Merged 'develop'.

This commit is contained in:
FlightControl 2018-12-27 07:34:29 +01:00
commit a33b7b2769
135 changed files with 61602 additions and 11288 deletions

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@ -1,4 +1,4 @@
version: 3.9.1.{build}
version: 2.4.a.{build}
shallow_clone: true
skip_branch_with_pr: false
skip_commits:
@ -17,6 +17,7 @@ environment:
platform:
- x64
init:
- ps: if ($env:APPVEYOR_PULL_REQUEST_NUMBER -and $env:APPVEYOR_BUILD_NUMBER -ne ((Invoke-RestMethod `
https://ci.appveyor.com/api/projects/$env:APPVEYOR_ACCOUNT_NAME/$env:APPVEYOR_PROJECT_SLUG/history?recordsNumber=50).builds | `
@ -61,7 +62,7 @@ build_script:
$project = Invoke-RestMethod -method Post -Uri "$apiUrl/builds" -Headers $headers -Body $RequestBody
}
- ps: |
if( $env:appveyor_repo_branch -eq 'master' )
if( $env:appveyor_repo_branch -eq 'master' -or $env:appveyor_repo_branch -eq 'develop' )
{
$apiUrl = 'https://ci.appveyor.com/api'
$token = 'qts80b5kpq0ooj4x6vvw'
@ -69,13 +70,12 @@ build_script:
"Authorization" = "Bearer $token"
"Content-type" = "application/json"
}
$RequestBody = @{ accountName = 'FlightControl-Master'; projectSlug = 'moose-docs'; branch = 'master'; environmentVariables = @{} } | ConvertTo-Json
$RequestBody = @{ accountName = 'FlightControl-Master'; projectSlug = 'moose-docs'; branch = "$env:appveyor_repo_branch"; environmentVariables = @{} } | ConvertTo-Json
# get project with last build details
$project = Invoke-RestMethod -method Post -Uri "$apiUrl/builds" -Headers $headers -Body $RequestBody
}
test: off
# test_script:
# - cmd: luacheck "Moose Development\Moose\moose.lua" "Moose Mission Setup\moose.lua"

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@ -1,14 +1,13 @@
--- **AI** -- (R2.2) - Models the process of air operations for airplanes.
--
-- This is a class used in the @{AI_A2A_Dispatcher}.
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI_A2A
-- @module AI.AI_A2A
-- @image AI_Air_To_Air_Dispatching.JPG
--BASE:TraceClass("AI_A2A")
@ -16,9 +15,7 @@
--- @type AI_A2A
-- @extends Core.Fsm#FSM_CONTROLLABLE
--- # AI_A2A class, extends @{Fsm#FSM_CONTROLLABLE}
--
-- The AI_A2A class implements the core functions to operate an AI @{Group} A2A tasking.
--- The AI_A2A class implements the core functions to operate an AI @{Wrapper.Group} A2A tasking.
--
--
-- ## AI_A2A constructor
@ -295,8 +292,8 @@ end
--- Sets (modifies) the minimum and maximum speed of the patrol.
-- @param #AI_A2A self
-- @param Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Controllable} in km/h.
-- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h.
-- @return #AI_A2A self
function AI_A2A:SetSpeed( PatrolMinSpeed, PatrolMaxSpeed )
self:F2( { PatrolMinSpeed, PatrolMaxSpeed } )
@ -308,8 +305,8 @@ end
--- Sets the floor and ceiling altitude of the patrol.
-- @param #AI_A2A self
-- @param Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @return #AI_A2A self
function AI_A2A:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude )
self:F2( { PatrolFloorAltitude, PatrolCeilingAltitude } )
@ -370,7 +367,6 @@ end
-- @return #AI_A2A self
function AI_A2A:SetFuelThreshold( PatrolFuelThresholdPercentage, PatrolOutOfFuelOrbitTime )
self.PatrolManageFuel = true
self.PatrolFuelThresholdPercentage = PatrolFuelThresholdPercentage
self.PatrolOutOfFuelOrbitTime = PatrolOutOfFuelOrbitTime
@ -404,7 +400,6 @@ end
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_A2A:onafterStart( Controllable, From, Event, To )
self:F2()
self:__Status( 10 ) -- Check status status every 30 seconds.
@ -427,8 +422,6 @@ end
--- @param #AI_A2A self
function AI_A2A:onafterStatus()
self:F( " Checking Status" )
if self.Controllable and self.Controllable:IsAlive() then
local RTB = false
@ -445,18 +438,19 @@ function AI_A2A:onafterStatus()
RTB = false
end
end
if self:Is( "Fuel" ) or self:Is( "Damaged" ) or self:Is( "LostControl" ) then
if DistanceFromHomeBase < 5000 then
self:E( self.Controllable:GetName() .. " is too far from home base, RTB!" )
self:Home( "Destroy" )
end
end
-- I think this code is not requirement anymore after release 2.5.
-- if self:Is( "Fuel" ) or self:Is( "Damaged" ) or self:Is( "LostControl" ) then
-- if DistanceFromHomeBase < 5000 then
-- self:E( self.Controllable:GetName() .. " is near the home base, RTB!" )
-- self:Home( "Destroy" )
-- end
-- end
if not self:Is( "Fuel" ) and not self:Is( "Home" ) then
local Fuel = self.Controllable:GetFuel()
self:F({Fuel=Fuel})
local Fuel = self.Controllable:GetFuelMin()
self:F({Fuel=Fuel, PatrolFuelThresholdPercentage=self.PatrolFuelThresholdPercentage})
if Fuel < self.PatrolFuelThresholdPercentage then
if self.TankerName then
self:E( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... Refuelling at Tanker!" )
@ -488,11 +482,14 @@ function AI_A2A:onafterStatus()
end
-- Check if planes went RTB and are out of control.
-- We only check if planes are out of control, when they are in duty.
if self.Controllable:HasTask() == false then
if not self:Is( "Started" ) and
not self:Is( "Stopped" ) and
not self:Is( "Fuel" ) and
not self:Is( "Damaged" ) and
not self:Is( "Home" ) then
if self.IdleCount >= 2 then
if self.IdleCount >= 3 then
if Damage ~= InitialLife then
self:Damaged()
else
@ -510,8 +507,11 @@ function AI_A2A:onafterStatus()
if RTB == true then
self:__RTB( 0.5 )
end
if not self:Is("Home") then
self:__Status( 10 )
end
self:__Status( 10 )
end
end
@ -642,7 +642,7 @@ end
--- @param Wrapper.Group#GROUP AIGroup
function AI_A2A.Resume( AIGroup, Fsm )
AIGroup:F( { "AI_A2A.Resume:", AIGroup:GetName() } )
AIGroup:I( { "AI_A2A.Resume:", AIGroup:GetName() } )
if AIGroup:IsAlive() then
Fsm:__RTB( 0.5 )
end

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@ -1,29 +1,24 @@
--- **AI** -- (R2.2) - Models the process of Combat Air Patrol (CAP) for airplanes.
--
-- This is a class used in the @{AI_A2A_Dispatcher}.
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI_A2A_Cap
--BASE:TraceClass("AI_A2A_CAP")
-- @module AI.AI_A2A_Cap
-- @image AI_Combat_Air_Patrol.JPG
--- @type AI_A2A_CAP
-- @extends AI.AI_A2A_Patrol#AI_A2A_PATROL
--- # AI_A2A_CAP class, extends @{AI_CAP#AI_PATROL_ZONE}
--
-- The AI_A2A_CAP class implements the core functions to patrol a @{Zone} by an AI @{Group} or @{Group}
--- The AI_A2A_CAP class implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
--
-- ![Process](..\Presentations\AI_CAP\Dia3.JPG)
--
-- The AI_A2A_CAP is assigned a @{Group} and this must be done before the AI_A2A_CAP process can be started using the **Start** event.
-- The AI_A2A_CAP is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_CAP process can be started using the **Start** event.
--
-- ![Process](..\Presentations\AI_CAP\Dia4.JPG)
--
@ -66,15 +61,15 @@
--
-- ### 2.2 AI_A2A_CAP Events
--
-- * **@{AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
-- * **@{AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
-- * **@{#AI_A2A_CAP.Engage}**: Let the AI engage the bogeys.
-- * **@{#AI_A2A_CAP.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
-- * **@{AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
-- * **@{#AI_A2A_CAP.Destroy}**: The AI has destroyed a bogey @{Unit}.
-- * **@{#AI_A2A_CAP.Destroyed}**: The AI has destroyed all bogeys @{Unit}s assigned in the CAS task.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
-- * **@{#AI_A2A_CAP.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}.
-- * **@{#AI_A2A_CAP.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
--
-- ## 3. Set the Range of Engagement
@ -85,7 +80,7 @@
-- that will define when the AI will engage with the detected airborne enemy targets.
-- The range can be beyond or smaller than the range of the Patrol Zone.
-- The range is applied at the position of the AI.
-- Use the method @{AI_CAP#AI_A2A_CAP.SetEngageRange}() to define that range.
-- Use the method @{AI.AI_CAP#AI_A2A_CAP.SetEngageRange}() to define that range.
--
-- ## 4. Set the Zone of Engagement
--
@ -93,7 +88,7 @@
--
-- An optional @{Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI_Cap#AI_A2A_CAP.SetEngageZone}() to define that Zone.
-- Use the method @{AI.AI_Cap#AI_A2A_CAP.SetEngageZone}() to define that Zone.
--
-- ===
--
@ -106,13 +101,13 @@ AI_A2A_CAP = {
-- @param #AI_A2A_CAP self
-- @param Wrapper.Group#GROUP AICap
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Group} in km/h.
-- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Group} in km/h.
-- @param Dcs.DCSTypes#Speed EngageMinSpeed The minimum speed of the @{Group} in km/h when engaging a target.
-- @param Dcs.DCSTypes#Speed EngageMaxSpeed The maximum speed of the @{Group} in km/h when engaging a target.
-- @param Dcs.DCSTypes#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
-- @param DCS#Speed EngageMinSpeed The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
-- @return #AI_A2A_CAP
function AI_A2A_CAP:New( AICap, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageMinSpeed, EngageMaxSpeed, PatrolAltType )
@ -287,13 +282,14 @@ function AI_A2A_CAP:New( AICap, PatrolZone, PatrolFloorAltitude, PatrolCeilingAl
end
--- onafter State Transition for Event Patrol.
-- @param #AI_A2A_GCI self
-- @param #AI_A2A_CAP self
-- @param Wrapper.Group#GROUP AICap The AI Group managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_A2A_CAP:onafterStart( AICap, From, Event, To )
self:GetParent( self ).onafterStart( self, AICap, From, Event, To )
AICap:HandleEvent( EVENTS.Takeoff, nil, self )
end
@ -480,13 +476,12 @@ function AI_A2A_CAP:OnEventDead( EventData )
end
--- @param Wrapper.Group#GROUP AICap
function AI_A2A_CAP.Resume( AICap )
function AI_A2A_CAP.Resume( AICap, Fsm )
AICap:F( { "AI_A2A_CAP.Resume:", AICap:GetName() } )
AICap:I( { "AI_A2A_CAP.Resume:", AICap:GetName() } )
if AICap:IsAlive() then
local _AI_A2A = AICap:GetState( AICap, "AI_A2A" ) -- #AI_A2A
_AI_A2A:__Reset( 1 )
_AI_A2A:__Route( 5 )
Fsm:__Reset( 1 )
Fsm:__Route( 5 )
end
end

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@ -2,10 +2,37 @@
--
-- ===
--
-- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia1.JPG)
-- Features:
--
-- * Setup quickly an A2A defense system for a coalition.
-- * Setup (CAP) Control Air Patrols at defined zones to enhance your A2A defenses.
-- * Setup (GCI) Ground Control Intercept at defined airbases to enhance your A2A defenses.
-- * Define and use an EWR (Early Warning Radar) network.
-- * Define squadrons at airbases.
-- * Enable airbases for A2A defenses.
-- * Add different plane types to different squadrons.
-- * Add multiple squadrons to different airbases.
-- * Define different ranges to engage upon intruders.
-- * Establish an automatic in air refuel process for CAP using refuel tankers.
-- * Setup default settings for all squadrons and A2A defenses.
-- * Setup specific settings for specific squadrons.
-- * Quickly setup an A2A defense system using @{#AI_A2A_GCICAP}.
-- * Setup a more advanced defense system using @{#AI_A2A_DISPATCHER}.
--
-- ===
--
--
-- ## Missions:
--
-- [AID-A2A - AI A2A Dispatching](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-A2A%20-%20AI%20A2A%20Dispatching)
--
-- ===
--
-- ## YouTube Channel:
--
-- [DCS WORLD - MOOSE - A2A GCICAP - Build an automatic A2A Defense System](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl0S4KMNUUJpaUs6zZHjLKNx)
--
-- ===
--
-- # QUICK START GUIDE
--
-- There are basically two classes available to model an A2A defense system.
@ -155,7 +182,8 @@
-- ### Authors: **FlightControl** rework of GCICAP + introduction of new concepts (squadrons).
-- ### Authors: **Stonehouse**, **SNAFU** in terms of the advice, documentation, and the original GCICAP script.
--
-- @module AI_A2A_Dispatcher
-- @module AI.AI_A2A_Dispatcher
-- @image AI_Air_To_Air_Dispatching.JPG
@ -165,23 +193,7 @@ do -- AI_A2A_DISPATCHER
-- @type AI_A2A_DISPATCHER
-- @extends Tasking.DetectionManager#DETECTION_MANAGER
--- # AI\_A2A\_DISPATCHER class, extends @{Tasking#DETECTION_MANAGER}
--
-- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia1.JPG)
--
-- The @{#AI_A2A_DISPATCHER} class is designed to create an automatic air defence system for a coalition.
--
-- ===
--
-- # Demo Missions
--
-- ### [AI\_A2A\_DISPATCHER Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching)
--
-- ===
--
-- # YouTube Channel
--
-- ### [DCS WORLD - MOOSE - A2A GCICAP - Build an automatic A2A Defense System](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl0S4KMNUUJpaUs6zZHjLKNx)
--- Create an automatic air defence system for a coalition.
--
-- ===
--
@ -229,7 +241,7 @@ do -- AI_A2A_DISPATCHER
-- therefore less CAP and GCI flights will spawn and this will tend to make just the border area active rather than a melee over the whole map.
-- It all depends on what the desired effect is.
--
-- EWR networks are **dynamically constructed**, that is, they form part of the @{Functional#DETECTION_BASE} object that is given as the input parameter of the AI\_A2A\_DISPATCHER class.
-- EWR networks are **dynamically constructed**, that is, they form part of the @{Functional.Detection#DETECTION_BASE} object that is given as the input parameter of the AI\_A2A\_DISPATCHER class.
-- By defining in a **smart way the names or name prefixes of the groups** with EWR capable units, these groups will be **automatically added or deleted** from the EWR network,
-- increasing or decreasing the radar coverage of the Early Warning System.
--
@ -262,7 +274,7 @@ do -- AI_A2A_DISPATCHER
-- A2ADispatcher_Red = AI_A2A_DISPATCHER:New( EWR_Red )
-- A2ADispatcher_Blue = AI_A2A_DISPATCHER:New( EWR_Blue )
--
-- ### 2. Define the detected **target grouping radius**:
-- ### 1.2. Define the detected **target grouping radius**:
--
-- The target grouping radius is a property of the Detection object, that was passed to the AI\_A2A\_DISPATCHER object, but can be changed.
-- The grouping radius should not be too small, but also depends on the types of planes and the era of the simulation.
@ -346,7 +358,7 @@ do -- AI_A2A_DISPATCHER
--
-- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia9.JPG)
--
-- If its a cold war then the **borders of red and blue territory** need to be defined using a @{zone} object derived from @{Zone#ZONE_BASE}.
-- If it's a cold war then the **borders of red and blue territory** need to be defined using a @{zone} object derived from @{Core.Zone#ZONE_BASE}.
-- If a hot war is chosen then **no borders** actually need to be defined using the helicopter units other than
-- it makes it easier sometimes for the mission maker to envisage where the red and blue territories roughly are.
-- In a hot war the borders are effectively defined by the ground based radar coverage of a coalition.
@ -544,18 +556,18 @@ do -- AI_A2A_DISPATCHER
-- * As the CAP flights wander around within the zone waiting to be tasked, these zones need to be large enough that the aircraft are not constantly turning
-- but do not have to be big and numerous enough to completely cover a border.
--
-- * CAP zones can be of any type, and are derived from the @{Zone#ZONE_BASE} class. Zones can be @{Zone#ZONE}, @{Zone#ZONE_POLYGON}, @{Zone#ZONE_UNIT}, @{Zone#ZONE_GROUP}, etc.
-- * CAP zones can be of any type, and are derived from the @{Core.Zone#ZONE_BASE} class. Zones can be @{Core.Zone#ZONE}, @{Core.Zone#ZONE_POLYGON}, @{Core.Zone#ZONE_UNIT}, @{Core.Zone#ZONE_GROUP}, etc.
-- This allows to setup **static, moving and/or complex zones** wherein aircraft will perform the CAP.
--
-- * Typically 20000-50000 metres width is used and they are spaced so that aircraft in the zone waiting for tasks dont have to far to travel to protect their coalitions important targets.
-- * Typically 20000-50000 metres width is used and they are spaced so that aircraft in the zone waiting for tasks don't have to far to travel to protect their coalitions important targets.
-- These targets are chosen as part of the mission design and might be an important airfield or town etc.
-- Zone size is also determined somewhat by territory size, plane types
-- (eg WW2 aircraft might mean smaller zones or more zones because they are slower and take longer to intercept enemy aircraft).
--
-- * In a **cold war** it is important to make sure a CAP zone doesnt intrude into enemy territory as otherwise CAP flights will likely cross borders
-- * In a **cold war** it is important to make sure a CAP zone doesn't intrude into enemy territory as otherwise CAP flights will likely cross borders
-- and spark a full scale conflict which will escalate rapidly.
--
-- * CAP flights do not need to be in the CAP zone before they are “on station” and ready for tasking.
-- * CAP flights do not need to be in the CAP zone before they are "on station" and ready for tasking.
--
-- * Typically if a CAP flight is tasked and therefore leaves their zone empty while they go off and intercept their target another CAP flight will spawn to take their place.
--
@ -740,7 +752,7 @@ do -- AI_A2A_DISPATCHER
--
-- In the mission editor, setup a group with task Refuelling. A tanker unit of the correct coalition will be automatically selected.
-- Then, use the method @{#AI_A2A_DISPATCHER.SetDefaultTanker}() to set the tanker for the dispatcher.
-- Use the method @{#AI_A2A_DISPATCHER.SetDefaultFuelTreshold}() to set the %-tage left in the defender airplane tanks when a refuel action is needed.
-- Use the method @{#AI_A2A_DISPATCHER.SetDefaultFuelThreshold}() to set the %-tage left in the defender airplane tanks when a refuel action is needed.
--
-- When the tanker specified is alive and in the air, the tanker will be used for refuelling.
--
@ -786,20 +798,27 @@ do -- AI_A2A_DISPATCHER
--
-- Use the method @{#AI_A2A_DISPATCHER.SetDisengageRadius}() to modify the default Disengage Radius to another distance setting.
--
-- ## 11. Airbase capture:
--
-- ## 11. Q & A:
-- Different squadrons can be located at one airbase.
-- If the airbase gets captured, that is, when there is an enemy unit near the airbase, and there aren't anymore friendlies at the airbase, the airbase will change coalition ownership.
-- As a result, the GCI and CAP will stop!
-- However, the squadron will still stay alive. Any airplane that is airborne will continue its operations until all airborne airplanes
-- of the squadron will be destroyed. This to keep consistency of air operations not to confuse the players.
--
-- ### 11.1. Which countries will be selected for each coalition?
-- ## 12. Q & A:
--
-- ### 12.1. Which countries will be selected for each coalition?
--
-- Which countries are assigned to a coalition influences which units are available to the coalition.
-- For example because the mission calls for a EWR radar on the blue side the Ukraine might be chosen as a blue country
-- so that the 55G6 EWR radar unit is available to blue.
-- Some countries assign different tasking to aircraft, for example Germany assigns the CAP task to F-4E Phantoms but the USA does not.
-- Therefore if F4s are wanted as a coalitions CAP or GCI aircraft Germany will need to be assigned to that coalition.
-- Therefore if F4s are wanted as a coalition's CAP or GCI aircraft Germany will need to be assigned to that coalition.
--
-- ### 11.2. Country, type, load out, skill and skins for CAP and GCI aircraft?
-- ### 12.2. Country, type, load out, skill and skins for CAP and GCI aircraft?
--
-- * Note these can be from any countries within the coalition but must be an aircraft with one of the main tasks being “CAP”.
-- * Note these can be from any countries within the coalition but must be an aircraft with one of the main tasks being "CAP".
-- * Obviously skins which are selected must be available to all players that join the mission otherwise they will see a default skin.
-- * Load outs should be appropriate to a CAP mission eg perhaps drop tanks for CAP flights and extra missiles for GCI flights.
-- * These decisions will eventually lead to template aircraft units being placed as late activation units that the script will use as templates for spawning CAP and GCI flights. Up to 4 different aircraft configurations can be chosen for each coalition. The spawned aircraft will inherit the characteristics of the template aircraft.
@ -830,7 +849,7 @@ do -- AI_A2A_DISPATCHER
--- AI_A2A_DISPATCHER constructor.
-- This is defining the A2A DISPATCHER for one coaliton.
-- The Dispatcher works with a @{Functional#Detection} object that is taking of the detection of targets using the EWR units.
-- The Dispatcher works with a @{Functional.Detection#DETECTION_BASE} object that is taking of the detection of targets using the EWR units.
-- The Detection object is polymorphic, depending on the type of detection object choosen, the detection will work differently.
-- @param #AI_A2A_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE Detection The DETECTION object that will detects targets using the the Early Warning Radar network.
@ -983,17 +1002,77 @@ do -- AI_A2A_DISPATCHER
self:HandleEvent( EVENTS.Crash, self.OnEventCrashOrDead )
self:HandleEvent( EVENTS.Dead, self.OnEventCrashOrDead )
--self:HandleEvent( EVENTS.RemoveUnit, self.OnEventCrashOrDead )
self:HandleEvent( EVENTS.Land )
self:HandleEvent( EVENTS.EngineShutdown )
-- Handle the situation where the airbases are captured.
self:HandleEvent( EVENTS.BaseCaptured )
self:SetTacticalDisplay( false )
self.DefenderCAPIndex = 0
self:__Start( 5 )
return self
end
--- @param #AI_A2A_DISPATCHER self
function AI_A2A_DISPATCHER:onafterStart( From, Event, To )
self:GetParent( self, AI_A2A_DISPATCHER ).onafterStart( self, From, Event, To )
-- Spawn the resources.
for SquadronName, DefenderSquadron in pairs( self.DefenderSquadrons ) do
DefenderSquadron.Resource = {}
if DefenderSquadron.ResourceCount then
for Resource = 1, DefenderSquadron.ResourceCount do
self:ParkDefender( DefenderSquadron )
end
end
end
end
--- @param #AI_A2A_DISPATCHER self
function AI_A2A_DISPATCHER:ParkDefender( DefenderSquadron )
local TemplateID = math.random( 1, #DefenderSquadron.Spawn )
local Spawn = DefenderSquadron.Spawn[ TemplateID ] -- Core.Spawn#SPAWN
Spawn:InitGrouping( 1 )
local SpawnGroup
if self:IsSquadronVisible( DefenderSquadron.Name ) then
SpawnGroup = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase, SPAWN.Takeoff.Cold )
local GroupName = SpawnGroup:GetName()
DefenderSquadron.Resources = DefenderSquadron.Resources or {}
DefenderSquadron.Resources[TemplateID] = DefenderSquadron.Resources[TemplateID] or {}
DefenderSquadron.Resources[TemplateID][GroupName] = {}
DefenderSquadron.Resources[TemplateID][GroupName] = SpawnGroup
end
end
--- @param #AI_A2A_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData
function AI_A2A_DISPATCHER:OnEventBaseCaptured( EventData )
local AirbaseName = EventData.PlaceName -- The name of the airbase that was captured.
self:I( "Captured " .. AirbaseName )
-- Now search for all squadrons located at the airbase, and sanatize them.
for SquadronName, Squadron in pairs( self.DefenderSquadrons ) do
if Squadron.AirbaseName == AirbaseName then
Squadron.ResourceCount = -999 -- The base has been captured, and the resources are eliminated. No more spawning.
Squadron.Captured = true
self:I( "Squadron " .. SquadronName .. " captured." )
end
end
end
--- @param #AI_A2A_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData
function AI_A2A_DISPATCHER:OnEventCrashOrDead( EventData )
@ -1016,6 +1095,7 @@ do -- AI_A2A_DISPATCHER
self:RemoveDefenderFromSquadron( Squadron, Defender )
end
DefenderUnit:Destroy()
self:ParkDefender( Squadron, Defender )
return
end
if DefenderUnit:GetLife() ~= DefenderUnit:GetLife0() then
@ -1023,10 +1103,6 @@ do -- AI_A2A_DISPATCHER
DefenderUnit:Destroy()
return
end
if DefenderUnit:GetFuel() <= self.DefenderDefault.FuelThreshold then
DefenderUnit:Destroy()
return
end
end
end
@ -1039,12 +1115,14 @@ do -- AI_A2A_DISPATCHER
if Squadron then
self:F( { SquadronName = Squadron.Name } )
local LandingMethod = self:GetSquadronLanding( Squadron.Name )
if LandingMethod == AI_A2A_DISPATCHER.Landing.AtEngineShutdown then
if LandingMethod == AI_A2A_DISPATCHER.Landing.AtEngineShutdown and
not DefenderUnit:InAir() then
local DefenderSize = Defender:GetSize()
if DefenderSize == 1 then
self:RemoveDefenderFromSquadron( Squadron, Defender )
end
DefenderUnit:Destroy()
self:ParkDefender( Squadron, Defender )
end
end
end
@ -1142,7 +1220,7 @@ do -- AI_A2A_DISPATCHER
--- Define a border area to simulate a **cold war** scenario.
-- A **cold war** is one where CAP aircraft patrol their territory but will not attack enemy aircraft or launch GCI aircraft unless enemy aircraft enter their territory. In other words the EWR may detect an enemy aircraft but will only send aircraft to attack it if it crosses the border.
-- A **hot war** is one where CAP aircraft will intercept any detected enemy aircraft and GCI aircraft will launch against detected enemy aircraft without regard for territory. In other words if the ground radar can detect the enemy aircraft then it will send CAP and GCI aircraft to attack it.
-- If its a cold war then the **borders of red and blue territory** need to be defined using a @{zone} object derived from @{Zone#ZONE_BASE}. This method needs to be used for this.
-- If it's a cold war then the **borders of red and blue territory** need to be defined using a @{zone} object derived from @{Core.Zone#ZONE_BASE}. This method needs to be used for this.
-- If a hot war is chosen then **no borders** actually need to be defined using the helicopter units other than it makes it easier sometimes for the mission maker to envisage where the red and blue territories roughly are. In a hot war the borders are effectively defined by the ground based radar coverage of a coalition. Set the noborders parameter to 1
-- @param #AI_A2A_DISPATCHER self
-- @param Core.Zone#ZONE_BASE BorderZone An object derived from ZONE_BASE, or a list of objects derived from ZONE_BASE.
@ -1276,7 +1354,7 @@ do -- AI_A2A_DISPATCHER
--- Calculates which AI friendlies are nearby the area
-- @param #AI_A2A_DISPATCHER self
-- @param DetectedItem
-- @return #number, Core.CommandCenter#REPORT
-- @return #table A list of the friendlies nearby.
function AI_A2A_DISPATCHER:GetAIFriendliesNearBy( DetectedItem )
local FriendliesNearBy = self.Detection:GetFriendliesDistance( DetectedItem )
@ -1423,18 +1501,18 @@ do -- AI_A2A_DISPATCHER
-- You need to specify here EXACTLY the name of the airbase as you see it in the mission editor.
-- Examples are `"Batumi"` or `"Tbilisi-Lochini"`.
-- EXACTLY the airbase name, between quotes `""`.
-- To ease the airbase naming when using the LDT editor and IntelliSense, the @{Airbase#AIRBASE} class contains enumerations of the airbases of each map.
-- To ease the airbase naming when using the LDT editor and IntelliSense, the @{Wrapper.Airbase#AIRBASE} class contains enumerations of the airbases of each map.
--
-- * Caucasus: @{Airbase#AIRBASE.Caucaus}
-- * Nevada or NTTR: @{Airbase#AIRBASE.Nevada}
-- * Normandy: @{Airbase#AIRBASE.Normandy}
-- * Caucasus: @{Wrapper.Airbase#AIRBASE.Caucaus}
-- * Nevada or NTTR: @{Wrapper.Airbase#AIRBASE.Nevada}
-- * Normandy: @{Wrapper.Airbase#AIRBASE.Normandy}
--
-- @param #string TemplatePrefixes A string or an array of strings specifying the **prefix names of the templates** (not going to explain what is templates here again).
-- Examples are `{ "104th", "105th" }` or `"104th"` or `"Template 1"` or `"BLUE PLANES"`.
-- Just remember that your template (groups late activated) need to start with the prefix you have specified in your code.
-- If you have only one prefix name for a squadron, you don't need to use the `{ }`, otherwise you need to use the brackets.
--
-- @param #number Resources (optional) A number that specifies how many resources are in stock of the squadron. If not specified, the squadron will have infinite resources available.
-- @param #number ResourceCount (optional) A number that specifies how many resources are in stock of the squadron. If not specified, the squadron will have infinite resources available.
--
-- @usage
-- -- Now Setup the A2A dispatcher, and initialize it using the Detection object.
@ -1457,13 +1535,13 @@ do -- AI_A2A_DISPATCHER
--
-- @usage
-- -- This is an example like the previous, but now with infinite resources.
-- -- The Resources parameter is not given in the SetSquadron method.
-- -- The ResourceCount parameter is not given in the SetSquadron method.
-- A2ADispatcher:SetSquadron( "104th", "Batumi", "Mig-29" )
-- A2ADispatcher:SetSquadron( "23th", "Batumi", "Su-27" )
--
--
-- @return #AI_A2A_DISPATCHER
function AI_A2A_DISPATCHER:SetSquadron( SquadronName, AirbaseName, TemplatePrefixes, Resources )
function AI_A2A_DISPATCHER:SetSquadron( SquadronName, AirbaseName, TemplatePrefixes, ResourceCount )
self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {}
@ -1472,6 +1550,7 @@ do -- AI_A2A_DISPATCHER
DefenderSquadron.Name = SquadronName
DefenderSquadron.Airbase = AIRBASE:FindByName( AirbaseName )
DefenderSquadron.AirbaseName = DefenderSquadron.Airbase:GetName()
if not DefenderSquadron.Airbase then
error( "Cannot find airbase with name:" .. AirbaseName )
end
@ -1487,10 +1566,11 @@ do -- AI_A2A_DISPATCHER
DefenderSquadron.Spawn[#DefenderSquadron.Spawn+1] = self.DefenderSpawns[SpawnTemplate]
end
end
DefenderSquadron.Resources = Resources
DefenderSquadron.ResourceCount = ResourceCount
DefenderSquadron.TemplatePrefixes = TemplatePrefixes
DefenderSquadron.Captured = false -- Not captured. This flag will be set to true, when the airbase where the squadron is located, is captured.
self:F( { Squadron = {SquadronName, AirbaseName, TemplatePrefixes, Resources } } )
self:F( { Squadron = {SquadronName, AirbaseName, TemplatePrefixes, ResourceCount } } )
return self
end
@ -1509,10 +1589,58 @@ do -- AI_A2A_DISPATCHER
end
--- Set the Squadron visible before startup of the dispatcher.
-- All planes will be spawned as uncontrolled on the parking spot.
-- They will lock the parking spot.
-- @param #AI_A2A_DISPATCHER self
-- @param #string SquadronName The squadron name.
-- @return #AI_A2A_DISPATCHER
-- @usage
--
-- -- Set the Squadron visible before startup of dispatcher.
-- A2ADispatcher:SetSquadronVisible( "Mineralnye" )
--
function AI_A2A_DISPATCHER:SetSquadronVisible( SquadronName )
self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {}
local DefenderSquadron = self:GetSquadron( SquadronName )
DefenderSquadron.Uncontrolled = true
for SpawnTemplate, DefenderSpawn in pairs( self.DefenderSpawns ) do
DefenderSpawn:InitUnControlled()
end
end
--- Check if the Squadron is visible before startup of the dispatcher.
-- @param #AI_A2A_DISPATCHER self
-- @param #string SquadronName The squadron name.
-- @return #bool true if visible.
-- @usage
--
-- -- Set the Squadron visible before startup of dispatcher.
-- local IsVisible = A2ADispatcher:IsSquadronVisible( "Mineralnye" )
--
function AI_A2A_DISPATCHER:IsSquadronVisible( SquadronName )
self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {}
local DefenderSquadron = self:GetSquadron( SquadronName )
if DefenderSquadron then
return DefenderSquadron.Uncontrolled == true
end
return nil
end
--- Set a CAP for a Squadron.
-- @param #AI_A2A_DISPATCHER self
-- @param #string SquadronName The squadron name.
-- @param Core.Zone#ZONE_BASE Zone The @{Zone} object derived from @{Zone#ZONE_BASE} that defines the zone wherein the CAP will be executed.
-- @param Core.Zone#ZONE_BASE Zone The @{Zone} object derived from @{Core.Zone#ZONE_BASE} that defines the zone wherein the CAP will be executed.
-- @param #number FloorAltitude The minimum altitude at which the cap can be executed.
-- @param #number CeilingAltitude the maximum altitude at which the cap can be executed.
-- @param #number PatrolMinSpeed The minimum speed at which the cap can be executed.
@ -1655,16 +1783,19 @@ do -- AI_A2A_DISPATCHER
local DefenderSquadron = self:GetSquadron( SquadronName )
if ( not DefenderSquadron.Resources ) or ( DefenderSquadron.Resources and DefenderSquadron.Resources > 0 ) then
local Cap = DefenderSquadron.Cap
if Cap then
local CapCount = self:CountCapAirborne( SquadronName )
self:F( { CapCount = CapCount } )
if CapCount < Cap.CapLimit then
local Probability = math.random()
if Probability <= Cap.Probability then
return DefenderSquadron
if DefenderSquadron.Captured == false then -- We can only spawn new CAP if the base has not been captured.
if ( not DefenderSquadron.ResourceCount ) or ( DefenderSquadron.ResourceCount and DefenderSquadron.ResourceCount > 0 ) then -- And, if there are sufficient resources.
local Cap = DefenderSquadron.Cap
if Cap then
local CapCount = self:CountCapAirborne( SquadronName )
self:F( { CapCount = CapCount } )
if CapCount < Cap.CapLimit then
local Probability = math.random()
if Probability <= Cap.Probability then
return DefenderSquadron
end
end
end
end
@ -1685,10 +1816,13 @@ do -- AI_A2A_DISPATCHER
local DefenderSquadron = self:GetSquadron( SquadronName )
if ( not DefenderSquadron.Resources ) or ( DefenderSquadron.Resources and DefenderSquadron.Resources > 0 ) then
local Gci = DefenderSquadron.Gci
if Gci then
return DefenderSquadron
if DefenderSquadron.Captured == false then -- We can only spawn new CAP if the base has not been captured.
if ( not DefenderSquadron.ResourceCount ) or ( DefenderSquadron.ResourceCount and DefenderSquadron.ResourceCount > 0 ) then -- And, if there are sufficient resources.
local Gci = DefenderSquadron.Gci
if Gci then
return DefenderSquadron
end
end
end
return nil
@ -2357,7 +2491,7 @@ do -- AI_A2A_DISPATCHER
-- A2ADispatcher = AI_A2A_DISPATCHER:New( Detection )
--
-- -- Now Setup the default fuel treshold.
-- A2ADispatcher:SetDefaultRefuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
-- A2ADispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
--
function AI_A2A_DISPATCHER:SetDefaultFuelThreshold( FuelThreshold )
@ -2391,7 +2525,7 @@ do -- AI_A2A_DISPATCHER
--- Set the default tanker where defenders will Refuel in the air.
-- @param #AI_A2A_DISPATCHER self
-- @param #strig TankerName A string defining the group name of the Tanker as defined within the Mission Editor.
-- @param #string TankerName A string defining the group name of the Tanker as defined within the Mission Editor.
-- @return #AI_A2A_DISPATCHER
-- @usage
--
@ -2399,7 +2533,7 @@ do -- AI_A2A_DISPATCHER
-- A2ADispatcher = AI_A2A_DISPATCHER:New( Detection )
--
-- -- Now Setup the default fuel treshold.
-- A2ADispatcher:SetDefaultRefuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
-- A2ADispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
--
-- -- Now Setup the default tanker.
-- A2ADispatcher:SetDefaultTanker( "Tanker" ) -- The group name of the tanker is "Tanker" in the Mission Editor.
@ -2414,7 +2548,7 @@ do -- AI_A2A_DISPATCHER
--- Set the squadron tanker where defenders will Refuel in the air.
-- @param #AI_A2A_DISPATCHER self
-- @param #string SquadronName The name of the squadron.
-- @param #strig TankerName A string defining the group name of the Tanker as defined within the Mission Editor.
-- @param #string TankerName A string defining the group name of the Tanker as defined within the Mission Editor.
-- @return #AI_A2A_DISPATCHER
-- @usage
--
@ -2442,21 +2576,21 @@ do -- AI_A2A_DISPATCHER
self.Defenders = self.Defenders or {}
local DefenderName = Defender:GetName()
self.Defenders[ DefenderName ] = Squadron
if Squadron.Resources then
Squadron.Resources = Squadron.Resources - Size
if Squadron.ResourceCount then
Squadron.ResourceCount = Squadron.ResourceCount - Size
end
self:F( { DefenderName = DefenderName, SquadronResources = Squadron.Resources } )
self:F( { DefenderName = DefenderName, SquadronResourceCount = Squadron.ResourceCount } )
end
--- @param #AI_A2A_DISPATCHER self
function AI_A2A_DISPATCHER:RemoveDefenderFromSquadron( Squadron, Defender )
self.Defenders = self.Defenders or {}
local DefenderName = Defender:GetName()
if Squadron.Resources then
Squadron.Resources = Squadron.Resources + Defender:GetSize()
if Squadron.ResourceCount then
Squadron.ResourceCount = Squadron.ResourceCount + Defender:GetSize()
end
self.Defenders[ DefenderName ] = nil
self:F( { DefenderName = DefenderName, SquadronResources = Squadron.Resources } )
self:F( { DefenderName = DefenderName, SquadronResourceCount = Squadron.ResourceCount } )
end
function AI_A2A_DISPATCHER:GetSquadronFromDefender( Defender )
@ -2470,7 +2604,7 @@ do -- AI_A2A_DISPATCHER
--- Creates an SWEEP task when there are targets for it.
-- @param #AI_A2A_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
-- @return Set#SET_UNIT TargetSetUnit: The target set of units.
-- @return Core.Set#SET_UNIT TargetSetUnit: The target set of units.
-- @return #nil If there are no targets to be set.
function AI_A2A_DISPATCHER:EvaluateSWEEP( DetectedItem )
self:F( { DetectedItem.ItemID } )
@ -2541,8 +2675,12 @@ do -- AI_A2A_DISPATCHER
local SquadronOverhead = Squadron.Overhead or self.DefenderDefault.Overhead
local DefenderSize = Defender:GetInitialSize()
DefenderCount = DefenderCount + DefenderSize / SquadronOverhead
self:F( "Defender Group Name: " .. Defender:GetName() .. ", Size: " .. DefenderSize )
if DefenderSize then
DefenderCount = DefenderCount + DefenderSize / SquadronOverhead
self:F( "Defender Group Name: " .. Defender:GetName() .. ", Size: " .. DefenderSize )
else
DefenderCount = 0
end
end
end
@ -2594,7 +2732,80 @@ do -- AI_A2A_DISPATCHER
return Friendlies
end
---
-- @param #AI_A2A_DISPATCHER self
function AI_A2A_DISPATCHER:ResourceActivate( DefenderSquadron, DefendersNeeded )
local SquadronName = DefenderSquadron.Name
DefendersNeeded = DefendersNeeded or 4
local DefenderGrouping = DefenderSquadron.Grouping or self.DefenderDefault.Grouping
DefenderGrouping = ( DefenderGrouping < DefendersNeeded ) and DefenderGrouping or DefendersNeeded
if self:IsSquadronVisible( SquadronName ) then
-- Here we CAP the new planes.
-- The Resources table is filled in advance.
local TemplateID = math.random( 1, #DefenderSquadron.Spawn ) -- Choose the template.
-- We determine the grouping based on the parameters set.
self:F( { DefenderGrouping = DefenderGrouping } )
-- New we will form the group to spawn in.
-- We search for the first free resource matching the template.
local DefenderUnitIndex = 1
local DefenderCAPTemplate = nil
local DefenderName = nil
for GroupName, DefenderGroup in pairs( DefenderSquadron.Resources[TemplateID] or {} ) do
self:F( { GroupName = GroupName } )
local DefenderTemplate = _DATABASE:GetGroupTemplate( GroupName )
if DefenderUnitIndex == 1 then
DefenderCAPTemplate = UTILS.DeepCopy( DefenderTemplate )
self.DefenderCAPIndex = self.DefenderCAPIndex + 1
DefenderCAPTemplate.name = SquadronName .. "#" .. self.DefenderCAPIndex .. "#" .. GroupName
DefenderName = DefenderCAPTemplate.name
else
-- Add the unit in the template to the DefenderCAPTemplate.
local DefenderUnitTemplate = DefenderTemplate.units[1]
DefenderCAPTemplate.units[DefenderUnitIndex] = DefenderUnitTemplate
end
DefenderUnitIndex = DefenderUnitIndex + 1
DefenderSquadron.Resources[TemplateID][GroupName] = nil
if DefenderUnitIndex > DefenderGrouping then
break
end
end
if DefenderCAPTemplate then
local TakeoffMethod = self:GetSquadronTakeoff( SquadronName )
local SpawnGroup = GROUP:Register( DefenderName )
DefenderCAPTemplate.lateActivation = nil
DefenderCAPTemplate.uncontrolled = nil
local Takeoff = self:GetSquadronTakeoff( SquadronName )
DefenderCAPTemplate.route.points[1].type = GROUPTEMPLATE.Takeoff[Takeoff][1] -- type
DefenderCAPTemplate.route.points[1].action = GROUPTEMPLATE.Takeoff[Takeoff][2] -- action
local Defender = _DATABASE:Spawn( DefenderCAPTemplate )
self:AddDefenderToSquadron( DefenderSquadron, Defender, DefenderGrouping )
return Defender, DefenderGrouping
end
else
local Spawn = DefenderSquadron.Spawn[ math.random( 1, #DefenderSquadron.Spawn ) ] -- Core.Spawn#SPAWN
if DefenderGrouping then
Spawn:InitGrouping( DefenderGrouping )
else
Spawn:InitGrouping()
end
local TakeoffMethod = self:GetSquadronTakeoff( SquadronName )
local Defender = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase, TakeoffMethod, DefenderSquadron.TakeoffAltitude or self.DefenderDefault.TakeoffAltitude ) -- Wrapper.Group#GROUP
self:AddDefenderToSquadron( DefenderSquadron, Defender, DefenderGrouping )
return Defender, DefenderGrouping
end
return nil, nil
end
---
-- @param #AI_A2A_DISPATCHER self
@ -2611,15 +2822,9 @@ do -- AI_A2A_DISPATCHER
local Cap = DefenderSquadron.Cap
if Cap then
local Spawn = DefenderSquadron.Spawn[ math.random( 1, #DefenderSquadron.Spawn ) ] -- Core.Spawn#SPAWN
local DefenderGrouping = DefenderSquadron.Grouping or self.DefenderDefault.Grouping
Spawn:InitGrouping( DefenderGrouping )
local TakeoffMethod = self:GetSquadronTakeoff( SquadronName )
local DefenderCAP = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase, TakeoffMethod, DefenderSquadron.TakeoffAltitude or self.DefenderDefault.TakeoffAltitude )
self:AddDefenderToSquadron( DefenderSquadron, DefenderCAP, DefenderGrouping )
local DefenderCAP, DefenderGrouping = self:ResourceActivate( DefenderSquadron )
if DefenderCAP then
local Fsm = AI_A2A_CAP:New( DefenderCAP, Cap.Zone, Cap.FloorAltitude, Cap.CeilingAltitude, Cap.PatrolMinSpeed, Cap.PatrolMaxSpeed, Cap.EngageMinSpeed, Cap.EngageMaxSpeed, Cap.AltType )
@ -2634,7 +2839,7 @@ do -- AI_A2A_DISPATCHER
self:SetDefenderTask( SquadronName, DefenderCAP, "CAP", Fsm )
function Fsm:onafterTakeoff( Defender, From, Event, To )
self:F({"GCI Birth", Defender:GetName()})
self:F({"CAP Birth", Defender:GetName()})
--self:GetParent(self).onafterBirth( self, Defender, From, Event, To )
local Dispatcher = Fsm:GetDispatcher() -- #AI_A2A_DISPATCHER
@ -2668,9 +2873,9 @@ do -- AI_A2A_DISPATCHER
if Dispatcher:GetSquadronLanding( Squadron.Name ) == AI_A2A_DISPATCHER.Landing.NearAirbase then
Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender )
Defender:Destroy()
self:ParkDefender( Squadron, Defender )
end
end
end
end
end
@ -2776,31 +2981,19 @@ do -- AI_A2A_DISPATCHER
self:F( { Grouping = DefenderGrouping, SquadronGrouping = DefenderSquadron.Grouping, DefaultGrouping = self.DefenderDefault.Grouping } )
self:F( { DefendersCount = DefenderCount, DefendersNeeded = DefendersNeeded } )
-- DefenderSquadron.Resources can have the value nil, which expresses unlimited resources.
-- DefendersNeeded cannot exceed DefenderSquadron.Resources!
if DefenderSquadron.Resources and DefendersNeeded > DefenderSquadron.Resources then
DefendersNeeded = DefenderSquadron.Resources
-- DefenderSquadron.ResourceCount can have the value nil, which expresses unlimited resources.
-- DefendersNeeded cannot exceed DefenderSquadron.ResourceCount!
if DefenderSquadron.ResourceCount and DefendersNeeded > DefenderSquadron.ResourceCount then
DefendersNeeded = DefenderSquadron.ResourceCount
BreakLoop = true
end
while ( DefendersNeeded > 0 ) do
local Spawn = DefenderSquadron.Spawn[ math.random( 1, #DefenderSquadron.Spawn ) ] -- Core.Spawn#SPAWN
local DefenderGrouping = ( DefenderGrouping < DefendersNeeded ) and DefenderGrouping or DefendersNeeded
if DefenderGrouping then
Spawn:InitGrouping( DefenderGrouping )
else
Spawn:InitGrouping()
end
local TakeoffMethod = self:GetSquadronTakeoff( ClosestDefenderSquadronName )
local DefenderGCI = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase, TakeoffMethod, DefenderSquadron.TakeoffAltitude or self.DefenderDefault.TakeoffAltitude ) -- Wrapper.Group#GROUP
self:F( { GCIDefender = DefenderGCI:GetName() } )
local DefenderGCI, DefenderGrouping = self:ResourceActivate( DefenderSquadron, DefendersNeeded )
DefendersNeeded = DefendersNeeded - DefenderGrouping
self:AddDefenderToSquadron( DefenderSquadron, DefenderGCI, DefenderGrouping )
if DefenderGCI then
DefenderCount = DefenderCount - DefenderGrouping / DefenderOverhead
@ -2867,6 +3060,7 @@ do -- AI_A2A_DISPATCHER
if Dispatcher:GetSquadronLanding( Squadron.Name ) == AI_A2A_DISPATCHER.Landing.NearAirbase then
Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender )
Defender:Destroy()
self:ParkDefender( Squadron, Defender )
end
end
end -- if DefenderGCI then
@ -2890,8 +3084,8 @@ do -- AI_A2A_DISPATCHER
--- Creates an ENGAGE task when there are human friendlies airborne near the targets.
-- @param #AI_A2A_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
-- @return Set#SET_UNIT TargetSetUnit: The target set of units.
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem The detected item.
-- @return Core.Set#SET_UNIT TargetSetUnit: The target set of units.
-- @return #nil If there are no targets to be set.
function AI_A2A_DISPATCHER:EvaluateENGAGE( DetectedItem )
self:F( { DetectedItem.ItemID } )
@ -2917,8 +3111,8 @@ do -- AI_A2A_DISPATCHER
--- Creates an GCI task when there are targets for it.
-- @param #AI_A2A_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
-- @return Set#SET_UNIT TargetSetUnit: The target set of units.
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem The detected item.
-- @return Core.Set#SET_UNIT TargetSetUnit: The target set of units.
-- @return #nil If there are no targets to be set.
function AI_A2A_DISPATCHER:EvaluateGCI( DetectedItem )
self:F( { DetectedItem.ItemID } )
@ -2944,7 +3138,7 @@ do -- AI_A2A_DISPATCHER
--- Assigns A2A AI Tasks in relation to the detected items.
-- @param #AI_A2A_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Detection#DETECTION_BASE} derived object.
-- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Functional.Detection#DETECTION_BASE} derived object.
-- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop.
function AI_A2A_DISPATCHER:ProcessDetected( Detection )
@ -2984,6 +3178,8 @@ do -- AI_A2A_DISPATCHER
local Report = REPORT:New( "\nTactical Overview" )
local DefenderGroupCount = 0
-- Now that all obsolete tasks are removed, loop through the detected targets.
for DetectedItemID, DetectedItem in pairs( Detection:GetDetectedItems() ) do
@ -3021,16 +3217,19 @@ do -- AI_A2A_DISPATCHER
for Defender, DefenderTask in pairs( self:GetDefenderTasks() ) do
local Defender = Defender -- Wrapper.Group#GROUP
if DefenderTask.Target and DefenderTask.Target.Index == DetectedItem.Index then
local Fuel = Defender:GetFuel() * 100
local Damage = Defender:GetLife() / Defender:GetLife0() * 100
Report:Add( string.format( " - %s ( %s - %s ): ( #%d ) F: %3d, D:%3d - %s",
Defender:GetName(),
DefenderTask.Type,
DefenderTask.Fsm:GetState(),
Defender:GetSize(),
Fuel,
Damage,
Defender:HasTask() == true and "Executing" or "Idle" ) )
if Defender:IsAlive() then
DefenderGroupCount = DefenderGroupCount + 1
local Fuel = Defender:GetFuelMin() * 100
local Damage = Defender:GetLife() / Defender:GetLife0() * 100
Report:Add( string.format( " - %s ( %s - %s ): ( #%d ) F: %3d, D:%3d - %s",
Defender:GetName(),
DefenderTask.Type,
DefenderTask.Fsm:GetState(),
Defender:GetSize(),
Fuel,
Damage,
Defender:HasTask() == true and "Executing" or "Idle" ) )
end
end
end
end
@ -3043,20 +3242,23 @@ do -- AI_A2A_DISPATCHER
TaskCount = TaskCount + 1
local Defender = Defender -- Wrapper.Group#GROUP
if not DefenderTask.Target then
local DefenderHasTask = Defender:HasTask()
local Fuel = Defender:GetFuel() * 100
local Damage = Defender:GetLife() / Defender:GetLife0() * 100
Report:Add( string.format( " - %s ( %s - %s ): ( #%d ) F: %3d, D:%3d - %s",
Defender:GetName(),
DefenderTask.Type,
DefenderTask.Fsm:GetState(),
Defender:GetSize(),
Fuel,
Damage,
Defender:HasTask() == true and "Executing" or "Idle" ) )
if Defender:IsAlive() then
local DefenderHasTask = Defender:HasTask()
local Fuel = Defender:GetFuelMin() * 100
local Damage = Defender:GetLife() / Defender:GetLife0() * 100
DefenderGroupCount = DefenderGroupCount + 1
Report:Add( string.format( " - %s ( %s - %s ): ( #%d ) F: %3d, D:%3d - %s",
Defender:GetName(),
DefenderTask.Type,
DefenderTask.Fsm:GetState(),
Defender:GetSize(),
Fuel,
Damage,
Defender:HasTask() == true and "Executing" or "Idle" ) )
end
end
end
Report:Add( string.format( "\n - %d Tasks", TaskCount ) )
Report:Add( string.format( "\n - %d Tasks - %d Defender Groups", TaskCount, DefenderGroupCount ) )
self:F( Report:Text( "\n" ) )
trigger.action.outText( Report:Text( "\n" ), 25 )
@ -3069,10 +3271,10 @@ end
do
--- Calculates which HUMAN friendlies are nearby the area
--- Calculates which HUMAN friendlies are nearby the area.
-- @param #AI_A2A_DISPATCHER self
-- @param DetectedItem
-- @return #number, Core.CommandCenter#REPORT
-- @param DetectedItem The detected item.
-- @return #number, Core.Report#REPORT The amount of friendlies and a text string explaining which friendlies of which type.
function AI_A2A_DISPATCHER:GetPlayerFriendliesNearBy( DetectedItem )
local DetectedSet = DetectedItem.Set
@ -3115,14 +3317,14 @@ do
return PlayersCount, PlayerTypesReport
end
--- Calculates which friendlies are nearby the area
--- Calculates which friendlies are nearby the area.
-- @param #AI_A2A_DISPATCHER self
-- @param DetectedItem
-- @return #number, Core.CommandCenter#REPORT
function AI_A2A_DISPATCHER:GetFriendliesNearBy( Target )
-- @param DetectedItem The detected item.
-- @return #number, Core.Report#REPORT The amount of friendlies and a text string explaining which friendlies of which type.
function AI_A2A_DISPATCHER:GetFriendliesNearBy( DetectedItem )
local DetectedSet = Target.Set
local FriendlyUnitsNearBy = self.Detection:GetFriendliesNearBy( Target )
local DetectedSet = DetectedItem.Set
local FriendlyUnitsNearBy = self.Detection:GetFriendliesNearBy( DetectedItem )
local FriendlyTypes = {}
local FriendliesCount = 0
@ -3159,8 +3361,8 @@ do
return FriendliesCount, FriendlyTypesReport
end
---
-- @param AI_A2A_DISPATCHER
--- Schedules a new CAP for the given SquadronName.
-- @param #AI_A2A_DISPATCHER self
-- @param #string SquadronName The squadron name.
function AI_A2A_DISPATCHER:SchedulerCAP( SquadronName )
self:CAP( SquadronName )
@ -3173,12 +3375,8 @@ do
--- @type AI_A2A_GCICAP
-- @extends #AI_A2A_DISPATCHER
--- # AI\_A2A\_GCICAP class, extends @{AI_A2A_Dispatcher#AI_A2A_DISPATCHER}
--
-- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia1.JPG)
--
-- The AI_A2A_GCICAP class is designed to create an automatic air defence system for a coalition setting up GCI and CAP air defenses.
-- The class derives from @{AI#AI_A2A_DISPATCHER} and thus, all the methods that are defined in the @{AI#AI_A2A_DISPATCHER} class, can be used also in AI\_A2A\_GCICAP.
--- Create an automatic air defence system for a coalition setting up GCI and CAP air defenses.
-- The class derives from @{#AI_A2A_DISPATCHER} and thus, all the methods that are defined in the @{#AI_A2A_DISPATCHER} class, can be used also in AI\_A2A\_GCICAP.
--
-- ===
--
@ -3281,7 +3479,7 @@ do
--
-- **The place of the helicopter is important, as the airbase closest to the helicopter will be the airbase from where the CAP planes will take off for CAP.**
--
-- ## 2) There are a lot of defaults set, which can be further modified using the methods in @{AI#AI_A2A_DISPATCHER}:
-- ## 2) There are a lot of defaults set, which can be further modified using the methods in @{#AI_A2A_DISPATCHER}:
--
-- ### 2.1) Planes are taking off in the air from the airbases.
--
@ -3444,7 +3642,7 @@ do
-- For airplanes, 6000 (6km) is recommended, and is also the default value of this parameter.
-- @param #number EngageRadius The radius in meters wherein detected airplanes will be engaged by airborne defenders without a task.
-- @param #number GciRadius The radius in meters wherein detected airplanes will GCI.
-- @param #number Resources The amount of resources that will be allocated to each squadron.
-- @param #number ResourceCount The amount of resources that will be allocated to each squadron.
-- @return #AI_A2A_GCICAP
-- @usage
--
@ -3519,7 +3717,7 @@ do
--
-- A2ADispatcher = AI_A2A_GCICAP:New( { "DF CCCP" }, { "SQ CCCP" }, nil, nil, nil, nil, nil, 30 )
--
function AI_A2A_GCICAP:New( EWRPrefixes, TemplatePrefixes, CapPrefixes, CapLimit, GroupingRadius, EngageRadius, GciRadius, Resources )
function AI_A2A_GCICAP:New( EWRPrefixes, TemplatePrefixes, CapPrefixes, CapLimit, GroupingRadius, EngageRadius, GciRadius, ResourceCount )
local EWRSetGroup = SET_GROUP:New()
EWRSetGroup:FilterPrefixes( EWRPrefixes )
@ -3553,27 +3751,27 @@ do
-- Setup squadrons
self:F( { Airbases = AirbaseNames } )
self:I( { Airbases = AirbaseNames } )
self:F( "Defining Templates for Airbases ..." )
self:I( "Defining Templates for Airbases ..." )
for AirbaseID, AirbaseName in pairs( AirbaseNames ) do
local Airbase = _DATABASE:FindAirbase( AirbaseName ) -- Wrapper.Airbase#AIRBASE
local AirbaseName = Airbase:GetName()
local AirbaseCoord = Airbase:GetCoordinate()
local AirbaseZone = ZONE_RADIUS:New( "Airbase", AirbaseCoord:GetVec2(), 3000 )
local Templates = nil
self:F( { Airbase = AirbaseName } )
self:I( { Airbase = AirbaseName } )
for TemplateID, Template in pairs( self.Templates:GetSet() ) do
local Template = Template -- Wrapper.Group#GROUP
local TemplateCoord = Template:GetCoordinate()
if AirbaseZone:IsVec2InZone( TemplateCoord:GetVec2() ) then
Templates = Templates or {}
table.insert( Templates, Template:GetName() )
self:F( { Template = Template:GetName() } )
self:I( { Template = Template:GetName() } )
end
end
if Templates then
self:SetSquadron( AirbaseName, AirbaseName, Templates, Resources )
self:SetSquadron( AirbaseName, AirbaseName, Templates, ResourceCount )
end
end
@ -3585,13 +3783,13 @@ do
self.CAPTemplates:FilterPrefixes( CapPrefixes )
self.CAPTemplates:FilterOnce()
self:F( "Setting up CAP ..." )
self:I( "Setting up CAP ..." )
for CAPID, CAPTemplate in pairs( self.CAPTemplates:GetSet() ) do
local CAPZone = ZONE_POLYGON:New( CAPTemplate:GetName(), CAPTemplate )
-- Now find the closest airbase from the ZONE (start or center)
local AirbaseDistance = 99999999
local AirbaseClosest = nil -- Wrapper.Airbase#AIRBASE
self:F( { CAPZoneGroup = CAPID } )
self:I( { CAPZoneGroup = CAPID } )
for AirbaseID, AirbaseName in pairs( AirbaseNames ) do
local Airbase = _DATABASE:FindAirbase( AirbaseName ) -- Wrapper.Airbase#AIRBASE
local AirbaseName = Airbase:GetName()
@ -3599,7 +3797,7 @@ do
local Squadron = self.DefenderSquadrons[AirbaseName]
if Squadron then
local Distance = AirbaseCoord:Get2DDistance( CAPZone:GetCoordinate() )
self:F( { AirbaseDistance = Distance } )
self:I( { AirbaseDistance = Distance } )
if Distance < AirbaseDistance then
AirbaseDistance = Distance
AirbaseClosest = Airbase
@ -3607,7 +3805,7 @@ do
end
end
if AirbaseClosest then
self:F( { CAPAirbase = AirbaseClosest:GetName() } )
self:I( { CAPAirbase = AirbaseClosest:GetName() } )
self:SetSquadronCap( AirbaseClosest:GetName(), CAPZone, 6000, 10000, 500, 800, 800, 1200, "RADIO" )
self:SetSquadronCapInterval( AirbaseClosest:GetName(), CapLimit, 300, 600, 1 )
end
@ -3615,14 +3813,14 @@ do
-- Setup GCI.
-- GCI is setup for all Squadrons.
self:F( "Setting up GCI ..." )
self:I( "Setting up GCI ..." )
for AirbaseID, AirbaseName in pairs( AirbaseNames ) do
local Airbase = _DATABASE:FindAirbase( AirbaseName ) -- Wrapper.Airbase#AIRBASE
local AirbaseName = Airbase:GetName()
local Squadron = self.DefenderSquadrons[AirbaseName]
self:F( { Airbase = AirbaseName } )
if Squadron then
self:F( { GCIAirbase = AirbaseName } )
self:I( { GCIAirbase = AirbaseName } )
self:SetSquadronGci( AirbaseName, 800, 1200 )
end
end
@ -3631,6 +3829,7 @@ do
self:HandleEvent( EVENTS.Crash, self.OnEventCrashOrDead )
self:HandleEvent( EVENTS.Dead, self.OnEventCrashOrDead )
--self:HandleEvent( EVENTS.RemoveUnit, self.OnEventCrashOrDead )
self:HandleEvent( EVENTS.Land )
self:HandleEvent( EVENTS.EngineShutdown )
@ -3649,7 +3848,7 @@ do
-- For airplanes, 6000 (6km) is recommended, and is also the default value of this parameter.
-- @param #number EngageRadius The radius in meters wherein detected airplanes will be engaged by airborne defenders without a task.
-- @param #number GciRadius The radius in meters wherein detected airplanes will GCI.
-- @param #number Resources The amount of resources that will be allocated to each squadron.
-- @param #number ResourceCount The amount of resources that will be allocated to each squadron.
-- @return #AI_A2A_GCICAP
-- @usage
--
@ -3733,9 +3932,9 @@ do
--
-- A2ADispatcher = AI_A2A_GCICAP:NewWithBorder( { "DF CCCP" }, { "SQ CCCP" }, "Border", nil, nil, nil, nil, nil, 30 )
--
function AI_A2A_GCICAP:NewWithBorder( EWRPrefixes, TemplatePrefixes, BorderPrefix, CapPrefixes, CapLimit, GroupingRadius, EngageRadius, GciRadius, Resources )
function AI_A2A_GCICAP:NewWithBorder( EWRPrefixes, TemplatePrefixes, BorderPrefix, CapPrefixes, CapLimit, GroupingRadius, EngageRadius, GciRadius, ResourceCount )
local self = AI_A2A_GCICAP:New( EWRPrefixes, TemplatePrefixes, CapPrefixes, CapLimit, GroupingRadius, EngageRadius, GciRadius, Resources )
local self = AI_A2A_GCICAP:New( EWRPrefixes, TemplatePrefixes, CapPrefixes, CapLimit, GroupingRadius, EngageRadius, GciRadius, ResourceCount )
if BorderPrefix then
self:SetBorderZone( ZONE_POLYGON:New( BorderPrefix, GROUP:FindByName( BorderPrefix ) ) )

View File

@ -8,7 +8,8 @@
--
-- ===
--
-- @module AI_A2A_GCI
-- @module AI.AI_A2A_GCI
-- @image AI_Ground_Control_Intercept.JPG
@ -16,13 +17,11 @@
-- @extends AI.AI_A2A#AI_A2A
--- # AI_A2A_GCI class, extends @{AI_A2A#AI_A2A}
--
-- The AI_A2A_GCI class implements the core functions to intercept intruders. The Engage function will intercept intruders.
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
-- ![Process](..\Presentations\AI_GCI\Dia3.JPG)
--
-- The AI_A2A_GCI is assigned a @{Group} and this must be done before the AI_A2A_GCI process can be started using the **Start** event.
-- The AI_A2A_GCI is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_GCI process can be started using the **Start** event.
--
-- ![Process](..\Presentations\AI_GCI\Dia4.JPG)
--
@ -65,15 +64,15 @@
--
-- ### 2.2 AI_A2A_GCI Events
--
-- * **@{AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
-- * **@{AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
-- * **@{#AI_A2A_GCI.Engage}**: Let the AI engage the bogeys.
-- * **@{#AI_A2A_GCI.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
-- * **@{AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
-- * **@{#AI_A2A_GCI.Destroy}**: The AI has destroyed a bogey @{Unit}.
-- * **@{#AI_A2A_GCI.Destroyed}**: The AI has destroyed all bogeys @{Unit}s assigned in the CAS task.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
-- * **@{#AI_A2A_GCI.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}.
-- * **@{#AI_A2A_GCI.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
--
-- ## 3. Set the Range of Engagement
@ -84,7 +83,7 @@
-- that will define when the AI will engage with the detected airborne enemy targets.
-- The range can be beyond or smaller than the range of the Patrol Zone.
-- The range is applied at the position of the AI.
-- Use the method @{AI_GCI#AI_A2A_GCI.SetEngageRange}() to define that range.
-- Use the method @{AI.AI_GCI#AI_A2A_GCI.SetEngageRange}() to define that range.
--
-- ## 4. Set the Zone of Engagement
--
@ -92,7 +91,7 @@
--
-- An optional @{Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI_Cap#AI_A2A_GCI.SetEngageZone}() to define that Zone.
-- Use the method @{AI.AI_Cap#AI_A2A_GCI.SetEngageZone}() to define that Zone.
--
-- ===
--
@ -291,6 +290,7 @@ end
-- @param #string To The To State string.
function AI_A2A_GCI:onafterStart( AIIntercept, From, Event, To )
self:GetParent( self ).onafterStart( self, AIIntercept, From, Event, To )
AIIntercept:HandleEvent( EVENTS.Takeoff, nil, self )
end

View File

@ -1,26 +1,23 @@
--- **AI** -- (R2.2) - Models the process of air patrol of airplanes.
--
-- This is a class used in the @{AI_A2A_Dispatcher}.
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI_A2A_Patrol
-- @module AI.AI_A2A_Patrol
-- @image AI_Air_Patrolling.JPG
--- @type AI_A2A_PATROL
-- @extends AI.AI_A2A#AI_A2A
--- # AI_A2A_PATROL class, extends @{Fsm#FSM_CONTROLLABLE}
--
-- The AI_A2A_PATROL class implements the core functions to patrol a @{Zone} by an AI @{Group} or @{Group}.
--- Implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}.
--
-- ![Process](..\Presentations\AI_PATROL\Dia3.JPG)
--
-- The AI_A2A_PATROL is assigned a @{Group} and this must be done before the AI_A2A_PATROL process can be started using the **Start** event.
-- The AI_A2A_PATROL is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_PATROL process can be started using the **Start** event.
--
-- ![Process](..\Presentations\AI_PATROL\Dia4.JPG)
--
@ -93,7 +90,7 @@
-- * @{#AI_A2A_PATROL.SetDetectionOff}(): Set the detection off, the AI will not detect for targets. The existing target list will NOT be erased.
--
-- The detection frequency can be set with @{#AI_A2A_PATROL.SetRefreshTimeInterval}( seconds ), where the amount of seconds specify how much seconds will be waited before the next detection.
-- Use the method @{#AI_A2A_PATROL.GetDetectedUnits}() to obtain a list of the @{Unit}s detected by the AI.
-- Use the method @{#AI_A2A_PATROL.GetDetectedUnits}() to obtain a list of the @{Wrapper.Unit}s detected by the AI.
--
-- The detection can be filtered to potential targets in a specific zone.
-- Use the method @{#AI_A2A_PATROL.SetDetectionZone}() to set the zone where targets need to be detected.
@ -126,11 +123,11 @@ AI_A2A_PATROL = {
-- @param #AI_A2A_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Group} in km/h.
-- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Group} in km/h.
-- @param Dcs.DCSTypes#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
-- @return #AI_A2A_PATROL self
-- @usage
-- -- Define a new AI_A2A_PATROL Object. This PatrolArea will patrol a Group within PatrolZone between 3000 and 6000 meters, with a variying speed between 600 and 900 km/h.
@ -236,8 +233,8 @@ end
--- Sets (modifies) the minimum and maximum speed of the patrol.
-- @param #AI_A2A_PATROL self
-- @param Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Group} in km/h.
-- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Group} in km/h.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
-- @return #AI_A2A_PATROL self
function AI_A2A_PATROL:SetSpeed( PatrolMinSpeed, PatrolMaxSpeed )
self:F2( { PatrolMinSpeed, PatrolMaxSpeed } )
@ -250,8 +247,8 @@ end
--- Sets the floor and ceiling altitude of the patrol.
-- @param #AI_A2A_PATROL self
-- @param Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @return #AI_A2A_PATROL self
function AI_A2A_PATROL:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude )
self:F2( { PatrolFloorAltitude, PatrolCeilingAltitude } )
@ -354,13 +351,12 @@ function AI_A2A_PATROL:onafterRoute( AIPatrol, From, Event, To )
end
--- @param Wrapper.Group#GROUP AIPatrol
function AI_A2A_PATROL.Resume( AIPatrol )
function AI_A2A_PATROL.Resume( AIPatrol, Fsm )
AIPatrol:F( { "AI_A2A_PATROL.Resume:", AIPatrol:GetName() } )
AIPatrol:I( { "AI_A2A_PATROL.Resume:", AIPatrol:GetName() } )
if AIPatrol:IsAlive() then
local _AI_A2A = AIPatrol:GetState( AIPatrol, "AI_A2A" ) -- #AI_A2A
_AI_A2A:__Reset( 1 )
_AI_A2A:__Route( 5 )
Fsm:__Reset( 1 )
Fsm:__Route( 5 )
end
end

View File

@ -0,0 +1,69 @@
--- **AI** -- Models the process of air to ground operations for airplanes and helicopters.
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI.AI_A2G
-- @image AI_Air_To_Ground_Dispatching.JPG
--- @type AI_A2G
-- @extends AI.AI_Air#AI_AIR
--- The AI_A2G class implements the core functions to operate an AI @{Wrapper.Group} A2G tasking.
--
--
-- # 1) AI_A2G constructor
--
-- * @{#AI_A2G.New}(): Creates a new AI_A2G object.
--
-- # 2) AI_A2G is a Finite State Machine.
--
-- This section must be read as follows. Each of the rows indicate a state transition, triggered through an event, and with an ending state of the event was executed.
-- The first column is the **From** state, the second column the **Event**, and the third column the **To** state.
--
-- So, each of the rows have the following structure.
--
-- * **From** => **Event** => **To**
--
-- Important to know is that an event can only be executed if the **current state** is the **From** state.
-- This, when an **Event** that is being triggered has a **From** state that is equal to the **Current** state of the state machine, the event will be executed,
-- and the resulting state will be the **To** state.
--
-- These are the different possible state transitions of this state machine implementation:
--
-- * Idle => Start => Monitoring
--
-- ## 2.1) AI_A2G States.
--
-- * **Idle**: The process is idle.
--
-- ## 2.2) AI_A2G Events.
--
-- * **Start**: Start the transport process.
-- * **Stop**: Stop the transport process.
-- * **Monitor**: Monitor and take action.
--
-- @field #AI_A2G
AI_A2G = {
ClassName = "AI_A2G",
}
--- Creates a new AI_A2G process.
-- @param #AI_A2G self
-- @param Wrapper.Group#GROUP AIGroup The group object to receive the A2G Process.
-- @return #AI_A2G
function AI_A2G:New( AIGroup )
-- Inherits from BASE
local self = BASE:Inherit( self, AI_AIR:New( AIGroup ) ) -- #AI_A2G
self:SetFuelThreshold( .2, 60 )
self:SetDamageThreshold( 0.95 )
self:SetDisengageRadius( 70000 )
return self
end

View File

@ -0,0 +1,149 @@
--- **AI** -- Models the process of air to ground BAI engagement for airplanes and helicopters.
--
-- This is a class used in the @{AI_A2G_Dispatcher}.
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI.AI_A2G_BAI
-- @image AI_Air_To_Ground_Engage.JPG
--- @type AI_A2G_BAI
-- @extends AI.AI_A2A_Engage#AI_A2A_Engage
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
-- ===
--
-- @field #AI_A2G_BAI
AI_A2G_BAI = {
ClassName = "AI_A2G_BAI",
}
--- Creates a new AI_A2G_BAI object
-- @param #AI_A2G_BAI self
-- @param Wrapper.Group#GROUP AIGroup
-- @param DCS#Speed EngageMinSpeed The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
-- @return #AI_A2G_BAI
function AI_A2G_BAI:New( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
-- Inherits from BASE
local self = BASE:Inherit( self, AI_A2G_PATROL:New( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) ) -- #AI_A2G_BAI
return self
end
--- @param #AI_A2G_BAI self
-- @param Wrapper.Group#GROUP DefenderGroup The GroupGroup managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_A2G_BAI:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit )
self:F( { DefenderGroup, From, Event, To, AttackSetUnit} )
local DefenderGroupName = DefenderGroup:GetName()
self.AttackSetUnit = AttackSetUnit or self.AttackSetUnit -- Core.Set#SET_UNIT
local AttackCount = self.AttackSetUnit:Count()
if AttackCount > 0 then
if DefenderGroup:IsAlive() then
-- Determine the distance to the target.
-- If it is less than 10km, then attack without a route.
-- Otherwise perform a route attack.
local DefenderCoord = DefenderGroup:GetPointVec3()
DefenderCoord:SetY( math.random( self.EngageFloorAltitude, self.EngageCeilingAltitude ) ) -- Ground targets don't have an altitude.
local TargetCoord = self.AttackSetUnit:GetFirst():GetPointVec3()
TargetCoord:SetY( math.random( self.EngageFloorAltitude, self.EngageCeilingAltitude ) ) -- Ground targets don't have an altitude.
local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord )
local EngageRoute = {}
local ToTargetSpeed = math.random( self.EngageMinSpeed, self.EngageMaxSpeed )
--- Calculate the target route point.
local FromWP = DefenderCoord:WaypointAir(
self.PatrolAltType or "RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
ToTargetSpeed,
true
)
EngageRoute[#EngageRoute+1] = FromWP
local ToCoord = self.AttackSetUnit:GetFirst():GetCoordinate()
self:SetTargetDistance( ToCoord ) -- For RTB status check
local FromEngageAngle = ToCoord:GetAngleDegrees( ToCoord:GetDirectionVec3( DefenderCoord ) )
--- Create a route point of type air.
local ToWP = ToCoord:Translate( 10000, FromEngageAngle ):WaypointAir(
self.PatrolAltType or "RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
ToTargetSpeed,
true
)
self:F( { Angle = FromEngageAngle, ToTargetSpeed = ToTargetSpeed } )
self:F( { self.EngageMinSpeed, self.EngageMaxSpeed, ToTargetSpeed } )
EngageRoute[#EngageRoute+1] = ToWP
local AttackTasks = {}
for AttackUnitID, AttackUnit in pairs( self.AttackSetUnit:GetSet() ) do
if AttackUnit:IsAlive() and AttackUnit:IsGround() then
self:T( { "Engage Unit evaluation:", AttackUnit:GetName(), AttackUnit:IsAlive(), AttackUnit:IsGround() } )
self:T( { "Eliminating Unit:", AttackUnit:GetName() } )
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit )
end
end
if #AttackTasks == 0 then
self:E( DefenderGroupName .. ": No targets found -> Going RTB")
self:Return()
self:__RTB( 0.5 )
else
DefenderGroup:OptionROEOpenFire()
DefenderGroup:OptionROTEvadeFire()
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskFunction( "AI_A2G_ENGAGE.EngageRoute", self )
EngageRoute[#EngageRoute].task = DefenderGroup:TaskCombo( AttackTasks )
end
DefenderGroup:Route( EngageRoute, 0.5 )
end
else
self:E( DefenderGroupName .. ": No targets found -> Going RTB")
self:Return()
self:__RTB( 0.5 )
end
end

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--- **AI** -- Models the process of air to ground engagement for airplanes and helicopters.
--
-- This is a class used in the @{AI_A2G_Dispatcher}.
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI.AI_A2G_CAS
-- @image AI_Air_To_Ground_Engage.JPG
--- @type AI_A2G_CAS
-- @extends AI.AI_A2G_Patrol#AI_A2G_PATROL
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
-- ===
--
-- @field #AI_A2G_CAS
AI_A2G_CAS = {
ClassName = "AI_A2G_CAS",
}
--- Creates a new AI_A2G_CAS object
-- @param #AI_A2G_CAS self
-- @param Wrapper.Group#GROUP AIGroup
-- @param DCS#Speed EngageMinSpeed The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
-- @return #AI_A2G_CAS
function AI_A2G_CAS:New( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
-- Inherits from BASE
local self = BASE:Inherit( self, AI_A2G_PATROL:New( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) ) -- #AI_A2G_CAS
local RTBSpeedMax = AIGroup:GetSpeedMax()
self:SetRTBSpeed( RTBSpeedMax * 0.50, RTBSpeedMax * 0.75 )
return self
end
--- @param #AI_A2G_CAS self
-- @param Wrapper.Group#GROUP DefenderGroup The GroupGroup managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_A2G_CAS:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit )
self:F( { DefenderGroup, From, Event, To, AttackSetUnit} )
local DefenderGroupName = DefenderGroup:GetName()
self.AttackSetUnit = AttackSetUnit or self.AttackSetUnit -- Core.Set#SET_UNIT
local AttackCount = self.AttackSetUnit:Count()
if AttackCount > 0 then
if DefenderGroup:IsAlive() then
-- Determine the distance to the target.
-- If it is less than 10km, then attack without a route.
-- Otherwise perform a route attack.
local DefenderCoord = DefenderGroup:GetPointVec3()
DefenderCoord:SetY( math.random( self.EngageFloorAltitude, self.EngageCeilingAltitude ) ) -- Ground targets don't have an altitude.
local TargetCoord = self.AttackSetUnit:GetFirst():GetPointVec3()
TargetCoord:SetY( math.random( self.EngageFloorAltitude, self.EngageCeilingAltitude ) ) -- Ground targets don't have an altitude.
local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord )
local EngageRoute = {}
local ToTargetSpeed = math.random( self.EngageMinSpeed, self.EngageMaxSpeed )
--- Calculate the target route point.
local FromWP = DefenderCoord:WaypointAir(
self.PatrolAltType or "RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
ToTargetSpeed,
true
)
EngageRoute[#EngageRoute+1] = FromWP
self:SetTargetDistance( TargetCoord ) -- For RTB status check
local FromEngageAngle = TargetCoord:GetAngleDegrees( TargetCoord:GetDirectionVec3( DefenderCoord ) )
local EngageDistance = ( DefenderGroup:IsHelicopter() and 5000 ) or ( DefenderGroup:IsAirPlane() and 10000 )
--- Create a route point of type air.
local ToWP = TargetCoord:Translate( EngageDistance, FromEngageAngle ):WaypointAir(
self.PatrolAltType or "RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
ToTargetSpeed,
true
)
self:F( { Angle = FromEngageAngle, ToTargetSpeed = ToTargetSpeed } )
self:F( { self.EngageMinSpeed, self.EngageMaxSpeed, ToTargetSpeed } )
EngageRoute[#EngageRoute+1] = ToWP
local AttackTasks = {}
for AttackUnitID, AttackUnit in pairs( self.AttackSetUnit:GetSet() ) do
if AttackUnit:IsAlive() and AttackUnit:IsGround() then
self:T( { "Eliminating Unit:", AttackUnit:GetName() } )
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit )
end
end
if #AttackTasks == 0 then
self:E( DefenderGroupName .. ": No targets found -> Going RTB")
self:Return()
self:__RTB( 0.5 )
else
DefenderGroup:OptionROEOpenFire()
DefenderGroup:OptionROTEvadeFire()
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskFunction( "AI_A2G_ENGAGE.EngageRoute", self )
EngageRoute[#EngageRoute].task = DefenderGroup:TaskCombo( AttackTasks )
end
DefenderGroup:Route( EngageRoute, 0.5 )
end
else
self:E( DefenderGroupName .. ": No targets found -> Going RTB")
self:Return()
self:__RTB( 0.5 )
end
end

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--- **AI** -- Models the process of air to ground engagement for airplanes and helicopters.
--
-- This is a class used in the @{AI_A2G_Dispatcher}.
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI.AI_A2G_Engage
-- @image AI_Air_To_Ground_Engage.JPG
--- @type AI_A2G_ENGAGE
-- @extends AI.AI_A2G#AI_A2G
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
-- ![Process](..\Presentations\AI_GCI\Dia3.JPG)
--
-- The AI_A2G_ENGAGE is assigned a @{Wrapper.Group} and this must be done before the AI_A2G_ENGAGE process can be started using the **Start** event.
--
-- ![Process](..\Presentations\AI_GCI\Dia4.JPG)
--
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
--
-- ![Process](..\Presentations\AI_GCI\Dia5.JPG)
--
-- This cycle will continue.
--
-- ![Process](..\Presentations\AI_GCI\Dia6.JPG)
--
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
--
-- ![Process](..\Presentations\AI_GCI\Dia9.JPG)
--
-- When enemies are detected, the AI will automatically engage the enemy.
--
-- ![Process](..\Presentations\AI_GCI\Dia10.JPG)
--
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Process](..\Presentations\AI_GCI\Dia13.JPG)
--
-- ## 1. AI_A2G_ENGAGE constructor
--
-- * @{#AI_A2G_ENGAGE.New}(): Creates a new AI_A2G_ENGAGE object.
--
-- ## 3. Set the Range of Engagement
--
-- ![Range](..\Presentations\AI_GCI\Dia11.JPG)
--
-- An optional range can be set in meters,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- The range can be beyond or smaller than the range of the Patrol Zone.
-- The range is applied at the position of the AI.
-- Use the method @{AI.AI_GCI#AI_A2G_ENGAGE.SetEngageRange}() to define that range.
--
-- ## 4. Set the Zone of Engagement
--
-- ![Zone](..\Presentations\AI_GCI\Dia12.JPG)
--
-- An optional @{Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI.AI_Cap#AI_A2G_ENGAGE.SetEngageZone}() to define that Zone.
--
-- ===
--
-- @field #AI_A2G_ENGAGE
AI_A2G_ENGAGE = {
ClassName = "AI_A2G_ENGAGE",
}
--- Creates a new AI_A2G_ENGAGE object
-- @param #AI_A2G_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup
-- @param DCS#Speed EngageMinSpeed (optional, default = 50% of max speed) The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#Speed EngageMaxSpeed (optional, default = 75% of max speed) The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#Altitude EngageFloorAltitude (optional, default = 1000m ) The lowest altitude in meters where to execute the engagement.
-- @param DCS#Altitude EngageCeilingAltitude (optional, default = 1500m ) The highest altitude in meters where to execute the engagement.
-- @return #AI_A2G_ENGAGE
function AI_A2G_ENGAGE:New( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude )
-- Inherits from BASE
local self = BASE:Inherit( self, AI_A2G:New( AIGroup ) ) -- #AI_A2G_ENGAGE
self.Accomplished = false
self.Engaging = false
local SpeedMax = AIGroup:GetSpeedMax()
self.EngageMinSpeed = EngageMinSpeed or SpeedMax * 0.5
self.EngageMaxSpeed = EngageMaxSpeed or SpeedMax * 0.75
self.EngageFloorAltitude = EngageFloorAltitude or 1000
self.EngageCeilingAltitude = EngageCeilingAltitude or 1500
self:AddTransition( { "Started", "Engaging", "Returning", "Airborne", "Patrolling" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_A2G_ENGAGE.
--- OnBefore Transition Handler for Event Engage.
-- @function [parent=#AI_A2G_ENGAGE] OnBeforeEngage
-- @param #AI_A2G_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Engage.
-- @function [parent=#AI_A2G_ENGAGE] OnAfterEngage
-- @param #AI_A2G_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Engage.
-- @function [parent=#AI_A2G_ENGAGE] Engage
-- @param #AI_A2G_ENGAGE self
--- Asynchronous Event Trigger for Event Engage.
-- @function [parent=#AI_A2G_ENGAGE] __Engage
-- @param #AI_A2G_ENGAGE self
-- @param #number Delay The delay in seconds.
--- OnLeave Transition Handler for State Engaging.
-- @function [parent=#AI_A2G_ENGAGE] OnLeaveEngaging
-- @param #AI_A2G_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnEnter Transition Handler for State Engaging.
-- @function [parent=#AI_A2G_ENGAGE] OnEnterEngaging
-- @param #AI_A2G_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
self:AddTransition( "Engaging", "Fired", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_A2G_ENGAGE.
--- OnBefore Transition Handler for Event Fired.
-- @function [parent=#AI_A2G_ENGAGE] OnBeforeFired
-- @param #AI_A2G_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Fired.
-- @function [parent=#AI_A2G_ENGAGE] OnAfterFired
-- @param #AI_A2G_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Fired.
-- @function [parent=#AI_A2G_ENGAGE] Fired
-- @param #AI_A2G_ENGAGE self
--- Asynchronous Event Trigger for Event Fired.
-- @function [parent=#AI_A2G_ENGAGE] __Fired
-- @param #AI_A2G_ENGAGE self
-- @param #number Delay The delay in seconds.
self:AddTransition( "*", "Destroy", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_A2G_ENGAGE.
--- OnBefore Transition Handler for Event Destroy.
-- @function [parent=#AI_A2G_ENGAGE] OnBeforeDestroy
-- @param #AI_A2G_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Destroy.
-- @function [parent=#AI_A2G_ENGAGE] OnAfterDestroy
-- @param #AI_A2G_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Destroy.
-- @function [parent=#AI_A2G_ENGAGE] Destroy
-- @param #AI_A2G_ENGAGE self
--- Asynchronous Event Trigger for Event Destroy.
-- @function [parent=#AI_A2G_ENGAGE] __Destroy
-- @param #AI_A2G_ENGAGE self
-- @param #number Delay The delay in seconds.
self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2G_ENGAGE.
--- OnBefore Transition Handler for Event Abort.
-- @function [parent=#AI_A2G_ENGAGE] OnBeforeAbort
-- @param #AI_A2G_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Abort.
-- @function [parent=#AI_A2G_ENGAGE] OnAfterAbort
-- @param #AI_A2G_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Abort.
-- @function [parent=#AI_A2G_ENGAGE] Abort
-- @param #AI_A2G_ENGAGE self
--- Asynchronous Event Trigger for Event Abort.
-- @function [parent=#AI_A2G_ENGAGE] __Abort
-- @param #AI_A2G_ENGAGE self
-- @param #number Delay The delay in seconds.
self:AddTransition( "Engaging", "Accomplish", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2G_ENGAGE.
--- OnBefore Transition Handler for Event Accomplish.
-- @function [parent=#AI_A2G_ENGAGE] OnBeforeAccomplish
-- @param #AI_A2G_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Accomplish.
-- @function [parent=#AI_A2G_ENGAGE] OnAfterAccomplish
-- @param #AI_A2G_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Accomplish.
-- @function [parent=#AI_A2G_ENGAGE] Accomplish
-- @param #AI_A2G_ENGAGE self
--- Asynchronous Event Trigger for Event Accomplish.
-- @function [parent=#AI_A2G_ENGAGE] __Accomplish
-- @param #AI_A2G_ENGAGE self
-- @param #number Delay The delay in seconds.
return self
end
--- onafter event handler for Start event.
-- @param #AI_A2G_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The AI group managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_A2G_ENGAGE:onafterStart( AIGroup, From, Event, To )
self:GetParent( self, AI_A2G_ENGAGE ).onafterStart( self, AIGroup, From, Event, To )
AIGroup:HandleEvent( EVENTS.Takeoff, nil, self )
end
--- onafter event handler for Engage event.
-- @param #AI_A2G_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The AI Group managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_A2G_ENGAGE:onafterEngage( AIGroup, From, Event, To )
self:HandleEvent( EVENTS.Dead )
end
-- todo: need to fix this global function
--- @param Wrapper.Group#GROUP AIControllable
function AI_A2G_ENGAGE.EngageRoute( AIGroup, Fsm )
AIGroup:F( { "AI_A2G_ENGAGE.EngageRoute:", AIGroup:GetName() } )
if AIGroup:IsAlive() then
Fsm:__Engage( 0.5 )
--local Task = AIGroup:TaskOrbitCircle( 4000, 400 )
--AIGroup:SetTask( Task )
end
end
--- onbefore event handler for Engage event.
-- @param #AI_A2G_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_A2G_ENGAGE:onbeforeEngage( AIGroup, From, Event, To )
if self.Accomplished == true then
return false
end
end
--- onafter event handler for Abort event.
-- @param #AI_A2G_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The AI Group managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_A2G_ENGAGE:onafterAbort( AIGroup, From, Event, To )
AIGroup:ClearTasks()
self:Return()
self:__RTB( 0.5 )
end
--- @param #AI_A2G_ENGAGE self
-- @param Wrapper.Group#GROUP DefenderGroup The GroupGroup managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_A2G_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit )
self:F( { DefenderGroup, From, Event, To, AttackSetUnit} )
end
--- @param #AI_A2G_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_A2G_ENGAGE:onafterAccomplish( AIGroup, From, Event, To )
self.Accomplished = true
self:SetDetectionOff()
end
--- @param #AI_A2G_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @param Core.Event#EVENTDATA EventData
function AI_A2G_ENGAGE:onafterDestroy( AIGroup, From, Event, To, EventData )
if EventData.IniUnit then
self.AttackUnits[EventData.IniUnit] = nil
end
end
--- @param #AI_A2G_ENGAGE self
-- @param Core.Event#EVENTDATA EventData
function AI_A2G_ENGAGE:OnEventDead( EventData )
self:F( { "EventDead", EventData } )
if EventData.IniDCSUnit then
if self.AttackUnits and self.AttackUnits[EventData.IniUnit] then
self:__Destroy( 1, EventData )
end
end
end

