Merge remote-tracking branch 'refs/remotes/origin/master' into release-2-2-pre

# Conflicts:
#	Moose Mission Setup/Moose.lua
This commit is contained in:
FlightControl 2017-07-02 12:58:26 +02:00
commit 9dc9fcfeff
25 changed files with 400 additions and 612 deletions

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@ -551,8 +551,6 @@ do -- AI_A2A_DISPATCHER
--- AI_A2A_DISPATCHER constructor.
-- @param #AI_A2A_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE Detection The DETECTION object that will detects targets using the the Early Warning Radar network.
-- @param #number GroupingRadius The radius in meters wherein detected planes are being grouped as one target area.
-- For airplanes, 6000 (6km) is recommended, and is also the default value of this parameter.
-- @return #AI_A2A_DISPATCHER self
-- @usage
--

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@ -201,6 +201,10 @@ BASE = {
_ = {},
}
--- @field #BASE.__
BASE.__ = {}
--- The Formation Class
-- @type FORMATION
-- @field Cone A cone formation.
@ -224,47 +228,19 @@ FORMATION = {
-- @return #BASE
function BASE:New()
local self = routines.utils.deepCopy( self ) -- Create a new self instance
local MetaTable = {}
setmetatable( self, MetaTable )
self.__index = self
_ClassID = _ClassID + 1
self.ClassID = _ClassID
-- This is for "private" methods...
-- When a __ is passed to a method as "self", the __index will search for the method on the public method list too!
if rawget( self, "__" ) then
setmetatable( self, { __index = self.__ } )
end
return self
end
function BASE:_Destructor()
--self:E("_Destructor")
--self:EventRemoveAll()
end
-- THIS IS WHY WE NEED LUA 5.2 ...
function BASE:_SetDestructor()
-- TODO: Okay, this is really technical...
-- When you set a proxy to a table to catch __gc, weak tables don't behave like weak...
-- Therefore, I am parking this logic until I've properly discussed all this with the community.
local proxy = newproxy(true)
local proxyMeta = getmetatable(proxy)
proxyMeta.__gc = function ()
env.info("In __gc for " .. self:GetClassNameAndID() )
if self._Destructor then
self:_Destructor()
end
end
-- keep the userdata from newproxy reachable until the object
-- table is about to be garbage-collected - then the __gc hook
-- will be invoked and the destructor called
rawset( self, '__proxy', proxy )
end
--- This is the worker method to inherit from a parent class.
-- @param #BASE self
-- @param Child is the Child class that inherits.
@ -272,11 +248,19 @@ end
-- @return #BASE Child
function BASE:Inherit( Child, Parent )
local Child = routines.utils.deepCopy( Child )
--local Parent = routines.utils.deepCopy( Parent )
--local Parent = Parent
if Child ~= nil then
setmetatable( Child, Parent )
Child.__index = Child
Child.ClassParent = Parent
-- This is for "private" methods...
-- When a __ is passed to a method as "self", the __index will search for the method on the public method list of the same object too!
if rawget( Child, "__" ) then
setmetatable( Child, { __index = Child.__ } )
setmetatable( Child.__, { __index = Parent } )
else
setmetatable( Child, { __index = Parent } )
end
--Child:_SetDestructor()
end
@ -294,7 +278,7 @@ end
-- @param #BASE Child is the Child class from which the Parent class needs to be retrieved.
-- @return #BASE
function BASE:GetParent( Child )
local Parent = getmetatable( Child )
local Parent = Child.ClassParent
-- env.info('Inherited class of ' .. Child.ClassName .. ' is ' .. Parent.ClassName )
return Parent
end
@ -895,3 +879,35 @@ end
--- old stuff
--function BASE:_Destructor()
-- --self:E("_Destructor")
--
-- --self:EventRemoveAll()
--end
-- THIS IS WHY WE NEED LUA 5.2 ...
--function BASE:_SetDestructor()
--
-- -- TODO: Okay, this is really technical...
-- -- When you set a proxy to a table to catch __gc, weak tables don't behave like weak...
-- -- Therefore, I am parking this logic until I've properly discussed all this with the community.
--
-- local proxy = newproxy(true)
-- local proxyMeta = getmetatable(proxy)
--
-- proxyMeta.__gc = function ()
-- env.info("In __gc for " .. self:GetClassNameAndID() )
-- if self._Destructor then
-- self:_Destructor()
-- end
-- end
--
-- -- keep the userdata from newproxy reachable until the object
-- -- table is about to be garbage-collected - then the __gc hook
-- -- will be invoked and the destructor called
-- rawset( self, '__proxy', proxy )
--
--end

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@ -357,7 +357,12 @@ function CARGO:IsInZone( Zone )
if self:IsLoaded() then
return Zone:IsPointVec2InZone( self.CargoCarrier:GetPointVec2() )
else
return Zone:IsPointVec2InZone( self.CargoObject:GetPointVec2() )
self:F( { Size = self.CargoObject:GetSize(), Units = self.CargoObject:GetUnits() } )
if self.CargoObject:GetSize() ~= 0 then
return Zone:IsPointVec2InZone( self.CargoObject:GetPointVec2() )
else
return false
end
end
return nil

