flight menu or in each Escort menu.
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--
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-- ## Scan targets ...:
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--
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-- Menu items to pop-up the escort group for target scanning. After scanning, the escort group will resume with the mission or rejoin formation.
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--
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-- * **"Scan targets 30 seconds":** Scan 30 seconds for targets.
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-- * **"Scan targets 60 seconds":** Scan 60 seconds for targets.
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--
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-- ## Request assistance from ...:
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--
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-- This menu item will list all detected targets within a 15km range, similar as with the menu item **Attack Targets**.
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-- This menu item allows to request attack support from other ground based escorts supporting the current escort.
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-- eg. the function allows a player to request support from the Ship escort to attack a target identified by the Plane escort with its Tomahawk missiles.
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-- eg. the function allows a player to request support from other Planes escorting to bomb the unit with illumination missiles or bombs, so that the main plane escort can attack the area.
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--
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-- ## ROE ...:
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--
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-- Sets the Rules of Engagement (ROE) of the escort group when in flight.
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--
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-- * **"Hold Fire":** The escort group will hold fire.
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-- * **"Return Fire":** The escort group will return fire.
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-- * **"Open Fire":** The escort group will open fire on designated targets.
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-- * **"Weapon Free":** The escort group will engage with any target.
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--
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-- ## Evasion ...:
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--
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-- Will define the evasion techniques that the escort group will perform during flight or combat.
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--
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-- * **"Fight until death":** The escort group will have no reaction to threats.
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-- * **"Use flares, chaff and jammers":** The escort group will use passive defense using flares and jammers. No evasive manoeuvres are executed.
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-- * **"Evade enemy fire":** The rescort group will evade enemy fire before firing.
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-- * **"Go below radar and evade fire":** The escort group will perform evasive vertical manoeuvres.
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--
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-- ## Resume Mission ...:
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--
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-- Escort groups can have their own mission. This menu item will allow the escort group to resume their Mission from a given waypoint.
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-- Note that this is really fantastic, as you now have the dynamic of taking control of the escort groups, and allowing them to resume their path or mission.
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--
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-- ===
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--
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-- ### Authors: **FlightControl**
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--
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-- ===
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--
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-- @module AI.AI_Escort
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-- @image Escorting.JPG
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--- @type AI_ESCORT_REQUEST
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-- @extends AI.AI_Escort#AI_ESCORT
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--- AI_ESCORT_REQUEST class
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--
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-- # AI_ESCORT_REQUEST construction methods.
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--
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-- Create a new AI_ESCORT_REQUEST object with the @{#AI_ESCORT_REQUEST.New} method:
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--
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-- * @{#AI_ESCORT_REQUEST.New}: Creates a new AI_ESCORT_REQUEST object from a @{Wrapper.Group#GROUP} for a @{Wrapper.Client#CLIENT}, with an optional briefing text.
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--
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-- @usage
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-- -- Declare a new EscortPlanes object as follows:
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--
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-- -- First find the GROUP object and the CLIENT object.
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-- local EscortUnit = CLIENT:FindByName( "Unit Name" ) -- The Unit Name is the name of the unit flagged with the skill Client in the mission editor.
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-- local EscortGroup = GROUP:FindByName( "Group Name" ) -- The Group Name is the name of the group that will escort the Escort Client.
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--
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-- -- Now use these 2 objects to construct the new EscortPlanes object.
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-- EscortPlanes = AI_ESCORT_REQUEST:New( EscortUnit, EscortGroup, "Desert", "Welcome to the mission. You are escorted by a plane with code name 'Desert', which can be instructed through the F10 radio menu." )
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--
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-- @field #AI_ESCORT_REQUEST
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AI_ESCORT_REQUEST = {
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ClassName = "AI_ESCORT_REQUEST",
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}
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--- AI_ESCORT_REQUEST.Mode class
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-- @type AI_ESCORT_REQUEST.MODE
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-- @field #number FOLLOW
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-- @field #number MISSION
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--- MENUPARAM type
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-- @type MENUPARAM
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-- @field #AI_ESCORT_REQUEST ParamSelf
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-- @field #Distance ParamDistance
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-- @field #function ParamFunction
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-- @field #string ParamMessage
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--- AI_ESCORT_REQUEST class constructor for an AI group
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-- @param #AI_ESCORT_REQUEST self
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-- @param Wrapper.Client#CLIENT EscortUnit The client escorted by the EscortGroup.
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-- @param Core.Spawn#SPAWN EscortSpawn The spawn object of AI, escorting the EscortUnit.
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-- @param Wrapper.Airbase#AIRBASE EscortAirbase The airbase where escorts will be spawned once requested.
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-- @param #string EscortName Name of the escort.
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-- @param #string EscortBriefing A text showing the AI_ESCORT_REQUEST briefing to the player. Note that if no EscortBriefing is provided, the default briefing will be shown.
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-- @return #AI_ESCORT_REQUEST
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-- @usage
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-- EscortSpawn = SPAWN:NewWithAlias( "Red A2G Escort Template", "Red A2G Escort AI" ):InitLimit( 10, 10 )
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-- EscortSpawn:ParkAtAirbase( AIRBASE:FindByName( AIRBASE.Caucasus.Sochi_Adler ), AIRBASE.TerminalType.OpenBig )
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--
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-- local EscortUnit = UNIT:FindByName( "Red A2G Pilot" )
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--
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-- Escort = AI_ESCORT_REQUEST:New( EscortUnit, EscortSpawn, AIRBASE:FindByName(AIRBASE.Caucasus.Sochi_Adler), "A2G", "Briefing" )
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-- Escort:FormationTrail( 50, 100, 100 )
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-- Escort:Menus()
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-- Escort:__Start( 5 )
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function AI_ESCORT_REQUEST:New( EscortUnit, EscortSpawn, EscortAirbase, EscortName, EscortBriefing )
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self.EscortGroupSet = SET_GROUP:New()
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self.EscortSpawn = EscortSpawn
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self.EscortAirbase = EscortAirbase
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local self = BASE:Inherit( self, AI_ESCORT:New( EscortUnit, self.EscortGroupSet, EscortName, EscortBriefing ) ) -- #AI_ESCORT_REQUEST
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self.LeaderGroup = self.PlayerUnit:GetGroup()
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self.Detection = DETECTION_AREAS:New( self.EscortGroupSet, 5000 )
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self.Detection:__Start( 30 )
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self.SpawnMode = self.__Enum.Mode.Mission
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return self
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end
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--- @param #AI_ESCORT_REQUEST self
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function AI_ESCORT_REQUEST:SpawnEscort()
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local EscortGroup = self.EscortSpawn:SpawnAtAirbase( self.EscortAirbase, SPAWN.Takeoff.Hot )
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EscortGroup:OptionROTVertical()
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EscortGroup:OptionROEHoldFire()
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self:ScheduleOnce( 0.1,
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function( EscortGroup )
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self.EscortGroupSet:AddGroup( EscortGroup )
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local LeaderEscort = self.EscortGroupSet:GetFirst() -- Wrapper.Group#GROUP
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local Report = REPORT:New()
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Report:Add( "Joining Up " .. self.EscortGroupSet:GetUnitTypeNames():Text( ", " ) .. " from " .. LeaderEscort:GetCoordinate():ToString( self.EscortUnit ) )
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LeaderEscort:MessageTypeToGroup( Report:Text(), MESSAGE.Type.Information, self.PlayerUnit )
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if self.SpawnMode == self.__Enum.Mode.Formation then
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self:ModeFormation( EscortGroup )
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end
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self:_InitFlightMenus()
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self:_InitEscortMenus( EscortGroup )
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self:_InitEscortRoute( EscortGroup )
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--- @param #AI_ESCORT self
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-- @param Core.Event#EVENTDATA EventData
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function EscortGroup:OnEventDeadOrCrash( EventData )
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self:F( { "EventDead", EventData } )
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self.EscortMenu:Remove()
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end
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EscortGroup:HandleEvent( EVENTS.Dead, EscortGroup.OnEventDeadOrCrash )
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EscortGroup:HandleEvent( EVENTS.Crash, EscortGroup.OnEventDeadOrCrash )
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end, EscortGroup
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)
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end
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--- @param #AI_ESCORT_REQUEST self
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-- @param Core.Set#SET_GROUP EscortGroupSet
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function AI_ESCORT_REQUEST:onafterStart( EscortGroupSet )
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self:F()
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if not self.MenuRequestEscort then
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self.MenuRequestEscort = MENU_GROUP_COMMAND:New( self.LeaderGroup, "Request new escort ", self.MainMenu,
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function()
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self:SpawnEscort()
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end
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)
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end
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self:GetParent( self ).onafterStart( self, EscortGroupSet )
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self:HandleEvent( EVENTS.Dead, self.OnEventDeadOrCrash )
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self:HandleEvent( EVENTS.Crash, self.OnEventDeadOrCrash )
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end
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--- Set the spawn mode to be mission execution.