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--- **AI** -- Models the process of A2G patrolling and engaging ground targets for airplanes and helicopters.
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI.AI_A2G_Patrol
-- @image AI_Air_To_Ground_Patrol.JPG
--- @type AI_A2G_PATROL
-- @extends AI.AI_A2G_Engage#AI_A2G_ENGAGE
--- The AI_A2G_PATROL class implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
--
-- ![Process](..\Presentations\AI_CAP\Dia3.JPG)
--
-- The AI_A2G_PATROL is assigned a @{Wrapper.Group} and this must be done before the AI_A2G_PATROL process can be started using the **Start** event.
--
-- ![Process](..\Presentations\AI_CAP\Dia4.JPG)
--
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
--
-- ![Process](..\Presentations\AI_CAP\Dia5.JPG)
--
-- This cycle will continue.
--
-- ![Process](..\Presentations\AI_CAP\Dia6.JPG)
--
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
--
-- ![Process](..\Presentations\AI_CAP\Dia9.JPG)
--
-- When enemies are detected, the AI will automatically engage the enemy.
--
-- ![Process](..\Presentations\AI_CAP\Dia10.JPG)
--
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Process](..\Presentations\AI_CAP\Dia13.JPG)
--
-- ## 1. AI_A2G_PATROL constructor
--
-- * @{#AI_A2G_PATROL.New}(): Creates a new AI_A2G_PATROL object.
--
-- ## 2. AI_A2G_PATROL is a FSM
--
-- ![Process](..\Presentations\AI_CAP\Dia2.JPG)
--
-- ### 2.1 AI_A2G_PATROL States
--
-- * **None** ( Group ): The process is not started yet.
-- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone.
-- * **Engaging** ( Group ): The AI is engaging the bogeys.
-- * **Returning** ( Group ): The AI is returning to Base..
--
-- ### 2.2 AI_A2G_PATROL Events
--
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
-- * **@{#AI_A2G_PATROL.Engage}**: Let the AI engage the bogeys.
-- * **@{#AI_A2G_PATROL.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
-- * **@{#AI_A2G_PATROL.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}.
-- * **@{#AI_A2G_PATROL.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
--
-- ## 3. Set the Range of Engagement
--
-- ![Range](..\Presentations\AI_CAP\Dia11.JPG)
--
-- An optional range can be set in meters,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- The range can be beyond or smaller than the range of the Patrol Zone.
-- The range is applied at the position of the AI.
-- Use the method @{AI.AI_CAP#AI_A2G_PATROL.SetEngageRange}() to define that range.
--
-- ## 4. Set the Zone of Engagement
--
-- ![Zone](..\Presentations\AI_CAP\Dia12.JPG)
--
-- An optional @{Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI.AI_Cap#AI_A2G_PATROL.SetEngageZone}() to define that Zone.
--
-- ===
--
-- @field #AI_A2G_PATROL
AI_A2G_PATROL = {
ClassName = "AI_A2G_PATROL",
}
--- Creates a new AI_A2G_PATROL object
-- @param #AI_A2G_PATROL self
-- @param Wrapper.Group#GROUP AIGroup
-- @param DCS#Speed EngageMinSpeed (optional, default = 50% of max speed) The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#Speed EngageMaxSpeed (optional, default = 75% of max speed) The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#Altitude EngageFloorAltitude (optional, default = 1000m ) The lowest altitude in meters where to execute the engagement.
-- @param DCS#Altitude EngageCeilingAltitude (optional, default = 1500m ) The highest altitude in meters where to execute the engagement.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude (optional, default = 1000m ) The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude (optional, default = 1500m ) The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed (optional, default = 50% of max speed) The minimum speed of the @{Wrapper.Group} in km/h.
-- @param DCS#Speed PatrolMaxSpeed (optional, default = 75% of max speed) The maximum speed of the @{Wrapper.Group} in km/h.
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO.
-- @return #AI_A2G_PATROL
function AI_A2G_PATROL:New( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
-- Inherits from BASE
local self = BASE:Inherit( self, AI_A2G_ENGAGE:New( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude ) ) -- #AI_A2G_PATROL
local SpeedMax = AIGroup:GetSpeedMax()
self.PatrolZone = PatrolZone
self.PatrolFloorAltitude = PatrolFloorAltitude or 1000
self.PatrolCeilingAltitude = PatrolCeilingAltitude or 1500
self.PatrolMinSpeed = PatrolMinSpeed or SpeedMax * 0.5
self.PatrolMaxSpeed = PatrolMaxSpeed or SpeedMax * 0.75
-- defafult PatrolAltType to "RADIO" if not specified
self.PatrolAltType = PatrolAltType or "RADIO"
self:AddTransition( { "Started", "Airborne", "Refuelling" }, "Patrol", "Patrolling" )
--- OnBefore Transition Handler for Event Patrol.
-- @function [parent=#AI_A2G_PATROL] OnBeforePatrol
-- @param #AI_A2G_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Patrol.
-- @function [parent=#AI_A2G_PATROL] OnAfterPatrol
-- @param #AI_A2G_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Patrol.
-- @function [parent=#AI_A2G_PATROL] Patrol
-- @param #AI_A2G_PATROL self
--- Asynchronous Event Trigger for Event Patrol.
-- @function [parent=#AI_A2G_PATROL] __Patrol
-- @param #AI_A2G_PATROL self
-- @param #number Delay The delay in seconds.
--- OnLeave Transition Handler for State Patrolling.
-- @function [parent=#AI_A2G_PATROL] OnLeavePatrolling
-- @param #AI_A2G_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnEnter Transition Handler for State Patrolling.
-- @function [parent=#AI_A2G_PATROL] OnEnterPatrolling
-- @param #AI_A2G_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
self:AddTransition( "Patrolling", "Route", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2G_PATROL.
--- OnBefore Transition Handler for Event Route.
-- @function [parent=#AI_A2G_PATROL] OnBeforeRoute
-- @param #AI_A2G_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Route.
-- @function [parent=#AI_A2G_PATROL] OnAfterRoute
-- @param #AI_A2G_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Route.
-- @function [parent=#AI_A2G_PATROL] Route
-- @param #AI_A2G_PATROL self
--- Asynchronous Event Trigger for Event Route.
-- @function [parent=#AI_A2G_PATROL] __Route
-- @param #AI_A2G_PATROL self
-- @param #number Delay The delay in seconds.
self:AddTransition( "*", "Reset", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2G_PATROL.
return self
end
--- Set the Engage Range when the AI will engage with airborne enemies.
-- @param #AI_A2G_PATROL self
-- @param #number EngageRange The Engage Range.
-- @return #AI_A2G_PATROL self
function AI_A2G_PATROL:SetEngageRange( EngageRange )
self:F2()
if EngageRange then
self.EngageRange = EngageRange
else
self.EngageRange = nil
end
end
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
-- @param #AI_A2G_PATROL self
-- @return #AI_A2G_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_A2G_PATROL:onafterPatrol( AIPatrol, From, Event, To )
self:F2()
self:ClearTargetDistance()
self:__Route( 1 )
AIPatrol:OnReSpawn(
function( PatrolGroup )
self:__Reset( 1 )
self:__Route( 5 )
end
)
end
--- @param Wrapper.Group#GROUP AIPatrol
-- This statis method is called from the route path within the last task at the last waaypoint of the AIPatrol.
-- Note that this method is required, as triggers the next route when patrolling for the AIPatrol.
function AI_A2G_PATROL.PatrolRoute( AIPatrol, Fsm )
AIPatrol:F( { "AI_A2G_PATROL.PatrolRoute:", AIPatrol:GetName() } )
if AIPatrol:IsAlive() then
Fsm:Route()
end
end
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
-- @param #AI_A2G_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_A2G_PATROL:onafterRoute( AIPatrol, From, Event, To )
self:F2()
-- When RTB, don't allow anymore the routing.
if From == "RTB" then
return
end
if AIPatrol:IsAlive() then
local PatrolRoute = {}
--- Calculate the target route point.
local CurrentCoord = AIPatrol:GetCoordinate()
local ToTargetCoord = self.PatrolZone:GetRandomPointVec2()
ToTargetCoord:SetAlt( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ) )
self:SetTargetDistance( ToTargetCoord ) -- For RTB status check
local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
--- Create a route point of type air.
local ToPatrolRoutePoint = ToTargetCoord:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
ToTargetSpeed,
true
)
PatrolRoute[#PatrolRoute+1] = ToPatrolRoutePoint
PatrolRoute[#PatrolRoute+1] = ToPatrolRoutePoint
local Tasks = {}
Tasks[#Tasks+1] = AIPatrol:TaskFunction( "AI_A2G_PATROL.PatrolRoute", self )
PatrolRoute[#PatrolRoute].task = AIPatrol:TaskCombo( Tasks )
AIPatrol:OptionROEReturnFire()
AIPatrol:OptionROTEvadeFire()
AIPatrol:Route( PatrolRoute, 0.5 )
end
end
--- @param Wrapper.Group#GROUP AIPatrol
function AI_A2G_PATROL.Resume( AIPatrol, Fsm )
AIPatrol:I( { "AI_A2G_PATROL.Resume:", AIPatrol:GetName() } )
if AIPatrol:IsAlive() then
Fsm:__Reset( 1 )
Fsm:__Route( 5 )
end
end

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--- **AI** -- Models the process of air to ground SEAD engagement for airplanes and helicopters.
--
-- This is a class used in the @{AI_A2G_Dispatcher}.
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI.AI_A2G_SEAD
-- @image AI_Air_To_Ground_Engage.JPG
--- @type AI_A2G_SEAD
-- @extends AI.AI_A2G_Patrol#AI_A2G_PATROL
--- Implements the core functions to SEAD intruders. Use the Engage trigger to intercept intruders.
--
-- ![Process](..\Presentations\AI_GCI\Dia3.JPG)
--
-- The AI_A2G_SEAD is assigned a @{Wrapper.Group} and this must be done before the AI_A2G_SEAD process can be started using the **Start** event.
--
-- ![Process](..\Presentations\AI_GCI\Dia4.JPG)
--
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
--
-- ![Process](..\Presentations\AI_GCI\Dia5.JPG)
--
-- This cycle will continue.
--
-- ![Process](..\Presentations\AI_GCI\Dia6.JPG)
--
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
--
-- ![Process](..\Presentations\AI_GCI\Dia9.JPG)
--
-- When enemies are detected, the AI will automatically engage the enemy.
--
-- ![Process](..\Presentations\AI_GCI\Dia10.JPG)
--
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Process](..\Presentations\AI_GCI\Dia13.JPG)
--
-- ## 1. AI_A2G_SEAD constructor
--
-- * @{#AI_A2G_SEAD.New}(): Creates a new AI_A2G_SEAD object.
--
-- ## 3. Set the Range of Engagement
--
-- ![Range](..\Presentations\AI_GCI\Dia11.JPG)
--
-- An optional range can be set in meters,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- The range can be beyond or smaller than the range of the Patrol Zone.
-- The range is applied at the position of the AI.
-- Use the method @{AI.AI_GCI#AI_A2G_SEAD.SetEngageRange}() to define that range.
--
-- ## 4. Set the Zone of Engagement
--
-- ![Zone](..\Presentations\AI_GCI\Dia12.JPG)
--
-- An optional @{Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI.AI_Cap#AI_A2G_SEAD.SetEngageZone}() to define that Zone.
--
-- ===
--
-- @field #AI_A2G_SEAD
AI_A2G_SEAD = {
ClassName = "AI_A2G_SEAD",
}
--- Creates a new AI_A2G_SEAD object
-- @param #AI_A2G_SEAD self
-- @param Wrapper.Group#GROUP AIGroup
-- @param DCS#Speed EngageMinSpeed The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
-- @return #AI_A2G_SEAD
function AI_A2G_SEAD:New( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
-- Inherits from BASE
local self = BASE:Inherit( self, AI_A2G_PATROL:New( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) ) -- #AI_A2G_SEAD
return self
end
--- @param #AI_A2G_SEAD self
-- @param Wrapper.Group#GROUP DefenderGroup The GroupGroup managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_A2G_SEAD:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit )
self:F( { DefenderGroup, From, Event, To, AttackSetUnit} )
local DefenderGroupName = DefenderGroup:GetName()
self.AttackSetUnit = AttackSetUnit or self.AttackSetUnit -- Core.Set#SET_UNIT
local AttackCount = self.AttackSetUnit:Count()
if AttackCount > 0 then
if DefenderGroup:IsAlive() then
-- Determine the distance to the target.
-- If it is less than 50km, then attack without a route.
-- Otherwise perform a route attack.
local DefenderCoord = DefenderGroup:GetPointVec3()
DefenderCoord:SetY( math.random( self.EngageFloorAltitude, self.EngageCeilingAltitude ) ) -- Ground targets don't have an altitude.
local TargetCoord = self.AttackSetUnit:GetFirst():GetPointVec3()
TargetCoord:SetY( math.random( self.EngageFloorAltitude, self.EngageCeilingAltitude ) ) -- Ground targets don't have an altitude.
local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord )
-- if TargetDistance >= 50000 then
local EngageRoute = {}
local ToTargetSpeed = math.random( self.EngageMinSpeed, self.EngageMaxSpeed )
--- Calculate the target route point.
local FromWP = DefenderCoord:WaypointAir(
self.PatrolAltType or "RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
ToTargetSpeed,
true
)
EngageRoute[#EngageRoute+1] = FromWP
local ToCoord = self.AttackSetUnit:GetFirst():GetCoordinate()
self:SetTargetDistance( ToCoord ) -- For RTB status check
local FromEngageAngle = ToCoord:GetAngleDegrees( ToCoord:GetDirectionVec3( DefenderCoord ) )
--- Create a route point of type air, 50km from the center of the attack point.
local ToWP = ToCoord:Translate( 50000, FromEngageAngle ):WaypointAir(
self.PatrolAltType or "RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
ToTargetSpeed,
true
)
self:F( { Angle = FromEngageAngle, ToTargetSpeed = ToTargetSpeed } )
self:F( { self.EngageMinSpeed, self.EngageMaxSpeed, ToTargetSpeed } )
EngageRoute[#EngageRoute+1] = ToWP
local AttackTasks = {}
for AttackUnitID, AttackUnit in pairs( self.AttackSetUnit:GetSet() ) do
if AttackUnit:IsAlive() and AttackUnit:IsGround() then
self:T( { "Engage Unit evaluation:", AttackUnit:GetName(), AttackUnit:IsAlive(), AttackUnit:IsGround() } )
local HasRadar = AttackUnit:HasSEAD()
if HasRadar then
self:T( { "Eliminating Unit:", AttackUnit:GetName() } )
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit )
end
end
end
if #AttackTasks == 0 then
self:E( DefenderGroupName .. ": No targets found -> Going RTB")
self:Return()
self:__RTB( 0.5 )
else
DefenderGroup:OptionROEOpenFire()
DefenderGroup:OptionROTVertical()
DefenderGroup:OptionKeepWeaponsOnThreat()
--DefenderGroup:OptionRTBAmmo( Weapon.flag.AnyASM )
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskFunction( "AI_A2G_ENGAGE.EngageRoute", self )
EngageRoute[#EngageRoute].task = DefenderGroup:TaskCombo( AttackTasks )
end
DefenderGroup:Route( EngageRoute, 2 )
-- else
-- local AttackTasks = {}
-- --local AttackUnit = self.AttackSetUnit:GetRandom() -- Wrapper.Unit#UNIT
-- for AttackUnitID, AttackUnit in pairs( self.AttackSetUnit:GetSet() ) do
-- if AttackUnit:IsAlive() and AttackUnit:IsGround() then
-- local HasRadar = AttackUnit:HasSEAD()
-- if HasRadar then
-- self:T( { "Eliminating Unit:", AttackUnit:GetName(), AttackUnit:IsAlive(), AttackUnit:IsGround() } )
-- AttackTasks[#AttackTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit )
-- AttackTasks[#AttackTasks+1] = DefenderGroup:TaskFunction( "AI_A2G_ENGAGE.EngageRoute", self )
-- end
-- end
-- end
-- local DefenderTask = DefenderGroup:TaskCombo( AttackTasks )
--
-- DefenderGroup:OptionROEOpenFire()
-- DefenderGroup:OptionROTVertical()
-- DefenderGroup:OptionKeepWeaponsOnThreat()
-- DefenderGroup:OptionRTBAmmo( Weapon.flag.AnyASM )
--
-- DefenderGroup:SetTask( DefenderTask, 0 )
-- end
end
else
self:E( DefenderGroupName .. ": No targets found -> Going RTB")
self:Return()
self:__RTB( 0.5 )
end
end

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--- **AI** -- Models the process of AI air operations.
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI.AI_Air
-- @image AI_Air_Operations.JPG
--- @type AI_AIR
-- @extends Core.Fsm#FSM_CONTROLLABLE
--- The AI_AIR class implements the core functions to operate an AI @{Wrapper.Group}.
--
--
-- # 1) AI_AIR constructor
--
-- * @{#AI_AIR.New}(): Creates a new AI_AIR object.
--
-- # 2) AI_AIR is a Finite State Machine.
--
-- This section must be read as follows. Each of the rows indicate a state transition, triggered through an event, and with an ending state of the event was executed.
-- The first column is the **From** state, the second column the **Event**, and the third column the **To** state.
--
-- So, each of the rows have the following structure.
--
-- * **From** => **Event** => **To**
--
-- Important to know is that an event can only be executed if the **current state** is the **From** state.
-- This, when an **Event** that is being triggered has a **From** state that is equal to the **Current** state of the state machine, the event will be executed,
-- and the resulting state will be the **To** state.
--
-- These are the different possible state transitions of this state machine implementation:
--
-- * Idle => Start => Monitoring
--
-- ## 2.1) AI_AIR States.
--
-- * **Idle**: The process is idle.
--
-- ## 2.2) AI_AIR Events.
--
-- * **Start**: Start the transport process.
-- * **Stop**: Stop the transport process.
-- * **Monitor**: Monitor and take action.
--
-- @field #AI_AIR
AI_AIR = {
ClassName = "AI_AIR",
}
--- Creates a new AI_AIR process.
-- @param #AI_AIR self
-- @param Wrapper.Group#GROUP AIGroup The group object to receive the A2G Process.
-- @return #AI_AIR
function AI_AIR:New( AIGroup )
-- Inherits from BASE
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- #AI_AIR
self:SetControllable( AIGroup )
self:SetStartState( "Stopped" )
self:AddTransition( "*", "Start", "Started" )
--- Start Handler OnBefore for AI_AIR
-- @function [parent=#AI_AIR] OnBeforeStart
-- @param #AI_AIR self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- Start Handler OnAfter for AI_AIR
-- @function [parent=#AI_AIR] OnAfterStart
-- @param #AI_AIR self
-- @param #string From
-- @param #string Event
-- @param #string To
--- Start Trigger for AI_AIR
-- @function [parent=#AI_AIR] Start
-- @param #AI_AIR self
--- Start Asynchronous Trigger for AI_AIR
-- @function [parent=#AI_AIR] __Start
-- @param #AI_AIR self
-- @param #number Delay
self:AddTransition( "*", "Stop", "Stopped" )
--- OnLeave Transition Handler for State Stopped.
-- @function [parent=#AI_AIR] OnLeaveStopped
-- @param #AI_AIR self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnEnter Transition Handler for State Stopped.
-- @function [parent=#AI_AIR] OnEnterStopped
-- @param #AI_AIR self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- OnBefore Transition Handler for Event Stop.
-- @function [parent=#AI_AIR] OnBeforeStop
-- @param #AI_AIR self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Stop.
-- @function [parent=#AI_AIR] OnAfterStop
-- @param #AI_AIR self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Stop.
-- @function [parent=#AI_AIR] Stop
-- @param #AI_AIR self
--- Asynchronous Event Trigger for Event Stop.
-- @function [parent=#AI_AIR] __Stop
-- @param #AI_AIR self
-- @param #number Delay The delay in seconds.
self:AddTransition( "*", "Status", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR.
--- OnBefore Transition Handler for Event Status.
-- @function [parent=#AI_AIR] OnBeforeStatus
-- @param #AI_AIR self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Status.
-- @function [parent=#AI_AIR] OnAfterStatus
-- @param #AI_AIR self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Status.
-- @function [parent=#AI_AIR] Status
-- @param #AI_AIR self
--- Asynchronous Event Trigger for Event Status.
-- @function [parent=#AI_AIR] __Status
-- @param #AI_AIR self
-- @param #number Delay The delay in seconds.
self:AddTransition( "*", "RTB", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR.
--- OnBefore Transition Handler for Event RTB.
-- @function [parent=#AI_AIR] OnBeforeRTB
-- @param #AI_AIR self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event RTB.
-- @function [parent=#AI_AIR] OnAfterRTB
-- @param #AI_AIR self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event RTB.
-- @function [parent=#AI_AIR] RTB
-- @param #AI_AIR self
--- Asynchronous Event Trigger for Event RTB.
-- @function [parent=#AI_AIR] __RTB
-- @param #AI_AIR self
-- @param #number Delay The delay in seconds.
--- OnLeave Transition Handler for State Returning.
-- @function [parent=#AI_AIR] OnLeaveReturning
-- @param #AI_AIR self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnEnter Transition Handler for State Returning.
-- @function [parent=#AI_AIR] OnEnterReturning
-- @param #AI_AIR self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
self:AddTransition( "Patrolling", "Refuel", "Refuelling" )
--- Refuel Handler OnBefore for AI_AIR
-- @function [parent=#AI_AIR] OnBeforeRefuel
-- @param #AI_AIR self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- Refuel Handler OnAfter for AI_AIR
-- @function [parent=#AI_AIR] OnAfterRefuel
-- @param #AI_AIR self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From
-- @param #string Event
-- @param #string To
--- Refuel Trigger for AI_AIR
-- @function [parent=#AI_AIR] Refuel
-- @param #AI_AIR self
--- Refuel Asynchronous Trigger for AI_AIR
-- @function [parent=#AI_AIR] __Refuel
-- @param #AI_AIR self
-- @param #number Delay
self:AddTransition( "*", "Takeoff", "Airborne" )
self:AddTransition( "*", "Return", "Returning" )
self:AddTransition( "*", "Hold", "Holding" )
self:AddTransition( "*", "Home", "Home" )
self:AddTransition( "*", "LostControl", "LostControl" )
self:AddTransition( "*", "Fuel", "Fuel" )
self:AddTransition( "*", "Damaged", "Damaged" )
self:AddTransition( "*", "Eject", "*" )
self:AddTransition( "*", "Crash", "Crashed" )
self:AddTransition( "*", "PilotDead", "*" )
self.IdleCount = 0
return self
end
--- @param Wrapper.Group#GROUP self
-- @param Core.Event#EVENTDATA EventData
function GROUP:OnEventTakeoff( EventData, Fsm )
Fsm:Takeoff()
self:UnHandleEvent( EVENTS.Takeoff )
end
function AI_AIR:SetDispatcher( Dispatcher )
self.Dispatcher = Dispatcher
end
function AI_AIR:GetDispatcher()
return self.Dispatcher
end
function AI_AIR:SetTargetDistance( Coordinate )
local CurrentCoord = self.Controllable:GetCoordinate()
self.TargetDistance = CurrentCoord:Get2DDistance( Coordinate )
self.ClosestTargetDistance = ( not self.ClosestTargetDistance or self.ClosestTargetDistance > self.TargetDistance ) and self.TargetDistance or self.ClosestTargetDistance
end
function AI_AIR:ClearTargetDistance()
self.TargetDistance = nil
self.ClosestTargetDistance = nil
end
--- Sets (modifies) the minimum and maximum speed of the patrol.
-- @param #AI_AIR self
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h.
-- @return #AI_AIR self
function AI_AIR:SetSpeed( PatrolMinSpeed, PatrolMaxSpeed )
self:F2( { PatrolMinSpeed, PatrolMaxSpeed } )
self.PatrolMinSpeed = PatrolMinSpeed
self.PatrolMaxSpeed = PatrolMaxSpeed
end
--- Sets (modifies) the minimum and maximum RTB speed of the patrol.
-- @param #AI_AIR self
-- @param DCS#Speed RTBMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
-- @param DCS#Speed RTBMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h.
-- @return #AI_AIR self
function AI_AIR:SetRTBSpeed( RTBMinSpeed, RTBMaxSpeed )
self:F2( { RTBMinSpeed, RTBMaxSpeed } )
self.RTBMinSpeed = RTBMinSpeed
self.RTBMaxSpeed = RTBMaxSpeed
end
--- Sets the floor and ceiling altitude of the patrol.
-- @param #AI_AIR self
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @return #AI_AIR self
function AI_AIR:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude )
self:F2( { PatrolFloorAltitude, PatrolCeilingAltitude } )
self.PatrolFloorAltitude = PatrolFloorAltitude
self.PatrolCeilingAltitude = PatrolCeilingAltitude
end
--- Sets the home airbase.
-- @param #AI_AIR self
-- @param Wrapper.Airbase#AIRBASE HomeAirbase
-- @return #AI_AIR self
function AI_AIR:SetHomeAirbase( HomeAirbase )
self:F2( { HomeAirbase } )
self.HomeAirbase = HomeAirbase
end
--- Sets to refuel at the given tanker.
-- @param #AI_AIR self
-- @param Wrapper.Group#GROUP TankerName The group name of the tanker as defined within the Mission Editor or spawned.
-- @return #AI_AIR self
function AI_AIR:SetTanker( TankerName )
self:F2( { TankerName } )
self.TankerName = TankerName
end
--- Sets the disengage range, that when engaging a target beyond the specified range, the engagement will be cancelled and the plane will RTB.
-- @param #AI_AIR self
-- @param #number DisengageRadius The disengage range.
-- @return #AI_AIR self
function AI_AIR:SetDisengageRadius( DisengageRadius )
self:F2( { DisengageRadius } )
self.DisengageRadius = DisengageRadius
end
--- Set the status checking off.
-- @param #AI_AIR self
-- @return #AI_AIR self
function AI_AIR:SetStatusOff()
self:F2()
self.CheckStatus = false
end
--- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
-- When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_AIR.
-- Once the time is finished, the old AI will return to the base.
-- @param #AI_AIR self
-- @param #number FuelThresholdPercentage The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
-- @param #number OutOfFuelOrbitTime The amount of seconds the out of fuel AIControllable will orbit before returning to the base.
-- @return #AI_AIR self
function AI_AIR:SetFuelThreshold( FuelThresholdPercentage, OutOfFuelOrbitTime )
self.FuelThresholdPercentage = FuelThresholdPercentage
self.OutOfFuelOrbitTime = OutOfFuelOrbitTime
self.Controllable:OptionRTBBingoFuel( false )
return self
end
--- When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.
-- However, damage cannot be foreseen early on.
-- Therefore, when the damage treshold is reached,
-- the AI will return immediately to the home base (RTB).
-- Note that for groups, the average damage of the complete group will be calculated.
-- So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold will be 0.25.
-- @param #AI_AIR self
-- @param #number PatrolDamageThreshold The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.
-- @return #AI_AIR self
function AI_AIR:SetDamageThreshold( PatrolDamageThreshold )
self.PatrolManageDamage = true
self.PatrolDamageThreshold = PatrolDamageThreshold
return self
end
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
-- @param #AI_AIR self
-- @return #AI_AIR self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_AIR:onafterStart( Controllable, From, Event, To )
self:__Status( 10 ) -- Check status status every 30 seconds.
self:HandleEvent( EVENTS.PilotDead, self.OnPilotDead )
self:HandleEvent( EVENTS.Crash, self.OnCrash )
self:HandleEvent( EVENTS.Ejection, self.OnEjection )
Controllable:OptionROEHoldFire()
Controllable:OptionROTVertical()
end
--- @param #AI_AIR self
function AI_AIR:onbeforeStatus()
return self.CheckStatus
end
--- @param #AI_AIR self
function AI_AIR:onafterStatus()
if self.Controllable and self.Controllable:IsAlive() then
local RTB = false
local DistanceFromHomeBase = self.HomeAirbase:GetCoordinate():Get2DDistance( self.Controllable:GetCoordinate() )
if not self:Is( "Holding" ) and not self:Is( "Returning" ) then
local DistanceFromHomeBase = self.HomeAirbase:GetCoordinate():Get2DDistance( self.Controllable:GetCoordinate() )
if DistanceFromHomeBase > self.DisengageRadius then
self:E( self.Controllable:GetName() .. " is too far from home base, RTB!" )
self:Hold( 300 )
RTB = false
end
end
-- I think this code is not requirement anymore after release 2.5.
-- if self:Is( "Fuel" ) or self:Is( "Damaged" ) or self:Is( "LostControl" ) then
-- if DistanceFromHomeBase < 5000 then
-- self:E( self.Controllable:GetName() .. " is near the home base, RTB!" )
-- self:Home( "Destroy" )
-- end
-- end
if not self:Is( "Fuel" ) and not self:Is( "Home" ) then
local Fuel = self.Controllable:GetFuelMin()
-- If the fuel in the controllable is below the treshold percentage,
-- then send for refuel in case of a tanker, otherwise RTB.
if Fuel < self.FuelThresholdPercentage then
if self.TankerName then
self:E( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... Refuelling at Tanker!" )
self:Refuel()
else
self:E( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... RTB!" )
local OldAIControllable = self.Controllable
local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
local TimedOrbitTask = OldAIControllable:TaskControlled( OrbitTask, OldAIControllable:TaskCondition(nil,nil,nil,nil,self.OutOfFuelOrbitTime,nil ) )
OldAIControllable:SetTask( TimedOrbitTask, 10 )
self:Fuel()
RTB = true
end
else
end
end
-- TODO: Check GROUP damage function.
local Damage = self.Controllable:GetLife()
local InitialLife = self.Controllable:GetLife0()
-- If the group is damaged, then RTB.
-- Note that a group can consist of more units, so if one unit is damaged of a group, the mission may continue.
-- The damaged unit will RTB due to DCS logic, and the others will continue to engage.
if ( Damage / InitialLife ) < self.PatrolDamageThreshold then
self:E( self.Controllable:GetName() .. " is damaged: " .. Damage .. " ... RTB!" )
self:Damaged()
RTB = true
self:SetStatusOff()
end
-- Check if planes went RTB and are out of control.
-- We only check if planes are out of control, when they are in duty.
if self.Controllable:HasTask() == false then
if not self:Is( "Started" ) and
not self:Is( "Stopped" ) and
not self:Is( "Fuel" ) and
not self:Is( "Damaged" ) and
not self:Is( "Home" ) then
if self.IdleCount >= 10 then
if Damage ~= InitialLife then
self:Damaged()
else
self:E( self.Controllable:GetName() .. " control lost! " )
self:LostControl()
end
else
self.IdleCount = self.IdleCount + 1
end
end
else
self.IdleCount = 0
end
if RTB == true then
self:__RTB( 0.5 )
end
if not self:Is("Home") then
self:__Status( 10 )
end
end
end
--- @param Wrapper.Group#GROUP AIGroup
function AI_AIR.RTBRoute( AIGroup, Fsm )
AIGroup:F( { "AI_AIR.RTBRoute:", AIGroup:GetName() } )
if AIGroup:IsAlive() then
Fsm:__RTB( 0.5 )
end
end
--- @param Wrapper.Group#GROUP AIGroup
function AI_AIR.RTBHold( AIGroup, Fsm )
AIGroup:F( { "AI_AIR.RTBHold:", AIGroup:GetName() } )
if AIGroup:IsAlive() then
Fsm:__RTB( 0.5 )
Fsm:Return()
local Task = AIGroup:TaskOrbitCircle( 4000, 400 )
AIGroup:SetTask( Task )
end
end
--- @param #AI_AIR self
-- @param Wrapper.Group#GROUP AIGroup
function AI_AIR:onafterRTB( AIGroup, From, Event, To )
self:F( { AIGroup, From, Event, To } )
if AIGroup and AIGroup:IsAlive() then
self:E( "Group " .. AIGroup:GetName() .. " ... RTB! ( " .. self:GetState() .. " )" )
self:ClearTargetDistance()
--AIGroup:ClearTasks()
local EngageRoute = {}
--- Calculate the target route point.
local CurrentCoord = AIGroup:GetCoordinate()
local ToTargetCoord = self.HomeAirbase:GetCoordinate()
local ToTargetSpeed = math.random( self.RTBMinSpeed, self.RTBMaxSpeed )
local ToAirbaseAngle = CurrentCoord:GetAngleDegrees( CurrentCoord:GetDirectionVec3( ToTargetCoord ) )
local Distance = CurrentCoord:Get2DDistance( ToTargetCoord )
local ToAirbaseCoord = CurrentCoord:Translate( 5000, ToAirbaseAngle )
if Distance < 5000 then
self:E( "RTB and near the airbase!" )
self:Home()
return
end
--- Create a route point of type air.
local ToRTBRoutePoint = ToAirbaseCoord:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
ToTargetSpeed,
true
)
EngageRoute[#EngageRoute+1] = ToRTBRoutePoint
EngageRoute[#EngageRoute+1] = ToRTBRoutePoint
AIGroup:OptionROEHoldFire()
AIGroup:OptionROTEvadeFire()
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
AIGroup:WayPointInitialize( EngageRoute )
local Tasks = {}
Tasks[#Tasks+1] = AIGroup:TaskFunction( "AI_AIR.RTBRoute", self )
EngageRoute[#EngageRoute].task = AIGroup:TaskCombo( Tasks )
--- NOW ROUTE THE GROUP!
AIGroup:Route( EngageRoute, 0.5 )
end
end
--- @param #AI_AIR self
-- @param Wrapper.Group#GROUP AIGroup
function AI_AIR:onafterHome( AIGroup, From, Event, To )
self:F( { AIGroup, From, Event, To } )
self:E( "Group " .. self.Controllable:GetName() .. " ... Home! ( " .. self:GetState() .. " )" )
if AIGroup and AIGroup:IsAlive() then
end
end
--- @param #AI_AIR self
-- @param Wrapper.Group#GROUP AIGroup
function AI_AIR:onafterHold( AIGroup, From, Event, To, HoldTime )
self:F( { AIGroup, From, Event, To } )
self:E( "Group " .. self.Controllable:GetName() .. " ... Holding! ( " .. self:GetState() .. " )" )
if AIGroup and AIGroup:IsAlive() then
local OrbitTask = AIGroup:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
local TimedOrbitTask = AIGroup:TaskControlled( OrbitTask, AIGroup:TaskCondition( nil, nil, nil, nil, HoldTime , nil ) )
local RTBTask = AIGroup:TaskFunction( "AI_AIR.RTBHold", self )
local OrbitHoldTask = AIGroup:TaskOrbitCircle( 4000, self.PatrolMinSpeed )
--AIGroup:SetState( AIGroup, "AI_AIR", self )
AIGroup:SetTask( AIGroup:TaskCombo( { TimedOrbitTask, RTBTask, OrbitHoldTask } ), 1 )
end
end
--- @param Wrapper.Group#GROUP AIGroup
function AI_AIR.Resume( AIGroup, Fsm )
AIGroup:I( { "AI_AIR.Resume:", AIGroup:GetName() } )
if AIGroup:IsAlive() then
Fsm:__RTB( 0.5 )
end
end
--- @param #AI_AIR self
-- @param Wrapper.Group#GROUP AIGroup
function AI_AIR:onafterRefuel( AIGroup, From, Event, To )
self:F( { AIGroup, From, Event, To } )
self:E( "Group " .. self.Controllable:GetName() .. " ... Refuelling! ( " .. self:GetState() .. " )" )
if AIGroup and AIGroup:IsAlive() then
local Tanker = GROUP:FindByName( self.TankerName )
if Tanker:IsAlive() and Tanker:IsAirPlane() then
local RefuelRoute = {}
--- Calculate the target route point.
local CurrentCoord = AIGroup:GetCoordinate()
local ToRefuelCoord = Tanker:GetCoordinate()
local ToRefuelSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
--- Create a route point of type air.
local ToRefuelRoutePoint = ToRefuelCoord:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
ToRefuelSpeed,
true
)
self:F( { ToRefuelSpeed = ToRefuelSpeed } )
RefuelRoute[#RefuelRoute+1] = ToRefuelRoutePoint
RefuelRoute[#RefuelRoute+1] = ToRefuelRoutePoint
AIGroup:OptionROEHoldFire()
AIGroup:OptionROTEvadeFire()
local Tasks = {}
Tasks[#Tasks+1] = AIGroup:TaskRefueling()
Tasks[#Tasks+1] = AIGroup:TaskFunction( self:GetClassName() .. ".Resume", self )
RefuelRoute[#RefuelRoute].task = AIGroup:TaskCombo( Tasks )
AIGroup:Route( RefuelRoute, 0.5 )
else
self:RTB()
end
end
end
--- @param #AI_AIR self
function AI_AIR:onafterDead()
self:SetStatusOff()
end
--- @param #AI_AIR self
-- @param Core.Event#EVENTDATA EventData
function AI_AIR:OnCrash( EventData )
if self.Controllable:IsAlive() and EventData.IniDCSGroupName == self.Controllable:GetName() then
self:E( self.Controllable:GetUnits() )
if #self.Controllable:GetUnits() == 1 then
self:__Crash( 1, EventData )
end
end
end
--- @param #AI_AIR self
-- @param Core.Event#EVENTDATA EventData
function AI_AIR:OnEjection( EventData )
if self.Controllable:IsAlive() and EventData.IniDCSGroupName == self.Controllable:GetName() then
self:__Eject( 1, EventData )
end
end
--- @param #AI_AIR self
-- @param Core.Event#EVENTDATA EventData
function AI_AIR:OnPilotDead( EventData )
if self.Controllable:IsAlive() and EventData.IniDCSGroupName == self.Controllable:GetName() then
self:__PilotDead( 1, EventData )
end
end

View File

@ -1,9 +1,14 @@
--- **AI** -- (R2.1) - Manages the independent process of Battlefield Air Interdiction (bombing) for airplanes.
--- **AI** -- Peform Battlefield Area Interdiction (BAI) within an engagement zone.
--
-- ===
--
-- ![Banner Image](..\Presentations\AI_BAI\Dia1.JPG)
-- **Features:**
--
-- * Hold and standby within a patrol zone.
-- * Engage upon command the assigned targets within an engagement zone.
-- * Loop the zone until all targets are eliminated.
-- * Trigger different events upon the results achieved.
-- * After combat, return to the patrol zone and hold.
-- * RTB when commanded or after out of fuel.
--
-- ===
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/BAI%20-%20Battlefield%20Air%20Interdiction)
@ -21,25 +26,23 @@
--
-- ===
--
-- @module AI_Bai
-- @module AI.AI_Bai
-- @image AI_Battlefield_Air_Interdiction.JPG
--- AI_BAI_ZONE class
-- @type AI_BAI_ZONE
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Controllable} patrolling.
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling.
-- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed.
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
--- # AI_BAI_ZONE class, extends @{AI_Patrol#AI_PATROL_ZONE}
--- Implements the core functions to provide BattleGround Air Interdiction in an Engage @{Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}.
--
-- AI_BAI_ZONE derives from the @{AI_Patrol#AI_PATROL_ZONE}, inheriting its methods and behaviour.
--
-- The AI_BAI_ZONE class implements the core functions to provide BattleGround Air Interdiction in an Engage @{Zone} by an AIR @{Controllable} or @{Group}.
-- The AI_BAI_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.
--
-- ![HoldAndEngage](..\Presentations\AI_BAI\Dia3.JPG)
--
-- The AI_BAI_ZONE is assigned a @{Group} and this must be done before the AI_BAI_ZONE process can be started through the **Start** event.
-- The AI_BAI_ZONE is assigned a @{Wrapper.Group} and this must be done before the AI_BAI_ZONE process can be started through the **Start** event.
--
-- ![Start Event](..\Presentations\AI_BAI\Dia4.JPG)
--
@ -105,15 +108,15 @@
--
-- ### 2.2. AI_BAI_ZONE Events
--
-- * **@{AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
-- * **@{AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
-- * **@{#AI_BAI_ZONE.Engage}**: Engage the AI to provide BOMB in the Engage Zone, destroying any target it finds.
-- * **@{#AI_BAI_ZONE.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
-- * **@{AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
-- * **@{#AI_BAI_ZONE.Destroy}**: The AI has destroyed a target @{Unit}.
-- * **@{#AI_BAI_ZONE.Destroyed}**: The AI has destroyed all target @{Unit}s assigned in the BOMB task.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
-- * **@{#AI_BAI_ZONE.Destroy}**: The AI has destroyed a target @{Wrapper.Unit}.
-- * **@{#AI_BAI_ZONE.Destroyed}**: The AI has destroyed all target @{Wrapper.Unit}s assigned in the BOMB task.
-- * **Status**: The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
--
-- ## 3. Modify the Engage Zone behaviour to pinpoint a **map object** or **scenery object**
@ -140,12 +143,12 @@ AI_BAI_ZONE = {
--- Creates a new AI_BAI_ZONE object
-- @param #AI_BAI_ZONE self
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Controllable} in km/h.
-- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h.
-- @param Core.Zone#ZONE_BASE EngageZone The zone where the engage will happen.
-- @param Dcs.DCSTypes#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
-- @return #AI_BAI_ZONE self
function AI_BAI_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageZone, PatrolAltType )
@ -182,24 +185,24 @@ function AI_BAI_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
-- @function [parent=#AI_BAI_ZONE] Engage
-- @param #AI_BAI_ZONE self
-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
-- @param Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
-- @param DCS#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
-- @param DCS#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
-- If parameter is not defined the unit / controllable will choose expend on its own discretion.
-- Use the structure @{DCSTypes#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
-- Use the structure @{DCS#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
-- @param Dcs.DCSTypes#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
-- @param DCS#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
--- Asynchronous Event Trigger for Event Engage.
-- @function [parent=#AI_BAI_ZONE] __Engage
-- @param #AI_BAI_ZONE self
-- @param #number Delay The delay in seconds.
-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
-- @param Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
-- @param DCS#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
-- @param DCS#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
-- If parameter is not defined the unit / controllable will choose expend on its own discretion.
-- Use the structure @{DCSTypes#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
-- Use the structure @{DCS#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
-- @param Dcs.DCSTypes#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
-- @param DCS#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
--- OnLeave Transition Handler for State Engaging.
-- @function [parent=#AI_BAI_ZONE] OnLeaveEngaging
@ -486,10 +489,10 @@ end
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
-- @param Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
-- @param DCS#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
-- @param DCS#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
-- @param Dcs.DCSTypes#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
-- @param DCS#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
EngageSpeed,
EngageAltitude,

View File

@ -1,8 +1,11 @@
--- **AI** -- (2.1) - Balance player slots with AI to create an engaging simulation environment, independent of the amount of players.
--- **AI** -- Balance player slots with AI to create an engaging simulation environment, independent of the amount of players.
--
-- ===
-- **Features:**
--
-- ![Banner Image](..\Presentations\AI_Balancer\Dia1.JPG)
-- * Automatically spawn AI as a replacement of free player slots for a coalition.
-- * Make the AI to perform tasks.
-- * Define a maximum amount of AI to be active at the same time.
-- * Configure the behaviour of AI when a human joins a slot for which an AI is active.
--
-- ===
--
@ -21,7 +24,8 @@
--
-- ===
--
-- @module AI_Balancer
-- @module AI.AI_Balancer
-- @image AI_Balancing.JPG
--- @type AI_BALANCER
-- @field Core.Set#SET_CLIENT SetClient
@ -30,13 +34,11 @@
-- @extends Core.Fsm#FSM_SET
--- # AI_BALANCER class, extends @{Fsm#FSM_SET}
--
-- The AI_BALANCER class monitors and manages as many replacement AI groups as there are
-- CLIENTS in a SET_CLIENT collection, which are not occupied by human players.
--- Monitors and manages as many replacement AI groups as there are
-- CLIENTS in a SET\_CLIENT collection, which are not occupied by human players.
-- In other words, use AI_BALANCER to simulate human behaviour by spawning in replacement AI in multi player missions.
--
-- The parent class @{Fsm#FSM_SET} manages the functionality to control the Finite State Machine (FSM).
-- The parent class @{Core.Fsm#FSM_SET} manages the functionality to control the Finite State Machine (FSM).
-- The mission designer can tailor the behaviour of the AI_BALANCER, by defining event and state transition methods.
-- An explanation about state and event transition methods can be found in the @{FSM} module documentation.
--
@ -78,8 +80,8 @@
-- However, there are 2 additional options that you can use to customize the destroy behaviour.
-- When a human player joins a slot, you can configure to let the AI return to:
--
-- * @{#AI_BALANCER.ReturnToHomeAirbase}: Returns the AI to the **home** @{Airbase#AIRBASE}.
-- * @{#AI_BALANCER.ReturnToNearestAirbases}: Returns the AI to the **nearest friendly** @{Airbase#AIRBASE}.
-- * @{#AI_BALANCER.ReturnToHomeAirbase}: Returns the AI to the **home** @{Wrapper.Airbase#AIRBASE}.
-- * @{#AI_BALANCER.ReturnToNearestAirbases}: Returns the AI to the **nearest friendly** @{Wrapper.Airbase#AIRBASE}.
--
-- Note that when AI returns to an airbase, the AI_BALANCER will trigger the **Return** event and the AI will return,
-- otherwise the AI_BALANCER will trigger a **Destroy** event, and the AI will be destroyed.
@ -141,10 +143,10 @@ function AI_BALANCER:InitSpawnInterval( Earliest, Latest )
return self
end
--- Returns the AI to the nearest friendly @{Airbase#AIRBASE}.
--- Returns the AI to the nearest friendly @{Wrapper.Airbase#AIRBASE}.
-- @param #AI_BALANCER self
-- @param Dcs.DCSTypes#Distance ReturnThresholdRange If there is an enemy @{Client#CLIENT} within the ReturnThresholdRange given in meters, the AI will not return to the nearest @{Airbase#AIRBASE}.
-- @param Core.Set#SET_AIRBASE ReturnAirbaseSet The SET of @{Set#SET_AIRBASE}s to evaluate where to return to.
-- @param DCS#Distance ReturnThresholdRange If there is an enemy @{Wrapper.Client#CLIENT} within the ReturnThresholdRange given in meters, the AI will not return to the nearest @{Wrapper.Airbase#AIRBASE}.
-- @param Core.Set#SET_AIRBASE ReturnAirbaseSet The SET of @{Core.Set#SET_AIRBASE}s to evaluate where to return to.
function AI_BALANCER:ReturnToNearestAirbases( ReturnThresholdRange, ReturnAirbaseSet )
self.ToNearestAirbase = true
@ -152,9 +154,9 @@ function AI_BALANCER:ReturnToNearestAirbases( ReturnThresholdRange, ReturnAirbas
self.ReturnAirbaseSet = ReturnAirbaseSet
end
--- Returns the AI to the home @{Airbase#AIRBASE}.
--- Returns the AI to the home @{Wrapper.Airbase#AIRBASE}.
-- @param #AI_BALANCER self
-- @param Dcs.DCSTypes#Distance ReturnThresholdRange If there is an enemy @{Client#CLIENT} within the ReturnThresholdRange given in meters, the AI will not return to the nearest @{Airbase#AIRBASE}.
-- @param DCS#Distance ReturnThresholdRange If there is an enemy @{Wrapper.Client#CLIENT} within the ReturnThresholdRange given in meters, the AI will not return to the nearest @{Wrapper.Airbase#AIRBASE}.
function AI_BALANCER:ReturnToHomeAirbase( ReturnThresholdRange )
self.ToHomeAirbase = true

View File

@ -1,9 +1,13 @@
--- **AI** -- (R2.1) - Manages the independent process of Combat Air Patrol (CAP) for airplanes.
--- **AI** -- Perform Combat Air Patrolling (CAP) for airplanes.
--
-- ===
--
-- ![Banner Image](..\Presentations\AI_CAP\Dia1.JPG)
-- **Features:**
--
-- * Patrol AI airplanes within a given zone.
-- * Trigger detected events when enemy airplanes are detected.
-- * Manage a fuel treshold to RTB on time.
-- * Engage the enemy when detected.
--
--
-- ===
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/CAP%20-%20Combat%20Air%20Patrol)
@ -25,23 +29,22 @@
--
-- ===
--
-- @module AI_Cap
-- @module AI.AI_Cap
-- @image AI_Combat_Air_Patrol.JPG
--- @type AI_CAP_ZONE
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Controllable} patrolling.
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling.
-- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed.
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
--- # AI_CAP_ZONE class, extends @{AI_CAP#AI_PATROL_ZONE}
--
-- The AI_CAP_ZONE class implements the core functions to patrol a @{Zone} by an AI @{Controllable} or @{Group}
--- Implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
--
-- ![Process](..\Presentations\AI_CAP\Dia3.JPG)
--
-- The AI_CAP_ZONE is assigned a @{Group} and this must be done before the AI_CAP_ZONE process can be started using the **Start** event.
-- The AI_CAP_ZONE is assigned a @{Wrapper.Group} and this must be done before the AI_CAP_ZONE process can be started using the **Start** event.
--
-- ![Process](..\Presentations\AI_CAP\Dia4.JPG)
--
@ -84,15 +87,15 @@
--
-- ### 2.2 AI_CAP_ZONE Events
--
-- * **@{AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
-- * **@{AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
-- * **@{#AI_CAP_ZONE.Engage}**: Let the AI engage the bogeys.
-- * **@{#AI_CAP_ZONE.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
-- * **@{AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
-- * **@{#AI_CAP_ZONE.Destroy}**: The AI has destroyed a bogey @{Unit}.
-- * **@{#AI_CAP_ZONE.Destroyed}**: The AI has destroyed all bogeys @{Unit}s assigned in the CAS task.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
-- * **@{#AI_CAP_ZONE.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}.
-- * **@{#AI_CAP_ZONE.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
--
-- ## 3. Set the Range of Engagement
@ -103,7 +106,7 @@
-- that will define when the AI will engage with the detected airborne enemy targets.
-- The range can be beyond or smaller than the range of the Patrol Zone.
-- The range is applied at the position of the AI.
-- Use the method @{AI_CAP#AI_CAP_ZONE.SetEngageRange}() to define that range.
-- Use the method @{AI.AI_CAP#AI_CAP_ZONE.SetEngageRange}() to define that range.
--
-- ## 4. Set the Zone of Engagement
--
@ -111,7 +114,7 @@
--
-- An optional @{Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI_Cap#AI_CAP_ZONE.SetEngageZone}() to define that Zone.
-- Use the method @{AI.AI_Cap#AI_CAP_ZONE.SetEngageZone}() to define that Zone.
--
-- ===
--
@ -125,11 +128,11 @@ AI_CAP_ZONE = {
--- Creates a new AI_CAP_ZONE object
-- @param #AI_CAP_ZONE self
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Controllable} in km/h.
-- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
-- @param Dcs.DCSTypes#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h.
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
-- @return #AI_CAP_ZONE self
function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )

View File

@ -1,9 +1,14 @@
--- **AI** -- (R2.1) - Manages the independent process of Close Air Support for airplanes.
--- **AI** -- Perform Close Air Support (CAS) near friendlies.
--
-- ===
--
-- ![Banner Image](..\Presentations\AI_CAS\Dia1.JPG)
-- **Features:**
--
-- * Hold and standby within a patrol zone.
-- * Engage upon command the enemies within an engagement zone.
-- * Loop the zone until all enemies are eliminated.
-- * Trigger different events upon the results achieved.
-- * After combat, return to the patrol zone and hold.
-- * RTB when commanded or after fuel.
--
-- ===
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/CAS%20-%20Close%20Air%20Support)
@ -23,25 +28,21 @@
--
-- ===
--
-- @module AI_Cas
-- @module AI.AI_Cas
-- @image AI_Close_Air_Support.JPG
--- AI_CAS_ZONE class
-- @type AI_CAS_ZONE
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Controllable} patrolling.
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling.
-- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed.
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
--- # AI_CAS_ZONE class, extends @{AI_Patrol#AI_PATROL_ZONE}
--
-- AI_CAS_ZONE derives from the @{AI_Patrol#AI_PATROL_ZONE}, inheriting its methods and behaviour.
--
-- The AI_CAS_ZONE class implements the core functions to provide Close Air Support in an Engage @{Zone} by an AIR @{Controllable} or @{Group}.
--- Implements the core functions to provide Close Air Support in an Engage @{Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}.
-- The AI_CAS_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.
--
-- ![HoldAndEngage](..\Presentations\AI_CAS\Dia3.JPG)
--
-- The AI_CAS_ZONE is assigned a @{Group} and this must be done before the AI_CAS_ZONE process can be started through the **Start** event.
-- The AI_CAS_ZONE is assigned a @{Wrapper.Group} and this must be done before the AI_CAS_ZONE process can be started through the **Start** event.
--
-- ![Start Event](..\Presentations\AI_CAS\Dia4.JPG)
--
@ -107,15 +108,15 @@
--
-- ### 2.2. AI_CAS_ZONE Events
--
-- * **@{AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
-- * **@{AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
-- * **@{#AI_CAS_ZONE.Engage}**: Engage the AI to provide CAS in the Engage Zone, destroying any target it finds.
-- * **@{#AI_CAS_ZONE.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
-- * **@{AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
-- * **@{#AI_CAS_ZONE.Destroy}**: The AI has destroyed a target @{Unit}.
-- * **@{#AI_CAS_ZONE.Destroyed}**: The AI has destroyed all target @{Unit}s assigned in the CAS task.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
-- * **@{#AI_CAS_ZONE.Destroy}**: The AI has destroyed a target @{Wrapper.Unit}.
-- * **@{#AI_CAS_ZONE.Destroyed}**: The AI has destroyed all target @{Wrapper.Unit}s assigned in the CAS task.
-- * **Status**: The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
--
-- ===
@ -130,12 +131,12 @@ AI_CAS_ZONE = {
--- Creates a new AI_CAS_ZONE object
-- @param #AI_CAS_ZONE self
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Controllable} in km/h.
-- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h.
-- @param Core.Zone#ZONE_BASE EngageZone The zone where the engage will happen.
-- @param Dcs.DCSTypes#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
-- @return #AI_CAS_ZONE self
function AI_CAS_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageZone, PatrolAltType )
@ -171,24 +172,24 @@ function AI_CAS_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
-- @function [parent=#AI_CAS_ZONE] Engage
-- @param #AI_CAS_ZONE self
-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
-- @param Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
-- @param DCS#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
-- @param DCS#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
-- If parameter is not defined the unit / controllable will choose expend on its own discretion.
-- Use the structure @{DCSTypes#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
-- Use the structure @{DCS#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
-- @param Dcs.DCSTypes#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
-- @param DCS#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
--- Asynchronous Event Trigger for Event Engage.
-- @function [parent=#AI_CAS_ZONE] __Engage
-- @param #AI_CAS_ZONE self
-- @param #number Delay The delay in seconds.
-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
-- @param Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
-- @param DCS#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
-- @param DCS#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
-- If parameter is not defined the unit / controllable will choose expend on its own discretion.
-- Use the structure @{DCSTypes#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
-- Use the structure @{DCS#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
-- @param Dcs.DCSTypes#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
-- @param DCS#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
--- OnLeave Transition Handler for State Engaging.
-- @function [parent=#AI_CAS_ZONE] OnLeaveEngaging
@ -430,10 +431,10 @@ end
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
-- @param Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
-- @param DCS#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
-- @param DCS#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
-- @param Dcs.DCSTypes#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
-- @param DCS#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
EngageSpeed,
EngageAltitude,

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@ -0,0 +1,568 @@
--- **AI** -- (R2.4) - Models the intelligent transportation of infantry and other cargo.
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI.AI_Cargo
-- @image Cargo.JPG
--- @type AI_CARGO
-- @extends Core.Fsm#FSM_CONTROLLABLE
--- Base class for the dynamic cargo handling capability for AI groups.
--
-- Carriers can be mobilized to intelligently transport infantry and other cargo within the simulation.
-- The AI_CARGO module uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
-- CARGO derived objects must be declared within the mission to make the AI_CARGO object recognize the cargo.
-- Please consult the @{Cargo.Cargo} module for more information.
--
-- The derived classes from this module are:
--
-- * @{AI.AI_Cargo_APC} - Cargo transportation using APCs and other vehicles between zones.
-- * @{AI.AI_Cargo_Helicopter} - Cargo transportation using helicopters between zones.
-- * @{AI.AI_Cargo_Airplane} - Cargo transportation using airplanes to and from airbases.
--
-- @field #AI_CARGO
AI_CARGO = {
ClassName = "AI_CARGO",
Coordinate = nil, -- Core.Point#COORDINATE,
Carrier_Cargo = {},
}
--- Creates a new AI_CARGO object.
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP Carrier
-- @param Core.Set#SET_CARGO CargoSet
-- @param #number CombatRadius
-- @return #AI_CARGO
function AI_CARGO:New( Carrier, CargoSet )
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New( Carrier ) ) -- #AI_CARGO
self.CargoSet = CargoSet -- Core.Set#SET_CARGO
self.CargoCarrier = Carrier -- Wrapper.Group#GROUP
self:SetStartState( "Unloaded" )
self:AddTransition( "Unloaded", "Pickup", "*" )
self:AddTransition( "Loaded", "Deploy", "*" )
self:AddTransition( "*", "Load", "Boarding" )
self:AddTransition( { "Boarding", "Loaded" }, "Board", "Boarding" )
self:AddTransition( "Boarding", "Loaded", "Boarding" )
self:AddTransition( "Boarding", "PickedUp", "Loaded" )
self:AddTransition( "Loaded", "Unload", "Unboarding" )
self:AddTransition( "Unboarding", "Unboard", "Unboarding" )
self:AddTransition( "Unboarding", "Unloaded", "Unboarding" )
self:AddTransition( "Unboarding", "Deployed", "Unloaded" )
--- Pickup Handler OnBefore for AI_CARGO
-- @function [parent=#AI_CARGO] OnBeforePickup
-- @param #AI_CARGO self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
-- @return #boolean
--- Pickup Handler OnAfter for AI_CARGO
-- @function [parent=#AI_CARGO] OnAfterPickup
-- @param #AI_CARGO self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
--- Pickup Trigger for AI_CARGO
-- @function [parent=#AI_CARGO] Pickup
-- @param #AI_CARGO self
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
--- Pickup Asynchronous Trigger for AI_CARGO
-- @function [parent=#AI_CARGO] __Pickup
-- @param #AI_CARGO self
-- @param #number Delay
-- @param Core.Point#COORDINATE Coordinate Pickup place. If not given, loading starts at the current location.
-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
--- Deploy Handler OnBefore for AI_CARGO
-- @function [parent=#AI_CARGO] OnBeforeDeploy
-- @param #AI_CARGO self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
-- @return #boolean
--- Deploy Handler OnAfter for AI_CARGO
-- @function [parent=#AI_CARGO] OnAfterDeploy
-- @param #AI_CARGO self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
--- Deploy Trigger for AI_CARGO
-- @function [parent=#AI_CARGO] Deploy
-- @param #AI_CARGO self
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
--- Deploy Asynchronous Trigger for AI_CARGO
-- @function [parent=#AI_CARGO] __Deploy
-- @param #AI_CARGO self
-- @param #number Delay
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
--- Loaded Handler OnAfter for AI_CARGO
-- @function [parent=#AI_CARGO] OnAfterLoaded
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP Carrier
-- @param #string From
-- @param #string Event
-- @param #string To
--- Unloaded Handler OnAfter for AI_CARGO
-- @function [parent=#AI_CARGO] OnAfterUnloaded
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP Carrier
-- @param #string From
-- @param #string Event
-- @param #string To
for _, CarrierUnit in pairs( Carrier:GetUnits() ) do
local CarrierUnit = CarrierUnit -- Wrapper.Unit#UNIT
CarrierUnit:SetCargoBayWeightLimit()
end
self.Transporting = false
self.Relocating = false
return self
end
function AI_CARGO:IsTransporting()
return self.Transporting == true
end
function AI_CARGO:IsRelocating()
return self.Relocating == true
end
--- On after Pickup event.
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP APC
-- @param From
-- @param Event
-- @param To
-- @param Core.Point#COORDINATE Coordinate of the pickup point.
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Height Height in meters to move to the home coordinate.
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
function AI_CARGO:onafterPickup( APC, From, Event, To, Coordinate, Speed, Height, PickupZone )
self.Transporting = false
self.Relocating = true
end
--- On after Deploy event.
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP APC
-- @param From
-- @param Event
-- @param To
-- @param Core.Point#COORDINATE Coordinate Deploy place.
-- @param #number Speed Speed in km/h to drive to the depoly coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Height Height in meters to move to the deploy coordinate.
-- @param Core.Zone#ZONE DeployZone The zone where the cargo will be deployed.
function AI_CARGO:onafterDeploy( APC, From, Event, To, Coordinate, Speed, Height, DeployZone )
self.Relocating = false
self.Transporting = true
end
--- On before Load event.
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP Carrier
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
function AI_CARGO:onbeforeLoad( Carrier, From, Event, To, PickupZone )
self:F( { Carrier, From, Event, To } )
local Boarding = false
local LoadInterval = 2
local LoadDelay = 1
local Carrier_List = {}
local Carrier_Weight = {}
if Carrier and Carrier:IsAlive() then
self.Carrier_Cargo = {}
for _, CarrierUnit in pairs( Carrier:GetUnits() ) do
local CarrierUnit = CarrierUnit -- Wrapper.Unit#UNIT
local CargoBayFreeWeight = CarrierUnit:GetCargoBayFreeWeight()
self:F({CargoBayFreeWeight=CargoBayFreeWeight})
Carrier_List[#Carrier_List+1] = CarrierUnit
Carrier_Weight[CarrierUnit] = CargoBayFreeWeight
end
local Carrier_Count = #Carrier_List
local Carrier_Index = 1
local Loaded = false
for _, Cargo in UTILS.spairs( self.CargoSet:GetSet(), function( t, a, b ) return t[a]:GetWeight() > t[b]:GetWeight() end ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
self:F( { IsUnLoaded = Cargo:IsUnLoaded(), IsDeployed = Cargo:IsDeployed(), Cargo:GetName(), Carrier:GetName() } )
-- Try all Carriers, but start from the one according the Carrier_Index
for Carrier_Loop = 1, #Carrier_List do
local CarrierUnit = Carrier_List[Carrier_Index] -- Wrapper.Unit#UNIT
-- This counters loop through the available Carriers.
Carrier_Index = Carrier_Index + 1
if Carrier_Index > Carrier_Count then
Carrier_Index = 1
end
if Cargo:IsUnLoaded() and not Cargo:IsDeployed() then
if Cargo:IsInLoadRadius( CarrierUnit:GetCoordinate() ) then
self:F( { "In radius", CarrierUnit:GetName() } )
local CargoWeight = Cargo:GetWeight()
-- Only when there is space within the bay to load the next cargo item!
if Carrier_Weight[CarrierUnit] > CargoWeight then --and CargoBayFreeVolume > CargoVolume then
Carrier:RouteStop()
--Cargo:Ungroup()
Cargo:__Board( -LoadDelay, CarrierUnit )
self:__Board( LoadDelay, Cargo, CarrierUnit, PickupZone )
LoadDelay = LoadDelay + Cargo:GetCount() * LoadInterval
-- So now this CarrierUnit has Cargo that is being loaded.
-- This will be used further in the logic to follow and to check cargo status.
self.Carrier_Cargo[Cargo] = CarrierUnit
Boarding = true
Carrier_Weight[CarrierUnit] = Carrier_Weight[CarrierUnit] - CargoWeight
Loaded = true
-- Ok, we loaded a cargo, now we can stop the loop.
break
end
end
end
end
end
if not Loaded == true then
-- No loading happened, so we need to pickup something else.
self.Relocating = false
end
end
return Boarding
end
--- On before Reload event.
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP Carrier
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
function AI_CARGO:onbeforeReload( Carrier, From, Event, To )
self:F( { Carrier, From, Event, To } )
local Boarding = false
local LoadInterval = 2
local LoadDelay = 1
local Carrier_List = {}
local Carrier_Weight = {}
if Carrier and Carrier:IsAlive() then
for _, CarrierUnit in pairs( Carrier:GetUnits() ) do
local CarrierUnit = CarrierUnit -- Wrapper.Unit#UNIT
Carrier_List[#Carrier_List+1] = CarrierUnit
end
local Carrier_Count = #Carrier_List
local Carrier_Index = 1
local Loaded = false
for Cargo, CarrierUnit in pairs( self.Carrier_Cargo ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
self:F( { IsUnLoaded = Cargo:IsUnLoaded(), IsDeployed = Cargo:IsDeployed(), Cargo:GetName(), Carrier:GetName() } )
-- Try all Carriers, but start from the one according the Carrier_Index
for Carrier_Loop = 1, #Carrier_List do
local CarrierUnit = Carrier_List[Carrier_Index] -- Wrapper.Unit#UNIT
-- This counters loop through the available Carriers.
Carrier_Index = Carrier_Index + 1
if Carrier_Index > Carrier_Count then
Carrier_Index = 1
end
if Cargo:IsUnLoaded() and not Cargo:IsDeployed() then
Carrier:RouteStop()
Cargo:__Board( -LoadDelay, CarrierUnit )
self:__Board( LoadDelay, Cargo, CarrierUnit )
LoadDelay = LoadDelay + Cargo:GetCount() * LoadInterval
-- So now this CarrierUnit has Cargo that is being loaded.
-- This will be used further in the logic to follow and to check cargo status.
self.Carrier_Cargo[Cargo] = CarrierUnit
Boarding = true
Loaded = true
end
end
end
if not Loaded == true then
-- No loading happened, so we need to pickup something else.
self.Relocating = false
end
end
return Boarding
end
--- On after Board event.
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP Carrier
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Cargo.Cargo#CARGO Cargo Cargo object.
-- @param Wrapper.Unit#UNIT CarrierUnit
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
function AI_CARGO:onafterBoard( Carrier, From, Event, To, Cargo, CarrierUnit, PickupZone )
self:F( { Carrier, From, Event, To, Cargo, CarrierUnit:GetName() } )
if Carrier and Carrier:IsAlive() then
self:F({ IsLoaded = Cargo:IsLoaded(), Cargo:GetName(), Carrier:GetName() } )
if not Cargo:IsLoaded() and not Cargo:IsDestroyed() then
self:__Board( -10, Cargo, CarrierUnit, PickupZone )
return
end
end
self:__Loaded( 0.1, Cargo, CarrierUnit, PickupZone )
end
--- On after Loaded event.
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP Carrier
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @return #boolean Cargo loaded.
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
function AI_CARGO:onafterLoaded( Carrier, From, Event, To, Cargo, PickupZone )
self:F( { Carrier, From, Event, To } )
local Loaded = true
if Carrier and Carrier:IsAlive() then
for Cargo, CarrierUnit in pairs( self.Carrier_Cargo ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
self:F( { IsLoaded = Cargo:IsLoaded(), IsDestroyed = Cargo:IsDestroyed(), Cargo:GetName(), Carrier:GetName() } )
if not Cargo:IsLoaded() and not Cargo:IsDestroyed() then
Loaded = false
end
end
end
if Loaded then
self:__PickedUp( 0.1, PickupZone )
end
end
--- On after PickedUp event.
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP Carrier
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
function AI_CARGO:onafterPickedUp( Carrier, From, Event, To, PickupZone )
self:F( { Carrier, From, Event, To } )
Carrier:RouteResume()
local HasCargo = false
if Carrier and Carrier:IsAlive() then
for Cargo, CarrierUnit in pairs( self.Carrier_Cargo ) do
HasCargo = true
break
end
end
self.Relocating = false
if HasCargo then
self:F( "Transporting" )
self.Transporting = true
end
end
--- On after Unload event.
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP Carrier
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
function AI_CARGO:onafterUnload( Carrier, From, Event, To, DeployZone, Defend )
self:F( { Carrier, From, Event, To, DeployZone, Defend = Defend } )
local UnboardInterval = 5
local UnboardDelay = 5
if Carrier and Carrier:IsAlive() then
for _, CarrierUnit in pairs( Carrier:GetUnits() ) do
local CarrierUnit = CarrierUnit -- Wrapper.Unit#UNIT
Carrier:RouteStop()
for _, Cargo in pairs( CarrierUnit:GetCargo() ) do
self:F( { Cargo = Cargo:GetName(), Isloaded = Cargo:IsLoaded() } )
if Cargo:IsLoaded() then
Cargo:__UnBoard( UnboardDelay )
UnboardDelay = UnboardDelay + Cargo:GetCount() * UnboardInterval
self:__Unboard( UnboardDelay, Cargo, CarrierUnit, DeployZone, Defend )
if not Defend == true then
Cargo:SetDeployed( true )
end
end
end
end
end
end
--- On after Unboard event.
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP Carrier
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #string Cargo.Cargo#CARGO Cargo Cargo object.
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
function AI_CARGO:onafterUnboard( Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone, Defend )
self:F( { Carrier, From, Event, To, Cargo:GetName(), DeployZone = DeployZone, Defend = Defend } )
if Carrier and Carrier:IsAlive() then
if not Cargo:IsUnLoaded() then
self:__Unboard( 10, Cargo, CarrierUnit, DeployZone, Defend )
return
end
end
self:Unloaded( Cargo, CarrierUnit, DeployZone, Defend )
end
--- On after Unloaded event.
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP Carrier
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #string Cargo.Cargo#CARGO Cargo Cargo object.
-- @param #boolean Deployed Cargo is deployed.
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
function AI_CARGO:onafterUnloaded( Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone, Defend )
self:F( { Carrier, From, Event, To, Cargo:GetName(), DeployZone = DeployZone, Defend = Defend } )
local AllUnloaded = true
--Cargo:Regroup()
if Carrier and Carrier:IsAlive() then
for _, CarrierUnit in pairs( Carrier:GetUnits() ) do
local CarrierUnit = CarrierUnit -- Wrapper.Unit#UNIT
local IsEmpty = CarrierUnit:IsCargoEmpty()
self:I({ IsEmpty = IsEmpty })
if not IsEmpty then
AllUnloaded = false
break
end
end
if AllUnloaded == true then
if DeployZone == true then
self.Carrier_Cargo = {}
end
self.CargoCarrier = Carrier
end
end
if AllUnloaded == true then
self:__Deployed( 5, DeployZone, Defend )
end
end
--- On after Deployed event.
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP Carrier
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
function AI_CARGO:onafterDeployed( Carrier, From, Event, To, DeployZone, Defend )
self:F( { Carrier, From, Event, To, DeployZone = DeployZone, Defend = Defend } )
if not Defend == true then
self.Transporting = false
else
self:F( "Defending" )
end
end

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@ -0,0 +1,531 @@
--- **AI** -- (R2.4) - Models the intelligent transportation of infantry and other cargo.
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI.AI_Cargo_APC
-- @image AI_Cargo_Dispatching_For_APC.JPG
--- @type AI_CARGO_APC
-- @extends AI.AI_Cargo#AI_CARGO
--- Brings a dynamic cargo handling capability for an AI vehicle group.
--
-- Armoured Personnel Carriers (APC), Trucks, Jeeps and other ground based carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.
--
-- The AI_CARGO_APC class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
-- @{Cargo.Cargo} must be declared within the mission to make the AI_CARGO_APC object recognize the cargo.
-- Please consult the @{Cargo.Cargo} module for more information.
--
-- ## Cargo loading.
--
-- The module will load automatically cargo when the APCs are within boarding or loading radius.
-- The boarding or loading radius is specified when the cargo is created in the simulation, and therefore, this radius depends on the type of cargo
-- and the specified boarding radius.
--
-- ## **Defending** the APCs when enemies nearby.
--
-- Cargo will defend the carrier with its available arms, and to avoid cargo being lost within the battlefield.
--
-- When the APCs are approaching enemy units, something special is happening.
-- The APCs will stop moving, and the loaded infantry will unboard and follow the APCs and will help to defend the group.
-- The carrier will hold the route once the unboarded infantry is further than 50 meters from the APCs,
-- to ensure that the APCs are not too far away from the following running infantry.
-- Once all enemies are cleared, the infantry will board again automatically into the APCs. Once boarded, the APCs will follow its pre-defined route.
--
-- A combat radius needs to be specified in meters at the @{#AI_CARGO_APC.New}() method.
-- This combat radius will trigger the unboarding of troops when enemies are within the combat radius around the APCs.
-- During my tests, I've noticed that there is a balance between ensuring that the infantry is within sufficient hit radius (effectiveness) versus
-- vulnerability of the infantry. It all depends on the kind of enemies that are expected to be encountered.
-- A combat radius of 350 meters to 500 meters has been proven to be the most effective and efficient.
--
-- However, when the defense of the carrier, is not required, it must be switched off.
-- This is done by disabling the defense of the carrier using the method @{#AI_CARGO_APC.SetCombatRadius}(), and providing a combat radius of 0 meters.
-- It can be switched on later when required by reenabling the defense using the method and providing a combat radius larger than 0.
--
-- ## Infantry or cargo **health**.
--
-- When infantry is unboarded from the APCs, the infantry is actually respawned into the battlefield.
-- As a result, the unboarding infantry is very _healthy_ every time it unboards.
-- This is due to the limitation of the DCS simulator, which is not able to specify the health of new spawned units as a parameter.
-- However, infantry that was destroyed when unboarded and following the APCs, won't be respawned again. Destroyed is destroyed.
-- As a result, there is some additional strength that is gained when an unboarding action happens, but in terms of simulation balance this has
-- marginal impact on the overall battlefield simulation. Fortunately, the firing strength of infantry is limited, and thus, respacing healthy infantry every
-- time is not so much of an issue ...
--
-- ## Control the APCs on the map.
--
-- It is possible also as a human ground commander to influence the path of the APCs, by pointing a new path using the DCS user interface on the map.
-- In this case, the APCs will change the direction towards its new indicated route. However, there is a catch!
-- Once the APCs are near the enemy, and infantry is unboarded, the APCs won't be able to hold the route until the infantry could catch up.
-- The APCs will simply drive on and won't stop! This is a limitation in ED that prevents user actions being controlled by the scripting engine.
-- No workaround is possible on this.
--
-- ## Cargo deployment.
--
-- Using the @{#AI_CARGO_APC.Deploy}() method, you are able to direct the APCs towards a point on the battlefield to unboard/unload the cargo at the specific coordinate.
-- The APCs will follow nearby roads as much as possible, to ensure fast and clean cargo transportation between the objects and villages in the simulation environment.
--
-- ## Cargo pickup.
--
-- Using the @{#AI_CARGO_APC.Pickup}() method, you are able to direct the APCs towards a point on the battlefield to board/load the cargo at the specific coordinate.
-- The APCs will follow nearby roads as much as possible, to ensure fast and clean cargo transportation between the objects and villages in the simulation environment.
--
--
--
-- @field #AI_CARGO_APC
AI_CARGO_APC = {
ClassName = "AI_CARGO_APC",
Coordinate = nil, -- Core.Point#COORDINATE,
}
--- Creates a new AI_CARGO_APC object.
-- @param #AI_CARGO_APC self
-- @param Wrapper.Group#GROUP APC The carrier APC group.
-- @param Core.Set#SET_CARGO CargoSet The set of cargo to be transported.
-- @param #number CombatRadius Provide the combat radius to defend the carrier by unboarding the cargo when enemies are nearby. When the combat radius is 0, no defense will happen of the carrier.
-- @return #AI_CARGO_APC
function AI_CARGO_APC:New( APC, CargoSet, CombatRadius )
local self = BASE:Inherit( self, AI_CARGO:New( APC, CargoSet ) ) -- #AI_CARGO_APC
self:AddTransition( "*", "Monitor", "*" )
self:AddTransition( "*", "Follow", "Following" )
self:AddTransition( "*", "Guard", "Unloaded" )
self:AddTransition( "*", "Home", "*" )
self:AddTransition( "*", "Reload", "Boarding" )
self:AddTransition( "*", "Destroyed", "Destroyed" )
self:SetCombatRadius( CombatRadius )
self:SetCarrier( APC )
return self
end
--- Set the Carrier.
-- @param #AI_CARGO_APC self
-- @param Wrapper.Group#GROUP CargoCarrier
-- @return #AI_CARGO_APC
function AI_CARGO_APC:SetCarrier( CargoCarrier )
self.CargoCarrier = CargoCarrier -- Wrapper.Group#GROUP
self.CargoCarrier:SetState( self.CargoCarrier, "AI_CARGO_APC", self )
CargoCarrier:HandleEvent( EVENTS.Dead )
function CargoCarrier:OnEventDead( EventData )
self:F({"dead"})
local AICargoTroops = self:GetState( self, "AI_CARGO_APC" )
self:F({AICargoTroops=AICargoTroops})
if AICargoTroops then
self:F({})
if not AICargoTroops:Is( "Loaded" ) then
-- There are enemies within combat radius. Unload the CargoCarrier.
AICargoTroops:Destroyed()
end
end
end
-- CargoCarrier:HandleEvent( EVENTS.Hit )
--
-- function CargoCarrier:OnEventHit( EventData )
-- self:F({"hit"})
-- local AICargoTroops = self:GetState( self, "AI_CARGO_APC" )
-- if AICargoTroops then
-- self:F( { OnHitLoaded = AICargoTroops:Is( "Loaded" ) } )
-- if AICargoTroops:Is( "Loaded" ) or AICargoTroops:Is( "Boarding" ) then
-- -- There are enemies within combat radius. Unload the CargoCarrier.
-- AICargoTroops:Unload( false )
-- end
-- end
-- end
self.Zone = ZONE_UNIT:New( self.CargoCarrier:GetName() .. "-Zone", self.CargoCarrier, self.CombatRadius )
self.Coalition = self.CargoCarrier:GetCoalition()
self:SetControllable( CargoCarrier )
self:Guard()
return self
end
--- Find a free Carrier within a radius.
-- @param #AI_CARGO_APC self
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Radius
-- @return Wrapper.Group#GROUP NewCarrier
function AI_CARGO_APC:FindCarrier( Coordinate, Radius )
local CoordinateZone = ZONE_RADIUS:New( "Zone" , Coordinate:GetVec2(), Radius )
CoordinateZone:Scan( { Object.Category.UNIT } )
for _, DCSUnit in pairs( CoordinateZone:GetScannedUnits() ) do
local NearUnit = UNIT:Find( DCSUnit )
self:F({NearUnit=NearUnit})
if not NearUnit:GetState( NearUnit, "AI_CARGO_APC" ) then
local Attributes = NearUnit:GetDesc()
self:F({Desc=Attributes})
if NearUnit:HasAttribute( "Trucks" ) then
return NearUnit:GetGroup()
end
end
end
return nil
end
--- Enable/Disable unboarding of cargo (infantry) when enemies are nearby (to help defend the carrier).
-- This is only valid for APCs and trucks etc, thus ground vehicles.
-- @param #AI_CARGO_APC self
-- @param #number CombatRadius Provide the combat radius to defend the carrier by unboarding the cargo when enemies are nearby.
-- When the combat radius is 0, no defense will happen of the carrier.
-- When the combat radius is not provided, no defense will happen!
-- @return #AI_CARGO_APC
-- @usage
--
-- -- Disembark the infantry when the carrier is under attack.
-- AICargoAPC:SetCombatRadius( true )
--
-- -- Keep the cargo in the carrier when the carrier is under attack.
-- AICargoAPC:SetCombatRadius( false )
function AI_CARGO_APC:SetCombatRadius( CombatRadius )
self.CombatRadius = CombatRadius or 0
if self.CombatRadius > 0 then
self:__Monitor( -5 )
end
return self
end
--- Follow Infantry to the Carrier.
-- @param #AI_CARGO_APC self
-- @param #AI_CARGO_APC Me
-- @param Wrapper.Unit#UNIT APCUnit
-- @param Cargo.CargoGroup#CARGO_GROUP Cargo
-- @return #AI_CARGO_APC
function AI_CARGO_APC:FollowToCarrier( Me, APCUnit, CargoGroup )
local InfantryGroup = CargoGroup:GetGroup()
self:F( { self = self:GetClassNameAndID(), InfantryGroup = InfantryGroup:GetName() } )
--if self:Is( "Following" ) then
if APCUnit:IsAlive() then
-- We check if the Cargo is near to the CargoCarrier.
if InfantryGroup:IsPartlyInZone( ZONE_UNIT:New( "Radius", APCUnit, 25 ) ) then
-- The Cargo does not need to follow the Carrier.
Me:Guard()
else
self:F( { InfantryGroup = InfantryGroup:GetName() } )
if InfantryGroup:IsAlive() then
self:F( { InfantryGroup = InfantryGroup:GetName() } )
local Waypoints = {}
-- Calculate the new Route.
local FromCoord = InfantryGroup:GetCoordinate()
local FromGround = FromCoord:WaypointGround( 10, "Diamond" )
self:F({FromGround=FromGround})
table.insert( Waypoints, FromGround )
local ToCoord = APCUnit:GetCoordinate():GetRandomCoordinateInRadius( 10, 5 )
local ToGround = ToCoord:WaypointGround( 10, "Diamond" )
self:F({ToGround=ToGround})
table.insert( Waypoints, ToGround )
local TaskRoute = InfantryGroup:TaskFunction( "AI_CARGO_APC.FollowToCarrier", Me, APCUnit, CargoGroup )
self:F({Waypoints = Waypoints})
local Waypoint = Waypoints[#Waypoints]
InfantryGroup:SetTaskWaypoint( Waypoint, TaskRoute ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
InfantryGroup:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
end
end
end
end
--- On after Monitor event.
-- @param #AI_CARGO_APC self
-- @param Wrapper.Group#GROUP APC
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function AI_CARGO_APC:onafterMonitor( APC, From, Event, To )
self:F( { APC, From, Event, To, IsTransporting = self:IsTransporting() } )
if self.CombatRadius > 0 then
if APC and APC:IsAlive() then
if self.CarrierCoordinate then
if self:IsTransporting() == true then
local Coordinate = APC:GetCoordinate()
if self:Is( "Unloaded" ) or self:Is( "Loaded" ) then
self.Zone:Scan( { Object.Category.UNIT } )
if self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then
if self:Is( "Unloaded" ) then
-- There are no enemies within combat radius. Reload the CargoCarrier.
self:Reload()
end
else
if self:Is( "Loaded" ) then
-- There are enemies within combat radius. Unload the CargoCarrier.
self:__Unload( 1, nil, true ) -- The 2nd parameter is true, which means that the unload is for defending the carrier, not to deploy!
else
if self:Is( "Unloaded" ) then
--self:Follow()
end
self:F( "I am here" .. self:GetCurrentState() )
if self:Is( "Following" ) then
for Cargo, APCUnit in pairs( self.Carrier_Cargo ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
local APCUnit = APCUnit -- Wrapper.Unit#UNIT
if Cargo:IsAlive() then
if not Cargo:IsNear( APCUnit, 40 ) then
APCUnit:RouteStop()
self.CarrierStopped = true
else
if self.CarrierStopped then
if Cargo:IsNear( APCUnit, 25 ) then
APCUnit:RouteResume()
self.CarrierStopped = nil
end
end
end
end
end
end
end
end
end
end
end
self.CarrierCoordinate = APC:GetCoordinate()
end
self:__Monitor( -5 )
end
end
--- On after Follow event.
-- @param #AI_CARGO_APC self
-- @param Wrapper.Group#GROUP APC
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function AI_CARGO_APC:onafterFollow( APC, From, Event, To )
self:F( { APC, From, Event, To } )
self:F( "Follow" )
if APC and APC:IsAlive() then
for Cargo, APCUnit in pairs( self.Carrier_Cargo ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
if Cargo:IsUnLoaded() then
self:FollowToCarrier( self, APCUnit, Cargo )
APCUnit:RouteResume()
end
end
end
end
--- @param #AI_CARGO_APC
-- @param Wrapper.Group#GROUP APC
function AI_CARGO_APC._Pickup( APC, self, Coordinate, Speed, PickupZone )
APC:F( { "AI_CARGO_APC._Pickup:", APC:GetName() } )
if APC:IsAlive() then
self:Load( PickupZone )
end
end
function AI_CARGO_APC._Deploy( APC, self, Coordinate, DeployZone )
APC:F( { "AI_CARGO_APC._Deploy:", APC } )
if APC:IsAlive() then
self:Unload( DeployZone )
end
end
--- On after Pickup event.
-- @param #AI_CARGO_APC self
-- @param Wrapper.Group#GROUP APC
-- @param From
-- @param Event
-- @param To
-- @param Core.Point#COORDINATE Coordinate of the pickup point.
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Height Height in meters to move to the pickup coordinate. This parameter is ignored for APCs.
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
function AI_CARGO_APC:onafterPickup( APC, From, Event, To, Coordinate, Speed, Height, PickupZone )
if APC and APC:IsAlive() then
if Coordinate then
self.RoutePickup = true
local _speed=Speed or APC:GetSpeedMax()*0.5
local Waypoints = APC:TaskGroundOnRoad( Coordinate, _speed, "Line abreast", true )
local TaskFunction = APC:TaskFunction( "AI_CARGO_APC._Pickup", self, Coordinate, Speed, PickupZone )
self:F({Waypoints = Waypoints})
local Waypoint = Waypoints[#Waypoints]
APC:SetTaskWaypoint( Waypoint, TaskFunction ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
APC:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
else
AI_CARGO_APC._Pickup( APC, self, Coordinate, Speed, PickupZone )
end
self:GetParent( self, AI_CARGO_APC ).onafterPickup( self, APC, From, Event, To, Coordinate, Speed, Height, PickupZone )
end
end
--- On after Deploy event.
-- @param #AI_CARGO_APC self
-- @param Wrapper.Group#GROUP APC
-- @param From
-- @param Event
-- @param To
-- @param Core.Point#COORDINATE Coordinate Deploy place.
-- @param #number Speed Speed in km/h to drive to the depoly coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Height Height in meters to move to the deploy coordinate. This parameter is ignored for APCs.
-- @param Core.Zone#ZONE DeployZone The zone where the cargo will be deployed.
function AI_CARGO_APC:onafterDeploy( APC, From, Event, To, Coordinate, Speed, Height, DeployZone )
if APC and APC:IsAlive() then
self.RouteDeploy = true
local _speed=Speed or APC:GetSpeedMax()*0.5
local Waypoints = APC:TaskGroundOnRoad( Coordinate, _speed, "Line abreast", true )
local TaskFunction = APC:TaskFunction( "AI_CARGO_APC._Deploy", self, Coordinate, DeployZone )
self:F({Waypoints = Waypoints})
local Waypoint = Waypoints[#Waypoints]
APC:SetTaskWaypoint( Waypoint, TaskFunction ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
APC:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
self:GetParent( self, AI_CARGO_APC ).onafterDeploy( self, APC, From, Event, To, Coordinate, Speed, Height, DeployZone )
end
end
--- On after Unloaded event.
-- @param #AI_CARGO_APC self
-- @param Wrapper.Group#GROUP Carrier
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #string Cargo.Cargo#CARGO Cargo Cargo object.
-- @param #boolean Deployed Cargo is deployed.
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
function AI_CARGO_APC:onafterUnloaded( Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone, Defend )
self:F( { Carrier, From, Event, To, DeployZone = DeployZone, Defend = Defend } )
self:GetParent( self, AI_CARGO_APC ).onafterUnloaded( self, Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone, Defend )
-- If Defend == true then we need to scan for possible enemies within combat zone and engage only ground forces.
if Defend == true then
self.Zone:Scan( { Object.Category.UNIT } )
if not self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then
-- OK, enemies nearby, now find the enemies and attack them.
local AttackUnits = self.Zone:GetScannedUnits() -- #list<DCS#Unit>
local Move = {}
local CargoGroup = Cargo.CargoObject -- Wrapper.Group#GROUP
Move[#Move+1] = CargoGroup:GetCoordinate():WaypointGround( 70, "Custom" )
for UnitId, AttackUnit in pairs( AttackUnits ) do
local MooseUnit = UNIT:Find( AttackUnit )
if MooseUnit:GetCoalition() ~= CargoGroup:GetCoalition() then
Move[#Move+1] = MooseUnit:GetCoordinate():WaypointGround( 70, "Line abreast" )
--MoveTo.Task = CargoGroup:TaskCombo( CargoGroup:TaskAttackUnit( MooseUnit, true ) )
self:F( { MooseUnit = MooseUnit:GetName(), CargoGroup = CargoGroup:GetName() } )
end
end
CargoGroup:RoutePush( Move, 0.1 )
end
end
end
--- On after Deployed event.
-- @param #AI_CARGO_APC self
-- @param Wrapper.Group#GROUP Carrier
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
function AI_CARGO_APC:onafterDeployed( APC, From, Event, To, DeployZone, Defend )
self:F( { APC, From, Event, To, DeployZone = DeployZone, Defend = Defend } )
self:__Guard( 0.1 )
self:GetParent( self, AI_CARGO_APC ).onafterDeployed( self, APC, From, Event, To, DeployZone, Defend )
end
--- On after Home event.
-- @param #AI_CARGO_APC self
-- @param Wrapper.Group#GROUP APC
-- @param From
-- @param Event
-- @param To
-- @param Core.Point#COORDINATE Coordinate Home place.
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Height Height in meters to move to the home coordinate. This parameter is ignored for APCs.
function AI_CARGO_APC:onafterHome( APC, From, Event, To, Coordinate, Speed, Height, HomeZone )
if APC and APC:IsAlive() ~= nil then
self.RouteHome = true
Speed = Speed or APC:GetSpeedMax()*0.5
local Waypoints = APC:TaskGroundOnRoad( Coordinate, Speed, "Line abreast", true )
self:F({Waypoints = Waypoints})
local Waypoint = Waypoints[#Waypoints]
APC:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
end
end