View File

@ -1,7 +1,5 @@
--- **Functional** -- The CLEANUP class keeps an area clean of crashing or colliding airplanes. It also prevents airplanes from firing within this area.
--
-- ![Banner Image](..\Presentations\CLEANUP\Dia1.JPG)
--
-- ===
--
-- ### Author: **Sven Van de Velde (FlightControl)**
@ -11,23 +9,71 @@
--
-- @module CleanUp
--- @type CLEANUP.__ Methods which are not intended for mission designers, but which are used interally by the moose designer :-)
-- @field #map<#string,Wrapper.Airbase#AIRBASE> Airbases Map of Airbases.
-- @extends Core.Base#BASE
--- @type CLEANUP
-- @extends Core.Base#BASE
-- @field #map<#string,Wrapper.Airbase#AIRBASE> Airbases Map of Airbases.
-- @extends #CLEANUP.__
--- # CLEANUP, extends @{Base#BASE}
--
-- ![Banner Image](..\Presentations\CLEANUP\Dia1.JPG)
--
-- The CLEANUP class keeps airbases clean, and tries to guarantee continuous airbase operations, even under combat.
-- Specific airbases need to be provided that need to be guarded. Each airbase registered, will be guarded within a zone of 8 km around the airbase.
-- Any unit that fires a missile, or shoots within the zone of an airbase, will be monitored by CLEANUP.
-- Within the 8km zone, units cannot fire any missile, which prevents the airbase runway to receive missile or bomb hits.
-- Any airborne or ground unit that is on the runway below 30 meters (default value) will be automatically removed if it is damaged.
--
-- This is not a full 100% secure implementation. It is still possible that CLEANUP cannot prevent (in-time) to keep the airbase clean.
-- The following situations may happen that will still stop the runway of an airbase:
--
-- * A damaged unit is not removed on time when above the runway, and crashes on the runway.
-- * A bomb or missile is still able to dropped on the runway.
-- * Units collide on the airbase, and could not be removed on time.
--
-- When a unit is within the airbase zone and needs to be monitored,
-- its status will be checked every 0.25 seconds! This is required to ensure that the airbase is kept clean.
-- But as a result, there is more CPU overload.
--
-- So as an advise, I suggest you use the CLEANUP class with care:
--
-- * Only monitor airbases that really need to be monitored!
-- * Try not to monitor airbases that are likely to be invaded by enemy troops.
-- For these airbases, there is little use to keep them clean, as they will be invaded anyway...
--
-- By following the above guidelines, you can add airbase cleanup with acceptable CPU overhead.
--
-- ## 1. CLEANUP Constructor
--
-- Creates the main object which is preventing the airbase to get polluted with debris on the runway, which halts the airbase.
--
-- -- Clean these Zones.
-- CleanUpAirports = CLEANUP:New( { AIRBASE.Caucasus.Tbilisi, AIRBASE.Caucasus.Kutaisi )
--
-- -- or
-- CleanUpTbilisi = CLEANUP:New( AIRBASE.Caucasus.Tbilisi )
-- CleanUpKutaisi = CLEANUP:New( AIRBASE.Caucasus.Kutaisi )
--
-- ## 2. Add or Remove airbases
--
-- The method @{#CLEANUP.AddAirbase} to add an airbase to the cleanup validation process.
-- The method @{#CLEANUP.RemoveAirbase} removes an airbase from the cleanup validation process.
--
-- @field #CLEANUP
CLEANUP = {
ClassName = "CLEANUP",
TimeInterval = 0.2,
CleanUpList = {},
Airbases = {},
}
-- @field #CLEANUP.__
CLEANUP.__ = {}
--- @field #CLEANUP.__.Airbases
CLEANUP.__.Airbases = {}
--- Creates the main object which is handling the cleaning of the debris within the given Zone Names.
-- @param #CLEANUP self
-- @param #list<#string> AirbaseNames Is a table of airbase names where the debris should be cleaned. Also a single string can be passed with one airbase name.
@ -52,9 +98,9 @@ function CLEANUP:New( AirbaseNames )
self:AddAirbase( AirbaseName )
end
self:HandleEvent( EVENTS.Birth )
self:HandleEvent( EVENTS.Birth, self.__.OnEventBirth )
self.CleanUpScheduler = SCHEDULER:New( self, self._CleanUpScheduler, {}, 1, self.TimeInterval )
self.__.CleanUpScheduler = SCHEDULER:New( self, self.__.CleanUpSchedule, {}, 1, self.TimeInterval )
return self
end
@ -64,8 +110,8 @@ end
-- @param #string AirbaseName
-- @return #CLEANUP
function CLEANUP:AddAirbase( AirbaseName )
self.Airbases[AirbaseName] = AIRBASE:FindByName( AirbaseName )
self:F({"Airbase:", AirbaseName, self.Airbases[AirbaseName]:GetDesc()})
self.__.Airbases[AirbaseName] = AIRBASE:FindByName( AirbaseName )
self:F({"Airbase:", AirbaseName, self.__.Airbases[AirbaseName]:GetDesc()})
return self
end
@ -75,16 +121,16 @@ end
-- @param #string AirbaseName
-- @return #CLEANUP
function CLEANUP:RemoveAirbase( AirbaseName )
self.Airbases[AirbaseName] = nil
self.__.Airbases[AirbaseName] = nil
return self
end
function CLEANUP:IsInAirbase( Vec2 )
function CLEANUP.__:IsInAirbase( Vec2 )
local InAirbase = false
for AirbaseName, Airbase in pairs( self.Airbases ) do
for AirbaseName, Airbase in pairs( self.__.Airbases ) do
local Airbase = Airbase -- Wrapper.Airbase#AIRBASE
if Airbase:GetZone():IsVec2InZone( Vec2 ) then
InAirbase = true
@ -95,23 +141,12 @@ function CLEANUP:IsInAirbase( Vec2 )
return InAirbase
end
--- Destroys a group from the simulator, but checks first if it is still existing!
-- @param #CLEANUP self
-- @param Dcs.DCSWrapper.Group#Group GroupObject The object to be destroyed.
-- @param #string CleanUpGroupName The groupname...
function CLEANUP:_DestroyGroup( GroupObject, CleanUpGroupName )
self:F( { GroupObject, CleanUpGroupName } )
if GroupObject then -- and GroupObject:isExist() then
trigger.action.deactivateGroup(GroupObject)
self:T( { "GroupObject Destroyed", GroupObject } )
end
end
--- Destroys a @{Unit} from the simulator, but checks first if it is still existing!
-- @param #CLEANUP self
-- @param Wrapper.Unit#UNIT CleanUpUnit The object to be destroyed.
function CLEANUP:_DestroyUnit( CleanUpUnit )
function CLEANUP.__:DestroyUnit( CleanUpUnit )
self:F( { CleanUpUnit } )
if CleanUpUnit then
@ -131,13 +166,14 @@ function CLEANUP:_DestroyUnit( CleanUpUnit )
end
end
-- TODO check Dcs.DCSTypes#Weapon
--- Destroys a missile from the simulator, but checks first if it is still existing!
-- @param #CLEANUP self
-- @param Dcs.DCSTypes#Weapon MissileObject
function CLEANUP:_DestroyMissile( MissileObject )
function CLEANUP.__:DestroyMissile( MissileObject )
self:F( { MissileObject } )
if MissileObject and MissileObject:isExist() then
MissileObject:destroy()
self:T( "MissileObject Destroyed")
@ -146,30 +182,31 @@ end
--- @param #CLEANUP self
-- @param Core.Event#EVENTDATA EventData
function CLEANUP:OnEventBirth( EventData )
function CLEANUP.__:OnEventBirth( EventData )
self:F( { EventData } )
self.CleanUpList[EventData.IniDCSUnitName] = {}
self.CleanUpList[EventData.IniDCSUnitName].CleanUpUnit = EventData.IniDCSUnit
self.CleanUpList[EventData.IniDCSUnitName].CleanUpGroup = EventData.IniDCSGroup
self.CleanUpList[EventData.IniDCSUnitName].CleanUpUnit = EventData.IniUnit
self.CleanUpList[EventData.IniDCSUnitName].CleanUpGroup = EventData.IniGroup
self.CleanUpList[EventData.IniDCSUnitName].CleanUpGroupName = EventData.IniDCSGroupName
self.CleanUpList[EventData.IniDCSUnitName].CleanUpUnitName = EventData.IniDCSUnitName
self:HandleEvent( EVENTS.EngineShutdown , self._EventAddForCleanUp )
self:HandleEvent( EVENTS.EngineStartup, self._EventAddForCleanUp )
self:HandleEvent( EVENTS.Hit, self._EventAddForCleanUp )
self:HandleEvent( EVENTS.PilotDead, self.OnEventCrash )
self:HandleEvent( EVENTS.Dead, self.OnEventCrash )
self:HandleEvent( EVENTS.Crash, self.OnEventCrash )
self:HandleEvent( EVENTS.Shot, self.OnEventShot )
self:HandleEvent( EVENTS.EngineShutdown , self.__.EventAddForCleanUp )
self:HandleEvent( EVENTS.EngineStartup, self.__.EventAddForCleanUp )
self:HandleEvent( EVENTS.Hit, self.__.EventAddForCleanUp )
