mirror of
https://github.com/FlightControl-Master/MOOSE.git
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Merge remote-tracking branch 'refs/remotes/origin/master' into FlightControl
# Conflicts: # Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua # Moose Mission Setup/Moose.lua
This commit is contained in:
@@ -1,5 +1,8 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
|
||||
<launchConfiguration type="org.eclipse.ui.externaltools.ProgramLaunchConfigurationType">
|
||||
<listAttribute key="org.eclipse.debug.ui.favoriteGroups">
|
||||
<listEntry value="org.eclipse.ui.externaltools.launchGroup"/>
|
||||
</listAttribute>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_LOCATION" value="${project_loc:}/Moose Mission Setup/Moose Mission Update\Moose_Update_Missions.bat"/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_TOOL_ARGUMENTS" value=""${project_loc:}/Moose Test Missions""/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_WORKING_DIRECTORY" value="${project_loc:}/Moose Mission Setup/Moose Mission Update"/>
|
||||
|
||||
@@ -0,0 +1,6 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
|
||||
<launchConfiguration type="org.eclipse.ui.externaltools.ProgramLaunchConfigurationType">
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_LOCATION" value="${project_loc:}/Moose Mission Setup/Moose Mission Update\Moose_Update_Missions.bat"/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_TOOL_ARGUMENTS" value=""${resource_loc:}""/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_WORKING_DIRECTORY" value="${project_loc:}/Moose Mission Setup/Moose Mission Update"/>
|
||||
</launchConfiguration>
|
||||
@@ -0,0 +1,9 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
|
||||
<launchConfiguration type="org.eclipse.ui.externaltools.ProgramLaunchConfigurationType">
|
||||
<listAttribute key="org.eclipse.debug.ui.favoriteGroups">
|
||||
<listEntry value="org.eclipse.ui.externaltools.launchGroup"/>
|
||||
</listAttribute>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_LOCATION" value="${project_loc:}/Moose Mission Setup/Moose Mission Update\Moose_Update_Missions.bat"/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_TOOL_ARGUMENTS" value=""${selected_resource_loc}""/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_WORKING_DIRECTORY" value="${project_loc:}/Moose Mission Setup/Moose Mission Update"/>
|
||||
</launchConfiguration>
|
||||
@@ -785,6 +785,11 @@ function EVENT:onEvent( Event )
|
||||
if Event.weapon then
|
||||
Event.Weapon = Event.weapon
|
||||
Event.WeaponName = Event.Weapon:getTypeName()
|
||||
Event.WeaponUNIT = CLIENT:Find( Event.Weapon, '', true ) -- Sometimes, the weapon is a player unit!
|
||||
Event.WeaponPlayerName = Event.WeaponUNIT and Event.Weapon:getPlayerName()
|
||||
Event.WeaponCoalition = Event.WeaponUNIT and Event.Weapon:getCoalition()
|
||||
Event.WeaponCategory = Event.WeaponUNIT and Event.Weapon:getDesc().category
|
||||
Event.WeaponTypeName = Event.WeaponUNIT and Event.Weapon:getTypeName()
|
||||
--Event.WeaponTgtDCSUnit = Event.Weapon:getTarget()
|
||||
end
|
||||
|
||||
@@ -949,7 +954,7 @@ function EVENT:onEvent( Event )
|
||||
|
||||
-- If the EventData is not bound to a specific unit, then call the EventClass EventFunction.
|
||||
-- Note that here the EventFunction will need to implement and determine the logic for the relevant source- or target unit, or weapon.
|
||||
if Event.IniDCSUnit and not EventData.EventUnit then
|
||||
if (Event.IniDCSUnit or Event.WeaponUNIT) and not EventData.EventUnit then
|
||||
|
||||
if EventClass == EventData.EventClass then
|
||||
|
||||
|
||||
311
Moose Development/Moose/Core/Radio.lua
Normal file
311
Moose Development/Moose/Core/Radio.lua
Normal file
@@ -0,0 +1,311 @@
|
||||
--- **Core** - The RADIO class is responsible for **transmitting radio communications**.