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--- **AI** -- (R2.4) - Models the intelligent transportation of infantry (cargo).
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI.AI_Cargo_Airplane
-- @image AI_Cargo_Dispatching_For_Airplanes.JPG
--- @type AI_CARGO_AIRPLANE
-- @extends Core.Fsm#FSM_CONTROLLABLE
--- Brings a dynamic cargo handling capability for an AI airplane group.
--
-- Airplane carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation between airbases.
--
-- The AI_CARGO_AIRPLANE module uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
-- @{Cargo.Cargo} must be declared within the mission to make AI_CARGO_AIRPLANE recognize the cargo.
-- Please consult the @{Cargo.Cargo} module for more information.
--
-- ## Cargo pickup.
--
-- Using the @{#AI_CARGO_AIRPLANE.Pickup}() method, you are able to direct the helicopters towards a point on the battlefield to board/load the cargo at the specific coordinate.
-- Ensure that the landing zone is horizontally flat, and that trees cannot be found in the landing vicinity, or the helicopters won't land or will even crash!
--
-- ## Cargo deployment.
--
-- Using the @{#AI_CARGO_AIRPLANE.Deploy}() method, you are able to direct the helicopters towards a point on the battlefield to unboard/unload the cargo at the specific coordinate.
-- Ensure that the landing zone is horizontally flat, and that trees cannot be found in the landing vicinity, or the helicopters won't land or will even crash!
--
-- ## Infantry health.
--
-- When infantry is unboarded from the APCs, the infantry is actually respawned into the battlefield.
-- As a result, the unboarding infantry is very _healthy_ every time it unboards.
-- This is due to the limitation of the DCS simulator, which is not able to specify the health of new spawned units as a parameter.
-- However, infantry that was destroyed when unboarded, won't be respawned again. Destroyed is destroyed.
-- As a result, there is some additional strength that is gained when an unboarding action happens, but in terms of simulation balance this has
-- marginal impact on the overall battlefield simulation. Fortunately, the firing strength of infantry is limited, and thus, respacing healthy infantry every
-- time is not so much of an issue ...
--
--
-- @field #AI_CARGO_AIRPLANE
AI_CARGO_AIRPLANE = {
ClassName = "AI_CARGO_AIRPLANE",
Coordinate = nil, -- Core.Point#COORDINATE
}
--- Creates a new AI_CARGO_AIRPLANE object.
-- @param #AI_CARGO_AIRPLANE self
-- @param Wrapper.Group#GROUP Airplane Plane used for transportation of cargo.
-- @param Core.Set#SET_CARGO CargoSet Cargo set to be transported.
-- @return #AI_CARGO_AIRPLANE
function AI_CARGO_AIRPLANE:New( Airplane, CargoSet )
local self = BASE:Inherit( self, AI_CARGO:New( Airplane, CargoSet ) ) -- #AI_CARGO_AIRPLANE
self:AddTransition( "*", "Landed", "*" )
self:AddTransition( "*", "Home" , "*" )
self:AddTransition( "*", "Destroyed", "Destroyed" )
--- Pickup Handler OnBefore for AI_CARGO_AIRPLANE
-- @function [parent=#AI_CARGO_AIRPLANE] OnBeforePickup
-- @param #AI_CARGO_AIRPLANE self
-- @param Wrapper.Group#GROUP Airplane Cargo transport plane.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Wrapper.Airbase#AIRBASE Airbase Airbase where troops are picked up.
-- @param #number Speed in km/h for travelling to pickup base.
-- @return #boolean
--- Pickup Handler OnAfter for AI_CARGO_AIRPLANE
-- @function [parent=#AI_CARGO_AIRPLANE] OnAfterPickup
-- @param #AI_CARGO_AIRPLANE self
-- @param Wrapper.Group#GROUP Airplane Cargo plane.
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Wrapper.Airbase#AIRBASE Airbase Airbase where troops are picked up.
-- @param #number Speed in km/h for travelling to pickup base.
--- Pickup Trigger for AI_CARGO_AIRPLANE
-- @function [parent=#AI_CARGO_AIRPLANE] Pickup
-- @param #AI_CARGO_AIRPLANE self
-- @param Wrapper.Airbase#AIRBASE Airbase Airbase where troops are picked up.
-- @param #number Speed in km/h for travelling to pickup base.
--- Pickup Asynchronous Trigger for AI_CARGO_AIRPLANE
-- @function [parent=#AI_CARGO_AIRPLANE] __Pickup
-- @param #AI_CARGO_AIRPLANE self
-- @param #number Delay Delay in seconds.
-- @param Wrapper.Airbase#AIRBASE Airbase Airbase where troops are picked up.
-- @param #number Speed in km/h for travelling to pickup base.
--- Deploy Handler OnBefore for AI_CARGO_AIRPLANE
-- @function [parent=#AI_CARGO_AIRPLANE] OnBeforeDeploy
-- @param #AI_CARGO_AIRPLANE self
-- @param Wrapper.Group#GROUP Airplane Cargo plane.
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Wrapper.Airbase#AIRBASE Airbase Destination airbase where troops are deployed.
-- @param #number Speed Speed in km/h for travelling to deploy base.
-- @return #boolean
--- Deploy Handler OnAfter for AI_CARGO_AIRPLANE
-- @function [parent=#AI_CARGO_AIRPLANE] OnAfterDeploy
-- @param #AI_CARGO_AIRPLANE self
-- @param Wrapper.Group#GROUP Airplane Cargo plane.
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Wrapper.Airbase#AIRBASE Airbase Destination airbase where troops are deployed.
-- @param #number Speed Speed in km/h for travelling to deploy base.
--- Deploy Trigger for AI_CARGO_AIRPLANE
-- @function [parent=#AI_CARGO_AIRPLANE] Deploy
-- @param #AI_CARGO_AIRPLANE self
-- @param Wrapper.Airbase#AIRBASE Airbase Destination airbase where troops are deployed.
-- @param #number Speed Speed in km/h for travelling to deploy base.
--- Deploy Asynchronous Trigger for AI_CARGO_AIRPLANE
-- @function [parent=#AI_CARGO_AIRPLANE] __Deploy
-- @param #AI_CARGO_AIRPLANE self
-- @param #number Delay Delay in seconds.
-- @param Wrapper.Airbase#AIRBASE Airbase Destination airbase where troops are deployed.
-- @param #number Speed Speed in km/h for travelling to deploy base.
--- On after Loaded event, i.e. triggered when the cargo is inside the carrier.
-- @function [parent=#AI_CARGO_AIRPLANE] OnAfterLoaded
-- @param #AI_CARGO_AIRPLANE self
-- @param Wrapper.Group#GROUP Airplane Cargo plane.
-- @param From
-- @param Event
-- @param To
-- Set carrier.
self:SetCarrier( Airplane )
return self
end
--- Set the Carrier (controllable). Also initializes events for carrier and defines the coalition.
-- @param #AI_CARGO_AIRPLANE self
-- @param Wrapper.Group#GROUP Airplane Transport plane.
-- @return #AI_CARGO_AIRPLANE self
function AI_CARGO_AIRPLANE:SetCarrier( Airplane )
local AICargo = self
self.Airplane = Airplane -- Wrapper.Group#GROUP
self.Airplane:SetState( self.Airplane, "AI_CARGO_AIRPLANE", self )
self.RoutePickup = false
self.RouteDeploy = false
Airplane:HandleEvent( EVENTS.Dead )
Airplane:HandleEvent( EVENTS.Hit )
Airplane:HandleEvent( EVENTS.EngineShutdown )
function Airplane:OnEventDead( EventData )
local AICargoTroops = self:GetState( self, "AI_CARGO_AIRPLANE" )
self:F({AICargoTroops=AICargoTroops})
if AICargoTroops then
self:F({})
if not AICargoTroops:Is( "Loaded" ) then
-- There are enemies within combat range. Unload the Airplane.
AICargoTroops:Destroyed()
end
end
end
function Airplane:OnEventHit( EventData )
local AICargoTroops = self:GetState( self, "AI_CARGO_AIRPLANE" )
if AICargoTroops then
self:F( { OnHitLoaded = AICargoTroops:Is( "Loaded" ) } )
if AICargoTroops:Is( "Loaded" ) or AICargoTroops:Is( "Boarding" ) then
-- There are enemies within combat range. Unload the Airplane.
AICargoTroops:Unload()
end
end
end
function Airplane:OnEventEngineShutdown( EventData )
AICargo.Relocating = false
AICargo:Landed( self.Airplane )
end
self.Coalition = self.Airplane:GetCoalition()
self:SetControllable( Airplane )
return self
end
--- Find a free Carrier within a range.
-- @param #AI_CARGO_AIRPLANE self
-- @param Wrapper.Airbase#AIRBASE Airbase
-- @param #number Radius
-- @return Wrapper.Group#GROUP NewCarrier
function AI_CARGO_AIRPLANE:FindCarrier( Coordinate, Radius )
local CoordinateZone = ZONE_RADIUS:New( "Zone" , Coordinate:GetVec2(), Radius )
CoordinateZone:Scan( { Object.Category.UNIT } )
for _, DCSUnit in pairs( CoordinateZone:GetScannedUnits() ) do
local NearUnit = UNIT:Find( DCSUnit )
self:F({NearUnit=NearUnit})
if not NearUnit:GetState( NearUnit, "AI_CARGO_AIRPLANE" ) then
local Attributes = NearUnit:GetDesc()
self:F({Desc=Attributes})
if NearUnit:HasAttribute( "Trucks" ) then
self:SetCarrier( NearUnit )
break
end
end
end
end
--- On after "Landed" event. Called on engine shutdown and initiates the pickup mission or unloading event.
-- @param #AI_CARGO_AIRPLANE self
-- @param Wrapper.Group#GROUP Airplane Cargo transport plane.
-- @param From
-- @param Event
-- @param To
function AI_CARGO_AIRPLANE:onafterLanded( Airplane, From, Event, To )
self:F({Airplane, From, Event, To})
if Airplane and Airplane:IsAlive()~=nil then
-- Aircraft was sent to this airbase to pickup troops. Initiate loadling.
if self.RoutePickup == true then
self:Load( self.PickupZone )
end
-- Aircraft was send to this airbase to deploy troops. Initiate unloading.
if self.RouteDeploy == true then
self:Unload()
self.RouteDeploy = false
end
end
end
--- On after "Pickup" event. Routes transport to pickup airbase.
-- @param #AI_CARGO_AIRPLANE self
-- @param Wrapper.Group#GROUP Airplane Cargo transport plane.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed in km/h for travelling to pickup base.
-- @param #number Height Height in meters to move to the pickup coordinate.
-- @param Core.Zone#ZONE_AIRBASE (optional) PickupZone The zone where the cargo will be picked up.
function AI_CARGO_AIRPLANE:onafterPickup( Airplane, From, Event, To, Coordinate, Speed, Height, PickupZone )
if Airplane and Airplane:IsAlive() then
self.PickupZone = PickupZone
-- Get closest airbase of current position.
local ClosestAirbase, DistToAirbase=Airplane:GetCoordinate():GetClosestAirbase()
-- Two cases. Aircraft spawned in air or at an airbase.
if Airplane:InAir() then
self.Airbase=nil --> route will start in air
else
self.Airbase=ClosestAirbase
end
-- Set pickup airbase.
local Airbase = PickupZone:GetAirbase()
-- Distance from closest to pickup airbase ==> we need to know if we are already at the pickup airbase.
local Dist = Airbase:GetCoordinate():Get2DDistance(ClosestAirbase:GetCoordinate())
--env.info("Distance closest to pickup airbase = "..Dist)
if Airplane:InAir() or Dist>500 then
-- Route aircraft to pickup airbase.
self:Route( Airplane, Airbase, Speed, Height )
-- Set airbase as starting point in the next Route() call.
self.Airbase = Airbase
-- Aircraft is on a pickup mission.
self.RoutePickup = true
else
-- We are already at the right airbase ==> Landed ==> triggers loading of troops. Is usually called at engine shutdown event.
self.RoutePickup=true
self:Landed()
end
self:GetParent( self, AI_CARGO_AIRPLANE ).onafterPickup( self, Airplane, From, Event, To, Coordinate, Speed, Height, PickupZone )
end
end
--- On after Depoly event. Routes plane to the airbase where the troops are deployed.
-- @param #AI_CARGO_AIRPLANE self
-- @param Wrapper.Group#GROUP Airplane Cargo transport plane.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed in km/h for travelling to pickup base.
-- @param #number Height Height in meters to move to the home coordinate.
-- @param Core.Zone#ZONE_AIRBASE DeployZone The zone where the cargo will be deployed.
function AI_CARGO_AIRPLANE:onafterDeploy( Airplane, From, Event, To, Coordinate, Speed, Height, DeployZone )
if Airplane and Airplane:IsAlive()~=nil then
local Airbase = DeployZone:GetAirbase()
-- Activate uncontrolled airplane.
if Airplane:IsAlive()==false then
Airplane:SetCommand({id = 'Start', params = {}})
end
-- Route to destination airbase.
self:Route( Airplane, Airbase, Speed, Height )
-- Aircraft is on a depoly mission.
self.RouteDeploy = true
-- Set destination airbase for next :Route() command.
self.Airbase = Airbase
self:GetParent( self, AI_CARGO_AIRPLANE ).onafterDeploy( self, Airplane, From, Event, To, Coordinate, Speed, Height, DeployZone )
end
end
--- On after Unload event. Cargo is beeing unloaded, i.e. the unboarding process is started.
-- @param #AI_CARGO_AIRPLANE self
-- @param Wrapper.Group#GROUP Airplane Cargo transport plane.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function AI_CARGO_AIRPLANE:onafterUnload( Airplane, From, Event, To, DeployZone )
local UnboardInterval = 10
local UnboardDelay = 10
if Airplane and Airplane:IsAlive() then
for _, AirplaneUnit in pairs( Airplane:GetUnits() ) do
local Cargos = AirplaneUnit:GetCargo()
for CargoID, Cargo in pairs( Cargos ) do
local Angle = 180
local CargoCarrierHeading = Airplane:GetHeading() -- Get Heading of object in degrees.
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
self:T( { CargoCarrierHeading, CargoDeployHeading } )
local CargoDeployCoordinate = Airplane:GetPointVec2():Translate( 150, CargoDeployHeading )
Cargo:__UnBoard( UnboardDelay, CargoDeployCoordinate )
UnboardDelay = UnboardDelay + UnboardInterval
Cargo:SetDeployed( true )
self:__Unboard( UnboardDelay, Cargo, AirplaneUnit, DeployZone )
end
end
end
end
--- Route the airplane from one airport or it's current position to another airbase.
-- @param #AI_CARGO_AIRPLANE self
-- @param Wrapper.Group#GROUP Airplane Airplane group to be routed.
-- @param Wrapper.Airbase#AIRBASE Airbase Destination airbase.
-- @param #number Speed Speed in km/h. Default is 80% of max possible speed the group can do.
-- @param #number Height Height in meters to move to the Airbase.
-- @param #boolean Uncontrolled If true, spawn group in uncontrolled state.
function AI_CARGO_AIRPLANE:Route( Airplane, Airbase, Speed, Height, Uncontrolled )
if Airplane and Airplane:IsAlive() then
-- Set takeoff type.
local Takeoff = SPAWN.Takeoff.Cold
-- Get template of group.
local Template = Airplane:GetTemplate()
-- Nil check
if Template==nil then
return
end
-- Waypoints of the route.
local Points={}
-- To point.
local AirbasePointVec2 = Airbase:GetPointVec2()
local ToWaypoint = AirbasePointVec2:WaypointAir(
POINT_VEC3.RoutePointAltType.BARO,
"Land",
"Landing",
Speed or Airplane:GetSpeedMax()*0.8
)
ToWaypoint["airdromeId"] = Airbase:GetID()
ToWaypoint["speed_locked"] = true
-- If self.Airbase~=nil then group is currently at an airbase, where it should be respawned.
if self.Airbase then
-- Second point of the route. First point is done in RespawnAtCurrentAirbase() routine.
Template.route.points[2] = ToWaypoint
-- Respawn group at the current airbase.
Airplane:RespawnAtCurrentAirbase(Template, Takeoff, Uncontrolled)
else
-- From point.
local GroupPoint = Airplane:GetVec2()
local FromWaypoint = {}
FromWaypoint.x = GroupPoint.x
FromWaypoint.y = GroupPoint.y
FromWaypoint.type = "Turning Point"
FromWaypoint.action = "Turning Point"
FromWaypoint.speed = Airplane:GetSpeedMax()*0.8
-- The two route points.
Points[1] = FromWaypoint
Points[2] = ToWaypoint
local PointVec3 = Airplane:GetPointVec3()
Template.x = PointVec3.x
Template.y = PointVec3.z
Template.route.points = Points
local GroupSpawned = Airplane:Respawn(Template)
end
end
end
--- On after Home event. Aircraft will be routed to their home base.
-- @param #AI_CARGO_AIRPLANE self
-- @param Wrapper.Group#GROUP Airplane The cargo plane.
-- @param From From state.
-- @param Event Event.
-- @param To To State.
-- @param Core.Point#COORDINATE Coordinate Home place (not used).
-- @param #number Speed Speed in km/h to fly to the home airbase (zone). Default is 80% of max possible speed the unit can go.
-- @param #number Height Height in meters to move to the home coordinate.
-- @param Core.Zone#ZONE_AIRBASE HomeZone The home airbase (zone) where the plane should return to.
function AI_CARGO_AIRPLANE:onafterHome(Airplane, From, Event, To, Coordinate, Speed, Height, HomeZone )
if Airplane and Airplane:IsAlive() then
-- We are going home!
self.RouteHome = true
-- Home Base.
local HomeBase=HomeZone:GetAirbase()
self.Airbase=HomeBase
-- Now route the airplane home
self:Route( Airplane, HomeBase, Speed, Height )
end
end

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--- **AI** -- (2.4) - Models the intelligent transportation of infantry and other cargo using APCs.
--
-- ## Features:
--
-- * Quickly transport cargo to various deploy zones using ground vehicles (APCs, trucks ...).
-- * Various @{Cargo.Cargo#CARGO} types can be transported. These are infantry groups and crates.
-- * Define a list of deploy zones of various types to transport the cargo to.
-- * The vehicles follow the roads to ensure the fastest possible cargo transportation over the ground.
-- * Multiple vehicles can transport multiple cargo as one vehicle group.
-- * Multiple vehicle groups can be enabled as one collaborating transportation process.
-- * Infantry loaded as cargo, will unboard in case enemies are nearby and will help defending the vehicles.
-- * Different ranges can be setup for enemy defenses.
-- * Different options can be setup to tweak the cargo transporation behaviour.
--
-- ===
--
-- ## Test Missions:
--
-- Test missions can be located on the main GITHUB site.
--
-- [FlightControl-Master/MOOSE_MISSIONS/AID - AI Dispatching/AID-CGO - AI Cargo Dispatching/]
-- (https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/AID%20-%20AI%20Dispatching/AID-CGO%20-%20AI%20Cargo%20Dispatching)
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI.AI_Cargo_Dispatcher_APC
-- @image AI_Cargo_Dispatching_For_APC.JPG
--- @type AI_CARGO_DISPATCHER_APC
-- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER
--- A dynamic cargo transportation capability for AI groups.
--
-- Armoured Personnel APCs (APC), Trucks, Jeeps and other carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.
--
-- The AI_CARGO_DISPATCHER_APC module is derived from the AI_CARGO_DISPATCHER module.
--
-- ## Note! In order to fully understand the mechanisms of the AI_CARGO_DISPATCHER_APC class, it is recommended that you first consult and READ the documentation of the @{AI.AI_Cargo_Dispatcher} module!!!
--
-- Especially to learn how to **Tailor the different cargo handling events**, this will be very useful!
--
-- On top, the AI_CARGO_DISPATCHER_APC class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
-- Also ensure that you fully understand how to declare and setup Cargo objects within the MOOSE framework before using this class.
-- CARGO derived objects must be declared within the mission to make the AI_CARGO_DISPATCHER_HELICOPTER object recognize the cargo.
--
--
-- # 1) AI_CARGO_DISPATCHER_APC constructor.
--
-- * @{#AI_CARGO_DISPATCHER_APC.New}(): Creates a new AI_CARGO_DISPATCHER_APC object.
--
-- ---
--
-- # 2) AI_CARGO_DISPATCHER_APC is a Finite State Machine.
--
-- This section must be read as follows. Each of the rows indicate a state transition, triggered through an event, and with an ending state of the event was executed.
-- The first column is the **From** state, the second column the **Event**, and the third column the **To** state.
--
-- So, each of the rows have the following structure.
--
-- * **From** => **Event** => **To**
--
-- Important to know is that an event can only be executed if the **current state** is the **From** state.
-- This, when an **Event** that is being triggered has a **From** state that is equal to the **Current** state of the state machine, the event will be executed,
-- and the resulting state will be the **To** state.
--
-- These are the different possible state transitions of this state machine implementation:
--
-- * Idle => Start => Monitoring
-- * Monitoring => Monitor => Monitoring
-- * Monitoring => Stop => Idle
--
-- * Monitoring => Pickup => Monitoring
-- * Monitoring => Load => Monitoring
-- * Monitoring => Loading => Monitoring
-- * Monitoring => Loaded => Monitoring
-- * Monitoring => PickedUp => Monitoring
-- * Monitoring => Deploy => Monitoring
-- * Monitoring => Unload => Monitoring
-- * Monitoring => Unloaded => Monitoring
-- * Monitoring => Deployed => Monitoring
-- * Monitoring => Home => Monitoring
--
--
-- ## 2.1) AI_CARGO_DISPATCHER States.
--
-- * **Monitoring**: The process is dispatching.
-- * **Idle**: The process is idle.
--
-- ## 2.2) AI_CARGO_DISPATCHER Events.
--
-- * **Start**: Start the transport process.
-- * **Stop**: Stop the transport process.
-- * **Monitor**: Monitor and take action.
--
-- * **Pickup**: Pickup cargo.
-- * **Load**: Load the cargo.
-- * **Loading**: The dispatcher is coordinating the loading of a cargo.
-- * **Loaded**: Flag that the cargo is loaded.
-- * **PickedUp**: The dispatcher has loaded all requested cargo into the CarrierGroup.
-- * **Deploy**: Deploy cargo to a location.
-- * **Unload**: Unload the cargo.
-- * **Unloaded**: Flag that the cargo is unloaded.
-- * **Deployed**: All cargo is unloaded from the carriers in the group.
-- * **Home**: A Carrier is going home.
--
-- ## 2.3) Enhance your mission scripts with **Tailored** Event Handling!
--
-- Within your mission, you can capture these events when triggered, and tailor the events with your own code!
-- Check out the @{AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER} class at chapter 3 for details on the different event handlers that are available and how to use them.
--
-- **There are a lot of templates available that allows you to quickly setup an event handler for a specific event type!**
--
-- ---
--
-- # 3) Set the pickup parameters.
--
-- Several parameters can be set to pickup cargo:
--
-- * @{#AI_CARGO_DISPATCHER_APC.SetPickupRadius}(): Sets or randomizes the pickup location for the APC around the cargo coordinate in a radius defined an outer and optional inner radius.
-- * @{#AI_CARGO_DISPATCHER_APC.SetPickupSpeed}(): Set the speed or randomizes the speed in km/h to pickup the cargo.
--
-- # 4) Set the deploy parameters.
--
-- Several parameters can be set to deploy cargo:
--
-- * @{#AI_CARGO_DISPATCHER_APC.SetDeployRadius}(): Sets or randomizes the deploy location for the APC around the cargo coordinate in a radius defined an outer and an optional inner radius.
-- * @{#AI_CARGO_DISPATCHER_APC.SetDeploySpeed}(): Set the speed or randomizes the speed in km/h to deploy the cargo.
--
-- # 5) Set the home zone when there isn't any more cargo to pickup.
--
-- A home zone can be specified to where the APCs will move when there isn't any cargo left for pickup.
-- Use @{#AI_CARGO_DISPATCHER_APC.SetHomeZone}() to specify the home zone.
--
-- If no home zone is specified, the APCs will wait near the deploy zone for a new pickup command.
--
-- ===
--
-- @field #AI_CARGO_DISPATCHER_APC
AI_CARGO_DISPATCHER_APC = {
ClassName = "AI_CARGO_DISPATCHER_APC",
}
--- Creates a new AI_CARGO_DISPATCHER_APC object.
-- @param #AI_CARGO_DISPATCHER_APC self
-- @param Core.Set#SET_GROUP APCSet The set of @{Wrapper.Group#GROUP} objects of vehicles, trucks, APCs that will transport the cargo.
-- @param Core.Set#SET_CARGO CargoSet The set of @{Cargo.Cargo#CARGO} objects, which can be CARGO_GROUP, CARGO_CRATE, CARGO_SLINGLOAD objects.
-- @param Core.Set#SET_ZONE PickupZoneSet (optional) The set of pickup zones, which are used to where the cargo can be picked up by the APCs. If nil, then cargo can be picked up everywhere.
-- @param Core.Set#SET_ZONE DeployZoneSet The set of deploy zones, which are used to where the cargo will be deployed by the APCs.
-- @param DCS#Distance CombatRadius The cargo will be unloaded from the APC and engage the enemy if the enemy is within CombatRadius range. The radius is in meters, the default value is 500 meters.
-- @return #AI_CARGO_DISPATCHER_APC
-- @usage
--
-- -- An AI dispatcher object for a vehicle squadron, moving infantry from pickup zones to deploy zones.
--
-- local SetCargoInfantry = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
-- local SetAPC = SET_GROUP:New():FilterPrefixes( "APC" ):FilterStart()
-- local SetDeployZones = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()
--
-- AICargoDispatcherAPC = AI_CARGO_DISPATCHER_APC:New( SetAPC, SetCargoInfantry, nil, SetDeployZones )
-- AICargoDispatcherAPC:Start()
--
function AI_CARGO_DISPATCHER_APC:New( APCSet, CargoSet, PickupZoneSet, DeployZoneSet, CombatRadius )
local self = BASE:Inherit( self, AI_CARGO_DISPATCHER:New( APCSet, CargoSet, PickupZoneSet, DeployZoneSet ) ) -- #AI_CARGO_DISPATCHER_APC
self:SetDeploySpeed( 120, 70 )
self:SetPickupSpeed( 120, 70 )
self:SetPickupRadius( 0, 0 )
self:SetDeployRadius( 0, 0 )
self:SetPickupHeight()
self:SetDeployHeight()
self:SetCombatRadius( CombatRadius )
return self
end
function AI_CARGO_DISPATCHER_APC:AICargo( APC, CargoSet )
return AI_CARGO_APC:New( APC, CargoSet, self.CombatRadius )
end
--- Enable/Disable unboarding of cargo (infantry) when enemies are nearby (to help defend the carrier).
-- This is only valid for APCs and trucks etc, thus ground vehicles.
-- @param #AI_CARGO_DISPATCHER_APC self
-- @param #number CombatRadius Provide the combat radius to defend the carrier by unboarding the cargo when enemies are nearby.
-- When the combat radius is 0, no defense will happen of the carrier.
-- When the combat radius is not provided, no defense will happen!
-- @return #AI_CARGO_DISPATCHER_APC
-- @usage
--
-- -- Disembark the infantry when the carrier is under attack.
-- AICargoDispatcher:SetCombatRadius( true )
--
-- -- Keep the cargo in the carrier when the carrier is under attack.
-- AICargoDispatcher:SetCombatRadius( false )
function AI_CARGO_DISPATCHER_APC:SetCombatRadius( CombatRadius )
self.CombatRadius = CombatRadius or 0
return self
end

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--- **AI** -- (R2.4) - Models the intelligent transportation of infantry and other cargo using Planes.
--
-- ## Features:
--
-- * The airplanes will fly towards the pickup airbases to pickup the cargo.
-- * The airplanes will fly towards the deploy airbases to deploy the cargo.
--
-- ===
--
-- ## Test Missions:
--
-- Test missions can be located on the main GITHUB site.
--
-- [FlightControl-Master/MOOSE_MISSIONS/AID - AI Dispatching/AID-CGO - AI Cargo Dispatching/]
-- (https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/AID%20-%20AI%20Dispatching/AID-CGO%20-%20AI%20Cargo%20Dispatching)
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI.AI_Cargo_Dispatcher_Airplane
-- @image AI_Cargo_Dispatching_For_Airplanes.JPG
--- @type AI_CARGO_DISPATCHER_AIRPLANE
-- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER
--- Brings a dynamic cargo handling capability for AI groups.
--
-- Airplanes can be mobilized to intelligently transport infantry and other cargo within the simulation.
--
-- The AI_CARGO_DISPATCHER_AIRPLANE module is derived from the AI_CARGO_DISPATCHER module.
--
-- ## Note! In order to fully understand the mechanisms of the AI_CARGO_DISPATCHER_AIRPLANE class, it is recommended that you first consult and READ the documentation of the @{AI.AI_Cargo_Dispatcher} module!!!**
--
-- Especially to learn how to **Tailor the different cargo handling events**, this will be very useful!
--
-- On top, the AI_CARGO_DISPATCHER_AIRPLANE class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
-- Also ensure that you fully understand how to declare and setup Cargo objects within the MOOSE framework before using this class.
-- CARGO derived objects must be declared within the mission to make the AI_CARGO_DISPATCHER_HELICOPTER object recognize the cargo.
--
-- # 1) AI_CARGO_DISPATCHER_AIRPLANE constructor.
--
-- * @{#AI_CARGO_DISPATCHER_AIRPLANE.New}(): Creates a new AI_CARGO_DISPATCHER_AIRPLANE object.
--
-- ---
--
-- # 2) AI_CARGO_DISPATCHER_AIRPLANE is a Finite State Machine.
--
-- This section must be read as follows. Each of the rows indicate a state transition, triggered through an event, and with an ending state of the event was executed.
-- The first column is the **From** state, the second column the **Event**, and the third column the **To** state.
--
-- So, each of the rows have the following structure.
--
-- * **From** => **Event** => **To**
--
-- Important to know is that an event can only be executed if the **current state** is the **From** state.
-- This, when an **Event** that is being triggered has a **From** state that is equal to the **Current** state of the state machine, the event will be executed,
-- and the resulting state will be the **To** state.
--
-- These are the different possible state transitions of this state machine implementation:
--
-- * Idle => Start => Monitoring
-- * Monitoring => Monitor => Monitoring
-- * Monitoring => Stop => Idle
--
-- * Monitoring => Pickup => Monitoring
-- * Monitoring => Load => Monitoring
-- * Monitoring => Loading => Monitoring
-- * Monitoring => Loaded => Monitoring
-- * Monitoring => PickedUp => Monitoring
-- * Monitoring => Deploy => Monitoring
-- * Monitoring => Unload => Monitoring
-- * Monitoring => Unloaded => Monitoring
-- * Monitoring => Deployed => Monitoring
-- * Monitoring => Home => Monitoring
--
--
-- ## 2.1) AI_CARGO_DISPATCHER States.
--
-- * **Monitoring**: The process is dispatching.
-- * **Idle**: The process is idle.
--
-- ## 2.2) AI_CARGO_DISPATCHER Events.
--
-- * **Start**: Start the transport process.
-- * **Stop**: Stop the transport process.
-- * **Monitor**: Monitor and take action.
--
-- * **Pickup**: Pickup cargo.
-- * **Load**: Load the cargo.
-- * **Loading**: The dispatcher is coordinating the loading of a cargo.
-- * **Loaded**: Flag that the cargo is loaded.
-- * **PickedUp**: The dispatcher has loaded all requested cargo into the CarrierGroup.
-- * **Deploy**: Deploy cargo to a location.
-- * **Unload**: Unload the cargo.
-- * **Unloaded**: Flag that the cargo is unloaded.
-- * **Deployed**: All cargo is unloaded from the carriers in the group.
-- * **Home**: A Carrier is going home.
--
-- ## 2.3) Enhance your mission scripts with **Tailored** Event Handling!
--
-- Within your mission, you can capture these events when triggered, and tailor the events with your own code!
-- Check out the @{AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER} class at chapter 3 for details on the different event handlers that are available and how to use them.
--
-- **There are a lot of templates available that allows you to quickly setup an event handler for a specific event type!**
--
--
--
-- @field #AI_CARGO_DISPATCHER_AIRPLANE
AI_CARGO_DISPATCHER_AIRPLANE = {
ClassName = "AI_CARGO_DISPATCHER_AIRPLANE",
}
--- Creates a new AI_CARGO_DISPATCHER_AIRPLANE object.
-- @param #AI_CARGO_DISPATCHER_AIRPLANE self
-- @param Core.Set#SET_GROUP AirplaneSet The set of @{Wrapper.Group#GROUP} objects of airplanes that will transport the cargo.
-- @param Core.Set#SET_CARGO CargoSet The set of @{Cargo.Cargo#CARGO} objects, which can be CARGO_GROUP, CARGO_CRATE, CARGO_SLINGLOAD objects.
-- @param Core.Zone#SET_ZONE PickupZoneSet The set of zone airbases where the cargo has to be picked up.
-- @param Core.Zone#SET_ZONE DeployZoneSet The set of zone airbases where the cargo is deployed. Choice for each cargo is random.
-- @return #AI_CARGO_DISPATCHER_AIRPLANE self
-- @usage
--
-- -- An AI dispatcher object for an airplane squadron, moving infantry and vehicles from pickup airbases to deploy airbases.
--
-- local CargoInfantrySet = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
-- local AirplanesSet = SET_GROUP:New():FilterPrefixes( "Airplane" ):FilterStart()
-- local PickupZoneSet = SET_ZONE:New()
-- local DeployZoneSet = SET_ZONE:New()
--
-- PickupZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Gudauta ) )
-- DeployZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Sochi_Adler ) )
-- DeployZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Maykop_Khanskaya ) )
-- DeployZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Mineralnye_Vody ) )
-- DeployZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Vaziani ) )
--
-- AICargoDispatcherAirplanes = AI_CARGO_DISPATCHER_AIRPLANE:New( AirplanesSet, CargoInfantrySet, PickupZoneSet, DeployZoneSet )
-- AICargoDispatcherAirplanes:Start()
--
function AI_CARGO_DISPATCHER_AIRPLANE:New( AirplaneSet, CargoSet, PickupZoneSet, DeployZoneSet )
local self = BASE:Inherit( self, AI_CARGO_DISPATCHER:New( AirplaneSet, CargoSet, PickupZoneSet, DeployZoneSet ) ) -- #AI_CARGO_DISPATCHER_AIRPLANE
self:SetPickupSpeed( 1200, 600 )
self:SetDeploySpeed( 1200, 600 )
self:SetPickupRadius( 0, 0 )
self:SetDeployRadius( 0, 0 )
self:SetPickupHeight( 8000, 6000 )
self:SetDeployHeight( 8000, 6000 )
self:SetMonitorTimeInterval( 600 )
return self
end
function AI_CARGO_DISPATCHER_AIRPLANE:AICargo( Airplane, CargoSet )
return AI_CARGO_AIRPLANE:New( Airplane, CargoSet )
end

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--- **AI** -- (2.4) - Models the intelligent transportation of infantry and other cargo using Helicopters.
--
-- ## Features:
--
-- * The helicopters will fly towards the pickup locations to pickup the cargo.
-- * The helicopters will fly towards the deploy zones to deploy the cargo.
-- * Precision deployment as well as randomized deployment within the deploy zones are possible.
-- * Helicopters will orbit the deploy zones when there is no space for landing until the deploy zone is free.
--
-- ===
--
-- ## Test Missions:
--
-- Test missions can be located on the main GITHUB site.
--
-- [FlightControl-Master/MOOSE_MISSIONS/AID - AI Dispatching/AID-CGO - AI Cargo Dispatching/]
-- (https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/AID%20-%20AI%20Dispatching/AID-CGO%20-%20AI%20Cargo%20Dispatching)
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI.AI_Cargo_Dispatcher_Helicopter
-- @image AI_Cargo_Dispatching_For_Helicopters.JPG
--- @type AI_CARGO_DISPATCHER_HELICOPTER
-- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER
--- A dynamic cargo handling capability for AI helicopter groups.
--
-- Helicopters can be mobilized to intelligently transport infantry and other cargo within the simulation.
--
--
-- The AI_CARGO_DISPATCHER_HELICOPTER module is derived from the AI_CARGO_DISPATCHER module.
--
-- ## Note! In order to fully understand the mechanisms of the AI_CARGO_DISPATCHER_HELICOPTER class, it is recommended that you first consult and READ the documentation of the @{AI.AI_Cargo_Dispatcher} module!!!**
--
-- Especially to learn how to **Tailor the different cargo handling events**, this will be very useful!
--
-- On top, the AI_CARGO_DISPATCHER_HELICOPTER class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
-- Also ensure that you fully understand how to declare and setup Cargo objects within the MOOSE framework before using this class.
-- CARGO derived objects must be declared within the mission to make the AI_CARGO_DISPATCHER_HELICOPTER object recognize the cargo.
--
-- ---
--
-- # 1. AI\_CARGO\_DISPATCHER\_HELICOPTER constructor.
--
-- * @{#AI_CARGO_DISPATCHER\_HELICOPTER.New}(): Creates a new AI\_CARGO\_DISPATCHER\_HELICOPTER object.
--
-- ---
--
-- # 2. AI\_CARGO\_DISPATCHER\_HELICOPTER is a Finite State Machine.
--
-- This section must be read as follows. Each of the rows indicate a state transition, triggered through an event, and with an ending state of the event was executed.
-- The first column is the **From** state, the second column the **Event**, and the third column the **To** state.
--
-- So, each of the rows have the following structure.
--
-- * **From** => **Event** => **To**
--
-- Important to know is that an event can only be executed if the **current state** is the **From** state.
-- This, when an **Event** that is being triggered has a **From** state that is equal to the **Current** state of the state machine, the event will be executed,
-- and the resulting state will be the **To** state.
--
-- These are the different possible state transitions of this state machine implementation:
--
-- * Idle => Start => Monitoring
-- * Monitoring => Monitor => Monitoring
-- * Monitoring => Stop => Idle
--
-- * Monitoring => Pickup => Monitoring
-- * Monitoring => Load => Monitoring
-- * Monitoring => Loading => Monitoring
-- * Monitoring => Loaded => Monitoring
-- * Monitoring => PickedUp => Monitoring
-- * Monitoring => Deploy => Monitoring
-- * Monitoring => Unload => Monitoring
-- * Monitoring => Unloaded => Monitoring
-- * Monitoring => Deployed => Monitoring
-- * Monitoring => Home => Monitoring
--
--
-- ## 2.1) AI_CARGO_DISPATCHER States.
--
-- * **Monitoring**: The process is dispatching.
-- * **Idle**: The process is idle.
--
-- ## 2.2) AI_CARGO_DISPATCHER Events.
--
-- * **Start**: Start the transport process.
-- * **Stop**: Stop the transport process.
-- * **Monitor**: Monitor and take action.
--
-- * **Pickup**: Pickup cargo.
-- * **Load**: Load the cargo.
-- * **Loading**: The dispatcher is coordinating the loading of a cargo.
-- * **Loaded**: Flag that the cargo is loaded.
-- * **PickedUp**: The dispatcher has loaded all requested cargo into the CarrierGroup.
-- * **Deploy**: Deploy cargo to a location.
-- * **Unload**: Unload the cargo.
-- * **Unloaded**: Flag that the cargo is unloaded.
-- * **Deployed**: All cargo is unloaded from the carriers in the group.
-- * **Home**: A Carrier is going home.
--
-- ## 2.3) Enhance your mission scripts with **Tailored** Event Handling!
--
-- Within your mission, you can capture these events when triggered, and tailor the events with your own code!
-- Check out the @{AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER} class at chapter 3 for details on the different event handlers that are available and how to use them.
--
-- **There are a lot of templates available that allows you to quickly setup an event handler for a specific event type!**
--
-- ---
--
-- ## 3. Set the pickup parameters.
--
-- Several parameters can be set to pickup cargo:
--
-- * @{#AI_CARGO_DISPATCHER_HELICOPTER.SetPickupRadius}(): Sets or randomizes the pickup location for the helicopter around the cargo coordinate in a radius defined an outer and optional inner radius.
-- * @{#AI_CARGO_DISPATCHER_HELICOPTER.SetPickupSpeed}(): Set the speed or randomizes the speed in km/h to pickup the cargo.
-- * @{#AI_CARGO_DISPATCHER_HELICOPTER.SetPickupHeight}(): Set the height or randomizes the height in meters to pickup the cargo.
--
-- ---
--
-- ## 4. Set the deploy parameters.
--
-- Several parameters can be set to deploy cargo:
--
-- * @{#AI_CARGO_DISPATCHER_HELICOPTER.SetDeployRadius}(): Sets or randomizes the deploy location for the helicopter around the cargo coordinate in a radius defined an outer and an optional inner radius.
-- * @{#AI_CARGO_DISPATCHER_HELICOPTER.SetDeploySpeed}(): Set the speed or randomizes the speed in km/h to deploy the cargo.
-- * @{#AI_CARGO_DISPATCHER_HELICOPTER.SetDeployHeight}(): Set the height or randomizes the height in meters to deploy the cargo.
--
-- ---
--
-- ## 5. Set the home zone when there isn't any more cargo to pickup.
--
-- A home zone can be specified to where the Helicopters will move when there isn't any cargo left for pickup.
-- Use @{#AI_CARGO_DISPATCHER_HELICOPTER.SetHomeZone}() to specify the home zone.
--
-- If no home zone is specified, the helicopters will wait near the deploy zone for a new pickup command.
--
-- ===
--
-- @field #AI_CARGO_DISPATCHER_HELICOPTER
AI_CARGO_DISPATCHER_HELICOPTER = {
ClassName = "AI_CARGO_DISPATCHER_HELICOPTER",
}
--- Creates a new AI_CARGO_DISPATCHER_HELICOPTER object.
-- @param #AI_CARGO_DISPATCHER_HELICOPTER self
-- @param Core.Set#SET_GROUP HelicopterSet The set of @{Wrapper.Group#GROUP} objects of helicopters that will transport the cargo.
-- @param Core.Set#SET_CARGO CargoSet The set of @{Cargo.Cargo#CARGO} objects, which can be CARGO_GROUP, CARGO_CRATE, CARGO_SLINGLOAD objects.
-- @param Core.Set#SET_ZONE PickupZoneSet (optional) The set of pickup zones, which are used to where the cargo can be picked up by the APCs. If nil, then cargo can be picked up everywhere.
-- @param Core.Set#SET_ZONE DeployZoneSet The set of deploy zones, which are used to where the cargo will be deployed by the Helicopters.
-- @return #AI_CARGO_DISPATCHER_HELICOPTER
-- @usage
--
-- -- An AI dispatcher object for a helicopter squadron, moving infantry from pickup zones to deploy zones.
--
-- local SetCargoInfantry = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
-- local SetHelicopter = SET_GROUP:New():FilterPrefixes( "Helicopter" ):FilterStart()
-- local SetPickupZones = SET_ZONE:New():FilterPrefixes( "Pickup" ):FilterStart()
-- local SetDeployZones = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()
--
-- AICargoDispatcherHelicopter = AI_CARGO_DISPATCHER_HELICOPTER:New( SetHelicopter, SetCargoInfantry, SetPickupZones, SetDeployZones )
-- AICargoDispatcherHelicopter:Start()
--
function AI_CARGO_DISPATCHER_HELICOPTER:New( HelicopterSet, CargoSet, PickupZoneSet, DeployZoneSet )
local self = BASE:Inherit( self, AI_CARGO_DISPATCHER:New( HelicopterSet, CargoSet, PickupZoneSet, DeployZoneSet ) ) -- #AI_CARGO_DISPATCHER_HELICOPTER
self:SetPickupSpeed( 350, 150 )
self:SetDeploySpeed( 350, 150 )
self:SetPickupRadius( 0, 0 )
self:SetDeployRadius( 0, 0 )
self:SetPickupHeight( 500, 200 )
self:SetDeployHeight( 500, 200 )
return self
end
function AI_CARGO_DISPATCHER_HELICOPTER:AICargo( Helicopter, CargoSet )
return AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
end

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--- **AI** -- (R2.4) - Models the intelligent transportation of infantry (cargo).
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI.AI_Cargo_Helicopter
-- @image AI_Cargo_Dispatching_For_Helicopters.JPG
--- @type AI_CARGO_HELICOPTER
-- @extends Core.Fsm#FSM_CONTROLLABLE
--- Brings a dynamic cargo handling capability for an AI helicopter group.
--
-- Helicopter carriers can be mobilized to intelligently transport infantry and other cargo within the simulation.
--
-- The AI_CARGO_HELICOPTER class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
-- @{Cargo.Cargo} must be declared within the mission to make the AI_CARGO_HELICOPTER object recognize the cargo.
-- Please consult the @{Cargo.Cargo} module for more information.
--
-- ## Cargo pickup.
--
-- Using the @{#AI_CARGO_HELICOPTER.Pickup}() method, you are able to direct the helicopters towards a point on the battlefield to board/load the cargo at the specific coordinate.
-- Ensure that the landing zone is horizontally flat, and that trees cannot be found in the landing vicinity, or the helicopters won't land or will even crash!
--
-- ## Cargo deployment.
--
-- Using the @{#AI_CARGO_HELICOPTER.Deploy}() method, you are able to direct the helicopters towards a point on the battlefield to unboard/unload the cargo at the specific coordinate.
-- Ensure that the landing zone is horizontally flat, and that trees cannot be found in the landing vicinity, or the helicopters won't land or will even crash!
--
-- ## Infantry health.
--
-- When infantry is unboarded from the APCs, the infantry is actually respawned into the battlefield.
-- As a result, the unboarding infantry is very _healthy_ every time it unboards.
-- This is due to the limitation of the DCS simulator, which is not able to specify the health of new spawned units as a parameter.
-- However, infantry that was destroyed when unboarded, won't be respawned again. Destroyed is destroyed.
-- As a result, there is some additional strength that is gained when an unboarding action happens, but in terms of simulation balance this has
-- marginal impact on the overall battlefield simulation. Fortunately, the firing strength of infantry is limited, and thus, respacing healthy infantry every
-- time is not so much of an issue ...
--
--
-- ===
--
-- @field #AI_CARGO_HELICOPTER
AI_CARGO_HELICOPTER = {
ClassName = "AI_CARGO_HELICOPTER",
Coordinate = nil, -- Core.Point#COORDINATE,
}
AI_CARGO_QUEUE = {}
--- Creates a new AI_CARGO_HELICOPTER object.
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @param Core.Set#SET_CARGO CargoSet
-- @return #AI_CARGO_HELICOPTER
function AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
local self = BASE:Inherit( self, AI_CARGO:New( Helicopter, CargoSet ) ) -- #AI_CARGO_HELICOPTER
self.Zone = ZONE_GROUP:New( Helicopter:GetName(), Helicopter, 300 )
self:SetStartState( "Unloaded" )
self:AddTransition( "Unloaded", "Pickup", "*" )
self:AddTransition( "Loaded", "Deploy", "*" )
self:AddTransition( { "Unloaded", "Loading" }, "Load", "Boarding" )
self:AddTransition( "Boarding", "Board", "Boarding" )
self:AddTransition( "Boarding", "Loaded", "Boarding" )
self:AddTransition( "Boarding", "PickedUp", "Loaded" )
self:AddTransition( "Loaded", "Unload", "Unboarding" )
self:AddTransition( "Unboarding", "Unboard", "Unboarding" )
self:AddTransition( "Unboarding", "Unloaded", "Unboarding" )
self:AddTransition( "Unboarding", "Deployed", "Unloaded" )
self:AddTransition( "*", "Landed", "*" )
self:AddTransition( "*", "Queue", "*" )
self:AddTransition( "*", "Orbit" , "*" )
self:AddTransition( "*", "Home" , "*" )
self:AddTransition( "*", "Destroyed", "Destroyed" )
--- Pickup Handler OnBefore for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] OnBeforePickup
-- @param #AI_CARGO_HELICOPTER self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Core.Point#COORDINATE Coordinate
-- @return #boolean
--- Pickup Handler OnAfter for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] OnAfterPickup
-- @param #AI_CARGO_HELICOPTER self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
--- Pickup Trigger for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] Pickup
-- @param #AI_CARGO_HELICOPTER self
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
--- Pickup Asynchronous Trigger for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] __Pickup
-- @param #AI_CARGO_HELICOPTER self
-- @param #number Delay Delay in seconds.
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed Speed in km/h to go to the pickup coordinate. Default is 50% of max possible speed the unit can go.
--- Deploy Handler OnBefore for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] OnBeforeDeploy
-- @param #AI_CARGO_HELICOPTER self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Core.Point#COORDINATE Coordinate Place at which cargo is deployed.
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @return #boolean
--- Deploy Handler OnAfter for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] OnAfterDeploy
-- @param #AI_CARGO_HELICOPTER self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
--- Deploy Trigger for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] Deploy
-- @param #AI_CARGO_HELICOPTER self
-- @param Core.Point#COORDINATE Coordinate Place at which the cargo is deployed.
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
--- Deploy Asynchronous Trigger for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] __Deploy
-- @param #number Delay Delay in seconds.
-- @param #AI_CARGO_HELICOPTER self
-- @param Core.Point#COORDINATE Coordinate Place at which the cargo is deployed.
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- We need to capture the Crash events for the helicopters.
-- The helicopter reference is used in the semaphore AI_CARGO_QUEUE.
-- So, we need to unlock this when the helo is not anymore ...
Helicopter:HandleEvent( EVENTS.Crash,
function( Helicopter, EventData )
AI_CARGO_QUEUE[Helicopter] = nil
end
)
-- We need to capture the Land events for the helicopters.
-- The helicopter reference is used in the semaphore AI_CARGO_QUEUE.
-- So, we need to unlock this when the helo has landed, which can be anywhere ...
-- But only free the landing coordinate after 1 minute, to ensure that all helos have left.
Helicopter:HandleEvent( EVENTS.Land,
function( Helicopter, EventData )
self:ScheduleOnce( 60,
function( Helicopter )
AI_CARGO_QUEUE[Helicopter] = nil
end, Helicopter
)
end
)
self:SetCarrier( Helicopter )
return self
end
--- Set the Carrier.
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @return #AI_CARGO_HELICOPTER
function AI_CARGO_HELICOPTER:SetCarrier( Helicopter )
local AICargo = self
self.Helicopter = Helicopter -- Wrapper.Group#GROUP
self.Helicopter:SetState( self.Helicopter, "AI_CARGO_HELICOPTER", self )
self.RoutePickup = false
self.RouteDeploy = false
Helicopter:HandleEvent( EVENTS.Dead )
Helicopter:HandleEvent( EVENTS.Hit )
Helicopter:HandleEvent( EVENTS.Land )
function Helicopter:OnEventDead( EventData )
local AICargoTroops = self:GetState( self, "AI_CARGO_HELICOPTER" )
self:F({AICargoTroops=AICargoTroops})
if AICargoTroops then
self:F({})
if not AICargoTroops:Is( "Loaded" ) then
-- There are enemies within combat range. Unload the Helicopter.
AICargoTroops:Destroyed()
end
end
end
function Helicopter:OnEventLand( EventData )
AICargo:Landed()
end
self.Coalition = self.Helicopter:GetCoalition()
self:SetControllable( Helicopter )
return self
end
--- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @param From
-- @param Event
-- @param To
function AI_CARGO_HELICOPTER:onafterLanded( Helicopter, From, Event, To )
Helicopter:F( { Name = Helicopter:GetName() } )
if Helicopter and Helicopter:IsAlive() then
-- S_EVENT_LAND is directly called in two situations:
-- 1 - When the helo lands normally on the ground.
-- 2 - when the helo is hit and goes RTB or even when it is destroyed.
-- For point 2, this is an issue, the infantry may not unload in this case!
-- So we check if the helo is on the ground, and velocity< 5.
-- Only then the infantry can unload (and load too, for consistency)!
self:F( { Helicopter:GetName(), Height = Helicopter:GetHeight( true ), Velocity = Helicopter:GetVelocityKMH() } )
if self.RoutePickup == true then
if Helicopter:GetHeight( true ) <= 5 and Helicopter:GetVelocityKMH() < 10 then
--self:Load( Helicopter:GetPointVec2() )
self:Load( self.PickupZone )
self.RoutePickup = false
end
end
if self.RouteDeploy == true then
if Helicopter:GetHeight( true ) <= 5 and Helicopter:GetVelocityKMH() < 10 then
self:Unload( self.DeployZone )
self.RouteDeploy = false
end
end
end
end
--- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @param From
-- @param Event
-- @param To
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed
function AI_CARGO_HELICOPTER:onafterQueue( Helicopter, From, Event, To, Coordinate, Speed, DeployZone )
local HelicopterInZone = false
if Helicopter and Helicopter:IsAlive() == true then
local Distance = Coordinate:DistanceFromPointVec2( Helicopter:GetCoordinate() )
if Distance > 2000 then
self:__Queue( -10, Coordinate, Speed, DeployZone )
else
local ZoneFree = true
for Helicopter, ZoneQueue in pairs( AI_CARGO_QUEUE ) do
local ZoneQueue = ZoneQueue -- Core.Zone#ZONE_RADIUS
if ZoneQueue:IsCoordinateInZone( Coordinate ) then
ZoneFree = false
end
end
self:F({ZoneFree=ZoneFree})
if ZoneFree == true then
local ZoneQueue = ZONE_RADIUS:New( Helicopter:GetName(), Coordinate:GetVec2(), 100 )
AI_CARGO_QUEUE[Helicopter] = ZoneQueue
local Route = {}
-- local CoordinateFrom = Helicopter:GetCoordinate()
-- local WaypointFrom = CoordinateFrom:WaypointAir(
-- "RADIO",
-- POINT_VEC3.RoutePointType.TurningPoint,
-- POINT_VEC3.RoutePointAction.TurningPoint,
-- Speed,
-- true
-- )
-- Route[#Route+1] = WaypointFrom
local CoordinateTo = Coordinate
local WaypointTo = CoordinateTo:WaypointAir(
"RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
50,
true
)
Route[#Route+1] = WaypointTo
local Tasks = {}
Tasks[#Tasks+1] = Helicopter:TaskLandAtVec2( CoordinateTo:GetVec2() )
Route[#Route].task = Helicopter:TaskCombo( Tasks )
Route[#Route+1] = WaypointTo
-- Now route the helicopter
Helicopter:Route( Route, 0 )
-- Keep the DeployZone, because when the helo has landed, we want to provide the DeployZone to the mission designer as part of the Unloaded event.
self.DeployZone = DeployZone
else
self:__Queue( -10, Coordinate, Speed, DeployZone )
end
end
else
AI_CARGO_QUEUE[Helicopter] = nil
end
end
--- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @param From
-- @param Event
-- @param To
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed
function AI_CARGO_HELICOPTER:onafterOrbit( Helicopter, From, Event, To, Coordinate )
if Helicopter and Helicopter:IsAlive() then
local Route = {}
-- local CoordinateFrom = Helicopter:GetCoordinate()
-- local WaypointFrom = CoordinateFrom:WaypointAir(
-- "RADIO",
-- POINT_VEC3.RoutePointType.TurningPoint,
-- POINT_VEC3.RoutePointAction.TurningPoint,
-- Speed,
-- true
-- )
-- Route[#Route+1] = WaypointFrom
local CoordinateTo = Coordinate
local WaypointTo = CoordinateTo:WaypointAir(
"RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
50,
true
)
Route[#Route+1] = WaypointTo
local Tasks = {}
Tasks[#Tasks+1] = Helicopter:TaskOrbitCircle( math.random( 30, 80 ), 150, CoordinateTo:GetRandomCoordinateInRadius( 800, 500 ) )
Route[#Route].task = Helicopter:TaskCombo( Tasks )
Route[#Route+1] = WaypointTo
-- Now route the helicopter
Helicopter:Route( Route, 0 )
end
end
--- On after Deployed event.
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Cargo.Cargo#CARGO Cargo Cargo object.
-- @param #boolean Deployed Cargo is deployed.
-- @return #boolean True if all cargo has been unloaded.
function AI_CARGO_HELICOPTER:onafterDeployed( Helicopter, From, Event, To, DeployZone )
self:F( { Helicopter, From, Event, To, DeployZone = DeployZone } )
self:Orbit( Helicopter:GetCoordinate(), 50 )
-- Free the coordinate zone after 30 seconds, so that the original helicopter can fly away first.
self:ScheduleOnce( 30,
function( Helicopter )
AI_CARGO_QUEUE[Helicopter] = nil
end, Helicopter
)
self:GetParent( self, AI_CARGO_HELICOPTER ).onafterDeployed( self, Helicopter, From, Event, To, DeployZone )
end
--- On after Pickup event.
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @param From
-- @param Event
-- @param To
-- @param Core.Point#COORDINATE Coordinate Pickup place.
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Height Height in meters to move to the pickup coordinate. This parameter is ignored for APCs.
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
function AI_CARGO_HELICOPTER:onafterPickup( Helicopter, From, Event, To, Coordinate, Speed, Height, PickupZone )
if Helicopter and Helicopter:IsAlive() ~= nil then
Helicopter:Activate()
self.RoutePickup = true
Coordinate.y = Height
local _speed=Speed or Helicopter:GetSpeedMax()*0.5
local Route = {}
--- Calculate the target route point.
local CoordinateFrom = Helicopter:GetCoordinate()
local CoordinateTo = Coordinate
--- Create a route point of type air.
local WaypointFrom = CoordinateFrom:WaypointAir(
"RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
_speed,
true
)
--- Create a route point of type air.
local WaypointTo = CoordinateTo:WaypointAir(
"RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
_speed,
true
)
Route[#Route+1] = WaypointFrom
Route[#Route+1] = WaypointTo
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
Helicopter:WayPointInitialize( Route )
local Tasks = {}
Tasks[#Tasks+1] = Helicopter:TaskLandAtVec2( CoordinateTo:GetVec2() )
Route[#Route].task = Helicopter:TaskCombo( Tasks )
Route[#Route+1] = WaypointTo
-- Now route the helicopter
Helicopter:Route( Route, 1 )
self.PickupZone = PickupZone
self:GetParent( self, AI_CARGO_HELICOPTER ).onafterPickup( self, Helicopter, From, Event, To, Coordinate, Speed, Height, PickupZone )
end
end
--- Depoloy function and queue.
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP AICargoHelicopter
-- @param Core.Point#COORDINATE Coordinate Coordinate
function AI_CARGO_HELICOPTER:_Deploy( AICargoHelicopter, Coordinate, DeployZone )
AICargoHelicopter:__Queue( -10, Coordinate, 100, DeployZone )
end
--- On after Deploy event.
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter Transport helicopter.
-- @param From
-- @param Event
-- @param To
-- @param Core.Point#COORDINATE Coordinate Place at which the cargo is deployed.
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Height Height in meters to move to the deploy coordinate.
function AI_CARGO_HELICOPTER:onafterDeploy( Helicopter, From, Event, To, Coordinate, Speed, Height, DeployZone )
if Helicopter and Helicopter:IsAlive() ~= nil then
self.RouteDeploy = true
local Route = {}
--- Calculate the target route point.
Coordinate.y = Height
local _speed=Speed or Helicopter:GetSpeedMax()*0.5
--- Create a route point of type air.
local CoordinateFrom = Helicopter:GetCoordinate()
local WaypointFrom = CoordinateFrom:WaypointAir(
"RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
_speed,
true
)
Route[#Route+1] = WaypointFrom
Route[#Route+1] = WaypointFrom
--- Create a route point of type air.
local CoordinateTo = Coordinate
local WaypointTo = CoordinateTo:WaypointAir(
"RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
_speed,
true
)
Route[#Route+1] = WaypointTo
Route[#Route+1] = WaypointTo
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
Helicopter:WayPointInitialize( Route )
local Tasks = {}
Tasks[#Tasks+1] = Helicopter:TaskFunction( "AI_CARGO_HELICOPTER._Deploy", self, Coordinate, DeployZone )
Tasks[#Tasks+1] = Helicopter:TaskOrbitCircle( math.random( 30, 100 ), _speed, CoordinateTo:GetRandomCoordinateInRadius( 800, 500 ) )
--Tasks[#Tasks+1] = Helicopter:TaskLandAtVec2( CoordinateTo:GetVec2() )
Route[#Route].task = Helicopter:TaskCombo( Tasks )
Route[#Route+1] = WaypointTo
-- Now route the helicopter
Helicopter:Route( Route, 0 )
self:GetParent( self, AI_CARGO_HELICOPTER ).onafterDeploy( self, Helicopter, From, Event, To, Coordinate, Speed, Height, DeployZone )
end
end
--- On after Home event.
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @param From
-- @param Event
-- @param To
-- @param Core.Point#COORDINATE Coordinate Home place.
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Height Height in meters to move to the home coordinate.
-- @param Core.Zone#ZONE HomeZone The zone wherein the carrier will return when all cargo has been transported. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
function AI_CARGO_HELICOPTER:onafterHome( Helicopter, From, Event, To, Coordinate, Speed, Height, HomeZone )
if Helicopter and Helicopter:IsAlive() ~= nil then
self.RouteHome = true
local Route = {}
--- Calculate the target route point.
Coordinate.y = Height
Speed = Speed or Helicopter:GetSpeedMax()*0.5
--- Create a route point of type air.
local CoordinateFrom = Helicopter:GetCoordinate()
local WaypointFrom = CoordinateFrom:WaypointAir(
"RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
Speed ,
true
)
Route[#Route+1] = WaypointFrom
--- Create a route point of type air.
local CoordinateTo = Coordinate
local WaypointTo = CoordinateTo:WaypointAir(
"RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
Speed ,
true
)
Route[#Route+1] = WaypointTo
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
Helicopter:WayPointInitialize( Route )
local Tasks = {}
Tasks[#Tasks+1] = Helicopter:TaskLandAtVec2( CoordinateTo:GetVec2() )
Route[#Route].task = Helicopter:TaskCombo( Tasks )
Route[#Route+1] = WaypointTo
-- Now route the helicopter
Helicopter:Route( Route, 0 )
end
end

View File

@ -1,35 +1,11 @@
--- **AI** -- (R2.2) - Build large airborne formations of aircraft.
--- **AI** -- Build large airborne formations of aircraft.
--
-- ===
-- **Features:**
--
-- * Build in-air formations consisting of more than 40 aircraft as one group.
-- * Build different formation types.
-- * Assign a group leader that will guide the large formation path.
--
-- ![Banner Image](..\Presentations\AI_FORMATION\Dia1.JPG)
--
-- ===
--
-- AI_FORMATION makes AI @{GROUP}s fly in formation of various compositions.
-- The AI_FORMATION class models formations in a different manner than the internal DCS formation logic!!!
-- The purpose of the class is to:
--
-- * Make formation building a process that can be managed while in flight, rather than a task.
-- * Human players can guide formations, consisting of larget planes.
-- * Build large formations (like a large bomber field).
-- * Form formations that DCS does not support off the shelve.
--
-- A few remarks:
--
-- * Depending on the type of plane, the change in direction by the leader may result in the formation getting disentangled while in flight and needs to be rebuild.
-- * Formations are vulnerable to collissions, but is depending on the type of plane, the distance between the planes and the speed and angle executed by the leader.
-- * Formations may take a while to build up.
--
-- As a result, the AI_FORMATION is not perfect, but is very useful to:
--
-- * Model large formations when flying straight line.
-- * Make humans guide a large formation, when the planes are wide from each other.
--
-- There are the following types of classes defined:
--
-- * @{#AI_FORMATION}: Create a formation from several @{GROUP}s.
--
-- ===
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/FOR%20-%20Formation)
@ -45,13 +21,14 @@
--
-- ===
--
-- @module AI_Formation
-- @module AI.AI_Formation
-- @image AI_Large_Formations.JPG
--- AI_FORMATION class
-- @type AI_FORMATION
-- @extends Fsm#FSM_SET
-- @field Unit#UNIT FollowUnit
-- @field Set#SET_GROUP FollowGroupSet
-- @extends Core.Fsm#FSM_SET
-- @field Wrapper.Unit#UNIT FollowUnit
-- @field Core.Set#SET_GROUP FollowGroupSet
-- @field #string FollowName
-- @field #AI_FORMATION.MODE FollowMode The mode the escort is in.
-- @field Scheduler#SCHEDULER FollowScheduler The instance of the SCHEDULER class.
@ -59,11 +36,10 @@
-- @field #boolean ReportTargets If true, nearby targets are reported.
-- @Field DCSTypes#AI.Option.Air.val.ROE OptionROE Which ROE is set to the FollowGroup.
-- @field DCSTypes#AI.Option.Air.val.REACTION_ON_THREAT OptionReactionOnThreat Which REACTION_ON_THREAT is set to the FollowGroup.
-- @field #number dtFollow Time step between position updates.
--- # AI_FORMATION class, extends @{Fsm#FSM_SET}
--
-- The #AI_FORMATION class allows you to build large formations, make AI follow a @{Client#CLIENT} (player) leader or a @{Unit#UNIT} (AI) leader.
--- Build large formations, make AI follow a @{Wrapper.Client#CLIENT} (player) leader or a @{Wrapper.Unit#UNIT} (AI) leader.
--
-- AI_FORMATION makes AI @{GROUP}s fly in formation of various compositions.
-- The AI_FORMATION class models formations in a different manner than the internal DCS formation logic!!!
@ -89,25 +65,25 @@
--
-- Create a new SPAWN object with the @{#AI_FORMATION.New} method:
--
-- * @{Follow#AI_FORMATION.New}(): Creates a new AI_FORMATION object from a @{Group#GROUP} for a @{Client#CLIENT} or a @{Unit#UNIT}, with an optional briefing text.
-- * @{#AI_FORMATION.New}(): Creates a new AI_FORMATION object from a @{Wrapper.Group#GROUP} for a @{Wrapper.Client#CLIENT} or a @{Wrapper.Unit#UNIT}, with an optional briefing text.
--
-- ## Formation methods
--
-- The following methods can be used to set or change the formation:
--
-- * @{AI_Formation#AI_FORMATION.FormationLine}(): Form a line formation (core formation function).
-- * @{AI_Formation#AI_FORMATION.FormationTrail}(): Form a trail formation.
-- * @{AI_Formation#AI_FORMATION.FormationLeftLine}(): Form a left line formation.
-- * @{AI_Formation#AI_FORMATION.FormationRightLine}(): Form a right line formation.
-- * @{AI_Formation#AI_FORMATION.FormationRightWing}(): Form a right wing formation.
-- * @{AI_Formation#AI_FORMATION.FormationLeftWing}(): Form a left wing formation.
-- * @{AI_Formation#AI_FORMATION.FormationCenterWing}(): Form a center wing formation.
-- * @{AI_Formation#AI_FORMATION.FormationCenterVic}(): Form a Vic formation (same as CenterWing.
-- * @{AI_Formation#AI_FORMATION.FormationCenterBoxed}(): Form a center boxed formation.
-- * @{#AI_FORMATION.FormationLine}(): Form a line formation (core formation function).
-- * @{#AI_FORMATION.FormationTrail}(): Form a trail formation.
-- * @{#AI_FORMATION.FormationLeftLine}(): Form a left line formation.
-- * @{#AI_FORMATION.FormationRightLine}(): Form a right line formation.
-- * @{#AI_FORMATION.FormationRightWing}(): Form a right wing formation.
-- * @{#AI_FORMATION.FormationLeftWing}(): Form a left wing formation.
-- * @{#AI_FORMATION.FormationCenterWing}(): Form a center wing formation.
-- * @{#AI_FORMATION.FormationCenterVic}(): Form a Vic formation (same as CenterWing.
-- * @{#AI_FORMATION.FormationCenterBoxed}(): Form a center boxed formation.
--
-- ## Randomization
--
-- Use the method @{AI_Formation#AI_FORMATION.SetFlightRandomization}() to simulate the formation flying errors that pilots make while in formation. Is a range set in meters.
-- Use the method @{AI.AI_Formation#AI_FORMATION.SetFlightRandomization}() to simulate the formation flying errors that pilots make while in formation. Is a range set in meters.
--
-- @usage
-- local FollowGroupSet = SET_GROUP:New():FilterCategories("plane"):FilterCoalitions("blue"):FilterPrefixes("Follow"):FilterStart()
@ -131,6 +107,7 @@ AI_FORMATION = {
FollowScheduler = nil,
OptionROE = AI.Option.Air.val.ROE.OPEN_FIRE,
OptionReactionOnThreat = AI.Option.Air.val.REACTION_ON_THREAT.ALLOW_ABORT_MISSION,
dtFollow = 0.5,
}
--- AI_FORMATION.Mode class
@ -147,16 +124,17 @@ AI_FORMATION = {
--- AI_FORMATION class constructor for an AI group
-- @param #AI_FORMATION self
-- @param Unit#UNIT FollowUnit The UNIT leading the FolllowGroupSet.
-- @param Wrapper.Unit#UNIT FollowUnit The UNIT leading the FolllowGroupSet.
-- @param Core.Set#SET_GROUP FollowGroupSet The group AI escorting the FollowUnit.
-- @param #string FollowName Name of the escort.
-- @param #string FollowBriefing Briefing.
-- @return #AI_FORMATION self
function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefing ) --R2.1
local self = BASE:Inherit( self, FSM_SET:New( FollowGroupSet ) )
self:F( { FollowUnit, FollowGroupSet, FollowName } )
self.FollowUnit = FollowUnit -- Unit#UNIT
self.FollowGroupSet = FollowGroupSet -- Set#SET_GROUP
self.FollowUnit = FollowUnit -- Wrapper.Unit#UNIT
self.FollowGroupSet = FollowGroupSet -- Core.Set#SET_GROUP
self:SetFlightRandomization( 2 )
@ -164,7 +142,7 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
self:AddTransition( "*", "Stop", "Stopped" )
self:AddTransition( "None", "Start", "Following" )
self:AddTransition( {"None", "Stopped"}, "Start", "Following" )
self:AddTransition( "*", "FormationLine", "*" )
--- FormationLine Handler OnBefore for AI_FORMATION
@ -645,6 +623,16 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
return self
end
--- Set time interval between updates of the formation.
-- @param #AI_FORMATION self
-- @param #number dt Time step in seconds between formation updates. Default is every 0.5 seconds.
-- @return #AI_FORMATION
function AI_FORMATION:SetFollowTimeInterval(dt) --R2.1
self.dtFollow=dt or 0.5
return self
end
--- This function is for test, it will put on the frequency of the FollowScheduler a red smoke at the direction vector calculated for the escort to fly to.
-- This allows to visualize where the escort is flying to.
-- @param #AI_FORMATION self
@ -675,7 +663,7 @@ function AI_FORMATION:onafterFormationLine( FollowGroupSet, From , Event , To, X
local FollowSet = FollowGroupSet:GetSet()
local i = 0
local i = 1 --FF i=0 caused first unit to have no XSpace! Probably needs further adjustments. This is just a quick work around.
for FollowID, FollowGroup in pairs( FollowSet ) do
@ -906,7 +894,7 @@ function AI_FORMATION:onafterFormationBox( FollowGroupSet, From , Event , To, XS
end
--- Use the method @{AI_Formation#AI_FORMATION.SetFlightRandomization}() to make the air units in your formation randomize their flight a bit while in formation.
--- Use the method @{AI.AI_Formation#AI_FORMATION.SetFlightRandomization}() to make the air units in your formation randomize their flight a bit while in formation.
-- @param #AI_FORMATION self
-- @param #number FlightRandomization The formation flying errors that pilots can make while in formation. Is a range set in meters.
-- @return #AI_FORMATION
@ -918,7 +906,30 @@ function AI_FORMATION:SetFlightRandomization( FlightRandomization ) --R2.1
end
--- @param Follow#AI_FORMATION self
--- Stop function. Formation will not be updated any more.
-- @param #AI_FORMATION self
-- @param Core.Set#SET_GROUP FollowGroupSet The following set of groups.
-- @param #string From From state.
-- @param #string Event Event.
-- @pram #string To The to state.
function AI_FORMATION:onafterStop(FollowGroupSet, From, Event, To) --R2.1
self:E("Stopping formation.")
end
--- Follow event fuction. Check if coming from state "stopped". If so the transition is rejected.
-- @param #AI_FORMATION self
-- @param Core.Set#SET_GROUP FollowGroupSet The following set of groups.
-- @param #string From From state.
-- @param #string Event Event.
-- @pram #string To The to state.
function AI_FORMATION:onbeforeFollow( FollowGroupSet, From, Event, To ) --R2.1
if From=="Stopped" then
return false -- Deny transition.
end
return true
end
--- @param #AI_FORMATION self
function AI_FORMATION:onenterFollowing( FollowGroupSet ) --R2.1
self:F( )
@ -993,7 +1004,7 @@ function AI_FORMATION:onenterFollowing( FollowGroupSet ) --R2.1
local Alpha_R = ( Alpha_T < 0 ) and Alpha_T + 2 * math.pi or Alpha_T
local Position = math.cos( Alpha_R )
local GD = ( ( GDv.x )^2 + ( GDv.z )^2 ) ^ 0.5
local Distance = GD * Position + - CS * 0,5
local Distance = GD * Position + - CS * 0.5
-- Calculate the group direction vector
local GV = { x = GV2.x - CV2.x, y = GV2.y - CV2.y, z = GV2.z - CV2.z }
@ -1057,8 +1068,8 @@ function AI_FORMATION:onenterFollowing( FollowGroupSet ) --R2.1
end,
self, ClientUnit, CT1, CV1, CT2, CV2
)
self:__Follow( -0.5 )
self:__Follow( -self.dtFollow )
end
end

View File

@ -1,8 +1,10 @@
--- **AI** -- (R2.1) - Manages the independent process of Air Patrol for airplanes.
--- **AI** -- Perform Air Patrolling for airplanes.
--
-- ===
-- **Features:**
--
-- ![Banner Image](..\Presentations\AI_PATROL\Dia1.JPG)
-- * Patrol AI airplanes within a given zone.
-- * Trigger detected events when enemy airplanes are detected.
-- * Manage a fuel treshold to RTB on time.
--
-- ===
--
@ -30,27 +32,25 @@
--
-- ===
--
-- @module AI_Patrol
-- @module AI.AI_Patrol
-- @image AI_Air_Patrolling.JPG
--- AI_PATROL_ZONE class
-- @type AI_PATROL_ZONE
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Controllable} patrolling.
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling.
-- @field Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @field Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @field Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @field Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Controllable} in km/h.
-- @field Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
-- @field DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @field DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @field DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
-- @field DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h.
-- @field Core.Spawn#SPAWN CoordTest
-- @extends Core.Fsm#FSM_CONTROLLABLE
--- # AI_PATROL_ZONE class, extends @{Fsm#FSM_CONTROLLABLE}
--
-- The AI_PATROL_ZONE class implements the core functions to patrol a @{Zone} by an AI @{Controllable} or @{Group}.
--- Implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}.
--
-- ![Process](..\Presentations\AI_PATROL\Dia3.JPG)
--
-- The AI_PATROL_ZONE is assigned a @{Group} and this must be done before the AI_PATROL_ZONE process can be started using the **Start** event.
-- The AI_PATROL_ZONE is assigned a @{Wrapper.Group} and this must be done before the AI_PATROL_ZONE process can be started using the **Start** event.
--
-- ![Process](..\Presentations\AI_PATROL\Dia4.JPG)
--
@ -123,7 +123,7 @@
-- * @{#AI_PATROL_ZONE.SetDetectionOff}(): Set the detection off, the AI will not detect for targets. The existing target list will NOT be erased.
--
-- The detection frequency can be set with @{#AI_PATROL_ZONE.SetRefreshTimeInterval}( seconds ), where the amount of seconds specify how much seconds will be waited before the next detection.
-- Use the method @{#AI_PATROL_ZONE.GetDetectedUnits}() to obtain a list of the @{Unit}s detected by the AI.
-- Use the method @{#AI_PATROL_ZONE.GetDetectedUnits}() to obtain a list of the @{Wrapper.Unit}s detected by the AI.
--
-- The detection can be filtered to potential targets in a specific zone.
-- Use the method @{#AI_PATROL_ZONE.SetDetectionZone}() to set the zone where targets need to be detected.
@ -155,11 +155,11 @@ AI_PATROL_ZONE = {
--- Creates a new AI_PATROL_ZONE object
-- @param #AI_PATROL_ZONE self
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Controllable} in km/h.
-- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
-- @param Dcs.DCSTypes#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h.
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
-- @return #AI_PATROL_ZONE self
-- @usage
-- -- Define a new AI_PATROL_ZONE Object. This PatrolArea will patrol an AIControllable within PatrolZone between 3000 and 6000 meters, with a variying speed between 600 and 900 km/h.
@ -454,8 +454,8 @@ end
--- Sets (modifies) the minimum and maximum speed of the patrol.
-- @param #AI_PATROL_ZONE self
-- @param Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Controllable} in km/h.
-- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h.
-- @return #AI_PATROL_ZONE self
function AI_PATROL_ZONE:SetSpeed( PatrolMinSpeed, PatrolMaxSpeed )
self:F2( { PatrolMinSpeed, PatrolMaxSpeed } )
@ -468,8 +468,8 @@ end
--- Sets the floor and ceiling altitude of the patrol.
-- @param #AI_PATROL_ZONE self
-- @param Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @return #AI_PATROL_ZONE self
function AI_PATROL_ZONE:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude )
self:F2( { PatrolFloorAltitude, PatrolCeilingAltitude } )
@ -562,18 +562,18 @@ function AI_PATROL_ZONE:SetDetectionZone( DetectionZone )
end
end
--- Gets a list of @{Unit#UNIT}s that were detected by the AI.
--- Gets a list of @{Wrapper.Unit#UNIT}s that were detected by the AI.
-- No filtering is applied, so, ANY detected UNIT can be in this list.
-- It is up to the mission designer to use the @{Unit} class and methods to filter the targets.
-- It is up to the mission designer to use the @{Wrapper.Unit} class and methods to filter the targets.
-- @param #AI_PATROL_ZONE self
-- @return #table The list of @{Unit#UNIT}s
-- @return #table The list of @{Wrapper.Unit#UNIT}s
function AI_PATROL_ZONE:GetDetectedUnits()
self:F2()
return self.DetectedUnits
end
--- Clears the list of @{Unit#UNIT}s that were detected by the AI.
--- Clears the list of @{Wrapper.Unit#UNIT}s that were detected by the AI.
-- @param #AI_PATROL_ZONE self
function AI_PATROL_ZONE:ClearDetectedUnits()
self:F2()
@ -590,7 +590,6 @@ end
-- @return #AI_PATROL_ZONE self
function AI_PATROL_ZONE:ManageFuel( PatrolFuelThresholdPercentage, PatrolOutOfFuelOrbitTime )
self.PatrolManageFuel = true
self.PatrolFuelThresholdPercentage = PatrolFuelThresholdPercentage
self.PatrolOutOfFuelOrbitTime = PatrolOutOfFuelOrbitTime
@ -824,7 +823,7 @@ function AI_PATROL_ZONE:onafterStatus()
local RTB = false
local Fuel = self.Controllable:GetUnit(1):GetFuel()
local Fuel = self.Controllable:GetFuelMin()
if Fuel < self.PatrolFuelThresholdPercentage then
self:E( self.Controllable:GetName() .. " is out of fuel:" .. Fuel .. ", RTB!" )
local OldAIControllable = self.Controllable

View File

@ -1,15 +1,15 @@
--- **Actions** - ACT_ACCOUNT_ classes **account for** (detect, count & report) various DCS events occuring on @{Unit}s.
--- **Actions** - ACT_ACCOUNT_ classes **account for** (detect, count & report) various DCS events occuring on @{Wrapper.Unit}s.
--
-- ![Banner Image](..\Presentations\ACT_ACCOUNT\Dia1.JPG)
--
-- ===
--
-- @module Account
-- @module Actions.Account
-- @image MOOSE.JPG
do -- ACT_ACCOUNT
--- # @{#ACT_ACCOUNT} FSM class, extends @{Fsm#FSM_PROCESS}
--- # @{#ACT_ACCOUNT} FSM class, extends @{Core.Fsm#FSM_PROCESS}
--
-- ## ACT_ACCOUNT state machine:
--
@ -55,7 +55,7 @@ do -- ACT_ACCOUNT
-- These state transition methods need to provide a return value, which is specified at the function description.
--
-- @type ACT_ACCOUNT
-- @field Set#SET_UNIT TargetSetUnit
-- @field Core.Set#SET_UNIT TargetSetUnit
-- @extends Core.Fsm#FSM_PROCESS
ACT_ACCOUNT = {
ClassName = "ACT_ACCOUNT",
@ -138,7 +138,7 @@ end -- ACT_ACCOUNT
do -- ACT_ACCOUNT_DEADS
--- # @{#ACT_ACCOUNT_DEADS} FSM class, extends @{Fsm.Account#ACT_ACCOUNT}
--- # @{#ACT_ACCOUNT_DEADS} FSM class, extends @{Core.Fsm.Account#ACT_ACCOUNT}
--
-- The ACT_ACCOUNT_DEADS class accounts (detects, counts and reports) successful kills of DCS units.
-- The process is given a @{Set} of units that will be tracked upon successful destruction.
@ -151,7 +151,7 @@ do -- ACT_ACCOUNT_DEADS
-- * @{#ACT_ACCOUNT_DEADS.New}(): Creates a new ACT_ACCOUNT_DEADS object.
--
-- @type ACT_ACCOUNT_DEADS
-- @field Set#SET_UNIT TargetSetUnit
-- @field Core.Set#SET_UNIT TargetSetUnit
-- @extends #ACT_ACCOUNT
ACT_ACCOUNT_DEADS = {
ClassName = "ACT_ACCOUNT_DEADS",
@ -160,7 +160,7 @@ do -- ACT_ACCOUNT_DEADS
--- Creates a new DESTROY process.
-- @param #ACT_ACCOUNT_DEADS self
-- @param Set#SET_UNIT TargetSetUnit
-- @param Core.Set#SET_UNIT TargetSetUnit
-- @param #string TaskName
function ACT_ACCOUNT_DEADS:New()
-- Inherits from BASE
@ -285,7 +285,7 @@ do -- ACT_ACCOUNT_DEADS
end
--- @param #ACT_ACCOUNT_DEADS self
-- @param Event#EVENTDATA EventData
-- @param Core.Event#EVENTDATA EventData
function ACT_ACCOUNT_DEADS:onfuncEventDead( EventData )
self:T( { "EventDead", EventData } )
@ -297,7 +297,7 @@ do -- ACT_ACCOUNT_DEADS
--- DCS Events
--- @param #ACT_ACCOUNT_DEADS self
-- @param Event#EVENTDATA EventData
-- @param Core.Event#EVENTDATA EventData
function ACT_ACCOUNT_DEADS:onfuncEventCrash( EventData )
self:T( { "EventDead", EventData } )

View File

@ -2,7 +2,7 @@
--
-- ===
--
-- # @{#ACT_ASSIGN} FSM template class, extends @{Fsm#FSM_PROCESS}
-- # @{#ACT_ASSIGN} FSM template class, extends @{Core.Fsm#FSM_PROCESS}
--
-- ## ACT_ASSIGN state machine:
--
@ -54,7 +54,7 @@
--
-- ===
--
-- # 1) @{#ACT_ASSIGN_ACCEPT} class, extends @{Fsm.Assign#ACT_ASSIGN}
-- # 1) @{#ACT_ASSIGN_ACCEPT} class, extends @{Core.Fsm.Assign#ACT_ASSIGN}
--
-- The ACT_ASSIGN_ACCEPT class accepts by default a task for a player. No player intervention is allowed to reject the task.
--
@ -64,7 +64,7 @@
--
-- ===
--
-- # 2) @{#ACT_ASSIGN_MENU_ACCEPT} class, extends @{Fsm.Assign#ACT_ASSIGN}
-- # 2) @{#ACT_ASSIGN_MENU_ACCEPT} class, extends @{Core.Fsm.Assign#ACT_ASSIGN}
--
-- The ACT_ASSIGN_MENU_ACCEPT class accepts a task when the player accepts the task through an added menu option.
-- This assignment type is useful to conditionally allow the player to choose whether or not he would accept the task.
@ -77,7 +77,8 @@
--
-- ===
--
-- @module Assign
-- @module Actions.Assign
-- @image MOOSE.JPG
do -- ACT_ASSIGN
@ -155,8 +156,7 @@ do -- ACT_ASSIGN_ACCEPT
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ASSIGN_ACCEPT:onafterStart( ProcessUnit, From, Event, To )
self:F( { ProcessUnit, From, Event, To } )
function ACT_ASSIGN_ACCEPT:onafterStart( ProcessUnit, Task, From, Event, To )
self:__Assign( 1 )
end
@ -167,11 +167,8 @@ do -- ACT_ASSIGN_ACCEPT
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ASSIGN_ACCEPT:onenterAssigned( ProcessUnit, From, Event, To )
self:F( { ProcessUnit, From, Event, To } )
function ACT_ASSIGN_ACCEPT:onenterAssigned( ProcessUnit, Task, From, Event, To )
local ProcessGroup = ProcessUnit:GetGroup()
self.Task:Assign( ProcessUnit, ProcessUnit:GetPlayerName() )
end
@ -192,36 +189,26 @@ do -- ACT_ASSIGN_MENU_ACCEPT
--- Init.
-- @param #ACT_ASSIGN_MENU_ACCEPT self
-- @param #string TaskName
-- @param #string TaskBriefing
-- @return #ACT_ASSIGN_MENU_ACCEPT self
function ACT_ASSIGN_MENU_ACCEPT:New( TaskName, TaskBriefing )
function ACT_ASSIGN_MENU_ACCEPT:New( TaskBriefing )
-- Inherits from BASE
local self = BASE:Inherit( self, ACT_ASSIGN:New() ) -- #ACT_ASSIGN_MENU_ACCEPT
self.TaskName = TaskName
self.TaskBriefing = TaskBriefing
return self
end
function ACT_ASSIGN_MENU_ACCEPT:Init( FsmAssign )
self.TaskName = FsmAssign.TaskName
self.TaskBriefing = FsmAssign.TaskBriefing
end
--- Creates a new task assignment state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.
-- @param #ACT_ASSIGN_MENU_ACCEPT self
-- @param #string TaskName
-- @param #string TaskBriefing
-- @return #ACT_ASSIGN_MENU_ACCEPT self
function ACT_ASSIGN_MENU_ACCEPT:Init( TaskName, TaskBriefing )
function ACT_ASSIGN_MENU_ACCEPT:Init( TaskBriefing )
self.TaskBriefing = TaskBriefing
self.TaskName = TaskName
return self
end
@ -232,30 +219,31 @@ do -- ACT_ASSIGN_MENU_ACCEPT
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ASSIGN_MENU_ACCEPT:onafterStart( ProcessUnit, From, Event, To )
self:F( { ProcessUnit, From, Event, To } )
function ACT_ASSIGN_MENU_ACCEPT:onafterStart( ProcessUnit, Task, From, Event, To )
self:GetCommandCenter():MessageTypeToGroup( "Access the radio menu to accept the task. You have 30 seconds or the assignment will be cancelled.", ProcessUnit:GetGroup(), MESSAGE.Type.Information )
self:GetCommandCenter():MessageToGroup( "Task " .. self.Task:GetName() .. " has been assigned to you and your group!\nRead the briefing and use the Radio Menu (F10) / Task ... CONFIRMATION menu to accept or reject the task.\nYou have 2 minutes to accept, or the task assignment will be cancelled!", ProcessUnit:GetGroup(), 120 )
local ProcessGroup = ProcessUnit:GetGroup()
local TaskGroup = ProcessUnit:GetGroup()
self.Menu = MENU_GROUP:New( TaskGroup, "Task " .. self.Task:GetName() .. " CONFIRMATION" )
self.MenuAcceptTask = MENU_GROUP_COMMAND:New( TaskGroup, "Accept task " .. self.Task:GetName(), self.Menu, self.MenuAssign, self, TaskGroup )
self.MenuRejectTask = MENU_GROUP_COMMAND:New( TaskGroup, "Reject task " .. self.Task:GetName(), self.Menu, self.MenuReject, self, TaskGroup )
self.Menu = MENU_GROUP:New( ProcessGroup, "Task " .. self.TaskName .. " acceptance" )
self.MenuAcceptTask = MENU_GROUP_COMMAND:New( ProcessGroup, "Accept task " .. self.TaskName, self.Menu, self.MenuAssign, self )
self.MenuRejectTask = MENU_GROUP_COMMAND:New( ProcessGroup, "Reject task " .. self.TaskName, self.Menu, self.MenuReject, self )
self:__Reject( 120, TaskGroup )
end
--- Menu function.
-- @param #ACT_ASSIGN_MENU_ACCEPT self
function ACT_ASSIGN_MENU_ACCEPT:MenuAssign()
function ACT_ASSIGN_MENU_ACCEPT:MenuAssign( TaskGroup )
self:__Assign( 1 )
self:__Assign( -1, TaskGroup )
end
--- Menu function.
-- @param #ACT_ASSIGN_MENU_ACCEPT self
function ACT_ASSIGN_MENU_ACCEPT:MenuReject()
function ACT_ASSIGN_MENU_ACCEPT:MenuReject( TaskGroup )
self:__Reject( 1 )
self:__Reject( -1, TaskGroup )
end
--- StateMachine callback function
@ -264,8 +252,7 @@ do -- ACT_ASSIGN_MENU_ACCEPT
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ASSIGN_MENU_ACCEPT:onafterAssign( ProcessUnit, From, Event, To )
self:F( { ProcessUnit.UnitNameFrom, Event, To } )
function ACT_ASSIGN_MENU_ACCEPT:onafterAssign( ProcessUnit, Task, From, Event, To, TaskGroup )
self.Menu:Remove()
end
@ -276,13 +263,25 @@ do -- ACT_ASSIGN_MENU_ACCEPT
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ASSIGN_MENU_ACCEPT:onafterReject( ProcessUnit, From, Event, To )
self:F( { ProcessUnit.UnitName, From, Event, To } )
function ACT_ASSIGN_MENU_ACCEPT:onafterReject( ProcessUnit, Task, From, Event, To, TaskGroup )
self:F( { TaskGroup = TaskGroup } )
self.Menu:Remove()
--TODO: need to resolve this problem ... it has to do with the events ...
--self.Task:UnAssignFromUnit( ProcessUnit )needs to become a callback funtion call upon the event
ProcessUnit:Destroy()
self.Task:RejectGroup( TaskGroup )
end
--- StateMachine callback function
-- @param #ACT_ASSIGN_ACCEPT self
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ASSIGN_MENU_ACCEPT:onenterAssigned( ProcessUnit, Task, From, Event, To, TaskGroup )
--self.Task:AssignToGroup( TaskGroup )
self.Task:Assign( ProcessUnit, ProcessUnit:GetPlayerName() )
end
end -- ACT_ASSIGN_MENU_ACCEPT

View File

@ -1,9 +1,5 @@
--- (SP) (MP) (FSM) Route AI or players through waypoints or to zones.
--
-- ===
--
-- # @{#ACT_ASSIST} FSM class, extends @{Fsm#FSM_PROCESS}
--
-- ## ACT_ASSIST state machine:
--
-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
@ -52,7 +48,7 @@
--
-- ===
--
-- # 1) @{#ACT_ASSIST_SMOKE_TARGETS_ZONE} class, extends @{Fsm.Route#ACT_ASSIST}
-- # 1) @{#ACT_ASSIST_SMOKE_TARGETS_ZONE} class, extends @{Core.Fsm.Route#ACT_ASSIST}
--
-- The ACT_ASSIST_SMOKE_TARGETS_ZONE class implements the core functions to smoke targets in a @{Zone}.
-- The targets are smoked within a certain range around each target, simulating a realistic smoking behaviour.
@ -64,7 +60,9 @@
--
-- ===
--
-- @module Smoke
-- @module Actions.Assist
-- @image MOOSE.JPG
do -- ACT_ASSIST
@ -142,7 +140,7 @@ do -- ACT_ASSIST_SMOKE_TARGETS_ZONE
--- ACT_ASSIST_SMOKE_TARGETS_ZONE class
-- @type ACT_ASSIST_SMOKE_TARGETS_ZONE
-- @field Set#SET_UNIT TargetSetUnit
-- @field Core.Set#SET_UNIT TargetSetUnit
-- @field Core.Zone#ZONE_BASE TargetZone
-- @extends #ACT_ASSIST
ACT_ASSIST_SMOKE_TARGETS_ZONE = {
@ -158,7 +156,7 @@ do -- ACT_ASSIST_SMOKE_TARGETS_ZONE
--- Creates a new target smoking state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.
-- @param #ACT_ASSIST_SMOKE_TARGETS_ZONE self
-- @param Set#SET_UNIT TargetSetUnit
-- @param Core.Set#SET_UNIT TargetSetUnit
-- @param Core.Zone#ZONE_BASE TargetZone
function ACT_ASSIST_SMOKE_TARGETS_ZONE:New( TargetSetUnit, TargetZone )
local self = BASE:Inherit( self, ACT_ASSIST:New() ) -- #ACT_ASSIST
@ -177,7 +175,7 @@ do -- ACT_ASSIST_SMOKE_TARGETS_ZONE
--- Creates a new target smoking state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.
-- @param #ACT_ASSIST_SMOKE_TARGETS_ZONE self
-- @param Set#SET_UNIT TargetSetUnit
-- @param Core.Set#SET_UNIT TargetSetUnit
-- @param Core.Zone#ZONE_BASE TargetZone
-- @return #ACT_ASSIST_SMOKE_TARGETS_ZONE self
function ACT_ASSIST_SMOKE_TARGETS_ZONE:Init( TargetSetUnit, TargetZone )