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-- @param #AI_ESCORT_REQUEST self
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function AI_ESCORT_REQUEST:SetEscortSpawnMission()
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self.SpawnMode = self.__Enum.Mode.Mission
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end
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@ -110,10 +110,45 @@ AI_FORMATION = {
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dtFollow = 0.5,
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}
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--- AI_FORMATION.Mode class
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-- @type AI_FORMATION.MODE
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-- @field #number FOLLOW
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-- @field #number MISSION
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AI_FORMATION.__Enum = {}
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--- @type AI_FORMATION.__Enum.Formation
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-- @field #number None
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-- @field #number Line
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-- @field #number Trail
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-- @field #number Stack
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-- @field #number LeftLine
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-- @field #number RightLine
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-- @field #number LeftWing
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-- @field #number RightWing
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||||
-- @field #number Vic
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-- @field #number Box
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AI_FORMATION.__Enum.Formation = {
|
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None = 0,
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Mission = 1,
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Line = 2,
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Trail = 3,
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Stack = 4,
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LeftLine = 5,
|
||||
RightLine = 6,
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||||
LeftWing = 7,
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||||
RightWing = 8,
|
||||
Vic = 9,
|
||||
Box = 10,
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||||
}
|
||||
|
||||
--- @type AI_FORMATION.__Enum.Mode
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-- @field #number Mission
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||||
-- @field #number Formation
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AI_FORMATION.__Enum.Mode = {
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Mission = 0,
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Formation = 1,
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Attack = 2,
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||||
Reconnaissance = 3,
|
||||
}
|
||||
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||||
|
||||
|
||||
|
||||
--- MENUPARAM type
|
||||
-- @type MENUPARAM
|
||||
@ -139,7 +174,7 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
|
||||
self.FollowGroupSet:ForEachGroup(
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||||
function( FollowGroup )
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||||
self:E("Following")
|
||||
FollowGroup.Following = true
|
||||
FollowGroup:SetState( self, "Mode", self.__Enum.Mode.Formation )
|
||||
end
|
||||
)
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||||
|
||||
@ -663,8 +698,8 @@ end
|
||||
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
-- @return #AI_FORMATION
|
||||
function AI_FORMATION:onafterFormationLine( FollowGroupSet, From , Event , To, XStart, XSpace, YStart, YSpace, ZStart, ZSpace ) --R2.1
|
||||
self:F( { FollowGroupSet, From , Event ,To, XStart, XSpace, YStart, YSpace, ZStart, ZSpace } )
|
||||
function AI_FORMATION:onafterFormationLine( FollowGroupSet, From , Event , To, XStart, XSpace, YStart, YSpace, ZStart, ZSpace, Formation ) --R2.1
|
||||
self:F( { FollowGroupSet, From , Event ,To, XStart, XSpace, YStart, YSpace, ZStart, ZSpace, Formation } )
|
||||
|
||||
FollowGroupSet:Flush( self )
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||||
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||||
@ -682,6 +717,8 @@ function AI_FORMATION:onafterFormationLine( FollowGroupSet, From , Event , To, X
|
||||
local Vec3 = PointVec3:GetVec3()
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FollowGroup:SetState( self, "FormationVec3", Vec3 )
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i = i + 1
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FollowGroup:SetState( FollowGroup, "Formation", Formation )
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||||
end
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||||
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||||
return self
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||||
@ -700,7 +737,7 @@ end
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||||
-- @return #AI_FORMATION
|
||||
function AI_FORMATION:onafterFormationTrail( FollowGroupSet, From , Event , To, XStart, XSpace, YStart ) --R2.1
|
||||
|
||||
self:onafterFormationLine(FollowGroupSet,From,Event,To,XStart,XSpace,YStart,0,0,0)
|
||||
self:onafterFormationLine(FollowGroupSet,From,Event,To,XStart,XSpace,YStart,0,0,0, self.__Enum.Formation.Trail )
|
||||
|
||||
return self
|
||||
end
|
||||
@ -719,7 +756,7 @@ end
|
||||
-- @return #AI_FORMATION
|
||||
function AI_FORMATION:onafterFormationStack( FollowGroupSet, From , Event , To, XStart, XSpace, YStart, YSpace ) --R2.1
|
||||
|
||||
self:onafterFormationLine(FollowGroupSet,From,Event,To,XStart,XSpace,YStart,YSpace,0,0)
|
||||
self:onafterFormationLine(FollowGroupSet,From,Event,To,XStart,XSpace,YStart,YSpace,0,0, self.__Enum.Formation.Stack )
|
||||
|
||||
return self
|
||||
end
|
||||
@ -740,7 +777,7 @@ end
|
||||
-- @return #AI_FORMATION
|
||||
function AI_FORMATION:onafterFormationLeftLine( FollowGroupSet, From , Event , To, XStart, YStart, ZStart, ZSpace ) --R2.1
|
||||
|
||||
self:onafterFormationLine(FollowGroupSet,From,Event,To,XStart,0,YStart,0,ZStart,ZSpace)
|
||||
self:onafterFormationLine(FollowGroupSet,From,Event,To,XStart,0,YStart,0,-ZStart,-ZSpace, self.__Enum.Formation.LeftLine )
|
||||
|
||||
return self
|
||||
end
|
||||
@ -759,7 +796,7 @@ end
|
||||
-- @return #AI_FORMATION
|
||||
function AI_FORMATION:onafterFormationRightLine( FollowGroupSet, From , Event , To, XStart, YStart, ZStart, ZSpace ) --R2.1
|
||||
|
||||
self:onafterFormationLine(FollowGroupSet,From,Event,To,XStart,0,YStart,0,-ZStart,-ZSpace)
|
||||
self:onafterFormationLine(FollowGroupSet,From,Event,To,XStart,0,YStart,0,ZStart,ZSpace,self.__Enum.Formation.RightLine)
|
||||
|
||||
return self
|
||||
end
|
||||
@ -778,7 +815,7 @@ end
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
function AI_FORMATION:onafterFormationLeftWing( FollowGroupSet, From , Event , To, XStart, XSpace, YStart, ZStart, ZSpace ) --R2.1
|
||||
|
||||
self:onafterFormationLine(FollowGroupSet,From,Event,To,XStart,XSpace,YStart,0,ZStart,ZSpace)
|
||||
self:onafterFormationLine(FollowGroupSet,From,Event,To,XStart,XSpace,YStart,0,-ZStart,-ZSpace,self.__Enum.Formation.LeftWing)
|
||||
|
||||
return self
|
||||
end
|
||||
@ -798,7 +835,7 @@ end
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
function AI_FORMATION:onafterFormationRightWing( FollowGroupSet, From , Event , To, XStart, XSpace, YStart, ZStart, ZSpace ) --R2.1
|
||||
|
||||
self:onafterFormationLine(FollowGroupSet,From,Event,To,XStart,XSpace,YStart,0,-ZStart,-ZSpace)
|
||||
self:onafterFormationLine(FollowGroupSet,From,Event,To,XStart,XSpace,YStart,0,ZStart,ZSpace,self.__Enum.Formation.RightWing)
|
||||
|
||||
return self
|
||||
end
|
||||
@ -836,6 +873,7 @@ function AI_FORMATION:onafterFormationCenterWing( FollowGroupSet, From , Event ,
|
||||
local Vec3 = PointVec3:GetVec3()
|
||||
FollowGroup:SetState( self, "FormationVec3", Vec3 )
|
||||
i = i + 1
|
||||
FollowGroup:SetState( FollowGroup, "Formation", self.__Enum.Formation.Vic )
|
||||
end
|
||||
|
||||
return self
|
||||
@ -895,6 +933,7 @@ function AI_FORMATION:onafterFormationBox( FollowGroupSet, From , Event , To, XS
|
||||
local Vec3 = PointVec3:GetVec3()
|
||||
FollowGroup:SetState( self, "FormationVec3", Vec3 )
|
||||
i = i + 1
|
||||
FollowGroup:SetState( FollowGroup, "Formation", self.__Enum.Formation.Box )
|
||||
end
|
||||
|
||||
return self
|
||||
@ -913,30 +952,79 @@ function AI_FORMATION:SetFlightRandomization( FlightRandomization ) --R2.1
|
||||
end
|
||||
|
||||
|
||||
--- This releases the air unit in your flight from the formation flight.