|
||||
--
|
||||
-- --- bitmap
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 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 ?
|
||||
--
|
||||
-- * 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}
|
||||
--
|
||||
-- * 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.
|
||||
--
|
||||
-- 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).
|
||||
-- If a FC3 airacraft is used, it will **hear every communication, whatever the frequency and the modulation** is set to.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Authors: Hugues "Grey_Echo" Bousquet
|
||||
--
|
||||
-- @module Radio
|
||||
|
||||
--- # 1) RADIO class, extends @{Base#BASE}
|
||||
--
|
||||
-- ## 1.1) 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,
|
||||
-- * 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 @{Positionable#POSITIONABLE.Broadcast}() function.
|
||||
--
|
||||
-- Methods to set relevant parameters for both a @{Unit#UNIT} or a @{Group#GROUP} or any other @{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.
|
||||
--
|
||||
-- Additional Methods to set relevant parameters if the transmiter is a @{Unit#UNIT} or a @{Group#GROUP}
|
||||
--
|
||||
-- * @{#RADIO.SetLoop}() : Choose if you want the transmission to be looped,
|
||||
-- * @{#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 @{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 ?
|
||||
--
|
||||
-- * 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,
|
||||
-- * 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**,
|
||||
-- * 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,
|
||||
-- * Note that if the transmission has a subtitle, it will be readable, regardless of the quality of the transmission.
|
||||
--
|
||||
-- @type RADIO
|
||||
-- @field Wrapper.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
|
||||
-- @extends Core.Base#BASE
|
||||
RADIO = {
|
||||
ClassName = "RADIO",
|
||||
FileName = "",
|
||||
Frequency = 0,
|
||||
Modulation = radio.modulation.AM,
|
||||
Subtitle = "",
|
||||
SubtitleDuration = 0,
|
||||
Power = 100,
|
||||
Loop = 0,
|
||||
}
|
||||
|
||||
--- Create a new RADIO Object. This doesn't broadcast a transmission, though, use @{#RADIO.Broadcast} to actually broadcast
|
||||
-- @param #RADIO self
|
||||
-- @param Wrapper.Positionable#POSITIONABLE Positionable The @{Positionable} that will receive radio capabilities.
|
||||
-- @return #RADIO Radio
|
||||
-- @return #nil If Positionable is invalid
|
||||
-- @usage
|
||||
-- -- If you want to create a RADIO, you probably should use @{Positionable#POSITIONABLE.GetRadio}() instead
|
||||
function RADIO:New(Positionable)
|
||||
local self = BASE:Inherit( self, BASE:New() ) -- Core.Radio#RADIO
|
||||
|
||||
self:F(Positionable)
|
||||
|
||||
if Positionable:GetPointVec2() ~= nil then -- It's stupid, but the only way I found to make sure positionable is valid
|
||||
self.Positionable = Positionable
|
||||
return self
|
||||
end
|
||||
|
||||
self:E({"The passed positionable is invalid, no RADIO created", Positionable})
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Check validity of the filename passed and sets RADIO.FileName
|
||||
-- @param #RADIO self
|
||||
-- @param #string FileName File name of the sound file (i.e. "Noise.ogg")
|
||||
-- @return #RADIO self
|
||||
function RADIO:SetFileName(FileName)
|
||||
self:F2(FileName)
|
||||
|
||||
if type(FileName) == "string" then
|
||||
if FileName:find(".ogg") ~= nil or FileName:find(".wav") ~= nil then
|
||||
if FileName:find("l10n/DEFAULT/") == nil 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})
|
||||
return self
|
||||
end
|
||||
|
||||
--- Check validity of the frequency passed and sets RADIO.Frequency
|
||||
-- @param #RADIO self
|
||||
-- @param #number 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
|
||||
-- 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:GetDCSObject():getController():setCommand({
|
||||
id = "SetFrequency",
|
||||
params = {
|
||||
frequency = self.Frequency,
|
||||
modulation = self.Modulation,
|
||||
}
|
||||
})
|
||||
end
|
||||
return self
|
||||
end
|
||||
end
|
||||
self:E({"Frequency is outside of DCS Frequency ranges (30-80, 108-152, 225-400). Frequency unchanged.", self.Frequency})
|
||||
return self
|
||||
end
|
||||
|
||||
--- Check validity of the frequency passed and sets RADIO.Modulation
|
||||
-- @param #RADIO self
|
||||
-- @param #number Modulation either radio.modulation.AM or radio.modulation.FM
|
||||
-- @return #RADIO self
|
||||
function RADIO:SetModulation(Modulation)
|
||||
self:F2(Modulation)
|
||||
if type(Modulation) == "number" then
|
||||
if Modulation == radio.modulation.AM or Modulation == radio.modulation.FM then --TODO Maybe make this future proof if ED decides to add an other modulation ?