View File

@ -1,198 +0,0 @@
--- @module Process_JTAC
--- PROCESS_JTAC class
-- @type PROCESS_JTAC
-- @field Wrapper.Unit#UNIT ProcessUnit
-- @field Core.Set#SET_UNIT TargetSetUnit
-- @extends Core.Fsm#FSM_PROCESS
PROCESS_JTAC = {
ClassName = "PROCESS_JTAC",
Fsm = {},
TargetSetUnit = nil,
}
--- Creates a new DESTROY process.
-- @param #PROCESS_JTAC self
-- @param Tasking.Task#TASK Task
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param Core.Set#SET_UNIT TargetSetUnit
-- @param Wrapper.Unit#UNIT FACUnit
-- @return #PROCESS_JTAC self
function PROCESS_JTAC:New( Task, ProcessUnit, TargetSetUnit, FACUnit )
-- Inherits from BASE
local self = BASE:Inherit( self, PROCESS:New( "JTAC", Task, ProcessUnit ) ) -- #PROCESS_JTAC
self.TargetSetUnit = TargetSetUnit
self.FACUnit = FACUnit
self.DisplayInterval = 60
self.DisplayCount = 30
self.DisplayMessage = true
self.DisplayTime = 10 -- 10 seconds is the default
self.DisplayCategory = "HQ" -- Targets is the default display category
self.Fsm = FSM_PROCESS:New( self, {
initial = 'Assigned',
events = {
{ name = 'Start', from = 'Assigned', to = 'CreatedMenu' },
{ name = 'JTACMenuUpdate', from = 'CreatedMenu', to = 'AwaitingMenu' },
{ name = 'JTACMenuAwait', from = 'AwaitingMenu', to = 'AwaitingMenu' },
{ name = 'JTACMenuSpot', from = 'AwaitingMenu', to = 'AwaitingMenu' },
{ name = 'JTACMenuCancel', from = 'AwaitingMenu', to = 'AwaitingMenu' },
{ name = 'JTACStatus', from = 'AwaitingMenu', to = 'AwaitingMenu' },
{ name = 'Fail', from = 'AwaitingMenu', to = 'Failed' },
{ name = 'Fail', from = 'CreatedMenu', to = 'Failed' },
},
callbacks = {
onStart = self.OnStart,
onJTACMenuUpdate = self.OnJTACMenuUpdate,
onJTACMenuAwait = self.OnJTACMenuAwait,
onJTACMenuSpot = self.OnJTACMenuSpot,
onJTACMenuCancel = self.OnJTACMenuCancel,
},
endstates = { 'Failed' }
} )
self:HandleEvent( EVENTS.Dead, self.EventDead )
return self
end
--- Process Events
--- StateMachine callback function for a PROCESS
-- @param #PROCESS_JTAC self
-- @param Core.Fsm#FSM_PROCESS Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_JTAC:OnStart( Fsm, From, Event, To )
self:NextEvent( Fsm.JTACMenuUpdate )
end
--- StateMachine callback function for a PROCESS
-- @param #PROCESS_JTAC self
-- @param Core.Fsm#FSM_PROCESS Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_JTAC:OnJTACMenuUpdate( Fsm, From, Event, To )
local function JTACMenuSpot( MenuParam )
self:F( MenuParam.TargetUnit.UnitName )
local self = MenuParam.self
local TargetUnit = MenuParam.TargetUnit
self:NextEvent( self.Fsm.JTACMenuSpot, TargetUnit )
end
local function JTACMenuCancel( MenuParam )
self:F( MenuParam )
local self = MenuParam.self
local TargetUnit = MenuParam.TargetUnit
self:NextEvent( self.Fsm.JTACMenuCancel, TargetUnit )
end
-- Loop each unit in the target set, and determine the threat levels map table.
local UnitThreatLevels = self.TargetSetUnit:GetUnitThreatLevels()
self:F( {"UnitThreadLevels", UnitThreatLevels } )
local JTACMenu = self.ProcessGroup:GetState( self.ProcessGroup, "JTACMenu" )
if not JTACMenu then
JTACMenu = MENU_GROUP:New( self.ProcessGroup, "JTAC", self.MissionMenu )
for ThreatLevel, ThreatLevelTable in pairs( UnitThreatLevels ) do
local JTACMenuThreatLevel = MENU_GROUP:New( self.ProcessGroup, ThreatLevelTable.UnitThreatLevelText, JTACMenu )
for ThreatUnitName, ThreatUnit in pairs( ThreatLevelTable.Units ) do
local JTACMenuUnit = MENU_GROUP:New( self.ProcessGroup, ThreatUnit:GetTypeName(), JTACMenuThreatLevel )
MENU_GROUP_COMMAND:New( self.ProcessGroup, "Lase Target", JTACMenuUnit, JTACMenuSpot, { self = self, TargetUnit = ThreatUnit } )
MENU_GROUP_COMMAND:New( self.ProcessGroup, "Cancel Target", JTACMenuUnit, JTACMenuCancel, { self = self, TargetUnit = ThreatUnit } )
end
end
end
end
--- StateMachine callback function for a PROCESS
-- @param #PROCESS_JTAC self
-- @param Core.Fsm#FSM_PROCESS Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_JTAC:OnJTACMenuAwait( Fsm, From, Event, To )
if self.DisplayCount >= self.DisplayInterval then
local TaskJTAC = self.Task -- Tasking.Task#TASK_JTAC
TaskJTAC.Spots = TaskJTAC.Spots or {}
for TargetUnitName, SpotData in pairs( TaskJTAC.Spots) do
local TargetUnit = UNIT:FindByName( TargetUnitName )
self.FACUnit:MessageToGroup( "Lasing " .. TargetUnit:GetTypeName() .. " with laser code " .. SpotData:getCode(), 15, self.ProcessGroup )
end
self.DisplayCount = 1
else
self.DisplayCount = self.DisplayCount + 1
end
self:NextEvent( Fsm.JTACMenuAwait )
end
--- StateMachine callback function for a PROCESS
-- @param #PROCESS_JTAC self
-- @param Core.Fsm#FSM_PROCESS Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Wrapper.Unit#UNIT TargetUnit
function PROCESS_JTAC:OnJTACMenuSpot( Fsm, From, Event, To, TargetUnit )
local TargetUnitName = TargetUnit:GetName()
local TaskJTAC = self.Task -- Tasking.Task#TASK_JTAC
TaskJTAC.Spots = TaskJTAC.Spots or {}
TaskJTAC.Spots[TargetUnitName] = TaskJTAC.Spots[TargetUnitName] or {}
local DCSFACObject = self.FACUnit:GetDCSObject()
local TargetVec3 = TargetUnit:GetVec3()
TaskJTAC.Spots[TargetUnitName] = Spot.createInfraRed( self.FACUnit:GetDCSObject(), { x = 0, y = 1, z = 0 }, TargetUnit:GetVec3(), math.random( 1000, 9999 ) )
local SpotData = TaskJTAC.Spots[TargetUnitName]
self.FACUnit:MessageToGroup( "Lasing " .. TargetUnit:GetTypeName() .. " with laser code " .. SpotData:getCode(), 15, self.ProcessGroup )
self:NextEvent( Fsm.JTACMenuAwait )
end
--- StateMachine callback function for a PROCESS
-- @param #PROCESS_JTAC self
-- @param Core.Fsm#FSM_PROCESS Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Wrapper.Unit#UNIT TargetUnit
function PROCESS_JTAC:OnJTACMenuCancel( Fsm, From, Event, To, TargetUnit )
local TargetUnitName = TargetUnit:GetName()
local TaskJTAC = self.Task -- Tasking.Task#TASK_JTAC
TaskJTAC.Spots = TaskJTAC.Spots or {}
if TaskJTAC.Spots[TargetUnitName] then
TaskJTAC.Spots[TargetUnitName]:destroy() -- destroys the spot
TaskJTAC.Spots[TargetUnitName] = nil
end
self.FACUnit:MessageToGroup( "Stopped lasing " .. TargetUnit:GetTypeName(), 15, self.ProcessGroup )
self:NextEvent( Fsm.JTACMenuAwait )
end

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@ -1,173 +0,0 @@
--- @module Process_Pickup
--- PROCESS_PICKUP class
-- @type PROCESS_PICKUP
-- @field Wrapper.Unit#UNIT ProcessUnit
-- @field Core.Set#SET_UNIT TargetSetUnit
-- @extends Core.Fsm#FSM_PROCESS
PROCESS_PICKUP = {
ClassName = "PROCESS_PICKUP",
Fsm = {},
TargetSetUnit = nil,
}
--- Creates a new DESTROY process.
-- @param #PROCESS_PICKUP self
-- @param Tasking.Task#TASK Task
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param Core.Set#SET_UNIT TargetSetUnit
-- @return #PROCESS_PICKUP self
function PROCESS_PICKUP:New( Task, ProcessName, ProcessUnit )
-- Inherits from BASE
local self = BASE:Inherit( self, PROCESS:New( ProcessName, Task, ProcessUnit ) ) -- #PROCESS_PICKUP
self.DisplayInterval = 30
self.DisplayCount = 30
self.DisplayMessage = true
self.DisplayTime = 10 -- 10 seconds is the default
self.DisplayCategory = "HQ" -- Targets is the default display category
self.Fsm = FSM_PROCESS:New( self, {
initial = 'Assigned',
events = {
{ name = 'Start', from = 'Assigned', to = 'Navigating' },
{ name = 'Start', from = 'Navigating', to = 'Navigating' },
{ name = 'Nearby', from = 'Navigating', to = 'Preparing' },
{ name = 'Pickup', from = 'Preparing', to = 'Loading' },
{ name = 'Load', from = 'Loading', to = 'Success' },
{ name = 'Fail', from = 'Assigned', to = 'Failed' },
{ name = 'Fail', from = 'Navigating', to = 'Failed' },
{ name = 'Fail', from = 'Preparing', to = 'Failed' },
},
callbacks = {
onStart = self.OnStart,
onNearby = self.OnNearby,
onPickup = self.OnPickup,
onLoad = self.OnLoad,
},
endstates = { 'Success', 'Failed' }
} )
return self
end
--- Process Events
--- StateMachine callback function for a PROCESS
-- @param #PROCESS_PICKUP self
-- @param Core.Fsm#FSM_PROCESS Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_PICKUP:OnStart( Fsm, From, Event, To )
self:NextEvent( Fsm.Start )
end
--- StateMachine callback function for a PROCESS
-- @param #PROCESS_PICKUP self
-- @param Core.Fsm#FSM_PROCESS Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_PICKUP:OnNavigating( Fsm, From, Event, To )
local TaskGroup = self.ProcessUnit:GetGroup()
if self.DisplayCount >= self.DisplayInterval then
MESSAGE:New( "Your group with assigned " .. self.Task:GetName() .. " task has " .. self.TargetSetUnit:GetUnitTypesText() .. " targets left to be destroyed.", 5, "HQ" ):ToGroup( TaskGroup )
self.DisplayCount = 1
else
self.DisplayCount = self.DisplayCount + 1
end
return true -- Process always the event.
end
--- StateMachine callback function for a PROCESS
-- @param #PROCESS_PICKUP self
-- @param Core.Fsm#FSM_PROCESS Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Core.Event#EVENTDATA Event
function PROCESS_PICKUP:OnHitTarget( Fsm, From, Event, To, Event )
self.TargetSetUnit:Flush( self )
if self.TargetSetUnit:FindUnit( Event.IniUnitName ) then
self.TargetSetUnit:RemoveUnitsByName( Event.IniUnitName )
local TaskGroup = self.ProcessUnit:GetGroup()
MESSAGE:New( "You hit a target. Your group with assigned " .. self.Task:GetName() .. " task has " .. self.TargetSetUnit:Count() .. " targets ( " .. self.TargetSetUnit:GetUnitTypesText() .. " ) left to be destroyed.", 15, "HQ" ):ToGroup( TaskGroup )
end
if self.TargetSetUnit:Count() > 0 then
self:NextEvent( Fsm.MoreTargets )
else
self:NextEvent( Fsm.Destroyed )
end
end
--- StateMachine callback function for a PROCESS
-- @param #PROCESS_PICKUP self
-- @param Core.Fsm#FSM_PROCESS Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_PICKUP:OnMoreTargets( Fsm, From, Event, To )
end
--- StateMachine callback function for a PROCESS
-- @param #PROCESS_PICKUP self
-- @param Core.Fsm#FSM_PROCESS Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Core.Event#EVENTDATA DCSEvent
function PROCESS_PICKUP:OnKilled( Fsm, From, Event, To )
self:NextEvent( Fsm.Restart )
end
--- StateMachine callback function for a PROCESS
-- @param #PROCESS_PICKUP self
-- @param Core.Fsm#FSM_PROCESS Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_PICKUP:OnRestart( Fsm, From, Event, To )
self:NextEvent( Fsm.Menu )
end
--- StateMachine callback function for a PROCESS
-- @param #PROCESS_PICKUP self
-- @param Core.Fsm#FSM_PROCESS Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_PICKUP:OnDestroyed( Fsm, From, Event, To )
end
--- DCS Events
--- @param #PROCESS_PICKUP self
-- @param Core.Event#EVENTDATA Event
function PROCESS_PICKUP:EventDead( Event )
if Event.IniDCSUnit then
self:NextEvent( self.Fsm.HitTarget, Event )
end
end

View File

@ -2,7 +2,7 @@
--
-- ===
--
-- # @{#ACT_ROUTE} FSM class, extends @{Fsm#FSM_PROCESS}
-- # @{#ACT_ROUTE} FSM class, extends @{Core.Fsm#FSM_PROCESS}
--
-- ## ACT_ROUTE state machine:
--
@ -60,9 +60,9 @@
--
-- ===
--
-- # 1) @{#ACT_ROUTE_ZONE} class, extends @{Fsm.Route#ACT_ROUTE}
-- # 1) @{#ACT_ROUTE_ZONE} class, extends @{Core.Fsm.Route#ACT_ROUTE}
--
-- The ACT_ROUTE_ZONE class implements the core functions to route an AIR @{Controllable} player @{Unit} to a @{Zone}.
-- The ACT_ROUTE_ZONE class implements the core functions to route an AIR @{Wrapper.Controllable} player @{Wrapper.Unit} to a @{Zone}.
-- The player receives on perioding times messages with the coordinates of the route to follow.
-- Upon arrival at the zone, a confirmation of arrival is sent, and the process will be ended.
--
@ -72,7 +72,8 @@
--
-- ===
--
-- @module Route
-- @module Actions.Route
-- @image MOOSE.JPG
do -- ACT_ROUTE
@ -123,16 +124,20 @@ do -- ACT_ROUTE
--- Set a Cancel Menu item.
-- @param #ACT_ROUTE self
-- @return #ACT_ROUTE
function ACT_ROUTE:SetMenuCancel( MenuGroup, MenuText, ParentMenu, MenuTime )
function ACT_ROUTE:SetMenuCancel( MenuGroup, MenuText, ParentMenu, MenuTime, MenuTag )
MENU_GROUP_COMMAND:New(
self.CancelMenuGroupCommand = MENU_GROUP_COMMAND:New(
MenuGroup,
MenuText,
ParentMenu,
self.MenuCancel,
self
):SetTime(MenuTime)
):SetTime( MenuTime ):SetTag( MenuTag )
ParentMenu:SetTime( MenuTime )
ParentMenu:Remove( MenuTime, MenuTag )
return self
end
@ -206,7 +211,9 @@ do -- ACT_ROUTE
function ACT_ROUTE:MenuCancel()
self:Cancel()
self:F("Cancelled")
self.CancelMenuGroupCommand:Remove()
self:__Cancel( 1 )
end
--- Task Events
@ -238,10 +245,8 @@ do -- ACT_ROUTE
-- @param #string From
-- @param #string To
function ACT_ROUTE:onbeforeRoute( ProcessUnit, From, Event, To )
self:F( { "BeforeRoute 1", self.DisplayCount, self.DisplayInterval } )
if ProcessUnit:IsAlive() then
self:F( "BeforeRoute 2" )
local HasArrived = self:onfuncHasArrived( ProcessUnit ) -- Polymorphic
if self.DisplayCount >= self.DisplayInterval then
self:T( { HasArrived = HasArrived } )
@ -253,8 +258,6 @@ do -- ACT_ROUTE
self.DisplayCount = self.DisplayCount + 1
end
self:T( { DisplayCount = self.DisplayCount } )
if HasArrived then
self:__Arrive( 1 )
else
@ -337,7 +340,7 @@ do -- ACT_ROUTE_POINT
-- @param #ACT_ROUTE_POINT self
-- @param #number Range The Range to consider the arrival. Default is 10000 meters.
function ACT_ROUTE_POINT:SetRange( Range )
self:F2( { self.Range } )
self:F2( { Range } )
self.Range = Range or 10000
end
@ -345,6 +348,7 @@ do -- ACT_ROUTE_POINT
-- @param #ACT_ROUTE_POINT self
-- @return #number The Range to consider the arrival. Default is 10000 meters.
function ACT_ROUTE_POINT:GetRange()
self:F2( { self.Range } )
return self.Range
end
@ -358,7 +362,7 @@ do -- ACT_ROUTE_POINT
local Distance = self.Coordinate:Get2DDistance( ProcessUnit:GetCoordinate() )
if Distance <= self.Range then
local RouteText = "You have arrived."
local RouteText = "Task \"" .. self:GetTask():GetName() .. "\", you have arrived."
self:GetCommandCenter():MessageTypeToGroup( RouteText, ProcessUnit:GetGroup(), MESSAGE.Type.Information )
return true
end
@ -377,7 +381,7 @@ do -- ACT_ROUTE_POINT
-- @param #string To
function ACT_ROUTE_POINT:onafterReport( ProcessUnit, From, Event, To )
local RouteText = self:GetRouteText( ProcessUnit )
local RouteText = "Task \"" .. self:GetTask():GetName() .. "\", " .. self:GetRouteText( ProcessUnit )
self:GetCommandCenter():MessageTypeToGroup( RouteText, ProcessUnit:GetGroup(), MESSAGE.Type.Update )
end
@ -449,7 +453,7 @@ do -- ACT_ROUTE_ZONE
function ACT_ROUTE_ZONE:onfuncHasArrived( ProcessUnit )
if ProcessUnit:IsInZone( self.Zone ) then
local RouteText = "You have arrived within the zone."
local RouteText = "Task \"" .. self:GetTask():GetName() .. "\", you have arrived within the zone."
self:GetCommandCenter():MessageTypeToGroup( RouteText, ProcessUnit:GetGroup(), MESSAGE.Type.Information )
end
@ -467,7 +471,7 @@ do -- ACT_ROUTE_ZONE
function ACT_ROUTE_ZONE:onafterReport( ProcessUnit, From, Event, To )
self:F( { ProcessUnit = ProcessUnit } )
local RouteText = self:GetRouteText( ProcessUnit )
local RouteText = "Task \"" .. self:GetTask():GetName() .. "\", " .. self:GetRouteText( ProcessUnit )
self:GetCommandCenter():MessageTypeToGroup( RouteText, ProcessUnit:GetGroup(), MESSAGE.Type.Update )
end

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,332 @@
--- **Cargo** -- Management of single cargo crates, which are based on a @{Static} object.
--
-- ===
--
-- ### [Demo Missions]()
--
-- ### [YouTube Playlist]()
--
-- ===
--
-- ### Author: **FlightControl**
-- ### Contributions:
--
-- ===
--
-- @module Cargo.CargoCrate
-- @image Cargo_Crates.JPG
do -- CARGO_CRATE
--- Models the behaviour of cargo crates, which can be slingloaded and boarded on helicopters.
-- @type CARGO_CRATE
-- @extends Cargo.Cargo#CARGO_REPRESENTABLE
--- Defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.
-- Use the event functions as described above to Load, UnLoad, Board, UnBoard the CARGO\_CRATE objects to and from carriers.
--
-- The above cargo classes are used by the following AI_CARGO_ classes to allow AI groups to transport cargo:
--
-- * AI Armoured Personnel Carriers to transport cargo and engage in battles, using the @{AI.AI_Cargo_APC} module.
-- * AI Helicopters to transport cargo, using the @{AI.AI_Cargo_Helicopter} module.
-- * AI Planes to transport cargo, using the @{AI.AI_Cargo_Airplane} module.
-- * AI Ships is planned.
--
-- The above cargo classes are also used by the TASK_CARGO_ classes to allow human players to transport cargo as part of a tasking:
--
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT} to transport cargo by human players.
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_CSAR} to transport downed pilots by human players.
--
-- ===
--
-- @field #CARGO_CRATE
CARGO_CRATE = {
ClassName = "CARGO_CRATE"
}
--- CARGO_CRATE Constructor.
-- @param #CARGO_CRATE self
-- @param Wrapper.Static#STATIC CargoStatic
-- @param #string Type
-- @param #string Name
-- @param #number LoadRadius (optional)
-- @param #number NearRadius (optional)
-- @return #CARGO_CRATE
function CARGO_CRATE:New( CargoStatic, Type, Name, LoadRadius, NearRadius )
local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoStatic, Type, Name, nil, LoadRadius, NearRadius ) ) -- #CARGO_CRATE
self:F( { Type, Name, NearRadius } )
self.CargoObject = CargoStatic -- Wrapper.Static#STATIC
-- Cargo objects are added to the _DATABASE and SET_CARGO objects.
_EVENTDISPATCHER:CreateEventNewCargo( self )
self:HandleEvent( EVENTS.Dead, self.OnEventCargoDead )
self:HandleEvent( EVENTS.Crash, self.OnEventCargoDead )
--self:HandleEvent( EVENTS.RemoveUnit, self.OnEventCargoDead )
self:HandleEvent( EVENTS.PlayerLeaveUnit, self.OnEventCargoDead )
self:SetEventPriority( 4 )
self.NearRadius = NearRadius or 25
return self
end
--- @param #CARGO_CRATE self
-- @param Core.Event#EVENTDATA EventData
function CARGO_CRATE:OnEventCargoDead( EventData )
local Destroyed = false
if self:IsDestroyed() or self:IsUnLoaded() or self:IsBoarding() then
if self.CargoObject:GetName() == EventData.IniUnitName then
if not self.NoDestroy then
Destroyed = true
end
end
else
if self:IsLoaded() then
local CarrierName = self.CargoCarrier:GetName()
if CarrierName == EventData.IniDCSUnitName then
MESSAGE:New( "Cargo is lost from carrier " .. CarrierName, 15 ):ToAll()
Destroyed = true
self.CargoCarrier:ClearCargo()
end
end
end
if Destroyed then
self:I( { "Cargo crate destroyed: " .. self.CargoObject:GetName() } )
self:Destroyed()
end
end
--- Enter UnLoaded State.
-- @param #CARGO_CRATE self
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Core.Point#POINT_VEC2
function CARGO_CRATE:onenterUnLoaded( From, Event, To, ToPointVec2 )
--self:F( { ToPointVec2, From, Event, To } )
local Angle = 180
local Speed = 10
local Distance = 10
if From == "Loaded" then
local StartCoordinate = self.CargoCarrier:GetCoordinate()
local CargoCarrierHeading = self.CargoCarrier:GetHeading() -- Get Heading of object in degrees.
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
local CargoDeployCoord = StartCoordinate:Translate( Distance, CargoDeployHeading )
ToPointVec2 = ToPointVec2 or COORDINATE:NewFromVec2( { x= CargoDeployCoord.x, y = CargoDeployCoord.z } )
-- Respawn the group...
if self.CargoObject then
self.CargoObject:ReSpawnAt( ToPointVec2, 0 )
self.CargoCarrier = nil
end
end
if self.OnUnLoadedCallBack then
self.OnUnLoadedCallBack( self, unpack( self.OnUnLoadedParameters ) )
self.OnUnLoadedCallBack = nil
end
end
--- Loaded State.
-- @param #CARGO_CRATE self
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Wrapper.Unit#UNIT CargoCarrier
function CARGO_CRATE:onenterLoaded( From, Event, To, CargoCarrier )
--self:F( { From, Event, To, CargoCarrier } )
self.CargoCarrier = CargoCarrier
-- Only destroy the CargoObject is if there is a CargoObject (packages don't have CargoObjects).
if self.CargoObject then
self:T("Destroying")
self.NoDestroy = true
self.CargoObject:Destroy( false ) -- Do not generate a remove unit event, because we want to keep the template for later respawn in the database.
--local Coordinate = self.CargoObject:GetCoordinate():GetRandomCoordinateInRadius( 50, 20 )
--self.CargoObject:ReSpawnAt( Coordinate, 0 )
end
end
--- Check if the cargo can be Boarded.
-- @param #CARGO_CRATE self
function CARGO_CRATE:CanBoard()
return false
end
--- Check if the cargo can be Unboarded.
-- @param #CARGO_CRATE self
function CARGO_CRATE:CanUnboard()
return false
end
--- Check if the cargo can be sling loaded.
-- @param #CARGO_CRATE self
function CARGO_CRATE:CanSlingload()
return false
end
--- Check if Cargo Crate is in the radius for the Cargo to be reported.
-- @param #CARGO_CRATE self
-- @param Core.Point#COORDINATE Coordinate
-- @return #boolean true if the Cargo Crate is within the report radius.
function CARGO_CRATE:IsInReportRadius( Coordinate )
--self:F( { Coordinate, LoadRadius = self.LoadRadius } )
local Distance = 0
if self:IsUnLoaded() then
Distance = Coordinate:Get2DDistance( self.CargoObject:GetCoordinate() )
--self:T( Distance )
if Distance <= self.LoadRadius then
return true
end
end
return false
end
--- Check if Cargo Crate is in the radius for the Cargo to be Boarded or Loaded.
-- @param #CARGO_CRATE self
-- @param Core.Point#Coordinate Coordinate
-- @return #boolean true if the Cargo Crate is within the loading radius.
function CARGO_CRATE:IsInLoadRadius( Coordinate )
--self:F( { Coordinate, LoadRadius = self.NearRadius } )
local Distance = 0
if self:IsUnLoaded() then
Distance = Coordinate:Get2DDistance( self.CargoObject:GetCoordinate() )
--self:T( Distance )
if Distance <= self.NearRadius then
return true
end
end
return false
end
--- Get the current Coordinate of the CargoGroup.
-- @param #CARGO_CRATE self
-- @return Core.Point#COORDINATE The current Coordinate of the first Cargo of the CargoGroup.
-- @return #nil There is no valid Cargo in the CargoGroup.
function CARGO_CRATE:GetCoordinate()
--self:F()
return self.CargoObject:GetCoordinate()
end
--- Check if the CargoGroup is alive.
-- @param #CARGO_CRATE self
-- @return #boolean true if the CargoGroup is alive.
-- @return #boolean false if the CargoGroup is dead.
function CARGO_CRATE:IsAlive()
local Alive = true
-- When the Cargo is Loaded, the Cargo is in the CargoCarrier, so we check if the CargoCarrier is alive.
-- When the Cargo is not Loaded, the Cargo is the CargoObject, so we check if the CargoObject is alive.
if self:IsLoaded() then
Alive = Alive == true and self.CargoCarrier:IsAlive()
else
Alive = Alive == true and self.CargoObject:IsAlive()
end
return Alive
end
--- Route Cargo to Coordinate and randomize locations.
-- @param #CARGO_CRATE self
-- @param Core.Point#COORDINATE Coordinate
function CARGO_CRATE:RouteTo( Coordinate )
self:F( {Coordinate = Coordinate } )
end
--- Check if Cargo is near to the Carrier.
-- The Cargo is near to the Carrier within NearRadius.
-- @param #CARGO_CRATE self
-- @param Wrapper.Group#GROUP CargoCarrier
-- @param #number NearRadius
-- @return #boolean The Cargo is near to the Carrier.
-- @return #nil The Cargo is not near to the Carrier.
function CARGO_CRATE:IsNear( CargoCarrier, NearRadius )
self:F( {NearRadius = NearRadius } )
return self:IsNear( CargoCarrier:GetCoordinate(), NearRadius )
end
--- Respawn the CargoGroup.
-- @param #CARGO_CRATE self
function CARGO_CRATE:Respawn()
self:F( { "Respawning crate " .. self:GetName() } )
-- Respawn the group...
if self.CargoObject then
self.CargoObject:ReSpawn() -- A cargo destroy crates a DEAD event.
self:__Reset( -0.1 )
end
end
--- Respawn the CargoGroup.
-- @param #CARGO_CRATE self
function CARGO_CRATE:onafterReset()
self:F( { "Reset crate " .. self:GetName() } )
-- Respawn the group...
if self.CargoObject then
self:SetDeployed( false )
self:SetStartState( "UnLoaded" )
self.CargoCarrier = nil
-- Cargo objects are added to the _DATABASE and SET_CARGO objects.
_EVENTDISPATCHER:CreateEventNewCargo( self )
end
end
--- Get the transportation method of the Cargo.
-- @param #CARGO_CRATE self
-- @return #string The transportation method of the Cargo.
function CARGO_CRATE:GetTransportationMethod()
if self:IsLoaded() then
return "for unloading"
else
if self:IsUnLoaded() then
return "for loading"
else
if self:IsDeployed() then
return "delivered"
end
end
end
return ""
end
end

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@ -0,0 +1,760 @@
--- **Cargo** -- Management of grouped cargo logistics, which are based on a @{Wrapper.Group} object.
--
-- ===
--
-- ### [Demo Missions]()
--
-- ### [YouTube Playlist]()
--
-- ===
--
-- ### Author: **FlightControl**
-- ### Contributions:
--
-- ===
--
-- @module Cargo.CargoGroup
-- @image Cargo_Groups.JPG
do -- CARGO_GROUP
--- @type CARGO_GROUP
-- @field Core.Set#SET_CARGO CargoSet The collection of derived CARGO objects.
-- @field #string GroupName The name of the CargoGroup.
-- @extends Cargo.Cargo#CARGO_REPORTABLE
--- Defines a cargo that is represented by a @{Wrapper.Group} object within the simulator.
-- The cargo can be Loaded, UnLoaded, Boarded, UnBoarded to and from Carriers.
--
-- The above cargo classes are used by the following AI_CARGO_ classes to allow AI groups to transport cargo:
--
-- * AI Armoured Personnel Carriers to transport cargo and engage in battles, using the @{AI.AI_Cargo_APC} module.
-- * AI Helicopters to transport cargo, using the @{AI.AI_Cargo_Helicopter} module.
-- * AI Planes to transport cargo, using the @{AI.AI_Cargo_Airplane} module.
-- * AI Ships is planned.
--
-- The above cargo classes are also used by the TASK_CARGO_ classes to allow human players to transport cargo as part of a tasking:
--
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT} to transport cargo by human players.
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_CSAR} to transport downed pilots by human players.
--
-- @field #CARGO_GROUP CARGO_GROUP
--
CARGO_GROUP = {
ClassName = "CARGO_GROUP",
}
--- CARGO_GROUP constructor.
-- This make a new CARGO_GROUP from a @{Wrapper.Group} object.
-- It will "ungroup" the group object within the sim, and will create a @{Set} of individual Unit objects.
-- @param #CARGO_GROUP self
-- @param Wrapper.Group#GROUP CargoGroup Group to be transported as cargo.
-- @param #string Type Cargo type, e.g. "Infantry". This is the type used in SET_CARGO:New():FilterTypes("Infantry") to define the valid cargo groups of the set.
-- @param #string Name A user defined name of the cargo group. This name CAN be the same as the group object but can also have a different name. This name MUST be unique!
-- @param #number LoadRadius (optional) Distance in meters until which a cargo is loaded into the carrier. Cargo outside this radius has to be routed by other means to within the radius to be loaded.
-- @param #number NearRadius (optional) Once the units are within this radius of the carrier, they are actually loaded, i.e. disappear from the scene.
-- @return #CARGO_GROUP Cargo group object.
function CARGO_GROUP:New( CargoGroup, Type, Name, LoadRadius, NearRadius )
local self = BASE:Inherit( self, CARGO_REPORTABLE:New( Type, Name, 0, LoadRadius, NearRadius ) ) -- #CARGO_GROUP
self:F( { Type, Name, LoadRadius } )
self.CargoSet = SET_CARGO:New()
self.CargoGroup = CargoGroup
self.Grouped = true
self.CargoUnitTemplate = {}
self.NearRadius = NearRadius
self:SetDeployed( false )
local WeightGroup = 0
local VolumeGroup = 0
self.CargoGroup:Destroy() -- destroy and generate a unit removal event, so that the database gets cleaned, and the linked sets get properly cleaned.
local GroupName = CargoGroup:GetName()
self.CargoName = Name
self.CargoTemplate = UTILS.DeepCopy( _DATABASE:GetGroupTemplate( GroupName ) )
self.GroupTemplate = UTILS.DeepCopy( self.CargoTemplate )
self.GroupTemplate.name = self.CargoName .. "#CARGO"
self.GroupTemplate.groupId = nil
self.GroupTemplate.units = {}
for UnitID, UnitTemplate in pairs( self.CargoTemplate.units ) do
UnitTemplate.name = UnitTemplate.name .. "#CARGO"
local CargoUnitName = UnitTemplate.name
self.CargoUnitTemplate[CargoUnitName] = UnitTemplate
self.GroupTemplate.units[#self.GroupTemplate.units+1] = self.CargoUnitTemplate[CargoUnitName]
self.GroupTemplate.units[#self.GroupTemplate.units].unitId = nil
-- And we register the spawned unit as part of the CargoSet.
local Unit = UNIT:Register( CargoUnitName )
end
-- Then we register the new group in the database
self.CargoGroup = GROUP:NewTemplate( self.GroupTemplate, self.GroupTemplate.CoalitionID, self.GroupTemplate.CategoryID, self.GroupTemplate.CountryID )
-- Now we spawn the new group based on the template created.
self.CargoObject = _DATABASE:Spawn( self.GroupTemplate )
for CargoUnitID, CargoUnit in pairs( self.CargoObject:GetUnits() ) do
local CargoUnitName = CargoUnit:GetName()
local Cargo = CARGO_UNIT:New( CargoUnit, Type, CargoUnitName, LoadRadius, NearRadius )
self.CargoSet:Add( CargoUnitName, Cargo )
WeightGroup = WeightGroup + Cargo:GetWeight()
end
self:SetWeight( WeightGroup )
self:T( { "Weight Cargo", WeightGroup } )
-- Cargo objects are added to the _DATABASE and SET_CARGO objects.
_EVENTDISPATCHER:CreateEventNewCargo( self )
self:HandleEvent( EVENTS.Dead, self.OnEventCargoDead )
self:HandleEvent( EVENTS.Crash, self.OnEventCargoDead )
--self:HandleEvent( EVENTS.RemoveUnit, self.OnEventCargoDead )
self:HandleEvent( EVENTS.PlayerLeaveUnit, self.OnEventCargoDead )
self:SetEventPriority( 4 )
return self
end
--- Respawn the CargoGroup.
-- @param #CARGO_GROUP self
function CARGO_GROUP:Respawn()
self:F( { "Respawning" } )
for CargoID, CargoData in pairs( self.CargoSet:GetSet() ) do
local Cargo = CargoData -- Cargo.Cargo#CARGO
Cargo:Destroy() -- Destroy the cargo and generate a remove unit event to update the sets.
Cargo:SetStartState( "UnLoaded" )
end
-- Now we spawn the new group based on the template created.
_DATABASE:Spawn( self.GroupTemplate )
for CargoUnitID, CargoUnit in pairs( self.CargoObject:GetUnits() ) do
local CargoUnitName = CargoUnit:GetName()
local Cargo = CARGO_UNIT:New( CargoUnit, self.Type, CargoUnitName, self.LoadRadius )
self.CargoSet:Add( CargoUnitName, Cargo )
end
self:SetDeployed( false )
self:SetStartState( "UnLoaded" )
end
--- Ungroup the cargo group into individual groups with one unit.
-- This is required because by default a group will move in formation and this is really an issue for group control.
-- Therefore this method is made to be able to ungroup a group.
-- This works for ground only groups.
-- @param #CARGO_GROUP self
function CARGO_GROUP:Ungroup()
if self.Grouped == true then
self.Grouped = false
self.CargoGroup:Destroy()
for CargoUnitName, CargoUnit in pairs( self.CargoSet:GetSet() ) do
local CargoUnit = CargoUnit -- Cargo.CargoUnit#CARGO_UNIT
if CargoUnit:IsUnLoaded() then
local GroupTemplate = UTILS.DeepCopy( self.CargoTemplate )
--local GroupName = env.getValueDictByKey( GroupTemplate.name )
-- We create a new group object with one unit...
-- First we prepare the template...
GroupTemplate.name = self.CargoName .. "#CARGO#" .. CargoUnitName
GroupTemplate.groupId = nil
if CargoUnit:IsUnLoaded() then
GroupTemplate.units = {}
GroupTemplate.units[1] = self.CargoUnitTemplate[CargoUnitName]
GroupTemplate.units[#GroupTemplate.units].unitId = nil
GroupTemplate.units[#GroupTemplate.units].x = CargoUnit:GetX()
GroupTemplate.units[#GroupTemplate.units].y = CargoUnit:GetY()
GroupTemplate.units[#GroupTemplate.units].heading = CargoUnit:GetHeading()
end
-- Then we register the new group in the database
local CargoGroup = GROUP:NewTemplate( GroupTemplate, GroupTemplate.CoalitionID, GroupTemplate.CategoryID, GroupTemplate.CountryID)
-- Now we spawn the new group based on the template created.
_DATABASE:Spawn( GroupTemplate )
end
end
self.CargoObject = nil
end
end
--- Regroup the cargo group into one group with multiple unit.
-- This is required because by default a group will move in formation and this is really an issue for group control.
-- Therefore this method is made to be able to regroup a group.
-- This works for ground only groups.
-- @param #CARGO_GROUP self
function CARGO_GROUP:Regroup()
self:F("Regroup")
if self.Grouped == false then
self.Grouped = true
local GroupTemplate = UTILS.DeepCopy( self.CargoTemplate )
GroupTemplate.name = self.CargoName .. "#CARGO"
GroupTemplate.groupId = nil
GroupTemplate.units = {}
for CargoUnitName, CargoUnit in pairs( self.CargoSet:GetSet() ) do
local CargoUnit = CargoUnit -- Cargo.CargoUnit#CARGO_UNIT
self:F( { CargoUnit:GetName(), UnLoaded = CargoUnit:IsUnLoaded() } )
if CargoUnit:IsUnLoaded() then
CargoUnit.CargoObject:Destroy()
GroupTemplate.units[#GroupTemplate.units+1] = self.CargoUnitTemplate[CargoUnitName]
GroupTemplate.units[#GroupTemplate.units].unitId = nil
GroupTemplate.units[#GroupTemplate.units].x = CargoUnit:GetX()
GroupTemplate.units[#GroupTemplate.units].y = CargoUnit:GetY()
GroupTemplate.units[#GroupTemplate.units].heading = CargoUnit:GetHeading()
end
end
-- Then we register the new group in the database
self.CargoGroup = GROUP:NewTemplate( GroupTemplate, GroupTemplate.CoalitionID, GroupTemplate.CategoryID, GroupTemplate.CountryID )
self:F( { "Regroup", GroupTemplate } )
-- Now we spawn the new group based on the template created.
self.CargoObject = _DATABASE:Spawn( GroupTemplate )
end
end
--- @param #CARGO_GROUP self
-- @param Core.Event#EVENTDATA EventData
function CARGO_GROUP:OnEventCargoDead( EventData )
self:E(EventData)
local Destroyed = false
if self:IsDestroyed() or self:IsUnLoaded() or self:IsBoarding() or self:IsUnboarding() then
Destroyed = true
for CargoID, CargoData in pairs( self.CargoSet:GetSet() ) do
local Cargo = CargoData -- Cargo.Cargo#CARGO
if Cargo:IsAlive() then
Destroyed = false
else
Cargo:Destroyed()
end
end
else
local CarrierName = self.CargoCarrier:GetName()
if CarrierName == EventData.IniDCSUnitName then
MESSAGE:New( "Cargo is lost from carrier " .. CarrierName, 15 ):ToAll()
Destroyed = true
self.CargoCarrier:ClearCargo()
end
end
if Destroyed then
self:Destroyed()
self:E( { "Cargo group destroyed" } )
end
end
--- After Board Event.
-- @param #CARGO_GROUP self
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Wrapper.Unit#UNIT CargoCarrier
-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
function CARGO_GROUP:onafterBoard( From, Event, To, CargoCarrier, NearRadius, ... )
self:F( { CargoCarrier.UnitName, From, Event, To, NearRadius = NearRadius } )
NearRadius = NearRadius or self.NearRadius
-- For each Cargo object within the CARGO_GROUPED, route each object to the CargoLoadPointVec2
self.CargoSet:ForEach(
function( Cargo, ... )
self:F( { "Board Unit", Cargo:GetName( ), Cargo:IsDestroyed(), Cargo.CargoObject:IsAlive() } )
local CargoGroup = Cargo.CargoObject --Wrapper.Group#GROUP
CargoGroup:OptionAlarmStateGreen()
Cargo:__Board( 1, CargoCarrier, NearRadius, ... )
end, ...
)
self:__Boarding( -1, CargoCarrier, NearRadius, ... )
end
--- Enter Loaded State.
-- @param #CARGO_GROUP self
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Wrapper.Unit#UNIT CargoCarrier
function CARGO_GROUP:onafterLoad( From, Event, To, CargoCarrier, ... )
--self:F( { From, Event, To, CargoCarrier, ...} )
if From == "UnLoaded" then
-- For each Cargo object within the CARGO_GROUP, load each cargo to the CargoCarrier.
for CargoID, Cargo in pairs( self.CargoSet:GetSet() ) do
if not Cargo:IsDestroyed() then
Cargo:Load( CargoCarrier )
end
end
end
--self.CargoObject:Destroy()
self.CargoCarrier = CargoCarrier
self.CargoCarrier:AddCargo( self )
end
--- Leave Boarding State.
-- @param #CARGO_GROUP self
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Wrapper.Unit#UNIT CargoCarrier
-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
function CARGO_GROUP:onafterBoarding( From, Event, To, CargoCarrier, NearRadius, ... )
--self:F( { CargoCarrier.UnitName, From, Event, To } )
local Boarded = true
local Cancelled = false
local Dead = true
self.CargoSet:Flush()
-- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2
for CargoID, Cargo in pairs( self.CargoSet:GetSet() ) do
--self:T( { Cargo:GetName(), Cargo.current } )
if not Cargo:is( "Loaded" )
and (not Cargo:is( "Destroyed" )) then -- If one or more units of a group defined as CARGO_GROUP died, the CARGO_GROUP:Board() command does not trigger the CARGO_GRUOP:OnEnterLoaded() function.
Boarded = false
end
if Cargo:is( "UnLoaded" ) then
Cancelled = true
end
if not Cargo:is( "Destroyed" ) then
Dead = false
end
end
if not Dead then
if not Cancelled then
if not Boarded then
self:__Boarding( -5, CargoCarrier, NearRadius, ... )
else
self:F("Group Cargo is loaded")
self:__Load( 1, CargoCarrier, ... )
end
else
self:__CancelBoarding( 1, CargoCarrier, NearRadius, ... )
end
else
self:__Destroyed( 1, CargoCarrier, NearRadius, ... )
end
end
--- Enter UnBoarding State.
-- @param #CARGO_GROUP self
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Core.Point#POINT_VEC2 ToPointVec2
-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
function CARGO_GROUP:onafterUnBoard( From, Event, To, ToPointVec2, NearRadius, ... )
self:F( {From, Event, To, ToPointVec2, NearRadius } )
NearRadius = NearRadius or 25
local Timer = 1
if From == "Loaded" then
if self.CargoObject then
self.CargoObject:Destroy()
end
-- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2
self.CargoSet:ForEach(
--- @param Cargo.Cargo#CARGO Cargo
function( Cargo, NearRadius )
if not Cargo:IsDestroyed() then
local ToVec=nil
if ToPointVec2==nil then
ToVec=self.CargoCarrier:GetPointVec2():GetRandomPointVec2InRadius(2*NearRadius, NearRadius)
else
ToVec=ToPointVec2
end
Cargo:__UnBoard( Timer, ToVec, NearRadius )
Timer = Timer + 1
end
end, { NearRadius }
)
self:__UnBoarding( 1, ToPointVec2, NearRadius, ... )
end
end
--- Leave UnBoarding State.
-- @param #CARGO_GROUP self
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Core.Point#POINT_VEC2 ToPointVec2
-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
function CARGO_GROUP:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... )
--self:F( { From, Event, To, ToPointVec2, NearRadius } )
--local NearRadius = NearRadius or 25
local Angle = 180
local Speed = 10
local Distance = 5
if From == "UnBoarding" then
local UnBoarded = true
-- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2
for CargoID, Cargo in pairs( self.CargoSet:GetSet() ) do
self:T( { Cargo:GetName(), Cargo.current } )
if not Cargo:is( "UnLoaded" ) and not Cargo:IsDestroyed() then
UnBoarded = false
end
end
if UnBoarded then
self:__UnLoad( 1, ToPointVec2, ... )
else
self:__UnBoarding( 1, ToPointVec2, NearRadius, ... )
end
return false
end
end
--- Enter UnLoaded State.
-- @param #CARGO_GROUP self
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Core.Point#POINT_VEC2
function CARGO_GROUP:onafterUnLoad( From, Event, To, ToPointVec2, ... )
--self:F( { From, Event, To, ToPointVec2 } )
if From == "Loaded" then
-- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2
self.CargoSet:ForEach(
function( Cargo )
--Cargo:UnLoad( ToPointVec2 )
local RandomVec2=ToPointVec2:GetRandomPointVec2InRadius(20, 10)
Cargo:UnBoard( RandomVec2 )
end
)
end
self.CargoCarrier:RemoveCargo( self )
self.CargoCarrier = nil
end
--- Get the current Coordinate of the CargoGroup.
-- @param #CARGO_GROUP self
-- @return Core.Point#COORDINATE The current Coordinate of the first Cargo of the CargoGroup.
-- @return #nil There is no valid Cargo in the CargoGroup.
function CARGO_GROUP:GetCoordinate()
local Cargo = self:GetFirstAlive() -- Cargo.Cargo#CARGO
if Cargo then
return Cargo.CargoObject:GetCoordinate()
end
return nil
end
--- Get the x position of the cargo.
-- @param #CARGO_GROUP self
-- @return #number
function CARGO:GetX()
local Cargo = self:GetFirstAlive() -- Cargo.Cargo#CARGO
if Cargo then
return Cargo:GetCoordinate().x
end
return nil
end
--- Get the y position of the cargo.
-- @param #CARGO_GROUP self
-- @return #number
function CARGO:GetY()
local Cargo = self:GetFirstAlive() -- Cargo.Cargo#CARGO
if Cargo then
return Cargo:GetCoordinate().z
end
return nil
end
--- Check if the CargoGroup is alive.
-- @param #CARGO_GROUP self
-- @return #boolean true if the CargoGroup is alive.
-- @return #boolean false if the CargoGroup is dead.
function CARGO_GROUP:IsAlive()
local Cargo = self:GetFirstAlive() -- Cargo.Cargo#CARGO
return Cargo ~= nil
end
--- Get the first alive Cargo Unit of the Cargo Group.
-- @param #CARGO_GROUP self
-- @return #CARGO_GROUP
function CARGO_GROUP:GetFirstAlive()
local CargoFirstAlive = nil
for _, Cargo in pairs( self.CargoSet:GetSet() ) do
if not Cargo:IsDestroyed() then
CargoFirstAlive = Cargo
break
end
end
return CargoFirstAlive
end
--- Get the amount of cargo units in the group.
-- @param #CARGO_GROUP self
-- @return #CARGO_GROUP
function CARGO_GROUP:GetCount()
return self.CargoSet:Count()
end
--- Get the amount of cargo units in the group.
-- @param #CARGO_GROUP self
-- @return #CARGO_GROUP
function CARGO_GROUP:GetGroup( Cargo )
local Cargo = Cargo or self:GetFirstAlive() -- Cargo.Cargo#CARGO
return Cargo.CargoObject:GetGroup()
end
--- Route Cargo to Coordinate and randomize locations.
-- @param #CARGO_GROUP self
-- @param Core.Point#COORDINATE Coordinate
function CARGO_GROUP:RouteTo( Coordinate )
--self:F( {Coordinate = Coordinate } )
-- For each Cargo within the CargoSet, route each object to the Coordinate
self.CargoSet:ForEach(
function( Cargo )
Cargo.CargoObject:RouteGroundTo( Coordinate, 10, "vee", 0 )
end
)
end
--- Check if Cargo is near to the Carrier.
-- The Cargo is near to the Carrier if the first unit of the Cargo Group is within NearRadius.
-- @param #CARGO_GROUP self
-- @param Wrapper.Group#GROUP CargoCarrier
-- @param #number NearRadius
-- @return #boolean The Cargo is near to the Carrier or #nil if the Cargo is not near to the Carrier.
function CARGO_GROUP:IsNear( CargoCarrier, NearRadius )
self:F( {NearRadius = NearRadius } )
for _, Cargo in pairs( self.CargoSet:GetSet() ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
if Cargo:IsAlive() then
if Cargo:IsNear( CargoCarrier:GetCoordinate(), NearRadius ) then
self:F( "Near" )
return true
end
end
end
return nil
end
--- Check if Cargo Group is in the radius for the Cargo to be Boarded.
-- @param #CARGO_GROUP self
-- @param Core.Point#COORDINATE Coordinate
-- @return #boolean true if the Cargo Group is within the load radius.
function CARGO_GROUP:IsInLoadRadius( Coordinate )
--self:F( { Coordinate } )
local Cargo = self:GetFirstAlive() -- Cargo.Cargo#CARGO
if Cargo then
local Distance = 0
local CargoCoordinate
if Cargo:IsLoaded() then
CargoCoordinate = Cargo.CargoCarrier:GetCoordinate()
else
CargoCoordinate = Cargo.CargoObject:GetCoordinate()
end
-- FF check if coordinate could be obtained. This was commented out for some (unknown) reason. But the check seems valid!
if CargoCoordinate then
Distance = Coordinate:Get2DDistance( CargoCoordinate )
else
return false
end
self:F( { Distance = Distance, LoadRadius = self.LoadRadius } )
if Distance <= self.LoadRadius then
return true
else
return false
end
end
return nil
end
--- Check if Cargo Group is in the report radius.
-- @param #CARGO_GROUP self
-- @param Core.Point#Coordinate Coordinate
-- @return #boolean true if the Cargo Group is within the report radius.
function CARGO_GROUP:IsInReportRadius( Coordinate )
--self:F( { Coordinate } )
local Cargo = self:GetFirstAlive() -- Cargo.Cargo#CARGO
if Cargo then
self:F( { Cargo } )
local Distance = 0
if Cargo:IsUnLoaded() then
Distance = Coordinate:Get2DDistance( Cargo.CargoObject:GetCoordinate() )
--self:T( Distance )
if Distance <= self.LoadRadius then
return true
end
end
end
return nil
end
--- Signal a flare at the position of the CargoGroup.
-- @param #CARGO_GROUP self
-- @param Utilities.Utils#FLARECOLOR FlareColor
function CARGO_GROUP:Flare( FlareColor )
local Cargo = self.CargoSet:GetFirst() -- Cargo.Cargo#CARGO
if Cargo then
Cargo:Flare( FlareColor )
end
end
--- Smoke the CargoGroup.
-- @param #CARGO_GROUP self
-- @param Utilities.Utils#SMOKECOLOR SmokeColor The color of the smoke.
-- @param #number Radius The radius of randomization around the center of the first element of the CargoGroup.
function CARGO_GROUP:Smoke( SmokeColor, Radius )
local Cargo = self.CargoSet:GetFirst() -- Cargo.Cargo#CARGO
if Cargo then
Cargo:Smoke( SmokeColor, Radius )
end
end
--- Check if the first element of the CargoGroup is the given @{Zone}.
-- @param #CARGO_GROUP self
-- @param Core.Zone#ZONE_BASE Zone
-- @return #boolean **true** if the first element of the CargoGroup is in the Zone
-- @return #boolean **false** if there is no element of the CargoGroup in the Zone.
function CARGO_GROUP:IsInZone( Zone )
--self:F( { Zone } )
local Cargo = self.CargoSet:GetFirst() -- Cargo.Cargo#CARGO
if Cargo then
return Cargo:IsInZone( Zone )
end
return nil
end
--- Get the transportation method of the Cargo.
-- @param #CARGO_GROUP self
-- @return #string The transportation method of the Cargo.
function CARGO_GROUP:GetTransportationMethod()
if self:IsLoaded() then
return "for unboarding"
else
if self:IsUnLoaded() then
return "for boarding"
else
if self:IsDeployed() then
return "delivered"
end
end
end
return ""
end
end -- CARGO_GROUP

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--- **Cargo** -- Management of single cargo crates, which are based on a @{Static} object. The cargo can only be slingloaded.
--
-- ===
--
-- ### [Demo Missions]()
--
-- ### [YouTube Playlist]()
--
-- ===
--
-- ### Author: **FlightControl**
-- ### Contributions:
--
-- ===
--
-- @module Cargo.CargoSlingload
-- @image Cargo_Slingload.JPG
do -- CARGO_SLINGLOAD
--- Models the behaviour of cargo crates, which can only be slingloaded.
-- @type CARGO_SLINGLOAD
-- @extends Cargo.Cargo#CARGO_REPRESENTABLE
--- Defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.
--
-- The above cargo classes are also used by the TASK_CARGO_ classes to allow human players to transport cargo as part of a tasking:
--
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT} to transport cargo by human players.
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_CSAR} to transport downed pilots by human players.
--
-- ===
--
-- @field #CARGO_SLINGLOAD
CARGO_SLINGLOAD = {
ClassName = "CARGO_SLINGLOAD"
}
--- CARGO_SLINGLOAD Constructor.
-- @param #CARGO_SLINGLOAD self
-- @param Wrapper.Static#STATIC CargoStatic
-- @param #string Type
-- @param #string Name
-- @param #number LoadRadius (optional)
-- @param #number NearRadius (optional)
-- @return #CARGO_SLINGLOAD
function CARGO_SLINGLOAD:New( CargoStatic, Type, Name, LoadRadius, NearRadius )
local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoStatic, Type, Name, nil, LoadRadius, NearRadius ) ) -- #CARGO_SLINGLOAD
self:F( { Type, Name, NearRadius } )
self.CargoObject = CargoStatic
-- Cargo objects are added to the _DATABASE and SET_CARGO objects.
_EVENTDISPATCHER:CreateEventNewCargo( self )
self:HandleEvent( EVENTS.Dead, self.OnEventCargoDead )
self:HandleEvent( EVENTS.Crash, self.OnEventCargoDead )
--self:HandleEvent( EVENTS.RemoveUnit, self.OnEventCargoDead )
self:HandleEvent( EVENTS.PlayerLeaveUnit, self.OnEventCargoDead )
self:SetEventPriority( 4 )
self.NearRadius = NearRadius or 25
return self
end
--- @param #CARGO_SLINGLOAD self
-- @param Core.Event#EVENTDATA EventData
function CARGO_SLINGLOAD:OnEventCargoDead( EventData )
local Destroyed = false
if self:IsDestroyed() or self:IsUnLoaded() then
if self.CargoObject:GetName() == EventData.IniUnitName then
if not self.NoDestroy then
Destroyed = true
end
end
end
if Destroyed then
self:I( { "Cargo crate destroyed: " .. self.CargoObject:GetName() } )
self:Destroyed()
end
end
--- Check if the cargo can be Slingloaded.
-- @param #CARGO_SLINGLOAD self
function CARGO_SLINGLOAD:CanSlingload()
return true
end
--- Check if the cargo can be Boarded.
-- @param #CARGO_SLINGLOAD self
function CARGO_SLINGLOAD:CanBoard()
return false
end
--- Check if the cargo can be Unboarded.
-- @param #CARGO_SLINGLOAD self
function CARGO_SLINGLOAD:CanUnboard()
return false
end
--- Check if the cargo can be Loaded.
-- @param #CARGO_SLINGLOAD self
function CARGO_SLINGLOAD:CanLoad()
return false
end
--- Check if the cargo can be Unloaded.
-- @param #CARGO_SLINGLOAD self
function CARGO_SLINGLOAD:CanUnload()
return false
end
--- Check if Cargo Crate is in the radius for the Cargo to be reported.
-- @param #CARGO_SLINGLOAD self
-- @param Core.Point#COORDINATE Coordinate
-- @return #boolean true if the Cargo Crate is within the report radius.
function CARGO_SLINGLOAD:IsInReportRadius( Coordinate )
--self:F( { Coordinate, LoadRadius = self.LoadRadius } )
local Distance = 0
if self:IsUnLoaded() then
Distance = Coordinate:Get2DDistance( self.CargoObject:GetCoordinate() )
if Distance <= self.LoadRadius then
return true
end
end
return false
end
--- Check if Cargo Slingload is in the radius for the Cargo to be Boarded or Loaded.
-- @param #CARGO_SLINGLOAD self
-- @param Core.Point#COORDINATE Coordinate
-- @return #boolean true if the Cargo Slingload is within the loading radius.
function CARGO_SLINGLOAD:IsInLoadRadius( Coordinate )
--self:F( { Coordinate } )
local Distance = 0
if self:IsUnLoaded() then
Distance = Coordinate:Get2DDistance( self.CargoObject:GetCoordinate() )
if Distance <= self.NearRadius then
return true
end
end
return false
end
--- Get the current Coordinate of the CargoGroup.
-- @param #CARGO_SLINGLOAD self
-- @return Core.Point#COORDINATE The current Coordinate of the first Cargo of the CargoGroup.
-- @return #nil There is no valid Cargo in the CargoGroup.
function CARGO_SLINGLOAD:GetCoordinate()
--self:F()
return self.CargoObject:GetCoordinate()
end
--- Check if the CargoGroup is alive.
-- @param #CARGO_SLINGLOAD self
-- @return #boolean true if the CargoGroup is alive.
-- @return #boolean false if the CargoGroup is dead.
function CARGO_SLINGLOAD:IsAlive()
local Alive = true
-- When the Cargo is Loaded, the Cargo is in the CargoCarrier, so we check if the CargoCarrier is alive.
-- When the Cargo is not Loaded, the Cargo is the CargoObject, so we check if the CargoObject is alive.
if self:IsLoaded() then
Alive = Alive == true and self.CargoCarrier:IsAlive()
else
Alive = Alive == true and self.CargoObject:IsAlive()
end
return Alive
end
--- Route Cargo to Coordinate and randomize locations.
-- @param #CARGO_SLINGLOAD self
-- @param Core.Point#COORDINATE Coordinate
function CARGO_SLINGLOAD:RouteTo( Coordinate )
--self:F( {Coordinate = Coordinate } )
end
--- Check if Cargo is near to the Carrier.
-- The Cargo is near to the Carrier within NearRadius.
-- @param #CARGO_SLINGLOAD self
-- @param Wrapper.Group#GROUP CargoCarrier
-- @param #number NearRadius
-- @return #boolean The Cargo is near to the Carrier.
-- @return #nil The Cargo is not near to the Carrier.
function CARGO_SLINGLOAD:IsNear( CargoCarrier, NearRadius )
--self:F( {NearRadius = NearRadius } )
return self:IsNear( CargoCarrier:GetCoordinate(), NearRadius )
end
--- Respawn the CargoGroup.
-- @param #CARGO_SLINGLOAD self
function CARGO_SLINGLOAD:Respawn()
--self:F( { "Respawning slingload " .. self:GetName() } )
-- Respawn the group...
if self.CargoObject then
self.CargoObject:ReSpawn() -- A cargo destroy crates a DEAD event.
self:__Reset( -0.1 )
end
end
--- Respawn the CargoGroup.
-- @param #CARGO_SLINGLOAD self
function CARGO_SLINGLOAD:onafterReset()
--self:F( { "Reset slingload " .. self:GetName() } )
-- Respawn the group...
if self.CargoObject then
self:SetDeployed( false )
self:SetStartState( "UnLoaded" )
self.CargoCarrier = nil
-- Cargo objects are added to the _DATABASE and SET_CARGO objects.
_EVENTDISPATCHER:CreateEventNewCargo( self )
end
end
--- Get the transportation method of the Cargo.
-- @param #CARGO_SLINGLOAD self
-- @return #string The transportation method of the Cargo.
function CARGO_SLINGLOAD:GetTransportationMethod()
if self:IsLoaded() then
return "for sling loading"
else
if self:IsUnLoaded() then
return "for sling loading"
else
if self:IsDeployed() then
return "delivered"
end
end
end
return ""
end
end

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--- **Cargo** -- Management of single cargo logistics, which are based on a @{Wrapper.Unit} object.
--
-- ===
--
-- ### [Demo Missions]()
--
-- ### [YouTube Playlist]()
--
-- ===
--
-- ### Author: **FlightControl**
-- ### Contributions:
--
-- ===
--
-- @module Cargo.CargoUnit
-- @image Cargo_Units.JPG
do -- CARGO_UNIT
--- Models CARGO in the form of units, which can be boarded, unboarded, loaded, unloaded.
-- @type CARGO_UNIT
-- @extends Cargo.Cargo#CARGO_REPRESENTABLE
--- Defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.
-- Use the event functions as described above to Load, UnLoad, Board, UnBoard the CARGO_UNIT objects to and from carriers.
-- Note that ground forces behave in a group, and thus, act in formation, regardless if one unit is commanded to move.
--
-- This class is used in CARGO_GROUP, and is not meant to be used by mission designers individually.
--
-- ===
--
-- @field #CARGO_UNIT CARGO_UNIT
--
CARGO_UNIT = {
ClassName = "CARGO_UNIT"
}
--- CARGO_UNIT Constructor.
-- @param #CARGO_UNIT self
-- @param Wrapper.Unit#UNIT CargoUnit
-- @param #string Type
-- @param #string Name
-- @param #number Weight
-- @param #number LoadRadius (optional)
-- @param #number NearRadius (optional)
-- @return #CARGO_UNIT
function CARGO_UNIT:New( CargoUnit, Type, Name, LoadRadius, NearRadius )
local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoUnit, Type, Name, LoadRadius, NearRadius ) ) -- #CARGO_UNIT
self:I( { Type, Name, LoadRadius, NearRadius } )
self:T( CargoUnit )
self.CargoObject = CargoUnit
self:T( self.ClassName )
self:SetEventPriority( 5 )
return self
end
--- Enter UnBoarding State.
-- @param #CARGO_UNIT self
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Core.Point#POINT_VEC2 ToPointVec2
-- @param #number NearRadius (optional) Defaut 25 m.
function CARGO_UNIT:onenterUnBoarding( From, Event, To, ToPointVec2, NearRadius )
self:F( { From, Event, To, ToPointVec2, NearRadius } )
local Angle = 180
local Speed = 60
local DeployDistance = 9
local RouteDistance = 60
if From == "Loaded" then
if not self:IsDestroyed() then
local CargoCarrier = self.CargoCarrier -- Wrapper.Controllable#CONTROLLABLE
if CargoCarrier:IsAlive() then
local CargoCarrierPointVec2 = CargoCarrier:GetPointVec2()
local CargoCarrierHeading = self.CargoCarrier:GetHeading() -- Get Heading of object in degrees.
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
local CargoRoutePointVec2 = CargoCarrierPointVec2:Translate( RouteDistance, CargoDeployHeading )
-- if there is no ToPointVec2 given, then use the CargoRoutePointVec2
local FromDirectionVec3 = CargoCarrierPointVec2:GetDirectionVec3( ToPointVec2 or CargoRoutePointVec2 )
local FromAngle = CargoCarrierPointVec2:GetAngleDegrees(FromDirectionVec3)
local FromPointVec2 = CargoCarrierPointVec2:Translate( DeployDistance, FromAngle )
--local CargoDeployPointVec2 = CargoCarrierPointVec2:GetRandomCoordinateInRadius( 10, 5 )
ToPointVec2 = ToPointVec2 or CargoCarrierPointVec2:GetRandomCoordinateInRadius( NearRadius, DeployDistance )
-- Respawn the group...
if self.CargoObject then
self.CargoObject:ReSpawnAt( FromPointVec2, CargoDeployHeading )
self:F( { "CargoUnits:", self.CargoObject:GetGroup():GetName() } )
self.CargoCarrier = nil
local Points = {}
-- From
Points[#Points+1] = FromPointVec2:WaypointGround( Speed, "Vee" )
-- To
Points[#Points+1] = ToPointVec2:WaypointGround( Speed, "Vee" )
local TaskRoute = self.CargoObject:TaskRoute( Points )
self.CargoObject:SetTask( TaskRoute, 1 )
self:__UnBoarding( 1, ToPointVec2, NearRadius )
end
else
-- the Carrier is dead. This cargo is dead too!
self:Destroyed()
end
end
end
end
--- Leave UnBoarding State.
-- @param #CARGO_UNIT self
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Core.Point#POINT_VEC2 ToPointVec2
-- @param #number NearRadius (optional) Defaut 100 m.
function CARGO_UNIT:onleaveUnBoarding( From, Event, To, ToPointVec2, NearRadius )
self:F( { From, Event, To, ToPointVec2, NearRadius } )
local Angle = 180
local Speed = 10
local Distance = 5
if From == "UnBoarding" then
--if self:IsNear( ToPointVec2, NearRadius ) then
return true
--else
--self:__UnBoarding( 1, ToPointVec2, NearRadius )
--end
--return false
end
end
--- UnBoard Event.
-- @param #CARGO_UNIT self
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Core.Point#POINT_VEC2 ToPointVec2
-- @param #number NearRadius (optional) Defaut 100 m.
function CARGO_UNIT:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius )
self:F( { From, Event, To, ToPointVec2, NearRadius } )
self.CargoInAir = self.CargoObject:InAir()
self:T( self.CargoInAir )
-- Only unboard the cargo when the carrier is not in the air.
-- (eg. cargo can be on a oil derrick, moving the cargo on the oil derrick will drop the cargo on the sea).
if not self.CargoInAir then
end
self:__UnLoad( 1, ToPointVec2, NearRadius )
end
--- Enter UnLoaded State.
-- @param #CARGO_UNIT self
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Core.Point#POINT_VEC2
function CARGO_UNIT:onenterUnLoaded( From, Event, To, ToPointVec2 )
self:F( { ToPointVec2, From, Event, To } )
local Angle = 180
local Speed = 10
local Distance = 5
if From == "Loaded" then
local StartPointVec2 = self.CargoCarrier:GetPointVec2()
local CargoCarrierHeading = self.CargoCarrier:GetHeading() -- Get Heading of object in degrees.
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
local CargoDeployCoord = StartPointVec2:Translate( Distance, CargoDeployHeading )
ToPointVec2 = ToPointVec2 or COORDINATE:New( CargoDeployCoord.x, CargoDeployCoord.z )
-- Respawn the group...
if self.CargoObject then
self.CargoObject:ReSpawnAt( ToPointVec2, 0 )
self.CargoCarrier = nil
end
end
if self.OnUnLoadedCallBack then
self.OnUnLoadedCallBack( self, unpack( self.OnUnLoadedParameters ) )
self.OnUnLoadedCallBack = nil
end
end
--- Board Event.
-- @param #CARGO_UNIT self
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Wrapper.Group#GROUP CargoCarrier
-- @param #number NearRadius
function CARGO_UNIT:onafterBoard( From, Event, To, CargoCarrier, NearRadius, ... )
self:F( { From, Event, To, CargoCarrier, NearRadius = NearRadius } )
self.CargoInAir = self.CargoObject:InAir()
local Desc = self.CargoObject:GetDesc()
local MaxSpeed = Desc.speedMaxOffRoad
local TypeName = Desc.typeName
--self:F({Unit=self.CargoObject:GetName()})
-- A cargo unit can only be boarded if it is not dead
-- Only move the group to the carrier when the cargo is not in the air
-- (eg. cargo can be on a oil derrick, moving the cargo on the oil derrick will drop the cargo on the sea).
if not self.CargoInAir then
-- If NearRadius is given, then use the given NearRadius, otherwise calculate the NearRadius
-- based upon the Carrier bounding radius, which is calculated from the bounding rectangle on the Y axis.
local NearRadius = NearRadius or CargoCarrier:GetBoundingRadius() + 5
if self:IsNear( CargoCarrier:GetPointVec2(), NearRadius ) then
self:Load( CargoCarrier, NearRadius, ... )
else
if MaxSpeed and MaxSpeed == 0 or TypeName and TypeName == "Stinger comm" then
self:Load( CargoCarrier, NearRadius, ... )
else
local Speed = 90
local Angle = 180
local Distance = 0
local CargoCarrierPointVec2 = CargoCarrier:GetPointVec2()
local CargoCarrierHeading = CargoCarrier:GetHeading() -- Get Heading of object in degrees.
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
local CargoDeployPointVec2 = CargoCarrierPointVec2:Translate( Distance, CargoDeployHeading )
-- Set the CargoObject to state Green to ensure it is boarding!
self.CargoObject:OptionAlarmStateGreen()
local Points = {}
local PointStartVec2 = self.CargoObject:GetPointVec2()
Points[#Points+1] = PointStartVec2:WaypointGround( Speed )
Points[#Points+1] = CargoDeployPointVec2:WaypointGround( Speed )
local TaskRoute = self.CargoObject:TaskRoute( Points )
self.CargoObject:SetTask( TaskRoute, 2 )
self:__Boarding( -5, CargoCarrier, NearRadius, ... )
self.RunCount = 0
end
end
end
end
--- Boarding Event.
-- @param #CARGO_UNIT self
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Wrapper.Client#CLIENT CargoCarrier
-- @param #number NearRadius Default 25 m.
function CARGO_UNIT:onafterBoarding( From, Event, To, CargoCarrier, NearRadius, ... )
self:F( { From, Event, To, CargoCarrier:GetName(), NearRadius = NearRadius } )
self:F( { IsAlive=self.CargoObject:IsAlive() } )
if CargoCarrier and CargoCarrier:IsAlive() then -- and self.CargoObject and self.CargoObject:IsAlive() then
if (CargoCarrier:IsAir() and not CargoCarrier:InAir()) or true then
local NearRadius = NearRadius or CargoCarrier:GetBoundingRadius( NearRadius ) + 5
if self:IsNear( CargoCarrier:GetPointVec2(), NearRadius ) then
self:__Load( -1, CargoCarrier, ... )
else
if self:IsNear( CargoCarrier:GetPointVec2(), 20 ) then
self:__Boarding( -1, CargoCarrier, NearRadius, ... )
self.RunCount = self.RunCount + 1
else
self:__Boarding( -2, CargoCarrier, NearRadius, ... )
self.RunCount = self.RunCount + 2
end
if self.RunCount >= 40 then
self.RunCount = 0
local Speed = 90
local Angle = 180
local Distance = 0
--self:F({Unit=self.CargoObject:GetName()})
local CargoCarrierPointVec2 = CargoCarrier:GetPointVec2()
local CargoCarrierHeading = CargoCarrier:GetHeading() -- Get Heading of object in degrees.
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
local CargoDeployPointVec2 = CargoCarrierPointVec2:Translate( Distance, CargoDeployHeading )
-- Set the CargoObject to state Green to ensure it is boarding!
self.CargoObject:OptionAlarmStateGreen()
local Points = {}
local PointStartVec2 = self.CargoObject:GetPointVec2()
Points[#Points+1] = PointStartVec2:WaypointGround( Speed, "Off road" )
Points[#Points+1] = CargoDeployPointVec2:WaypointGround( Speed, "Off road" )
local TaskRoute = self.CargoObject:TaskRoute( Points )
self.CargoObject:SetTask( TaskRoute, 0.2 )
end
end
else
self.CargoObject:MessageToGroup( "Cancelling Boarding... Get back on the ground!", 5, CargoCarrier:GetGroup(), self:GetName() )
self:CancelBoarding( CargoCarrier, NearRadius, ... )
self.CargoObject:SetCommand( self.CargoObject:CommandStopRoute( true ) )
end
else
self:E("Something is wrong")
end
end
--- Loaded State.
-- @param #CARGO_UNIT self
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Wrapper.Unit#UNIT CargoCarrier
function CARGO_UNIT:onenterLoaded( From, Event, To, CargoCarrier )
self:F( { From, Event, To, CargoCarrier } )
self.CargoCarrier = CargoCarrier
--self:F({Unit=self.CargoObject:GetName()})
-- Only destroy the CargoObject if there is a CargoObject (packages don't have CargoObjects).
if self.CargoObject then
self.CargoObject:Destroy( false )
--self.CargoObject:ReSpawnAt( COORDINATE:NewFromVec2( {x=0,y=0} ), 0 )
end
end
--- Get the transportation method of the Cargo.
-- @param #CARGO_UNIT self
-- @return #string The transportation method of the Cargo.
function CARGO_UNIT:GetTransportationMethod()
if self:IsLoaded() then
return "for unboarding"
else
if self:IsUnLoaded() then
return "for boarding"
else
if self:IsDeployed() then
return "delivered"
end
end
end
return ""
end
end -- CARGO_UNIT

View File

@ -1,6 +1,20 @@
--- **Core** -- BASE forms **the basis of the MOOSE framework**. Each class within the MOOSE framework derives from BASE.
--- **Core** - The base class within the framework.
--
-- ![Banner Image](..\Presentations\BASE\Dia1.JPG)
-- ===
--
-- ## Features:
--
-- * The construction and inheritance of MOOSE classes.
-- * The class naming and numbering system.
-- * The class hierarchy search system.
-- * The tracing of information or objects during mission execution for debuggin purposes.
-- * The subscription to DCS events for event handling in MOOSE objects.
-- * Object inspection.
--
-- ===
--
-- All classes within the MOOSE framework are derived from the BASE class.
-- Note: The BASE class is an abstract class and is not meant to be used directly.
--
-- ===
--
@ -9,7 +23,8 @@
--
-- ===
--
-- @module Base
-- @module Core.Base
-- @image Core_Base.JPG
@ -26,26 +41,14 @@ local _ClassID = 0
-- @field ClassID The ID number of the class.
-- @field ClassNameAndID The name of the class concatenated with the ID number of the class.
--- # 1) #BASE class
--- BASE class
--
-- # 1. BASE constructor.
--
-- All classes within the MOOSE framework are derived from the BASE class.
--
-- BASE provides facilities for :
-- Any class derived from BASE, will use the @{Core.Base#BASE.New} constructor embedded in the @{Core.Base#BASE.Inherit} method.
-- See an example at the @{Core.Base#BASE.New} method how this is done.
--
-- * The construction and inheritance of MOOSE classes.
-- * The class naming and numbering system.
-- * The class hierarchy search system.
-- * The tracing of information or objects during mission execution for debuggin purposes.
-- * The subscription to DCS events for event handling in MOOSE objects.
--
-- Note: The BASE class is an abstract class and is not meant to be used directly.
--
-- ## 1.1) BASE constructor
--
-- Any class derived from BASE, will use the @{Base#BASE.New} constructor embedded in the @{Base#BASE.Inherit} method.
-- See an example at the @{Base#BASE.New} method how this is done.
--
-- ## 1.2) Trace information for debugging
-- # 2. Trace information for debugging.
--
-- The BASE class contains trace methods to trace progress within a mission execution of a certain object.
-- These trace methods are inherited by each MOOSE class interiting BASE, soeach object created from derived class from BASE can use the tracing methods to trace its execution.
@ -76,7 +79,7 @@ local _ClassID = 0
--
-- Below a more detailed explanation of the different method types for tracing.
--
-- ### 1.2.1) Tracing methods categories
-- ## 2.1. Tracing methods categories.
--
-- There are basically 3 types of tracing methods available:
--
@ -84,9 +87,9 @@ local _ClassID = 0
-- * @{#BASE.T}: Used to trace further logic within a function giving optional variables or parameters. A T is indicated at column 44 in the DCS.log file.
-- * @{#BASE.E}: Used to always trace information giving optional variables or parameters. An E is indicated at column 44 in the DCS.log file.
--
-- ### 1.2.2) Tracing levels
-- ## 2.2 Tracing levels.
--
-- There are 3 tracing levels within MOOSE.
-- There are 3 tracing levels within MOOSE.
-- These tracing levels were defined to avoid bulks of tracing to be generated by lots of objects.
--
-- As such, the F and T methods have additional variants to trace level 2 and 3 respectively:
@ -96,7 +99,7 @@ local _ClassID = 0
-- * @{#BASE.T2}: Trace further logic within a function giving optional variables or parameters with tracing level 2.
-- * @{#BASE.T3}: Trace further logic within a function giving optional variables or parameters with tracing level 3.
--
-- ### 1.2.3) Trace activation.
-- ## 2.3. Trace activation.
--
-- Tracing can be activated in several ways:
--
@ -106,16 +109,17 @@ local _ClassID = 0
-- * Activate only the tracing of a certain method of a certain class through the @{#BASE.TraceClassMethod}() method.
-- * Activate only the tracing of a certain level through the @{#BASE.TraceLevel}() method.
--
-- ### 1.2.4) Check if tracing is on.
-- ## 2.4. Check if tracing is on.
--
-- The method @{#BASE.IsTrace}() will validate if tracing is activated or not.
--
-- ## 1.3 DCS simulator Event Handling
--
-- # 3. DCS simulator Event Handling.
--
-- The BASE class provides methods to catch DCS Events. These are events that are triggered from within the DCS simulator,
-- and handled through lua scripting. MOOSE provides an encapsulation to handle these events more efficiently.
--
-- ### 1.3.1 Subscribe / Unsubscribe to DCS Events
-- ## 3.1. Subscribe / Unsubscribe to DCS Events.
--
-- At first, the mission designer will need to **Subscribe** to a specific DCS event for the class.
-- So, when the DCS event occurs, the class will be notified of that event.
@ -124,10 +128,10 @@ local _ClassID = 0
-- * @{#BASE.HandleEvent}(): Subscribe to a DCS Event.
-- * @{#BASE.UnHandleEvent}(): Unsubscribe from a DCS Event.
--
-- ### 1.3.2 Event Handling of DCS Events
-- ## 3.2. Event Handling of DCS Events.
--
-- Once the class is subscribed to the event, an **Event Handling** method on the object or class needs to be written that will be called
-- when the DCS event occurs. The Event Handling method receives an @{Event#EVENTDATA} structure, which contains a lot of information
-- when the DCS event occurs. The Event Handling method receives an @{Core.Event#EVENTDATA} structure, which contains a lot of information
-- about the event that occurred.
--
-- Find below an example of the prototype how to write an event handling function for two units:
@ -159,7 +163,7 @@ local _ClassID = 0
--
-- See the @{Event} module for more information about event handling.
--
-- ## 1.4) Class identification methods
-- # 4. Class identification methods.
--
-- BASE provides methods to get more information of each object:
--
@ -167,7 +171,7 @@ local _ClassID = 0
-- * @{#BASE.GetClassName}(): Gets the name of the object, which is the name of the class the object was instantiated from.
-- * @{#BASE.GetClassNameAndID}(): Gets the name and ID of the object.
--
-- ## 1.5) All objects derived from BASE can have "States"
-- # 5. All objects derived from BASE can have "States".
--
-- A mechanism is in place in MOOSE, that allows to let the objects administer **states**.
-- States are essentially properties of objects, which are identified by a **Key** and a **Value**.
@ -182,7 +186,7 @@ local _ClassID = 0
-- Thus, if the state is to be set for the same object as the object for which the method is used, then provide the same
-- object name to the method.
--
-- ## 1.10) Inheritance
-- # 6. Inheritance.
--
-- The following methods are available to implement inheritance
--
@ -191,8 +195,7 @@ local _ClassID = 0
--
-- ===
--
-- @field #BASE BASE
--
-- @field #BASE
BASE = {
ClassName = "BASE",
ClassID = 0,
@ -609,8 +612,8 @@ end
--- Creation of a Birth Event.
-- @param #BASE self
-- @param Dcs.DCSTypes#Time EventTime The time stamp of the event.
-- @param Dcs.DCSWrapper.Object#Object Initiator The initiating object of the event.
-- @param DCS#Time EventTime The time stamp of the event.
-- @param DCS#Object Initiator The initiating object of the event.
-- @param #string IniUnitName The initiating unit name.
-- @param place
-- @param subplace
@ -631,8 +634,8 @@ end
--- Creation of a Crash Event.
-- @param #BASE self
-- @param Dcs.DCSTypes#Time EventTime The time stamp of the event.
-- @param Dcs.DCSWrapper.Object#Object Initiator The initiating object of the event.
-- @param DCS#Time EventTime The time stamp of the event.
-- @param DCS#Object Initiator The initiating object of the event.
function BASE:CreateEventCrash( EventTime, Initiator )
self:F( { EventTime, Initiator } )
@ -645,10 +648,42 @@ function BASE:CreateEventCrash( EventTime, Initiator )
world.onEvent( Event )
end
--- Creation of a Dead Event.
-- @param #BASE self
-- @param DCS#Time EventTime The time stamp of the event.
-- @param DCS#Object Initiator The initiating object of the event.
function BASE:CreateEventDead( EventTime, Initiator )
self:F( { EventTime, Initiator } )
local Event = {
id = world.event.S_EVENT_DEAD,
time = EventTime,
initiator = Initiator,
}
world.onEvent( Event )
end
--- Creation of a Remove Unit Event.
-- @param #BASE self
-- @param DCS#Time EventTime The time stamp of the event.
-- @param DCS#Object Initiator The initiating object of the event.
function BASE:CreateEventRemoveUnit( EventTime, Initiator )
self:F( { EventTime, Initiator } )
local Event = {
id = EVENTS.RemoveUnit,
time = EventTime,
initiator = Initiator,
}
world.onEvent( Event )
end
--- Creation of a Takeoff Event.
-- @param #BASE self
-- @param Dcs.DCSTypes#Time EventTime The time stamp of the event.
-- @param Dcs.DCSWrapper.Object#Object Initiator The initiating object of the event.
-- @param DCS#Time EventTime The time stamp of the event.
-- @param DCS#Object Initiator The initiating object of the event.
function BASE:CreateEventTakeoff( EventTime, Initiator )
self:F( { EventTime, Initiator } )
@ -661,10 +696,10 @@ function BASE:CreateEventTakeoff( EventTime, Initiator )
world.onEvent( Event )
end
-- TODO: Complete Dcs.DCSTypes#Event structure.
-- TODO: Complete DCS#Event structure.
--- The main event handling function... This function captures all events generated for the class.
-- @param #BASE self
-- @param Dcs.DCSTypes#Event event
-- @param DCS#Event event
function BASE:onEvent(event)
--self:F( { BaseEventCodes[event.id], event } )
@ -787,8 +822,7 @@ end
-- @param Object The object that will hold the Value set by the Key.
-- @param Key The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!
-- @param Value The value to is stored in the object.
-- @return The Value set.
-- @return #nil The Key was not found and thus the Value could not be retrieved.
-- @return The Value set.
function BASE:SetState( Object, Key, Value )
local ClassNameAndID = Object:GetClassNameAndID()
@ -805,7 +839,7 @@ end
-- @param #BASE self
-- @param Object The object that holds the Value set by the Key.
-- @param Key The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!
-- @return The Value retrieved.
-- @return The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.
function BASE:GetState( Object, Key )
local ClassNameAndID = Object:GetClassNameAndID()
@ -818,6 +852,10 @@ function BASE:GetState( Object, Key )
return nil
end
--- Clear the state of an object.
-- @param #BASE self
-- @param Object The object that holds the Value set by the Key.
-- @param StateName The key that is should be cleared.
function BASE:ClearState( Object, StateName )
local ClassNameAndID = Object:GetClassNameAndID()