|
||||
|
||||
--- This sets your escorts to fly a mission.
|
||||
-- @param #AI_FORMATION self
|
||||
-- @param Wrapper.Group#GROUP FollowGroup FollowGroup.
|
||||
-- @return #AI_FORMATION
|
||||
function AI_FORMATION:ReleaseFormation( FollowGroup )
|
||||
function AI_FORMATION:ModeMission( FollowGroup )
|
||||
|
||||
if FollowGroup then
|
||||
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
|
||||
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Mission )
|
||||
else
|
||||
self.EscortGroupSet:ForSomeGroupAlive(
|
||||
--- @param Core.Group#GROUP EscortGroup
|
||||
function( FollowGroup )
|
||||
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
|
||||
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Mission )
|
||||
end
|
||||
)
|
||||
end
|
||||
|
||||
FollowGroup.Following = false
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- This joins up the air unit in your formation flight.
|
||||
--- This sets your escorts to execute an attack.
|
||||
-- @param #AI_FORMATION self
|
||||
-- @param Wrapper.Group#GROUP FollowGroup FollowGroup.
|
||||
-- @return #AI_FORMATION
|
||||
function AI_FORMATION:JoinFormation( FollowGroup )
|
||||
function AI_FORMATION:ModeAttack( FollowGroup )
|
||||
|
||||
if FollowGroup then
|
||||
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
|
||||
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Attack )
|
||||
else
|
||||
self.EscortGroupSet:ForSomeGroupAlive(
|
||||
--- @param Core.Group#GROUP EscortGroup
|
||||
function( FollowGroup )
|
||||
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
|
||||
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Attack )
|
||||
end
|
||||
)
|
||||
end
|
||||
|
||||
FollowGroup.Following = true
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- This sets your escorts to fly in a formation.
|
||||
-- @param #AI_FORMATION self
|
||||
-- @param Wrapper.Group#GROUP FollowGroup FollowGroup.
|
||||
-- @return #AI_FORMATION
|
||||
function AI_FORMATION:ModeFormation( FollowGroup )
|
||||
|
||||
if FollowGroup then
|
||||
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
|
||||
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Formation )
|
||||
else
|
||||
self.EscortGroupSet:ForSomeGroupAlive(
|
||||
--- @param Core.Group#GROUP EscortGroup
|
||||
function( FollowGroup )
|
||||
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
|
||||
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Formation )
|
||||
end
|
||||
)
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
--- Stop function. Formation will not be updated any more.
|
||||
-- @param #AI_FORMATION self
|
||||
@ -963,15 +1051,11 @@ end
|
||||
|
||||
--- @param #AI_FORMATION self
|
||||
function AI_FORMATION:onenterFollowing( FollowGroupSet ) --R2.1
|
||||
self:F( )
|
||||
|
||||
self:T( { self.FollowUnit.UnitName, self.FollowUnit:IsAlive() } )
|
||||
if self.FollowUnit:IsAlive() then
|
||||
|
||||
local ClientUnit = self.FollowUnit
|
||||
|
||||
self:T( {ClientUnit.UnitName } )
|
||||
|
||||
local CT1, CT2, CV1, CV2
|
||||
CT1 = ClientUnit:GetState( self, "CT1" )
|
||||
|
||||
@ -988,12 +1072,14 @@ function AI_FORMATION:onenterFollowing( FollowGroupSet ) --R2.1
|
||||
ClientUnit:SetState( self, "CV1", CV2 )
|
||||
end
|
||||
|
||||
FollowGroupSet:ForEachGroup(
|
||||
FollowGroupSet:ForEachGroupAlive(
|
||||
--- @param Wrapper.Group#GROUP FollowGroup
|
||||
-- @param Wrapper.Unit#UNIT ClientUnit
|
||||
function( FollowGroup, Formation, ClientUnit, CT1, CV1, CT2, CV2 )
|
||||
|
||||
if FollowGroup.Following == true then
|
||||
self:I({Mode=FollowGroup:GetState( FollowGroup, "Mode" )})
|
||||
|
||||
if FollowGroup:GetState( FollowGroup, "Mode" ) == self.__Enum.Mode.Formation then
|
||||
|
||||
FollowGroup:OptionROTEvadeFire()
|
||||
FollowGroup:OptionROEReturnFire()
|
||||
@ -1055,8 +1141,13 @@ function AI_FORMATION:onenterFollowing( FollowGroupSet ) --R2.1
|
||||
|
||||
-- Now we calculate the intersecting vector between the circle around CV2 with radius FollowDistance and GH2.
|
||||
-- From the GeoGebra model: CVI = (x(CV2) + FollowDistance cos(alpha), y(GH2) + FollowDistance sin(alpha), z(CV2))
|
||||
local Inclination = ( Distance + FollowFormation.x ) / 10
|
||||
if Inclination < -30 then
|
||||
Inclination = - 30
|
||||
end
|
||||
local CVI = { x = CV2.x + CS * 10 * math.sin(Ca),
|
||||
y = GH2.y - ( Distance + FollowFormation.x ) / 5, -- + FollowFormation.y,
|
||||
y = GH2.y + Inclination, -- + FollowFormation.y,
|
||||
y = GH2.y,
|
||||
z = CV2.z + CS * 10 * math.cos(Ca),
|
||||
}
|
||||
|
||||
@ -1087,14 +1178,23 @@ function AI_FORMATION:onenterFollowing( FollowGroupSet ) --R2.1
|
||||
|
||||
|
||||
|
||||
local Time = 60
|
||||
local Time = 120
|
||||
|
||||
local Speed = - ( Distance + FollowFormation.x ) / Time
|
||||
local GS = Speed + CS
|
||||
if Speed < 0 then
|
||||
Speed = 0
|
||||
|
||||
if Distance > -10000 then
|
||||
Speed = - ( Distance + FollowFormation.x ) / 60
|
||||
end
|
||||
|
||||
if Distance > -2500 then
|
||||
Speed = - ( Distance + FollowFormation.x ) / 20
|
||||
end
|
||||
|
||||
local GS = Speed + CS
|
||||
|
||||
self:F( { Distance = Distance, Speed = Speed, CS = CS, GS = GS } )
|
||||
|
||||
|
||||
-- Now route the escort to the desired point with the desired speed.
|
||||
FollowGroup:RouteToVec3( GDV_Formation, GS ) -- DCS models speed in Mps (Miles per second)
|
||||
end
|
||||
|
||||
@ -879,7 +879,7 @@ end
|
||||
-- @param #DATABASE self
|
||||
-- @param Core.Event#EVENTDATA Event
|
||||
function DATABASE:_EventOnBirth( Event )
|
||||
self:F2( { Event } )
|
||||
self:F( { Event } )
|
||||
|
||||
if Event.IniDCSUnit then
|
||||
if Event.IniObjectCategory == 3 then
|
||||
@ -896,6 +896,7 @@ function DATABASE:_EventOnBirth( Event )
|
||||
local PlayerName = Event.IniUnit:GetPlayerName()
|
||||
if PlayerName then
|
||||
self:I( { "Player Joined:", PlayerName } )
|
||||
self:AddClient( Event.IniDCSUnitName )
|
||||
if not self.PLAYERS[PlayerName] then
|
||||
self:AddPlayer( Event.IniUnitName, PlayerName )
|
||||
end
|
||||
|
||||
@ -990,7 +990,7 @@ function EVENT:onEvent( Event )
|
||||
local PriorityEnd = PriorityOrder == -1 and 1 or 5
|
||||
|
||||
if Event.IniObjectCategory ~= Object.Category.STATIC then
|
||||
self:T( { EventMeta.Text, Event, Event.IniDCSUnitName, Event.TgtDCSUnitName, PriorityOrder } )
|
||||
self:F( { EventMeta.Text, Event, Event.IniDCSUnitName, Event.TgtDCSUnitName, PriorityOrder } )
|
||||
end
|
||||
|
||||
for EventPriority = PriorityBegin, PriorityEnd, PriorityOrder do
|
||||
|
||||
@ -2059,7 +2059,7 @@ do -- COORDINATE
|
||||
-- * Uses default settings in COORDINATE.
|
||||
-- * Can be overridden if for a GROUP containing x clients, a menu was selected to override the default.
|
||||
-- @param #COORDINATE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The controllable to retrieve the settings from, otherwise the default settings will be chosen.