self:HandleEvent( EVENTS.PilotDead, self.__.OnEventCrash )
self:HandleEvent( EVENTS.Dead, self.__.OnEventCrash )
self:HandleEvent( EVENTS.Crash, self.__.OnEventCrash )
self:HandleEvent( EVENTS.Shot, self.__.OnEventShot )
end
--- Detects if a crash event occurs.
-- Crashed units go into a CleanUpList for removal.
-- @param #CLEANUP self
-- @param Dcs.DCSTypes#Event event
function CLEANUP:OnEventCrash( Event )
-- @param Core.Event#EVENTDATA Event
function CLEANUP.__:OnEventCrash( Event )
self:F( { Event } )
--TODO: This stuff is not working due to a DCS bug. Burning units cannot be destroyed.
@ -180,10 +217,10 @@ function CLEANUP:OnEventCrash( Event )
-- self:T("after deactivateGroup")
-- event.initiator:destroy()
if Event.IniDCSUnitName then
if Event.IniDCSUnitName and Event.IniCategory == Object.Category.UNIT then
self.CleanUpList[Event.IniDCSUnitName] = {}
self.CleanUpList[Event.IniDCSUnitName].CleanUpUnit = Event.IniDCSUnit
self.CleanUpList[Event.IniDCSUnitName].CleanUpGroup = Event.IniDCSGroup
self.CleanUpList[Event.IniDCSUnitName].CleanUpUnit = Event.IniUnit
self.CleanUpList[Event.IniDCSUnitName].CleanUpGroup = Event.IniGroup
self.CleanUpList[Event.IniDCSUnitName].CleanUpGroupName = Event.IniDCSGroupName
self.CleanUpList[Event.IniDCSUnitName].CleanUpUnitName = Event.IniDCSUnitName
end
@ -194,79 +231,85 @@ end
-- If this occurs within one of the airbases, then the weapon used must be destroyed.
-- @param #CLEANUP self
-- @param Core.Event#EVENTDATA Event
function CLEANUP:OnEventShot( Event )
function CLEANUP.__:OnEventShot( Event )
self:F( { Event } )
-- Test if the missile was fired within one of the CLEANUP.AirbaseNames.
if self:IsInAirbase( Event.IniUnit:GetVec2() ) then
-- Okay, the missile was fired within the CLEANUP.AirbaseNames, destroy the fired weapon.
self:_DestroyMissile( Event.Weapon )
self:DestroyMissile( Event.Weapon )
end
end
--- Detects if the Unit has an S_EVENT_HIT within the given AirbaseNames. If this is the case, destroy the unit.
-- @param #CLEANUP self
-- @param Core.Event#EVENTDATA Event
function CLEANUP:OnEventHit( Event )
function CLEANUP.__:OnEventHit( Event )
self:F( { Event } )
if Event.IniUnit then
if self:IsInAirbase( Event.IniUnit:GetVec2() ) then
self:T( { "Life: ", Event.IniDCSUnitName, ' = ', Event.IniDCSUnit:getLife(), "/", Event.IniDCSUnit:getLife0() } )
if Event.IniDCSUnit:getLife() < Event.IniDCSUnit:getLife0() then
self:T( { "Life: ", Event.IniDCSUnitName, ' = ', Event.IniUnit:GetLife(), "/", Event.IniUnit:GetLife0() } )
if Event.IniUnit:GetLife() < Event.IniUnit:GetLife0() then
self:T( "CleanUp: Destroy: " .. Event.IniDCSUnitName )
CLEANUP:_DestroyUnit( Event.IniUnit )
CLEANUP.__:DestroyUnit( Event.IniUnit )
end
end
end
if Event.TgtUnit then
if self:IsInAirbase( Event.TgtUnit:GetVec2() ) then
self:T( { "Life: ", Event.TgtDCSUnitName, ' = ', Event.TgtDCSUnit:getLife(), "/", Event.TgtDCSUnit:getLife0() } )
if Event.TgtDCSUnit:getLife() < Event.TgtDCSUnit:getLife0() then
self:T( { "Life: ", Event.TgtDCSUnitName, ' = ', Event.TgtUnit:GetLife(), "/", Event.TgtUnit:GetLife0() } )
if Event.TgtUnit:GetLife() < Event.TgtUnit:GetLife0() then
self:T( "CleanUp: Destroy: " .. Event.TgtDCSUnitName )
CLEANUP:_DestroyUnit( Event.TgtUnit )
CLEANUP.__:DestroyUnit( Event.TgtUnit )
end
end
end
end
--- Add the @{DCSWrapper.Unit#Unit} to the CleanUpList for CleanUp.
function CLEANUP:_AddForCleanUp( CleanUpUnit, CleanUpUnitName )
-- @param #CLEANUP self
-- @param Wrapper.Unit#UNIT CleanUpUnit
-- @oaram #string CleanUpUnitName
function CLEANUP.__:AddForCleanUp( CleanUpUnit, CleanUpUnitName )
self:F( { CleanUpUnit, CleanUpUnitName } )
self.CleanUpList[CleanUpUnitName] = {}
self.CleanUpList[CleanUpUnitName].CleanUpUnit = CleanUpUnit
self.CleanUpList[CleanUpUnitName].CleanUpUnitName = CleanUpUnitName
self.CleanUpList[CleanUpUnitName].CleanUpGroup = Unit.getGroup(CleanUpUnit)
self.CleanUpList[CleanUpUnitName].CleanUpGroupName = Unit.getGroup(CleanUpUnit):getName()
local CleanUpGroup = CleanUpUnit:GetGroup()
self.CleanUpList[CleanUpUnitName].CleanUpGroup = CleanUpGroup
self.CleanUpList[CleanUpUnitName].CleanUpGroupName = CleanUpGroup:GetName()
self.CleanUpList[CleanUpUnitName].CleanUpTime = timer.getTime()
self.CleanUpList[CleanUpUnitName].CleanUpMoved = false
self:T( { "CleanUp: Add to CleanUpList: ", Unit.getGroup(CleanUpUnit):getName(), CleanUpUnitName } )
self:T( { "CleanUp: Add to CleanUpList: ", CleanUpGroup:GetName(), CleanUpUnitName } )
end
--- Detects if the Unit has an S_EVENT_ENGINE_SHUTDOWN or an S_EVENT_HIT within the given AirbaseNames. If this is the case, add the Group to the CLEANUP List.
-- @param #CLEANUP self
-- @param #CLEANUP.__ self
-- @param Core.Event#EVENTDATA Event
function CLEANUP:_EventAddForCleanUp( Event )
function CLEANUP.__:EventAddForCleanUp( Event )
self:F({Event})
if Event.IniDCSUnit then
if Event.IniDCSUnit and Event.IniCategory == Object.Category.UNIT then
if self.CleanUpList[Event.IniDCSUnitName] == nil then
if self:IsInAirbase( Event.IniUnit:GetVec2() ) then
self:_AddForCleanUp( Event.IniDCSUnit, Event.IniDCSUnitName )
self:AddForCleanUp( Event.IniUnit, Event.IniDCSUnitName )
end
end
end
if Event.TgtDCSUnit then
if Event.TgtDCSUnit and Event.TgtCategory == Object.Category.UNIT then
if self.CleanUpList[Event.TgtDCSUnitName] == nil then
if self:IsInAirbase( Event.TgtUnit:GetVec2() ) then
self:_AddForCleanUp( Event.TgtDCSUnit, Event.TgtDCSUnitName )
self:AddForCleanUp( Event.TgtUnit, Event.TgtDCSUnitName )
end
end
end
@ -276,23 +319,23 @@ end
--- At the defined time interval, CleanUp the Groups within the CleanUpList.
-- @param #CLEANUP self
function CLEANUP:_CleanUpScheduler()
function CLEANUP.__:CleanUpSchedule()
local CleanUpCount = 0
for CleanUpUnitName, UnitData in pairs( self.CleanUpList ) do
for CleanUpUnitName, CleanUpListData in pairs( self.CleanUpList ) do
CleanUpCount = CleanUpCount + 1
local CleanUpUnit = UNIT:FindByName( CleanUpUnitName )
local CleanUpDCSUnit = Unit.getByName( CleanUpUnitName )
local CleanUpGroupName = UnitData.CleanUpGroupName
local CleanUpUnit = CleanUpListData.CleanUpUnit -- Wrapper.Unit#UNIT
local CleanUpGroupName = CleanUpListData.CleanUpGroupName
if CleanUpUnit then
if CleanUpUnit:IsAlive() ~= nil then
if _DATABASE:GetStatusGroup( CleanUpGroupName ) ~= "ReSpawn" then
local CleanUpCoordinate = CleanUpUnit:GetCoordinate()
if CleanUpDCSUnit and CleanUpDCSUnit:getLife() <= CleanUpDCSUnit:getLife0() * 0.95 then
self:T( { "CleanUp Scheduler", CleanUpUnitName } )
if CleanUpUnit:GetLife() <= CleanUpUnit:GetLife0() * 0.95 then
if CleanUpUnit:IsAboveRunway() then
if CleanUpUnit:InAir() then
@ -301,11 +344,11 @@ function CLEANUP:_CleanUpScheduler()
if CleanUpUnitHeight < 30 then
self:T( { "CleanUp Scheduler", "Destroy " .. CleanUpUnitName .. " because below safe height and damaged." } )
self:_DestroyUnit( CleanUpUnit )
self:DestroyUnit( CleanUpUnit )
end
else
self:T( { "CleanUp Scheduler", "Destroy " .. CleanUpUnitName .. " because on runway and damaged." } )
self:_DestroyUnit(CleanUpUnit )
self:DestroyUnit( CleanUpUnit )
end
end
end
@ -313,15 +356,15 @@ function CLEANUP:_CleanUpScheduler()
if CleanUpUnit then
local CleanUpUnitVelocity = CleanUpUnit:GetVelocityKMH()
if CleanUpUnitVelocity < 1 then
if UnitData.CleanUpMoved then
if UnitData.CleanUpTime + 180 <= timer.getTime() then
if CleanUpListData.CleanUpMoved then
if CleanUpListData.CleanUpTime + 180 <= timer.getTime() then
self:T( { "CleanUp Scheduler", "Destroy due to not moving anymore " .. CleanUpUnitName } )
self:_DestroyUnit( CleanUpUnit )
self:DestroyUnit( CleanUpUnit )
end
end
else
UnitData.CleanUpTime = timer.getTime()
UnitData.CleanUpMoved = true
CleanUpListData.CleanUpTime = timer.getTime()
CleanUpListData.CleanUpMoved = true
end
end

