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2079 Commits
2.1.6
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v2.5.0pre1
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|
|
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|
|
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|
|
b96628eba8 |
85
.appveyor/appveyor.yml
Normal file
85
.appveyor/appveyor.yml
Normal file
@@ -0,0 +1,85 @@
|
||||
version: 2.4.a.{build}
|
||||
shallow_clone: true
|
||||
skip_branch_with_pr: false
|
||||
skip_commits:
|
||||
message: /!nobuild/
|
||||
skip_tags: false
|
||||
|
||||
environment:
|
||||
access_token_documentation:
|
||||
secure: JVBVVL8uJUcLXN+48eRdELEeCGOGCCaMzCqutsUqNuaZ/KblG5ZTt7+LV4UKv/0f
|
||||
LUAROCKS_VER: 2.4.1
|
||||
LUA_VER: 5.1.5
|
||||
LUA: lua5.3
|
||||
matrix:
|
||||
- LUA_VER: 5.1.5
|
||||
|
||||
platform:
|
||||
- x64
|
||||
|
||||
|
||||
init:
|
||||
- ps: if ($env:APPVEYOR_PULL_REQUEST_NUMBER -and $env:APPVEYOR_BUILD_NUMBER -ne ((Invoke-RestMethod `
|
||||
https://ci.appveyor.com/api/projects/$env:APPVEYOR_ACCOUNT_NAME/$env:APPVEYOR_PROJECT_SLUG/history?recordsNumber=50).builds | `
|
||||
Where-Object pullRequestId -eq $env:APPVEYOR_PULL_REQUEST_NUMBER)[0].buildNumber) { `
|
||||
throw "There are newer queued builds for this pull request, failing early." }
|
||||
# - ps: iex ((new-object net.webclient).DownloadString('https://raw.githubusercontent.com/appveyor/ci/master/scripts/enable-rdp.ps1'))
|
||||
|
||||
install:
|
||||
# Outcomment if lua environment invalidates and needs to be reinstalled, otherwise all will run from the cache.
|
||||
# - call choco install 7zip.commandline
|
||||
# - call choco install lua51
|
||||
# - call choco install luarocks
|
||||
# - call refreshenv
|
||||
# - call "C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\vcvarsall.bat"
|
||||
# - cmd: PATH = %PATH%;C:\ProgramData\chocolatey\lib\luarocks\luarocks-2.4.3-win32\systree\bin
|
||||
# - cmd: set LUA_PATH = %LUA_PATH%;C:\ProgramData\chocolatey\lib\luarocks\luarocks-2.4.3-win32\systree\share\lua\5.1\?.lua;C:\ProgramData\chocolatey\lib\luarocks\luarocks-2.4.3-win32\systree\share\lua\5.1\?\init.lua
|
||||
# - cmd: set LUA_CPATH = %LUA_CPATH%;C:\ProgramData\chocolatey\lib\luarocks\luarocks-2.4.3-win32\systree\lib\lua\5.1\?.dll
|
||||
# - call luarocks install luasrcdiet
|
||||
# - call luarocks install checks
|
||||
# - call luarocks install luadocumentor
|
||||
# - call luarocks install luacheck
|
||||
|
||||
|
||||
#cache:
|
||||
# - C:\ProgramData\chocolatey\lib
|
||||
# - C:\ProgramData\chocolatey\bin
|
||||
|
||||
|
||||
|
||||
build_script:
|
||||
- ps: |
|
||||
if( $env:appveyor_repo_branch -eq 'master' -or $env:appveyor_repo_branch -eq 'develop' )
|
||||
{
|
||||
$apiUrl = 'https://ci.appveyor.com/api'
|
||||
$token = 'qts80b5kpq0ooj4x6vvw'
|
||||
$headers = @{
|
||||
"Authorization" = "Bearer $token"
|
||||
"Content-type" = "application/json"
|
||||
}
|
||||
$RequestBody = @{ accountName = 'FlightControl-Master'; projectSlug = 'moose-include'; branch = "$env:appveyor_repo_branch"; environmentVariables = @{} } | ConvertTo-Json
|
||||
# Generate the new version ...
|
||||
$project = Invoke-RestMethod -method Post -Uri "$apiUrl/builds" -Headers $headers -Body $RequestBody
|
||||
}
|
||||
- ps: |
|
||||
if( $env:appveyor_repo_branch -eq 'master' -or $env:appveyor_repo_branch -eq 'develop' )
|
||||
{
|
||||
$apiUrl = 'https://ci.appveyor.com/api'
|
||||
$token = 'qts80b5kpq0ooj4x6vvw'
|
||||
$headers = @{
|
||||
"Authorization" = "Bearer $token"
|
||||
"Content-type" = "application/json"
|
||||
}
|
||||
$RequestBody = @{ accountName = 'FlightControl-Master'; projectSlug = 'moose-docs'; branch = "$env:appveyor_repo_branch"; environmentVariables = @{} } | ConvertTo-Json
|
||||
# get project with last build details
|
||||
$project = Invoke-RestMethod -method Post -Uri "$apiUrl/builds" -Headers $headers -Body $RequestBody
|
||||
}
|
||||
|
||||
|
||||
test: off
|
||||
# test_script:
|
||||
# - cmd: luacheck "Moose Development\Moose\moose.lua" "Moose Mission Setup\moose.lua"
|
||||
|
||||
|
||||
on_finish:
|
||||
# - ps: $blockRdp = $true; iex ((new-object net.webclient).DownloadString('https://raw.githubusercontent.com/appveyor/ci/master/scripts/enable-rdp.ps1'))
|
||||
4
.gitmodules
vendored
4
.gitmodules
vendored
@@ -1,4 +0,0 @@
|
||||
[submodule "Moose Development/Moose/Dcs"]
|
||||
path = Moose Development/Moose/Dcs
|
||||
url = https://github.com/FlightControl-Master/DCS-API.git
|
||||
branch = master
|
||||
|
||||
37
Moose Development/Debugger/MissionScripting.lua
Normal file
37
Moose Development/Debugger/MissionScripting.lua
Normal file
@@ -0,0 +1,37 @@
|
||||
--Initialization script for the Mission lua Environment (SSE)
|
||||
|
||||
dofile('Scripts/ScriptingSystem.lua')
|
||||
|
||||
-- Add LuaSocket to the LUAPATH, so that it can be found.
|
||||
package.path = package.path..";.\\LuaSocket\\?.lua;"
|
||||
|
||||
-- Connect to the debugger, first require it.
|
||||
local initconnection = require("debugger")
|
||||
|
||||
-- Now make the connection..
|
||||
-- "127.0.0.1" is the localhost.
|
||||
-- 10000 is the port. If you wanna use another port in LDT, change this number too!
|
||||
-- "dcsserver" is the name of the server. If you wanna use another name, change the name here too!
|
||||
-- nil (is for transport protocol, but not using this)
|
||||
-- "win" don't touch. But is important to indicate that we are in a windows environment to the debugger script.
|
||||
initconnection( "127.0.0.1", 10000, "dcsserver", nil, "win", "" )
|
||||
|
||||
|
||||
--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.
|
||||
|
||||
local function sanitizeModule(name)
|
||||
_G[name] = nil
|
||||
package.loaded[name] = nil
|
||||
end
|
||||
|
||||
|
||||
do
|
||||
sanitizeModule('os')
|
||||
--sanitizeModule('io')
|
||||
sanitizeModule('lfs')
|
||||
require = nil
|
||||
loadlib = nil
|
||||
end
|
||||
56
Moose Development/Debugger/READ.ME
Normal file
56
Moose Development/Debugger/READ.ME
Normal file
@@ -0,0 +1,56 @@
|
||||
|
||||
-- If you want to use the debugger, add 3 lines of extra code into MissionScripting.lua of DCS world.
|
||||
-- De-sanitize the io module. The debugger needs it.
|
||||
|
||||
|
||||
---------------------------------------------------------------------------------------------------------------------------
|
||||
-- MissionScripting.lua modifications
|
||||
---------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
-- --Initialization script for the Mission lua Environment (SSE)
|
||||
--
|
||||
-- dofile('Scripts/ScriptingSystem.lua')
|
||||
--
|
||||
-- package.path = package.path..";.\\LuaSocket\\?.lua;"
|
||||
-- local initconnection = require("debugger")
|
||||
-- initconnection( "127.0.0.1", 10000, "dcsserver", nil, "win", "" )
|
||||
--
|
||||
-- --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.
|
||||
--
|
||||
-- local function sanitizeModule(name)
|
||||
-- _G[name] = nil
|
||||
-- package.loaded[name] = nil
|
||||
-- end
|
||||
--
|
||||
-- do
|
||||
-- sanitizeModule('os')
|
||||
-- --sanitizeModule('io')
|
||||
-- sanitizeModule('lfs')
|
||||
-- require = nil
|
||||
-- loadlib = nil
|
||||
-- end
|
||||
|
||||
---------------------------------------------------------------------------------------------------------------------------
|
||||
---------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
|
||||
-- So for clarity, these are the three lines of code that matter!
|
||||
|
||||
-- Add LuaSocket to the LUAPATH, so that it can be found.
|
||||
package.path = package.path..";.\\LuaSocket\\?.lua;"
|
||||
|
||||
-- Connect to the debugger, first require it.
|
||||
local initconnection = require("debugger")
|
||||
|
||||
-- Now make the connection..
|
||||
-- "127.0.0.1" is the localhost.
|
||||
-- 10000 is the port. If you wanna use another port in LDT, change this number too!
|
||||
-- "dcsserver" is the name of the server. Ensure the same name is used at the Debug Configuration panel!
|
||||
-- nil (is for transport protocol, but not using this)
|
||||
-- "win" don't touch. But is important to indicate that we are in a windows environment to the debugger script.
|
||||
initconnection( "127.0.0.1", 10000, "dcsserver", nil, "win", "" )
|
||||
|
||||
3482
Moose Development/Debugger/debugger.lua
Normal file
3482
Moose Development/Debugger/debugger.lua
Normal file
File diff suppressed because it is too large
Load Diff
Binary file not shown.
@@ -1,8 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
|
||||
<launchConfiguration type="org.eclipse.ui.externaltools.ProgramLaunchConfigurationType">
|
||||
<listAttribute key="org.eclipse.debug.ui.favoriteGroups">
|
||||
<listEntry value="org.eclipse.ui.externaltools.launchGroup"/>
|
||||
</listAttribute>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_LOCATION" value="${workspace_loc:/Moose_Framework/Utils/GenerateDocumentations.bat}"/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_WORKING_DIRECTORY" value="${workspace_loc:/Moose_Framework/Utils}"/>
|
||||
</launchConfiguration>
|
||||
@@ -1,9 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
|
||||
<launchConfiguration type="org.eclipse.ui.externaltools.ProgramLaunchConfigurationType">
|
||||
<listAttribute key="org.eclipse.debug.ui.favoriteGroups">
|
||||
<listEntry value="org.eclipse.ui.externaltools.launchGroup"/>
|
||||
</listAttribute>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_LOCATION" value="${workspace_loc:/Moose_Framework/Utils/luarocks/lua5.1.exe}"/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_TOOL_ARGUMENTS" value=""Moose_Create.lua" "D" "${current_date}" "${workspace_loc:/Moose_Framework//Moose Development/Moose}" "${workspace_loc:/Moose_Framework/Moose Mission Setup}""/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_WORKING_DIRECTORY" value="${workspace_loc:/Moose_Framework/Moose Mission Setup}"/>
|
||||
</launchConfiguration>
|
||||
@@ -1,9 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
|
||||
<launchConfiguration type="org.eclipse.ui.externaltools.ProgramLaunchConfigurationType">
|
||||
<listAttribute key="org.eclipse.debug.ui.favoriteGroups">
|
||||
<listEntry value="org.eclipse.ui.externaltools.launchGroup"/>
|
||||
</listAttribute>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_LOCATION" value="${workspace_loc:/Moose_Framework/Utils/luarocks/lua5.1.exe}"/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_TOOL_ARGUMENTS" value=""Moose_Create.lua" "S" "${current_date}" "${workspace_loc:/Moose_Framework//Moose Development/Moose}" "${workspace_loc:/Moose_Framework/Moose Mission Setup}""/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_WORKING_DIRECTORY" value="${workspace_loc:/Moose_Framework/Moose Mission Setup}"/>
|
||||
</launchConfiguration>
|
||||
@@ -1,8 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
|
||||
<launchConfiguration type="org.eclipse.ui.externaltools.ProgramLaunchConfigurationType">
|
||||
<listAttribute key="org.eclipse.debug.ui.favoriteGroups">
|
||||
<listEntry value="org.eclipse.ui.externaltools.launchGroup"/>
|
||||
</listAttribute>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_LOCATION" value="${workspace_loc:/Moose_Framework/Moose Mission Setup/Moose Mission Update/Moose_Update_Missions.bat}"/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_WORKING_DIRECTORY" value="${workspace_loc:/Moose_Missions}"/>
|
||||
</launchConfiguration>
|
||||
@@ -1,9 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
|
||||
<launchConfiguration type="org.eclipse.ui.externaltools.ProgramLaunchConfigurationType">
|
||||
<listAttribute key="org.eclipse.debug.ui.favoriteGroups">
|
||||
<listEntry value="org.eclipse.ui.externaltools.launchGroup"/>
|
||||
</listAttribute>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_LOCATION" value="${workspace_loc:/Moose_Framework/Moose Mission Setup/Moose Mission Update/Moose_Update_Missions.bat}"/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_TOOL_ARGUMENTS" value=""${selected_resource_loc}""/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_WORKING_DIRECTORY" value="${workspace_loc:/Moose_Framework/Moose Mission Setup/Moose Mission Update}"/>
|
||||
</launchConfiguration>
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
214
Moose Development/Moose/AI/AI_A2A_Cap.lua
Normal file
214
Moose Development/Moose/AI/AI_A2A_Cap.lua
Normal file
@@ -0,0 +1,214 @@
|
||||
--- **AI** -- (R2.2) - Models the process of Combat Air Patrol (CAP) for airplanes.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_A2A_Cap
|
||||
-- @image AI_Combat_Air_Patrol.JPG
|
||||
|
||||
--- @type AI_A2A_CAP
|
||||
-- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
|
||||
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
|
||||
|
||||
|
||||
--- The AI_A2A_CAP class implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}
|
||||
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI_A2A_CAP is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_CAP process can be started using the **Start** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- 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.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- This cycle will continue.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- When enemies are detected, the AI will automatically engage the enemy.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- 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.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ## 1. AI_A2A_CAP constructor
|
||||
--
|
||||
-- * @{#AI_A2A_CAP.New}(): Creates a new AI_A2A_CAP object.
|
||||
--
|
||||
-- ## 2. AI_A2A_CAP is a FSM
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ### 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.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
|
||||
-- * **@{#AI_A2A_CAP.Engage}**: Let the AI engage the bogeys.
|
||||
-- * **@{#AI_A2A_CAP.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
|
||||
-- * **@{#AI_A2A_CAP.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}.
|
||||
-- * **@{#AI_A2A_CAP.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task.
|
||||
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
|
||||
--
|
||||
-- ## 3. Set the Range of Engagement
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- An optional range can be set in meters,
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- The range can be beyond or smaller than the range of the Patrol Zone.
|
||||
-- The range is applied at the position of the AI.
|
||||
-- Use the method @{AI.AI_CAP#AI_A2A_CAP.SetEngageRange}() to define that range.
|
||||
--
|
||||
-- ## 4. Set the Zone of Engagement
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- An optional @{Zone} can be set,
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- Use the method @{AI.AI_Cap#AI_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 DCS#Speed EngageMinSpeed The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
|
||||
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
|
||||
-- @param DCS#AltitudeType EngageAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to "RADIO".
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to "RADIO".
|
||||
-- @return #AI_A2A_CAP
|
||||
function AI_A2A_CAP:New2( AICap, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType )
|
||||
|
||||
-- Multiple inheritance ... :-)
|
||||
local AI_Air = AI_AIR:New( AICap )
|
||||
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AICap, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) -- #AI_AIR_PATROL
|
||||
local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AICap, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
|
||||
local self = BASE:Inherit( self, AI_Air_Engage )
|
||||
|
||||
self:SetFuelThreshold( .2, 60 )
|
||||
self:SetDamageThreshold( 0.4 )
|
||||
self:SetDisengageRadius( 70000 )
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- 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#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#Speed EngageMinSpeed The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
|
||||
-- @return #AI_A2A_CAP
|
||||
function AI_A2A_CAP:New( AICap, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageMinSpeed, EngageMaxSpeed, PatrolAltType )
|
||||
|
||||
return self:New2( AICap, EngageMinSpeed, EngageMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolZone, PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, PatrolAltType )
|
||||
|
||||
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:onafterStart( AICap, From, Event, To )
|
||||
|
||||
self:GetParent( self, AI_A2A_CAP ).onafterStart( self, 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
|
||||
|
||||
--- Evaluate the attack and create an AttackUnitTask list.
|
||||
-- @param #AI_A2A_CAP self
|
||||
-- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack.
|
||||
-- @param Wrappper.Group#GROUP DefenderGroup The group of defenders.
|
||||
-- @param #number EngageAltitude The altitude to engage the targets.
|
||||
-- @return #AI_A2A_CAP self
|
||||
function AI_A2A_CAP:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude )
|
||||
|
||||
local AttackUnitTasks = {}
|
||||
|
||||
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
|
||||
-- TODO: Add coalition check? Only attack units of if AttackUnit:GetCoalition()~=AICap:GetCoalition()
|
||||
-- Maybe the detected set also contains
|
||||
self:T( { "Attacking Task:", AttackUnit:GetName(), AttackUnit:IsAlive(), AttackUnit:IsAir() } )
|
||||
AttackUnitTasks[#AttackUnitTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit )
|
||||
end
|
||||
end
|
||||
|
||||
return AttackUnitTasks
|
||||
end
|
||||
|
||||
4511
Moose Development/Moose/AI/AI_A2A_Dispatcher.lua
Normal file
4511
Moose Development/Moose/AI/AI_A2A_Dispatcher.lua
Normal file
File diff suppressed because it is too large
Load Diff
178
Moose Development/Moose/AI/AI_A2A_Gci.lua
Normal file
178
Moose Development/Moose/AI/AI_A2A_Gci.lua
Normal file
@@ -0,0 +1,178 @@
|
||||
--- **AI** -- (R2.2) - Models the process of Ground Controlled Interception (GCI) for airplanes.
|
||||
--
|
||||
-- This is a class used in the @{AI_A2A_Dispatcher}.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_A2A_GCI
|
||||
-- @image AI_Ground_Control_Intercept.JPG
|
||||
|
||||
|
||||
|
||||
--- @type AI_A2A_GCI
|
||||
-- @extends AI.AI_A2A#AI_A2A
|
||||
|
||||
|
||||
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI_A2A_GCI is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_GCI process can be started using the **Start** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- 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.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- This cycle will continue.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- When enemies are detected, the AI will automatically engage the enemy.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- 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.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ## 1. AI_A2A_GCI constructor
|
||||
--
|
||||
-- * @{#AI_A2A_GCI.New}(): Creates a new AI_A2A_GCI object.
|
||||
--
|
||||
-- ## 2. AI_A2A_GCI is a FSM
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ### 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.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
|
||||
-- * **@{#AI_A2A_GCI.Engage}**: Let the AI engage the bogeys.
|
||||
-- * **@{#AI_A2A_GCI.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
|
||||
-- * **@{#AI_A2A_GCI.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}.
|
||||
-- * **@{#AI_A2A_GCI.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task.
|
||||
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
|
||||
--
|
||||
-- ## 3. Set the Range of Engagement
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- An optional range can be set in meters,
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- The range can be beyond or smaller than the range of the Patrol Zone.
|
||||
-- The range is applied at the position of the AI.
|
||||
-- Use the method @{AI.AI_GCI#AI_A2A_GCI.SetEngageRange}() to define that range.
|
||||
--
|
||||
-- ## 4. Set the Zone of Engagement
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- An optional @{Zone} can be set,
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- Use the method @{AI.AI_Cap#AI_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
|
||||
-- @param DCS#Speed EngageMinSpeed The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
|
||||
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
|
||||
-- @param DCS#AltitudeType EngageAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to "RADIO".
|
||||
-- @return #AI_A2A_GCI
|
||||
function AI_A2A_GCI:New2( AIIntercept, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
|
||||
|
||||
local AI_Air = AI_AIR:New( AIIntercept )
|
||||
local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air, AIIntercept, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
|
||||
local self = BASE:Inherit( self, AI_Air_Engage ) -- #AI_A2A_GCI
|
||||
|
||||
self:SetFuelThreshold( .2, 60 )
|
||||
self:SetDamageThreshold( 0.4 )
|
||||
self:SetDisengageRadius( 70000 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Creates a new AI_A2A_GCI object
|
||||
-- @param #AI_A2A_GCI self
|
||||
-- @param Wrapper.Group#GROUP AIIntercept
|
||||
-- @param DCS#Speed EngageMinSpeed The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
|
||||
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
|
||||
-- @param DCS#AltitudeType EngageAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to "RADIO".
|
||||
-- @return #AI_A2A_GCI
|
||||
function AI_A2A_GCI:New( AIIntercept, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
|
||||
|
||||
return self:New2( AIIntercept, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
|
||||
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 )
|
||||
|
||||
self:GetParent( self, AI_A2A_GCI ).onafterStart( self, AIIntercept, From, Event, To )
|
||||
end
|
||||
|
||||
|
||||
--- Evaluate the attack and create an AttackUnitTask list.
|
||||
-- @param #AI_A2A_GCI self
|
||||
-- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack.
|
||||
-- @param Wrappper.Group#GROUP DefenderGroup The group of defenders.
|
||||
-- @param #number EngageAltitude The altitude to engage the targets.
|
||||
-- @return #AI_A2A_GCI self
|
||||
function AI_A2A_GCI:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude )
|
||||
|
||||
local AttackUnitTasks = {}
|
||||
|
||||
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
|
||||
-- TODO: Add coalition check? Only attack units of if AttackUnit:GetCoalition()~=AICap:GetCoalition()
|
||||
-- Maybe the detected set also contains
|
||||
AttackUnitTasks[#AttackUnitTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit )
|
||||
end
|
||||
end
|
||||
|
||||
return AttackUnitTasks
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
405
Moose Development/Moose/AI/AI_A2A_Patrol.lua
Normal file
405
Moose Development/Moose/AI/AI_A2A_Patrol.lua
Normal file
@@ -0,0 +1,405 @@
|
||||
--- **AI** -- (R2.2) - Models the process of air patrol of airplanes.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_A2A_Patrol
|
||||
-- @image AI_Air_Patrolling.JPG
|
||||
|
||||
|
||||
--- @type AI_A2A_PATROL
|
||||
-- @extends AI.AI_A2A#AI_A2A
|
||||
|
||||
--- Implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI_A2A_PATROL is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_PATROL process can be started using the **Start** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- 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.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- This cycle will continue.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
---- 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.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- 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.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ## 1. AI_A2A_PATROL constructor
|
||||
--
|
||||
-- * @{#AI_A2A_PATROL.New}(): Creates a new AI_A2A_PATROL object.
|
||||
--
|
||||
-- ## 2. AI_A2A_PATROL is a FSM
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ### 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 @{Wrapper.Unit}s detected by the AI.
|
||||
--
|
||||
-- The detection can be filtered to potential targets in a specific zone.
|
||||
-- Use the method @{#AI_A2A_PATROL.SetDetectionZone}() to set the zone where targets need to be detected.
|
||||
-- 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#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
|
||||
-- @return #AI_A2A_PATROL self
|
||||
-- @usage
|
||||
-- -- Define a new AI_A2A_PATROL Object. This PatrolArea will patrol a Group within PatrolZone between 3000 and 6000 meters, with a variying speed between 600 and 900 km/h.
|
||||
-- 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 )
|
||||
|
||||
local AI_Air = AI_AIR:New( AIPatrol )
|
||||
local AI_Air_Patrol = AI_A2A_PATROL:New( AI_Air, AIPatrol, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
|
||||
local self = BASE:Inherit( self, AI_Air_Patrol ) -- #AI_A2A_PATROL
|
||||
|
||||
self:SetFuelThreshold( .2, 60 )
|
||||
self:SetDamageThreshold( 0.4 )
|
||||
self:SetDisengageRadius( 70000 )
|
||||
|
||||
|
||||
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#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @return #AI_A2A_PATROL self
|
||||
function AI_A2A_PATROL:SetSpeed( PatrolMinSpeed, PatrolMaxSpeed )
|
||||
self:F2( { PatrolMinSpeed, PatrolMaxSpeed } )
|
||||
|
||||
self.PatrolMinSpeed = PatrolMinSpeed
|
||||
self.PatrolMaxSpeed = PatrolMaxSpeed
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Sets the floor and ceiling altitude of the patrol.
|
||||
-- @param #AI_A2A_PATROL self
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @return #AI_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 )
|
||||
|
||||
AIPatrol:OnReSpawn(
|
||||
function( PatrolGroup )
|
||||
self:__Reset( 1 )
|
||||
self:__Route( 5 )
|
||||
end
|
||||
)
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- @param Wrapper.Group#GROUP AIPatrol
|
||||
-- This statis method is called from the route path within the last task at the last waaypoint of the AIPatrol.
|
||||
-- Note that this method is required, as triggers the next route when patrolling for the AIPatrol.
|
||||
function AI_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 and AIPatrol:IsAlive() then
|
||||
|
||||
local PatrolRoute = {}
|
||||
|
||||
--- Calculate the target route point.
|
||||
|
||||
local CurrentCoord = AIPatrol:GetCoordinate()
|
||||
|
||||
-- Random altitude.
|
||||
local altitude=math.random(self.PatrolFloorAltitude, self.PatrolCeilingAltitude)
|
||||
|
||||
-- Random speed in km/h.
|
||||
local speedkmh = math.random(self.PatrolMinSpeed, self.PatrolMaxSpeed)
|
||||
|
||||
-- First waypoint is current position.
|
||||
PatrolRoute[1]=CurrentCoord:WaypointAirTurningPoint(nil, speedkmh, {}, "Current")
|
||||
|
||||
if self.racetrack then
|
||||
|
||||
-- Random heading.
|
||||
local heading = math.random(self.racetrackheadingmin, self.racetrackheadingmax)
|
||||
|
||||
-- Random leg length.
|
||||
local leg=math.random(self.racetracklegmin, self.racetracklegmax)
|
||||
|
||||
-- Random duration if any.
|
||||
local duration = self.racetrackdurationmin
|
||||
if self.racetrackdurationmax then
|
||||
duration=math.random(self.racetrackdurationmin, self.racetrackdurationmax)
|
||||
end
|
||||
|
||||
-- CAP coordinate.
|
||||
local c0=self.PatrolZone:GetRandomCoordinate()
|
||||
if self.racetrackcapcoordinates and #self.racetrackcapcoordinates>0 then
|
||||
c0=self.racetrackcapcoordinates[math.random(#self.racetrackcapcoordinates)]
|
||||
end
|
||||
|
||||
-- Race track points.
|
||||
local c1=c0:SetAltitude(altitude) --Core.Point#COORDINATE
|
||||
local c2=c1:Translate(leg, heading):SetAltitude(altitude)
|
||||
|
||||
self:SetTargetDistance(c0) -- For RTB status check
|
||||
|
||||
-- Debug:
|
||||
self:T(string.format("Patrol zone race track: v=%.1f knots, h=%.1f ft, heading=%03d, leg=%d m, t=%s sec", UTILS.KmphToKnots(speedkmh), UTILS.MetersToFeet(altitude), heading, leg, tostring(duration)))
|
||||
--c1:MarkToAll("Race track c1")
|
||||
--c2:MarkToAll("Race track c2")
|
||||
|
||||
-- Task to orbit.
|
||||
local taskOrbit=AIPatrol:TaskOrbit(c1, altitude, UTILS.KmphToMps(speedkmh), c2)
|
||||
|
||||
-- Task function to redo the patrol at other random position.
|
||||
local taskPatrol=AIPatrol:TaskFunction("AI_A2A_PATROL.PatrolRoute", self)
|
||||
|
||||
-- Controlled task with task condition.
|
||||
local taskCond=AIPatrol:TaskCondition(nil, nil, nil, nil, duration, nil)
|
||||
local taskCont=AIPatrol:TaskControlled(taskOrbit, taskCond)
|
||||
|
||||
-- Second waypoint
|
||||
PatrolRoute[2]=c1:WaypointAirTurningPoint(self.PatrolAltType, speedkmh, {taskCont, taskPatrol}, "CAP Orbit")
|
||||
|
||||
else
|
||||
|
||||
-- Target coordinate.
|
||||
local ToTargetCoord=self.PatrolZone:GetRandomCoordinate() --Core.Point#COORDINATE
|
||||
ToTargetCoord:SetAltitude(altitude)
|
||||
|
||||
self:SetTargetDistance( ToTargetCoord ) -- For RTB status check
|
||||
|
||||
local taskReRoute=AIPatrol:TaskFunction( "AI_A2A_PATROL.PatrolRoute", self )
|
||||
|
||||
PatrolRoute[2]=ToTargetCoord:WaypointAirTurningPoint(self.PatrolAltType, speedkmh, {taskReRoute}, "Patrol Point")
|
||||
|
||||
end
|
||||
|
||||
-- ROE
|
||||
AIPatrol:OptionROEReturnFire()
|
||||
AIPatrol:OptionROTEvadeFire()
|
||||
|
||||
-- Patrol.
|
||||
AIPatrol:Route( PatrolRoute, 0.5)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
99
Moose Development/Moose/AI/AI_A2G_BAI.lua
Normal file
99
Moose Development/Moose/AI/AI_A2G_BAI.lua
Normal file
@@ -0,0 +1,99 @@
|
||||
--- **AI** -- Models the process of air to ground BAI engagement for airplanes and helicopters.
|
||||
--
|
||||
-- This is a class used in the @{AI_A2G_Dispatcher}.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_A2G_BAI
|
||||
-- @image AI_Air_To_Ground_Engage.JPG
|
||||
|
||||
|
||||
|
||||
--- @type AI_A2G_BAI
|
||||
-- @extends AI.AI_A2A_Engage#AI_A2A_Engage
|
||||
|
||||
|
||||
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_A2G_BAI
|
||||
AI_A2G_BAI = {
|
||||
ClassName = "AI_A2G_BAI",
|
||||
}
|
||||
|
||||
|
||||
|
||||
--- Creates a new AI_A2G_BAI object
|
||||
-- @param #AI_A2G_BAI self
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
-- @param DCS#Speed EngageMinSpeed The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
|
||||
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
|
||||
-- @param DCS#AltitudeType EngageAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to "RADIO".
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
|
||||
-- @return #AI_A2G_BAI
|
||||
function AI_A2G_BAI:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
|
||||
|
||||
local AI_Air = AI_AIR:New( AIGroup )
|
||||
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) -- #AI_AIR_PATROL
|
||||
local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
|
||||
local self = BASE:Inherit( self, AI_Air_Engage )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Creates a new AI_A2G_BAI object
|
||||
-- @param #AI_A2G_BAI self
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
-- @param DCS#Speed EngageMinSpeed The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
|
||||
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
|
||||
-- @return #AI_A2G_BAI
|
||||
function AI_A2G_BAI:New( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
|
||||
|
||||
return self:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, PatrolAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType)
|
||||
end
|
||||
|
||||
--- Evaluate the attack and create an AttackUnitTask list.
|
||||
-- @param #AI_A2G_BAI self
|
||||
-- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack.
|
||||
-- @param Wrappper.Group#GROUP DefenderGroup The group of defenders.
|
||||
-- @param #number EngageAltitude The altitude to engage the targets.
|
||||
-- @return #AI_A2G_BAI self
|
||||
function AI_A2G_BAI:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude )
|
||||
|
||||
local AttackUnitTasks = {}
|
||||
|
||||
local AttackSetUnitPerThreatLevel = AttackSetUnit:GetSetPerThreatLevel( 10, 0 )
|
||||
for AttackUnitIndex, AttackUnit in ipairs( AttackSetUnitPerThreatLevel or {} ) do
|
||||
if AttackUnit then
|
||||
if AttackUnit:IsAlive() and AttackUnit:IsGround() then
|
||||
self:T( { "BAI Unit:", AttackUnit:GetName() } )
|
||||
AttackUnitTasks[#AttackUnitTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit, true, false, nil, nil, EngageAltitude )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return AttackUnitTasks
|
||||
end
|
||||
|
||||
|
||||
100
Moose Development/Moose/AI/AI_A2G_CAS.lua
Normal file
100
Moose Development/Moose/AI/AI_A2G_CAS.lua
Normal file
@@ -0,0 +1,100 @@
|
||||
--- **AI** -- Models the process of air to ground engagement for airplanes and helicopters.
|
||||
--
|
||||
-- This is a class used in the @{AI_A2G_Dispatcher}.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_A2G_CAS
|
||||
-- @image AI_Air_To_Ground_Engage.JPG
|
||||
|
||||
|
||||
|
||||
--- @type AI_A2G_CAS
|
||||
-- @extends AI.AI_A2G_Patrol#AI_AIR_PATROL
|
||||
|
||||
|
||||
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_A2G_CAS
|
||||
AI_A2G_CAS = {
|
||||
ClassName = "AI_A2G_CAS",
|
||||
}
|
||||
|
||||
|
||||
|
||||
--- Creates a new AI_A2G_CAS object
|
||||
-- @param #AI_A2G_CAS self
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
-- @param DCS#Speed EngageMinSpeed The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
|
||||
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
|
||||
-- @param DCS#AltitudeType EngageAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to "RADIO".
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
|
||||
-- @return #AI_A2G_CAS
|
||||
function AI_A2G_CAS:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
|
||||
|
||||
local AI_Air = AI_AIR:New( AIGroup )
|
||||
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) -- #AI_AIR_PATROL
|
||||
local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
|
||||
local self = BASE:Inherit( self, AI_Air_Engage )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Creates a new AI_A2G_CAS object
|
||||
-- @param #AI_A2G_CAS self
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
-- @param DCS#Speed EngageMinSpeed The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
|
||||
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
|
||||
-- @return #AI_A2G_CAS
|
||||
function AI_A2G_CAS:New( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
|
||||
|
||||
return self:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, PatrolAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType)
|
||||
end
|
||||
|
||||
--- Evaluate the attack and create an AttackUnitTask list.
|
||||
-- @param #AI_A2G_CAS self
|
||||
-- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack.
|
||||
-- @param Wrappper.Group#GROUP DefenderGroup The group of defenders.
|
||||
-- @param #number EngageAltitude The altitude to engage the targets.
|
||||
-- @return #AI_A2G_CAS self
|
||||
function AI_A2G_CAS:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude )
|
||||
|
||||
local AttackUnitTasks = {}
|
||||
|
||||
local AttackSetUnitPerThreatLevel = AttackSetUnit:GetSetPerThreatLevel( 10, 0 )
|
||||
for AttackUnitIndex, AttackUnit in ipairs( AttackSetUnitPerThreatLevel or {} ) do
|
||||
if AttackUnit then
|
||||
if AttackUnit:IsAlive() and AttackUnit:IsGround() then
|
||||
self:T( { "CAS Unit:", AttackUnit:GetName() } )
|
||||
AttackUnitTasks[#AttackUnitTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit, true, false, nil, nil, EngageAltitude )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return AttackUnitTasks
|
||||
end
|
||||
|
||||
|
||||
|
||||
4711
Moose Development/Moose/AI/AI_A2G_Dispatcher.lua
Normal file
4711
Moose Development/Moose/AI/AI_A2G_Dispatcher.lua
Normal file
File diff suppressed because it is too large
Load Diff
152
Moose Development/Moose/AI/AI_A2G_SEAD.lua
Normal file
152
Moose Development/Moose/AI/AI_A2G_SEAD.lua
Normal file
@@ -0,0 +1,152 @@
|
||||
--- **AI** -- Models the process of air to ground SEAD engagement for airplanes and helicopters.
|
||||
--
|
||||
-- This is a class used in the @{AI_A2G_Dispatcher}.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_A2G_SEAD
|
||||
-- @image AI_Air_To_Ground_Engage.JPG
|
||||
|
||||
|
||||
|
||||
--- @type AI_A2G_SEAD
|
||||
-- @extends AI.AI_A2G_Patrol#AI_AIR_PATROL
|
||||
|
||||
|
||||
--- Implements the core functions to SEAD intruders. Use the Engage trigger to intercept intruders.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI_A2G_SEAD is assigned a @{Wrapper.Group} and this must be done before the AI_A2G_SEAD process can be started using the **Start** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- 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.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- This cycle will continue.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- When enemies are detected, the AI will automatically engage the enemy.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- 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.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ## 1. AI_A2G_SEAD constructor
|
||||
--
|
||||
-- * @{#AI_A2G_SEAD.New}(): Creates a new AI_A2G_SEAD object.
|
||||
--
|
||||
-- ## 3. Set the Range of Engagement
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- An optional range can be set in meters,
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- The range can be beyond or smaller than the range of the Patrol Zone.
|
||||
-- The range is applied at the position of the AI.
|
||||
-- Use the method @{AI.AI_GCI#AI_A2G_SEAD.SetEngageRange}() to define that range.
|
||||
--
|
||||
-- ## 4. Set the Zone of Engagement
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- An optional @{Zone} can be set,
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- Use the method @{AI.AI_Cap#AI_A2G_SEAD.SetEngageZone}() to define that Zone.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_A2G_SEAD
|
||||
AI_A2G_SEAD = {
|
||||
ClassName = "AI_A2G_SEAD",
|
||||
}
|
||||
|
||||
|
||||
|
||||
--- Creates a new AI_A2G_SEAD object
|
||||
-- @param #AI_A2G_SEAD self
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
-- @param DCS#Speed EngageMinSpeed The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
|
||||
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
|
||||
-- @param DCS#AltitudeType EngageAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to "RADIO".
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
|
||||
-- @return #AI_A2G_SEAD
|
||||
function AI_A2G_SEAD:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
|
||||
|
||||
local AI_Air = AI_AIR:New( AIGroup )
|
||||
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) -- #AI_AIR_PATROL
|
||||
local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
|
||||
local self = BASE:Inherit( self, AI_Air_Engage )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Creates a new AI_A2G_SEAD object
|
||||
-- @param #AI_A2G_SEAD self
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
-- @param DCS#Speed EngageMinSpeed The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
|
||||
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
|
||||
-- @return #AI_A2G_SEAD
|
||||
function AI_A2G_SEAD:New( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
|
||||
|
||||
return self:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, PatrolAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
|
||||
end
|
||||
|
||||
|
||||
--- Evaluate the attack and create an AttackUnitTask list.
|
||||
-- @param #AI_A2G_SEAD self
|
||||
-- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack.
|
||||
-- @param Wrappper.Group#GROUP DefenderGroup The group of defenders.
|
||||
-- @param #number EngageAltitude The altitude to engage the targets.
|
||||
-- @return #AI_A2G_SEAD self
|
||||
function AI_A2G_SEAD:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude )
|
||||
|
||||
local AttackUnitTasks = {}
|
||||
|
||||
local AttackSetUnitPerThreatLevel = AttackSetUnit:GetSetPerThreatLevel( 10, 0 )
|
||||
for AttackUnitID, AttackUnit in ipairs( AttackSetUnitPerThreatLevel ) do
|
||||
if AttackUnit then
|
||||
if AttackUnit:IsAlive() and AttackUnit:IsGround() then
|
||||
local HasRadar = AttackUnit:HasSEAD()
|
||||
if HasRadar then
|
||||
self:F( { "SEAD Unit:", AttackUnit:GetName() } )
|
||||
AttackUnitTasks[#AttackUnitTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit, true, false, nil, nil, EngageAltitude )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return AttackUnitTasks
|
||||
end
|
||||
|
||||
800
Moose Development/Moose/AI/AI_Air.lua
Normal file
800
Moose Development/Moose/AI/AI_Air.lua
Normal file
@@ -0,0 +1,800 @@
|
||||
--- **AI** -- Models the process of AI air operations.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_Air
|
||||
-- @image MOOSE.JPG
|
||||
|
||||
--- @type AI_AIR
|
||||
-- @extends Core.Fsm#FSM_CONTROLLABLE
|
||||
|
||||
--- The AI_AIR class implements the core functions to operate an AI @{Wrapper.Group}.
|
||||
--
|
||||
--
|
||||
-- # 1) AI_AIR constructor
|
||||
--
|
||||
-- * @{#AI_AIR.New}(): Creates a new AI_AIR object.
|
||||
--
|
||||
-- # 2) AI_AIR is a Finite State Machine.
|
||||
--
|
||||
-- This section must be read as follows. Each of the rows indicate a state transition, triggered through an event, and with an ending state of the event was executed.
|
||||
-- The first column is the **From** state, the second column the **Event**, and the third column the **To** state.
|
||||
--
|
||||
-- So, each of the rows have the following structure.
|
||||
--
|
||||
-- * **From** => **Event** => **To**
|
||||
--
|
||||
-- Important to know is that an event can only be executed if the **current state** is the **From** state.
|
||||
-- This, when an **Event** that is being triggered has a **From** state that is equal to the **Current** state of the state machine, the event will be executed,
|
||||
-- and the resulting state will be the **To** state.
|
||||
--
|
||||
-- These are the different possible state transitions of this state machine implementation:
|
||||
--
|
||||
-- * Idle => Start => Monitoring
|
||||
--
|
||||
-- ## 2.1) AI_AIR States.
|
||||
--
|
||||
-- * **Idle**: The process is idle.
|
||||
--
|
||||
-- ## 2.2) AI_AIR Events.
|
||||
--
|
||||
-- * **Start**: Start the transport process.
|
||||
-- * **Stop**: Stop the transport process.
|
||||
-- * **Monitor**: Monitor and take action.
|
||||
--
|
||||
-- @field #AI_AIR
|
||||
AI_AIR = {
|
||||
ClassName = "AI_AIR",
|
||||
}
|
||||
|
||||
AI_AIR.TaskDelay = 0.5 -- The delay of each task given to the AI.
|
||||
|
||||
--- Creates a new AI_AIR process.
|
||||
-- @param #AI_AIR self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The group object to receive the A2G Process.
|
||||
-- @return #AI_AIR
|
||||
function AI_AIR:New( AIGroup )
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- #AI_AIR
|
||||
|
||||
self:SetControllable( AIGroup )
|
||||
|
||||
self:SetStartState( "Stopped" )
|
||||
|
||||
self:AddTransition( "*", "Queue", "Queued" )
|
||||
|
||||
self:AddTransition( "*", "Start", "Started" )
|
||||
|
||||
--- Start Handler OnBefore for AI_AIR
|
||||
-- @function [parent=#AI_AIR] OnBeforeStart
|
||||
-- @param #AI_AIR self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @return #boolean
|
||||
|
||||
--- Start Handler OnAfter for AI_AIR
|
||||
-- @function [parent=#AI_AIR] OnAfterStart
|
||||
-- @param #AI_AIR self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
|
||||
--- Start Trigger for AI_AIR
|
||||
-- @function [parent=#AI_AIR] Start
|
||||
-- @param #AI_AIR self
|
||||
|
||||
--- Start Asynchronous Trigger for AI_AIR
|
||||
-- @function [parent=#AI_AIR] __Start
|
||||
-- @param #AI_AIR self
|
||||
-- @param #number Delay
|
||||
|
||||
self:AddTransition( "*", "Stop", "Stopped" )
|
||||
|
||||
--- OnLeave Transition Handler for State Stopped.
|
||||
-- @function [parent=#AI_AIR] OnLeaveStopped
|
||||
-- @param #AI_AIR self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnEnter Transition Handler for State Stopped.
|
||||
-- @function [parent=#AI_AIR] OnEnterStopped
|
||||
-- @param #AI_AIR self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- OnBefore Transition Handler for Event Stop.
|
||||
-- @function [parent=#AI_AIR] OnBeforeStop
|
||||
-- @param #AI_AIR self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Stop.
|
||||
-- @function [parent=#AI_AIR] OnAfterStop
|
||||
-- @param #AI_AIR self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Stop.
|
||||
-- @function [parent=#AI_AIR] Stop
|
||||
-- @param #AI_AIR self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Stop.
|
||||
-- @function [parent=#AI_AIR] __Stop
|
||||
-- @param #AI_AIR self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
self:AddTransition( "*", "Status", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR.
|
||||
|
||||
--- OnBefore Transition Handler for Event Status.
|
||||
-- @function [parent=#AI_AIR] OnBeforeStatus
|
||||
-- @param #AI_AIR self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Status.
|
||||
-- @function [parent=#AI_AIR] OnAfterStatus
|
||||
-- @param #AI_AIR self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Status.
|
||||
-- @function [parent=#AI_AIR] Status
|
||||
-- @param #AI_AIR self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Status.
|
||||
-- @function [parent=#AI_AIR] __Status
|
||||
-- @param #AI_AIR self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
self:AddTransition( "*", "RTB", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR.
|
||||
|
||||
--- OnBefore Transition Handler for Event RTB.
|
||||
-- @function [parent=#AI_AIR] OnBeforeRTB
|
||||
-- @param #AI_AIR self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event RTB.
|
||||
-- @function [parent=#AI_AIR] OnAfterRTB
|
||||
-- @param #AI_AIR self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event RTB.
|
||||
-- @function [parent=#AI_AIR] RTB
|
||||
-- @param #AI_AIR self
|
||||
|
||||
--- Asynchronous Event Trigger for Event RTB.
|
||||
-- @function [parent=#AI_AIR] __RTB
|
||||
-- @param #AI_AIR self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
--- OnLeave Transition Handler for State Returning.
|
||||
-- @function [parent=#AI_AIR] OnLeaveReturning
|
||||
-- @param #AI_AIR self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnEnter Transition Handler for State Returning.
|
||||
-- @function [parent=#AI_AIR] OnEnterReturning
|
||||
-- @param #AI_AIR self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
self:AddTransition( "Patrolling", "Refuel", "Refuelling" )
|
||||
|
||||
--- Refuel Handler OnBefore for AI_AIR
|
||||
-- @function [parent=#AI_AIR] OnBeforeRefuel
|
||||
-- @param #AI_AIR self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @return #boolean
|
||||
|
||||
--- Refuel Handler OnAfter for AI_AIR
|
||||
-- @function [parent=#AI_AIR] OnAfterRefuel
|
||||
-- @param #AI_AIR self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
|
||||
--- Refuel Trigger for AI_AIR
|
||||
-- @function [parent=#AI_AIR] Refuel
|
||||
-- @param #AI_AIR self
|
||||
|
||||
--- Refuel Asynchronous Trigger for AI_AIR
|
||||
-- @function [parent=#AI_AIR] __Refuel
|
||||
-- @param #AI_AIR self
|
||||
-- @param #number Delay
|
||||
|
||||
self:AddTransition( "*", "Takeoff", "Airborne" )
|
||||
self:AddTransition( "*", "Return", "Returning" )
|
||||
self:AddTransition( "*", "Hold", "Holding" )
|
||||
self:AddTransition( "*", "Home", "Home" )
|
||||
self:AddTransition( "*", "LostControl", "LostControl" )
|
||||
self:AddTransition( "*", "Fuel", "Fuel" )
|
||||
self:AddTransition( "*", "Damaged", "Damaged" )
|
||||
self:AddTransition( "*", "Eject", "*" )
|
||||
self:AddTransition( "*", "Crash", "Crashed" )
|
||||
self:AddTransition( "*", "PilotDead", "*" )
|
||||
|
||||
self.IdleCount = 0
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- @param Wrapper.Group#GROUP self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function GROUP:OnEventTakeoff( EventData, Fsm )
|
||||
Fsm:Takeoff()
|
||||
self:UnHandleEvent( EVENTS.Takeoff )
|
||||
end
|
||||
|
||||
|
||||
|
||||
function AI_AIR:SetDispatcher( Dispatcher )
|
||||
self.Dispatcher = Dispatcher
|
||||
end
|
||||
|
||||
function AI_AIR:GetDispatcher()
|
||||
return self.Dispatcher
|
||||
end
|
||||
|
||||
function AI_AIR:SetTargetDistance( Coordinate )
|
||||
|
||||
local CurrentCoord = self.Controllable:GetCoordinate()
|
||||
self.TargetDistance = CurrentCoord:Get2DDistance( Coordinate )
|
||||
|
||||
self.ClosestTargetDistance = ( not self.ClosestTargetDistance or self.ClosestTargetDistance > self.TargetDistance ) and self.TargetDistance or self.ClosestTargetDistance
|
||||
end
|
||||
|
||||
|
||||
function AI_AIR:ClearTargetDistance()
|
||||
|
||||
self.TargetDistance = nil
|
||||
self.ClosestTargetDistance = nil
|
||||
end
|
||||
|
||||
|
||||
--- Sets (modifies) the minimum and maximum speed of the patrol.
|
||||
-- @param #AI_AIR self
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
|
||||
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h.
|
||||
-- @return #AI_AIR self
|
||||
function AI_AIR:SetSpeed( PatrolMinSpeed, PatrolMaxSpeed )
|
||||
self:F2( { PatrolMinSpeed, PatrolMaxSpeed } )
|
||||
|
||||
self.PatrolMinSpeed = PatrolMinSpeed
|
||||
self.PatrolMaxSpeed = PatrolMaxSpeed
|
||||
end
|
||||
|
||||
|
||||
--- Sets (modifies) the minimum and maximum RTB speed of the patrol.
|
||||
-- @param #AI_AIR self
|
||||
-- @param DCS#Speed RTBMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
|
||||
-- @param DCS#Speed RTBMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h.
|
||||
-- @return #AI_AIR self
|
||||
function AI_AIR:SetRTBSpeed( RTBMinSpeed, RTBMaxSpeed )
|
||||
self:F( { RTBMinSpeed, RTBMaxSpeed } )
|
||||
|
||||
self.RTBMinSpeed = RTBMinSpeed
|
||||
self.RTBMaxSpeed = RTBMaxSpeed
|
||||
end
|
||||
|
||||
|
||||
--- Sets the floor and ceiling altitude of the patrol.
|
||||
-- @param #AI_AIR self
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @return #AI_AIR self
|
||||
function AI_AIR:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude )
|
||||
self:F2( { PatrolFloorAltitude, PatrolCeilingAltitude } )
|
||||
|
||||
self.PatrolFloorAltitude = PatrolFloorAltitude
|
||||
self.PatrolCeilingAltitude = PatrolCeilingAltitude
|
||||
end
|
||||
|
||||
|
||||
--- Sets the home airbase.
|
||||
-- @param #AI_AIR self
|
||||
-- @param Wrapper.Airbase#AIRBASE HomeAirbase
|
||||
-- @return #AI_AIR self
|
||||
function AI_AIR:SetHomeAirbase( HomeAirbase )
|
||||
self:F2( { HomeAirbase } )
|
||||
|
||||
self.HomeAirbase = HomeAirbase
|
||||
end
|
||||
|
||||
--- Sets to refuel at the given tanker.
|
||||
-- @param #AI_AIR self
|
||||
-- @param Wrapper.Group#GROUP TankerName The group name of the tanker as defined within the Mission Editor or spawned.
|
||||
-- @return #AI_AIR self
|
||||
function AI_AIR:SetTanker( TankerName )
|
||||
self:F2( { TankerName } )
|
||||
|
||||
self.TankerName = TankerName
|
||||
end
|
||||
|
||||
|
||||
--- Sets the disengage range, that when engaging a target beyond the specified range, the engagement will be cancelled and the plane will RTB.
|
||||
-- @param #AI_AIR self
|
||||
-- @param #number DisengageRadius The disengage range.
|
||||
-- @return #AI_AIR self
|
||||
function AI_AIR:SetDisengageRadius( DisengageRadius )
|
||||
self:F2( { DisengageRadius } )
|
||||
|
||||
self.DisengageRadius = DisengageRadius
|
||||
end
|
||||
|
||||
--- Set the status checking off.
|
||||
-- @param #AI_AIR self
|
||||
-- @return #AI_AIR self
|
||||
function AI_AIR:SetStatusOff()
|
||||
self:F2()
|
||||
|
||||
self.CheckStatus = false
|
||||
end
|
||||
|
||||
|
||||
--- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
|
||||
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
|
||||
-- When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_AIR.
|
||||
-- Once the time is finished, the old AI will return to the base.
|
||||
-- @param #AI_AIR self
|
||||
-- @param #number FuelThresholdPercentage The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
|
||||
-- @param #number OutOfFuelOrbitTime The amount of seconds the out of fuel AIControllable will orbit before returning to the base.
|
||||
-- @return #AI_AIR self
|
||||
function AI_AIR:SetFuelThreshold( FuelThresholdPercentage, OutOfFuelOrbitTime )
|
||||
|
||||
self.FuelThresholdPercentage = FuelThresholdPercentage
|
||||
self.OutOfFuelOrbitTime = OutOfFuelOrbitTime
|
||||
|
||||
self.Controllable:OptionRTBBingoFuel( false )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.
|
||||
-- However, damage cannot be foreseen early on.
|
||||
-- Therefore, when the damage treshold is reached,
|
||||
-- the AI will return immediately to the home base (RTB).
|
||||
-- Note that for groups, the average damage of the complete group will be calculated.
|
||||
-- So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold will be 0.25.
|
||||
-- @param #AI_AIR self
|
||||
-- @param #number PatrolDamageThreshold The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.
|
||||
-- @return #AI_AIR self
|
||||
function AI_AIR:SetDamageThreshold( PatrolDamageThreshold )
|
||||
|
||||
self.PatrolManageDamage = true
|
||||
self.PatrolDamageThreshold = PatrolDamageThreshold
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
|
||||
-- @param #AI_AIR self
|
||||
-- @return #AI_AIR self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_AIR:onafterStart( Controllable, From, Event, To )
|
||||
|
||||
self:__Status( 10 ) -- Check status status every 30 seconds.
|
||||
|
||||
self:HandleEvent( EVENTS.PilotDead, self.OnPilotDead )
|
||||
self:HandleEvent( EVENTS.Crash, self.OnCrash )
|
||||
self:HandleEvent( EVENTS.Ejection, self.OnEjection )
|
||||
|
||||
Controllable:OptionROEHoldFire()
|
||||
Controllable:OptionROTVertical()
|
||||
end
|
||||
|
||||
--- Coordinates the approriate returning action.
|
||||
-- @param #AI_AIR self
|
||||
-- @return #AI_AIR self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_AIR:onafterReturn( Controllable, From, Event, To )
|
||||
|
||||
self:__RTB( self.TaskDelay )
|
||||
|
||||
end
|
||||
|
||||
--- @param #AI_AIR self
|
||||
function AI_AIR:onbeforeStatus()
|
||||
|
||||
return self.CheckStatus
|
||||
end
|
||||
|
||||
--- @param #AI_AIR self
|
||||
function AI_AIR:onafterStatus()
|
||||
|
||||
if self.Controllable and self.Controllable:IsAlive() then
|
||||
|
||||
local RTB = false
|
||||
|
||||
local DistanceFromHomeBase = self.HomeAirbase:GetCoordinate():Get2DDistance( self.Controllable:GetCoordinate() )
|
||||
|
||||
if not self:Is( "Holding" ) and not self:Is( "Returning" ) then
|
||||
local DistanceFromHomeBase = self.HomeAirbase:GetCoordinate():Get2DDistance( self.Controllable:GetCoordinate() )
|
||||
|
||||
if DistanceFromHomeBase > self.DisengageRadius then
|
||||
self:I( self.Controllable:GetName() .. " is too far from home base, RTB!" )
|
||||
self:Hold( 300 )
|
||||
RTB = false
|
||||
end
|
||||
end
|
||||
|
||||
-- I think this code is not requirement anymore after release 2.5.
|
||||
-- if self:Is( "Fuel" ) or self:Is( "Damaged" ) or self:Is( "LostControl" ) then
|
||||
-- if DistanceFromHomeBase < 5000 then
|
||||
-- self:E( self.Controllable:GetName() .. " is near the home base, RTB!" )
|
||||
-- self:Home( "Destroy" )
|
||||
-- end
|
||||
-- end
|
||||
|
||||
|
||||
if not self:Is( "Fuel" ) and not self:Is( "Home" ) and not self:is( "Refuelling" )then
|
||||
|
||||
local Fuel = self.Controllable:GetFuelMin()
|
||||
|
||||
-- If the fuel in the controllable is below the treshold percentage,
|
||||
-- then send for refuel in case of a tanker, otherwise RTB.
|
||||
if Fuel < self.FuelThresholdPercentage then
|
||||
|
||||
if self.TankerName then
|
||||
self:I( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... Refuelling at Tanker!" )
|
||||
self:Refuel()
|
||||
else
|
||||
self:I( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... RTB!" )
|
||||
local OldAIControllable = self.Controllable
|
||||
|
||||
local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
|
||||
local TimedOrbitTask = OldAIControllable:TaskControlled( OrbitTask, OldAIControllable:TaskCondition(nil,nil,nil,nil,self.OutOfFuelOrbitTime,nil ) )
|
||||
OldAIControllable:SetTask( TimedOrbitTask, 10 )
|
||||
|
||||
self:Fuel()
|
||||
end
|
||||
else
|
||||
end
|
||||
end
|
||||
|
||||
if self:Is( "Fuel" ) and not self:Is( "Home" ) and not self:is( "Refuelling" ) then
|
||||
RTB = true
|
||||
end
|
||||
|
||||
-- TODO: Check GROUP damage function.
|
||||
local Damage = self.Controllable:GetLife()
|
||||
local InitialLife = self.Controllable:GetLife0()
|
||||
|
||||
-- If the group is damaged, then RTB.
|
||||
-- Note that a group can consist of more units, so if one unit is damaged of a group, the mission may continue.
|
||||
-- The damaged unit will RTB due to DCS logic, and the others will continue to engage.
|
||||
if ( Damage / InitialLife ) < self.PatrolDamageThreshold then
|
||||
self:I( self.Controllable:GetName() .. " is damaged: " .. Damage .. " ... RTB!" )
|
||||
self:Damaged()
|
||||
RTB = true
|
||||
self:SetStatusOff()
|
||||
end
|
||||
|
||||
-- Check if planes went RTB and are out of control.
|
||||
-- We only check if planes are out of control, when they are in duty.
|
||||
if self.Controllable:HasTask() == false then
|
||||
if not self:Is( "Started" ) and
|
||||
not self:Is( "Stopped" ) and
|
||||
not self:Is( "Fuel" ) and
|
||||
not self:Is( "Damaged" ) and
|
||||
not self:Is( "Home" ) then
|
||||
if self.IdleCount >= 10 then
|
||||
if Damage ~= InitialLife then
|
||||
self:Damaged()
|
||||
else
|
||||
self:I( 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( self.TaskDelay )
|
||||
end
|
||||
|
||||
if not self:Is("Home") then
|
||||
self:__Status( 10 )
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- @param Wrapper.Group#GROUP AIGroup
|
||||
function AI_AIR.RTBRoute( AIGroup, Fsm )
|
||||
|
||||
AIGroup:F( { "AI_AIR.RTBRoute:", AIGroup:GetName() } )
|
||||
|
||||
if AIGroup:IsAlive() then
|
||||
Fsm:RTB()
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- @param Wrapper.Group#GROUP AIGroup
|
||||
function AI_AIR.RTBHold( AIGroup, Fsm )
|
||||
|
||||
AIGroup:F( { "AI_AIR.RTBHold:", AIGroup:GetName() } )
|
||||
if AIGroup:IsAlive() then
|
||||
Fsm:__RTB( Fsm.TaskDelay )
|
||||
Fsm:Return()
|
||||
local Task = AIGroup:TaskOrbitCircle( 4000, 400 )
|
||||
AIGroup:SetTask( Task )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_AIR self
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
function AI_AIR:onafterRTB( AIGroup, From, Event, To )
|
||||
self:F( { AIGroup, From, Event, To } )
|
||||
|
||||
|
||||
if AIGroup and AIGroup:IsAlive() then
|
||||
|
||||
self:I( "Group " .. AIGroup:GetName() .. " ... RTB! ( " .. self:GetState() .. " )" )
|
||||
|
||||
self:ClearTargetDistance()
|
||||
--AIGroup:ClearTasks()
|
||||
|
||||
local EngageRoute = {}
|
||||
|
||||
--- Calculate the target route point.
|
||||
|
||||
local FromCoord = AIGroup:GetCoordinate()
|
||||
local ToTargetCoord = self.HomeAirbase:GetCoordinate()
|
||||
|
||||
if not self.RTBMinSpeed and not self.RTBMaxSpeed then
|
||||
local RTBSpeedMax = AIGroup:GetSpeedMax()
|
||||
self:SetRTBSpeed( RTBSpeedMax * 0.25, RTBSpeedMax * 0.25 )
|
||||
end
|
||||
|
||||
local RTBSpeed = math.random( self.RTBMinSpeed, self.RTBMaxSpeed )
|
||||
local ToAirbaseAngle = FromCoord:GetAngleDegrees( FromCoord:GetDirectionVec3( ToTargetCoord ) )
|
||||
|
||||
local Distance = FromCoord:Get2DDistance( ToTargetCoord )
|
||||
|
||||
local ToAirbaseCoord = FromCoord:Translate( 5000, ToAirbaseAngle )
|
||||
if Distance < 5000 then
|
||||
self:I( "RTB and near the airbase!" )
|
||||
self:Home()
|
||||
return
|
||||
end
|
||||
|
||||
if not AIGroup:InAir() == true then
|
||||
self:I( "Not anymore in the air, considered Home." )
|
||||
self:Home()
|
||||
return
|
||||
end
|
||||
|
||||
|
||||
--- Create a route point of type air.
|
||||
local FromRTBRoutePoint = FromCoord:WaypointAir(
|
||||
self.PatrolAltType,
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
RTBSpeed,
|
||||
true
|
||||
)
|
||||
|
||||
--- Create a route point of type air.
|
||||
local ToRTBRoutePoint = ToAirbaseCoord:WaypointAir(
|
||||
self.PatrolAltType,
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
RTBSpeed,
|
||||
true
|
||||
)
|
||||
|
||||
EngageRoute[#EngageRoute+1] = FromRTBRoutePoint
|
||||
EngageRoute[#EngageRoute+1] = ToRTBRoutePoint
|
||||
|
||||
local Tasks = {}
|
||||
Tasks[#Tasks+1] = AIGroup:TaskFunction( "AI_AIR.RTBRoute", self )
|
||||
|
||||
EngageRoute[#EngageRoute].task = AIGroup:TaskCombo( Tasks )
|
||||
|
||||
AIGroup:OptionROEHoldFire()
|
||||
AIGroup:OptionROTEvadeFire()
|
||||
|
||||
--- NOW ROUTE THE GROUP!
|
||||
AIGroup:Route( EngageRoute, self.TaskDelay )
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- @param #AI_AIR self
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
function AI_AIR:onafterHome( AIGroup, From, Event, To )
|
||||
self:F( { AIGroup, From, Event, To } )
|
||||
|
||||
self:I( "Group " .. self.Controllable:GetName() .. " ... Home! ( " .. self:GetState() .. " )" )
|
||||
|
||||
if AIGroup and AIGroup:IsAlive() then
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- @param #AI_AIR self
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
function AI_AIR:onafterHold( AIGroup, From, Event, To, HoldTime )
|
||||
self:F( { AIGroup, From, Event, To } )
|
||||
|
||||
self:I( "Group " .. self.Controllable:GetName() .. " ... Holding! ( " .. self:GetState() .. " )" )
|
||||
|
||||
if AIGroup and AIGroup:IsAlive() then
|
||||
local OrbitTask = AIGroup:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
|
||||
local TimedOrbitTask = AIGroup:TaskControlled( OrbitTask, AIGroup:TaskCondition( nil, nil, nil, nil, HoldTime , nil ) )
|
||||
|
||||
local RTBTask = AIGroup:TaskFunction( "AI_AIR.RTBHold", self )
|
||||
|
||||
local OrbitHoldTask = AIGroup:TaskOrbitCircle( 4000, self.PatrolMinSpeed )
|
||||
|
||||
--AIGroup:SetState( AIGroup, "AI_AIR", self )
|
||||
|
||||
AIGroup:SetTask( AIGroup:TaskCombo( { TimedOrbitTask, RTBTask, OrbitHoldTask } ), 1 )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- @param Wrapper.Group#GROUP AIGroup
|
||||
function AI_AIR.Resume( AIGroup, Fsm )
|
||||
|
||||
AIGroup:I( { "AI_AIR.Resume:", AIGroup:GetName() } )
|
||||
if AIGroup:IsAlive() then
|
||||
Fsm:__RTB( Fsm.TaskDelay )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- @param #AI_AIR self
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
function AI_AIR:onafterRefuel( AIGroup, From, Event, To )
|
||||
self:F( { AIGroup, From, Event, To } )
|
||||
|
||||
|
||||
if AIGroup and AIGroup:IsAlive() then
|
||||
local Tanker = GROUP:FindByName( self.TankerName )
|
||||
|
||||
if Tanker:IsAlive() and Tanker:IsAirPlane() then
|
||||
|
||||
self:I( "Group " .. self.Controllable:GetName() .. " ... Refuelling! ( " .. self:GetState() .. "), at tanker " .. self.TankerName )
|
||||
|
||||
local RefuelRoute = {}
|
||||
|
||||
--- Calculate the target route point.
|
||||
|
||||
local FromRefuelCoord = AIGroup:GetCoordinate()
|
||||
local ToRefuelCoord = Tanker:GetCoordinate()
|
||||
local ToRefuelSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
|
||||
|
||||
--- Create a route point of type air.
|
||||
local FromRefuelRoutePoint = FromRefuelCoord:WaypointAir(
|
||||
self.PatrolAltType,
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
ToRefuelSpeed,
|
||||
true
|
||||
)
|
||||
|
||||
--- Create a route point of type air.
|
||||
local ToRefuelRoutePoint = FromRefuelCoord:WaypointAir(
|
||||
self.PatrolAltType,
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
ToRefuelSpeed,
|
||||
true
|
||||
)
|
||||
|
||||
self:F( { ToRefuelSpeed = ToRefuelSpeed } )
|
||||
|
||||
RefuelRoute[#RefuelRoute+1] = FromRefuelRoutePoint
|
||||
--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, self.TaskDelay )
|
||||
else
|
||||
self:RTB()
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- @param #AI_AIR self
|
||||
function AI_AIR:onafterDead()
|
||||
self:SetStatusOff()
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_AIR self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_AIR:OnCrash( EventData )
|
||||
|
||||
if self.Controllable:IsAlive() and EventData.IniDCSGroupName == self.Controllable:GetName() then
|
||||
if #self.Controllable:GetUnits() == 1 then
|
||||
self:__Crash( self.TaskDelay, EventData )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #AI_AIR self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_AIR:OnEjection( EventData )
|
||||
|
||||
if self.Controllable:IsAlive() and EventData.IniDCSGroupName == self.Controllable:GetName() then
|
||||
self:__Eject( self.TaskDelay, EventData )
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #AI_AIR self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_AIR:OnPilotDead( EventData )
|
||||
|
||||
if self.Controllable:IsAlive() and EventData.IniDCSGroupName == self.Controllable:GetName() then
|
||||
self:__PilotDead( self.TaskDelay, EventData )
|
||||
end
|
||||
end
|
||||
3248
Moose Development/Moose/AI/AI_Air_Dispatcher.lua
Normal file
3248
Moose Development/Moose/AI/AI_Air_Dispatcher.lua
Normal file
File diff suppressed because it is too large
Load Diff
613
Moose Development/Moose/AI/AI_Air_Engage.lua
Normal file
613
Moose Development/Moose/AI/AI_Air_Engage.lua
Normal file
@@ -0,0 +1,613 @@
|
||||
--- **AI** -- Models the process of air to ground engagement for airplanes and helicopters.
|
||||
--
|
||||
-- This is a class used in the @{AI_A2G_Dispatcher}.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_Air_Engage
|
||||
-- @image AI_Air_To_Ground_Engage.JPG
|
||||
|
||||
|
||||
|
||||
--- @type AI_AIR_ENGAGE
|
||||
-- @extends AI.AI_AIR#AI_AIR
|
||||
|
||||
|
||||
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI_AIR_ENGAGE is assigned a @{Wrapper.Group} and this must be done before the AI_AIR_ENGAGE process can be started using the **Start** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- 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.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- This cycle will continue.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- When enemies are detected, the AI will automatically engage the enemy.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- 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.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ## 1. AI_AIR_ENGAGE constructor
|
||||
--
|
||||
-- * @{#AI_AIR_ENGAGE.New}(): Creates a new AI_AIR_ENGAGE object.
|
||||
--
|
||||
-- ## 3. Set the Range of Engagement
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- An optional range can be set in meters,
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- The range can be beyond or smaller than the range of the Patrol Zone.
|
||||
-- The range is applied at the position of the AI.
|
||||
-- Use the method @{AI.AI_GCI#AI_AIR_ENGAGE.SetEngageRange}() to define that range.
|
||||
--
|
||||
-- ## 4. Set the Zone of Engagement
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- An optional @{Zone} can be set,
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- Use the method @{AI.AI_Cap#AI_AIR_ENGAGE.SetEngageZone}() to define that Zone.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_AIR_ENGAGE
|
||||
AI_AIR_ENGAGE = {
|
||||
ClassName = "AI_AIR_ENGAGE",
|
||||
}
|
||||
|
||||
|
||||
|
||||
--- Creates a new AI_AIR_ENGAGE object
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
-- @param DCS#Speed EngageMinSpeed (optional, default = 50% of max speed) The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Speed EngageMaxSpeed (optional, default = 75% of max speed) The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Altitude EngageFloorAltitude (optional, default = 1000m ) The lowest altitude in meters where to execute the engagement.
|
||||
-- @param DCS#Altitude EngageCeilingAltitude (optional, default = 1500m ) The highest altitude in meters where to execute the engagement.
|
||||
-- @param DCS#AltitudeType EngageAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to "RADIO".
|
||||
-- @return #AI_AIR_ENGAGE
|
||||
function AI_AIR_ENGAGE:New( AI_Air, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, AI_Air ) -- #AI_AIR_ENGAGE
|
||||
|
||||
self.Accomplished = false
|
||||
self.Engaging = false
|
||||
|
||||
local SpeedMax = AIGroup:GetSpeedMax()
|
||||
|
||||
self.EngageMinSpeed = EngageMinSpeed or SpeedMax * 0.5
|
||||
self.EngageMaxSpeed = EngageMaxSpeed or SpeedMax * 0.75
|
||||
self.EngageFloorAltitude = EngageFloorAltitude or 1000
|
||||
self.EngageCeilingAltitude = EngageCeilingAltitude or 1500
|
||||
self.EngageAltType = EngageAltType or "RADIO"
|
||||
|
||||
self:AddTransition( { "Started", "Engaging", "Returning", "Airborne", "Patrolling" }, "EngageRoute", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR_ENGAGE.
|
||||
|
||||
--- OnBefore Transition Handler for Event EngageRoute.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] OnBeforeEngageRoute
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event EngageRoute.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] OnAfterEngageRoute
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event EngageRoute.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] EngageRoute
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
|
||||
--- Asynchronous Event Trigger for Event EngageRoute.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] __EngageRoute
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
--- OnLeave Transition Handler for State Engaging.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] OnLeaveEngaging
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnEnter Transition Handler for State Engaging.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] OnEnterEngaging
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
self:AddTransition( { "Started", "Engaging", "Returning", "Airborne", "Patrolling" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR_ENGAGE.
|
||||
|
||||
--- OnBefore Transition Handler for Event Engage.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] OnBeforeEngage
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Engage.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] OnAfterEngage
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Engage.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] Engage
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Engage.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] __Engage
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
--- OnLeave Transition Handler for State Engaging.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] OnLeaveEngaging
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnEnter Transition Handler for State Engaging.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] OnEnterEngaging
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
self:AddTransition( "Engaging", "Fired", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR_ENGAGE.
|
||||
|
||||
--- OnBefore Transition Handler for Event Fired.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] OnBeforeFired
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Fired.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] OnAfterFired
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Fired.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] Fired
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Fired.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] __Fired
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
self:AddTransition( "*", "Destroy", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR_ENGAGE.
|
||||
|
||||
--- OnBefore Transition Handler for Event Destroy.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] OnBeforeDestroy
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Destroy.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] OnAfterDestroy
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Destroy.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] Destroy
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Destroy.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] __Destroy
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
|
||||
self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR_ENGAGE.
|
||||
|
||||
--- OnBefore Transition Handler for Event Abort.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] OnBeforeAbort
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Abort.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] OnAfterAbort
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Abort.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] Abort
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Abort.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] __Abort
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
self:AddTransition( "Engaging", "Accomplish", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR_ENGAGE.
|
||||
|
||||
--- OnBefore Transition Handler for Event Accomplish.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] OnBeforeAccomplish
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Accomplish.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] OnAfterAccomplish
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Accomplish.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] Accomplish
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Accomplish.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] __Accomplish
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
self:AddTransition( { "Patrolling", "Engaging" }, "Refuel", "Refuelling" )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- onafter event handler for Start event.
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The AI group managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_AIR_ENGAGE:onafterStart( AIGroup, From, Event, To )
|
||||
|
||||
self:GetParent( self, AI_AIR_ENGAGE ).onafterStart( self, AIGroup, From, Event, To )
|
||||
|
||||
AIGroup:HandleEvent( EVENTS.Takeoff, nil, self )
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- onafter event handler for Engage event.
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The AI Group managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_AIR_ENGAGE:onafterEngage( AIGroup, From, Event, To )
|
||||
|
||||
self:HandleEvent( EVENTS.Dead )
|
||||
|
||||
end
|
||||
|
||||
-- todo: need to fix this global function
|
||||
|
||||
|
||||
--- onbefore event handler for Engage event.
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_AIR_ENGAGE:onbeforeEngage( AIGroup, From, Event, To )
|
||||
|
||||
if self.Accomplished == true then
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
--- onafter event handler for Abort event.
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The AI Group managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_AIR_ENGAGE:onafterAbort( AIGroup, From, Event, To )
|
||||
AIGroup:ClearTasks()
|
||||
self:Return()
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_AIR_ENGAGE:onafterAccomplish( AIGroup, From, Event, To )
|
||||
self.Accomplished = true
|
||||
self:SetDetectionOff()
|
||||
end
|
||||
|
||||
--- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_AIR_ENGAGE:onafterDestroy( AIGroup, From, Event, To, EventData )
|
||||
|
||||
if EventData.IniUnit then
|
||||
self.AttackUnits[EventData.IniUnit] = nil
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #AI_AIR_ENGAGE self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_AIR_ENGAGE:OnEventDead( EventData )
|
||||
self:F( { "EventDead", EventData } )
|
||||
|
||||
if EventData.IniDCSUnit then
|
||||
if self.AttackUnits and self.AttackUnits[EventData.IniUnit] then
|
||||
self:__Destroy( self.TaskDelay, EventData )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- @param Wrapper.Group#GROUP AIControllable
|
||||
function AI_AIR_ENGAGE.___EngageRoute( AIGroup, Fsm, AttackSetUnit )
|
||||
|
||||
Fsm:I( { "AI_AIR_ENGAGE.___EngageRoute:", AIGroup:GetName() } )
|
||||
|
||||
if AIGroup:IsAlive() then
|
||||
Fsm:__EngageRoute( Fsm.TaskDelay, AttackSetUnit )
|
||||
|
||||
--local Task = AIGroup:TaskOrbitCircle( 4000, 400 )
|
||||
--AIGroup:SetTask( Task )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP DefenderGroup The GroupGroup managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, AttackSetUnit )
|
||||
|
||||
self:I( { DefenderGroup, From, Event, To, AttackSetUnit } )
|
||||
|
||||
local DefenderGroupName = DefenderGroup:GetName()
|
||||
|
||||
self.AttackSetUnit = AttackSetUnit -- Kept in memory in case of resume from refuel in air!
|
||||
|
||||
local AttackCount = AttackSetUnit:Count()
|
||||
|
||||
if AttackCount > 0 then
|
||||
|
||||
if DefenderGroup:IsAlive() then
|
||||
|
||||
local EngageAltitude = math.random( self.EngageFloorAltitude, self.EngageCeilingAltitude )
|
||||
local EngageSpeed = math.random( self.EngageMinSpeed, self.EngageMaxSpeed )
|
||||
|
||||
-- Determine the distance to the target.
|
||||
-- If it is less than 10km, then attack without a route.
|
||||
-- Otherwise perform a route attack.
|
||||
|
||||
local DefenderCoord = DefenderGroup:GetPointVec3()
|
||||
DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
|
||||
|
||||
local TargetCoord = AttackSetUnit:GetFirst():GetPointVec3()
|
||||
TargetCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
|
||||
|
||||
local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord )
|
||||
local EngageDistance = ( DefenderGroup:IsHelicopter() and 5000 ) or ( DefenderGroup:IsAirPlane() and 10000 )
|
||||
|
||||
if TargetDistance <= EngageDistance * 3 then
|
||||
|
||||
self:__Engage( 0.1, AttackSetUnit )
|
||||
|
||||
else
|
||||
|
||||
local EngageRoute = {}
|
||||
local AttackTasks = {}
|
||||
|
||||
--- Calculate the target route point.
|
||||
|
||||
local FromWP = DefenderCoord:WaypointAir(
|
||||
self.PatrolAltType or "RADIO",
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
EngageSpeed,
|
||||
true
|
||||
)
|
||||
|
||||
EngageRoute[#EngageRoute+1] = FromWP
|
||||
|
||||
self:SetTargetDistance( TargetCoord ) -- For RTB status check
|
||||
|
||||
local FromEngageAngle = DefenderCoord:GetAngleDegrees( DefenderCoord:GetDirectionVec3( TargetCoord ) )
|
||||
local ToWP = DefenderCoord:Translate( EngageDistance, FromEngageAngle, true ):WaypointAir(
|
||||
self.PatrolAltType or "RADIO",
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
EngageSpeed,
|
||||
true
|
||||
)
|
||||
|
||||
EngageRoute[#EngageRoute+1] = ToWP
|
||||
|
||||
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskFunction( "AI_AIR_ENGAGE.___EngageRoute", self, AttackSetUnit )
|
||||
EngageRoute[#EngageRoute].task = DefenderGroup:TaskCombo( AttackTasks )
|
||||
|
||||
DefenderGroup:OptionROEReturnFire()
|
||||
DefenderGroup:OptionROTEvadeFire()
|
||||
|
||||
DefenderGroup:Route( EngageRoute, self.TaskDelay )
|
||||
end
|
||||
|
||||
end
|
||||
else
|
||||
self:I( DefenderGroupName .. ": No targets found -> Going RTB")
|
||||
self:Return()
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- @param Wrapper.Group#GROUP AIControllable
|
||||
function AI_AIR_ENGAGE.___Engage( AIGroup, Fsm, AttackSetUnit )
|
||||
|
||||
Fsm:I( { "AI_AIR_ENGAGE.___Engage:", AIGroup:GetName() } )
|
||||
|
||||
if AIGroup:IsAlive() then
|
||||
Fsm:__Engage( Fsm.TaskDelay, AttackSetUnit )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP DefenderGroup The GroupGroup managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit )
|
||||
|
||||
self:F( { DefenderGroup, From, Event, To, AttackSetUnit} )
|
||||
|
||||
local DefenderGroupName = DefenderGroup:GetName()
|
||||
|
||||
self.AttackSetUnit = AttackSetUnit -- Kept in memory in case of resume from refuel in air!
|
||||
|
||||
local AttackCount = AttackSetUnit:Count()
|
||||
self:I({AttackCount = AttackCount})
|
||||
|
||||
if AttackCount > 0 then
|
||||
|
||||
if DefenderGroup:IsAlive() then
|
||||
|
||||
local EngageAltitude = math.random( self.EngageFloorAltitude or 500, self.EngageCeilingAltitude or 1000 )
|
||||
local EngageSpeed = math.random( self.EngageMinSpeed, self.EngageMaxSpeed )
|
||||
|
||||
local DefenderCoord = DefenderGroup:GetPointVec3()
|
||||
DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
|
||||
|
||||
local TargetCoord = AttackSetUnit:GetFirst():GetPointVec3()
|
||||
TargetCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
|
||||
|
||||
local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord )
|
||||
local EngageDistance = ( DefenderGroup:IsHelicopter() and 5000 ) or ( DefenderGroup:IsAirPlane() and 10000 )
|
||||
|
||||
local EngageRoute = {}
|
||||
local AttackTasks = {}
|
||||
|
||||
local FromWP = DefenderCoord:WaypointAir(
|
||||
self.EngageAltType or "RADIO",
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
EngageSpeed,
|
||||
true
|
||||
)
|
||||
EngageRoute[#EngageRoute+1] = FromWP
|
||||
|
||||
self:SetTargetDistance( TargetCoord ) -- For RTB status check
|
||||
|
||||
local FromEngageAngle = DefenderCoord:GetAngleDegrees( DefenderCoord:GetDirectionVec3( TargetCoord ) )
|
||||
local ToWP = DefenderCoord:Translate( EngageDistance, FromEngageAngle, true ):WaypointAir(
|
||||
self.EngageAltType or "RADIO",
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
EngageSpeed,
|
||||
true
|
||||
)
|
||||
EngageRoute[#EngageRoute+1] = ToWP
|
||||
|
||||
if TargetDistance <= EngageDistance * 3 then
|
||||
|
||||
local AttackUnitTasks = self:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude ) -- Polymorphic
|
||||
|
||||
if #AttackUnitTasks == 0 then
|
||||
self:I( DefenderGroupName .. ": No valid targets found -> Going RTB")
|
||||
self:Return()
|
||||
return
|
||||
else
|
||||
self:I( DefenderGroupName .. ": Engaging targets " )
|
||||
DefenderGroup:OptionROEOpenFire()
|
||||
DefenderGroup:OptionROTEvadeFire()
|
||||
DefenderGroup:OptionKeepWeaponsOnThreat()
|
||||
|
||||
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskCombo( AttackUnitTasks )
|
||||
end
|
||||
end
|
||||
|
||||
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskFunction( "AI_AIR_ENGAGE.___Engage", self, AttackSetUnit )
|
||||
EngageRoute[#EngageRoute].task = DefenderGroup:TaskCombo( AttackTasks )
|
||||
|
||||
DefenderGroup:Route( EngageRoute, self.TaskDelay )
|
||||
|
||||
end
|
||||
else
|
||||
self:I( DefenderGroupName .. ": No targets found -> returning.")
|
||||
self:Return()
|
||||
return
|
||||
end
|
||||
end
|
||||
|
||||
--- @param Wrapper.Group#GROUP AIEngage
|
||||
function AI_AIR_ENGAGE.Resume( AIEngage, Fsm )
|
||||
|
||||
AIEngage:F( { "Resume:", AIEngage:GetName() } )
|
||||
if AIEngage:IsAlive() then
|
||||
Fsm:__Reset( Fsm.TaskDelay )
|
||||
Fsm:__EngageRoute( Fsm.TaskDelay, Fsm.AttackSetUnit )
|
||||
end
|
||||
|
||||
end
|
||||
409
Moose Development/Moose/AI/AI_Air_Patrol.lua
Normal file
409
Moose Development/Moose/AI/AI_Air_Patrol.lua
Normal file
@@ -0,0 +1,409 @@
|
||||
--- **AI** -- Models the process of A2G patrolling and engaging ground targets for airplanes and helicopters.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_Air_Patrol
|
||||
-- @image AI_Air_To_Ground_Patrol.JPG
|
||||
|
||||
--- @type AI_AIR_PATROL
|
||||
-- @extends AI.AI_Air#AI_AIR
|
||||
|
||||
|
||||
--- The AI_AIR_PATROL class implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}
|
||||
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI_AIR_PATROL is assigned a @{Wrapper.Group} and this must be done before the AI_AIR_PATROL process can be started using the **Start** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- 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.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- This cycle will continue.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- When enemies are detected, the AI will automatically engage the enemy.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- 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.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ## 1. AI_AIR_PATROL constructor
|
||||
--
|
||||
-- * @{#AI_AIR_PATROL.New}(): Creates a new AI_AIR_PATROL object.
|
||||
--
|
||||
-- ## 2. AI_AIR_PATROL is a FSM
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ### 2.1 AI_AIR_PATROL States
|
||||
--
|
||||
-- * **None** ( Group ): The process is not started yet.
|
||||
-- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone.
|
||||
-- * **Engaging** ( Group ): The AI is engaging the bogeys.
|
||||
-- * **Returning** ( Group ): The AI is returning to Base..
|
||||
--
|
||||
-- ### 2.2 AI_AIR_PATROL Events
|
||||
--
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.PatrolRoute}**: Route the AI to a new random 3D point within the Patrol Zone.
|
||||
-- * **@{#AI_AIR_PATROL.Engage}**: Let the AI engage the bogeys.
|
||||
-- * **@{#AI_AIR_PATROL.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
|
||||
-- * **@{#AI_AIR_PATROL.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}.
|
||||
-- * **@{#AI_AIR_PATROL.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task.
|
||||
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
|
||||
--
|
||||
-- ## 3. Set the Range of Engagement
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- An optional range can be set in meters,
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- The range can be beyond or smaller than the range of the Patrol Zone.
|
||||
-- The range is applied at the position of the AI.
|
||||
-- Use the method @{AI.AI_CAP#AI_AIR_PATROL.SetEngageRange}() to define that range.
|
||||
--
|
||||
-- ## 4. Set the Zone of Engagement
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- An optional @{Zone} can be set,
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- Use the method @{AI.AI_Cap#AI_AIR_PATROL.SetEngageZone}() to define that Zone.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_AIR_PATROL
|
||||
AI_AIR_PATROL = {
|
||||
ClassName = "AI_AIR_PATROL",
|
||||
}
|
||||
|
||||
--- Creates a new AI_AIR_PATROL object
|
||||
-- @param #AI_AIR_PATROL self
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param DCS#Altitude PatrolFloorAltitude (optional, default = 1000m ) The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude (optional, default = 1500m ) The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Speed PatrolMinSpeed (optional, default = 50% of max speed) The minimum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#Speed PatrolMaxSpeed (optional, default = 75% of max speed) The maximum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO.
|
||||
-- @return #AI_AIR_PATROL
|
||||
function AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, AI_Air ) -- #AI_AIR_PATROL
|
||||
|
||||
local SpeedMax = AIGroup:GetSpeedMax()
|
||||
|
||||
self.PatrolZone = PatrolZone
|
||||
|
||||
self.PatrolFloorAltitude = PatrolFloorAltitude or 1000
|
||||
self.PatrolCeilingAltitude = PatrolCeilingAltitude or 1500
|
||||
self.PatrolMinSpeed = PatrolMinSpeed or SpeedMax * 0.5
|
||||
self.PatrolMaxSpeed = PatrolMaxSpeed or SpeedMax * 0.75
|
||||
|
||||
-- defafult PatrolAltType to "RADIO" if not specified
|
||||
self.PatrolAltType = PatrolAltType or "RADIO"
|
||||
|
||||
self:AddTransition( { "Started", "Airborne", "Refuelling" }, "Patrol", "Patrolling" )
|
||||
|
||||
--- OnBefore Transition Handler for Event Patrol.
|
||||
-- @function [parent=#AI_AIR_PATROL] OnBeforePatrol
|
||||
-- @param #AI_AIR_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_AIR_PATROL] OnAfterPatrol
|
||||
-- @param #AI_AIR_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_AIR_PATROL] Patrol
|
||||
-- @param #AI_AIR_PATROL self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Patrol.
|
||||
-- @function [parent=#AI_AIR_PATROL] __Patrol
|
||||
-- @param #AI_AIR_PATROL self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
--- OnLeave Transition Handler for State Patrolling.
|
||||
-- @function [parent=#AI_AIR_PATROL] OnLeavePatrolling
|
||||
-- @param #AI_AIR_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_AIR_PATROL] OnEnterPatrolling
|
||||
-- @param #AI_AIR_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", "PatrolRoute", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR_PATROL.
|
||||
|
||||
--- OnBefore Transition Handler for Event PatrolRoute.
|
||||
-- @function [parent=#AI_AIR_PATROL] OnBeforePatrolRoute
|
||||
-- @param #AI_AIR_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 PatrolRoute.
|
||||
-- @function [parent=#AI_AIR_PATROL] OnAfterPatrolRoute
|
||||
-- @param #AI_AIR_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 PatrolRoute.
|
||||
-- @function [parent=#AI_AIR_PATROL] PatrolRoute
|
||||
-- @param #AI_AIR_PATROL self
|
||||
|
||||
--- Asynchronous Event Trigger for Event PatrolRoute.
|
||||
-- @function [parent=#AI_AIR_PATROL] __PatrolRoute
|
||||
-- @param #AI_AIR_PATROL self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
|
||||
self:AddTransition( "*", "Reset", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR_PATROL.