|
||||
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
|
||||
-- @param Tasking.Task#TASK Task The task for which coordinates need to be calculated.
|
||||
-- @return #string The coordinate Text in the configured coordinate system.
|
||||
|
||||
@ -341,6 +341,25 @@ do -- SET_BASE
|
||||
return self
|
||||
end
|
||||
|
||||
--- Define the SET iterator **"limit"**.
|
||||
-- @param #SET_BASE self
|
||||
-- @param #number Limit Defines how many objects are evaluated of the set as part of the Some iterators. The default is 1.
|
||||
-- @return #SET_BASE self
|
||||
function SET_BASE:SetSomeIteratorLimit( Limit )
|
||||
|
||||
self.SomeIteratorLimit = Limit or 1
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get the SET iterator **"limit"**.
|
||||
-- @param #SET_BASE self
|
||||
-- @return #number Defines how many objects are evaluated of the set as part of the Some iterators.
|
||||
function SET_BASE:GetSomeIteratorLimit()
|
||||
|
||||
return self.SomeIteratorLimit or self:Count()
|
||||
end
|
||||
|
||||
|
||||
--- Filters for the defined collection.
|
||||
-- @param #SET_BASE self
|
||||
@ -591,6 +610,66 @@ do -- SET_BASE
|
||||
return self
|
||||
end
|
||||
|
||||
--- Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters.
|
||||
-- @param #SET_BASE self
|
||||
-- @param #function IteratorFunction The function that will be called.
|
||||
-- @return #SET_BASE self
|
||||
function SET_BASE:ForSome( IteratorFunction, arg, Set, Function, FunctionArguments )
|
||||
self:F3( arg )
|
||||
|
||||
Set = Set or self:GetSet()
|
||||
arg = arg or {}
|
||||
|
||||
local Limit = self:GetSomeIteratorLimit()
|
||||
|
||||
local function CoRoutine()
|
||||
local Count = 0
|
||||
for ObjectID, ObjectData in pairs( Set ) do
|
||||
local Object = ObjectData
|
||||
self:T3( Object )
|
||||
if Function then
|
||||
if Function( unpack( FunctionArguments ), Object ) == true then
|
||||
IteratorFunction( Object, unpack( arg ) )
|
||||
end
|
||||
else
|
||||
IteratorFunction( Object, unpack( arg ) )
|
||||
end
|
||||
Count = Count + 1
|
||||
if Count >= Limit then
|
||||
break
|
||||
end
|
||||
-- if Count % self.YieldInterval == 0 then
|
||||
-- coroutine.yield( false )
|
||||
-- end
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
-- local co = coroutine.create( CoRoutine )
|
||||
local co = CoRoutine
|
||||
|
||||
local function Schedule()
|
||||
|
||||
-- local status, res = coroutine.resume( co )
|
||||
local status, res = co()
|
||||
self:T3( { status, res } )
|
||||
|
||||
if status == false then
|
||||
error( res )
|
||||
end
|
||||
if res == false then
|
||||
return true -- resume next time the loop
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
--self.CallScheduler:Schedule( self, Schedule, {}, self.TimeInterval, self.TimeInterval, 0 )
|
||||
Schedule()
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
----- Iterate the SET_BASE and call an interator function for each **alive** unit, providing the Unit and optional parameters.
|
||||
---- @param #SET_BASE self
|
||||
@ -846,6 +925,39 @@ do -- SET_GROUP
|
||||
return AliveSet.Set or {}
|
||||
end
|
||||
|
||||
--- Returns a report of of unit types.
|
||||
-- @param #SET_GROUP self
|
||||
-- @return Core.Report#REPORT A report of the unit types found. The key is the UnitTypeName and the value is the amount of unit types found.
|
||||
function SET_GROUP:GetUnitTypeNames()
|
||||
self:F2()
|
||||
|
||||
local MT = {} -- Message Text
|
||||
local UnitTypes = {}
|
||||
|
||||
local ReportUnitTypes = REPORT:New()
|
||||
|
||||
for GroupID, GroupData in pairs( self:GetSet() ) do
|
||||
local Units = GroupData:GetUnits()
|
||||
for UnitID, UnitData in pairs( Units ) do
|
||||
if UnitData:IsAlive() then
|
||||
local UnitType = UnitData:GetTypeName()
|
||||
|
||||
if not UnitTypes[UnitType] then
|
||||
UnitTypes[UnitType] = 1
|
||||
else
|
||||
UnitTypes[UnitType] = UnitTypes[UnitType] + 1
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
for UnitTypeID, UnitType in pairs( UnitTypes ) do
|
||||
ReportUnitTypes:Add( UnitType .. " of " .. UnitTypeID )
|
||||
end
|
||||
|
||||
return ReportUnitTypes
|
||||
end
|
||||
|
||||
--- Add a GROUP to SET_GROUP.
|
||||
-- Note that for each unit in the group that is set, a default cargo bay limit is initialized.
|
||||
-- @param Core.Set#SET_GROUP self
|
||||
@ -1144,7 +1256,7 @@ do -- SET_GROUP
|
||||
|
||||
--- Iterate the SET_GROUP and call an iterator function for each GROUP object, providing the GROUP and optional parameters.
|
||||
-- @param #SET_GROUP self
|
||||
-- @param #function IteratorFunction The function that will be called when there is an alive GROUP in the SET_GROUP. The function needs to accept a GROUP parameter.
|
||||
-- @param #function IteratorFunction The function that will be called for all GROUP in the SET_GROUP. The function needs to accept a GROUP parameter.
|
||||
-- @return #SET_GROUP self
|
||||
function SET_GROUP:ForEachGroup( IteratorFunction, ... )
|
||||
self:F2( arg )
|
||||
@ -1154,6 +1266,18 @@ do -- SET_GROUP
|
||||
return self
|
||||
end
|
||||
|
||||
--- Iterate the SET_GROUP and call an iterator function for some GROUP objects, providing the GROUP and optional parameters.
|
||||
-- @param #SET_GROUP self
|
||||
-- @param #function IteratorFunction The function that will be called for some GROUP in the SET_GROUP. The function needs to accept a GROUP parameter.
|
||||
-- @return #SET_GROUP self
|
||||
function SET_GROUP:ForSomeGroup( IteratorFunction, ... )
|
||||
self:F2( arg )
|
||||
|
||||
self:ForSome( IteratorFunction, arg, self:GetSet() )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Iterate the SET_GROUP and call an iterator function for each **alive** GROUP object, providing the GROUP and optional parameters.
|
||||
-- @param #SET_GROUP self
|
||||
-- @param #function IteratorFunction The function that will be called when there is an alive GROUP in the SET_GROUP. The function needs to accept a GROUP parameter.
|
||||
@ -1166,6 +1290,18 @@ do -- SET_GROUP
|
||||
return self
|
||||
end
|
||||
|
||||
--- Iterate the SET_GROUP and call an iterator function for some **alive** GROUP objects, providing the GROUP and optional parameters.
|
||||
-- @param #SET_GROUP self
|
||||
-- @param #function IteratorFunction The function that will be called when there is an alive GROUP in the SET_GROUP. The function needs to accept a GROUP parameter.
|
||||
-- @return #SET_GROUP self
|
||||
function SET_GROUP:ForSomeGroupAlive( IteratorFunction, ... )
|
||||
self:F2( arg )
|
||||
|
||||
self:ForSome( IteratorFunction, arg, self:GetAliveSet() )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Iterate the SET_GROUP and call an iterator function for each **alive** GROUP presence completely in a @{Zone}, providing the GROUP and optional parameters to the called function.
|
||||
-- @param #SET_GROUP self
|
||||
-- @param Core.Zone#ZONE ZoneObject The Zone to be tested for.
|
||||
|
||||
@ -1156,12 +1156,24 @@ function SPAWN:ReSpawn( SpawnIndex )
|
||||
return SpawnGroup
|
||||
end
|
||||
|
||||
|
||||
--- Set the spawn index to a specified index number.
|
||||
-- This method can be used to "reset" the spawn counter to a specific index number.
|
||||
-- This will actually enable a respawn of groups from the specific index.
|
||||
-- @param #SPAWN self
|
||||
-- @param #string SpawnIndex The index of the group from where the spawning will start again. The default value would be 0, which means a complete reset of the spawnindex.
|
||||
-- @return #SPAWN self
|
||||
function SPAWN:SetSpawnIndex( SpawnIndex )
|
||||
self.SpawnIndex = SpawnIndex or 0
|
||||
end
|
||||
|
||||
|
||||
--- Will spawn a group with a specified index number.
