Compare commits

...

407 Commits
2.2.0 ... 2.3.0

Author SHA1 Message Date
Frank
d792061df8 Merge pull request #861 from FlightControl-Master/FF-Servant
RANGE v1.1.0
2018-04-07 23:44:57 +02:00
funkyfranky
689f9fd8e9 RANGE v1.1.0
- Missiles are now tracked.
- Statics can now be used for strafe pits.
- Statics are automatically recognized.
- More user functions to add bomb or strafe targets.
- Bomb targets are allowed to move.
- Bomb targets can automatically move randomly inside the range zone.
- Improved trace output.
- Documentation updated.
2018-04-07 23:37:07 +02:00
Frank
b415039947 Merge pull request #850 from FlightControl-Master/FF-Servant
RANGE 1.0.3
2018-03-30 19:56:36 +02:00
funkyfranky
9de6993a4c RANGE 1.0.3
Improved ammo counting.
2018-03-30 19:54:53 +02:00
Frank
b3facc6e88 Merge pull request #849 from FlightControl-Master/FF-Servant
RANGE 1.0.2
2018-03-30 11:35:06 +02:00
funkyfranky
10ebc0b1e7 RANGE 1.0.2
Added hit percentage for strafing runs.
2018-03-30 11:30:10 +02:00
Frank
f03807207d Merge pull request #847 from FlightControl-Master/FF-Servant
RAT v2.2.1
2018-03-28 15:26:00 +02:00
funkyfranky
6c26f2cd69 RAT v2.2.1
Added parking spot DB.
Added spawning on top of other unit check.
Added user functions.
Added trance functions.
2018-03-28 00:03:29 +02:00
FlightControl_Master
cf6b7365af Finish SET_AIRBASE_does_not_update_#817 2018-03-27 15:10:54 +02:00
FlightControl_Master
747777b297 -- Fix issue SET_AIRBASE does not update #817. 2018-03-27 15:10:14 +02:00
FlightControl_Master
20594ad294 Finish SET_AIRBASE_does_not_update_#817 2018-03-27 15:03:47 +02:00
FlightControl_Master
e22e7f2c58 -- Fix issue SET_AIRBASE does not update #817. 2018-03-27 15:03:07 +02:00
FlightControl_Master
08cc4e3530 Finish Detection_error_with_units_and_types 2018-03-26 05:34:20 +02:00
FlightControl_Master
fa92615f5d -- Fixed Designate menus for UNITS and TYPES.
-- Fixed error in Detection Units and Types, when the last unit is destroyed in teh collection, it would crash the logic.
-- In the event processing, no error to be generated if the target static is not found.
2018-03-26 05:33:17 +02:00
FlightControl_Master
bd4ad42fcf Merge branch 'release/2.3' 2018-03-24 05:33:08 +01:00
FlightControl_Master
c4ff6d7bfd Merge branch 'develop' into release/2.3 2018-03-24 05:32:16 +01:00
FlightControl_Master
25659647a6 Finish Feature-Designate_option_to_disable_flashing_messages 2018-03-24 05:28:15 +01:00
FlightControl_Master
e2ffbba04d -- Fixing documentation 2018-03-24 05:27:58 +01:00
FlightControl_Master
4bc1cd1b51 -- New option to disable the flashing of detection messages. 2018-03-24 05:12:27 +01:00
Frank
95eb88e67e Merge pull request #841 from FlightControl-Master/FF-Servant
Range Radio Menu Hotfix
2018-03-22 19:54:49 +01:00
funkyfranky
089306b36d Range Radio Menu Hotfix
Root radio menu bug fixed when multiple ranges are defined.
Fixed crash in OnEventHit when player died.
2018-03-22 19:43:17 +01:00
FlightControl_Master
c59ed155e6 Fixing double command center menus. 2018-03-22 06:37:31 +01:00
FlightControl_Master
0d8f3d25e9 Removing test on detection visible 2018-03-22 06:17:39 +01:00
FlightControl_Master
cbb800de02 Fixed issue in TASK_A2A_DISPATCHER with taskupdates. 2018-03-22 06:10:06 +01:00
FlightControl_Master
52d783a0b7 Fixing errors due to core changes in the model. 2018-03-22 05:01:14 +01:00
Frank
7a4a3217df Merge pull request #840 from FlightControl-Master/FF-Servant
RANGE 1.0.1
2018-03-22 00:31:08 +01:00
funkyfranky
af2299d392 RANGE 1.0.1
Change _OnBirth() to OnEventBirth().
Messages about bomb impact only within Range radius.
Fixed DCSunit not known when player leaves.
Fixed TgtGroup in DCS onEvent() event handler.
Added YT demo vid.
Added 476th range object reference.
2018-03-22 00:21:41 +01:00
FlightControl_Master
24a3298f2e Merge branch 'FC/Hotfix-DETECTION__Detection_is_detecting_invisible_units._#779' 2018-03-20 15:52:19 +01:00
FlightControl_Master
5188c40701 Fixed the detection of invisible units. 2018-03-20 15:52:06 +01:00
FlightControl_Master
e01a4fa18c Fix bad link ZONE_CAPTURE_COALITION 2018-03-20 12:11:56 +01:00
FlightControl_Master
de5a283e50 - Hotfix-Ground units should not be given a default speed of 999 km/h in COORDINATE:WaypointGround() #831 2018-03-20 11:58:26 +01:00
FlightControl_Master
89e6672db1 - fixed error where the players collection was iterated from the DATABASE, but the wrong collection :-)
- now the player database is correctly interpreted, and the unit is interpreted, not the player name :-)
2018-03-20 11:49:59 +01:00
FlightControl_Master
fa15d170f7 - fixed error where the players collection was iterated from the DATABASE, but the wrong collection :-)
- now the player database is correctly interpreted, and the unit is interpreted, not the player name :-)
2018-03-20 11:49:26 +01:00
FlightControl_Master
2baa42e2bc - New TASK number (ID) allocation method per MISSION object.
- Added a :I() info trace method, that will put the difference between info and exceptions.
- SET_BASE:Flush() now contains the reference object of the elements that are flushed.
2018-03-20 11:28:34 +01:00
FlightControl_Master
44160dfa29 Merge branch 'master' into FC/DETECTION_UNITS_class_broken___#773 2018-03-20 11:26:19 +01:00
FlightControl_Master
a283290c06 Merge branch 'FC/Documentation-Release_2.3' 2018-03-20 10:35:18 +01:00
FlightControl_Master
706aea01ca Cleanup of documentation of AI 2018-03-20 10:34:53 +01:00
FlightControl_Master
fc7e15521d Merge branch 'FC/Documentation-Release_2.3' 2018-03-20 05:14:50 +01:00
FlightControl_Master
7a5c8d54e7 Added Start and Stop methods. 2018-03-20 05:14:16 +01:00
FlightControl_Master
136a7c2a5b Merge branch 'master' into FC/Documentation-Release_2.3 2018-03-20 04:31:44 +01:00
FlightControl_Master
eebd247fdd Merge branch 'FC/Documentation-Release_2.3' 2018-03-18 23:04:17 +01:00
FlightControl_Master
284a1853ff Documentation 2018-03-18 23:01:15 +01:00
FlightControl_Master
2b89a4b5b1 Merge branch 'FC/Documentation-Release_2.3' 2018-03-18 11:56:45 +01:00
FlightControl_Master
8c6482632b A2G Dispatcher Documentation 2018-03-18 11:56:31 +01:00
FlightControl_Master
51c233956c Merge branch 'master' into FC/Documentation-Release_2.3 2018-03-18 11:35:49 +01:00
FlightControl_Master
c2e575ef20 - Remove unnecessary comments from trace.
- Reworked the messaging. The name of the sender is now better modelled.
  - When a name is given, the name is used, unmodified.
  - When no name is given, the callign is inspected and used if set.
  - When no name and callsign, the group name is used.
- Reworked the Detection logic.
  - 2 collections, one for the internal grouping and one for the external indexes.
  - Reworked the methods.
- Reworked the naming of Command Centers.
  - A name function
  - A text function, showing Command Center [X]
  - A short text function, showing CC [X]
- Reworked the naming of Missions.
  - A name function
  - a text function, showing Mission "X (prio)"
  - a short text function, showing Mission "X"
- Embedded the new namings within the code (where I found them).
- There may be some leftovers. Please raise, and I'll fix it immediately.
- I've tested where i could.
2018-03-18 11:23:35 +01:00
FlightControl_Master
7c2c6daf3e Tracify comments 2018-03-18 11:17:37 +01:00
FlightControl_Master
9d100e9bc1 Merge branch 'FC/Documentation-Release_2.3' into FC/DETECTION_UNITS_class_broken___#773 2018-03-18 09:38:40 +01:00
FlightControl_Master
7b5136eabf Documentation 2018-03-18 08:16:02 +01:00
FlightControl_Master
af7a87e5a0 Merge branch 'master' into FC/Documentation-Release_2.3 2018-03-18 07:39:41 +01:00
Frank
a18d432141 Merge pull request #830 from FlightControl-Master/FF-Servant
RANGE class
2018-03-17 09:25:11 +01:00
FlightControl_Master
011a5b94fd Progress A2A detection fixed (i think). 2018-03-17 08:38:26 +01:00
FlightControl_Master
d672983c11 Progress 2018-03-17 08:02:25 +01:00
FlightControl_Master
9be9277a08 Clean up the detection code. It is complicated 2018-03-17 05:23:44 +01:00
funkyfranky
5976b92281 Added RANGE class 2018-03-16 18:18:10 +01:00
FlightControl_Master
0f18b29144 Merge branch 'master' into FC/DETECTION_UNITS_class_broken___#773 2018-03-16 06:41:26 +01:00
FlightControl_Master
533689826e First version of fix.
I need to make a second internal index in Detection to sort out the alternative groupings per unit name or type name.
2018-03-16 06:40:50 +01:00
FlightControl_Master
62eb36c456 Default designation range limit 8000 km. 2018-03-15 21:41:59 +01:00
FlightControl_Master
34265720cc Updated documentation A2G Dispatcher 2018-03-15 21:36:52 +01:00
FlightControl_Master
38d267b2bc Merge branch 'FC/Documentation-Release_2.3' 2018-03-15 12:47:52 +01:00
FlightControl_Master
251302839e Minor changes 2018-03-15 12:47:35 +01:00
FlightControl_Master
285c05b6ba Merge branch 'FC/Documentation-Release_2.3' 2018-03-15 12:42:32 +01:00
FlightControl_Master
bdc66058ab A2G Dispatcher, WIP 2018-03-15 12:42:23 +01:00
FlightControl_Master
df6bc598a4 Merge branch 'FC/Documentation-Release_2.3' 2018-03-15 11:42:22 +01:00
FlightControl_Master
c5c437fa50 New code 2018-03-15 11:41:52 +01:00
Sven Van de Velde
650f16084b Documented Task A2G Dispatcher
WIP
2018-03-15 09:27:35 +01:00
FlightControl_Master
949178d698 Merge branch 'FC/DETECTION_UNITS_class_broken___#773' 2018-03-14 06:58:02 +01:00
FlightControl_Master
e57d05fc91 Fixes DETECTION_UNITS and DETECTION_TYPES again. 2018-03-14 06:57:47 +01:00
FlightControl_Master
92d4bad63f Fixes some documentation issues reported by Shadowze 2018-03-13 21:00:32 +01:00
FlightControl_Master
58b2802f3a Fixing limit of cargo to 10 2018-03-13 14:43:05 +01:00
FlightControl_Master
e16eb38764 Merge branch 'FC/HotFix_TASK_A2A__Task_A2A_Dispatcher_throws_error_#804' 2018-03-13 12:17:12 +01:00
FlightControl_Master
f5a2183808 - Fixes A2A dispatching
- Fixes problem with target marking.
2018-03-13 12:16:59 +01:00
FlightControl_Master
2bc7a8c126 Merge branch 'FC/HotFix-Task_changes_BAI_-_CAS_-_BAI_when_Client_aircraft_go_in_and_out_of_range._#772' 2018-03-12 20:07:28 +01:00
FlightControl_Master
03ba031153 To ensure that A2G tasking does not get confused between BAI and CAS and back to BAI 2018-03-12 19:58:59 +01:00
FlightControl_Master
7fe333cc35 Fixing issue with dynamic loader (program path). 2018-03-12 16:44:47 +01:00
FlightControl_Master
6f1e483fd7 Merge branch 'FC/HotFix-Cargo-Transport_(Issue_#821)' 2018-03-12 14:21:36 +01:00
FlightControl_Master
01c18278fc Fixed for transport cargo 2018-03-12 14:21:20 +01:00
FlightControl_Master
5120088b66 Merge branch 'master' into FC/HotFix-Cargo-Transport_(Issue_#821) 2018-03-12 11:18:13 +01:00
FlightControl_Master
f82a0c092a Fix of picture in docs. 2018-03-12 10:57:18 +01:00
FlightControl_Master
296d1dbc2b Rework of missions 2018-03-12 10:48:38 +01:00
FlightControl_Master
825f4f2fac Merge branch 'FC/Hotfix-Designate_Menu_Rework_(Issue_813)' 2018-03-12 10:46:56 +01:00
FlightControl_Master
53980423a9 Rework documentation of DESIGNATE 2018-03-12 10:43:25 +01:00
Frank
fe01c03037 Merge pull request #827 from FlightControl-Master/FF-Servant
RATMANAGER documentation
2018-03-11 19:16:30 +01:00
funkyfranky
96ca3eeb44 RATMANAGER documentation
Fixes/added brief documentation for RATMANAGER class.
2018-03-11 19:12:07 +01:00
Frank
309ba285b1 Merge pull request #826 from FlightControl-Master/FF-Servant
RAT v2.2
2018-03-11 13:29:05 +01:00
funkyfranky
f2cb750aa2 RAT v2.2
RAT:
- Added possibility to activate uncontrolled aircraft.
- Added immortal option (untested).
- Added invisible option (untested).
- Added check that when aircraft are spawned on the runway, that they get despawned immediately.
- Added RATMANAGER class.

ZONE: Fix/workaround for isExist() always returning false for scenery objects.
2018-03-10 23:57:49 +01:00
FlightControl_Master
3544f07169 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. 2018-03-10 08:44:33 +01:00
FlightControl_Master
75f5cf9ac5 Merge branch 'FC/HotFix-Cargo-Transport_(Issue_#821)' 2018-03-10 08:12:03 +01:00
FlightControl_Master
a780f6635f Cargo Transport 2018-03-10 08:11:08 +01:00
FlightControl_Master
ae2e99a560 Updating loader so that it allows to load complete mission scripts for mission designers from other paths. 2018-03-10 07:00:09 +01:00
FlightControl_Master
34592a53be Preliminary 2018-03-10 06:58:12 +01:00
FlightControl_Master
370278e643 Fixed tasks not being aborted when a player leaves the slot or disconnects. 2018-03-09 14:35:34 +01:00
FlightControl_Master
778ab58eee Could not test all, but already committing. It works in SP and fixes the completed task issue. 2018-03-09 12:36:53 +01:00
FlightControl_Master
bf9d6cbd75 Merge branch 'FC/Hotfix-Length_LL_(Issue_819)' 2018-03-06 15:47:47 +01:00
FlightControl_Master
6bcbffb37f Fixed length of lat and lon 2018-03-06 15:47:39 +01:00
FlightControl_Master
68c701afc6 Merge branch 'FC/Feature-QFE_(Issue_814)' 2018-03-06 15:17:05 +01:00
FlightControl_Master
d11de24866 Fixing wrong conversion for mmHg and inHg + accurancy of numbers set to recommendations. 2018-03-06 15:16:43 +01:00
FlightControl_Master
5c7caadab7 Merge branch 'FC/Hotfix-Designate_Menu_Rework_(Issue_813)' 2018-03-06 12:38:28 +01:00
FlightControl_Master
8bbff46efd Reworked the DESIGNATE functionality and menu mechanisms. 2018-03-06 12:38:22 +01:00
FlightControl_Master
0865390284 I messed the non decection part. 2018-03-05 21:05:34 +01:00
FlightControl_Master
6dfba37fe9 Merge branch 'FC/HotFix_No_CommandCenter_Menu' 2018-03-05 11:56:02 +01:00
FlightControl_Master
0147c3a17c Revised the Command Center menu generation for MP and in SP when coming back from spectators or when changing the slot. 2018-03-05 11:49:05 +01:00
FlightControl_Master
03c38356ce Fixed the issue that No commandcenter menu was generated in case of birth of a join of a player. 2018-03-05 11:36:01 +01:00
FlightControl_Master
5e5dab99eb Merge branch 'FC/Feature-QFE_(Issue_814)' 2018-03-04 13:16:08 +01:00
FlightControl_Master
9f17382145 Reworked heavily the generation of reports and text on map coordinates. 2018-03-04 13:15:20 +01:00
FlightControl_Master
43336ae431 Merge branch 'FC/Hotfix-BULLS_(Issue_807)' 2018-03-03 06:58:29 +01:00
FlightControl_Master
fed937c7b7 Fixed issue #807 2018-03-03 06:58:04 +01:00
FlightControl_Master
734f624a9e Merge branch 'FC/Feature-QFE_(Issue_814)' 2018-03-03 05:51:16 +01:00
FlightControl_Master
a518af1200 Issue #814 solved by adding it to the task reports of the A2G task. 2018-03-03 05:50:31 +01:00
FlightControl_Master
d3fc84fe8c New version 2018-03-01 21:17:05 +01:00
FlightControl_Master
a5e2309409 Merge branch 'FC/Group_Respawning' 2018-03-01 20:42:21 +01:00
FlightControl_Master
760bdd2016 Merge branch 'master' into FC/Group_Respawning 2018-03-01 20:41:59 +01:00
FlightControl_Master
733b4940f8 Updated function names 2018-03-01 20:41:26 +01:00
FlightControl_Master
2620927146 Group Updates 2018-03-01 17:42:50 +01:00
FlightControl_Master
96216494bb Added Respawning to GROUP, first draft version. 2018-03-01 11:48:24 +01:00
Sven Van de Velde
67b5d0ca1c Settings 2018-02-27 17:42:21 +01:00
Sven Van de Velde
296b06e0b0 Updated documentation of Settings. 2018-02-27 14:46:20 +01:00
Sven Van de Velde
4e28ed3ee6 Disable Settings Menu for each individual player. Settings menus are by default on, but can be disabled by calling _SETTINGS:SetPlayerMenuOff(). 2018-02-26 21:15:04 +01:00
Sven Van de Velde
08ad1a0bce readme 2018-02-26 14:03:02 +01:00
Sven Van de Velde
d935cbaea2 readme 2018-02-26 13:46:45 +01:00
Sven Van de Velde
f7a5fc7d92 site 2018-02-26 13:40:36 +01:00
Sven Van de Velde
6329ac9262 redme 2018-02-26 13:37:47 +01:00
Sven Van de Velde
4649e2f823 readme 2018-02-26 13:34:52 +01:00
Sven Van de Velde
06df068d6b new readme 2018-02-26 13:29:25 +01:00
Sven Van de Velde
0dd4676879 readme 2018-02-26 13:23:34 +01:00
Sven Van de Velde
17fc554beb readme 2018-02-26 13:22:57 +01:00
Sven Van de Velde
510cef1d59 readme 2018-02-26 13:17:36 +01:00
Sven Van de Velde
dc8d9ddfdd readme 2018-02-26 13:15:13 +01:00
Sven Van de Velde
ed0f84da61 Readme 2018-02-26 13:14:46 +01:00
Sven Van de Velde
e0aa16dbd5 Readme 2018-02-26 13:13:47 +01:00
Sven Van de Velde
7ff664b05d New readme 2018-02-26 13:12:29 +01:00
Sven Van de Velde
930768e2e3 New readme 2018-02-26 13:11:03 +01:00
Sven Van de Velde
c1278993aa Complete 2018-02-26 11:58:27 +01:00
Sven Van de Velde
7145fef233 Complete3 2018-02-26 11:52:28 +01:00
Sven Van de Velde
0a118cf264 Complete2 2018-02-26 11:48:47 +01:00
Sven Van de Velde
344871d727 Complete 2018-02-26 11:46:24 +01:00
Sven Van de Velde
43b2f8c3ff Add DCS stuff 2018-02-26 10:04:01 +01:00
Sven Van de Velde
85f0fe758b Remove submodule 2018-02-26 10:02:48 +01:00
Sven Van de Velde
bb2a1a82a8 Test 2018-02-26 09:32:35 +01:00
Sven Van de Velde
b2a7c994bc Remove Test 2018-02-26 09:32:01 +01:00
Sven Van de Velde
83044af064 Account test 2018-02-24 18:22:57 +01:00
Sven Van de Velde
abcbbdfb79 Publish Moose.lua and Moose_.lua to MOOSE_INCLUDE 2018-02-18 12:33:35 +01:00
Sven Van de Velde
dc75002723 Fixed read me 2018-02-18 11:44:11 +01:00
Sven Van de Velde
3ce5d71fc9 Fixing issue #799 2018-02-18 11:44:01 +01:00
Sven Van de Velde
0764affd49 Donate ... 2018-02-18 09:10:47 +01:00
Sven Van de Velde
8507a85915 Donation 2018-02-18 09:02:24 +01:00
Sven Van de Velde
0dcd414c24 Updated documentation page for the MOOSE repository on GITHUB. 2018-02-17 21:53:56 +01:00
Sven Van de Velde
5ab050b237 Moved release notes 2018-02-17 21:40:08 +01:00
Sven Van de Velde
7eedd7cbf1 Fixed Moose.files 2018-02-17 21:33:29 +01:00
Sven Van de Velde
0e0b1f470b Moved to branch 2018-02-17 21:32:32 +01:00
Sven Van de Velde
beba6ee751 Create artefacts when generating from master. 2018-02-17 21:18:55 +01:00
Sven Van de Velde
2d1409dedb Cleanup of the MOOSE repository. Only the essential is remained. 2018-02-17 21:17:55 +01:00
Sven Van de Velde
85cb0b40f8 Added appveyor 2018-02-17 21:10:37 +01:00
Sven Van de Velde
eb9fc7589f Update to latest changes 2018-02-17 17:02:19 +01:00
Sven Van de Velde
a334511601 reset 2018-02-17 16:52:38 +01:00
Sven Van de Velde
646958cc1a Redirect 2018-02-17 16:49:20 +01:00
Sven Van de Velde
cd414a8129 Redirect 2018-02-17 16:47:19 +01:00
Sven Van de Velde
857ebfab44 Merge pull request #778 from Mongrelf/master
AI_A2A_Dispatcher CountCapAirborne and Detection Change for AcceptZones
2018-02-13 19:19:25 +01:00
Sven Van de Velde
039491a3e1 Merge pull request #808 from FlightControl-Master/servant
Servant
2018-02-13 19:18:34 +01:00
Sven Van de Velde
051733ac97 Update README.md 2018-02-13 16:56:19 +01:00
funkyfranky
f2774dbf71 Added DCS atmosphere API functions.
COORDINATE:GetTemperature(height) returns the temperature (optionally as a function of height ASL).
COORDINATE:GetPressure(height) returns the pressure (optionally as a function of height ASL).
COORDINATE:GetWind(height) returns the wind direction and strength (optionally as a function of height ASL).
UTILS.BeaufortScale(speed) returns the Beaufort number and wind description as a function of wind speed.
2018-02-12 22:50:23 +01:00
funkyfranky
6f6db6d26f Added last waypoint to RouteGroundOnRoad function if that is not on road. 2018-02-11 17:17:13 +01:00
funkyfranky
f69f666deb Added new ways to find routes using roads.
COORDINATE class: added two new functions to find the nearest road and coordinates to a destination using roads.