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Set the Engage Range when the AI will engage with airborne enemies.
|
||||
-- @param #AI_AIR_PATROL self
|
||||
-- @param #number EngageRange The Engage Range.
|
||||
-- @return #AI_AIR_PATROL self
|
||||
function AI_AIR_PATROL:SetEngageRange( EngageRange )
|
||||
self:F2()
|
||||
|
||||
if EngageRange then
|
||||
self.EngageRange = EngageRange
|
||||
else
|
||||
self.EngageRange = nil
|
||||
end
|
||||
end
|
||||
|
||||
--- Set race track parameters. CAP flights will perform race track patterns rather than randomly patrolling the zone.
|
||||
-- @param #AI_AIR_PATROL self
|
||||
-- @param #number LegMin Min Length of the race track leg in meters. Default 10,000 m.
|
||||
-- @param #number LegMax Max length of the race track leg in meters. Default 15,000 m.
|
||||
-- @param #number HeadingMin Min heading of the race track in degrees. Default 0 deg, i.e. from South to North.
|
||||
-- @param #number HeadingMax Max heading of the race track in degrees. Default 180 deg, i.e. from South to North.
|
||||
-- @param #number DurationMin (Optional) Min duration before switching the orbit position. Default is keep same orbit until RTB or engage.
|
||||
-- @param #number DurationMax (Optional) Max duration before switching the orbit position. Default is keep same orbit until RTB or engage.
|
||||
-- @param #table CapCoordinates Table of coordinates of first race track point. Second point is determined by leg length and heading.
|
||||
-- @return #AI_AIR_PATROL self
|
||||
function AI_AIR_PATROL:SetRaceTrackPattern(LegMin, LegMax, HeadingMin, HeadingMax, DurationMin, DurationMax, CapCoordinates)
|
||||
|
||||
self.racetrack=true
|
||||
self.racetracklegmin=LegMin or 10000
|
||||
self.racetracklegmax=LegMax or 15000
|
||||
self.racetrackheadingmin=HeadingMin or 0
|
||||
self.racetrackheadingmax=HeadingMax or 180
|
||||
self.racetrackdurationmin=DurationMin
|
||||
self.racetrackdurationmax=DurationMax
|
||||
|
||||
if self.racetrackdurationmax and not self.racetrackdurationmin then
|
||||
self.racetrackdurationmin=self.racetrackdurationmax
|
||||
end
|
||||
|
||||
self.racetrackcapcoordinates=CapCoordinates
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
|
||||
-- @param #AI_AIR_PATROL self
|
||||
-- @return #AI_AIR_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_AIR_PATROL:onafterPatrol( AIPatrol, From, Event, To )
|
||||
self:F2()
|
||||
|
||||
self:ClearTargetDistance()
|
||||
|
||||
self:__PatrolRoute( self.TaskDelay )
|
||||
|
||||
AIPatrol:OnReSpawn(
|
||||
function( PatrolGroup )
|
||||
self:__Reset( self.TaskDelay )
|
||||
self:__PatrolRoute( self.TaskDelay )
|
||||
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_AIR_PATROL.___PatrolRoute( AIPatrol, Fsm )
|
||||
|
||||
AIPatrol:F( { "AI_AIR_PATROL.___PatrolRoute:", AIPatrol:GetName() } )
|
||||
|
||||
if AIPatrol:IsAlive() then
|
||||
Fsm:PatrolRoute()
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
|
||||
-- @param #AI_AIR_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_AIR_PATROL:onafterPatrolRoute( 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 altitude= math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude )
|
||||
|
||||
local ToTargetCoord = self.PatrolZone:GetRandomPointVec2()
|
||||
ToTargetCoord:SetAlt( altitude )
|
||||
self:SetTargetDistance( ToTargetCoord ) -- For RTB status check
|
||||
|
||||
local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
|
||||
local speedkmh=ToTargetSpeed
|
||||
|
||||
local FromWP = CurrentCoord:WaypointAir(
|
||||
self.PatrolAltType or "RADIO",
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
ToTargetSpeed,
|
||||
true
|
||||
)
|
||||
PatrolRoute[#PatrolRoute+1] = FromWP
|
||||
|
||||
if self.racetrack then
|
||||
|
||||
-- Random heading.
|
||||
local heading = math.random(self.racetrackheadingmin, self.racetrackheadingmax)
|
||||
|
||||
-- Random leg length.
|
||||
local leg=math.random(self.racetracklegmin, self.racetracklegmax)
|
||||
|
||||
-- Random duration if any.
|
||||
local duration = self.racetrackdurationmin
|
||||
if self.racetrackdurationmax then
|
||||
duration=math.random(self.racetrackdurationmin, self.racetrackdurationmax)
|
||||
end
|
||||
|
||||
-- CAP coordinate.
|
||||
local c0=self.PatrolZone:GetRandomCoordinate()
|
||||
if self.racetrackcapcoordinates and #self.racetrackcapcoordinates>0 then
|
||||
c0=self.racetrackcapcoordinates[math.random(#self.racetrackcapcoordinates)]
|
||||
end
|
||||
|
||||
-- Race track points.
|
||||
local c1=c0:SetAltitude(altitude) --Core.Point#COORDINATE
|
||||
local c2=c1:Translate(leg, heading):SetAltitude(altitude)
|
||||
|
||||
self:SetTargetDistance(c0) -- For RTB status check
|
||||
|
||||
-- Debug:
|
||||
self:T(string.format("Patrol zone race track: v=%.1f knots, h=%.1f ft, heading=%03d, leg=%d m, t=%s sec", UTILS.KmphToKnots(speedkmh), UTILS.MetersToFeet(altitude), heading, leg, tostring(duration)))
|
||||
--c1:MarkToAll("Race track c1")
|
||||
--c2:MarkToAll("Race track c2")
|
||||
|
||||
-- Task to orbit.
|
||||
local taskOrbit=AIPatrol:TaskOrbit(c1, altitude, UTILS.KmphToMps(speedkmh), c2)
|
||||
|
||||
-- Task function to redo the patrol at other random position.
|
||||
local taskPatrol=AIPatrol:TaskFunction("AI_A2A_PATROL.PatrolRoute", self)
|
||||
|
||||
-- Controlled task with task condition.
|
||||
local taskCond=AIPatrol:TaskCondition(nil, nil, nil, nil, duration, nil)
|
||||
local taskCont=AIPatrol:TaskControlled(taskOrbit, taskCond)
|
||||
|
||||
-- Second waypoint
|
||||
PatrolRoute[2]=c1:WaypointAirTurningPoint(self.PatrolAltType, speedkmh, {taskCont, taskPatrol}, "CAP Orbit")
|
||||
|
||||
else
|
||||
|
||||
--- Create a route point of type air.
|
||||
local ToWP = ToTargetCoord:WaypointAir(
|
||||
self.PatrolAltType,
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
ToTargetSpeed,
|
||||
true
|
||||
)
|
||||
|
||||
PatrolRoute[#PatrolRoute+1] = ToWP
|
||||
|
||||
local Tasks = {}
|
||||
Tasks[#Tasks+1] = AIPatrol:TaskFunction( "AI_AIR_PATROL.___PatrolRoute", self )
|
||||
PatrolRoute[#PatrolRoute].task = AIPatrol:TaskCombo( Tasks )
|
||||
|
||||
end
|
||||
|
||||
AIPatrol:OptionROEReturnFire()
|
||||
AIPatrol:OptionROTEvadeFire()
|
||||
|
||||
AIPatrol:Route( PatrolRoute, self.TaskDelay )
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- @param Wrapper.Group#GROUP AIPatrol
|
||||
function AI_AIR_PATROL.Resume( AIPatrol, Fsm )
|
||||
|
||||
AIPatrol:F( { "AI_AIR_PATROL.Resume:", AIPatrol:GetName() } )
|
||||
if AIPatrol:IsAlive() then
|
||||
Fsm:__Reset( Fsm.TaskDelay )
|
||||
Fsm:__PatrolRoute( Fsm.TaskDelay )
|
||||
end
|
||||
|
||||
end
|
||||
289
Moose Development/Moose/AI/AI_Air_Squadron.lua
Normal file
289
Moose Development/Moose/AI/AI_Air_Squadron.lua
Normal file
@@ -0,0 +1,289 @@
|
||||
--- **AI** -- Models squadrons for airplanes and helicopters.
|
||||
--
|
||||
-- This is a class used in the @{AI_Air_Dispatcher} and derived dispatcher classes.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_Air_Squadron
|
||||
-- @image AI_Air_To_Air_Engage.JPG
|
||||
|
||||
|
||||
|
||||
--- @type AI_AIR_SQUADRON
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- Implements the core functions modeling squadrons for airplanes and helicopters.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_AIR_SQUADRON
|
||||
AI_AIR_SQUADRON = {
|
||||
ClassName = "AI_AIR_SQUADRON",
|
||||
}
|
||||
|
||||
|
||||
|
||||
--- Creates a new AI_AIR_SQUADRON object
|
||||
-- @param #AI_AIR_SQUADRON self
|
||||
-- @return #AI_AIR_SQUADRON
|
||||
function AI_AIR_SQUADRON:New( SquadronName, AirbaseName, TemplatePrefixes, ResourceCount )
|
||||
|
||||
self:I( { Air_Squadron = { SquadronName, AirbaseName, TemplatePrefixes, ResourceCount } } )
|
||||
|
||||
local AI_Air_Squadron = BASE:New() -- #AI_AIR_SQUADRON
|
||||
|
||||
AI_Air_Squadron.Name = SquadronName
|
||||
AI_Air_Squadron.Airbase = AIRBASE:FindByName( AirbaseName )
|
||||
AI_Air_Squadron.AirbaseName = AI_Air_Squadron.Airbase:GetName()
|
||||
if not AI_Air_Squadron.Airbase then
|
||||
error( "Cannot find airbase with name:" .. AirbaseName )
|
||||
end
|
||||
|
||||
AI_Air_Squadron.Spawn = {}
|
||||
if type( TemplatePrefixes ) == "string" then
|
||||
local SpawnTemplate = TemplatePrefixes
|
||||
self.DefenderSpawns[SpawnTemplate] = self.DefenderSpawns[SpawnTemplate] or SPAWN:New( SpawnTemplate ) -- :InitCleanUp( 180 )
|
||||
AI_Air_Squadron.Spawn[1] = self.DefenderSpawns[SpawnTemplate]
|
||||
else
|
||||
for TemplateID, SpawnTemplate in pairs( TemplatePrefixes ) do
|
||||
self.DefenderSpawns[SpawnTemplate] = self.DefenderSpawns[SpawnTemplate] or SPAWN:New( SpawnTemplate ) -- :InitCleanUp( 180 )
|
||||
AI_Air_Squadron.Spawn[#AI_Air_Squadron.Spawn+1] = self.DefenderSpawns[SpawnTemplate]
|
||||
end
|
||||
end
|
||||
AI_Air_Squadron.ResourceCount = ResourceCount
|
||||
AI_Air_Squadron.TemplatePrefixes = TemplatePrefixes
|
||||
AI_Air_Squadron.Captured = false -- Not captured. This flag will be set to true, when the airbase where the squadron is located, is captured.
|
||||
|
||||
self:SetSquadronLanguage( SquadronName, "EN" ) -- Squadrons speak English by default.
|
||||
|
||||
return AI_Air_Squadron
|
||||
end
|
||||
|
||||
--- Set the Name of the Squadron.
|
||||
-- @param #AI_AIR_SQUADRON self
|
||||
-- @param #string Name The Squadron Name.
|
||||
-- @return #AI_AIR_SQUADRON The Squadron.
|
||||
function AI_AIR_SQUADRON:SetName( Name )
|
||||
|
||||
self.Name = Name
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get the Name of the Squadron.
|
||||
-- @param #AI_AIR_SQUADRON self
|
||||
-- @return #string The Squadron Name.
|
||||
function AI_AIR_SQUADRON:GetName()
|
||||
|
||||
return self.Name
|
||||
end
|
||||
|
||||
--- Set the ResourceCount of the Squadron.
|
||||
-- @param #AI_AIR_SQUADRON self
|
||||
-- @param #number ResourceCount The Squadron ResourceCount.
|
||||
-- @return #AI_AIR_SQUADRON The Squadron.
|
||||
function AI_AIR_SQUADRON:SetResourceCount( ResourceCount )
|
||||
|
||||
self.ResourceCount = ResourceCount
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get the ResourceCount of the Squadron.
|
||||
-- @param #AI_AIR_SQUADRON self
|
||||
-- @return #number The Squadron ResourceCount.
|
||||
function AI_AIR_SQUADRON:GetResourceCount()
|
||||
|
||||
return self.ResourceCount
|
||||
end
|
||||
|
||||
--- Add Resources to the Squadron.
|
||||
-- @param #AI_AIR_SQUADRON self
|
||||
-- @param #number Resources The Resources to be added.
|
||||
-- @return #AI_AIR_SQUADRON The Squadron.
|
||||
function AI_AIR_SQUADRON:AddResources( Resources )
|
||||
|
||||
self.ResourceCount = self.ResourceCount + Resources
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Remove Resources to the Squadron.
|
||||
-- @param #AI_AIR_SQUADRON self
|
||||
-- @param #number Resources The Resources to be removed.
|
||||
-- @return #AI_AIR_SQUADRON The Squadron.
|
||||
function AI_AIR_SQUADRON:RemoveResources( Resources )
|
||||
|
||||
self.ResourceCount = self.ResourceCount - Resources
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set the Overhead of the Squadron.
|
||||
-- @param #AI_AIR_SQUADRON self
|
||||
-- @param #number Overhead The Squadron Overhead.
|
||||
-- @return #AI_AIR_SQUADRON The Squadron.
|
||||
function AI_AIR_SQUADRON:SetOverhead( Overhead )
|
||||
|
||||
self.Overhead = Overhead
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get the Overhead of the Squadron.
|
||||
-- @param #AI_AIR_SQUADRON self
|
||||
-- @return #number The Squadron Overhead.
|
||||
function AI_AIR_SQUADRON:GetOverhead()
|
||||
|
||||
return self.Overhead
|
||||
end
|
||||
|
||||
--- Set the Grouping of the Squadron.
|
||||
-- @param #AI_AIR_SQUADRON self
|
||||
-- @param #number Grouping The Squadron Grouping.
|
||||
-- @return #AI_AIR_SQUADRON The Squadron.
|
||||
function AI_AIR_SQUADRON:SetGrouping( Grouping )
|
||||
|
||||
self.Grouping = Grouping
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get the Grouping of the Squadron.
|
||||
-- @param #AI_AIR_SQUADRON self
|
||||
-- @return #number The Squadron Grouping.
|
||||
function AI_AIR_SQUADRON:GetGrouping()
|
||||
|
||||
return self.Grouping
|
||||
end
|
||||
|
||||
--- Set the FuelThreshold of the Squadron.
|
||||
-- @param #AI_AIR_SQUADRON self
|
||||
-- @param #number FuelThreshold The Squadron FuelThreshold.
|
||||
-- @return #AI_AIR_SQUADRON The Squadron.
|
||||
function AI_AIR_SQUADRON:SetFuelThreshold( FuelThreshold )
|
||||
|
||||
self.FuelThreshold = FuelThreshold
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get the FuelThreshold of the Squadron.
|
||||
-- @param #AI_AIR_SQUADRON self
|
||||
-- @return #number The Squadron FuelThreshold.
|
||||
function AI_AIR_SQUADRON:GetFuelThreshold()
|
||||
|
||||
return self.FuelThreshold
|
||||
end
|
||||
|
||||
--- Set the EngageProbability of the Squadron.
|
||||
-- @param #AI_AIR_SQUADRON self
|
||||
-- @param #number EngageProbability The Squadron EngageProbability.
|
||||
-- @return #AI_AIR_SQUADRON The Squadron.
|
||||
function AI_AIR_SQUADRON:SetEngageProbability( EngageProbability )
|
||||
|
||||
self.EngageProbability = EngageProbability
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get the EngageProbability of the Squadron.
|
||||
-- @param #AI_AIR_SQUADRON self
|
||||
-- @return #number The Squadron EngageProbability.
|
||||
function AI_AIR_SQUADRON:GetEngageProbability()
|
||||
|
||||
return self.EngageProbability
|
||||
end
|
||||
|
||||
--- Set the Takeoff of the Squadron.
|
||||
-- @param #AI_AIR_SQUADRON self
|
||||
-- @param #number Takeoff The Squadron Takeoff.
|
||||
-- @return #AI_AIR_SQUADRON The Squadron.
|
||||
function AI_AIR_SQUADRON:SetTakeoff( Takeoff )
|
||||
|
||||
self.Takeoff = Takeoff
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get the Takeoff of the Squadron.
|
||||
-- @param #AI_AIR_SQUADRON self
|
||||
-- @return #number The Squadron Takeoff.
|
||||
function AI_AIR_SQUADRON:GetTakeoff()
|
||||
|
||||
return self.Takeoff
|
||||
end
|
||||
|
||||
--- Set the Landing of the Squadron.
|
||||
-- @param #AI_AIR_SQUADRON self
|
||||
-- @param #number Landing The Squadron Landing.
|
||||
-- @return #AI_AIR_SQUADRON The Squadron.
|
||||
function AI_AIR_SQUADRON:SetLanding( Landing )
|
||||
|
||||
self.Landing = Landing
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get the Landing of the Squadron.
|
||||
-- @param #AI_AIR_SQUADRON self
|
||||
-- @return #number The Squadron Landing.
|
||||
function AI_AIR_SQUADRON:GetLanding()
|
||||
|
||||
return self.Landing
|
||||
end
|
||||
|
||||
--- Set the TankerName of the Squadron.
|
||||
-- @param #AI_AIR_SQUADRON self
|
||||
-- @param #string TankerName The Squadron Tanker Name.
|
||||
-- @return #AI_AIR_SQUADRON The Squadron.
|
||||
function AI_AIR_SQUADRON:SetTankerName( TankerName )
|
||||
|
||||
self.TankerName = TankerName
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get the Tanker Name of the Squadron.
|
||||
-- @param #AI_AIR_SQUADRON self
|
||||
-- @return #string The Squadron Tanker Name.
|
||||
function AI_AIR_SQUADRON:GetTankerName()
|
||||
|
||||
return self.TankerName
|
||||
end
|
||||
|
||||
|
||||
--- Set the Radio of the Squadron.
|
||||
-- @param #AI_AIR_SQUADRON self
|
||||
-- @param #number RadioFrequency The frequency of communication.
|
||||
-- @param #number RadioModulation The modulation of communication.
|
||||
-- @param #number RadioPower The power in Watts of communication.
|
||||
-- @param #string Language The language of the radio speech.
|
||||
-- @return #AI_AIR_SQUADRON The Squadron.
|
||||
function AI_AIR_SQUADRON:SetRadio( RadioFrequency, RadioModulation, RadioPower, Language )
|
||||
|
||||
self.RadioFrequency = RadioFrequency
|
||||
self.RadioModulation = RadioModulation or radio.modulation.AM
|
||||
self.RadioPower = RadioPower or 100
|
||||
|
||||
if self.RadioSpeech then
|
||||
self.RadioSpeech:Stop()
|
||||
end
|
||||
|
||||
self.RadioSpeech = nil
|
||||
|
||||
self.RadioSpeech = RADIOSPEECH:New( RadioFrequency, RadioModulation )
|
||||
self.RadioSpeech.power = RadioPower
|
||||
self.RadioSpeech:Start( 0.5 )
|
||||
|
||||
self.RadioSpeech:SetLanguage( Language )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
@@ -1,75 +1,48 @@
|
||||
--- **AI** -- **Provide Battlefield Air Interdiction (bombing).**
|
||||
--- **AI** -- Peform Battlefield Area Interdiction (BAI) within an engagement zone.
|
||||
--
|
||||
-- 
|
||||
-- **Features:**
|
||||
--
|
||||
-- * Hold and standby within a patrol zone.
|
||||
-- * Engage upon command the assigned targets within an engagement zone.
|
||||
-- * Loop the zone until all targets are eliminated.
|
||||
-- * Trigger different events upon the results achieved.
|
||||
-- * After combat, return to the patrol zone and hold.
|
||||
-- * RTB when commanded or after out of fuel.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/BAI%20-%20Battlefield%20Air%20Interdiction)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- AI_BAI classes makes AI Controllables execute bombing tasks.
|
||||
--
|
||||
-- There are the following types of BAI classes defined:
|
||||
--
|
||||
-- * @{#AI_BAI_ZONE}: Perform a BAI in a zone.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # Demo Missions
|
||||
--
|
||||
-- ### [AI_BAI Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/BOMB%20-%20Close%20Air%20Support)
|
||||
--
|
||||
-- ### [AI_BAI Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/BOMB%20-%20Close%20Air%20Support)
|
||||
--
|
||||
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # YouTube Channel
|
||||
--
|
||||
-- ### [AI_BAI YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl3JBO1WDqqpyYRRmIkR2ir2)
|
||||
-- ### [YouTube Playlist]()
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **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: **FlightControl**
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Concept, Design & Programming.
|
||||
--
|
||||
-- @module AI_Bai
|
||||
-- @module AI.AI_Bai
|
||||
-- @image AI_Battlefield_Air_Interdiction.JPG
|
||||
|
||||
|
||||
--- AI_BAI_ZONE class
|
||||
-- @type AI_BAI_ZONE
|
||||
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Controllable} patrolling.
|
||||
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling.
|
||||
-- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
|
||||
|
||||
--- # AI_BAI_ZONE class, extends @{AI_Patrol#AI_PATROL_ZONE}
|
||||
--- Implements the core functions to provide BattleGround Air Interdiction in an Engage @{Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}.
|
||||
--
|
||||
-- AI_BAI_ZONE derives from the @{AI_Patrol#AI_PATROL_ZONE}, inheriting its methods and behaviour.
|
||||
--
|
||||
-- The AI_BAI_ZONE class implements the core functions to provide BattleGround Air Interdiction in an Engage @{Zone} by an AIR @{Controllable} or @{Group}.
|
||||
-- The AI_BAI_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI_BAI_ZONE is assigned a @{Group} and this must be done before the AI_BAI_ZONE process can be started through the **Start** event.
|
||||
-- The AI_BAI_ZONE is assigned a @{Wrapper.Group} and this must be done before the AI_BAI_ZONE process can be started through the **Start** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
@@ -135,15 +108,15 @@
|
||||
--
|
||||
-- ### 2.2. AI_BAI_ZONE Events
|
||||
--
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
|
||||
-- * **@{#AI_BAI_ZONE.Engage}**: Engage the AI to provide BOMB in the Engage Zone, destroying any target it finds.
|
||||
-- * **@{#AI_BAI_ZONE.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
|
||||
-- * **@{#AI_BAI_ZONE.Destroy}**: The AI has destroyed a target @{Unit}.
|
||||
-- * **@{#AI_BAI_ZONE.Destroyed}**: The AI has destroyed all target @{Unit}s assigned in the BOMB task.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
|
||||
-- * **@{#AI_BAI_ZONE.Destroy}**: The AI has destroyed a target @{Wrapper.Unit}.
|
||||
-- * **@{#AI_BAI_ZONE.Destroyed}**: The AI has destroyed all target @{Wrapper.Unit}s assigned in the BOMB task.
|
||||
-- * **Status**: The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
|
||||
--
|
||||
-- ## 3. Modify the Engage Zone behaviour to pinpoint a **map object** or **scenery object**
|
||||
@@ -170,12 +143,12 @@ AI_BAI_ZONE = {
|
||||
--- Creates a new AI_BAI_ZONE object
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Controllable} in km/h.
|
||||
-- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
|
||||
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h.
|
||||
-- @param Core.Zone#ZONE_BASE EngageZone The zone where the engage will happen.
|
||||
-- @param Dcs.DCSTypes#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
|
||||
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
|
||||
-- @return #AI_BAI_ZONE self
|
||||
function AI_BAI_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageZone, PatrolAltType )
|
||||
|
||||
@@ -212,24 +185,24 @@ function AI_BAI_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
|
||||
-- @function [parent=#AI_BAI_ZONE] Engage
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
|
||||
-- @param Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
|
||||
-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
|
||||
-- @param DCS#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
|
||||
-- @param DCS#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
|
||||
-- If parameter is not defined the unit / controllable will choose expend on its own discretion.
|
||||
-- Use the structure @{DCSTypes#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
|
||||
-- Use the structure @{DCS#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
|
||||
-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
|
||||
-- @param Dcs.DCSTypes#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
|
||||
-- @param DCS#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
|
||||
|
||||
--- Asynchronous Event Trigger for Event Engage.
|
||||
-- @function [parent=#AI_BAI_ZONE] __Engage
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
|
||||
-- @param Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
|
||||
-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
|
||||
-- @param DCS#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
|
||||
-- @param DCS#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
|
||||
-- If parameter is not defined the unit / controllable will choose expend on its own discretion.
|
||||
-- Use the structure @{DCSTypes#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
|
||||
-- Use the structure @{DCS#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
|
||||
-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
|
||||
-- @param Dcs.DCSTypes#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
|
||||
-- @param DCS#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
|
||||
|
||||
--- OnLeave Transition Handler for State Engaging.
|
||||
-- @function [parent=#AI_BAI_ZONE] OnLeaveEngaging
|
||||
@@ -516,10 +489,10 @@ end
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
|
||||
-- @param Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
|
||||
-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
|
||||
-- @param DCS#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
|
||||
-- @param DCS#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
|
||||
-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
|
||||
-- @param Dcs.DCSTypes#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
|
||||
-- @param DCS#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
|
||||
function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
|
||||
EngageSpeed,
|
||||
EngageAltitude,
|
||||
@@ -546,7 +519,7 @@ 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 +576,7 @@ 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 +600,7 @@ 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
|
||||
|
||||
@@ -1,69 +1,44 @@
|
||||
--- Single-Player:**No** / Multi-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**All** -- **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.**
|
||||
--- **AI** -- Balance player slots with AI to create an engaging simulation environment, independent of the amount of players.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ====
|
||||
-- **Features:**
|
||||
--
|
||||
-- # Demo Missions
|
||||
--
|
||||
-- ### [AI_BALANCER Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/AIB%20-%20AI%20Balancing)
|
||||
--
|
||||
-- ### [AI_BALANCER Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AIB%20-%20AI%20Balancing)
|
||||
--
|
||||
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # YouTube Channel
|
||||
--
|
||||
-- ### [AI_BALANCER YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl2CJVIrL1TdAumuVS8n64B7)
|
||||
-- * Automatically spawn AI as a replacement of free player slots for a coalition.
|
||||
-- * Make the AI to perform tasks.
|
||||
-- * Define a maximum amount of AI to be active at the same time.
|
||||
-- * Configure the behaviour of AI when a human joins a slot for which an AI is active.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **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.
|
||||
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/AIB%20-%20AI%20Balancing)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
-- ### [YouTube Playlist](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl2CJVIrL1TdAumuVS8n64B7)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **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
|
||||
-- @module AI.AI_Balancer
|
||||
-- @image AI_Balancing.JPG
|
||||
|
||||
--- @type AI_BALANCER
|
||||
-- @field Core.Set#SET_CLIENT SetClient
|
||||
-- @field Functional.Spawn#SPAWN SpawnAI
|
||||
-- @field Core.Spawn#SPAWN SpawnAI
|
||||
-- @field Wrapper.Group#GROUP Test
|
||||
-- @extends Core.Fsm#FSM_SET
|
||||
|
||||
|
||||
--- # AI_BALANCER class, extends @{Fsm#FSM_SET}
|
||||
--
|
||||
-- The AI_BALANCER class monitors and manages as many replacement AI groups as there are
|
||||
-- CLIENTS in a SET_CLIENT collection, which are not occupied by human players.
|
||||
--- Monitors and manages as many replacement AI groups as there are
|
||||
-- CLIENTS in a SET\_CLIENT collection, which are not occupied by human players.
|
||||
-- In other words, use AI_BALANCER to simulate human behaviour by spawning in replacement AI in multi player missions.
|
||||
--
|
||||
-- The parent class @{Fsm#FSM_SET} manages the functionality to control the Finite State Machine (FSM).
|
||||
-- The parent class @{Core.Fsm#FSM_SET} manages the functionality to control the Finite State Machine (FSM).
|
||||
-- The mission designer can tailor the behaviour of the AI_BALANCER, by defining event and state transition methods.
|
||||
-- An explanation about state and event transition methods can be found in the @{FSM} module documentation.
|
||||
--
|
||||
@@ -105,8 +80,8 @@
|
||||
-- However, there are 2 additional options that you can use to customize the destroy behaviour.
|
||||
-- When a human player joins a slot, you can configure to let the AI return to:
|
||||
--
|
||||
-- * @{#AI_BALANCER.ReturnToHomeAirbase}: Returns the AI to the **home** @{Airbase#AIRBASE}.
|
||||
-- * @{#AI_BALANCER.ReturnToNearestAirbases}: Returns the AI to the **nearest friendly** @{Airbase#AIRBASE}.
|
||||
-- * @{#AI_BALANCER.ReturnToHomeAirbase}: Returns the AI to the **home** @{Wrapper.Airbase#AIRBASE}.
|
||||
-- * @{#AI_BALANCER.ReturnToNearestAirbases}: Returns the AI to the **nearest friendly** @{Wrapper.Airbase#AIRBASE}.
|
||||
--
|
||||
-- Note that when AI returns to an airbase, the AI_BALANCER will trigger the **Return** event and the AI will return,
|
||||
-- otherwise the AI_BALANCER will trigger a **Destroy** event, and the AI will be destroyed.
|
||||
@@ -125,7 +100,7 @@ AI_BALANCER = {
|
||||
--- Creates a new AI_BALANCER object
|
||||
-- @param #AI_BALANCER self
|
||||
-- @param Core.Set#SET_CLIENT SetClient A SET\_CLIENT object that will contain the CLIENT objects to be monitored if they are alive or not (joined by a player).
|
||||
-- @param Functional.Spawn#SPAWN SpawnAI The default Spawn object to spawn new AI Groups when needed.
|
||||
-- @param Core.Spawn#SPAWN SpawnAI The default Spawn object to spawn new AI Groups when needed.
|
||||
-- @return #AI_BALANCER
|
||||
function AI_BALANCER:New( SetClient, SpawnAI )
|
||||
|
||||
@@ -168,24 +143,24 @@ function AI_BALANCER:InitSpawnInterval( Earliest, Latest )
|
||||
return self
|
||||
end
|
||||
|
||||
--- Returns the AI to the nearest friendly @{Airbase#AIRBASE}.
|
||||
--- Returns the AI to the nearest friendly @{Wrapper.Airbase#AIRBASE}.
|
||||
-- @param #AI_BALANCER self
|
||||
-- @param Dcs.DCSTypes#Distance 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 Core.Set#SET_AIRBASE ReturnAirbaseSet The SET of @{Set#SET_AIRBASE}s to evaluate where to return to.
|
||||
function AI_BALANCER:ReturnToNearestAirbases( ReturnTresholdRange, ReturnAirbaseSet )
|
||||
-- @param DCS#Distance ReturnThresholdRange If there is an enemy @{Wrapper.Client#CLIENT} within the ReturnThresholdRange given in meters, the AI will not return to the nearest @{Wrapper.Airbase#AIRBASE}.
|
||||
-- @param Core.Set#SET_AIRBASE ReturnAirbaseSet The SET of @{Core.Set#SET_AIRBASE}s to evaluate where to return to.
|
||||
function AI_BALANCER:ReturnToNearestAirbases( ReturnThresholdRange, ReturnAirbaseSet )
|
||||
|
||||
self.ToNearestAirbase = true
|
||||
self.ReturnTresholdRange = ReturnTresholdRange
|
||||
self.ReturnThresholdRange = ReturnThresholdRange
|
||||
self.ReturnAirbaseSet = ReturnAirbaseSet
|
||||
end
|
||||
|
||||
--- Returns the AI to the home @{Airbase#AIRBASE}.
|
||||
--- Returns the AI to the home @{Wrapper.Airbase#AIRBASE}.
|
||||
-- @param #AI_BALANCER self
|
||||
-- @param Dcs.DCSTypes#Distance 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#Distance ReturnThresholdRange If there is an enemy @{Wrapper.Client#CLIENT} within the ReturnThresholdRange given in meters, the AI will not return to the nearest @{Wrapper.Airbase#AIRBASE}.
|
||||
function AI_BALANCER:ReturnToHomeAirbase( ReturnThresholdRange )
|
||||
|
||||
self.ToHomeAirbase = true
|
||||
self.ReturnTresholdRange = ReturnTresholdRange
|
||||
self.ReturnThresholdRange = ReturnThresholdRange
|
||||
end
|
||||
|
||||
--- @param #AI_BALANCER self
|
||||
@@ -197,9 +172,10 @@ function AI_BALANCER:onenterSpawning( SetGroup, From, Event, To, ClientName )
|
||||
-- OK, Spawn a new group from the default SpawnAI object provided.
|
||||
local AIGroup = self.SpawnAI:Spawn() -- Wrapper.Group#GROUP
|
||||
if AIGroup then
|
||||
AIGroup:E( "Spawning new AIGroup" )
|
||||
AIGroup:T( { "Spawning new AIGroup", ClientName = ClientName } )
|
||||
--TODO: need to rework UnitName thing ...
|
||||
|
||||
SetGroup:Remove( ClientName ) -- Ensure that the previously allocated AIGroup to ClientName is removed in the Set.
|
||||
SetGroup:Add( ClientName, AIGroup )
|
||||
self.SpawnQueue[ClientName] = nil
|
||||
|
||||
@@ -215,9 +191,9 @@ end
|
||||
function AI_BALANCER:onenterDestroying( SetGroup, From, Event, To, ClientName, AIGroup )
|
||||
|
||||
AIGroup:Destroy()
|
||||
SetGroup:Flush()
|
||||
SetGroup:Flush( self )
|
||||
SetGroup:Remove( ClientName )
|
||||
SetGroup:Flush()
|
||||
SetGroup:Flush( self )
|
||||
end
|
||||
|
||||
--- @param #AI_BALANCER self
|
||||
@@ -258,23 +234,24 @@ function AI_BALANCER:onenterMonitoring( SetGroup )
|
||||
self:T3(Client.ClientName)
|
||||
|
||||
local AIGroup = self.Set:Get( Client.UnitName ) -- Wrapper.Group#GROUP
|
||||
if Client:IsAlive() then
|
||||
if AIGroup then self:T( { AIGroup = AIGroup:GetName(), IsAlive = AIGroup:IsAlive() } ) end
|
||||
if Client:IsAlive() == true then
|
||||
|
||||
if AIGroup and AIGroup:IsAlive() == true then
|
||||
|
||||
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 )
|
||||
|
||||
_DATABASE:ForEachPlayer(
|
||||
_DATABASE:ForEachPlayerUnit(
|
||||
--- @param Wrapper.Unit#UNIT RangeTestUnit
|
||||
function( RangeTestUnit, RangeZone, AIGroup, PlayerInRange )
|
||||
self:T2( { PlayerInRange, RangeTestUnit.UnitName, RangeZone.ZoneName } )
|
||||
@@ -303,11 +280,12 @@ function AI_BALANCER:onenterMonitoring( SetGroup )
|
||||
else
|
||||
if not AIGroup or not AIGroup:IsAlive() == true then
|
||||
self:T( "Client " .. Client.UnitName .. " not alive." )
|
||||
self:T( { Queue = self.SpawnQueue[Client.UnitName] } )
|
||||
if not self.SpawnQueue[Client.UnitName] then
|
||||
-- Spawn a new AI taking into account the spawn interval Earliest, Latest
|
||||
self:__Spawn( math.random( self.Earliest, self.Latest ), Client.UnitName )
|
||||
self.SpawnQueue[Client.UnitName] = true
|
||||
self:E( "New AI Spawned for Client " .. Client.UnitName )
|
||||
self:T( "New AI Spawned for Client " .. Client.UnitName )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
@@ -1,77 +1,50 @@
|
||||
--- **AI** - **Execute Combat Air Patrol (CAP).**
|
||||
--- **AI** -- Perform Combat Air Patrolling (CAP) for airplanes.
|
||||
--
|
||||
-- 
|
||||
-- **Features:**
|
||||
--
|
||||
-- * Patrol AI airplanes within a given zone.
|
||||
-- * Trigger detected events when enemy airplanes are detected.
|
||||
-- * Manage a fuel treshold to RTB on time.
|
||||
-- * Engage the enemy when detected.
|
||||
--
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/CAP%20-%20Combat%20Air%20Patrol)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- AI CAP classes makes AI Controllables execute a Combat Air Patrol.
|
||||
-- ### [YouTube Playlist](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl1YCyPxJgoZn-CfhwyeW65L)
|
||||
--
|
||||
-- There are the following types of CAP classes defined:
|
||||
--
|
||||
-- * @{#AI_CAP_ZONE}: Perform a CAP in a zone.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # Demo Missions
|
||||
--
|
||||
-- ### [AI_CAP Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/CAP%20-%20Combat%20Air%20Patrol)
|
||||
--
|
||||
-- ### [AI_CAP Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/CAP%20-%20Combat%20Air%20Patrol)
|
||||
--
|
||||
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # YouTube Channel
|
||||
--
|
||||
-- ### [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: **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
|
||||
-- @module AI.AI_Cap
|
||||
-- @image AI_Combat_Air_Patrol.JPG
|
||||
|
||||
|
||||
--- @type AI_CAP_ZONE
|
||||
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Controllable} patrolling.
|
||||
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling.
|
||||
-- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
|
||||
|
||||
|
||||
--- # AI_CAP_ZONE class, extends @{AI_CAP#AI_PATROL_ZONE}
|
||||
--
|
||||
-- The AI_CAP_ZONE class implements the core functions to patrol a @{Zone} by an AI @{Controllable} or @{Group}
|
||||
--- Implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}
|
||||
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI_CAP_ZONE is assigned a @{Group} and this must be done before the AI_CAP_ZONE process can be started using the **Start** event.
|
||||
-- The AI_CAP_ZONE is assigned a @{Wrapper.Group} and this must be done before the AI_CAP_ZONE process can be started using the **Start** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
@@ -114,15 +87,15 @@
|
||||
--
|
||||
-- ### 2.2 AI_CAP_ZONE Events
|
||||
--
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
|
||||
-- * **@{#AI_CAP_ZONE.Engage}**: Let the AI engage the bogeys.
|
||||
-- * **@{#AI_CAP_ZONE.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
|
||||
-- * **@{#AI_CAP_ZONE.Destroy}**: The AI has destroyed a bogey @{Unit}.
|
||||
-- * **@{#AI_CAP_ZONE.Destroyed}**: The AI has destroyed all bogeys @{Unit}s assigned in the CAS task.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
|
||||
-- * **@{#AI_CAP_ZONE.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}.
|
||||
-- * **@{#AI_CAP_ZONE.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task.
|
||||
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
|
||||
--
|
||||
-- ## 3. Set the Range of Engagement
|
||||
@@ -133,7 +106,7 @@
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- The range can be beyond or smaller than the range of the Patrol Zone.
|
||||
-- The range is applied at the position of the AI.
|
||||
-- Use the method @{AI_CAP#AI_CAP_ZONE.SetEngageRange}() to define that range.
|
||||
-- Use the method @{AI.AI_CAP#AI_CAP_ZONE.SetEngageRange}() to define that range.
|
||||
--
|
||||
-- ## 4. Set the Zone of Engagement
|
||||
--
|
||||
@@ -141,7 +114,7 @@
|
||||
--
|
||||
-- An optional @{Zone} can be set,
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- Use the method @{AI_Cap#AI_CAP_ZONE.SetEngageZone}() to define that Zone.
|
||||
-- Use the method @{AI.AI_Cap#AI_CAP_ZONE.SetEngageZone}() to define that Zone.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -155,11 +128,11 @@ AI_CAP_ZONE = {
|
||||
--- Creates a new AI_CAP_ZONE object
|
||||
-- @param #AI_CAP_ZONE self
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Controllable} in km/h.
|
||||
-- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
|
||||
-- @param Dcs.DCSTypes#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
|
||||
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h.
|
||||
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
|
||||
-- @return #AI_CAP_ZONE self
|
||||
function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
|
||||
|
||||
@@ -373,16 +346,20 @@ 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 +394,7 @@ 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 +432,7 @@ 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 +456,7 @@ 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 +467,7 @@ function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
|
||||
EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint
|
||||
|
||||
Controllable:OptionROEOpenFire()
|
||||
Controllable:OptionROTPassiveDefense()
|
||||
Controllable:OptionROTEvadeFire()
|
||||
|
||||
local AttackTasks = {}
|
||||
|
||||
@@ -500,13 +477,13 @@ 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 +495,20 @@ 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
|
||||
|
||||
@@ -1,64 +1,48 @@
|
||||
--- **AI** -- **Provide Close Air Support to friendly ground troops.**
|
||||
--- **AI** -- Perform Close Air Support (CAS) near friendlies.
|
||||
--
|
||||
-- 
|
||||
-- **Features:**
|
||||
--
|
||||
-- * Hold and standby within a patrol zone.
|
||||
-- * Engage upon command the enemies within an engagement zone.
|
||||
-- * Loop the zone until all enemies are eliminated.
|
||||
-- * Trigger different events upon the results achieved.
|
||||
-- * After combat, return to the patrol zone and hold.
|
||||
-- * RTB when commanded or after fuel.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/CAS%20-%20Close%20Air%20Support)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- AI CAS classes makes AI Controllables execute a Close Air Support.
|
||||
--
|
||||
-- There are the following types of CAS classes defined:
|
||||
--
|
||||
-- * @{#AI_CAS_ZONE}: Perform a CAS in a zone.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # Demo Missions
|
||||
--
|
||||
-- ### [AI_CAS Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/CAS%20-%20Close%20Air%20Support)
|
||||
--
|
||||
-- ### [AI_CAS Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/CAS%20-%20Close%20Air%20Support)
|
||||
--
|
||||
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # YouTube Channel
|
||||
--
|
||||
-- ### [AI_CAS YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl3JBO1WDqqpyYRRmIkR2ir2)
|
||||
-- ### [YouTube Playlist](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl3JBO1WDqqpyYRRmIkR2ir2)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ### Author: **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
|
||||
|
||||
-- @module AI.AI_Cas
|
||||
-- @image AI_Close_Air_Support.JPG
|
||||
|
||||
--- AI_CAS_ZONE class
|
||||
-- @type AI_CAS_ZONE
|
||||
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Controllable} patrolling.
|
||||
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling.
|
||||
-- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
|
||||
|
||||
--- # AI_CAS_ZONE class, extends @{AI_Patrol#AI_PATROL_ZONE}
|
||||
--
|
||||
-- AI_CAS_ZONE derives from the @{AI_Patrol#AI_PATROL_ZONE}, inheriting its methods and behaviour.
|
||||
--
|
||||
-- The AI_CAS_ZONE class implements the core functions to provide Close Air Support in an Engage @{Zone} by an AIR @{Controllable} or @{Group}.
|
||||
--- Implements the core functions to provide Close Air Support in an Engage @{Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}.
|
||||
-- The AI_CAS_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI_CAS_ZONE is assigned a @{Group} and this must be done before the AI_CAS_ZONE process can be started through the **Start** event.
|
||||
-- The AI_CAS_ZONE is assigned a @{Wrapper.Group} and this must be done before the AI_CAS_ZONE process can be started through the **Start** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
@@ -107,11 +91,11 @@
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- # 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
|
||||
--
|
||||
-- 
|
||||
--
|
||||
@@ -124,15 +108,15 @@
|
||||
--
|
||||
-- ### 2.2. AI_CAS_ZONE Events
|
||||
--
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
|
||||
-- * **@{#AI_CAS_ZONE.Engage}**: Engage the AI to provide CAS in the Engage Zone, destroying any target it finds.
|
||||
-- * **@{#AI_CAS_ZONE.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
|
||||
-- * **@{#AI_CAS_ZONE.Destroy}**: The AI has destroyed a target @{Unit}.
|
||||
-- * **@{#AI_CAS_ZONE.Destroyed}**: The AI has destroyed all target @{Unit}s assigned in the CAS task.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
|
||||
-- * **@{#AI_CAS_ZONE.Destroy}**: The AI has destroyed a target @{Wrapper.Unit}.
|
||||
-- * **@{#AI_CAS_ZONE.Destroyed}**: The AI has destroyed all target @{Wrapper.Unit}s assigned in the CAS task.
|
||||
-- * **Status**: The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
|
||||
--
|
||||
-- ===
|
||||
@@ -147,12 +131,12 @@ AI_CAS_ZONE = {
|
||||
--- Creates a new AI_CAS_ZONE object
|
||||
-- @param #AI_CAS_ZONE self
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Controllable} in km/h.
|
||||
-- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
|
||||
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h.
|
||||
-- @param Core.Zone#ZONE_BASE EngageZone The zone where the engage will happen.
|
||||
-- @param Dcs.DCSTypes#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
|
||||
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
|
||||
-- @return #AI_CAS_ZONE self
|
||||
function AI_CAS_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageZone, PatrolAltType )
|
||||
|
||||
@@ -188,24 +172,24 @@ function AI_CAS_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
|
||||
-- @function [parent=#AI_CAS_ZONE] Engage
|
||||
-- @param #AI_CAS_ZONE self
|
||||
-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
|
||||
-- @param Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
|
||||
-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
|
||||
-- @param DCS#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
|
||||
-- @param DCS#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
|
||||
-- If parameter is not defined the unit / controllable will choose expend on its own discretion.
|
||||
-- Use the structure @{DCSTypes#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
|
||||
-- Use the structure @{DCS#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
|
||||
-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
|
||||
-- @param Dcs.DCSTypes#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
|
||||
-- @param DCS#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
|
||||
|
||||
--- Asynchronous Event Trigger for Event Engage.
|
||||
-- @function [parent=#AI_CAS_ZONE] __Engage
|
||||
-- @param #AI_CAS_ZONE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
|
||||
-- @param Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
|
||||
-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
|
||||
-- @param DCS#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
|
||||
-- @param DCS#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
|
||||
-- If parameter is not defined the unit / controllable will choose expend on its own discretion.
|
||||
-- Use the structure @{DCSTypes#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
|
||||
-- Use the structure @{DCS#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
|
||||
-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
|
||||
-- @param Dcs.DCSTypes#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
|
||||
-- @param DCS#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
|
||||
|
||||
--- OnLeave Transition Handler for State Engaging.
|
||||
-- @function [parent=#AI_CAS_ZONE] OnLeaveEngaging
|
||||
@@ -374,12 +358,15 @@ 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
|
||||
|
||||
|
||||
@@ -401,7 +388,6 @@ end
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_CAS_ZONE:onafterTarget( Controllable, From, Event, To )
|
||||
self:E("onafterTarget")
|
||||
|
||||
if Controllable:IsAlive() then
|
||||
|
||||
@@ -412,7 +398,7 @@ function AI_CAS_ZONE:onafterTarget( Controllable, From, Event, To )
|
||||
if DetectedUnit:IsAlive() then
|
||||
if DetectedUnit:IsInZone( self.EngageZone ) then
|
||||
if Detected == true then
|
||||
self:E( {"Target: ", DetectedUnit } )
|
||||
self:F( {"Target: ", DetectedUnit } )
|
||||
self.DetectedUnits[DetectedUnit] = false
|
||||
local AttackTask = Controllable:TaskAttackUnit( DetectedUnit, false, self.EngageWeaponExpend, self.EngageAttackQty, self.EngageDirection, self.EngageAltitude, nil )
|
||||
self.Controllable:PushTask( AttackTask, 1 )
|
||||
@@ -445,10 +431,10 @@ end
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
|
||||
-- @param Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
|
||||
-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
|
||||
-- @param DCS#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
|
||||
-- @param DCS#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
|
||||
-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
|
||||
-- @param Dcs.DCSTypes#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
|
||||
-- @param DCS#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
|
||||
function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
|
||||
EngageSpeed,
|
||||
EngageAltitude,
|
||||
@@ -465,6 +451,9 @@ 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 +463,7 @@ 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,
|
||||
@@ -486,12 +475,12 @@ 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
|
||||
if DetectedUnit:IsInZone( self.EngageZone ) then
|
||||
self:E( {"Engaging ", DetectedUnit } )
|
||||
self:F( {"Engaging ", DetectedUnit } )
|
||||
AttackTasks[#AttackTasks+1] = Controllable:TaskAttackUnit( DetectedUnit,
|
||||
true,
|
||||
EngageWeaponExpend,
|
||||
@@ -504,7 +493,8 @@ 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 +506,7 @@ 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 +515,10 @@ 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
|
||||
|
||||
568
Moose Development/Moose/AI/AI_Cargo.lua
Normal file
568
Moose Development/Moose/AI/AI_Cargo.lua
Normal file
@@ -0,0 +1,568 @@
|
||||
--- **AI** -- (R2.4) - Models the intelligent transportation of infantry and other cargo.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_Cargo
|
||||
-- @image Cargo.JPG
|
||||
|
||||
--- @type AI_CARGO
|
||||
-- @extends Core.Fsm#FSM_CONTROLLABLE
|
||||
|
||||
|
||||
--- Base class for the dynamic cargo handling capability for AI groups.
|
||||
--
|
||||
-- Carriers can be mobilized to intelligently transport infantry and other cargo within the simulation.
|
||||
-- The AI_CARGO module uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
|
||||
-- CARGO derived objects must be declared within the mission to make the AI_CARGO object recognize the cargo.
|
||||
-- Please consult the @{Cargo.Cargo} module for more information.
|
||||
--
|
||||
-- The derived classes from this module are:
|
||||
--
|
||||
-- * @{AI.AI_Cargo_APC} - Cargo transportation using APCs and other vehicles between zones.
|
||||
-- * @{AI.AI_Cargo_Helicopter} - Cargo transportation using helicopters between zones.
|
||||
-- * @{AI.AI_Cargo_Airplane} - Cargo transportation using airplanes to and from airbases.
|
||||
--
|
||||
-- @field #AI_CARGO
|
||||
AI_CARGO = {
|
||||
ClassName = "AI_CARGO",
|
||||
Coordinate = nil, -- Core.Point#COORDINATE,
|
||||
Carrier_Cargo = {},
|
||||
}
|
||||
|
||||
--- Creates a new AI_CARGO object.
|
||||
-- @param #AI_CARGO self
|
||||
-- @param Wrapper.Group#GROUP Carrier
|
||||
-- @param Core.Set#SET_CARGO CargoSet
|
||||
-- @param #number CombatRadius
|
||||
-- @return #AI_CARGO
|
||||
function AI_CARGO:New( Carrier, CargoSet )
|
||||
|
||||
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New( Carrier ) ) -- #AI_CARGO
|
||||
|
||||
self.CargoSet = CargoSet -- Core.Set#SET_CARGO
|
||||
self.CargoCarrier = Carrier -- Wrapper.Group#GROUP
|
||||
|
||||
self:SetStartState( "Unloaded" )
|
||||
|
||||
self:AddTransition( "Unloaded", "Pickup", "*" )
|
||||
self:AddTransition( "Loaded", "Deploy", "*" )
|
||||
|
||||
self:AddTransition( "*", "Load", "Boarding" )
|
||||
self:AddTransition( { "Boarding", "Loaded" }, "Board", "Boarding" )
|
||||
self:AddTransition( "Boarding", "Loaded", "Boarding" )
|
||||
self:AddTransition( "Boarding", "PickedUp", "Loaded" )
|
||||
|
||||
self:AddTransition( "Loaded", "Unload", "Unboarding" )
|
||||
self:AddTransition( "Unboarding", "Unboard", "Unboarding" )
|
||||
self:AddTransition( "Unboarding", "Unloaded", "Unboarding" )
|
||||
self:AddTransition( "Unboarding", "Deployed", "Unloaded" )
|
||||
|
||||
--- Pickup Handler OnBefore for AI_CARGO
|
||||
-- @function [parent=#AI_CARGO] OnBeforePickup
|
||||
-- @param #AI_CARGO self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
|
||||
-- @return #boolean
|
||||
|
||||
--- Pickup Handler OnAfter for AI_CARGO
|
||||
-- @function [parent=#AI_CARGO] OnAfterPickup
|
||||
-- @param #AI_CARGO self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
|
||||
|
||||
--- Pickup Trigger for AI_CARGO
|
||||
-- @function [parent=#AI_CARGO] Pickup
|
||||
-- @param #AI_CARGO self
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
|
||||
|
||||
--- Pickup Asynchronous Trigger for AI_CARGO
|
||||
-- @function [parent=#AI_CARGO] __Pickup
|
||||
-- @param #AI_CARGO self
|
||||
-- @param #number Delay
|
||||
-- @param Core.Point#COORDINATE Coordinate Pickup place. If not given, loading starts at the current location.
|
||||
-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
|
||||
|
||||
--- Deploy Handler OnBefore for AI_CARGO
|
||||
-- @function [parent=#AI_CARGO] OnBeforeDeploy
|
||||
-- @param #AI_CARGO self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
|
||||
-- @return #boolean
|
||||
|
||||
--- Deploy Handler OnAfter for AI_CARGO
|
||||
-- @function [parent=#AI_CARGO] OnAfterDeploy
|
||||
-- @param #AI_CARGO self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
|
||||
|
||||
--- Deploy Trigger for AI_CARGO
|
||||
-- @function [parent=#AI_CARGO] Deploy
|
||||
-- @param #AI_CARGO self
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
|
||||
|
||||
--- Deploy Asynchronous Trigger for AI_CARGO
|
||||
-- @function [parent=#AI_CARGO] __Deploy
|
||||
-- @param #AI_CARGO self
|
||||
-- @param #number Delay
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
|
||||
|
||||
|
||||
--- Loaded Handler OnAfter for AI_CARGO
|
||||
-- @function [parent=#AI_CARGO] OnAfterLoaded
|
||||
-- @param #AI_CARGO self
|
||||
-- @param Wrapper.Group#GROUP Carrier
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
|
||||
--- Unloaded Handler OnAfter for AI_CARGO
|
||||
-- @function [parent=#AI_CARGO] OnAfterUnloaded
|
||||
-- @param #AI_CARGO self
|
||||
-- @param Wrapper.Group#GROUP Carrier
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
|
||||
for _, CarrierUnit in pairs( Carrier:GetUnits() ) do
|
||||
local CarrierUnit = CarrierUnit -- Wrapper.Unit#UNIT
|
||||
CarrierUnit:SetCargoBayWeightLimit()
|
||||
end
|
||||
|
||||
self.Transporting = false
|
||||
self.Relocating = false
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
|
||||
function AI_CARGO:IsTransporting()
|
||||
|
||||
return self.Transporting == true
|
||||
end
|
||||
|
||||
function AI_CARGO:IsRelocating()
|
||||
|
||||
return self.Relocating == true
|
||||
end
|
||||
|
||||
|
||||
--- On after Pickup event.
|
||||
-- @param #AI_CARGO self
|
||||
-- @param Wrapper.Group#GROUP APC
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @param Core.Point#COORDINATE Coordinate of the pickup point.
|
||||
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
|
||||
-- @param #number Height Height in meters to move to the home coordinate.
|
||||
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
|
||||
function AI_CARGO:onafterPickup( APC, From, Event, To, Coordinate, Speed, Height, PickupZone )
|
||||
|
||||
self.Transporting = false
|
||||
self.Relocating = true
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- On after Deploy event.
|
||||
-- @param #AI_CARGO self
|
||||
-- @param Wrapper.Group#GROUP APC
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @param Core.Point#COORDINATE Coordinate Deploy place.
|
||||
-- @param #number Speed Speed in km/h to drive to the depoly coordinate. Default is 50% of max possible speed the unit can go.
|
||||
-- @param #number Height Height in meters to move to the deploy coordinate.
|
||||
-- @param Core.Zone#ZONE DeployZone The zone where the cargo will be deployed.
|
||||
function AI_CARGO:onafterDeploy( APC, From, Event, To, Coordinate, Speed, Height, DeployZone )
|
||||
|
||||
self.Relocating = false
|
||||
self.Transporting = true
|
||||
|
||||
end
|
||||
|
||||
--- On before Load event.
|
||||
-- @param #AI_CARGO self
|
||||
-- @param Wrapper.Group#GROUP Carrier
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
|
||||
function AI_CARGO:onbeforeLoad( Carrier, From, Event, To, PickupZone )
|
||||
self:F( { Carrier, From, Event, To } )
|
||||
|
||||
local Boarding = false
|
||||
|
||||
local LoadInterval = 2
|
||||
local LoadDelay = 1
|
||||
local Carrier_List = {}
|
||||
local Carrier_Weight = {}
|
||||
|
||||
if Carrier and Carrier:IsAlive() then
|
||||
self.Carrier_Cargo = {}
|
||||
for _, CarrierUnit in pairs( Carrier:GetUnits() ) do
|
||||
local CarrierUnit = CarrierUnit -- Wrapper.Unit#UNIT
|
||||
|
||||
local CargoBayFreeWeight = CarrierUnit:GetCargoBayFreeWeight()
|
||||
self:F({CargoBayFreeWeight=CargoBayFreeWeight})
|
||||
|
||||
Carrier_List[#Carrier_List+1] = CarrierUnit
|
||||
Carrier_Weight[CarrierUnit] = CargoBayFreeWeight
|
||||
end
|
||||
|
||||
local Carrier_Count = #Carrier_List
|
||||
local Carrier_Index = 1
|
||||
|
||||
local Loaded = false
|
||||
|
||||
for _, Cargo in UTILS.spairs( self.CargoSet:GetSet(), function( t, a, b ) return t[a]:GetWeight() > t[b]:GetWeight() end ) do
|
||||
local Cargo = Cargo -- Cargo.Cargo#CARGO
|
||||
|
||||
self:F( { IsUnLoaded = Cargo:IsUnLoaded(), IsDeployed = Cargo:IsDeployed(), Cargo:GetName(), Carrier:GetName() } )
|
||||
|
||||
-- Try all Carriers, but start from the one according the Carrier_Index
|
||||
for Carrier_Loop = 1, #Carrier_List do
|
||||
|
||||
local CarrierUnit = Carrier_List[Carrier_Index] -- Wrapper.Unit#UNIT
|
||||
|
||||
-- This counters loop through the available Carriers.
|
||||
Carrier_Index = Carrier_Index + 1
|
||||
if Carrier_Index > Carrier_Count then
|
||||
Carrier_Index = 1
|
||||
end
|
||||
|
||||
if Cargo:IsUnLoaded() and not Cargo:IsDeployed() then
|
||||
if Cargo:IsInLoadRadius( CarrierUnit:GetCoordinate() ) then
|
||||
self:F( { "In radius", CarrierUnit:GetName() } )
|
||||
|
||||
local CargoWeight = Cargo:GetWeight()
|
||||
|
||||
-- Only when there is space within the bay to load the next cargo item!
|
||||
if Carrier_Weight[CarrierUnit] > CargoWeight then --and CargoBayFreeVolume > CargoVolume then
|
||||
Carrier:RouteStop()
|
||||
--Cargo:Ungroup()
|
||||
Cargo:__Board( -LoadDelay, CarrierUnit )
|
||||
self:__Board( LoadDelay, Cargo, CarrierUnit, PickupZone )
|
||||
|
||||
LoadDelay = LoadDelay + Cargo:GetCount() * LoadInterval
|
||||
|
||||
-- So now this CarrierUnit has Cargo that is being loaded.
|
||||
-- This will be used further in the logic to follow and to check cargo status.
|
||||
self.Carrier_Cargo[Cargo] = CarrierUnit
|
||||
Boarding = true
|
||||
Carrier_Weight[CarrierUnit] = Carrier_Weight[CarrierUnit] - CargoWeight
|
||||
Loaded = true
|
||||
|
||||
-- Ok, we loaded a cargo, now we can stop the loop.
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
if not Loaded == true then
|
||||
-- No loading happened, so we need to pickup something else.
|
||||
self.Relocating = false
|
||||
end
|
||||
end
|
||||
|
||||
return Boarding
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- On before Reload event.
|
||||
-- @param #AI_CARGO self
|
||||
-- @param Wrapper.Group#GROUP Carrier
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
|
||||
function AI_CARGO:onbeforeReload( Carrier, From, Event, To )
|
||||
self:F( { Carrier, From, Event, To } )
|
||||
|
||||
local Boarding = false
|
||||
|
||||
local LoadInterval = 2
|
||||
local LoadDelay = 1
|
||||
local Carrier_List = {}
|
||||
local Carrier_Weight = {}
|
||||
|
||||
if Carrier and Carrier:IsAlive() then
|
||||
for _, CarrierUnit in pairs( Carrier:GetUnits() ) do
|
||||
local CarrierUnit = CarrierUnit -- Wrapper.Unit#UNIT
|
||||
|
||||
Carrier_List[#Carrier_List+1] = CarrierUnit
|
||||
end
|
||||
|
||||
local Carrier_Count = #Carrier_List
|
||||
local Carrier_Index = 1
|
||||
|
||||
local Loaded = false
|
||||
|
||||
for Cargo, CarrierUnit in pairs( self.Carrier_Cargo ) do
|
||||
local Cargo = Cargo -- Cargo.Cargo#CARGO
|
||||
|
||||
self:F( { IsUnLoaded = Cargo:IsUnLoaded(), IsDeployed = Cargo:IsDeployed(), Cargo:GetName(), Carrier:GetName() } )
|
||||
|
||||
-- Try all Carriers, but start from the one according the Carrier_Index
|
||||
for Carrier_Loop = 1, #Carrier_List do
|
||||
|
||||
local CarrierUnit = Carrier_List[Carrier_Index] -- Wrapper.Unit#UNIT
|
||||
|
||||
-- This counters loop through the available Carriers.
|
||||
Carrier_Index = Carrier_Index + 1
|
||||
if Carrier_Index > Carrier_Count then
|
||||
Carrier_Index = 1
|
||||
end
|
||||
|
||||
if Cargo:IsUnLoaded() and not Cargo:IsDeployed() then
|
||||
Carrier:RouteStop()
|
||||
Cargo:__Board( -LoadDelay, CarrierUnit )
|
||||
self:__Board( LoadDelay, Cargo, CarrierUnit )
|
||||
|
||||
LoadDelay = LoadDelay + Cargo:GetCount() * LoadInterval
|
||||
|
||||
-- So now this CarrierUnit has Cargo that is being loaded.
|
||||
-- This will be used further in the logic to follow and to check cargo status.
|
||||
self.Carrier_Cargo[Cargo] = CarrierUnit
|
||||
Boarding = true
|
||||
Loaded = true
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
if not Loaded == true then
|
||||
-- No loading happened, so we need to pickup something else.
|
||||
self.Relocating = false
|
||||
end
|
||||
end
|
||||
|
||||
return Boarding
|
||||
|
||||
end
|
||||
|
||||
--- On after Board event.
|
||||
-- @param #AI_CARGO self
|
||||
-- @param Wrapper.Group#GROUP Carrier
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param Cargo.Cargo#CARGO Cargo Cargo object.
|
||||
-- @param Wrapper.Unit#UNIT CarrierUnit
|
||||
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
|
||||
function AI_CARGO:onafterBoard( Carrier, From, Event, To, Cargo, CarrierUnit, PickupZone )
|
||||
self:F( { Carrier, From, Event, To, Cargo, CarrierUnit:GetName() } )
|
||||
|
||||
if Carrier and Carrier:IsAlive() then
|
||||
self:F({ IsLoaded = Cargo:IsLoaded(), Cargo:GetName(), Carrier:GetName() } )
|
||||
if not Cargo:IsLoaded() and not Cargo:IsDestroyed() then
|
||||
self:__Board( -10, Cargo, CarrierUnit, PickupZone )
|
||||
return
|
||||
end
|
||||
end
|
||||
|
||||
self:__Loaded( 0.1, Cargo, CarrierUnit, PickupZone )
|
||||
|
||||
end
|
||||
|
||||
--- On after Loaded event.
|
||||
-- @param #AI_CARGO self
|
||||
-- @param Wrapper.Group#GROUP Carrier
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @return #boolean Cargo loaded.
|
||||
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
|
||||
function AI_CARGO:onafterLoaded( Carrier, From, Event, To, Cargo, PickupZone )
|
||||
self:F( { Carrier, From, Event, To } )
|
||||
|
||||
local Loaded = true
|
||||
|
||||
if Carrier and Carrier:IsAlive() then
|
||||
for Cargo, CarrierUnit in pairs( self.Carrier_Cargo ) do
|
||||
local Cargo = Cargo -- Cargo.Cargo#CARGO
|
||||
self:F( { IsLoaded = Cargo:IsLoaded(), IsDestroyed = Cargo:IsDestroyed(), Cargo:GetName(), Carrier:GetName() } )
|
||||
if not Cargo:IsLoaded() and not Cargo:IsDestroyed() then
|
||||
Loaded = false
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if Loaded then
|
||||
self:__PickedUp( 0.1, PickupZone )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- On after PickedUp event.
|
||||
-- @param #AI_CARGO self
|
||||
-- @param Wrapper.Group#GROUP Carrier
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
|
||||
function AI_CARGO:onafterPickedUp( Carrier, From, Event, To, PickupZone )
|
||||
self:F( { Carrier, From, Event, To } )
|
||||
|
||||
Carrier:RouteResume()
|
||||
|
||||
local HasCargo = false
|
||||
if Carrier and Carrier:IsAlive() then
|
||||
for Cargo, CarrierUnit in pairs( self.Carrier_Cargo ) do
|
||||
HasCargo = true
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
self.Relocating = false
|
||||
if HasCargo then
|
||||
self:F( "Transporting" )
|
||||
self.Transporting = true
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
--- On after Unload event.
|
||||
-- @param #AI_CARGO self
|
||||
-- @param Wrapper.Group#GROUP Carrier
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
|
||||
function AI_CARGO:onafterUnload( Carrier, From, Event, To, DeployZone, Defend )
|
||||
self:F( { Carrier, From, Event, To, DeployZone, Defend = Defend } )
|
||||
|
||||
local UnboardInterval = 5
|
||||
local UnboardDelay = 5
|
||||
|
||||
if Carrier and Carrier:IsAlive() then
|
||||
for _, CarrierUnit in pairs( Carrier:GetUnits() ) do
|
||||
local CarrierUnit = CarrierUnit -- Wrapper.Unit#UNIT
|
||||
Carrier:RouteStop()
|
||||
for _, Cargo in pairs( CarrierUnit:GetCargo() ) do
|
||||
self:F( { Cargo = Cargo:GetName(), Isloaded = Cargo:IsLoaded() } )
|
||||
if Cargo:IsLoaded() then
|
||||
Cargo:__UnBoard( UnboardDelay )
|
||||
UnboardDelay = UnboardDelay + Cargo:GetCount() * UnboardInterval
|
||||
self:__Unboard( UnboardDelay, Cargo, CarrierUnit, DeployZone, Defend )
|
||||
if not Defend == true then
|
||||
Cargo:SetDeployed( true )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- On after Unboard event.
|
||||
-- @param #AI_CARGO self
|
||||
-- @param Wrapper.Group#GROUP Carrier
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param #string Cargo.Cargo#CARGO Cargo Cargo object.
|
||||
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
|
||||
function AI_CARGO:onafterUnboard( Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone, Defend )
|
||||
self:F( { Carrier, From, Event, To, Cargo:GetName(), DeployZone = DeployZone, Defend = Defend } )
|
||||
|
||||
if Carrier and Carrier:IsAlive() then
|
||||
if not Cargo:IsUnLoaded() then
|
||||
self:__Unboard( 10, Cargo, CarrierUnit, DeployZone, Defend )
|
||||
return
|
||||
end
|
||||
end
|
||||
|
||||
self:Unloaded( Cargo, CarrierUnit, DeployZone, Defend )
|
||||
|
||||
end
|
||||
|
||||
--- On after Unloaded event.
|
||||
-- @param #AI_CARGO self
|
||||
-- @param Wrapper.Group#GROUP Carrier
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param #string Cargo.Cargo#CARGO Cargo Cargo object.
|
||||
-- @param #boolean Deployed Cargo is deployed.
|
||||
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
|
||||
function AI_CARGO:onafterUnloaded( Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone, Defend )
|
||||
self:F( { Carrier, From, Event, To, Cargo:GetName(), DeployZone = DeployZone, Defend = Defend } )
|
||||
|
||||
local AllUnloaded = true
|
||||
|
||||
--Cargo:Regroup()
|
||||
|
||||
if Carrier and Carrier:IsAlive() then
|
||||
for _, CarrierUnit in pairs( Carrier:GetUnits() ) do
|
||||
local CarrierUnit = CarrierUnit -- Wrapper.Unit#UNIT
|
||||
local IsEmpty = CarrierUnit:IsCargoEmpty()
|
||||
self:I({ IsEmpty = IsEmpty })
|
||||
if not IsEmpty then
|
||||
AllUnloaded = false
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
if AllUnloaded == true then
|
||||
if DeployZone == true then
|
||||
self.Carrier_Cargo = {}
|
||||
end
|
||||
self.CargoCarrier = Carrier
|
||||
end
|
||||
end
|
||||
|
||||
if AllUnloaded == true then
|
||||
self:__Deployed( 5, DeployZone, Defend )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- On after Deployed event.
|
||||
-- @param #AI_CARGO self
|
||||
-- @param Wrapper.Group#GROUP Carrier
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
|
||||
function AI_CARGO:onafterDeployed( Carrier, From, Event, To, DeployZone, Defend )
|
||||
self:F( { Carrier, From, Event, To, DeployZone = DeployZone, Defend = Defend } )
|
||||
|
||||
if not Defend == true then
|
||||
self.Transporting = false
|
||||
else
|
||||
self:F( "Defending" )
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
531
Moose Development/Moose/AI/AI_Cargo_APC.lua
Normal file
531
Moose Development/Moose/AI/AI_Cargo_APC.lua
Normal file
@@ -0,0 +1,531 @@
|
||||
--- **AI** -- (R2.4) - Models the intelligent transportation of infantry and other cargo.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_Cargo_APC
|
||||
-- @image AI_Cargo_Dispatching_For_APC.JPG
|
||||
|
||||
--- @type AI_CARGO_APC
|
||||
-- @extends AI.AI_Cargo#AI_CARGO
|
||||
|
||||
|
||||
--- Brings a dynamic cargo handling capability for an AI vehicle group.
|
||||
--
|
||||
-- Armoured Personnel Carriers (APC), Trucks, Jeeps and other ground based carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.
|
||||
--
|
||||
-- The AI_CARGO_APC class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
|
||||
-- @{Cargo.Cargo} must be declared within the mission to make the AI_CARGO_APC object recognize the cargo.
|
||||
-- Please consult the @{Cargo.Cargo} module for more information.
|
||||
--
|
||||
-- ## Cargo loading.
|
||||
--
|
||||
-- The module will load automatically cargo when the APCs are within boarding or loading radius.
|
||||
-- The boarding or loading radius is specified when the cargo is created in the simulation, and therefore, this radius depends on the type of cargo
|
||||
-- and the specified boarding radius.
|
||||
--
|
||||
-- ## **Defending** the APCs when enemies nearby.
|
||||
--
|
||||
-- Cargo will defend the carrier with its available arms, and to avoid cargo being lost within the battlefield.
|
||||
--
|
||||
-- When the APCs are approaching enemy units, something special is happening.
|
||||
-- The APCs will stop moving, and the loaded infantry will unboard and follow the APCs and will help to defend the group.
|
||||
-- The carrier will hold the route once the unboarded infantry is further than 50 meters from the APCs,
|
||||
-- to ensure that the APCs are not too far away from the following running infantry.
|
||||
-- Once all enemies are cleared, the infantry will board again automatically into the APCs. Once boarded, the APCs will follow its pre-defined route.
|
||||
--
|
||||
-- A combat radius needs to be specified in meters at the @{#AI_CARGO_APC.New}() method.
|
||||
-- This combat radius will trigger the unboarding of troops when enemies are within the combat radius around the APCs.
|
||||
-- During my tests, I've noticed that there is a balance between ensuring that the infantry is within sufficient hit radius (effectiveness) versus
|
||||
-- vulnerability of the infantry. It all depends on the kind of enemies that are expected to be encountered.
|
||||
-- A combat radius of 350 meters to 500 meters has been proven to be the most effective and efficient.
|
||||
--
|
||||
-- However, when the defense of the carrier, is not required, it must be switched off.
|
||||
-- This is done by disabling the defense of the carrier using the method @{#AI_CARGO_APC.SetCombatRadius}(), and providing a combat radius of 0 meters.
|
||||
-- It can be switched on later when required by reenabling the defense using the method and providing a combat radius larger than 0.
|
||||
--
|
||||
-- ## Infantry or cargo **health**.
|
||||
--
|
||||
-- When infantry is unboarded from the APCs, the infantry is actually respawned into the battlefield.
|
||||
-- As a result, the unboarding infantry is very _healthy_ every time it unboards.
|
||||
-- This is due to the limitation of the DCS simulator, which is not able to specify the health of new spawned units as a parameter.
|
||||
-- However, infantry that was destroyed when unboarded and following the APCs, won't be respawned again. Destroyed is destroyed.
|
||||
-- As a result, there is some additional strength that is gained when an unboarding action happens, but in terms of simulation balance this has
|
||||
-- marginal impact on the overall battlefield simulation. Fortunately, the firing strength of infantry is limited, and thus, respacing healthy infantry every
|
||||
-- time is not so much of an issue ...
|
||||
--
|
||||
-- ## Control the APCs on the map.
|
||||
--
|
||||
-- It is possible also as a human ground commander to influence the path of the APCs, by pointing a new path using the DCS user interface on the map.
|
||||
-- In this case, the APCs will change the direction towards its new indicated route. However, there is a catch!
|
||||
-- Once the APCs are near the enemy, and infantry is unboarded, the APCs won't be able to hold the route until the infantry could catch up.
|
||||
-- The APCs will simply drive on and won't stop! This is a limitation in ED that prevents user actions being controlled by the scripting engine.
|
||||
-- No workaround is possible on this.
|
||||
--
|
||||
-- ## Cargo deployment.
|
||||
--
|
||||
-- Using the @{#AI_CARGO_APC.Deploy}() method, you are able to direct the APCs towards a point on the battlefield to unboard/unload the cargo at the specific coordinate.
|
||||
-- The APCs will follow nearby roads as much as possible, to ensure fast and clean cargo transportation between the objects and villages in the simulation environment.
|
||||
--
|
||||
-- ## Cargo pickup.
|
||||
--
|
||||
-- Using the @{#AI_CARGO_APC.Pickup}() method, you are able to direct the APCs towards a point on the battlefield to board/load the cargo at the specific coordinate.
|
||||
-- The APCs will follow nearby roads as much as possible, to ensure fast and clean cargo transportation between the objects and villages in the simulation environment.
|
||||
--
|
||||
--
|
||||
--
|
||||
-- @field #AI_CARGO_APC
|
||||
AI_CARGO_APC = {
|
||||
ClassName = "AI_CARGO_APC",
|
||||
Coordinate = nil, -- Core.Point#COORDINATE,
|
||||
}
|
||||
|
||||
--- Creates a new AI_CARGO_APC object.
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param Wrapper.Group#GROUP APC The carrier APC group.
|
||||
-- @param Core.Set#SET_CARGO CargoSet The set of cargo to be transported.
|
||||
-- @param #number CombatRadius Provide the combat radius to defend the carrier by unboarding the cargo when enemies are nearby. When the combat radius is 0, no defense will happen of the carrier.
|
||||
-- @return #AI_CARGO_APC
|
||||
function AI_CARGO_APC:New( APC, CargoSet, CombatRadius )
|
||||
|
||||
local self = BASE:Inherit( self, AI_CARGO:New( APC, CargoSet ) ) -- #AI_CARGO_APC
|
||||
|
||||
self:AddTransition( "*", "Monitor", "*" )
|
||||
self:AddTransition( "*", "Follow", "Following" )
|
||||
self:AddTransition( "*", "Guard", "Unloaded" )
|
||||
self:AddTransition( "*", "Home", "*" )
|
||||
self:AddTransition( "*", "Reload", "Boarding" )
|
||||
|
||||
self:AddTransition( "*", "Destroyed", "Destroyed" )
|
||||
|
||||
self:SetCombatRadius( CombatRadius )
|
||||
|
||||
self:SetCarrier( APC )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Set the Carrier.
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param Wrapper.Group#GROUP CargoCarrier
|
||||
-- @return #AI_CARGO_APC
|
||||
function AI_CARGO_APC:SetCarrier( CargoCarrier )
|
||||
|
||||
self.CargoCarrier = CargoCarrier -- Wrapper.Group#GROUP
|
||||
self.CargoCarrier:SetState( self.CargoCarrier, "AI_CARGO_APC", self )
|
||||
|
||||
CargoCarrier:HandleEvent( EVENTS.Dead )
|
||||
|
||||
function CargoCarrier:OnEventDead( EventData )
|
||||
self:F({"dead"})
|
||||
local AICargoTroops = self:GetState( self, "AI_CARGO_APC" )
|
||||
self:F({AICargoTroops=AICargoTroops})
|
||||
if AICargoTroops then
|
||||
self:F({})
|
||||
if not AICargoTroops:Is( "Loaded" ) then
|
||||
-- There are enemies within combat radius. Unload the CargoCarrier.
|
||||
AICargoTroops:Destroyed()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- CargoCarrier:HandleEvent( EVENTS.Hit )
|
||||
--
|
||||
-- function CargoCarrier:OnEventHit( EventData )
|
||||
-- self:F({"hit"})
|
||||
-- local AICargoTroops = self:GetState( self, "AI_CARGO_APC" )
|
||||
-- if AICargoTroops then
|
||||
-- self:F( { OnHitLoaded = AICargoTroops:Is( "Loaded" ) } )
|
||||
-- if AICargoTroops:Is( "Loaded" ) or AICargoTroops:Is( "Boarding" ) then
|
||||
-- -- There are enemies within combat radius. Unload the CargoCarrier.
|
||||
-- AICargoTroops:Unload( false )
|
||||
-- end
|
||||
-- end
|
||||
-- end
|
||||
|
||||
self.Zone = ZONE_UNIT:New( self.CargoCarrier:GetName() .. "-Zone", self.CargoCarrier, self.CombatRadius )
|
||||
self.Coalition = self.CargoCarrier:GetCoalition()
|
||||
|
||||
self:SetControllable( CargoCarrier )
|
||||
|
||||
self:Guard()
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Find a free Carrier within a radius.
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @param #number Radius
|
||||
-- @return Wrapper.Group#GROUP NewCarrier
|
||||
function AI_CARGO_APC:FindCarrier( Coordinate, Radius )
|
||||
|
||||
local CoordinateZone = ZONE_RADIUS:New( "Zone" , Coordinate:GetVec2(), Radius )
|
||||
CoordinateZone:Scan( { Object.Category.UNIT } )
|
||||
for _, DCSUnit in pairs( CoordinateZone:GetScannedUnits() ) do
|
||||
local NearUnit = UNIT:Find( DCSUnit )
|
||||
self:F({NearUnit=NearUnit})
|
||||
if not NearUnit:GetState( NearUnit, "AI_CARGO_APC" ) then
|
||||
local Attributes = NearUnit:GetDesc()
|
||||
self:F({Desc=Attributes})
|
||||
if NearUnit:HasAttribute( "Trucks" ) then
|
||||
return NearUnit:GetGroup()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return nil
|
||||
|
||||
end
|
||||
|
||||
--- Enable/Disable unboarding of cargo (infantry) when enemies are nearby (to help defend the carrier).
|
||||
-- This is only valid for APCs and trucks etc, thus ground vehicles.
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param #number CombatRadius Provide the combat radius to defend the carrier by unboarding the cargo when enemies are nearby.
|
||||
-- When the combat radius is 0, no defense will happen of the carrier.
|
||||
-- When the combat radius is not provided, no defense will happen!
|
||||
-- @return #AI_CARGO_APC
|
||||
-- @usage
|
||||
--
|
||||
-- -- Disembark the infantry when the carrier is under attack.
|
||||
-- AICargoAPC:SetCombatRadius( true )
|
||||
--
|
||||
-- -- Keep the cargo in the carrier when the carrier is under attack.
|
||||
-- AICargoAPC:SetCombatRadius( false )
|
||||
function AI_CARGO_APC:SetCombatRadius( CombatRadius )
|
||||
|
||||
self.CombatRadius = CombatRadius or 0
|
||||
|
||||
if self.CombatRadius > 0 then
|
||||
self:__Monitor( -5 )
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Follow Infantry to the Carrier.
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param #AI_CARGO_APC Me
|
||||
-- @param Wrapper.Unit#UNIT APCUnit
|
||||
-- @param Cargo.CargoGroup#CARGO_GROUP Cargo
|
||||
-- @return #AI_CARGO_APC
|
||||
function AI_CARGO_APC:FollowToCarrier( Me, APCUnit, CargoGroup )
|
||||
|
||||
local InfantryGroup = CargoGroup:GetGroup()
|
||||
|
||||
self:F( { self = self:GetClassNameAndID(), InfantryGroup = InfantryGroup:GetName() } )
|
||||
|
||||
--if self:Is( "Following" ) then
|
||||
|
||||
if APCUnit:IsAlive() then
|
||||
-- We check if the Cargo is near to the CargoCarrier.
|
||||
if InfantryGroup:IsPartlyInZone( ZONE_UNIT:New( "Radius", APCUnit, 25 ) ) then
|
||||
|
||||
-- The Cargo does not need to follow the Carrier.
|
||||
Me:Guard()
|
||||
|
||||
else
|
||||
|
||||
self:F( { InfantryGroup = InfantryGroup:GetName() } )
|
||||
|
||||
if InfantryGroup:IsAlive() then
|
||||
|
||||
self:F( { InfantryGroup = InfantryGroup:GetName() } )
|
||||
|
||||
local Waypoints = {}
|
||||
|
||||
-- Calculate the new Route.
|
||||
local FromCoord = InfantryGroup:GetCoordinate()
|
||||
local FromGround = FromCoord:WaypointGround( 10, "Diamond" )
|
||||
self:F({FromGround=FromGround})
|
||||
table.insert( Waypoints, FromGround )
|
||||
|
||||
local ToCoord = APCUnit:GetCoordinate():GetRandomCoordinateInRadius( 10, 5 )
|
||||
local ToGround = ToCoord:WaypointGround( 10, "Diamond" )
|
||||
self:F({ToGround=ToGround})
|
||||
table.insert( Waypoints, ToGround )
|
||||
|
||||
local TaskRoute = InfantryGroup:TaskFunction( "AI_CARGO_APC.FollowToCarrier", Me, APCUnit, CargoGroup )
|
||||
|
||||
self:F({Waypoints = Waypoints})
|
||||
local Waypoint = Waypoints[#Waypoints]
|
||||
InfantryGroup:SetTaskWaypoint( Waypoint, TaskRoute ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
|
||||
|
||||
InfantryGroup:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- On after Monitor event.
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param Wrapper.Group#GROUP APC
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
function AI_CARGO_APC:onafterMonitor( APC, From, Event, To )
|
||||
self:F( { APC, From, Event, To, IsTransporting = self:IsTransporting() } )
|
||||
|
||||
if self.CombatRadius > 0 then
|
||||
if APC and APC:IsAlive() then
|
||||
if self.CarrierCoordinate then
|
||||
if self:IsTransporting() == true then
|
||||
local Coordinate = APC:GetCoordinate()
|
||||
if self:Is( "Unloaded" ) or self:Is( "Loaded" ) then
|
||||
self.Zone:Scan( { Object.Category.UNIT } )
|
||||
if self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then
|
||||
if self:Is( "Unloaded" ) then
|
||||
-- There are no enemies within combat radius. Reload the CargoCarrier.
|
||||
self:Reload()
|
||||
end
|
||||
else
|
||||
if self:Is( "Loaded" ) then
|
||||
-- There are enemies within combat radius. Unload the CargoCarrier.
|
||||
self:__Unload( 1, nil, true ) -- The 2nd parameter is true, which means that the unload is for defending the carrier, not to deploy!
|
||||
else
|
||||
if self:Is( "Unloaded" ) then
|
||||
--self:Follow()
|
||||
end
|
||||
self:F( "I am here" .. self:GetCurrentState() )
|
||||
if self:Is( "Following" ) then
|
||||
for Cargo, APCUnit in pairs( self.Carrier_Cargo ) do
|
||||
local Cargo = Cargo -- Cargo.Cargo#CARGO
|
||||
local APCUnit = APCUnit -- Wrapper.Unit#UNIT
|
||||
if Cargo:IsAlive() then
|
||||
if not Cargo:IsNear( APCUnit, 40 ) then
|
||||
APCUnit:RouteStop()
|
||||
self.CarrierStopped = true
|
||||
else
|
||||
if self.CarrierStopped then
|
||||
if Cargo:IsNear( APCUnit, 25 ) then
|
||||
APCUnit:RouteResume()
|
||||
self.CarrierStopped = nil
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
self.CarrierCoordinate = APC:GetCoordinate()
|
||||
end
|
||||
|
||||
self:__Monitor( -5 )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- On after Follow event.
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param Wrapper.Group#GROUP APC
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
function AI_CARGO_APC:onafterFollow( APC, From, Event, To )
|
||||
self:F( { APC, From, Event, To } )
|
||||
|
||||
self:F( "Follow" )
|
||||
if APC and APC:IsAlive() then
|
||||
for Cargo, APCUnit in pairs( self.Carrier_Cargo ) do
|
||||
local Cargo = Cargo -- Cargo.Cargo#CARGO
|
||||
if Cargo:IsUnLoaded() then
|
||||
self:FollowToCarrier( self, APCUnit, Cargo )
|
||||
APCUnit:RouteResume()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_CARGO_APC
|
||||
-- @param Wrapper.Group#GROUP APC
|
||||
function AI_CARGO_APC._Pickup( APC, self, Coordinate, Speed, PickupZone )
|
||||
|
||||
APC:F( { "AI_CARGO_APC._Pickup:", APC:GetName() } )
|
||||
|
||||
if APC:IsAlive() then
|
||||
self:Load( PickupZone )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function AI_CARGO_APC._Deploy( APC, self, Coordinate, DeployZone )
|
||||
|
||||
APC:F( { "AI_CARGO_APC._Deploy:", APC } )
|
||||
|
||||
if APC:IsAlive() then
|
||||
self:Unload( DeployZone )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- On after Pickup event.
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param Wrapper.Group#GROUP APC
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @param Core.Point#COORDINATE Coordinate of the pickup point.
|
||||
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
|
||||
-- @param #number Height Height in meters to move to the pickup coordinate. This parameter is ignored for APCs.
|
||||
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
|
||||
function AI_CARGO_APC:onafterPickup( APC, From, Event, To, Coordinate, Speed, Height, PickupZone )
|
||||
|
||||
if APC and APC:IsAlive() then
|
||||
|
||||
if Coordinate then
|
||||
self.RoutePickup = true
|
||||
|
||||
local _speed=Speed or APC:GetSpeedMax()*0.5
|
||||
|
||||
local Waypoints = APC:TaskGroundOnRoad( Coordinate, _speed, "Line abreast", true )
|
||||
|
||||
local TaskFunction = APC:TaskFunction( "AI_CARGO_APC._Pickup", self, Coordinate, Speed, PickupZone )
|
||||
|
||||
self:F({Waypoints = Waypoints})
|
||||
local Waypoint = Waypoints[#Waypoints]
|
||||
APC:SetTaskWaypoint( Waypoint, TaskFunction ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
|
||||
|
||||
APC:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
|
||||
else
|
||||
AI_CARGO_APC._Pickup( APC, self, Coordinate, Speed, PickupZone )
|
||||
end
|
||||
|
||||
self:GetParent( self, AI_CARGO_APC ).onafterPickup( self, APC, From, Event, To, Coordinate, Speed, Height, PickupZone )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- On after Deploy event.
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param Wrapper.Group#GROUP APC
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @param Core.Point#COORDINATE Coordinate Deploy place.
|
||||
-- @param #number Speed Speed in km/h to drive to the depoly coordinate. Default is 50% of max possible speed the unit can go.
|
||||
-- @param #number Height Height in meters to move to the deploy coordinate. This parameter is ignored for APCs.
|
||||
-- @param Core.Zone#ZONE DeployZone The zone where the cargo will be deployed.
|
||||
function AI_CARGO_APC:onafterDeploy( APC, From, Event, To, Coordinate, Speed, Height, DeployZone )
|
||||
|
||||
if APC and APC:IsAlive() then
|
||||
|
||||
self.RouteDeploy = true
|
||||
|
||||
local _speed=Speed or APC:GetSpeedMax()*0.5
|
||||
|
||||
local Waypoints = APC:TaskGroundOnRoad( Coordinate, _speed, "Line abreast", true )
|
||||
|
||||
local TaskFunction = APC:TaskFunction( "AI_CARGO_APC._Deploy", self, Coordinate, DeployZone )
|
||||
|
||||
self:F({Waypoints = Waypoints})
|
||||
local Waypoint = Waypoints[#Waypoints]
|
||||
APC:SetTaskWaypoint( Waypoint, TaskFunction ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
|
||||
|
||||
APC:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
|
||||
|
||||
self:GetParent( self, AI_CARGO_APC ).onafterDeploy( self, APC, From, Event, To, Coordinate, Speed, Height, DeployZone )
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- On after Unloaded event.
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param Wrapper.Group#GROUP Carrier
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param #string Cargo.Cargo#CARGO Cargo Cargo object.
|
||||
-- @param #boolean Deployed Cargo is deployed.
|
||||
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
|
||||
function AI_CARGO_APC:onafterUnloaded( Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone, Defend )
|
||||
self:F( { Carrier, From, Event, To, DeployZone = DeployZone, Defend = Defend } )
|
||||
|
||||
|
||||
self:GetParent( self, AI_CARGO_APC ).onafterUnloaded( self, Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone, Defend )
|
||||
|
||||
-- If Defend == true then we need to scan for possible enemies within combat zone and engage only ground forces.
|
||||
if Defend == true then
|
||||
self.Zone:Scan( { Object.Category.UNIT } )
|
||||
if not self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then
|
||||
-- OK, enemies nearby, now find the enemies and attack them.
|
||||
local AttackUnits = self.Zone:GetScannedUnits() -- #list<DCS#Unit>
|
||||
local Move = {}
|
||||
local CargoGroup = Cargo.CargoObject -- Wrapper.Group#GROUP
|
||||
Move[#Move+1] = CargoGroup:GetCoordinate():WaypointGround( 70, "Custom" )
|
||||
for UnitId, AttackUnit in pairs( AttackUnits ) do
|
||||
local MooseUnit = UNIT:Find( AttackUnit )
|
||||
if MooseUnit:GetCoalition() ~= CargoGroup:GetCoalition() then
|
||||
Move[#Move+1] = MooseUnit:GetCoordinate():WaypointGround( 70, "Line abreast" )
|
||||
--MoveTo.Task = CargoGroup:TaskCombo( CargoGroup:TaskAttackUnit( MooseUnit, true ) )
|
||||
self:F( { MooseUnit = MooseUnit:GetName(), CargoGroup = CargoGroup:GetName() } )
|
||||
end
|
||||
end
|
||||
CargoGroup:RoutePush( Move, 0.1 )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- On after Deployed event.
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param Wrapper.Group#GROUP Carrier
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
|
||||
function AI_CARGO_APC:onafterDeployed( APC, From, Event, To, DeployZone, Defend )
|
||||
self:F( { APC, From, Event, To, DeployZone = DeployZone, Defend = Defend } )
|
||||
|
||||
self:__Guard( 0.1 )
|
||||
|
||||
self:GetParent( self, AI_CARGO_APC ).onafterDeployed( self, APC, From, Event, To, DeployZone, Defend )
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- On after Home event.
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param Wrapper.Group#GROUP APC
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @param Core.Point#COORDINATE Coordinate Home place.
|
||||
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
|
||||
-- @param #number Height Height in meters to move to the home coordinate. This parameter is ignored for APCs.
|
||||
function AI_CARGO_APC:onafterHome( APC, From, Event, To, Coordinate, Speed, Height, HomeZone )
|
||||
|
||||
if APC and APC:IsAlive() ~= nil then
|
||||
|
||||
self.RouteHome = true
|
||||
|
||||
Speed = Speed or APC:GetSpeedMax()*0.5
|
||||
|
||||
local Waypoints = APC:TaskGroundOnRoad( Coordinate, Speed, "Line abreast", true )
|
||||
|
||||
self:F({Waypoints = Waypoints})
|
||||
local Waypoint = Waypoints[#Waypoints]
|
||||
|
||||
APC:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
484
Moose Development/Moose/AI/AI_Cargo_Airplane.lua
Normal file
484
Moose Development/Moose/AI/AI_Cargo_Airplane.lua
Normal file
@@ -0,0 +1,484 @@
|
||||
--- **AI** -- (R2.4) - Models the intelligent transportation of infantry (cargo).
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_Cargo_Airplane
|
||||
-- @image AI_Cargo_Dispatching_For_Airplanes.JPG
|
||||
|
||||
--- @type AI_CARGO_AIRPLANE
|
||||
-- @extends Core.Fsm#FSM_CONTROLLABLE
|
||||
|
||||
|
||||
--- Brings a dynamic cargo handling capability for an AI airplane group.
|
||||
--
|
||||
-- Airplane carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation between airbases.
|
||||
--
|
||||
-- The AI_CARGO_AIRPLANE module uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
|
||||
-- @{Cargo.Cargo} must be declared within the mission to make AI_CARGO_AIRPLANE recognize the cargo.
|
||||
-- Please consult the @{Cargo.Cargo} module for more information.
|
||||
--
|
||||
-- ## Cargo pickup.
|
||||
--
|
||||
-- Using the @{#AI_CARGO_AIRPLANE.Pickup}() method, you are able to direct the helicopters towards a point on the battlefield to board/load the cargo at the specific coordinate.
|
||||
-- Ensure that the landing zone is horizontally flat, and that trees cannot be found in the landing vicinity, or the helicopters won't land or will even crash!
|
||||
--
|
||||
-- ## Cargo deployment.
|
||||
--
|
||||
-- Using the @{#AI_CARGO_AIRPLANE.Deploy}() method, you are able to direct the helicopters towards a point on the battlefield to unboard/unload the cargo at the specific coordinate.
|
||||
-- Ensure that the landing zone is horizontally flat, and that trees cannot be found in the landing vicinity, or the helicopters won't land or will even crash!
|
||||
--
|
||||
-- ## Infantry health.
|
||||
--
|
||||
-- When infantry is unboarded from the APCs, the infantry is actually respawned into the battlefield.
|
||||
-- As a result, the unboarding infantry is very _healthy_ every time it unboards.
|
||||
-- This is due to the limitation of the DCS simulator, which is not able to specify the health of new spawned units as a parameter.
|
||||
-- However, infantry that was destroyed when unboarded, won't be respawned again. Destroyed is destroyed.
|
||||
-- As a result, there is some additional strength that is gained when an unboarding action happens, but in terms of simulation balance this has
|
||||
-- marginal impact on the overall battlefield simulation. Fortunately, the firing strength of infantry is limited, and thus, respacing healthy infantry every
|
||||
-- time is not so much of an issue ...
|
||||
--
|
||||
--
|
||||
-- @field #AI_CARGO_AIRPLANE
|
||||
AI_CARGO_AIRPLANE = {
|
||||
ClassName = "AI_CARGO_AIRPLANE",
|
||||
Coordinate = nil, -- Core.Point#COORDINATE
|
||||
}
|
||||
|
||||
--- Creates a new AI_CARGO_AIRPLANE object.
|
||||
-- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param Wrapper.Group#GROUP Airplane Plane used for transportation of cargo.
|
||||
-- @param Core.Set#SET_CARGO CargoSet Cargo set to be transported.
|
||||
-- @return #AI_CARGO_AIRPLANE
|
||||
function AI_CARGO_AIRPLANE:New( Airplane, CargoSet )
|
||||
|
||||
local self = BASE:Inherit( self, AI_CARGO:New( Airplane, CargoSet ) ) -- #AI_CARGO_AIRPLANE
|
||||
|
||||
self:AddTransition( "*", "Landed", "*" )
|
||||
self:AddTransition( "*", "Home" , "*" )
|
||||
|
||||
self:AddTransition( "*", "Destroyed", "Destroyed" )
|
||||
|
||||
--- Pickup Handler OnBefore for AI_CARGO_AIRPLANE
|
||||
-- @function [parent=#AI_CARGO_AIRPLANE] OnBeforePickup
|
||||
-- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param Wrapper.Group#GROUP Airplane Cargo transport plane.
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param Wrapper.Airbase#AIRBASE Airbase Airbase where troops are picked up.
|
||||
-- @param #number Speed in km/h for travelling to pickup base.
|
||||
-- @return #boolean
|
||||
|
||||
--- Pickup Handler OnAfter for AI_CARGO_AIRPLANE
|
||||
-- @function [parent=#AI_CARGO_AIRPLANE] OnAfterPickup
|
||||
-- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param Wrapper.Group#GROUP Airplane Cargo plane.
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Wrapper.Airbase#AIRBASE Airbase Airbase where troops are picked up.
|
||||
-- @param #number Speed in km/h for travelling to pickup base.
|
||||
|
||||
--- Pickup Trigger for AI_CARGO_AIRPLANE
|
||||
-- @function [parent=#AI_CARGO_AIRPLANE] Pickup
|
||||
-- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param Wrapper.Airbase#AIRBASE Airbase Airbase where troops are picked up.
|
||||
-- @param #number Speed in km/h for travelling to pickup base.
|
||||
|
||||
--- Pickup Asynchronous Trigger for AI_CARGO_AIRPLANE
|
||||
-- @function [parent=#AI_CARGO_AIRPLANE] __Pickup
|
||||
-- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param #number Delay Delay in seconds.
|
||||
-- @param Wrapper.Airbase#AIRBASE Airbase Airbase where troops are picked up.
|
||||
-- @param #number Speed in km/h for travelling to pickup base.
|
||||
|
||||
--- Deploy Handler OnBefore for AI_CARGO_AIRPLANE
|
||||
-- @function [parent=#AI_CARGO_AIRPLANE] OnBeforeDeploy
|
||||
-- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param Wrapper.Group#GROUP Airplane Cargo plane.
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Wrapper.Airbase#AIRBASE Airbase Destination airbase where troops are deployed.
|
||||
-- @param #number Speed Speed in km/h for travelling to deploy base.
|
||||
-- @return #boolean
|
||||
|
||||
--- Deploy Handler OnAfter for AI_CARGO_AIRPLANE
|
||||
-- @function [parent=#AI_CARGO_AIRPLANE] OnAfterDeploy
|
||||
-- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param Wrapper.Group#GROUP Airplane Cargo plane.
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Wrapper.Airbase#AIRBASE Airbase Destination airbase where troops are deployed.
|
||||
-- @param #number Speed Speed in km/h for travelling to deploy base.
|
||||
|
||||
--- Deploy Trigger for AI_CARGO_AIRPLANE
|
||||
-- @function [parent=#AI_CARGO_AIRPLANE] Deploy
|
||||
-- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param Wrapper.Airbase#AIRBASE Airbase Destination airbase where troops are deployed.
|
||||
-- @param #number Speed Speed in km/h for travelling to deploy base.
|
||||
|
||||
--- Deploy Asynchronous Trigger for AI_CARGO_AIRPLANE
|
||||
-- @function [parent=#AI_CARGO_AIRPLANE] __Deploy
|
||||
-- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param #number Delay Delay in seconds.
|
||||
-- @param Wrapper.Airbase#AIRBASE Airbase Destination airbase where troops are deployed.
|
||||
-- @param #number Speed Speed in km/h for travelling to deploy base.
|
||||
|
||||
--- On after Loaded event, i.e. triggered when the cargo is inside the carrier.
|
||||
-- @function [parent=#AI_CARGO_AIRPLANE] OnAfterLoaded
|
||||
-- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param Wrapper.Group#GROUP Airplane Cargo plane.
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
|
||||
-- Set carrier.
|
||||
self:SetCarrier( Airplane )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Set the Carrier (controllable). Also initializes events for carrier and defines the coalition.
|
||||
-- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param Wrapper.Group#GROUP Airplane Transport plane.
|
||||
-- @return #AI_CARGO_AIRPLANE self
|
||||
function AI_CARGO_AIRPLANE:SetCarrier( Airplane )
|
||||
|
||||
local AICargo = self
|
||||
|
||||
self.Airplane = Airplane -- Wrapper.Group#GROUP
|
||||
self.Airplane:SetState( self.Airplane, "AI_CARGO_AIRPLANE", self )
|
||||
|
||||
self.RoutePickup = false
|
||||
self.RouteDeploy = false
|
||||
|
||||
Airplane:HandleEvent( EVENTS.Dead )
|
||||
Airplane:HandleEvent( EVENTS.Hit )
|
||||
Airplane:HandleEvent( EVENTS.EngineShutdown )
|
||||
|
||||
function Airplane:OnEventDead( EventData )
|
||||
local AICargoTroops = self:GetState( self, "AI_CARGO_AIRPLANE" )
|
||||
self:F({AICargoTroops=AICargoTroops})
|
||||
if AICargoTroops then
|
||||
self:F({})
|
||||
if not AICargoTroops:Is( "Loaded" ) then
|
||||
-- There are enemies within combat range. Unload the Airplane.
|
||||
AICargoTroops:Destroyed()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function Airplane:OnEventHit( EventData )
|
||||
local AICargoTroops = self:GetState( self, "AI_CARGO_AIRPLANE" )
|
||||
if AICargoTroops then
|
||||
self:F( { OnHitLoaded = AICargoTroops:Is( "Loaded" ) } )
|
||||
if AICargoTroops:Is( "Loaded" ) or AICargoTroops:Is( "Boarding" ) then
|
||||
-- There are enemies within combat range. Unload the Airplane.
|
||||
AICargoTroops:Unload()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function Airplane:OnEventEngineShutdown( EventData )
|
||||
AICargo.Relocating = false
|
||||
AICargo:Landed( self.Airplane )
|
||||
end
|
||||
|
||||
self.Coalition = self.Airplane:GetCoalition()
|
||||
|
||||
self:SetControllable( Airplane )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Find a free Carrier within a range.
|
||||
-- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param Wrapper.Airbase#AIRBASE Airbase
|
||||
-- @param #number Radius
|
||||
-- @return Wrapper.Group#GROUP NewCarrier
|
||||
function AI_CARGO_AIRPLANE:FindCarrier( Coordinate, Radius )
|
||||
|
||||
local CoordinateZone = ZONE_RADIUS:New( "Zone" , Coordinate:GetVec2(), Radius )
|
||||
CoordinateZone:Scan( { Object.Category.UNIT } )
|
||||
for _, DCSUnit in pairs( CoordinateZone:GetScannedUnits() ) do
|
||||
local NearUnit = UNIT:Find( DCSUnit )
|
||||
self:F({NearUnit=NearUnit})
|
||||
if not NearUnit:GetState( NearUnit, "AI_CARGO_AIRPLANE" ) then
|
||||
local Attributes = NearUnit:GetDesc()
|
||||
self:F({Desc=Attributes})
|
||||
if NearUnit:HasAttribute( "Trucks" ) then
|
||||
self:SetCarrier( NearUnit )
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- On after "Landed" event. Called on engine shutdown and initiates the pickup mission or unloading event.
|
||||
-- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param Wrapper.Group#GROUP Airplane Cargo transport plane.
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
function AI_CARGO_AIRPLANE:onafterLanded( Airplane, From, Event, To )
|
||||
|
||||
self:F({Airplane, From, Event, To})
|
||||
|
||||
if Airplane and Airplane:IsAlive()~=nil then
|
||||
|
||||
-- Aircraft was sent to this airbase to pickup troops. Initiate loadling.
|
||||
if self.RoutePickup == true then
|
||||
self:Load( self.PickupZone )
|
||||
end
|
||||
|
||||
-- Aircraft was send to this airbase to deploy troops. Initiate unloading.
|
||||
if self.RouteDeploy == true then
|
||||
self:Unload()
|
||||
self.RouteDeploy = false
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- On after "Pickup" event. Routes transport to pickup airbase.
|
||||
-- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param Wrapper.Group#GROUP Airplane Cargo transport plane.
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @param #number Speed in km/h for travelling to pickup base.
|
||||
-- @param #number Height Height in meters to move to the pickup coordinate.
|
||||
-- @param Core.Zone#ZONE_AIRBASE (optional) PickupZone The zone where the cargo will be picked up.
|
||||
function AI_CARGO_AIRPLANE:onafterPickup( Airplane, From, Event, To, Coordinate, Speed, Height, PickupZone )
|
||||
|
||||
if Airplane and Airplane:IsAlive() then
|
||||
|
||||
self.PickupZone = PickupZone
|
||||
|
||||
-- Get closest airbase of current position.
|
||||
local ClosestAirbase, DistToAirbase=Airplane:GetCoordinate():GetClosestAirbase()
|
||||
|
||||
-- Two cases. Aircraft spawned in air or at an airbase.
|
||||
if Airplane:InAir() then
|
||||
self.Airbase=nil --> route will start in air
|
||||
else
|
||||
self.Airbase=ClosestAirbase
|
||||
end
|
||||
|
||||
-- Set pickup airbase.
|
||||
local Airbase = PickupZone:GetAirbase()
|
||||
|
||||
-- Distance from closest to pickup airbase ==> we need to know if we are already at the pickup airbase.
|
||||
local Dist = Airbase:GetCoordinate():Get2DDistance(ClosestAirbase:GetCoordinate())
|
||||
--env.info("Distance closest to pickup airbase = "..Dist)
|
||||
|
||||
if Airplane:InAir() or Dist>500 then
|
||||
|
||||
-- Route aircraft to pickup airbase.
|
||||
self:Route( Airplane, Airbase, Speed, Height )
|
||||
|
||||
-- Set airbase as starting point in the next Route() call.
|
||||
self.Airbase = Airbase
|
||||
|
||||
-- Aircraft is on a pickup mission.
|
||||
self.RoutePickup = true
|
||||
|
||||
else
|
||||
|
||||
-- We are already at the right airbase ==> Landed ==> triggers loading of troops. Is usually called at engine shutdown event.
|
||||
self.RoutePickup=true
|
||||
self:Landed()
|
||||
|
||||
end
|
||||
|
||||
self:GetParent( self, AI_CARGO_AIRPLANE ).onafterPickup( self, Airplane, From, Event, To, Coordinate, Speed, Height, PickupZone )
|
||||
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
--- On after Depoly event. Routes plane to the airbase where the troops are deployed.
|
||||
-- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param Wrapper.Group#GROUP Airplane Cargo transport plane.
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @param #number Speed in km/h for travelling to pickup base.
|
||||
-- @param #number Height Height in meters to move to the home coordinate.
|
||||
-- @param Core.Zone#ZONE_AIRBASE DeployZone The zone where the cargo will be deployed.
|
||||
function AI_CARGO_AIRPLANE:onafterDeploy( Airplane, From, Event, To, Coordinate, Speed, Height, DeployZone )
|
||||
|
||||
if Airplane and Airplane:IsAlive()~=nil then
|
||||
|
||||
local Airbase = DeployZone:GetAirbase()
|
||||
|
||||
-- Activate uncontrolled airplane.
|
||||
if Airplane:IsAlive()==false then
|
||||
Airplane:SetCommand({id = 'Start', params = {}})
|
||||
end
|
||||
|
||||
-- Route to destination airbase.
|
||||
self:Route( Airplane, Airbase, Speed, Height )
|
||||
|
||||
-- Aircraft is on a depoly mission.
|
||||
self.RouteDeploy = true
|
||||
|
||||
-- Set destination airbase for next :Route() command.
|
||||
self.Airbase = Airbase
|
||||
|
||||
self:GetParent( self, AI_CARGO_AIRPLANE ).onafterDeploy( self, Airplane, From, Event, To, Coordinate, Speed, Height, DeployZone )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- On after Unload event. Cargo is beeing unloaded, i.e. the unboarding process is started.
|
||||
-- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param Wrapper.Group#GROUP Airplane Cargo transport plane.