|
||||
-- Uses @{DATABASE} global object defined in MOOSE.
|
||||
-- @param #SPAWN self
|
||||
-- @param #string SpawnIndex The index of the group to be spawned.
|
||||
-- @return Wrapper.Group#GROUP The group that was spawned. You can use this group for further actions.
|
||||
function SPAWN:SpawnWithIndex( SpawnIndex )
|
||||
function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
|
||||
self:F2( { SpawnTemplatePrefix = self.SpawnTemplatePrefix, SpawnIndex = SpawnIndex, AliveUnits = self.AliveUnits, SpawnMaxGroups = self.SpawnMaxGroups } )
|
||||
|
||||
if self:_GetSpawnIndex( SpawnIndex ) then
|
||||
@ -1263,14 +1275,16 @@ function SPAWN:SpawnWithIndex( SpawnIndex )
|
||||
SpawnTemplate.CoalitionID = self.SpawnInitCoalition or SpawnTemplate.CoalitionID
|
||||
|
||||
|
||||
if SpawnTemplate.CategoryID == Group.Category.HELICOPTER or SpawnTemplate.CategoryID == Group.Category.AIRPLANE then
|
||||
if SpawnTemplate.route.points[1].type == "TakeOffParking" then
|
||||
SpawnTemplate.uncontrolled = self.SpawnUnControlled
|
||||
end
|
||||
end
|
||||
-- if SpawnTemplate.CategoryID == Group.Category.HELICOPTER or SpawnTemplate.CategoryID == Group.Category.AIRPLANE then
|
||||
-- if SpawnTemplate.route.points[1].type == "TakeOffParking" then
|
||||
-- SpawnTemplate.uncontrolled = self.SpawnUnControlled
|
||||
-- end
|
||||
-- end
|
||||
end
|
||||
|
||||
if not NoBirth then
|
||||
self:HandleEvent( EVENTS.Birth, self._OnBirth )
|
||||
end
|
||||
self:HandleEvent( EVENTS.Dead, self._OnDeadOrCrash )
|
||||
self:HandleEvent( EVENTS.Crash, self._OnDeadOrCrash )
|
||||
self:HandleEvent( EVENTS.RemoveUnit, self._OnDeadOrCrash )
|
||||
@ -1459,13 +1473,24 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT
|
||||
EmergencyAirSpawn=true
|
||||
end
|
||||
|
||||
self:F( { SpawnIndex = self.SpawnIndex } )
|
||||
|
||||
if self:_GetSpawnIndex( self.SpawnIndex + 1 ) then
|
||||
|
||||
-- Get group template.
|
||||
local SpawnTemplate = self.SpawnGroups[self.SpawnIndex].SpawnTemplate
|
||||
|
||||
self:F( { SpawnTemplate = SpawnTemplate } )
|
||||
|
||||
if SpawnTemplate then
|
||||
|
||||
-- Check if the aircraft with the specified SpawnIndex is already spawned.
|
||||
-- If yes, ensure that the aircraft is spawned at the same aircraft spot.
|
||||
|
||||
local GroupAlive = self:GetGroupFromIndex( self.SpawnIndex )
|
||||
|
||||
self:F( { GroupAlive = GroupAlive } )
|
||||
|
||||
-- Debug output
|
||||
self:T( { "Current point of ", self.SpawnTemplatePrefix, SpawnAirbase } )
|
||||
|
||||
@ -1544,7 +1569,8 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT
|
||||
local spots
|
||||
|
||||
-- Spawn happens on ground, i.e. at an airbase, a FARP or a ship.
|
||||
if spawnonground then
|
||||
if spawnonground and not SpawnTemplate.parked then
|
||||
|
||||
|
||||
-- Number of free parking spots.
|
||||
local nfree=0
|
||||
@ -1714,7 +1740,11 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT
|
||||
|
||||
end
|
||||
|
||||
if not SpawnTemplate.parked then
|
||||
-- Translate the position of the Group Template to the Vec3.
|
||||
|
||||
SpawnTemplate.parked = true
|
||||
|
||||
for UnitID = 1, nunits do
|
||||
self:T2('Before Translation SpawnTemplate.units['..UnitID..'].x = '..SpawnTemplate.units[UnitID].x..', SpawnTemplate.units['..UnitID..'].y = '..SpawnTemplate.units[UnitID].y)
|
||||
|
||||
@ -1776,6 +1806,7 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT
|
||||
self:T2(string.format("Group %s unit number %d: Parking ID = %s",self.SpawnTemplatePrefix, UnitID, tostring(UnitTemplate.parking_id)))
|
||||
self:T2('After Translation SpawnTemplate.units['..UnitID..'].x = '..SpawnTemplate.units[UnitID].x..', SpawnTemplate.units['..UnitID..'].y = '..SpawnTemplate.units[UnitID].y)
|
||||
end
|
||||
end
|
||||
|
||||
-- Set gereral spawnpoint position.
|
||||
SpawnPoint.x = PointVec3.x
|
||||
@ -1785,6 +1816,8 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT
|
||||
SpawnTemplate.x = PointVec3.x
|
||||
SpawnTemplate.y = PointVec3.z
|
||||
|
||||
SpawnTemplate.uncontrolled = nil
|
||||
|
||||
-- Spawn group.
|
||||
local GroupSpawned = self:SpawnWithIndex( self.SpawnIndex )
|
||||
|
||||
@ -1807,6 +1840,389 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Will park a group at an @{Wrapper.Airbase}.
|
||||
--
|
||||
-- @param #SPAWN self
|
||||
-- @param Wrapper.Airbase#AIRBASE SpawnAirbase The @{Wrapper.Airbase} where to spawn the group.
|
||||
-- @param Wrapper.Airbase#AIRBASE.TerminalType TerminalType (optional) The terminal type the aircraft should be spawned at. See @{Wrapper.Airbase#AIRBASE.TerminalType}.
|
||||
-- @param #table Parkingdata (optional) Table holding the coordinates and terminal ids for all units of the group. Spawning will be forced to happen at exactily these spots!
|
||||
-- @return #nil Nothing is returned!
|
||||
function SPAWN:ParkAircraft( SpawnAirbase, TerminalType, Parkingdata, SpawnIndex )
|
||||
|
||||
self:F( { SpawnIndex = SpawnIndex, SpawnMaxGroups = self.SpawnMaxGroups } )
|
||||
|
||||
-- Get position of airbase.
|
||||
local PointVec3 = SpawnAirbase:GetCoordinate()
|
||||
self:T2(PointVec3)
|
||||
|
||||
-- Set take off type. Default is hot.
|
||||
local Takeoff = SPAWN.Takeoff.Cold
|
||||
|
||||
-- Get group template.
|
||||
local SpawnTemplate = self.SpawnGroups[SpawnIndex].SpawnTemplate
|
||||
|
||||
if SpawnTemplate then
|
||||
|
||||
-- Check if the aircraft with the specified SpawnIndex is already spawned.
|
||||
-- If yes, ensure that the aircraft is spawned at the same aircraft spot.
|
||||
|
||||
local GroupAlive = self:GetGroupFromIndex( SpawnIndex )
|
||||
|
||||
-- Debug output
|
||||
self:T( { "Current point of ", self.SpawnTemplatePrefix, SpawnAirbase } )
|
||||
|
||||
-- Template group, unit and its attributes.
|
||||
local TemplateGroup = GROUP:FindByName(self.SpawnTemplatePrefix)
|
||||
local TemplateUnit=TemplateGroup:GetUnit(1)
|
||||
local ishelo=TemplateUnit:HasAttribute("Helicopters")
|
||||
local isbomber=TemplateUnit:HasAttribute("Bombers")
|
||||
local istransport=TemplateUnit:HasAttribute("Transports")
|
||||
local isfighter=TemplateUnit:HasAttribute("Battleplanes")
|
||||
|
||||
-- Number of units in the group. With grouping this can actually differ from the template group size!
|
||||
local nunits=#SpawnTemplate.units
|
||||
|
||||
-- First waypoint of the group.
|
||||
local SpawnPoint = SpawnTemplate.route.points[1]
|
||||
|
||||
-- These are only for ships and FARPS.
|
||||
SpawnPoint.linkUnit = nil
|
||||
SpawnPoint.helipadId = nil
|
||||
SpawnPoint.airdromeId = nil
|
||||
|
||||
-- Get airbase ID and category.
|
||||
local AirbaseID = SpawnAirbase:GetID()
|
||||
local AirbaseCategory = SpawnAirbase:GetDesc().category
|
||||
self:F( { AirbaseCategory = AirbaseCategory } )
|
||||
|
||||
-- Set airdromeId.
