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472 Commits
2.1.3 ... 2.2.1

Author SHA1 Message Date
FlightControl_Master
7c26e88345 Hotfix 2.2.1
- Changed ROTPassiveDefenses of AI_A2A to ROTEvadeFire
2017-10-06 12:41:31 +02:00
FlightControl_Master
36a9295197 Static versions 2017-10-03 13:52:26 +02:00
FlightControl_Master
ca77e2d029 Merge remote-tracking branch 'refs/remotes/origin/master' into Release-2.2.0
# Conflicts:
#	Moose Mission Setup/Moose.lua
2017-10-03 13:51:42 +02:00
FlightControl_Master
93d5327811 Support 2 moose.lua versions, one stripped and one with comments. 2017-10-03 13:49:56 +02:00
FlightControl_Master
d5e9c47bad Updated pictures 2017-10-03 11:40:43 +02:00
FlightControl_Master
e62523786c Static Moose.lua 2017-10-03 11:07:47 +02:00
FlightControl_Master
e10913edaf Pictures 2017-10-03 11:01:09 +02:00
FlightControl_Master
4dc1fbaf52 Release Notes 2017-10-03 10:36:00 +02:00
FlightControl_Master
5641d65f71 Added new Scheduler events to BASE. 2017-09-28 11:04:45 +02:00
FlightControl_Master
5558c26db7 Reduction of moose.lua sizing working now! 2017-09-26 18:47:33 +02:00
FlightControl_Master
11067d4bfd Fixed DefenderSquadron.Resources nil problem for DefendersNeeded 2017-09-26 09:37:05 +02:00
FlightControl_Master
e1f4bdc24b Improvements on Patrol 2017-09-25 12:55:12 +02:00
Frank
bc072d10df Merge pull request #704 from FlightControl-Master/funkyfranky
ATC queue and fixes.
2017-09-25 10:10:22 +02:00
funkyfranky
ec6961fada ATC queue minor changes 2017-09-24 21:53:24 +02:00
funkyfranky
374aae3e7e Merge branch 'master' into funkyfranky 2017-09-24 15:30:10 +02:00
funkyfranky
c41b30adc2 Improved get destination/departuire behaviour. 2017-09-24 15:29:51 +02:00
FlightControl_Master
27e8226330 Added Patrol methods
* CONTROLLABLE has received the following new methods:
* :PatrolRoute()
* :PatrolRouteRandom( Speed, Formation )
* :PatrolZones( ZoneList, Speed, Formation )
2017-09-24 08:17:28 +02:00
funkyfranky
0c55d4d20e Merge branch 'master' into funkyfranky 2017-09-22 19:03:04 +02:00
funkyfranky
43a62ebf87 ATC and Documentation 2017-09-22 16:53:55 +02:00
FlightControl_Master
0df4b5fd37 Fixed DISPATCHER issues with TakeoffFromRunway 2017-09-22 11:08:35 +02:00
funkyfranky
2fa18ae6c7 Added trigger events for ATC landing. 2017-09-22 00:36:18 +02:00
FlightControl_Master
d77cbff3f8 Adding controlapi to the documentation set 2017-09-21 17:18:57 +02:00
funkyfranky
c1f884d024 atc2 2017-09-21 01:11:52 +02:00
FlightControl_Master
a909e1ee5d Modified message types 2017-09-20 09:53:23 +02:00
FlightControl_Master
fa14f4655e Changed message display methods 2017-09-20 06:54:17 +02:00
funkyfranky
43cbc93a96 atc 2017-09-19 16:34:37 +02:00
FlightControl_Master
ec7cc9e547 Fixed issues with CAS and CAP
* AI_CAP_ZONE: Fixed CAP engaging.
* AI_CAS_ZONE: Fixed CAS engaging.
2017-09-18 14:50:56 +02:00
FlightControl_Master
9226ab9fa9 Updated timestamp of dynamic version 2017-09-18 06:15:06 +02:00
FlightControl_Master
4edc8363e1 Urgent fixes
* DESIGNATE: Messages not appearing correctly and crashing the logic is
fixed. (due to a stupid typo).
* TASK_A2G: Tasking is fixed. Status menus are now displayed properly.
Also when the task is planned.
* MENU_COMMAND: I found now why DCS is displayer "error in error
handler" sometimes when a menu was selected. The error handler is DCS is
bugged, so made my own one.
2017-09-18 06:10:45 +02:00
funkyfranky
0f764424e8 Added some more output. 2017-09-17 23:39:19 +02:00
funkyfranky
8c5eb5fb0d Bug fixes
Fixed bug in airport ID.
Fixed bug in equation of waypoint distance calculation.
2017-09-16 10:57:32 +02:00
FlightControl_Master
56813a800c Fixed the impossible bearing calculation problem
* Bearing is only known of a SET_UNIT, if all units of the set are
heading +/- 5 degrees in the same direction.
2017-09-15 19:38:19 +02:00
FlightControl_Master
df7ffc2a3f Fixed detailed report following settings of player
* Detailed task report now follows coordinate format settings of player.
2017-09-15 17:01:15 +02:00
FlightControl_Master
6799cd776e RAT documentation update 2017-09-15 16:17:08 +02:00
funkyfranky
6fc9baee07 Improved Gauss, added spawn for FARPS/ships (untested) 2017-09-15 16:03:48 +02:00
Sven Van de Velde
a9679f831d Merge pull request #699 from FlightControl-Master/funkyfranky
Funkyfranky
2017-09-15 14:38:08 +02:00
funkyfranky
a8e14b5e20 .gitignore 2017-09-15 14:31:23 +02:00
funkyfranky
c1c148eab4 deleted AI_Bai.html 2017-09-15 14:24:25 +02:00
funkyfranky
5ae7ee8e1b Docu fixes 2017-09-15 14:20:39 +02:00
funkyfranky
5f8bc4f3bd merge master 2017-09-15 14:09:31 +02:00
FlightControl_Master
bae6219b7a Fix crash with markings
* Fixed a crash with markings
* Optimized the detailed report of a task
2017-09-15 13:42:08 +02:00
FlightControl_Master
6a725475c9 Documentation 2017-09-15 10:54:09 +02:00
FlightControl_Master
efd2f7938e Optimized code for SpawnAtAirbase 2017-09-15 10:39:50 +02:00
funkyfranky
09f61610c1 Added metric functions for cruisealt.
Fixed bugs regarding coalitions.
Adjusted gaussian distribution for cruise alt.
2017-09-15 00:02:29 +02:00
funkyfranky
0a2f7c031d Merge branch 'master' into funkyfranky 2017-09-14 23:10:54 +02:00
FlightControl_Master
1ee6b3501f Spawn on Ship is fixed (i hope now) 2017-09-14 12:25:17 +02:00
FlightControl_Master
0ede10b1a2 Fixed takeoff problem in 2.1 2017-09-14 11:30:45 +02:00
funkyfranky
e0158a9a66 Merge branch 'master' into funkyfranky 2017-09-14 08:28:37 +02:00
funkyfranky
27e32486fd remove RAT.html 2017-09-14 00:45:36 +02:00
funkyfranky
6b08f6aaac Bloody html 2017-09-14 00:44:09 +02:00
funkyfranky
ae2be627e3 Added function to spawn without template (no working yet). 2017-09-14 00:37:26 +02:00
FlightControl_Master
887faacdb1 New documentation version 2017-09-13 21:41:46 +02:00
FlightControl_Master
f47ac8baaf delete old rat file 2017-09-13 21:37:21 +02:00
funkyfranky
8d600ca8a4 Merge branch 'master' into funkyfranky 2017-09-13 17:52:06 +02:00
funkyfranky
d29d959e47 Added livery and skill options (untested) 2017-09-13 16:48:00 +02:00
funkyfranky
c62cd53e5f Removed AI_RAT.html 2017-09-13 13:31:08 +02:00
Frank
0cc3249738 Merge pull request #687 from FlightControl-Master/funkyfranky
Funkyfranky
2017-09-13 08:32:06 +02:00
Sven Van de Velde
902dec5233 Merge pull request #689 from FlightControl-Master/Additions
Additions
2017-09-13 07:07:31 +02:00
FlightControl_Master
adb4befcdf Updates 2017-09-13 07:07:07 +02:00
FlightControl_Master
5d62125245 Merge remote-tracking branch 'refs/remotes/origin/master' into Additions 2017-09-13 04:19:06 +02:00
funkyfranky
ca39a158d7 Added TODO item 2017-09-12 23:03:25 +02:00
funkyfranky
597a62c8ab Merge branch 'master' into funkyfranky 2017-09-12 17:49:33 +02:00
funkyfranky
a91be7df58 Added Gaussian Distribution to randomize FL. 2017-09-12 16:47:02 +02:00
Sven Van de Velde
00463f401e Merge pull request #686 from FlightControl-Master/Additions
Implemented Message Types
2017-09-12 12:22:45 +02:00
FlightControl_Master
e177c7e804 Merge remote-tracking branch 'refs/remotes/origin/master' into Additions 2017-09-12 12:20:44 +02:00
FlightControl_Master
e545af51f3 Implemented type messages to Coalition 2017-09-12 12:20:41 +02:00
FlightControl_Master
6d1385a031 Implemented Message Types
* Added Message Type Methods
* SETTINGS menu has been added with Message Type display times
* Modifed the FSM action classes to use the new Message Type methods.
2017-09-12 11:41:52 +02:00
funkyfranky
fa8a9b52fe Merge branch 'master' into funkyfranky 2017-09-11 23:27:04 +02:00
funkyfranky
217ded3492 Added possibility to use same template group multiple times.
Changed SPAWN:New() to SPAWN:NewWithAlias().
Cleaned up debug messages etc.
Other fixes and improvements.
2017-09-11 23:23:15 +02:00
Sven Van de Velde
eac57ae0a3 Merge pull request #685 from FlightControl-Master/Additions
Additions
2017-09-11 15:02:39 +02:00
FlightControl_Master
8a8c496c64 Merge remote-tracking branch 'refs/remotes/origin/master' into Additions 2017-09-11 15:02:08 +02:00
FlightControl_Master
f2db40db6e To gruop 2017-09-11 14:59:07 +02:00
Sven Van de Velde
c70b587936 Merge pull request #684 from FlightControl-Master/Additions
Markers
2017-09-11 14:55:47 +02:00
FlightControl_Master
560f551ed7 Progress 2017-09-11 14:54:08 +02:00
FlightControl_Master
bdfd03a0b8 Merge remote-tracking branch 'refs/remotes/origin/master' into Additions 2017-09-11 06:54:56 +02:00
Sven Van de Velde
e1e2d082be Merge pull request #683 from FlightControl-Master/Markings
Added methods to COORDINATE to place marks on the map
2017-09-11 06:51:44 +02:00
FlightControl_Master
51e50bee71 Added methods to COORDINATE to place marks on the map
* Added new methods to COORDINATE allowing to place marks for players on
the map. Now marks can be placed on the map using :AddToAll(),
:MarkToCoalition(), :MarkToCoalitionRed(), :MarkToCoalitionBlue(),
:MarkToGroup() and marks can be removed using :RemoveMark()
2017-09-11 06:51:14 +02:00
funkyfranky
1baeba251e Added RAT documentation.
Caught some user errors for unknown airports etc.
Improved despawn on inactive planes.
2017-09-11 00:11:50 +02:00
funkyfranky
5e0e8f3f73 Merge branch 'master' into funkyfranky 2017-09-09 21:58:53 +02:00
Sven Van de Velde
ae4affbf2f Merge pull request #680 from FlightControl-Master/Additions
Additions
2017-09-09 19:07:11 +02:00
FlightControl_Master
6a13febf7b Updates 2017-09-09 19:02:37 +02:00
funkyfranky
7a23115cf9 Merge branch 'master' into funkyfranky 2017-09-09 18:26:22 +02:00
funkyfranky
5d627d91d8 Moved RAT to functional. 2017-09-09 18:23:57 +02:00
funkyfranky
e205af75ca Fixed bugs introduced in last update.
Added delete markers to F10 menu.
2017-09-08 23:22:33 +02:00
FlightControl_Master
4dc468e902 In progress
* Markers
* BR menu on designate always in A2G
2017-09-08 20:12:15 +02:00
funkyfranky
5992c852da Improved menu, added enumerators for ROE/ROT, added random takeoff (untested) 2017-09-08 16:27:51 +02:00
Sven Van de Velde
bae0e4c35b Merge pull request #679 from FlightControl-Master/FC-Fix-Overhead
Fixed overhead problems
2017-09-08 14:08:08 +02:00
FlightControl_Master
1fee3eb7a8 Fixed overhead problems 2017-09-08 14:04:33 +02:00
Sven Van de Velde
8b26f7d975 Merge pull request #678 from FlightControl-Master/Fixes-for-AI_A2A_DISPATCHER
Fixes for ai a2a dispatcher
2017-09-08 10:35:57 +02:00
FlightControl_Master
fcce06c3f1 Error handling 2017-09-08 10:30:52 +02:00
FlightControl_Master
f628e720a9 Check if RecceGroup is alive before iterating... 2017-09-08 10:27:31 +02:00
FlightControl_Master
6959f50777 First fixes 2017-09-08 10:19:48 +02:00
funkyfranky
e4e1990657 Added option to respawn after landing.
Changed default to respawn after engine shut-down.
2017-09-08 00:33:31 +02:00
funkyfranky
f79143095e Added min/max fligh level. 2017-09-07 08:02:08 +02:00
funkyfranky
8c97861e8e Merge branch 'master' into funkyfranky 2017-09-06 17:51:08 +02:00
funkyfranky
07878d4b6e Added enumerators (untested version) 2017-09-06 16:59:11 +02:00
funkyfranky
1d1f8d8a01 Enhancement and minor fixes.
Added possibility to create markers from F10 menu.
Minor bug fixes.
Cleaned up messages.
2017-09-06 00:15:55 +02:00
FlightControl_Master
9dc68fb665 Fix problem with CAP #677
A stupid typo was the root cause in DETECTION_BASE. The friendlies
prefixes were overwritten for the sequent squadron.
2017-09-05 21:47:23 +02:00
funkyfranky
c84df9bf5a Added enumerators (untested) 2017-09-05 16:56:06 +02:00
funkyfranky
9fc00dd9c3 Some fixes and improvements.
Added some menu stuff.
Fixed things in journey case.
2017-09-05 00:23:06 +02:00
funkyfranky
b490412f63 F10 menu update (untested) 2017-09-04 16:43:51 +02:00
funkyfranky
27c51f8fe3 First alpha version.
Added commute and continuejourney.
Improved status reports.
Added basic status menu.
Many other fixes.
2017-09-04 00:37:13 +02:00
funkyfranky
84b4651cd9 Merge branch 'master' into funkyfranky 2017-09-03 09:48:16 +02:00
funkyfranky
d5a21ff604 Improved flight plan calculation.
Included phi in flight plan.
Many other fixes and changes.
2017-09-03 09:47:14 +02:00
funkyfranky
758f500857 Merge branch 'master' into funkyfranky 2017-09-03 09:44:54 +02:00
FlightControl_Master
2830bcb867 Respect Gci radius
* Corrected the calculation to the distance to the airbase, when the
intercept calculation is used. Now the intercept point is not anymore
interfering with the gci radius validation and gci radius is now
correctly respected and validated.
2017-09-02 10:24:28 +02:00
FlightControl_Master
e6c765c441 Solve calculation problems with player has disconnected or changed plane
* Player disconnecting will not result in coordinate calculation
problems in AI_A2A_CAP and AI_A2A_GCI while engaged with the player
machine. The engagement will stop.
2017-09-02 09:22:23 +02:00
FlightControl_Master
c2965e0736 Single lase commands 2017-09-01 19:24:50 +02:00
funkyfranky
1f893fe544 Minor changes 2017-09-01 16:56:32 +02:00
FlightControl_Master
e6dd040a43 Fixed problem with EWR not present and CAP not detecting. 2017-09-01 12:59:57 +02:00
FlightControl_Master
0eb0a3a3e7 Detection time 2017-09-01 12:22:31 +02:00
funkyfranky
023a7a17c5 Improvements in following the fligh plan.
Adjusted some speed in route. Still much to do.
2017-09-01 00:14:38 +02:00
FlightControl_Master
62d1da8487 Select the closest airplanes first 2017-08-31 23:55:30 +02:00
funkyfranky
1c6b760b36 Aircraft climb rapidly :( 2017-08-31 21:56:24 +02:00
funkyfranky
e5fdd50cc6 Merge branch 'master' into funkyfranky 2017-08-31 16:40:10 +02:00
funkyfranky
6e27b93e45 Added user functions. 2017-08-31 15:57:25 +02:00
Sven Van de Velde
dfd4e3562b Merge pull request #674 from FlightControl-Master/Fix-EWR
Fix CAP not engaging.
2017-08-31 09:22:14 +02:00
FlightControl_Master
261faebe31 Fixed CAP not enaging problem 2017-08-31 09:19:08 +02:00
FlightControl_Master
199ecb87bc Updates 2017-08-31 08:47:06 +02:00
FlightControl_Master
14c7916c55 Updates 2017-08-31 08:46:59 +02:00
funkyfranky
6ff2dfe444 Improved takeoff types for zones and airports.
Cleand up function position in code.
2017-08-31 01:01:55 +02:00
FlightControl_Master
bfd0c19109 Fixed nil value problem in friendlies search 2017-08-30 20:11:31 +02:00
funkyfranky
b4c27c270a Merge branch 'master' into funkyfranky 2017-08-30 18:29:22 +02:00
funkyfranky
f4e8f15090 Improvements of departure selection (unfinished). 2017-08-30 17:04:54 +02:00
FlightControl_Master
05d9faedee Fixed friendlies nearby calculation
* Added DETECTION_BASE:FilterFriendliesCategory() method, which allows
to filter friendlies based on the category of the units found. This
method was required to be added to avoid counting airborne units as
friendlies in A2G missions.
2017-08-30 09:28:04 +02:00
funkyfranky
8bcb47a8ee Merge branch 'master' into funkyfranky 2017-08-30 08:51:53 +02:00
FlightControl_Master
ea96a5e0a3 Planes remaining at airfield fixed
* AI_A2A_DISPATCHER: Planes remaining on the airfield is now fixed. The
issue was with planes out of fuel doing CAP, which would return to a
different airbase because they were out of control. At the landing,
these weren't despawned.
2017-08-30 07:30:03 +02:00
funkyfranky
9568f7f87f Improvements of air start.
Improved air start parameters.
Added markers.
Other fixes.
2017-08-30 00:41:34 +02:00
Sven Van de Velde
e1a730bbe3 Merge pull request #672 from FlightControl-Master/Deferred-detection-coordinates-and-other-fixes
Deferred detection coordinates and other fixes
2017-08-29 22:42:25 +02:00
FlightControl_Master
d26a938ba4 Fixed detection reports
* Detection reports of DETECTION classes now are returned as a REPORT
object. So they can be streamed with various delimiters \n or , or
other...
* If a coordinate needs to be represented by BR or BRAA, then a "source"
controllable is required, which is usually the player aircraft. If not
given, the coordinate will be returned in MGRS mode!!!
2017-08-29 22:20:38 +02:00
FlightControl_Master
62ab859215 DESIGNATE can now lase for specific codes
* DESIGNATE can now lase targets with specific laser codes upon request
by players. Methods :AddMenuLaserCode() and :RemoveMenuLaserCode()
added, which allow to set or delete specific additional menu options in
the lase menu for players to lase with specific codes. This comes in
handy for the SU-25T and the A-10A and other planes.
2017-08-29 21:48:11 +02:00
funkyfranky
eac89f784d Improvments for air spawn behaviour. 2017-08-29 16:46:56 +02:00
FlightControl_Master
9784b694ba Fixed detection problem with ESCORT 2017-08-29 09:00:43 +02:00
funkyfranky
5a29b272dc First implementation of "air" start.
Added possibility to spawn in zones.
Other improvements and fixes.
2017-08-28 23:51:54 +02:00
funkyfranky
61884c07c7 Restored oritinal Spawn and AI_Balancer.lua files 2017-08-28 15:35:09 +02:00
FlightControl_Master
8bb3d5a760 Fixed CAP not counting correctly
* CAP now counts correctly per squadron. The specified amount of CAP
will work now.
* CAP now schedules at different start times, and have different repeat
times. More random.
2017-08-28 11:33:37 +02:00
funkyfranky
6a2739da5e Fixed Spawn & AI_Balancer mistake. 2017-08-28 00:16:55 +02:00
funkyfranky
9289e0dac1 First version of RAT
Not even alpha status.
2017-08-28 00:05:30 +02:00
FlightControl_Master
5be01775f7 Merge remote-tracking branch 'refs/remotes/origin/master' into Deferred-detection-coordinates-and-other-fixes 2017-08-27 17:54:41 +02:00
Sven Van de Velde
5da44baff2 Merge pull request #668 from FlightControl-Master/Settings-LL
Revised settings system based on feedback from @thebgpikester and @Ramsay58
2017-08-27 17:53:21 +02:00
FlightControl_Master
02ff2e8efa Revised settings system based on feedback from @thebgpikester and @Ramsay58
Now the LL menu is replaced by 2 menus:

- Lon/Lat Degree Min Sec (LL DMS)
- Lon/Lat Degree Dec Min (LL DDM)

LL Accuracy menu options are only available when LL DDM. As agreed, for
DMS there won't be any accuracy. Optimized the menu settings logic.

Default menu setting is BR for A2G and BRAA for A2A.
2017-08-27 17:51:28 +02:00
FlightControl_Master
608293f1cb Updates 2017-08-15 20:39:32 +02:00
FlightControl_Master
9dcda37703 Updates 2017-08-15 20:23:26 +02:00
FlightControl_Master
1cf2383dfd First version 2017-08-15 17:44:09 +02:00
FlightControl_Master
d558c5be21 Updates 2017-08-13 17:04:04 +02:00
FlightControl_Master
4f2afa29fa Fixes with waypoints in NTTR 2.1.1
behaves different than 1.5.7!!!
2017-08-12 17:07:10 +02:00
FlightControl_Master
3742f2937c Fix in scheduler 2017-08-12 16:12:07 +02:00
FlightControl_Master
a9ac185034 Fixes
* Added a maximum markings per designated target group. So not all FACs
are occupied.
* Optimized the designation report. Move the horizontal line.
* Ensured in DESIGNATE that when targets are ordered to be smoke or
designated, that this also will happen. Was issue with the scheduler,
which got garbage collected before actually being executed, resulting in
an obsolete schedule.
* Fixed the tasking, coordinates are now updated when enquiring a task
report.
2017-08-12 08:27:58 +02:00
FlightControl_Master
b1e7951a47 Nearest distance for Designate is 12.000 meters 2017-08-11 16:44:58 +02:00
Sven Van de Velde
0aa92372bf Merge pull request #652 from FlightControl-Master/Designate
Designate
2017-08-11 14:50:02 +02:00
FlightControl_Master
d7a5f469af Optimized the menu when the parameters are changed. 2017-08-11 14:48:49 +02:00
FlightControl_Master
27f77c5df0 Updates 2017-08-11 14:14:35 +02:00
FlightControl_Master
49bf6010f8 Designate optimization 2017-08-11 05:22:46 +02:00
FlightControl_Master
e16e5d9a81 Fixes 2017-08-08 21:37:12 +02:00
FlightControl_Master
3dde62a550 Fixed key problem in TaskFunction() 2017-08-08 18:08:40 +02:00
FlightControl_Master
8a334b6671 Documentation 2017-08-08 16:11:31 +02:00
FlightControl_Master
6dec92168e Documentation 2017-08-08 15:56:17 +02:00
FlightControl_Master
386777930e Updates of tasking 2017-08-08 15:54:44 +02:00
FlightControl_Master
2aecf45316 Many Fixes 2017-08-08 09:42:42 +02:00
FlightControl_Master
63866e4aa9 Updates of tracing 2017-08-06 17:37:36 +02:00
FlightControl_Master
2dcc1aaf0a Report formatting 2017-08-06 12:19:05 +02:00
FlightControl_Master
82c7121125 Fixes for tasking reporting 2017-08-06 11:02:48 +02:00
FlightControl_Master
b2e522aac1 Documentation 2017-08-06 08:14:01 +02:00
FlightControl_Master
5a8d1da54e Documentation 2017-08-06 07:51:53 +02:00
FlightControl_Master
464fb1aeca Documentation 2017-08-06 07:50:37 +02:00
FlightControl_Master
1883e84918 Documentation 2017-08-06 07:45:36 +02:00
FlightControl_Master
d349ed12a9 Engage Range test 2017-08-06 07:40:55 +02:00
FlightControl_Master
094db73176 Documentation 2017-08-06 07:19:01 +02:00
FlightControl_Master
a86a346378 Update the documentation and how default values were set in AI_A2A_DISPATCHER 2017-08-06 07:08:54 +02:00
FlightControl_Master
3d2dbea1d7 Fixing unlimited resources and problems with landing planes. 2017-08-05 18:06:51 +02:00
Sven Van de Velde
d383c42131 Merge pull request #648 from FlightControl-Master/641-gcicap-infinite-resources
Added infinite resources implementation.
2017-08-05 16:29:47 +02:00
FlightControl_Master
cc1b34937c Added infinite resources implementation. 2017-08-05 16:26:32 +02:00
Sven Van de Velde
2ccfe27401 Merge pull request #646 from FlightControl-Master/643-Spawn-Altitude
643 spawn altitude
2017-08-05 15:15:44 +02:00
FlightControl_Master
53845448b0 Documentation 2017-08-05 15:14:11 +02:00
FlightControl_Master
b88c84fc3b Fixed 643 2017-08-05 13:52:59 +02:00
FlightControl_Master
446ecc5b4d Set the new spawn altitude 2017-08-05 13:33:02 +02:00
Frank
a928a1c750 Merge pull request #640 from FlightControl-Master/funkyfranky
Fixes for Group in Zone functions
2017-08-05 12:26:19 +02:00
FlightControl_Master
544b68c51f Update 2017-08-03 12:26:56 +02:00
FlightControl_Master
2815e841e0 Refresh pictures 2017-08-03 12:25:47 +02:00
FlightControl_Master
dbe1d7aaa3 New Refuelling process 2017-08-03 12:21:56 +02:00
funkyfranky
36ea613f68 Merge branch 'master' into funkyfranky 2017-08-02 21:28:46 +02:00
FlightControl_Master
2611ba0fe8 Fix the schedule dispatcher
-- Implemented a working Stop time.
2017-08-02 21:18:16 +02:00
FlightControl_Master
2cf1801f1d Fixed endless loop when out of resources upon receiving a GCI request. 2017-08-02 20:54:26 +02:00
funkyfranky
5233c633a9 Fixes for Group in Zone functions
If a group is not alive, group in zone functions crash. Added checks if group is still alive. If not return before the error occurs.
2017-08-02 17:56:07 +02:00
FlightControl_Master
2501db53b8 Removed traces 2017-08-02 12:46:13 +02:00
FlightControl_Master
4b60f776ce Apply randomization at start for schedules.
Apply randomization at start for schedules.
2017-08-02 12:41:35 +02:00
FlightControl_Master
d8d06a18ce Updates and bug fixes 2017-08-02 09:43:08 +02:00
FlightControl_Master
9054a493f9 Updated defects in dispatcher 2017-08-01 17:35:53 +02:00
FlightControl_Master
9ec29f607f Fixed an issue with the overhead parameter
Now the GCI will spawn the actual overhead needed, independent of the
grouping parameter. For example, when grouping was 1 and overhead 1.5,
only one plane was spawned. Now two planes are spawned of 2 groups of 1
unit.
2017-08-01 07:19:29 +02:00
Sven Van de Velde
616e035e9a Merge pull request #638 from FlightControl-Master/637-Limit-Engage-Distance
637 limit engage distance
2017-07-31 17:06:05 +02:00
FlightControl_Master
411636a7f4 Intercept ready 2017-07-31 17:04:20 +02:00
FlightControl_Master
27b18780f8 Optimizations 2017-07-31 12:35:37 +02:00
FlightControl_Master
85bd3a1c33 First working version 2017-07-31 12:04:27 +02:00
FlightControl_Master
87634969b3 Added default CAP methods
* Added method :SetDefaultCapTimeInterval( CapMinSeconds, CapMaxSeconds
) for AI_A2A_DISPATCHER and AI_A2A_GCICAP.
* Added method :SetDefaultCapLimit( CapLimit ) for AI_A2A_DISPATCHER and
AI_A2A_GCICAP.

Added documentation in chapter 10.7 and chapter 1.8.
Changed Treshold to Threshold
2017-07-30 20:54:24 +02:00
FlightControl_Master
5107366e57 Added fuel treshold and damage treshold as default parameter setting methods
* Added method :SetDefaultFuelTreshold( FuelTreshold )
* Added method :SetDefaultDamageTreshold( DamageTreshold )
2017-07-30 10:39:10 +02:00
FlightControl_Master
82a3dd32c0 Removed trace 2017-07-30 07:37:45 +02:00
FlightControl_Master
fdcad2dd93 Fixed the landing bug
When using A2A GCICAP, the planes would land, but not dissapear.
2017-07-30 07:31:23 +02:00
FlightControl_Master
3ec783b0e4 Fixed issue in 2.1.1, targets not engaged when flying from parking spot. 2017-07-29 19:08:10 +02:00
FlightControl_Master
ea8af14df5 Updates 2017-07-28 22:44:22 +02:00
FlightControl_Master
906c49792e Further documentation on AI_A2A_DISPATCHER with examples 2017-07-27 12:37:46 +02:00
FlightControl_Master
61fe3cf457 Following up on the requirement #636 a new default management system has been built...
A lot of new methods have been added to set the default behaviour for:

*  function AI_A2A_DISPATCHER:SetDefaultTakeoff( Takeoff )
*  function AI_A2A_DISPATCHER:SetDefaultTakeoffFromParkingCold()
*  function AI_A2A_DISPATCHER:SetDefaultTakeoffFromParkingHot()
*  function AI_A2A_DISPATCHER:SetDefaultTakeoffFromRunway()
*  function AI_A2A_DISPATCHER:SetDefaultTakeoffInAir()
*  function AI_A2A_DISPATCHER:SetDefaultLanding( Landing )
*  function AI_A2A_DISPATCHER:SetDefaultLandingAtEngineShutdown()
*  function AI_A2A_DISPATCHER:SetDefaultLandingAtRunway()
*  function AI_A2A_DISPATCHER:SetDefaultLandingNearAirbase()
*  function AI_A2A_DISPATCHER:SetDefaultGrouping( Grouping )
*  function AI_A2A_DISPATCHER:SetDefaultOverhead( Overhead )
2017-07-27 11:56:03 +02:00
FlightControl_Master
600166fd80 Fixed error in Escort, Reports were not shown
-- Fixed reports to be shown in ESCORT class. SETTINGS now also are
working in ESCORT reports. MGRS, LL, BR, metric, imperial are now
supported.
2017-07-27 07:52:38 +02:00
FlightControl_Master
a6830237f4 Fixed bug in MENU_GROUP_COMMAND 2017-07-26 22:17:15 +02:00
FlightControl_Master
dddcb42e32 Documentation 2017-07-26 15:14:44 +02:00
FlightControl_Master
9c9ed494d9 Progress 2017-07-26 15:08:56 +02:00
FlightControl_Master
b004929223 Docs 2017-07-26 13:18:13 +02:00
FlightControl_Master
495786b4eb Heavily improved the documentation of AI_A2A_DISPATCHER 2017-07-26 13:17:55 +02:00
FlightControl_Master
940f872b40 Documentation improvements. 2017-07-26 10:06:42 +02:00
FlightControl_Master
227752399b Updated designation menu settings 2017-07-26 08:15:18 +02:00
Sven Van de Velde
a19b41537e Merge pull request #634 from FlightControl-Master/629-Update-Assigned-Tasks-To-Players
629 update assigned tasks to players
2017-07-25 16:35:20 +02:00
FlightControl_Master
713e741299 Fixed issue with menu system Planned Tasks
There was a problem that when multiiple groups were part of the attack
set, then the menus for planned tasks were not correctly generated.
2017-07-25 16:29:57 +02:00
FlightControl_Master
c3ee9306f3 Progress 2017-07-25 12:54:15 +02:00
FlightControl_Master
3924d2d8fc Fixes 2017-07-25 09:11:57 +02:00
FlightControl_Master
ec6e182db8 Lowered the refresh frequency of the spots 2017-07-25 08:31:03 +02:00
FlightControl_Master
652ed8b178 Fix for #627 2017-07-25 08:20:38 +02:00
FlightControl_Master
a2630670c0 Docs 2017-07-24 17:42:00 +02:00
FlightControl_Master
b386c2b5eb Documentation 2017-07-24 05:59:34 +02:00
FlightControl_Master
fce1007fb9 Main doc 2017-07-24 05:42:50 +02:00
FlightControl_Master
b769ad143d Fixed some glitches in Detection (when set is empty) + documentation 2017-07-22 08:20:23 +02:00
FlightControl_Master
4d33abb0eb Documentation 2017-07-20 13:19:39 +02:00
FlightControl_Master
a61c6b4fe2 Documentation updates 2017-07-19 19:05:59 +02:00
FlightControl_Master
1206935886 Added DESIGNATE:SetMission() method.
-- Allows to place the designate menu under the menu of the mission.
2017-07-19 18:45:48 +02:00
FlightControl_Master
2c16992b5c Changed airbase template search radius 2017-07-19 09:57:03 +02:00
FlightControl_Master
eb73c24367 Added trace 2017-07-19 09:26:18 +02:00
FlightControl_Master
295b482ce6 Updated documentation 2017-07-15 09:07:31 +02:00
FlightControl_Master
b21cd0c0ae AI_A2A_DISPATCHER and AI_A2A_GCICAP optimizations
-- Optimized takeoff height when airplanes spawn in the air.
-- Optimized helicopters to be included in detections.
-- Updated documentation.
2017-07-15 09:07:16 +02:00
FlightControl
beb87f82bf Also adapted Task menus to know the task type. 2017-07-13 22:13:08 +02:00
FlightControl
4252f9baac Fixed problem with crash in Detection.lua.
When DetectionObject is nil (this can be), or is destroyed in between
detections, then nil must be returned and IsDetectedObjectIdentified is
not required to be checked.
2017-07-13 21:41:58 +02:00
FlightControl
6f581cadf1 Fixes issue where A2G cannot be selected for A2G tasks with an airplane.
Added the IsInstanceOf check in COORDINATE:ToString method. If Task is
given, (the Task), then it is checked which parent task it was from. If
A2A, the mode will be A2A, if A2G or CARGO, the mode will be A2G. If
Task was not given, then the unit type will decide upon the A2A or A2G
mode.
2017-07-13 21:35:48 +02:00
FlightControl
f8cca7d510 Added for A2A in SETTINGS LL and MGRS! 2017-07-12 22:34:52 +02:00
FlightControl
c1bee3a9b0 Fixed #614 - Implemented an implementation with or without {}....
See documentation of SetBorderZone.
2017-07-12 20:42:06 +02:00
132nd-etcher
60681d7e23 Merge pull request #622 from FlightControl-Master/620-IsInstance
620: IsInstance

Closes #620
2017-07-12 16:09:15 +02:00
132nd-etcher
9fe51587a1 Add function BASE:IsInstanceOf( className )
This method checks if a Moose object is an instance of a given className.
2017-07-12 14:55:25 +02:00
132nd-etcher
82fd08521f Add UTILS.IsInstanceOf = function( object, className )
This function takes any object and check if it is an instance of className.
The object can be either a MOOSE class or a basic lua type.
2017-07-12 14:55:15 +02:00
132nd-etcher
2f416ea98e Update BASE:GetParent( Child ) so that it returns nil when called on BASE class
We need to know if that the BASE class has no parent.
2017-07-12 14:55:01 +02:00
FlightControl
33916c2631 Merge remote-tracking branch 'refs/remotes/origin/master-release'
# Conflicts:
#	Moose Mission Setup/Moose.lua
#	Release 2.1.md
2017-07-11 16:56:17 +02:00
FlightControl
a0befeb34f Fixed a bug in the removal of GROUP objects in SET_GROUP
Upon a DEAD or CRASH event processing in a SET_GROUP, the GROUP object
would be removed regardless of how many UNITs are still in the GROUP
object.
The fix is that upon a DEAD or CRASH event in a SET_GROUP, it will be
checked if there is only one UNIT left in the GROUP, and only then the
GROUP will be removed from the SET_GROUP.
2017-07-11 16:20:15 +02:00
Rob Graham
0501959ab9 Merge pull request #619 from FlightControl-Master/RobGraham
Added Knots to Kmph
2017-07-11 17:08:00 +10:00
robgrahamau
764beb7c22 Added Knots to Kmph 2017-07-11 16:46:14 +10:00
FlightControl
1d939311c3 Removed trace 2017-07-08 14:17:43 +02:00
FlightControl
47f1b8ae66 Event Handling 2017-07-08 14:10:33 +02:00
FlightControl
cff8522922 Size 2017-07-08 13:04:37 +02:00
FlightControl
d78547aa33 Added picture 2017-07-08 13:02:51 +02:00
FlightControl
ab33d6b272 CLEANUP_AIRBASE documentation 2017-07-08 13:00:18 +02:00
FlightControl
388103afea Fixes
-- when carrier containing cargo goes to spectators, it was not handled
correctly. now it is
-- removed "unassigned" message when task is cancelled from group. It is
useless.
2017-07-08 12:40:56 +02:00
FlightControl
85975c01a4 Optimizations 2017-07-08 09:20:42 +02:00
FlightControl
3fe573926b Fixed scoring format 2017-07-08 06:35:06 +02:00
FlightControl
8e2aef17e7 Fixes to resolve exceptions in multi player situations 2017-07-08 05:54:33 +02:00
FlightControl
367c4d74af Fixes imperial / metric menu option setting 2017-07-08 05:00:47 +02:00
FlightControl
06e063d594 Fixes cargo 2017-07-07 18:45:32 +02:00
FlightControl
7ebf7a2bee Fixed #611 2017-07-07 18:20:58 +02:00
FlightControl
b5c53baf67 Fixed #592 2017-07-07 18:19:37 +02:00
132nd-etcher
536934390c Reduce AI CAP logging noise (#609)
Replace calls to E by calls to F in order to reduce the amount of log spam during an ongoing AI CAP patrol.
2017-07-07 12:07:27 +02:00
FlightControl
1e6035b282 Optimized CARGO
- Smoke position upon arrival at pickup zone
- Solved problem with deploy, deploy function was not called.
- Added Smoke to CARGO
- Moved Smoke to POSITIONABLE
2017-07-07 11:46:08 +02:00
FlightControl
5bbe5fca60 Fix to get correct parent class 2017-07-07 10:41:16 +02:00
Sven Van de Velde
4c5aad51b3 Merge pull request #608 from FlightControl-Master/Performance
Fixed performance issue
2017-07-07 08:23:52 +02:00
FlightControl
688875dca5 Fixed performance issue
Problem was in BASE. I added a field "ParentClass", which was a
mistake...
at every deepcopy it started to copy ParentClass contents too! My god!
No wonder it suddenly went all slow.
2017-07-07 08:23:22 +02:00
Sven Van de Velde
b4c8fbf75a Merge pull request #607 from FlightControl-Master/601-Respawn-Cargo
601 respawn cargo
2017-07-06 21:49:09 +02:00
FlightControl
edb53013b2 Progress 2017-07-06 21:47:02 +02:00
FlightControl
70f48a3d53 Progress 2017-07-06 19:13:15 +02:00
FlightControl
532a311db6 Cargo is now respawning correctly when:
The cargo is destroyed
The carrier crashes with cargo on board
The player exits the carrier with cargo on board.
2017-07-06 17:00:53 +02:00
FlightControl
71da9933d7 Cargo auto respawn first part is working
When all CARGO UNITS of a CARGO_GROUP are destroyed, then when
RespawnOnDestroyed( true ) is used, the CARGO will respawn
automatically.
2017-07-06 11:23:04 +02:00
FlightControl
9f5b9ab04c Progress 2017-07-06 08:51:08 +02:00
Sven Van de Velde
f76ac1e03a Merge pull request #606 from FlightControl-Master/596-CARGO-TRANSPORT-Limits
Implemented Cargo limits
2017-07-06 07:33:15 +02:00
FlightControl
b84541f232 Implemented Cargo limits
Cargo is only allowed to be boarded or a route can only be done if the
limit of the cargo has not been reached! A few additional methods have
been added like IsDeployed. CARGO_GROUP gets the deployed status if it
is transported.
2017-07-06 07:32:44 +02:00
Sven Van de Velde
6115e12309 Merge pull request #604 from FlightControl-Master/603-AI-A2A-GCICAP
Created AI_A2A_GCICAP
2017-07-05 12:54:56 +02:00
FlightControl
c22bc1c57f Created AI_A2A_GCICAP 2017-07-05 10:11:34 +02:00
FlightControl
84055e9798 Updates fixing cargo stuff 2017-07-04 16:34:00 +02:00
FlightControl
ccfcca8f9a Tweaks for the settings system
- Player settings are located at the group level. Only the first player
that joins the group will be able to configure the settings.
- Default system settings are located at the group of the commend
center. Thus, the COMMANDCENTER class will contain the default system
settings menu. You need to join the command center unit (ALT-J) as a
game master to be able to configure these settings.
2017-07-04 10:55:45 +02:00
FlightControl
c043eef5eb Added method CLEANUP:CleanMissilesOn() 2017-07-04 07:05:33 +02:00
FlightControl
2db0265ae6 Fixed first line of task report 2017-07-03 12:11:06 +02:00
FlightControl
3cd787fb1e Fix issue with deployment 2017-07-03 08:46:17 +02:00
FlightControl
8825b26b36 New version 2017-07-02 23:16:35 +02:00
FlightControl
300ee0a16a Fix trace amount and performance 2017-07-02 17:59:56 +02:00
FlightControl
1283caf80b OK. fixed 2017-07-02 12:55:29 +02:00
FlightControl
af230d9874 Fixed goal problem in TASK_CARGO_TRANSPORT more or less, needs further investigation 2017-07-02 12:44:27 +02:00
FlightControl
f221047eba Updated various functions for tasking. 2017-07-02 12:14:41 +02:00
FlightControl
e7b3aa82f9 SWEEP tasks should fall under the SWEEP menu, not INTERCEPT menu 2017-07-02 01:08:00 +02:00
FlightControl
33c6290864 Fixed error with __
Had to test for the presence in raw format, not using __Index
2017-07-02 00:29:17 +02:00
FlightControl
9006e17c25 Fixed problem with BASE:GetParent method 2017-07-01 19:00:44 +02:00
FlightControl
22b02cd3ee Made __ methods invisible 2017-07-01 13:12:52 +02:00
FlightControl
507e4ef25a Made CleanUpScheduler private 2017-07-01 13:02:49 +02:00
FlightControl
8b1583df30 Made Airbases private 2017-07-01 13:00:12 +02:00
FlightControl
083568d3fd Updates 2017-07-01 12:55:51 +02:00
FlightControl
8e5af4ada4 New implementations
of inheritance
of private - public methods ....

This is a big improvement for many!
2017-07-01 12:32:44 +02:00
FlightControl
5d2eb2ea15 Dynamic Moose.lua 2017-06-30 10:36:14 +02:00
FlightControl
76ec5aa009 Documentation 2017-06-30 10:33:21 +02:00
FlightControl
35681c6f96 Resize 2017-06-30 10:31:27 +02:00
FlightControl
d719c437ec Fixes 2017-06-30 10:30:46 +02:00
FlightControl
133910ac3b New revised CLEANUP class 2017-06-30 10:27:44 +02:00
FlightControl
862f2ab3ac new version 2017-06-29 16:58:12 +02:00
FlightControl
2f4361c97a Fixed dispatching S_EVENT_PLAYER_LEAVE_UNIT fired when no player in unit
S_EVENT_PLAYER_LEAVE_UNIT should not be handled when there is no player
in the unit!
but
S_EVENT_MISSION_END should be handled, and also has no initiator!
2017-06-29 14:58:10 +02:00
FlightControl
4b7b042bb1 Removed trace 2017-06-29 13:23:03 +02:00
FlightControl
18a76fa355 Updated trace to minimize trace overhead. 2017-06-29 13:18:01 +02:00
FlightControl
bccc4abf26 Fixes bug that would loop over every unit in the group.
Only the players in a group should be unassigned, not all units.
2017-06-29 10:17:55 +02:00
FlightControl
975566eb3c Fixed message bug in scoring 2017-06-26 20:51:01 +02:00
FlightControl
55164c38bf Finetuning of the messages and menus 2017-06-26 20:33:26 +02:00
FlightControl
1aeb7b3ff6 Fixed issue #566 and #567 2017-06-26 19:37:31 +02:00
Sven Van de Velde
fa77ba3f48 Merge pull request #588 from FlightControl-Master/585-TASK-A2A-DISPATCHER
585 task a2a dispatcher
2017-06-25 07:41:07 +02:00
FlightControl
1aecd47d5a Show all tasks in Mission Task Progress report 2017-06-25 07:39:36 +02:00
FlightControl
6b920ea3f4 Mission Progress Report added
This reports lists for the tasks in the mission which players have made
progress for that task.
2017-06-25 07:28:55 +02:00
FlightControl
6a2869138e Merge remote-tracking branch 'refs/remotes/origin/master' into 585-TASK-A2A-DISPATCHER 2017-06-25 06:07:32 +02:00
FlightControl
1b36cee3b6 Documentation 2017-06-24 16:21:43 +02:00
Sven Van de Velde
70f2c0051a Merge pull request #587 from FlightControl-Master/585-TASK-A2A-DISPATCHER
585 task a2a dispatcher
2017-06-24 15:24:05 +02:00
FlightControl
d396ca1684 Target progress accounting for players 2017-06-24 15:21:59 +02:00
FlightControl
aed71ca9e2 Task Progress Accounting
Record achievement history for players executing a task. Only show
progress when there is progress to report. Only score progress when
there is progress for a player, not for other groups.
2017-06-24 15:05:33 +02:00
FlightControl
50094fde6c Additional scores definitions 2017-06-24 11:35:20 +02:00
FlightControl
d5b66fd08c Merge remote-tracking branch 'refs/remotes/origin/master' into 585-TASK-A2A-DISPATCHER 2017-06-24 10:29:29 +02:00
Sven Van de Velde
34d2b12acc Merge pull request #586 from FlightControl-Master/585-TASK-A2A-DISPATCHER
Improved Task Goal monitoring
2017-06-23 21:55:53 +02:00
FlightControl
f0c20be967 Improved Task Goal monitoring 2017-06-23 21:54:59 +02:00
FlightControl
6126ec9450 Fixes bug in SET_GROUP
Was unable to filter on category "ground". Fixed now.
2017-06-23 08:14:02 +02:00
FlightControl
df7c45d7ef Documentation 2017-06-23 07:51:43 +02:00
FlightControl
f52d8a3ad4 Resize pictures 2017-06-23 07:42:31 +02:00
FlightControl
ab27a1bd2b Documentation 2017-06-23 07:40:38 +02:00
FlightControl
e341287c56 Documentation 2017-06-23 07:38:36 +02:00
FlightControl
ca5247ce1b TASK_A2A_DISPATCHER 2017-06-23 07:36:35 +02:00
FlightControl
81a8056233 Fix problems with pictures 2017-06-23 07:28:49 +02:00
Sven Van de Velde
a92174f32e Merge pull request #584 from FlightControl-Master/562-AI-A2A-Dispatcher
562 ai a2a dispatcher
2017-06-22 22:17:00 +02:00
FlightControl
79ec86f369 TASK_A2A_DISPATCHER documentation 2017-06-22 22:15:17 +02:00
FlightControl
a31abef3cf TASK_A2A_DISPATCHER documentation 2017-06-22 22:13:31 +02:00
Sven Van de Velde
f89964d8ba Merge pull request #583 from FlightControl-Master/562-AI-A2A-Dispatcher
562 ai a2a dispatcher
2017-06-22 10:13:34 +02:00
FlightControl
706a0949ee Docu 2017-06-22 09:58:46 +02:00
FlightControl
bdfd169d39 Added GCI engage range. 2017-06-22 09:58:05 +02:00
FlightControl
44f60169cb Merge remote-tracking branch 'refs/remotes/origin/master' into 562-AI-A2A-Dispatcher 2017-06-22 06:30:55 +02:00
FlightControl
caad080c6c Fixed but with distance when player was nearby.
Detection used PlayerUnitName, instead of Distance. Added new
FriendliesDistance field.
This is a better solution.
2017-06-22 06:30:36 +02:00
Sven Van de Velde
c4a2c9edc9 Merge pull request #582 from FlightControl-Master/562-AI-A2A-Dispatcher
562 ai a2a dispatcher
2017-06-21 11:49:40 +02:00
FlightControl
ee30fa6ac2 Merge remote-tracking branch 'refs/remotes/origin/master' into 562-AI-A2A-Dispatcher 2017-06-21 11:48:24 +02:00
FlightControl
d23cf6028b Updates 2017-06-21 11:48:19 +02:00
FlightControl
6a58290833 Updates 2017-06-21 10:55:35 +02:00
Sven Van de Velde
3b9fdbd5cd Merge pull request #580 from FlightControl-Master/FilterPrefixFix
Fix for '-' characters in the prefix string when using FilterPrefix o…
2017-06-21 06:22:42 +02:00
Sven Van de Velde
d88c3106d0 Merge pull request #581 from FlightControl-Master/562-AI-A2A-Dispatcher
562 ai a2a dispatcher
2017-06-21 06:22:16 +02:00
FlightControl
34bf013b9b TASK_A2A 2017-06-21 06:17:07 +02:00
FlightControl
2e8efe8f4a Merge remote-tracking branch 'refs/remotes/origin/master' into 562-AI-A2A-Dispatcher 2017-06-21 06:00:59 +02:00
FlightControl
54c8a6f9dd Updates 2017-06-21 06:00:24 +02:00
Fridge
18ddbdac84 Fix for '-' characters in the prefix string when using FilterPrefix on groups with '-' in the name
This should replace '-' characters in the search pattern with %- (the escaped version). Thedouble %% is necessary to get the escape sequence through.
2017-06-20 20:51:08 -03:00
Sven Van de Velde
7c4ee9bebd Merge pull request #579 from FlightControl-Master/562-AI-A2A-Dispatcher
562 ai a2a dispatcher
2017-06-20 12:15:00 +02:00
FlightControl
ce397d0a4e Merge remote-tracking branch 'refs/remotes/origin/master' into 562-AI-A2A-Dispatcher 2017-06-20 12:13:39 +02:00
FlightControl
06c8c00dc9 Airbases of Nevada and Normandy 2017-06-20 12:12:52 +02:00
FlightControl
220e5b17aa Merge remote-tracking branch 'refs/remotes/origin/master-release-2.1' into master-release 2017-06-19 20:11:18 +02:00
FlightControl
ef217c0b19 Fix for CTD in DCS 2.1.
Destroyed scenery object cannot be inspected with all the methods.
SceneryObject:getTypeName() goes into CTD with the scenery has been
destroyed.
The problem was in the event handler (Event.lua).
This is fixed by checking if the SceneryObject exists before getting the
type name.
If it does not exist, the type name is filled with "SCENERY".
2017-06-18 09:00:48 +02:00
FlightControl
c72e6ff9b4 Fixed DCS CTD in 2.1 for destroyed scenery objects.
The problem was in the event handler.
getTypeName() for a destroyed scenery object brings DCS into CTD.
2017-06-18 08:31:27 +02:00
FlightControl
305584344e Updated gitignore 2017-06-15 19:52:31 +02:00
FlightControl
a42b5fcea7 Fixes 2017-06-15 19:46:46 +02:00
FlightControl
18591c434f Documentation 2017-06-15 07:02:20 +02:00
FlightControl
439ebf1676 Documentation 2017-06-14 15:17:41 +02:00
FlightControl
05d69457f2 Documentation 2017-06-14 15:08:49 +02:00
FlightControl
a646dd900d Altitude was wrongly set in patrol 2017-06-14 14:34:55 +02:00
FlightControl
fb54b2f280 Trace 2017-06-14 11:50:35 +02:00
FlightControl
2f8b881186 Documentation 2017-06-14 11:17:20 +02:00
FlightControl
385dba63d9 Documentation 2017-06-14 11:13:14 +02:00
Sven Van de Velde
95ce44f2d8 Merge pull request #577 from FlightControl-Master/562-AI-A2A-Dispatcher
562 ai a2a dispatcher
2017-06-14 11:09:25 +02:00
FlightControl
915c65176e Documentation 2017-06-14 11:06:44 +02:00
FlightControl
4f472253de Documentation 2017-06-14 11:02:43 +02:00
FlightControl
c53f8a7033 Documentation 2017-06-14 10:25:19 +02:00
FlightControl
15cf215d49 Documentation 2017-06-14 10:24:59 +02:00
FlightControl
208f214e96 Merge remote-tracking branch 'refs/remotes/origin/master' into 562-AI-A2A-Dispatcher 2017-06-14 10:13:06 +02:00
Sven Van de Velde
e7f83669c4 Merge pull request #576 from FlightControl-Master/562-AI-A2A-Dispatcher
562 ai a2a dispatcher
2017-06-13 13:42:28 +02:00
FlightControl
2b6fecbe4d Documentation 2017-06-13 13:38:52 +02:00
Sven Van de Velde
3e5542e592 Merge pull request #575 from FlightControl-Master/562-AI-A2A-Dispatcher
562 ai a2a dispatcher
2017-06-13 13:35:44 +02:00
FlightControl
1369a28aca Updates 2017-06-13 13:34:49 +02:00
Sven Van de Velde
00933b2905 Merge pull request #574 from FlightControl-Master/562-AI-A2A-Dispatcher
Updates
2017-06-13 13:30:41 +02:00
FlightControl
dd39ff4e94 Updates 2017-06-13 13:29:48 +02:00
Sven Van de Velde
922b61b9fe Merge pull request #573 from FlightControl-Master/562-AI-A2A-Dispatcher
562 ai a2a dispatcher
2017-06-13 13:18:30 +02:00
FlightControl
5a7551d312 Progress 2017-06-13 13:17:17 +02:00
FlightControl
94c208cbc9 Progress 2017-06-13 07:00:44 +02:00
FlightControl
1ea916ec73 Progress 2017-06-12 16:25:05 +02:00
FlightControl
f56b2229a7 Progress 2017-06-12 06:44:01 +02:00
FlightControl
4f91ba6081 Progress 2017-06-10 10:59:41 +02:00
FlightControl
9f22e2cc71 Progress 2017-06-09 20:35:46 +02:00
FlightControl
e17de754a3 Progress 2017-06-08 15:44:35 +02:00
FlightControl
18885f0450 Merge remote-tracking branch 'refs/remotes/origin/master' into 562-AI-A2A-Dispatcher 2017-06-08 11:53:56 +02:00
FlightControl
0f9f615313 Progress 2017-06-08 11:53:53 +02:00
FlightControl
d84f3fcd24 Undo bugfix, the thing worked perfectly :-( 2017-06-08 08:46:03 +02:00
FlightControl
fa6d53634b Bugfix in SpawnInZone where SpawnIndex was not incremented correctly. 2017-06-08 00:49:52 +02:00
FlightControl
ce24d2b4a6 Progress 2017-06-08 00:47:56 +02:00
FlightControl
f151e1e5f4 Progress 2017-06-08 00:35:18 +02:00
FlightControl
59ab62685c Progress 2017-06-08 00:20:53 +02:00
FlightControl
e68b715321 Documentation 2017-06-07 15:18:22 +02:00
FlightControl
ef95cfb1f5 Progress 2017-06-07 12:56:43 +02:00
FlightControl
d120875fa9 Merge remote-tracking branch 'refs/remotes/origin/master' into 562-AI-A2A-Dispatcher 2017-06-07 09:06:53 +02:00
FlightControl
9dfff9ae5e Added TaskRouteToVec2 method 2017-06-06 22:11:25 +02:00
FlightControl
86d8eb023d Progress 2017-06-06 21:46:51 +02:00
FlightControl
b48c467d57 Progress 2017-06-06 21:36:32 +02:00
FlightControl
cf4c269f77 Progress 2017-06-06 18:33:24 +02:00
FlightControl
2fb83c89af Progress 2017-06-06 14:43:40 +02:00
FlightControl
37a176e3ae Progress 2017-06-03 10:28:50 +02:00
FlightControl
09776a60c9 ooofff! waypoint functions and route setting is now working how i wanted it to work 2017-06-02 11:21:53 +02:00
FlightControl
17838d7099 Progress 2017-06-01 13:18:50 +02:00
FlightControl
531f8a9106 Progress 2017-05-31 22:41:29 +02:00
FlightControl
a3289205e6 Progress 2017-05-31 18:58:34 +02:00
FlightControl
0af5e1428b Progress 2017-05-30 19:38:56 +02:00
FlightControl
7ec9a93231 Resize the images 2017-05-29 18:07:45 +02:00
FlightControl
9984055f7d Documentation 2017-05-29 18:02:57 +02:00
FlightControl
4e29565382 Documentation 2017-05-29 14:09:07 +02:00
FlightControl
bc734f1190 Removed disturbing reports when joining a client slot (forgot to delete). 2017-05-29 10:32:54 +02:00
Sven Van de Velde
7d8add6d4c Merge pull request #561 from FlightControl-Master/553-player-reports
553 player reports
2017-05-29 07:13:33 +02:00
FlightControl
ec8a399ca6 Players per Task report added 2017-05-29 07:12:42 +02:00
FlightControl
1935bd235e Merge remote-tracking branch 'refs/remotes/origin/master' into 553-player-reports 2017-05-29 07:02:40 +02:00
Sven Van de Velde
c6631356ea Merge pull request #560 from FlightControl-Master/419-A2A-Tasking
A2A SWEEP Tasking
2017-05-29 05:30:33 +02:00
FlightControl
f2e966735c A2A SWEEP Tasking 2017-05-29 05:29:41 +02:00
Delta-99
35c2cb45bb Merge pull request #558 from FlightControl-Master/OnSpawnGroup-fix-delay
OnSpawnGroup happening before BIRTH sometimes
2017-05-28 13:33:02 -04:00
Delta-99
33fcb86383 Merge pull request #559 from FlightControl-Master/555-EnrouteTaskEngage-fix
EnRouteTaskEngageTargets defined twice
2017-05-28 13:32:51 -04:00
Delta-99
8096c170d5 EnRouteTaskEngageTargets defined twice
EnRouteTaskEngageTargets was defined twice. The 2nd instance looks like
it should have been named EnRouteTaskEngageTargetsInZone. Fixed and
added documentation at the top.
2017-05-28 13:09:50 -04:00
Delta-99
333eba2cb8 OnSpawnGroup happening before BIRTH sometimes
Add a little bit of a delay in calling the OnSpawnGroup function as it
sometimes happens before the actual BIRTH event of the group.
2017-05-28 12:51:50 -04:00
Sven Van de Velde
3cb6bd3a99 Merge pull request #557 from FlightControl-Master/419-A2A-Tasking
419 a2a tasking
2017-05-28 18:25:44 +02:00
FlightControl
f8ab65ce0e Reference points implemented 2017-05-28 18:24:44 +02:00
FlightControl
707a5a778a Merge remote-tracking branch 'refs/remotes/origin/master' into 419-A2A-Tasking 2017-05-28 09:13:03 +02:00
FlightControl
6f183bad74 Update 2017-05-28 09:13:00 +02:00
Sven Van de Velde
28a38d04fd Merge pull request #554 from FlightControl-Master/553-player-reports
Player reports
2017-05-27 10:11:17 +02:00
FlightControl
051cc4955f CARGO 2017-05-27 10:09:44 +02:00
FlightControl
e06b2c5e4f Documentation 2017-05-27 10:04:43 +02:00
FlightControl
8157d7a8d0 Player reports 2017-05-27 09:57:38 +02:00
Sven Van de Velde
a522568a60 Merge pull request #552 from FlightControl-Master/419-A2A-Tasking
Mission goals
2017-05-26 09:44:16 +02:00
FlightControl
b6ecd52444 Mission goals 2017-05-26 09:43:49 +02:00
Sven Van de Velde
3105ef7cb6 Merge pull request #551 from FlightControl-Master/419-A2A-Tasking
419 a2a tasking
2017-05-26 08:44:23 +02:00
FlightControl
356f4a041f Cleaned up the reporting side of A2G tasking 2017-05-26 08:43:30 +02:00
FlightControl
6d43ab371e Merge remote-tracking branch 'refs/remotes/origin/master' into 419-A2A-Tasking 2017-05-26 08:37:04 +02:00
FlightControl
a1a8f90cc5 Removed some old code 2017-05-26 08:35:49 +02:00
FlightControl
c10b4fb129 Fix problem with an end statement that is too much in Task_CARGO.lua 2017-05-26 07:53:40 +02:00
Wingthor
e025b6b407 Merge pull request #537 from FlightControl-Master/baluballa
Added posibilty to SetSmokeColor on Cargo
2017-05-25 11:14:22 +02:00
Wingthor
10f12e4ead Changed algo for starting smoke process 2017-05-25 10:28:04 +02:00
Wingthor
3c71af48ee Added A space to test syncing 2017-05-25 10:02:53 +02:00
Sven Van de Velde
daa68cb110 Merge pull request #542 from FlightControl-Master/541-fix-radio-loop
set default value for Loop
2017-05-25 08:52:53 +02:00
FlightControl
72ccd7c6ea Cleanup 2017-05-25 08:23:34 +02:00
FlightControl
e23fd20d69 Moved moose.lua to the root of the repository 2017-05-25 08:22:18 +02:00
Sven Van de Velde
10b49b4a15 Merge pull request #547 from FlightControl-Master/546-Fix-Coordinates
Fixed error as reported in #546
2017-05-25 07:56:21 +02:00
FlightControl
bcae1bbd89 Fixed some stuff 2017-05-25 07:44:27 +02:00
FlightControl
624a4aa70a Planned task removal for A2G areas that have no targets anymore. 2017-05-24 12:58:14 +02:00
FlightControl
0702057f47 Only remove planned tasks 2017-05-24 12:07:49 +02:00
FlightControl
89371378b7 Fixed non removal of Planned Tasks 2017-05-24 11:49:03 +02:00
FlightControl
f3b49ecc0a Fixed the removal of obscolete planned tasks 2017-05-24 07:14:40 +02:00
FlightControl
fb1e9972a5 Documentation 2017-05-23 22:20:29 +02:00
FlightControl
f6a26e3723 trace 2017-05-23 22:17:38 +02:00
Sven Van de Velde
26027245f0 Merge pull request #545 from FlightControl-Master/419-A2A-Tasking
419 a2a tasking
2017-05-23 20:04:05 +02:00
FlightControl
a66529d482 ENGAGE task is working now
-- Also the switching between INTERCEPT and ENGAGE (players move in and
out of proximity), is working now !!!
2017-05-23 20:02:58 +02:00
FlightControl
bbb086ae6b Merge remote-tracking branch 'refs/remotes/origin/master' into 419-A2A-Tasking 2017-05-23 14:01:50 +02:00
Sven Van de Velde
4ed387cc6b Merge pull request #544 from FlightControl-Master/419-A2A-Tasking
ENGAGE A2A Task Type
2017-05-23 13:53:34 +02:00
FlightControl
b88c6b5f6c Merge remote-tracking branch 'refs/remotes/origin/master' into 419-A2A-Tasking 2017-05-23 13:52:40 +02:00
FlightControl
30ae32e539 Got ENGAGE A2A task type working. 2017-05-23 13:51:47 +02:00
Sven Van de Velde
e42ea47ea8 Merge pull request #543 from FlightControl-Master/419-A2A-Tasking
419 a2a tasking
2017-05-23 11:51:18 +02:00
FlightControl
96f7a79f3a Working INTERCEPT! 2017-05-23 11:50:28 +02:00
Wingthor
6378cbc0ee Changed the structure
Change the structure, took away the nil value error when calling the
setter. How ever color is not set proper, or turns out false
2017-05-23 01:24:39 +02:00
Delta-99
f3a5b735d6 set default value for Loop
Set the default value for loop. If not set Broadcast generates an error.
2017-05-22 15:38:24 -04:00
Wingthor
473735dcd7 Changed the code to support Moose Color Enumeration 2017-05-22 14:37:21 +02:00
FlightControl
220edef653 Merge remote-tracking branch 'refs/remotes/origin/master' into 419-A2A-Tasking 2017-05-22 12:22:34 +02:00
Sven Van de Velde
2619fe814a Merge pull request #540 from FlightControl-Master/419-A2A-Tasking
419 a2a tasking
2017-05-22 12:18:22 +02:00
FlightControl
599f31dfae Final tests done, publishing 2017-05-22 12:17:18 +02:00
FlightControl
8ab12e5e9a Progress 2017-05-22 10:59:19 +02:00
FlightControl
314032ba3d Progress 2017-05-22 09:54:07 +02:00
FlightControl
961658ee9a Small Fix 2017-05-20 22:07:36 +02:00
FlightControl
2b0fcd3426 Progress 2017-05-20 22:04:44 +02:00
Wingthor
824431ae94 Found a few error in my code, still does not work 2017-05-20 17:09:14 +02:00
FlightControl
923ea597ec Updates 2017-05-20 16:41:45 +02:00
Wingthor
9112d6cc6e Added posibilty to SetSmokeColor on Cargo
Someting is wrong with the setter, when calling it, it seems to be nil.
Need som advice
2017-05-20 16:36:12 +02:00
FlightControl
ece08e5e37 Got something working with these coordinates 2017-05-20 16:32:56 +02:00
FlightControl
96fdf72400 Progress implementing teh SETTINGS class and coordinates per Controllable of the player 2017-05-20 13:32:21 +02:00
FlightControl
5fd4f96fc8 Merge remote-tracking branch 'refs/remotes/origin/master' into 419-A2A-Tasking 2017-05-20 10:38:29 +02:00
FlightControl
13449cc9ee Progress designing system settings 2017-05-20 08:48:57 +02:00
Sven Van de Velde
eab81a2bf9 Merge pull request #534 from FlightControl-Master/419-A2A-Tasking
419 a2a tasking
2017-05-18 21:19:48 +02:00
FlightControl
264cf69a6f A2A_Dispatcher is ready, i think 2017-05-18 21:18:40 +02:00
FlightControl
0e9caf2d3f Merge remote-tracking branch 'refs/remotes/origin/master-release-prep' 2017-05-18 21:09:44 +02:00
FlightControl
45429c8f2a Dynamic 2017-05-18 21:08:53 +02:00
FlightControl
312007b51c Progress 2017-05-18 20:53:15 +02:00
FlightControl
3106f62709 Progress 2017-05-18 16:26:31 +02:00
FlightControl
48595e1282 Merge remote-tracking branch 'refs/remotes/origin/master' into 419-A2A-Tasking
# Conflicts:
#	Moose Mission Setup/Moose.lua
2017-05-18 14:20:23 +02:00
FlightControl
ee20d91a5e Merge remote-tracking branch 'refs/remotes/origin/master-release-prep' 2017-05-18 14:17:07 +02:00
FlightControl
9abc4f9725 INTERCEPT logic working 2017-05-18 13:26:25 +02:00
FlightControl
cc064c95b1 Merge remote-tracking branch 'refs/remotes/origin/master' into 419-A2A-Tasking
# Conflicts:
#	Moose Mission Setup/Moose.lua
2017-05-18 12:22:09 +02:00
FlightControl
1f2e3d6514 Removed moose.lua 2017-05-18 10:07:28 +02:00
FlightControl
71566e3a53 Merge remote-tracking branch 'refs/remotes/origin/master-release-prep' 2017-05-18 10:04:34 +02:00
FlightControl
4b62fbd497 First A2A class 2017-05-17 19:12:39 +02:00
FlightControl
b96628eba8 Release notes 2017-05-17 10:27:38 +02:00
597 changed files with 133563 additions and 12425 deletions

1
.gitignore vendored
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@@ -221,4 +221,3 @@ _gsdata_/
.gitattributes
.gitignore
Moose Test Missions/MOOSE_Test_Template.miz
Moose.lua

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@@ -4,5 +4,6 @@
<listEntry value="org.eclipse.ui.externaltools.launchGroup"/>
</listAttribute>
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_LOCATION" value="${workspace_loc:/Moose_Framework/Utils/GenerateDocumentations.bat}"/>
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_TOOL_ARGUMENTS" value="*.lua"/>
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_WORKING_DIRECTORY" value="${workspace_loc:/Moose_Framework/Utils}"/>
</launchConfiguration>

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@@ -3,7 +3,7 @@
<listAttribute key="org.eclipse.debug.ui.favoriteGroups">
<listEntry value="org.eclipse.ui.externaltools.launchGroup"/>
</listAttribute>
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_LOCATION" value="${workspace_loc:/Moose_Framework/Utils/luarocks/lua5.1.exe}"/>
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_LOCATION" value="${workspace_loc:/Moose_Framework/Utils/Generate_Moose.bat}"/>
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_TOOL_ARGUMENTS" value="&quot;Moose_Create.lua&quot; &#13;&#10;&quot;D&quot;&#13;&#10;&quot;${current_date}&quot; &#13;&#10;&quot;${workspace_loc:/Moose_Framework//Moose Development/Moose}&quot; &#13;&#10;&quot;${workspace_loc:/Moose_Framework/Moose Mission Setup}&quot;"/>
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_WORKING_DIRECTORY" value="${workspace_loc:/Moose_Framework/Moose Mission Setup}"/>
</launchConfiguration>

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@@ -3,7 +3,7 @@
<listAttribute key="org.eclipse.debug.ui.favoriteGroups">
<listEntry value="org.eclipse.ui.externaltools.launchGroup"/>
</listAttribute>
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_LOCATION" value="${workspace_loc:/Moose_Framework/Utils/luarocks/lua5.1.exe}"/>
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_LOCATION" value="${workspace_loc:/Moose_Framework/Utils/Generate_Moose.bat}"/>
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_TOOL_ARGUMENTS" value="&quot;Moose_Create.lua&quot; &#13;&#10;&quot;S&quot;&#13;&#10;&quot;${current_date}&quot; &#13;&#10;&quot;${workspace_loc:/Moose_Framework//Moose Development/Moose}&quot; &#13;&#10;&quot;${workspace_loc:/Moose_Framework/Moose Mission Setup}&quot;"/>
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_WORKING_DIRECTORY" value="${workspace_loc:/Moose_Framework/Moose Mission Setup}"/>
</launchConfiguration>

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@@ -0,0 +1,739 @@
--- **AI** -- **AI A2A Air Patrolling or Staging.**
--
-- ====
--
-- ### Author: **Sven Van de Velde (FlightControl)**
-- ### Contributions:
--
-- * **[Dutch_Baron](https://forums.eagle.ru/member.php?u=112075)**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Testing and API concept review.
--
-- ====
--
-- @module AI_A2A
--BASE:TraceClass("AI_A2A")
--- @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.
--
--
-- ## AI_A2A constructor
--
-- * @{#AI_A2A.New}(): Creates a new AI_A2A object.
--
-- ## 2. AI_A2A is a FSM
--
-- ![Process](..\Presentations\AI_PATROL\Dia2.JPG)
--
-- ### 2.1. AI_A2A States
--
-- * **None** ( Group ): The process is not started yet.
-- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone.
-- * **Returning** ( Group ): The AI is returning to Base.
-- * **Stopped** ( Group ): The process is stopped.
-- * **Crashed** ( Group ): The AI has crashed or is dead.
--
-- ### 2.2. AI_A2A Events
--
-- * **Start** ( Group ): Start the process.
-- * **Stop** ( Group ): Stop the process.
-- * **Route** ( Group ): Route the AI to a new random 3D point within the Patrol Zone.
-- * **RTB** ( Group ): Route the AI to the home base.
-- * **Detect** ( Group ): The AI is detecting targets.
-- * **Detected** ( Group ): The AI has detected new targets.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
--
-- ## 3. Set or Get the AI controllable
--
-- * @{#AI_A2A.SetControllable}(): Set the AIControllable.
-- * @{#AI_A2A.GetControllable}(): Get the AIControllable.
--
-- @field #AI_A2A
AI_A2A = {
ClassName = "AI_A2A",
}
--- Creates a new AI_A2A object
-- @param #AI_A2A self
-- @param Wrapper.Group#GROUP AIGroup The GROUP object to receive the A2A Process.
-- @return #AI_A2A
function AI_A2A:New( AIGroup )
-- Inherits from BASE
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- #AI_A2A
self:SetControllable( AIGroup )
self:SetFuelThreshold( .2, 60 )
self:SetDamageThreshold( 0.4 )
self:SetDisengageRadius( 70000 )
self:SetStartState( "Stopped" )
self:AddTransition( "*", "Start", "Started" )
--- Start Handler OnBefore for AI_A2A
-- @function [parent=#AI_A2A] OnBeforeStart
-- @param #AI_A2A self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- Start Handler OnAfter for AI_A2A
-- @function [parent=#AI_A2A] OnAfterStart
-- @param #AI_A2A self
-- @param #string From
-- @param #string Event
-- @param #string To
--- Start Trigger for AI_A2A
-- @function [parent=#AI_A2A] Start
-- @param #AI_A2A self
--- Start Asynchronous Trigger for AI_A2A
-- @function [parent=#AI_A2A] __Start
-- @param #AI_A2A self
-- @param #number Delay
self:AddTransition( "*", "Stop", "Stopped" )
--- OnLeave Transition Handler for State Stopped.
-- @function [parent=#AI_A2A] OnLeaveStopped
-- @param #AI_A2A 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_A2A] OnEnterStopped
-- @param #AI_A2A 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_A2A] OnBeforeStop
-- @param #AI_A2A 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_A2A] OnAfterStop
-- @param #AI_A2A 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_A2A] Stop
-- @param #AI_A2A self
--- Asynchronous Event Trigger for Event Stop.
-- @function [parent=#AI_A2A] __Stop
-- @param #AI_A2A self
-- @param #number Delay The delay in seconds.
self:AddTransition( "*", "Status", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A.
--- OnBefore Transition Handler for Event Status.
-- @function [parent=#AI_A2A] OnBeforeStatus
-- @param #AI_A2A 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_A2A] OnAfterStatus
-- @param #AI_A2A 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_A2A] Status
-- @param #AI_A2A self
--- Asynchronous Event Trigger for Event Status.
-- @function [parent=#AI_A2A] __Status
-- @param #AI_A2A self
-- @param #number Delay The delay in seconds.
self:AddTransition( "*", "RTB", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A.
--- OnBefore Transition Handler for Event RTB.
-- @function [parent=#AI_A2A] OnBeforeRTB
-- @param #AI_A2A 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_A2A] OnAfterRTB
-- @param #AI_A2A 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_A2A] RTB
-- @param #AI_A2A self
--- Asynchronous Event Trigger for Event RTB.
-- @function [parent=#AI_A2A] __RTB
-- @param #AI_A2A self
-- @param #number Delay The delay in seconds.
--- OnLeave Transition Handler for State Returning.
-- @function [parent=#AI_A2A] OnLeaveReturning
-- @param #AI_A2A 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_A2A] OnEnterReturning
-- @param #AI_A2A 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_A2A
-- @function [parent=#AI_A2A] OnBeforeRefuel
-- @param #AI_A2A 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_A2A
-- @function [parent=#AI_A2A] OnAfterRefuel
-- @param #AI_A2A 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_A2A
-- @function [parent=#AI_A2A] Refuel
-- @param #AI_A2A self
--- Refuel Asynchronous Trigger for AI_A2A
-- @function [parent=#AI_A2A] __Refuel
-- @param #AI_A2A 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_A2A:SetDispatcher( Dispatcher )
self.Dispatcher = Dispatcher
end
function AI_A2A:GetDispatcher()
return self.Dispatcher
end
function AI_A2A: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_A2A:ClearTargetDistance()
self.TargetDistance = nil
self.ClosestTargetDistance = nil
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.
-- @return #AI_A2A self
function AI_A2A:SetSpeed( PatrolMinSpeed, PatrolMaxSpeed )
self:F2( { PatrolMinSpeed, PatrolMaxSpeed } )
self.PatrolMinSpeed = PatrolMinSpeed
self.PatrolMaxSpeed = PatrolMaxSpeed
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.
-- @return #AI_A2A self
function AI_A2A:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude )
self:F2( { PatrolFloorAltitude, PatrolCeilingAltitude } )
self.PatrolFloorAltitude = PatrolFloorAltitude
self.PatrolCeilingAltitude = PatrolCeilingAltitude
end
--- Sets the home airbase.
-- @param #AI_A2A self
-- @param Wrapper.Airbase#AIRBASE HomeAirbase
-- @return #AI_A2A self
function AI_A2A:SetHomeAirbase( HomeAirbase )
self:F2( { HomeAirbase } )
self.HomeAirbase = HomeAirbase
end
--- Sets to refuel at the given tanker.
-- @param #AI_A2A self
-- @param Wrapper.Group#GROUP TankerName The group name of the tanker as defined within the Mission Editor or spawned.
-- @return #AI_A2A self
function AI_A2A: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_A2A self
-- @param #number DisengageRadius The disengage range.
-- @return #AI_A2A self
function AI_A2A:SetDisengageRadius( DisengageRadius )
self:F2( { DisengageRadius } )
self.DisengageRadius = DisengageRadius
end
--- Set the status checking off.
-- @param #AI_A2A self
-- @return #AI_A2A self
function AI_A2A: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_A2A.
-- Once the time is finished, the old AI will return to the base.
-- @param #AI_A2A self
-- @param #number PatrolFuelThresholdPercentage The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
-- @param #number PatrolOutOfFuelOrbitTime The amount of seconds the out of fuel AIControllable will orbit before returning to the base.
-- @return #AI_A2A self
function AI_A2A:SetFuelThreshold( PatrolFuelThresholdPercentage, PatrolOutOfFuelOrbitTime )
self.PatrolManageFuel = true
self.PatrolFuelThresholdPercentage = PatrolFuelThresholdPercentage
self.PatrolOutOfFuelOrbitTime = PatrolOutOfFuelOrbitTime
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_A2A self
-- @param #number PatrolDamageThreshold The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.
-- @return #AI_A2A self
function AI_A2A: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_A2A self
-- @return #AI_A2A 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_A2A:onafterStart( Controllable, From, Event, To )
self:F2()
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_A2A self
function AI_A2A:onbeforeStatus()
return self.CheckStatus
end
--- @param #AI_A2A self
function AI_A2A:onafterStatus()
self:F( " Checking Status" )
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() )
self:F({DistanceFromHomeBase=DistanceFromHomeBase})
if DistanceFromHomeBase > self.DisengageRadius then
self:E( self.Controllable:GetName() .. " is too far from home base, RTB!" )
self:Hold( 300 )
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
if not self:Is( "Fuel" ) and not self:Is( "Home" ) then
local Fuel = self.Controllable:GetFuel()
self:F({Fuel=Fuel})
if Fuel < self.PatrolFuelThresholdPercentage 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.PatrolOutOfFuelOrbitTime,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()
self:F( { Damage = Damage, InitialLife = InitialLife, DamageThreshold = self.PatrolDamageThreshold } )
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.
if self.Controllable:HasTask() == false then
if not self:Is( "Started" ) and
not self:Is( "Stopped" ) and
not self:Is( "Home" ) then
if self.IdleCount >= 2 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
self:__Status( 10 )
end
end
--- @param Wrapper.Group#GROUP AIGroup
function AI_A2A.RTBRoute( AIGroup, Fsm )
AIGroup:F( { "AI_A2A.RTBRoute:", AIGroup:GetName() } )
if AIGroup:IsAlive() then
Fsm:__RTB( 0.5 )
end
end
--- @param Wrapper.Group#GROUP AIGroup
function AI_A2A.RTBHold( AIGroup, Fsm )
AIGroup:F( { "AI_A2A.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_A2A self
-- @param Wrapper.Group#GROUP AIGroup
function AI_A2A: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.PatrolMinSpeed, self.PatrolMaxSpeed )
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
)
self:F( { Angle = ToAirbaseAngle, ToTargetSpeed = ToTargetSpeed } )
self:T2( { self.MinSpeed, self.MaxSpeed, ToTargetSpeed } )
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_A2A.RTBRoute", self )
EngageRoute[#EngageRoute].task = AIGroup:TaskCombo( Tasks )
--- NOW ROUTE THE GROUP!
AIGroup:Route( EngageRoute, 0.5 )
end
end
--- @param #AI_A2A self
-- @param Wrapper.Group#GROUP AIGroup
function AI_A2A: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_A2A self
-- @param Wrapper.Group#GROUP AIGroup
function AI_A2A: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_A2A.RTBHold", self )
local OrbitHoldTask = AIGroup:TaskOrbitCircle( 4000, self.PatrolMinSpeed )
--AIGroup:SetState( AIGroup, "AI_A2A", self )
AIGroup:SetTask( AIGroup:TaskCombo( { TimedOrbitTask, RTBTask, OrbitHoldTask } ), 1 )
end
end
--- @param Wrapper.Group#GROUP AIGroup
function AI_A2A.Resume( AIGroup, Fsm )
AIGroup:F( { "AI_A2A.Resume:", AIGroup:GetName() } )
if AIGroup:IsAlive() then
Fsm:__RTB( 0.5 )
end
end
--- @param #AI_A2A self
-- @param Wrapper.Group#GROUP AIGroup
function AI_A2A: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_A2A self
function AI_A2A:onafterDead()
self:SetStatusOff()
end
--- @param #AI_A2A self
-- @param Core.Event#EVENTDATA EventData
function AI_A2A: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_A2A self
-- @param Core.Event#EVENTDATA EventData
function AI_A2A:OnEjection( EventData )
if self.Controllable:IsAlive() and EventData.IniDCSGroupName == self.Controllable:GetName() then
self:__Eject( 1, EventData )
end
end
--- @param #AI_A2A self
-- @param Core.Event#EVENTDATA EventData
function AI_A2A:OnPilotDead( EventData )
if self.Controllable:IsAlive() and EventData.IniDCSGroupName == self.Controllable:GetName() then
self:__PilotDead( 1, EventData )
end
end

View File

@@ -0,0 +1,508 @@
--- **AI** -- **Execute Combat Air Patrol (CAP).**
--
-- ![Banner Image](..\Presentations\AI_CAP\Dia1.JPG)
--
-- ===
--
-- AI CAP classes makes AI Groups execute a Combat Air Patrol.
--
-- There are the following types of CAP classes defined:
--
-- * @{#AI_A2A_CAP}: Perform a CAP in a zone.
--
-- ====
--
-- ### Author: **Sven Van de Velde (FlightControl)**
--
-- ### Contributions:
--
-- * **[Quax](https://forums.eagle.ru/member.php?u=90530)**: Concept, Advice & Testing.
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Concept, Advice & Testing.
-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision.
-- * **[Whisper](http://forums.eagle.ru/member.php?u=3829): Testing.
-- * **[Delta99](https://forums.eagle.ru/member.php?u=125166): Testing.
--
-- ====
--
-- @module AI_A2A_Cap
--BASE:TraceClass("AI_A2A_CAP")
--- @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}
-- 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.
--
-- ![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_A2A_CAP constructor
--
-- * @{#AI_A2A_CAP.New}(): Creates a new AI_A2A_CAP object.
--
-- ## 2. AI_A2A_CAP is a FSM
--
-- ![Process](..\Presentations\AI_CAP\Dia2.JPG)
--
-- ### 2.1 AI_A2A_CAP 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_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_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.
-- * **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_CAP#AI_A2A_CAP.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_Cap#AI_A2A_CAP.SetEngageZone}() to define that Zone.
--
-- ===
--
-- @field #AI_A2A_CAP
AI_A2A_CAP = {
ClassName = "AI_A2A_CAP",
}
--- Creates a new AI_A2A_CAP object
-- @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
-- @return #AI_A2A_CAP
function AI_A2A_CAP:New( AICap, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageMinSpeed, EngageMaxSpeed, PatrolAltType )
-- Inherits from BASE
local self = BASE:Inherit( self, AI_A2A_PATROL:New( AICap, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) ) -- #AI_A2A_CAP
self.Accomplished = false
self.Engaging = false
self.EngageMinSpeed = EngageMinSpeed
self.EngageMaxSpeed = EngageMaxSpeed
self:AddTransition( { "Patrolling", "Engaging", "Returning", "Airborne" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_CAP.
--- OnBefore Transition Handler for Event Engage.
-- @function [parent=#AI_A2A_CAP] OnBeforeEngage
-- @param #AI_A2A_CAP self
-- @param Wrapper.Group#GROUP AICap 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_A2A_CAP] OnAfterEngage
-- @param #AI_A2A_CAP self
-- @param Wrapper.Group#GROUP AICap 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_A2A_CAP] Engage
-- @param #AI_A2A_CAP self
--- Asynchronous Event Trigger for Event Engage.
-- @function [parent=#AI_A2A_CAP] __Engage
-- @param #AI_A2A_CAP self
-- @param #number Delay The delay in seconds.
--- OnLeave Transition Handler for State Engaging.
-- @function [parent=#AI_A2A_CAP] OnLeaveEngaging
-- @param #AI_A2A_CAP self
-- @param Wrapper.Group#GROUP AICap 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_A2A_CAP] OnEnterEngaging
-- @param #AI_A2A_CAP self
-- @param Wrapper.Group#GROUP AICap 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_A2A_CAP.
--- OnBefore Transition Handler for Event Fired.
-- @function [parent=#AI_A2A_CAP] OnBeforeFired
-- @param #AI_A2A_CAP self
-- @param Wrapper.Group#GROUP AICap 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_A2A_CAP] OnAfterFired
-- @param #AI_A2A_CAP self
-- @param Wrapper.Group#GROUP AICap 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_A2A_CAP] Fired
-- @param #AI_A2A_CAP self
--- Asynchronous Event Trigger for Event Fired.
-- @function [parent=#AI_A2A_CAP] __Fired
-- @param #AI_A2A_CAP self
-- @param #number Delay The delay in seconds.
self:AddTransition( "*", "Destroy", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_CAP.
--- OnBefore Transition Handler for Event Destroy.
-- @function [parent=#AI_A2A_CAP] OnBeforeDestroy
-- @param #AI_A2A_CAP self
-- @param Wrapper.Group#GROUP AICap 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_A2A_CAP] OnAfterDestroy
-- @param #AI_A2A_CAP self
-- @param Wrapper.Group#GROUP AICap 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_A2A_CAP] Destroy
-- @param #AI_A2A_CAP self
--- Asynchronous Event Trigger for Event Destroy.
-- @function [parent=#AI_A2A_CAP] __Destroy
-- @param #AI_A2A_CAP self
-- @param #number Delay The delay in seconds.
self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_CAP.
--- OnBefore Transition Handler for Event Abort.
-- @function [parent=#AI_A2A_CAP] OnBeforeAbort
-- @param #AI_A2A_CAP self
-- @param Wrapper.Group#GROUP AICap 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_A2A_CAP] OnAfterAbort
-- @param #AI_A2A_CAP self
-- @param Wrapper.Group#GROUP AICap 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_A2A_CAP] Abort
-- @param #AI_A2A_CAP self
--- Asynchronous Event Trigger for Event Abort.
-- @function [parent=#AI_A2A_CAP] __Abort
-- @param #AI_A2A_CAP self
-- @param #number Delay The delay in seconds.
self:AddTransition( "Engaging", "Accomplish", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_CAP.
--- OnBefore Transition Handler for Event Accomplish.
-- @function [parent=#AI_A2A_CAP] OnBeforeAccomplish
-- @param #AI_A2A_CAP self
-- @param Wrapper.Group#GROUP AICap 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_A2A_CAP] OnAfterAccomplish
-- @param #AI_A2A_CAP self
-- @param Wrapper.Group#GROUP AICap 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_A2A_CAP] Accomplish
-- @param #AI_A2A_CAP self
--- Asynchronous Event Trigger for Event Accomplish.
-- @function [parent=#AI_A2A_CAP] __Accomplish
-- @param #AI_A2A_CAP self
-- @param #number Delay The delay in seconds.
return self
end
--- onafter State Transition for Event Patrol.
-- @param #AI_A2A_GCI 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 )
AICap:HandleEvent( EVENTS.Takeoff, nil, self )
end
--- Set the Engage Zone which defines where the AI will engage bogies.
-- @param #AI_A2A_CAP self
-- @param Core.Zone#ZONE EngageZone The zone where the AI is performing CAP.
-- @return #AI_A2A_CAP self
function AI_A2A_CAP:SetEngageZone( EngageZone )
self:F2()
if EngageZone then
self.EngageZone = EngageZone
else
self.EngageZone = nil
end
end
--- Set the Engage Range when the AI will engage with airborne enemies.
-- @param #AI_A2A_CAP self
-- @param #number EngageRange The Engage Range.
-- @return #AI_A2A_CAP self
function AI_A2A_CAP:SetEngageRange( EngageRange )
self:F2()
if EngageRange then
self.EngageRange = EngageRange
else
self.EngageRange = nil
end
end
--- onafter State Transition for Event Patrol.
-- @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:onafterPatrol( AICap, From, Event, To )
-- Call the parent Start event handler
self:GetParent(self).onafterPatrol( self, AICap, From, Event, To )
self:HandleEvent( EVENTS.Dead )
end
-- todo: need to fix this global function
--- @param Wrapper.Group#GROUP AICap
function AI_A2A_CAP.AttackRoute( AICap, Fsm )
AICap:F( { "AI_A2A_CAP.AttackRoute:", AICap:GetName() } )
if AICap:IsAlive() then
Fsm:__Engage( 0.5 )
end
end
--- @param #AI_A2A_CAP self
-- @param Wrapper.Group#GROUP AICap 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_A2A_CAP:onbeforeEngage( AICap, From, Event, To )
if self.Accomplished == true then
return false
end
end
--- @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:onafterAbort( AICap, From, Event, To )
AICap:ClearTasks()
self:__Route( 0.5 )
end
--- @param #AI_A2A_CAP self
-- @param Wrapper.Group#GROUP AICap The AICap 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_A2A_CAP:onafterEngage( AICap, From, Event, To, AttackSetUnit )
self:F( { AICap, From, Event, To, AttackSetUnit} )
self.AttackSetUnit = AttackSetUnit or self.AttackSetUnit -- Core.Set#SET_UNIT
local FirstAttackUnit = self.AttackSetUnit:GetFirst() -- Wrapper.Unit#UNIT
if FirstAttackUnit and FirstAttackUnit:IsAlive() then -- If there is no attacker anymore, stop the engagement.
if AICap:IsAlive() then
local EngageRoute = {}
--- Calculate the target route point.
local CurrentCoord = AICap:GetCoordinate()
local ToTargetCoord = self.AttackSetUnit:GetFirst():GetCoordinate()
local ToTargetSpeed = math.random( self.EngageMinSpeed, self.EngageMaxSpeed )
local ToInterceptAngle = CurrentCoord:GetAngleDegrees( CurrentCoord:GetDirectionVec3( ToTargetCoord ) )
--- Create a route point of type air.
local ToPatrolRoutePoint = CurrentCoord:Translate( 5000, ToInterceptAngle ):WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
ToTargetSpeed,
true
)
self:F( { Angle = ToInterceptAngle, ToTargetSpeed = ToTargetSpeed } )
self:T2( { self.MinSpeed, self.MaxSpeed, ToTargetSpeed } )
EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint
EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint
local AttackTasks = {}
for AttackUnitID, AttackUnit in pairs( self.AttackSetUnit:GetSet() ) do
local AttackUnit = AttackUnit -- Wrapper.Unit#UNIT
self:T( { "Attacking Unit:", AttackUnit:GetName(), AttackUnit:IsAlive(), AttackUnit:IsAir() } )
if AttackUnit:IsAlive() and AttackUnit:IsAir() then
AttackTasks[#AttackTasks+1] = AICap:TaskAttackUnit( AttackUnit )
end
end
if #AttackTasks == 0 then
self:E("No targets found -> Going back to Patrolling")
self:__Abort( 0.5 )
else
AICap:OptionROEOpenFire()
AICap:OptionROTEvadeFire()
AttackTasks[#AttackTasks+1] = AICap:TaskFunction( "AI_A2A_CAP.AttackRoute", self )
EngageRoute[#EngageRoute].task = AICap:TaskCombo( AttackTasks )
end
AICap:Route( EngageRoute, 0.5 )
end
else
self:E("No targets found -> Going back to Patrolling")
self:__Abort( 0.5 )
end
end
--- @param #AI_A2A_CAP self
-- @param Wrapper.Group#GROUP AICap 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_A2A_CAP:onafterAccomplish( AICap, From, Event, To )
self.Accomplished = true
self:SetDetectionOff()
end
--- @param #AI_A2A_CAP self
-- @param Wrapper.Group#GROUP AICap 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_A2A_CAP:onafterDestroy( AICap, From, Event, To, EventData )
if EventData.IniUnit then
self.AttackUnits[EventData.IniUnit] = nil
end
end
--- @param #AI_A2A_CAP self
-- @param Core.Event#EVENTDATA EventData
function AI_A2A_CAP: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
--- @param Wrapper.Group#GROUP AICap
function AI_A2A_CAP.Resume( AICap )
AICap:F( { "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 )
end
end

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--- **AI** -- **Execute Ground Controlled Interception (GCI).**
--
-- ![Banner Image](..\Presentations\AI_GCI\Dia1.JPG)
--
-- ===
--
-- AI A2A_INTEREPT class makes AI Groups execute an Intercept.
--
-- There are the following types of GCI classes defined:
--
-- * @{#AI_A2A_GCI}: Perform a GCI in a zone.
--
-- ====
--
-- ### Author: **Sven Van de Velde (FlightControl)**
--
-- ### Contributions:
--
-- ====
--
-- @module AI_A2A_GCI
--BASE:TraceClass("AI_A2A_GCI")
--- @type AI_A2A_GCI
-- @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.
--
-- ![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.
--
-- ![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_A2A_GCI constructor
--
-- * @{#AI_A2A_GCI.New}(): Creates a new AI_A2A_GCI object.
--
-- ## 2. AI_A2A_GCI is a FSM
--
-- ![Process](..\Presentations\AI_GCI\Dia2.JPG)
--
-- ### 2.1 AI_A2A_GCI 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_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_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.
-- * **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_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_GCI#AI_A2A_GCI.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_Cap#AI_A2A_GCI.SetEngageZone}() to define that Zone.
--
-- ===
--
-- @field #AI_A2A_GCI
AI_A2A_GCI = {
ClassName = "AI_A2A_GCI",
}
--- Creates a new AI_A2A_GCI object
-- @param #AI_A2A_GCI self
-- @param Wrapper.Group#GROUP AIIntercept
-- @return #AI_A2A_GCI
function AI_A2A_GCI:New( AIIntercept, EngageMinSpeed, EngageMaxSpeed )
-- Inherits from BASE
local self = BASE:Inherit( self, AI_A2A:New( AIIntercept ) ) -- #AI_A2A_GCI
self.Accomplished = false
self.Engaging = false
self.EngageMinSpeed = EngageMinSpeed
self.EngageMaxSpeed = EngageMaxSpeed
self.PatrolMinSpeed = EngageMinSpeed
self.PatrolMaxSpeed = EngageMaxSpeed
self.PatrolAltType = "RADIO"
self:AddTransition( { "Started", "Engaging", "Returning", "Airborne" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_GCI.
--- OnBefore Transition Handler for Event Engage.
-- @function [parent=#AI_A2A_GCI] OnBeforeEngage
-- @param #AI_A2A_GCI self
-- @param Wrapper.Group#GROUP AIIntercept 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_A2A_GCI] OnAfterEngage
-- @param #AI_A2A_GCI self
-- @param Wrapper.Group#GROUP AIIntercept 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_A2A_GCI] Engage
-- @param #AI_A2A_GCI self
--- Asynchronous Event Trigger for Event Engage.
-- @function [parent=#AI_A2A_GCI] __Engage
-- @param #AI_A2A_GCI self
-- @param #number Delay The delay in seconds.
--- OnLeave Transition Handler for State Engaging.
-- @function [parent=#AI_A2A_GCI] OnLeaveEngaging
-- @param #AI_A2A_GCI self
-- @param Wrapper.Group#GROUP AIIntercept 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_A2A_GCI] OnEnterEngaging
-- @param #AI_A2A_GCI self
-- @param Wrapper.Group#GROUP AIIntercept 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_A2A_GCI.
--- OnBefore Transition Handler for Event Fired.
-- @function [parent=#AI_A2A_GCI] OnBeforeFired
-- @param #AI_A2A_GCI self
-- @param Wrapper.Group#GROUP AIIntercept 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_A2A_GCI] OnAfterFired
-- @param #AI_A2A_GCI self
-- @param Wrapper.Group#GROUP AIIntercept 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_A2A_GCI] Fired
-- @param #AI_A2A_GCI self
--- Asynchronous Event Trigger for Event Fired.
-- @function [parent=#AI_A2A_GCI] __Fired
-- @param #AI_A2A_GCI self
-- @param #number Delay The delay in seconds.
self:AddTransition( "*", "Destroy", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_GCI.
--- OnBefore Transition Handler for Event Destroy.
-- @function [parent=#AI_A2A_GCI] OnBeforeDestroy
-- @param #AI_A2A_GCI self
-- @param Wrapper.Group#GROUP AIIntercept 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_A2A_GCI] OnAfterDestroy
-- @param #AI_A2A_GCI self
-- @param Wrapper.Group#GROUP AIIntercept 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_A2A_GCI] Destroy
-- @param #AI_A2A_GCI self
--- Asynchronous Event Trigger for Event Destroy.
-- @function [parent=#AI_A2A_GCI] __Destroy
-- @param #AI_A2A_GCI self
-- @param #number Delay The delay in seconds.
self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_GCI.
--- OnBefore Transition Handler for Event Abort.
-- @function [parent=#AI_A2A_GCI] OnBeforeAbort
-- @param #AI_A2A_GCI self
-- @param Wrapper.Group#GROUP AIIntercept 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_A2A_GCI] OnAfterAbort
-- @param #AI_A2A_GCI self
-- @param Wrapper.Group#GROUP AIIntercept 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_A2A_GCI] Abort
-- @param #AI_A2A_GCI self
--- Asynchronous Event Trigger for Event Abort.
-- @function [parent=#AI_A2A_GCI] __Abort
-- @param #AI_A2A_GCI self
-- @param #number Delay The delay in seconds.
self:AddTransition( "Engaging", "Accomplish", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_GCI.
--- OnBefore Transition Handler for Event Accomplish.
-- @function [parent=#AI_A2A_GCI] OnBeforeAccomplish
-- @param #AI_A2A_GCI self
-- @param Wrapper.Group#GROUP AIIntercept 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_A2A_GCI] OnAfterAccomplish
-- @param #AI_A2A_GCI self
-- @param Wrapper.Group#GROUP AIIntercept 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_A2A_GCI] Accomplish
-- @param #AI_A2A_GCI self
--- Asynchronous Event Trigger for Event Accomplish.
-- @function [parent=#AI_A2A_GCI] __Accomplish
-- @param #AI_A2A_GCI self
-- @param #number Delay The delay in seconds.
return self
end
--- onafter State Transition for Event Patrol.
-- @param #AI_A2A_GCI self
-- @param Wrapper.Group#GROUP AIIntercept 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_GCI:onafterStart( AIIntercept, From, Event, To )
AIIntercept:HandleEvent( EVENTS.Takeoff, nil, self )
end
--- onafter State Transition for Event Patrol.
-- @param #AI_A2A_GCI self
-- @param Wrapper.Group#GROUP AIIntercept 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_GCI:onafterEngage( AIIntercept, From, Event, To )
self:HandleEvent( EVENTS.Dead )
end
-- todo: need to fix this global function
--- @param Wrapper.Group#GROUP AIControllable
function AI_A2A_GCI.InterceptRoute( AIIntercept, Fsm )
AIIntercept:F( { "AI_A2A_GCI.InterceptRoute:", AIIntercept:GetName() } )
if AIIntercept:IsAlive() then
Fsm:__Engage( 0.5 )
--local Task = AIIntercept:TaskOrbitCircle( 4000, 400 )
--AIIntercept:SetTask( Task )
end
end
--- @param #AI_A2A_GCI self
-- @param Wrapper.Group#GROUP AIIntercept 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_A2A_GCI:onbeforeEngage( AIIntercept, From, Event, To )
if self.Accomplished == true then
return false
end
end
--- @param #AI_A2A_GCI self
-- @param Wrapper.Group#GROUP AIIntercept 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_GCI:onafterAbort( AIIntercept, From, Event, To )
AIIntercept:ClearTasks()
self:Return()
self:__RTB( 0.5 )
end
--- @param #AI_A2A_GCI self
-- @param Wrapper.Group#GROUP AIIntercept 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_A2A_GCI:onafterEngage( AIIntercept, From, Event, To, AttackSetUnit )
self:F( { AIIntercept, From, Event, To, AttackSetUnit} )
self.AttackSetUnit = AttackSetUnit or self.AttackSetUnit -- Core.Set#SET_UNIT
local FirstAttackUnit = self.AttackSetUnit:GetFirst()
if FirstAttackUnit and FirstAttackUnit:IsAlive() then
if AIIntercept:IsAlive() then
local EngageRoute = {}
local CurrentCoord = AIIntercept:GetCoordinate()
--- Calculate the target route point.
local CurrentCoord = AIIntercept:GetCoordinate()
local ToTargetCoord = self.AttackSetUnit:GetFirst():GetCoordinate()
self:SetTargetDistance( ToTargetCoord ) -- For RTB status check
local ToTargetSpeed = math.random( self.EngageMinSpeed, self.EngageMaxSpeed )
local ToInterceptAngle = CurrentCoord:GetAngleDegrees( CurrentCoord:GetDirectionVec3( ToTargetCoord ) )
--- Create a route point of type air.
local ToPatrolRoutePoint = CurrentCoord:Translate( 15000, ToInterceptAngle ):WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
ToTargetSpeed,
true
)
self:F( { Angle = ToInterceptAngle, ToTargetSpeed = ToTargetSpeed } )
self:F( { self.EngageMinSpeed, self.EngageMaxSpeed, ToTargetSpeed } )
EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint
EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint
local AttackTasks = {}
for AttackUnitID, AttackUnit in pairs( self.AttackSetUnit:GetSet() ) do
local AttackUnit = AttackUnit -- Wrapper.Unit#UNIT
if AttackUnit:IsAlive() and AttackUnit:IsAir() then
self:T( { "Intercepting Unit:", AttackUnit:GetName(), AttackUnit:IsAlive(), AttackUnit:IsAir() } )
AttackTasks[#AttackTasks+1] = AIIntercept:TaskAttackUnit( AttackUnit )
end
end
if #AttackTasks == 0 then
self:E("No targets found -> Going RTB")
self:Return()
self:__RTB( 0.5 )
else
AIIntercept:OptionROEOpenFire()
AIIntercept:OptionROTEvadeFire()
AttackTasks[#AttackTasks+1] = AIIntercept:TaskFunction( "AI_A2A_GCI.InterceptRoute", self )
EngageRoute[#EngageRoute].task = AIIntercept:TaskCombo( AttackTasks )
end
AIIntercept:Route( EngageRoute, 0.5 )
end
else
self:E("No targets found -> Going RTB")
self:Return()
self:__RTB( 0.5 )
end
end
--- @param #AI_A2A_GCI self
-- @param Wrapper.Group#GROUP AIIntercept 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_A2A_GCI:onafterAccomplish( AIIntercept, From, Event, To )
self.Accomplished = true
self:SetDetectionOff()
end
--- @param #AI_A2A_GCI self
-- @param Wrapper.Group#GROUP AIIntercept 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_A2A_GCI:onafterDestroy( AIIntercept, From, Event, To, EventData )
if EventData.IniUnit then
self.AttackUnits[EventData.IniUnit] = nil
end
end
--- @param #AI_A2A_GCI self
-- @param Core.Event#EVENTDATA EventData
function AI_A2A_GCI: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