View File

@ -1020,10 +1020,15 @@ end
--- Sets the Information on the Task
-- @param #TASK self
-- @param #string TaskInfo
function TASK:SetInfo( TaskInfo, TaskInfoText )
-- @param #string TaskInfo The key and title of the task information.
-- @param #string TaskInfoText The Task info text.
-- @param #number TaskInfoOrder The ordering, a number between 0 and 99.
function TASK:SetInfo( TaskInfo, TaskInfoText, TaskInfoOrder )
self.TaskInfo[TaskInfo] = TaskInfoText
self.TaskInfo = self.TaskInfo or {}
self.TaskInfo[TaskInfo] = self.TaskInfo[TaskInfo] or {}
self.TaskInfo[TaskInfo].TaskInfoText = TaskInfoText
self.TaskInfo[TaskInfo].TaskInfoOrder = TaskInfoOrder
end
--- Gets the Type of the Task
@ -1365,26 +1370,41 @@ function TASK:ReportOverview( ReportGroup ) --R2.1 fixed report. Now nicely form
-- Determine the status of the Task.
local Status = "<" .. self:GetState() .. ">"
local Line = 0
local LineReport = REPORT:New()
for TaskInfoID, TaskInfo in pairs( self.TaskInfo ) do
for TaskInfoID, TaskInfo in UTILS.spairs( self.TaskInfo, function( t, a, b ) return t[a].TaskInfoOrder < t[b].TaskInfoOrder end ) do
self:F( { TaskInfo = TaskInfo } )
if Line < math.floor( TaskInfo.TaskInfoOrder / 10 ) then
Report:AddIndent( LineReport:Text( ", " ) )
LineReport = REPORT:New()
Line = math.floor( TaskInfo.TaskInfoOrder / 10 )
end
local TaskInfoIDText = string.format( "%s: ", TaskInfoID )
if type(TaskInfo) == "string" then
Report:Add( TaskInfoIDText .. TaskInfo )
if type( TaskInfo.TaskInfoText ) == "string" then
LineReport:Add( TaskInfoIDText .. TaskInfo.TaskInfoText )
elseif type(TaskInfo) == "table" then
if TaskInfoID == "Coordinates" then
local FromCoordinate = ReportGroup:GetUnit(1):GetCoordinate()
local ToCoordinate = TaskInfo -- Core.Point#COORDINATE
local ToCoordinate = TaskInfo.TaskInfoText -- Core.Point#COORDINATE
--Report:Add( TaskInfoIDText )
Report:Add( ToCoordinate:ToString( ReportGroup ) )
LineReport:Add( ToCoordinate:ToString( ReportGroup ) )
--Report:AddIndent( ToCoordinate:ToStringBULLS( ReportGroup:GetCoalition() ) )
else
end
end
end
Report:AddIndent( LineReport:Text( ", " ) )
return Report:Text( ", ")
return Report:Text()
end
--- Create a count of the players in the Task.
@ -1457,16 +1477,16 @@ function TASK:ReportDetails( ReportGroup )
Report:Add( " - Players:" )
Report:AddIndent( Players )
for TaskInfoID, TaskInfo in pairs( self.TaskInfo ) do
for TaskInfoID, TaskInfo in pairs( self.TaskInfo, function( t, a, b ) return t[a].TaskInfoOrder < t[b].TaskInfoOrder end ) do
local TaskInfoIDText = string.format( " - %s: ", TaskInfoID )
if type(TaskInfo) == "string" then
Report:Add( TaskInfoIDText .. TaskInfo )
if type( TaskInfo.TaskInfoText ) == "string" then
Report:Add( TaskInfoIDText .. TaskInfo.TaskInfoText )
elseif type(TaskInfo) == "table" then
if TaskInfoID == "Coordinates" then
local FromCoordinate = ReportGroup:GetUnit(1):GetCoordinate()
local ToCoordinate = TaskInfo -- Core.Point#COORDINATE
local ToCoordinate = TaskInfo.TaskInfoText -- Core.Point#COORDINATE
Report:Add( TaskInfoIDText )
Report:AddIndent( ToCoordinate:ToStringBRA( FromCoordinate ) .. ", " .. TaskInfo:ToStringAspect( FromCoordinate ) )
Report:AddIndent( ToCoordinate:ToStringBULLS( ReportGroup:GetCoalition() ) )