|
||||
self.Modulation = Modulation
|
||||
return self
|
||||
end
|
||||
end
|
||||
self:E({"Modulation is invalid. Use DCS's enum radio.modulation. Modulation unchanged.", self.Modulation})
|
||||
return self
|
||||
end
|
||||
|
||||
--- Check validity of the power passed and sets RADIO.Power
|
||||
-- @param #RADIO self
|
||||
-- @param #number 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
|
||||
end
|
||||
self:E({"Power is invalid. Power unchanged.", self.Power})
|
||||
return self
|
||||
end
|
||||
|
||||
--- Check validity of the loop passed and sets RADIO.Loop
|
||||
-- @param #RADIO self
|
||||
-- @param #boolean Loop
|
||||
-- @return #RADIO self
|
||||
-- @usage
|
||||
function RADIO:SetLoop(Loop)
|
||||
self:F2(Loop)
|
||||
if type(Loop) == "boolean" then
|
||||
self.Loop = Loop
|
||||
return self
|
||||
end
|
||||
self:E({"Loop is invalid. Loop unchanged.", self.Loop})
|
||||
return self
|
||||
end
|
||||
|
||||
--- Check validity of the subtitle and the subtitleDuration passed and sets RADIO.subtitle and RADIO.subtitleDuration
|
||||
-- @param #RADIO self
|
||||
-- @param #string Subtitle
|
||||
-- @param #number SubtitleDuration in s
|
||||
-- @return #RADIO self
|
||||
-- @usage
|
||||
-- -- Both parameters are mandatory, since it wouldn't make much sense to change the Subtitle and not its duration
|
||||
function RADIO:SetSubtitle(Subtitle, SubtitleDuration)
|
||||
self:F2({Subtitle, SubtitleDuration})
|
||||
if type(Subtitle) == "string" then
|
||||
self.Subtitle = Subtitle
|
||||
else
|
||||
self.Subtitle = ""
|
||||
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
|
||||
end
|
||||
self.SubtitleDuration = 0
|
||||
self:E({"SubtitleDuration is invalid. SubtitleDuration reset.", self.SubtitleDuration})
|
||||
end
|
||||
|
||||
--- Create a new transmission, that is to say, populate the RADIO with relevant data
|
||||
-- @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
|
||||
-- @return #RADIO self
|
||||
-- @usage
|
||||
-- -- In this function the data is especially relevant if the broadcaster is anything but a UNIT or a GROUP,
|
||||
-- but it will work with a UNIT or a GROUP anyway
|
||||
-- -- Only the RADIO and the Filename are mandatory
|
||||
function RADIO:NewGenericTransmission(FileName, Frequency, Modulation, Power)
|
||||
self:F({FileName, Frequency, Modulation, Power})
|
||||
|
||||
self:SetFileName(FileName)
|
||||
if Frequency then self:SetFrequency(Frequency) end
|
||||
if Modulation then self:SetModulation(Modulation) end
|
||||
if Power then self:SetPower(Power) end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Create a new transmission, that is to say, populate the RADIO with relevant data
|
||||
-- @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
|
||||
-- @return #RADIO self
|
||||
-- @usage
|
||||
-- -- In this function the data is especially relevant if the broadcaster is a UNIT or a GROUP,
|
||||
-- but it will work for any POSITIONABLE
|
||||
-- -- Only the RADIO and the Filename are mandatory
|
||||
function RADIO:NewUnitTransmission(FileName, Subtitle, SubtitleDuration, Frequency, Modulation, Loop)
|
||||
self:F({FileName, Subtitle, SubtitleDuration, Frequency, Modulation, Loop})