View File

@@ -0,0 +1,395 @@
--- **AI** -- **Air Patrolling or Staging.**
--
-- ![Banner Image](..\Presentations\AI_PATROL\Dia1.JPG)
--
-- ===
--
-- AI PATROL classes makes AI Groups execute an Patrol.
--
-- There are the following types of PATROL classes defined:
--
-- * @{#AI_A2A_PATROL}: Perform a PATROL in a zone.
--
-- ====
--
-- # Demo Missions
--
-- ### [AI_PATROL Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/PAT%20-%20Patrolling)
--
-- ### [AI_PATROL Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/PAT%20-%20Patrolling)
--
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
--
-- ====
--
-- # YouTube Channel
--
-- ### [AI_PATROL YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl35HvYZKA6G22WMt7iI3zky)
--
-- ====
--
-- ### Author: **Sven Van de Velde (FlightControl)**
-- ### Contributions:
--
-- * **[Dutch_Baron](https://forums.eagle.ru/member.php?u=112075)**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Testing and API concept review.
--
-- ====
--
-- @module AI_A2A_Patrol
--- @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}.
--
-- ![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.
--
-- ![Process](..\Presentations\AI_PATROL\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_PATROL\Dia5.JPG)
--
-- This cycle will continue.
--
-- ![Process](..\Presentations\AI_PATROL\Dia6.JPG)
--
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
--
-- ![Process](..\Presentations\AI_PATROL\Dia9.JPG)
--
---- Note that the enemy is not engaged! To model enemy engagement, either tailor the **Detected** event, or
-- use derived AI_ classes to model AI offensive or defensive behaviour.
--
-- ![Process](..\Presentations\AI_PATROL\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_PATROL\Dia11.JPG)
--
-- ## 1. AI_A2A_PATROL constructor
--
-- * @{#AI_A2A_PATROL.New}(): Creates a new AI_A2A_PATROL object.
--
-- ## 2. AI_A2A_PATROL is a FSM
--
-- ![Process](..\Presentations\AI_PATROL\Dia2.JPG)
--
-- ### 2.1. AI_A2A_PATROL States
--
-- * **None** ( Group ): The process is not started yet.
-- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone.
-- * **Returning** ( Group ): The AI is returning to Base.
-- * **Stopped** ( Group ): The process is stopped.
-- * **Crashed** ( Group ): The AI has crashed or is dead.
--
-- ### 2.2. AI_A2A_PATROL Events
--
-- * **Start** ( Group ): Start the process.
-- * **Stop** ( Group ): Stop the process.
-- * **Route** ( Group ): Route the AI to a new random 3D point within the Patrol Zone.
-- * **RTB** ( Group ): Route the AI to the home base.
-- * **Detect** ( Group ): The AI is detecting targets.
-- * **Detected** ( Group ): The AI has detected new targets.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
--
-- ## 3. Set or Get the AI controllable
--
-- * @{#AI_A2A_PATROL.SetControllable}(): Set the AIControllable.
-- * @{#AI_A2A_PATROL.GetControllable}(): Get the AIControllable.
--
-- ## 4. Set the Speed and Altitude boundaries of the AI controllable
--
-- * @{#AI_A2A_PATROL.SetSpeed}(): Set the patrol speed boundaries of the AI, for the next patrol.
-- * @{#AI_A2A_PATROL.SetAltitude}(): Set altitude boundaries of the AI, for the next patrol.
--
-- ## 5. Manage the detection process of the AI controllable
--
-- The detection process of the AI controllable can be manipulated.
-- Detection requires an amount of CPU power, which has an impact on your mission performance.
-- Only put detection on when absolutely necessary, and the frequency of the detection can also be set.
--
-- * @{#AI_A2A_PATROL.SetDetectionOn}(): Set the detection on. The AI will detect for targets.
-- * @{#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.
--
-- 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.
-- Note that when the zone is too far away, or the AI is not heading towards the zone, or the AI is too high, no targets may be detected
-- according the weather conditions.
--
-- ## 6. Manage the "out of fuel" in the AI_A2A_PATROL
--
-- 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 AI is targetted to the AI_A2A_PATROL.
-- Once the time is finished, the old AI will return to the base.
-- Use the method @{#AI_A2A_PATROL.ManageFuel}() to have this proces in place.
--
-- ## 7. Manage "damage" behaviour of the AI in the AI_A2A_PATROL
--
-- When the AI is damaged, it is required that a new Patrol is started. However, damage cannon be foreseen early on.
-- Therefore, when the damage treshold is reached, the AI will return immediately to the home base (RTB).
-- Use the method @{#AI_A2A_PATROL.ManageDamage}() to have this proces in place.
--
-- ===
--
-- @field #AI_A2A_PATROL
AI_A2A_PATROL = {
ClassName = "AI_A2A_PATROL",
}
--- Creates a new AI_A2A_PATROL object
-- @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
-- @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.
-- PatrolZone = ZONE:New( 'PatrolZone' )
-- PatrolSpawn = SPAWN:New( 'Patrol Group' )
-- PatrolArea = AI_A2A_PATROL:New( PatrolZone, 3000, 6000, 600, 900 )
function AI_A2A_PATROL:New( AIPatrol, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
-- Inherits from BASE
local self = BASE:Inherit( self, AI_A2A:New( AIPatrol ) ) -- #AI_A2A_PATROL
self.PatrolZone = PatrolZone
self.PatrolFloorAltitude = PatrolFloorAltitude
self.PatrolCeilingAltitude = PatrolCeilingAltitude
self.PatrolMinSpeed = PatrolMinSpeed
self.PatrolMaxSpeed = PatrolMaxSpeed
-- 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_A2A_PATROL] OnBeforePatrol
-- @param #AI_A2A_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_A2A_PATROL] OnAfterPatrol
-- @param #AI_A2A_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_A2A_PATROL] Patrol
-- @param #AI_A2A_PATROL self
--- Asynchronous Event Trigger for Event Patrol.
-- @function [parent=#AI_A2A_PATROL] __Patrol
-- @param #AI_A2A_PATROL self
-- @param #number Delay The delay in seconds.
--- OnLeave Transition Handler for State Patrolling.
-- @function [parent=#AI_A2A_PATROL] OnLeavePatrolling
-- @param #AI_A2A_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_A2A_PATROL] OnEnterPatrolling
-- @param #AI_A2A_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_A2A_PATROL.
--- OnBefore Transition Handler for Event Route.
-- @function [parent=#AI_A2A_PATROL] OnBeforeRoute
-- @param #AI_A2A_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_A2A_PATROL] OnAfterRoute
-- @param #AI_A2A_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_A2A_PATROL] Route
-- @param #AI_A2A_PATROL self
--- Asynchronous Event Trigger for Event Route.
-- @function [parent=#AI_A2A_PATROL] __Route
-- @param #AI_A2A_PATROL self
-- @param #number Delay The delay in seconds.
self:AddTransition( "*", "Reset", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_PATROL.
return self
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.
-- @return #AI_A2A_PATROL self
function AI_A2A_PATROL:SetSpeed( PatrolMinSpeed, PatrolMaxSpeed )
self:F2( { PatrolMinSpeed, PatrolMaxSpeed } )
self.PatrolMinSpeed = PatrolMinSpeed
self.PatrolMaxSpeed = PatrolMaxSpeed
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.
-- @return #AI_A2A_PATROL self
function AI_A2A_PATROL:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude )
self:F2( { PatrolFloorAltitude, PatrolCeilingAltitude } )
self.PatrolFloorAltitude = PatrolFloorAltitude
self.PatrolCeilingAltitude = PatrolCeilingAltitude
end
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
-- @param #AI_A2A_PATROL self
-- @return #AI_A2A_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_A2A_PATROL:onafterPatrol( AIPatrol, From, Event, To )
self:F2()
self:ClearTargetDistance()
self:__Route( 1 )
self.AIPatrol:OnReSpawn(
function( PatrolGroup )
self:E( "ReSpawn" )
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_A2A_PATROL.PatrolRoute( AIPatrol, Fsm )
AIPatrol:F( { "AI_A2A_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_A2A_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_A2A_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_A2A_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_A2A_PATROL.Resume( AIPatrol )
AIPatrol:F( { "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 )
end
end

View File

@@ -26,30 +26,15 @@
--
-- ### [AI_BAI YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl3JBO1WDqqpyYRRmIkR2ir2)
--
-- ===
--
-- # **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:
--
-- 2017-01-15: Initial class and API.
--
-- ===
--
-- # **AUTHORS and CONTRIBUTIONS**
--
-- ### Contributions:
--
-- ====
--
-- ### Author: **Sven Van de Velde (FlightControl)**
--
-- ### Contributions:
--
-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision.
--
-- ### Authors:
--
-- * **FlightControl**: Concept, Design & Programming.
--
-- ====
--
-- @module AI_Bai
@@ -546,7 +531,7 @@ function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToEngageZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:RoutePointAir(
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
@@ -603,7 +588,7 @@ function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, self.EngageAltitude, ToTargetVec2.y )
--- Create a route point of type air.
local ToTargetRoutePoint = ToTargetPointVec3:RoutePointAir(
local ToTargetRoutePoint = ToTargetPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
@@ -627,7 +612,7 @@ function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
--- NOW ROUTE THE GROUP!
Controllable:WayPointExecute( 1 )
self:SetDetectionInterval( 2 )
self:SetRefreshTimeInterval( 2 )
self:SetDetectionActivated()
self:__Target( -2 ) -- Start Targetting
end

View File

@@ -1,4 +1,4 @@
--- Single-Player:**No** / Multi-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**All** -- **AI Balancing will replace in multi player missions
--- **AI** -- **AI Balancing will replace in multi player missions
-- non-occupied human slots with AI groups, in order to provide an engaging simulation environment,
-- even when there are hardly any players in the mission.**
--
@@ -20,33 +20,14 @@
--
-- ### [AI_BALANCER YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl2CJVIrL1TdAumuVS8n64B7)
--
-- ===
--
-- # **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:
--
-- 2017-01-17: There is still a problem with AI being destroyed, but not respawned. Need to check further upon that.
--
-- 2017-01-08: AI_BALANCER:**InitSpawnInterval( Earliest, Latest )** added.
--
-- ===
--
-- # **AUTHORS and CONTRIBUTIONS**
-- ====
--
-- ### Author: **Sven Van de Velde (FlightControl)**
-- ### Contributions:
--
-- * **[Dutch_Baron](https://forums.eagle.ru/member.php?u=112075)**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)
-- * **SNAFU**: Had a couple of mails with the guys to validate, if the same concept in the GCI/CAP script could be reworked within MOOSE. None of the script code has been used however within the new AI_BALANCER moose class.
--
-- ### Authors:
--
-- * FlightControl: Framework Design & Programming and Documentation.
-- ====
--
-- @module AI_Balancer
@@ -170,22 +151,22 @@ end
--- Returns the AI to the nearest friendly @{Airbase#AIRBASE}.
-- @param #AI_BALANCER self
-- @param Dcs.DCSTypes#Distance ReturnTresholdRange If there is an enemy @{Client#CLIENT} within the ReturnTresholdRange given in meters, the AI will not return to the nearest @{Airbase#AIRBASE}.
-- @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.
function AI_BALANCER:ReturnToNearestAirbases( ReturnTresholdRange, ReturnAirbaseSet )
function AI_BALANCER:ReturnToNearestAirbases( ReturnThresholdRange, ReturnAirbaseSet )
self.ToNearestAirbase = true
self.ReturnTresholdRange = ReturnTresholdRange
self.ReturnThresholdRange = ReturnThresholdRange
self.ReturnAirbaseSet = ReturnAirbaseSet
end
--- Returns the AI to the home @{Airbase#AIRBASE}.
-- @param #AI_BALANCER self
-- @param Dcs.DCSTypes#Distance ReturnTresholdRange If there is an enemy @{Client#CLIENT} within the ReturnTresholdRange given in meters, the AI will not return to the nearest @{Airbase#AIRBASE}.
function AI_BALANCER:ReturnToHomeAirbase( ReturnTresholdRange )
-- @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}.
function AI_BALANCER:ReturnToHomeAirbase( ReturnThresholdRange )
self.ToHomeAirbase = true
self.ReturnTresholdRange = ReturnTresholdRange
self.ReturnThresholdRange = ReturnThresholdRange
end
--- @param #AI_BALANCER self
@@ -265,12 +246,12 @@ function AI_BALANCER:onenterMonitoring( SetGroup )
if self.ToNearestAirbase == false and self.ToHomeAirbase == false then
self:Destroy( Client.UnitName, AIGroup )
else
-- We test if there is no other CLIENT within the self.ReturnTresholdRange of the first unit of the AI group.
-- We test if there is no other CLIENT within the self.ReturnThresholdRange of the first unit of the AI group.
-- If there is a CLIENT, the AI stays engaged and will not return.
-- If there is no CLIENT within the self.ReturnTresholdRange, then the unit will return to the Airbase return method selected.
-- If there is no CLIENT within the self.ReturnThresholdRange, then the unit will return to the Airbase return method selected.
local PlayerInRange = { Value = false }
local RangeZone = ZONE_RADIUS:New( 'RangeZone', AIGroup:GetVec2(), self.ReturnTresholdRange )
local RangeZone = ZONE_RADIUS:New( 'RangeZone', AIGroup:GetVec2(), self.ReturnThresholdRange )
self:T2( RangeZone )

View File

@@ -1,4 +1,4 @@
--- **AI** - **Execute Combat Air Patrol (CAP).**
--- **AI** -- **Execute Combat Air Patrol (CAP).**
--
-- ![Banner Image](..\Presentations\AI_CAP\Dia1.JPG)
--
@@ -27,33 +27,18 @@
-- ### [AI_CAP YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl1YCyPxJgoZn-CfhwyeW65L)
--
-- ====
--
-- # **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:
--
-- 2017-01-15: Initial class and API.
--
-- ===
--
-- # **AUTHORS and CONTRIBUTIONS**
--
-- ### Contributions:
--
-- ### Author: **Sven Van de Velde (FlightControl)**
--
-- ### Contributions:
--
-- * **[Quax](https://forums.eagle.ru/member.php?u=90530)**: Concept, Advice & Testing.
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Concept, Advice & Testing.
-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision.
-- * **[Whisper](http://forums.eagle.ru/member.php?u=3829): Testing.
-- * **[Delta99](https://forums.eagle.ru/member.php?u=125166): Testing.
--
-- ### Authors:
--
-- * **FlightControl**: Concept, Design & Programming.
--
-- ====
--
-- @module AI_Cap
@@ -373,16 +358,20 @@ function AI_CAP_ZONE:onafterStart( Controllable, From, Event, To )
end
-- todo: need to fix this global function
--- @param Wrapper.Controllable#CONTROLLABLE AIControllable
function _NewEngageCapRoute( AIControllable )
--- @param AI.AI_CAP#AI_CAP_ZONE
-- @param Wrapper.Group#GROUP EngageGroup
function AI_CAP_ZONE.EngageRoute( EngageGroup, Fsm )
AIControllable:T( "NewEngageRoute" )
local EngageZone = AIControllable:GetState( AIControllable, "EngageZone" ) -- AI.AI_Cap#AI_CAP_ZONE
EngageZone:__Engage( 1 )
EngageGroup:F( { "AI_CAP_ZONE.EngageRoute:", EngageGroup:GetName() } )
if EngageGroup:IsAlive() then
Fsm:__Engage( 1 )
end
end
--- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
@@ -417,7 +406,7 @@ function AI_CAP_ZONE:onafterDetected( Controllable, From, Event, To )
end
if Engage == true then
self:E( 'Detected -> Engaging' )
self:F( 'Detected -> Engaging' )
self:__Engage( 1 )
end
end
@@ -455,7 +444,7 @@ function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToEngageZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:RoutePointAir(
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
@@ -479,7 +468,7 @@ function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y )
--- Create a route point of type air.
local ToPatrolRoutePoint = ToTargetPointVec3:RoutePointAir(
local ToPatrolRoutePoint = ToTargetPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
@@ -490,7 +479,7 @@ function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint
Controllable:OptionROEOpenFire()
Controllable:OptionROTPassiveDefense()
Controllable:OptionROTEvadeFire()
local AttackTasks = {}
@@ -500,13 +489,13 @@ function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
if DetectedUnit:IsAlive() and DetectedUnit:IsAir() then
if self.EngageZone then
if DetectedUnit:IsInZone( self.EngageZone ) then
self:E( {"Within Zone and Engaging ", DetectedUnit } )
self:F( {"Within Zone and Engaging ", DetectedUnit } )
AttackTasks[#AttackTasks+1] = Controllable:TaskAttackUnit( DetectedUnit )
end
else
if self.EngageRange then
if DetectedUnit:GetPointVec3():Get2DDistance(Controllable:GetPointVec3() ) <= self.EngageRange then
self:E( {"Within Range and Engaging", DetectedUnit } )
self:F( {"Within Range and Engaging", DetectedUnit } )
AttackTasks[#AttackTasks+1] = Controllable:TaskAttackUnit( DetectedUnit )
end
else
@@ -518,28 +507,20 @@ function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
end
end
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
self.Controllable:WayPointInitialize( EngageRoute )
if #AttackTasks == 0 then
self:E("No targets found -> Going back to Patrolling")
self:F("No targets found -> Going back to Patrolling")
self:__Abort( 1 )
self:__Route( 1 )
self:SetDetectionActivated()
else
AttackTasks[#AttackTasks+1] = Controllable:TaskFunction( "AI_CAP_ZONE.EngageRoute", self )
EngageRoute[1].task = Controllable:TaskCombo( AttackTasks )
--- Do a trick, link the NewEngageRoute function of the object to the AIControllable in a temporary variable ...
self.Controllable:SetState( self.Controllable, "EngageZone", self )
self.Controllable:WayPointFunction( #EngageRoute, 1, "_NewEngageCapRoute" )
self:SetDetectionDeactivated()
end
--- NOW ROUTE THE GROUP!
self.Controllable:WayPointExecute( 1, 2 )
Controllable:Route( EngageRoute, 0.5 )
end
end

View File

@@ -26,19 +26,18 @@
--
-- ### [AI_CAS YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl3JBO1WDqqpyYRRmIkR2ir2)
--
-- ===
-- ====
--
-- # **AUTHORS and CONTRIBUTIONS**
--
-- ### Contributions:
--
-- ### Author: **Sven Van de Velde (FlightControl)**
--
-- ### Contributions:
--
-- * **[Quax](https://forums.eagle.ru/member.php?u=90530)**: Concept, Advice & Testing.
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Concept, Advice & Testing.
-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision.
--
-- ### Authors:
--
-- * **FlightControl**: Concept, Design & Programming.
-- ====
--
-- @module AI_Cas
@@ -107,11 +106,11 @@
--
-- ![Engage Event](..\Presentations\AI_CAS\Dia12.JPG)
--
-- # 1. AI_CAS_ZONE constructor
-- ## AI_CAS_ZONE constructor
--
-- * @{#AI_CAS_ZONE.New}(): Creates a new AI_CAS_ZONE object.
--
-- ## 2. AI_CAS_ZONE is a FSM
-- ## AI_CAS_ZONE is a FSM
--
-- ![Process](..\Presentations\AI_CAS\Dia2.JPG)
--
@@ -374,12 +373,15 @@ function AI_CAS_ZONE:onafterStart( Controllable, From, Event, To )
self:SetDetectionDeactivated() -- When not engaging, set the detection off.
end
--- @param Wrapper.Controllable#CONTROLLABLE AIControllable
function _NewEngageRoute( AIControllable )
--- @param AI.AI_CAS#AI_CAS_ZONE
-- @param Wrapper.Group#GROUP EngageGroup
function AI_CAS_ZONE.EngageRoute( EngageGroup, Fsm )
AIControllable:T( "NewEngageRoute" )
local EngageZone = AIControllable:GetState( AIControllable, "EngageZone" ) -- AI.AI_Cas#AI_CAS_ZONE
EngageZone:__Engage( 1, EngageZone.EngageSpeed, EngageZone.EngageAltitude, EngageZone.EngageWeaponExpend, EngageZone.EngageAttackQty, EngageZone.EngageDirection )
EngageGroup:F( { "AI_CAS_ZONE.EngageRoute:", EngageGroup:GetName() } )
if EngageGroup:IsAlive() then
Fsm:__Engage( 1, Fsm.EngageSpeed, Fsm.EngageAltitude, Fsm.EngageWeaponExpend, Fsm.EngageAttackQty, Fsm.EngageDirection )
end
end
@@ -465,6 +467,9 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
if Controllable:IsAlive() then
Controllable:OptionROEOpenFire()
Controllable:OptionROTVertical()
local EngageRoute = {}
--- Calculate the current route point.
@@ -474,7 +479,7 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToEngageZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:RoutePointAir(
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
@@ -486,7 +491,7 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
local AttackTasks = {}
for DetectedUnitID, DetectedUnit in pairs( self.DetectedUnits ) do
for DetectedUnit, Detected in pairs( self.DetectedUnits ) do
local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT
self:T( DetectedUnit )
if DetectedUnit:IsAlive() then
@@ -504,7 +509,8 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
end
end
EngageRoute[1].task = Controllable:TaskCombo( AttackTasks )
AttackTasks[#AttackTasks+1] = Controllable:TaskFunction( "AI_CAS_ZONE.EngageRoute", self )
EngageRoute[#EngageRoute].task = Controllable:TaskCombo( AttackTasks )
--- Define a random point in the @{Zone}. The AI will fly to that point within the zone.
@@ -516,7 +522,7 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, self.EngageAltitude, ToTargetVec2.y )
--- Create a route point of type air.
local ToTargetRoutePoint = ToTargetPointVec3:RoutePointAir(
local ToTargetRoutePoint = ToTargetPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
@@ -525,22 +531,10 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
)
EngageRoute[#EngageRoute+1] = ToTargetRoutePoint
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
Controllable:WayPointInitialize( EngageRoute )
Controllable:Route( EngageRoute, 0.5 )
--- Do a trick, link the NewEngageRoute function of the object to the AIControllable in a temporary variable ...
Controllable:SetState( Controllable, "EngageZone", self )
Controllable:WayPointFunction( #EngageRoute, 1, "_NewEngageRoute" )
--- NOW ROUTE THE GROUP!
Controllable:WayPointExecute( 1 )
Controllable:OptionROEOpenFire()
Controllable:OptionROTVertical()
self:SetDetectionInterval( 2 )
self:SetRefreshTimeInterval( 2 )
self:SetDetectionActivated()
self:__Target( -2 ) -- Start Targetting
end

View File

@@ -1,4 +1,4 @@
--- **AI** -- (R2.1) Build large **formations** of AI @{Group}s flying together.
--- **AI** -- Build large **formations** of AI @{Group}s flying together.
--
-- ![Banner Image](..\Presentations\AI_FORMATION\Dia1.JPG)
--
@@ -46,13 +46,11 @@
--
-- ===
--
-- # **AUTHORS and CONTRIBUTIONS**
--
-- ### Contributions:
--
-- ### Authors:
--
-- * **FlightControl**: Concept, Design & Programming.
-- ### Author: **Sven Van de Velde (FlightControl)**
--
-- ### Contributions:
--
-- ====
--
-- @module AI_Formation
@@ -960,7 +958,7 @@ function AI_FORMATION:onenterFollowing( FollowGroupSet ) --R2.1
-- @param Wrapper.Unit#UNIT ClientUnit
function( FollowGroup, Formation, ClientUnit, CT1, CV1, CT2, CV2 )
FollowGroup:OptionROTPassiveDefense()
FollowGroup:OptionROTEvadeFire()
FollowGroup:OptionROEReturnFire()
local GroupUnit = FollowGroup:GetUnit( 1 )

View File

@@ -28,47 +28,17 @@
--
-- ====
--
-- # **OPEN ISSUES**
--
-- 2017-01-17: When Spawned AI is located at an airbase, it will be routed first back to the airbase after take-off.
--
-- 2016-01-17:
-- -- Fixed problem with AI returning to base too early and unexpected.
-- -- ReSpawning of AI will reset the AI_PATROL and derived classes.
-- -- Checked the correct workings of SCHEDULER, and it DOES work correctly.
--
-- ====
--
-- # **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:
--
-- 2017-01-17: Rename of class: **AI\_PATROL\_ZONE** is the new name for the old _AI\_PATROLZONE_.
--
-- 2017-01-15: Complete revision. AI_PATROL_ZONE is the base class for other AI_PATROL like classes.
--
-- 2016-09-01: Initial class and API.
--
-- ===
--
-- # **AUTHORS and CONTRIBUTIONS**
--
-- ### Author: **Sven Van de Velde (FlightControl)**
-- ### Contributions:
--
-- * **[Dutch_Baron](https://forums.eagle.ru/member.php?u=112075)**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Testing and API concept review.
--
-- ### Authors:
--
-- * **FlightControl**: Design & Programming.
-- ====
--
-- @module AI_Patrol
--- AI_PATROL_ZONE class
-- @type AI_PATROL_ZONE
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Controllable} patrolling.
@@ -158,7 +128,7 @@
-- * @{#AI_PATROL_ZONE.SetDetectionOn}(): Set the detection on. The AI will detect for targets.
-- * @{#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.SetDetectionInterval}( seconds ), where the amount of seconds specify how much seconds will be waited before the next detection.
-- 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.
--
-- The detection can be filtered to potential targets in a specific zone.
@@ -217,7 +187,7 @@ function AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltit
-- defafult PatrolAltType to "RADIO" if not specified
self.PatrolAltType = PatrolAltType or "RADIO"
self:SetDetectionInterval( 30 )
self:SetRefreshTimeInterval( 30 )
self.CheckStatus = true
@@ -574,7 +544,7 @@ end
-- @param #AI_PATROL_ZONE self
-- @param #number Seconds The interval in seconds.
-- @return #AI_PATROL_ZONE self
function AI_PATROL_ZONE:SetDetectionInterval( Seconds )
function AI_PATROL_ZONE:SetRefreshTimeInterval( Seconds )
self:F2()
if Seconds then
@@ -621,13 +591,13 @@ end
-- 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_PATROL_ZONE.
-- Once the time is finished, the old AI will return to the base.
-- @param #AI_PATROL_ZONE self
-- @param #number PatrolFuelTresholdPercentage The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
-- @param #number PatrolFuelThresholdPercentage The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
-- @param #number PatrolOutOfFuelOrbitTime The amount of seconds the out of fuel AIControllable will orbit before returning to the base.
-- @return #AI_PATROL_ZONE self
function AI_PATROL_ZONE:ManageFuel( PatrolFuelTresholdPercentage, PatrolOutOfFuelOrbitTime )
function AI_PATROL_ZONE:ManageFuel( PatrolFuelThresholdPercentage, PatrolOutOfFuelOrbitTime )
self.PatrolManageFuel = true
self.PatrolFuelTresholdPercentage = PatrolFuelTresholdPercentage
self.PatrolFuelThresholdPercentage = PatrolFuelThresholdPercentage
self.PatrolOutOfFuelOrbitTime = PatrolOutOfFuelOrbitTime
return self
@@ -640,12 +610,12 @@ end
-- 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_PATROL_ZONE self
-- @param #number PatrolDamageTreshold The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.
-- @param #number PatrolDamageThreshold The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.
-- @return #AI_PATROL_ZONE self
function AI_PATROL_ZONE:ManageDamage( PatrolDamageTreshold )
function AI_PATROL_ZONE:ManageDamage( PatrolDamageThreshold )
self.PatrolManageDamage = true
self.PatrolDamageTreshold = PatrolDamageTreshold
self.PatrolDamageThreshold = PatrolDamageThreshold
return self
end
@@ -778,7 +748,7 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToPatrolZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:RoutePointAir(
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TakeOffParking,
POINT_VEC3.RoutePointAction.FromParkingArea,
@@ -793,7 +763,7 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToPatrolZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:RoutePointAir(
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
@@ -819,7 +789,7 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y )
--- Create a route point of type air.
local ToTargetRoutePoint = ToTargetPointVec3:RoutePointAir(
local ToTargetRoutePoint = ToTargetPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
@@ -861,10 +831,9 @@ function AI_PATROL_ZONE:onafterStatus()
local RTB = false
local Fuel = self.Controllable:GetUnit(1):GetFuel()
if Fuel < self.PatrolFuelTresholdPercentage then
if Fuel < self.PatrolFuelThresholdPercentage then
self:E( self.Controllable:GetName() .. " is out of fuel:" .. Fuel .. ", RTB!" )
local OldAIControllable = self.Controllable
local AIControllableTemplate = self.Controllable:GetTemplate()
local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
local TimedOrbitTask = OldAIControllable:TaskControlled( OrbitTask, OldAIControllable:TaskCondition(nil,nil,nil,nil,self.PatrolOutOfFuelOrbitTime,nil ) )
@@ -876,7 +845,7 @@ function AI_PATROL_ZONE:onafterStatus()
-- TODO: Check GROUP damage function.
local Damage = self.Controllable:GetLife()
if Damage <= self.PatrolDamageTreshold then
if Damage <= self.PatrolDamageThreshold then
self:E( self.Controllable:GetName() .. " is damaged:" .. Damage .. ", RTB!" )
RTB = true
end
@@ -907,7 +876,7 @@ function AI_PATROL_ZONE:onafterRTB()
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToPatrolZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:RoutePointAir(
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,

View File

@@ -70,19 +70,20 @@ do -- ACT_ACCOUNT
-- Inherits from BASE
local self = BASE:Inherit( self, FSM_PROCESS:New() ) -- Core.Fsm#FSM_PROCESS
self:AddTransition( "Assigned", "Start", "Waiting")
self:AddTransition( "*", "Wait", "Waiting")
self:AddTransition( "*", "Report", "Report")
self:AddTransition( "*", "Event", "Account")
self:AddTransition( "Account", "More", "Wait")
self:AddTransition( "Account", "NoMore", "Accounted")
self:AddTransition( "*", "Fail", "Failed")
self:AddTransition( "Assigned", "Start", "Waiting" )
self:AddTransition( "*", "Wait", "Waiting" )
self:AddTransition( "*", "Report", "Report" )
self:AddTransition( "*", "Event", "Account" )
self:AddTransition( "Account", "Player", "AccountForPlayer" )
self:AddTransition( "Account", "Other", "AccountForOther" )
self:AddTransition( { "Account", "AccountForPlayer", "AccountForOther" }, "More", "Wait" )
self:AddTransition( { "Account", "AccountForPlayer", "AccountForOther" }, "NoMore", "Accounted" )
self:AddTransition( "*", "Fail", "Failed" )
self:AddEndState( "Accounted" )
self:AddEndState( "Failed" )
self:SetStartState( "Assigned" )
return self
end
@@ -90,13 +91,15 @@ do -- ACT_ACCOUNT
--- StateMachine callback function
-- @param #ACT_ACCOUNT self
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ACCOUNT:onafterStart( ProcessUnit, From, Event, To )
self:HandleEvent( EVENTS.Dead, self.onfuncEventDead )
self:HandleEvent( EVENTS.Crash, self.onfuncEventCrash )
self:HandleEvent( EVENTS.Hit )
self:__Wait( 1 )
end
@@ -104,7 +107,7 @@ do -- ACT_ACCOUNT
--- StateMachine callback function
-- @param #ACT_ACCOUNT self
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
@@ -122,7 +125,7 @@ do -- ACT_ACCOUNT
--- StateMachine callback function
-- @param #ACT_ACCOUNT self
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
@@ -152,7 +155,6 @@ do -- ACT_ACCOUNT_DEADS
-- @extends #ACT_ACCOUNT
ACT_ACCOUNT_DEADS = {
ClassName = "ACT_ACCOUNT_DEADS",
TargetSetUnit = nil,
}
@@ -160,13 +162,10 @@ do -- ACT_ACCOUNT_DEADS
-- @param #ACT_ACCOUNT_DEADS self
-- @param Set#SET_UNIT TargetSetUnit
-- @param #string TaskName
function ACT_ACCOUNT_DEADS:New( TargetSetUnit, TaskName )
function ACT_ACCOUNT_DEADS:New()
-- Inherits from BASE
local self = BASE:Inherit( self, ACT_ACCOUNT:New() ) -- #ACT_ACCOUNT_DEADS
self.TargetSetUnit = TargetSetUnit
self.TaskName = TaskName
self.DisplayInterval = 30
self.DisplayCount = 30
self.DisplayMessage = true
@@ -178,65 +177,114 @@ do -- ACT_ACCOUNT_DEADS
function ACT_ACCOUNT_DEADS:Init( FsmAccount )
self.TargetSetUnit = FsmAccount.TargetSetUnit
self.TaskName = FsmAccount.TaskName
self.Task = self:GetTask()
self.TaskName = self.Task:GetName()
end
--- Process Events
--- StateMachine callback function
-- @param #ACT_ACCOUNT_DEADS self
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ACCOUNT_DEADS:onenterReport( ProcessUnit, Task, From, Event, To )
self:E( { ProcessUnit, From, Event, To } )
self:Message( "Your group with assigned " .. self.TaskName .. " task has " .. self.TargetSetUnit:GetUnitTypesText() .. " targets left to be destroyed." )
local MessageText = "Your group with assigned " .. self.TaskName .. " task has " .. Task.TargetSetUnit:GetUnitTypesText() .. " targets left to be destroyed."
self:GetCommandCenter():MessageTypeToGroup( MessageText, ProcessUnit:GetGroup(), MESSAGE.Type.Information )
end
--- StateMachine callback function
-- @param #ACT_ACCOUNT_DEADS self
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
-- @param #string Event
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param Tasking.Task#TASK Task
-- @param #string From
-- @param #string Event
-- @param #string To
function ACT_ACCOUNT_DEADS:onenterAccount( ProcessUnit, Task, From, Event, To, EventData )
self:T( { ProcessUnit, EventData, From, Event, To } )
-- @param Core.Event#EVENTDATA EventData
function ACT_ACCOUNT_DEADS:onafterEvent( ProcessUnit, Task, From, Event, To, EventData )
self:T( { ProcessUnit:GetName(), Task:GetName(), From, Event, To, EventData } )
self:T({self.Controllable})
self.TargetSetUnit:Flush()
self:T( { "Before sending Message", EventData.IniUnitName, self.TargetSetUnit:FindUnit( EventData.IniUnitName ) } )
if self.TargetSetUnit:FindUnit( EventData.IniUnitName ) then
self:T( "Sending Message" )
local TaskGroup = ProcessUnit:GetGroup()
self.TargetSetUnit:Remove( EventData.IniUnitName )
self:Message( "You hit a target. Your group with assigned " .. self.TaskName .. " task has " .. self.TargetSetUnit:Count() .. " targets ( " .. self.TargetSetUnit:GetUnitTypesText() .. " ) left to be destroyed." )
if Task.TargetSetUnit:FindUnit( EventData.IniUnitName ) then
local PlayerName = ProcessUnit:GetPlayerName()
local PlayerHit = self.PlayerHits and self.PlayerHits[EventData.IniUnitName]
if PlayerHit == PlayerName then
self:Player( EventData )
else
self:Other( EventData )
end
end
self:T( { "After sending Message" } )
end
--- StateMachine callback function
-- @param #ACT_ACCOUNT_DEADS self
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
-- @param #string Event
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param Tasking.Task#TASK Task
-- @param #string From
-- @param #string Event
-- @param #string To
function ACT_ACCOUNT_DEADS:onafterEvent( ProcessUnit, Task, From, Event, To )
if self.TargetSetUnit:Count() > 0 then
-- @param Core.Event#EVENTDATA EventData
function ACT_ACCOUNT_DEADS:onenterAccountForPlayer( ProcessUnit, Task, From, Event, To, EventData )
self:T( { ProcessUnit:GetName(), Task:GetName(), From, Event, To, EventData } )
local TaskGroup = ProcessUnit:GetGroup()
Task.TargetSetUnit:Remove( EventData.IniUnitName )
local MessageText = "You have destroyed a target.\nYour group assigned with task " .. self.TaskName .. " has\n" .. Task.TargetSetUnit:Count() .. " targets ( " .. Task.TargetSetUnit:GetUnitTypesText() .. " ) left to be destroyed."
self:GetCommandCenter():MessageTypeToGroup( MessageText, ProcessUnit:GetGroup(), MESSAGE.Type.Information )
local PlayerName = ProcessUnit:GetPlayerName()
Task:AddProgress( PlayerName, "Destroyed " .. EventData.IniTypeName, timer.getTime(), 1 )
if Task.TargetSetUnit:Count() > 0 then
self:__More( 1 )
else
self:__NoMore( 1 )
end
end
--- StateMachine callback function
-- @param #ACT_ACCOUNT_DEADS self
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param Tasking.Task#TASK Task
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Core.Event#EVENTDATA EventData
function ACT_ACCOUNT_DEADS:onenterAccountForOther( ProcessUnit, Task, From, Event, To, EventData )
self:T( { ProcessUnit:GetName(), Task:GetName(), From, Event, To, EventData } )
local TaskGroup = ProcessUnit:GetGroup()
Task.TargetSetUnit:Remove( EventData.IniUnitName )
local MessageText = "One of the task targets has been destroyed.\nYour group assigned with task " .. self.TaskName .. " has\n" .. Task.TargetSetUnit:Count() .. " targets ( " .. Task.TargetSetUnit:GetUnitTypesText() .. " ) left to be destroyed."
self:GetCommandCenter():MessageTypeToGroup( MessageText, ProcessUnit:GetGroup(), MESSAGE.Type.Information )
if Task.TargetSetUnit:Count() > 0 then
self:__More( 1 )
else
self:__NoMore( 1 )
end
end
--- DCS Events
--- @param #ACT_ACCOUNT_DEADS self
-- @param Core.Event#EVENTDATA EventData
function ACT_ACCOUNT_DEADS:OnEventHit( EventData )
self:T( { "EventDead", EventData } )
if EventData.IniPlayerName and EventData.TgtDCSUnitName then
self.PlayerHits = self.PlayerHits or {}
self.PlayerHits[EventData.TgtDCSUnitName] = EventData.IniPlayerName
end
end
--- @param #ACT_ACCOUNT_DEADS self
-- @param Event#EVENTDATA EventData
function ACT_ACCOUNT_DEADS:onfuncEventDead( EventData )
@@ -247,4 +295,16 @@ do -- ACT_ACCOUNT_DEADS
end
end
--- DCS Events
--- @param #ACT_ACCOUNT_DEADS self
-- @param Event#EVENTDATA EventData
function ACT_ACCOUNT_DEADS:onfuncEventCrash( EventData )
self:T( { "EventDead", EventData } )
if EventData.IniDCSUnit then
self:Event( EventData )
end
end
end -- ACT_ACCOUNT DEADS

View File

@@ -229,14 +229,14 @@ do -- ACT_ASSIGN_MENU_ACCEPT
--- StateMachine callback function
-- @param #ACT_ASSIGN_MENU_ACCEPT self
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ASSIGN_MENU_ACCEPT:onafterStart( ProcessUnit, From, Event, To )
self:E( { ProcessUnit, From, Event, To } )
self:Message( "Access the radio menu to accept the task. You have 30 seconds or the assignment will be cancelled." )
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 )
local ProcessGroup = ProcessUnit:GetGroup()
@@ -263,7 +263,7 @@ do -- ACT_ASSIGN_MENU_ACCEPT
--- StateMachine callback function
-- @param #ACT_ASSIGN_MENU_ACCEPT self
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
@@ -275,7 +275,7 @@ do -- ACT_ASSIGN_MENU_ACCEPT
--- StateMachine callback function
-- @param #ACT_ASSIGN_MENU_ACCEPT self
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To

View File

@@ -154,29 +154,55 @@ do -- ACT_ROUTE
--- Get the routing text to be displayed.
-- The route mode determines the text displayed.
-- @param #ACT_ROUTE self
-- @param Wrapper.Unit#UNIT Controllable
-- @return #string
function ACT_ROUTE:GetRouteText( FromCoordinate )
function ACT_ROUTE:GetRouteText( Controllable )
self:E()
local RouteText = ""
if self.Coordinate and self.RouteMode == "B" then
RouteText = "Route to " .. FromCoordinate:GetBRText( self.Coordinate ) .. " km."
local Coordinate = nil -- Core.Point#COORDINATE
if self.Coordinate then
Coordinate = self.Coordinate
end
if self.Coordinate and self.RouteMode == "C" then
RouteText = "Route to " .. self.Coordinate:ToString()
if self.Zone then
Coordinate = self.Zone:GetPointVec3( self.Altitude )
Coordinate:SetHeading( self.Heading )
end
if self.Zone and self.RouteMode == "B" then
local Coordinate = self.Zone:GetCoordinate()
RouteText = "Route to zone bearing " .. FromCoordinate:GetBRText( Coordinate ) .. " km."
local Task = self:GetTask() -- This is to dermine that the coordinates are for a specific task mode (A2A or A2G).
local CC = self:GetTask():GetMission():GetCommandCenter()
if CC then
if CC:IsModeWWII() then
-- Find closest reference point to the target.
local ShortestDistance = 0
local ShortestReferencePoint = nil
local ShortestReferenceName = ""
self:E( { CC.ReferencePoints } )
for ZoneName, Zone in pairs( CC.ReferencePoints ) do
self:E( { ZoneName = ZoneName } )
local Zone = Zone -- Core.Zone#ZONE
local ZoneCoord = Zone:GetCoordinate()
local ZoneDistance = ZoneCoord:Get2DDistance( self.Coordinate )
self:E( { ShortestDistance, ShortestReferenceName } )
if ShortestDistance == 0 or ZoneDistance < ShortestDistance then
ShortestDistance = ZoneDistance
ShortestReferencePoint = ZoneCoord
ShortestReferenceName = CC.ReferenceNames[ZoneName]
end
end
if ShortestReferencePoint then
RouteText = Coordinate:ToStringFromRP( ShortestReferencePoint, ShortestReferenceName, Controllable )
end
else
RouteText = Coordinate:ToString( Controllable, nil, Task )
end
end
if self.Zone and self.RouteMode == "C" then
local Coordinate = self.Zone:GetCoordinate()
RouteText = "Route to zone at " .. Coordinate:ToString()
end
return RouteText
end
@@ -189,7 +215,7 @@ do -- ACT_ROUTE
--- StateMachine callback function
-- @param #ACT_ROUTE self
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
@@ -201,7 +227,7 @@ do -- ACT_ROUTE
--- Check if the controllable has arrived.
-- @param #ACT_ROUTE self
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @return #boolean
function ACT_ROUTE:onfuncHasArrived( ProcessUnit )
return false
@@ -209,7 +235,7 @@ do -- ACT_ROUTE
--- StateMachine callback function
-- @param #ACT_ROUTE self
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
@@ -326,7 +352,7 @@ do -- ACT_ROUTE_POINT
--- Method override to check if the controllable has arrived.
-- @param #ACT_ROUTE_POINT self
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @return #boolean
function ACT_ROUTE_POINT:onfuncHasArrived( ProcessUnit )
@@ -335,7 +361,7 @@ do -- ACT_ROUTE_POINT
if Distance <= self.Range then
local RouteText = "You have arrived."
self:Message( RouteText )
self:GetCommandCenter():MessageTypeToGroup( RouteText, ProcessUnit:GetGroup(), MESSAGE.Type.Information )
return true
end
end
@@ -347,15 +373,15 @@ do -- ACT_ROUTE_POINT
--- StateMachine callback function
-- @param #ACT_ROUTE_POINT self
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ROUTE_POINT:onafterReport( ProcessUnit, From, Event, To )
local TaskUnitCoordinate = ProcessUnit:GetCoordinate()
local RouteText = self:GetRouteText( TaskUnitCoordinate )
self:Message( RouteText )
local RouteText = self:GetRouteText( ProcessUnit )
self:GetCommandCenter():MessageTypeToGroup( RouteText, ProcessUnit:GetGroup(), MESSAGE.Type.Update )
end
end -- ACT_ROUTE_POINT
@@ -403,8 +429,12 @@ do -- ACT_ROUTE_ZONE
--- Set Zone
-- @param #ACT_ROUTE_ZONE self
-- @param Core.Zone#ZONE_BASE Zone The Zone object where to route to.
function ACT_ROUTE_ZONE:SetZone( Zone )
-- @param #number Altitude
-- @param #number Heading
function ACT_ROUTE_ZONE:SetZone( Zone, Altitude, Heading ) -- R2.2 Added altitude and heading
self.Zone = Zone
self.Altitude = Altitude
self.Heading = Heading
end
--- Get Zone
@@ -416,13 +446,13 @@ do -- ACT_ROUTE_ZONE
--- Method override to check if the controllable has arrived.
-- @param #ACT_ROUTE self
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @return #boolean
function ACT_ROUTE_ZONE:onfuncHasArrived( ProcessUnit )
if ProcessUnit:IsInZone( self.Zone ) then
local RouteText = "You have arrived within the zone."
self:Message( RouteText )
self:GetCommandCenter():MessageTypeToGroup( RouteText, ProcessUnit:GetGroup(), MESSAGE.Type.Information )
end
return ProcessUnit:IsInZone( self.Zone )
@@ -432,18 +462,15 @@ do -- ACT_ROUTE_ZONE
--- StateMachine callback function
-- @param #ACT_ROUTE_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ROUTE_ZONE:onafterReport( ProcessUnit, From, Event, To )
self:E( { ProcessUnit = ProcessUnit } )
local ZoneVec2 = self.Zone:GetVec2()
local ZoneCoordinate = COORDINATE:New( ZoneVec2.x, ZoneVec2.y )
local TaskUnitVec2 = ProcessUnit:GetVec2()
local TaskUnitCoordinate = COORDINATE:New( TaskUnitVec2.x, TaskUnitVec2.y )
local RouteText = self:GetRouteText( TaskUnitCoordinate )
self:Message( RouteText )
local RouteText = self:GetRouteText( ProcessUnit )
self:GetCommandCenter():MessageTypeToGroup( RouteText, ProcessUnit:GetGroup(), MESSAGE.Type.Update )
end
end -- ACT_ROUTE_ZONE

View File

@@ -1,36 +1,13 @@
--- **Core** - BASE forms **the basis of the MOOSE framework**. Each class within the MOOSE framework derives from BASE.
--- **Core** -- BASE forms **the basis of the MOOSE framework**. Each class within the MOOSE framework derives from BASE.
--
-- ![Banner Image](..\Presentations\BASE\Dia1.JPG)
--
-- ===
--
-- The @{#BASE} class is the core root class from where every other class in moose is derived.
--
-- ===
--
-- # **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.
--
-- YYYY-MM-DD: CLASS:**NewFunction**( Params ) replaces CLASS:_OldFunction_( Params )
-- YYYY-MM-DD: CLASS:**NewFunction( Params )** added
--
-- Hereby the change log:
--
-- ===
--
-- # **AUTHORS and CONTRIBUTIONS**
--
-- ### Author: **Sven Van de Velde (FlightControl)**
-- ### Contributions:
--
-- * None.
--
-- ### Authors:
--
-- * **FlightControl**: Design & Programming
-- ====
--
-- @module Base
@@ -221,7 +198,15 @@ BASE = {
ClassID = 0,
Events = {},
States = {},
_ = {},
}
--- @field #BASE.__
BASE.__ = {}
--- @field #BASE._
BASE._ = {
Schedules = {} --- Contains the Schedulers Active
}
--- The Formation Class
@@ -247,47 +232,19 @@ FORMATION = {
-- @return #BASE
function BASE:New()
local self = routines.utils.deepCopy( self ) -- Create a new self instance
local MetaTable = {}
setmetatable( self, MetaTable )
self.__index = self
_ClassID = _ClassID + 1
self.ClassID = _ClassID
-- This is for "private" methods...
-- When a __ is passed to a method as "self", the __index will search for the method on the public method list too!
-- if rawget( self, "__" ) then
--setmetatable( self, { __index = self.__ } )
-- end
return self
end
function BASE:_Destructor()
--self:E("_Destructor")
--self:EventRemoveAll()
end
-- THIS IS WHY WE NEED LUA 5.2 ...
function BASE:_SetDestructor()
-- TODO: Okay, this is really technical...
-- When you set a proxy to a table to catch __gc, weak tables don't behave like weak...
-- Therefore, I am parking this logic until I've properly discussed all this with the community.
local proxy = newproxy(true)
local proxyMeta = getmetatable(proxy)
proxyMeta.__gc = function ()
env.info("In __gc for " .. self:GetClassNameAndID() )
if self._Destructor then
self:_Destructor()
end
end
-- keep the userdata from newproxy reachable until the object
-- table is about to be garbage-collected - then the __gc hook
-- will be invoked and the destructor called
rawset( self, '__proxy', proxy )
end
--- This is the worker method to inherit from a parent class.
-- @param #BASE self
-- @param Child is the Child class that inherits.
@@ -295,15 +252,20 @@ end
-- @return #BASE Child
function BASE:Inherit( Child, Parent )
local Child = routines.utils.deepCopy( Child )
--local Parent = routines.utils.deepCopy( Parent )
--local Parent = Parent
if Child ~= nil then
setmetatable( Child, Parent )
Child.__index = Child
-- This is for "private" methods...
-- When a __ is passed to a method as "self", the __index will search for the method on the public method list of the same object too!
if rawget( Child, "__" ) then
setmetatable( Child, { __index = Child.__ } )
setmetatable( Child.__, { __index = Parent } )
else
setmetatable( Child, { __index = Parent } )
end
--Child:_SetDestructor()
end
--self:T( 'Inherited from ' .. Parent.ClassName )
return Child
end
@@ -317,11 +279,76 @@ end
-- @param #BASE Child is the Child class from which the Parent class needs to be retrieved.
-- @return #BASE
function BASE:GetParent( Child )
local Parent = getmetatable( Child )
-- env.info('Inherited class of ' .. Child.ClassName .. ' is ' .. Parent.ClassName )
local Parent
-- BASE class has no parent
if Child.ClassName == 'BASE' then
Parent = nil
elseif rawget( Child, "__" ) then
Parent = getmetatable( Child.__ ).__index
else
Parent = getmetatable( Child ).__index
end
return Parent
end
--- This is the worker method to check if an object is an (sub)instance of a class.
--
-- ### Examples:
--
-- * ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true
-- * ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true
-- * ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true
-- * ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true
--
-- * ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false
--
-- @param #BASE self
-- @param ClassName is the name of the class or the class itself to run the check against
-- @return #boolean
function BASE:IsInstanceOf( ClassName )
-- Is className NOT a string ?
if type( ClassName ) ~= 'string' then
-- Is className a Moose class ?
if type( ClassName ) == 'table' and ClassName.ClassName ~= nil then
-- Get the name of the Moose class as a string
ClassName = ClassName.ClassName
-- className is neither a string nor a Moose class, throw an error
else
-- I'm not sure if this should take advantage of MOOSE logging function, or throw an error for pcall
local err_str = 'className parameter should be a string; parameter received: '..type( ClassName )
self:E( err_str )
-- error( err_str )
return false
end
end
ClassName = string.upper( ClassName )
if string.upper( self.ClassName ) == ClassName then
return true
end
local Parent = self:GetParent(self)
while Parent do
if string.upper( Parent.ClassName ) == ClassName then
return true
end
Parent = Parent:GetParent(Parent)
end
return false
end
--- Get the ClassName + ClassID of the class instance.
-- The ClassName + ClassID is formatted as '%s#%09d'.
-- @param #BASE self
@@ -402,7 +429,7 @@ do -- Event Handling
-- @return #BASE
function BASE:UnHandleEvent( Event )
self:EventDispatcher():Remove( self, Event )
self:EventDispatcher():RemoveEvent( self, Event )
return self
end
@@ -585,6 +612,22 @@ function BASE:CreateEventCrash( EventTime, 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.
function BASE:CreateEventTakeoff( EventTime, Initiator )
self:F( { EventTime, Initiator } )
local Event = {
id = world.event.S_EVENT_TAKEOFF,
time = EventTime,
initiator = Initiator,
}
world.onEvent( Event )
end
-- TODO: Complete Dcs.DCSTypes#Event structure.
--- The main event handling function... This function captures all events generated for the class.
-- @param #BASE self
@@ -615,6 +658,86 @@ function BASE:onEvent(event)
end
end
do -- Scheduling
--- Schedule a new time event. Note that the schedule will only take place if the scheduler is *started*. Even for a single schedule event, the scheduler needs to be started also.
-- @param #BASE self
-- @param #number Start Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
-- @param #function SchedulerFunction The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
-- @param #table ... Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
-- @return #number The ScheduleID of the planned schedule.
function BASE:ScheduleOnce( Start, SchedulerFunction, ... )
self:F2( { Start } )
self:T3( { ... } )
local ObjectName = "-"
ObjectName = self.ClassName .. self.ClassID
self:F3( { "ScheduleOnce: ", ObjectName, Start } )
self.SchedulerObject = self
local ScheduleID = _SCHEDULEDISPATCHER:AddSchedule(
self,
SchedulerFunction,
{ ... },
Start,
nil,
nil,
nil
)
self._.Schedules[#self.Schedules+1] = ScheduleID
return self._.Schedules
end
--- Schedule a new time event. Note that the schedule will only take place if the scheduler is *started*. Even for a single schedule event, the scheduler needs to be started also.
-- @param #BASE self
-- @param #number Start Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
-- @param #number Repeat Specifies the interval in seconds when the scheduler will call the event function.
-- @param #number RandomizeFactor Specifies a randomization factor between 0 and 1 to randomize the Repeat.
-- @param #number Stop Specifies the amount of seconds when the scheduler will be stopped.
-- @param #function SchedulerFunction The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
-- @param #table ... Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
-- @return #number The ScheduleID of the planned schedule.
function BASE:ScheduleRepeat( Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ... )
self:F2( { Start } )
self:T3( { ... } )
local ObjectName = "-"
ObjectName = self.ClassName .. self.ClassID
self:F3( { "ScheduleRepeat: ", ObjectName, Start, Repeat, RandomizeFactor, Stop } )
self.SchedulerObject = self
local ScheduleID = _SCHEDULEDISPATCHER:AddSchedule(
self,
SchedulerFunction,
{ ... },
Start,
Repeat,
RandomizeFactor,
Stop
)
self._.Schedules[SchedulerFunction] = ScheduleID
return self._.Schedules
end
--- Stops the Schedule.
-- @param #BASE self
-- @param #function SchedulerFunction The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
function BASE:ScheduleStop( SchedulerFunction )
self:F3( { "ScheduleStop:" } )
_SCHEDULEDISPATCHER:Stop( self, self._.Schedules[SchedulerFunction] )
end
end
--- Set a state or property of the Object given a Key and a Value.
-- Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone.
-- @param #BASE self
@@ -629,7 +752,6 @@ function BASE:SetState( Object, Key, Value )
self.States[ClassNameAndID] = self.States[ClassNameAndID] or {}
self.States[ClassNameAndID][Key] = Value
self:T2( { ClassNameAndID, Key, Value } )
return self.States[ClassNameAndID][Key]
end
@@ -640,7 +762,6 @@ 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!
-- @param Value The value to is stored in the Object.
-- @return The Value retrieved.
function BASE:GetState( Object, Key )
@@ -648,7 +769,6 @@ function BASE:GetState( Object, Key )
if self.States[ClassNameAndID] then
local Value = self.States[ClassNameAndID][Key] or false
self:T2( { ClassNameAndID, Key, Value } )
return Value
end
@@ -919,3 +1039,35 @@ end
--- old stuff
--function BASE:_Destructor()
-- --self:E("_Destructor")
--
-- --self:EventRemoveAll()
--end
-- THIS IS WHY WE NEED LUA 5.2 ...
--function BASE:_SetDestructor()
--
-- -- TODO: Okay, this is really technical...
-- -- When you set a proxy to a table to catch __gc, weak tables don't behave like weak...
-- -- Therefore, I am parking this logic until I've properly discussed all this with the community.
--
-- local proxy = newproxy(true)
-- local proxyMeta = getmetatable(proxy)
--
-- proxyMeta.__gc = function ()
-- env.info("In __gc for " .. self:GetClassNameAndID() )
-- if self._Destructor then
-- self:_Destructor()
-- end
-- end
--
-- -- keep the userdata from newproxy reachable until the object
-- -- table is about to be garbage-collected - then the __gc hook
-- -- will be invoked and the destructor called
-- rawset( self, '__proxy', proxy )
--
--end

View File

@@ -1,4 +1,4 @@
--- **(R2.1) Core** -- Management of CARGO logistics, that can be transported from and to transportation carriers.
--- **Core** -- Management of CARGO logistics, that can be transported from and to transportation carriers.
--
-- ![Banner Image](..\Presentations\CARGO\Dia1.JPG)
--
@@ -9,13 +9,15 @@
-- * CARGO_UNIT, represented by a @{Unit} in a singleton @{Group}: Cargo can be represented by a Unit in a Group. a CARGO_UNIT is representable...
-- * CARGO_GROUP, represented by a @{Group}. A CARGO_GROUP is reportable...
--
-- This module is still under construction, but is described above works already, and will keep working ...
--
-- ====
--
-- # Demo Missions
--
-- ### [CARGO Demo Missions source code]()
-- ### [CARGO Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/CGO%20-%20Cargo)
--
-- ### [CARGO Demo Missions, only for beta testers]()
-- ### [CARGO Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/CGO%20-%20Cargo)
--
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
--
@@ -23,11 +25,14 @@
--
-- # YouTube Channel
--
-- ### [SPAWNSTATIC YouTube Channel]()
-- ### [CARGO YouTube Channel](https://www.youtube.com/watch?v=tM00lTlkpYs&list=PL7ZUrU4zZUl2zUTuKrLW5RsO9zLMqUtbf)
--
-- ====
--
-- This module is still under construction, but is described above works already, and will keep working ...
-- ### Author: **Sven Van de Velde (FlightControl)**
-- ### Contributions:
--
-- ====
--
-- @module Cargo
@@ -159,7 +164,7 @@ do -- CARGO
-- @field #number Weight A number defining the weight of the cargo. The weight is expressed in kg.
-- @field #number NearRadius (optional) A number defining the radius in meters when the cargo is near to a Carrier, so that it can be loaded.
-- @field Wrapper.Controllable#CONTROLLABLE CargoObject The alive DCS object representing the cargo. This value can be nil, meaning, that the cargo is not represented anywhere...
-- @field Wrapper.Controllable#CONTROLLABLE CargoCarrier The alive DCS object carrying the cargo. This value can be nil, meaning, that the cargo is not contained anywhere...
-- @field Wrapper.Client#CLIENT CargoCarrier The alive DCS object carrying the cargo. This value can be nil, meaning, that the cargo is not contained anywhere...
-- @field #boolean Slingloadable This flag defines if the cargo can be slingloaded.
-- @field #boolean Moveable This flag defines if the cargo is moveable.
-- @field #boolean Representable This flag defines if the cargo can be represented by a DCS Unit.
@@ -205,8 +210,7 @@ do -- CARGO
-- The state transition method needs to start with the name **OnEnter + the name of the state**.
-- These state transition methods need to provide a return value, which is specified at the function description.
--
-- @field #CARGO CARGO
--
-- @field #CARGO
CARGO = {
ClassName = "CARGO",
Type = nil,
@@ -246,6 +250,7 @@ function CARGO:New( Type, Name, Weight ) --R2.1
self:AddTransition( "UnBoarding", "UnBoarding", "UnBoarding" )
self:AddTransition( "UnBoarding", "UnLoad", "UnLoaded" )
self:AddTransition( "Loaded", "UnLoad", "UnLoaded" )
self:AddTransition( "*", "Damaged", "Damaged" )
self:AddTransition( "*", "Destroyed", "Destroyed" )
self:AddTransition( "*", "Respawn", "UnLoaded" )
@@ -259,17 +264,26 @@ function CARGO:New( Type, Name, Weight ) --R2.1
self.Slingloadable = false
self.Moveable = false
self.Containable = false
self:SetDeployed( false )
self.CargoScheduler = SCHEDULER:New()
CARGOS[self.Name] = self
self:SetEventPriority( 5 )
return self
end
--- Destroy the cargo.
-- @param #CARGO self
function CARGO:Destroy()
if self.CargoObject then
self.CargoObject:Destroy()
end
self:Destroyed()
end
--- Get the name of the Cargo.
-- @param #CARGO self
-- @return #string The name of the Cargo.
@@ -302,6 +316,13 @@ function CARGO:GetCoordinate()
return self.CargoObject:GetCoordinate()
end
--- Check if cargo is destroyed.
-- @param #CARGO self
-- @return #boolean true if destroyed
function CARGO:IsDestroyed()
return self:Is( "Destroyed" )
end
--- Check if cargo is loaded.
-- @param #CARGO self
@@ -329,6 +350,19 @@ function CARGO:IsAlive()
end
end
--- Set the cargo as deployed
-- @param #CARGO self
function CARGO:SetDeployed( Deployed )
self.Deployed = Deployed
end
--- Is the cargo deployed
-- @param #CARGO self
-- @return #boolean
function CARGO:IsDeployed()
return self.Deployed
end
@@ -340,6 +374,85 @@ function CARGO:Spawn( PointVec2 )
end
--- Signal a flare at the position of the CARGO.
-- @param #CARGO self
-- @param Utilities.Utils#FLARECOLOR FlareColor
function CARGO:Flare( FlareColor )
if self:IsUnLoaded() then
trigger.action.signalFlare( self.CargoObject:GetVec3(), FlareColor , 0 )
end
end
--- Signal a white flare at the position of the CARGO.
-- @param #CARGO self
function CARGO:FlareWhite()
self:Flare( trigger.flareColor.White )
end
--- Signal a yellow flare at the position of the CARGO.
-- @param #CARGO self
function CARGO:FlareYellow()
self:Flare( trigger.flareColor.Yellow )
end
--- Signal a green flare at the position of the CARGO.
-- @param #CARGO self
function CARGO:FlareGreen()
self:Flare( trigger.flareColor.Green )
end
--- Signal a red flare at the position of the CARGO.
-- @param #CARGO self
function CARGO:FlareRed()
self:Flare( trigger.flareColor.Red )
end
--- Smoke the CARGO.
-- @param #CARGO self
function CARGO:Smoke( SmokeColor, Range )
self:F2()
if self:IsUnLoaded() then
if Range then
trigger.action.smoke( self.CargoObject:GetRandomVec3( Range ), SmokeColor )
else
trigger.action.smoke( self.CargoObject:GetVec3(), SmokeColor )
end
end
end
--- Smoke the CARGO Green.
-- @param #CARGO self
function CARGO:SmokeGreen()
self:Smoke( trigger.smokeColor.Green, Range )
end
--- Smoke the CARGO Red.
-- @param #CARGO self
function CARGO:SmokeRed()
self:Smoke( trigger.smokeColor.Red, Range )
end
--- Smoke the CARGO White.
-- @param #CARGO self
function CARGO:SmokeWhite()
self:Smoke( trigger.smokeColor.White, Range )
end
--- Smoke the CARGO Orange.
-- @param #CARGO self
function CARGO:SmokeOrange()
self:Smoke( trigger.smokeColor.Orange, Range )
end
--- Smoke the CARGO Blue.
-- @param #CARGO self
function CARGO:SmokeBlue()
self:Smoke( trigger.smokeColor.Blue, Range )
end
--- Check if Cargo is the given @{Zone}.
@@ -352,7 +465,12 @@ function CARGO:IsInZone( Zone )
if self:IsLoaded() then
return Zone:IsPointVec2InZone( self.CargoCarrier:GetPointVec2() )
else
return Zone:IsPointVec2InZone( self.CargoObject:GetPointVec2() )
self:F( { Size = self.CargoObject:GetSize(), Units = self.CargoObject:GetUnits() } )
if self.CargoObject:GetSize() ~= 0 then
return Zone:IsPointVec2InZone( self.CargoObject:GetPointVec2() )
else
return false
end
end
return nil
@@ -443,8 +561,8 @@ do -- CARGO_REPRESENTABLE
local PointStartVec2 = self.CargoObject:GetPointVec2()
Points[#Points+1] = PointStartVec2:RoutePointGround( Speed )
Points[#Points+1] = ToPointVec2:RoutePointGround( Speed )
Points[#Points+1] = PointStartVec2:WaypointGround( Speed )
Points[#Points+1] = ToPointVec2:WaypointGround( Speed )
local TaskRoute = self.CargoObject:TaskRoute( Points )
self.CargoObject:SetTask( TaskRoute, 2 )
@@ -475,8 +593,12 @@ end -- CARGO_REPRESENTABLE
local self = BASE:Inherit( self, CARGO:New( Type, Name, Weight ) ) -- #CARGO_REPORTABLE
self:F( { Type, Name, Weight, ReportRadius } )
self.CargoSet = SET_CARGO:New() -- Core.Set#SET_CARGO
self.ReportRadius = ReportRadius or 1000
self.CargoObject = CargoObject
return self
end
@@ -506,7 +628,7 @@ end -- CARGO_REPRESENTABLE
end
--- Send a CC message to a GROUP.
-- @param #COMMANDCENTER self
-- @param #CARGO_REPORTABLE self
-- @param #string Message
-- @param Wrapper.Group#GROUP TaskGroup
-- @param #sring Name (optional) The name of the Group used as a prefix for the message to the Group. If not provided, there will be nothing shown.
@@ -519,12 +641,38 @@ end -- CARGO_REPRESENTABLE
end
--- Get the range till cargo will board.
-- @param #CARGO self
-- @param #CARGO_REPORTABLE self
-- @return #number The range till cargo will board.
function CARGO_REPORTABLE:GetBoardingRange()
return self.ReportRadius
end
--- Respawn the cargo.
-- @param #CARGO_REPORTABLE self
function CARGO_REPORTABLE:Respawn()
self:F({"Respawning"})
for CargoID, CargoData in pairs( self.CargoSet:GetSet() ) do
local Cargo = CargoData -- #CARGO
Cargo:Destroy()
Cargo:SetStartState( "UnLoaded" )
end
local CargoObject = self.CargoObject -- Wrapper.Group#GROUP
CargoObject:Destroy()
local Template = CargoObject:GetTemplate()
CargoObject:Respawn( Template )
self:SetDeployed( false )
local WeightGroup = 0
self:SetStartState( "UnLoaded" )
end
end
do -- CARGO_UNIT
@@ -564,16 +712,18 @@ function CARGO_UNIT:New( CargoUnit, Type, Name, Weight, NearRadius )
self:T( self.ClassName )
self:HandleEvent( EVENTS.Dead,
--- @param #CARGO Cargo
-- @param Core.Event#EVENTDATA EventData
function( Cargo, EventData )
if Cargo:GetObjectName() == EventData.IniUnit:GetName() then
self:E( { "Cargo destroyed", Cargo } )
Cargo:Destroyed()
end
end
)
-- self:HandleEvent( EVENTS.Dead,
-- --- @param #CARGO Cargo
-- -- @param Core.Event#EVENTDATA EventData
-- function( Cargo, EventData )
-- if Cargo:GetObjectName() == EventData.IniUnit:GetName() then
-- self:E( { "Cargo destroyed", Cargo } )
-- Cargo:Destroyed()
-- end
-- end
-- )
self:SetEventPriority( 5 )
return self
end
@@ -584,6 +734,7 @@ end
function CARGO_UNIT:Destroy()
-- Cargo objects are deleted from the _DATABASE and SET_CARGO objects.
self:F( { CargoName = self:GetName() } )
_EVENTDISPATCHER:CreateEventDeleteCargo( self )
return self
@@ -633,9 +784,9 @@ function CARGO_UNIT:onenterUnBoarding( From, Event, To, ToPointVec2, NearRadius
self.CargoCarrier = nil
local Points = {}
Points[#Points+1] = CargoCarrierPointVec2:RoutePointGround( Speed )
Points[#Points+1] = CargoCarrierPointVec2:WaypointGround( Speed )
Points[#Points+1] = ToPointVec2:RoutePointGround( Speed )
Points[#Points+1] = ToPointVec2:WaypointGround( Speed )
local TaskRoute = self.CargoObject:TaskRoute( Points )
self.CargoObject:SetTask( TaskRoute, 1 )
@@ -772,8 +923,8 @@ function CARGO_UNIT:onafterBoard( From, Event, To, CargoCarrier, NearRadius, ...
local PointStartVec2 = self.CargoObject:GetPointVec2()
Points[#Points+1] = PointStartVec2:RoutePointGround( Speed )
Points[#Points+1] = CargoDeployPointVec2:RoutePointGround( Speed )
Points[#Points+1] = PointStartVec2:WaypointGround( Speed )
Points[#Points+1] = CargoDeployPointVec2:WaypointGround( Speed )
local TaskRoute = self.CargoObject:TaskRoute( Points )
self.CargoObject:SetTask( TaskRoute, 2 )
@@ -820,8 +971,8 @@ function CARGO_UNIT:onafterBoarding( From, Event, To, CargoCarrier, NearRadius,
local PointStartVec2 = self.CargoObject:GetPointVec2()
Points[#Points+1] = PointStartVec2:RoutePointGround( Speed )
Points[#Points+1] = CargoDeployPointVec2:RoutePointGround( Speed )
Points[#Points+1] = PointStartVec2:WaypointGround( Speed )
Points[#Points+1] = CargoDeployPointVec2:WaypointGround( Speed )
local TaskRoute = self.CargoObject:TaskRoute( Points )
self.CargoObject:SetTask( TaskRoute, 0.2 )
@@ -911,9 +1062,9 @@ function CARGO_GROUP:New( CargoGroup, Type, Name, ReportRadius )
local self = BASE:Inherit( self, CARGO_REPORTABLE:New( CargoGroup, Type, Name, 0, ReportRadius ) ) -- #CARGO_GROUP
self:F( { Type, Name, ReportRadius } )
self.CargoSet = SET_CARGO:New()
self.CargoObject = CargoGroup
self:SetDeployed( false )
self.CargoGroup = CargoGroup
local WeightGroup = 0
@@ -932,9 +1083,47 @@ function CARGO_GROUP:New( CargoGroup, Type, Name, ReportRadius )
-- 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.PlayerLeaveUnit, self.OnEventCargoDead )
self:SetEventPriority( 4 )
return self
end
--- @param #CARGO_GROUP self
-- @param Core.Event#EVENTDATA EventData
function CARGO_GROUP:OnEventCargoDead( EventData )
local Destroyed = false
if self:IsDestroyed() or self:IsUnLoaded() then
Destroyed = true
for CargoID, CargoData in pairs( self.CargoSet:GetSet() ) do
local Cargo = CargoData -- #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
--- Enter Boarding State.
-- @param #CARGO_GROUP self
-- @param Wrapper.Unit#UNIT CargoCarrier
@@ -976,7 +1165,7 @@ function CARGO_GROUP:onenterLoaded( From, Event, To, CargoCarrier, ... )
end
end
self.CargoObject:Destroy()
--self.CargoObject:Destroy()
self.CargoCarrier = CargoCarrier
end
@@ -1032,6 +1221,14 @@ function CARGO_GROUP:onafterBoarding( From, Event, To, CargoCarrier, NearRadius,
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
--- Enter UnBoarding State.
-- @param #CARGO_GROUP self
-- @param Core.Point#POINT_VEC2 ToPointVec2
@@ -1046,6 +1243,10 @@ function CARGO_GROUP:onenterUnBoarding( From, Event, To, ToPointVec2, NearRadius
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(
@@ -1137,6 +1338,23 @@ function CARGO_GROUP:onenterUnLoaded( From, Event, To, ToPointVec2, ... )
end
--- Respawn the cargo when destroyed
-- @param #CARGO_GROUP self
-- @param #boolean RespawnDestroyed
function CARGO_GROUP:RespawnOnDestroyed( RespawnDestroyed )
self:F({"In function RespawnOnDestroyed"})
if RespawnDestroyed then
self.onenterDestroyed = function( self )
self:F("IN FUNCTION")
self:Respawn()
end
else
self.onenterDestroyed = nil
end
end
end -- CARGO_GROUP
do -- CARGO_PACKAGE
@@ -1193,8 +1411,8 @@ function CARGO_PACKAGE:onafterOnBoard( From, Event, To, CargoCarrier, Speed, Boa
self:T( { CargoCarrierHeading, CargoDeployHeading } )
local CargoDeployPointVec2 = CargoCarrier:GetPointVec2():Translate( BoardDistance, CargoDeployHeading )
Points[#Points+1] = StartPointVec2:RoutePointGround( Speed )
Points[#Points+1] = CargoDeployPointVec2:RoutePointGround( Speed )
Points[#Points+1] = StartPointVec2:WaypointGround( Speed )
Points[#Points+1] = CargoDeployPointVec2:WaypointGround( Speed )
local TaskRoute = self.CargoCarrier:TaskRoute( Points )
self.CargoCarrier:SetTask( TaskRoute, 1 )
@@ -1270,8 +1488,8 @@ function CARGO_PACKAGE:onafterUnBoard( From, Event, To, CargoCarrier, Speed, UnL
self:T( { CargoCarrierHeading, CargoDeployHeading } )
local CargoDeployPointVec2 = StartPointVec2:Translate( UnBoardDistance, CargoDeployHeading )
Points[#Points+1] = StartPointVec2:RoutePointGround( Speed )
Points[#Points+1] = CargoDeployPointVec2:RoutePointGround( Speed )
Points[#Points+1] = StartPointVec2:WaypointGround( Speed )
Points[#Points+1] = CargoDeployPointVec2:WaypointGround( Speed )
local TaskRoute = CargoCarrier:TaskRoute( Points )
CargoCarrier:SetTask( TaskRoute, 1 )
@@ -1317,8 +1535,8 @@ function CARGO_PACKAGE:onafterLoad( From, Event, To, CargoCarrier, Speed, LoadDi
local CargoDeployPointVec2 = StartPointVec2:Translate( LoadDistance, CargoDeployHeading )
local Points = {}
Points[#Points+1] = StartPointVec2:RoutePointGround( Speed )
Points[#Points+1] = CargoDeployPointVec2:RoutePointGround( Speed )
Points[#Points+1] = StartPointVec2:WaypointGround( Speed )
Points[#Points+1] = CargoDeployPointVec2:WaypointGround( Speed )
local TaskRoute = self.CargoCarrier:TaskRoute( Points )
self.CargoCarrier:SetTask( TaskRoute, 1 )
@@ -1343,8 +1561,8 @@ function CARGO_PACKAGE:onafterUnLoad( From, Event, To, CargoCarrier, Speed, Dist
self.CargoCarrier = CargoCarrier
local Points = {}
Points[#Points+1] = StartPointVec2:RoutePointGround( Speed )
Points[#Points+1] = CargoDeployPointVec2:RoutePointGround( Speed )
Points[#Points+1] = StartPointVec2:WaypointGround( Speed )
Points[#Points+1] = CargoDeployPointVec2:WaypointGround( Speed )
local TaskRoute = self.CargoCarrier:TaskRoute( Points )
self.CargoCarrier:SetTask( TaskRoute, 1 )

View File

@@ -1,4 +1,4 @@
--- This module contains the DATABASE class, managing the database of mission objects.
--- **Core** -- DATABASE manages the database of mission objects.
--
-- ====
--
@@ -35,8 +35,13 @@
--
-- ===
--
--
-- ### Author: **Sven Van de Velde (FlightControl)**
-- ### Contributions:
--
-- ====
-- @module Database
-- @author FlightControl
--- DATABASE class
-- @type DATABASE
@@ -56,12 +61,15 @@ DATABASE = {
GROUPS = {},
PLAYERS = {},
PLAYERSJOINED = {},
PLAYERUNITS = {},
CLIENTS = {},
CARGOS = {},
AIRBASES = {},
COUNTRY_ID = {},
COUNTRY_NAME = {},
NavPoints = {},
PLAYERSETTINGS = {},
ZONENAMES = {},
}
local _DATABASECoalition =
@@ -100,34 +108,40 @@ function DATABASE:New()
self:HandleEvent( EVENTS.DeleteCargo )
-- Follow alive players and clients
-- self:HandleEvent( EVENTS.PlayerEnterUnit, self._EventOnPlayerEnterUnit )
self:HandleEvent( EVENTS.PlayerEnterUnit, self._EventOnPlayerEnterUnit )
self:HandleEvent( EVENTS.PlayerLeaveUnit, self._EventOnPlayerLeaveUnit )
self:_RegisterTemplates()
self:_RegisterGroupsAndUnits()
self:_RegisterClients()
self:_RegisterStatics()
self:_RegisterPlayers()
--self:_RegisterPlayers()
self:_RegisterAirbases()
self.UNITS_Position = 0
--- @param #DATABASE self
local function CheckPlayers( self )
local CoalitionsData = { AlivePlayersRed = coalition.getPlayers( coalition.side.RED ), AlivePlayersBlue = coalition.getPlayers( coalition.side.BLUE ) }
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
--self:E( { "CoalitionData:", CoalitionData } )
for UnitId, UnitData in pairs( CoalitionData ) do
if UnitData and UnitData:isExist() then
local UnitName = UnitData:getName()
local PlayerName = UnitData:getPlayerName()
local PlayerUnit = UNIT:Find( UnitData )
--self:T( { "UnitData:", UnitData, UnitName, PlayerName, PlayerUnit } )
local UNITS_Count = #self.UNITS_Index
if UNITS_Count > 0 then
self.UNITS_Position = ( ( self.UNITS_Position <= UNITS_Count ) and self.UNITS_Position + 1 ) or 1
local PlayerUnit = self.UNITS[self.UNITS_Index[self.UNITS_Position]]
if PlayerUnit then
local UnitName = PlayerUnit:GetName()
local PlayerName = PlayerUnit:GetPlayerName()
--self:E( { UNITS_Count, self.UNITS_Position, UnitName, PlayerName } )
if PlayerName and PlayerName ~= "" then
if self.PLAYERS[PlayerName] == nil or self.PLAYERS[PlayerName] ~= UnitName then
self:E( { "Add player for unit:", UnitName, PlayerName } )
self:AddPlayer( UnitName, PlayerName )
--_EVENTDISPATCHER:CreateEventPlayerEnterUnit( PlayerUnit )
if PlayerName and PlayerName ~= "" then
if self.PLAYERS[PlayerName] == nil or self.PLAYERS[PlayerName] ~= UnitName then
--self:E( { "Add player for unit:", UnitName, PlayerName } )
self:AddPlayer( UnitName, PlayerName )
--_EVENTDISPATCHER:CreateEventPlayerEnterUnit( PlayerUnit )
local Settings = SETTINGS:Set( PlayerName )
Settings:SetPlayerMenu( PlayerUnit )
end
end
end
end
@@ -135,7 +149,7 @@ function DATABASE:New()
end
self:E( "Scheduling" )
--local PlayerCheckSchedule = SCHEDULER:New( nil, CheckPlayers, { self }, 2, 0.1 )
PlayerCheckSchedule = SCHEDULER:New( nil, CheckPlayers, { self }, 1, 1 )
return self
end
@@ -200,6 +214,16 @@ function DATABASE:FindStatic( StaticName )
return StaticFound
end
--- Finds a AIRBASE based on the AirbaseName.
-- @param #DATABASE self
-- @param #string AirbaseName
-- @return Wrapper.Airbase#AIRBASE The found AIRBASE.
function DATABASE:FindAirbase( AirbaseName )
local AirbaseFound = self.AIRBASES[AirbaseName]
return AirbaseFound
end
--- Adds a Airbase based on the Airbase Name in the DATABASE.
-- @param #DATABASE self
-- @param #string AirbaseName The name of the airbase
@@ -312,17 +336,19 @@ function DATABASE:AddPlayer( UnitName, PlayerName )
if PlayerName then
self:E( { "Add player for unit:", UnitName, PlayerName } )
self.PLAYERS[PlayerName] = UnitName
self.PLAYERUNITS[UnitName] = PlayerName
self.PLAYERSJOINED[PlayerName] = PlayerName
end
end
--- Deletes a player from the DATABASE based on the Player Name.
-- @param #DATABASE self
function DATABASE:DeletePlayer( PlayerName )
function DATABASE:DeletePlayer( UnitName, PlayerName )
if PlayerName then
self:E( { "Clean player:", PlayerName } )
self.PLAYERS[PlayerName] = nil
self.PLAYERUNITS[UnitName] = PlayerName
end
end
@@ -359,7 +385,12 @@ function DATABASE:Spawn( SpawnTemplate )
SpawnTemplate.CountryID = SpawnCountryID
SpawnTemplate.CategoryID = SpawnCategoryID
-- Ensure that for the spawned group and its units, there are GROUP and UNIT objects created in the DATABASE.
local SpawnGroup = self:AddGroup( SpawnTemplate.name )
for UnitID, UnitData in pairs( SpawnTemplate.units ) do
self:AddUnit( UnitData.name )
end
return SpawnGroup
end
@@ -667,7 +698,7 @@ function DATABASE:_EventOnBirth( Event )
self:AddGroup( Event.IniDCSGroupName )
end
end
self:_EventOnPlayerEnterUnit( Event )
--self:_EventOnPlayerEnterUnit( Event )
end
end
@@ -708,6 +739,8 @@ function DATABASE:_EventOnPlayerEnterUnit( Event )
if not self.PLAYERS[PlayerName] then
self:AddPlayer( Event.IniUnitName, PlayerName )
end
local Settings = SETTINGS:Set( PlayerName )
Settings:SetPlayerMenu( Event.IniUnit )
end
end
end
@@ -723,7 +756,9 @@ function DATABASE:_EventOnPlayerLeaveUnit( Event )
if Event.IniObjectCategory == 1 then
local PlayerName = Event.IniUnit:GetPlayerName()
if self.PLAYERS[PlayerName] then
self:DeletePlayer( PlayerName )
local Settings = SETTINGS:Set( PlayerName )
Settings:RemovePlayerMenu( Event.IniUnit )
self:DeletePlayer( Event.IniUnit, PlayerName )
end
end
end
@@ -808,10 +843,10 @@ end
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a GROUP parameter.
-- @return #DATABASE self
function DATABASE:ForEachGroup( IteratorFunction, ... )
function DATABASE:ForEachGroup( IteratorFunction, FinalizeFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, arg, self.GROUPS )
self:ForEach( IteratorFunction, FinalizeFunction, arg, self.GROUPS )
return self
end
@@ -821,10 +856,10 @@ end
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept the player name.
-- @return #DATABASE self
function DATABASE:ForEachPlayer( IteratorFunction, ... )
function DATABASE:ForEachPlayer( IteratorFunction, FinalizeFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, arg, self.PLAYERS )
self:ForEach( IteratorFunction, FinalizeFunction, arg, self.PLAYERS )
return self
end
@@ -834,14 +869,27 @@ end
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a UNIT parameter.
-- @return #DATABASE self
function DATABASE:ForEachPlayerJoined( IteratorFunction, ... )
function DATABASE:ForEachPlayerJoined( IteratorFunction, FinalizeFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, arg, self.PLAYERSJOINED )
self:ForEach( IteratorFunction, FinalizeFunction, arg, self.PLAYERSJOINED )
return self
end
--- Iterate the DATABASE and call an iterator function for each **ALIVE** player UNIT, providing the player UNIT and optional parameters.
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept the player name.
-- @return #DATABASE self
function DATABASE:ForEachPlayerUnit( IteratorFunction, FinalizeFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, FinalizeFunction, arg, self.PLAYERUNITS )
return self
end
--- Iterate the DATABASE and call an iterator function for each CLIENT, providing the CLIENT to the function and optional parameters.
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called object in the database. The function needs to accept a CLIENT parameter.
@@ -891,6 +939,29 @@ function DATABASE:OnEventDeleteCargo( EventData )
end
--- Gets the player settings
-- @param #DATABASE self
-- @param #string PlayerName
-- @return Core.Settings#SETTINGS
function DATABASE:GetPlayerSettings( PlayerName )
self:F2( { PlayerName } )
return self.PLAYERSETTINGS[PlayerName]
end
--- Sets the player settings
-- @param #DATABASE self
-- @param #string PlayerName
-- @param Core.Settings#SETTINGS Settings
-- @return Core.Settings#SETTINGS
function DATABASE:SetPlayerSettings( PlayerName, Settings )
self:F2( { PlayerName, Settings } )
self.PLAYERSETTINGS[PlayerName] = Settings
end
--- @param #DATABASE self
function DATABASE:_RegisterTemplates()
self:F2()
@@ -974,6 +1045,11 @@ 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

View File

@@ -1,4 +1,4 @@
--- **Core R2.1** - EVENT models DCS **event dispatching** using a **publish-subscribe** model.
--- **Core** -- EVENT models DCS **event dispatching** using a **publish-subscribe** model.
--
-- ![Banner Image](..\Presentations\EVENT\Dia1.JPG)
--
@@ -157,33 +157,12 @@
--
-- When a static object is involved in the event, the Group and Player fields won't be populated.
--
-- ====
--
-- # **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.
--
-- YYYY-MM-DD: CLASS:**NewFunction**( Params ) replaces CLASS:_OldFunction_( Params )
-- YYYY-MM-DD: CLASS:**NewFunction( Params )** added
--
-- Hereby the change log:
--
-- * 2017-03-07: Added the correct event dispatching in case the event is subscribed by a GROUP.
--
-- * 2017-02-07: Did a complete revision of the Event Handing API and underlying mechanisms.
--
-- ===
--
-- # **AUTHORS and CONTRIBUTIONS**
--
-- ### Author: **Sven Van de Velde (FlightControl)**
-- ### Contributions:
--
-- ### Authors:
--
-- * [**FlightControl**](https://forums.eagle.ru/member.php?u=89536): Design & Programming & documentation.
-- ====
--
-- @module Event
@@ -471,16 +450,16 @@ end
-- @param Core.Base#BASE EventClass The self instance of the class for which the event is.
-- @param Dcs.DCSWorld#world.event EventID
-- @return #EVENT.Events
function EVENT:Remove( EventClass, EventID )
function EVENT:RemoveEvent( EventClass, EventID )
self:E( { "Removing subscription for class: ", EventClass:GetClassNameAndID() } )
self:F2( { "Removing subscription for class: ", EventClass:GetClassNameAndID() } )
local EventPriority = EventClass:GetEventPriority()
self.EventsDead = self.EventsDead or {}
self.EventsDead[EventID] = self.EventsDead[EventID] or {}
self.EventsDead[EventID][EventPriority] = self.EventsDead[EventID][EventPriority] or {}
self.EventsDead[EventID][EventPriority][EventClass] = self.Events[EventID][EventPriority][EventClass]
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
@@ -582,12 +561,13 @@ end
-- @param Core.Base#BASE EventClass The self instance of the class for which the event is.
-- @param EventID
-- @return #EVENT
function EVENT:OnEventForGroup( GroupName, EventFunction, EventClass, EventID )
self:F2( GroupName )
function EVENT:OnEventForGroup( GroupName, EventFunction, EventClass, EventID, ... )
self:E( GroupName )
local Event = self:Init( EventID, EventClass )
Event.EventGroup = true
Event.EventFunction = EventFunction
Event.Params = arg
return self
end
@@ -764,7 +744,10 @@ function EVENT:onEvent( Event )
local EventMeta = _EVENTMETA[Event.id]
if self and self.Events and self.Events[Event.id] then
if self and
self.Events and
self.Events[Event.id] and
( Event.initiator ~= nil or ( Event.initiator == nil and Event.id ~= EVENTS.PlayerLeaveUnit ) ) then
if Event.initiator then
@@ -810,7 +793,7 @@ function EVENT:onEvent( Event )
Event.IniUnitName = Event.IniDCSUnitName
Event.IniUnit = SCENERY:Register( Event.IniDCSUnitName, Event.initiator )
Event.IniCategory = Event.IniDCSUnit:getDesc().category
Event.IniTypeName = Event.IniDCSUnit:getTypeName()
Event.IniTypeName = Event.initiator:isExist() and Event.IniDCSUnit:getTypeName() or "SCENERY" -- TODO: Bug fix for 2.1!
end
end
@@ -889,9 +872,9 @@ 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
--if Event.IniObjectCategory ~= Object.Category.STATIC then
-- self:E( { "Evaluating: ", EventClass:GetClassNameAndID() } )
--end
Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName )
Event.TgtGroup = GROUP:FindByName( Event.TgtDCSGroupName )
@@ -941,7 +924,7 @@ function EVENT:onEvent( Event )
end
else
-- The EventClass is not alive anymore, we remove it from the EventHandlers...
self:Remove( EventClass, Event.id )
self:RemoveEvent( EventClass, Event.id )
end
else
@@ -968,7 +951,7 @@ function EVENT:onEvent( Event )
local Result, Value = xpcall(
function()
return EventData.EventFunction( EventClass, Event )
return EventData.EventFunction( EventClass, Event, unpack( EventData.Params ) )
end, ErrorHandler )
else
@@ -984,14 +967,14 @@ function EVENT:onEvent( Event )
local Result, Value = xpcall(
function()
return EventFunction( EventClass, Event )
return EventFunction( EventClass, Event, unpack( EventData.Params ) )
end, ErrorHandler )
end
end
end
else
-- The EventClass is not alive anymore, we remove it from the EventHandlers...
self:Remove( EventClass, Event.id )
--self:RemoveEvent( EventClass, Event.id )
end
else
@@ -1004,7 +987,7 @@ function EVENT:onEvent( Event )
-- There is an EventFunction defined, so call the EventFunction.
if Event.IniObjectCategory ~= 3 then
self:E( { "Calling EventFunction for Class ", EventClass:GetClassNameAndID(), EventPriority } )
self:F2( { "Calling EventFunction for Class ", EventClass:GetClassNameAndID(), EventPriority } )
end
local Result, Value = xpcall(
function()
@@ -1018,7 +1001,7 @@ function EVENT:onEvent( Event )
-- Now call the default event function.
if Event.IniObjectCategory ~= 3 then
self:E( { "Calling " .. EventMeta.Event .. " for Class ", EventClass:GetClassNameAndID(), EventPriority } )
self:F2( { "Calling " .. EventMeta.Event .. " for Class ", EventClass:GetClassNameAndID(), EventPriority } )
end
local Result, Value = xpcall(

View File

@@ -1,4 +1,4 @@
--- **Core** - The **FSM** (**F**inite **S**tate **M**achine) class and derived **FSM\_** classes
--- **Core** -- The **FSM** (**F**inite **S**tate **M**achine) class and derived **FSM\_** classes
-- are design patterns allowing efficient (long-lasting) processes and workflows.
--
-- ![Banner Image](..\Presentations\FSM\Dia1.JPG)
@@ -58,31 +58,11 @@
--
-- ====
--
-- # **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.
--
-- YYYY-MM-DD: CLASS:**NewFunction**( Params ) replaces CLASS:_OldFunction_( Params )
-- YYYY-MM-DD: CLASS:**NewFunction( Params )** added
--
-- Hereby the change log:
--
-- * 2016-12-18: Released.
--
-- ===
--
-- # **AUTHORS and CONTRIBUTIONS**
--
-- ### Author: **Sven Van de Velde (FlightControl)**
-- ### Contributions:
--
-- * [**Pikey**](https://forums.eagle.ru/member.php?u=62835): Review of documentation & advice for improvements.
--
-- ### Authors:
--
-- * [**FlightControl**](https://forums.eagle.ru/member.php?u=89536): Design & Programming & documentation.
-- ====
--
-- @module Fsm
@@ -416,7 +396,7 @@ do -- FSM
Transition.Event = Event
Transition.To = To
self:T( Transition )
self:T2( Transition )
self._Transitions[Transition] = Transition
self:_eventmap( self.Events, Transition )
@@ -438,7 +418,7 @@ do -- FSM
-- @param #table ReturnEvents A table indicating for which returned events of the SubFSM which Event must be triggered in the FSM.
-- @return Core.Fsm#FSM_PROCESS The SubFSM.
function FSM:AddProcess( From, Event, Process, ReturnEvents )
self:T( { From, Event, Process, ReturnEvents } )
self:T( { From, Event } )
local Sub = {}
Sub.From = From
@@ -554,14 +534,14 @@ do -- FSM
local __Event = "__" .. EventStructure.Event
self[Event] = self[Event] or self:_create_transition(Event)
self[__Event] = self[__Event] or self:_delayed_transition(Event)
self:T( "Added methods: " .. Event .. ", " .. __Event )
self:T2( "Added methods: " .. Event .. ", " .. __Event )
Events[Event] = self.Events[Event] or { map = {} }
self:_add_to_map( Events[Event].map, EventStructure )
end
function FSM:_submap( subs, sub, name )
self:F( { sub = sub, name = name } )
--self:F( { sub = sub, name = name } )
subs[sub.From] = subs[sub.From] or {}
subs[sub.From][sub.Event] = subs[sub.From][sub.Event] or {}
@@ -589,7 +569,7 @@ do -- FSM
return errmsg
end
if self[handler] then
self:T( "Calling " .. handler )
self:T2( "Calling " .. handler )
self._EventSchedules[EventName] = nil
local Result, Value = xpcall( function() return self[handler]( self, unpack( params ) ) end, ErrorHandler )
return Value
@@ -864,7 +844,7 @@ do -- FSM_CONTROLLABLE
-- @param Wrapper.Controllable#CONTROLLABLE FSMControllable
-- @return #FSM_CONTROLLABLE
function FSM_CONTROLLABLE:SetControllable( FSMControllable )
self:F( FSMControllable )
--self:F( FSMControllable:GetName() )
self.Controllable = FSMControllable
end
@@ -924,7 +904,7 @@ do -- FSM_PROCESS
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- Core.Fsm#FSM_PROCESS
self:F( Controllable, Task )
--self:F( Controllable )
self:Assign( Controllable, Task )
@@ -980,7 +960,7 @@ do -- FSM_PROCESS
-- Copy Processes
for ProcessID, Process in pairs( self:GetProcesses() ) do
self:E( { Process} )
--self:E( { Process:GetName() } )
local FsmProcess = NewFsm:AddProcess( Process.From, Process.Event, Process.fsm:Copy( Controllable, Task ), Process.ReturnEvents )
end
@@ -1010,7 +990,6 @@ do -- FSM_PROCESS
-- Copy Processes
for ProcessID, Process in pairs( self:GetProcesses() ) do
self:E( { Process} )
if Process.fsm then
Process.fsm:Remove()
Process.fsm = nil
@@ -1083,7 +1062,7 @@ end
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @return #FSM_PROCESS self
function FSM_PROCESS:Assign( ProcessUnit, Task )
self:T( { Task, ProcessUnit } )
--self:T( { Task:GetName(), ProcessUnit:GetName() } )
self:SetControllable( ProcessUnit )
self:SetTask( Task )
@@ -1104,12 +1083,7 @@ end
self.Task:Fail()
end
function FSM_PROCESS:onenterSuccess( ProcessUnit )
self:T( "Success" )
self.Task:Success()
end
--- StateMachine callback function for a FSM_PROCESS
-- @param #FSM_PROCESS self
@@ -1118,7 +1092,7 @@ end
-- @param #string From
-- @param #string To
function FSM_PROCESS:onstatechange( ProcessUnit, Task, From, Event, To, Dummy )
self:T( { ProcessUnit, From, Event, To, Dummy, self:IsTrace() } )
self:T( { ProcessUnit:GetName(), From, Event, To, Dummy, self:IsTrace() } )
if self:IsTrace() then
--MESSAGE:New( "@ Process " .. self:GetClassNameAndID() .. " : " .. Event .. " changed to state " .. To, 2 ):ToAll()