|
||||
if AirbaseCategory == Airbase.Category.SHIP then
|
||||
SpawnPoint.linkUnit = AirbaseID
|
||||
SpawnPoint.helipadId = AirbaseID
|
||||
elseif AirbaseCategory == Airbase.Category.HELIPAD then
|
||||
SpawnPoint.linkUnit = AirbaseID
|
||||
SpawnPoint.helipadId = AirbaseID
|
||||
elseif AirbaseCategory == Airbase.Category.AIRDROME then
|
||||
SpawnPoint.airdromeId = AirbaseID
|
||||
end
|
||||
|
||||
-- Set waypoint type/action.
|
||||
SpawnPoint.alt = 0
|
||||
SpawnPoint.type = GROUPTEMPLATE.Takeoff[Takeoff][1] -- type
|
||||
SpawnPoint.action = GROUPTEMPLATE.Takeoff[Takeoff][2] -- action
|
||||
|
||||
-- Check if we spawn on ground.
|
||||
local spawnonground=not (Takeoff==SPAWN.Takeoff.Air)
|
||||
self:T({spawnonground=spawnonground, TOtype=Takeoff, TOair=Takeoff==SPAWN.Takeoff.Air})
|
||||
|
||||
-- Check where we actually spawn if we spawn on ground.
|
||||
local spawnonship=false
|
||||
local spawnonfarp=false
|
||||
local spawnonrunway=false
|
||||
local spawnonairport=false
|
||||
if spawnonground then
|
||||
if AirbaseCategory == Airbase.Category.SHIP then
|
||||
spawnonship=true
|
||||
elseif AirbaseCategory == Airbase.Category.HELIPAD then
|
||||
spawnonfarp=true
|
||||
elseif AirbaseCategory == Airbase.Category.AIRDROME then
|
||||
spawnonairport=true
|
||||
end
|
||||
spawnonrunway=Takeoff==SPAWN.Takeoff.Runway
|
||||
end
|
||||
|
||||
-- Array with parking spots coordinates.
|
||||
local parkingspots={}
|
||||
local parkingindex={}
|
||||
local spots
|
||||
|
||||
-- Spawn happens on ground, i.e. at an airbase, a FARP or a ship.
|
||||
if spawnonground and not SpawnTemplate.parked then
|
||||
|
||||
|
||||
-- Number of free parking spots.
|
||||
local nfree=0
|
||||
|
||||
-- Set terminal type.
|
||||
local termtype=TerminalType
|
||||
|
||||
-- Scan options. Might make that input somehow.
|
||||
local scanradius=50
|
||||
local scanunits=true
|
||||
local scanstatics=true
|
||||
local scanscenery=false
|
||||
local verysafe=false
|
||||
|
||||
-- Number of free parking spots at the airbase.
|
||||
if spawnonship or spawnonfarp or spawnonrunway then
|
||||
-- These places work procedural and have some kind of build in queue ==> Less effort.
|
||||
self:T(string.format("Group %s is spawned on farp/ship/runway %s.", self.SpawnTemplatePrefix, SpawnAirbase:GetName()))
|
||||
nfree=SpawnAirbase:GetFreeParkingSpotsNumber(termtype, true)
|
||||
spots=SpawnAirbase:GetFreeParkingSpotsTable(termtype, true)
|
||||
elseif Parkingdata~=nil then
|
||||
-- Parking data explicitly set by user as input parameter.
|
||||
nfree=#Parkingdata
|
||||
spots=Parkingdata
|
||||
else
|
||||
if ishelo then
|
||||
if termtype==nil then
|
||||
-- Helo is spawned. Try exclusive helo spots first.
|
||||
self:T(string.format("Helo group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), AIRBASE.TerminalType.HelicopterOnly))
|
||||
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.HelicopterOnly, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits)
|
||||
nfree=#spots
|
||||
if nfree<nunits then
|
||||
-- Not enough helo ports. Let's try also other terminal types.
|
||||
self:T(string.format("Helo group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), AIRBASE.TerminalType.HelicopterUsable))
|
||||
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.HelicopterUsable, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits)
|
||||
nfree=#spots
|
||||
end
|
||||
else
|
||||
-- No terminal type specified. We try all spots except shelters.
|
||||
self:T(string.format("Helo group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), termtype))
|
||||
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, termtype, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits)
|
||||
nfree=#spots
|
||||
end
|
||||
else
|
||||
-- Fixed wing aircraft is spawned.
|
||||
if termtype==nil then
|
||||
--TODO: Add some default cases for transport, bombers etc. if no explicit terminal type is provided.
|
||||
--TODO: We don't want Bombers to spawn in shelters. But I don't know a good attribute for just fighers.
|
||||
--TODO: Some attributes are "Helicopters", "Bombers", "Transports", "Battleplanes". Need to check it out.
|
||||
if isbomber or istransport then
|
||||
-- First we fill the potentially bigger spots.
|
||||
self:T(string.format("Transport/bomber group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), AIRBASE.TerminalType.OpenBig))
|
||||
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.OpenBig, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits)
|
||||
nfree=#spots
|
||||
if nfree<nunits then
|
||||
-- Now we try the smaller ones.
|
||||
self:T(string.format("Transport/bomber group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), AIRBASE.TerminalType.OpenMedOrBig))
|
||||
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.OpenMedOrBig, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits)
|
||||
nfree=#spots
|
||||
end
|
||||
else
|
||||
self:T(string.format("Fighter group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), AIRBASE.TerminalType.FighterAircraft))
|
||||
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.FighterAircraft, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits)
|
||||
nfree=#spots
|
||||
end
|
||||
else
|
||||
-- Terminal type explicitly given.
|
||||
self:T(string.format("Plane group %s is at %s using terminal type %s.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), tostring(termtype)))
|
||||
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, termtype, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits)
|
||||
nfree=#spots
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Get parking data.
|
||||
local parkingdata=SpawnAirbase:GetParkingSpotsTable(termtype)
|
||||
self:T2(string.format("Parking at %s, terminal type %s:", SpawnAirbase:GetName(), tostring(termtype)))
|
||||
for _,_spot in pairs(parkingdata) do
|
||||
self:T2(string.format("%s, Termin Index = %3d, Term Type = %03d, Free = %5s, TOAC = %5s, Term ID0 = %3d, Dist2Rwy = %4d",
|
||||
SpawnAirbase:GetName(), _spot.TerminalID, _spot.TerminalType,tostring(_spot.Free),tostring(_spot.TOAC),_spot.TerminalID0,_spot.DistToRwy))
|
||||
end
|
||||
self:T(string.format("%s at %s: free parking spots = %d - number of units = %d", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), nfree, nunits))
|
||||
|
||||
-- Set this to true if not enough spots are available for emergency air start.
|
||||
local _notenough=false
|
||||
|
||||
-- Need to differentiate some cases again.
|
||||
if spawnonship or spawnonfarp or spawnonrunway then
|
||||
|
||||
-- On free spot required in these cases.
|
||||
if nfree >=1 then
|
||||
|
||||
-- All units get the same spot. DCS takes care of the rest.
|
||||
for i=1,nunits do
|
||||
table.insert(parkingspots, spots[1].Coordinate)
|
||||
table.insert(parkingindex, spots[1].TerminalID)
|
||||
end
|
||||
-- This is actually used...
|
||||
PointVec3=spots[1].Coordinate
|
||||
|
||||
else
|
||||
-- If there is absolutely no spot ==> air start!
|
||||
_notenough=true
|
||||
end
|
||||
|
||||
elseif spawnonairport then
|
||||
|
||||
if nfree>=nunits then
|
||||
|
||||
for i=1,nunits do
|
||||
table.insert(parkingspots, spots[i].Coordinate)
|
||||
table.insert(parkingindex, spots[i].TerminalID)
|
||||
end
|
||||
|
||||
else
|
||||
-- Not enough spots for the whole group ==> air start!
|
||||
_notenough=true
|
||||
end
|
||||
end
|
||||
|
||||
-- Not enough spots ==> Prepare airstart.
|
||||
if _notenough then
|
||||
|
||||
if not self.SpawnUnControlled then
|
||||
else
|
||||
self:E(string.format("WARNING: Group %s has no parking spots at %s ==> No emergency air start or uncontrolled spawning ==> No spawn!", self.SpawnTemplatePrefix, SpawnAirbase:GetName()))
|
||||
return nil
|
||||
end
|
||||
end
|
||||
|
||||
else
|
||||
|
||||
end
|
||||
|
||||
if not SpawnTemplate.parked then
|
||||
-- Translate the position of the Group Template to the Vec3.