View File

@ -329,12 +329,12 @@ do -- TASK_A2A_INTERCEPT
)
local TargetCoordinate = TargetSetUnit:GetFirst():GetCoordinate()
self:SetInfo( "Coordinates", TargetCoordinate )
self:SetInfo( "Coordinates", TargetCoordinate, 10 )
self:SetInfo( "Threat", "[" .. string.rep( "", TargetSetUnit:CalculateThreatLevelA2G() ) .. "]" )
self:SetInfo( "Threat", "[" .. string.rep( "", TargetSetUnit:CalculateThreatLevelA2G() ) .. "]", 11 )
local DetectedItemsCount = TargetSetUnit:Count()
local DetectedItemsTypes = TargetSetUnit:GetTypeNames()
self:SetInfo( "Targets", string.format( "%d of %s", DetectedItemsCount, DetectedItemsTypes ) )
self:SetInfo( "Targets", string.format( "%d of %s", DetectedItemsCount, DetectedItemsTypes ), 0 )
return self
end
@ -439,7 +439,7 @@ do -- TASK_A2A_SWEEP
-- @param #string TaskBriefing The briefing of the task.
-- @return #TASK_A2A_SWEEP self
function TASK_A2A_SWEEP:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
local self = BASE:Inherit( self, TASK_A2A:New( Mission, SetGroup, TaskName, TargetSetUnit, "INTERCEPT", TaskBriefing ) ) -- #TASK_A2A_SWEEP
local self = BASE:Inherit( self, TASK_A2A:New( Mission, SetGroup, TaskName, TargetSetUnit, "SWEEP", TaskBriefing ) ) -- #TASK_A2A_SWEEP
self:F()
Mission:AddTask( self )
@ -452,12 +452,12 @@ do -- TASK_A2A_SWEEP
)
local TargetCoordinate = TargetSetUnit:GetFirst():GetCoordinate()
self:SetInfo( "Coordinates", TargetCoordinate )
self:SetInfo( "Coordinates", TargetCoordinate, 10 )
self:SetInfo( "Assumed Threat", "[" .. string.rep( "", TargetSetUnit:CalculateThreatLevelA2G() ) .. "]" )
self:SetInfo( "Assumed Threat", "[" .. string.rep( "", TargetSetUnit:CalculateThreatLevelA2G() ) .. "]", 11 )
local DetectedItemsCount = TargetSetUnit:Count()
local DetectedItemsTypes = TargetSetUnit:GetTypeNames()
self:SetInfo( "Lost Targets", string.format( "%d of %s", DetectedItemsCount, DetectedItemsTypes ) )
self:SetInfo( "Lost Targets", string.format( "%d of %s", DetectedItemsCount, DetectedItemsTypes ), 0 )
return self
end
@ -571,12 +571,12 @@ do -- TASK_A2A_ENGAGE
)
local TargetCoordinate = TargetSetUnit:GetFirst():GetCoordinate()
self:SetInfo( "Coordinates", TargetCoordinate )
self:SetInfo( "Coordinates", TargetCoordinate, 10 )
self:SetInfo( "Threat", "[" .. string.rep( "", TargetSetUnit:CalculateThreatLevelA2G() ) .. "]" )
self:SetInfo( "Threat", "[" .. string.rep( "", TargetSetUnit:CalculateThreatLevelA2G() ) .. "]", 11 )
local DetectedItemsCount = TargetSetUnit:Count()
local DetectedItemsTypes = TargetSetUnit:GetTypeNames()
self:SetInfo( "Targets", string.format( "%d of %s", DetectedItemsCount, DetectedItemsTypes ) )
self:SetInfo( "Targets", string.format( "%d of %s", DetectedItemsCount, DetectedItemsTypes ), 0 )
return self
end

View File

@ -565,9 +565,9 @@ do -- TASK_A2A_DISPATCHER
if Task then
local FriendliesCount, FriendliesReport = self:GetFriendliesNearBy( DetectedItem )
Task:SetInfo( "Friendlies", string.format( "%d ( %s )", FriendliesCount, FriendliesReport:Text( "," ) ) )
Task:SetInfo( "Friendlies", string.format( "%d ( %s )", FriendliesCount, FriendliesReport:Text( "," ) ), 30 )
local PlayersCount, PlayersReport = self:GetPlayerFriendliesNearBy( DetectedItem )
Task:SetInfo( "Players", string.format( "%d ( %s )", PlayersCount, PlayersReport:Text( "," ) ) )
Task:SetInfo( "Players", string.format( "%d ( %s )", PlayersCount, PlayersReport:Text( "," ) ), 31 )
end
-- OK, so the tasking has been done, now delete the changes reported for the area.

View File

@ -320,12 +320,12 @@ do -- TASK_A2G_SEAD
)
local TargetCoordinate = TargetSetUnit:GetFirst():GetCoordinate()
self:SetInfo( "Coordinates", TargetCoordinate )
self:SetInfo( "Coordinates", TargetCoordinate, 10 )
self:SetInfo( "Threat", "[" .. string.rep( "", TargetSetUnit:CalculateThreatLevelA2G() ) .. "]" )
self:SetInfo( "Threat", "[" .. string.rep( "", TargetSetUnit:CalculateThreatLevelA2G() ) .. "]", 11 )
local DetectedItemsCount = TargetSetUnit:Count()
local DetectedItemsTypes = TargetSetUnit:GetTypeNames()
self:SetInfo( "Targets", string.format( "%d of %s", DetectedItemsCount, DetectedItemsTypes ) )
self:SetInfo( "Targets", string.format( "%d of %s", DetectedItemsCount, DetectedItemsTypes ), 0 )
return self
end
@ -433,12 +433,12 @@ do -- TASK_A2G_BAI
)
local TargetCoordinate = TargetSetUnit:GetFirst():GetCoordinate()
self:SetInfo( "Coordinates", TargetCoordinate )
self:SetInfo( "Coordinates", TargetCoordinate, 10 )
self:SetInfo( "Threat", "[" .. string.rep( "", TargetSetUnit:CalculateThreatLevelA2G() ) .. "]" )
self:SetInfo( "Threat", "[" .. string.rep( "", TargetSetUnit:CalculateThreatLevelA2G() ) .. "]", 11 )
local DetectedItemsCount = TargetSetUnit:Count()
local DetectedItemsTypes = TargetSetUnit:GetTypeNames()
self:SetInfo( "Targets", string.format( "%d of %s", DetectedItemsCount, DetectedItemsTypes ) )
self:SetInfo( "Targets", string.format( "%d of %s", DetectedItemsCount, DetectedItemsTypes ), 0 )
return self
end
@ -546,12 +546,12 @@ do -- TASK_A2G_CAS
)
local TargetCoordinate = TargetSetUnit:GetFirst():GetCoordinate()
self:SetInfo( "Coordinates", TargetCoordinate )
self:SetInfo( "Coordinates", TargetCoordinate, 10 )
self:SetInfo( "Threat", "[" .. string.rep( "", TargetSetUnit:CalculateThreatLevelA2G() ) .. "]" )
self:SetInfo( "Threat", "[" .. string.rep( "", TargetSetUnit:CalculateThreatLevelA2G() ) .. "]", 11 )
local DetectedItemsCount = TargetSetUnit:Count()
local DetectedItemsTypes = TargetSetUnit:GetTypeNames()
self:SetInfo( "Targets", string.format( "%d of %s", DetectedItemsCount, DetectedItemsTypes ) )
self:SetInfo( "Targets", string.format( "%d of %s", DetectedItemsCount, DetectedItemsTypes ), 0 )
return self
end

View File

@ -770,6 +770,17 @@ do -- TASK_CARGO
return self
end
function TASK_CARGO:SetGoalTotal()
self.GoalTotal = self.SetCargo:Count()
end
function TASK_CARGO:GetGoalTotal()
return self.GoalTotal
end
end
@ -903,11 +914,13 @@ do -- TASK_CARGO_TRANSPORT
local DeployZones = self:GetDeployZones()
local CargoDeployed = true
local CargoDeployed = false
-- Loop the CargoSet (so evaluate each Cargo in the SET_CARGO ).
for CargoID, CargoData in pairs( Set ) do
local Cargo = CargoData -- Core.Cargo#CARGO
local CargoInDeployZone = false
-- Loop the DeployZones set for the TASK_CARGO_TRANSPORT.
for DeployZoneID, DeployZone in pairs( DeployZones ) do
@ -915,20 +928,27 @@ do -- TASK_CARGO_TRANSPORT
-- If there is a Cargo not in one of DeployZones, then not all Cargo is deployed.
self:T( { Cargo.CargoObject } )
if Cargo:IsInZone( DeployZone ) then
else
CargoDeployed = false
CargoInDeployZone = true
end
end
CargoDeployed = CargoDeployed or CargoInDeployZone
end
return CargoDeployed
end
---
--- @param #TASK_CARGO_TRANSPORT self
function TASK_CARGO_TRANSPORT:onafterGoal( TaskUnit, From, Event, To )
local CargoSet = self.CargoSet
if self:IsAllCargoTransported() then
self:Success()
end
self:__Goal( -10 )
end
end