View File

@@ -26,14 +26,11 @@
-- * @{Menu#MENU_CLIENT_COMMAND}: Manages command menus for CLIENTs. This manages menus for units with the skill level "Client".
--
-- ===
--
-- # **AUTHORS and CONTRIBUTIONS**
--
---
-- ### Author: **Sven Van de Velde (FlightControl)**
-- ### Contributions:
--
-- ### Authors:
--
-- * **FlightControl**: Design & Programming
-- ====
--
-- @module Menu
@@ -106,6 +103,15 @@ do -- MENU_BASE
return self
end
--- Sets a tag for later selection of menu refresh.
-- @param #MENU_BASE self
-- @param #string MenuTag A Tag or Key that will filter only menu items set with this key.
-- @return #MENU_BASE
function MENU_BASE:SetTag( MenuTag )
self.MenuTag = MenuTag
return self
end
end
do -- MENU_COMMAND_BASE
@@ -118,6 +124,7 @@ do -- MENU_COMMAND_BASE
-- ----------------------------------------------------------
-- The MENU_COMMAND_BASE class defines the main MENU class where other MENU COMMAND_
-- classes are derived from, in order to set commands.
--
-- @field #MENU_COMMAND_BASE
MENU_COMMAND_BASE = {
ClassName = "MENU_COMMAND_BASE",
@@ -131,15 +138,51 @@ do -- MENU_COMMAND_BASE
-- @return #MENU_COMMAND_BASE
function MENU_COMMAND_BASE:New( MenuText, ParentMenu, CommandMenuFunction, CommandMenuArguments )
local self = BASE:Inherit( self, MENU_BASE:New( MenuText, ParentMenu ) )
local self = BASE:Inherit( self, MENU_BASE:New( MenuText, ParentMenu ) ) -- #MENU_COMMAND_BASE
-- When a menu function goes into error, DCS displays an obscure menu message.
-- This error handler catches the menu error and displays the full call stack.
local ErrorHandler = function( errmsg )
env.info( "MOOSE error in MENU COMMAND function: " .. errmsg )
if debug ~= nil then
env.info( debug.traceback() )
end
return errmsg
end
self.CommandMenuFunction = CommandMenuFunction
self.MenuCallHandler = function( CommandMenuArguments )
self.CommandMenuFunction( unpack( CommandMenuArguments ) )
self:SetCommandMenuFunction( CommandMenuFunction )
self:SetCommandMenuArguments( CommandMenuArguments )
self.MenuCallHandler = function()
local function MenuFunction()
return self.CommandMenuFunction( unpack( self.CommandMenuArguments ) )
end
local Status, Result = xpcall( MenuFunction, ErrorHandler )
end
return self
end
--- This sets the new command function of a menu,
-- so that if a menu is regenerated, or if command function changes,
-- that the function set for the menu is loosely coupled with the menu itself!!!
-- If the function changes, no new menu needs to be generated if the menu text is the same!!!
-- @param #MENU_COMMAND_BASE
-- @return #MENU_COMMAND_BASE
function MENU_COMMAND_BASE:SetCommandMenuFunction( CommandMenuFunction )
self.CommandMenuFunction = CommandMenuFunction
return self
end
--- This sets the new command arguments of a menu,
-- so that if a menu is regenerated, or if command arguments change,
-- that the arguments set for the menu are loosely coupled with the menu itself!!!
-- If the arguments change, no new menu needs to be generated if the menu text is the same!!!
-- @param #MENU_COMMAND_BASE
-- @return #MENU_COMMAND_BASE
function MENU_COMMAND_BASE:SetCommandMenuArguments( CommandMenuArguments )
self.CommandMenuArguments = CommandMenuArguments
return self
end
end
@@ -250,7 +293,7 @@ do -- MENU_MISSION_COMMAND
self:T( { MenuText, CommandMenuFunction, arg } )
self.MenuPath = missionCommands.addCommand( MenuText, self.MenuParentPath, self.MenuCallHandler, arg )
self.MenuPath = missionCommands.addCommand( MenuText, self.MenuParentPath, self.MenuCallHandler )
ParentMenu.Menus[self.MenuPath] = self
@@ -423,7 +466,7 @@ do -- MENU_COALITION_COMMAND
self:T( { MenuText, CommandMenuFunction, arg } )
self.MenuPath = missionCommands.addCommandForCoalition( self.MenuCoalition, MenuText, self.MenuParentPath, self.MenuCallHandler, arg )
self.MenuPath = missionCommands.addCommandForCoalition( self.MenuCoalition, MenuText, self.MenuParentPath, self.MenuCallHandler )
ParentMenu.Menus[self.MenuPath] = self
@@ -656,7 +699,7 @@ do -- MENU_CLIENT
missionCommands.removeItemForGroup( self.MenuClient:GetClientGroupID(), MenuPath[MenuPathID] )
end
self.MenuPath = missionCommands.addCommandForGroup( self.MenuClient:GetClientGroupID(), MenuText, MenuParentPath, self.MenuCallHandler, arg )
self.MenuPath = missionCommands.addCommandForGroup( self.MenuClient:GetClientGroupID(), MenuText, MenuParentPath, self.MenuCallHandler )
MenuPath[MenuPathID] = self.MenuPath
if ParentMenu and ParentMenu.Menus then
@@ -808,13 +851,14 @@ do
--- Removes the sub menus recursively of this MENU_GROUP.
-- @param #MENU_GROUP self
-- @param MenuTime
-- @param MenuTag A Tag or Key to filter the menus to be refreshed with the Tag set.
-- @return #MENU_GROUP self
function MENU_GROUP:RemoveSubMenus( MenuTime )
function MENU_GROUP:RemoveSubMenus( MenuTime, MenuTag )
--self:F2( { self.MenuPath, MenuTime, self.MenuTime } )
--self:T( { "Removing Group SubMenus:", self.MenuGroup:GetName(), self.MenuPath } )
self:T( { "Removing Group SubMenus:", MenuTime, MenuTag, self.MenuGroup:GetName(), self.MenuPath } )
for MenuText, Menu in pairs( self.Menus ) do
Menu:Remove( MenuTime )
Menu:Remove( MenuTime, MenuTag )
end
end
@@ -823,28 +867,31 @@ do
--- Removes the main menu and sub menus recursively of this MENU_GROUP.
-- @param #MENU_GROUP self
-- @param MenuTime
-- @param MenuTag A Tag or Key to filter the menus to be refreshed with the Tag set.
-- @return #nil
function MENU_GROUP:Remove( MenuTime )
function MENU_GROUP:Remove( MenuTime, MenuTag )
--self:F2( { self.MenuGroupID, self.MenuPath, MenuTime, self.MenuTime } )
self:RemoveSubMenus( MenuTime )
self:RemoveSubMenus( MenuTime, MenuTag )
if not MenuTime or self.MenuTime ~= MenuTime then
if self.MenuGroup._Menus[self.Path] then
self = self.MenuGroup._Menus[self.Path]
missionCommands.removeItemForGroup( self.MenuGroupID, self.MenuPath )
if self.ParentMenu then
self.ParentMenu.Menus[self.MenuText] = nil
self.ParentMenu.MenuCount = self.ParentMenu.MenuCount - 1
if self.ParentMenu.MenuCount == 0 then
if self.MenuRemoveParent == true then
self:T2( "Removing Parent Menu " )
self.ParentMenu:Remove()
if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then
if self.MenuGroup._Menus[self.Path] then
self = self.MenuGroup._Menus[self.Path]
missionCommands.removeItemForGroup( self.MenuGroupID, self.MenuPath )
if self.ParentMenu then
self.ParentMenu.Menus[self.MenuText] = nil
self.ParentMenu.MenuCount = self.ParentMenu.MenuCount - 1
if self.ParentMenu.MenuCount == 0 then
if self.MenuRemoveParent == true then
self:T2( "Removing Parent Menu " )
self.ParentMenu:Remove()
end
end
end
end
self:T( { "Removing Group Menu:", MenuGroup = self.MenuGroup:GetName(), MenuPath = self.MenuGroup._Menus[self.Path].Path } )
self:T( { "Removing Group Menu:", MenuGroup = self.MenuGroup:GetName() } )
self.MenuGroup._Menus[self.Path] = nil
self = nil
end
@@ -855,7 +902,7 @@ do
--- @type MENU_GROUP_COMMAND
-- @extends Core.Menu#MENU_BASE
-- @extends Core.Menu#MENU_COMMAND_BASE
--- # MENU_GROUP_COMMAND class, extends @{Menu#MENU_COMMAND_BASE}
--
@@ -879,32 +926,37 @@ do
function MENU_GROUP_COMMAND:New( MenuGroup, MenuText, ParentMenu, CommandMenuFunction, ... )
MenuGroup._Menus = MenuGroup._Menus or {}
local Path = ( ParentMenu and ( table.concat( ParentMenu.MenuPath or {}, "@" ) .. "@" .. MenuText ) ) or MenuText
local Path = ( ParentMenu and ( table.concat( ParentMenu.MenuPath or {}, "@" ) .. "@" .. MenuText ) ) or MenuText
if MenuGroup._Menus[Path] then
self = MenuGroup._Menus[Path]
self:F2( { "Re-using Group Command Menu:", MenuGroup:GetName(), MenuText } )
else
self = BASE:Inherit( self, MENU_COMMAND_BASE:New( MenuText, ParentMenu, CommandMenuFunction, arg ) )
--if MenuGroup:IsAlive() then
MenuGroup._Menus[Path] = self
--end
self.Path = Path
self.MenuGroup = MenuGroup
self.MenuGroupID = MenuGroup:GetID()
self.MenuText = MenuText
self.ParentMenu = ParentMenu
self:F( { "Adding Group Command Menu:", MenuGroup = MenuGroup:GetName(), MenuText = MenuText, MenuPath = self.MenuParentPath } )
self.MenuPath = missionCommands.addCommandForGroup( self.MenuGroupID, MenuText, self.MenuParentPath, self.MenuCallHandler, arg )
if self.ParentMenu and self.ParentMenu.Menus then
self.ParentMenu.Menus[MenuText] = self
self.ParentMenu.MenuCount = self.ParentMenu.MenuCount + 1
self:F2( { ParentMenu.Menus, MenuText } )
end
--self:E( { Path=Path } )
--self:E( { self.MenuTag, self.MenuTime, "Re-using Group Command Menu:", MenuGroup:GetName(), MenuText } )
self:SetCommandMenuFunction( CommandMenuFunction )
self:SetCommandMenuArguments( arg )
return self
end
self = BASE:Inherit( self, MENU_COMMAND_BASE:New( MenuText, ParentMenu, CommandMenuFunction, arg ) )
--if MenuGroup:IsAlive() then
MenuGroup._Menus[Path] = self
--end
--self:E({Path=Path})
self.Path = Path
self.MenuGroup = MenuGroup
self.MenuGroupID = MenuGroup:GetID()
self.MenuText = MenuText
self.ParentMenu = ParentMenu
self:F( { "Adding Group Command Menu:", MenuGroup = MenuGroup:GetName(), MenuText = MenuText, MenuPath = self.MenuParentPath } )
self.MenuPath = missionCommands.addCommandForGroup( self.MenuGroupID, MenuText, self.MenuParentPath, self.MenuCallHandler )
if self.ParentMenu and self.ParentMenu.Menus then
self.ParentMenu.Menus[MenuText] = self
self.ParentMenu.MenuCount = self.ParentMenu.MenuCount + 1
self:F2( { ParentMenu.Menus, MenuText } )
end
-- end
return self
end
@@ -912,28 +964,32 @@ do
--- Removes a menu structure for a group.
-- @param #MENU_GROUP_COMMAND self
-- @param MenuTime
-- @param MenuTag A Tag or Key to filter the menus to be refreshed with the Tag set.
-- @return #nil
function MENU_GROUP_COMMAND:Remove( MenuTime )
function MENU_GROUP_COMMAND:Remove( MenuTime, MenuTag )
--self:F2( { self.MenuGroupID, self.MenuPath, MenuTime, self.MenuTime } )
--self:E( { MenuTag = MenuTag, MenuTime = self.MenuTime, Path = self.Path } )
if not MenuTime or self.MenuTime ~= MenuTime then
if self.MenuGroup._Menus[self.Path] then
self = self.MenuGroup._Menus[self.Path]
missionCommands.removeItemForGroup( self.MenuGroupID, self.MenuPath )
self:T( { "Removing Group Command Menu:", MenuGroup = self.MenuGroup:GetName(), MenuText = self.MenuText, MenuPath = self.Path } )
self.ParentMenu.Menus[self.MenuText] = nil
self.ParentMenu.MenuCount = self.ParentMenu.MenuCount - 1
if self.ParentMenu.MenuCount == 0 then
if self.MenuRemoveParent == true then
self:T2( "Removing Parent Menu " )
self.ParentMenu:Remove()
if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then
if self.MenuGroup._Menus[self.Path] then
self = self.MenuGroup._Menus[self.Path]
missionCommands.removeItemForGroup( self.MenuGroupID, self.MenuPath )
--self:E( { "Removing Group Command Menu:", MenuGroup = self.MenuGroup:GetName(), MenuText = self.MenuText, MenuPath = self.Path } )
self.ParentMenu.Menus[self.MenuText] = nil
self.ParentMenu.MenuCount = self.ParentMenu.MenuCount - 1
if self.ParentMenu.MenuCount == 0 then
if self.MenuRemoveParent == true then
self:T2( "Removing Parent Menu " )
self.ParentMenu:Remove()
end
end
self.MenuGroup._Menus[self.Path] = nil
self = nil
end
self.MenuGroup._Menus[self.Path] = nil
self = nil
end
end

View File

@@ -1,4 +1,4 @@
--- **Core** - MESSAGE class takes are of the **real-time notifications** and **messages to players** during a simulation.
--- **Core** -- MESSAGE class takes are of the **real-time notifications** and **messages to players** during a simulation.
--
-- ![Banner Image](..\Presentations\MESSAGE\Dia1.JPG)
--
@@ -39,6 +39,13 @@
-- * To all players using @{Message#MESSAGE.ToAllIf}().
-- * To a coalition using @{Message#MESSAGE.ToCoalitionIf}().
--
-- ====
--
-- ### Author: **Sven Van de Velde (FlightControl)**
-- ### Contributions:
--
-- ====
--
-- @field #MESSAGE
MESSAGE = {
ClassName = "MESSAGE",
@@ -46,6 +53,16 @@ MESSAGE = {
MessageID = 0,
}
--- Message Types
-- @type MESSAGE.Type
MESSAGE.Type = {
Update = "Update",
Information = "Information",
Briefing = "Briefing Report",
Overview = "Overview Report",
Detailed = "Detailed Report"
}
--- Creates a new MESSAGE object. Note that these MESSAGE objects are not yet displayed on the display panel. You must use the functions @{ToClient} or @{ToCoalition} or @{ToAll} to send these Messages to the respective recipients.
-- @param self
@@ -67,6 +84,9 @@ function MESSAGE:New( MessageText, MessageDuration, MessageCategory )
local self = BASE:Inherit( self, BASE:New() )
self:F( { MessageText, MessageDuration, MessageCategory } )
self.MessageType = nil
-- When no MessageCategory is given, we don't show it as a title...
if MessageCategory and MessageCategory ~= "" then
if MessageCategory:sub(-1) ~= "\n" then
@@ -80,7 +100,7 @@ function MESSAGE:New( MessageText, MessageDuration, MessageCategory )
self.MessageDuration = MessageDuration or 5
self.MessageTime = timer.getTime()
self.MessageText = MessageText
self.MessageText = MessageText:gsub("^\n","",1):gsub("\n$","",1)
self.MessageSent = false
self.MessageGroup = false
@@ -89,6 +109,37 @@ function MESSAGE:New( MessageText, MessageDuration, MessageCategory )
return self
end
--- Creates a new MESSAGE object of a certain type.
-- Note that these MESSAGE objects are not yet displayed on the display panel.
-- You must use the functions @{ToClient} or @{ToCoalition} or @{ToAll} to send these Messages to the respective recipients.
-- The message display times are automatically defined based on the timing settings in the @{Settings} menu.
-- @param self
-- @param #string MessageText is the text of the Message.
-- @param #MESSAGE.Type MessageType The type of the message.
-- @return #MESSAGE
-- @usage
-- MessageAll = MESSAGE:NewType( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", MESSAGE.Type.Information )
-- MessageRED = MESSAGE:NewType( "To the RED Players: You receive a penalty because you've killed one of your own units", MESSAGE.Type.Information )
-- MessageClient1 = MESSAGE:NewType( "Congratulations, you've just hit a target", MESSAGE.Type.Update )
-- MessageClient2 = MESSAGE:NewType( "Congratulations, you've just killed a target", MESSAGE.Type.Update )
function MESSAGE:NewType( MessageText, MessageType )
local self = BASE:Inherit( self, BASE:New() )
self:F( { MessageText } )
self.MessageType = MessageType
self.MessageTime = timer.getTime()
self.MessageText = MessageText:gsub("^\n","",1):gsub("\n$","",1)
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.
@@ -108,14 +159,22 @@ end
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" )
-- MessageClient1:ToClient( ClientGroup )
-- MessageClient2:ToClient( ClientGroup )
function MESSAGE:ToClient( Client )
function MESSAGE:ToClient( Client, Settings )
self:F( Client )
if Client and Client:GetClientGroupID() 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 )
if self.MessageType then
local Settings = Settings or ( Client and _DATABASE:GetPlayerSettings( Client:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS
self.MessageDuration = Settings:GetMessageTime( self.MessageType )
self.MessageCategory = self.MessageType .. ": "
end
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 )
end
end
return self
@@ -125,13 +184,21 @@ end
-- @param #MESSAGE self
-- @param Wrapper.Group#GROUP Group is the Group.
-- @return #MESSAGE
function MESSAGE:ToGroup( Group )
function MESSAGE:ToGroup( Group, Settings )
self:F( Group.GroupName )
if Group then
if self.MessageType then
local Settings = Settings or ( Group and _DATABASE:GetPlayerSettings( Group:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS
self.MessageDuration = Settings:GetMessageTime( self.MessageType )
self.MessageCategory = self.MessageType .. ": "
end
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 )
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 )
end
end
return self
@@ -186,12 +253,20 @@ end
-- or
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" )
-- MessageRED:ToCoalition( coalition.side.RED )
function MESSAGE:ToCoalition( CoalitionSide )
function MESSAGE:ToCoalition( CoalitionSide, Settings )
self:F( CoalitionSide )
if self.MessageType then
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
self.MessageDuration = Settings:GetMessageTime( self.MessageType )
self.MessageCategory = self.MessageType .. ": "
end
if CoalitionSide then
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
trigger.action.outTextForCoalition( CoalitionSide, self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration )
if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
trigger.action.outTextForCoalition( CoalitionSide, self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration )
end
end
return self
@@ -225,8 +300,16 @@ end
function MESSAGE:ToAll()
self:F()
self:ToCoalition( coalition.side.RED )
self:ToCoalition( coalition.side.BLUE )
if self.MessageType then
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
self.MessageDuration = Settings:GetMessageTime( self.MessageType )
self.MessageCategory = self.MessageType .. ": "
end
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 )
end
return self
end
@@ -238,8 +321,7 @@ end
function MESSAGE:ToAllIf( Condition )
if Condition and Condition == true then
self:ToCoalition( coalition.side.RED )
self:ToCoalition( coalition.side.BLUE )
self:ToAll()
end
return self

File diff suppressed because it is too large Load Diff

View File

@@ -1,4 +1,4 @@
--- **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...
--- **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)
--
@@ -79,7 +79,7 @@
-- @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
-- @field #boolean Loop (default true)
-- @extends Core.Base#BASE
RADIO = {
ClassName = "RADIO",
@@ -89,7 +89,7 @@ RADIO = {
Subtitle = "",
SubtitleDuration = 0,
Power = 100,
Loop = 0,
Loop = true,
}
--- Create a new RADIO Object. This doesn't broadcast a transmission, though, use @{#RADIO.Broadcast} to actually broadcast
@@ -101,6 +101,7 @@ RADIO = {
function RADIO:New(Positionable)
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
@@ -296,6 +297,7 @@ end
-- @return #RADIO self
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")

View File

@@ -0,0 +1,86 @@
--- The REPORT class
-- @type REPORT
-- @extends Core.Base#BASE
REPORT = {
ClassName = "REPORT",
Title = "",
}
--- Create a new REPORT.
-- @param #REPORT self
-- @param #string Title
-- @return #REPORT
function REPORT:New( Title )
local self = BASE:Inherit( self, BASE:New() ) -- #REPORT
self.Report = {}
self:SetTitle( Title or "" )
self:SetIndent( 3 )
return self
end
--- Has the REPORT Text?
-- @param #REPORT self
-- @return #boolean
function REPORT:HasText() --R2.1
return #self.Report > 0
end
--- Set indent of a REPORT.
-- @param #REPORT self
-- @param #number Indent
-- @return #REPORT
function REPORT:SetIndent( Indent ) --R2.1
self.Indent = Indent
return self
end
--- Add a new line to a REPORT.
-- @param #REPORT self
-- @param #string Text
-- @return #REPORT
function REPORT:Add( Text )
self.Report[#self.Report+1] = Text
return self
end
--- Add a new line to a REPORT.
-- @param #REPORT self
-- @param #string Text
-- @return #REPORT
function REPORT:AddIndent( Text ) --R2.1
self.Report[#self.Report+1] = string.rep(" ", self.Indent ) .. Text:gsub("\n","\n"..string.rep( " ", self.Indent ) )
return self
end
--- Produces the text of the report, taking into account an optional delimeter, which is \n by default.
-- @param #REPORT self
-- @param #string Delimiter (optional) A delimiter text.
-- @return #string The report text.
function REPORT:Text( Delimiter )
Delimiter = Delimiter or "\n"
local ReportText = ( self.Title ~= "" and self.Title .. Delimiter or self.Title ) .. table.concat( self.Report, Delimiter ) or ""
return ReportText
end
--- Sets the title of the report.
-- @param #REPORT self
-- @param #string Title The title of the report.
-- @return #REPORT
function REPORT:SetTitle( Title )
self.Title = Title
return self
end
--- Gets the amount of report items contained in the report.
-- @param #REPORT self
-- @return #number Returns the number of report items contained in the report. 0 is returned if no report items are contained in the report. The title is not counted for.
function REPORT:GetCount()
return #self.Report
end

View File

@@ -1,4 +1,4 @@
--- This module defines the SCHEDULEDISPATCHER class, which is used by a central object called _SCHEDULEDISPATCHER.
--- **Core** -- SCHEDULEDISPATCHER dispatches the different schedules.
--
-- ===
--
@@ -27,8 +27,6 @@
--
-- ===
--
-- ===
--
-- ### Contributions: -
-- ### Authors: FlightControl : Design & Programming
--
@@ -57,6 +55,7 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
self:F2( { Scheduler, ScheduleFunction, ScheduleArguments, Start, Repeat, Randomize, Stop } )
self.CallID = self.CallID + 1
local CallID = self.CallID .. "#" .. ( Scheduler.MasterObject and Scheduler.MasterObject.GetClassNameAndID and Scheduler.MasterObject:GetClassNameAndID() or "" ) or ""
-- Initialize the ObjectSchedulers array, which is a weakly coupled table.
-- If the object used as the key is nil, then the garbage collector will remove the item from the Functions array.
@@ -64,30 +63,30 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
-- Initialize the ObjectSchedulers array, which is a weakly coupled table.
-- If the object used as the key is nil, then the garbage collector will remove the item from the Functions array.
self.ObjectSchedulers = self.ObjectSchedulers or setmetatable( {}, { __mode = "v" } ) -- or {}
self.ObjectSchedulers = self.ObjectSchedulers or setmetatable( {}, { __mode = "v" } )
if Scheduler.MasterObject then
self.ObjectSchedulers[self.CallID] = Scheduler
self:F3( { CallID = self.CallID, ObjectScheduler = tostring(self.ObjectSchedulers[self.CallID]), MasterObject = tostring(Scheduler.MasterObject) } )
self.ObjectSchedulers[CallID] = Scheduler
self:F3( { CallID = CallID, ObjectScheduler = tostring(self.ObjectSchedulers[CallID]), MasterObject = tostring(Scheduler.MasterObject) } )
else
self.PersistentSchedulers[self.CallID] = Scheduler
self:F3( { CallID = self.CallID, PersistentScheduler = self.PersistentSchedulers[self.CallID] } )
self.PersistentSchedulers[CallID] = Scheduler
self:F3( { CallID = CallID, PersistentScheduler = self.PersistentSchedulers[CallID] } )
end
self.Schedule = self.Schedule or setmetatable( {}, { __mode = "k" } )
self.Schedule[Scheduler] = self.Schedule[Scheduler] or {}
self.Schedule[Scheduler][self.CallID] = {}
self.Schedule[Scheduler][self.CallID].Function = ScheduleFunction
self.Schedule[Scheduler][self.CallID].Arguments = ScheduleArguments
self.Schedule[Scheduler][self.CallID].StartTime = timer.getTime() + ( Start or 0 )
self.Schedule[Scheduler][self.CallID].Start = Start + .1
self.Schedule[Scheduler][self.CallID].Repeat = Repeat
self.Schedule[Scheduler][self.CallID].Randomize = Randomize
self.Schedule[Scheduler][self.CallID].Stop = Stop
self.Schedule[Scheduler][CallID] = {}
self.Schedule[Scheduler][CallID].Function = ScheduleFunction
self.Schedule[Scheduler][CallID].Arguments = ScheduleArguments
self.Schedule[Scheduler][CallID].StartTime = timer.getTime() + ( Start or 0 )
self.Schedule[Scheduler][CallID].Start = Start + .1
self.Schedule[Scheduler][CallID].Repeat = Repeat or 0
self.Schedule[Scheduler][CallID].Randomize = Randomize or 0
self.Schedule[Scheduler][CallID].Stop = Stop
self:T3( self.Schedule[Scheduler][self.CallID] )
self:T3( self.Schedule[Scheduler][CallID] )
self.Schedule[Scheduler][self.CallID].CallHandler = function( CallID )
self.Schedule[Scheduler][CallID].CallHandler = function( CallID )
self:F2( CallID )
local ErrorHandler = function( errmsg )
@@ -102,14 +101,15 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
if not Scheduler then
Scheduler = self.PersistentSchedulers[CallID]
end
self:T3( { Scheduler = Scheduler } )
--self:T3( { Scheduler = Scheduler } )
if Scheduler then
local MasterObject = tostring(Scheduler.MasterObject)
local Schedule = self.Schedule[Scheduler][CallID]
self:T3( { Schedule = Schedule } )
--self:T3( { Schedule = Schedule } )
local ScheduleObject = Scheduler.SchedulerObject
--local ScheduleObjectName = Scheduler.SchedulerObject:GetNameAndClassID()
@@ -135,10 +135,13 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
end
local CurrentTime = timer.getTime()
local StartTime = CurrentTime + Start
local StartTime = Schedule.StartTime
self:F3( { Master = MasterObject, CurrentTime = CurrentTime, StartTime = StartTime, Start = Start, Repeat = Repeat, Randomize = Randomize, Stop = Stop } )
if Status and (( Result == nil ) or ( Result and Result ~= false ) ) then
if Repeat ~= 0 and ( Stop == 0 ) or ( Stop ~= 0 and CurrentTime <= StartTime + Stop ) then
if Repeat ~= 0 and ( ( Stop == 0 ) or ( Stop ~= 0 and CurrentTime <= StartTime + Stop ) ) then
local ScheduleTime =
CurrentTime +
Repeat +
@@ -147,7 +150,7 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
( Randomize * Repeat / 2 )
) +
0.01
self:T3( { Repeat = CallID, CurrentTime, ScheduleTime, ScheduleArguments } )
--self:T3( { Repeat = CallID, CurrentTime, ScheduleTime, ScheduleArguments } )
return ScheduleTime -- returns the next time the function needs to be called.
else
self:Stop( Scheduler, CallID )
@@ -156,15 +159,15 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
self:Stop( Scheduler, CallID )
end
else
self:E( "Scheduled obscolete call for CallID: " .. CallID )
self:E( "Scheduled obsolete call for CallID: " .. CallID )
end
return nil
end
self:Start( Scheduler, self.CallID )
self:Start( Scheduler, CallID )
return self.CallID
return CallID
end
function SCHEDULEDISPATCHER:RemoveSchedule( Scheduler, CallID )
@@ -184,10 +187,11 @@ function SCHEDULEDISPATCHER:Start( Scheduler, CallID )
-- Only start when there is no ScheduleID defined!
-- This prevents to "Start" the scheduler twice with the same CallID...
if not Schedule[CallID].ScheduleID then
Schedule[CallID].StartTime = timer.getTime() -- Set the StartTime field to indicate when the scheduler started.
Schedule[CallID].ScheduleID = timer.scheduleFunction(
Schedule[CallID].CallHandler,
CallID,
timer.getTime() + Schedule[CallID].Start
timer.getTime() + Schedule[CallID].Start
)
end
else

View File

@@ -1,4 +1,4 @@
--- **Core** - SCHEDULER prepares and handles the **execution of functions over scheduled time (intervals)**.
--- **Core** -- SCHEDULER prepares and handles the **execution of functions over scheduled time (intervals)**.
--
-- ![Banner Image](..\Presentations\SCHEDULER\Dia1.JPG)
--
@@ -210,7 +210,8 @@ SCHEDULER = {
-- @return #SCHEDULER self.
-- @return #number The ScheduleID of the planned schedule.
function SCHEDULER:New( SchedulerObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop )
local self = BASE:Inherit( self, BASE:New() )
local self = BASE:Inherit( self, BASE:New() ) -- #SCHEDULER
self:F2( { Start, Repeat, RandomizeFactor, Stop } )
local ScheduleID = nil

View File

@@ -1,4 +1,4 @@
--- **Core** - SET_ classes define **collections** of objects to perform **bulk actions** and logically **group** objects.
--- **Core** -- SET_ classes define **collections** of objects to perform **bulk actions** and logically **group** objects.
--
-- ![Banner Image](..\Presentations\SET\Dia1.JPG)
--
@@ -23,12 +23,12 @@
-- * Validate the presence of objects in the SET.
-- * Trigger events when objects in the SET change a zone presence.
--
-- ### Authors:
-- ====
--
-- * FlightControl : Design & Programming
--
-- ### Author: **Sven Van de Velde (FlightControl)**
-- ### Contributions:
--
-- ====
--
-- @module Set
@@ -84,11 +84,6 @@ function SET_BASE:New( Database )
self.TimeInterval = 0.001
self.Set = {}
self.List = {}
self.List.__index = self.List
self.List = setmetatable( { Count = 0 }, self.List )
self.Index = {}
self.CallScheduler = SCHEDULER:New( self )
@@ -126,24 +121,8 @@ end
function SET_BASE:Add( ObjectName, Object )
self:F( ObjectName )
local t = { _ = Object }
if self.List.last then
self.List.last._next = t
t._prev = self.List.last
self.List.last = t
else
-- this is the first node
self.List.first = t
self.List.last = t
end
self.List.Count = self.List.Count + 1
self.Set[ObjectName] = Object
table.insert( self.Index, ObjectName )
end
--- Adds a @{Base#BASE} object in the @{Set#SET_BASE}, using the Object Name as the index.
@@ -166,43 +145,19 @@ end
-- @param #string ObjectName
function SET_BASE:Remove( ObjectName )
local t = self.Set[ObjectName]
local Object = self.Set[ObjectName]
self:F3( { ObjectName, t } )
self:F3( { ObjectName, Object } )
if t then
if t._next then
if t._prev then
t._next._prev = t._prev
t._prev._next = t._next
else
-- this was the first node
t._next._prev = nil
self.List._first = t._next
end
elseif t._prev then
-- this was the last node
t._prev._next = nil
self.List._last = t._prev
else
-- this was the only node
self.List._first = nil
self.List._last = nil
end
t._next = nil
t._prev = nil
self.List.Count = self.List.Count - 1
if Object then
for Index, Key in ipairs( self.Index ) do
if Key == ObjectName then
table.remove( self.Index, Index )
self.Set[ObjectName] = nil
break
end
end
self.Set[ObjectName] = nil
end
end
@@ -214,19 +169,16 @@ end
function SET_BASE:Get( ObjectName )
self:F( ObjectName )
local t = self.Set[ObjectName]
self:T3( { ObjectName, t } )
return t
local Object = self.Set[ObjectName]
self:T3( { ObjectName, Object } )
return Object
end
--- Gets the first object from the @{Set#SET_BASE} and derived classes.
-- @param #SET_BASE self
-- @return Core.Base#BASE
function SET_BASE:GetFirst()
self:F()
local ObjectName = self.Index[1]
local FirstObject = self.Set[ObjectName]
@@ -238,7 +190,6 @@ end
-- @param #SET_BASE self
-- @return Core.Base#BASE
function SET_BASE:GetLast()
self:F()
local ObjectName = self.Index[#self.Index]
local LastObject = self.Set[ObjectName]
@@ -250,12 +201,9 @@ end
-- @param #SET_BASE self
-- @return Core.Base#BASE
function SET_BASE:GetRandom()
self:F()
local RandomItem = self.Set[self.Index[math.random(#self.Index)]]
self:T3( { RandomItem } )
return RandomItem
end
@@ -265,11 +213,10 @@ end
-- @return #number Count
function SET_BASE:Count()
return #self.Index or 0
return self.Index and #self.Index or 0
end
--- Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set).
-- @param #SET_BASE self
-- @param #SET_BASE BaseSet
@@ -603,6 +550,20 @@ function SET_BASE:IsIncludeObject( Object )
return true
end
--- Gets a string with all the object names.
-- @param #SET_BASE self
-- @return #string A string with the names of the objects.
function SET_BASE:GetObjectNames()
self:F3()
local ObjectNames = ""
for ObjectName, Object in pairs( self.Set ) do
ObjectNames = ObjectNames .. ObjectName .. ", "
end
return ObjectNames
end
--- Flushes the current SET_BASE contents in the log ... (for debugging reasons).
-- @param #SET_BASE self
-- @return #string A string with the names of the objects.
@@ -622,7 +583,7 @@ end
--- @type SET_GROUP
-- @extends Core.Set#SET_BASE
--- # 2) SET_GROUP class, extends @{Set#SET_BASE}
--- # SET_GROUP class, extends @{Set#SET_BASE}
--
-- Mission designers can use the @{Set#SET_GROUP} class to build sets of groups belonging to certain:
--
@@ -631,18 +592,18 @@ end
-- * Countries
-- * Starting with certain prefix strings.
--
-- ## 2.1) SET_GROUP constructor
-- ## 1. SET_GROUP constructor
--
-- Create a new SET_GROUP object with the @{#SET_GROUP.New} method:
--
-- * @{#SET_GROUP.New}: Creates a new SET_GROUP object.
--
-- ## 2.2) Add or Remove GROUP(s) from SET_GROUP
-- ## 2. Add or Remove GROUP(s) from SET_GROUP
--
-- GROUPS can be added and removed using the @{Set#SET_GROUP.AddGroupsByName} and @{Set#SET_GROUP.RemoveGroupsByName} respectively.
-- These methods take a single GROUP name or an array of GROUP names to be added or removed from SET_GROUP.
--
-- ## 2.3) SET_GROUP filter criteria
-- ## 3. SET_GROUP filter criteria
--
-- You can set filter criteria to define the set of groups within the SET_GROUP.
-- Filter criteria are defined by:
@@ -651,6 +612,15 @@ end
-- * @{#SET_GROUP.FilterCategories}: Builds the SET_GROUP with the groups belonging to the category(ies).
-- * @{#SET_GROUP.FilterCountries}: Builds the SET_GROUP with the gruops belonging to the country(ies).
-- * @{#SET_GROUP.FilterPrefixes}: Builds the SET_GROUP with the groups starting with the same prefix string(s).
--
-- For the Category Filter, extra methods have been added:
--
-- * @{#SET_GROUP.FilterCategoryAirplane}: Builds the SET_GROUP from airplanes.
-- * @{#SET_GROUP.FilterCategoryHelicopter}: Builds the SET_GROUP from helicopters.
-- * @{#SET_GROUP.FilterCategoryGround}: Builds the SET_GROUP from ground vehicles or infantry.
-- * @{#SET_GROUP.FilterCategoryShip}: Builds the SET_GROUP from ships.
-- * @{#SET_GROUP.FilterCategoryStructure}: Builds the SET_GROUP from structures.
--
--
-- Once the filter criteria have been set for the SET_GROUP, you can start filtering using:
--
@@ -660,7 +630,7 @@ end
--
-- * @{#SET_GROUP.FilterZones}: Builds the SET_GROUP with the groups within a @{Zone#ZONE}.
--
-- ## 2.4) SET_GROUP iterators
-- ## 4. SET_GROUP iterators
--
-- Once the filters have been defined and the SET_GROUP has been built, you can iterate the SET_GROUP with the available iterator methods.
-- The iterator methods will walk the SET_GROUP set, and call for each element within the set a function that you provide.
@@ -690,7 +660,7 @@ SET_GROUP = {
Categories = {
plane = Group.Category.AIRPLANE,
helicopter = Group.Category.HELICOPTER,
ground = Group.Category.GROUND_UNIT,
ground = Group.Category.GROUND, -- R2.2
ship = Group.Category.SHIP,
structure = Group.Category.STRUCTURE,
},
@@ -819,6 +789,48 @@ function SET_GROUP:FilterCategories( Categories )
return self
end
--- Builds a set of groups out of ground category.
-- @param #SET_GROUP self
-- @return #SET_GROUP self
function SET_GROUP:FilterCategoryGround()
self:FilterCategories( "ground" )
return self
end
--- Builds a set of groups out of airplane category.
-- @param #SET_GROUP self
-- @return #SET_GROUP self
function SET_GROUP:FilterCategoryAirplane()
self:FilterCategories( "plane" )
return self
end
--- Builds a set of groups out of helicopter category.
-- @param #SET_GROUP self
-- @return #SET_GROUP self
function SET_GROUP:FilterCategoryHelicopter()
self:FilterCategories( "helicopter" )
return self
end
--- Builds a set of groups out of ship category.
-- @param #SET_GROUP self
-- @return #SET_GROUP self
function SET_GROUP:FilterCategoryShip()
self:FilterCategories( "ship" )
return self
end
--- Builds a set of groups out of structure category.
-- @param #SET_GROUP self
-- @return #SET_GROUP self
function SET_GROUP:FilterCategoryStructure()
self:FilterCategories( "structure" )
return self
end
--- Builds a set of groups of defined countries.
-- Possible current countries are those known within DCS world.
-- @param #SET_GROUP self
@@ -871,6 +883,23 @@ function SET_GROUP:FilterStart()
return self
end
--- Handles the OnDead or OnCrash event for alive groups set.
-- Note: The GROUP object in the SET_GROUP collection will only be removed if the last unit is destroyed of the GROUP.
-- @param #SET_GROUP self
-- @param Core.Event#EVENTDATA Event
function SET_GROUP:_EventOnDeadOrCrash( Event )
self:F3( { Event } )
if Event.IniDCSUnit then
local ObjectName, Object = self:FindInDatabase( Event )
if ObjectName then
if Event.IniDCSGroup:getSize() == 1 then -- Only remove if the last unit of the group was destroyed.
self:Remove( ObjectName )
end
end
end
end
--- Handles the Database to check on an event (birth) that the Object was added in the Database.
-- This is required, because sometimes the _DATABASE birth event gets called later than the SET_BASE birth event!
-- @param #SET_GROUP self
@@ -1231,7 +1260,7 @@ function SET_GROUP:IsIncludeObject( MooseGroup )
local MooseGroupPrefix = false
for GroupPrefixId, GroupPrefix in pairs( self.Filter.GroupPrefixes ) do
self:T3( { "Prefix:", string.find( MooseGroup:GetName(), GroupPrefix, 1 ), GroupPrefix } )
if string.find( MooseGroup:GetName(), GroupPrefix, 1 ) then
if string.find( MooseGroup:GetName(), GroupPrefix:gsub ("-", "%%-"), 1 ) then
MooseGroupPrefix = true
end
end
@@ -1754,22 +1783,135 @@ end
--- Calculate the maxium A2G threat level of the SET_UNIT.
-- @param #SET_UNIT self
-- @return #number The maximum threatlevel
function SET_UNIT:CalculateThreatLevelA2G()
local MaxThreatLevelA2G = 0
local MaxThreatText = ""
for UnitName, UnitData in pairs( self:GetSet() ) do
local ThreatUnit = UnitData -- Wrapper.Unit#UNIT
local ThreatLevelA2G = ThreatUnit:GetThreatLevel()
local ThreatLevelA2G, ThreatText = ThreatUnit:GetThreatLevel()
if ThreatLevelA2G > MaxThreatLevelA2G then
MaxThreatLevelA2G = ThreatLevelA2G
MaxThreatText = ThreatText
end
end
self:T3( MaxThreatLevelA2G )
return MaxThreatLevelA2G
self:F( { MaxThreatLevelA2G = MaxThreatLevelA2G, MaxThreatText = MaxThreatText } )
return MaxThreatLevelA2G, MaxThreatText
end
--- Get the center coordinate of the SET_UNIT.
-- @param #SET_UNIT self
-- @return Core.Point#COORDINATE The center coordinate of all the units in the set, including heading in degrees and speed in mps in case of moving units.
function SET_UNIT:GetCoordinate()
local Coordinate = self:GetFirst():GetCoordinate()
local x1 = Coordinate.x
local x2 = Coordinate.x
local y1 = Coordinate.y
local y2 = Coordinate.y
local z1 = Coordinate.z
local z2 = Coordinate.z
local MaxVelocity = 0
local AvgHeading = nil
local MovingCount = 0
for UnitName, UnitData in pairs( self:GetSet() ) do
local Unit = UnitData -- Wrapper.Unit#UNIT
local Coordinate = Unit:GetCoordinate()
x1 = ( Coordinate.x < x1 ) and Coordinate.x or x1
x2 = ( Coordinate.x > x2 ) and Coordinate.x or x2
y1 = ( Coordinate.y < y1 ) and Coordinate.y or y1
y2 = ( Coordinate.y > y2 ) and Coordinate.y or y2
z1 = ( Coordinate.y < z1 ) and Coordinate.z or z1
z2 = ( Coordinate.y > z2 ) and Coordinate.z or z2
local Velocity = Coordinate:GetVelocity()
if Velocity ~= 0 then
MaxVelocity = ( MaxVelocity < Velocity ) and Velocity or MaxVelocity
local Heading = Coordinate:GetHeading()
AvgHeading = AvgHeading and ( AvgHeading + Heading ) or Heading
MovingCount = MovingCount + 1
end
end
AvgHeading = AvgHeading and ( AvgHeading / MovingCount )
Coordinate.x = ( x2 - x1 ) / 2 + x1
Coordinate.y = ( y2 - y1 ) / 2 + y1
Coordinate.z = ( z2 - z1 ) / 2 + z1
Coordinate:SetHeading( AvgHeading )
Coordinate:SetVelocity( MaxVelocity )
self:F( { Coordinate = Coordinate } )
return Coordinate
end
--- Get the maximum velocity of the SET_UNIT.
-- @param #SET_UNIT self
-- @return #number The speed in mps in case of moving units.
function SET_UNIT:GetVelocity()
local Coordinate = self:GetFirst():GetCoordinate()
local MaxVelocity = 0
for UnitName, UnitData in pairs( self:GetSet() ) do
local Unit = UnitData -- Wrapper.Unit#UNIT
local Coordinate = Unit:GetCoordinate()
local Velocity = Coordinate:GetVelocity()
if Velocity ~= 0 then
MaxVelocity = ( MaxVelocity < Velocity ) and Velocity or MaxVelocity
end
end
self:F( { MaxVelocity = MaxVelocity } )
return MaxVelocity
end
--- Get the average heading of the SET_UNIT.
-- @param #SET_UNIT self
-- @return #number Heading Heading in degrees and speed in mps in case of moving units.
function SET_UNIT:GetHeading()
local HeadingSet = nil
local MovingCount = 0
for UnitName, UnitData in pairs( self:GetSet() ) do
local Unit = UnitData -- Wrapper.Unit#UNIT
local Coordinate = Unit:GetCoordinate()
local Velocity = Coordinate:GetVelocity()
if Velocity ~= 0 then
local Heading = Coordinate:GetHeading()
if HeadingSet == nil then
HeadingSet = Heading
else
local HeadingDiff = ( HeadingSet - Heading + 180 + 360 ) % 360 - 180
HeadingDiff = math.abs( HeadingDiff )
if HeadingDiff > 5 then
HeadingSet = nil
break
end
end
end
end
return HeadingSet
end
--- Returns if the @{Set} has targets having a radar (of a given type).
-- @param #SET_UNIT self
@@ -2735,13 +2877,13 @@ SET_CARGO = {
--- (R2.1) Creates a new SET_CARGO object, building a set of cargos belonging to a coalitions and categories.
-- @param #SET_CARGO self
-- @return #SET_CARGO self
-- @return #SET_CARGO
-- @usage
-- -- Define a new SET_CARGO Object. The DatabaseSet will contain a reference to all Cargos.
-- DatabaseSet = SET_CARGO:New()
function SET_CARGO:New() --R2.1
-- Inherits from BASE
local self = BASE:Inherit( self, SET_BASE:New( _DATABASE.CARGOS ) )
local self = BASE:Inherit( self, SET_BASE:New( _DATABASE.CARGOS ) ) -- #SET_CARGO
return self
end

View File

@@ -0,0 +1,659 @@
--- **Core** -- **SETTINGS** classe defines the format settings management for measurement.
--
-- ![Banner Image](..\Presentations\SETTINGS\Dia1.JPG)
--
-- ====
--
-- # Demo Missions
--
-- ### [SETTINGS Demo Missions source code]()
--
-- ### [SETTINGS Demo Missions, only for beta testers]()
--
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
--
-- ====
--
-- # YouTube Channel
--
-- ### [SETTINGS YouTube Channel]()
--
-- ===
--
-- ### Author: **Sven Van de Velde (FlightControl)**
-- ### Contributions:
--
-- ====
--
-- @module Settings
--- @type SETTINGS
-- @field #number LL_Accuracy
-- @field #boolean LL_DMS
-- @field #number MGRS_Accuracy
-- @field #string A2GSystem
-- @field #string A2ASystem
-- @extends Core.Base#BASE
--- # SETTINGS class, extends @{Base#BASE}
--
-- @field #SETTINGS
SETTINGS = {
ClassName = "SETTINGS",
}
do -- SETTINGS
--- SETTINGS constructor.
-- @param #SETTINGS self
-- @return #SETTINGS
function SETTINGS:Set( PlayerName )
if PlayerName == nil then
local self = BASE:Inherit( self, BASE:New() ) -- #SETTINGS
self:SetMetric() -- Defaults
self:SetA2G_BR() -- Defaults
self:SetA2A_BRAA() -- Defaults
self:SetLL_Accuracy( 3 ) -- Defaults
self:SetMGRS_Accuracy( 5 ) -- Defaults
self:SetMessageTime( MESSAGE.Type.Briefing, 180 )
self:SetMessageTime( MESSAGE.Type.Detailed, 60 )
self:SetMessageTime( MESSAGE.Type.Information, 30 )
self:SetMessageTime( MESSAGE.Type.Overview, 60 )
self:SetMessageTime( MESSAGE.Type.Update, 15 )
return self
else
local Settings = _DATABASE:GetPlayerSettings( PlayerName )
if not Settings then
Settings = BASE:Inherit( self, BASE:New() ) -- #SETTINGS
_DATABASE:SetPlayerSettings( PlayerName, Settings )
end
return Settings
end
end
--- Sets the SETTINGS metric.
-- @param #SETTINGS self
function SETTINGS:SetMetric()
self.Metric = true
end
--- Gets if the SETTINGS is metric.
-- @param #SETTINGS self
-- @return #boolean true if metric.
function SETTINGS:IsMetric()
return ( self.Metric ~= nil and self.Metric == true ) or ( self.Metric == nil and _SETTINGS:IsMetric() )
end
--- Sets the SETTINGS imperial.
-- @param #SETTINGS self
function SETTINGS:SetImperial()
self.Metric = false
end
--- Gets if the SETTINGS is imperial.
-- @param #SETTINGS self
-- @return #boolean true if imperial.
function SETTINGS:IsImperial()
return ( self.Metric ~= nil and self.Metric == false ) or ( self.Metric == nil and _SETTINGS:IsMetric() )
end
--- Sets the SETTINGS LL accuracy.
-- @param #SETTINGS self
-- @param #number LL_Accuracy
-- @return #SETTINGS
function SETTINGS:SetLL_Accuracy( LL_Accuracy )
self.LL_Accuracy = LL_Accuracy
end
--- Gets the SETTINGS LL accuracy.
-- @param #SETTINGS self
-- @return #number
function SETTINGS:GetLL_DDM_Accuracy()
return self.LL_DDM_Accuracy or _SETTINGS:GetLL_DDM_Accuracy()
end
--- Sets the SETTINGS MGRS accuracy.
-- @param #SETTINGS self
-- @param #number MGRS_Accuracy
-- @return #SETTINGS
function SETTINGS:SetMGRS_Accuracy( MGRS_Accuracy )
self.MGRS_Accuracy = MGRS_Accuracy
end
--- Gets the SETTINGS MGRS accuracy.
-- @param #SETTINGS self
-- @return #number
function SETTINGS:GetMGRS_Accuracy()
return self.MGRS_Accuracy or _SETTINGS:GetMGRS_Accuracy()
end
--- Sets the SETTINGS Message Display Timing of a MessageType
-- @param #SETTINGS self
-- @param Core.Message#MESSAGE MessageType The type of the message.
-- @param #number MessageTime The display time duration in seconds of the MessageType.
function SETTINGS:SetMessageTime( MessageType, MessageTime )
self.MessageTypeTimings = self.MessageTypeTimings or {}
self.MessageTypeTimings[MessageType] = MessageTime
end
--- Gets the SETTINGS Message Display Timing of a MessageType
-- @param #SETTINGS self
-- @param Core.Message#MESSAGE MessageType The type of the message.
-- @return #number
function SETTINGS:GetMessageTime( MessageType )
return ( self.MessageTypeTimings and self.MessageTypeTimings[MessageType] ) or _SETTINGS:GetMessageTime( MessageType )
end
--- Sets A2G LL DMS
-- @param #SETTINGS self
-- @return #SETTINGS
function SETTINGS:SetA2G_LL_DMS()
self.A2GSystem = "LL DMS"
end
--- Sets A2G LL DDM
-- @param #SETTINGS self
-- @return #SETTINGS
function SETTINGS:SetA2G_LL_DDM()
self.A2GSystem = "LL DDM"
end
--- Is LL DMS
-- @param #SETTINGS self
-- @return #boolean true if LL DMS
function SETTINGS:IsA2G_LL_DMS()
return ( self.A2GSystem and self.A2GSystem == "LL DMS" ) or ( not self.A2GSystem and _SETTINGS:IsA2G_LL_DMS() )
end
--- Is LL DDM
-- @param #SETTINGS self
-- @return #boolean true if LL DDM
function SETTINGS:IsA2G_LL_DDM()
return ( self.A2GSystem and self.A2GSystem == "LL DDM" ) or ( not self.A2GSystem and _SETTINGS:IsA2G_LL_DDM() )
end
--- Sets A2G MGRS
-- @param #SETTINGS self
-- @return #SETTINGS
function SETTINGS:SetA2G_MGRS()
self.A2GSystem = "MGRS"
end
--- Is MGRS
-- @param #SETTINGS self
-- @return #boolean true if MGRS
function SETTINGS:IsA2G_MGRS()
return ( self.A2GSystem and self.A2GSystem == "MGRS" ) or ( not self.A2GSystem and _SETTINGS:IsA2G_MGRS() )
end
--- Sets A2G BRA
-- @param #SETTINGS self
-- @return #SETTINGS
function SETTINGS:SetA2G_BR()
self.A2GSystem = "BR"
end
--- Is BRA
-- @param #SETTINGS self
-- @return #boolean true if BRA
function SETTINGS:IsA2G_BR()
return ( self.A2GSystem and self.A2GSystem == "BR" ) or ( not self.A2GSystem and _SETTINGS:IsA2G_BR() )
end
--- Sets A2A BRA
-- @param #SETTINGS self
-- @return #SETTINGS
function SETTINGS:SetA2A_BRAA()
self.A2ASystem = "BRAA"
end
--- Is BRA
-- @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
--- Sets A2A BULLS
-- @param #SETTINGS self
-- @return #SETTINGS
function SETTINGS:SetA2A_BULLS()
self.A2ASystem = "BULLS"
end
--- Is BULLS
-- @param #SETTINGS self
-- @return #boolean true if BULLS
function SETTINGS:IsA2A_BULLS()
return ( self.A2ASystem and self.A2ASystem == "BULLS" ) or ( not self.A2ASystem and _SETTINGS:IsA2A_BULLS() )
end
--- Sets A2A LL DMS
-- @param #SETTINGS self
-- @return #SETTINGS
function SETTINGS:SetA2A_LL_DMS()
self.A2ASystem = "LL DMS"
end
--- Sets A2A LL DDM
-- @param #SETTINGS self
-- @return #SETTINGS
function SETTINGS:SetA2A_LL_DDM()
self.A2ASystem = "LL DDM"
end
--- Is LL DMS
-- @param #SETTINGS self
-- @return #boolean true if LL DMS
function SETTINGS:IsA2A_LL_DMS()
return ( self.A2ASystem and self.A2ASystem == "LL DMS" ) or ( not self.A2ASystem and _SETTINGS:IsA2A_LL_DMS() )
end
--- Is LL DDM
-- @param #SETTINGS self
-- @return #boolean true if LL DDM
function SETTINGS:IsA2A_LL_DDM()
return ( self.A2ASystem and self.A2ASystem == "LL DDM" ) or ( not self.A2ASystem and _SETTINGS:IsA2A_LL_DDM() )
end
--- Sets A2A MGRS
-- @param #SETTINGS self
-- @return #SETTINGS
function SETTINGS:SetA2A_MGRS()
self.A2ASystem = "MGRS"
end
--- Is MGRS
-- @param #SETTINGS self
-- @return #boolean true if MGRS
function SETTINGS:IsA2A_MGRS()
return ( self.A2ASystem and self.A2ASystem == "MGRS" ) or ( not self.A2ASystem and _SETTINGS:IsA2A_MGRS() )
end
--- @param #SETTINGS self
-- @return #SETTINGS
function SETTINGS:SetSystemMenu( MenuGroup, RootMenu )
local MenuText = "System Settings"
local MenuTime = timer.getTime()
local SettingsMenu = MENU_GROUP:New( MenuGroup, MenuText, RootMenu ):SetTime( MenuTime )
local A2GCoordinateMenu = MENU_GROUP:New( MenuGroup, "A2G Coordinate System", SettingsMenu ):SetTime( MenuTime )
if not self:IsA2G_LL_DMS() then
MENU_GROUP_COMMAND:New( MenuGroup, "Lat/Lon Degree Min Sec (LL DMS)", A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "LL DMS" ):SetTime( MenuTime )
end
if not self:IsA2G_LL_DDM() then
MENU_GROUP_COMMAND:New( MenuGroup, "Lat/Lon Degree Dec Min (LL DDM)", A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "LL DDM" ):SetTime( MenuTime )
end
if self:IsA2G_LL_DDM() then
MENU_GROUP_COMMAND:New( MenuGroup, "LL DDM Accuracy 1", A2GCoordinateMenu, self.MenuLL_DDM_Accuracy, self, MenuGroup, RootMenu, 1 ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "LL DDM Accuracy 2", A2GCoordinateMenu, self.MenuLL_DDM_Accuracy, self, MenuGroup, RootMenu, 2 ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "LL DDM Accuracy 3", A2GCoordinateMenu, self.MenuLL_DDM_Accuracy, self, MenuGroup, RootMenu, 3 ):SetTime( MenuTime )
end
if not self:IsA2G_BR() then
MENU_GROUP_COMMAND:New( MenuGroup, "Bearing, Range (BR)", A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "BR" ):SetTime( MenuTime )
end
if not self:IsA2G_MGRS() then
MENU_GROUP_COMMAND:New( MenuGroup, "Military Grid (MGRS)", A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "MGRS" ):SetTime( MenuTime )
end
if self:IsA2G_MGRS() then
MENU_GROUP_COMMAND:New( MenuGroup, "MGRS Accuracy 1", A2GCoordinateMenu, self.MenuMGRS_Accuracy, self, MenuGroup, RootMenu, 1 ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "MGRS Accuracy 2", A2GCoordinateMenu, self.MenuMGRS_Accuracy, self, MenuGroup, RootMenu, 2 ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "MGRS Accuracy 3", A2GCoordinateMenu, self.MenuMGRS_Accuracy, self, MenuGroup, RootMenu, 3 ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "MGRS Accuracy 4", A2GCoordinateMenu, self.MenuMGRS_Accuracy, self, MenuGroup, RootMenu, 4 ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "MGRS Accuracy 5", A2GCoordinateMenu, self.MenuMGRS_Accuracy, self, MenuGroup, RootMenu, 5 ):SetTime( MenuTime )
end
local A2ACoordinateMenu = MENU_GROUP:New( MenuGroup, "A2A Coordinate System", SettingsMenu ):SetTime( MenuTime )
if not self:IsA2A_LL_DMS() then
MENU_GROUP_COMMAND:New( MenuGroup, "Lat/Lon Degree Min Sec (LL DMS)", A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "LL DMS" ):SetTime( MenuTime )
end
if not self:IsA2A_LL_DDM() then
MENU_GROUP_COMMAND:New( MenuGroup, "Lat/Lon Degree Dec Min (LL DDM)", A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "LL DDM" ):SetTime( MenuTime )
end
if self:IsA2A_LL_DDM() then
MENU_GROUP_COMMAND:New( MenuGroup, "LL DDM Accuracy 1", A2ACoordinateMenu, self.MenuLL_DDM_Accuracy, self, MenuGroup, RootMenu, 1 ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "LL DDM Accuracy 2", A2ACoordinateMenu, self.MenuLL_DDM_Accuracy, self, MenuGroup, RootMenu, 2 ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "LL DDM Accuracy 3", A2ACoordinateMenu, self.MenuLL_DDM_Accuracy, self, MenuGroup, RootMenu, 3 ):SetTime( MenuTime )
end
if not self:IsA2A_BULLS() then
MENU_GROUP_COMMAND:New( MenuGroup, "Bullseye (BULLS)", A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "BULLS" ):SetTime( MenuTime )
end
if not self:IsA2A_BRAA() then
MENU_GROUP_COMMAND:New( MenuGroup, "Bearing Range Altitude Aspect (BRAA)", A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "BRAA" ):SetTime( MenuTime )
end
if not self:IsA2A_MGRS() then
MENU_GROUP_COMMAND:New( MenuGroup, "Military Grid (MGRS)", A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "MGRS" ):SetTime( MenuTime )
end
if self:IsA2A_MGRS() then
MENU_GROUP_COMMAND:New( MenuGroup, "MGRS Accuracy 1", A2ACoordinateMenu, self.MenuMGRS_Accuracy, self, MenuGroup, RootMenu, 1 ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "MGRS Accuracy 2", A2ACoordinateMenu, self.MenuMGRS_Accuracy, self, MenuGroup, RootMenu, 2 ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "MGRS Accuracy 3", A2ACoordinateMenu, self.MenuMGRS_Accuracy, self, MenuGroup, RootMenu, 3 ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "MGRS Accuracy 4", A2ACoordinateMenu, self.MenuMGRS_Accuracy, self, MenuGroup, RootMenu, 4 ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "MGRS Accuracy 5", A2ACoordinateMenu, self.MenuMGRS_Accuracy, self, MenuGroup, RootMenu, 5 ):SetTime( MenuTime )
end
local MetricsMenu = MENU_GROUP:New( MenuGroup, "Measures and Weights System", SettingsMenu ):SetTime( MenuTime )
if self:IsMetric() then
MENU_GROUP_COMMAND:New( MenuGroup, "Imperial (Miles,Feet)", MetricsMenu, self.MenuMWSystem, self, MenuGroup, RootMenu, false ):SetTime( MenuTime )
end
if self:IsImperial() then
MENU_GROUP_COMMAND:New( MenuGroup, "Metric (Kilometers,Meters)", MetricsMenu, self.MenuMWSystem, self, MenuGroup, RootMenu, true ):SetTime( MenuTime )
end
local MessagesMenu = MENU_GROUP:New( MenuGroup, "Messages and Reports", SettingsMenu ):SetTime( MenuTime )
local UpdateMessagesMenu = MENU_GROUP:New( MenuGroup, "Update Messages", MessagesMenu ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "Off", UpdateMessagesMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.Update, 0 ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "5 seconds", UpdateMessagesMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.Update, 5 ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "10 seconds", UpdateMessagesMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.Update, 10 ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "15 seconds", UpdateMessagesMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.Update, 15 ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "30 seconds", UpdateMessagesMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.Update, 30 ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "1 minute", UpdateMessagesMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.Update, 60 ):SetTime( MenuTime )
local InformationMessagesMenu = MENU_GROUP:New( MenuGroup, "Information Messages", MessagesMenu ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "5 seconds", InformationMessagesMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.Information, 5 ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "10 seconds", InformationMessagesMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.Information, 10 ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "15 seconds", InformationMessagesMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.Information, 15 ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "30 seconds", InformationMessagesMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.Information, 30 ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "1 minute", InformationMessagesMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.Information, 60 ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "2 minutes", InformationMessagesMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.Information, 120 ):SetTime( MenuTime )
local BriefingReportsMenu = MENU_GROUP:New( MenuGroup, "Briefing Reports", MessagesMenu ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "15 seconds", BriefingReportsMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.Briefing, 15 ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "30 seconds", BriefingReportsMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.Briefing, 30 ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "1 minute", BriefingReportsMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.Briefing, 60 ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "2 minutes", BriefingReportsMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.Briefing, 120 ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "3 minutes", BriefingReportsMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.Briefing, 180 ):SetTime( MenuTime )
local OverviewReportsMenu = MENU_GROUP:New( MenuGroup, "Overview Reports", MessagesMenu ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "15 seconds", OverviewReportsMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.Overview, 15 ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "30 seconds", OverviewReportsMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.Overview, 30 ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "1 minute", OverviewReportsMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.Overview, 60 ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "2 minutes", OverviewReportsMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.Overview, 120 ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "3 minutes", OverviewReportsMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.Overview, 180 ):SetTime( MenuTime )
local DetailedReportsMenu = MENU_GROUP:New( MenuGroup, "Detailed Reports", MessagesMenu ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "15 seconds", DetailedReportsMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.DetailedReportsMenu, 15 ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "30 seconds", DetailedReportsMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.DetailedReportsMenu, 30 ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "1 minute", DetailedReportsMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.DetailedReportsMenu, 60 ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "2 minutes", DetailedReportsMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.DetailedReportsMenu, 120 ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "3 minutes", DetailedReportsMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.DetailedReportsMenu, 180 ):SetTime( MenuTime )
SettingsMenu:Remove( MenuTime )
return self
end
--- @param #SETTINGS self
-- @param RootMenu
-- @param Wrapper.Client#CLIENT PlayerUnit
-- @param #string MenuText
-- @return #SETTINGS
function SETTINGS:SetPlayerMenu( PlayerUnit )
local PlayerGroup = PlayerUnit:GetGroup()
local PlayerName = PlayerUnit:GetPlayerName()
local PlayerNames = PlayerGroup:GetPlayerNames()
local PlayerMenu = MENU_GROUP:New( PlayerGroup, 'Settings "' .. PlayerName .. '"' )
self.PlayerMenu = PlayerMenu
local A2GCoordinateMenu = MENU_GROUP:New( PlayerGroup, "A2G Coordinate System", PlayerMenu )
if not self:IsA2G_LL_DMS() then
MENU_GROUP_COMMAND:New( PlayerGroup, "Lat/Lon Degree Min Sec (LL DMS)", A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DMS" )
end
if not self:IsA2G_LL_DDM() then
MENU_GROUP_COMMAND:New( PlayerGroup, "Lat/Lon Degree Dec Min (LL DDM)", A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DDM" )
end
if self:IsA2G_LL_DDM() then
MENU_GROUP_COMMAND:New( PlayerGroup, "LL DDM Accuracy 1", A2GCoordinateMenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 1 )
MENU_GROUP_COMMAND:New( PlayerGroup, "LL DDM Accuracy 2", A2GCoordinateMenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 2 )
MENU_GROUP_COMMAND:New( PlayerGroup, "LL DDM Accuracy 3", A2GCoordinateMenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 3 )
end
if not self:IsA2G_BR() then
MENU_GROUP_COMMAND:New( PlayerGroup, "Bearing, Range (BR)", A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "BR" )
end
if not self:IsA2G_MGRS() then
MENU_GROUP_COMMAND:New( PlayerGroup, "Military Grid (MGRS)", A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "MGRS" )
end
if self:IsA2G_MGRS() then
MENU_GROUP_COMMAND:New( PlayerGroup, "MGRS Accuracy 1", A2GCoordinateMenu, self.MenuGroupMGRS_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 1 )
MENU_GROUP_COMMAND:New( PlayerGroup, "MGRS Accuracy 2", A2GCoordinateMenu, self.MenuGroupMGRS_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 2 )
MENU_GROUP_COMMAND:New( PlayerGroup, "MGRS Accuracy 3", A2GCoordinateMenu, self.MenuGroupMGRS_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 3 )
MENU_GROUP_COMMAND:New( PlayerGroup, "MGRS Accuracy 4", A2GCoordinateMenu, self.MenuGroupMGRS_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 4 )
MENU_GROUP_COMMAND:New( PlayerGroup, "MGRS Accuracy 5", A2GCoordinateMenu, self.MenuGroupMGRS_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 5 )
end
local A2ACoordinateMenu = MENU_GROUP:New( PlayerGroup, "A2A Coordinate System", PlayerMenu )
if not self:IsA2A_LL_DMS() then
MENU_GROUP_COMMAND:New( PlayerGroup, "Lat/Lon Degree Min Sec (LL DMS)", A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DMS" )
end
if not self:IsA2A_LL_DDM() then
MENU_GROUP_COMMAND:New( PlayerGroup, "Lat/Lon Degree Dec Min (LL DDM)", A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DDM" )
end
if self:IsA2A_LL_DDM() then
MENU_GROUP_COMMAND:New( PlayerGroup, "LL DDM Accuracy 1", A2GCoordinateMenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 1 )
MENU_GROUP_COMMAND:New( PlayerGroup, "LL DDM Accuracy 2", A2GCoordinateMenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 2 )
MENU_GROUP_COMMAND:New( PlayerGroup, "LL DDM Accuracy 3", A2GCoordinateMenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 3 )
end
if not self:IsA2A_BULLS() then
MENU_GROUP_COMMAND:New( PlayerGroup, "Bullseye (BULLS)", A2ACoordinateMenu, self.MenuGroupA2ASystem, self, PlayerUnit, PlayerGroup, PlayerName, "BULLS" )
end
if not self:IsA2A_BRAA() then
MENU_GROUP_COMMAND:New( PlayerGroup, "Bearing Range Altitude Aspect (BRAA)", A2ACoordinateMenu, self.MenuGroupA2ASystem, self, PlayerUnit, PlayerGroup, PlayerName, "BRAA" )
end
if not self:IsA2A_MGRS() then
MENU_GROUP_COMMAND:New( PlayerGroup, "Military Grid (MGRS)", A2ACoordinateMenu, self.MenuGroupA2ASystem, self, PlayerUnit, PlayerGroup, PlayerName, "MGRS" )
end
if self:IsA2A_MGRS() then
MENU_GROUP_COMMAND:New( PlayerGroup, "Military Grid (MGRS) Accuracy 1", A2ACoordinateMenu, self.MenuGroupMGRS_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 1 )
MENU_GROUP_COMMAND:New( PlayerGroup, "Military Grid (MGRS) Accuracy 2", A2ACoordinateMenu, self.MenuGroupMGRS_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 2 )
MENU_GROUP_COMMAND:New( PlayerGroup, "Military Grid (MGRS) Accuracy 3", A2ACoordinateMenu, self.MenuGroupMGRS_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 3 )
MENU_GROUP_COMMAND:New( PlayerGroup, "Military Grid (MGRS) Accuracy 4", A2ACoordinateMenu, self.MenuGroupMGRS_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 4 )
MENU_GROUP_COMMAND:New( PlayerGroup, "Military Grid (MGRS) Accuracy 5", A2ACoordinateMenu, self.MenuGroupMGRS_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 5 )
end
local MetricsMenu = MENU_GROUP:New( PlayerGroup, "Measures and Weights System", PlayerMenu )
if self:IsMetric() then
MENU_GROUP_COMMAND:New( PlayerGroup, "Imperial (Miles,Feet)", MetricsMenu, self.MenuGroupMWSystem, self, PlayerUnit, PlayerGroup, PlayerName, false )
end
if self:IsImperial() then
MENU_GROUP_COMMAND:New( PlayerGroup, "Metric (Kilometers,Meters)", MetricsMenu, self.MenuGroupMWSystem, self, PlayerUnit, PlayerGroup, PlayerName, true )
end
local MessagesMenu = MENU_GROUP:New( PlayerGroup, "Messages and Reports", PlayerMenu )
local UpdateMessagesMenu = MENU_GROUP:New( PlayerGroup, "Update Messages", MessagesMenu )
MENU_GROUP_COMMAND:New( PlayerGroup, "Off", UpdateMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Update, 0 )
MENU_GROUP_COMMAND:New( PlayerGroup, "5 seconds", UpdateMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Update, 5 )
MENU_GROUP_COMMAND:New( PlayerGroup, "10 seconds", UpdateMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Update, 10 )
MENU_GROUP_COMMAND:New( PlayerGroup, "15 seconds", UpdateMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Update, 15 )
MENU_GROUP_COMMAND:New( PlayerGroup, "30 seconds", UpdateMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Update, 30 )
MENU_GROUP_COMMAND:New( PlayerGroup, "1 minute", UpdateMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Update, 60 )
local InformationMessagesMenu = MENU_GROUP:New( PlayerGroup, "Information Messages", MessagesMenu )
MENU_GROUP_COMMAND:New( PlayerGroup, "5 seconds", InformationMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Information, 5 )
MENU_GROUP_COMMAND:New( PlayerGroup, "10 seconds", InformationMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Information, 10 )
MENU_GROUP_COMMAND:New( PlayerGroup, "15 seconds", InformationMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Information, 15 )
MENU_GROUP_COMMAND:New( PlayerGroup, "30 seconds", InformationMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Information, 30 )
MENU_GROUP_COMMAND:New( PlayerGroup, "1 minute", InformationMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Information, 60 )
MENU_GROUP_COMMAND:New( PlayerGroup, "2 minutes", InformationMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Information, 120 )
local BriefingReportsMenu = MENU_GROUP:New( PlayerGroup, "Briefing Reports", MessagesMenu )
MENU_GROUP_COMMAND:New( PlayerGroup, "15 seconds", BriefingReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Briefing, 15 )
MENU_GROUP_COMMAND:New( PlayerGroup, "30 seconds", BriefingReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Briefing, 30 )
MENU_GROUP_COMMAND:New( PlayerGroup, "1 minute", BriefingReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Briefing, 60 )
MENU_GROUP_COMMAND:New( PlayerGroup, "2 minutes", BriefingReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Briefing, 120 )
MENU_GROUP_COMMAND:New( PlayerGroup, "3 minutes", BriefingReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Briefing, 180 )
local OverviewReportsMenu = MENU_GROUP:New( PlayerGroup, "Overview Reports", MessagesMenu )
MENU_GROUP_COMMAND:New( PlayerGroup, "15 seconds", OverviewReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Overview, 15 )
MENU_GROUP_COMMAND:New( PlayerGroup, "30 seconds", OverviewReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Overview, 30 )
MENU_GROUP_COMMAND:New( PlayerGroup, "1 minute", OverviewReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Overview, 60 )
MENU_GROUP_COMMAND:New( PlayerGroup, "2 minutes", OverviewReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Overview, 120 )
MENU_GROUP_COMMAND:New( PlayerGroup, "3 minutes", OverviewReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Overview, 180 )
local DetailedReportsMenu = MENU_GROUP:New( PlayerGroup, "Detailed Reports", MessagesMenu )
MENU_GROUP_COMMAND:New( PlayerGroup, "15 seconds", DetailedReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.DetailedReportsMenu, 15 )
MENU_GROUP_COMMAND:New( PlayerGroup, "30 seconds", DetailedReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.DetailedReportsMenu, 30 )
MENU_GROUP_COMMAND:New( PlayerGroup, "1 minute", DetailedReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.DetailedReportsMenu, 60 )
MENU_GROUP_COMMAND:New( PlayerGroup, "2 minutes", DetailedReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.DetailedReportsMenu, 120 )
MENU_GROUP_COMMAND:New( PlayerGroup, "3 minutes", DetailedReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.DetailedReportsMenu, 180 )
return self
end
--- @param #SETTINGS self
-- @param RootMenu
-- @param Wrapper.Client#CLIENT PlayerUnit
-- @return #SETTINGS
function SETTINGS:RemovePlayerMenu( PlayerUnit )
if self.PlayerMenu then
self.PlayerMenu:Remove()
end
return self
end
--- @param #SETTINGS self
function SETTINGS:A2GMenuSystem( MenuGroup, RootMenu, A2GSystem )
self.A2GSystem = A2GSystem
MESSAGE:New( string.format("Settings: Default A2G coordinate system set to %s for all players!", A2GSystem ), 5 ):ToAll()
self:SetSystemMenu( MenuGroup, RootMenu )
end
--- @param #SETTINGS self
function SETTINGS:A2AMenuSystem( MenuGroup, RootMenu, A2ASystem )
self.A2ASystem = A2ASystem
MESSAGE:New( string.format("Settings: Default A2A coordinate system set to %s for all players!", A2ASystem ), 5 ):ToAll()
self:SetSystemMenu( MenuGroup, RootMenu )
end
--- @param #SETTINGS self
function SETTINGS:MenuLL_DDM_Accuracy( MenuGroup, RootMenu, LL_Accuracy )
self.LL_Accuracy = LL_Accuracy
MESSAGE:New( string.format("Settings: Default LL accuracy set to %s for all players!", LL_Accuracy ), 5 ):ToAll()
self:SetSystemMenu( MenuGroup, RootMenu )
end
--- @param #SETTINGS self
function SETTINGS:MenuMGRS_Accuracy( MenuGroup, RootMenu, MGRS_Accuracy )
self.MGRS_Accuracy = MGRS_Accuracy
MESSAGE:New( string.format("Settings: Default MGRS accuracy set to %s for all players!", MGRS_Accuracy ), 5 ):ToAll()
self:SetSystemMenu( MenuGroup, RootMenu )
end
--- @param #SETTINGS self
function SETTINGS:MenuMWSystem( MenuGroup, RootMenu, MW )
self.Metric = MW
MESSAGE:New( string.format("Settings: Default measurement format set to %s for all players!", MW and "Metric" or "Imperial" ), 5 ):ToAll()
self:SetSystemMenu( MenuGroup, RootMenu )
end
--- @param #SETTINGS self
function SETTINGS:MenuMessageTimingsSystem( MenuGroup, RootMenu, MessageType, MessageTime )
self:SetMessageTime( MessageType, MessageTime )
MESSAGE:New( string.format( "Settings: Default message time set for %s to %d.", MessageType, MessageTime ), 5 ):ToAll()
end
do
--- @param #SETTINGS self
function SETTINGS:MenuGroupA2GSystem( PlayerUnit, PlayerGroup, PlayerName, A2GSystem )
BASE:E( {self, PlayerUnit:GetName(), A2GSystem} )
self.A2GSystem = A2GSystem
MESSAGE:New( string.format( "Settings: A2G format set to %s for player %s.", A2GSystem, PlayerName ), 5 ):ToGroup( PlayerGroup )
self:RemovePlayerMenu(PlayerUnit)
self:SetPlayerMenu(PlayerUnit)
end
--- @param #SETTINGS self
function SETTINGS:MenuGroupA2ASystem( PlayerUnit, PlayerGroup, PlayerName, A2ASystem )
self.A2ASystem = A2ASystem
MESSAGE:New( string.format( "Settings: A2A format set to %s for player %s.", A2ASystem, PlayerName ), 5 ):ToGroup( PlayerGroup )
self:RemovePlayerMenu(PlayerUnit)
self:SetPlayerMenu(PlayerUnit)
end
--- @param #SETTINGS self
function SETTINGS:MenuGroupLL_DDM_AccuracySystem( PlayerUnit, PlayerGroup, PlayerName, LL_Accuracy )
self.LL_Accuracy = LL_Accuracy
MESSAGE:New( string.format( "Settings: A2G LL format accuracy set to %d for player %s.", LL_Accuracy, PlayerName ), 5 ):ToGroup( PlayerGroup )
self:RemovePlayerMenu(PlayerUnit)
self:SetPlayerMenu(PlayerUnit)
end
--- @param #SETTINGS self
function SETTINGS:MenuGroupMGRS_AccuracySystem( PlayerUnit, PlayerGroup, PlayerName, MGRS_Accuracy )
self.MGRS_Accuracy = MGRS_Accuracy
MESSAGE:New( string.format( "Settings: A2G MGRS format accuracy set to %d for player %s.", MGRS_Accuracy, PlayerName ), 5 ):ToGroup( PlayerGroup )
self:RemovePlayerMenu(PlayerUnit)
self:SetPlayerMenu(PlayerUnit)
end
--- @param #SETTINGS self
function SETTINGS:MenuGroupMWSystem( PlayerUnit, PlayerGroup, PlayerName, MW )
self.Metric = MW
MESSAGE:New( string.format( "Settings: Measurement format set to %s for player %s.", MW and "Metric" or "Imperial", PlayerName ), 5 ):ToGroup( PlayerGroup )
self:RemovePlayerMenu(PlayerUnit)
self:SetPlayerMenu(PlayerUnit)
end
--- @param #SETTINGS self
function SETTINGS:MenuGroupMessageTimingsSystem( PlayerUnit, PlayerGroup, PlayerName, MessageType, MessageTime )
self:SetMessageTime( MessageType, MessageTime )
MESSAGE:New( string.format( "Settings: Default message time set for %s to %d.", MessageType, MessageTime ), 5 ):ToGroup( PlayerGroup )
end
end
end

View File

@@ -1,4 +1,4 @@
--- (R2.1) **Core** -- Spawn dynamically new STATICs in your missions.
--- **Core** -- Spawn dynamically new STATICs in your missions.
--
-- ![Banner Image](..\Presentations\SPAWNSTATIC\Dia1.JPG)
--
@@ -24,24 +24,10 @@
--
-- ====
--
-- # **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:
--
-- ===
--
-- # **AUTHORS and CONTRIBUTIONS**
--
-- ### Author: **Sven Van de Velde (FlightControl)**
-- ### Contributions:
--
-- ### Authors:
--
-- * **FlightControl**: Design & Programming
-- ====
--
-- @module SpawnStatic

View File

@@ -1,8 +1,8 @@
--- **Core 2.1** -- Management of SPOT logistics, that can be transported from and to transportation carriers.
--- **Core** -- Management of SPOT logistics, that can be transported from and to transportation carriers.
--
-- ![Banner Image](..\Presentations\SPOT\Dia1.JPG)
--
-- ===
-- ====
--
-- SPOT implements the DCS Spot class functionality, but adds additional luxury to be able to:
--
@@ -27,20 +27,16 @@
--
-- ### [SPOT YouTube Channel]()
--
-- ===
--
-- # **AUTHORS and CONTRIBUTIONS**
-- ====
--
-- ### Author: **Sven Van de Velde (FlightControl)**
-- ### 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 Spot
@@ -226,7 +222,7 @@ do
self:HandleEvent( EVENTS.Dead )
self:__Lasing( -0.2 )
self:__Lasing( -1 )
end
--- @param #SPOT self

View File

@@ -1,8 +1,8 @@
--- **Core** - ZONE classes define **zones** within your mission of **various forms**, with **various capabilities**.
--- **Core** -- ZONE classes define **zones** within your mission of **various forms**, with **various capabilities**.
--
-- ![Banner Image](..\Presentations\ZONE\Dia1.JPG)
--
-- ===
-- ====
--
-- There are essentially two core functions that zones accomodate:
--
@@ -27,41 +27,12 @@
-- * @{#ZONE_GROUP}: The ZONE_GROUP class defines by a zone around a @{Group#GROUP} with a radius.
-- * @{#ZONE_POLYGON}: The ZONE_POLYGON class defines by a sequence of @{Group#GROUP} waypoints within the Mission Editor, forming a polygon.
--
-- ===
-- ====
--
-- # **API CHANGE HISTORY**
-- ### Author: **Sven Van de Velde (FlightControl)**
-- ### Contributions:
--
-- 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:
--
-- 2017-02-28: ZONE\_BASE:**IsVec2InZone()** replaces ZONE\_BASE:_IsPointVec2InZone()_.
-- 2017-02-28: ZONE\_BASE:**IsVec3InZone()** replaces ZONE\_BASE:_IsPointVec3InZone()_.
-- 2017-02-28: ZONE\_RADIUS:**IsVec2InZone()** replaces ZONE\_RADIUS:_IsPointVec2InZone()_.
-- 2017-02-28: ZONE\_RADIUS:**IsVec3InZone()** replaces ZONE\_RADIUS:_IsPointVec3InZone()_.
-- 2017-02-28: ZONE\_POLYGON:**IsVec2InZone()** replaces ZONE\_POLYGON:_IsPointVec2InZone()_.
-- 2017-02-28: ZONE\_POLYGON:**IsVec3InZone()** replaces ZONE\_POLYGON:_IsPointVec3InZone()_.
--
-- 2017-02-18: ZONE\_POLYGON_BASE:**GetRandomPointVec2()** added.
--
-- 2017-02-18: ZONE\_POLYGON_BASE:**GetRandomPointVec3()** added.
--
-- 2017-02-18: ZONE\_RADIUS:**GetRandomPointVec3( inner, outer )** added.
--
-- 2017-02-18: ZONE\_RADIUS:**GetRandomPointVec2( inner, outer )** added.
--
-- 2016-08-15: ZONE\_BASE:**GetName()** added.
--
-- 2016-08-15: ZONE\_BASE:**SetZoneProbability( ZoneProbability )** added.
--
-- 2016-08-15: ZONE\_BASE:**GetZoneProbability()** added.
--
-- 2016-08-15: ZONE\_BASE:**GetZoneMaybe()** added.
--
-- ===
-- ====
--
-- @module Zone
@@ -225,7 +196,6 @@ end
--- Returns a @{Point#COORDINATE} of the zone.
-- @param #ZONE_BASE self
-- @param Dcs.DCSTypes#Distance Height The height to add to the land height where the center of the zone is located.
-- @return Core.Point#COORDINATE The Coordinate of the zone.
function ZONE_BASE:GetCoordinate()
self:F2( self.ZoneName )
@@ -251,7 +221,7 @@ function ZONE_BASE:GetVec3( Height )
local Vec2 = self:GetVec2()
local Vec3 = { x = Vec2.x, y = land.getHeight( self:GetVec2() ) + Height, z = Vec2.y }
local Vec3 = { x = Vec2.x, y = Height and Height or land.getHeight( self:GetVec2() ), z = Vec2.y }
self:T2( { Vec3 } )
@@ -675,6 +645,22 @@ function ZONE_RADIUS:GetRandomPointVec3( inner, outer )
end
--- Returns a @{Point#COORDINATE} object reflecting a random 3D location within the zone.
-- @param #ZONE_RADIUS self
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
-- @return Core.Point#COORDINATE
function ZONE_RADIUS:GetRandomCoordinate( inner, outer )
self:F( self.ZoneName, inner, outer )
local Coordinate = COORDINATE:NewFromVec2( self:GetRandomVec2() )
self:T3( { Coordinate = Coordinate } )
return Coordinate
end
--- @type ZONE
-- @extends #ZONE_RADIUS
@@ -864,6 +850,20 @@ function ZONE_GROUP:GetRandomVec2()
return Point
end
--- Returns a @{Point#POINT_VEC2} object reflecting a random 2D location within the zone.
-- @param #ZONE_GROUP self
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
-- @return Core.Point#POINT_VEC2 The @{Point#POINT_VEC2} object reflecting the random 3D location within the zone.
function ZONE_GROUP:GetRandomPointVec2( inner, outer )
self:F( self.ZoneName, inner, outer )
local PointVec2 = POINT_VEC2:NewFromVec2( self:GetRandomVec2() )
self:T3( { PointVec2 } )
return PointVec2
end
--- @type ZONE_POLYGON_BASE
@@ -1107,6 +1107,20 @@ function ZONE_POLYGON_BASE:GetRandomPointVec3()
end
--- Return a @{Point#COORDINATE} object representing a random 3D point at landheight within the zone.
-- @param #ZONE_POLYGON_BASE self
-- @return Core.Point#COORDINATE
function ZONE_POLYGON_BASE:GetRandomCoordinate()
self:F2()
local Coordinate = COORDINATE:NewFromVec2( self:GetRandomVec2() )
self:T2( Coordinate )
return Coordinate
end
--- Get the bounding square the zone.
-- @param #ZONE_POLYGON_BASE self
-- @return #ZONE_POLYGON_BASE.BoundingSquare The bounding square.

View File

@@ -1,4 +1,4 @@
--- This module contains the AIRBASEPOLICE classes.
--- **Functional** -- This module monitors airbases traffic.
--
-- ===
--
@@ -181,8 +181,21 @@ function AIRBASEPOLICE_BASE:_AirbaseMonitor()
Client:Message( "You are speeding on the taxiway! Slow down or you will be removed from this airbase! Your current velocity is " .. string.format( "%2.0f km/h", Velocity ), 5, "Warning " .. SpeedingWarnings .. " / 3" )
Client:SetState( self, "Warnings", SpeedingWarnings + 1 )
else
MESSAGE:New( "Player " .. Client:GetPlayerName() .. " has been removed from the airbase, due to a speeding violation ...", 10, "Airbase Police" ):ToAll()
Client:Destroy()
MESSAGE:New( "Player " .. Client:GetPlayerName() .. " is being damaged at the airbase, due to a speeding violation ...", 10, "Airbase Police" ):ToAll()
--- @param Wrapper.Client#CLIENT Client
local function DestroyUntilHeavilyDamaged( Client )
local ClientCoord = Client:GetCoordinate()
ClientCoord:Explosion( 100 )
local Damage = Client:GetLife()
local InitialLife = Client:GetLife0()
MESSAGE:New( "Player " .. Client:GetPlayerName() .. " Damage ... " .. Damage, 5, "Airbase Police" ):ToAll()
if ( Damage / InitialLife ) * 100 < 80 then
Client:ScheduleStop( DestroyUntilHeavilyDamaged )
end
end
Client:ScheduleOnce( 1, DestroyUntilHeavilyDamaged, Client )
--Client:ScheduleRepeat( 1, 1, 0, nil, DestroyUntilHeavilyDamaged, Client )
--Client:Destroy()
trigger.action.setUserFlag( "AIRCRAFT_"..Client:GetID(), 100)
Client:SetState( self, "Speeding", false )
Client:SetState( self, "Warnings", 0 )

View File

@@ -1,135 +1,234 @@
--- The CLEANUP class keeps an area clean of crashing or colliding airplanes. It also prevents airplanes from firing within this area.
--- **Functional** -- The CLEANUP_AIRBASE class keeps an area clean of crashing or colliding airplanes. It also prevents airplanes from firing within this area.
--
-- ===
--
-- ### Author: **Sven Van de Velde (FlightControl)**
-- ### Contributions:
--
-- ====
--
-- @module CleanUp
-- @author Flightcontrol
--- The CLEANUP class.
-- @type 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
CLEANUP = {
ClassName = "CLEANUP",
ZoneNames = {},
TimeInterval = 300,
--- @type CLEANUP_AIRBASE
-- @extends #CLEANUP_AIRBASE.__
--- # CLEANUP_AIRBASE, extends @{Base#BASE}
--
-- ![Banner Image](..\Presentations\CLEANUP_AIRBASE\Dia1.JPG)
--
-- 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.
-- Any airborne or ground unit that is on the runway below 30 meters (default value) will be automatically removed if it is damaged.
--
-- This is not a full 100% secure implementation. It is still possible that CLEANUP_AIRBASE cannot prevent (in-time) to keep the airbase clean.
-- The following situations may happen that will still stop the runway of an airbase:
--
-- * A damaged unit is not removed on time when above the runway, and crashes on the runway.
-- * A bomb or missile is still able to dropped on the runway.
-- * Units collide on the airbase, and could not be removed on time.
--
-- When a unit is within the airbase zone and needs to be monitored,
-- its status will be checked every 0.25 seconds! This is required to ensure that the airbase is kept clean.
-- But as a result, there is more CPU overload.
--
-- So as an advise, I suggest you use the CLEANUP_AIRBASE class with care:
--
-- * Only monitor airbases that really need to be monitored!
-- * Try not to monitor airbases that are likely to be invaded by enemy troops.
-- For these airbases, there is little use to keep them clean, as they will be invaded anyway...
--
-- By following the above guidelines, you can add airbase cleanup with acceptable CPU overhead.
--
-- ## 1. CLEANUP_AIRBASE Constructor
--
-- Creates the main object which is preventing the airbase to get polluted with debris on the runway, which halts the airbase.
--
-- -- Clean these Zones.
-- CleanUpAirports = CLEANUP_AIRBASE:New( { AIRBASE.Caucasus.Tbilisi, AIRBASE.Caucasus.Kutaisi )
--
-- -- or
-- CleanUpTbilisi = CLEANUP_AIRBASE:New( AIRBASE.Caucasus.Tbilisi )
-- CleanUpKutaisi = CLEANUP_AIRBASE:New( AIRBASE.Caucasus.Kutaisi )
--
-- ## 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.
--
-- 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.
-- Note that this method will not allow anymore airbases to be attacked, so there is a trade-off here to do.
--
-- @field #CLEANUP_AIRBASE
CLEANUP_AIRBASE = {
ClassName = "CLEANUP_AIRBASE",
TimeInterval = 0.2,
CleanUpList = {},
}
-- @field #CLEANUP_AIRBASE.__
CLEANUP_AIRBASE.__ = {}
--- @field #CLEANUP_AIRBASE.__.Airbases
CLEANUP_AIRBASE.__.Airbases = {}
--- Creates the main object which is handling the cleaning of the debris within the given Zone Names.
-- @param #CLEANUP self
-- @param #table ZoneNames Is a table of zone names where the debris should be cleaned. Also a single string can be passed with one zone name.
-- @param #number TimeInterval The interval in seconds when the clean activity takes place. The default is 300 seconds, thus every 5 minutes.
-- @return #CLEANUP
-- @param #CLEANUP_AIRBASE self
-- @param #list<#string> AirbaseNames Is a table of airbase names where the debris should be cleaned. Also a single string can be passed with one airbase name.
-- @return #CLEANUP_AIRBASE
-- @usage
-- -- Clean these Zones.
-- CleanUpAirports = CLEANUP:New( { 'CLEAN Tbilisi', 'CLEAN Kutaisi' }, 150 )
-- CleanUpAirports = CLEANUP_AIRBASE:New( { AIRBASE.Caucasus.Tbilisi, AIRBASE.Caucasus.Kutaisi )
-- or
-- CleanUpTbilisi = CLEANUP:New( 'CLEAN Tbilisi', 150 )
-- CleanUpKutaisi = CLEANUP:New( 'CLEAN Kutaisi', 600 )
function CLEANUP:New( ZoneNames, TimeInterval )
-- CleanUpTbilisi = CLEANUP_AIRBASE:New( AIRBASE.Caucasus.Tbilisi )
-- CleanUpKutaisi = CLEANUP_AIRBASE:New( AIRBASE.Caucasus.Kutaisi )
function CLEANUP_AIRBASE:New( AirbaseNames )
local self = BASE:Inherit( self, BASE:New() ) -- #CLEANUP
self:F( { ZoneNames, TimeInterval } )
local self = BASE:Inherit( self, BASE:New() ) -- #CLEANUP_AIRBASE
self:F( { AirbaseNames } )
if type( ZoneNames ) == 'table' then
self.ZoneNames = ZoneNames
if type( AirbaseNames ) == 'table' then
for AirbaseID, AirbaseName in pairs( AirbaseNames ) do
self:AddAirbase( AirbaseName )
end
else
self.ZoneNames = { ZoneNames }
end
if TimeInterval then
self.TimeInterval = TimeInterval
local AirbaseName = AirbaseNames
self:AddAirbase( AirbaseName )
end
self:HandleEvent( EVENTS.Birth )
self:HandleEvent( EVENTS.Birth, self.__.OnEventBirth )
self.CleanUpScheduler = SCHEDULER:New( self, self._CleanUpScheduler, {}, 1, TimeInterval )
self.__.CleanUpScheduler = SCHEDULER:New( self, self.__.CleanUpSchedule, {}, 1, self.TimeInterval )
self:HandleEvent( EVENTS.EngineShutdown , self.__.EventAddForCleanUp )
self:HandleEvent( EVENTS.EngineStartup, self.__.EventAddForCleanUp )
self:HandleEvent( EVENTS.Hit, self.__.EventAddForCleanUp )
self:HandleEvent( EVENTS.PilotDead, self.__.OnEventCrash )
self:HandleEvent( EVENTS.Dead, self.__.OnEventCrash )
self:HandleEvent( EVENTS.Crash, self.__.OnEventCrash )
return self
end
--- Destroys a group from the simulator, but checks first if it is still existing!
-- @param #CLEANUP self
-- @param Dcs.DCSWrapper.Group#Group GroupObject The object to be destroyed.
-- @param #string CleanUpGroupName The groupname...
function CLEANUP:_DestroyGroup( GroupObject, CleanUpGroupName )
self:F( { GroupObject, CleanUpGroupName } )
if GroupObject then -- and GroupObject:isExist() then
trigger.action.deactivateGroup(GroupObject)
self:T( { "GroupObject Destroyed", GroupObject } )
end
--- Adds an airbase to the airbase validation list.
-- @param #CLEANUP_AIRBASE self
-- @param #string AirbaseName
-- @return #CLEANUP_AIRBASE
function CLEANUP_AIRBASE:AddAirbase( AirbaseName )
self.__.Airbases[AirbaseName] = AIRBASE:FindByName( AirbaseName )
self:F({"Airbase:", AirbaseName, self.__.Airbases[AirbaseName]:GetDesc()})
return self
end
--- Destroys a @{DCSWrapper.Unit#Unit} from the simulator, but checks first if it is still existing!
-- @param #CLEANUP self
-- @param Dcs.DCSWrapper.Unit#Unit CleanUpUnit The object to be destroyed.
-- @param #string CleanUpUnitName The Unit name ...
function CLEANUP:_DestroyUnit( CleanUpUnit, CleanUpUnitName )
self:F( { CleanUpUnit, CleanUpUnitName } )
--- Removes an airbase from the airbase validation list.
-- @param #CLEANUP_AIRBASE self
-- @param #string AirbaseName
-- @return #CLEANUP_AIRBASE
function CLEANUP_AIRBASE:RemoveAirbase( AirbaseName )
self.__.Airbases[AirbaseName] = nil
return self
end
--- Enables or disables the cleaning of missiles within the airbase zones.
-- Airbase operations stop when a missile or bomb is dropped at a runway.
-- Note that when this method is used, the airbase operations won't stop if
-- the missile or bomb was cleaned within the airbase zone, which is 8km from the center of the airbase.
-- However, there is a trade-off to make. Attacks on airbases won't be possible anymore if this method is used.
-- Note, one can also use the method @{#CLEANUP_AIRBASE.RemoveAirbase}() to remove the airbase from the control process as a whole,
-- when an enemy unit is near. That is also an option...
-- @param #CLEANUP_AIRBASE self
-- @param #string CleanMissiles (Default=true) If true, missiles fired are immediately destroyed. If false missiles are not controlled.
-- @return #CLEANUP_AIRBASE
function CLEANUP_AIRBASE:SetCleanMissiles( CleanMissiles )
if CleanMissiles then
self:HandleEvent( EVENTS.Shot, self.__.OnEventShot )
else
self:UnHandleEvent( EVENTS.Shot )
end
end
function CLEANUP_AIRBASE.__:IsInAirbase( Vec2 )
local InAirbase = false
for AirbaseName, Airbase in pairs( self.__.Airbases ) do
local Airbase = Airbase -- Wrapper.Airbase#AIRBASE
if Airbase:GetZone():IsVec2InZone( Vec2 ) then
InAirbase = true
break;
end
end
return InAirbase
end
--- Destroys a @{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 )
self:F( { CleanUpUnit } )
if CleanUpUnit then
local CleanUpGroup = Unit.getGroup(CleanUpUnit)
local CleanUpUnitName = CleanUpUnit:GetName()
local CleanUpGroup = CleanUpUnit:GetGroup()
-- TODO Client bug in 1.5.3
if CleanUpGroup and CleanUpGroup:isExist() then
local CleanUpGroupUnits = CleanUpGroup:getUnits()
if CleanUpGroup:IsAlive() then
local CleanUpGroupUnits = CleanUpGroup:GetUnits()
if #CleanUpGroupUnits == 1 then
local CleanUpGroupName = CleanUpGroup:getName()
--self:CreateEventCrash( timer.getTime(), CleanUpUnit )
CleanUpGroup:destroy()
self:T( { "Destroyed Group:", CleanUpGroupName } )
local CleanUpGroupName = CleanUpGroup:GetName()
CleanUpGroup:Destroy()
else
CleanUpUnit:destroy()
self:T( { "Destroyed Unit:", CleanUpUnitName } )
CleanUpUnit:Destroy()
end
self.CleanUpList[CleanUpUnitName] = nil -- Cleaning from the list
CleanUpUnit = nil
self.CleanUpList[CleanUpUnitName] = nil
end
end
end
-- TODO check Dcs.DCSTypes#Weapon
--- Destroys a missile from the simulator, but checks first if it is still existing!
-- @param #CLEANUP self
-- @param Dcs.DCSTypes#Weapon MissileObject
function CLEANUP:_DestroyMissile( MissileObject )
self:F( { MissileObject } )
--- Destroys a missile from the simulator, but checks first if it is still existing!
-- @param #CLEANUP_AIRBASE self
-- @param Dcs.DCSTypes#Weapon MissileObject
function CLEANUP_AIRBASE.__:DestroyMissile( MissileObject )
self:F( { MissileObject } )
if MissileObject and MissileObject:isExist() then
MissileObject:destroy()
self:T( "MissileObject Destroyed")
end
end
--- @param #CLEANUP self
--- @param #CLEANUP_AIRBASE self
-- @param Core.Event#EVENTDATA EventData
function CLEANUP:_OnEventBirth( EventData )
function CLEANUP_AIRBASE.__:OnEventBirth( EventData )
self:F( { EventData } )
self.CleanUpList[EventData.IniDCSUnitName] = {}
self.CleanUpList[EventData.IniDCSUnitName].CleanUpUnit = EventData.IniDCSUnit
self.CleanUpList[EventData.IniDCSUnitName].CleanUpGroup = EventData.IniDCSGroup
self.CleanUpList[EventData.IniDCSUnitName].CleanUpUnit = EventData.IniUnit
self.CleanUpList[EventData.IniDCSUnitName].CleanUpGroup = EventData.IniGroup
self.CleanUpList[EventData.IniDCSUnitName].CleanUpGroupName = EventData.IniDCSGroupName
self.CleanUpList[EventData.IniDCSUnitName].CleanUpUnitName = EventData.IniDCSUnitName
EventData.IniUnit:HandleEvent( EVENTS.EngineShutdown , self._EventAddForCleanUp )
EventData.IniUnit:HandleEvent( EVENTS.EngineStartup, self._EventAddForCleanUp )
EventData.IniUnit:HandleEvent( EVENTS.Hit, self._EventAddForCleanUp )
EventData.IniUnit:HandleEvent( EVENTS.PilotDead, self._EventCrash )
EventData.IniUnit:HandleEvent( EVENTS.Dead, self._EventCrash )
EventData.IniUnit:HandleEvent( EVENTS.Crash, self._EventCrash )
EventData.IniUnit:HandleEvent( EVENTS.Shot, self._EventShot )
end
--- Detects if a crash event occurs.
-- Crashed units go into a CleanUpList for removal.
-- @param #CLEANUP self
-- @param Dcs.DCSTypes#Event event
function CLEANUP:_EventCrash( Event )
-- @param #CLEANUP_AIRBASE self
-- @param Core.Event#EVENTDATA Event
function CLEANUP_AIRBASE.__:OnEventCrash( Event )
self:F( { Event } )
--TODO: This stuff is not working due to a DCS bug. Burning units cannot be destroyed.
@@ -140,171 +239,164 @@ function CLEANUP:_EventCrash( Event )
-- self:T("after deactivateGroup")
-- event.initiator:destroy()
self.CleanUpList[Event.IniDCSUnitName] = {}
self.CleanUpList[Event.IniDCSUnitName].CleanUpUnit = Event.IniDCSUnit
self.CleanUpList[Event.IniDCSUnitName].CleanUpGroup = Event.IniDCSGroup
self.CleanUpList[Event.IniDCSUnitName].CleanUpGroupName = Event.IniDCSGroupName
self.CleanUpList[Event.IniDCSUnitName].CleanUpUnitName = Event.IniDCSUnitName
if Event.IniDCSUnitName and Event.IniCategory == Object.Category.UNIT then
self.CleanUpList[Event.IniDCSUnitName] = {}
self.CleanUpList[Event.IniDCSUnitName].CleanUpUnit = Event.IniUnit
self.CleanUpList[Event.IniDCSUnitName].CleanUpGroup = Event.IniGroup
self.CleanUpList[Event.IniDCSUnitName].CleanUpGroupName = Event.IniDCSGroupName
self.CleanUpList[Event.IniDCSUnitName].CleanUpUnitName = Event.IniDCSUnitName
end
end
--- Detects if a unit shoots a missile.
-- If this occurs within one of the zones, then the weapon used must be destroyed.
-- @param #CLEANUP self
-- @param Dcs.DCSTypes#Event event
function CLEANUP:_EventShot( Event )
-- If this occurs within one of the airbases, then the weapon used must be destroyed.
-- @param #CLEANUP_AIRBASE self
-- @param Core.Event#EVENTDATA Event
function CLEANUP_AIRBASE.__:OnEventShot( Event )
self:F( { Event } )
-- Test if the missile was fired within one of the CLEANUP.ZoneNames.
local CurrentLandingZoneID = 0
CurrentLandingZoneID = routines.IsUnitInZones( Event.IniDCSUnit, self.ZoneNames )
if ( CurrentLandingZoneID ) then
-- Okay, the missile was fired within the CLEANUP.ZoneNames, destroy the fired weapon.
--_SEADmissile:destroy()
SCHEDULER:New( self, CLEANUP._DestroyMissile, { Event.Weapon }, 0.1 )
-- Test if the missile was fired within one of the CLEANUP_AIRBASE.AirbaseNames.
if self:IsInAirbase( Event.IniUnit:GetVec2() ) then
-- Okay, the missile was fired within the CLEANUP_AIRBASE.AirbaseNames, destroy the fired weapon.
self:DestroyMissile( Event.Weapon )
end
end
--- Detects if the Unit has an S_EVENT_HIT within the given ZoneNames. If this is the case, destroy the unit.
-- @param #CLEANUP self
-- @param Dcs.DCSTypes#Event event
function CLEANUP:_EventHitCleanUp( Event )
--- Detects if the Unit has an S_EVENT_HIT within the given AirbaseNames. If this is the case, destroy the unit.
-- @param #CLEANUP_AIRBASE self
-- @param Core.Event#EVENTDATA Event
function CLEANUP_AIRBASE.__:OnEventHit( Event )
self:F( { Event } )
if Event.IniDCSUnit then
if routines.IsUnitInZones( Event.IniDCSUnit, self.ZoneNames ) ~= nil then
self:T( { "Life: ", Event.IniDCSUnitName, ' = ', Event.IniDCSUnit:getLife(), "/", Event.IniDCSUnit:getLife0() } )
if Event.IniDCSUnit:getLife() < Event.IniDCSUnit:getLife0() then
if Event.IniUnit then
if self:IsInAirbase( Event.IniUnit:GetVec2() ) then
self:T( { "Life: ", Event.IniDCSUnitName, ' = ', Event.IniUnit:GetLife(), "/", Event.IniUnit:GetLife0() } )
if Event.IniUnit:GetLife() < Event.IniUnit:GetLife0() then
self:T( "CleanUp: Destroy: " .. Event.IniDCSUnitName )
SCHEDULER:New( self, CLEANUP._DestroyUnit, { Event.IniDCSUnit }, 0.1 )
CLEANUP_AIRBASE.__:DestroyUnit( Event.IniUnit )
end
end
end
if Event.TgtDCSUnit then
if routines.IsUnitInZones( Event.TgtDCSUnit, self.ZoneNames ) ~= nil then
self:T( { "Life: ", Event.TgtDCSUnitName, ' = ', Event.TgtDCSUnit:getLife(), "/", Event.TgtDCSUnit:getLife0() } )
if Event.TgtDCSUnit:getLife() < Event.TgtDCSUnit:getLife0() then
if Event.TgtUnit then
if self:IsInAirbase( Event.TgtUnit:GetVec2() ) then
self:T( { "Life: ", Event.TgtDCSUnitName, ' = ', Event.TgtUnit:GetLife(), "/", Event.TgtUnit:GetLife0() } )
if Event.TgtUnit:GetLife() < Event.TgtUnit:GetLife0() then
self:T( "CleanUp: Destroy: " .. Event.TgtDCSUnitName )
SCHEDULER:New( self, CLEANUP._DestroyUnit, { Event.TgtDCSUnit }, 0.1 )
CLEANUP_AIRBASE.__:DestroyUnit( Event.TgtUnit )
end
end
end
end
--- Add the @{DCSWrapper.Unit#Unit} to the CleanUpList for CleanUp.
function CLEANUP:_AddForCleanUp( CleanUpUnit, CleanUpUnitName )
-- @param #CLEANUP_AIRBASE self
-- @param Wrapper.Unit#UNIT CleanUpUnit
-- @oaram #string CleanUpUnitName
function CLEANUP_AIRBASE.__:AddForCleanUp( CleanUpUnit, CleanUpUnitName )
self:F( { CleanUpUnit, CleanUpUnitName } )
self.CleanUpList[CleanUpUnitName] = {}
self.CleanUpList[CleanUpUnitName].CleanUpUnit = CleanUpUnit
self.CleanUpList[CleanUpUnitName].CleanUpUnitName = CleanUpUnitName
self.CleanUpList[CleanUpUnitName].CleanUpGroup = Unit.getGroup(CleanUpUnit)
self.CleanUpList[CleanUpUnitName].CleanUpGroupName = Unit.getGroup(CleanUpUnit):getName()
local CleanUpGroup = CleanUpUnit:GetGroup()
self.CleanUpList[CleanUpUnitName].CleanUpGroup = CleanUpGroup
self.CleanUpList[CleanUpUnitName].CleanUpGroupName = CleanUpGroup:GetName()
self.CleanUpList[CleanUpUnitName].CleanUpTime = timer.getTime()
self.CleanUpList[CleanUpUnitName].CleanUpMoved = false
self:T( { "CleanUp: Add to CleanUpList: ", Unit.getGroup(CleanUpUnit):getName(), CleanUpUnitName } )
self:T( { "CleanUp: Add to CleanUpList: ", CleanUpGroup:GetName(), CleanUpUnitName } )
end
--- Detects if the Unit has an S_EVENT_ENGINE_SHUTDOWN or an S_EVENT_HIT within the given ZoneNames. If this is the case, add the Group to the CLEANUP List.
-- @param #CLEANUP self
-- @param Dcs.DCSTypes#Event event
function CLEANUP:_EventAddForCleanUp( Event )
--- Detects if the Unit has an S_EVENT_ENGINE_SHUTDOWN or an S_EVENT_HIT within the given AirbaseNames. If this is the case, add the Group to the CLEANUP_AIRBASE List.
-- @param #CLEANUP_AIRBASE.__ self
-- @param Core.Event#EVENTDATA Event
function CLEANUP_AIRBASE.__:EventAddForCleanUp( Event )
if Event.IniDCSUnit then
self:F({Event})
if Event.IniDCSUnit and Event.IniCategory == Object.Category.UNIT then
if self.CleanUpList[Event.IniDCSUnitName] == nil then
if routines.IsUnitInZones( Event.IniDCSUnit, self.ZoneNames ) ~= nil then
self:_AddForCleanUp( Event.IniDCSUnit, Event.IniDCSUnitName )
if self:IsInAirbase( Event.IniUnit:GetVec2() ) then
self:AddForCleanUp( Event.IniUnit, Event.IniDCSUnitName )
end
end
end
if Event.TgtDCSUnit then
if Event.TgtDCSUnit and Event.TgtCategory == Object.Category.UNIT then
if self.CleanUpList[Event.TgtDCSUnitName] == nil then
if routines.IsUnitInZones( Event.TgtDCSUnit, self.ZoneNames ) ~= nil then
self:_AddForCleanUp( Event.TgtDCSUnit, Event.TgtDCSUnitName )
if self:IsInAirbase( Event.TgtUnit:GetVec2() ) then
self:AddForCleanUp( Event.TgtUnit, Event.TgtDCSUnitName )
end
end
end
end
local CleanUpSurfaceTypeText = {
"LAND",
"SHALLOW_WATER",
"WATER",
"ROAD",
"RUNWAY"
}
--- At the defined time interval, CleanUp the Groups within the CleanUpList.
-- @param #CLEANUP self
function CLEANUP:_CleanUpScheduler()
self:F( { "CleanUp Scheduler" } )
-- @param #CLEANUP_AIRBASE self
function CLEANUP_AIRBASE.__:CleanUpSchedule()
local CleanUpCount = 0
for CleanUpUnitName, UnitData in pairs( self.CleanUpList ) do
for CleanUpUnitName, CleanUpListData in pairs( self.CleanUpList ) do
CleanUpCount = CleanUpCount + 1
self:T( { CleanUpUnitName, UnitData } )
local CleanUpUnit = Unit.getByName(UnitData.CleanUpUnitName)
local CleanUpGroupName = UnitData.CleanUpGroupName
local CleanUpUnitName = UnitData.CleanUpUnitName
if CleanUpUnit then
self:T( { "CleanUp Scheduler", "Checking:", CleanUpUnitName } )
local CleanUpUnit = CleanUpListData.CleanUpUnit -- Wrapper.Unit#UNIT
local CleanUpGroupName = CleanUpListData.CleanUpGroupName
if CleanUpUnit:IsAlive() ~= nil then
if _DATABASE:GetStatusGroup( CleanUpGroupName ) ~= "ReSpawn" then
local CleanUpUnitVec3 = CleanUpUnit:getPoint()
--self:T( CleanUpUnitVec3 )
local CleanUpUnitVec2 = {}
CleanUpUnitVec2.x = CleanUpUnitVec3.x
CleanUpUnitVec2.y = CleanUpUnitVec3.z
--self:T( CleanUpUnitVec2 )
local CleanUpSurfaceType = land.getSurfaceType(CleanUpUnitVec2)
--self:T( CleanUpSurfaceType )
if CleanUpUnit and CleanUpUnit:getLife() <= CleanUpUnit:getLife0() * 0.95 then
if CleanUpSurfaceType == land.SurfaceType.RUNWAY then
if CleanUpUnit:inAir() then
local CleanUpLandHeight = land.getHeight(CleanUpUnitVec2)
local CleanUpUnitHeight = CleanUpUnitVec3.y - CleanUpLandHeight
self:T( { "CleanUp Scheduler", "Height = " .. CleanUpUnitHeight } )
if CleanUpUnitHeight < 30 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, CleanUpUnitName)
self:DestroyUnit( CleanUpUnit )
end
else
self:T( { "CleanUp Scheduler", "Destroy " .. CleanUpUnitName .. " because on runway and damaged." } )
self:_DestroyUnit(CleanUpUnit, CleanUpUnitName)
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:getVelocity()
local CleanUpUnitVelocityTotal = math.abs(CleanUpUnitVelocity.x) + math.abs(CleanUpUnitVelocity.y) + math.abs(CleanUpUnitVelocity.z)
if CleanUpUnitVelocityTotal < 1 then
if UnitData.CleanUpMoved then
if UnitData.CleanUpTime + 180 <= timer.getTime() 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, CleanUpUnitName)
self:DestroyUnit( CleanUpUnit )
end
end
else
UnitData.CleanUpTime = timer.getTime()
UnitData.CleanUpMoved = true
CleanUpListData.CleanUpTime = timer.getTime()
CleanUpListData.CleanUpMoved = true
end
end
else
-- Do nothing ...
self.CleanUpList[CleanUpUnitName] = nil -- Not anymore in the DCSRTE
self.CleanUpList[CleanUpUnitName] = nil
end
else
self:T( "CleanUp: Group " .. CleanUpUnitName .. " cannot be found in DCS RTE, removing ..." )
self.CleanUpList[CleanUpUnitName] = nil -- Not anymore in the DCSRTE
self.CleanUpList[CleanUpUnitName] = nil
end
end
self:T(CleanUpCount)