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
function AI_CARGO_AIRPLANE:onafterUnload( Airplane, From, Event, To, DeployZone )
|
||||
|
||||
local UnboardInterval = 10
|
||||
local UnboardDelay = 10
|
||||
|
||||
if Airplane and Airplane:IsAlive() then
|
||||
for _, AirplaneUnit in pairs( Airplane:GetUnits() ) do
|
||||
local Cargos = AirplaneUnit:GetCargo()
|
||||
for CargoID, Cargo in pairs( Cargos ) do
|
||||
|
||||
local Angle = 180
|
||||
local CargoCarrierHeading = Airplane:GetHeading() -- Get Heading of object in degrees.
|
||||
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
|
||||
self:T( { CargoCarrierHeading, CargoDeployHeading } )
|
||||
local CargoDeployCoordinate = Airplane:GetPointVec2():Translate( 150, CargoDeployHeading )
|
||||
|
||||
Cargo:__UnBoard( UnboardDelay, CargoDeployCoordinate )
|
||||
UnboardDelay = UnboardDelay + UnboardInterval
|
||||
Cargo:SetDeployed( true )
|
||||
self:__Unboard( UnboardDelay, Cargo, AirplaneUnit, DeployZone )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
--- Route the airplane from one airport or it's current position to another airbase.
|
||||
-- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param Wrapper.Group#GROUP Airplane Airplane group to be routed.
|
||||
-- @param Wrapper.Airbase#AIRBASE Airbase Destination airbase.
|
||||
-- @param #number Speed Speed in km/h. Default is 80% of max possible speed the group can do.
|
||||
-- @param #number Height Height in meters to move to the Airbase.
|
||||
-- @param #boolean Uncontrolled If true, spawn group in uncontrolled state.
|
||||
function AI_CARGO_AIRPLANE:Route( Airplane, Airbase, Speed, Height, Uncontrolled )
|
||||
|
||||
if Airplane and Airplane:IsAlive() then
|
||||
|
||||
-- Set takeoff type.
|
||||
local Takeoff = SPAWN.Takeoff.Cold
|
||||
|
||||
-- Get template of group.
|
||||
local Template = Airplane:GetTemplate()
|
||||
|
||||
-- Nil check
|
||||
if Template==nil then
|
||||
return
|
||||
end
|
||||
|
||||
-- Waypoints of the route.
|
||||
local Points={}
|
||||
|
||||
-- To point.
|
||||
local AirbasePointVec2 = Airbase:GetPointVec2()
|
||||
local ToWaypoint = AirbasePointVec2:WaypointAir(
|
||||
POINT_VEC3.RoutePointAltType.BARO,
|
||||
"Land",
|
||||
"Landing",
|
||||
Speed or Airplane:GetSpeedMax()*0.8
|
||||
)
|
||||
ToWaypoint["airdromeId"] = Airbase:GetID()
|
||||
ToWaypoint["speed_locked"] = true
|
||||
|
||||
|
||||
-- If self.Airbase~=nil then group is currently at an airbase, where it should be respawned.
|
||||
if self.Airbase then
|
||||
|
||||
-- Second point of the route. First point is done in RespawnAtCurrentAirbase() routine.
|
||||
Template.route.points[2] = ToWaypoint
|
||||
|
||||
-- Respawn group at the current airbase.
|
||||
Airplane:RespawnAtCurrentAirbase(Template, Takeoff, Uncontrolled)
|
||||
|
||||
else
|
||||
|
||||
-- From point.
|
||||
local GroupPoint = Airplane:GetVec2()
|
||||
local FromWaypoint = {}
|
||||
FromWaypoint.x = GroupPoint.x
|
||||
FromWaypoint.y = GroupPoint.y
|
||||
FromWaypoint.type = "Turning Point"
|
||||
FromWaypoint.action = "Turning Point"
|
||||
FromWaypoint.speed = Airplane:GetSpeedMax()*0.8
|
||||
|
||||
-- The two route points.
|
||||
Points[1] = FromWaypoint
|
||||
Points[2] = ToWaypoint
|
||||
|
||||
local PointVec3 = Airplane:GetPointVec3()
|
||||
Template.x = PointVec3.x
|
||||
Template.y = PointVec3.z
|
||||
|
||||
Template.route.points = Points
|
||||
|
||||
local GroupSpawned = Airplane:Respawn(Template)
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- On after Home event. Aircraft will be routed to their home base.
|
||||
-- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param Wrapper.Group#GROUP Airplane The cargo plane.
|
||||
-- @param From From state.
|
||||
-- @param Event Event.
|
||||
-- @param To To State.
|
||||
-- @param Core.Point#COORDINATE Coordinate Home place (not used).
|
||||
-- @param #number Speed Speed in km/h to fly to the home airbase (zone). Default is 80% of max possible speed the unit can go.
|
||||
-- @param #number Height Height in meters to move to the home coordinate.
|
||||
-- @param Core.Zone#ZONE_AIRBASE HomeZone The home airbase (zone) where the plane should return to.
|
||||
function AI_CARGO_AIRPLANE:onafterHome(Airplane, From, Event, To, Coordinate, Speed, Height, HomeZone )
|
||||
if Airplane and Airplane:IsAlive() then
|
||||
|
||||
-- We are going home!
|
||||
self.RouteHome = true
|
||||
|
||||
-- Home Base.
|
||||
local HomeBase=HomeZone:GetAirbase()
|
||||
self.Airbase=HomeBase
|
||||
|
||||
-- Now route the airplane home
|
||||
self:Route( Airplane, HomeBase, Speed, Height )
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
1227
Moose Development/Moose/AI/AI_Cargo_Dispatcher.lua
Normal file
1227
Moose Development/Moose/AI/AI_Cargo_Dispatcher.lua
Normal file
File diff suppressed because it is too large
Load Diff
209
Moose Development/Moose/AI/AI_Cargo_Dispatcher_APC.lua
Normal file
209
Moose Development/Moose/AI/AI_Cargo_Dispatcher_APC.lua
Normal file
@@ -0,0 +1,209 @@
|
||||
--- **AI** -- (2.4) - Models the intelligent transportation of infantry and other cargo using APCs.
|
||||
--
|
||||
-- ## Features:
|
||||
--
|
||||
-- * Quickly transport cargo to various deploy zones using ground vehicles (APCs, trucks ...).
|
||||
-- * Various @{Cargo.Cargo#CARGO} types can be transported. These are infantry groups and crates.
|
||||
-- * Define a list of deploy zones of various types to transport the cargo to.
|
||||
-- * The vehicles follow the roads to ensure the fastest possible cargo transportation over the ground.
|
||||
-- * Multiple vehicles can transport multiple cargo as one vehicle group.
|
||||
-- * Multiple vehicle groups can be enabled as one collaborating transportation process.
|
||||
-- * Infantry loaded as cargo, will unboard in case enemies are nearby and will help defending the vehicles.
|
||||
-- * Different ranges can be setup for enemy defenses.
|
||||
-- * Different options can be setup to tweak the cargo transporation behaviour.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Test Missions:
|
||||
--
|
||||
-- Test missions can be located on the main GITHUB site.
|
||||
--
|
||||
-- [FlightControl-Master/MOOSE_MISSIONS/AID - AI Dispatching/AID-CGO - AI Cargo Dispatching/]
|
||||
-- (https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/AID%20-%20AI%20Dispatching/AID-CGO%20-%20AI%20Cargo%20Dispatching)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_Cargo_Dispatcher_APC
|
||||
-- @image AI_Cargo_Dispatching_For_APC.JPG
|
||||
|
||||
--- @type AI_CARGO_DISPATCHER_APC
|
||||
-- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER
|
||||
|
||||
|
||||
--- A dynamic cargo transportation capability for AI groups.
|
||||
--
|
||||
-- Armoured Personnel APCs (APC), Trucks, Jeeps and other carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.
|
||||
--
|
||||
-- The AI_CARGO_DISPATCHER_APC module is derived from the AI_CARGO_DISPATCHER module.
|
||||
--
|
||||
-- ## Note! In order to fully understand the mechanisms of the AI_CARGO_DISPATCHER_APC class, it is recommended that you first consult and READ the documentation of the @{AI.AI_Cargo_Dispatcher} module!!!
|
||||
--
|
||||
-- Especially to learn how to **Tailor the different cargo handling events**, this will be very useful!
|
||||
--
|
||||
-- On top, the AI_CARGO_DISPATCHER_APC class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
|
||||
-- Also ensure that you fully understand how to declare and setup Cargo objects within the MOOSE framework before using this class.
|
||||
-- CARGO derived objects must be declared within the mission to make the AI_CARGO_DISPATCHER_HELICOPTER object recognize the cargo.
|
||||
--
|
||||
--
|
||||
-- # 1) AI_CARGO_DISPATCHER_APC constructor.
|
||||
--
|
||||
-- * @{#AI_CARGO_DISPATCHER_APC.New}(): Creates a new AI_CARGO_DISPATCHER_APC object.
|
||||
--
|
||||
-- ---
|
||||
--
|
||||
-- # 2) AI_CARGO_DISPATCHER_APC is a Finite State Machine.
|
||||
--
|
||||
-- This section must be read as follows. Each of the rows indicate a state transition, triggered through an event, and with an ending state of the event was executed.
|
||||
-- The first column is the **From** state, the second column the **Event**, and the third column the **To** state.
|
||||
--
|
||||
-- So, each of the rows have the following structure.
|
||||
--
|
||||
-- * **From** => **Event** => **To**
|
||||
--
|
||||
-- Important to know is that an event can only be executed if the **current state** is the **From** state.
|
||||
-- This, when an **Event** that is being triggered has a **From** state that is equal to the **Current** state of the state machine, the event will be executed,
|
||||
-- and the resulting state will be the **To** state.
|
||||
--
|
||||
-- These are the different possible state transitions of this state machine implementation:
|
||||
--
|
||||
-- * Idle => Start => Monitoring
|
||||
-- * Monitoring => Monitor => Monitoring
|
||||
-- * Monitoring => Stop => Idle
|
||||
--
|
||||
-- * Monitoring => Pickup => Monitoring
|
||||
-- * Monitoring => Load => Monitoring
|
||||
-- * Monitoring => Loading => Monitoring
|
||||
-- * Monitoring => Loaded => Monitoring
|
||||
-- * Monitoring => PickedUp => Monitoring
|
||||
-- * Monitoring => Deploy => Monitoring
|
||||
-- * Monitoring => Unload => Monitoring
|
||||
-- * Monitoring => Unloaded => Monitoring
|
||||
-- * Monitoring => Deployed => Monitoring
|
||||
-- * Monitoring => Home => Monitoring
|
||||
--
|
||||
--
|
||||
-- ## 2.1) AI_CARGO_DISPATCHER States.
|
||||
--
|
||||
-- * **Monitoring**: The process is dispatching.
|
||||
-- * **Idle**: The process is idle.
|
||||
--
|
||||
-- ## 2.2) AI_CARGO_DISPATCHER Events.
|
||||
--
|
||||
-- * **Start**: Start the transport process.
|
||||
-- * **Stop**: Stop the transport process.
|
||||
-- * **Monitor**: Monitor and take action.
|
||||
--
|
||||
-- * **Pickup**: Pickup cargo.
|
||||
-- * **Load**: Load the cargo.
|
||||
-- * **Loading**: The dispatcher is coordinating the loading of a cargo.
|
||||
-- * **Loaded**: Flag that the cargo is loaded.
|
||||
-- * **PickedUp**: The dispatcher has loaded all requested cargo into the CarrierGroup.
|
||||
-- * **Deploy**: Deploy cargo to a location.
|
||||
-- * **Unload**: Unload the cargo.
|
||||
-- * **Unloaded**: Flag that the cargo is unloaded.
|
||||
-- * **Deployed**: All cargo is unloaded from the carriers in the group.
|
||||
-- * **Home**: A Carrier is going home.
|
||||
--
|
||||
-- ## 2.3) Enhance your mission scripts with **Tailored** Event Handling!
|
||||
--
|
||||
-- Within your mission, you can capture these events when triggered, and tailor the events with your own code!
|
||||
-- Check out the @{AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER} class at chapter 3 for details on the different event handlers that are available and how to use them.
|
||||
--
|
||||
-- **There are a lot of templates available that allows you to quickly setup an event handler for a specific event type!**
|
||||
--
|
||||
-- ---
|
||||
--
|
||||
-- # 3) Set the pickup parameters.
|
||||
--
|
||||
-- Several parameters can be set to pickup cargo:
|
||||
--
|
||||
-- * @{#AI_CARGO_DISPATCHER_APC.SetPickupRadius}(): Sets or randomizes the pickup location for the APC around the cargo coordinate in a radius defined an outer and optional inner radius.
|
||||
-- * @{#AI_CARGO_DISPATCHER_APC.SetPickupSpeed}(): Set the speed or randomizes the speed in km/h to pickup the cargo.
|
||||
--
|
||||
-- # 4) Set the deploy parameters.
|
||||
--
|
||||
-- Several parameters can be set to deploy cargo:
|
||||
--
|
||||
-- * @{#AI_CARGO_DISPATCHER_APC.SetDeployRadius}(): Sets or randomizes the deploy location for the APC around the cargo coordinate in a radius defined an outer and an optional inner radius.
|
||||
-- * @{#AI_CARGO_DISPATCHER_APC.SetDeploySpeed}(): Set the speed or randomizes the speed in km/h to deploy the cargo.
|
||||
--
|
||||
-- # 5) Set the home zone when there isn't any more cargo to pickup.
|
||||
--
|
||||
-- A home zone can be specified to where the APCs will move when there isn't any cargo left for pickup.
|
||||
-- Use @{#AI_CARGO_DISPATCHER_APC.SetHomeZone}() to specify the home zone.
|
||||
--
|
||||
-- If no home zone is specified, the APCs will wait near the deploy zone for a new pickup command.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_CARGO_DISPATCHER_APC
|
||||
AI_CARGO_DISPATCHER_APC = {
|
||||
ClassName = "AI_CARGO_DISPATCHER_APC",
|
||||
}
|
||||
|
||||
--- Creates a new AI_CARGO_DISPATCHER_APC object.
|
||||
-- @param #AI_CARGO_DISPATCHER_APC self
|
||||
-- @param Core.Set#SET_GROUP APCSet The set of @{Wrapper.Group#GROUP} objects of vehicles, trucks, APCs that will transport the cargo.
|
||||
-- @param Core.Set#SET_CARGO CargoSet The set of @{Cargo.Cargo#CARGO} objects, which can be CARGO_GROUP, CARGO_CRATE, CARGO_SLINGLOAD objects.
|
||||
-- @param Core.Set#SET_ZONE PickupZoneSet (optional) The set of pickup zones, which are used to where the cargo can be picked up by the APCs. If nil, then cargo can be picked up everywhere.
|
||||
-- @param Core.Set#SET_ZONE DeployZoneSet The set of deploy zones, which are used to where the cargo will be deployed by the APCs.
|
||||
-- @param DCS#Distance CombatRadius The cargo will be unloaded from the APC and engage the enemy if the enemy is within CombatRadius range. The radius is in meters, the default value is 500 meters.
|
||||
-- @return #AI_CARGO_DISPATCHER_APC
|
||||
-- @usage
|
||||
--
|
||||
-- -- An AI dispatcher object for a vehicle squadron, moving infantry from pickup zones to deploy zones.
|
||||
--
|
||||
-- local SetCargoInfantry = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
|
||||
-- local SetAPC = SET_GROUP:New():FilterPrefixes( "APC" ):FilterStart()
|
||||
-- local SetDeployZones = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()
|
||||
--
|
||||
-- AICargoDispatcherAPC = AI_CARGO_DISPATCHER_APC:New( SetAPC, SetCargoInfantry, nil, SetDeployZones )
|
||||
-- AICargoDispatcherAPC:Start()
|
||||
--
|
||||
function AI_CARGO_DISPATCHER_APC:New( APCSet, CargoSet, PickupZoneSet, DeployZoneSet, CombatRadius )
|
||||
|
||||
local self = BASE:Inherit( self, AI_CARGO_DISPATCHER:New( APCSet, CargoSet, PickupZoneSet, DeployZoneSet ) ) -- #AI_CARGO_DISPATCHER_APC
|
||||
|
||||
self:SetDeploySpeed( 120, 70 )
|
||||
self:SetPickupSpeed( 120, 70 )
|
||||
self:SetPickupRadius( 0, 0 )
|
||||
self:SetDeployRadius( 0, 0 )
|
||||
|
||||
self:SetPickupHeight()
|
||||
self:SetDeployHeight()
|
||||
|
||||
self:SetCombatRadius( CombatRadius )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function AI_CARGO_DISPATCHER_APC:AICargo( APC, CargoSet )
|
||||
|
||||
return AI_CARGO_APC:New( APC, CargoSet, self.CombatRadius )
|
||||
end
|
||||
|
||||
--- Enable/Disable unboarding of cargo (infantry) when enemies are nearby (to help defend the carrier).
|
||||
-- This is only valid for APCs and trucks etc, thus ground vehicles.
|
||||
-- @param #AI_CARGO_DISPATCHER_APC self
|
||||
-- @param #number CombatRadius Provide the combat radius to defend the carrier by unboarding the cargo when enemies are nearby.
|
||||
-- When the combat radius is 0, no defense will happen of the carrier.
|
||||
-- When the combat radius is not provided, no defense will happen!
|
||||
-- @return #AI_CARGO_DISPATCHER_APC
|
||||
-- @usage
|
||||
--
|
||||
-- -- Disembark the infantry when the carrier is under attack.
|
||||
-- AICargoDispatcher:SetCombatRadius( true )
|
||||
--
|
||||
-- -- Keep the cargo in the carrier when the carrier is under attack.
|
||||
-- AICargoDispatcher:SetCombatRadius( false )
|
||||
function AI_CARGO_DISPATCHER_APC:SetCombatRadius( CombatRadius )
|
||||
|
||||
self.CombatRadius = CombatRadius or 0
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
164
Moose Development/Moose/AI/AI_Cargo_Dispatcher_Airplane.lua
Normal file
164
Moose Development/Moose/AI/AI_Cargo_Dispatcher_Airplane.lua
Normal file
@@ -0,0 +1,164 @@
|
||||
--- **AI** -- (R2.4) - Models the intelligent transportation of infantry and other cargo using Planes.
|
||||
--
|
||||
-- ## Features:
|
||||
--
|
||||
-- * The airplanes will fly towards the pickup airbases to pickup the cargo.
|
||||
-- * The airplanes will fly towards the deploy airbases to deploy the cargo.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Test Missions:
|
||||
--
|
||||
-- Test missions can be located on the main GITHUB site.
|
||||
--
|
||||
-- [FlightControl-Master/MOOSE_MISSIONS/AID - AI Dispatching/AID-CGO - AI Cargo Dispatching/]
|
||||
-- (https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/AID%20-%20AI%20Dispatching/AID-CGO%20-%20AI%20Cargo%20Dispatching)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_Cargo_Dispatcher_Airplane
|
||||
-- @image AI_Cargo_Dispatching_For_Airplanes.JPG
|
||||
|
||||
|
||||
--- @type AI_CARGO_DISPATCHER_AIRPLANE
|
||||
-- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER
|
||||
|
||||
|
||||
--- Brings a dynamic cargo handling capability for AI groups.
|
||||
--
|
||||
-- Airplanes can be mobilized to intelligently transport infantry and other cargo within the simulation.
|
||||
--
|
||||
-- The AI_CARGO_DISPATCHER_AIRPLANE module is derived from the AI_CARGO_DISPATCHER module.
|
||||
--
|
||||
-- ## Note! In order to fully understand the mechanisms of the AI_CARGO_DISPATCHER_AIRPLANE class, it is recommended that you first consult and READ the documentation of the @{AI.AI_Cargo_Dispatcher} module!!!**
|
||||
--
|
||||
-- Especially to learn how to **Tailor the different cargo handling events**, this will be very useful!
|
||||
--
|
||||
-- On top, the AI_CARGO_DISPATCHER_AIRPLANE class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
|
||||
-- Also ensure that you fully understand how to declare and setup Cargo objects within the MOOSE framework before using this class.
|
||||
-- CARGO derived objects must be declared within the mission to make the AI_CARGO_DISPATCHER_HELICOPTER object recognize the cargo.
|
||||
--
|
||||
-- # 1) AI_CARGO_DISPATCHER_AIRPLANE constructor.
|
||||
--
|
||||
-- * @{#AI_CARGO_DISPATCHER_AIRPLANE.New}(): Creates a new AI_CARGO_DISPATCHER_AIRPLANE object.
|
||||
--
|
||||
-- ---
|
||||
--
|
||||
-- # 2) AI_CARGO_DISPATCHER_AIRPLANE is a Finite State Machine.
|
||||
--
|
||||
-- This section must be read as follows. Each of the rows indicate a state transition, triggered through an event, and with an ending state of the event was executed.
|
||||
-- The first column is the **From** state, the second column the **Event**, and the third column the **To** state.
|
||||
--
|
||||
-- So, each of the rows have the following structure.
|
||||
--
|
||||
-- * **From** => **Event** => **To**
|
||||
--
|
||||
-- Important to know is that an event can only be executed if the **current state** is the **From** state.
|
||||
-- This, when an **Event** that is being triggered has a **From** state that is equal to the **Current** state of the state machine, the event will be executed,
|
||||
-- and the resulting state will be the **To** state.
|
||||
--
|
||||
-- These are the different possible state transitions of this state machine implementation:
|
||||
--
|
||||
-- * Idle => Start => Monitoring
|
||||
-- * Monitoring => Monitor => Monitoring
|
||||
-- * Monitoring => Stop => Idle
|
||||
--
|
||||
-- * Monitoring => Pickup => Monitoring
|
||||
-- * Monitoring => Load => Monitoring
|
||||
-- * Monitoring => Loading => Monitoring
|
||||
-- * Monitoring => Loaded => Monitoring
|
||||
-- * Monitoring => PickedUp => Monitoring
|
||||
-- * Monitoring => Deploy => Monitoring
|
||||
-- * Monitoring => Unload => Monitoring
|
||||
-- * Monitoring => Unloaded => Monitoring
|
||||
-- * Monitoring => Deployed => Monitoring
|
||||
-- * Monitoring => Home => Monitoring
|
||||
--
|
||||
--
|
||||
-- ## 2.1) AI_CARGO_DISPATCHER States.
|
||||
--
|
||||
-- * **Monitoring**: The process is dispatching.
|
||||
-- * **Idle**: The process is idle.
|
||||
--
|
||||
-- ## 2.2) AI_CARGO_DISPATCHER Events.
|
||||
--
|
||||
-- * **Start**: Start the transport process.
|
||||
-- * **Stop**: Stop the transport process.
|
||||
-- * **Monitor**: Monitor and take action.
|
||||
--
|
||||
-- * **Pickup**: Pickup cargo.
|
||||
-- * **Load**: Load the cargo.
|
||||
-- * **Loading**: The dispatcher is coordinating the loading of a cargo.
|
||||
-- * **Loaded**: Flag that the cargo is loaded.
|
||||
-- * **PickedUp**: The dispatcher has loaded all requested cargo into the CarrierGroup.
|
||||
-- * **Deploy**: Deploy cargo to a location.
|
||||
-- * **Unload**: Unload the cargo.
|
||||
-- * **Unloaded**: Flag that the cargo is unloaded.
|
||||
-- * **Deployed**: All cargo is unloaded from the carriers in the group.
|
||||
-- * **Home**: A Carrier is going home.
|
||||
--
|
||||
-- ## 2.3) Enhance your mission scripts with **Tailored** Event Handling!
|
||||
--
|
||||
-- Within your mission, you can capture these events when triggered, and tailor the events with your own code!
|
||||
-- Check out the @{AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER} class at chapter 3 for details on the different event handlers that are available and how to use them.
|
||||
--
|
||||
-- **There are a lot of templates available that allows you to quickly setup an event handler for a specific event type!**
|
||||
--
|
||||
--
|
||||
--
|
||||
-- @field #AI_CARGO_DISPATCHER_AIRPLANE
|
||||
AI_CARGO_DISPATCHER_AIRPLANE = {
|
||||
ClassName = "AI_CARGO_DISPATCHER_AIRPLANE",
|
||||
}
|
||||
|
||||
--- Creates a new AI_CARGO_DISPATCHER_AIRPLANE object.
|
||||
-- @param #AI_CARGO_DISPATCHER_AIRPLANE self
|
||||
-- @param Core.Set#SET_GROUP AirplaneSet The set of @{Wrapper.Group#GROUP} objects of airplanes that will transport the cargo.
|
||||
-- @param Core.Set#SET_CARGO CargoSet The set of @{Cargo.Cargo#CARGO} objects, which can be CARGO_GROUP, CARGO_CRATE, CARGO_SLINGLOAD objects.
|
||||
-- @param Core.Zone#SET_ZONE PickupZoneSet The set of zone airbases where the cargo has to be picked up.
|
||||
-- @param Core.Zone#SET_ZONE DeployZoneSet The set of zone airbases where the cargo is deployed. Choice for each cargo is random.
|
||||
-- @return #AI_CARGO_DISPATCHER_AIRPLANE self
|
||||
-- @usage
|
||||
--
|
||||
-- -- An AI dispatcher object for an airplane squadron, moving infantry and vehicles from pickup airbases to deploy airbases.
|
||||
--
|
||||
-- local CargoInfantrySet = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
|
||||
-- local AirplanesSet = SET_GROUP:New():FilterPrefixes( "Airplane" ):FilterStart()
|
||||
-- local PickupZoneSet = SET_ZONE:New()
|
||||
-- local DeployZoneSet = SET_ZONE:New()
|
||||
--
|
||||
-- PickupZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Gudauta ) )
|
||||
-- DeployZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Sochi_Adler ) )
|
||||
-- DeployZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Maykop_Khanskaya ) )
|
||||
-- DeployZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Mineralnye_Vody ) )
|
||||
-- DeployZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Vaziani ) )
|
||||
--
|
||||
-- AICargoDispatcherAirplanes = AI_CARGO_DISPATCHER_AIRPLANE:New( AirplanesSet, CargoInfantrySet, PickupZoneSet, DeployZoneSet )
|
||||
-- AICargoDispatcherAirplanes:Start()
|
||||
--
|
||||
function AI_CARGO_DISPATCHER_AIRPLANE:New( AirplaneSet, CargoSet, PickupZoneSet, DeployZoneSet )
|
||||
|
||||
local self = BASE:Inherit( self, AI_CARGO_DISPATCHER:New( AirplaneSet, CargoSet, PickupZoneSet, DeployZoneSet ) ) -- #AI_CARGO_DISPATCHER_AIRPLANE
|
||||
|
||||
self:SetPickupSpeed( 1200, 600 )
|
||||
self:SetDeploySpeed( 1200, 600 )
|
||||
|
||||
self:SetPickupRadius( 0, 0 )
|
||||
self:SetDeployRadius( 0, 0 )
|
||||
|
||||
self:SetPickupHeight( 8000, 6000 )
|
||||
self:SetDeployHeight( 8000, 6000 )
|
||||
|
||||
self:SetMonitorTimeInterval( 600 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function AI_CARGO_DISPATCHER_AIRPLANE:AICargo( Airplane, CargoSet )
|
||||
|
||||
return AI_CARGO_AIRPLANE:New( Airplane, CargoSet )
|
||||
end
|
||||
191
Moose Development/Moose/AI/AI_Cargo_Dispatcher_Helicopter.lua
Normal file
191
Moose Development/Moose/AI/AI_Cargo_Dispatcher_Helicopter.lua
Normal file
@@ -0,0 +1,191 @@
|
||||
--- **AI** -- (2.4) - Models the intelligent transportation of infantry and other cargo using Helicopters.
|
||||
--
|
||||
-- ## Features:
|
||||
--
|
||||
-- * The helicopters will fly towards the pickup locations to pickup the cargo.
|
||||
-- * The helicopters will fly towards the deploy zones to deploy the cargo.
|
||||
-- * Precision deployment as well as randomized deployment within the deploy zones are possible.
|
||||
-- * Helicopters will orbit the deploy zones when there is no space for landing until the deploy zone is free.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Test Missions:
|
||||
--
|
||||
-- Test missions can be located on the main GITHUB site.
|
||||
--
|
||||
-- [FlightControl-Master/MOOSE_MISSIONS/AID - AI Dispatching/AID-CGO - AI Cargo Dispatching/]
|
||||
-- (https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/AID%20-%20AI%20Dispatching/AID-CGO%20-%20AI%20Cargo%20Dispatching)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_Cargo_Dispatcher_Helicopter
|
||||
-- @image AI_Cargo_Dispatching_For_Helicopters.JPG
|
||||
|
||||
--- @type AI_CARGO_DISPATCHER_HELICOPTER
|
||||
-- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER
|
||||
|
||||
|
||||
--- A dynamic cargo handling capability for AI helicopter groups.
|
||||
--
|
||||
-- Helicopters can be mobilized to intelligently transport infantry and other cargo within the simulation.
|
||||
--
|
||||
--
|
||||
-- The AI_CARGO_DISPATCHER_HELICOPTER module is derived from the AI_CARGO_DISPATCHER module.
|
||||
--
|
||||
-- ## Note! In order to fully understand the mechanisms of the AI_CARGO_DISPATCHER_HELICOPTER class, it is recommended that you first consult and READ the documentation of the @{AI.AI_Cargo_Dispatcher} module!!!**
|
||||
--
|
||||
-- Especially to learn how to **Tailor the different cargo handling events**, this will be very useful!
|
||||
--
|
||||
-- On top, the AI_CARGO_DISPATCHER_HELICOPTER class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
|
||||
-- Also ensure that you fully understand how to declare and setup Cargo objects within the MOOSE framework before using this class.
|
||||
-- CARGO derived objects must be declared within the mission to make the AI_CARGO_DISPATCHER_HELICOPTER object recognize the cargo.
|
||||
--
|
||||
-- ---
|
||||
--
|
||||
-- # 1. AI\_CARGO\_DISPATCHER\_HELICOPTER constructor.
|
||||
--
|
||||
-- * @{#AI_CARGO_DISPATCHER\_HELICOPTER.New}(): Creates a new AI\_CARGO\_DISPATCHER\_HELICOPTER object.
|
||||
--
|
||||
-- ---
|
||||
--
|
||||
-- # 2. AI\_CARGO\_DISPATCHER\_HELICOPTER is a Finite State Machine.
|
||||
--
|
||||
-- This section must be read as follows. Each of the rows indicate a state transition, triggered through an event, and with an ending state of the event was executed.
|
||||
-- The first column is the **From** state, the second column the **Event**, and the third column the **To** state.
|
||||
--
|
||||
-- So, each of the rows have the following structure.
|
||||
--
|
||||
-- * **From** => **Event** => **To**
|
||||
--
|
||||
-- Important to know is that an event can only be executed if the **current state** is the **From** state.
|
||||
-- This, when an **Event** that is being triggered has a **From** state that is equal to the **Current** state of the state machine, the event will be executed,
|
||||
-- and the resulting state will be the **To** state.
|
||||
--
|
||||
-- These are the different possible state transitions of this state machine implementation:
|
||||
--
|
||||
-- * Idle => Start => Monitoring
|
||||
-- * Monitoring => Monitor => Monitoring
|
||||
-- * Monitoring => Stop => Idle
|
||||
--
|
||||
-- * Monitoring => Pickup => Monitoring
|
||||
-- * Monitoring => Load => Monitoring
|
||||
-- * Monitoring => Loading => Monitoring
|
||||
-- * Monitoring => Loaded => Monitoring
|
||||
-- * Monitoring => PickedUp => Monitoring
|
||||
-- * Monitoring => Deploy => Monitoring
|
||||
-- * Monitoring => Unload => Monitoring
|
||||
-- * Monitoring => Unloaded => Monitoring
|
||||
-- * Monitoring => Deployed => Monitoring
|
||||
-- * Monitoring => Home => Monitoring
|
||||
--
|
||||
--
|
||||
-- ## 2.1) AI_CARGO_DISPATCHER States.
|
||||
--
|
||||
-- * **Monitoring**: The process is dispatching.
|
||||
-- * **Idle**: The process is idle.
|
||||
--
|
||||
-- ## 2.2) AI_CARGO_DISPATCHER Events.
|
||||
--
|
||||
-- * **Start**: Start the transport process.
|
||||
-- * **Stop**: Stop the transport process.
|
||||
-- * **Monitor**: Monitor and take action.
|
||||
--
|
||||
-- * **Pickup**: Pickup cargo.
|
||||
-- * **Load**: Load the cargo.
|
||||
-- * **Loading**: The dispatcher is coordinating the loading of a cargo.
|
||||
-- * **Loaded**: Flag that the cargo is loaded.
|
||||
-- * **PickedUp**: The dispatcher has loaded all requested cargo into the CarrierGroup.
|
||||
-- * **Deploy**: Deploy cargo to a location.
|
||||
-- * **Unload**: Unload the cargo.
|
||||
-- * **Unloaded**: Flag that the cargo is unloaded.
|
||||
-- * **Deployed**: All cargo is unloaded from the carriers in the group.
|
||||
-- * **Home**: A Carrier is going home.
|
||||
--
|
||||
-- ## 2.3) Enhance your mission scripts with **Tailored** Event Handling!
|
||||
--
|
||||
-- Within your mission, you can capture these events when triggered, and tailor the events with your own code!
|
||||
-- Check out the @{AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER} class at chapter 3 for details on the different event handlers that are available and how to use them.
|
||||
--
|
||||
-- **There are a lot of templates available that allows you to quickly setup an event handler for a specific event type!**
|
||||
--
|
||||
-- ---
|
||||
--
|
||||
-- ## 3. Set the pickup parameters.
|
||||
--
|
||||
-- Several parameters can be set to pickup cargo:
|
||||
--
|
||||
-- * @{#AI_CARGO_DISPATCHER_HELICOPTER.SetPickupRadius}(): Sets or randomizes the pickup location for the helicopter around the cargo coordinate in a radius defined an outer and optional inner radius.
|
||||
-- * @{#AI_CARGO_DISPATCHER_HELICOPTER.SetPickupSpeed}(): Set the speed or randomizes the speed in km/h to pickup the cargo.
|
||||
-- * @{#AI_CARGO_DISPATCHER_HELICOPTER.SetPickupHeight}(): Set the height or randomizes the height in meters to pickup the cargo.
|
||||
--
|
||||
-- ---
|
||||
--
|
||||
-- ## 4. Set the deploy parameters.
|
||||
--
|
||||
-- Several parameters can be set to deploy cargo:
|
||||
--
|
||||
-- * @{#AI_CARGO_DISPATCHER_HELICOPTER.SetDeployRadius}(): Sets or randomizes the deploy location for the helicopter around the cargo coordinate in a radius defined an outer and an optional inner radius.
|
||||
-- * @{#AI_CARGO_DISPATCHER_HELICOPTER.SetDeploySpeed}(): Set the speed or randomizes the speed in km/h to deploy the cargo.
|
||||
-- * @{#AI_CARGO_DISPATCHER_HELICOPTER.SetDeployHeight}(): Set the height or randomizes the height in meters to deploy the cargo.
|
||||
--
|
||||
-- ---
|
||||
--
|
||||
-- ## 5. Set the home zone when there isn't any more cargo to pickup.
|
||||
--
|
||||
-- A home zone can be specified to where the Helicopters will move when there isn't any cargo left for pickup.
|
||||
-- Use @{#AI_CARGO_DISPATCHER_HELICOPTER.SetHomeZone}() to specify the home zone.
|
||||
--
|
||||
-- If no home zone is specified, the helicopters will wait near the deploy zone for a new pickup command.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_CARGO_DISPATCHER_HELICOPTER
|
||||
AI_CARGO_DISPATCHER_HELICOPTER = {
|
||||
ClassName = "AI_CARGO_DISPATCHER_HELICOPTER",
|
||||
}
|
||||
|
||||
--- Creates a new AI_CARGO_DISPATCHER_HELICOPTER object.
|
||||
-- @param #AI_CARGO_DISPATCHER_HELICOPTER self
|
||||
-- @param Core.Set#SET_GROUP HelicopterSet The set of @{Wrapper.Group#GROUP} objects of helicopters that will transport the cargo.
|
||||
-- @param Core.Set#SET_CARGO CargoSet The set of @{Cargo.Cargo#CARGO} objects, which can be CARGO_GROUP, CARGO_CRATE, CARGO_SLINGLOAD objects.
|
||||
-- @param Core.Set#SET_ZONE PickupZoneSet (optional) The set of pickup zones, which are used to where the cargo can be picked up by the APCs. If nil, then cargo can be picked up everywhere.
|
||||
-- @param Core.Set#SET_ZONE DeployZoneSet The set of deploy zones, which are used to where the cargo will be deployed by the Helicopters.
|
||||
-- @return #AI_CARGO_DISPATCHER_HELICOPTER
|
||||
-- @usage
|
||||
--
|
||||
-- -- An AI dispatcher object for a helicopter squadron, moving infantry from pickup zones to deploy zones.
|
||||
--
|
||||
-- local SetCargoInfantry = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
|
||||
-- local SetHelicopter = SET_GROUP:New():FilterPrefixes( "Helicopter" ):FilterStart()
|
||||
-- local SetPickupZones = SET_ZONE:New():FilterPrefixes( "Pickup" ):FilterStart()
|
||||
-- local SetDeployZones = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()
|
||||
--
|
||||
-- AICargoDispatcherHelicopter = AI_CARGO_DISPATCHER_HELICOPTER:New( SetHelicopter, SetCargoInfantry, SetPickupZones, SetDeployZones )
|
||||
-- AICargoDispatcherHelicopter:Start()
|
||||
--
|
||||
function AI_CARGO_DISPATCHER_HELICOPTER:New( HelicopterSet, CargoSet, PickupZoneSet, DeployZoneSet )
|
||||
|
||||
local self = BASE:Inherit( self, AI_CARGO_DISPATCHER:New( HelicopterSet, CargoSet, PickupZoneSet, DeployZoneSet ) ) -- #AI_CARGO_DISPATCHER_HELICOPTER
|
||||
|
||||
self:SetPickupSpeed( 350, 150 )
|
||||
self:SetDeploySpeed( 350, 150 )
|
||||
|
||||
self:SetPickupRadius( 0, 0 )
|
||||
self:SetDeployRadius( 0, 0 )
|
||||
|
||||
self:SetPickupHeight( 500, 200 )
|
||||
self:SetDeployHeight( 500, 200 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
function AI_CARGO_DISPATCHER_HELICOPTER:AICargo( Helicopter, CargoSet )
|
||||
|
||||
return AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
|
||||
end
|
||||
|
||||
625
Moose Development/Moose/AI/AI_Cargo_Helicopter.lua
Normal file
625
Moose Development/Moose/AI/AI_Cargo_Helicopter.lua
Normal file
@@ -0,0 +1,625 @@
|
||||
--- **AI** -- (R2.4) - Models the intelligent transportation of infantry (cargo).
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_Cargo_Helicopter
|
||||
-- @image AI_Cargo_Dispatching_For_Helicopters.JPG
|
||||
|
||||
--- @type AI_CARGO_HELICOPTER
|
||||
-- @extends Core.Fsm#FSM_CONTROLLABLE
|
||||
|
||||
|
||||
--- Brings a dynamic cargo handling capability for an AI helicopter group.
|
||||
--
|
||||
-- Helicopter carriers can be mobilized to intelligently transport infantry and other cargo within the simulation.
|
||||
--
|
||||
-- The AI_CARGO_HELICOPTER class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
|
||||
-- @{Cargo.Cargo} must be declared within the mission to make the AI_CARGO_HELICOPTER object recognize the cargo.
|
||||
-- Please consult the @{Cargo.Cargo} module for more information.
|
||||
--
|
||||
-- ## Cargo pickup.
|
||||
--
|
||||
-- Using the @{#AI_CARGO_HELICOPTER.Pickup}() method, you are able to direct the helicopters towards a point on the battlefield to board/load the cargo at the specific coordinate.
|
||||
-- Ensure that the landing zone is horizontally flat, and that trees cannot be found in the landing vicinity, or the helicopters won't land or will even crash!
|
||||
--
|
||||
-- ## Cargo deployment.
|
||||
--
|
||||
-- Using the @{#AI_CARGO_HELICOPTER.Deploy}() method, you are able to direct the helicopters towards a point on the battlefield to unboard/unload the cargo at the specific coordinate.
|
||||
-- Ensure that the landing zone is horizontally flat, and that trees cannot be found in the landing vicinity, or the helicopters won't land or will even crash!
|
||||
--
|
||||
-- ## Infantry health.
|
||||
--
|
||||
-- When infantry is unboarded from the APCs, the infantry is actually respawned into the battlefield.
|
||||
-- As a result, the unboarding infantry is very _healthy_ every time it unboards.
|
||||
-- This is due to the limitation of the DCS simulator, which is not able to specify the health of new spawned units as a parameter.
|
||||
-- However, infantry that was destroyed when unboarded, won't be respawned again. Destroyed is destroyed.
|
||||
-- As a result, there is some additional strength that is gained when an unboarding action happens, but in terms of simulation balance this has
|
||||
-- marginal impact on the overall battlefield simulation. Fortunately, the firing strength of infantry is limited, and thus, respacing healthy infantry every
|
||||
-- time is not so much of an issue ...
|
||||
--
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_CARGO_HELICOPTER
|
||||
AI_CARGO_HELICOPTER = {
|
||||
ClassName = "AI_CARGO_HELICOPTER",
|
||||
Coordinate = nil, -- Core.Point#COORDINATE,
|
||||
}
|
||||
|
||||
AI_CARGO_QUEUE = {}
|
||||
|
||||
--- Creates a new AI_CARGO_HELICOPTER object.
|
||||
-- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Wrapper.Group#GROUP Helicopter
|
||||
-- @param Core.Set#SET_CARGO CargoSet
|
||||
-- @return #AI_CARGO_HELICOPTER
|
||||
function AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
|
||||
|
||||
local self = BASE:Inherit( self, AI_CARGO:New( Helicopter, CargoSet ) ) -- #AI_CARGO_HELICOPTER
|
||||
|
||||
self.Zone = ZONE_GROUP:New( Helicopter:GetName(), Helicopter, 300 )
|
||||
|
||||
self:SetStartState( "Unloaded" )
|
||||
|
||||
self:AddTransition( "Unloaded", "Pickup", "*" )
|
||||
self:AddTransition( "Loaded", "Deploy", "*" )
|
||||
|
||||
self:AddTransition( { "Unloaded", "Loading" }, "Load", "Boarding" )
|
||||
self:AddTransition( "Boarding", "Board", "Boarding" )
|
||||
self:AddTransition( "Boarding", "Loaded", "Boarding" )
|
||||
self:AddTransition( "Boarding", "PickedUp", "Loaded" )
|
||||
self:AddTransition( "Loaded", "Unload", "Unboarding" )
|
||||
self:AddTransition( "Unboarding", "Unboard", "Unboarding" )
|
||||
self:AddTransition( "Unboarding", "Unloaded", "Unboarding" )
|
||||
self:AddTransition( "Unboarding", "Deployed", "Unloaded" )
|
||||
|
||||
self:AddTransition( "*", "Landed", "*" )
|
||||
self:AddTransition( "*", "Queue", "*" )
|
||||
self:AddTransition( "*", "Orbit" , "*" )
|
||||
self:AddTransition( "*", "Home" , "*" )
|
||||
|
||||
self:AddTransition( "*", "Destroyed", "Destroyed" )
|
||||
|
||||
--- Pickup Handler OnBefore for AI_CARGO_HELICOPTER
|
||||
-- @function [parent=#AI_CARGO_HELICOPTER] OnBeforePickup
|
||||
-- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @return #boolean
|
||||
|
||||
--- Pickup Handler OnAfter for AI_CARGO_HELICOPTER
|
||||
-- @function [parent=#AI_CARGO_HELICOPTER] OnAfterPickup
|
||||
-- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
|
||||
|
||||
--- Pickup Trigger for AI_CARGO_HELICOPTER
|
||||
-- @function [parent=#AI_CARGO_HELICOPTER] Pickup
|
||||
-- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
|
||||
|
||||
--- Pickup Asynchronous Trigger for AI_CARGO_HELICOPTER
|
||||
-- @function [parent=#AI_CARGO_HELICOPTER] __Pickup
|
||||
-- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param #number Delay Delay in seconds.
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @param #number Speed Speed in km/h to go to the pickup coordinate. Default is 50% of max possible speed the unit can go.
|
||||
|
||||
--- Deploy Handler OnBefore for AI_CARGO_HELICOPTER
|
||||
-- @function [parent=#AI_CARGO_HELICOPTER] OnBeforeDeploy
|
||||
-- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Core.Point#COORDINATE Coordinate Place at which cargo is deployed.
|
||||
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
|
||||
-- @return #boolean
|
||||
|
||||
--- Deploy Handler OnAfter for AI_CARGO_HELICOPTER
|
||||
-- @function [parent=#AI_CARGO_HELICOPTER] OnAfterDeploy
|
||||
-- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
|
||||
|
||||
--- Deploy Trigger for AI_CARGO_HELICOPTER
|
||||
-- @function [parent=#AI_CARGO_HELICOPTER] Deploy
|
||||
-- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Core.Point#COORDINATE Coordinate Place at which the cargo is deployed.
|
||||
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
|
||||
|
||||
--- Deploy Asynchronous Trigger for AI_CARGO_HELICOPTER
|
||||
-- @function [parent=#AI_CARGO_HELICOPTER] __Deploy
|
||||
-- @param #number Delay Delay in seconds.
|
||||
-- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Core.Point#COORDINATE Coordinate Place at which the cargo is deployed.
|
||||
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
|
||||
|
||||
|
||||
-- We need to capture the Crash events for the helicopters.
|
||||
-- The helicopter reference is used in the semaphore AI_CARGO_QUEUE.
|
||||
-- So, we need to unlock this when the helo is not anymore ...
|
||||
Helicopter:HandleEvent( EVENTS.Crash,
|
||||
function( Helicopter, EventData )
|
||||
AI_CARGO_QUEUE[Helicopter] = nil
|
||||
end
|
||||
)
|
||||
|
||||
-- We need to capture the Land events for the helicopters.
|
||||
-- The helicopter reference is used in the semaphore AI_CARGO_QUEUE.
|
||||
-- So, we need to unlock this when the helo has landed, which can be anywhere ...
|
||||
-- But only free the landing coordinate after 1 minute, to ensure that all helos have left.
|
||||
Helicopter:HandleEvent( EVENTS.Land,
|
||||
function( Helicopter, EventData )
|
||||
self:ScheduleOnce( 60,
|
||||
function( Helicopter )
|
||||
AI_CARGO_QUEUE[Helicopter] = nil
|
||||
end, Helicopter
|
||||
)
|
||||
end
|
||||
)
|
||||
|
||||
self:SetCarrier( Helicopter )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
--- Set the Carrier.
|
||||
-- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Wrapper.Group#GROUP Helicopter
|
||||
-- @return #AI_CARGO_HELICOPTER
|
||||
function AI_CARGO_HELICOPTER:SetCarrier( Helicopter )
|
||||
|
||||
local AICargo = self
|
||||
|
||||
self.Helicopter = Helicopter -- Wrapper.Group#GROUP
|
||||
self.Helicopter:SetState( self.Helicopter, "AI_CARGO_HELICOPTER", self )
|
||||
|
||||
self.RoutePickup = false
|
||||
self.RouteDeploy = false
|
||||
|
||||
Helicopter:HandleEvent( EVENTS.Dead )
|
||||
Helicopter:HandleEvent( EVENTS.Hit )
|
||||
Helicopter:HandleEvent( EVENTS.Land )
|
||||
|
||||
function Helicopter:OnEventDead( EventData )
|
||||
local AICargoTroops = self:GetState( self, "AI_CARGO_HELICOPTER" )
|
||||
self:F({AICargoTroops=AICargoTroops})
|
||||
if AICargoTroops then
|
||||
self:F({})
|
||||
if not AICargoTroops:Is( "Loaded" ) then
|
||||
-- There are enemies within combat range. Unload the Helicopter.
|
||||
AICargoTroops:Destroyed()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function Helicopter:OnEventLand( EventData )
|
||||
AICargo:Landed()
|
||||
end
|
||||
|
||||
self.Coalition = self.Helicopter:GetCoalition()
|
||||
|
||||
self:SetControllable( Helicopter )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Wrapper.Group#GROUP Helicopter
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
function AI_CARGO_HELICOPTER:onafterLanded( Helicopter, From, Event, To )
|
||||
|
||||
Helicopter:F( { Name = Helicopter:GetName() } )
|
||||
|
||||
if Helicopter and Helicopter:IsAlive() then
|
||||
|
||||
-- S_EVENT_LAND is directly called in two situations:
|
||||
-- 1 - When the helo lands normally on the ground.
|
||||
-- 2 - when the helo is hit and goes RTB or even when it is destroyed.
|
||||
-- For point 2, this is an issue, the infantry may not unload in this case!
|
||||
-- So we check if the helo is on the ground, and velocity< 5.
|
||||
-- Only then the infantry can unload (and load too, for consistency)!
|
||||
|
||||
self:F( { Helicopter:GetName(), Height = Helicopter:GetHeight( true ), Velocity = Helicopter:GetVelocityKMH() } )
|
||||
|
||||
if self.RoutePickup == true then
|
||||
if Helicopter:GetHeight( true ) <= 5 and Helicopter:GetVelocityKMH() < 10 then
|
||||
--self:Load( Helicopter:GetPointVec2() )
|
||||
self:Load( self.PickupZone )
|
||||
self.RoutePickup = false
|
||||
end
|
||||
end
|
||||
|
||||
if self.RouteDeploy == true then
|
||||
if Helicopter:GetHeight( true ) <= 5 and Helicopter:GetVelocityKMH() < 10 then
|
||||
self:Unload( self.DeployZone )
|
||||
self.RouteDeploy = false
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Wrapper.Group#GROUP Helicopter
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @param #number Speed
|
||||
function AI_CARGO_HELICOPTER:onafterQueue( Helicopter, From, Event, To, Coordinate, Speed, DeployZone )
|
||||
|
||||
local HelicopterInZone = false
|
||||
|
||||
if Helicopter and Helicopter:IsAlive() == true then
|
||||
|
||||
local Distance = Coordinate:DistanceFromPointVec2( Helicopter:GetCoordinate() )
|
||||
|
||||
if Distance > 2000 then
|
||||
self:__Queue( -10, Coordinate, Speed, DeployZone )
|
||||
else
|
||||
|
||||
local ZoneFree = true
|
||||
|
||||
for Helicopter, ZoneQueue in pairs( AI_CARGO_QUEUE ) do
|
||||
local ZoneQueue = ZoneQueue -- Core.Zone#ZONE_RADIUS
|
||||
if ZoneQueue:IsCoordinateInZone( Coordinate ) then
|
||||
ZoneFree = false
|
||||
end
|
||||
end
|
||||
|
||||
self:F({ZoneFree=ZoneFree})
|
||||
|
||||
if ZoneFree == true then
|
||||
|
||||
local ZoneQueue = ZONE_RADIUS:New( Helicopter:GetName(), Coordinate:GetVec2(), 100 )
|
||||
|
||||
AI_CARGO_QUEUE[Helicopter] = ZoneQueue
|
||||
|
||||
local Route = {}
|
||||
|
||||
-- local CoordinateFrom = Helicopter:GetCoordinate()
|
||||
-- local WaypointFrom = CoordinateFrom:WaypointAir(
|
||||
-- "RADIO",
|
||||
-- POINT_VEC3.RoutePointType.TurningPoint,
|
||||
-- POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
-- Speed,
|
||||
-- true
|
||||
-- )
|
||||
-- Route[#Route+1] = WaypointFrom
|
||||
local CoordinateTo = Coordinate
|
||||
local WaypointTo = CoordinateTo:WaypointAir(
|
||||
"RADIO",
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
50,
|
||||
true
|
||||
)
|
||||
Route[#Route+1] = WaypointTo
|
||||
|
||||
local Tasks = {}
|
||||
Tasks[#Tasks+1] = Helicopter:TaskLandAtVec2( CoordinateTo:GetVec2() )
|
||||
Route[#Route].task = Helicopter:TaskCombo( Tasks )
|
||||
|
||||
Route[#Route+1] = WaypointTo
|
||||
|
||||
-- Now route the helicopter
|
||||
Helicopter:Route( Route, 0 )
|
||||
|
||||
-- Keep the DeployZone, because when the helo has landed, we want to provide the DeployZone to the mission designer as part of the Unloaded event.
|
||||
self.DeployZone = DeployZone
|
||||
|
||||
else
|
||||
self:__Queue( -10, Coordinate, Speed, DeployZone )
|
||||
end
|
||||
end
|
||||
else
|
||||
AI_CARGO_QUEUE[Helicopter] = nil
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Wrapper.Group#GROUP Helicopter
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @param #number Speed
|
||||
function AI_CARGO_HELICOPTER:onafterOrbit( Helicopter, From, Event, To, Coordinate )
|
||||
|
||||
if Helicopter and Helicopter:IsAlive() then
|
||||
|
||||
local Route = {}
|
||||
|
||||
-- local CoordinateFrom = Helicopter:GetCoordinate()
|
||||
-- local WaypointFrom = CoordinateFrom:WaypointAir(
|
||||
-- "RADIO",
|
||||
-- POINT_VEC3.RoutePointType.TurningPoint,
|
||||
-- POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
-- Speed,
|
||||
-- true
|
||||
-- )
|
||||
-- Route[#Route+1] = WaypointFrom
|
||||
local CoordinateTo = Coordinate
|
||||
local WaypointTo = CoordinateTo:WaypointAir(
|
||||
"RADIO",
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
50,
|
||||
true
|
||||
)
|
||||
Route[#Route+1] = WaypointTo
|
||||
|
||||
local Tasks = {}
|
||||
Tasks[#Tasks+1] = Helicopter:TaskOrbitCircle( math.random( 30, 80 ), 150, CoordinateTo:GetRandomCoordinateInRadius( 800, 500 ) )
|
||||
Route[#Route].task = Helicopter:TaskCombo( Tasks )
|
||||
|
||||
Route[#Route+1] = WaypointTo
|
||||
|
||||
-- Now route the helicopter
|
||||
Helicopter:Route( Route, 0 )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- On after Deployed event.
|
||||
-- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Wrapper.Group#GROUP Helicopter
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param Cargo.Cargo#CARGO Cargo Cargo object.
|
||||
-- @param #boolean Deployed Cargo is deployed.
|
||||
-- @return #boolean True if all cargo has been unloaded.
|
||||
function AI_CARGO_HELICOPTER:onafterDeployed( Helicopter, From, Event, To, DeployZone )
|
||||
self:F( { Helicopter, From, Event, To, DeployZone = DeployZone } )
|
||||
|
||||
self:Orbit( Helicopter:GetCoordinate(), 50 )
|
||||
|
||||
-- Free the coordinate zone after 30 seconds, so that the original helicopter can fly away first.
|
||||
self:ScheduleOnce( 30,
|
||||
function( Helicopter )
|
||||
AI_CARGO_QUEUE[Helicopter] = nil
|
||||
end, Helicopter
|
||||
)
|
||||
|
||||
self:GetParent( self, AI_CARGO_HELICOPTER ).onafterDeployed( self, Helicopter, From, Event, To, DeployZone )
|
||||
|
||||
|
||||
end
|
||||
|
||||
--- On after Pickup event.
|
||||
-- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Wrapper.Group#GROUP Helicopter
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @param Core.Point#COORDINATE Coordinate Pickup place.
|
||||
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
|
||||
-- @param #number Height Height in meters to move to the pickup coordinate. This parameter is ignored for APCs.
|
||||
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
|
||||
function AI_CARGO_HELICOPTER:onafterPickup( Helicopter, From, Event, To, Coordinate, Speed, Height, PickupZone )
|
||||
|
||||
if Helicopter and Helicopter:IsAlive() ~= nil then
|
||||
|
||||
Helicopter:Activate()
|
||||
|
||||
self.RoutePickup = true
|
||||
Coordinate.y = Height
|
||||
|
||||
local _speed=Speed or Helicopter:GetSpeedMax()*0.5
|
||||
|
||||
local Route = {}
|
||||
|
||||
--- Calculate the target route point.
|
||||
local CoordinateFrom = Helicopter:GetCoordinate()
|
||||
local CoordinateTo = Coordinate
|
||||
|
||||
--- Create a route point of type air.
|
||||
local WaypointFrom = CoordinateFrom:WaypointAir(
|
||||
"RADIO",
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
_speed,
|
||||
true
|
||||
)
|
||||
|
||||
--- Create a route point of type air.
|
||||
local WaypointTo = CoordinateTo:WaypointAir(
|
||||
"RADIO",
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
_speed,
|
||||
true
|
||||
)
|
||||
|
||||
Route[#Route+1] = WaypointFrom
|
||||
Route[#Route+1] = WaypointTo
|
||||
|
||||
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
|
||||
Helicopter:WayPointInitialize( Route )
|
||||
|
||||
local Tasks = {}
|
||||
|
||||
Tasks[#Tasks+1] = Helicopter:TaskLandAtVec2( CoordinateTo:GetVec2() )
|
||||
Route[#Route].task = Helicopter:TaskCombo( Tasks )
|
||||
|
||||
Route[#Route+1] = WaypointTo
|
||||
|
||||
-- Now route the helicopter
|
||||
Helicopter:Route( Route, 1 )
|
||||
|
||||
self.PickupZone = PickupZone
|
||||
|
||||
self:GetParent( self, AI_CARGO_HELICOPTER ).onafterPickup( self, Helicopter, From, Event, To, Coordinate, Speed, Height, PickupZone )
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Depoloy function and queue.
|
||||
-- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Wrapper.Group#GROUP AICargoHelicopter
|
||||
-- @param Core.Point#COORDINATE Coordinate Coordinate
|
||||
function AI_CARGO_HELICOPTER:_Deploy( AICargoHelicopter, Coordinate, DeployZone )
|
||||
AICargoHelicopter:__Queue( -10, Coordinate, 100, DeployZone )
|
||||
end
|
||||
|
||||
--- On after Deploy event.
|
||||
-- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Wrapper.Group#GROUP Helicopter Transport helicopter.
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @param Core.Point#COORDINATE Coordinate Place at which the cargo is deployed.
|
||||
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
|
||||
-- @param #number Height Height in meters to move to the deploy coordinate.
|
||||
function AI_CARGO_HELICOPTER:onafterDeploy( Helicopter, From, Event, To, Coordinate, Speed, Height, DeployZone )
|
||||
|
||||
if Helicopter and Helicopter:IsAlive() ~= nil then
|
||||
|
||||
self.RouteDeploy = true
|
||||
|
||||
|
||||
local Route = {}
|
||||
|
||||
--- Calculate the target route point.
|
||||
|
||||
Coordinate.y = Height
|
||||
|
||||
local _speed=Speed or Helicopter:GetSpeedMax()*0.5
|
||||
|
||||
--- Create a route point of type air.
|
||||
local CoordinateFrom = Helicopter:GetCoordinate()
|
||||
local WaypointFrom = CoordinateFrom:WaypointAir(
|
||||
"RADIO",
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
_speed,
|
||||
true
|
||||
)
|
||||
Route[#Route+1] = WaypointFrom
|
||||
Route[#Route+1] = WaypointFrom
|
||||
|
||||
--- Create a route point of type air.
|
||||
local CoordinateTo = Coordinate
|
||||
local WaypointTo = CoordinateTo:WaypointAir(
|
||||
"RADIO",
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
_speed,
|
||||
true
|
||||
)
|
||||
|
||||
Route[#Route+1] = WaypointTo
|
||||
Route[#Route+1] = WaypointTo
|
||||
|
||||
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
|
||||
Helicopter:WayPointInitialize( Route )
|
||||
|
||||
local Tasks = {}
|
||||
|
||||
Tasks[#Tasks+1] = Helicopter:TaskFunction( "AI_CARGO_HELICOPTER._Deploy", self, Coordinate, DeployZone )
|
||||
Tasks[#Tasks+1] = Helicopter:TaskOrbitCircle( math.random( 30, 100 ), _speed, CoordinateTo:GetRandomCoordinateInRadius( 800, 500 ) )
|
||||
|
||||
--Tasks[#Tasks+1] = Helicopter:TaskLandAtVec2( CoordinateTo:GetVec2() )
|
||||
Route[#Route].task = Helicopter:TaskCombo( Tasks )
|
||||
|
||||
Route[#Route+1] = WaypointTo
|
||||
|
||||
-- Now route the helicopter
|
||||
Helicopter:Route( Route, 0 )
|
||||
|
||||
self:GetParent( self, AI_CARGO_HELICOPTER ).onafterDeploy( self, Helicopter, From, Event, To, Coordinate, Speed, Height, DeployZone )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- On after Home event.
|
||||
-- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Wrapper.Group#GROUP Helicopter
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @param Core.Point#COORDINATE Coordinate Home place.
|
||||
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
|
||||
-- @param #number Height Height in meters to move to the home coordinate.
|
||||
-- @param Core.Zone#ZONE HomeZone The zone wherein the carrier will return when all cargo has been transported. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
|
||||
function AI_CARGO_HELICOPTER:onafterHome( Helicopter, From, Event, To, Coordinate, Speed, Height, HomeZone )
|
||||
|
||||
if Helicopter and Helicopter:IsAlive() ~= nil then
|
||||
|
||||
self.RouteHome = true
|
||||
|
||||
local Route = {}
|
||||
|
||||
--- Calculate the target route point.
|
||||
|
||||
Coordinate.y = Height
|
||||
|
||||
Speed = Speed or Helicopter:GetSpeedMax()*0.5
|
||||
|
||||
--- Create a route point of type air.
|
||||
local CoordinateFrom = Helicopter:GetCoordinate()
|
||||
local WaypointFrom = CoordinateFrom:WaypointAir(
|
||||
"RADIO",
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
Speed ,
|
||||
true
|
||||
)
|
||||
Route[#Route+1] = WaypointFrom
|
||||
|
||||
--- Create a route point of type air.
|
||||
local CoordinateTo = Coordinate
|
||||
local WaypointTo = CoordinateTo:WaypointAir(
|
||||
"RADIO",
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
Speed ,
|
||||
true
|
||||
)
|
||||
|
||||
Route[#Route+1] = WaypointTo
|
||||
|
||||
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
|
||||
Helicopter:WayPointInitialize( Route )
|
||||
|
||||
local Tasks = {}
|
||||
|
||||
Tasks[#Tasks+1] = Helicopter:TaskLandAtVec2( CoordinateTo:GetVec2() )
|
||||
Route[#Route].task = Helicopter:TaskCombo( Tasks )
|
||||
|
||||
Route[#Route+1] = WaypointTo
|
||||
|
||||
-- Now route the helicopter
|
||||
Helicopter:Route( Route, 0 )
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
2182
Moose Development/Moose/AI/AI_Escort.lua
Normal file
2182
Moose Development/Moose/AI/AI_Escort.lua
Normal file
File diff suppressed because it is too large
Load Diff
185
Moose Development/Moose/AI/AI_Escort_Dispatcher.lua
Normal file
185
Moose Development/Moose/AI/AI_Escort_Dispatcher.lua
Normal file
@@ -0,0 +1,185 @@
|
||||
--- **AI** -- (R2.5) - Models the automatic assignment of AI escorts to player flights.
|
||||
--
|
||||
-- ## Features:
|
||||
-- --
|
||||
-- * Provides the facilities to trigger escorts when players join flight slots.
|
||||
-- *
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_Escort_Dispatcher
|
||||
-- @image AI_Escort_Dispatcher.JPG
|
||||
|
||||
|
||||
--- @type AI_ESCORT_DISPATCHER
|
||||
-- @extends Core.Fsm#FSM
|
||||
|
||||
|
||||
--- Models the automatic assignment of AI escorts to player flights.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_ESCORT_DISPATCHER
|
||||
AI_ESCORT_DISPATCHER = {
|
||||
ClassName = "AI_ESCORT_DISPATCHER",
|
||||
}
|
||||
|
||||
--- @field #list
|
||||
AI_ESCORT_DISPATCHER.AI_Escorts = {}
|
||||
|
||||
|
||||
--- Creates a new AI_ESCORT_DISPATCHER object.
|
||||
-- @param #AI_ESCORT_DISPATCHER self
|
||||
-- @param Core.Set#SET_GROUP CarrierSet The set of @{Wrapper.Group#GROUP} objects of carriers for which escorts are spawned in.
|
||||
-- @param Core.Spawn#SPAWN EscortSpawn The spawn object that will spawn in the Escorts.
|
||||
-- @param Wrapper.Airbase#AIRBASE EscortAirbase The airbase where the escorts are spawned.
|
||||
-- @param #string EscortName Name of the escort, which will also be the name of the escort menu.
|
||||
-- @param #string EscortBriefing A text showing the briefing to the player. Note that if no EscortBriefing is provided, the default briefing will be shown.
|
||||
-- @return #AI_ESCORT_DISPATCHER
|
||||
-- @usage
|
||||
--
|
||||
-- -- Create a new escort when a player joins an SU-25T plane.
|
||||
-- Create a carrier set, which contains the player slots that can be joined by the players, for which escorts will be defined.
|
||||
-- local Red_SU25T_CarrierSet = SET_GROUP:New():FilterPrefixes( "Red A2G Player Su-25T" ):FilterStart()
|
||||
--
|
||||
-- -- Create a spawn object that will spawn in the escorts, once the player has joined the player slot.
|
||||
-- local Red_SU25T_EscortSpawn = SPAWN:NewWithAlias( "Red A2G Su-25 Escort", "Red AI A2G SU-25 Escort" ):InitLimit( 10, 10 )
|
||||
--
|
||||
-- -- Create an airbase object, where the escorts will be spawned.
|
||||
-- local Red_SU25T_Airbase = AIRBASE:FindByName( AIRBASE.Caucasus.Maykop_Khanskaya )
|
||||
--
|
||||
-- -- Park the airplanes at the airbase, visible before start.
|
||||
-- Red_SU25T_EscortSpawn:ParkAtAirbase( Red_SU25T_Airbase, AIRBASE.TerminalType.OpenMedOrBig )
|
||||
--
|
||||
-- -- New create the escort dispatcher, using the carrier set, the escort spawn object at the escort airbase.
|
||||
-- -- Provide a name of the escort, which will be also the name appearing on the radio menu for the group.
|
||||
-- -- And a briefing to appear when the player joins the player slot.
|
||||
-- Red_SU25T_EscortDispatcher = AI_ESCORT_DISPATCHER:New( Red_SU25T_CarrierSet, Red_SU25T_EscortSpawn, Red_SU25T_Airbase, "Escort Su-25", "You Su-25T is escorted by one Su-25. Use the radio menu to control the escorts." )
|
||||
--
|
||||
-- -- The dispatcher needs to be started using the :Start() method.
|
||||
-- Red_SU25T_EscortDispatcher:Start()
|
||||
function AI_ESCORT_DISPATCHER:New( CarrierSet, EscortSpawn, EscortAirbase, EscortName, EscortBriefing )
|
||||
|
||||
local self = BASE:Inherit( self, FSM:New() ) -- #AI_ESCORT_DISPATCHER
|
||||
|
||||
self.CarrierSet = CarrierSet
|
||||
self.EscortSpawn = EscortSpawn
|
||||
self.EscortAirbase = EscortAirbase
|
||||
self.EscortName = EscortName
|
||||
self.EscortBriefing = EscortBriefing
|
||||
|
||||
self:SetStartState( "Idle" )
|
||||
|
||||
self:AddTransition( "Monitoring", "Monitor", "Monitoring" )
|
||||
|
||||
self:AddTransition( "Idle", "Start", "Monitoring" )
|
||||
self:AddTransition( "Monitoring", "Stop", "Idle" )
|
||||
|
||||
-- Put a Dead event handler on CarrierSet, to ensure that when a carrier is destroyed, that all internal parameters are reset.
|
||||
function self.CarrierSet.OnAfterRemoved( CarrierSet, From, Event, To, CarrierName, Carrier )
|
||||
self:F( { Carrier = Carrier:GetName() } )
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function AI_ESCORT_DISPATCHER:onafterStart( From, Event, To )
|
||||
|
||||
self:HandleEvent( EVENTS.Birth )
|
||||
|
||||
self:HandleEvent( EVENTS.PlayerLeaveUnit, self.OnEventExit )
|
||||
self:HandleEvent( EVENTS.Crash, self.OnEventExit )
|
||||
self:HandleEvent( EVENTS.Dead, self.OnEventExit )
|
||||
|
||||
end
|
||||
|
||||
--- @param #AI_ESCORT_DISPATCHER self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_ESCORT_DISPATCHER:OnEventExit( EventData )
|
||||
|
||||
local PlayerGroupName = EventData.IniGroupName
|
||||
local PlayerGroup = EventData.IniGroup
|
||||
local PlayerUnit = EventData.IniUnit
|
||||
|
||||
self:I({EscortAirbase= self.EscortAirbase } )
|
||||
self:I({PlayerGroupName = PlayerGroupName } )
|
||||
self:I({PlayerGroup = PlayerGroup})
|
||||
self:I({FirstGroup = self.CarrierSet:GetFirst()})
|
||||
self:I({FindGroup = self.CarrierSet:FindGroup( PlayerGroupName )})
|
||||
|
||||
if self.CarrierSet:FindGroup( PlayerGroupName ) then
|
||||
if self.AI_Escorts[PlayerGroupName] then
|
||||
self.AI_Escorts[PlayerGroupName]:Stop()
|
||||
self.AI_Escorts[PlayerGroupName] = nil
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- @param #AI_ESCORT_DISPATCHER self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_ESCORT_DISPATCHER:OnEventBirth( EventData )
|
||||
|
||||
local PlayerGroupName = EventData.IniGroupName
|
||||
local PlayerGroup = EventData.IniGroup
|
||||
local PlayerUnit = EventData.IniUnit
|
||||
|
||||
self:I({EscortAirbase= self.EscortAirbase } )
|
||||
self:I({PlayerGroupName = PlayerGroupName } )
|
||||
self:I({PlayerGroup = PlayerGroup})
|
||||
self:I({FirstGroup = self.CarrierSet:GetFirst()})
|
||||
self:I({FindGroup = self.CarrierSet:FindGroup( PlayerGroupName )})
|
||||
|
||||
if self.CarrierSet:FindGroup( PlayerGroupName ) then
|
||||
if not self.AI_Escorts[PlayerGroupName] then
|
||||
local LeaderUnit = PlayerUnit
|
||||
local EscortGroup = self.EscortSpawn:SpawnAtAirbase( self.EscortAirbase, SPAWN.Takeoff.Hot )
|
||||
self:I({EscortGroup = EscortGroup})
|
||||
|
||||
self:ScheduleOnce( 1,
|
||||
function( EscortGroup )
|
||||
local EscortSet = SET_GROUP:New()
|
||||
EscortSet:AddGroup( EscortGroup )
|
||||
self.AI_Escorts[PlayerGroupName] = AI_ESCORT:New( LeaderUnit, EscortSet, self.EscortName, self.EscortBriefing )
|
||||
self.AI_Escorts[PlayerGroupName]:FormationTrail( 0, 100, 0 )
|
||||
if EscortGroup:IsHelicopter() then
|
||||
self.AI_Escorts[PlayerGroupName]:MenusHelicopters()
|
||||
else
|
||||
self.AI_Escorts[PlayerGroupName]:MenusAirplanes()
|
||||
end
|
||||
self.AI_Escorts[PlayerGroupName]:__Start( 0.1 )
|
||||
end, EscortGroup
|
||||
)
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Start Trigger for AI_ESCORT_DISPATCHER
|
||||
-- @function [parent=#AI_ESCORT_DISPATCHER] Start
|
||||
-- @param #AI_ESCORT_DISPATCHER self
|
||||
|
||||
--- Start Asynchronous Trigger for AI_ESCORT_DISPATCHER
|
||||
-- @function [parent=#AI_ESCORT_DISPATCHER] __Start
|
||||
-- @param #AI_ESCORT_DISPATCHER self
|
||||
-- @param #number Delay
|
||||
|
||||
--- Stop Trigger for AI_ESCORT_DISPATCHER
|
||||
-- @function [parent=#AI_ESCORT_DISPATCHER] Stop
|
||||
-- @param #AI_ESCORT_DISPATCHER self
|
||||
|
||||
--- Stop Asynchronous Trigger for AI_ESCORT_DISPATCHER
|
||||
-- @function [parent=#AI_ESCORT_DISPATCHER] __Stop
|
||||
-- @param #AI_ESCORT_DISPATCHER self
|
||||
-- @param #number Delay
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
146
Moose Development/Moose/AI/AI_Escort_Dispatcher_Request.lua
Normal file
146
Moose Development/Moose/AI/AI_Escort_Dispatcher_Request.lua
Normal file
@@ -0,0 +1,146 @@
|
||||
--- **AI** -- (R2.5) - Models the assignment of AI escorts to player flights upon request using the radio menu.
|
||||
--
|
||||
-- ## Features:
|
||||
--
|
||||
-- * Provides the facilities to trigger escorts when players join flight units.
|
||||
-- * Provide a menu for which escorts can be requested.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_ESCORT_DISPATCHER_REQUEST
|
||||
-- @image AI_ESCORT_DISPATCHER_REQUEST.JPG
|
||||
|
||||
|
||||
--- @type AI_ESCORT_DISPATCHER_REQUEST
|
||||
-- @extends Core.Fsm#FSM
|
||||
|
||||
|
||||
--- Models the assignment of AI escorts to player flights upon request using the radio menu.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_ESCORT_DISPATCHER_REQUEST
|
||||
AI_ESCORT_DISPATCHER_REQUEST = {
|
||||
ClassName = "AI_ESCORT_DISPATCHER_REQUEST",
|
||||
}
|
||||
|
||||
--- @field #list
|
||||
AI_ESCORT_DISPATCHER_REQUEST.AI_Escorts = {}
|
||||
|
||||
|
||||
--- Creates a new AI_ESCORT_DISPATCHER_REQUEST object.
|
||||
-- @param #AI_ESCORT_DISPATCHER_REQUEST self
|
||||
-- @param Core.Set#SET_GROUP CarrierSet The set of @{Wrapper.Group#GROUP} objects of carriers for which escorts are requested.
|
||||
-- @param Core.Spawn#SPAWN EscortSpawn The spawn object that will spawn in the Escorts.
|
||||
-- @param Wrapper.Airbase#AIRBASE EscortAirbase The airbase where the escorts are spawned.
|
||||
-- @param #string EscortName Name of the escort, which will also be the name of the escort menu.
|
||||
-- @param #string EscortBriefing A text showing the briefing to the player. Note that if no EscortBriefing is provided, the default briefing will be shown.
|
||||
-- @return #AI_ESCORT_DISPATCHER_REQUEST
|
||||
function AI_ESCORT_DISPATCHER_REQUEST:New( CarrierSet, EscortSpawn, EscortAirbase, EscortName, EscortBriefing )
|
||||
|
||||
local self = BASE:Inherit( self, FSM:New() ) -- #AI_ESCORT_DISPATCHER_REQUEST
|
||||
|
||||
self.CarrierSet = CarrierSet
|
||||
self.EscortSpawn = EscortSpawn
|
||||
self.EscortAirbase = EscortAirbase
|
||||
self.EscortName = EscortName
|
||||
self.EscortBriefing = EscortBriefing
|
||||
|
||||
self:SetStartState( "Idle" )
|
||||
|
||||
self:AddTransition( "Monitoring", "Monitor", "Monitoring" )
|
||||
|
||||
self:AddTransition( "Idle", "Start", "Monitoring" )
|
||||
self:AddTransition( "Monitoring", "Stop", "Idle" )
|
||||
|
||||
-- Put a Dead event handler on CarrierSet, to ensure that when a carrier is destroyed, that all internal parameters are reset.
|
||||
function self.CarrierSet.OnAfterRemoved( CarrierSet, From, Event, To, CarrierName, Carrier )
|
||||
self:F( { Carrier = Carrier:GetName() } )
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function AI_ESCORT_DISPATCHER_REQUEST:onafterStart( From, Event, To )
|
||||
|
||||
self:HandleEvent( EVENTS.Birth )
|
||||
|
||||
self:HandleEvent( EVENTS.PlayerLeaveUnit, self.OnEventExit )
|
||||
self:HandleEvent( EVENTS.Crash, self.OnEventExit )
|
||||
self:HandleEvent( EVENTS.Dead, self.OnEventExit )
|
||||
|
||||
end
|
||||
|
||||
--- @param #AI_ESCORT_DISPATCHER_REQUEST self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_ESCORT_DISPATCHER_REQUEST:OnEventExit( EventData )
|
||||
|
||||
local PlayerGroupName = EventData.IniGroupName
|
||||
local PlayerGroup = EventData.IniGroup
|
||||
local PlayerUnit = EventData.IniUnit
|
||||
|
||||
if self.CarrierSet:FindGroup( PlayerGroupName ) then
|
||||
if self.AI_Escorts[PlayerGroupName] then
|
||||
self.AI_Escorts[PlayerGroupName]:Stop()
|
||||
self.AI_Escorts[PlayerGroupName] = nil
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- @param #AI_ESCORT_DISPATCHER_REQUEST self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_ESCORT_DISPATCHER_REQUEST:OnEventBirth( EventData )
|
||||
|
||||
local PlayerGroupName = EventData.IniGroupName
|
||||
local PlayerGroup = EventData.IniGroup
|
||||
local PlayerUnit = EventData.IniUnit
|
||||
|
||||
if self.CarrierSet:FindGroup( PlayerGroupName ) then
|
||||
if not self.AI_Escorts[PlayerGroupName] then
|
||||
local LeaderUnit = PlayerUnit
|
||||
self:ScheduleOnce( 0.1,
|
||||
function()
|
||||
self.AI_Escorts[PlayerGroupName] = AI_ESCORT_REQUEST:New( LeaderUnit, self.EscortSpawn, self.EscortAirbase, self.EscortName, self.EscortBriefing )
|
||||
self.AI_Escorts[PlayerGroupName]:FormationTrail( 0, 100, 0 )
|
||||
if PlayerGroup:IsHelicopter() then
|
||||
self.AI_Escorts[PlayerGroupName]:MenusHelicopters()
|
||||
else
|
||||
self.AI_Escorts[PlayerGroupName]:MenusAirplanes()
|
||||
end
|
||||
self.AI_Escorts[PlayerGroupName]:__Start( 0.1 )
|
||||
end
|
||||
)
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Start Trigger for AI_ESCORT_DISPATCHER_REQUEST
|
||||
-- @function [parent=#AI_ESCORT_DISPATCHER_REQUEST] Start
|
||||
-- @param #AI_ESCORT_DISPATCHER_REQUEST self
|
||||
|
||||
--- Start Asynchronous Trigger for AI_ESCORT_DISPATCHER_REQUEST
|
||||
-- @function [parent=#AI_ESCORT_DISPATCHER_REQUEST] __Start
|
||||
-- @param #AI_ESCORT_DISPATCHER_REQUEST self
|
||||
-- @param #number Delay
|
||||
|
||||
--- Stop Trigger for AI_ESCORT_DISPATCHER_REQUEST
|
||||
-- @function [parent=#AI_ESCORT_DISPATCHER_REQUEST] Stop
|
||||
-- @param #AI_ESCORT_DISPATCHER_REQUEST self
|
||||
|
||||
--- Stop Asynchronous Trigger for AI_ESCORT_DISPATCHER_REQUEST
|
||||
-- @function [parent=#AI_ESCORT_DISPATCHER_REQUEST] __Stop
|
||||
-- @param #AI_ESCORT_DISPATCHER_REQUEST self
|
||||
-- @param #number Delay
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
316
Moose Development/Moose/AI/AI_Escort_Request.lua
Normal file
316
Moose Development/Moose/AI/AI_Escort_Request.lua
Normal file
@@ -0,0 +1,316 @@
|
||||
--- **Functional** -- Taking the lead of AI escorting your flight or of other AI, upon request using the menu.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Features:
|
||||
--
|
||||
-- * Escort navigation commands.
|
||||
-- * Escort hold at position commands.
|
||||
-- * Escorts reporting detected targets.
|
||||
-- * Escorts scanning targets in advance.
|
||||
-- * Escorts attacking specific targets.
|
||||
-- * Request assistance from other groups for attack.
|
||||
-- * Manage rule of engagement of escorts.
|
||||
-- * Manage the allowed evasion techniques of escorts.
|
||||
-- * Make escort to execute a defined mission or path.
|
||||
-- * Escort tactical situation reporting.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Missions:
|
||||
--
|
||||
-- [ESC - Escorting](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/ESC%20-%20Escorting)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- Allows you to interact with escorting AI on your flight and take the lead.
|
||||
--
|
||||
-- Each escorting group can be commanded with a complete set of radio commands (radio menu in your flight, and then F10).
|
||||
--
|
||||
-- The radio commands will vary according the category of the group. The richest set of commands are with helicopters and airPlanes.
|
||||
-- Ships and Ground troops will have a more limited set, but they can provide support through the bombing of targets designated by the other escorts.
|
||||
--
|
||||
-- Escorts detect targets using a built-in detection mechanism. The detected targets are reported at a specified time interval.
|
||||
-- Once targets are reported, each escort has these targets as menu options to command the attack of these targets.
|
||||
-- Targets are by default grouped per area of 5000 meters, but the kind of detection and the grouping range can be altered.
|
||||
--
|
||||
-- Different formations can be selected in the Flight menu: Trail, Stack, Left Line, Right Line, Left Wing, Right Wing, Central Wing and Boxed formations are available.
|
||||
-- The Flight menu also allows for a mass attack, where all of the escorts are commanded to attack a target.
|
||||
--
|
||||
-- Escorts can emit flares to reports their location. They can be commanded to hold at a location, which can be their current or the leader location.
|
||||
-- In this way, you can spread out the escorts over the battle field before a coordinated attack.
|
||||
--
|
||||
-- But basically, the escort class provides 4 modes of operation, and depending on the mode, you are either leading the flight, or following the flight.
|
||||
--
|
||||
-- ## Leading the flight
|
||||
--
|
||||
-- When leading the flight, you are expected to guide the escorts towards the target areas,
|
||||
-- and carefully coordinate the attack based on the threat levels reported, and the available weapons
|
||||
-- carried by the escorts. Ground ships or ground troops can execute A-assisted attacks, when they have long-range ground precision weapons for attack.
|
||||
--
|
||||
-- ## Following the flight
|
||||
--
|
||||
-- Escorts can be commanded to execute a specific mission path. In this mode, the escorts are in the lead.
|
||||
-- You as a player, are following the escorts, and are commanding them to progress the mission while
|
||||
-- ensuring that the escorts survive. You are joining the escorts in the battlefield. They will detect and report targets
|
||||
-- and you will ensure that the attacks are well coordinated, assigning the correct escort type for the detected target
|
||||
-- type. Once the attack is finished, the escort will resume the mission it was assigned.
|
||||
-- In other words, you can use the escorts for reconnaissance, and for guiding the attack.
|
||||
-- Imagine you as a mi-8 pilot, assigned to pickup cargo. Two ka-50s are guiding the way, and you are
|
||||
-- following. You are in control. The ka-50s detect targets, report them, and you command how the attack
|
||||
-- will commence and from where. You can control where the escorts are holding position and which targets
|
||||
-- are attacked first. You are in control how the ka-50s will follow their mission path.
|
||||
--
|
||||
-- Escorts can act as part of a AI A2G dispatcher offensive. In this way, You was a player are in control.
|
||||
-- The mission is defined by the A2G dispatcher, and you are responsible to join the flight and ensure that the
|
||||
-- attack is well coordinated.
|
||||
--
|
||||
-- It is with great proud that I present you this class, and I hope you will enjoy the functionality and the dynamism
|
||||
-- it brings in your DCS world simulations.
|
||||
--
|
||||
-- # RADIO MENUs that can be created:
|
||||
--
|
||||
-- Find a summary below of the current available commands:
|
||||
--
|
||||
-- ## Navigation ...:
|
||||
--
|
||||
-- Escort group navigation functions:
|
||||
--
|
||||
-- * **"Join-Up":** The escort group fill follow you in the assigned formation.
|
||||
-- * **"Flare":** Provides menu commands to let the escort group shoot a flare in the air in a color.
|
||||
-- * **"Smoke":** Provides menu commands to let the escort group smoke the air in a color. Note that smoking is only available for ground and naval troops.
|
||||
--
|
||||
-- ## Hold position ...:
|
||||
--
|
||||
-- Escort group navigation functions:
|
||||
--
|
||||
-- * **"At current location":** The escort group will hover above the ground at the position they were. The altitude can be specified as a parameter.
|
||||
-- * **"At my location":** The escort group will hover or orbit at the position where you are. The escort will fly to your location and hold position. The altitude can be specified as a parameter.
|
||||
--
|
||||
-- ## Report targets ...:
|
||||
--
|
||||
-- Report targets will make the escort group to report any target that it identifies within detection range. Any detected target can be attacked using the "Attack Targets" menu function. (see below).
|
||||
--
|
||||
-- * **"Report now":** Will report the current detected targets.
|
||||
-- * **"Report targets on":** Will make the escorts to report the detected targets and will fill the "Attack Targets" menu list.
|
||||
-- * **"Report targets off":** Will stop detecting targets.
|
||||
--
|
||||
-- ## Attack targets ...:
|
||||
--
|
||||
-- This menu item will list all detected targets within a 15km range. Depending on the level of detection (known/unknown) and visuality, the targets type will also be listed.
|
||||
-- This menu will be available in Flight menu or in each Escort menu.
|
||||
--
|
||||
-- ## Scan targets ...:
|
||||
--
|
||||
-- Menu items to pop-up the escort group for target scanning. After scanning, the escort group will resume with the mission or rejoin formation.
|
||||
--
|
||||
-- * **"Scan targets 30 seconds":** Scan 30 seconds for targets.
|
||||
-- * **"Scan targets 60 seconds":** Scan 60 seconds for targets.
|
||||
--
|
||||
-- ## Request assistance from ...:
|
||||
--
|
||||
-- This menu item will list all detected targets within a 15km range, similar as with the menu item **Attack Targets**.
|
||||
-- This menu item allows to request attack support from other ground based escorts supporting the current escort.
|
||||
-- eg. the function allows a player to request support from the Ship escort to attack a target identified by the Plane escort with its Tomahawk missiles.
|
||||
-- eg. the function allows a player to request support from other Planes escorting to bomb the unit with illumination missiles or bombs, so that the main plane escort can attack the area.
|
||||
--
|
||||
-- ## ROE ...:
|
||||
--
|
||||
-- Sets the Rules of Engagement (ROE) of the escort group when in flight.
|
||||
--
|
||||
-- * **"Hold Fire":** The escort group will hold fire.
|
||||
-- * **"Return Fire":** The escort group will return fire.
|
||||
-- * **"Open Fire":** The escort group will open fire on designated targets.
|
||||
-- * **"Weapon Free":** The escort group will engage with any target.
|
||||
--
|
||||
-- ## Evasion ...:
|
||||
--
|
||||
-- Will define the evasion techniques that the escort group will perform during flight or combat.
|
||||
--
|
||||
-- * **"Fight until death":** The escort group will have no reaction to threats.
|
||||
-- * **"Use flares, chaff and jammers":** The escort group will use passive defense using flares and jammers. No evasive manoeuvres are executed.
|
||||
-- * **"Evade enemy fire":** The rescort group will evade enemy fire before firing.
|
||||
-- * **"Go below radar and evade fire":** The escort group will perform evasive vertical manoeuvres.
|
||||
--
|
||||
-- ## Resume Mission ...:
|
||||
--
|
||||
-- Escort groups can have their own mission. This menu item will allow the escort group to resume their Mission from a given waypoint.
|
||||
-- Note that this is really fantastic, as you now have the dynamic of taking control of the escort groups, and allowing them to resume their path or mission.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Authors: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_Escort
|
||||
-- @image Escorting.JPG
|
||||
|
||||
|
||||
|
||||
--- @type AI_ESCORT_REQUEST
|
||||
-- @extends AI.AI_Escort#AI_ESCORT
|
||||
|
||||
--- AI_ESCORT_REQUEST class
|
||||
--
|
||||
-- # AI_ESCORT_REQUEST construction methods.
|
||||
--
|
||||
-- Create a new AI_ESCORT_REQUEST object with the @{#AI_ESCORT_REQUEST.New} method:
|
||||
--
|
||||
-- * @{#AI_ESCORT_REQUEST.New}: Creates a new AI_ESCORT_REQUEST object from a @{Wrapper.Group#GROUP} for a @{Wrapper.Client#CLIENT}, with an optional briefing text.
|
||||
--
|
||||
-- @usage
|
||||
-- -- Declare a new EscortPlanes object as follows:
|
||||
--
|
||||
-- -- First find the GROUP object and the CLIENT object.
|
||||
-- local EscortUnit = CLIENT:FindByName( "Unit Name" ) -- The Unit Name is the name of the unit flagged with the skill Client in the mission editor.
|
||||
-- local EscortGroup = GROUP:FindByName( "Group Name" ) -- The Group Name is the name of the group that will escort the Escort Client.
|
||||
--
|
||||
-- -- Now use these 2 objects to construct the new EscortPlanes object.
|
||||
-- EscortPlanes = AI_ESCORT_REQUEST:New( EscortUnit, EscortGroup, "Desert", "Welcome to the mission. You are escorted by a plane with code name 'Desert', which can be instructed through the F10 radio menu." )
|
||||
--
|
||||
-- @field #AI_ESCORT_REQUEST
|
||||
AI_ESCORT_REQUEST = {
|
||||
ClassName = "AI_ESCORT_REQUEST",
|
||||
}
|
||||
|
||||
--- AI_ESCORT_REQUEST.Mode class
|
||||
-- @type AI_ESCORT_REQUEST.MODE
|
||||
-- @field #number FOLLOW
|
||||
-- @field #number MISSION
|
||||
|
||||
--- MENUPARAM type
|
||||
-- @type MENUPARAM
|
||||
-- @field #AI_ESCORT_REQUEST ParamSelf
|
||||
-- @field #Distance ParamDistance
|
||||
-- @field #function ParamFunction
|
||||
-- @field #string ParamMessage
|
||||
|
||||
--- AI_ESCORT_REQUEST class constructor for an AI group
|
||||
-- @param #AI_ESCORT_REQUEST self
|
||||
-- @param Wrapper.Client#CLIENT EscortUnit The client escorted by the EscortGroup.
|
||||
-- @param Core.Spawn#SPAWN EscortSpawn The spawn object of AI, escorting the EscortUnit.
|
||||
-- @param Wrapper.Airbase#AIRBASE EscortAirbase The airbase where escorts will be spawned once requested.
|
||||
-- @param #string EscortName Name of the escort.
|
||||
-- @param #string EscortBriefing A text showing the AI_ESCORT_REQUEST briefing to the player. Note that if no EscortBriefing is provided, the default briefing will be shown.
|
||||
-- @return #AI_ESCORT_REQUEST
|
||||
-- @usage
|
||||
-- EscortSpawn = SPAWN:NewWithAlias( "Red A2G Escort Template", "Red A2G Escort AI" ):InitLimit( 10, 10 )
|
||||
-- EscortSpawn:ParkAtAirbase( AIRBASE:FindByName( AIRBASE.Caucasus.Sochi_Adler ), AIRBASE.TerminalType.OpenBig )
|
||||
--
|
||||
-- local EscortUnit = UNIT:FindByName( "Red A2G Pilot" )
|
||||
--
|
||||
-- Escort = AI_ESCORT_REQUEST:New( EscortUnit, EscortSpawn, AIRBASE:FindByName(AIRBASE.Caucasus.Sochi_Adler), "A2G", "Briefing" )
|
||||
-- Escort:FormationTrail( 50, 100, 100 )
|
||||
-- Escort:Menus()
|
||||
-- Escort:__Start( 5 )
|
||||
function AI_ESCORT_REQUEST:New( EscortUnit, EscortSpawn, EscortAirbase, EscortName, EscortBriefing )
|
||||
|
||||
local EscortGroupSet = SET_GROUP:New():FilterDeads():FilterCrashes()
|
||||
local self = BASE:Inherit( self, AI_ESCORT:New( EscortUnit, EscortGroupSet, EscortName, EscortBriefing ) ) -- #AI_ESCORT_REQUEST
|
||||
|
||||
self.EscortGroupSet = EscortGroupSet
|
||||
self.EscortSpawn = EscortSpawn
|
||||
self.EscortAirbase = EscortAirbase
|
||||
|
||||
self.LeaderGroup = self.PlayerUnit:GetGroup()
|
||||
|
||||
self.Detection = DETECTION_AREAS:New( self.EscortGroupSet, 5000 )
|
||||
self.Detection:__Start( 30 )
|
||||
|
||||
self.SpawnMode = self.__Enum.Mode.Mission
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- @param #AI_ESCORT_REQUEST self
|
||||
function AI_ESCORT_REQUEST:SpawnEscort()
|
||||
|
||||
local EscortGroup = self.EscortSpawn:SpawnAtAirbase( self.EscortAirbase, SPAWN.Takeoff.Hot )
|
||||
|
||||
self:ScheduleOnce( 0.1,
|
||||
function( EscortGroup )
|
||||
|
||||
EscortGroup:OptionROTVertical()
|
||||
EscortGroup:OptionROEHoldFire()
|
||||
|
||||
self.EscortGroupSet:AddGroup( EscortGroup )
|
||||
|
||||
local LeaderEscort = self.EscortGroupSet:GetFirst() -- Wrapper.Group#GROUP
|
||||
local Report = REPORT:New()
|
||||
Report:Add( "Joining Up " .. self.EscortGroupSet:GetUnitTypeNames():Text( ", " ) .. " from " .. LeaderEscort:GetCoordinate():ToString( self.EscortUnit ) )
|
||||
LeaderEscort:MessageTypeToGroup( Report:Text(), MESSAGE.Type.Information, self.PlayerUnit )
|
||||
|
||||
self:SetFlightModeFormation( EscortGroup )
|
||||
self:FormationTrail()
|
||||
|
||||
self:_InitFlightMenus()
|
||||
self:_InitEscortMenus( EscortGroup )
|
||||
self:_InitEscortRoute( EscortGroup )
|
||||
|
||||
--- @param #AI_ESCORT self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function EscortGroup:OnEventDeadOrCrash( EventData )
|
||||
self:F( { "EventDead", EventData } )
|
||||
self.EscortMenu:Remove()
|
||||
end
|
||||
|
||||
EscortGroup:HandleEvent( EVENTS.Dead, EscortGroup.OnEventDeadOrCrash )
|
||||
EscortGroup:HandleEvent( EVENTS.Crash, EscortGroup.OnEventDeadOrCrash )
|
||||
|
||||
end, EscortGroup
|
||||
)
|
||||
|
||||
end
|
||||
|
||||
--- @param #AI_ESCORT_REQUEST self
|
||||
-- @param Core.Set#SET_GROUP EscortGroupSet
|
||||
function AI_ESCORT_REQUEST:onafterStart( EscortGroupSet )
|
||||
|
||||
self:F()
|
||||
|
||||
if not self.MenuRequestEscort then
|
||||
self.MainMenu = MENU_GROUP:New( self.PlayerGroup, self.EscortName )
|
||||
self.MenuRequestEscort = MENU_GROUP_COMMAND:New( self.LeaderGroup, "Request new escort ", self.MainMenu,
|
||||
function()
|
||||
self:SpawnEscort()
|
||||
end
|
||||
)
|
||||
end
|
||||
|
||||
self:GetParent( self ).onafterStart( self, EscortGroupSet )
|
||||
|
||||
self:HandleEvent( EVENTS.Dead, self.OnEventDeadOrCrash )
|
||||
self:HandleEvent( EVENTS.Crash, self.OnEventDeadOrCrash )
|
||||
|
||||
end
|
||||
|
||||
--- @param #AI_ESCORT_REQUEST self
|
||||
-- @param Core.Set#SET_GROUP EscortGroupSet
|
||||
function AI_ESCORT_REQUEST:onafterStop( EscortGroupSet )
|
||||
|
||||
self:F()
|
||||
|
||||
EscortGroupSet:ForEachGroup(
|
||||
--- @param Core.Group#GROUP EscortGroup
|
||||
function( EscortGroup )
|
||||
EscortGroup:WayPointInitialize()
|
||||
|
||||
EscortGroup:OptionROTVertical()
|
||||
EscortGroup:OptionROEOpenFire()
|
||||
end
|
||||
)
|
||||
|
||||
self.Detection:Stop()
|
||||
|
||||
self.MainMenu:Remove()
|
||||
|
||||
end
|
||||
|
||||
--- Set the spawn mode to be mission execution.
|
||||
-- @param #AI_ESCORT_REQUEST self
|
||||
function AI_ESCORT_REQUEST:SetEscortSpawnMission()
|
||||
|
||||
self.SpawnMode = self.__Enum.Mode.Mission
|
||||
|
||||
end
|
||||
@@ -1,66 +1,34 @@
|
||||
--- **AI** -- (R2.1) Build large **formations** of AI @{Group}s flying together.
|
||||
--- **AI** -- Build large airborne formations of aircraft.
|
||||
--
|
||||
-- 
|
||||
-- **Features:**
|
||||
--
|
||||
-- * Build in-air formations consisting of more than 40 aircraft as one group.
|
||||
-- * Build different formation types.
|
||||
-- * Assign a group leader that will guide the large formation path.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- AI_FORMATION makes AI @{GROUP}s fly in formation of various compositions.
|
||||
-- The AI_FORMATION class models formations in a different manner than the internal DCS formation logic!!!
|
||||
-- The purpose of the class is to:
|
||||
--
|
||||
-- * Make formation building a process that can be managed while in flight, rather than a task.
|
||||
-- * Human players can guide formations, consisting of larget planes.
|
||||
-- * Build large formations (like a large bomber field).
|
||||
-- * Form formations that DCS does not support off the shelve.
|
||||
--
|
||||
-- A few remarks:
|
||||
--
|
||||
-- * Depending on the type of plane, the change in direction by the leader may result in the formation getting disentangled while in flight and needs to be rebuild.
|
||||
-- * Formations are vulnerable to collissions, but is depending on the type of plane, the distance between the planes and the speed and angle executed by the leader.
|
||||
-- * Formations may take a while to build up.
|
||||
--
|
||||
-- As a result, the AI_FORMATION is not perfect, but is very useful to:
|
||||
--
|
||||
-- * Model large formations when flying straight line.
|
||||
-- * Make humans guide a large formation, when the planes are wide from each other.
|
||||
--
|
||||
-- There are the following types of classes defined:
|
||||
--
|
||||
-- * @{#AI_FORMATION}: Create a formation from several @{GROUP}s.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # Demo Missions
|
||||
--
|
||||
-- ### [AI_FORMATION Demo Missions source code]()
|
||||
--
|
||||
-- ### [AI_FORMATION Demo Missions, only for beta testers]()
|
||||
--
|
||||
-- ### [ALL Demo Missions pack of the last release]()
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # YouTube Channel
|
||||
--
|
||||
--- ### [AI_FORMATION YouTube Channel]()
|
||||
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/FOR%20-%20Formation)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Concept, Design & Programming.
|
||||
-- ### [YouTube Playlist](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl0bFIJ9jIdYM22uaWmIN4oz)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI_Formation
|
||||
-- @module AI.AI_Formation
|
||||
-- @image AI_Large_Formations.JPG
|
||||
|
||||
--- AI_FORMATION class
|
||||
-- @type AI_FORMATION
|
||||
-- @extends Fsm#FSM_SET
|
||||
-- @field Unit#UNIT FollowUnit
|
||||
-- @field Set#SET_GROUP FollowGroupSet
|
||||
-- @extends Core.Fsm#FSM_SET
|
||||
-- @field Wrapper.Unit#UNIT FollowUnit
|
||||
-- @field Core.Set#SET_GROUP FollowGroupSet
|
||||
-- @field #string FollowName
|
||||
-- @field #AI_FORMATION.MODE FollowMode The mode the escort is in.
|
||||
-- @field Scheduler#SCHEDULER FollowScheduler The instance of the SCHEDULER class.
|
||||
@@ -68,12 +36,10 @@
|
||||
-- @field #boolean ReportTargets If true, nearby targets are reported.
|
||||
-- @Field DCSTypes#AI.Option.Air.val.ROE OptionROE Which ROE is set to the FollowGroup.
|
||||
-- @field DCSTypes#AI.Option.Air.val.REACTION_ON_THREAT OptionReactionOnThreat Which REACTION_ON_THREAT is set to the FollowGroup.
|
||||
-- @field Menu#MENU_CLIENT FollowMenuResumeMission
|
||||
-- @field #number dtFollow Time step between position updates.
|
||||
|
||||
|
||||
--- # AI_FORMATION class, extends @{Fsm#FSM_SET}
|
||||
--
|
||||
-- The #AI_FORMATION class allows you to build large formations, make AI follow a @{Client#CLIENT} (player) leader or a @{Unit#UNIT} (AI) leader.
|
||||
--- Build large formations, make AI follow a @{Wrapper.Client#CLIENT} (player) leader or a @{Wrapper.Unit#UNIT} (AI) leader.
|
||||
--
|
||||
-- AI_FORMATION makes AI @{GROUP}s fly in formation of various compositions.
|
||||
-- The AI_FORMATION class models formations in a different manner than the internal DCS formation logic!!!
|
||||
@@ -99,25 +65,25 @@
|
||||
--
|
||||
-- Create a new SPAWN object with the @{#AI_FORMATION.New} method:
|
||||
--
|
||||
-- * @{Follow#AI_FORMATION.New}(): Creates a new AI_FORMATION object from a @{Group#GROUP} for a @{Client#CLIENT} or a @{Unit#UNIT}, with an optional briefing text.
|
||||
-- * @{#AI_FORMATION.New}(): Creates a new AI_FORMATION object from a @{Wrapper.Group#GROUP} for a @{Wrapper.Client#CLIENT} or a @{Wrapper.Unit#UNIT}, with an optional briefing text.
|
||||
--
|
||||
-- ## Formation methods
|
||||
--
|
||||
-- The following methods can be used to set or change the formation:
|
||||
--
|
||||
-- * @{AI_Formation#AI_FORMATION.FormationLine}(): Form a line formation (core formation function).
|
||||
-- * @{AI_Formation#AI_FORMATION.FormationTrail}(): Form a trail formation.
|
||||
-- * @{AI_Formation#AI_FORMATION.FormationLeftLine}(): Form a left line formation.
|
||||
-- * @{AI_Formation#AI_FORMATION.FormationRightLine}(): Form a right line formation.
|
||||
-- * @{AI_Formation#AI_FORMATION.FormationRightWing}(): Form a right wing formation.
|
||||
-- * @{AI_Formation#AI_FORMATION.FormationLeftWing}(): Form a left wing formation.
|
||||
-- * @{AI_Formation#AI_FORMATION.FormationCenterWing}(): Form a center wing formation.
|
||||
-- * @{AI_Formation#AI_FORMATION.FormationCenterVic}(): Form a Vic formation (same as CenterWing.
|
||||
-- * @{AI_Formation#AI_FORMATION.FormationCenterBoxed}(): Form a center boxed formation.
|
||||
-- * @{#AI_FORMATION.FormationLine}(): Form a line formation (core formation function).
|
||||
-- * @{#AI_FORMATION.FormationTrail}(): Form a trail formation.
|
||||
-- * @{#AI_FORMATION.FormationLeftLine}(): Form a left line formation.
|
||||
-- * @{#AI_FORMATION.FormationRightLine}(): Form a right line formation.
|
||||
-- * @{#AI_FORMATION.FormationRightWing}(): Form a right wing formation.
|
||||
-- * @{#AI_FORMATION.FormationLeftWing}(): Form a left wing formation.
|
||||
-- * @{#AI_FORMATION.FormationCenterWing}(): Form a center wing formation.
|
||||
-- * @{#AI_FORMATION.FormationCenterVic}(): Form a Vic formation (same as CenterWing.
|
||||
-- * @{#AI_FORMATION.FormationCenterBoxed}(): Form a center boxed formation.
|
||||
--
|
||||
-- ## Randomization
|
||||
--
|
||||
-- Use the method @{AI_Formation#AI_FORMATION.SetFlightRandomization}() to simulate the formation flying errors that pilots make while in formation. Is a range set in meters.
|
||||
-- Use the method @{AI.AI_Formation#AI_FORMATION.SetFlightRandomization}() to simulate the formation flying errors that pilots make while in formation. Is a range set in meters.
|
||||
--
|
||||
-- @usage
|
||||
-- local FollowGroupSet = SET_GROUP:New():FilterCategories("plane"):FilterCoalitions("blue"):FilterPrefixes("Follow"):FilterStart()
|
||||
@@ -141,12 +107,59 @@ AI_FORMATION = {
|
||||
FollowScheduler = nil,
|
||||
OptionROE = AI.Option.Air.val.ROE.OPEN_FIRE,
|
||||
OptionReactionOnThreat = AI.Option.Air.val.REACTION_ON_THREAT.ALLOW_ABORT_MISSION,
|
||||
dtFollow = 0.5,
|
||||
}
|
||||
|
||||
--- AI_FORMATION.Mode class
|
||||
-- @type AI_FORMATION.MODE
|
||||
-- @field #number FOLLOW
|
||||
-- @field #number MISSION
|
||||
AI_FORMATION.__Enum = {}
|
||||
|
||||
--- @type AI_FORMATION.__Enum.Formation
|
||||
-- @field #number None
|
||||
-- @field #number Line
|
||||
-- @field #number Trail
|
||||
-- @field #number Stack
|
||||
-- @field #number LeftLine
|
||||
-- @field #number RightLine
|
||||
-- @field #number LeftWing
|
||||
-- @field #number RightWing
|
||||
-- @field #number Vic
|
||||
-- @field #number Box
|
||||
AI_FORMATION.__Enum.Formation = {
|
||||
None = 0,
|
||||
Mission = 1,
|
||||
Line = 2,
|
||||
Trail = 3,
|
||||
Stack = 4,
|
||||
LeftLine = 5,
|
||||
RightLine = 6,
|
||||
LeftWing = 7,
|
||||
RightWing = 8,
|
||||
Vic = 9,
|
||||
Box = 10,
|
||||
}
|
||||
|
||||
--- @type AI_FORMATION.__Enum.Mode
|
||||
-- @field #number Mission
|
||||
-- @field #number Formation
|
||||
AI_FORMATION.__Enum.Mode = {
|
||||
Mission = "M",
|
||||
Formation = "F",
|
||||
Attack = "A",
|
||||
Reconnaissance = "R",
|
||||
}
|
||||
|
||||
--- @type AI_FORMATION.__Enum.ReportType
|
||||
-- @field #number All
|
||||
-- @field #number Airborne
|
||||
-- @field #number GroundRadar
|
||||
-- @field #number Ground
|
||||
AI_FORMATION.__Enum.ReportType = {
|
||||
Airborne = "*",
|
||||
Airborne = "A",
|
||||
GroundRadar = "R",
|
||||
Ground = "G",
|
||||
}
|
||||
|
||||
|
||||
|
||||
--- MENUPARAM type
|
||||
-- @type MENUPARAM
|
||||
@@ -157,16 +170,24 @@ AI_FORMATION = {
|
||||
|
||||
--- AI_FORMATION class constructor for an AI group
|
||||
-- @param #AI_FORMATION self
|
||||
-- @param Unit#UNIT FollowUnit The UNIT leading the FolllowGroupSet.
|
||||
-- @param Wrapper.Unit#UNIT FollowUnit The UNIT leading the FolllowGroupSet.
|
||||
-- @param Core.Set#SET_GROUP FollowGroupSet The group AI escorting the FollowUnit.
|
||||
-- @param #string FollowName Name of the escort.
|
||||
-- @param #string FollowBriefing Briefing.
|
||||
-- @return #AI_FORMATION self
|
||||
function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefing ) --R2.1
|
||||
local self = BASE:Inherit( self, FSM_SET:New( FollowGroupSet ) )
|
||||
self:F( { FollowUnit, FollowGroupSet, FollowName } )
|
||||
|
||||
self.FollowUnit = FollowUnit -- Unit#UNIT
|
||||
self.FollowGroupSet = FollowGroupSet -- Set#SET_GROUP
|
||||
self.FollowUnit = FollowUnit -- Wrapper.Unit#UNIT
|
||||
self.FollowGroupSet = FollowGroupSet -- Core.Set#SET_GROUP
|
||||
|
||||
self.FollowGroupSet:ForEachGroup(
|
||||
function( FollowGroup )
|
||||
self:E("Following")
|
||||
FollowGroup:SetState( self, "Mode", self.__Enum.Mode.Formation )
|
||||
end
|
||||
)
|
||||
|
||||
self:SetFlightRandomization( 2 )
|
||||
|
||||
@@ -174,7 +195,7 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
|
||||
|
||||
self:AddTransition( "*", "Stop", "Stopped" )
|
||||
|
||||
self:AddTransition( "None", "Start", "Following" )
|
||||
self:AddTransition( {"None", "Stopped"}, "Start", "Following" )
|
||||
|
||||
self:AddTransition( "*", "FormationLine", "*" )
|
||||
--- FormationLine Handler OnBefore for AI_FORMATION
|
||||
@@ -655,6 +676,16 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Set time interval between updates of the formation.
|
||||
-- @param #AI_FORMATION self
|
||||
-- @param #number dt Time step in seconds between formation updates. Default is every 0.5 seconds.
|
||||
-- @return #AI_FORMATION
|
||||
function AI_FORMATION:SetFollowTimeInterval(dt) --R2.1
|
||||
self.dtFollow=dt or 0.5
|
||||
return self
|
||||
end
|
||||
|
||||
--- This function is for test, it will put on the frequency of the FollowScheduler a red smoke at the direction vector calculated for the escort to fly to.
|
||||
-- This allows to visualize where the escort is flying to.
|
||||
-- @param #AI_FORMATION self
|
||||
@@ -678,14 +709,21 @@ end
|
||||
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
-- @return #AI_FORMATION
|
||||
function AI_FORMATION:onafterFormationLine( FollowGroupSet, From , Event , To, XStart, XSpace, YStart, YSpace, ZStart, ZSpace ) --R2.1
|
||||
self:F( { FollowGroupSet, From , Event ,To, XStart, XSpace, YStart, YSpace, ZStart, ZSpace } )
|
||||
function AI_FORMATION:onafterFormationLine( FollowGroupSet, From , Event , To, XStart, XSpace, YStart, YSpace, ZStart, ZSpace, Formation ) --R2.1
|
||||
self:F( { FollowGroupSet, From , Event ,To, XStart, XSpace, YStart, YSpace, ZStart, ZSpace, Formation } )
|
||||
|
||||
FollowGroupSet:Flush()
|
||||
XStart = XStart or self.XStart
|
||||
XSpace = XSpace or self.XSpace
|
||||
YStart = YStart or self.YStart
|
||||
YSpace = YSpace or self.YSpace
|
||||
ZStart = ZStart or self.ZStart
|
||||
ZSpace = ZSpace or self.ZSpace
|
||||
|
||||
FollowGroupSet:Flush( self )
|
||||
|
||||
local FollowSet = FollowGroupSet:GetSet()
|
||||
|
||||
local i = 0
|
||||
local i = 1 --FF i=0 caused first unit to have no XSpace! Probably needs further adjustments. This is just a quick work around.
|
||||
|
||||
for FollowID, FollowGroup in pairs( FollowSet ) do
|
||||
|
||||
@@ -697,6 +735,8 @@ function AI_FORMATION:onafterFormationLine( FollowGroupSet, From , Event , To, X
|
||||
local Vec3 = PointVec3:GetVec3()
|
||||
FollowGroup:SetState( self, "FormationVec3", Vec3 )
|
||||
i = i + 1
|
||||
|
||||
FollowGroup:SetState( FollowGroup, "Formation", Formation )
|
||||
end
|
||||
|
||||
return self
|
||||
@@ -715,7 +755,7 @@ end
|
||||
-- @return #AI_FORMATION
|
||||
function AI_FORMATION:onafterFormationTrail( FollowGroupSet, From , Event , To, XStart, XSpace, YStart ) --R2.1
|
||||
|
||||
self:onafterFormationLine(FollowGroupSet,From,Event,To,XStart,XSpace,YStart,0,0,0)
|
||||
self:onafterFormationLine(FollowGroupSet,From,Event,To,XStart,XSpace,YStart,0,0,0, self.__Enum.Formation.Trail )
|
||||
|
||||
return self
|
||||
end
|
||||
@@ -734,7 +774,7 @@ end
|
||||
-- @return #AI_FORMATION
|
||||
function AI_FORMATION:onafterFormationStack( FollowGroupSet, From , Event , To, XStart, XSpace, YStart, YSpace ) --R2.1
|
||||
|
||||
self:onafterFormationLine(FollowGroupSet,From,Event,To,XStart,XSpace,YStart,YSpace,0,0)
|
||||
self:onafterFormationLine(FollowGroupSet,From,Event,To,XStart,XSpace,YStart,YSpace,0,0, self.__Enum.Formation.Stack )
|
||||
|
||||
return self
|
||||
end
|
||||
@@ -755,7 +795,7 @@ end
|
||||
-- @return #AI_FORMATION
|
||||
function AI_FORMATION:onafterFormationLeftLine( FollowGroupSet, From , Event , To, XStart, YStart, ZStart, ZSpace ) --R2.1
|
||||
|
||||
self:onafterFormationLine(FollowGroupSet,From,Event,To,XStart,0,YStart,0,ZStart,ZSpace)
|
||||
self:onafterFormationLine(FollowGroupSet,From,Event,To,XStart,0,YStart,0,-ZStart,-ZSpace, self.__Enum.Formation.LeftLine )
|
||||
|
||||
return self
|
||||
end
|
||||
@@ -774,7 +814,7 @@ end
|
||||
-- @return #AI_FORMATION
|
||||
function AI_FORMATION:onafterFormationRightLine( FollowGroupSet, From , Event , To, XStart, YStart, ZStart, ZSpace ) --R2.1
|
||||
|
||||
self:onafterFormationLine(FollowGroupSet,From,Event,To,XStart,0,YStart,0,-ZStart,-ZSpace)
|
||||
self:onafterFormationLine(FollowGroupSet,From,Event,To,XStart,0,YStart,0,ZStart,ZSpace,self.__Enum.Formation.RightLine)
|
||||
|
||||
return self
|
||||
end
|
||||
@@ -793,7 +833,7 @@ end
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
function AI_FORMATION:onafterFormationLeftWing( FollowGroupSet, From , Event , To, XStart, XSpace, YStart, ZStart, ZSpace ) --R2.1
|
||||
|
||||
self:onafterFormationLine(FollowGroupSet,From,Event,To,XStart,XSpace,YStart,0,ZStart,ZSpace)
|
||||
self:onafterFormationLine(FollowGroupSet,From,Event,To,XStart,XSpace,YStart,0,-ZStart,-ZSpace,self.__Enum.Formation.LeftWing)
|
||||
|
||||
return self
|
||||
end
|
||||
@@ -813,7 +853,7 @@ end
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
function AI_FORMATION:onafterFormationRightWing( FollowGroupSet, From , Event , To, XStart, XSpace, YStart, ZStart, ZSpace ) --R2.1
|
||||
|
||||
self:onafterFormationLine(FollowGroupSet,From,Event,To,XStart,XSpace,YStart,0,-ZStart,-ZSpace)
|
||||
self:onafterFormationLine(FollowGroupSet,From,Event,To,XStart,XSpace,YStart,0,ZStart,ZSpace,self.__Enum.Formation.RightWing)
|
||||
|
||||
return self
|
||||
end
|
||||
@@ -851,6 +891,7 @@ function AI_FORMATION:onafterFormationCenterWing( FollowGroupSet, From , Event ,
|
||||
local Vec3 = PointVec3:GetVec3()
|
||||
FollowGroup:SetState( self, "FormationVec3", Vec3 )
|
||||
i = i + 1
|
||||
FollowGroup:SetState( FollowGroup, "Formation", self.__Enum.Formation.Vic )
|
||||
end
|
||||
|
||||
return self
|
||||
@@ -910,13 +951,14 @@ function AI_FORMATION:onafterFormationBox( FollowGroupSet, From , Event , To, XS
|
||||
local Vec3 = PointVec3:GetVec3()
|
||||
FollowGroup:SetState( self, "FormationVec3", Vec3 )
|
||||
i = i + 1
|
||||
FollowGroup:SetState( FollowGroup, "Formation", self.__Enum.Formation.Box )
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Use the method @{AI_Formation#AI_FORMATION.SetFlightRandomization}() to make the air units in your formation randomize their flight a bit while in formation.
|
||||
--- Use the method @{AI.AI_Formation#AI_FORMATION.SetFlightRandomization}() to make the air units in your formation randomize their flight a bit while in formation.
|
||||
-- @param #AI_FORMATION self
|
||||
-- @param #number FlightRandomization The formation flying errors that pilots can make while in formation. Is a range set in meters.
|
||||
-- @return #AI_FORMATION
|
||||
@@ -928,17 +970,126 @@ function AI_FORMATION:SetFlightRandomization( FlightRandomization ) --R2.1
|
||||
end
|
||||
|
||||
|
||||
--- @param Follow#AI_FORMATION self
|
||||
function AI_FORMATION:onenterFollowing( FollowGroupSet ) --R2.1
|
||||
self:F( )
|
||||
--- Gets your escorts to flight mode.
|
||||
-- @param #AI_FORMATION self
|
||||
-- @param Wrapper.Group#GROUP FollowGroup FollowGroup.
|
||||
-- @return #AI_FORMATION
|
||||
function AI_FORMATION:GetFlightMode( FollowGroup )
|
||||
|
||||
if FollowGroup then
|
||||
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
|
||||
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Mission )
|
||||
end
|
||||
|
||||
|
||||
return FollowGroup:GetState( FollowGroup, "Mode" )
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- This sets your escorts to fly a mission.
|
||||
-- @param #AI_FORMATION self
|
||||
-- @param Wrapper.Group#GROUP FollowGroup FollowGroup.
|
||||
-- @return #AI_FORMATION
|
||||
function AI_FORMATION:SetFlightModeMission( FollowGroup )
|
||||
|
||||
if FollowGroup then
|
||||
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
|
||||
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Mission )
|
||||
else
|
||||
self.EscortGroupSet:ForSomeGroupAlive(
|
||||
--- @param Core.Group#GROUP EscortGroup
|
||||
function( FollowGroup )
|
||||
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
|
||||
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Mission )
|
||||
end
|
||||
)
|
||||
end
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- This sets your escorts to execute an attack.
|
||||
-- @param #AI_FORMATION self
|
||||
-- @param Wrapper.Group#GROUP FollowGroup FollowGroup.
|
||||
-- @return #AI_FORMATION
|
||||
function AI_FORMATION:SetFlightModeAttack( FollowGroup )
|
||||
|
||||
if FollowGroup then
|
||||
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
|
||||
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Attack )
|
||||
else
|
||||
self.EscortGroupSet:ForSomeGroupAlive(
|
||||
--- @param Core.Group#GROUP EscortGroup
|
||||
function( FollowGroup )
|
||||
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
|
||||
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Attack )
|
||||
end
|
||||
)
|
||||
end
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- This sets your escorts to fly in a formation.
|
||||
-- @param #AI_FORMATION self
|
||||
-- @param Wrapper.Group#GROUP FollowGroup FollowGroup.
|
||||
-- @return #AI_FORMATION
|
||||
function AI_FORMATION:SetFlightModeFormation( FollowGroup )
|
||||
|
||||
if FollowGroup then
|
||||
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
|
||||
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Formation )
|
||||
else
|
||||
self.EscortGroupSet:ForSomeGroupAlive(
|
||||
--- @param Core.Group#GROUP EscortGroup
|
||||
function( FollowGroup )
|
||||
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
|
||||
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Formation )
|
||||
end
|
||||
)
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
--- Stop function. Formation will not be updated any more.
|
||||
-- @param #AI_FORMATION self
|
||||
-- @param Core.Set#SET_GROUP FollowGroupSet The following set of groups.