File diff suppressed because it is too large Load Diff

View File

@ -1,4 +1,25 @@
--- **Core** -- DATABASE manages the database of mission objects.
--- **Core** - Manages several databases containing templates, mission objects, and mission information.
--
-- ===
--
-- ## Features:
--
-- * During mission startup, scan the mission environment, and create / instantiate intelligently the different objects as defined within the mission.
-- * Manage database of DCS Group templates (as modelled using the mission editor).
-- - Group templates.
-- - Unit templates.
-- - Statics templates.
-- * Manage database of @{Wrapper.Group#GROUP} objects alive in the mission.
-- * Manage database of @{Wrapper.Unit#UNIT} objects alive in the mission.
-- * Manage database of @{Wrapper.Static#STATIC} objects alive in the mission.
-- * Manage database of players.
-- * Manage database of client slots defined using the mission editor.
-- * Manage database of airbases on the map, and from FARPs and ships as defined using the mission editor.
-- * Manage database of countries.
-- * Manage database of zone names.
-- * Manage database of hits to units and statics.
-- * Manage database of destroys of units and statics.
-- * Manage database of @{Core.Zone#ZONE_BASE} objects.
--
-- ===
--
@ -7,13 +28,14 @@
--
-- ===
--
-- @module Database
-- @module Core.Database
-- @image Core_Database.JPG
--- @type DATABASE
-- @extends Core.Base#BASE
--- # DATABASE class, extends @{Base#BASE}
--- Contains collections of wrapper objects defined within MOOSE that reflect objects within the simulator.
--
-- Mission designers can use the DATABASE class to refer to:
--
@ -58,12 +80,14 @@ DATABASE = {
ZONENAMES = {},
HITS = {},
DESTROYS = {},
ZONES = {},
}
local _DATABASECoalition =
{
[1] = "Red",
[2] = "Blue",
[3] = "Neutral",
}
local _DATABASECategory =
@ -92,9 +116,12 @@ function DATABASE:New()
self:HandleEvent( EVENTS.Birth, self._EventOnBirth )
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.Hit, self.AccountHits )
self:HandleEvent( EVENTS.NewCargo )
self:HandleEvent( EVENTS.DeleteCargo )
self:HandleEvent( EVENTS.NewZone )
self:HandleEvent( EVENTS.DeleteZone )
-- Follow alive players and clients
--self:HandleEvent( EVENTS.PlayerEnterUnit, self._EventOnPlayerEnterUnit ) -- This is not working anymore!, handling this through the birth event.
@ -112,7 +139,7 @@ function DATABASE:New()
--- @param #DATABASE self
local function CheckPlayers( self )
local CoalitionsData = { AlivePlayersRed = coalition.getPlayers( coalition.side.RED ), AlivePlayersBlue = coalition.getPlayers( coalition.side.BLUE ) }
local CoalitionsData = { AlivePlayersRed = coalition.getPlayers( coalition.side.RED ), AlivePlayersBlue = coalition.getPlayers( coalition.side.BLUE ), AlivePlayersNeutral = coalition.getPlayers( coalition.side.NEUTRAL )}
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
--self:E( { "CoalitionData:", CoalitionData } )
for UnitId, UnitData in pairs( CoalitionData ) do
@ -182,7 +209,10 @@ function DATABASE:AddStatic( DCSStaticName )
if not self.STATICS[DCSStaticName] then
self.STATICS[DCSStaticName] = STATIC:Register( DCSStaticName )
return self.STATICS[DCSStaticName]
end
return nil
end
@ -242,35 +272,179 @@ function DATABASE:FindAirbase( AirbaseName )
return AirbaseFound
end
--- Adds a Cargo based on the Cargo Name in the DATABASE.
-- @param #DATABASE self
-- @param #string CargoName The name of the airbase
function DATABASE:AddCargo( Cargo )
if not self.CARGOS[Cargo.Name] then
self.CARGOS[Cargo.Name] = Cargo
do -- Zones
--- Finds a @{Zone} based on the zone name.
-- @param #DATABASE self
-- @param #string ZoneName The name of the zone.
-- @return Core.Zone#ZONE_BASE The found ZONE.
function DATABASE:FindZone( ZoneName )
local ZoneFound = self.ZONES[ZoneName]
return ZoneFound
end
--- Adds a @{Zone} based on the zone name in the DATABASE.
-- @param #DATABASE self
-- @param #string ZoneName The name of the zone.
-- @param Core.Zone#ZONE_BASE Zone The zone.
function DATABASE:AddZone( ZoneName, Zone )
if not self.ZONES[ZoneName] then
self.ZONES[ZoneName] = Zone
end
end
--- Deletes a @{Zone} from the DATABASE based on the zone name.
-- @param #DATABASE self
-- @param #string ZoneName The name of the zone.
function DATABASE:DeleteZone( ZoneName )
self.ZONES[ZoneName] = nil
end
--- Finds an @{Zone} based on the zone name in the DATABASE.
-- @param #DATABASE self
-- @param #string ZoneName
-- @return Core.Zone#ZONE_BASE The found @{Zone}.
function DATABASE:FindZone( ZoneName )
local ZoneFound = self.ZONES[ZoneName]
return ZoneFound
end
end
--- Deletes a Cargo from the DATABASE based on the Cargo Name.
-- @param #DATABASE self
-- @param #string CargoName The name of the airbase
function DATABASE:DeleteCargo( CargoName )
--- Private method that registers new ZONE_BASE derived objects within the DATABASE Object.
-- @param #DATABASE self
-- @return #DATABASE self
function DATABASE:_RegisterZones()
self.CARGOS[CargoName] = nil
end
for ZoneID, ZoneData in pairs( env.mission.triggers.zones ) do
local ZoneName = ZoneData.name
--- Finds an CARGO based on the CargoName.
-- @param #DATABASE self
-- @param #string CargoName
-- @return Wrapper.Cargo#CARGO The found CARGO.
function DATABASE:FindCargo( CargoName )
self:I( { "Register ZONE:", Name = ZoneName } )
local Zone = ZONE:New( ZoneName )
self.ZONENAMES[ZoneName] = ZoneName
self:AddZone( ZoneName, Zone )
end
for ZoneGroupName, ZoneGroup in pairs( self.GROUPS ) do
if ZoneGroupName:match("#ZONE_POLYGON") then
local ZoneName1 = ZoneGroupName:match("(.*)#ZONE_POLYGON")
local ZoneName2 = ZoneGroupName:match(".*#ZONE_POLYGON(.*)")
local ZoneName = ZoneName1 .. ( ZoneName2 or "" )
self:I( { "Register ZONE_POLYGON:", Name = ZoneName } )
local Zone_Polygon = ZONE_POLYGON:New( ZoneName, ZoneGroup )
self.ZONENAMES[ZoneName] = ZoneName
self:AddZone( ZoneName, Zone_Polygon )
end
end
end
local CargoFound = self.CARGOS[CargoName]
return CargoFound
end
end -- zone
do -- cargo
--- Adds a Cargo based on the Cargo Name in the DATABASE.
-- @param #DATABASE self
-- @param #string CargoName The name of the airbase
function DATABASE:AddCargo( Cargo )
if not self.CARGOS[Cargo.Name] then
self.CARGOS[Cargo.Name] = Cargo
end
end
--- Deletes a Cargo from the DATABASE based on the Cargo Name.
-- @param #DATABASE self
-- @param #string CargoName The name of the airbase
function DATABASE:DeleteCargo( CargoName )
self.CARGOS[CargoName] = nil
end
--- Finds an CARGO based on the CargoName.
-- @param #DATABASE self
-- @param #string CargoName
-- @return Wrapper.Cargo#CARGO The found CARGO.
function DATABASE:FindCargo( CargoName )
local CargoFound = self.CARGOS[CargoName]
return CargoFound
end
--- Checks if the Template name has a #CARGO tag.
-- If yes, the group is a cargo.
-- @param #DATABASE self
-- @param #string TemplateName
-- @return #boolean
function DATABASE:IsCargo( TemplateName )
TemplateName = env.getValueDictByKey( TemplateName )
local Cargo = TemplateName:match( "#(CARGO)" )
return Cargo and Cargo == "CARGO"
end
--- Private method that registers new Static Templates within the DATABASE Object.
-- @param #DATABASE self
-- @return #DATABASE self
function DATABASE:_RegisterCargos()
local Groups = UTILS.DeepCopy( self.GROUPS ) -- This is a very important statement. CARGO_GROUP:New creates a new _DATABASE.GROUP entry, which will confuse the loop. I searched 4 hours on this to find the bug!
for CargoGroupName, CargoGroup in pairs( Groups ) do
self:I( { Cargo = CargoGroupName } )
if self:IsCargo( CargoGroupName ) then
local CargoInfo = CargoGroupName:match("#CARGO(.*)")
local CargoParam = CargoInfo and CargoInfo:match( "%((.*)%)")
local CargoName1 = CargoGroupName:match("(.*)#CARGO%(.*%)")
local CargoName2 = CargoGroupName:match(".*#CARGO%(.*%)(.*)")
local CargoName = CargoName1 .. ( CargoName2 or "" )
local Type = CargoParam and CargoParam:match( "T=([%a%d ]+),?")
local Name = CargoParam and CargoParam:match( "N=([%a%d]+),?") or CargoName
local LoadRadius = CargoParam and tonumber( CargoParam:match( "RR=([%a%d]+),?") )
local NearRadius = CargoParam and tonumber( CargoParam:match( "NR=([%a%d]+),?") )
self:I({"Register CargoGroup:",Type=Type,Name=Name,LoadRadius=LoadRadius,NearRadius=NearRadius})
CARGO_GROUP:New( CargoGroup, Type, Name, LoadRadius, NearRadius )
end
end
for CargoStaticName, CargoStatic in pairs( self.STATICS ) do
if self:IsCargo( CargoStaticName ) then
local CargoInfo = CargoStaticName:match("#CARGO(.*)")
local CargoParam = CargoInfo and CargoInfo:match( "%((.*)%)")
local CargoName = CargoStaticName:match("(.*)#CARGO")
local Type = CargoParam and CargoParam:match( "T=([%a%d ]+),?")
local Category = CargoParam and CargoParam:match( "C=([%a%d ]+),?")
local Name = CargoParam and CargoParam:match( "N=([%a%d]+),?") or CargoName
local LoadRadius = CargoParam and tonumber( CargoParam:match( "RR=([%a%d]+),?") )
local NearRadius = CargoParam and tonumber( CargoParam:match( "NR=([%a%d]+),?") )
if Category == "SLING" then
self:I({"Register CargoSlingload:",Type=Type,Name=Name,LoadRadius=LoadRadius,NearRadius=NearRadius})
CARGO_SLINGLOAD:New( CargoStatic, Type, Name, LoadRadius, NearRadius )
else
if Category == "CRATE" then
self:I({"Register CargoCrate:",Type=Type,Name=Name,LoadRadius=LoadRadius,NearRadius=NearRadius})
CARGO_CRATE:New( CargoStatic, Type, Name, LoadRadius, NearRadius )
end
end
end
end
end
end -- cargo
--- Finds a CLIENT based on the ClientName.
-- @param #DATABASE self
@ -311,7 +485,7 @@ end
function DATABASE:AddGroup( GroupName )
if not self.GROUPS[GroupName] then
self:E( { "Add GROUP:", GroupName } )
self:I( { "Add GROUP:", GroupName } )
self.GROUPS[GroupName] = GROUP:Register( GroupName )
end
@ -323,7 +497,7 @@ end
function DATABASE:AddPlayer( UnitName, PlayerName )
if PlayerName then
self:E( { "Add player for unit:", UnitName, PlayerName } )
self:I( { "Add player for unit:", UnitName, PlayerName } )
self.PLAYERS[PlayerName] = UnitName
self.PLAYERUNITS[PlayerName] = self:FindUnit( UnitName )
self.PLAYERSJOINED[PlayerName] = PlayerName
@ -335,7 +509,7 @@ end
function DATABASE:DeletePlayer( UnitName, PlayerName )
if PlayerName then
self:E( { "Clean player:", PlayerName } )
self:I( { "Clean player:", PlayerName } )
self.PLAYERS[PlayerName] = nil
self.PLAYERUNITS[PlayerName] = nil
end
@ -385,8 +559,8 @@ end
-- SpawnCountryID, SpawnCategoryID
-- This method is used by the SPAWN class.
-- @param #DATABASE self
-- @param #table SpawnTemplate
-- @return #DATABASE self
-- @param #table SpawnTemplate Template of the group to spawn.
-- @return Wrapper.Group#GROUP Spawned group.
function DATABASE:Spawn( SpawnTemplate )
self:F( SpawnTemplate.name )
@ -442,16 +616,14 @@ end
--- Private method that registers new Group Templates within the DATABASE Object.
-- @param #DATABASE self
-- @param #table GroupTemplate
-- @param Dcs.DCScoalition#coalition.side CoalitionSide The coalition.side of the object.
-- @param Dcs.DCSObject#Object.Category CategoryID The Object.category of the object.
-- @param Dcs.DCScountry#country.id CountryID the country.id of the object
-- @param DCS#coalition.side CoalitionSide The coalition.side of the object.
-- @param DCS#Object.Category CategoryID The Object.category of the object.
-- @param DCS#country.id CountryID the country.id of the object
-- @return #DATABASE self
function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, CategoryID, CountryID, GroupName )
local GroupTemplateName = GroupName or env.getValueDictByKey( GroupTemplate.name )
local TraceTable = {}
if not self.Templates.Groups[GroupTemplateName] then
self.Templates.Groups[GroupTemplateName] = {}
self.Templates.Groups[GroupTemplateName].Status = nil
@ -475,18 +647,7 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
self.Templates.Groups[GroupTemplateName].CoalitionID = CoalitionSide
self.Templates.Groups[GroupTemplateName].CountryID = CountryID
TraceTable[#TraceTable+1] = "Group"
TraceTable[#TraceTable+1] = self.Templates.Groups[GroupTemplateName].GroupName
TraceTable[#TraceTable+1] = "Coalition"
TraceTable[#TraceTable+1] = self.Templates.Groups[GroupTemplateName].CoalitionID
TraceTable[#TraceTable+1] = "Category"
TraceTable[#TraceTable+1] = self.Templates.Groups[GroupTemplateName].CategoryID
TraceTable[#TraceTable+1] = "Country"
TraceTable[#TraceTable+1] = self.Templates.Groups[GroupTemplateName].CountryID
TraceTable[#TraceTable+1] = "Units"
local UnitNames = {}
for unit_num, UnitTemplate in pairs( GroupTemplate.units ) do
@ -510,10 +671,16 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
self.Templates.ClientsByID[UnitTemplate.unitId] = UnitTemplate
end
TraceTable[#TraceTable+1] = self.Templates.Units[UnitTemplate.name].UnitName
UnitNames[#UnitNames+1] = self.Templates.Units[UnitTemplate.name].UnitName
end
self:E( TraceTable )
self:I( { Group = self.Templates.Groups[GroupTemplateName].GroupName,
Coalition = self.Templates.Groups[GroupTemplateName].CoalitionID,
Category = self.Templates.Groups[GroupTemplateName].CategoryID,
Country = self.Templates.Groups[GroupTemplateName].CountryID,
Units = UnitNames
}
)
end
function DATABASE:GetGroupTemplate( GroupName )
@ -526,11 +693,11 @@ end
--- Private method that registers new Static Templates within the DATABASE Object.
-- @param #DATABASE self
-- @param #table GroupTemplate
-- @param #table StaticTemplate
-- @return #DATABASE self
function DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, CategoryID, CountryID )
local TraceTable = {}
local StaticTemplate = UTILS.DeepCopy( StaticTemplate )
local StaticTemplateName = env.getValueDictByKey(StaticTemplate.name)
@ -547,28 +714,28 @@ function DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, Category
self.Templates.Statics[StaticTemplateName].CoalitionID = CoalitionID
self.Templates.Statics[StaticTemplateName].CountryID = CountryID
self:I( { Static = self.Templates.Statics[StaticTemplateName].StaticName,
Coalition = self.Templates.Statics[StaticTemplateName].CoalitionID,
Category = self.Templates.Statics[StaticTemplateName].CategoryID,
Country = self.Templates.Statics[StaticTemplateName].CountryID
}
)
self:AddStatic( StaticTemplateName )
TraceTable[#TraceTable+1] = "Static"
TraceTable[#TraceTable+1] = self.Templates.Statics[StaticTemplateName].StaticName
TraceTable[#TraceTable+1] = "Coalition"
TraceTable[#TraceTable+1] = self.Templates.Statics[StaticTemplateName].CoalitionID
TraceTable[#TraceTable+1] = "Category"
TraceTable[#TraceTable+1] = self.Templates.Statics[StaticTemplateName].CategoryID
TraceTable[#TraceTable+1] = "Country"
TraceTable[#TraceTable+1] = self.Templates.Statics[StaticTemplateName].CountryID
self:E( TraceTable )
end
--- @param #DATABASE self
function DATABASE:GetStaticGroupTemplate( StaticName )
local StaticTemplate = self.Templates.Statics[StaticName].GroupTemplate
return StaticTemplate, self.Templates.Statics[StaticName].CoalitionID, self.Templates.Statics[StaticName].CategoryID, self.Templates.Statics[StaticName].CountryID
end
--- @param #DATABASE self
function DATABASE:GetStaticUnitTemplate( StaticName )
local StaticTemplate = self.Templates.Statics[StaticName].UnitTemplate
StaticTemplate.SpawnCoalitionID = self.Templates.Statics[StaticName].CoalitionID
StaticTemplate.SpawnCategoryID = self.Templates.Statics[StaticName].CategoryID
StaticTemplate.SpawnCountryID = self.Templates.Statics[StaticName].CountryID
return StaticTemplate
local UnitTemplate = self.Templates.Statics[StaticName].UnitTemplate
return UnitTemplate, self.Templates.Statics[StaticName].CoalitionID, self.Templates.Statics[StaticName].CategoryID, self.Templates.Statics[StaticName].CountryID
end
@ -609,7 +776,7 @@ end
-- @return #DATABASE self
function DATABASE:_RegisterPlayers()
local CoalitionsData = { AlivePlayersRed = coalition.getPlayers( coalition.side.RED ), AlivePlayersBlue = coalition.getPlayers( coalition.side.BLUE ) }
local CoalitionsData = { AlivePlayersRed = coalition.getPlayers( coalition.side.RED ), AlivePlayersBlue = coalition.getPlayers( coalition.side.BLUE ), AlivePlayersNeutral = coalition.getPlayers( coalition.side.NEUTRAL ) }
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
for UnitId, UnitData in pairs( CoalitionData ) do
self:T3( { "UnitData:", UnitData } )
@ -617,7 +784,7 @@ function DATABASE:_RegisterPlayers()
local UnitName = UnitData:getName()
local PlayerName = UnitData:getPlayerName()
if not self.PLAYERS[PlayerName] then
self:E( { "Add player for unit:", UnitName, PlayerName } )
self:I( { "Add player for unit:", UnitName, PlayerName } )
self:AddPlayer( UnitName, PlayerName )
end
end
@ -633,20 +800,20 @@ end
-- @return #DATABASE self
function DATABASE:_RegisterGroupsAndUnits()
local CoalitionsData = { GroupsRed = coalition.getGroups( coalition.side.RED ), GroupsBlue = coalition.getGroups( coalition.side.BLUE ) }
local CoalitionsData = { GroupsRed = coalition.getGroups( coalition.side.RED ), GroupsBlue = coalition.getGroups( coalition.side.BLUE ), GroupsNeutral = coalition.getGroups( coalition.side.NEUTRAL ) }
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
for DCSGroupId, DCSGroup in pairs( CoalitionData ) do
if DCSGroup:isExist() then
local DCSGroupName = DCSGroup:getName()
self:E( { "Register Group:", DCSGroupName } )
self:I( { "Register Group:", DCSGroupName } )
self:AddGroup( DCSGroupName )
for DCSUnitId, DCSUnit in pairs( DCSGroup:getUnits() ) do
local DCSUnitName = DCSUnit:getName()
self:E( { "Register Unit:", DCSUnitName } )
self:I( { "Register Unit:", DCSUnitName } )
self:AddUnit( DCSUnitName )
end
else
@ -655,6 +822,11 @@ function DATABASE:_RegisterGroupsAndUnits()
end
end
self:I("Groups:")
for GroupName, Group in pairs( self.GROUPS ) do
self:I( { "Group:", GroupName } )
end
return self
end
@ -665,7 +837,7 @@ end
function DATABASE:_RegisterClients()
for ClientName, ClientTemplate in pairs( self.Templates.ClientsByName ) do
self:E( { "Register Client:", ClientName } )
self:I( { "Register Client:", ClientName } )
self:AddClient( ClientName )
end
@ -676,14 +848,14 @@ end
function DATABASE:_RegisterStatics()
local CoalitionsData = { GroupsRed = coalition.getStaticObjects( coalition.side.RED ), GroupsBlue = coalition.getStaticObjects( coalition.side.BLUE ) }
self:E( { Statics = CoalitionsData } )
self:I( { Statics = CoalitionsData } )
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
for DCSStaticId, DCSStatic in pairs( CoalitionData ) do
if DCSStatic:isExist() then
local DCSStaticName = DCSStatic:getName()
self:E( { "Register Static:", DCSStaticName } )
self:I( { "Register Static:", DCSStaticName } )
self:AddStatic( DCSStaticName )
else
self:E( { "Static does not exist: ", DCSStatic } )
@ -703,7 +875,7 @@ function DATABASE:_RegisterAirbases()
local DCSAirbaseName = DCSAirbase:getName()
self:E( { "Register Airbase:", DCSAirbaseName } )
self:I( { "Register Airbase:", DCSAirbaseName, DCSAirbase:getID() } )
self:AddAirbase( DCSAirbaseName )
end
end
@ -733,9 +905,8 @@ function DATABASE:_EventOnBirth( Event )
Event.IniUnit = self:FindUnit( Event.IniDCSUnitName )
Event.IniGroup = self:FindGroup( Event.IniDCSGroupName )
local PlayerName = Event.IniUnit:GetPlayerName()
self:E( { "PlayerName:", PlayerName } )
if PlayerName ~= "" then
self:E( { "Player Joined:", PlayerName } )
if PlayerName then
self:I( { "Player Joined:", PlayerName } )
if not self.PLAYERS[PlayerName] then
self:AddPlayer( Event.IniUnitName, PlayerName )
end
@ -803,8 +974,8 @@ function DATABASE:_EventOnPlayerLeaveUnit( Event )
if Event.IniUnit then
if Event.IniObjectCategory == 1 then
local PlayerName = Event.IniUnit:GetPlayerName()
if self.PLAYERS[PlayerName] then
self:E( { "Player Left:", PlayerName } )
if PlayerName and self.PLAYERS[PlayerName] then
self:I( { "Player Left:", PlayerName } )
local Settings = SETTINGS:Set( PlayerName )
Settings:RemovePlayerMenu( Event.IniUnit )
self:DeletePlayer( Event.IniUnit, PlayerName )
@ -988,6 +1159,31 @@ function DATABASE:OnEventDeleteCargo( EventData )
end
--- Handles the OnEventNewZone event.
-- @param #DATABASE self
-- @param Core.Event#EVENTDATA EventData
function DATABASE:OnEventNewZone( EventData )
self:F2( { EventData } )
if EventData.Zone then
self:AddZone( EventData.Zone )
end
end
--- Handles the OnEventDeleteZone.
-- @param #DATABASE self
-- @param Core.Event#EVENTDATA EventData
function DATABASE:OnEventDeleteZone( EventData )
self:F2( { EventData } )
if EventData.Zone then
self:DeleteZone( EventData.Zone.ZoneName )
end
end
--- Gets the player settings
-- @param #DATABASE self
-- @param #string PlayerName
@ -1019,13 +1215,20 @@ function DATABASE:_RegisterTemplates()
self.UNITS = {}
--Build routines.db.units and self.Navpoints
for CoalitionName, coa_data in pairs(env.mission.coalition) do
self:T({CoalitionName=CoalitionName})
if (CoalitionName == 'red' or CoalitionName == 'blue') and type(coa_data) == 'table' then
if (CoalitionName == 'red' or CoalitionName == 'blue' or CoalitionName == 'neutrals') and type(coa_data) == 'table' then
--self.Units[coa_name] = {}
local CoalitionSide = coalition.side[string.upper(CoalitionName)]
if CoalitionName=="red" then
CoalitionSide=coalition.side.NEUTRAL
elseif CoalitionName=="blue" then
CoalitionSide=coalition.side.BLUE
else
CoalitionSide=coalition.side.NEUTRAL
end
----------------------------------------------
-- build nav points DB
self.Navpoints[CoalitionName] = {}
if coa_data.nav_points then --navpoints
@ -1040,8 +1243,9 @@ function DATABASE:_RegisterTemplates()
self.Navpoints[CoalitionName][nav_ind]['point']['y'] = 0
self.Navpoints[CoalitionName][nav_ind]['point']['z'] = nav_data.y
end
end
end
end
-------------------------------------------------
if coa_data.country then --there is a country table
for cntry_id, cntry_data in pairs(coa_data.country) do
@ -1094,11 +1298,6 @@ function DATABASE:_RegisterTemplates()
end --if coa_name == 'red' or coa_name == 'blue' and type(coa_data) == 'table' then
end --for coa_name, coa_data in pairs(mission.coalition) do
for ZoneID, ZoneData in pairs( env.mission.triggers.zones ) do
local ZoneName = ZoneData.name
self.ZONENAMES[ZoneName] = ZoneName
end
return self
end
@ -1181,18 +1380,12 @@ end
self:T( { TargetUnitName, TargetGroupName, TargetPlayerName, TargetCoalition, TargetCategory, TargetType } )
end
self:T( "Something got destroyed" )
local Destroyed = false
-- What is the player destroying?
if self.HITS[Event.IniUnitName] then -- Was there a hit for this unit for this player before registered???
self.DESTROYS[Event.IniUnitName] = self.DESTROYS[Event.IniUnitName] or {}
self.DESTROYS[Event.IniUnitName] = true
end
end

View File

@ -1,10 +1,15 @@
--- **Core** -- EVENT models DCS **event dispatching** using a **publish-subscribe** model.
--
-- ![Banner Image](..\Presentations\EVENT\Dia1.JPG)
--- **Core** - Models DCS event dispatching using a publish-subscribe model.
--
-- ===
--
-- # 1) Event Handling Overview
-- ## Features:
--
-- * Capture DCS events and dispatch them to the subscribed objects.
-- * Generate DCS events to the subscribed objects from within the code.
--
-- ===
--
-- # Event Handling Overview
--
-- ![Objects](..\Presentations\EVENT\Dia2.JPG)
--
@ -16,7 +21,7 @@
-- Objects can subscribe to different events. The Event dispatcher will publish the received DCS events to the subscribed MOOSE objects, in a specified order.
-- In this way, the subscribed MOOSE objects are kept in sync with your evolving running mission.
--
-- ## 1.1) Event Dispatching
-- ## 1. Event Dispatching
--
-- ![Objects](..\Presentations\EVENT\Dia4.JPG)
--
@ -43,7 +48,7 @@
--
-- But for some DCS events, the publishing order is reversed. This is due to the fact that objects need to be **erased** instead of added.
--
-- ## 1.2) Event Handling
-- # 2. Event Handling
--
-- ![Objects](..\Presentations\EVENT\Dia8.JPG)
--
@ -55,14 +60,14 @@
-- The BASE class provides methods to catch DCS Events. These are events that are triggered from within the DCS simulator,
-- and handled through lua scripting. MOOSE provides an encapsulation to handle these events more efficiently.
--
-- ### 1.2.1 Subscribe / Unsubscribe to DCS Events
-- ## 2.1. Subscribe to / Unsubscribe from DCS Events.
--
-- At first, the mission designer will need to **Subscribe** to a specific DCS event for the class.
-- So, when the DCS event occurs, the class will be notified of that event.
-- There are two functions which you use to subscribe to or unsubscribe from an event.
--
-- * @{Base#BASE.HandleEvent}(): Subscribe to a DCS Event.
-- * @{Base#BASE.UnHandleEvent}(): Unsubscribe from a DCS Event.
-- * @{Core.Base#BASE.HandleEvent}(): Subscribe to a DCS Event.
-- * @{Core.Base#BASE.UnHandleEvent}(): Unsubscribe from a DCS Event.
--
-- Note that for a UNIT, the event will be handled **for that UNIT only**!
-- Note that for a GROUP, the event will be handled **for all the UNITs in that GROUP only**!
@ -71,10 +76,10 @@
-- So if a UNIT within the mission has the subscribed event for that object,
-- then the object event handler will receive the event for that UNIT!
--
-- ### 1.3.2 Event Handling of DCS Events
-- ## 2.2 Event Handling of DCS Events
--
-- Once the class is subscribed to the event, an **Event Handling** method on the object or class needs to be written that will be called
-- when the DCS event occurs. The Event Handling method receives an @{Event#EVENTDATA} structure, which contains a lot of information
-- when the DCS event occurs. The Event Handling method receives an @{Core.Event#EVENTDATA} structure, which contains a lot of information
-- about the event that occurred.
--
-- Find below an example of the prototype how to write an event handling function for two units:
@ -102,21 +107,21 @@
-- self:SmokeBlue()
-- end
--
-- ### 1.3.3 Event Handling methods that are automatically called upon subscribed DCS events
-- ## 2.3 Event Handling methods that are automatically called upon subscribed DCS events.
--
-- ![Objects](..\Presentations\EVENT\Dia10.JPG)
--
-- The following list outlines which EVENTS item in the structure corresponds to which Event Handling method.
-- Always ensure that your event handling methods align with the events being subscribed to, or nothing will be executed.
--
-- # 2) EVENTS type
-- # 3. EVENTS type
--
-- The EVENTS structure contains names for all the different DCS events that objects can subscribe to using the
-- @{Base#BASE.HandleEvent}() method.
-- @{Core.Base#BASE.HandleEvent}() method.
--
-- # 3) EVENTDATA type
-- # 4. EVENTDATA type
--
-- The @{Event#EVENTDATA} structure contains all the fields that are populated with event information before
-- The @{Core.Event#EVENTDATA} structure contains all the fields that are populated with event information before
-- an Event Handler method is being called by the event dispatcher.
-- The Event Handler received the EVENTDATA object as a parameter, and can be used to investigate further the different events.
-- There are basically 4 main categories of information stored in the EVENTDATA structure:
@ -164,23 +169,31 @@
--
-- ===
--
-- @module Event
-- @module Core.Event
-- @image Core_Event.JPG
--- The EVENT structure
-- @type EVENT
--- @type EVENT
-- @field #EVENT.Events Events
-- @extends Core.Base#BASE
--- The EVENT class
-- @field #EVENT
EVENT = {
ClassName = "EVENT",
ClassID = 0,
MissionEnd = false,
}
world.event.S_EVENT_NEW_CARGO = world.event.S_EVENT_MAX + 1000
world.event.S_EVENT_DELETE_CARGO = world.event.S_EVENT_MAX + 1001
world.event.S_EVENT_NEW_ZONE = world.event.S_EVENT_MAX + 1002
world.event.S_EVENT_DELETE_ZONE = world.event.S_EVENT_MAX + 1003
world.event.S_EVENT_REMOVE_UNIT = world.event.S_EVENT_MAX + 1004
--- The different types of events supported by MOOSE.
-- Use this structure to subscribe to events using the @{Base#BASE.HandleEvent}() method.
-- Use this structure to subscribe to events using the @{Core.Base#BASE.HandleEvent}() method.
-- @type EVENTS
EVENTS = {
Shot = world.event.S_EVENT_SHOT,
@ -206,8 +219,14 @@ EVENTS = {
PlayerComment = world.event.S_EVENT_PLAYER_COMMENT,
ShootingStart = world.event.S_EVENT_SHOOTING_START,
ShootingEnd = world.event.S_EVENT_SHOOTING_END,
MarkAdded = world.event.S_EVENT_MARK_ADDED,
MarkChange = world.event.S_EVENT_MARK_CHANGE,
MarkRemoved = world.event.S_EVENT_MARK_REMOVED,
NewCargo = world.event.S_EVENT_NEW_CARGO,
DeleteCargo = world.event.S_EVENT_DELETE_CARGO,
NewZone = world.event.S_EVENT_NEW_ZONE,
DeleteZone = world.event.S_EVENT_DELETE_ZONE,
RemoveUnit = world.event.S_EVENT_REMOVE_UNIT,
}
--- The Event structure
@ -219,36 +238,40 @@ EVENTS = {
-- @type EVENTDATA
-- @field #number id The identifier of the event.
--
-- @field Dcs.DCSUnit#Unit initiator (UNIT/STATIC/SCENERY) The initiating @{Dcs.DCSUnit#Unit} or @{Dcs.DCSStaticObject#StaticObject}.
-- @field Dcs.DCSObject#Object.Category IniObjectCategory (UNIT/STATIC/SCENERY) The initiator object category ( Object.Category.UNIT or Object.Category.STATIC ).
-- @field Dcs.DCSUnit#Unit IniDCSUnit (UNIT/STATIC) The initiating @{DCSUnit#Unit} or @{DCSStaticObject#StaticObject}.
-- @field DCS#Unit initiator (UNIT/STATIC/SCENERY) The initiating @{DCS#Unit} or @{DCS#StaticObject}.
-- @field DCS#Object.Category IniObjectCategory (UNIT/STATIC/SCENERY) The initiator object category ( Object.Category.UNIT or Object.Category.STATIC ).
-- @field DCS#Unit IniDCSUnit (UNIT/STATIC) The initiating @{DCS#Unit} or @{DCS#StaticObject}.
-- @field #string IniDCSUnitName (UNIT/STATIC) The initiating Unit name.
-- @field Wrapper.Unit#UNIT IniUnit (UNIT/STATIC) The initiating MOOSE wrapper @{Unit#UNIT} of the initiator Unit object.
-- @field Wrapper.Unit#UNIT IniUnit (UNIT/STATIC) The initiating MOOSE wrapper @{Wrapper.Unit#UNIT} of the initiator Unit object.
-- @field #string IniUnitName (UNIT/STATIC) The initiating UNIT name (same as IniDCSUnitName).
-- @field Dcs.DCSGroup#Group IniDCSGroup (UNIT) The initiating {DCSGroup#Group}.
-- @field DCS#Group IniDCSGroup (UNIT) The initiating {DCSGroup#Group}.
-- @field #string IniDCSGroupName (UNIT) The initiating Group name.
-- @field Wrapper.Group#GROUP IniGroup (UNIT) The initiating MOOSE wrapper @{Group#GROUP} of the initiator Group object.
-- @field Wrapper.Group#GROUP IniGroup (UNIT) The initiating MOOSE wrapper @{Wrapper.Group#GROUP} of the initiator Group object.
-- @field #string IniGroupName UNIT) The initiating GROUP name (same as IniDCSGroupName).
-- @field #string IniPlayerName (UNIT) The name of the initiating player in case the Unit is a client or player slot.
-- @field Dcs.DCScoalition#coalition.side IniCoalition (UNIT) The coalition of the initiator.
-- @field Dcs.DCSUnit#Unit.Category IniCategory (UNIT) The category of the initiator.
-- @field DCS#coalition.side IniCoalition (UNIT) The coalition of the initiator.
-- @field DCS#Unit.Category IniCategory (UNIT) The category of the initiator.
-- @field #string IniTypeName (UNIT) The type name of the initiator.
--
-- @field Dcs.DCSUnit#Unit target (UNIT/STATIC) The target @{Dcs.DCSUnit#Unit} or @{DCSStaticObject#StaticObject}.
-- @field Dcs.DCSObject#Object.Category TgtObjectCategory (UNIT/STATIC) The target object category ( Object.Category.UNIT or Object.Category.STATIC ).
-- @field Dcs.DCSUnit#Unit TgtDCSUnit (UNIT/STATIC) The target @{DCSUnit#Unit} or @{DCSStaticObject#StaticObject}.
-- @field DCS#Unit target (UNIT/STATIC) The target @{DCS#Unit} or @{DCS#StaticObject}.
-- @field DCS#Object.Category TgtObjectCategory (UNIT/STATIC) The target object category ( Object.Category.UNIT or Object.Category.STATIC ).
-- @field DCS#Unit TgtDCSUnit (UNIT/STATIC) The target @{DCS#Unit} or @{DCS#StaticObject}.
-- @field #string TgtDCSUnitName (UNIT/STATIC) The target Unit name.
-- @field Wrapper.Unit#UNIT TgtUnit (UNIT/STATIC) The target MOOSE wrapper @{Unit#UNIT} of the target Unit object.
-- @field Wrapper.Unit#UNIT TgtUnit (UNIT/STATIC) The target MOOSE wrapper @{Wrapper.Unit#UNIT} of the target Unit object.
-- @field #string TgtUnitName (UNIT/STATIC) The target UNIT name (same as TgtDCSUnitName).
-- @field Dcs.DCSGroup#Group TgtDCSGroup (UNIT) The target {DCSGroup#Group}.
-- @field DCS#Group TgtDCSGroup (UNIT) The target {DCSGroup#Group}.
-- @field #string TgtDCSGroupName (UNIT) The target Group name.
-- @field Wrapper.Group#GROUP TgtGroup (UNIT) The target MOOSE wrapper @{Group#GROUP} of the target Group object.
-- @field Wrapper.Group#GROUP TgtGroup (UNIT) The target MOOSE wrapper @{Wrapper.Group#GROUP} of the target Group object.
-- @field #string TgtGroupName (UNIT) The target GROUP name (same as TgtDCSGroupName).
-- @field #string TgtPlayerName (UNIT) The name of the target player in case the Unit is a client or player slot.
-- @field Dcs.DCScoalition#coalition.side TgtCoalition (UNIT) The coalition of the target.
-- @field Dcs.DCSUnit#Unit.Category TgtCategory (UNIT) The category of the target.
-- @field DCS#coalition.side TgtCoalition (UNIT) The coalition of the target.
-- @field DCS#Unit.Category TgtCategory (UNIT) The category of the target.
-- @field #string TgtTypeName (UNIT) The type name of the target.
--
-- @field DCS#Airbase place The @{DCS#Airbase}
-- @field Wrapper.Airbase#AIRBASE Place The MOOSE airbase object.
-- @field #string PlaceName The name of the airbase.
--
-- @field weapon The weapon used during the event.
-- @field Weapon
-- @field WeaponName
@ -395,6 +418,24 @@ local _EVENTMETA = {
Event = "OnEventShootingEnd",
Text = "S_EVENT_SHOOTING_END"
},
[world.event.S_EVENT_MARK_ADDED] = {
Order = 1,
Side = "I",
Event = "OnEventMarkAdded",
Text = "S_EVENT_MARK_ADDED"
},
[world.event.S_EVENT_MARK_CHANGE] = {
Order = 1,
Side = "I",
Event = "OnEventMarkChange",
Text = "S_EVENT_MARK_CHANGE"
},
[world.event.S_EVENT_MARK_REMOVED] = {
Order = 1,
Side = "I",
Event = "OnEventMarkRemoved",
Text = "S_EVENT_MARK_REMOVED"
},
[EVENTS.NewCargo] = {
Order = 1,
Event = "OnEventNewCargo",
@ -405,6 +446,21 @@ local _EVENTMETA = {
Event = "OnEventDeleteCargo",
Text = "S_EVENT_DELETE_CARGO"
},
[EVENTS.NewZone] = {
Order = 1,
Event = "OnEventNewZone",
Text = "S_EVENT_NEW_ZONE"
},
[EVENTS.DeleteZone] = {
Order = 1,
Event = "OnEventDeleteZone",
Text = "S_EVENT_DELETE_ZONE"
},
[EVENTS.RemoveUnit] = {
Order = -1,
Event = "OnEventRemoveUnit",
Text = "S_EVENT_REMOVE_UNIT"
},
}
@ -422,7 +478,7 @@ end
--- Initializes the Events structure for the event
-- @param #EVENT self
-- @param Dcs.DCSWorld#world.event EventID
-- @param DCS#world.event EventID
-- @param Core.Base#BASE EventClass
-- @return #EVENT.Events
function EVENT:Init( EventID, EventClass )
@ -448,7 +504,7 @@ end
--- Removes a subscription
-- @param #EVENT self
-- @param Core.Base#BASE EventClass The self instance of the class for which the event is.
-- @param Dcs.DCSWorld#world.event EventID
-- @param DCS#world.event EventID
-- @return #EVENT.Events
function EVENT:RemoveEvent( EventClass, EventID )
@ -459,7 +515,6 @@ function EVENT:RemoveEvent( EventClass, EventID )
self.Events = self.Events or {}
self.Events[EventID] = self.Events[EventID] or {}
self.Events[EventID][EventPriority] = self.Events[EventID][EventPriority] or {}
self.Events[EventID][EventPriority][EventClass] = self.Events[EventID][EventPriority][EventClass]
self.Events[EventID][EventPriority][EventClass] = nil
@ -468,7 +523,7 @@ end
--- Resets subscriptions
-- @param #EVENT self
-- @param Core.Base#BASE EventClass The self instance of the class for which the event is.
-- @param Dcs.DCSWorld#world.event EventID
-- @param DCS#world.event EventID
-- @return #EVENT.Events
function EVENT:Reset( EventObject ) --R2.1
@ -491,7 +546,7 @@ end
--- Clears all event subscriptions for a @{Base#BASE} derived object.
--- Clears all event subscriptions for a @{Core.Base#BASE} derived object.
-- @param #EVENT self
-- @param Core.Base#BASE EventObject
function EVENT:RemoveAll( EventObject )
@ -683,7 +738,7 @@ do -- Event Creation
-- @param #EVENT self
-- @param AI.AI_Cargo#AI_CARGO Cargo The Cargo created.
function EVENT:CreateEventNewCargo( Cargo )
self:F( { Cargo } )
self:I( { Cargo } )
local Event = {
id = EVENTS.NewCargo,
@ -709,6 +764,36 @@ do -- Event Creation
world.onEvent( Event )
end
--- Creation of a New Zone Event.
-- @param #EVENT self
-- @param Core.Zone#ZONE_BASE Zone The Zone created.
function EVENT:CreateEventNewZone( Zone )
self:F( { Zone } )
local Event = {
id = EVENTS.NewZone,
time = timer.getTime(),
zone = Zone,
}
world.onEvent( Event )
end
--- Creation of a Zone Deletion Event.
-- @param #EVENT self
-- @param Core.Zone#ZONE_BASE Zone The Zone created.
function EVENT:CreateEventDeleteZone( Zone )
self:F( { Zone } )
local Event = {
id = EVENTS.DeleteZone,
time = timer.getTime(),
zone = Zone,
}
world.onEvent( Event )
end
--- Creation of a S_EVENT_PLAYER_ENTER_UNIT Event.
-- @param #EVENT self
-- @param Wrapper.Unit#UNIT PlayerUnit.
@ -748,8 +833,13 @@ function EVENT:onEvent( Event )
if self and
self.Events and
self.Events[Event.id] and
self.MissionEnd == false and
( Event.initiator ~= nil or ( Event.initiator == nil and Event.id ~= EVENTS.PlayerLeaveUnit ) ) then
if Event.id and Event.id == EVENTS.MissionEnd then
self.MissionEnd = true
end
if Event.initiator then
Event.IniObjectCategory = Event.initiator:getCategory()
@ -788,6 +878,16 @@ function EVENT:onEvent( Event )
Event.IniTypeName = Event.IniDCSUnit:getTypeName()
end
if Event.IniObjectCategory == Object.Category.CARGO then
Event.IniDCSUnit = Event.initiator
Event.IniDCSUnitName = Event.IniDCSUnit:getName()
Event.IniUnitName = Event.IniDCSUnitName
Event.IniUnit = CARGO:FindByName( Event.IniDCSUnitName )
Event.IniCoalition = Event.IniDCSUnit:getCoalition()
Event.IniCategory = Event.IniDCSUnit:getDesc().category
Event.IniTypeName = Event.IniDCSUnit:getTypeName()
end
if Event.IniObjectCategory == Object.Category.SCENERY then
Event.IniDCSUnit = Event.initiator
Event.IniDCSUnitName = Event.IniDCSUnit:getName()
@ -826,7 +926,7 @@ function EVENT:onEvent( Event )
Event.TgtDCSUnit = Event.target
Event.TgtDCSUnitName = Event.TgtDCSUnit:getName()
Event.TgtUnitName = Event.TgtDCSUnitName
Event.TgtUnit = STATIC:FindByName( Event.TgtDCSUnitName )
Event.TgtUnit = STATIC:FindByName( Event.TgtDCSUnitName, false )
Event.TgtCoalition = Event.TgtDCSUnit:getCoalition()
Event.TgtCategory = Event.TgtDCSUnit:getDesc().category
Event.TgtTypeName = Event.TgtDCSUnit:getTypeName()
@ -853,17 +953,40 @@ function EVENT:onEvent( Event )
--Event.WeaponTgtDCSUnit = Event.Weapon:getTarget()
end
-- Place should be given for takeoff and landing events as well as base captured. It should be a DCS airbase.
if Event.place then
Event.Place=AIRBASE:Find(Event.place)
Event.PlaceName=Event.Place:GetName()
end
-- @FC: something like this should be added.
--[[
if Event.idx then
Event.MarkID=Event.idx
Event.MarkVec3=Event.pos
Event.MarkCoordinate=COORDINATE:NewFromVec3(Event.pos)
Event.MarkText=Event.text
Event.MarkCoalition=Event.coalition
Event.MarkGroupID = Event.groupID
end
]]
if Event.cargo then
Event.Cargo = Event.cargo
Event.CargoName = Event.cargo.Name
end
if Event.zone then
Event.Zone = Event.zone
Event.ZoneName = Event.zone.ZoneName
end
local PriorityOrder = EventMeta.Order
local PriorityBegin = PriorityOrder == -1 and 5 or 1
local PriorityEnd = PriorityOrder == -1 and 1 or 5
if Event.IniObjectCategory ~= Object.Category.STATIC then
self:E( { EventMeta.Text, Event, Event.IniDCSUnitName, Event.TgtDCSUnitName, PriorityOrder } )
self:T( { EventMeta.Text, Event, Event.IniDCSUnitName, Event.TgtDCSUnitName, PriorityOrder } )
end
for EventPriority = PriorityBegin, PriorityEnd, PriorityOrder do
@ -872,7 +995,7 @@ function EVENT:onEvent( Event )
-- Okay, we got the event from DCS. Now loop the SORTED self.EventSorted[] table for the received Event.id, and for each EventData registered, check if a function needs to be called.
for EventClass, EventData in pairs( self.Events[Event.id][EventPriority] ) do
--if Event.IniObjectCategory ~= Object.Category.STATIC then
-- self:E( { "Evaluating: ", EventClass:GetClassNameAndID() } )
--end
@ -887,7 +1010,8 @@ function EVENT:onEvent( Event )
if EventClass:IsAlive() or
Event.id == EVENTS.PlayerEnterUnit or
Event.id == EVENTS.Crash or
Event.id == EVENTS.Dead then
Event.id == EVENTS.Dead or
Event.id == EVENTS.RemoveUnit then
local UnitName = EventClass:GetName()
@ -937,7 +1061,8 @@ function EVENT:onEvent( Event )
if EventClass:IsAlive() or
Event.id == EVENTS.PlayerEnterUnit or
Event.id == EVENTS.Crash or
Event.id == EVENTS.Dead then
Event.id == EVENTS.Dead or
Event.id == EVENTS.RemoveUnit then
-- We can get the name of the EventClass, which is now always a GROUP object.
local GroupName = EventClass:GetName()
@ -1021,6 +1146,16 @@ function EVENT:onEvent( Event )
end
end
end
-- When cargo was deleted, it may probably be because of an S_EVENT_DEAD.
-- However, in the loading logic, an S_EVENT_DEAD is also generated after a Destroy() call.
-- And this is a problem because it will remove all entries from the SET_CARGOs.
-- To prevent this from happening, the Cargo object has a flag NoDestroy.
-- When true, the SET_CARGO won't Remove the Cargo object from the set.
-- But we need to switch that flag off after the event handlers have been called.
if Event.id == EVENTS.DeleteCargo then
Event.Cargo.NoDestroy = nil
end
else
self:T( { EventMeta.Text, Event } )
end

View File

@ -1,7 +1,18 @@
--- **Core** -- The **FSM** (**F**inite **S**tate **M**achine) class and derived **FSM\_** classes
-- are design patterns allowing efficient (long-lasting) processes and workflows.
--- **Core** - FSM (Finite State Machine) are objects that model and control long lasting business processes and workflow.
--
-- ![Banner Image](..\Presentations\FSM\Dia1.JPG)
-- ===
--
-- ## Features:
--
-- * Provide a base class to model your own state machines.
-- * Trigger events synchronously.
-- * Trigger events asynchronously.
-- * Handle events before or after the event was triggered.
-- * Handle state transitions as a result of event before and after the state change.
-- * For internal moose purposes, further state machines have been designed:
-- - to handle controllables (groups and units).
-- - to handle tasks.
-- - to handle processes.
--
-- ===
--
@ -52,7 +63,7 @@
--
-- * @{#FSM_TASK}: Models Finite State Machines for @{Task}s.
-- * @{#FSM_PROCESS}: Models Finite State Machines for @{Task} actions, which control @{Client}s.
-- * @{#FSM_CONTROLLABLE}: Models Finite State Machines for @{Controllable}s, which are @{Group}s, @{Unit}s, @{Client}s.
-- * @{#FSM_CONTROLLABLE}: Models Finite State Machines for @{Wrapper.Controllable}s, which are @{Wrapper.Group}s, @{Wrapper.Unit}s, @{Client}s.
-- * @{#FSM_SET}: Models Finite State Machines for @{Set}s. Note that these FSMs control multiple objects!!! So State concerns here
-- for multiple objects or the position of the state machine in the process.
--
@ -64,7 +75,8 @@
--
-- ===
--
-- @module Fsm
-- @module Core.Fsm
-- @image Core_Finite_State_Machine.JPG
do -- FSM
@ -72,9 +84,7 @@ do -- FSM
-- @extends Core.Base#BASE
--- # FSM class, extends @{Base#BASE}
--
-- A Finite State Machine (FSM) models a process flow that transitions between various **States** through triggered **Events**.
--- A Finite State Machine (FSM) models a process flow that transitions between various **States** through triggered **Events**.
--
-- A FSM can only be in one of a finite number of states.
-- The machine is in only one state at a time; the state it is in at any given time is called the **current state**.
@ -328,7 +338,7 @@ do -- FSM
--
-- ===
--
-- @field #FSM FSM
-- @field #FSM
--
FSM = {
ClassName = "FSM",
@ -337,7 +347,7 @@ do -- FSM
--- Creates a new FSM object.
-- @param #FSM self
-- @return #FSM
function FSM:New( FsmT )
function FSM:New()
-- Inherits from BASE
self = BASE:Inherit( self, BASE:New() )
@ -410,7 +420,7 @@ do -- FSM
return self._Transitions or {}
end
--- Set the default @{Process} template with key ProcessName providing the ProcessClass and the process object when it is assigned to a @{Controllable} by the task.
--- Set the default @{Process} template with key ProcessName providing the ProcessClass and the process object when it is assigned to a @{Wrapper.Controllable} by the task.
-- @param #FSM self
-- @param #table From Can contain a string indicating the From state or a table of strings containing multiple From states.
-- @param #string Event The Event name.
@ -441,6 +451,8 @@ do -- FSM
-- @return #table
function FSM:GetProcesses()
self:F( { Processes = self._Processes } )
return self._Processes or {}
end
@ -455,6 +467,18 @@ do -- FSM
error( "Sub-Process from state " .. From .. " with event " .. Event .. " not found!" )
end
function FSM:SetProcess( From, Event, Fsm )
for ProcessID, Process in pairs( self:GetProcesses() ) do
if Process.From == From and Process.Event == Event then
Process.fsm = Fsm
return true
end
end
error( "Sub-Process from state " .. From .. " with event " .. Event .. " not found!" )
end
--- Adds an End state.
function FSM:AddEndState( State )
@ -557,8 +581,9 @@ do -- FSM
end
function FSM:_call_handler( handler, params, EventName )
function FSM:_call_handler( step, trigger, params, EventName )
local handler = step .. trigger
local ErrorHandler = function( errmsg )
env.info( "Error in SCHEDULER function:" .. errmsg )
@ -569,83 +594,117 @@ do -- FSM
return errmsg
end
if self[handler] then
self:T2( "Calling " .. handler )
self:T( "*** FSM *** " .. step .. " *** " .. params[1] .. " --> " .. params[2] .. " --> " .. params[3] )
self._EventSchedules[EventName] = nil
local Result, Value = xpcall( function() return self[handler]( self, unpack( params ) ) end, ErrorHandler )
return Value
end
end
--- @param #FSM self
function FSM._handler( self, EventName, ... )
local Can, to = self:can( EventName )
local Can, To = self:can( EventName )
if to == "*" then
to = self.current
if To == "*" then
To = self.current
end
if Can then
local from = self.current
local params = { from, EventName, to, ... }
local From = self.current
local Params = { From, EventName, To, ... }
if self.Controllable then
self:T( "FSM Transition for " .. self.Controllable.ControllableName .. " :" .. self.current .. " --> " .. EventName .. " --> " .. to )
if self["onleave".. From] or
self["OnLeave".. From] or
self["onbefore".. EventName] or
self["OnBefore".. EventName] or
self["onafter".. EventName] or
self["OnAfter".. EventName] or
self["onenter".. To] or
self["OnEnter".. To]
then
if self:_call_handler( "onbefore", EventName, Params, EventName ) == false then
self:T( "*** FSM *** Cancel" .. " *** " .. self.current .. " --> " .. EventName .. " --> " .. To .. " *** onbefore" .. EventName )
return false
else
if self:_call_handler( "OnBefore", EventName, Params, EventName ) == false then
self:T( "*** FSM *** Cancel" .. " *** " .. self.current .. " --> " .. EventName .. " --> " .. To .. " *** OnBefore" .. EventName )
return false
else
if self:_call_handler( "onleave", From, Params, EventName ) == false then
self:T( "*** FSM *** Cancel" .. " *** " .. self.current .. " --> " .. EventName .. " --> " .. To .. " *** onleave" .. From )
return false
else
if self:_call_handler( "OnLeave", From, Params, EventName ) == false then
self:T( "*** FSM *** Cancel" .. " *** " .. self.current .. " --> " .. EventName .. " --> " .. To .. " *** OnLeave" .. From )
return false
end
end
end
end
else
self:T( "FSM Transition:" .. self.current .. " --> " .. EventName .. " --> " .. to )
end
local ClassName = self:GetClassName()
if ClassName == "FSM" then
self:T( "*** FSM *** Transit *** " .. self.current .. " --> " .. EventName .. " --> " .. To )
end
if ( self:_call_handler("onbefore" .. EventName, params, EventName ) == false )
or ( self:_call_handler("OnBefore" .. EventName, params, EventName ) == false )
or ( self:_call_handler("onleave" .. from, params, EventName ) == false )
or ( self:_call_handler("OnLeave" .. from, params, EventName ) == false ) then
self:T( "Cancel Transition" )
return false
if ClassName == "FSM_TASK" then
self:T( "*** FSM *** Transit *** " .. self.current .. " --> " .. EventName .. " --> " .. To .. " *** Task: " .. self.TaskName )
end
if ClassName == "FSM_CONTROLLABLE" then
self:T( "*** FSM *** Transit *** " .. self.current .. " --> " .. EventName .. " --> " .. To .. " *** TaskUnit: " .. self.Controllable.ControllableName .. " *** " )
end
if ClassName == "FSM_PROCESS" then
self:T( "*** FSM *** Transit *** " .. self.current .. " --> " .. EventName .. " --> " .. To .. " *** Task: " .. self.Task:GetName() .. ", TaskUnit: " .. self.Controllable.ControllableName .. " *** " )
end
end
self.current = to
self.current = To
local execute = true
local subtable = self:_gosub( from, EventName )
local subtable = self:_gosub( From, EventName )
for _, sub in pairs( subtable ) do
--if sub.nextevent then
-- self:F2( "nextevent = " .. sub.nextevent )
-- self[sub.nextevent]( self )
--end
self:T( "calling sub start event: " .. sub.StartEvent )
self:T( "*** FSM *** Sub *** " .. sub.StartEvent )
sub.fsm.fsmparent = self
sub.fsm.ReturnEvents = sub.ReturnEvents
sub.fsm[sub.StartEvent]( sub.fsm )
execute = false
end
local fsmparent, Event = self:_isendstate( to )
local fsmparent, Event = self:_isendstate( To )
if fsmparent and Event then
self:F2( { "end state: ", fsmparent, Event } )
self:_call_handler("onenter" .. to, params, EventName )
self:_call_handler("OnEnter" .. to, params, EventName )
self:_call_handler("onafter" .. EventName, params, EventName )
self:_call_handler("OnAfter" .. EventName, params, EventName )
self:_call_handler("onstatechange", params, EventName )
self:T( "*** FSM *** End *** " .. Event )
self:_call_handler("onenter", To, Params, EventName )
self:_call_handler("OnEnter", To, Params, EventName )
self:_call_handler("onafter", EventName, Params, EventName )
self:_call_handler("OnAfter", EventName, Params, EventName )
self:_call_handler("onstate", "change", Params, EventName )
fsmparent[Event]( fsmparent )
execute = false
end
if execute then
self:_call_handler("onafter", EventName, Params, EventName )
self:_call_handler("OnAfter", EventName, Params, EventName )
-- only execute the call if the From state is not equal to the To state! Otherwise this function should never execute!
--if from ~= to then
self:_call_handler("onenter" .. to, params, EventName )
self:_call_handler("OnEnter" .. to, params, EventName )
self:_call_handler("onenter", To, Params, EventName )
self:_call_handler("OnEnter", To, Params, EventName )
--end
self:_call_handler("onafter" .. EventName, params, EventName )
self:_call_handler("OnAfter" .. EventName, params, EventName )
self:_call_handler("onstatechange", params, EventName )
self:_call_handler("onstate", "change", Params, EventName )
end
else
self:T( "Cannot execute transition." )
self:T( { From = self.current, Event = EventName, To = to, Can = Can } )
self:T( "*** FSM *** NO Transition *** " .. self.current .. " --> " .. EventName .. " --> ? " )
end
return nil
@ -691,17 +750,16 @@ do -- FSM
function FSM:_isendstate( Current )
local FSMParent = self.fsmparent
if FSMParent and self.endstates[Current] then
self:T( { state = Current, endstates = self.endstates, endstate = self.endstates[Current] } )
--self:T( { state = Current, endstates = self.endstates, endstate = self.endstates[Current] } )
FSMParent.current = Current
local ParentFrom = FSMParent.current
self:T( ParentFrom )
self:T( self.ReturnEvents )
--self:T( { ParentFrom, self.ReturnEvents } )
local Event = self.ReturnEvents[Current]
self:T( { ParentFrom, Event, self.ReturnEvents } )
--self:T( { Event } )
if Event then
return FSMParent, Event
else
self:T( { "Could not find parent event name for state ", ParentFrom } )
--self:T( { "Could not find parent event name for state ", ParentFrom } )
end
end
@ -724,6 +782,10 @@ do -- FSM
return self.current
end
function FSM:GetCurrentState()
return self.current
end
function FSM:Is( State )
return self.current == State
@ -752,14 +814,11 @@ do -- FSM_CONTROLLABLE
-- @field Wrapper.Controllable#CONTROLLABLE Controllable
-- @extends Core.Fsm#FSM
--- # FSM_CONTROLLABLE, extends @{#FSM}
--
-- FSM_CONTROLLABLE class models Finite State Machines for @{Controllable}s, which are @{Group}s, @{Unit}s, @{Client}s.
--- Models Finite State Machines for @{Wrapper.Controllable}s, which are @{Wrapper.Group}s, @{Wrapper.Unit}s, @{Client}s.
--
-- ===
--
-- @field #FSM_CONTROLLABLE FSM_CONTROLLABLE
--
-- @field #FSM_CONTROLLABLE
FSM_CONTROLLABLE = {
ClassName = "FSM_CONTROLLABLE",
}
@ -769,10 +828,10 @@ do -- FSM_CONTROLLABLE
-- @param #table FSMT Finite State Machine Table
-- @param Wrapper.Controllable#CONTROLLABLE Controllable (optional) The CONTROLLABLE object that the FSM_CONTROLLABLE governs.
-- @return #FSM_CONTROLLABLE
function FSM_CONTROLLABLE:New( FSMT, Controllable )
function FSM_CONTROLLABLE:New( Controllable )
-- Inherits from BASE
local self = BASE:Inherit( self, FSM:New( FSMT ) ) -- Core.Fsm#FSM_CONTROLLABLE
local self = BASE:Inherit( self, FSM:New() ) -- Core.Fsm#FSM_CONTROLLABLE
if Controllable then
self:SetControllable( Controllable )
@ -855,7 +914,9 @@ do -- FSM_CONTROLLABLE
return self.Controllable
end
function FSM_CONTROLLABLE:_call_handler( handler, params, EventName )
function FSM_CONTROLLABLE:_call_handler( step, trigger, params, EventName )
local handler = step .. trigger
local ErrorHandler = function( errmsg )
@ -868,7 +929,7 @@ do -- FSM_CONTROLLABLE
end
if self[handler] then
self:F3( "Calling " .. handler )
self:T( "*** FSM *** " .. step .. " *** " .. params[1] .. " --> " .. params[2] .. " --> " .. params[3] .. " *** TaskUnit: " .. self.Controllable:GetName() )
self._EventSchedules[EventName] = nil
local Result, Value = xpcall( function() return self[handler]( self, self.Controllable, unpack( params ) ) end, ErrorHandler )
return Value
@ -885,9 +946,7 @@ do -- FSM_PROCESS
-- @extends Core.Fsm#FSM_CONTROLLABLE
--- # FSM_PROCESS, extends @{#FSM}
--
-- FSM_PROCESS class models Finite State Machines for @{Task} actions, which control @{Client}s.
--- FSM_PROCESS class models Finite State Machines for @{Task} actions, which control @{Client}s.
--
-- ===
--
@ -905,9 +964,9 @@ do -- FSM_PROCESS
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- Core.Fsm#FSM_PROCESS
--self:F( Controllable )
self:Assign( Controllable, Task )
return self
end
@ -915,7 +974,9 @@ do -- FSM_PROCESS
self:T( "No Initialisation" )
end
function FSM_PROCESS:_call_handler( handler, params, EventName )
function FSM_PROCESS:_call_handler( step, trigger, params, EventName )
local handler = step .. trigger
local ErrorHandler = function( errmsg )
@ -928,9 +989,14 @@ do -- FSM_PROCESS
end
if self[handler] then
self:F3( "Calling " .. handler )
if handler ~= "onstatechange" then
self:T( "*** FSM *** " .. step .. " *** " .. params[1] .. " --> " .. params[2] .. " --> " .. params[3] .. " *** Task: " .. self.Task:GetName() .. ", TaskUnit: " .. self.Controllable:GetName() )
end
self._EventSchedules[EventName] = nil
local Result, Value = xpcall( function() return self[handler]( self, self.Controllable, self.Task, unpack( params ) ) end, ErrorHandler )
local Result, Value
if self.Controllable and self.Controllable:IsAlive() == true then
Result, Value = xpcall( function() return self[handler]( self, self.Controllable, self.Task, unpack( params ) ) end, ErrorHandler )
end
return Value
--return self[handler]( self, self.Controllable, unpack( params ) )
end
@ -946,7 +1012,7 @@ do -- FSM_PROCESS
local NewFsm = self:New( Controllable, Task ) -- Core.Fsm#FSM_PROCESS
NewFsm:Assign( Controllable, Task )
-- Polymorphic call to initialize the new FSM_PROCESS based on self FSM_PROCESS
NewFsm:Init( self )
@ -1037,26 +1103,26 @@ do -- FSM_PROCESS
-- TODO: Need to check and fix that an FSM_PROCESS is only for a UNIT. Not for a GROUP.
--- Send a message of the @{Task} to the Group of the Unit.
-- @param #FSM_PROCESS self
function FSM_PROCESS:Message( Message )
self:F( { Message = Message } )
local CC = self:GetCommandCenter()
local TaskGroup = self.Controllable:GetGroup()
-- @param #FSM_PROCESS self
function FSM_PROCESS:Message( Message )
self:F( { Message = Message } )
local PlayerName = self.Controllable:GetPlayerName() -- Only for a unit
PlayerName = PlayerName and " (" .. PlayerName .. ")" or "" -- If PlayerName is nil, then keep it nil, otherwise add brackets.
local Callsign = self.Controllable:GetCallsign()
local Prefix = Callsign and " @ " .. Callsign .. PlayerName or ""
Message = Prefix .. ": " .. Message
CC:MessageToGroup( Message, TaskGroup )
end
local CC = self:GetCommandCenter()
local TaskGroup = self.Controllable:GetGroup()
local PlayerName = self.Controllable:GetPlayerName() -- Only for a unit
PlayerName = PlayerName and " (" .. PlayerName .. ")" or "" -- If PlayerName is nil, then keep it nil, otherwise add brackets.
local Callsign = self.Controllable:GetCallsign()
local Prefix = Callsign and " @ " .. Callsign .. PlayerName or ""
Message = Prefix .. ": " .. Message
CC:MessageToGroup( Message, TaskGroup )
end
--- Assign the process to a @{Unit} and activate the process.
--- Assign the process to a @{Wrapper.Unit} and activate the process.
-- @param #FSM_PROCESS self
-- @param Task.Tasking#TASK Task
-- @param Wrapper.Unit#UNIT ProcessUnit
@ -1072,14 +1138,16 @@ end
return self
end
function FSM_PROCESS:onenterAssigned( ProcessUnit )
self:T( "Assign" )
-- function FSM_PROCESS:onenterAssigned( ProcessUnit, Task, From, Event, To )
--
-- if From( "Planned" ) then
-- self:T( "*** FSM *** Assign *** " .. Task:GetName() .. "/" .. ProcessUnit:GetName() .. " *** " .. From .. " --> " .. Event .. " --> " .. To )
-- self.Task:Assign()
-- end
-- end
self.Task:Assign()
end
function FSM_PROCESS:onenterFailed( ProcessUnit )
self:T( "Failed" )
function FSM_PROCESS:onenterFailed( ProcessUnit, Task, From, Event, To )
self:T( "*** FSM *** Failed *** " .. Task:GetName() .. "/" .. ProcessUnit:GetName() .. " *** " .. From .. " --> " .. Event .. " --> " .. To )
self.Task:Fail()
end
@ -1091,14 +1159,17 @@ end
-- @param #string Event
-- @param #string From
-- @param #string To
function FSM_PROCESS:onstatechange( ProcessUnit, Task, From, Event, To, Dummy )
self:T( { ProcessUnit:GetName(), From, Event, To, Dummy, self:IsTrace() } )
function FSM_PROCESS:onstatechange( ProcessUnit, Task, From, Event, To )
if self:IsTrace() then
--MESSAGE:New( "@ Process " .. self:GetClassNameAndID() .. " : " .. Event .. " changed to state " .. To, 2 ):ToAll()
if From ~= To then
self:T( "*** FSM *** Change *** " .. Task:GetName() .. "/" .. ProcessUnit:GetName() .. " *** " .. From .. " --> " .. Event .. " --> " .. To )
end
self:T( { Scores = self._Scores, To = To } )
-- if self:IsTrace() then
-- MESSAGE:New( "@ Process " .. self:GetClassNameAndID() .. " : " .. Event .. " changed to state " .. To, 2 ):ToAll()
-- self:F2( { Scores = self._Scores, To = To } )
-- end
-- TODO: This needs to be reworked with a callback functions allocated within Task, and set within the mission script from the Task Objects...
if self._Scores[To] then
@ -1119,9 +1190,7 @@ do -- FSM_TASK
-- @field Tasking.Task#TASK Task
-- @extends #FSM
--- # FSM_TASK, extends @{#FSM}
--
-- FSM_TASK class models Finite State Machines for @{Task}s.
--- Models Finite State Machines for @{Tasking.Task}s.
--
-- ===
--
@ -1133,24 +1202,37 @@ do -- FSM_TASK
--- Creates a new FSM_TASK object.
-- @param #FSM_TASK self
-- @param #table FSMT
-- @param Tasking.Task#TASK Task
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param #string TaskName The name of the task.
-- @return #FSM_TASK
function FSM_TASK:New( FSMT )
function FSM_TASK:New( TaskName )
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New( FSMT ) ) -- Core.Fsm#FSM_TASK
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- Core.Fsm#FSM_TASK
self["onstatechange"] = self.OnStateChange
self.TaskName = TaskName
return self
end
function FSM_TASK:_call_handler( handler, params, EventName )
function FSM_TASK:_call_handler( step, trigger, params, EventName )
local handler = step .. trigger
local ErrorHandler = function( errmsg )
env.info( "Error in SCHEDULER function:" .. errmsg )
if BASE.Debug ~= nil then
env.info( BASE.Debug.traceback() )
end
return errmsg
end
if self[handler] then
self:T( "Calling " .. handler )
self:T( "*** FSM *** " .. step .. " *** " .. params[1] .. " --> " .. params[2] .. " --> " .. params[3] .. " *** Task: " .. self.TaskName )
self._EventSchedules[EventName] = nil
return self[handler]( self, unpack( params ) )
--return self[handler]( self, unpack( params ) )
local Result, Value = xpcall( function() return self[handler]( self, unpack( params ) ) end, ErrorHandler )
return Value
end
end
@ -1164,9 +1246,7 @@ do -- FSM_SET
-- @extends Core.Fsm#FSM
--- # FSM_SET, extends @{#FSM}
--
-- FSM_SET class models Finite State Machines for @{Set}s. Note that these FSMs control multiple objects!!! So State concerns here
--- FSM_SET class models Finite State Machines for @{Set}s. Note that these FSMs control multiple objects!!! So State concerns here
-- for multiple objects or the position of the state machine in the process.
--
-- ===
@ -1210,9 +1290,10 @@ do -- FSM_SET
return self.Controllable
end
function FSM_SET:_call_handler( handler, params, EventName )
function FSM_SET:_call_handler( step, trigger, params, EventName )
local handler = step .. trigger
if self[handler] then
self:T( "Calling " .. handler )
self:T( "*** FSM *** " .. step .. " *** " .. params[1] .. " --> " .. params[2] .. " --> " .. params[3] )
self._EventSchedules[EventName] = nil
return self[handler]( self, self.Set, unpack( params ) )
end

View File

@ -1,8 +1,16 @@
--- **Core (WIP)** -- Base class to allow the modeling of processes to achieve Goals.
--- **Core** - Models the process to achieve goal(s).
--
-- ===
--
-- GOAL models processes that have an objective with a defined achievement. Derived classes implement the ways how the achievements can be realized.
-- ## Features:
--
-- * Define the goal.
-- * Monitor the goal achievement.
-- * Manage goal contribution by players.
--
-- ===
--
-- Classes that implement a goal achievement, will derive from GOAL to implement the ways how the achievements can be realized.
--
-- ===
--
@ -10,7 +18,9 @@
--
-- ===
--
-- @module Goal
-- @module Core.Goal
-- @image Core_Goal.JPG
do -- Goal
@ -18,25 +28,45 @@ do -- Goal
-- @extends Core.Fsm#FSM
--- # GOAL class, extends @{Fsm#FSM}
--- Models processes that have an objective with a defined achievement. Derived classes implement the ways how the achievements can be realized.
--
-- GOAL models processes that have an objective with a defined achievement. Derived classes implement the ways how the achievements can be realized.
--
-- ## 1. GOAL constructor
-- # 1. GOAL constructor
--
-- * @{#GOAL.New}(): Creates a new GOAL object.
--
-- ## 2. GOAL is a finite state machine (FSM).
-- # 2. GOAL is a finite state machine (FSM).
--
-- ### 2.1 GOAL States
-- ## 2.1. GOAL States
--
-- * **Pending**: The goal object is in progress.
-- * **Achieved**: The goal objective is Achieved.
--
-- ### 2.2 GOAL Events
-- ## 2.2. GOAL Events
--
-- * **Achieved**: Set the goal objective to Achieved.
--
-- # 3. Player contributions.
--
-- Goals are most of the time achieved by players. These player achievements can be registered as part of the goal achievement.
-- Use @{#GOAL.AddPlayerContribution}() to add a player contribution to the goal.
-- The player contributions are based on a points system, an internal counter per player.
-- So once the goal has been achieved, the player contributions can be queried using @{#GOAL.GetPlayerContributions}(),
-- that retrieves all contributions done by the players. For one player, the contribution can be queried using @{#GOAL.GetPlayerContribution}().
-- The total amount of player contributions can be queried using @{#GOAL.GetTotalContributions}().
--
-- # 4. Goal achievement.
--
-- Once the goal is achieved, the mission designer will need to trigger the goal achievement using the **Achieved** event.
-- The underlying 2 examples will achieve the goals for the `Goal` object:
--
-- Goal:Achieved() -- Achieve the goal immediately.
-- Goal:__Achieved( 30 ) -- Achieve the goal within 30 seconds.
--
-- # 5. Check goal achievement.
--
-- The method @{#GOAL.IsAchieved}() will return true if the goal is achieved (the trigger **Achieved** was executed).
-- You can use this method to check asynchronously if a goal has been achieved, for example using a scheduler.
--
-- @field #GOAL
GOAL = {
ClassName = "GOAL",
@ -108,8 +138,9 @@ do -- Goal
end
--- @param #GOAL self
-- @param #string PlayerName
--- Add a new contribution by a player.
-- @param #GOAL self
-- @param #string PlayerName The name of the player.
function GOAL:AddPlayerContribution( PlayerName )
self.Players[PlayerName] = self.Players[PlayerName] or 0
self.Players[PlayerName] = self.Players[PlayerName] + 1
@ -124,21 +155,28 @@ do -- Goal
end
--- @param #GOAL self
--- Get the players who contributed to achieve the goal.
-- The result is a list of players, sorted by the name of the players.
-- @param #GOAL self
-- @return #list The list of players, indexed by the player name.
function GOAL:GetPlayerContributions()
return self.Players or {}
end
--- @param #GOAL self
--- Gets the total contributions that happened to achieve the goal.
-- The result is a number.
-- @param #GOAL self
-- @return #number The total number of contributions. 0 is returned if there were no contributions (yet).
function GOAL:GetTotalContributions()
return self.TotalContributions or 0
end
--- @param #GOAL self
-- @return #boolean true if the goal is Achieved
--- Validates if the goal is achieved.
-- @param #GOAL self
-- @return #boolean true if the goal is achieved.
function GOAL:IsAchieved()
return self:Is( "Achieved" )
end

View File

@ -1,7 +1,27 @@
--- **Core** -- MENU_ classes model the definition of **hierarchical menu structures** and **commands for players** within a mission.
--- **Core** - Manage hierarchical menu structures and commands for players within a mission.
--
-- ===
--
-- ### Features:
--
-- * Setup mission sub menus.
-- * Setup mission command menus.
-- * Setup coalition sub menus.
-- * Setup coalition command menus.
-- * Setup group sub menus.
-- * Setup group command menus.
-- * Manage menu creation intelligently, avoid double menu creation.
-- * Only create or delete menus when required, and keep existing menus persistent.
-- * Update menu structures.
-- * Refresh menu structures intelligently, based on a time stamp of updates.
-- - Delete obscolete menus.
-- - Create new one where required.
-- - Don't touch the existing ones.
-- * Provide a variable amount of parameters to menus.
-- * Update the parameters and the receiving methods, without updating the menu within DCS!
-- * Provide a great performance boost in menu management.
-- * Provide a great tool to manage menus in your code.
--
-- DCS Menus can be managed using the MENU classes.
-- The advantage of using MENU classes is that it hides the complexity of dealing with menu management in more advanced scanerios where you need to
-- set menus and later remove them, and later set them again. You'll find while using use normal DCS scripting functions, that setting and removing
@ -13,15 +33,15 @@
--
-- ### To manage **main menus**, the classes begin with **MENU_**:
--
-- * @{Menu#MENU_MISSION}: Manages main menus for whole mission file.
-- * @{Menu#MENU_COALITION}: Manages main menus for whole coalition.
-- * @{Menu#MENU_GROUP}: Manages main menus for GROUPs.
-- * @{Core.Menu#MENU_MISSION}: Manages main menus for whole mission file.
-- * @{Core.Menu#MENU_COALITION}: Manages main menus for whole coalition.
-- * @{Core.Menu#MENU_GROUP}: Manages main menus for GROUPs.
--
-- ### To manage **command menus**, which are menus that allow the player to issue **functions**, the classes begin with **MENU_COMMAND_**:
--
-- * @{Menu#MENU_MISSION_COMMAND}: Manages command menus for whole mission file.
-- * @{Menu#MENU_COALITION_COMMAND}: Manages command menus for whole coalition.
-- * @{Menu#MENU_GROUP_COMMAND}: Manages command menus for GROUPs.
-- * @{Core.Menu#MENU_MISSION_COMMAND}: Manages command menus for whole mission file.
-- * @{Core.Menu#MENU_COALITION_COMMAND}: Manages command menus for whole coalition.
-- * @{Core.Menu#MENU_GROUP_COMMAND}: Manages command menus for GROUPs.
--
-- ===
---
@ -30,7 +50,8 @@
--
-- ===
--
-- @module Menu
-- @module Core.Menu
-- @image Core_Menu.JPG
MENU_INDEX = {}
@ -88,11 +109,14 @@ function MENU_INDEX:PrepareCoalition( CoalitionSide )
self.Coalition[CoalitionSide].Menus = self.Coalition[CoalitionSide].Menus or {}
end
---
-- @param Wrapper.Group#GROUP Group
function MENU_INDEX:PrepareGroup( Group )
if Group and Group:IsAlive() ~= nil then -- something was changed here!
local GroupName = Group:GetName()
self.Group[GroupName] = self.Group[GroupName] or {}
self.Group[GroupName].Menus = self.Group[GroupName].Menus or {}
end
end
@ -132,14 +156,17 @@ end
function MENU_INDEX:HasGroupMenu( Group, Path )
local MenuGroupName = Group:GetName()
return self.Group[MenuGroupName].Menus[Path]
if Group and Group:IsAlive() then
local MenuGroupName = Group:GetName()
return self.Group[MenuGroupName].Menus[Path]
end
return nil
end
function MENU_INDEX:SetGroupMenu( Group, Path, Menu )
local MenuGroupName = Group:GetName()
Group:F({MenuGroupName=MenuGroupName,Path=Path})
self.Group[MenuGroupName].Menus[Path] = Menu
end
@ -182,8 +209,7 @@ do -- MENU_BASE
--- @type MENU_BASE
-- @extends Base#BASE
--- # MENU_BASE class, extends @{Base#BASE}
-- The MENU_BASE class defines the main MENU class where other MENU classes are derived from.
--- Defines the main MENU class where other MENU classes are derived from.
-- This is an abstract class, so don't use it.
-- @field #MENU_BASE
MENU_BASE = {
@ -213,6 +239,7 @@ do -- MENU_BASE
self.Menus = {}
self.MenuCount = 0
self.MenuTime = timer.getTime()
self.MenuRemoveParent = false
if self.ParentMenu then
self.ParentMenu.Menus = self.ParentMenu.Menus or {}
@ -226,14 +253,30 @@ do -- MENU_BASE
if self.ParentMenu then
self.ParentMenu.Menus = self.ParentMenu.Menus or {}
self.ParentMenu.Menus[MenuText] = Menu
self.ParentMenu.MenuCount = self.ParentMenu.MenuCount + 1
end
end
function MENU_BASE:ClearParentMenu( MenuText )
if self.ParentMenu and self.ParentMenu.Menus[MenuText] then
self.ParentMenu.Menus[MenuText] = nil
self.ParentMenu.MenuCount = self.ParentMenu.MenuCount - 1
if self.ParentMenu.MenuCount == 0 then
--self.ParentMenu:Remove()
end
end
end
--- Sets a @{Menu} to remove automatically the parent menu when the menu removed is the last child menu of that parent @{Menu}.
-- @param #MENU_BASE self
-- @param #boolean RemoveParent If true, the parent menu is automatically removed when this menu is the last child menu of that parent @{Menu}.
-- @return #MENU_BASE
function MENU_BASE:SetRemoveParent( RemoveParent )
--self:F( { RemoveParent } )
self.MenuRemoveParent = RemoveParent
return self
end
--- Gets a @{Menu} from a parent @{Menu}
-- @param #MENU_BASE self
@ -269,9 +312,7 @@ do -- MENU_COMMAND_BASE
-- @field #function MenuCallHandler
-- @extends Core.Menu#MENU_BASE
--- # MENU_COMMAND_BASE class, extends @{Base#BASE}
-- ----------------------------------------------------------
-- The MENU_COMMAND_BASE class defines the main MENU class where other MENU COMMAND_
--- Defines the main MENU class where other MENU COMMAND_
-- classes are derived from, in order to set commands.
--
-- @field #MENU_COMMAND_BASE
@ -341,9 +382,8 @@ do -- MENU_MISSION
--- @type MENU_MISSION
-- @extends Core.Menu#MENU_BASE
--- # MENU_MISSION class, extends @{Menu#MENU_BASE}
--- Manages the main menus for a complete mission.
--
-- The MENU_MISSION class manages the main menus for a complete mission.
-- You can add menus with the @{#MENU_MISSION.New} method, which constructs a MENU_MISSION object and returns you the object reference.
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_MISSION.Remove}.
-- @field #MENU_MISSION
@ -438,9 +478,8 @@ do -- MENU_MISSION_COMMAND
--- @type MENU_MISSION_COMMAND
-- @extends Core.Menu#MENU_COMMAND_BASE
--- # MENU_MISSION_COMMAND class, extends @{Menu#MENU_COMMAND_BASE}
--
-- The MENU_MISSION_COMMAND class manages the command menus for a complete mission, which allow players to execute functions during mission execution.
--- Manages the command menus for a complete mission, which allow players to execute functions during mission execution.
--
-- You can add menus with the @{#MENU_MISSION_COMMAND.New} method, which constructs a MENU_MISSION_COMMAND object and returns you the object reference.
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_MISSION_COMMAND.Remove}.
--
@ -452,7 +491,7 @@ do -- MENU_MISSION_COMMAND
--- MENU_MISSION constructor. Creates a new radio command item for a complete mission file, which can invoke a function with parameters.
-- @param #MENU_MISSION_COMMAND self
-- @param #string MenuText The text for the menu.
-- @param Menu#MENU_MISSION ParentMenu The parent menu.
-- @param Core.Menu#MENU_MISSION ParentMenu The parent menu.
-- @param CommandMenuFunction A function that is called when the menu key is pressed.
-- @param CommandMenuArgument An argument for the function. There can only be ONE argument given. So multiple arguments must be wrapped into a table. See the below example how to do this.
-- @return #MENU_MISSION_COMMAND self
@ -525,9 +564,8 @@ do -- MENU_COALITION
--- @type MENU_COALITION
-- @extends Core.Menu#MENU_BASE
--- # MENU_COALITION class, extends @{Menu#MENU_BASE}
--- Manages the main menus for @{DCS.coalition}s.
--
-- The @{Menu#MENU_COALITION} class manages the main menus for coalitions.
-- You can add menus with the @{#MENU_COALITION.New} method, which constructs a MENU_COALITION object and returns you the object reference.
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_COALITION.Remove}.
--
@ -576,7 +614,7 @@ do -- MENU_COALITION
--- MENU_COALITION constructor. Creates a new MENU_COALITION object and creates the menu for a complete coalition.
-- @param #MENU_COALITION self
-- @param Dcs.DCSCoalition#coalition.side Coalition The coalition owning the menu.
-- @param DCS#coalition.side Coalition The coalition owning the menu.
-- @param #string MenuText The text for the menu.
-- @param #table ParentMenu The parent menu. This parameter can be ignored if you want the menu to be located at the perent menu of DCS world (under F10 other).
-- @return #MENU_COALITION self
@ -663,9 +701,8 @@ do -- MENU_COALITION_COMMAND
--- @type MENU_COALITION_COMMAND
-- @extends Core.Menu#MENU_COMMAND_BASE
--- # MENU_COALITION_COMMAND class, extends @{Menu#MENU_COMMAND_BASE}
--- Manages the command menus for coalitions, which allow players to execute functions during mission execution.
--
-- The MENU_COALITION_COMMAND class manages the command menus for coalitions, which allow players to execute functions during mission execution.
-- You can add menus with the @{#MENU_COALITION_COMMAND.New} method, which constructs a MENU_COALITION_COMMAND object and returns you the object reference.
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_COALITION_COMMAND.Remove}.
--
@ -676,9 +713,9 @@ do -- MENU_COALITION_COMMAND
--- MENU_COALITION constructor. Creates a new radio command item for a coalition, which can invoke a function with parameters.
-- @param #MENU_COALITION_COMMAND self
-- @param Dcs.DCSCoalition#coalition.side Coalition The coalition owning the menu.
-- @param DCS#coalition.side Coalition The coalition owning the menu.
-- @param #string MenuText The text for the menu.
-- @param Menu#MENU_COALITION ParentMenu The parent menu.
-- @param Core.Menu#MENU_COALITION ParentMenu The parent menu.
-- @param CommandMenuFunction A function that is called when the menu key is pressed.
-- @param CommandMenuArgument An argument for the function. There can only be ONE argument given. So multiple arguments must be wrapped into a table. See the below example how to do this.
-- @return #MENU_COALITION_COMMAND
@ -763,9 +800,8 @@ do
-- @extends Core.Menu#MENU_BASE
--- #MENU_GROUP class, extends @{Menu#MENU_BASE}
--- Manages the main menus for @{Wrapper.Group}s.
--
-- The MENU_GROUP class manages the main menus for coalitions.
-- You can add menus with the @{#MENU_GROUP.New} method, which constructs a MENU_GROUP object and returns you the object reference.
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_GROUP.Remove}.
--
@ -900,8 +936,8 @@ do
self:RemoveSubMenus( MenuTime, MenuTag )
if not MenuTime or self.MenuTime ~= MenuTime then
if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then
self:F( { Group = self.GroupID, Text = self.MenuText, Path = self.MenuPath } )
if self.MenuPath ~= nil then
self:F( { Group = self.GroupID, Text = self.MenuText, Path = self.MenuPath } )
missionCommands.removeItemForGroup( self.GroupID, self.MenuPath )
end
MENU_INDEX:ClearGroupMenu( self.Group, Path )
@ -921,9 +957,7 @@ do
--- @type MENU_GROUP_COMMAND
-- @extends Core.Menu#MENU_COMMAND_BASE
--- # MENU_GROUP_COMMAND class, extends @{Menu#MENU_COMMAND_BASE}
--
-- The @{Menu#MENU_GROUP_COMMAND} class manages the command menus for coalitions, which allow players to execute functions during mission execution.
--- The @{Core.Menu#MENU_GROUP_COMMAND} class manages the command menus for coalitions, which allow players to execute functions during mission execution.
-- You can add menus with the @{#MENU_GROUP_COMMAND.New} method, which constructs a MENU_GROUP_COMMAND object and returns you the object reference.
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_GROUP_COMMAND.Remove}.
--
@ -992,8 +1026,8 @@ do
if GroupMenu == self then
if not MenuTime or self.MenuTime ~= MenuTime then
if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then
self:F( { Group = self.GroupID, Text = self.MenuText, Path = self.MenuPath } )
if self.MenuPath ~= nil then
self:F( { Group = self.GroupID, Text = self.MenuText, Path = self.MenuPath } )
missionCommands.removeItemForGroup( self.GroupID, self.MenuPath )
end
MENU_INDEX:ClearGroupMenu( self.Group, Path )
@ -1018,9 +1052,7 @@ do
-- @extends Core.Menu#MENU_BASE
--- #MENU_GROUP_DELAYED class, extends @{Menu#MENU_BASE}
--
-- The MENU_GROUP_DELAYED class manages the main menus for groups.
--- The MENU_GROUP_DELAYED class manages the main menus for groups.
-- You can add menus with the @{#MENU_GROUP.New} method, which constructs a MENU_GROUP object and returns you the object reference.
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_GROUP.Remove}.
-- The creation of the menu item is delayed however, and must be created using the @{#MENU_GROUP.Set} method.
@ -1133,8 +1165,8 @@ do
self:RemoveSubMenus( MenuTime, MenuTag )
if not MenuTime or self.MenuTime ~= MenuTime then
if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then
self:F( { Group = self.GroupID, Text = self.MenuText, Path = self.MenuPath } )
if self.MenuPath ~= nil then
self:F( { Group = self.GroupID, Text = self.MenuText, Path = self.MenuPath } )
missionCommands.removeItemForGroup( self.GroupID, self.MenuPath )
end
MENU_INDEX:ClearGroupMenu( self.Group, Path )
@ -1154,9 +1186,8 @@ do
--- @type MENU_GROUP_COMMAND_DELAYED
-- @extends Core.Menu#MENU_COMMAND_BASE
--- # MENU_GROUP_COMMAND_DELAYED class, extends @{Menu#MENU_COMMAND_BASE}
--- Manages the command menus for coalitions, which allow players to execute functions during mission execution.
--
-- The @{Menu#MENU_GROUP_COMMAND_DELAYED} class manages the command menus for coalitions, which allow players to execute functions during mission execution.
-- You can add menus with the @{#MENU_GROUP_COMMAND_DELAYED.New} method, which constructs a MENU_GROUP_COMMAND_DELAYED object and returns you the object reference.
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_GROUP_COMMAND_DELAYED.Remove}.
--
@ -1244,8 +1275,8 @@ do
if GroupMenu == self then
if not MenuTime or self.MenuTime ~= MenuTime then
if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then
self:F( { Group = self.GroupID, Text = self.MenuText, Path = self.MenuPath } )
if self.MenuPath ~= nil then
self:F( { Group = self.GroupID, Text = self.MenuText, Path = self.MenuPath } )
missionCommands.removeItemForGroup( self.GroupID, self.MenuPath )
end
MENU_INDEX:ClearGroupMenu( self.Group, Path )

View File

@ -1,43 +1,51 @@
--- **Core** -- MESSAGE class takes are of the **real-time notifications** and **messages to players** during a simulation.
--
-- ![Banner Image](..\Presentations\MESSAGE\Dia1.JPG)
--- **Core** - Informs the players using messages during a simulation.
--
-- ===
--
-- @module Message
-- ## Features:
--
-- * A more advanced messaging system using the DCS message system.
-- * Time messages.
-- * Send messages based on a message type, which has a pre-defined duration that can be tweaked in SETTINGS.
-- * Send message to all players.
-- * Send messages to a coalition.
-- * Send messages to a specific group.
--
-- ===
--
-- @module Core.Message
-- @image Core_Message.JPG
--- The MESSAGE class
-- @type MESSAGE
-- @extends Core.Base#BASE
--- # MESSAGE class, extends @{Base#BASE}
--
-- Message System to display Messages to Clients, Coalitions or All.
--- Message System to display Messages to Clients, Coalitions or All.
-- Messages are shown on the display panel for an amount of seconds, and will then disappear.
-- Messages can contain a category which is indicating the category of the message.
--
-- ## MESSAGE construction
--
-- Messages are created with @{Message#MESSAGE.New}. Note that when the MESSAGE object is created, no message is sent yet.
-- Messages are created with @{#MESSAGE.New}. Note that when the MESSAGE object is created, no message is sent yet.
-- To send messages, you need to use the To functions.
--
-- ## Send messages to an audience
--
-- Messages are sent:
--
-- * To a @{Client} using @{Message#MESSAGE.ToClient}().
-- * To a @{Group} using @{Message#MESSAGE.ToGroup}()
-- * To a coalition using @{Message#MESSAGE.ToCoalition}().
-- * To the red coalition using @{Message#MESSAGE.ToRed}().
-- * To the blue coalition using @{Message#MESSAGE.ToBlue}().
-- * To all Players using @{Message#MESSAGE.ToAll}().
-- * To a @{Client} using @{#MESSAGE.ToClient}().
-- * To a @{Wrapper.Group} using @{#MESSAGE.ToGroup}()
-- * To a coalition using @{#MESSAGE.ToCoalition}().
-- * To the red coalition using @{#MESSAGE.ToRed}().
-- * To the blue coalition using @{#MESSAGE.ToBlue}().
-- * To all Players using @{#MESSAGE.ToAll}().
--
-- ## Send conditionally to an audience
--
-- Messages can be sent conditionally to an audience (when a condition is true):
--
-- * To all players using @{Message#MESSAGE.ToAllIf}().
-- * To a coalition using @{Message#MESSAGE.ToCoalitionIf}().
-- * To all players using @{#MESSAGE.ToAllIf}().
-- * To a coalition using @{#MESSAGE.ToCoalitionIf}().
--
-- ===
--
@ -69,6 +77,7 @@ MESSAGE.Type = {
-- @param #string MessageText is the text of the Message.
-- @param #number MessageDuration is a number in seconds of how long the MESSAGE should be shown on the display panel.
-- @param #string MessageCategory (optional) is a string expressing the "category" of the Message. The category will be shown as the first text in the message followed by a ": ".
-- @param #boolean ClearScreen (optional) Clear all previous messages if true.
-- @return #MESSAGE
-- @usage
-- -- Create a series of new Messages.
@ -80,7 +89,7 @@ MESSAGE.Type = {
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty" )
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", 25, "Score" )
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", 25, "Score")
function MESSAGE:New( MessageText, MessageDuration, MessageCategory )
function MESSAGE:New( MessageText, MessageDuration, MessageCategory, ClearScreen )
local self = BASE:Inherit( self, BASE:New() )
self:F( { MessageText, MessageDuration, MessageCategory } )
@ -97,6 +106,11 @@ function MESSAGE:New( MessageText, MessageDuration, MessageCategory )
else
self.MessageCategory = ""
end
self.ClearScreen=false
if ClearScreen~=nil then
self.ClearScreen=ClearScreen
end
self.MessageDuration = MessageDuration or 5
self.MessageTime = timer.getTime()
@ -117,18 +131,24 @@ end
-- @param self
-- @param #string MessageText is the text of the Message.
-- @param #MESSAGE.Type MessageType The type of the message.
-- @param #boolean ClearScreen (optional) Clear all previous messages.
-- @return #MESSAGE
-- @usage
-- MessageAll = MESSAGE:NewType( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", MESSAGE.Type.Information )
-- MessageRED = MESSAGE:NewType( "To the RED Players: You receive a penalty because you've killed one of your own units", MESSAGE.Type.Information )
-- MessageClient1 = MESSAGE:NewType( "Congratulations, you've just hit a target", MESSAGE.Type.Update )
-- MessageClient2 = MESSAGE:NewType( "Congratulations, you've just killed a target", MESSAGE.Type.Update )
function MESSAGE:NewType( MessageText, MessageType )
function MESSAGE:NewType( MessageText, MessageType, ClearScreen )
local self = BASE:Inherit( self, BASE:New() )
self:F( { MessageText } )
self.MessageType = MessageType
self.ClearScreen=false
if ClearScreen~=nil then
self.ClearScreen=ClearScreen
end
self.MessageTime = timer.getTime()
self.MessageText = MessageText:gsub("^\n","",1):gsub("\n$","",1)
@ -138,11 +158,21 @@ end
--- Clears all previous messages from the screen before the new message is displayed. Not that this must come before all functions starting with ToX(), e.g. ToAll(), ToGroup() etc.
-- @param #MESSAGE self
-- @return #MESSAGE
function MESSAGE:Clear()
self:F()
self.ClearScreen=true
return self
end
--- Sends a MESSAGE to a Client Group. Note that the Group needs to be defined within the ME with the skillset "Client" or "Player".
-- @param #MESSAGE self
-- @param Wrapper.Client#CLIENT Client is the Group of the Client.
-- @param Core.Settings#SETTINGS Settings Settings used to display the message.
-- @return #MESSAGE
-- @usage
-- -- Send the 2 messages created with the @{New} method to the Client Group.
@ -173,7 +203,7 @@ function MESSAGE:ToClient( Client, Settings )
if self.MessageDuration ~= 0 then
local ClientGroupID = Client:GetClientGroupID()
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
trigger.action.outTextForGroup( ClientGroupID, self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration )
trigger.action.outTextForGroup( ClientGroupID, self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration , self.ClearScreen)
end
end
@ -182,8 +212,8 @@ end
--- Sends a MESSAGE to a Group.
-- @param #MESSAGE self
-- @param Wrapper.Group#GROUP Group is the Group.
-- @return #MESSAGE
-- @param Wrapper.Group#GROUP Group to which the message is displayed.
-- @return #MESSAGE Message object.
function MESSAGE:ToGroup( Group, Settings )
self:F( Group.GroupName )
@ -197,7 +227,7 @@ function MESSAGE:ToGroup( Group, Settings )
if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
trigger.action.outTextForGroup( Group:GetID(), self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration )
trigger.action.outTextForGroup( Group:GetID(), self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen )
end
end
@ -243,8 +273,9 @@ end
--- Sends a MESSAGE to a Coalition.
-- @param #MESSAGE self
-- @param CoalitionSide needs to be filled out by the defined structure of the standard scripting engine @{coalition.side}.
-- @return #MESSAGE
-- @param #DCS.coalition.side CoalitionSide @{#DCS.coalition.side} to which the message is displayed.
-- @param Core.Settings#SETTINGS Settings (Optional) Settings for message display.
-- @return #MESSAGE Message object.
-- @usage
-- -- Send a message created with the @{New} method to the RED coalition.
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToCoalition( coalition.side.RED )
@ -265,7 +296,7 @@ function MESSAGE:ToCoalition( CoalitionSide, Settings )
if CoalitionSide then
if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
trigger.action.outTextForCoalition( CoalitionSide, self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration )
trigger.action.outTextForCoalition( CoalitionSide, self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen )
end
end
@ -274,8 +305,9 @@ end
--- Sends a MESSAGE to a Coalition if the given Condition is true.
-- @param #MESSAGE self
-- @param CoalitionSide needs to be filled out by the defined structure of the standard scripting engine @{coalition.side}.
-- @return #MESSAGE
-- @param CoalitionSide needs to be filled out by the defined structure of the standard scripting engine @{coalition.side}.
-- @param #boolean Condition Sends the message only if the condition is true.
-- @return #MESSAGE self
function MESSAGE:ToCoalitionIf( CoalitionSide, Condition )
self:F( CoalitionSide )
@ -288,6 +320,7 @@ end
--- Sends a MESSAGE to all players.
-- @param #MESSAGE self
-- @param Core.Settings#Settings Settings (Optional) Settings for message display.
-- @return #MESSAGE
-- @usage
-- -- Send a message created to all players.
@ -297,7 +330,7 @@ end
-- or
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" )
-- MessageAll:ToAll()
function MESSAGE:ToAll()
function MESSAGE:ToAll(Settings)
self:F()
if self.MessageType then
@ -308,7 +341,7 @@ function MESSAGE:ToAll()
if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
trigger.action.outText( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration )
trigger.action.outText( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen )
end
return self