CONTROLLABLE class: added new function to route a controllable using roads.
2018-02-11 16:40:03 +01:00
funkyfranky
5134de9f28 Markers and RAT v2.1
Added additional arguments for markers as introduced in DCS 2.5.
RAT improvements:
- Added onboard num via input.
- Added description of WPs.
- Fixed markers.
2018-02-08 20:26:04 +01:00
Frank
b3267c00e9 Merge pull request #787 from FlightControl-Master/funkyfranky
RAT fixes
2017-12-31 18:56:34 +01:00
funkyfranky
282bf8bd07 RAT fix
Fix crash in _WaypointFunction due to self:T
Increased version number to 2.0.3
2017-12-30 15:03:37 +01:00
funkyfranky
b52b5b78c9 RAT fixes
Changed self:T to BASE:T
2017-12-30 11:13:45 +01:00
FlightControl_Master
9bca76ddcf * Moved CommandCenter menu to Group Level. It is only generated when a Mission Menu is generated.
* Optimized the menu generation of A2G tasks and DESIGNATE.
  * Removed S_EVENT_PAYER_ENTER_UNIT because it isn't working anyway.
2017-12-22 12:46:07 +01:00
FlightControl_Master
77cddfaeb4 Optimized menu version 2017-12-22 12:44:16 +01:00
FlightControl_Master
ee6a553b6b Re-added player menus 2017-12-22 12:05:14 +01:00
FlightControl_Master
2e195e6dca small optimization of commandcentermenu 2017-12-22 12:01:03 +01:00
FlightControl_Master
f615d2c50a Moved command center menu to GROUP level, also Mission menu. 2017-12-22 11:38:01 +01:00
FlightControl_Master
e54fad6c53 Commented out SetPlayerMenu and S_EVENT_PLAYER_ENTER_UNIT commented out too! 2017-12-22 11:11:25 +01:00
Mongrelf
7b0c0a0c8b Changing Condition Check Starting to Started
Had Starting as the additional condition check but should be 'Started'
2017-12-21 15:34:02 -07:00
FlightControl_Master
4efe03b07b Menu optimizaton changes, did some great stuff here i think. 2017-12-21 22:52:37 +01:00
Mongrelf
030bd92148 AcceptZones Change
Added higher level variable to hold detection state across multiple AcceptZones.
2017-12-21 14:33:09 -07:00
Mongrelf
0f4b3e0d88 AI_A2A_Dispatcher:CountCAPAirborne
Added additional condition check for state = "Starting"
2017-12-21 14:18:33 -07:00
FlightControl_Master
abf0de49d1 Maybe this already helps 2017-12-21 06:26:05 +01:00
FlightControl_Master
e7d48f335c * Added marking of task on map when also assigned.
* A BAI task won't be converted to a CAS task when a friendly airplane is nearby.
2017-12-20 11:51:23 +01:00
FlightControl_Master
ee4f7e843d * Added marking of task on map when also assigned.
* A BAI task won't be converted to a CAS task when a friendly airplane is nearby.
2017-12-20 11:51:00 +01:00
FlightControl_Master
4157ede997 Fixing mistake with the sorting of the menus 2017-12-20 10:07:37 +01:00
FlightControl_Master
54450c9933 limiting task menus to 5 pieces .... 2017-12-19 22:13:05 +01:00
FlightControl_Master
f545d5d31f Fixed the issue in AI_BALANCER.... 2017-12-18 11:50:47 +01:00
FlightControl_Master
8332ba5112 Fixed the issue in AI_BALANCER 2017-12-18 11:50:15 +01:00
FlightControl_Master
f35d78c11c Fixed the issue in designate. 2017-12-17 17:39:13 +01:00
FlightControl_Master
93f03a1e8b Remove trace event 2017-12-16 07:59:01 +01:00
FlightControl_Master
c018a6e13f Stress test menus made me realize about the Path ... 2017-12-15 19:58:25 +01:00
FlightControl_Master
b8c1135b3b When S_EVENT_PLAYER_ENTER_UNIT is called, then the unit is not alive yet. 2017-12-15 13:33:24 +01:00
FlightControl_Master
abbb59efb9 Trying to refresh the menus 2017-12-13 23:20:04 +01:00
FlightControl_Master
ce61e8d859 Fixed typo 2017-12-13 14:28:45 +01:00
Sven Van de Velde
ee698722a6 Merge pull request #765 from FlightControl-Master/ET-rat_remove_menu
Possible fix for removal of menus in RAT
2017-12-13 14:25:40 +01:00
132nd-etcher
be0856c9e1 Possible fix for removal of menus in RAT 2017-12-13 14:10:16 +01:00
FlightControl_Master
e04b434fcb Fixing menus 2017-12-12 20:50:52 +01:00
FlightControl_Master
95112e8818 Solving the SCORING menu not anymore accessible due to S_EVENT_PLAYER_ENTER_UNIT bug in DCS (not fired anymore in MP when a player joins a slot). 2017-12-12 16:08:23 +01:00
FlightControl_Master
09d02e18cf S_EVENT_PLAYER_ENTER_UNIT not called in MP 2017-12-12 15:26:55 +01:00
FlightControl_Master
2ce1057d71 Trying to find the errors. 2017-12-12 14:09:59 +01:00
FlightControl_Master
e048ea995e Maybe the removal of the Settings when a player exits kills DCS ? 2017-12-12 13:59:52 +01:00
FlightControl_Master
d66b7b8c20 Capture Zone documentation. 2017-12-11 22:33:38 +01:00
FlightControl_Master
37dc49c14f Tasking trace optimizations 2017-12-11 13:32:42 +01:00
FlightControl_Master
ef1290015e AliveSet fix 2017-12-11 11:31:47 +01:00
FlightControl_Master
02c671bd63 Ensuring that only alive groups are handled, trying to solve the menu issues.
Optimizing the threatlevel boxes.
2017-12-11 11:08:15 +01:00
FlightControl_Master
18a15332fe Trying to fix the disappearing menus... 2017-12-10 22:05:08 +01:00
FlightControl_Master
d733221317 Fixed issue with CaptureZones, scheduler implementation was wrong. 2017-12-10 20:19:21 +01:00
FlightControl_Master
e036ec0adf Fixing error with SET_BASE:GetSet(). It was the wrong approach to solve the Menu issues. Setting back to the original. 2017-12-10 19:02:20 +01:00
FlightControl_Master
f18b18187b Optimizing Scoring and Controllable 2017-12-10 14:28:58 +01:00
FlightControl_Master
3135639557 Fixed problem with SchedulerObject in BASE. This caused conflicts in SPAWN and SCHEDULER. 2017-12-09 13:28:08 +01:00
FlightControl_Master
5eeafd2fba Validate if this fixes the error 2017-12-08 19:16:53 +01:00
FlightControl_Master
0577e7ee70 Reverse change on SPAWN. Wrong change. 2017-12-08 18:49:08 +01:00
FlightControl_Master
d9a4c63011 Fixes OnSpawnGroup back to scheduler mode, because that worked. 2017-12-08 16:18:31 +01:00
FlightControl_Master
7fd2500db4 Fixed issue with SpawnInAir 2017-12-08 14:58:22 +01:00
Sven Van de Velde
822920e77e Merge pull request #755 from FlightControl-Master/ET-debug_error
fix a small issues in EVENT with debug condition
2017-12-07 18:50:36 +01:00
Sven Van de Velde
85e2811c79 Merge pull request #758 from FlightControl-Master/ET-rat_fixes
fix a few mismatched calls to RAT and rat methods and functions
2017-12-07 18:47:48 +01:00
132nd-etcher
757b2cb6a2 fix a few mismatched calls to RAT and rat methods and functions 2017-12-07 16:20:08 +01:00
132nd-etcher
15c09d9880 fix a small issues in EVENT with debug condition 2017-12-07 10:57:28 +01:00
FlightControl_Master
64b6f52a2d Target marking of all tasks in a mission.
Fixed bug with SetAcceptRange.
2017-12-05 14:31:02 +01:00
FlightControl_Master
27159c4234 Optimized detection.
A CAS task becomes now a BAI task, and vise versa, when the friendlies situation changes!
2017-12-05 10:40:26 +01:00
FlightControl_Master
d38c2540c2 Fixed errors with SET_GROUP 2017-12-04 14:01:59 +01:00
FlightControl_Master
901f460907 Fixed DesignateReport being generated for a group that does not exist. 2017-12-03 08:24:26 +01:00
FlightControl_Master
a2fa2c4fa2 Fixes for A2G tasking, reduce trace, and put in key trace lines to follow the tasking. 2017-12-03 08:06:35 +01:00
FlightControl_Master
76ea635b63 * Fixed AI_A2A_DISPATCHER going crazy
* Fixed SET to avoid when a new element is added, that the index is also incremented.
2017-11-30 16:04:58 +01:00
FlightControl_Master
d2a7cc77cc bracket mistake 2017-11-30 14:00:20 +01:00
Sven Van de Velde
c81e9e5a5e Merge pull request #744 from 132nd-etcher/RAT_trace
RAT Trace
2017-11-30 12:29:15 +01:00
Sven Van de Velde
92c4507a55 Merge branch 'master' into RAT_trace 2017-11-30 12:26:04 +01:00
Sven Van de Velde
967d608b94 Merge branch 'master' into RAT_trace 2017-11-30 12:19:10 +01:00
FlightControl_Master
14c075abfc * Fixed issue with Scoring menu not shown in single player.
* Fixed issue with Scoring players table not being populated correctly, resulting in the scoring report for all players not being shown. Fixed.
2017-11-30 12:01:44 +01:00
FlightControl_Master
ce449c37b1 Reworked the sanitization of debug
Fixed an issue in Designate for the messages.
2017-11-30 10:30:42 +01:00
Sven Van de Velde
09f5421612 Merge pull request #748 from FlightControl-Master/funkyfranky
Fixed "debug" problem
2017-11-29 05:55:44 +01:00
funkyfranky
3c8244b2aa Fixed "debug" problem
Changed RAT.debug to RAT.Debug
Added switch for ATC messages
2017-11-24 22:34:09 +01:00
FlightControl_Master
057e528947 Changes 2017-11-23 21:00:38 +01:00
132nd-etcher
e9fe11e9b3 RAT Trace
Use BASE tracing methods in RAT
2017-11-22 09:07:18 +01:00
FlightControl_Master
b7183023c9 Documentation 2017-11-22 06:23:58 +01:00
FlightControl_Master
dd58838983 * Rewritten the complete menu mechanism.
* SetRemoveParent method on menus removed, made obsolete, to avoid menus being deleted that should not.
  * A2G reports now work again, and improved the reporting for successful or failed tasks.
  * Removed MENU_CLIENT and MENU_CLIENT_COMMAND
  * Improved the detection of new spawned groups within the TASK_A2G_DISPATCHER.
  * Improved how new detections and new target sets are reported and followed-up within the TASK_A2G mechanism.

Pending: Improve the TASK_A2A_DISPATCHER and TASK_A2A mechanisms.
2017-11-22 06:22:36 +01:00
FlightControl_Master
ef5d69032a Commented the tracing from the debugger client. If needed it can be reactivated. 2017-11-14 08:59:15 +01:00
FlightControl_Master
6dcbbec087 improvements 2017-11-12 22:49:47 +01:00
FlightControl_Master
6c98cf3a09 Fix error in SpawnAtAirbase 2017-11-12 21:02:49 +01:00
FlightControl_Master
5f6981d309 Takeoff in Air fixed.
NewFromGroupName Fixed
2017-11-12 07:12:50 +01:00
FlightControl_Master
49d3e4e7da Updates upon advice from wingthor 2017-11-10 14:37:13 +01:00
FlightControl_Master
060a1b219f updates 2017-11-10 12:28:13 +01:00
FlightControl_Master
4db18a4846 Tag test 2017-11-10 12:19:03 +01:00
FlightControl_Master
42a9e4c60d Test 2017-11-10 12:04:10 +01:00
FlightControl_Master
f3bd097e6f Updates 2017-11-10 11:12:48 +01:00
FlightControl_Master
1848e117aa Merge branch 'LDT-Debug' 2017-11-10 11:01:29 +01:00
FlightControl_Master
131db74630 Release test 2017-11-10 10:58:05 +01:00
FlightControl_Master
46e76a3833 updated connect 2017-11-10 06:53:04 +01:00
FlightControl_Master
7ff06b5ef8 New way of loading the debugger. 2017-11-09 22:57:18 +01:00
FlightControl_Master
f65238efe6 Got something working finally. 2017-11-09 21:36:11 +01:00
FlightControl_Master
0a819f254a Progress 2 2017-11-08 09:41:18 +01:00
FlightControl_Master
7c7722efe6 Add luasocket place 2017-11-07 19:01:11 +01:00
FlightControl_Master
e229e2e381 Documentation 2017-11-07 18:06:18 +01:00
FlightControl_Master
ac0d2fa92c "Working assets in prototype version" 2017-11-07 17:56:59 +01:00
FlightControl_Master
e9837acda3 Update init 2017-11-05 06:35:34 +01:00
FlightControl_Master
2e049ccfd4 updates 2017-11-05 06:30:29 +01:00
FlightControl_Master
73a1c56532 New dynamic loader 2017-11-05 06:15:06 +01:00
FlightControl_Master
5686f97565 Added the debugger 2017-11-05 06:12:04 +01:00
FlightControl_Master
c1910646e2 Merge branch 'master' into LDT-Debug
# Conflicts:
#	Moose Development/Moose/Moose.lua
#	Moose Mission Setup/Moose.lua
2017-11-05 06:09:41 +01:00
FlightControl_Master
dab20a3b88 Destroyed units weren't accounted anymore. Fixed this. 2017-11-03 08:33:35 +01:00
FlightControl_Master
f82d07ebc0 Extended the Waypoint functions of COORDINATE with new methods for Air operations:
* function COORDINATE:WaypointAirTurningPoint( AltType, Speed )
  * function COORDINATE:WaypointAirFlyOverPoint( AltType, Speed )
  * function COORDINATE:WaypointAirTakeOffParkingHot( AltType, Speed )
  * function COORDINATE:WaypointAirTakeOffParking( AltType, Speed )
  * function COORDINATE:WaypointAirTakeOffRunway( AltType, Speed )
  * function COORDINATE:WaypointAirLanding( Speed )
2017-11-02 08:19:46 +01:00
FlightControl_Master
e625aaf28c Documentation 2017-11-01 17:50:04 +01:00
FlightControl_Master
7bc0f103d9 Fixed and documentation of ZONE_CAPTURE_COALITION 2017-11-01 17:22:22 +01:00
Sven Van de Velde
6a0294e22b Merge pull request #726 from FlightControl-Master/funkyfranky
@Funkyfranky done the merge on master.
2017-10-31 10:58:10 +01:00
funkyfranky
82fa9ae8b3 Merge branch 'master' into funkyfranky 2017-10-31 08:47:17 +01:00
FlightControl_Master
0c70a34561 Improved ATC_GROUND
* Added speed limits.
  * Speed limits can now be set per airbase.
  * Maximum speed to prevent takeoff can be set.
  * Maximum speed can be set per airbase.
  * Improved documentation.
2017-10-31 08:32:47 +01:00
funkyfranky
4618e81039 RAT bug fix
Holding and final waypoint fixed when aircraft chang the flightplan.
2017-10-30 12:37:13 +01:00
funkyfranky
84fee06196 RAT bug fixes.
When SetDeparture() is not used, SetDestination() does not count the possible destinations correctly.
When Commute() is used with RAT.wp.coldorhot, next spawning will happen in air.
2017-10-30 09:52:50 +01:00
FlightControl_Master
f6f2695808 Documentation Patch 2.2.5. 2017-10-30 08:22:23 +01:00
Frank
cbf0112bd7 Merge pull request #724 from FlightControl-Master/funkyfranky
Funkyfranky
2017-10-30 07:27:19 +01:00
funkyfranky
97be67bae9 RAT v2 2017-10-29 19:27:39 +01:00
funkyfranky
58a6c43c41 RAT fixes and adjustments
Fixed maxdistance. Was 500 not 5000 km.
2017-10-29 15:09:17 +01:00
funkyfranky
d564b0161c Merge branch 'master' into funkyfranky 2017-10-28 15:10:43 +02:00
FlightControl_Master
6e47fd0c46 Merge branch 'FC/ATC_Ground' 2017-10-28 08:13:18 +02:00
FlightControl_Master
9a90225d40 A lot of documentation improvements and fixing a bug report. 2017-10-28 08:12:13 +02:00
funkyfranky
43b5926b74 Moose.lua 2017-10-27 22:08:16 +02:00
funkyfranky
86c7e64018 Merge branch 'master' into funkyfranky 2017-10-27 22:02:09 +02:00
funkyfranky
c66117464a RAT enhancements
Added possibility to add all friendly airports as departure/destination when SetDeparture() is used.
Improved consistency check.
Added SetAISkill() function.
2017-10-27 22:00:47 +02:00
FlightControl_Master
6f0a254929 Documentation 2017-10-27 18:30:03 +02:00
FlightControl_Master
c495d0e5e9 Airbases updates 2017-10-27 07:03:27 +02:00
FlightControl_Master
bdf5c1e960 Documentation 2017-10-27 07:00:40 +02:00
FlightControl_Master
86ad985e0b updates docs 2017-10-26 21:19:41 +02:00
FlightControl_Master
abf84e121f Documentation 2017-10-26 19:22:18 +02:00
FlightControl_Master
212c674443 Merge branch 'Release-2.2.0'
# Conflicts:
#	Moose Development/Moose/Core/Spawn.lua
#	Moose Mission Setup/Moose.lua
#	Moose Mission Setup/Moose_.lua
2017-10-26 19:06:22 +02:00
FlightControl_Master
9965d8284e * Modified :SpawnInZone(), :SpawnFromVec2(), :SpawnFromStatic(), :SpawnFromUnit() specifying an optional MinHeight and MaxHeight as a parameter, so that the mission designer can choose if he wanna use the group height set in the mission editor for spawn or a random height specified by the parameters. 2017-10-26 18:59:24 +02:00
funkyfranky
3ac649d6e8 RAT small fixes
Radio Modulation function named wrong.
Markers bug fixed.
2017-10-26 17:27:12 +02:00
FlightControl_Master
0e4a5c02d5 Working version, fiew! 2017-10-26 14:54:59 +02:00
FlightControl_Master
8a4a37ac11 extended the airbase range 2017-10-26 12:04:39 +02:00
FlightControl_Master
74951f4237 Documentation 2017-10-26 11:17:11 +02:00
FlightControl_Master
8aa14428dc Merge branch 'FC/AirbasePolice'
# Conflicts:
#	Moose Development/Moose/Functional/ATC_Ground.lua
#	docs/Documentation/AirbasePolice.html
2017-10-26 11:16:04 +02:00
FlightControl_Master
8002febf09 * Renamed AIRBASE POLICE to ATC GROUND
* Fixed issues with landing and departing.
2017-10-26 11:13:11 +02:00
funkyfranky
7da932e048 RAT final touches 2017-10-26 00:05:40 +02:00
funkyfranky
6923cfe143 moose.lua 2017-10-24 23:16:04 +02:00
funkyfranky
06283ad9e3 moose 2017-10-24 23:06:01 +02:00
funkyfranky
f4a0b83619 RAT 2017-10-24 23:03:57 +02:00
funkyfranky
70e5ce30bb Merge branch 'master' into funkyfranky 2017-10-23 23:31:02 +02:00
funkyfranky
3b3017aa1d RAT improvements. 2017-10-23 23:30:38 +02:00
FlightControl_Master
6c5dcb068b Documentation 2017-10-23 15:35:14 +02:00
FlightControl_Master
ea7d4e4ab8 Merge branch 'FC/AirbasePolice'
# Conflicts:
#	Moose Development/Moose/Functional/AirbasePolice.lua
2017-10-23 15:33:45 +02:00
FlightControl_Master
a8c5ccd4ad * Final version
* Monitor off taxi way
  * Monitor maximum speed
  * Monitor kick speed
2017-10-23 15:30:40 +02:00
funkyfranky
e41b038730 Merge branch 'master' into funkyfranky 2017-10-22 22:55:07 +02:00
funkyfranky
172e51307c RAT 2017-10-22 22:54:50 +02:00
FlightControl_Master
ccb4d7f7b5 Merge branch 'FC/AirbasePolice' 2017-10-22 22:40:00 +02:00
FlightControl_Master
140f81b695 * Added all airbases of Nevada.
* Added all airbases of Normandy.
2017-10-22 22:39:29 +02:00
FlightControl_Master
81d724d881 Merge branch 'FC/AirbasePolice'
# Conflicts:
#	docs/Documentation/Task_Cargo.html
2017-10-21 17:18:39 +02:00
FlightControl_Master
b7528dad2e Improved airbase police 2017-10-21 12:04:05 +02:00
FlightControl_Master
63ba44dca2 * Create GROUP Templates out of the fly, so even when not in the mission.
* Added smoke Altitude and AngleOffset to ZONE_RADIUS for Smoke
2017-10-21 07:42:19 +02:00
funkyfranky
8ea8702140 Removed Suppressive Fire 2017-10-20 22:39:13 +02:00
funkyfranky
b923159298 Changed Suppression Fire to Suppressive Fire 2017-10-20 22:32:45 +02:00
funkyfranky
79afc5a856 Merge branch 'master' into funkyfranky 2017-10-20 22:30:10 +02:00
FlightControl_Master
4d8179ec70 Documentation 2017-10-20 14:10:59 +02:00
FlightControl_Master
224f0694d8 Merge branch 'FC/AirbasePolice' 2017-10-20 14:06:05 +02:00
FlightControl_Master
57b4838a5a doc 2017-10-20 13:57:18 +02:00
FlightControl_Master
a204dd2f4b Banner 2017-10-20 13:56:29 +02:00
FlightControl_Master
7cab0ca22a Documentation improvements. 2017-10-20 13:54:37 +02:00
funkyfranky
3e16e5fa51 RAT 2017-10-19 23:36:28 +02:00
funkyfranky
210ad2154c Merge branch 'master' into funkyfranky 2017-10-19 23:34:22 +02:00
funkyfranky
bce2e3b922 RAT waypoints 2017-10-19 23:34:14 +02:00
FlightControl_Master
a8e77bddd4 Merge branch 'FC/Kick_Players' 2017-10-19 10:23:56 +02:00
FlightControl_Master
d8eb7ce097 New airbase police version 2017-10-19 10:20:10 +02:00
funkyfranky
d0107d5cee RAT added radio 2017-10-19 00:39:40 +02:00
funkyfranky
a82be92577 Merge branch 'master' into funkyfranky 2017-10-18 16:54:18 +02:00
funkyfranky
730cd92d51 RAT ATC 2017-10-18 15:51:01 +02:00
FlightControl_Master
d3b5c77e5c * Fixes for AI_A2A_GCICAP, tracing the setup information.
* Fixed Spawning in air bug, Takeoff event generation parameters mismatch solved.
2017-10-18 09:03:13 +02:00
funkyfranky
f1b7ae7643 RAT
fixes
2017-10-18 00:47:44 +02:00
funkyfranky
f952cd4bb5 Merge branch 'master' into funkyfranky 2017-10-17 18:23:52 +02:00
funkyfranky
32e61da588 RAT 2017-10-17 17:13:34 +02:00
FlightControl_Master
c27197500c Removed bugs 2017-10-17 11:47:03 +02:00
FlightControl_Master
b5fbe6d55e Set the flag 2017-10-17 11:08:49 +02:00
FlightControl_Master
291df87beb Stupid me, did not set the flag!!! 2017-10-17 10:34:35 +02:00
funkyfranky
a661c6e711 RAT Improved Flightplan Logic 2017-10-17 00:33:08 +02:00
funkyfranky
e1d12cbd8e Suppression + RAT 2017-10-16 00:14:41 +02:00
funkyfranky
1e2a84608f Merge branch 'master' into funkyfranky 2017-10-14 09:29:24 +02:00
funkyfranky
88260ae4f3 Suppression Fire 2017-10-12 14:55:50 +02:00
Sven Van de Velde
3a8c1f97f1 Merge pull request #717 from FlightControl-Master/FC-Zone-Transport-Cargo
Fc zone transport cargo
2017-10-12 11:04:39 +02:00
FlightControl_Master
0cc36b5ee2 Added CARGO_CRATE
Added a new object called CARGO_CRATE
2017-10-12 11:02:56 +02:00
FlightControl_Master
d5c7d0028b Merge branch 'master' into FC-Zone-Transport-Cargo 2017-10-12 08:24:23 +02:00
funkyfranky
3a0f60adc9 Suppression Fire and Alarm State 2017-10-12 00:36:21 +02:00
funkyfranky
a575dfea7d Suppression Fire 2017-10-11 17:27:25 +02:00
FlightControl_Master
515cf70295 fixed text 2017-10-11 11:23:10 +02:00
FlightControl_Master
fbabc54e03 Created a logic using flags to kick layers using the extended slot blocker from Ciribob 2017-10-11 11:22:17 +02:00
FlightControl_Master
059754fc28 added API descriptions 2017-10-11 09:38:49 +02:00
funkyfranky
cbc0579c79 Suppression Fire 2017-10-10 23:30:22 +02:00
FlightControl_Master
da0bf650fa Fix dependency error 2017-10-10 21:56:23 +02:00
FlightControl_Master
4de8bc742f Update Spawn to correct place 2017-10-10 21:41:59 +02:00
Sven Van de Velde
93ba003e5b Merge pull request #716 from FlightControl-Master/FC-Spawn-Optimization
Fc spawn optimization
2017-10-10 21:33:34 +02:00
FlightControl_Master
da476b29a6 Optimizations
* Added ZONE_POLYGON:NewFromGroupName() to ease the syntax.
* Renamed Functional.Spawn#SPAWN to Core.Spawn#SPAWN
2017-10-10 21:32:59 +02:00
FlightControl_Master
5ee9633dc6 Added method SPAWN:InitRandomizeTemplatePrefixes 2017-10-10 20:28:33 +02:00
FlightControl_Master
6d2e8d34fb Added Templating from a SET_GROUP object 2017-10-10 18:36:19 +02:00
FlightControl_Master
a35e95a7dc Hotfix 2.2.3 2017-10-10 11:53:54 +02:00
FlightControl_Master
126810a273 Merge remote-tracking branch 'refs/remotes/origin/Release-2.2.0' 2017-10-10 11:53:03 +02:00
FlightControl_Master
58e3e5293e Hotfix 2.2.3
* Fixed a problem in AI_A2A_DISPATCHER, patrols didn't work anymore due
to a stupid mistake in a variable rename (sorry). Fixed now.
2017-10-10 11:52:30 +02:00
FlightControl_Master
8eff6493ec Hotfix 2.2.3
* Fixed AI_A2A_DISPATCHER; a stupid syntax error due to a variable
rename sneaked into the logic.
2017-10-10 11:50:48 +02:00
Sven Van de Velde
0227549207 Merge pull request #715 from FlightControl-Master/FC-Capture-Zones
Fc capture zones
2017-10-10 11:08:20 +02:00
FlightControl_Master
ddf45d8485 Documentation and new moose.lua for dynamic loading. 2017-10-10 11:07:43 +02:00
FlightControl_Master
6f151a6c5d Progress
* Added USERFLAG class to manage user flags
* Added USERSOUND class to manage sounds
* Added SET_BASE:GetSetNames() to return an array of the object names of
a Set. (Created dynamic lists based on mission editor groups defined).
* Added SET_BASE:GetSetObjects()
* Revised the Messages
* Optimized the code for GetScannedCoalition
* Markings text optimized for ZONE_CAPTURE_COALITION. Now the owning
coalition is also shown.
* Removed the stupid naming of messages to coalitions.
2017-10-10 11:06:05 +02:00
FlightControl_Master
9bfca83804 Merge remote-tracking branch 'refs/remotes/origin/master' into FC-Capture-Zones 2017-10-09 14:47:22 +02:00
FlightControl_Master
4b74d1b724 Update 2017-10-09 14:47:06 +02:00
FlightControl_Master
1067f16ce4 Changes 2017-10-09 14:46:13 +02:00
FlightControl_Master
5896ebe9ca Merge remote-tracking branch 'refs/remotes/origin/Release-2.2.0'
# Conflicts:
#	Moose Mission Setup/Moose.lua
#	Moose Mission Setup/Moose_.lua
2017-10-09 13:32:53 +02:00
FlightControl_Master
305cb3092e Patch 2.2.2: Updated Scoring
* Disabled the logic of Fratricide until a DCS bug gets fixed by ED.
There is no workaround possible. Units containing a player cannot be
destroyed using Unit:destroy() API in multi player when the player is
seated in a Unit from a Client connected PC to the Server.
* By default, hit messages are disabled. They can be enabled by using
SCORING:SetMessagesHit().
2017-10-09 13:10:42 +02:00
Frank
04c2a545f2 Merge pull request #713 from FlightControl-Master/funkyfranky
Fixes in Cargo
2017-10-08 23:13:36 +02:00
funkyfranky
09fd43a3c9 Trace value changed 2017-10-08 22:58:39 +02:00
funkyfranky
d0c6a9756c Fixes in cargo 2017-10-08 22:56:22 +02:00
Frank
b72f649b91 Merge pull request #712 from FlightControl-Master/funkyfranky
Added option to use MOOSE zones for airport selection.
2017-10-08 19:39:58 +02:00
funkyfranky
a78275814d Merge branch 'master' into funkyfranky 2017-10-08 19:00:34 +02:00
funkyfranky
c4fbdb32c4 Moose.lua 2017-10-08 19:00:06 +02:00
Sven Van de Velde
4be4482957 Merge pull request #711 from FlightControl-Master/Scenery-Search
Scenery Search methods
2017-10-08 14:11:10 +02:00
FlightControl_Master
8542823692 Scenery Search methods 2017-10-08 14:10:38 +02:00
Sven Van de Velde
712b77b590 Merge pull request #710 from FlightControl-Master/FC-Protect-Class
Fc protect class
2017-10-07 22:14:59 +02:00
FlightControl_Master
57cb31c86b Moved capture related methods to ZONE_CAPTURE_COALITION 2017-10-07 22:14:05 +02:00
FlightControl_Master
7f04c98d61 Merge remote-tracking branch 'refs/remotes/origin/master' into FC-Protect-Class 2017-10-07 21:37:23 +02:00
FlightControl_Master
15ea0bc63a ZONE GOAL CARGO stuff 2017-10-06 19:56:31 +02:00
FlightControl_Master
50aaeb1465 Merge remote-tracking branch 'refs/remotes/origin/master' into FC-Zone-Transport-Cargo 2017-10-06 18:28:35 +02:00
funkyfranky
a515385ae0 Merge branch 'master' into funkyfranky 2017-10-06 18:28:34 +02:00
Sven Van de Velde
399021502f Merge pull request #709 from FlightControl-Master/FC-Protect-Class
Capture Zone
2017-10-06 18:26:02 +02:00
FlightControl_Master
020f097584 Introduction of Zone goal classes 2017-10-06 14:44:28 +02:00
FlightControl_Master
5c56e75a60 Moved ZoneGoal and ZoneGoalCoalition from Core to Functional 2017-10-06 13:08:47 +02:00
FlightControl_Master
f2afd524ef Merge remote-tracking branch 'refs/remotes/origin/master' into FC-Protect-Class
# Conflicts:
#	Moose Mission Setup/Moose.lua
#	Moose Mission Setup/Moose_.lua
2017-10-06 13:04:46 +02:00
FlightControl_Master
ea8ba2f9aa Incorporate Hotfix 2.2.1 2017-10-06 13:00:43 +02:00
FlightControl_Master
421541e88e Merge remote-tracking branch 'refs/remotes/origin/Release-2.2.0' 2017-10-06 12:59:58 +02:00
FlightControl_Master
7c26e88345 Hotfix 2.2.1
- Changed ROTPassiveDefenses of AI_A2A to ROTEvadeFire
2017-10-06 12:41:31 +02:00
FlightControl_Master
84ddb3e380 Progress 2017-10-05 19:08:33 +02:00
FlightControl_Master
ffc1c5d6ad Progress 2017-10-05 18:31:39 +02:00
funkyfranky
0a325efeaf Minor fixes. 2017-10-05 15:42:57 +02:00
FlightControl_Master
cd83a0b488 Update 2017-10-05 12:13:31 +02:00
FlightControl_Master
fe47783bfa Progress 2017-10-05 11:09:10 +02:00
funkyfranky
6061883194 Added airport selection by zone. 2017-10-05 00:08:48 +02:00
funkyfranky
2d6b74ee9e Merge branch 'master' into funkyfranky 2017-10-04 18:14:23 +02:00
FlightControl_Master
feef4c148e Progress 2017-10-04 17:12:05 +02:00
funkyfranky
6952401238 Added airports from zone (untested) 2017-10-04 16:45:27 +02:00
FlightControl_Master
454c0e5543 Progress 2017-10-04 14:34:24 +02:00
FlightControl_Master
1f5030fcbc Progress 2017-10-03 19:19:09 +02:00
FlightControl_Master
78f4f532f7 New dynamic lua 2017-10-03 14:01:40 +02:00
FlightControl_Master
18de424352 Merge remote-tracking branch 'refs/remotes/origin/master' into FC-Protect-Class
# Conflicts:
#	Moose Mission Setup/Moose.lua
2017-10-03 13:55:41 +02:00
FlightControl_Master
36a9295197 Static versions 2017-10-03 13:52:26 +02:00
FlightControl_Master
ca77e2d029 Merge remote-tracking branch 'refs/remotes/origin/master' into Release-2.2.0
# Conflicts:
#	Moose Mission Setup/Moose.lua
2017-10-03 13:51:42 +02:00
FlightControl_Master
93d5327811 Support 2 moose.lua versions, one stripped and one with comments. 2017-10-03 13:49:56 +02:00
FlightControl_Master
2224cc7593 Merge remote-tracking branch 'refs/remotes/origin/master' into FC-Protect-Class 2017-10-03 13:17:19 +02:00
FlightControl_Master
d5e9c47bad Updated pictures 2017-10-03 11:40:43 +02:00
FlightControl_Master
5aad27edfc Progress 2017-10-02 13:49:21 +02:00
FlightControl_Master
0b5d97bf3f Progress 2017-09-30 14:35:18 +02:00
FlightControl_Master
e1aef42df8 Progress 2017-09-30 13:54:53 +02:00
FlightControl_Master
f115630546 Progress 2017-09-30 07:40:01 +02:00
FlightControl_Master
c6e86c494d Progress 2017-09-29 17:34:20 +02:00
FlightControl_Master
cafcbfde90 Progress 2017-09-29 13:19:24 +02:00
FlightControl_Master
632ce65bf5 Progress 2017-09-29 12:11:25 +02:00
FlightControl_Master
b84d08f052 Progress 2017-09-29 07:03:50 +02:00
FlightControl_Master
57eeefcf06 Progress 2017-09-28 19:54:44 +02:00
FlightControl_Master
9227bbdfca Protect first version 2017-09-28 13:25:12 +02:00
FlightControl
a021967295 Trying stuff out... Nothing more. 2017-06-29 04:52:45 +02:00
1040 changed files with 23514 additions and 292891 deletions