View File

@ -2395,5 +2395,16 @@ function CONTROLLABLE:IsAirPlane()
return nil
end
function CONTROLLABLE:GetSize()
local DCSObject = self:GetDCSObject()
if DCSObject then
return 1
else
return 0
end
end
-- Message APIs

View File

@ -353,8 +353,13 @@ function GROUP:GetSize()
if DCSGroup then
local GroupSize = DCSGroup:getSize()
self:T3( GroupSize )
return GroupSize
if GroupSize then
self:T3( GroupSize )
return GroupSize
else
return 0
end
end
return nil

View File

@ -365,7 +365,6 @@ end
--- Returns the POSITIONABLE velocity in km/h.
-- @param Wrapper.Positionable#POSITIONABLE self
-- @return #number The velocity in km/h
-- @return #nil The POSITIONABLE is not existing or alive.
function POSITIONABLE:GetVelocityKMH()
self:F2( self.PositionableName )
@ -379,13 +378,12 @@ function POSITIONABLE:GetVelocityKMH()
return Velocity
end
return nil
return 0
end
--- Returns the POSITIONABLE velocity in meters per second.
-- @param Wrapper.Positionable#POSITIONABLE self
-- @return #number The velocity in meters per second.
-- @return #nil The POSITIONABLE is not existing or alive.
function POSITIONABLE:GetVelocityMPS()
self:F2( self.PositionableName )
@ -398,7 +396,7 @@ function POSITIONABLE:GetVelocityMPS()
return Velocity
end
return nil
return 0
end

View File

@ -536,7 +536,7 @@ function UNIT:GetLife()
return UnitLife
end
return nil
return -1
end
--- Returns the Unit's initial health.
@ -553,7 +553,7 @@ function UNIT:GetLife0()
return UnitLife0
end
return nil
return 0
end
--- Returns the category name of the #UNIT.

View File

@ -575,6 +575,7 @@
<dl class="function">
<dt>
<em>#number</em>
<a id="#(AI_A2A).IdleCount" >
<strong>AI_A2A.IdleCount</strong>
</a>

View File

@ -345,7 +345,7 @@
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_A2A_DISPATCHER).New">AI_A2A_DISPATCHER:New(Detection, GroupingRadius)</a></td>
<td class="name" nowrap="nowrap"><a href="##(AI_A2A_DISPATCHER).New">AI_A2A_DISPATCHER:New(Detection)</a></td>
<td class="summary">
<p>AI<em>A2A</em>DISPATCHER constructor.</p>
</td>
@ -2005,27 +2005,20 @@ Takeoff From the airbase hot, from the airbase cold, in the air, from the runway
<dt>
<a id="#(AI_A2A_DISPATCHER).New" >
<strong>AI_A2A_DISPATCHER:New(Detection, GroupingRadius)</strong>
<strong>AI_A2A_DISPATCHER:New(Detection)</strong>
</a>
</dt>
<dd>
<p>AI<em>A2A</em>DISPATCHER constructor.</p>
<h3>Parameters</h3>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Functional.Detection.html##(DETECTION_BASE)">Functional.Detection#DETECTION_BASE</a> Detection </em></code>:
The DETECTION object that will detects targets using the the Early Warning Radar network.</p>
</li>
<li>
<p><code><em>#number GroupingRadius </em></code>:
The radius in meters wherein detected planes are being grouped as one target area.
For airplanes, 6000 (6km) is recommended, and is also the default value of this parameter.</p>
</li>
</ul>
<h3>Return value</h3>

View File

@ -472,30 +472,24 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<td class="name" nowrap="nowrap"><a href="##(BASE).UnHandleEvent">BASE:UnHandleEvent(Event)</a></td>
<td class="summary">
<p>UnSubscribe to a DCS event.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE)._Destructor">BASE:_Destructor()</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE)._F">BASE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)</a></td>
<td class="summary">
<p>Trace a function call.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE)._SetDestructor">BASE:_SetDestructor()</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE)._T">BASE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)</a></td>
<td class="summary">
<p>Trace a function logic.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).__">BASE.__</a></td>
<td class="summary">
</td>
</tr>
<tr>
@ -2134,19 +2128,6 @@ BASE:TraceOnOff( false )</code></pre>
<p><em><a href="##(BASE)">#BASE</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE)._Destructor" >
<strong>BASE:_Destructor()</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
@ -2187,22 +2168,6 @@ A #table or any field.</p>
<dl class="function">
<dt>
<a id="#(BASE)._SetDestructor" >
<strong>BASE:_SetDestructor()</strong>
</a>
</dt>
<dd>
<p> THIS IS WHY WE NEED LUA 5.2 ...</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE)._T" >
<strong>BASE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)</strong>
</a>
@ -2230,6 +2195,20 @@ A #table or any field.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(BASE.__)">#BASE.__</a></em>
<a id="#(BASE).__" >
<strong>BASE.__</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
@ -2260,6 +2239,8 @@ A #table or any field.</p>
</dd>
</dl>
<h2><a id="#(BASE.__)" >Type <code>BASE.__</code></a></h2>
<h2><a id="#(FORMATION)" >Type <code>FORMATION</code></a></h2>
<p>The Formation Class</p>

View File

@ -2934,7 +2934,6 @@ The range till cargo will board.</p>
<dl class="function">
<dt>
<em></em>
<a id="#(CARGO_UNIT).CargoCarrier" >
<strong>CARGO_UNIT.CargoCarrier</strong>
</a>