File diff suppressed because it is too large Load Diff

View File

@ -1,27 +1,30 @@
--- **Core** -- The RADIO Module is responsible for everything that is related to radio transmission and you can hear in DCS, be it TACAN beacons, Radio transmissions...
--
-- ![Banner Image](..\Presentations\RADIO\Dia1.JPG)
--- **Core** - Is responsible for everything that is related to radio transmission and you can hear in DCS, be it TACAN beacons, Radio transmissions.
--
-- ===
--
-- ## Features:
--
-- * Provide radio functionality to broadcast radio transmissions.
-- * Provide beacon functionality to assist pilots.
--
-- The Radio contains 2 classes : RADIO and BEACON
--
-- What are radio communications in DCS ?
-- What are radio communications in DCS?
--
-- * Radio transmissions consist of **sound files** that are broadcasted on a specific **frequency** (e.g. 115MHz) and **modulation** (e.g. AM),
-- * They can be **subtitled** for a specific **duration**, the **power** in Watts of the transmiter's antenna can be set, and the transmission can be **looped**.
--
-- How to supply DCS my own Sound Files ?
-- How to supply DCS my own Sound Files?
--
-- * Your sound files need to be encoded in **.ogg** or .wav,
-- * Your sound files should be **as tiny as possible**. It is suggested you encode in .ogg with low bitrate and sampling settings,
-- * They need to be added in .\l10n\DEFAULT\ in you .miz file (wich can be decompressed like a .zip file),
-- * For simplicty sake, you can **let DCS' Mission Editor add the file** itself, by creating a new Trigger with the action "Sound to Country", and choosing your sound file and a country you don't use in your mission.
--
-- Due to weird DCS quirks, **radio communications behave differently** if sent by a @{Unit#UNIT} or a @{Group#GROUP} or by any other @{Positionable#POSITIONABLE}
-- Due to weird DCS quirks, **radio communications behave differently** if sent by a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP} or by any other @{Wrapper.Positionable#POSITIONABLE}
--
-- * If the transmitter is a @{Unit#UNIT} or a @{Group#GROUP}, DCS will set the power of the transmission automatically,
-- * If the transmitter is any other @{Positionable#POSITIONABLE}, the transmisison can't be subtitled or looped.
-- * If the transmitter is a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}, DCS will set the power of the transmission automatically,
-- * If the transmitter is any other @{Wrapper.Positionable#POSITIONABLE}, the transmisison can't be subtitled or looped.
--
-- Note that obviously, the **frequency** and the **modulation** of the transmission are important only if the players are piloting an **Advanced System Modelling** enabled aircraft,
-- like the A10C or the Mirage 2000C. They will **hear the transmission** if they are tuned on the **right frequency and modulation** (and if they are close enough - more on that below).
@ -30,56 +33,58 @@
--
-- ===
--
-- ### Author: Hugues "Grey_Echo" Bousquet
-- ### Authors: Hugues "Grey_Echo" Bousquet, funkyfranky
--
-- @module Radio
-- @module Core.Radio
-- @image Core_Radio.JPG
--- # RADIO class, extends @{Base#BASE}
--- Models the radio capabilty.
--
-- ## RADIO usage
--
-- There are 3 steps to a successful radio transmission.
--
-- * First, you need to **"add a @{#RADIO} object** to your @{Positionable#POSITIONABLE}. This is done using the @{Positionable#POSITIONABLE.GetRadio}() function,
-- * First, you need to **"add a @{#RADIO} object** to your @{Wrapper.Positionable#POSITIONABLE}. This is done using the @{Wrapper.Positionable#POSITIONABLE.GetRadio}() function,
-- * Then, you will **set the relevant parameters** to the transmission (see below),
-- * When done, you can actually **broadcast the transmission** (i.e. play the sound) with the @{RADIO.Broadcast}() function.
--
-- Methods to set relevant parameters for both a @{Unit#UNIT} or a @{Group#GROUP} or any other @{Positionable#POSITIONABLE}
-- Methods to set relevant parameters for both a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP} or any other @{Wrapper.Positionable#POSITIONABLE}
--
-- * @{#RADIO.SetFileName}() : Sets the file name of your sound file (e.g. "Noise.ogg"),
-- * @{#RADIO.SetFrequency}() : Sets the frequency of your transmission.
-- * @{#RADIO.SetModulation}() : Sets the modulation of your transmission.
-- * @{#RADIO.SetLoop}() : Choose if you want the transmission to be looped. If you need your transmission to be looped, you might need a @{#BEACON} instead...
--
-- Additional Methods to set relevant parameters if the transmiter is a @{Unit#UNIT} or a @{Group#GROUP}
-- Additional Methods to set relevant parameters if the transmiter is a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}
--
-- * @{#RADIO.SetSubtitle}() : Set both the subtitle and its duration,
-- * @{#RADIO.NewUnitTransmission}() : Shortcut to set all the relevant parameters in one method call
--
-- Additional Methods to set relevant parameters if the transmiter is any other @{Positionable#POSITIONABLE}
-- Additional Methods to set relevant parameters if the transmiter is any other @{Wrapper.Positionable#POSITIONABLE}
--
-- * @{#RADIO.SetPower}() : Sets the power of the antenna in Watts
-- * @{#RADIO.NewGenericTransmission}() : Shortcut to set all the relevant parameters in one method call
--
-- What is this power thing ?
-- What is this power thing?
--
-- * If your transmission is sent by a @{Positionable#POSITIONABLE} other than a @{Unit#UNIT} or a @{Group#GROUP}, you can set the power of the antenna,
-- * If your transmission is sent by a @{Wrapper.Positionable#POSITIONABLE} other than a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}, you can set the power of the antenna,
-- * Otherwise, DCS sets it automatically, depending on what's available on your Unit,
-- * If the player gets **too far** from the transmiter, or if the antenna is **too weak**, the transmission will **fade** and **become noisyer**,
-- * If the player gets **too far** from the transmitter, or if the antenna is **too weak**, the transmission will **fade** and **become noisyer**,
-- * This an automated DCS calculation you have no say on,
-- * For reference, a standard VOR station has a 100W antenna, a standard AA TACAN has a 120W antenna, and civilian ATC's antenna usually range between 300 and 500W,
-- * For reference, a standard VOR station has a 100 W antenna, a standard AA TACAN has a 120 W antenna, and civilian ATC's antenna usually range between 300 and 500 W,
-- * Note that if the transmission has a subtitle, it will be readable, regardless of the quality of the transmission.
--
-- @type RADIO
-- @field Positionable#POSITIONABLE Positionable The transmiter
-- @field #string FileName Name of the sound file
-- @field #number Frequency Frequency of the transmission in Hz
-- @field #number Modulation Modulation of the transmission (either radio.modulation.AM or radio.modulation.FM)
-- @field #string Subtitle Subtitle of the transmission
-- @field #number SubtitleDuration Duration of the Subtitle in seconds
-- @field #number Power Power of the antenna is Watts
-- @field #boolean Loop (default true)
-- @field Wrapper.Controllable#CONTROLLABLE Positionable The @{#CONTROLLABLE} that will transmit the radio calls.
-- @field #string FileName Name of the sound file played.
-- @field #number Frequency Frequency of the transmission in Hz.
-- @field #number Modulation Modulation of the transmission (either radio.modulation.AM or radio.modulation.FM).
-- @field #string Subtitle Subtitle of the transmission.
-- @field #number SubtitleDuration Duration of the Subtitle in seconds.
-- @field #number Power Power of the antenna is Watts.
-- @field #boolean Loop Transmission is repeated (default true).
-- @field #string alias Name of the radio transmitter.
-- @extends Core.Base#BASE
RADIO = {
ClassName = "RADIO",
@ -89,19 +94,19 @@ RADIO = {
Subtitle = "",
SubtitleDuration = 0,
Power = 100,
Loop = true,
Loop = false,
alias=nil,
}
--- Create a new RADIO Object. This doesn't broadcast a transmission, though, use @{#RADIO.Broadcast} to actually broadcast
-- If you want to create a RADIO, you probably should use @{Positionable#POSITIONABLE.GetRadio}() instead
--- Create a new RADIO Object. This doesn't broadcast a transmission, though, use @{#RADIO.Broadcast} to actually broadcast.
-- If you want to create a RADIO, you probably should use @{Wrapper.Positionable#POSITIONABLE.GetRadio}() instead.
-- @param #RADIO self
-- @param Wrapper.Positionable#POSITIONABLE Positionable The @{Positionable} that will receive radio capabilities.
-- @return #RADIO Radio
-- @return #nil If Positionable is invalid
-- @return #RADIO The RADIO object or #nil if Positionable is invalid.
function RADIO:New(Positionable)
-- Inherit base
local self = BASE:Inherit( self, BASE:New() ) -- Core.Radio#RADIO
self.Loop = true -- default Loop to true (not sure the above RADIO definition actually is working)
self:F(Positionable)
if Positionable:GetPointVec2() then -- It's stupid, but the only way I found to make sure positionable is valid
@ -109,11 +114,27 @@ function RADIO:New(Positionable)
return self
end
self:E({"The passed positionable is invalid, no RADIO created", Positionable})
self:E({error="The passed positionable is invalid, no RADIO created!", positionable=Positionable})
return nil
end
--- Check validity of the filename passed and sets RADIO.FileName
--- Set alias of the transmitter.
-- @param #RADIO self
-- @param #string alias Name of the radio transmitter.
-- @return #RADIO self
function RADIO:SetAlias(alias)
self.alias=tostring(alias)
return self
end
--- Get alias of the transmitter.
-- @param #RADIO self
-- @return #string Name of the transmitter.
function RADIO:GetAlias()
return tostring(self.alias)
end
--- Set the file name for the radio transmission.
-- @param #RADIO self
-- @param #string FileName File name of the sound file (i.e. "Noise.ogg")
-- @return #RADIO self
@ -121,49 +142,63 @@ function RADIO:SetFileName(FileName)
self:F2(FileName)
if type(FileName) == "string" then
if FileName:find(".ogg") or FileName:find(".wav") then
if not FileName:find("l10n/DEFAULT/") then
FileName = "l10n/DEFAULT/" .. FileName
end
self.FileName = FileName
return self
end
end
self:E({"File name invalid. Maybe something wrong with the extension ?", self.FileName})
self:E({"File name invalid. Maybe something wrong with the extension?", FileName})
return self
end
--- Check validity of the frequency passed and sets RADIO.Frequency
--- Set the frequency for the radio transmission.
-- If the transmitting positionable is a unit or group, this also set the command "SetFrequency" with the defined frequency and modulation.
-- @param #RADIO self
-- @param #number Frequency in MHz (Ranges allowed for radio transmissions in DCS : 30-88 / 108-152 / 225-400MHz)
-- @param #number Frequency Frequency in MHz. Ranges allowed for radio transmissions in DCS : 30-88 / 108-152 / 225-400MHz.
-- @return #RADIO self
function RADIO:SetFrequency(Frequency)
self:F2(Frequency)
if type(Frequency) == "number" then
-- If frequency is in range
if (Frequency >= 30 and Frequency < 88) or (Frequency >= 108 and Frequency < 152) or (Frequency >= 225 and Frequency < 400) then
self.Frequency = Frequency * 1000000 -- Conversion in Hz
-- Convert frequency from MHz to Hz
self.Frequency = Frequency * 1000000
-- If the RADIO is attached to a UNIT or a GROUP, we need to send the DCS Command "SetFrequency" to change the UNIT or GROUP frequency
if self.Positionable.ClassName == "UNIT" or self.Positionable.ClassName == "GROUP" then
self.Positionable:SetCommand({
local commandSetFrequency={
id = "SetFrequency",
params = {
frequency = self.Frequency,
frequency = self.Frequency,
modulation = self.Modulation,
}
})
}
self:T2(commandSetFrequency)
self.Positionable:SetCommand(commandSetFrequency)
end
return self
end
end
self:E({"Frequency is outside of DCS Frequency ranges (30-80, 108-152, 225-400). Frequency unchanged.", self.Frequency})
self:E({"Frequency is outside of DCS Frequency ranges (30-80, 108-152, 225-400). Frequency unchanged.", Frequency})
return self
end
--- Check validity of the frequency passed and sets RADIO.Modulation
--- Set AM or FM modulation of the radio transmitter.
-- @param #RADIO self
-- @param #number Modulation either radio.modulation.AM or radio.modulation.FM
-- @param #number Modulation Modulation is either radio.modulation.AM or radio.modulation.FM.
-- @return #RADIO self
function RADIO:SetModulation(Modulation)
self:F2(Modulation)
@ -179,23 +214,24 @@ end
--- Check validity of the power passed and sets RADIO.Power
-- @param #RADIO self
-- @param #number Power in W
-- @param #number Power Power in W.
-- @return #RADIO self
function RADIO:SetPower(Power)
self:F2(Power)
if type(Power) == "number" then
self.Power = math.floor(math.abs(Power)) --TODO Find what is the maximum power allowed by DCS and limit power to that
return self
else
self:E({"Power is invalid. Power unchanged.", self.Power})
end
self:E({"Power is invalid. Power unchanged.", self.Power})
return self
end
--- Check validity of the loop passed and sets RADIO.Loop
--- Set message looping on or off.
-- @param #RADIO self
-- @param #boolean Loop
-- @param #boolean Loop If true, message is repeated indefinitely.
-- @return #RADIO self
-- @usage
function RADIO:SetLoop(Loop)
self:F2(Loop)
if type(Loop) == "boolean" then
@ -228,13 +264,12 @@ function RADIO:SetSubtitle(Subtitle, SubtitleDuration)
self:E({"Subtitle is invalid. Subtitle reset.", self.Subtitle})
end
if type(SubtitleDuration) == "number" then
if math.floor(math.abs(SubtitleDuration)) == SubtitleDuration then
self.SubtitleDuration = SubtitleDuration
return self
end
self.SubtitleDuration = SubtitleDuration
else
self.SubtitleDuration = 0
self:E({"SubtitleDuration is invalid. SubtitleDuration reset.", self.SubtitleDuration})
end
self.SubtitleDuration = 0
self:E({"SubtitleDuration is invalid. SubtitleDuration reset.", self.SubtitleDuration})
return self
end
--- Create a new transmission, that is to say, populate the RADIO with relevant data
@ -242,10 +277,10 @@ end
-- but it will work with a UNIT or a GROUP anyway.
-- Only the #RADIO and the Filename are mandatory
-- @param #RADIO self
-- @param #string FileName
-- @param #number Frequency in MHz
-- @param #number Modulation either radio.modulation.AM or radio.modulation.FM
-- @param #number Power in W
-- @param #string FileName Name of the sound file that will be transmitted.
-- @param #number Frequency Frequency in MHz.
-- @param #number Modulation Modulation of frequency, which is either radio.modulation.AM or radio.modulation.FM.
-- @param #number Power Power in W.
-- @return #RADIO self
function RADIO:NewGenericTransmission(FileName, Frequency, Modulation, Power, Loop)
self:F({FileName, Frequency, Modulation, Power})
@ -262,63 +297,86 @@ end
--- Create a new transmission, that is to say, populate the RADIO with relevant data
-- In this function the data is especially relevant if the broadcaster is a UNIT or a GROUP,
-- but it will work for any @{Positionable#POSITIONABLE}.
-- but it will work for any @{Wrapper.Positionable#POSITIONABLE}.
-- Only the RADIO and the Filename are mandatory.
-- @param #RADIO self
-- @param #string FileName
-- @param #string Subtitle
-- @param #number SubtitleDuration in s
-- @param #number Frequency in MHz
-- @param #number Modulation either radio.modulation.AM or radio.modulation.FM
-- @param #boolean Loop
-- @param #string FileName Name of sound file.
-- @param #string Subtitle Subtitle to be displayed with sound file.
-- @param #number SubtitleDuration Duration of subtitle display in seconds.
-- @param #number Frequency Frequency in MHz.
-- @param #number Modulation Modulation which can be either radio.modulation.AM or radio.modulation.FM
-- @param #boolean Loop If true, loop message.
-- @return #RADIO self
function RADIO:NewUnitTransmission(FileName, Subtitle, SubtitleDuration, Frequency, Modulation, Loop)
self:F({FileName, Subtitle, SubtitleDuration, Frequency, Modulation, Loop})
-- Set file name.
self:SetFileName(FileName)
if Subtitle then self:SetSubtitle(Subtitle) end
if SubtitleDuration then self:SetSubtitleDuration(SubtitleDuration) end
if Frequency then self:SetFrequency(Frequency) end
if Modulation then self:SetModulation(Modulation) end
if Loop then self:SetLoop(Loop) end
-- Set modulation AM/FM.
if Modulation then
self:SetModulation(Modulation)
end
-- Set frequency.
if Frequency then
self:SetFrequency(Frequency)
end
-- Set subtitle.
if Subtitle then
self:SetSubtitle(Subtitle, SubtitleDuration or 0)
end
-- Set Looping.
if Loop then
self:SetLoop(Loop)
end
return self
end
--- Actually Broadcast the transmission
--- Broadcast the transmission.
-- * The Radio has to be populated with the new transmission before broadcasting.
-- * Please use RADIO setters or either @{Radio#RADIO.NewGenericTransmission} or @{Radio#RADIO.NewUnitTransmission}
-- * Please use RADIO setters or either @{#RADIO.NewGenericTransmission} or @{#RADIO.NewUnitTransmission}
-- * This class is in fact pretty smart, it determines the right DCS function to use depending on the type of POSITIONABLE
-- * If the POSITIONABLE is not a UNIT or a GROUP, we use the generic (but limited) trigger.action.radioTransmission()
-- * If the POSITIONABLE is a UNIT or a GROUP, we use the "TransmitMessage" Command
-- * If your POSITIONABLE is a UNIT or a GROUP, the Power is ignored.
-- * If your POSITIONABLE is not a UNIT or a GROUP, the Subtitle, SubtitleDuration are ignored
-- @param #RADIO self
-- @param #boolean viatrigger Use trigger.action.radioTransmission() in any case, i.e. also for UNITS and GROUPS.
-- @return #RADIO self
function RADIO:Broadcast()
self:F()
function RADIO:Broadcast(viatrigger)
self:F({viatrigger=viatrigger})
-- If the POSITIONABLE is actually a UNIT or a GROUP, use the more complicated DCS command system
if self.Positionable.ClassName == "UNIT" or self.Positionable.ClassName == "GROUP" then
self:T2("Broadcasting from a UNIT or a GROUP")
self.Positionable:SetCommand({
-- If the POSITIONABLE is actually a UNIT or a GROUP, use the more complicated DCS command system.
if (self.Positionable.ClassName=="UNIT" or self.Positionable.ClassName=="GROUP") and (not viatrigger) then
self:T("Broadcasting from a UNIT or a GROUP")
local commandTransmitMessage={
id = "TransmitMessage",
params = {
file = self.FileName,
duration = self.SubtitleDuration,
subtitle = self.Subtitle,
loop = self.Loop,
}
})
}}
self:T3(commandTransmitMessage)
self.Positionable:SetCommand(commandTransmitMessage)
else
-- If the POSITIONABLE is anything else, we revert to the general singleton function
-- I need to give it a unique name, so that the transmission can be stopped later. I use the class ID
self:T2("Broadcasting from a POSITIONABLE")
self:T("Broadcasting from a POSITIONABLE")
trigger.action.radioTransmission(self.FileName, self.Positionable:GetPositionVec3(), self.Modulation, self.Loop, self.Frequency, self.Power, tostring(self.ID))
end
return self
end
--- Stops a transmission
-- This function is especially usefull to stop the broadcast of looped transmissions
-- @param #RADIO self
@ -327,10 +385,10 @@ function RADIO:StopBroadcast()
self:F()
-- If the POSITIONABLE is a UNIT or a GROUP, stop the transmission with the DCS "StopTransmission" command
if self.Positionable.ClassName == "UNIT" or self.Positionable.ClassName == "GROUP" then
self.Positionable:SetCommand({
id = "StopTransmission",
params = {}
})
local commandStopTransmission={id="StopTransmission", params={}}
self.Positionable:SetCommand(commandStopTransmission)
else
-- Else, we use the appropriate singleton funciton
trigger.action.stopRadioTransmission(tostring(self.ID))
@ -339,41 +397,103 @@ function RADIO:StopBroadcast()
end
--- # BEACON class, extends @{Base#BASE}
--
-- After attaching a @{#BEACON} to your @{Positionable#POSITIONABLE}, you need to select the right function to activate the kind of beacon you want.
--- After attaching a @{#BEACON} to your @{Wrapper.Positionable#POSITIONABLE}, you need to select the right function to activate the kind of beacon you want.
-- There are two types of BEACONs available : the AA TACAN Beacon and the general purpose Radio Beacon.
-- Note that in both case, you can set an optional parameter : the `BeaconDuration`. This can be very usefull to simulate the battery time if your BEACON is
-- attach to a cargo crate, for exemple.
--
-- ## AA TACAN Beacon usage
--
-- This beacon only works with airborne @{Unit#UNIT} or a @{Group#GROUP}. Use @{#BEACON:AATACAN}() to set the beacon parameters and start the beacon.
-- This beacon only works with airborne @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}. Use @{#BEACON:AATACAN}() to set the beacon parameters and start the beacon.
-- Use @#BEACON:StopAATACAN}() to stop it.
--
-- ## General Purpose Radio Beacon usage
--
-- This beacon will work with any @{Positionable#POSITIONABLE}, but **it won't follow the @{Positionable#POSITIONABLE}** ! This means that you should only use it with
-- @{Positionable#POSITIONABLE} that don't move, or move very slowly. Use @{#BEACON:RadioBeacon}() to set the beacon parameters and start the beacon.
-- This beacon will work with any @{Wrapper.Positionable#POSITIONABLE}, but **it won't follow the @{Wrapper.Positionable#POSITIONABLE}** ! This means that you should only use it with
-- @{Wrapper.Positionable#POSITIONABLE} that don't move, or move very slowly. Use @{#BEACON:RadioBeacon}() to set the beacon parameters and start the beacon.
-- Use @{#BEACON:StopRadioBeacon}() to stop it.
--
-- @type BEACON
-- @field #string ClassName Name of the class "BEACON".
-- @field Wrapper.Controllable#CONTROLLABLE Positionable The @{#CONTROLLABLE} that will receive radio capabilities.
-- @extends Core.Base#BASE
BEACON = {
ClassName = "BEACON",
Positionable = nil,
}
--- Create a new BEACON Object. This doesn't activate the beacon, though, use @{#BEACON.AATACAN} or @{#BEACON.Generic}
-- If you want to create a BEACON, you probably should use @{Positionable#POSITIONABLE.GetBeacon}() instead.
--- Beacon types supported by DCS.
-- @type BEACON.Type
-- @field #number NULL
-- @field #number VOR
-- @field #number DME
-- @field #number VOR_DME
-- @field #number TACAN
-- @field #number VORTAC
-- @field #number RSBN
-- @field #number BROADCAST_STATION
-- @field #number HOMER
-- @field #number AIRPORT_HOMER
-- @field #number AIRPORT_HOMER_WITH_MARKER
-- @field #number ILS_FAR_HOMER
-- @field #number ILS_NEAR_HOMER
-- @field #number ILS_LOCALIZER
-- @field #number ILS_GLIDESLOPE
-- @field #number NAUTICAL_HOMER
-- @field #number ICLS
BEACON.Type={
NULL = 0,
VOR = 1,
DME = 2,
VOR_DME = 3,
TACAN = 4,
VORTAC = 5,
RSBN = 32,
BROADCAST_STATION = 1024,
HOMER = 8,
AIRPORT_HOMER = 4104,
AIRPORT_HOMER_WITH_MARKER = 4136,
ILS_FAR_HOMER = 16408,
ILS_NEAR_HOMER = 16456,
ILS_LOCALIZER = 16640,
ILS_GLIDESLOPE = 16896,
NAUTICAL_HOMER = 32776,
ICLS = 131584,
}
--- Beacon systems supported by DCS.
-- @type BEACON.System
-- @field #number PAR_10
-- @field #number RSBN_5
-- @field #number TACAN
-- @field #number TACAN_TANKER
-- @field #number ILS_LOCALIZER
-- @field #number ILS_GLIDESLOPE
-- @field #number BROADCAST_STATION
BEACON.System={
PAR_10 = 1,
RSBN_5 = 2,
TACAN = 3,
TACAN_TANKER = 4,
ILS_LOCALIZER = 5,
ILS_GLIDESLOPE = 6,
BROADCAST_STATION = 7,
}
--- Create a new BEACON Object. This doesn't activate the beacon, though, use @{#BEACON.ActivateTACAN} etc.
-- If you want to create a BEACON, you probably should use @{Wrapper.Positionable#POSITIONABLE.GetBeacon}() instead.
-- @param #BEACON self
-- @param Wrapper.Positionable#POSITIONABLE Positionable The @{Positionable} that will receive radio capabilities.
-- @return #BEACON Beacon
-- @return #nil If Positionable is invalid
-- @return #BEACON Beacon object or #nil if the positionable is invalid.
function BEACON:New(Positionable)
local self = BASE:Inherit(self, BASE:New())
-- Inherit BASE.
local self=BASE:Inherit(self, BASE:New()) --#BEACON
-- Debug.
self:F(Positionable)
-- Set positionable.
if Positionable:GetPointVec2() then -- It's stupid, but the only way I found to make sure positionable is valid
self.Positionable = Positionable
return self
@ -384,44 +504,95 @@ function BEACON:New(Positionable)
end
--- Converts a TACAN Channel/Mode couple into a frequency in Hz
--- Activates a TACAN BEACON.
-- @param #BEACON self
-- @param #number TACANChannel
-- @param #string TACANMode
-- @return #number Frequecy
-- @return #nil if parameters are invalid
function BEACON:_TACANToFrequency(TACANChannel, TACANMode)
self:F3({TACANChannel, TACANMode})
if type(TACANChannel) ~= "number" then
if TACANMode ~= "X" and TACANMode ~= "Y" then
return nil -- error in arguments
end
-- @param #number Channel TACAN channel, i.e. the "10" part in "10Y".
-- @param #string Mode TACAN mode, i.e. the "Y" part in "10Y".
-- @param #string Message The Message that is going to be coded in Morse and broadcasted by the beacon.
-- @param #boolean Bearing If true, beacon provides bearing information. If false (or nil), only distance information is available.
-- @param #number Duration How long will the beacon last in seconds. Omit for forever.
-- @return #BEACON self
-- @usage
-- -- Let's create a TACAN Beacon for a tanker
-- local myUnit = UNIT:FindByName("MyUnit")
-- local myBeacon = myUnit:GetBeacon() -- Creates the beacon
--
-- myBeacon:TACAN(20, "Y", "TEXACO", true) -- Activate the beacon
function BEACON:ActivateTACAN(Channel, Mode, Message, Bearing, Duration)
self:T({channel=Channel, mode=Mode, callsign=Message, bearing=Bearing, duration=Duration})
-- Get frequency.
local Frequency=UTILS.TACANToFrequency(Channel, Mode)
-- Check.
if not Frequency then
self:E({"The passed TACAN channel is invalid, the BEACON is not emitting"})
return self
end
-- This code is largely based on ED's code, in DCS World\Scripts\World\Radio\BeaconTypes.lua, line 137.
-- I have no idea what it does but it seems to work
local A = 1151 -- 'X', channel >= 64
local B = 64 -- channel >= 64
-- Beacon type.
local Type=BEACON.Type.TACAN
if TACANChannel < 64 then
B = 1
end
-- Beacon system.
local System=BEACON.System.TACAN
if TACANMode == 'Y' then
A = 1025
if TACANChannel < 64 then
A = 1088
end
else -- 'X'
if TACANChannel < 64 then
A = 962
-- Check if unit is an aircraft and set system accordingly.
local AA=self.Positionable:IsAir()
if AA then
System=BEACON.System.TACAN_TANKER
-- Check if "Y" mode is selected for aircraft.
if Mode~="Y" then
self:E({"WARNING: The POSITIONABLE you want to attach the AA Tacan Beacon is an aircraft: Mode should Y !The BEACON is not emitting.", self.Positionable})
end
end
return (A + TACANChannel - B) * 1000000
-- Attached unit.
local UnitID=self.Positionable:GetID()
-- Debug.
self:T({"TACAN BEACON started!"})
-- Start beacon.
self.Positionable:CommandActivateBeacon(Type, System, Frequency, UnitID, Channel, Mode, AA, Message, Bearing)
-- Stop sheduler.
if Duration then
self.Positionable:DeactivateBeacon(Duration)
end
return self
end
--- Activates an ICLS BEACON. The unit the BEACON is attached to should be an aircraft carrier supporting this system.
-- @param #BEACON self
-- @param #number Channel ICLS channel.
-- @param #string Callsign The Message that is going to be coded in Morse and broadcasted by the beacon.
-- @param #number Duration How long will the beacon last in seconds. Omit for forever.
-- @return #BEACON self
function BEACON:ActivateICLS(Channel, Callsign, Duration)
self:F({Channel=Channel, Callsign=Callsign, Duration=Duration})
-- Attached unit.
local UnitID=self.Positionable:GetID()
-- Debug
self:T2({"ICLS BEACON started!"})
-- Start beacon.
self.Positionable:CommandActivateICLS(Channel, UnitID, Callsign)
-- Stop sheduler
if Duration then -- Schedule the stop of the BEACON if asked by the MD
self.Positionable:DeactivateBeacon(Duration)
end
return self
end
--- Activates a TACAN BEACON on an Aircraft.
-- @param #BEACON self
@ -474,7 +645,7 @@ function BEACON:AATACAN(TACANChannel, Message, Bearing, BeaconDuration)
})
if BeaconDuration then -- Schedule the stop of the BEACON if asked by the MD
SCHEDULER:New( nil,
SCHEDULER:New(nil,
function()
self:StopAATACAN()
end, {}, BeaconDuration)
@ -585,4 +756,44 @@ function BEACON:StopRadioBeacon()
self:F()
-- The unique name of the transmission is the class ID
trigger.action.stopRadioTransmission(tostring(self.ID))
end
return self
end
--- Converts a TACAN Channel/Mode couple into a frequency in Hz
-- @param #BEACON self
-- @param #number TACANChannel
-- @param #string TACANMode
-- @return #number Frequecy
-- @return #nil if parameters are invalid
function BEACON:_TACANToFrequency(TACANChannel, TACANMode)
self:F3({TACANChannel, TACANMode})
if type(TACANChannel) ~= "number" then
if TACANMode ~= "X" and TACANMode ~= "Y" then
return nil -- error in arguments
end
end
-- This code is largely based on ED's code, in DCS World\Scripts\World\Radio\BeaconTypes.lua, line 137.
-- I have no idea what it does but it seems to work
local A = 1151 -- 'X', channel >= 64
local B = 64 -- channel >= 64
if TACANChannel < 64 then
B = 1
end
if TACANMode == 'Y' then
A = 1025
if TACANChannel < 64 then
A = 1088
end
else -- 'X'
if TACANChannel < 64 then
A = 962
end
end
return (A + TACANChannel - B) * 1000000
end

View File

@ -1,6 +1,26 @@
--- The REPORT class
-- @type REPORT
--- **Core** - Provides a handy means to create messages and reports.
--
-- ===
--
-- ## Features:
--
-- * Create text blocks that are formatted.
-- * Create automatic indents.
-- * Variate the delimiters between reporting lines.
--
-- ===
--
-- ### Authors: FlightControl : Design & Programming
--
-- @module Core.Report
-- @image Core_Report.JPG
--- @type REPORT
-- @extends Core.Base#BASE
--- Provides a handy means to create messages and reports.
-- @field #REPORT
REPORT = {
ClassName = "REPORT",
Title = "",

View File

@ -22,7 +22,7 @@
--
-- The SCHEDULEDISPATCHER allows multiple scheduled functions to be planned and executed for one SCHEDULER object.
-- The SCHEDULER object therefore keeps a table of "CallID's", which are returned after each planning of a new scheduled function by the SCHEDULEDISPATCHER.
-- The SCHEDULER object plans new scheduled functions through the @{Scheduler#SCHEDULER.Schedule}() method.
-- The SCHEDULER object plans new scheduled functions through the @{Core.Scheduler#SCHEDULER.Schedule}() method.
-- The Schedule() method returns the CallID that is the reference ID for each planned schedule.
--
-- ===
@ -30,7 +30,8 @@
-- ### Contributions: -
-- ### Authors: FlightControl : Design & Programming
--
-- @module ScheduleDispatcher
-- @module Core.ScheduleDispatcher
-- @image Core_Schedule_Dispatcher.JPG
--- The SCHEDULEDISPATCHER structure
-- @type SCHEDULEDISPATCHER

View File

@ -1,15 +1,14 @@
--- **Core** -- SCHEDULER prepares and handles the **execution of functions over scheduled time (intervals)**.
--- **Core** - Prepares and handles the execution of functions over scheduled time (intervals).
--
-- ![Banner Image](..\Presentations\SCHEDULER\Dia1.JPG)
--
-- ===
--
-- SCHEDULER manages the **scheduling of functions**:
-- ## Features:
--
-- * optionally in an optional specified time interval,
-- * optionally **repeating** with a specified time repeat interval,
-- * optionally **randomizing** with a specified time interval randomization factor,
-- * optionally **stop** the repeating after a specified time interval.
-- * Schedule functions over time,
-- * optionally in an optional specified time interval,
-- * optionally **repeating** with a specified time repeat interval,
-- * optionally **randomizing** with a specified time interval randomization factor,
-- * optionally **stop** the repeating after a specified time interval.
--
-- ===
--
@ -39,8 +38,8 @@
--
-- ===
--
-- @module Scheduler
-- @module Core.Scheduler
-- @image Core_Scheduler.JPG
--- The SCHEDULER class
-- @type SCHEDULER
@ -48,9 +47,7 @@
-- @extends Core.Base#BASE
--- # SCHEDULER class, extends @{Base#BASE}
--
-- The SCHEDULER class creates schedule.
--- Creates and handles schedules over time, which allow to execute code at specific time intervals with randomization.
--
-- A SCHEDULER can manage **multiple** (repeating) schedules. Each planned or executing schedule has a unique **ScheduleID**.
-- The ScheduleID is returned when the method @{#SCHEDULER.Schedule}() is called.

File diff suppressed because it is too large Load Diff

View File

@ -1,9 +1,19 @@
--- **Core** -- Manages various settings for MOOSE classes.
--
-- ![Banner Image](..\Presentations\SETTINGS\Dia1.JPG)
--- **Core** - Manages various settings for running missions, consumed by moose classes and provides a menu system for players to tweak settings in running missions.
--
-- ===
--
-- ## Features:
--
-- * Provide a settings menu system to the players.
-- * Provide a player settings menu and an overall mission settings menu.
-- * Mission settings provide default settings, while player settings override mission settings.
-- * Provide a menu to select between different coordinate formats for A2G coordinates.
-- * Provide a menu to select between different coordinate formats for A2A coordinates.
-- * Provide a menu to select between different message time duration options.
-- * Provide a menu to select between different metric systems.
--
-- ===
--
-- The documentation of the SETTINGS class can be found further in this document.
--
-- ===
@ -16,21 +26,17 @@
--
-- * **FlightControl**: Design & Programming
--
-- @module Settings
-- @module Core.Settings
-- @image Core_Settings.JPG
--- @type SETTINGS
-- @extends Core.Base#BASE
--- # SETTINGS class, extends @{Base#BASE}
-- The SETTINGS class takes care of various settings that influence the behaviour of certain functionalities and classes within the MOOSE framework.
--- Takes care of various settings that influence the behaviour of certain functionalities and classes within the MOOSE framework.
--
-- ===
--
-- ![Banner Image](..\Presentations\SETTINGS\Dia1.JPG)
--
-- ===
--
-- The SETTINGS class takes care of various settings that influence the behaviour of certain functionalities and classes within the MOOSE framework.
-- SETTINGS can work on 2 levels:
--
@ -39,29 +45,29 @@
--
-- So, when there isn't any **Player setting** defined for a player for a specific setting, or, the player cannot be identified, the **Default setting** will be used instead.
--
-- ## 1. \_SETTINGS object
-- # 1) \_SETTINGS object
--
-- MOOSE defines by default a singleton object called **\_SETTINGS**. Use this object to modify all the **Default settings** for a running mission.
-- For each player, MOOSE will automatically allocate also a **player settings** object, and will expose a radio menu to allow the player to adapt the settings to his own preferences.
--
-- ## 2. SETTINGS Menu
-- # 2) SETTINGS Menu
--
-- Settings can be adapted by the Players and by the Mission Administrator through **radio menus, which are automatically available in the mission**.
-- These menus can be found **on level F10 under "Settings"**. There are two kinds of menus generated by the system.
--
-- ### 2.1. Default settings menu
-- ## 2.1) Default settings menu
--
-- A menu is created automatically per Command Center that allows to modify the **Default** settings.
-- So, when joining a CC unit, a menu will be available that allows to change the settings parameters **FOR ALL THE PLAYERS**!
-- Note that the **Default settings** will only be used when a player has not choosen its own settings.
--
-- ### 2.2. Player settings menu
-- ## 2.2) Player settings menu
--
-- A menu is created automatically per Player Slot (group) that allows to modify the **Player** settings.
-- So, when joining a slot, a menu wil be available that allows to change the settings parameters **FOR THE PLAYER ONLY**!
-- Note that when a player has not chosen a specific setting, the **Default settings** will be used.
--
-- ### 2.3. Show or Hide the Player Setting menus
-- ## 2.3) Show or Hide the Player Setting menus
--
-- Of course, it may be requried not to show any setting menus. In this case, a method is available on the **\_SETTINGS object**.
-- Use @{#SETTINGS.SetPlayerMenuOff}() to hide the player menus, and use @{#SETTINGS.SetPlayerMenuOn}() show the player menus.
@ -75,14 +81,14 @@
-- -- But only when a player exits and reenters the slot these settings will have effect!
--
--
-- ## 3. Settings
-- # 3) Settings
--
-- There are different settings that are managed and applied within the MOOSE framework.
-- See below a comprehensive description of each.
--
-- ### 3.1. **A2G coordinates** display formatting
-- ## 3.1) **A2G coordinates** display formatting
--
-- #### 3.1.1. A2G coordinates setting **types**
-- ### 3.1.1) A2G coordinates setting **types**
--
-- Will customize which display format is used to indicate A2G coordinates in text as part of the Command Center communications.
--
@ -91,11 +97,11 @@
-- - A2G LL DMS: Lattitude Longitude [Degrees Minutes Seconds](https://en.wikipedia.org/wiki/Geographic_coordinate_conversion). The accuracy can also be adapted.
-- - A2G LL DDM: Lattitude Longitude [Decimal Degrees Minutes](https://en.wikipedia.org/wiki/Decimal_degrees). The accuracy can also be adapted.
--
-- #### 3.1.2. A2G coordinates setting **menu**
-- ### 3.1.2) A2G coordinates setting **menu**
--
-- The settings can be changed by using the **Default settings menu** on the Command Center or the **Player settings menu** on the Player Slot.
--
-- #### 3.1.3. A2G coordinates setting **methods**
-- ### 3.1.3) A2G coordinates setting **methods**
--
-- There are different methods that can be used to change the **System settings** using the \_SETTINGS object.
--
@ -104,14 +110,14 @@
-- - @{#SETTINGS.SetA2G_LL_DMS}(): Enable the LL DMS display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
-- - @{#SETTINGS.SetA2G_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
--
-- #### 3.1.4. A2G coordinates setting - additional notes
-- ### 3.1.4) A2G coordinates setting - additional notes
--
-- One additional note on BR. In a situation when a BR coordinate should be given,
-- but there isn't any player context (no player unit to reference from), the MGRS formatting will be applied!
--
-- ### 3.2. **A2A coordinates** formatting
-- ## 3.2) **A2A coordinates** formatting
--
-- #### 3.2.1. A2A coordinates setting **types**
-- ### 3.2.1) A2A coordinates setting **types**
--
-- Will customize which display format is used to indicate A2A coordinates in text as part of the Command Center communications.
--
@ -121,11 +127,11 @@
-- - A2A LL DDM: Lattitude Longitude [Decimal Degrees and Minutes](https://en.wikipedia.org/wiki/Decimal_degrees). The accuracy can also be adapted.
-- - A2A BULLS: [Bullseye](http://falcon4.wikidot.com/concepts:bullseye).
--
-- #### 3.2.2. A2A coordinates setting **menu**
-- ### 3.2.2) A2A coordinates setting **menu**
--
-- The settings can be changed by using the **Default settings menu** on the Command Center or the **Player settings menu** on the Player Slot.
--
-- #### 3.2.3. A2A coordinates setting **methods**
-- ### 3.2.3) A2A coordinates setting **methods**
--
-- There are different methods that can be used to change the **System settings** using the \_SETTINGS object.
--
@ -135,34 +141,34 @@
-- - @{#SETTINGS.SetA2A_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
-- - @{#SETTINGS.SetA2A_BULLS}(): Enable the BULLSeye display formatting by default.
--
-- #### 3.2.4. A2A coordinates settings - additional notes
-- ### 3.2.4) A2A coordinates settings - additional notes
--
-- One additional note on BRAA. In a situation when a BRAA coordinate should be given,
-- but there isn't any player context (no player unit to reference from), the MGRS formatting will be applied!
--
-- ### 3.3. **Measurements** formatting
-- ## 3.3) **Measurements** formatting
--
-- #### 3.3.1. Measurements setting **types**
-- ### 3.3.1) Measurements setting **types**
--
-- Will customize the measurements system being used as part as part of the Command Center communications.
--
-- - **Metrics** system: Applies the [Metrics system](https://en.wikipedia.org/wiki/Metric_system) ...
-- - **Imperial** system: Applies the [Imperial system](https://en.wikipedia.org/wiki/Imperial_units) ...
--
-- #### 3.3.2. Measurements setting **menu**
-- ### 3.3.2) Measurements setting **menu**
--
-- The settings can be changed by using the **Default settings menu** on the Command Center or the **Player settings menu** on the Player Slot.
--
-- #### 3.3.3. Measurements setting **methods**
-- ### 3.3.3) Measurements setting **methods**
--
-- There are different methods that can be used to change the **Default settings** using the \_SETTINGS object.
--
-- - @{#SETTINGS.SetMetric}(): Enable the Metric system.
-- - @{#SETTINGS.SetImperial}(): Enable the Imperial system.
--
-- ### 3.4. **Message** display times
-- ## 3.4) **Message** display times
--
-- #### 3.4.1. Message setting **types**
-- ### 3.4.1) Message setting **types**
--
-- There are various **Message Types** that will influence the duration how long a message will appear as part of the Command Center communications.
--
@ -172,7 +178,7 @@
-- - **Overview report**: Provides a short report overview, the summary of the report.
-- - **Detailed report**: Provides a complete report.
--
-- #### 3.4.2. Message setting **menu**
-- ### 3.4.2) Message setting **menu**
--
-- The settings can be changed by using the **Default settings menu** on the Command Center or the **Player settings menu** on the Player Slot.
--
@ -181,7 +187,7 @@
-- So the player can choose its own amount of seconds how long a message should be displayed of a certain type.
-- Note that **Update** messages can be chosen not to be displayed at all!
--
-- #### 3.4.3. Message setting **methods**
-- ### 3.4.3) Message setting **methods**
--
-- There are different methods that can be used to change the **System settings** using the \_SETTINGS object.
--
@ -370,7 +376,6 @@ do -- SETTINGS
-- @param #SETTINGS self
-- @return #boolean true if BRA
function SETTINGS:IsA2A_BRAA()
self:E( { BRA = ( self.A2ASystem and self.A2ASystem == "BRAA" ) or ( not self.A2ASystem and _SETTINGS:IsA2A_BRAA() ) } )
return ( self.A2ASystem and self.A2ASystem == "BRAA" ) or ( not self.A2ASystem and _SETTINGS:IsA2A_BRAA() )
end
@ -729,7 +734,7 @@ do -- SETTINGS
end
--- Removes the player menu from the PlayerUnit.
--- @param #SETTINGS self
-- @param #SETTINGS self
-- @param Wrapper.Client#CLIENT PlayerUnit
-- @return #SETTINGS self
function SETTINGS:RemovePlayerMenu( PlayerUnit )

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@ -1,10 +1,14 @@
--- **Core** -- Spawn dynamically new STATICs in your missions.
--- **Core** - Spawn new statics in your running missions.
--
-- ![Banner Image](..\Presentations\SPAWNSTATIC\Dia1.JPG)
--
-- ===
--
-- SPAWNSTATIC spawns static structures in your missions dynamically. See below the SPAWNSTATIC class documentation.
-- ## Features:
--
-- * Spawn new statics from a static already defined using the mission editor.
-- * Spawn new statics from a given template.
-- * Spawn new statics from a given type.
-- * Spawn with a custom heading and location.
-- * Spawn within a zone.
--
-- ===
--
@ -29,7 +33,8 @@
--
-- ===
--
-- @module SpawnStatic
-- @module Core.SpawnStatic
-- @image Core_Spawnstatic.JPG
@ -37,9 +42,7 @@
-- @extends Core.Base#BASE
--- # SPAWNSTATIC class, extends @{Base#BASE}
--
-- The SPAWNSTATIC class allows to spawn dynamically new @{Static}s.
--- Allows to spawn dynamically new @{Static}s.
-- Through creating a copy of an existing static object template as defined in the Mission Editor (ME),
-- SPAWNSTATIC can retireve the properties of the defined static object template (like type, category etc), and "copy"
-- these properties to create a new static object and place it at the desired coordinate.
@ -80,18 +83,22 @@ SPAWNSTATIC = {
--- Creates the main object to spawn a @{Static} defined in the ME.
-- @param #SPAWNSTATIC self
-- @param #string SpawnTemplatePrefix is the name of the Group in the ME that defines the Template. Each new group will have the name starting with SpawnTemplatePrefix.
-- @param DCS#country.id SpawnCountryID The ID of the country.
-- @param DCS#coalition.side SpawnCoalitionID The ID of the coalition.
-- @return #SPAWNSTATIC
function SPAWNSTATIC:NewFromStatic( SpawnTemplatePrefix, CountryID ) --R2.1
function SPAWNSTATIC:NewFromStatic( SpawnTemplatePrefix, SpawnCountryID, SpawnCoalitionID )
local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
self:F( { SpawnTemplatePrefix } )
local TemplateStatic = StaticObject.getByName( SpawnTemplatePrefix )
local TemplateStatic, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate( SpawnTemplatePrefix )
if TemplateStatic then
self.SpawnTemplatePrefix = SpawnTemplatePrefix
self.CountryID = CountryID
self.CountryID = SpawnCountryID or CountryID
self.CategoryID = CategoryID
self.CoalitionID = SpawnCoalitionID or CoalitionID
self.SpawnIndex = 0
else
error( "SPAWNSTATIC:New: There is no group declared in the mission editor with SpawnTemplatePrefix = '" .. SpawnTemplatePrefix .. "'" )
error( "SPAWNSTATIC:New: There is no static declared in the mission editor with SpawnTemplatePrefix = '" .. SpawnTemplatePrefix .. "'" )
end
self:SetEventPriority( 5 )
@ -103,12 +110,13 @@ end
-- @param #SPAWNSTATIC self
-- @param #string SpawnTypeName is the name of the type.
-- @return #SPAWNSTATIC
function SPAWNSTATIC:NewFromType( SpawnTypeName, SpawnShapeName, SpawnCategory, CountryID ) --R2.1
function SPAWNSTATIC:NewFromType( SpawnTypeName, SpawnShapeName, SpawnCategory, SpawnCountryID, SpawnCoalitionID )
local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
self:F( { SpawnTypeName } )
self.SpawnTypeName = SpawnTypeName
self.CountryID = CountryID
self.CountryID = SpawnCountryID
self.CoalitionID = SpawnCoalitionID
self.SpawnIndex = 0
self:SetEventPriority( 5 )
@ -116,6 +124,7 @@ function SPAWNSTATIC:NewFromType( SpawnTypeName, SpawnShapeName, SpawnCategory,
return self
end
--- Creates a new @{Static} at the original position.
-- @param #SPAWNSTATIC self
-- @param #number Heading The heading of the static, which is a number in degrees from 0 to 360.
@ -124,26 +133,28 @@ end
function SPAWNSTATIC:Spawn( Heading, NewName ) --R2.3
self:F( { Heading, NewName } )
local CountryName = _DATABASE.COUNTRY_NAME[self.CountryID]
local StaticTemplate, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate( self.SpawnTemplatePrefix )
local StaticTemplate = _DATABASE:GetStaticUnitTemplate( self.SpawnTemplatePrefix )
if StaticTemplate then
StaticTemplate.name = NewName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex )
StaticTemplate.heading = ( Heading / 180 ) * math.pi
local StaticUnitTemplate = StaticTemplate.units[1]
StaticTemplate.CountryID = nil
StaticTemplate.CoalitionID = nil
StaticTemplate.CategoryID = nil
local Static = coalition.addStaticObject( self.CountryID, StaticTemplate )
self.SpawnIndex = self.SpawnIndex + 1
StaticTemplate.name = NewName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex )
StaticTemplate.heading = ( Heading / 180 ) * math.pi
_DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, CategoryID, CountryID )
return Static
local Static = coalition.addStaticObject( self.CountryID or CountryID, StaticTemplate.units[1] )
self.SpawnIndex = self.SpawnIndex + 1
return _DATABASE:FindStatic(Static:getName())
end
return nil
end
--- Creates a new @{Static} from a POINT_VEC2.
-- @param #SPAWNSTATIC self
-- @param Core.Point#POINT_VEC2 PointVec2 The 2D coordinate where to spawn the static.
@ -153,32 +164,129 @@ end
function SPAWNSTATIC:SpawnFromPointVec2( PointVec2, Heading, NewName ) --R2.1
self:F( { PointVec2, Heading, NewName } )
local CountryName = _DATABASE.COUNTRY_NAME[self.CountryID]
local StaticTemplate, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate( self.SpawnTemplatePrefix )
local StaticTemplate = _DATABASE:GetStaticUnitTemplate( self.SpawnTemplatePrefix )
if StaticTemplate then
StaticTemplate.x = PointVec2.x
StaticTemplate.y = PointVec2.z
StaticTemplate.units = nil
StaticTemplate.route = nil
StaticTemplate.groupId = nil
local StaticUnitTemplate = StaticTemplate.units[1]
StaticUnitTemplate.x = PointVec2.x
StaticUnitTemplate.y = PointVec2.z
StaticTemplate.route = nil
StaticTemplate.groupId = nil
StaticTemplate.name = NewName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex )
StaticTemplate.heading = ( Heading / 180 ) * math.pi
StaticTemplate.CountryID = nil
StaticTemplate.CoalitionID = nil
StaticTemplate.CategoryID = nil
local Static = coalition.addStaticObject( self.CountryID, StaticTemplate )
self.SpawnIndex = self.SpawnIndex + 1
StaticTemplate.name = NewName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex )
StaticUnitTemplate.name = StaticTemplate.name
StaticUnitTemplate.heading = ( Heading / 180 ) * math.pi
_DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, CategoryID, CountryID)
self:F({StaticTemplate = StaticTemplate})
return Static
local Static = coalition.addStaticObject( self.CountryID or CountryID, StaticTemplate.units[1] )
self.SpawnIndex = self.SpawnIndex + 1
return _DATABASE:FindStatic(Static:getName())
end
return nil
end
--- Creates a new @{Static} from a COORDINATE.
-- @param #SPAWNSTATIC self
-- @param Core.Point#COORDINATE Coordinate The 3D coordinate where to spawn the static.
-- @param #number Heading (Optional) Heading The heading of the static, which is a number in degrees from 0 to 360. Default is 0 degrees.
-- @param #string NewName (Optional) The name of the new static.
-- @return #SPAWNSTATIC
function SPAWNSTATIC:SpawnFromCoordinate(Coordinate, Heading, NewName) --R2.4
self:F( { PointVec2, Heading, NewName } )
local StaticTemplate, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate( self.SpawnTemplatePrefix )
if StaticTemplate then
Heading=Heading or 0
local StaticUnitTemplate = StaticTemplate.units[1]
StaticUnitTemplate.x = Coordinate.x
StaticUnitTemplate.y = Coordinate.z
StaticUnitTemplate.alt = Coordinate.y
StaticTemplate.route = nil
StaticTemplate.groupId = nil
StaticTemplate.name = NewName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex )
StaticUnitTemplate.name = StaticTemplate.name
StaticUnitTemplate.heading = ( Heading / 180 ) * math.pi
_DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, CategoryID, CountryID)
self:F({StaticTemplate = StaticTemplate})
local Static = coalition.addStaticObject( self.CountryID or CountryID, StaticTemplate.units[1] )
self.SpawnIndex = self.SpawnIndex + 1
return _DATABASE:FindStatic(Static:getName())
end
return nil
end
--- Respawns the original @{Static}.
-- @param #SPAWNSTATIC self
-- @return #SPAWNSTATIC
function SPAWNSTATIC:ReSpawn()
local StaticTemplate, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate( self.SpawnTemplatePrefix )
if StaticTemplate then
local StaticUnitTemplate = StaticTemplate.units[1]
StaticTemplate.route = nil
StaticTemplate.groupId = nil
local Static = coalition.addStaticObject( self.CountryID or CountryID, StaticTemplate.units[1] )
return _DATABASE:FindStatic(Static:getName())
end
return nil
end
--- Creates the original @{Static} at a POINT_VEC2.
-- @param #SPAWNSTATIC self
-- @param Core.Point#COORDINATE Coordinate The 2D coordinate where to spawn the static.
-- @param #number Heading The heading of the static, which is a number in degrees from 0 to 360.
-- @return #SPAWNSTATIC
function SPAWNSTATIC:ReSpawnAt( Coordinate, Heading )
local StaticTemplate, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate( self.SpawnTemplatePrefix )
if StaticTemplate then
local StaticUnitTemplate = StaticTemplate.units[1]
StaticUnitTemplate.x = Coordinate.x
StaticUnitTemplate.y = Coordinate.z
StaticUnitTemplate.heading = Heading and ( ( Heading / 180 ) * math.pi ) or StaticTemplate.heading
local Static = coalition.addStaticObject( self.CountryID or CountryID, StaticTemplate.units[1] )
return _DATABASE:FindStatic(Static:getName())
end
return nil
end
--- Creates a new @{Static} from a @{Zone}.
-- @param #SPAWNSTATIC self
-- @param Core.Zone#ZONE_BASE Zone The Zone where to spawn the static.

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@ -1,14 +1,13 @@
--- **Core** -- Management of SPOT logistics, that can be transported from and to transportation carriers.
--
-- ![Banner Image](..\Presentations\SPOT\Dia1.JPG)
--- **Core** - Management of spotting logistics, that can be activated and deactivated upon command.
--
-- ===
--
-- SPOT implements the DCS Spot class functionality, but adds additional luxury to be able to:
--
-- * Spot for a defined duration.
-- * wiggle the spot at the target.
-- * Provide a @{Unit} as a target, instead of a point.
-- * Updates of laer spot position every 0.2 seconds for moving targets.
-- * Wiggle the spot at the target.
-- * Provide a @{Wrapper.Unit} as a target, instead of a point.
-- * Implement a status machine, LaseOn, LaseOff.
--
-- ===
@ -38,7 +37,8 @@
--
-- ===
--
-- @module Spot
-- @module Core.Spot
-- @image Core_Spot.JPG
do
@ -47,13 +47,12 @@ do
-- @extends Core.Fsm#FSM
--- # SPOT class, extends @{Fsm#FSM}
--
-- SPOT implements the DCS Spot class functionality, but adds additional luxury to be able to:
--- Implements the target spotting or marking functionality, but adds additional luxury to be able to:
--
-- * Mark targets for a defined duration.
-- * wiggle the spot at the target.
-- * Provide a @{Unit} as a target, instead of a point.
-- * Updates of laer spot position every 0.2 seconds for moving targets.
-- * Wiggle the spot at the target.
-- * Provide a @{Wrapper.Unit} as a target, instead of a point.
-- * Implement a status machine, LaseOn, LaseOff.
--
-- ## 1. SPOT constructor
@ -88,9 +87,7 @@ do
--- SPOT Constructor.
-- @param #SPOT self
-- @param Wrapper.Unit#UNIT Recce
-- @param #number LaserCode
-- @param #number Duration
-- @param Wrapper.Unit#UNIT Recce Unit that is lasing
-- @return #SPOT
function SPOT:New( Recce )
@ -118,12 +115,17 @@ do
--- LaseOn Trigger for SPOT
-- @function [parent=#SPOT] LaseOn
-- @param #SPOT self
-- @param Wrapper.Positionable#POSITIONABLE Target
-- @param #number LaserCode Laser code.
-- @param #number Duration Duration of lasing in seconds.
--- LaseOn Asynchronous Trigger for SPOT
-- @function [parent=#SPOT] __LaseOn
-- @param #SPOT self
-- @param #number Delay
-- @param Wrapper.Positionable#POSITIONABLE Target
-- @param #number LaserCode Laser code.
-- @param #number Duration Duration of lasing in seconds.
self:AddTransition( "On", "Lasing", "On" )
@ -196,9 +198,9 @@ do
-- @param From
-- @param Event
-- @param To
-- @param Wrapper.Positionable#POSITIONABLE Target
-- @param #number LaserCode
-- @param #number Duration
-- @param Wrapper.Positionable#POSITIONABLE Target Unit that is being lased.
-- @param #number LaserCode Laser code.
-- @param #number Duration Duration of lasing in seconds.
function SPOT:onafterLaseOn( From, Event, To, Target, LaserCode, Duration )
self:F( { "LaseOn", Target, LaserCode, Duration } )

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@ -1,8 +1,10 @@
--- **Core (WIP)** -- Manage user flags.
--- **Core** - Manage user flags to interact with the mission editor trigger system and server side scripts.
--
-- ===
--
-- Management of DCS User Flags.
-- ## Features:
--
-- * Set or get DCS user flags within running missions.
--
-- ===
--
@ -10,7 +12,9 @@
--
-- ===
--
-- @module UserFlag
-- @module Core.UserFlag
-- @image Core_Userflag.JPG
--
do -- UserFlag
@ -18,11 +22,9 @@ do -- UserFlag
-- @extends Core.Base#BASE
--- # USERFLAG class, extends @{Base#BASE}
--- Management of DCS User Flags.
--
-- Management of DCS User Flags.
--
-- ## 1. USERFLAG constructor
-- # 1. USERFLAG constructor
--
-- * @{#USERFLAG.New}(): Creates a new USERFLAG object.
--
@ -55,8 +57,6 @@ do -- UserFlag
--
function USERFLAG:Set( Number ) --R2.3
self:F( { Number = Number } )
trigger.action.setUserFlag( self.UserFlagName, Number )
return self
@ -70,7 +70,7 @@ do -- UserFlag
-- local BlueVictory = USERFLAG:New( "VictoryBlue" )
-- local BlueVictoryValue = BlueVictory:Get() -- Get the UserFlag VictoryBlue value.
--
function USERFLAG:Get( Number ) --R2.3
function USERFLAG:Get() --R2.3
return trigger.misc.getUserFlag( self.UserFlagName )
end

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@ -1,7 +1,13 @@
--- **Core (WIP)** -- Manage user sound.
--- **Core** - Manage user sound.
--
-- ===
--
-- ## Features:
--
-- * Play sounds wihtin running missions.
--
-- ===
--
-- Management of DCS User Sound.
--
-- ===
@ -10,7 +16,8 @@
--
-- ===
--
-- @module UserSound
-- @module Core.UserSound
-- @image Core_Usersound.JPG
do -- UserSound
@ -18,11 +25,9 @@ do -- UserSound
-- @extends Core.Base#BASE
--- # USERSOUND class, extends @{Base#BASE}
--- Management of DCS User Sound.
--
-- Management of DCS User Sound.
--
-- ## 1. USERSOUND constructor
-- ## USERSOUND constructor
--
-- * @{#USERSOUND.New}(): Creates a new USERSOUND object.
--
@ -80,7 +85,7 @@ do -- UserSound
--- Play the usersound to the given coalition.
-- @param #USERSOUND self
-- @param Dcs.DCScoalition#coalition Coalition The coalition to play the usersound to.
-- @param DCS#coalition Coalition The coalition to play the usersound to.
-- @return #USERSOUND The usersound instance.
-- @usage
-- local BlueVictory = USERSOUND:New( "BlueVictory.ogg" )
@ -96,7 +101,7 @@ do -- UserSound
--- Play the usersound to the given country.
-- @param #USERSOUND self
-- @param Dcs.DCScountry#country Country The country to play the usersound to.
-- @param DCS#country Country The country to play the usersound to.
-- @return #USERSOUND The usersound instance.
-- @usage
-- local BlueVictory = USERSOUND:New( "BlueVictory.ogg" )
@ -110,18 +115,24 @@ do -- UserSound
end
--- Play the usersound to the given @{Group}.
--- Play the usersound to the given @{Wrapper.Group}.
-- @param #USERSOUND self
-- @param Wrapper.Group#GROUP Group The @{Group} to play the usersound to.
-- @param Wrapper.Group#GROUP Group The @{Wrapper.Group} to play the usersound to.
-- @param #number Delay (Optional) Delay in seconds, before the sound is played. Default 0.
-- @return #USERSOUND The usersound instance.
-- @usage
-- local BlueVictory = USERSOUND:New( "BlueVictory.ogg" )
-- local PlayerGroup = GROUP:FindByName( "PlayerGroup" ) -- Search for the active group named "PlayerGroup", that contains a human player.
-- BlueVictory:ToGroup( PlayerGroup ) -- Play the sound that Blue has won to the player group.
--
function USERSOUND:ToGroup( Group ) --R2.3
trigger.action.outSoundForGroup( Group:GetID(), self.UserSoundFileName )
function USERSOUND:ToGroup( Group, Delay ) --R2.3
Delay=Delay or 0
if Delay>0 then
SCHEDULER:New(nil, USERSOUND.ToGroup,{self, Group}, Delay)
else
trigger.action.outSoundForGroup( Group:GetID(), self.UserSoundFileName )
end
return self
end

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@ -1,13 +1,22 @@
--- **Core** -- VELOCITY models a speed, which can be expressed in various formats according the Settings.
--- **Core** - Models a velocity or speed, which can be expressed in various formats according the settings.
--
-- ===
--
-- ## Features:
--
-- * Convert velocity in various metric systems.
-- * Set the velocity.
-- * Create a text in a specific format of a velocity.
--
-- ===
--
-- ### Author: **FlightControl**
-- ### Contributions:
--
-- ===
--
-- @module Velocity
-- @module Core.Velocity
-- @image MOOSE.JPG
do -- Velocity
@ -15,11 +24,9 @@ do -- Velocity
-- @extends Core.Base#BASE
--- # VELOCITY class, extends @{Base#BASE}
--- VELOCITY models a speed, which can be expressed in various formats according the Settings.
--
-- VELOCITY models a speed, which can be expressed in various formats according the Settings.
--
-- ## 1. VELOCITY constructor
-- ## VELOCITY constructor
--
-- * @{#VELOCITY.New}(): Creates a new VELOCITY object.
--
@ -125,7 +132,7 @@ do -- VELOCITY_POSITIONABLE
-- @extends Core.Base#BASE
--- # VELOCITY_POSITIONABLE class, extends @{Base#BASE}
--- # VELOCITY_POSITIONABLE class, extends @{Core.Base#BASE}
--
-- VELOCITY_POSITIONABLE monitors the speed of an @{Positionable} in the simulation, which can be expressed in various formats according the Settings.
--

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@ -1,54 +0,0 @@
-------------------------------------------------------------------------------
-- @module DCSAirbase
--- Represents airbases: airdromes, helipads and ships with flying decks or landing pads.
-- @type Airbase
-- @extends Dcs.DCSCoalitionWrapper.Object#CoalitionObject
-- @field #Airbase.ID ID Identifier of an airbase. It assigned to an airbase by the Mission Editor automatically. This identifier is used in AI tasks to refer an airbase that exists (spawned and not dead) or not.
-- @field #Airbase.Category Category enum contains identifiers of airbase categories.
-- @field #Airbase.Desc Desc Airbase descriptor. Airdromes are unique and their types are unique, but helipads and ships are not always unique and may have the same type.
--- Enum contains identifiers of airbase categories.
-- @type Airbase.Category
-- @field AIRDROME
-- @field HELIPAD
-- @field SHIP
--- Airbase descriptor. Airdromes are unique and their types are unique, but helipads and ships are not always unique and may have the same type.
-- @type Airbase.Desc
-- @extends #Desc
-- @field #Airbase.Category category Category of the airbase type.
--- Returns airbase by its name. If no airbase found the function will return nil.
-- @function [parent=#Airbase] getByName
-- @param #string name
-- @return #Airbase
--- Returns airbase descriptor by type name. If no descriptor is found the function will return nil.
-- @function [parent=#Airbase] getDescByName
-- @param #TypeName typeName Airbase type name.
-- @return #Airbase.Desc
--- Returns Unit that is corresponded to the airbase. Works only for ships.
-- @function [parent=#Airbase] getUnit
-- @param self
-- @return Wrapper.Unit#Unit
--- Returns identifier of the airbase.
-- @function [parent=#Airbase] getID
-- @param self
-- @return #Airbase.ID
--- Returns the airbase's callsign - the localized string.
-- @function [parent=#Airbase] getCallsign
-- @param self
-- @return #string
--- Returns descriptor of the airbase.
-- @function [parent=#Airbase] getDesc
-- @param self
-- @return #Airbase.Desc
Airbase = {} --#Airbase

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@ -1,20 +0,0 @@
-------------------------------------------------------------------------------
-- @module DCSCoalitionObject
--- @type CoalitionObject
-- @extends Dcs.DCSWrapper.Object#Object
coalition = {} --#coalition
--- Returns coalition of the object.
-- @function [parent=#CoalitionObject] getCoalition
-- @param #CoalitionObject self
-- @return Dcs.DCSTypes#coalition.side
--- Returns object country.
-- @function [parent=#CoalitionObject] getCountry
-- @param #CoalitionObject self
-- @return #country.id
CoalitionObject = {} --#CoalitionObject

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@ -1,10 +0,0 @@
--- @module DCSCommand
--- @type Command
-- @field #string id
-- @field #Command.params params
--- @type Command.params
env.info( "Command defined" )

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-------------------------------------------------------------------------------
-- @module DCSController
--- Controller is an object that performs A.I.-routines. Other words controller is an instance of A.I.. Controller stores current main task, active enroute tasks and behavior options. Controller performs commands. Please, read DCS A-10C GUI Manual EN.pdf chapter "Task Planning for Unit Groups", page 91 to understand A.I. system of DCS:A-10C.
--
-- This class has 2 types of functions:
--
-- * Tasks
-- * Commands: Commands are instant actions those required zero time to perform. Commands may be used both for control unit/group behavior and control game mechanics.
-- @type Controller
-- @field #Controller.Detection Detection Enum contains identifiers of surface types.
--- Enables and disables the controller.
-- Note: Now it works only for ground / naval groups!
-- @function [parent=#Controller] setOnOff
-- @param self
-- @param #boolean value Enable / Disable.
-- Tasks
--- Resets current task and then sets the task to the controller. Task is a table that contains task identifier and task parameters.
-- @function [parent=#Controller] setTask
-- @param self
-- @param #Task task
--- Resets current task of the controller.
-- @function [parent=#Controller] resetTask
-- @param self
--- Pushes the task to the front of the queue and makes the task active. Further call of function Controller.setTask() function will stop current task, clear the queue and set the new task active. If the task queue is empty the function will work like function Controller.setTask() function.
-- @function [parent=#Controller] pushTask
-- @param self
-- @param #Task task
--- Pops current (front) task from the queue and makes active next task in the queue (if exists). If no more tasks in the queue the function works like function Controller.resetTask() function. Does nothing if the queue is empty.
-- @function [parent=#Controller] popTask
-- @param self
--- Returns true if the controller has a task.
-- @function [parent=#Controller] hasTask
-- @param self
-- @return #boolean
-- Commands
--TODO: describe #Command structure
--- Sets the command to perform by controller.
-- @function [parent=#Controller] setCommand
-- @param self
-- @param #Command command Table that contains command identifier and command parameters.
-- Behaviours
--- Sets the option to the controller.
-- Option is a pair of identifier and value. Behavior options are global parameters those affect controller behavior in all tasks it performs.
-- Option identifiers and values are stored in table AI.Option in subtables Air, Ground and Naval.
--
-- OptionId = @{#AI.Option.Air.id} or @{#AI.Option.Ground.id} or @{#AI.Option.Naval.id}
-- OptionValue = AI.Option.Air.val[optionName] or AI.Option.Ground.val[optionName] or AI.Option.Naval.val[optionName]
--
-- @function [parent=#Controller] setOption
-- @param self
-- @param #OptionId optionId Option identifier.
-- @param #OptionValue optionValue Value of the option.
-- Detection
--- Enum contains identifiers of surface types.
-- @type Controller.Detection
-- @field VISUAL
-- @field OPTIC
-- @field RADAR
-- @field IRST
-- @field RWR
-- @field DLINK
--- Detected target.
-- @type DetectedTarget
-- @field Wrapper.Object#Object object The target
-- @field #boolean visible The target is visible
-- @field #boolean type The target type is known
-- @field #boolean distance Distance to the target is known
--- Checks if the target is detected or not. If one or more detection method is specified the function will return true if the target is detected by at least one of these methods. If no detection methods are specified the function will return true if the target is detected by any method.
-- @function [parent=#Controller] isTargetDetected
-- @param self
-- @param Wrapper.Object#Object target Target to check
-- @param #Controller.Detection detection Controller.Detection detection1, Controller.Detection detection2, ... Controller.Detection detectionN
-- @return #boolean detected True if the target is detected.
-- @return #boolean visible Has effect only if detected is true. True if the target is visible now.
-- @return #ModelTime lastTime Has effect only if visible is false. Last time when target was seen.
-- @return #boolean type Has effect only if detected is true. True if the target type is known.
-- @return #boolean distance Has effect only if detected is true. True if the distance to the target is known.
-- @return #Vec3 lastPos Has effect only if visible is false. Last position of the target when it was seen.
-- @return #Vec3 lastVel Has effect only if visible is false. Last velocity of the target when it was seen.
--- Returns list of detected targets. If one or more detection method is specified the function will return targets which were detected by at least one of these methods. If no detection methods are specified the function will return targets which were detected by any method.
-- @function [parent=#Controller] getDetectedTargets
-- @param self
-- @param #Controller.Detection detection Controller.Detection detection1, Controller.Detection detection2, ... Controller.Detection detectionN
-- @return #list<#DetectedTarget> array of DetectedTarget
--- Know a target.
-- @function [parent=#Controller] knowTarget
-- @param self
-- @param Wrapper.Object#Object object The target.
-- @param #boolean type Target type is known.
-- @param #boolean distance Distance to target is known.
Controller = {} --#Controller

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-------------------------------------------------------------------------------
-- @module DCSGroup
--- Represents group of Units.
-- @type Group
-- @field #ID ID Identifier of a group. It is assigned to a group by Mission Editor automatically.
-- @field #Group.Category Category Enum contains identifiers of group types.
--- Enum contains identifiers of group types.
-- @type Group.Category
-- @field AIRPLANE
-- @field HELICOPTER
-- @field GROUND
-- @field SHIP
-- Static Functions
--- Returns group by the name assigned to the group in Mission Editor.
-- @function [parent=#Group] getByName
-- @param #string name
-- @return #Group
-- Member Functions
--- returns true if the group exist or false otherwise.
-- @function [parent=#Group] isExist
-- @param #Group self
-- @return #boolean
--- Destroys the group and all of its units.
-- @function [parent=#Group] destroy
-- @param #Group self
--- Returns category of the group.
-- @function [parent=#Group] getCategory
-- @param #Group self
-- @return #Group.Category
--TODO check coalition.side
--- Returns the coalition of the group.
-- @function [parent=#Group] getCoalition
-- @param #Group self
-- @return Dcs.DCSCoalitionWrapper.Object#coalition.side
--- Returns the group's name. This is the same name assigned to the group in Mission Editor.
-- @function [parent=#Group] getName
-- @param #Group self
-- @return #string
--- Returns the group identifier.
-- @function [parent=#Group] getID
-- @param #Group self
-- @return #ID
--- Returns the unit with number unitNumber. If the unit is not exists the function will return nil.
-- @function [parent=#Group] getUnit
-- @param #Group self
-- @param #number unitNumber
-- @return Dcs.DCSWrapper.Unit#Unit
--- Returns current size of the group. If some of the units will be destroyed, As units are destroyed the size of the group will be changed.
-- @function [parent=#Group] getSize
-- @param #Group self
-- @return #number
--- Returns initial size of the group. If some of the units will be destroyed, initial size of the group will not be changed. Initial size limits the unitNumber parameter for Group.getUnit() function.
-- @function [parent=#Group] getInitialSize
-- @param #Group self
-- @return #number
--- Returns array of the units present in the group now. Destroyed units will not be enlisted at all.
-- @function [parent=#Group] getUnits
-- @param #Group self
-- @return #list<Dcs.DCSWrapper.Unit#Unit> array of Units
--- Returns controller of the group.
-- @function [parent=#Group] getController
-- @param #Group self
-- @return Controller#Controller
Group = {} --#Group

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-------------------------------------------------------------------------------
-- @module DCSObject
--- @type Object
-- @field #Object.Category Category
-- @field #Object.Desc Desc
--- @type Object.Category
-- @field UNIT
-- @field WEAPON
-- @field STATIC
-- @field SCENERY
-- @field BASE
--- @type Object.Desc
-- @extends #Desc
-- @field #number life initial life level
-- @field #Box3 box bounding box of collision geometry
--- @function [parent=#Object] isExist
-- @param #Object self
-- @return #boolean
--- @function [parent=#Object] destroy
-- @param #Object self
--- @function [parent=#Object] getCategory
-- @param #Object self
-- @return #Object.Category
--- Returns type name of the Object.
-- @function [parent=#Object] getTypeName
-- @param #Object self
-- @return #string
--- Returns object descriptor.
-- @function [parent=#Object] getDesc
-- @param #Object self
-- @return #Object.Desc
--- Returns true if the object belongs to the category.
-- @function [parent=#Object] hasAttribute
-- @param #Object self
-- @param #AttributeName attributeName Attribute name to check.
-- @return #boolean
--- Returns name of the object. This is the name that is assigned to the object in the Mission Editor.
-- @function [parent=#Object] getName
-- @param #Object self
-- @return #string
--- Returns object coordinates for current time.
-- @function [parent=#Object] getPoint
-- @param #Object self
-- @return #Vec3
--- Returns object position for current time.
-- @function [parent=#Object] getPosition
-- @param #Object self
-- @return #Position3
--- Returns the unit's velocity vector.
-- @function [parent=#Object] getVelocity
-- @param #Object self
-- @return #Vec3
--- Returns true if the unit is in air.
-- @function [parent=#Object] inAir
-- @param #Object self
-- @return #boolean
Object = {} --#Object

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-------------------------------------------------------------------------------
-- @module DCSStaticObject
-------------------------------------------------------------------------------
-- @module StaticObject
-- @extends CoalitionWrapper.Object#CoalitionObject
--- Represents static object added in the Mission Editor.
-- @type StaticObject
-- @field #StaticObject.ID ID Identifier of a StaticObject. It assigned to an StaticObject by the Mission Editor automatically.
-- @field #StaticObject.Desc Desc Descriptor of StaticObject and Unit are equal. StaticObject is just a passive variant of Unit.
--- StaticObject descriptor. Airdromes are unique and their types are unique, but helipads and ships are not always unique and may have the same type.
-- @type StaticObject.Desc
-- @extends Wrapper.Unit#Unit.Desc
--- Returns static object by its name. If no static object found nil will be returned.
-- @function [parent=#StaticObject] getByName
-- @param #string name Name of static object to find.
-- @return #StaticObject
--- returns identifier of the static object.
-- @function [parent=#StaticObject] getID
-- @param #StaticObject self
-- @return #StaticObject.ID
--- Returns descriptor of the StaticObject.
-- @function [parent=#StaticObject] getDesc
-- @param #StaticObject self
-- @return #StaticObject.Desc
StaticObject = {} --#StaticObject

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--- @module DCSTask
--- A task descriptor (internal structure for DCS World)
-- @type Task
-- @field #string id
-- @field #Task.param param
--- @type Task.param
--- List of @{#Task}
-- @type TaskArray
-- @list <#Task>
env.info( "Task defined" )

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-------------------------------------------------------------------------------
-- @module DCSTime
--- @type ModelTime
-- @extends #number
--- @type Time
-- @extends #number

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-------------------------------------------------------------------------------
-- @module DCSTypes
--- Time is given in seconds.
-- @type Time
-- @extends #number
--- Model time is the time that drives the simulation. Model time may be stopped, accelerated and decelerated relative real time.
-- @type ModelTime
-- @extends #number
--- Mission time is a model time plus time of the mission start.
-- @type MissionTime
-- @extends #number
--- Distance is given in meters.
-- @type Distance
-- @extends #number
--- Angle is given in radians.
-- @type Angle
-- @extends #number
--- Azimuth is an angle of rotation around world axis y counter-clockwise.
-- @type Azimuth
-- @extends #number
--- Mass is given in kilograms.
-- @type Mass
-- @extends #number
--- Vec3 type is a 3D-vector.
-- DCS world has 3-dimensional coordinate system. DCS ground is an infinite plain.
-- @type Vec3
-- @field #Distance x is directed to the north
-- @field #Distance z is directed to the east
-- @field #Distance y is directed up
--- Vec2 is a 2D-vector for the ground plane as a reference plane.
-- @type Vec2
-- @field #Distance x Vec2.x = Vec3.x
-- @field #Distance y Vec2.y = Vec3.z
--- Position is a composite structure. It consists of both coordinate vector and orientation matrix. Position3 (also known as "Pos3" for short) is a table that has following format:
-- @type Position3
-- @field #Vec3 p
-- @field #Vec3 x
-- @field #Vec3 y
-- @field #Vec3 z
--- 3-dimensional box.
-- @type Box3
-- @field #Vec3 min
-- @field #Vec3 max
--- Each object belongs to a type. Object type is a named couple of properties those independent of mission and common for all units of the same type. Name of unit type is a string. Samples of unit type: "Su-27", "KAMAZ" and "M2 Bradley".
-- @type TypeName
-- @extends #string
--- AttributeName = string
-- Each object type may have attributes.
-- Attributes are enlisted in ./Scripts/Database/db_attributes.Lua.
-- To know what attributes the object type has, look for the unit type script in sub-directories planes/, helicopter/s, vehicles, navy/ of ./Scripts/Database/ directory.
-- @type AttributeName
-- @extends #string
--- List of @{#AttributeName}
-- @type AttributeNameArray
-- @list <#AttributeName>
--- @type AI
-- @field #AI.Skill Skill
-- @field #AI.Task Task
-- @field #AI.Option Option
--- @type AI.Skill
-- @field AVERAGE
-- @field GOOD
-- @field HIGH
-- @field EXCELLENT
-- @field PLAYER
-- @field CLIENT
--- @type AI.Task
-- @field #AI.Task.WeaponExpend WeaponExpend
-- @field #AI.Task.OrbitPattern OrbitPattern
-- @field #AI.Task.Designation Designation
-- @field #AI.Task.WaypointType WaypointType
-- @field #AI.Task.TurnMethod TurnMethod
-- @field #AI.Task.AltitudeType AltitudeType
-- @field #AI.Task.VehicleFormation VehicleFormation
--- @type AI.Task.WeaponExpend
-- @field ONE
-- @field TWO
-- @field FOUR
-- @field QUARTER
-- @field HALF
-- @field ALL
--- @type AI.Task.OrbitPattern
-- @field CIRCLE
-- @field RACE_TRACK
--- @type AI.Task.Designation
-- @field NO
-- @field AUTO
-- @field WP
-- @field IR_POINTER
-- @field LASER
--- @type AI.Task.WaypointType
-- @field TAKEOFF
-- @field TAKEOFF_PARKING
-- @field TURNING_POINT
-- @field LAND
--- @type AI.Task.TurnMethod
-- @field FLY_OVER_POINT
-- @field FIN_POINT
--- @type AI.Task.AltitudeType
-- @field BARO
-- @field RADIO
--- @type AI.Task.VehicleFormation
-- @field OFF_ROAD
-- @field ON_ROAD
-- @field RANK
-- @field CONE
-- @field DIAMOND
-- @field VEE
-- @field ECHELON_LEFT
-- @field ECHELON_RIGHT
--- @type AI.Option
-- @field #AI.Option.Air Air
-- @field #AI.Option.Ground Ground
-- @field #AI.Option.Naval Naval
--- @type AI.Option.Air
-- @field #AI.Option.Air.id id
-- @field #AI.Option.Air.val val
--- @type AI.Option.Ground
-- @field #AI.Option.Ground.id id
-- @field #AI.Option.Ground.val val
--- @type AI.Option.Naval
-- @field #AI.Option.Naval.id id
-- @field #AI.Option.Naval.val val
--TODO: work on formation
--- @type AI.Option.Air.id
-- @field NO_OPTION
-- @field ROE
-- @field REACTION_ON_THREAT
-- @field RADAR_USING
-- @field FLARE_USING
-- @field FORMATION
-- @field RTB_ON_BINGO
-- @field SILENCE
--- @type AI.Option.Air.val
-- @field #AI.Option.Air.val.ROE ROE
-- @field #AI.Option.Air.val.REACTION_ON_THREAT REACTION_ON_THREAT
-- @field #AI.Option.Air.val.RADAR_USING RADAR_USING
-- @field #AI.Option.Air.val.FLARE_USING FLARE_USING
--- @type AI.Option.Air.val.ROE
-- @field WEAPON_FREE
-- @field OPEN_FIRE_WEAPON_FREE
-- @field OPEN_FIRE
-- @field RETURN_FIRE
-- @field WEAPON_HOLD
--- @type AI.Option.Air.val.REACTION_ON_THREAT
-- @field NO_REACTION
-- @field PASSIVE_DEFENCE
-- @field EVADE_FIRE
-- @field BYPASS_AND_ESCAPE
-- @field ALLOW_ABORT_MISSION
--- @type AI.Option.Air.val.RADAR_USING
-- @field NEVER
-- @field FOR_ATTACK_ONLY
-- @field FOR_SEARCH_IF_REQUIRED
-- @field FOR_CONTINUOUS_SEARCH
--- @type AI.Option.Air.val.FLARE_USING
-- @field NEVER
-- @field AGAINST_FIRED_MISSILE
-- @field WHEN_FLYING_IN_SAM_WEZ
-- @field WHEN_FLYING_NEAR_ENEMIES
--- @type AI.Option.Ground.id
-- @field NO_OPTION
-- @field ROE @{#AI.Option.Ground.val.ROE}
-- @field DISPERSE_ON_ATTACK true or false
-- @field ALARM_STATE @{#AI.Option.Ground.val.ALARM_STATE}
--- @type AI.Option.Ground.val
-- @field #AI.Option.Ground.val.ROE ROE
-- @field #AI.Option.Ground.val.ALARM_STATE ALARM_STATE
--- @type AI.Option.Ground.val.ROE
-- @field OPEN_FIRE
-- @field RETURN_FIRE
-- @field WEAPON_HOLD
--- @type AI.Option.Ground.val.ALARM_STATE
-- @field AUTO
-- @field GREEN
-- @field RED
--- @type AI.Option.Naval.id
-- @field NO_OPTION
-- @field ROE
--- @type AI.Option.Naval.val
-- @field #AI.Option.Naval.val.ROE ROE
--- @type AI.Option.Naval.val.ROE
-- @field OPEN_FIRE
-- @field RETURN_FIRE
-- @field WEAPON_HOLD
AI = {} --#AI
--- @type Desc
-- @field #TypeName typeName type name
-- @field #string displayName localized display name
-- @field #table attributes object type attributes
--- A distance type
-- @type Distance
--- An angle type
-- @type Angle
env.info( 'AI types created' )

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-------------------------------------------------------------------------------
-- @module DCSUnit
--- @type Unit
-- @extends Dcs.DCSCoalitionWrapper.Object#CoalitionObject
-- @field ID Identifier of an unit. It assigned to an unit by the Mission Editor automatically.
-- @field #Unit.Category Category
-- @field #Unit.RefuelingSystem RefuelingSystem
-- @field #Unit.SensorType SensorType
-- @field #Unit.OpticType OpticType
-- @field #Unit.RadarType RadarType
-- @field #Unit.Desc Desc
-- @field #Unit.DescAircraft DescAircraft
-- @field #Unit.DescAirplane DescAirplane
-- @field #Unit.DescHelicopter DescHelicopter
-- @field #Unit.DescVehicle DescVehicle
-- @field #Unit.DescShip DescShip
-- @field #Unit.AmmoItem AmmoItem
-- @field #list<#Unit.AmmoItem> Ammo
-- @field #Unit.Sensor Sensor
-- @field #Unit.Optic Optic
-- @field #Unit.Radar Radar
-- @field #Unit.IRST IRST
--- Enum that stores unit categories.
-- @type Unit.Category
-- @field AIRPLANE
-- @field HELICOPTER
-- @field GROUND_UNIT
-- @field SHIP
-- @field STRUCTURE
--- Enum that stores aircraft refueling system types.
-- @type Unit.RefuelingSystem
-- @field BOOM_AND_RECEPTACLE
-- @field PROBE_AND_DROGUE
--- Enum that stores sensor types.
-- @type Unit.SensorType
-- @field OPTIC
-- @field RADAR
-- @field IRST
-- @field RWR
--- Enum that stores types of optic sensors.
-- @type Unit.OpticType
-- @field TV TV-sensor
-- @field LLTV Low-level TV-sensor
-- @field IR Infra-Red optic sensor
--- Enum that stores radar types.
-- @type Unit.RadarType
-- @field AS air search radar
-- @field SS surface/land search radar
--- A unit descriptor.
-- @type Unit.Desc
-- @extends Wrapper.Object#Object.Desc
-- @field #Unit.Category category Unit Category
-- @field #Mass massEmpty mass of empty unit
-- @field #number speedMax istance / Time, --maximal velocity
--- An aircraft descriptor.
-- @type Unit.DescAircraft
-- @extends Wrapper.Unit#Unit.Desc
-- @field #Mass fuelMassMax maximal inner fuel mass
-- @field #Distance range Operational range
-- @field #Distance Hmax Ceiling
-- @field #number VyMax #Distance / #Time, --maximal climb rate
-- @field #number NyMin minimal safe acceleration
-- @field #number NyMax maximal safe acceleration
-- @field #Unit.RefuelingSystem tankerType refueling system type
--- An airplane descriptor.
-- @type Unit.DescAirplane
-- @extends Wrapper.Unit#Unit.DescAircraft
-- @field #number speedMax0 Distance / Time maximal TAS at ground level
-- @field #number speedMax10K Distance / Time maximal TAS at altitude of 10 km
--- A helicopter descriptor.
-- @type Unit.DescHelicopter
-- @extends Wrapper.Unit#Unit.DescAircraft
-- @field #Distance HmaxStat static ceiling
--- A vehicle descriptor.
-- @type Unit.DescVehicle
-- @extends Wrapper.Unit#Unit.Desc
-- @field #Angle maxSlopeAngle maximal slope angle
-- @field #boolean riverCrossing can the vehicle cross a rivers
--- A ship descriptor.
-- @type Unit.DescShip
-- @extends #Unit.Desc
--- ammunition item: "type-count" pair.
-- @type Unit.AmmoItem
-- @field #Weapon.Desc desc ammunition descriptor
-- @field #number count ammunition count
--- A unit sensor.
-- @type Unit.Sensor
-- @field #TypeName typeName
-- @field #Unit.SensorType type
--- An optic sensor.
-- @type Unit.Optic
-- @extends Wrapper.Unit#Unit.Sensor
-- @field #Unit.OpticType opticType
--- A radar.
-- @type Unit.Radar
-- @extends Wrapper.Unit#Unit.Sensor
-- @field #Distance detectionDistanceRBM detection distance for RCS=1m^2 in real-beam mapping mode, nil if radar doesn't support surface/land search
-- @field #Distance detectionDistanceHRM detection distance for RCS=1m^2 in high-resolution mapping mode, nil if radar has no HRM
-- @field #Unit.Radar.detectionDistanceAir detectionDistanceAir detection distance for RCS=1m^2 airborne target, nil if radar doesn't support air search
--- @type Unit.Radar.detectionDistanceAir
-- @field #Unit.Radar.detectionDistanceAir.upperHemisphere upperHemisphere
-- @field #Unit.Radar.detectionDistanceAir.lowerHemisphere lowerHemisphere
--- @type Unit.Radar.detectionDistanceAir.upperHemisphere
-- @field #Distance headOn
-- @field #Distance tailOn
--- @type Unit.Radar.detectionDistanceAir.lowerHemisphere
-- @field #Distance headOn
-- @field #Distance tailOn
--- An IRST.
-- @type Wrapper.Unit#Unit.IRST
-- @extends Unit.Sensor
-- @field #Distance detectionDistanceIdle detection of tail-on target with heat signature = 1 in upper hemisphere, engines are in idle
-- @field #Distance detectionDistanceMaximal ..., engines are in maximal mode
-- @field #Distance detectionDistanceAfterburner ..., engines are in afterburner mode
--- An RWR.
-- @type Unit.RWR
-- @extends Wrapper.Unit#Unit.Sensor
--- table that stores all unit sensors.
-- TODO @type Sensors
--
--- Returns unit object by the name assigned to the unit in Mission Editor. If there is unit with such name or the unit is destroyed the function will return nil. The function provides access to non-activated units too.
-- @function [parent=#Unit] getByName
-- @param #string name
-- @return #Unit
--- Returns if the unit is activated.
-- @function [parent=#Unit] isActive
-- @param #Unit self
-- @return #boolean
--- Returns name of the player that control the unit or nil if the unit is controlled by A.I.
-- @function [parent=#Unit] getPlayerName
-- @param #Unit self
-- @return #string
--- returns the unit's unique identifier.
-- @function [parent=#Unit] getID
-- @param #Unit self
-- @return #Unit.ID
--- Returns the unit's number in the group. The number is the same number the unit has in ME. It may not be changed during the mission. If any unit in the group is destroyed, the numbers of another units will not be changed.
-- @function [parent=#Unit] getNumber
-- @param #Unit self
-- @return #number
--- Returns controller of the unit if it exist and nil otherwise
-- @function [parent=#Unit] getController
-- @param #Unit self
-- @return #Controller
--- Returns the unit's group if it exist and nil otherwise
-- @function [parent=#Unit] getGroup
-- @param #Unit self
-- @return Dcs.DCSWrapper.Group#Group
--- Returns the unit's callsign - the localized string.
-- @function [parent=#Unit] getCallsign
-- @param #Unit self
-- @return #string
--- Returns the unit's health. Dead units has health <= 1.0
-- @function [parent=#Unit] getLife
-- @param #Unit self
-- @return #number
--- returns the unit's initial health.
-- @function [parent=#Unit] getLife0
-- @param #Unit self
-- @return #number
--- Returns relative amount of fuel (from 0.0 to 1.0) the unit has in its internal tanks. If there are additional fuel tanks the value may be greater than 1.0.
-- @function [parent=#Unit] getFuel
-- @param #Unit self
-- @return #number
--- Returns the unit ammunition.
-- @function [parent=#Unit] getAmmo
-- @param #Unit self
-- @return #Unit.Ammo
--- Returns the unit sensors.
-- @function [parent=#Unit] getSensors
-- @param #Unit self
-- @return #Unit.Sensors
--- Returns true if the unit has specified types of sensors. This function is more preferable than Unit.getSensors() if you don't want to get information about all the unit's sensors, and just want to check if the unit has specified types of sensors.
-- @function [parent=#Unit] hasSensors
-- @param #Unit self
-- @param #Unit.SensorType sensorType (= nil) Sensor type.
-- @param ... Additional parameters.
-- @return #boolean
-- @usage
-- If sensorType is Unit.SensorType.OPTIC, additional parameters are optic sensor types. Following example checks if the unit has LLTV or IR optics:
-- unit:hasSensors(Unit.SensorType.OPTIC, Unit.OpticType.LLTV, Unit.OpticType.IR)
-- If sensorType is Unit.SensorType.RADAR, additional parameters are radar types. Following example checks if the unit has air search radars:
-- unit:hasSensors(Unit.SensorType.RADAR, Unit.RadarType.AS)
-- If no additional parameters are specified the function returns true if the unit has at least one sensor of specified type.
-- If sensor type is not specified the function returns true if the unit has at least one sensor of any type.
--
--- returns two values:
-- First value indicates if at least one of the unit's radar(s) is on.
-- Second value is the object of the radar's interest. Not nil only if at least one radar of the unit is tracking a target.
-- @function [parent=#Unit] getRadar
-- @param #Unit self
-- @return #boolean, Wrapper.Object#Object
--- Returns unit descriptor. Descriptor type depends on unit category.
-- @function [parent=#Unit] getDesc
-- @param #Unit self
-- @return #Unit.Desc
Unit = {} --#Unit

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@ -1,11 +0,0 @@
-------------------------------------------------------------------------------
-- @module DCSVec3
---
-- @type Vec3
-- @field #number x
-- @field #number y
-- @field #number z
Vec3 = {}

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@ -1,10 +0,0 @@
-------------------------------------------------------------------------------
-- @module DCSZone
---
-- @type Zone
-- @field DCSVec3#Vec3 point
-- @field #number radius
Zone = {}

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@ -1,14 +0,0 @@
-------------------------------------------------------------------------------
-- @module DCScoalition
--- @type coalition
-- @field #coalition.side side
--- @type coalition.side
-- @field NEUTRAL
-- @field RED
-- @field BLUE
--- @function [parent=#coalition] getCountryCoalition
-- @param #number countryId
-- @return #number coalitionId

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@ -1,27 +0,0 @@
-------------------------------------------------------------------------------
-- @module DCScountry
--- @type country
-- @field #country.id id
country = country -- #country
--- @type country.id
-- @field RUSSIA
-- @field UKRAINE
-- @field USA
-- @field TURKEY
-- @field UK
-- @field FRANCE
-- @field GERMANY
-- @field CANADA
-- @field SPAIN
-- @field THE_NETHERLANDS
-- @field BELGIUM
-- @field NORWAY
-- @field DENMARK
-- @field ISRAEL
-- @field GEORGIA
-- @field INSURGENTS
-- @field ABKHAZIA
-- @field SOUTH_OSETIA
-- @field ITALY

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@ -1,27 +0,0 @@
-------------------------------------------------------------------------------
-- @module env
--- @type env
--- Add message to simulator log with caption "INFO". Message box is optional.
-- @function [parent=#env] info
-- @field #string message message string to add to log.
-- @field #boolean showMessageBox If the parameter is true Message Box will appear. Optional.
--- Add message to simulator log with caption "WARNING". Message box is optional.
-- @function [parent=#env] warning
-- @field #string message message string to add to log.
-- @field #boolean showMessageBox If the parameter is true Message Box will appear. Optional.
--- Add message to simulator log with caption "ERROR". Message box is optional.
-- @function [parent=#env] error
-- @field #string message message string to add to log.
-- @field #boolean showMessageBox If the parameter is true Message Box will appear. Optional.
--- Enables/disables appearance of message box each time lua error occurs.
-- @function [parent=#env] setErrorMessageBoxEnabled
-- @field #boolean on if true message box appearance is enabled.
env = {} --#env

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@ -1,26 +0,0 @@
-------------------------------------------------------------------------------
-- @module land
--- @type land
-- @field #land.SurfaceType SurfaceType
--- @type land.SurfaceType
-- @field LAND
-- @field SHALLOW_WATER
-- @field WATER
-- @field ROAD
-- @field RUNWAY
--- Returns altitude MSL of the point.
-- @function [parent=#land] getHeight
-- @param #Vec2 point point on the ground.
-- @return Dcs.DCSTypes#Distance
--- returns surface type at the given point.
-- @function [parent=#land] getSurfaceType
-- @param #Vec2 point Point on the land.
-- @return #land.SurfaceType
land = {} --#land

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@ -1,45 +0,0 @@
-------------------------------------------------------------------------------
-- @module DCStimer
--- @type timer
--- Returns model time in seconds.
-- @function [parent=#timer] getTime
-- @return #Time
--- Returns mission time in seconds.
-- @function [parent=#timer] getAbsTime
-- @return #Time
--- Returns mission start time in seconds.
-- @function [parent=#timer] getTime0
-- @return #Time
--- Schedules function to call at desired model time.
-- Time function FunctionToCall(any argument, Time time)
--
-- ...
--
-- return ...
--
-- end
--
-- Must return model time of next call or nil. Note that the DCS scheduler calls the function in protected mode and any Lua errors in the called function will be trapped and not reported. If the function triggers a Lua error then it will be terminated and not scheduled to run again.
-- @function [parent=#timer] scheduleFunction
-- @param #FunctionToCall functionToCall Lua-function to call. Must have prototype of FunctionToCall.
-- @param functionArgument Function argument of any type to pass to functionToCall.
-- @param #Time time Model time of the function call.
-- @return functionId
--- Re-schedules function to call at another model time.
-- @function [parent=#timer] setFunctionTime
-- @param functionId Lua-function to call. Must have prototype of FunctionToCall.
-- @param #Time time Model time of the function call.
--- Removes the function from schedule.
-- @function [parent=#timer] removeFunction
-- @param functionId Function identifier to remove from schedule
timer = {} --#timer

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@ -1,8 +0,0 @@
-------------------------------------------------------------------------------
-- @module DCStrigger
trigger = {} --#timer