|
||||
|
||||
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
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Actually Broadcast the transmission
|
||||
-- @param #RADIO self
|
||||
-- @return #RADIO self
|
||||
-- @usage
|
||||
-- -- 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}
|
||||
-- -- 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 and Loop are ignored
|
||||
function RADIO:Broadcast()
|
||||
self:F()
|
||||
-- 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:GetDCSObject():getController():setCommand({
|
||||
id = "TransmitMessage",
|
||||
params = {
|
||||
file = self.FileName,
|
||||
duration = self.SubtitleDuration,
|
||||
subtitle = self.Subtitle,
|
||||
loop = self.Loop,
|
||||
}
|
||||
})
|
||||
else
|
||||
-- If the POSITIONABLE is anything else, we revert to the general singleton function
|
||||
self:T2("Broadcasting from a POSITIONABLE")
|
||||
trigger.action.radioTransmission(self.FileName, self.Positionable:GetPositionVec3(), self.Modulation, false, self.Frequency, self.Power)
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -5,8 +5,6 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 1) @{Scoring#SCORING} class, extends @{Base#BASE}
|
||||
--
|
||||
-- The @{#SCORING} class administers the scoring of player achievements,
|
||||
-- and creates a CSV file logging the scoring events and results for use at team or squadron websites.
|
||||
--
|
||||
@@ -57,6 +55,8 @@
|
||||
-- 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
|
||||
--
|
||||
-- Score scales can be set for scores granted when enemies or friendlies are destroyed.
|
||||
@@ -86,8 +86,6 @@
|
||||
-- For example, this can be done as follows:
|
||||
--
|
||||
-- Scoring:RemoveUnitScore( UNIT:FindByName( "Unit #001" ) )
|
||||
--
|
||||
--
|
||||
--
|
||||
-- ## 1.3) Define destruction zones that will give extra scores.
|
||||
--
|
||||
@@ -546,6 +544,7 @@ function SCORING:_AddPlayerFromUnit( UnitData )
|
||||
local UnitCategory = UnitDesc.category
|
||||
local UnitCoalition = UnitData:GetCoalition()
|
||||
local UnitTypeName = UnitData:GetTypeName()
|
||||
local UnitThreatLevel, UnitThreatType = UnitData:GetThreatLevel()
|
||||
|
||||
self:T( { PlayerName, UnitName, UnitCategory, UnitCoalition, UnitTypeName } )
|
||||
|
||||
@@ -586,6 +585,8 @@ function SCORING:_AddPlayerFromUnit( UnitData )
|
||||
self.Players[PlayerName].UnitCategory = UnitCategory
|
||||
self.Players[PlayerName].UnitType = UnitTypeName
|
||||
self.Players[PlayerName].UNIT = UnitData
|
||||
self.Players[PlayerName].ThreatLevel = UnitThreatLevel
|
||||
self.Players[PlayerName].ThreatType = UnitThreatType
|
||||
|
||||
if self.Players[PlayerName].Penalty > self.Fratricide * 0.50 then
|
||||
if self.Players[PlayerName].PenaltyWarning < 1 then
|
||||
@@ -844,6 +845,7 @@ function SCORING:_EventOnHit( Event )
|
||||
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit or 0
|
||||
PlayerHit.TimeStamp = PlayerHit.TimeStamp or 0
|
||||
PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT
|
||||
PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel()
|
||||
|
||||
-- Only grant hit scores if there was more than one second between the last hit.