View File

@@ -1,4 +1,4 @@
--- **Funtional R2.1** -- Management of target **Designation**.
--- **Functional** -- Management of target **Designation**. Lase, smoke and illuminate targets.
--
-- --![Banner Image](..\Presentations\DESIGNATE\Dia1.JPG)
--
@@ -70,10 +70,14 @@ do -- DESIGNATE
-- 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 DetectionItems that can be put in **scope** of the DesignateObject.
-- We call this the **MaximumDesignations** term.
--
-- As part of the Detect Event, the DetectionItems list is used by the DesignateObject to provide the Players with:
--
-- * The RecceGroups are reporting to each AttackGroup, sending **Messages** containing the Threat Level and the TargetSet composition.
-- * **Menu options** are created and updated for each AttackGroup, containing the Threat Level and the TargetSet composition.
-- * **Menu options** are created and updated for each AttackGroup, containing the Detection ID and the Coordinates.
--
-- A Player can then select an action from the Designate Menu.
--
@@ -109,7 +113,7 @@ do -- DESIGNATE
--
-- ### 2.1 DESIGNATE States
--
-- * **Designating** ( Group ): The process is not started yet.
-- * **Designating** ( Group ): The designation process.
--
-- ### 2.2 DESIGNATE Events
--
@@ -119,9 +123,17 @@ do -- DESIGNATE
-- * **@{#DESIGNATE.Smoke}**: Smoke the targets with the specified Index.
-- * **@{#DESIGNATE.Status}**: Report designation status.
--
-- ## 3. Laser codes
-- ## 3. Maximum Designations
--
-- ### 3.1 Set possible laser codes
-- 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.
--
-- 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
--
-- ### 4.1. 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.
@@ -139,11 +151,20 @@ do -- DESIGNATE
--
-- The above sets a collection of possible laser codes that can be assigned. **Note the { } notation!**
--
-- ### 3.2 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. Autolase to automatically lase detected targets.
-- ### 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.
-- The A-10A needs targets to be lased using laser code 1680.
--
-- 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.
--
-- 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.
@@ -154,7 +175,7 @@ do -- DESIGNATE
--
-- Activate the auto lasing.
--
-- ## 5. 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,
@@ -167,7 +188,12 @@ 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. Status Report
-- ## 6. 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.
-- Use the method @{#DESIGNATE.SetMission}() to set the @{Mission} object for the designate function.
--
-- ## 7. 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.
--
@@ -182,7 +208,6 @@ do -- DESIGNATE
-- The example will activate the flashing of the status menu for this Designate object.
--
-- @field #DESIGNATE
--
DESIGNATE = {
ClassName = "DESIGNATE",
}
@@ -192,8 +217,9 @@ do -- DESIGNATE
-- @param Tasking.CommandCenter#COMMANDCENTER CC
-- @param Functional.Detection#DETECTION_BASE Detection
-- @param Core.Set#SET_GROUP AttackSet The Attack collection of GROUP objects to designate and report for.
-- @param Tasking.Mission#MISSION Mission (Optional) The Mission where the menu needs to be attached.
-- @return #DESIGNATE
function DESIGNATE:New( CC, Detection, AttackSet )
function DESIGNATE:New( CC, Detection, AttackSet, Mission )
local self = BASE:Inherit( self, FSM:New() ) -- #DESIGNATE
self:F( { Detection } )
@@ -360,22 +386,33 @@ do -- DESIGNATE
self.RecceSet = Detection:GetDetectionSetGroup()
self.Recces = {}
self.Designating = {}
self:SetDesignateName()
self.LaseDuration = 60
self:SetFlashStatusMenu( false )
self:SetDesignateMenu()
self:SetMission( Mission )
self:SetLaserCodes( 1688 ) -- set self.LaserCodes
self:SetAutoLase( false ) -- set self.Autolase
self:SetLaserCodes( { 1688, 1130, 4785, 6547, 1465, 4578 } ) -- set self.LaserCodes
self:SetAutoLase( false, false ) -- set self.Autolase and don't send message.
self:SetThreatLevelPrioritization( false ) -- self.ThreatLevelPrioritization, default is threat level priorization off
self:SetMaximumDesignations( 5 ) -- Sets the maximum designations. The default is 5 designations.
self:SetMaximumDistanceDesignations( 12000 ) -- Sets the maximum distance on which designations can be accepted. The default is 8000 meters.
self:SetMaximumMarkings( 2 ) -- Per target group, a maximum of 2 markings will be made by default.
self:SetDesignateMenu()
self.LaserCodesUsed = {}
self.MenuLaserCodes = {} -- This map contains the laser codes that will be shown in the designate menu to lase with specific laser codes.
self.Detection:__Start( 2 )
self:__Detect( -15 )
self.MarkScheduler = SCHEDULER:New( self )
return self
end
@@ -399,6 +436,56 @@ do -- DESIGNATE
end
--- Set the maximum amount of designations.
-- @param #DESIGNATE self
-- @param #number MaximumDesignations
-- @return #DESIGNATE
function DESIGNATE:SetMaximumDesignations( MaximumDesignations )
self.MaximumDesignations = MaximumDesignations
return self
end
--- Set the maximum ground designation distance.
-- @param #DESIGNATE self
-- @param #number MaximumDistanceGroundDesignation Maximum ground designation distance in meters.
-- @return #DESIGNATE
function DESIGNATE:SetMaximumDistanceGroundDesignation( MaximumDistanceGroundDesignation )
self.MaximumDistanceGroundDesignation = MaximumDistanceGroundDesignation
return self
end
--- Set the maximum air designation distance.
-- @param #DESIGNATE self
-- @param #number MaximumDistanceAirDesignation Maximum air designation distance in meters.
-- @return #DESIGNATE
function DESIGNATE:SetMaximumDistanceAirDesignation( MaximumDistanceAirDesignation )
self.MaximumDistanceAirDesignation = MaximumDistanceAirDesignation
return self
end
--- Set the overall maximum distance when designations can be accepted.
-- @param #DESIGNATE self
-- @param #number MaximumDistanceDesignations Maximum distance in meters to accept designations.
-- @return #DESIGNATE
function DESIGNATE:SetMaximumDistanceDesignations( MaximumDistanceDesignations )
self.MaximumDistanceDesignations = MaximumDistanceDesignations
return self
end
--- Set the maximum amount of markings FACs will do, per designated target group.
-- @param #DESIGNATE self
-- @param #number MaximumMarkings Maximum markings FACs will do, per designated target group.
-- @return #DESIGNATE
function DESIGNATE:SetMaximumMarkings( MaximumMarkings )
self.MaximumMarkings = MaximumMarkings
return self
end
--- Set an array of possible laser codes.
-- Each new lase will select a code from this table.
-- @param #DESIGNATE self
@@ -407,13 +494,64 @@ do -- DESIGNATE
function DESIGNATE:SetLaserCodes( LaserCodes ) --R2.1
self.LaserCodes = ( type( LaserCodes ) == "table" ) and LaserCodes or { LaserCodes }
self:E(self.LaserCodes)
self:E( { LaserCodes = self.LaserCodes } )
self.LaserCodesUsed = {}
return self
end
--- Add a specific lase code to the designate lase menu to lase targets with a specific laser code.
-- The MenuText will appear in the lase menu.
-- @param #DESIGNATE self
-- @param #number LaserCode The specific laser code to be added to the lase menu.
-- @param #string MenuText The text to be shown to the player. If you specify a %d in the MenuText, the %d will be replaced with the LaserCode specified.
-- @return #DESIGNATE
-- @usage
-- RecceDesignation:AddMenuLaserCode( 1113, "Lase with %d for Su-25T" )
-- RecceDesignation:AddMenuLaserCode( 1680, "Lase with %d for A-10A" )
--
function DESIGNATE:AddMenuLaserCode( LaserCode, MenuText )
self.MenuLaserCodes[LaserCode] = MenuText
self:SetDesignateMenu()
return self
end
--- Removes a specific lase code from the designate lase menu.
-- @param #DESIGNATE self
-- @param #number LaserCode The specific laser code that was set to be added to the lase menu.
-- @return #DESIGNATE
-- @usage
-- RecceDesignation:RemoveMenuLaserCode( 1113 )
--
function DESIGNATE:RemoveMenuLaserCode( LaserCode )
self.MenuLaserCodes[LaserCode] = nil
self:SetDesignateMenu()
return self
end
--- Set the name of the designation. The name will appear in the menu.
-- This method can be used to control different designations for different plane types.
-- @param #DESIGNATE self
-- @param #string DesignateName
-- @return #DESIGNATE
function DESIGNATE:SetDesignateName( DesignateName )
self.DesignateName = "Designation" .. ( DesignateName and ( " for " .. DesignateName ) or "" )
return self
end
--- Generate an array of possible laser codes.
-- Each new lase will select a code from this table.
-- The entered value can range from 1111 - 1788,
@@ -470,21 +608,22 @@ do -- DESIGNATE
--- Set auto lase.
-- Auto lase will start lasing targets immediately when these are in range.
-- @param #DESIGNATE self
-- @param #boolean AutoLase
-- @param #boolean AutoLase (optional) true sets autolase on, false off. Default is off.
-- @param #boolean Message (optional) true is send message, false or nil won't send a message. Default is no message sent.
-- @return #DESIGNATE
function DESIGNATE:SetAutoLase( AutoLase ) --R2.1
function DESIGNATE:SetAutoLase( AutoLase, Message )
self.AutoLase = AutoLase
self.AutoLase = AutoLase or false
local AutoLaseOnOff = ( AutoLase == true ) and "On" or "Off"
local CC = self.CC:GetPositionable()
if CC then
CC:MessageToSetGroup( "Auto Lase " .. AutoLaseOnOff .. ".", 15, self.AttackSet )
if Message then
local AutoLaseOnOff = ( self.AutoLase == true ) and "On" or "Off"
local CC = self.CC:GetPositionable()
if CC then
CC:MessageToSetGroup( self.DesignateName .. ": Auto Lase " .. AutoLaseOnOff .. ".", 15, self.AttackSet )
end
end
self:ActivateAutoLase()
self:CoordinateLase()
self:SetDesignateMenu()
return self
@@ -501,6 +640,17 @@ do -- DESIGNATE
return self
end
--- Set the MISSION object for which designate will function.
-- When a MISSION object is assigned, the menu for the designation will be located at the Mission Menu.
-- @param #DESIGNATE self
-- @param Tasking.Mission#MISSION Mission The MISSION object.
-- @return #DESIGNATE
function DESIGNATE:SetMission( Mission ) --R2.2
self.Mission = Mission
return self
end
---
@@ -508,15 +658,96 @@ do -- DESIGNATE
-- @return #DESIGNATE
function DESIGNATE:onafterDetect()
self:__Detect( -60 )
self:__Detect( -math.random( 60 ) )
self:ActivateAutoLase()
self:DesignationScope()
self:CoordinateLase()
self:SendStatus()
self:SetDesignateMenu()
return self
end
--- Adapt the designation scope according the detected items.
-- @param #DESIGNATE self
-- @return #DESIGNATE
function DESIGNATE:DesignationScope()
local DetectedItems = self.Detection:GetDetectedItems()
local DetectedItemCount = 0
for DesignateIndex, Designating in pairs( self.Designating ) do
local DetectedItem = DetectedItems[DesignateIndex]
if DetectedItem then
-- Check LOS...
local IsDetected = self.Detection:IsDetectedItemDetected( DetectedItem )
self:F({IsDetected = IsDetected, DetectedItem })
if IsDetected == false then
self:F("Removing")
-- This Detection is obsolete, remove from the designate scope
self.Designating[DesignateIndex] = nil
self.AttackSet:ForEachGroup(
function( AttackGroup )
local DetectionText = self.Detection:DetectedItemReportSummary( DesignateIndex, AttackGroup ):Text( ", " )
self.CC:GetPositionable():MessageToGroup( "Targets out of LOS\n" .. DetectionText, 10, AttackGroup, self.DesignateName )
end
)
else
DetectedItemCount = DetectedItemCount + 1
end
else
-- This Detection is obsolete, remove from the designate scope
self.Designating[DesignateIndex] = nil
end
end
if DetectedItemCount < 5 then
for DesignateIndex, DetectedItem in pairs( DetectedItems ) do
local IsDetected = self.Detection:IsDetectedItemDetected( DetectedItem )
if IsDetected == true then
self:F( { DistanceRecce = DetectedItem.DistanceRecce } )
if DetectedItem.DistanceRecce <= self.MaximumDistanceDesignations then
if self.Designating[DesignateIndex] == nil then
-- ok, we added one item to the designate scope.
self.AttackSet:ForEachGroup(
function( AttackGroup )
local DetectionText = self.Detection:DetectedItemReportSummary( DesignateIndex, AttackGroup ):Text( ", " )
self.CC:GetPositionable():MessageToGroup( "Targets detected at \n" .. DetectionText, 10, AttackGroup, self.DesignateName )
end
)
self.Designating[DesignateIndex] = ""
break
end
end
end
end
end
return self
end
--- Coordinates the Auto Lase.
-- @param #DESIGNATE self
-- @return #DESIGNATE
function DESIGNATE:CoordinateLase()
local DetectedItems = self.Detection:GetDetectedItems()
for DesignateIndex, Designating in pairs( self.Designating ) do
local DetectedItem = DetectedItems[DesignateIndex]
if DetectedItem then
if self.AutoLase then
self:LaseOn( DesignateIndex, self.LaseDuration )
end
end
end
return self
end
--- Sends the status to the Attack Groups.
-- @param #DESIGNATE self
-- @param Wrapper.Group#GROUP AttackGroup
@@ -533,20 +764,23 @@ do -- DESIGNATE
if self.FlashStatusMenu[AttackGroup] or ( MenuAttackGroup and ( AttackGroup:GetName() == MenuAttackGroup:GetName() ) ) then
local DetectedReport = REPORT:New( "Targets designated:\n" )
local DetectedReport = REPORT:New( "Targets ready for Designation:" )
local DetectedItems = self.Detection:GetDetectedItems()
for Index, DetectedItemData in pairs( DetectedItems ) do
local Report = self.Detection:DetectedItemReportSummary( Index )
DetectedReport:Add(" - " .. Report)
for DesignateIndex, Designating in pairs( self.Designating ) do
local DetectedItem = DetectedItems[DesignateIndex]
if DetectedItem then
local Report = self.Detection:DetectedItemReportSummary( DesignateIndex, AttackGroup ):Text( ", " )
DetectedReport:Add( string.rep( "-", 140 ) )
DetectedReport:Add( " - " .. Report )
end
end
local CC = self.CC:GetPositionable()
CC:MessageToGroup( DetectedReport:Text( "\n" ), Duration, AttackGroup )
CC:MessageToGroup( DetectedReport:Text( "\n" ), Duration, AttackGroup, self.DesignateName )
local DesignationReport = REPORT:New( "Targets marked:\n" )
local DesignationReport = REPORT:New( "Marking Targets:\n" )
self.RecceSet:ForEachGroup(
function( RecceGroup )
@@ -560,34 +794,7 @@ do -- DESIGNATE
end
)
CC:MessageToGroup( DesignationReport:Text(), Duration, AttackGroup )
end
end
)
return self
end
--- Coordinates the Auto Lase.
-- @param #DESIGNATE self
-- @return #DESIGNATE
function DESIGNATE:ActivateAutoLase()
self.AttackSet:Flush()
self.AttackSet:ForEachGroup(
--- @param Wrapper.Group#GROUP GroupReport
function( AttackGroup )
local DetectedItems = self.Detection:GetDetectedItems()
for Index, DetectedItemData in pairs( DetectedItems ) do
if self.AutoLase then
if not self.Designating[Index] then
self:LaseOn( Index, self.LaseDuration )
end
end
CC:MessageToGroup( DesignationReport:Text(), Duration, AttackGroup, self.DesignateName )
end
end
)
@@ -606,66 +813,79 @@ do -- DESIGNATE
--- @param Wrapper.Group#GROUP GroupReport
function( AttackGroup )
local DesignateMenu = AttackGroup:GetState( AttackGroup, "DesignateMenu" ) -- Core.Menu#MENU_GROUP
if DesignateMenu then
DesignateMenu:Remove()
DesignateMenu = nil
self:E("Remove Menu")
end
DesignateMenu = MENU_GROUP:New( AttackGroup, "Designate" )
self:E(DesignateMenu)
AttackGroup:SetState( AttackGroup, "DesignateMenu", DesignateMenu )
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:New( AttackGroup, self.DesignateName, MissionMenu ):SetTime( MenuTime ):SetTag( self.DesignateName )
local MenuDesignate = self.MenuDesignate[AttackGroup] -- Core.Menu#MENU_GROUP
-- Set Menu option for auto lase
if self.AutoLase then
MENU_GROUP_COMMAND:New( AttackGroup, "Auto Lase Off", DesignateMenu, self.MenuAutoLase, self, false )
MENU_GROUP_COMMAND:New( AttackGroup, "Auto Lase Off", MenuDesignate, self.MenuAutoLase, self, false ):SetTime( MenuTime ):SetTag( self.DesignateName )
else
MENU_GROUP_COMMAND:New( AttackGroup, "Auto Lase On", DesignateMenu, self.MenuAutoLase, self, true )
MENU_GROUP_COMMAND:New( AttackGroup, "Auto Lase On", MenuDesignate, self.MenuAutoLase, self, true ):SetTime( MenuTime ):SetTag( self.DesignateName )
end
local StatusMenu = MENU_GROUP:New( AttackGroup, "Status", DesignateMenu )
MENU_GROUP_COMMAND:New( AttackGroup, "Report Status 15s", StatusMenu, self.MenuStatus, self, AttackGroup, 15 )
MENU_GROUP_COMMAND:New( AttackGroup, "Report Status 30s", StatusMenu, self.MenuStatus, self, AttackGroup, 30 )
MENU_GROUP_COMMAND:New( AttackGroup, "Report Status 60s", StatusMenu, self.MenuStatus, self, AttackGroup, 60 )
local StatusMenu = MENU_GROUP:New( AttackGroup, "Status", MenuDesignate ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND:New( AttackGroup, "Report Status 15s", StatusMenu, self.MenuStatus, self, AttackGroup, 15 ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND:New( AttackGroup, "Report Status 30s", StatusMenu, self.MenuStatus, self, AttackGroup, 30 ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND:New( AttackGroup, "Report Status 60s", StatusMenu, self.MenuStatus, self, AttackGroup, 60 ):SetTime( MenuTime ):SetTag( self.DesignateName )
if self.FlashStatusMenu[AttackGroup] then
MENU_GROUP_COMMAND:New( AttackGroup, "Flash Status Report Off", StatusMenu, self.MenuFlashStatus, self, AttackGroup, false )
MENU_GROUP_COMMAND:New( AttackGroup, "Flash Status Report Off", StatusMenu, self.MenuFlashStatus, self, AttackGroup, false ):SetTime( MenuTime ):SetTag( self.DesignateName )
else
MENU_GROUP_COMMAND:New( AttackGroup, "Flash Status Report On", StatusMenu, self.MenuFlashStatus, self, AttackGroup, true )
MENU_GROUP_COMMAND:New( AttackGroup, "Flash Status Report On", StatusMenu, self.MenuFlashStatus, self, AttackGroup, true ):SetTime( MenuTime ):SetTag( self.DesignateName )
end
local DetectedItems = self.Detection:GetDetectedItems()
for Index, DetectedItemData in pairs( DetectedItems ) do
for DesignateIndex, Designating in pairs( self.Designating ) do
local DetectedItem = self.Detection:GetDetectedItem( DesignateIndex )
if DetectedItem then
local Report = self.Detection:DetectedItemMenu( Index )
if not self.Designating[Index] then
local DetectedMenu = MENU_GROUP:New( AttackGroup, Report, DesignateMenu )
MENU_GROUP_COMMAND:New( AttackGroup, "Lase target 60 secs", DetectedMenu, self.MenuLaseOn, self, Index, 60 )
MENU_GROUP_COMMAND:New( AttackGroup, "Lase target 120 secs", DetectedMenu, self.MenuLaseOn, self, Index, 120 )
MENU_GROUP_COMMAND:New( AttackGroup, "Smoke red", DetectedMenu, self.MenuSmoke, self, Index, SMOKECOLOR.Red )
MENU_GROUP_COMMAND:New( AttackGroup, "Smoke blue", DetectedMenu, self.MenuSmoke, self, Index, SMOKECOLOR.Blue )
MENU_GROUP_COMMAND:New( AttackGroup, "Smoke green", DetectedMenu, self.MenuSmoke, self, Index, SMOKECOLOR.Green )
MENU_GROUP_COMMAND:New( AttackGroup, "Smoke white", DetectedMenu, self.MenuSmoke, self, Index, SMOKECOLOR.White )
MENU_GROUP_COMMAND:New( AttackGroup, "Smoke orange", DetectedMenu, self.MenuSmoke, self, Index, SMOKECOLOR.Orange )
MENU_GROUP_COMMAND:New( AttackGroup, "Illuminate", DetectedMenu, self.MenuIlluminate, self, Index )
else
if self.Designating[Index] == "Laser" then
Report = "Lasing " .. Report
elseif self.Designating[Index] == "Smoke" then
Report = "Smoking " .. Report
elseif self.Designating[Index] == "Illuminate" then
Report = "Illuminating " .. Report
end
local DetectedMenu = MENU_GROUP:New( AttackGroup, Report, DesignateMenu )
if self.Designating[Index] == "Laser" then
MENU_GROUP_COMMAND:New( AttackGroup, "Stop lasing", DetectedMenu, self.MenuLaseOff, self, Index )
local Coord = self.Detection:GetDetectedItemCoordinate( DesignateIndex )
local ID = self.Detection:GetDetectedItemID( DesignateIndex )
local MenuText = ID .. ", " .. Coord:ToStringA2G( AttackGroup )
if Designating == "" then
MenuText = "(-) " .. MenuText
local DetectedMenu = MENU_GROUP:New( AttackGroup, MenuText, MenuDesignate ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND: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:New( AttackGroup, string.format( MenuText, LaserCode ), DetectedMenu, self.MenuLaseCode, self, DesignateIndex, 60, LaserCode ):SetTime( MenuTime ):SetTag( self.DesignateName )
end
MENU_GROUP_COMMAND:New( AttackGroup, "Lase with random laser code(s)", DetectedMenu, self.MenuLaseOn, self, DesignateIndex, 60 ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND:New( AttackGroup, "Smoke red", DetectedMenu, self.MenuSmoke, self, DesignateIndex, SMOKECOLOR.Red ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND:New( AttackGroup, "Smoke blue", DetectedMenu, self.MenuSmoke, self, DesignateIndex, SMOKECOLOR.Blue ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND:New( AttackGroup, "Smoke green", DetectedMenu, self.MenuSmoke, self, DesignateIndex, SMOKECOLOR.Green ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND:New( AttackGroup, "Smoke white", DetectedMenu, self.MenuSmoke, self, DesignateIndex, SMOKECOLOR.White ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND:New( AttackGroup, "Smoke orange", DetectedMenu, self.MenuSmoke, self, DesignateIndex, SMOKECOLOR.Orange ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND:New( AttackGroup, "Illuminate", DetectedMenu, self.MenuIlluminate, self, DesignateIndex ):SetTime( MenuTime ):SetTag( self.DesignateName )
else
if Designating == "Laser" then
MenuText = "(L) " .. MenuText
elseif Designating == "Smoke" then
MenuText = "(S) " .. MenuText
elseif Designating == "Illuminate" then
MenuText = "(I) " .. MenuText
end
local DetectedMenu = MENU_GROUP:New( AttackGroup, MenuText, MenuDesignate ):SetTime( MenuTime ):SetTag( self.DesignateName )
if Designating == "Laser" then
MENU_GROUP_COMMAND:New( AttackGroup, "Stop lasing", DetectedMenu, self.MenuLaseOff, self, DesignateIndex ):SetTime( MenuTime ):SetTag( self.DesignateName )
else
end
end
end
end
MenuDesignate:Remove( MenuTime, self.DesignateName )
end
)
@@ -692,13 +912,23 @@ do -- DESIGNATE
end
---
-- @param #DESIGNATE self
function DESIGNATE:MenuForget( Index )
self:E("Forget")
self.Designating[Index] = nil
self:SetDesignateMenu()
end
---
-- @param #DESIGNATE self
function DESIGNATE:MenuAutoLase( AutoLase )
self:E("AutoLase")
self:SetAutoLase( AutoLase )
self:SetAutoLase( AutoLase, true )
end
---
@@ -708,7 +938,7 @@ do -- DESIGNATE
self:E("Designate through Smoke")
self.Designating[Index] = "Smoke"
self:__Smoke( 1, Index, Color )
self:Smoke( Index, Color )
end
---
@@ -729,96 +959,204 @@ do -- DESIGNATE
self:E("Designate through Lase")
self:__LaseOn( 1, Index, Duration )
self:SetDesignateMenu()
end
---
-- @param #DESIGNATE self
function DESIGNATE:MenuLaseCode( Index, Duration, LaserCode )
self:E( "Designate through Lase using " .. LaserCode )
self:__LaseOn( 1, Index, Duration, LaserCode )
self:SetDesignateMenu()
end
---
-- @param #DESIGNATE self
function DESIGNATE:MenuLaseOff( Index, Duration )
self:E("Lasing off")
self.Designating[Index] = nil
self.Designating[Index] = ""
self:__LaseOff( 1, Index )
self:SetDesignateMenu()
end
---
-- @param #DESIGNATE self
function DESIGNATE:onafterLaseOn( From, Event, To, Index, Duration )
function DESIGNATE:onafterLaseOn( From, Event, To, Index, Duration, LaserCode )
self.Designating[Index] = "Laser"
self:Lasing( Index, Duration )
self.LaseStart = timer.getTime()
self.LaseDuration = Duration
self:__Lasing( -1, Index, Duration, LaserCode )
end
---
-- @param #DESIGNATE self
-- @return #DESIGNATE
function DESIGNATE:onafterLasing( From, Event, To, Index, Duration )
function DESIGNATE:onafterLasing( From, Event, To, Index, Duration, LaserCodeRequested )
local TargetSetUnit = self.Detection:GetDetectedSet( Index )
local MarkingCount = 0
local MarkedTypes = {}
local ReportTypes = REPORT:New()
local ReportLaserCodes = REPORT:New()
TargetSetUnit:Flush()
--self:F( { Recces = self.Recces } )
for TargetUnit, RecceData in pairs( self.Recces ) do
local Recce = RecceData -- Wrapper.Unit#UNIT
self:F( { TargetUnit = TargetUnit, Recce = Recce:GetName() } )
if not Recce:IsLasing() then
local LaserCode = Recce:GetLaserCode() --(Not deleted when stopping with lasing).
local LaserCode = Recce:GetLaserCode() -- (Not deleted when stopping with lasing).
self:F( { ClearingLaserCode = LaserCode } )
self.LaserCodesUsed[LaserCode] = nil
self.Recces[TargetUnit] = nil
end
end
TargetSetUnit:ForEachUnitPerThreatLevel( 10, 0,
--- @param Wrapper.Unit#UNIT SmokeUnit
function( TargetUnit )
self:E("In procedure")
if TargetUnit:IsAlive() then
local Recce = self.Recces[TargetUnit]
if not Recce then
for RecceGroupID, RecceGroup in pairs( self.RecceSet:GetSet() ) do
for UnitID, UnitData in pairs( RecceGroup:GetUnits() or {} ) do
local RecceUnit = UnitData -- Wrapper.Unit#UNIT
if RecceUnit:IsLasing() == false then
if RecceUnit:IsDetected( TargetUnit ) and RecceUnit:IsLOS( TargetUnit ) then
local LaserCodeIndex = math.random( 1, #self.LaserCodes )
local LaserCode = self.LaserCodes[LaserCodeIndex]
if not self.LaserCodesUsed[LaserCode] then
self.LaserCodesUsed[LaserCode] = LaserCodeIndex
local Spot = RecceUnit:LaseUnit( TargetUnit, LaserCode, Duration )
local AttackSet = self.AttackSet
function Spot:OnAfterDestroyed( From, Event, To )
self:E( "Destroyed Message" )
self.Recce:MessageToSetGroup( "Target " .. TargetUnit:GetTypeName() .. " destroyed. " .. TargetSetUnit:Count() .. " targets left.", 5, AttackSet )
end
self.Recces[TargetUnit] = RecceUnit
RecceUnit:MessageToSetGroup( "Marking " .. TargetUnit:GetTypeName() .. " with laser " .. RecceUnit:GetSpot().LaserCode .. " for " .. Duration .. "s.", 5, self.AttackSet )
break
end
else
RecceUnit:MessageToSetGroup( "Can't mark " .. TargetUnit:GetTypeName(), 5, self.AttackSet )
end
else
-- The Recce is lasing, but the Target is not detected or within LOS. So stop lasing and send a report.
if not RecceUnit:IsDetected( TargetUnit ) or not RecceUnit:IsLOS( TargetUnit ) then
local Recce = self.Recces[TargetUnit] -- Wrapper.Unit#UNIT
if Recce then
Recce:LaseOff()
Recce:MessageToGroup( "Target " .. TargetUnit:GetTypeName() "out of LOS. Cancelling lase!", 5, self.AttackSet )
end
end
end
end
end
else
Recce:MessageToSetGroup( "Marking " .. TargetUnit:GetTypeName() .. " with laser " .. Recce.LaserCode .. ".", 5, self.AttackSet )
end
-- If a specific lasercode is requested, we disable one active lase!
if LaserCodeRequested then
for TargetUnit, RecceData in pairs( self.Recces ) do -- We break after the first has been processed.
local Recce = RecceData -- Wrapper.Unit#UNIT
self:F( { TargetUnit = TargetUnit, Recce = Recce:GetName() } )
if Recce:IsLasing() then
-- When a Recce is lasing, we switch the lasing off, and clear the references to the lasing in the DESIGNATE class.
Recce:LaseOff() -- Switch off the lasing.
local LaserCode = Recce:GetLaserCode() -- (Not deleted when stopping with lasing).
self:F( { ClearingLaserCode = LaserCode } )
self.LaserCodesUsed[LaserCode] = nil
self.Recces[TargetUnit] = nil
break
end
end
)
self:__Lasing( 15, Index, Duration )
end
self:SetDesignateMenu()
if self.AutoLase or ( not self.AutoLase and ( self.LaseStart + Duration >= timer.getTime() ) ) then
TargetSetUnit:ForEachUnitPerThreatLevel( 10, 0,
--- @param Wrapper.Unit#UNIT SmokeUnit
function( TargetUnit )
self:F( { TargetUnit = TargetUnit:GetName() } )
if MarkingCount < self.MaximumMarkings then
if TargetUnit:IsAlive() then
local Recce = self.Recces[TargetUnit]
if not Recce then
self:E( "Lasing..." )
self.RecceSet:Flush()
for RecceGroupID, RecceGroup in pairs( self.RecceSet:GetSet() ) do
for UnitID, UnitData in pairs( RecceGroup:GetUnits() or {} ) do
local RecceUnit = UnitData -- Wrapper.Unit#UNIT
local RecceUnitDesc = RecceUnit:GetDesc()
--self:F( { RecceUnit = RecceUnit:GetName(), RecceDescription = RecceUnitDesc } )
if RecceUnit:IsLasing() == false then
--self:F( { IsDetected = RecceUnit:IsDetected( TargetUnit ), IsLOS = RecceUnit:IsLOS( TargetUnit ) } )
if RecceUnit:IsDetected( TargetUnit ) and RecceUnit:IsLOS( TargetUnit ) then
local LaserCodeIndex = math.random( 1, #self.LaserCodes )
local LaserCode = self.LaserCodes[LaserCodeIndex]
--self:F( { LaserCode = LaserCode, LaserCodeUsed = self.LaserCodesUsed[LaserCode] } )
if LaserCodeRequested and LaserCodeRequested ~= LaserCode then
LaserCode = LaserCodeRequested
LaserCodeRequested = nil
end
if not self.LaserCodesUsed[LaserCode] then
self.LaserCodesUsed[LaserCode] = LaserCodeIndex
local Spot = RecceUnit:LaseUnit( TargetUnit, LaserCode, Duration )
local AttackSet = self.AttackSet
function Spot:OnAfterDestroyed( From, Event, To )
self:E( "Destroyed Message" )
self.Recce:ToSetGroup( "Target " .. TargetUnit:GetTypeName() .. " destroyed. " .. TargetSetUnit:Count() .. " targets left.", 5, AttackSet, self.DesignateName )
end
self.Recces[TargetUnit] = RecceUnit
RecceUnit:MessageToSetGroup( "Marking " .. TargetUnit:GetTypeName() .. " with laser " .. RecceUnit:GetSpot().LaserCode .. " for " .. Duration .. "s.", 5, self.AttackSet, self.DesignateName )
-- OK. We have assigned for the Recce a TargetUnit. We can exit the function.
MarkingCount = MarkingCount + 1
local TargetUnitType = TargetUnit:GetTypeName()
if not MarkedTypes[TargetUnitType] then
MarkedTypes[TargetUnitType] = true
ReportTypes:Add(TargetUnitType)
end
ReportLaserCodes:Add(RecceUnit.LaserCode)
return
end
else
--RecceUnit:MessageToSetGroup( "Can't mark " .. TargetUnit:GetTypeName(), 5, self.AttackSet )
end
else
-- The Recce is lasing, but the Target is not detected or within LOS. So stop lasing and send a report.
if not RecceUnit:IsDetected( TargetUnit ) or not RecceUnit:IsLOS( TargetUnit ) then
local Recce = self.Recces[TargetUnit] -- Wrapper.Unit#UNIT
if Recce then
Recce:LaseOff()
Recce:MessageToSetGroup( "Target " .. TargetUnit:GetTypeName() "out of LOS. Cancelling lase!", 5, self.AttackSet, self.DesignateName )
end
else
MarkingCount = MarkingCount + 1
local TargetUnitType = TargetUnit:GetTypeName()
if not MarkedTypes[TargetUnitType] then
MarkedTypes[TargetUnitType] = true
ReportTypes:Add(TargetUnitType)
end
ReportLaserCodes:Add(RecceUnit.LaserCode)
end
end
end
end
else
MarkingCount = MarkingCount + 1
local TargetUnitType = TargetUnit:GetTypeName()
if not MarkedTypes[TargetUnitType] then
MarkedTypes[TargetUnitType] = true
ReportTypes:Add(TargetUnitType)
end
ReportLaserCodes:Add(Recce.LaserCode)
--Recce:MessageToSetGroup( self.DesignateName .. ": Marking " .. TargetUnit:GetTypeName() .. " with laser " .. Recce.LaserCode .. ".", 5, self.AttackSet )
end
end
end
end
)
local MarkedTypesText = ReportTypes:Text(', ')
local MarkedLaserCodesText = ReportLaserCodes:Text(', ')
for MarkedType, MarketCount in pairs( MarkedTypes ) do
self.CC:GetPositionable():MessageToSetGroup( "Marking " .. MarkingCount .. " x " .. MarkedTypesText .. " with lasers " .. MarkedLaserCodesText .. ".", 5, self.AttackSet, self.DesignateName )
end
self:__Lasing( -30, Index, Duration, LaserCodeRequested )
self:SetDesignateMenu()
else
self:__LaseOff( 1 )
end
end
@@ -830,7 +1168,7 @@ do -- DESIGNATE
local CC = self.CC:GetPositionable()
if CC then
CC:MessageToSetGroup( "Stopped lasing.", 5, self.AttackSet )
CC:MessageToSetGroup( "Stopped lasing.", 5, self.AttackSet, self.DesignateName )
end
local TargetSetUnit = self.Detection:GetDetectedSet( Index )
@@ -839,7 +1177,7 @@ do -- DESIGNATE
for TargetID, RecceData in pairs( Recces ) do
local Recce = RecceData -- Wrapper.Unit#UNIT
Recce:MessageToSetGroup( "Stopped lasing " .. Recce:GetSpot().Target:GetTypeName() .. ".", 5, self.AttackSet )
Recce:MessageToSetGroup( "Stopped lasing " .. Recce:GetSpot().Target:GetTypeName() .. ".", 5, self.AttackSet, self.DesignateName )
Recce:LaseOff()
end
@@ -859,19 +1197,29 @@ do -- DESIGNATE
local TargetSetUnit = self.Detection:GetDetectedSet( Index )
local TargetSetUnitCount = TargetSetUnit:Count()
TargetSetUnit:ForEachUnit(
local MarkedCount = 0
TargetSetUnit:ForEachUnitPerThreatLevel( 10, 0,
--- @param Wrapper.Unit#UNIT SmokeUnit
function( SmokeUnit )
self:E("In procedure")
if math.random( 1, TargetSetUnitCount ) == math.random( 1, TargetSetUnitCount ) then
if MarkedCount < self.MaximumMarkings then
MarkedCount = MarkedCount + 1
self:E( "Smoking ..." )
local RecceGroup = self.RecceSet:FindNearestGroupFromPointVec2(SmokeUnit:GetPointVec2())
local RecceUnit = RecceGroup:GetUnit( 1 )
if RecceUnit then
RecceUnit:MessageToSetGroup( "Smoking " .. SmokeUnit:GetTypeName() .. ".", 5, self.AttackSet )
SCHEDULER:New( self,
RecceUnit:MessageToSetGroup( "Smoking " .. SmokeUnit:GetTypeName() .. ".", 5, self.AttackSet, self.DesignateName )
self.MarkScheduler:Schedule( self,
function()
if SmokeUnit:IsAlive() then
SmokeUnit:Smoke( Color, 150 )
SmokeUnit:Smoke( Color, 50, 2 )
end
self:Done( Index )
end, {}, math.random( 5, 20 )
@@ -896,8 +1244,8 @@ do -- DESIGNATE
local RecceGroup = self.RecceSet:FindNearestGroupFromPointVec2(TargetUnit:GetPointVec2())
local RecceUnit = RecceGroup:GetUnit( 1 )
if RecceUnit then
RecceUnit:MessageToSetGroup( "Illuminating " .. TargetUnit:GetTypeName() .. ".", 5, self.AttackSet )
SCHEDULER:New( self,
RecceUnit:MessageToSetGroup( "Illuminating " .. TargetUnit:GetTypeName() .. ".", 5, self.AttackSet, self.DesignateName )
self.MarkScheduler:Schedule( self,
function()
if TargetUnit:IsAlive() then
TargetUnit:GetPointVec3():AddY(300):IlluminationBomb()

File diff suppressed because it is too large Load Diff

View File

@@ -1,4 +1,6 @@
--- Taking the lead of AI escorting your flight.
--- **Functional** -- Taking the lead of AI escorting your flight.
--
-- ====
--
-- @{#ESCORT} class
-- ================
@@ -873,7 +875,7 @@ function ESCORT:_AttackTarget( DetectedItemID )
end, Tasks
)
Tasks[#Tasks+1] = EscortGroup:TaskFunction( 1, 2, "_Resume", { "''" } )
Tasks[#Tasks+1] = EscortGroup:TaskFunction( "_Resume", { "''" } )
EscortGroup:SetTask(
EscortGroup:TaskCombo(
@@ -1159,19 +1161,23 @@ function ESCORT:_ReportTargetsScheduler()
for ClientEscortGroupName, EscortGroupData in pairs( self.EscortClient._EscortGroups ) do
local ClientEscortTargets = EscortGroupData.Detection
--local EscortUnit = EscortGroupData:GetUnit( 1 )
for DetectedItemID, DetectedItem in ipairs( DetectedItems ) do
for DetectedItemID, DetectedItem in pairs( DetectedItems ) do
self:E( { DetectedItemID, DetectedItem } )
-- Remove the sub menus of the Attack menu of the Escort for the EscortGroup.
local DetectedItemReportSummary = self.Detection:DetectedItemReportSummary( DetectedItemID )
local DetectedItemReportSummary = self.Detection:DetectedItemReportSummary( DetectedItemID, EscortGroupData.EscortGroup, _DATABASE:GetPlayerSettings( self.EscortClient:GetPlayerName() ) )
if ClientEscortGroupName == EscortGroupName then
DetectedMsgs[#DetectedMsgs+1] = DetectedItemReportSummary
local DetectedMsg = DetectedItemReportSummary:Text("\n")
DetectedMsgs[#DetectedMsgs+1] = DetectedMsg
self:T( DetectedMsg )
MENU_CLIENT_COMMAND:New( self.EscortClient,
DetectedItemReportSummary,
DetectedMsg,
self.EscortMenuAttackNearbyTargets,
ESCORT._AttackTarget,
self,
@@ -1180,10 +1186,12 @@ function ESCORT:_ReportTargetsScheduler()
else
if self.EscortMenuTargetAssistance then
self:T( DetectedItemReportSummary )
local DetectedMsg = DetectedItemReportSummary:Text("\n")
self:T( DetectedMsg )
local MenuTargetAssistance = MENU_CLIENT:New( self.EscortClient, EscortGroupData.EscortName, self.EscortMenuTargetAssistance )
MENU_CLIENT_COMMAND:New( self.EscortClient,
DetectedItemReportSummary,
DetectedMsg,
MenuTargetAssistance,
ESCORT._AssistTarget,
self,
@@ -1199,7 +1207,7 @@ function ESCORT:_ReportTargetsScheduler()
end
self:E( DetectedMsgs )
if DetectedTargets then
self.EscortGroup:MessageToClient( "Detected targets:\n" .. table.concat( DetectedMsgs, "\n" ), 20, self.EscortClient )
self.EscortGroup:MessageToClient( "Reporting detected targets:\n" .. table.concat( DetectedMsgs, "\n" ), 20, self.EscortClient )
else
self.EscortGroup:MessageToClient( "No targets detected.", 10, self.EscortClient )
end

View File

@@ -1,4 +1,4 @@
--- This module contains the MISSILETRAINER class.
--- **Functional** -- MISSILETRAINER helps you to train missile avoidance.
--
-- ===
--
@@ -442,7 +442,7 @@ function MISSILETRAINER._MenuMessages( MenuParameters )
if MenuParameters.Distance ~= nil then
self.Distance = MenuParameters.Distance
MESSAGE:New( "Hit detection distance set to " .. self.Distance * 1000 .. " meters", 15, "Menu" ):ToAll()
MESSAGE:New( "Hit detection distance set to " .. ( self.Distance * 1000 ) .. " meters", 15, "Menu" ):ToAll()
end
end
@@ -570,72 +570,76 @@ function MISSILETRAINER:_TrackMissiles()
for ClientDataID, ClientData in pairs( self.TrackingMissiles ) do
local Client = ClientData.Client
self:T2( { Client:GetName() } )
if Client and Client:IsAlive() then
for MissileDataID, MissileData in pairs( ClientData.MissileData ) do
self:T3( MissileDataID )
local TrainerSourceUnit = MissileData.TrainerSourceUnit
local TrainerWeapon = MissileData.TrainerWeapon
local TrainerTargetUnit = MissileData.TrainerTargetUnit
local TrainerWeaponTypeName = MissileData.TrainerWeaponTypeName
local TrainerWeaponLaunched = MissileData.TrainerWeaponLaunched
for MissileDataID, MissileData in pairs( ClientData.MissileData ) do
self:T3( MissileDataID )
if Client and Client:IsAlive() and TrainerSourceUnit and TrainerSourceUnit:IsAlive() and TrainerWeapon and TrainerWeapon:isExist() and TrainerTargetUnit and TrainerTargetUnit:IsAlive() then
local PositionMissile = TrainerWeapon:getPosition().p
local TargetVec3 = Client:GetVec3()
local Distance = ( ( PositionMissile.x - TargetVec3.x )^2 +
( PositionMissile.y - TargetVec3.y )^2 +
( PositionMissile.z - TargetVec3.z )^2
) ^ 0.5 / 1000
if Distance <= self.Distance then
-- Hit alert
TrainerWeapon:destroy()
if self.MessagesOnOff == true and self.AlertsHitsOnOff == true then
self:T( "killed" )
local Message = MESSAGE:New(
string.format( "%s launched by %s killed %s",
TrainerWeapon:getTypeName(),
TrainerSourceUnit:GetTypeName(),
TrainerTargetUnit:GetPlayerName()
), 15, "Hit Alert" )
if self.AlertsToAll == true then
Message:ToAll()
else
Message:ToClient( Client )
local TrainerSourceUnit = MissileData.TrainerSourceUnit
local TrainerWeapon = MissileData.TrainerWeapon
local TrainerTargetUnit = MissileData.TrainerTargetUnit
local TrainerWeaponTypeName = MissileData.TrainerWeaponTypeName
local TrainerWeaponLaunched = MissileData.TrainerWeaponLaunched
if Client and Client:IsAlive() and TrainerSourceUnit and TrainerSourceUnit:IsAlive() and TrainerWeapon and TrainerWeapon:isExist() and TrainerTargetUnit and TrainerTargetUnit:IsAlive() then
local PositionMissile = TrainerWeapon:getPosition().p
local TargetVec3 = Client:GetVec3()
local Distance = ( ( PositionMissile.x - TargetVec3.x )^2 +
( PositionMissile.y - TargetVec3.y )^2 +
( PositionMissile.z - TargetVec3.z )^2
) ^ 0.5 / 1000
if Distance <= self.Distance then
-- Hit alert
TrainerWeapon:destroy()
if self.MessagesOnOff == true and self.AlertsHitsOnOff == true then
self:T( "killed" )
local Message = MESSAGE:New(
string.format( "%s launched by %s killed %s",
TrainerWeapon:getTypeName(),
TrainerSourceUnit:GetTypeName(),
TrainerTargetUnit:GetPlayerName()
), 15, "Hit Alert" )
if self.AlertsToAll == true then
Message:ToAll()
else
Message:ToClient( Client )
end
MissileData = nil
table.remove( ClientData.MissileData, MissileDataID )
self:T(ClientData.MissileData)
end
end
else
if not ( TrainerWeapon and TrainerWeapon:isExist() ) then
if self.MessagesOnOff == true and self.AlertsLaunchesOnOff == true then
-- Weapon does not exist anymore. Delete from Table
local Message = MESSAGE:New(
string.format( "%s launched by %s self destructed!",
TrainerWeaponTypeName,
TrainerSourceUnit:GetTypeName()
), 5, "Tracking" )
if self.AlertsToAll == true then
Message:ToAll()
else
Message:ToClient( Client )
end
end
MissileData = nil
table.remove( ClientData.MissileData, MissileDataID )
self:T(ClientData.MissileData)
self:T( ClientData.MissileData )
end
end
else
if not ( TrainerWeapon and TrainerWeapon:isExist() ) then
if self.MessagesOnOff == true and self.AlertsLaunchesOnOff == true then
-- Weapon does not exist anymore. Delete from Table
local Message = MESSAGE:New(
string.format( "%s launched by %s self destructed!",
TrainerWeaponTypeName,
TrainerSourceUnit:GetTypeName()
), 5, "Tracking" )
if self.AlertsToAll == true then
Message:ToAll()
else
Message:ToClient( Client )
end
end
MissileData = nil
table.remove( ClientData.MissileData, MissileDataID )
self:T( ClientData.MissileData )
end
end
else
self.TrackingMissiles[ClientDataID] = nil
end
end
@@ -651,7 +655,7 @@ function MISSILETRAINER:_TrackMissiles()
for ClientDataID, ClientData in pairs( self.TrackingMissiles ) do
local Client = ClientData.Client
self:T2( { Client:GetName() } )
--self:T2( { Client:GetName() } )
ClientData.MessageToClient = ""
@@ -661,7 +665,7 @@ function MISSILETRAINER:_TrackMissiles()
for TrackingDataID, TrackingData in pairs( self.TrackingMissiles ) do
for MissileDataID, MissileData in pairs( TrackingData.MissileData ) do
self:T3( MissileDataID )
--self:T3( MissileDataID )
local TrainerSourceUnit = MissileData.TrainerSourceUnit
local TrainerWeapon = MissileData.TrainerWeapon

View File

@@ -1,4 +1,8 @@
--- Limit the simultaneous movement of Groups within a running Mission.
--- **Functional** -- Limit the MOVEMENT of simulaneous moving ground vehicles.
--
-- ====
--
-- Limit the simultaneous movement of Groups within a running Mission.
-- This module is defined to improve the performance in missions, and to bring additional realism for GROUND vehicles.
-- 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

File diff suppressed because it is too large Load Diff

View File

@@ -1,4 +1,4 @@
--- Single-Player:**Yes** / Multi-Player:**Yes** / Core:**Yes** -- **Administer the scoring of player achievements,
--- **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)
@@ -125,6 +125,32 @@
--
-- The above documents that 2 Scoring objects are created, ScoringFirstMission and ScoringSecondMission.
--
-- ### **IMPORTANT!!!*
-- In order to allow DCS world to write CSV files, you need to adapt a configuration file in your DCS world installation **on the server**.
-- For this, browse to the **missionscripting.lua** file in your DCS world installation folder.
-- For me, this installation folder is in _D:\\Program Files\\Eagle Dynamics\\DCS World\Scripts_.
--
-- Edit a few code lines in the MissionScripting.lua file. Comment out the lines **os**, **io** and **lfs**:
--
-- do
-- --sanitizeModule('os')
-- --sanitizeModule('io')
-- --sanitizeModule('lfs')
-- require = nil
-- loadlib = nil
-- end
--
-- When these lines are not sanitized, functions become available to check the time, and to write files to your system at the above specified location.
-- Note that the MissionScripting.lua file provides a warning. So please beware of this warning as outlined by Eagle Dynamics!
--
-- --Sanitize Mission Scripting environment
-- --This makes unavailable some unsecure functions.
-- --Mission downloaded from server to client may contain potentialy harmful lua code that may use these functions.
-- --You can remove the code below and make availble these functions at your own risk.
--
-- 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.
--
-- When players hit or destroy targets, messages are sent.
@@ -247,6 +273,8 @@ function SCORING:New( GameName )
-- Default penalty when a player changes coalition.
self:SetCoalitionChangePenalty( self.ScaleDestroyPenalty )
self:SetDisplayMessagePrefix()
-- Event handlers
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
@@ -261,15 +289,23 @@ function SCORING:New( GameName )
end
--- Set a prefix string that will be displayed at each scoring message sent.
-- @param #SCORING self
-- @param #string DisplayMessagePrefix (Default="Scoring: ") The scoring prefix string.
-- @return #SCORING
function SCORING:SetDisplayMessagePrefix( DisplayMessagePrefix )
self.DisplayMessagePrefix = DisplayMessagePrefix or ""
return self
end
--- Set the scale for scoring valid destroys (enemy destroys).
-- A default calculated score is a value between 1 and 10.
-- The scale magnifies the scores given to the players.
-- @param #SCORING self
-- @param #number Scale The scale of the score given.
function SCORING:SetScaleDestroyScore( Scale )
self.ScaleDestroyScore = Scale
return self
end
@@ -572,9 +608,9 @@ function SCORING:_AddPlayerFromUnit( UnitData )
if self.Players[PlayerName].UnitCoalition ~= UnitCoalition then
self.Players[PlayerName].Penalty = self.Players[PlayerName].Penalty + 50
self.Players[PlayerName].PenaltyCoalition = self.Players[PlayerName].PenaltyCoalition + 1
MESSAGE:New( "Player '" .. PlayerName .. "' changed coalition from " .. _SCORINGCoalition[self.Players[PlayerName].UnitCoalition] .. " to " .. _SCORINGCoalition[UnitCoalition] ..
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' changed coalition from " .. _SCORINGCoalition[self.Players[PlayerName].UnitCoalition] .. " to " .. _SCORINGCoalition[UnitCoalition] ..
"(changed " .. self.Players[PlayerName].PenaltyCoalition .. " times the coalition). 50 Penalty points added.",
2
MESSAGE.Type.Information
):ToAll()
self:ScoreCSV( PlayerName, "", "COALITION_PENALTY", 1, -50, self.Players[PlayerName].UnitName, _SCORINGCoalition[self.Players[PlayerName].UnitCoalition], _SCORINGCategory[self.Players[PlayerName].UnitCategory], self.Players[PlayerName].UnitType,
UnitName, _SCORINGCoalition[UnitCoalition], _SCORINGCategory[UnitCategory], UnitData:GetTypeName() )
@@ -590,18 +626,18 @@ function SCORING:_AddPlayerFromUnit( UnitData )
if self.Players[PlayerName].Penalty > self.Fratricide * 0.50 then
if self.Players[PlayerName].PenaltyWarning < 1 then
MESSAGE:New( "Player '" .. PlayerName .. "': WARNING! If you continue to commit FRATRICIDE and have a PENALTY score higher than " .. self.Fratricide .. ", you will be COURT MARTIALED and DISMISSED from this mission! \nYour total penalty is: " .. self.Players[PlayerName].Penalty,
30
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "': WARNING! If you continue to commit FRATRICIDE and have a PENALTY score higher than " .. self.Fratricide .. ", you will be COURT MARTIALED and DISMISSED from this mission! \nYour total penalty is: " .. self.Players[PlayerName].Penalty,
MESSAGE.Type.Information
):ToAll()
self.Players[PlayerName].PenaltyWarning = self.Players[PlayerName].PenaltyWarning + 1
end
end
if self.Players[PlayerName].Penalty > self.Fratricide then
--UnitData:Destroy()
MESSAGE:New( "Player '" .. PlayerName .. "' committed FRATRICIDE, he will be COURT MARTIALED and is DISMISSED from this mission!",
10
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' committed FRATRICIDE, he will be COURT MARTIALED and is DISMISSED from this mission!",
MESSAGE.Type.Information
):ToAll()
UnitData:GetGroup():Destroy()
end
end
@@ -632,7 +668,7 @@ function SCORING:AddGoalScore( PlayerUnit, GoalTag, Text, Score )
PlayerData.Goals[GoalTag].Score = PlayerData.Goals[GoalTag].Score + Score
PlayerData.Score = PlayerData.Score + Score
MESSAGE:New( Text, 30 ):ToAll()
MESSAGE:NewType( self.DisplayMessagePrefix .. Text, MESSAGE.Type.Information ):ToAll()
self:ScoreCSV( PlayerName, "", "GOAL_" .. string.upper( GoalTag ), 1, Score, PlayerUnit:GetName() )
end
@@ -668,9 +704,7 @@ function SCORING:_AddMissionTaskScore( Mission, PlayerUnit, Text, Score )
PlayerData.Score = self.Players[PlayerName].Score + Score
PlayerData.Mission[MissionName].ScoreTask = self.Players[PlayerName].Mission[MissionName].ScoreTask + Score
MESSAGE:New( "Player '" .. PlayerName .. "' has " .. Text .. " in Mission '" .. MissionName .. "'. " ..
Score .. " task score!",
30 ):ToAll()
MESSAGE:NewType( self.DisplayMessagePrefix .. MissionName .. " : " .. Text .. " Score: " .. Score, MESSAGE.Type.Information ):ToAll()
self:ScoreCSV( PlayerName, "", "TASK_" .. MissionName:gsub( ' ', '_' ), 1, Score, PlayerUnit:GetName() )
end
@@ -698,9 +732,9 @@ function SCORING:_AddMissionScore( Mission, Text, Score )
PlayerData.Score = PlayerData.Score + Score
PlayerData.Mission[MissionName].ScoreMission = PlayerData.Mission[MissionName].ScoreMission + Score
MESSAGE:New( "Player '" .. PlayerName .. "' has " .. Text .. " in Mission '" .. MissionName .. "'. " ..
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' has " .. Text .. " in Mission '" .. MissionName .. "'. " ..
Score .. " mission score!",
60 ):ToAll()
MESSAGE.Type.Information ):ToAll()
self:ScoreCSV( PlayerName, "", "MISSION_" .. MissionName:gsub( ' ', '_' ), 1, Score )
end
@@ -868,19 +902,19 @@ function SCORING:_EventOnHit( Event )
if TargetPlayerName ~= nil then -- It is a player hitting another player ...
MESSAGE
:New( "Player '" .. InitPlayerName .. "' hit friendly player '" .. TargetPlayerName .. "' " ..
:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit friendly player '" .. TargetPlayerName .. "' " ..
TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.PenaltyHit .. " times. " ..
"Penalty: -" .. PlayerHit.Penalty .. ". Score Total:" .. Player.Score - Player.Penalty,
2
MESSAGE.Type.Update
)
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
else
MESSAGE
:New( "Player '" .. InitPlayerName .. "' hit a friendly target " ..
:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit friendly target " ..
TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.PenaltyHit .. " times. " ..
"Penalty: -" .. PlayerHit.Penalty .. ". Score Total:" .. Player.Score - Player.Penalty,
2
MESSAGE.Type.Update
)
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
@@ -892,19 +926,19 @@ function SCORING:_EventOnHit( Event )
PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1
if TargetPlayerName ~= nil then -- It is a player hitting another player ...
MESSAGE
:New( "Player '" .. InitPlayerName .. "' hit enemy player '" .. TargetPlayerName .. "' " ..
:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit enemy player '" .. TargetPlayerName .. "' " ..
TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.ScoreHit .. " times. " ..
"Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty,
2
MESSAGE.Type.Update
)
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
else
MESSAGE
:New( "Player '" .. InitPlayerName .. "' hit an enemy target " ..
:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit enemy target " ..
TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.ScoreHit .. " times. " ..
"Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty,
2
MESSAGE.Type.Update
)
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
@@ -913,8 +947,8 @@ function SCORING:_EventOnHit( Event )
end
else -- A scenery object was hit.
MESSAGE
:New( "Player '" .. InitPlayerName .. "' hit a scenery object.",
2
:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit scenery object.",
MESSAGE.Type.Update
)
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
@@ -974,10 +1008,10 @@ function SCORING:_EventOnHit( Event )
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
:NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit friendly target " ..
TargetUnitCategory .. " ( " .. TargetType .. " ) " ..
"Penalty: -" .. PlayerHit.Penalty .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Update
)
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
@@ -987,10 +1021,10 @@ function SCORING:_EventOnHit( Event )
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
:NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit enemy target " ..
TargetUnitCategory .. " ( " .. TargetType .. " ) " ..
"Score: +" .. PlayerHit.Score .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Update
)
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
@@ -998,8 +1032,8 @@ function SCORING:_EventOnHit( Event )
end
else -- A scenery object was hit.
MESSAGE
:New( "Player '" .. Event.WeaponPlayerName .. "' hit a scenery object.",
2
:NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit scenery object.",
MESSAGE.Type.Update
)
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
@@ -1097,19 +1131,19 @@ function SCORING:_EventOnDeadOrCrash( Event )
if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player
MESSAGE
:New( "Player '" .. PlayerName .. "' destroyed friendly player '" .. TargetPlayerName .. "' " ..
TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. TargetDestroy.PenaltyDestroy .. " times. " ..
"Penalty: -" .. TargetDestroy.Penalty .. ". Score Total:" .. Player.Score - Player.Penalty,
15
:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly player '" .. TargetPlayerName .. "' " ..
TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Penalty: -" .. TargetDestroy.Penalty .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information
)
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
else
MESSAGE
:New( "Player '" .. PlayerName .. "' destroyed a friendly target " ..
TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. TargetDestroy.PenaltyDestroy .. " times. " ..
"Penalty: -" .. TargetDestroy.Penalty .. ". Score Total:" .. Player.Score - Player.Penalty,
15
:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly target " ..
TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Penalty: -" .. TargetDestroy.Penalty .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information
)
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
@@ -1131,19 +1165,19 @@ function SCORING:_EventOnDeadOrCrash( Event )
TargetDestroy.ScoreDestroy = TargetDestroy.ScoreDestroy + 1
if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player
MESSAGE
:New( "Player '" .. PlayerName .. "' destroyed enemy player '" .. TargetPlayerName .. "' " ..
TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. TargetDestroy.ScoreDestroy .. " times. " ..
"Score: " .. TargetDestroy.Score .. ". Score Total:" .. Player.Score - Player.Penalty,
15
:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy player '" .. TargetPlayerName .. "' " ..
TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Score: +" .. TargetDestroy.Score .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information
)
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
else
MESSAGE
:New( "Player '" .. PlayerName .. "' destroyed an enemy " ..
TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. TargetDestroy.ScoreDestroy .. " times. " ..
"Score: " .. TargetDestroy.Score .. ". Total:" .. Player.Score - Player.Penalty,
15
:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy " ..
TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Score: +" .. TargetDestroy.Score .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information
)
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
@@ -1157,9 +1191,9 @@ function SCORING:_EventOnDeadOrCrash( Event )
Player.Score = Player.Score + Score
TargetDestroy.Score = TargetDestroy.Score + Score
MESSAGE
:New( "Special target '" .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. " destroyed! " ..
:NewType( self.DisplayMessagePrefix .. "Special target '" .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. " destroyed! " ..
"Player '" .. PlayerName .. "' receives an extra " .. Score .. " points! Total: " .. Player.Score - Player.Penalty,
15
MESSAGE.Type.Information
)
:ToAllIf( self:IfMessagesScore() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesScore() and self:IfMessagesToCoalition() )
@@ -1176,10 +1210,10 @@ function SCORING:_EventOnDeadOrCrash( Event )
Player.Score = Player.Score + Score
TargetDestroy.Score = TargetDestroy.Score + Score
MESSAGE
:New( "Target destroyed in zone '" .. ScoreZone:GetName() .. "'." ..
:NewType( self.DisplayMessagePrefix .. "Target destroyed in zone '" .. ScoreZone:GetName() .. "'." ..
"Player '" .. PlayerName .. "' receives an extra " .. Score .. " points! " ..
"Total: " .. Player.Score - Player.Penalty,
15 )
MESSAGE.Type.Information )
: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 )
@@ -1198,10 +1232,10 @@ function SCORING:_EventOnDeadOrCrash( Event )
Player.Score = Player.Score + Score
TargetDestroy.Score = TargetDestroy.Score + Score
MESSAGE
:New( "Scenery destroyed in zone '" .. ScoreZone:GetName() .. "'." ..
:NewType( self.DisplayMessagePrefix .. "Scenery destroyed in zone '" .. ScoreZone:GetName() .. "'." ..
"Player '" .. PlayerName .. "' receives an extra " .. Score .. " points! " ..
"Total: " .. Player.Score - Player.Penalty,
15
MESSAGE.Type.Information
)
:ToAllIf( self:IfMessagesZone() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesZone() and self:IfMessagesToCoalition() )
@@ -1488,7 +1522,7 @@ function SCORING:ReportScoreGroupSummary( PlayerGroup )
PlayerScore,
PlayerPenalty
)
MESSAGE:New( PlayerMessage, 30, "Player '" .. PlayerName .. "'" ):ToGroup( PlayerGroup )
MESSAGE:NewType( PlayerMessage, MESSAGE.Type.Detailed ):ToGroup( PlayerGroup )
end
end
@@ -1545,7 +1579,7 @@ function SCORING:ReportScoreGroupDetailed( PlayerGroup )
ReportGoals,
ReportMissions
)
MESSAGE:New( PlayerMessage, 30, "Player '" .. PlayerName .. "'" ):ToGroup( PlayerGroup )
MESSAGE:NewType( PlayerMessage, MESSAGE.Type.Detailed ):ToGroup( PlayerGroup )
end
end
@@ -1594,7 +1628,7 @@ function SCORING:ReportScoreAllSummary( PlayerGroup )
PlayerScore,
PlayerPenalty
)
MESSAGE:New( PlayerMessage, 30, "Player '" .. PlayerName .. "'" ):ToGroup( PlayerGroup )
MESSAGE:NewType( PlayerMessage, MESSAGE.Type.Overview ):ToGroup( PlayerGroup )
end
end

View File

@@ -1,7 +1,8 @@
--- Provides defensive behaviour to a set of SAM sites within a running Mission.
--- **Functional** -- Provides defensive behaviour to a set of SAM sites within a running Mission.
--
-- ====
--
-- @module Sead
-- @author to be searched on the forum
-- @author (co) Flightcontrol (Modified and enriched with functionality)
--- The SEAD class
-- @type SEAD

View File

@@ -37,6 +37,7 @@
--
-- @module Spawn
----BASE:TraceClass("SPAWN")
--- SPAWN Class
@@ -199,6 +200,7 @@
-- * @{#SPAWN.SpawnFromStatic}(): Spawn a new group from a structure, taking the position of a @{Static}.
-- * @{#SPAWN.SpawnFromUnit}(): Spawn a new group taking the position of a @{Unit}.
-- * @{#SPAWN.SpawnInZone}(): Spawn a new group in a @{Zone}.
-- * @{#SPAWN.SpawnAtAirbase}(): Spawn a new group at an @{Airbase}, which can be an airdrome, ship or helipad.
--
-- Note that @{#SPAWN.Spawn} and @{#SPAWN.ReSpawn} return a @{GROUP#GROUP.New} object, that contains a reference to the DCSGroup object.
-- You can use the @{GROUP} object to do further actions with the DCSGroup.
@@ -264,6 +266,14 @@ SPAWN = {
}
--- Enumerator for spawns at airbases
-- @type SPAWN.Takeoff
-- @extends Wrapper.Group#GROUP.Takeoff
--- @field #SPAWN.Takeoff Takeoff
SPAWN.Takeoff = GROUP.Takeoff
--- @type SPAWN.SpawnZoneTable
-- @list <Core.Zone#ZONE_BASE> SpawnZone
@@ -299,6 +309,7 @@ function SPAWN:New( SpawnTemplatePrefix )
self.SpawnUnControlled = false
self.SpawnInitKeepUnitNames = false -- Overwrite unit names by default with group name.
self.DelayOnOff = false -- No intial delay when spawning the first group.
self.Grouping = nil -- No grouping
self.SpawnGroups = {} -- Array containing the descriptions of each Group to be Spawned.
else
@@ -343,6 +354,7 @@ function SPAWN:NewWithAlias( SpawnTemplatePrefix, SpawnAliasPrefix )
self.SpawnUnControlled = false
self.SpawnInitKeepUnitNames = false -- Overwrite unit names by default with group name.
self.DelayOnOff = false -- No intial delay when spawning the first group.
self.Grouping = nil
self.SpawnGroups = {} -- Array containing the descriptions of each Group to be Spawned.
else
@@ -509,6 +521,20 @@ function SPAWN:InitRandomizeTemplate( SpawnTemplatePrefixTable )
return self
end
--- When spawning a new group, make the grouping of the units according the InitGrouping setting.
-- @param #SPAWN self
-- @param #number Grouping Indicates the maximum amount of units in the group.
-- @return #SPAWN
function SPAWN:InitGrouping( Grouping ) -- R2.2
self:F( { self.SpawnTemplatePrefix, Grouping } )
self.SpawnGrouping = Grouping
return self
end
--TODO: Add example.
--- This method provides the functionality to randomize the spawning of the Groups at a given list of zones of different types.
-- @param #SPAWN self
@@ -855,7 +881,10 @@ function SPAWN:SpawnWithIndex( SpawnIndex )
-- If there is a SpawnFunction hook defined, call it.
if self.SpawnFunctionHook then
self.SpawnFunctionHook( self.SpawnGroups[self.SpawnIndex].Group, unpack( self.SpawnFunctionArguments ) )
-- delay calling this for .1 seconds so that it hopefully comes after the BIRTH event of the group.
self.SpawnHookScheduler = SCHEDULER:New()
self.SpawnHookScheduler:Schedule( nil, self.SpawnFunctionHook, { self.SpawnGroups[self.SpawnIndex].Group, unpack( self.SpawnFunctionArguments)}, 0.1 )
-- self.SpawnFunctionHook( self.SpawnGroups[self.SpawnIndex].Group, unpack( self.SpawnFunctionArguments ) )
end
-- TODO: Need to fix this by putting an "R" in the name of the group when the group repeats.
--if self.Repeat then
@@ -954,6 +983,151 @@ function SPAWN:OnSpawnGroup( SpawnCallBackFunction, ... )
return self
end
--- Will spawn a group at an @{Airbase}.
-- This method is mostly advisable to be used if you want to simulate spawning units at an airbase.
-- Note that each point in the route assigned to the spawning group is reset to the point of the spawn.
-- You can use the returned group to further define the route to be followed.
--
-- The @{Airbase#AIRBASE} object must refer to a valid airbase known in the sim.
-- You can use the following enumerations to search for the pre-defined airbases on the current known maps of DCS:
--
-- * @{Airbase#AIRBASE.Caucasus}: The airbases on the Caucasus map.
-- * @{Airbase#AIRBASE.Nevada}: The airbases on the Nevada (NTTR) map.
-- * @{Airbase#AIRBASE.Normandy}: The airbases on the Normandy map.
--
-- Use the method @{Airbase#AIRBASE.FindByName}() to retrieve the airbase object.
-- The known AIRBASE objects are automatically imported at mission start by MOOSE.
-- Therefore, there isn't any New() constructor defined for AIRBASE objects.
--
-- Ships and Farps are added within the mission, and are therefore not known.
-- For these AIRBASE objects, there isn't an @{Airbase#AIRBASE} enumeration defined.
-- You need to provide the **exact name** of the airbase as the parameter to the @{Airbase#AIRBASE.FindByName}() method!
--
-- @param #SPAWN self
-- @param Wrapper.Airbase#AIRBASE SpawnAirbase The @{Airbase} where to spawn the group.
-- @param #SPAWN.Takeoff Takeoff (optional) The location and takeoff method. Default is Hot.
-- @param #number TakeoffAltitude (optional) The altitude above the ground.
-- @return Wrapper.Group#GROUP that was spawned.
-- @return #nil Nothing was spawned.
-- @usage
-- Spawn_Plane = SPAWN:New( "Plane" )
-- Spawn_Plane:SpawnAtAirbase( AIRBASE:FindByName( AIRBASE.Caucasus.Krymsk ), SPAWN.Takeoff.Cold )
-- Spawn_Plane:SpawnAtAirbase( AIRBASE:FindByName( AIRBASE.Caucasus.Krymsk ), SPAWN.Takeoff.Hot )
-- Spawn_Plane:SpawnAtAirbase( AIRBASE:FindByName( AIRBASE.Caucasus.Krymsk ), SPAWN.Takeoff.Runway )
--
-- Spawn_Plane:SpawnAtAirbase( AIRBASE:FindByName( "Carrier" ), SPAWN.Takeoff.Cold )
--
-- Spawn_Heli = SPAWN:New( "Heli")
--
-- Spawn_Heli:SpawnAtAirbase( AIRBASE:FindByName( "FARP Cold" ), SPAWN.Takeoff.Cold )
-- Spawn_Heli:SpawnAtAirbase( AIRBASE:FindByName( "FARP Hot" ), SPAWN.Takeoff.Hot )
-- Spawn_Heli:SpawnAtAirbase( AIRBASE:FindByName( "FARP Runway" ), SPAWN.Takeoff.Runway )
-- Spawn_Heli:SpawnAtAirbase( AIRBASE:FindByName( "FARP Air" ), SPAWN.Takeoff.Air )
--
-- Spawn_Heli:SpawnAtAirbase( AIRBASE:FindByName( "Carrier" ), SPAWN.Takeoff.Cold )
--
function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude ) -- R2.2
self:E( { self.SpawnTemplatePrefix, SpawnAirbase, Takeoff, TakeoffAltitude } )
local PointVec3 = SpawnAirbase:GetPointVec3()
self:T2(PointVec3)
Takeoff = Takeoff or SPAWN.Takeoff.Hot
if self:_GetSpawnIndex( self.SpawnIndex + 1 ) then
local SpawnTemplate = self.SpawnGroups[self.SpawnIndex].SpawnTemplate
if SpawnTemplate then
self:T( { "Current point of ", self.SpawnTemplatePrefix, SpawnAirbase } )
local SpawnPoint = SpawnTemplate.route.points[1]
-- These are only for ships.
SpawnPoint.linkUnit = nil
SpawnPoint.helipadId = nil
SpawnPoint.airdromeId = nil
local AirbaseID = SpawnAirbase:GetID()
local AirbaseCategory = SpawnAirbase:GetDesc().category
self:F( { AirbaseCategory = AirbaseCategory } )
if AirbaseCategory == Airbase.Category.SHIP then
SpawnPoint.linkUnit = AirbaseID
SpawnPoint.helipadId = AirbaseID
elseif AirbaseCategory == Airbase.Category.HELIPAD then
SpawnPoint.linkUnit = AirbaseID
SpawnPoint.helipadId = AirbaseID
elseif AirbaseCategory == Airbase.Category.AIRDROME then
SpawnPoint.airdromeId = AirbaseID
end
SpawnPoint.alt = 0
SpawnPoint.type = GROUPTEMPLATE.Takeoff[Takeoff][1] -- type
SpawnPoint.action = GROUPTEMPLATE.Takeoff[Takeoff][2] -- action
-- Translate the position of the Group Template to the Vec3.
for UnitID = 1, #SpawnTemplate.units do
self:T( 'Before Translation SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y )
-- These cause a lot of confusion.
local UnitTemplate = SpawnTemplate.units[UnitID]
UnitTemplate.parking = nil
UnitTemplate.parking_id = nil
UnitTemplate.alt = 0
local SX = UnitTemplate.x
local SY = UnitTemplate.y
local BX = SpawnPoint.x
local BY = SpawnPoint.y
local TX = PointVec3.x + ( SX - BX )
local TY = PointVec3.z + ( SY - BY )
UnitTemplate.x = TX
UnitTemplate.y = TY
if Takeoff == GROUP.Takeoff.Air then
UnitTemplate.alt = PointVec3.y + ( TakeoffAltitude or 200 )
--else
-- UnitTemplate.alt = PointVec3.y + 10
end
self:T( 'After Translation SpawnTemplate.units['..UnitID..'].x = ' .. UnitTemplate.x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. UnitTemplate.y )
end
SpawnPoint.x = PointVec3.x
SpawnPoint.y = PointVec3.z
if Takeoff == GROUP.Takeoff.Air then
SpawnPoint.alt = PointVec3.y + ( TakeoffAltitude or 200 )
--else
-- SpawnPoint.alt = PointVec3.y + 10
end
SpawnTemplate.x = PointVec3.x
SpawnTemplate.y = PointVec3.z
local GroupSpawned = self:SpawnWithIndex( self.SpawnIndex )
-- When spawned in the air, we need to generate a Takeoff Event
if Takeoff == GROUP.Takeoff.Air then
for UnitID, UnitSpawned in pairs( GroupSpawned:GetUnits() ) do
SCHEDULER:New( nil, BASE.CreateEventTakeoff, { GroupSpawned, timer.getTime(), UnitSpawned:GetDCSObject() } , 1 )
end
end
return GroupSpawned
end
end
return nil
end
--- Will spawn a group from a Vec3 in 3D space.
-- This method is mostly advisable to be used if you want to simulate spawning units in the air, like helicopters or airplanes.
@@ -1109,6 +1283,19 @@ function SPAWN:InitUnControlled( UnControlled )
end
--- Get the Coordinate of the Group that is Late Activated as the template for the SPAWN object.
-- @param #SPAWN self
-- @return Core.Point#COORDINATE The Coordinate
function SPAWN:GetCoordinate()
local LateGroup = GROUP:FindByName( self.SpawnTemplatePrefix )
if LateGroup then
return LateGroup:GetCoordinate()
end
return nil
end
--- Will return the SpawnGroupName either with with a specific count number or without any count.
-- @param #SPAWN self
@@ -1367,7 +1554,7 @@ end
-- @param #string SpawnTemplatePrefix
-- @param #number SpawnIndex
-- @return #SPAWN self
function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex )
function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex ) --R2.2
self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix } )
local SpawnTemplate = self:_GetTemplate( SpawnTemplatePrefix )
@@ -1382,6 +1569,23 @@ function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex )
SpawnTemplate.visible = false
end
if self.SpawnGrouping then
local UnitAmount = #SpawnTemplate.units
self:F( { UnitAmount = UnitAmount, SpawnGrouping = self.SpawnGrouping } )
if UnitAmount > self.SpawnGrouping then
for UnitID = self.SpawnGrouping + 1, UnitAmount do
SpawnTemplate.units[UnitID] = nil
end
else
if UnitAmount < self.SpawnGrouping then
for UnitID = UnitAmount + 1, self.SpawnGrouping do
SpawnTemplate.units[UnitID] = UTILS.DeepCopy( SpawnTemplate.units[1] )
SpawnTemplate.units[UnitID].unitId = nil
end
end
end
end
if self.SpawnInitKeepUnitNames == false then
for UnitID = 1, #SpawnTemplate.units do
SpawnTemplate.units[UnitID].name = string.format( SpawnTemplate.name .. '-%02d', UnitID )

View File

@@ -7,6 +7,7 @@ _EVENTDISPATCHER = EVENT:New() -- Core.Event#EVENT
_SCHEDULEDISPATCHER = SCHEDULEDISPATCHER:New() -- Core.Timer#SCHEDULEDISPATCHER
--- Declare the main database object, which is used internally by the MOOSE classes.
_DATABASE = DATABASE:New() -- Database#DATABASE
_DATABASE = DATABASE:New() -- Core.Database#DATABASE
_SETTINGS = SETTINGS:Set()
--COORDINATE:CoordinateMenu()

View File

@@ -1,81 +1,19 @@
--- A COMMANDCENTER is the owner of multiple missions within MOOSE.
--- **Tasking** -- A COMMANDCENTER is the owner of multiple missions within MOOSE.
-- A COMMANDCENTER governs multiple missions, the tasking and the reporting.
--
-- ===
--
-- ### Author: **Sven Van de Velde (FlightControl)**
--
-- ### Contributions:
--
-- ====
--
-- @module CommandCenter
--- The REPORT class
-- @type REPORT
-- @extends Core.Base#BASE
REPORT = {
ClassName = "REPORT",
Title = "",
}
--- Create a new REPORT.
-- @param #REPORT self
-- @param #string Title
-- @return #REPORT
function REPORT:New( Title )
local self = BASE:Inherit( self, BASE:New() ) -- #REPORT
self.Report = {}
Title = Title or ""
if Title then
self.Title = Title
end
return self
end
--- Has the REPORT Text?
-- @param #REPORT self
-- @return #boolean
function REPORT:HasText() --R2.1
return #self.Report > 0
end
--- Set indent of a REPORT.
-- @param #REPORT self
-- @param #number Indent
-- @return #REPORT
function REPORT:SetIndent( Indent ) --R2.1
self.Indent = Indent
return self
end
--- Add a new line to a REPORT.
-- @param #REPORT self
-- @param #string Text
-- @return #REPORT
function REPORT:Add( Text )
self.Report[#self.Report+1] = Text
return self
end
--- Add a new line to a REPORT.
-- @param #REPORT self
-- @param #string Text
-- @return #REPORT
function REPORT:AddIndent( Text ) --R2.1
self.Report[#self.Report+1] = string.rep(" ", self.Indent ) .. Text:gsub("\n","\n"..string.rep( " ", self.Indent ) )
return self
end
--- Produces the text of the report, taking into account an optional delimeter, which is \n by default.
-- @param #REPORT self
-- @param #string Delimiter (optional) A delimiter text.
-- @return #string The report text.
function REPORT:Text( Delimiter )
Delimiter = Delimiter or "\n"
local ReportText = ( self.Title ~= "" and self.Title .. Delimiter or self.Title ) .. table.concat( self.Report, Delimiter ) or ""
return ReportText
end
--- The COMMANDCENTER class
-- @type COMMANDCENTER
@@ -83,13 +21,64 @@ end
-- @field Dcs.DCSCoalitionWrapper.Object#coalition CommandCenterCoalition
-- @list<Tasking.Mission#MISSION> Missions
-- @extends Core.Base#BASE
--- # COMMANDCENTER class, extends @{Base#BASE}
--
-- The COMMANDCENTER class governs multiple missions, the tasking and the reporting.
--
-- The commandcenter communicates important messages between the various groups of human players executing tasks in missions.
--
-- ## COMMANDCENTER constructor
--
-- * @{#COMMANDCENTER.New}(): Creates a new COMMANDCENTER object.
--
-- ## Mission Management
--
-- * @{#COMMANDCENTER.AddMission}(): Adds a mission to the commandcenter control.
-- * @{#COMMANDCENTER.RemoveMission}(): Removes a mission to the commandcenter control.
-- * @{#COMMANDCENTER.GetMissions}(): Retrieves the missions table controlled by the commandcenter.
--
-- ## Reference Zones
--
-- Command Centers may be aware of certain Reference Zones within the battleground. These Reference Zones can refer to
-- known areas, recognizable buildings or sites, or any other point of interest.
-- Command Centers will use these Reference Zones to help pilots with defining coordinates in terms of navigation
-- during the WWII era.
-- The Reference Zones are related to the WWII mode that the Command Center will operate in.
-- Use the method @{#COMMANDCENTER.SetModeWWII}() to set the mode of communication to the WWII mode.
--
-- In WWII mode, the Command Center will receive detected targets, and will select for each target the closest
-- nearby Reference Zone. This allows pilots to navigate easier through the battle field readying for combat.
--
-- The Reference Zones need to be set by the Mission Designer in the Mission Editor.
-- Reference Zones are set by normal trigger zones. One can color the zones in a specific color,
-- and the radius of the zones doesn't matter, only the point is important. Place the center of these Reference Zones at
-- specific scenery objects or points of interest (like cities, rivers, hills, crossing etc).
-- The trigger zones indicating a Reference Zone need to follow a specific syntax.
-- The name of each trigger zone expressing a Reference Zone need to start with a classification name of the object,
-- followed by a #, followed by a symbolic name of the Reference Zone.
-- A few examples:
--
-- * A church at Tskinvali would be indicated as: *Church#Tskinvali*
-- * A train station near Kobuleti would be indicated as: *Station#Kobuleti*
--
-- The COMMANDCENTER class contains a method to indicate which trigger zones need to be used as Reference Zones.
-- This is done by using the method @{#COMMANDCENTER.SetReferenceZones}().
-- For the moment, only one Reference Zone class can be specified, but in the future, more classes will become possible.
--
-- @field #COMMANDCENTER
COMMANDCENTER = {
ClassName = "COMMANDCENTER",
CommandCenterName = "",
CommandCenterCoalition = nil,
CommandCenterPositionable = nil,
Name = "",
ReferencePoints = {},
ReferenceNames = {},
CommunicationMode = "80",
}
--- The constructor takes an IDENTIFIABLE as the HQ command center.
-- @param #COMMANDCENTER self
-- @param Wrapper.Positionable#POSITIONABLE CommandCenterPositionable
@@ -116,13 +105,14 @@ function COMMANDCENTER:New( CommandCenterPositionable, CommandCenterName )
local MenuMissionsSummary = MENU_GROUP_COMMAND:New( EventGroup, "Missions Status Report", MenuReporting, self.ReportMissionsStatus, self, EventGroup )
local MenuMissionsDetails = MENU_GROUP_COMMAND:New( EventGroup, "Missions Players Report", MenuReporting, self.ReportMissionsPlayers, self, EventGroup )
self:ReportSummary( EventGroup )
end
local PlayerUnit = EventData.IniUnit
for MissionID, Mission in pairs( self:GetMissions() ) do
local Mission = Mission -- Tasking.Mission#MISSION
local PlayerGroup = EventData.IniGroup -- The GROUP object should be filled!
Mission:JoinUnit( PlayerUnit, PlayerGroup )
Mission:ReportDetails()
local PlayerUnit = EventData.IniUnit
for MissionID, Mission in pairs( self:GetMissions() ) do
local Mission = Mission -- Tasking.Mission#MISSION
local PlayerGroup = EventData.IniGroup -- The GROUP object should be filled!
Mission:JoinUnit( PlayerUnit, PlayerGroup )
end
self:SetMenu()
_DATABASE:PlayerSettingsMenu( PlayerUnit )
end
end
@@ -143,8 +133,8 @@ function COMMANDCENTER:New( CommandCenterPositionable, CommandCenterName )
local Mission = Mission -- Tasking.Mission#MISSION
local PlayerGroup = EventData.IniGroup -- The GROUP object should be filled!
Mission:JoinUnit( PlayerUnit, PlayerGroup )
Mission:ReportDetails()
end
self:SetMenu()
end
)
@@ -198,6 +188,8 @@ function COMMANDCENTER:New( CommandCenterPositionable, CommandCenterName )
)
self:SetMenu()
_SETTINGS:SetSystemMenu( CommandCenterPositionable )
return self
end
@@ -248,6 +240,66 @@ function COMMANDCENTER:RemoveMission( Mission )
return Mission
end
--- Set special Reference Zones known by the Command Center to guide airborne pilots during WWII.
--
-- These Reference Zones are normal trigger zones, with a special naming.
-- The Reference Zones need to be set by the Mission Designer in the Mission Editor.
-- Reference Zones are set by normal trigger zones. One can color the zones in a specific color,
-- and the radius of the zones doesn't matter, only the center of the zone is important. Place the center of these Reference Zones at
-- specific scenery objects or points of interest (like cities, rivers, hills, crossing etc).
-- The trigger zones indicating a Reference Zone need to follow a specific syntax.
-- The name of each trigger zone expressing a Reference Zone need to start with a classification name of the object,
-- followed by a #, followed by a symbolic name of the Reference Zone.
-- A few examples:
--
-- * A church at Tskinvali would be indicated as: *Church#Tskinvali*
-- * A train station near Kobuleti would be indicated as: *Station#Kobuleti*
--
-- Taking the above example, this is how this method would be used:
--
-- CC:SetReferenceZones( "Church" )
-- CC:SetReferenceZones( "Station" )
--
--
-- @param #COMMANDCENTER self
-- @param #string ReferenceZonePrefix The name before the #-mark indicating the class of the Reference Zones.
-- @return #COMMANDCENTER
function COMMANDCENTER:SetReferenceZones( ReferenceZonePrefix )
local MatchPattern = "(.*)#(.*)"
self:F( { MatchPattern = MatchPattern } )
for ReferenceZoneName in pairs( _DATABASE.ZONENAMES ) do
local ZoneName, ReferenceName = string.match( ReferenceZoneName, MatchPattern )
self:F( { ZoneName = ZoneName, ReferenceName = ReferenceName } )
if ZoneName and ReferenceName and ZoneName == ReferenceZonePrefix then
self.ReferencePoints[ReferenceZoneName] = ZONE:New( ReferenceZoneName )
self.ReferenceNames[ReferenceZoneName] = ReferenceName
end
end
return self
end
--- Set the commandcenter operations in WWII mode
-- This will disable LL, MGRS, BRA, BULLS navigatin messages sent by the Command Center,
-- and will be replaced by a navigation using Reference Zones.
-- It will also disable the settings at the settings menu for these.
-- @param #COMMANDCENTER self
-- @return #COMMANDCENTER
function COMMANDCENTER:SetModeWWII()
self.CommunicationMode = "WWII"
return self
end
--- Returns if the commandcenter operations is in WWII mode
-- @param #COMMANDCENTER self
-- @return #boolean true if in WWII mode.
function COMMANDCENTER:IsModeWWII()
return self.CommunicationMode == "WWII"
end
--- Sets the menu structure of the Missions governed by the HQ command center.
-- @param #COMMANDCENTER self
function COMMANDCENTER:SetMenu()
@@ -306,10 +358,20 @@ end
-- @param #COMMANDCENTER self
-- @param #string Message
-- @param Wrapper.Group#GROUP TaskGroup
-- @param #sring Name (optional) The name of the Group used as a prefix for the message to the Group. If not provided, there will be nothing shown.
function COMMANDCENTER:MessageToGroup( Message, TaskGroup )
self:GetPositionable():MessageToGroup( Message , 15, TaskGroup, self:GetName() )
self:GetPositionable():MessageToGroup( Message, 15, TaskGroup, self:GetName() )
end
--- Send a CC message of a specified type to a GROUP.
-- @param #COMMANDCENTER self
-- @param #string Message
-- @param Wrapper.Group#GROUP TaskGroup
-- @param Core.Message#MESSAGE.MessageType MessageType The type of the message, resulting in automatic time duration and prefix of the message.
function COMMANDCENTER:MessageTypeToGroup( Message, TaskGroup, MessageType )
self:GetPositionable():MessageTypeToGroup( Message, MessageType, TaskGroup, self:GetName() )
end
@@ -325,6 +387,20 @@ function COMMANDCENTER:MessageToCoalition( Message )
end
--- Send a CC message of a specified type to the coalition of the CC.
-- @param #COMMANDCENTER self
-- @param #string Message The message.
-- @param Core.Message#MESSAGE.MessageType MessageType The type of the message, resulting in automatic time duration and prefix of the message.
function COMMANDCENTER:MessageTypeToCoalition( Message, MessageType )
local CCCoalition = self:GetPositionable():GetCoalition()
--TODO: Fix coalition bug!
self:GetPositionable():MessageTypeToCoalition( Message, MessageType, CCCoalition )
end
--- Report the status of all MISSIONs to a GROUP.
-- Each Mission is listed, with an indication how many Tasks are still to be completed.
-- @param #COMMANDCENTER self