View File

@ -110,8 +110,6 @@
<p>It also prevents airplanes from firing within this area.</p>
<p><img src="..\Presentations\CLEANUP\Dia1.JPG" alt="Banner Image"/></p>
<hr/>
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
@ -127,65 +125,24 @@
<td class="summary">
<h1>CLEANUP, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
<p>The CLEANUP class keeps airbases clean, and tries to guarantee continuous airbase operations, even under combat.</p>
<p><img src="..\Presentations\CLEANUP\Dia1.JPG" alt="Banner Image"/></p>
<p>The CLEANUP class keeps airbases clean, and tries to guarantee continuous airbase operations, even under combat.</p>
</td>
</tr>
</table>
<h2><a id="#(CLEANUP)">Type <code>CLEANUP</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP).<">CLEANUP.<</a></td>
<td class="summary">
<p>string,Wrapper.Airbase#AIRBASE> Airbases Map of Airbases.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP).AddAirbase">CLEANUP:AddAirbase(AirbaseName)</a></td>
<td class="summary">
<p>Adds an airbase to the airbase validation list.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP).CleanUpScheduler">CLEANUP.CleanUpScheduler</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP).IsInAirbase">CLEANUP:IsInAirbase(Vec2)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP).New">CLEANUP:New(<, AirbaseNames)</a></td>
<td class="summary">
<p>Creates the main object which is handling the cleaning of the debris within the given Zone Names.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP).OnEventBirth">CLEANUP:OnEventBirth(EventData)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP).OnEventCrash">CLEANUP:OnEventCrash(event, Event)</a></td>
<td class="summary">
<p>Detects if a crash event occurs.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP).OnEventHit">CLEANUP:OnEventHit(Event)</a></td>
<td class="summary">
<p>Detects if the Unit has an S<em>EVENT</em>HIT within the given AirbaseNames.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP).OnEventShot">CLEANUP:OnEventShot(Event)</a></td>
<td class="summary">
<p>Detects if a unit shoots a missile.</p>
</td>
</tr>
<tr>
@ -195,39 +152,19 @@
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP)._AddForCleanUp">CLEANUP:_AddForCleanUp(CleanUpUnit, CleanUpUnitName)</a></td>
<td class="summary">
<p>Add the <a href="DCSWrapper.Unit.html##(Unit)">DCSWrapper.Unit#Unit</a> to the CleanUpList for CleanUp.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP)._CleanUpScheduler">CLEANUP:_CleanUpScheduler()</a></td>
<td class="summary">
<p>At the defined time interval, CleanUp the Groups within the CleanUpList.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP)._DestroyGroup">CLEANUP:_DestroyGroup(GroupObject, CleanUpGroupName)</a></td>
<td class="summary">
<p>Destroys a group from the simulator, but checks first if it is still existing!</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP)._DestroyMissile">CLEANUP:_DestroyMissile(MissileObject)</a></td>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP).__">CLEANUP.__</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(CLEANUP.__)">Type <code>CLEANUP.__</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP)._DestroyUnit">CLEANUP:_DestroyUnit(CleanUpUnit)</a></td>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP.__).<">CLEANUP.__.<</a></td>
<td class="summary">
<p>Destroys a <a href="Unit.html">Unit</a> from the simulator, but checks first if it is still existing!</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(CLEANUP)._EventAddForCleanUp">CLEANUP:_EventAddForCleanUp(Event)</a></td>
<td class="summary">
<p>Detects if the Unit has an S<em>EVENT</em>ENGINE<em>SHUTDOWN or an S</em>EVENT_HIT within the given AirbaseNames.</p>
<p>string,Wrapper.Airbase#AIRBASE> Airbases Map of Airbases.</p>
</td>
</tr>
</table>
@ -245,8 +182,56 @@
<h1>CLEANUP, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
<p><img src="..\Presentations\CLEANUP\Dia1.JPG" alt="Banner Image"/></p>
<p>The CLEANUP class keeps airbases clean, and tries to guarantee continuous airbase operations, even under combat.</p>
<p>Specific airbases need to be provided that need to be guarded. Each airbase registered, will be guarded within a zone of 8 km around the airbase.
Any unit that fires a missile, or shoots within the zone of an airbase, will be monitored by CLEANUP.
Within the 8km zone, units cannot fire any missile, which prevents the airbase runway to receive missile or bomb hits.
Any airborne or ground unit that is on the runway below 30 meters (default value) will be automatically removed if it is damaged.</p>
<p>This is not a full 100% secure implementation. It is still possible that CLEANUP cannot prevent (in-time) to keep the airbase clean.
The following situations may happen that will still stop the runway of an airbase:</p>
<ul>
<li>A damaged unit is not removed on time when above the runway, and crashes on the runway.</li>
<li>A bomb or missile is still able to dropped on the runway.</li>
<li>Units collide on the airbase, and could not be removed on time.</li>
</ul>
<p>When a unit is within the airbase zone and needs to be monitored,
its status will be checked every 0.25 seconds! This is required to ensure that the airbase is kept clean.
But as a result, there is more CPU overload.</p>
<p>So as an advise, I suggest you use the CLEANUP class with care:</p>
<ul>
<li>Only monitor airbases that really need to be monitored!</li>
<li>Try not to monitor airbases that are likely to be invaded by enemy troops.
For these airbases, there is little use to keep them clean, as they will be invaded anyway...</li>
</ul>
<p>By following the above guidelines, you can add airbase cleanup with acceptable CPU overhead.</p>
<h2>1. CLEANUP Constructor</h2>
<p>Creates the main object which is preventing the airbase to get polluted with debris on the runway, which halts the airbase.</p>
<pre><code> -- Clean these Zones.
CleanUpAirports = CLEANUP:New( { AIRBASE.Caucasus.Tbilisi, AIRBASE.Caucasus.Kutaisi )
-- or
CleanUpTbilisi = CLEANUP:New( AIRBASE.Caucasus.Tbilisi )
CleanUpKutaisi = CLEANUP:New( AIRBASE.Caucasus.Kutaisi )
</code></pre>
<h2>2. Add or Remove airbases</h2>
<p>The method <a href="##(CLEANUP).AddAirbase">CLEANUP.AddAirbase</a> to add an airbase to the cleanup validation process.
The method <a href="##(CLEANUP).RemoveAirbase">CLEANUP.RemoveAirbase</a> removes an airbase from the cleanup validation process.</p>
</dd>
</dl>
@ -257,20 +242,6 @@
<dl class="function">
<dt>
<em><a href="##(map)">#map</a></em>
<a id="#(CLEANUP).<" >
<strong>CLEANUP.<</strong>
</a>
</dt>
<dd>
<p>string,Wrapper.Airbase#AIRBASE> Airbases Map of Airbases.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CLEANUP).AddAirbase" >
<strong>CLEANUP:AddAirbase(AirbaseName)</strong>
</a>
@ -292,41 +263,6 @@
<p><em><a href="##(CLEANUP)">#CLEANUP</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(CLEANUP).CleanUpScheduler" >
<strong>CLEANUP.CleanUpScheduler</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CLEANUP).IsInAirbase" >
<strong>CLEANUP:IsInAirbase(Vec2)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> Vec2 </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
@ -371,104 +307,6 @@ CleanUpKutaisi = CLEANUP:New( AIRBASE.Caucasus.Kutaisi )</code></pre>
<dl class="function">
<dt>
<a id="#(CLEANUP).OnEventBirth" >
<strong>CLEANUP:OnEventBirth(EventData)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> EventData </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CLEANUP).OnEventCrash" >
<strong>CLEANUP:OnEventCrash(event, Event)</strong>
</a>
</dt>
<dd>
<p>Detects if a crash event occurs.</p>
<p>Crashed units go into a CleanUpList for removal.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Event)">Dcs.DCSTypes#Event</a> event </em></code>: </p>
</li>
<li>
<p><code><em> Event </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CLEANUP).OnEventHit" >
<strong>CLEANUP:OnEventHit(Event)</strong>
</a>
</dt>
<dd>
<p>Detects if the Unit has an S<em>EVENT</em>HIT within the given AirbaseNames.</p>
<p>If this is the case, destroy the unit.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> Event </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CLEANUP).OnEventShot" >
<strong>CLEANUP:OnEventShot(Event)</strong>
</a>
</dt>
<dd>
<p>Detects if a unit shoots a missile.</p>
<p>If this occurs within one of the airbases, then the weapon used must be destroyed.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> Event </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CLEANUP).RemoveAirbase" >
<strong>CLEANUP:RemoveAirbase(AirbaseName)</strong>
</a>
@ -495,144 +333,40 @@ CleanUpKutaisi = CLEANUP:New( AIRBASE.Caucasus.Kutaisi )</code></pre>
<dl class="function">
<dt>
<a id="#(CLEANUP)._AddForCleanUp" >
<strong>CLEANUP:_AddForCleanUp(CleanUpUnit, CleanUpUnitName)</strong>
<em></em>
<a id="#(CLEANUP).__" >
<strong>CLEANUP.__</strong>
</a>
</dt>
<dd>
<p>Add the <a href="DCSWrapper.Unit.html##(Unit)">DCSWrapper.Unit#Unit</a> to the CleanUpList for CleanUp.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em> CleanUpUnit </em></code>: </p>
</li>
<li>
<p><code><em> CleanUpUnitName </em></code>: </p>
<p> @field #CLEANUP.__</p>
</li>
</ul>
</dd>
</dl>
<h2><a id="#(CLEANUP.__)" >Type <code>CLEANUP.__</code></a></h2>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<a id="#(CLEANUP)._CleanUpScheduler" >
<strong>CLEANUP:_CleanUpScheduler()</strong>
<em><a href="##(map)">#map</a></em>
<a id="#(CLEANUP.__).<" >
<strong>CLEANUP.__.<</strong>
</a>
</dt>
<dd>
<p>At the defined time interval, CleanUp the Groups within the CleanUpList.</p>
<p>string,Wrapper.Airbase#AIRBASE> Airbases Map of Airbases.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CLEANUP)._DestroyGroup" >
<strong>CLEANUP:_DestroyGroup(GroupObject, CleanUpGroupName)</strong>
</a>
</dt>
<dd>
<p>Destroys a group from the simulator, but checks first if it is still existing!</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Dcs.DCSWrapper.Group.html##(Group)">Dcs.DCSWrapper.Group#Group</a> GroupObject </em></code>:
The object to be destroyed.</p>
</li>
<li>
<p><code><em>#string CleanUpGroupName </em></code>:
The groupname...</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CLEANUP)._DestroyMissile" >
<strong>CLEANUP:_DestroyMissile(MissileObject)</strong>
</a>
</dt>
<dd>
<p> TODO check Dcs.DCSTypes#Weapon
- Destroys a missile from the simulator, but checks first if it is still existing!
@param #CLEANUP self
@param Dcs.DCSTypes#Weapon MissileObject</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> MissileObject </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CLEANUP)._DestroyUnit" >
<strong>CLEANUP:_DestroyUnit(CleanUpUnit)</strong>
</a>
</dt>
<dd>
<p>Destroys a <a href="Unit.html">Unit</a> from the simulator, but checks first if it is still existing!</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> CleanUpUnit </em></code>:
The object to be destroyed.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(CLEANUP)._EventAddForCleanUp" >
<strong>CLEANUP:_EventAddForCleanUp(Event)</strong>
</a>
</dt>
<dd>
<p>Detects if the Unit has an S<em>EVENT</em>ENGINE<em>SHUTDOWN or an S</em>EVENT_HIT within the given AirbaseNames.</p>
<p>If this is the case, add the Group to the CLEANUP List.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> Event </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<h2><a id="#(CLEANUP.__.Airbases)" >Type <code>CLEANUP.__.Airbases</code></a></h2>
<h2><a id="#(list)" >Type <code>list</code></a></h2>
<h2><a id="#(map)" >Type <code>map</code></a></h2>