|
||||
if timer.getTime() - PlayerHit.TimeStamp > 1 then
|
||||
@@ -882,7 +884,7 @@ function SCORING:_EventOnHit( Event )
|
||||
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
|
||||
end
|
||||
self:ScoreCSV( InitPlayerName, TargetPlayerName, "HIT_PENALTY", 1, -25, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
||||
self:ScoreCSV( InitPlayerName, TargetPlayerName, "HIT_PENALTY", 1, -10, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
||||
else
|
||||
Player.Score = Player.Score + 1
|
||||
PlayerHit.Score = PlayerHit.Score + 1
|
||||
@@ -915,7 +917,7 @@ function SCORING:_EventOnHit( Event )
|
||||
)
|
||||
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
|
||||
self:ScoreCSV( InitPlayerName, "", "HIT_SCORE", 1, 1, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, "", "Scenery", TargetUnitType )
|
||||
self:ScoreCSV( InitPlayerName, "", "HIT_SCORE", 1, 0, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, "", "Scenery", TargetUnitType )
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -923,6 +925,89 @@ function SCORING:_EventOnHit( Event )
|
||||
elseif InitPlayerName == nil then -- It is an AI hitting a player???
|
||||
|
||||
end
|
||||
|
||||
-- It is a weapon initiated by a player, that is hitting something
|
||||
-- This seems to occur only with scenery and static objects.
|
||||
if Event.WeaponPlayerName ~= nil then
|
||||
self:_AddPlayerFromUnit( Event.WeaponUNIT )
|
||||
if self.Players[Event.WeaponPlayerName] then -- This should normally not happen, but i'll test it anyway.
|
||||
if TargetPlayerName ~= nil then -- It is a player hitting another player ...
|
||||
self:_AddPlayerFromUnit( TargetUNIT )
|
||||
end
|
||||
|
||||
self:T( "Hitting Scenery" )
|
||||
|
||||
-- What is he hitting?
|
||||
if TargetCategory then
|
||||
|
||||
-- A scenery or static got hit, score it.
|
||||
-- Player contains the score data from self.Players[WeaponPlayerName]
|
||||
local Player = self.Players[Event.WeaponPlayerName]
|
||||
|
||||
-- Ensure there is a hit table per TargetCategory and TargetUnitName.
|
||||
Player.Hit[TargetCategory] = Player.Hit[TargetCategory] or {}
|
||||
Player.Hit[TargetCategory][TargetUnitName] = Player.Hit[TargetCategory][TargetUnitName] or {}
|
||||
|
||||
-- PlayerHit contains the score counters and data per unit that was hit.
|
||||
local PlayerHit = Player.Hit[TargetCategory][TargetUnitName]
|
||||
|
||||
PlayerHit.Score = PlayerHit.Score or 0
|
||||
PlayerHit.Penalty = PlayerHit.Penalty or 0
|
||||
PlayerHit.ScoreHit = PlayerHit.ScoreHit or 0
|
||||
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit or 0
|
||||
PlayerHit.TimeStamp = PlayerHit.TimeStamp or 0
|
||||
PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT
|
||||
PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel()
|
||||
|
||||
-- Only grant hit scores if there was more than one second between the last hit.
|
||||
if timer.getTime() - PlayerHit.TimeStamp > 1 then
|
||||
PlayerHit.TimeStamp = timer.getTime()
|
||||
|
||||
local Score = 0
|
||||
|
||||
if InitCoalition then -- A coalition object was hit, probably a static.
|
||||
if InitCoalition == TargetCoalition then
|
||||
-- TODO: Penalty according scale
|
||||
Player.Penalty = Player.Penalty + 10
|
||||
PlayerHit.Penalty = PlayerHit.Penalty + 10
|
||||
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit + 1
|
||||
|
||||
MESSAGE
|
||||
:New( "Player '" .. Event.WeaponPlayerName .. "' hit a friendly target " ..
|
||||
TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.PenaltyHit .. " times. " ..
|
||||
"Penalty: -" .. PlayerHit.Penalty .. ". Score Total:" .. Player.Score - Player.Penalty,
|
||||
2
|
||||
)
|
||||
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
|
||||
self:ScoreCSV( Event.WeaponPlayerName, TargetPlayerName, "HIT_PENALTY", 1, -10, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
||||
else
|
||||
Player.Score = Player.Score + 1
|
||||
PlayerHit.Score = PlayerHit.Score + 1
|
||||
PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1
|
||||
MESSAGE
|
||||
:New( "Player '" .. Event.WeaponPlayerName .. "' hit an enemy target " ..