|
||||
|
||||
SpawnTemplate.parked = true
|
||||
|
||||
for UnitID = 1, nunits do
|
||||
self:F('Before Translation SpawnTemplate.units['..UnitID..'].x = '..SpawnTemplate.units[UnitID].x..', SpawnTemplate.units['..UnitID..'].y = '..SpawnTemplate.units[UnitID].y)
|
||||
|
||||
-- Template of the current unit.
|
||||
local UnitTemplate = SpawnTemplate.units[UnitID]
|
||||
|
||||
-- Tranlate position and preserve the relative position/formation of all aircraft.
|
||||
local SX = UnitTemplate.x
|
||||
local SY = UnitTemplate.y
|
||||
local BX = SpawnTemplate.route.points[1].x
|
||||
local BY = SpawnTemplate.route.points[1].y
|
||||
local TX = PointVec3.x + (SX-BX)
|
||||
local TY = PointVec3.z + (SY-BY)
|
||||
|
||||
if spawnonground then
|
||||
|
||||
-- Ships and FARPS seem to have a build in queue.
|
||||
if spawnonship or spawnonfarp or spawnonrunway then
|
||||
|
||||
self:T(string.format("Group %s spawning at farp, ship or runway %s.", self.SpawnTemplatePrefix, SpawnAirbase:GetName()))
|
||||
|
||||
-- Spawn on ship. We take only the position of the ship.
|
||||
SpawnTemplate.units[UnitID].x = PointVec3.x --TX
|
||||
SpawnTemplate.units[UnitID].y = PointVec3.z --TY
|
||||
SpawnTemplate.units[UnitID].alt = PointVec3.y
|
||||
|
||||
else
|
||||
|
||||
self:T(string.format("Group %s spawning at airbase %s on parking spot id %d", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), parkingindex[UnitID]))
|
||||
|
||||
-- Get coordinates of parking spot.
|
||||
SpawnTemplate.units[UnitID].x = parkingspots[UnitID].x
|
||||
SpawnTemplate.units[UnitID].y = parkingspots[UnitID].z
|
||||
SpawnTemplate.units[UnitID].alt = parkingspots[UnitID].y
|
||||
|
||||
--parkingspots[UnitID]:MarkToAll(string.format("Group %s spawning at airbase %s on parking spot id %d", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), parkingindex[UnitID]))
|
||||
end
|
||||
|
||||
else
|
||||
|
||||
self:T(string.format("Group %s spawning in air at %s.", self.SpawnTemplatePrefix, SpawnAirbase:GetName()))
|
||||
|
||||
-- Spawn in air as requested initially. Original template orientation is perserved, altitude is already correctly set.
|
||||
SpawnTemplate.units[UnitID].x = TX
|
||||
SpawnTemplate.units[UnitID].y = TY
|
||||
SpawnTemplate.units[UnitID].alt = PointVec3.y
|
||||
|
||||
end
|
||||
|
||||
-- Parking spot id.
|
||||
UnitTemplate.parking = nil
|
||||
UnitTemplate.parking_id = nil
|
||||
if parkingindex[UnitID] then
|
||||
UnitTemplate.parking = parkingindex[UnitID]
|
||||
end
|
||||
|
||||
-- Debug output.
|
||||
self:T2(string.format("Group %s unit number %d: Parking = %s",self.SpawnTemplatePrefix, UnitID, tostring(UnitTemplate.parking)))
|
||||
self:T2(string.format("Group %s unit number %d: Parking ID = %s",self.SpawnTemplatePrefix, UnitID, tostring(UnitTemplate.parking_id)))
|
||||
self:T2('After Translation SpawnTemplate.units['..UnitID..'].x = '..SpawnTemplate.units[UnitID].x..', SpawnTemplate.units['..UnitID..'].y = '..SpawnTemplate.units[UnitID].y)
|
||||
end
|
||||
end
|
||||
|
||||
-- Set gereral spawnpoint position.
|
||||
SpawnPoint.x = PointVec3.x
|
||||
SpawnPoint.y = PointVec3.z
|
||||
SpawnPoint.alt = PointVec3.y
|
||||
|
||||
SpawnTemplate.x = PointVec3.x
|
||||
SpawnTemplate.y = PointVec3.z
|
||||
|
||||
SpawnTemplate.uncontrolled = true
|
||||
|
||||
-- Spawn group.
|
||||
local GroupSpawned = self:SpawnWithIndex( SpawnIndex, true )
|
||||
|
||||
-- When spawned in the air, we need to generate a Takeoff Event.
|
||||
if Takeoff == GROUP.Takeoff.Air then
|
||||
for UnitID, UnitSpawned in pairs( GroupSpawned:GetUnits() ) do
|
||||
SCHEDULER:New( nil, BASE.CreateEventTakeoff, { GroupSpawned, timer.getTime(), UnitSpawned:GetDCSObject() } , 5 )
|
||||
end
|
||||
end
|
||||
|
||||
-- Check if we accidentally spawned on the runway. Needs to be schedules, because group is not immidiately alive.
|
||||
if Takeoff~=SPAWN.Takeoff.Runway and Takeoff~=SPAWN.Takeoff.Air and spawnonairport then
|
||||
SCHEDULER:New(nil, AIRBASE.CheckOnRunWay, {SpawnAirbase, GroupSpawned, 75, true} , 1.0)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Will park a group at an @{Wrapper.Airbase}.
|
||||
-- This method is mostly advisable to be used if you want to simulate parking units at an airbase and be visible.
|
||||
-- Note that each point in the route assigned to the spawning group is reset to the point of the spawn.
|
||||
--
|
||||
-- All groups that are in the spawn collection and that are alive, and not in the air, are parked.
|
||||
--
|
||||
-- The @{Wrapper.Airbase#AIRBASE} object must refer to a valid airbase known in the sim.
|
||||
-- You can use the following enumerations to search for the pre-defined airbases on the current known maps of DCS:
|
||||
--
|
||||
-- * @{Wrapper.Airbase#AIRBASE.Caucasus}: The airbases on the Caucasus map.
|
||||
-- * @{Wrapper.Airbase#AIRBASE.Nevada}: The airbases on the Nevada (NTTR) map.
|
||||
-- * @{Wrapper.Airbase#AIRBASE.Normandy}: The airbases on the Normandy map.
|
||||
--
|
||||
-- Use the method @{Wrapper.Airbase#AIRBASE.FindByName}() to retrieve the airbase object.
|
||||
-- The known AIRBASE objects are automatically imported at mission start by MOOSE.
|
||||
-- Therefore, there isn't any New() constructor defined for AIRBASE objects.
|
||||
--
|
||||
-- Ships and Farps are added within the mission, and are therefore not known.
|
||||
-- For these AIRBASE objects, there isn't an @{Wrapper.Airbase#AIRBASE} enumeration defined.
|
||||
-- You need to provide the **exact name** of the airbase as the parameter to the @{Wrapper.Airbase#AIRBASE.FindByName}() method!
|
||||
--
|
||||
-- @param #SPAWN self
|
||||
-- @param Wrapper.Airbase#AIRBASE SpawnAirbase The @{Wrapper.Airbase} where to spawn the group.
|
||||
-- @param Wrapper.Airbase#AIRBASE.TerminalType TerminalType (optional) The terminal type the aircraft should be spawned at. See @{Wrapper.Airbase#AIRBASE.TerminalType}.
|
||||
-- @param #table Parkingdata (optional) Table holding the coordinates and terminal ids for all units of the group. Spawning will be forced to happen at exactily these spots!
|
||||
-- @return #nil Nothing is returned!
