Added Smoke, flares + support for ground, naval groups

This commit is contained in:
FlightControl
2016-04-03 09:18:42 +02:00
parent 883246e154
commit c97d060f96
5 changed files with 445 additions and 126 deletions

View File

@@ -51,7 +51,6 @@ function GROUP:New( DCSGroup )
return self
end
--- Create a new GROUP from an existing group name.
-- @param self
-- @param GroupName The name of the DCS Group.
@@ -101,8 +100,6 @@ function GROUP:GetDCSGroup()
return self.DCSGroup
end
--- Gets the DCS Unit of the GROUP.
-- @param self
-- @param #number UnitNumber The unit index to be returned from the GROUP.
@@ -157,8 +154,6 @@ function GROUP:GetCallsign()
return self.DCSGroup:getUnit(1):getCallsign()
end
--- Gets the current Point of the GROUP in VEC3 format.
-- @return #Vec3 Current x,y and z position of the group.
function GROUP:GetPointVec2()
@@ -203,8 +198,6 @@ function GROUP:Destroy()
self.DCSGroup:destroy()
end
--- Gets the DCS Unit.
-- @param #GROUP self
-- @param #number UnitNumber The number of the Unit to be returned.
@@ -214,6 +207,8 @@ function GROUP:GetUnit( UnitNumber )
return UNIT:New( self.DCSGroup:getUnit( UnitNumber ) )
end
-- Is Functions
--- Returns if the group is of an air category.
-- If the group is a helicopter or a plane, then this method will return true, otherwise false.
-- @param self
@@ -240,6 +235,54 @@ function GROUP:IsAlive()
return IsAliveResult
end
--- Returns if the GROUP is a Helicopter.
-- @param #GROUP self
-- @return #boolean true if GROUP are Helicopters.
function GROUP:IsHelicopter()
self:F2()
local GroupCategory = self.DCSGroup:getCategory()
self:T2( GroupCategory )
return GroupCategory == Group.Category.HELICOPTER
end
--- Returns if the GROUP are AirPlanes.
-- @param #GROUP self
-- @return #boolean true if GROUP are AirPlanes.
function GROUP:IsAirPlane()
self:F2()
local GroupCategory = self.DCSGroup:getCategory()
self:T2( GroupCategory )
return GroupCategory == Group.Category.AIRPLANE
end
--- Returns if the GROUP are Ground troops.
-- @param #GROUP self
-- @return #boolean true if GROUP are Ground troops.
function GROUP:IsGround()
self:F2()
local GroupCategory = self.DCSGroup:getCategory()
self:T2( GroupCategory )
return GroupCategory == Group.Category.GROUND
end
--- Returns if the GROUP are Ships.
-- @param #GROUP self
-- @return #boolean true if GROUP are Ships.
function GROUP:IsShip()
self:F2()
local GroupCategory = self.DCSGroup:getCategory()
self:T2( GroupCategory )
return GroupCategory == Group.Category.SHIP
end
--- Returns if all units of the group are on the ground or landed.
-- If all units of this group are on the ground, this function will return true, otherwise false.
-- @param self
@@ -281,7 +324,6 @@ function GROUP:GetMaxVelocity()
return MaxVelocity
end
--- Returns the current minimum height of the group.
-- Each unit within the group gets evaluated, and the minimum height (= the unit which is the lowest elevated) is returned.
-- @param self
@@ -291,7 +333,6 @@ function GROUP:GetMinHeight()
end
--- Returns the current maximum height of the group.
-- Each unit within the group gets evaluated, and the maximum height (= the unit which is the highest elevated) is returned.
-- @param self
@@ -316,7 +357,6 @@ function GROUP:PopCurrentTask()
return self
end
--- Pushing Task on the queue from the group.
-- @param #GROUP self
-- @return Group#GROUP self
@@ -834,6 +874,19 @@ end
-- Options
--- Can the GROUP hold their weapons?
-- @param #GROUP self
-- @return #boolean
function GROUP:OptionROEHoldFirePossible()
self:F( { self.GroupName } )
if self:IsAir() or self:IsGround() or self:IsShip() then
return true
end
return false
end
--- Holding weapons.
-- @param #GROUP self
-- @return #GROUP self
@@ -842,10 +895,30 @@ function GROUP:OptionROEHoldFire()
local Controller = self:_GetController()
Controller:setOption( AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.WEAPON_HOLD )
if self:IsAir() then
Controller:setOption( AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.WEAPON_HOLD )
elseif self:IsGround() then
Controller:setOption( AI.Option.Ground.id.ROE, AI.Option.Ground.val.ROE.WEAPON_HOLD )
elseif self:IsShip() then
Controller:setOption( AI.Option.Naval.id.ROE, AI.Option.Naval.val.ROE.WEAPON_HOLD )
end
return self
end
--- Can the GROUP attack returning on enemy fire?
-- @param #GROUP self
-- @return #boolean
function GROUP:OptionROEReturnFirePossible()
self:F( { self.GroupName } )
if self:IsAir() or self:IsGround() or self:IsShip() then
return true
end
return false
end
--- Return fire.
-- @param #GROUP self
-- @return #GROUP self