|
||||
TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.ScoreHit .. " times. " ..
|
||||
"Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty,
|
||||
2
|
||||
)
|
||||
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
|
||||
self:ScoreCSV( Event.WeaponPlayerName, TargetPlayerName, "HIT_SCORE", 1, 1, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
||||
end
|
||||
else -- A scenery object was hit.
|
||||
MESSAGE
|
||||
:New( "Player '" .. Event.WeaponPlayerName .. "' hit a scenery object.",
|
||||
2
|
||||
)
|
||||
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
|
||||
self:ScoreCSV( Event.WeaponPlayerName, "", "HIT_SCORE", 1, 0, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, "", "Scenery", TargetUnitType )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Track DEAD or CRASH events for the scoring.
|
||||
@@ -979,8 +1064,13 @@ function SCORING:_EventOnDeadOrCrash( Event )
|
||||
|
||||
self:T( { InitUnitName, InitUnitType, InitUnitCoalition, InitCoalition, InitUnitCategory, InitCategory } )
|
||||
|
||||
local Destroyed = false
|
||||
|
||||
-- What is the player destroying?
|
||||
if Player and Player.Hit and Player.Hit[TargetCategory] and Player.Hit[TargetCategory][TargetUnitName] then -- Was there a hit for this unit for this player before registered???
|
||||
if Player and Player.Hit and Player.Hit[TargetCategory] and Player.Hit[TargetCategory][TargetUnitName] and Player.Hit[TargetCategory][TargetUnitName].TimeStamp ~= 0 then -- Was there a hit for this unit for this player before registered???
|
||||
|
||||
local TargetThreatLevel = Player.Hit[TargetCategory][TargetUnitName].ThreatLevel
|
||||
local TargetThreatType = Player.Hit[TargetCategory][TargetUnitName].ThreatType
|
||||
|
||||
Player.Destroy[TargetCategory] = Player.Destroy[TargetCategory] or {}
|
||||
Player.Destroy[TargetCategory][TargetType] = Player.Destroy[TargetCategory][TargetType] or {}
|
||||
@@ -994,8 +1084,9 @@ function SCORING:_EventOnDeadOrCrash( Event )
|
||||
|
||||
if TargetCoalition then
|
||||
if InitCoalition == TargetCoalition then
|
||||
local ThreatLevelTarget, ThreatTypeTarget = TargetUnit:GetThreatLevel()
|
||||
local ThreatLevelPlayer = Player.UNIT:GetThreatLevel() / 10 + 1
|
||||
local ThreatLevelTarget = TargetThreatLevel
|
||||
local ThreatTypeTarget = TargetThreatType
|
||||
local ThreatLevelPlayer = Player.ThreatLevel / 10 + 1
|
||||
local ThreatPenalty = math.ceil( ( ThreatLevelTarget / ThreatLevelPlayer ) * self.ScaleDestroyPenalty / 10 )
|
||||
self:E( { ThreatLevel = ThreatPenalty, ThreatLevelTarget = ThreatLevelTarget, ThreatTypeTarget = ThreatTypeTarget, ThreatLevelPlayer = ThreatLevelPlayer } )
|
||||
|
||||
@@ -1023,11 +1114,13 @@ function SCORING:_EventOnDeadOrCrash( Event )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
|
||||
end
|
||||
|
||||
Destroyed = true
|
||||
self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_PENALTY", 1, ThreatPenalty, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
||||
else
|
||||
|
||||
local ThreatLevelTarget, ThreatTypeTarget = TargetUnit:GetThreatLevel()
|
||||
local ThreatLevelPlayer = Player.UNIT:GetThreatLevel() / 10 + 1
|
||||
local ThreatLevelTarget = TargetThreatLevel
|
||||
local ThreatTypeTarget = TargetThreatType
|
||||
local ThreatLevelPlayer = Player.ThreatLevel / 10 + 1
|
||||
local ThreatScore = math.ceil( ( ThreatLevelTarget / ThreatLevelPlayer ) * self.ScaleDestroyScore / 10 )
|
||||
|
||||
self:E( { ThreatLevel = ThreatScore, ThreatLevelTarget = ThreatLevelTarget, ThreatTypeTarget = ThreatTypeTarget, ThreatLevelPlayer = ThreatLevelPlayer } )
|
||||
@@ -1054,6 +1147,7 @@ function SCORING:_EventOnDeadOrCrash( Event )
|
||||
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
|
||||
end
|
||||
Destroyed = true
|
||||
self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_SCORE", 1, ThreatScore, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
||||
|
||||
local UnitName = TargetUnit:GetName()
|
||||
@@ -1069,6 +1163,7 @@ function SCORING:_EventOnDeadOrCrash( Event )
|
||||
:ToAllIf( self:IfMessagesScore() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesScore() and self:IfMessagesToCoalition() )
|
||||
self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
||||
Destroyed = true
|
||||
end
|
||||
|
||||
-- Check if there are Zones where the destruction happened.