85
.appveyor/appveyor.yml Normal file
View File

@@ -0,0 +1,85 @@
version: 3.9.1.{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' )
{
$apiUrl = 'https://ci.appveyor.com/api'
$token = 'qts80b5kpq0ooj4x6vvw'
$headers = @{
"Authorization" = "Bearer $token"
"Content-type" = "application/json"
}
$RequestBody = @{ accountName = 'FlightControl-Master'; projectSlug = 'moose-include'; branch = 'master'; environmentVariables = @{} } | ConvertTo-Json
# get project with last build details
$project = Invoke-RestMethod -method Post -Uri "$apiUrl/builds" -Headers $headers -Body $RequestBody
}
- ps: |
if( $env:appveyor_repo_branch -eq 'master' )
{
$apiUrl = 'https://ci.appveyor.com/api'
$token = 'qts80b5kpq0ooj4x6vvw'
$headers = @{
"Authorization" = "Bearer $token"
"Content-type" = "application/json"
}
$RequestBody = @{ accountName = 'FlightControl-Master'; projectSlug = 'moose-docs'; branch = 'master'; 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
View File

@@ -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

View File

@@ -1,4 +0,0 @@
rem This script will pull the latest changes from the remote repository, and update the submodules accordingly.
C:\Program Files (x86)\Git\bin\git pull
C:\Program Files (x86)\Git\bin\git submodule update --init

View 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

View 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", "" )

File diff suppressed because it is too large Load Diff

View File

@@ -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="${workspace_loc:/Moose_Framework/Utils/GenerateDocumentations.bat}"/>
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_TOOL_ARGUMENTS" value="*.lua"/>
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_WORKING_DIRECTORY" value="${workspace_loc:/Moose_Framework/Utils}"/>
</launchConfiguration>

View File

@@ -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="${workspace_loc:/Moose_Framework/Utils/Generate_Moose.bat}"/>
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_TOOL_ARGUMENTS" value="&quot;Moose_Create.lua&quot; &#13;&#10;&quot;D&quot;&#13;&#10;&quot;${current_date}&quot; &#13;&#10;&quot;${workspace_loc:/Moose_Framework//Moose Development/Moose}&quot; &#13;&#10;&quot;${workspace_loc:/Moose_Framework/Moose Mission Setup}&quot;"/>
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_WORKING_DIRECTORY" value="${workspace_loc:/Moose_Framework/Moose Mission Setup}"/>
</launchConfiguration>

View File

@@ -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="${workspace_loc:/Moose_Framework/Utils/Generate_Moose.bat}"/>
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_TOOL_ARGUMENTS" value="&quot;Moose_Create.lua&quot; &#13;&#10;&quot;S&quot;&#13;&#10;&quot;${current_date}&quot; &#13;&#10;&quot;${workspace_loc:/Moose_Framework//Moose Development/Moose}&quot; &#13;&#10;&quot;${workspace_loc:/Moose_Framework/Moose Mission Setup}&quot;"/>
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_WORKING_DIRECTORY" value="${workspace_loc:/Moose_Framework/Moose Mission Setup}"/>
</launchConfiguration>

View File

@@ -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>

View File

@@ -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="${workspace_loc:/Moose_Framework/Moose Mission Setup/Moose Mission Update/Moose_Update_Missions.bat}"/>
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_TOOL_ARGUMENTS" value="&quot;${selected_resource_loc}&quot;"/>
<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.

View File

@@ -1,14 +1,12 @@
--- **AI** -- **AI A2A Air Patrolling or Staging.** --- **AI** -- (R2.2) - Models the process of air operations for airplanes.
-- --
-- ==== -- This is a class used in the @{AI_A2A_Dispatcher}.
-- --
-- ### Author: **Sven Van de Velde (FlightControl)** -- ===
-- ### Contributions:
-- --
-- * **[Dutch_Baron](https://forums.eagle.ru/member.php?u=112075)**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-) -- ### Author: **FlightControl**
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Testing and API concept review.
-- --
-- ==== -- ===
-- --
-- @module AI_A2A -- @module AI_A2A

View File

@@ -1,28 +1,12 @@
--- **AI** -- **Execute Combat Air Patrol (CAP).** --- **AI** -- (R2.2) - Models the process of Combat Air Patrol (CAP) for airplanes.
-- --
-- ![Banner Image](..\Presentations\AI_CAP\Dia1.JPG) -- This is a class used in the @{AI_A2A_Dispatcher}.
-- --
-- === -- ===
-- --
-- AI CAP classes makes AI Controllables execute a Combat Air Patrol. -- ### Author: **FlightControl**
-- --
-- There are the following types of CAP classes defined: -- ===
--
-- * @{#AI_A2A_CAP}: Perform a CAP in a zone.
--
-- ====
--
-- ### Author: **Sven Van de Velde (FlightControl)**
--
-- ### Contributions:
--
-- * **[Quax](https://forums.eagle.ru/member.php?u=90530)**: Concept, Advice & Testing.
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Concept, Advice & Testing.
-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision.
-- * **[Whisper](http://forums.eagle.ru/member.php?u=3829): Testing.
-- * **[Delta99](https://forums.eagle.ru/member.php?u=125166): Testing.
--
-- ====
-- --
-- @module AI_A2A_Cap -- @module AI_A2A_Cap
@@ -34,7 +18,7 @@
--- # AI_A2A_CAP class, extends @{AI_CAP#AI_PATROL_ZONE} --- # AI_A2A_CAP class, extends @{AI_CAP#AI_PATROL_ZONE}
-- --
-- The AI_A2A_CAP class implements the core functions to patrol a @{Zone} by an AI @{Controllable} or @{Group} -- The AI_A2A_CAP class implements the core functions to patrol a @{Zone} by an AI @{Group} or @{Group}
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone. -- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
-- --
-- ![Process](..\Presentations\AI_CAP\Dia3.JPG) -- ![Process](..\Presentations\AI_CAP\Dia3.JPG)
@@ -120,20 +104,20 @@ AI_A2A_CAP = {
--- Creates a new AI_A2A_CAP object --- Creates a new AI_A2A_CAP object
-- @param #AI_A2A_CAP self -- @param #AI_A2A_CAP self
-- @param Wrapper.Group#GROUP AIGroup -- @param Wrapper.Group#GROUP AICap
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed. -- @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 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#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 PatrolMinSpeed The minimum speed of the @{Group} in km/h.
-- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h. -- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Group} in km/h.
-- @param Dcs.DCSTypes#Speed EngageMinSpeed The minimum speed of the @{Controllable} in km/h when engaging a target. -- @param Dcs.DCSTypes#Speed EngageMinSpeed The minimum speed of the @{Group} in km/h when engaging a target.
-- @param Dcs.DCSTypes#Speed EngageMaxSpeed The maximum speed of the @{Controllable} in km/h when engaging a target. -- @param Dcs.DCSTypes#Speed EngageMaxSpeed The maximum speed of the @{Group} in km/h when engaging a target.
-- @param Dcs.DCSTypes#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO -- @param Dcs.DCSTypes#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
-- @return #AI_A2A_CAP -- @return #AI_A2A_CAP
function AI_A2A_CAP:New( AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageMinSpeed, EngageMaxSpeed, PatrolAltType ) function AI_A2A_CAP:New( AICap, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageMinSpeed, EngageMaxSpeed, PatrolAltType )
-- Inherits from BASE -- Inherits from BASE
local self = BASE:Inherit( self, AI_A2A_PATROL:New( AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) ) -- #AI_A2A_CAP local self = BASE:Inherit( self, AI_A2A_PATROL:New( AICap, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) ) -- #AI_A2A_CAP
self.Accomplished = false self.Accomplished = false
self.Engaging = false self.Engaging = false
@@ -146,7 +130,7 @@ function AI_A2A_CAP:New( AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeiling
--- OnBefore Transition Handler for Event Engage. --- OnBefore Transition Handler for Event Engage.
-- @function [parent=#AI_A2A_CAP] OnBeforeEngage -- @function [parent=#AI_A2A_CAP] OnBeforeEngage
-- @param #AI_A2A_CAP self -- @param #AI_A2A_CAP self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
@@ -155,7 +139,7 @@ function AI_A2A_CAP:New( AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeiling
--- OnAfter Transition Handler for Event Engage. --- OnAfter Transition Handler for Event Engage.
-- @function [parent=#AI_A2A_CAP] OnAfterEngage -- @function [parent=#AI_A2A_CAP] OnAfterEngage
-- @param #AI_A2A_CAP self -- @param #AI_A2A_CAP self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
@@ -172,7 +156,7 @@ function AI_A2A_CAP:New( AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeiling
--- OnLeave Transition Handler for State Engaging. --- OnLeave Transition Handler for State Engaging.
-- @function [parent=#AI_A2A_CAP] OnLeaveEngaging -- @function [parent=#AI_A2A_CAP] OnLeaveEngaging
-- @param #AI_A2A_CAP self -- @param #AI_A2A_CAP self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
@@ -181,7 +165,7 @@ function AI_A2A_CAP:New( AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeiling
--- OnEnter Transition Handler for State Engaging. --- OnEnter Transition Handler for State Engaging.
-- @function [parent=#AI_A2A_CAP] OnEnterEngaging -- @function [parent=#AI_A2A_CAP] OnEnterEngaging
-- @param #AI_A2A_CAP self -- @param #AI_A2A_CAP self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
@@ -191,7 +175,7 @@ function AI_A2A_CAP:New( AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeiling
--- OnBefore Transition Handler for Event Fired. --- OnBefore Transition Handler for Event Fired.
-- @function [parent=#AI_A2A_CAP] OnBeforeFired -- @function [parent=#AI_A2A_CAP] OnBeforeFired
-- @param #AI_A2A_CAP self -- @param #AI_A2A_CAP self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
@@ -200,7 +184,7 @@ function AI_A2A_CAP:New( AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeiling
--- OnAfter Transition Handler for Event Fired. --- OnAfter Transition Handler for Event Fired.
-- @function [parent=#AI_A2A_CAP] OnAfterFired -- @function [parent=#AI_A2A_CAP] OnAfterFired
-- @param #AI_A2A_CAP self -- @param #AI_A2A_CAP self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
@@ -219,7 +203,7 @@ function AI_A2A_CAP:New( AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeiling
--- OnBefore Transition Handler for Event Destroy. --- OnBefore Transition Handler for Event Destroy.
-- @function [parent=#AI_A2A_CAP] OnBeforeDestroy -- @function [parent=#AI_A2A_CAP] OnBeforeDestroy
-- @param #AI_A2A_CAP self -- @param #AI_A2A_CAP self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
@@ -228,7 +212,7 @@ function AI_A2A_CAP:New( AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeiling
--- OnAfter Transition Handler for Event Destroy. --- OnAfter Transition Handler for Event Destroy.
-- @function [parent=#AI_A2A_CAP] OnAfterDestroy -- @function [parent=#AI_A2A_CAP] OnAfterDestroy
-- @param #AI_A2A_CAP self -- @param #AI_A2A_CAP self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
@@ -248,7 +232,7 @@ function AI_A2A_CAP:New( AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeiling
--- OnBefore Transition Handler for Event Abort. --- OnBefore Transition Handler for Event Abort.
-- @function [parent=#AI_A2A_CAP] OnBeforeAbort -- @function [parent=#AI_A2A_CAP] OnBeforeAbort
-- @param #AI_A2A_CAP self -- @param #AI_A2A_CAP self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
@@ -257,7 +241,7 @@ function AI_A2A_CAP:New( AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeiling
--- OnAfter Transition Handler for Event Abort. --- OnAfter Transition Handler for Event Abort.
-- @function [parent=#AI_A2A_CAP] OnAfterAbort -- @function [parent=#AI_A2A_CAP] OnAfterAbort
-- @param #AI_A2A_CAP self -- @param #AI_A2A_CAP self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
@@ -276,7 +260,7 @@ function AI_A2A_CAP:New( AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeiling
--- OnBefore Transition Handler for Event Accomplish. --- OnBefore Transition Handler for Event Accomplish.
-- @function [parent=#AI_A2A_CAP] OnBeforeAccomplish -- @function [parent=#AI_A2A_CAP] OnBeforeAccomplish
-- @param #AI_A2A_CAP self -- @param #AI_A2A_CAP self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
@@ -285,7 +269,7 @@ function AI_A2A_CAP:New( AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeiling
--- OnAfter Transition Handler for Event Accomplish. --- OnAfter Transition Handler for Event Accomplish.
-- @function [parent=#AI_A2A_CAP] OnAfterAccomplish -- @function [parent=#AI_A2A_CAP] OnAfterAccomplish
-- @param #AI_A2A_CAP self -- @param #AI_A2A_CAP self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
@@ -304,13 +288,13 @@ end
--- onafter State Transition for Event Patrol. --- onafter State Transition for Event Patrol.
-- @param #AI_A2A_GCI self -- @param #AI_A2A_GCI self
-- @param Wrapper.Group#GROUP AIGroup The AI Group managed by the FSM. -- @param Wrapper.Group#GROUP AICap The AI Group managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
function AI_A2A_CAP:onafterStart( AIGroup, From, Event, To ) function AI_A2A_CAP:onafterStart( AICap, From, Event, To )
AIGroup:HandleEvent( EVENTS.Takeoff, nil, self ) AICap:HandleEvent( EVENTS.Takeoff, nil, self )
end end
@@ -344,36 +328,36 @@ end
--- onafter State Transition for Event Patrol. --- onafter State Transition for Event Patrol.
-- @param #AI_A2A_CAP self -- @param #AI_A2A_CAP self
-- @param Wrapper.Controllable#CONTROLLABLE AIGroup The AI Group managed by the FSM. -- @param Wrapper.Group#GROUP AICap The AI Group managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
function AI_A2A_CAP:onafterPatrol( AIGroup, From, Event, To ) function AI_A2A_CAP:onafterPatrol( AICap, From, Event, To )
-- Call the parent Start event handler -- Call the parent Start event handler
self:GetParent(self).onafterPatrol( self, AIGroup, From, Event, To ) self:GetParent(self).onafterPatrol( self, AICap, From, Event, To )
self:HandleEvent( EVENTS.Dead ) self:HandleEvent( EVENTS.Dead )
end end
-- todo: need to fix this global function -- todo: need to fix this global function
--- @param Wrapper.Group#GROUP AIGroup --- @param Wrapper.Group#GROUP AICap
function AI_A2A_CAP.AttackRoute( AIGroup, Fsm ) function AI_A2A_CAP.AttackRoute( AICap, Fsm )
AIGroup:F( { "AI_A2A_CAP.AttackRoute:", AIGroup:GetName() } ) AICap:F( { "AI_A2A_CAP.AttackRoute:", AICap:GetName() } )
if AIGroup:IsAlive() then if AICap:IsAlive() then
Fsm:__Engage( 0.5 ) Fsm:__Engage( 0.5 )
end end
end end
--- @param #AI_A2A_CAP self --- @param #AI_A2A_CAP self
-- @param Wrapper.Controllable#CONTROLLABLE AIGroup The Controllable Object managed by the FSM. -- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
function AI_A2A_CAP:onbeforeEngage( AIGroup, From, Event, To ) function AI_A2A_CAP:onbeforeEngage( AICap, From, Event, To )
if self.Accomplished == true then if self.Accomplished == true then
return false return false
@@ -381,24 +365,24 @@ function AI_A2A_CAP:onbeforeEngage( AIGroup, From, Event, To )
end end
--- @param #AI_A2A_CAP self --- @param #AI_A2A_CAP self
-- @param Wrapper.Controllable#CONTROLLABLE AIGroup The AI Group managed by the FSM. -- @param Wrapper.Group#GROUP AICap The AI Group managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
function AI_A2A_CAP:onafterAbort( AIGroup, From, Event, To ) function AI_A2A_CAP:onafterAbort( AICap, From, Event, To )
AIGroup:ClearTasks() AICap:ClearTasks()
self:__Route( 0.5 ) self:__Route( 0.5 )
end end
--- @param #AI_A2A_CAP self --- @param #AI_A2A_CAP self
-- @param Wrapper.Controllable#CONTROLLABLE AIGroup The Controllable Object managed by the FSM. -- @param Wrapper.Group#GROUP AICap The AICap Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
function AI_A2A_CAP:onafterEngage( AIGroup, From, Event, To, AttackSetUnit ) function AI_A2A_CAP:onafterEngage( AICap, From, Event, To, AttackSetUnit )
self:F( { AIGroup, From, Event, To, AttackSetUnit} ) self:F( { AICap, From, Event, To, AttackSetUnit} )
self.AttackSetUnit = AttackSetUnit or self.AttackSetUnit -- Core.Set#SET_UNIT self.AttackSetUnit = AttackSetUnit or self.AttackSetUnit -- Core.Set#SET_UNIT
@@ -406,12 +390,12 @@ function AI_A2A_CAP:onafterEngage( AIGroup, From, Event, To, AttackSetUnit )
if FirstAttackUnit and FirstAttackUnit:IsAlive() then -- If there is no attacker anymore, stop the engagement. if FirstAttackUnit and FirstAttackUnit:IsAlive() then -- If there is no attacker anymore, stop the engagement.
if AIGroup:IsAlive() then if AICap:IsAlive() then
local EngageRoute = {} local EngageRoute = {}
--- Calculate the target route point. --- Calculate the target route point.
local CurrentCoord = AIGroup:GetCoordinate() local CurrentCoord = AICap:GetCoordinate()
local ToTargetCoord = self.AttackSetUnit:GetFirst():GetCoordinate() local ToTargetCoord = self.AttackSetUnit:GetFirst():GetCoordinate()
local ToTargetSpeed = math.random( self.EngageMinSpeed, self.EngageMaxSpeed ) local ToTargetSpeed = math.random( self.EngageMinSpeed, self.EngageMaxSpeed )
local ToInterceptAngle = CurrentCoord:GetAngleDegrees( CurrentCoord:GetDirectionVec3( ToTargetCoord ) ) local ToInterceptAngle = CurrentCoord:GetAngleDegrees( CurrentCoord:GetDirectionVec3( ToTargetCoord ) )
@@ -437,7 +421,7 @@ function AI_A2A_CAP:onafterEngage( AIGroup, From, Event, To, AttackSetUnit )
local AttackUnit = AttackUnit -- Wrapper.Unit#UNIT local AttackUnit = AttackUnit -- Wrapper.Unit#UNIT
self:T( { "Attacking Unit:", AttackUnit:GetName(), AttackUnit:IsAlive(), AttackUnit:IsAir() } ) self:T( { "Attacking Unit:", AttackUnit:GetName(), AttackUnit:IsAlive(), AttackUnit:IsAir() } )
if AttackUnit:IsAlive() and AttackUnit:IsAir() then if AttackUnit:IsAlive() and AttackUnit:IsAir() then
AttackTasks[#AttackTasks+1] = AIGroup:TaskAttackUnit( AttackUnit ) AttackTasks[#AttackTasks+1] = AICap:TaskAttackUnit( AttackUnit )
end end
end end
@@ -445,14 +429,14 @@ function AI_A2A_CAP:onafterEngage( AIGroup, From, Event, To, AttackSetUnit )
self:E("No targets found -> Going back to Patrolling") self:E("No targets found -> Going back to Patrolling")
self:__Abort( 0.5 ) self:__Abort( 0.5 )
else else
AIGroup:OptionROEOpenFire() AICap:OptionROEOpenFire()
AIGroup:OptionROTPassiveDefense() AICap:OptionROTEvadeFire()
AttackTasks[#AttackTasks+1] = AIGroup:TaskFunction( "AI_A2A_CAP.AttackRoute", self ) AttackTasks[#AttackTasks+1] = AICap:TaskFunction( "AI_A2A_CAP.AttackRoute", self )
EngageRoute[#EngageRoute].task = AIGroup:TaskCombo( AttackTasks ) EngageRoute[#EngageRoute].task = AICap:TaskCombo( AttackTasks )
end end
AIGroup:Route( EngageRoute, 0.5 ) AICap:Route( EngageRoute, 0.5 )
end end
else else
self:E("No targets found -> Going back to Patrolling") self:E("No targets found -> Going back to Patrolling")
@@ -461,22 +445,22 @@ function AI_A2A_CAP:onafterEngage( AIGroup, From, Event, To, AttackSetUnit )
end end
--- @param #AI_A2A_CAP self --- @param #AI_A2A_CAP self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
function AI_A2A_CAP:onafterAccomplish( Controllable, From, Event, To ) function AI_A2A_CAP:onafterAccomplish( AICap, From, Event, To )
self.Accomplished = true self.Accomplished = true
self:SetDetectionOff() self:SetDetectionOff()
end end
--- @param #AI_A2A_CAP self --- @param #AI_A2A_CAP self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_A2A_CAP:onafterDestroy( Controllable, From, Event, To, EventData ) function AI_A2A_CAP:onafterDestroy( AICap, From, Event, To, EventData )
if EventData.IniUnit then if EventData.IniUnit then
self.AttackUnits[EventData.IniUnit] = nil self.AttackUnits[EventData.IniUnit] = nil
@@ -495,12 +479,12 @@ function AI_A2A_CAP:OnEventDead( EventData )
end end
end end
--- @param Wrapper.Group#GROUP AIGroup --- @param Wrapper.Group#GROUP AICap
function AI_A2A_CAP.Resume( AIGroup ) function AI_A2A_CAP.Resume( AICap )
AIGroup:F( { "AI_A2A_CAP.Resume:", AIGroup:GetName() } ) AICap:F( { "AI_A2A_CAP.Resume:", AICap:GetName() } )
if AIGroup:IsAlive() then if AICap:IsAlive() then
local _AI_A2A = AIGroup:GetState( AIGroup, "AI_A2A" ) -- #AI_A2A local _AI_A2A = AICap:GetState( AICap, "AI_A2A" ) -- #AI_A2A
_AI_A2A:__Reset( 1 ) _AI_A2A:__Reset( 1 )
_AI_A2A:__Route( 5 ) _AI_A2A:__Route( 5 )
end end