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @pram #string To The to state.
|
||||
function AI_FORMATION:onafterStop(FollowGroupSet, From, Event, To) --R2.1
|
||||
self:E("Stopping formation.")
|
||||
end
|
||||
|
||||
--- Follow event fuction. Check if coming from state "stopped". If so the transition is rejected.
|
||||
-- @param #AI_FORMATION self
|
||||
-- @param Core.Set#SET_GROUP FollowGroupSet The following set of groups.
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @pram #string To The to state.
|
||||
function AI_FORMATION:onbeforeFollow( FollowGroupSet, From, Event, To ) --R2.1
|
||||
if From=="Stopped" then
|
||||
return false -- Deny transition.
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
--- @param #AI_FORMATION self
|
||||
function AI_FORMATION:onenterFollowing( FollowGroupSet ) --R2.1
|
||||
|
||||
self:T( { self.FollowUnit.UnitName, self.FollowUnit:IsAlive() } )
|
||||
if self.FollowUnit:IsAlive() then
|
||||
|
||||
local ClientUnit = self.FollowUnit
|
||||
|
||||
self:T( {ClientUnit.UnitName } )
|
||||
|
||||
local CT1, CT2, CV1, CV2
|
||||
CT1 = ClientUnit:GetState( self, "CT1" )
|
||||
|
||||
@@ -955,120 +1106,139 @@ function AI_FORMATION:onenterFollowing( FollowGroupSet ) --R2.1
|
||||
ClientUnit:SetState( self, "CV1", CV2 )
|
||||
end
|
||||
|
||||
FollowGroupSet:ForEachGroup(
|
||||
FollowGroupSet:ForEachGroupAlive(
|
||||
--- @param Wrapper.Group#GROUP FollowGroup
|
||||
-- @param Wrapper.Unit#UNIT ClientUnit
|
||||
function( FollowGroup, Formation, ClientUnit, CT1, CV1, CT2, CV2 )
|
||||
|
||||
if FollowGroup:GetState( FollowGroup, "Mode" ) == self.__Enum.Mode.Formation then
|
||||
|
||||
FollowGroup:OptionROTPassiveDefense()
|
||||
FollowGroup:OptionROEReturnFire()
|
||||
self:T({Mode=FollowGroup:GetState( FollowGroup, "Mode" )})
|
||||
|
||||
local GroupUnit = FollowGroup:GetUnit( 1 )
|
||||
local FollowFormation = FollowGroup:GetState( self, "FormationVec3" )
|
||||
if FollowFormation then
|
||||
local FollowDistance = FollowFormation.x
|
||||
|
||||
local GT1 = GroupUnit:GetState( self, "GT1" )
|
||||
|
||||
if CT1 == nil or CT1 == 0 or GT1 == nil or GT1 == 0 then
|
||||
GroupUnit:SetState( self, "GV1", GroupUnit:GetPointVec3() )
|
||||
GroupUnit:SetState( self, "GT1", timer.getTime() )
|
||||
else
|
||||
local CD = ( ( CV2.x - CV1.x )^2 + ( CV2.y - CV1.y )^2 + ( CV2.z - CV1.z )^2 ) ^ 0.5
|
||||
local CT = CT2 - CT1
|
||||
|
||||
local CS = ( 3600 / CT ) * ( CD / 1000 ) / 3.6
|
||||
|
||||
local CDv = { x = CV2.x - CV1.x, y = CV2.y - CV1.y, z = CV2.z - CV1.z }
|
||||
local Ca = math.atan2( CDv.x, CDv.z )
|
||||
|
||||
FollowGroup:OptionROTEvadeFire()
|
||||
FollowGroup:OptionROEReturnFire()
|
||||
|
||||
local GroupUnit = FollowGroup:GetUnit( 1 )
|
||||
local FollowFormation = FollowGroup:GetState( self, "FormationVec3" )
|
||||
if FollowFormation then
|
||||
local FollowDistance = FollowFormation.x
|
||||
|
||||
local GT1 = GroupUnit:GetState( self, "GT1" )
|
||||
local GT2 = timer.getTime()
|
||||
local GV1 = GroupUnit:GetState( self, "GV1" )
|
||||
local GV2 = GroupUnit:GetPointVec3()
|
||||
GV2:AddX( math.random( -Formation.FlightRandomization / 2, Formation.FlightRandomization / 2 ) )
|
||||
GV2:AddY( math.random( -Formation.FlightRandomization / 2, Formation.FlightRandomization / 2 ) )
|
||||
GV2:AddZ( math.random( -Formation.FlightRandomization / 2, Formation.FlightRandomization / 2 ) )
|
||||
GroupUnit:SetState( self, "GT1", GT2 )
|
||||
GroupUnit:SetState( self, "GV1", GV2 )
|
||||
|
||||
|
||||
local GD = ( ( GV2.x - GV1.x )^2 + ( GV2.y - GV1.y )^2 + ( GV2.z - GV1.z )^2 ) ^ 0.5
|
||||
local GT = GT2 - GT1
|
||||
|
||||
|
||||
if CT1 == nil or CT1 == 0 or GT1 == nil or GT1 == 0 then
|
||||
GroupUnit:SetState( self, "GV1", GroupUnit:GetPointVec3() )
|
||||
GroupUnit:SetState( self, "GT1", timer.getTime() )
|
||||
else
|
||||
local CD = ( ( CV2.x - CV1.x )^2 + ( CV2.y - CV1.y )^2 + ( CV2.z - CV1.z )^2 ) ^ 0.5
|
||||
local CT = CT2 - CT1
|
||||
|
||||
local CS = ( 3600 / CT ) * ( CD / 1000 ) / 3.6
|
||||
|
||||
local CDv = { x = CV2.x - CV1.x, y = CV2.y - CV1.y, z = CV2.z - CV1.z }
|
||||
local Ca = math.atan2( CDv.x, CDv.z )
|
||||
|
||||
local GT1 = GroupUnit:GetState( self, "GT1" )
|
||||
local GT2 = timer.getTime()
|
||||
local GV1 = GroupUnit:GetState( self, "GV1" )
|
||||
local GV2 = GroupUnit:GetPointVec3()
|
||||
GV2:AddX( math.random( -Formation.FlightRandomization / 2, Formation.FlightRandomization / 2 ) )
|
||||
GV2:AddY( math.random( -Formation.FlightRandomization / 2, Formation.FlightRandomization / 2 ) )
|
||||
GV2:AddZ( math.random( -Formation.FlightRandomization / 2, Formation.FlightRandomization / 2 ) )
|
||||
GroupUnit:SetState( self, "GT1", GT2 )
|
||||
GroupUnit:SetState( self, "GV1", GV2 )
|
||||
|
||||
|
||||
local GD = ( ( GV2.x - GV1.x )^2 + ( GV2.y - GV1.y )^2 + ( GV2.z - GV1.z )^2 ) ^ 0.5
|
||||
local GT = GT2 - GT1
|
||||
|
||||
|
||||
-- Calculate the distance
|
||||
local GDv = { x = GV2.x - CV1.x, y = GV2.y - CV1.y, z = GV2.z - CV1.z }
|
||||
local Alpha_T = math.atan2( GDv.x, GDv.z ) - math.atan2( CDv.x, CDv.z )
|
||||
local Alpha_R = ( Alpha_T < 0 ) and Alpha_T + 2 * math.pi or Alpha_T
|
||||
local Position = math.cos( Alpha_R )
|
||||
local GD = ( ( GDv.x )^2 + ( GDv.z )^2 ) ^ 0.5
|
||||
local Distance = GD * Position + - CS * 0.5
|
||||
|
||||
-- Calculate the group direction vector
|
||||
local GV = { x = GV2.x - CV2.x, y = GV2.y - CV2.y, z = GV2.z - CV2.z }
|
||||
|
||||
-- Calculate GH2, GH2 with the same height as CV2.
|
||||
local GH2 = { x = GV2.x, y = CV2.y + FollowFormation.y, z = GV2.z }
|
||||
|
||||
-- Calculate the angle of GV to the orthonormal plane
|
||||
local alpha = math.atan2( GV.x, GV.z )
|
||||
|
||||
local GVx = FollowFormation.z * math.cos( Ca ) + FollowFormation.x * math.sin( Ca )
|
||||
local GVz = FollowFormation.x * math.cos( Ca ) - FollowFormation.z * math.sin( Ca )
|
||||
|
||||
|
||||
-- Now we calculate the intersecting vector between the circle around CV2 with radius FollowDistance and GH2.
|
||||
-- From the GeoGebra model: CVI = (x(CV2) + FollowDistance cos(alpha), y(GH2) + FollowDistance sin(alpha), z(CV2))
|
||||
local Inclination = ( Distance + FollowFormation.x ) / 10
|
||||
if Inclination < -30 then
|
||||
Inclination = - 30
|
||||
end
|
||||
local CVI = { x = CV2.x + CS * 10 * math.sin(Ca),
|
||||
y = GH2.y + Inclination, -- + FollowFormation.y,
|
||||
y = GH2.y,
|
||||
z = CV2.z + CS * 10 * math.cos(Ca),
|
||||
}
|
||||
|
||||
-- Calculate the direction vector DV of the escort group. We use CVI as the base and CV2 as the direction.
|
||||
local DV = { x = CV2.x - CVI.x, y = CV2.y - CVI.y, z = CV2.z - CVI.z }
|
||||
|
||||
-- We now calculate the unary direction vector DVu, so that we can multiply DVu with the speed, which is expressed in meters / s.
|
||||
-- We need to calculate this vector to predict the point the escort group needs to fly to according its speed.
|
||||
-- The distance of the destination point should be far enough not to have the aircraft starting to swipe left to right...
|
||||
local DVu = { x = DV.x / FollowDistance, y = DV.y, z = DV.z / FollowDistance }
|
||||
|
||||
-- Now we can calculate the group destination vector GDV.
|
||||
local GDV = { x = CVI.x, y = CVI.y, z = CVI.z }
|
||||
|
||||
local ADDx = FollowFormation.x * math.cos(alpha) - FollowFormation.z * math.sin(alpha)
|
||||
local ADDz = FollowFormation.z * math.cos(alpha) + FollowFormation.x * math.sin(alpha)
|
||||
|
||||
local GDV_Formation = {
|
||||
x = GDV.x - GVx,
|
||||
y = GDV.y,
|
||||
z = GDV.z - GVz
|
||||
}
|
||||
|
||||
if self.SmokeDirectionVector == true then
|
||||
trigger.action.smoke( GDV, trigger.smokeColor.Green )
|
||||
trigger.action.smoke( GDV_Formation, trigger.smokeColor.White )
|
||||
end
|
||||
|
||||
|
||||
|
||||
local Time = 120
|
||||
|
||||
local Speed = - ( Distance + FollowFormation.x ) / Time
|
||||
|
||||
-- Calculate the distance
|
||||
local GDv = { x = GV2.x - CV1.x, y = GV2.y - CV1.y, z = GV2.z - CV1.z }
|
||||
local Alpha_T = math.atan2( GDv.x, GDv.z ) - math.atan2( CDv.x, CDv.z )
|
||||
local Alpha_R = ( Alpha_T < 0 ) and Alpha_T + 2 * math.pi or Alpha_T
|
||||
local Position = math.cos( Alpha_R )
|
||||
local GD = ( ( GDv.x )^2 + ( GDv.z )^2 ) ^ 0.5
|
||||
local Distance = GD * Position + - CS * 0,5
|
||||
|
||||
-- Calculate the group direction vector
|
||||
local GV = { x = GV2.x - CV2.x, y = GV2.y - CV2.y, z = GV2.z - CV2.z }
|
||||
|
||||
-- Calculate GH2, GH2 with the same height as CV2.
|
||||
local GH2 = { x = GV2.x, y = CV2.y + FollowFormation.y, z = GV2.z }
|
||||
|
||||
-- Calculate the angle of GV to the orthonormal plane
|
||||
local alpha = math.atan2( GV.x, GV.z )
|
||||
|
||||
local GVx = FollowFormation.z * math.cos( Ca ) + FollowFormation.x * math.sin( Ca )
|
||||
local GVz = FollowFormation.x * math.cos( Ca ) - FollowFormation.z * math.sin( Ca )
|
||||
if Distance > -10000 then
|
||||
Speed = - ( Distance + FollowFormation.x ) / 60
|
||||
end
|
||||
|
||||
if Distance > -2500 then
|
||||
Speed = - ( Distance + FollowFormation.x ) / 20
|
||||
end
|
||||
|
||||
local GS = Speed + CS
|
||||
|
||||
|
||||
-- Now we calculate the intersecting vector between the circle around CV2 with radius FollowDistance and GH2.
|
||||
-- From the GeoGebra model: CVI = (x(CV2) + FollowDistance cos(alpha), y(GH2) + FollowDistance sin(alpha), z(CV2))
|
||||
local CVI = { x = CV2.x + CS * 10 * math.sin(Ca),
|
||||
y = GH2.y - ( Distance + FollowFormation.x ) / 5, -- + FollowFormation.y,
|
||||
z = CV2.z + CS * 10 * math.cos(Ca),
|
||||
}
|
||||
|
||||
-- Calculate the direction vector DV of the escort group. We use CVI as the base and CV2 as the direction.
|
||||
local DV = { x = CV2.x - CVI.x, y = CV2.y - CVI.y, z = CV2.z - CVI.z }
|
||||
|
||||
-- We now calculate the unary direction vector DVu, so that we can multiply DVu with the speed, which is expressed in meters / s.
|
||||
-- We need to calculate this vector to predict the point the escort group needs to fly to according its speed.
|
||||
-- The distance of the destination point should be far enough not to have the aircraft starting to swipe left to right...
|
||||
local DVu = { x = DV.x / FollowDistance, y = DV.y, z = DV.z / FollowDistance }
|
||||
|
||||
-- Now we can calculate the group destination vector GDV.
|
||||
local GDV = { x = CVI.x, y = CVI.y, z = CVI.z }
|
||||
|
||||
local ADDx = FollowFormation.x * math.cos(alpha) - FollowFormation.z * math.sin(alpha)
|
||||
local ADDz = FollowFormation.z * math.cos(alpha) + FollowFormation.x * math.sin(alpha)
|
||||
|
||||
local GDV_Formation = {
|
||||
x = GDV.x - GVx,
|
||||
y = GDV.y,
|
||||
z = GDV.z - GVz
|
||||
}
|
||||
|
||||
if self.SmokeDirectionVector == true then
|
||||
trigger.action.smoke( GDV, trigger.smokeColor.Green )
|
||||
trigger.action.smoke( GDV_Formation, trigger.smokeColor.White )
|
||||
self:F( { Distance = Distance, Speed = Speed, CS = CS, GS = GS } )
|
||||
|
||||
|
||||
-- Now route the escort to the desired point with the desired speed.
|
||||
FollowGroup:RouteToVec3( GDV_Formation, GS ) -- DCS models speed in Mps (Miles per second)
|
||||
end
|
||||
|
||||
|
||||
|
||||
local Time = 60
|
||||
|
||||
local Speed = - ( Distance + FollowFormation.x ) / Time
|
||||
local GS = Speed + CS
|
||||
if Speed < 0 then
|
||||
Speed = 0
|
||||
end
|
||||
|
||||
-- Now route the escort to the desired point with the desired speed.
|
||||
FollowGroup:RouteToVec3( GDV_Formation, GS ) -- DCS models speed in Mps (Miles per second)
|
||||
end
|
||||
end
|
||||
end,
|
||||
self, ClientUnit, CT1, CV1, CT2, CV2
|
||||
)
|
||||
|
||||
self:__Follow( -0.5 )
|
||||
|
||||
self:__Follow( -self.dtFollow )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
@@ -1,6 +1,10 @@
|
||||
--- **AI** -- **Air Patrolling or Staging.**
|
||||
--- **AI** -- Perform Air Patrolling for airplanes.
|
||||
--
|
||||
-- 
|
||||
-- **Features:**
|
||||
--
|
||||
-- * Patrol AI airplanes within a given zone.
|
||||
-- * Trigger detected events when enemy airplanes are detected.
|
||||
-- * Manage a fuel treshold to RTB on time.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -10,83 +14,43 @@
|
||||
--
|
||||
-- * @{#AI_PATROL_ZONE}: 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)
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # **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.
|
||||
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/PAT%20-%20Patrolling)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
-- ### [YouTube Playlist](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl35HvYZKA6G22WMt7iI3zky)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **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
|
||||
-- @module AI.AI_Patrol
|
||||
-- @image AI_Air_Patrolling.JPG
|
||||
|
||||
--- AI_PATROL_ZONE class
|
||||
-- @type AI_PATROL_ZONE
|
||||
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Controllable} patrolling.
|
||||
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling.
|
||||
-- @field Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @field Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @field Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @field Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Controllable} in km/h.
|
||||
-- @field Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
|
||||
-- @field Functional.Spawn#SPAWN CoordTest
|
||||
-- @field DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @field DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @field DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
|
||||
-- @field DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h.
|
||||
-- @field Core.Spawn#SPAWN CoordTest
|
||||
-- @extends Core.Fsm#FSM_CONTROLLABLE
|
||||
|
||||
--- # AI_PATROL_ZONE class, extends @{Fsm#FSM_CONTROLLABLE}
|
||||
--
|
||||
-- The AI_PATROL_ZONE class implements the core functions to patrol a @{Zone} by an AI @{Controllable} or @{Group}.
|
||||
--- Implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI_PATROL_ZONE is assigned a @{Group} and this must be done before the AI_PATROL_ZONE process can be started using the **Start** event.
|
||||
-- The AI_PATROL_ZONE is assigned a @{Wrapper.Group} and this must be done before the AI_PATROL_ZONE process can be started using the **Start** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
@@ -158,8 +122,8 @@
|
||||
-- * @{#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.
|
||||
-- Use the method @{#AI_PATROL_ZONE.GetDetectedUnits}() to obtain a list of the @{Unit}s detected by the AI.
|
||||
-- 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 @{Wrapper.Unit}s detected by the AI.
|
||||
--
|
||||
-- The detection can be filtered to potential targets in a specific zone.
|
||||
-- Use the method @{#AI_PATROL_ZONE.SetDetectionZone}() to set the zone where targets need to be detected.
|
||||
@@ -191,11 +155,11 @@ AI_PATROL_ZONE = {
|
||||
--- Creates a new AI_PATROL_ZONE object
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Controllable} in km/h.
|
||||
-- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
|
||||
-- @param Dcs.DCSTypes#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
|
||||
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h.
|
||||
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
|
||||
-- @return #AI_PATROL_ZONE self
|
||||
-- @usage
|
||||
-- -- Define a new AI_PATROL_ZONE Object. This PatrolArea will patrol an AIControllable within PatrolZone between 3000 and 6000 meters, with a variying speed between 600 and 900 km/h.
|
||||
@@ -217,7 +181,7 @@ 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
|
||||
|
||||
@@ -490,8 +454,8 @@ end
|
||||
|
||||
--- Sets (modifies) the minimum and maximum speed of the patrol.
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Controllable} in km/h.
|
||||
-- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
|
||||
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h.
|
||||
-- @return #AI_PATROL_ZONE self
|
||||
function AI_PATROL_ZONE:SetSpeed( PatrolMinSpeed, PatrolMaxSpeed )
|
||||
self:F2( { PatrolMinSpeed, PatrolMaxSpeed } )
|
||||
@@ -504,8 +468,8 @@ end
|
||||
|
||||
--- Sets the floor and ceiling altitude of the patrol.
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @return #AI_PATROL_ZONE self
|
||||
function AI_PATROL_ZONE:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude )
|
||||
self:F2( { PatrolFloorAltitude, PatrolCeilingAltitude } )
|
||||
@@ -574,7 +538,7 @@ 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
|
||||
@@ -598,18 +562,18 @@ function AI_PATROL_ZONE:SetDetectionZone( DetectionZone )
|
||||
end
|
||||
end
|
||||
|
||||
--- Gets a list of @{Unit#UNIT}s that were detected by the AI.
|
||||
--- Gets a list of @{Wrapper.Unit#UNIT}s that were detected by the AI.
|
||||
-- No filtering is applied, so, ANY detected UNIT can be in this list.
|
||||
-- It is up to the mission designer to use the @{Unit} class and methods to filter the targets.
|
||||
-- It is up to the mission designer to use the @{Wrapper.Unit} class and methods to filter the targets.
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @return #table The list of @{Unit#UNIT}s
|
||||
-- @return #table The list of @{Wrapper.Unit#UNIT}s
|
||||
function AI_PATROL_ZONE:GetDetectedUnits()
|
||||
self:F2()
|
||||
|
||||
return self.DetectedUnits
|
||||
end
|
||||
|
||||
--- Clears the list of @{Unit#UNIT}s that were detected by the AI.
|
||||
--- Clears the list of @{Wrapper.Unit#UNIT}s that were detected by the AI.
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
function AI_PATROL_ZONE:ClearDetectedUnits()
|
||||
self:F2()
|
||||
@@ -621,13 +585,12 @@ 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 +603,12 @@ 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 +741,7 @@ 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 +756,7 @@ 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 +782,7 @@ 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,
|
||||
@@ -860,11 +823,10 @@ function AI_PATROL_ZONE:onafterStatus()
|
||||
|
||||
local RTB = false
|
||||
|
||||
local Fuel = self.Controllable:GetUnit(1):GetFuel()
|
||||
if Fuel < self.PatrolFuelTresholdPercentage then
|
||||
self:E( self.Controllable:GetName() .. " is out of fuel:" .. Fuel .. ", RTB!" )
|
||||
local Fuel = self.Controllable:GetFuelMin()
|
||||
if Fuel < self.PatrolFuelThresholdPercentage then
|
||||
self:I( 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 ) )
|
||||
@@ -876,8 +838,8 @@ function AI_PATROL_ZONE:onafterStatus()
|
||||
|
||||
-- TODO: Check GROUP damage function.
|
||||
local Damage = self.Controllable:GetLife()
|
||||
if Damage <= self.PatrolDamageTreshold then
|
||||
self:E( self.Controllable:GetName() .. " is damaged:" .. Damage .. ", RTB!" )
|
||||
if Damage <= self.PatrolDamageThreshold then
|
||||
self:I( self.Controllable:GetName() .. " is damaged:" .. Damage .. ", RTB!" )
|
||||
RTB = true
|
||||
end
|
||||
|
||||
@@ -907,7 +869,7 @@ 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,
|
||||
@@ -938,7 +900,6 @@ end
|
||||
function AI_PATROL_ZONE: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
|
||||
|
||||
@@ -1,15 +1,15 @@
|
||||
--- **Actions** - ACT_ACCOUNT_ classes **account for** (detect, count & report) various DCS events occuring on @{Unit}s.
|
||||
--- **Actions** - ACT_ACCOUNT_ classes **account for** (detect, count & report) various DCS events occuring on @{Wrapper.Unit}s.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Account
|
||||
|
||||
-- @module Actions.Account
|
||||
-- @image MOOSE.JPG
|
||||
|
||||
do -- ACT_ACCOUNT
|
||||
|
||||
--- # @{#ACT_ACCOUNT} FSM class, extends @{Fsm#FSM_PROCESS}
|
||||
--- # @{#ACT_ACCOUNT} FSM class, extends @{Core.Fsm#FSM_PROCESS}
|
||||
--
|
||||
-- ## ACT_ACCOUNT state machine:
|
||||
--
|
||||
@@ -55,7 +55,7 @@ do -- ACT_ACCOUNT
|
||||
-- These state transition methods need to provide a return value, which is specified at the function description.
|
||||
--
|
||||
-- @type ACT_ACCOUNT
|
||||
-- @field Set#SET_UNIT TargetSetUnit
|
||||
-- @field Core.Set#SET_UNIT TargetSetUnit
|
||||
-- @extends Core.Fsm#FSM_PROCESS
|
||||
ACT_ACCOUNT = {
|
||||
ClassName = "ACT_ACCOUNT",
|
||||
@@ -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
|
||||
@@ -135,7 +138,7 @@ end -- ACT_ACCOUNT
|
||||
|
||||
do -- ACT_ACCOUNT_DEADS
|
||||
|
||||
--- # @{#ACT_ACCOUNT_DEADS} FSM class, extends @{Fsm.Account#ACT_ACCOUNT}
|
||||
--- # @{#ACT_ACCOUNT_DEADS} FSM class, extends @{Core.Fsm.Account#ACT_ACCOUNT}
|
||||
--
|
||||
-- The ACT_ACCOUNT_DEADS class accounts (detects, counts and reports) successful kills of DCS units.
|
||||
-- The process is given a @{Set} of units that will be tracked upon successful destruction.
|
||||
@@ -148,25 +151,21 @@ do -- ACT_ACCOUNT_DEADS
|
||||
-- * @{#ACT_ACCOUNT_DEADS.New}(): Creates a new ACT_ACCOUNT_DEADS object.
|
||||
--
|
||||
-- @type ACT_ACCOUNT_DEADS
|
||||
-- @field Set#SET_UNIT TargetSetUnit
|
||||
-- @field Core.Set#SET_UNIT TargetSetUnit
|
||||
-- @extends #ACT_ACCOUNT
|
||||
ACT_ACCOUNT_DEADS = {
|
||||
ClassName = "ACT_ACCOUNT_DEADS",
|
||||
TargetSetUnit = nil,
|
||||
}
|
||||
|
||||
|
||||
--- Creates a new DESTROY process.
|
||||
-- @param #ACT_ACCOUNT_DEADS self
|
||||
-- @param Set#SET_UNIT TargetSetUnit
|
||||
-- @param Core.Set#SET_UNIT TargetSetUnit
|
||||
-- @param #string TaskName
|
||||
function ACT_ACCOUNT_DEADS:New( 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
|
||||
@@ -178,67 +177,115 @@ 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 Event#EVENTDATA EventData
|
||||
-- @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 Core.Event#EVENTDATA EventData
|
||||
function ACT_ACCOUNT_DEADS:onfuncEventDead( EventData )
|
||||
self:T( { "EventDead", EventData } )
|
||||
|
||||
@@ -247,4 +294,16 @@ do -- ACT_ACCOUNT_DEADS
|
||||
end
|
||||
end
|
||||
|
||||
--- DCS Events
|
||||
|
||||
--- @param #ACT_ACCOUNT_DEADS self
|
||||
-- @param Core.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
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # @{#ACT_ASSIGN} FSM template class, extends @{Fsm#FSM_PROCESS}
|
||||
-- # @{#ACT_ASSIGN} FSM template class, extends @{Core.Fsm#FSM_PROCESS}
|
||||
--
|
||||
-- ## ACT_ASSIGN state machine:
|
||||
--
|
||||
@@ -54,7 +54,7 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 1) @{#ACT_ASSIGN_ACCEPT} class, extends @{Fsm.Assign#ACT_ASSIGN}
|
||||
-- # 1) @{#ACT_ASSIGN_ACCEPT} class, extends @{Core.Fsm.Assign#ACT_ASSIGN}
|
||||
--
|
||||
-- The ACT_ASSIGN_ACCEPT class accepts by default a task for a player. No player intervention is allowed to reject the task.
|
||||
--
|
||||
@@ -64,7 +64,7 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 2) @{#ACT_ASSIGN_MENU_ACCEPT} class, extends @{Fsm.Assign#ACT_ASSIGN}
|
||||
-- # 2) @{#ACT_ASSIGN_MENU_ACCEPT} class, extends @{Core.Fsm.Assign#ACT_ASSIGN}
|
||||
--
|
||||
-- The ACT_ASSIGN_MENU_ACCEPT class accepts a task when the player accepts the task through an added menu option.
|
||||
-- This assignment type is useful to conditionally allow the player to choose whether or not he would accept the task.
|
||||
@@ -77,7 +77,8 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Assign
|
||||
-- @module Actions.Assign
|
||||
-- @image MOOSE.JPG
|
||||
|
||||
|
||||
do -- ACT_ASSIGN
|
||||
@@ -155,8 +156,7 @@ do -- ACT_ASSIGN_ACCEPT
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function ACT_ASSIGN_ACCEPT:onafterStart( ProcessUnit, From, Event, To )
|
||||
self:E( { ProcessUnit, From, Event, To } )
|
||||
function ACT_ASSIGN_ACCEPT:onafterStart( ProcessUnit, Task, From, Event, To )
|
||||
|
||||
self:__Assign( 1 )
|
||||
end
|
||||
@@ -167,12 +167,8 @@ do -- ACT_ASSIGN_ACCEPT
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function ACT_ASSIGN_ACCEPT:onenterAssigned( ProcessUnit, From, Event, To )
|
||||
env.info( "in here" )
|
||||
self:E( { ProcessUnit, From, Event, To } )
|
||||
function ACT_ASSIGN_ACCEPT:onenterAssigned( ProcessUnit, Task, From, Event, To, TaskGroup )
|
||||
|
||||
local ProcessGroup = ProcessUnit:GetGroup()
|
||||
|
||||
self.Task:Assign( ProcessUnit, ProcessUnit:GetPlayerName() )
|
||||
end
|
||||
|
||||
@@ -193,99 +189,99 @@ do -- ACT_ASSIGN_MENU_ACCEPT
|
||||
|
||||
--- Init.
|
||||
-- @param #ACT_ASSIGN_MENU_ACCEPT self
|
||||
-- @param #string TaskName
|
||||
-- @param #string TaskBriefing
|
||||
-- @return #ACT_ASSIGN_MENU_ACCEPT self
|
||||
function ACT_ASSIGN_MENU_ACCEPT:New( TaskName, TaskBriefing )
|
||||
function ACT_ASSIGN_MENU_ACCEPT:New( TaskBriefing )
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, ACT_ASSIGN:New() ) -- #ACT_ASSIGN_MENU_ACCEPT
|
||||
|
||||
self.TaskName = TaskName
|
||||
self.TaskBriefing = TaskBriefing
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function ACT_ASSIGN_MENU_ACCEPT:Init( FsmAssign )
|
||||
|
||||
self.TaskName = FsmAssign.TaskName
|
||||
self.TaskBriefing = FsmAssign.TaskBriefing
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Creates a new task assignment state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.
|
||||
-- @param #ACT_ASSIGN_MENU_ACCEPT self
|
||||
-- @param #string TaskName
|
||||
-- @param #string TaskBriefing
|
||||
-- @return #ACT_ASSIGN_MENU_ACCEPT self
|
||||
function ACT_ASSIGN_MENU_ACCEPT:Init( TaskName, TaskBriefing )
|
||||
function ACT_ASSIGN_MENU_ACCEPT:Init( TaskBriefing )
|
||||
|
||||
self.TaskBriefing = TaskBriefing
|
||||
self.TaskName = TaskName
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- 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 } )
|
||||
function ACT_ASSIGN_MENU_ACCEPT:onafterStart( ProcessUnit, Task, 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():MessageToGroup( "Task " .. self.Task:GetName() .. " has been assigned to you and your group!\nRead the briefing and use the Radio Menu (F10) / Task ... CONFIRMATION menu to accept or reject the task.\nYou have 2 minutes to accept, or the task assignment will be cancelled!", ProcessUnit:GetGroup(), 120 )
|
||||
|
||||
local ProcessGroup = ProcessUnit:GetGroup()
|
||||
local TaskGroup = ProcessUnit:GetGroup()
|
||||
|
||||
self.Menu = MENU_GROUP:New( TaskGroup, "Task " .. self.Task:GetName() .. " CONFIRMATION" )
|
||||
self.MenuAcceptTask = MENU_GROUP_COMMAND:New( TaskGroup, "Accept task " .. self.Task:GetName(), self.Menu, self.MenuAssign, self, TaskGroup )
|
||||
self.MenuRejectTask = MENU_GROUP_COMMAND:New( TaskGroup, "Reject task " .. self.Task:GetName(), self.Menu, self.MenuReject, self, TaskGroup )
|
||||
|
||||
self.Menu = MENU_GROUP:New( ProcessGroup, "Task " .. self.TaskName .. " acceptance" )
|
||||
self.MenuAcceptTask = MENU_GROUP_COMMAND:New( ProcessGroup, "Accept task " .. self.TaskName, self.Menu, self.MenuAssign, self )
|
||||
self.MenuRejectTask = MENU_GROUP_COMMAND:New( ProcessGroup, "Reject task " .. self.TaskName, self.Menu, self.MenuReject, self )
|
||||
self:__Reject( 120, TaskGroup )
|
||||
end
|
||||
|
||||
--- Menu function.
|
||||
-- @param #ACT_ASSIGN_MENU_ACCEPT self
|
||||
function ACT_ASSIGN_MENU_ACCEPT:MenuAssign()
|
||||
self:E( )
|
||||
function ACT_ASSIGN_MENU_ACCEPT:MenuAssign( TaskGroup )
|
||||
|
||||
self:__Assign( 1 )
|
||||
self:__Assign( -1, TaskGroup )
|
||||
end
|
||||
|
||||
--- Menu function.
|
||||
-- @param #ACT_ASSIGN_MENU_ACCEPT self
|
||||
function ACT_ASSIGN_MENU_ACCEPT:MenuReject()
|
||||
self:E( )
|
||||
function ACT_ASSIGN_MENU_ACCEPT:MenuReject( TaskGroup )
|
||||
|
||||
self:__Reject( 1 )
|
||||
self:__Reject( -1, TaskGroup )
|
||||
end
|
||||
|
||||
--- 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:onafterAssign( ProcessUnit, From, Event, To )
|
||||
self:E( { ProcessUnit.UnitNameFrom, Event, To } )
|
||||
function ACT_ASSIGN_MENU_ACCEPT:onafterAssign( ProcessUnit, Task, From, Event, To, TaskGroup )
|
||||
|
||||
self.Menu:Remove()
|
||||
end
|
||||
|
||||
--- 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:onafterReject( ProcessUnit, From, Event, To )
|
||||
self:E( { ProcessUnit.UnitName, From, Event, To } )
|
||||
function ACT_ASSIGN_MENU_ACCEPT:onafterReject( ProcessUnit, Task, From, Event, To, TaskGroup )
|
||||
self:F( { TaskGroup = TaskGroup } )
|
||||
|
||||
self.Menu:Remove()
|
||||
--TODO: need to resolve this problem ... it has to do with the events ...
|
||||
--self.Task:UnAssignFromUnit( ProcessUnit )needs to become a callback funtion call upon the event
|
||||
ProcessUnit:Destroy()
|
||||
self.Task:RejectGroup( TaskGroup )
|
||||
end
|
||||
|
||||
--- StateMachine callback function
|
||||
-- @param #ACT_ASSIGN_ACCEPT self
|
||||
-- @param Wrapper.Unit#UNIT ProcessUnit
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function ACT_ASSIGN_MENU_ACCEPT:onenterAssigned( ProcessUnit, Task, From, Event, To, TaskGroup )
|
||||
|
||||
--self.Task:AssignToGroup( TaskGroup )
|
||||
self.Task:Assign( ProcessUnit, ProcessUnit:GetPlayerName() )
|
||||
end
|
||||
|
||||
end -- ACT_ASSIGN_MENU_ACCEPT
|
||||
|
||||
@@ -1,9 +1,5 @@
|
||||
--- (SP) (MP) (FSM) Route AI or players through waypoints or to zones.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # @{#ACT_ASSIST} FSM class, extends @{Fsm#FSM_PROCESS}
|
||||
--
|
||||
-- ## ACT_ASSIST state machine:
|
||||
--
|
||||
-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
|
||||
@@ -52,7 +48,7 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 1) @{#ACT_ASSIST_SMOKE_TARGETS_ZONE} class, extends @{Fsm.Route#ACT_ASSIST}
|
||||
-- # 1) @{#ACT_ASSIST_SMOKE_TARGETS_ZONE} class, extends @{Core.Fsm.Route#ACT_ASSIST}
|
||||
--
|
||||
-- The ACT_ASSIST_SMOKE_TARGETS_ZONE class implements the core functions to smoke targets in a @{Zone}.
|
||||
-- The targets are smoked within a certain range around each target, simulating a realistic smoking behaviour.
|
||||
@@ -64,7 +60,9 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Smoke
|
||||
-- @module Actions.Assist
|
||||
-- @image MOOSE.JPG
|
||||
|
||||
|
||||
do -- ACT_ASSIST
|
||||
|
||||
@@ -111,7 +109,6 @@ do -- ACT_ASSIST
|
||||
local MissionMenu = self:GetMission():GetMenu( ProcessGroup )
|
||||
|
||||
local function MenuSmoke( MenuParam )
|
||||
self:E( MenuParam )
|
||||
local self = MenuParam.self
|
||||
local SmokeColor = MenuParam.SmokeColor
|
||||
self.SmokeColor = SmokeColor
|
||||
@@ -143,7 +140,7 @@ do -- ACT_ASSIST_SMOKE_TARGETS_ZONE
|
||||
|
||||
--- ACT_ASSIST_SMOKE_TARGETS_ZONE class
|
||||
-- @type ACT_ASSIST_SMOKE_TARGETS_ZONE
|
||||
-- @field Set#SET_UNIT TargetSetUnit
|
||||
-- @field Core.Set#SET_UNIT TargetSetUnit
|
||||
-- @field Core.Zone#ZONE_BASE TargetZone
|
||||
-- @extends #ACT_ASSIST
|
||||
ACT_ASSIST_SMOKE_TARGETS_ZONE = {
|
||||
@@ -159,7 +156,7 @@ do -- ACT_ASSIST_SMOKE_TARGETS_ZONE
|
||||
|
||||
--- Creates a new target smoking state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.
|
||||
-- @param #ACT_ASSIST_SMOKE_TARGETS_ZONE self
|
||||
-- @param Set#SET_UNIT TargetSetUnit
|
||||
-- @param Core.Set#SET_UNIT TargetSetUnit
|
||||
-- @param Core.Zone#ZONE_BASE TargetZone
|
||||
function ACT_ASSIST_SMOKE_TARGETS_ZONE:New( TargetSetUnit, TargetZone )
|
||||
local self = BASE:Inherit( self, ACT_ASSIST:New() ) -- #ACT_ASSIST
|
||||
@@ -178,7 +175,7 @@ do -- ACT_ASSIST_SMOKE_TARGETS_ZONE
|
||||
|
||||
--- Creates a new target smoking state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.
|
||||
-- @param #ACT_ASSIST_SMOKE_TARGETS_ZONE self
|
||||
-- @param Set#SET_UNIT TargetSetUnit
|
||||
-- @param Core.Set#SET_UNIT TargetSetUnit
|
||||
-- @param Core.Zone#ZONE_BASE TargetZone
|
||||
-- @return #ACT_ASSIST_SMOKE_TARGETS_ZONE self
|
||||
function ACT_ASSIST_SMOKE_TARGETS_ZONE:Init( TargetSetUnit, TargetZone )
|
||||
|
||||
@@ -1,198 +0,0 @@
|
||||
--- @module Process_JTAC
|
||||
|
||||
--- PROCESS_JTAC class
|
||||
-- @type PROCESS_JTAC
|
||||
-- @field Wrapper.Unit#UNIT ProcessUnit
|
||||
-- @field Core.Set#SET_UNIT TargetSetUnit
|
||||
-- @extends Core.Fsm#FSM_PROCESS
|
||||
PROCESS_JTAC = {
|
||||
ClassName = "PROCESS_JTAC",
|
||||
Fsm = {},
|
||||
TargetSetUnit = nil,
|
||||
}
|
||||
|
||||
|
||||
--- Creates a new DESTROY process.
|
||||
-- @param #PROCESS_JTAC self
|
||||
-- @param Tasking.Task#TASK Task
|
||||
-- @param Wrapper.Unit#UNIT ProcessUnit
|
||||
-- @param Core.Set#SET_UNIT TargetSetUnit
|
||||
-- @param Wrapper.Unit#UNIT FACUnit
|
||||
-- @return #PROCESS_JTAC self
|
||||
function PROCESS_JTAC:New( Task, ProcessUnit, TargetSetUnit, FACUnit )
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, PROCESS:New( "JTAC", Task, ProcessUnit ) ) -- #PROCESS_JTAC
|
||||
|
||||
self.TargetSetUnit = TargetSetUnit
|
||||
self.FACUnit = FACUnit
|
||||
|
||||
self.DisplayInterval = 60
|
||||
self.DisplayCount = 30
|
||||
self.DisplayMessage = true
|
||||
self.DisplayTime = 10 -- 10 seconds is the default
|
||||
self.DisplayCategory = "HQ" -- Targets is the default display category
|
||||
|
||||
|
||||
self.Fsm = FSM_PROCESS:New( self, {
|
||||
initial = 'Assigned',
|
||||
events = {
|
||||
{ name = 'Start', from = 'Assigned', to = 'CreatedMenu' },
|
||||
{ name = 'JTACMenuUpdate', from = 'CreatedMenu', to = 'AwaitingMenu' },
|
||||
{ name = 'JTACMenuAwait', from = 'AwaitingMenu', to = 'AwaitingMenu' },
|
||||
{ name = 'JTACMenuSpot', from = 'AwaitingMenu', to = 'AwaitingMenu' },
|
||||
{ name = 'JTACMenuCancel', from = 'AwaitingMenu', to = 'AwaitingMenu' },
|
||||
{ name = 'JTACStatus', from = 'AwaitingMenu', to = 'AwaitingMenu' },
|
||||
{ name = 'Fail', from = 'AwaitingMenu', to = 'Failed' },
|
||||
{ name = 'Fail', from = 'CreatedMenu', to = 'Failed' },
|
||||
},
|
||||
callbacks = {
|
||||
onStart = self.OnStart,
|
||||
onJTACMenuUpdate = self.OnJTACMenuUpdate,
|
||||
onJTACMenuAwait = self.OnJTACMenuAwait,
|
||||
onJTACMenuSpot = self.OnJTACMenuSpot,
|
||||
onJTACMenuCancel = self.OnJTACMenuCancel,
|
||||
},
|
||||
endstates = { 'Failed' }
|
||||
} )
|
||||
|
||||
self:HandleEvent( EVENTS.Dead, self.EventDead )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Process Events
|
||||
|
||||
--- StateMachine callback function for a PROCESS
|
||||
-- @param #PROCESS_JTAC self
|
||||
-- @param Core.Fsm#FSM_PROCESS Fsm
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function PROCESS_JTAC:OnStart( Fsm, From, Event, To )
|
||||
|
||||
self:NextEvent( Fsm.JTACMenuUpdate )
|
||||
end
|
||||
|
||||
--- StateMachine callback function for a PROCESS
|
||||
-- @param #PROCESS_JTAC self
|
||||
-- @param Core.Fsm#FSM_PROCESS Fsm
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function PROCESS_JTAC:OnJTACMenuUpdate( Fsm, From, Event, To )
|
||||
|
||||
local function JTACMenuSpot( MenuParam )
|
||||
self:E( MenuParam.TargetUnit.UnitName )
|
||||
local self = MenuParam.self
|
||||
local TargetUnit = MenuParam.TargetUnit
|
||||
|
||||
self:NextEvent( self.Fsm.JTACMenuSpot, TargetUnit )
|
||||
end
|
||||
|
||||
local function JTACMenuCancel( MenuParam )
|
||||
self:E( MenuParam )
|
||||
local self = MenuParam.self
|
||||
local TargetUnit = MenuParam.TargetUnit
|
||||
|
||||
self:NextEvent( self.Fsm.JTACMenuCancel, TargetUnit )
|
||||
end
|
||||
|
||||
|
||||
-- Loop each unit in the target set, and determine the threat levels map table.
|
||||
local UnitThreatLevels = self.TargetSetUnit:GetUnitThreatLevels()
|
||||
|
||||
self:E( {"UnitThreadLevels", UnitThreatLevels } )
|
||||
|
||||
local JTACMenu = self.ProcessGroup:GetState( self.ProcessGroup, "JTACMenu" )
|
||||
|
||||
if not JTACMenu then
|
||||
JTACMenu = MENU_GROUP:New( self.ProcessGroup, "JTAC", self.MissionMenu )
|
||||
for ThreatLevel, ThreatLevelTable in pairs( UnitThreatLevels ) do
|
||||
local JTACMenuThreatLevel = MENU_GROUP:New( self.ProcessGroup, ThreatLevelTable.UnitThreatLevelText, JTACMenu )
|
||||
for ThreatUnitName, ThreatUnit in pairs( ThreatLevelTable.Units ) do
|
||||
local JTACMenuUnit = MENU_GROUP:New( self.ProcessGroup, ThreatUnit:GetTypeName(), JTACMenuThreatLevel )
|
||||
MENU_GROUP_COMMAND:New( self.ProcessGroup, "Lase Target", JTACMenuUnit, JTACMenuSpot, { self = self, TargetUnit = ThreatUnit } )
|
||||
MENU_GROUP_COMMAND:New( self.ProcessGroup, "Cancel Target", JTACMenuUnit, JTACMenuCancel, { self = self, TargetUnit = ThreatUnit } )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- StateMachine callback function for a PROCESS
|
||||
-- @param #PROCESS_JTAC self
|
||||
-- @param Core.Fsm#FSM_PROCESS Fsm
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function PROCESS_JTAC:OnJTACMenuAwait( Fsm, From, Event, To )
|
||||
|
||||
if self.DisplayCount >= self.DisplayInterval then
|
||||
|
||||
local TaskJTAC = self.Task -- Tasking.Task#TASK_JTAC
|
||||
TaskJTAC.Spots = TaskJTAC.Spots or {}
|
||||
for TargetUnitName, SpotData in pairs( TaskJTAC.Spots) do
|
||||
local TargetUnit = UNIT:FindByName( TargetUnitName )
|
||||
self.FACUnit:MessageToGroup( "Lasing " .. TargetUnit:GetTypeName() .. " with laser code " .. SpotData:getCode(), 15, self.ProcessGroup )
|
||||
end
|
||||
self.DisplayCount = 1
|
||||
else
|
||||
self.DisplayCount = self.DisplayCount + 1
|
||||
end
|
||||
|
||||
self:NextEvent( Fsm.JTACMenuAwait )
|
||||
end
|
||||
|
||||
--- StateMachine callback function for a PROCESS
|
||||
-- @param #PROCESS_JTAC self
|
||||
-- @param Core.Fsm#FSM_PROCESS Fsm
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Wrapper.Unit#UNIT TargetUnit
|
||||
function PROCESS_JTAC:OnJTACMenuSpot( Fsm, From, Event, To, TargetUnit )
|
||||
|
||||
local TargetUnitName = TargetUnit:GetName()
|
||||
|
||||
local TaskJTAC = self.Task -- Tasking.Task#TASK_JTAC
|
||||
|
||||
TaskJTAC.Spots = TaskJTAC.Spots or {}
|
||||
TaskJTAC.Spots[TargetUnitName] = TaskJTAC.Spots[TargetUnitName] or {}
|
||||
|
||||
local DCSFACObject = self.FACUnit:GetDCSObject()
|
||||
local TargetVec3 = TargetUnit:GetVec3()
|
||||
|
||||
TaskJTAC.Spots[TargetUnitName] = Spot.createInfraRed( self.FACUnit:GetDCSObject(), { x = 0, y = 1, z = 0 }, TargetUnit:GetVec3(), math.random( 1000, 9999 ) )
|
||||
|
||||
local SpotData = TaskJTAC.Spots[TargetUnitName]
|
||||
self.FACUnit:MessageToGroup( "Lasing " .. TargetUnit:GetTypeName() .. " with laser code " .. SpotData:getCode(), 15, self.ProcessGroup )
|
||||
|
||||
self:NextEvent( Fsm.JTACMenuAwait )
|
||||
end
|
||||
|
||||
--- StateMachine callback function for a PROCESS
|
||||
-- @param #PROCESS_JTAC self
|
||||
-- @param Core.Fsm#FSM_PROCESS Fsm
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Wrapper.Unit#UNIT TargetUnit
|
||||
function PROCESS_JTAC:OnJTACMenuCancel( Fsm, From, Event, To, TargetUnit )
|
||||
|
||||
local TargetUnitName = TargetUnit:GetName()
|
||||
|
||||
local TaskJTAC = self.Task -- Tasking.Task#TASK_JTAC
|
||||
|
||||
TaskJTAC.Spots = TaskJTAC.Spots or {}
|
||||
if TaskJTAC.Spots[TargetUnitName] then
|
||||
TaskJTAC.Spots[TargetUnitName]:destroy() -- destroys the spot
|
||||
TaskJTAC.Spots[TargetUnitName] = nil
|
||||
end
|
||||
|
||||
self.FACUnit:MessageToGroup( "Stopped lasing " .. TargetUnit:GetTypeName(), 15, self.ProcessGroup )
|
||||
|
||||
self:NextEvent( Fsm.JTACMenuAwait )
|
||||
end
|
||||
|
||||
|
||||
@@ -1,173 +0,0 @@
|
||||
--- @module Process_Pickup
|
||||
|
||||
--- PROCESS_PICKUP class
|
||||
-- @type PROCESS_PICKUP
|
||||
-- @field Wrapper.Unit#UNIT ProcessUnit
|
||||
-- @field Core.Set#SET_UNIT TargetSetUnit
|
||||
-- @extends Core.Fsm#FSM_PROCESS
|
||||
PROCESS_PICKUP = {
|
||||
ClassName = "PROCESS_PICKUP",
|
||||
Fsm = {},
|
||||
TargetSetUnit = nil,
|
||||
}
|
||||
|
||||
|
||||
--- Creates a new DESTROY process.
|
||||
-- @param #PROCESS_PICKUP self
|
||||
-- @param Tasking.Task#TASK Task
|
||||
-- @param Wrapper.Unit#UNIT ProcessUnit
|
||||
-- @param Core.Set#SET_UNIT TargetSetUnit
|
||||
-- @return #PROCESS_PICKUP self
|
||||
function PROCESS_PICKUP:New( Task, ProcessName, ProcessUnit )
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, PROCESS:New( ProcessName, Task, ProcessUnit ) ) -- #PROCESS_PICKUP
|
||||
|
||||
self.DisplayInterval = 30
|
||||
self.DisplayCount = 30
|
||||
self.DisplayMessage = true
|
||||
self.DisplayTime = 10 -- 10 seconds is the default
|
||||
self.DisplayCategory = "HQ" -- Targets is the default display category
|
||||
|
||||
self.Fsm = FSM_PROCESS:New( self, {
|
||||
initial = 'Assigned',
|
||||
events = {
|
||||
{ name = 'Start', from = 'Assigned', to = 'Navigating' },
|
||||
{ name = 'Start', from = 'Navigating', to = 'Navigating' },
|
||||
{ name = 'Nearby', from = 'Navigating', to = 'Preparing' },
|
||||
{ name = 'Pickup', from = 'Preparing', to = 'Loading' },
|
||||
{ name = 'Load', from = 'Loading', to = 'Success' },
|
||||
{ name = 'Fail', from = 'Assigned', to = 'Failed' },
|
||||
{ name = 'Fail', from = 'Navigating', to = 'Failed' },
|
||||
{ name = 'Fail', from = 'Preparing', to = 'Failed' },
|
||||
},
|
||||
callbacks = {
|
||||
onStart = self.OnStart,
|
||||
onNearby = self.OnNearby,
|
||||
onPickup = self.OnPickup,
|
||||
onLoad = self.OnLoad,
|
||||
},
|
||||
endstates = { 'Success', 'Failed' }
|
||||
} )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Process Events
|
||||
|
||||
--- StateMachine callback function for a PROCESS
|
||||
-- @param #PROCESS_PICKUP self
|
||||
-- @param Core.Fsm#FSM_PROCESS Fsm
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function PROCESS_PICKUP:OnStart( Fsm, From, Event, To )
|
||||
|
||||
self:NextEvent( Fsm.Start )
|
||||
end
|
||||
|
||||
--- StateMachine callback function for a PROCESS
|
||||
-- @param #PROCESS_PICKUP self
|
||||
-- @param Core.Fsm#FSM_PROCESS Fsm
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function PROCESS_PICKUP:OnNavigating( Fsm, From, Event, To )
|
||||
|
||||
local TaskGroup = self.ProcessUnit:GetGroup()
|
||||
if self.DisplayCount >= self.DisplayInterval then
|
||||
MESSAGE:New( "Your group with assigned " .. self.Task:GetName() .. " task has " .. self.TargetSetUnit:GetUnitTypesText() .. " targets left to be destroyed.", 5, "HQ" ):ToGroup( TaskGroup )
|
||||
self.DisplayCount = 1
|
||||
else
|
||||
self.DisplayCount = self.DisplayCount + 1
|
||||
end
|
||||
|
||||
return true -- Process always the event.
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- StateMachine callback function for a PROCESS
|
||||
-- @param #PROCESS_PICKUP self
|
||||
-- @param Core.Fsm#FSM_PROCESS Fsm
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Core.Event#EVENTDATA Event
|
||||
function PROCESS_PICKUP:OnHitTarget( Fsm, From, Event, To, Event )
|
||||
|
||||
|
||||
self.TargetSetUnit:Flush()
|
||||
|
||||
if self.TargetSetUnit:FindUnit( Event.IniUnitName ) then
|
||||
self.TargetSetUnit:RemoveUnitsByName( Event.IniUnitName )
|
||||
local TaskGroup = self.ProcessUnit:GetGroup()
|
||||
MESSAGE:New( "You hit a target. Your group with assigned " .. self.Task:GetName() .. " task has " .. self.TargetSetUnit:Count() .. " targets ( " .. self.TargetSetUnit:GetUnitTypesText() .. " ) left to be destroyed.", 15, "HQ" ):ToGroup( TaskGroup )
|
||||
end
|
||||
|
||||
|
||||
if self.TargetSetUnit:Count() > 0 then
|
||||
self:NextEvent( Fsm.MoreTargets )
|
||||
else
|
||||
self:NextEvent( Fsm.Destroyed )
|
||||
end
|
||||
end
|
||||
|
||||
--- StateMachine callback function for a PROCESS
|
||||
-- @param #PROCESS_PICKUP self
|
||||
-- @param Core.Fsm#FSM_PROCESS Fsm
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function PROCESS_PICKUP:OnMoreTargets( Fsm, From, Event, To )
|
||||
|
||||
|
||||
end
|
||||
|
||||
--- StateMachine callback function for a PROCESS
|
||||
-- @param #PROCESS_PICKUP self
|
||||
-- @param Core.Fsm#FSM_PROCESS Fsm
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Core.Event#EVENTDATA DCSEvent
|
||||
function PROCESS_PICKUP:OnKilled( Fsm, From, Event, To )
|
||||
|
||||
self:NextEvent( Fsm.Restart )
|
||||
|
||||
end
|
||||
|
||||
--- StateMachine callback function for a PROCESS
|
||||
-- @param #PROCESS_PICKUP self
|
||||
-- @param Core.Fsm#FSM_PROCESS Fsm
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function PROCESS_PICKUP:OnRestart( Fsm, From, Event, To )
|
||||
|
||||
self:NextEvent( Fsm.Menu )
|
||||
|
||||
end
|
||||
|
||||
--- StateMachine callback function for a PROCESS
|
||||
-- @param #PROCESS_PICKUP self
|
||||
-- @param Core.Fsm#FSM_PROCESS Fsm
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function PROCESS_PICKUP:OnDestroyed( Fsm, From, Event, To )
|
||||
|
||||
end
|
||||
|
||||
--- DCS Events
|
||||
|
||||
--- @param #PROCESS_PICKUP self
|
||||
-- @param Core.Event#EVENTDATA Event
|
||||
function PROCESS_PICKUP:EventDead( Event )
|
||||
|
||||
if Event.IniDCSUnit then
|
||||
self:NextEvent( self.Fsm.HitTarget, Event )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # @{#ACT_ROUTE} FSM class, extends @{Fsm#FSM_PROCESS}
|
||||
-- # @{#ACT_ROUTE} FSM class, extends @{Core.Fsm#FSM_PROCESS}
|
||||
--
|
||||
-- ## ACT_ROUTE state machine:
|
||||
--
|
||||
@@ -60,9 +60,9 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 1) @{#ACT_ROUTE_ZONE} class, extends @{Fsm.Route#ACT_ROUTE}
|
||||
-- # 1) @{#ACT_ROUTE_ZONE} class, extends @{Core.Fsm.Route#ACT_ROUTE}
|
||||
--
|
||||
-- The ACT_ROUTE_ZONE class implements the core functions to route an AIR @{Controllable} player @{Unit} to a @{Zone}.
|
||||
-- The ACT_ROUTE_ZONE class implements the core functions to route an AIR @{Wrapper.Controllable} player @{Wrapper.Unit} to a @{Zone}.
|
||||
-- The player receives on perioding times messages with the coordinates of the route to follow.
|
||||
-- Upon arrival at the zone, a confirmation of arrival is sent, and the process will be ended.
|
||||
--
|
||||
@@ -72,7 +72,8 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Route
|
||||
-- @module Actions.Route
|
||||
-- @image MOOSE.JPG
|
||||
|
||||
|
||||
do -- ACT_ROUTE
|
||||
@@ -123,16 +124,20 @@ do -- ACT_ROUTE
|
||||
--- Set a Cancel Menu item.
|
||||
-- @param #ACT_ROUTE self
|
||||
-- @return #ACT_ROUTE
|
||||
function ACT_ROUTE:SetMenuCancel( MenuGroup, MenuText, ParentMenu, MenuTime )
|
||||
function ACT_ROUTE:SetMenuCancel( MenuGroup, MenuText, ParentMenu, MenuTime, MenuTag )
|
||||
|
||||
MENU_GROUP_COMMAND:New(
|
||||
self.CancelMenuGroupCommand = MENU_GROUP_COMMAND:New(
|
||||
MenuGroup,
|
||||
MenuText,
|
||||
ParentMenu,
|
||||
self.MenuCancel,
|
||||
self
|
||||
):SetTime(MenuTime)
|
||||
):SetTime( MenuTime ):SetTag( MenuTag )
|
||||
|
||||
ParentMenu:SetTime( MenuTime )
|
||||
|
||||
ParentMenu:Remove( MenuTime, MenuTag )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -154,42 +159,68 @@ 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 )
|
||||
|
||||
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:F( { CC.ReferencePoints } )
|
||||
for ZoneName, Zone in pairs( CC.ReferencePoints ) do
|
||||
self:F( { ZoneName = ZoneName } )
|
||||
local Zone = Zone -- Core.Zone#ZONE
|
||||
local ZoneCoord = Zone:GetCoordinate()
|
||||
local ZoneDistance = ZoneCoord:Get2DDistance( self.Coordinate )
|
||||
self:F( { 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
|
||||
|
||||
|
||||
function ACT_ROUTE:MenuCancel()
|
||||
self:Cancel()
|
||||
self:F("Cancelled")
|
||||
self.CancelMenuGroupCommand:Remove()
|
||||
self:__Cancel( 1 )
|
||||
end
|
||||
|
||||
--- Task Events
|
||||
|
||||
--- 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 +232,7 @@ 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
|
||||
@@ -209,15 +240,13 @@ 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
|
||||
function ACT_ROUTE:onbeforeRoute( ProcessUnit, From, Event, To )
|
||||
self:F( { "BeforeRoute 1", self.DisplayCount, self.DisplayInterval } )
|
||||
|
||||
if ProcessUnit:IsAlive() then
|
||||
self:F( "BeforeRoute 2" )
|
||||
local HasArrived = self:onfuncHasArrived( ProcessUnit ) -- Polymorphic
|
||||
if self.DisplayCount >= self.DisplayInterval then
|
||||
self:T( { HasArrived = HasArrived } )
|
||||
@@ -229,8 +258,6 @@ do -- ACT_ROUTE
|
||||
self.DisplayCount = self.DisplayCount + 1
|
||||
end
|
||||
|
||||
self:T( { DisplayCount = self.DisplayCount } )
|
||||
|
||||
if HasArrived then
|
||||
self:__Arrive( 1 )
|
||||
else
|
||||
@@ -313,7 +340,7 @@ do -- ACT_ROUTE_POINT
|
||||
-- @param #ACT_ROUTE_POINT self
|
||||
-- @param #number Range The Range to consider the arrival. Default is 10000 meters.
|
||||
function ACT_ROUTE_POINT:SetRange( Range )
|
||||
self:F2( { self.Range } )
|
||||
self:F2( { Range } )
|
||||
self.Range = Range or 10000
|
||||
end
|
||||
|
||||
@@ -321,12 +348,13 @@ do -- ACT_ROUTE_POINT
|
||||
-- @param #ACT_ROUTE_POINT self
|
||||
-- @return #number The Range to consider the arrival. Default is 10000 meters.
|
||||
function ACT_ROUTE_POINT:GetRange()
|
||||
self:F2( { self.Range } )
|
||||
return self.Range
|
||||
end
|
||||
|
||||
--- 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 )
|
||||
|
||||
@@ -334,8 +362,8 @@ do -- ACT_ROUTE_POINT
|
||||
local Distance = self.Coordinate:Get2DDistance( ProcessUnit:GetCoordinate() )
|
||||
|
||||
if Distance <= self.Range then
|
||||
local RouteText = "You have arrived."
|
||||
self:Message( RouteText )
|
||||
local RouteText = "Task \"" .. self:GetTask():GetName() .. "\", you have arrived."
|
||||
self:GetCommandCenter():MessageTypeToGroup( RouteText, ProcessUnit:GetGroup(), MESSAGE.Type.Information )
|
||||
return true
|
||||
end
|
||||
end
|
||||
@@ -347,15 +375,15 @@ 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 = "Task \"" .. self:GetTask():GetName() .. "\", " .. self:GetRouteText( ProcessUnit )
|
||||
|
||||
self:GetCommandCenter():MessageTypeToGroup( RouteText, ProcessUnit:GetGroup(), MESSAGE.Type.Update )
|
||||
end
|
||||
|
||||
end -- ACT_ROUTE_POINT
|
||||
@@ -403,8 +431,12 @@ 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 +448,13 @@ 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 )
|
||||
local RouteText = "Task \"" .. self:GetTask():GetName() .. "\", you have arrived within the zone."
|
||||
self:GetCommandCenter():MessageTypeToGroup( RouteText, ProcessUnit:GetGroup(), MESSAGE.Type.Information )
|
||||
end
|
||||
|
||||
return ProcessUnit:IsInZone( self.Zone )
|
||||
@@ -432,18 +464,15 @@ 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:F( { 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 = "Task \"" .. self:GetTask():GetName() .. "\", " .. self:GetRouteText( ProcessUnit )
|
||||
self:GetCommandCenter():MessageTypeToGroup( RouteText, ProcessUnit:GetGroup(), MESSAGE.Type.Update )
|
||||
end
|
||||
|
||||
end -- ACT_ROUTE_ZONE
|
||||
|
||||
1426
Moose Development/Moose/Cargo/Cargo.lua
Normal file
1426
Moose Development/Moose/Cargo/Cargo.lua
Normal file
File diff suppressed because it is too large
Load Diff
332
Moose Development/Moose/Cargo/CargoCrate.lua
Normal file
332
Moose Development/Moose/Cargo/CargoCrate.lua
Normal file
@@ -0,0 +1,332 @@
|
||||
--- **Cargo** -- Management of single cargo crates, which are based on a @{Static} object.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### [Demo Missions]()
|
||||
--
|
||||
-- ### [YouTube Playlist]()
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Cargo.CargoCrate
|
||||
-- @image Cargo_Crates.JPG
|
||||
|
||||
do -- CARGO_CRATE
|
||||
|
||||
--- Models the behaviour of cargo crates, which can be slingloaded and boarded on helicopters.
|
||||
-- @type CARGO_CRATE
|
||||
-- @extends Cargo.Cargo#CARGO_REPRESENTABLE
|
||||
|
||||
--- Defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.
|
||||
-- Use the event functions as described above to Load, UnLoad, Board, UnBoard the CARGO\_CRATE objects to and from carriers.
|
||||
--
|
||||
-- The above cargo classes are used by the following AI_CARGO_ classes to allow AI groups to transport cargo:
|
||||
--
|
||||
-- * AI Armoured Personnel Carriers to transport cargo and engage in battles, using the @{AI.AI_Cargo_APC} module.
|
||||
-- * AI Helicopters to transport cargo, using the @{AI.AI_Cargo_Helicopter} module.
|
||||
-- * AI Planes to transport cargo, using the @{AI.AI_Cargo_Airplane} module.
|
||||
-- * AI Ships is planned.
|
||||
--
|
||||
-- The above cargo classes are also used by the TASK_CARGO_ classes to allow human players to transport cargo as part of a tasking:
|
||||
--
|
||||
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT} to transport cargo by human players.
|
||||
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_CSAR} to transport downed pilots by human players.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #CARGO_CRATE
|
||||
CARGO_CRATE = {
|
||||
ClassName = "CARGO_CRATE"
|
||||
}
|
||||
|
||||
--- CARGO_CRATE Constructor.
|
||||
-- @param #CARGO_CRATE self
|
||||
-- @param Wrapper.Static#STATIC CargoStatic
|
||||
-- @param #string Type
|
||||
-- @param #string Name
|
||||
-- @param #number LoadRadius (optional)
|
||||
-- @param #number NearRadius (optional)
|
||||
-- @return #CARGO_CRATE
|
||||
function CARGO_CRATE:New( CargoStatic, Type, Name, LoadRadius, NearRadius )
|
||||
local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoStatic, Type, Name, nil, LoadRadius, NearRadius ) ) -- #CARGO_CRATE
|
||||
self:F( { Type, Name, NearRadius } )
|
||||
|
||||
self.CargoObject = CargoStatic -- Wrapper.Static#STATIC
|
||||
|
||||
-- Cargo objects are added to the _DATABASE and SET_CARGO objects.
|
||||
_EVENTDISPATCHER:CreateEventNewCargo( self )
|
||||
|
||||
self:HandleEvent( EVENTS.Dead, self.OnEventCargoDead )
|
||||
self:HandleEvent( EVENTS.Crash, self.OnEventCargoDead )
|
||||
--self:HandleEvent( EVENTS.RemoveUnit, self.OnEventCargoDead )
|
||||
self:HandleEvent( EVENTS.PlayerLeaveUnit, self.OnEventCargoDead )
|
||||
|
||||
self:SetEventPriority( 4 )
|
||||
|
||||
self.NearRadius = NearRadius or 25
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- @param #CARGO_CRATE self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function CARGO_CRATE:OnEventCargoDead( EventData )
|
||||
|
||||
local Destroyed = false
|
||||
|
||||
if self:IsDestroyed() or self:IsUnLoaded() or self:IsBoarding() then
|
||||
if self.CargoObject:GetName() == EventData.IniUnitName then
|
||||
if not self.NoDestroy then
|
||||
Destroyed = true
|
||||
end
|
||||
end
|
||||
else
|
||||
if self:IsLoaded() then
|
||||
local CarrierName = self.CargoCarrier:GetName()
|
||||
if CarrierName == EventData.IniDCSUnitName then
|
||||
MESSAGE:New( "Cargo is lost from carrier " .. CarrierName, 15 ):ToAll()
|
||||
Destroyed = true
|
||||
self.CargoCarrier:ClearCargo()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if Destroyed then
|
||||
self:I( { "Cargo crate destroyed: " .. self.CargoObject:GetName() } )
|
||||
self:Destroyed()
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Enter UnLoaded State.
|
||||
-- @param #CARGO_CRATE self
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Core.Point#POINT_VEC2
|
||||
function CARGO_CRATE:onenterUnLoaded( From, Event, To, ToPointVec2 )
|
||||
--self:F( { ToPointVec2, From, Event, To } )
|
||||
|
||||
local Angle = 180
|
||||
local Speed = 10
|
||||
local Distance = 10
|
||||
|
||||
if From == "Loaded" then
|
||||
local StartCoordinate = self.CargoCarrier:GetCoordinate()
|
||||
local CargoCarrierHeading = self.CargoCarrier:GetHeading() -- Get Heading of object in degrees.
|
||||
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
|
||||
local CargoDeployCoord = StartCoordinate:Translate( Distance, CargoDeployHeading )
|
||||
|
||||
ToPointVec2 = ToPointVec2 or COORDINATE:NewFromVec2( { x= CargoDeployCoord.x, y = CargoDeployCoord.z } )
|
||||
|
||||
-- Respawn the group...
|
||||
if self.CargoObject then
|
||||
self.CargoObject:ReSpawnAt( ToPointVec2, 0 )
|
||||
self.CargoCarrier = nil
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
if self.OnUnLoadedCallBack then
|
||||
self.OnUnLoadedCallBack( self, unpack( self.OnUnLoadedParameters ) )
|
||||
self.OnUnLoadedCallBack = nil
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Loaded State.
|
||||
-- @param #CARGO_CRATE self
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Wrapper.Unit#UNIT CargoCarrier
|
||||
function CARGO_CRATE:onenterLoaded( From, Event, To, CargoCarrier )
|
||||
--self:F( { From, Event, To, CargoCarrier } )
|
||||
|
||||
self.CargoCarrier = CargoCarrier
|
||||
|
||||
-- Only destroy the CargoObject is if there is a CargoObject (packages don't have CargoObjects).
|
||||
if self.CargoObject then
|
||||
self:T("Destroying")
|
||||
self.NoDestroy = true
|
||||
self.CargoObject:Destroy( false ) -- Do not generate a remove unit event, because we want to keep the template for later respawn in the database.
|
||||
--local Coordinate = self.CargoObject:GetCoordinate():GetRandomCoordinateInRadius( 50, 20 )
|
||||
--self.CargoObject:ReSpawnAt( Coordinate, 0 )
|
||||
end
|
||||
end
|
||||
|
||||
--- Check if the cargo can be Boarded.
|
||||
-- @param #CARGO_CRATE self
|
||||
function CARGO_CRATE:CanBoard()
|
||||
return false
|
||||
end
|
||||
|
||||
--- Check if the cargo can be Unboarded.
|
||||
-- @param #CARGO_CRATE self
|
||||
function CARGO_CRATE:CanUnboard()
|
||||
return false
|
||||
end
|
||||
|
||||
--- Check if the cargo can be sling loaded.
|
||||
-- @param #CARGO_CRATE self
|
||||
function CARGO_CRATE:CanSlingload()
|
||||
return false
|
||||
end
|
||||
|
||||
--- Check if Cargo Crate is in the radius for the Cargo to be reported.
|
||||
-- @param #CARGO_CRATE self
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @return #boolean true if the Cargo Crate is within the report radius.
|
||||
function CARGO_CRATE:IsInReportRadius( Coordinate )
|
||||
--self:F( { Coordinate, LoadRadius = self.LoadRadius } )
|
||||
|
||||
local Distance = 0
|
||||
if self:IsUnLoaded() then
|
||||
Distance = Coordinate:Get2DDistance( self.CargoObject:GetCoordinate() )
|
||||
--self:T( Distance )
|
||||
if Distance <= self.LoadRadius then
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
|
||||
--- Check if Cargo Crate is in the radius for the Cargo to be Boarded or Loaded.
|
||||
-- @param #CARGO_CRATE self
|
||||
-- @param Core.Point#Coordinate Coordinate
|
||||
-- @return #boolean true if the Cargo Crate is within the loading radius.
|
||||
function CARGO_CRATE:IsInLoadRadius( Coordinate )
|
||||
--self:F( { Coordinate, LoadRadius = self.NearRadius } )
|
||||
|
||||
local Distance = 0
|
||||
if self:IsUnLoaded() then
|
||||
Distance = Coordinate:Get2DDistance( self.CargoObject:GetCoordinate() )
|
||||
--self:T( Distance )
|
||||
if Distance <= self.NearRadius then
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Get the current Coordinate of the CargoGroup.
|
||||
-- @param #CARGO_CRATE self
|
||||
-- @return Core.Point#COORDINATE The current Coordinate of the first Cargo of the CargoGroup.
|
||||
-- @return #nil There is no valid Cargo in the CargoGroup.
|
||||
function CARGO_CRATE:GetCoordinate()
|
||||
--self:F()
|
||||
|
||||
return self.CargoObject:GetCoordinate()
|
||||
end
|
||||
|
||||
--- Check if the CargoGroup is alive.
|
||||
-- @param #CARGO_CRATE self
|
||||
-- @return #boolean true if the CargoGroup is alive.
|
||||
-- @return #boolean false if the CargoGroup is dead.
|
||||
function CARGO_CRATE:IsAlive()
|
||||
|
||||
local Alive = true
|
||||
|
||||
-- When the Cargo is Loaded, the Cargo is in the CargoCarrier, so we check if the CargoCarrier is alive.
|
||||
-- When the Cargo is not Loaded, the Cargo is the CargoObject, so we check if the CargoObject is alive.
|
||||
if self:IsLoaded() then
|
||||
Alive = Alive == true and self.CargoCarrier:IsAlive()
|
||||
else
|
||||
Alive = Alive == true and self.CargoObject:IsAlive()
|
||||
end
|
||||
|
||||
return Alive
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Route Cargo to Coordinate and randomize locations.
|
||||
-- @param #CARGO_CRATE self
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
function CARGO_CRATE:RouteTo( Coordinate )
|
||||
self:F( {Coordinate = Coordinate } )
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Check if Cargo is near to the Carrier.
|
||||
-- The Cargo is near to the Carrier within NearRadius.
|
||||
-- @param #CARGO_CRATE self
|
||||
-- @param Wrapper.Group#GROUP CargoCarrier
|
||||
-- @param #number NearRadius
|
||||
-- @return #boolean The Cargo is near to the Carrier.
|
||||
-- @return #nil The Cargo is not near to the Carrier.
|
||||
function CARGO_CRATE:IsNear( CargoCarrier, NearRadius )
|
||||
self:F( {NearRadius = NearRadius } )
|
||||
|
||||
return self:IsNear( CargoCarrier:GetCoordinate(), NearRadius )
|
||||
end
|
||||
|
||||
--- Respawn the CargoGroup.
|
||||
-- @param #CARGO_CRATE self
|
||||
function CARGO_CRATE:Respawn()
|
||||
|
||||
self:F( { "Respawning crate " .. self:GetName() } )
|
||||
|
||||
|
||||
-- Respawn the group...
|
||||
if self.CargoObject then
|
||||
self.CargoObject:ReSpawn() -- A cargo destroy crates a DEAD event.
|
||||
self:__Reset( -0.1 )
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Respawn the CargoGroup.
|
||||
-- @param #CARGO_CRATE self
|
||||
function CARGO_CRATE:onafterReset()
|
||||
|
||||
self:F( { "Reset crate " .. self:GetName() } )
|
||||
|
||||
|
||||
-- Respawn the group...
|
||||
if self.CargoObject then
|
||||
self:SetDeployed( false )
|
||||
self:SetStartState( "UnLoaded" )
|
||||
self.CargoCarrier = nil
|
||||
-- Cargo objects are added to the _DATABASE and SET_CARGO objects.
|
||||
_EVENTDISPATCHER:CreateEventNewCargo( self )
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
--- Get the transportation method of the Cargo.
|
||||
-- @param #CARGO_CRATE self
|
||||
-- @return #string The transportation method of the Cargo.
|
||||
function CARGO_CRATE:GetTransportationMethod()
|
||||
if self:IsLoaded() then
|
||||
return "for unloading"
|
||||
else
|
||||
if self:IsUnLoaded() then
|
||||
return "for loading"
|
||||
else
|
||||
if self:IsDeployed() then
|
||||
return "delivered"
|
||||
end
|
||||
end
|
||||
end
|
||||
return ""
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
760
Moose Development/Moose/Cargo/CargoGroup.lua
Normal file
760
Moose Development/Moose/Cargo/CargoGroup.lua
Normal file
@@ -0,0 +1,760 @@
|
||||
--- **Cargo** -- Management of grouped cargo logistics, which are based on a @{Wrapper.Group} object.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### [Demo Missions]()
|
||||
--
|
||||
-- ### [YouTube Playlist]()
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Cargo.CargoGroup
|
||||
-- @image Cargo_Groups.JPG
|
||||
|
||||
|
||||
do -- CARGO_GROUP
|
||||
|
||||
--- @type CARGO_GROUP
|
||||
-- @field Core.Set#SET_CARGO CargoSet The collection of derived CARGO objects.
|
||||
-- @field #string GroupName The name of the CargoGroup.
|
||||
-- @extends Cargo.Cargo#CARGO_REPORTABLE
|
||||
|
||||
--- Defines a cargo that is represented by a @{Wrapper.Group} object within the simulator.
|
||||
-- The cargo can be Loaded, UnLoaded, Boarded, UnBoarded to and from Carriers.
|
||||
--
|
||||
-- The above cargo classes are used by the following AI_CARGO_ classes to allow AI groups to transport cargo:
|
||||
--
|
||||
-- * AI Armoured Personnel Carriers to transport cargo and engage in battles, using the @{AI.AI_Cargo_APC} module.
|
||||
-- * AI Helicopters to transport cargo, using the @{AI.AI_Cargo_Helicopter} module.
|
||||
-- * AI Planes to transport cargo, using the @{AI.AI_Cargo_Airplane} module.
|
||||
-- * AI Ships is planned.
|
||||
--
|
||||
-- The above cargo classes are also used by the TASK_CARGO_ classes to allow human players to transport cargo as part of a tasking:
|
||||
--
|
||||
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT} to transport cargo by human players.
|
||||
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_CSAR} to transport downed pilots by human players.
|
||||
--
|
||||
-- @field #CARGO_GROUP CARGO_GROUP
|
||||
--
|
||||
CARGO_GROUP = {
|
||||
ClassName = "CARGO_GROUP",
|
||||
}
|
||||
|
||||
--- CARGO_GROUP constructor.
|
||||
-- This make a new CARGO_GROUP from a @{Wrapper.Group} object.
|
||||
-- It will "ungroup" the group object within the sim, and will create a @{Set} of individual Unit objects.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param Wrapper.Group#GROUP CargoGroup Group to be transported as cargo.
|
||||
-- @param #string Type Cargo type, e.g. "Infantry". This is the type used in SET_CARGO:New():FilterTypes("Infantry") to define the valid cargo groups of the set.
|
||||
-- @param #string Name A user defined name of the cargo group. This name CAN be the same as the group object but can also have a different name. This name MUST be unique!
|
||||
-- @param #number LoadRadius (optional) Distance in meters until which a cargo is loaded into the carrier. Cargo outside this radius has to be routed by other means to within the radius to be loaded.
|
||||
-- @param #number NearRadius (optional) Once the units are within this radius of the carrier, they are actually loaded, i.e. disappear from the scene.
|
||||
-- @return #CARGO_GROUP Cargo group object.
|
||||
function CARGO_GROUP:New( CargoGroup, Type, Name, LoadRadius, NearRadius )
|
||||
local self = BASE:Inherit( self, CARGO_REPORTABLE:New( Type, Name, 0, LoadRadius, NearRadius ) ) -- #CARGO_GROUP
|
||||
self:F( { Type, Name, LoadRadius } )
|
||||
|
||||
self.CargoSet = SET_CARGO:New()
|
||||
self.CargoGroup = CargoGroup
|
||||
self.Grouped = true
|
||||
self.CargoUnitTemplate = {}
|
||||
|
||||
self.NearRadius = NearRadius
|
||||
|
||||
self:SetDeployed( false )
|
||||
|
||||
local WeightGroup = 0
|
||||
local VolumeGroup = 0
|
||||
|
||||
self.CargoGroup:Destroy() -- destroy and generate a unit removal event, so that the database gets cleaned, and the linked sets get properly cleaned.
|
||||
|
||||
local GroupName = CargoGroup:GetName()
|
||||
self.CargoName = Name
|
||||
self.CargoTemplate = UTILS.DeepCopy( _DATABASE:GetGroupTemplate( GroupName ) )
|
||||
|
||||
self.GroupTemplate = UTILS.DeepCopy( self.CargoTemplate )
|
||||
self.GroupTemplate.name = self.CargoName .. "#CARGO"
|
||||
self.GroupTemplate.groupId = nil
|
||||
|
||||
self.GroupTemplate.units = {}
|
||||
|
||||
for UnitID, UnitTemplate in pairs( self.CargoTemplate.units ) do
|
||||
UnitTemplate.name = UnitTemplate.name .. "#CARGO"
|
||||
local CargoUnitName = UnitTemplate.name
|
||||
self.CargoUnitTemplate[CargoUnitName] = UnitTemplate
|
||||
|
||||
self.GroupTemplate.units[#self.GroupTemplate.units+1] = self.CargoUnitTemplate[CargoUnitName]
|
||||
self.GroupTemplate.units[#self.GroupTemplate.units].unitId = nil
|
||||
|
||||
-- And we register the spawned unit as part of the CargoSet.
|
||||
local Unit = UNIT:Register( CargoUnitName )
|
||||
|
||||
end
|
||||
|
||||
-- Then we register the new group in the database
|
||||
self.CargoGroup = GROUP:NewTemplate( self.GroupTemplate, self.GroupTemplate.CoalitionID, self.GroupTemplate.CategoryID, self.GroupTemplate.CountryID )
|
||||
|
||||
-- Now we spawn the new group based on the template created.
|
||||
self.CargoObject = _DATABASE:Spawn( self.GroupTemplate )
|
||||
|
||||
for CargoUnitID, CargoUnit in pairs( self.CargoObject:GetUnits() ) do
|
||||
|
||||
|
||||
local CargoUnitName = CargoUnit:GetName()
|
||||
|
||||
local Cargo = CARGO_UNIT:New( CargoUnit, Type, CargoUnitName, LoadRadius, NearRadius )
|
||||
self.CargoSet:Add( CargoUnitName, Cargo )
|
||||
|
||||
WeightGroup = WeightGroup + Cargo:GetWeight()
|
||||
|
||||
end
|
||||
|
||||
self:SetWeight( WeightGroup )
|
||||
|
||||
self:T( { "Weight Cargo", WeightGroup } )
|
||||
|
||||
-- Cargo objects are added to the _DATABASE and SET_CARGO objects.
|
||||
_EVENTDISPATCHER:CreateEventNewCargo( self )
|
||||
|
||||
self:HandleEvent( EVENTS.Dead, self.OnEventCargoDead )
|
||||
self:HandleEvent( EVENTS.Crash, self.OnEventCargoDead )
|
||||
--self:HandleEvent( EVENTS.RemoveUnit, self.OnEventCargoDead )
|
||||
self:HandleEvent( EVENTS.PlayerLeaveUnit, self.OnEventCargoDead )
|
||||
|
||||
self:SetEventPriority( 4 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Respawn the CargoGroup.
|
||||
-- @param #CARGO_GROUP self
|
||||
function CARGO_GROUP:Respawn()
|
||||
|
||||
self:F( { "Respawning" } )
|
||||
|
||||
for CargoID, CargoData in pairs( self.CargoSet:GetSet() ) do
|
||||
local Cargo = CargoData -- Cargo.Cargo#CARGO
|
||||
Cargo:Destroy() -- Destroy the cargo and generate a remove unit event to update the sets.
|
||||
Cargo:SetStartState( "UnLoaded" )
|
||||
end
|
||||
|
||||
-- Now we spawn the new group based on the template created.
|
||||
_DATABASE:Spawn( self.GroupTemplate )
|
||||
|
||||
for CargoUnitID, CargoUnit in pairs( self.CargoObject:GetUnits() ) do
|
||||
|
||||
local CargoUnitName = CargoUnit:GetName()
|
||||
|
||||
local Cargo = CARGO_UNIT:New( CargoUnit, self.Type, CargoUnitName, self.LoadRadius )
|
||||
self.CargoSet:Add( CargoUnitName, Cargo )
|
||||
|
||||
end
|
||||
|
||||
self:SetDeployed( false )
|
||||
self:SetStartState( "UnLoaded" )
|
||||
|
||||
end
|
||||
|
||||
--- Ungroup the cargo group into individual groups with one unit.
|
||||
-- This is required because by default a group will move in formation and this is really an issue for group control.
|
||||
-- Therefore this method is made to be able to ungroup a group.
|
||||
-- This works for ground only groups.
|
||||
-- @param #CARGO_GROUP self
|
||||
function CARGO_GROUP:Ungroup()
|
||||
|
||||
if self.Grouped == true then
|
||||
|
||||
self.Grouped = false
|
||||
|
||||
self.CargoGroup:Destroy()
|
||||
|
||||
for CargoUnitName, CargoUnit in pairs( self.CargoSet:GetSet() ) do
|
||||
local CargoUnit = CargoUnit -- Cargo.CargoUnit#CARGO_UNIT
|
||||
|
||||
if CargoUnit:IsUnLoaded() then
|
||||
local GroupTemplate = UTILS.DeepCopy( self.CargoTemplate )
|
||||
--local GroupName = env.getValueDictByKey( GroupTemplate.name )
|
||||
|
||||
-- We create a new group object with one unit...
|
||||
-- First we prepare the template...
|
||||
GroupTemplate.name = self.CargoName .. "#CARGO#" .. CargoUnitName
|
||||
GroupTemplate.groupId = nil
|
||||
|
||||
if CargoUnit:IsUnLoaded() then
|
||||
GroupTemplate.units = {}
|
||||
GroupTemplate.units[1] = self.CargoUnitTemplate[CargoUnitName]
|
||||
GroupTemplate.units[#GroupTemplate.units].unitId = nil
|
||||
GroupTemplate.units[#GroupTemplate.units].x = CargoUnit:GetX()
|
||||
GroupTemplate.units[#GroupTemplate.units].y = CargoUnit:GetY()
|
||||
GroupTemplate.units[#GroupTemplate.units].heading = CargoUnit:GetHeading()
|
||||
end
|
||||
|
||||
|
||||
-- Then we register the new group in the database
|
||||
local CargoGroup = GROUP:NewTemplate( GroupTemplate, GroupTemplate.CoalitionID, GroupTemplate.CategoryID, GroupTemplate.CountryID)
|
||||
|
||||
-- Now we spawn the new group based on the template created.
|
||||
_DATABASE:Spawn( GroupTemplate )
|
||||
end
|
||||
end
|
||||
|
||||
self.CargoObject = nil
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
--- Regroup the cargo group into one group with multiple unit.
|
||||
-- This is required because by default a group will move in formation and this is really an issue for group control.
|
||||
-- Therefore this method is made to be able to regroup a group.
|
||||
-- This works for ground only groups.
|
||||
-- @param #CARGO_GROUP self
|
||||
function CARGO_GROUP:Regroup()
|
||||
|
||||
self:F("Regroup")
|
||||
|
||||
if self.Grouped == false then
|
||||
|
||||
self.Grouped = true
|
||||
|
||||
local GroupTemplate = UTILS.DeepCopy( self.CargoTemplate )
|
||||
GroupTemplate.name = self.CargoName .. "#CARGO"
|
||||
GroupTemplate.groupId = nil
|
||||
GroupTemplate.units = {}
|
||||
|
||||
for CargoUnitName, CargoUnit in pairs( self.CargoSet:GetSet() ) do
|
||||
local CargoUnit = CargoUnit -- Cargo.CargoUnit#CARGO_UNIT
|
||||
|
||||
self:F( { CargoUnit:GetName(), UnLoaded = CargoUnit:IsUnLoaded() } )
|
||||
|
||||
if CargoUnit:IsUnLoaded() then
|
||||
|
||||
CargoUnit.CargoObject:Destroy()
|
||||
|
||||
GroupTemplate.units[#GroupTemplate.units+1] = self.CargoUnitTemplate[CargoUnitName]
|
||||
GroupTemplate.units[#GroupTemplate.units].unitId = nil
|
||||
GroupTemplate.units[#GroupTemplate.units].x = CargoUnit:GetX()
|
||||
GroupTemplate.units[#GroupTemplate.units].y = CargoUnit:GetY()
|
||||
GroupTemplate.units[#GroupTemplate.units].heading = CargoUnit:GetHeading()
|
||||
end
|
||||
end
|
||||
|
||||
-- Then we register the new group in the database
|
||||
self.CargoGroup = GROUP:NewTemplate( GroupTemplate, GroupTemplate.CoalitionID, GroupTemplate.CategoryID, GroupTemplate.CountryID )
|
||||
|
||||
self:F( { "Regroup", GroupTemplate } )
|
||||
|
||||
-- Now we spawn the new group based on the template created.
|
||||
self.CargoObject = _DATABASE:Spawn( GroupTemplate )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- @param #CARGO_GROUP self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function CARGO_GROUP:OnEventCargoDead( EventData )
|
||||
|
||||
self:E(EventData)
|
||||
|
||||
local Destroyed = false
|
||||
|
||||
if self:IsDestroyed() or self:IsUnLoaded() or self:IsBoarding() or self:IsUnboarding() then
|
||||
Destroyed = true
|
||||
for CargoID, CargoData in pairs( self.CargoSet:GetSet() ) do
|
||||
local Cargo = CargoData -- Cargo.Cargo#CARGO
|
||||
if Cargo:IsAlive() then
|
||||
Destroyed = false
|
||||
else
|
||||
Cargo:Destroyed()
|
||||
end
|
||||
end
|
||||
else
|
||||
local CarrierName = self.CargoCarrier:GetName()
|
||||
if CarrierName == EventData.IniDCSUnitName then
|
||||
MESSAGE:New( "Cargo is lost from carrier " .. CarrierName, 15 ):ToAll()
|
||||
Destroyed = true
|
||||
self.CargoCarrier:ClearCargo()
|
||||
end
|
||||
end
|
||||
|
||||
if Destroyed then
|
||||
self:Destroyed()
|
||||
self:E( { "Cargo group destroyed" } )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- After Board Event.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Wrapper.Unit#UNIT CargoCarrier
|
||||
-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
|
||||
function CARGO_GROUP:onafterBoard( From, Event, To, CargoCarrier, NearRadius, ... )
|
||||
self:F( { CargoCarrier.UnitName, From, Event, To, NearRadius = NearRadius } )
|
||||
|
||||
NearRadius = NearRadius or self.NearRadius
|
||||
|
||||
-- For each Cargo object within the CARGO_GROUPED, route each object to the CargoLoadPointVec2
|
||||
self.CargoSet:ForEach(
|
||||
function( Cargo, ... )
|
||||
self:F( { "Board Unit", Cargo:GetName( ), Cargo:IsDestroyed(), Cargo.CargoObject:IsAlive() } )
|
||||
local CargoGroup = Cargo.CargoObject --Wrapper.Group#GROUP
|
||||
CargoGroup:OptionAlarmStateGreen()
|
||||
Cargo:__Board( 1, CargoCarrier, NearRadius, ... )
|
||||
end, ...