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@ -1,35 +0,0 @@
-------------------------------------------------------------------------------
-- @module DCSWorld
--- @type world
-- @field #world.event event
--- @type world.event
-- @field S_EVENT_INVALID
-- @field S_EVENT_SHOT
-- @field S_EVENT_HIT
-- @field S_EVENT_TAKEOFF
-- @field S_EVENT_LAND
-- @field S_EVENT_CRASH
-- @field S_EVENT_EJECTION
-- @field S_EVENT_REFUELING
-- @field S_EVENT_DEAD
-- @field S_EVENT_PILOT_DEAD
-- @field S_EVENT_BASE_CAPTURED
-- @field S_EVENT_MISSION_START
-- @field S_EVENT_MISSION_END
-- @field S_EVENT_TOOK_CONTROL
-- @field S_EVENT_REFUELING_STOP
-- @field S_EVENT_BIRTH
-- @field S_EVENT_HUMAN_FAILURE
-- @field S_EVENT_ENGINE_STARTUP
-- @field S_EVENT_ENGINE_SHUTDOWN
-- @field S_EVENT_PLAYER_ENTER_UNIT
-- @field S_EVENT_PLAYER_LEAVE_UNIT
-- @field S_EVENT_PLAYER_COMMENT
-- @field S_EVENT_SHOOTING_START
-- @field S_EVENT_SHOOTING_END
-- @field S_EVENT_MAX
world = {} --#world

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@ -1,18 +1,28 @@
--- **Functional** -- The ATC\_GROUND classes monitor airbase traffic and regulate speed while taxiing.
--- **Functional** -- Monitor airbase traffic and regulate speed while taxiing.
--
-- ===
--
-- ## Features:
--
-- ![Banner Image](..\Presentations\ATC_GROUND\Dia1.JPG)
-- * Monitor speed of the airplanes of players during taxi.
-- * Communicate ATC ground operations.
-- * Kick speeding players during taxi.
--
-- ===
--
-- ## Missions:
--
-- [ABP - Airbase Police](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/ABP%20-%20Airbase%20Police)
--
-- ===
--
-- ### Contributions: Dutch Baron - Concept & Testing
-- ### Author: FlightControl - Framework Design & Programming
--
-- ===
--
-- @module ATC_Ground
-- @module Functional.ATC_Ground
-- @image Air_Traffic_Control_Ground_Operations.JPG
--- @type ATC_GROUND
-- @field Core.Set#SET_CLIENT SetClient
@ -417,7 +427,7 @@ end
-- # Airbases monitored
--
-- The following airbases are monitored at the Caucasus region.
-- Use the @{Airbase#AIRBASE.Caucasus} enumeration to select the airbases to be monitored.
-- Use the @{Wrapper.Airbase#AIRBASE.Caucasus} enumeration to select the airbases to be monitored.
--
-- * `AIRBASE.Caucasus.Anapa_Vityazevo`
-- * `AIRBASE.Caucasus.Batumi`
@ -1021,7 +1031,7 @@ end
-- # Airbases monitored
--
-- The following airbases are monitored at the Nevada region.
-- Use the @{Airbase#AIRBASE.Nevada} enumeration to select the airbases to be monitored.
-- Use the @{Wrapper.Airbase#AIRBASE.Nevada} enumeration to select the airbases to be monitored.
--
-- * `AIRBASE.Nevada.Beatty_Airport`
-- * `AIRBASE.Nevada.Boulder_City_Airport`
@ -1561,7 +1571,7 @@ end
-- # Airbases monitored
--
-- The following airbases are monitored at the Normandy region.
-- Use the @{Airbase#AIRBASE.Normandy} enumeration to select the airbases to be monitored.
-- Use the @{Wrapper.Airbase#AIRBASE.Normandy} enumeration to select the airbases to be monitored.
--
-- * `AIRBASE.Normandy.Azeville`
-- * `AIRBASE.Normandy.Bazenville`

File diff suppressed because it is too large Load Diff

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@ -1,26 +1,23 @@
--- **Functional** -- The CLEANUP_AIRBASE class keeps an area clean of crashing or colliding airplanes. It also prevents airplanes from firing within this area.
--- **Functional** -- Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.
--
-- ===
--
-- ### Author: **FlightControl**
-- ### Contributions:
-- ## Features:
--
--
-- * Try to keep the airbase clean and operational.
-- * Prevent airplanes from crashing.
-- * Clean up obstructing airplanes from the runway that are standing still for a period of time.
-- * Prevent airplanes firing missiles within the airbase zone.
--
-- ===
--
-- @module CleanUp
--- @type CLEANUP_AIRBASE.__ Methods which are not intended for mission designers, but which are used interally by the moose designer :-)
-- @field #map<#string,Wrapper.Airbase#AIRBASE> Airbases Map of Airbases.
-- @extends Core.Base#BASE
--- @type CLEANUP_AIRBASE
-- @extends #CLEANUP_AIRBASE.__
--- # CLEANUP_AIRBASE, extends @{Base#BASE}
-- ## Missions:
--
-- ![Banner Image](..\Presentations\CLEANUP_AIRBASE\Dia1.JPG)
-- [CLA - CleanUp Airbase](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/CLA%20-%20CleanUp%20Airbase)
--
-- ===
--
-- The CLEANUP_AIRBASE class keeps airbases clean, and tries to guarantee continuous airbase operations, even under combat.
-- Specific airbases need to be provided that need to be guarded. Each airbase registered, will be guarded within a zone of 8 km around the airbase.
-- Any unit that fires a missile, or shoots within the zone of an airbase, will be monitored by CLEANUP_AIRBASE.
-- Within the 8km zone, units cannot fire any missile, which prevents the airbase runway to receive missile or bomb hits.
@ -45,7 +42,26 @@
--
-- By following the above guidelines, you can add airbase cleanup with acceptable CPU overhead.
--
-- ## 1. CLEANUP_AIRBASE Constructor
-- ===
--
-- ### Author: **FlightControl**
-- ### Contributions:
--
-- ===
--
-- @module Functional.CleanUp
-- @image CleanUp_Airbases.JPG
--- @type CLEANUP_AIRBASE.__ Methods which are not intended for mission designers, but which are used interally by the moose designer :-)
-- @field #map<#string,Wrapper.Airbase#AIRBASE> Airbases Map of Airbases.
-- @extends Core.Base#BASE
--- @type CLEANUP_AIRBASE
-- @extends #CLEANUP_AIRBASE.__
--- Keeps airbases clean, and tries to guarantee continuous airbase operations, even under combat.
--
-- # 1. CLEANUP_AIRBASE Constructor
--
-- Creates the main object which is preventing the airbase to get polluted with debris on the runway, which halts the airbase.
--
@ -56,12 +72,12 @@
-- CleanUpTbilisi = CLEANUP_AIRBASE:New( AIRBASE.Caucasus.Tbilisi )
-- CleanUpKutaisi = CLEANUP_AIRBASE:New( AIRBASE.Caucasus.Kutaisi )
--
-- ## 2. Add or Remove airbases
-- # 2. Add or Remove airbases
--
-- The method @{#CLEANUP_AIRBASE.AddAirbase}() to add an airbase to the cleanup validation process.
-- The method @{#CLEANUP_AIRBASE.RemoveAirbase}() removes an airbase from the cleanup validation process.
--
-- ## 3. Clean missiles and bombs within the airbase zone.
-- # 3. Clean missiles and bombs within the airbase zone.
--
-- When missiles or bombs hit the runway, the airbase operations stop.
-- Use the method @{#CLEANUP_AIRBASE.SetCleanMissiles}() to control the cleaning of missiles, which will prevent airbases to stop.
@ -114,6 +130,20 @@ function CLEANUP_AIRBASE:New( AirbaseNames )
self:HandleEvent( EVENTS.PilotDead, self.__.OnEventCrash )
self:HandleEvent( EVENTS.Dead, self.__.OnEventCrash )
self:HandleEvent( EVENTS.Crash, self.__.OnEventCrash )
for UnitName, Unit in pairs( _DATABASE.UNITS ) do
local Unit = Unit -- Wrapper.Unit#UNIT
if Unit:IsAlive() ~= nil then
if self:IsInAirbase( Unit:GetVec2() ) then
self:F( { UnitName = UnitName } )
self.CleanUpList[UnitName] = {}
self.CleanUpList[UnitName].CleanUpUnit = Unit
self.CleanUpList[UnitName].CleanUpGroup = Unit:GetGroup()
self.CleanUpList[UnitName].CleanUpGroupName = Unit:GetGroup():GetName()
self.CleanUpList[UnitName].CleanUpUnitName = Unit:GetName()
end
end
end
return self
end
@ -173,7 +203,7 @@ end
--- Destroys a @{Unit} from the simulator, but checks first if it is still existing!
--- Destroys a @{Wrapper.Unit} from the simulator, but checks first if it is still existing!
-- @param #CLEANUP_AIRBASE self
-- @param Wrapper.Unit#UNIT CleanUpUnit The object to be destroyed.
function CLEANUP_AIRBASE.__:DestroyUnit( CleanUpUnit )
@ -182,7 +212,7 @@ function CLEANUP_AIRBASE.__:DestroyUnit( CleanUpUnit )
if CleanUpUnit then
local CleanUpUnitName = CleanUpUnit:GetName()
local CleanUpGroup = CleanUpUnit:GetGroup()
-- TODO Client bug in 1.5.3
-- TODO DCS BUG - Client bug in 1.5.3
if CleanUpGroup:IsAlive() then
local CleanUpGroupUnits = CleanUpGroup:GetUnits()
if #CleanUpGroupUnits == 1 then
@ -200,7 +230,7 @@ end
--- Destroys a missile from the simulator, but checks first if it is still existing!
-- @param #CLEANUP_AIRBASE self
-- @param Dcs.DCSTypes#Weapon MissileObject
-- @param DCS#Weapon MissileObject
function CLEANUP_AIRBASE.__:DestroyMissile( MissileObject )
self:F( { MissileObject } )
@ -215,11 +245,15 @@ end
function CLEANUP_AIRBASE.__:OnEventBirth( EventData )
self:F( { EventData } )
self.CleanUpList[EventData.IniDCSUnitName] = {}
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
if EventData.IniUnit:IsAlive() ~= nil then
if self:IsInAirbase( EventData.IniUnit:GetVec2() ) then
self.CleanUpList[EventData.IniDCSUnitName] = {}
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
end
end
end
@ -231,7 +265,7 @@ end
function CLEANUP_AIRBASE.__:OnEventCrash( Event )
self:F( { Event } )
--TODO: This stuff is not working due to a DCS bug. Burning units cannot be destroyed.
--TODO: DCS BUG - This stuff is not working due to a DCS bug. Burning units cannot be destroyed.
-- self:T("before getGroup")
-- local _grp = Unit.getGroup(event.initiator)-- Identify the group that fired
-- self:T("after getGroup")
@ -290,9 +324,9 @@ function CLEANUP_AIRBASE.__:OnEventHit( Event )
end
end
--- Add the @{DCSWrapper.Unit#Unit} to the CleanUpList for CleanUp.
--- Add the @{DCS#Unit} to the CleanUpList for CleanUp.
-- @param #CLEANUP_AIRBASE self
-- @param Wrapper.Unit#UNIT CleanUpUnit
-- @param DCS#UNIT CleanUpUnit
-- @oaram #string CleanUpUnitName
function CLEANUP_AIRBASE.__:AddForCleanUp( CleanUpUnit, CleanUpUnitName )
self:F( { CleanUpUnit, CleanUpUnitName } )
@ -351,45 +385,50 @@ function CLEANUP_AIRBASE.__:CleanUpSchedule()
local CleanUpGroupName = CleanUpListData.CleanUpGroupName
if CleanUpUnit:IsAlive() ~= nil then
if self:IsInAirbase( CleanUpUnit:GetVec2() ) then
if _DATABASE:GetStatusGroup( CleanUpGroupName ) ~= "ReSpawn" then
local CleanUpCoordinate = CleanUpUnit:GetCoordinate()
self:T( { "CleanUp Scheduler", CleanUpUnitName } )
if CleanUpUnit:GetLife() <= CleanUpUnit:GetLife0() * 0.95 then
if CleanUpUnit:IsAboveRunway() then
if CleanUpUnit:InAir() then
local CleanUpLandHeight = CleanUpCoordinate:GetLandHeight()
local CleanUpUnitHeight = CleanUpCoordinate.y - CleanUpLandHeight
if CleanUpUnitHeight < 100 then
self:T( { "CleanUp Scheduler", "Destroy " .. CleanUpUnitName .. " because below safe height and damaged." } )
self:DestroyUnit( CleanUpUnit )
end
else
self:T( { "CleanUp Scheduler", "Destroy " .. CleanUpUnitName .. " because on runway and damaged." } )
self:DestroyUnit( CleanUpUnit )
end
end
end
-- Clean Units which are waiting for a very long time in the CleanUpZone.
if CleanUpUnit then
local CleanUpUnitVelocity = CleanUpUnit:GetVelocityKMH()
if CleanUpUnitVelocity < 1 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 )
end
end
else
CleanUpListData.CleanUpTime = timer.getTime()
CleanUpListData.CleanUpMoved = true
end
end
if _DATABASE:GetStatusGroup( CleanUpGroupName ) ~= "ReSpawn" then
local CleanUpCoordinate = CleanUpUnit:GetCoordinate()
self:T( { "CleanUp Scheduler", CleanUpUnitName } )
if CleanUpUnit:GetLife() <= CleanUpUnit:GetLife0() * 0.95 then
if CleanUpUnit:IsAboveRunway() then
if CleanUpUnit:InAir() then
local CleanUpLandHeight = CleanUpCoordinate:GetLandHeight()
local CleanUpUnitHeight = CleanUpCoordinate.y - CleanUpLandHeight
if CleanUpUnitHeight < 100 then
self:T( { "CleanUp Scheduler", "Destroy " .. CleanUpUnitName .. " because below safe height and damaged." } )
self:DestroyUnit( CleanUpUnit )
end
else
self:T( { "CleanUp Scheduler", "Destroy " .. CleanUpUnitName .. " because on runway and damaged." } )
self:DestroyUnit( CleanUpUnit )
end
end
end
-- Clean Units which are waiting for a very long time in the CleanUpZone.
if CleanUpUnit and not CleanUpUnit:GetPlayerName() then
local CleanUpUnitVelocity = CleanUpUnit:GetVelocityKMH()
if CleanUpUnitVelocity < 1 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 )
end
end
else
CleanUpListData.CleanUpTime = timer.getTime()
CleanUpListData.CleanUpMoved = true
end
end
else
-- not anymore in an airbase zone, remove from cleanup list.
self.CleanUpList[CleanUpUnitName] = nil
end
else
-- Do nothing ...
self.CleanUpList[CleanUpUnitName] = nil

View File

@ -2,198 +2,205 @@
--
-- ===
--
-- DESIGNATE is orchestrating the designation of potential targets executed by a Recce group,
-- and communicates these to a dedicated attacking group of players,
-- so that following a dynamically generated menu system,
-- each detected set of potential targets can be lased or smoked...
-- ## Features:
--
-- Targets can be:
-- * Faciliate the communication of detected targets to players.
-- * Designate targets using lasers, through a menu system.
-- * Designate targets using smoking, through a menu system.
-- * Designate targets using illumination, through a menu system.
-- * Auto lase targets.
-- * Refresh detection upon specified time intervals.
-- * Prioritization on threat levels.
-- * Reporting system of threats.
--
-- ===
--
-- ## Missions:
--
-- [DES - Designation](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/DES%20-%20Designation)
--
-- ===
--
-- Targets detected by recce will be communicated to a group of attacking players.
-- A menu system is made available that allows to:
--
-- * **Lased** for a period of time.
-- * **Smoked**. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.)
-- * **Illuminated** through an illumination bomb. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.
--
-- ===
-- The following terminology is being used throughout this document:
--
-- # **AUTHORS and CONTRIBUTIONS**
-- * The **DesignateObject** is the object of the DESIGNATE class, which is this class explained in the document.
-- * The **DetectionObject** is the object of a DETECTION_ class (DETECTION_TYPES, DETECTION_AREAS, DETECTION_UNITS), which is executing the detection and grouping of Targets into _DetectionItems_.
-- * **TargetGroups** is the list of detected target groupings by the _DetectionObject_. Each _TargetGroup_ contains a _TargetSet_.
-- * **TargetGroup** is one element of the __TargetGroups__ list, and contains a _TargetSet_.
-- * The **TargetSet** is a SET_UNITS collection of _Targets_, that have been detected by the _DetectionObject_.
-- * A **Target** is a detected UNIT object by the _DetectionObject_.
-- * A **Threat Level** is a number from 0 to 10 that is calculated based on the threat of the Target in an Air to Ground battle scenario.
-- * The **RecceSet** is a SET_GROUP collection that contains the **RecceGroups**.
-- * A **RecceGroup** is a GROUP object containing the **Recces**.
-- * A **Recce** is a UNIT object executing the reconnaissance as part the _DetectionObject_. A Recce can be of any UNIT type.
-- * An **AttackGroup** is a GROUP object that contain _Players_.
-- * A **Player** is an active CLIENT object containing a human player.
-- * A **Designate Menu** is the menu that is dynamically created during the designation process for each _AttackGroup_.
--
-- # Player Manual
--
-- ![Banner Image](..\Presentations\DESIGNATE\Dia3.JPG)
--
-- A typical mission setup would require Recce (a @{Set} of Recce) to be detecting potential targets.
-- The DetectionObject will group the detected targets based on the detection method being used.
-- Possible detection methods could be by Area, by Type or by Unit.
-- Each grouping will result in a **TargetGroup**, for terminology and clarity we will use this term throughout the document.
--
-- **Recce** require to have Line of Sight (LOS) towards the targets.
-- The **Recce** will report any detected targets to the Players (on the picture Observers).
-- When targets are detected, a menu will be made available that allows those **TargetGroups** to be designated.
-- Designation can be done by Lasing, Smoking and Illumination.
-- Smoking is useful during the day, while illumination is recommended to be used during the night.
-- Smoking can designate specific targets, but not very precise, while lasing is very accurate and allows to
-- players to attack the targets using laser guided bombs or rockets.
-- Illumination will lighten up the Target Area.
--
-- **Recce** can be ground based or airborne. Airborne **Recce** (AFAC) can be really useful to designate a large amount of targets
-- in a wide open area, as airborne **Recce** has a large LOS.
-- However, ground based **Recce** are very useful to smoke or illuminate targets, as they can be much closer
-- to the Target Area.
--
-- It is recommended to make the **Recce** invisible and immortal using the Mission Editor in DCS World.
-- This will ensure that the detection process won't be interrupted and that targets can be designated.
-- However, you don't have to, so to simulate a more real-word situation or simulation, **Recce can also be destroyed**!
--
-- ## 1. Player View (Observer)
--
-- ![Banner Image](..\Presentations\DESIGNATE\Dia4.JPG)
--
-- The RecceSet is continuously detecting for potential Targets,
-- executing its task as part of the DetectionObject.
-- Once Targets have been detected, the DesignateObject will trigger the **Detect Event**.
--
-- In order to prevent an overflow in the DesignateObject of detected targets,
-- there is a maximum amount of TargetGroups
-- that can be put in **scope** of the DesignateObject.
-- We call this the **MaximumDesignations** term.
--
-- ## 2. Designate Menu
--
-- ![Banner Image](..\Presentations\DESIGNATE\Dia5.JPG)
--
-- For each detected TargetGroup, there is:
--
-- * A **Designate Menu** are created and continuously refreshed, containing the **DesignationID** and the **Designation Status**.
-- * The RecceGroups are reporting to each AttackGroup, sending **Messages** containing the Threat Level and the TargetSet composition.
--
-- A Player can then select an action from the **Designate Menu**.
-- The Designation Status is shown between the ( ).
--
-- It indicates for each TargetGroup the current active designation action applied:
--
-- * An "I" for Illumnation designation.
-- * An "S" for Smoking designation.
-- * An "L" for Lasing designation.
--
-- Note that multiple designation methods can be active at the same time!
-- Note the **Auto Lase** option. When switched on, the available **Recce** will lase
-- Targets when detected.
--
-- Targets are designated per **Threat Level**.
-- The most threatening targets from an Air to Ground perspective, are designated first!
-- This is for all designation methods.
--
-- ![Banner Image](..\Presentations\DESIGNATE\Dia6.JPG)
--
-- Each Designate Menu has a sub menu structure, which allows specific actions to be triggered:
--
-- * Lase Targets using a specific laser code.
-- * Smoke Targets using a specific smoke color.
-- * Illuminate areas.
--
-- ## 3. Lasing Targets
--
-- ![Banner Image](..\Presentations\DESIGNATE\Dia7.JPG)
--
-- Lasing targets is done as expected. Each available Recce can lase only ONE target through!
--
-- ![Banner Image](..\Presentations\DESIGNATE\Dia8.JPG)
--
-- Lasing can be done for specific laser codes. The Su-25T requires laser code 1113, while the A-10A requires laser code 1680.
-- For those, specific menu options can be made available for players to lase with these codes.
-- Auto Lase (as explained above), will ensure continuous lasing of available targets.
-- The status report shows which targets are being designated.
--
-- The following logic is executed when a TargetGroup is selected to be *lased* from the Designation Menu:
--
-- * The RecceSet is searched for any Recce that is within *designation distance* from a Target in the TargetGroup that is currently not being designated.
-- * If there is a Recce found that is currently no designating a target, and is within designation distance from the Target, then that Target will be designated.
-- * During designation, any Recce that does not have Line of Sight (LOS) and is not within disignation distance from the Target, will stop designating the Target, and a report is given.
-- * When a Recce is designating a Target, and that Target is destroyed, then the Recce will stop designating the Target, and will report the event.
-- * When a Recce is designating a Target, and that Recce is destroyed, then the Recce will be removed from the RecceSet and designation will stop without reporting.
-- * When all RecceGroups are destroyed from the RecceSet, then the DesignationObject will stop functioning, and nothing will be reported.
--
-- In this way, DESIGNATE assists players to designate ground targets for a coordinated attack!
--
-- ## 4. Illuminating Targets
--
-- ![Banner Image](..\Presentations\DESIGNATE\Dia9.JPG)
--
-- Illumination bombs are fired between 500 and 700 meters altitude and will burn about 2 minutes, while slowly decending.
-- Each available recce within range will fire an illumination bomb.
-- Illumination bombs can be fired in while lasing targets.
-- When illumination bombs are fired, it will take about 2 minutes until a sequent bomb run can be requested using the menus.
--
-- ## 5. Smoking Targets
--
-- ![Banner Image](..\Presentations\DESIGNATE\Dia10.JPG)
--
-- Smoke will fire for 5 minutes.
-- Each available recce within range will smoke a target.
-- Smoking can be requested while lasing targets.
-- Smoke will appear "around" the targets, because of accuracy limitations.
--
--
-- Have FUN!
--
-- ===
--
-- ### Contributions:
--
-- * [**Ciribob**](https://forums.eagle.ru/member.php?u=112175): Showing the way how to lase targets + how laser codes work!!! Explained the autolase script.
-- * [**EasyEB**](https://forums.eagle.ru/member.php?u=112055): Ideas and Beta Testing
-- * [**Wingthor**](https://forums.eagle.ru/member.php?u=123698): Beta Testing
--
--
-- ### Authors:
--
-- * **FlightControl**: Design & Programming
--
-- @module Designate
-- ===
--
-- @module Functional.Designate
-- @image Designation.JPG
do -- DESIGNATE
--- @type DESIGNATE
-- @extends Core.Fsm#FSM_PROCESS
--- # DESIGNATE class, extends @{Fsm#FSM}
--
-- DESIGNATE is managing the designation of detected targets.
-- Targets detected by recce will be communicated to a group of attacking players.
-- A menu system is made available that allows to:
--
-- * **Lased** for a period of time.
-- * **Smoked**. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.)
-- * **Illuminated** through an illumination bomb. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.
--
-- The following terminology is being used throughout this document:
--
-- * The **DesignateObject** is the object of the DESIGNATE class, which is this class explained in the document.
-- * The **DetectionObject** is the object of a DETECTION_ class (DETECTION_TYPES, DETECTION_AREAS, DETECTION_UNITS), which is executing the detection and grouping of Targets into _DetectionItems_.
-- * **TargetGroups** is the list of detected target groupings by the _DetectionObject_. Each _TargetGroup_ contains a _TargetSet_.
-- * **TargetGroup** is one element of the __TargetGroups__ list, and contains a _TargetSet_.
-- * The **TargetSet** is a SET_UNITS collection of _Targets_, that have been detected by the _DetectionObject_.
-- * A **Target** is a detected UNIT object by the _DetectionObject_.
-- * A **Threat Level** is a number from 0 to 10 that is calculated based on the threat of the Target in an Air to Ground battle scenario.
-- * The **RecceSet** is a SET_GROUP collection that contains the **RecceGroups**.
-- * A **RecceGroup** is a GROUP object containing the **Recces**.
-- * A **Recce** is a UNIT object executing the reconnaissance as part the _DetectionObject_. A Recce can be of any UNIT type.
-- * An **AttackGroup** is a GROUP object that contain _Players_.
-- * A **Player** is an active CLIENT object containing a human player.
-- * A **Designate Menu** is the menu that is dynamically created during the designation process for each _AttackGroup_.
--
-- ## 0. Player Manual
--
-- ![Banner Image](..\Presentations\DESIGNATE\Dia3.JPG)
--
-- A typical mission setup would require Recce (a @{Set} of Recce) to be detecting potential targets.
-- The DetectionObject will group the detected targets based on the detection method being used.
-- Possible detection methods could be by Area, by Type or by Unit.
-- Each grouping will result in a **TargetGroup**, for terminology and clarity we will use this term throughout the document.
--
-- **Recce** require to have Line of Sight (LOS) towards the targets.
-- The **Recce** will report any detected targets to the Players (on the picture Observers).
-- When targets are detected, a menu will be made available that allows those **TargetGroups** to be designated.
-- Designation can be done by Lasing, Smoking and Illumination.
-- Smoking is useful during the day, while illumination is recommended to be used during the night.
-- Smoking can designate specific targets, but not very precise, while lasing is very accurate and allows to
-- players to attack the targets using laser guided bombs or rockets.
-- Illumination will lighten up the Target Area.
--
-- **Recce** can be ground based or airborne. Airborne **Recce** (AFAC) can be really useful to designate a large amount of targets
-- in a wide open area, as airborne **Recce** has a large LOS.
-- However, ground based **Recce** are very useful to smoke or illuminate targets, as they can be much closer
-- to the Target Area.
--
-- It is recommended to make the **Recce** invisible and immortal using the Mission Editor in DCS World.
-- This will ensure that the detection process won't be interrupted and that targets can be designated.
-- However, you don't have to, so to simulate a more real-word situation or simulation, **Recce can also be destroyed**!
--
-- ### 0.1. Player View (Observer)
--
-- ![Banner Image](..\Presentations\DESIGNATE\Dia4.JPG)
--
-- The RecceSet is continuously detecting for potential Targets,
-- executing its task as part of the DetectionObject.
-- Once Targets have been detected, the DesignateObject will trigger the **Detect Event**.
--
-- In order to prevent an overflow in the DesignateObject of detected targets,
-- there is a maximum amount of TargetGroups
-- that can be put in **scope** of the DesignateObject.
-- We call this the **MaximumDesignations** term.
--
-- ### 0.2. Designate Menu
--
-- ![Banner Image](..\Presentations\DESIGNATE\Dia5.JPG)
--
-- For each detected TargetGroup, there is:
--
-- * A **Designate Menu** are created and continuously refreshed, containing the **DesignationID** and the **Designation Status**.
-- * The RecceGroups are reporting to each AttackGroup, sending **Messages** containing the Threat Level and the TargetSet composition.
--
-- A Player can then select an action from the **Designate Menu**.
-- The Designation Status is shown between the ( ).
--
-- It indicates for each TargetGroup the current active designation action applied:
--
-- * An "I" for Illumnation designation.
-- * An "S" for Smoking designation.
-- * An "L" for Lasing designation.
--
-- Note that multiple designation methods can be active at the same time!
-- Note the **Auto Lase** option. When switched on, the available **Recce** will lase
-- Targets when detected.
--
-- Targets are designated per **Threat Level**.
-- The most threatening targets from an Air to Ground perspective, are designated first!
-- This is for all designation methods.
--
-- ![Banner Image](..\Presentations\DESIGNATE\Dia6.JPG)
--
-- Each Designate Menu has a sub menu structure, which allows specific actions to be triggered:
--
-- * Lase Targets using a specific laser code.
-- * Smoke Targets using a specific smoke color.
-- * Illuminate areas.
--
-- ### 0.3. Lasing Targets
--
-- ![Banner Image](..\Presentations\DESIGNATE\Dia7.JPG)
--
-- Lasing targets is done as expected. Each available Recce can lase only ONE target through!
--
-- ![Banner Image](..\Presentations\DESIGNATE\Dia8.JPG)
--
-- Lasing can be done for specific laser codes. The Su-25T requires laser code 1113, while the A-10A requires laser code 1680.
-- For those, specific menu options can be made available for players to lase with these codes.
-- Auto Lase (as explained above), will ensure continuous lasing of available targets.
-- The status report shows which targets are being designated.
--
-- The following logic is executed when a TargetGroup is selected to be *lased* from the Designation Menu:
--
-- * The RecceSet is searched for any Recce that is within *designation distance* from a Target in the TargetGroup that is currently not being designated.
-- * If there is a Recce found that is currently no designating a target, and is within designation distance from the Target, then that Target will be designated.
-- * During designation, any Recce that does not have Line of Sight (LOS) and is not within disignation distance from the Target, will stop designating the Target, and a report is given.
-- * When a Recce is designating a Target, and that Target is destroyed, then the Recce will stop designating the Target, and will report the event.
-- * When a Recce is designating a Target, and that Recce is destroyed, then the Recce will be removed from the RecceSet and designation will stop without reporting.
-- * When all RecceGroups are destroyed from the RecceSet, then the DesignationObject will stop functioning, and nothing will be reported.
--
-- In this way, DESIGNATE assists players to designate ground targets for a coordinated attack!
--
-- ### 0.4. Illuminating Targets
--
-- ![Banner Image](..\Presentations\DESIGNATE\Dia9.JPG)
--
-- Illumination bombs are fired between 500 and 700 meters altitude and will burn about 2 minutes, while slowly decending.
-- Each available recce within range will fire an illumination bomb.
-- Illumination bombs can be fired in while lasing targets.
-- When illumination bombs are fired, it will take about 2 minutes until a sequent bomb run can be requested using the menus.
--
-- ### 0.5. Smoking Targets
--
-- ![Banner Image](..\Presentations\DESIGNATE\Dia10.JPG)
--
-- Smoke will fire for 5 minutes.
-- Each available recce within range will smoke a target.
-- Smoking can be requested while lasing targets.
-- Smoke will appear “around” the targets, because of accuracy limitations.
--- Manage the designation of detected targets.
--
--
-- Have FUN!
--
-- ## 1. DESIGNATE constructor
-- # 1. DESIGNATE constructor
--
-- * @{#DESIGNATE.New}(): Creates a new DESIGNATE object.
--
-- ## 2. DESIGNATE is a FSM
-- # 2. DESIGNATE is a FSM
--
-- Designate is a finite state machine, which allows for controlled transitions of states.
--
-- ### 2.1 DESIGNATE States
-- ## 2.1 DESIGNATE States
--
-- * **Designating** ( Group ): The designation process.
--
-- ### 2.2 DESIGNATE Events
-- ## 2.2 DESIGNATE Events
--
-- * **@{#DESIGNATE.Detect}**: Detect targets.
-- * **@{#DESIGNATE.LaseOn}**: Lase the targets with the specified Index.
@ -201,7 +208,7 @@ do -- DESIGNATE
-- * **@{#DESIGNATE.Smoke}**: Smoke the targets with the specified Index.
-- * **@{#DESIGNATE.Status}**: Report designation status.
--
-- ## 3. Maximum Designations
-- # 3. Maximum Designations
--
-- In order to prevent an overflow of designations due to many Detected Targets, there is a
-- Maximum Designations scope that is set in the DesignationObject.
@ -209,9 +216,9 @@ do -- DESIGNATE
-- The method @{#DESIGNATE.SetMaximumDesignations}() will put a limit on the amount of designations put in scope of the DesignationObject.
-- Using the menu system, the player can "forget" a designation, so that gradually a new designation can be put in scope when detected.
--
-- ## 4. Laser codes
-- # 4. Laser codes
--
-- ### 4.1. Set possible laser codes
-- ## 4.1. Set possible laser codes
--
-- An array of laser codes can be provided, that will be used by the DESIGNATE when lasing.
-- The laser code is communicated by the Recce when it is lasing a larget.
@ -229,11 +236,11 @@ do -- DESIGNATE
--
-- The above sets a collection of possible laser codes that can be assigned. **Note the { } notation!**
--
-- ### 4.2. Auto generate laser codes
-- ## 4.2. Auto generate laser codes
--
-- Use the method @{#DESIGNATE.GenerateLaserCodes}() to generate all possible laser codes. Logic implemented and advised by Ciribob!
--
-- ### 4.3. Add specific lase codes to the lase menu
-- ## 4.3. Add specific lase codes to the lase menu
--
-- Certain plane types can only drop laser guided ordonnance when targets are lased with specific laser codes.
-- The SU-25T needs targets to be lased using laser code 1113.
@ -242,7 +249,7 @@ do -- DESIGNATE
-- The method @{#DESIGNATE.AddMenuLaserCode}() to allow a player to lase a target using a specific laser code.
-- Remove such a lase menu option using @{#DESIGNATE.RemoveMenuLaserCode}().
--
-- ## 5. Autolase to automatically lase detected targets.
-- # 5. Autolase to automatically lase detected targets.
--
-- DetectionItems can be auto lased once detected by Recces. As such, there is almost no action required from the Players using the Designate Menu.
-- The **auto lase** function can be activated through the Designation Menu.
@ -253,7 +260,7 @@ do -- DESIGNATE
--
-- Activate the auto lasing.
--
-- ## 6. Target prioritization on threat level
-- # 6. Target prioritization on threat level
--
-- Targets can be detected of different types in one DetectionItem. Depending on the type of the Target, a different threat level applies in an Air to Ground combat context.
-- SAMs are of a higher threat than normal tanks. So, if the Target type was recognized, the Recces will select those targets that form the biggest threat first,
@ -266,12 +273,12 @@ do -- DESIGNATE
--
-- The example will activate the threat level prioritization for this the Designate object. Threats will be marked based on the threat level of the Target.
--
-- ## 6. Designate Menu Location for a Mission
-- # 7. Designate Menu Location for a Mission
--
-- You can make DESIGNATE work for a @{Mission#MISSION} object. In this way, the designate menu will not appear in the root of the radio menu, but in the menu of the Mission.
-- You can make DESIGNATE work for a @{Tasking.Mission#MISSION} object. In this way, the designate menu will not appear in the root of the radio menu, but in the menu of the Mission.
-- Use the method @{#DESIGNATE.SetMission}() to set the @{Mission} object for the designate function.
--
-- ## 7. Status Report
-- # 8. Status Report
--
-- A status report is available that displays the current Targets detected, grouped per DetectionItem, and a list of which Targets are currently being marked.
--
@ -279,9 +286,9 @@ do -- DESIGNATE
-- * The status report can be automatically flashed by selecting "Status" -> "Flash Status On".
-- * The automatic flashing of the status report can be deactivated by selecting "Status" -> "Flash Status Off".
-- * The flashing of the status menu is disabled by default.
-- * The method @{#DESIGNATE.FlashStatusMenu}() can be used to enable or disable to flashing of the status menu.
-- * The method @{#DESIGNATE.SetFlashStatusMenu}() can be used to enable or disable to flashing of the status menu.
--
-- Designate:FlashStatusMenu( true )
-- Designate:SetFlashStatusMenu( true )
--
-- The example will activate the flashing of the status menu for this Designate object.
--
@ -467,7 +474,7 @@ do -- DESIGNATE
self.Designating = {}
self:SetDesignateName()
self.LaseDuration = 60
self:SetLaseDuration() -- Default is 120 seconds.
self:SetFlashStatusMenu( false )
self:SetFlashDetectionMessages( true )
@ -670,6 +677,14 @@ do -- DESIGNATE
return self
end
--- Set the lase duration for designations.
-- @param #DESIGNATE self
-- @param #number LaseDuration The time in seconds a lase will continue to hold on target. The default is 120 seconds.
-- @return #DESIGNATE
function DESIGNATE:SetLaseDuration( LaseDuration )
self.LaseDuration = LaseDuration or 120
return self
end
--- Generate an array of possible laser codes.
-- Each new lase will select a code from this table.
@ -793,16 +808,16 @@ do -- DESIGNATE
-- @return #DESIGNATE
function DESIGNATE:DesignationScope()
local DetectedItems = self.Detection:GetDetectedItems()
local DetectedItems = self.Detection:GetDetectedItemsByIndex()
local DetectedItemCount = 0
for DesignateIndex, Designating in pairs( self.Designating ) do
local DetectedItem = DetectedItems[DesignateIndex]
local DetectedItem = self.Detection:GetDetectedItemByIndex( DesignateIndex )
if DetectedItem then
-- Check LOS...
local IsDetected = self.Detection:IsDetectedItemDetected( DetectedItem )
self:F({IsDetected = IsDetected, DetectedItem })
self:F({IsDetected = IsDetected })
if IsDetected == false then
self:F("Removing")
-- This Detection is obsolete, remove from the designate scope
@ -861,7 +876,7 @@ do -- DESIGNATE
-- @return #DESIGNATE
function DESIGNATE:CoordinateLase()
local DetectedItems = self.Detection:GetDetectedItems()
local DetectedItems = self.Detection:GetDetectedItemsByIndex()
for DesignateIndex, Designating in pairs( self.Designating ) do
local DetectedItem = DetectedItems[DesignateIndex]
@ -891,7 +906,7 @@ do -- DESIGNATE
if self.FlashStatusMenu[AttackGroup] or ( MenuAttackGroup and ( AttackGroup:GetName() == MenuAttackGroup:GetName() ) ) then
local DetectedReport = REPORT:New( "Targets ready for Designation:" )
local DetectedItems = self.Detection:GetDetectedItems()
local DetectedItems = self.Detection:GetDetectedItemsByIndex()
for DesignateIndex, Designating in pairs( self.Designating ) do
local DetectedItem = DetectedItems[DesignateIndex]
@ -937,89 +952,112 @@ do -- DESIGNATE
return self
end
--- Sets the Designate Menu.
--- Sets the Designate Menu for one attack groups.
-- @param #DESIGNATE self
-- @return #DESIGNATE
function DESIGNATE:SetMenu( AttackGroup )
self.MenuDesignate = self.MenuDesignate or {}
local MissionMenu = nil
if self.Mission then
--MissionMenu = self.Mission:GetRootMenu( AttackGroup )
MissionMenu = self.Mission:GetMenu( AttackGroup )
end
local MenuTime = timer.getTime()
self.MenuDesignate[AttackGroup] = MENU_GROUP_DELAYED:New( AttackGroup, self.DesignateName, MissionMenu ):SetTime( MenuTime ):SetTag( self.DesignateName )
local MenuDesignate = self.MenuDesignate[AttackGroup] -- Core.Menu#MENU_GROUP_DELAYED
-- Set Menu option for auto lase
if self.AutoLase then
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Auto Lase Off", MenuDesignate, self.MenuAutoLase, self, false ):SetTime( MenuTime ):SetTag( self.DesignateName )
else
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Auto Lase On", MenuDesignate, self.MenuAutoLase, self, true ):SetTime( MenuTime ):SetTag( self.DesignateName )
end
local StatusMenu = MENU_GROUP_DELAYED:New( AttackGroup, "Status", MenuDesignate ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Report Status", StatusMenu, self.MenuStatus, self, AttackGroup ):SetTime( MenuTime ):SetTag( self.DesignateName )
if self.FlashStatusMenu[AttackGroup] then
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Flash Status Report Off", StatusMenu, self.MenuFlashStatus, self, AttackGroup, false ):SetTime( MenuTime ):SetTag( self.DesignateName )
else
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Flash Status Report On", StatusMenu, self.MenuFlashStatus, self, AttackGroup, true ):SetTime( MenuTime ):SetTag( self.DesignateName )
end
local DesignateCount = 0
for DesignateIndex, Designating in pairs( self.Designating ) do
local DetectedItem = self.Detection:GetDetectedItemByIndex( DesignateIndex )
if DetectedItem then
local Coord = self.Detection:GetDetectedItemCoordinate( DetectedItem )
local ID = self.Detection:GetDetectedItemID( DetectedItem )
local MenuText = ID --.. ", " .. Coord:ToStringA2G( AttackGroup )
MenuText = string.format( "(%3s) %s", Designating, MenuText )
local DetectedMenu = MENU_GROUP_DELAYED:New( AttackGroup, MenuText, MenuDesignate ):SetTime( MenuTime ):SetTag( self.DesignateName )
-- Build the Lasing menu.
if string.find( Designating, "L", 1, true ) == nil then
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Search other target", DetectedMenu, self.MenuForget, self, DesignateIndex ):SetTime( MenuTime ):SetTag( self.DesignateName )
for LaserCode, MenuText in pairs( self.MenuLaserCodes ) do
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, string.format( MenuText, LaserCode ), DetectedMenu, self.MenuLaseCode, self, DesignateIndex, self.LaseDuration, LaserCode ):SetTime( MenuTime ):SetTag( self.DesignateName )
end
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Lase with random laser code(s)", DetectedMenu, self.MenuLaseOn, self, DesignateIndex, self.LaseDuration ):SetTime( MenuTime ):SetTag( self.DesignateName )
else
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Stop lasing", DetectedMenu, self.MenuLaseOff, self, DesignateIndex ):SetTime( MenuTime ):SetTag( self.DesignateName )
end
-- Build the Smoking menu.
if string.find( Designating, "S", 1, true ) == nil then
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Smoke red", DetectedMenu, self.MenuSmoke, self, DesignateIndex, SMOKECOLOR.Red ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Smoke blue", DetectedMenu, self.MenuSmoke, self, DesignateIndex, SMOKECOLOR.Blue ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Smoke green", DetectedMenu, self.MenuSmoke, self, DesignateIndex, SMOKECOLOR.Green ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Smoke white", DetectedMenu, self.MenuSmoke, self, DesignateIndex, SMOKECOLOR.White ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Smoke orange", DetectedMenu, self.MenuSmoke, self, DesignateIndex, SMOKECOLOR.Orange ):SetTime( MenuTime ):SetTag( self.DesignateName )
end
-- Build the Illuminate menu.
if string.find( Designating, "I", 1, true ) == nil then
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Illuminate", DetectedMenu, self.MenuIlluminate, self, DesignateIndex ):SetTime( MenuTime ):SetTag( self.DesignateName )
end
end
DesignateCount = DesignateCount + 1
if DesignateCount > 10 then
break
end
end
MenuDesignate:Remove( MenuTime, self.DesignateName )
MenuDesignate:Set()
end
--- Sets the Designate Menu for all the attack groups.
-- @param #DESIGNATE self
-- @return #DESIGNATE
function DESIGNATE:SetDesignateMenu()
self.AttackSet:Flush( self )
local Delay = 1
self.AttackSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP GroupReport
function( AttackGroup )
self.MenuDesignate = self.MenuDesignate or {}
local MissionMenu = nil
if self.Mission then
MissionMenu = self.Mission:GetRootMenu( AttackGroup )
end
local MenuTime = timer.getTime()
self.MenuDesignate[AttackGroup] = MENU_GROUP_DELAYED:New( AttackGroup, self.DesignateName, MissionMenu ):SetTime( MenuTime ):SetTag( self.DesignateName )
local MenuDesignate = self.MenuDesignate[AttackGroup] -- Core.Menu#MENU_GROUP_DELAYED
-- Set Menu option for auto lase
if self.AutoLase then
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Auto Lase Off", MenuDesignate, self.MenuAutoLase, self, false ):SetTime( MenuTime ):SetTag( self.DesignateName )
else
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Auto Lase On", MenuDesignate, self.MenuAutoLase, self, true ):SetTime( MenuTime ):SetTag( self.DesignateName )
end
local StatusMenu = MENU_GROUP_DELAYED:New( AttackGroup, "Status", MenuDesignate ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Report Status", StatusMenu, self.MenuStatus, self, AttackGroup ):SetTime( MenuTime ):SetTag( self.DesignateName )
if self.FlashStatusMenu[AttackGroup] then
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Flash Status Report Off", StatusMenu, self.MenuFlashStatus, self, AttackGroup, false ):SetTime( MenuTime ):SetTag( self.DesignateName )
else
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Flash Status Report On", StatusMenu, self.MenuFlashStatus, self, AttackGroup, true ):SetTime( MenuTime ):SetTag( self.DesignateName )
end
for DesignateIndex, Designating in pairs( self.Designating ) do
local DetectedItem = self.Detection:GetDetectedItemByIndex( DesignateIndex )
if DetectedItem then
local Coord = self.Detection:GetDetectedItemCoordinate( DetectedItem )
local ID = self.Detection:GetDetectedItemID( DetectedItem )
local MenuText = ID --.. ", " .. Coord:ToStringA2G( AttackGroup )
MenuText = string.format( "(%3s) %s", Designating, MenuText )
local DetectedMenu = MENU_GROUP_DELAYED:New( AttackGroup, MenuText, MenuDesignate ):SetTime( MenuTime ):SetTag( self.DesignateName )
-- Build the Lasing menu.
if string.find( Designating, "L", 1, true ) == nil then
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Search other target", DetectedMenu, self.MenuForget, self, DesignateIndex ):SetTime( MenuTime ):SetTag( self.DesignateName )
for LaserCode, MenuText in pairs( self.MenuLaserCodes ) do
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, string.format( MenuText, LaserCode ), DetectedMenu, self.MenuLaseCode, self, DesignateIndex, 60, LaserCode ):SetTime( MenuTime ):SetTag( self.DesignateName )
end
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Lase with random laser code(s)", DetectedMenu, self.MenuLaseOn, self, DesignateIndex, 60 ):SetTime( MenuTime ):SetTag( self.DesignateName )
else
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Stop lasing", DetectedMenu, self.MenuLaseOff, self, DesignateIndex ):SetTime( MenuTime ):SetTag( self.DesignateName )
end
-- Build the Smoking menu.
if string.find( Designating, "S", 1, true ) == nil then
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Smoke red", DetectedMenu, self.MenuSmoke, self, DesignateIndex, SMOKECOLOR.Red ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Smoke blue", DetectedMenu, self.MenuSmoke, self, DesignateIndex, SMOKECOLOR.Blue ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Smoke green", DetectedMenu, self.MenuSmoke, self, DesignateIndex, SMOKECOLOR.Green ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Smoke white", DetectedMenu, self.MenuSmoke, self, DesignateIndex, SMOKECOLOR.White ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Smoke orange", DetectedMenu, self.MenuSmoke, self, DesignateIndex, SMOKECOLOR.Orange ):SetTime( MenuTime ):SetTag( self.DesignateName )
end
-- Build the Illuminate menu.
if string.find( Designating, "I", 1, true ) == nil then
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Illuminate", DetectedMenu, self.MenuIlluminate, self, DesignateIndex ):SetTime( MenuTime ):SetTag( self.DesignateName )
end
end
end
MenuDesignate:Remove( MenuTime, self.DesignateName )
MenuDesignate:Set()
end
self:ScheduleOnce( Delay, self.SetMenu, self, AttackGroup )
Delay = Delay + 1
end
)
return self
@ -1130,10 +1168,10 @@ do -- DESIGNATE
if string.find( self.Designating[Index], "L", 1, true ) == nil then
self.Designating[Index] = self.Designating[Index] .. "L"
self.LaseStart = timer.getTime()
self.LaseDuration = Duration
self:Lasing( Index, Duration, LaserCode )
end
self.LaseStart = timer.getTime()
self.LaseDuration = Duration
self:Lasing( Index, Duration, LaserCode )
end
@ -1292,7 +1330,7 @@ do -- DESIGNATE
local MarkedLaserCodesText = ReportLaserCodes:Text(', ')
self.CC:GetPositionable():MessageToSetGroup( "Marking " .. MarkingCount .. " x " .. MarkedTypesText .. ", code " .. MarkedLaserCodesText .. ".", 5, self.AttackSet, self.DesignateName )
self:__Lasing( -30, Index, Duration, LaserCodeRequested )
self:__Lasing( -self.LaseDuration, Index, Duration, LaserCodeRequested )
self:SetDesignateMenu()

View File

@ -2,22 +2,25 @@
--
-- ===
--
-- ![Banner Image](..\Presentations\DETECTION\Dia1.JPG)
-- ## Features:
--
-- * Detection of targets by recce units.
-- * Group detected targets per unit, type or area (zone).
-- * Keep persistency of detected targets, if when detection is lost.
-- * Provide an indication of detected targets.
-- * Report detected targets.
-- * Refresh detection upon specified time intervals.
--
-- ===
--
-- DETECTION classes facilitate the detection of enemy units within the battle zone executed by FACs (Forward Air Controllers) or RECCEs (Reconnassance Units).
-- DETECTION uses the in-built detection capabilities of DCS World, but adds new functionalities.
-- ## Missions:
--
-- Find the DETECTION classes documentation further in this document in the globals section.
-- [DET - Detection](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/DET%20-%20Detection)
--
-- ===
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/DET%20-%20Detection)
--
-- ===
--
-- ### [YouTube Playlist](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl3Cf5jpI6BS0sBOVWK__tji)
-- Facilitate the detection of enemy units within the battle zone executed by FACs (Forward Air Controllers) or RECCEs (Reconnassance Units).
-- It uses the in-built detection capabilities of DCS World, but adds new functionalities.
--
-- ===
--
@ -29,27 +32,24 @@
--
-- * FlightControl : Analysis, Design, Programming, Testing
--
-- @module Detection
-- ===
--
-- @module Functional.Detection
-- @image Detection.JPG
----BASE:TraceClass("DETECTION_BASE")
----BASE:TraceClass("DETECTION_AREAS")
----BASE:TraceClass("DETECTION_UNITS")
----BASE:TraceClass("DETECTION_TYPES")
do -- DETECTION_BASE
--- @type DETECTION_BASE
-- @field Core.Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Forward Air Controller role.
-- @field Dcs.DCSTypes#Distance DetectionRange The range till which targets are accepted to be detected.
-- @field DCS#Distance DetectionRange The range till which targets are accepted to be detected.
-- @field #DETECTION_BASE.DetectedObjects DetectedObjects The list of detected objects.
-- @field #table DetectedObjectsIdentified Map of the DetectedObjects identified.
-- @field #number DetectionRun
-- @extends Core.Fsm#FSM
--- DETECTION_BASE class, extends @{Fsm#FSM}
--
-- The DETECTION_BASE class defines the core functions to administer detected objects.
-- The DETECTION_BASE class will detect objects within the battle zone for a list of @{Group}s detecting targets following (a) detection method(s).
--- Defines the core functions to administer detected objects.
-- The DETECTION_BASE class will detect objects within the battle zone for a list of @{Wrapper.Group}s detecting targets following (a) detection method(s).
--
-- ## DETECTION_BASE constructor
--
@ -105,11 +105,11 @@ do -- DETECTION_BASE
--
-- Various methods exist how to retrieve the grouped items from a DETECTION_BASE derived class:
--
-- * The method @{Detection#DETECTION_BASE.GetDetectedItems}() retrieves the DetectedItems[] list.
-- * A DetectedItem from the DetectedItems[] list can be retrieved using the method @{Detection#DETECTION_BASE.GetDetectedItem}( DetectedItemIndex ).
-- * The method @{Functional.Detection#DETECTION_BASE.GetDetectedItems}() retrieves the DetectedItems[] list.
-- * A DetectedItem from the DetectedItems[] list can be retrieved using the method @{Functional.Detection#DETECTION_BASE.GetDetectedItem}( DetectedItemIndex ).
-- Note that this method returns a DetectedItem element from the list, that contains a Set variable and further information
-- about the DetectedItem that is set by the DETECTION_BASE derived classes, used to group the DetectedItem.
-- * A DetectedSet from the DetectedItems[] list can be retrieved using the method @{Detection#DETECTION_BASE.GetDetectedSet}( DetectedItemIndex ).
-- * A DetectedSet from the DetectedItems[] list can be retrieved using the method @{Functional.Detection#DETECTION_BASE.GetDetectedSet}( DetectedItemIndex ).
-- This method retrieves the Set from a DetectedItem element from the DetectedItem list (DetectedItems[ DetectedItemIndex ].Set ).
--
-- ## **Visual filters** to fine-tune the probability of the detected objects
@ -146,7 +146,7 @@ do -- DETECTION_BASE
--
-- Note that based on this probability factor, not only the detection but also the **type** of the unit will be applied!
--
-- Use the method @{Detection#DETECTION_BASE.SetDistanceProbability}() to set the probability factor upon a 10 km distance.
-- Use the method @{Functional.Detection#DETECTION_BASE.SetDistanceProbability}() to set the probability factor upon a 10 km distance.
--
-- ### Alpha Angle visual detection probability
--
@ -158,7 +158,7 @@ do -- DETECTION_BASE
-- For example, if a alpha angle probability factor of 0.7 is given, the extrapolated probabilities of the different angles would look like:
-- 0°: 70%, 10°: 75,21%, 20°: 80,26%, 30°: 85%, 40°: 89,28%, 50°: 92,98%, 60°: 95,98%, 70°: 98,19%, 80°: 99,54%, 90°: 100%
--
-- Use the method @{Detection#DETECTION_BASE.SetAlphaAngleProbability}() to set the probability factor if 0°.
-- Use the method @{Functional.Detection#DETECTION_BASE.SetAlphaAngleProbability}() to set the probability factor if 0°.
--
-- ### Cloudy Zones detection probability
--
@ -166,7 +166,7 @@ do -- DETECTION_BASE
-- The Cloudy Zones work with the ZONE_BASE derived classes. The mission designer can define within the mission
-- zones that reflect cloudy areas where detected units may not be so easily visually detected.
--
-- Use the method @{Detection#DETECTION_BASE.SetZoneProbability}() to set for a defined number of zones, the probability factors.
-- Use the method @{Functional.Detection#DETECTION_BASE.SetZoneProbability}() to set for a defined number of zones, the probability factors.
--
-- Note however, that the more zones are defined to be "cloudy" within a detection, the more performance it will take
-- from the DETECTION_BASE to calculate the presence of the detected unit within each zone.
@ -183,7 +183,7 @@ do -- DETECTION_BASE
-- ### Detection acceptance of within range limit
--
-- A range can be set that will limit a successful detection for a unit.
-- Use the method @{Detection#DETECTION_BASE.SetAcceptRange}() to apply a range in meters till where detected units will be accepted.
-- Use the method @{Functional.Detection#DETECTION_BASE.SetAcceptRange}() to apply a range in meters till where detected units will be accepted.
--
-- local SetGroup = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterStart() -- Build a SetGroup of Forward Air Controllers.
--
@ -200,7 +200,7 @@ do -- DETECTION_BASE
-- ### Detection acceptance if within zone(s).
--
-- Specific ZONE_BASE object(s) can be given as a parameter, which will only accept a detection if the unit is within the specified ZONE_BASE object(s).
-- Use the method @{Detection#DETECTION_BASE.SetAcceptZones}() will accept detected units if they are within the specified zones.
-- Use the method @{Functional.Detection#DETECTION_BASE.SetAcceptZones}() will accept detected units if they are within the specified zones.
--
-- local SetGroup = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterStart() -- Build a SetGroup of Forward Air Controllers.
--
@ -220,7 +220,7 @@ do -- DETECTION_BASE
-- ### Detection rejectance if within zone(s).
--
-- Specific ZONE_BASE object(s) can be given as a parameter, which will reject detection if the unit is within the specified ZONE_BASE object(s).
-- Use the method @{Detection#DETECTION_BASE.SetRejectZones}() will reject detected units if they are within the specified zones.
-- Use the method @{Functional.Detection#DETECTION_BASE.SetRejectZones}() will reject detected units if they are within the specified zones.
-- An example of how to use the method is shown below.
--
-- local SetGroup = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterStart() -- Build a SetGroup of Forward Air Controllers.
@ -240,7 +240,7 @@ do -- DETECTION_BASE
--
-- ## Detection of Friendlies Nearby
--
-- Use the method @{Detection#DETECTION_BASE.SetFriendliesRange}() to set the range what will indicate when friendlies are nearby
-- Use the method @{Functional.Detection#DETECTION_BASE.SetFriendliesRange}() to set the range what will indicate when friendlies are nearby
-- a DetectedItem. The default range is 6000 meters. For air detections, it is advisory to use about 30.000 meters.
--
-- ## DETECTION_BASE is a Finite State Machine
@ -292,6 +292,7 @@ do -- DETECTION_BASE
-- @list <#DETECTION_BASE.DetectedItem>
--- @type DETECTION_BASE.DetectedItem
-- @field #boolean IsDetected Indicates if the DetectedItem has been detected or not.
-- @field Core.Set#SET_UNIT Set
-- @field Core.Set#SET_UNIT Set -- The Set of Units in the detected area.
-- @field Core.Zone#ZONE_UNIT Zone -- The Zone of the detected area.
@ -450,7 +451,16 @@ do -- DETECTION_BASE
-- @param #DETECTION_BASE self
-- @param #number Delay The delay in seconds.
self:AddTransition( "Detecting", "DetectedItem", "Detecting" )
--- OnAfter Transition Handler for Event DetectedItem.
-- @function [parent=#DETECTION_BASE] OnAfterDetectedItem
-- @param #DETECTION_BASE self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @param #table DetectedItem The DetectedItem.
self:AddTransition( "*", "Stop", "Stopped" )
--- OnBefore Transition Handler for Event Stop.
@ -510,7 +520,6 @@ do -- DETECTION_BASE
-- @param #string Event The Event string.
-- @param #string To The To State string.
function DETECTION_BASE:onafterDetect(From,Event,To)
self:F( { From, Event, To } )
local DetectDelay = 0.1
self.DetectionCount = 0
@ -519,8 +528,21 @@ do -- DETECTION_BASE
local DetectionTimeStamp = timer.getTime()
-- Reset detection cache for the next detection run.
for DetectionObjectName, DetectedObjectData in pairs( self.DetectedObjects ) do
self.DetectedObjects[DetectionObjectName].IsDetected = false
self.DetectedObjects[DetectionObjectName].IsVisible = false
self.DetectedObjects[DetectionObjectName].KnowDistance = nil
self.DetectedObjects[DetectionObjectName].LastTime = nil
self.DetectedObjects[DetectionObjectName].LastPos = nil
self.DetectedObjects[DetectionObjectName].LastVelocity = nil
self.DetectedObjects[DetectionObjectName].Distance = 10000000
end
for DetectionGroupID, DetectionGroupData in pairs( self.DetectionSetGroup:GetSet() ) do
--self:F( { DetectionGroupData } )
self:F( { DetectionGroup = DetectionGroupData:GetName() } )
self:__DetectionGroup( DetectDelay, DetectionGroupData, DetectionTimeStamp ) -- Process each detection asynchronously.
self.DetectionCount = self.DetectionCount + 1
DetectDelay = DetectDelay + 1
@ -532,8 +554,10 @@ do -- DETECTION_BASE
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @param Wrapper.Group#GROUP DetectionGroup The Group detecting.
-- @param #number DetectionTimeStamp Time stamp of detection event.
function DETECTION_BASE:onafterDetectionGroup( From, Event, To, DetectionGroup, DetectionTimeStamp )
self:F( { From, Event, To } )
--self:F( { DetectedObjects = self.DetectedObjects } )
self.DetectionRun = self.DetectionRun + 1
@ -541,7 +565,7 @@ do -- DETECTION_BASE
if DetectionGroup:IsAlive() then
self:T( { "DetectionGroup is Alive", DetectionGroup:GetName() } )
--self:T( { "DetectionGroup is Alive", DetectionGroup:GetName() } )
local DetectionGroupName = DetectionGroup:GetName()
local DetectionUnit = DetectionGroup:GetUnit(1)
@ -557,13 +581,27 @@ do -- DETECTION_BASE
self.DetectDLINK
)
self:F( DetectedTargets )
self:F( { DetectedTargets = DetectedTargets } )
for DetectionObjectID, Detection in pairs( DetectedTargets ) do
local DetectedObject = Detection.object -- Dcs.DCSWrapper.Object#Object
local DetectedObject = Detection.object -- DCS#Object
if DetectedObject and DetectedObject:isExist() and DetectedObject.id_ < 50000000 then -- and ( DetectedObject:getCategory() == Object.Category.UNIT or DetectedObject:getCategory() == Object.Category.STATIC ) then
local DetectedObjectName = DetectedObject:getName()
if not self.DetectedObjects[DetectedObjectName] then
self.DetectedObjects[DetectedObjectName] = self.DetectedObjects[DetectedObjectName] or {}
self.DetectedObjects[DetectedObjectName].Name = DetectedObjectName
self.DetectedObjects[DetectedObjectName].Object = DetectedObject
end
end
end
for DetectionObjectName, DetectedObjectData in pairs( self.DetectedObjects ) do
local DetectedObject = DetectedObjectData.Object
if DetectedObject:isExist() then
local TargetIsDetected, TargetIsVisible, TargetLastTime, TargetKnowType, TargetKnowDistance, TargetLastPos, TargetLastVelocity = DetectionUnit:IsTargetDetected(
DetectedObject,
self.DetectVisual,
@ -574,8 +612,8 @@ do -- DETECTION_BASE
self.DetectDLINK
)
self:T2( { TargetIsDetected = TargetIsDetected, TargetIsVisible = TargetIsVisible, TargetLastTime = TargetLastTime, TargetKnowType = TargetKnowType, TargetKnowDistance = TargetKnowDistance, TargetLastPos = TargetLastPos, TargetLastVelocity = TargetLastVelocity } )
--self:T2( { TargetIsDetected = TargetIsDetected, TargetIsVisible = TargetIsVisible, TargetLastTime = TargetLastTime, TargetKnowType = TargetKnowType, TargetKnowDistance = TargetKnowDistance, TargetLastPos = TargetLastPos, TargetLastVelocity = TargetLastVelocity } )
-- Only process if the target is visible. Detection also returns invisible units.
--if Detection.visible == true then
@ -596,7 +634,7 @@ do -- DETECTION_BASE
local DetectedUnitCategory = DetectedObject:getDesc().category
self:F( { "Detected Target:", DetectionGroupName, DetectedObjectName, DetectedObjectType, Distance, DetectedUnitCategory } )
--self:F( { "Detected Target:", DetectionGroupName, DetectedObjectName, DetectedObjectType, Distance, DetectedUnitCategory } )
-- Calculate Acceptance
@ -638,19 +676,19 @@ do -- DETECTION_BASE
-- Calculate additional probabilities
if not self.DetectedObjects[DetectedObjectName] and Detection.visible and self.DistanceProbability then
if not self.DetectedObjects[DetectedObjectName] and TargetIsVisible and self.DistanceProbability then
local DistanceFactor = Distance / 4
local DistanceProbabilityReversed = ( 1 - self.DistanceProbability ) * DistanceFactor
local DistanceProbability = 1 - DistanceProbabilityReversed
DistanceProbability = DistanceProbability * 30 / 300
local Probability = math.random() -- Selects a number between 0 and 1
self:T( { Probability, DistanceProbability } )
--self:T( { Probability, DistanceProbability } )
if Probability > DistanceProbability then
DetectionAccepted = false
end
end
if not self.DetectedObjects[DetectedObjectName] and Detection.visible and self.AlphaAngleProbability then
if not self.DetectedObjects[DetectedObjectName] and TargetIsVisible and self.AlphaAngleProbability then
local NormalVec2 = { x = DetectedObjectVec2.x - DetectionGroupVec2.x, y = DetectedObjectVec2.y - DetectionGroupVec2.y }
local AlphaAngle = math.atan2( NormalVec2.y, NormalVec2.x )
local Sinus = math.sin( AlphaAngle )
@ -660,14 +698,14 @@ do -- DETECTION_BASE
AlphaAngleProbability = AlphaAngleProbability * 30 / 300
local Probability = math.random() -- Selects a number between 0 and 1
self:T( { Probability, AlphaAngleProbability } )
--self:T( { Probability, AlphaAngleProbability } )
if Probability > AlphaAngleProbability then
DetectionAccepted = false
end
end
if not self.DetectedObjects[DetectedObjectName] and Detection.visible and self.ZoneProbability then
if not self.DetectedObjects[DetectedObjectName] and TargetIsVisible and self.ZoneProbability then
for ZoneDataID, ZoneData in pairs( self.ZoneProbability ) do
self:F({ZoneData})
@ -677,7 +715,7 @@ do -- DETECTION_BASE
if ZoneObject:IsPointVec2InZone( DetectedObjectVec2 ) == true then
local Probability = math.random() -- Selects a number between 0 and 1
self:T( { Probability, ZoneProbability } )
--self:T( { Probability, ZoneProbability } )
if Probability > ZoneProbability then
DetectionAccepted = false
break
@ -690,16 +728,29 @@ do -- DETECTION_BASE
HasDetectedObjects = true
self.DetectedObjects[DetectedObjectName] = self.DetectedObjects[DetectedObjectName] or {}
self.DetectedObjects[DetectedObjectName] = self.DetectedObjects[DetectedObjectName] or {}
self.DetectedObjects[DetectedObjectName].Name = DetectedObjectName
self.DetectedObjects[DetectedObjectName].IsDetected = TargetIsDetected
self.DetectedObjects[DetectedObjectName].IsVisible = TargetIsVisible
self.DetectedObjects[DetectedObjectName].LastTime = TargetLastTime
self.DetectedObjects[DetectedObjectName].LastPos = TargetLastPos
self.DetectedObjects[DetectedObjectName].LastVelocity = TargetLastVelocity
self.DetectedObjects[DetectedObjectName].KnowType = TargetKnowType
self.DetectedObjects[DetectedObjectName].KnowDistance = Detection.distance -- TargetKnowDistance
self.DetectedObjects[DetectedObjectName].Distance = Distance
if TargetIsDetected and TargetIsDetected == true then
self.DetectedObjects[DetectedObjectName].IsDetected = TargetIsDetected
end
if TargetIsDetected and TargetIsVisible and TargetIsVisible == true then
self.DetectedObjects[DetectedObjectName].IsVisible = TargetIsDetected and TargetIsVisible
end
if TargetIsDetected and not self.DetectedObjects[DetectedObjectName].KnowType then
self.DetectedObjects[DetectedObjectName].KnowType = TargetIsDetected and TargetKnowType
end
self.DetectedObjects[DetectedObjectName].KnowDistance = TargetKnowDistance -- Detection.distance -- TargetKnowDistance
self.DetectedObjects[DetectedObjectName].LastTime = ( TargetIsDetected and TargetIsVisible == false ) and TargetLastTime
self.DetectedObjects[DetectedObjectName].LastPos = ( TargetIsDetected and TargetIsVisible == false ) and TargetLastPos
self.DetectedObjects[DetectedObjectName].LastVelocity = ( TargetIsDetected and TargetIsVisible == false ) and TargetLastVelocity
if not self.DetectedObjects[DetectedObjectName].Distance or ( Distance and self.DetectedObjects[DetectedObjectName].Distance > Distance ) then
self.DetectedObjects[DetectedObjectName].Distance = Distance
end
self.DetectedObjects[DetectedObjectName].DetectionTimeStamp = DetectionTimeStamp
self:F( { DetectedObject = self.DetectedObjects[DetectedObjectName] } )
@ -709,14 +760,18 @@ do -- DETECTION_BASE
DetectedUnits[DetectedObjectName] = DetectedUnit
else
-- if beyond the DetectionRange then nullify...
self:F( { DetectedObject = "No more detection for " .. DetectedObjectName } )
if self.DetectedObjects[DetectedObjectName] then
self.DetectedObjects[DetectedObjectName] = nil
end
end
--end
--self:T2( self.DetectedObjects )
else
-- The previously detected object does not exist anymore, delete from the cache.
self:F( "Removing from DetectedObjects: " .. DetectionObjectName )
self.DetectedObjects[DetectionObjectName] = nil
end
self:T2( self.DetectedObjects )
end
if HasDetectedObjects then
@ -726,7 +781,6 @@ do -- DETECTION_BASE
end
if self.DetectionCount > 0 and self.DetectionRun == self.DetectionCount then
self:T( "--> Create Detection Sets" )
-- First check if all DetectedObjects were detected.
-- This is important. When there are DetectedObjects in the list, but were not detected,
@ -743,6 +797,9 @@ do -- DETECTION_BASE
for DetectedItemID, DetectedItem in pairs( self.DetectedItems ) do
self:UpdateDetectedItemDetection( DetectedItem )
self:CleanDetectionItem( DetectedItem, DetectedItemID ) -- Any DetectionItem that has a Set with zero elements in it, must be removed from the DetectionItems list.
if DetectedItem then
self:__DetectedItem( 0.1, DetectedItem )
end
end
self:__Detect( self.RefreshTimeInterval )
@ -766,7 +823,6 @@ do -- DETECTION_BASE
local DetectedSet = DetectedItem.Set
if DetectedSet:Count() == 0 then
self:F3( { DetectedItemID = DetectedItemID } )
self:RemoveDetectedItem( DetectedItemID )
end
@ -778,8 +834,7 @@ do -- DETECTION_BASE
-- @param #string UnitName The UnitName that needs to be forgotten from the DetectionItem Sets.
-- @return #DETECTION_BASE
function DETECTION_BASE:ForgetDetectedUnit( UnitName )
self:F2()
local DetectedItems = self:GetDetectedItems()
for DetectedItemIndex, DetectedItem in pairs( DetectedItems ) do
@ -796,7 +851,6 @@ do -- DETECTION_BASE
-- @param #DETECTION_BASE self
-- @return #DETECTION_BASE
function DETECTION_BASE:CreateDetectionItems()
self:F2()
self:F( "Error, in DETECTION_BASE class..." )
return self
@ -902,7 +956,7 @@ do -- DETECTION_BASE
-- DetectionObject:FilterCategories( { Unit.Category.AIRPLANE, Unit.Category.HELICOPTER } )
--
-- @param #DETECTION_BASE self
-- @param #list<Dcs.DCSUnit#Unit> FilterCategories The Categories entries
-- @param #list<DCS#Unit> FilterCategories The Categories entries
-- @return #DETECTION_BASE self
function DETECTION_BASE:FilterCategories( FilterCategories )
self:F2()
@ -958,7 +1012,7 @@ do -- DETECTION_BASE
--- Set the parameters to calculate to optimal intercept point.
-- @param #DETECTION_BASE self
-- @param #boolean Intercept Intercept is true if an intercept point is calculated. Intercept is false if it is disabled. The default Intercept is false.
-- @param #number IntereptDelay If Intercept is true, then InterceptDelay is the average time it takes to get airplanes airborne.
-- @param #number InterceptDelay If Intercept is true, then InterceptDelay is the average time it takes to get airplanes airborne.
-- @return #DETECTION_BASE self
function DETECTION_BASE:SetIntercept( Intercept, InterceptDelay )
self:F2()
@ -1176,18 +1230,17 @@ do -- DETECTION_BASE
--- Returns if there are friendlies nearby the FAC units ...
-- @param #DETECTION_BASE self
-- @param DetectedItem
-- @param Dcs.DCSUnit#Unit.Category Category The category of the unit.
-- @param DCS#Unit.Category Category The category of the unit.
-- @return #boolean true if there are friendlies nearby
function DETECTION_BASE:IsFriendliesNearBy( DetectedItem, Category )
self:F( { "FriendliesNearBy Test", DetectedItem.FriendliesNearBy } )
--self:F( { "FriendliesNearBy Test", DetectedItem.FriendliesNearBy } )
return ( DetectedItem.FriendliesNearBy and DetectedItem.FriendliesNearBy[Category] ~= nil ) or false
end
--- Returns friendly units nearby the FAC units ...
-- @param #DETECTION_BASE self
-- @param DetectedItem
-- @param Dcs.DCSUnit#Unit.Category Category The category of the unit.
-- @param DCS#Unit.Category Category The category of the unit.
-- @return #map<#string,Wrapper.Unit#UNIT> The map of Friendly UNITs.
function DETECTION_BASE:GetFriendliesNearBy( DetectedItem, Category )
@ -1237,7 +1290,7 @@ do -- DETECTION_BASE
--- Background worker function to determine if there are friendlies nearby ...
-- @param #DETECTION_BASE self
function DETECTION_BASE:ReportFriendliesNearBy( TargetData )
self:F( { "Search Friendlies", DetectedItem = TargetData.DetectedItem } )
--self:F( { "Search Friendlies", DetectedItem = TargetData.DetectedItem } )
local DetectedItem = TargetData.DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem
local DetectedSet = TargetData.DetectedItem.Set
@ -1260,9 +1313,9 @@ do -- DETECTION_BASE
}
--- @param Dcs.DCSWrapper.Unit#Unit FoundDCSUnit
--- @param DCS#Unit FoundDCSUnit
-- @param Wrapper.Group#GROUP ReportGroup
-- @param Set#SET_GROUP ReportSetGroup
-- @param Core.Set#SET_GROUP ReportSetGroup
local FindNearByFriendlies = function( FoundDCSUnit, ReportGroupData )
local DetectedItem = ReportGroupData.DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem
@ -1286,7 +1339,7 @@ do -- DETECTION_BASE
if FoundUnitInReportSetGroup == true then
-- If the recce was part of the friendlies found, then check if the recce is part of the allowed friendly unit prefixes.
for PrefixID, Prefix in pairs( self.FriendlyPrefixes or {} ) do
self:F( { "Friendly Prefix:", Prefix = Prefix } )
--self:F( { "Friendly Prefix:", Prefix = Prefix } )
-- In case a match is found (so a recce unit name is part of the friendly prefixes), then report that recce to be part of the friendlies.
-- This is important if CAP planes (so planes using their own radar) to be scanning for targets as part of the EWR network.
-- But CAP planes are also attackers, so they need to be considered friendlies too!
@ -1298,7 +1351,7 @@ do -- DETECTION_BASE
end
end
self:F( { "Friendlies near Target:", FoundUnitName, FoundUnitCoalition, EnemyUnitName, EnemyCoalition, FoundUnitInReportSetGroup } )
--self:F( { "Friendlies near Target:", FoundUnitName, FoundUnitCoalition, EnemyUnitName, EnemyCoalition, FoundUnitInReportSetGroup } )
if FoundUnitCoalition ~= EnemyCoalition and FoundUnitInReportSetGroup == false then
local FriendlyUnit = UNIT:Find( FoundDCSUnit )
@ -1313,7 +1366,7 @@ do -- DETECTION_BASE
local Distance = DetectedUnitCoord:Get2DDistance( FriendlyUnit:GetCoordinate() )
DetectedItem.FriendliesDistance = DetectedItem.FriendliesDistance or {}
DetectedItem.FriendliesDistance[Distance] = FriendlyUnit
self:T( { "Friendlies Found:", FriendlyUnitName = FriendlyUnitName, Distance = Distance, FriendlyUnitCategory = FriendlyUnitCategory, FriendliesCategory = self.FriendliesCategory } )
--self:F( { "Friendlies Found:", FriendlyUnitName = FriendlyUnitName, Distance = Distance, FriendlyUnitCategory = FriendlyUnitCategory, FriendliesCategory = self.FriendliesCategory } )
return true
end
@ -1355,6 +1408,9 @@ do -- DETECTION_BASE
end
)
end
self:F( { Friendlies = DetectedItem.FriendliesNearBy, Players = DetectedItem.PlayersNearBy } )
end
end
@ -1405,16 +1461,18 @@ do -- DETECTION_BASE
-- @param #string ObjectName
-- @return #DETECTION_BASE.DetectedObject
function DETECTION_BASE:GetDetectedObject( ObjectName )
--self:F2( ObjectName )
self:F2( { ObjectName = ObjectName } )
if ObjectName then
local DetectedObject = self.DetectedObjects[ObjectName]
if DetectedObject then
--self:F( { DetectedObjects = self.DetectedObjects } )
-- Only return detected objects that are alive!
local DetectedUnit = UNIT:FindByName( ObjectName )
if DetectedUnit and DetectedUnit:IsAlive() then
if self:IsDetectedObjectIdentified( DetectedObject ) == false then
--self:F( { DetectedObject = DetectedObject } )
return DetectedObject
end
end
@ -1517,7 +1575,8 @@ do -- DETECTION_BASE
end
--- Get the detected @{Set#SET_BASE}s.
--- Get the DetectedItems by Key.
-- This will return the DetectedItems collection, indexed by the Key, which can be any object that acts as the key of the detection.
-- @param #DETECTION_BASE self
-- @return #DETECTION_BASE.DetectedItems
function DETECTION_BASE:GetDetectedItems()
@ -1525,6 +1584,15 @@ do -- DETECTION_BASE
return self.DetectedItems
end
--- Get the DetectedItems by Index.
-- This will return the DetectedItems collection, indexed by an internal numerical Index.
-- @param #DETECTION_BASE self
-- @return #DETECTION_BASE.DetectedItems
function DETECTION_BASE:GetDetectedItemsByIndex()
return self.DetectedItemsByIndex
end
--- Get the amount of SETs with detected objects.
-- @param #DETECTION_BASE self
-- @return #number The amount of detected items. Note that the amount of detected items can differ with the reality, because detections are not real-time but doen in intervals!
@ -1589,7 +1657,7 @@ do -- DETECTION_BASE
return ""
end
--- Get the @{Set#SET_UNIT} of a detecttion area using a given numeric index.
--- Get the @{Core.Set#SET_UNIT} of a detecttion area using a given numeric index.
-- @param #DETECTION_BASE self
-- @param #DETECTION_BASE.DetectedItem DetectedItem
-- @return Core.Set#SET_UNIT DetectedSet
@ -1603,7 +1671,7 @@ do -- DETECTION_BASE
return nil
end
--- Set IsDetected flag for all DetectedItems.
--- Set IsDetected flag for the DetectedItem, which can have more units.
-- @param #DETECTION_BASE self
-- @return #DETECTION_BASE.DetectedItem DetectedItem
-- @return #boolean true if at least one UNIT is detected from the DetectedSet, false if no UNIT was detected from the DetectedSet.
@ -1638,7 +1706,7 @@ do -- DETECTION_BASE
do -- Zones
--- Get the @{Zone#ZONE_UNIT} of a detection area using a given numeric index.
--- Get the @{Core.Zone#ZONE_UNIT} of a detection area using a given numeric index.
-- @param #DETECTION_BASE self
-- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem.
-- @return Core.Zone#ZONE_UNIT DetectedZone
@ -1801,15 +1869,16 @@ end
do -- DETECTION_UNITS
--- # DETECTION_UNITS class, extends @{Detection#DETECTION_BASE}
--- @type DETECTION_UNITS
-- @field DCS#Distance DetectionRange The range till which targets are detected.
-- @extends Functional.Detection#DETECTION_BASE
--- Will detect units within the battle zone.
--
-- The DETECTION_UNITS class will detect units within the battle zone.
-- It will build a DetectedItems list filled with DetectedItems. Each DetectedItem will contain a field Set, which contains a @{Set#SET_UNIT} containing ONE @{UNIT} object reference.
-- It will build a DetectedItems list filled with DetectedItems. Each DetectedItem will contain a field Set, which contains a @{Core.Set#SET_UNIT} containing ONE @{UNIT} object reference.
-- Beware that when the amount of units detected is large, the DetectedItems list will be large also.
--
-- @type DETECTION_UNITS
-- @field Dcs.DCSTypes#Distance DetectionRange The range till which targets are detected.
-- @extends #DETECTION_BASE
-- @field #DETECTION_UNITS
DETECTION_UNITS = {
ClassName = "DETECTION_UNITS",
DetectionRange = nil,
@ -1835,7 +1904,7 @@ do -- DETECTION_UNITS
--- Make text documenting the changes of the detected zone.
-- @param #DETECTION_UNITS self
-- @param #DETECTION_UNITS.DetectedItem DetectedItem
-- @param #DETECTION_BASE.DetectedItem DetectedItem
-- @return #string The Changes text
function DETECTION_UNITS:GetChangeText( DetectedItem )
self:F( DetectedItem )
@ -1876,11 +1945,9 @@ do -- DETECTION_UNITS
-- @param #DETECTION_UNITS self
-- @return #DETECTION_UNITS self
function DETECTION_UNITS:CreateDetectionItems()
self:F2( #self.DetectedObjects )
-- Loop the current detected items, and check if each object still exists and is detected.
for DetectedItemID, DetectedItem in pairs( self.DetectedItems ) do
for DetectedItemKey, DetectedItem in pairs( self.DetectedItems ) do
local DetectedItemSet = DetectedItem.Set -- Core.Set#SET_UNIT
@ -1898,6 +1965,7 @@ do -- DETECTION_UNITS
-- Yes, the DetectedUnit is still detected or exists. Flag as identified.
self:IdentifyDetectedObject( DetectedObject )
self:F( { "**DETECTED**", IsVisible = DetectedObject.IsVisible } )
-- Update the detection with the new data provided.
DetectedItem.TypeName = DetectedUnit:GetTypeName()
DetectedItem.CategoryName = DetectedUnit:GetCategoryName()
@ -1915,6 +1983,11 @@ do -- DETECTION_UNITS
DetectedItemSet:Remove( DetectedUnitName )
end
end
if DetectedItemSet:Count() == 0 then
-- Now the Set is empty, meaning that a detected item has no units anymore.
-- Delete the DetectedItem from the detections
self:RemoveDetectedItem( DetectedItemKey )
end
end
@ -2017,6 +2090,9 @@ do -- DETECTION_UNITS
Report:Add(DetectedItemID .. ", " .. DetectedItemCoordText)
Report:Add( string.format( "Threat: [%s]", string.rep( "", ThreatLevelA2G ), string.rep( "", 10-ThreatLevelA2G ) ) )
Report:Add( string.format("Type: %s%s", UnitCategoryText, UnitDistanceText ) )
Report:Add( string.format("Visible: %s", DetectedItem.IsVisible and "yes" or "no" ) )
Report:Add( string.format("Detected: %s", DetectedItem.IsDetected and "yes" or "no" ) )
Report:Add( string.format("Distance: %s", DetectedItem.KnowDistance and "yes" or "no" ) )
return Report
end
return nil
@ -2047,15 +2123,15 @@ end
do -- DETECTION_TYPES
--- # 3) DETECTION_TYPES class, extends @{Detection#DETECTION_BASE}
--
-- The DETECTION_TYPES class will detect units within the battle zone.
--- @type DETECTION_TYPES
-- @extends Functional.Detection#DETECTION_BASE
--- Will detect units within the battle zone.
-- It will build a DetectedItems[] list filled with DetectedItems, grouped by the type of units detected.
-- Each DetectedItem will contain a field Set, which contains a @{Set#SET_UNIT} containing ONE @{UNIT} object reference.
-- Each DetectedItem will contain a field Set, which contains a @{Core.Set#SET_UNIT} containing ONE @{UNIT} object reference.
-- Beware that when the amount of different types detected is large, the DetectedItems[] list will be large also.
--
-- @type DETECTION_TYPES
-- @extends #DETECTION_BASE
-- @field #DETECTION_TYPES
DETECTION_TYPES = {
ClassName = "DETECTION_TYPES",
DetectionRange = nil,
@ -2081,7 +2157,7 @@ do -- DETECTION_TYPES
--- Make text documenting the changes of the detected zone.
-- @param #DETECTION_TYPES self
-- @param #DETECTION_TYPES.DetectedItem DetectedItem
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
-- @return #string The Changes text
function DETECTION_TYPES:GetChangeText( DetectedItem )
self:F( DetectedItem )
@ -2122,11 +2198,10 @@ do -- DETECTION_TYPES
-- @param #DETECTION_TYPES self
-- @return #DETECTION_TYPES self
function DETECTION_TYPES:CreateDetectionItems()
self:F2( #self.DetectedObjects )
-- Loop the current detected items, and check if each object still exists and is detected.
for DetectedItemID, DetectedItem in pairs( self.DetectedItems ) do
for DetectedItemKey, DetectedItem in pairs( self.DetectedItems ) do
local DetectedItemSet = DetectedItem.Set -- Core.Set#SET_UNIT
local DetectedTypeName = DetectedItem.TypeName
@ -2149,6 +2224,11 @@ do -- DETECTION_TYPES
DetectedItemSet:Remove( DetectedUnitName )
end
end
if DetectedItemSet:Count() == 0 then
-- Now the Set is empty, meaning that a detected item has no units anymore.
-- Delete the DetectedItem from the detections
self:RemoveDetectedItem( DetectedItemKey )
end
end
@ -2252,42 +2332,42 @@ end
do -- DETECTION_AREAS
--- # 4) DETECTION_AREAS class, extends @{Detection#DETECTION_BASE}
--
-- The DETECTION_AREAS class will detect units within the battle zone for a list of @{Group}s detecting targets following (a) detection method(s),
-- and will build a list (table) of @{Set#SET_UNIT}s containing the @{Unit#UNIT}s detected.
--- @type DETECTION_AREAS
-- @field DCS#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target.
-- @field #DETECTION_BASE.DetectedItems DetectedItems A list of areas containing the set of @{Wrapper.Unit}s, @{Zone}s, the center @{Wrapper.Unit} within the zone, and ID of each area that was detected within a DetectionZoneRange.
-- @extends Functional.Detection#DETECTION_BASE
--- Detect units within the battle zone for a list of @{Wrapper.Group}s detecting targets following (a) detection method(s),
-- and will build a list (table) of @{Core.Set#SET_UNIT}s containing the @{Wrapper.Unit#UNIT}s detected.
-- The class is group the detected units within zones given a DetectedZoneRange parameter.
-- A set with multiple detected zones will be created as there are groups of units detected.
--
-- ## 4.1) Retrieve the Detected Unit Sets and Detected Zones
--
-- The methods to manage the DetectedItems[].Set(s) are implemented in @{Detection#DECTECTION_BASE} and
-- the methods to manage the DetectedItems[].Zone(s) is implemented in @{Detection#DETECTION_AREAS}.
-- The methods to manage the DetectedItems[].Set(s) are implemented in @{Functional.Detection#DECTECTION_BASE} and
-- the methods to manage the DetectedItems[].Zone(s) is implemented in @{Functional.Detection#DETECTION_AREAS}.
--
-- Retrieve the DetectedItems[].Set with the method @{Detection#DETECTION_BASE.GetDetectedSet}(). A @{Set#SET_UNIT} object will be returned.
-- Retrieve the DetectedItems[].Set with the method @{Functional.Detection#DETECTION_BASE.GetDetectedSet}(). A @{Core.Set#SET_UNIT} object will be returned.
--
-- Retrieve the formed @{Zone@ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Detection#DETECTION_BASE.GetDetectionZones}().
-- To understand the amount of zones created, use the method @{Detection#DETECTION_BASE.GetDetectionZoneCount}().
-- If you want to obtain a specific zone from the DetectedZones, use the method @{Detection#DETECTION_BASE.GetDetectionZone}() with a given index.
-- Retrieve the formed @{Zone@ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZones}().
-- To understand the amount of zones created, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZoneCount}().
-- If you want to obtain a specific zone from the DetectedZones, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZone}() with a given index.
--
-- ## 4.4) Flare or Smoke detected units
--
-- Use the methods @{Detection#DETECTION_AREAS.FlareDetectedUnits}() or @{Detection#DETECTION_AREAS.SmokeDetectedUnits}() to flare or smoke the detected units when a new detection has taken place.
-- Use the methods @{Functional.Detection#DETECTION_AREAS.FlareDetectedUnits}() or @{Functional.Detection#DETECTION_AREAS.SmokeDetectedUnits}() to flare or smoke the detected units when a new detection has taken place.
--
-- ## 4.5) Flare or Smoke or Bound detected zones
--
-- Use the methods:
--
-- * @{Detection#DETECTION_AREAS.FlareDetectedZones}() to flare in a color
-- * @{Detection#DETECTION_AREAS.SmokeDetectedZones}() to smoke in a color
-- * @{Detection#DETECTION_AREAS.SmokeDetectedZones}() to bound with a tire with a white flag
-- * @{Functional.Detection#DETECTION_AREAS.FlareDetectedZones}() to flare in a color
-- * @{Functional.Detection#DETECTION_AREAS.SmokeDetectedZones}() to smoke in a color
-- * @{Functional.Detection#DETECTION_AREAS.SmokeDetectedZones}() to bound with a tire with a white flag
--
-- the detected zones when a new detection has taken place.
--
-- @type DETECTION_AREAS
-- @field Dcs.DCSTypes#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target.
-- @field #DETECTION_BASE.DetectedItems DetectedItems A list of areas containing the set of @{Unit}s, @{Zone}s, the center @{Unit} within the zone, and ID of each area that was detected within a DetectionZoneRange.
-- @extends #DETECTION_BASE
-- @field #DETECTION_AREAS
DETECTION_AREAS = {
ClassName = "DETECTION_AREAS",
DetectionZoneRange = nil,
@ -2297,7 +2377,7 @@ do -- DETECTION_AREAS
--- DETECTION_AREAS constructor.
-- @param #DETECTION_AREAS self
-- @param Core.Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Forward Air Controller role.
-- @param Dcs.DCSTypes#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target.
-- @param DCS#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target.
-- @return #DETECTION_AREAS
function DETECTION_AREAS:New( DetectionSetGroup, DetectionZoneRange )
@ -2343,6 +2423,7 @@ do -- DETECTION_AREAS
Report:Add(DetectedItemID .. ", " .. DetectedItemCoordText)
Report:Add( string.format( "Threat: [%s]", string.rep( "", ThreatLevelA2G ), string.rep( "", 10-ThreatLevelA2G ) ) )
Report:Add( string.format("Type: %2d of %s", DetectedItemsCount, DetectedItemsTypes ) )
Report:Add( string.format("Detected: %s", DetectedItem.IsDetected and "yes" or "no" ) )
return Report
end
@ -2505,10 +2586,11 @@ do -- DETECTION_AREAS
-- @param #DETECTION_AREAS self
-- @return #DETECTION_AREAS self
function DETECTION_AREAS:CreateDetectionItems()
self:F2()
self:T( "Checking Detected Items for new Detected Units ..." )
self:F( "Checking Detected Items for new Detected Units ..." )
--self:F( { DetectedObjects = self.DetectedObjects } )
-- First go through all detected sets, and check if there are new detected units, match all existing detected units and identify undetected units.
-- Regroup when needed, split groups when needed.
for DetectedItemID, DetectedItemData in pairs( self.DetectedItems ) do
@ -2517,8 +2599,7 @@ do -- DETECTION_AREAS
if DetectedItem then
self:T( { "Detected Item ID:", DetectedItemID } )
self:T2( { "Detected Item ID: ", DetectedItemID } )
local DetectedSet = DetectedItem.Set
@ -2647,7 +2728,6 @@ do -- DETECTION_AREAS
local DetectedItem = DetectedItemData -- #DETECTION_BASE.DetectedItem
if DetectedItem then
self:T( "Detection Area #" .. DetectedItem.ID )
local DetectedSet = DetectedItem.Set
if not self:IsDetectedObjectIdentified( DetectedObject ) and DetectedUnit:IsInZone( DetectedItem.Zone ) then
self:IdentifyDetectedObject( DetectedObject )