View File

@@ -1,8 +1,10 @@
--- **AI** - The AI_A2A_DISPATCHER creates an automatic A2A defense system based on an EWR network targets and coordinating CAP and GCI. --- **AI** - (R2.2) - Manages the process of an automatic A2A defense system based on an EWR network targets and coordinating CAP and GCI.
--
-- ===
-- --
-- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia1.JPG) -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia1.JPG)
-- --
-- ==== -- ===
-- --
-- # QUICK START GUIDE -- # QUICK START GUIDE
-- --
@@ -150,7 +152,7 @@
-- --
-- === -- ===
-- --
-- ### Authors: **Sven Van de Velde (FlightControl)** rework of GCICAP + introduction of new concepts (squadrons). -- ### Authors: **FlightControl** rework of GCICAP + introduction of new concepts (squadrons).
-- ### Authors: **Stonehouse**, **SNAFU** in terms of the advice, documentation, and the original GCICAP script. -- ### Authors: **Stonehouse**, **SNAFU** in terms of the advice, documentation, and the original GCICAP script.
-- --
-- @module AI_A2A_Dispatcher -- @module AI_A2A_Dispatcher
@@ -169,13 +171,13 @@ do -- AI_A2A_DISPATCHER
-- --
-- The @{#AI_A2A_DISPATCHER} class is designed to create an automatic air defence system for a coalition. -- The @{#AI_A2A_DISPATCHER} class is designed to create an automatic air defence system for a coalition.
-- --
-- ==== -- ===
-- --
-- # Demo Missions -- # Demo Missions
-- --
-- ### [AI\_A2A\_DISPATCHER Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching) -- ### [AI\_A2A\_DISPATCHER Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching)
-- --
-- ==== -- ===
-- --
-- # YouTube Channel -- # YouTube Channel
-- --
@@ -1001,7 +1003,7 @@ do -- AI_A2A_DISPATCHER
--- @param #AI_A2A_DISPATCHER self --- @param #AI_A2A_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_A2A_DISPATCHER:OnEventLand( EventData ) function AI_A2A_DISPATCHER:OnEventLand( EventData )
self:E( "Landed" ) self:F( "Landed" )
local DefenderUnit = EventData.IniUnit local DefenderUnit = EventData.IniUnit
local Defender = EventData.IniGroup local Defender = EventData.IniGroup
local Squadron = self:GetSquadronFromDefender( Defender ) local Squadron = self:GetSquadronFromDefender( Defender )
@@ -1488,7 +1490,7 @@ do -- AI_A2A_DISPATCHER
DefenderSquadron.Resources = Resources DefenderSquadron.Resources = Resources
DefenderSquadron.TemplatePrefixes = TemplatePrefixes DefenderSquadron.TemplatePrefixes = TemplatePrefixes
self:E( { Squadron = {SquadronName, AirbaseName, TemplatePrefixes, Resources } } ) self:F( { Squadron = {SquadronName, AirbaseName, TemplatePrefixes, Resources } } )
return self return self
end end
@@ -1554,7 +1556,7 @@ do -- AI_A2A_DISPATCHER
self:SetSquadronCapInterval( SquadronName, self.DefenderDefault.CapLimit, self.DefenderDefault.CapMinSeconds, self.DefenderDefault.CapMaxSeconds, 1 ) self:SetSquadronCapInterval( SquadronName, self.DefenderDefault.CapLimit, self.DefenderDefault.CapMinSeconds, self.DefenderDefault.CapMaxSeconds, 1 )
self:E( { CAP = { SquadronName, Zone, FloorAltitude, CeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageMinSpeed, EngageMaxSpeed, AltType } } ) self:F( { CAP = { SquadronName, Zone, FloorAltitude, CeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageMinSpeed, EngageMaxSpeed, AltType } } )
-- Add the CAP to the EWR network. -- Add the CAP to the EWR network.
@@ -1658,7 +1660,7 @@ do -- AI_A2A_DISPATCHER
local Cap = DefenderSquadron.Cap local Cap = DefenderSquadron.Cap
if Cap then if Cap then
local CapCount = self:CountCapAirborne( SquadronName ) local CapCount = self:CountCapAirborne( SquadronName )
self:E( { CapCount = CapCount } ) self:F( { CapCount = CapCount } )
if CapCount < Cap.CapLimit then if CapCount < Cap.CapLimit then
local Probability = math.random() local Probability = math.random()
if Probability <= Cap.Probability then if Probability <= Cap.Probability then
@@ -1716,7 +1718,7 @@ do -- AI_A2A_DISPATCHER
Intercept.EngageMinSpeed = EngageMinSpeed Intercept.EngageMinSpeed = EngageMinSpeed
Intercept.EngageMaxSpeed = EngageMaxSpeed Intercept.EngageMaxSpeed = EngageMaxSpeed
self:E( { GCI = { SquadronName, EngageMinSpeed, EngageMaxSpeed } } ) self:F( { GCI = { SquadronName, EngageMinSpeed, EngageMaxSpeed } } )
end end
--- Defines the default amount of extra planes that will take-off as part of the defense system. --- Defines the default amount of extra planes that will take-off as part of the defense system.
@@ -2443,7 +2445,7 @@ do -- AI_A2A_DISPATCHER
if Squadron.Resources then if Squadron.Resources then
Squadron.Resources = Squadron.Resources - Size Squadron.Resources = Squadron.Resources - Size
end end
self:E( { DefenderName = DefenderName, SquadronResources = Squadron.Resources } ) self:F( { DefenderName = DefenderName, SquadronResources = Squadron.Resources } )
end end
--- @param #AI_A2A_DISPATCHER self --- @param #AI_A2A_DISPATCHER self
@@ -2504,7 +2506,8 @@ do -- AI_A2A_DISPATCHER
if AIGroup:IsAlive() then if AIGroup:IsAlive() then
-- Check if the CAP is patrolling or engaging. If not, this is not a valid CAP, even if it is alive! -- Check if the CAP is patrolling or engaging. If not, this is not a valid CAP, even if it is alive!
-- The CAP could be damaged, lost control, or out of fuel! -- The CAP could be damaged, lost control, or out of fuel!
if DefenderTask.Fsm:Is( "Patrolling" ) or DefenderTask.Fsm:Is( "Engaging" ) or DefenderTask.Fsm:Is( "Refuelling" )then if DefenderTask.Fsm:Is( "Patrolling" ) or DefenderTask.Fsm:Is( "Engaging" ) or DefenderTask.Fsm:Is( "Refuelling" )
or DefenderTask.Fsm:Is( "Started" ) then
CapCount = CapCount + 1 CapCount = CapCount + 1
end end
end end
@@ -2524,9 +2527,8 @@ do -- AI_A2A_DISPATCHER
-- First, count the active AIGroups Units, targetting the DetectedSet -- First, count the active AIGroups Units, targetting the DetectedSet
local DefenderCount = 0 local DefenderCount = 0
self:E( "Counting Defenders Engaged for Attacker:" )
local DetectedSet = AttackerDetection.Set local DetectedSet = AttackerDetection.Set
DetectedSet:Flush() --DetectedSet:Flush()
local DefenderTasks = self:GetDefenderTasks() local DefenderTasks = self:GetDefenderTasks()
for DefenderGroup, DefenderTask in pairs( DefenderTasks ) do for DefenderGroup, DefenderTask in pairs( DefenderTasks ) do
@@ -2610,7 +2612,7 @@ do -- AI_A2A_DISPATCHER
if Cap then if Cap then
local Spawn = DefenderSquadron.Spawn[ math.random( 1, #DefenderSquadron.Spawn ) ] -- Functional.Spawn#SPAWN local Spawn = DefenderSquadron.Spawn[ math.random( 1, #DefenderSquadron.Spawn ) ] -- Core.Spawn#SPAWN
local DefenderGrouping = DefenderSquadron.Grouping or self.DefenderDefault.Grouping local DefenderGrouping = DefenderSquadron.Grouping or self.DefenderDefault.Grouping
Spawn:InitGrouping( DefenderGrouping ) Spawn:InitGrouping( DefenderGrouping )
@@ -2652,7 +2654,7 @@ do -- AI_A2A_DISPATCHER
--- @param #AI_A2A_DISPATCHER self --- @param #AI_A2A_DISPATCHER self
function Fsm:onafterHome( Defender, From, Event, To, Action ) function Fsm:onafterHome( Defender, From, Event, To, Action )
self:E({"CAP Home", Defender:GetName()}) self:F({"CAP Home", Defender:GetName()})
self:GetParent(self).onafterHome( self, Defender, From, Event, To ) self:GetParent(self).onafterHome( self, Defender, From, Event, To )
local Dispatcher = self:GetDispatcher() -- #AI_A2A_DISPATCHER local Dispatcher = self:GetDispatcher() -- #AI_A2A_DISPATCHER
@@ -2783,7 +2785,7 @@ do -- AI_A2A_DISPATCHER
while ( DefendersNeeded > 0 ) do while ( DefendersNeeded > 0 ) do
local Spawn = DefenderSquadron.Spawn[ math.random( 1, #DefenderSquadron.Spawn ) ] -- Functional.Spawn#SPAWN local Spawn = DefenderSquadron.Spawn[ math.random( 1, #DefenderSquadron.Spawn ) ] -- Core.Spawn#SPAWN
local DefenderGrouping = ( DefenderGrouping < DefendersNeeded ) and DefenderGrouping or DefendersNeeded local DefenderGrouping = ( DefenderGrouping < DefendersNeeded ) and DefenderGrouping or DefendersNeeded
if DefenderGrouping then if DefenderGrouping then
Spawn:InitGrouping( DefenderGrouping ) Spawn:InitGrouping( DefenderGrouping )
@@ -2793,7 +2795,7 @@ do -- AI_A2A_DISPATCHER
local TakeoffMethod = self:GetSquadronTakeoff( ClosestDefenderSquadronName ) local TakeoffMethod = self:GetSquadronTakeoff( ClosestDefenderSquadronName )
local DefenderGCI = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase, TakeoffMethod, DefenderSquadron.TakeoffAltitude or self.DefenderDefault.TakeoffAltitude ) -- Wrapper.Group#GROUP local DefenderGCI = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase, TakeoffMethod, DefenderSquadron.TakeoffAltitude or self.DefenderDefault.TakeoffAltitude ) -- Wrapper.Group#GROUP
self:E( { GCIDefender = DefenderGCI:GetName() } ) self:F( { GCIDefender = DefenderGCI:GetName() } )
DefendersNeeded = DefendersNeeded - DefenderGrouping DefendersNeeded = DefendersNeeded - DefenderGrouping
@@ -2957,13 +2959,13 @@ do -- AI_A2A_DISPATCHER
local AIGroup = AIGroup -- Wrapper.Group#GROUP local AIGroup = AIGroup -- Wrapper.Group#GROUP
if not AIGroup:IsAlive() then if not AIGroup:IsAlive() then
local DefenderTaskFsm = self:GetDefenderTaskFsm( AIGroup ) local DefenderTaskFsm = self:GetDefenderTaskFsm( AIGroup )
self:E( { Defender = AIGroup:GetName(), DefenderState = DefenderTaskFsm:GetState() } ) self:F( { Defender = AIGroup:GetName(), DefenderState = DefenderTaskFsm:GetState() } )
if not DefenderTaskFsm:Is( "Started" ) then if not DefenderTaskFsm:Is( "Started" ) then
self:ClearDefenderTask( AIGroup ) self:ClearDefenderTask( AIGroup )
end end
else else
if DefenderTask.Target then if DefenderTask.Target then
local AttackerItem = Detection:GetDetectedItem( DefenderTask.Target.Index ) local AttackerItem = Detection:GetDetectedItemByIndex( DefenderTask.Target.Index )
if not AttackerItem then if not AttackerItem then
self:F( { "Removing obsolete Target:", DefenderTask.Target.Index } ) self:F( { "Removing obsolete Target:", DefenderTask.Target.Index } )
self:ClearDefenderTaskTarget( AIGroup ) self:ClearDefenderTaskTarget( AIGroup )
@@ -2991,7 +2993,7 @@ do -- AI_A2A_DISPATCHER
local DetectedZone = DetectedItem.Zone local DetectedZone = DetectedItem.Zone
self:F( { "Target ID", DetectedItem.ItemID } ) self:F( { "Target ID", DetectedItem.ItemID } )
DetectedSet:Flush() DetectedSet:Flush( self )
local DetectedID = DetectedItem.ID local DetectedID = DetectedItem.ID
local DetectionIndex = DetectedItem.Index local DetectionIndex = DetectedItem.Index
@@ -3007,7 +3009,7 @@ do -- AI_A2A_DISPATCHER
do do
local DefendersMissing, Friendlies = self:EvaluateGCI( DetectedItem ) local DefendersMissing, Friendlies = self:EvaluateGCI( DetectedItem )
if DefendersMissing then if DefendersMissing and DefendersMissing > 0 then
self:F( { DefendersMissing = DefendersMissing } ) self:F( { DefendersMissing = DefendersMissing } )
self:GCI( DetectedItem, DefendersMissing, Friendlies ) self:GCI( DetectedItem, DefendersMissing, Friendlies )
end end
@@ -3056,7 +3058,7 @@ do -- AI_A2A_DISPATCHER
end end
Report:Add( string.format( "\n - %d Tasks", TaskCount ) ) Report:Add( string.format( "\n - %d Tasks", TaskCount ) )
self:E( Report:Text( "\n" ) ) self:F( Report:Text( "\n" ) )
trigger.action.outText( Report:Text( "\n" ), 25 ) trigger.action.outText( Report:Text( "\n" ), 25 )
end end
@@ -3084,7 +3086,7 @@ do
for PlayerUnitName, PlayerUnitData in pairs( PlayersNearBy ) do for PlayerUnitName, PlayerUnitData in pairs( PlayersNearBy ) do
local PlayerUnit = PlayerUnitData -- Wrapper.Unit#UNIT local PlayerUnit = PlayerUnitData -- Wrapper.Unit#UNIT
local PlayerName = PlayerUnit:GetPlayerName() local PlayerName = PlayerUnit:GetPlayerName()
--self:E( { PlayerName = PlayerName, PlayerUnit = PlayerUnit } ) --self:F( { PlayerName = PlayerName, PlayerUnit = PlayerUnit } )
if PlayerUnit:IsAirPlane() and PlayerName ~= nil then if PlayerUnit:IsAirPlane() and PlayerName ~= nil then
local FriendlyUnitThreatLevel = PlayerUnit:GetThreatLevel() local FriendlyUnitThreatLevel = PlayerUnit:GetThreatLevel()
PlayersCount = PlayersCount + 1 PlayersCount = PlayersCount + 1
@@ -3097,7 +3099,7 @@ do
end end
--self:E( { PlayersCount = PlayersCount } ) --self:F( { PlayersCount = PlayersCount } )
local PlayerTypesReport = REPORT:New() local PlayerTypesReport = REPORT:New()
@@ -3141,7 +3143,7 @@ do
end end
--self:E( { FriendliesCount = FriendliesCount } ) --self:F( { FriendliesCount = FriendliesCount } )
local FriendlyTypesReport = REPORT:New() local FriendlyTypesReport = REPORT:New()
@@ -3178,7 +3180,7 @@ do
-- The AI_A2A_GCICAP class is designed to create an automatic air defence system for a coalition setting up GCI and CAP air defenses. -- The AI_A2A_GCICAP class is designed to create an automatic air defence system for a coalition setting up GCI and CAP air defenses.
-- The class derives from @{AI#AI_A2A_DISPATCHER} and thus, all the methods that are defined in the @{AI#AI_A2A_DISPATCHER} class, can be used also in AI\_A2A\_GCICAP. -- The class derives from @{AI#AI_A2A_DISPATCHER} and thus, all the methods that are defined in the @{AI#AI_A2A_DISPATCHER} class, can be used also in AI\_A2A\_GCICAP.
-- --
-- ==== -- ===
-- --
-- # Demo Missions -- # Demo Missions
-- --
@@ -3188,7 +3190,7 @@ do
-- --
-- ### [AI\_A2A\_GCICAP for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching) -- ### [AI\_A2A\_GCICAP for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching)
-- --
-- ==== -- ===
-- --
-- # YouTube Channel -- # YouTube Channel
-- --
@@ -3218,7 +3220,7 @@ do
-- --
-- In short it is a plug in very flexible and configurable air defence module for DCS World. -- In short it is a plug in very flexible and configurable air defence module for DCS World.
-- --
-- ==== -- ===
-- --
-- # The following actions need to be followed when using AI\_A2A\_GCICAP in your mission: -- # The following actions need to be followed when using AI\_A2A\_GCICAP in your mission:
-- --
@@ -3552,21 +3554,22 @@ do
-- Setup squadrons -- Setup squadrons
self:F( { Airbases = AirbaseNames } ) self:F( { Airbases = AirbaseNames } )
self.Templates:Flush()
self:F( "Defining Templates for Airbases ..." )
for AirbaseID, AirbaseName in pairs( AirbaseNames ) do for AirbaseID, AirbaseName in pairs( AirbaseNames ) do
local Airbase = _DATABASE:FindAirbase( AirbaseName ) -- Wrapper.Airbase#AIRBASE local Airbase = _DATABASE:FindAirbase( AirbaseName ) -- Wrapper.Airbase#AIRBASE
local AirbaseName = Airbase:GetName() local AirbaseName = Airbase:GetName()
local AirbaseCoord = Airbase:GetCoordinate() local AirbaseCoord = Airbase:GetCoordinate()
local AirbaseZone = ZONE_RADIUS:New( "Airbase", AirbaseCoord:GetVec2(), 3000 ) local AirbaseZone = ZONE_RADIUS:New( "Airbase", AirbaseCoord:GetVec2(), 3000 )
local Templates = nil local Templates = nil
self:F( { Airbase = AirbaseName } )
for TemplateID, Template in pairs( self.Templates:GetSet() ) do for TemplateID, Template in pairs( self.Templates:GetSet() ) do
local Template = Template -- Wrapper.Group#GROUP local Template = Template -- Wrapper.Group#GROUP
self:F( { Template = Template:GetName() } )
local TemplateCoord = Template:GetCoordinate() local TemplateCoord = Template:GetCoordinate()
if AirbaseZone:IsVec2InZone( TemplateCoord:GetVec2() ) then if AirbaseZone:IsVec2InZone( TemplateCoord:GetVec2() ) then
Templates = Templates or {} Templates = Templates or {}
table.insert( Templates, Template:GetName() ) table.insert( Templates, Template:GetName() )
self:F( { Template = Template:GetName() } )
end end
end end
if Templates then if Templates then
@@ -3582,11 +3585,13 @@ do
self.CAPTemplates:FilterPrefixes( CapPrefixes ) self.CAPTemplates:FilterPrefixes( CapPrefixes )
self.CAPTemplates:FilterOnce() self.CAPTemplates:FilterOnce()
self:F( "Setting up CAP ..." )
for CAPID, CAPTemplate in pairs( self.CAPTemplates:GetSet() ) do for CAPID, CAPTemplate in pairs( self.CAPTemplates:GetSet() ) do
local CAPZone = ZONE_POLYGON:New( CAPTemplate:GetName(), CAPTemplate ) local CAPZone = ZONE_POLYGON:New( CAPTemplate:GetName(), CAPTemplate )
-- Now find the closest airbase from the ZONE (start or center) -- Now find the closest airbase from the ZONE (start or center)
local AirbaseDistance = 99999999 local AirbaseDistance = 99999999
local AirbaseClosest = nil -- Wrapper.Airbase#AIRBASE local AirbaseClosest = nil -- Wrapper.Airbase#AIRBASE
self:F( { CAPZoneGroup = CAPID } )
for AirbaseID, AirbaseName in pairs( AirbaseNames ) do for AirbaseID, AirbaseName in pairs( AirbaseNames ) do
local Airbase = _DATABASE:FindAirbase( AirbaseName ) -- Wrapper.Airbase#AIRBASE local Airbase = _DATABASE:FindAirbase( AirbaseName ) -- Wrapper.Airbase#AIRBASE
local AirbaseName = Airbase:GetName() local AirbaseName = Airbase:GetName()
@@ -3594,6 +3599,7 @@ do
local Squadron = self.DefenderSquadrons[AirbaseName] local Squadron = self.DefenderSquadrons[AirbaseName]
if Squadron then if Squadron then
local Distance = AirbaseCoord:Get2DDistance( CAPZone:GetCoordinate() ) local Distance = AirbaseCoord:Get2DDistance( CAPZone:GetCoordinate() )
self:F( { AirbaseDistance = Distance } )
if Distance < AirbaseDistance then if Distance < AirbaseDistance then
AirbaseDistance = Distance AirbaseDistance = Distance
AirbaseClosest = Airbase AirbaseClosest = Airbase
@@ -3601,6 +3607,7 @@ do
end end
end end
if AirbaseClosest then if AirbaseClosest then
self:F( { CAPAirbase = AirbaseClosest:GetName() } )
self:SetSquadronCap( AirbaseClosest:GetName(), CAPZone, 6000, 10000, 500, 800, 800, 1200, "RADIO" ) self:SetSquadronCap( AirbaseClosest:GetName(), CAPZone, 6000, 10000, 500, 800, 800, 1200, "RADIO" )
self:SetSquadronCapInterval( AirbaseClosest:GetName(), CapLimit, 300, 600, 1 ) self:SetSquadronCapInterval( AirbaseClosest:GetName(), CapLimit, 300, 600, 1 )
end end
@@ -3608,11 +3615,14 @@ do
-- Setup GCI. -- Setup GCI.
-- GCI is setup for all Squadrons. -- GCI is setup for all Squadrons.
self:F( "Setting up GCI ..." )
for AirbaseID, AirbaseName in pairs( AirbaseNames ) do for AirbaseID, AirbaseName in pairs( AirbaseNames ) do
local Airbase = _DATABASE:FindAirbase( AirbaseName ) -- Wrapper.Airbase#AIRBASE local Airbase = _DATABASE:FindAirbase( AirbaseName ) -- Wrapper.Airbase#AIRBASE
local AirbaseName = Airbase:GetName() local AirbaseName = Airbase:GetName()
local Squadron = self.DefenderSquadrons[AirbaseName] local Squadron = self.DefenderSquadrons[AirbaseName]
self:F( { Airbase = AirbaseName } )
if Squadron then if Squadron then
self:F( { GCIAirbase = AirbaseName } )
self:SetSquadronGci( AirbaseName, 800, 1200 ) self:SetSquadronGci( AirbaseName, 800, 1200 )
end end
end end