|
||||
)
|
||||
|
||||
self:__Boarding( -1, CargoCarrier, NearRadius, ... )
|
||||
|
||||
end
|
||||
|
||||
--- Enter Loaded State.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Wrapper.Unit#UNIT CargoCarrier
|
||||
function CARGO_GROUP:onafterLoad( From, Event, To, CargoCarrier, ... )
|
||||
--self:F( { From, Event, To, CargoCarrier, ...} )
|
||||
|
||||
if From == "UnLoaded" then
|
||||
-- For each Cargo object within the CARGO_GROUP, load each cargo to the CargoCarrier.
|
||||
for CargoID, Cargo in pairs( self.CargoSet:GetSet() ) do
|
||||
if not Cargo:IsDestroyed() then
|
||||
Cargo:Load( CargoCarrier )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--self.CargoObject:Destroy()
|
||||
self.CargoCarrier = CargoCarrier
|
||||
self.CargoCarrier:AddCargo( self )
|
||||
|
||||
end
|
||||
|
||||
--- Leave Boarding State.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Wrapper.Unit#UNIT CargoCarrier
|
||||
-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
|
||||
function CARGO_GROUP:onafterBoarding( From, Event, To, CargoCarrier, NearRadius, ... )
|
||||
--self:F( { CargoCarrier.UnitName, From, Event, To } )
|
||||
|
||||
local Boarded = true
|
||||
local Cancelled = false
|
||||
local Dead = true
|
||||
|
||||
self.CargoSet:Flush()
|
||||
|
||||
-- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2
|
||||
for CargoID, Cargo in pairs( self.CargoSet:GetSet() ) do
|
||||
--self:T( { Cargo:GetName(), Cargo.current } )
|
||||
|
||||
|
||||
if not Cargo:is( "Loaded" )
|
||||
and (not Cargo:is( "Destroyed" )) then -- If one or more units of a group defined as CARGO_GROUP died, the CARGO_GROUP:Board() command does not trigger the CARGO_GRUOP:OnEnterLoaded() function.
|
||||
Boarded = false
|
||||
end
|
||||
|
||||
if Cargo:is( "UnLoaded" ) then
|
||||
Cancelled = true
|
||||
end
|
||||
|
||||
if not Cargo:is( "Destroyed" ) then
|
||||
Dead = false
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
if not Dead then
|
||||
|
||||
if not Cancelled then
|
||||
if not Boarded then
|
||||
self:__Boarding( -5, CargoCarrier, NearRadius, ... )
|
||||
else
|
||||
self:F("Group Cargo is loaded")
|
||||
self:__Load( 1, CargoCarrier, ... )
|
||||
end
|
||||
else
|
||||
self:__CancelBoarding( 1, CargoCarrier, NearRadius, ... )
|
||||
end
|
||||
else
|
||||
self:__Destroyed( 1, CargoCarrier, NearRadius, ... )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Enter UnBoarding State.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Core.Point#POINT_VEC2 ToPointVec2
|
||||
-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
|
||||
function CARGO_GROUP:onafterUnBoard( From, Event, To, ToPointVec2, NearRadius, ... )
|
||||
self:F( {From, Event, To, ToPointVec2, NearRadius } )
|
||||
|
||||
NearRadius = NearRadius or 25
|
||||
|
||||
local Timer = 1
|
||||
|
||||
if From == "Loaded" then
|
||||
|
||||
if self.CargoObject then
|
||||
self.CargoObject:Destroy()
|
||||
end
|
||||
|
||||
-- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2
|
||||
self.CargoSet:ForEach(
|
||||
--- @param Cargo.Cargo#CARGO Cargo
|
||||
function( Cargo, NearRadius )
|
||||
if not Cargo:IsDestroyed() then
|
||||
local ToVec=nil
|
||||
if ToPointVec2==nil then
|
||||
ToVec=self.CargoCarrier:GetPointVec2():GetRandomPointVec2InRadius(2*NearRadius, NearRadius)
|
||||
else
|
||||
ToVec=ToPointVec2
|
||||
end
|
||||
Cargo:__UnBoard( Timer, ToVec, NearRadius )
|
||||
Timer = Timer + 1
|
||||
end
|
||||
end, { NearRadius }
|
||||
)
|
||||
|
||||
|
||||
self:__UnBoarding( 1, ToPointVec2, NearRadius, ... )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Leave UnBoarding State.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Core.Point#POINT_VEC2 ToPointVec2
|
||||
-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
|
||||
function CARGO_GROUP:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... )
|
||||
--self:F( { From, Event, To, ToPointVec2, NearRadius } )
|
||||
|
||||
--local NearRadius = NearRadius or 25
|
||||
|
||||
local Angle = 180
|
||||
local Speed = 10
|
||||
local Distance = 5
|
||||
|
||||
if From == "UnBoarding" then
|
||||
local UnBoarded = true
|
||||
|
||||
-- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2
|
||||
for CargoID, Cargo in pairs( self.CargoSet:GetSet() ) do
|
||||
self:T( { Cargo:GetName(), Cargo.current } )
|
||||
if not Cargo:is( "UnLoaded" ) and not Cargo:IsDestroyed() then
|
||||
UnBoarded = false
|
||||
end
|
||||
end
|
||||
|
||||
if UnBoarded then
|
||||
self:__UnLoad( 1, ToPointVec2, ... )
|
||||
else
|
||||
self:__UnBoarding( 1, ToPointVec2, NearRadius, ... )
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Enter UnLoaded State.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Core.Point#POINT_VEC2
|
||||
function CARGO_GROUP:onafterUnLoad( From, Event, To, ToPointVec2, ... )
|
||||
--self:F( { From, Event, To, ToPointVec2 } )
|
||||
|
||||
if From == "Loaded" then
|
||||
|
||||
-- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2
|
||||
self.CargoSet:ForEach(
|
||||
function( Cargo )
|
||||
--Cargo:UnLoad( ToPointVec2 )
|
||||
local RandomVec2=ToPointVec2:GetRandomPointVec2InRadius(20, 10)
|
||||
Cargo:UnBoard( RandomVec2 )
|
||||
end
|
||||
)
|
||||
|
||||
end
|
||||
|
||||
self.CargoCarrier:RemoveCargo( self )
|
||||
self.CargoCarrier = nil
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Get the current Coordinate of the CargoGroup.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @return Core.Point#COORDINATE The current Coordinate of the first Cargo of the CargoGroup.
|
||||
-- @return #nil There is no valid Cargo in the CargoGroup.
|
||||
function CARGO_GROUP:GetCoordinate()
|
||||
local Cargo = self:GetFirstAlive() -- Cargo.Cargo#CARGO
|
||||
|
||||
if Cargo then
|
||||
return Cargo.CargoObject:GetCoordinate()
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Get the x position of the cargo.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @return #number
|
||||
function CARGO:GetX()
|
||||
|
||||
local Cargo = self:GetFirstAlive() -- Cargo.Cargo#CARGO
|
||||
|
||||
if Cargo then
|
||||
return Cargo:GetCoordinate().x
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Get the y position of the cargo.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @return #number
|
||||
function CARGO:GetY()
|
||||
|
||||
local Cargo = self:GetFirstAlive() -- Cargo.Cargo#CARGO
|
||||
|
||||
if Cargo then
|
||||
return Cargo:GetCoordinate().z
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Check if the CargoGroup is alive.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @return #boolean true if the CargoGroup is alive.
|
||||
-- @return #boolean false if the CargoGroup is dead.
|
||||
function CARGO_GROUP:IsAlive()
|
||||
|
||||
local Cargo = self:GetFirstAlive() -- Cargo.Cargo#CARGO
|
||||
return Cargo ~= nil
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Get the first alive Cargo Unit of the Cargo Group.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @return #CARGO_GROUP
|
||||
function CARGO_GROUP:GetFirstAlive()
|
||||
|
||||
local CargoFirstAlive = nil
|
||||
|
||||
for _, Cargo in pairs( self.CargoSet:GetSet() ) do
|
||||
if not Cargo:IsDestroyed() then
|
||||
CargoFirstAlive = Cargo
|
||||
break
|
||||
end
|
||||
end
|
||||
return CargoFirstAlive
|
||||
end
|
||||
|
||||
|
||||
--- Get the amount of cargo units in the group.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @return #CARGO_GROUP
|
||||
function CARGO_GROUP:GetCount()
|
||||
return self.CargoSet:Count()
|
||||
end
|
||||
|
||||
|
||||
--- Get the amount of cargo units in the group.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @return #CARGO_GROUP
|
||||
function CARGO_GROUP:GetGroup( Cargo )
|
||||
local Cargo = Cargo or self:GetFirstAlive() -- Cargo.Cargo#CARGO
|
||||
return Cargo.CargoObject:GetGroup()
|
||||
end
|
||||
|
||||
|
||||
--- Route Cargo to Coordinate and randomize locations.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
function CARGO_GROUP:RouteTo( Coordinate )
|
||||
--self:F( {Coordinate = Coordinate } )
|
||||
|
||||
-- For each Cargo within the CargoSet, route each object to the Coordinate
|
||||
self.CargoSet:ForEach(
|
||||
function( Cargo )
|
||||
Cargo.CargoObject:RouteGroundTo( Coordinate, 10, "vee", 0 )
|
||||
end
|
||||
)
|
||||
|
||||
end
|
||||
|
||||
--- Check if Cargo is near to the Carrier.
|
||||
-- The Cargo is near to the Carrier if the first unit of the Cargo Group is within NearRadius.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param Wrapper.Group#GROUP CargoCarrier
|
||||
-- @param #number NearRadius
|
||||
-- @return #boolean The Cargo is near to the Carrier or #nil if the Cargo is not near to the Carrier.
|
||||
function CARGO_GROUP:IsNear( CargoCarrier, NearRadius )
|
||||
self:F( {NearRadius = NearRadius } )
|
||||
|
||||
for _, Cargo in pairs( self.CargoSet:GetSet() ) do
|
||||
local Cargo = Cargo -- Cargo.Cargo#CARGO
|
||||
if Cargo:IsAlive() then
|
||||
if Cargo:IsNear( CargoCarrier:GetCoordinate(), NearRadius ) then
|
||||
self:F( "Near" )
|
||||
return true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Check if Cargo Group is in the radius for the Cargo to be Boarded.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @return #boolean true if the Cargo Group is within the load radius.
|
||||
function CARGO_GROUP:IsInLoadRadius( Coordinate )
|
||||
--self:F( { Coordinate } )
|
||||
|
||||
local Cargo = self:GetFirstAlive() -- Cargo.Cargo#CARGO
|
||||
|
||||
if Cargo then
|
||||
local Distance = 0
|
||||
local CargoCoordinate
|
||||
if Cargo:IsLoaded() then
|
||||
CargoCoordinate = Cargo.CargoCarrier:GetCoordinate()
|
||||
else
|
||||
CargoCoordinate = Cargo.CargoObject:GetCoordinate()
|
||||
end
|
||||
|
||||
-- FF check if coordinate could be obtained. This was commented out for some (unknown) reason. But the check seems valid!
|
||||
if CargoCoordinate then
|
||||
Distance = Coordinate:Get2DDistance( CargoCoordinate )
|
||||
else
|
||||
return false
|
||||
end
|
||||
|
||||
self:F( { Distance = Distance, LoadRadius = self.LoadRadius } )
|
||||
if Distance <= self.LoadRadius then
|
||||
return true
|
||||
else
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
return nil
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Check if Cargo Group is in the report radius.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param Core.Point#Coordinate Coordinate
|
||||
-- @return #boolean true if the Cargo Group is within the report radius.
|
||||
function CARGO_GROUP:IsInReportRadius( Coordinate )
|
||||
--self:F( { Coordinate } )
|
||||
|
||||
local Cargo = self:GetFirstAlive() -- Cargo.Cargo#CARGO
|
||||
|
||||
if Cargo then
|
||||
self:F( { Cargo } )
|
||||
local Distance = 0
|
||||
if Cargo:IsUnLoaded() then
|
||||
Distance = Coordinate:Get2DDistance( Cargo.CargoObject:GetCoordinate() )
|
||||
--self:T( Distance )
|
||||
if Distance <= self.LoadRadius then
|
||||
return true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return nil
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Signal a flare at the position of the CargoGroup.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param Utilities.Utils#FLARECOLOR FlareColor
|
||||
function CARGO_GROUP:Flare( FlareColor )
|
||||
|
||||
local Cargo = self.CargoSet:GetFirst() -- Cargo.Cargo#CARGO
|
||||
if Cargo then
|
||||
Cargo:Flare( FlareColor )
|
||||
end
|
||||
end
|
||||
|
||||
--- Smoke the CargoGroup.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param Utilities.Utils#SMOKECOLOR SmokeColor The color of the smoke.
|
||||
-- @param #number Radius The radius of randomization around the center of the first element of the CargoGroup.
|
||||
function CARGO_GROUP:Smoke( SmokeColor, Radius )
|
||||
|
||||
local Cargo = self.CargoSet:GetFirst() -- Cargo.Cargo#CARGO
|
||||
|
||||
if Cargo then
|
||||
Cargo:Smoke( SmokeColor, Radius )
|
||||
end
|
||||
end
|
||||
|
||||
--- Check if the first element of the CargoGroup is the given @{Zone}.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param Core.Zone#ZONE_BASE Zone
|
||||
-- @return #boolean **true** if the first element of the CargoGroup is in the Zone
|
||||
-- @return #boolean **false** if there is no element of the CargoGroup in the Zone.
|
||||
function CARGO_GROUP:IsInZone( Zone )
|
||||
--self:F( { Zone } )
|
||||
|
||||
local Cargo = self.CargoSet:GetFirst() -- Cargo.Cargo#CARGO
|
||||
|
||||
if Cargo then
|
||||
return Cargo:IsInZone( Zone )
|
||||
end
|
||||
|
||||
return nil
|
||||
|
||||
end
|
||||
|
||||
--- Get the transportation method of the Cargo.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @return #string The transportation method of the Cargo.
|
||||
function CARGO_GROUP:GetTransportationMethod()
|
||||
if self:IsLoaded() then
|
||||
return "for unboarding"
|
||||
else
|
||||
if self:IsUnLoaded() then
|
||||
return "for boarding"
|
||||
else
|
||||
if self:IsDeployed() then
|
||||
return "delivered"
|
||||
end
|
||||
end
|
||||
end
|
||||
return ""
|
||||
end
|
||||
|
||||
|
||||
|
||||
end -- CARGO_GROUP
|
||||
270
Moose Development/Moose/Cargo/CargoSlingload.lua
Normal file
270
Moose Development/Moose/Cargo/CargoSlingload.lua
Normal file
@@ -0,0 +1,270 @@
|
||||
--- **Cargo** -- Management of single cargo crates, which are based on a @{Static} object. The cargo can only be slingloaded.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### [Demo Missions]()
|
||||
--
|
||||
-- ### [YouTube Playlist]()
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Cargo.CargoSlingload
|
||||
-- @image Cargo_Slingload.JPG
|
||||
|
||||
|
||||
do -- CARGO_SLINGLOAD
|
||||
|
||||
--- Models the behaviour of cargo crates, which can only be slingloaded.
|
||||
-- @type CARGO_SLINGLOAD
|
||||
-- @extends Cargo.Cargo#CARGO_REPRESENTABLE
|
||||
|
||||
--- Defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.
|
||||
--
|
||||
-- The above cargo classes are also used by the TASK_CARGO_ classes to allow human players to transport cargo as part of a tasking:
|
||||
--
|
||||
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT} to transport cargo by human players.
|
||||
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_CSAR} to transport downed pilots by human players.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #CARGO_SLINGLOAD
|
||||
CARGO_SLINGLOAD = {
|
||||
ClassName = "CARGO_SLINGLOAD"
|
||||
}
|
||||
|
||||
--- CARGO_SLINGLOAD Constructor.
|
||||
-- @param #CARGO_SLINGLOAD self
|
||||
-- @param Wrapper.Static#STATIC CargoStatic
|
||||
-- @param #string Type
|
||||
-- @param #string Name
|
||||
-- @param #number LoadRadius (optional)
|
||||
-- @param #number NearRadius (optional)
|
||||
-- @return #CARGO_SLINGLOAD
|
||||
function CARGO_SLINGLOAD:New( CargoStatic, Type, Name, LoadRadius, NearRadius )
|
||||
local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoStatic, Type, Name, nil, LoadRadius, NearRadius ) ) -- #CARGO_SLINGLOAD
|
||||
self:F( { Type, Name, NearRadius } )
|
||||
|
||||
self.CargoObject = CargoStatic
|
||||
|
||||
-- Cargo objects are added to the _DATABASE and SET_CARGO objects.
|
||||
_EVENTDISPATCHER:CreateEventNewCargo( self )
|
||||
|
||||
self:HandleEvent( EVENTS.Dead, self.OnEventCargoDead )
|
||||
self:HandleEvent( EVENTS.Crash, self.OnEventCargoDead )
|
||||
--self:HandleEvent( EVENTS.RemoveUnit, self.OnEventCargoDead )
|
||||
self:HandleEvent( EVENTS.PlayerLeaveUnit, self.OnEventCargoDead )
|
||||
|
||||
self:SetEventPriority( 4 )
|
||||
|
||||
self.NearRadius = NearRadius or 25
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- @param #CARGO_SLINGLOAD self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function CARGO_SLINGLOAD:OnEventCargoDead( EventData )
|
||||
|
||||
local Destroyed = false
|
||||
|
||||
if self:IsDestroyed() or self:IsUnLoaded() then
|
||||
if self.CargoObject:GetName() == EventData.IniUnitName then
|
||||
if not self.NoDestroy then
|
||||
Destroyed = true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if Destroyed then
|
||||
self:I( { "Cargo crate destroyed: " .. self.CargoObject:GetName() } )
|
||||
self:Destroyed()
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Check if the cargo can be Slingloaded.
|
||||
-- @param #CARGO_SLINGLOAD self
|
||||
function CARGO_SLINGLOAD:CanSlingload()
|
||||
return true
|
||||
end
|
||||
|
||||
--- Check if the cargo can be Boarded.
|
||||
-- @param #CARGO_SLINGLOAD self
|
||||
function CARGO_SLINGLOAD:CanBoard()
|
||||
return false
|
||||
end
|
||||
|
||||
--- Check if the cargo can be Unboarded.
|
||||
-- @param #CARGO_SLINGLOAD self
|
||||
function CARGO_SLINGLOAD:CanUnboard()
|
||||
return false
|
||||
end
|
||||
|
||||
--- Check if the cargo can be Loaded.
|
||||
-- @param #CARGO_SLINGLOAD self
|
||||
function CARGO_SLINGLOAD:CanLoad()
|
||||
return false
|
||||
end
|
||||
|
||||
--- Check if the cargo can be Unloaded.
|
||||
-- @param #CARGO_SLINGLOAD self
|
||||
function CARGO_SLINGLOAD:CanUnload()
|
||||
return false
|
||||
end
|
||||
|
||||
|
||||
--- Check if Cargo Crate is in the radius for the Cargo to be reported.
|
||||
-- @param #CARGO_SLINGLOAD self
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @return #boolean true if the Cargo Crate is within the report radius.
|
||||
function CARGO_SLINGLOAD:IsInReportRadius( Coordinate )
|
||||
--self:F( { Coordinate, LoadRadius = self.LoadRadius } )
|
||||
|
||||
local Distance = 0
|
||||
if self:IsUnLoaded() then
|
||||
Distance = Coordinate:Get2DDistance( self.CargoObject:GetCoordinate() )
|
||||
if Distance <= self.LoadRadius then
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
|
||||
--- Check if Cargo Slingload is in the radius for the Cargo to be Boarded or Loaded.
|
||||
-- @param #CARGO_SLINGLOAD self
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @return #boolean true if the Cargo Slingload is within the loading radius.
|
||||
function CARGO_SLINGLOAD:IsInLoadRadius( Coordinate )
|
||||
--self:F( { Coordinate } )
|
||||
|
||||
local Distance = 0
|
||||
if self:IsUnLoaded() then
|
||||
Distance = Coordinate:Get2DDistance( self.CargoObject:GetCoordinate() )
|
||||
if Distance <= self.NearRadius then
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Get the current Coordinate of the CargoGroup.
|
||||
-- @param #CARGO_SLINGLOAD self
|
||||
-- @return Core.Point#COORDINATE The current Coordinate of the first Cargo of the CargoGroup.
|
||||
-- @return #nil There is no valid Cargo in the CargoGroup.
|
||||
function CARGO_SLINGLOAD:GetCoordinate()
|
||||
--self:F()
|
||||
|
||||
return self.CargoObject:GetCoordinate()
|
||||
end
|
||||
|
||||
--- Check if the CargoGroup is alive.
|
||||
-- @param #CARGO_SLINGLOAD self
|
||||
-- @return #boolean true if the CargoGroup is alive.
|
||||
-- @return #boolean false if the CargoGroup is dead.
|
||||
function CARGO_SLINGLOAD:IsAlive()
|
||||
|
||||
local Alive = true
|
||||
|
||||
-- When the Cargo is Loaded, the Cargo is in the CargoCarrier, so we check if the CargoCarrier is alive.
|
||||
-- When the Cargo is not Loaded, the Cargo is the CargoObject, so we check if the CargoObject is alive.
|
||||
if self:IsLoaded() then
|
||||
Alive = Alive == true and self.CargoCarrier:IsAlive()
|
||||
else
|
||||
Alive = Alive == true and self.CargoObject:IsAlive()
|
||||
end
|
||||
|
||||
return Alive
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Route Cargo to Coordinate and randomize locations.
|
||||
-- @param #CARGO_SLINGLOAD self
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
function CARGO_SLINGLOAD:RouteTo( Coordinate )
|
||||
--self:F( {Coordinate = Coordinate } )
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Check if Cargo is near to the Carrier.
|
||||
-- The Cargo is near to the Carrier within NearRadius.
|
||||
-- @param #CARGO_SLINGLOAD self
|
||||
-- @param Wrapper.Group#GROUP CargoCarrier
|
||||
-- @param #number NearRadius
|
||||
-- @return #boolean The Cargo is near to the Carrier.
|
||||
-- @return #nil The Cargo is not near to the Carrier.
|
||||
function CARGO_SLINGLOAD:IsNear( CargoCarrier, NearRadius )
|
||||
--self:F( {NearRadius = NearRadius } )
|
||||
|
||||
return self:IsNear( CargoCarrier:GetCoordinate(), NearRadius )
|
||||
end
|
||||
|
||||
|
||||
--- Respawn the CargoGroup.
|
||||
-- @param #CARGO_SLINGLOAD self
|
||||
function CARGO_SLINGLOAD:Respawn()
|
||||
|
||||
--self:F( { "Respawning slingload " .. self:GetName() } )
|
||||
|
||||
|
||||
-- Respawn the group...
|
||||
if self.CargoObject then
|
||||
self.CargoObject:ReSpawn() -- A cargo destroy crates a DEAD event.
|
||||
self:__Reset( -0.1 )
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Respawn the CargoGroup.
|
||||
-- @param #CARGO_SLINGLOAD self
|
||||
function CARGO_SLINGLOAD:onafterReset()
|
||||
|
||||
--self:F( { "Reset slingload " .. self:GetName() } )
|
||||
|
||||
|
||||
-- Respawn the group...
|
||||
if self.CargoObject then
|
||||
self:SetDeployed( false )
|
||||
self:SetStartState( "UnLoaded" )
|
||||
self.CargoCarrier = nil
|
||||
-- Cargo objects are added to the _DATABASE and SET_CARGO objects.
|
||||
_EVENTDISPATCHER:CreateEventNewCargo( self )
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
--- Get the transportation method of the Cargo.
|
||||
-- @param #CARGO_SLINGLOAD self
|
||||
-- @return #string The transportation method of the Cargo.
|
||||
function CARGO_SLINGLOAD:GetTransportationMethod()
|
||||
if self:IsLoaded() then
|
||||
return "for sling loading"
|
||||
else
|
||||
if self:IsUnLoaded() then
|
||||
return "for sling loading"
|
||||
else
|
||||
if self:IsDeployed() then
|
||||
return "delivered"
|
||||
end
|
||||
end
|
||||
end
|
||||
return ""
|
||||
end
|
||||
|
||||
end
|
||||
382
Moose Development/Moose/Cargo/CargoUnit.lua
Normal file
382
Moose Development/Moose/Cargo/CargoUnit.lua
Normal file
@@ -0,0 +1,382 @@
|
||||
--- **Cargo** -- Management of single cargo logistics, which are based on a @{Wrapper.Unit} object.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### [Demo Missions]()
|
||||
--
|
||||
-- ### [YouTube Playlist]()
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Cargo.CargoUnit
|
||||
-- @image Cargo_Units.JPG
|
||||
|
||||
do -- CARGO_UNIT
|
||||
|
||||
--- Models CARGO in the form of units, which can be boarded, unboarded, loaded, unloaded.
|
||||
-- @type CARGO_UNIT
|
||||
-- @extends Cargo.Cargo#CARGO_REPRESENTABLE
|
||||
|
||||
--- Defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.
|
||||
-- Use the event functions as described above to Load, UnLoad, Board, UnBoard the CARGO_UNIT objects to and from carriers.
|
||||
-- Note that ground forces behave in a group, and thus, act in formation, regardless if one unit is commanded to move.
|
||||
--
|
||||
-- This class is used in CARGO_GROUP, and is not meant to be used by mission designers individually.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #CARGO_UNIT CARGO_UNIT
|
||||
--
|
||||
CARGO_UNIT = {
|
||||
ClassName = "CARGO_UNIT"
|
||||
}
|
||||
|
||||
--- CARGO_UNIT Constructor.
|
||||
-- @param #CARGO_UNIT self
|
||||
-- @param Wrapper.Unit#UNIT CargoUnit
|
||||
-- @param #string Type
|
||||
-- @param #string Name
|
||||
-- @param #number Weight
|
||||
-- @param #number LoadRadius (optional)
|
||||
-- @param #number NearRadius (optional)
|
||||
-- @return #CARGO_UNIT
|
||||
function CARGO_UNIT:New( CargoUnit, Type, Name, LoadRadius, NearRadius )
|
||||
local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoUnit, Type, Name, LoadRadius, NearRadius ) ) -- #CARGO_UNIT
|
||||
self:I( { Type, Name, LoadRadius, NearRadius } )
|
||||
|
||||
self:T( CargoUnit )
|
||||
self.CargoObject = CargoUnit
|
||||
|
||||
self:T( self.ClassName )
|
||||
|
||||
self:SetEventPriority( 5 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Enter UnBoarding State.
|
||||
-- @param #CARGO_UNIT self
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Core.Point#POINT_VEC2 ToPointVec2
|
||||
-- @param #number NearRadius (optional) Defaut 25 m.
|
||||
function CARGO_UNIT:onenterUnBoarding( From, Event, To, ToPointVec2, NearRadius )
|
||||
self:F( { From, Event, To, ToPointVec2, NearRadius } )
|
||||
|
||||
local Angle = 180
|
||||
local Speed = 60
|
||||
local DeployDistance = 9
|
||||
local RouteDistance = 60
|
||||
|
||||
if From == "Loaded" then
|
||||
|
||||
if not self:IsDestroyed() then
|
||||
|
||||
local CargoCarrier = self.CargoCarrier -- Wrapper.Controllable#CONTROLLABLE
|
||||
|
||||
if CargoCarrier:IsAlive() then
|
||||
|
||||
local CargoCarrierPointVec2 = CargoCarrier:GetPointVec2()
|
||||
local CargoCarrierHeading = self.CargoCarrier:GetHeading() -- Get Heading of object in degrees.
|
||||
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
|
||||
|
||||
|
||||
local CargoRoutePointVec2 = CargoCarrierPointVec2:Translate( RouteDistance, CargoDeployHeading )
|
||||
|
||||
|
||||
-- if there is no ToPointVec2 given, then use the CargoRoutePointVec2
|
||||
local FromDirectionVec3 = CargoCarrierPointVec2:GetDirectionVec3( ToPointVec2 or CargoRoutePointVec2 )
|
||||
local FromAngle = CargoCarrierPointVec2:GetAngleDegrees(FromDirectionVec3)
|
||||
local FromPointVec2 = CargoCarrierPointVec2:Translate( DeployDistance, FromAngle )
|
||||
--local CargoDeployPointVec2 = CargoCarrierPointVec2:GetRandomCoordinateInRadius( 10, 5 )
|
||||
|
||||
ToPointVec2 = ToPointVec2 or CargoCarrierPointVec2:GetRandomCoordinateInRadius( NearRadius, DeployDistance )
|
||||
|
||||
-- Respawn the group...
|
||||
if self.CargoObject then
|
||||
self.CargoObject:ReSpawnAt( FromPointVec2, CargoDeployHeading )
|
||||
self:F( { "CargoUnits:", self.CargoObject:GetGroup():GetName() } )
|
||||
self.CargoCarrier = nil
|
||||
|
||||
local Points = {}
|
||||
|
||||
-- From
|
||||
Points[#Points+1] = FromPointVec2:WaypointGround( Speed, "Vee" )
|
||||
|
||||
-- To
|
||||
Points[#Points+1] = ToPointVec2:WaypointGround( Speed, "Vee" )
|
||||
|
||||
local TaskRoute = self.CargoObject:TaskRoute( Points )
|
||||
self.CargoObject:SetTask( TaskRoute, 1 )
|
||||
|
||||
|
||||
self:__UnBoarding( 1, ToPointVec2, NearRadius )
|
||||
end
|
||||
else
|
||||
-- the Carrier is dead. This cargo is dead too!
|
||||
self:Destroyed()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Leave UnBoarding State.
|
||||
-- @param #CARGO_UNIT self
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Core.Point#POINT_VEC2 ToPointVec2
|
||||
-- @param #number NearRadius (optional) Defaut 100 m.
|
||||
function CARGO_UNIT:onleaveUnBoarding( From, Event, To, ToPointVec2, NearRadius )
|
||||
self:F( { From, Event, To, ToPointVec2, NearRadius } )
|
||||
|
||||
local Angle = 180
|
||||
local Speed = 10
|
||||
local Distance = 5
|
||||
|
||||
if From == "UnBoarding" then
|
||||
--if self:IsNear( ToPointVec2, NearRadius ) then
|
||||
return true
|
||||
--else
|
||||
|
||||
--self:__UnBoarding( 1, ToPointVec2, NearRadius )
|
||||
--end
|
||||
--return false
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- UnBoard Event.
|
||||
-- @param #CARGO_UNIT self
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Core.Point#POINT_VEC2 ToPointVec2
|
||||
-- @param #number NearRadius (optional) Defaut 100 m.
|
||||
function CARGO_UNIT:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius )
|
||||
self:F( { From, Event, To, ToPointVec2, NearRadius } )
|
||||
|
||||
self.CargoInAir = self.CargoObject:InAir()
|
||||
|
||||
self:T( self.CargoInAir )
|
||||
|
||||
-- Only unboard the cargo when the carrier is not in the air.
|
||||
-- (eg. cargo can be on a oil derrick, moving the cargo on the oil derrick will drop the cargo on the sea).
|
||||
if not self.CargoInAir then
|
||||
|
||||
end
|
||||
|
||||
self:__UnLoad( 1, ToPointVec2, NearRadius )
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Enter UnLoaded State.
|
||||
-- @param #CARGO_UNIT self
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Core.Point#POINT_VEC2
|
||||
function CARGO_UNIT:onenterUnLoaded( From, Event, To, ToPointVec2 )
|
||||
self:F( { ToPointVec2, From, Event, To } )
|
||||
|
||||
local Angle = 180
|
||||
local Speed = 10
|
||||
local Distance = 5
|
||||
|
||||
if From == "Loaded" then
|
||||
local StartPointVec2 = self.CargoCarrier:GetPointVec2()
|
||||
local CargoCarrierHeading = self.CargoCarrier:GetHeading() -- Get Heading of object in degrees.
|
||||
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
|
||||
local CargoDeployCoord = StartPointVec2:Translate( Distance, CargoDeployHeading )
|
||||
|
||||
ToPointVec2 = ToPointVec2 or COORDINATE:New( CargoDeployCoord.x, CargoDeployCoord.z )
|
||||
|
||||
-- Respawn the group...
|
||||
if self.CargoObject then
|
||||
self.CargoObject:ReSpawnAt( ToPointVec2, 0 )
|
||||
self.CargoCarrier = nil
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
if self.OnUnLoadedCallBack then
|
||||
self.OnUnLoadedCallBack( self, unpack( self.OnUnLoadedParameters ) )
|
||||
self.OnUnLoadedCallBack = nil
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Board Event.
|
||||
-- @param #CARGO_UNIT self
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Wrapper.Group#GROUP CargoCarrier
|
||||
-- @param #number NearRadius
|
||||
function CARGO_UNIT:onafterBoard( From, Event, To, CargoCarrier, NearRadius, ... )
|
||||
self:F( { From, Event, To, CargoCarrier, NearRadius = NearRadius } )
|
||||
|
||||
self.CargoInAir = self.CargoObject:InAir()
|
||||
|
||||
local Desc = self.CargoObject:GetDesc()
|
||||
local MaxSpeed = Desc.speedMaxOffRoad
|
||||
local TypeName = Desc.typeName
|
||||
|
||||
--self:F({Unit=self.CargoObject:GetName()})
|
||||
|
||||
-- A cargo unit can only be boarded if it is not dead
|
||||
|
||||
-- Only move the group to the carrier when the cargo is not in the air
|
||||
-- (eg. cargo can be on a oil derrick, moving the cargo on the oil derrick will drop the cargo on the sea).
|
||||
if not self.CargoInAir then
|
||||
-- If NearRadius is given, then use the given NearRadius, otherwise calculate the NearRadius
|
||||
-- based upon the Carrier bounding radius, which is calculated from the bounding rectangle on the Y axis.
|
||||
local NearRadius = NearRadius or CargoCarrier:GetBoundingRadius() + 5
|
||||
if self:IsNear( CargoCarrier:GetPointVec2(), NearRadius ) then
|
||||
self:Load( CargoCarrier, NearRadius, ... )
|
||||
else
|
||||
if MaxSpeed and MaxSpeed == 0 or TypeName and TypeName == "Stinger comm" then
|
||||
self:Load( CargoCarrier, NearRadius, ... )
|
||||
else
|
||||
|
||||
local Speed = 90
|
||||
local Angle = 180
|
||||
local Distance = 0
|
||||
|
||||
local CargoCarrierPointVec2 = CargoCarrier:GetPointVec2()
|
||||
local CargoCarrierHeading = CargoCarrier:GetHeading() -- Get Heading of object in degrees.
|
||||
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
|
||||
local CargoDeployPointVec2 = CargoCarrierPointVec2:Translate( Distance, CargoDeployHeading )
|
||||
|
||||
-- Set the CargoObject to state Green to ensure it is boarding!
|
||||
self.CargoObject:OptionAlarmStateGreen()
|
||||
|
||||
local Points = {}
|
||||
|
||||
local PointStartVec2 = self.CargoObject:GetPointVec2()
|
||||
|
||||
Points[#Points+1] = PointStartVec2:WaypointGround( Speed )
|
||||
Points[#Points+1] = CargoDeployPointVec2:WaypointGround( Speed )
|
||||
|
||||
local TaskRoute = self.CargoObject:TaskRoute( Points )
|
||||
self.CargoObject:SetTask( TaskRoute, 2 )
|
||||
self:__Boarding( -5, CargoCarrier, NearRadius, ... )
|
||||
self.RunCount = 0
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Boarding Event.
|
||||
-- @param #CARGO_UNIT self
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Wrapper.Client#CLIENT CargoCarrier
|
||||
-- @param #number NearRadius Default 25 m.
|
||||
function CARGO_UNIT:onafterBoarding( From, Event, To, CargoCarrier, NearRadius, ... )
|
||||
self:F( { From, Event, To, CargoCarrier:GetName(), NearRadius = NearRadius } )
|
||||
|
||||
self:F( { IsAlive=self.CargoObject:IsAlive() } )
|
||||
|
||||
if CargoCarrier and CargoCarrier:IsAlive() then -- and self.CargoObject and self.CargoObject:IsAlive() then
|
||||
if (CargoCarrier:IsAir() and not CargoCarrier:InAir()) or true then
|
||||
local NearRadius = NearRadius or CargoCarrier:GetBoundingRadius( NearRadius ) + 5
|
||||
if self:IsNear( CargoCarrier:GetPointVec2(), NearRadius ) then
|
||||
self:__Load( -1, CargoCarrier, ... )
|
||||
else
|
||||
if self:IsNear( CargoCarrier:GetPointVec2(), 20 ) then
|
||||
self:__Boarding( -1, CargoCarrier, NearRadius, ... )
|
||||
self.RunCount = self.RunCount + 1
|
||||
else
|
||||
self:__Boarding( -2, CargoCarrier, NearRadius, ... )
|
||||
self.RunCount = self.RunCount + 2
|
||||
end
|
||||
if self.RunCount >= 40 then
|
||||
self.RunCount = 0
|
||||
local Speed = 90
|
||||
local Angle = 180
|
||||
local Distance = 0
|
||||
|
||||
--self:F({Unit=self.CargoObject:GetName()})
|
||||
|
||||
local CargoCarrierPointVec2 = CargoCarrier:GetPointVec2()
|
||||
local CargoCarrierHeading = CargoCarrier:GetHeading() -- Get Heading of object in degrees.
|
||||
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
|
||||
local CargoDeployPointVec2 = CargoCarrierPointVec2:Translate( Distance, CargoDeployHeading )
|
||||
|
||||
-- Set the CargoObject to state Green to ensure it is boarding!
|
||||
self.CargoObject:OptionAlarmStateGreen()
|
||||
|
||||
local Points = {}
|
||||
|
||||
local PointStartVec2 = self.CargoObject:GetPointVec2()
|
||||
|
||||
Points[#Points+1] = PointStartVec2:WaypointGround( Speed, "Off road" )
|
||||
Points[#Points+1] = CargoDeployPointVec2:WaypointGround( Speed, "Off road" )
|
||||
|
||||
local TaskRoute = self.CargoObject:TaskRoute( Points )
|
||||
self.CargoObject:SetTask( TaskRoute, 0.2 )
|
||||
end
|
||||
end
|
||||
else
|
||||
self.CargoObject:MessageToGroup( "Cancelling Boarding... Get back on the ground!", 5, CargoCarrier:GetGroup(), self:GetName() )
|
||||
self:CancelBoarding( CargoCarrier, NearRadius, ... )
|
||||
self.CargoObject:SetCommand( self.CargoObject:CommandStopRoute( true ) )
|
||||
end
|
||||
else
|
||||
self:E("Something is wrong")
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Loaded State.
|
||||
-- @param #CARGO_UNIT self
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Wrapper.Unit#UNIT CargoCarrier
|
||||
function CARGO_UNIT:onenterLoaded( From, Event, To, CargoCarrier )
|
||||
self:F( { From, Event, To, CargoCarrier } )
|
||||
|
||||
self.CargoCarrier = CargoCarrier
|
||||
|
||||
--self:F({Unit=self.CargoObject:GetName()})
|
||||
|
||||
-- Only destroy the CargoObject if there is a CargoObject (packages don't have CargoObjects).
|
||||
if self.CargoObject then
|
||||
self.CargoObject:Destroy( false )
|
||||
--self.CargoObject:ReSpawnAt( COORDINATE:NewFromVec2( {x=0,y=0} ), 0 )
|
||||
end
|
||||
end
|
||||
|
||||
--- Get the transportation method of the Cargo.
|
||||
-- @param #CARGO_UNIT self
|
||||
-- @return #string The transportation method of the Cargo.
|
||||
function CARGO_UNIT:GetTransportationMethod()
|
||||
if self:IsLoaded() then
|
||||
return "for unboarding"
|
||||
else
|
||||
if self:IsUnLoaded() then
|
||||
return "for boarding"
|
||||
else
|
||||
if self:IsDeployed() then
|
||||
return "delivered"
|
||||
end
|
||||
end
|
||||
end
|
||||
return ""
|
||||
end
|
||||
|
||||
end -- CARGO_UNIT
|
||||
@@ -1,38 +1,30 @@
|
||||
--- **Core** - BASE forms **the basis of the MOOSE framework**. Each class within the MOOSE framework derives from BASE.
|
||||
--
|
||||
-- 
|
||||
--- **Core** - The base class within the framework.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- The @{#BASE} class is the core root class from where every other class in moose is derived.
|
||||
-- ## Features:
|
||||
--
|
||||
-- * The construction and inheritance of MOOSE classes.
|
||||
-- * The class naming and numbering system.
|
||||
-- * The class hierarchy search system.
|
||||
-- * The tracing of information or objects during mission execution for debuggin purposes.
|
||||
-- * The subscription to DCS events for event handling in MOOSE objects.
|
||||
-- * Object inspection.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **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:
|
||||
-- All classes within the MOOSE framework are derived from the BASE class.
|
||||
-- Note: The BASE class is an abstract class and is not meant to be used directly.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * None.
|
||||
-- ===
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Design & Programming
|
||||
--
|
||||
-- @module Base
|
||||
-- @module Core.Base
|
||||
-- @image Core_Base.JPG
|
||||
|
||||
|
||||
|
||||
@@ -49,26 +41,14 @@ local _ClassID = 0
|
||||
-- @field ClassID The ID number of the class.
|
||||
-- @field ClassNameAndID The name of the class concatenated with the ID number of the class.
|
||||
|
||||
--- # 1) #BASE class
|
||||
--- BASE class
|
||||
--
|
||||
-- # 1. BASE constructor.
|
||||
--
|
||||
-- All classes within the MOOSE framework are derived from the BASE class.
|
||||
--
|
||||
-- BASE provides facilities for :
|
||||
-- Any class derived from BASE, will use the @{Core.Base#BASE.New} constructor embedded in the @{Core.Base#BASE.Inherit} method.
|
||||
-- See an example at the @{Core.Base#BASE.New} method how this is done.
|
||||
--
|
||||
-- * The construction and inheritance of MOOSE classes.
|
||||
-- * The class naming and numbering system.
|
||||
-- * The class hierarchy search system.
|
||||
-- * The tracing of information or objects during mission execution for debuggin purposes.
|
||||
-- * The subscription to DCS events for event handling in MOOSE objects.
|
||||
--
|
||||
-- Note: The BASE class is an abstract class and is not meant to be used directly.
|
||||
--
|
||||
-- ## 1.1) BASE constructor
|
||||
--
|
||||
-- Any class derived from BASE, will use the @{Base#BASE.New} constructor embedded in the @{Base#BASE.Inherit} method.
|
||||
-- See an example at the @{Base#BASE.New} method how this is done.
|
||||
--
|
||||
-- ## 1.2) Trace information for debugging
|
||||
-- # 2. Trace information for debugging.
|
||||
--
|
||||
-- The BASE class contains trace methods to trace progress within a mission execution of a certain object.
|
||||
-- These trace methods are inherited by each MOOSE class interiting BASE, soeach object created from derived class from BASE can use the tracing methods to trace its execution.
|
||||
@@ -99,7 +79,7 @@ local _ClassID = 0
|
||||
--
|
||||
-- Below a more detailed explanation of the different method types for tracing.
|
||||
--
|
||||
-- ### 1.2.1) Tracing methods categories
|
||||
-- ## 2.1. Tracing methods categories.
|
||||
--
|
||||
-- There are basically 3 types of tracing methods available:
|
||||
--
|
||||
@@ -107,9 +87,9 @@ local _ClassID = 0
|
||||
-- * @{#BASE.T}: Used to trace further logic within a function giving optional variables or parameters. A T is indicated at column 44 in the DCS.log file.
|
||||
-- * @{#BASE.E}: Used to always trace information giving optional variables or parameters. An E is indicated at column 44 in the DCS.log file.
|
||||
--
|
||||
-- ### 1.2.2) Tracing levels
|
||||
-- ## 2.2 Tracing levels.
|
||||
--
|
||||
-- There are 3 tracing levels within MOOSE.
|
||||
-- There are 3 tracing levels within MOOSE.
|
||||
-- These tracing levels were defined to avoid bulks of tracing to be generated by lots of objects.
|
||||
--
|
||||
-- As such, the F and T methods have additional variants to trace level 2 and 3 respectively:
|
||||
@@ -119,7 +99,7 @@ local _ClassID = 0
|
||||
-- * @{#BASE.T2}: Trace further logic within a function giving optional variables or parameters with tracing level 2.
|
||||
-- * @{#BASE.T3}: Trace further logic within a function giving optional variables or parameters with tracing level 3.
|
||||
--
|
||||
-- ### 1.2.3) Trace activation.
|
||||
-- ## 2.3. Trace activation.
|
||||
--
|
||||
-- Tracing can be activated in several ways:
|
||||
--
|
||||
@@ -129,16 +109,17 @@ local _ClassID = 0
|
||||
-- * Activate only the tracing of a certain method of a certain class through the @{#BASE.TraceClassMethod}() method.
|
||||
-- * Activate only the tracing of a certain level through the @{#BASE.TraceLevel}() method.
|
||||
--
|
||||
-- ### 1.2.4) Check if tracing is on.
|
||||
-- ## 2.4. Check if tracing is on.
|
||||
--
|
||||
-- The method @{#BASE.IsTrace}() will validate if tracing is activated or not.
|
||||
--
|
||||
-- ## 1.3 DCS simulator Event Handling
|
||||
--
|
||||
-- # 3. DCS simulator Event Handling.
|
||||
--
|
||||
-- The BASE class provides methods to catch DCS Events. These are events that are triggered from within the DCS simulator,
|
||||
-- and handled through lua scripting. MOOSE provides an encapsulation to handle these events more efficiently.
|
||||
--
|
||||
-- ### 1.3.1 Subscribe / Unsubscribe to DCS Events
|
||||
-- ## 3.1. Subscribe / Unsubscribe to DCS Events.
|
||||
--
|
||||
-- At first, the mission designer will need to **Subscribe** to a specific DCS event for the class.
|
||||
-- So, when the DCS event occurs, the class will be notified of that event.
|
||||
@@ -147,10 +128,10 @@ local _ClassID = 0
|
||||
-- * @{#BASE.HandleEvent}(): Subscribe to a DCS Event.
|
||||
-- * @{#BASE.UnHandleEvent}(): Unsubscribe from a DCS Event.
|
||||
--
|
||||
-- ### 1.3.2 Event Handling of DCS Events
|
||||
-- ## 3.2. Event Handling of DCS Events.
|
||||
--
|
||||
-- Once the class is subscribed to the event, an **Event Handling** method on the object or class needs to be written that will be called
|
||||
-- when the DCS event occurs. The Event Handling method receives an @{Event#EVENTDATA} structure, which contains a lot of information
|
||||
-- when the DCS event occurs. The Event Handling method receives an @{Core.Event#EVENTDATA} structure, which contains a lot of information
|
||||
-- about the event that occurred.
|
||||
--
|
||||
-- Find below an example of the prototype how to write an event handling function for two units:
|
||||
@@ -182,7 +163,7 @@ local _ClassID = 0
|
||||
--
|
||||
-- See the @{Event} module for more information about event handling.
|
||||
--
|
||||
-- ## 1.4) Class identification methods
|
||||
-- # 4. Class identification methods.
|
||||
--
|
||||
-- BASE provides methods to get more information of each object:
|
||||
--
|
||||
@@ -190,7 +171,7 @@ local _ClassID = 0
|
||||
-- * @{#BASE.GetClassName}(): Gets the name of the object, which is the name of the class the object was instantiated from.
|
||||
-- * @{#BASE.GetClassNameAndID}(): Gets the name and ID of the object.
|
||||
--
|
||||
-- ## 1.5) All objects derived from BASE can have "States"
|
||||
-- # 5. All objects derived from BASE can have "States".
|
||||
--
|
||||
-- A mechanism is in place in MOOSE, that allows to let the objects administer **states**.
|
||||
-- States are essentially properties of objects, which are identified by a **Key** and a **Value**.
|
||||
@@ -205,7 +186,7 @@ local _ClassID = 0
|
||||
-- Thus, if the state is to be set for the same object as the object for which the method is used, then provide the same
|
||||
-- object name to the method.
|
||||
--
|
||||
-- ## 1.10) Inheritance
|
||||
-- # 6. Inheritance.
|
||||
--
|
||||
-- The following methods are available to implement inheritance
|
||||
--
|
||||
@@ -214,14 +195,23 @@ local _ClassID = 0
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #BASE BASE
|
||||
--
|
||||
-- @field #BASE
|
||||
BASE = {
|
||||
ClassName = "BASE",
|
||||
ClassID = 0,
|
||||
Events = {},
|
||||
States = {},
|
||||
_ = {},
|
||||
Debug = debug,
|
||||
Scheduler = nil,
|
||||
}
|
||||
|
||||
|
||||
--- @field #BASE.__
|
||||
BASE.__ = {}
|
||||
|
||||
--- @field #BASE._
|
||||
BASE._ = {
|
||||
Schedules = {} --- Contains the Schedulers Active
|
||||
}
|
||||
|
||||
--- The Formation Class
|
||||
@@ -247,47 +237,19 @@ 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.
|
||||
@@ -295,18 +257,40 @@ 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
|
||||
|
||||
|
||||
local function getParent( Child )
|
||||
local Parent = nil
|
||||
|
||||
if Child.ClassName == 'BASE' then
|
||||
Parent = nil
|
||||
else
|
||||
if rawget( Child, "__" ) then
|
||||
Parent = getmetatable( Child.__ ).__index
|
||||
else
|
||||
Parent = getmetatable( Child ).__index
|
||||
end
|
||||
end
|
||||
return Parent
|
||||
end
|
||||
|
||||
|
||||
--- This is the worker method to retrieve the Parent class.
|
||||
-- Note that the Parent class must be passed to call the parent class method.
|
||||
--
|
||||
@@ -316,12 +300,91 @@ end
|
||||
-- @param #BASE self
|
||||
-- @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 )
|
||||
return Parent
|
||||
function BASE:GetParent( Child, FromClass )
|
||||
|
||||
|
||||
local Parent
|
||||
-- BASE class has no parent
|
||||
if Child.ClassName == 'BASE' then
|
||||
Parent = nil
|
||||
else
|
||||
|
||||
--self:E({FromClass = FromClass})
|
||||
--self:E({Child = Child.ClassName})
|
||||
if FromClass then
|
||||
while( Child.ClassName ~= "BASE" and Child.ClassName ~= FromClass.ClassName ) do
|
||||
Child = getParent( Child )
|
||||
--self:E({Child.ClassName})
|
||||
end
|
||||
end
|
||||
if Child.ClassName == 'BASE' then
|
||||
Parent = nil
|
||||
else
|
||||
Parent = getParent( Child )
|
||||
end
|
||||
end
|
||||
--self:E({Parent.ClassName})
|
||||
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 = getParent(self)
|
||||
|
||||
while Parent do
|
||||
|
||||
if string.upper( Parent.ClassName ) == ClassName then
|
||||
return true
|
||||
end
|
||||
|
||||
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 +465,7 @@ do -- Event Handling
|
||||
-- @return #BASE
|
||||
function BASE:UnHandleEvent( Event )
|
||||
|
||||
self:EventDispatcher():Remove( self, Event )
|
||||
self:EventDispatcher():RemoveEvent( self, Event )
|
||||
|
||||
return self
|
||||
end
|
||||
@@ -532,25 +595,43 @@ do -- Event Handling
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Occurs when any unit begins firing a weapon that has a high rate of fire. Most common with aircraft cannons (GAU-8), autocannons, and machine guns.
|
||||
-- initiator : The unit that is doing the shooing.
|
||||
-- initiator : The unit that is doing the shooting.
|
||||
-- target: The unit that is being targeted.
|
||||
-- @function [parent=#BASE] OnEventShootingStart
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Occurs when any unit stops firing its weapon. Event will always correspond with a shooting start event.
|
||||
-- initiator : The unit that was doing the shooing.
|
||||
-- initiator : The unit that was doing the shooting.
|
||||
-- @function [parent=#BASE] OnEventShootingEnd
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Occurs when a new mark was added.
|
||||
-- MarkID: ID of the mark.
|
||||
-- @function [parent=#BASE] OnEventMarkAdded
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Occurs when a mark was removed.
|
||||
-- MarkID: ID of the mark.
|
||||
-- @function [parent=#BASE] OnEventMarkRemoved
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Occurs when a mark text was changed.
|
||||
-- MarkID: ID of the mark.
|
||||
-- @function [parent=#BASE] OnEventMarkChange
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Creation of a Birth Event.
|
||||
-- @param #BASE self
|
||||
-- @param Dcs.DCSTypes#Time EventTime The time stamp of the event.
|
||||
-- @param Dcs.DCSWrapper.Object#Object Initiator The initiating object of the event.
|
||||
-- @param DCS#Time EventTime The time stamp of the event.
|
||||
-- @param DCS#Object Initiator The initiating object of the event.
|
||||
-- @param #string IniUnitName The initiating unit name.
|
||||
-- @param place
|
||||
-- @param subplace
|
||||
@@ -571,8 +652,8 @@ end
|
||||
|
||||
--- Creation of a Crash Event.
|
||||
-- @param #BASE self
|
||||
-- @param Dcs.DCSTypes#Time EventTime The time stamp of the event.
|
||||
-- @param Dcs.DCSWrapper.Object#Object Initiator The initiating object of the event.
|
||||
-- @param DCS#Time EventTime The time stamp of the event.
|
||||
-- @param DCS#Object Initiator The initiating object of the event.
|
||||
function BASE:CreateEventCrash( EventTime, Initiator )
|
||||
self:F( { EventTime, Initiator } )
|
||||
|
||||
@@ -585,10 +666,58 @@ function BASE:CreateEventCrash( EventTime, Initiator )
|
||||
world.onEvent( Event )
|
||||
end
|
||||
|
||||
-- TODO: Complete Dcs.DCSTypes#Event structure.
|
||||
--- Creation of a Dead Event.
|
||||
-- @param #BASE self
|
||||
-- @param DCS#Time EventTime The time stamp of the event.
|
||||
-- @param DCS#Object Initiator The initiating object of the event.
|
||||
function BASE:CreateEventDead( EventTime, Initiator )
|
||||
self:F( { EventTime, Initiator } )
|
||||
|
||||
local Event = {
|
||||
id = world.event.S_EVENT_DEAD,
|
||||
time = EventTime,
|
||||
initiator = Initiator,
|
||||
}
|
||||
|
||||
world.onEvent( Event )
|
||||
end
|
||||
|
||||
--- Creation of a Remove Unit Event.
|
||||
-- @param #BASE self
|
||||
-- @param DCS#Time EventTime The time stamp of the event.
|
||||
-- @param DCS#Object Initiator The initiating object of the event.
|
||||
function BASE:CreateEventRemoveUnit( EventTime, Initiator )
|
||||
self:F( { EventTime, Initiator } )
|
||||
|
||||
local Event = {
|
||||
id = EVENTS.RemoveUnit,
|
||||
time = EventTime,
|
||||
initiator = Initiator,
|
||||
}
|
||||
|
||||
world.onEvent( Event )
|
||||
end
|
||||
|
||||
--- Creation of a Takeoff Event.
|
||||
-- @param #BASE self
|
||||
-- @param DCS#Time EventTime The time stamp of the event.
|
||||
-- @param DCS#Object Initiator The initiating object of the event.
|
||||
function BASE:CreateEventTakeoff( EventTime, Initiator )
|
||||
self:F( { EventTime, Initiator } )
|
||||
|
||||
local Event = {
|
||||
id = world.event.S_EVENT_TAKEOFF,
|
||||
time = EventTime,
|
||||
initiator = Initiator,
|
||||
}
|
||||
|
||||
world.onEvent( Event )
|
||||
end
|
||||
|
||||
-- TODO: Complete DCS#Event structure.
|
||||
--- The main event handling function... This function captures all events generated for the class.
|
||||
-- @param #BASE self
|
||||
-- @param Dcs.DCSTypes#Event event
|
||||
-- @param DCS#Event event
|
||||
function BASE:onEvent(event)
|
||||
--self:F( { BaseEventCodes[event.id], event } )
|
||||
|
||||
@@ -615,21 +744,113 @@ 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 } )
|
||||
|
||||
if not self.Scheduler then
|
||||
self.Scheduler = SCHEDULER:New( self )
|
||||
end
|
||||
|
||||
self.Scheduler.SchedulerObject = self.Scheduler
|
||||
|
||||
local ScheduleID = _SCHEDULEDISPATCHER:AddSchedule(
|
||||
self,
|
||||
SchedulerFunction,
|
||||
{ ... },
|
||||
Start,
|
||||
nil,
|
||||
nil,
|
||||
nil
|
||||
)
|
||||
|
||||
self._.Schedules[#self._.Schedules+1] = ScheduleID
|
||||
|
||||
return self._.Schedules[#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 } )
|
||||
|
||||
if not self.Scheduler then
|
||||
self.Scheduler = SCHEDULER:New( self )
|
||||
end
|
||||
|
||||
self.Scheduler.SchedulerObject = self.Scheduler
|
||||
--self.MasterObject = self
|
||||
|
||||
local ScheduleID = self.Scheduler:Schedule(
|
||||
self,
|
||||
SchedulerFunction,
|
||||
{ ... },
|
||||
Start,
|
||||
Repeat,
|
||||
RandomizeFactor,
|
||||
Stop,
|
||||
4
|
||||
)
|
||||
|
||||
self._.Schedules[#self._.Schedules+1] = ScheduleID
|
||||
|
||||
return self._.Schedules[#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:" } )
|
||||
|
||||
if self.Scheduler then
|
||||
_SCHEDULEDISPATCHER:Stop( self.Scheduler, self._.Schedules[SchedulerFunction] )
|
||||
end
|
||||
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
|
||||
-- @param Object The object that will hold the Value set by the Key.
|
||||
-- @param Key The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!
|
||||
-- @param Value The value to is stored in the object.
|
||||
-- @return The Value set.
|
||||
-- @return #nil The Key was not found and thus the Value could not be retrieved.
|
||||
-- @return The Value set.
|
||||
function BASE:SetState( Object, Key, Value )
|
||||
|
||||
local ClassNameAndID = Object:GetClassNameAndID()
|
||||
|
||||
self.States[ClassNameAndID] = self.States[ClassNameAndID] or {}
|
||||
self.States[ClassNameAndID][Key] = Value
|
||||
self:T2( { ClassNameAndID, Key, Value } )
|
||||
|
||||
return self.States[ClassNameAndID][Key]
|
||||
end
|
||||
@@ -640,21 +861,23 @@ 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.
|
||||
-- @return The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.
|
||||
function BASE:GetState( Object, Key )
|
||||
|
||||
local ClassNameAndID = Object:GetClassNameAndID()
|
||||
|
||||
if self.States[ClassNameAndID] then
|
||||
local Value = self.States[ClassNameAndID][Key] or false
|
||||
self:T2( { ClassNameAndID, Key, Value } )
|
||||
return Value
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Clear the state of an object.
|
||||
-- @param #BASE self
|
||||
-- @param Object The object that holds the Value set by the Key.
|
||||
-- @param StateName The key that is should be cleared.
|
||||
function BASE:ClearState( Object, StateName )
|
||||
|
||||
local ClassNameAndID = Object:GetClassNameAndID()
|
||||
@@ -668,8 +891,28 @@ end
|
||||
-- Log a trace (only shown when trace is on)
|
||||
-- TODO: Make trace function using variable parameters.
|
||||
|
||||
--- Set trace on.
|
||||
-- @param #BASE self
|
||||
-- @usage
|
||||
-- -- Switch the tracing On
|
||||
-- BASE:TraceOn()
|
||||
function BASE:TraceOn()
|
||||
self:TraceOnOff( true )
|
||||
end
|
||||
|
||||
--- Set trace off.
|
||||
-- @param #BASE self
|
||||
-- @usage
|
||||
-- -- Switch the tracing Off
|
||||
-- BASE:TraceOff()
|
||||
function BASE:TraceOff()
|
||||
self:TraceOnOff( false )
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Set trace on or off
|
||||
-- Note that when trace is off, no debug statement is performed, increasing performance!
|
||||
-- Note that when trace is off, no BASE.Debug statement is performed, increasing performance!
|
||||
-- When Moose is loaded statically, (as one file), tracing is switched off by default.
|
||||
-- So tracing must be switched on manually in your mission if you are using Moose statically.
|
||||
-- When moose is loading dynamically (for moose class development), tracing is switched on by default.
|
||||
@@ -682,7 +925,7 @@ end
|
||||
-- -- Switch the tracing Off
|
||||
-- BASE:TraceOnOff( false )
|
||||
function BASE:TraceOnOff( TraceOnOff )
|
||||
_TraceOnOff = TraceOnOff
|
||||
_TraceOnOff = TraceOnOff or true
|
||||
end
|
||||
|
||||
|
||||
@@ -691,7 +934,7 @@ end
|
||||
-- @return #boolean
|
||||
function BASE:IsTrace()
|
||||
|
||||
if debug and ( _TraceAll == true ) or ( _TraceClass[self.ClassName] or _TraceClassMethod[self.ClassName] ) then
|
||||
if BASE.Debug and ( _TraceAll == true ) or ( _TraceClass[self.ClassName] or _TraceClassMethod[self.ClassName] ) then
|
||||
return true
|
||||
else
|
||||
return false
|
||||
@@ -702,8 +945,8 @@ end
|
||||
-- @param #BASE self
|
||||
-- @param #number Level
|
||||
function BASE:TraceLevel( Level )
|
||||
_TraceLevel = Level
|
||||
self:E( "Tracing level " .. Level )
|
||||
_TraceLevel = Level or 1
|
||||
self:I( "Tracing level " .. _TraceLevel )
|
||||
end
|
||||
|
||||
--- Trace all methods in MOOSE
|
||||
@@ -711,12 +954,12 @@ end
|
||||
-- @param #boolean TraceAll true = trace all methods in MOOSE.
|
||||
function BASE:TraceAll( TraceAll )
|
||||
|
||||
_TraceAll = TraceAll
|
||||
_TraceAll = TraceAll or true
|
||||
|
||||
if _TraceAll then
|
||||
self:E( "Tracing all methods in MOOSE " )
|
||||
self:I( "Tracing all methods in MOOSE " )
|
||||
else
|
||||
self:E( "Switched off tracing all methods in MOOSE" )
|
||||
self:I( "Switched off tracing all methods in MOOSE" )
|
||||
end
|
||||
end
|
||||
|
||||
@@ -726,7 +969,7 @@ end
|
||||
function BASE:TraceClass( Class )
|
||||
_TraceClass[Class] = true
|
||||
_TraceClassMethod[Class] = {}
|
||||
self:E( "Tracing class " .. Class )
|
||||
self:I( "Tracing class " .. Class )
|
||||
end
|
||||
|
||||
--- Set tracing for a specific method of class
|
||||
@@ -739,7 +982,7 @@ function BASE:TraceClassMethod( Class, Method )
|
||||
_TraceClassMethod[Class].Method = {}
|
||||
end
|
||||
_TraceClassMethod[Class].Method[Method] = true
|
||||
self:E( "Tracing method " .. Method .. " of class " .. Class )
|
||||
self:I( "Tracing method " .. Method .. " of class " .. Class )
|
||||
end
|
||||
|
||||
--- Trace a function call. This function is private.
|
||||
@@ -747,10 +990,10 @@ end
|
||||
-- @param Arguments A #table or any field.
|
||||
function BASE:_F( Arguments, DebugInfoCurrentParam, DebugInfoFromParam )
|
||||
|
||||
if debug and ( _TraceAll == true ) or ( _TraceClass[self.ClassName] or _TraceClassMethod[self.ClassName] ) then
|
||||
if BASE.Debug and ( _TraceAll == true ) or ( _TraceClass[self.ClassName] or _TraceClassMethod[self.ClassName] ) then
|
||||
|
||||
local DebugInfoCurrent = DebugInfoCurrentParam and DebugInfoCurrentParam or debug.getinfo( 2, "nl" )
|
||||
local DebugInfoFrom = DebugInfoFromParam and DebugInfoFromParam or debug.getinfo( 3, "l" )
|
||||
local DebugInfoCurrent = DebugInfoCurrentParam and DebugInfoCurrentParam or BASE.Debug.getinfo( 2, "nl" )
|
||||
local DebugInfoFrom = DebugInfoFromParam and DebugInfoFromParam or BASE.Debug.getinfo( 3, "l" )
|
||||
|
||||
local Function = "function"
|
||||
if DebugInfoCurrent.name then
|
||||
@@ -766,7 +1009,7 @@ function BASE:_F( Arguments, DebugInfoCurrentParam, DebugInfoFromParam )
|
||||
if DebugInfoFrom then
|
||||
LineFrom = DebugInfoFrom.currentline
|
||||
end
|
||||
env.info( string.format( "%6d(%6d)/%1s:%20s%05d.%s(%s)" , LineCurrent, LineFrom, "F", self.ClassName, self.ClassID, Function, routines.utils.oneLineSerialize( Arguments ) ) )
|
||||
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s(%s)" , LineCurrent, LineFrom, "F", self.ClassName, self.ClassID, Function, routines.utils.oneLineSerialize( Arguments ) ) )
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -776,9 +1019,9 @@ end
|
||||
-- @param Arguments A #table or any field.
|
||||
function BASE:F( Arguments )
|
||||
|
||||
if debug and _TraceOnOff then
|
||||
local DebugInfoCurrent = debug.getinfo( 2, "nl" )
|
||||
local DebugInfoFrom = debug.getinfo( 3, "l" )
|
||||
if BASE.Debug and _TraceOnOff then
|
||||
local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" )
|
||||
local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" )
|
||||
|
||||
if _TraceLevel >= 1 then
|
||||
self:_F( Arguments, DebugInfoCurrent, DebugInfoFrom )
|
||||
@@ -792,9 +1035,9 @@ end
|
||||
-- @param Arguments A #table or any field.
|
||||
function BASE:F2( Arguments )
|
||||
|
||||
if debug and _TraceOnOff then
|
||||
local DebugInfoCurrent = debug.getinfo( 2, "nl" )
|
||||
local DebugInfoFrom = debug.getinfo( 3, "l" )
|
||||
if BASE.Debug and _TraceOnOff then
|
||||
local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" )
|
||||
local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" )
|
||||
|
||||
if _TraceLevel >= 2 then
|
||||
self:_F( Arguments, DebugInfoCurrent, DebugInfoFrom )
|
||||
@@ -807,9 +1050,9 @@ end
|
||||
-- @param Arguments A #table or any field.
|
||||
function BASE:F3( Arguments )
|
||||
|
||||
if debug and _TraceOnOff then
|
||||
local DebugInfoCurrent = debug.getinfo( 2, "nl" )
|
||||
local DebugInfoFrom = debug.getinfo( 3, "l" )
|
||||
if BASE.Debug and _TraceOnOff then
|
||||
local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" )
|
||||
local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" )
|
||||
|
||||
if _TraceLevel >= 3 then
|
||||
self:_F( Arguments, DebugInfoCurrent, DebugInfoFrom )
|
||||
@@ -822,10 +1065,10 @@ end
|
||||
-- @param Arguments A #table or any field.
|
||||
function BASE:_T( Arguments, DebugInfoCurrentParam, DebugInfoFromParam )
|
||||
|
||||
if debug and ( _TraceAll == true ) or ( _TraceClass[self.ClassName] or _TraceClassMethod[self.ClassName] ) then
|
||||
if BASE.Debug and ( _TraceAll == true ) or ( _TraceClass[self.ClassName] or _TraceClassMethod[self.ClassName] ) then
|
||||
|
||||
local DebugInfoCurrent = DebugInfoCurrentParam and DebugInfoCurrentParam or debug.getinfo( 2, "nl" )
|
||||
local DebugInfoFrom = DebugInfoFromParam and DebugInfoFromParam or debug.getinfo( 3, "l" )
|
||||
local DebugInfoCurrent = DebugInfoCurrentParam and DebugInfoCurrentParam or BASE.Debug.getinfo( 2, "nl" )
|
||||
local DebugInfoFrom = DebugInfoFromParam and DebugInfoFromParam or BASE.Debug.getinfo( 3, "l" )
|
||||
|
||||
local Function = "function"
|
||||
if DebugInfoCurrent.name then
|
||||
@@ -841,7 +1084,7 @@ function BASE:_T( Arguments, DebugInfoCurrentParam, DebugInfoFromParam )
|
||||
if DebugInfoFrom then
|
||||
LineFrom = DebugInfoFrom.currentline
|
||||
end
|
||||
env.info( string.format( "%6d(%6d)/%1s:%20s%05d.%s" , LineCurrent, LineFrom, "T", self.ClassName, self.ClassID, routines.utils.oneLineSerialize( Arguments ) ) )
|
||||
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s" , LineCurrent, LineFrom, "T", self.ClassName, self.ClassID, routines.utils.oneLineSerialize( Arguments ) ) )
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -851,9 +1094,9 @@ end
|
||||
-- @param Arguments A #table or any field.
|
||||
function BASE:T( Arguments )
|
||||
|
||||
if debug and _TraceOnOff then
|
||||
local DebugInfoCurrent = debug.getinfo( 2, "nl" )
|
||||
local DebugInfoFrom = debug.getinfo( 3, "l" )
|
||||
if BASE.Debug and _TraceOnOff then
|
||||
local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" )
|
||||
local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" )
|
||||
|
||||
if _TraceLevel >= 1 then
|
||||
self:_T( Arguments, DebugInfoCurrent, DebugInfoFrom )
|
||||
@@ -867,9 +1110,9 @@ end
|
||||
-- @param Arguments A #table or any field.
|
||||
function BASE:T2( Arguments )
|
||||
|
||||
if debug and _TraceOnOff then
|
||||
local DebugInfoCurrent = debug.getinfo( 2, "nl" )
|
||||
local DebugInfoFrom = debug.getinfo( 3, "l" )
|
||||
if BASE.Debug and _TraceOnOff then
|
||||
local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" )
|
||||
local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" )
|
||||
|
||||
if _TraceLevel >= 2 then
|
||||
self:_T( Arguments, DebugInfoCurrent, DebugInfoFrom )
|
||||
@@ -882,9 +1125,9 @@ end
|
||||
-- @param Arguments A #table or any field.
|
||||
function BASE:T3( Arguments )
|
||||
|
||||
if debug and _TraceOnOff then
|
||||
local DebugInfoCurrent = debug.getinfo( 2, "nl" )
|
||||
local DebugInfoFrom = debug.getinfo( 3, "l" )
|
||||
if BASE.Debug and _TraceOnOff then
|
||||
local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" )
|
||||
local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" )
|
||||
|
||||
if _TraceLevel >= 3 then
|
||||
self:_T( Arguments, DebugInfoCurrent, DebugInfoFrom )
|
||||
@@ -897,9 +1140,9 @@ end
|
||||
-- @param Arguments A #table or any field.
|
||||
function BASE:E( Arguments )
|
||||
|
||||
if debug then
|
||||
local DebugInfoCurrent = debug.getinfo( 2, "nl" )
|
||||
local DebugInfoFrom = debug.getinfo( 3, "l" )
|
||||
if BASE.Debug then
|
||||
local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" )
|
||||
local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" )
|
||||
|
||||
local Function = "function"
|
||||
if DebugInfoCurrent.name then
|
||||
@@ -912,10 +1155,72 @@ function BASE:E( Arguments )
|
||||
LineFrom = DebugInfoFrom.currentline
|
||||
end
|
||||
|
||||
env.info( string.format( "%6d(%6d)/%1s:%20s%05d.%s(%s)" , LineCurrent, LineFrom, "E", self.ClassName, self.ClassID, Function, routines.utils.oneLineSerialize( Arguments ) ) )
|
||||
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s(%s)" , LineCurrent, LineFrom, "E", self.ClassName, self.ClassID, Function, routines.utils.oneLineSerialize( Arguments ) ) )
|
||||
else
|
||||
env.info( string.format( "%1s:%30s%05d(%s)" , "E", self.ClassName, self.ClassID, routines.utils.oneLineSerialize( Arguments ) ) )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Log an information which will be traced always. Can be anywhere within the function logic.
|
||||
-- @param #BASE self
|
||||
-- @param Arguments A #table or any field.
|
||||
function BASE:I( Arguments )
|
||||
|
||||
if BASE.Debug then
|
||||
local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" )
|
||||
local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" )
|
||||
|
||||
local Function = "function"
|
||||
if DebugInfoCurrent.name then
|
||||
Function = DebugInfoCurrent.name
|
||||
end
|
||||
|
||||
local LineCurrent = DebugInfoCurrent.currentline
|
||||
local LineFrom = -1
|
||||
if DebugInfoFrom then
|
||||
LineFrom = DebugInfoFrom.currentline
|
||||
end
|
||||
|
||||
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s(%s)" , LineCurrent, LineFrom, "I", self.ClassName, self.ClassID, Function, routines.utils.oneLineSerialize( Arguments ) ) )
|
||||
else
|
||||
env.info( string.format( "%1s:%30s%05d(%s)" , "I", self.ClassName, self.ClassID, routines.utils.oneLineSerialize( Arguments ) ) )
|
||||
end
|
||||
|
||||
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
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -1,10 +1,15 @@
|
||||
--- **Core R2.1** - EVENT models DCS **event dispatching** using a **publish-subscribe** model.
|
||||
--
|
||||
-- 
|
||||
--- **Core** - Models DCS event dispatching using a publish-subscribe model.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 1) Event Handling Overview
|
||||
-- ## Features:
|
||||
--
|
||||
-- * Capture DCS events and dispatch them to the subscribed objects.
|
||||
-- * Generate DCS events to the subscribed objects from within the code.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # Event Handling Overview
|
||||
--
|
||||
-- 
|
||||
--
|
||||
@@ -16,7 +21,7 @@
|
||||
-- Objects can subscribe to different events. The Event dispatcher will publish the received DCS events to the subscribed MOOSE objects, in a specified order.
|
||||
-- In this way, the subscribed MOOSE objects are kept in sync with your evolving running mission.
|
||||
--
|
||||
-- ## 1.1) Event Dispatching
|
||||
-- ## 1. Event Dispatching
|
||||
--
|
||||
-- 
|
||||
--
|
||||
@@ -43,7 +48,7 @@
|
||||
--
|
||||
-- But for some DCS events, the publishing order is reversed. This is due to the fact that objects need to be **erased** instead of added.
|
||||
--
|
||||
-- ## 1.2) Event Handling
|
||||
-- # 2. Event Handling
|
||||
--
|
||||
-- 
|
||||
--
|
||||
@@ -55,14 +60,14 @@
|
||||
-- The BASE class provides methods to catch DCS Events. These are events that are triggered from within the DCS simulator,
|
||||
-- and handled through lua scripting. MOOSE provides an encapsulation to handle these events more efficiently.
|
||||
--
|
||||
-- ### 1.2.1 Subscribe / Unsubscribe to DCS Events
|
||||
-- ## 2.1. Subscribe to / Unsubscribe from DCS Events.
|
||||
--
|
||||
-- At first, the mission designer will need to **Subscribe** to a specific DCS event for the class.
|
||||
-- So, when the DCS event occurs, the class will be notified of that event.
|
||||
-- There are two functions which you use to subscribe to or unsubscribe from an event.
|
||||
--
|
||||
-- * @{Base#BASE.HandleEvent}(): Subscribe to a DCS Event.
|
||||
-- * @{Base#BASE.UnHandleEvent}(): Unsubscribe from a DCS Event.
|
||||
-- * @{Core.Base#BASE.HandleEvent}(): Subscribe to a DCS Event.
|
||||
-- * @{Core.Base#BASE.UnHandleEvent}(): Unsubscribe from a DCS Event.
|
||||
--
|
||||
-- Note that for a UNIT, the event will be handled **for that UNIT only**!
|
||||
-- Note that for a GROUP, the event will be handled **for all the UNITs in that GROUP only**!
|
||||
@@ -71,10 +76,10 @@
|
||||
-- So if a UNIT within the mission has the subscribed event for that object,
|
||||
-- then the object event handler will receive the event for that UNIT!
|
||||
--
|
||||
-- ### 1.3.2 Event Handling of DCS Events
|
||||
-- ## 2.2 Event Handling of DCS Events
|
||||
--
|
||||
-- Once the class is subscribed to the event, an **Event Handling** method on the object or class needs to be written that will be called
|
||||
-- when the DCS event occurs. The Event Handling method receives an @{Event#EVENTDATA} structure, which contains a lot of information
|
||||
-- when the DCS event occurs. The Event Handling method receives an @{Core.Event#EVENTDATA} structure, which contains a lot of information
|
||||
-- about the event that occurred.
|
||||
--
|
||||
-- Find below an example of the prototype how to write an event handling function for two units:
|
||||
@@ -102,21 +107,21 @@
|
||||
-- self:SmokeBlue()
|
||||
-- end
|
||||
--
|
||||
-- ### 1.3.3 Event Handling methods that are automatically called upon subscribed DCS events
|
||||
-- ## 2.3 Event Handling methods that are automatically called upon subscribed DCS events.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The following list outlines which EVENTS item in the structure corresponds to which Event Handling method.
|
||||
-- Always ensure that your event handling methods align with the events being subscribed to, or nothing will be executed.
|
||||
--
|
||||
-- # 2) EVENTS type
|
||||
-- # 3. EVENTS type
|
||||
--
|
||||
-- The EVENTS structure contains names for all the different DCS events that objects can subscribe to using the
|
||||
-- @{Base#BASE.HandleEvent}() method.
|
||||
-- @{Core.Base#BASE.HandleEvent}() method.
|
||||
--
|
||||
-- # 3) EVENTDATA type
|
||||
-- # 4. EVENTDATA type
|
||||
--
|
||||
-- The @{Event#EVENTDATA} structure contains all the fields that are populated with event information before
|
||||
-- The @{Core.Event#EVENTDATA} structure contains all the fields that are populated with event information before
|
||||
-- an Event Handler method is being called by the event dispatcher.
|
||||
-- The Event Handler received the EVENTDATA object as a parameter, and can be used to investigate further the different events.
|
||||
-- There are basically 4 main categories of information stored in the EVENTDATA structure:
|
||||
@@ -157,51 +162,40 @@
|
||||
--
|
||||
-- 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: **FlightControl**
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * [**FlightControl**](https://forums.eagle.ru/member.php?u=89536): Design & Programming & documentation.
|
||||
-- ===
|
||||
--
|
||||
-- @module Event
|
||||
-- @module Core.Event
|
||||
-- @image Core_Event.JPG
|
||||
|
||||
|
||||
--- The EVENT structure
|
||||
-- @type EVENT
|
||||
--- @type EVENT
|
||||
-- @field #EVENT.Events Events
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
--- The EVENT class
|
||||
-- @field #EVENT
|
||||
EVENT = {
|
||||
ClassName = "EVENT",
|
||||
ClassID = 0,
|
||||
MissionEnd = false,
|
||||
}
|
||||
|
||||
world.event.S_EVENT_NEW_CARGO = world.event.S_EVENT_MAX + 1000
|
||||
world.event.S_EVENT_DELETE_CARGO = world.event.S_EVENT_MAX + 1001
|
||||
world.event.S_EVENT_NEW_ZONE = world.event.S_EVENT_MAX + 1002
|
||||
world.event.S_EVENT_DELETE_ZONE = world.event.S_EVENT_MAX + 1003
|
||||
world.event.S_EVENT_NEW_ZONE_GOAL = world.event.S_EVENT_MAX + 1004
|
||||
world.event.S_EVENT_DELETE_ZONE_GOAL = world.event.S_EVENT_MAX + 1005
|
||||
world.event.S_EVENT_REMOVE_UNIT = world.event.S_EVENT_MAX + 1006
|
||||
|
||||
|
||||
--- The different types of events supported by MOOSE.
|
||||
-- Use this structure to subscribe to events using the @{Base#BASE.HandleEvent}() method.
|
||||
-- Use this structure to subscribe to events using the @{Core.Base#BASE.HandleEvent}() method.
|
||||
-- @type EVENTS
|
||||
EVENTS = {
|
||||
Shot = world.event.S_EVENT_SHOT,
|
||||
@@ -227,8 +221,16 @@ EVENTS = {
|
||||
PlayerComment = world.event.S_EVENT_PLAYER_COMMENT,
|
||||
ShootingStart = world.event.S_EVENT_SHOOTING_START,
|
||||
ShootingEnd = world.event.S_EVENT_SHOOTING_END,
|
||||
MarkAdded = world.event.S_EVENT_MARK_ADDED,
|
||||
MarkChange = world.event.S_EVENT_MARK_CHANGE,
|
||||
MarkRemoved = world.event.S_EVENT_MARK_REMOVED,
|
||||
NewCargo = world.event.S_EVENT_NEW_CARGO,
|
||||
DeleteCargo = world.event.S_EVENT_DELETE_CARGO,
|
||||
NewZone = world.event.S_EVENT_NEW_ZONE,
|
||||
DeleteZone = world.event.S_EVENT_DELETE_ZONE,
|
||||
NewZoneGoal = world.event.S_EVENT_NEW_ZONE_GOAL,
|
||||
DeleteZoneGoal = world.event.S_EVENT_DELETE_ZONE_GOAL,
|
||||
RemoveUnit = world.event.S_EVENT_REMOVE_UNIT,
|
||||
}
|
||||
|
||||
--- The Event structure
|
||||
@@ -240,40 +242,50 @@ EVENTS = {
|
||||
-- @type EVENTDATA
|
||||
-- @field #number id The identifier of the event.
|
||||
--
|
||||
-- @field Dcs.DCSUnit#Unit initiator (UNIT/STATIC/SCENERY) The initiating @{Dcs.DCSUnit#Unit} or @{Dcs.DCSStaticObject#StaticObject}.
|
||||
-- @field Dcs.DCSObject#Object.Category IniObjectCategory (UNIT/STATIC/SCENERY) The initiator object category ( Object.Category.UNIT or Object.Category.STATIC ).
|
||||
-- @field Dcs.DCSUnit#Unit IniDCSUnit (UNIT/STATIC) The initiating @{DCSUnit#Unit} or @{DCSStaticObject#StaticObject}.
|
||||
-- @field DCS#Unit initiator (UNIT/STATIC/SCENERY) The initiating @{DCS#Unit} or @{DCS#StaticObject}.
|
||||
-- @field DCS#Object.Category IniObjectCategory (UNIT/STATIC/SCENERY) The initiator object category ( Object.Category.UNIT or Object.Category.STATIC ).
|
||||
-- @field DCS#Unit IniDCSUnit (UNIT/STATIC) The initiating @{DCS#Unit} or @{DCS#StaticObject}.
|
||||
-- @field #string IniDCSUnitName (UNIT/STATIC) The initiating Unit name.
|
||||
-- @field Wrapper.Unit#UNIT IniUnit (UNIT/STATIC) The initiating MOOSE wrapper @{Unit#UNIT} of the initiator Unit object.
|
||||
-- @field Wrapper.Unit#UNIT IniUnit (UNIT/STATIC) The initiating MOOSE wrapper @{Wrapper.Unit#UNIT} of the initiator Unit object.
|
||||
-- @field #string IniUnitName (UNIT/STATIC) The initiating UNIT name (same as IniDCSUnitName).
|
||||
-- @field Dcs.DCSGroup#Group IniDCSGroup (UNIT) The initiating {DCSGroup#Group}.
|
||||
-- @field DCS#Group IniDCSGroup (UNIT) The initiating {DCSGroup#Group}.
|
||||
-- @field #string IniDCSGroupName (UNIT) The initiating Group name.
|
||||
-- @field Wrapper.Group#GROUP IniGroup (UNIT) The initiating MOOSE wrapper @{Group#GROUP} of the initiator Group object.
|
||||
-- @field Wrapper.Group#GROUP IniGroup (UNIT) The initiating MOOSE wrapper @{Wrapper.Group#GROUP} of the initiator Group object.
|
||||
-- @field #string IniGroupName UNIT) The initiating GROUP name (same as IniDCSGroupName).
|
||||
-- @field #string IniPlayerName (UNIT) The name of the initiating player in case the Unit is a client or player slot.
|
||||
-- @field Dcs.DCScoalition#coalition.side IniCoalition (UNIT) The coalition of the initiator.
|
||||
-- @field Dcs.DCSUnit#Unit.Category IniCategory (UNIT) The category of the initiator.
|
||||
-- @field DCS#coalition.side IniCoalition (UNIT) The coalition of the initiator.
|
||||
-- @field DCS#Unit.Category IniCategory (UNIT) The category of the initiator.
|
||||
-- @field #string IniTypeName (UNIT) The type name of the initiator.
|
||||
--
|
||||
-- @field Dcs.DCSUnit#Unit target (UNIT/STATIC) The target @{Dcs.DCSUnit#Unit} or @{DCSStaticObject#StaticObject}.
|
||||
-- @field Dcs.DCSObject#Object.Category TgtObjectCategory (UNIT/STATIC) The target object category ( Object.Category.UNIT or Object.Category.STATIC ).
|
||||
-- @field Dcs.DCSUnit#Unit TgtDCSUnit (UNIT/STATIC) The target @{DCSUnit#Unit} or @{DCSStaticObject#StaticObject}.
|
||||
-- @field DCS#Unit target (UNIT/STATIC) The target @{DCS#Unit} or @{DCS#StaticObject}.
|
||||
-- @field DCS#Object.Category TgtObjectCategory (UNIT/STATIC) The target object category ( Object.Category.UNIT or Object.Category.STATIC ).
|
||||
-- @field DCS#Unit TgtDCSUnit (UNIT/STATIC) The target @{DCS#Unit} or @{DCS#StaticObject}.
|
||||
-- @field #string TgtDCSUnitName (UNIT/STATIC) The target Unit name.
|
||||
-- @field Wrapper.Unit#UNIT TgtUnit (UNIT/STATIC) The target MOOSE wrapper @{Unit#UNIT} of the target Unit object.
|
||||
-- @field Wrapper.Unit#UNIT TgtUnit (UNIT/STATIC) The target MOOSE wrapper @{Wrapper.Unit#UNIT} of the target Unit object.
|
||||
-- @field #string TgtUnitName (UNIT/STATIC) The target UNIT name (same as TgtDCSUnitName).
|
||||
-- @field Dcs.DCSGroup#Group TgtDCSGroup (UNIT) The target {DCSGroup#Group}.
|
||||
-- @field DCS#Group TgtDCSGroup (UNIT) The target {DCSGroup#Group}.
|
||||
-- @field #string TgtDCSGroupName (UNIT) The target Group name.
|
||||
-- @field Wrapper.Group#GROUP TgtGroup (UNIT) The target MOOSE wrapper @{Group#GROUP} of the target Group object.
|
||||
-- @field Wrapper.Group#GROUP TgtGroup (UNIT) The target MOOSE wrapper @{Wrapper.Group#GROUP} of the target Group object.
|
||||
-- @field #string TgtGroupName (UNIT) The target GROUP name (same as TgtDCSGroupName).
|
||||
-- @field #string TgtPlayerName (UNIT) The name of the target player in case the Unit is a client or player slot.
|
||||
-- @field Dcs.DCScoalition#coalition.side TgtCoalition (UNIT) The coalition of the target.
|
||||
-- @field Dcs.DCSUnit#Unit.Category TgtCategory (UNIT) The category of the target.
|
||||
-- @field DCS#coalition.side TgtCoalition (UNIT) The coalition of the target.
|
||||
-- @field DCS#Unit.Category TgtCategory (UNIT) The category of the target.
|
||||
-- @field #string TgtTypeName (UNIT) The type name of the target.
|
||||
--
|
||||
-- @field weapon The weapon used during the event.
|
||||
-- @field Weapon
|
||||
-- @field WeaponName
|
||||
-- @field WeaponTgtDCSUnit
|
||||
-- @field DCS#Airbase place The @{DCS#Airbase}
|
||||
-- @field Wrapper.Airbase#AIRBASE Place The MOOSE airbase object.
|
||||
-- @field #string PlaceName The name of the airbase.
|
||||
--
|
||||
-- @field #table weapon The weapon used during the event.
|
||||
-- @field #table Weapon
|
||||
-- @field #string WeaponName Name of the weapon.
|
||||
-- @field DCS#Unit WeaponTgtDCSUnit Target DCS unit of the weapon.
|
||||
--
|
||||
-- @field Cargo.Cargo#CARGO Cargo The cargo object.
|
||||
-- @field #string CargoName The name of the cargo object.
|
||||
--
|
||||
-- @field Core.ZONE#ZONE Zone The zone object.
|
||||
-- @field #string ZoneName The name of the zone.
|
||||
|
||||
|
||||
|
||||
@@ -416,6 +428,24 @@ local _EVENTMETA = {
|
||||
Event = "OnEventShootingEnd",
|
||||
Text = "S_EVENT_SHOOTING_END"
|
||||
},
|
||||
[world.event.S_EVENT_MARK_ADDED] = {
|
||||
Order = 1,
|
||||
Side = "I",
|
||||
Event = "OnEventMarkAdded",
|
||||
Text = "S_EVENT_MARK_ADDED"
|
||||
},
|
||||
[world.event.S_EVENT_MARK_CHANGE] = {
|
||||
Order = 1,
|
||||
Side = "I",
|
||||
Event = "OnEventMarkChange",
|
||||
Text = "S_EVENT_MARK_CHANGE"
|
||||
},
|
||||
[world.event.S_EVENT_MARK_REMOVED] = {
|
||||
Order = 1,
|
||||
Side = "I",
|
||||
Event = "OnEventMarkRemoved",
|
||||
Text = "S_EVENT_MARK_REMOVED"
|
||||
},
|
||||
[EVENTS.NewCargo] = {
|
||||
Order = 1,
|
||||
Event = "OnEventNewCargo",
|
||||
@@ -426,6 +456,31 @@ local _EVENTMETA = {
|
||||
Event = "OnEventDeleteCargo",
|
||||
Text = "S_EVENT_DELETE_CARGO"
|
||||
},
|
||||
[EVENTS.NewZone] = {
|
||||
Order = 1,
|
||||
Event = "OnEventNewZone",
|
||||
Text = "S_EVENT_NEW_ZONE"
|
||||
},
|
||||
[EVENTS.DeleteZone] = {
|
||||
Order = 1,
|
||||
Event = "OnEventDeleteZone",
|
||||
Text = "S_EVENT_DELETE_ZONE"
|
||||
},
|
||||
[EVENTS.NewZoneGoal] = {
|
||||
Order = 1,
|
||||
Event = "OnEventNewZoneGoal",
|
||||
Text = "S_EVENT_NEW_ZONE_GOAL"
|
||||
},
|
||||
[EVENTS.DeleteZoneGoal] = {
|
||||
Order = 1,
|
||||
Event = "OnEventDeleteZoneGoal",
|
||||
Text = "S_EVENT_DELETE_ZONE_GOAL"
|
||||
},
|
||||
[EVENTS.RemoveUnit] = {
|
||||
Order = -1,
|
||||
Event = "OnEventRemoveUnit",
|
||||
Text = "S_EVENT_REMOVE_UNIT"
|
||||
},
|
||||
}
|
||||
|
||||
|
||||
@@ -443,7 +498,7 @@ end
|
||||
|
||||
--- Initializes the Events structure for the event
|
||||
-- @param #EVENT self
|
||||
-- @param Dcs.DCSWorld#world.event EventID
|
||||
-- @param DCS#world.event EventID
|
||||
-- @param Core.Base#BASE EventClass
|
||||
-- @return #EVENT.Events
|
||||
function EVENT:Init( EventID, EventClass )
|
||||
@@ -469,18 +524,17 @@ end
|
||||
--- Removes a subscription
|
||||
-- @param #EVENT self
|
||||
-- @param Core.Base#BASE EventClass The self instance of the class for which the event is.
|
||||
-- @param Dcs.DCSWorld#world.event EventID
|
||||
-- @param DCS#world.event EventID
|
||||
-- @return #EVENT.Events
|
||||
function EVENT: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] = nil
|
||||
|
||||
@@ -489,11 +543,11 @@ end
|
||||
--- Resets subscriptions
|
||||
-- @param #EVENT self
|
||||
-- @param Core.Base#BASE EventClass The self instance of the class for which the event is.
|
||||
-- @param Dcs.DCSWorld#world.event EventID
|
||||
-- @param DCS#world.event EventID
|
||||
-- @return #EVENT.Events
|
||||
function EVENT:Reset( EventObject ) --R2.1
|
||||
|
||||
self:E( { "Resetting subscriptions for class: ", EventObject:GetClassNameAndID() } )
|
||||
self:F( { "Resetting subscriptions for class: ", EventObject:GetClassNameAndID() } )
|
||||
|
||||
local EventPriority = EventObject:GetEventPriority()
|
||||
for EventID, EventData in pairs( self.Events ) do
|
||||
@@ -512,7 +566,7 @@ end
|
||||
|
||||
|
||||
|
||||
--- Clears all event subscriptions for a @{Base#BASE} derived object.
|
||||
--- Clears all event subscriptions for a @{Core.Base#BASE} derived object.
|
||||
-- @param #EVENT self
|
||||
-- @param Core.Base#BASE EventObject
|
||||
function EVENT:RemoveAll( EventObject )
|
||||
@@ -582,12 +636,12 @@ 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, ... )
|
||||
|
||||
local Event = self:Init( EventID, EventClass )
|
||||
Event.EventGroup = true
|
||||
Event.EventFunction = EventFunction
|
||||
Event.Params = arg
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -704,7 +758,7 @@ do -- Event Creation
|
||||
-- @param #EVENT self
|
||||
-- @param AI.AI_Cargo#AI_CARGO Cargo The Cargo created.
|
||||
function EVENT:CreateEventNewCargo( Cargo )
|
||||
self:F( { Cargo } )
|
||||
self:I( { Cargo } )
|
||||
|
||||
local Event = {
|
||||
id = EVENTS.NewCargo,
|
||||
@@ -730,6 +784,68 @@ do -- Event Creation
|
||||
world.onEvent( Event )
|
||||
end
|
||||
|
||||
--- Creation of a New Zone Event.
|
||||
-- @param #EVENT self
|
||||
-- @param Core.Zone#ZONE_BASE Zone The Zone created.
|
||||
function EVENT:CreateEventNewZone( Zone )
|
||||
self:F( { Zone } )
|
||||
|
||||
local Event = {
|
||||
id = EVENTS.NewZone,
|
||||
time = timer.getTime(),
|
||||
zone = Zone,
|
||||
}
|
||||
|
||||
world.onEvent( Event )
|
||||
end
|
||||
|
||||
--- Creation of a Zone Deletion Event.
|
||||
-- @param #EVENT self
|
||||
-- @param Core.Zone#ZONE_BASE Zone The Zone created.
|
||||
function EVENT:CreateEventDeleteZone( Zone )
|
||||
self:F( { Zone } )
|
||||
|
||||
local Event = {
|
||||
id = EVENTS.DeleteZone,
|
||||
time = timer.getTime(),
|
||||
zone = Zone,
|
||||
}
|
||||
|
||||
world.onEvent( Event )
|
||||
end
|
||||
|
||||
--- Creation of a New ZoneGoal Event.
|
||||
-- @param #EVENT self
|
||||
-- @param Core.Functional#ZONE_GOAL ZoneGoal The ZoneGoal created.
|
||||
function EVENT:CreateEventNewZoneGoal( ZoneGoal )
|
||||
self:F( { ZoneGoal } )
|
||||
|
||||
local Event = {
|
||||
id = EVENTS.NewZoneGoal,
|
||||
time = timer.getTime(),
|
||||
ZoneGoal = ZoneGoal,
|
||||
}
|
||||
|
||||
world.onEvent( Event )
|
||||
end
|
||||
|
||||
|
||||
--- Creation of a ZoneGoal Deletion Event.
|
||||
-- @param #EVENT self
|
||||
-- @param Core.ZoneGoal#ZONE_GOAL ZoneGoal The ZoneGoal created.
|
||||
function EVENT:CreateEventDeleteZoneGoal( ZoneGoal )
|
||||
self:F( { ZoneGoal } )
|
||||
|
||||
local Event = {
|
||||
id = EVENTS.DeleteZoneGoal,
|
||||
time = timer.getTime(),
|
||||
ZoneGoal = ZoneGoal,
|
||||
}
|
||||
|
||||
world.onEvent( Event )
|
||||
end
|
||||
|
||||
|
||||
--- Creation of a S_EVENT_PLAYER_ENTER_UNIT Event.
|
||||
-- @param #EVENT self
|
||||
-- @param Wrapper.Unit#UNIT PlayerUnit.
|
||||
@@ -754,7 +870,7 @@ function EVENT:onEvent( Event )
|
||||
local ErrorHandler = function( errmsg )
|
||||
|
||||
env.info( "Error in SCHEDULER function:" .. errmsg )
|
||||
if debug ~= nil then
|
||||
if BASE.Debug ~= nil then
|
||||
env.info( debug.traceback() )
|
||||
end
|
||||
|
||||
@@ -764,10 +880,20 @@ function EVENT:onEvent( Event )
|
||||
|
||||
local EventMeta = _EVENTMETA[Event.id]
|
||||
|
||||
if self and self.Events and self.Events[Event.id] then
|
||||
--self:E( { EventMeta.Text, Event } ) -- Activate the see all incoming events ...
|
||||
|
||||
if self and
|
||||
self.Events and
|
||||
self.Events[Event.id] and
|
||||
self.MissionEnd == false and
|
||||
( Event.initiator ~= nil or ( Event.initiator == nil and Event.id ~= EVENTS.PlayerLeaveUnit ) ) then
|
||||
|
||||
if Event.id and Event.id == EVENTS.MissionEnd then
|
||||
self.MissionEnd = true
|
||||
end
|
||||
|
||||
if Event.initiator then
|
||||
|
||||
|
||||
Event.IniObjectCategory = Event.initiator:getCategory()
|
||||
|
||||
if Event.IniObjectCategory == Object.Category.UNIT then
|
||||
@@ -784,9 +910,9 @@ function EVENT:onEvent( Event )
|
||||
if Event.IniDCSGroup and Event.IniDCSGroup:isExist() then
|
||||
Event.IniDCSGroupName = Event.IniDCSGroup:getName()
|
||||
Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName )
|
||||
if Event.IniGroup then
|
||||
--if Event.IniGroup then
|
||||
Event.IniGroupName = Event.IniDCSGroupName
|
||||
end
|
||||
--end
|
||||
end
|
||||
Event.IniPlayerName = Event.IniDCSUnit:getPlayerName()
|
||||
Event.IniCoalition = Event.IniDCSUnit:getCoalition()
|
||||
@@ -804,6 +930,16 @@ function EVENT:onEvent( Event )
|
||||
Event.IniTypeName = Event.IniDCSUnit:getTypeName()
|
||||
end
|
||||
|
||||
if Event.IniObjectCategory == Object.Category.CARGO then
|
||||
Event.IniDCSUnit = Event.initiator
|
||||
Event.IniDCSUnitName = Event.IniDCSUnit:getName()
|
||||
Event.IniUnitName = Event.IniDCSUnitName
|
||||
Event.IniUnit = CARGO:FindByName( Event.IniDCSUnitName )
|
||||
Event.IniCoalition = Event.IniDCSUnit:getCoalition()
|
||||
Event.IniCategory = Event.IniDCSUnit:getDesc().category
|
||||
Event.IniTypeName = Event.IniDCSUnit:getTypeName()
|
||||
end
|
||||
|
||||
if Event.IniObjectCategory == Object.Category.SCENERY then
|
||||
Event.IniDCSUnit = Event.initiator
|
||||
Event.IniDCSUnitName = Event.IniDCSUnit:getName()
|
||||
@@ -828,9 +964,9 @@ function EVENT:onEvent( Event )
|
||||
if Event.TgtDCSGroup and Event.TgtDCSGroup:isExist() then
|
||||
Event.TgtDCSGroupName = Event.TgtDCSGroup:getName()
|
||||
Event.TgtGroup = GROUP:FindByName( Event.TgtDCSGroupName )
|
||||
if Event.TgtGroup then
|
||||
--if Event.TgtGroup then
|
||||
Event.TgtGroupName = Event.TgtDCSGroupName
|
||||
end
|
||||
--end
|
||||
end
|
||||
Event.TgtPlayerName = Event.TgtDCSUnit:getPlayerName()
|
||||
Event.TgtCoalition = Event.TgtDCSUnit:getCoalition()
|
||||
@@ -842,7 +978,7 @@ function EVENT:onEvent( Event )
|
||||
Event.TgtDCSUnit = Event.target
|
||||
Event.TgtDCSUnitName = Event.TgtDCSUnit:getName()
|
||||
Event.TgtUnitName = Event.TgtDCSUnitName
|
||||
Event.TgtUnit = STATIC:FindByName( Event.TgtDCSUnitName )
|
||||
Event.TgtUnit = STATIC:FindByName( Event.TgtDCSUnitName, false )
|
||||
Event.TgtCoalition = Event.TgtDCSUnit:getCoalition()
|
||||
Event.TgtCategory = Event.TgtDCSUnit:getDesc().category
|
||||
Event.TgtTypeName = Event.TgtDCSUnit:getTypeName()
|
||||
@@ -869,17 +1005,38 @@ function EVENT:onEvent( Event )
|
||||
--Event.WeaponTgtDCSUnit = Event.Weapon:getTarget()
|
||||
end
|
||||
|
||||
-- Place should be given for takeoff and landing events as well as base captured. It should be a DCS airbase.