View File

@ -2,61 +2,81 @@
--
-- ===
--
-- @{#ESCORT} class
-- ## Features:
--
-- * Escort navigation commands.
-- * Escort hold at position commands.
-- * Escorts reporting detected targets.
-- * Escorts scanning targets in advance.
-- * Escorts attacking specific targets.
-- * Request assistance from other groups for attack.
-- * Manage rule of engagement of escorts.
-- * Manage the allowed evasion techniques of escorts.
-- * Make escort to execute a defined mission or path.
-- * Escort tactical situation reporting.
--
-- ===
-- The @{#ESCORT} class allows you to interact with escorting AI on your flight and take the lead.
--
-- ## Missions:
--
-- [ESC - Escorting](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/ESC%20-%20Escorting)
--
-- ===
--
-- Allows you to interact with escorting AI on your flight and take the lead.
--
-- Each escorting group can be commanded with a whole set of radio commands (radio menu in your flight, and then F10).
--
-- The radio commands will vary according the category of the group. The richest set of commands are with Helicopters and AirPlanes.
-- Ships and Ground troops will have a more limited set, but they can provide support through the bombing of targets designated by the other escorts.
--
-- RADIO MENUs that can be created:
-- ===
-- # RADIO MENUs that can be created:
--
-- Find a summary below of the current available commands:
--
-- Navigation ...:
-- ---------------
-- ## Navigation ...:
--
-- Escort group navigation functions:
--
-- * **"Join-Up and Follow at x meters":** The escort group fill follow you at about x meters, and they will follow you.
-- * **"Flare":** Provides menu commands to let the escort group shoot a flare in the air in a color.
-- * **"Smoke":** Provides menu commands to let the escort group smoke the air in a color. Note that smoking is only available for ground and naval troops.
--
-- Hold position ...:
-- ------------------
-- ## Hold position ...:
--
-- Escort group navigation functions:
--
-- * **"At current location":** Stops the escort group and they will hover 30 meters above the ground at the position they stopped.
-- * **"At client location":** Stops the escort group and they will hover 30 meters above the ground at the position they stopped.
--
-- Report targets ...:
-- -------------------
-- ## Report targets ...:
--
-- Report targets will make the escort group to report any target that it identifies within a 8km range. Any detected target can be attacked using the 4. Attack nearby targets function. (see below).
--
-- * **"Report now":** Will report the current detected targets.
-- * **"Report targets on":** Will make the escort group to report detected targets and will fill the "Attack nearby targets" menu list.
-- * **"Report targets off":** Will stop detecting targets.
--
-- Scan targets ...:
-- -----------------
-- ## Scan targets ...:
--
-- Menu items to pop-up the escort group for target scanning. After scanning, the escort group will resume with the mission or defined task.
--
-- * **"Scan targets 30 seconds":** Scan 30 seconds for targets.
-- * **"Scan targets 60 seconds":** Scan 60 seconds for targets.
--
-- Attack targets ...:
-- -------------------
-- ## Attack targets ...:
--
-- This menu item will list all detected targets within a 15km range. Depending on the level of detection (known/unknown) and visuality, the targets type will also be listed.
--
-- Request assistance from ...:
-- ----------------------------
-- ## Request assistance from ...:
--
-- This menu item will list all detected targets within a 15km range, as with the menu item **Attack Targets**.
-- This menu item allows to request attack support from other escorts supporting the current client group.
-- eg. the function allows a player to request support from the Ship escort to attack a target identified by the Plane escort with its Tomahawk missiles.
-- eg. the function allows a player to request support from other Planes escorting to bomb the unit with illumination missiles or bombs, so that the main plane escort can attack the area.
--
-- ROE ...:
-- --------
-- ## ROE ...:
--
-- Sets the Rules of Engagement (ROE) of the escort group when in flight.
--
-- * **"Hold Fire":** The escort group will hold fire.
@ -64,8 +84,8 @@
-- * **"Open Fire":** The escort group will open fire on designated targets.
-- * **"Weapon Free":** The escort group will engage with any target.
--
-- Evasion ...:
-- ------------
-- ## Evasion ...:
--
-- Will define the evasion techniques that the escort group will perform during flight or combat.
--
-- * **"Fight until death":** The escort group will have no reaction to threats.
@ -73,35 +93,43 @@
-- * **"Evade enemy fire":** The rescort group will evade enemy fire before firing.
-- * **"Go below radar and evade fire":** The escort group will perform evasive vertical manoeuvres.
--
-- Resume Mission ...:
-- -------------------
-- ## Resume Mission ...:
--
-- Escort groups can have their own mission. This menu item will allow the escort group to resume their Mission from a given waypoint.
-- Note that this is really fantastic, as you now have the dynamic of taking control of the escort groups, and allowing them to resume their path or mission.
--
-- ESCORT construction methods.
-- ===
--
-- ### Authors: **FlightControl**
--
-- ===
--
-- @module Functional.Escort
-- @image Escorting.JPG
--- @type ESCORT
-- @extends Core.Base#BASE
-- @field Wrapper.Client#CLIENT EscortClient
-- @field Wrapper.Group#GROUP EscortGroup
-- @field #string EscortName
-- @field #ESCORT.MODE EscortMode The mode the escort is in.
-- @field Core.Scheduler#SCHEDULER FollowScheduler The instance of the SCHEDULER class.
-- @field #number FollowDistance The current follow distance.
-- @field #boolean ReportTargets If true, nearby targets are reported.
-- @Field DCS#AI.Option.Air.val.ROE OptionROE Which ROE is set to the EscortGroup.
-- @field DCS#AI.Option.Air.val.REACTION_ON_THREAT OptionReactionOnThreat Which REACTION_ON_THREAT is set to the EscortGroup.
-- @field FunctionalMENU_GROUPDETECTION_BASE Detection
--- ESCORT class
--
-- # ESCORT construction methods.
--
-- Create a new SPAWN object with the @{#ESCORT.New} method:
--
-- * @{#ESCORT.New}: Creates a new ESCORT object from a @{Group#GROUP} for a @{Client#CLIENT}, with an optional briefing text.
-- * @{#ESCORT.New}: Creates a new ESCORT object from a @{Wrapper.Group#GROUP} for a @{Wrapper.Client#CLIENT}, with an optional briefing text.
--
-- ESCORT initialization methods.
-- ===
-- The following menus are created within the RADIO MENU (F10) of an active unit hosted by a player:
--
-- * @{#ESCORT.MenuFollowAt}: Creates a menu to make the escort follow the client.
-- * @{#ESCORT.MenuHoldAtEscortPosition}: Creates a menu to hold the escort at its current position.
-- * @{#ESCORT.MenuHoldAtLeaderPosition}: Creates a menu to hold the escort at the client position.
-- * @{#ESCORT.MenuScanForTargets}: Creates a menu so that the escort scans targets.
-- * @{#ESCORT.MenuFlare}: Creates a menu to disperse flares.
-- * @{#ESCORT.MenuSmoke}: Creates a menu to disparse smoke.
-- * @{#ESCORT.MenuReportTargets}: Creates a menu so that the escort reports targets.
-- * @{#ESCORT.MenuReportPosition}: Creates a menu so that the escort reports its current position from bullseye.
-- * @{#ESCORT.MenuAssistedAttack: Creates a menu so that the escort supportes assisted attack from other escorts with the client.
-- * @{#ESCORT.MenuROE: Creates a menu structure to set the rules of engagement of the escort.
-- * @{#ESCORT.MenuEvasion: Creates a menu structure to set the evasion techniques when the escort is under threat.
-- * @{#ESCORT.MenuResumeMission}: Creates a menu structure so that the escort can resume from a waypoint.
--
--
-- @usage
-- -- Declare a new EscortPlanes object as follows:
--
@ -111,25 +139,8 @@
--
-- -- Now use these 2 objects to construct the new EscortPlanes object.
-- EscortPlanes = ESCORT:New( EscortClient, 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." )
--
--
--
-- @module Escort
-- @author FlightControl
--- ESCORT class
-- @type ESCORT
-- @extends Core.Base#BASE
-- @field Wrapper.Client#CLIENT EscortClient
-- @field Wrapper.Group#GROUP EscortGroup
-- @field #string EscortName
-- @field #ESCORT.MODE EscortMode The mode the escort is in.
-- @field Core.Scheduler#SCHEDULER FollowScheduler The instance of the SCHEDULER class.
-- @field #number FollowDistance The current follow distance.
-- @field #boolean ReportTargets If true, nearby targets are reported.
-- @Field Dcs.DCSTypes#AI.Option.Air.val.ROE OptionROE Which ROE is set to the EscortGroup.
-- @field Dcs.DCSTypes#AI.Option.Air.val.REACTION_ON_THREAT OptionReactionOnThreat Which REACTION_ON_THREAT is set to the EscortGroup.
-- @field FunctionalMENU_GROUPDETECTION_BASE Detection
-- @field #ESCORT
ESCORT = {
ClassName = "ESCORT",
EscortName = nil, -- The Escort Name
@ -295,7 +306,7 @@ end
--- Defines a menu slot to let the escort Join and Follow you at a certain distance.
-- This menu will appear under **Navigation**.
-- @param #ESCORT self
-- @param Dcs.DCSTypes#Distance Distance The distance in meters that the escort needs to follow the client.
-- @param DCS#Distance Distance The distance in meters that the escort needs to follow the client.
-- @return #ESCORT
function ESCORT:MenuFollowAt( Distance )
self:F(Distance)
@ -320,8 +331,8 @@ end
--- Defines a menu slot to let the escort hold at their current position and stay low with a specified height during a specified time in seconds.
-- This menu will appear under **Hold position**.
-- @param #ESCORT self
-- @param Dcs.DCSTypes#Distance Height Optional parameter that sets the height in meters to let the escort orbit at the current location. The default value is 30 meters.
-- @param Dcs.DCSTypes#Time Seconds Optional parameter that lets the escort orbit at the current position for a specified time. (not implemented yet). The default value is 0 seconds, meaning, that the escort will orbit forever until a sequent command is given.
-- @param DCS#Distance Height Optional parameter that sets the height in meters to let the escort orbit at the current location. The default value is 30 meters.
-- @param DCS#Time Seconds Optional parameter that lets the escort orbit at the current position for a specified time. (not implemented yet). The default value is 0 seconds, meaning, that the escort will orbit forever until a sequent command is given.
-- @param #string MenuTextFormat Optional parameter that shows the menu option text. The text string is formatted, and should contain two %d tokens in the string. The first for the Height, the second for the Time (if given). If no text is given, the default text will be displayed.
-- @return #ESCORT
-- TODO: Implement Seconds parameter. Challenge is to first develop the "continue from last activity" function.
@ -381,8 +392,8 @@ end
--- Defines a menu slot to let the escort hold at the client position and stay low with a specified height during a specified time in seconds.
-- This menu will appear under **Navigation**.
-- @param #ESCORT self
-- @param Dcs.DCSTypes#Distance Height Optional parameter that sets the height in meters to let the escort orbit at the current location. The default value is 30 meters.
-- @param Dcs.DCSTypes#Time Seconds Optional parameter that lets the escort orbit at the current position for a specified time. (not implemented yet). The default value is 0 seconds, meaning, that the escort will orbit forever until a sequent command is given.
-- @param DCS#Distance Height Optional parameter that sets the height in meters to let the escort orbit at the current location. The default value is 30 meters.
-- @param DCS#Time Seconds Optional parameter that lets the escort orbit at the current position for a specified time. (not implemented yet). The default value is 0 seconds, meaning, that the escort will orbit forever until a sequent command is given.
-- @param #string MenuTextFormat Optional parameter that shows the menu option text. The text string is formatted, and should contain one or two %d tokens in the string. The first for the Height, the second for the Time (if given). If no text is given, the default text will be displayed.
-- @return #ESCORT
-- TODO: Implement Seconds parameter. Challenge is to first develop the "continue from last activity" function.
@ -442,8 +453,8 @@ end
--- Defines a menu slot to let the escort scan for targets at a certain height for a certain time in seconds.
-- This menu will appear under **Scan targets**.
-- @param #ESCORT self
-- @param Dcs.DCSTypes#Distance Height Optional parameter that sets the height in meters to let the escort orbit at the current location. The default value is 30 meters.
-- @param Dcs.DCSTypes#Time Seconds Optional parameter that lets the escort orbit at the current position for a specified time. (not implemented yet). The default value is 0 seconds, meaning, that the escort will orbit forever until a sequent command is given.
-- @param DCS#Distance Height Optional parameter that sets the height in meters to let the escort orbit at the current location. The default value is 30 meters.
-- @param DCS#Time Seconds Optional parameter that lets the escort orbit at the current position for a specified time. (not implemented yet). The default value is 0 seconds, meaning, that the escort will orbit forever until a sequent command is given.
-- @param #string MenuTextFormat Optional parameter that shows the menu option text. The text string is formatted, and should contain one or two %d tokens in the string. The first for the Height, the second for the Time (if given). If no text is given, the default text will be displayed.
-- @return #ESCORT
function ESCORT:MenuScanForTargets( Height, Seconds, MenuTextFormat )
@ -567,7 +578,7 @@ end
-- This menu will appear under **Report targets**.
-- Note that if a report targets menu is not specified, no targets will be detected by the escort, and the attack and assisted attack menus will not be displayed.
-- @param #ESCORT self
-- @param Dcs.DCSTypes#Time Seconds Optional parameter that lets the escort report their current detected targets after specified time interval in seconds. The default time is 30 seconds.
-- @param DCS#Time Seconds Optional parameter that lets the escort report their current detected targets after specified time interval in seconds. The default time is 30 seconds.
-- @return #ESCORT
function ESCORT:MenuReportTargets( Seconds )
self:F( { Seconds } )
@ -737,7 +748,7 @@ end
-- @param Functional.Escort#ESCORT self
-- @param Wrapper.Group#GROUP EscortGroup
-- @param Wrapper.Client#CLIENT EscortClient
-- @param Dcs.DCSTypes#Distance Distance
-- @param DCS#Distance Distance
function ESCORT:JoinUpAndFollow( EscortGroup, EscortClient, Distance )
self:F( { EscortGroup, EscortClient, Distance } )

View File

@ -1,20 +1,27 @@
--- **Functional** -- MISSILETRAINER helps you to train missile avoidance.
--- **Functional** -- Train missile defence and deflection.
--
-- ===
--
-- 1) @{MissileTrainer#MISSILETRAINER} class, extends @{Base#BASE}
-- ## Features:
--
-- * Track the missiles fired at you and other players, providing bearing and range information of the missiles towards the airplanes.
-- * Provide alerts of missile launches, including detailed information of the units launching, including bearing, range <20>
-- * Provide alerts when a missile would have killed your aircraft.
-- * Provide alerts when the missile self destructs.
-- * Enable / Disable and Configure the Missile Trainer using the various menu options.
--
-- ===
-- The @{#MISSILETRAINER} class uses the DCS world messaging system to be alerted of any missiles fired, and when a missile would hit your aircraft,
--
-- ## Missions:
--
-- [MIT - Missile Trainer](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/MIT%20-%20Missile%20Trainer)
--
-- ===
--
-- Uses the MOOSE messaging system to be alerted of any missiles fired, and when a missile would hit your aircraft,
-- the class will destroy the missile within a certain range, to avoid damage to your aircraft.
-- It suports the following functionality:
--
-- * Track the missiles fired at you and other players, providing bearing and range information of the missiles towards the airplanes.
-- * Provide alerts of missile launches, including detailed information of the units launching, including bearing, range <20>
-- * Provide alerts when a missile would have killed your aircraft.
-- * Provide alerts when the missile self destructs.
-- * Enable / Disable and Configure the Missile Trainer using the various menu options.
--
-- When running a mission where MISSILETRAINER is used, the following radio menu structure ( 'Radio Menu' -> 'Other (F10)' -> 'MissileTrainer' ) options are available for the players:
-- When running a mission where the missile trainer is used, the following radio menu structure ( 'Radio Menu' -> 'Other (F10)' -> 'MissileTrainer' ) options are available for the players:
--
-- * **Messages**: Menu to configure all messages.
-- * **Messages On**: Show all messages.
@ -44,17 +51,40 @@
-- * **150 meter**: Destroys the missile when the distance to the aircraft is below or equal to 150 meter.
-- * **200 meter**: Destroys the missile when the distance to the aircraft is below or equal to 200 meter.
--
-- ===
--
-- ### Authors: **FlightControl**
--
-- ### Contributions:
--
-- * **Stuka (Danny)**: Who you can search on the Eagle Dynamics Forums. Working together with Danny has resulted in the MISSILETRAINER class.
-- Danny has shared his ideas and together we made a design.
-- Together with the **476 virtual team**, we tested the MISSILETRAINER class, and got much positive feedback!
-- * **132nd Squadron**: Testing and optimizing the logic.
--
-- ===
--
-- 1.1) MISSILETRAINER construction methods:
-- -----------------------------------------
-- @module Functional.MissileTrainer
-- @image Missile_Trainer.JPG
--- @type MISSILETRAINER
-- @field Core.Set#SET_CLIENT DBClients
-- @extends Core.Base#BASE
---
--
-- # Constructor:
--
-- Create a new MISSILETRAINER object with the @{#MISSILETRAINER.New} method:
--
-- * @{#MISSILETRAINER.New}: Creates a new MISSILETRAINER object taking the maximum distance to your aircraft to evaluate when a missile needs to be destroyed.
--
-- MISSILETRAINER will collect each unit declared in the mission with a skill level "Client" and "Player", and will monitor the missiles shot at those.
--
-- 1.2) MISSILETRAINER initialization methods:
-- -------------------------------------------
-- # Initialization:
--
-- A MISSILETRAINER object will behave differently based on the usage of initialization methods:
--
-- * @{#MISSILETRAINER.InitMessagesOnOff}: Sets by default the display of any message to be ON or OFF.
@ -67,24 +97,8 @@
-- * @{#MISSILETRAINER.InitRangeOnOff}: Sets by default the display of range information of missiles ON of OFF.
-- * @{#MISSILETRAINER.InitBearingOnOff}: Sets by default the display of bearing information of missiles ON of OFF.
-- * @{#MISSILETRAINER.InitMenusOnOff}: Allows to configure the options through the radio menu.
--
-- ===
--
-- CREDITS
-- ===
-- **Stuka (Danny)** Who you can search on the Eagle Dynamics Forums.
-- Working together with Danny has resulted in the MISSILETRAINER class.
-- Danny has shared his ideas and together we made a design.
-- Together with the **476 virtual team**, we tested the MISSILETRAINER class, and got much positive feedback!
--
-- @module MissileTrainer
-- @author FlightControl
--- The MISSILETRAINER class
-- @type MISSILETRAINER
-- @field Core.Set#SET_CLIENT DBClients
-- @extends Core.Base#BASE
-- @field #MISSILETRAINER
MISSILETRAINER = {
ClassName = "MISSILETRAINER",
TrackingMissiles = {},

View File

@ -1,4 +1,4 @@
--- **Functional** -- Limit the MOVEMENT of simulaneous moving ground vehicles.
--- **Functional** -- Limit the movement of simulaneous moving ground vehicles.
--
-- ===
--
@ -7,11 +7,14 @@
-- Performance: If in a DCSRTE there are a lot of moving GROUND units, then in a multi player mission, this WILL create lag if
-- the main DCS execution core of your CPU is fully utilized. So, this class will limit the amount of simultaneous moving GROUND units
-- on defined intervals (currently every minute).
-- @module Movement
-- @module Functional.Movement
-- @image MOOSE.JPG
--- the MOVEMENT class
-- @type MOVEMENT
--- @type MOVEMENT
-- @extends Core.Base#BASE
---
--@field #MOVEMENT
MOVEMENT = {
ClassName = "MOVEMENT",
}

View File

@ -1,305 +0,0 @@
--- **Functional** -- The PROTECT class handles the protection of objects, which can be zones, units, scenery.
--
-- ===
--
-- ### Author: **FlightControl**
-- ### Contributions: **MillerTime**
--
-- ===
--
-- @module Protect
--- @type PROTECT.__ Methods which are not intended for mission designers, but which are used interally by the moose designer :-)
-- @extends Core.Fsm#FSM
--- @type PROTECT
-- @extends #PROTECT.__
--- # PROTECT, extends @{Base#BASE}
--
-- @field #PROTECT
PROTECT = {
ClassName = "PROTECT",
}
--- Get the ProtectZone
-- @param #PROTECT self
-- @return Core.Zone#ZONE_BASE
function PROTECT:GetProtectZone()
return self.ProtectZone
end
--- Get the name of the ProtectZone
-- @param #PROTECT self
-- @return #string
function PROTECT:GetProtectZoneName()
return self.ProtectZone:GetName()
end
--- Set the owning coalition of the zone.
-- @param #PROTECT self
-- @param DCSCoalition.DCSCoalition#coalition Coalition
function PROTECT:SetCoalition( Coalition )
self.Coalition = Coalition
end
--- Get the owning coalition of the zone.
-- @param #PROTECT self
-- @return DCSCoalition.DCSCoalition#coalition Coalition.
function PROTECT:GetCoalition()
return self.Coalition
end
--- Get the owning coalition name of the zone.
-- @param #PROTECT self
-- @return #string Coalition name.
function PROTECT:GetCoalitionName()
if self.Coalition == coalition.side.BLUE then
return "Blue"
end
if self.Coalition == coalition.side.RED then
return "Red"
end
if self.Coalition == coalition.side.NEUTRAL then
return "Neutral"
end
return ""
end
function PROTECT:IsGuarded()
local IsGuarded = self.ProtectZone:IsAllInZoneOfCoalition( self.Coalition )
self:F( { IsGuarded = IsGuarded } )
return IsGuarded
end
function PROTECT:IsCaptured()
local IsCaptured = self.ProtectZone:IsAllInZoneOfOtherCoalition( self.Coalition )
self:F( { IsCaptured = IsCaptured } )
return IsCaptured
end
function PROTECT:IsAttacked()
local IsAttacked = self.ProtectZone:IsSomeInZoneOfCoalition( self.Coalition )
self:F( { IsAttacked = IsAttacked } )
return IsAttacked
end
function PROTECT:IsEmpty()
local IsEmpty = self.ProtectZone:IsNoneInZone()
self:F( { IsEmpty = IsEmpty } )
return IsEmpty
end
--- Check if the units are still alive.
-- @param #PROTECT self
function PROTECT:AreProtectUnitsAlive()
local IsAlive = false
local UnitSet = self.ProtectUnitSet
UnitSet:Flush( self )
local UnitList = UnitSet:GetSet()
for UnitID, ProtectUnit in pairs( UnitList ) do
local IsUnitAlive = ProtectUnit:IsAlive()
if IsUnitAlive == true then
IsAlive = true
break
end
end
return IsAlive
end
--- Check if the statics are still alive.
-- @param #PROTECT self
function PROTECT:AreProtectStaticsAlive()
local IsAlive = false
local StaticSet = self.ProtectStaticSet
StaticSet:Flush( self )
local StaticList = StaticSet:GetSet()
for UnitID, ProtectStatic in pairs( StaticList ) do
local IsStaticAlive = ProtectStatic:IsAlive()
if IsStaticAlive == true then
IsAlive = true
break
end
end
return IsAlive
end
--- Check if there is a capture unit in the zone.
-- @param #PROTECT self
function PROTECT:IsCaptureUnitInZone()
local CaptureUnitSet = self.CaptureUnitSet
CaptureUnitSet:Flush( self )
local IsInZone = self.CaptureUnitSet:IsPartiallyInZone( self.ProtectZone )
self:F({IsInZone = IsInZone})
return IsInZone
end
--- Smoke.
-- @param #PROTECT self
-- @param #SMOKECOLOR.Color SmokeColor
function PROTECT:Smoke( SmokeColor )
self.SmokeColor = SmokeColor
end
--- Flare.
-- @param #PROTECT self
-- @param #SMOKECOLOR.Color FlareColor
function PROTECT:Flare( FlareColor )
self.ProtectZone:FlareZone( FlareColor, math.random( 1, 360 ) )
end
--- Mark.
-- @param #PROTECT self
function PROTECT:Mark()
local Coord = self.ProtectZone:GetCoordinate()
local ZoneName = self:GetProtectZoneName()
local State = self:GetState()
if self.MarkRed and self.MarkBlue then
self:F( { MarkRed = self.MarkRed, MarkBlue = self.MarkBlue } )
Coord:RemoveMark( self.MarkRed )
Coord:RemoveMark( self.MarkBlue )
end
if self.Coalition == coalition.side.BLUE then
self.MarkBlue = Coord:MarkToCoalitionBlue( "Guard Zone: " .. ZoneName .. "\nStatus: " .. State )
self.MarkRed = Coord:MarkToCoalitionRed( "Capture Zone: " .. ZoneName .. "\nStatus: " .. State )
else
self.MarkRed = Coord:MarkToCoalitionRed( "Guard Zone: " .. ZoneName .. "\nStatus: " .. State )
self.MarkBlue = Coord:MarkToCoalitionBlue( "Capture Zone: " .. ZoneName .. "\nStatus: " .. State )
end
end
--- Bound.
-- @param #PROTECT self
function PROTECT:onafterStart()
self:ScheduleRepeat( 5, 15, 0.1, nil, self.StatusCoalition, self )
self:ScheduleRepeat( 5, 15, 0.1, nil, self.StatusZone, self )
self:ScheduleRepeat( 10, 15, 0, nil, self.StatusSmoke, self )
end
--- Bound.
-- @param #PROTECT self
function PROTECT:onenterGuarded()
if self.Coalition == coalition.side.BLUE then
--elf.ProtectZone:BoundZone( 12, country.id.USA )
else
--self.ProtectZone:BoundZone( 12, country.id.RUSSIA )
end
self:Mark()
end
function PROTECT:onenterCaptured()
local NewCoalition = self.ProtectZone:GetCoalition()
self:F( { NewCoalition = NewCoalition } )
self:SetCoalition( NewCoalition )
self:Mark()
end
function PROTECT:onenterEmpty()
self:Mark()
end
function PROTECT:onenterAttacked()
self:Mark()
end
--- Check status Coalition ownership.
-- @param #PROTECT self
function PROTECT:StatusCoalition()
self:F( { State = self:GetState() } )
self.ProtectZone:Scan()
if self:IsGuarded() then
self:Guard()
else
if self:IsCaptured() then
self:Capture()
end
end
end
--- Check status Zone.
-- @param #PROTECT self
function PROTECT:StatusZone()
self:F( { State = self:GetState() } )
self.ProtectZone:Scan()
if self:IsAttacked() then
self:Attack()
else
if self:IsEmpty() then
self:Empty()
end
end
end
--- Check status Smoke.
-- @param #PROTECT self
function PROTECT:StatusSmoke()
local CurrentTime = timer.getTime()
if self.SmokeTime == nil or self.SmokeTime + 300 <= CurrentTime then
if self.SmokeColor then
self.ProtectZone:GetCoordinate():Smoke( self.SmokeColor )
--self.SmokeColor = nil
self.SmokeTime = CurrentTime
end
end
end

View File

@ -0,0 +1,994 @@
--- **Functional** - Rudimentary ATC.
--
-- ![Banner Image](..\Presentations\PSEUDOATC\PSEUDOATC_Main.jpg)
--
-- ====
--
-- The pseudo ATC enhances the standard DCS ATC functions.
--
-- In particular, a menu entry "Pseudo ATC" is created in the "F10 Other..." radiomenu.
--
-- ## Features:
--
-- * Weather report at nearby airbases and mission waypoints.
-- * Report absolute bearing and range to nearest airports and mission waypoints.
-- * Report current altitude AGL of own aircraft.
-- * Upon request, ATC reports altitude until touchdown.
-- * Works with static and dynamic weather.
-- * Player can select the unit system (metric or imperial) in which information is reported.
-- * All maps supported (Caucasus, NTTR, Normandy, Persian Gulf and all future maps).
--
-- ====
--
-- # YouTube Channel
--
-- ### [MOOSE YouTube Channel](https://www.youtube.com/channel/UCjrA9j5LQoWsG4SpS8i79Qg)
--
-- ===
--
-- ### Author: **[funkyfranky](https://forums.eagle.ru/member.php?u=115026)**
--
-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536)
--
-- ====
-- @module Functional.PseudoATC
-- @image Pseudo_ATC.JPG
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- PSEUDOATC class
-- @type PSEUDOATC
-- @field #string ClassName Name of the Class.
-- @field #table player Table comprising each player info.
-- @field #boolean Debug If true, print debug info to dcs.log file.
-- @field #number mdur Duration in seconds how low messages to the player are displayed.
-- @field #number mrefresh Interval in seconds after which the F10 menu is refreshed. E.g. by the closest airports. Default is 120 sec.
-- @field #number talt Interval in seconds between reporting altitude until touchdown. Default 3 sec.
-- @field #boolean chatty Display some messages on events like take-off and touchdown.
-- @field #boolean eventsmoose If true, events are handled by MOOSE. If false, events are handled directly by DCS eventhandler.
-- @extends Core.Base#BASE
--- Adds some rudimentary ATC functionality via the radio menu.
--
-- Local weather reports can be requested for nearby airports and player's mission waypoints.
-- The weather report includes
--
-- * QFE and QNH pressures,
-- * Temperature,
-- * Wind direction and strength.
--
-- The list of airports is updated every 60 seconds. This interval can be adjusted by the function @{#PSEUDOATC.SetMenuRefresh}(*interval*).
--
-- Likewise, absolute bearing and range to the close by airports and mission waypoints can be requested.
--
-- The player can switch the unit system in which all information is displayed during the mission with the MOOSE settings radio menu.
-- The unit system can be set to either imperial or metric. Altitudes are reported in feet or meter, distances in kilometers or nautical miles,
-- temperatures in degrees Fahrenheit or Celsius and QFE/QNH pressues in inHg or mmHg.
-- Note that the pressures are also reported in hPa independent of the unit system setting.
--
-- In bad weather conditions, the ATC can "talk you down", i.e. will continuously report your altitude on the final approach.
-- Default reporting time interval is 3 seconds. This can be adjusted via the @{#PSEUDOATC.SetReportAltInterval}(*interval*) function.
-- The reporting stops automatically when the player lands or can be stopped manually by clicking on the radio menu item again.
-- So the radio menu item acts as a toggle to switch the reporting on and off.
--
-- ## Scripting
--
-- Scripting is almost trivial. Just add the following two lines to your script:
--
-- pseudoATC=PSEUDOATC:New()
-- pseudoATC:Start()
--
--
-- @field #PSEUDOATC
PSEUDOATC={
ClassName = "PSEUDOATC",
player={},
Debug=false,
mdur=30,
mrefresh=120,
talt=3,
chatty=true,
eventsmoose=true,
}
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Some ID to identify who we are in output of the DCS.log file.
-- @field #string id
PSEUDOATC.id="PseudoATC | "
--- PSEUDOATC version.
-- @field #number version
PSEUDOATC.version="0.9.1"
-----------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-- DONE: Add takeoff event.
-- DONE: Add user functions.
-----------------------------------------------------------------------------------------------------------------------------------------
--- PSEUDOATC contructor.
-- @param #PSEUDOATC self
-- @return #PSEUDOATC Returns a PSEUDOATC object.
function PSEUDOATC:New()
-- Inherit BASE.
local self=BASE:Inherit(self, BASE:New()) -- #PSEUDOATC
-- Debug info
self:E(PSEUDOATC.id..string.format("PseudoATC version %s", PSEUDOATC.version))
-- Return object.
return self
end
--- Starts the PseudoATC event handlers.
-- @param #PSEUDOATC self
function PSEUDOATC:Start()
self:F()
-- Debug info
self:E(PSEUDOATC.id.."Starting PseudoATC")
-- Handle events.
if self.eventsmoose then
self:T(PSEUDOATC.id.."Events are handled by MOOSE.")
self:HandleEvent(EVENTS.Birth, self._OnBirth)
self:HandleEvent(EVENTS.Land, self._PlayerLanded)
self:HandleEvent(EVENTS.Takeoff, self._PlayerTakeOff)
self:HandleEvent(EVENTS.PlayerLeaveUnit, self._PlayerLeft)
self:HandleEvent(EVENTS.Crash, self._PlayerLeft)
--self:HandleEvent(EVENTS.Ejection, self._PlayerLeft)
--self:HandleEvent(EVENTS.PilotDead, self._PlayerLeft)
else
self:T(PSEUDOATC.id.."Events are handled by DCS.")
-- Events are handled directly by DCS.
world.addEventHandler(self)
end
end
-----------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
--- Debug mode on. Send messages to everone.
-- @param #PSEUDOATC self
function PSEUDOATC:DebugOn()
self.Debug=true
end
--- Debug mode off. This is the default setting.
-- @param #PSEUDOATC self
function PSEUDOATC:DebugOff()
self.Debug=false
end
--- Chatty mode on. Display some messages on take-off and touchdown.
-- @param #PSEUDOATC self
function PSEUDOATC:ChattyOn()
self.chatty=true
end
--- Chatty mode off. Don't display some messages on take-off and touchdown.
-- @param #PSEUDOATC self
function PSEUDOATC:ChattyOff()
self.chatty=false
end
--- Set duration how long messages are displayed.
-- @param #PSEUDOATC self
-- @param #number duration Time in seconds. Default is 30 sec.
function PSEUDOATC:SetMessageDuration(duration)
self.mdur=duration or 30
end
--- Set time interval after which the F10 radio menu is refreshed.
-- @param #PSEUDOATC self
-- @param #number interval Interval in seconds. Default is every 120 sec.
function PSEUDOATC:SetMenuRefresh(interval)
self.mrefresh=interval or 120
end
--- Enable/disable event handling by MOOSE or DCS.
-- @param #PSEUDOATC self
-- @param #boolean switch If true, events are handled by MOOSE (default). If false, events are handled directly by DCS.
function PSEUDOATC:SetEventsMoose(switch)
self.eventsmoose=switch
end
--- Set time interval for reporting altitude until touchdown.
-- @param #PSEUDOATC self
-- @param #number interval Interval in seconds. Default is every 3 sec.
function PSEUDOATC:SetReportAltInterval(interval)
self.talt=interval or 3
end
-----------------------------------------------------------------------------------------------------------------------------------------
-- Event Handling
--- Event handler for suppressed groups.
--@param #PSEUDOATC self
--@param #table Event Event data table. Holds event.id, event.initiator and event.target etc.
function PSEUDOATC:onEvent(Event)
if Event == nil or Event.initiator == nil or Unit.getByName(Event.initiator:getName()) == nil then
return true
end
local DCSiniunit = Event.initiator
local DCSplace = Event.place
local DCSsubplace = Event.subplace
local EventData={}
local _playerunit=nil
local _playername=nil
if Event.initiator then
EventData.IniUnitName = Event.initiator:getName()
EventData.IniDCSGroup = Event.initiator:getGroup()
EventData.IniGroupName = Event.initiator:getGroup():getName()
-- Get player unit and name. This returns nil,nil if the event was not fired by a player unit. And these are the only events we are interested in.
_playerunit, _playername = self:_GetPlayerUnitAndName(EventData.IniUnitName)
end
if Event.place then
EventData.Place=Event.place
EventData.PlaceName=Event.place:getName()
end
if Event.subplace then
EventData.SubPlace=Event.subplace
EventData.SubPlaceName=Event.subplace:getName()
end
-- Event info.
self:T3(PSEUDOATC.id..string.format("EVENT: Event in onEvent with ID = %s", tostring(Event.id)))
self:T3(PSEUDOATC.id..string.format("EVENT: Ini unit = %s" , tostring(EventData.IniUnitName)))
self:T3(PSEUDOATC.id..string.format("EVENT: Ini group = %s" , tostring(EventData.IniGroupName)))
self:T3(PSEUDOATC.id..string.format("EVENT: Ini player = %s" , tostring(_playername)))
self:T3(PSEUDOATC.id..string.format("EVENT: Place = %s" , tostring(EventData.PlaceName)))
self:T3(PSEUDOATC.id..string.format("EVENT: SubPlace = %s" , tostring(EventData.SubPlaceName)))
-- Event birth.
if Event.id == world.event.S_EVENT_BIRTH and _playername then
self:_OnBirth(EventData)
end
-- Event takeoff.
if Event.id == world.event.S_EVENT_TAKEOFF and _playername and EventData.Place then
self:_PlayerTakeOff(EventData)
end
-- Event land.
if Event.id == world.event.S_EVENT_LAND and _playername and EventData.Place then
self:_PlayerLanded(EventData)
end
-- Event player left unit
if Event.id == world.event.S_EVENT_PLAYER_LEAVE_UNIT and _playername then
self:_PlayerLeft(EventData)
end
-- Event crash ==> player left unit
if Event.id == world.event.S_EVENT_CRASH and _playername then
self:_PlayerLeft(EventData)
end
--[[
-- Event eject ==> player left unit
if Event.id == world.event.S_EVENT_EJECTION and _playername then
self:_PlayerLeft(EventData)
end
-- Event pilot dead ==> player left unit
if Event.id == world.event.S_EVENT_PILOT_DEAD and _playername then
self:_PlayerLeft(EventData)
end
]]
end
--- Function called my MOOSE event handler when a player enters a unit.
-- @param #PSEUDOATC self
-- @param Core.Event#EVENTDATA EventData
function PSEUDOATC:_OnBirth(EventData)
self:F({EventData=EventData})
-- Get unit and player.
local _unitName=EventData.IniUnitName
local _unit, _playername=self:_GetPlayerUnitAndName(_unitName)
-- Check if a player entered.
if _unit and _playername then
self:PlayerEntered(_unit)
end
end
--- Function called by MOOSE event handler when a player leaves a unit or dies.
-- @param #PSEUDOATC self
-- @param Core.Event#EVENTDATA EventData
function PSEUDOATC:_PlayerLeft(EventData)
self:F({EventData=EventData})
-- Get unit and player.
local _unitName=EventData.IniUnitName
local _unit, _playername=self:_GetPlayerUnitAndName(_unitName)
-- Check if a player left.
if _unit and _playername then
self:PlayerLeft(_unit)
end
end
--- Function called by MOOSE event handler when a player landed.
-- @param #PSEUDOATC self
-- @param Core.Event#EVENTDATA EventData
function PSEUDOATC:_PlayerLanded(EventData)
self:F({EventData=EventData})
-- Get unit, player and place.
local _unitName=EventData.IniUnitName
local _unit, _playername=self:_GetPlayerUnitAndName(_unitName)
local _base=nil
local _baseName=nil
if EventData.place then
_base=EventData.place
_baseName=EventData.place:getName()
end
-- if EventData.subplace then
-- local _subPlace=EventData.subplace
-- local _subPlaceName=EventData.subplace:getName()
-- end
-- Call landed function.
if _unit and _playername and _base then
self:PlayerLanded(_unit, _baseName)
end
end
--- Function called by MOOSE/DCS event handler when a player took off.
-- @param #PSEUDOATC self
-- @param Core.Event#EVENTDATA EventData
function PSEUDOATC:_PlayerTakeOff(EventData)
self:F({EventData=EventData})
-- Get unit, player and place.
local _unitName=EventData.IniUnitName
local _unit,_playername=self:_GetPlayerUnitAndName(_unitName)
local _base=nil
local _baseName=nil
if EventData.place then
_base=EventData.place
_baseName=EventData.place:getName()
end
-- Call take-off function.
if _unit and _playername and _base then
self:PlayerTakeOff(_unit, _baseName)
end
end
-----------------------------------------------------------------------------------------------------------------------------------------
-- Event Functions
--- Function called when a player enters a unit.
-- @param #PSEUDOATC self
-- @param Wrapper.Unit#UNIT unit Unit the player entered.
function PSEUDOATC:PlayerEntered(unit)
self:F2({unit=unit})
-- Get player info.
local group=unit:GetGroup() --Wrapper.Group#GROUP
local GID=group:GetID()
local GroupName=group:GetName()
local PlayerName=unit:GetPlayerName()
local UnitName=unit:GetName()
local CallSign=unit:GetCallsign()
-- Init player table.
self.player[GID]={}
self.player[GID].group=group
self.player[GID].unit=unit
self.player[GID].groupname=GroupName
self.player[GID].unitname=UnitName
self.player[GID].playername=PlayerName
self.player[GID].callsign=CallSign
self.player[GID].waypoints=group:GetTaskRoute()
-- Info message.
local text=string.format("Player %s entered unit %s of group %s (id=%d).", PlayerName, UnitName, GroupName, GID)
self:T(PSEUDOATC.id..text)
MESSAGE:New(text, 30):ToAllIf(self.Debug)
-- Create main F10 menu, i.e. "F10/Pseudo ATC"
self.player[GID].menu_main=missionCommands.addSubMenuForGroup(GID, "Pseudo ATC")
-- Create/update list of nearby airports.
self:LocalAirports(GID)
-- Create submenu of local airports.
self:MenuAirports(GID)
-- Create submenu Waypoints.
self:MenuWaypoints(GID)
-- Start scheduler to refresh the F10 menues.
self.player[GID].scheduler, self.player[GID].schedulerid=SCHEDULER:New(nil, self.MenuRefresh, {self, GID}, self.mrefresh, self.mrefresh)
end
--- Function called when a player has landed.
-- @param #PSEUDOATC self
-- @param Wrapper.Unit#UNIT unit Unit of player which has landed.
-- @param #string place Name of the place the player landed at.
function PSEUDOATC:PlayerLanded(unit, place)
self:F2({unit=unit, place=place})
-- Gather some information.
local group=unit:GetGroup()
local id=group:GetID()
local PlayerName=self.player[id].playername
local Callsign=self.player[id].callsign
local UnitName=self.player[id].unitname
local GroupName=self.player[id].groupname
local CallSign=self.player[id].callsign
-- Debug message.
local text=string.format("Player %s in unit %s of group %s (id=%d) landed at %s.", PlayerName, UnitName, GroupName, id, place)
self:T(PSEUDOATC.id..text)
MESSAGE:New(text, 30):ToAllIf(self.Debug)
-- Stop altitude reporting timer if its activated.
self:AltitudeTimerStop(id)
-- Welcome message.
if place and self.chatty then
local text=string.format("Touchdown! Welcome to %s. Have a nice day!", place)
MESSAGE:New(text, self.mdur):ToGroup(group)
end
end
--- Function called when a player took off.
-- @param #PSEUDOATC self
-- @param Wrapper.Unit#UNIT unit Unit of player which has landed.
-- @param #string place Name of the place the player landed at.
function PSEUDOATC:PlayerTakeOff(unit, place)
self:F2({unit=unit, place=place})
-- Gather some information.
local group=unit:GetGroup()
local id=group:GetID()
local PlayerName=self.player[id].playername
local Callsign=self.player[id].callsign
local UnitName=self.player[id].unitname
local GroupName=self.player[id].groupname
local CallSign=self.player[id].callsign
-- Debug message.
local text=string.format("Player %s in unit %s of group %s (id=%d) took off at %s.", PlayerName, UnitName, GroupName, id, place)
self:T(PSEUDOATC.id..text)
MESSAGE:New(text, 30):ToAllIf(self.Debug)
-- Bye-Bye message.
if place and self.chatty then
local text=string.format("%s, %s, you are airborne. Have a safe trip!", place, CallSign)
MESSAGE:New(text, self.mdur):ToGroup(group)
end
end
--- Function called when a player leaves a unit or dies.
-- @param #PSEUDOATC self
-- @param Wrapper.Unit#UNIT unit Player unit which was left.
function PSEUDOATC:PlayerLeft(unit)
self:F({unit=unit})
-- Get id.
local group=unit:GetGroup()
local id=group:GetID()
if self.player[id] then
-- Debug message.
local text=string.format("Player %s (callsign %s) of group %s just left unit %s.", self.player[id].playername, self.player[id].callsign, self.player[id].groupname, self.player[id].unitname)
self:T(PSEUDOATC.id..text)
MESSAGE:New(text, 30):ToAllIf(self.Debug)
-- Stop scheduler for menu updates
if self.player[id].schedulerid then
self.player[id].scheduler:Stop(self.player[id].schedulerid)
end
-- Stop scheduler for reporting alt if it runs.
self:AltitudeTimerStop(id)
-- Remove main menu.
if self.player[id].menu_main then
missionCommands.removeItem(self.player[id].menu_main)
end
-- Remove player array.
self.player[id]=nil
end
end
-----------------------------------------------------------------------------------------------------------------------------------------
-- Menu Functions
--- Refreshes all player menues.
-- @param #PSEUDOATC self.
-- @param #number id Group id of player unit.
function PSEUDOATC:MenuRefresh(id)
self:F({id=id})
-- Debug message.
local text=string.format("Refreshing menues for player %s in group %s.", self.player[id].playername, self.player[id].groupname)
self:T(PSEUDOATC.id..text)
MESSAGE:New(text,30):ToAllIf(self.Debug)
-- Clear menu.
self:MenuClear(id)
-- Create list of nearby airports.
self:LocalAirports(id)
-- Create submenu Local Airports.
self:MenuAirports(id)
-- Create submenu Waypoints etc.
self:MenuWaypoints(id)
end
--- Clear player menus.
-- @param #PSEUDOATC self.
-- @param #number id Group id of player unit.
function PSEUDOATC:MenuClear(id)
self:F(id)
-- Debug message.
local text=string.format("Clearing menus for player %s in group %s.", self.player[id].playername, self.player[id].groupname)
self:T(PSEUDOATC.id..text)
MESSAGE:New(text,30):ToAllIf(self.Debug)
-- Delete Airports menu.
if self.player[id].menu_airports then
missionCommands.removeItemForGroup(id, self.player[id].menu_airports)
self.player[id].menu_airports=nil
else
self:T2(PSEUDOATC.id.."No airports to clear menus.")
end
-- Delete waypoints menu.
if self.player[id].menu_waypoints then
missionCommands.removeItemForGroup(id, self.player[id].menu_waypoints)
self.player[id].menu_waypoints=nil
end
-- Delete report alt until touchdown menu command.
if self.player[id].menu_reportalt then
missionCommands.removeItemForGroup(id, self.player[id].menu_reportalt)
self.player[id].menu_reportalt=nil
end
-- Delete request current alt menu command.
if self.player[id].menu_requestalt then
missionCommands.removeItemForGroup(id, self.player[id].menu_requestalt)
self.player[id].menu_requestalt=nil
end
end
--- Create "F10/Pseudo ATC/Local Airports/Airport Name/" menu items each containing weather report and BR request.
-- @param #PSEUDOATC self
-- @param #number id Group id of player unit for which menues are created.
function PSEUDOATC:MenuAirports(id)
self:F(id)
-- Table for menu entries.
self.player[id].menu_airports=missionCommands.addSubMenuForGroup(id, "Local Airports", self.player[id].menu_main)
local i=0
for _,airport in pairs(self.player[id].airports) do
i=i+1
if i > 10 then
break -- Max 10 airports due to 10 menu items restriction.
end
local name=airport.name
local d=airport.distance
local pos=AIRBASE:FindByName(name):GetCoordinate()
--F10menu_ATC_airports[ID][name] = missionCommands.addSubMenuForGroup(ID, name, F10menu_ATC)
local submenu=missionCommands.addSubMenuForGroup(id, name, self.player[id].menu_airports)
-- Create menu reporting commands
missionCommands.addCommandForGroup(id, "Weather Report", submenu, self.ReportWeather, self, id, pos, name)
missionCommands.addCommandForGroup(id, "Request BR", submenu, self.ReportBR, self, id, pos, name)
-- Debug message.
self:T(string.format(PSEUDOATC.id.."Creating airport menu item %s for ID %d", name, id))
end
end
--- Create "F10/Pseudo ATC/Waypoints/<Waypoint i> menu items.
-- @param #PSEUDOATC self
-- @param #number id Group id of player unit for which menues are created.
function PSEUDOATC:MenuWaypoints(id)
self:F(id)
-- Player unit and callsign.
local unit=self.player[id].unit --Wrapper.Unit#UNIT
local callsign=self.player[id].callsign
-- Debug info.
self:T(PSEUDOATC.id..string.format("Creating waypoint menu for %s (ID %d).", callsign, id))
if #self.player[id].waypoints>0 then
-- F10/PseudoATC/Waypoints
self.player[id].menu_waypoints=missionCommands.addSubMenuForGroup(id, "Waypoints", self.player[id].menu_main)
local j=0
for i, wp in pairs(self.player[id].waypoints) do
-- Increase counter
j=j+1
if j>10 then
break -- max ten menu entries
end
-- Position of Waypoint
local pos=COORDINATE:New(wp.x, wp.alt, wp.y)
local name=string.format("Waypoint %d", i-1)
-- "F10/PseudoATC/Waypoints/Waypoint X"
local submenu=missionCommands.addSubMenuForGroup(id, name, self.player[id].menu_waypoints)
-- Menu commands for each waypoint "F10/PseudoATC/My Aircraft (callsign)/Waypoints/Waypoint X/<Commands>"
missionCommands.addCommandForGroup(id, "Weather Report", submenu, self.ReportWeather, self, id, pos, name)
missionCommands.addCommandForGroup(id, "Request BR", submenu, self.ReportBR, self, id, pos, name)
end
end
self.player[id].menu_reportalt = missionCommands.addCommandForGroup(id, "Talk me down", self.player[id].menu_main, self.AltidudeTimerToggle, self, id)
self.player[id].menu_requestalt = missionCommands.addCommandForGroup(id, "Request altitude", self.player[id].menu_main, self.ReportHeight, self, id)
end
-----------------------------------------------------------------------------------------------------------------------------------------
-- Reporting Functions
--- Weather Report. Report pressure QFE/QNH, temperature, wind at certain location.
-- @param #PSEUDOATC self
-- @param #number id Group id to which the report is delivered.
-- @param Core.Point#COORDINATE position Coordinates at which the pressure is measured.
-- @param #string location Name of the location at which the pressure is measured.
function PSEUDOATC:ReportWeather(id, position, location)
self:F({id=id, position=position, location=location})
-- Player unit system settings.
local settings=_DATABASE:GetPlayerSettings(self.player[id].playername) or _SETTINGS --Core.Settings#SETTINGS
local text=string.format("Local weather at %s:\n", location)
-- Get pressure in hPa.
local Pqnh=position:GetPressure(0) -- Get pressure at sea level.
local Pqfe=position:GetPressure() -- Get pressure at (land) height of position.
-- Pressure conversion
local hPa2inHg=0.0295299830714
local hPa2mmHg=0.7500615613030
-- Unit conversion.
local _Pqnh=string.format("%.2f inHg", Pqnh * hPa2inHg)
local _Pqfe=string.format("%.2f inHg", Pqfe * hPa2inHg)
if settings:IsMetric() then
_Pqnh=string.format("%.1f mmHg", Pqnh * hPa2mmHg)
_Pqfe=string.format("%.1f mmHg", Pqfe * hPa2mmHg)
end
-- Message text.
text=text..string.format("QFE %.1f hPa = %s.\n", Pqfe, _Pqfe)
text=text..string.format("QNH %.1f hPa = %s.\n", Pqnh, _Pqnh)
-- Get temperature at position in degrees Celsius.
local T=position:GetTemperature()
-- Correct unit system.
local _T=string.format('%d°F', UTILS.CelciusToFarenheit(T))
if settings:IsMetric() then
_T=string.format('%d°C', T)
end
-- Message text.
local text=text..string.format("Temperature %s\n", _T)
-- Get wind direction and speed.
local Dir,Vel=position:GetWind()
-- Get Beaufort wind scale.
local Bn,Bd=UTILS.BeaufortScale(Vel)
-- Formatted wind direction.
local Ds = string.format('%03d°', Dir)
-- Velocity in player units.
local Vs=string.format("%.1f knots", UTILS.MpsToKnots(Vel))
if settings:IsMetric() then
Vs=string.format('%.1f m/s', Vel)
end
-- Message text.
local text=text..string.format("Wind from %s at %s (%s).", Ds, Vs, Bd)
-- Send message
self:_DisplayMessageToGroup(self.player[id].unit, text, self.mdur, true)
end
--- Report absolute bearing and range form player unit to airport.
-- @param #PSEUDOATC self
-- @param #number id Group id to the report is delivered.
-- @param Core.Point#COORDINATE position Coordinates at which the pressure is measured.
-- @param #string location Name of the location at which the pressure is measured.
function PSEUDOATC:ReportBR(id, position, location)
self:F({id=id, position=position, location=location})
-- Current coordinates.
local unit=self.player[id].unit --Wrapper.Unit#UNIT
local coord=unit:GetCoordinate()
-- Direction vector from current position (coord) to target (position).
local angle=coord:HeadingTo(position)
-- Range from current to
local range=coord:Get2DDistance(position)
-- Bearing string.
local Bs=string.format('%03d°', angle)
-- Settings.
local settings=_DATABASE:GetPlayerSettings(self.player[id].playername) or _SETTINGS --Core.Settings#SETTINGS
local Rs=string.format("%.1f NM", UTILS.MetersToNM(range))
if settings:IsMetric() then
Rs=string.format("%.1f km", range/1000)
end
-- Message text.
local text=string.format("%s: Bearing %s, Range %s.", location, Bs, Rs)
-- Send message to player group.
MESSAGE:New(text, self.mdur):ToGroup(self.player[id].group)
end
--- Report altitude above ground level of player unit.
-- @param #PSEUDOATC self
-- @param #number id Group id to the report is delivered.
-- @param #number dt (Optional) Duration the message is displayed.
-- @param #boolean _clear (Optional) Clear previouse messages.
-- @return #number Altitude above ground.
function PSEUDOATC:ReportHeight(id, dt, _clear)
self:F({id=id, dt=dt})
local dt = dt or self.mdur
if _clear==nil then
_clear=false
end
-- Return height [m] above ground level.
local function get_AGL(p)
local agl=0
local vec2={x=p.x,y=p.z}
local ground=land.getHeight(vec2)
local agl=p.y-ground
return agl
end
-- Get height AGL.
local unit=self.player[id].unit --Wrapper.Unit#UNIT
if unit and unit:IsAlive() then
local position=unit:GetCoordinate()
local height=get_AGL(position)
local callsign=unit:GetCallsign()
-- Settings.
local settings=_DATABASE:GetPlayerSettings(self.player[id].playername) or _SETTINGS --Core.Settings#SETTINGS
-- Height string.
local Hs=string.format("%d ft", UTILS.MetersToFeet(height))
if settings:IsMetric() then
Hs=string.format("%d m", height)
end
-- Message text.
local _text=string.format("%s, your altitude is %s AGL.", callsign, Hs)
-- Append flight level.
if _clear==false then
_text=_text..string.format(" FL%03d.", position.y/30.48)
end
-- Send message to player group.
self:_DisplayMessageToGroup(self.player[id].unit,_text, dt,_clear)
-- Return height
return height
end
return 0
end
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Toggle report altitude reporting on/off.
-- @param #PSEUDOATC self.
-- @param #number id Group id of player unit.
function PSEUDOATC:AltidudeTimerToggle(id)
self:F(id)
if self.player[id].altimerid then
-- If the timer is on, we turn it off.
self:AltitudeTimerStop(id)
else
-- If the timer is off, we turn it on.
self:AltitudeTimeStart(id)
end
end
--- Start altitude reporting scheduler.
-- @param #PSEUDOATC self.
-- @param #number id Group id of player unit.
function PSEUDOATC:AltitudeTimeStart(id)
self:F(id)
-- Debug info.
self:T(PSEUDOATC.id..string.format("Starting altitude report timer for player ID %d.", id))
-- Start timer. Altitude is reported every ~3 seconds.
self.player[id].altimer, self.player[id].altimerid=SCHEDULER:New(nil, self.ReportHeight, {self, id, 0.1, true}, 1, 3)
end
--- Stop/destroy DCS scheduler function for reporting altitude.
-- @param #PSEUDOATC self.
-- @param #number id Group id of player unit.
function PSEUDOATC:AltitudeTimerStop(id)
-- Debug info.
self:T(PSEUDOATC.id..string.format("Stopping altitude report timer for player ID %d.", id))
-- Stop timer.
if self.player[id].altimerid then
self.player[id].altimer:Stop(self.player[id].altimerid)
end
self.player[id].altimer=nil
self.player[id].altimerid=nil
end
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Misc
--- Create list of nearby airports sorted by distance to player unit.
-- @param #PSEUDOATC self
-- @param #number id Group id of player unit.
function PSEUDOATC:LocalAirports(id)
self:F(id)
-- Airports table.
self.player[id].airports=nil
self.player[id].airports={}
-- Current player position.
local pos=self.player[id].unit:GetCoordinate()
-- Loop over coalitions.
for i=0,2 do
-- Get all airbases of coalition.
local airports=coalition.getAirbases(i)
-- Loop over airbases
for _,airbase in pairs(airports) do
local name=airbase:getName()
local q=AIRBASE:FindByName(name):GetCoordinate()
local d=q:Get2DDistance(pos)
-- Add to table.
table.insert(self.player[id].airports, {distance=d, name=name})
end
end
--- compare distance (for sorting airports)
local function compare(a,b)
return a.distance < b.distance
end
-- Sort airports table w.r.t. distance to player.
table.sort(self.player[id].airports, compare)
end
--- Returns the unit of a player and the player name. If the unit does not belong to a player, nil is returned.
-- @param #PSEUDOATC self
-- @param #string _unitName Name of the player unit.
-- @return Wrapper.Unit#UNIT Unit of player.
-- @return #string Name of the player.
-- @return nil If player does not exist.
function PSEUDOATC:_GetPlayerUnitAndName(_unitName)
self:F(_unitName)
if _unitName ~= nil then
-- Get DCS unit from its name.
local DCSunit=Unit.getByName(_unitName)
if DCSunit then
-- Get the player name to make sure a player entered.
local playername=DCSunit:getPlayerName()
local unit=UNIT:Find(DCSunit)
-- Debug output.
self:T2({DCSunit=DCSunit, unit=unit, playername=playername})
if unit and playername then
-- Return MOOSE unit and player name
return unit, playername
end
end
end
return nil,nil
end
--- Display message to group.
-- @param #PSEUDOATC self
-- @param Wrapper.Unit#UNIT _unit Player unit.
-- @param #string _text Message text.
-- @param #number _time Duration how long the message is displayed.
-- @param #boolean _clear Clear up old messages.
function PSEUDOATC:_DisplayMessageToGroup(_unit, _text, _time, _clear)
self:F({unit=_unit, text=_text, time=_time, clear=_clear})
_time=_time or self.Tmsg
if _clear==nil then
_clear=false
end
-- Group ID.
local _gid=_unit:GetGroup():GetID()
if _gid then
if _clear == true then
trigger.action.outTextForGroup(_gid, _text, _time, _clear)
else
trigger.action.outTextForGroup(_gid, _text, _time)
end
end
end
--- Returns a string which consits of this callsign and the player name.
-- @param #PSEUDOATC self
-- @param #string unitname Name of the player unit.
function PSEUDOATC:_myname(unitname)
self:F2(unitname)
local unit=UNIT:FindByName(unitname)
local pname=unit:GetPlayerName()
local csign=unit:GetCallsign()
return string.format("%s (%s)", csign, pname)
end

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@ -1,16 +1,33 @@
--- **Functional** -- (R2.0) - Administer the scoring of player achievements, and create a CSV file logging the scoring events for use at team or squadron websites.
--- **Functional** - Administer the scoring of player achievements, and create a CSV file logging the scoring events for use at team or squadron websites.
--
-- ===
--
-- ![Banner Image](..\Presentations\SCORING\Dia1.JPG)
--
-- ## Features:
--
-- * Set the scoring scales based on threat level.
-- * Positive scores and negative scores.
-- * A contribution model to score achievements.
-- * Score goals.
-- * Score specific achievements.
-- * Score the hits and destroys of units.
-- * Score the hits and destroys of statics.
-- * Score the hits and destroys of scenery.
-- * Log scores into a CSV file.
-- * Connect to a remote server using JSON and IP.
--
-- ===
--
-- The @{#SCORING} class administers the scoring of player achievements,
-- ## Missions:
--
-- [SCO - Scoring](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SCO%20-%20Scoring)
--
-- ===
--
-- Administers the scoring of player achievements,
-- and creates a CSV file logging the scoring events and results for use at team or squadron websites.
--
-- SCORING automatically calculates the threat level of the objects hit and destroyed by players,
-- which can be @{Unit}, @{Static) and @{Scenery} objects.
-- which can be @{Wrapper.Unit}, @{Static) and @{Scenery} objects.
--
-- Positive score points are granted when enemy or neutral targets are destroyed.
-- Negative score points or penalties are given when a friendly target is hit or destroyed.
@ -56,9 +73,34 @@
-- Use the radio menu F10 to consult the scores while running the mission.
-- Scores can be reported for your user, or an overall score can be reported of all players currently active in the mission.
--
-- # 1) @{Scoring#SCORING} class, extends @{Base#BASE}
-- ===
--
-- ## 1.1) Set the destroy score or penalty scale
-- ### Authors: **FlightControl**
--
-- ### Contributions:
--
-- * **Wingthor (TAW)**: Testing & Advice.
-- * **Dutch-Baron (TAW)**: Testing & Advice.
-- * **[Whisper](http://forums.eagle.ru/member.php?u=3829): Testing and Advice.
--
-- ===
--
-- @module Functional.Scoring
-- @image Scoring.JPG
--- @type SCORING
-- @field Players A collection of the current players that have joined the game.
-- @extends Core.Base#BASE
--- SCORING class
--
-- # Constructor:
--
-- local Scoring = SCORING:New( "Scoring File" )
--
--
-- # Set the destroy score or penalty scale:
--
-- Score scales can be set for scores granted when enemies or friendlies are destroyed.
-- Use the method @{#SCORING.SetScaleDestroyScore}() to set the scale of enemy destroys (positive destroys).
@ -71,12 +113,12 @@
-- The above sets the scale for valid scores to 10. So scores will be given in a scale from 0 to 10.
-- The penalties will be given in a scale from 0 to 40.
--
-- ## 1.2) Define special targets that will give extra scores.
-- # Define special targets that will give extra scores:
--
-- Special targets can be set that will give extra scores to the players when these are destroyed.
-- Use the methods @{#SCORING.AddUnitScore}() and @{#SCORING.RemoveUnitScore}() to specify a special additional score for a specific @{Unit}s.
-- Use the methods @{#SCORING.AddUnitScore}() and @{#SCORING.RemoveUnitScore}() to specify a special additional score for a specific @{Wrapper.Unit}s.
-- Use the methods @{#SCORING.AddStaticScore}() and @{#SCORING.RemoveStaticScore}() to specify a special additional score for a specific @{Static}s.
-- Use the method @{#SCORING.SetGroupGroup}() to specify a special additional score for a specific @{Group}s.
-- Use the method @{#SCORING.SetGroupGroup}() to specify a special additional score for a specific @{Wrapper.Group}s.
--
-- local Scoring = SCORING:New( "Scoring File" )
-- Scoring:AddUnitScore( UNIT:FindByName( "Unit #001" ), 200 )
@ -88,22 +130,22 @@
--
-- Scoring:RemoveUnitScore( UNIT:FindByName( "Unit #001" ) )
--
-- ## 1.3) Define destruction zones that will give extra scores.
-- # Define destruction zones that will give extra scores:
--
-- Define zones of destruction. Any object destroyed within the zone of the given category will give extra points.
-- Use the method @{#SCORING.AddZoneScore}() to add a @{Zone} for additional scoring.
-- Use the method @{#SCORING.RemoveZoneScore}() to remove a @{Zone} for additional scoring.
-- There are interesting variations that can be achieved with this functionality. For example, if the @{Zone} is a @{Zone#ZONE_UNIT},
-- There are interesting variations that can be achieved with this functionality. For example, if the @{Zone} is a @{Core.Zone#ZONE_UNIT},
-- then the zone is a moving zone, and anything destroyed within that @{Zone} will generate points.
-- The other implementation could be to designate a scenery target (a building) in the mission editor surrounded by a @{Zone},
-- just large enough around that building.
--
-- ## 1.4) Add extra Goal scores upon an event or a condition.
-- # Add extra Goal scores upon an event or a condition:
--
-- A mission has goals and achievements. The scoring system provides an API to set additional scores when a goal or achievement event happens.
-- Use the method @{#SCORING.AddGoalScore}() to add a score for a Player at any time in your mission.
--
-- ## 1.5) (Decommissioned) Configure fratricide level.
-- # (Decommissioned) Configure fratricide level.
--
-- **This functionality is decomissioned until the DCS bug concerning Unit:destroy() not being functional in multi player for player units has been fixed by ED**.
--
@ -111,13 +153,13 @@
-- Use the method @{#SCORING.SetFratricide}() to define the level when a player gets kicked.
-- By default, the fratricide level is the default penalty mutiplier * 2 for the penalty score.
--
-- ## 1.6) Penalty score when a player changes the coalition.
-- # Penalty score when a player changes the coalition.
--
-- When a player changes the coalition, he can receive a penalty score.
-- Use the method @{#SCORING.SetCoalitionChangePenalty}() to define the penalty when a player changes coalition.
-- By default, the penalty for changing coalition is the default penalty scale.
--
-- ## 1.8) Define output CSV files.
-- # Define output CSV files.
--
-- The CSV file is given the name of the string given in the @{#SCORING.New}{} constructor, followed by the .csv extension.
-- The file is incrementally saved in the **<User>\\Saved Games\\DCS\\Logs** folder, and has a time stamp indicating each mission run.
@ -154,7 +196,7 @@
-- The MOOSE designer cannot take any responsibility of any damage inflicted as a result of the de-sanitization.
-- That being said, I hope that the SCORING class provides you with a great add-on to score your squad mates achievements.
--
-- ## 1.9) Configure messages.
-- # Configure messages.
--
-- When players hit or destroy targets, messages are sent.
-- Various methods exist to configure:
@ -162,7 +204,7 @@
-- * Which messages are sent upon the event.
-- * Which audience receives the message.
--
-- ### 1.9.1) Configure the messages sent upon the event.
-- ## Configure the messages sent upon the event.
--
-- Use the following methods to configure when to send messages. By default, all messages are sent.
--
@ -171,48 +213,16 @@
-- * @{#SCORING.SetMessagesAddon}(): Configure to send messages for additional score, after a target has been destroyed.
-- * @{#SCORING.SetMessagesZone}(): Configure to send messages for additional score, after a target has been destroyed within a given zone.
--
-- ### 1.9.2) Configure the audience of the messages.
-- ## Configure the audience of the messages.
--
-- Use the following methods to configure the audience of the messages. By default, the messages are sent to all players in the mission.
--
-- * @{#SCORING.SetMessagesToAll}(): Configure to send messages to all players.
-- * @{#SCORING.SetMessagesToCoalition}(): Configure to send messages to only those players within the same coalition as the player.
--
--
-- ===
--
-- # **API CHANGE HISTORY**
--
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
--
-- * **Added** parts are expressed in bold type face.
-- * _Removed_ parts are expressed in italic type face.
--
-- Hereby the change log:
--
-- 2017-02-26: Initial class and API.
--
-- ===
--
-- # **AUTHORS and CONTRIBUTIONS**
--
-- ### Contributions:
--
-- * **Wingthor (TAW)**: Testing & Advice.
-- * **Dutch-Baron (TAW)**: Testing & Advice.
-- * **[Whisper](http://forums.eagle.ru/member.php?u=3829): Testing and Advice.
--
-- ### Authors:
--
-- * **FlightControl**: Concept, Design & Programming.
--
-- @module Scoring
--- The Scoring class
-- @type SCORING
-- @field Players A collection of the current players that have joined the game.
-- @extends Core.Base#BASE
-- @field #SCORING
SCORING = {
ClassName = "SCORING",
ClassID = 0,
@ -239,8 +249,10 @@ local _SCORINGCategory =
-- @param #string GameName The name of the game. This name is also logged in the CSV score file.
-- @return #SCORING self
-- @usage
--
-- -- Define a new scoring object for the mission Gori Valley.
-- ScoringObject = SCORING:New( "Gori Valley" )
--
function SCORING:New( GameName )
-- Inherits from BASE
@ -339,11 +351,11 @@ function SCORING:SetScaleDestroyPenalty( Scale )
return self
end
--- Add a @{Unit} for additional scoring when the @{Unit} is destroyed.
-- Note that if there was already a @{Unit} declared within the scoring with the same name,
-- then the old @{Unit} will be replaced with the new @{Unit}.
--- Add a @{Wrapper.Unit} for additional scoring when the @{Wrapper.Unit} is destroyed.
-- Note that if there was already a @{Wrapper.Unit} declared within the scoring with the same name,
-- then the old @{Wrapper.Unit} will be replaced with the new @{Wrapper.Unit}.
-- @param #SCORING self
-- @param Wrapper.Unit#UNIT ScoreUnit The @{Unit} for which the Score needs to be given.
-- @param Wrapper.Unit#UNIT ScoreUnit The @{Wrapper.Unit} for which the Score needs to be given.
-- @param #number Score The Score value.
-- @return #SCORING
function SCORING:AddUnitScore( ScoreUnit, Score )
@ -355,9 +367,9 @@ function SCORING:AddUnitScore( ScoreUnit, Score )
return self
end
--- Removes a @{Unit} for additional scoring when the @{Unit} is destroyed.
--- Removes a @{Wrapper.Unit} for additional scoring when the @{Wrapper.Unit} is destroyed.
-- @param #SCORING self
-- @param Wrapper.Unit#UNIT ScoreUnit The @{Unit} for which the Score needs to be given.
-- @param Wrapper.Unit#UNIT ScoreUnit The @{Wrapper.Unit} for which the Score needs to be given.
-- @return #SCORING
function SCORING:RemoveUnitScore( ScoreUnit )
@ -398,9 +410,9 @@ function SCORING:RemoveStaticScore( ScoreStatic )
end
--- Specify a special additional score for a @{Group}.
--- Specify a special additional score for a @{Wrapper.Group}.
-- @param #SCORING self
-- @param Wrapper.Group#GROUP ScoreGroup The @{Group} for which each @{Unit} a Score is given.
-- @param Wrapper.Group#GROUP ScoreGroup The @{Wrapper.Group} for which each @{Wrapper.Unit} a Score is given.
-- @param #number Score The Score value.
-- @return #SCORING
function SCORING:AddScoreGroup( ScoreGroup, Score )
@ -714,7 +726,7 @@ end
-- A free text can be given that is shown to the players.
-- The Score can be both positive and negative.
-- @param #SCORING self
-- @param Wrapper.Unit#UNIT PlayerUnit The @{Unit} of the Player. Other Properties for the scoring are taken from this PlayerUnit, like coalition, type etc.
-- @param Wrapper.Unit#UNIT PlayerUnit The @{Wrapper.Unit} of the Player. Other Properties for the scoring are taken from this PlayerUnit, like coalition, type etc.
-- @param #string GoalTag The string or identifier that is used in the CSV file to identify the goal (sort or group later in Excel).
-- @param #string Text A free text that is shown to the players.
-- @param #number Score The score can be both positive or negative ( Penalty ).
@ -858,7 +870,7 @@ function SCORING:OnEventBirth( Event )
if Event.IniUnit then
if Event.IniObjectCategory == 1 then
local PlayerName = Event.IniUnit:GetPlayerName()
if PlayerName ~= "" then
if PlayerName then
self:_AddPlayerFromUnit( Event.IniUnit )
self:SetScoringMenu( Event.IniGroup )
end

View File

@ -1,12 +1,41 @@
--- **Functional** -- Provides defensive behaviour to a set of SAM sites within a running Mission.
--- **Functional** -- Make SAM sites execute evasive and defensive behaviour when being fired upon.
--
-- ===
--
-- @module Sead
-- ## Features:
--
-- * When SAM sites are being fired upon, the SAMs will take evasive action will reposition themselves when possible.
-- * When SAM sites are being fired upon, the SAMs will take defensive action by shutting down their radars.
--
-- ===
--
-- ## Missions:
--
-- [SEV - SEAD Evasion](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SEV%20-%20SEAD%20Evasion)
--
-- ===
--
-- ### Authors: **FlightControl**
--
-- ===
--
-- @module Functional.Sead
-- @image SEAD.JPG
--- The SEAD class
-- @type SEAD
--- @type SEAD
-- @extends Core.Base#BASE
--- Make SAM sites execute evasive and defensive behaviour when being fired upon.
--
-- This class is very easy to use. Just setup a SEAD object by using @{#SEAD.New}() and SAMs will evade and take defensive action when being fired upon.
--
-- # Constructor:
--
-- Use the @{#SEAD.New}() constructor to create a new SEAD object.
--
-- SEAD_RU_SAM_Defenses = SEAD:New( { 'RU SA-6 Kub', 'RU SA-6 Defenses', 'RU MI-26 Troops', 'RU Attack Gori' } )
--
-- @field #SEAD
SEAD = {
ClassName = "SEAD",
TargetSkill = {

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@ -1,18 +1,40 @@
--- **Functional** -- (R2.3) Models the process to zone guarding and capturing.
--- **Functional** -- Models the process to zone guarding and capturing.
--
-- ===
--
-- ![Banner Image](..\Presentations\ZONE_CAPTURE_COALITION\Dia1.JPG)
-- ## Features:
--
-- * Models the possible state transitions between the Guarded, Attacked, Empty and Captured states.
-- * A zone has an owning coalition, that means that at a specific point in time, a zone can be owned by the red or blue coalition.
-- * Provide event handlers to tailor the actions when a zone changes coalition or state.
--
-- ===
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/CAZ - Capture Zones)
-- ## Missions:
--
-- - CAZ-000 - Capture Zone: Demonstrates the basic concept of capturing a zone.
-- [CAZ - Capture Zones](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/CAZ%20-%20Capture%20Zones)
--
-- ===
--
-- ### [YouTube Playlist](https://www.youtube.com/watch?v=0m6K6Yxa-os&list=PL7ZUrU4zZUl0qqJsfa8DPvZWDY-OyDumE)
-- # Player Experience
--
-- ![States](..\Presentations\ZONE_CAPTURE_COALITION\Dia3.JPG)
--
-- The above models the possible state transitions between the **Guarded**, **Attacked**, **Empty** and **Captured** states.
-- A zone has an __owning coalition__, that means that at a specific point in time, a zone can be owned by the red or blue coalition.
--
-- The Zone can be in the state **Guarded** by the __owning coalition__, which is the coalition that initially occupies the zone with units of its coalition.
-- Once units of an other coalition are entering the Zone, the state will change to **Attacked**. As long as these units remain in the zone, the state keeps set to Attacked.
-- When all units are destroyed in the Zone, the state will change to **Empty**, which expresses that the Zone is empty, and can be captured.
-- When units of the other coalition are in the Zone, and no other units of the owning coalition is in the Zone, the Zone is captured, and its state will change to **Captured**.
--
-- The zone needs to be monitored regularly for the presence of units to interprete the correct state transition required.
-- This monitoring process MUST be started using the @{#ZONE_CAPTURE_COALITION.Start}() method.
-- Otherwise no monitoring will be active and the zone will stay in the current state forever.
--
-- ===
--
-- ## [YouTube Playlist](https://www.youtube.com/watch?v=0m6K6Yxa-os&list=PL7ZUrU4zZUl0qqJsfa8DPvZWDY-OyDumE)
--
-- ===
--
@ -21,7 +43,8 @@
--
-- ===
--
-- @module ZoneCaptureCoalition
-- @module Functional.ZoneCaptureCoalition
-- @image Capture_Zones.JPG
do -- ZONE_CAPTURE_COALITION
@ -29,70 +52,79 @@ do -- ZONE_CAPTURE_COALITION
-- @extends Functional.ZoneGoalCoalition#ZONE_GOAL_COALITION
--- # ZONE\_CAPTURE\_COALITION class, extends @{ZoneGoalCoalition#ZONE_GOAL_COALITION}
--
-- Models the process to capture a Zone for a Coalition, which is guarded by another Coalition.
--- Models the process to capture a Zone for a Coalition, which is guarded by another Coalition.
-- This is a powerful concept that allows to create very dynamic missions based on the different state transitions of various zones.
--
-- ---
--
-- ![Banner Image](..\Presentations\ZONE_CAPTURE_COALITION\Dia1.JPG)
--
-- ---
-- ===
--
-- # 0. Player Experience
-- In order to use ZONE_CAPTURE_COALITION, you need to:
--
-- ![States](..\Presentations\ZONE_CAPTURE_COALITION\Dia3.JPG)
--
-- The above models the possible state transitions between the **Guarded**, **Attacked**, **Empty** and **Captured** states.
-- A zone has an __owning coalition__, that means that at a specific point in time, a zone can be owned by the red or blue coalition.
--
-- The Zone can be in the state **Guarded** by the __owning coalition__, which is the coalition that initially occupies the zone with units of its coalition.
-- Once units of an other coalition are entering the Zone, the state will change to **Attacked**. As long as these units remain in the zone, the state keeps set to Attacked.
-- When all units are destroyed in the Zone, the state will change to **Empty**, which expresses that the Zone is empty, and can be captured.
-- When units of the other coalition are in the Zone, and no other units of the owning coalition is in the Zone, the Zone is captured, and its state will change to **Captured**.
--
-- The zone needs to be monitored regularly for the presence of units to interprete the correct state transition required.
-- This monitoring process MUST be started using the @{#ZONE_CAPTURE_COALITION.Start}() method.
-- Otherwise no monitoring will be active and the zone will stay in the current state forever.
-- See further in chapter 3.3 for more information about this.
--
-- ## 1. ZONE\_CAPTURE\_COALITION constructor
--
-- * @{#ZONE_CAPTURE_COALITION.New}(): Creates a new ZONE\_CAPTURE\_COALITION object.
--
-- In order to use ZONE\_CAPTURE\_COALITION, you need to:
--
-- - Create a @{Zone} object from one of the ZONE\_ classes. Note that ZONE\_POLYGON\_ classes are not yet functional. The only functional ZONE\_ classses are those derived from a ZONE\_RADIUS.
-- * Create a @{Zone} object from one of the ZONE_ classes.
-- Note that ZONE_POLYGON_ classes are not yet functional.
-- The only functional ZONE_ classses are those derived from a ZONE_RADIUS.
-- * Set the state of the zone. Most of the time, Guarded would be the initial state.
-- * Start the zone capturing **monitoring process**.
-- This will check the presence of friendly and/or enemy units within the zone and will transition the state of the zone when the tactical situation changed.
-- The frequency of the monitoring must not be real-time, a 30 second interval to execute the checks is sufficient.
--
-- ![New](..\Presentations\ZONE_CAPTURE_COALITION\Dia5.JPG)
--
-- Ensure that during the life cycle of the ZONE\_CAPTURE\_COALITION object, the object keeps alive.
-- It is best to declare the object globally within your script.
-- ### Important:
--
-- ## 2. ZONE\_CAPTURE\_COALITION is a finite state machine (FSM).
-- You must start the monitoring process within your code, or there won't be any state transition checks executed.
-- See further the start/stop monitoring process.
--
-- ### Important:
--
-- Ensure that the object containing the ZONE_CAPTURE_COALITION object is persistent.
-- Otherwise the garbage collector of lua will remove the object and the monitoring process will stop.
-- This will result in your object to be destroyed (removed) from internal memory and there won't be any zone state transitions anymore detected!
-- So use the `local` keyword in lua with thought! Most of the time, you can declare your object gobally.
--
--
--
-- # Example:
--
-- -- Define a new ZONE object, which is based on the trigger zone `CaptureZone`, which is defined within the mission editor.
-- CaptureZone = ZONE:New( "CaptureZone" )
--
-- -- Here we create a new ZONE_CAPTURE_COALITION object, using the :New constructor.
-- ZoneCaptureCoalition = ZONE_CAPTURE_COALITION:New( CaptureZone, coalition.side.RED )
--
-- -- Set the zone to Guarding state.
-- ZoneCaptureCoalition:__Guard( 1 )
--
-- -- Start the zone monitoring process in 30 seconds and check every 30 seconds.
-- ZoneCaptureCoalition:Start( 30, 30 )
--
--
-- # Constructor:
--
-- Use the @{#ZONE_CAPTURE_COALITION.New}() constructor to create a new ZONE_CAPTURE_COALITION object.
--
-- # ZONE_CAPTURE_COALITION is a finite state machine (FSM).
--
-- ![States](..\Presentations\ZONE_CAPTURE_COALITION\Dia4.JPG)
--
-- ### 2.1 ZONE\_CAPTURE\_COALITION States
-- ## ZONE_CAPTURE_COALITION States
--
-- * **Captured**: The Zone has been captured by an other coalition.
-- * **Attacked**: The Zone is currently intruded by an other coalition. There are units of the owning coalition and an other coalition in the Zone.
-- * **Guarded**: The Zone is guarded by the owning coalition. There is no other unit of an other coalition in the Zone.
-- * **Empty**: The Zone is empty. There is not valid unit in the Zone.
--
-- ### 2.2 ZONE\_CAPTURE\_COALITION Events
-- ## 2.2 ZONE_CAPTURE_COALITION Events
--
-- * **Capture**: The Zone has been captured by an other coalition.
-- * **Attack**: The Zone is currently intruded by an other coalition. There are units of the owning coalition and an other coalition in the Zone.
-- * **Guard**: The Zone is guarded by the owning coalition. There is no other unit of an other coalition in the Zone.
-- * **Empty**: The Zone is empty. There is not valid unit in the Zone.
--
-- ## 3. "Script It"
-- # "Script It"
--
-- ZONE\_CAPTURE\_COALITION allows to take action on the various state transitions and add your custom code and logic.
-- ZONE_CAPTURE_COALITION allows to take action on the various state transitions and add your custom code and logic.
--
-- ### 3.1. Take action using state- and event handlers.
-- ## Take action using state- and event handlers.
--
-- ![States](..\Presentations\ZONE_CAPTURE_COALITION\Dia6.JPG)
--
@ -109,8 +141,6 @@ do -- ZONE_CAPTURE_COALITION
-- - On Before the event is triggered. Return false to cancel the transition.
-- - On After the event is triggered.
--
--
--
-- ![States](..\Presentations\ZONE_CAPTURE_COALITION\Dia7.JPG)
--
-- Each handler can receive optionally 3 parameters:
@ -131,7 +161,7 @@ do -- ZONE_CAPTURE_COALITION
--
-- This code checks that when the __Guarded__ state has been reached, that if the **From** state was __Empty__, then display a message.
--
-- ### 3.2. Example Event Handler.
-- ## Example Event Handler.
--
-- --- @param Functional.ZoneCaptureCoalition#ZONE_CAPTURE_COALITION self
-- function ZoneCaptureCoalition:OnEnterGuarded( From, Event, To )
@ -150,7 +180,7 @@ do -- ZONE_CAPTURE_COALITION
-- end
-- end
--
-- ### 3.3. Stop and Start the zone monitoring process.
-- ## Stop and Start the zone monitoring process.
--
-- At regular intervals, the state of the zone needs to be monitored.
-- The zone needs to be scanned for the presence of units within the zone boundaries.
@ -162,8 +192,8 @@ do -- ZONE_CAPTURE_COALITION
--
-- Therefore, the mission designer is given 2 methods that allow to take control of the CPU utilization efficiency:
--
-- - @{#ZONE_CAPTURE_COALITION.Start()}(): This starts the monitoring process.
-- - @{#ZONE_CAPTURE_COALITION.Stop()}(): This stops the monitoring process.
-- * @{#ZONE_CAPTURE_COALITION.Start}(): This starts the monitoring process.
-- * @{#ZONE_CAPTURE_COALITION.Stop}(): This stops the monitoring process.
--
-- ### IMPORTANT
--
@ -171,9 +201,9 @@ do -- ZONE_CAPTURE_COALITION
-- The monitoring process is NOT started by default!!!**
--
--
-- ## 4. Full Example
-- # Full Example
--
-- The following annotated code shows a real example of how ZONE\_CAPTURE\_COALITION can be applied.
-- The following annotated code shows a real example of how ZONE_CAPTURE_COALITION can be applied.
--
-- The concept is simple.
--
@ -334,7 +364,7 @@ do -- ZONE_CAPTURE_COALITION
do
--- Captured State Handler OnLeave for ZONE\_CAPTURE\_COALITION
--- Captured State Handler OnLeave for ZONE_CAPTURE_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] OnLeaveCaptured
-- @param #ZONE_CAPTURE_COALITION self
-- @param #string From
@ -342,7 +372,7 @@ do -- ZONE_CAPTURE_COALITION
-- @param #string To
-- @return #boolean
--- Captured State Handler OnEnter for ZONE\_CAPTURE\_COALITION
--- Captured State Handler OnEnter for ZONE_CAPTURE_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] OnEnterCaptured
-- @param #ZONE_CAPTURE_COALITION self
-- @param #string From
@ -354,7 +384,7 @@ do -- ZONE_CAPTURE_COALITION
do
--- Attacked State Handler OnLeave for ZONE\_CAPTURE\_COALITION
--- Attacked State Handler OnLeave for ZONE_CAPTURE_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] OnLeaveAttacked
-- @param #ZONE_CAPTURE_COALITION self
-- @param #string From
@ -362,7 +392,7 @@ do -- ZONE_CAPTURE_COALITION
-- @param #string To
-- @return #boolean
--- Attacked State Handler OnEnter for ZONE\_CAPTURE\_COALITION
--- Attacked State Handler OnEnter for ZONE_CAPTURE_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] OnEnterAttacked
-- @param #ZONE_CAPTURE_COALITION self
-- @param #string From
@ -373,7 +403,7 @@ do -- ZONE_CAPTURE_COALITION
do
--- Guarded State Handler OnLeave for ZONE\_CAPTURE\_COALITION
--- Guarded State Handler OnLeave for ZONE_CAPTURE_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] OnLeaveGuarded
-- @param #ZONE_CAPTURE_COALITION self
-- @param #string From
@ -381,7 +411,7 @@ do -- ZONE_CAPTURE_COALITION
-- @param #string To
-- @return #boolean
--- Guarded State Handler OnEnter for ZONE\_CAPTURE\_COALITION
--- Guarded State Handler OnEnter for ZONE_CAPTURE_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] OnEnterGuarded
-- @param #ZONE_CAPTURE_COALITION self
-- @param #string From
@ -393,7 +423,7 @@ do -- ZONE_CAPTURE_COALITION
do
--- Empty State Handler OnLeave for ZONE\_CAPTURE\_COALITION
--- Empty State Handler OnLeave for ZONE_CAPTURE_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] OnLeaveEmpty
-- @param #ZONE_CAPTURE_COALITION self
-- @param #string From
@ -401,7 +431,7 @@ do -- ZONE_CAPTURE_COALITION
-- @param #string To
-- @return #boolean
--- Empty State Handler OnEnter for ZONE\_CAPTURE\_COALITION
--- Empty State Handler OnEnter for ZONE_CAPTURE_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] OnEnterEmpty
-- @param #ZONE_CAPTURE_COALITION self
-- @param #string From
@ -412,7 +442,7 @@ do -- ZONE_CAPTURE_COALITION
self:AddTransition( "*", "Guard", "Guarded" )
--- Guard Handler OnBefore for ZONE\_CAPTURE\_COALITION
--- Guard Handler OnBefore for ZONE_CAPTURE_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] OnBeforeGuard
-- @param #ZONE_CAPTURE_COALITION self
-- @param #string From
@ -420,25 +450,25 @@ do -- ZONE_CAPTURE_COALITION
-- @param #string To
-- @return #boolean
--- Guard Handler OnAfter for ZONE\_CAPTURE\_COALITION
--- Guard Handler OnAfter for ZONE_CAPTURE_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] OnAfterGuard
-- @param #ZONE_CAPTURE_COALITION self
-- @param #string From
-- @param #string Event
-- @param #string To
--- Guard Trigger for ZONE\_CAPTURE\_COALITION
--- Guard Trigger for ZONE_CAPTURE_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] Guard
-- @param #ZONE_CAPTURE_COALITION self
--- Guard Asynchronous Trigger for ZONE\_CAPTURE\_COALITION
--- Guard Asynchronous Trigger for ZONE_CAPTURE_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] __Guard
-- @param #ZONE_CAPTURE_COALITION self
-- @param #number Delay
self:AddTransition( "*", "Empty", "Empty" )
--- Empty Handler OnBefore for ZONE\_CAPTURE\_COALITION
--- Empty Handler OnBefore for ZONE_CAPTURE_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] OnBeforeEmpty
-- @param #ZONE_CAPTURE_COALITION self
-- @param #string From
@ -446,18 +476,18 @@ do -- ZONE_CAPTURE_COALITION
-- @param #string To
-- @return #boolean
--- Empty Handler OnAfter for ZONE\_CAPTURE\_COALITION
--- Empty Handler OnAfter for ZONE_CAPTURE_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] OnAfterEmpty
-- @param #ZONE_CAPTURE_COALITION self
-- @param #string From
-- @param #string Event
-- @param #string To
--- Empty Trigger for ZONE\_CAPTURE\_COALITION
--- Empty Trigger for ZONE_CAPTURE_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] Empty
-- @param #ZONE_CAPTURE_COALITION self
--- Empty Asynchronous Trigger for ZONE\_CAPTURE\_COALITION
--- Empty Asynchronous Trigger for ZONE_CAPTURE_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] __Empty
-- @param #ZONE_CAPTURE_COALITION self
-- @param #number Delay
@ -465,7 +495,7 @@ do -- ZONE_CAPTURE_COALITION
self:AddTransition( { "Guarded", "Empty" }, "Attack", "Attacked" )
--- Attack Handler OnBefore for ZONE\_CAPTURE\_COALITION
--- Attack Handler OnBefore for ZONE_CAPTURE_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] OnBeforeAttack
-- @param #ZONE_CAPTURE_COALITION self
-- @param #string From
@ -473,25 +503,25 @@ do -- ZONE_CAPTURE_COALITION
-- @param #string To
-- @return #boolean
--- Attack Handler OnAfter for ZONE\_CAPTURE\_COALITION
--- Attack Handler OnAfter for ZONE_CAPTURE_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] OnAfterAttack
-- @param #ZONE_CAPTURE_COALITION self
-- @param #string From
-- @param #string Event
-- @param #string To
--- Attack Trigger for ZONE\_CAPTURE\_COALITION
--- Attack Trigger for ZONE_CAPTURE_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] Attack
-- @param #ZONE_CAPTURE_COALITION self
--- Attack Asynchronous Trigger for ZONE\_CAPTURE\_COALITION
--- Attack Asynchronous Trigger for ZONE_CAPTURE_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] __Attack
-- @param #ZONE_CAPTURE_COALITION self
-- @param #number Delay
self:AddTransition( { "Guarded", "Attacked", "Empty" }, "Capture", "Captured" )
--- Capture Handler OnBefore for ZONE\_CAPTURE\_COALITION
--- Capture Handler OnBefore for ZONE_CAPTURE_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] OnBeforeCapture
-- @param #ZONE_CAPTURE_COALITION self
-- @param #string From
@ -499,22 +529,26 @@ do -- ZONE_CAPTURE_COALITION
-- @param #string To
-- @return #boolean
--- Capture Handler OnAfter for ZONE\_CAPTURE\_COALITION
--- Capture Handler OnAfter for ZONE_CAPTURE_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] OnAfterCapture
-- @param #ZONE_CAPTURE_COALITION self
-- @param #string From
-- @param #string Event
-- @param #string To
--- Capture Trigger for ZONE\_CAPTURE\_COALITION
--- Capture Trigger for ZONE_CAPTURE_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] Capture
-- @param #ZONE_CAPTURE_COALITION self
--- Capture Asynchronous Trigger for ZONE\_CAPTURE\_COALITION
--- Capture Asynchronous Trigger for ZONE_CAPTURE_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] __Capture
-- @param #ZONE_CAPTURE_COALITION self
-- @param #number Delay
-- We check if a unit within the zone is hit.
-- If it is, then we must move the zone to attack state.
self:HandleEvent( EVENTS.Hit, self.OnEventHit )
return self
end
@ -759,5 +793,20 @@ do -- ZONE_CAPTURE_COALITION
end
end
--- @param #ZONE_CAPTURE_COALITION self
-- @param Core.Event#EVENTDATA EventData The event data.
function ZONE_CAPTURE_COALITION:OnEventHit( EventData )
local UnitHit = EventData.TgtUnit
if UnitHit then
if UnitHit:IsInZone( self.Zone ) then
self:Attack()
end
end
end
end

View File

@ -11,7 +11,8 @@
--
-- ===
--
-- @module ZoneGoal
-- @module Functional.ZoneGoal
-- @image MOOSE.JPG
do -- Zone
@ -19,9 +20,7 @@ do -- Zone
-- @extends Core.Fsm#FSM
--- # ZONE_GOAL class, extends @{Fsm#FSM}
--
-- ZONE_GOAL models processes that have a Goal with a defined achievement involving a Zone.
-- Models processes that have a Goal with a defined achievement involving a Zone.
-- Derived classes implement the ways how the achievements can be realized.
--
-- ## 1. ZONE_GOAL constructor
@ -36,7 +35,7 @@ do -- Zone
--
-- ### 2.2 ZONE_GOAL Events
--
-- * DestroyedUnit: A @{Unit} is destroyed in the Zone. The event will only get triggered if the method @{#ZONE_GOAL.MonitorDestroyedUnits}() is used.
-- * DestroyedUnit: A @{Wrapper.Unit} is destroyed in the Zone. The event will only get triggered if the method @{#ZONE_GOAL.MonitorDestroyedUnits}() is used.
--
-- @field #ZONE_GOAL
ZONE_GOAL = {

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