View File

@@ -1,28 +1,16 @@
--- **AI** -- **Execute Ground Controlled Interception (GCI).** --- **AI** -- (R2.2) - Models the process of Ground Controlled Interception (GCI) for airplanes.
-- --
-- ![Banner Image](..\Presentations\AI_GCI\Dia1.JPG) -- This is a class used in the @{AI_A2A_Dispatcher}.
-- --
-- === -- ===
-- --
-- AI A2A_INTEREPT class makes AI Groups execute an Intercept. -- ### Author: **FlightControl**
-- --
-- There are the following types of GCI classes defined: -- ===
--
-- * @{#AI_A2A_GCI}: Perform a GCI in a zone.
--
-- ====
--
-- ### Author: **Sven Van de Velde (FlightControl)**
--
-- ### Contributions:
--
-- ====
-- --
-- @module AI_A2A_GCI -- @module AI_A2A_GCI
--BASE:TraceClass("AI_A2A_GCI")
--- @type AI_A2A_GCI --- @type AI_A2A_GCI
-- @extends AI.AI_A2A#AI_A2A -- @extends AI.AI_A2A#AI_A2A
@@ -117,12 +105,12 @@ AI_A2A_GCI = {
--- Creates a new AI_A2A_GCI object --- Creates a new AI_A2A_GCI object
-- @param #AI_A2A_GCI self -- @param #AI_A2A_GCI self
-- @param Wrapper.Group#GROUP AIGroup -- @param Wrapper.Group#GROUP AIIntercept
-- @return #AI_A2A_GCI -- @return #AI_A2A_GCI
function AI_A2A_GCI:New( AIGroup, EngageMinSpeed, EngageMaxSpeed ) function AI_A2A_GCI:New( AIIntercept, EngageMinSpeed, EngageMaxSpeed )
-- Inherits from BASE -- Inherits from BASE
local self = BASE:Inherit( self, AI_A2A:New( AIGroup ) ) -- #AI_A2A_GCI local self = BASE:Inherit( self, AI_A2A:New( AIIntercept ) ) -- #AI_A2A_GCI
self.Accomplished = false self.Accomplished = false
self.Engaging = false self.Engaging = false
@@ -139,7 +127,7 @@ function AI_A2A_GCI:New( AIGroup, EngageMinSpeed, EngageMaxSpeed )
--- OnBefore Transition Handler for Event Engage. --- OnBefore Transition Handler for Event Engage.
-- @function [parent=#AI_A2A_GCI] OnBeforeEngage -- @function [parent=#AI_A2A_GCI] OnBeforeEngage
-- @param #AI_A2A_GCI self -- @param #AI_A2A_GCI self
-- @param Wrapper.Group#GROUP AIGroup The AIGroup Object managed by the FSM. -- @param Wrapper.Group#GROUP AIIntercept The Group Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
@@ -148,7 +136,7 @@ function AI_A2A_GCI:New( AIGroup, EngageMinSpeed, EngageMaxSpeed )
--- OnAfter Transition Handler for Event Engage. --- OnAfter Transition Handler for Event Engage.
-- @function [parent=#AI_A2A_GCI] OnAfterEngage -- @function [parent=#AI_A2A_GCI] OnAfterEngage
-- @param #AI_A2A_GCI self -- @param #AI_A2A_GCI self
-- @param Wrapper.Group#GROUP AIGroup The AIGroup Object managed by the FSM. -- @param Wrapper.Group#GROUP AIIntercept The Group Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
@@ -165,7 +153,7 @@ function AI_A2A_GCI:New( AIGroup, EngageMinSpeed, EngageMaxSpeed )
--- OnLeave Transition Handler for State Engaging. --- OnLeave Transition Handler for State Engaging.
-- @function [parent=#AI_A2A_GCI] OnLeaveEngaging -- @function [parent=#AI_A2A_GCI] OnLeaveEngaging
-- @param #AI_A2A_GCI self -- @param #AI_A2A_GCI self
-- @param Wrapper.Group#GROUP AIGroup The AIGroup Object managed by the FSM. -- @param Wrapper.Group#GROUP AIIntercept The Group Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
@@ -174,7 +162,7 @@ function AI_A2A_GCI:New( AIGroup, EngageMinSpeed, EngageMaxSpeed )
--- OnEnter Transition Handler for State Engaging. --- OnEnter Transition Handler for State Engaging.
-- @function [parent=#AI_A2A_GCI] OnEnterEngaging -- @function [parent=#AI_A2A_GCI] OnEnterEngaging
-- @param #AI_A2A_GCI self -- @param #AI_A2A_GCI self
-- @param Wrapper.Group#GROUP AIGroup The AIGroup Object managed by the FSM. -- @param Wrapper.Group#GROUP AIIntercept The Group Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
@@ -184,7 +172,7 @@ function AI_A2A_GCI:New( AIGroup, EngageMinSpeed, EngageMaxSpeed )
--- OnBefore Transition Handler for Event Fired. --- OnBefore Transition Handler for Event Fired.
-- @function [parent=#AI_A2A_GCI] OnBeforeFired -- @function [parent=#AI_A2A_GCI] OnBeforeFired
-- @param #AI_A2A_GCI self -- @param #AI_A2A_GCI self
-- @param Wrapper.Group#GROUP AIGroup The AIGroup Object managed by the FSM. -- @param Wrapper.Group#GROUP AIIntercept The Group Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
@@ -193,7 +181,7 @@ function AI_A2A_GCI:New( AIGroup, EngageMinSpeed, EngageMaxSpeed )
--- OnAfter Transition Handler for Event Fired. --- OnAfter Transition Handler for Event Fired.
-- @function [parent=#AI_A2A_GCI] OnAfterFired -- @function [parent=#AI_A2A_GCI] OnAfterFired
-- @param #AI_A2A_GCI self -- @param #AI_A2A_GCI self
-- @param Wrapper.Group#GROUP AIGroup The AIGroup Object managed by the FSM. -- @param Wrapper.Group#GROUP AIIntercept The Group Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
@@ -212,7 +200,7 @@ function AI_A2A_GCI:New( AIGroup, EngageMinSpeed, EngageMaxSpeed )
--- OnBefore Transition Handler for Event Destroy. --- OnBefore Transition Handler for Event Destroy.
-- @function [parent=#AI_A2A_GCI] OnBeforeDestroy -- @function [parent=#AI_A2A_GCI] OnBeforeDestroy
-- @param #AI_A2A_GCI self -- @param #AI_A2A_GCI self
-- @param Wrapper.Group#GROUP AIGroup The AIGroup Object managed by the FSM. -- @param Wrapper.Group#GROUP AIIntercept The Group Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
@@ -221,7 +209,7 @@ function AI_A2A_GCI:New( AIGroup, EngageMinSpeed, EngageMaxSpeed )
--- OnAfter Transition Handler for Event Destroy. --- OnAfter Transition Handler for Event Destroy.
-- @function [parent=#AI_A2A_GCI] OnAfterDestroy -- @function [parent=#AI_A2A_GCI] OnAfterDestroy
-- @param #AI_A2A_GCI self -- @param #AI_A2A_GCI self
-- @param Wrapper.Group#GROUP AIGroup The AIGroup Object managed by the FSM. -- @param Wrapper.Group#GROUP AIIntercept The Group Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
@@ -241,7 +229,7 @@ function AI_A2A_GCI:New( AIGroup, EngageMinSpeed, EngageMaxSpeed )
--- OnBefore Transition Handler for Event Abort. --- OnBefore Transition Handler for Event Abort.
-- @function [parent=#AI_A2A_GCI] OnBeforeAbort -- @function [parent=#AI_A2A_GCI] OnBeforeAbort
-- @param #AI_A2A_GCI self -- @param #AI_A2A_GCI self
-- @param Wrapper.Group#GROUP AIGroup The AIGroup Object managed by the FSM. -- @param Wrapper.Group#GROUP AIIntercept The Group Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
@@ -250,7 +238,7 @@ function AI_A2A_GCI:New( AIGroup, EngageMinSpeed, EngageMaxSpeed )
--- OnAfter Transition Handler for Event Abort. --- OnAfter Transition Handler for Event Abort.
-- @function [parent=#AI_A2A_GCI] OnAfterAbort -- @function [parent=#AI_A2A_GCI] OnAfterAbort
-- @param #AI_A2A_GCI self -- @param #AI_A2A_GCI self
-- @param Wrapper.Group#GROUP AIGroup The AIGroup Object managed by the FSM. -- @param Wrapper.Group#GROUP AIIntercept The Group Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
@@ -269,7 +257,7 @@ function AI_A2A_GCI:New( AIGroup, EngageMinSpeed, EngageMaxSpeed )
--- OnBefore Transition Handler for Event Accomplish. --- OnBefore Transition Handler for Event Accomplish.
-- @function [parent=#AI_A2A_GCI] OnBeforeAccomplish -- @function [parent=#AI_A2A_GCI] OnBeforeAccomplish
-- @param #AI_A2A_GCI self -- @param #AI_A2A_GCI self
-- @param Wrapper.Group#GROUP AIGroup The AIGroup Object managed by the FSM. -- @param Wrapper.Group#GROUP AIIntercept The Group Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
@@ -278,7 +266,7 @@ function AI_A2A_GCI:New( AIGroup, EngageMinSpeed, EngageMaxSpeed )
--- OnAfter Transition Handler for Event Accomplish. --- OnAfter Transition Handler for Event Accomplish.
-- @function [parent=#AI_A2A_GCI] OnAfterAccomplish -- @function [parent=#AI_A2A_GCI] OnAfterAccomplish
-- @param #AI_A2A_GCI self -- @param #AI_A2A_GCI self
-- @param Wrapper.Group#GROUP AIGroup The AIGroup Object managed by the FSM. -- @param Wrapper.Group#GROUP AIIntercept The Group Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
@@ -297,13 +285,13 @@ end
--- onafter State Transition for Event Patrol. --- onafter State Transition for Event Patrol.
-- @param #AI_A2A_GCI self -- @param #AI_A2A_GCI self
-- @param Wrapper.Group#GROUP AIGroup The AI Group managed by the FSM. -- @param Wrapper.Group#GROUP AIIntercept The AI Group managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
function AI_A2A_GCI:onafterStart( AIGroup, From, Event, To ) function AI_A2A_GCI:onafterStart( AIIntercept, From, Event, To )
AIGroup:HandleEvent( EVENTS.Takeoff, nil, self ) AIIntercept:HandleEvent( EVENTS.Takeoff, nil, self )
end end
@@ -311,11 +299,11 @@ end
--- onafter State Transition for Event Patrol. --- onafter State Transition for Event Patrol.
-- @param #AI_A2A_GCI self -- @param #AI_A2A_GCI self
-- @param Wrapper.Group#GROUP AIGroup The AI Group managed by the FSM. -- @param Wrapper.Group#GROUP AIIntercept The AI Group managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
function AI_A2A_GCI:onafterEngage( AIGroup, From, Event, To ) function AI_A2A_GCI:onafterEngage( AIIntercept, From, Event, To )
self:HandleEvent( EVENTS.Dead ) self:HandleEvent( EVENTS.Dead )
@@ -324,24 +312,24 @@ end
-- todo: need to fix this global function -- todo: need to fix this global function
--- @param Wrapper.Group#GROUP AIControllable --- @param Wrapper.Group#GROUP AIControllable
function AI_A2A_GCI.InterceptRoute( AIGroup, Fsm ) function AI_A2A_GCI.InterceptRoute( AIIntercept, Fsm )
AIGroup:F( { "AI_A2A_GCI.InterceptRoute:", AIGroup:GetName() } ) AIIntercept:F( { "AI_A2A_GCI.InterceptRoute:", AIIntercept:GetName() } )
if AIGroup:IsAlive() then if AIIntercept:IsAlive() then
Fsm:__Engage( 0.5 ) Fsm:__Engage( 0.5 )
--local Task = AIGroup:TaskOrbitCircle( 4000, 400 ) --local Task = AIIntercept:TaskOrbitCircle( 4000, 400 )
--AIGroup:SetTask( Task ) --AIIntercept:SetTask( Task )
end end
end end
--- @param #AI_A2A_GCI self --- @param #AI_A2A_GCI self
-- @param Wrapper.Group#GROUP AIGroup The AIGroup Object managed by the FSM. -- @param Wrapper.Group#GROUP AIIntercept The Group Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
function AI_A2A_GCI:onbeforeEngage( AIGroup, From, Event, To ) function AI_A2A_GCI:onbeforeEngage( AIIntercept, From, Event, To )
if self.Accomplished == true then if self.Accomplished == true then
return false return false
@@ -349,25 +337,25 @@ function AI_A2A_GCI:onbeforeEngage( AIGroup, From, Event, To )
end end
--- @param #AI_A2A_GCI self --- @param #AI_A2A_GCI self
-- @param Wrapper.Group#GROUP AIGroup The AI Group managed by the FSM. -- @param Wrapper.Group#GROUP AIIntercept The AI Group managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
function AI_A2A_GCI:onafterAbort( AIGroup, From, Event, To ) function AI_A2A_GCI:onafterAbort( AIIntercept, From, Event, To )
AIGroup:ClearTasks() AIIntercept:ClearTasks()
self:Return() self:Return()
self:__RTB( 0.5 ) self:__RTB( 0.5 )
end end
--- @param #AI_A2A_GCI self --- @param #AI_A2A_GCI self
-- @param Wrapper.Group#GROUP AIGroup The AIGroup Object managed by the FSM. -- @param Wrapper.Group#GROUP AIIntercept The GroupGroup managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
function AI_A2A_GCI:onafterEngage( AIGroup, From, Event, To, AttackSetUnit ) function AI_A2A_GCI:onafterEngage( AIIntercept, From, Event, To, AttackSetUnit )
self:F( { AIGroup, From, Event, To, AttackSetUnit} ) self:F( { AIIntercept, From, Event, To, AttackSetUnit} )
self.AttackSetUnit = AttackSetUnit or self.AttackSetUnit -- Core.Set#SET_UNIT self.AttackSetUnit = AttackSetUnit or self.AttackSetUnit -- Core.Set#SET_UNIT
@@ -375,15 +363,15 @@ function AI_A2A_GCI:onafterEngage( AIGroup, From, Event, To, AttackSetUnit )
if FirstAttackUnit and FirstAttackUnit:IsAlive() then if FirstAttackUnit and FirstAttackUnit:IsAlive() then
if AIGroup:IsAlive() then if AIIntercept:IsAlive() then
local EngageRoute = {} local EngageRoute = {}
local CurrentCoord = AIGroup:GetCoordinate() local CurrentCoord = AIIntercept:GetCoordinate()
--- Calculate the target route point. --- Calculate the target route point.
local CurrentCoord = AIGroup:GetCoordinate() local CurrentCoord = AIIntercept:GetCoordinate()
local ToTargetCoord = self.AttackSetUnit:GetFirst():GetCoordinate() local ToTargetCoord = self.AttackSetUnit:GetFirst():GetCoordinate()
self:SetTargetDistance( ToTargetCoord ) -- For RTB status check self:SetTargetDistance( ToTargetCoord ) -- For RTB status check
@@ -412,7 +400,7 @@ function AI_A2A_GCI:onafterEngage( AIGroup, From, Event, To, AttackSetUnit )
local AttackUnit = AttackUnit -- Wrapper.Unit#UNIT local AttackUnit = AttackUnit -- Wrapper.Unit#UNIT
if AttackUnit:IsAlive() and AttackUnit:IsAir() then if AttackUnit:IsAlive() and AttackUnit:IsAir() then
self:T( { "Intercepting Unit:", AttackUnit:GetName(), AttackUnit:IsAlive(), AttackUnit:IsAir() } ) self:T( { "Intercepting Unit:", AttackUnit:GetName(), AttackUnit:IsAlive(), AttackUnit:IsAir() } )
AttackTasks[#AttackTasks+1] = AIGroup:TaskAttackUnit( AttackUnit ) AttackTasks[#AttackTasks+1] = AIIntercept:TaskAttackUnit( AttackUnit )
end end
end end
@@ -421,14 +409,14 @@ function AI_A2A_GCI:onafterEngage( AIGroup, From, Event, To, AttackSetUnit )
self:Return() self:Return()
self:__RTB( 0.5 ) self:__RTB( 0.5 )
else else
AIGroup:OptionROEOpenFire() AIIntercept:OptionROEOpenFire()
AIGroup:OptionROTPassiveDefense() AIIntercept:OptionROTEvadeFire()
AttackTasks[#AttackTasks+1] = AIGroup:TaskFunction( "AI_A2A_GCI.InterceptRoute", self ) AttackTasks[#AttackTasks+1] = AIIntercept:TaskFunction( "AI_A2A_GCI.InterceptRoute", self )
EngageRoute[#EngageRoute].task = AIGroup:TaskCombo( AttackTasks ) EngageRoute[#EngageRoute].task = AIIntercept:TaskCombo( AttackTasks )
end end
AIGroup:Route( EngageRoute, 0.5 ) AIIntercept:Route( EngageRoute, 0.5 )
end end
else else
@@ -439,22 +427,22 @@ function AI_A2A_GCI:onafterEngage( AIGroup, From, Event, To, AttackSetUnit )
end end
--- @param #AI_A2A_GCI self --- @param #AI_A2A_GCI self
-- @param Wrapper.Group#GROUP AIGroup The AIGroup Object managed by the FSM. -- @param Wrapper.Group#GROUP AIIntercept The Group Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
function AI_A2A_GCI:onafterAccomplish( AIGroup, From, Event, To ) function AI_A2A_GCI:onafterAccomplish( AIIntercept, From, Event, To )
self.Accomplished = true self.Accomplished = true
self:SetDetectionOff() self:SetDetectionOff()
end end
--- @param #AI_A2A_GCI self --- @param #AI_A2A_GCI self
-- @param Wrapper.Group#GROUP AIGroup The AIGroup Object managed by the FSM. -- @param Wrapper.Group#GROUP AIIntercept The Group Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_A2A_GCI:onafterDestroy( AIGroup, From, Event, To, EventData ) function AI_A2A_GCI:onafterDestroy( AIIntercept, From, Event, To, EventData )
if EventData.IniUnit then if EventData.IniUnit then
self.AttackUnits[EventData.IniUnit] = nil self.AttackUnits[EventData.IniUnit] = nil

View File

@@ -1,40 +1,12 @@
--- **AI** -- **Air Patrolling or Staging.** --- **AI** -- (R2.2) - Models the process of air patrol of airplanes.
-- --
-- ![Banner Image](..\Presentations\AI_PATROL\Dia1.JPG) -- This is a class used in the @{AI_A2A_Dispatcher}.
-- --
-- === -- ===
-- --
-- AI PATROL classes makes AI Controllables execute an Patrol. -- ### Author: **FlightControl**
-- --
-- There are the following types of PATROL classes defined: -- ===
--
-- * @{#AI_A2A_PATROL}: Perform a PATROL in a zone.
--
-- ====
--
-- # Demo Missions
--
-- ### [AI_PATROL Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/PAT%20-%20Patrolling)
--
-- ### [AI_PATROL Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/PAT%20-%20Patrolling)
--
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
--
-- ====
--
-- # YouTube Channel
--
-- ### [AI_PATROL YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl35HvYZKA6G22WMt7iI3zky)
--
-- ====
--
-- ### Author: **Sven Van de Velde (FlightControl)**
-- ### Contributions:
--
-- * **[Dutch_Baron](https://forums.eagle.ru/member.php?u=112075)**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Testing and API concept review.
--
-- ====
-- --
-- @module AI_A2A_Patrol -- @module AI_A2A_Patrol
@@ -44,7 +16,7 @@
--- # AI_A2A_PATROL class, extends @{Fsm#FSM_CONTROLLABLE} --- # AI_A2A_PATROL class, extends @{Fsm#FSM_CONTROLLABLE}
-- --
-- The AI_A2A_PATROL class implements the core functions to patrol a @{Zone} by an AI @{Controllable} or @{Group}. -- The AI_A2A_PATROL class implements the core functions to patrol a @{Zone} by an AI @{Group} or @{Group}.
-- --
-- ![Process](..\Presentations\AI_PATROL\Dia3.JPG) -- ![Process](..\Presentations\AI_PATROL\Dia3.JPG)
-- --
@@ -139,7 +111,7 @@
-- --
-- ## 7. Manage "damage" behaviour of the AI in the AI_A2A_PATROL -- ## 7. Manage "damage" behaviour of the AI in the AI_A2A_PATROL
-- --
-- When the AI is damaged, it is required that a new AIControllable is started. However, damage cannon be foreseen early on. -- 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). -- 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. -- Use the method @{#AI_A2A_PATROL.ManageDamage}() to have this proces in place.
-- --
@@ -152,23 +124,23 @@ AI_A2A_PATROL = {
--- Creates a new AI_A2A_PATROL object --- Creates a new AI_A2A_PATROL object
-- @param #AI_A2A_PATROL self -- @param #AI_A2A_PATROL self
-- @param Wrapper.Group#GROUP AIGroup -- @param Wrapper.Group#GROUP AIPatrol
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed. -- @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 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#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 PatrolMinSpeed The minimum speed of the @{Group} in km/h.
-- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h. -- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Group} in km/h.
-- @param Dcs.DCSTypes#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO -- @param Dcs.DCSTypes#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
-- @return #AI_A2A_PATROL self -- @return #AI_A2A_PATROL self
-- @usage -- @usage
-- -- Define a new AI_A2A_PATROL Object. This PatrolArea will patrol an AIControllable within PatrolZone between 3000 and 6000 meters, with a variying speed between 600 and 900 km/h. -- -- 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' ) -- PatrolZone = ZONE:New( 'PatrolZone' )
-- PatrolSpawn = SPAWN:New( 'Patrol Group' ) -- PatrolSpawn = SPAWN:New( 'Patrol Group' )
-- PatrolArea = AI_A2A_PATROL:New( PatrolZone, 3000, 6000, 600, 900 ) -- PatrolArea = AI_A2A_PATROL:New( PatrolZone, 3000, 6000, 600, 900 )
function AI_A2A_PATROL:New( AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) function AI_A2A_PATROL:New( AIPatrol, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
-- Inherits from BASE -- Inherits from BASE
local self = BASE:Inherit( self, AI_A2A:New( AIGroup ) ) -- #AI_A2A_PATROL local self = BASE:Inherit( self, AI_A2A:New( AIPatrol ) ) -- #AI_A2A_PATROL
self.PatrolZone = PatrolZone self.PatrolZone = PatrolZone
self.PatrolFloorAltitude = PatrolFloorAltitude self.PatrolFloorAltitude = PatrolFloorAltitude
@@ -184,7 +156,7 @@ function AI_A2A_PATROL:New( AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeil
--- OnBefore Transition Handler for Event Patrol. --- OnBefore Transition Handler for Event Patrol.
-- @function [parent=#AI_A2A_PATROL] OnBeforePatrol -- @function [parent=#AI_A2A_PATROL] OnBeforePatrol
-- @param #AI_A2A_PATROL self -- @param #AI_A2A_PATROL self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
@@ -193,7 +165,7 @@ function AI_A2A_PATROL:New( AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeil
--- OnAfter Transition Handler for Event Patrol. --- OnAfter Transition Handler for Event Patrol.
-- @function [parent=#AI_A2A_PATROL] OnAfterPatrol -- @function [parent=#AI_A2A_PATROL] OnAfterPatrol
-- @param #AI_A2A_PATROL self -- @param #AI_A2A_PATROL self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
@@ -210,7 +182,7 @@ function AI_A2A_PATROL:New( AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeil
--- OnLeave Transition Handler for State Patrolling. --- OnLeave Transition Handler for State Patrolling.
-- @function [parent=#AI_A2A_PATROL] OnLeavePatrolling -- @function [parent=#AI_A2A_PATROL] OnLeavePatrolling
-- @param #AI_A2A_PATROL self -- @param #AI_A2A_PATROL self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
@@ -219,7 +191,7 @@ function AI_A2A_PATROL:New( AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeil
--- OnEnter Transition Handler for State Patrolling. --- OnEnter Transition Handler for State Patrolling.
-- @function [parent=#AI_A2A_PATROL] OnEnterPatrolling -- @function [parent=#AI_A2A_PATROL] OnEnterPatrolling
-- @param #AI_A2A_PATROL self -- @param #AI_A2A_PATROL self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
@@ -229,7 +201,7 @@ function AI_A2A_PATROL:New( AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeil
--- OnBefore Transition Handler for Event Route. --- OnBefore Transition Handler for Event Route.
-- @function [parent=#AI_A2A_PATROL] OnBeforeRoute -- @function [parent=#AI_A2A_PATROL] OnBeforeRoute
-- @param #AI_A2A_PATROL self -- @param #AI_A2A_PATROL self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
@@ -238,7 +210,7 @@ function AI_A2A_PATROL:New( AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeil
--- OnAfter Transition Handler for Event Route. --- OnAfter Transition Handler for Event Route.
-- @function [parent=#AI_A2A_PATROL] OnAfterRoute -- @function [parent=#AI_A2A_PATROL] OnAfterRoute
-- @param #AI_A2A_PATROL self -- @param #AI_A2A_PATROL self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
@@ -264,8 +236,8 @@ end
--- Sets (modifies) the minimum and maximum speed of the patrol. --- Sets (modifies) the minimum and maximum speed of the patrol.
-- @param #AI_A2A_PATROL self -- @param #AI_A2A_PATROL self
-- @param Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Controllable} in km/h. -- @param Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Group} in km/h.
-- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h. -- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Group} in km/h.
-- @return #AI_A2A_PATROL self -- @return #AI_A2A_PATROL self
function AI_A2A_PATROL:SetSpeed( PatrolMinSpeed, PatrolMaxSpeed ) function AI_A2A_PATROL:SetSpeed( PatrolMinSpeed, PatrolMaxSpeed )
self:F2( { PatrolMinSpeed, PatrolMaxSpeed } ) self:F2( { PatrolMinSpeed, PatrolMaxSpeed } )
@@ -292,20 +264,19 @@ end
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings. --- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
-- @param #AI_A2A_PATROL self -- @param #AI_A2A_PATROL self
-- @return #AI_A2A_PATROL self -- @return #AI_A2A_PATROL self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
function AI_A2A_PATROL:onafterPatrol( Controllable, From, Event, To ) function AI_A2A_PATROL:onafterPatrol( AIPatrol, From, Event, To )
self:F2() self:F2()
self:ClearTargetDistance() self:ClearTargetDistance()
self:__Route( 1 ) self:__Route( 1 )
self.Controllable:OnReSpawn( AIPatrol:OnReSpawn(
function( PatrolGroup ) function( PatrolGroup )
self:E( "ReSpawn" )
self:__Reset( 1 ) self:__Reset( 1 )
self:__Route( 5 ) self:__Route( 5 )
end end
@@ -314,14 +285,14 @@ end
--- @param Wrapper.Group#GROUP AIGroup --- @param Wrapper.Group#GROUP AIPatrol
-- This statis method is called from the route path within the last task at the last waaypoint of the Controllable. -- 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 Controllable. -- Note that this method is required, as triggers the next route when patrolling for the AIPatrol.
function AI_A2A_PATROL.PatrolRoute( AIGroup, Fsm ) function AI_A2A_PATROL.PatrolRoute( AIPatrol, Fsm )
AIGroup:F( { "AI_A2A_PATROL.PatrolRoute:", AIGroup:GetName() } ) AIPatrol:F( { "AI_A2A_PATROL.PatrolRoute:", AIPatrol:GetName() } )
if AIGroup:IsAlive() then if AIPatrol:IsAlive() then
Fsm:Route() Fsm:Route()
end end
@@ -330,11 +301,11 @@ end
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings. --- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
-- @param #AI_A2A_PATROL self -- @param #AI_A2A_PATROL self
-- @param Wrapper.Group#GROUP AIGroup The AIGroup managed by the FSM. -- @param Wrapper.Group#GROUP AIPatrol The Group managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
function AI_A2A_PATROL:onafterRoute( AIGroup, From, Event, To ) function AI_A2A_PATROL:onafterRoute( AIPatrol, From, Event, To )
self:F2() self:F2()
@@ -344,13 +315,13 @@ function AI_A2A_PATROL:onafterRoute( AIGroup, From, Event, To )
end end
if AIGroup:IsAlive() then if AIPatrol:IsAlive() then
local PatrolRoute = {} local PatrolRoute = {}
--- Calculate the target route point. --- Calculate the target route point.
local CurrentCoord = AIGroup:GetCoordinate() local CurrentCoord = AIPatrol:GetCoordinate()
local ToTargetCoord = self.PatrolZone:GetRandomPointVec2() local ToTargetCoord = self.PatrolZone:GetRandomPointVec2()
ToTargetCoord:SetAlt( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ) ) ToTargetCoord:SetAlt( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ) )
@@ -371,23 +342,23 @@ function AI_A2A_PATROL:onafterRoute( AIGroup, From, Event, To )
PatrolRoute[#PatrolRoute+1] = ToPatrolRoutePoint PatrolRoute[#PatrolRoute+1] = ToPatrolRoutePoint
local Tasks = {} local Tasks = {}
Tasks[#Tasks+1] = AIGroup:TaskFunction( "AI_A2A_PATROL.PatrolRoute", self ) Tasks[#Tasks+1] = AIPatrol:TaskFunction( "AI_A2A_PATROL.PatrolRoute", self )
PatrolRoute[#PatrolRoute].task = AIGroup:TaskCombo( Tasks ) PatrolRoute[#PatrolRoute].task = AIPatrol:TaskCombo( Tasks )
AIGroup:OptionROEReturnFire() AIPatrol:OptionROEReturnFire()
AIGroup:OptionROTPassiveDefense() AIPatrol:OptionROTEvadeFire()
AIGroup:Route( PatrolRoute, 0.5 ) AIPatrol:Route( PatrolRoute, 0.5 )
end end
end end
--- @param Wrapper.Group#GROUP AIGroup --- @param Wrapper.Group#GROUP AIPatrol
function AI_A2A_PATROL.Resume( AIGroup ) function AI_A2A_PATROL.Resume( AIPatrol )
AIGroup:F( { "AI_A2A_PATROL.Resume:", AIGroup:GetName() } ) AIPatrol:F( { "AI_A2A_PATROL.Resume:", AIPatrol:GetName() } )
if AIGroup:IsAlive() then if AIPatrol:IsAlive() then
local _AI_A2A = AIGroup:GetState( AIGroup, "AI_A2A" ) -- #AI_A2A local _AI_A2A = AIPatrol:GetState( AIPatrol, "AI_A2A" ) -- #AI_A2A
_AI_A2A:__Reset( 1 ) _AI_A2A:__Reset( 1 )
_AI_A2A:__Route( 5 ) _AI_A2A:__Route( 5 )
end end