View File

@ -2563,7 +2563,7 @@ The index of the DetectedItem.</p>
<dl class="function">
<dt>
<em></em>
<em>#number</em>
<a id="#(DETECTION_BASE).DetectionInterval" >
<strong>DETECTION_BASE.DetectionInterval</strong>
</a>

View File

@ -1598,7 +1598,7 @@ A string defining the start state.</p>
<dl class="function">
<dt>
<em>#string</em>
<em></em>
<a id="#(FSM)._StartState" >
<strong>FSM._StartState</strong>
</a>
@ -1897,6 +1897,7 @@ A string defining the start state.</p>
<dl class="function">
<dt>
<em></em>
<a id="#(FSM).current" >
<strong>FSM.current</strong>
</a>

View File

@ -948,21 +948,11 @@ The POSITIONABLE is not existing or alive. </p>
<p>Returns the POSITIONABLE velocity in km/h.</p>
<h3>Return values</h3>
<ol>
<li>
<h3>Return value</h3>
<p><em>#number:</em>
The velocity in km/h</p>
</li>
<li>
<p><em>#nil:</em>
The POSITIONABLE is not existing or alive. </p>
</li>
</ol>
</dd>
</dl>
<dl class="function">
@ -976,21 +966,11 @@ The POSITIONABLE is not existing or alive. </p>
<p>Returns the POSITIONABLE velocity in meters per second.</p>
<h3>Return values</h3>
<ol>
<li>
<h3>Return value</h3>
<p><em>#number:</em>
The velocity in meters per second.</p>
</li>
<li>
<p><em>#nil:</em>
The POSITIONABLE is not existing or alive. </p>
</li>
</ol>
</dd>
</dl>
<dl class="function">

View File

@ -822,12 +822,6 @@ and any spaces before and after the resulting name are removed.</p>
<td class="name" nowrap="nowrap"><a href="##(SPAWN)._TranslateRotate">SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SPAWN).uncontrolled">SPAWN.uncontrolled</a></td>
<td class="summary">
</td>
</tr>
</table>
@ -2200,6 +2194,9 @@ The group that was spawned. You can use this group for further actions.</p>
<p> Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.</p>
</dd>
</dl>
<dl class="function">
@ -2749,6 +2746,9 @@ when nothing was spawned.</p>
<p> By default, no InitLimit</p>
</dd>
</dl>
<dl class="function">
@ -2784,7 +2784,7 @@ when nothing was spawned.</p>
<dl class="function">
<dt>
<em></em>
<em>#number</em>
<a id="#(SPAWN).SpawnMaxGroups" >
<strong>SPAWN.SpawnMaxGroups</strong>
</a>
@ -2801,7 +2801,7 @@ when nothing was spawned.</p>
<dl class="function">
<dt>
<em></em>
<em>#number</em>
<a id="#(SPAWN).SpawnMaxUnitsAlive" >
<strong>SPAWN.SpawnMaxUnitsAlive</strong>
</a>
@ -3129,7 +3129,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
<dl class="function">
<dt>
<em></em>
<em>#boolean</em>
<a id="#(SPAWN).SpawnUnControlled" >
<strong>SPAWN.SpawnUnControlled</strong>
</a>
@ -3153,7 +3153,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
<p> When the first Spawn executes, all the Groups need to be made visible before start.</p>
<p> Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.</p>
</dd>
</dl>
@ -3733,20 +3733,6 @@ True = Continue Scheduler</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(SPAWN).uncontrolled" >
<strong>SPAWN.uncontrolled</strong>
</a>
</dt>
<dd>
</dd>
</dl>

View File

@ -436,6 +436,7 @@ ptional) The name of the new static.</p>
<dl class="function">
<dt>
<em>#number</em>
<a id="#(SPAWNSTATIC).SpawnIndex" >
<strong>SPAWNSTATIC.SpawnIndex</strong>
</a>

View File

@ -765,7 +765,6 @@ true if it is lasing</p>
<dl class="function">
<dt>
<em></em>
<a id="#(SPOT).ScheduleID" >
<strong>SPOT.ScheduleID</strong>
</a>
@ -779,7 +778,6 @@ true if it is lasing</p>
<dl class="function">
<dt>
<em></em>
<a id="#(SPOT).SpotIR" >
<strong>SPOT.SpotIR</strong>
</a>
@ -793,7 +791,6 @@ true if it is lasing</p>
<dl class="function">
<dt>
<em></em>
<a id="#(SPOT).SpotLaser" >
<strong>SPOT.SpotLaser</strong>
</a>
@ -807,7 +804,6 @@ true if it is lasing</p>
<dl class="function">
<dt>
<em></em>
<a id="#(SPOT).Target" >
<strong>SPOT.Target</strong>
</a>

View File

@ -510,7 +510,7 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
<dl class="function">
<dt>
<em><a href="Core.Cargo.html##(CARGO)">Core.Cargo#CARGO</a></em>
<em></em>
<a id="#(FSM_PROCESS).Cargo" >
<strong>FSM_PROCESS.Cargo</strong>
</a>