|
||||
if Event.place then
|
||||
Event.Place=AIRBASE:Find(Event.place)
|
||||
Event.PlaceName=Event.Place:GetName()
|
||||
end
|
||||
|
||||
-- Mark points.
|
||||
if Event.idx then
|
||||
Event.MarkID=Event.idx
|
||||
Event.MarkVec3=Event.pos
|
||||
Event.MarkCoordinate=COORDINATE:NewFromVec3(Event.pos)
|
||||
Event.MarkText=Event.text
|
||||
Event.MarkCoalition=Event.coalition
|
||||
Event.MarkGroupID = Event.groupID
|
||||
end
|
||||
|
||||
if Event.cargo then
|
||||
Event.Cargo = Event.cargo
|
||||
Event.CargoName = Event.cargo.Name
|
||||
end
|
||||
|
||||
if Event.zone then
|
||||
Event.Zone = Event.zone
|
||||
Event.ZoneName = Event.zone.ZoneName
|
||||
end
|
||||
|
||||
local PriorityOrder = EventMeta.Order
|
||||
local PriorityBegin = PriorityOrder == -1 and 5 or 1
|
||||
local PriorityEnd = PriorityOrder == -1 and 1 or 5
|
||||
|
||||
if Event.IniObjectCategory ~= Object.Category.STATIC then
|
||||
self:E( { EventMeta.Text, Event, Event.IniDCSUnitName, Event.TgtDCSUnitName, PriorityOrder } )
|
||||
self:F( { EventMeta.Text, Event, Event.IniDCSUnitName, Event.TgtDCSUnitName, PriorityOrder } )
|
||||
end
|
||||
|
||||
for EventPriority = PriorityBegin, PriorityEnd, PriorityOrder do
|
||||
@@ -888,10 +1045,10 @@ 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 )
|
||||
@@ -901,8 +1058,10 @@ function EVENT:onEvent( Event )
|
||||
|
||||
-- So now the EventClass must be a UNIT class!!! We check if it is still "Alive".
|
||||
if EventClass:IsAlive() or
|
||||
Event.id == EVENTS.PlayerEnterUnit or
|
||||
Event.id == EVENTS.Crash or
|
||||
Event.id == EVENTS.Dead then
|
||||
Event.id == EVENTS.Dead or
|
||||
Event.id == EVENTS.RemoveUnit then
|
||||
|
||||
local UnitName = EventClass:GetName()
|
||||
|
||||
@@ -913,7 +1072,7 @@ function EVENT:onEvent( Event )
|
||||
if EventData.EventFunction then
|
||||
|
||||
if Event.IniObjectCategory ~= 3 then
|
||||
self:E( { "Calling EventFunction for UNIT ", EventClass:GetClassNameAndID(), ", Unit ", Event.IniUnitName, EventPriority } )
|
||||
self:F( { "Calling EventFunction for UNIT ", EventClass:GetClassNameAndID(), ", Unit ", Event.IniUnitName, EventPriority } )
|
||||
end
|
||||
|
||||
local Result, Value = xpcall(
|
||||
@@ -929,7 +1088,7 @@ 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:F( { "Calling " .. EventMeta.Event .. " for Class ", EventClass:GetClassNameAndID(), EventPriority } )
|
||||
end
|
||||
|
||||
local Result, Value = xpcall(
|
||||
@@ -941,7 +1100,7 @@ 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
|
||||
|
||||
@@ -950,8 +1109,10 @@ function EVENT:onEvent( Event )
|
||||
|
||||
-- So now the EventClass must be a GROUP class!!! We check if it is still "Alive".
|
||||
if EventClass:IsAlive() or
|
||||
Event.id == EVENTS.PlayerEnterUnit or
|
||||
Event.id == EVENTS.Crash or
|
||||
Event.id == EVENTS.Dead then
|
||||
Event.id == EVENTS.Dead or
|
||||
Event.id == EVENTS.RemoveUnit then
|
||||
|
||||
-- We can get the name of the EventClass, which is now always a GROUP object.
|
||||
local GroupName = EventClass:GetName()
|
||||
@@ -963,12 +1124,12 @@ function EVENT:onEvent( Event )
|
||||
if EventData.EventFunction then
|
||||
|
||||
if Event.IniObjectCategory ~= 3 then
|
||||
self:E( { "Calling EventFunction for GROUP ", EventClass:GetClassNameAndID(), ", Unit ", Event.IniUnitName, EventPriority } )
|
||||
self:F( { "Calling EventFunction for GROUP ", EventClass:GetClassNameAndID(), ", Unit ", Event.IniUnitName, EventPriority } )
|
||||
end
|
||||
|
||||
local Result, Value = xpcall(
|
||||
function()
|
||||
return EventData.EventFunction( EventClass, Event )
|
||||
return EventData.EventFunction( EventClass, Event, unpack( EventData.Params ) )
|
||||
end, ErrorHandler )
|
||||
|
||||
else
|
||||
@@ -979,19 +1140,19 @@ function EVENT:onEvent( Event )
|
||||
|
||||
-- Now call the default event function.
|
||||
if Event.IniObjectCategory ~= 3 then
|
||||
self:E( { "Calling " .. EventMeta.Event .. " for GROUP ", EventClass:GetClassNameAndID(), EventPriority } )
|
||||
self:F( { "Calling " .. EventMeta.Event .. " for GROUP ", EventClass:GetClassNameAndID(), EventPriority } )
|
||||
end
|
||||
|
||||
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 +1165,7 @@ 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 +1179,7 @@ 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(
|
||||
@@ -1035,8 +1196,18 @@ function EVENT:onEvent( Event )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- When cargo was deleted, it may probably be because of an S_EVENT_DEAD.
|
||||
-- However, in the loading logic, an S_EVENT_DEAD is also generated after a Destroy() call.
|
||||
-- And this is a problem because it will remove all entries from the SET_CARGOs.
|
||||
-- To prevent this from happening, the Cargo object has a flag NoDestroy.
|
||||
-- When true, the SET_CARGO won't Remove the Cargo object from the set.
|
||||
-- But we need to switch that flag off after the event handlers have been called.
|
||||
if Event.id == EVENTS.DeleteCargo then
|
||||
Event.Cargo.NoDestroy = nil
|
||||
end
|
||||
else
|
||||
self:E( { EventMeta.Text, Event } )
|
||||
self:T( { EventMeta.Text, Event } )
|
||||
end
|
||||
|
||||
Event = nil
|
||||
|
||||
@@ -1,7 +1,18 @@
|
||||
--- **Core** - The **FSM** (**F**inite **S**tate **M**achine) class and derived **FSM\_** classes
|
||||
-- are design patterns allowing efficient (long-lasting) processes and workflows.
|
||||
--- **Core** - FSM (Finite State Machine) are objects that model and control long lasting business processes and workflow.
|
||||
--
|
||||
-- 
|
||||
-- ===
|
||||
--
|
||||
-- ## Features:
|
||||
--
|
||||
-- * Provide a base class to model your own state machines.
|
||||
-- * Trigger events synchronously.
|
||||
-- * Trigger events asynchronously.
|
||||
-- * Handle events before or after the event was triggered.
|
||||
-- * Handle state transitions as a result of event before and after the state change.
|
||||
-- * For internal moose purposes, further state machines have been designed:
|
||||
-- - to handle controllables (groups and units).
|
||||
-- - to handle tasks.
|
||||
-- - to handle processes.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -52,39 +63,20 @@
|
||||
--
|
||||
-- * @{#FSM_TASK}: Models Finite State Machines for @{Task}s.
|
||||
-- * @{#FSM_PROCESS}: Models Finite State Machines for @{Task} actions, which control @{Client}s.
|
||||
-- * @{#FSM_CONTROLLABLE}: Models Finite State Machines for @{Controllable}s, which are @{Group}s, @{Unit}s, @{Client}s.
|
||||
-- * @{#FSM_CONTROLLABLE}: Models Finite State Machines for @{Wrapper.Controllable}s, which are @{Wrapper.Group}s, @{Wrapper.Unit}s, @{Client}s.
|
||||
-- * @{#FSM_SET}: Models Finite State Machines for @{Set}s. Note that these FSMs control multiple objects!!! So State concerns here
|
||||
-- for multiple objects or the position of the state machine in the process.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # **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: **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
|
||||
-- @module Core.Fsm
|
||||
-- @image Core_Finite_State_Machine.JPG
|
||||
|
||||
do -- FSM
|
||||
|
||||
@@ -92,9 +84,7 @@ do -- FSM
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- # FSM class, extends @{Base#BASE}
|
||||
--
|
||||
-- A Finite State Machine (FSM) models a process flow that transitions between various **States** through triggered **Events**.
|
||||
--- A Finite State Machine (FSM) models a process flow that transitions between various **States** through triggered **Events**.
|
||||
--
|
||||
-- A FSM can only be in one of a finite number of states.
|
||||
-- The machine is in only one state at a time; the state it is in at any given time is called the **current state**.
|
||||
@@ -348,7 +338,7 @@ do -- FSM
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #FSM FSM
|
||||
-- @field #FSM
|
||||
--
|
||||
FSM = {
|
||||
ClassName = "FSM",
|
||||
@@ -357,7 +347,7 @@ do -- FSM
|
||||
--- Creates a new FSM object.
|
||||
-- @param #FSM self
|
||||
-- @return #FSM
|
||||
function FSM:New( FsmT )
|
||||
function FSM:New()
|
||||
|
||||
-- Inherits from BASE
|
||||
self = BASE:Inherit( self, BASE:New() )
|
||||
@@ -416,7 +406,7 @@ do -- FSM
|
||||
Transition.Event = Event
|
||||
Transition.To = To
|
||||
|
||||
self:T( Transition )
|
||||
self:T2( Transition )
|
||||
|
||||
self._Transitions[Transition] = Transition
|
||||
self:_eventmap( self.Events, Transition )
|
||||
@@ -430,7 +420,7 @@ do -- FSM
|
||||
return self._Transitions or {}
|
||||
end
|
||||
|
||||
--- Set the default @{Process} template with key ProcessName providing the ProcessClass and the process object when it is assigned to a @{Controllable} by the task.
|
||||
--- Set the default @{Process} template with key ProcessName providing the ProcessClass and the process object when it is assigned to a @{Wrapper.Controllable} by the task.
|
||||
-- @param #FSM self
|
||||
-- @param #table From Can contain a string indicating the From state or a table of strings containing multiple From states.
|
||||
-- @param #string Event The Event name.
|
||||
@@ -438,7 +428,7 @@ 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
|
||||
@@ -461,6 +451,8 @@ do -- FSM
|
||||
-- @return #table
|
||||
function FSM:GetProcesses()
|
||||
|
||||
self:F( { Processes = self._Processes } )
|
||||
|
||||
return self._Processes or {}
|
||||
end
|
||||
|
||||
@@ -475,6 +467,18 @@ do -- FSM
|
||||
error( "Sub-Process from state " .. From .. " with event " .. Event .. " not found!" )
|
||||
end
|
||||
|
||||
function FSM:SetProcess( From, Event, Fsm )
|
||||
|
||||
for ProcessID, Process in pairs( self:GetProcesses() ) do
|
||||
if Process.From == From and Process.Event == Event then
|
||||
Process.fsm = Fsm
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
error( "Sub-Process from state " .. From .. " with event " .. Event .. " not found!" )
|
||||
end
|
||||
|
||||
--- Adds an End state.
|
||||
function FSM:AddEndState( State )
|
||||
|
||||
@@ -554,14 +558,14 @@ 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 {}
|
||||
|
||||
@@ -577,95 +581,140 @@ do -- FSM
|
||||
end
|
||||
|
||||
|
||||
function FSM:_call_handler( handler, params, EventName )
|
||||
function FSM:_call_handler( step, trigger, params, EventName )
|
||||
|
||||
local handler = step .. trigger
|
||||
local ErrorHandler = function( errmsg )
|
||||
|
||||
env.info( "Error in SCHEDULER function:" .. errmsg )
|
||||
if debug ~= nil then
|
||||
env.info( debug.traceback() )
|
||||
if BASE.Debug ~= nil then
|
||||
env.info( BASE.Debug.traceback() )
|
||||
end
|
||||
|
||||
return errmsg
|
||||
end
|
||||
if self[handler] then
|
||||
self:T( "Calling " .. handler )
|
||||
if step == "onafter" or step == "OnAfter" then
|
||||
self:T( ":::>" .. step .. params[2] .. " : " .. params[1] .. " >> " .. params[2] .. ">" .. step .. params[2] .. "()" .. " >> " .. params[3] )
|
||||
elseif step == "onbefore" or step == "OnBefore" then
|
||||
self:T( ":::>" .. step .. params[2] .. " : " .. params[1] .. " >> " .. step .. params[2] .. "()" .. ">" .. params[2] .. " >> " .. params[3] )
|
||||
elseif step == "onenter" or step == "OnEnter" then
|
||||
self:T( ":::>" .. step .. params[3] .. " : " .. params[1] .. " >> " .. params[2] .. " >> " .. step .. params[3] .. "()" .. ">" .. params[3] )
|
||||
elseif step == "onleave" or step == "OnLeave" then
|
||||
self:T( ":::>" .. step .. params[1] .. " : " .. params[1] .. ">" .. step .. params[1] .. "()" .. " >> " .. params[2] .. " >> " .. params[3] )
|
||||
else
|
||||
self:T( ":::>" .. step .. " : " .. params[1] .. " >> " .. params[2] .. " >> " .. params[3] )
|
||||
end
|
||||
self._EventSchedules[EventName] = nil
|
||||
local Result, Value = xpcall( function() return self[handler]( self, unpack( params ) ) end, ErrorHandler )
|
||||
return Value
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #FSM self
|
||||
function FSM._handler( self, EventName, ... )
|
||||
|
||||
local Can, to = self:can( EventName )
|
||||
local Can, To = self:can( EventName )
|
||||
|
||||
if to == "*" then
|
||||
to = self.current
|
||||
if To == "*" then
|
||||
To = self.current
|
||||
end
|
||||
|
||||
if Can then
|
||||
local from = self.current
|
||||
local params = { from, EventName, to, ... }
|
||||
local From = self.current
|
||||
local Params = { From, EventName, To, ... }
|
||||
|
||||
if self.Controllable then
|
||||
self:T( "FSM Transition for " .. self.Controllable.ControllableName .. " :" .. self.current .. " --> " .. EventName .. " --> " .. to )
|
||||
|
||||
if self["onleave".. From] or
|
||||
self["OnLeave".. From] or
|
||||
self["onbefore".. EventName] or
|
||||
self["OnBefore".. EventName] or
|
||||
self["onafter".. EventName] or
|
||||
self["OnAfter".. EventName] or
|
||||
self["onenter".. To] or
|
||||
self["OnEnter".. To]
|
||||
then
|
||||
if self:_call_handler( "onbefore", EventName, Params, EventName ) == false then
|
||||
self:T( "*** FSM *** Cancel" .. " *** " .. self.current .. " --> " .. EventName .. " --> " .. To .. " *** onbefore" .. EventName )
|
||||
return false
|
||||
else
|
||||
if self:_call_handler( "OnBefore", EventName, Params, EventName ) == false then
|
||||
self:T( "*** FSM *** Cancel" .. " *** " .. self.current .. " --> " .. EventName .. " --> " .. To .. " *** OnBefore" .. EventName )
|
||||
return false
|
||||
else
|
||||
if self:_call_handler( "onleave", From, Params, EventName ) == false then
|
||||
self:T( "*** FSM *** Cancel" .. " *** " .. self.current .. " --> " .. EventName .. " --> " .. To .. " *** onleave" .. From )
|
||||
return false
|
||||
else
|
||||
if self:_call_handler( "OnLeave", From, Params, EventName ) == false then
|
||||
self:T( "*** FSM *** Cancel" .. " *** " .. self.current .. " --> " .. EventName .. " --> " .. To .. " *** OnLeave" .. From )
|
||||
return false
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
else
|
||||
self:T( "FSM Transition:" .. self.current .. " --> " .. EventName .. " --> " .. to )
|
||||
end
|
||||
local ClassName = self:GetClassName()
|
||||
if ClassName == "FSM" then
|
||||
self:T( "*** FSM *** Transit *** " .. self.current .. " --> " .. EventName .. " --> " .. To )
|
||||
end
|
||||
|
||||
if ( self:_call_handler("onbefore" .. EventName, params, EventName ) == false )
|
||||
or ( self:_call_handler("OnBefore" .. EventName, params, EventName ) == false )
|
||||
or ( self:_call_handler("onleave" .. from, params, EventName ) == false )
|
||||
or ( self:_call_handler("OnLeave" .. from, params, EventName ) == false ) then
|
||||
self:T( "Cancel Transition" )
|
||||
return false
|
||||
if ClassName == "FSM_TASK" then
|
||||
self:T( "*** FSM *** Transit *** " .. self.current .. " --> " .. EventName .. " --> " .. To .. " *** Task: " .. self.TaskName )
|
||||
end
|
||||
|
||||
if ClassName == "FSM_CONTROLLABLE" then
|
||||
self:T( "*** FSM *** Transit *** " .. self.current .. " --> " .. EventName .. " --> " .. To .. " *** TaskUnit: " .. self.Controllable.ControllableName .. " *** " )
|
||||
end
|
||||
|
||||
if ClassName == "FSM_PROCESS" then
|
||||
self:T( "*** FSM *** Transit *** " .. self.current .. " --> " .. EventName .. " --> " .. To .. " *** Task: " .. self.Task:GetName() .. ", TaskUnit: " .. self.Controllable.ControllableName .. " *** " )
|
||||
end
|
||||
end
|
||||
|
||||
self.current = to
|
||||
self.current = To
|
||||
|
||||
local execute = true
|
||||
|
||||
local subtable = self:_gosub( from, EventName )
|
||||
local subtable = self:_gosub( From, EventName )
|
||||
for _, sub in pairs( subtable ) do
|
||||
--if sub.nextevent then
|
||||
-- self:F2( "nextevent = " .. sub.nextevent )
|
||||
-- self[sub.nextevent]( self )
|
||||
--end
|
||||
self:T( "calling sub start event: " .. sub.StartEvent )
|
||||
self:T( "*** FSM *** Sub *** " .. sub.StartEvent )
|
||||
sub.fsm.fsmparent = self
|
||||
sub.fsm.ReturnEvents = sub.ReturnEvents
|
||||
sub.fsm[sub.StartEvent]( sub.fsm )
|
||||
execute = false
|
||||
end
|
||||
|
||||
local fsmparent, Event = self:_isendstate( to )
|
||||
local fsmparent, Event = self:_isendstate( To )
|
||||
if fsmparent and Event then
|
||||
self:F2( { "end state: ", fsmparent, Event } )
|
||||
self:_call_handler("onenter" .. to, params, EventName )
|
||||
self:_call_handler("OnEnter" .. to, params, EventName )
|
||||
self:_call_handler("onafter" .. EventName, params, EventName )
|
||||
self:_call_handler("OnAfter" .. EventName, params, EventName )
|
||||
self:_call_handler("onstatechange", params, EventName )
|
||||
self:T( "*** FSM *** End *** " .. Event )
|
||||
self:_call_handler("onenter", To, Params, EventName )
|
||||
self:_call_handler("OnEnter", To, Params, EventName )
|
||||
self:_call_handler("onafter", EventName, Params, EventName )
|
||||
self:_call_handler("OnAfter", EventName, Params, EventName )
|
||||
self:_call_handler("onstate", "change", Params, EventName )
|
||||
fsmparent[Event]( fsmparent )
|
||||
execute = false
|
||||
end
|
||||
|
||||
if execute then
|
||||
self:_call_handler("onafter", EventName, Params, EventName )
|
||||
self:_call_handler("OnAfter", EventName, Params, EventName )
|
||||
|
||||
-- only execute the call if the From state is not equal to the To state! Otherwise this function should never execute!
|
||||
--if from ~= to then
|
||||
self:_call_handler("onenter" .. to, params, EventName )
|
||||
self:_call_handler("OnEnter" .. to, params, EventName )
|
||||
self:_call_handler("onenter", To, Params, EventName )
|
||||
self:_call_handler("OnEnter", To, Params, EventName )
|
||||
--end
|
||||
|
||||
self:_call_handler("onafter" .. EventName, params, EventName )
|
||||
self:_call_handler("OnAfter" .. EventName, params, EventName )
|
||||
|
||||
self:_call_handler("onstatechange", params, EventName )
|
||||
|
||||
self:_call_handler("onstate", "change", Params, EventName )
|
||||
end
|
||||
else
|
||||
self:T( "Cannot execute transition." )
|
||||
self:T( { From = self.current, Event = EventName, To = to, Can = Can } )
|
||||
self:T( "*** FSM *** NO Transition *** " .. self.current .. " --> " .. EventName .. " --> ? " )
|
||||
end
|
||||
|
||||
return nil
|
||||
@@ -679,13 +728,13 @@ do -- FSM
|
||||
if DelaySeconds < 0 then -- Only call the event ONCE!
|
||||
DelaySeconds = math.abs( DelaySeconds )
|
||||
if not self._EventSchedules[EventName] then
|
||||
CallID = self.CallScheduler:Schedule( self, self._handler, { EventName, ... }, DelaySeconds or 1 )
|
||||
CallID = self.CallScheduler:Schedule( self, self._handler, { EventName, ... }, DelaySeconds or 1, nil, nil, nil, 4, true )
|
||||
self._EventSchedules[EventName] = CallID
|
||||
else
|
||||
-- reschedule
|
||||
end
|
||||
else
|
||||
CallID = self.CallScheduler:Schedule( self, self._handler, { EventName, ... }, DelaySeconds or 1 )
|
||||
CallID = self.CallScheduler:Schedule( self, self._handler, { EventName, ... }, DelaySeconds or 1, nil, nil, nil, 4, true )
|
||||
end
|
||||
else
|
||||
error( "FSM: An asynchronous event trigger requires a DelaySeconds parameter!!! This can be positive or negative! Sorry, but will not process this." )
|
||||
@@ -711,17 +760,16 @@ do -- FSM
|
||||
function FSM:_isendstate( Current )
|
||||
local FSMParent = self.fsmparent
|
||||
if FSMParent and self.endstates[Current] then
|
||||
self:T( { state = Current, endstates = self.endstates, endstate = self.endstates[Current] } )
|
||||
--self:T( { state = Current, endstates = self.endstates, endstate = self.endstates[Current] } )
|
||||
FSMParent.current = Current
|
||||
local ParentFrom = FSMParent.current
|
||||
self:T( ParentFrom )
|
||||
self:T( self.ReturnEvents )
|
||||
--self:T( { ParentFrom, self.ReturnEvents } )
|
||||
local Event = self.ReturnEvents[Current]
|
||||
self:T( { ParentFrom, Event, self.ReturnEvents } )
|
||||
--self:T( { Event } )
|
||||
if Event then
|
||||
return FSMParent, Event
|
||||
else
|
||||
self:T( { "Could not find parent event name for state ", ParentFrom } )
|
||||
--self:T( { "Could not find parent event name for state ", ParentFrom } )
|
||||
end
|
||||
end
|
||||
|
||||
@@ -744,6 +792,10 @@ do -- FSM
|
||||
return self.current
|
||||
end
|
||||
|
||||
function FSM:GetCurrentState()
|
||||
return self.current
|
||||
end
|
||||
|
||||
|
||||
function FSM:Is( State )
|
||||
return self.current == State
|
||||
@@ -772,14 +824,11 @@ do -- FSM_CONTROLLABLE
|
||||
-- @field Wrapper.Controllable#CONTROLLABLE Controllable
|
||||
-- @extends Core.Fsm#FSM
|
||||
|
||||
--- # FSM_CONTROLLABLE, extends @{#FSM}
|
||||
--
|
||||
-- FSM_CONTROLLABLE class models Finite State Machines for @{Controllable}s, which are @{Group}s, @{Unit}s, @{Client}s.
|
||||
--- Models Finite State Machines for @{Wrapper.Controllable}s, which are @{Wrapper.Group}s, @{Wrapper.Unit}s, @{Client}s.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #FSM_CONTROLLABLE FSM_CONTROLLABLE
|
||||
--
|
||||
-- @field #FSM_CONTROLLABLE
|
||||
FSM_CONTROLLABLE = {
|
||||
ClassName = "FSM_CONTROLLABLE",
|
||||
}
|
||||
@@ -789,10 +838,10 @@ do -- FSM_CONTROLLABLE
|
||||
-- @param #table FSMT Finite State Machine Table
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable (optional) The CONTROLLABLE object that the FSM_CONTROLLABLE governs.
|
||||
-- @return #FSM_CONTROLLABLE
|
||||
function FSM_CONTROLLABLE:New( FSMT, Controllable )
|
||||
function FSM_CONTROLLABLE:New( Controllable )
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, FSM:New( FSMT ) ) -- Core.Fsm#FSM_CONTROLLABLE
|
||||
local self = BASE:Inherit( self, FSM:New() ) -- Core.Fsm#FSM_CONTROLLABLE
|
||||
|
||||
if Controllable then
|
||||
self:SetControllable( Controllable )
|
||||
@@ -864,7 +913,7 @@ 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
|
||||
|
||||
@@ -875,20 +924,22 @@ do -- FSM_CONTROLLABLE
|
||||
return self.Controllable
|
||||
end
|
||||
|
||||
function FSM_CONTROLLABLE:_call_handler( handler, params, EventName )
|
||||
function FSM_CONTROLLABLE:_call_handler( step, trigger, params, EventName )
|
||||
|
||||
local handler = step .. trigger
|
||||
|
||||
local ErrorHandler = function( errmsg )
|
||||
|
||||
env.info( "Error in SCHEDULER function:" .. errmsg )
|
||||
if debug ~= nil then
|
||||
env.info( debug.traceback() )
|
||||
if BASE.Debug ~= nil then
|
||||
env.info( BASE.Debug.traceback() )
|
||||
end
|
||||
|
||||
return errmsg
|
||||
end
|
||||
|
||||
if self[handler] then
|
||||
self:F3( "Calling " .. handler )
|
||||
self:T( "*** FSM *** " .. step .. " *** " .. params[1] .. " --> " .. params[2] .. " --> " .. params[3] .. " *** TaskUnit: " .. self.Controllable:GetName() )
|
||||
self._EventSchedules[EventName] = nil
|
||||
local Result, Value = xpcall( function() return self[handler]( self, self.Controllable, unpack( params ) ) end, ErrorHandler )
|
||||
return Value
|
||||
@@ -905,9 +956,7 @@ do -- FSM_PROCESS
|
||||
-- @extends Core.Fsm#FSM_CONTROLLABLE
|
||||
|
||||
|
||||
--- # FSM_PROCESS, extends @{#FSM}
|
||||
--
|
||||
-- FSM_PROCESS class models Finite State Machines for @{Task} actions, which control @{Client}s.
|
||||
--- FSM_PROCESS class models Finite State Machines for @{Task} actions, which control @{Client}s.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -924,10 +973,10 @@ 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 )
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -935,22 +984,29 @@ do -- FSM_PROCESS
|
||||
self:T( "No Initialisation" )
|
||||
end
|
||||
|
||||
function FSM_PROCESS:_call_handler( handler, params, EventName )
|
||||
function FSM_PROCESS:_call_handler( step, trigger, params, EventName )
|
||||
|
||||
local handler = step .. trigger
|
||||
|
||||
local ErrorHandler = function( errmsg )
|
||||
|
||||
env.info( "Error in FSM_PROCESS call handler:" .. errmsg )
|
||||
if debug ~= nil then
|
||||
env.info( debug.traceback() )
|
||||
if BASE.Debug ~= nil then
|
||||
env.info( BASE.Debug.traceback() )
|
||||
end
|
||||
|
||||
return errmsg
|
||||
end
|
||||
|
||||
if self[handler] then
|
||||
self:F3( "Calling " .. handler )
|
||||
if handler ~= "onstatechange" then
|
||||
self:T( "*** FSM *** " .. step .. " *** " .. params[1] .. " --> " .. params[2] .. " --> " .. params[3] .. " *** Task: " .. self.Task:GetName() .. ", TaskUnit: " .. self.Controllable:GetName() )
|
||||
end
|
||||
self._EventSchedules[EventName] = nil
|
||||
local Result, Value = xpcall( function() return self[handler]( self, self.Controllable, self.Task, unpack( params ) ) end, ErrorHandler )
|
||||
local Result, Value
|
||||
if self.Controllable and self.Controllable:IsAlive() == true then
|
||||
Result, Value = xpcall( function() return self[handler]( self, self.Controllable, self.Task, unpack( params ) ) end, ErrorHandler )
|
||||
end
|
||||
return Value
|
||||
--return self[handler]( self, self.Controllable, unpack( params ) )
|
||||
end
|
||||
@@ -966,7 +1022,7 @@ do -- FSM_PROCESS
|
||||
local NewFsm = self:New( Controllable, Task ) -- Core.Fsm#FSM_PROCESS
|
||||
|
||||
NewFsm:Assign( Controllable, Task )
|
||||
|
||||
|
||||
-- Polymorphic call to initialize the new FSM_PROCESS based on self FSM_PROCESS
|
||||
NewFsm:Init( self )
|
||||
|
||||
@@ -980,7 +1036,7 @@ 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 +1066,6 @@ 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
|
||||
@@ -1058,32 +1113,32 @@ do -- FSM_PROCESS
|
||||
-- TODO: Need to check and fix that an FSM_PROCESS is only for a UNIT. Not for a GROUP.
|
||||
|
||||
--- Send a message of the @{Task} to the Group of the Unit.
|
||||
-- @param #FSM_PROCESS self
|
||||
function FSM_PROCESS:Message( Message )
|
||||
self:F( { Message = Message } )
|
||||
|
||||
local CC = self:GetCommandCenter()
|
||||
local TaskGroup = self.Controllable:GetGroup()
|
||||
-- @param #FSM_PROCESS self
|
||||
function FSM_PROCESS:Message( Message )
|
||||
self:F( { Message = Message } )
|
||||
|
||||
local PlayerName = self.Controllable:GetPlayerName() -- Only for a unit
|
||||
PlayerName = PlayerName and " (" .. PlayerName .. ")" or "" -- If PlayerName is nil, then keep it nil, otherwise add brackets.
|
||||
local Callsign = self.Controllable:GetCallsign()
|
||||
local Prefix = Callsign and " @ " .. Callsign .. PlayerName or ""
|
||||
|
||||
Message = Prefix .. ": " .. Message
|
||||
CC:MessageToGroup( Message, TaskGroup )
|
||||
end
|
||||
local CC = self:GetCommandCenter()
|
||||
local TaskGroup = self.Controllable:GetGroup()
|
||||
|
||||
local PlayerName = self.Controllable:GetPlayerName() -- Only for a unit
|
||||
PlayerName = PlayerName and " (" .. PlayerName .. ")" or "" -- If PlayerName is nil, then keep it nil, otherwise add brackets.
|
||||
local Callsign = self.Controllable:GetCallsign()
|
||||
local Prefix = Callsign and " @ " .. Callsign .. PlayerName or ""
|
||||
|
||||
Message = Prefix .. ": " .. Message
|
||||
CC:MessageToGroup( Message, TaskGroup )
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
--- Assign the process to a @{Unit} and activate the process.
|
||||
--- Assign the process to a @{Wrapper.Unit} and activate the process.
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Task.Tasking#TASK Task
|
||||
-- @param Wrapper.Unit#UNIT ProcessUnit
|
||||
-- @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 )
|
||||
@@ -1093,23 +1148,20 @@ end
|
||||
return self
|
||||
end
|
||||
|
||||
function FSM_PROCESS:onenterAssigned( ProcessUnit )
|
||||
self:T( "Assign" )
|
||||
-- function FSM_PROCESS:onenterAssigned( ProcessUnit, Task, From, Event, To )
|
||||
--
|
||||
-- if From( "Planned" ) then
|
||||
-- self:T( "*** FSM *** Assign *** " .. Task:GetName() .. "/" .. ProcessUnit:GetName() .. " *** " .. From .. " --> " .. Event .. " --> " .. To )
|
||||
-- self.Task:Assign()
|
||||
-- end
|
||||
-- end
|
||||
|
||||
self.Task:Assign()
|
||||
end
|
||||
|
||||
function FSM_PROCESS:onenterFailed( ProcessUnit )
|
||||
self:T( "Failed" )
|
||||
function FSM_PROCESS:onenterFailed( ProcessUnit, Task, From, Event, To )
|
||||
self:T( "*** FSM *** Failed *** " .. Task:GetName() .. "/" .. ProcessUnit:GetName() .. " *** " .. From .. " --> " .. Event .. " --> " .. To )
|
||||
|
||||
self.Task:Fail()
|
||||
end
|
||||
|
||||
function FSM_PROCESS:onenterSuccess( ProcessUnit )
|
||||
self:T( "Success" )
|
||||
|
||||
self.Task:Success()
|
||||
end
|
||||
|
||||
|
||||
--- StateMachine callback function for a FSM_PROCESS
|
||||
-- @param #FSM_PROCESS self
|
||||
@@ -1117,14 +1169,17 @@ end
|
||||
-- @param #string Event
|
||||
-- @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() } )
|
||||
function FSM_PROCESS:onstatechange( ProcessUnit, Task, From, Event, To )
|
||||
|
||||
if self:IsTrace() then
|
||||
--MESSAGE:New( "@ Process " .. self:GetClassNameAndID() .. " : " .. Event .. " changed to state " .. To, 2 ):ToAll()
|
||||
if From ~= To then
|
||||
self:T( "*** FSM *** Change *** " .. Task:GetName() .. "/" .. ProcessUnit:GetName() .. " *** " .. From .. " --> " .. Event .. " --> " .. To )
|
||||
end
|
||||
|
||||
self:T( { Scores = self._Scores, To = To } )
|
||||
-- if self:IsTrace() then
|
||||
-- MESSAGE:New( "@ Process " .. self:GetClassNameAndID() .. " : " .. Event .. " changed to state " .. To, 2 ):ToAll()
|
||||
-- self:F2( { Scores = self._Scores, To = To } )
|
||||
-- end
|
||||
|
||||
-- TODO: This needs to be reworked with a callback functions allocated within Task, and set within the mission script from the Task Objects...
|
||||
if self._Scores[To] then
|
||||
|
||||
@@ -1145,9 +1200,7 @@ do -- FSM_TASK
|
||||
-- @field Tasking.Task#TASK Task
|
||||
-- @extends #FSM
|
||||
|
||||
--- # FSM_TASK, extends @{#FSM}
|
||||
--
|
||||
-- FSM_TASK class models Finite State Machines for @{Task}s.
|
||||
--- Models Finite State Machines for @{Tasking.Task}s.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -1159,24 +1212,37 @@ do -- FSM_TASK
|
||||
|
||||
--- Creates a new FSM_TASK object.
|
||||
-- @param #FSM_TASK self
|
||||
-- @param #table FSMT
|
||||
-- @param Tasking.Task#TASK Task
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param #string TaskName The name of the task.
|
||||
-- @return #FSM_TASK
|
||||
function FSM_TASK:New( FSMT )
|
||||
function FSM_TASK:New( TaskName )
|
||||
|
||||
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New( FSMT ) ) -- Core.Fsm#FSM_TASK
|
||||
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- Core.Fsm#FSM_TASK
|
||||
|
||||
self["onstatechange"] = self.OnStateChange
|
||||
self.TaskName = TaskName
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function FSM_TASK:_call_handler( handler, params, EventName )
|
||||
function FSM_TASK:_call_handler( step, trigger, params, EventName )
|
||||
local handler = step .. trigger
|
||||
|
||||
local ErrorHandler = function( errmsg )
|
||||
|
||||
env.info( "Error in SCHEDULER function:" .. errmsg )
|
||||
if BASE.Debug ~= nil then
|
||||
env.info( BASE.Debug.traceback() )
|
||||
end
|
||||
|
||||
return errmsg
|
||||
end
|
||||
|
||||
if self[handler] then
|
||||
self:T( "Calling " .. handler )
|
||||
self:T( "*** FSM *** " .. step .. " *** " .. params[1] .. " --> " .. params[2] .. " --> " .. params[3] .. " *** Task: " .. self.TaskName )
|
||||
self._EventSchedules[EventName] = nil
|
||||
return self[handler]( self, unpack( params ) )
|
||||
--return self[handler]( self, unpack( params ) )
|
||||
local Result, Value = xpcall( function() return self[handler]( self, unpack( params ) ) end, ErrorHandler )
|
||||
return Value
|
||||
end
|
||||
end
|
||||
|
||||
@@ -1190,9 +1256,7 @@ do -- FSM_SET
|
||||
-- @extends Core.Fsm#FSM
|
||||
|
||||
|
||||
--- # FSM_SET, extends @{#FSM}
|
||||
--
|
||||
-- FSM_SET class models Finite State Machines for @{Set}s. Note that these FSMs control multiple objects!!! So State concerns here
|
||||
--- FSM_SET class models Finite State Machines for @{Set}s. Note that these FSMs control multiple objects!!! So State concerns here
|
||||
-- for multiple objects or the position of the state machine in the process.
|
||||
--
|
||||
-- ===
|
||||
@@ -1236,9 +1300,10 @@ do -- FSM_SET
|
||||
return self.Controllable
|
||||
end
|
||||
|
||||
function FSM_SET:_call_handler( handler, params, EventName )
|
||||
function FSM_SET:_call_handler( step, trigger, params, EventName )
|
||||
local handler = step .. trigger
|
||||
if self[handler] then
|
||||
self:T( "Calling " .. handler )
|
||||
self:T( "*** FSM *** " .. step .. " *** " .. params[1] .. " --> " .. params[2] .. " --> " .. params[3] )
|
||||
self._EventSchedules[EventName] = nil
|
||||
return self[handler]( self, self.Set, unpack( params ) )
|
||||
end
|
||||
|
||||
185
Moose Development/Moose/Core/Goal.lua
Normal file
185
Moose Development/Moose/Core/Goal.lua
Normal file
@@ -0,0 +1,185 @@
|
||||
--- **Core** - Models the process to achieve goal(s).
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Features:
|
||||
--
|
||||
-- * Define the goal.
|
||||
-- * Monitor the goal achievement.
|
||||
-- * Manage goal contribution by players.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- Classes that implement a goal achievement, will derive from GOAL to implement the ways how the achievements can be realized.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Core.Goal
|
||||
-- @image Core_Goal.JPG
|
||||
|
||||
|
||||
do -- Goal
|
||||
|
||||
--- @type GOAL
|
||||
-- @extends Core.Fsm#FSM
|
||||
|
||||
|
||||
--- Models processes that have an objective with a defined achievement. Derived classes implement the ways how the achievements can be realized.
|
||||
--
|
||||
-- # 1. GOAL constructor
|
||||
--
|
||||
-- * @{#GOAL.New}(): Creates a new GOAL object.
|
||||
--
|
||||
-- # 2. GOAL is a finite state machine (FSM).
|
||||
--
|
||||
-- ## 2.1. GOAL States
|
||||
--
|
||||
-- * **Pending**: The goal object is in progress.
|
||||
-- * **Achieved**: The goal objective is Achieved.
|
||||
--
|
||||
-- ## 2.2. GOAL Events
|
||||
--
|
||||
-- * **Achieved**: Set the goal objective to Achieved.
|
||||
--
|
||||
-- # 3. Player contributions.
|
||||
--
|
||||
-- Goals are most of the time achieved by players. These player achievements can be registered as part of the goal achievement.
|
||||
-- Use @{#GOAL.AddPlayerContribution}() to add a player contribution to the goal.
|
||||
-- The player contributions are based on a points system, an internal counter per player.
|
||||
-- So once the goal has been achieved, the player contributions can be queried using @{#GOAL.GetPlayerContributions}(),
|
||||
-- that retrieves all contributions done by the players. For one player, the contribution can be queried using @{#GOAL.GetPlayerContribution}().
|
||||
-- The total amount of player contributions can be queried using @{#GOAL.GetTotalContributions}().
|
||||
--
|
||||
-- # 4. Goal achievement.
|
||||
--
|
||||
-- Once the goal is achieved, the mission designer will need to trigger the goal achievement using the **Achieved** event.
|
||||
-- The underlying 2 examples will achieve the goals for the `Goal` object:
|
||||
--
|
||||
-- Goal:Achieved() -- Achieve the goal immediately.
|
||||
-- Goal:__Achieved( 30 ) -- Achieve the goal within 30 seconds.
|
||||
--
|
||||
-- # 5. Check goal achievement.
|
||||
--
|
||||
-- The method @{#GOAL.IsAchieved}() will return true if the goal is achieved (the trigger **Achieved** was executed).
|
||||
-- You can use this method to check asynchronously if a goal has been achieved, for example using a scheduler.
|
||||
--
|
||||
-- @field #GOAL
|
||||
GOAL = {
|
||||
ClassName = "GOAL",
|
||||
}
|
||||
|
||||
--- @field #table GOAL.Players
|
||||
GOAL.Players = {}
|
||||
|
||||
--- @field #number GOAL.TotalContributions
|
||||
GOAL.TotalContributions = 0
|
||||
|
||||
--- GOAL Constructor.
|
||||
-- @param #GOAL self
|
||||
-- @return #GOAL
|
||||
function GOAL:New()
|
||||
|
||||
local self = BASE:Inherit( self, FSM:New() ) -- #GOAL
|
||||
self:F( {} )
|
||||
|
||||
--- Achieved State for GOAL
|
||||
-- @field GOAL.Achieved
|
||||
|
||||
--- Achieved State Handler OnLeave for GOAL
|
||||
-- @function [parent=#GOAL] OnLeaveAchieved
|
||||
-- @param #GOAL self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @return #boolean
|
||||
|
||||
--- Achieved State Handler OnEnter for GOAL
|
||||
-- @function [parent=#GOAL] OnEnterAchieved
|
||||
-- @param #GOAL self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
|
||||
|
||||
self:SetStartState( "Pending" )
|
||||
self:AddTransition( "*", "Achieved", "Achieved" )
|
||||
|
||||
--- Achieved Handler OnBefore for GOAL
|
||||
-- @function [parent=#GOAL] OnBeforeAchieved
|
||||
-- @param #GOAL self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @return #boolean
|
||||
|
||||
--- Achieved Handler OnAfter for GOAL
|
||||
-- @function [parent=#GOAL] OnAfterAchieved
|
||||
-- @param #GOAL self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
|
||||
--- Achieved Trigger for GOAL
|
||||
-- @function [parent=#GOAL] Achieved
|
||||
-- @param #GOAL self
|
||||
|
||||
--- Achieved Asynchronous Trigger for GOAL
|
||||
-- @function [parent=#GOAL] __Achieved
|
||||
-- @param #GOAL self
|
||||
-- @param #number Delay
|
||||
|
||||
self:SetEventPriority( 5 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Add a new contribution by a player.
|
||||
-- @param #GOAL self
|
||||
-- @param #string PlayerName The name of the player.
|
||||
function GOAL:AddPlayerContribution( PlayerName )
|
||||
self:F({PlayerName})
|
||||
self.Players[PlayerName] = self.Players[PlayerName] or 0
|
||||
self.Players[PlayerName] = self.Players[PlayerName] + 1
|
||||
self.TotalContributions = self.TotalContributions + 1
|
||||
end
|
||||
|
||||
|
||||
--- @param #GOAL self
|
||||
-- @param #number Player contribution.
|
||||
function GOAL:GetPlayerContribution( PlayerName )
|
||||
return self.Players[PlayerName] or 0
|
||||
end
|
||||
|
||||
|
||||
--- Get the players who contributed to achieve the goal.
|
||||
-- The result is a list of players, sorted by the name of the players.
|
||||
-- @param #GOAL self
|
||||
-- @return #list The list of players, indexed by the player name.
|
||||
function GOAL:GetPlayerContributions()
|
||||
return self.Players or {}
|
||||
end
|
||||
|
||||
|
||||
--- Gets the total contributions that happened to achieve the goal.
|
||||
-- The result is a number.
|
||||
-- @param #GOAL self
|
||||
-- @return #number The total number of contributions. 0 is returned if there were no contributions (yet).
|
||||
function GOAL:GetTotalContributions()
|
||||
return self.TotalContributions or 0
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Validates if the goal is achieved.
|
||||
-- @param #GOAL self
|
||||
-- @return #boolean true if the goal is achieved.
|
||||
function GOAL:IsAchieved()
|
||||
return self:Is( "Achieved" )
|
||||
end
|
||||
|
||||
end
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,43 +1,58 @@
|
||||
--- **Core** - MESSAGE class takes are of the **real-time notifications** and **messages to players** during a simulation.
|
||||
--
|
||||
-- 
|
||||
--- **Core** - Informs the players using messages during a simulation.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Message
|
||||
-- ## Features:
|
||||
--
|
||||
-- * A more advanced messaging system using the DCS message system.
|
||||
-- * Time messages.
|
||||
-- * Send messages based on a message type, which has a pre-defined duration that can be tweaked in SETTINGS.
|
||||
-- * Send message to all players.
|
||||
-- * Send messages to a coalition.
|
||||
-- * Send messages to a specific group.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Core.Message
|
||||
-- @image Core_Message.JPG
|
||||
|
||||
--- The MESSAGE class
|
||||
-- @type MESSAGE
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
--- # MESSAGE class, extends @{Base#BASE}
|
||||
--
|
||||
-- Message System to display Messages to Clients, Coalitions or All.
|
||||
--- Message System to display Messages to Clients, Coalitions or All.
|
||||
-- Messages are shown on the display panel for an amount of seconds, and will then disappear.
|
||||
-- Messages can contain a category which is indicating the category of the message.
|
||||
--
|
||||
-- ## MESSAGE construction
|
||||
--
|
||||
-- Messages are created with @{Message#MESSAGE.New}. Note that when the MESSAGE object is created, no message is sent yet.
|
||||
-- Messages are created with @{#MESSAGE.New}. Note that when the MESSAGE object is created, no message is sent yet.
|
||||
-- To send messages, you need to use the To functions.
|
||||
--
|
||||
-- ## Send messages to an audience
|
||||
--
|
||||
-- Messages are sent:
|
||||
--
|
||||
-- * To a @{Client} using @{Message#MESSAGE.ToClient}().
|
||||
-- * To a @{Group} using @{Message#MESSAGE.ToGroup}()
|
||||
-- * To a coalition using @{Message#MESSAGE.ToCoalition}().
|
||||
-- * To the red coalition using @{Message#MESSAGE.ToRed}().
|
||||
-- * To the blue coalition using @{Message#MESSAGE.ToBlue}().
|
||||
-- * To all Players using @{Message#MESSAGE.ToAll}().
|
||||
-- * To a @{Client} using @{#MESSAGE.ToClient}().
|
||||
-- * To a @{Wrapper.Group} using @{#MESSAGE.ToGroup}()
|
||||
-- * To a coalition using @{#MESSAGE.ToCoalition}().
|
||||
-- * To the red coalition using @{#MESSAGE.ToRed}().
|
||||
-- * To the blue coalition using @{#MESSAGE.ToBlue}().
|
||||
-- * To all Players using @{#MESSAGE.ToAll}().
|
||||
--
|
||||
-- ## Send conditionally to an audience
|
||||
--
|
||||
-- Messages can be sent conditionally to an audience (when a condition is true):
|
||||
--
|
||||
-- * To all players using @{Message#MESSAGE.ToAllIf}().
|
||||
-- * To a coalition using @{Message#MESSAGE.ToCoalitionIf}().
|
||||
-- * To all players using @{#MESSAGE.ToAllIf}().
|
||||
-- * To a coalition using @{#MESSAGE.ToCoalitionIf}().
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #MESSAGE
|
||||
MESSAGE = {
|
||||
@@ -46,12 +61,23 @@ 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
|
||||
-- @param #string MessageText is the text of the Message.
|
||||
-- @param #number MessageDuration is a number in seconds of how long the MESSAGE should be shown on the display panel.
|
||||
-- @param #string MessageCategory (optional) is a string expressing the "category" of the Message. The category will be shown as the first text in the message followed by a ": ".
|
||||
-- @param #boolean ClearScreen (optional) Clear all previous messages if true.
|
||||
-- @return #MESSAGE
|
||||
-- @usage
|
||||
-- -- Create a series of new Messages.
|
||||
@@ -63,10 +89,13 @@ MESSAGE = {
|
||||
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty" )
|
||||
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", 25, "Score" )
|
||||
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", 25, "Score")
|
||||
function MESSAGE:New( MessageText, MessageDuration, MessageCategory )
|
||||
function MESSAGE:New( MessageText, MessageDuration, MessageCategory, ClearScreen )
|
||||
local self = BASE:Inherit( self, BASE:New() )
|
||||
self:F( { MessageText, MessageDuration, MessageCategory } )
|
||||
|
||||
|
||||
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
|
||||
@@ -77,10 +106,15 @@ function MESSAGE:New( MessageText, MessageDuration, MessageCategory )
|
||||
else
|
||||
self.MessageCategory = ""
|
||||
end
|
||||
|
||||
self.ClearScreen=false
|
||||
if ClearScreen~=nil then
|
||||
self.ClearScreen=ClearScreen
|
||||
end
|
||||
|
||||
self.MessageDuration = MessageDuration or 5
|
||||
self.MessageTime = timer.getTime()
|
||||
self.MessageText = MessageText
|
||||
self.MessageText = MessageText:gsub("^\n","",1):gsub("\n$","",1)
|
||||
|
||||
self.MessageSent = false
|
||||
self.MessageGroup = false
|
||||
@@ -89,9 +123,56 @@ function MESSAGE:New( MessageText, MessageDuration, MessageCategory )
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Creates a new MESSAGE object of a certain type.
|
||||
-- Note that these MESSAGE objects are not yet displayed on the display panel.
|
||||
-- You must use the functions @{ToClient} or @{ToCoalition} or @{ToAll} to send these Messages to the respective recipients.
|
||||
-- The message display times are automatically defined based on the timing settings in the @{Settings} menu.
|
||||
-- @param self
|
||||
-- @param #string MessageText is the text of the Message.
|
||||
-- @param #MESSAGE.Type MessageType The type of the message.
|
||||
-- @param #boolean ClearScreen (optional) Clear all previous messages.
|
||||
-- @return #MESSAGE
|
||||
-- @usage
|
||||
-- MessageAll = MESSAGE:NewType( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", MESSAGE.Type.Information )
|
||||
-- MessageRED = MESSAGE:NewType( "To the RED Players: You receive a penalty because you've killed one of your own units", MESSAGE.Type.Information )
|
||||
-- MessageClient1 = MESSAGE:NewType( "Congratulations, you've just hit a target", MESSAGE.Type.Update )
|
||||
-- MessageClient2 = MESSAGE:NewType( "Congratulations, you've just killed a target", MESSAGE.Type.Update )
|
||||
function MESSAGE:NewType( MessageText, MessageType, ClearScreen )
|
||||
|
||||
local self = BASE:Inherit( self, BASE:New() )
|
||||
self:F( { MessageText } )
|
||||
|
||||
self.MessageType = MessageType
|
||||
|
||||
self.ClearScreen=false
|
||||
if ClearScreen~=nil then
|
||||
self.ClearScreen=ClearScreen
|
||||
end
|
||||
|
||||
self.MessageTime = timer.getTime()
|
||||
self.MessageText = MessageText:gsub("^\n","",1):gsub("\n$","",1)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Clears all previous messages from the screen before the new message is displayed. Not that this must come before all functions starting with ToX(), e.g. ToAll(), ToGroup() etc.
|
||||
-- @param #MESSAGE self
|
||||
-- @return #MESSAGE
|
||||
function MESSAGE:Clear()
|
||||
self:F()
|
||||
self.ClearScreen=true
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Sends a MESSAGE to a Client Group. Note that the Group needs to be defined within the ME with the skillset "Client" or "Player".
|
||||
-- @param #MESSAGE self
|
||||
-- @param Wrapper.Client#CLIENT Client is the Group of the Client.
|
||||
-- @param Core.Settings#SETTINGS Settings Settings used to display the message.
|
||||
-- @return #MESSAGE
|
||||
-- @usage
|
||||
-- -- Send the 2 messages created with the @{New} method to the Client Group.
|
||||
@@ -108,14 +189,22 @@ 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 , self.ClearScreen)
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
@@ -123,15 +212,23 @@ end
|
||||
|
||||
--- Sends a MESSAGE to a Group.
|
||||
-- @param #MESSAGE self
|
||||
-- @param Wrapper.Group#GROUP Group is the Group.
|
||||
-- @return #MESSAGE
|
||||
function MESSAGE:ToGroup( Group )
|
||||
-- @param Wrapper.Group#GROUP Group to which the message is displayed.
|
||||
-- @return #MESSAGE Message object.
|
||||
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, self.ClearScreen )
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
@@ -176,8 +273,9 @@ end
|
||||
|
||||
--- Sends a MESSAGE to a Coalition.
|
||||
-- @param #MESSAGE self
|
||||
-- @param CoalitionSide needs to be filled out by the defined structure of the standard scripting engine @{coalition.side}.
|
||||
-- @return #MESSAGE
|
||||
-- @param #DCS.coalition.side CoalitionSide @{#DCS.coalition.side} to which the message is displayed.
|
||||
-- @param Core.Settings#SETTINGS Settings (Optional) Settings for message display.
|
||||
-- @return #MESSAGE Message object.
|
||||
-- @usage
|
||||
-- -- Send a message created with the @{New} method to the RED coalition.
|
||||
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToCoalition( coalition.side.RED )
|
||||
@@ -186,12 +284,20 @@ 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.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen )
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
@@ -199,8 +305,9 @@ end
|
||||
|
||||
--- Sends a MESSAGE to a Coalition if the given Condition is true.
|
||||
-- @param #MESSAGE self
|
||||
-- @param CoalitionSide needs to be filled out by the defined structure of the standard scripting engine @{coalition.side}.
|
||||
-- @return #MESSAGE
|
||||
-- @param CoalitionSide needs to be filled out by the defined structure of the standard scripting engine @{coalition.side}.
|
||||
-- @param #boolean Condition Sends the message only if the condition is true.
|
||||
-- @return #MESSAGE self
|
||||
function MESSAGE:ToCoalitionIf( CoalitionSide, Condition )
|
||||
self:F( CoalitionSide )
|
||||
|
||||
@@ -213,6 +320,7 @@ end
|
||||
|
||||
--- Sends a MESSAGE to all players.
|
||||
-- @param #MESSAGE self
|
||||
-- @param Core.Settings#Settings Settings (Optional) Settings for message display.
|
||||
-- @return #MESSAGE
|
||||
-- @usage
|
||||
-- -- Send a message created to all players.
|
||||
@@ -222,11 +330,19 @@ end
|
||||
-- or
|
||||
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" )
|
||||
-- MessageAll:ToAll()
|
||||
function MESSAGE:ToAll()
|
||||
function MESSAGE:ToAll(Settings)
|
||||
self:F()
|
||||
|
||||
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, self.ClearScreen )
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
@@ -238,8 +354,7 @@ 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
@@ -1,85 +1,90 @@
|
||||
--- **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** - Is responsible for everything that is related to radio transmission and you can hear in DCS, be it TACAN beacons, Radio transmissions.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Features:
|
||||
--
|
||||
-- * Provide radio functionality to broadcast radio transmissions.
|
||||
-- * Provide beacon functionality to assist pilots.
|
||||
--
|
||||
-- The Radio contains 2 classes : RADIO and BEACON
|
||||
--
|
||||
-- What are radio communications in DCS ?
|
||||
-- What are radio communications in DCS?
|
||||
--
|
||||
-- * Radio transmissions consist of **sound files** that are broadcasted on a specific **frequency** (e.g. 115MHz) and **modulation** (e.g. AM),
|
||||
-- * They can be **subtitled** for a specific **duration**, the **power** in Watts of the transmiter's antenna can be set, and the transmission can be **looped**.
|
||||
--
|
||||
-- How to supply DCS my own Sound Files ?
|
||||
-- How to supply DCS my own Sound Files?
|
||||
--
|
||||
-- * Your sound files need to be encoded in **.ogg** or .wav,
|
||||
-- * Your sound files should be **as tiny as possible**. It is suggested you encode in .ogg with low bitrate and sampling settings,
|
||||
-- * They need to be added in .\l10n\DEFAULT\ in you .miz file (wich can be decompressed like a .zip file),
|
||||
-- * For simplicty sake, you can **let DCS' Mission Editor add the file** itself, by creating a new Trigger with the action "Sound to Country", and choosing your sound file and a country you don't use in your mission.
|
||||
-- * For simplicity sake, you can **let DCS' Mission Editor add the file** itself, by creating a new Trigger with the action "Sound to Country", and choosing your sound file and a country you don't use in your mission.
|
||||
--
|
||||
-- Due to weird DCS quirks, **radio communications behave differently** if sent by a @{Unit#UNIT} or a @{Group#GROUP} or by any other @{Positionable#POSITIONABLE}
|
||||
-- Due to weird DCS quirks, **radio communications behave differently** if sent by a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP} or by any other @{Wrapper.Positionable#POSITIONABLE}
|
||||
--
|
||||
-- * If the transmitter is a @{Unit#UNIT} or a @{Group#GROUP}, DCS will set the power of the transmission automatically,
|
||||
-- * If the transmitter is any other @{Positionable#POSITIONABLE}, the transmisison can't be subtitled or looped.
|
||||
-- * If the transmitter is a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}, DCS will set the power of the transmission automatically,
|
||||
-- * If the transmitter is any other @{Wrapper.Positionable#POSITIONABLE}, the transmisison can't be subtitled or looped.
|
||||
--
|
||||
-- Note that obviously, the **frequency** and the **modulation** of the transmission are important only if the players are piloting an **Advanced System Modelling** enabled aircraft,
|
||||
-- like the A10C or the Mirage 2000C. They will **hear the transmission** if they are tuned on the **right frequency and modulation** (and if they are close enough - more on that below).
|
||||
-- If a FC3 airacraft is used, it will **hear every communication, whatever the frequency and the modulation** is set to. The same is true for TACAN beacons. If your aircaft isn't compatible,
|
||||
-- If an FC3 aircraft is used, it will **hear every communication, whatever the frequency and the modulation** is set to. The same is true for TACAN beacons. If your aircraft isn't compatible,
|
||||
-- you won't hear/be able to use the TACAN beacon informations.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: Hugues "Grey_Echo" Bousquet
|
||||
-- ### Authors: Hugues "Grey_Echo" Bousquet, funkyfranky
|
||||
--
|
||||
-- @module Radio
|
||||
-- @module Core.Radio
|
||||
-- @image Core_Radio.JPG
|
||||
|
||||
|
||||
--- # RADIO class, extends @{Base#BASE}
|
||||
--- Models the radio capability.
|
||||
--
|
||||
-- ## RADIO usage
|
||||
--
|
||||
-- There are 3 steps to a successful radio transmission.
|
||||
--
|
||||
-- * First, you need to **"add a @{#RADIO} object** to your @{Positionable#POSITIONABLE}. This is done using the @{Positionable#POSITIONABLE.GetRadio}() function,
|
||||
-- * First, you need to **"add a @{#RADIO} object** to your @{Wrapper.Positionable#POSITIONABLE}. This is done using the @{Wrapper.Positionable#POSITIONABLE.GetRadio}() function,
|
||||
-- * Then, you will **set the relevant parameters** to the transmission (see below),
|
||||
-- * When done, you can actually **broadcast the transmission** (i.e. play the sound) with the @{RADIO.Broadcast}() function.
|
||||
--
|
||||
-- Methods to set relevant parameters for both a @{Unit#UNIT} or a @{Group#GROUP} or any other @{Positionable#POSITIONABLE}
|
||||
-- Methods to set relevant parameters for both a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP} or any other @{Wrapper.Positionable#POSITIONABLE}
|
||||
--
|
||||
-- * @{#RADIO.SetFileName}() : Sets the file name of your sound file (e.g. "Noise.ogg"),
|
||||
-- * @{#RADIO.SetFrequency}() : Sets the frequency of your transmission.
|
||||
-- * @{#RADIO.SetModulation}() : Sets the modulation of your transmission.
|
||||
-- * @{#RADIO.SetLoop}() : Choose if you want the transmission to be looped. If you need your transmission to be looped, you might need a @{#BEACON} instead...
|
||||
--
|
||||
-- Additional Methods to set relevant parameters if the transmiter is a @{Unit#UNIT} or a @{Group#GROUP}
|
||||
-- Additional Methods to set relevant parameters if the transmitter is a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}
|
||||
--
|
||||
-- * @{#RADIO.SetSubtitle}() : Set both the subtitle and its duration,
|
||||
-- * @{#RADIO.NewUnitTransmission}() : Shortcut to set all the relevant parameters in one method call
|
||||
--
|
||||
-- Additional Methods to set relevant parameters if the transmiter is any other @{Positionable#POSITIONABLE}
|
||||
-- Additional Methods to set relevant parameters if the transmitter is any other @{Wrapper.Positionable#POSITIONABLE}
|
||||
--
|
||||
-- * @{#RADIO.SetPower}() : Sets the power of the antenna in Watts
|
||||
-- * @{#RADIO.NewGenericTransmission}() : Shortcut to set all the relevant parameters in one method call
|
||||
--
|
||||
-- What is this power thing ?
|
||||
-- What is this power thing?
|
||||
--
|
||||
-- * If your transmission is sent by a @{Positionable#POSITIONABLE} other than a @{Unit#UNIT} or a @{Group#GROUP}, you can set the power of the antenna,
|
||||
-- * If your transmission is sent by a @{Wrapper.Positionable#POSITIONABLE} other than a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}, you can set the power of the antenna,
|
||||
-- * Otherwise, DCS sets it automatically, depending on what's available on your Unit,
|
||||
-- * If the player gets **too far** from the transmiter, or if the antenna is **too weak**, the transmission will **fade** and **become noisyer**,
|
||||
-- * If the player gets **too far** from the transmitter, or if the antenna is **too weak**, the transmission will **fade** and **become noisyer**,
|
||||
-- * This an automated DCS calculation you have no say on,
|
||||
-- * For reference, a standard VOR station has a 100W antenna, a standard AA TACAN has a 120W antenna, and civilian ATC's antenna usually range between 300 and 500W,
|
||||
-- * For reference, a standard VOR station has a 100 W antenna, a standard AA TACAN has a 120 W antenna, and civilian ATC's antenna usually range between 300 and 500 W,
|
||||
-- * Note that if the transmission has a subtitle, it will be readable, regardless of the quality of the transmission.
|
||||
--
|
||||
-- @type RADIO
|
||||
-- @field Positionable#POSITIONABLE Positionable The transmiter
|
||||
-- @field #string FileName Name of the sound file
|
||||
-- @field #number Frequency Frequency of the transmission in Hz
|
||||
-- @field #number Modulation Modulation of the transmission (either radio.modulation.AM or radio.modulation.FM)
|
||||
-- @field #string Subtitle Subtitle of the transmission
|
||||
-- @field #number SubtitleDuration Duration of the Subtitle in seconds
|
||||
-- @field #number Power Power of the antenna is Watts
|
||||
-- @field #boolean Loop
|
||||
-- @field Wrapper.Controllable#CONTROLLABLE Positionable The @{#CONTROLLABLE} that will transmit the radio calls.
|
||||
-- @field #string FileName Name of the sound file played.
|
||||
-- @field #number Frequency Frequency of the transmission in Hz.
|
||||
-- @field #number Modulation Modulation of the transmission (either radio.modulation.AM or radio.modulation.FM).
|
||||
-- @field #string Subtitle Subtitle of the transmission.
|
||||
-- @field #number SubtitleDuration Duration of the Subtitle in seconds.
|
||||
-- @field #number Power Power of the antenna is Watts.
|
||||
-- @field #boolean Loop Transmission is repeated (default true).
|
||||
-- @field #string alias Name of the radio transmitter.
|
||||
-- @extends Core.Base#BASE
|
||||
RADIO = {
|
||||
ClassName = "RADIO",
|
||||
@@ -89,18 +94,19 @@ RADIO = {
|
||||
Subtitle = "",
|
||||
SubtitleDuration = 0,
|
||||
Power = 100,
|
||||
Loop = 0,
|
||||
Loop = false,
|
||||
alias=nil,
|
||||
}
|
||||
|
||||
--- Create a new RADIO Object. This doesn't broadcast a transmission, though, use @{#RADIO.Broadcast} to actually broadcast
|
||||
-- If you want to create a RADIO, you probably should use @{Positionable#POSITIONABLE.GetRadio}() instead
|
||||
--- Create a new RADIO Object. This doesn't broadcast a transmission, though, use @{#RADIO.Broadcast} to actually broadcast.
|
||||
-- If you want to create a RADIO, you probably should use @{Wrapper.Positionable#POSITIONABLE.GetRadio}() instead.
|
||||
-- @param #RADIO self
|
||||
-- @param Wrapper.Positionable#POSITIONABLE Positionable The @{Positionable} that will receive radio capabilities.
|
||||
-- @return #RADIO Radio
|
||||
-- @return #nil If Positionable is invalid
|
||||
-- @return #RADIO The RADIO object or #nil if Positionable is invalid.
|
||||
function RADIO:New(Positionable)
|
||||
|
||||
-- Inherit base
|
||||
local self = BASE:Inherit( self, BASE:New() ) -- Core.Radio#RADIO
|
||||
|
||||
self:F(Positionable)
|
||||
|
||||
if Positionable:GetPointVec2() then -- It's stupid, but the only way I found to make sure positionable is valid
|
||||
@@ -108,11 +114,27 @@ function RADIO:New(Positionable)
|
||||
return self
|
||||
end
|
||||
|
||||
self:E({"The passed positionable is invalid, no RADIO created", Positionable})
|
||||
self:E({error="The passed positionable is invalid, no RADIO created!", positionable=Positionable})
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Check validity of the filename passed and sets RADIO.FileName
|
||||
--- Set alias of the transmitter.
|
||||
-- @param #RADIO self
|
||||
-- @param #string alias Name of the radio transmitter.
|
||||
-- @return #RADIO self
|
||||
function RADIO:SetAlias(alias)
|
||||
self.alias=tostring(alias)
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get alias of the transmitter.
|
||||
-- @param #RADIO self
|
||||
-- @return #string Name of the transmitter.
|
||||
function RADIO:GetAlias()
|
||||
return tostring(self.alias)
|
||||
end
|
||||
|
||||
--- Set the file name for the radio transmission.
|
||||
-- @param #RADIO self
|
||||
-- @param #string FileName File name of the sound file (i.e. "Noise.ogg")
|
||||
-- @return #RADIO self
|
||||
@@ -120,49 +142,63 @@ function RADIO:SetFileName(FileName)
|
||||
self:F2(FileName)
|
||||
|
||||
if type(FileName) == "string" then
|
||||
|
||||
if FileName:find(".ogg") or FileName:find(".wav") then
|
||||
if not FileName:find("l10n/DEFAULT/") then
|
||||
FileName = "l10n/DEFAULT/" .. FileName
|
||||
end
|
||||
|
||||
self.FileName = FileName
|
||||
return self
|
||||
end
|
||||
end
|
||||
|
||||
self:E({"File name invalid. Maybe something wrong with the extension ?", self.FileName})
|
||||
self:E({"File name invalid. Maybe something wrong with the extension?", FileName})
|
||||
return self
|
||||
end
|
||||
|
||||
--- Check validity of the frequency passed and sets RADIO.Frequency
|
||||
--- Set the frequency for the radio transmission.
|
||||
-- If the transmitting positionable is a unit or group, this also set the command "SetFrequency" with the defined frequency and modulation.
|
||||
-- @param #RADIO self
|
||||
-- @param #number Frequency in MHz (Ranges allowed for radio transmissions in DCS : 30-88 / 108-152 / 225-400MHz)
|
||||
-- @param #number Frequency Frequency in MHz. Ranges allowed for radio transmissions in DCS : 30-87.995 / 108-173.995 / 225-399.975MHz.
|
||||
-- @return #RADIO self
|
||||
function RADIO:SetFrequency(Frequency)
|
||||
self:F2(Frequency)
|
||||
|
||||
if type(Frequency) == "number" then
|
||||
|
||||
-- If frequency is in range
|
||||
if (Frequency >= 30 and Frequency < 88) or (Frequency >= 108 and Frequency < 152) or (Frequency >= 225 and Frequency < 400) then
|
||||
self.Frequency = Frequency * 1000000 -- Conversion in Hz
|
||||
if (Frequency >= 30 and Frequency <= 87.995) or (Frequency >= 108 and Frequency <= 173.995) or (Frequency >= 225 and Frequency <= 399.975) then
|
||||
|
||||
-- Convert frequency from MHz to Hz
|
||||
self.Frequency = Frequency * 1000000
|
||||
|
||||
-- If the RADIO is attached to a UNIT or a GROUP, we need to send the DCS Command "SetFrequency" to change the UNIT or GROUP frequency
|
||||
if self.Positionable.ClassName == "UNIT" or self.Positionable.ClassName == "GROUP" then
|
||||
self.Positionable:SetCommand({
|
||||
|
||||
local commandSetFrequency={
|
||||
id = "SetFrequency",
|
||||
params = {
|
||||
frequency = self.Frequency,
|
||||
frequency = self.Frequency,
|
||||
modulation = self.Modulation,
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
self:T2(commandSetFrequency)
|
||||
self.Positionable:SetCommand(commandSetFrequency)
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
end
|
||||
self:E({"Frequency is outside of DCS Frequency ranges (30-80, 108-152, 225-400). Frequency unchanged.", self.Frequency})
|
||||
|
||||
self:E({"Frequency is outside of DCS Frequency ranges (30-80, 108-152, 225-400). Frequency unchanged.", Frequency})
|
||||
return self
|
||||
end
|
||||
|
||||
--- Check validity of the frequency passed and sets RADIO.Modulation
|
||||
--- Set AM or FM modulation of the radio transmitter.
|
||||
-- @param #RADIO self
|
||||
-- @param #number Modulation either radio.modulation.AM or radio.modulation.FM
|
||||
-- @param #number Modulation Modulation is either radio.modulation.AM or radio.modulation.FM.
|
||||
-- @return #RADIO self
|
||||
function RADIO:SetModulation(Modulation)
|
||||
self:F2(Modulation)
|
||||
@@ -178,23 +214,24 @@ end
|
||||
|
||||
--- Check validity of the power passed and sets RADIO.Power
|
||||
-- @param #RADIO self
|
||||
-- @param #number Power in W
|
||||
-- @param #number Power Power in W.
|
||||
-- @return #RADIO self
|
||||
function RADIO:SetPower(Power)
|
||||
self:F2(Power)
|
||||
|
||||
if type(Power) == "number" then
|
||||
self.Power = math.floor(math.abs(Power)) --TODO Find what is the maximum power allowed by DCS and limit power to that
|
||||
return self
|
||||
else
|
||||
self:E({"Power is invalid. Power unchanged.", self.Power})
|
||||
end
|
||||
self:E({"Power is invalid. Power unchanged.", self.Power})
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Check validity of the loop passed and sets RADIO.Loop
|
||||
--- Set message looping on or off.
|
||||
-- @param #RADIO self
|
||||
-- @param #boolean Loop
|
||||
-- @param #boolean Loop If true, message is repeated indefinitely.
|
||||
-- @return #RADIO self
|
||||
-- @usage
|
||||
function RADIO:SetLoop(Loop)
|
||||
self:F2(Loop)
|
||||
if type(Loop) == "boolean" then
|
||||
@@ -227,13 +264,12 @@ function RADIO:SetSubtitle(Subtitle, SubtitleDuration)
|
||||
self:E({"Subtitle is invalid. Subtitle reset.", self.Subtitle})
|
||||
end
|
||||
if type(SubtitleDuration) == "number" then
|
||||
if math.floor(math.abs(SubtitleDuration)) == SubtitleDuration then
|
||||
self.SubtitleDuration = SubtitleDuration
|
||||
return self
|
||||
end
|
||||
self.SubtitleDuration = SubtitleDuration
|
||||
else
|
||||
self.SubtitleDuration = 0
|
||||
self:E({"SubtitleDuration is invalid. SubtitleDuration reset.", self.SubtitleDuration})
|
||||
end
|
||||
self.SubtitleDuration = 0
|
||||
self:E({"SubtitleDuration is invalid. SubtitleDuration reset.", self.SubtitleDuration})
|
||||
return self
|
||||
end
|
||||
|
||||
--- Create a new transmission, that is to say, populate the RADIO with relevant data
|
||||
@@ -241,10 +277,10 @@ end
|
||||
-- but it will work with a UNIT or a GROUP anyway.
|
||||
-- Only the #RADIO and the Filename are mandatory
|
||||
-- @param #RADIO self
|
||||
-- @param #string FileName
|
||||
-- @param #number Frequency in MHz
|
||||
-- @param #number Modulation either radio.modulation.AM or radio.modulation.FM
|
||||
-- @param #number Power in W
|
||||
-- @param #string FileName Name of the sound file that will be transmitted.
|
||||
-- @param #number Frequency Frequency in MHz.
|
||||
-- @param #number Modulation Modulation of frequency, which is either radio.modulation.AM or radio.modulation.FM.
|
||||
-- @param #number Power Power in W.
|
||||
-- @return #RADIO self
|
||||
function RADIO:NewGenericTransmission(FileName, Frequency, Modulation, Power, Loop)
|
||||
self:F({FileName, Frequency, Modulation, Power})
|
||||
@@ -261,62 +297,86 @@ end
|
||||
|
||||
--- Create a new transmission, that is to say, populate the RADIO with relevant data
|
||||
-- In this function the data is especially relevant if the broadcaster is a UNIT or a GROUP,
|
||||
-- but it will work for any @{Positionable#POSITIONABLE}.
|
||||
-- but it will work for any @{Wrapper.Positionable#POSITIONABLE}.
|
||||
-- Only the RADIO and the Filename are mandatory.
|
||||
-- @param #RADIO self
|
||||
-- @param #string FileName
|
||||
-- @param #string Subtitle
|
||||
-- @param #number SubtitleDuration in s
|
||||
-- @param #number Frequency in MHz
|
||||
-- @param #number Modulation either radio.modulation.AM or radio.modulation.FM
|
||||
-- @param #boolean Loop
|
||||
-- @param #string FileName Name of sound file.
|
||||
-- @param #string Subtitle Subtitle to be displayed with sound file.
|
||||
-- @param #number SubtitleDuration Duration of subtitle display in seconds.
|
||||
-- @param #number Frequency Frequency in MHz.
|
||||
-- @param #number Modulation Modulation which can be either radio.modulation.AM or radio.modulation.FM
|
||||
-- @param #boolean Loop If true, loop message.
|
||||
-- @return #RADIO self
|
||||
function RADIO:NewUnitTransmission(FileName, Subtitle, SubtitleDuration, Frequency, Modulation, Loop)
|
||||
self:F({FileName, Subtitle, SubtitleDuration, Frequency, Modulation, Loop})
|
||||
|
||||
-- Set file name.
|
||||
self:SetFileName(FileName)
|
||||
if Subtitle then self:SetSubtitle(Subtitle) end
|
||||
if SubtitleDuration then self:SetSubtitleDuration(SubtitleDuration) end
|
||||
if Frequency then self:SetFrequency(Frequency) end
|
||||
if Modulation then self:SetModulation(Modulation) end
|
||||
if Loop then self:SetLoop(Loop) end
|
||||
|
||||
-- Set modulation AM/FM.
|
||||
if Modulation then
|
||||
self:SetModulation(Modulation)
|
||||
end
|
||||
|
||||
-- Set frequency.
|
||||
if Frequency then
|
||||
self:SetFrequency(Frequency)
|
||||
end
|
||||
|
||||
-- Set subtitle.
|
||||
if Subtitle then
|
||||
self:SetSubtitle(Subtitle, SubtitleDuration or 0)
|
||||
end
|
||||
|
||||
-- Set Looping.
|
||||
if Loop then
|
||||
self:SetLoop(Loop)
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Actually Broadcast the transmission
|
||||
--- Broadcast the transmission.
|
||||
-- * The Radio has to be populated with the new transmission before broadcasting.
|
||||
-- * Please use RADIO setters or either @{Radio#RADIO.NewGenericTransmission} or @{Radio#RADIO.NewUnitTransmission}
|
||||
-- * Please use RADIO setters or either @{#RADIO.NewGenericTransmission} or @{#RADIO.NewUnitTransmission}
|
||||
-- * This class is in fact pretty smart, it determines the right DCS function to use depending on the type of POSITIONABLE
|
||||
-- * If the POSITIONABLE is not a UNIT or a GROUP, we use the generic (but limited) trigger.action.radioTransmission()
|
||||
-- * If the POSITIONABLE is a UNIT or a GROUP, we use the "TransmitMessage" Command
|
||||
-- * If your POSITIONABLE is a UNIT or a GROUP, the Power is ignored.
|
||||
-- * If your POSITIONABLE is not a UNIT or a GROUP, the Subtitle, SubtitleDuration are ignored
|
||||
-- @param #RADIO self
|
||||
-- @param #boolean viatrigger Use trigger.action.radioTransmission() in any case, i.e. also for UNITS and GROUPS.
|
||||
-- @return #RADIO self
|
||||
function RADIO:Broadcast()
|
||||
self:F()
|
||||
-- If the POSITIONABLE is actually a UNIT or a GROUP, use the more complicated DCS command system
|
||||
if self.Positionable.ClassName == "UNIT" or self.Positionable.ClassName == "GROUP" then
|
||||
self:T2("Broadcasting from a UNIT or a GROUP")
|
||||
self.Positionable:SetCommand({
|
||||
function RADIO:Broadcast(viatrigger)
|
||||
self:F({viatrigger=viatrigger})
|
||||
|
||||
-- If the POSITIONABLE is actually a UNIT or a GROUP, use the more complicated DCS command system.
|
||||
if (self.Positionable.ClassName=="UNIT" or self.Positionable.ClassName=="GROUP") and (not viatrigger) then
|
||||
self:T("Broadcasting from a UNIT or a GROUP")
|
||||
|
||||
local commandTransmitMessage={
|
||||
id = "TransmitMessage",
|
||||
params = {
|
||||
file = self.FileName,
|
||||
duration = self.SubtitleDuration,
|
||||
subtitle = self.Subtitle,
|
||||
loop = self.Loop,
|
||||
}
|
||||
})
|
||||
}}
|
||||
|
||||
self:T3(commandTransmitMessage)
|
||||
self.Positionable:SetCommand(commandTransmitMessage)
|
||||
else
|
||||
-- If the POSITIONABLE is anything else, we revert to the general singleton function
|
||||
-- I need to give it a unique name, so that the transmission can be stopped later. I use the class ID
|
||||
self:T2("Broadcasting from a POSITIONABLE")
|
||||
self:T("Broadcasting from a POSITIONABLE")
|
||||
trigger.action.radioTransmission(self.FileName, self.Positionable:GetPositionVec3(), self.Modulation, self.Loop, self.Frequency, self.Power, tostring(self.ID))
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Stops a transmission
|
||||
-- This function is especially usefull to stop the broadcast of looped transmissions
|
||||
-- @param #RADIO self
|
||||
@@ -325,10 +385,10 @@ function RADIO:StopBroadcast()
|
||||
self:F()
|
||||
-- If the POSITIONABLE is a UNIT or a GROUP, stop the transmission with the DCS "StopTransmission" command
|
||||
if self.Positionable.ClassName == "UNIT" or self.Positionable.ClassName == "GROUP" then
|
||||
self.Positionable:SetCommand({
|
||||
id = "StopTransmission",
|
||||
params = {}
|
||||
})
|
||||
|
||||
local commandStopTransmission={id="StopTransmission", params={}}
|
||||
|
||||
self.Positionable:SetCommand(commandStopTransmission)
|
||||
else
|
||||
-- Else, we use the appropriate singleton funciton
|
||||
trigger.action.stopRadioTransmission(tostring(self.ID))
|
||||
@@ -337,43 +397,108 @@ function RADIO:StopBroadcast()
|
||||
end
|
||||
|
||||
|
||||
--- # BEACON class, extends @{Base#BASE}
|
||||
--
|
||||
-- After attaching a @{#BEACON} to your @{Positionable#POSITIONABLE}, you need to select the right function to activate the kind of beacon you want.
|
||||
--- After attaching a @{#BEACON} to your @{Wrapper.Positionable#POSITIONABLE}, you need to select the right function to activate the kind of beacon you want.
|
||||
-- There are two types of BEACONs available : the AA TACAN Beacon and the general purpose Radio Beacon.
|
||||
-- Note that in both case, you can set an optional parameter : the `BeaconDuration`. This can be very usefull to simulate the battery time if your BEACON is
|
||||
-- attach to a cargo crate, for exemple.
|
||||
--
|
||||
-- ## AA TACAN Beacon usage
|
||||
--
|
||||
-- This beacon only works with airborne @{Unit#UNIT} or a @{Group#GROUP}. Use @{#BEACON:AATACAN}() to set the beacon parameters and start the beacon.
|
||||
-- This beacon only works with airborne @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}. Use @{#BEACON:AATACAN}() to set the beacon parameters and start the beacon.
|
||||
-- Use @#BEACON:StopAATACAN}() to stop it.
|
||||
--
|
||||
-- ## General Purpose Radio Beacon usage
|
||||
--
|
||||
-- This beacon will work with any @{Positionable#POSITIONABLE}, but **it won't follow the @{Positionable#POSITIONABLE}** ! This means that you should only use it with
|
||||
-- @{Positionable#POSITIONABLE} that don't move, or move very slowly. Use @{#BEACON:RadioBeacon}() to set the beacon parameters and start the beacon.
|
||||
-- This beacon will work with any @{Wrapper.Positionable#POSITIONABLE}, but **it won't follow the @{Wrapper.Positionable#POSITIONABLE}** ! This means that you should only use it with
|
||||
-- @{Wrapper.Positionable#POSITIONABLE} that don't move, or move very slowly. Use @{#BEACON:RadioBeacon}() to set the beacon parameters and start the beacon.
|
||||
-- Use @{#BEACON:StopRadioBeacon}() to stop it.
|
||||
--
|
||||
-- @type BEACON
|
||||
-- @field #string ClassName Name of the class "BEACON".
|
||||
-- @field Wrapper.Controllable#CONTROLLABLE Positionable The @{#CONTROLLABLE} that will receive radio capabilities.
|
||||
-- @extends Core.Base#BASE
|
||||
BEACON = {
|
||||
ClassName = "BEACON",
|
||||
Positionable = nil,
|
||||
name=nil,
|
||||
}
|
||||
|
||||
--- Create a new BEACON Object. This doesn't activate the beacon, though, use @{#BEACON.AATACAN} or @{#BEACON.Generic}
|
||||
-- If you want to create a BEACON, you probably should use @{Positionable#POSITIONABLE.GetBeacon}() instead.
|
||||
--- Beacon types supported by DCS.
|
||||
-- @type BEACON.Type
|
||||
-- @field #number NULL
|
||||
-- @field #number VOR
|
||||
-- @field #number DME
|
||||
-- @field #number VOR_DME
|
||||
-- @field #number TACAN
|
||||
-- @field #number VORTAC
|
||||
-- @field #number RSBN
|
||||
-- @field #number BROADCAST_STATION
|
||||
-- @field #number HOMER
|
||||
-- @field #number AIRPORT_HOMER
|
||||
-- @field #number AIRPORT_HOMER_WITH_MARKER
|
||||
-- @field #number ILS_FAR_HOMER
|
||||
-- @field #number ILS_NEAR_HOMER
|
||||
-- @field #number ILS_LOCALIZER
|
||||
-- @field #number ILS_GLIDESLOPE
|
||||
-- @field #number NAUTICAL_HOMER
|
||||
-- @field #number ICLS
|
||||
BEACON.Type={
|
||||
NULL = 0,
|
||||
VOR = 1,
|
||||
DME = 2,
|
||||
VOR_DME = 3,
|
||||
TACAN = 4,
|
||||
VORTAC = 5,
|
||||
RSBN = 32,
|
||||
BROADCAST_STATION = 1024,
|
||||
HOMER = 8,
|
||||
AIRPORT_HOMER = 4104,
|
||||
AIRPORT_HOMER_WITH_MARKER = 4136,
|
||||
ILS_FAR_HOMER = 16408,
|
||||
ILS_NEAR_HOMER = 16456,
|
||||
ILS_LOCALIZER = 16640,
|
||||
ILS_GLIDESLOPE = 16896,
|
||||
NAUTICAL_HOMER = 32776,
|
||||
ICLS = 131584,
|
||||
}
|
||||
|
||||
--- Beacon systems supported by DCS. https://wiki.hoggitworld.com/view/DCS_command_activateBeacon
|
||||
-- @type BEACON.System
|
||||
-- @field #number PAR_10
|
||||
-- @field #number RSBN_5
|
||||
-- @field #number TACAN
|
||||
-- @field #number TACAN_TANKER
|
||||
-- @field #number ILS_LOCALIZER (This is the one to be used for AA TACAN Tanker!)
|
||||
-- @field #number ILS_GLIDESLOPE
|
||||
-- @field #number BROADCAST_STATION
|
||||
BEACON.System={
|
||||
PAR_10 = 1,
|
||||
RSBN_5 = 2,
|
||||
TACAN = 3,
|
||||
TACAN_TANKER = 4,
|
||||
ILS_LOCALIZER = 5,
|
||||
ILS_GLIDESLOPE = 6,
|
||||
BROADCAST_STATION = 7,
|
||||
}
|
||||
|
||||
--- Create a new BEACON Object. This doesn't activate the beacon, though, use @{#BEACON.ActivateTACAN} etc.
|
||||
-- If you want to create a BEACON, you probably should use @{Wrapper.Positionable#POSITIONABLE.GetBeacon}() instead.
|
||||
-- @param #BEACON self
|
||||
-- @param Wrapper.Positionable#POSITIONABLE Positionable The @{Positionable} that will receive radio capabilities.
|
||||
-- @return #BEACON Beacon
|
||||
-- @return #nil If Positionable is invalid
|
||||
-- @return #BEACON Beacon object or #nil if the positionable is invalid.
|
||||
function BEACON:New(Positionable)
|
||||
local self = BASE:Inherit(self, BASE:New())
|
||||
|
||||
-- Inherit BASE.
|
||||
local self=BASE:Inherit(self, BASE:New()) --#BEACON
|
||||
|
||||
-- Debug.
|
||||
self:F(Positionable)
|
||||
|
||||
-- Set positionable.
|
||||
if Positionable:GetPointVec2() then -- It's stupid, but the only way I found to make sure positionable is valid
|
||||
self.Positionable = Positionable
|
||||
self.name=Positionable:GetName()
|
||||
self:I(string.format("New BEACON %s", tostring(self.name)))
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -382,44 +507,95 @@ function BEACON:New(Positionable)
|
||||
end
|
||||
|
||||
|
||||
--- Converts a TACAN Channel/Mode couple into a frequency in Hz
|
||||
--- Activates a TACAN BEACON.
|
||||
-- @param #BEACON self
|
||||
-- @param #number TACANChannel
|
||||
-- @param #string TACANMode
|
||||
-- @return #number Frequecy
|
||||
-- @return #nil if parameters are invalid
|
||||
function BEACON:_TACANToFrequency(TACANChannel, TACANMode)
|
||||
self:F3({TACANChannel, TACANMode})
|
||||
|
||||
if type(TACANChannel) ~= "number" then
|
||||
if TACANMode ~= "X" and TACANMode ~= "Y" then
|
||||
return nil -- error in arguments
|
||||
end
|
||||
-- @param #number Channel TACAN channel, i.e. the "10" part in "10Y".
|
||||
-- @param #string Mode TACAN mode, i.e. the "Y" part in "10Y".
|
||||
-- @param #string Message The Message that is going to be coded in Morse and broadcasted by the beacon.
|
||||
-- @param #boolean Bearing If true, beacon provides bearing information. If false (or nil), only distance information is available.
|
||||
-- @param #number Duration How long will the beacon last in seconds. Omit for forever.
|
||||
-- @return #BEACON self
|
||||
-- @usage
|
||||
-- -- Let's create a TACAN Beacon for a tanker
|
||||
-- local myUnit = UNIT:FindByName("MyUnit")
|
||||
-- local myBeacon = myUnit:GetBeacon() -- Creates the beacon
|
||||
--
|
||||
-- myBeacon:ActivateTACAN(20, "Y", "TEXACO", true) -- Activate the beacon
|
||||
function BEACON:ActivateTACAN(Channel, Mode, Message, Bearing, Duration)
|
||||
self:T({channel=Channel, mode=Mode, callsign=Message, bearing=Bearing, duration=Duration})
|
||||
|
||||
-- Get frequency.
|
||||
local Frequency=UTILS.TACANToFrequency(Channel, Mode)
|
||||
|
||||
-- Check.
|
||||
if not Frequency then
|
||||
self:E({"The passed TACAN channel is invalid, the BEACON is not emitting"})
|
||||
return self
|
||||
end
|
||||
|
||||
-- This code is largely based on ED's code, in DCS World\Scripts\World\Radio\BeaconTypes.lua, line 137.
|
||||
-- I have no idea what it does but it seems to work
|
||||
local A = 1151 -- 'X', channel >= 64
|
||||
local B = 64 -- channel >= 64
|
||||
-- Beacon type.
|
||||
local Type=BEACON.Type.TACAN
|
||||
|
||||
if TACANChannel < 64 then
|
||||
B = 1
|
||||
end
|
||||
-- Beacon system.
|
||||
local System=BEACON.System.TACAN
|
||||
|
||||
if TACANMode == 'Y' then
|
||||
A = 1025
|
||||
if TACANChannel < 64 then
|
||||
A = 1088
|
||||
end
|
||||
else -- 'X'
|
||||
if TACANChannel < 64 then
|
||||
A = 962
|
||||
-- Check if unit is an aircraft and set system accordingly.
|
||||
local AA=self.Positionable:IsAir()
|
||||
if AA then
|
||||
System=5 --NOTE: 5 is how you cat the correct tanker behaviour! --BEACON.System.TACAN_TANKER
|
||||
-- Check if "Y" mode is selected for aircraft.
|
||||
if Mode~="Y" then
|
||||
self:E({"WARNING: The POSITIONABLE you want to attach the AA Tacan Beacon is an aircraft: Mode should Y !The BEACON is not emitting.", self.Positionable})
|
||||
end
|
||||
end
|
||||
|
||||
return (A + TACANChannel - B) * 1000000
|
||||
-- Attached unit.
|
||||
local UnitID=self.Positionable:GetID()
|
||||
|
||||
-- Debug.
|
||||
self:I({string.format("BEACON Activating TACAN %s: Channel=%d%s, Morse=%s, Bearing=%s, Duration=%s!", tostring(self.name), Channel, Mode, Message, tostring(Bearing), tostring(Duration))})
|
||||
|
||||
-- Start beacon.
|
||||
self.Positionable:CommandActivateBeacon(Type, System, Frequency, UnitID, Channel, Mode, AA, Message, Bearing)
|
||||
|
||||
-- Stop sheduler.
|
||||
if Duration then
|
||||
self.Positionable:DeactivateBeacon(Duration)
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Activates an ICLS BEACON. The unit the BEACON is attached to should be an aircraft carrier supporting this system.
|
||||
-- @param #BEACON self
|
||||
-- @param #number Channel ICLS channel.
|
||||
-- @param #string Callsign The Message that is going to be coded in Morse and broadcasted by the beacon.
|
||||
-- @param #number Duration How long will the beacon last in seconds. Omit for forever.
|
||||
-- @return #BEACON self
|
||||
function BEACON:ActivateICLS(Channel, Callsign, Duration)
|
||||
self:F({Channel=Channel, Callsign=Callsign, Duration=Duration})
|
||||
|
||||
-- Attached unit.
|
||||
local UnitID=self.Positionable:GetID()
|
||||
|
||||
-- Debug
|
||||
self:T2({"ICLS BEACON started!"})
|
||||
|
||||
-- Start beacon.
|
||||
self.Positionable:CommandActivateICLS(Channel, UnitID, Callsign)
|
||||
|
||||
-- Stop sheduler
|
||||
if Duration then -- Schedule the stop of the BEACON if asked by the MD
|
||||
self.Positionable:DeactivateBeacon(Duration)
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
--- Activates a TACAN BEACON on an Aircraft.
|
||||
-- @param #BEACON self
|
||||
@@ -472,7 +648,7 @@ function BEACON:AATACAN(TACANChannel, Message, Bearing, BeaconDuration)
|
||||
})
|
||||
|
||||
if BeaconDuration then -- Schedule the stop of the BEACON if asked by the MD
|
||||
SCHEDULER:New( nil,
|
||||
SCHEDULER:New(nil,
|
||||
function()
|
||||
self:StopAATACAN()
|
||||
end, {}, BeaconDuration)
|
||||
@@ -583,4 +759,45 @@ function BEACON:StopRadioBeacon()
|
||||
self:F()
|
||||
-- The unique name of the transmission is the class ID
|
||||
trigger.action.stopRadioTransmission(tostring(self.ID))
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Converts a TACAN Channel/Mode couple into a frequency in Hz
|
||||
-- @param #BEACON self
|
||||
-- @param #number TACANChannel
|
||||
-- @param #string TACANMode
|
||||
-- @return #number Frequecy
|
||||
-- @return #nil if parameters are invalid
|
||||
function BEACON:_TACANToFrequency(TACANChannel, TACANMode)
|
||||
self:F3({TACANChannel, TACANMode})
|
||||
|
||||
if type(TACANChannel) ~= "number" then
|
||||
if TACANMode ~= "X" and TACANMode ~= "Y" then
|
||||
return nil -- error in arguments
|
||||
end
|
||||
end
|
||||
|
||||
-- This code is largely based on ED's code, in DCS World\Scripts\World\Radio\BeaconTypes.lua, line 137.
|
||||
-- I have no idea what it does but it seems to work
|
||||
local A = 1151 -- 'X', channel >= 64
|
||||
local B = 64 -- channel >= 64
|
||||
|
||||
if TACANChannel < 64 then
|
||||
B = 1
|
||||
end
|
||||
|
||||
if TACANMode == 'Y' then
|
||||
A = 1025
|
||||
if TACANChannel < 64 then
|
||||
A = 1088
|
||||
end
|
||||
else -- 'X'
|
||||
if TACANChannel < 64 then
|
||||
A = 962
|
||||
end
|
||||
end
|
||||
|
||||
return (A + TACANChannel - B) * 1000000
|
||||
end
|
||||
|
||||
|
||||
|
||||
567
Moose Development/Moose/Core/RadioQueue.lua
Normal file
567
Moose Development/Moose/Core/RadioQueue.lua
Normal file
@@ -0,0 +1,567 @@
|
||||
--- **Core** - Queues Radio Transmissions.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Features:
|
||||
--
|
||||
-- * Managed Radio Transmissions.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Authors: funkyfranky
|
||||
--
|
||||
-- @module Core.RadioQueue
|
||||
-- @image Core_Radio.JPG
|
||||
|
||||
--- Manages radio transmissions.
|
||||
--
|
||||
-- @type RADIOQUEUE
|
||||
-- @field #string ClassName Name of the class "RADIOQUEUE".
|
||||
-- @field #boolean Debug Debug mode. More info.
|
||||
-- @field #string lid ID for dcs.log.
|
||||
-- @field #number frequency The radio frequency in Hz.
|
||||
-- @field #number modulation The radio modulation. Either radio.modulation.AM or radio.modulation.FM.
|
||||
-- @field Core.Scheduler#SCHEDULER scheduler The scheduler.
|
||||
-- @field #string RQid The radio queue scheduler ID.
|
||||
-- @field #table queue The queue of transmissions.
|
||||
-- @field #string alias Name of the radio.
|
||||
-- @field #number dt Time interval in seconds for checking the radio queue.
|
||||
-- @field #number delay Time delay before starting the radio queue.
|
||||
-- @field #number Tlast Time (abs) when the last transmission finished.
|
||||
-- @field Core.Point#COORDINATE sendercoord Coordinate from where transmissions are broadcasted.
|
||||
-- @field #number sendername Name of the sending unit or static.
|
||||
-- @field #boolean senderinit Set frequency was initialized.
|
||||
-- @field #number power Power of radio station in Watts. Default 100 W.
|
||||
-- @field #table numbers Table of number transmission parameters.
|
||||
-- @field #boolean checking Scheduler is checking the radio queue.
|
||||
-- @field #boolean schedonce Call ScheduleOnce instead of normal scheduler.
|
||||
-- @extends Core.Base#BASE
|
||||
RADIOQUEUE = {
|
||||
ClassName = "RADIOQUEUE",
|
||||
Debug = nil,
|
||||
lid = nil,
|
||||
frequency = nil,
|
||||
modulation = nil,
|
||||
scheduler = nil,
|
||||
RQid = nil,
|
||||
queue = {},
|
||||
alias = nil,
|
||||
dt = nil,
|
||||
delay = nil,
|
||||
Tlast = nil,
|
||||
sendercoord = nil,
|
||||
sendername = nil,
|
||||
senderinit = nil,
|
||||
power = nil,
|
||||
numbers = {},
|
||||
checking = nil,
|
||||
schedonce = nil,
|
||||
}
|
||||
|
||||
--- Radio queue transmission data.
|
||||
-- @type RADIOQUEUE.Transmission
|
||||
-- @field #string filename Name of the file to be transmitted.
|
||||
-- @field #string path Path in miz file where the file is located.
|
||||
-- @field #number duration Duration in seconds.
|
||||
-- @field #string subtitle Subtitle of the transmission.
|
||||
-- @field #number subduration Duration of the subtitle being displayed.
|
||||
-- @field #number Tstarted Mission time (abs) in seconds when the transmission started.
|
||||
-- @field #boolean isplaying If true, transmission is currently playing.
|
||||
-- @field #number Tplay Mission time (abs) in seconds when the transmission should be played.
|
||||
-- @field #number interval Interval in seconds before next transmission.
|
||||
|
||||
|
||||
--- Create a new RADIOQUEUE object for a given radio frequency/modulation.
|
||||
-- @param #RADIOQUEUE self
|
||||
-- @param #number frequency The radio frequency in MHz.
|
||||
-- @param #number modulation (Optional) The radio modulation. Default radio.modulation.AM.
|
||||
-- @param #string alias (Optional) Name of the radio queue.
|
||||
-- @return #RADIOQUEUE self The RADIOQUEUE object.
|
||||
function RADIOQUEUE:New(frequency, modulation, alias)
|
||||
|
||||
-- Inherit base
|
||||
local self=BASE:Inherit(self, BASE:New()) -- #RADIOQUEUE
|
||||
|
||||
self.alias=alias or "My Radio"
|
||||
|
||||
self.lid=string.format("RADIOQUEUE %s | ", self.alias)
|
||||
|
||||
if frequency==nil then
|
||||
self:E(self.lid.."ERROR: No frequency specified as first parameter!")
|
||||
return nil
|
||||
end
|
||||
|
||||
-- Frequency in Hz.
|
||||
self.frequency=frequency*1000000
|
||||
|
||||
-- Modulation.
|
||||
self.modulation=modulation or radio.modulation.AM
|
||||
|
||||
-- Set radio power.
|
||||
self:SetRadioPower()
|
||||
|
||||
-- Scheduler.
|
||||
self.scheduler=SCHEDULER:New()
|
||||
self.scheduler:NoTrace()
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Start the radio queue.
|
||||
-- @param #RADIOQUEUE self
|
||||
-- @param #number delay (Optional) Delay in seconds, before the radio queue is started. Default 1 sec.
|
||||
-- @param #number dt (Optional) Time step in seconds for checking the queue. Default 0.01 sec.
|
||||
-- @return #RADIOQUEUE self The RADIOQUEUE object.
|
||||
function RADIOQUEUE:Start(delay, dt)
|
||||
|
||||
self.delay=delay or 1
|
||||
|
||||
self.dt=dt or 0.01
|
||||
|
||||
self:I(self.lid..string.format("Starting RADIOQUEUE %s on Frequency %.2f MHz [modulation=%d] in %.1f seconds (dt=%.3f sec)", self.alias, self.frequency/1000000, self.modulation, delay, dt))
|
||||
|
||||
|
||||
if self.schedonce then
|
||||
self:_CheckRadioQueueDelayed(self.delta)
|
||||
else
|
||||
--self.RQid=self.scheduler:Schedule(self, self._CheckRadioQueue, {}, delay, dt)
|
||||
self.RQid=self.scheduler:Schedule(nil, RADIOQUEUE._CheckRadioQueue, {self}, delay, dt)
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Stop the radio queue. Stop scheduler and delete queue.
|
||||
-- @param #RADIOQUEUE self
|
||||
-- @return #RADIOQUEUE self The RADIOQUEUE object.
|
||||
function RADIOQUEUE:Stop()
|
||||
self:I(self.lid.."Stopping RADIOQUEUE.")
|
||||
self.scheduler:Stop(self.RQid)
|
||||
self.queue={}
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set coordinate from where the transmission is broadcasted.
|
||||
-- @param #RADIOQUEUE self
|
||||
-- @param Core.Point#COORDINATE coordinate Coordinate of the sender.
|
||||
-- @return #RADIOQUEUE self The RADIOQUEUE object.
|
||||
function RADIOQUEUE:SetSenderCoordinate(coordinate)
|
||||
self.sendercoord=coordinate
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set name of unit or static from which transmissions are made.
|
||||
-- @param #RADIOQUEUE self
|
||||
-- @param #string name Name of the unit or static used for transmissions.
|
||||
-- @return #RADIOQUEUE self The RADIOQUEUE object.
|
||||
function RADIOQUEUE:SetSenderUnitName(name)
|
||||
self.sendername=name
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set radio power. Note that this only applies if no relay unit is used.
|
||||
-- @param #RADIOQUEUE self
|
||||
-- @param #number power Radio power in Watts. Default 100 W.
|
||||
-- @return #RADIOQUEUE self The RADIOQUEUE object.
|
||||
function RADIOQUEUE:SetRadioPower(power)
|
||||
self.power=power or 100
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set parameters of a digit.
|
||||
-- @param #RADIOQUEUE self
|
||||
-- @param #number digit The digit 0-9.
|
||||
-- @param #string filename The name of the sound file.
|
||||
-- @param #number duration The duration of the sound file in seconds.
|
||||
-- @param #string path The directory within the miz file where the sound is located. Default "l10n/DEFAULT/".
|
||||
-- @param #string subtitle Subtitle of the transmission.
|
||||
-- @param #number subduration Duration [sec] of the subtitle being displayed. Default 5 sec.
|
||||
-- @return #RADIOQUEUE self The RADIOQUEUE object.
|
||||
function RADIOQUEUE:SetDigit(digit, filename, duration, path, subtitle, subduration)
|
||||
|
||||
local transmission={} --#RADIOQUEUE.Transmission
|
||||
transmission.filename=filename
|
||||
transmission.duration=duration
|
||||
transmission.path=path or "l10n/DEFAULT/"
|
||||
transmission.subtitle=nil
|
||||
transmission.subduration=nil
|
||||
|
||||
-- Convert digit to string in case it is given as a number.
|
||||
if type(digit)=="number" then
|
||||
digit=tostring(digit)
|
||||
end
|
||||
|
||||
-- Set transmission.
|
||||
self.numbers[digit]=transmission
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Add a transmission to the radio queue.
|
||||
-- @param #RADIOQUEUE self
|
||||
-- @param #RADIOQUEUE.Transmission transmission The transmission data table.
|
||||
-- @return #RADIOQUEUE self The RADIOQUEUE object.
|
||||
function RADIOQUEUE:AddTransmission(transmission)
|
||||
self:F({transmission=transmission})
|
||||
|
||||
-- Init.
|
||||
transmission.isplaying=false
|
||||
transmission.Tstarted=nil
|
||||
|
||||
-- Add to queue.
|
||||
table.insert(self.queue, transmission)
|
||||
|
||||
-- Start checking.
|
||||
if self.schedonce and not self.checking then
|
||||
self:_CheckRadioQueueDelayed()
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Add a transmission to the radio queue.
|
||||
-- @param #RADIOQUEUE self
|
||||
-- @param #string filename Name of the sound file. Usually an ogg or wav file type.
|
||||
-- @param #number duration Duration in seconds the file lasts.
|
||||
-- @param #number path Directory path inside the miz file where the sound file is located. Default "l10n/DEFAULT/".
|
||||
-- @param #number tstart Start time (abs) seconds. Default now.
|
||||
-- @param #number interval Interval in seconds after the last transmission finished.
|
||||
-- @param #string subtitle Subtitle of the transmission.
|
||||
-- @param #number subduration Duration [sec] of the subtitle being displayed. Default 5 sec.
|
||||
-- @return #RADIOQUEUE self The RADIOQUEUE object.
|
||||
function RADIOQUEUE:NewTransmission(filename, duration, path, tstart, interval, subtitle, subduration)
|
||||
|
||||
-- Sanity checks.
|
||||
if not filename then
|
||||
self:E(self.lid.."ERROR: No filename specified.")
|
||||
return nil
|
||||
end
|
||||
if type(filename)~="string" then
|
||||
self:E(self.lid.."ERROR: Filename specified is NOT a string.")
|
||||
return nil
|
||||
end
|
||||
|
||||
if not duration then
|
||||
self:E(self.lid.."ERROR: No duration of transmission specified.")
|
||||
return nil
|
||||
end
|
||||
if type(duration)~="number" then
|
||||
self:E(self.lid.."ERROR: Duration specified is NOT a number.")