View File

@@ -1,40 +1,25 @@
--- **AI** -- **Provide Battlefield Air Interdiction (bombing).** --- **AI** -- (R2.1) - Manages the independent process of Battlefield Air Interdiction (bombing) for airplanes.
--
-- ===
-- --
-- ![Banner Image](..\Presentations\AI_BAI\Dia1.JPG) -- ![Banner Image](..\Presentations\AI_BAI\Dia1.JPG)
-- --
-- === -- ===
-- --
-- AI_BAI classes makes AI Controllables execute bombing tasks. -- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/BAI%20-%20Battlefield%20Air%20Interdiction)
-- --
-- There are the following types of BAI classes defined: -- ===
-- --
-- * @{#AI_BAI_ZONE}: Perform a BAI in a zone. -- ### [YouTube Playlist]()
-- --
-- ==== -- ===
--
-- # 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)
--
-- ====
--
-- ### Author: **Sven Van de Velde (FlightControl)**
-- --
-- ### Author: **FlightControl**
-- ### Contributions: -- ### Contributions:
-- --
-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision. -- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision.
-- --
-- ==== -- ===
-- --
-- @module AI_Bai -- @module AI_Bai

View File

@@ -1,39 +1,31 @@
--- **AI** -- **AI Balancing will replace in multi player missions --- **AI** -- (2.1) - Balance player slots with AI to create an engaging simulation environment, independent of the amount of players.
-- 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.** -- ===
-- --
-- ![Banner Image](..\Presentations\AI_Balancer\Dia1.JPG) -- ![Banner Image](..\Presentations\AI_Balancer\Dia1.JPG)
-- --
-- ==== -- ===
-- --
-- # Demo Missions -- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/AIB%20-%20AI%20Balancing)
-- --
-- ### [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) -- ### [YouTube Playlist](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl2CJVIrL1TdAumuVS8n64B7)
-- --
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases) -- ===
-- --
-- ==== -- ### Author: **FlightControl**
--
-- # YouTube Channel
--
-- ### [AI_BALANCER YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl2CJVIrL1TdAumuVS8n64B7)
--
-- ====
--
-- ### Author: **Sven Van de Velde (FlightControl)**
-- ### Contributions: -- ### 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 :-) -- * **[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 :-)
-- --
-- ==== -- ===
-- --
-- @module AI_Balancer -- @module AI_Balancer
--- @type AI_BALANCER --- @type AI_BALANCER
-- @field Core.Set#SET_CLIENT SetClient -- @field Core.Set#SET_CLIENT SetClient
-- @field Functional.Spawn#SPAWN SpawnAI -- @field Core.Spawn#SPAWN SpawnAI
-- @field Wrapper.Group#GROUP Test -- @field Wrapper.Group#GROUP Test
-- @extends Core.Fsm#FSM_SET -- @extends Core.Fsm#FSM_SET
@@ -106,7 +98,7 @@ AI_BALANCER = {
--- Creates a new AI_BALANCER object --- Creates a new AI_BALANCER object
-- @param #AI_BALANCER self -- @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 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 -- @return #AI_BALANCER
function AI_BALANCER:New( SetClient, SpawnAI ) function AI_BALANCER:New( SetClient, SpawnAI )
@@ -178,9 +170,10 @@ function AI_BALANCER:onenterSpawning( SetGroup, From, Event, To, ClientName )
-- OK, Spawn a new group from the default SpawnAI object provided. -- OK, Spawn a new group from the default SpawnAI object provided.
local AIGroup = self.SpawnAI:Spawn() -- Wrapper.Group#GROUP local AIGroup = self.SpawnAI:Spawn() -- Wrapper.Group#GROUP
if AIGroup then if AIGroup then
AIGroup:E( "Spawning new AIGroup" ) AIGroup:T( { "Spawning new AIGroup", ClientName = ClientName } )
--TODO: need to rework UnitName thing ... --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 ) SetGroup:Add( ClientName, AIGroup )
self.SpawnQueue[ClientName] = nil self.SpawnQueue[ClientName] = nil
@@ -196,9 +189,9 @@ end
function AI_BALANCER:onenterDestroying( SetGroup, From, Event, To, ClientName, AIGroup ) function AI_BALANCER:onenterDestroying( SetGroup, From, Event, To, ClientName, AIGroup )
AIGroup:Destroy() AIGroup:Destroy()
SetGroup:Flush() SetGroup:Flush( self )
SetGroup:Remove( ClientName ) SetGroup:Remove( ClientName )
SetGroup:Flush() SetGroup:Flush( self )
end end
--- @param #AI_BALANCER self --- @param #AI_BALANCER self
@@ -239,7 +232,8 @@ function AI_BALANCER:onenterMonitoring( SetGroup )
self:T3(Client.ClientName) self:T3(Client.ClientName)
local AIGroup = self.Set:Get( Client.UnitName ) -- Wrapper.Group#GROUP 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 AIGroup and AIGroup:IsAlive() == true then
@@ -255,7 +249,7 @@ function AI_BALANCER:onenterMonitoring( SetGroup )
self:T2( RangeZone ) self:T2( RangeZone )
_DATABASE:ForEachPlayer( _DATABASE:ForEachPlayerUnit(
--- @param Wrapper.Unit#UNIT RangeTestUnit --- @param Wrapper.Unit#UNIT RangeTestUnit
function( RangeTestUnit, RangeZone, AIGroup, PlayerInRange ) function( RangeTestUnit, RangeZone, AIGroup, PlayerInRange )
self:T2( { PlayerInRange, RangeTestUnit.UnitName, RangeZone.ZoneName } ) self:T2( { PlayerInRange, RangeTestUnit.UnitName, RangeZone.ZoneName } )
@@ -284,11 +278,12 @@ function AI_BALANCER:onenterMonitoring( SetGroup )
else else
if not AIGroup or not AIGroup:IsAlive() == true then if not AIGroup or not AIGroup:IsAlive() == true then
self:T( "Client " .. Client.UnitName .. " not alive." ) self:T( "Client " .. Client.UnitName .. " not alive." )
self:T( { Queue = self.SpawnQueue[Client.UnitName] } )
if not self.SpawnQueue[Client.UnitName] then if not self.SpawnQueue[Client.UnitName] then
-- Spawn a new AI taking into account the spawn interval Earliest, Latest -- Spawn a new AI taking into account the spawn interval Earliest, Latest
self:__Spawn( math.random( self.Earliest, self.Latest ), Client.UnitName ) self:__Spawn( math.random( self.Earliest, self.Latest ), Client.UnitName )
self.SpawnQueue[Client.UnitName] = true 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 end
end end

View File

@@ -1,35 +1,20 @@
--- **AI** -- **Execute Combat Air Patrol (CAP).** --- **AI** -- (R2.1) - Manages the independent process of Combat Air Patrol (CAP) for airplanes.
--
-- ===
-- --
-- ![Banner Image](..\Presentations\AI_CAP\Dia1.JPG) -- ![Banner Image](..\Presentations\AI_CAP\Dia1.JPG)
-- --
-- === -- ===
-- --
-- AI CAP classes makes AI Controllables execute a Combat Air Patrol. -- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/CAP%20-%20Combat%20Air%20Patrol)
-- --
-- There are the following types of CAP classes defined: -- ===
-- --
-- * @{#AI_CAP_ZONE}: Perform a CAP in a zone. -- ### [YouTube Playlist](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl1YCyPxJgoZn-CfhwyeW65L)
-- --
-- ==== -- ===
--
-- # 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)
--
-- ====
--
-- ### Author: **Sven Van de Velde (FlightControl)**
-- --
-- ### Author: **FlightControl**
-- ### Contributions: -- ### Contributions:
-- --
-- * **[Quax](https://forums.eagle.ru/member.php?u=90530)**: Concept, Advice & Testing. -- * **[Quax](https://forums.eagle.ru/member.php?u=90530)**: Concept, Advice & Testing.
@@ -38,7 +23,7 @@
-- * **[Whisper](http://forums.eagle.ru/member.php?u=3829): Testing. -- * **[Whisper](http://forums.eagle.ru/member.php?u=3829): Testing.
-- * **[Delta99](https://forums.eagle.ru/member.php?u=125166): Testing. -- * **[Delta99](https://forums.eagle.ru/member.php?u=125166): Testing.
-- --
-- ==== -- ===
-- --
-- @module AI_Cap -- @module AI_Cap
@@ -479,7 +464,7 @@ function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint
Controllable:OptionROEOpenFire() Controllable:OptionROEOpenFire()
Controllable:OptionROTPassiveDefense() Controllable:OptionROTEvadeFire()
local AttackTasks = {} local AttackTasks = {}

View File

@@ -1,43 +1,27 @@
--- **AI** -- **Provide Close Air Support to friendly ground troops.** --- **AI** -- (R2.1) - Manages the independent process of Close Air Support for airplanes.
--
-- ===
-- --
-- ![Banner Image](..\Presentations\AI_CAS\Dia1.JPG) -- ![Banner Image](..\Presentations\AI_CAS\Dia1.JPG)
-- --
-- === -- ===
-- --
-- AI CAS classes makes AI Controllables execute a Close Air Support. -- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/CAS%20-%20Close%20Air%20Support)
-- --
-- There are the following types of CAS classes defined: -- ===
-- --
-- * @{#AI_CAS_ZONE}: Perform a CAS in a zone. -- ### [YouTube Playlist](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl3JBO1WDqqpyYRRmIkR2ir2)
-- --
-- ==== -- ===
--
-- # 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)
--
-- ====
--
--
-- ### Author: **Sven Van de Velde (FlightControl)**
-- --
-- ### Author: **FlightControl**
-- ### Contributions: -- ### Contributions:
-- --
-- * **[Quax](https://forums.eagle.ru/member.php?u=90530)**: Concept, Advice & Testing. -- * **[Quax](https://forums.eagle.ru/member.php?u=90530)**: Concept, Advice & Testing.
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: 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. -- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision.
-- --
-- ==== -- ===
-- --
-- @module AI_Cas -- @module AI_Cas
@@ -403,7 +387,6 @@ end
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
function AI_CAS_ZONE:onafterTarget( Controllable, From, Event, To ) function AI_CAS_ZONE:onafterTarget( Controllable, From, Event, To )
self:E("onafterTarget")
if Controllable:IsAlive() then if Controllable:IsAlive() then
@@ -414,7 +397,7 @@ function AI_CAS_ZONE:onafterTarget( Controllable, From, Event, To )
if DetectedUnit:IsAlive() then if DetectedUnit:IsAlive() then
if DetectedUnit:IsInZone( self.EngageZone ) then if DetectedUnit:IsInZone( self.EngageZone ) then
if Detected == true then if Detected == true then
self:E( {"Target: ", DetectedUnit } ) self:F( {"Target: ", DetectedUnit } )
self.DetectedUnits[DetectedUnit] = false self.DetectedUnits[DetectedUnit] = false
local AttackTask = Controllable:TaskAttackUnit( DetectedUnit, false, self.EngageWeaponExpend, self.EngageAttackQty, self.EngageDirection, self.EngageAltitude, nil ) local AttackTask = Controllable:TaskAttackUnit( DetectedUnit, false, self.EngageWeaponExpend, self.EngageAttackQty, self.EngageDirection, self.EngageAltitude, nil )
self.Controllable:PushTask( AttackTask, 1 ) self.Controllable:PushTask( AttackTask, 1 )
@@ -496,7 +479,7 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
self:T( DetectedUnit ) self:T( DetectedUnit )
if DetectedUnit:IsAlive() then if DetectedUnit:IsAlive() then
if DetectedUnit:IsInZone( self.EngageZone ) then if DetectedUnit:IsInZone( self.EngageZone ) then
self:E( {"Engaging ", DetectedUnit } ) self:F( {"Engaging ", DetectedUnit } )
AttackTasks[#AttackTasks+1] = Controllable:TaskAttackUnit( DetectedUnit, AttackTasks[#AttackTasks+1] = Controllable:TaskAttackUnit( DetectedUnit,
true, true,
EngageWeaponExpend, EngageWeaponExpend,

View File

@@ -1,4 +1,6 @@
--- **AI** -- Build large **formations** of AI @{Group}s flying together. --- **AI** -- (R2.2) - Build large airborne formations of aircraft.
--
-- ===
-- --
-- ![Banner Image](..\Presentations\AI_FORMATION\Dia1.JPG) -- ![Banner Image](..\Presentations\AI_FORMATION\Dia1.JPG)
-- --
@@ -28,29 +30,20 @@
-- --
-- * @{#AI_FORMATION}: Create a formation from several @{GROUP}s. -- * @{#AI_FORMATION}: Create a formation from several @{GROUP}s.
-- --
-- ==== -- ===
-- --
-- # Demo Missions -- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/FOR%20-%20Formation)
--
-- ### [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]()
-- --
-- === -- ===
-- --
-- ### Author: **Sven Van de Velde (FlightControl)** -- ### [YouTube Playlist](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl0bFIJ9jIdYM22uaWmIN4oz)
-- --
-- ===
--
-- ### Author: **FlightControl**
-- ### Contributions: -- ### Contributions:
-- --
-- ==== -- ===
-- --
-- @module AI_Formation -- @module AI_Formation
@@ -66,7 +59,6 @@
-- @field #boolean ReportTargets If true, nearby targets are reported. -- @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.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 DCSTypes#AI.Option.Air.val.REACTION_ON_THREAT OptionReactionOnThreat Which REACTION_ON_THREAT is set to the FollowGroup.
-- @field Menu#MENU_CLIENT FollowMenuResumeMission
--- # AI_FORMATION class, extends @{Fsm#FSM_SET} --- # AI_FORMATION class, extends @{Fsm#FSM_SET}
@@ -679,7 +671,7 @@ end
function AI_FORMATION:onafterFormationLine( FollowGroupSet, From , Event , To, XStart, XSpace, YStart, YSpace, ZStart, ZSpace ) --R2.1 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 } ) self:F( { FollowGroupSet, From , Event ,To, XStart, XSpace, YStart, YSpace, ZStart, ZSpace } )
FollowGroupSet:Flush() FollowGroupSet:Flush( self )
local FollowSet = FollowGroupSet:GetSet() local FollowSet = FollowGroupSet:GetSet()
@@ -958,7 +950,7 @@ function AI_FORMATION:onenterFollowing( FollowGroupSet ) --R2.1
-- @param Wrapper.Unit#UNIT ClientUnit -- @param Wrapper.Unit#UNIT ClientUnit
function( FollowGroup, Formation, ClientUnit, CT1, CV1, CT2, CV2 ) function( FollowGroup, Formation, ClientUnit, CT1, CV1, CT2, CV2 )
FollowGroup:OptionROTPassiveDefense() FollowGroup:OptionROTEvadeFire()
FollowGroup:OptionROEReturnFire() FollowGroup:OptionROEReturnFire()
local GroupUnit = FollowGroup:GetUnit( 1 ) local GroupUnit = FollowGroup:GetUnit( 1 )

View File

@@ -1,4 +1,6 @@
--- **AI** -- **Air Patrolling or Staging.** --- **AI** -- (R2.1) - Manages the independent process of Air Patrol for airplanes.
--
-- ===
-- --
-- ![Banner Image](..\Presentations\AI_PATROL\Dia1.JPG) -- ![Banner Image](..\Presentations\AI_PATROL\Dia1.JPG)
-- --
@@ -10,31 +12,23 @@
-- --
-- * @{#AI_PATROL_ZONE}: Perform a PATROL in a zone. -- * @{#AI_PATROL_ZONE}: Perform a PATROL in a zone.
-- --
-- ==== -- ===
-- --
-- # Demo Missions -- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/PAT%20-%20Patrolling)
-- --
-- ### [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) -- ### [YouTube Playlist](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl35HvYZKA6G22WMt7iI3zky)
-- --
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases) -- ===
-- --
-- ==== -- ### Author: **FlightControl**
--
-- # YouTube Channel
--
-- ### [AI_PATROL YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl35HvYZKA6G22WMt7iI3zky)
--
-- ====
--
-- ### Author: **Sven Van de Velde (FlightControl)**
-- ### Contributions: -- ### 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 :-) -- * **[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. -- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Testing and API concept review.
-- --
-- ==== -- ===
-- --
-- @module AI_Patrol -- @module AI_Patrol
@@ -47,7 +41,7 @@
-- @field Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest 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 PatrolMinSpeed The minimum speed of the @{Controllable} in km/h.
-- @field Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h. -- @field Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
-- @field Functional.Spawn#SPAWN CoordTest -- @field Core.Spawn#SPAWN CoordTest
-- @extends Core.Fsm#FSM_CONTROLLABLE -- @extends Core.Fsm#FSM_CONTROLLABLE
--- # AI_PATROL_ZONE class, extends @{Fsm#FSM_CONTROLLABLE} --- # AI_PATROL_ZONE class, extends @{Fsm#FSM_CONTROLLABLE}

View File

@@ -190,7 +190,6 @@ do -- ACT_ACCOUNT_DEADS
-- @param #string From -- @param #string From
-- @param #string To -- @param #string To
function ACT_ACCOUNT_DEADS:onenterReport( ProcessUnit, Task, From, Event, To ) function ACT_ACCOUNT_DEADS:onenterReport( ProcessUnit, Task, From, Event, To )
self:E( { ProcessUnit, From, Event, To } )
local MessageText = "Your group with assigned " .. self.TaskName .. " task has " .. Task.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 ) self:GetCommandCenter():MessageTypeToGroup( MessageText, ProcessUnit:GetGroup(), MESSAGE.Type.Information )

View File

@@ -156,7 +156,7 @@ do -- ACT_ASSIGN_ACCEPT
-- @param #string From -- @param #string From
-- @param #string To -- @param #string To
function ACT_ASSIGN_ACCEPT:onafterStart( ProcessUnit, From, Event, To ) function ACT_ASSIGN_ACCEPT:onafterStart( ProcessUnit, From, Event, To )
self:E( { ProcessUnit, From, Event, To } ) self:F( { ProcessUnit, From, Event, To } )
self:__Assign( 1 ) self:__Assign( 1 )
end end
@@ -168,8 +168,7 @@ do -- ACT_ASSIGN_ACCEPT
-- @param #string From -- @param #string From
-- @param #string To -- @param #string To
function ACT_ASSIGN_ACCEPT:onenterAssigned( ProcessUnit, From, Event, To ) function ACT_ASSIGN_ACCEPT:onenterAssigned( ProcessUnit, From, Event, To )
env.info( "in here" ) self:F( { ProcessUnit, From, Event, To } )
self:E( { ProcessUnit, From, Event, To } )
local ProcessGroup = ProcessUnit:GetGroup() local ProcessGroup = ProcessUnit:GetGroup()
@@ -234,7 +233,7 @@ do -- ACT_ASSIGN_MENU_ACCEPT
-- @param #string From -- @param #string From
-- @param #string To -- @param #string To
function ACT_ASSIGN_MENU_ACCEPT:onafterStart( ProcessUnit, From, Event, To ) function ACT_ASSIGN_MENU_ACCEPT:onafterStart( ProcessUnit, From, Event, To )
self:E( { ProcessUnit, From, Event, To } ) self:F( { ProcessUnit, From, Event, To } )
self:GetCommandCenter():MessageTypeToGroup( "Access the radio menu to accept the task. You have 30 seconds or the assignment will be cancelled.", ProcessUnit:GetGroup(), MESSAGE.Type.Information ) self:GetCommandCenter():MessageTypeToGroup( "Access the radio menu to accept the task. You have 30 seconds or the assignment will be cancelled.", ProcessUnit:GetGroup(), MESSAGE.Type.Information )
@@ -248,7 +247,6 @@ do -- ACT_ASSIGN_MENU_ACCEPT
--- Menu function. --- Menu function.
-- @param #ACT_ASSIGN_MENU_ACCEPT self -- @param #ACT_ASSIGN_MENU_ACCEPT self
function ACT_ASSIGN_MENU_ACCEPT:MenuAssign() function ACT_ASSIGN_MENU_ACCEPT:MenuAssign()
self:E( )
self:__Assign( 1 ) self:__Assign( 1 )
end end
@@ -256,7 +254,6 @@ do -- ACT_ASSIGN_MENU_ACCEPT
--- Menu function. --- Menu function.
-- @param #ACT_ASSIGN_MENU_ACCEPT self -- @param #ACT_ASSIGN_MENU_ACCEPT self
function ACT_ASSIGN_MENU_ACCEPT:MenuReject() function ACT_ASSIGN_MENU_ACCEPT:MenuReject()
self:E( )
self:__Reject( 1 ) self:__Reject( 1 )
end end
@@ -268,7 +265,7 @@ do -- ACT_ASSIGN_MENU_ACCEPT
-- @param #string From -- @param #string From
-- @param #string To -- @param #string To
function ACT_ASSIGN_MENU_ACCEPT:onafterAssign( ProcessUnit, From, Event, To ) function ACT_ASSIGN_MENU_ACCEPT:onafterAssign( ProcessUnit, From, Event, To )
self:E( { ProcessUnit.UnitNameFrom, Event, To } ) self:F( { ProcessUnit.UnitNameFrom, Event, To } )
self.Menu:Remove() self.Menu:Remove()
end end
@@ -280,7 +277,7 @@ do -- ACT_ASSIGN_MENU_ACCEPT
-- @param #string From -- @param #string From
-- @param #string To -- @param #string To
function ACT_ASSIGN_MENU_ACCEPT:onafterReject( ProcessUnit, From, Event, To ) function ACT_ASSIGN_MENU_ACCEPT:onafterReject( ProcessUnit, From, Event, To )
self:E( { ProcessUnit.UnitName, From, Event, To } ) self:F( { ProcessUnit.UnitName, From, Event, To } )
self.Menu:Remove() self.Menu:Remove()
--TODO: need to resolve this problem ... it has to do with the events ... --TODO: need to resolve this problem ... it has to do with the events ...