|
||||
-- @usage
|
||||
-- Spawn_Plane = SPAWN:New( "Plane" )
|
||||
-- Spawn_Plane:ParkAtAirbase( AIRBASE:FindByName( AIRBASE.Caucasus.Krymsk ) )
|
||||
--
|
||||
-- Spawn_Heli = SPAWN:New( "Heli")
|
||||
--
|
||||
-- Spawn_Heli:ParkAtAirbase( AIRBASE:FindByName( "FARP Cold" ) )
|
||||
--
|
||||
-- Spawn_Heli:ParkAtAirbase( AIRBASE:FindByName( "Carrier" ) )
|
||||
--
|
||||
-- Spawn_Plane:ParkAtAirbase( AIRBASE:FindByName( AIRBASE.Caucasus.Krymsk ), AIRBASE.TerminalType.OpenBig )
|
||||
--
|
||||
function SPAWN:ParkAtAirbase( SpawnAirbase, TerminalType, Parkingdata ) -- R2.2, R2.4, R2.5
|
||||
self:F( { self.SpawnTemplatePrefix, SpawnAirbase, TerminalType } )
|
||||
|
||||
self:ParkAircraft( SpawnAirbase, TerminalType, Parkingdata, 1 )
|
||||
|
||||
for SpawnIndex = 2, self.SpawnMaxGroups do
|
||||
self:ScheduleOnce( SpawnIndex * 0.1, SPAWN.ParkAircraft, self, SpawnAirbase, TerminalType, Parkingdata, SpawnIndex )
|
||||
end
|
||||
|
||||
self:SetSpawnIndex()
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Will spawn a group from a Vec3 in 3D space.
|
||||
-- This method is mostly advisable to be used if you want to simulate spawning units in the air, like helicopters or airplanes.
|
||||
-- Note that each point in the route assigned to the spawning group is reset to the point of the spawn.
|
||||
@ -2094,7 +2510,7 @@ end
|
||||
function SPAWN:InitUnControlled( UnControlled )
|
||||
self:F2( { self.SpawnTemplatePrefix, UnControlled } )
|
||||
|
||||
self.SpawnUnControlled = UnControlled or true
|
||||
self.SpawnUnControlled = ( UnControlled == true ) and true or nil
|
||||
|
||||
for SpawnGroupID = 1, self.SpawnMaxGroups do
|
||||
self.SpawnGroups[SpawnGroupID].UnControlled = self.SpawnUnControlled
|
||||
@ -2429,6 +2845,19 @@ function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex ) --R2.2
|
||||
end
|
||||
end
|
||||
|
||||
-- Callsign
|
||||
for UnitID = 1, #SpawnTemplate.units do
|
||||
local Callsign = SpawnTemplate.units[UnitID].callsign
|
||||
if Callsign[1] ~= nil then -- blue callsign
|
||||
Callsign[2] = ( ( SpawnIndex - 1 ) % 10 ) + 1
|
||||
local CallsignName = SpawnTemplate.units[UnitID].callsign["name"] -- #string
|
||||
local CallsignLen = CallsignName:len()
|
||||
SpawnTemplate.units[UnitID].callsign["name"] = CallsignName:sub(1,CallsignLen) .. SpawnTemplate.units[UnitID].callsign[2] .. SpawnTemplate.units[UnitID].callsign[3]
|
||||
else
|
||||
SpawnTemplate.units[UnitID].callsign = Callsign + SpawnIndex
|
||||
end
|
||||
end
|
||||
|
||||
self:T3( { "Template:", SpawnTemplate } )
|
||||
return SpawnTemplate
|
||||
|
||||
|
||||
@ -305,7 +305,7 @@ do -- DETECTION_BASE
|
||||
|
||||
--- DETECTION constructor.
|
||||
-- @param #DETECTION_BASE self
|
||||
-- @param Core.Set#SET_BASE DetectionSet The @{Set} that is used to detect the units.
|
||||
-- @param Core.Set#SET_GROUP DetectionSet The @{Set} of @{Group}s that is used to detect the units.
|
||||
-- @return #DETECTION_BASE self
|
||||
function DETECTION_BASE:New( DetectionSet )
|
||||
|
||||
@ -542,12 +542,16 @@ do -- DETECTION_BASE
|
||||
end
|
||||
|
||||
self.DetectionCount = self.DetectionSet:Count()
|
||||
for DetectionID, DetectionData in pairs( self.DetectionSet:GetSet() ) do
|
||||
--self:F( { DetectionGroupData } )
|
||||
self:F( { DetectionGroup = DetectionData:GetName() } )
|
||||
self:__Detection( DetectDelay, DetectionData, DetectionTimeStamp ) -- Process each detection asynchronously.
|
||||
|
||||
self.DetectionSet:ForEachGroupAlive(
|
||||
function( DetectionGroup )
|
||||
self:__Detection( DetectDelay, DetectionGroup, DetectionTimeStamp ) -- Process each detection asynchronously.
|
||||
DetectDelay = DetectDelay + 1
|
||||
end
|
||||
)
|
||||
|
||||
self:__Detect( -self.RefreshTimeInterval )
|
||||
|
||||
end
|
||||
|
||||
--- @param #DETECTION_BASE self
|
||||
@ -802,10 +806,9 @@ do -- DETECTION_BASE
|
||||
self:__DetectedItem( 0.1, DetectedItem )
|
||||
end
|
||||
end
|
||||
|
||||
self:__Detect( self.RefreshTimeInterval )
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
|
||||
@ -2502,7 +2505,6 @@ do -- DETECTION_AREAS
|
||||
local Report = REPORT:New()
|
||||
Report:Add( DetectedItemID )
|
||||
Report:Add( string.format( "Threat: [%s%s]", string.rep( "■", ThreatLevelA2G ), string.rep( "□", 10-ThreatLevelA2G ) ) )
|
||||
Report:Add( DetectedItemCoordText )
|
||||
|
||||
return Report
|
||||
end
|
||||
|
||||
@ -1,3 +1,4 @@
|
||||
__Moose.Include( 'Scripts/Moose/Utilities/Enums.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Utilities/Routines.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Utilities/Utils.lua' )
|
||||
|
||||
@ -86,6 +87,7 @@ __Moose.Include( 'Scripts/Moose/AI/AI_Cas.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/AI/AI_Bai.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/AI/AI_Formation.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/AI/AI_Escort.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/AI/AI_Escort_Request.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_APC.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_Helicopter.lua' )
|
||||
|
||||
15
Moose Development/Moose/Utilities/Enums.lua
Normal file
15
Moose Development/Moose/Utilities/Enums.lua
Normal file
@ -0,0 +1,15 @@
|
||||
ENUMS = {}
|
||||
|
||||
ENUMS.ROE = {
|
||||
HoldFire = 1,
|
||||
ReturnFire = 2,
|
||||
OpenFire = 3,
|
||||
WeaponFree = 4
|
||||
}
|
||||
|
||||
ENUMS.ROT = {
|
||||
NoReaction = 1,
|
||||
PassiveDefense = 2,
|
||||
EvadeFire = 3,
|
||||
Vertical = 4
|
||||
}
|
||||
@ -553,12 +553,15 @@ function AIRBASE:GetParkingSpotsTable(termtype)
|
||||
local spots={}
|
||||
for _,_spot in pairs(parkingdata) do
|
||||
if AIRBASE._CheckTerminalType(_spot.Term_Type, termtype) then
|
||||
self:I({_spot=_spot})
|
||||
local _free=_isfree(_spot)
|
||||
local _coord=COORDINATE:NewFromVec3(_spot.vTerminalPos)
|
||||
table.insert(spots, {Coordinate=_coord, TerminalID=_spot.Term_Index, TerminalType=_spot.Term_Type, TOAC=_spot.TO_AC, Free=_free, TerminalID0=_spot.Term_Index_0, DistToRwy=_spot.fDistToRW})
|
||||
end
|
||||
end
|
||||
|
||||
self:I({ spots = spots } )
|
||||
|
||||
return spots
|
||||
end
|
||||
|
||||
@ -708,6 +711,8 @@ function AIRBASE:FindFreeParkingSpotForAircraft(group, terminaltype, scanradius,
|
||||
local _spot=parkingspot.Coordinate -- Core.Point#COORDINATE
|
||||
local _termid=parkingspot.TerminalID
|
||||
|
||||
self:I({_termid=_termid})
|
||||
|
||||
if AIRBASE._CheckTerminalType(parkingspot.TerminalType, terminaltype) then
|
||||
|
||||
-- Very safe uses the DCS getParking() info to check if a spot is free. Unfortunately, the function returns free=false until the aircraft has actually taken-off.
|
||||
@ -787,7 +792,7 @@ function AIRBASE:FindFreeParkingSpotForAircraft(group, terminaltype, scanradius,
|
||||
|
||||
--_spot:MarkToAll(string.format("Parking spot %d free=%s", parkingspot.TerminalID, tostring(not occupied)))
|
||||
if occupied then
|
||||
self:T(string.format("%s: Parking spot id %d occupied.", airport, _termid))
|
||||
self:I(string.format("%s: Parking spot id %d occupied.", airport, _termid))
|
||||
else
|
||||
self:I(string.format("%s: Parking spot id %d free.", airport, _termid))
|
||||
if nvalid<_nspots then
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user