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
local transmission={} --#RADIOQUEUE.Transmission
|
||||
transmission.filename=filename
|
||||
transmission.duration=duration
|
||||
transmission.path=path or "l10n/DEFAULT/"
|
||||
transmission.Tplay=tstart or timer.getAbsTime()
|
||||
transmission.subtitle=subtitle
|
||||
transmission.interval=interval or 0
|
||||
if transmission.subtitle then
|
||||
transmission.subduration=subduration or 5
|
||||
else
|
||||
transmission.subduration=nil
|
||||
end
|
||||
|
||||
-- Add transmission to queue.
|
||||
self:AddTransmission(transmission)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Convert a number (as string) into a radio transmission.
|
||||
-- E.g. for board number or headings.
|
||||
-- @param #RADIOQUEUE self
|
||||
-- @param #string number Number string, e.g. "032" or "183".
|
||||
-- @param #number delay Delay before transmission in seconds.
|
||||
-- @param #number interval Interval between the next call.
|
||||
-- @return #number Duration of the call in seconds.
|
||||
function RADIOQUEUE:Number2Transmission(number, delay, interval)
|
||||
|
||||
--- Split string into characters.
|
||||
local function _split(str)
|
||||
local chars={}
|
||||
for i=1,#str do
|
||||
local c=str:sub(i,i)
|
||||
table.insert(chars, c)
|
||||
end
|
||||
return chars
|
||||
end
|
||||
|
||||
-- Split string into characters.
|
||||
local numbers=_split(number)
|
||||
|
||||
local wait=0
|
||||
for i=1,#numbers do
|
||||
|
||||
-- Current number
|
||||
local n=numbers[i]
|
||||
|
||||
-- Radio call.
|
||||
local transmission=UTILS.DeepCopy(self.numbers[n]) --#RADIOQUEUE.Transmission
|
||||
|
||||
transmission.Tplay=timer.getAbsTime()+(delay or 0)
|
||||
|
||||
if interval and i==1 then
|
||||
transmission.interval=interval
|
||||
end
|
||||
|
||||
self:AddTransmission(transmission)
|
||||
|
||||
-- Add up duration of the number.
|
||||
wait=wait+transmission.duration
|
||||
end
|
||||
|
||||
-- Return the total duration of the call.
|
||||
return wait
|
||||
end
|
||||
|
||||
|
||||
--- Broadcast radio message.
|
||||
-- @param #RADIOQUEUE self
|
||||
-- @param #RADIOQUEUE.Transmission transmission The transmission.
|
||||
function RADIOQUEUE:Broadcast(transmission)
|
||||
|
||||
-- Get unit sending the transmission.
|
||||
local sender=self:_GetRadioSender()
|
||||
|
||||
-- Construct file name.
|
||||
local filename=string.format("%s%s", transmission.path, transmission.filename)
|
||||
|
||||
if sender then
|
||||
|
||||
-- Broadcasting from aircraft. Only players tuned in to the right frequency will see the message.
|
||||
self:T(self.lid..string.format("Broadcasting from aircraft %s", sender:GetName()))
|
||||
|
||||
|
||||
if not self.senderinit then
|
||||
|
||||
-- Command to set the Frequency for the transmission.
|
||||
local commandFrequency={
|
||||
id="SetFrequency",
|
||||
params={
|
||||
frequency=self.frequency, -- Frequency in Hz.
|
||||
modulation=self.modulation,
|
||||
}}
|
||||
|
||||
-- Set commend for frequency
|
||||
sender:SetCommand(commandFrequency)
|
||||
|
||||
self.senderinit=true
|
||||
end
|
||||
|
||||
-- Command to tranmit the call.
|
||||
local commandTransmit={
|
||||
id = "TransmitMessage",
|
||||
params = {
|
||||
file=filename,
|
||||
duration=transmission.subduration,
|
||||
subtitle=transmission.subtitle or "",
|
||||
loop=false,
|
||||
}}
|
||||
|
||||
-- Set command for radio transmission.
|
||||
sender:SetCommand(commandTransmit)
|
||||
|
||||
-- Debug message.
|
||||
local text=string.format("file=%s, freq=%.2f MHz, duration=%.2f sec, subtitle=%s", filename, self.frequency/1000000, transmission.duration, transmission.subtitle or "")
|
||||
MESSAGE:New(text, 2, "RADIOQUEUE "..self.alias):ToAllIf(self.Debug)
|
||||
|
||||
else
|
||||
|
||||
-- Broadcasting from carrier. No subtitle possible. Need to send messages to players.
|
||||
self:T(self.lid..string.format("Broadcasting via trigger.action.radioTransmission()."))
|
||||
|
||||
-- Position from where to transmit.
|
||||
local vec3=nil
|
||||
|
||||
-- Try to get positon from sender unit/static.
|
||||
if self.sendername then
|
||||
local coord=self:_GetRadioSenderCoord()
|
||||
if coord then
|
||||
vec3=coord:GetVec3()
|
||||
end
|
||||
end
|
||||
|
||||
-- Try to get fixed positon.
|
||||
if self.sendercoord and not vec3 then
|
||||
vec3=self.sendercoord:GetVec3()
|
||||
end
|
||||
|
||||
-- Transmit via trigger.
|
||||
if vec3 then
|
||||
self:T("Sending")
|
||||
self:T( { filename = filename, vec3 = vec3, modulation = self.modulation, frequency = self.frequency, power = self.power } )
|
||||
|
||||
-- Trigger transmission.
|
||||
trigger.action.radioTransmission(filename, vec3, self.modulation, false, self.frequency, self.power)
|
||||
|
||||
-- Debug message.
|
||||
local text=string.format("file=%s, freq=%.2f MHz, duration=%.2f sec, subtitle=%s", filename, self.frequency/1000000, transmission.duration, transmission.subtitle or "")
|
||||
MESSAGE:New(string.format(text, filename, transmission.duration, transmission.subtitle or ""), 5, "RADIOQUEUE "..self.alias):ToAllIf(self.Debug)
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
--- Start checking the radio queue.
|
||||
-- @param #RADIOQUEUE self
|
||||
-- @param #number delay Delay in seconds before checking.
|
||||
function RADIOQUEUE:_CheckRadioQueueDelayed(delay)
|
||||
self.checking=true
|
||||
self:ScheduleOnce(delay or self.dt, RADIOQUEUE._CheckRadioQueue, self)
|
||||
end
|
||||
|
||||
--- Check radio queue for transmissions to be broadcasted.
|
||||
-- @param #RADIOQUEUE self
|
||||
function RADIOQUEUE:_CheckRadioQueue()
|
||||
--env.info("FF check radio queue "..self.alias)
|
||||
|
||||
-- Check if queue is empty.
|
||||
if #self.queue==0 then
|
||||
-- Queue is now empty. Nothing to else to do.
|
||||
self.checking=false
|
||||
return
|
||||
end
|
||||
|
||||
-- Get current abs time.
|
||||
local time=timer.getAbsTime()
|
||||
|
||||
local playing=false
|
||||
local next=nil --#RADIOQUEUE.Transmission
|
||||
local remove=nil
|
||||
for i,_transmission in ipairs(self.queue) do
|
||||
local transmission=_transmission --#RADIOQUEUE.Transmission
|
||||
|
||||
-- Check if transmission time has passed.
|
||||
if time>=transmission.Tplay then
|
||||
|
||||
-- Check if transmission is currently playing.
|
||||
if transmission.isplaying then
|
||||
|
||||
-- Check if transmission is finished.
|
||||
if time>=transmission.Tstarted+transmission.duration then
|
||||
|
||||
-- Transmission over.
|
||||
transmission.isplaying=false
|
||||
|
||||
-- Remove ith element in queue.
|
||||
remove=i
|
||||
|
||||
-- Store time last transmission finished.
|
||||
self.Tlast=time
|
||||
|
||||
else -- still playing
|
||||
|
||||
-- Transmission is still playing.
|
||||
playing=true
|
||||
|
||||
end
|
||||
|
||||
else -- not playing yet
|
||||
|
||||
local Tlast=self.Tlast
|
||||
|
||||
if transmission.interval==nil then
|
||||
|
||||
-- Not playing ==> this will be next.
|
||||
if next==nil then
|
||||
next=transmission
|
||||
end
|
||||
|
||||
else
|
||||
|
||||
if Tlast==nil or time-Tlast>=transmission.interval then
|
||||
next=transmission
|
||||
else
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
-- We got a transmission or one with an interval that is not due yet. No need for anything else.
|
||||
if next or Tlast then
|
||||
break
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
else
|
||||
|
||||
-- Transmission not due yet.
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
-- Found a new transmission.
|
||||
if next~=nil and not playing then
|
||||
self:Broadcast(next)
|
||||
next.isplaying=true
|
||||
next.Tstarted=time
|
||||
end
|
||||
|
||||
-- Remove completed calls from queue.
|
||||
if remove then
|
||||
table.remove(self.queue, remove)
|
||||
end
|
||||
|
||||
-- Check queue.
|
||||
if self.schedonce then
|
||||
self:_CheckRadioQueueDelayed()
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Get unit from which we want to transmit a radio message. This has to be an aircraft for subtitles to work.
|
||||
-- @param #RADIOQUEUE self
|
||||
-- @return Wrapper.Unit#UNIT Sending aircraft unit or nil if was not setup, is not an aircraft or is not alive.
|
||||
function RADIOQUEUE:_GetRadioSender()
|
||||
|
||||
-- Check if we have a sending aircraft.
|
||||
local sender=nil --Wrapper.Unit#UNIT
|
||||
|
||||
-- Try the general default.
|
||||
if self.sendername then
|
||||
-- First try to find a unit
|
||||
sender=UNIT:FindByName(self.sendername)
|
||||
|
||||
-- Check that sender is alive and an aircraft.
|
||||
if sender and sender:IsAlive() and sender:IsAir() then
|
||||
return sender
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Get unit from which we want to transmit a radio message. This has to be an aircraft for subtitles to work.
|
||||
-- @param #RADIOQUEUE self
|
||||
-- @return Core.Point#COORDINATE Coordinate of the sender unit.
|
||||
function RADIOQUEUE:_GetRadioSenderCoord()
|
||||
|
||||
local vec3=nil
|
||||
|
||||
-- Try the general default.
|
||||
if self.sendername then
|
||||
|
||||
-- First try to find a unit
|
||||
local sender=UNIT:FindByName(self.sendername)
|
||||
|
||||
-- Check that sender is alive and an aircraft.
|
||||
if sender and sender:IsAlive() then
|
||||
return sender:GetCoordinate()
|
||||
end
|
||||
|
||||
-- Now try a static.
|
||||
local sender=STATIC:FindByName( self.sendername, false )
|
||||
|
||||
-- Check that sender is alive and an aircraft.
|
||||
if sender then
|
||||
return sender:GetCoordinate()
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
405
Moose Development/Moose/Core/RadioSpeech.lua
Normal file
405
Moose Development/Moose/Core/RadioSpeech.lua
Normal file
@@ -0,0 +1,405 @@
|
||||
--- **Core** - Makes the radio talk.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Features:
|
||||
--
|
||||
-- * Send text strings using a vocabulary that is converted in spoken language.
|
||||
-- * Possiblity to implement multiple language.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Authors: FlightControl
|
||||
--
|
||||
-- @module Core.RadioSpeech
|
||||
-- @image Core_Radio.JPG
|
||||
|
||||
--- Makes the radio speak.
|
||||
--
|
||||
-- # RADIOSPEECH usage
|
||||
--
|
||||
--
|
||||
-- @type RADIOSPEECH
|
||||
-- @extends Core.RadioQueue#RADIOQUEUE
|
||||
RADIOSPEECH = {
|
||||
ClassName = "RADIOSPEECH",
|
||||
Vocabulary = {
|
||||
EN = {},
|
||||
DE = {},
|
||||
RU = {},
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
RADIOSPEECH.Vocabulary.EN = {
|
||||
["1"] = { "1", 0.25 },
|
||||
["2"] = { "2", 0.25 },
|
||||
["3"] = { "3", 0.30 },
|
||||
["4"] = { "4", 0.35 },
|
||||
["5"] = { "5", 0.35 },
|
||||
["6"] = { "6", 0.42 },
|
||||
["7"] = { "7", 0.38 },
|
||||
["8"] = { "8", 0.20 },
|
||||
["9"] = { "9", 0.32 },
|
||||
["10"] = { "10", 0.35 },
|
||||
["11"] = { "11", 0.40 },
|
||||
["12"] = { "12", 0.42 },
|
||||
["13"] = { "13", 0.38 },
|
||||
["14"] = { "14", 0.42 },
|
||||
["15"] = { "15", 0.42 },
|
||||
["16"] = { "16", 0.52 },
|
||||
["17"] = { "17", 0.59 },
|
||||
["18"] = { "18", 0.40 },
|
||||
["19"] = { "19", 0.47 },
|
||||
["20"] = { "20", 0.38 },
|
||||
["30"] = { "30", 0.29 },
|
||||
["40"] = { "40", 0.35 },
|
||||
["50"] = { "50", 0.32 },
|
||||
["60"] = { "60", 0.44 },
|
||||
["70"] = { "70", 0.48 },
|
||||
["80"] = { "80", 0.26 },
|
||||
["90"] = { "90", 0.36 },
|
||||
["100"] = { "100", 0.55 },
|
||||
["200"] = { "200", 0.55 },
|
||||
["300"] = { "300", 0.61 },
|
||||
["400"] = { "400", 0.60 },
|
||||
["500"] = { "500", 0.61 },
|
||||
["600"] = { "600", 0.65 },
|
||||
["700"] = { "700", 0.70 },
|
||||
["800"] = { "800", 0.54 },
|
||||
["900"] = { "900", 0.60 },
|
||||
["1000"] = { "1000", 0.60 },
|
||||
["2000"] = { "2000", 0.61 },
|
||||
["3000"] = { "3000", 0.64 },
|
||||
["4000"] = { "4000", 0.62 },
|
||||
["5000"] = { "5000", 0.69 },
|
||||
["6000"] = { "6000", 0.69 },
|
||||
["7000"] = { "7000", 0.75 },
|
||||
["8000"] = { "8000", 0.59 },
|
||||
["9000"] = { "9000", 0.65 },
|
||||
|
||||
["chevy"] = { "chevy", 0.35 },
|
||||
["colt"] = { "colt", 0.35 },
|
||||
["springfield"] = { "springfield", 0.65 },
|
||||
["dodge"] = { "dodge", 0.35 },
|
||||
["enfield"] = { "enfield", 0.5 },
|
||||
["ford"] = { "ford", 0.32 },
|
||||
["pontiac"] = { "pontiac", 0.55 },
|
||||
["uzi"] = { "uzi", 0.28 },
|
||||
|
||||
["degrees"] = { "degrees", 0.5 },
|
||||
["kilometers"] = { "kilometers", 0.65 },
|
||||
["km"] = { "kilometers", 0.65 },
|
||||
["miles"] = { "miles", 0.45 },
|
||||
["meters"] = { "meters", 0.41 },
|
||||
["mi"] = { "miles", 0.45 },
|
||||
["feet"] = { "feet", 0.29 },
|
||||
|
||||
["br"] = { "br", 1.1 },
|
||||
["bra"] = { "bra", 0.3 },
|
||||
|
||||
|
||||
["returning to base"] = { "returning_to_base", 0.85 },
|
||||
["on route to ground target"] = { "on_route_to_ground_target", 1.05 },
|
||||
["intercepting bogeys"] = { "intercepting_bogeys", 1.00 },
|
||||
["engaging ground target"] = { "engaging_ground_target", 1.20 },
|
||||
["engaging bogeys"] = { "engaging_bogeys", 0.81 },
|
||||
["wheels up"] = { "wheels_up", 0.42 },
|
||||
["landing at base"] = { "landing at base", 0.8 },
|
||||
["patrolling"] = { "patrolling", 0.55 },
|
||||
|
||||
["for"] = { "for", 0.31 },
|
||||
["and"] = { "and", 0.31 },
|
||||
["at"] = { "at", 0.3 },
|
||||
["dot"] = { "dot", 0.26 },
|
||||
["defender"] = { "defender", 0.45 },
|
||||
}
|
||||
|
||||
RADIOSPEECH.Vocabulary.RU = {
|
||||
["1"] = { "1", 0.34 },
|
||||
["2"] = { "2", 0.30 },
|
||||
["3"] = { "3", 0.23 },
|
||||
["4"] = { "4", 0.51 },
|
||||
["5"] = { "5", 0.31 },
|
||||
["6"] = { "6", 0.44 },
|
||||
["7"] = { "7", 0.25 },
|
||||
["8"] = { "8", 0.43 },
|
||||
["9"] = { "9", 0.45 },
|
||||
["10"] = { "10", 0.53 },
|
||||
["11"] = { "11", 0.66 },
|
||||
["12"] = { "12", 0.70 },
|
||||
["13"] = { "13", 0.66 },
|
||||
["14"] = { "14", 0.80 },
|
||||
["15"] = { "15", 0.65 },
|
||||
["16"] = { "16", 0.75 },
|
||||
["17"] = { "17", 0.74 },
|
||||
["18"] = { "18", 0.85 },
|
||||
["19"] = { "19", 0.80 },
|
||||
["20"] = { "20", 0.58 },
|
||||
["30"] = { "30", 0.51 },
|
||||
["40"] = { "40", 0.51 },
|
||||
["50"] = { "50", 0.67 },
|
||||
["60"] = { "60", 0.76 },
|
||||
["70"] = { "70", 0.68 },
|
||||
["80"] = { "80", 0.84 },
|
||||
["90"] = { "90", 0.71 },
|
||||
["100"] = { "100", 0.35 },
|
||||
["200"] = { "200", 0.59 },
|
||||
["300"] = { "300", 0.53 },
|
||||
["400"] = { "400", 0.70 },
|
||||
["500"] = { "500", 0.50 },
|
||||
["600"] = { "600", 0.58 },
|
||||
["700"] = { "700", 0.64 },
|
||||
["800"] = { "800", 0.77 },
|
||||
["900"] = { "900", 0.75 },
|
||||
["1000"] = { "1000", 0.87 },
|
||||
["2000"] = { "2000", 0.83 },
|
||||
["3000"] = { "3000", 0.84 },
|
||||
["4000"] = { "4000", 1.00 },
|
||||
["5000"] = { "5000", 0.77 },
|
||||
["6000"] = { "6000", 0.90 },
|
||||
["7000"] = { "7000", 0.77 },
|
||||
["8000"] = { "8000", 0.92 },
|
||||
["9000"] = { "9000", 0.87 },
|
||||
|
||||
["степени"] = { "degrees", 0.5 },
|
||||
["километров"] = { "kilometers", 0.65 },
|
||||
["km"] = { "kilometers", 0.65 },
|
||||
["миль"] = { "miles", 0.45 },
|
||||
["mi"] = { "miles", 0.45 },
|
||||
["метры"] = { "meters", 0.41 },
|
||||
["m"] = { "meters", 0.41 },
|
||||
["ноги"] = { "feet", 0.37 },
|
||||
|
||||
["br"] = { "br", 1.1 },
|
||||
["bra"] = { "bra", 0.3 },
|
||||
|
||||
|
||||
["возвращаясь на базу"] = { "returning_to_base", 1.40 },
|
||||
["на пути к наземной цели"] = { "on_route_to_ground_target", 1.45 },
|
||||
["перехват самолетов"] = { "intercepting_bogeys", 1.22 },
|
||||
["поражение наземной цели"] = { "engaging_ground_target", 1.53 },
|
||||
["захватывающие самолеты"] = { "engaging_bogeys", 1.68 },
|
||||
["колеса вверх"] = { "wheels_up", 0.92 },
|
||||
["посадка на базу"] = { "landing at base", 1.04 },
|
||||
["патрулирующий"] = { "patrolling", 0.96 },
|
||||
|
||||
["за"] = { "for", 0.27 },
|
||||
["и"] = { "and", 0.17 },
|
||||
["в"] = { "at", 0.19 },
|
||||
["dot"] = { "dot", 0.51 },
|
||||
["defender"] = { "defender", 0.45 },
|
||||
}
|
||||
|
||||
--- Create a new RADIOSPEECH object for a given radio frequency/modulation.
|
||||
-- @param #RADIOSPEECH self
|
||||
-- @param #number frequency The radio frequency in MHz.
|
||||
-- @param #number modulation (Optional) The radio modulation. Default radio.modulation.AM.
|
||||
-- @return #RADIOSPEECH self The RADIOSPEECH object.
|
||||
function RADIOSPEECH:New(frequency, modulation)
|
||||
|
||||
-- Inherit base
|
||||
local self = BASE:Inherit( self, RADIOQUEUE:New( frequency, modulation ) ) -- #RADIOSPEECH
|
||||
|
||||
self.Language = "EN"
|
||||
|
||||
self:BuildTree()
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function RADIOSPEECH:SetLanguage( Langauge )
|
||||
|
||||
self.Language = Langauge
|
||||
end
|
||||
|
||||
|
||||
--- Add Sentence to the Speech collection.
|
||||
-- @param #RADIOSPEECH self
|
||||
-- @param #string RemainingSentence The remaining sentence during recursion.
|
||||
-- @param #table Speech The speech node.
|
||||
-- @param #string Sentence The full sentence.
|
||||
-- @param #string Data The speech data.
|
||||
-- @return #RADIOSPEECH self The RADIOSPEECH object.
|
||||
function RADIOSPEECH:AddSentenceToSpeech( RemainingSentence, Speech, Sentence, Data )
|
||||
|
||||
self:I( { RemainingSentence, Speech, Sentence, Data } )
|
||||
|
||||
local Token, RemainingSentence = RemainingSentence:match( "^ *([^ ]+)(.*)" )
|
||||
self:I( { Token = Token, RemainingSentence = RemainingSentence } )
|
||||
|
||||
-- Is there a Token?
|
||||
if Token then
|
||||
|
||||
-- We check if the Token is already in the Speech collection.
|
||||
if not Speech[Token] then
|
||||
|
||||
-- There is not yet a vocabulary registered for this.
|
||||
Speech[Token] = {}
|
||||
|
||||
if RemainingSentence and RemainingSentence ~= "" then
|
||||
-- We use recursion to iterate through the complete Sentence, and make a chain of Tokens.
|
||||
-- The last Speech node in the collection contains the Sentence and the Data to be spoken.
|
||||
-- This to ensure that during the actual speech:
|
||||
-- - Complete sentences are being understood.
|
||||
-- - Words without speech are ignored.
|
||||
-- - Incorrect sequence of words are ignored.
|
||||
Speech[Token].Next = {}
|
||||
self:AddSentenceToSpeech( RemainingSentence, Speech[Token].Next, Sentence, Data )
|
||||
else
|
||||
-- There is no remaining sentence, so we add speech to the Sentence.
|
||||
-- The recursion stops here.
|
||||
Speech[Token].Sentence = Sentence
|
||||
Speech[Token].Data = Data
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Build the tree structure based on the language words, in order to find the correct sentences and to ignore incomprehensible words.
|
||||
-- @param #RADIOSPEECH self
|
||||
-- @return #RADIOSPEECH self The RADIOSPEECH object.
|
||||
function RADIOSPEECH:BuildTree()
|
||||
|
||||
self.Speech = {}
|
||||
|
||||
for Language, Sentences in pairs( self.Vocabulary ) do
|
||||
self:I( { Language = Language, Sentences = Sentences })
|
||||
self.Speech[Language] = {}
|
||||
for Sentence, Data in pairs( Sentences ) do
|
||||
self:I( { Sentence = Sentence, Data = Data } )
|
||||
self:AddSentenceToSpeech( Sentence, self.Speech[Language], Sentence, Data )
|
||||
end
|
||||
end
|
||||
|
||||
self:I( { Speech = self.Speech } )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Speak a sentence.
|
||||
-- @param #RADIOSPEECH self
|
||||
-- @param #string Sentence The sentence to be spoken.
|
||||
function RADIOSPEECH:SpeakWords( Sentence, Speech, Language )
|
||||
|
||||
local OriginalSentence = Sentence
|
||||
|
||||
-- lua does not parse UTF-8, so the match statement will fail on cyrillic using %a.
|
||||
-- therefore, the only way to parse the statement is to use blank, comma or dot as a delimiter.
|
||||
-- and then check if the character can be converted to a number or not.
|
||||
local Word, RemainderSentence = Sentence:match( "^[., ]*([^ .,]+)(.*)" )
|
||||
|
||||
self:I( { Word = Word, Speech = Speech[Word], RemainderSentence = RemainderSentence } )
|
||||
|
||||
|
||||
if Word then
|
||||
if Word ~= "" and tonumber(Word) == nil then
|
||||
|
||||
-- Construct of words
|
||||
Word = Word:lower()
|
||||
if Speech[Word] then
|
||||
-- The end of the sentence has been reached. Now Speech.Next should be nil, otherwise there is an error.
|
||||
if Speech[Word].Next == nil then
|
||||
self:I( { Sentence = Speech[Word].Sentence, Data = Speech[Word].Data } )
|
||||
self:NewTransmission( Speech[Word].Data[1] .. ".wav", Speech[Word].Data[2], Language .. "/" )
|
||||
else
|
||||
if RemainderSentence and RemainderSentence ~= "" then
|
||||
return self:SpeakWords( RemainderSentence, Speech[Word].Next, Language )
|
||||
end
|
||||
end
|
||||
end
|
||||
return RemainderSentence
|
||||
end
|
||||
return OriginalSentence
|
||||
else
|
||||
return ""
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Speak a sentence.
|
||||
-- @param #RADIOSPEECH self
|
||||
-- @param #string Sentence The sentence to be spoken.
|
||||
function RADIOSPEECH:SpeakDigits( Sentence, Speech, Langauge )
|
||||
|
||||
local OriginalSentence = Sentence
|
||||
|
||||
-- lua does not parse UTF-8, so the match statement will fail on cyrillic using %a.
|
||||
-- therefore, the only way to parse the statement is to use blank, comma or dot as a delimiter.
|
||||
-- and then check if the character can be converted to a number or not.
|
||||
local Digits, RemainderSentence = Sentence:match( "^[., ]*([^ .,]+)(.*)" )
|
||||
|
||||
self:I( { Digits = Digits, Speech = Speech[Digits], RemainderSentence = RemainderSentence } )
|
||||
|
||||
if Digits then
|
||||
if Digits ~= "" and tonumber( Digits ) ~= nil then
|
||||
|
||||
-- Construct numbers
|
||||
local Number = tonumber( Digits )
|
||||
local Multiple = nil
|
||||
while Number >= 0 do
|
||||
if Number > 1000 then
|
||||
Multiple = math.floor( Number / 1000 ) * 1000
|
||||
elseif Number > 100 then
|
||||
Multiple = math.floor( Number / 100 ) * 100
|
||||
elseif Number > 20 then
|
||||
Multiple = math.floor( Number / 10 ) * 10
|
||||
elseif Number >= 0 then
|
||||
Multiple = Number
|
||||
end
|
||||
Sentence = tostring( Multiple )
|
||||
if Speech[Sentence] then
|
||||
self:I( { Speech = Speech[Sentence].Sentence, Data = Speech[Sentence].Data } )
|
||||
self:NewTransmission( Speech[Sentence].Data[1] .. ".wav", Speech[Sentence].Data[2], Langauge .. "/" )
|
||||
end
|
||||
Number = Number - Multiple
|
||||
Number = ( Number == 0 ) and -1 or Number
|
||||
end
|
||||
return RemainderSentence
|
||||
end
|
||||
return OriginalSentence
|
||||
else
|
||||
return ""
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Speak a sentence.
|
||||
-- @param #RADIOSPEECH self
|
||||
-- @param #string Sentence The sentence to be spoken.
|
||||
function RADIOSPEECH:Speak( Sentence, Language )
|
||||
|
||||
self:I( { Sentence, Language } )
|
||||
|
||||
local Language = Language or "EN"
|
||||
|
||||
self:I( { Language = Language } )
|
||||
|
||||
-- If there is no node for Speech, then we start at the first nodes of the language.
|
||||
local Speech = self.Speech[Language]
|
||||
|
||||
self:I( { Speech = Speech, Language = Language } )
|
||||
|
||||
self:NewTransmission( "_In.wav", 0.52, Language .. "/" )
|
||||
|
||||
repeat
|
||||
|
||||
Sentence = self:SpeakWords( Sentence, Speech, Language )
|
||||
|
||||
self:I( { Sentence = Sentence } )
|
||||
|
||||
Sentence = self:SpeakDigits( Sentence, Speech, Language )
|
||||
|
||||
self:I( { Sentence = Sentence } )
|
||||
|
||||
-- Sentence = self:SpeakSymbols( Sentence, Speech )
|
||||
--
|
||||
-- self:I( { Sentence = Sentence } )
|
||||
|
||||
until not Sentence or Sentence == ""
|
||||
|
||||
self:NewTransmission( "_Out.wav", 0.28, Language .. "/" )
|
||||
|
||||
end
|
||||
107
Moose Development/Moose/Core/Report.lua
Normal file
107
Moose Development/Moose/Core/Report.lua
Normal file
@@ -0,0 +1,107 @@
|
||||
--- **Core** - Provides a handy means to create messages and reports.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Features:
|
||||
--
|
||||
-- * Create text blocks that are formatted.
|
||||
-- * Create automatic indents.
|
||||
-- * Variate the delimiters between reporting lines.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Authors: FlightControl : Design & Programming
|
||||
--
|
||||
-- @module Core.Report
|
||||
-- @image Core_Report.JPG
|
||||
|
||||
|
||||
--- @type REPORT
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
--- Provides a handy means to create messages and reports.
|
||||
-- @field #REPORT
|
||||
REPORT = {
|
||||
ClassName = "REPORT",
|
||||
Title = "",
|
||||
}
|
||||
|
||||
--- 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, but indented. A separator character can be specified to separate the reported lines visually.
|
||||
-- @param #REPORT self
|
||||
-- @param #string Text The report text.
|
||||
-- @param #string Separator (optional) The start of each report line can begin with an optional separator character. This can be a "-", or "#", or "*". You're free to choose what you find the best.
|
||||
-- @return #REPORT
|
||||
function REPORT:AddIndent( Text, Separator )
|
||||
self.Report[#self.Report+1] = ( ( Separator and Separator .. string.rep( " ", self.Indent - 1 ) ) or 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
|
||||
@@ -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.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -22,17 +22,16 @@
|
||||
--
|
||||
-- The SCHEDULEDISPATCHER allows multiple scheduled functions to be planned and executed for one SCHEDULER object.
|
||||
-- The SCHEDULER object therefore keeps a table of "CallID's", which are returned after each planning of a new scheduled function by the SCHEDULEDISPATCHER.
|
||||
-- The SCHEDULER object plans new scheduled functions through the @{Scheduler#SCHEDULER.Schedule}() method.
|
||||
-- The SCHEDULER object plans new scheduled functions through the @{Core.Scheduler#SCHEDULER.Schedule}() method.
|
||||
-- The Schedule() method returns the CallID that is the reference ID for each planned schedule.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Contributions: -
|
||||
-- ### Authors: FlightControl : Design & Programming
|
||||
--
|
||||
-- @module ScheduleDispatcher
|
||||
-- @module Core.ScheduleDispatcher
|
||||
-- @image Core_Schedule_Dispatcher.JPG
|
||||
|
||||
--- The SCHEDULEDISPATCHER structure
|
||||
-- @type SCHEDULEDISPATCHER
|
||||
@@ -53,10 +52,11 @@ end
|
||||
-- Nothing of this code should be modified without testing it thoroughly.
|
||||
-- @param #SCHEDULEDISPATCHER self
|
||||
-- @param Core.Scheduler#SCHEDULER Scheduler
|
||||
function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleArguments, Start, Repeat, Randomize, Stop )
|
||||
self:F2( { Scheduler, ScheduleFunction, ScheduleArguments, Start, Repeat, Randomize, Stop } )
|
||||
function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleArguments, Start, Repeat, Randomize, Stop, TraceLevel, Fsm )
|
||||
self:F2( { Scheduler, ScheduleFunction, ScheduleArguments, Start, Repeat, Randomize, Stop, TraceLevel } )
|
||||
|
||||
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.
|
||||
@@ -64,36 +64,77 @@ 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
|
||||
|
||||
|
||||
-- This section handles the tracing of the scheduled calls.
|
||||
-- Because these calls will be executed with a delay, we inspect the place where these scheduled calls are initiated.
|
||||
-- The Info structure contains the output of the debug.getinfo() calls, which inspects the call stack for the function name, line number and source name.
|
||||
-- The call stack has many levels, and the correct semantical function call depends on where in the code AddSchedule was "used".
|
||||
-- - Using SCHEDULER:New()
|
||||
-- - Using Schedule:AddSchedule()
|
||||
-- - Using Fsm:__Func()
|
||||
-- - Using Class:ScheduleOnce()
|
||||
-- - Using Class:ScheduleRepeat()
|
||||
-- - ...
|
||||
-- So for each of these scheduled call variations, AddSchedule is the workhorse which will schedule the call.
|
||||
-- But the correct level with the correct semantical function location will differ depending on the above scheduled call invocation forms.
|
||||
-- That's where the field TraceLevel contains optionally the level in the call stack where the call information is obtained.
|
||||
-- The TraceLevel field indicates the correct level where the semantical scheduled call was invoked within the source, ensuring that function name, line number and source name are correct.
|
||||
-- There is one quick ...
|
||||
-- The FSM class models scheduled calls using the __Func syntax. However, these functions are "tailed".
|
||||
-- There aren't defined anywhere within the source code, but rather implemented as triggers within the FSM logic,
|
||||
-- and using the onbefore, onafter, onenter, onleave prefixes. (See the FSM for details).
|
||||
-- Therefore, in the call stack, at the TraceLevel these functions are mentioned as "tail calls", and the Info.name field will be nil as a result.
|
||||
-- To obtain the correct function name for FSM object calls, the function is mentioned in the call stack at a higher stack level.
|
||||
-- So when function name stored in Info.name is nil, then I inspect the function name within the call stack one level higher.
|
||||
-- So this little piece of code does its magic wonderfully, preformance overhead is neglectible, as scheduled calls don't happen that often.
|
||||
|
||||
self:T3( self.Schedule[Scheduler][self.CallID] )
|
||||
local Info = {}
|
||||
|
||||
if debug then
|
||||
TraceLevel = TraceLevel or 2
|
||||
Info = debug.getinfo( TraceLevel, "nlS" )
|
||||
local name_fsm = debug.getinfo( TraceLevel - 1, "n" ).name -- #string
|
||||
if name_fsm then
|
||||
Info.name = name_fsm
|
||||
end
|
||||
--env.info( debug.traceback() )
|
||||
end
|
||||
|
||||
self.Schedule[Scheduler][self.CallID].CallHandler = function( CallID )
|
||||
self:F2( CallID )
|
||||
self:T3( self.Schedule[Scheduler][CallID] )
|
||||
|
||||
self.Schedule[Scheduler][CallID].CallHandler = function( Params )
|
||||
|
||||
local CallID = Params.CallID
|
||||
local Info = Params.Info
|
||||
local Source = Info.source or "?"
|
||||
local Line = Info.currentline or "?"
|
||||
local Name = Info.name or "?"
|
||||
|
||||
local ErrorHandler = function( errmsg )
|
||||
env.info( "Error in timer function: " .. errmsg )
|
||||
if debug ~= nil then
|
||||
env.info( debug.traceback() )
|
||||
if BASE.Debug ~= nil then
|
||||
env.info( BASE.Debug.traceback() )
|
||||
end
|
||||
return errmsg
|
||||
end
|
||||
@@ -102,16 +143,17 @@ 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 SchedulerObject = Scheduler.SchedulerObject
|
||||
--local ScheduleObjectName = Scheduler.SchedulerObject:GetNameAndClassID()
|
||||
local ScheduleFunction = Schedule.Function
|
||||
local ScheduleArguments = Schedule.Arguments
|
||||
@@ -120,25 +162,38 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
|
||||
local Randomize = Schedule.Randomize or 0
|
||||
local Stop = Schedule.Stop or 0
|
||||
local ScheduleID = Schedule.ScheduleID
|
||||
local ShowTrace = Scheduler.ShowTrace
|
||||
|
||||
local Prefix = ( Repeat == 0 ) and "--->" or "+++>"
|
||||
|
||||
local Status, Result
|
||||
if ScheduleObject then
|
||||
--self:E( { SchedulerObject = SchedulerObject } )
|
||||
if SchedulerObject then
|
||||
local function Timer()
|
||||
return ScheduleFunction( ScheduleObject, unpack( ScheduleArguments ) )
|
||||
if ShowTrace then
|
||||
SchedulerObject:T( Prefix .. Name .. ":" .. Line .. " (" .. Source .. ")" )
|
||||
end
|
||||
return ScheduleFunction( SchedulerObject, unpack( ScheduleArguments ) )
|
||||
end
|
||||
Status, Result = xpcall( Timer, ErrorHandler )
|
||||
else
|
||||
local function Timer()
|
||||
if ShowTrace then
|
||||
self:T( Prefix .. Name .. ":" .. Line .. " (" .. Source .. ")" )
|
||||
end
|
||||
return ScheduleFunction( unpack( ScheduleArguments ) )
|
||||
end
|
||||
Status, Result = xpcall( Timer, ErrorHandler )
|
||||
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 +202,7 @@ 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 +211,15 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
|
||||
self:Stop( Scheduler, CallID )
|
||||
end
|
||||
else
|
||||
self:E( "Scheduled obscolete call for CallID: " .. CallID )
|
||||
self:I( "<<<>" .. Name .. ":" .. Line .. " (" .. Source .. ")" )
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
self:Start( Scheduler, self.CallID )
|
||||
self:Start( Scheduler, CallID, Info )
|
||||
|
||||
return self.CallID
|
||||
return CallID
|
||||
end
|
||||
|
||||
function SCHEDULEDISPATCHER:RemoveSchedule( Scheduler, CallID )
|
||||
@@ -176,7 +231,7 @@ function SCHEDULEDISPATCHER:RemoveSchedule( Scheduler, CallID )
|
||||
end
|
||||
end
|
||||
|
||||
function SCHEDULEDISPATCHER:Start( Scheduler, CallID )
|
||||
function SCHEDULEDISPATCHER:Start( Scheduler, CallID, Info )
|
||||
self:F2( { Start = CallID, Scheduler = Scheduler } )
|
||||
|
||||
if CallID then
|
||||
@@ -184,15 +239,16 @@ 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
|
||||
{ CallID = CallID, Info = Info },
|
||||
timer.getTime() + Schedule[CallID].Start
|
||||
)
|
||||
end
|
||||
else
|
||||
for CallID, Schedule in pairs( self.Schedule[Scheduler] or {} ) do
|
||||
self:Start( Scheduler, CallID ) -- Recursive
|
||||
self:Start( Scheduler, CallID, Info ) -- Recursive
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -223,5 +279,9 @@ function SCHEDULEDISPATCHER:Clear( Scheduler )
|
||||
end
|
||||
end
|
||||
|
||||
function SCHEDULEDISPATCHER:NoTrace( Scheduler )
|
||||
self:F2( { Scheduler = Scheduler } )
|
||||
|
||||
Scheduler.ShowTrace = nil
|
||||
end
|
||||
|
||||
|
||||
@@ -1,15 +1,14 @@
|
||||
--- **Core** - SCHEDULER prepares and handles the **execution of functions over scheduled time (intervals)**.
|
||||
--- **Core** - Prepares and handles the execution of functions over scheduled time (intervals).
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- SCHEDULER manages the **scheduling of functions**:
|
||||
-- ## Features:
|
||||
--
|
||||
-- * optionally in an optional specified time interval,
|
||||
-- * optionally **repeating** with a specified time repeat interval,
|
||||
-- * optionally **randomizing** with a specified time interval randomization factor,
|
||||
-- * optionally **stop** the repeating after a specified time interval.
|
||||
-- * Schedule functions over time,
|
||||
-- * optionally in an optional specified time interval,
|
||||
-- * optionally **repeating** with a specified time repeat interval,
|
||||
-- * optionally **randomizing** with a specified time interval randomization factor,
|
||||
-- * optionally **stop** the repeating after a specified time interval.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -21,13 +20,13 @@
|
||||
--
|
||||
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
|
||||
--
|
||||
-- ====
|
||||
-- ===
|
||||
--
|
||||
-- # YouTube Channel
|
||||
--
|
||||
-- ### [SCHEDULER YouTube Channel (none)]()
|
||||
--
|
||||
-- ====
|
||||
-- ===
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
@@ -39,8 +38,8 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Scheduler
|
||||
|
||||
-- @module Core.Scheduler
|
||||
-- @image Core_Scheduler.JPG
|
||||
|
||||
--- The SCHEDULER class
|
||||
-- @type SCHEDULER
|
||||
@@ -48,9 +47,7 @@
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- # SCHEDULER class, extends @{Base#BASE}
|
||||
--
|
||||
-- The SCHEDULER class creates schedule.
|
||||
--- Creates and handles schedules over time, which allow to execute code at specific time intervals with randomization.
|
||||
--
|
||||
-- A SCHEDULER can manage **multiple** (repeating) schedules. Each planned or executing schedule has a unique **ScheduleID**.
|
||||
-- The ScheduleID is returned when the method @{#SCHEDULER.Schedule}() is called.
|
||||
@@ -210,15 +207,17 @@ 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
|
||||
|
||||
self.MasterObject = SchedulerObject
|
||||
self.ShowTrace = true
|
||||
|
||||
if SchedulerFunction then
|
||||
ScheduleID = self:Schedule( SchedulerObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop )
|
||||
ScheduleID = self:Schedule( SchedulerObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop, 4 )
|
||||
end
|
||||
|
||||
return self, ScheduleID
|
||||
@@ -240,7 +239,7 @@ end
|
||||
-- @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.
|
||||
-- @return #number The ScheduleID of the planned schedule.
|
||||
function SCHEDULER:Schedule( SchedulerObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop )
|
||||
function SCHEDULER:Schedule( SchedulerObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop, TraceLevel, Fsm )
|
||||
self:F2( { Start, Repeat, RandomizeFactor, Stop } )
|
||||
self:T3( { SchedulerArguments } )
|
||||
|
||||
@@ -258,7 +257,9 @@ function SCHEDULER:Schedule( SchedulerObject, SchedulerFunction, SchedulerArgume
|
||||
Start,
|
||||
Repeat,
|
||||
RandomizeFactor,
|
||||
Stop
|
||||
Stop,
|
||||
TraceLevel or 3,
|
||||
Fsm
|
||||
)
|
||||
|
||||
self.Schedules[#self.Schedules+1] = ScheduleID
|
||||
@@ -301,6 +302,14 @@ function SCHEDULER:Clear()
|
||||
_SCHEDULEDISPATCHER:Clear( self )
|
||||
end
|
||||
|
||||
--- No tracing for this scheduler.
|
||||
-- @param #SCHEDULER self
|
||||
-- @param #number ScheduleID (optional) The ScheduleID of the planned (repeating) schedule.
|
||||
function SCHEDULER:NoTrace()
|
||||
|
||||
_SCHEDULEDISPATCHER:NoTrace( self )
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
912
Moose Development/Moose/Core/Settings.lua
Normal file
912
Moose Development/Moose/Core/Settings.lua
Normal file
@@ -0,0 +1,912 @@
|
||||
--- **Core** - Manages various settings for running missions, consumed by moose classes and provides a menu system for players to tweak settings in running missions.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Features:
|
||||
--
|
||||
-- * Provide a settings menu system to the players.
|
||||
-- * Provide a player settings menu and an overall mission settings menu.
|
||||
-- * Mission settings provide default settings, while player settings override mission settings.
|
||||
-- * Provide a menu to select between different coordinate formats for A2G coordinates.
|
||||
-- * Provide a menu to select between different coordinate formats for A2A coordinates.
|
||||
-- * Provide a menu to select between different message time duration options.
|
||||
-- * Provide a menu to select between different metric systems.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- The documentation of the SETTINGS class can be found further in this document.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Design & Programming
|
||||
--
|
||||
-- @module Core.Settings
|
||||
-- @image Core_Settings.JPG
|
||||
|
||||
|
||||
--- @type SETTINGS
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
--- Takes care of various settings that influence the behaviour of certain functionalities and classes within the MOOSE framework.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- The SETTINGS class takes care of various settings that influence the behaviour of certain functionalities and classes within the MOOSE framework.
|
||||
-- SETTINGS can work on 2 levels:
|
||||
--
|
||||
-- - **Default settings**: A running mission has **Default settings**.
|
||||
-- - **Player settings**: For each player its own **Player settings** can be defined, overriding the **Default settings**.
|
||||
--
|
||||
-- So, when there isn't any **Player setting** defined for a player for a specific setting, or, the player cannot be identified, the **Default setting** will be used instead.
|
||||
--
|
||||
-- # 1) \_SETTINGS object
|
||||
--
|
||||
-- MOOSE defines by default a singleton object called **\_SETTINGS**. Use this object to modify all the **Default settings** for a running mission.
|
||||
-- For each player, MOOSE will automatically allocate also a **player settings** object, and will expose a radio menu to allow the player to adapt the settings to his own preferences.
|
||||
--
|
||||
-- # 2) SETTINGS Menu
|
||||
--
|
||||
-- Settings can be adapted by the Players and by the Mission Administrator through **radio menus, which are automatically available in the mission**.
|
||||
-- These menus can be found **on level F10 under "Settings"**. There are two kinds of menus generated by the system.
|
||||
--
|
||||
-- ## 2.1) Default settings menu
|
||||
--
|
||||
-- A menu is created automatically per Command Center that allows to modify the **Default** settings.
|
||||
-- So, when joining a CC unit, a menu will be available that allows to change the settings parameters **FOR ALL THE PLAYERS**!
|
||||
-- Note that the **Default settings** will only be used when a player has not choosen its own settings.
|
||||
--
|
||||
-- ## 2.2) Player settings menu
|
||||
--
|
||||
-- A menu is created automatically per Player Slot (group) that allows to modify the **Player** settings.
|
||||
-- So, when joining a slot, a menu wil be available that allows to change the settings parameters **FOR THE PLAYER ONLY**!
|
||||
-- Note that when a player has not chosen a specific setting, the **Default settings** will be used.
|
||||
--
|
||||
-- ## 2.3) Show or Hide the Player Setting menus
|
||||
--
|
||||
-- Of course, it may be requried not to show any setting menus. In this case, a method is available on the **\_SETTINGS object**.
|
||||
-- Use @{#SETTINGS.SetPlayerMenuOff}() to hide the player menus, and use @{#SETTINGS.SetPlayerMenuOn}() show the player menus.
|
||||
-- Note that when this method is used, any player already in a slot will not have its menus visibility changed.
|
||||
-- The option will only have effect when a player enters a new slot or changes a slot.
|
||||
--
|
||||
-- Example:
|
||||
--
|
||||
-- _SETTINGS:SetPlayerMenuOff() -- will disable the player menus.
|
||||
-- _SETTINGS:SetPlayerMenuOn() -- will enable the player menus.
|
||||
-- -- But only when a player exits and reenters the slot these settings will have effect!
|
||||
--
|
||||
--
|
||||
-- # 3) Settings
|
||||
--
|
||||
-- There are different settings that are managed and applied within the MOOSE framework.
|
||||
-- See below a comprehensive description of each.
|
||||
--
|
||||
-- ## 3.1) **A2G coordinates** display formatting
|
||||
--
|
||||
-- ### 3.1.1) A2G coordinates setting **types**
|
||||
--
|
||||
-- Will customize which display format is used to indicate A2G coordinates in text as part of the Command Center communications.
|
||||
--
|
||||
-- - A2G BR: [Bearing Range](https://en.wikipedia.org/wiki/Bearing_(navigation)).
|
||||
-- - A2G MGRS: The [Military Grid Reference System](https://en.wikipedia.org/wiki/Military_Grid_Reference_System). The accuracy can also be adapted.
|
||||
-- - A2G LL DMS: Lattitude Longitude [Degrees Minutes Seconds](https://en.wikipedia.org/wiki/Geographic_coordinate_conversion). The accuracy can also be adapted.
|
||||
-- - A2G LL DDM: Lattitude Longitude [Decimal Degrees Minutes](https://en.wikipedia.org/wiki/Decimal_degrees). The accuracy can also be adapted.
|
||||
--
|
||||
-- ### 3.1.2) A2G coordinates setting **menu**
|
||||
--
|
||||
-- The settings can be changed by using the **Default settings menu** on the Command Center or the **Player settings menu** on the Player Slot.
|
||||
--
|
||||
-- ### 3.1.3) A2G coordinates setting **methods**
|
||||
--
|
||||
-- There are different methods that can be used to change the **System settings** using the \_SETTINGS object.
|
||||
--
|
||||
-- - @{#SETTINGS.SetA2G_BR}(): Enable the BR display formatting by default.
|
||||
-- - @{#SETTINGS.SetA2G_MGRS}(): Enable the MGRS display formatting by default. Use @{SETTINGS.SetMGRS_Accuracy}() to adapt the accuracy of the MGRS formatting.
|
||||
-- - @{#SETTINGS.SetA2G_LL_DMS}(): Enable the LL DMS display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
|
||||
-- - @{#SETTINGS.SetA2G_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
|
||||
--
|
||||
-- ### 3.1.4) A2G coordinates setting - additional notes
|
||||
--
|
||||
-- One additional note on BR. In a situation when a BR coordinate should be given,
|
||||
-- but there isn't any player context (no player unit to reference from), the MGRS formatting will be applied!
|
||||
--
|
||||
-- ## 3.2) **A2A coordinates** formatting
|
||||
--
|
||||
-- ### 3.2.1) A2A coordinates setting **types**
|
||||
--
|
||||
-- Will customize which display format is used to indicate A2A coordinates in text as part of the Command Center communications.
|
||||
--
|
||||
-- - A2A BRAA: [Bearing Range Altitude Aspect](https://en.wikipedia.org/wiki/Bearing_(navigation)).
|
||||
-- - A2A MGRS: The [Military Grid Reference System](https://en.wikipedia.org/wiki/Military_Grid_Reference_System). The accuracy can also be adapted.
|
||||
-- - A2A LL DMS: Lattitude Longitude [Degrees Minutes Seconds](https://en.wikipedia.org/wiki/Geographic_coordinate_conversion). The accuracy can also be adapted.
|
||||
-- - A2A LL DDM: Lattitude Longitude [Decimal Degrees and Minutes](https://en.wikipedia.org/wiki/Decimal_degrees). The accuracy can also be adapted.
|
||||
-- - A2A BULLS: [Bullseye](http://falcon4.wikidot.com/concepts:bullseye).
|
||||
--
|
||||
-- ### 3.2.2) A2A coordinates setting **menu**
|
||||
--
|
||||
-- The settings can be changed by using the **Default settings menu** on the Command Center or the **Player settings menu** on the Player Slot.
|
||||
--
|
||||
-- ### 3.2.3) A2A coordinates setting **methods**
|
||||
--
|
||||
-- There are different methods that can be used to change the **System settings** using the \_SETTINGS object.
|
||||
--
|
||||
-- - @{#SETTINGS.SetA2A_BRAA}(): Enable the BR display formatting by default.
|
||||
-- - @{#SETTINGS.SetA2A_MGRS}(): Enable the MGRS display formatting by default. Use @{SETTINGS.SetMGRS_Accuracy}() to adapt the accuracy of the MGRS formatting.
|
||||
-- - @{#SETTINGS.SetA2A_LL_DMS}(): Enable the LL DMS display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
|
||||
-- - @{#SETTINGS.SetA2A_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
|
||||
-- - @{#SETTINGS.SetA2A_BULLS}(): Enable the BULLSeye display formatting by default.
|
||||
--
|
||||
-- ### 3.2.4) A2A coordinates settings - additional notes
|
||||
--
|
||||
-- One additional note on BRAA. In a situation when a BRAA coordinate should be given,
|
||||
-- but there isn't any player context (no player unit to reference from), the MGRS formatting will be applied!
|
||||
--
|
||||
-- ## 3.3) **Measurements** formatting
|
||||
--
|
||||
-- ### 3.3.1) Measurements setting **types**
|
||||
--
|
||||
-- Will customize the measurements system being used as part as part of the Command Center communications.
|
||||
--
|
||||
-- - **Metrics** system: Applies the [Metrics system](https://en.wikipedia.org/wiki/Metric_system) ...
|
||||
-- - **Imperial** system: Applies the [Imperial system](https://en.wikipedia.org/wiki/Imperial_units) ...
|
||||
--
|
||||
-- ### 3.3.2) Measurements setting **menu**
|
||||
--
|
||||
-- The settings can be changed by using the **Default settings menu** on the Command Center or the **Player settings menu** on the Player Slot.
|
||||
--
|
||||
-- ### 3.3.3) Measurements setting **methods**
|
||||
--
|
||||
-- There are different methods that can be used to change the **Default settings** using the \_SETTINGS object.
|
||||
--
|
||||
-- - @{#SETTINGS.SetMetric}(): Enable the Metric system.
|
||||
-- - @{#SETTINGS.SetImperial}(): Enable the Imperial system.
|
||||
--
|
||||
-- ## 3.4) **Message** display times
|
||||
--
|
||||
-- ### 3.4.1) Message setting **types**
|
||||
--
|
||||
-- There are various **Message Types** that will influence the duration how long a message will appear as part of the Command Center communications.
|
||||
--
|
||||
-- - **Update** message: A short update message.
|
||||
-- - **Information** message: Provides new information **while** executing a mission.
|
||||
-- - **Briefing** message: Provides a complete briefing **before** executing a mission.
|
||||
-- - **Overview report**: Provides a short report overview, the summary of the report.
|
||||
-- - **Detailed report**: Provides a complete report.
|
||||
--
|
||||
-- ### 3.4.2) Message setting **menu**
|
||||
--
|
||||
-- The settings can be changed by using the **Default settings menu** on the Command Center or the **Player settings menu** on the Player Slot.
|
||||
--
|
||||
-- Each Message Type has specific timings that will be applied when the message is displayed.
|
||||
-- The Settings Menu will provide for each Message Type a selection of proposed durations from which can be choosen.
|
||||
-- So the player can choose its own amount of seconds how long a message should be displayed of a certain type.
|
||||
-- Note that **Update** messages can be chosen not to be displayed at all!
|
||||
--
|
||||
-- ### 3.4.3) Message setting **methods**
|
||||
--
|
||||
-- There are different methods that can be used to change the **System settings** using the \_SETTINGS object.
|
||||
--
|
||||
-- - @{#SETTINGS.SetMessageTime}(): Define for a specific @{Message.MESSAGE.MessageType} the duration to be displayed in seconds.
|
||||
-- - @{#SETTINGS.GetMessageTime}(): Retrieves for a specific @{Message.MESSAGE.MessageType} the duration to be displayed in seconds.
|
||||
--
|
||||
-- ## 3.5) **Era** of the battle
|
||||
--
|
||||
-- The threat level metric is scaled according the era of the battle. A target that is AAA, will pose a much greather threat in WWII than on modern warfare.
|
||||
-- Therefore, there are 4 era that are defined within the settings:
|
||||
--
|
||||
-- - **WWII** era: Use for warfare with equipment during the world war II time.
|
||||
-- - **Korea** era: Use for warfare with equipment during the Korea war time.
|
||||
-- - **Cold War** era: Use for warfare with equipment during the cold war time.
|
||||
-- - **Modern** era: Use for warfare with modern equipment in the 2000s.
|
||||
--
|
||||
-- There are different API defined that you can use with the _SETTINGS object to configure your mission script to work in one of the 4 era:
|
||||
-- @{#SETTINGS.SetEraWWII}(), @{#SETTINGS.SetEraKorea}(), @{#SETTINGS.SetEraCold}(), @{#SETTINGS.SetEraModern}()
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #SETTINGS
|
||||
SETTINGS = {
|
||||
ClassName = "SETTINGS",
|
||||
ShowPlayerMenu = true,
|
||||
}
|
||||
|
||||
SETTINGS.__Enum = {}
|
||||
|
||||
--- @type SETTINGS.__Enum.Era
|
||||
-- @field #number WWII
|
||||
-- @field #number Korea
|
||||
-- @field #number Cold
|
||||
-- @field #number Modern
|
||||
SETTINGS.__Enum.Era = {
|
||||
WWII = 1,
|
||||
Korea = 2,
|
||||
Cold = 3,
|
||||
Modern = 4,
|
||||
}
|
||||
|
||||
|
||||
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 )
|
||||
self:SetEraModern()
|
||||
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()
|
||||
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
|
||||
|
||||
--- Sets the player menus on, so that the **Player setting menus** show up for the players.
|
||||
-- But only when a player exits and reenters the slot these settings will have effect!
|
||||
-- It is advised to use this method at the start of the mission.
|
||||
-- @param #SETTINGS self
|
||||
-- @return #SETTINGS
|
||||
-- @usage
|
||||
-- _SETTINGS:SetPlayerMenuOn() -- will enable the player menus.
|
||||
function SETTINGS:SetPlayerMenuOn()
|
||||
self.ShowPlayerMenu = true
|
||||
end
|
||||
|
||||
--- Sets the player menus off, so that the **Player setting menus** won't show up for the players.
|
||||
-- But only when a player exits and reenters the slot these settings will have effect!
|
||||
-- It is advised to use this method at the start of the mission.
|
||||
-- @param #SETTINGS self
|
||||
-- @return #SETTINGS self
|
||||
-- @usage
|
||||
-- _SETTINGS:SetPlayerMenuOff() -- will disable the player menus.
|
||||
function SETTINGS:SetPlayerMenuOff()
|
||||
self.ShowPlayerMenu = false
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Updates the menu of the player seated in the PlayerUnit.
|
||||
-- @param #SETTINGS self
|
||||
-- @param Wrapper.Client#CLIENT PlayerUnit
|
||||
-- @return #SETTINGS self
|
||||
function SETTINGS:SetPlayerMenu( PlayerUnit )
|
||||
|
||||
if _SETTINGS.ShowPlayerMenu == true then
|
||||
|
||||
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 )
|
||||
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Removes the player menu from the PlayerUnit.
|
||||
-- @param #SETTINGS self
|
||||
-- @param Wrapper.Client#CLIENT PlayerUnit
|
||||
-- @return #SETTINGS self
|
||||
function SETTINGS:RemovePlayerMenu( PlayerUnit )
|
||||
|
||||
if self.PlayerMenu then
|
||||
self.PlayerMenu:Remove()
|
||||
self.PlayerMenu = nil
|
||||
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
|
||||
|
||||
--- Configures the era of the mission to be WWII.
|
||||
-- @param #SETTINGS self
|
||||
-- @return #SETTINGS self
|
||||
function SETTINGS:SetEraWWII()
|
||||
|
||||
self.Era = SETTINGS.__Enum.Era.WWII
|
||||
|
||||
end
|
||||
|
||||
--- Configures the era of the mission to be Korea.
|
||||
-- @param #SETTINGS self
|
||||
-- @return #SETTINGS self
|
||||
function SETTINGS:SetEraKorea()
|
||||
|
||||
self.Era = SETTINGS.__Enum.Era.Korea
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Configures the era of the mission to be Cold war.
|
||||
-- @param #SETTINGS self
|
||||
-- @return #SETTINGS self
|
||||
function SETTINGS:SetEraCold()
|
||||
|
||||
self.Era = SETTINGS.__Enum.Era.Cold
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Configures the era of the mission to be Modern war.
|
||||
-- @param #SETTINGS self
|
||||
-- @return #SETTINGS self
|
||||
function SETTINGS:SetEraModern()
|
||||
|
||||
self.Era = SETTINGS.__Enum.Era.Modern
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
end
|
||||
|
||||
|
||||
3314
Moose Development/Moose/Core/Spawn.lua
Normal file
3314
Moose Development/Moose/Core/Spawn.lua
Normal file
File diff suppressed because it is too large
Load Diff
@@ -1,12 +1,16 @@
|
||||
--- (R2.1) **Core** -- Spawn dynamically new STATICs in your missions.
|
||||
--- **Core** - Spawn new statics in your running missions.
|
||||
--
|
||||
-- 
|
||||
-- ===
|
||||
--
|
||||
-- ====
|
||||
-- ## Features:
|
||||
--
|
||||
-- SPAWNSTATIC spawns static structures in your missions dynamically. See below the SPAWNSTATIC class documentation.
|
||||
-- * Spawn new statics from a static already defined using the mission editor.
|
||||
-- * Spawn new statics from a given template.
|
||||
-- * Spawn new statics from a given type.
|
||||
-- * Spawn with a custom heading and location.
|
||||
-- * Spawn within a zone.
|
||||
--
|
||||
-- ====
|
||||
-- ===
|
||||
--
|
||||
-- # Demo Missions
|
||||
--
|
||||
@@ -16,34 +20,21 @@
|
||||
--
|
||||
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
|
||||
--
|
||||
-- ====
|
||||
-- ===
|
||||
--
|
||||
-- # YouTube Channel
|
||||
--
|
||||
-- ### [SPAWNSTATIC YouTube Channel]()
|
||||
--
|
||||
-- ====
|
||||
-- ===
|
||||
--
|
||||
-- # **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:
|
||||
-- ### Author: **FlightControl**
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Design & Programming
|
||||
--
|
||||
-- @module SpawnStatic
|
||||
-- @module Core.SpawnStatic
|
||||
-- @image Core_Spawnstatic.JPG
|
||||
|
||||
|
||||
|
||||
@@ -51,9 +42,7 @@
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- # SPAWNSTATIC class, extends @{Base#BASE}
|
||||
--
|
||||
-- The SPAWNSTATIC class allows to spawn dynamically new @{Static}s.
|
||||
--- Allows to spawn dynamically new @{Static}s.
|
||||
-- Through creating a copy of an existing static object template as defined in the Mission Editor (ME),
|
||||
-- SPAWNSTATIC can retireve the properties of the defined static object template (like type, category etc), and "copy"
|
||||
-- these properties to create a new static object and place it at the desired coordinate.
|
||||
@@ -94,18 +83,22 @@ SPAWNSTATIC = {
|
||||
--- Creates the main object to spawn a @{Static} defined in the ME.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param #string SpawnTemplatePrefix is the name of the Group in the ME that defines the Template. Each new group will have the name starting with SpawnTemplatePrefix.
|
||||
-- @param DCS#country.id SpawnCountryID The ID of the country.
|
||||
-- @param DCS#coalition.side SpawnCoalitionID The ID of the coalition.
|
||||
-- @return #SPAWNSTATIC
|
||||
function SPAWNSTATIC:NewFromStatic( SpawnTemplatePrefix, CountryID ) --R2.1
|
||||
function SPAWNSTATIC:NewFromStatic( SpawnTemplatePrefix, SpawnCountryID, SpawnCoalitionID )
|
||||
local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
|
||||
self:F( { SpawnTemplatePrefix } )
|
||||
|
||||
local TemplateStatic = StaticObject.getByName( SpawnTemplatePrefix )
|
||||
local TemplateStatic, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate( SpawnTemplatePrefix )
|
||||
if TemplateStatic then
|
||||
self.SpawnTemplatePrefix = SpawnTemplatePrefix
|
||||
self.CountryID = CountryID
|
||||
self.CountryID = SpawnCountryID or CountryID
|
||||
self.CategoryID = CategoryID
|
||||
self.CoalitionID = SpawnCoalitionID or CoalitionID
|
||||
self.SpawnIndex = 0
|
||||
else
|
||||
error( "SPAWNSTATIC:New: There is no group declared in the mission editor with SpawnTemplatePrefix = '" .. SpawnTemplatePrefix .. "'" )
|
||||
error( "SPAWNSTATIC:New: There is no static declared in the mission editor with SpawnTemplatePrefix = '" .. SpawnTemplatePrefix .. "'" )
|
||||
end
|
||||
|
||||
self:SetEventPriority( 5 )
|
||||
@@ -117,12 +110,13 @@ end
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param #string SpawnTypeName is the name of the type.
|
||||
-- @return #SPAWNSTATIC
|
||||
function SPAWNSTATIC:NewFromType( SpawnTypeName, SpawnShapeName, SpawnCategory, CountryID ) --R2.1
|
||||
function SPAWNSTATIC:NewFromType( SpawnTypeName, SpawnShapeName, SpawnCategory, SpawnCountryID, SpawnCoalitionID )
|
||||
local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
|
||||
self:F( { SpawnTypeName } )
|
||||
|
||||
self.SpawnTypeName = SpawnTypeName
|
||||
self.CountryID = CountryID
|
||||
self.CountryID = SpawnCountryID
|
||||
self.CoalitionID = SpawnCoalitionID
|
||||
self.SpawnIndex = 0
|
||||
|
||||
self:SetEventPriority( 5 )
|
||||
@@ -131,6 +125,36 @@ function SPAWNSTATIC:NewFromType( SpawnTypeName, SpawnShapeName, SpawnCategory,
|
||||
end
|
||||
|
||||
|
||||
--- Creates a new @{Static} at the original position.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param #number Heading The heading of the static, which is a number in degrees from 0 to 360.
|
||||
-- @param #string (optional) The name of the new static.
|
||||
-- @return #SPAWNSTATIC
|
||||
function SPAWNSTATIC:Spawn( Heading, NewName ) --R2.3
|
||||
self:F( { Heading, NewName } )
|
||||
|
||||
local StaticTemplate, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate( self.SpawnTemplatePrefix )
|
||||
|
||||
if StaticTemplate then
|
||||
|
||||
local StaticUnitTemplate = StaticTemplate.units[1]
|
||||
|
||||
StaticTemplate.name = NewName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex )
|
||||
StaticTemplate.heading = ( Heading / 180 ) * math.pi
|
||||
|
||||
_DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, CategoryID, CountryID )
|
||||
|
||||
local Static = coalition.addStaticObject( self.CountryID or CountryID, StaticTemplate.units[1] )
|
||||
|
||||
self.SpawnIndex = self.SpawnIndex + 1
|
||||
|
||||
return _DATABASE:FindStatic(Static:getName())
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Creates a new @{Static} from a POINT_VEC2.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param Core.Point#POINT_VEC2 PointVec2 The 2D coordinate where to spawn the static.
|
||||
@@ -140,32 +164,134 @@ end
|
||||
function SPAWNSTATIC:SpawnFromPointVec2( PointVec2, Heading, NewName ) --R2.1
|
||||
self:F( { PointVec2, Heading, NewName } )
|
||||
|
||||
local CountryName = _DATABASE.COUNTRY_NAME[self.CountryID]
|
||||
local StaticTemplate, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate( self.SpawnTemplatePrefix )
|
||||
|
||||
local StaticTemplate = _DATABASE:GetStaticUnitTemplate( self.SpawnTemplatePrefix )
|
||||
if StaticTemplate then
|
||||
|
||||
StaticTemplate.x = PointVec2:GetLat()
|
||||
StaticTemplate.y = PointVec2:GetLon()
|
||||
local StaticUnitTemplate = StaticTemplate.units[1]
|
||||
|
||||
StaticTemplate.name = NewName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex )
|
||||
StaticTemplate.heading = ( Heading / 180 ) * math.pi
|
||||
StaticUnitTemplate.x = PointVec2.x
|
||||
StaticUnitTemplate.y = PointVec2.z
|
||||
|
||||
StaticTemplate.CountryID = nil
|
||||
StaticTemplate.CoalitionID = nil
|
||||
StaticTemplate.CategoryID = nil
|
||||
|
||||
local Static = coalition.addStaticObject( self.CountryID, StaticTemplate )
|
||||
|
||||
self.SpawnIndex = self.SpawnIndex + 1
|
||||
StaticTemplate.route = nil
|
||||
StaticTemplate.groupId = nil
|
||||
|
||||
StaticTemplate.name = NewName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex )
|
||||
StaticUnitTemplate.name = StaticTemplate.name
|
||||
StaticUnitTemplate.heading = ( Heading / 180 ) * math.pi
|
||||
|
||||
_DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, CategoryID, CountryID)
|
||||
|
||||
self:F({StaticTemplate = StaticTemplate})
|
||||
|
||||
return Static
|
||||
local Static = coalition.addStaticObject( self.CountryID or CountryID, StaticTemplate.units[1] )
|
||||
|
||||
self.SpawnIndex = self.SpawnIndex + 1
|
||||
|
||||
return _DATABASE:FindStatic(Static:getName())
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Creates a new @{Static} from a COORDINATE.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param Core.Point#COORDINATE Coordinate The 3D coordinate where to spawn the static.
|
||||
-- @param #number Heading (Optional) Heading The heading of the static, which is a number in degrees from 0 to 360. Default is 0 degrees.
|
||||
-- @param #string NewName (Optional) The name of the new static.
|
||||
-- @return #SPAWNSTATIC
|
||||
function SPAWNSTATIC:SpawnFromCoordinate(Coordinate, Heading, NewName) --R2.4
|
||||
self:F( { PointVec2, Heading, NewName } )
|
||||
|
||||
local StaticTemplate, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate( self.SpawnTemplatePrefix )
|
||||
|
||||
if StaticTemplate then
|
||||
|
||||
Heading=Heading or 0
|
||||
|
||||
local StaticUnitTemplate = StaticTemplate.units[1]
|
||||
|
||||
StaticUnitTemplate.x = Coordinate.x
|
||||
StaticUnitTemplate.y = Coordinate.z
|
||||
StaticUnitTemplate.alt = Coordinate.y
|
||||
|
||||
StaticTemplate.route = nil
|
||||
StaticTemplate.groupId = nil
|
||||
|
||||
StaticTemplate.name = NewName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex )
|
||||
StaticUnitTemplate.name = StaticTemplate.name
|
||||
StaticUnitTemplate.heading = ( Heading / 180 ) * math.pi
|
||||
|
||||
_DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, CategoryID, CountryID)
|
||||
|
||||
self:F({StaticTemplate = StaticTemplate})
|
||||
|
||||
local Static = coalition.addStaticObject( self.CountryID or CountryID, StaticTemplate.units[1] )
|
||||
|
||||
self.SpawnIndex = self.SpawnIndex + 1
|
||||
|
||||
return _DATABASE:FindStatic(Static:getName())
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Respawns the original @{Static}.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @return #SPAWNSTATIC
|
||||
function SPAWNSTATIC:ReSpawn()
|
||||
|
||||
local StaticTemplate, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate( self.SpawnTemplatePrefix )
|
||||
|
||||
if StaticTemplate then
|
||||
|
||||
local StaticUnitTemplate = StaticTemplate.units[1]
|
||||
StaticTemplate.route = nil
|
||||
StaticTemplate.groupId = nil
|
||||
|
||||
local Static = coalition.addStaticObject( self.CountryID or CountryID, StaticTemplate.units[1] )
|
||||
|
||||
return _DATABASE:FindStatic(Static:getName())
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Creates the original @{Static} at a POINT_VEC2.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param Core.Point#COORDINATE Coordinate The 2D coordinate where to spawn the static.
|
||||
-- @param #number Heading The heading of the static, which is a number in degrees from 0 to 360.
|
||||
-- @return #SPAWNSTATIC
|
||||
function SPAWNSTATIC:ReSpawnAt( Coordinate, Heading )
|
||||
|
||||
local StaticTemplate, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate( self.SpawnTemplatePrefix )
|
||||
|
||||
if StaticTemplate then
|
||||
|
||||
local StaticUnitTemplate = StaticTemplate.units[1]
|
||||
|
||||
StaticUnitTemplate.x = Coordinate.x
|
||||
StaticUnitTemplate.y = Coordinate.z
|
||||
|
||||
StaticUnitTemplate.heading = Heading and ( ( Heading / 180 ) * math.pi ) or StaticTemplate.heading
|
||||
|
||||
local Static = coalition.addStaticObject( self.CountryID or CountryID, StaticTemplate.units[1] )
|
||||
|
||||
return _DATABASE:FindStatic(Static:getName())
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Creates a new @{Static} from a @{Zone}.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param Core.Zone#ZONE_BASE Zone The Zone where to spawn the static.
|
||||
-- @param #number Heading The heading of the static, which is a number in degrees from 0 to 360.
|
||||
-- @param #string (optional) The name of the new static.
|
||||
-- @param #string NewName (optional) The name of the new static.
|
||||
-- @return #SPAWNSTATIC
|
||||
function SPAWNSTATIC:SpawnFromZone( Zone, Heading, NewName ) --R2.1
|
||||
self:F( { Zone, Heading, NewName } )
|
||||
|
||||
@@ -1,17 +1,16 @@
|
||||
--- **Core 2.1** -- Management of SPOT logistics, that can be transported from and to transportation carriers.
|
||||
--
|
||||
-- 
|
||||
--- **Core** - Management of spotting logistics, that can be activated and deactivated upon command.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- SPOT implements the DCS Spot class functionality, but adds additional luxury to be able to:
|
||||
--
|
||||
-- * Spot for a defined duration.
|
||||
-- * wiggle the spot at the target.
|
||||
-- * Provide a @{Unit} as a target, instead of a point.
|
||||
-- * Updates of laer spot position every 0.2 seconds for moving targets.
|
||||
-- * Wiggle the spot at the target.
|
||||
-- * Provide a @{Wrapper.Unit} as a target, instead of a point.
|
||||
-- * Implement a status machine, LaseOn, LaseOff.
|
||||
--
|
||||
-- ====
|
||||
-- ===
|
||||
--
|
||||
-- # Demo Missions
|
||||
--
|
||||
@@ -21,7 +20,7 @@
|
||||
--
|
||||
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
|
||||
--
|
||||
-- ====
|
||||
-- ===
|
||||
--
|
||||
-- # YouTube Channel
|
||||
--
|
||||
@@ -29,20 +28,17 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Author: **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
|
||||
-- @module Core.Spot
|
||||
-- @image Core_Spot.JPG
|
||||
|
||||
|
||||
do
|
||||
@@ -51,13 +47,12 @@ do
|
||||
-- @extends Core.Fsm#FSM
|
||||
|
||||
|
||||
--- # SPOT class, extends @{Fsm#FSM}
|
||||
--
|
||||
-- SPOT implements the DCS Spot class functionality, but adds additional luxury to be able to:
|
||||
--- Implements the target spotting or marking functionality, but adds additional luxury to be able to:
|
||||
--
|
||||
-- * Mark targets for a defined duration.
|
||||
-- * wiggle the spot at the target.
|
||||
-- * Provide a @{Unit} as a target, instead of a point.
|
||||
-- * Updates of laer spot position every 0.2 seconds for moving targets.
|
||||
-- * Wiggle the spot at the target.
|
||||
-- * Provide a @{Wrapper.Unit} as a target, instead of a point.
|
||||
-- * Implement a status machine, LaseOn, LaseOff.
|
||||
--
|
||||
-- ## 1. SPOT constructor
|
||||
@@ -92,9 +87,7 @@ do
|
||||
|
||||
--- SPOT Constructor.
|
||||
-- @param #SPOT self
|
||||
-- @param Wrapper.Unit#UNIT Recce
|
||||
-- @param #number LaserCode
|
||||
-- @param #number Duration
|
||||
-- @param Wrapper.Unit#UNIT Recce Unit that is lasing
|
||||
-- @return #SPOT
|
||||
function SPOT:New( Recce )
|
||||
|
||||
@@ -122,12 +115,50 @@ do
|
||||
--- LaseOn Trigger for SPOT
|
||||
-- @function [parent=#SPOT] LaseOn
|
||||
-- @param #SPOT self
|
||||
-- @param Wrapper.Positionable#POSITIONABLE Target
|
||||
-- @param #number LaserCode Laser code.
|
||||
-- @param #number Duration Duration of lasing in seconds.
|
||||
|
||||
--- LaseOn Asynchronous Trigger for SPOT
|
||||
-- @function [parent=#SPOT] __LaseOn
|
||||
-- @param #SPOT self
|
||||
-- @param #number Delay
|
||||
-- @param Wrapper.Positionable#POSITIONABLE Target
|
||||
-- @param #number LaserCode Laser code.
|
||||
-- @param #number Duration Duration of lasing in seconds.
|
||||
|
||||
self:AddTransition( "Off", "LaseOnCoordinate", "On" )
|
||||
|
||||
--- LaseOnCoordinate Handler OnBefore for SPOT.
|
||||
-- @function [parent=#SPOT] OnBeforeLaseOnCoordinate
|
||||
-- @param #SPOT self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @return #boolean
|
||||
|
||||
--- LaseOnCoordinate Handler OnAfter for SPOT.
|
||||
-- @function [parent=#SPOT] OnAfterLaseOnCoordinate
|
||||
-- @param #SPOT self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
|
||||
--- LaseOnCoordinate Trigger for SPOT.
|
||||
-- @function [parent=#SPOT] LaseOnCoordinate
|
||||
-- @param #SPOT self
|
||||
-- @param Core.Point#COORDINATE Coordinate The coordinate to lase.
|
||||
-- @param #number LaserCode Laser code.
|
||||
-- @param #number Duration Duration of lasing in seconds.
|
||||
|
||||
--- LaseOn Asynchronous Trigger for SPOT
|
||||
-- @function [parent=#SPOT] __LaseOn
|
||||
-- @param #SPOT self
|
||||
-- @param #number Delay
|
||||
-- @param Wrapper.Positionable#POSITIONABLE Target
|
||||
-- @param #number LaserCode Laser code.
|
||||
-- @param #number Duration Duration of lasing in seconds.
|
||||
|
||||
|
||||
|
||||
self:AddTransition( "On", "Lasing", "On" )
|
||||
@@ -196,15 +227,16 @@ do
|
||||
return self
|
||||
end
|
||||
|
||||
--- @param #SPOT self
|
||||
--- On after LaseOn event. Activates the laser spot.
|
||||
-- @param #SPOT self
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @param Wrapper.Positionable#POSITIONABLE Target
|
||||
-- @param #number LaserCode
|
||||
-- @param #number Duration
|
||||
-- @param Wrapper.Positionable#POSITIONABLE Target Unit that is being lased.
|
||||
-- @param #number LaserCode Laser code.
|
||||
-- @param #number Duration Duration of lasing in seconds.
|
||||
function SPOT:onafterLaseOn( From, Event, To, Target, LaserCode, Duration )
|
||||
self:E( { "LaseOn", Target, LaserCode, Duration } )
|
||||
self:F( { "LaseOn", Target, LaserCode, Duration } )
|
||||
|
||||
local function StopLase( self )
|
||||
self:LaseOff()
|
||||
@@ -226,16 +258,50 @@ do
|
||||
|
||||
self:HandleEvent( EVENTS.Dead )
|
||||
|
||||
self:__Lasing( -0.2 )
|
||||
self:__Lasing( -1 )
|
||||
end
|
||||
|
||||
|
||||
--- On after LaseOnCoordinate event. Activates the laser spot.
|
||||
-- @param #SPOT self
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @param Core.Point#COORDINATE Coordinate The coordinate at which the laser is pointing.
|
||||
-- @param #number LaserCode Laser code.
|
||||
-- @param #number Duration Duration of lasing in seconds.
|
||||
function SPOT:onafterLaseOnCoordinate(From, Event, To, Coordinate, LaserCode, Duration)
|
||||
self:F( { "LaseOnCoordinate", Coordinate, LaserCode, Duration } )
|
||||
|
||||
local function StopLase( self )
|
||||
self:LaseOff()
|
||||
end
|
||||
|
||||
self.Target = nil
|
||||
self.TargetCoord=Coordinate
|
||||
self.LaserCode = LaserCode
|
||||
|
||||
self.Lasing = true
|
||||
|
||||
local RecceDcsUnit = self.Recce:GetDCSObject()
|
||||
|
||||
self.SpotIR = Spot.createInfraRed( RecceDcsUnit, { x = 0, y = 1, z = 0 }, Coordinate:GetVec3() )
|
||||
self.SpotLaser = Spot.createLaser( RecceDcsUnit, { x = 0, y = 1, z = 0 }, Coordinate:GetVec3(), LaserCode )
|
||||
|
||||
if Duration then
|
||||
self.ScheduleID = self.LaseScheduler:Schedule( self, StopLase, {self}, Duration )
|
||||
end
|
||||
|
||||
self:__Lasing(-1)
|
||||
end
|
||||
|
||||
--- @param #SPOT self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function SPOT:OnEventDead(EventData)
|
||||
self:E( { Dead = EventData.IniDCSUnitName, Target = self.Target } )
|
||||
self:F( { Dead = EventData.IniDCSUnitName, Target = self.Target } )
|
||||
if self.Target then
|
||||
if EventData.IniDCSUnitName == self.Target:GetName() then
|
||||
self:E( {"Target dead ", self.Target:GetName() } )
|
||||
self:F( {"Target dead ", self.Target:GetName() } )
|
||||
self:Destroyed()
|
||||
self:LaseOff()
|
||||
end
|
||||
@@ -248,12 +314,22 @@ do
|
||||
-- @param To
|
||||
function SPOT:onafterLasing( From, Event, To )
|
||||
|
||||
if self.Target:IsAlive() then
|
||||
if self.Target and self.Target:IsAlive() then
|
||||
self.SpotIR:setPoint( self.Target:GetPointVec3():AddY(1):AddY(math.random(-100,100)/100):AddX(math.random(-100,100)/100):GetVec3() )
|
||||
self.SpotLaser:setPoint( self.Target:GetPointVec3():AddY(1):GetVec3() )
|
||||
self:__Lasing( -0.2 )
|
||||
elseif self.TargetCoord then
|
||||
|
||||
-- Wiggle the IR spot a bit.
|
||||
local irvec3={x=self.TargetCoord.x+math.random(-100,100)/100, y=self.TargetCoord.y+math.random(-100,100)/100, z=self.TargetCoord.z} --#DCS.Vec3
|
||||
local lsvec3={x=self.TargetCoord.x, y=self.TargetCoord.y, z=self.TargetCoord.z} --#DCS.Vec3
|
||||
|
||||
self.SpotIR:setPoint(irvec3)
|
||||
self.SpotLaser:setPoint(lsvec3)
|
||||
|
||||
self:__Lasing(-0.25)
|
||||
else
|
||||
self:E( { "Target is not alive", self.Target:IsAlive() } )
|
||||
self:F( { "Target is not alive", self.Target:IsAlive() } )
|
||||
end
|
||||
|
||||
end
|
||||
@@ -265,7 +341,7 @@ do
|
||||
-- @return #SPOT
|
||||
function SPOT:onafterLaseOff( From, Event, To )
|
||||
|
||||
self:E( {"Stopped lasing for ", self.Target:GetName() , SpotIR = self.SportIR, SpotLaser = self.SpotLaser } )
|
||||
self:F( {"Stopped lasing for ", self.Target:GetName() , SpotIR = self.SportIR, SpotLaser = self.SpotLaser } )
|
||||
|
||||
self.Lasing = false
|
||||
|
||||
|
||||
95
Moose Development/Moose/Core/UserFlag.lua
Normal file
95
Moose Development/Moose/Core/UserFlag.lua
Normal file
@@ -0,0 +1,95 @@
|
||||
--- **Core** - Manage user flags to interact with the mission editor trigger system and server side scripts.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Features:
|
||||
--
|
||||
-- * Set or get DCS user flags within running missions.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Core.UserFlag
|
||||
-- @image Core_Userflag.JPG
|
||||
--
|
||||
|
||||
do -- UserFlag
|
||||
|
||||
--- @type USERFLAG
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- Management of DCS User Flags.
|
||||
--
|
||||
-- # 1. USERFLAG constructor
|
||||
--
|
||||
-- * @{#USERFLAG.New}(): Creates a new USERFLAG object.
|
||||
--
|
||||
-- @field #USERFLAG
|
||||
USERFLAG = {
|
||||
ClassName = "USERFLAG",
|
||||
}
|
||||
|
||||
--- USERFLAG Constructor.
|
||||
-- @param #USERFLAG self
|
||||
-- @param #string UserFlagName The name of the userflag, which is a free text string.
|
||||
-- @return #USERFLAG
|
||||
function USERFLAG:New( UserFlagName ) --R2.3
|
||||
|
||||
local self = BASE:Inherit( self, BASE:New() ) -- #USERFLAG
|
||||
|
||||
self.UserFlagName = UserFlagName
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Set the userflag to a given Number.
|
||||
-- @param #USERFLAG self
|
||||
-- @param #number Number The number value to be checked if it is the same as the userflag.
|
||||
-- @return #USERFLAG The userflag instance.
|
||||
-- @usage
|
||||
-- local BlueVictory = USERFLAG:New( "VictoryBlue" )
|
||||
-- BlueVictory:Set( 100 ) -- Set the UserFlag VictoryBlue to 100.
|
||||
--
|
||||
function USERFLAG:Set( Number ) --R2.3
|
||||
|
||||
trigger.action.setUserFlag( self.UserFlagName, Number )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Get the userflag Number.
|
||||
-- @param #USERFLAG self
|
||||
-- @return #number Number The number value to be checked if it is the same as the userflag.
|
||||
-- @usage
|
||||
-- local BlueVictory = USERFLAG:New( "VictoryBlue" )
|
||||
-- local BlueVictoryValue = BlueVictory:Get() -- Get the UserFlag VictoryBlue value.
|
||||
--
|
||||
function USERFLAG:Get() --R2.3
|
||||
|
||||
return trigger.misc.getUserFlag( self.UserFlagName )
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Check if the userflag has a value of Number.
|
||||
-- @param #USERFLAG self
|
||||
-- @param #number Number The number value to be checked if it is the same as the userflag.
|
||||
-- @return #boolean true if the Number is the value of the userflag.
|
||||
-- @usage
|
||||
-- local BlueVictory = USERFLAG:New( "VictoryBlue" )
|
||||
-- if BlueVictory:Is( 1 ) then
|
||||
-- return "Blue has won"
|
||||
-- end
|
||||
function USERFLAG:Is( Number ) --R2.3
|
||||
|
||||
return trigger.misc.getUserFlag( self.UserFlagName ) == Number
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
140
Moose Development/Moose/Core/UserSound.lua
Normal file
140
Moose Development/Moose/Core/UserSound.lua
Normal file
@@ -0,0 +1,140 @@
|
||||
--- **Core** - Manage user sound.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Features:
|
||||
--
|
||||
-- * Play sounds wihtin running missions.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- Management of DCS User Sound.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Core.UserSound
|
||||
-- @image Core_Usersound.JPG
|
||||
|
||||
do -- UserSound
|
||||
|
||||
--- @type USERSOUND
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- Management of DCS User Sound.
|
||||
--
|
||||
-- ## USERSOUND constructor
|
||||
--
|
||||
-- * @{#USERSOUND.New}(): Creates a new USERSOUND object.
|
||||
--
|
||||
-- @field #USERSOUND
|
||||
USERSOUND = {
|
||||
ClassName = "USERSOUND",
|
||||
}
|
||||
|
||||
--- USERSOUND Constructor.
|
||||
-- @param #USERSOUND self
|
||||
-- @param #string UserSoundFileName The filename of the usersound.
|
||||
-- @return #USERSOUND
|
||||
function USERSOUND:New( UserSoundFileName ) --R2.3
|
||||
|
||||
local self = BASE:Inherit( self, BASE:New() ) -- #USERSOUND
|
||||
|
||||
self.UserSoundFileName = UserSoundFileName
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Set usersound filename.
|
||||
-- @param #USERSOUND self
|
||||
-- @param #string UserSoundFileName The filename of the usersound.
|
||||
-- @return #USERSOUND The usersound instance.
|
||||
-- @usage
|
||||
-- local BlueVictory = USERSOUND:New( "BlueVictory.ogg" )
|
||||
-- BlueVictory:SetFileName( "BlueVictoryLoud.ogg" ) -- Set the BlueVictory to change the file name to play a louder sound.
|
||||
--
|
||||
function USERSOUND:SetFileName( UserSoundFileName ) --R2.3
|
||||
|
||||
self.UserSoundFileName = UserSoundFileName
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
--- Play the usersound to all players.
|
||||
-- @param #USERSOUND self
|
||||
-- @return #USERSOUND The usersound instance.
|
||||
-- @usage
|
||||
-- local BlueVictory = USERSOUND:New( "BlueVictory.ogg" )
|
||||
-- BlueVictory:ToAll() -- Play the sound that Blue has won.
|
||||
--
|
||||
function USERSOUND:ToAll() --R2.3
|
||||
|
||||
trigger.action.outSound( self.UserSoundFileName )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Play the usersound to the given coalition.
|
||||
-- @param #USERSOUND self
|
||||
-- @param DCS#coalition Coalition The coalition to play the usersound to.
|
||||
-- @return #USERSOUND The usersound instance.
|
||||
-- @usage
|
||||
-- local BlueVictory = USERSOUND:New( "BlueVictory.ogg" )
|
||||
-- BlueVictory:ToCoalition( coalition.side.BLUE ) -- Play the sound that Blue has won to the blue coalition.
|
||||
--
|
||||
function USERSOUND:ToCoalition( Coalition ) --R2.3
|
||||
|
||||
trigger.action.outSoundForCoalition(Coalition, self.UserSoundFileName )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Play the usersound to the given country.
|
||||
-- @param #USERSOUND self
|
||||
-- @param DCS#country Country The country to play the usersound to.
|
||||
-- @return #USERSOUND The usersound instance.
|
||||
-- @usage
|
||||
-- local BlueVictory = USERSOUND:New( "BlueVictory.ogg" )
|
||||
-- BlueVictory:ToCountry( country.id.USA ) -- Play the sound that Blue has won to the USA country.
|
||||
--
|
||||
function USERSOUND:ToCountry( Country ) --R2.3
|
||||
|
||||
trigger.action.outSoundForCountry( Country, self.UserSoundFileName )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Play the usersound to the given @{Wrapper.Group}.
|
||||
-- @param #USERSOUND self
|
||||
-- @param Wrapper.Group#GROUP Group The @{Wrapper.Group} to play the usersound to.
|
||||
-- @param #number Delay (Optional) Delay in seconds, before the sound is played. Default 0.
|
||||
-- @return #USERSOUND The usersound instance.
|
||||
-- @usage
|
||||
-- local BlueVictory = USERSOUND:New( "BlueVictory.ogg" )
|
||||
-- local PlayerGroup = GROUP:FindByName( "PlayerGroup" ) -- Search for the active group named "PlayerGroup", that contains a human player.
|
||||
-- BlueVictory:ToGroup( PlayerGroup ) -- Play the sound that Blue has won to the player group.
|
||||
--
|
||||
function USERSOUND:ToGroup( Group, Delay ) --R2.3
|
||||
|
||||
Delay=Delay or 0
|
||||
if Delay>0 then
|
||||
SCHEDULER:New(nil, USERSOUND.ToGroup,{self, Group}, Delay)
|
||||
else
|
||||
trigger.action.outSoundForGroup( Group:GetID(), self.UserSoundFileName )
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
end
|
||||
191
Moose Development/Moose/Core/Velocity.lua
Normal file
191
Moose Development/Moose/Core/Velocity.lua
Normal file
@@ -0,0 +1,191 @@
|
||||
--- **Core** - Models a velocity or speed, which can be expressed in various formats according the settings.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Features:
|
||||
--
|
||||
-- * Convert velocity in various metric systems.
|
||||
-- * Set the velocity.
|
||||
-- * Create a text in a specific format of a velocity.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Core.Velocity
|
||||
-- @image MOOSE.JPG
|
||||
|
||||
do -- Velocity
|
||||
|
||||
--- @type VELOCITY
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- VELOCITY models a speed, which can be expressed in various formats according the Settings.
|
||||
--
|
||||
-- ## VELOCITY constructor
|
||||
--
|
||||
-- * @{#VELOCITY.New}(): Creates a new VELOCITY object.
|
||||
--
|
||||
-- @field #VELOCITY
|
||||
VELOCITY = {
|
||||
ClassName = "VELOCITY",
|
||||
}
|
||||
|
||||
--- VELOCITY Constructor.
|
||||
-- @param #VELOCITY self
|
||||
-- @param #number VelocityMps The velocity in meters per second.
|
||||
-- @return #VELOCITY
|
||||
function VELOCITY:New( VelocityMps )
|
||||
local self = BASE:Inherit( self, BASE:New() ) -- #VELOCITY
|
||||
self:F( {} )
|
||||
self.Velocity = VelocityMps
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set the velocity in Mps (meters per second).
|
||||
-- @param #VELOCITY self
|
||||
-- @param #number VelocityMps The velocity in meters per second.
|
||||
-- @return #VELOCITY
|
||||
function VELOCITY:Set( VelocityMps )
|
||||
self.Velocity = VelocityMps
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get the velocity in Mps (meters per second).
|
||||
-- @param #VELOCITY self
|
||||
-- @return #number The velocity in meters per second.
|
||||
function VELOCITY:Get()
|
||||
return self.Velocity
|
||||
end
|
||||
|
||||
--- Set the velocity in Kmph (kilometers per hour).
|
||||
-- @param #VELOCITY self
|
||||
-- @param #number VelocityKmph The velocity in kilometers per hour.
|
||||
-- @return #VELOCITY
|
||||
function VELOCITY:SetKmph( VelocityKmph )
|
||||
self.Velocity = UTILS.KmphToMps( VelocityKmph )
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get the velocity in Kmph (kilometers per hour).
|
||||
-- @param #VELOCITY self
|
||||
-- @return #number The velocity in kilometers per hour.
|
||||
function VELOCITY:GetKmph()
|
||||
|
||||
return UTILS.MpsToKmph( self.Velocity )
|
||||
end
|
||||
|
||||
--- Set the velocity in Miph (miles per hour).
|
||||
-- @param #VELOCITY self
|
||||
-- @param #number VelocityMiph The velocity in miles per hour.
|
||||
-- @return #VELOCITY
|
||||
function VELOCITY:SetMiph( VelocityMiph )
|
||||
self.Velocity = UTILS.MiphToMps( VelocityMiph )
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get the velocity in Miph (miles per hour).
|
||||
-- @param #VELOCITY self
|
||||
-- @return #number The velocity in miles per hour.
|
||||
function VELOCITY:GetMiph()
|
||||
return UTILS.MpsToMiph( self.Velocity )
|
||||
end
|
||||
|
||||
|
||||
--- Get the velocity in text, according the player @{Settings}.
|
||||
-- @param #VELOCITY self
|
||||
-- @param Core.Settings#SETTINGS Settings
|
||||
-- @return #string The velocity in text.
|
||||
function VELOCITY:GetText( Settings )
|
||||
local Settings = Settings or _SETTINGS
|
||||
if self.Velocity ~= 0 then
|
||||
if Settings:IsMetric() then
|
||||
return string.format( "%d km/h", UTILS.MpsToKmph( self.Velocity ) )
|
||||
else
|
||||
return string.format( "%d mi/h", UTILS.MpsToMiph( self.Velocity ) )
|
||||
end
|
||||
else
|
||||
return "stationary"
|
||||
end
|
||||
end
|
||||
|
||||
--- Get the velocity in text, according the player or default @{Settings}.
|
||||
-- @param #VELOCITY self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable
|
||||
-- @param Core.Settings#SETTINGS Settings
|
||||
-- @return #string The velocity in text according the player or default @{Settings}
|
||||
function VELOCITY:ToString( VelocityGroup, Settings ) -- R2.3
|
||||
self:F( { Group = VelocityGroup and VelocityGroup:GetName() } )
|
||||
local Settings = Settings or ( VelocityGroup and _DATABASE:GetPlayerSettings( VelocityGroup:GetPlayerName() ) ) or _SETTINGS
|
||||
return self:GetText( Settings )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
do -- VELOCITY_POSITIONABLE
|
||||
|
||||
--- @type VELOCITY_POSITIONABLE
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- # VELOCITY_POSITIONABLE class, extends @{Core.Base#BASE}
|
||||
--
|
||||
-- VELOCITY_POSITIONABLE monitors the speed of an @{Positionable} in the simulation, which can be expressed in various formats according the Settings.
|
||||
--
|
||||
-- ## 1. VELOCITY_POSITIONABLE constructor
|
||||
--
|
||||
-- * @{#VELOCITY_POSITIONABLE.New}(): Creates a new VELOCITY_POSITIONABLE object.
|
||||
--
|
||||
-- @field #VELOCITY_POSITIONABLE
|
||||
VELOCITY_POSITIONABLE = {
|
||||
ClassName = "VELOCITY_POSITIONABLE",
|
||||
}
|
||||
|
||||
--- VELOCITY_POSITIONABLE Constructor.
|
||||
-- @param #VELOCITY_POSITIONABLE self
|
||||
-- @param Wrapper.Positionable#POSITIONABLE Positionable The Positionable to monitor the speed.
|
||||
-- @return #VELOCITY_POSITIONABLE
|
||||
function VELOCITY_POSITIONABLE:New( Positionable )
|
||||
local self = BASE:Inherit( self, VELOCITY:New() ) -- #VELOCITY_POSITIONABLE
|
||||
self:F( {} )
|
||||
self.Positionable = Positionable
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get the velocity in Mps (meters per second).
|
||||
-- @param #VELOCITY_POSITIONABLE self
|
||||
-- @return #number The velocity in meters per second.
|
||||
function VELOCITY_POSITIONABLE:Get()
|
||||
return self.Positionable:GetVelocityMPS() or 0
|
||||
end
|
||||
|
||||
--- Get the velocity in Kmph (kilometers per hour).
|
||||
-- @param #VELOCITY_POSITIONABLE self
|
||||
-- @return #number The velocity in kilometers per hour.
|
||||
function VELOCITY_POSITIONABLE:GetKmph()
|
||||
|
||||
return UTILS.MpsToKmph( self.Positionable:GetVelocityMPS() or 0)
|
||||
end
|
||||
|
||||
--- Get the velocity in Miph (miles per hour).
|
||||
-- @param #VELOCITY_POSITIONABLE self
|
||||
-- @return #number The velocity in miles per hour.