View File

@@ -111,7 +111,6 @@ do -- ACT_ASSIST
local MissionMenu = self:GetMission():GetMenu( ProcessGroup ) local MissionMenu = self:GetMission():GetMenu( ProcessGroup )
local function MenuSmoke( MenuParam ) local function MenuSmoke( MenuParam )
self:E( MenuParam )
local self = MenuParam.self local self = MenuParam.self
local SmokeColor = MenuParam.SmokeColor local SmokeColor = MenuParam.SmokeColor
self.SmokeColor = SmokeColor self.SmokeColor = SmokeColor

View File

@@ -83,7 +83,7 @@ end
function PROCESS_JTAC:OnJTACMenuUpdate( Fsm, From, Event, To ) function PROCESS_JTAC:OnJTACMenuUpdate( Fsm, From, Event, To )
local function JTACMenuSpot( MenuParam ) local function JTACMenuSpot( MenuParam )
self:E( MenuParam.TargetUnit.UnitName ) self:F( MenuParam.TargetUnit.UnitName )
local self = MenuParam.self local self = MenuParam.self
local TargetUnit = MenuParam.TargetUnit local TargetUnit = MenuParam.TargetUnit
@@ -91,7 +91,7 @@ function PROCESS_JTAC:OnJTACMenuUpdate( Fsm, From, Event, To )
end end
local function JTACMenuCancel( MenuParam ) local function JTACMenuCancel( MenuParam )
self:E( MenuParam ) self:F( MenuParam )
local self = MenuParam.self local self = MenuParam.self
local TargetUnit = MenuParam.TargetUnit local TargetUnit = MenuParam.TargetUnit
@@ -102,7 +102,7 @@ function PROCESS_JTAC:OnJTACMenuUpdate( Fsm, From, Event, To )
-- Loop each unit in the target set, and determine the threat levels map table. -- Loop each unit in the target set, and determine the threat levels map table.
local UnitThreatLevels = self.TargetSetUnit:GetUnitThreatLevels() local UnitThreatLevels = self.TargetSetUnit:GetUnitThreatLevels()
self:E( {"UnitThreadLevels", UnitThreatLevels } ) self:F( {"UnitThreadLevels", UnitThreatLevels } )
local JTACMenu = self.ProcessGroup:GetState( self.ProcessGroup, "JTACMenu" ) local JTACMenu = self.ProcessGroup:GetState( self.ProcessGroup, "JTACMenu" )

View File

@@ -97,7 +97,7 @@ end
function PROCESS_PICKUP:OnHitTarget( Fsm, From, Event, To, Event ) function PROCESS_PICKUP:OnHitTarget( Fsm, From, Event, To, Event )
self.TargetSetUnit:Flush() self.TargetSetUnit:Flush( self )
if self.TargetSetUnit:FindUnit( Event.IniUnitName ) then if self.TargetSetUnit:FindUnit( Event.IniUnitName ) then
self.TargetSetUnit:RemoveUnitsByName( Event.IniUnitName ) self.TargetSetUnit:RemoveUnitsByName( Event.IniUnitName )

View File

@@ -158,8 +158,6 @@ do -- ACT_ROUTE
-- @return #string -- @return #string
function ACT_ROUTE:GetRouteText( Controllable ) function ACT_ROUTE:GetRouteText( Controllable )
self:E()
local RouteText = "" local RouteText = ""
local Coordinate = nil -- Core.Point#COORDINATE local Coordinate = nil -- Core.Point#COORDINATE
@@ -182,13 +180,13 @@ do -- ACT_ROUTE
local ShortestDistance = 0 local ShortestDistance = 0
local ShortestReferencePoint = nil local ShortestReferencePoint = nil
local ShortestReferenceName = "" local ShortestReferenceName = ""
self:E( { CC.ReferencePoints } ) self:F( { CC.ReferencePoints } )
for ZoneName, Zone in pairs( CC.ReferencePoints ) do for ZoneName, Zone in pairs( CC.ReferencePoints ) do
self:E( { ZoneName = ZoneName } ) self:F( { ZoneName = ZoneName } )
local Zone = Zone -- Core.Zone#ZONE local Zone = Zone -- Core.Zone#ZONE
local ZoneCoord = Zone:GetCoordinate() local ZoneCoord = Zone:GetCoordinate()
local ZoneDistance = ZoneCoord:Get2DDistance( self.Coordinate ) local ZoneDistance = ZoneCoord:Get2DDistance( self.Coordinate )
self:E( { ShortestDistance, ShortestReferenceName } ) self:F( { ShortestDistance, ShortestReferenceName } )
if ShortestDistance == 0 or ZoneDistance < ShortestDistance then if ShortestDistance == 0 or ZoneDistance < ShortestDistance then
ShortestDistance = ZoneDistance ShortestDistance = ZoneDistance
ShortestReferencePoint = ZoneCoord ShortestReferencePoint = ZoneCoord
@@ -467,7 +465,7 @@ do -- ACT_ROUTE_ZONE
-- @param #string From -- @param #string From
-- @param #string To -- @param #string To
function ACT_ROUTE_ZONE:onafterReport( ProcessUnit, From, Event, To ) function ACT_ROUTE_ZONE:onafterReport( ProcessUnit, From, Event, To )
self:E( { ProcessUnit = ProcessUnit } ) self:F( { ProcessUnit = ProcessUnit } )
local RouteText = self:GetRouteText( ProcessUnit ) local RouteText = self:GetRouteText( ProcessUnit )
self:GetCommandCenter():MessageTypeToGroup( RouteText, ProcessUnit:GetGroup(), MESSAGE.Type.Update ) self:GetCommandCenter():MessageTypeToGroup( RouteText, ProcessUnit:GetGroup(), MESSAGE.Type.Update )

View File

@@ -4,10 +4,10 @@
-- --
-- === -- ===
-- --
-- ### Author: **Sven Van de Velde (FlightControl)** -- ### Author: **FlightControl**
-- ### Contributions: -- ### Contributions:
-- --
-- ==== -- ===
-- --
-- @module Base -- @module Base
@@ -198,6 +198,8 @@ BASE = {
ClassID = 0, ClassID = 0,
Events = {}, Events = {},
States = {}, States = {},
Debug = debug,
Scheduler = nil,
} }
@@ -269,6 +271,23 @@ function BASE:Inherit( Child, Parent )
return Child return Child
end 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. --- This is the worker method to retrieve the Parent class.
-- Note that the Parent class must be passed to call the parent class method. -- Note that the Parent class must be passed to call the parent class method.
-- --
@@ -278,16 +297,30 @@ end
-- @param #BASE self -- @param #BASE self
-- @param #BASE Child is the Child class from which the Parent class needs to be retrieved. -- @param #BASE Child is the Child class from which the Parent class needs to be retrieved.
-- @return #BASE -- @return #BASE
function BASE:GetParent( Child ) function BASE:GetParent( Child, FromClass )
local Parent local Parent
-- BASE class has no parent -- BASE class has no parent
if Child.ClassName == 'BASE' then if Child.ClassName == 'BASE' then
Parent = nil Parent = nil
elseif rawget( Child, "__" ) then
Parent = getmetatable( Child.__ ).__index
else else
Parent = getmetatable( Child ).__index
--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
end
if Child.ClassName == 'BASE' then
Parent = nil
else
Parent = getParent( Child )
end
end
--self:E({Parent.ClassName})
return Parent return Parent
end end
@@ -334,7 +367,7 @@ function BASE:IsInstanceOf( ClassName )
return true return true
end end
local Parent = self:GetParent(self) local Parent = getParent(self)
while Parent do while Parent do
@@ -342,7 +375,7 @@ function BASE:IsInstanceOf( ClassName )
return true return true
end end
Parent = Parent:GetParent(Parent) Parent = getParent( Parent )
end end
@@ -674,7 +707,12 @@ do -- Scheduling
ObjectName = self.ClassName .. self.ClassID ObjectName = self.ClassName .. self.ClassID
self:F3( { "ScheduleOnce: ", ObjectName, Start } ) self:F3( { "ScheduleOnce: ", ObjectName, Start } )
self.SchedulerObject = self
if not self.Scheduler then
self.Scheduler = SCHEDULER:New( self )
end
self.Scheduler.SchedulerObject = self.Scheduler
local ScheduleID = _SCHEDULEDISPATCHER:AddSchedule( local ScheduleID = _SCHEDULEDISPATCHER:AddSchedule(
self, self,
@@ -686,9 +724,9 @@ do -- Scheduling
nil nil
) )
self._.Schedules[#self.Schedules+1] = ScheduleID self._.Schedules[#self._.Schedules+1] = ScheduleID
return self._.Schedules return self._.Schedules[#self._.Schedules]
end 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. --- 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.
@@ -708,7 +746,12 @@ do -- Scheduling
ObjectName = self.ClassName .. self.ClassID ObjectName = self.ClassName .. self.ClassID
self:F3( { "ScheduleRepeat: ", ObjectName, Start, Repeat, RandomizeFactor, Stop } ) self:F3( { "ScheduleRepeat: ", ObjectName, Start, Repeat, RandomizeFactor, Stop } )
self.SchedulerObject = self
if not self.Scheduler then
self.Scheduler = SCHEDULER:New( self )
end
self.Scheduler.SchedulerObject = self.Scheduler
local ScheduleID = _SCHEDULEDISPATCHER:AddSchedule( local ScheduleID = _SCHEDULEDISPATCHER:AddSchedule(
self, self,
@@ -720,9 +763,9 @@ do -- Scheduling
Stop Stop
) )
self._.Schedules[SchedulerFunction] = ScheduleID self._.Schedules[#self._.Schedules+1] = ScheduleID
return self._.Schedules return self._.Schedules[#self._.Schedules]
end end
--- Stops the Schedule. --- Stops the Schedule.
@@ -732,7 +775,7 @@ do -- Scheduling
self:F3( { "ScheduleStop:" } ) self:F3( { "ScheduleStop:" } )
_SCHEDULEDISPATCHER:Stop( self, self._.Schedules[SchedulerFunction] ) _SCHEDULEDISPATCHER:Stop( self.Scheduler, self._.Schedules[SchedulerFunction] )
end end
end end
@@ -789,7 +832,7 @@ end
-- TODO: Make trace function using variable parameters. -- TODO: Make trace function using variable parameters.
--- Set trace on or off --- 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. -- 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. -- 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. -- When moose is loading dynamically (for moose class development), tracing is switched on by default.
@@ -811,7 +854,7 @@ end
-- @return #boolean -- @return #boolean
function BASE:IsTrace() 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 return true
else else
return false return false
@@ -867,10 +910,10 @@ end
-- @param Arguments A #table or any field. -- @param Arguments A #table or any field.
function BASE:_F( Arguments, DebugInfoCurrentParam, DebugInfoFromParam ) 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 DebugInfoCurrent = DebugInfoCurrentParam and DebugInfoCurrentParam or BASE.Debug.getinfo( 2, "nl" )
local DebugInfoFrom = DebugInfoFromParam and DebugInfoFromParam or debug.getinfo( 3, "l" ) local DebugInfoFrom = DebugInfoFromParam and DebugInfoFromParam or BASE.Debug.getinfo( 3, "l" )
local Function = "function" local Function = "function"
if DebugInfoCurrent.name then if DebugInfoCurrent.name then
@@ -896,9 +939,9 @@ end
-- @param Arguments A #table or any field. -- @param Arguments A #table or any field.
function BASE:F( Arguments ) function BASE:F( Arguments )
if debug and _TraceOnOff then if BASE.Debug and _TraceOnOff then
local DebugInfoCurrent = debug.getinfo( 2, "nl" ) local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" )
local DebugInfoFrom = debug.getinfo( 3, "l" ) local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" )
if _TraceLevel >= 1 then if _TraceLevel >= 1 then
self:_F( Arguments, DebugInfoCurrent, DebugInfoFrom ) self:_F( Arguments, DebugInfoCurrent, DebugInfoFrom )
@@ -912,9 +955,9 @@ end
-- @param Arguments A #table or any field. -- @param Arguments A #table or any field.
function BASE:F2( Arguments ) function BASE:F2( Arguments )
if debug and _TraceOnOff then if BASE.Debug and _TraceOnOff then
local DebugInfoCurrent = debug.getinfo( 2, "nl" ) local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" )
local DebugInfoFrom = debug.getinfo( 3, "l" ) local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" )
if _TraceLevel >= 2 then if _TraceLevel >= 2 then
self:_F( Arguments, DebugInfoCurrent, DebugInfoFrom ) self:_F( Arguments, DebugInfoCurrent, DebugInfoFrom )
@@ -927,9 +970,9 @@ end
-- @param Arguments A #table or any field. -- @param Arguments A #table or any field.
function BASE:F3( Arguments ) function BASE:F3( Arguments )
if debug and _TraceOnOff then if BASE.Debug and _TraceOnOff then
local DebugInfoCurrent = debug.getinfo( 2, "nl" ) local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" )
local DebugInfoFrom = debug.getinfo( 3, "l" ) local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" )
if _TraceLevel >= 3 then if _TraceLevel >= 3 then
self:_F( Arguments, DebugInfoCurrent, DebugInfoFrom ) self:_F( Arguments, DebugInfoCurrent, DebugInfoFrom )
@@ -942,10 +985,10 @@ end
-- @param Arguments A #table or any field. -- @param Arguments A #table or any field.
function BASE:_T( Arguments, DebugInfoCurrentParam, DebugInfoFromParam ) 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 DebugInfoCurrent = DebugInfoCurrentParam and DebugInfoCurrentParam or BASE.Debug.getinfo( 2, "nl" )
local DebugInfoFrom = DebugInfoFromParam and DebugInfoFromParam or debug.getinfo( 3, "l" ) local DebugInfoFrom = DebugInfoFromParam and DebugInfoFromParam or BASE.Debug.getinfo( 3, "l" )
local Function = "function" local Function = "function"
if DebugInfoCurrent.name then if DebugInfoCurrent.name then
@@ -971,9 +1014,9 @@ end
-- @param Arguments A #table or any field. -- @param Arguments A #table or any field.
function BASE:T( Arguments ) function BASE:T( Arguments )
if debug and _TraceOnOff then if BASE.Debug and _TraceOnOff then
local DebugInfoCurrent = debug.getinfo( 2, "nl" ) local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" )
local DebugInfoFrom = debug.getinfo( 3, "l" ) local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" )
if _TraceLevel >= 1 then if _TraceLevel >= 1 then
self:_T( Arguments, DebugInfoCurrent, DebugInfoFrom ) self:_T( Arguments, DebugInfoCurrent, DebugInfoFrom )
@@ -987,9 +1030,9 @@ end
-- @param Arguments A #table or any field. -- @param Arguments A #table or any field.
function BASE:T2( Arguments ) function BASE:T2( Arguments )
if debug and _TraceOnOff then if BASE.Debug and _TraceOnOff then
local DebugInfoCurrent = debug.getinfo( 2, "nl" ) local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" )
local DebugInfoFrom = debug.getinfo( 3, "l" ) local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" )
if _TraceLevel >= 2 then if _TraceLevel >= 2 then
self:_T( Arguments, DebugInfoCurrent, DebugInfoFrom ) self:_T( Arguments, DebugInfoCurrent, DebugInfoFrom )
@@ -1002,9 +1045,9 @@ end
-- @param Arguments A #table or any field. -- @param Arguments A #table or any field.
function BASE:T3( Arguments ) function BASE:T3( Arguments )
if debug and _TraceOnOff then if BASE.Debug and _TraceOnOff then
local DebugInfoCurrent = debug.getinfo( 2, "nl" ) local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" )
local DebugInfoFrom = debug.getinfo( 3, "l" ) local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" )
if _TraceLevel >= 3 then if _TraceLevel >= 3 then
self:_T( Arguments, DebugInfoCurrent, DebugInfoFrom ) self:_T( Arguments, DebugInfoCurrent, DebugInfoFrom )
@@ -1017,9 +1060,9 @@ end
-- @param Arguments A #table or any field. -- @param Arguments A #table or any field.
function BASE:E( Arguments ) function BASE:E( Arguments )
if debug then if BASE.Debug then
local DebugInfoCurrent = debug.getinfo( 2, "nl" ) local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" )
local DebugInfoFrom = debug.getinfo( 3, "l" ) local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" )
local Function = "function" local Function = "function"
if DebugInfoCurrent.name then if DebugInfoCurrent.name then
@@ -1033,6 +1076,36 @@ function BASE:E( Arguments )
end 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:%20s%05d.%s(%s)" , LineCurrent, LineFrom, "E", self.ClassName, self.ClassID, Function, routines.utils.oneLineSerialize( Arguments ) ) )
else
env.info( string.format( "%1s:%20s%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:%20s%05d.%s(%s)" , LineCurrent, LineFrom, "I", self.ClassName, self.ClassID, Function, routines.utils.oneLineSerialize( Arguments ) ) )
else
env.info( string.format( "%1s:%20s%05d(%s)" , "I", self.ClassName, self.ClassID, routines.utils.oneLineSerialize( Arguments ) ) )
end end
end end

View File

@@ -11,7 +11,7 @@
-- --
-- This module is still under construction, but is described above works already, and will keep working ... -- This module is still under construction, but is described above works already, and will keep working ...
-- --
-- ==== -- ===
-- --
-- # Demo Missions -- # Demo Missions
-- --
@@ -21,18 +21,18 @@
-- --
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases) -- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
-- --
-- ==== -- ===
-- --
-- # YouTube Channel -- # YouTube Channel
-- --
-- ### [CARGO YouTube Channel](https://www.youtube.com/watch?v=tM00lTlkpYs&list=PL7ZUrU4zZUl2zUTuKrLW5RsO9zLMqUtbf) -- ### [CARGO YouTube Channel](https://www.youtube.com/watch?v=tM00lTlkpYs&list=PL7ZUrU4zZUl2zUTuKrLW5RsO9zLMqUtbf)
-- --
-- ==== -- ===
-- --
-- ### Author: **Sven Van de Velde (FlightControl)** -- ### Author: **FlightControl**
-- ### Contributions: -- ### Contributions:
-- --
-- ==== -- ===
-- --
-- @module Cargo -- @module Cargo
@@ -338,6 +338,13 @@ function CARGO:IsUnLoaded()
return self:Is( "UnLoaded" ) return self:Is( "UnLoaded" )
end end
--- Check if cargo is boarding.
-- @param #CARGO self
-- @return #boolean true if boarding
function CARGO:IsBoarding()
return self:Is( "Boarding" )
end
--- Check if cargo is alive. --- Check if cargo is alive.
-- @param #CARGO self -- @param #CARGO self
-- @return #boolean true if unloaded -- @return #boolean true if unloaded
@@ -486,7 +493,8 @@ end
function CARGO:IsNear( PointVec2, NearRadius ) function CARGO:IsNear( PointVec2, NearRadius )
self:F( { PointVec2, NearRadius } ) self:F( { PointVec2, NearRadius } )
local Distance = PointVec2:DistanceFromPointVec2( self.CargoObject:GetPointVec2() ) --local Distance = PointVec2:DistanceFromPointVec2( self.CargoObject:GetPointVec2() )
local Distance = PointVec2:Get2DDistance( self.CargoObject:GetPointVec2() )
self:T( Distance ) self:T( Distance )
if Distance <= NearRadius then if Distance <= NearRadius then
@@ -528,7 +536,7 @@ do -- CARGO_REPRESENTABLE
-- @extends #CARGO -- @extends #CARGO
-- @field test -- @field test
--- --- Models CARGO that is representable by a Unit.
-- @field #CARGO_REPRESENTABLE CARGO_REPRESENTABLE -- @field #CARGO_REPRESENTABLE CARGO_REPRESENTABLE
CARGO_REPRESENTABLE = { CARGO_REPRESENTABLE = {
ClassName = "CARGO_REPRESENTABLE" ClassName = "CARGO_REPRESENTABLE"
@@ -549,6 +557,18 @@ do -- CARGO_REPRESENTABLE
return self return self
end end
--- CARGO_REPRESENTABLE Destructor.
-- @param #CARGO_REPRESENTABLE self
-- @return #CARGO_REPRESENTABLE
function CARGO_REPRESENTABLE:Destroy()
-- Cargo objects are deleted from the _DATABASE and SET_CARGO objects.
self:F( { CargoName = self:GetName() } )
_EVENTDISPATCHER:CreateEventDeleteCargo( self )
return self
end
--- Route a cargo unit to a PointVec2. --- Route a cargo unit to a PointVec2.
-- @param #CARGO_REPRESENTABLE self -- @param #CARGO_REPRESENTABLE self
-- @param Core.Point#POINT_VEC2 ToPointVec2 -- @param Core.Point#POINT_VEC2 ToPointVec2
@@ -677,7 +697,7 @@ end
do -- CARGO_UNIT do -- CARGO_UNIT
--- Hello --- Models CARGO in the form of units, which can be boarded, unboarded, loaded, unloaded.
-- @type CARGO_UNIT -- @type CARGO_UNIT
-- @extends #CARGO_REPRESENTABLE -- @extends #CARGO_REPRESENTABLE
@@ -694,16 +714,16 @@ do -- CARGO_UNIT
ClassName = "CARGO_UNIT" ClassName = "CARGO_UNIT"
} }
--- CARGO_UNIT Constructor. --- CARGO_UNIT Constructor.
-- @param #CARGO_UNIT self -- @param #CARGO_UNIT self
-- @param Wrapper.Unit#UNIT CargoUnit -- @param Wrapper.Unit#UNIT CargoUnit
-- @param #string Type -- @param #string Type
-- @param #string Name -- @param #string Name
-- @param #number Weight -- @param #number Weight
-- @param #number ReportRadius (optional) -- @param #number ReportRadius (optional)
-- @param #number NearRadius (optional) -- @param #number NearRadius (optional)
-- @return #CARGO_UNIT -- @return #CARGO_UNIT
function CARGO_UNIT:New( CargoUnit, Type, Name, Weight, NearRadius ) function CARGO_UNIT:New( CargoUnit, Type, Name, Weight, NearRadius )
local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoUnit, Type, Name, Weight, NearRadius ) ) -- #CARGO_UNIT local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoUnit, Type, Name, Weight, NearRadius ) ) -- #CARGO_UNIT
self:F( { Type, Name, Weight, NearRadius } ) self:F( { Type, Name, Weight, NearRadius } )
@@ -712,41 +732,18 @@ function CARGO_UNIT:New( CargoUnit, Type, Name, Weight, NearRadius )
self:T( self.ClassName ) self:T( self.ClassName )
-- self:HandleEvent( EVENTS.Dead,
-- --- @param #CARGO Cargo
-- -- @param Core.Event#EVENTDATA EventData
-- function( Cargo, EventData )
-- if Cargo:GetObjectName() == EventData.IniUnit:GetName() then
-- self:E( { "Cargo destroyed", Cargo } )
-- Cargo:Destroyed()
-- end
-- end
-- )
self:SetEventPriority( 5 ) self:SetEventPriority( 5 )
return self return self
end end
--- CARGO_UNIT Destructor. --- Enter UnBoarding State.
-- @param #CARGO_UNIT self -- @param #CARGO_UNIT self
-- @return #CARGO_UNIT -- @param #string Event
function CARGO_UNIT:Destroy() -- @param #string From
-- @param #string To
-- Cargo objects are deleted from the _DATABASE and SET_CARGO objects. -- @param Core.Point#POINT_VEC2 ToPointVec2
self:F( { CargoName = self:GetName() } ) function CARGO_UNIT:onenterUnBoarding( From, Event, To, ToPointVec2, NearRadius )
_EVENTDISPATCHER:CreateEventDeleteCargo( self )
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
function CARGO_UNIT:onenterUnBoarding( From, Event, To, ToPointVec2, NearRadius )
self:F( { From, Event, To, ToPointVec2, NearRadius } ) self:F( { From, Event, To, ToPointVec2, NearRadius } )
NearRadius = NearRadius or 25 NearRadius = NearRadius or 25
@@ -796,15 +793,15 @@ function CARGO_UNIT:onenterUnBoarding( From, Event, To, ToPointVec2, NearRadius
end end
end end
end end
--- Leave UnBoarding State. --- Leave UnBoarding State.
-- @param #CARGO_UNIT self -- @param #CARGO_UNIT self
-- @param #string Event -- @param #string Event
-- @param #string From -- @param #string From
-- @param #string To -- @param #string To
-- @param Core.Point#POINT_VEC2 ToPointVec2 -- @param Core.Point#POINT_VEC2 ToPointVec2
function CARGO_UNIT:onleaveUnBoarding( From, Event, To, ToPointVec2, NearRadius ) function CARGO_UNIT:onleaveUnBoarding( From, Event, To, ToPointVec2, NearRadius )
self:F( { From, Event, To, ToPointVec2, NearRadius } ) self:F( { From, Event, To, ToPointVec2, NearRadius } )
NearRadius = NearRadius or 25 NearRadius = NearRadius or 25
@@ -823,15 +820,15 @@ function CARGO_UNIT:onleaveUnBoarding( From, Event, To, ToPointVec2, NearRadius
return false return false
end end
end end
--- UnBoard Event. --- UnBoard Event.
-- @param #CARGO_UNIT self -- @param #CARGO_UNIT self
-- @param #string Event -- @param #string Event
-- @param #string From -- @param #string From
-- @param #string To -- @param #string To
-- @param Core.Point#POINT_VEC2 ToPointVec2 -- @param Core.Point#POINT_VEC2 ToPointVec2
function CARGO_UNIT:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius ) function CARGO_UNIT:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius )
self:F( { From, Event, To, ToPointVec2, NearRadius } ) self:F( { From, Event, To, ToPointVec2, NearRadius } )
NearRadius = NearRadius or 25 NearRadius = NearRadius or 25
@@ -848,17 +845,17 @@ function CARGO_UNIT:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius
self:__UnLoad( 1, ToPointVec2, NearRadius ) self:__UnLoad( 1, ToPointVec2, NearRadius )
end end
--- Enter UnLoaded State. --- Enter UnLoaded State.
-- @param #CARGO_UNIT self -- @param #CARGO_UNIT self
-- @param #string Event -- @param #string Event
-- @param #string From -- @param #string From
-- @param #string To -- @param #string To
-- @param Core.Point#POINT_VEC2 -- @param Core.Point#POINT_VEC2
function CARGO_UNIT:onenterUnLoaded( From, Event, To, ToPointVec2 ) function CARGO_UNIT:onenterUnLoaded( From, Event, To, ToPointVec2 )
self:F( { ToPointVec2, From, Event, To } ) self:F( { ToPointVec2, From, Event, To } )
local Angle = 180 local Angle = 180
@@ -869,9 +866,9 @@ function CARGO_UNIT:onenterUnLoaded( From, Event, To, ToPointVec2 )
local StartPointVec2 = self.CargoCarrier:GetPointVec2() local StartPointVec2 = self.CargoCarrier:GetPointVec2()
local CargoCarrierHeading = self.CargoCarrier:GetHeading() -- Get Heading of object in degrees. local CargoCarrierHeading = self.CargoCarrier:GetHeading() -- Get Heading of object in degrees.
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle ) local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
local CargoDeployPointVec2 = StartPointVec2:Translate( Distance, CargoDeployHeading ) local CargoDeployCoord = StartPointVec2:Translate( Distance, CargoDeployHeading )
ToPointVec2 = ToPointVec2 or POINT_VEC2:New( CargoDeployPointVec2:GetX(), CargoDeployPointVec2:GetY() ) ToPointVec2 = ToPointVec2 or COORDINATE:New( CargoDeployCoord.x, CargoDeployCoord.z )
-- Respawn the group... -- Respawn the group...
if self.CargoObject then if self.CargoObject then
@@ -886,14 +883,14 @@ function CARGO_UNIT:onenterUnLoaded( From, Event, To, ToPointVec2 )
self.OnUnLoadedCallBack = nil self.OnUnLoadedCallBack = nil
end end
end end
--- Board Event. --- Board Event.
-- @param #CARGO_UNIT self -- @param #CARGO_UNIT self
-- @param #string Event -- @param #string Event
-- @param #string From -- @param #string From
-- @param #string To -- @param #string To
function CARGO_UNIT:onafterBoard( From, Event, To, CargoCarrier, NearRadius, ... ) function CARGO_UNIT:onafterBoard( From, Event, To, CargoCarrier, NearRadius, ... )
self:F( { From, Event, To, CargoCarrier, NearRadius } ) self:F( { From, Event, To, CargoCarrier, NearRadius } )
local NearRadius = NearRadius or 25 local NearRadius = NearRadius or 25
@@ -933,17 +930,17 @@ function CARGO_UNIT:onafterBoard( From, Event, To, CargoCarrier, NearRadius, ...
end end
end end
end end
--- Boarding Event. --- Boarding Event.
-- @param #CARGO_UNIT self -- @param #CARGO_UNIT self
-- @param #string Event -- @param #string Event
-- @param #string From -- @param #string From
-- @param #string To -- @param #string To
-- @param Wrapper.Unit#UNIT CargoCarrier -- @param Wrapper.Unit#UNIT CargoCarrier
-- @param #number NearRadius -- @param #number NearRadius
function CARGO_UNIT:onafterBoarding( From, Event, To, CargoCarrier, NearRadius, ... ) function CARGO_UNIT:onafterBoarding( From, Event, To, CargoCarrier, NearRadius, ... )
self:F( { From, Event, To, CargoCarrier.UnitName, NearRadius } ) self:F( { From, Event, To, CargoCarrier.UnitName, NearRadius } )
@@ -954,7 +951,7 @@ function CARGO_UNIT:onafterBoarding( From, Event, To, CargoCarrier, NearRadius,
else else
self:__Boarding( -1, CargoCarrier, NearRadius, ... ) self:__Boarding( -1, CargoCarrier, NearRadius, ... )
self.RunCount = self.RunCount + 1 self.RunCount = self.RunCount + 1
if self.RunCount >= 20 then if self.RunCount >= 60 then
self.RunCount = 0 self.RunCount = 0
local Speed = 90 local Speed = 90
local Angle = 180 local Angle = 180
@@ -987,16 +984,16 @@ function CARGO_UNIT:onafterBoarding( From, Event, To, CargoCarrier, NearRadius,
self:E("Something is wrong") self:E("Something is wrong")
end end
end end
--- Enter Boarding State. --- Enter Boarding State.
-- @param #CARGO_UNIT self -- @param #CARGO_UNIT self
-- @param #string Event -- @param #string Event
-- @param #string From -- @param #string From
-- @param #string To -- @param #string To
-- @param Wrapper.Unit#UNIT CargoCarrier -- @param Wrapper.Unit#UNIT CargoCarrier
function CARGO_UNIT:onenterBoarding( From, Event, To, CargoCarrier, NearRadius, ... ) function CARGO_UNIT:onenterBoarding( From, Event, To, CargoCarrier, NearRadius, ... )
self:F( { From, Event, To, CargoCarrier.UnitName, NearRadius } ) self:F( { From, Event, To, CargoCarrier.UnitName, NearRadius } )
local Speed = 90 local Speed = 90
@@ -1009,15 +1006,15 @@ function CARGO_UNIT:onenterBoarding( From, Event, To, CargoCarrier, NearRadius,
end end
end end
--- Loaded State. --- Loaded State.
-- @param #CARGO_UNIT self -- @param #CARGO_UNIT self
-- @param #string Event -- @param #string Event
-- @param #string From -- @param #string From
-- @param #string To -- @param #string To
-- @param Wrapper.Unit#UNIT CargoCarrier -- @param Wrapper.Unit#UNIT CargoCarrier
function CARGO_UNIT:onenterLoaded( From, Event, To, CargoCarrier ) function CARGO_UNIT:onenterLoaded( From, Event, To, CargoCarrier )
self:F( { From, Event, To, CargoCarrier } ) self:F( { From, Event, To, CargoCarrier } )
self.CargoCarrier = CargoCarrier self.CargoCarrier = CargoCarrier
@@ -1027,13 +1024,115 @@ function CARGO_UNIT:onenterLoaded( From, Event, To, CargoCarrier )
self:T("Destroying") self:T("Destroying")
self.CargoObject:Destroy() self.CargoObject:Destroy()
end end
end end
end -- CARGO_UNIT
do -- CARGO_CRATE
--- Models the behaviour of cargo crates, which can be slingloaded and boarded on helicopters using the DCS menus.
-- @type CARGO_CRATE
-- @extends #CARGO_REPRESENTABLE
--- # CARGO\_CRATE class, extends @{#CARGO_REPRESENTABLE}
--
-- The CARGO\_CRATE class 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.
--
-- ===
--
-- @field #CARGO_CRATE
CARGO_CRATE = {
ClassName = "CARGO_CRATE"
}
--- CARGO_CRATE Constructor.
-- @param #CARGO_CRATE self
-- @param #string CrateName
-- @param #string Type
-- @param #string Name
-- @param #number Weight
-- @param #number ReportRadius (optional)
-- @param #number NearRadius (optional)
-- @return #CARGO_CRATE
function CARGO_CRATE:New( CargoCrateName, Type, Name, NearRadius )
local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoCrateName, Type, Name, nil, NearRadius ) ) -- #CARGO_CRATE
self:F( { Type, Name, NearRadius } )
self:T( CargoCrateName )
_DATABASE:AddStatic( CargoCrateName )
self.CargoObject = STATIC:FindByName( CargoCrateName )
self:T( self.ClassName )
self:SetEventPriority( 5 )
return self
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:ReSpawn( 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.CargoObject:Destroy()
end
end
end end
do -- CARGO_GROUP do -- CARGO_GROUP
--- @type CARGO_GROUP --- @type CARGO_GROUP
@@ -1190,7 +1289,10 @@ function CARGO_GROUP:onafterBoarding( From, Event, To, CargoCarrier, NearRadius,
-- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2 -- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2
for CargoID, Cargo in pairs( self.CargoSet:GetSet() ) do for CargoID, Cargo in pairs( self.CargoSet:GetSet() ) do
self:T( { Cargo:GetName(), Cargo.current } ) self:T( { Cargo:GetName(), Cargo.current } )
if not Cargo:is( "Loaded" ) then
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 Boarded = false
end end
@@ -1330,7 +1432,9 @@ function CARGO_GROUP:onenterUnLoaded( From, Event, To, ToPointVec2, ... )
-- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2 -- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2
self.CargoSet:ForEach( self.CargoSet:ForEach(
function( Cargo ) function( Cargo )
Cargo:UnLoad( ToPointVec2 ) --Cargo:UnLoad( ToPointVec2 )
local RandomVec2=ToPointVec2:GetRandomPointVec2InRadius(10)
Cargo:UnLoad( RandomVec2 )
end end
) )