View File

@@ -15,7 +15,7 @@
-- ---------------------------------
-- Derived DETECTION_MANAGER classes will reports detected units using the method @{DetectionManager#DETECTION_MANAGER.ReportDetected}(). This method implements polymorphic behaviour.
--
-- The time interval in seconds of the reporting can be changed using the methods @{DetectionManager#DETECTION_MANAGER.SetReportInterval}().
-- The time interval in seconds of the reporting can be changed using the methods @{DetectionManager#DETECTION_MANAGER.SetRefreshTimeInterval}().
-- To control how long a reporting message is displayed, use @{DetectionManager#DETECTION_MANAGER.SetReportDisplayTime}().
-- Derived classes need to implement the method @{DetectionManager#DETECTION_MANAGER.GetReportDisplayTime}() to use the correct display time for displayed messages during a report.
--
@@ -70,14 +70,67 @@ do -- DETECTION MANAGER
self:SetStartState( "Stopped" )
self:AddTransition( "Stopped", "Start", "Started" )
--- Start Handler OnBefore for DETECTION_MANAGER
-- @function [parent=#DETECTION_MANAGER] OnBeforeStart
-- @param #DETECTION_MANAGER self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- Start Handler OnAfter for DETECTION_MANAGER
-- @function [parent=#DETECTION_MANAGER] OnAfterStart
-- @param #DETECTION_MANAGER self
-- @param #string From
-- @param #string Event
-- @param #string To
--- Start Trigger for DETECTION_MANAGER
-- @function [parent=#DETECTION_MANAGER] Start
-- @param #DETECTION_MANAGER self
--- Start Asynchronous Trigger for DETECTION_MANAGER
-- @function [parent=#DETECTION_MANAGER] __Start
-- @param #DETECTION_MANAGER self
-- @param #number Delay
self:AddTransition( "Started", "Stop", "Stopped" )
--- Stop Handler OnBefore for DETECTION_MANAGER
-- @function [parent=#DETECTION_MANAGER] OnBeforeStop
-- @param #DETECTION_MANAGER self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- Stop Handler OnAfter for DETECTION_MANAGER
-- @function [parent=#DETECTION_MANAGER] OnAfterStop
-- @param #DETECTION_MANAGER self
-- @param #string From
-- @param #string Event
-- @param #string To
--- Stop Trigger for DETECTION_MANAGER
-- @function [parent=#DETECTION_MANAGER] Stop
-- @param #DETECTION_MANAGER self
--- Stop Asynchronous Trigger for DETECTION_MANAGER
-- @function [parent=#DETECTION_MANAGER] __Stop
-- @param #DETECTION_MANAGER self
-- @param #number Delay
self:AddTransition( "Started", "Report", "Started" )
self:SetReportInterval( 30 )
self:SetRefreshTimeInterval( 30 )
self:SetReportDisplayTime( 25 )
self:E( { Detection = Detection } )
Detection:__Start( 1 )
Detection:__Start( 3 )
return self
end
@@ -90,19 +143,19 @@ do -- DETECTION MANAGER
self:E( "onafterReport" )
self:__Report( -self._ReportInterval )
self:__Report( -self._RefreshTimeInterval )
self:ProcessDetected( self.Detection )
end
--- Set the reporting time interval.
-- @param #DETECTION_MANAGER self
-- @param #number ReportInterval The interval in seconds when a report needs to be done.
-- @param #number RefreshTimeInterval The interval in seconds when a report needs to be done.
-- @return #DETECTION_MANAGER self
function DETECTION_MANAGER:SetReportInterval( ReportInterval )
function DETECTION_MANAGER:SetRefreshTimeInterval( RefreshTimeInterval )
self:F2()
self._ReportInterval = ReportInterval
self._RefreshTimeInterval = RefreshTimeInterval
end

View File

@@ -1,5 +1,13 @@
--- A MISSION is the main owner of a Mission orchestration within MOOSE . The Mission framework orchestrates @{CLIENT}s, @{TASK}s, @{STAGE}s etc.
-- A @{CLIENT} needs to be registered within the @{MISSION} through the function @{AddClient}. A @{TASK} needs to be registered within the @{MISSION} through the function @{AddTask}.
--- **Tasking** -- A MISSION is the main owner of a Mission orchestration within MOOSE.
--
-- ====
--
-- ### Author: **Sven Van de Velde (FlightControl)**
--
-- ### Contributions:
--
-- ===
--
-- @module Mission
--- The MISSION class
@@ -38,6 +46,7 @@ function MISSION:New( CommandCenter, MissionName, MissionPriority, MissionBriefi
self.MissionCoalition = MissionCoalition
self.Tasks = {}
self.PlayerNames = {} -- These are the players that achieved progress in the mission.
self:SetStartState( "IDLE" )
@@ -220,6 +229,33 @@ function MISSION:New( CommandCenter, MissionName, MissionPriority, MissionBriefi
-- @param #MISSION self
-- @param #number Delay The delay in seconds.
self:AddTransition( "*", "MissionGoals", "*" )
--- MissionGoals Handler OnBefore for MISSION
-- @function [parent=#MISSION] OnBeforeMissionGoals
-- @param #MISSION self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- MissionGoals Handler OnAfter for MISSION
-- @function [parent=#MISSION] OnAfterMissionGoals
-- @param #MISSION self
-- @param #string From
-- @param #string Event
-- @param #string To
--- MissionGoals Trigger for MISSION
-- @function [parent=#MISSION] MissionGoals
-- @param #MISSION self
--- MissionGoals Asynchronous Trigger for MISSION
-- @function [parent=#MISSION] __MissionGoals
-- @param #MISSION self
-- @param #number Delay
-- Private implementations
CommandCenter:SetMenu()
@@ -228,14 +264,14 @@ function MISSION:New( CommandCenter, MissionName, MissionPriority, MissionBriefi
end
-- FSM function for a MISSION
--- FSM function for a MISSION
-- @param #MISSION self
-- @param #string From
-- @param #string Event
-- @param #string To
function MISSION:onenterCOMPLETED( From, Event, To )
self:GetCommandCenter():MessageToCoalition( self:GetName() .. " has been completed! Good job guys!" )
self:GetCommandCenter():MessageTypeToCoalition( self:GetName() .. " has been completed! Good job guys!", MESSAGE.Type.Information )
end
--- Gets the mission name.
@@ -265,8 +301,6 @@ function MISSION:JoinUnit( PlayerUnit, PlayerGroup )
end
end
self:GetCommandCenter():SetMenu()
return PlayerUnitAdded
end
@@ -416,7 +450,7 @@ do -- Group Assignment
local MissionGroupName = MissionGroup:GetName()
self.AssignedGroups[MissionGroupName] = nil
self:E( string.format( "Mission %s is unassigned to %s", MissionName, MissionGroupName ) )
--self:E( string.format( "Mission %s is unassigned to %s", MissionName, MissionGroupName ) )
return self
end
@@ -441,7 +475,23 @@ function MISSION:RemoveTaskMenu( Task )
end
--- Gets the mission menu for the coalition.
--- Gets the root mission menu for the TaskGroup.
-- @param #MISSION self
-- @return Core.Menu#MENU_COALITION self
function MISSION:GetRootMenu( TaskGroup ) -- R2.2
local CommandCenter = self:GetCommandCenter()
local CommandCenterMenu = CommandCenter:GetMenu()
local MissionName = self:GetName()
--local MissionMenu = CommandCenterMenu:GetMenu( MissionName )
self.MissionMenu = self.MissionMenu or MENU_COALITION:New( self.MissionCoalition, self:GetName(), CommandCenterMenu )
return self.MissionMenu
end
--- Gets the mission menu for the TaskGroup.
-- @param #MISSION self
-- @return Core.Menu#MENU_COALITION self
function MISSION:GetMenu( TaskGroup ) -- R2.1 -- Changed Menu Structure
@@ -452,23 +502,28 @@ function MISSION:GetMenu( TaskGroup ) -- R2.1 -- Changed Menu Structure
local MissionName = self:GetName()
--local MissionMenu = CommandCenterMenu:GetMenu( MissionName )
self.MissionMenu = self.MissionMenu or {}
self.MissionMenu[TaskGroup] = self.MissionMenu[TaskGroup] or {}
self.MissionGroupMenu = self.MissionGroupMenu or {}
self.MissionGroupMenu[TaskGroup] = self.MissionGroupMenu[TaskGroup] or {}
local Menu = self.MissionMenu[TaskGroup]
local GroupMenu = self.MissionGroupMenu[TaskGroup]
Menu.MainMenu = Menu.MainMenu or MENU_GROUP:New( TaskGroup, self:GetName(), CommandCenterMenu )
Menu.BriefingMenu = Menu.BriefingMenu or MENU_GROUP_COMMAND:New( TaskGroup, "Mission Briefing", Menu.MainMenu, self.MenuReportBriefing, self, TaskGroup )
self.MissionMenu = self.MissionMenu or MENU_COALITION:New( self.MissionCoalition, self:GetName(), CommandCenterMenu )
GroupMenu.BriefingMenu = GroupMenu.BriefingMenu or MENU_GROUP_COMMAND:New( TaskGroup, "Mission Briefing", self.MissionMenu, self.MenuReportBriefing, self, TaskGroup )
Menu.ReportsMenu = Menu.ReportsMenu or MENU_GROUP:New( TaskGroup, "Reports", Menu.MainMenu )
Menu.ReportTasksMenu = Menu.ReportTasksMenu or MENU_GROUP_COMMAND:New( TaskGroup, "Report Tasks", Menu.ReportsMenu, self.MenuReportSummary, self, TaskGroup )
Menu.ReportPlannedTasksMenu = Menu.ReportPlannedTasksMenu or MENU_GROUP_COMMAND:New( TaskGroup, "Report Planned Tasks", Menu.ReportsMenu, self.MenuReportOverview, self, TaskGroup, "Planned" )
Menu.ReportAssignedTasksMenu = Menu.ReportAssignedTasksMenu or MENU_GROUP_COMMAND:New( TaskGroup, "Report Assigned Tasks", Menu.ReportsMenu, self.MenuReportOverview, self, TaskGroup, "Assigned" )
Menu.ReportSuccessTasksMenu = Menu.ReportSuccessTasksMenu or MENU_GROUP_COMMAND:New( TaskGroup, "Report Successful Tasks", Menu.ReportsMenu, self.MenuReportOverview, self, TaskGroup, "Success" )
Menu.ReportFailedTasksMenu = Menu.ReportFailedTasksMenu or MENU_GROUP_COMMAND:New( TaskGroup, "Report Failed Tasks", Menu.ReportsMenu, self.MenuReportOverview, self, TaskGroup, "Failed" )
Menu.ReportHeldTasksMenu = Menu.ReportHeldTasksMenu or MENU_GROUP_COMMAND:New( TaskGroup, "Report Held Tasks", Menu.ReportsMenu, self.MenuReportOverview, self, TaskGroup, "Hold" )
GroupMenu.TaskReportsMenu = GroupMenu.TaskReportsMenu or MENU_GROUP:New( TaskGroup, "Task Reports", self.MissionMenu )
GroupMenu.ReportTasksMenu = GroupMenu.ReportTasksMenu or MENU_GROUP_COMMAND:New( TaskGroup, "Report Tasks", GroupMenu.TaskReportsMenu, self.MenuReportTasksSummary, self, TaskGroup )
GroupMenu.ReportPlannedTasksMenu = GroupMenu.ReportPlannedTasksMenu or MENU_GROUP_COMMAND:New( TaskGroup, "Report Planned Tasks", GroupMenu.TaskReportsMenu, self.MenuReportTasksPerStatus, self, TaskGroup, "Planned" )
GroupMenu.ReportAssignedTasksMenu = GroupMenu.ReportAssignedTasksMenu or MENU_GROUP_COMMAND:New( TaskGroup, "Report Assigned Tasks", GroupMenu.TaskReportsMenu, self.MenuReportTasksPerStatus, self, TaskGroup, "Assigned" )
GroupMenu.ReportSuccessTasksMenu = GroupMenu.ReportSuccessTasksMenu or MENU_GROUP_COMMAND:New( TaskGroup, "Report Successful Tasks", GroupMenu.TaskReportsMenu, self.MenuReportTasksPerStatus, self, TaskGroup, "Success" )
GroupMenu.ReportFailedTasksMenu = GroupMenu.ReportFailedTasksMenu or MENU_GROUP_COMMAND:New( TaskGroup, "Report Failed Tasks", GroupMenu.TaskReportsMenu, self.MenuReportTasksPerStatus, self, TaskGroup, "Failed" )
GroupMenu.ReportHeldTasksMenu = GroupMenu.ReportHeldTasksMenu or MENU_GROUP_COMMAND:New( TaskGroup, "Report Held Tasks", GroupMenu.TaskReportsMenu, self.MenuReportTasksPerStatus, self, TaskGroup, "Hold" )
return Menu.MainMenu
GroupMenu.PlayerReportsMenu = GroupMenu.PlayerReportsMenu or MENU_GROUP:New( TaskGroup, "Statistics Reports", self.MissionMenu )
GroupMenu.ReportMissionHistory = GroupMenu.ReportPlayersHistory or MENU_GROUP_COMMAND:New( TaskGroup, "Report Mission Progress", GroupMenu.PlayerReportsMenu, self.MenuReportPlayersProgress, self, TaskGroup )
GroupMenu.ReportPlayersPerTaskMenu = GroupMenu.ReportPlayersPerTaskMenu or MENU_GROUP_COMMAND:New( TaskGroup, "Report Players per Task", GroupMenu.PlayerReportsMenu, self.MenuReportPlayersPerTask, self, TaskGroup )
return self.MissionMenu
end
@@ -625,6 +680,18 @@ function MISSION:GetTaskTypes()
return TaskTypeList
end
function MISSION:AddPlayerName( PlayerName )
self.PlayerNames = self.PlayerNames or {}
self.PlayerNames[PlayerName] = PlayerName
return self
end
function MISSION:GetPlayerNames()
return self.PlayerNames
end
--- Create a briefing report of the Mission.
-- @param #MISSION self
-- @return #string
@@ -636,10 +703,9 @@ function MISSION:ReportBriefing()
local Name = self:GetName()
-- Determine the status of the mission.
local Status = self:GetState()
local TasksRemaining = self:GetTasksRemaining()
local Status = "<" .. self:GetState() .. ">"
Report:Add( "Mission " .. Name .. " - " .. Status .. " - Briefing Report." )
Report:Add( string.format( '%s - %s - Mission Briefing Report', Name, Status ) )
Report:Add( self.MissionBriefing )
@@ -670,8 +736,7 @@ function MISSION:ReportStatus()
local Name = self:GetName()
-- Determine the status of the mission.
local Status = self:GetState()
local TasksRemaining = self:GetTasksRemaining()
local Status = "<" .. self:GetState() .. ">"
Report:Add( string.format( '%s - Status "%s"', Name, Status ) )
@@ -700,17 +765,18 @@ function MISSION:ReportStatus()
return Report:Text()
end
--- Create a player report of the Mission.
--- Create an active player report of the Mission.
-- This reports provides a one liner of the mission status. It indicates how many players and how many Tasks.
--
-- Mission "<MissionName>" - Status "<MissionStatus>"
-- Mission "<MissionName>" - <MissionStatus> - Active Players Report
-- - Player "<PlayerName>: Task <TaskName> <TaskStatus>, Task <TaskName> <TaskStatus>
-- - Player <PlayerName>: Task <TaskName> <TaskStatus>, Task <TaskName> <TaskStatus>
-- - ..
--
-- @param #MISSION self
-- @return #string
function MISSION:ReportPlayers()
function MISSION:ReportPlayersPerTask( ReportGroup )
local Report = REPORT:New()
@@ -718,10 +784,9 @@ function MISSION:ReportPlayers()
local Name = self:GetName()
-- Determine the status of the mission.
local Status = self:GetState()
local TasksRemaining = self:GetTasksRemaining()
local Status = "<" .. self:GetState() .. ">"
Report:Add( string.format( '%s - Status "%s"', Name, Status ) )
Report:Add( string.format( '%s - %s - Players per Task Report', Name, Status ) )
local PlayerList = {}
@@ -729,7 +794,7 @@ function MISSION:ReportPlayers()
for TaskID, Task in pairs( self:GetTasks() ) do
local Task = Task -- Tasking.Task#TASK
local PlayerNames = Task:GetPlayerNames()
for PlayerID, PlayerName in pairs( PlayerNames ) do
for PlayerName, PlayerGroup in pairs( PlayerNames ) do
PlayerList[PlayerName] = Task:GetName()
end
@@ -742,11 +807,17 @@ function MISSION:ReportPlayers()
return Report:Text()
end
--- Create a summary report of the Mission (one line).
--- Create an Mission Progress report of the Mission.
-- This reports provides a one liner per player of the mission achievements per task.
--
-- Mission "<MissionName>" - <MissionStatus> - Active Players Report
-- - Player <PlayerName>: Task <TaskName> <TaskStatus>: <Progress>
-- - Player <PlayerName>: Task <TaskName> <TaskStatus>: <Progress>
-- - ..
--
-- @param #MISSION self
-- @return #string
function MISSION:ReportSummary()
function MISSION:ReportPlayersProgress( ReportGroup )
local Report = REPORT:New()
@@ -754,15 +825,59 @@ function MISSION:ReportSummary()
local Name = self:GetName()
-- Determine the status of the mission.
local Status = self:GetState()
local TasksRemaining = self:GetTasksRemaining()
Report:Add( "Mission " .. Name .. " - " .. Status .. " - " .. TasksRemaining .. " tasks remaining." )
local Status = "<" .. self:GetState() .. ">"
Report:Add( string.format( '%s - %s - Players per Task Progress Report', Name, Status ) )
local PlayerList = {}
-- Determine how many tasks are remaining.
for TaskID, Task in pairs( self:GetTasks() ) do
local Task = Task -- Tasking.Task#TASK
Report:Add( "- " .. Task:ReportSummary() )
local TaskGoalTotal = Task:GetGoalTotal() or 0
local TaskName = Task:GetName()
PlayerList[TaskName] = PlayerList[TaskName] or {}
if TaskGoalTotal ~= 0 then
local PlayerNames = self:GetPlayerNames()
for PlayerName, PlayerData in pairs( PlayerNames ) do
PlayerList[TaskName][PlayerName] = string.format( 'Player (%s): Task "%s": %d%%', PlayerName, TaskName, Task:GetPlayerProgress( PlayerName ) * 100 / TaskGoalTotal )
end
else
PlayerList[TaskName]["_"] = string.format( 'Player (---): Task "%s": %d%%', TaskName, 0 )
end
end
for TaskName, TaskData in pairs( PlayerList ) do
for PlayerName, TaskText in pairs( TaskData ) do
Report:Add( string.format( ' - %s', TaskText ) )
end
end
return Report:Text()
end
--- Create a summary report of the Mission (one line).
-- @param #MISSION self
-- @param Wrapper.Group#GROUP ReportGroup
-- @return #string
function MISSION:ReportSummary( ReportGroup )
local Report = REPORT:New()
-- List the name of the mission.
local Name = self:GetName()
-- Determine the status of the mission.
local Status = "<" .. self:GetState() .. ">"
Report:Add( string.format( '%s - %s - Task Overview Report', Name, Status ) )
-- Determine how many tasks are remaining.
for TaskID, Task in UTILS.spairs( self:GetTasks(), function( t, a, b ) return t[a]:ReportOrder( ReportGroup ) < t[b]:ReportOrder( ReportGroup ) end ) do
local Task = Task -- Tasking.Task#TASK
Report:Add( "- " .. Task:ReportSummary( ReportGroup ) )
end
return Report:Text()
@@ -771,7 +886,9 @@ end
--- Create a overview report of the Mission (multiple lines).
-- @param #MISSION self
-- @return #string
function MISSION:ReportOverview( TaskStatus )
function MISSION:ReportOverview( ReportGroup, TaskStatus )
self:F( { TaskStatus = TaskStatus } )
local Report = REPORT:New()
@@ -779,17 +896,21 @@ function MISSION:ReportOverview( TaskStatus )
local Name = self:GetName()
-- Determine the status of the mission.
local Status = self:GetState()
local TasksRemaining = self:GetTasksRemaining()
local Status = "<" .. self:GetState() .. ">"
Report:Add( string.format( '%s - Status "%s"', Name, Status ) )
Report:Add( string.format( '%s - %s - %s Tasks Report', Name, Status, TaskStatus ) )
-- Determine how many tasks are remaining.
local TasksRemaining = 0
for TaskID, Task in pairs( self:GetTasks() ) do
local Tasks = 0
for TaskID, Task in UTILS.spairs( self:GetTasks(), function( t, a, b ) return t[a]:ReportOrder( ReportGroup ) < t[b]:ReportOrder( ReportGroup ) end ) do
local Task = Task -- Tasking.Task#TASK
if Task:Is( TaskStatus ) then
Report:Add( "\n - " .. Task:ReportOverview() )
Report:Add( string.rep( "-", 140 ) )
Report:Add( " - " .. Task:ReportOverview( ReportGroup ) )
end
Tasks = Tasks + 1
if Tasks >= 8 then
break
end
end
@@ -799,7 +920,7 @@ end
--- Create a detailed report of the Mission, listing all the details of the Task.
-- @param #MISSION self
-- @return #string
function MISSION:ReportDetails()
function MISSION:ReportDetails( ReportGroup )
local Report = REPORT:New()
@@ -807,15 +928,15 @@ function MISSION:ReportDetails()
local Name = self:GetName()
-- Determine the status of the mission.
local Status = self:GetState()
local Status = "<" .. self:GetState() .. ">"
Report:Add( string.format( '%s - Status "%s"', Name, Status ) )
Report:Add( string.format( '%s - %s - Task Detailed Report', Name, Status ) )
-- Determine how many tasks are remaining.
local TasksRemaining = 0
for TaskID, Task in pairs( self:GetTasks() ) do
local Task = Task -- Tasking.Task#TASK
Report:Add( Task:ReportDetails() )
Report:Add( Task:ReportDetails( ReportGroup ) )
end
return Report:Text()
@@ -832,29 +953,61 @@ function MISSION:GetTasks()
return self.Tasks
end
--- Reports the briefing.
-- @param #MISSION self
-- @param Wrapper.Group#GROUP ReportGroup The group to which the report needs to be sent.
function MISSION:MenuReportBriefing( ReportGroup )
local Report = self:ReportBriefing()
self:GetCommandCenter():MessageToGroup( Report, ReportGroup )
self:GetCommandCenter():MessageTypeToGroup( Report, ReportGroup, MESSAGE.Type.Briefing )
end
--- @param #MISSION self
--- Report the task summary.
-- @param #MISSION self
-- @param Wrapper.Group#GROUP ReportGroup
function MISSION:MenuReportSummary( ReportGroup )
function MISSION:MenuReportTasksSummary( ReportGroup )
local Report = self:ReportSummary()
local Report = self:ReportSummary( ReportGroup )
self:GetCommandCenter():MessageToGroup( Report, ReportGroup )
self:GetCommandCenter():MessageTypeToGroup( Report, ReportGroup, MESSAGE.Type.Overview )
end
--- @param #MISSION self
-- @param #string TaskStatus The status
-- @param Wrapper.Group#GROUP ReportGroup
function MISSION:MenuReportOverview( ReportGroup, TaskStatus )
function MISSION:MenuReportTasksPerStatus( ReportGroup, TaskStatus )
local Report = self:ReportOverview( TaskStatus )
local Report = self:ReportOverview( ReportGroup, TaskStatus )
self:GetCommandCenter():MessageToGroup( Report, ReportGroup )
self:GetCommandCenter():MessageTypeToGroup( Report, ReportGroup, MESSAGE.Type.Overview )
end
--- @param #MISSION self
-- @param Wrapper.Group#GROUP ReportGroup
function MISSION:MenuReportPlayersPerTask( ReportGroup )
local Report = self:ReportPlayersPerTask()
self:GetCommandCenter():MessageTypeToGroup( Report, ReportGroup, MESSAGE.Type.Overview )
end
--- @param #MISSION self
-- @param Wrapper.Group#GROUP ReportGroup
function MISSION:MenuReportPlayersProgress( ReportGroup )
local Report = self:ReportPlayersProgress()
self:GetCommandCenter():MessageTypeToGroup( Report, ReportGroup, MESSAGE.Type.Overview )
end

View File

@@ -1,11 +1,12 @@
--- **Tasking** -- This module contains the TASK class.
--- **Tasking** -- This module contains the TASK class, the main engine to run human taskings.
--
-- ===
-- ====
--
-- ### Author: **Sven Van de Velde (FlightControl)**
--
-- ===
-- ### Contributions:
--
-- ### Authors: FlightControl - Design and Programming
-- ====
--
-- @module Task
@@ -169,6 +170,36 @@ function TASK:New( Mission, SetGroupAssign, TaskName, TaskType, TaskBriefing )
self:AddTransition( "Assigned", "Fail", "Failed" )
self:AddTransition( "Assigned", "Abort", "Aborted" )
self:AddTransition( "Assigned", "Cancel", "Cancelled" )
self:AddTransition( "Assigned", "Goal", "*" )
--- Goal Handler OnBefore for TASK
-- @function [parent=#TASK] OnBeforeGoal
-- @param #TASK self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- Goal Handler OnAfter for TASK
-- @function [parent=#TASK] OnAfterGoal
-- @param #TASK self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable
-- @param #string From
-- @param #string Event
-- @param #string To
--- Goal Trigger for TASK
-- @function [parent=#TASK] Goal
-- @param #TASK self
--- Goal Asynchronous Trigger for TASK
-- @function [parent=#TASK] __Goal
-- @param #TASK self
-- @param #number Delay
self:AddTransition( "*", "PlayerCrashed", "*" )
self:AddTransition( "*", "PlayerAborted", "*" )
self:AddTransition( "*", "PlayerDead", "*" )
@@ -195,6 +226,8 @@ function TASK:New( Mission, SetGroupAssign, TaskName, TaskType, TaskBriefing )
self.TaskInfo = {}
self.TaskProgress = {}
return self
end
@@ -239,7 +272,7 @@ function TASK:JoinUnit( PlayerUnit, PlayerGroup )
-- Check if the PlayerGroup is already assigned to the Task. If yes, the PlayerGroup is added to the Task.
-- If the PlayerGroup is not assigned to the Task, the menu needs to be set. In that case, the PlayerUnit will become the GroupPlayer leader.
if self:IsStatePlanned() or self:IsStateReplanned() then
self:SetMenuForGroup( PlayerGroup )
--self:SetMenuForGroup( PlayerGroup )
--self:MessageToGroups( PlayerUnit:GetPlayerName() .. " is planning to join Task " .. self:GetName() )
end
if self:IsStateAssigned() then
@@ -276,7 +309,7 @@ function TASK:AbortGroup( PlayerGroup )
self:E( { IsGroupAssigned = IsGroupAssigned } )
if IsGroupAssigned then
local PlayerName = PlayerGroup:GetUnit(1):GetPlayerName()
self:MessageToGroups( PlayerName .. " aborted Task " .. self:GetName() )
--self:MessageToGroups( PlayerName .. " aborted Task " .. self:GetName() )
self:UnAssignFromGroup( PlayerGroup )
--self:Abort()
@@ -436,7 +469,7 @@ do -- Group Assignment
local TaskGroupName = TaskGroup:GetName()
self.AssignedGroups[TaskGroupName] = nil
self:E( string.format( "Task %s is unassigned to %s", TaskName, TaskGroupName ) )
--self:E( string.format( "Task %s is unassigned to %s", TaskName, TaskGroupName ) )
-- Set the group to be assigned at mission level. This allows to decide the menu options on mission level for this group.
self:GetMission():ClearGroupAssignment( TaskGroup )
@@ -446,9 +479,9 @@ do -- Group Assignment
SetAssignedGroups:ForEachGroup(
function( AssignedGroup )
if self:IsGroupAssigned(AssignedGroup) then
self:GetMission():GetCommandCenter():MessageToGroup( string.format( "Task %s is unassigned from group %s.", TaskName, TaskGroupName ), AssignedGroup )
--self:GetMission():GetCommandCenter():MessageToGroup( string.format( "Task %s is unassigned from group %s.", TaskName, TaskGroupName ), AssignedGroup )
else
self:GetMission():GetCommandCenter():MessageToGroup( string.format( "Task %s is unassigned from your group.", TaskName ), AssignedGroup )
--self:GetMission():GetCommandCenter():MessageToGroup( string.format( "Task %s is unassigned from your group.", TaskName ), AssignedGroup )
end
end
)
@@ -478,7 +511,7 @@ do -- Group Assignment
local TaskUnit = UnitData -- Wrapper.Unit#UNIT
local PlayerName = TaskUnit:GetPlayerName()
self:E(PlayerName)
if PlayerName ~= nil or PlayerName ~= "" then
if PlayerName ~= nil and PlayerName ~= "" then
self:AssignToUnit( TaskUnit )
CommandCenter:MessageToGroup(
string.format( 'Task "%s": Briefing for player (%s):\n%s',
@@ -497,8 +530,9 @@ do -- Group Assignment
--- UnAssign the @{Task} from a @{Group}.
-- @param #TASK self
-- @param Wrapper.Group#GROUP TaskGroup
function TASK:UnAssignFromGroup( TaskGroup )
self:F2( { TaskGroup } )
self:F2( { TaskGroup = TaskGroup:GetName() } )
self:ClearGroupAssignment( TaskGroup )
@@ -506,7 +540,7 @@ do -- Group Assignment
for UnitID, UnitData in pairs( TaskUnits ) do
local TaskUnit = UnitData -- Wrapper.Unit#UNIT
local PlayerName = TaskUnit:GetPlayerName()
if PlayerName ~= nil or PlayerName ~= "" then
if PlayerName ~= nil and PlayerName ~= "" then -- Only remove units that have players!
self:UnAssignFromUnit( TaskUnit )
end
end
@@ -540,7 +574,6 @@ function TASK:AssignToUnit( TaskUnit )
-- Assign a new FsmUnit to TaskUnit.
local FsmUnit = self:SetStateMachine( TaskUnit, FsmTemplate:Copy( TaskUnit, self ) ) -- Core.Fsm#FSM_PROCESS
self:E({"Address FsmUnit", tostring( FsmUnit ) } )
FsmUnit:SetStartState( "Planned" )
@@ -669,9 +702,11 @@ end
-- @return #TASK
function TASK:SetMenuForGroup( TaskGroup, MenuTime )
self:SetPlannedMenuForGroup( TaskGroup, MenuTime )
if self:IsGroupAssigned( TaskGroup ) then
self:SetAssignedMenuForGroup( TaskGroup, MenuTime )
if self:IsStatePlanned() or self:IsStateAssigned() then
self:SetPlannedMenuForGroup( TaskGroup, MenuTime )
if self:IsGroupAssigned( TaskGroup ) then
self:SetAssignedMenuForGroup( TaskGroup, MenuTime )
end
end
end
@@ -703,13 +738,16 @@ function TASK:SetPlannedMenuForGroup( TaskGroup, MenuTime )
--local MissionMenu = Mission:GetMenu( TaskGroup )
local TaskPlannedMenu = MENU_GROUP:New( TaskGroup, "Planned Tasks", MissionMenu ):SetTime( MenuTime )
local TaskTypeMenu = MENU_GROUP:New( TaskGroup, TaskType, TaskPlannedMenu ):SetTime( MenuTime ):SetRemoveParent( true )
local TaskTypeMenu = MENU_GROUP:New( TaskGroup, TaskText, TaskTypeMenu ):SetTime( MenuTime ):SetRemoveParent( true )
local ReportTaskMenu = MENU_GROUP_COMMAND:New( TaskGroup, string.format( "Report Task Status" ), TaskTypeMenu, self.MenuTaskStatus, self, TaskGroup ):SetTime( MenuTime ):SetRemoveParent( true )
self.MenuPlanned = self.MenuPlanned or {}
self.MenuPlanned[TaskGroup] = MENU_GROUP:New( TaskGroup, "Join Planned Task", MissionMenu, Mission.MenuReportTasksPerStatus, Mission, TaskGroup, "Planned" ):SetTime( MenuTime ):SetTag( "Tasking" )
local TaskTypeMenu = MENU_GROUP:New( TaskGroup, TaskType, self.MenuPlanned[TaskGroup] ):SetTime( MenuTime ):SetTag( "Tasking" ):SetRemoveParent( true )
local TaskTypeMenu = MENU_GROUP:New( TaskGroup, TaskText, TaskTypeMenu ):SetTime( MenuTime ):SetTag( "Tasking" ):SetRemoveParent( true )
local ReportTaskMenu = MENU_GROUP_COMMAND:New( TaskGroup, string.format( "Report Task Status" ), TaskTypeMenu, self.MenuTaskStatus, self, TaskGroup ):SetTime( MenuTime ):SetTag( "Tasking" ):SetRemoveParent( true )
if not Mission:IsGroupAssigned( TaskGroup ) then
local JoinTaskMenu = MENU_GROUP_COMMAND:New( TaskGroup, string.format( "Join Task" ), TaskTypeMenu, self.MenuAssignToGroup, { self = self, TaskGroup = TaskGroup } ):SetTime( MenuTime ):SetRemoveParent( true )
self:F( { "Replacing Join Task menu" } )
local JoinTaskMenu = MENU_GROUP_COMMAND:New( TaskGroup, string.format( "Join Task" ), TaskTypeMenu, self.MenuAssignToGroup, self, TaskGroup ):SetTime( MenuTime ):SetTag( "Tasking" ):SetRemoveParent( true )
local MarkTaskMenu = MENU_GROUP_COMMAND:New( TaskGroup, string.format( "Mark Task on Map" ), TaskTypeMenu, self.MenuMarkToGroup, self, TaskGroup ):SetTime( MenuTime ):SetTag( "Tasking" ):SetRemoveParent( true )
end
return self
@@ -740,9 +778,10 @@ function TASK:SetAssignedMenuForGroup( TaskGroup, MenuTime )
-- local MissionMenu = MENU_GROUP:New( TaskGroup, MissionName, CommandCenterMenu ):SetTime( MenuTime )
-- local MissionMenu = Mission:GetMenu( TaskGroup )
local TaskAssignedMenu = MENU_GROUP:New( TaskGroup, string.format( "Assigned Task %s", TaskName ), MissionMenu ):SetTime( MenuTime )
local TaskTypeMenu = MENU_GROUP_COMMAND:New( TaskGroup, string.format( "Report Task Status" ), TaskAssignedMenu, self.MenuTaskStatus, self, TaskGroup ):SetTime( MenuTime ):SetRemoveParent( true )
local TaskMenu = MENU_GROUP_COMMAND:New( TaskGroup, string.format( "Abort Group from Task" ), TaskAssignedMenu, self.MenuTaskAbort, self, TaskGroup ):SetTime( MenuTime ):SetRemoveParent( true )
self.MenuAssigned = self.MenuAssigned or {}
self.MenuAssigned[TaskGroup] = MENU_GROUP:New( TaskGroup, string.format( "Assigned Task %s", TaskName ), MissionMenu ):SetTime( MenuTime ):SetTag( "Tasking" )
local TaskTypeMenu = MENU_GROUP_COMMAND:New( TaskGroup, string.format( "Report Task Status" ), self.MenuAssigned[TaskGroup], self.MenuTaskStatus, self, TaskGroup ):SetTime( MenuTime ):SetTag( "Tasking" ):SetRemoveParent( true )
local TaskMenu = MENU_GROUP_COMMAND:New( TaskGroup, string.format( "Abort Group from Task" ), self.MenuAssigned[TaskGroup], self.MenuTaskAbort, self, TaskGroup ):SetTime( MenuTime ):SetTag( "Tasking" ):SetRemoveParent( true )
return self
end
@@ -756,9 +795,7 @@ function TASK:RemoveMenu( MenuTime )
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
local TaskGroup = TaskGroup -- Wrapper.Group#GROUP
if TaskGroup:IsAlive() and TaskGroup:GetPlayerNames() then
self:RefreshMenus( TaskGroup, MenuTime )
end
self:RefreshMenus( TaskGroup, MenuTime )
end
end
@@ -779,15 +816,18 @@ function TASK:RefreshMenus( TaskGroup, MenuTime )
local MissionMenu = Mission:GetMenu( TaskGroup )
local TaskName = self:GetName()
local PlannedMenu = MissionMenu:GetMenu( "Planned Tasks" )
local AssignedMenu = MissionMenu:GetMenu( string.format( "Assigned Task %s", TaskName ) )
self.MenuPlanned = self.MenuPlanned or {}
local PlannedMenu = self.MenuPlanned[TaskGroup]
self.MenuAssigned = self.MenuAssigned or {}
local AssignedMenu = self.MenuAssigned[TaskGroup]
if PlannedMenu then
PlannedMenu:Remove( MenuTime )
PlannedMenu:Remove( MenuTime , "Tasking")
end
if AssignedMenu then
AssignedMenu:Remove( MenuTime )
AssignedMenu:Remove( MenuTime, "Tasking" )
end
end
@@ -811,24 +851,74 @@ function TASK:RemoveAssignedMenuForGroup( TaskGroup )
end
function TASK.MenuAssignToGroup( MenuParam )
--- @param #TASK self
-- @param Wrapper.Group#GROUP TaskGroup
function TASK:MenuAssignToGroup( TaskGroup )
local self = MenuParam.self
local TaskGroup = MenuParam.TaskGroup
self:E( "Assigned menu selected")
self:E( "Join Task menu selected")
self:AssignToGroup( TaskGroup )
end
--- @param #TASK self
-- @param Wrapper.Group#GROUP TaskGroup
function TASK:MenuMarkToGroup( TaskGroup )
self:E( "Mark Task menu selected")
self:UpdateTaskInfo()
local Report = REPORT:New():SetIndent( 0 )
-- List the name of the Task.
local Name = self:GetName()
Report:Add( Name .. ": " .. self:GetTaskBriefing() )
for TaskInfoID, TaskInfo in pairs( self.TaskInfo, function( t, a, b ) return t[a].TaskInfoOrder < t[b].TaskInfoOrder end ) do
local TaskInfoIDText = "" --string.format( "%s: ", TaskInfoID )
if type( TaskInfo.TaskInfoText ) == "string" then
if TaskInfoID == "Targets" then
else
Report:Add( TaskInfoIDText .. TaskInfo.TaskInfoText )
end
elseif type( TaskInfo ) == "table" then
if TaskInfoID == "Coordinates" then
--local ToCoordinate = TaskInfo.TaskInfoText -- Core.Point#COORDINATE
--Report:Add( TaskInfoIDText .. ToCoordinate:ToString() )
else
end
end
end
local Coordinate = self:GetInfo( "Coordinates" ) -- Core.Point#COORDINATE
local Velocity = self.TargetSetUnit:GetVelocity()
local Heading = self.TargetSetUnit:GetHeading()
Coordinate:SetHeading( Heading )
Coordinate:SetVelocity( Velocity )
Report:Add( "Targets are" .. Coordinate:GetMovingText() .. "." )
local MarkText = Report:Text( ", " )
self:F( { Coordinate = Coordinate, MarkText = MarkText } )
Coordinate:MarkToGroup( MarkText, TaskGroup )
--Coordinate:MarkToAll( Briefing )
end
--- Report the task status.
-- @param #TASK self
function TASK:MenuTaskStatus( TaskGroup )
local ReportText = self:ReportDetails()
local ReportText = self:ReportDetails( TaskGroup )
self:T( ReportText )
self:GetMission():GetCommandCenter():MessageToGroup( ReportText, TaskGroup )
self:GetMission():GetCommandCenter():MessageTypeToGroup( ReportText, TaskGroup, MESSAGE.Type.Detailed )
end
@@ -912,7 +1002,7 @@ end
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK self
function TASK:RemoveStateMachine( TaskUnit )
self:F( { TaskUnit, self.Fsm[TaskUnit] ~= nil } )
self:F( { TaskUnit = TaskUnit:GetName(), HasFsm = ( self.Fsm[TaskUnit] ~= nil ) } )
--self:E( self.Fsm )
--for TaskUnitT, Fsm in pairs( self.Fsm ) do
@@ -921,13 +1011,16 @@ function TASK:RemoveStateMachine( TaskUnit )
--self.Fsm[TaskUnit] = nil
--end
self.Fsm[TaskUnit]:Remove()
self.Fsm[TaskUnit] = nil
if self.Fsm[TaskUnit] then
self.Fsm[TaskUnit]:Remove()
self.Fsm[TaskUnit] = nil
end
collectgarbage()
self:E( "Garbage Collected, Processes should be finalized now ...")
end
--- Checks if there is a FiniteStateMachine assigned to Task@{Unit} for @{Task}
-- @param #TASK self
-- @param Wrapper.Unit#UNIT TaskUnit
@@ -981,10 +1074,26 @@ end
--- Sets the Information on the Task
-- @param #TASK self
-- @param #string TaskInfo
function TASK:SetInfo( TaskInfo, TaskInfoText )
-- @param #string TaskInfo The key and title of the task information.
-- @param #string TaskInfoText The Task info text.
-- @param #number TaskInfoOrder The ordering, a number between 0 and 99.
function TASK:SetInfo( TaskInfo, TaskInfoText, TaskInfoOrder )
self.TaskInfo[TaskInfo] = TaskInfoText
self.TaskInfo = self.TaskInfo or {}
self.TaskInfo[TaskInfo] = self.TaskInfo[TaskInfo] or {}
self.TaskInfo[TaskInfo].TaskInfoText = TaskInfoText
self.TaskInfo[TaskInfo].TaskInfoOrder = TaskInfoOrder
end
--- Gets the Information of the Task
-- @param #TASK self
-- @param #string TaskInfo The key and title of the task information.
-- @return #string TaskInfoText The Task info text.
function TASK:GetInfo( TaskInfo )
self.TaskInfo = self.TaskInfo or {}
self.TaskInfo[TaskInfo] = self.TaskInfo[TaskInfo] or {}
return self.TaskInfo[TaskInfo].TaskInfoText
end
--- Gets the Type of the Task
@@ -1146,10 +1255,17 @@ end
-- @param #string To
function TASK:onenterAssigned( From, Event, To, PlayerUnit, PlayerName )
self:E( { "Task Assigned", self.Dispatcher } )
--- This test is required, because the state transition will be fired also when the state does not change in case of an event.
if From ~= "Assigned" then
self:E( { From, Event, To, PlayerUnit:GetName(), PlayerName } )
self:GetMission():GetCommandCenter():MessageToCoalition( "Task " .. self:GetName() .. " is assigned." )
-- Set the total Progress to be achieved.
self:SetGoalTotal() -- Polymorphic to set the initial goal total!
if self.Dispatcher then
self:E( "Firing Assign event " )
self.Dispatcher:Assign( self, PlayerUnit, PlayerName )
@@ -1157,6 +1273,9 @@ function TASK:onenterAssigned( From, Event, To, PlayerUnit, PlayerName )
self:GetMission():__Start( 1 )
-- When the task is assigned, the task goal needs to be checked of the derived classes.
self:__Goal( -10 ) -- Polymorphic
self:SetMenu()
end
end
@@ -1174,7 +1293,7 @@ function TASK:onenterSuccess( From, Event, To )
self:GetMission():GetCommandCenter():MessageToCoalition( "Task " .. self:GetName() .. " is successful! Good job!" )
self:UnAssignFromGroups()
--self:GetMission():__Complete( 1 )
self:GetMission():__MissionGoals( 1 )
end
@@ -1196,6 +1315,23 @@ function TASK:onenterAborted( From, Event, To )
end
--- FSM function for a TASK
-- @param #TASK self
-- @param #string From
-- @param #string Event
-- @param #string To
function TASK:onenterCancelled( From, Event, To )
self:E( "Task Cancelled" )
if From ~= "Cancelled" then
self:GetMission():GetCommandCenter():MessageToCoalition( "Task " .. self:GetName() .. " has been cancelled! The tactical situation has changed." )
self:UnAssignFromGroups()
self:SetMenu()
end
end
--- FSM function for a TASK
-- @param #TASK self
-- @param #string From
@@ -1270,7 +1406,7 @@ function TASK:onbeforeTimeOut( From, Event, To )
return false
end
do -- Dispatcher
do -- Links
--- Set dispatcher of a task
-- @param #TASK self
@@ -1280,6 +1416,19 @@ do -- Dispatcher
self.Dispatcher = Dispatcher
end
--- Set detection of a task
-- @param #TASK self
-- @param Function.Detection#DETECTION_BASE Detection
-- @param #number DetectedItemIndex
-- @return #TASK
function TASK:SetDetection( Detection, DetectedItemIndex )
self:E({DetectedItemIndex,Detection})
self.Detection = Detection
self.DetectedItemIndex = DetectedItemIndex
end
end
do -- Reporting
@@ -1287,40 +1436,73 @@ do -- Reporting
--- Create a summary report of the Task.
-- List the Task Name and Status
-- @param #TASK self
-- @param Wrapper.Group#GROUP ReportGroup
-- @return #string
function TASK:ReportSummary() --R2.1 fixed report. Now nicely formatted and contains the info required.
function TASK:ReportSummary( ReportGroup )
local Report = REPORT:New()
-- List the name of the Task.
local Name = self:GetName()
Report:Add( self:GetName() )
-- Determine the status of the Task.
local State = self:GetState()
Report:Add( "State: <" .. self:GetState() .. ">" )
Report:Add( "Task " .. Name .. " - State '" .. State )
return Report:Text()
if self.TaskInfo["Coordinates"] then
local TaskInfoIDText = string.format( "%s: ", "Coordinate" )
local TaskCoord = self.TaskInfo["Coordinates"].TaskInfoText -- Core.Point#COORDINATE
Report:Add( TaskInfoIDText .. TaskCoord:ToString( ReportGroup, nil, self ) )
end
return Report:Text( ', ' )
end
--- Create an overiew report of the Task.
-- List the Task Name and Status
-- @param #TASK self
-- @return #string
function TASK:ReportOverview() --R2.1 fixed report. Now nicely formatted and contains the info required.
function TASK:ReportOverview( ReportGroup )
local Report = REPORT:New()
self:UpdateTaskInfo()
-- List the name of the Task.
local Name = self:GetName()
-- Determine the status of the Task.
local State = self:GetState()
local Detection = self.TaskInfo["Detection"] and " - " .. self.TaskInfo["Detection"] or ""
Report:Add( "Task " .. Name .. Detection )
local TaskName = self:GetName()
local Report = REPORT:New()
local Line = 0
local LineReport = REPORT:New()
for TaskInfoID, TaskInfo in UTILS.spairs( self.TaskInfo, function( t, a, b ) return t[a].TaskInfoOrder < t[b].TaskInfoOrder end ) do
self:F( { TaskInfo = TaskInfo } )
if Line < math.floor( TaskInfo.TaskInfoOrder / 10 ) then
if Line ~= 0 then
Report:AddIndent( LineReport:Text( ", " ) )
else
Report:Add( TaskName .. ", " .. LineReport:Text( ", " ) )
end
LineReport = REPORT:New()
Line = math.floor( TaskInfo.TaskInfoOrder / 10 )
end
local TaskInfoIDText = string.format( "%s: ", TaskInfoID )
if type( TaskInfo.TaskInfoText ) == "string" then
LineReport:Add( TaskInfoIDText .. TaskInfo.TaskInfoText )
elseif type(TaskInfo) == "table" then
if TaskInfoID == "Coordinates" then
local ToCoordinate = TaskInfo.TaskInfoText -- Core.Point#COORDINATE
--Report:Add( TaskInfoIDText )
LineReport:Add( TaskInfoIDText .. ToCoordinate:ToString( ReportGroup, nil, self ) )
--Report:AddIndent( ToCoordinate:ToStringBULLS( ReportGroup:GetCoalition() ) )
else
end
end
end
Report:AddIndent( LineReport:Text( ", " ) )
return Report:Text()
end
@@ -1369,8 +1551,11 @@ end
--- Create a detailed report of the Task.
-- List the Task Status, and the Players assigned to the Task.
-- @param #TASK self
-- @param Wrapper.Group#GROUP TaskGroup
-- @return #string
function TASK:ReportDetails() --R2.1 fixed report. Now nicely formatted and contains the info required.
function TASK:ReportDetails( ReportGroup )
self:UpdateTaskInfo()
local Report = REPORT:New():SetIndent( 3 )
@@ -1378,7 +1563,9 @@ function TASK:ReportDetails() --R2.1 fixed report. Now nicely formatted and cont
local Name = self:GetName()
-- Determine the status of the Task.
local State = self:GetState()
local Status = "<" .. self:GetState() .. ">"
Report:Add( "Task: " .. Name .. " - " .. Status .. " - Detailed Report" )
-- Loop each Unit active in the Task, and find Player Names.
local PlayerNames = self:GetPlayerNames()
@@ -1388,20 +1575,121 @@ function TASK:ReportDetails() --R2.1 fixed report. Now nicely formatted and cont
PlayerReport:Add( "Group " .. PlayerGroup:GetCallsign() .. ": " .. PlayerName )
end
local Players = PlayerReport:Text()
local Detection = self.TaskInfo["Detection"] or ""
local Changes = self.TaskInfo["Changes"] or ""
Report:Add( "Task: " .. Name .. " - " .. State .. " - Detailed Report" )
Report:Add( "\n - Players:" )
Report:AddIndent( Players )
Report:Add( "\n - Detection:" )
Report:AddIndent( Detection )
Report:Add( "\n - Detection Changes:" )
Report:AddIndent( Changes )
if Players ~= "" then
Report:Add( " - Players assigned:" )
Report:AddIndent( Players )
end
for TaskInfoID, TaskInfo in pairs( self.TaskInfo, function( t, a, b ) return t[a].TaskInfoOrder < t[b].TaskInfoOrder end ) do
local TaskInfoIDText = string.format( " - %s: ", TaskInfoID )
if type( TaskInfo.TaskInfoText ) == "string" then
Report:Add( TaskInfoIDText .. TaskInfo.TaskInfoText )
elseif type(TaskInfo) == "table" then
if TaskInfoID == "Coordinates" then
local FromCoordinate = ReportGroup:GetUnit(1):GetCoordinate()
local ToCoordinate = TaskInfo.TaskInfoText -- Core.Point#COORDINATE
Report:Add( TaskInfoIDText .. ToCoordinate:ToString( ReportGroup:GetUnit(1), nil, self ) )
else
end
end
end
local Coordinate = self:GetInfo( "Coordinates" ) -- Core.Point#COORDINATE
local Velocity = self.TargetSetUnit:GetVelocity()
local Heading = self.TargetSetUnit:GetHeading()
Coordinate:SetHeading( Heading )
Coordinate:SetVelocity( Velocity )
Report:Add( "Targets are" .. Coordinate:GetMovingText() .. "." )
return Report:Text()
end
end -- Reporting
do -- Additional Task Scoring and Task Progress
--- Add Task Progress for a Player Name
-- @param #TASK self
-- @param #string PlayerName The name of the player.
-- @param #string ProgressText The text that explains the Progress achieved.
-- @param #number ProgressTime The time the progress was achieved.
-- @oaram #number ProgressPoints The amount of points of magnitude granted. This will determine the shared Mission Success scoring.
-- @return #TASK
function TASK:AddProgress( PlayerName, ProgressText, ProgressTime, ProgressPoints )
self.TaskProgress = self.TaskProgress or {}
self.TaskProgress[ProgressTime] = self.TaskProgress[ProgressTime] or {}
self.TaskProgress[ProgressTime].PlayerName = PlayerName
self.TaskProgress[ProgressTime].ProgressText = ProgressText
self.TaskProgress[ProgressTime].ProgressPoints = ProgressPoints
self:GetMission():AddPlayerName( PlayerName )
return self
end
function TASK:GetPlayerProgress( PlayerName )
local ProgressPlayer = 0
for ProgressTime, ProgressData in pairs( self.TaskProgress ) do
if PlayerName == ProgressData.PlayerName then
ProgressPlayer = ProgressPlayer + ProgressData.ProgressPoints
end
end
return ProgressPlayer
end
--- Set a score when progress has been made by the player.
-- @param #TASK self
-- @param #string PlayerName The name of the player.
-- @param #number Score The score in points to be granted when task process has been achieved.
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK
function TASK:SetScoreOnProgress( PlayerName, Score, TaskUnit )
self:F( { PlayerName, Score, TaskUnit } )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountPlayer", "Player " .. PlayerName .. " has achieved progress.", Score )
return self
end
--- Set a score when all the targets in scope of the A2A attack, have been destroyed.
-- @param #TASK self
-- @param #string PlayerName The name of the player.
-- @param #number Score The score in points.
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK
function TASK:SetScoreOnSuccess( PlayerName, Score, TaskUnit )
self:F( { PlayerName, Score, TaskUnit } )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Success", "The task is a success!", Score )
return self
end
--- Set a penalty when the A2A attack has failed.
-- @param #TASK self
-- @param #string PlayerName The name of the player.
-- @param #number Penalty The penalty in points, must be a negative value!
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK
function TASK:SetScoreOnFail( PlayerName, Penalty, TaskUnit )
self:F( { PlayerName, Penalty, TaskUnit } )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Failed", "The task is a failure!", Penalty )
return self
end
end

View File

@@ -0,0 +1,735 @@
--- **Tasking** - The TASK_A2A models tasks for players in Air to Air engagements.
--
-- ![Banner Image](..\Presentations\TASK_A2A\Dia1.JPG)
--
-- ====
--
-- ### Author: **Sven Van de Velde (FlightControl)**
--
-- ### Contributions:
--
-- ====
--
-- @module Task_A2A
do -- TASK_A2A
--- The TASK_A2A class
-- @type TASK_A2A
-- @field Set#SET_UNIT TargetSetUnit
-- @extends Tasking.Task#TASK
--- # TASK_A2A class, extends @{Task#TASK}
--
-- The TASK_A2A class defines Air To Air tasks for a @{Set} of Target Units,
-- based on the tasking capabilities defined in @{Task#TASK}.
-- The TASK_A2A is implemented using a @{Fsm#FSM_TASK}, and has the following statuses:
--
-- * **None**: Start of the process
-- * **Planned**: The A2A task is planned.
-- * **Assigned**: The A2A task is assigned to a @{Group#GROUP}.
-- * **Success**: The A2A task is successfully completed.
-- * **Failed**: The A2A task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
--
-- # 1.1) Set the scoring of achievements in an A2A attack.
--
-- Scoring or penalties can be given in the following circumstances:
--
-- * @{#TASK_A2A.SetScoreOnDestroy}(): Set a score when a target in scope of the A2A attack, has been destroyed.
-- * @{#TASK_A2A.SetScoreOnSuccess}(): Set a score when all the targets in scope of the A2A attack, have been destroyed.
-- * @{#TASK_A2A.SetPenaltyOnFailed}(): Set a penalty when the A2A attack has failed.
--
-- @field #TASK_A2A
TASK_A2A = {
ClassName = "TASK_A2A",
}
--- Instantiates a new TASK_A2A.
-- @param #TASK_A2A self
-- @param Tasking.Mission#MISSION Mission
-- @param Set#SET_GROUP SetAttack The set of groups for which the Task can be assigned.
-- @param #string TaskName The name of the Task.
-- @param Set#SET_UNIT UnitSetTargets
-- @param #number TargetDistance The distance to Target when the Player is considered to have "arrived" at the engagement range.
-- @param Core.Zone#ZONE_BASE TargetZone The target zone, if known.
-- If the TargetZone parameter is specified, the player will be routed to the center of the zone where all the targets are assumed to be.
-- @return #TASK_A2A self
function TASK_A2A:New( Mission, SetAttack, TaskName, TargetSetUnit, TaskType, TaskBriefing )
local self = BASE:Inherit( self, TASK:New( Mission, SetAttack, TaskName, TaskType, TaskBriefing ) ) -- Tasking.Task#TASK_A2A
self:F()
self.TargetSetUnit = TargetSetUnit
self.TaskType = TaskType
local Fsm = self:GetUnitProcess()
Fsm:AddProcess ( "Planned", "Accept", ACT_ASSIGN_ACCEPT:New( self.TaskBriefing ), { Assigned = "RouteToRendezVous", Rejected = "Reject" } )
Fsm:AddTransition( "Assigned", "RouteToRendezVous", "RoutingToRendezVous" )
Fsm:AddProcess ( "RoutingToRendezVous", "RouteToRendezVousPoint", ACT_ROUTE_POINT:New(), { Arrived = "ArriveAtRendezVous" } )
Fsm:AddProcess ( "RoutingToRendezVous", "RouteToRendezVousZone", ACT_ROUTE_ZONE:New(), { Arrived = "ArriveAtRendezVous" } )
Fsm:AddTransition( { "Arrived", "RoutingToRendezVous" }, "ArriveAtRendezVous", "ArrivedAtRendezVous" )
Fsm:AddTransition( { "ArrivedAtRendezVous", "HoldingAtRendezVous" }, "Engage", "Engaging" )
Fsm:AddTransition( { "ArrivedAtRendezVous", "HoldingAtRendezVous" }, "HoldAtRendezVous", "HoldingAtRendezVous" )
Fsm:AddProcess ( "Engaging", "Account", ACT_ACCOUNT_DEADS:New(), {} )
Fsm:AddTransition( "Engaging", "RouteToTarget", "Engaging" )
Fsm:AddProcess( "Engaging", "RouteToTargetZone", ACT_ROUTE_ZONE:New(), {} )
Fsm:AddProcess( "Engaging", "RouteToTargetPoint", ACT_ROUTE_POINT:New(), {} )
Fsm:AddTransition( "Engaging", "RouteToTargets", "Engaging" )
-- Fsm:AddTransition( "Accounted", "DestroyedAll", "Accounted" )
-- Fsm:AddTransition( "Accounted", "Success", "Success" )
Fsm:AddTransition( "Rejected", "Reject", "Aborted" )
Fsm:AddTransition( "Failed", "Fail", "Failed" )
--- Test
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_A2A#TASK_A2A Task
function Fsm:onafterRouteToRendezVous( TaskUnit, Task )
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
-- Determine the first Unit from the self.RendezVousSetUnit
if Task:GetRendezVousZone( TaskUnit ) then
self:__RouteToRendezVousZone( 0.1 )
else
if Task:GetRendezVousCoordinate( TaskUnit ) then
self:__RouteToRendezVousPoint( 0.1 )
else
self:__ArriveAtRendezVous( 0.1 )
end
end
end
--- Test
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task#TASK_A2A Task
function Fsm:OnAfterArriveAtRendezVous( TaskUnit, Task )
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
-- Determine the first Unit from the self.TargetSetUnit
self:__Engage( 0.1 )
end
--- Test
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task#TASK_A2A Task
function Fsm:onafterEngage( TaskUnit, Task )
self:E( { self } )
self:__Account( 0.1 )
self:__RouteToTarget(0.1 )
self:__RouteToTargets( -10 )
end
--- Test
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_A2A#TASK_A2A Task
function Fsm:onafterRouteToTarget( TaskUnit, Task )
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
-- Determine the first Unit from the self.TargetSetUnit
if Task:GetTargetZone( TaskUnit ) then
self:__RouteToTargetZone( 0.1 )
else
local TargetUnit = Task.TargetSetUnit:GetFirst() -- Wrapper.Unit#UNIT
if TargetUnit then
local Coordinate = TargetUnit:GetCoordinate()
self:T( { TargetCoordinate = Coordinate, Coordinate:GetX(), Coordinate:GetAlt(), Coordinate:GetZ() } )
Task:SetTargetCoordinate( TargetUnit:GetCoordinate(), TaskUnit )
end
self:__RouteToTargetPoint( 0.1 )
end
end
--- Test
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_A2A#TASK_A2A Task
function Fsm:onafterRouteToTargets( TaskUnit, Task )
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
local TargetUnit = Task.TargetSetUnit:GetFirst() -- Wrapper.Unit#UNIT
if TargetUnit then
Task:SetTargetCoordinate( TargetUnit:GetCoordinate(), TaskUnit )
end
self:__RouteToTargets( -10 )
end
return self
end
--- @param #TASK_A2A self
function TASK_A2A:GetPlannedMenuText()
return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )"
end
--- @param #TASK_A2A self
-- @param Core.Point#COORDINATE RendezVousCoordinate The Coordinate object referencing to the 2D point where the RendezVous point is located on the map.
-- @param #number RendezVousRange The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point.
-- @param Wrapper.Unit#UNIT TaskUnit
function TASK_A2A:SetRendezVousCoordinate( RendezVousCoordinate, RendezVousRange, TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
ActRouteRendezVous:SetCoordinate( RendezVousCoordinate )
ActRouteRendezVous:SetRange( RendezVousRange )
end
--- @param #TASK_A2A self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return Core.Point#COORDINATE The Coordinate object referencing to the 2D point where the RendezVous point is located on the map.
-- @return #number The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point.
function TASK_A2A:GetRendezVousCoordinate( TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
return ActRouteRendezVous:GetCoordinate(), ActRouteRendezVous:GetRange()
end
--- @param #TASK_A2A self
-- @param Core.Zone#ZONE_BASE RendezVousZone The Zone object where the RendezVous is located on the map.
-- @param Wrapper.Unit#UNIT TaskUnit
function TASK_A2A:SetRendezVousZone( RendezVousZone, TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
ActRouteRendezVous:SetZone( RendezVousZone )
end
--- @param #TASK_A2A self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return Core.Zone#ZONE_BASE The Zone object where the RendezVous is located on the map.
function TASK_A2A:GetRendezVousZone( TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
return ActRouteRendezVous:GetZone()
end
--- @param #TASK_A2A self
-- @param Core.Point#COORDINATE TargetCoordinate The Coordinate object where the Target is located on the map.
-- @param Wrapper.Unit#UNIT TaskUnit
function TASK_A2A:SetTargetCoordinate( TargetCoordinate, TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
ActRouteTarget:SetCoordinate( TargetCoordinate )
end
--- @param #TASK_A2A self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return Core.Point#COORDINATE The Coordinate object where the Target is located on the map.
function TASK_A2A:GetTargetCoordinate( TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
return ActRouteTarget:GetCoordinate()
end
--- @param #TASK_A2A self
-- @param Core.Zone#ZONE_BASE TargetZone The Zone object where the Target is located on the map.
-- @param Wrapper.Unit#UNIT TaskUnit
function TASK_A2A:SetTargetZone( TargetZone, Altitude, Heading, TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
ActRouteTarget:SetZone( TargetZone, Altitude, Heading )
end
--- @param #TASK_A2A self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return Core.Zone#ZONE_BASE The Zone object where the Target is located on the map.
function TASK_A2A:GetTargetZone( TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
return ActRouteTarget:GetZone()
end
function TASK_A2A:SetGoalTotal()
self.GoalTotal = self.TargetSetUnit:Count()
end
function TASK_A2A:GetGoalTotal()
return self.GoalTotal
end
end
do -- TASK_A2A_INTERCEPT
--- The TASK_A2A_INTERCEPT class
-- @type TASK_A2A_INTERCEPT
-- @field Set#SET_UNIT TargetSetUnit
-- @extends Tasking.Task#TASK
--- # TASK_A2A_INTERCEPT class, extends @{Task_A2A#TASK_A2A}
--
-- The TASK_A2A_INTERCEPT class defines an intercept task for a human player to be executed.
-- When enemy planes need to be intercepted by human players, use this task type to urgen the players to get out there!
--
-- The TASK_A2A_INTERCEPT is used by the @{Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create intercept tasks
-- based on detected airborne enemy targets intruding friendly airspace.
--
-- The task is defined for a @{Mission#MISSION}, where a friendly @{Set#SET_GROUP} consisting of GROUPs with one human players each, is intercepting the targets.
-- The task is given a name and a briefing, that is used in the menu structure and in the reporting.
--
-- @field #TASK_A2A_INTERCEPT
TASK_A2A_INTERCEPT = {
ClassName = "TASK_A2A_INTERCEPT",
}
--- Instantiates a new TASK_A2A_INTERCEPT.
-- @param #TASK_A2A_INTERCEPT self
-- @param Tasking.Mission#MISSION Mission
-- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
-- @param #string TaskName The name of the Task.
-- @param Core.Set#SET_UNIT TargetSetUnit
-- @param #string TaskBriefing The briefing of the task.
-- @return #TASK_A2A_INTERCEPT
function TASK_A2A_INTERCEPT:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
local self = BASE:Inherit( self, TASK_A2A:New( Mission, SetGroup, TaskName, TargetSetUnit, "INTERCEPT", TaskBriefing ) ) -- #TASK_A2A_INTERCEPT
self:F()
Mission:AddTask( self )
--TODO: Add BR, Altitude, type of planes...
self:SetBriefing(
TaskBriefing or
"Intercept incoming intruders.\n"
)
self:UpdateTaskInfo()
return self
end
function TASK_A2A_INTERCEPT:UpdateTaskInfo()
local TargetCoordinate = self.Detection and self.Detection:GetDetectedItemCoordinate( self.DetectedItemIndex ) or self.TargetSetUnit:GetFirst():GetCoordinate()
self:SetInfo( "Coordinates", TargetCoordinate, 0 )
self:SetInfo( "Threat", "[" .. string.rep( "", self.Detection and self.Detection:GetDetectedItemThreatLevel( self.DetectedItemIndex ) or self.TargetSetUnit:CalculateThreatLevelA2G() ) .. "]", 11 )
if self.Detection then
local DetectedItemsCount = self.TargetSetUnit:Count()
local ReportTypes = REPORT:New()
local TargetTypes = {}
for TargetUnitName, TargetUnit in pairs( self.TargetSetUnit:GetSet() ) do
local TargetType = self.Detection:GetDetectedUnitTypeName( TargetUnit )
if not TargetTypes[TargetType] then
TargetTypes[TargetType] = TargetType
ReportTypes:Add( TargetType )
end
end
self:SetInfo( "Targets", string.format( "%d of %s", DetectedItemsCount, ReportTypes:Text( ", " ) ), 10 )
else
local DetectedItemsCount = self.TargetSetUnit:Count()
local DetectedItemsTypes = self.TargetSetUnit:GetTypeNames()
self:SetInfo( "Targets", string.format( "%d of %s", DetectedItemsCount, DetectedItemsTypes ), 10 )
end
end
--- @param #TASK_A2A_INTERCEPT self
-- @param Wrapper.Group#GROUP ReportGroup
function TASK_A2A_INTERCEPT:ReportOrder( ReportGroup )
self:F( { TaskInfo = self.TaskInfo } )
local Coordinate = self.TaskInfo.Coordinates.TaskInfoText
local Distance = ReportGroup:GetCoordinate():Get2DDistance( Coordinate )
return Distance
end
--- @param #TASK_A2A_INTERCEPT self
function TASK_A2A_INTERCEPT:onafterGoal( TaskUnit, From, Event, To )
local TargetSetUnit = self.TargetSetUnit -- Core.Set#SET_UNIT
if TargetSetUnit:Count() == 0 then
self:Success()
end
self:__Goal( -10 )
end
--- Set a score when a target in scope of the A2A attack, has been destroyed .
-- @param #TASK_A2A_INTERCEPT self
-- @param #string PlayerName The name of the player.
-- @param #number Score The score in points to be granted when task process has been achieved.
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK_A2A_INTERCEPT
function TASK_A2A_INTERCEPT:SetScoreOnProgress( PlayerName, Score, TaskUnit )
self:F( { PlayerName, Score, TaskUnit } )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has intercepted a target.", Score )
return self
end
--- Set a score when all the targets in scope of the A2A attack, have been destroyed.
-- @param #TASK_A2A_INTERCEPT self
-- @param #string PlayerName The name of the player.
-- @param #number Score The score in points.
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK_A2A_INTERCEPT
function TASK_A2A_INTERCEPT:SetScoreOnSuccess( PlayerName, Score, TaskUnit )
self:F( { PlayerName, Score, TaskUnit } )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Success", "All targets have been successfully intercepted!", Score )
return self
end
--- Set a penalty when the A2A attack has failed.
-- @param #TASK_A2A_INTERCEPT self
-- @param #string PlayerName The name of the player.
-- @param #number Penalty The penalty in points, must be a negative value!
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK_A2A_INTERCEPT
function TASK_A2A_INTERCEPT:SetScoreOnFail( PlayerName, Penalty, TaskUnit )
self:F( { PlayerName, Penalty, TaskUnit } )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Failed", "The intercept has failed!", Penalty )
return self
end
end
do -- TASK_A2A_SWEEP
--- The TASK_A2A_SWEEP class
-- @type TASK_A2A_SWEEP
-- @field Set#SET_UNIT TargetSetUnit
-- @extends Tasking.Task#TASK
--- # TASK_A2A_SWEEP class, extends @{Task_A2A#TASK_A2A}
--
-- The TASK_A2A_SWEEP class defines a sweep task for a human player to be executed.
-- A sweep task needs to be given when targets were detected but somehow the detection was lost.
-- Most likely, these enemy planes are hidden in the mountains or are flying under radar.
-- These enemy planes need to be sweeped by human players, and use this task type to urge the players to get out there and find those enemy fighters.
--
-- The TASK_A2A_SWEEP is used by the @{Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create sweep tasks
-- based on detected airborne enemy targets intruding friendly airspace, for which the detection has been lost for more than 60 seconds.
--
-- The task is defined for a @{Mission#MISSION}, where a friendly @{Set#SET_GROUP} consisting of GROUPs with one human players each, is sweeping the targets.
-- The task is given a name and a briefing, that is used in the menu structure and in the reporting.
--
-- @field #TASK_A2A_SWEEP
TASK_A2A_SWEEP = {
ClassName = "TASK_A2A_SWEEP",
}
--- Instantiates a new TASK_A2A_SWEEP.
-- @param #TASK_A2A_SWEEP self
-- @param Tasking.Mission#MISSION Mission
-- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
-- @param #string TaskName The name of the Task.
-- @param Core.Set#SET_UNIT TargetSetUnit
-- @param #string TaskBriefing The briefing of the task.
-- @return #TASK_A2A_SWEEP self
function TASK_A2A_SWEEP:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
local self = BASE:Inherit( self, TASK_A2A:New( Mission, SetGroup, TaskName, TargetSetUnit, "SWEEP", TaskBriefing ) ) -- #TASK_A2A_SWEEP
self:F()
Mission:AddTask( self )
--TODO: Add BR, Altitude, type of planes...
self:SetBriefing(
TaskBriefing or
"Perform a fighter sweep. Incoming intruders were detected and could be hiding at the location.\n"
)
self:UpdateTaskInfo()
return self
end
function TASK_A2A_SWEEP:UpdateTaskInfo()
local TargetCoordinate = self.Detection and self.Detection:GetDetectedItemCoordinate( self.DetectedItemIndex ) or self.TargetSetUnit:GetFirst():GetCoordinate()
self:SetInfo( "Coordinates", TargetCoordinate, 0 )
self:SetInfo( "Assumed Threat", "[" .. string.rep( "", self.Detection and self.Detection:GetDetectedItemThreatLevel( self.DetectedItemIndex ) or self.TargetSetUnit:CalculateThreatLevelA2G() ) .. "]", 11 )
if self.Detection then
local DetectedItemsCount = self.TargetSetUnit:Count()
local ReportTypes = REPORT:New()
local TargetTypes = {}
for TargetUnitName, TargetUnit in pairs( self.TargetSetUnit:GetSet() ) do
local TargetType = self.Detection:GetDetectedUnitTypeName( TargetUnit )
if not TargetTypes[TargetType] then
TargetTypes[TargetType] = TargetType
ReportTypes:Add( TargetType )
end
end
self:SetInfo( "Lost Targets", string.format( "%d of %s", DetectedItemsCount, ReportTypes:Text( ", " ) ), 10 )
else
local DetectedItemsCount = self.TargetSetUnit:Count()
local DetectedItemsTypes = self.TargetSetUnit:GetTypeNames()
self:SetInfo( "Lost Targets", string.format( "%d of %s", DetectedItemsCount, DetectedItemsTypes ), 10 )
end
end
function TASK_A2A_SWEEP:ReportOrder( ReportGroup )
local Coordinate = self.TaskInfo.Coordinates.TaskInfoText
local Distance = ReportGroup:GetCoordinate():Get2DDistance( Coordinate )
return Distance
end
--- @param #TASK_A2A_SWEEP self
function TASK_A2A_SWEEP:onafterGoal( TaskUnit, From, Event, To )
local TargetSetUnit = self.TargetSetUnit -- Core.Set#SET_UNIT
if TargetSetUnit:Count() == 0 then
self:Success()
end
self:__Goal( -10 )
end
--- Set a score when a target in scope of the A2A attack, has been destroyed .
-- @param #TASK_A2A_SWEEP self
-- @param #string PlayerName The name of the player.
-- @param #number Score The score in points to be granted when task process has been achieved.
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK_A2A_SWEEP
function TASK_A2A_SWEEP:SetScoreOnProgress( PlayerName, Score, TaskUnit )
self:F( { PlayerName, Score, TaskUnit } )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has sweeped a target.", Score )
return self
end
--- Set a score when all the targets in scope of the A2A attack, have been destroyed.
-- @param #TASK_A2A_SWEEP self
-- @param #string PlayerName The name of the player.
-- @param #number Score The score in points.
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK_A2A_SWEEP
function TASK_A2A_SWEEP:SetScoreOnSuccess( PlayerName, Score, TaskUnit )
self:F( { PlayerName, Score, TaskUnit } )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Success", "All targets have been successfully sweeped!", Score )
return self
end
--- Set a penalty when the A2A attack has failed.
-- @param #TASK_A2A_SWEEP self
-- @param #string PlayerName The name of the player.
-- @param #number Penalty The penalty in points, must be a negative value!
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK_A2A_SWEEP
function TASK_A2A_SWEEP:SetScoreOnFail( PlayerName, Penalty, TaskUnit )
self:F( { PlayerName, Penalty, TaskUnit } )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Failed", "The sweep has failed!", Penalty )
return self
end
end
do -- TASK_A2A_ENGAGE
--- The TASK_A2A_ENGAGE class
-- @type TASK_A2A_ENGAGE
-- @field Set#SET_UNIT TargetSetUnit
-- @extends Tasking.Task#TASK
--- # TASK_A2A_ENGAGE class, extends @{Task_A2A#TASK_A2A}
--
-- The TASK_A2A_ENGAGE class defines an engage task for a human player to be executed.
-- When enemy planes are close to human players, use this task type is used urge the players to get out there!
--
-- The TASK_A2A_ENGAGE is used by the @{Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create engage tasks
-- based on detected airborne enemy targets intruding friendly airspace.
--
-- The task is defined for a @{Mission#MISSION}, where a friendly @{Set#SET_GROUP} consisting of GROUPs with one human players each, is engaging the targets.
-- The task is given a name and a briefing, that is used in the menu structure and in the reporting.
--
-- @field #TASK_A2A_ENGAGE
TASK_A2A_ENGAGE = {
ClassName = "TASK_A2A_ENGAGE",
}
--- Instantiates a new TASK_A2A_ENGAGE.
-- @param #TASK_A2A_ENGAGE self
-- @param Tasking.Mission#MISSION Mission
-- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
-- @param #string TaskName The name of the Task.
-- @param Core.Set#SET_UNIT TargetSetUnit
-- @param #string TaskBriefing The briefing of the task.
-- @return #TASK_A2A_ENGAGE self
function TASK_A2A_ENGAGE:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
local self = BASE:Inherit( self, TASK_A2A:New( Mission, SetGroup, TaskName, TargetSetUnit, "ENGAGE", TaskBriefing ) ) -- #TASK_A2A_ENGAGE
self:F()
Mission:AddTask( self )
--TODO: Add BR, Altitude, type of planes...
self:SetBriefing(
TaskBriefing or
"Bogeys are nearby! Players close by are ordered to ENGAGE the intruders!\n"
)
self:UpdateTaskInfo()
return self
end
function TASK_A2A_ENGAGE:UpdateTaskInfo()
local TargetCoordinate = self.Detection and self.Detection:GetDetectedItemCoordinate( self.DetectedItemIndex ) or self.TargetSetUnit:GetFirst():GetCoordinate()
self:SetInfo( "Coordinates", TargetCoordinate, 0 )
self:SetInfo( "Threat", "[" .. string.rep( "", self.Detection and self.Detection:GetDetectedItemThreatLevel( self.DetectedItemIndex ) or self.TargetSetUnit:CalculateThreatLevelA2G() ) .. "]", 11 )
if self.Detection then
local DetectedItemsCount = self.TargetSetUnit:Count()
local ReportTypes = REPORT:New()
local TargetTypes = {}
for TargetUnitName, TargetUnit in pairs( self.TargetSetUnit:GetSet() ) do
local TargetType = self.Detection:GetDetectedUnitTypeName( TargetUnit )
if not TargetTypes[TargetType] then
TargetTypes[TargetType] = TargetType
ReportTypes:Add( TargetType )
end
end
self:SetInfo( "Targets", string.format( "%d of %s", DetectedItemsCount, ReportTypes:Text( ", " ) ), 10 )
else
local DetectedItemsCount = self.TargetSetUnit:Count()
local DetectedItemsTypes = self.TargetSetUnit:GetTypeNames()
self:SetInfo( "Targets", string.format( "%d of %s", DetectedItemsCount, DetectedItemsTypes ), 10 )
end
end
function TASK_A2A_ENGAGE:ReportOrder( ReportGroup )
local Coordinate = self.TaskInfo.Coordinates.TaskInfoText
local Distance = ReportGroup:GetCoordinate():Get2DDistance( Coordinate )
return Distance
end
--- @param #TASK_A2A_ENGAGE self
function TASK_A2A_ENGAGE:onafterGoal( TaskUnit, From, Event, To )
local TargetSetUnit = self.TargetSetUnit -- Core.Set#SET_UNIT
if TargetSetUnit:Count() == 0 then
self:Success()
end
self:__Goal( -10 )
end
--- Set a score when a target in scope of the A2A attack, has been destroyed .
-- @param #TASK_A2A_ENGAGE self
-- @param #string PlayerName The name of the player.
-- @param #number Score The score in points to be granted when task process has been achieved.
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK_A2A_ENGAGE
function TASK_A2A_ENGAGE:SetScoreOnProgress( PlayerName, Score, TaskUnit )
self:F( { PlayerName, Score, TaskUnit } )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has engaged and destroyed a target.", Score )
return self
end
--- Set a score when all the targets in scope of the A2A attack, have been destroyed.
-- @param #TASK_A2A_ENGAGE self
-- @param #string PlayerName The name of the player.
-- @param #number Score The score in points.
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK_A2A_ENGAGE
function TASK_A2A_ENGAGE:SetScoreOnSuccess( PlayerName, Score, TaskUnit )
self:F( { PlayerName, Score, TaskUnit } )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Success", "All targets have been successfully engaged!", Score )
return self
end
--- Set a penalty when the A2A attack has failed.
-- @param #TASK_A2A_ENGAGE self
-- @param #string PlayerName The name of the player.
-- @param #number Penalty The penalty in points, must be a negative value!
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK_A2A_ENGAGE
function TASK_A2A_ENGAGE:SetScoreOnFail( PlayerName, Penalty, TaskUnit )
self:F( { PlayerName, Penalty, TaskUnit } )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Failed", "The target engagement has failed!", Penalty )
return self
end
end

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@@ -0,0 +1,598 @@
--- **Tasking** - The TASK_A2A_DISPATCHER creates and manages player TASK_A2A tasks based on detected targets.
--
-- The @{#TASK_A2A_DISPATCHER} classes implement the dynamic dispatching of tasks upon groups of detected units determined a @{Set} of EWR installation groups.
--
-- ====
--
-- ### Author: **Sven Van de Velde (FlightControl)**
--
-- ### Contributions:
--
-- ====
--
-- @module Task_A2A_Dispatcher
do -- TASK_A2A_DISPATCHER
--- TASK_A2A_DISPATCHER class.
-- @type TASK_A2A_DISPATCHER
-- @extends Tasking.DetectionManager#DETECTION_MANAGER
--- # TASK_A2A_DISPATCHER class, extends @{Tasking#DETECTION_MANAGER}
--
-- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia1.JPG)
--
-- The @{#TASK_A2A_DISPATCHER} class implements the dynamic dispatching of tasks upon groups of detected units determined a @{Set} of EWR installation groups.
--
-- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia3.JPG)
--
-- The EWR will detect units, will group them, and will dispatch @{Task}s to groups. Depending on the type of target detected, different tasks will be dispatched.
-- Find a summary below describing for which situation a task type is created:
--
-- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia9.JPG)
--
-- * **INTERCEPT Task**: Is created when the target is known, is detected and within a danger zone, and there is no friendly airborne in range.
-- * **SWEEP Task**: Is created when the target is unknown, was detected and the last position is only known, and within a danger zone, and there is no friendly airborne in range.
-- * **ENGAGE Task**: Is created when the target is known, is detected and within a danger zone, and there is a friendly airborne in range, that will receive this task.
--
-- ## 1. TASK\_A2A\_DISPATCHER constructor:
--
-- The @{#TASK_A2A_DISPATCHER.New}() method creates a new TASK\_A2A\_DISPATCHER instance.
--
-- ### 1.1. Define or set the **Mission**:
--
-- Tasking is executed to accomplish missions. Therefore, a MISSION object needs to be given as the first parameter.
--
-- local HQ = GROUP:FindByName( "HQ", "Bravo" )
-- local CommandCenter = COMMANDCENTER:New( HQ, "Lima" )
-- local Mission = MISSION:New( CommandCenter, "A2A Mission", "High", "Watch the air enemy units being detected.", coalition.side.RED )
--
-- Missions are governed by COMMANDCENTERS, so, ensure you have a COMMANDCENTER object installed and setup within your mission.
-- Create the MISSION object, and hook it under the command center.
--
-- ### 1.2. Build a set of the groups seated by human players:
--
-- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia6.JPG)
--
-- A set or collection of the groups wherein human players can be seated, these can be clients or units that can be joined as a slot or jumping into.
--
-- local AttackGroups = SET_GROUP:New():FilterCoalitions( "red" ):FilterPrefixes( "Defender" ):FilterStart()
--
-- The set is built using the SET_GROUP class. Apply any filter criteria to identify the correct groups for your mission.
-- Only these slots or units will be able to execute the mission and will receive tasks for this mission, once available.
--
-- ### 1.3. Define the **EWR network**:
--
-- As part of the TASK\_A2A\_DISPATCHER constructor, an EWR network must be given as the third parameter.
-- An EWR network, or, Early Warning Radar network, is used to early detect potential airborne targets and to understand the position of patrolling targets of the enemy.
--
-- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia5.JPG)
--
-- Typically EWR networks are setup using 55G6 EWR, 1L13 EWR, Hawk sr and Patriot str ground based radar units.
-- These radars have different ranges and 55G6 EWR and 1L13 EWR radars are Eastern Bloc units (eg Russia, Ukraine, Georgia) while the Hawk and Patriot radars are Western (eg US).
-- Additionally, ANY other radar capable unit can be part of the EWR network! Also AWACS airborne units, planes, helicopters can help to detect targets, as long as they have radar.
-- The position of these units is very important as they need to provide enough coverage
-- to pick up enemy aircraft as they approach so that CAP and GCI flights can be tasked to intercept them.
--
-- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia7.JPG)
--
-- Additionally in a hot war situation where the border is no longer respected the placement of radars has a big effect on how fast the war escalates.
-- For example if they are a long way forward and can detect enemy planes on the ground and taking off
-- they will start to vector CAP and GCI flights to attack them straight away which will immediately draw a response from the other coalition.
-- Having the radars further back will mean a slower escalation because fewer targets will be detected and
-- 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 TASK\_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.
--
-- See the following example to setup an EWR network containing EWR stations and AWACS.
--
-- local EWRSet = SET_GROUP:New():FilterPrefixes( "EWR" ):FilterCoalitions("red"):FilterStart()
--
-- local EWRDetection = DETECTION_AREAS:New( EWRSet, 6000 )
-- EWRDetection:SetFriendliesRange( 10000 )
-- EWRDetection:SetRefreshTimeInterval(30)
--
-- -- Setup the A2A dispatcher, and initialize it.
-- A2ADispatcher = TASK_A2A_DISPATCHER:New( Mission, AttackGroups, EWRDetection )
--
-- The above example creates a SET_GROUP instance, and stores this in the variable (object) **EWRSet**.
-- **EWRSet** is then being configured to filter all active groups with a group name starting with **EWR** to be included in the Set.
-- **EWRSet** is then being ordered to start the dynamic filtering. Note that any destroy or new spawn of a group with the above names will be removed or added to the Set.
-- Then a new **EWRDetection** object is created from the class DETECTION_AREAS. A grouping radius of 6000 is choosen, which is 6km.
-- The **EWRDetection** object is then passed to the @{#TASK_A2A_DISPATCHER.New}() method to indicate the EWR network configuration and setup the A2A tasking and detection mechanism.
--
-- ### 2. Define the detected **target grouping radius**:
--
-- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia8.JPG)
--
-- 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.
-- Fast planes like in the 80s, need a larger radius than WWII planes.
-- Typically I suggest to use 30000 for new generation planes and 10000 for older era aircraft.
--
-- Note that detected targets are constantly re-grouped, that is, when certain detected aircraft are moving further than the group radius, then these aircraft will become a separate
-- group being detected. This may result in additional GCI being started by the dispatcher! So don't make this value too small!
--
-- ## 3. Set the **Engage radius**:
--
-- Define the radius to engage any target by airborne friendlies, which are executing cap or returning from an intercept mission.
--
-- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia11.JPG)
--
-- So, if there is a target area detected and reported,
-- then any friendlies that are airborne near this target area,
-- will be commanded to (re-)engage that target when available (if no other tasks were commanded).
-- For example, if 100000 is given as a value, then any friendly that is airborne within 100km from the detected target,
-- will be considered to receive the command to engage that target area.
-- You need to evaluate the value of this parameter carefully.
-- If too small, more intercept missions may be triggered upon detected target areas.
-- If too large, any airborne cap may not be able to reach the detected target area in time, because it is too far.
--
-- ## 4. Set **Scoring** and **Messages**:
--
-- The TASK\_A2A\_DISPATCHER is a state machine. It triggers the event Assign when a new player joins a @{Task} dispatched by the TASK\_A2A\_DISPATCHER.
-- An _event handler_ can be defined to catch the **Assign** event, and add **additional processing** to set _scoring_ and to _define messages_,
-- when the player reaches certain achievements in the task.
--
-- The prototype to handle the **Assign** event needs to be developed as follows:
--
-- TaskDispatcher = TASK_A2A_DISPATCHER:New( ... )
--
-- --- @param #TaskDispatcher self
-- -- @param #string From Contains the name of the state from where the Event was triggered.
-- -- @param #string Event Contains the name of the event that was triggered. In this case Assign.
-- -- @param #string To Contains the name of the state that will be transitioned to.
-- -- @param Tasking.Task_A2A#TASK_A2A Task The Task object, which is any derived object from TASK_A2A.
-- -- @param Wrapper.Unit#UNIT TaskUnit The Unit or Client that contains the Player.
-- -- @param #string PlayerName The name of the Player that joined the TaskUnit.
-- function TaskDispatcher:OnAfterAssign( From, Event, To, Task, TaskUnit, PlayerName )
-- Task:SetScoreOnProgress( PlayerName, 20, TaskUnit )
-- Task:SetScoreOnSuccess( PlayerName, 200, TaskUnit )
-- Task:SetScoreOnFail( PlayerName, -100, TaskUnit )
-- end
--
-- The **OnAfterAssign** method (function) is added to the TaskDispatcher object.
-- This method will be called when a new player joins a unit in the set of groups in scope of the dispatcher.
-- So, this method will be called only **ONCE** when a player joins a unit in scope of the task.
--
-- The TASK class implements various methods to additional **set scoring** for player achievements:
--
-- * @{Tasking.Task#TASK.SetScoreOnProgress}() will add additional scores when a player achieves **Progress** while executing the task.
-- Examples of **task progress** can be destroying units, arriving at zones etc.
--
-- * @{Tasking.Task#TASK.SetScoreOnSuccess}() will add additional scores when the task goes into **Success** state.
-- This means the **task has been successfully completed**.
--
-- * @{Tasking.Task#TASK.SetScoreOnSuccess}() will add additional (negative) scores when the task goes into **Failed** state.
-- This means the **task has not been successfully completed**, and the scores must be given with a negative value!
--
-- @field #TASK_A2A_DISPATCHER
TASK_A2A_DISPATCHER = {
ClassName = "TASK_A2A_DISPATCHER",
Mission = nil,
Detection = nil,
Tasks = {},
SweepZones = {},
}
--- TASK_A2A_DISPATCHER constructor.
-- @param #TASK_A2A_DISPATCHER self
-- @param Tasking.Mission#MISSION Mission The mission for which the task dispatching is done.
-- @param Set#SET_GROUP SetGroup The set of groups that can join the tasks within the mission.
-- @param Functional.Detection#DETECTION_BASE Detection The detection results that are used to dynamically assign new tasks to human players.
-- @return #TASK_A2A_DISPATCHER self
function TASK_A2A_DISPATCHER:New( Mission, SetGroup, Detection )
-- Inherits from DETECTION_MANAGER
local self = BASE:Inherit( self, DETECTION_MANAGER:New( SetGroup, Detection ) ) -- #TASK_A2A_DISPATCHER
self.Detection = Detection
self.Mission = Mission
-- TODO: Check detection through radar.
self.Detection:FilterCategories( Unit.Category.AIRPLANE, Unit.Category.HELICOPTER )
self.Detection:InitDetectRadar( true )
self.Detection:SetRefreshTimeInterval( 30 )
self:AddTransition( "Started", "Assign", "Started" )
--- OnAfter Transition Handler for Event Assign.
-- @function [parent=#TASK_A2A_DISPATCHER] OnAfterAssign
-- @param #TASK_A2A_DISPATCHER self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @param Tasking.Task_A2A#TASK_A2A Task
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param #string PlayerName
self:__Start( 5 )
return self
end
--- Define the radius to when an ENGAGE task will be generated for any nearby by airborne friendlies, which are executing cap or returning from an intercept mission.
-- So, if there is a target area detected and reported,
-- then any friendlies that are airborne near this target area,
-- will be commanded to (re-)engage that target when available (if no other tasks were commanded).
-- An ENGAGE task will be created for those pilots.
-- For example, if 100000 is given as a value, then any friendly that is airborne within 100km from the detected target,
-- will be considered to receive the command to engage that target area.
-- You need to evaluate the value of this parameter carefully.
-- If too small, more intercept missions may be triggered upon detected target areas.
-- If too large, any airborne cap may not be able to reach the detected target area in time, because it is too far.
-- @param #TASK_A2A_DISPATCHER self
-- @param #number EngageRadius (Optional, Default = 100000) The radius to report friendlies near the target.
-- @return #TASK_A2A_DISPATCHER
-- @usage
--
-- -- Set 50km as the radius to engage any target by airborne friendlies.
-- TaskA2ADispatcher:SetEngageRadius( 50000 )
--
-- -- Set 100km as the radius to engage any target by airborne friendlies.
-- TaskA2ADispatcher:SetEngageRadius() -- 100000 is the default value.
--
function TASK_A2A_DISPATCHER:SetEngageRadius( EngageRadius )
self.Detection:SetFriendliesRange( EngageRadius or 100000 )
return self
end
--- Creates an INTERCEPT task when there are targets for it.
-- @param #TASK_A2A_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
-- @return Set#SET_UNIT TargetSetUnit: The target set of units.
-- @return #nil If there are no targets to be set.
function TASK_A2A_DISPATCHER:EvaluateINTERCEPT( DetectedItem )
self:F( { DetectedItem.ItemID } )
local DetectedSet = DetectedItem.Set
local DetectedZone = DetectedItem.Zone
-- Check if there is at least one UNIT in the DetectedSet is visible.
if DetectedItem.IsDetected == true then
-- Here we're doing something advanced... We're copying the DetectedSet.
local TargetSetUnit = SET_UNIT:New()
TargetSetUnit:SetDatabase( DetectedSet )
TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
return TargetSetUnit
end
return nil
end
--- Creates an SWEEP task when there are targets for it.
-- @param #TASK_A2A_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
-- @return Set#SET_UNIT TargetSetUnit: The target set of units.
-- @return #nil If there are no targets to be set.
function TASK_A2A_DISPATCHER:EvaluateSWEEP( DetectedItem )
self:F( { DetectedItem.ItemID } )
local DetectedSet = DetectedItem.Set
local DetectedZone = DetectedItem.Zone
if DetectedItem.IsDetected == false then
-- Here we're doing something advanced... We're copying the DetectedSet.
local TargetSetUnit = SET_UNIT:New()
TargetSetUnit:SetDatabase( DetectedSet )
TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
return TargetSetUnit
end
return nil
end
--- Creates an ENGAGE task when there are human friendlies airborne near the targets.
-- @param #TASK_A2A_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
-- @return Set#SET_UNIT TargetSetUnit: The target set of units.
-- @return #nil If there are no targets to be set.
function TASK_A2A_DISPATCHER:EvaluateENGAGE( DetectedItem )
self:F( { DetectedItem.ItemID } )
local DetectedSet = DetectedItem.Set
local DetectedZone = DetectedItem.Zone
local PlayersCount, PlayersReport = self:GetPlayerFriendliesNearBy( DetectedItem )
-- Only allow ENGAGE when there are Players near the zone, and when the Area has detected items since the last run in a 60 seconds time zone.
if PlayersCount > 0 and DetectedItem.IsDetected == true then
-- Here we're doing something advanced... We're copying the DetectedSet.
local TargetSetUnit = SET_UNIT:New()
TargetSetUnit:SetDatabase( DetectedSet )
TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
return TargetSetUnit
end
return nil
end
--- Evaluates the removal of the Task from the Mission.
-- Can only occur when the DetectedItem is Changed AND the state of the Task is "Planned".
-- @param #TASK_A2A_DISPATCHER self
-- @param Tasking.Mission#MISSION Mission
-- @param Tasking.Task#TASK Task
-- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Detection#DETECTION_BASE} derived object.
-- @param #boolean DetectedItemID
-- @param #boolean DetectedItemChange
-- @return Tasking.Task#TASK
function TASK_A2A_DISPATCHER:EvaluateRemoveTask( Mission, Task, Detection, DetectedItem, DetectedItemIndex, DetectedItemChanged )
if Task then
if Task:IsStatePlanned() then
local TaskName = Task:GetName()
local TaskType = TaskName:match( "(%u+)%.%d+" )
self:T2( { TaskType = TaskType } )
local Remove = false
local IsPlayers = Detection:IsPlayersNearBy( DetectedItem )
if TaskType == "ENGAGE" then
if IsPlayers == false then
Remove = true
end
end
if TaskType == "INTERCEPT" then
if IsPlayers == true then
Remove = true
end
if DetectedItem.IsDetected == false then
Remove = true
end
end
if TaskType == "SWEEP" then
if DetectedItem.IsDetected == true then
Remove = true
end
end
local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT
--DetectedSet:Flush()
--self:E( { DetectedSetCount = DetectedSet:Count() } )
if DetectedSet:Count() == 0 then
Remove = true
end
if DetectedItemChanged == true or Remove then
Task = self:RemoveTask( DetectedItemIndex )
end
end
end
return Task
end
--- Calculates which friendlies are nearby the area
-- @param #TASK_A2A_DISPATCHER self
-- @param DetectedItem
-- @return #number, Core.CommandCenter#REPORT
function TASK_A2A_DISPATCHER:GetFriendliesNearBy( DetectedItem )
local DetectedSet = DetectedItem.Set
local FriendlyUnitsNearBy = self.Detection:GetFriendliesNearBy( DetectedItem )
local FriendlyTypes = {}
local FriendliesCount = 0
if FriendlyUnitsNearBy then
local DetectedTreatLevel = DetectedSet:CalculateThreatLevelA2G()
for FriendlyUnitName, FriendlyUnitData in pairs( FriendlyUnitsNearBy ) do
local FriendlyUnit = FriendlyUnitData -- Wrapper.Unit#UNIT
if FriendlyUnit:IsAirPlane() then
local FriendlyUnitThreatLevel = FriendlyUnit:GetThreatLevel()
FriendliesCount = FriendliesCount + 1
local FriendlyType = FriendlyUnit:GetTypeName()
FriendlyTypes[FriendlyType] = FriendlyTypes[FriendlyType] and ( FriendlyTypes[FriendlyType] + 1 ) or 1
if DetectedTreatLevel < FriendlyUnitThreatLevel + 2 then
end
end
end
end
--self:E( { FriendliesCount = FriendliesCount } )
local FriendlyTypesReport = REPORT:New()
if FriendliesCount > 0 then
for FriendlyType, FriendlyTypeCount in pairs( FriendlyTypes ) do
FriendlyTypesReport:Add( string.format("%d of %s", FriendlyTypeCount, FriendlyType ) )
end
else
FriendlyTypesReport:Add( "-" )
end
return FriendliesCount, FriendlyTypesReport
end
--- Calculates which HUMAN friendlies are nearby the area
-- @param #TASK_A2A_DISPATCHER self
-- @param DetectedItem
-- @return #number, Core.CommandCenter#REPORT
function TASK_A2A_DISPATCHER:GetPlayerFriendliesNearBy( DetectedItem )
local DetectedSet = DetectedItem.Set
local PlayersNearBy = self.Detection:GetPlayersNearBy( DetectedItem )
local PlayerTypes = {}
local PlayersCount = 0
if PlayersNearBy then
local DetectedTreatLevel = DetectedSet:CalculateThreatLevelA2G()
for PlayerUnitName, PlayerUnitData in pairs( PlayersNearBy ) do
local PlayerUnit = PlayerUnitData -- Wrapper.Unit#UNIT
local PlayerName = PlayerUnit:GetPlayerName()
--self:E( { PlayerName = PlayerName, PlayerUnit = PlayerUnit } )
if PlayerUnit:IsAirPlane() and PlayerName ~= nil then
local FriendlyUnitThreatLevel = PlayerUnit:GetThreatLevel()
PlayersCount = PlayersCount + 1
local PlayerType = PlayerUnit:GetTypeName()
PlayerTypes[PlayerName] = PlayerType
if DetectedTreatLevel < FriendlyUnitThreatLevel + 2 then
end
end
end
end
--self:E( { PlayersCount = PlayersCount } )
local PlayerTypesReport = REPORT:New()
if PlayersCount > 0 then
for PlayerName, PlayerType in pairs( PlayerTypes ) do
PlayerTypesReport:Add( string.format('"%s" in %s', PlayerName, PlayerType ) )
end
else
PlayerTypesReport:Add( "-" )
end
return PlayersCount, PlayerTypesReport
end
function TASK_A2A_DISPATCHER:RemoveTask( TaskIndex )
self.Mission:RemoveTask( self.Tasks[TaskIndex] )
self.Tasks[TaskIndex] = nil
end
--- Assigns tasks in relation to the detected items to the @{Set#SET_GROUP}.
-- @param #TASK_A2A_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Detection#DETECTION_BASE} derived object.
-- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop.
function TASK_A2A_DISPATCHER:ProcessDetected( Detection )
self:E()
local AreaMsg = {}
local TaskMsg = {}
local ChangeMsg = {}
local Mission = self.Mission
if Mission:IsIDLE() or Mission:IsENGAGED() then
local TaskReport = REPORT:New()
-- Checking the task queue for the dispatcher, and removing any obsolete task!
for TaskIndex, TaskData in pairs( self.Tasks ) do
local Task = TaskData -- Tasking.Task#TASK
if Task:IsStatePlanned() then
local DetectedItem = Detection:GetDetectedItem( TaskIndex )
if not DetectedItem then
local TaskText = Task:GetName()
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
Mission:GetCommandCenter():MessageToGroup( string.format( "Obsolete A2A task %s for %s removed.", TaskText, Mission:GetName() ), TaskGroup )
end
Task = self:RemoveTask( TaskIndex )
end
end
end
-- Now that all obsolete tasks are removed, loop through the detected targets.
for DetectedItemID, DetectedItem in pairs( Detection:GetDetectedItems() ) do
local DetectedItem = DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem
local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT
local DetectedCount = DetectedSet:Count()
local DetectedZone = DetectedItem.Zone
--self:E( { "Targets in DetectedItem", DetectedItem.ItemID, DetectedSet:Count(), tostring( DetectedItem ) } )
--DetectedSet:Flush()
local DetectedID = DetectedItem.ID
local TaskIndex = DetectedItem.Index
local DetectedItemChanged = DetectedItem.Changed
local Task = self.Tasks[TaskIndex]
Task = self:EvaluateRemoveTask( Mission, Task, Detection, DetectedItem, TaskIndex, DetectedItemChanged ) -- Task will be removed if it is planned and changed.
-- Evaluate INTERCEPT
if not Task and DetectedCount > 0 then
local TargetSetUnit = self:EvaluateENGAGE( DetectedItem ) -- Returns a SetUnit if there are targets to be INTERCEPTed...
if TargetSetUnit then
Task = TASK_A2A_ENGAGE:New( Mission, self.SetGroup, string.format( "ENGAGE.%03d", DetectedID ), TargetSetUnit )
Task:SetDetection( Detection, TaskIndex )
else
local TargetSetUnit = self:EvaluateINTERCEPT( DetectedItem ) -- Returns a SetUnit if there are targets to be INTERCEPTed...
if TargetSetUnit then
Task = TASK_A2A_INTERCEPT:New( Mission, self.SetGroup, string.format( "INTERCEPT.%03d", DetectedID ), TargetSetUnit )
Task:SetDetection( Detection, TaskIndex )
else
local TargetSetUnit = self:EvaluateSWEEP( DetectedItem ) -- Returns a SetUnit
if TargetSetUnit then
Task = TASK_A2A_SWEEP:New( Mission, self.SetGroup, string.format( "SWEEP.%03d", DetectedID ), TargetSetUnit )
Task:SetDetection( Detection, TaskIndex )
end
end
end
if Task then
self.Tasks[TaskIndex] = Task
Task:SetTargetZone( DetectedZone, DetectedItem.Coordinate.y, DetectedItem.Coordinate.Heading )
Task:SetDispatcher( self )
Mission:AddTask( Task )
TaskReport:Add( Task:GetName() )
else
self:E("This should not happen")
end
end
if Task then
local FriendliesCount, FriendliesReport = self:GetFriendliesNearBy( DetectedItem )
Task:SetInfo( "Friendlies", string.format( "%d ( %s )", FriendliesCount, FriendliesReport:Text( "," ) ), 30 )
local PlayersCount, PlayersReport = self:GetPlayerFriendliesNearBy( DetectedItem )
Task:SetInfo( "Players", string.format( "%d ( %s )", PlayersCount, PlayersReport:Text( "," ) ), 31 )
end
-- OK, so the tasking has been done, now delete the changes reported for the area.
Detection:AcceptChanges( DetectedItem )
end
-- TODO set menus using the HQ coordinator
Mission:GetCommandCenter():SetMenu()
local TaskText = TaskReport:Text(", ")
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
if ( not Mission:IsGroupAssigned(TaskGroup) ) and TaskText ~= "" then
Mission:GetCommandCenter():MessageToGroup( string.format( "%s has tasks %s. Subscribe to a task using the radio menu.", Mission:GetName(), TaskText ), TaskGroup )
end
end
end
return true
end
end