@@ -854,10 +927,30 @@ function GROUP:OptionROEReturnFire()
local Controller = self:_GetController()
Controller:setOption( AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.RETURN_FIRE )
if self:IsAir() then
Controller:setOption( AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.RETURN_FIRE )
elseif self:IsGround() then
Controller:setOption( AI.Option.Ground.id.ROE, AI.Option.Ground.val.ROE.RETURN_FIRE )
elseif self:IsShip() then
Controller:setOption( AI.Option.Naval.id.ROE, AI.Option.Naval.val.ROE.RETURN_FIRE )
end
return self
end
--- Can the GROUP attack designated targets?
-- @param #GROUP self
-- @return #boolean
function GROUP:OptionROEOpenFirePossible()
self:F( { self.GroupName } )
if self:IsAir() or self:IsGround() or self:IsShip() then
return true
end
return false
end
--- Openfire.
-- @param #GROUP self
-- @return #GROUP self
@@ -866,10 +959,30 @@ function GROUP:OptionROEOpenFire()
local Controller = self:_GetController()
Controller:setOption( AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.OPEN_FIRE )
if self:IsAir() then
Controller:setOption( AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.OPEN_FIRE )
elseif self:IsGround() then
Controller:setOption( AI.Option.Ground.id.ROE, AI.Option.Ground.val.ROE.OPEN_FIRE )
elseif self:IsShip() then
Controller:setOption( AI.Option.Naval.id.ROE, AI.Option.Naval.val.ROE.OPEN_FIRE )
end
return self
end
--- Can the GROUP attack targets of opportunity?
-- @param #GROUP self
-- @return #boolean
function GROUP:OptionROEWeaponFreePossible()
self:F( { self.GroupName } )
if self:IsAir() then
return true
end
return false
end
--- Weapon free.
-- @param #GROUP self
-- @return #GROUP self
@@ -878,10 +991,27 @@ function GROUP:OptionROEWeaponFree()
local Controller = self:_GetController()
Controller:setOption( AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.WEAPON_FREE )
if self:IsAir() then
Controller:setOption( AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.WEAPON_FREE )
end
return self
end
--- Can the GROUP ignore enemy fire?
-- @param #GROUP self
-- @return #boolean
function GROUP:OptionROTNoReactionPossible()
self:F( { self.GroupName } )
if self:IsAir() then
return true
end
return false
end
--- No evasion on enemy threats.
-- @param #GROUP self
-- @return #GROUP self
@@ -890,10 +1020,26 @@ function GROUP:OptionROTNoReaction()
local Controller = self:_GetController()
Controller:setOption( AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.NO_REACTION )
if self:IsAir() then
Controller:setOption( AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.NO_REACTION )
end
return self
end
--- Can the GROUP evade using passive defenses?
-- @param #GROUP self
-- @return #boolean
function GROUP:OptionROTPassiveDefensePossible()
self:F( { self.GroupName } )
if self:IsAir() then
return true
end
return false
end
--- Evasion passive defense.
-- @param #GROUP self
-- @return #GROUP self
@@ -902,11 +1048,28 @@ function GROUP:OptionROTPassiveDefense()
local Controller = self:_GetController()
Controller:setOption( AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.PASSIVE_DEFENCE )
if self:IsAir() then
Controller:setOption( AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.PASSIVE_DEFENCE )
end
return self
end
--- Evade fire.
--- Can the GROUP evade on enemy fire?
-- @param #GROUP self
-- @return #boolean
function GROUP:OptionROTEvadeFirePossible()
self:F( { self.GroupName } )
if self:IsAir() then
return true
end
return false
end
--- Evade on fire.
-- @param #GROUP self
-- @return #GROUP self
function GROUP:OptionROTEvadeFire()
@@ -914,11 +1077,28 @@ function GROUP:OptionROTEvadeFire()
local Controller = self:_GetController()
Controller:setOption( AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.EVADE_FIRE )
if self:IsAir() then
Controller:setOption( AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.EVADE_FIRE )
end
return self
end
--- Vertical manoeuvres.
--- Can the GROUP evade on fire using vertical manoeuvres?
-- @param #GROUP self
-- @return #boolean
function GROUP:OptionROTVerticalPossible()
self:F( { self.GroupName } )
if self:IsAir() then
return true
end
return false
end
--- Evade on fire using vertical manoeuvres.
-- @param #GROUP self
-- @return #GROUP self
function GROUP:OptionROTVertical()
@@ -926,7 +1106,10 @@ function GROUP:OptionROTVertical()
local Controller = self:_GetController()
Controller:setOption( AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.BYPASS_AND_ESCAPE )
if self:IsAir() then
Controller:setOption( AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.BYPASS_AND_ESCAPE )
end
return self
end