|
||||
function VELOCITY_POSITIONABLE:GetMiph()
|
||||
return UTILS.MpsToMiph( self.Positionable:GetVelocityMPS() or 0 )
|
||||
end
|
||||
|
||||
--- Get the velocity in text, according the player or default @{Settings}.
|
||||
-- @param #VELOCITY_POSITIONABLE self
|
||||
-- @return #string The velocity in text according the player or default @{Settings}
|
||||
function VELOCITY_POSITIONABLE:ToString() -- R2.3
|
||||
self:F( { Group = self.Positionable and self.Positionable:GetName() } )
|
||||
local Settings = Settings or ( self.Positionable and _DATABASE:GetPlayerSettings( self.Positionable:GetPlayerName() ) ) or _SETTINGS
|
||||
self.Velocity = self.Positionable:GetVelocityMPS()
|
||||
return self:GetText( Settings )
|
||||
end
|
||||
|
||||
end
|
||||
File diff suppressed because it is too large
Load Diff
203
Moose Development/Moose/Core/Zone_Detection.lua
Normal file
203
Moose Development/Moose/Core/Zone_Detection.lua
Normal file
@@ -0,0 +1,203 @@
|
||||
|
||||
--- The ZONE_DETECTION class, defined by a zone name, a detection object and a radius.
|
||||
-- @type ZONE_DETECTION
|
||||
-- @field DCS#Vec2 Vec2 The current location of the zone.
|
||||
-- @field DCS#Distance Radius The radius of the zone.
|
||||
-- @extends #ZONE_BASE
|
||||
|
||||
--- The ZONE_DETECTION class defined by a zone name, a location and a radius.
|
||||
-- This class implements the inherited functions from Core.Zone#ZONE_BASE taking into account the own zone format and properties.
|
||||
--
|
||||
-- ## ZONE_DETECTION constructor
|
||||
--
|
||||
-- * @{#ZONE_DETECTION.New}(): Constructor.
|
||||
--
|
||||
-- @field #ZONE_DETECTION
|
||||
ZONE_DETECTION = {
|
||||
ClassName="ZONE_DETECTION",
|
||||
}
|
||||
|
||||
--- Constructor of @{#ZONE_DETECTION}, taking the zone name, the zone location and a radius.
|
||||
-- @param #ZONE_DETECTION self
|
||||
-- @param #string ZoneName Name of the zone.
|
||||
-- @param Functional.Detection#DETECTION_BASE Detection The detection object defining the locations of the central detections.
|
||||
-- @param DCS#Distance Radius The radius around the detections defining the combined zone.
|
||||
-- @return #ZONE_DETECTION self
|
||||
function ZONE_DETECTION:New( ZoneName, Detection, Radius )
|
||||
local self = BASE:Inherit( self, ZONE_BASE:New( ZoneName ) ) -- #ZONE_DETECTION
|
||||
self:F( { ZoneName, Detection, Radius } )
|
||||
|
||||
self.Detection = Detection
|
||||
self.Radius = Radius
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Bounds the zone with tires.
|
||||
-- @param #ZONE_DETECTION self
|
||||
-- @param #number Points (optional) The amount of points in the circle. Default 360.
|
||||
-- @param DCS#country.id CountryID The country id of the tire objects, e.g. country.id.USA for blue or country.id.RUSSIA for red.
|
||||
-- @param #boolean UnBound (Optional) If true the tyres will be destroyed.
|
||||
-- @return #ZONE_DETECTION self
|
||||
function ZONE_DETECTION:BoundZone( Points, CountryID, UnBound )
|
||||
|
||||
local Point = {}
|
||||
local Vec2 = self:GetVec2()
|
||||
|
||||
Points = Points and Points or 360
|
||||
|
||||
local Angle
|
||||
local RadialBase = math.pi*2
|
||||
|
||||
--
|
||||
for Angle = 0, 360, (360 / Points ) do
|
||||
local Radial = Angle * RadialBase / 360
|
||||
Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius()
|
||||
Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius()
|
||||
|
||||
local CountryName = _DATABASE.COUNTRY_NAME[CountryID]
|
||||
|
||||
local Tire = {
|
||||
["country"] = CountryName,
|
||||
["category"] = "Fortifications",
|
||||
["canCargo"] = false,
|
||||
["shape_name"] = "H-tyre_B_WF",
|
||||
["type"] = "Black_Tyre_WF",
|
||||
--["unitId"] = Angle + 10000,
|
||||
["y"] = Point.y,
|
||||
["x"] = Point.x,
|
||||
["name"] = string.format( "%s-Tire #%0d", self:GetName(), Angle ),
|
||||
["heading"] = 0,
|
||||
} -- end of ["group"]
|
||||
|
||||
local Group = coalition.addStaticObject( CountryID, Tire )
|
||||
if UnBound and UnBound == true then
|
||||
Group:destroy()
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Smokes the zone boundaries in a color.
|
||||
-- @param #ZONE_DETECTION self
|
||||
-- @param Utilities.Utils#SMOKECOLOR SmokeColor The smoke color.
|
||||
-- @param #number Points (optional) The amount of points in the circle.
|
||||
-- @param #number AddHeight (optional) The height to be added for the smoke.
|
||||
-- @param #number AddOffSet (optional) The angle to be added for the smoking start position.
|
||||
-- @return #ZONE_DETECTION self
|
||||
function ZONE_DETECTION:SmokeZone( SmokeColor, Points, AddHeight, AngleOffset )
|
||||
self:F2( SmokeColor )
|
||||
|
||||
local Point = {}
|
||||
local Vec2 = self:GetVec2()
|
||||
|
||||
AddHeight = AddHeight or 0
|
||||
AngleOffset = AngleOffset or 0
|
||||
|
||||
Points = Points and Points or 360
|
||||
|
||||
local Angle
|
||||
local RadialBase = math.pi*2
|
||||
|
||||
for Angle = 0, 360, 360 / Points do
|
||||
local Radial = ( Angle + AngleOffset ) * RadialBase / 360
|
||||
Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius()
|
||||
Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius()
|
||||
POINT_VEC2:New( Point.x, Point.y, AddHeight ):Smoke( SmokeColor )
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Flares the zone boundaries in a color.
|
||||
-- @param #ZONE_DETECTION self
|
||||
-- @param Utilities.Utils#FLARECOLOR FlareColor The flare color.
|
||||
-- @param #number Points (optional) The amount of points in the circle.
|
||||
-- @param DCS#Azimuth Azimuth (optional) Azimuth The azimuth of the flare.
|
||||
-- @param #number AddHeight (optional) The height to be added for the smoke.
|
||||
-- @return #ZONE_DETECTION self
|
||||
function ZONE_DETECTION:FlareZone( FlareColor, Points, Azimuth, AddHeight )
|
||||
self:F2( { FlareColor, Azimuth } )
|
||||
|
||||
local Point = {}
|
||||
local Vec2 = self:GetVec2()
|
||||
|
||||
AddHeight = AddHeight or 0
|
||||
|
||||
Points = Points and Points or 360
|
||||
|
||||
local Angle
|
||||
local RadialBase = math.pi*2
|
||||
|
||||
for Angle = 0, 360, 360 / Points do
|
||||
local Radial = Angle * RadialBase / 360
|
||||
Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius()
|
||||
Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius()
|
||||
POINT_VEC2:New( Point.x, Point.y, AddHeight ):Flare( FlareColor, Azimuth )
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Returns the radius around the detected locations defining the combine zone.
|
||||
-- @param #ZONE_DETECTION self
|
||||
-- @return DCS#Distance The radius.
|
||||
function ZONE_DETECTION:GetRadius()
|
||||
self:F2( self.ZoneName )
|
||||
|
||||
self:T2( { self.Radius } )
|
||||
|
||||
return self.Radius
|
||||
end
|
||||
|
||||
--- Sets the radius around the detected locations defining the combine zone.
|
||||
-- @param #ZONE_DETECTION self
|
||||
-- @param DCS#Distance Radius The radius.
|
||||
-- @return #ZONE_DETECTION self
|
||||
function ZONE_DETECTION:SetRadius( Radius )
|
||||
self:F2( self.ZoneName )
|
||||
|
||||
self.Radius = Radius
|
||||
self:T2( { self.Radius } )
|
||||
|
||||
return self.Radius
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Returns if a location is within the zone.
|
||||
-- @param #ZONE_DETECTION self
|
||||
-- @param DCS#Vec2 Vec2 The location to test.
|
||||
-- @return #boolean true if the location is within the zone.
|
||||
function ZONE_DETECTION:IsVec2InZone( Vec2 )
|
||||
self:F2( Vec2 )
|
||||
|
||||
local Coordinates = self.Detection:GetDetectedItemCoordinates() -- This returns a list of coordinates that define the (central) locations of the detections.
|
||||
|
||||
for CoordinateID, Coordinate in pairs( Coordinates ) do
|
||||
local ZoneVec2 = Coordinate:GetVec2()
|
||||
if ZoneVec2 then
|
||||
if (( Vec2.x - ZoneVec2.x )^2 + ( Vec2.y - ZoneVec2.y ) ^2 ) ^ 0.5 <= self:GetRadius() then
|
||||
return true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
--- Returns if a point is within the zone.
|
||||
-- @param #ZONE_DETECTION self
|
||||
-- @param DCS#Vec3 Vec3 The point to test.
|
||||
-- @return #boolean true if the point is within the zone.
|
||||
function ZONE_DETECTION:IsVec3InZone( Vec3 )
|
||||
self:F2( Vec3 )
|
||||
|
||||
local InZone = self:IsVec2InZone( { x = Vec3.x, y = Vec3.z } )
|
||||
|
||||
return InZone
|
||||
end
|
||||
|
||||
1321
Moose Development/Moose/DCS.lua
Normal file
1321
Moose Development/Moose/DCS.lua
Normal file
File diff suppressed because it is too large
Load Diff
Submodule Moose Development/Moose/Dcs deleted from 53f6e5cd52
3186
Moose Development/Moose/Functional/ATC_Ground.lua
Normal file
3186
Moose Development/Moose/Functional/ATC_Ground.lua
Normal file
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
5325
Moose Development/Moose/Functional/Artillery.lua
Normal file
5325
Moose Development/Moose/Functional/Artillery.lua
Normal file
File diff suppressed because it is too large
Load Diff
@@ -1,138 +1,271 @@
|
||||
--- The CLEANUP class keeps an area clean of crashing or colliding airplanes. It also prevents airplanes from firing within this area.
|
||||
-- @module CleanUp
|
||||
-- @author Flightcontrol
|
||||
--- **Functional** -- Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Features:
|
||||
--
|
||||
--
|
||||
-- * Try to keep the airbase clean and operational.
|
||||
-- * Prevent airplanes from crashing.
|
||||
-- * Clean up obstructing airplanes from the runway that are standing still for a period of time.
|
||||
-- * Prevent airplanes firing missiles within the airbase zone.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Missions:
|
||||
--
|
||||
-- [CLA - CleanUp Airbase](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/CLA%20-%20CleanUp%20Airbase)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 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.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Functional.CleanUp
|
||||
-- @image CleanUp_Airbases.JPG
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
--- 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.__
|
||||
|
||||
--- Keeps airbases clean, and tries to guarantee continuous airbase operations, even under combat.
|
||||
--
|
||||
-- # 1. CLEANUP_AIRBASE Constructor
|
||||
--
|
||||
-- Creates the main object which is preventing the airbase to get polluted with debris on the runway, which halts the airbase.
|
||||
--
|
||||
-- -- 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 )
|
||||
|
||||
for UnitName, Unit in pairs( _DATABASE.UNITS ) do
|
||||
local Unit = Unit -- Wrapper.Unit#UNIT
|
||||
if Unit:IsAlive() ~= nil then
|
||||
if self:IsInAirbase( Unit:GetVec2() ) then
|
||||
self:F( { UnitName = UnitName } )
|
||||
self.CleanUpList[UnitName] = {}
|
||||
self.CleanUpList[UnitName].CleanUpUnit = Unit
|
||||
self.CleanUpList[UnitName].CleanUpGroup = Unit:GetGroup()
|
||||
self.CleanUpList[UnitName].CleanUpGroupName = Unit:GetGroup():GetName()
|
||||
self.CleanUpList[UnitName].CleanUpUnitName = Unit:GetName()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- 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 @{Wrapper.Unit} from the simulator, but checks first if it is still existing!
|
||||
-- @param #CLEANUP_AIRBASE self
|
||||
-- @param Wrapper.Unit#UNIT CleanUpUnit The object to be destroyed.
|
||||
function CLEANUP_AIRBASE.__:DestroyUnit( CleanUpUnit )
|
||||
self:F( { CleanUpUnit } )
|
||||
|
||||
if CleanUpUnit then
|
||||
local CleanUpGroup = Unit.getGroup(CleanUpUnit)
|
||||
-- TODO Client bug in 1.5.3
|
||||
if CleanUpGroup and CleanUpGroup:isExist() then
|
||||
local CleanUpGroupUnits = CleanUpGroup:getUnits()
|
||||
local CleanUpUnitName = CleanUpUnit:GetName()
|
||||
local CleanUpGroup = CleanUpUnit:GetGroup()
|
||||
-- TODO DCS BUG - Client bug in 1.5.3
|
||||
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#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].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 )
|
||||
if EventData.IniUnit:IsAlive() ~= nil then
|
||||
if self:IsInAirbase( EventData.IniUnit:GetVec2() ) then
|
||||
self.CleanUpList[EventData.IniDCSUnitName] = {}
|
||||
self.CleanUpList[EventData.IniDCSUnitName].CleanUpUnit = EventData.IniUnit
|
||||
self.CleanUpList[EventData.IniDCSUnitName].CleanUpGroup = EventData.IniGroup
|
||||
self.CleanUpList[EventData.IniDCSUnitName].CleanUpGroupName = EventData.IniDCSGroupName
|
||||
self.CleanUpList[EventData.IniDCSUnitName].CleanUpUnitName = EventData.IniDCSUnitName
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- 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.
|
||||
--TODO: DCS BUG - This stuff is not working due to a DCS bug. Burning units cannot be destroyed.
|
||||
-- self:T("before getGroup")
|
||||
-- local _grp = Unit.getGroup(event.initiator)-- Identify the group that fired
|
||||
-- self:T("after getGroup")
|
||||
@@ -140,171 +273,169 @@ 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 )
|
||||
--- Add the @{DCS#Unit} to the CleanUpList for CleanUp.
|
||||
-- @param #CLEANUP_AIRBASE self
|
||||
-- @param DCS#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 } )
|
||||
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
|
||||
self:T( { "CleanUp Scheduler", "Destroy " .. CleanUpUnitName .. " because below safe height and damaged." } )
|
||||
self:_DestroyUnit(CleanUpUnit, CleanUpUnitName)
|
||||
end
|
||||
else
|
||||
self:T( { "CleanUp Scheduler", "Destroy " .. CleanUpUnitName .. " because on runway and damaged." } )
|
||||
self:_DestroyUnit(CleanUpUnit, CleanUpUnitName)
|
||||
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
|
||||
self:T( { "CleanUp Scheduler", "Destroy due to not moving anymore " .. CleanUpUnitName } )
|
||||
self:_DestroyUnit(CleanUpUnit, CleanUpUnitName)
|
||||
end
|
||||
end
|
||||
else
|
||||
UnitData.CleanUpTime = timer.getTime()
|
||||
UnitData.CleanUpMoved = true
|
||||
end
|
||||
end
|
||||
|
||||
local CleanUpUnit = CleanUpListData.CleanUpUnit -- Wrapper.Unit#UNIT
|
||||
local CleanUpGroupName = CleanUpListData.CleanUpGroupName
|
||||
|
||||
if CleanUpUnit:IsAlive() ~= nil then
|
||||
|
||||
if self:IsInAirbase( CleanUpUnit:GetVec2() ) then
|
||||
|
||||
if _DATABASE:GetStatusGroup( CleanUpGroupName ) ~= "ReSpawn" then
|
||||
|
||||
local CleanUpCoordinate = CleanUpUnit:GetCoordinate()
|
||||
|
||||
self:T( { "CleanUp Scheduler", CleanUpUnitName } )
|
||||
if CleanUpUnit:GetLife() <= CleanUpUnit:GetLife0() * 0.95 then
|
||||
if CleanUpUnit:IsAboveRunway() then
|
||||
if CleanUpUnit:InAir() then
|
||||
|
||||
local CleanUpLandHeight = CleanUpCoordinate:GetLandHeight()
|
||||
local CleanUpUnitHeight = CleanUpCoordinate.y - CleanUpLandHeight
|
||||
|
||||
if CleanUpUnitHeight < 100 then
|
||||
self:T( { "CleanUp Scheduler", "Destroy " .. CleanUpUnitName .. " because below safe height and damaged." } )
|
||||
self:DestroyUnit( CleanUpUnit )
|
||||
end
|
||||
else
|
||||
self:T( { "CleanUp Scheduler", "Destroy " .. CleanUpUnitName .. " because on runway and damaged." } )
|
||||
self:DestroyUnit( CleanUpUnit )
|
||||
end
|
||||
end
|
||||
end
|
||||
-- Clean Units which are waiting for a very long time in the CleanUpZone.
|
||||
if CleanUpUnit and not CleanUpUnit:GetPlayerName() then
|
||||
local CleanUpUnitVelocity = CleanUpUnit:GetVelocityKMH()
|
||||
if CleanUpUnitVelocity < 1 then
|
||||
if CleanUpListData.CleanUpMoved then
|
||||
if CleanUpListData.CleanUpTime + 180 <= timer.getTime() then
|
||||
self:T( { "CleanUp Scheduler", "Destroy due to not moving anymore " .. CleanUpUnitName } )
|
||||
self:DestroyUnit( CleanUpUnit )
|
||||
end
|
||||
end
|
||||
else
|
||||
CleanUpListData.CleanUpTime = timer.getTime()
|
||||
CleanUpListData.CleanUpMoved = true
|
||||
end
|
||||
end
|
||||
else
|
||||
-- not anymore in an airbase zone, remove from cleanup list.
|
||||
self.CleanUpList[CleanUpUnitName] = nil
|
||||
end
|
||||
else
|
||||
-- Do nothing ...
|
||||
self.CleanUpList[CleanUpUnitName] = nil -- 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)
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
416
Moose Development/Moose/Functional/DetectionZones.lua
Normal file
416
Moose Development/Moose/Functional/DetectionZones.lua
Normal file
@@ -0,0 +1,416 @@
|
||||
do -- DETECTION_ZONES
|
||||
|
||||
--- @type DETECTION_ZONES
|
||||
-- @field DCS#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target.
|
||||
-- @field #DETECTION_BASE.DetectedItems DetectedItems A list of areas containing the set of @{Wrapper.Unit}s, @{Zone}s, the center @{Wrapper.Unit} within the zone, and ID of each area that was detected within a DetectionZoneRange.
|
||||
-- @extends Functional.Detection#DETECTION_BASE
|
||||
|
||||
--- (old, to be revised ) Detect units within the battle zone for a list of @{Core.Zone}s detecting targets following (a) detection method(s),
|
||||
-- and will build a list (table) of @{Core.Set#SET_UNIT}s containing the @{Wrapper.Unit#UNIT}s detected.
|
||||
-- The class is group the detected units within zones given a DetectedZoneRange parameter.
|
||||
-- A set with multiple detected zones will be created as there are groups of units detected.
|
||||
--
|
||||
-- ## 4.1) Retrieve the Detected Unit Sets and Detected Zones
|
||||
--
|
||||
-- The methods to manage the DetectedItems[].Set(s) are implemented in @{Functional.Detection#DECTECTION_BASE} and
|
||||
-- the methods to manage the DetectedItems[].Zone(s) is implemented in @{Functional.Detection#DETECTION_ZONES}.
|
||||
--
|
||||
-- Retrieve the DetectedItems[].Set with the method @{Functional.Detection#DETECTION_BASE.GetDetectedSet}(). A @{Core.Set#SET_UNIT} object will be returned.
|
||||
--
|
||||
-- Retrieve the formed @{Zone@ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZones}().
|
||||
-- To understand the amount of zones created, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZoneCount}().
|
||||
-- If you want to obtain a specific zone from the DetectedZones, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZone}() with a given index.
|
||||
--
|
||||
-- ## 4.4) Flare or Smoke detected units
|
||||
--
|
||||
-- Use the methods @{Functional.Detection#DETECTION_ZONES.FlareDetectedUnits}() or @{Functional.Detection#DETECTION_ZONES.SmokeDetectedUnits}() to flare or smoke the detected units when a new detection has taken place.
|
||||
--
|
||||
-- ## 4.5) Flare or Smoke or Bound detected zones
|
||||
--
|
||||
-- Use the methods:
|
||||
--
|
||||
-- * @{Functional.Detection#DETECTION_ZONES.FlareDetectedZones}() to flare in a color
|
||||
-- * @{Functional.Detection#DETECTION_ZONES.SmokeDetectedZones}() to smoke in a color
|
||||
-- * @{Functional.Detection#DETECTION_ZONES.SmokeDetectedZones}() to bound with a tire with a white flag
|
||||
--
|
||||
-- the detected zones when a new detection has taken place.
|
||||
--
|
||||
-- @field #DETECTION_ZONES
|
||||
DETECTION_ZONES = {
|
||||
ClassName = "DETECTION_ZONES",
|
||||
DetectionZoneRange = nil,
|
||||
}
|
||||
|
||||
|
||||
--- DETECTION_ZONES constructor.
|
||||
-- @param #DETECTION_ZONES self
|
||||
-- @param Core.Set#SET_ZONE DetectionSetZone The @{Set} of ZONE_RADIUS.
|
||||
-- @param DCS#Coalition.side DetectionCoalition The coalition of the detection.
|
||||
-- @return #DETECTION_ZONES
|
||||
function DETECTION_ZONES:New( DetectionSetZone, DetectionCoalition )
|
||||
|
||||
-- Inherits from DETECTION_BASE
|
||||
local self = BASE:Inherit( self, DETECTION_BASE:New( DetectionSetZone ) ) -- #DETECTION_ZONES
|
||||
|
||||
self.DetectionSetZone = DetectionSetZone -- Core.Set#SET_ZONE
|
||||
self.DetectionCoalition = DetectionCoalition
|
||||
|
||||
self._SmokeDetectedUnits = false
|
||||
self._FlareDetectedUnits = false
|
||||
self._SmokeDetectedZones = false
|
||||
self._FlareDetectedZones = false
|
||||
self._BoundDetectedZones = false
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- @param #DETECTION_ZONES self
|
||||
-- @param #number The amount of alive recce.
|
||||
function DETECTION_ZONES:CountAliveRecce()
|
||||
|
||||
return self.DetectionSetZone:Count()
|
||||
|
||||
end
|
||||
|
||||
--- @param #DETECTION_ZONES self
|
||||
function DETECTION_ZONES:ForEachAliveRecce( IteratorFunction, ... )
|
||||
self:F2( arg )
|
||||
|
||||
self.DetectionSetZone:ForEachZone( IteratorFunction, arg )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Report summary of a detected item using a given numeric index.
|
||||
-- @param #DETECTION_ZONES self
|
||||
-- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem.
|
||||
-- @param Wrapper.Group#GROUP AttackGroup The group to get the settings for.
|
||||
-- @param Core.Settings#SETTINGS Settings (Optional) Message formatting settings to use.
|
||||
-- @return Core.Report#REPORT The report of the detection items.
|
||||
function DETECTION_ZONES:DetectedItemReportSummary( DetectedItem, AttackGroup, Settings )
|
||||
self:F( { DetectedItem = DetectedItem } )
|
||||
|
||||
local DetectedItemID = self:GetDetectedItemID( DetectedItem )
|
||||
|
||||
if DetectedItem then
|
||||
local DetectedSet = self:GetDetectedItemSet( DetectedItem )
|
||||
local ReportSummaryItem
|
||||
|
||||
local DetectedZone = self:GetDetectedItemZone( DetectedItem )
|
||||
local DetectedItemCoordinate = DetectedZone:GetCoordinate()
|
||||
local DetectedItemCoordText = DetectedItemCoordinate:ToString( AttackGroup, Settings )
|
||||
|
||||
local ThreatLevelA2G = self:GetDetectedItemThreatLevel( DetectedItem )
|
||||
local DetectedItemsCount = DetectedSet:Count()
|
||||
local DetectedItemsTypes = DetectedSet:GetTypeNames()
|
||||
|
||||
local Report = REPORT:New()
|
||||
Report:Add(DetectedItemID .. ", " .. DetectedItemCoordText)
|
||||
Report:Add( string.format( "Threat: [%s]", string.rep( "■", ThreatLevelA2G ), string.rep( "□", 10-ThreatLevelA2G ) ) )
|
||||
Report:Add( string.format("Type: %2d of %s", DetectedItemsCount, DetectedItemsTypes ) )
|
||||
Report:Add( string.format("Detected: %s", DetectedItem.IsDetected and "yes" or "no" ) )
|
||||
|
||||
return Report
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Report detailed of a detection result.
|
||||
-- @param #DETECTION_ZONES self
|
||||
-- @param Wrapper.Group#GROUP AttackGroup The group to generate the report for.
|
||||
-- @return #string
|
||||
function DETECTION_ZONES:DetectedReportDetailed( AttackGroup ) --R2.1 Fixed missing report
|
||||
self:F()
|
||||
|
||||
local Report = REPORT:New()
|
||||
for DetectedItemIndex, DetectedItem in pairs( self.DetectedItems ) do
|
||||
local DetectedItem = DetectedItem -- #DETECTION_BASE.DetectedItem
|
||||
local ReportSummary = self:DetectedItemReportSummary( DetectedItem, AttackGroup )
|
||||
Report:SetTitle( "Detected areas:" )
|
||||
Report:Add( ReportSummary:Text() )
|
||||
end
|
||||
|
||||
local ReportText = Report:Text()
|
||||
|
||||
return ReportText
|
||||
end
|
||||
|
||||
|
||||
--- Calculate the optimal intercept point of the DetectedItem.
|
||||
-- @param #DETECTION_ZONES self
|
||||
-- @param #DETECTION_BASE.DetectedItem DetectedItem
|
||||
function DETECTION_ZONES:CalculateIntercept( DetectedItem )
|
||||
|
||||
local DetectedCoord = DetectedItem.Coordinate
|
||||
-- local DetectedSpeed = DetectedCoord:GetVelocity()
|
||||
-- local DetectedHeading = DetectedCoord:GetHeading()
|
||||
--
|
||||
-- if self.Intercept then
|
||||
-- local DetectedSet = DetectedItem.Set
|
||||
-- -- todo: speed
|
||||
--
|
||||
-- local TranslateDistance = DetectedSpeed * self.InterceptDelay
|
||||
--
|
||||
-- local InterceptCoord = DetectedCoord:Translate( TranslateDistance, DetectedHeading )
|
||||
--
|
||||
-- DetectedItem.InterceptCoord = InterceptCoord
|
||||
-- else
|
||||
-- DetectedItem.InterceptCoord = DetectedCoord
|
||||
-- end
|
||||
DetectedItem.InterceptCoord = DetectedCoord
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Smoke the detected units
|
||||
-- @param #DETECTION_ZONES self
|
||||
-- @return #DETECTION_ZONES self
|
||||
function DETECTION_ZONES:SmokeDetectedUnits()
|
||||
self:F2()
|
||||
|
||||
self._SmokeDetectedUnits = true
|
||||
return self
|
||||
end
|
||||
|
||||
--- Flare the detected units
|
||||
-- @param #DETECTION_ZONES self
|
||||
-- @return #DETECTION_ZONES self
|
||||
function DETECTION_ZONES:FlareDetectedUnits()
|
||||
self:F2()
|
||||
|
||||
self._FlareDetectedUnits = true
|
||||
return self
|
||||
end
|
||||
|
||||
--- Smoke the detected zones
|
||||
-- @param #DETECTION_ZONES self
|
||||
-- @return #DETECTION_ZONES self
|
||||
function DETECTION_ZONES:SmokeDetectedZones()
|
||||
self:F2()
|
||||
|
||||
self._SmokeDetectedZones = true
|
||||
return self
|
||||
end
|
||||
|
||||
--- Flare the detected zones
|
||||
-- @param #DETECTION_ZONES self
|
||||
-- @return #DETECTION_ZONES self
|
||||
function DETECTION_ZONES:FlareDetectedZones()
|
||||
self:F2()
|
||||
|
||||
self._FlareDetectedZones = true
|
||||
return self
|
||||
end
|
||||
|
||||
--- Bound the detected zones
|
||||
-- @param #DETECTION_ZONES self
|
||||
-- @return #DETECTION_ZONES self
|
||||
function DETECTION_ZONES:BoundDetectedZones()
|
||||
self:F2()
|
||||
|
||||
self._BoundDetectedZones = true
|
||||
return self
|
||||
end
|
||||
|
||||
--- Make text documenting the changes of the detected zone.
|
||||
-- @param #DETECTION_ZONES self
|
||||
-- @param #DETECTION_BASE.DetectedItem DetectedItem
|
||||
-- @return #string The Changes text
|
||||
function DETECTION_ZONES:GetChangeText( DetectedItem )
|
||||
self:F( DetectedItem )
|
||||
|
||||
local MT = {}
|
||||
|
||||
for ChangeCode, ChangeData in pairs( DetectedItem.Changes ) do
|
||||
|
||||
if ChangeCode == "AA" then
|
||||
MT[#MT+1] = "Detected new area " .. ChangeData.ID .. ". The center target is a " .. ChangeData.ItemUnitType .. "."
|
||||
end
|
||||
|
||||
if ChangeCode == "RAU" then
|
||||
MT[#MT+1] = "Changed area " .. ChangeData.ID .. ". Removed the center target."
|
||||
end
|
||||
|
||||
if ChangeCode == "AAU" then
|
||||
MT[#MT+1] = "Changed area " .. ChangeData.ID .. ". The new center target is a " .. ChangeData.ItemUnitType .. "."
|
||||
end
|
||||
|
||||
if ChangeCode == "RA" then
|
||||
MT[#MT+1] = "Removed old area " .. ChangeData.ID .. ". No more targets in this area."
|
||||
end
|
||||
|
||||
if ChangeCode == "AU" then
|
||||
local MTUT = {}
|
||||
for ChangeUnitType, ChangeUnitCount in pairs( ChangeData ) do
|
||||
if ChangeUnitType ~= "ID" then
|
||||
MTUT[#MTUT+1] = ChangeUnitCount .. " of " .. ChangeUnitType
|
||||
end
|
||||
end
|
||||
MT[#MT+1] = "Detected for area " .. ChangeData.ID .. " new target(s) " .. table.concat( MTUT, ", " ) .. "."
|
||||
end
|
||||
|
||||
if ChangeCode == "RU" then
|
||||
local MTUT = {}
|
||||
for ChangeUnitType, ChangeUnitCount in pairs( ChangeData ) do
|
||||
if ChangeUnitType ~= "ID" then
|
||||
MTUT[#MTUT+1] = ChangeUnitCount .. " of " .. ChangeUnitType
|
||||
end
|
||||
end
|
||||
MT[#MT+1] = "Removed for area " .. ChangeData.ID .. " invisible or destroyed target(s) " .. table.concat( MTUT, ", " ) .. "."
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
return table.concat( MT, "\n" )
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Make a DetectionSet table. This function will be overridden in the derived clsses.
|
||||
-- @param #DETECTION_ZONES self
|
||||
-- @return #DETECTION_ZONES self
|
||||
function DETECTION_ZONES:CreateDetectionItems()
|
||||
|
||||
|
||||
self:F( "Checking Detected Items for new Detected Units ..." )
|
||||
|
||||
local DetectedUnits = SET_UNIT:New()
|
||||
|
||||
-- First go through all zones, and check if there are new Zones.
|
||||
-- New Zones become a new DetectedItem.
|
||||
for ZoneName, DetectionZone in pairs( self.DetectionSetZone:GetSet() ) do
|
||||
|
||||
local DetectedItem = self:GetDetectedItemByKey( ZoneName )
|
||||
|
||||
if DetectedItem == nil then
|
||||
DetectedItem = self:AddDetectedItemZone( "ZONE", ZoneName, nil, DetectionZone )
|
||||
end
|
||||
|
||||
local DetectedItemSetUnit = self:GetDetectedItemSet( DetectedItem )
|
||||
|
||||
-- Scan the zone
|
||||
DetectionZone:Scan( { Object.Category.UNIT }, { Unit.Category.GROUND_UNIT } )
|
||||
|
||||
-- For all the units in the zone,
|
||||
-- check if they are of the same coalition to be included.
|
||||
local ZoneUnits = DetectionZone:GetScannedUnits()
|
||||
for DCSUnitID, DCSUnit in pairs( ZoneUnits ) do
|
||||
local UnitName = DCSUnit:getName()
|
||||
local ZoneUnit = UNIT:FindByName( UnitName )
|
||||
local ZoneUnitCoalition = ZoneUnit:GetCoalition()
|
||||
if ZoneUnitCoalition == self.DetectionCoalition then
|
||||
if DetectedItemSetUnit:FindUnit( UnitName ) == nil and DetectedUnits:FindUnit( UnitName ) == nil then
|
||||
self:F( "Adding " .. UnitName )
|
||||
DetectedItemSetUnit:AddUnit( ZoneUnit )
|
||||
DetectedUnits:AddUnit( ZoneUnit )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- Now all the tests should have been build, now make some smoke and flares...
|
||||
-- We also report here the friendlies within the detected areas.
|
||||
|
||||
for DetectedItemID, DetectedItemData in pairs( self.DetectedItems ) do
|
||||
|
||||
local DetectedItem = DetectedItemData -- #DETECTION_BASE.DetectedItem
|
||||
local DetectedSet = self:GetDetectedItemSet( DetectedItem )
|
||||
local DetectedFirstUnit = DetectedSet:GetFirst()
|
||||
local DetectedZone = self:GetDetectedItemZone( DetectedItem )
|
||||
|
||||
-- Set the last known coordinate to the detection item.
|
||||
local DetectedZoneCoord = DetectedZone:GetCoordinate()
|
||||
self:SetDetectedItemCoordinate( DetectedItem, DetectedZoneCoord, DetectedFirstUnit )
|
||||
|
||||
self:CalculateIntercept( DetectedItem )
|
||||
|
||||
-- We search for friendlies nearby.
|
||||
-- If there weren't any friendlies nearby, and now there are friendlies nearby, we flag the area as "changed".
|
||||
-- If there were friendlies nearby, and now there aren't any friendlies nearby, we flag the area as "changed".
|
||||
-- This is for the A2G dispatcher to detect if there is a change in the tactical situation.
|
||||
local OldFriendliesNearbyGround = self:IsFriendliesNearBy( DetectedItem, Unit.Category.GROUND_UNIT )
|
||||
self:ReportFriendliesNearBy( { DetectedItem = DetectedItem, ReportSetGroup = self.DetectionSetGroup } ) -- Fill the Friendlies table
|
||||
local NewFriendliesNearbyGround = self:IsFriendliesNearBy( DetectedItem, Unit.Category.GROUND_UNIT )
|
||||
if OldFriendliesNearbyGround ~= NewFriendliesNearbyGround then
|
||||
DetectedItem.Changed = true
|
||||
end
|
||||
|
||||
self:SetDetectedItemThreatLevel( DetectedItem ) -- Calculate A2G threat level
|
||||
--self:NearestRecce( DetectedItem )
|
||||
|
||||
|
||||
if DETECTION_ZONES._SmokeDetectedUnits or self._SmokeDetectedUnits then
|
||||
DetectedZone:SmokeZone( SMOKECOLOR.Red, 30 )
|
||||
end
|
||||
|
||||
--DetectedSet:Flush( self )
|
||||
|
||||
DetectedSet:ForEachUnit(
|
||||
--- @param Wrapper.Unit#UNIT DetectedUnit
|
||||
function( DetectedUnit )
|
||||
if DetectedUnit:IsAlive() then
|
||||
--self:T( "Detected Set #" .. DetectedItem.ID .. ":" .. DetectedUnit:GetName() )
|
||||
if DETECTION_ZONES._FlareDetectedUnits or self._FlareDetectedUnits then
|
||||
DetectedUnit:FlareGreen()
|
||||
end
|
||||
if DETECTION_ZONES._SmokeDetectedUnits or self._SmokeDetectedUnits then
|
||||
DetectedUnit:SmokeGreen()
|
||||
end
|
||||
end
|
||||
end
|
||||
)
|
||||
if DETECTION_ZONES._FlareDetectedZones or self._FlareDetectedZones then
|
||||
DetectedZone:FlareZone( SMOKECOLOR.White, 30, math.random( 0,90 ) )
|
||||
end
|
||||
if DETECTION_ZONES._SmokeDetectedZones or self._SmokeDetectedZones then
|
||||
DetectedZone:SmokeZone( SMOKECOLOR.White, 30 )
|
||||
end
|
||||
|
||||
if DETECTION_ZONES._BoundDetectedZones or self._BoundDetectedZones then
|
||||
self.CountryID = DetectedSet:GetFirst():GetCountry()
|
||||
DetectedZone:BoundZone( 12, self.CountryID )
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- @param #DETECTION_ZONES self
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param Detection The element on which the detection is based.
|
||||
-- @param #number DetectionTimeStamp Time stamp of detection event.
|
||||
function DETECTION_ZONES:onafterDetection( From, Event, To, Detection, DetectionTimeStamp )
|
||||
|
||||
self.DetectionRun = self.DetectionRun + 1
|
||||
if self.DetectionCount > 0 and self.DetectionRun == self.DetectionCount then
|
||||
self:CreateDetectionItems() -- Polymorphic call to Create/Update the DetectionItems list for the DETECTION_ class grouping method.
|
||||
|
||||
for DetectedItemID, DetectedItem in pairs( self.DetectedItems ) do
|
||||
self:UpdateDetectedItemDetection( DetectedItem )
|
||||
self:CleanDetectionItem( DetectedItem, DetectedItemID ) -- Any DetectionItem that has a Set with zero elements in it, must be removed from the DetectionItems list.
|
||||
if DetectedItem then
|
||||
self:__DetectedItem( 0.1, DetectedItem )
|
||||
end
|
||||
end
|
||||
self:__Detect( -self.RefreshTimeInterval )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Set IsDetected flag for the DetectedItem, which can have more units.
|
||||
-- @param #DETECTION_ZONES self
|
||||
-- @return #DETECTION_ZONES.DetectedItem DetectedItem
|
||||
-- @return #boolean true if at least one UNIT is detected from the DetectedSet, false if no UNIT was detected from the DetectedSet.
|
||||
function DETECTION_ZONES:UpdateDetectedItemDetection( DetectedItem )
|
||||
|
||||
local IsDetected = true
|
||||
|
||||
DetectedItem.IsDetected = true
|
||||
|
||||
return IsDetected
|
||||
end
|
||||
|
||||
end
|
||||
@@ -1,60 +1,82 @@
|
||||
--- Taking the lead of AI escorting your flight.
|
||||
--- **Functional** -- Taking the lead of AI escorting your flight.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Features:
|
||||
--
|
||||
-- * Escort navigation commands.
|
||||
-- * Escort hold at position commands.
|
||||
-- * Escorts reporting detected targets.
|
||||
-- * Escorts scanning targets in advance.
|
||||
-- * Escorts attacking specific targets.
|
||||
-- * Request assistance from other groups for attack.
|
||||
-- * Manage rule of engagement of escorts.
|
||||
-- * Manage the allowed evasion techniques of escorts.
|
||||
-- * Make escort to execute a defined mission or path.
|
||||
-- * Escort tactical situation reporting.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Missions:
|
||||
--
|
||||
-- [ESC - Escorting](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/ESC%20-%20Escorting)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- Allows you to interact with escorting AI on your flight and take the lead.
|
||||
--
|
||||
-- @{#ESCORT} class
|
||||
-- ================
|
||||
-- The @{#ESCORT} class allows you to interact with escorting AI on your flight and take the lead.
|
||||
-- Each escorting group can be commanded with a whole set of radio commands (radio menu in your flight, and then F10).
|
||||
--
|
||||
-- The radio commands will vary according the category of the group. The richest set of commands are with Helicopters and AirPlanes.
|
||||
-- Ships and Ground troops will have a more limited set, but they can provide support through the bombing of targets designated by the other escorts.
|
||||
--
|
||||
-- RADIO MENUs that can be created:
|
||||
-- ================================
|
||||
-- # RADIO MENUs that can be created:
|
||||
--
|
||||
-- Find a summary below of the current available commands:
|
||||
--
|
||||
-- Navigation ...:
|
||||
-- ---------------
|
||||
-- ## Navigation ...:
|
||||
--
|
||||
-- Escort group navigation functions:
|
||||
--
|
||||
-- * **"Join-Up and Follow at x meters":** The escort group fill follow you at about x meters, and they will follow you.
|
||||
-- * **"Flare":** Provides menu commands to let the escort group shoot a flare in the air in a color.
|
||||
-- * **"Smoke":** Provides menu commands to let the escort group smoke the air in a color. Note that smoking is only available for ground and naval troops.
|
||||
--
|
||||
-- Hold position ...:
|
||||
-- ------------------
|
||||
-- ## Hold position ...:
|
||||
--
|
||||
-- Escort group navigation functions:
|
||||
--
|
||||
-- * **"At current location":** Stops the escort group and they will hover 30 meters above the ground at the position they stopped.
|
||||
-- * **"At client location":** Stops the escort group and they will hover 30 meters above the ground at the position they stopped.
|
||||
--
|
||||
-- Report targets ...:
|
||||
-- -------------------
|
||||
-- ## Report targets ...:
|
||||
--
|
||||
-- Report targets will make the escort group to report any target that it identifies within a 8km range. Any detected target can be attacked using the 4. Attack nearby targets function. (see below).
|
||||
--
|
||||
-- * **"Report now":** Will report the current detected targets.
|
||||
-- * **"Report targets on":** Will make the escort group to report detected targets and will fill the "Attack nearby targets" menu list.
|
||||
-- * **"Report targets off":** Will stop detecting targets.
|
||||
--
|
||||
-- Scan targets ...:
|
||||
-- -----------------
|
||||
-- ## Scan targets ...:
|
||||
--
|
||||
-- Menu items to pop-up the escort group for target scanning. After scanning, the escort group will resume with the mission or defined task.
|
||||
--
|
||||
-- * **"Scan targets 30 seconds":** Scan 30 seconds for targets.
|
||||
-- * **"Scan targets 60 seconds":** Scan 60 seconds for targets.
|
||||
--
|
||||
-- Attack targets ...:
|
||||
-- -------------------
|
||||
-- ## Attack targets ...:
|
||||
--
|
||||
-- This menu item will list all detected targets within a 15km range. Depending on the level of detection (known/unknown) and visuality, the targets type will also be listed.
|
||||
--
|
||||
-- Request assistance from ...:
|
||||
-- ----------------------------
|
||||
-- ## Request assistance from ...:
|
||||
--
|
||||
-- This menu item will list all detected targets within a 15km range, as with the menu item **Attack Targets**.
|
||||
-- This menu item allows to request attack support from other escorts supporting the current client group.
|
||||
-- eg. the function allows a player to request support from the Ship escort to attack a target identified by the Plane escort with its Tomahawk missiles.
|
||||
-- eg. the function allows a player to request support from other Planes escorting to bomb the unit with illumination missiles or bombs, so that the main plane escort can attack the area.
|
||||
--
|
||||
-- ROE ...:
|
||||
-- --------
|
||||
-- ## ROE ...:
|
||||
--
|
||||
-- Sets the Rules of Engagement (ROE) of the escort group when in flight.
|
||||
--
|
||||
-- * **"Hold Fire":** The escort group will hold fire.
|
||||
@@ -62,8 +84,8 @@
|
||||
-- * **"Open Fire":** The escort group will open fire on designated targets.
|
||||
-- * **"Weapon Free":** The escort group will engage with any target.
|
||||
--
|
||||
-- Evasion ...:
|
||||
-- ------------
|
||||
-- ## Evasion ...:
|
||||
--
|
||||
-- Will define the evasion techniques that the escort group will perform during flight or combat.
|
||||
--
|
||||
-- * **"Fight until death":** The escort group will have no reaction to threats.
|
||||
@@ -71,35 +93,43 @@
|
||||
-- * **"Evade enemy fire":** The rescort group will evade enemy fire before firing.
|
||||
-- * **"Go below radar and evade fire":** The escort group will perform evasive vertical manoeuvres.
|
||||
--
|
||||
-- Resume Mission ...:
|
||||
-- -------------------
|
||||
-- ## Resume Mission ...:
|
||||
--
|
||||
-- Escort groups can have their own mission. This menu item will allow the escort group to resume their Mission from a given waypoint.
|
||||
-- Note that this is really fantastic, as you now have the dynamic of taking control of the escort groups, and allowing them to resume their path or mission.
|
||||
--
|
||||
-- ESCORT construction methods.
|
||||
-- ============================
|
||||
-- ===
|
||||
--
|
||||
-- ### Authors: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Functional.Escort
|
||||
-- @image Escorting.JPG
|
||||
|
||||
|
||||
|
||||
--- @type ESCORT
|
||||
-- @extends Core.Base#BASE
|
||||
-- @field Wrapper.Client#CLIENT EscortClient
|
||||
-- @field Wrapper.Group#GROUP EscortGroup
|
||||
-- @field #string EscortName
|
||||
-- @field #ESCORT.MODE EscortMode The mode the escort is in.
|
||||
-- @field Core.Scheduler#SCHEDULER FollowScheduler The instance of the SCHEDULER class.
|
||||
-- @field #number FollowDistance The current follow distance.
|
||||
-- @field #boolean ReportTargets If true, nearby targets are reported.
|
||||
-- @Field DCS#AI.Option.Air.val.ROE OptionROE Which ROE is set to the EscortGroup.
|
||||
-- @field DCS#AI.Option.Air.val.REACTION_ON_THREAT OptionReactionOnThreat Which REACTION_ON_THREAT is set to the EscortGroup.
|
||||
-- @field FunctionalMENU_GROUPDETECTION_BASE Detection
|
||||
|
||||
--- ESCORT class
|
||||
--
|
||||
-- # ESCORT construction methods.
|
||||
--
|
||||
-- Create a new SPAWN object with the @{#ESCORT.New} method:
|
||||
--
|
||||
-- * @{#ESCORT.New}: Creates a new ESCORT object from a @{Group#GROUP} for a @{Client#CLIENT}, with an optional briefing text.
|
||||
-- * @{#ESCORT.New}: Creates a new ESCORT object from a @{Wrapper.Group#GROUP} for a @{Wrapper.Client#CLIENT}, with an optional briefing text.
|
||||
--
|
||||
-- ESCORT initialization methods.
|
||||
-- ==============================
|
||||
-- The following menus are created within the RADIO MENU (F10) of an active unit hosted by a player:
|
||||
--
|
||||
-- * @{#ESCORT.MenuFollowAt}: Creates a menu to make the escort follow the client.
|
||||
-- * @{#ESCORT.MenuHoldAtEscortPosition}: Creates a menu to hold the escort at its current position.
|
||||
-- * @{#ESCORT.MenuHoldAtLeaderPosition}: Creates a menu to hold the escort at the client position.
|
||||
-- * @{#ESCORT.MenuScanForTargets}: Creates a menu so that the escort scans targets.
|
||||
-- * @{#ESCORT.MenuFlare}: Creates a menu to disperse flares.
|
||||
-- * @{#ESCORT.MenuSmoke}: Creates a menu to disparse smoke.
|
||||
-- * @{#ESCORT.MenuReportTargets}: Creates a menu so that the escort reports targets.
|
||||
-- * @{#ESCORT.MenuReportPosition}: Creates a menu so that the escort reports its current position from bullseye.
|
||||
-- * @{#ESCORT.MenuAssistedAttack: Creates a menu so that the escort supportes assisted attack from other escorts with the client.
|
||||
-- * @{#ESCORT.MenuROE: Creates a menu structure to set the rules of engagement of the escort.
|
||||
-- * @{#ESCORT.MenuEvasion: Creates a menu structure to set the evasion techniques when the escort is under threat.
|
||||
-- * @{#ESCORT.MenuResumeMission}: Creates a menu structure so that the escort can resume from a waypoint.
|
||||
--
|
||||
--
|
||||
-- @usage
|
||||
-- -- Declare a new EscortPlanes object as follows:
|
||||
--
|
||||
@@ -109,26 +139,8 @@
|
||||
--
|
||||
-- -- Now use these 2 objects to construct the new EscortPlanes object.
|
||||
-- EscortPlanes = ESCORT:New( EscortClient, EscortGroup, "Desert", "Welcome to the mission. You are escorted by a plane with code name 'Desert', which can be instructed through the F10 radio menu." )
|
||||
--
|
||||
--
|
||||
--
|
||||
-- @module Escort
|
||||
-- @author FlightControl
|
||||
|
||||
--- ESCORT class
|
||||
-- @type ESCORT
|
||||
-- @extends Core.Base#BASE
|
||||
-- @field Wrapper.Client#CLIENT EscortClient
|
||||
-- @field Wrapper.Group#GROUP EscortGroup
|
||||
-- @field #string EscortName
|
||||
-- @field #ESCORT.MODE EscortMode The mode the escort is in.
|
||||
-- @field Core.Scheduler#SCHEDULER FollowScheduler The instance of the SCHEDULER class.
|
||||
-- @field #number FollowDistance The current follow distance.
|
||||
-- @field #boolean ReportTargets If true, nearby targets are reported.
|
||||
-- @Field Dcs.DCSTypes#AI.Option.Air.val.ROE OptionROE Which ROE is set to the EscortGroup.
|
||||
-- @field Dcs.DCSTypes#AI.Option.Air.val.REACTION_ON_THREAT OptionReactionOnThreat Which REACTION_ON_THREAT is set to the EscortGroup.
|
||||
-- @field Core.Menu#MENU_CLIENT EscortMenuResumeMission
|
||||
-- @field Functional.Detection#DETECTION_BASE Detection
|
||||
-- @field #ESCORT
|
||||
ESCORT = {
|
||||
ClassName = "ESCORT",
|
||||
EscortName = nil, -- The Escort Name
|
||||
@@ -205,7 +217,7 @@ function ESCORT:New( EscortClient, EscortGroup, EscortName, EscortBriefing )
|
||||
self.EscortClient._EscortGroups[EscortGroup:GetName()].Detection = self.EscortGroup.Detection
|
||||
end
|
||||
|
||||
self.EscortMenu = MENU_CLIENT:New( self.EscortClient, self.EscortName )
|
||||
self.EscortMenu = MENU_GROUP:New( self.EscortClient:GetGroup(), self.EscortName )
|
||||
|
||||
self.EscortGroup:WayPointInitialize(1)
|
||||
|
||||
@@ -294,21 +306,21 @@ end
|
||||
--- Defines a menu slot to let the escort Join and Follow you at a certain distance.
|
||||
-- This menu will appear under **Navigation**.
|
||||
-- @param #ESCORT self
|
||||
-- @param Dcs.DCSTypes#Distance Distance The distance in meters that the escort needs to follow the client.
|
||||
-- @param DCS#Distance Distance The distance in meters that the escort needs to follow the client.
|
||||
-- @return #ESCORT
|
||||
function ESCORT:MenuFollowAt( Distance )
|
||||
self:F(Distance)
|
||||
|
||||
if self.EscortGroup:IsAir() then
|
||||
if not self.EscortMenuReportNavigation then
|
||||
self.EscortMenuReportNavigation = MENU_CLIENT:New( self.EscortClient, "Navigation", self.EscortMenu )
|
||||
self.EscortMenuReportNavigation = MENU_GROUP:New( self.EscortClient:GetGroup(), "Navigation", self.EscortMenu )
|
||||
end
|
||||
|
||||
if not self.EscortMenuJoinUpAndFollow then
|
||||
self.EscortMenuJoinUpAndFollow = {}
|
||||
end
|
||||
|
||||
self.EscortMenuJoinUpAndFollow[#self.EscortMenuJoinUpAndFollow+1] = MENU_CLIENT_COMMAND:New( self.EscortClient, "Join-Up and Follow at " .. Distance, self.EscortMenuReportNavigation, ESCORT._JoinUpAndFollow, self, Distance )
|
||||
self.EscortMenuJoinUpAndFollow[#self.EscortMenuJoinUpAndFollow+1] = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "Join-Up and Follow at " .. Distance, self.EscortMenuReportNavigation, ESCORT._JoinUpAndFollow, self, Distance )
|
||||
|
||||
self.EscortMode = ESCORT.MODE.FOLLOW
|
||||
end
|
||||
@@ -319,8 +331,8 @@ end
|
||||
--- Defines a menu slot to let the escort hold at their current position and stay low with a specified height during a specified time in seconds.
|
||||
-- This menu will appear under **Hold position**.
|
||||
-- @param #ESCORT self
|
||||
-- @param Dcs.DCSTypes#Distance Height Optional parameter that sets the height in meters to let the escort orbit at the current location. The default value is 30 meters.
|
||||
-- @param Dcs.DCSTypes#Time Seconds Optional parameter that lets the escort orbit at the current position for a specified time. (not implemented yet). The default value is 0 seconds, meaning, that the escort will orbit forever until a sequent command is given.
|
||||
-- @param DCS#Distance Height Optional parameter that sets the height in meters to let the escort orbit at the current location. The default value is 30 meters.
|
||||
-- @param DCS#Time Seconds Optional parameter that lets the escort orbit at the current position for a specified time. (not implemented yet). The default value is 0 seconds, meaning, that the escort will orbit forever until a sequent command is given.
|
||||
-- @param #string MenuTextFormat Optional parameter that shows the menu option text. The text string is formatted, and should contain two %d tokens in the string. The first for the Height, the second for the Time (if given). If no text is given, the default text will be displayed.
|
||||
-- @return #ESCORT
|
||||
-- TODO: Implement Seconds parameter. Challenge is to first develop the "continue from last activity" function.
|
||||
@@ -330,7 +342,7 @@ function ESCORT:MenuHoldAtEscortPosition( Height, Seconds, MenuTextFormat )
|
||||
if self.EscortGroup:IsAir() then
|
||||
|
||||
if not self.EscortMenuHold then
|
||||
self.EscortMenuHold = MENU_CLIENT:New( self.EscortClient, "Hold position", self.EscortMenu )
|
||||
self.EscortMenuHold = MENU_GROUP:New( self.EscortClient:GetGroup(), "Hold position", self.EscortMenu )
|
||||
end
|
||||
|
||||
if not Height then
|
||||
@@ -360,9 +372,9 @@ function ESCORT:MenuHoldAtEscortPosition( Height, Seconds, MenuTextFormat )
|
||||
self.EscortMenuHoldPosition = {}
|
||||
end
|
||||
|
||||
self.EscortMenuHoldPosition[#self.EscortMenuHoldPosition+1] = MENU_CLIENT_COMMAND
|
||||
self.EscortMenuHoldPosition[#self.EscortMenuHoldPosition+1] = MENU_GROUP_COMMAND
|
||||
:New(
|
||||
self.EscortClient,
|
||||
self.EscortClient:GetGroup(),
|
||||
MenuText,
|
||||
self.EscortMenuHold,
|
||||
ESCORT._HoldPosition,
|
||||
@@ -380,8 +392,8 @@ end
|
||||
--- Defines a menu slot to let the escort hold at the client position and stay low with a specified height during a specified time in seconds.
|
||||
-- This menu will appear under **Navigation**.
|
||||
-- @param #ESCORT self
|
||||
-- @param Dcs.DCSTypes#Distance Height Optional parameter that sets the height in meters to let the escort orbit at the current location. The default value is 30 meters.
|
||||
-- @param Dcs.DCSTypes#Time Seconds Optional parameter that lets the escort orbit at the current position for a specified time. (not implemented yet). The default value is 0 seconds, meaning, that the escort will orbit forever until a sequent command is given.
|
||||
-- @param DCS#Distance Height Optional parameter that sets the height in meters to let the escort orbit at the current location. The default value is 30 meters.
|
||||
-- @param DCS#Time Seconds Optional parameter that lets the escort orbit at the current position for a specified time. (not implemented yet). The default value is 0 seconds, meaning, that the escort will orbit forever until a sequent command is given.
|
||||
-- @param #string MenuTextFormat Optional parameter that shows the menu option text. The text string is formatted, and should contain one or two %d tokens in the string. The first for the Height, the second for the Time (if given). If no text is given, the default text will be displayed.
|
||||
-- @return #ESCORT
|
||||
-- TODO: Implement Seconds parameter. Challenge is to first develop the "continue from last activity" function.
|
||||
@@ -391,7 +403,7 @@ function ESCORT:MenuHoldAtLeaderPosition( Height, Seconds, MenuTextFormat )
|
||||
if self.EscortGroup:IsAir() then
|
||||
|
||||
if not self.EscortMenuHold then
|
||||
self.EscortMenuHold = MENU_CLIENT:New( self.EscortClient, "Hold position", self.EscortMenu )
|
||||
self.EscortMenuHold = MENU_GROUP:New( self.EscortClient:GetGroup(), "Hold position", self.EscortMenu )
|
||||
end
|
||||
|
||||
if not Height then
|
||||
@@ -421,9 +433,9 @@ function ESCORT:MenuHoldAtLeaderPosition( Height, Seconds, MenuTextFormat )
|
||||
self.EscortMenuHoldAtLeaderPosition = {}
|
||||
end
|
||||
|
||||
self.EscortMenuHoldAtLeaderPosition[#self.EscortMenuHoldAtLeaderPosition+1] = MENU_CLIENT_COMMAND
|
||||
self.EscortMenuHoldAtLeaderPosition[#self.EscortMenuHoldAtLeaderPosition+1] = MENU_GROUP_COMMAND
|
||||
:New(
|
||||
self.EscortClient,
|
||||
self.EscortClient:GetGroup(),
|
||||
MenuText,
|
||||
self.EscortMenuHold,
|
||||
ESCORT._HoldPosition,
|
||||
@@ -441,8 +453,8 @@ end
|
||||
--- Defines a menu slot to let the escort scan for targets at a certain height for a certain time in seconds.
|
||||
-- This menu will appear under **Scan targets**.
|
||||
-- @param #ESCORT self
|
||||
-- @param Dcs.DCSTypes#Distance Height Optional parameter that sets the height in meters to let the escort orbit at the current location. The default value is 30 meters.
|
||||
-- @param Dcs.DCSTypes#Time Seconds Optional parameter that lets the escort orbit at the current position for a specified time. (not implemented yet). The default value is 0 seconds, meaning, that the escort will orbit forever until a sequent command is given.
|
||||
-- @param DCS#Distance Height Optional parameter that sets the height in meters to let the escort orbit at the current location. The default value is 30 meters.
|
||||
-- @param DCS#Time Seconds Optional parameter that lets the escort orbit at the current position for a specified time. (not implemented yet). The default value is 0 seconds, meaning, that the escort will orbit forever until a sequent command is given.
|
||||
-- @param #string MenuTextFormat Optional parameter that shows the menu option text. The text string is formatted, and should contain one or two %d tokens in the string. The first for the Height, the second for the Time (if given). If no text is given, the default text will be displayed.
|
||||
-- @return #ESCORT
|
||||
function ESCORT:MenuScanForTargets( Height, Seconds, MenuTextFormat )
|
||||
@@ -450,7 +462,7 @@ function ESCORT:MenuScanForTargets( Height, Seconds, MenuTextFormat )
|
||||
|
||||
if self.EscortGroup:IsAir() then
|
||||
if not self.EscortMenuScan then
|
||||
self.EscortMenuScan = MENU_CLIENT:New( self.EscortClient, "Scan for targets", self.EscortMenu )
|
||||
self.EscortMenuScan = MENU_GROUP:New( self.EscortClient:GetGroup(), "Scan for targets", self.EscortMenu )
|
||||
end
|
||||
|
||||
if not Height then
|
||||
@@ -480,9 +492,9 @@ function ESCORT:MenuScanForTargets( Height, Seconds, MenuTextFormat )
|
||||
self.EscortMenuScanForTargets = {}
|
||||
end
|
||||
|
||||
self.EscortMenuScanForTargets[#self.EscortMenuScanForTargets+1] = MENU_CLIENT_COMMAND
|
||||
self.EscortMenuScanForTargets[#self.EscortMenuScanForTargets+1] = MENU_GROUP_COMMAND
|
||||
:New(
|
||||
self.EscortClient,
|
||||
self.EscortClient:GetGroup(),
|
||||
MenuText,
|
||||
self.EscortMenuScan,
|
||||
ESCORT._ScanTargets,
|
||||
@@ -506,7 +518,7 @@ function ESCORT:MenuFlare( MenuTextFormat )
|
||||
self:F()
|
||||
|
||||
if not self.EscortMenuReportNavigation then
|
||||
self.EscortMenuReportNavigation = MENU_CLIENT:New( self.EscortClient, "Navigation", self.EscortMenu )
|
||||
self.EscortMenuReportNavigation = MENU_GROUP:New( self.EscortClient:GetGroup(), "Navigation", self.EscortMenu )
|
||||
end
|
||||
|
||||
local MenuText = ""
|
||||
@@ -517,11 +529,11 @@ function ESCORT:MenuFlare( MenuTextFormat )
|
||||
end
|
||||
|
||||
if not self.EscortMenuFlare then
|
||||
self.EscortMenuFlare = MENU_CLIENT:New( self.EscortClient, MenuText, self.EscortMenuReportNavigation, ESCORT._Flare, self )
|
||||
self.EscortMenuFlareGreen = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release green flare", self.EscortMenuFlare, ESCORT._Flare, self, FLARECOLOR.Green, "Released a green flare!" )
|
||||
self.EscortMenuFlareRed = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release red flare", self.EscortMenuFlare, ESCORT._Flare, self, FLARECOLOR.Red, "Released a red flare!" )
|
||||
self.EscortMenuFlareWhite = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release white flare", self.EscortMenuFlare, ESCORT._Flare, self, FLARECOLOR.White, "Released a white flare!" )
|
||||
self.EscortMenuFlareYellow = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release yellow flare", self.EscortMenuFlare, ESCORT._Flare, self, FLARECOLOR.Yellow, "Released a yellow flare!" )
|
||||
self.EscortMenuFlare = MENU_GROUP:New( self.EscortClient:GetGroup(), MenuText, self.EscortMenuReportNavigation, ESCORT._Flare, self )
|
||||
self.EscortMenuFlareGreen = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "Release green flare", self.EscortMenuFlare, ESCORT._Flare, self, FLARECOLOR.Green, "Released a green flare!" )
|
||||
self.EscortMenuFlareRed = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "Release red flare", self.EscortMenuFlare, ESCORT._Flare, self, FLARECOLOR.Red, "Released a red flare!" )
|
||||
self.EscortMenuFlareWhite = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "Release white flare", self.EscortMenuFlare, ESCORT._Flare, self, FLARECOLOR.White, "Released a white flare!" )
|
||||
self.EscortMenuFlareYellow = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "Release yellow flare", self.EscortMenuFlare, ESCORT._Flare, self, FLARECOLOR.Yellow, "Released a yellow flare!" )
|
||||
end
|
||||
|
||||
return self
|
||||
@@ -539,7 +551,7 @@ function ESCORT:MenuSmoke( MenuTextFormat )
|
||||
|
||||
if not self.EscortGroup:IsAir() then
|
||||
if not self.EscortMenuReportNavigation then
|
||||
self.EscortMenuReportNavigation = MENU_CLIENT:New( self.EscortClient, "Navigation", self.EscortMenu )
|
||||
self.EscortMenuReportNavigation = MENU_GROUP:New( self.EscortClient:GetGroup(), "Navigation", self.EscortMenu )
|
||||
end
|
||||
|
||||
local MenuText = ""
|
||||
@@ -550,12 +562,12 @@ function ESCORT:MenuSmoke( MenuTextFormat )
|
||||
end
|
||||
|
||||
if not self.EscortMenuSmoke then
|
||||
self.EscortMenuSmoke = MENU_CLIENT:New( self.EscortClient, "Smoke", self.EscortMenuReportNavigation, ESCORT._Smoke, self )
|
||||
self.EscortMenuSmokeGreen = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release green smoke", self.EscortMenuSmoke, ESCORT._Smoke, self, SMOKECOLOR.Green, "Releasing green smoke!" )
|
||||
self.EscortMenuSmokeRed = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release red smoke", self.EscortMenuSmoke, ESCORT._Smoke, self, SMOKECOLOR.Red, "Releasing red smoke!" )
|
||||
self.EscortMenuSmokeWhite = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release white smoke", self.EscortMenuSmoke, ESCORT._Smoke, self, SMOKECOLOR.White, "Releasing white smoke!" )
|
||||
self.EscortMenuSmokeOrange = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release orange smoke", self.EscortMenuSmoke, ESCORT._Smoke, self, SMOKECOLOR.Orange, "Releasing orange smoke!" )
|
||||
self.EscortMenuSmokeBlue = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release blue smoke", self.EscortMenuSmoke, ESCORT._Smoke, self, SMOKECOLOR.Blue, "Releasing blue smoke!" )
|
||||
self.EscortMenuSmoke = MENU_GROUP:New( self.EscortClient:GetGroup(), "Smoke", self.EscortMenuReportNavigation, ESCORT._Smoke, self )
|
||||
self.EscortMenuSmokeGreen = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "Release green smoke", self.EscortMenuSmoke, ESCORT._Smoke, self, SMOKECOLOR.Green, "Releasing green smoke!" )
|
||||
self.EscortMenuSmokeRed = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "Release red smoke", self.EscortMenuSmoke, ESCORT._Smoke, self, SMOKECOLOR.Red, "Releasing red smoke!" )
|
||||
self.EscortMenuSmokeWhite = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "Release white smoke", self.EscortMenuSmoke, ESCORT._Smoke, self, SMOKECOLOR.White, "Releasing white smoke!" )
|
||||
self.EscortMenuSmokeOrange = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "Release orange smoke", self.EscortMenuSmoke, ESCORT._Smoke, self, SMOKECOLOR.Orange, "Releasing orange smoke!" )
|
||||
self.EscortMenuSmokeBlue = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "Release blue smoke", self.EscortMenuSmoke, ESCORT._Smoke, self, SMOKECOLOR.Blue, "Releasing blue smoke!" )
|
||||
end
|
||||
end
|
||||
|
||||
@@ -566,13 +578,13 @@ end
|
||||
-- This menu will appear under **Report targets**.
|
||||
-- Note that if a report targets menu is not specified, no targets will be detected by the escort, and the attack and assisted attack menus will not be displayed.
|
||||
-- @param #ESCORT self
|
||||
-- @param Dcs.DCSTypes#Time Seconds Optional parameter that lets the escort report their current detected targets after specified time interval in seconds. The default time is 30 seconds.
|
||||
-- @param DCS#Time Seconds Optional parameter that lets the escort report their current detected targets after specified time interval in seconds. The default time is 30 seconds.
|
||||
-- @return #ESCORT
|
||||
function ESCORT:MenuReportTargets( Seconds )
|
||||
self:F( { Seconds } )
|
||||
|
||||
if not self.EscortMenuReportNearbyTargets then
|
||||
self.EscortMenuReportNearbyTargets = MENU_CLIENT:New( self.EscortClient, "Report targets", self.EscortMenu )
|
||||
self.EscortMenuReportNearbyTargets = MENU_GROUP:New( self.EscortClient:GetGroup(), "Report targets", self.EscortMenu )
|
||||
end
|
||||
|
||||
if not Seconds then
|
||||
@@ -580,12 +592,12 @@ function ESCORT:MenuReportTargets( Seconds )
|
||||
end
|
||||
|
||||
-- Report Targets
|
||||
self.EscortMenuReportNearbyTargetsNow = MENU_CLIENT_COMMAND:New( self.EscortClient, "Report targets now!", self.EscortMenuReportNearbyTargets, ESCORT._ReportNearbyTargetsNow, self )
|
||||
self.EscortMenuReportNearbyTargetsOn = MENU_CLIENT_COMMAND:New( self.EscortClient, "Report targets on", self.EscortMenuReportNearbyTargets, ESCORT._SwitchReportNearbyTargets, self, true )
|
||||
self.EscortMenuReportNearbyTargetsOff = MENU_CLIENT_COMMAND:New( self.EscortClient, "Report targets off", self.EscortMenuReportNearbyTargets, ESCORT._SwitchReportNearbyTargets, self, false )
|
||||
self.EscortMenuReportNearbyTargetsNow = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "Report targets now!", self.EscortMenuReportNearbyTargets, ESCORT._ReportNearbyTargetsNow, self )
|
||||
self.EscortMenuReportNearbyTargetsOn = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "Report targets on", self.EscortMenuReportNearbyTargets, ESCORT._SwitchReportNearbyTargets, self, true )
|
||||
self.EscortMenuReportNearbyTargetsOff = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "Report targets off", self.EscortMenuReportNearbyTargets, ESCORT._SwitchReportNearbyTargets, self, false )
|
||||
|
||||
-- Attack Targets
|
||||
self.EscortMenuAttackNearbyTargets = MENU_CLIENT:New( self.EscortClient, "Attack targets", self.EscortMenu )
|
||||
self.EscortMenuAttackNearbyTargets = MENU_GROUP:New( self.EscortClient:GetGroup(), "Attack targets", self.EscortMenu )
|
||||
|
||||
|
||||
self.ReportTargetsScheduler = SCHEDULER:New( self, self._ReportTargetsScheduler, {}, 1, Seconds )
|
||||
@@ -603,7 +615,7 @@ function ESCORT:MenuAssistedAttack()
|
||||
|
||||
-- Request assistance from other escorts.
|
||||
-- This is very useful to let f.e. an escorting ship attack a target detected by an escorting plane...
|
||||
self.EscortMenuTargetAssistance = MENU_CLIENT:New( self.EscortClient, "Request assistance from", self.EscortMenu )
|
||||
self.EscortMenuTargetAssistance = MENU_GROUP:New( self.EscortClient:GetGroup(), "Request assistance from", self.EscortMenu )
|
||||
|
||||
return self
|
||||
end
|
||||
@@ -617,18 +629,18 @@ function ESCORT:MenuROE( MenuTextFormat )
|
||||
|
||||
if not self.EscortMenuROE then
|
||||
-- Rules of Engagement
|
||||
self.EscortMenuROE = MENU_CLIENT:New( self.EscortClient, "ROE", self.EscortMenu )
|
||||
self.EscortMenuROE = MENU_GROUP:New( self.EscortClient:GetGroup(), "ROE", self.EscortMenu )
|
||||
if self.EscortGroup:OptionROEHoldFirePossible() then
|
||||
self.EscortMenuROEHoldFire = MENU_CLIENT_COMMAND:New( self.EscortClient, "Hold Fire", self.EscortMenuROE, ESCORT._ROE, self, self.EscortGroup:OptionROEHoldFire(), "Holding weapons!" )
|
||||
self.EscortMenuROEHoldFire = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "Hold Fire", self.EscortMenuROE, ESCORT._ROE, self, self.EscortGroup:OptionROEHoldFire(), "Holding weapons!" )
|
||||
end
|
||||
if self.EscortGroup:OptionROEReturnFirePossible() then
|
||||
self.EscortMenuROEReturnFire = MENU_CLIENT_COMMAND:New( self.EscortClient, "Return Fire", self.EscortMenuROE, ESCORT._ROE, self, self.EscortGroup:OptionROEReturnFire(), "Returning fire!" )
|
||||
self.EscortMenuROEReturnFire = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "Return Fire", self.EscortMenuROE, ESCORT._ROE, self, self.EscortGroup:OptionROEReturnFire(), "Returning fire!" )
|
||||
end
|
||||
if self.EscortGroup:OptionROEOpenFirePossible() then
|
||||
self.EscortMenuROEOpenFire = MENU_CLIENT_COMMAND:New( self.EscortClient, "Open Fire", self.EscortMenuROE, ESCORT._ROE, self, self.EscortGroup:OptionROEOpenFire(), "Opening fire on designated targets!!" )
|
||||
self.EscortMenuROEOpenFire = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "Open Fire", self.EscortMenuROE, ESCORT._ROE, self, self.EscortGroup:OptionROEOpenFire(), "Opening fire on designated targets!!" )
|
||||
end
|
||||
if self.EscortGroup:OptionROEWeaponFreePossible() then
|
||||
self.EscortMenuROEWeaponFree = MENU_CLIENT_COMMAND:New( self.EscortClient, "Weapon Free", self.EscortMenuROE, ESCORT._ROE, self, self.EscortGroup:OptionROEWeaponFree(), "Opening fire on targets of opportunity!" )
|
||||
self.EscortMenuROEWeaponFree = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "Weapon Free", self.EscortMenuROE, ESCORT._ROE, self, self.EscortGroup:OptionROEWeaponFree(), "Opening fire on targets of opportunity!" )
|
||||
end
|
||||
end
|
||||
|
||||
@@ -646,18 +658,18 @@ function ESCORT:MenuEvasion( MenuTextFormat )
|
||||
if self.EscortGroup:IsAir() then
|
||||
if not self.EscortMenuEvasion then
|
||||
-- Reaction to Threats
|
||||
self.EscortMenuEvasion = MENU_CLIENT:New( self.EscortClient, "Evasion", self.EscortMenu )
|
||||
self.EscortMenuEvasion = MENU_GROUP:New( self.EscortClient:GetGroup(), "Evasion", self.EscortMenu )
|
||||
if self.EscortGroup:OptionROTNoReactionPossible() then
|
||||
self.EscortMenuEvasionNoReaction = MENU_CLIENT_COMMAND:New( self.EscortClient, "Fight until death", self.EscortMenuEvasion, ESCORT._ROT, self, self.EscortGroup:OptionROTNoReaction(), "Fighting until death!" )
|
||||
self.EscortMenuEvasionNoReaction = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "Fight until death", self.EscortMenuEvasion, ESCORT._ROT, self, self.EscortGroup:OptionROTNoReaction(), "Fighting until death!" )
|
||||
end
|
||||
if self.EscortGroup:OptionROTPassiveDefensePossible() then
|
||||
self.EscortMenuEvasionPassiveDefense = MENU_CLIENT_COMMAND:New( self.EscortClient, "Use flares, chaff and jammers", self.EscortMenuEvasion, ESCORT._ROT, self, self.EscortGroup:OptionROTPassiveDefense(), "Defending using jammers, chaff and flares!" )
|
||||
self.EscortMenuEvasionPassiveDefense = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "Use flares, chaff and jammers", self.EscortMenuEvasion, ESCORT._ROT, self, self.EscortGroup:OptionROTPassiveDefense(), "Defending using jammers, chaff and flares!" )
|
||||
end
|
||||
if self.EscortGroup:OptionROTEvadeFirePossible() then
|
||||
self.EscortMenuEvasionEvadeFire = MENU_CLIENT_COMMAND:New( self.EscortClient, "Evade enemy fire", self.EscortMenuEvasion, ESCORT._ROT, self, self.EscortGroup:OptionROTEvadeFire(), "Evading on enemy fire!" )
|
||||
self.EscortMenuEvasionEvadeFire = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "Evade enemy fire", self.EscortMenuEvasion, ESCORT._ROT, self, self.EscortGroup:OptionROTEvadeFire(), "Evading on enemy fire!" )
|
||||
end
|
||||
if self.EscortGroup:OptionROTVerticalPossible() then
|
||||
self.EscortMenuOptionEvasionVertical = MENU_CLIENT_COMMAND:New( self.EscortClient, "Go below radar and evade fire", self.EscortMenuEvasion, ESCORT._ROT, self, self.EscortGroup:OptionROTVertical(), "Evading on enemy fire with vertical manoeuvres!" )
|
||||
self.EscortMenuOptionEvasionVertical = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "Go below radar and evade fire", self.EscortMenuEvasion, ESCORT._ROT, self, self.EscortGroup:OptionROTVertical(), "Evading on enemy fire with vertical manoeuvres!" )
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -674,7 +686,7 @@ function ESCORT:MenuResumeMission()
|
||||
|
||||
if not self.EscortMenuResumeMission then
|
||||
-- Mission Resume Menu Root
|
||||
self.EscortMenuResumeMission = MENU_CLIENT:New( self.EscortClient, "Resume mission from", self.EscortMenu )
|
||||
self.EscortMenuResumeMission = MENU_GROUP:New( self.EscortClient:GetGroup(), "Resume mission from", self.EscortMenu )
|
||||
end
|
||||
|
||||
return self
|
||||
@@ -736,7 +748,7 @@ end
|
||||
-- @param Functional.Escort#ESCORT self
|
||||
-- @param Wrapper.Group#GROUP EscortGroup
|
||||
-- @param Wrapper.Client#CLIENT EscortClient
|
||||
-- @param Dcs.DCSTypes#Distance Distance
|
||||
-- @param DCS#Distance Distance
|
||||
function ESCORT:JoinUpAndFollow( EscortGroup, EscortClient, Distance )
|
||||
self:F( { EscortGroup, EscortClient, Distance } )
|
||||
|
||||
@@ -845,11 +857,11 @@ function _Resume( EscortGroup )
|
||||
end
|
||||
|
||||
--- @param #ESCORT self
|
||||
-- @param #number DetectedItemID
|
||||
function ESCORT:_AttackTarget( DetectedItemID )
|
||||
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
|
||||
function ESCORT:_AttackTarget( DetectedItem )
|
||||
|
||||
local EscortGroup = self.EscortGroup -- Wrapper.Group#GROUP
|
||||
self:E( EscortGroup )
|
||||
self:F( EscortGroup )
|
||||
|
||||
local EscortClient = self.EscortClient
|
||||
|
||||
@@ -860,7 +872,7 @@ function ESCORT:_AttackTarget( DetectedItemID )
|
||||
EscortGroup:OptionROTPassiveDefense()
|
||||
EscortGroup:SetState( EscortGroup, "Escort", self )
|
||||
|
||||
local DetectedSet = self.Detection:GetDetectedSet( DetectedItemID )
|
||||
local DetectedSet = self.Detection:GetDetectedItemSet( DetectedItem )
|
||||
|
||||
local Tasks = {}
|
||||
|
||||
@@ -873,7 +885,7 @@ function ESCORT:_AttackTarget( DetectedItemID )
|
||||
end, Tasks
|
||||
)
|
||||
|
||||
Tasks[#Tasks+1] = EscortGroup:TaskFunction( 1, 2, "_Resume", { "''" } )
|
||||
Tasks[#Tasks+1] = EscortGroup:TaskFunction( "_Resume", { "''" } )
|
||||
|
||||
EscortGroup:SetTask(
|
||||
EscortGroup:TaskCombo(
|
||||
@@ -883,7 +895,7 @@ function ESCORT:_AttackTarget( DetectedItemID )
|
||||
|
||||
else
|
||||
|
||||
local DetectedSet = self.Detection:GetDetectedSet( DetectedItemID )
|
||||
local DetectedSet = self.Detection:GetDetectedItemSet( DetectedItem )
|
||||
|
||||
local Tasks = {}
|
||||
|
||||
@@ -909,8 +921,9 @@ function ESCORT:_AttackTarget( DetectedItemID )
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #number DetectedItemID
|
||||
function ESCORT:_AssistTarget( EscortGroupAttack, DetectedItemID )
|
||||
--- @param #ESCORT self
|
||||
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
|
||||
function ESCORT:_AssistTarget( EscortGroupAttack, DetectedItem )
|
||||
|
||||
local EscortGroup = self.EscortGroup
|
||||
local EscortClient = self.EscortClient
|
||||
@@ -921,7 +934,7 @@ function ESCORT:_AssistTarget( EscortGroupAttack, DetectedItemID )
|
||||
EscortGroupAttack:OptionROEOpenFire()
|
||||
EscortGroupAttack:OptionROTVertical()
|
||||
|
||||
local DetectedSet = self.Detection:GetDetectedSet( DetectedItemID )
|
||||
local DetectedSet = self.Detection:GetDetectedItemSet( DetectedItem )
|
||||
|
||||
local Tasks = {}
|
||||
|
||||
@@ -943,7 +956,7 @@ function ESCORT:_AssistTarget( EscortGroupAttack, DetectedItemID )
|
||||
)
|
||||
|
||||
else
|
||||
local DetectedSet = self.Detection:GetDetectedSet( DetectedItemID )
|
||||
local DetectedSet = self.Detection:GetDetectedItemSet( DetectedItem )
|
||||
|
||||
local Tasks = {}
|
||||
|
||||
@@ -1150,7 +1163,7 @@ function ESCORT:_ReportTargetsScheduler()
|
||||
end
|
||||
|
||||
local DetectedItems = self.Detection:GetDetectedItems()
|
||||
self:E( DetectedItems )
|
||||
self:F( DetectedItems )
|
||||
|
||||
local DetectedTargets = false
|
||||
|
||||
@@ -1159,36 +1172,42 @@ 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
|
||||
self:E( { DetectedItemID, DetectedItem } )
|
||||
for DetectedItemIndex, DetectedItem in pairs( DetectedItems ) do
|
||||
self:F( { DetectedItemIndex, 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( DetectedItem, 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,
|
||||
MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(),
|
||||
DetectedMsg,
|
||||
self.EscortMenuAttackNearbyTargets,
|
||||
ESCORT._AttackTarget,
|
||||
self,
|
||||
DetectedItemID
|
||||
DetectedItem
|
||||
)
|
||||
else
|
||||
if self.EscortMenuTargetAssistance then
|
||||
|
||||
self:T( DetectedItemReportSummary )
|
||||
local MenuTargetAssistance = MENU_CLIENT:New( self.EscortClient, EscortGroupData.EscortName, self.EscortMenuTargetAssistance )
|
||||
MENU_CLIENT_COMMAND:New( self.EscortClient,
|
||||
DetectedItemReportSummary,
|
||||
local DetectedMsg = DetectedItemReportSummary:Text("\n")
|
||||
self:T( DetectedMsg )
|
||||
|
||||
local MenuTargetAssistance = MENU_GROUP:New( self.EscortClient:GetGroup(), EscortGroupData.EscortName, self.EscortMenuTargetAssistance )
|
||||
MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(),
|
||||
DetectedMsg,
|
||||
MenuTargetAssistance,
|
||||
ESCORT._AssistTarget,
|
||||
self,
|
||||
EscortGroupData.EscortGroup,
|
||||
DetectedItemID
|
||||
DetectedItem
|
||||
)
|
||||
end
|
||||
end
|
||||
@@ -1197,9 +1216,9 @@ function ESCORT:_ReportTargetsScheduler()
|
||||
|
||||
end
|
||||
end
|
||||
self:E( DetectedMsgs )
|
||||
self:F( 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
|
||||
@@ -1319,7 +1338,7 @@ function ESCORT:_ReportTargetsScheduler()
|
||||
--
|
||||
-- if ClientEscortGroupName == EscortGroupName then
|
||||
--
|
||||
-- MENU_CLIENT_COMMAND:New( self.EscortClient,
|
||||
-- MENU_GROUP_COMMAND:New( self.EscortClient,
|
||||
-- EscortTargetMessage,
|
||||
-- self.EscortMenuAttackNearbyTargets,
|
||||
-- ESCORT._AttackTarget,
|
||||
@@ -1330,8 +1349,8 @@ function ESCORT:_ReportTargetsScheduler()
|
||||
-- EscortTargetMessages = EscortTargetMessages .. "\n - " .. EscortTargetMessage
|
||||
-- else
|
||||
-- if self.EscortMenuTargetAssistance then
|
||||
-- local MenuTargetAssistance = MENU_CLIENT:New( self.EscortClient, EscortGroupData.EscortName, self.EscortMenuTargetAssistance )
|
||||
-- MENU_CLIENT_COMMAND:New( self.EscortClient,
|
||||
-- local MenuTargetAssistance = MENU_GROUP:New( self.EscortClient, EscortGroupData.EscortName, self.EscortMenuTargetAssistance )
|
||||
-- MENU_GROUP_COMMAND:New( self.EscortClient,
|
||||
-- EscortTargetMessage,
|
||||
-- MenuTargetAssistance,
|
||||
-- ESCORT._AssistTarget,
|
||||
@@ -1370,7 +1389,7 @@ function ESCORT:_ReportTargetsScheduler()
|
||||
-- local Distance = ( ( WayPoint.x - EscortVec3.x )^2 +
|
||||
-- ( WayPoint.y - EscortVec3.z )^2
|
||||
-- ) ^ 0.5 / 1000
|
||||
-- MENU_CLIENT_COMMAND:New( self.EscortClient, "Waypoint " .. WayPointID .. " at " .. string.format( "%.2f", Distance ).. "km", self.EscortMenuResumeMission, ESCORT._ResumeMission, { ParamSelf = self, ParamWayPoint = WayPointID } )
|
||||
-- MENU_GROUP_COMMAND:New( self.EscortClient, "Waypoint " .. WayPointID .. " at " .. string.format( "%.2f", Distance ).. "km", self.EscortMenuResumeMission, ESCORT._ResumeMission, { ParamSelf = self, ParamWayPoint = WayPointID } )
|
||||
-- end
|
||||
-- end
|
||||
--
|
||||
|
||||
1815
Moose Development/Moose/Functional/Fox.lua
Normal file
1815
Moose Development/Moose/Functional/Fox.lua
Normal file
File diff suppressed because it is too large
Load Diff
@@ -1,20 +1,27 @@
|
||||
--- This module contains the MISSILETRAINER class.
|
||||
--- **Functional** -- Train missile defence and deflection.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 1) @{MissileTrainer#MISSILETRAINER} class, extends @{Base#BASE}
|
||||
-- ===============================================================
|
||||
-- The @{#MISSILETRAINER} class uses the DCS world messaging system to be alerted of any missiles fired, and when a missile would hit your aircraft,
|
||||
-- ## Features:
|
||||
--
|
||||
-- * Track the missiles fired at you and other players, providing bearing and range information of the missiles towards the airplanes.
|
||||
-- * Provide alerts of missile launches, including detailed information of the units launching, including bearing, range <20>
|
||||
-- * Provide alerts when a missile would have killed your aircraft.
|
||||
-- * Provide alerts when the missile self destructs.
|
||||
-- * Enable / Disable and Configure the Missile Trainer using the various menu options.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Missions:
|
||||
--
|
||||
-- [MIT - Missile Trainer](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/MIT%20-%20Missile%20Trainer)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- Uses the MOOSE messaging system to be alerted of any missiles fired, and when a missile would hit your aircraft,
|
||||
-- the class will destroy the missile within a certain range, to avoid damage to your aircraft.
|
||||
-- It suports the following functionality:
|
||||
--
|
||||
-- * Track the missiles fired at you and other players, providing bearing and range information of the missiles towards the airplanes.
|
||||
-- * Provide alerts of missile launches, including detailed information of the units launching, including bearing, range <20>
|
||||
-- * Provide alerts when a missile would have killed your aircraft.
|
||||
-- * Provide alerts when the missile self destructs.
|
||||
-- * Enable / Disable and Configure the Missile Trainer using the various menu options.
|
||||
--
|
||||
-- When running a mission where MISSILETRAINER is used, the following radio menu structure ( 'Radio Menu' -> 'Other (F10)' -> 'MissileTrainer' ) options are available for the players:
|
||||
-- When running a mission where the missile trainer is used, the following radio menu structure ( 'Radio Menu' -> 'Other (F10)' -> 'MissileTrainer' ) options are available for the players:
|
||||
--
|
||||
-- * **Messages**: Menu to configure all messages.
|
||||
-- * **Messages On**: Show all messages.
|
||||
@@ -44,17 +51,40 @@
|
||||
-- * **150 meter**: Destroys the missile when the distance to the aircraft is below or equal to 150 meter.
|
||||
-- * **200 meter**: Destroys the missile when the distance to the aircraft is below or equal to 200 meter.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Authors: **FlightControl**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * **Stuka (Danny)**: Who you can search on the Eagle Dynamics Forums. Working together with Danny has resulted in the MISSILETRAINER class.
|
||||
-- Danny has shared his ideas and together we made a design.
|
||||
-- Together with the **476 virtual team**, we tested the MISSILETRAINER class, and got much positive feedback!
|
||||
-- * **132nd Squadron**: Testing and optimizing the logic.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 1.1) MISSILETRAINER construction methods:
|
||||
-- -----------------------------------------
|
||||
-- @module Functional.MissileTrainer
|
||||
-- @image Missile_Trainer.JPG
|
||||
|
||||
|
||||
--- @type MISSILETRAINER
|
||||
-- @field Core.Set#SET_CLIENT DBClients
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
---
|
||||
--
|
||||
-- # Constructor:
|
||||
--
|
||||
-- Create a new MISSILETRAINER object with the @{#MISSILETRAINER.New} method:
|
||||
--
|
||||
-- * @{#MISSILETRAINER.New}: Creates a new MISSILETRAINER object taking the maximum distance to your aircraft to evaluate when a missile needs to be destroyed.
|
||||
--
|
||||
-- MISSILETRAINER will collect each unit declared in the mission with a skill level "Client" and "Player", and will monitor the missiles shot at those.
|
||||
--
|
||||
-- 1.2) MISSILETRAINER initialization methods:
|
||||
-- -------------------------------------------
|
||||
-- # Initialization:
|
||||
--
|
||||
-- A MISSILETRAINER object will behave differently based on the usage of initialization methods:
|
||||
--
|
||||
-- * @{#MISSILETRAINER.InitMessagesOnOff}: Sets by default the display of any message to be ON or OFF.
|
||||
@@ -67,24 +97,8 @@
|
||||
-- * @{#MISSILETRAINER.InitRangeOnOff}: Sets by default the display of range information of missiles ON of OFF.
|
||||
-- * @{#MISSILETRAINER.InitBearingOnOff}: Sets by default the display of bearing information of missiles ON of OFF.
|
||||
-- * @{#MISSILETRAINER.InitMenusOnOff}: Allows to configure the options through the radio menu.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- CREDITS
|
||||
-- =======
|
||||
-- **Stuka (Danny)** Who you can search on the Eagle Dynamics Forums.
|
||||
-- Working together with Danny has resulted in the MISSILETRAINER class.
|
||||
-- Danny has shared his ideas and together we made a design.
|
||||
-- Together with the **476 virtual team**, we tested the MISSILETRAINER class, and got much positive feedback!
|
||||
--
|
||||
-- @module MissileTrainer
|
||||
-- @author FlightControl
|
||||
|
||||
|
||||
--- The MISSILETRAINER class
|
||||
-- @type MISSILETRAINER
|
||||
-- @field Core.Set#SET_CLIENT DBClients
|
||||
-- @extends Core.Base#BASE
|
||||
-- @field #MISSILETRAINER
|
||||
MISSILETRAINER = {
|
||||
ClassName = "MISSILETRAINER",
|
||||
TrackingMissiles = {},
|
||||
@@ -99,39 +113,39 @@ function MISSILETRAINER._Alive( Client, self )
|
||||
if self.MenusOnOff == true then
|
||||
Client:Message( "Use the 'Radio Menu' -> 'Other (F10)' -> 'Missile Trainer' menu options to change the Missile Trainer settings (for all players).", 15, "Trainer" )
|
||||
|
||||
Client.MainMenu = MENU_CLIENT:New( Client, "Missile Trainer", nil ) -- Menu#MENU_CLIENT
|
||||
Client.MainMenu = MENU_GROUP:New( Client:GetGroup(), "Missile Trainer", nil ) -- Menu#MENU_GROUP
|
||||
|
||||
Client.MenuMessages = MENU_CLIENT:New( Client, "Messages", Client.MainMenu )
|
||||
Client.MenuOn = MENU_CLIENT_COMMAND:New( Client, "Messages On", Client.MenuMessages, self._MenuMessages, { MenuSelf = self, MessagesOnOff = true } )
|
||||
Client.MenuOff = MENU_CLIENT_COMMAND:New( Client, "Messages Off", Client.MenuMessages, self._MenuMessages, { MenuSelf = self, MessagesOnOff = false } )
|
||||
Client.MenuMessages = MENU_GROUP:New( Client:GetGroup(), "Messages", Client.MainMenu )
|
||||
Client.MenuOn = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Messages On", Client.MenuMessages, self._MenuMessages, { MenuSelf = self, MessagesOnOff = true } )
|
||||
Client.MenuOff = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Messages Off", Client.MenuMessages, self._MenuMessages, { MenuSelf = self, MessagesOnOff = false } )
|
||||
|
||||
Client.MenuTracking = MENU_CLIENT:New( Client, "Tracking", Client.MainMenu )
|
||||
Client.MenuTrackingToAll = MENU_CLIENT_COMMAND:New( Client, "To All", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingToAll = true } )
|
||||
Client.MenuTrackingToTarget = MENU_CLIENT_COMMAND:New( Client, "To Target", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingToAll = false } )
|
||||
Client.MenuTrackOn = MENU_CLIENT_COMMAND:New( Client, "Tracking On", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingOnOff = true } )
|
||||
Client.MenuTrackOff = MENU_CLIENT_COMMAND:New( Client, "Tracking Off", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingOnOff = false } )
|
||||
Client.MenuTrackIncrease = MENU_CLIENT_COMMAND:New( Client, "Frequency Increase", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingFrequency = -1 } )
|
||||
Client.MenuTrackDecrease = MENU_CLIENT_COMMAND:New( Client, "Frequency Decrease", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingFrequency = 1 } )
|
||||
Client.MenuTracking = MENU_GROUP:New( Client:GetGroup(), "Tracking", Client.MainMenu )
|
||||
Client.MenuTrackingToAll = MENU_GROUP_COMMAND:New( Client:GetGroup(), "To All", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingToAll = true } )
|
||||
Client.MenuTrackingToTarget = MENU_GROUP_COMMAND:New( Client:GetGroup(), "To Target", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingToAll = false } )
|
||||
Client.MenuTrackOn = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Tracking On", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingOnOff = true } )
|
||||
Client.MenuTrackOff = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Tracking Off", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingOnOff = false } )
|
||||
Client.MenuTrackIncrease = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Frequency Increase", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingFrequency = -1 } )
|
||||
Client.MenuTrackDecrease = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Frequency Decrease", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingFrequency = 1 } )
|
||||
|
||||
Client.MenuAlerts = MENU_CLIENT:New( Client, "Alerts", Client.MainMenu )
|
||||
Client.MenuAlertsToAll = MENU_CLIENT_COMMAND:New( Client, "To All", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsToAll = true } )
|
||||
Client.MenuAlertsToTarget = MENU_CLIENT_COMMAND:New( Client, "To Target", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsToAll = false } )
|
||||
Client.MenuHitsOn = MENU_CLIENT_COMMAND:New( Client, "Hits On", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsHitsOnOff = true } )
|
||||
Client.MenuHitsOff = MENU_CLIENT_COMMAND:New( Client, "Hits Off", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsHitsOnOff = false } )
|
||||
Client.MenuLaunchesOn = MENU_CLIENT_COMMAND:New( Client, "Launches On", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsLaunchesOnOff = true } )
|
||||
Client.MenuLaunchesOff = MENU_CLIENT_COMMAND:New( Client, "Launches Off", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsLaunchesOnOff = false } )
|
||||
Client.MenuAlerts = MENU_GROUP:New( Client:GetGroup(), "Alerts", Client.MainMenu )
|
||||
Client.MenuAlertsToAll = MENU_GROUP_COMMAND:New( Client:GetGroup(), "To All", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsToAll = true } )
|
||||
Client.MenuAlertsToTarget = MENU_GROUP_COMMAND:New( Client:GetGroup(), "To Target", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsToAll = false } )
|
||||
Client.MenuHitsOn = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Hits On", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsHitsOnOff = true } )
|
||||
Client.MenuHitsOff = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Hits Off", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsHitsOnOff = false } )
|
||||
Client.MenuLaunchesOn = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Launches On", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsLaunchesOnOff = true } )
|
||||
Client.MenuLaunchesOff = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Launches Off", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsLaunchesOnOff = false } )
|
||||
|
||||
Client.MenuDetails = MENU_CLIENT:New( Client, "Details", Client.MainMenu )
|
||||
Client.MenuDetailsDistanceOn = MENU_CLIENT_COMMAND:New( Client, "Range On", Client.MenuDetails, self._MenuMessages, { MenuSelf = self, DetailsRangeOnOff = true } )
|
||||
Client.MenuDetailsDistanceOff = MENU_CLIENT_COMMAND:New( Client, "Range Off", Client.MenuDetails, self._MenuMessages, { MenuSelf = self, DetailsRangeOnOff = false } )
|
||||
Client.MenuDetailsBearingOn = MENU_CLIENT_COMMAND:New( Client, "Bearing On", Client.MenuDetails, self._MenuMessages, { MenuSelf = self, DetailsBearingOnOff = true } )
|
||||
Client.MenuDetailsBearingOff = MENU_CLIENT_COMMAND:New( Client, "Bearing Off", Client.MenuDetails, self._MenuMessages, { MenuSelf = self, DetailsBearingOnOff = false } )
|
||||
Client.MenuDetails = MENU_GROUP:New( Client:GetGroup(), "Details", Client.MainMenu )
|
||||
Client.MenuDetailsDistanceOn = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Range On", Client.MenuDetails, self._MenuMessages, { MenuSelf = self, DetailsRangeOnOff = true } )
|
||||
Client.MenuDetailsDistanceOff = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Range Off", Client.MenuDetails, self._MenuMessages, { MenuSelf = self, DetailsRangeOnOff = false } )
|
||||
Client.MenuDetailsBearingOn = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Bearing On", Client.MenuDetails, self._MenuMessages, { MenuSelf = self, DetailsBearingOnOff = true } )
|
||||
Client.MenuDetailsBearingOff = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Bearing Off", Client.MenuDetails, self._MenuMessages, { MenuSelf = self, DetailsBearingOnOff = false } )
|
||||
|
||||
Client.MenuDistance = MENU_CLIENT:New( Client, "Set distance to plane", Client.MainMenu )
|
||||
Client.MenuDistance50 = MENU_CLIENT_COMMAND:New( Client, "50 meter", Client.MenuDistance, self._MenuMessages, { MenuSelf = self, Distance = 50 / 1000 } )
|
||||
Client.MenuDistance100 = MENU_CLIENT_COMMAND:New( Client, "100 meter", Client.MenuDistance, self._MenuMessages, { MenuSelf = self, Distance = 100 / 1000 } )
|
||||
Client.MenuDistance150 = MENU_CLIENT_COMMAND:New( Client, "150 meter", Client.MenuDistance, self._MenuMessages, { MenuSelf = self, Distance = 150 / 1000 } )
|
||||
Client.MenuDistance200 = MENU_CLIENT_COMMAND:New( Client, "200 meter", Client.MenuDistance, self._MenuMessages, { MenuSelf = self, Distance = 200 / 1000 } )
|
||||
Client.MenuDistance = MENU_GROUP:New( Client:GetGroup(), "Set distance to plane", Client.MainMenu )
|
||||
Client.MenuDistance50 = MENU_GROUP_COMMAND:New( Client:GetGroup(), "50 meter", Client.MenuDistance, self._MenuMessages, { MenuSelf = self, Distance = 50 / 1000 } )
|
||||
Client.MenuDistance100 = MENU_GROUP_COMMAND:New( Client:GetGroup(), "100 meter", Client.MenuDistance, self._MenuMessages, { MenuSelf = self, Distance = 100 / 1000 } )
|
||||
Client.MenuDistance150 = MENU_GROUP_COMMAND:New( Client:GetGroup(), "150 meter", Client.MenuDistance, self._MenuMessages, { MenuSelf = self, Distance = 150 / 1000 } )
|
||||
Client.MenuDistance200 = MENU_GROUP_COMMAND:New( Client:GetGroup(), "200 meter", Client.MenuDistance, self._MenuMessages, { MenuSelf = self, Distance = 200 / 1000 } )
|
||||
else
|
||||
if Client.MainMenu then
|
||||
Client.MainMenu:Remove()
|
||||
@@ -177,13 +191,13 @@ function MISSILETRAINER:New( Distance, Briefing )
|
||||
|
||||
|
||||
-- for ClientID, Client in pairs( self.DBClients.Database ) do
|
||||
-- self:E( "ForEach:" .. Client.UnitName )
|
||||
-- self:F( "ForEach:" .. Client.UnitName )
|
||||
-- Client:Alive( self._Alive, self )
|
||||
-- end
|
||||
--
|
||||
self.DBClients:ForEachClient(
|
||||
function( Client )
|
||||
self:E( "ForEach:" .. Client.UnitName )
|
||||
self:F( "ForEach:" .. Client.UnitName )
|
||||
Client:Alive( self._Alive, self )
|
||||
end
|
||||
)
|
||||
@@ -442,7 +456,7 @@ 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 +584,76 @@ 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 +669,7 @@ 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 +679,7 @@ 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
|
||||
|
||||
@@ -1,13 +1,20 @@
|
||||
--- 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
|
||||
-- on defined intervals (currently every minute).
|
||||
-- @module Movement
|
||||
-- @module Functional.Movement
|
||||
-- @image MOOSE.JPG
|
||||
|
||||
--- the MOVEMENT class
|
||||
-- @type MOVEMENT
|
||||
--- @type MOVEMENT
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
---
|
||||
--@field #MOVEMENT
|
||||
MOVEMENT = {
|
||||
ClassName = "MOVEMENT",
|
||||
}
|
||||
|
||||
1046
Moose Development/Moose/Functional/PseudoATC.lua
Normal file
1046
Moose Development/Moose/Functional/PseudoATC.lua
Normal file
File diff suppressed because it is too large
Load Diff
6145
Moose Development/Moose/Functional/RAT.lua
Normal file
6145
Moose Development/Moose/Functional/RAT.lua
Normal file
File diff suppressed because it is too large
Load Diff
3554
Moose Development/Moose/Functional/Range.lua
Normal file
3554
Moose Development/Moose/Functional/Range.lua
Normal file
File diff suppressed because it is too large
Load Diff
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user