View File

@@ -2,67 +2,13 @@
--
-- ![Banner Image](..\Presentations\TASK_A2G\Dia1.JPG)
--
-- ====
--
-- # 1) @{Task_A2G#TASK_A2G} class, extends @{Task#TASK}
-- ### Author: **Sven Van de Velde (FlightControl)**
--
-- The @{#TASK_A2G} class defines Air To Ground tasks for a @{Set} of Target Units,
-- based on the tasking capabilities defined in @{Task#TASK}.
-- The TASK_A2G is implemented using a @{Statemachine#FSM_TASK}, and has the following statuses:
--
-- * **None**: Start of the process
-- * **Planned**: The A2G task is planned.
-- * **Assigned**: The A2G task is assigned to a @{Group#GROUP}.
-- * **Success**: The A2G task is successfully completed.
-- * **Failed**: The A2G task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
--
-- # 1.1) Set the scoring of achievements in an A2G attack.
--
-- Scoring or penalties can be given in the following circumstances:
--
-- * @{#TASK_A2G.SetScoreOnDestroy}(): Set a score when a target in scope of the A2G attack, has been destroyed.
-- * @{#TASK_A2G.SetScoreOnSuccess}(): Set a score when all the targets in scope of the A2G attack, have been destroyed.
-- * @{#TASK_A2G.SetPenaltyOnFailed}(): Set a penalty when the A2G attack has failed.
--
-- # 2) @{Task_A2G#TASK_SEAD} class, extends @{Task_A2G#TASK_A2G}
--
-- The @{#TASK_SEAD} class defines a SEAD task for a @{Set} of Target Units.
--
-- ===
--
-- # 3) @{Task_A2G#TASK_CAS} class, extends @{Task_A2G#TASK_A2G}
--
-- The @{#TASK_CAS} class defines a CAS task for a @{Set} of Target Units.
--
-- ===
--
-- # 4) @{Task_A2G#TASK_BAI} class, extends @{Task_A2G#TASK_A2G}
--
-- The @{#TASK_BAI} class defines a BAI task for a @{Set} of Target Units.
-- ### Contributions:
--
-- ====
--
-- # **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:
--
-- 2017-03-09: Revised version.
--
-- ===
--
-- # **AUTHORS and CONTRIBUTIONS**
--
-- ### Contributions:
--
-- * **[WingThor]**: Concept, Advice & Testing.
--
-- ### Authors:
--
-- * **FlightControl**: Concept, Design & Programming.
--
-- @module Task_A2G
@@ -72,6 +18,28 @@ do -- TASK_A2G
-- @type TASK_A2G
-- @field Set#SET_UNIT TargetSetUnit
-- @extends Tasking.Task#TASK
--- # TASK_A2G class, extends @{Task#TASK}
--
-- The TASK_A2G class defines Air To Ground tasks for a @{Set} of Target Units,
-- based on the tasking capabilities defined in @{Task#TASK}.
-- The TASK_A2G is implemented using a @{Fsm#FSM_TASK}, and has the following statuses:
--
-- * **None**: Start of the process
-- * **Planned**: The A2G task is planned.
-- * **Assigned**: The A2G task is assigned to a @{Group#GROUP}.
-- * **Success**: The A2G task is successfully completed.
-- * **Failed**: The A2G task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
--
-- ## Set the scoring of achievements in an A2G attack.
--
-- Scoring or penalties can be given in the following circumstances:
--
-- * @{#TASK_A2G.SetScoreOnDestroy}(): Set a score when a target in scope of the A2G attack, has been destroyed.
-- * @{#TASK_A2G.SetScoreOnSuccess}(): Set a score when all the targets in scope of the A2G attack, have been destroyed.
-- * @{#TASK_A2G.SetPenaltyOnFailed}(): Set a penalty when the A2G attack has failed.
--
-- @field #TASK_A2G
TASK_A2G = {
ClassName = "TASK_A2G",
}
@@ -92,7 +60,7 @@ do -- TASK_A2G
self.TargetSetUnit = TargetSetUnit
self.TaskType = TaskType
local Fsm = self:GetUnitProcess()
@@ -107,14 +75,14 @@ do -- TASK_A2G
Fsm:AddTransition( { "ArrivedAtRendezVous", "HoldingAtRendezVous" }, "Engage", "Engaging" )
Fsm:AddTransition( { "ArrivedAtRendezVous", "HoldingAtRendezVous" }, "HoldAtRendezVous", "HoldingAtRendezVous" )
Fsm:AddProcess ( "Engaging", "Account", ACT_ACCOUNT_DEADS:New( self.TargetSetUnit, self.TaskType ), { Accounted = "Success" } )
Fsm:AddProcess ( "Engaging", "Account", ACT_ACCOUNT_DEADS:New(), {} )
Fsm:AddTransition( "Engaging", "RouteToTarget", "Engaging" )
Fsm:AddProcess( "Engaging", "RouteToTargetZone", ACT_ROUTE_ZONE:New(), {} )
Fsm:AddProcess( "Engaging", "RouteToTargetPoint", ACT_ROUTE_POINT:New(), {} )
Fsm:AddTransition( "Engaging", "RouteToTargets", "Engaging" )
Fsm:AddTransition( "Accounted", "DestroyedAll", "Accounted" )
Fsm:AddTransition( "Accounted", "Success", "Success" )
--Fsm:AddTransition( "Accounted", "DestroyedAll", "Accounted" )
--Fsm:AddTransition( "Accounted", "Success", "Success" )
Fsm:AddTransition( "Rejected", "Reject", "Aborted" )
Fsm:AddTransition( "Failed", "Fail", "Failed" )
@@ -173,9 +141,9 @@ do -- TASK_A2G
else
local TargetUnit = Task.TargetSetUnit:GetFirst() -- Wrapper.Unit#UNIT
if TargetUnit then
local Coordinate = TargetUnit:GetCoordinate()
self:T( { TargetCoordinate = Coordinate, Coordinate:GetX(), Coordinate:GetAlt(), Coordinate:GetZ() } )
Task:SetTargetCoordinate( TargetUnit:GetCoordinate(), TaskUnit )
local Coordinate = TargetUnit:GetPointVec3()
self:T( { TargetCoordinate = Coordinate, Coordinate:GetX(), Coordinate:GetY(), Coordinate:GetZ() } )
Task:SetTargetCoordinate( Coordinate, TaskUnit )
end
self:__RouteToTargetPoint( 0.1 )
end
@@ -197,6 +165,15 @@ do -- TASK_A2G
return self
end
--- @param #TASK_A2G self
-- @param Core.Set#SET_UNIT TargetSetUnit The set of targets.
function TASK_A2G:SetTargetSetUnit( TargetSetUnit )
self.TargetSetUnit = TargetSetUnit
end
--- @param #TASK_A2G self
function TASK_A2G:GetPlannedMenuText()
@@ -299,175 +276,461 @@ do -- TASK_A2G
return ActRouteTarget:GetZone()
end
function TASK_A2G:SetGoalTotal()
self.GoalTotal = self.TargetSetUnit:Count()
end
function TASK_A2G:GetGoalTotal()
return self.GoalTotal
end
end
do -- TASK_A2G_SEAD
--- The TASK_A2G_SEAD class
-- @type TASK_A2G_SEAD
-- @field Set#SET_UNIT TargetSetUnit
-- @extends Tasking.Task#TASK
--- # TASK_A2G_SEAD class, extends @{Task_A2G#TASK_A2G}
--
-- The TASK_A2G_SEAD class defines an Suppression or Extermination of Air Defenses task for a human player to be executed.
-- These tasks are important to be executed as they will help to achieve air superiority at the vicinity.
--
-- The TASK_A2G_SEAD is used by the @{Task_A2G_Dispatcher#TASK_A2G_DISPATCHER} to automatically create SEAD tasks
-- based on detected enemy ground targets.
--
-- @field #TASK_A2G_SEAD
TASK_A2G_SEAD = {
ClassName = "TASK_A2G_SEAD",
}
--- Instantiates a new TASK_A2G_SEAD.
-- @param #TASK_A2G_SEAD self
-- @param Tasking.Mission#MISSION Mission
-- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
-- @param #string TaskName The name of the Task.
-- @param Core.Set#SET_UNIT TargetSetUnit
-- @param #string TaskBriefing The briefing of the task.
-- @return #TASK_A2G_SEAD self
function TASK_A2G_SEAD:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)
local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "SEAD", TaskBriefing ) ) -- #TASK_A2G_SEAD
self:F()
Mission:AddTask( self )
self:SetBriefing(
TaskBriefing or
"Execute a Suppression of Enemy Air Defenses."
)
return self
end
function TASK_A2G_SEAD:UpdateTaskInfo()
local TargetCoordinate = self.Detection and self.Detection:GetDetectedItemCoordinate( self.DetectedItemIndex ) or self.TargetSetUnit:GetFirst():GetCoordinate()
self:SetInfo( "Coordinates", TargetCoordinate, 0 )
local ThreatLevel, ThreatText
if self.Detection then
ThreatLevel, ThreatText = self.Detection:GetDetectedItemThreatLevel( self.DetectedItemIndex )
else
ThreatLevel, ThreatText = self.TargetSetUnit:CalculateThreatLevelA2G()
end
self:SetInfo( "Threat", ThreatText .. " [" .. string.rep( "", ThreatLevel ) .. "]", 11 )
if self.Detection then
local DetectedItemsCount = self.TargetSetUnit:Count()
local ReportTypes = REPORT:New()
local TargetTypes = {}
for TargetUnitName, TargetUnit in pairs( self.TargetSetUnit:GetSet() ) do
local TargetType = self.Detection:GetDetectedUnitTypeName( TargetUnit )
if not TargetTypes[TargetType] then
TargetTypes[TargetType] = TargetType
ReportTypes:Add( TargetType )
end
end
self:SetInfo( "Targets", string.format( "%d of %s", DetectedItemsCount, ReportTypes:Text( ", " ) ), 10 )
else
local DetectedItemsCount = self.TargetSetUnit:Count()
local DetectedItemsTypes = self.TargetSetUnit:GetTypeNames()
self:SetInfo( "Targets", string.format( "%d of %s", DetectedItemsCount, DetectedItemsTypes ), 10 )
end
end
function TASK_A2G_SEAD:ReportOrder( ReportGroup )
local Coordinate = self:GetInfo( "Coordinates" )
--local Coordinate = self.TaskInfo.Coordinates.TaskInfoText
local Distance = ReportGroup:GetCoordinate():Get2DDistance( Coordinate )
return Distance
end
--- @param #TASK_A2G_SEAD self
function TASK_A2G_SEAD:onafterGoal( TaskUnit, From, Event, To )
local TargetSetUnit = self.TargetSetUnit -- Core.Set#SET_UNIT
if TargetSetUnit:Count() == 0 then
self:Success()
end
self:__Goal( -10 )
end
--- Set a score when a target in scope of the A2G attack, has been destroyed .
-- @param #TASK_A2G self
-- @param #string Text The text to display to the player, when the target has been destroyed.
-- @param #number Score The score in points.
-- @param #TASK_A2G_SEAD self
-- @param #string PlayerName The name of the player.
-- @param #number Score The score in points to be granted when task process has been achieved.
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK_A2G
function TASK_A2G:SetScoreOnDestroy( Text, Score, TaskUnit )
self:F( { Text, Score, TaskUnit } )
-- @return #TASK_A2G_SEAD
function TASK_A2G_SEAD:SetScoreOnProgress( PlayerName, Score, TaskUnit )
self:F( { PlayerName, Score, TaskUnit } )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScoreProcess( "Engaging", "Account", "Account", Text, Score )
ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has SEADed a target.", Score )
return self
end
--- Set a score when all the targets in scope of the A2G attack, have been destroyed.
-- @param #TASK_A2G self
-- @param #string Text The text to display to the player, when all targets hav been destroyed.
-- @param #TASK_A2G_SEAD self
-- @param #string PlayerName The name of the player.
-- @param #number Score The score in points.
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK_A2G
function TASK_A2G:SetScoreOnSuccess( Text, Score, TaskUnit )
self:F( { Text, Score, TaskUnit } )
-- @return #TASK_A2G_SEAD
function TASK_A2G_SEAD:SetScoreOnSuccess( PlayerName, Score, TaskUnit )
self:F( { PlayerName, Score, TaskUnit } )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Success", Text, Score )
ProcessUnit:AddScore( "Success", "All radar emitting targets have been successfully SEADed!", Score )
return self
end
--- Set a penalty when the A2G attack has failed.
-- @param #TASK_A2G self
-- @param #string Text The text to display to the player, when the A2G attack has failed.
-- @param #number Penalty The penalty in points.
-- @param #TASK_A2G_SEAD self
-- @param #string PlayerName The name of the player.
-- @param #number Penalty The penalty in points, must be a negative value!
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK_A2G
function TASK_A2G:SetPenaltyOnFailed( Text, Penalty, TaskUnit )
self:F( { Text, Score, TaskUnit } )
-- @return #TASK_A2G_SEAD
function TASK_A2G_SEAD:SetScoreOnFail( PlayerName, Penalty, TaskUnit )
self:F( { PlayerName, Penalty, TaskUnit } )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Failed", Text, Penalty )
ProcessUnit:AddScore( "Failed", "The SEADing has failed!", Penalty )
return self
end
end
end
do -- TASK_SEAD
do -- TASK_A2G_BAI
--- The TASK_SEAD class
-- @type TASK_SEAD
--- The TASK_A2G_BAI class
-- @type TASK_A2G_BAI
-- @field Set#SET_UNIT TargetSetUnit
-- @extends Tasking.Task#TASK
TASK_SEAD = {
ClassName = "TASK_SEAD",
--- # TASK_A2G_BAI class, extends @{Task_A2G#TASK_A2G}
--
-- The TASK_A2G_BAI class defines an Battlefield Air Interdiction task for a human player to be executed.
-- These tasks are more strategic in nature and are most of the time further away from friendly forces.
-- BAI tasks can also be used to express the abscence of friendly forces near the vicinity.
--
-- The TASK_A2G_BAI is used by the @{Task_A2G_Dispatcher#TASK_A2G_DISPATCHER} to automatically create BAI tasks
-- based on detected enemy ground targets.
--
-- @field #TASK_A2G_BAI
TASK_A2G_BAI = {
ClassName = "TASK_A2G_BAI",
}
--- Instantiates a new TASK_SEAD.
-- @param #TASK_SEAD self
--- Instantiates a new TASK_A2G_BAI.
-- @param #TASK_A2G_BAI self
-- @param Tasking.Mission#MISSION Mission
-- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
-- @param #string TaskName The name of the Task.
-- @param Core.Set#SET_UNIT TargetSetUnit
-- @param #string TaskBriefing The briefing of the task.
-- @return #TASK_SEAD self
function TASK_SEAD:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "SEAD", TaskBriefing ) ) -- #TASK_SEAD
-- @return #TASK_A2G_BAI self
function TASK_A2G_BAI:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "BAI", TaskBriefing ) ) -- #TASK_A2G_BAI
self:F()
Mission:AddTask( self )
local TargetCoord = TargetSetUnit:GetFirst():GetCoordinate()
local TargetPositionText = TargetCoord:ToString()
local TargetThreatLevel = TargetSetUnit:CalculateThreatLevelA2G()
self:SetBriefing(
TaskBriefing or
"Execute a Suppression of Enemy Air Defenses.\n" ..
"Initial Coordinates: " .. TargetPositionText .. "\n" ..
"Threat Level: [" .. string.rep( "", TargetThreatLevel ) .. "]"
"Execute a Battlefield Air Interdiction of a group of enemy targets."
)
return self
end
end
function TASK_A2G_BAI:UpdateTaskInfo()
self:E({self.Detection, self.DetectedItemIndex})
local TargetCoordinate = self.Detection and self.Detection:GetDetectedItemCoordinate( self.DetectedItemIndex ) or self.TargetSetUnit:GetFirst():GetCoordinate()
self:SetInfo( "Coordinates", TargetCoordinate, 0 )
local ThreatLevel, ThreatText
if self.Detection then
ThreatLevel, ThreatText = self.Detection:GetDetectedItemThreatLevel( self.DetectedItemIndex )
else
ThreatLevel, ThreatText = self.TargetSetUnit:CalculateThreatLevelA2G()
end
self:SetInfo( "Threat", ThreatText .. " [" .. string.rep( "", ThreatLevel ) .. "]", 11 )
if self.Detection then
local DetectedItemsCount = self.TargetSetUnit:Count()
local ReportTypes = REPORT:New()
local TargetTypes = {}
for TargetUnitName, TargetUnit in pairs( self.TargetSetUnit:GetSet() ) do
local TargetType = self.Detection:GetDetectedUnitTypeName( TargetUnit )
if not TargetTypes[TargetType] then
TargetTypes[TargetType] = TargetType
ReportTypes:Add( TargetType )
end
end
self:SetInfo( "Targets", string.format( "%d of %s", DetectedItemsCount, ReportTypes:Text( ", " ) ), 10 )
else
local DetectedItemsCount = self.TargetSetUnit:Count()
local DetectedItemsTypes = self.TargetSetUnit:GetTypeNames()
self:SetInfo( "Targets", string.format( "%d of %s", DetectedItemsCount, DetectedItemsTypes ), 10 )
end
end
function TASK_A2G_BAI:ReportOrder( ReportGroup )
local Coordinate = self:GetInfo( "Coordinates" )
--local Coordinate = self.TaskInfo.Coordinates.TaskInfoText
local Distance = ReportGroup:GetCoordinate():Get2DDistance( Coordinate )
return Distance
end
--- @param #TASK_A2G_BAI self
function TASK_A2G_BAI:onafterGoal( TaskUnit, From, Event, To )
local TargetSetUnit = self.TargetSetUnit -- Core.Set#SET_UNIT
if TargetSetUnit:Count() == 0 then
self:Success()
end
self:__Goal( -10 )
end
--- Set a score when a target in scope of the A2G attack, has been destroyed .
-- @param #TASK_A2G_BAI self
-- @param #string PlayerName The name of the player.
-- @param #number Score The score in points to be granted when task process has been achieved.
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK_A2G_BAI
function TASK_A2G_BAI:SetScoreOnProgress( PlayerName, Score, TaskUnit )
self:F( { PlayerName, Score, TaskUnit } )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has destroyed a target in Battlefield Air Interdiction (BAI).", Score )
return self
end
--- Set a score when all the targets in scope of the A2G attack, have been destroyed.
-- @param #TASK_A2G_BAI self
-- @param #string PlayerName The name of the player.
-- @param #number Score The score in points.
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK_A2G_BAI
function TASK_A2G_BAI:SetScoreOnSuccess( PlayerName, Score, TaskUnit )
self:F( { PlayerName, Score, TaskUnit } )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Success", "All targets have been successfully destroyed! The Battlefield Air Interdiction (BAI) is a success!", Score )
return self
end
--- Set a penalty when the A2G attack has failed.
-- @param #TASK_A2G_BAI self
-- @param #string PlayerName The name of the player.
-- @param #number Penalty The penalty in points, must be a negative value!
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK_A2G_BAI
function TASK_A2G_BAI:SetScoreOnFail( PlayerName, Penalty, TaskUnit )
self:F( { PlayerName, Penalty, TaskUnit } )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Failed", "The Battlefield Air Interdiction (BAI) has failed!", Penalty )
return self
end
end
do -- TASK_BAI
do -- TASK_A2G_CAS
--- The TASK_BAI class
-- @type TASK_BAI
--- The TASK_A2G_CAS class
-- @type TASK_A2G_CAS
-- @field Set#SET_UNIT TargetSetUnit
-- @extends Tasking.Task#TASK
TASK_BAI = {
ClassName = "TASK_BAI",
--- # TASK_A2G_CAS class, extends @{Task_A2G#TASK_A2G}
--
-- The TASK_A2G_CAS class defines an Close Air Support task for a human player to be executed.
-- Friendly forces will be in the vicinity within 6km from the enemy.
--
-- The TASK_A2G_CAS is used by the @{Task_A2G_Dispatcher#TASK_A2G_DISPATCHER} to automatically create CAS tasks
-- based on detected enemy ground targets.
--
-- @field #TASK_A2G_CAS
TASK_A2G_CAS = {
ClassName = "TASK_A2G_CAS",
}
--- Instantiates a new TASK_BAI.
-- @param #TASK_BAI self
--- Instantiates a new TASK_A2G_CAS.
-- @param #TASK_A2G_CAS self
-- @param Tasking.Mission#MISSION Mission
-- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
-- @param #string TaskName The name of the Task.
-- @param Core.Set#SET_UNIT TargetSetUnit
-- @param #string TaskBriefing The briefing of the task.
-- @return #TASK_BAI self
function TASK_BAI:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "BAI", TaskBriefing ) ) -- #TASK_BAI
-- @return #TASK_A2G_CAS self
function TASK_A2G_CAS:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "CAS", TaskBriefing ) ) -- #TASK_A2G_CAS
self:F()
Mission:AddTask( self )
local TargetCoord = TargetSetUnit:GetFirst():GetCoordinate()
local TargetPositionText = TargetCoord:ToString()
local TargetThreatLevel = TargetSetUnit:CalculateThreatLevelA2G()
self:SetBriefing(
TaskBriefing or
"Execute a Battlefield Air Interdiction of a group of enemy targets.\n" ..
"Initial Coordinates: " .. TargetPositionText .. "\n" ..
"Threat Level: [" .. string.rep( "", TargetThreatLevel ) .. "]"
"Execute a Close Air Support for a group of enemy targets. " ..
"Beware of friendlies at the vicinity! "
)
return self
end
end
do -- TASK_CAS
--- The TASK_CAS class
-- @type TASK_CAS
-- @field Set#SET_UNIT TargetSetUnit
-- @extends Tasking.Task#TASK
TASK_CAS = {
ClassName = "TASK_CAS",
}
--- Instantiates a new TASK_CAS.
-- @param #TASK_CAS self
-- @param Tasking.Mission#MISSION Mission
-- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
-- @param #string TaskName The name of the Task.
-- @param Core.Set#SET_UNIT TargetSetUnit
-- @param #string TaskBriefing The briefing of the task.
-- @return #TASK_CAS self
function TASK_CAS:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "CAS", TaskBriefing ) ) -- #TASK_CAS
self:F()
function TASK_A2G_CAS:UpdateTaskInfo()
local TargetCoordinate = ( self.Detection and self.Detection:GetDetectedItemCoordinate( self.DetectedItemIndex ) ) or self.TargetSetUnit:GetFirst():GetCoordinate()
self:SetInfo( "Coordinates", TargetCoordinate, 0 )
Mission:AddTask( self )
local ThreatLevel, ThreatText
if self.Detection then
ThreatLevel, ThreatText = self.Detection:GetDetectedItemThreatLevel( self.DetectedItemIndex )
else
ThreatLevel, ThreatText = self.TargetSetUnit:CalculateThreatLevelA2G()
end
self:SetInfo( "Threat", ThreatText .. " [" .. string.rep( "", ThreatLevel ) .. "]", 11 )
if self.Detection then
local DetectedItemsCount = self.TargetSetUnit:Count()
local ReportTypes = REPORT:New()
local TargetTypes = {}
for TargetUnitName, TargetUnit in pairs( self.TargetSetUnit:GetSet() ) do
local TargetType = self.Detection:GetDetectedUnitTypeName( TargetUnit )
if not TargetTypes[TargetType] then
TargetTypes[TargetType] = TargetType
ReportTypes:Add( TargetType )
end
end
self:SetInfo( "Targets", string.format( "%d of %s", DetectedItemsCount, ReportTypes:Text( ", " ) ), 10 )
else
local DetectedItemsCount = self.TargetSetUnit:Count()
local DetectedItemsTypes = self.TargetSetUnit:GetTypeNames()
self:SetInfo( "Targets", string.format( "%d of %s", DetectedItemsCount, DetectedItemsTypes ), 10 )
end
end
--- @param #TASK_A2G_CAS self
function TASK_A2G_CAS:ReportOrder( ReportGroup )
local Coordinate = self:GetInfo( "Coordinates" )
local Distance = ReportGroup:GetCoordinate():Get2DDistance( Coordinate )
local TargetCoord = TargetSetUnit:GetFirst():GetCoordinate()
local TargetPositionText = TargetCoord:ToString()
local TargetThreatLevel = TargetSetUnit:CalculateThreatLevelA2G()
return Distance
end
--- @param #TASK_A2G_CAS self
function TASK_A2G_CAS:onafterGoal( TaskUnit, From, Event, To )
local TargetSetUnit = self.TargetSetUnit -- Core.Set#SET_UNIT
self:SetBriefing(
TaskBriefing or
"Execute a Close Air Support for a group of enemy targets.\n" ..
"Beware of friendlies at the vicinity!\n" ..
"Initial Coordinates: " .. TargetPositionText .. "\n" ..
"Threat Level: [" .. string.rep( "", TargetThreatLevel ) .. "]"
)
if TargetSetUnit:Count() == 0 then
self:Success()
end
self:__Goal( -10 )
end
--- Set a score when a target in scope of the A2G attack, has been destroyed .
-- @param #TASK_A2G_CAS self
-- @param #string PlayerName The name of the player.
-- @param #number Score The score in points to be granted when task process has been achieved.
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK_A2G_CAS
function TASK_A2G_CAS:SetScoreOnProgress( PlayerName, Score, TaskUnit )
self:F( { PlayerName, Score, TaskUnit } )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has destroyed a target in Close Air Support (CAS).", Score )
return self
end
end
--- Set a score when all the targets in scope of the A2G attack, have been destroyed.
-- @param #TASK_A2G_CAS self
-- @param #string PlayerName The name of the player.
-- @param #number Score The score in points.
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK_A2G_CAS
function TASK_A2G_CAS:SetScoreOnSuccess( PlayerName, Score, TaskUnit )
self:F( { PlayerName, Score, TaskUnit } )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Success", "All targets have been successfully destroyed! The Close Air Support (CAS) was a success!", Score )
return self
end
--- Set a penalty when the A2G attack has failed.
-- @param #TASK_A2G_CAS self
-- @param #string PlayerName The name of the player.
-- @param #number Penalty The penalty in points, must be a negative value!
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK_A2G_CAS
function TASK_A2G_CAS:SetScoreOnFail( PlayerName, Penalty, TaskUnit )
self:F( { PlayerName, Penalty, TaskUnit } )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Failed", "The Close Air Support (CAS) has failed!", Penalty )
return self
end
end

View File

@@ -1,45 +1,12 @@
--- **Tasking** - The TASK_A2G_DISPATCHER creates and manages player TASK_A2G tasks based on detected targets.
--
-- ===
-- ====
--
-- # 1) @{#TASK_A2G_DISPATCHER} class, extends @{#DETECTION_MANAGER}
-- ### Author: **Sven Van de Velde (FlightControl)**
--
-- The @{#TASK_A2G_DISPATCHER} class implements the dynamic dispatching of tasks upon groups of detected units determined a @{Set} of FAC (groups).
-- The FAC will detect units, will group them, and will dispatch @{Task}s to groups. Depending on the type of target detected, different tasks will be dispatched.
-- Find a summary below describing for which situation a task type is created:
-- ### Contributions:
--
-- * **CAS Task**: Is created when there are enemy ground units within range of the FAC, while there are friendly units in the FAC perimeter.
-- * **BAI Task**: Is created when there are enemy ground units within range of the FAC, while there are NO other friendly units within the FAC perimeter.
-- * **SEAD Task**: Is created when there are enemy ground units wihtin range of the FAC, with air search radars.
--
-- Other task types will follow...
--
-- 3.1) TASK_A2G_DISPATCHER constructor:
-- --------------------------------------
-- The @{#TASK_A2G_DISPATCHER.New}() method creates a new TASK_A2G_DISPATCHER instance.
--
-- ===
--
-- # **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:
--
-- 2017-03-09: Initial class and API.
--
-- ===
--
-- # **AUTHORS and CONTRIBUTIONS**
--
-- ### Contributions:
--
-- ### Authors:
--
-- * **FlightControl**: Concept, Design & Programming.
-- ====
--
-- @module Task_A2G_Dispatcher
@@ -51,6 +18,24 @@ do -- TASK_A2G_DISPATCHER
-- @field Functional.Detection#DETECTION_BASE Detection The DETECTION_BASE object that is used to report the detected objects.
-- @field Tasking.Mission#MISSION Mission
-- @extends Tasking.DetectionManager#DETECTION_MANAGER
--- # TASK_A2G_DISPATCHE} class, extends @{#DETECTION_MANAGER}
--
-- The TASK_A2G_DISPATCHER class implements the dynamic dispatching of tasks upon groups of detected units determined a @{Set} of FAC (groups).
-- The FAC will detect units, will group them, and will dispatch @{Task}s to groups. Depending on the type of target detected, different tasks will be dispatched.
-- Find a summary below describing for which situation a task type is created:
--
-- * **CAS Task**: Is created when there are enemy ground units within range of the FAC, while there are friendly units in the FAC perimeter.
-- * **BAI Task**: Is created when there are enemy ground units within range of the FAC, while there are NO other friendly units within the FAC perimeter.
-- * **SEAD Task**: Is created when there are enemy ground units wihtin range of the FAC, with air search radars.
--
-- Other task types will follow...
--
-- ## TASK_A2G_DISPATCHER constructor
--
-- The @{#TASK_A2G_DISPATCHER.New}() method creates a new TASK_A2G_DISPATCHER instance.
--
-- @field #TASK_A2G_DISPATCHER
TASK_A2G_DISPATCHER = {
ClassName = "TASK_A2G_DISPATCHER",
Mission = nil,
@@ -74,6 +59,7 @@ do -- TASK_A2G_DISPATCHER
self.Mission = Mission
self.Detection:FilterCategories( Unit.Category.GROUND_UNIT, Unit.Category.SHIP )
self.Detection:FilterFriendliesCategory( Unit.Category.GROUND_UNIT )
self:AddTransition( "Started", "Assign", "Started" )
@@ -96,7 +82,7 @@ do -- TASK_A2G_DISPATCHER
--- Creates a SEAD task when there are targets for it.
-- @param #TASK_A2G_DISPATCHER self
-- @param Functional.Detection#DETECTION_AREAS.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 TASK_A2G_DISPATCHER:EvaluateSEAD( DetectedItem )
self:F( { DetectedItem.ItemID } )
@@ -124,7 +110,8 @@ do -- TASK_A2G_DISPATCHER
--- Creates a CAS task when there are targets for it.
-- @param #TASK_A2G_DISPATCHER self
-- @param Functional.Detection#DETECTION_AREAS.DetectedItem DetectedItem
-- @return Tasking.Task#TASK
-- @return Core.Set#SET_UNIT TargetSetUnit: The target set of units.
-- @return #nil If there are no targets to be set.
function TASK_A2G_DISPATCHER:EvaluateCAS( DetectedItem )
self:F( { DetectedItem.ItemID } )
@@ -135,8 +122,9 @@ do -- TASK_A2G_DISPATCHER
-- Determine if the set has radar targets. If it does, construct a SEAD task.
local GroundUnitCount = DetectedSet:HasGroundUnits()
local FriendliesNearBy = self.Detection:IsFriendliesNearBy( DetectedItem )
local RadarCount = DetectedSet:HasSEAD()
if GroundUnitCount > 0 and FriendliesNearBy == true then
if RadarCount == 0 and GroundUnitCount > 0 and FriendliesNearBy == true then
-- Copy the Set
local TargetSetUnit = SET_UNIT:New()
@@ -152,7 +140,8 @@ do -- TASK_A2G_DISPATCHER
--- Creates a BAI task when there are targets for it.
-- @param #TASK_A2G_DISPATCHER self
-- @param Functional.Detection#DETECTION_AREAS.DetectedItem DetectedItem
-- @return Tasking.Task#TASK
-- @return Core.Set#SET_UNIT TargetSetUnit: The target set of units.
-- @return #nil If there are no targets to be set.
function TASK_A2G_DISPATCHER:EvaluateBAI( DetectedItem, FriendlyCoalition )
self:F( { DetectedItem.ItemID } )
@@ -163,8 +152,9 @@ do -- TASK_A2G_DISPATCHER
-- Determine if the set has radar targets. If it does, construct a SEAD task.
local GroundUnitCount = DetectedSet:HasGroundUnits()
local FriendliesNearBy = self.Detection:IsFriendliesNearBy( DetectedItem )
local RadarCount = DetectedSet:HasSEAD()
if GroundUnitCount > 0 and FriendliesNearBy == false then
if RadarCount == 0 and GroundUnitCount > 0 and FriendliesNearBy == false then
-- Copy the Set
local TargetSetUnit = SET_UNIT:New()
@@ -177,6 +167,12 @@ do -- TASK_A2G_DISPATCHER
return nil
end
function TASK_A2G_DISPATCHER:RemoveTask( TaskIndex )
self.Mission:RemoveTask( self.Tasks[TaskIndex] )
self.Tasks[TaskIndex] = nil
end
--- Evaluates the removal of the Task from the Mission.
-- Can only occur when the DetectedItem is Changed AND the state of the Task is "Planned".
-- @param #TASK_A2G_DISPATCHER self
@@ -185,13 +181,12 @@ do -- TASK_A2G_DISPATCHER
-- @param #boolean DetectedItemID
-- @param #boolean DetectedItemChange
-- @return Tasking.Task#TASK
function TASK_A2G_DISPATCHER:EvaluateRemoveTask( Mission, Task, DetectedItemID, DetectedItemChanged )
function TASK_A2G_DISPATCHER:EvaluateRemoveTask( Mission, Task, TaskIndex, DetectedItemChanged )
if Task then
if Task:IsStatePlanned() and DetectedItemChanged == true then
self:E( "Removing Tasking: " .. Task:GetTaskName() )
Mission:RemoveTask( Task )
self.Tasks[DetectedItemID] = nil
if ( Task:IsStatePlanned() and DetectedItemChanged == true ) or Task:IsStateCancelled() then
--self:E( "Removing Tasking: " .. Task:GetTaskName() )
self:RemoveTask( TaskIndex )
end
end
@@ -216,60 +211,176 @@ do -- TASK_A2G_DISPATCHER
local TaskReport = REPORT:New()
-- Checking the task queue for the dispatcher, and removing any obsolete task!
for TaskIndex, TaskData in pairs( self.Tasks ) do
local Task = TaskData -- Tasking.Task#TASK
if Task:IsStatePlanned() then
local DetectedItem = Detection:GetDetectedItem( TaskIndex )
if not DetectedItem then
local TaskText = Task:GetName()
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
Mission:GetCommandCenter():MessageToGroup( string.format( "Obsolete A2G task %s for %s removed.", TaskText, Mission:GetName() ), TaskGroup )
end
Task = self:RemoveTask( TaskIndex )
Mission:RemoveTask( Task )
self.Tasks[TaskIndex] = nil
end
end
end
--- First we need to the detected targets.
for DetectedItemID, DetectedItem in pairs( Detection:GetDetectedItems() ) do
local DetectedItem = DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem
local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT
local DetectedZone = DetectedItem.Zone
self:E( { "Targets in DetectedItem", DetectedItem.ItemID, DetectedSet:Count(), tostring( DetectedItem ) } )
DetectedSet:Flush()
--self:E( { "Targets in DetectedItem", DetectedItem.ItemID, DetectedSet:Count(), tostring( DetectedItem ) } )
--DetectedSet:Flush()
local DetectedItemID = DetectedItem.ID
local DetectedItemIndex = DetectedItem.Index
local TaskIndex = DetectedItem.Index
local DetectedItemChanged = DetectedItem.Changed
local Task = self.Tasks[DetectedItemID]
Task = self:EvaluateRemoveTask( Mission, Task, DetectedItemID, DetectedItemChanged ) -- Task will be removed if it is planned and changed.
self:E( { DetectedItemChanged = DetectedItemChanged, DetectedItemID = DetectedItemID, TaskIndex = TaskIndex } )
local Task = self.Tasks[TaskIndex] -- Tasking.Task_A2G#TASK_A2G
if Task then
-- If there is a Task and the task was assigned, then we check if the task was changed ... If it was, we need to reevaluate the targets.
if Task:IsStateAssigned() then
if DetectedItemChanged == true then -- The detection has changed, thus a new TargetSet is to be evaluated and set
local TargetsReport = REPORT:New()
local TargetSetUnit = self:EvaluateSEAD( DetectedItem ) -- Returns a SetUnit if there are targets to be SEADed...
if TargetSetUnit then
if Task:IsInstanceOf( TASK_A2G_SEAD ) then
Task:SetTargetSetUnit( TargetSetUnit )
Task:UpdateTaskInfo()
TargetsReport:Add( Detection:GetChangeText( DetectedItem ) )
else
Task:Cancel()
end
else
local TargetSetUnit = self:EvaluateCAS( DetectedItem ) -- Returns a SetUnit if there are targets to be CASed...
if TargetSetUnit then
if Task:IsInstanceOf( TASK_A2G_CAS ) then
Task:SetTargetSetUnit( TargetSetUnit )
Task:SetDetection( Detection, TaskIndex )
Task:UpdateTaskInfo()
TargetsReport:Add( Detection:GetChangeText( DetectedItem ) )
else
Task:Cancel()
Task = self:RemoveTask( TaskIndex )
end
else
local TargetSetUnit = self:EvaluateBAI( DetectedItem ) -- Returns a SetUnit if there are targets to be BAIed...
if TargetSetUnit then
if Task:IsInstanceOf( TASK_A2G_BAI ) then
Task:SetTargetSetUnit( TargetSetUnit )
Task:SetDetection( Detection, TaskIndex )
Task:UpdateTaskInfo()
TargetsReport:Add( Detection:GetChangeText( DetectedItem ) )
else
Task:Cancel()
Task = self:RemoveTask( TaskIndex )
end
end
end
end
-- Now we send to each group the changes, if any.
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
local TargetsText = TargetsReport:Text(", ")
if ( Mission:IsGroupAssigned(TaskGroup) ) and TargetsText ~= "" then
Mission:GetCommandCenter():MessageToGroup( string.format( "Task %s has change of targets:\n %s", Task:GetName(), TargetsText ), TaskGroup )
end
end
end
end
end
if Task then
if Task:IsStatePlanned() then
if DetectedItemChanged == true then -- The detection has changed, thus a new TargetSet is to be evaluated and set
if Task:IsInstanceOf( TASK_A2G_SEAD ) then
local TargetSetUnit = self:EvaluateSEAD( DetectedItem ) -- Returns a SetUnit if there are targets to be SEADed...
if TargetSetUnit then
Task:SetTargetSetUnit( TargetSetUnit )
Task:UpdateTaskInfo()
else
Task:Cancel()
Task = self:RemoveTask( TaskIndex )
end
else
if Task:IsInstanceOf( TASK_A2G_CAS ) then
local TargetSetUnit = self:EvaluateCAS( DetectedItem ) -- Returns a SetUnit if there are targets to be CASed...
if TargetSetUnit then
Task:SetTargetSetUnit( TargetSetUnit )
Task:SetDetection( Detection, TaskIndex )
Task:UpdateTaskInfo()
else
Task:Cancel()
Task = self:RemoveTask( TaskIndex )
end
else
if Task:IsInstanceOf( TASK_A2G_BAI ) then
local TargetSetUnit = self:EvaluateBAI( DetectedItem ) -- Returns a SetUnit if there are targets to be BAIed...
if TargetSetUnit then
Task:SetTargetSetUnit( TargetSetUnit )
Task:SetDetection( Detection, TaskIndex )
Task:UpdateTaskInfo()
else
Task:Cancel()
Task = self:RemoveTask( TaskIndex )
end
else
Task:Cancel()
Task = self:RemoveTask( TaskIndex )
end
end
end
end
end
end
-- Evaluate SEAD
if not Task then
local TargetSetUnit = self:EvaluateSEAD( DetectedItem ) -- Returns a SetUnit if there are targets to be SEADed...
if TargetSetUnit then
Task = TASK_SEAD:New( Mission, self.SetGroup, string.format( "SEAD.%03d", DetectedItemID ), TargetSetUnit )
Task = TASK_A2G_SEAD:New( Mission, self.SetGroup, string.format( "SEAD.%03d", DetectedItemID ), TargetSetUnit )
Task:SetDetection( Detection, TaskIndex )
end
-- Evaluate CAS
if not Task then
local TargetSetUnit = self:EvaluateCAS( DetectedItem ) -- Returns a SetUnit if there are targets to be CASed...
if TargetSetUnit then
Task = TASK_CAS:New( Mission, self.SetGroup, string.format( "CAS.%03d", DetectedItemID ), TargetSetUnit )
Task = TASK_A2G_CAS:New( Mission, self.SetGroup, string.format( "CAS.%03d", DetectedItemID ), TargetSetUnit )
Task:SetDetection( Detection, TaskIndex )
end
-- Evaluate BAI
if not Task then
local TargetSetUnit = self:EvaluateBAI( DetectedItem, self.Mission:GetCommandCenter():GetPositionable():GetCoalition() ) -- Returns a SetUnit if there are targets to be BAIed...
if TargetSetUnit then
Task = TASK_BAI:New( Mission, self.SetGroup, string.format( "BAI.%03d", DetectedItemID ), TargetSetUnit )
Task = TASK_A2G_BAI:New( Mission, self.SetGroup, string.format( "BAI.%03d", DetectedItemID ), TargetSetUnit )
Task:SetDetection( Detection, TaskIndex )
end
end
end
if Task then
self.Tasks[DetectedItemID] = Task
self.Tasks[TaskIndex] = Task
Task:SetTargetZone( DetectedZone )
Task:SetDispatcher( self )
Task:SetInfo( "ThreatLevel", DetectedSet:CalculateThreatLevelA2G() )
Task:SetInfo( "Detection", Detection:DetectedItemReportSummary( DetectedItemIndex ) )
Task:SetInfo( "Changes", Detection:GetChangeText( DetectedItem ) )
Task:UpdateTaskInfo()
Mission:AddTask( Task )
TaskReport:Add( Task:GetName() )
else
self:E("This should not happen")
end
end
TaskReport:Add( Task:GetName() )
-- OK, so the tasking has been done, now delete the changes reported for the area.
Detection:AcceptChanges( DetectedItem )
@@ -279,7 +390,6 @@ do -- TASK_A2G_DISPATCHER
Mission:GetCommandCenter():SetMenu()
local TaskText = TaskReport:Text(", ")
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
if ( not Mission:IsGroupAssigned(TaskGroup) ) and TaskText ~= "" then
Mission:GetCommandCenter():MessageToGroup( string.format( "%s has tasks %s. Subscribe to a task using the radio menu.", Mission:GetName(), TaskText ), TaskGroup )

View File

@@ -1,4 +1,4 @@
--- **Tasking (Release 2.1)** -- The TASK_CARGO models tasks for players to transport @{Cargo}.
--- **Tasking** -- The TASK_CARGO models tasks for players to transport @{Cargo}.
--
-- ![Banner Image](..\Presentations\TASK_CARGO\Dia1.JPG)
--
@@ -14,28 +14,13 @@
--
-- * @{#TASK_CARGO_TRANSPORT}: Defines a task for a human player to transport a set of cargo between various zones.
--
-- ==
-- ====
--
-- # **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:
--
-- 2017-03-09: Revised version.
--
-- ===
--
-- # **AUTHORS and CONTRIBUTIONS**
--
-- ### Contributions:
--
-- ### Authors:
--
-- * **FlightControl**: Concept, Design & Programming.
-- ### Author: **Sven Van de Velde (FlightControl)**
--
-- ### Contributions:
--
-- ====
--
-- @module Task_Cargo
@@ -174,11 +159,17 @@ do -- TASK_CARGO
self.SetCargo = SetCargo
self.TaskType = TaskType
self.SmokeColor = SMOKECOLOR.Red
self.CargoItemCount = {} -- Map of Carriers having a cargo item count to check the cargo loading limits.
self.CargoLimit = 2
self.DeployZones = {} -- setmetatable( {}, { __mode = "v" } ) -- weak table on value
local Fsm = self:GetUnitProcess()
Fsm:SetStartState( "Planned" )
Fsm:AddProcess ( "Planned", "Accept", ACT_ASSIGN_ACCEPT:New( self.TaskBriefing ), { Assigned = "SelectAction", Rejected = "Reject" } )
@@ -216,12 +207,19 @@ do -- TASK_CARGO
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_CARGO#TASK_CARGO Task
function Fsm:onafterSelectAction( TaskUnit, Task )
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
local TaskUnitName = TaskUnit:GetName()
self:E( { TaskUnit = TaskUnitName, Task = Task and Task:GetClassNameAndID() } )
local MenuTime = timer.getTime()
TaskUnit.Menu = MENU_GROUP:New( TaskUnit:GetGroup(), Task:GetName() .. " @ " .. TaskUnit:GetName() ):SetTime( MenuTime )
local CargoItemCount = TaskUnit:CargoItemCount()
--Task:GetMission():GetCommandCenter():MessageToGroup( "Cargo in carrier: " .. CargoItemCount, TaskUnit:GetGroup() )
Task.SetCargo:ForEachCargo(
@@ -240,51 +238,37 @@ do -- TASK_CARGO
-- Cargo
-- ):SetTime(MenuTime)
-- end
if Cargo:IsUnLoaded() then
if Cargo:IsInRadius( TaskUnit:GetPointVec2() ) then
MENU_GROUP_COMMAND:New(
TaskUnit:GetGroup(),
"Board cargo " .. Cargo.Name,
TaskUnit.Menu,
self.MenuBoardCargo,
self,
Cargo
):SetTime(MenuTime)
else
MENU_GROUP_COMMAND:New(
TaskUnit:GetGroup(),
"Route to Pickup cargo " .. Cargo.Name,
TaskUnit.Menu,
self.MenuRouteToPickup,
self,
Cargo
):SetTime(MenuTime)
if CargoItemCount < Task.CargoLimit then
if Cargo:IsInRadius( TaskUnit:GetPointVec2() ) then
local NotInDeployZones = true
for DeployZoneName, DeployZone in pairs( Task.DeployZones ) do
if Cargo:IsInZone( DeployZone ) then
NotInDeployZones = false
end
end
if NotInDeployZones then
if not TaskUnit:InAir() then
MENU_GROUP_COMMAND:New( TaskUnit:GetGroup(), "Board cargo " .. Cargo.Name, TaskUnit.Menu, self.MenuBoardCargo, self, Cargo ):SetTime(MenuTime)
end
end
else
MENU_GROUP_COMMAND:New( TaskUnit:GetGroup(), "Route to Pickup cargo " .. Cargo.Name, TaskUnit.Menu, self.MenuRouteToPickup, self, Cargo ):SetTime(MenuTime)
end
end
end
if Cargo:IsLoaded() then
MENU_GROUP_COMMAND:New(
TaskUnit:GetGroup(),
"Unboard cargo " .. Cargo.Name,
TaskUnit.Menu,
self.MenuUnBoardCargo,
self,
Cargo
):SetTime(MenuTime)
if not TaskUnit:InAir() then
MENU_GROUP_COMMAND:New( TaskUnit:GetGroup(), "Unboard cargo " .. Cargo.Name, TaskUnit.Menu, self.MenuUnBoardCargo, self, Cargo ):SetTime(MenuTime)
end
-- Deployzones are optional zones that can be selected to request routing information.
for DeployZoneName, DeployZone in pairs( Task.DeployZones ) do
if not Cargo:IsInZone( DeployZone ) then
MENU_GROUP_COMMAND:New(
TaskUnit:GetGroup(),
"Route to Deploy cargo at " .. DeployZoneName,
TaskUnit.Menu,
self.MenuRouteToDeploy,
self,
DeployZone
):SetTime(MenuTime)
MENU_GROUP_COMMAND:New( TaskUnit:GetGroup(), "Route to Deploy cargo at " .. DeployZoneName, TaskUnit.Menu, self.MenuRouteToDeploy, self, DeployZone ):SetTime(MenuTime)
end
end
end
@@ -298,9 +282,9 @@ do -- TASK_CARGO
self:__SelectAction( -15 )
--Task:GetMission():GetCommandCenter():MessageToGroup("Cargo menu is ready ...", TaskUnit:GetGroup() )
end
---
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
@@ -327,8 +311,14 @@ do -- TASK_CARGO
self:__RouteToDeploy( 1.0, DeployZone )
end
--- Route to Cargo
-- @param #FSM_PROCESS self
---
--#TASK_CAROG_TRANSPORT self
--#Wrapper.Unit#UNIT
--- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_Cargo#TASK_CARGO Task
-- @param From
@@ -347,16 +337,16 @@ do -- TASK_CARGO
end
---
-- @param #FSM_PROCESS self
--- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_Cargo#TASK_CARGO Task
function Fsm:onafterArriveAtPickup( TaskUnit, Task )
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
if self.Cargo:IsAlive() then
self.Cargo:Smoke( Task:GetSmokeColor(), 15 )
if TaskUnit:IsAir() then
self.Cargo.CargoObject:GetUnit(1):SmokeRed()
Task:GetMission():GetCommandCenter():MessageToGroup( "Land", TaskUnit:GetGroup() )
self:__Land( -0.1, "Pickup" )
else
self:__SelectAction( -0.1 )
@@ -365,8 +355,7 @@ do -- TASK_CARGO
end
---
-- @param #FSM_PROCESS self
--- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_Cargo#TASK_CARGO Task
function Fsm:onafterCancelRouteToPickup( TaskUnit, Task )
@@ -376,8 +365,7 @@ do -- TASK_CARGO
end
--- Route to DeployZone
-- @param #FSM_PROCESS self
--- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
function Fsm:onafterRouteToDeploy( TaskUnit, Task, From, Event, To, DeployZone )
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
@@ -389,14 +377,14 @@ do -- TASK_CARGO
end
---
-- @param #FSM_PROCESS self
--- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_Cargo#TASK_CARGO Task
function Fsm:onafterArriveAtDeploy( TaskUnit, Task )
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
if TaskUnit:IsAir() then
Task:GetMission():GetCommandCenter():MessageToGroup( "Land", TaskUnit:GetGroup() )
self:__Land( -0.1, "Deploy" )
else
self:__SelectAction( -0.1 )
@@ -404,8 +392,7 @@ do -- TASK_CARGO
end
---
-- @param #FSM_PROCESS self
--- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_Cargo#TASK_CARGO Task
function Fsm:onafterCancelRouteToDeploy( TaskUnit, Task )
@@ -416,7 +403,7 @@ do -- TASK_CARGO
-- @param #FSM_PROCESS self
--- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_Cargo#TASK_CARGO Task
function Fsm:onafterLand( TaskUnit, Task, From, Event, To, Action )
@@ -425,7 +412,6 @@ do -- TASK_CARGO
if self.Cargo:IsAlive() then
if self.Cargo:IsInRadius( TaskUnit:GetPointVec2() ) then
if TaskUnit:InAir() then
Task:GetMission():GetCommandCenter():MessageToGroup( "Land", TaskUnit:GetGroup() )
self:__Land( -10, Action )
else
Task:GetMission():GetCommandCenter():MessageToGroup( "Landed ...", TaskUnit:GetGroup() )
@@ -441,8 +427,7 @@ do -- TASK_CARGO
end
end
---
-- @param #FSM_PROCESS self
--- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_Cargo#TASK_CARGO Task
function Fsm:onafterLanded( TaskUnit, Task, From, Event, To, Action )
@@ -465,8 +450,7 @@ do -- TASK_CARGO
end
end
---
-- @param #FSM_PROCESS self
--- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_Cargo#TASK_CARGO Task
function Fsm:onafterPrepareBoarding( TaskUnit, Task, From, Event, To, Cargo )
@@ -478,8 +462,7 @@ do -- TASK_CARGO
end
end
---
-- @param #FSM_PROCESS self
--- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_Cargo#TASK_CARGO Task
function Fsm:onafterBoard( TaskUnit, Task )
@@ -505,14 +488,18 @@ do -- TASK_CARGO
end
---
-- @param #FSM_PROCESS self
--- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_Cargo#TASK_CARGO Task
function Fsm:onafterBoarded( TaskUnit, Task )
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
local TaskUnitName = TaskUnit:GetName()
self:E( { TaskUnit = TaskUnitName, Task = Task and Task:GetClassNameAndID() } )
self.Cargo:MessageToGroup( "Boarded ...", TaskUnit:GetGroup() )
TaskUnit:AddCargo( self.Cargo )
self:__SelectAction( 1 )
-- TODO:I need to find a more decent solution for this.
@@ -586,12 +573,28 @@ do -- TASK_CARGO
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_Cargo#TASK_CARGO Task
function Fsm:onafterUnBoarded( TaskUnit, Task )
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
local TaskUnitName = TaskUnit:GetName()
self:E( { TaskUnit = TaskUnitName, Task = Task and Task:GetClassNameAndID() } )
self.Cargo:MessageToGroup( "UnBoarded ...", TaskUnit:GetGroup() )
TaskUnit:RemoveCargo( self.Cargo )
local NotInDeployZones = true
for DeployZoneName, DeployZone in pairs( Task.DeployZones ) do
if self.Cargo:IsInZone( DeployZone ) then
NotInDeployZones = false
end
end
if NotInDeployZones == false then
self.Cargo:SetDeployed( true )
end
-- TODO:I need to find a more decent solution for this.
Task:E( { CargoDeployed = Task.CargoDeployed } )
Task:E( { CargoDeployed = Task.CargoDeployed and "true" or "false" } )
Task:E( { CargoIsAlive = self.Cargo:IsAlive() and "true" or "false" } )
if self.Cargo:IsAlive() then
if Task.CargoDeployed then
Task:CargoDeployed( TaskUnit, self.Cargo, self.DeployZone )
@@ -605,6 +608,36 @@ do -- TASK_CARGO
return self
end
--- Set a limit on the amount of cargo items that can be loaded into the Carriers.
-- @param #TASK_CARGO self
-- @param CargoLimit Specifies a number of cargo items that can be loaded in the helicopter.
-- @return #TASK_CARGO
function TASK_CARGO:SetCargoLimit( CargoLimit )
self.CargoLimit = CargoLimit
return self
end
---@param Color Might be SMOKECOLOR.Blue, SMOKECOLOR.Red SMOKECOLOR.Orange, SMOKECOLOR.White or SMOKECOLOR.Green
function TASK_CARGO:SetSmokeColor(SmokeColor)
-- Makes sure Coloe is set
if SmokeColor == nil then
self.SmokeColor = SMOKECOLOR.Red -- Make sure a default color is exist
elseif type(SmokeColor) == "number" then
self:F2(SmokeColor)
if SmokeColor > 0 and SmokeColor <=5 then -- Make sure number is within ragne, assuming first enum is one
self.SmokeColor = SMOKECOLOR.SmokeColor
end
end
end
--@return SmokeColor
function TASK_CARGO:GetSmokeColor()
return self.SmokeColor
end
--- @param #TASK_CARGO self
function TASK_CARGO:GetPlannedMenuText()
@@ -715,7 +748,7 @@ do -- TASK_CARGO
-- @param #number Score The score in points.
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK_CARGO
function TASK_CARGO:SetScoreOnDestroy( Text, Score, TaskUnit )
function TASK_CARGO:SetScoreOnProgress( Text, Score, TaskUnit )
self:F( { Text, Score, TaskUnit } )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
@@ -747,7 +780,7 @@ do -- TASK_CARGO
-- @param #number Penalty The penalty in points.
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK_CARGO
function TASK_CARGO:SetPenaltyOnFailed( Text, Penalty, TaskUnit )
function TASK_CARGO:SetScoreOnFail( Text, Penalty, TaskUnit )
self:F( { Text, Score, TaskUnit } )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
@@ -757,6 +790,17 @@ do -- TASK_CARGO
return self
end
function TASK_CARGO:SetGoalTotal()
self.GoalTotal = self.SetCargo:Count()
end
function TASK_CARGO:GetGoalTotal()
return self.GoalTotal
end
end
@@ -789,6 +833,8 @@ do -- TASK_CARGO_TRANSPORT
self:AddTransition( "*", "CargoPickedUp", "*" )
self:AddTransition( "*", "CargoDeployed", "*" )
self:E( { CargoDeployed = self.CargoDeployed ~= nil and "true" or "false" } )
--- OnBefore Transition Handler for Event CargoPickedUp.
-- @function [parent=#TASK_CARGO_TRANSPORT] OnBeforeCargoPickedUp
-- @param #TASK_CARGO_TRANSPORT self
@@ -867,7 +913,7 @@ do -- TASK_CARGO_TRANSPORT
local CargoType = Cargo:GetType()
local CargoName = Cargo:GetName()
local CargoCoordinate = Cargo:GetCoordinate()
CargoReport:Add( string.format( '- "%s" (%s) at %s', CargoName, CargoType, CargoCoordinate:ToString() ) )
CargoReport:Add( string.format( '- "%s" (%s) at %s', CargoName, CargoType, CargoCoordinate:ToStringMGRS() ) )
end
)
@@ -879,6 +925,12 @@ do -- TASK_CARGO_TRANSPORT
return self
end
function TASK_CARGO_TRANSPORT:ReportOrder( ReportGroup )
return true
end
---
-- @param #TASK_CARGO_TRANSPORT self
@@ -895,22 +947,36 @@ do -- TASK_CARGO_TRANSPORT
-- Loop the CargoSet (so evaluate each Cargo in the SET_CARGO ).
for CargoID, CargoData in pairs( Set ) do
local Cargo = CargoData -- Core.Cargo#CARGO
if Cargo:IsDeployed() then
-- Loop the DeployZones set for the TASK_CARGO_TRANSPORT.
for DeployZoneID, DeployZone in pairs( DeployZones ) do
-- If there is a Cargo not in one of DeployZones, then not all Cargo is deployed.
self:T( { Cargo.CargoObject } )
if Cargo:IsInZone( DeployZone ) then
else
CargoDeployed = false
-- Loop the DeployZones set for the TASK_CARGO_TRANSPORT.
for DeployZoneID, DeployZone in pairs( DeployZones ) do
-- If there is a Cargo not in one of DeployZones, then not all Cargo is deployed.
self:T( { Cargo.CargoObject } )
if Cargo:IsInZone( DeployZone ) == false then
CargoDeployed = false
end
end
else
CargoDeployed = false
end
end
return CargoDeployed
end
--- @param #TASK_CARGO_TRANSPORT self
function TASK_CARGO_TRANSPORT:onafterGoal( TaskUnit, From, Event, To )
local CargoSet = self.CargoSet
if self:IsAllCargoTransported() then
self:Success()
end
self:__Goal( -10 )
end
end

View File

@@ -31,7 +31,72 @@ FLARECOLOR = trigger.flareColor -- #FLARECOLOR
--- Utilities static class.
-- @type UTILS
UTILS = {}
UTILS = {
_MarkID = 1
}
--- Function to infer instance of an object
--
-- ### Examples:
--
-- * UTILS.IsInstanceOf( 'some text', 'string' ) will return true
-- * UTILS.IsInstanceOf( some_function, 'function' ) will return true
-- * UTILS.IsInstanceOf( 10, 'number' ) will return true
-- * UTILS.IsInstanceOf( false, 'boolean' ) will return true
-- * UTILS.IsInstanceOf( nil, 'nil' ) will return true
--
-- * UTILS.IsInstanceOf( ZONE:New( 'some zone', ZONE ) will return true
-- * UTILS.IsInstanceOf( ZONE:New( 'some zone', 'ZONE' ) will return true
-- * UTILS.IsInstanceOf( ZONE:New( 'some zone', 'zone' ) will return true
-- * UTILS.IsInstanceOf( ZONE:New( 'some zone', 'BASE' ) will return true
--
-- * UTILS.IsInstanceOf( ZONE:New( 'some zone', 'GROUP' ) will return false
--
--
-- @param object is the object to be evaluated
-- @param className is the name of the class to evaluate (can be either a string or a Moose class)
-- @return #boolean
UTILS.IsInstanceOf = function( object, className )
-- Is className NOT a string ?
if not type( className ) == 'string' then
-- Is className a Moose class ?
if type( className ) == 'table' and className.IsInstanceOf ~= nil then
-- Get the name of the Moose class as a string
className = className.ClassName
-- className is neither a string nor a Moose class, throw an error
else
-- I'm not sure if this should take advantage of MOOSE logging function, or throw an error for pcall
local err_str = 'className parameter should be a string; parameter received: '..type( className )
self:E( err_str )
return false
-- error( err_str )
end
end
-- Is the object a Moose class instance ?
if type( object ) == 'table' and object.IsInstanceOf ~= nil then
-- Use the IsInstanceOf method of the BASE class
return object:IsInstanceOf( className )
else
-- If the object is not an instance of a Moose class, evaluate against lua basic data types
local basicDataTypes = { 'string', 'number', 'function', 'boolean', 'nil', 'table' }
for _, basicDataType in ipairs( basicDataTypes ) do
if className == basicDataType then
return type( object ) == basicDataType
end
end
end
-- Check failed
return false
end
--from http://lua-users.org/wiki/CopyTable
@@ -183,6 +248,10 @@ UTILS.KnotsToMps = function(knots)
return knots*1852/3600
end
UTILS.KnotsToKmph = function(knots)
return knots* 1.852
end
UTILS.KmphToMps = function(kmph)
return kmph/3.6
end
@@ -238,12 +307,13 @@ UTILS.tostringLL = function( lat, lon, acc, DMS)
end
local secFrmtStr -- create the formatting string for the seconds place
if acc <= 0 then -- no decimal place.
secFrmtStr = '%02d'
else
local width = 3 + acc -- 01.310 - that's a width of 6, for example.
secFrmtStr = '%0' .. width .. '.' .. acc .. 'f'
end
secFrmtStr = '%02d'
-- if acc <= 0 then -- no decimal place.
-- secFrmtStr = '%02d'
-- else
-- local width = 3 + acc -- 01.310 - that's a width of 6, for example.
-- secFrmtStr = '%0' .. width .. '.' .. acc .. 'f'
-- end
return string.format('%02d', latDeg) .. ' ' .. string.format('%02d', latMin) .. '\' ' .. string.format(secFrmtStr, latSec) .. '"' .. latHemi .. ' '
.. string.format('%02d', lonDeg) .. ' ' .. string.format('%02d', lonMin) .. '\' ' .. string.format(secFrmtStr, lonSec) .. '"' .. lonHemi
@@ -303,3 +373,52 @@ function UTILS.DoString( s )
return false, err
end
end
-- Here is a customized version of pairs, which I called spairs because it iterates over the table in a sorted order.
function UTILS.spairs( t, order )
-- collect the keys
local keys = {}
for k in pairs(t) do keys[#keys+1] = k end
-- if order function given, sort by it by passing the table and keys a, b,
-- otherwise just sort the keys
if order then
table.sort(keys, function(a,b) return order(t, a, b) end)
else
table.sort(keys)
end
-- return the iterator function
local i = 0
return function()
i = i + 1
if keys[i] then
return keys[i], t[keys[i]]
end
end
end
-- get a new mark ID for markings
function UTILS.GetMarkID()
UTILS._MarkID = UTILS._MarkID + 1
return UTILS._MarkID
end
-- Test if a Vec2 is in a radius of another Vec2
function UTILS.IsInRadius( InVec2, Vec2, Radius )
local InRadius = ( ( InVec2.x - Vec2.x ) ^2 + ( InVec2.y - Vec2.y ) ^2 ) ^ 0.5 <= Radius
return InRadius
end
-- Test if a Vec3 is in the sphere of another Vec3
function UTILS.IsInSphere( InVec3, Vec3, Radius )
local InSphere = ( ( InVec3.x - Vec3.x ) ^2 + ( InVec3.y - Vec3.y ) ^2 + ( InVec3.z - Vec3.z ) ^2 ) ^ 0.5 <= Radius
return InSphere
end

View File

@@ -1,17 +1,28 @@
--- This module contains the AIRBASE classes.
--- **Wrapper** -- AIRBASE is a wrapper class to handle the DCS Airbase objects.
--
-- ====
--
-- ### Author: **Sven Van de Velde (FlightControl)**
--
-- ### Contributions:
--
-- ===
--
-- 1) @{Airbase#AIRBASE} class, extends @{Positionable#POSITIONABLE}
-- =================================================================
-- The @{AIRBASE} class is a wrapper class to handle the DCS Airbase objects:
-- @module Airbase
--- @type AIRBASE
-- @extends Wrapper.Positionable#POSITIONABLE
--- # AIRBASE class, extends @{Positionable#POSITIONABLE}
--
-- AIRBASE is a wrapper class to handle the DCS Airbase objects:
--
-- * Support all DCS Airbase APIs.
-- * Enhance with Airbase specific APIs not in the DCS Airbase API set.
--
--
-- 1.1) AIRBASE reference methods
-- ------------------------------
-- ## AIRBASE reference methods
--
-- For each DCS Airbase object alive within a running mission, a AIRBASE wrapper object (instance) will be created within the _@{DATABASE} object.
-- This is done at the beginning of the mission (when the mission starts).
--
@@ -29,27 +40,14 @@
--
-- IMPORTANT: ONE SHOULD NEVER SANATIZE these AIRBASE OBJECT REFERENCES! (make the AIRBASE object references nil).
--
-- 1.2) DCS AIRBASE APIs
-- ---------------------
-- ## DCS Airbase APIs
--
-- The DCS Airbase APIs are used extensively within MOOSE. The AIRBASE class has for each DCS Airbase API a corresponding method.
-- To be able to distinguish easily in your code the difference between a AIRBASE API call and a DCS Airbase API call,
-- the first letter of the method is also capitalized. So, by example, the DCS Airbase method @{DCSWrapper.Airbase#Airbase.getName}()
-- is implemented in the AIRBASE class as @{#AIRBASE.GetName}().
--
-- More functions will be added
-- ----------------------------
-- During the MOOSE development, more functions will be added.
--
-- @module Airbase
-- @author FlightControl
--- The AIRBASE class
-- @type AIRBASE
-- @extends Wrapper.Positionable#POSITIONABLE
-- @field #AIRBASE AIRBASE
AIRBASE = {
ClassName="AIRBASE",
CategoryName = {
@@ -59,6 +57,88 @@ AIRBASE = {
},
}
--- @field Caucasus
AIRBASE.Caucasus = {
["Gelendzhik"] = "Gelendzhik",
["Krasnodar_Pashkovsky"] = "Krasnodar-Pashkovsky",
["Sukhumi_Babushara"] = "Sukhumi-Babushara",
["Gudauta"] = "Gudauta",
["Batumi"] = "Batumi",
["Senaki_Kolkhi"] = "Senaki-Kolkhi",
["Kobuleti"] = "Kobuleti",
["Kutaisi"] = "Kutaisi",
["Tbilisi_Lochini"] = "Tbilisi-Lochini",
["Soganlug"] = "Soganlug",
["Vaziani"] = "Vaziani",
["Anapa_Vityazevo"] = "Anapa-Vityazevo",
["Krasnodar_Center"] = "Krasnodar-Center",
["Novorossiysk"] = "Novorossiysk",
["Krymsk"] = "Krymsk",
["Maykop_Khanskaya"] = "Maykop-Khanskaya",
["Sochi_Adler"] = "Sochi-Adler",
["Mineralnye_Vody"] = "Mineralnye Vody",
["Nalchik"] = "Nalchik",
["Mozdok"] = "Mozdok",
["Beslan"] = "Beslan",
}
--- @field Nevada
AIRBASE.Nevada = {
["Creech_AFB"] = "Creech AFB",
["Groom_Lake_AFB"] = "Groom Lake AFB",
["McCarran_International_Airport"] = "McCarran International Airport",
["Nellis_AFB"] = "Nellis AFB",
["Beatty_Airport"] = "Beatty Airport",
["Boulder_City_Airport"] = "Boulder City Airport",
["Echo_Bay"] = "Echo Bay",
["Henderson_Executive_Airport"] = "Henderson Executive Airport",
["Jean_Airport"] = "Jean Airport",
["Laughlin_Airport"] = "Laughlin Airport",
["Lincoln_County"] = "Lincoln County",
["Mellan_Airstrip"] = "Mellan Airstrip",
["Mesquite"] = "Mesquite",
["Mina_Airport_3Q0"] = "Mina Airport 3Q0",
["North_Las_Vegas"] = "North Las Vegas",
["Pahute_Mesa_Airstrip"] = "Pahute Mesa Airstrip",
["Tonopah_Airport"] = "Tonopah Airport",
["Tonopah_Test_Range_Airfield"] = "Tonopah Test Range Airfield",
}
--- @field Normandy
AIRBASE.Normandy = {
["Saint_Pierre_du_Mont"] = "Saint Pierre du Mont",
["Lignerolles"] = "Lignerolles",
["Cretteville"] = "Cretteville",
["Maupertus"] = "Maupertus",
["Brucheville"] = "Brucheville",
["Meautis"] = "Meautis",
["Cricqueville_en_Bessin"] = "Cricqueville-en-Bessin",
["Lessay"] = "Lessay",
["Sainte_Laurent_sur_Mer"] = "Sainte-Laurent-sur-Mer",
["Biniville"] = "Biniville",
["Cardonville"] = "Cardonville",
["Deux_Jumeaux"] = "Deux Jumeaux",
["Chippelle"] = "Chippelle",
["Beuzeville"] = "Beuzeville",
["Azeville"] = "Azeville",
["Picauville"] = "Picauville",
["Le_Molay"] = "Le Molay",
["Longues_sur_Mer"] = "Longues-sur-Mer",
["Carpiquet"] = "Carpiquet",
["Bazenville"] = "Bazenville",
["Sainte_Croix_sur_Mer"] = "Sainte-Croix-sur-Mer",
["Beny_sur_Mer"] = "Beny-sur-Mer",
["Rucqueville"] = "Rucqueville",
["Sommervieu"] = "Sommervieu",
["Lantheuil"] = "Lantheuil",
["Evreux"] = "Evreux",
["Chailey"] = "Chailey",
["Needs_Oar_Point"] = "Needs Oar Point",
["Funtington"] = "Funtington",
["Tangmere"] = "Tangmere",
["Ford"] = "Ford",
}
-- Registration.
--- Create a new AIRBASE from DCSAirbase.
@@ -69,6 +149,7 @@ function AIRBASE:Register( AirbaseName )
local self = BASE:Inherit( self, POSITIONABLE:New( AirbaseName ) )
self.AirbaseName = AirbaseName
self.AirbaseZone = ZONE_RADIUS:New( AirbaseName, self:GetVec2(), 8000 )
return self
end
@@ -105,5 +186,12 @@ function AIRBASE:GetDCSObject()
return nil
end
--- Get the airbase zone.
-- @param #AIRBASE self
-- @return Core.Zone#ZONE_RADIUS The zone radius of the airbase.
function AIRBASE:GetZone()
return self.AirbaseZone
end

View File

@@ -1,10 +1,26 @@
--- This module contains the CLIENT class.
--- **Wrapper** -- CLIENT wraps DCS Unit objects acting as a __Client__ or __Player__ within a mission.
--
-- ====
--
-- ### Author: **Sven Van de Velde (FlightControl)**
--
-- ### Contributions:
--
-- ===
--
-- @module Client
--- The CLIENT class
-- @type CLIENT
-- @extends Wrapper.Unit#UNIT
--- # CLIENT class, extends @{Unit#UNIT}
--
-- 1) @{Client#CLIENT} class, extends @{Unit#UNIT}
-- ===============================================
-- Clients are those **Units** defined within the Mission Editor that have the skillset defined as __Client__ or __Player__.
-- Note that clients are NOT the same as Units, they are NOT necessarily alive.
-- The @{Client#CLIENT} class is a wrapper class to handle the DCS Unit objects that have the skillset defined as __Client__ or __Player__:
-- The CLIENT class is a wrapper class to handle the DCS Unit objects that have the skillset defined as __Client__ or __Player__:
--
-- * Wraps the DCS Unit objects with skill level set to Player or Client.
-- * Support all DCS Unit APIs.
@@ -15,8 +31,8 @@
--
-- Clients are being used by the @{MISSION} class to follow players and register their successes.
--
-- 1.1) CLIENT reference methods
-- -----------------------------
-- ## CLIENT reference methods
--
-- For each DCS Unit having skill level Player or Client, a CLIENT wrapper object (instance) will be created within the _@{DATABASE} object.
-- This is done at the beginning of the mission (when the mission starts).
--
@@ -32,13 +48,9 @@
-- * @{#CLIENT.Find}(): Find a CLIENT instance from the _DATABASE object using a DCS Unit object.
-- * @{#CLIENT.FindByName}(): Find a CLIENT instance from the _DATABASE object using a DCS Unit name.
--
-- IMPORTANT: ONE SHOULD NEVER SANATIZE these CLIENT OBJECT REFERENCES! (make the CLIENT object references nil).
-- **IMPORTANT: ONE SHOULD NEVER SANATIZE these CLIENT OBJECT REFERENCES! (make the CLIENT object references nil).**
--
-- @module Client
--- The CLIENT class
-- @type CLIENT
-- @extends Wrapper.Unit#UNIT
-- @field #CLIENT
CLIENT = {
ONBOARDSIDE = {
NONE = 0,

View File

@@ -1,29 +1,48 @@
--- This module contains the CONTROLLABLE class.
--- **Wrapper** -- CONTROLLABLE is an intermediate class wrapping Group and Unit classes "controllers".
--
-- 1) @{Controllable#CONTROLLABLE} class, extends @{Positionable#POSITIONABLE}
-- ===========================================================
-- The @{Controllable#CONTROLLABLE} class is a wrapper class to handle the DCS Controllable objects:
-- ====
--
-- ### Author: **Sven Van de Velde (FlightControl)**
--
-- ### Contributions:
--
-- ===
--
-- @module Controllable
--- @type CONTROLLABLE
-- @extends Wrapper.Positionable#POSITIONABLE
-- @field Dcs.DCSWrapper.Controllable#Controllable DCSControllable The DCS controllable class.
-- @field #string ControllableName The name of the controllable.
--- # CONTROLLABLE class, extends @{Positionable#POSITIONABLE}
--
-- CONTROLLABLE is a wrapper class to handle the "DCS Controllable objects", which are Groups and Units:
--
-- * Support all DCS Controllable APIs.
-- * Enhance with Controllable specific APIs not in the DCS Controllable API set.
-- * Handle local Controllable Controller.
-- * Manage the "state" of the DCS Controllable.
--
-- 1.1) CONTROLLABLE constructor
-- -----------------------------
-- ## CONTROLLABLE constructor
--
-- The CONTROLLABLE class provides the following functions to construct a CONTROLLABLE instance:
--
-- * @{#CONTROLLABLE.New}(): Create a CONTROLLABLE instance.
--
-- 1.2) CONTROLLABLE task methods
-- ------------------------------
-- ## CONTROLLABLE Task methods
--
-- Several controllable task methods are available that help you to prepare tasks.
-- These methods return a string consisting of the task description, which can then be given to either a @{Controllable#CONTROLLABLE.PushTask} or @{Controllable#SetTask} method to assign the task to the CONTROLLABLE.
-- Tasks are specific for the category of the CONTROLLABLE, more specific, for AIR, GROUND or AIR and GROUND.
-- Each task description where applicable indicates for which controllable category the task is valid.
-- There are 2 main subdivisions of tasks: Assigned tasks and EnRoute tasks.
--
-- ### 1.2.1) Assigned task methods
-- ### Task assignment
--
-- Assigned task methods make the controllable execute the task where the location of the (possible) targets of the task are known before being detected.
-- This is different from the EnRoute tasks, where the targets of the task need to be detected before the task can be executed.
@@ -54,19 +73,20 @@
-- * @{#CONTROLLABLE.TaskRouteToZone}: (AIR + GROUND) Route the controllable to a given zone.
-- * @{#CONTROLLABLE.TaskReturnToBase}: (AIR) Route the controllable to an airbase.
--
-- ### 1.2.2) EnRoute task methods
-- ### EnRoute assignment
--
-- EnRoute tasks require the targets of the task need to be detected by the controllable (using its sensors) before the task can be executed:
--
-- * @{#CONTROLLABLE.EnRouteTaskAWACS}: (AIR) Aircraft will act as an AWACS for friendly units (will provide them with information about contacts). No parameters.
-- * @{#CONTROLLABLE.EnRouteTaskEngageControllable}: (AIR) Engaging a controllable. The task does not assign the target controllable to the unit/controllable to attack now; it just allows the unit/controllable to engage the target controllable as well as other assigned targets.
-- * @{#CONTROLLABLE.EnRouteTaskEngageTargets}: (AIR) Engaging targets of defined types.
-- * @{#CONTROLLABLE.EnRouteTaskEngageTargetsInZone}: (AIR) Engaging a targets of defined types at circle-shaped zone.
-- * @{#CONTROLLABLE.EnRouteTaskEWR}: (AIR) Attack the Unit.
-- * @{#CONTROLLABLE.EnRouteTaskFAC}: (AIR + GROUND) The task makes the controllable/unit a FAC and lets the FAC to choose a targets (enemy ground controllable) around as well as other assigned targets.
-- * @{#CONTROLLABLE.EnRouteTaskFAC_EngageControllable}: (AIR + GROUND) The task makes the controllable/unit a FAC and lets the FAC to choose the target (enemy ground controllable) as well as other assigned targets.
-- * @{#CONTROLLABLE.EnRouteTaskTanker}: (AIR) Aircraft will act as a tanker for friendly units. No parameters.
--
-- ### 1.2.3) Preparation task methods
-- ### Task preparation
--
-- There are certain task methods that allow to tailor the task behaviour:
--
@@ -75,24 +95,48 @@
-- * @{#CONTROLLABLE.TaskCondition}: Return a condition section for a controlled task.
-- * @{#CONTROLLABLE.TaskControlled}: Return a Controlled Task taking a Task and a TaskCondition.
--
-- ### 1.2.4) Obtain the mission from controllable templates
-- ### Call a function as a Task
--
-- A function can be called which is part of a Task. The method @{#CONTROLLABLE.TaskFunction}() prepares
-- a Task that can call a GLOBAL function from within the Controller execution.
-- This method can also be used to **embed a function call when a certain waypoint has been reached**.
-- See below the **Tasks at Waypoints** section.
--
-- Demonstration Mission: [GRP-502 - Route at waypoint to random point](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/GRP - Group Commands/GRP-502 - Route at waypoint to random point)
--
-- ### Tasks at Waypoints
--
-- Special Task methods are available to set tasks at certain waypoints.
-- The method @{#CONTROLLABLE.SetTaskWaypoint}() helps preparing a Route, embedding a Task at the Waypoint of the Route.
--
-- This creates a Task element, with an action to call a function as part of a Wrapped Task.
--
-- ### Obtain the mission from controllable templates
--
-- Controllable templates contain complete mission descriptions. Sometimes you want to copy a complete mission from a controllable and assign it to another:
--
-- * @{#CONTROLLABLE.TaskMission}: (AIR + GROUND) Return a mission task from a mission template.
--
-- 1.3) CONTROLLABLE Command methods
-- --------------------------
-- ## CONTROLLABLE Command methods
--
-- Controllable **command methods** prepare the execution of commands using the @{#CONTROLLABLE.SetCommand} method:
--
-- * @{#CONTROLLABLE.CommandDoScript}: Do Script command.
-- * @{#CONTROLLABLE.CommandSwitchWayPoint}: Perform a switch waypoint command.
--
-- 1.4) CONTROLLABLE Option methods
-- -------------------------
-- ## Routing of Controllables
--
-- Different routing methods exist to route GROUPs and UNITs to different locations:
--
-- * @{#CONTROLLABLE.Route}(): Make the Controllable to follow a given route.
-- * @{#CONTROLLABLE.RouteGroundTo}(): Make the GROUND Controllable to drive towards a specific coordinate.
-- * @{#CONTROLLABLE.RouteAirTo}(): Make the AIR Controllable to fly towards a specific coordinate.
--
-- ## Option methods
--
-- Controllable **Option methods** change the behaviour of the Controllable while being alive.
--
-- ### 1.4.1) Rule of Engagement:
-- ### Rule of Engagement:
--
-- * @{#CONTROLLABLE.OptionROEWeaponFree}
-- * @{#CONTROLLABLE.OptionROEOpenFire}
@@ -106,7 +150,7 @@
-- * @{#CONTROLLABLE.OptionROEReturnFirePossible}
-- * @{#CONTROLLABLE.OptionROEEvadeFirePossible}
--
-- ### 1.4.2) Rule on thread:
-- ### Rule on thread:
--
-- * @{#CONTROLLABLE.OptionROTNoReaction}
-- * @{#CONTROLLABLE.OptionROTPassiveDefense}
@@ -120,15 +164,7 @@
-- * @{#CONTROLLABLE.OptionROTEvadeFirePossible}
-- * @{#CONTROLLABLE.OptionROTVerticalPossible}
--
-- ===
--
-- @module Controllable
--- The CONTROLLABLE class
-- @type CONTROLLABLE
-- @extends Wrapper.Positionable#POSITIONABLE
-- @field Dcs.DCSWrapper.Controllable#Controllable DCSControllable The DCS controllable class.
-- @field #string ControllableName The name of the controllable.
-- @field #CONTROLLABLE
CONTROLLABLE = {
ClassName = "CONTROLLABLE",
ControllableName = "",
@@ -140,7 +176,7 @@ CONTROLLABLE = {
-- @param Dcs.DCSWrapper.Controllable#Controllable ControllableName The DCS Controllable name
-- @return #CONTROLLABLE self
function CONTROLLABLE:New( ControllableName )
local self = BASE:Inherit( self, POSITIONABLE:New( ControllableName ) )
local self = BASE:Inherit( self, POSITIONABLE:New( ControllableName ) ) -- #CONTROLLABLE
self:F2( ControllableName )
self.ControllableName = ControllableName
@@ -154,12 +190,10 @@ end
-- @param #CONTROLLABLE self
-- @return Dcs.DCSController#Controller
function CONTROLLABLE:_GetController()
self:F2( { self.ControllableName } )
local DCSControllable = self:GetDCSObject()
if DCSControllable then
local ControllableController = DCSControllable:getController()
self:T3( ControllableController )
return ControllableController
end
@@ -218,6 +252,46 @@ function CONTROLLABLE:GetLife()
return nil
end
--- Returns the initial health.
-- @param #CONTROLLABLE self
-- @return #number The controllable health value (unit or group average).
-- @return #nil The controllable is not existing or alive.
function CONTROLLABLE:GetLife0()
self:F2( self.ControllableName )
local DCSControllable = self:GetDCSObject()
if DCSControllable then
local UnitLife = 0
local Units = self:GetUnits()
if #Units == 1 then
local Unit = Units[1] -- Wrapper.Unit#UNIT
UnitLife = Unit:GetLife0()
else
local UnitLifeTotal = 0
for UnitID, Unit in pairs( Units ) do
local Unit = Unit -- Wrapper.Unit#UNIT
UnitLifeTotal = UnitLifeTotal + Unit:GetLife0()
end
UnitLife = UnitLifeTotal / #Units
end
return UnitLife
end
return nil
end
--- Returns relative amount of fuel (from 0.0 to 1.0) the unit has in its internal tanks.
-- This method returns nil to ensure polymorphic behaviour! This method needs to be overridden by GROUP or UNIT.
-- @param #CONTROLLABLE self
-- @return #nil The CONTROLLABLE is not existing or alive.
function CONTROLLABLE:GetFuel()
self:F( self.ControllableName )
return nil
end
-- Tasks
@@ -288,23 +362,31 @@ end
-- @param #CONTROLLABLE self
-- @return Wrapper.Controllable#CONTROLLABLE self
function CONTROLLABLE:SetTask( DCSTask, WaitTime )
self:F2( { DCSTask } )
self:F2( { DCSTask = DCSTask } )
local DCSControllable = self:GetDCSObject()
if DCSControllable then
local Controller = self:_GetController()
self:T3( Controller )
local DCSControllableName = self:GetName()
-- When a controllable SPAWNs, it takes about a second to get the controllable in the simulator. Setting tasks to unspawned controllables provides unexpected results.
-- Therefore we schedule the functions to set the mission and options for the Controllable.
-- Controller.setTask( Controller, DCSTask )
if not WaitTime then
Controller:setTask( DCSTask )
local function SetTask( Controller, DCSTask )
if self and self:IsAlive() then
local Controller = self:_GetController()
Controller:setTask( DCSTask )
else
BASE:E( DCSControllableName .. " is not alive anymore. Cannot set DCSTask " .. DCSTask )
end
end
if not WaitTime or WaitTime == 0 then
SetTask( self, DCSTask )
else
self.TaskScheduler:Schedule( Controller, Controller.setTask, { DCSTask }, WaitTime )
self.TaskScheduler:Schedule( self, SetTask, { DCSTask }, WaitTime )
end
return self
@@ -313,6 +395,24 @@ function CONTROLLABLE:SetTask( DCSTask, WaitTime )
return nil
end
--- Checking the Task Queue of the controllable. Returns false if no task is on the queue. true if there is a task.
-- @param #CONTROLLABLE self
-- @return Wrapper.Controllable#CONTROLLABLE self
function CONTROLLABLE:HasTask() --R2.2
local HasTaskResult = false
local DCSControllable = self:GetDCSObject()
if DCSControllable then
local Controller = self:_GetController()
HasTaskResult = Controller:hasTask()
end
return HasTaskResult
end
--- Return a condition section for a controlled task.
-- @param #CONTROLLABLE self
@@ -377,7 +477,7 @@ function CONTROLLABLE:TaskCombo( DCSTasks )
}
for TaskID, Task in ipairs( DCSTasks ) do
self:E( Task )
self:T( Task )
end
self:T3( { DCSTaskCombo } )
@@ -392,11 +492,11 @@ function CONTROLLABLE:TaskWrappedAction( DCSCommand, Index )
self:F2( { DCSCommand } )
local DCSTaskWrappedAction
DCSTaskWrappedAction = {
id = "WrappedAction",
enabled = true,
number = Index,
number = Index or 1,
auto = false,
params = {
action = DCSCommand,
@@ -407,6 +507,22 @@ function CONTROLLABLE:TaskWrappedAction( DCSCommand, Index )
return DCSTaskWrappedAction
end
--- Set a Task at a Waypoint using a Route list.
-- @param #CONTROLLABLE self
-- @param #table Waypoint The Waypoint!
-- @param Dcs.DCSTasking.Task#Task Task The Task structure to be executed!
-- @return Dcs.DCSTasking.Task#Task
function CONTROLLABLE:SetTaskWaypoint( Waypoint, Task )
Waypoint.task = self:TaskCombo( { Task } )
self:T3( { Waypoint.task } )
return Waypoint.task
end
--- Executes a command action
-- @param #CONTROLLABLE self
-- @param Dcs.DCSCommand#Command DCSCommand
@@ -576,7 +692,7 @@ function CONTROLLABLE:TaskAttackUnit( AttackUnit, GroupAttack, WeaponExpend, Att
}
}
self:E( DCSTask )
self:T3( DCSTask )
return DCSTask
end
@@ -1088,7 +1204,7 @@ end
-- @param Dcs.DCSTypes#AttributeNameArray TargetTypes Array of target categories allowed to engage.
-- @param #number Priority All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first.
-- @return Dcs.DCSTasking.Task#Task The DCS task structure.
function CONTROLLABLE:EnRouteTaskEngageTargets( Vec2, Radius, TargetTypes, Priority )
function CONTROLLABLE:EnRouteTaskEngageTargetsInZone( Vec2, Radius, TargetTypes, Priority )
self:F2( { self.ControllableName, Vec2, Radius, TargetTypes, Priority } )
-- EngageTargetsInZone = {
@@ -1423,6 +1539,84 @@ function CONTROLLABLE:TaskEmbarkToTransport( Point, Radius )
return DCSTask
end
--- This creates a Task element, with an action to call a function as part of a Wrapped Task.
-- This Task can then be embedded at a Waypoint by calling the method @{#CONTROLLABLE.SetTaskWaypoint}.
-- @param #CONTROLLABLE self
-- @param #string FunctionString The function name embedded as a string that will be called.
-- @param ... The variable arguments passed to the function when called! These arguments can be of any type!
-- @return #CONTROLLABLE
-- @usage
--
-- local ZoneList = {
-- ZONE:New( "ZONE1" ),
-- ZONE:New( "ZONE2" ),
-- ZONE:New( "ZONE3" ),
-- ZONE:New( "ZONE4" ),
-- ZONE:New( "ZONE5" )
-- }
--
-- GroundGroup = GROUP:FindByName( "Vehicle" )
--
-- --- @param Wrapper.Group#GROUP GroundGroup
-- function RouteToZone( Vehicle, ZoneRoute )
--
-- local Route = {}
--
-- Vehicle:E( { ZoneRoute = ZoneRoute } )
--
-- Vehicle:MessageToAll( "Moving to zone " .. ZoneRoute:GetName(), 10 )
--
-- -- Get the current coordinate of the Vehicle
-- local FromCoord = Vehicle:GetCoordinate()
--
-- -- Select a random Zone and get the Coordinate of the new Zone.
-- local RandomZone = ZoneList[ math.random( 1, #ZoneList ) ] -- Core.Zone#ZONE
-- local ToCoord = RandomZone:GetCoordinate()
--
-- -- Create a "ground route point", which is a "point" structure that can be given as a parameter to a Task
-- Route[#Route+1] = FromCoord:WaypointGround( 72 )
-- Route[#Route+1] = ToCoord:WaypointGround( 60, "Vee" )
--
-- local TaskRouteToZone = Vehicle:TaskFunction( "RouteToZone", RandomZone )
--
-- Vehicle:SetTaskWaypoint( Route, #Route, TaskRouteToZone ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
--
-- Vehicle:Route( Route, math.random( 10, 20 ) ) -- Move after a random seconds to the Route. See the Route method for details.
--
-- end
--
-- RouteToZone( GroundGroup, ZoneList[1] )
--
function CONTROLLABLE:TaskFunction( FunctionString, ... )
self:F2( { FunctionString, arg } )
local DCSTask
local DCSScript = {}
DCSScript[#DCSScript+1] = "local MissionControllable = GROUP:Find( ... ) "
if arg and arg.n > 0 then
local ArgumentKey = '_' .. tostring( arg ):match("table: (.*)")
self:SetState( self, ArgumentKey, arg )
DCSScript[#DCSScript+1] = "local Arguments = MissionControllable:GetState( MissionControllable, '" .. ArgumentKey .. "' ) "
--DCSScript[#DCSScript+1] = "MissionControllable:ClearState( MissionControllable, '" .. ArgumentKey .. "' ) "
DCSScript[#DCSScript+1] = FunctionString .. "( MissionControllable, unpack( Arguments ) )"
else
DCSScript[#DCSScript+1] = FunctionString .. "( MissionControllable )"
end
DCSTask = self:TaskWrappedAction(
self:CommandDoScript(
table.concat( DCSScript )
)
)
self:T( DCSTask )
return DCSTask
end
--- (AIR + GROUND) Return a mission task from a mission template.
@@ -1439,6 +1633,140 @@ function CONTROLLABLE:TaskMission( TaskMission )
return DCSTask
end
do -- Patrol methods
--- (GROUND) Patrol iteratively using the waypoints the for the (parent) group.
-- @param #CONTROLLABLE self
-- @return #CONTROLLABLE
function CONTROLLABLE:PatrolRoute()
local PatrolGroup = self -- Wrapper.Group#GROUP
if not self:IsInstanceOf( "GROUP" ) then
PatrolGroup = self:GetGroup() -- Wrapper.Group#GROUP
end
self:E( { PatrolGroup = PatrolGroup:GetName() } )
if PatrolGroup:IsGround() or PatrolGroup:IsShip() then
local Waypoints = PatrolGroup:GetTemplateRoutePoints()
-- Calculate the new Route.
local FromCoord = PatrolGroup:GetCoordinate()
local From = FromCoord:WaypointGround( 120 )
table.insert( Waypoints, 1, From )
local TaskRoute = PatrolGroup:TaskFunction( "CONTROLLABLE.PatrolRoute" )
self:E({Waypoints = Waypoints})
local Waypoint = Waypoints[#Waypoints]
PatrolGroup:SetTaskWaypoint( Waypoint, TaskRoute ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
PatrolGroup:Route( Waypoints ) -- Move after a random seconds to the Route. See the Route method for details.
end
end
--- (GROUND) Patrol randomly to the waypoints the for the (parent) group.
-- A random waypoint will be picked and the group will move towards that point.
-- @param #CONTROLLABLE self
-- @return #CONTROLLABLE
function CONTROLLABLE:PatrolRouteRandom( Speed, Formation, ToWaypoint )
local PatrolGroup = self -- Wrapper.Group#GROUP
if not self:IsInstanceOf( "GROUP" ) then
PatrolGroup = self:GetGroup() -- Wrapper.Group#GROUP
end
self:E( { PatrolGroup = PatrolGroup:GetName() } )
if PatrolGroup:IsGround() or PatrolGroup:IsShip() then
local Waypoints = PatrolGroup:GetTemplateRoutePoints()
-- Calculate the new Route.
local FromCoord = PatrolGroup:GetCoordinate()
local FromWaypoint = 1
if ToWaypoint then
FromWaypoint = ToWaypoint
end
-- Loop until a waypoint has been found that is not the same as the current waypoint.
-- Otherwise the object zon't move or drive in circles and the algorithm would not do exactly
-- what it is supposed to do, which is making groups drive around.
local ToWaypoint
repeat
-- Select a random waypoint and check if it is not the same waypoint as where the object is about.
ToWaypoint = math.random( 1, #Waypoints )
until( ToWaypoint ~= FromWaypoint )
self:E( { FromWaypoint = FromWaypoint, ToWaypoint = ToWaypoint } )
local Waypoint = Waypoints[ToWaypoint] -- Select random waypoint.
local ToCoord = COORDINATE:NewFromVec2( { x = Waypoint.x, y = Waypoint.y } )
-- Create a "ground route point", which is a "point" structure that can be given as a parameter to a Task
local Route = {}
Route[#Route+1] = FromCoord:WaypointGround( 0 )
Route[#Route+1] = ToCoord:WaypointGround( Speed, Formation )
local TaskRouteToZone = PatrolGroup:TaskFunction( "CONTROLLABLE.PatrolRouteRandom", Speed, Formation, ToWaypoint )
PatrolGroup:SetTaskWaypoint( Route[#Route], TaskRouteToZone ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
PatrolGroup:Route( Route, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
end
end
--- (GROUND) Patrol randomly to the waypoints the for the (parent) group.
-- A random waypoint will be picked and the group will move towards that point.
-- @param #CONTROLLABLE self
-- @return #CONTROLLABLE
function CONTROLLABLE:PatrolZones( ZoneList, Speed, Formation )
if not type( ZoneList ) == "table" then
ZoneList = { ZoneList }
end
local PatrolGroup = self -- Wrapper.Group#GROUP
if not self:IsInstanceOf( "GROUP" ) then
PatrolGroup = self:GetGroup() -- Wrapper.Group#GROUP
end
self:E( { PatrolGroup = PatrolGroup:GetName() } )
if PatrolGroup:IsGround() or PatrolGroup:IsShip() then
local Waypoints = PatrolGroup:GetTemplateRoutePoints()
local Waypoint = Waypoints[math.random( 1, #Waypoints )] -- Select random waypoint.
-- Calculate the new Route.
local FromCoord = PatrolGroup:GetCoordinate()
-- Select a random Zone and get the Coordinate of the new Zone.
local RandomZone = ZoneList[ math.random( 1, #ZoneList ) ] -- Core.Zone#ZONE
local ToCoord = RandomZone:GetRandomCoordinate( 10 )
-- Create a "ground route point", which is a "point" structure that can be given as a parameter to a Task
local Route = {}
Route[#Route+1] = FromCoord:WaypointGround( 120 )
Route[#Route+1] = ToCoord:WaypointGround( Speed, Formation )
local TaskRouteToZone = PatrolGroup:TaskFunction( "CONTROLLABLE.PatrolZones", ZoneList, Speed, Formation )
PatrolGroup:SetTaskWaypoint( Route[#Route], TaskRouteToZone ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
PatrolGroup:Route( Route, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
end
end
end
--- Return a Misson task to follow a given route defined by Points.
-- @param #CONTROLLABLE self
-- @param #table Points A table of route points.
@@ -1563,19 +1891,16 @@ end
--- Make the controllable to follow a given route.
-- @param #CONTROLLABLE self
-- @param #table GoPoints A table of Route Points.
-- @return #CONTROLLABLE self
function CONTROLLABLE:Route( GoPoints )
self:F2( GoPoints )
-- @param #table Route A table of Route Points.
-- @param #number DelaySeconds Wait for the specified seconds before executing the Route.
-- @return #CONTROLLABLE The CONTROLLABLE.
function CONTROLLABLE:Route( Route, DelaySeconds )
self:F2( Route )
local DCSControllable = self:GetDCSObject()
if DCSControllable then
local Points = routines.utils.deepCopy( GoPoints )
local MissionTask = { id = 'Mission', params = { route = { points = Points, }, }, }
local Controller = self:_GetController()
--Controller.setTask( Controller, MissionTask )
self.TaskScheduler:Schedule( Controller, Controller.setTask, { MissionTask }, 1 )
local RouteTask = self:TaskRoute( Route ) -- Create a RouteTask, that will route the CONTROLLABLE to the Route.
self:SetTask( RouteTask, DelaySeconds or 1 ) -- Execute the RouteTask after the specified seconds (default is 1).
return self
end
@@ -1583,6 +1908,47 @@ function CONTROLLABLE:Route( GoPoints )
end
--- Make the GROUND Controllable to drive towards a specific point.
-- @param #CONTROLLABLE self
-- @param Core.Point#COORDINATE ToCoordinate A Coordinate to drive to.
-- @param #number Speed (optional) Speed in km/h. The default speed is 999 km/h.
-- @param #string Formation (optional) The route point Formation, which is a text string that specifies exactly the Text in the Type of the route point, like "Vee", "Echelon Right".
-- @param #number DelaySeconds Wait for the specified seconds before executing the Route.
-- @return #CONTROLLABLE The CONTROLLABLE.
function CONTROLLABLE:RouteGroundTo( ToCoordinate, Speed, Formation, DelaySeconds )
local FromCoordinate = self:GetCoordinate()
local FromWP = FromCoordinate:WaypointGround()
local ToWP = ToCoordinate:WaypointGround( Speed, Formation )
self:Route( { FromWP, ToWP }, DelaySeconds )
return self
end
--- Make the AIR Controllable fly towards a specific point.
-- @param #CONTROLLABLE self
-- @param Core.Point#COORDINATE ToCoordinate A Coordinate to drive to.
-- @param Core.Point#COORDINATE.RoutePointAltType AltType The altitude type.
-- @param Core.Point#COORDINATE.RoutePointType Type The route point type.
-- @param Core.Point#COORDINATE.RoutePointAction Action The route point action.
-- @param #number Speed (optional) Speed in km/h. The default speed is 999 km/h.
-- @param #number DelaySeconds Wait for the specified seconds before executing the Route.
-- @return #CONTROLLABLE The CONTROLLABLE.
function CONTROLLABLE:RouteAirTo( ToCoordinate, AltType, Type, Action, Speed, DelaySeconds )
local FromCoordinate = self:GetCoordinate()
local FromWP = FromCoordinate:WaypointAir()
local ToWP = ToCoordinate:WaypointAir( AltType, Type, Action, Speed )
self:Route( { FromWP, ToWP }, DelaySeconds )
return self
end
--- (AIR + GROUND) Route the controllable to a given zone.
-- The controllable final destination point can be randomized.
@@ -1647,6 +2013,59 @@ function CONTROLLABLE:TaskRouteToZone( Zone, Randomize, Speed, Formation )
return nil
end
--- (GROUND) Route the controllable to a given Vec2.
-- A speed can be given in km/h.
-- A given formation can be given.
-- @param #CONTROLLABLE self
-- @param #Vec2 Vec2 The Vec2 where to route to.
-- @param #number Speed The speed.
-- @param Base#FORMATION Formation The formation string.
function CONTROLLABLE:TaskRouteToVec2( Vec2, Speed, Formation )
local DCSControllable = self:GetDCSObject()
if DCSControllable then
local ControllablePoint = self:GetVec2()
local PointFrom = {}
PointFrom.x = ControllablePoint.x
PointFrom.y = ControllablePoint.y
PointFrom.type = "Turning Point"
PointFrom.action = Formation or "Cone"
PointFrom.speed = 20 / 1.6
local PointTo = {}
PointTo.x = Vec2.x
PointTo.y = Vec2.y
PointTo.type = "Turning Point"
if Formation then
PointTo.action = Formation
else
PointTo.action = "Cone"
end
if Speed then
PointTo.speed = Speed
else
PointTo.speed = 60 / 3.6
end
local Points = { PointFrom, PointTo }
self:T3( Points )
self:Route( Points )
return self
end
return nil
end
-- Commands
@@ -2118,6 +2537,57 @@ function CONTROLLABLE:OptionROTVertical()
return nil
end
--- Set RTB on bingo fuel.
-- @param #CONTROLLABLE self
-- @param #boolean RTB true if RTB on bingo fuel (default), false if no RTB on bingo fuel.
-- Warning! When you switch this option off, the airborne group will continue to fly until all fuel has been consumed, and will crash.
-- @return #CONTROLLABLE self
function CONTROLLABLE:OptionRTBBingoFuel( RTB ) --R2.2
self:F2( { self.ControllableName } )
RTB = RTB or true
local DCSControllable = self:GetDCSObject()
if DCSControllable then
local Controller = self:_GetController()
if self:IsAir() then
Controller:setOption( AI.Option.Air.id.RTB_ON_BINGO, RTB )
end
return self
end
return nil
end
--- Set RTB on ammo.
-- @param #CONTROLLABLE self
-- @param #boolean WeaponsFlag Weapons.flag enumerator.
-- @return #CONTROLLABLE self
function CONTROLLABLE:OptionRTBAmmo( WeaponsFlag )
self:F2( { self.ControllableName } )
local DCSControllable = self:GetDCSObject()
if DCSControllable then
local Controller = self:_GetController()
if self:IsAir() then
Controller:setOption( AI.Option.GROUND.id.RTB_ON_OUT_OF_AMMO, WeaponsFlag )
end
return self
end
return nil
end
--- Retrieve the controllable mission and allow to place function hooks within the mission waypoint plan.
-- Use the method @{Controllable#CONTROLLABLE:WayPointFunction} to define the hook functions for specific waypoints.
-- Use the method @{Controllable@CONTROLLABLE:WayPointExecute) to start the execution of the new mission plan.
@@ -2160,37 +2630,11 @@ function CONTROLLABLE:WayPointFunction( WayPoint, WayPointIndex, WayPointFunctio
self:F2( { WayPoint, WayPointIndex, WayPointFunction } )
table.insert( self.WayPoints[WayPoint].task.params.tasks, WayPointIndex )
self.WayPoints[WayPoint].task.params.tasks[WayPointIndex] = self:TaskFunction( WayPoint, WayPointIndex, WayPointFunction, arg )
self.WayPoints[WayPoint].task.params.tasks[WayPointIndex] = self:TaskFunction( WayPointFunction, arg )
return self
end
function CONTROLLABLE:TaskFunction( WayPoint, WayPointIndex, FunctionString, FunctionArguments )
self:F2( { WayPoint, WayPointIndex, FunctionString, FunctionArguments } )
local DCSTask
local DCSScript = {}
DCSScript[#DCSScript+1] = "local MissionControllable = GROUP:Find( ... ) "
if FunctionArguments and #FunctionArguments > 0 then
DCSScript[#DCSScript+1] = FunctionString .. "( MissionControllable, " .. table.concat( FunctionArguments, "," ) .. ")"
else
DCSScript[#DCSScript+1] = FunctionString .. "( MissionControllable )"
end
DCSTask = self:TaskWrappedAction(
self:CommandDoScript(
table.concat( DCSScript )
), WayPointIndex
)
self:T3( DCSTask )
return DCSTask
end
--- Executes the WayPoint plan.
-- The function gets a WayPoint parameter, that you can use to restart the mission at a specific WayPoint.
-- Note that when the WayPoint parameter is used, the new start mission waypoint of the controllable will be 1!
@@ -2217,4 +2661,32 @@ function CONTROLLABLE:WayPointExecute( WayPoint, WaitTime )
return self
end
--- Returns if the Controllable contains AirPlanes.
-- @param #CONTROLLABLE self
-- @return #boolean true if Controllable contains AirPlanes.
function CONTROLLABLE:IsAirPlane()
self:F2()
local DCSObject = self:GetDCSObject()
if DCSObject then
local Category = DCSObject:getDesc().category
return Category == Unit.Category.AIRPLANE
end
return nil
end
function CONTROLLABLE:GetSize()
local DCSObject = self:GetDCSObject()
if DCSObject then
return 1
else
return 0
end
end
-- Message APIs