|
||||
@@ -1087,6 +1182,7 @@ function SCORING:_EventOnDeadOrCrash( Event )
|
||||
:ToAllIf( self:IfMessagesZone() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesZone() and self:IfMessagesToCoalition() )
|
||||
self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
||||
Destroyed = true
|
||||
end
|
||||
end
|
||||
|
||||
@@ -1108,10 +1204,18 @@ function SCORING:_EventOnDeadOrCrash( Event )
|
||||
)
|
||||
:ToAllIf( self:IfMessagesZone() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesZone() and self:IfMessagesToCoalition() )
|
||||
Destroyed = true
|
||||
self:ScoreCSV( PlayerName, "", "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, "", "Scenery", TargetUnitType )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Delete now the hit cache if the target was destroyed.
|
||||
-- Otherwise points will be granted every time a target gets killed by the players that hit that target.
|
||||
-- This is only relevant for player to player destroys.
|
||||
if Destroyed then
|
||||
Player.Hit[TargetCategory][TargetUnitName].TimeStamp = 0
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
@@ -17,6 +17,7 @@ Include.File( "Core/Set" )
|
||||
Include.File( "Core/Point" )
|
||||
Include.File( "Core/Message" )
|
||||
Include.File( "Core/Fsm" )
|
||||
Include.File( "Core/Radio" )
|
||||
|
||||
--- Wrapper Classes
|
||||
Include.File( "Wrapper/Object" )
|
||||
|
||||
@@ -73,7 +73,7 @@ CLIENT = {
|
||||
-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*RAMP-Deploy Troops 3' ):Transport() )
|
||||
-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*HOT-Deploy Troops 2' ):Transport() )
|
||||
-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*RAMP-Deploy Troops 4' ):Transport() )
|
||||
function CLIENT:Find( DCSUnit )
|
||||
function CLIENT:Find( DCSUnit, Error )
|
||||
local ClientName = DCSUnit:getName()
|
||||
local ClientFound = _DATABASE:FindClient( ClientName )
|
||||
|
||||
@@ -82,7 +82,9 @@ function CLIENT:Find( DCSUnit )
|
||||
return ClientFound
|
||||
end
|
||||
|
||||
error( "CLIENT not found for: " .. ClientName )
|
||||
if not Error then
|
||||
error( "CLIENT not found for: " .. ClientName )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
@@ -432,7 +432,11 @@ function POSITIONABLE:Message( Message, Duration, Name )
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
--- Create a @{Radio#RADIO}, to allow radio transmission for this POSITIONABLE.
|
||||
-- Set parameters with the methods provided, then use RADIO:Broadcast() to actually broadcast the message
|
||||
-- @param #POSITIONABLE self
|
||||
-- @return #RADIO Radio
|
||||
function POSITIONABLE:GetRadio()
|
||||
self:F2(self)
|
||||
return RADIO:New(self)
|
||||
end
|
||||
|
||||
Reference in New Issue
Block a user