View File

@@ -1,4 +1,4 @@
--- **Wrapper** -- GROUP is a wrapper class for the DCS Class Group.
--- **Wrapper** -- GROUP wraps the DCS Class Group objects.
--
-- ===
--
@@ -15,45 +15,22 @@
--
-- ====
--
-- # **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:
--
-- 2017-03-26: GROUP:**RouteRTB( RTBAirbase, Speed )** added.
--
-- 2017-03-07: GROUP:**HandleEvent( Event, EventFunction )** added.
-- 2017-03-07: GROUP:**UnHandleEvent( Event )** added.
--
-- 2017-01-24: GROUP:**SetAIOnOff( AIOnOff )** added.
--
-- 2017-01-24: GROUP:**SetAIOn()** added.
--
-- 2017-01-24: GROUP:**SetAIOff()** added.
--
-- ===
--
-- # **AUTHORS and CONTRIBUTIONS**
-- ### Author: **Sven Van de Velde (FlightControl)**
--
-- ### Contributions:
--
-- * [**Entropy**](https://forums.eagle.ru/member.php?u=111471), **Afinegan**: Came up with the requirement for AIOnOff().
--
-- ### Authors:
--
-- * **FlightControl**: Design & Programming
-- ====
--
-- @module Group
-- @author FlightControl
--- @type GROUP
-- @extends Wrapper.Controllable#CONTROLLABLE
-- @field #string GroupName The name of the group.
---
-- # GROUP class, extends @{Controllable#CONTROLLABLE}
--
@@ -114,6 +91,25 @@ GROUP = {
ClassName = "GROUP",
}
--- Enumerator for location at airbases
-- @type GROUP.Takeoff
GROUP.Takeoff = {
Air = 1,
Runway = 2,
Hot = 3,
Cold = 4,
}
GROUPTEMPLATE = {}
GROUPTEMPLATE.Takeoff = {
[GROUP.Takeoff.Air] = { "Turning Point", "Turning Point" },
[GROUP.Takeoff.Runway] = { "TakeOff", "From Runway" },
[GROUP.Takeoff.Hot] = { "TakeOffParkingHot", "From Parking Area Hot" },
[GROUP.Takeoff.Cold] = { "TakeOffParking", "From Parking Area" }
}
--- Create a new GROUP from a DCSGroup
-- @param #GROUP self
-- @param Dcs.DCSWrapper.Group#Group GroupName The DCS Group name
@@ -357,8 +353,13 @@ function GROUP:GetSize()
if DCSGroup then
local GroupSize = DCSGroup:getSize()
self:T3( GroupSize )
return GroupSize
if GroupSize then
self:T3( GroupSize )
return GroupSize
else
return 0
end
end
return nil
@@ -426,6 +427,24 @@ function GROUP:GetTypeName()
return nil
end
--- Gets the player name of the group.
-- @param #GROUP self
-- @return #string The player name of the group.
function GROUP:GetPlayerName()
self:F2( self.GroupName )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local PlayerName = DCSGroup:getUnit(1):getPlayerName()
self:T3( PlayerName )
return( PlayerName )
end
return nil
end
--- Gets the CallSign of the first DCS Unit of the DCS Group.
-- @param #GROUP self
-- @return #string The CallSign of the first DCS Unit of the DCS Group.
@@ -485,6 +504,24 @@ function GROUP:GetPointVec2()
return nil
end
--- Returns a COORDINATE object indicating the point of the first UNIT of the GROUP within the mission.
-- @param Wrapper.Group#GROUP self
-- @return Core.Point#COORDINATE The COORDINATE of the GROUP.
function GROUP:GetCoordinate()
self:F2( self.PositionableName )
local FirstUnit = self:GetUnit(1)
if FirstUnit then
local FirstUnitCoordinate = FirstUnit:GetCoordinate()
self:T3(FirstUnitCoordinate)
return FirstUnitCoordinate
end
return nil
end
--- Returns a random @{DCSTypes#Vec3} vector (point in 3D of the UNIT within the mission) within a range around the first UNIT of the GROUP.
-- @param #GROUP self
-- @param #number Radius
@@ -527,6 +564,32 @@ function GROUP:GetHeading()
end
--- Returns relative amount of fuel (from 0.0 to 1.0) the group has in its internal tanks. If there are additional fuel tanks the value may be greater than 1.0.
-- @param #GROUP self
-- @return #number The relative amount of fuel (from 0.0 to 1.0).
-- @return #nil The GROUP is not existing or alive.
function GROUP:GetFuel()
self:F( self.ControllableName )
local DCSControllable = self:GetDCSObject()
if DCSControllable then
local GroupSize = self:GetSize()
local TotalFuel = 0
for UnitID, UnitData in pairs( self:GetUnits() ) do
local Unit = UnitData -- Wrapper.Unit#UNIT
local UnitFuel = Unit:GetFuel()
self:F( { Fuel = UnitFuel } )
TotalFuel = TotalFuel + UnitFuel
end
local GroupFuel = TotalFuel / GroupSize
return GroupFuel
end
return 0
end
do -- Is Zone methods
--- Returns true if all units of the group are within a @{Zone}.
@@ -536,6 +599,8 @@ do -- Is Zone methods
function GROUP:IsCompletelyInZone( Zone )
self:F2( { self.GroupName, Zone } )
if not self:IsAlive() then return false end
for UnitID, UnitData in pairs( self:GetUnits() ) do
local Unit = UnitData -- Wrapper.Unit#UNIT
if Zone:IsVec3InZone( Unit:GetVec3() ) then
@@ -557,6 +622,8 @@ function GROUP:IsPartlyInZone( Zone )
local IsOneUnitInZone = false
local IsOneUnitOutsideZone = false
if not self:IsAlive() then return false end
for UnitID, UnitData in pairs( self:GetUnits() ) do
local Unit = UnitData -- Wrapper.Unit#UNIT
if Zone:IsVec3InZone( Unit:GetVec3() ) then
@@ -580,6 +647,8 @@ end
function GROUP:IsNotInZone( Zone )
self:F2( { self.GroupName, Zone } )
if not self:IsAlive() then return true end
for UnitID, UnitData in pairs( self:GetUnits() ) do
local Unit = UnitData -- Wrapper.Unit#UNIT
if Zone:IsVec3InZone( Unit:GetVec3() ) then
@@ -598,6 +667,8 @@ function GROUP:CountInZone( Zone )
self:F2( {self.GroupName, Zone} )
local Count = 0
if not self:IsAlive() then return Count end
for UnitID, UnitData in pairs( self:GetUnits() ) do
local Unit = UnitData -- Wrapper.Unit#UNIT
if Zone:IsVec3InZone( Unit:GetVec3() ) then
@@ -831,25 +902,28 @@ end
-- @param #table Template The template of the Group retrieved with GROUP:GetTemplate()
function GROUP:Respawn( Template )
local Vec3 = self:GetVec3()
Template.x = Vec3.x
Template.y = Vec3.z
--Template.x = nil
--Template.y = nil
self:E( #Template.units )
for UnitID, UnitData in pairs( self:GetUnits() ) do
local GroupUnit = UnitData -- Wrapper.Unit#UNIT
self:E( GroupUnit:GetName() )
if GroupUnit:IsAlive() then
local GroupUnitVec3 = GroupUnit:GetVec3()
local GroupUnitHeading = GroupUnit:GetHeading()
Template.units[UnitID].alt = GroupUnitVec3.y
Template.units[UnitID].x = GroupUnitVec3.x
Template.units[UnitID].y = GroupUnitVec3.z
Template.units[UnitID].heading = GroupUnitHeading
self:E( { UnitID, Template.units[UnitID], Template.units[UnitID] } )
if self:IsAlive() then
local Vec3 = self:GetVec3()
Template.x = Vec3.x
Template.y = Vec3.z
--Template.x = nil
--Template.y = nil
self:E( #Template.units )
for UnitID, UnitData in pairs( self:GetUnits() ) do
local GroupUnit = UnitData -- Wrapper.Unit#UNIT
self:E( GroupUnit:GetName() )
if GroupUnit:IsAlive() then
local GroupUnitVec3 = GroupUnit:GetVec3()
local GroupUnitHeading = GroupUnit:GetHeading()
Template.units[UnitID].alt = GroupUnitVec3.y
Template.units[UnitID].x = GroupUnitVec3.x
Template.units[UnitID].y = GroupUnitVec3.z
Template.units[UnitID].heading = GroupUnitHeading
self:E( { UnitID, Template.units[UnitID], Template.units[UnitID] } )
end
end
end
self:Destroy()
@@ -864,10 +938,19 @@ end
-- @return #table
function GROUP:GetTemplate()
local GroupName = self:GetName()
self:E( GroupName )
return _DATABASE:GetGroupTemplate( GroupName )
return UTILS.DeepCopy( _DATABASE:GetGroupTemplate( GroupName ) )
end
--- Returns the group template route.points[] (the waypoints) from the @{DATABASE} (_DATABASE object).
-- @param #GROUP self
-- @return #table
function GROUP:GetTemplateRoutePoints()
local GroupName = self:GetName()
return UTILS.DeepCopy( _DATABASE:GetGroupTemplate( GroupName ).route.points )
end
--- Sets the controlled status in a Template.
-- @param #GROUP self
-- @param #boolean Controlled true is controlled, false is uncontrolled.
@@ -1042,7 +1125,7 @@ do -- Route methods
local PointTo = {}
local AirbasePointVec2 = RTBAirbase:GetPointVec2()
local AirbaseAirPoint = AirbasePointVec2:RoutePointAir(
local AirbaseAirPoint = AirbasePointVec2:WaypointAir(
POINT_VEC3.RoutePointAltType.BARO,
"Land",
"Landing",
@@ -1087,9 +1170,9 @@ do -- Event Handling
-- @param Core.Event#EVENTS Event
-- @param #function EventFunction (optional) The function to be called when the event occurs for the GROUP.
-- @return #GROUP
function GROUP:HandleEvent( Event, EventFunction )
function GROUP:HandleEvent( Event, EventFunction, ... )
self:EventDispatcher():OnEventForGroup( self:GetName(), EventFunction, self, Event )
self:EventDispatcher():OnEventForGroup( self:GetName(), EventFunction, self, Event, ... )
return self
end
@@ -1100,7 +1183,7 @@ do -- Event Handling
-- @return #GROUP
function GROUP:UnHandleEvent( Event )
self:EventDispatcher():Remove( self, Event )
self:EventDispatcher():RemoveEvent( self, Event )
return self
end
@@ -1129,7 +1212,7 @@ do -- Players
-- @return #nil The group has no players
function GROUP:GetPlayerNames()
local PlayerNames = nil
local PlayerNames = {}
local Units = self:GetUnits()
for UnitID, UnitData in pairs( Units ) do
@@ -1145,4 +1228,96 @@ do -- Players
return PlayerNames
end
end
end
--do -- Smoke
--
----- Signal a flare at the position of the GROUP.
---- @param #GROUP self
---- @param Utilities.Utils#FLARECOLOR FlareColor
--function GROUP:Flare( FlareColor )
-- self:F2()
-- trigger.action.signalFlare( self:GetVec3(), FlareColor , 0 )
--end
--
----- Signal a white flare at the position of the GROUP.
---- @param #GROUP self
--function GROUP:FlareWhite()
-- self:F2()
-- trigger.action.signalFlare( self:GetVec3(), trigger.flareColor.White , 0 )
--end
--
----- Signal a yellow flare at the position of the GROUP.
---- @param #GROUP self
--function GROUP:FlareYellow()
-- self:F2()
-- trigger.action.signalFlare( self:GetVec3(), trigger.flareColor.Yellow , 0 )
--end
--
----- Signal a green flare at the position of the GROUP.
---- @param #GROUP self
--function GROUP:FlareGreen()
-- self:F2()
-- trigger.action.signalFlare( self:GetVec3(), trigger.flareColor.Green , 0 )
--end
--
----- Signal a red flare at the position of the GROUP.
---- @param #GROUP self
--function GROUP:FlareRed()
-- self:F2()
-- local Vec3 = self:GetVec3()
-- if Vec3 then
-- trigger.action.signalFlare( Vec3, trigger.flareColor.Red, 0 )
-- end
--end
--
----- Smoke the GROUP.
---- @param #GROUP self
--function GROUP:Smoke( SmokeColor, Range )
-- self:F2()
-- if Range then
-- trigger.action.smoke( self:GetRandomVec3( Range ), SmokeColor )
-- else
-- trigger.action.smoke( self:GetVec3(), SmokeColor )
-- end
--
--end
--
----- Smoke the GROUP Green.
---- @param #GROUP self
--function GROUP:SmokeGreen()
-- self:F2()
-- trigger.action.smoke( self:GetVec3(), trigger.smokeColor.Green )
--end
--
----- Smoke the GROUP Red.
---- @param #GROUP self
--function GROUP:SmokeRed()
-- self:F2()
-- trigger.action.smoke( self:GetVec3(), trigger.smokeColor.Red )
--end
--
----- Smoke the GROUP White.
---- @param #GROUP self
--function GROUP:SmokeWhite()
-- self:F2()
-- trigger.action.smoke( self:GetVec3(), trigger.smokeColor.White )
--end
--
----- Smoke the GROUP Orange.
---- @param #GROUP self
--function GROUP:SmokeOrange()
-- self:F2()
-- trigger.action.smoke( self:GetVec3(), trigger.smokeColor.Orange )
--end
--
----- Smoke the GROUP Blue.
---- @param #GROUP self
--function GROUP:SmokeBlue()
-- self:F2()
-- trigger.action.smoke( self:GetVec3(), trigger.smokeColor.Blue )
--end
--
--
--
--end

View File

@@ -1,39 +1,34 @@
--- This module contains the IDENTIFIABLE class.
--- **Wrapper** -- IDENTIFIABLE is an intermediate class wrapping DCS Object class derived Objects.
--
-- 1) @{#IDENTIFIABLE} class, extends @{Object#OBJECT}
-- ===============================================================
-- The @{#IDENTIFIABLE} class is a wrapper class to handle the DCS Identifiable objects:
-- ====
--
-- ### Author: **Sven Van de Velde (FlightControl)**
--
-- ### Contributions:
--
-- ====
--
-- @module Identifiable
--- @type IDENTIFIABLE
-- @extends Wrapper.Object#OBJECT
-- @field #string IdentifiableName The name of the identifiable.
--- # IDENTIFIABLE class, extends @{Object#OBJECT}
--
-- The IDENTIFIABLE class is a wrapper class to handle the DCS Identifiable objects:
--
-- * Support all DCS Identifiable APIs.
-- * Enhance with Identifiable specific APIs not in the DCS Identifiable API set.
-- * Manage the "state" of the DCS Identifiable.
--
-- 1.1) IDENTIFIABLE constructor:
-- ------------------------------
-- ## IDENTIFIABLE constructor
--
-- The IDENTIFIABLE class provides the following functions to construct a IDENTIFIABLE instance:
--
-- * @{#IDENTIFIABLE.New}(): Create a IDENTIFIABLE instance.
--
-- 1.2) IDENTIFIABLE methods:
-- --------------------------
-- The following methods can be used to identify an identifiable object:
--
-- * @{#IDENTIFIABLE.GetName}(): Returns the name of the Identifiable.
-- * @{#IDENTIFIABLE.IsAlive}(): Returns if the Identifiable is alive.
-- * @{#IDENTIFIABLE.GetTypeName}(): Returns the type name of the Identifiable.
-- * @{#IDENTIFIABLE.GetCoalition}(): Returns the coalition of the Identifiable.
-- * @{#IDENTIFIABLE.GetCountry}(): Returns the country of the Identifiable.
-- * @{#IDENTIFIABLE.GetDesc}(): Returns the descriptor structure of the Identifiable.
--
--
-- ===
--
-- @module Identifiable
--- The IDENTIFIABLE class
-- @type IDENTIFIABLE
-- @extends Wrapper.Object#OBJECT
-- @field #string IdentifiableName The name of the identifiable.
-- @field #IDENTIFIABLE
IDENTIFIABLE = {
ClassName = "IDENTIFIABLE",
IdentifiableName = "",
@@ -88,15 +83,8 @@ end
function IDENTIFIABLE:GetName()
self:F2( self.IdentifiableName )
local DCSIdentifiable = self:GetDCSObject()
if DCSIdentifiable then
local IdentifiableName = self.IdentifiableName
return IdentifiableName
end
self:E( self.ClassName .. " " .. self.IdentifiableName .. " not found!" )
return nil
local IdentifiableName = self.IdentifiableName
return IdentifiableName
end

View File

@@ -1,33 +1,36 @@
--- This module contains the OBJECT class.
--- **Wrapper** -- OBJECT wraps the DCS Object derived objects.
--
-- 1) @{Object#OBJECT} class, extends @{Base#BASE}
-- ===========================================================
-- The @{Object#OBJECT} class is a wrapper class to handle the DCS Object objects:
--
-- * Support all DCS Object APIs.
-- * Enhance with Object specific APIs not in the DCS Object API set.
-- * Manage the "state" of the DCS Object.
--
-- 1.1) OBJECT constructor:
-- ------------------------------
-- The OBJECT class provides the following functions to construct a OBJECT instance:
--
-- * @{Object#OBJECT.New}(): Create a OBJECT instance.
--
-- 1.2) OBJECT methods:
-- --------------------------
-- The following methods can be used to identify an Object object:
-- ====
--
-- * @{Object#OBJECT.GetID}(): Returns the ID of the Object object.
-- ### Author: **Sven Van de Velde (FlightControl)**
--
-- ### Contributions:
--
-- ===
--
-- @module Object
--- The OBJECT class
-- @type OBJECT
--- @type OBJECT
-- @extends Core.Base#BASE
-- @field #string ObjectName The name of the Object.
--- # OBJECT class, extends @{Base#BASE}
--
-- OBJECT handles the DCS Object objects:
--
-- * Support all DCS Object APIs.
-- * Enhance with Object specific APIs not in the DCS Object API set.
-- * Manage the "state" of the DCS Object.
--
-- ## OBJECT constructor:
--
-- The OBJECT class provides the following functions to construct a OBJECT instance:
--
-- * @{Object#OBJECT.New}(): Create a OBJECT instance.
--
-- @field #OBJECT
OBJECT = {
ClassName = "OBJECT",
ObjectName = "",

View File

@@ -1,15 +1,21 @@
--- **Wrapper** -- This module contains the POSITIONABLE class.
--- **Wrapper** -- POSITIONABLE wraps DCS classes that are "positionable".
--
-- ===
-- ====
--
-- ### Author: **Sven Van de Velde (FlightControl)**
--
-- ### Contributions:
--
-- ====
--
-- @module Positionable
--- The POSITIONABLE class
-- @type POSITIONABLE
--- @type POSITIONABLE.__ Methods which are not intended for mission designers, but which are used interally by the moose designer :-)
-- @extends Wrapper.Identifiable#IDENTIFIABLE
-- @field #string PositionableName The name of the measurable.
-- @field Core.Spot#SPOT Spot The laser Spot.
-- @field #number LaserCode The last assigned laser code.
--- @type POSITIONABLE
-- @extends Wrapper.Identifiable#IDENTIFIABLE
--- # POSITIONABLE class, extends @{Identifiable#IDENTIFIABLE}
--
@@ -23,14 +29,17 @@
--
-- The POSITIONABLE class provides the following functions to construct a POSITIONABLE instance:
--
-- * @{Positionable#POSITIONABLE.New}(): Create a POSITIONABLE instance.
--
-- ## POSITIONABLE methods
-- * @{#POSITIONABLE.New}(): Create a POSITIONABLE instance.
--
-- The following methods can be used to identify an measurable object:
-- ## Get the current speed
--
-- * @{Positionable#POSITIONABLE.GetID}(): Returns the ID of the measurable object.
-- * @{Positionable#POSITIONABLE.GetName}(): Returns the name of the measurable object.
-- There are 3 methods that can be used to determine the speed.
-- Use @{#POSITIONABLE.GetVelocityKMH}() to retrieve the current speed in km/h. Use @{#POSITIONABLE.GetVelocityMPS}() to retrieve the speed in meters per second.
-- The method @{#POSITIONABLE.GetVelocity}() returns the speed vector (a Vec3).
--
-- ## Get the current altitude
--
-- Altitude can be retrieved using the method @{#POSITIONABLE.GetHeight}() and returns the current altitude in meters from the orthonormal plane.
--
--
-- @field #POSITIONABLE
@@ -38,6 +47,14 @@ POSITIONABLE = {
ClassName = "POSITIONABLE",
PositionableName = "",
}
--- @field #POSITIONABLE.__
POSITIONABLE.__ = {}
--- @field #POSITIONABLE.__.Cargo
POSITIONABLE.__.Cargo = {}
--- A DCSPositionable
-- @type DCSPositionable
-- @field id_ The ID of the controllable in DCS
@@ -139,7 +156,6 @@ end
--- Returns a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.
-- @param Wrapper.Positionable#POSITIONABLE self
-- @return Core.Point#COORDINATE The COORDINATE of the POSITIONABLE.
-- @return #nil The POSITIONABLE is not existing or alive.
function POSITIONABLE:GetCoordinate()
self:F2( self.PositionableName )
@@ -149,6 +165,8 @@ function POSITIONABLE:GetCoordinate()
local PositionableVec3 = self:GetPositionVec3()
local PositionableCoordinate = COORDINATE:NewFromVec3( PositionableVec3 )
PositionableCoordinate:SetHeading( self:GetHeading() )
PositionableCoordinate:SetVelocity( self:GetVelocityMPS() )
self:T2( PositionableCoordinate )
return PositionableCoordinate
@@ -353,7 +371,6 @@ end
--- Returns the POSITIONABLE velocity in km/h.
-- @param Wrapper.Positionable#POSITIONABLE self
-- @return #number The velocity in km/h
-- @return #nil The POSITIONABLE is not existing or alive.
function POSITIONABLE:GetVelocityKMH()
self:F2( self.PositionableName )
@@ -367,7 +384,25 @@ function POSITIONABLE:GetVelocityKMH()
return Velocity
end
return nil
return 0
end
--- Returns the POSITIONABLE velocity in meters per second.
-- @param Wrapper.Positionable#POSITIONABLE self
-- @return #number The velocity in meters per second.
function POSITIONABLE:GetVelocityMPS()
self:F2( self.PositionableName )
local DCSPositionable = self:GetDCSObject()
if DCSPositionable then
local VelocityVec3 = self:GetVelocity()
local Velocity = ( VelocityVec3.x ^ 2 + VelocityVec3.y ^ 2 + VelocityVec3.z ^ 2 ) ^ 0.5 -- in meters / sec
self:T3( Velocity )
return Velocity
end
return 0
end
@@ -407,6 +442,23 @@ function POSITIONABLE:GetMessage( Message, Duration, Name ) --R2.1 changed calls
return nil
end
--- Returns a message of a specified type with the callsign embedded (if there is one).
-- @param #POSITIONABLE self
-- @param #string Message The message text
-- @param Core.Message#MESSAGE MessageType MessageType The message type.
-- @param #string Name (optional) The Name of the sender. If not provided, the Name is the type of the Positionable.
-- @return Core.Message#MESSAGE
function POSITIONABLE:GetMessageType( Message, MessageType, Name ) -- R2.2 changed callsign and name and using GetMessageText
local DCSObject = self:GetDCSObject()
if DCSObject then
local MessageText = self:GetMessageText( Message, Name )
return MESSAGE:NewType( MessageText, MessageType )
end
return nil
end
--- Send a message to all coalitions.
-- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
-- @param #POSITIONABLE self
@@ -450,6 +502,32 @@ function POSITIONABLE:MessageToCoalition( Message, Duration, MessageCoalition )
end
--- Send a message to a coalition.
-- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
-- @param #POSITIONABLE self
-- @param #string Message The message text
-- @param Core.Message#MESSAGE.Type MessageType The message type that determines the duration.
-- @param Dcs.DCScoalition#coalition MessageCoalition The Coalition receiving the message.
function POSITIONABLE:MessageTypeToCoalition( Message, MessageType, MessageCoalition )
self:F2( { Message, MessageType } )
local Name = ""
local DCSObject = self:GetDCSObject()
if DCSObject then
if MessageCoalition == coalition.side.BLUE then
Name = "Blue coalition"
end
if MessageCoalition == coalition.side.RED then
Name = "Red coalition"
end
self:GetMessageType( Message, MessageType, Name ):ToCoalition( MessageCoalition )
end
return nil
end
--- Send a message to the red coalition.
-- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
-- @param #POSITIONABLE self
@@ -522,6 +600,26 @@ function POSITIONABLE:MessageToGroup( Message, Duration, MessageGroup, Name )
return nil
end
--- Send a message of a message type to a @{Group}.
-- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
-- @param #POSITIONABLE self
-- @param #string Message The message text
-- @param Core.Message#MESSAGE.Type MessageType The message type that determines the duration.
-- @param Wrapper.Group#GROUP MessageGroup The GROUP object receiving the message.
-- @param #string Name (optional) The Name of the sender. If not provided, the Name is the type of the Positionable.
function POSITIONABLE:MessageTypeToGroup( Message, MessageType, MessageGroup, Name )
self:F2( { Message, MessageType } )
local DCSObject = self:GetDCSObject()
if DCSObject then
if DCSObject:isExist() then
self:GetMessageType( Message, MessageType, Name ):ToGroup( MessageGroup )
end
end
return nil
end
--- Send a message to a @{Set#SET_GROUP}.
-- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
-- @param #POSITIONABLE self
@@ -648,5 +746,139 @@ function POSITIONABLE:GetLaserCode() --R2.1
return self.LaserCode
end
--- Add cargo.
-- @param #POSITIONABLE self
-- @param Core.Cargo#CARGO Cargo
-- @return #POSITIONABLE
function POSITIONABLE:AddCargo( Cargo )
self.__.Cargo[Cargo] = Cargo
return self
end
--- Remove cargo.
-- @param #POSITIONABLE self
-- @param Core.Cargo#CARGO Cargo
-- @return #POSITIONABLE
function POSITIONABLE:RemoveCargo( Cargo )
self.__.Cargo[Cargo] = nil
return self
end
--- Returns if carrier has given cargo.
-- @param #POSITIONABLE self
-- @return Core.Cargo#CARGO Cargo
function POSITIONABLE:HasCargo( Cargo )
return self.__.Cargo[Cargo]
end
--- Clear all cargo.
-- @param #POSITIONABLE self
function POSITIONABLE:ClearCargo()
self.__.Cargo = {}
end
--- Get cargo item count.
-- @param #POSITIONABLE self
-- @return Core.Cargo#CARGO Cargo
function POSITIONABLE:CargoItemCount()
local ItemCount = 0
for CargoName, Cargo in pairs( self.__.Cargo ) do
ItemCount = ItemCount + Cargo:GetCount()
end
return ItemCount
end
--- Signal a flare at the position of the POSITIONABLE.
-- @param #POSITIONABLE self
-- @param Utilities.Utils#FLARECOLOR FlareColor
function POSITIONABLE:Flare( FlareColor )
self:F2()
trigger.action.signalFlare( self:GetVec3(), FlareColor , 0 )
end
--- Signal a white flare at the position of the POSITIONABLE.
-- @param #POSITIONABLE self
function POSITIONABLE:FlareWhite()
self:F2()
trigger.action.signalFlare( self:GetVec3(), trigger.flareColor.White , 0 )
end
--- Signal a yellow flare at the position of the POSITIONABLE.
-- @param #POSITIONABLE self
function POSITIONABLE:FlareYellow()
self:F2()
trigger.action.signalFlare( self:GetVec3(), trigger.flareColor.Yellow , 0 )
end
--- Signal a green flare at the position of the POSITIONABLE.
-- @param #POSITIONABLE self
function POSITIONABLE:FlareGreen()
self:F2()
trigger.action.signalFlare( self:GetVec3(), trigger.flareColor.Green , 0 )
end
--- Signal a red flare at the position of the POSITIONABLE.
-- @param #POSITIONABLE self
function POSITIONABLE:FlareRed()
self:F2()
local Vec3 = self:GetVec3()
if Vec3 then
trigger.action.signalFlare( Vec3, trigger.flareColor.Red, 0 )
end
end
--- Smoke the POSITIONABLE.
-- @param #POSITIONABLE self
-- @param Utilities.Utils#SMOKECOLOR SmokeColor The color to smoke to positionable.
-- @param #number Range The range in meters to randomize the smoking around the positionable.
-- @param #number AddHeight The height in meters to add to the altitude of the positionable.
function POSITIONABLE:Smoke( SmokeColor, Range, AddHeight )
self:F2()
if Range then
local Vec3 = self:GetRandomVec3( Range )
Vec3.y = Vec3.y + AddHeight or 0
trigger.action.smoke( Vec3, SmokeColor )
else
local Vec3 = self:GetVec3()
Vec3.y = Vec3.y + AddHeight or 0
trigger.action.smoke( self:GetVec3(), SmokeColor )
end
end
--- Smoke the POSITIONABLE Green.
-- @param #POSITIONABLE self
function POSITIONABLE:SmokeGreen()
self:F2()
trigger.action.smoke( self:GetVec3(), trigger.smokeColor.Green )
end
--- Smoke the POSITIONABLE Red.
-- @param #POSITIONABLE self
function POSITIONABLE:SmokeRed()
self:F2()
trigger.action.smoke( self:GetVec3(), trigger.smokeColor.Red )
end
--- Smoke the POSITIONABLE White.
-- @param #POSITIONABLE self
function POSITIONABLE:SmokeWhite()
self:F2()
trigger.action.smoke( self:GetVec3(), trigger.smokeColor.White )
end
--- Smoke the POSITIONABLE Orange.
-- @param #POSITIONABLE self
function POSITIONABLE:SmokeOrange()
self:F2()
trigger.action.smoke( self:GetVec3(), trigger.smokeColor.Orange )
end
--- Smoke the POSITIONABLE Blue.
-- @param #POSITIONABLE self
function POSITIONABLE:SmokeBlue()
self:F2()
trigger.action.smoke( self:GetVec3(), trigger.smokeColor.Blue )
end

View File

@@ -1,22 +1,31 @@
--- This module contains the SCENERY class.
--- **Wrapper** -- SCENERY models scenery within the DCS simulator.
--
-- ====
--
-- ### Author: **Sven Van de Velde (FlightControl)**
--
-- ### Contributions:
--
-- ====
--
-- @module Scenery
--- @type SCENERY
-- @extends Wrapper.Positionable#POSITIONABLE
--- # SCENERY class, extends @{Positionable#POSITIONABLE}
--
-- 1) @{Scenery#SCENERY} class, extends @{Positionable#POSITIONABLE}
-- ===============================================================
-- Scenery objects are defined on the map.
-- The @{Scenery#SCENERY} class is a wrapper class to handle the DCS Scenery objects:
--
-- * Wraps the DCS Scenery objects.
-- * Support all DCS Scenery APIs.
-- * Enhance with Scenery specific APIs not in the DCS API set.
--
-- @module Scenery
-- @author FlightControl
--- The SCENERY class
-- @type SCENERY
-- @extends Wrapper.Positionable#POSITIONABLE
--
-- @field #SCENERY
SCENERY = {
ClassName = "SCENERY",
}

View File

@@ -1,7 +1,21 @@
--- This module contains the STATIC class.
--- **Wrapper** -- STATIC wraps the DCS StaticObject class.
--
-- ====
--
-- ### Author: **Sven Van de Velde (FlightControl)**
--
-- ### Contributions:
--
-- ====
--
-- @module Static
--- @type STATIC
-- @extends Wrapper.Positionable#POSITIONABLE
--- # STATIC class, extends @{Positionable#POSITIONABLE}
--
-- 1) @{Static#STATIC} class, extends @{Positionable#POSITIONABLE}
-- ===============================================================
-- Statics are **Static Units** defined within the Mission Editor.
-- Note that Statics are almost the same as Units, but they don't have a controller.
-- The @{Static#STATIC} class is a wrapper class to handle the DCS Static objects:
@@ -10,8 +24,8 @@
-- * Support all DCS Static APIs.
-- * Enhance with Static specific APIs not in the DCS API set.
--
-- 1.1) STATIC reference methods
-- -----------------------------
-- ## STATIC reference methods
--
-- For each DCS Static will have a STATIC wrapper object (instance) within the _@{DATABASE} object.
-- This is done at the beginning of the mission (when the mission starts).
--
@@ -28,17 +42,7 @@
--
-- IMPORTANT: ONE SHOULD NEVER SANATIZE these STATIC OBJECT REFERENCES! (make the STATIC object references nil).
--
-- @module Static
-- @author FlightControl
--- The STATIC class
-- @type STATIC
-- @extends Wrapper.Positionable#POSITIONABLE
-- @field #STATIC
STATIC = {
ClassName = "STATIC",
}

View File

@@ -9,8 +9,17 @@
-- * Handle local Unit Controller.
-- * Manage the "state" of the DCS Unit.
--
-- ====
--
-- ### Author: **Sven Van de Velde (FlightControl)**
--
-- ### Contributions:
--
-- ====
--
-- @module Unit
--- @type UNIT
-- @extends Wrapper.Controllable#CONTROLLABLE
@@ -315,7 +324,8 @@ function UNIT:GetPlayerName()
return PlayerName
end
return nil
return nil
end
--- Returns the unit's number in the group.
@@ -476,12 +486,12 @@ function UNIT:GetRadar()
return nil, nil
end
--- 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.
--- 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.
-- @param #UNIT self
-- @return #number The relative amount of fuel (from 0.0 to 1.0).
-- @return #nil The DCS Unit is not existing or alive.
function UNIT:GetFuel()
self:F2( self.UnitName )
self:F( self.UnitName )
local DCSUnit = self:GetDCSObject()
@@ -526,7 +536,7 @@ function UNIT:GetLife()
return UnitLife
end
return nil
return -1
end
--- Returns the Unit's initial health.
@@ -543,7 +553,7 @@ function UNIT:GetLife0()
return UnitLife0
end
return nil
return 0
end
--- Returns the category name of the #UNIT.
@@ -588,122 +598,128 @@ end
-- @param #UNIT self
function UNIT:GetThreatLevel()
local Attributes = self:GetDesc().attributes
self:T( Attributes )
local ThreatLevel = 0
local ThreatText = ""
if self:IsGround() then
local Descriptor = self:GetDesc()
self:T( "Ground" )
if Descriptor then
local ThreatLevels = {
"Unarmed",
"Infantry",
"Old Tanks & APCs",
"Tanks & IFVs without ATGM",
"Tanks & IFV with ATGM",
"Modern Tanks",
"AAA",
"IR Guided SAMs",
"SR SAMs",
"MR SAMs",
"LR SAMs"
}
local Attributes = Descriptor.attributes
self:T( Attributes )
if self:IsGround() then
self:T( "Ground" )
if Attributes["LR SAM"] then ThreatLevel = 10
elseif Attributes["MR SAM"] then ThreatLevel = 9
elseif Attributes["SR SAM"] and
not Attributes["IR Guided SAM"] then ThreatLevel = 8
elseif ( Attributes["SR SAM"] or Attributes["MANPADS"] ) and
Attributes["IR Guided SAM"] then ThreatLevel = 7
elseif Attributes["AAA"] then ThreatLevel = 6
elseif Attributes["Modern Tanks"] then ThreatLevel = 5
elseif ( Attributes["Tanks"] or Attributes["IFV"] ) and
Attributes["ATGM"] then ThreatLevel = 4
elseif ( Attributes["Tanks"] or Attributes["IFV"] ) and
not Attributes["ATGM"] then ThreatLevel = 3
elseif Attributes["Old Tanks"] or Attributes["APC"] or Attributes["Artillery"] then ThreatLevel = 2
elseif Attributes["Infantry"] then ThreatLevel = 1
local ThreatLevels = {
"Unarmed",
"Infantry",
"Old Tanks & APCs",
"Tanks & IFVs without ATGM",
"Tanks & IFV with ATGM",
"Modern Tanks",
"AAA",
"IR Guided SAMs",
"SR SAMs",
"MR SAMs",
"LR SAMs"
}
if Attributes["LR SAM"] then ThreatLevel = 10
elseif Attributes["MR SAM"] then ThreatLevel = 9
elseif Attributes["SR SAM"] and
not Attributes["IR Guided SAM"] then ThreatLevel = 8
elseif ( Attributes["SR SAM"] or Attributes["MANPADS"] ) and
Attributes["IR Guided SAM"] then ThreatLevel = 7
elseif Attributes["AAA"] then ThreatLevel = 6
elseif Attributes["Modern Tanks"] then ThreatLevel = 5
elseif ( Attributes["Tanks"] or Attributes["IFV"] ) and
Attributes["ATGM"] then ThreatLevel = 4
elseif ( Attributes["Tanks"] or Attributes["IFV"] ) and
not Attributes["ATGM"] then ThreatLevel = 3
elseif Attributes["Old Tanks"] or Attributes["APC"] or Attributes["Artillery"] then ThreatLevel = 2
elseif Attributes["Infantry"] then ThreatLevel = 1
end
ThreatText = ThreatLevels[ThreatLevel+1]
end
ThreatText = ThreatLevels[ThreatLevel+1]
end
if self:IsAir() then
self:T( "Air" )
local ThreatLevels = {
"Unarmed",
"Tanker",
"AWACS",
"Transport Helicpter",
"UAV",
"Bomber",
"Strategic Bomber",
"Attack Helicopter",
"Battleplane",
"Multirole Fighter",
"Fighter"
}
if self:IsAir() then
if Attributes["Fighters"] then ThreatLevel = 10
elseif Attributes["Multirole fighters"] then ThreatLevel = 9
elseif Attributes["Battleplanes"] then ThreatLevel = 8
elseif Attributes["Attack helicopters"] then ThreatLevel = 7
elseif Attributes["Strategic bombers"] then ThreatLevel = 6
elseif Attributes["Bombers"] then ThreatLevel = 5
elseif Attributes["UAVs"] then ThreatLevel = 4
elseif Attributes["Transport helicopters"] then ThreatLevel = 3
elseif Attributes["AWACS"] then ThreatLevel = 2
elseif Attributes["Tankers"] then ThreatLevel = 1
self:T( "Air" )
local ThreatLevels = {
"Unarmed",
"Tanker",
"AWACS",
"Transport Helicopter",
"UAV",
"Bomber",
"Strategic Bomber",
"Attack Helicopter",
"Battleplane",
"Multirole Fighter",
"Fighter"
}
if Attributes["Fighters"] then ThreatLevel = 10
elseif Attributes["Multirole fighters"] then ThreatLevel = 9
elseif Attributes["Battleplanes"] then ThreatLevel = 8
elseif Attributes["Attack helicopters"] then ThreatLevel = 7
elseif Attributes["Strategic bombers"] then ThreatLevel = 6
elseif Attributes["Bombers"] then ThreatLevel = 5
elseif Attributes["UAVs"] then ThreatLevel = 4
elseif Attributes["Transport helicopters"] then ThreatLevel = 3
elseif Attributes["AWACS"] then ThreatLevel = 2
elseif Attributes["Tankers"] then ThreatLevel = 1
end
ThreatText = ThreatLevels[ThreatLevel+1]
end
ThreatText = ThreatLevels[ThreatLevel+1]
end
if self:IsShip() then
self:T( "Ship" )
--["Aircraft Carriers"] = {"Heavy armed ships",},
--["Cruisers"] = {"Heavy armed ships",},
--["Destroyers"] = {"Heavy armed ships",},
--["Frigates"] = {"Heavy armed ships",},
--["Corvettes"] = {"Heavy armed ships",},
--["Heavy armed ships"] = {"Armed ships", "Armed Air Defence", "HeavyArmoredUnits",},
--["Light armed ships"] = {"Armed ships","NonArmoredUnits"},
--["Armed ships"] = {"Ships"},
--["Unarmed ships"] = {"Ships","HeavyArmoredUnits",},
local ThreatLevels = {
"Unarmed ship",
"Light armed ships",
"Corvettes",
"",
"Frigates",
"",
"Cruiser",
"",
"Destroyer",
"",
"Aircraft Carrier"
}
if self:IsShip() then
self:T( "Ship" )
--["Aircraft Carriers"] = {"Heavy armed ships",},
--["Cruisers"] = {"Heavy armed ships",},
--["Destroyers"] = {"Heavy armed ships",},
--["Frigates"] = {"Heavy armed ships",},
--["Corvettes"] = {"Heavy armed ships",},
--["Heavy armed ships"] = {"Armed ships", "Armed Air Defence", "HeavyArmoredUnits",},
--["Light armed ships"] = {"Armed ships","NonArmoredUnits"},
--["Armed ships"] = {"Ships"},
--["Unarmed ships"] = {"Ships","HeavyArmoredUnits",},
if Attributes["Aircraft Carriers"] then ThreatLevel = 10
elseif Attributes["Destroyers"] then ThreatLevel = 8
elseif Attributes["Cruisers"] then ThreatLevel = 6
elseif Attributes["Frigates"] then ThreatLevel = 4
elseif Attributes["Corvettes"] then ThreatLevel = 2
elseif Attributes["Light armed ships"] then ThreatLevel = 1
local ThreatLevels = {
"Unarmed ship",
"Light armed ships",
"Corvettes",
"",
"Frigates",
"",
"Cruiser",
"",
"Destroyer",
"",
"Aircraft Carrier"
}
if Attributes["Aircraft Carriers"] then ThreatLevel = 10
elseif Attributes["Destroyers"] then ThreatLevel = 8
elseif Attributes["Cruisers"] then ThreatLevel = 6
elseif Attributes["Frigates"] then ThreatLevel = 4
elseif Attributes["Corvettes"] then ThreatLevel = 2
elseif Attributes["Light armed ships"] then ThreatLevel = 1
end
ThreatText = ThreatLevels[ThreatLevel+1]
end
ThreatText = ThreatLevels[ThreatLevel+1]
end
self:T2( ThreatLevel )
@@ -778,92 +794,6 @@ end
--- Signal a flare at the position of the UNIT.
-- @param #UNIT self
-- @param Utilities.Utils#FLARECOLOR FlareColor
function UNIT:Flare( FlareColor )
self:F2()
trigger.action.signalFlare( self:GetVec3(), FlareColor , 0 )
end
--- Signal a white flare at the position of the UNIT.
-- @param #UNIT self
function UNIT:FlareWhite()
self:F2()
trigger.action.signalFlare( self:GetVec3(), trigger.flareColor.White , 0 )
end
--- Signal a yellow flare at the position of the UNIT.
-- @param #UNIT self
function UNIT:FlareYellow()
self:F2()
trigger.action.signalFlare( self:GetVec3(), trigger.flareColor.Yellow , 0 )
end
--- Signal a green flare at the position of the UNIT.
-- @param #UNIT self
function UNIT:FlareGreen()
self:F2()
trigger.action.signalFlare( self:GetVec3(), trigger.flareColor.Green , 0 )
end
--- Signal a red flare at the position of the UNIT.
-- @param #UNIT self
function UNIT:FlareRed()
self:F2()
local Vec3 = self:GetVec3()
if Vec3 then
trigger.action.signalFlare( Vec3, trigger.flareColor.Red, 0 )
end
end
--- Smoke the UNIT.
-- @param #UNIT self
function UNIT:Smoke( SmokeColor, Range )
self:F2()
if Range then
trigger.action.smoke( self:GetRandomVec3( Range ), SmokeColor )
else
trigger.action.smoke( self:GetVec3(), SmokeColor )
end
end
--- Smoke the UNIT Green.
-- @param #UNIT self
function UNIT:SmokeGreen()
self:F2()
trigger.action.smoke( self:GetVec3(), trigger.smokeColor.Green )
end
--- Smoke the UNIT Red.
-- @param #UNIT self
function UNIT:SmokeRed()
self:F2()
trigger.action.smoke( self:GetVec3(), trigger.smokeColor.Red )
end
--- Smoke the UNIT White.
-- @param #UNIT self
function UNIT:SmokeWhite()
self:F2()
trigger.action.smoke( self:GetVec3(), trigger.smokeColor.White )
end
--- Smoke the UNIT Orange.
-- @param #UNIT self
function UNIT:SmokeOrange()
self:F2()
trigger.action.smoke( self:GetVec3(), trigger.smokeColor.Orange )
end
--- Smoke the UNIT Blue.
-- @param #UNIT self
function UNIT:SmokeBlue()
self:F2()
trigger.action.smoke( self:GetVec3(), trigger.smokeColor.Blue )
end
-- Is methods

View File

@@ -2,9 +2,11 @@ Utilities/Routines.lua
Utilities/Utils.lua
Core/Base.lua
Core/Report.lua
Core/Scheduler.lua
Core/ScheduleDispatcher.lua
Core/Event.lua
Core/Settings.lua
Core/Menu.lua
Core/Zone.lua
Core/Database.lua
@@ -38,8 +40,14 @@ Functional/MissileTrainer.lua
Functional/AirbasePolice.lua
Functional/Detection.lua
Functional/Designate.lua
Functional/RAT.lua
AI/AI_Balancer.lua
AI/AI_A2A.lua
AI/AI_A2A_Patrol.lua
AI/AI_A2A_Cap.lua
AI/AI_A2A_Gci.lua
AI/AI_A2A_Dispatcher.lua
AI/AI_Patrol.lua
AI/AI_Cap.lua
AI/AI_Cas.lua
@@ -57,6 +65,8 @@ Tasking/Task.lua
Tasking/DetectionManager.lua
Tasking/Task_A2G_Dispatcher.lua
Tasking/Task_A2G.lua
Tasking/Task_A2A_Dispatcher.lua
Tasking/Task_A2A.lua
Tasking/Task_Cargo.lua
Moose.lua

File diff suppressed because it is too large Load Diff

26303
Moose Mission Setup/Moose_.lua Normal file

File diff suppressed because it is too large Load Diff

View File

@@ -1,328 +0,0 @@
# MOOSE Release 2.1.0
Find here a new release of MOOSE, **release 2.1.0**!
A lot of work has been into the preparation of this.
You'll find new features as well as a couple of important bug fixes.
Release 2.1 can be downloaded from here.
## Summary
First of all, this release would not have been possible without the help and contribution of many
members of this community. THANK YOU!
This release brings you **an improved tasking mechanism**.
Tasking is the system in MOOSE that allows to:
* Execute **co-op** missions and tasks
* **Detect** targets dynamically
* Define new tasks **dynamically**
* Execute the tasks
* Complete the mission **goals**
* Extensive menu system and briefings/reports for **player interaction**
* Improved Scoring of mission goal achievements, and task achievements.
On top, release brings you new functionality by the introduction of new classes to:
* **Designate targets** (lase, smoke or illuminate targets) by AI, assisting your attack. Allows to drop laser guides bombs.
* A new **tasking** system to **transport cargo** of various types
* Dynamically **spawn static objects**
* Improved **coordinate system**
* Build **large formations**, like bombers flying to a target area
## 1. TASKING SYSTEM!
A lot of work has been done in improving the tasking framework within MOOSE.
**The tasking system comes with TASK DISPATCHING mechanisms, that DYNAMICALLY
allocate new tasks based on the tactical or strategical situation in the mission!!!
These tasks can then be engaged upon by the players!!!**
The [TASK\_A2G\_DISPATCHER](http://flightcontrol-master.github.io/MOOSE/Documentation/Task_A2G_Dispatcher.html) class implements the dynamic dispatching of tasks upon groups of detected units determined a Set of FAC (groups). The FAC will detect units, will group them, and will dispatch Tasks to groups. Depending on the type of target detected, different tasks will be dispatched. Find a summary below describing for which situation a task type is created:
* **CAS Task**: Is created when there are enemy ground units within range of the FAC, while there are friendly units in the FAC perimeter.
* **BAI Task**: Is created when there are enemy ground units within range of the FAC, while there are NO other friendly units within the FAC perimeter.
* **SEAD Task**: Is created when there are enemy ground units wihtin range of the FAC, with air search radars.
More TASK_... dispatcher classes are to come in the future, like A2A, G2G, etc...
Improvements on the TASKING are in summary:
* A COMMANDCENTER has a dedicated menu.
* A MISSION has a dedicated menu system.
* A MISSION has a briefing report.
* A MISSION has dedicated status reports.
* A MISSION has for each TASK TYPE a menu.
* A MISSION has for each TASK TYPE a dedicated menu system for each TASK defined.
* A MISSION has an "assigned" task menu that contains menu actions relevant to the assigned task.
* A TASK (of various types) has a dedicated menu system.
* A TASK has a briefing report.
* A TASK has dedicated status reports.
* Player reports can be retrieved that explain which player is at which task.
* ...
TASKING is vast, and at the moment there is too much to explain.
**The best way to explore the TASKING is to TRY it...**
I suggest you have a look at the [GORI Valley Mission - Iteration 3](https://www.youtube.com/watch?v=v2Us8SS1-44&t=1070s).
## 2. New MOOSE classes have been added.
MOOSE 2.1.0 comes with new classes that extends the functionality of the MOOSE framework and allow you to do new things in your missions:
### 2.1. Target designation by laser, smoke or illumination.
[DESIGNATE](http://flightcontrol-master.github.io/MOOSE/Documentation/Designate.html) 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...
Targets can be:
* **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.
[DESIGNATE is demonstrated on youtube](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl0dQ9UKQMb7YL8z2sKSqemH)
DESIGNATE Demo Missions: [DES - Designation]()
### 2.2. Build large formations of AI.
[AI_FORMATION](http://flightcontrol-master.github.io/MOOSE/Documentation/AI_Formation.html) 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.
AI_FORMATION Demo Missions: [FOR - AI Group Formation]()
### 2.3. Transport cargo of different types to various locations as a human task within a mission.
The Moose framework provides various CARGO classes that allow DCS physical or logical objects to be transported or sling loaded by Carriers.
The CARGO_ classes, as part of the moose core, are able to Board, Load, UnBoard and UnLoad cargo between Carrier units.
This collection of classes in this module define tasks for human players to handle these cargo objects.
Cargo can be transported, picked-up, deployed and sling-loaded from and to other places.
[TASK\_CARGO\_TRANSPORT](http://flightcontrol-master.github.io/MOOSE/Documentation/Task_Cargo.html#TASK_CARGO_TRANSPORT) defines a task for a human player to transport a set of cargo between various zones.
It is the first class that forms part of the TASK_CARGO classes suite.
The TASK_CARGO classes provide you with a flexible tasking sytem,
that allows you to transport cargo of various types between various locations
and various dedicated deployment zones.
A human player can join the battle field in a client airborne slot or a ground vehicle within the CA module (ALT-J).
The player needs to accept the task from the task overview list within the mission, using the radio menus.
Once the TASK_CARGO is assigned to the player and accepted by the player, the player will obtain
an extra **Cargo Handling Radio Menu** that contains the CARGO objects that need to be transported.
Cargo can be transported towards different **Deployment Zones**, but can also be deployed anywhere within the battle field.
The Cargo Handling Radio Menu system allows to execute **various actions** to handle the cargo.
In the menu, you'll find for each CARGO, that is part of the scope of the task, various actions that can be completed.
Depending on the location of your Carrier unit, the menu options will vary.
The [CARGO_GROUP](http://flightcontrol-master.github.io/MOOSE/Documentation/Cargo.html#CARGO_GROUP) class defines a
cargo that is represented by a GROUP object within the simulator, and can be transported by a carrier.
The [CARGO_UNIT](http://flightcontrol-master.github.io/MOOSE/Documentation/Cargo.html#CARGO_UNIT) class defines a
cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.
Mission designers can use the [SET_CARGO](http://flightcontrol-master.github.io/MOOSE/Documentation/Set.html#SET_CARGO)
class to build sets of cargos.
Note 1: **Various other CARGO classes are defined and are WIP**.
Now that the foundation for Cargo handling is getting form, future releases will bring other types of CARGO handling
classes to the MOOSE framework quickly. Sling-loading, package, beacon and other types of CARGO will be released soon.
Note 2: **AI_CARGO has been renamed to CARGO and now forms part of the Core or MOOSE**.
If you were using AI_CARGO in your missions, please rename AI_CARGO with CARGO...
TASK_TRANSPORT_CARGO is demonstrated at the [GORI Valley Mission - Iteration 4](https://www.youtube.com/watch?v=v2Us8SS1-44&t=1070s)
TASK_TRANSPORT_CARGO test missions:
### 2.4. Dynamically spawn STATIC objects into your mission.
The [SPAWNSTATIC](http://flightcontrol-master.github.io/MOOSE/Documentation/SpawnStatic.html#SPAWNSTATIC) class allows to spawn dynamically new Statics.
By 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.
New spawned Statics get the same name as the name of the template Static, or gets the given name when a new name is provided at the Spawn method.
### 2.5. Better coordinate management in MGRS or LLor LLDecimal.
The [COORDINATE](http://flightcontrol-master.github.io/MOOSE/Documentation/Point.html#COORDINATE) class
defines a 2D coordinate in the simulator. A COORDINATE can be expressed in LL or in MGRS.
### 2.6. Improved scoring system
Scoring is implemented throught the [SCORING](http://flightcontrol-master.github.io/MOOSE/Documentation/Scoring.html) class.
The scoring system has been improved a lot! Now, the scoring is correctly counting scores on normal units, statics and scenary objects.
Specific scores can be registered for specific targets. The scoring works together with the tasking system, so players can achieve
additional scores when they achieve goals!
## 3. A lot of components have been reworked and bugs have been fixed.
### 3.1. Better event handling and event dispatching.
The underlying mechanisms to handle DCS events has been improved. Bugs have been fixed.
The MISSION_END event is now also supported.
### 2.2. Cargo handling has been made much better now.
As a result, some of the WIP cargo classes that were defined earlier are still WIP.
But as mentioned earlier, new CARGO classes can be published faster now.
The framework is now more consistent internally.
### 2.3. Beacons and Radio
The Radio contains 2 classes : RADIO and BEACON
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**.
## 3. A lot of new methods have been defined in several existing or new classes.
AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefing ) --R2.1
AI_FORMATION:TestSmokeDirectionVector( SmokeDirection ) --R2.1
AI_FORMATION:onafterFormationLine( FollowGroupSet, From , Event , To, XStart, XSpace, YStart, YSpace, ZStart, ZSpace ) --R2.1
AI_FORMATION:onafterFormationTrail( FollowGroupSet, From , Event , To, XStart, XSpace, YStart ) --R2.1
AI_FORMATION:onafterFormationStack( FollowGroupSet, From , Event , To, XStart, XSpace, YStart, YSpace ) --R2.1
AI_FORMATION:onafterFormationLeftLine( FollowGroupSet, From , Event , To, XStart, YStart, ZStart, ZSpace ) --R2.1
AI_FORMATION:onafterFormationRightLine( FollowGroupSet, From , Event , To, XStart, YStart, ZStart, ZSpace ) --R2.1
AI_FORMATION:onafterFormationLeftWing( FollowGroupSet, From , Event , To, XStart, XSpace, YStart, ZStart, ZSpace ) --R2.1
AI_FORMATION:onafterFormationRightWing( FollowGroupSet, From , Event , To, XStart, XSpace, YStart, ZStart, ZSpace ) --R2.1
AI_FORMATION:onafterFormationCenterWing( FollowGroupSet, From , Event , To, XStart, XSpace, YStart, YSpace, ZStart, ZSpace ) --R2.1
AI_FORMATION:onafterFormationVic( FollowGroupSet, From , Event , To, XStart, XSpace, YStart, YSpace, ZStart, ZSpace ) --R2.1
AI_FORMATION:onafterFormationBox( FollowGroupSet, From , Event , To, XStart, XSpace, YStart, YSpace, ZStart, ZSpace, ZLevels ) --R2.1
AI_FORMATION:SetFlightRandomization( FlightRandomization ) --R2.1
AI_FORMATION:onenterFollowing( FollowGroupSet ) --R2.1
CARGO:GetName()
CARGO:GetObjectName()
DATABASE:ForEachStatic( IteratorFunction, FinalizeFunction, ... )
EVENT:Reset( EventObject ) --R2.1
POINT_VEC3:IsLOS( ToPointVec3 ) --R2.1
COORDINATE:New( x, y, LandHeightAdd ) --R2.1 Fixes issue #424.
COORDINATE:NewFromVec2( Vec2, LandHeightAdd ) --R2.1 Fixes issue #424.
COORDINATE:NewFromVec3( Vec3 ) --R2.1 Fixes issue #424.
COORDINATE:ToStringLL( LL_Accuracy, LL_DMS ) --R2.1 Fixes issue #424.
COORDINATE:ToStringMGRS( MGRS_Accuracy ) --R2.1 Fixes issue #424.
COORDINATE:ToString() --R2.1 Fixes issue #424.
COORDINATE:CoordinateMenu( RootMenu ) --R2.1 Fixes issue #424.
COORDINATE:MenuSystem( System ) --R2.1 Fixes issue #424.
COORDINATE:MenuLL_Accuracy( LL_Accuracy ) --R2.1 Fixes issue #424.
COORDINATE:MenuLL_DMS( LL_DMS ) --R2.1 Fixes issue #424.
COORDINATE:MenuMGRS_Accuracy( MGRS_Accuracy ) --R2.1 Fixes issue #424.
SET_BASE:FilterDeads() --R2.1 allow deads to be filtered to automatically handle deads in the collection.
SET_BASE:FilterCrashes() --R2.1 allow crashes to be filtered to automatically handle crashes in the collection.
SET_UNIT:ForEachUnitPerThreatLevel( FromThreatLevel, ToThreatLevel, IteratorFunction, ... ) --R2.1 Threat Level implementation
SET_CARGO:New() --R2.1
SET_CARGO:AddCargosByName( AddCargoNames ) --R2.1
SET_CARGO:RemoveCargosByName( RemoveCargoNames ) --R2.1
SET_CARGO:FindCargo( CargoName ) --R2.1
SET_CARGO:FilterCoalitions( Coalitions ) --R2.1
SET_CARGO:FilterTypes( Types ) --R2.1
SET_CARGO:FilterCountries( Countries ) --R2.1
SET_CARGO:FilterPrefixes( Prefixes ) --R2.1
SET_CARGO:FilterStart() --R2.1
SET_CARGO:AddInDatabase( Event ) --R2.1
SET_CARGO:FindInDatabase( Event ) --R2.1
SET_CARGO:ForEachCargo( IteratorFunction, ... ) --R2.1
SET_CARGO:FindNearestCargoFromPointVec2( PointVec2 ) --R2.1
SET_CARGO:IsIncludeObject( MCargo ) --R2.1
SET_CARGO:OnEventNewCargo( EventData ) --R2.1
SET_CARGO:OnEventDeleteCargo( EventData ) --R2.1 SpawnStatic.lua (5 matches)
SPAWNSTATIC:NewFromStatic( SpawnTemplatePrefix, CountryID ) --R2.1
SPAWNSTATIC:NewFromType( SpawnTypeName, SpawnShapeName, SpawnCategory, CountryID ) --R2.1
SPAWNSTATIC:SpawnFromPointVec2( PointVec2, Heading, NewName ) --R2.1
SPAWNSTATIC:SpawnFromZone( Zone, Heading, NewName ) --R2.1
ZONE_BASE:GetCoordinate( Height ) --R2.1
DESIGNATE:SetFlashStatusMenu( FlashMenu ) --R2.1
DESIGNATE:SetLaserCodes( LaserCodes ) --R2.1
DESIGNATE:GenerateLaserCodes() --R2.1
DESIGNATE:SetAutoLase( AutoLase ) --R2.1
DESIGNATE:SetThreatLevelPrioritization( Prioritize ) --R2.1
DETECTION_BASE:CleanDetectionItems() --R2.1 Clean the DetectionItems list
DETECTION_BASE:GetDetectedItemID( Index ) --R2.1
DETECTION_BASE:GetDetectedID( Index ) --R2.1
DETECTION_AREAS:DetectedReportDetailed() --R2.1 Fixed missing report
REPORT:HasText() --R2.1
REPORT:SetIndent( Indent ) --R2.1
REPORT:AddIndent( Text ) --R2.1
MISSION:GetMenu( TaskGroup ) -- R2.1 -- Changed Menu Structure
TASK:SetMenu( MenuTime ) --R2.1 Mission Reports and Task Reports added. Fixes issue #424.
TASK:ReportSummary() --R2.1 fixed report. Now nicely formatted and contains the info required.
TASK:ReportOverview() --R2.1 fixed report. Now nicely formatted and contains the info required.
TASK:GetPlayerCount() --R2.1 Get a count of the players.
TASK:GetPlayerNames() --R2.1 Get a map of the players.
TASK:ReportDetails() --R2.1 fixed report. Now nicely formatted and contains the info required.
UTILS.tostringMGRS = function(MGRS, acc) --R2.1
POSITIONABLE:GetBoundingBox() --R2.1
POSITIONABLE:GetHeight() --R2.1
POSITIONABLE:GetMessageText( Message, Name ) --R2.1 added
POSITIONABLE:GetMessage( Message, Duration, Name ) --R2.1 changed callsign and name and using GetMessageText
POSITIONABLE:MessageToSetGroup( Message, Duration, MessageSetGroup, Name ) --R2.1
POSITIONABLE:GetRadio() --R2.1
POSITIONABLE:GetBeacon() --R2.1
POSITIONABLE:LaseUnit( Target, LaserCode, Duration ) --R2.1
POSITIONABLE:LaseOff() --R2.1
POSITIONABLE:IsLasing() --R2.1
POSITIONABLE:GetSpot() --R2.1
POSITIONABLE:GetLaserCode() --R2.1
UNIT:IsDetected( TargetUnit ) --R2.1
UNIT:IsLOS( TargetUnit ) --R2.1

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Utils/DCS_ControlAPI.txt Normal file
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DCS Simulation Control User Scripts
====================================
The behaviour of the DCS can be altered using the *GameGUI.lua scripts.
You define the hooks to the DCS events, and then do what you want using the provided API.
===================================================================================================
When loading, DCS searches for Saved Games\DCS\Scripts\*GameGUI.lua files,
sorts them by name and then loads into the GUI Lua-state.
Each user script is loaded into an isolated environment, so the only
thing they share is the state of the simulator.
Each script defines a set of callbacks to the DCS events and sets them with the call
DCS.setUserCallbacks(cb_table)
For each callback type the hooks of all user scripts will be called in order of loading.
For callbacks which are supposed to returning a value, currently there are 3 of them:
onPlayerTryConnect
onPlayerTrySendChat
onPlayerTryChangeSlot
returning a value means breaking the hook call chain.
Returning nothing (or nil) means continuing the hook chain, which ends with the default allow-all handlers.
The example user script 'testGameGUI.lua':
----------------------------------------------------------------------------------------------
local test = {}
function test.onPlayerTryConnect(ipaddr, name, ucid, playerID)
print('onPlayerTryConnect(%s, %s, %s, %d)', ipaddr, name, ucid, playerID)
-- if you want to gently intercept the call, allowing other user scripts to get it,
-- you better return nothing here
return true -- allow the player to connect
end
function test.onSimulationStart()
print('Current mission is '..DCS.getMissionName())
end
DCS.setUserCallbacks(test) -- here we set our callbacks
----------------------------------------------------------------------------------------------
The available API are documented below.
The full list of the callbacks is at the end of this document.
In addition, all standard lua 5.1 libraries are available as well, namely:
base api, like print, etc,
math.*
table.*
string.*
io.*
os.*
debug.*
===================================================================================================
Lua File System (lfs) API
-------------------------------
lfs.currentdir() -> string
Returns the path of the DCS install folder
lfs.writedir() -> string
Returns the path of the current 'Saved Games\DCS' folder.
lfs.tempdir() -> string
Returns the pat of the DCS Temp folder (AppData\Local\Temp\DCS).
lfs.mkdir()
lfs.rmdir()
lfs.attributes()
lfs.dir()
lfs.normpath()
lfs.realpath()
DCS Control API, table 'DCS.*'
-------------------------------
DCS.setPause(bool)
Pauses/resumes the simulation. Server-side only.
DCS.getPause() -> bool
true if simulation is paused
DCS.stopMission()
stops current mission
DCS.exitProcess()
Exits the DCS process.
DCS.isMultiplayer() -> bool
True when running in the multiplayer mode.
DCS.isServer() -> bool
True when running as a server or in the single-player mode.
DCS.getModelTime() -> number
returns current DCS simulation time in seconds.
DCS.getRealTime() -> number
returns current DCS real time in seconds relative to the DCS start time.
DCS.getMissionOptions() -> table
Returns the value of 'mission.options'
DCS.getMissionDescription() -> string
translated mission.descriptionText string
DCS.getAvailableCoalitions() -> table {
[coalition_id] = { name = "coalition name", }
...
}
Returns a list of coalitions which have available slots.
DCS.getAvailableSlots(coalitionID) -> array of {unitId, type, role, callsign, groupName, country}
Returns the list of available slots.
NOTE: the returned unitID is actually a slotID, which for multi-seat units is 'unitID_seatID'
DCS.getCurrentMission() -> table with the currently loaded mission
NOTE: to get valid mission.options use DCS.getMissionOptions()
DCS.getMissionName() -> string
Returns the name of the current mission
DCS.getMissionFilename() -> string
Returns the file name of the current mission (returns nil when acting as a multiplayer client).
DCS.getMissionResult(string side) -> integer [0, 100]
Gets missin result for either 'red' or 'blue'
DCS.getUnitProperty(missionId, propertyId) -> string
propertyId:
DCS.UNIT_RUNTIME_ID, // unique within runtime mission. int
DCS.UNIT_MISSION_ID, // unique within mission file. int>0
DCS.UNIT_NAME, // unit name, as assigned by mission designer.
DCS.UNIT_TYPE, // unit type (Ural, ZU-23, etc)
DCS.UNIT_CATEGORY,
DCS.UNIT_GROUP_MISSION_ID, // group ID, unique within mission file. int>0
DCS.UNIT_GROUPNAME, // group name, as assigned by mission designer.
DCS.UNIT_GROUPCATEGORY,
DCS.UNIT_CALLSIGN,
DCS.UNIT_HIDDEN,// ME hiding
DCS.UNIT_COALITION,// "blue", "red" or "unknown"
DCS.UNIT_COUNTRY_ID,
DCS.UNIT_TASK, //"unit.group.task"
DCS.UNIT_PLAYER_NAME, // valid for network "humanable" units
DCS.UNIT_ROLE,//"artillery_commander", "instructor", etc
DCS.UNIT_INVISIBLE_MAP_ICON,//ME invisible map icon
DCS.getUnitType(missionId) -> typeId
a shortcut for DCS.getUnitProperty(missionId, DCS.UNIT_TYPE)
DCS.getUnitTypeAttribute(typeId, attr) -> string
Returns a value from Database: Objects[typeId][attr],
for example DCS.getUnitTypeAttribute("Ural", "DisplayName")
DCS.writeDebriefing(str)
Writes a custom string to the debriefing file
DCS.setUserCallbacks(cb_table)
Hooks the callbacks using the handlers from the provided table.
See: "GameGUI scripts" section.
Logging API 'log.*'
------------------------
Logging works as follows:
a) each log message is accompanied with 2 attributes: a subsystem, and level.
b) after each messages gets into a logger it passes (asynchronously) through
a series of output filters which decide where the message will be written to.
Writing to log is done by:
log.write(SUBSYSTEM_NAME, LOG_LEVEL, message, ...)
if there are any arguments after 'message',
the actual string is formed as string.format(message, ...)
SUBSYSTEM_NAME is a string
LOG_LEVEL is one of the values, listed below
see log.set_output()
log.set_output(log_file_name_wo_ext, rule_subsystem_name, rule_level_mask, rule_output_mode)
the args:
log_file_name_wo_ext: resulting log will be written to $WRITE_DIR/Logs/<log_file_name_wo_ext>.log
rule_subsytem_name: the name of the subsystem whose messages to write or empty string to match all subsystems
rule_level_mask: a sum of log-level bit flags to match messages
valid flags are:
log.ALERT
log.ERROR
log.WARNING
log.INFO
log.DEBUG
log.ALL - includes all of the above
log.TRACE - a special level which is excluded from dcs.log file
rule_output_mode: a sum of output flags:
log.MESSAGE
log.TIME
log.MODULE - this is a 'subsystem', not a dlc
log.LEVEL
log.FULL - all of the above
So, in order to save net.trace(msg) messages to a file, you should issue a call:
log.set_output('lua-net', 'LuaNET', log.TRACE, log.MESSAGE + log.TIME)
This will write to a Logs/lua-net.log file
Or, to save everything lua-network-related:
log.set_output('lua-net', 'LuaNET', log.TRACE + log.ALL, log.MESSAGE + log.TIME + log.LEVEL)
To close the log file, you must use
log.set_output('lua-net', '', 0, 0)
log.* API is available in the 'Saved Games\DCS\Config\autoexec.cfg' file as well so you can control log output in you local machine.
Network specific API, available through the table 'net.'
----------------------------------------------------------------
net.log(msg) -- equivalent to log.write('LuaNET', log.INFO, msg)
net.trace(msg) -- equivalent to log.write('LuaNET', log.TRACE, msg)
What is the difference: log() always writes to dcs.log, but may lose messages if the output rate is too high.
trace() output never appears in the dcs.log file, it must be explicitly directed to a log file.
It never loses messages when there's an active output, but it may block if output rate is higher than writing to the log file.
To control logger output you can use $WRITE_DIR/Config/autoexec.cfg file, or call this from your network script
(log.* API, see above)
net.dostring_in(state, string) -> string
Executes a lua-string in a given internal lua-state and returns a string result
Valid state names are:
'config': the state in which $INSTALL_DIR/Config/main.cfg is executed, as well as $WRITE_DIR/Config/autoexec.cfg
used for configuration settings
'mission': holds current mission
'export': runs $WRITE_DIR/Scripts/Export.lua and the relevant export API
net.send_chat(string message, bool all)
Send chat message. If not all, then send to my coalition (side) only.
net.send_chat_to(string message, playerID to)
Send direct chat message to a player
Server-side only:
net.send_chat_to(string message, playerID to[, playerID from])
net.recv_chat(message[, int from=0])
Receive chat message locally[, pretending it was sent by another player].
from = 0 means from the system
net.load_mission(miz_filename)
Loads a specified mission, temporarily overriding the server mission list.
SERVER ONLY
net.load_next_mission() -> bool
Load the next mission from the server mission list. Returns false if list end is reached
SERVER ONLY
net.get_player_list() -> array of playerID
Returns the list of currently connected players
net.get_my_player_id() -> playerID
Returns the playerID of the local player. Currently always 1 for the server.
net.get_server_id() -> playerID
Returns playerID of the server. Currently, always 1.
net.get_player_info(playerID) -> table
Returns a table of all player attributes or nil if playerID is invalid
net.get_player_info(playerID, attrName) -> value
Returns a value of a given attribute for the playerID.
Currently defined attributes are:
'id': playerID
'name': player name
'side': 0 - spectators, 1 - red, 2 - blue
'slot': slotID of the player or ''
'ping': ping of the player in ms
'ipaddr': IP address of the player, SERVER ONLY
'ucid': Unique Client Identifier, SERVER ONLY
net.kick(id, message)
Kick a player.
net.get_stat(playerID, statID) -> integer
Get statistics for player. statIDs are:
net.PS_PING (0) - ping (in ms)
net.PS_CRASH (1) - number of crashes
net.PS_CAR (2) - number of destroyed vehicles
net.PS_PLANE (3) - ... planes/helicopters
net.PS_SHIP (4) - ... ships
net.PS_SCORE (5) - total score
net.PS_LAND (6) - number of landings
net.PS_EJECT (7) - of ejects
net.get_name(playerID) -> string
The same as net.get_player_info(playerID, 'name')
FIXME: implement in ServMan_compat.lua ?
net.get_slot(playerID) -> sideID, slotID
The same as:
net.get_player_info(playerID, 'side'), net.get_player_info(playerID, 'slot')
FIXME: implement in ServMan_compat.lua ?
net.set_slot(sideID, slotID)
Try to set the local player's slot. Empty slotID ('') puts the player into spectators.
net.force_player_slot(playerID, sideID, slotID) -> boolean
Forces a player to occupy a set slot. Slot '' means no slot (moves player to spectators)
SideID: 0 - spectators, 1 - red, 2 - blue
net.set_name(playerID, name) -- OBSOLETE, works only locally
net.lua2json(value) -> string
Convert a Lua value to JSON string
net.json2lua(json_string) -> value
Convert JSON string to a Lua value
LuaExport API 'Export.Lo*'
----------------------------------------------------------------
See Scripts/Export.lua for the documentation. Note that all export
API functions are available here in the Export. namespace, not the global one.
In multiplayer the availability of the API on clients depends on the server setting.
The calls to check export capabilities:
Export.LoIsObjectExportAllowed() -- returns the value of server.advanced.allow_object_export
Export.LoIsSensorExportAllowed() -- returns the value of server.advanced.allow_sensor_export
Export.LoIsOwnshipExportAllowed() -- returns the value of server.advanced.allow_ownship_export
These calls are only available on clients when LoIsObjectExportAllowed() is true:
Export.LoGetObjectById
Export.LoGetWorldObjects
These calls are only available on clients when LoIsSensorExportAllowed() is true:
Export.LoGetTWSInfo
Export.LoGetTargetInformation
Export.LoGetLockedTargetInformation
Export.LoGetF15_TWS_Contacts
Export.LoGetSightingSystemInfo
Export.LoGetWingTargets
These calls are only available on clients when LoIsOwnshipExportAllowed() is true:
Export.LoGetPlayerPlaneId
Export.LoGetIndicatedAirSpeed
Export.LoGetAngleOfAttack
Export.LoGetAngleOfSideSlip
Export.LoGetAccelerationUnits
Export.LoGetVerticalVelocity
Export.LoGetADIPitchBankYaw
Export.LoGetTrueAirSpeed
Export.LoGetAltitudeAboveSeaLevel
Export.LoGetAltitudeAboveGroundLevel
Export.LoGetMachNumber
Export.LoGetRadarAltimeter
Export.LoGetMagneticYaw
Export.LoGetGlideDeviation
Export.LoGetSideDeviation
Export.LoGetSlipBallPosition
Export.LoGetBasicAtmospherePressure
Export.LoGetControlPanel_HSI
Export.LoGetEngineInfo
Export.LoGetSelfData
Export.LoGetCameraPosition
Export.LoSetCameraPosition
Export.LoSetCommand
Export.LoGetMCPState
Export.LoGetRoute
Export.LoGetNavigationInfo
Export.LoGetPayloadInfo
Export.LoGetWingInfo
Export.LoGetMechInfo
Export.LoGetRadioBeaconsStatus
Export.LoGetVectorVelocity
Export.LoGetVectorWindVelocity
Export.LoGetSnares
Export.LoGetAngularVelocity
Export.LoGetHeightWithObjects
Export.LoGetFMData
These functions are always available:
Export.LoGetPilotName
Export.LoGetAltitude
Export.LoGetNameByType
Export.LoGeoCoordinatesToLoCoordinates
Export.LoCoordinatesToGeoCoordinates
Export.LoGetVersionInfo
Export.LoGetWindAtPoint
Export.LoGetModelTime
Export.LoGetMissionStartTime
These are not available in the *GameGUI state:
-- Export.LoSetSharedTexture
-- Export.LoRemoveSharedTexture
-- Export.LoUpdateSharedTexture
-------------------------------------------------------------------------------------------
--- The Callbacks.
-------------------------------------------------------------------------------------------
function onMissionLoadBegin()
end
function onMissionLoadProgress(progress, message)
end
function onMissionLoadEnd()
end
function onSimulationStart()
end
function onSimulationStop()
end
function onSimulationFrame()
end
function onSimulationPause()
end
function onSimulationResume()
end
function onGameEvent(eventName,arg1,arg2,arg3,arg4)
--"friendly_fire", playerID, weaponName, victimPlayerID
--"mission_end", winner, msg
--"kill", killerPlayerID, killerUnitType, killerSide, victimPlayerID, victimUnitType, victimSide, weaponName
--"self_kill", playerID
--"change_slot", playerID, slotID, prevSide
--"connect", playerID, name
--"disconnect", playerID, name, playerSide, reason_code
--"crash", playerID, unit_missionID
--"eject", playerID, unit_missionID
--"takeoff", playerID, unit_missionID, airdromeName
--"landing", playerID, unit_missionID, airdromeName
--"pilot_death", playerID, unit_missionID
end
function onNetConnect(localPlayerID)
end
function onNetMissionChanged(newMissionName)
end
function onNetDisconnect(reason_msg, err_code)
end
-- disconnect reason codes:
net.ERR_INVALID_ADDRESS
net.ERR_CONNECT_FAILED
net.ERR_WRONG_VERSION
net.ERR_PROTOCOL_ERROR
net.ERR_TAINTED_CLIENT
net.ERR_INVALID_PASSWORD
net.ERR_BANNED
net.ERR_BAD_CALLSIGN
net.ERR_TIMEOUT
net.ERR_KICKED
function onPlayerConnect(id)
end
function onPlayerDisconnect(id, err_code)
-- this is never called for local playerID
end
function onPlayerStart(id)
-- a player entered the simulation
-- this is never called for local playerID
end
function onPlayerStop(id)
-- a player left the simulation (happens right before a disconnect, if player exited by desire)
-- this is never called for local playerID
end
function onPlayerChangeSlot(id)
-- a player successfully changed the slot
-- this will also come as onGameEvent('change_slot', playerID, slotID),
-- if allowed by server.advanced.event_Connect setting
end
--- These 3 functions are different from the rest:
--- 1. they are called directly from the network code, so try to make them as fast as possible
--- 2. they return a result
-- The code shows the default implementations.
function onPlayerTryConnect(addr, name, ucid, playerID) --> true | false, "disconnect reason"
return true
end
function onPlayerTrySendChat(playerID, msg, all) -- -> filteredMessage | "" - empty string drops the message
return msg
end
function onPlayerTryChangeSlot(playerID, side, slotID) -- -> true | false
return true
end
-- GUI callbacks
function onChatMessage(message, from)
-- this one may be useful for chat archiving
end
function onShowRadioMenu(a_h)
end
function onShowPool()
end
function onShowGameMenu()
end
function onShowBriefing()
end
function onShowChatAll()
end
function onShowChatTeam()
end
function onShowChatRead()
end
function onShowMessage(a_text, a_duration)
end
function onTriggerMessage(message, duration, clearView)
end
function onRadioMessage(message, duration)
end
function onRadioCommand(command_message)
end
===================================================================================================
Happy hacking!
Sincerely,
dsb at eagle dot ru

View File

@@ -5,9 +5,9 @@ echo Generating LuaDocumentor Documentation
echo --------------------------------------
call luadocumentor.bat
:: Generate Slate documentation
echo Generating Slate Documentation
echo ------------------------------
cd "Slate Documentation Generator"
call Generate.bat
cd ..
rem :: Generate Slate documentation
rem echo Generating Slate Documentation
rem echo ------------------------------
rem cd "Slate Documentation Generator"
rem call Generate.bat
rem cd ..

5
Utils/Generate_Moose.bat Normal file
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@@ -0,0 +1,5 @@
%~dp0luarocks\lua5.1.exe %1 %2 %3 %4 %5
call %~dp0LuaSrcDiet.bat --basic --opt-emptylines %5\Moose.lua
rem del %5\Moose.lua
rem copy %5\Moose_.lua %5\Moose.lua
rem del Moose_.lua

19
Utils/Patterns.txt Normal file
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@@ -0,0 +1,19 @@
Replace hyperlinks from md to bb
\[(.*?)\]\((.*?)\)
[URL="$2"]$1[/URL]
Replace bold from md to bb
\*\*(.*?)\*\*
[b]$1[/b]
Replace heading 3 from md to bb
### (.*?)$
[SIZE=5]$1[/SIZE]
Replace heading 2 from md to bb
## (.*?)$
[SIZE=6]$1[/SIZE]
Replace heading 1 from md to bb
# (.*?)$
[SIZE=7]$1[/SIZE]

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@@ -1,35 +0,0 @@
@K=function, @M=Task_A2G, @N=onafterRouteToRendezVous, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=5157,
@K=function, @M=Task_A2G, @N=OnAfterArriveAtRendezVous, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=5817,
@K=function, @M=Task_A2G, @N=onafterEngage, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=6214,
@K=function, @M=Task_A2G, @N=onafterRouteToTarget, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=6536,
@K=function, @M=Task_A2G, @N=onafterRouteToTargets, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=7408,
@K=function, @M=Task_Cargo, @N=onafterSelectAction, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=10439,
@K=function, @M=Task_Cargo, @N=OnLeaveWaitingForCommand, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=13084,
@K=function, @M=Task_Cargo, @N=onafterRouteToPickup, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=13860,
@K=function, @M=Task_Cargo, @N=onafterArriveAtPickup, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=14479,
@K=function, @M=Task_Cargo, @N=onafterRouteToDeploy, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=15020,
@K=function, @M=Task_Cargo, @N=onafterArriveAtDeploy, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=15467,
@K=function, @M=Task_Cargo, @N=onafterLand, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=15897,
@K=function, @M=Task_Cargo, @N=onafterLanded, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=16856,
@K=function, @M=Task_Cargo, @N=onafterPrepareBoarding, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=17622,
@K=function, @M=Task_Cargo, @N=onafterBoard, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=18082,
@K=function, @M=Task_Cargo, @N=onafterBoarded, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=19023,
@K=function, @M=Task_Cargo, @N=onafterPrepareUnBoarding, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=19706,
@K=function, @M=Task_Cargo, @N=onafterUnBoard, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=20666,
@K=function, @M=Task_Cargo, @N=onafterUnBoarded, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=21541,
@K=function, @M=Designate, @N=OnBeforeLaseOn, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=12232,
@K=function, @M=Designate, @N=OnAfterLaseOn, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=12480,
@K=function, @M=Designate, @N=LaseOn, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=12701,
@K=function, @M=Designate, @N=__LaseOn, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=12824,
@K=function, @M=Designate, @N=OnBeforeLaseOff, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=13114,
@K=function, @M=Designate, @N=OnAfterLaseOff, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=13364,
@K=function, @M=Designate, @N=LaseOff, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=13587,
@K=function, @M=Designate, @N=__LaseOff, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=13712,
@K=function, @M=Designate, @N=OnBeforeSmoke, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=13944,
@K=function, @M=Designate, @N=OnAfterSmoke, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=14190,
@K=function, @M=Designate, @N=Smoke, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=14409,
@K=function, @M=Designate, @N=__Smoke, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=14530,
@K=function, @M=Designate, @N=OnBeforeStatus, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=15628,
@K=function, @M=Designate, @N=OnAfterStatus, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=15876,
@K=function, @M=Designate, @N=Status, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=16097,
@K=function, @M=Designate, @N=__Status, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=16220,
1 @K=function @M=Task_A2G @N=onafterRouteToRendezVous @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua @C=5157
2 @K=function @M=Task_A2G @N=OnAfterArriveAtRendezVous @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua @C=5817
3 @K=function @M=Task_A2G @N=onafterEngage @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua @C=6214
4 @K=function @M=Task_A2G @N=onafterRouteToTarget @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua @C=6536
5 @K=function @M=Task_A2G @N=onafterRouteToTargets @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua @C=7408
6 @K=function @M=Task_Cargo @N=onafterSelectAction @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua @C=10439
7 @K=function @M=Task_Cargo @N=OnLeaveWaitingForCommand @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua @C=13084
8 @K=function @M=Task_Cargo @N=onafterRouteToPickup @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua @C=13860
9 @K=function @M=Task_Cargo @N=onafterArriveAtPickup @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua @C=14479
10 @K=function @M=Task_Cargo @N=onafterRouteToDeploy @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua @C=15020
11 @K=function @M=Task_Cargo @N=onafterArriveAtDeploy @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua @C=15467
12 @K=function @M=Task_Cargo @N=onafterLand @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua @C=15897
13 @K=function @M=Task_Cargo @N=onafterLanded @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua @C=16856
14 @K=function @M=Task_Cargo @N=onafterPrepareBoarding @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua @C=17622
15 @K=function @M=Task_Cargo @N=onafterBoard @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua @C=18082
16 @K=function @M=Task_Cargo @N=onafterBoarded @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua @C=19023
17 @K=function @M=Task_Cargo @N=onafterPrepareUnBoarding @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua @C=19706
18 @K=function @M=Task_Cargo @N=onafterUnBoard @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua @C=20666
19 @K=function @M=Task_Cargo @N=onafterUnBoarded @P=Fsm @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua @C=21541
20 @K=function @M=Designate @N=OnBeforeLaseOn @P=DESIGNATE @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua @C=12232
21 @K=function @M=Designate @N=OnAfterLaseOn @P=DESIGNATE @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua @C=12480
22 @K=function @M=Designate @N=LaseOn @P=DESIGNATE @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua @C=12701
23 @K=function @M=Designate @N=__LaseOn @P=DESIGNATE @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua @C=12824
24 @K=function @M=Designate @N=OnBeforeLaseOff @P=DESIGNATE @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua @C=13114
25 @K=function @M=Designate @N=OnAfterLaseOff @P=DESIGNATE @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua @C=13364
26 @K=function @M=Designate @N=LaseOff @P=DESIGNATE @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua @C=13587
27 @K=function @M=Designate @N=__LaseOff @P=DESIGNATE @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua @C=13712
28 @K=function @M=Designate @N=OnBeforeSmoke @P=DESIGNATE @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua @C=13944
29 @K=function @M=Designate @N=OnAfterSmoke @P=DESIGNATE @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua @C=14190
30 @K=function @M=Designate @N=Smoke @P=DESIGNATE @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua @C=14409
31 @K=function @M=Designate @N=__Smoke @P=DESIGNATE @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua @C=14530
32 @K=function @M=Designate @N=OnBeforeStatus @P=DESIGNATE @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua @C=15628
33 @K=function @M=Designate @N=OnAfterStatus @P=DESIGNATE @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua @C=15876
34 @K=function @M=Designate @N=Status @P=DESIGNATE @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua @C=16097
35 @K=function @M=Designate @N=__Status @P=DESIGNATE @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua @C=16220

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@@ -0,0 +1,178 @@
#!/usr/bin/lua
--------------------------------------------------------------------------------
-- Copyright (c) 2012-2014 Sierra Wireless.
-- All rights reserved. This program and the accompanying materials
-- are made available under the terms of the Eclipse Public License v1.0
-- which accompanies this distribution, and is available at
-- http://www.eclipse.org/legal/epl-v10.html
--
-- Contributors:
-- Kevin KIN-FOO <kkinfoo@sierrawireless.com>
-- - initial API and implementation and initial documentation
--------------------------------------------------------------------------------
-- Check interpreter version
if _VERSION ~= "Lua 5.1" then
print("Luadocumentor is only compatible with Lua 5.1")
return
end
--
-- Defining help message.
--
-- This message is compliant to 'lapp', which will match options and arguments
-- from command line.
local help = [[luadocumentor v0.1.4: tool for Lua Documentation Language
-f, --format (default doc) Define output format :
* doc: Will produce HTML documentation from specified file(s) or directories.
* api: Will produce API file(s) from specified file(s) or directories.
-d, --dir (default docs) Define an output directory. If the given directory doesn't exist, it will be created.
-h, --help Display the help.
-n, --noheuristic Do not use code analysis, use only comments to generate documentation.
-s, --style (default !) The path of your own css file, if you don't want to use the default one. (usefull only for the doc format)
[directories|files] Define the paths or the directories of inputs files. Only Lua or C files containing a @module tag will be considered.
]]
local docgenerator = require 'docgenerator'
local lddextractor = require 'lddextractor'
local lapp = require 'pl.lapp'
local args = lapp( help )
if not args or #args < 1 then
print('No directory provided')
return
elseif args.help then
-- Just print help
print( help )
return
end
--
-- define css file name
--
local cssfilename = "stylesheet.css"
--
-- Parse files from given folders
--
-- Check if all folders exist
local fs = require 'fs.lfs'
local allpresent, missing = fs.checkdirectory(args)
-- Some of given directories are absent
if missing then
-- List missing directories
print 'Unable to open'
for _, file in ipairs( missing ) do
print('\t'.. file)
end
return
end
-- Get files from given directories
local filestoparse, error = fs.filelist( args )
if not filestoparse then
print ( error )
return
end
--
-- Generate documentation only files
--
if args.format == 'api' then
for _, filename in ipairs( filestoparse ) do
-- Loading file content
print('Dealing with "'..filename..'".')
local file, error = io.open(filename, 'r')
if not file then
print ('Unable to open "'..filename.."'.\n"..error)
else
local code = file:read('*all')
file:close()
--
-- Creating comment file
--
local commentfile, error = lddextractor.generatecommentfile(filename, code)
-- Getting module name
-- Optimize me
local module, moduleerror = lddextractor.generateapimodule(filename, code)
if not commentfile then
print('Unable to create documentation file for "'..filename..'"\n'..error)
elseif not module or not module.name then
local error = moduleerror and '\n'..moduleerror or ''
print('Unable to compute module name for "'..filename..'".'..error)
else
--
-- Flush documentation file on disk
--
local path = args.dir..fs.separator..module.name..'.lua'
local status, err = fs.fill(path, commentfile)
if not status then
print(err)
end
end
end
end
print('Done')
return
end
-- Deal only supported output types
if args.format ~= 'doc' then
print ('"'..args.format..'" format is not handled.')
return
end
-- Generate html form files
local parsedfiles, unparsed = docgenerator.generatedocforfiles(filestoparse, cssfilename,args.noheuristic)
-- Show warnings on unparsed files
if #unparsed > 0 then
for _, faultyfile in ipairs( unparsed ) do
print( faultyfile )
end
end
-- This loop is just for counting parsed files
-- TODO: Find a more elegant way to do it
local parsedfilescount = 0
for _, p in pairs(parsedfiles) do
parsedfilescount = parsedfilescount + 1
end
print (parsedfilescount .. ' file(s) parsed.')
-- Create html files
local generated = 0
for _, apifile in pairs ( parsedfiles ) do
local status, err = fs.fill(args.dir..fs.separator..apifile.name..'.html', apifile.body)
if status then
generated = generated + 1
else
print( 'Unable to create '..apifile.name..'.html on disk.')
end
end
print (generated .. ' file(s) generated.')
-- Copying css
local csscontent
if args.style == '!' then
csscontent = require 'defaultcss'
else
local css, error = io.open(args.style, 'r')
if not css then
print('Unable to open "'..args.style .. '".\n'..error)
return
end
csscontent = css:read("*all")
css:close()
end
local status, error = fs.fill(args.dir..fs.separator..cssfilename, csscontent)
if not status then
print(error)
return
end
print('Adding css')
print('Done')

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Eclipse Public License - v 1.0
THE ACCOMPANYING PROGRAM IS PROVIDED UNDER THE TERMS OF THIS ECLIPSE PUBLIC
LICENSE ("AGREEMENT"). ANY USE, REPRODUCTION OR DISTRIBUTION OF THE PROGRAM
CONSTITUTES RECIPIENT'S ACCEPTANCE OF THIS AGREEMENT.
1. DEFINITIONS
"Contribution" means:
a) in the case of the initial Contributor, the initial code and documentation
distributed under this Agreement, and
b) in the case of each subsequent Contributor:
i) changes to the Program, and
ii) additions to the Program;
where such changes and/or additions to the Program originate from and are
distributed by that particular Contributor. A Contribution 'originates' from
a Contributor if it was added to the Program by such Contributor itself or
anyone acting on such Contributor's behalf. Contributions do not include
additions to the Program which: (i) are separate modules of software
distributed in conjunction with the Program under their own license
agreement, and (ii) are not derivative works of the Program.
"Contributor" means any person or entity that distributes the Program.
"Licensed Patents" mean patent claims licensable by a Contributor which are
necessarily infringed by the use or sale of its Contribution alone or when
combined with the Program.
"Program" means the Contributions distributed in accordance with this Agreement.
"Recipient" means anyone who receives the Program under this Agreement,
including all Contributors.
2. GRANT OF RIGHTS
a) Subject to the terms of this Agreement, each Contributor hereby grants
Recipient a non-exclusive, worldwide, royalty-free copyright license to
reproduce, prepare derivative works of, publicly display, publicly perform,
distribute and sublicense the Contribution of such Contributor, if any, and
such derivative works, in source code and object code form.
b) Subject to the terms of this Agreement, each Contributor hereby grants
Recipient a non-exclusive, worldwide, royalty-free patent license under
Licensed Patents to make, use, sell, offer to sell, import and otherwise
transfer the Contribution of such Contributor, if any, in source code and
object code form. This patent license shall apply to the combination of the
Contribution and the Program if, at the time the Contribution is added by
the Contributor, such addition of the Contribution causes such combination
to be covered by the Licensed Patents. The patent license shall not apply
to any other combinations which include the Contribution. No hardware per
se is licensed hereunder.
c) Recipient understands that although each Contributor grants the licenses to
its Contributions set forth herein, no assurances are provided by any
Contributor that the Program does not infringe the patent or other
intellectual property rights of any other entity. Each Contributor
disclaims any liability to Recipient for claims brought by any other entity
based on infringement of intellectual property rights or otherwise. As a
condition to exercising the rights and licenses granted hereunder, each
Recipient hereby assumes sole responsibility to secure any other
intellectual property rights needed, if any. For example, if a third party
patent license is required to allow Recipient to distribute the Program, it
is Recipient's responsibility to acquire that license before distributing
the Program.
d) Each Contributor represents that to its knowledge it has sufficient
copyright rights in its Contribution, if any, to grant the copyright
license set forth in this Agreement.
3. REQUIREMENTS
A Contributor may choose to distribute the Program in object code form under its
own license agreement, provided that:
a) it complies with the terms and conditions of this Agreement; and
b) its license agreement:
i) effectively disclaims on behalf of all Contributors all warranties and
conditions, express and implied, including warranties or conditions of
title and non-infringement, and implied warranties or conditions of
merchantability and fitness for a particular purpose;
ii) effectively excludes on behalf of all Contributors all liability for
damages, including direct, indirect, special, incidental and
consequential damages, such as lost profits;
iii) states that any provisions which differ from this Agreement are offered
by that Contributor alone and not by any other party; and
iv) states that source code for the Program is available from such
Contributor, and informs licensees how to obtain it in a reasonable
manner on or through a medium customarily used for software exchange.
When the Program is made available in source code form:
a) it must be made available under this Agreement; and
b) a copy of this Agreement must be included with each copy of the Program.
Contributors may not remove or alter any copyright notices contained within
the Program.
Each Contributor must identify itself as the originator of its Contribution, if
any, in a manner that reasonably allows subsequent Recipients to identify the
originator of the Contribution.
4. COMMERCIAL DISTRIBUTION
Commercial distributors of software may accept certain responsibilities with
respect to end users, business partners and the like. While this license is
intended to facilitate the commercial use of the Program, the Contributor who
includes the Program in a commercial product offering should do so in a manner
which does not create potential liability for other Contributors. Therefore, if
a Contributor includes the Program in a commercial product offering, such
Contributor ("Commercial Contributor") hereby agrees to defend and indemnify
every other Contributor ("Indemnified Contributor") against any losses, damages
and costs (collectively "Losses") arising from claims, lawsuits and other legal
actions brought by a third party against the Indemnified Contributor to the
extent caused by the acts or omissions of such Commercial Contributor in
connection with its distribution of the Program in a commercial product
offering. The obligations in this section do not apply to any claims or Losses
relating to any actual or alleged intellectual property infringement. In order
to qualify, an Indemnified Contributor must: a) promptly notify the Commercial
Contributor in writing of such claim, and b) allow the Commercial Contributor to
control, and cooperate with the Commercial Contributor in, the defense and any
related settlement negotiations. The Indemnified Contributor may participate in
any such claim at its own expense.
For example, a Contributor might include the Program in a commercial product
offering, Product X. That Contributor is then a Commercial Contributor. If that
Commercial Contributor then makes performance claims, or offers warranties
related to Product X, those performance claims and warranties are such
Commercial Contributor's responsibility alone. Under this section, the
Commercial Contributor would have to defend claims against the other
Contributors related to those performance claims and warranties, and if a court
requires any other Contributor to pay any damages as a result, the Commercial
Contributor must pay those damages.
5. NO WARRANTY
EXCEPT AS EXPRESSLY SET FORTH IN THIS AGREEMENT, THE PROGRAM IS PROVIDED ON AN
"AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, EITHER EXPRESS OR
IMPLIED INCLUDING, WITHOUT LIMITATION, ANY WARRANTIES OR CONDITIONS OF TITLE,
NON-INFRINGEMENT, MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE. Each
Recipient is solely responsible for determining the appropriateness of using and
distributing the Program and assumes all risks associated with its exercise of
rights under this Agreement , including but not limited to the risks and costs
of program errors, compliance with applicable laws, damage to or loss of data,
programs or equipment, and unavailability or interruption of operations.
6. DISCLAIMER OF LIABILITY
EXCEPT AS EXPRESSLY SET FORTH IN THIS AGREEMENT, NEITHER RECIPIENT NOR ANY
CONTRIBUTORS SHALL HAVE ANY LIABILITY FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING WITHOUT LIMITATION LOST
PROFITS), HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT,
STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
OUT OF THE USE OR DISTRIBUTION OF THE PROGRAM OR THE EXERCISE OF ANY RIGHTS
GRANTED HEREUNDER, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
7. GENERAL
If any provision of this Agreement is invalid or unenforceable under applicable
law, it shall not affect the validity or enforceability of the remainder of the
terms of this Agreement, and without further action by the parties hereto, such
provision shall be reformed to the minimum extent necessary to make such
provision valid and enforceable.
If Recipient institutes patent litigation against any entity (including a
cross-claim or counterclaim in a lawsuit) alleging that the Program itself
(excluding combinations of the Program with other software or hardware)
infringes such Recipient's patent(s), then such Recipient's rights granted under
Section 2(b) shall terminate as of the date such litigation is filed.
All Recipient's rights under this Agreement shall terminate if it fails to
comply with any of the material terms or conditions of this Agreement and does
not cure such failure in a reasonable period of time after becoming aware of
such noncompliance. If all Recipient's rights under this Agreement terminate,
Recipient agrees to cease use and distribution of the Program as soon as
reasonably practicable. However, Recipient's obligations under this Agreement
and any licenses granted by Recipient relating to the Program shall continue and
survive.
Everyone is permitted to copy and distribute copies of this Agreement, but in
order to avoid inconsistency the Agreement is copyrighted and may only be
modified in the following manner. The Agreement Steward reserves the right to
publish new versions (including revisions) of this Agreement from time to time.
No one other than the Agreement Steward has the right to modify this Agreement.
The Eclipse Foundation is the initial Agreement Steward. The Eclipse Foundation
may assign the responsibility to serve as the Agreement Steward to a suitable
separate entity. Each new version of the Agreement will be given a
distinguishing version number. The Program (including Contributions) may always
be distributed subject to the version of the Agreement under which it was
received. In addition, after a new version of the Agreement is published,
Contributor may elect to distribute the Program (including its Contributions)
under the new version. Except as expressly stated in Sections 2(a) and 2(b)
above, Recipient receives no rights or licenses to the intellectual property of
any Contributor under this Agreement, whether expressly, by implication,
estoppel or otherwise. All rights in the Program not expressly granted under
this Agreement are reserved.
This Agreement is governed by the laws of the State of New York and the
intellectual property laws of the United States of America. No party to this
Agreement will bring a legal action under this Agreement more than one year
after the cause of action arose. Each party waives its rights to a jury trial in
any resulting litigation.

View File

@@ -0,0 +1,7 @@
# Lua Documentor
LuaDocumentor allow users to generate HTML and API files from code documented
using Lua documentation language.
Documentation is
[available here](http://wiki.eclipse.org/Koneki/LDT/User_Area/LuaDocumentor).

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@@ -0,0 +1,57 @@
package = 'LuaDocumentor'
version = '0.1.5-1'
description = {
summary = 'LuaDocumentor allow users to generate HTML and API files from code documented using Lua documentation language.',
detailed = [[
This is an example for the LuaRocks tutorial.
Here we would put a detailed, typically
paragraph-long description.
]],
homepage = 'http://wiki.eclipse.org/Koneki/LDT/User_Area/LuaDocumentor',
license = 'EPL'
}
source = {
url = 'git://github.com/LuaDevelopmentTools/luadocumentor.git',
tag = 'v0.1.5-1'
}
dependencies = {
'lua ~> 5.1',
'luafilesystem ~> 1.6',
'markdown ~> 0.32',
'metalua-compiler ~> 0.7',
'penlight ~> 0.9'
}
build = {
type = 'builtin',
install = {
bin = {
luadocumentor = 'luadocumentor.lua'
},
lua = {
['models.internalmodelbuilder'] = 'models/internalmodelbuilder.mlua'
}
},
modules = {
defaultcss = 'defaultcss.lua',
docgenerator = 'docgenerator.lua',
extractors = 'extractors.lua',
lddextractor = 'lddextractor.lua',
templateengine = 'templateengine.lua',
['fs.lfs'] = 'fs/lfs.lua',
['models.apimodel'] = 'models/apimodel.lua',
['models.apimodelbuilder'] = 'models/apimodelbuilder.lua',
['models.internalmodel'] = 'models/internalmodel.lua',
['models.ldparser'] = 'models/ldparser.lua',
['template.file'] = 'template/file.lua',
['template.index'] = 'template/index.lua',
['template.index.recordtypedef'] = 'template/index/recordtypedef.lua',
['template.item'] = 'template/item.lua',
['template.page'] = 'template/page.lua',
['template.recordtypedef'] = 'template/recordtypedef.lua',
['template.usage'] = 'template/usage.lua',
['template.utils'] = 'template/utils.lua',
}
}

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@@ -0,0 +1,39 @@
rock_manifest = {
bin = {
luadocumentor = "bc5cc07f56db2cf1dbe80f0827332873"
},
doc = {
LICENSE = "52a21f73ac77fd790dc40dc5acda0fc2",
["README.md"] = "fcef1f43c69f3559b347d854b2626deb"
},
lua = {
["defaultcss.lua"] = "dd9b2b89e5080972bbb52056247c0c65",
["docgenerator.lua"] = "92d0a3947d88226340014d2f033be37f",
["extractors.lua"] = "74191695e5217706ee355925e5ca40fa",
fs = {
["lfs.lua"] = "4d00f9bc942b02a86ccea16544d3e85d"
},
["lddextractor.lua"] = "56edde775a5d57818aa0a07b4f723536",
models = {
["apimodel.lua"] = "3c401de18691b1222b0ad253958260ee",
["apimodelbuilder.lua"] = "4c4a3c0b48b404973542dd99f994eb2c",
["internalmodel.lua"] = "a1a21e50af8db0f0a0b9d164ccc08853",
["internalmodelbuilder.mlua"] = "ff95dfca573ccc1c19a79434e96a492d",
["ldparser.lua"] = "538904a3adbfff4ff83deda029847323"
},
template = {
["file.lua"] = "41f095bc049ef161060d8e3b4ac9de63",
index = {
["recordtypedef.lua"] = "0977ff0048a837389c2ac10285eb1ce1"
},
["index.lua"] = "5a3b3cface3b1fd9cb2d56f1edd5487b",
["item.lua"] = "5d5a6d9bffd8935c4ed283105ede331b",
["page.lua"] = "351f4a7215272f7e448faeece4945bc0",
["recordtypedef.lua"] = "69938e1d60e94eed7f95b0999f1386ca",
["usage.lua"] = "979503deb84877cb221130a5be7c1535",
["utils.lua"] = "ad97fb4e3de9fb6480b25cdd877b50d9"
},
["templateengine.lua"] = "09bfc6350e14f4ab509d14fb0fb295c0"
},
["luadocumentor-0.1.5-1.rockspec"] = "4ba1b88898dce89e7fd8fb6a700496a4"
}

View File

@@ -0,0 +1,212 @@
body {
margin-left: 1em;
margin-right: 1em;
font-family: arial, helvetica, geneva, sans-serif;
background-color:#ffffff; margin:0px;
}
code {
font-family: "Andale Mono", monospace;
}
tt {
font-family: "Andale Mono", monospace;
}
body, td, th { font-size: 11pt; }
h1, h2, h3, h4 { margin-left: 0em; }
textarea, pre, tt { font-size:10pt; }
body, td, th { color:#000000; }
small { font-size:0.85em; }
h1 { font-size:1.5em; }
h2 { font-size:1.25em; }
h3 { font-size:1.15em; }
h4 { font-size:1.06em; }
a:link { font-weight:bold; color: #004080; text-decoration: none; }
a:visited { font-weight:bold; color: #006699; text-decoration: none; }
a:link:hover { text-decoration:underline; }
hr { color:#cccccc }
img { border-width: 0px; }
h3 { padding-top: 1em; }
p { margin-left: 1em; }
p.name {
font-family: "Andale Mono", monospace;
padding-top: 1em;
margin-left: 0em;
}
blockquote { margin-left: 3em; }
.example {
background-color: rgb(245, 245, 245);
border-top-width: 1px;
border-right-width: 1px;
border-bottom-width: 1px;
border-left-width: 1px;
border-top-style: solid;
border-right-style: solid;
border-bottom-style: solid;
border-left-style: solid;
border-top-color: silver;
border-right-color: silver;
border-bottom-color: silver;
border-left-color: silver;
padding: 1em;
margin-left: 1em;
margin-right: 1em;
font-family: "Andale Mono", monospace;
font-size: smaller;
}
hr {
margin-left: 0em;
background: #00007f;
border: 0px;
height: 1px;
}
ul { list-style-type: disc; }
table.index { border: 1px #00007f; }
table.index td { text-align: left; vertical-align: top; }
table.index ul { padding-top: 0em; margin-top: 0em; }
table {
border: 1px solid black;
border-collapse: collapse;
margin-left: auto;
margin-right: auto;
}
th {
border: 1px solid black;
padding: 0.5em;
}
td {
border: 1px solid black;
padding: 0.5em;
}
div.header, div.footer { margin-left: 0em; }
#container {
margin-left: 1em;
margin-right: 1em;
background-color: #f0f0f0;
}
#product {
text-align: center;
border-bottom: 1px solid #cccccc;
background-color: #ffffff;
}
#product big {
font-size: 2em;
}
#product_logo {
}
#product_name {
}
#product_description {
}
#main {
background-color: #f0f0f0;
border-left: 2px solid #cccccc;
}
#navigation {
float: left;
width: 12em;
margin: 0;
vertical-align: top;
background-color: #f0f0f0;
overflow:visible;
}
#navigation h1 {
background-color:#e7e7e7;
font-size:1.1em;
color:#000000;
text-align:left;
margin:0px;
padding:0.2em;
border-top:1px solid #dddddd;
border-bottom:1px solid #dddddd;
}
#navigation ul {
font-size:1em;
list-style-type: none;
padding: 0;
margin: 1px;
}
#navigation li {
text-indent: -1em;
margin: 0em 0em 0em 0.5em;
display: block;
padding: 3px 0px 0px 12px;
}
#navigation li li a {
padding: 0px 3px 0px -1em;
}
#content {
margin-left: 12em;
padding: 1em;
border-left: 2px solid #cccccc;
border-right: 2px solid #cccccc;
background-color: #ffffff;
}
#about {
clear: both;
margin: 0;
padding: 5px;
border-top: 2px solid #cccccc;
background-color: #ffffff;
}
@media print {
body {
font: 10pt "Times New Roman", "TimeNR", Times, serif;
}
a {
font-weight:bold; color: #004080; text-decoration: underline;
}
#main {
background-color: #ffffff; border-left: 0px;
}
#container {
margin-left: 2%; margin-right: 2%; background-color: #ffffff;
}
#content {
margin-left: 0px; padding: 1em; border-left: 0px; border-right: 0px; background-color: #ffffff;
}
#navigation {
display: none;
}
#product_logo {
display: none;
}
#about img {
display: none;
}
.example {
font-family: "Andale Mono", monospace;
font-size: 8pt;
page-break-inside: avoid;
}
}

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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en">
<head>
<title>LuaFileSystem</title>
<link rel="stylesheet" href="doc.css" type="text/css"/>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo">
<a href="http://www.keplerproject.org">
<img alt="LuaFileSystem" src="luafilesystem.png"/>
</a>
</div>
<div id="product_name"><big><strong>LuaFileSystem</strong></big></div>
<div id="product_description">File System Library for the Lua Programming Language</div>
</div> <!-- id="product" -->
<div id="main">
<div id="navigation">
<h1>LuaFileSystem</h1>
<ul>
<li><a href="index.html">Home</a>
<ul>
<li><a href="index.html#overview">Overview</a></li>
<li><a href="index.html#status">Status</a></li>
<li><a href="index.html#download">Download</a></li>
<li><a href="index.html#history">History</a></li>
<li><a href="index.html#credits">Credits</a></li>
<li><a href="index.html#contact">Contact us</a></li>
</ul>
</li>
<li><a href="manual.html">Manual</a>
<ul>
<li><a href="manual.html#introduction">Introduction</a></li>
<li><a href="manual.html#building">Building</a></li>
<li><a href="manual.html#installation">Installation</a></li>
<li><a href="manual.html#reference">Reference</a></li>
</ul>
</li>
<li><strong>Examples</strong></li>
<li><a href="https://github.com/keplerproject/luafilesystem">Project</a>
<ul>
<li><a href="https://github.com/keplerproject/luafilesystem/issues">Bug Tracker</a></li>
<li><a href="https://github.com/keplerproject/luafilesystem">Git</a></li>
</ul>
</li>
<li><a href="license.html">License</a></li>
</ul>
</div> <!-- id="navigation" -->
<div id="content">
<h2><a name="example"></a>Examples</h2>
<h3>Directory iterator</h3>
<p>The following example iterates over a directory and recursively lists the
attributes for each file inside it.</p>
<pre class="example">
local lfs = require"lfs"
function attrdir (path)
for file in lfs.dir(path) do
if file ~= "." and file ~= ".." then
local f = path..'/'..file
print ("\t "..f)
local attr = lfs.attributes (f)
assert (type(attr) == "table")
if attr.mode == "directory" then
attrdir (f)
else
for name, value in pairs(attr) do
print (name, value)
end
end
end
end
end
attrdir (".")
</pre>
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<p><a href="http://validator.w3.org/check?uri=referer">Valid XHTML 1.0!</a></p>
<p><small>$Id: examples.html,v 1.8 2007/12/14 15:28:04 carregal Exp $</small></p>
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en">
<head>
<title>LuaFileSystem</title>
<link rel="stylesheet" href="doc.css" type="text/css"/>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo">
<a href="http://www.keplerproject.org">
<img alt="LuaFileSystem" src="luafilesystem.png"/>
</a>
</div>
<div id="product_name"><big><strong>LuaFileSystem</strong></big></div>
<div id="product_description">File System Library for the Lua Programming Language</div>
</div> <!-- id="product" -->
<div id="main">
<div id="navigation">
<h1>LuaFileSystem</h1>
<ul>
<li><strong>Home</strong>
<ul>
<li><a href="index.html#overview">Overview</a></li>
<li><a href="index.html#status">Status</a></li>
<li><a href="index.html#download">Download</a></li>
<li><a href="index.html#history">History</a></li>
<li><a href="index.html#credits">Credits</a></li>
<li><a href="index.html#contact">Contact us</a></li>
</ul>
</li>
<li><a href="manual.html">Manual</a>
<ul>
<li><a href="manual.html#introduction">Introduction</a></li>
<li><a href="manual.html#building">Building</a></li>
<li><a href="manual.html#installation">Installation</a></li>
<li><a href="manual.html#reference">Reference</a></li>
</ul>
</li>
<li><a href="examples.html">Examples</a></li>
<li><a href="https://github.com/keplerproject/luafilesystem">Project</a>
<ul>
<li><a href="https://github.com/keplerproject/luafilesystem/issues">Bug Tracker</a></li>
<li><a href="https://github.com/keplerproject/luafilesystem">Git</a></li>
</ul>
</li>
<li><a href="license.html">License</a></li>
</ul>
</div> <!-- id="navigation" -->
<div id="content">
<h2><a name="overview"></a>Overview</h2>
<p>LuaFileSystem is a <a href="http://www.lua.org">Lua</a> library
developed to complement the set of functions related to file
systems offered by the standard Lua distribution.</p>
<p>LuaFileSystem offers a portable way to access
the underlying directory structure and file attributes.</p>
<p>LuaFileSystem is free software and uses the same
<a href="license.html">license</a> as Lua 5.1.</p>
<h2><a name="status"></a>Status</h2>
<p>Current version is 1.6.3. It works with Lua 5.1, 5.2 and 5.3.</p>
<h2><a name="download"></a>Download</h2>
<p>LuaFileSystem source can be downloaded from its
<a href="http://github.com/keplerproject/luafilesystem">Github</a>
page.</p>
<h2><a name="history"></a>History</h2>
<dl class="history">
<dt><strong>Version 1.6.3</strong> [15/Jan/2015]</dt>
<dd><ul>
<li>Lua 5.3 support.</li>
<li>Assorted bugfixes.</li>
</ul></dd>
<dt><strong>Version 1.6.2</strong> [??/Oct/2012]</dt>
<dd><ul>
<li>Full Lua 5.2 compatibility (with Lua 5.1 fallbacks)</li>
</ul></dd>
<dt><strong>Version 1.6.1</strong> [01/Oct/2012]</dt>
<dd><ul>
<li>fix build for Lua 5.2</li>
</ul></dd>
<dt><strong>Version 1.6.0</strong> [26/Sep/2012]</dt>
<dd><ul>
<li>getcwd fix for Android</li>
<li>support for Lua 5.2</li>
<li>add lfs.link</li>
<li>other bug fixes</li>
</ul></dd>
<dt><strong>Version 1.5.0</strong> [20/Oct/2009]</dt>
<dd><ul>
<li>Added explicit next and close methods to second return value of lfs.dir
(the directory object), for explicit iteration or explicit closing.</li>
<li>Added directory locking via lfs.lock_dir function (see the <a href="manual.html">manual</a>).</li>
</ul></dd>
<dt><strong>Version 1.4.2</strong> [03/Feb/2009]</dt>
<dd>
<ul>
<li>fixed bug [<a href="http://luaforge.net/tracker/?func=detail&amp;group_id=66&amp;aid=13198&amp;atid=356">#13198</a>]
lfs.attributes(filename, 'size') overflow on files > 2 Gb again (bug report and patch by KUBO Takehiro).</li>
<li>fixed bug [<a href="http://luaforge.net/tracker/?group_id=66&amp;atid=356&amp;func=detail&amp;aid=39794">#39794</a>]
Compile error on Solaris 10 (bug report and patch by Aaron B).</li>
<li>fixed compilation problems with Borland C.</li>
</ul>
</dd>
<dt><strong>Version 1.4.1</strong> [07/May/2008]</dt>
<dd>
<ul>
<li>documentation review</li>
<li>fixed Windows compilation issues</li>
<li>fixed bug in the Windows tests (patch by Shmuel Zeigerman)</li>
<li>fixed bug [<a href="http://luaforge.net/tracker/?func=detail&amp;group_id=66&amp;aid=2185&amp;atid=356">#2185</a>]
<code>lfs.attributes(filename, 'size')</code> overflow on files > 2 Gb
</li>
</ul>
</dd>
<dt><strong>Version 1.4.0</strong> [13/Feb/2008]</dt>
<dd>
<ul>
<li>added function
<a href="manual.html#setmode"><code>lfs.setmode</code></a>
(works only in Windows systems).</li>
<li><a href="manual.html#attributes"><code>lfs.attributes</code></a>
raises an error if attribute does not exist</li>
</ul>
</dd>
<dt><strong>Version 1.3.0</strong> [26/Oct/2007]</dt>
<dd>
<ul>
<li>added function
<a href="manual.html#symlinkattributes"><code>lfs.symlinkattributes</code></a>
(works only in non Windows systems).</li>
</ul>
</dd>
<dt><strong>Version 1.2.1</strong> [08/May/2007]</dt>
<dd>
<ul>
<li>compatible only with Lua 5.1 (Lua 5.0 support was dropped)</li>
</ul>
</dd>
<dt><strong>Version 1.2</strong> [15/Mar/2006]</dt>
<dd>
<ul>
<li>added optional argument to
<a href="manual.html#attributes"><code>lfs.attributes</code></a></li>
<li>added function
<a href="manual.html#rmdir"><code>lfs.rmdir</code></a></li>
<li>bug correction on <a href="manual.html#dir"><code>lfs.dir</code></a></li>
</ul>
</dd>
<dt><strong>Version 1.1</strong> [30/May/2005]</dt>
<dd>
<ul>
<li>added function <a href="manual.html#touch"><code>lfs.touch</code></a>.</li>
</ul>
</dd>
<dt><strong>Version 1.0</strong> [21/Jan/2005]</dt>
<dd />
<dt><strong>Version 1.0 Beta</strong> [10/Nov/2004]</dt>
<dd />
</dl>
<h2><a name="credits"></a>Credits</h2>
<p>LuaFileSystem was designed by Roberto Ierusalimschy,
Andr&eacute; Carregal and Tom&aacute;s Guisasola as part of the
<a href="http://www.keplerproject.org">Kepler Project</a>,
which holds its copyright. LuaFileSystem is currently maintained by F&aacute;bio Mascarenhas.</p>
<h2><a name="contact"></a>Contact us</h2>
<p>For more information please
<a href="mailto:info-NO-SPAM-THANKS@keplerproject.org">contact us</a>.
Comments are welcome!</p>
<p>You can also reach other Kepler developers and users on the Kepler Project
<a href="http://luaforge.net/mail/?group_id=104">mailing list</a>.</p>
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en">
<head>
<title>LuaFileSystem</title>
<link rel="stylesheet" href="doc.css" type="text/css"/>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo">
<a href="http://www.keplerproject.org">
<img alt="LuaFileSystem" src="luafilesystem.png"/>
</a>
</div>
<div id="product_name"><big><strong>LuaFileSystem</strong></big></div>
<div id="product_description">File System Library for the Lua Programming Language</div>
</div> <!-- id="product" -->
<div id="main">
<div id="navigation">
<h1>LuaFileSystem</h1>
<ul>
<li><a href="index.html">Home</a>
<ul>
<li><a href="index.html#overview">Overview</a></li>
<li><a href="index.html#status">Status</a></li>
<li><a href="index.html#download">Download</a></li>
<li><a href="index.html#history">History</a></li>
<li><a href="index.html#credits">Credits</a></li>
<li><a href="index.html#contact">Contact us</a></li>
</ul>
</li>
<li><a href="manual.html">Manual</a>
<ul>
<li><a href="manual.html#introduction">Introduction</a></li>
<li><a href="manual.html#building">Building</a></li>
<li><a href="manual.html#installation">Installation</a></li>
<li><a href="manual.html#reference">Reference</a></li>
</ul>
</li>
<li><a href="examples.html">Examples</a></li>
<li><a href="https://github.com/keplerproject/luafilesystem">Project</a>
<ul>
<li><a href="https://github.com/keplerproject/luafilesystem/issues/">Bug Tracker</a></li>
<li><a href="https://github.com/keplerproject/luafilesystem">Git</a></li>
</ul>
</li>
<li><strong>License</strong></li>
</ul>
</div> <!-- id="navigation" -->
<div id="content">
<h1>License</h1>
<p>
LuaFileSystem is free software: it can be used for both academic
and commercial purposes at absolutely no cost. There are no
royalties or GNU-like "copyleft" restrictions. LuaFileSystem
qualifies as
<a href="http://www.opensource.org/docs/definition.html">Open Source</a>
software.
Its licenses are compatible with
<a href="http://www.gnu.org/licenses/gpl.html">GPL</a>.
LuaFileSystem is not in the public domain and the
<a href="http://www.keplerproject.org">Kepler Project</a>
keep its copyright.
The legal details are below.
</p>
<p>The spirit of the license is that you are free to use
LuaFileSystem for any purpose at no cost without having to ask us.
The only requirement is that if you do use LuaFileSystem, then you
should give us credit by including the appropriate copyright notice
somewhere in your product or its documentation.</p>
<p>The LuaFileSystem library is designed and implemented by Roberto
Ierusalimschy, Andr&eacute; Carregal and Tom&aacute;s Guisasola.
The implementation is not derived from licensed software.</p>
<hr/>
<p>Copyright &copy; 2003 Kepler Project.</p>
<p>Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation
files (the "Software"), to deal in the Software without
restriction, including without limitation the rights to use, copy,
modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:</p>
<p>The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.</p>
<p>THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.</p>
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en">
<head>
<title>LuaFileSystem</title>
<link rel="stylesheet" href="doc.css" type="text/css"/>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo">
<a href="http://www.keplerproject.org"><img alt="LuaFileSystem" src="luafilesystem.png"/></a>
</div>
<div id="product_name"><big><strong>LuaFileSystem</strong></big></div>
<div id="product_description">File System Library for the Lua Programming Language</div>
</div> <!-- id="product" -->
<div id="main">
<div id="navigation">
<h1>LuaFileSystem</h1>
<ul>
<li><a href="index.html">Home</a>
<ul>
<li><a href="index.html#overview">Overview</a></li>
<li><a href="index.html#status">Status</a></li>
<li><a href="index.html#download">Download</a></li>
<li><a href="index.html#history">History</a></li>
<li><a href="index.html#credits">Credits</a></li>
<li><a href="index.html#contact">Contact us</a></li>
</ul>
</li>
<li><strong>Manual</strong>
<ul>
<li><a href="manual.html#introduction">Introduction</a></li>
<li><a href="manual.html#building">Building</a></li>
<li><a href="manual.html#installation">Installation</a></li>
<li><a href="manual.html#reference">Reference</a></li>
</ul>
</li>
<li><a href="examples.html">Examples</a></li>
<li><a href="https://github.com/keplerproject/luafilesystem">Project</a>
<ul>
<li><a href="https://github.com/keplerproject/luafilesystem/issues">Bug Tracker</a></li>
<li><a href="https://github.com/keplerproject/luafilesystem">Git</a></li>
</ul>
</li>
<li><a href="license.html">License</a></li>
</ul>
</div> <!-- id="navigation" -->
<div id="content">
<h2><a name="introduction"></a>Introduction</h2>
<p>LuaFileSystem is a <a href="http://www.lua.org">Lua</a> library
developed to complement the set of functions related to file
systems offered by the standard Lua distribution.</p>
<p>LuaFileSystem offers a portable way to access
the underlying directory structure and file attributes.</p>
<h2><a name="building"></a>Building</h2>
<p>
LuaFileSystem should be built with Lua 5.1 so the language library
and header files for the target version must be installed properly.
</p>
<p>
LuaFileSystem offers a Makefile and a separate configuration file,
<code>config</code>,
which should be edited to suit your installation before running
<code>make</code>.
The file has some definitions like paths to the external libraries,
compiler options and the like.
</p>
<p>On Windows, the C runtime used to compile LuaFileSystem must be the same
runtime that Lua uses, or some LuaFileSystem functions will not work.</p>
<h2><a name="installation"></a>Installation</h2>
<p>The easiest way to install LuaFileSystem is to use LuaRocks:</p>
<pre class="example">
luarocks install luafilesystem
</pre>
<p>If you prefer to install LuaFileSystem manually, the compiled binary should be copied to a directory in your
<a href="http://www.lua.org/manual/5.1/manual.html#pdf-package.cpath">C path</a>.</p>
<h2><a name="reference"></a>Reference</h2>
<p>
LuaFileSystem offers the following functions:
</p>
<dl class="reference">
<dt><a name="attributes"></a><strong><code>lfs.attributes (filepath [, aname])</code></strong></dt>
<dd>Returns a table with the file attributes corresponding to
<code>filepath</code> (or <code>nil</code> followed by an error message
in case of error).
If the second optional argument is given, then only the value of the
named attribute is returned (this use is equivalent to
<code>lfs.attributes(filepath).aname</code>, but the table is not created
and only one attribute is retrieved from the O.S.).
The attributes are described as follows;
attribute <code>mode</code> is a string, all the others are numbers,
and the time related attributes use the same time reference of
<a href="http://www.lua.org/manual/5.1/manual.html#pdf-os.time"><code>os.time</code></a>:
<dl>
<dt><strong><code>dev</code></strong></dt>
<dd>on Unix systems, this represents the device that the inode resides on. On Windows systems,
represents the drive number of the disk containing the file</dd>
<dt><strong><code>ino</code></strong></dt>
<dd>on Unix systems, this represents the inode number. On Windows systems this has no meaning</dd>
<dt><strong><code>mode</code></strong></dt>
<dd>string representing the associated protection mode (the values could be
<code>file</code>, <code>directory</code>, <code>link</code>, <code>socket</code>,
<code>named pipe</code>, <code>char device</code>, <code>block device</code> or
<code>other</code>)</dd>
<dt><strong><code>nlink</code></strong></dt>
<dd>number of hard links to the file</dd>
<dt><strong><code>uid</code></strong></dt>
<dd>user-id of owner (Unix only, always 0 on Windows)</dd>
<dt><strong><code>gid</code></strong></dt>
<dd>group-id of owner (Unix only, always 0 on Windows)</dd>
<dt><strong><code>rdev</code></strong></dt>
<dd>on Unix systems, represents the device type, for special file inodes.
On Windows systems represents the same as <code>dev</code></dd>
<dt><strong><code>access</code></strong></dt>
<dd>time of last access</dd>
<dt><strong><code>modification</code></strong></dt>
<dd>time of last data modification</dd>
<dt><strong><code>change</code></strong></dt>
<dd>time of last file status change</dd>
<dt><strong><code>size</code></strong></dt>
<dd>file size, in bytes</dd>
<dt><strong><code>blocks</code></strong></dt>
<dd>block allocated for file; (Unix only)</dd>
<dt><strong><code>blksize</code></strong></dt>
<dd>optimal file system I/O blocksize; (Unix only)</dd>
</dl>
This function uses <code>stat</code> internally thus if the given
<code>filepath</code> is a symbolic link, it is followed (if it points to
another link the chain is followed recursively) and the information
is about the file it refers to.
To obtain information about the link itself, see function
<a href="#symlinkattributes">lfs.symlinkattributes</a>.
</dd>
<dt><a name="chdir"></a><strong><code>lfs.chdir (path)</code></strong></dt>
<dd>Changes the current working directory to the given
<code>path</code>.<br />
Returns <code>true</code> in case of success or <code>nil</code> plus an
error string.</dd>
<dt><a name="chdir"></a><strong><code>lfs.lock_dir(path, [seconds_stale])</code></strong></dt>
<dd>Creates a lockfile (called lockfile.lfs) in <code>path</code> if it does not
exist and returns the lock. If the lock already exists checks if
it's stale, using the second parameter (default for the second
parameter is <code>INT_MAX</code>, which in practice means the lock will never
be stale. To free the the lock call <code>lock:free()</code>. <br/>
In case of any errors it returns nil and the error message. In
particular, if the lock exists and is not stale it returns the
"File exists" message.</dd>
<dt><a name="getcwd"></a><strong><code>lfs.currentdir ()</code></strong></dt>
<dd>Returns a string with the current working directory or <code>nil</code>
plus an error string.</dd>
<dt><a name="dir"></a><strong><code>iter, dir_obj = lfs.dir (path)</code></strong></dt>
<dd>
Lua iterator over the entries of a given directory.
Each time the iterator is called with <code>dir_obj</code> it returns a directory entry's name as a string, or
<code>nil</code> if there are no more entries. You can also iterate by calling <code>dir_obj:next()</code>, and
explicitly close the directory before the iteration finished with <code>dir_obj:close()</code>.
Raises an error if <code>path</code> is not a directory.
</dd>
<dt><a name="lock"></a><strong><code>lfs.lock (filehandle, mode[, start[, length]])</code></strong></dt>
<dd>Locks a file or a part of it. This function works on <em>open files</em>; the
file handle should be specified as the first argument.
The string <code>mode</code> could be either
<code>r</code> (for a read/shared lock) or <code>w</code> (for a
write/exclusive lock). The optional arguments <code>start</code>
and <code>length</code> can be used to specify a starting point and
its length; both should be numbers.<br />
Returns <code>true</code> if the operation was successful; in
case of error, it returns <code>nil</code> plus an error string.
</dd>
<dt><a name="link"></a><strong><code>lfs.link (old, new[, symlink])</code></strong></dt>
<dd>Creates a link. The first argument is the object to link to
and the second is the name of the link. If the optional third
argument is true, the link will by a symbolic link (by default, a
hard link is created).
</dd>
<dt><a name="mkdir"></a><strong><code>lfs.mkdir (dirname)</code></strong></dt>
<dd>Creates a new directory. The argument is the name of the new
directory.<br />
Returns <code>true</code> if the operation was successful;
in case of error, it returns <code>nil</code> plus an error string.
</dd>
<dt><a name="rmdir"></a><strong><code>lfs.rmdir (dirname)</code></strong></dt>
<dd>Removes an existing directory. The argument is the name of the directory.<br />
Returns <code>true</code> if the operation was successful;
in case of error, it returns <code>nil</code> plus an error string.</dd>
<dt><a name="setmode"></a><strong><code>lfs.setmode (file, mode)</code></strong></dt>
<dd>Sets the writing mode for a file. The mode string can be either <code>"binary"</code> or <code>"text"</code>.
Returns <code>true</code> followed the previous mode string for the file, or
<code>nil</code> followed by an error string in case of errors.
On non-Windows platforms, where the two modes are identical,
setting the mode has no effect, and the mode is always returned as <code>binary</code>.
</dd>
<dt><a name="symlinkattributes"></a><strong><code>lfs.symlinkattributes (filepath [, aname])</code></strong></dt>
<dd>Identical to <a href="#attributes">lfs.attributes</a> except that
it obtains information about the link itself (not the file it refers to).
On Windows this function does not yet support links, and is identical to
<code>lfs.attributes</code>.
</dd>
<dt><a name="touch"></a><strong><code>lfs.touch (filepath [, atime [, mtime]])</code></strong></dt>
<dd>Set access and modification times of a file. This function is
a bind to <code>utime</code> function. The first argument is the
filename, the second argument (<code>atime</code>) is the access time,
and the third argument (<code>mtime</code>) is the modification time.
Both times are provided in seconds (which should be generated with
Lua standard function <code>os.time</code>).
If the modification time is omitted, the access time provided is used;
if both times are omitted, the current time is used.<br />
Returns <code>true</code> if the operation was successful;
in case of error, it returns <code>nil</code> plus an error string.
</dd>
<dt><a name="unlock"></a><strong><code>lfs.unlock (filehandle[, start[, length]])</code></strong></dt>
<dd>Unlocks a file or a part of it. This function works on
<em>open files</em>; the file handle should be specified as the first
argument. The optional arguments <code>start</code> and
<code>length</code> can be used to specify a starting point and its
length; both should be numbers.<br />
Returns <code>true</code> if the operation was successful;
in case of error, it returns <code>nil</code> plus an error string.
</dd>
</dl>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<p><a href="http://validator.w3.org/check?uri=referer">Valid XHTML 1.0!</a></p>
<p><small>$Id: manual.html,v 1.45 2009/06/03 20:53:55 mascarenhas Exp $</small></p>
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package = "LuaFileSystem"
version = "1.6.3-2"
source = {
url = "git://github.com/keplerproject/luafilesystem",
tag = "v_1_6_3"
}
description = {
summary = "File System Library for the Lua Programming Language",
detailed = [[
LuaFileSystem is a Lua library developed to complement the set of
functions related to file systems offered by the standard Lua
distribution. LuaFileSystem offers a portable way to access the
underlying directory structure and file attributes.
]],
homepage = "http://keplerproject.github.io/luafilesystem",
license = "MIT/X11"
}
dependencies = {
"lua >= 5.1"
}
build = {
type = "builtin",
modules = {
lfs = "src/lfs.c"
},
copy_directories = {
"doc", "tests"
}
}

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@@ -0,0 +1,19 @@
rock_manifest = {
doc = {
us = {
["doc.css"] = "d0a913514fb190240b3b4033d105cbc0",
["examples.html"] = "5832f72021728374cf57b621d62ce0ff",
["index.html"] = "96885bdda963939f0a363b5fa6b16b59",
["license.html"] = "e3a756835cb7c8ae277d5e513c8e32ee",
["luafilesystem.png"] = "81e923e976e99f894ea0aa8b52baff29",
["manual.html"] = "d6473799b73ce486c3ea436586cb3b34"
}
},
lib = {
["lfs.dll"] = "c0e2145e1ef2815ae5fae01454291b66"
},
["luafilesystem-1.6.3-2.rockspec"] = "eb0ef7c190516892eb8357af799eea5f",
tests = {
["test.lua"] = "7b4ddb5bdb7e0b1b1ed0150d473535c9"
}
}

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@@ -0,0 +1,175 @@
#!/usr/bin/env lua5.1
local tmp = "/tmp"
local sep = string.match (package.config, "[^\n]+")
local upper = ".."
local lfs = require"lfs"
print (lfs._VERSION)
io.write(".")
io.flush()
function attrdir (path)
for file in lfs.dir(path) do
if file ~= "." and file ~= ".." then
local f = path..sep..file
print ("\t=> "..f.." <=")
local attr = lfs.attributes (f)
assert (type(attr) == "table")
if attr.mode == "directory" then
attrdir (f)
else
for name, value in pairs(attr) do
print (name, value)
end
end
end
end
end
-- Checking changing directories
local current = assert (lfs.currentdir())
local reldir = string.gsub (current, "^.*%"..sep.."([^"..sep.."])$", "%1")
assert (lfs.chdir (upper), "could not change to upper directory")
assert (lfs.chdir (reldir), "could not change back to current directory")
assert (lfs.currentdir() == current, "error trying to change directories")
assert (lfs.chdir ("this couldn't be an actual directory") == nil, "could change to a non-existent directory")
io.write(".")
io.flush()
-- Changing creating and removing directories
local tmpdir = current..sep.."lfs_tmp_dir"
local tmpfile = tmpdir..sep.."tmp_file"
-- Test for existence of a previous lfs_tmp_dir
-- that may have resulted from an interrupted test execution and remove it
if lfs.chdir (tmpdir) then
assert (lfs.chdir (upper), "could not change to upper directory")
assert (os.remove (tmpfile), "could not remove file from previous test")
assert (lfs.rmdir (tmpdir), "could not remove directory from previous test")
end
io.write(".")
io.flush()
-- tries to create a directory
assert (lfs.mkdir (tmpdir), "could not make a new directory")
local attrib, errmsg = lfs.attributes (tmpdir)
if not attrib then
error ("could not get attributes of file `"..tmpdir.."':\n"..errmsg)
end
local f = io.open(tmpfile, "w")
f:close()
io.write(".")
io.flush()
-- Change access time
local testdate = os.time({ year = 2007, day = 10, month = 2, hour=0})
assert (lfs.touch (tmpfile, testdate))
local new_att = assert (lfs.attributes (tmpfile))
assert (new_att.access == testdate, "could not set access time")
assert (new_att.modification == testdate, "could not set modification time")
io.write(".")
io.flush()
-- Change access and modification time
local testdate1 = os.time({ year = 2007, day = 10, month = 2, hour=0})
local testdate2 = os.time({ year = 2007, day = 11, month = 2, hour=0})
assert (lfs.touch (tmpfile, testdate2, testdate1))
local new_att = assert (lfs.attributes (tmpfile))
assert (new_att.access == testdate2, "could not set access time")
assert (new_att.modification == testdate1, "could not set modification time")
io.write(".")
io.flush()
-- Checking link (does not work on Windows)
if lfs.link (tmpfile, "_a_link_for_test_", true) then
assert (lfs.attributes"_a_link_for_test_".mode == "file")
assert (lfs.symlinkattributes"_a_link_for_test_".mode == "link")
assert (lfs.link (tmpfile, "_a_hard_link_for_test_"))
assert (lfs.attributes (tmpfile, "nlink") == 2)
assert (os.remove"_a_link_for_test_")
assert (os.remove"_a_hard_link_for_test_")
end
io.write(".")
io.flush()
-- Checking text/binary modes (only has an effect in Windows)
local f = io.open(tmpfile, "w")
local result, mode = lfs.setmode(f, "binary")
assert(result) -- on non-Windows platforms, mode is always returned as "binary"
result, mode = lfs.setmode(f, "text")
assert(result and mode == "binary")
f:close()
io.write(".")
io.flush()
-- Restore access time to current value
assert (lfs.touch (tmpfile, attrib.access, attrib.modification))
new_att = assert (lfs.attributes (tmpfile))
assert (new_att.access == attrib.access)
assert (new_att.modification == attrib.modification)
io.write(".")
io.flush()
-- Check consistency of lfs.attributes values
local attr = lfs.attributes (tmpfile)
for key, value in pairs(attr) do
assert (value == lfs.attributes (tmpfile, key),
"lfs.attributes values not consistent")
end
-- Remove new file and directory
assert (os.remove (tmpfile), "could not remove new file")
assert (lfs.rmdir (tmpdir), "could not remove new directory")
assert (lfs.mkdir (tmpdir..sep.."lfs_tmp_dir") == nil, "could create a directory inside a non-existent one")
io.write(".")
io.flush()
-- Trying to get attributes of a non-existent file
assert (lfs.attributes ("this couldn't be an actual file") == nil, "could get attributes of a non-existent file")
assert (type(lfs.attributes (upper)) == "table", "couldn't get attributes of upper directory")
io.write(".")
io.flush()
-- Stressing directory iterator
count = 0
for i = 1, 4000 do
for file in lfs.dir (tmp) do
count = count + 1
end
end
io.write(".")
io.flush()
-- Stressing directory iterator, explicit version
count = 0
for i = 1, 4000 do
local iter, dir = lfs.dir(tmp)
local file = dir:next()
while file do
count = count + 1
file = dir:next()
end
assert(not pcall(dir.next, dir))
end
io.write(".")
io.flush()
-- directory explicit close
local iter, dir = lfs.dir(tmp)
dir:close()
assert(not pcall(dir.next, dir))
print"Ok!"

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#!/usr/bin/env lua
---------
-- LuaSrcDiet
--
-- Compresses Lua source code by removing unnecessary characters.
-- For Lua 5.1+ source code.
--
-- **Notes:**
--
-- * Remember to update version and date information below (MSG_TITLE).
-- * TODO: passing data tables around is a horrific mess.
-- * TODO: to implement pcall() to properly handle lexer etc. errors.
-- * TODO: need some automatic testing for a semblance of sanity.
-- * TODO: the plugin module is highly experimental and unstable.
----
local equiv = require "luasrcdiet.equiv"
local fs = require "luasrcdiet.fs"
local llex = require "luasrcdiet.llex"
local lparser = require "luasrcdiet.lparser"
local luasrcdiet = require "luasrcdiet.init"
local optlex = require "luasrcdiet.optlex"
local optparser = require "luasrcdiet.optparser"
local byte = string.byte
local concat = table.concat
local find = string.find
local fmt = string.format
local gmatch = string.gmatch
local match = string.match
local print = print
local rep = string.rep
local sub = string.sub
local plugin
local LUA_VERSION = match(_VERSION, " (5%.[123])$") or "5.1"
-- Is --opt-binequiv available for this Lua version?
local BIN_EQUIV_AVAIL = LUA_VERSION == "5.1" and not package.loaded.jit
---------------------- Messages and textual data ----------------------
local MSG_TITLE = fmt([[
LuaSrcDiet: Puts your Lua 5.1+ source code on a diet
Version %s <%s>
]], luasrcdiet._VERSION, luasrcdiet._HOMEPAGE)
local MSG_USAGE = [[
usage: luasrcdiet [options] [filenames]
example:
>luasrcdiet myscript.lua -o myscript_.lua
options:
-v, --version prints version information
-h, --help prints usage information
-o <file> specify file name to write output
-s <suffix> suffix for output files (default '_')
--keep <msg> keep block comment with <msg> inside
--plugin <module> run <module> in plugin/ directory
- stop handling arguments
(optimization levels)
--none all optimizations off (normalizes EOLs only)
--basic lexer-based optimizations only
--maximum maximize reduction of source
(informational)
--quiet process files quietly
--read-only read file and print token stats only
--dump-lexer dump raw tokens from lexer to stdout
--dump-parser dump variable tracking tables from parser
--details extra info (strings, numbers, locals)
features (to disable, insert 'no' prefix like --noopt-comments):
%s
default settings:
%s]]
-- Optimization options, for ease of switching on and off.
--
-- * Positive to enable optimization, negative (no) to disable.
-- * These options should follow --opt-* and --noopt-* style for now.
local OPTION = [[
--opt-comments,'remove comments and block comments'
--opt-whitespace,'remove whitespace excluding EOLs'
--opt-emptylines,'remove empty lines'
--opt-eols,'all above, plus remove unnecessary EOLs'
--opt-strings,'optimize strings and long strings'
--opt-numbers,'optimize numbers'
--opt-locals,'optimize local variable names'
--opt-entropy,'tries to reduce symbol entropy of locals'
--opt-srcequiv,'insist on source (lexer stream) equivalence'
--opt-binequiv,'insist on binary chunk equivalence (only for PUC Lua 5.1)'
--opt-experimental,'apply experimental optimizations'
]]
-- Preset configuration.
local DEFAULT_CONFIG = [[
--opt-comments --opt-whitespace --opt-emptylines
--opt-numbers --opt-locals
--opt-srcequiv --noopt-binequiv
]]
-- Override configurations: MUST explicitly enable/disable everything.
local BASIC_CONFIG = [[
--opt-comments --opt-whitespace --opt-emptylines
--noopt-eols --noopt-strings --noopt-numbers
--noopt-locals --noopt-entropy
--opt-srcequiv --noopt-binequiv
]]
local MAXIMUM_CONFIG = [[
--opt-comments --opt-whitespace --opt-emptylines
--opt-eols --opt-strings --opt-numbers
--opt-locals --opt-entropy
--opt-srcequiv
]] .. (BIN_EQUIV_AVAIL and ' --opt-binequiv' or ' --noopt-binequiv')
local NONE_CONFIG = [[
--noopt-comments --noopt-whitespace --noopt-emptylines
--noopt-eols --noopt-strings --noopt-numbers
--noopt-locals --noopt-entropy
--opt-srcequiv --noopt-binequiv
]]
local DEFAULT_SUFFIX = "_" -- default suffix for file renaming
local PLUGIN_SUFFIX = "luasrcdiet.plugin." -- relative location of plugins
------------- Startup and initialize option list handling -------------
--- Simple error message handler; change to error if traceback wanted.
--
-- @tparam string msg The message to print.
local function die(msg)
print("LuaSrcDiet (error): "..msg); os.exit(1)
end
--die = error--DEBUG
-- Prepare text for list of optimizations, prepare lookup table.
local MSG_OPTIONS = ""
do
local WIDTH = 24
local o = {}
for op, desc in gmatch(OPTION, "%s*([^,]+),'([^']+)'") do
local msg = " "..op
msg = msg..rep(" ", WIDTH - #msg)..desc.."\n"
MSG_OPTIONS = MSG_OPTIONS..msg
o[op] = true
o["--no"..sub(op, 3)] = true
end
OPTION = o -- replace OPTION with lookup table
end
MSG_USAGE = fmt(MSG_USAGE, MSG_OPTIONS, DEFAULT_CONFIG)
--------- Global variable initialization, option set handling ---------
local suffix = DEFAULT_SUFFIX -- file suffix
local option = {} -- program options
local stat_c, stat_l -- statistics tables
--- Sets option lookup table based on a text list of options.
--
-- Note: additional forced settings for --opt-eols is done in optlex.lua.
--
-- @tparam string CONFIG
local function set_options(CONFIG)
for op in gmatch(CONFIG, "(%-%-%S+)") do
if sub(op, 3, 4) == "no" and -- handle negative options
OPTION["--"..sub(op, 5)] then
option[sub(op, 5)] = false
else
option[sub(op, 3)] = true
end
end
end
-------------------------- Support functions --------------------------
-- List of token types, parser-significant types are up to TTYPE_GRAMMAR
-- while the rest are not used by parsers; arranged for stats display.
local TTYPES = {
"TK_KEYWORD", "TK_NAME", "TK_NUMBER", -- grammar
"TK_STRING", "TK_LSTRING", "TK_OP",
"TK_EOS",
"TK_COMMENT", "TK_LCOMMENT", -- non-grammar
"TK_EOL", "TK_SPACE",
}
local TTYPE_GRAMMAR = 7
local EOLTYPES = { -- EOL names for token dump
["\n"] = "LF", ["\r"] = "CR",
["\n\r"] = "LFCR", ["\r\n"] = "CRLF",
}
--- Reads source code from the file.
--
-- @tparam string fname Path of the file to read.
-- @treturn string Content of the file.
local function load_file(fname)
local data, err = fs.read_file(fname, "rb")
if not data then die(err) end
return data
end
--- Saves source code to the file.
--
-- @tparam string fname Path of the destination file.
-- @tparam string dat The data to write into the file.
local function save_file(fname, dat)
local ok, err = fs.write_file(fname, dat, "wb")
if not ok then die(err) end
end
------------------ Functions to deal with statistics ------------------
--- Initializes the statistics table.
local function stat_init()
stat_c, stat_l = {}, {}
for i = 1, #TTYPES do
local ttype = TTYPES[i]
stat_c[ttype], stat_l[ttype] = 0, 0
end
end
--- Adds a token to the statistics table.
--
-- @tparam string tok The token.
-- @param seminfo
local function stat_add(tok, seminfo)
stat_c[tok] = stat_c[tok] + 1
stat_l[tok] = stat_l[tok] + #seminfo
end
--- Computes totals for the statistics table, returns average table.
--
-- @treturn table
local function stat_calc()
local function avg(c, l) -- safe average function
if c == 0 then return 0 end
return l / c
end
local stat_a = {}
local c, l = 0, 0
for i = 1, TTYPE_GRAMMAR do -- total grammar tokens
local ttype = TTYPES[i]
c = c + stat_c[ttype]; l = l + stat_l[ttype]
end
stat_c.TOTAL_TOK, stat_l.TOTAL_TOK = c, l
stat_a.TOTAL_TOK = avg(c, l)
c, l = 0, 0
for i = 1, #TTYPES do -- total all tokens
local ttype = TTYPES[i]
c = c + stat_c[ttype]; l = l + stat_l[ttype]
stat_a[ttype] = avg(stat_c[ttype], stat_l[ttype])
end
stat_c.TOTAL_ALL, stat_l.TOTAL_ALL = c, l
stat_a.TOTAL_ALL = avg(c, l)
return stat_a
end
----------------------------- Main tasks -----------------------------
--- A simple token dumper, minimal translation of seminfo data.
--
-- @tparam string srcfl Path of the source file.
local function dump_tokens(srcfl)
-- Load file and process source input into tokens.
local z = load_file(srcfl)
local toklist, seminfolist = llex.lex(z)
-- Display output.
for i = 1, #toklist do
local tok, seminfo = toklist[i], seminfolist[i]
if tok == "TK_OP" and byte(seminfo) < 32 then
seminfo = "("..byte(seminfo)..")"
elseif tok == "TK_EOL" then
seminfo = EOLTYPES[seminfo]
else
seminfo = "'"..seminfo.."'"
end
print(tok.." "..seminfo)
end--for
end
--- Dumps globalinfo and localinfo tables.
--
-- @tparam string srcfl Path of the source file.
local function dump_parser(srcfl)
-- Load file and process source input into tokens,
local z = load_file(srcfl)
local toklist, seminfolist, toklnlist = llex.lex(z)
-- Do parser optimization here.
local xinfo = lparser.parse(toklist, seminfolist, toklnlist)
local globalinfo, localinfo = xinfo.globalinfo, xinfo.localinfo
-- Display output.
local hl = rep("-", 72)
print("*** Local/Global Variable Tracker Tables ***")
print(hl.."\n GLOBALS\n"..hl)
-- global tables have a list of xref numbers only
for i = 1, #globalinfo do
local obj = globalinfo[i]
local msg = "("..i..") '"..obj.name.."' -> "
local xref = obj.xref
for j = 1, #xref do msg = msg..xref[j].." " end
print(msg)
end
-- Local tables have xref numbers and a few other special
-- numbers that are specially named: decl (declaration xref),
-- act (activation xref), rem (removal xref).
print(hl.."\n LOCALS (decl=declared act=activated rem=removed)\n"..hl)
for i = 1, #localinfo do
local obj = localinfo[i]
local msg = "("..i..") '"..obj.name.."' decl:"..obj.decl..
" act:"..obj.act.." rem:"..obj.rem
if obj.is_special then
msg = msg.." is_special"
end
msg = msg.." -> "
local xref = obj.xref
for j = 1, #xref do msg = msg..xref[j].." " end
print(msg)
end
print(hl.."\n")
end
--- Reads source file(s) and reports some statistics.
--
-- @tparam string srcfl Path of the source file.
local function read_only(srcfl)
-- Load file and process source input into tokens.
local z = load_file(srcfl)
local toklist, seminfolist = llex.lex(z)
print(MSG_TITLE)
print("Statistics for: "..srcfl.."\n")
-- Collect statistics.
stat_init()
for i = 1, #toklist do
local tok, seminfo = toklist[i], seminfolist[i]
stat_add(tok, seminfo)
end--for
local stat_a = stat_calc()
-- Display output.
local function figures(tt)
return stat_c[tt], stat_l[tt], stat_a[tt]
end
local tabf1, tabf2 = "%-16s%8s%8s%10s", "%-16s%8d%8d%10.2f"
local hl = rep("-", 42)
print(fmt(tabf1, "Lexical", "Input", "Input", "Input"))
print(fmt(tabf1, "Elements", "Count", "Bytes", "Average"))
print(hl)
for i = 1, #TTYPES do
local ttype = TTYPES[i]
print(fmt(tabf2, ttype, figures(ttype)))
if ttype == "TK_EOS" then print(hl) end
end
print(hl)
print(fmt(tabf2, "Total Elements", figures("TOTAL_ALL")))
print(hl)
print(fmt(tabf2, "Total Tokens", figures("TOTAL_TOK")))
print(hl.."\n")
end
--- Processes source file(s), writes output and reports some statistics.
--
-- @tparam string srcfl Path of the source file.
-- @tparam string destfl Path of the destination file where to write optimized source.
local function process_file(srcfl, destfl)
-- handle quiet option
local function print(...) --luacheck: ignore 431
if option.QUIET then return end
_G.print(...)
end
if plugin and plugin.init then -- plugin init
option.EXIT = false
plugin.init(option, srcfl, destfl)
if option.EXIT then return end
end
print(MSG_TITLE) -- title message
-- Load file and process source input into tokens.
local z = load_file(srcfl)
if plugin and plugin.post_load then -- plugin post-load
z = plugin.post_load(z) or z
if option.EXIT then return end
end
local toklist, seminfolist, toklnlist = llex.lex(z)
if plugin and plugin.post_lex then -- plugin post-lex
plugin.post_lex(toklist, seminfolist, toklnlist)
if option.EXIT then return end
end
-- Collect 'before' statistics.
stat_init()
for i = 1, #toklist do
local tok, seminfo = toklist[i], seminfolist[i]
stat_add(tok, seminfo)
end--for
local stat1_a = stat_calc()
local stat1_c, stat1_l = stat_c, stat_l
-- Do parser optimization here.
optparser.print = print -- hack
local xinfo = lparser.parse(toklist, seminfolist, toklnlist)
if plugin and plugin.post_parse then -- plugin post-parse
plugin.post_parse(xinfo.globalinfo, xinfo.localinfo)
if option.EXIT then return end
end
optparser.optimize(option, toklist, seminfolist, xinfo)
if plugin and plugin.post_optparse then -- plugin post-optparse
plugin.post_optparse()
if option.EXIT then return end
end
-- Do lexer optimization here, save output file.
local warn = optlex.warn -- use this as a general warning lookup
optlex.print = print -- hack
toklist, seminfolist, toklnlist
= optlex.optimize(option, toklist, seminfolist, toklnlist)
if plugin and plugin.post_optlex then -- plugin post-optlex
plugin.post_optlex(toklist, seminfolist, toklnlist)
if option.EXIT then return end
end
local dat = concat(seminfolist)
-- Depending on options selected, embedded EOLs in long strings and
-- long comments may not have been translated to \n, tack a warning.
if find(dat, "\r\n", 1, 1) or
find(dat, "\n\r", 1, 1) then
warn.MIXEDEOL = true
end
-- Test source and binary chunk equivalence.
equiv.init(option, llex, warn)
equiv.source(z, dat)
if BIN_EQUIV_AVAIL then
equiv.binary(z, dat)
end
local smsg = "before and after lexer streams are NOT equivalent!"
local bmsg = "before and after binary chunks are NOT equivalent!"
-- for reporting, die if option was selected, else just warn
if warn.SRC_EQUIV then
if option["opt-srcequiv"] then die(smsg) end
else
print("*** SRCEQUIV: token streams are sort of equivalent")
if option["opt-locals"] then
print("(but no identifier comparisons since --opt-locals enabled)")
end
print()
end
if warn.BIN_EQUIV then
if option["opt-binequiv"] then die(bmsg) end
elseif BIN_EQUIV_AVAIL then
print("*** BINEQUIV: binary chunks are sort of equivalent")
print()
end
-- Save optimized source stream to output file.
save_file(destfl, dat)
-- Collect 'after' statistics.
stat_init()
for i = 1, #toklist do
local tok, seminfo = toklist[i], seminfolist[i]
stat_add(tok, seminfo)
end--for
local stat_a = stat_calc()
-- Display output.
print("Statistics for: "..srcfl.." -> "..destfl.."\n")
local function figures(tt)
return stat1_c[tt], stat1_l[tt], stat1_a[tt],
stat_c[tt], stat_l[tt], stat_a[tt]
end
local tabf1, tabf2 = "%-16s%8s%8s%10s%8s%8s%10s",
"%-16s%8d%8d%10.2f%8d%8d%10.2f"
local hl = rep("-", 68)
print("*** lexer-based optimizations summary ***\n"..hl)
print(fmt(tabf1, "Lexical",
"Input", "Input", "Input",
"Output", "Output", "Output"))
print(fmt(tabf1, "Elements",
"Count", "Bytes", "Average",
"Count", "Bytes", "Average"))
print(hl)
for i = 1, #TTYPES do
local ttype = TTYPES[i]
print(fmt(tabf2, ttype, figures(ttype)))
if ttype == "TK_EOS" then print(hl) end
end
print(hl)
print(fmt(tabf2, "Total Elements", figures("TOTAL_ALL")))
print(hl)
print(fmt(tabf2, "Total Tokens", figures("TOTAL_TOK")))
print(hl)
-- Report warning flags from optimizing process.
if warn.LSTRING then
print("* WARNING: "..warn.LSTRING)
elseif warn.MIXEDEOL then
print("* WARNING: ".."output still contains some CRLF or LFCR line endings")
elseif warn.SRC_EQUIV then
print("* WARNING: "..smsg)
elseif warn.BIN_EQUIV then
print("* WARNING: "..bmsg)
end
print()
end
---------------------------- Main functions ---------------------------
local arg = {...} -- program arguments
set_options(DEFAULT_CONFIG) -- set to default options at beginning
--- Does per-file handling, ship off to tasks.
--
-- @tparam {string,...} fspec List of source files.
local function do_files(fspec)
for i = 1, #fspec do
local srcfl = fspec[i]
local destfl
-- Find and replace extension for filenames.
local extb, exte = find(srcfl, "%.[^%.%\\%/]*$")
local basename, extension = srcfl, ""
if extb and extb > 1 then
basename = sub(srcfl, 1, extb - 1)
extension = sub(srcfl, extb, exte)
end
destfl = basename..suffix..extension
if #fspec == 1 and option.OUTPUT_FILE then
destfl = option.OUTPUT_FILE
end
if srcfl == destfl then
die("output filename identical to input filename")
end
-- Perform requested operations.
if option.DUMP_LEXER then
dump_tokens(srcfl)
elseif option.DUMP_PARSER then
dump_parser(srcfl)
elseif option.READ_ONLY then
read_only(srcfl)
else
process_file(srcfl, destfl)
end
end--for
end
--- The main function.
local function main()
local fspec = {}
local argn, i = #arg, 1
if argn == 0 then
option.HELP = true
end
-- Handle arguments.
while i <= argn do
local o, p = arg[i], arg[i + 1]
local dash = match(o, "^%-%-?")
if dash == "-" then -- single-dash options
if o == "-h" then
option.HELP = true; break
elseif o == "-v" then
option.VERSION = true; break
elseif o == "-s" then
if not p then die("-s option needs suffix specification") end
suffix = p
i = i + 1
elseif o == "-o" then
if not p then die("-o option needs a file name") end
option.OUTPUT_FILE = p
i = i + 1
elseif o == "-" then
break -- ignore rest of args
else
die("unrecognized option "..o)
end
elseif dash == "--" then -- double-dash options
if o == "--help" then
option.HELP = true; break
elseif o == "--version" then
option.VERSION = true; break
elseif o == "--keep" then
if not p then die("--keep option needs a string to match for") end
option.KEEP = p
i = i + 1
elseif o == "--plugin" then
if not p then die("--plugin option needs a module name") end
if option.PLUGIN then die("only one plugin can be specified") end
option.PLUGIN = p
plugin = require(PLUGIN_SUFFIX..p)
i = i + 1
elseif o == "--quiet" then
option.QUIET = true
elseif o == "--read-only" then
option.READ_ONLY = true
elseif o == "--basic" then
set_options(BASIC_CONFIG)
elseif o == "--maximum" then
set_options(MAXIMUM_CONFIG)
elseif o == "--none" then
set_options(NONE_CONFIG)
elseif o == "--dump-lexer" then
option.DUMP_LEXER = true
elseif o == "--dump-parser" then
option.DUMP_PARSER = true
elseif o == "--details" then
option.DETAILS = true
elseif OPTION[o] then -- lookup optimization options
set_options(o)
else
die("unrecognized option "..o)
end
else
fspec[#fspec + 1] = o -- potential filename
end
i = i + 1
end--while
if option.HELP then
print(MSG_TITLE..MSG_USAGE); return true
elseif option.VERSION then
print(MSG_TITLE); return true
end
if option["opt-binequiv"] and not BIN_EQUIV_AVAIL then
die("--opt-binequiv is available only for PUC Lua 5.1!")
end
if #fspec > 0 then
if #fspec > 1 and option.OUTPUT_FILE then
die("with -o, only one source file can be specified")
end
do_files(fspec)
return true
else
die("nothing to do!")
end
end
-- entry point -> main() -> do_files()
if not main() then
die("Please run with option -h or --help for usage information")
end

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= Features and Usage
Kein-Hong Man
2011-09-13
== Features
LuaSrcDiet features include the following:
* Predefined default, _--basic_ (token-only) and _--maximum_ settings.
* Avoid deleting a block comment with a certain message with _--keep_; this is for copyright or license texts.
* Special handling for `#!` (shbang) lines and in functions, `self` implicit parameters.
* Dumping of raw information using _--dump-lexer_ and _--dump-parser_.
See the `samples` directory.
* A HTML plugin: outputs files that highlights globals and locals, useful for eliminating globals. See the `samples` directory.
* An SLOC plugin: counts significant lines of Lua code, like SLOCCount.
* Source and binary equivalence testing with _--opt-srcequiv_ and _--opt-binequiv_.
List of optimizations:
* Line endings are always normalized to LF, except those embedded in comments or strings.
* _--opt-comments_: Removal of comments and comment blocks.
* _--opt-whitespace_: Removal of whitespace, excluding end-of-line characters.
* _--opt-emptylines_: Removal of empty lines.
* _--opt-eols_: Removal of unnecessary end-of-line characters.
* _--opt-strings_: Rewrite strings and long strings. See the `samples` directory.
* _--opt-numbers_: Rewrite numbers. See the `samples` directory.
* _--opt-locals_: Rename local variable names. Does not rename field or method names.
* _--opt-entropy_: Tries to improve symbol entropy when renaming locals by calculating actual letter frequencies.
* _--opt-experimental_: Apply experimental optimizations.
LuaSrcDiet tries to allow each option to be enabled or disabled separately, but they are not completely orthogonal.
If comment removal is disabled, LuaSrcDiet only removes trailing whitespace.
Trailing whitespace is not removed in long strings, a warning is generated instead.
If empty line removal is disabled, LuaSrcDiet keeps all significant code on the same lines.
Thus, a user is able to debug using the original sources as a reference since the line numbering is unchanged.
String optimization deals mainly with optimizing escape sequences, but delimiters can be switched between single quotes and double quotes if the source size of the string can be reduced.
For long strings and long comments, LuaSrcDiet also tries to reduce the `=` separators in the
delimiters if possible.
For number optimization, LuaSrcDiet saves space by trying to generate the shortest possible sequence, and in the process it does not produce “proper” scientific notation (e.g. 1.23e5) but does away with the decimal point (e.g. 123e3) instead.
The local variable name optimizer uses a full parser of Lua 5.1 source code, thus it can rename all local variables, including upvalues and function parameters.
It should handle the implicit `self` parameter gracefully.
In addition, local variable names are either renamed into the shortest possible names following English frequent letter usage or are arranged by calculating entropy with the _--opt-entropy_ option.
Variable names are reused whenever possible, reducing the number of unique variable names.
For example, for `LuaSrcDiet.lua` (version 0.11.0), 683 local identifiers representing 88 unique names were optimized into 32 unique names, all which are one character in length, saving over 2600 bytes.
If you need some kind of reassurance that your app will still work at reduced size, see the section on verification below.
== Usage
LuaSrcDiet needs a Lua 5.1.x (preferably Lua 5.1.4) binary to run.
On Unix machines, one can use the following command line:
[source, sh]
LuaSrcDiet myscript.lua -o myscript_.lua
On Windows machines, the above command line can be used on Cygwin, or you can run Lua with the LuaSrcDiet script like this:
[source, sh]
lua LuaSrcDiet.lua myscript.lua -o myscript_.lua
When run without arguments, LuaSrcDiet prints a list of options.
Also, you can check the `Makefile` for some examples of command lines to use.
For example, for maximum code size reduction and maximum verbosity, use:
[source, sh]
LuaSrcDiet --maximum --details myscript.lua -o myscript_.lua
=== Output Example
A sample output of LuaSrcDiet 0.11.0 for processing `llex.lua` at _--maximum_ settings is as follows:
----
Statistics for: LuaSrcDiet.lua -> sample/LuaSrcDiet.lua
*** local variable optimization summary ***
----------------------------------------------------------
Variable Unique Decl. Token Size Average
Types Names Count Count Bytes Bytes
----------------------------------------------------------
Global 10 0 19 95 5.00
----------------------------------------------------------
Local (in) 88 153 683 3340 4.89
TOTAL (in) 98 153 702 3435 4.89
----------------------------------------------------------
Local (out) 32 153 683 683 1.00
TOTAL (out) 42 153 702 778 1.11
----------------------------------------------------------
*** lexer-based optimizations summary ***
--------------------------------------------------------------------
Lexical Input Input Input Output Output Output
Elements Count Bytes Average Count Bytes Average
--------------------------------------------------------------------
TK_KEYWORD 374 1531 4.09 374 1531 4.09
TK_NAME 795 3963 4.98 795 1306 1.64
TK_NUMBER 54 59 1.09 54 59 1.09
TK_STRING 152 1725 11.35 152 1717 11.30
TK_LSTRING 7 1976 282.29 7 1976 282.29
TK_OP 997 1092 1.10 997 1092 1.10
TK_EOS 1 0 0.00 1 0 0.00
--------------------------------------------------------------------
TK_COMMENT 140 6884 49.17 1 18 18.00
TK_LCOMMENT 7 1723 246.14 0 0 0.00
TK_EOL 543 543 1.00 197 197 1.00
TK_SPACE 1270 2465 1.94 263 263 1.00
--------------------------------------------------------------------
Total Elements 4340 21961 5.06 2841 8159 2.87
--------------------------------------------------------------------
Total Tokens 2380 10346 4.35 2380 7681 3.23
--------------------------------------------------------------------
----
Overall, the file size is reduced by more than 9 kiB.
Tokens in the above report can be classified into “real” or actual tokens, and “fake” or whitespace tokens.
The number of “real” tokens remained the same.
Short comments and long comments were completely eliminated.
The number of line endings was reduced by 59, while all but 152 whitespace characters were optimized away.
So, token separators (whitespace, including line endings) now takes up just 10 % of the total file size.
No optimization of number tokens was possible, while 2 bytes were saved for string tokens.
For local variable name optimization, the report shows that 38 unique local variable names were reduced to 20 unique names.
The number of identifier tokens should stay the same (there is currently no optimization option to optimize away non-essential or unused “real” tokens).
Since there can be at most 53 single-character identifiers, all local variables are now one character in length.
Over 600 bytes was saved.
_--details_ will give a longer report and much more information.
A sample output of LuaSrcDiet 0.12.0 for processing the one-file `LuaSrcDiet.lua` program itself at _--maximum_ and _--opt-experimental_ settings is as follows:
----
*** local variable optimization summary ***
----------------------------------------------------------
Variable Unique Decl. Token Size Average
Types Names Count Count Bytes Bytes
----------------------------------------------------------
Global 27 0 51 280 5.49
----------------------------------------------------------
Local (in) 482 1063 4889 21466 4.39
TOTAL (in) 509 1063 4940 21746 4.40
----------------------------------------------------------
Local (out) 55 1063 4889 4897 1.00
TOTAL (out) 82 1063 4940 5177 1.05
----------------------------------------------------------
*** BINEQUIV: binary chunks are sort of equivalent
Statistics for: LuaSrcDiet.lua -> app_experimental.lua
*** lexer-based optimizations summary ***
--------------------------------------------------------------------
Lexical Input Input Input Output Output Output
Elements Count Bytes Average Count Bytes Average
--------------------------------------------------------------------
TK_KEYWORD 3083 12247 3.97 3083 12247 3.97
TK_NAME 5401 24121 4.47 5401 7552 1.40
TK_NUMBER 467 494 1.06 467 494 1.06
TK_STRING 787 7983 10.14 787 7974 10.13
TK_LSTRING 14 3453 246.64 14 3453 246.64
TK_OP 6381 6861 1.08 6171 6651 1.08
TK_EOS 1 0 0.00 1 0 0.00
--------------------------------------------------------------------
TK_COMMENT 1611 72339 44.90 1 18 18.00
TK_LCOMMENT 18 4404 244.67 0 0 0.00
TK_EOL 4419 4419 1.00 1778 1778 1.00
TK_SPACE 10439 24475 2.34 2081 2081 1.00
--------------------------------------------------------------------
Total Elements 32621 160796 4.93 19784 42248 2.14
--------------------------------------------------------------------
Total Tokens 16134 55159 3.42 15924 38371 2.41
--------------------------------------------------------------------
* WARNING: before and after lexer streams are NOT equivalent!
----
The command line was:
[source, sh]
lua LuaSrcDiet.lua LuaSrcDiet.lua -o app_experimental.lua --maximum --opt-experimental --noopt-srcequiv
The important thing to note is that while the binary chunks are equivalent, the source lexer streams are not equivalent.
Hence, the _--noopt-srcequiv_ makes LuaSrcDiet report a warning for failing the source equivalence test.
`LuaSrcDiet.lua` was reduced from 157 kiB to about 41.3 kiB.
The _--opt-experimental_ option saves an extra 205 bytes over standard _--maximum_.
Note the reduction in `TK_OP` count due to a reduction in semicolons and parentheses.
`TK_SPACE` has actually increased a bit due to semicolons that are changed into single spaces; some of these spaces could not be removed.
For more performance numbers, see the <<performance-stats#, Performance Statistics>> page.
== Verification
Code size reduction can be quite a hairy thing (even I peer at the results in suspicion), so some kind of verification is desirable for users who expect processed files to _not_ blow up.
Since LuaSrcDiet has been talked about as a tool to reduce code size in projects such as WoW add-ons, `eLua` and `nspire`, adding a verification step will reduce risk for all users of LuaSrcDiet.
LuaSrcDiet performs two kinds of equivalence testing as of version 0.12.0.
The two tests can be very, very loosely termed as _source equivalence testing_ and _binary equivalence testing_.
They are controlled by the _--opt-srcequiv_ and _--opt-binequiv_ options and are enabled by default.
Testing behaviour can be summarized as follows:
* Both tests are always executed.
The options control the resulting actions taken.
* Both options are normally enabled.
This will make any failing test to throw an error.
* When an option is disabled, LuaSrcDiet will at most print a warning.
* For passing results, see the following subsections that describe what the tests actually does.
You only need to disable a testing option for experimental optimizations (see the following section for more information on this).
For anything up to and including _--maximum_, both tests should pass.
If any test fail under these conditions, then something has gone wrong with LuaSrcDiet, and I would be interested to know what has blown up.
=== _--opt-srcequiv_ Source Equivalence
The source equivalence test uses LuaSrcDiets lexer to read and compare the _before_ and _after_ lexer token streams.
Numbers and strings are dumped as binary chunks using `loadstring()` and `string.dump()` and the results compared.
If your file passes this test, it means that a Lua 5.1.x binary should see the exact same token streams for both _before_ and _after_ files.
That is, the parser in Lua will see the same lexer sequence coming from the source for both files and thus they _should_ be equivalent.
Touch wood.
Heh.
However, if you are _cross-compiling_, it may be possible for this test to fail.
Experienced Lua developers can modify `equiv.lua` to handle such cases.
=== _--opt-binequiv_ Binary Equivalence
The binary equivalence test uses `loadstring()` and `string.dump()` to generate binary chunks of the entire _before_ and _after_ files.
Also, any shbang (`#!`) lines are removed prior to generation of the binary chunks.
The binary chunks are then run through a fake `undump` routine to verify the integrity of the binary chunks and to compare all parts that ought to be identical.
On a per-function prototype basis (where _ignored_ means that any difference between the two binary chunks is ignored):
* All debug information is ignored.
* The source name is ignored.
* Any line number data is ignored.
For example, `linedefined` and `lastlinedefined`.
The rest of the two binary chunks must be identical.
So, while the two are not binary-exact, they can be loosely termed as “equivalent” and should run in exactly the same manner.
Sort of.
You get the idea.
This test may also cause problems if you are _cross-compiling_.
== Experimental Stuff
The _--opt-experimental_ option applies experimental optimizations that generally, makes changes to “real” tokens.
Such changes may or may not lead to the result failing binary chunk equivalence testing.
They would likely fail source lexer stream equivalence testing, so the _--noopt-srcequiv_ option needs to be applied so that LuaSrcDiet just gives a warning instead of an error.
For sample files, see the `samples` directory.
Currently implemented experimental optimizations are as follows:
=== Semicolon Operator Removal
The semicolon (`;`) operator is an optional operator that is used to separate statements.
The optimization turns all of these operators into single spaces, which are then run through whitespace removal.
At worst, there will be no change to file size.
* _Fails_ source lexer stream equivalence.
* _Passes_ binary chunk equivalence.
=== Function Call Syntax Sugar Optimization
This optimization turns function calls that takes a single string or long string parameter into its syntax-sugar representation, which leaves out the parentheses.
Since strings can abut anything, each instance saves 2 bytes.
For example, the following:
[source, lua]
fish("cow")fish('cow')fish([[cow]])
is turned into:
[source, lua]
fish"cow"fish'cow'fish[[cow]]
* _Fails_ source lexer stream equivalence.
* _Passes_ binary chunk equivalence.
=== Other Experimental Optimizations
There are two more of these optimizations planned, before focus is turned to the Lua 5.2.x series:
* Simple `local` keyword removal.
Planned to work for a few kinds of patterns only.
* User directed name replacement, which will need user input to modify names or identifiers used in table keys and function methods or fields.

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= Performance Statistics
Kein-Hong Man
2011-09-13
== Size Comparisons
The following is the result of processing `llex.lua` from LuaSrcDiet 0.11.0 using various optimization options:
|===
| LuaSrcDiet Option | Size (bytes)
| Original | 12,421
| Empty lines only | 12,395
| Whitespace only | 9,372
| Local rename only | 11,794
| _--basic_ setting | 3,835
| Program default | 3,208
| _--maximum_ setting | 3,130
|===
The programs default settings does not remove all unnecessary EOLs.
The _--basic_ setting is more conservative than the default settings, it disables optimization of strings and numbers and renaming of locals.
For version 0.12.0, the following is the result of processing `LuaSrcDiet.lua` using various optimization options:
|===
| LuaSrcDiet Option | Size (bytes)
| Original | 160,796
| _--basic_ setting | 60,219
| Program default | 43,650
| _--maximum_ setting | 42,453
| max + experimental | 42,248
|===
The above best size can go a lot lower with simple `local` keyword removal and user directed name replacement, which will be the subject of the next release of LuaSrcDiet.
== Compression and luac
File sizes of LuaSrcDiet 0.11.0 main files in various forms:
[cols="m,5*d", options="header,footer"]
|===
| Source File | Original Size (bytes) | `luac` normal (bytes) | `luac` stripped (bytes) | LuaSrcDiet _--basic_ (bytes) | LuaSrcDiet _--maximum_ (bytes)
| LuaSrcDiet.lua | 21,961 | 20,952 | 11,000 | 11,005 | 8,159
| llex.lua | 12,421 | 8,613 | 4,247 | 3,835 | 3,130
| lparser.lua | 41,757 | 27,215 | 12,506 | 11,755 | 7,666
| optlex.lua | 31,009 | 16,992 | 8,021 | 9,129 | 6,858
| optparser.lua | 16,511 | 9,021 | 3,520 | 5,087 | 2,999
| Total | 123,659 | 82,793 | 39,294 | 40,811 | 28,812
|===
* “LuaSrcDiet --maximum” has the smallest total file size.
* The ratio of “Original Size” to “LuaSrcDiet --maximum” is *4.3*.
* The ratio of “Original Size” to “luac stripped” is *3.1*.
* The ratio of “luac stripped” to “LuaSrcDiet --maximum” is *1.4*.
Compressibility of LuaSrcDiet 0.11.0 main files in various forms:
|===
| Compression Method | Original Size | `luac` normal | `luac` stripped | LuaSrcDiet _--basic_ | LuaSrcDiet _--maximum_
| Uncompressed originals | 123,659 | 82,793 | 39,294 | 40,811 | 28,812
| gzip -9 | 28,288 | 29,210 | 17,732 | 12,041 | 10,451
| bzip2 -9 | 24,407 | 27,232 | 16,856 | 11,480 | 9,815
| lzma (7-zip max) | 25,530 | 23,908 | 15,741 | 11,241 | 9,685
|===
* “LuaSrcDiet --maximum” has the smallest total file size (but a binary chunk loads faster and works with a smaller Lua executable).
* The ratio of “Original size” to “Original size + bzip2” is *5.1*.
* The ratio of “Original size” to “LuaSrcDiet --maximum + bzip2” is *12.6*.
* The ratio of “LuaSrcDiet --maximum” to “LuaSrcDiet --maximum + bzip2” is *2.9*.
* The ratio of “Original size” to “luac stripped + bzip2” is *7.3*.
* The ratio of “luac stripped” to “luac stripped + bzip2” is *2.3*.
* The ratio of “luac stripped + bzip2” to “LuaSrcDiet --maximum + bzip2” is *1.7*.
So, squeezed source code are smaller than stripped binary chunks and compresses better than stripped binary chunks, at a ratio of 2.9 for squeezed source code versus 2.3 for stripped binary chunks.
Compressed binary chunks is still a very efficient way of storing Lua scripts, because using only binary chunks allow for the parts of Lua needed to compile from sources to be omitted (`llex.o`, `lparser.o`, `lcode.o`, `ldump.o`), saving over 24KB in the process.
Note that LuaSrcDiet _does not_ answer the question of whether embedding source code is better or embedding binary chunks is better.
It is simply a utility for producing smaller source code files and an exercise in processing Lua source code using a Lua-based lexer and parser skeleton.
== Compile Speed
The following is a primitive attempt to analyze in-memory Lua script loading performance (using the `loadstring` function in Lua).
The LuaSrcDiet 0.11.0 files (original, squeezed with _--maximum_ and stripped binary chunks versions) are loaded into memory first before a loop runs to repeatedly load the script files for 10 seconds.
A null loop is also performed (processing empty strings) and the time taken per null iteration is subtracted as a form of null adjustment.
Then, various performance parameters are calculated.
Note that `LuaSrcDiet.lua` was slightly modified (`#!` line removed) to let the `loadstring` function run.
The results below were obtained with a Lua 5.1.3 executable compiled using `make generic` on Cygwin/Windows XP SP2 on a Sempron 3000+ (1.8GHz).
The LuaSrcDiet 0.11.0 source files have 11,180 “real” tokens in total.
[cols="<h,4*d", options="header"]
|===
| | Null loop | Stripped binary chunk | Original Sources | Squeezed Sources
| Total Size (bytes) | 0 | 39,294 | 123,640 | 28,793
| Iterations | 312,155 | 9,680 | 1306 | 1,592
| Duration (sec) | 10 | 10 | 10 | 10
| Time/iteration (msec) | 0.032 | 1.033 | 7.657 | 6.281
| _Time/iteration, null adjusted (msec)_ | | 1.001 | 7.625 | 6.249
| _Load rate (MiB/sec)_ | | 37.44 | 15.46 | 4.39
| Load time per byte (ns) | | 25.5 | 61.7 | 217.0
| Load time per token (ns) | | | 682 | 559
| Source time vs binary chunk time ratio | | 1.00 | 7.62 | 6.24
| Binary chunk rate vs. source rate ratio | | 1.00 | 2.42 | 8.53
|===
The above shows that stripped binary chunks is still, in many ways, the highest-performance form of fixed Lua scripts.
On a very average machine, scripts load at over 37 MiB/sec (in memory).
This is very comparable to the burst speeds of common desktop hard disks of 2008.
If instant response is paramount, stripped binary chunks has little competition.
By contrast, source code that is squeezed to the maximum using LuaSrcDiet can only muster an in-memory load rate of 4.4 MiB/sec.
The original sources load at about 15.5 MiB/sec, but most of the speed is from the lexer scanning over comments and whitespace.
A quick calculation indicates that the speed of the lexer over comments and whitespace can be as much as 65 MiB/sec, but note that the speed is all for naught.
What really matters are the real tokens, and the squeezed source code manages to load faster than the original sources by 18 %.
So, the loading of stripped binary chunks is faster than squeezed source code by a bit over 6×.
The 4.4 MiB/sec speed for squeezed source code is still quite respectable.
When an application considers the time taken to load data from the disk and perhaps the time taken to decompress, loading source code may be perfectly fine in terms of performance.
For programs that already embed source code, using LuaSrcDiet to squeeze the source code probably speeds loading up by a tiny bit in addition to making programs smaller.

View File

@@ -0,0 +1,386 @@
= Technical Notes
Kein-Hong Man
2011-09-13
== Lexer Notes
The lexer (`llex.lua`) is a version of the native 5.1.x lexer from Yueliang 0.4.0, with significant modifications.
It does have several limitations:
* The decimal point must be `.` (period).
There is no localized decimal point replacement magic.
* There is no support for nested `[[`...`]]` long strings (no `LUA_COMPAT_LSTR`).
* The lexer may not properly lex source code with characters beyond the normal ASCII character set.
Identifiers with accented characters (or any character beyond a byte value of 127) cannot be recognized.
Instead of returning one token on each call, `llex.lua` processes an entire string (all data from an entire file) and returns.
Two lists (tokens and semantic information items) are set up in the module for use by the caller.
For maximum flexibility during processing, the lexer returns non-grammar lexical elements as tokens too.
Non-grammar elements, such as comments, whitespace, line endings, are classified along with “normal” tokens.
The lexer classifies 7 kinds of grammar tokens and 4 kinds of non-grammar tokens, as follows:
[cols="m,d"]
|===
| Grammar Token | Description
| TK_KEYWORD | keywords
| TK_NAME | identifiers
| TK_NUMBER | numbers (unconverted, kept in original form)
| TK_STRING | strings (no translation is done, includes delimiters)
| TK_LSTRING | long strings (no translation is done, includes delimiters)
| TK_OP | operators and punctuation (most single-char, some double)
| TK_EOS | end-of-stream (there is only one for each file/stream)
|===
[cols="m,d"]
|===
| Whitespace Token | Description
| TK_SPACE | whitespace (generally, spaces, \t, \v and \f)
| TK_COMMENT | comments (includes delimiters, also includes special first line shbang, which is handled specially in the optimizer)
| TK_LCOMMENT | block comments (includes delimiters)
| TK_EOL | end-of-lines (excludes those embedded in strings)
|===
A list of tokens can be generated by using the _--dump-lexer_ option, like this:
[source, sh]
lua LuaSrcDiet.lua --dump-lexer llex.lua > dump_llex.dat
== Lexer Optimizations
We aim to keep lexer-based optimizations free of parser considerations, i.e. we allow for generalized optimization of token sequences.
The table below considers the requirements for all combinations of significant tokens (except `TK_EOS`).
Other tokens are whitespace-like.
Comments can be considered to be a special kind of whitespace, e.g. a short comment needs to have a following EOL token, if we do not want to optimize away short comments.
[cols="h,6*m", options="header"]
|===
| _1st  2nd Token_ | Keyword | Name | Number | String | LString | Oper
| Keyword | [S] | [S] | [S] | | |
| Name | [S] | [S] | [S] | | |
| Number | [S] | [S] | [S] | | | [1]
| String | | | | | |
| LString | | | | | |
| Oper | | | [1] | | | [2]
|===
A dash (`-`) in the above means that the first token can abut the second token.
`*[S]*`:: Need at least one whitespace, set as either a space or kept as an EOL.
`*[1]*`::
Need a space if operator is a `.`, all others okay.
A `+` or `-` is used as part of a floating-point spec, but there does not appear to be any way of creating a float by joining with number with a `+` or `-` plus another number.
Since an `e` has to be somewhere in the first token, this cant be done.
`*[2]*`::
Normally there cannot be consecutive operators, but we plan to allow for generalized optimization of token sequences, i.e. even sequences that are grammatically illegal; so disallow adjacent operators if:
* the first is in `[=<>]` and the second is `=`
* disallow dot sequences to be adjacent, but `...` first okay
* disallow `[` followed by `=` or `[` (not optimal)
Also, a minus `-` cannot preceed a Comment or LComment, because comments start with a `--` prefix.
Apart from that, all Comment or LComment tokens can be set abut with a real token.
== Local Variable Renaming
The following discusses the problem of local variable optimization, specifically _local variable renaming_ in order to reduce source code size.
=== TK_NAME Token Considerations
A `TK_NAME` token means a number of things, and some of these cannot be renamed without analyzing the source code.
We are interested in the use of `TK_NAME` in the following:
[loweralpha]
. global variable access,
. local variable declaration, including `local` statements, `local` functions, function parameters, implicit `self` locals,
. local variable access, including upvalue access.
`TK_NAME` is also used in parts of the grammar as constant strings these tokens cannot be optimized without user assistance.
These include usage as:
[loweralpha, start=4]
. keys in `key=value` pairs in table construction,
. field or method names in `a:b` or `a.b` syntax forms.
For the local variable name optimization scheme used, we do not consider (d) and (e), and while global variables cannot be renamed without some kind of user assistance, they need to be considered or tracked as part of Luas variable access scheme.
=== Lifetime of a Local Variable
Consider the following example:
[source, lua]
local string, table = string, table
In the example, the two locals are assigned the values of the globals with the same names.
When Lua encounters the declaration portion:
[source, lua]
local string, table
the parser cannot immediately make the two local variable available to following code.
In the parser and code generator, locals are inactive when entries are created.
They are activated only when the function `adjustlocalvars()` is called to activate the appropriate local variables.
NOTE: The terminology used here may not be identical to the ones used in the Dragon Book they merely follow the LuaSrcDiet code as it was written before I have read the Dragon Book.
In the example, the two local variables are activated only after the whole statement has been parsed, that is, after the last `table` token.
Hence, the statement works as expected.
Also, once the two local variables goes out of scope, `removevars()` is called to deactivate them, allowing other variables of the same name to become visible again.
Another example worth mentioning is:
[source, lua]
local a, a, a, = 1, 2, 3
The above will assign 3 to `a`.
Thus, when optimizing local variable names, (1) we need to consider accesses of global variable names affecting the namespace, (2) for the local variable names themselves, we need to consider when they are declared, activated and removed, and (3) within the “live” time of locals, we need to know when they are accessed (since locals that are never accessed dont really matter.)
=== Local Variable Tracking
Every local variable declaration is considered an object to be renamed.
From the parser, we have the original name of the local variable, the token positions for declaration, activation and removal, and the token position for all the `TK_NAME` tokens which references this local.
All instances of the implicit `self` local variable are also flagged as such.
In addition to local variable information, all global variable accesses are tabled, one object entry for one name, and each object has a corresponding list of token positions for the `TK_NAME` tokens, which is where the global variables were accessed.
The key criteria is: *Our act of renaming cannot change the visibility of any of these locals and globals at the time they are accessed*.
However, _their scope of visibility may be changed during which they are not accessed_, so someone who tries to insert a variable reference somewhere into a program that has its locals renamed may find that it now refers to a different variable.
Of course, if every variable has a unique name, then there is no need for a name allocation algorithm, as there will be no conflict.
But, in order to maximize utilization of short identifier names to reduce the final code size, we want to reuse the names as much as possible.
In addition, fewer names will likely reduce symbol entropy and may slightly improve compressibility of the source code.
LuaSrcDiet avoids the use of non-ASCII letters, so there are only 53 single-character variable names.
=== Name Allocation Theory
To understand the renaming algorithm, first we need to establish how different local and global variables can operate happily without interfering with each other.
Consider three objects, local object A, local object B and global object G.
A and B involve declaration, activation and removal, and within the period it is active, there may be zero or more accesses of the local.
For G, there are only global variable accesses to look into.
Assume that we have assigned a new name to A and we wish to consider its effects on other locals and globals, for which we choose B and G as examples.
We assume local B has not been assigned a new name as we expect our algorithm to take care of collisions.
As lifetime is something like this:
----
Decl Act Rem
+ +-------------------------------+
-------------------------------------------------
----
where “Decl” is the time of declaration, “Act” is the time of activation, and “Rem” is the time of removal.
Between “Act” and “Rem”, the local is alive or “live” and Lua can see it if its corresponding `TK_NAME` identifier comes up.
----
Decl Act Rem
+ +-------------------------------+
-------------------------------------------------
* * * *
(1) (2) (3) (4)
----
Recall that the key criteria is to not change the visibility of globals and locals during when they are accessed.
Consider local and global accesses at (1), (2), (3) and (4).
A global G of the same name as A will only collide at (3), where Lua will see A and not G.
Since G must be accessed at (3) according to what the parser says, and we cannot modify the positions of “Decl”, “Act” and “Rem”, it follows that A cannot have the same name as G.
----
Decl Act Rem
+ +-----------------------+
---------------------------------
(1)+ +---+ (2)+ +---+ (3)+ +---+ (4)+ +---+
--------- --------- --------- ---------
----
For the case of A and B having the same names and colliding, consider the cases for which B is at (1), (2), (3) or (4) in the above.
(1) and (4) means that A and B are completely isolated from each other, hence in the two cases, A and B can safely use the same variable names.
To be specific, since we have assigned A, B is considered completely isolated from A if Bs activation-to-removal period is isolated from the time of As first access to last access, meaning Bs active time will never affect any of As accesses.
For (2) and (3), we have two cases where we need to consider which one has been activated first.
For (2), B is active before A, so A cannot impose on B.
But As accesses are valid while B is active, since A can override B.
For no collision in the case of (2), we simply need to ensure that the last access of B occurs before A is activated.
For (3), B is activated before A, hence B can override As accesses.
For no collision, all of As accesses cannot happen while B is active.
Thus position (3) follows the “A is never accessed when B is active” rule in a general way.
Local variables of a child function are in the position of (3).
To illustrate, the local B can use the same name as local A and live in a child function or block scope if each time A is accessed, Lua sees A and not B.
So we have to check all accesses of A and see whether they collide with the active period of B.
If A is not accessed during that period, then B can be active with the same name.
The above appears to resolve all sorts of cases where the active times of A and B overlap.
Note that in the above, the allocator does not need to know how locals are separated according to function prototypes.
Perhaps the allocator can be simplified if knowledge of function structure is utilized.
This scheme was implemented in a hurry in 2008 — it could probably be simpler if Lua grammar is considered, but LuaSrcDiet mainly processes various index values in tables.
=== Name Allocation Algorithm
To begin with, the name generator is mostly separate from the name allocation algorithm.
The name generator returns the next shortest name for the algorithm to apply to local variables.
To attempt to reduce symbol entropy (which benefit compression algorithms), the name generator follows English frequent letter usage.
There is also an option to calculate an actual symbol entropy table from the input data.
Since there are 53 one-character identifiers and (53 * 63 - 4) two-character identifiers (minus a few keywords), there isnt a pressing need to optimally maximize name reuse.
The single-file version of LuaSrcDiet 0.12.0, at just over 3000 SLOC and 156 kiB in size, currently allocates around 55 unique local variable names.
In theory, we should need no more than 260 local identifiers by default.
Why?
Since `LUAI_MAXVARS` is 200 and `LUAI_MAXUPVALUES` is 60, at any block scope, there can be at most `(LUAI_MAXVARS + LUAI_MAXUPVALUES)` locals referenced, or 260.
Also, those from outer scopes not referenced in inner scopes can reuse identifiers.
The net effect of this is that a local variable name allocation method should not allocate more than 260 identifier names for locals.
The current algorithm is a simple first-come first-served scheme:
[loweralpha]
. One local object that use the most tokens is named first.
. Any other non-conflicting locals with respect to the first object are assigned the same name.
. Assigned locals are removed from consideration and the procedure is repeated for objects that have not been assigned new names.
. Steps (a) to (c) repeats until no local objects are left.
In addition, there are a few extra issues to take care of:
[loweralpha, start=5]
. Implicit `self` locals that have been flagged as such are already “assigned to” and so they are left unmodified.
. The name generator skips `self` to avoid conflicts.
This is not optimal but it is unlikely a script will use so many local variables as to reach `self`.
. Keywords are also skipped for the name generator.
. Global name conflict resolution.
For (h), global name conflict resolution is handled just after the new name is generated.
The name can still be used for some locals even if it conflicts with other locals.
To remove conflicts, global variable accesses for the particular identifier name is checked.
Any local variables that are active when a global access is made is marked to be skipped.
The rest of the local objects can then use that name.
The algorithm has additional code for handling locals that use the same name in the same scope.
This extends the basic algorithm that was discussed earlier.
For example:
[source, lua]
----
local foo = 10 -- <1>
...
local foo = 20 -- <2>
...
print(e)
----
Since we are considering name visibility, the first `foo` does not really cease to exist when the second `foo` is declared, because if we were to make that assumption, and the first `foo` is removed before (2), then I should be able to use `e` as the name for the first `foo` and after (2), it should not conflict with variables in the outer scope with the same name.
To illustrate:
[source, lua]
----
local e = 10 -- 'foo' renamed to 'e'
...
local t = 20 -- error if we assumed 'e' removed here
...
print(e)
----
Since `e` is a global in the example, we now have an error as the name as been taken over by a local.
Thus, the first `foo` local must have its active time extend to the end of the current scope.
If there is no conflict between the first and second `foo`, the algorithm may still assign the same names to them.
The current fix to deal with the above chains local objects in order to find the removal position.
It may be possible to handle this in a clean manner LuaSrcDiet handles it as a fix to the basic algorithm.
== Ideas
The following is a list of optimization ideas that do not require heavy-duty source code parsing and comprehension.
=== Lexer-Based Optimization Ideas
* Convert long strings to normal strings, vice versa. +
_A little desperate for a few bytes, can be done, but not real keen on implementing it._
* Special number forms to take advantage of constant number folding. +
_For example, 65536 can be represented using 2^16^, and so on.
An expression must be evaluated in the same way, otherwise this seems unsafe._
* Warn if a number has too many digits. +
_Should we warn or “test and truncate”?
Not really an optimization that will see much use._
* Warn of opportunity for using a `local` to zap a bunch of globals. +
_Current recommendation is to use the HTML plugin to display globals in red.
The developer can then visually analyze the source code and make the appropriate fixes.
I think this is better than having the program guess the intentions of the developer._
* Spaces to tabs in comments, long comments, or long strings. +
_For long strings, need to know users intention.
Would rather not implement._
=== Parser-Based Optimization Ideas
Heavy-duty optimizations will need more data to be generated by the parser.
A full AST may eventually be needed.
The most attractive idea that can be quickly implemented with a significant code size “win” is to reduce the number of `local` keywords.
* Remove unused ``local``s that can be removed in the source. +
_Need to consider unused ``local``s in multiple assignments._
* Simplify declaration of ``local``s that can be merged. +
_From:_
+
[source, lua]
----
-- separate locals
local foo
local bar
-- separate locals with assignments
local foo = 123
local bar = "pqr"
----
+
_To:_
+
[source, lua]
----
-- merged locals
local foo,bar
-- merged locals with assignments
local foo,bar=123,"pqr"
----
* Simplify declarations using `nil`. +
_From:_
[source, lua]
local foo, bar = nil, nil
+
_To:_
[source, lua]
local foo,bar
* Simplify ``return``s using `nil`. +
_How desirable is this? From Lua list discussions, it seems to be potentially unsafe unless all return locations are known and checked._
* Removal of optional semicolons in statements and removal of commas or semicolons in table constructors. +
_Yeah, this might save a few bytes._
* Remove table constructor elements using `nil`. +
_Not sure if this is safe to do._
* Simplify logical or relational operator expressions. +
_This is more suitable for an optimizing compiler project._

View File

@@ -0,0 +1,41 @@
-- vim: set ft=lua:
package = 'LuaSrcDiet'
version = '0.3.0-2'
source = { url = 'https://github.com/jirutka/luasrcdiet/archive/v0.3.0/luasrcdiet-0.3.0.tar.gz', md5 = 'c0ff36ef66cd0568c96bc54e9253a8fa' }
description = {
summary = 'Compresses Lua source code by removing unnecessary characters',
detailed = [[
This is revival of LuaSrcDiet originally written by Kein-Hong Man.]],
homepage = 'https://github.com/jirutka/luasrcdiet',
maintainer = 'Jakub Jirutka <jakub@jirutka.cz>',
license = 'MIT',
}
dependencies = {
'lua >= 5.1',
}
build = {
type = 'builtin',
modules = {
['luasrcdiet'] = 'luasrcdiet/init.lua',
['luasrcdiet.equiv'] = 'luasrcdiet/equiv.lua',
['luasrcdiet.fs'] = 'luasrcdiet/fs.lua',
['luasrcdiet.llex'] = 'luasrcdiet/llex.lua',
['luasrcdiet.lparser'] = 'luasrcdiet/lparser.lua',
['luasrcdiet.optlex'] = 'luasrcdiet/optlex.lua',
['luasrcdiet.optparser'] = 'luasrcdiet/optparser.lua',
['luasrcdiet.plugin.example'] = 'luasrcdiet/plugin/example.lua',
['luasrcdiet.plugin.html'] = 'luasrcdiet/plugin/html.lua',
['luasrcdiet.plugin.sloc'] = 'luasrcdiet/plugin/sloc.lua',
['luasrcdiet.utils'] = 'luasrcdiet/utils.lua',
},
install = {
bin = {
luasrcdiet = 'bin/luasrcdiet',
}
}
}

View File

@@ -0,0 +1,28 @@
rock_manifest = {
bin = {
luasrcdiet = "6c318685d57f827cf5baf7037a5d6072"
},
doc = {
["features-and-usage.adoc"] = "157587c27a0c340d9d1dd06af9b339b5",
["performance-stats.adoc"] = "cf5f96a86e021a3a584089fafcabd056",
["tech-notes.adoc"] = "075bc34e667a0055e659e656baa2365a"
},
lua = {
luasrcdiet = {
["equiv.lua"] = "967a6b17573d229e326dbb740ad7fe8c",
["fs.lua"] = "53db7dfc50d026b683fad68ed70ead0f",
["init.lua"] = "c6f368e6cf311f3257067fed0fbcd06a",
["llex.lua"] = "ede897af261fc362a82d87fbad91ea2b",
["lparser.lua"] = "c1e1f04d412b79a040fd1c2b74112953",
["optlex.lua"] = "7c986da991a338494c36770b4a30fa9f",
["optparser.lua"] = "b125a271ac1c691dec68b63019b1b5da",
plugin = {
["example.lua"] = "86b5c1e9dc7959db6b221d6d5a0db3d1",
["html.lua"] = "c0d3336a133f0c8663f395ee98d54f6a",
["sloc.lua"] = "fb1a91b18b701ab83f21c87733be470a"
},
["utils.lua"] = "bd6c1e85c6a9bf3383d336a4797fb292"
}
},
["luasrcdiet-0.3.0-2.rockspec"] = "da70047e1b0cbdc1ff08d060327fa110"
}

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