View File

@@ -1,9 +1,20 @@
--- **Core** -- DATABASE manages the database of mission objects. --- **Core** -- DATABASE manages the database of mission objects.
-- --
-- ==== -- ===
--
-- ### Author: **FlightControl**
-- ### Contributions:
--
-- ===
--
-- @module Database
--- @type DATABASE
-- @extends Core.Base#BASE
--- # DATABASE class, extends @{Base#BASE}
-- --
-- 1) @{#DATABASE} class, extends @{Base#BASE}
-- ===================================================
-- Mission designers can use the DATABASE class to refer to: -- Mission designers can use the DATABASE class to refer to:
-- --
-- * STATICS -- * STATICS
@@ -17,35 +28,10 @@
-- --
-- On top, for internal MOOSE administration purposes, the DATBASE administers the Unit and Group TEMPLATES as defined within the Mission Editor. -- On top, for internal MOOSE administration purposes, the DATBASE administers the Unit and Group TEMPLATES as defined within the Mission Editor.
-- --
-- Moose will automatically create one instance of the DATABASE class into the **global** object _DATABASE. -- The singleton object **_DATABASE** is automatically created by MOOSE, that administers all objects within the mission.
-- Moose refers to _DATABASE within the framework extensively, but you can also refer to the _DATABASE object within your missions if required. -- Moose refers to **_DATABASE** within the framework extensively, but you can also refer to the _DATABASE object within your missions if required.
-- --
-- 1.1) DATABASE iterators -- @field #DATABASE
-- -----------------------
-- You can iterate the database with the available iterator methods.
-- The iterator methods will walk the DATABASE set, and call for each element within the set a function that you provide.
-- The following iterator methods are currently available within the DATABASE:
--
-- * @{#DATABASE.ForEachUnit}: Calls a function for each @{UNIT} it finds within the DATABASE.
-- * @{#DATABASE.ForEachGroup}: Calls a function for each @{GROUP} it finds within the DATABASE.
-- * @{#DATABASE.ForEachPlayer}: Calls a function for each alive player it finds within the DATABASE.
-- * @{#DATABASE.ForEachPlayerJoined}: Calls a function for each joined player it finds within the DATABASE.
-- * @{#DATABASE.ForEachClient}: Calls a function for each @{CLIENT} it finds within the DATABASE.
-- * @{#DATABASE.ForEachClientAlive}: Calls a function for each alive @{CLIENT} it finds within the DATABASE.
--
-- ===
--
--
-- ### Author: **Sven Van de Velde (FlightControl)**
-- ### Contributions:
--
-- ====
-- @module Database
--- DATABASE class
-- @type DATABASE
-- @extends Core.Base#BASE
DATABASE = { DATABASE = {
ClassName = "DATABASE", ClassName = "DATABASE",
Templates = { Templates = {
@@ -70,6 +56,8 @@ DATABASE = {
NavPoints = {}, NavPoints = {},
PLAYERSETTINGS = {}, PLAYERSETTINGS = {},
ZONENAMES = {}, ZONENAMES = {},
HITS = {},
DESTROYS = {},
} }
local _DATABASECoalition = local _DATABASECoalition =
@@ -104,11 +92,12 @@ function DATABASE:New()
self:HandleEvent( EVENTS.Birth, self._EventOnBirth ) self:HandleEvent( EVENTS.Birth, self._EventOnBirth )
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash ) self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash ) self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.Hit, self.AccountHits )
self:HandleEvent( EVENTS.NewCargo ) self:HandleEvent( EVENTS.NewCargo )
self:HandleEvent( EVENTS.DeleteCargo ) self:HandleEvent( EVENTS.DeleteCargo )
-- Follow alive players and clients -- Follow alive players and clients
self:HandleEvent( EVENTS.PlayerEnterUnit, self._EventOnPlayerEnterUnit ) --self:HandleEvent( EVENTS.PlayerEnterUnit, self._EventOnPlayerEnterUnit ) -- This is not working anymore!, handling this through the birth event.
self:HandleEvent( EVENTS.PlayerLeaveUnit, self._EventOnPlayerLeaveUnit ) self:HandleEvent( EVENTS.PlayerLeaveUnit, self._EventOnPlayerLeaveUnit )
self:_RegisterTemplates() self:_RegisterTemplates()
@@ -148,8 +137,8 @@ function DATABASE:New()
end end
end end
self:E( "Scheduling" ) --self:E( "Scheduling" )
PlayerCheckSchedule = SCHEDULER:New( nil, CheckPlayers, { self }, 1, 1 ) --PlayerCheckSchedule = SCHEDULER:New( nil, CheckPlayers, { self }, 1, 1 )
return self return self
end end
@@ -336,7 +325,7 @@ function DATABASE:AddPlayer( UnitName, PlayerName )
if PlayerName then if PlayerName then
self:E( { "Add player for unit:", UnitName, PlayerName } ) self:E( { "Add player for unit:", UnitName, PlayerName } )
self.PLAYERS[PlayerName] = UnitName self.PLAYERS[PlayerName] = UnitName
self.PLAYERUNITS[UnitName] = PlayerName self.PLAYERUNITS[PlayerName] = self:FindUnit( UnitName )
self.PLAYERSJOINED[PlayerName] = PlayerName self.PLAYERSJOINED[PlayerName] = PlayerName
end end
end end
@@ -348,10 +337,48 @@ function DATABASE:DeletePlayer( UnitName, PlayerName )
if PlayerName then if PlayerName then
self:E( { "Clean player:", PlayerName } ) self:E( { "Clean player:", PlayerName } )
self.PLAYERS[PlayerName] = nil self.PLAYERS[PlayerName] = nil
self.PLAYERUNITS[UnitName] = PlayerName self.PLAYERUNITS[PlayerName] = nil
end end
end end
--- Get the player table from the DATABASE.
-- The player table contains all unit names with the key the name of the player (PlayerName).
-- @param #DATABASE self
-- @usage
-- local Players = _DATABASE:GetPlayers()
-- for PlayerName, UnitName in pairs( Players ) do
-- ..
-- end
function DATABASE:GetPlayers()
return self.PLAYERS
end
--- Get the player table from the DATABASE, which contains all UNIT objects.
-- The player table contains all UNIT objects of the player with the key the name of the player (PlayerName).
-- @param #DATABASE self
-- @usage
-- local PlayerUnits = _DATABASE:GetPlayerUnits()
-- for PlayerName, PlayerUnit in pairs( PlayerUnits ) do
-- ..
-- end
function DATABASE:GetPlayerUnits()
return self.PLAYERUNITS
end
--- Get the player table from the DATABASE which have joined in the mission historically.
-- The player table contains all UNIT objects with the key the name of the player (PlayerName).
-- @param #DATABASE self
-- @usage
-- local PlayersJoined = _DATABASE:GetPlayersJoined()
-- for PlayerName, PlayerUnit in pairs( PlayersJoined ) do
-- ..
-- end
function DATABASE:GetPlayersJoined()
return self.PLAYERSJOINED
end
--- Instantiate new Groups within the DCSRTE. --- Instantiate new Groups within the DCSRTE.
-- This method expects EXACTLY the same structure as a structure within the ME, and needs 2 additional fields defined: -- This method expects EXACTLY the same structure as a structure within the ME, and needs 2 additional fields defined:
@@ -415,10 +442,13 @@ end
--- Private method that registers new Group Templates within the DATABASE Object. --- Private method that registers new Group Templates within the DATABASE Object.
-- @param #DATABASE self -- @param #DATABASE self
-- @param #table GroupTemplate -- @param #table GroupTemplate
-- @param Dcs.DCScoalition#coalition.side CoalitionSide The coalition.side of the object.
-- @param Dcs.DCSObject#Object.Category CategoryID The Object.category of the object.
-- @param Dcs.DCScountry#country.id CountryID the country.id of the object
-- @return #DATABASE self -- @return #DATABASE self
function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionID, CategoryID, CountryID ) function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, CategoryID, CountryID, GroupName )
local GroupTemplateName = env.getValueDictByKey(GroupTemplate.name) local GroupTemplateName = GroupName or env.getValueDictByKey( GroupTemplate.name )
local TraceTable = {} local TraceTable = {}
@@ -433,7 +463,7 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionID, CategoryID
end end
GroupTemplate.CategoryID = CategoryID GroupTemplate.CategoryID = CategoryID
GroupTemplate.CoalitionID = CoalitionID GroupTemplate.CoalitionID = CoalitionSide
GroupTemplate.CountryID = CountryID GroupTemplate.CountryID = CountryID
self.Templates.Groups[GroupTemplateName].GroupName = GroupTemplateName self.Templates.Groups[GroupTemplateName].GroupName = GroupTemplateName
@@ -442,7 +472,7 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionID, CategoryID
self.Templates.Groups[GroupTemplateName].UnitCount = #GroupTemplate.units self.Templates.Groups[GroupTemplateName].UnitCount = #GroupTemplate.units
self.Templates.Groups[GroupTemplateName].Units = GroupTemplate.units self.Templates.Groups[GroupTemplateName].Units = GroupTemplate.units
self.Templates.Groups[GroupTemplateName].CategoryID = CategoryID self.Templates.Groups[GroupTemplateName].CategoryID = CategoryID
self.Templates.Groups[GroupTemplateName].CoalitionID = CoalitionID self.Templates.Groups[GroupTemplateName].CoalitionID = CoalitionSide
self.Templates.Groups[GroupTemplateName].CountryID = CountryID self.Templates.Groups[GroupTemplateName].CountryID = CountryID
@@ -469,13 +499,13 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionID, CategoryID
self.Templates.Units[UnitTemplate.name].GroupTemplate = GroupTemplate self.Templates.Units[UnitTemplate.name].GroupTemplate = GroupTemplate
self.Templates.Units[UnitTemplate.name].GroupId = GroupTemplate.groupId self.Templates.Units[UnitTemplate.name].GroupId = GroupTemplate.groupId
self.Templates.Units[UnitTemplate.name].CategoryID = CategoryID self.Templates.Units[UnitTemplate.name].CategoryID = CategoryID
self.Templates.Units[UnitTemplate.name].CoalitionID = CoalitionID self.Templates.Units[UnitTemplate.name].CoalitionID = CoalitionSide
self.Templates.Units[UnitTemplate.name].CountryID = CountryID self.Templates.Units[UnitTemplate.name].CountryID = CountryID
if UnitTemplate.skill and (UnitTemplate.skill == "Client" or UnitTemplate.skill == "Player") then if UnitTemplate.skill and (UnitTemplate.skill == "Client" or UnitTemplate.skill == "Player") then
self.Templates.ClientsByName[UnitTemplate.name] = UnitTemplate self.Templates.ClientsByName[UnitTemplate.name] = UnitTemplate
self.Templates.ClientsByName[UnitTemplate.name].CategoryID = CategoryID self.Templates.ClientsByName[UnitTemplate.name].CategoryID = CategoryID
self.Templates.ClientsByName[UnitTemplate.name].CoalitionID = CoalitionID self.Templates.ClientsByName[UnitTemplate.name].CoalitionID = CoalitionSide
self.Templates.ClientsByName[UnitTemplate.name].CountryID = CountryID self.Templates.ClientsByName[UnitTemplate.name].CountryID = CountryID
self.Templates.ClientsByID[UnitTemplate.unitId] = UnitTemplate self.Templates.ClientsByID[UnitTemplate.unitId] = UnitTemplate
end end
@@ -519,7 +549,7 @@ function DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, Category
TraceTable[#TraceTable+1] = "Static" TraceTable[#TraceTable+1] = "Static"
TraceTable[#TraceTable+1] = self.Templates.Statics[StaticTemplateName].GroupName TraceTable[#TraceTable+1] = self.Templates.Statics[StaticTemplateName].StaticName
TraceTable[#TraceTable+1] = "Coalition" TraceTable[#TraceTable+1] = "Coalition"
TraceTable[#TraceTable+1] = self.Templates.Statics[StaticTemplateName].CoalitionID TraceTable[#TraceTable+1] = self.Templates.Statics[StaticTemplateName].CoalitionID
@@ -646,6 +676,7 @@ end
function DATABASE:_RegisterStatics() function DATABASE:_RegisterStatics()
local CoalitionsData = { GroupsRed = coalition.getStaticObjects( coalition.side.RED ), GroupsBlue = coalition.getStaticObjects( coalition.side.BLUE ) } local CoalitionsData = { GroupsRed = coalition.getStaticObjects( coalition.side.RED ), GroupsBlue = coalition.getStaticObjects( coalition.side.BLUE ) }
self:E( { Statics = CoalitionsData } )
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
for DCSStaticId, DCSStatic in pairs( CoalitionData ) do for DCSStaticId, DCSStatic in pairs( CoalitionData ) do
@@ -698,7 +729,21 @@ function DATABASE:_EventOnBirth( Event )
self:AddGroup( Event.IniDCSGroupName ) self:AddGroup( Event.IniDCSGroupName )
end end
end end
--self:_EventOnPlayerEnterUnit( Event ) if Event.IniObjectCategory == 1 then
Event.IniUnit = self:FindUnit( Event.IniDCSUnitName )
Event.IniGroup = self:FindGroup( Event.IniDCSGroupName )
local PlayerName = Event.IniUnit:GetPlayerName()
self:E( { "PlayerName:", PlayerName } )
if PlayerName ~= "" then
self:E( { "Player Joined:", PlayerName } )
if not self.PLAYERS[PlayerName] then
self:AddPlayer( Event.IniUnitName, PlayerName )
end
local Settings = SETTINGS:Set( PlayerName )
Settings:SetPlayerMenu( Event.IniUnit )
--MENU_INDEX:Refresh( Event.IniGroup )
end
end
end end
end end
@@ -722,6 +767,8 @@ function DATABASE:_EventOnDeadOrCrash( Event )
end end
end end
end end
self:AccountDestroys( Event )
end end
@@ -731,13 +778,14 @@ end
function DATABASE:_EventOnPlayerEnterUnit( Event ) function DATABASE:_EventOnPlayerEnterUnit( Event )
self:F2( { Event } ) self:F2( { Event } )
if Event.IniUnit then if Event.IniDCSUnit then
if Event.IniObjectCategory == 1 then if Event.IniObjectCategory == 1 then
self:AddUnit( Event.IniDCSUnitName ) self:AddUnit( Event.IniDCSUnitName )
Event.IniUnit = self:FindUnit( Event.IniDCSUnitName )
self:AddGroup( Event.IniDCSGroupName ) self:AddGroup( Event.IniDCSGroupName )
local PlayerName = Event.IniUnit:GetPlayerName() local PlayerName = Event.IniDCSUnit:getPlayerName()
if not self.PLAYERS[PlayerName] then if not self.PLAYERS[PlayerName] then
self:AddPlayer( Event.IniUnitName, PlayerName ) self:AddPlayer( Event.IniDCSUnitName, PlayerName )
end end
local Settings = SETTINGS:Set( PlayerName ) local Settings = SETTINGS:Set( PlayerName )
Settings:SetPlayerMenu( Event.IniUnit ) Settings:SetPlayerMenu( Event.IniUnit )
@@ -756,6 +804,7 @@ function DATABASE:_EventOnPlayerLeaveUnit( Event )
if Event.IniObjectCategory == 1 then if Event.IniObjectCategory == 1 then
local PlayerName = Event.IniUnit:GetPlayerName() local PlayerName = Event.IniUnit:GetPlayerName()
if self.PLAYERS[PlayerName] then if self.PLAYERS[PlayerName] then
self:E( { "Player Left:", PlayerName } )
local Settings = SETTINGS:Set( PlayerName ) local Settings = SETTINGS:Set( PlayerName )
Settings:RemovePlayerMenu( Event.IniUnit ) Settings:RemovePlayerMenu( Event.IniUnit )
self:DeletePlayer( Event.IniUnit, PlayerName ) self:DeletePlayer( Event.IniUnit, PlayerName )
@@ -1053,6 +1102,101 @@ function DATABASE:_RegisterTemplates()
return self return self
end end
--- Account the Hits of the Players.
-- @param #DATABASE self
-- @param Core.Event#EVENTDATA Event
function DATABASE:AccountHits( Event )
self:F( { Event } )
if Event.IniPlayerName ~= nil then -- It is a player that is hitting something
self:T( "Hitting Something" )
-- What is he hitting?
if Event.TgtCategory then
-- A target got hit
self.HITS[Event.TgtUnitName] = self.HITS[Event.TgtUnitName] or {}
local Hit = self.HITS[Event.TgtUnitName]
Hit.Players = Hit.Players or {}
Hit.Players[Event.IniPlayerName] = true
end
end
-- It is a weapon initiated by a player, that is hitting something
-- This seems to occur only with scenery and static objects.
if Event.WeaponPlayerName ~= nil then
self:T( "Hitting Scenery" )
-- What is he hitting?
if Event.TgtCategory then
if Event.IniCoalition then -- A coalition object was hit, probably a static.
-- A target got hit
self.HITS[Event.TgtUnitName] = self.HITS[Event.TgtUnitName] or {}
local Hit = self.HITS[Event.TgtUnitName]
Hit.Players = Hit.Players or {}
Hit.Players[Event.WeaponPlayerName] = true
else -- A scenery object was hit.
end
end
end
end
--- Account the destroys.
-- @param #DATABASE self
-- @param Core.Event#EVENTDATA Event
function DATABASE:AccountDestroys( Event )
self:F( { Event } )
local TargetUnit = nil
local TargetGroup = nil
local TargetUnitName = ""
local TargetGroupName = ""
local TargetPlayerName = ""
local TargetCoalition = nil
local TargetCategory = nil
local TargetType = nil
local TargetUnitCoalition = nil
local TargetUnitCategory = nil
local TargetUnitType = nil
if Event.IniDCSUnit then
TargetUnit = Event.IniUnit
TargetUnitName = Event.IniDCSUnitName
TargetGroup = Event.IniDCSGroup
TargetGroupName = Event.IniDCSGroupName
TargetPlayerName = Event.IniPlayerName
TargetCoalition = Event.IniCoalition
--TargetCategory = TargetUnit:getCategory()
--TargetCategory = TargetUnit:getDesc().category -- Workaround
TargetCategory = Event.IniCategory
TargetType = Event.IniTypeName
TargetUnitType = TargetType
self:T( { TargetUnitName, TargetGroupName, TargetPlayerName, TargetCoalition, TargetCategory, TargetType } )
end
self:T( "Something got destroyed" )
local Destroyed = false
-- What is the player destroying?
if self.HITS[Event.IniUnitName] then -- Was there a hit for this unit for this player before registered???
self.DESTROYS[Event.IniUnitName] = self.DESTROYS[Event.IniUnitName] or {}
self.DESTROYS[Event.IniUnitName] = true
end
end

View File

@@ -159,10 +159,10 @@
-- --
-- === -- ===
-- --
-- ### Author: **Sven Van de Velde (FlightControl)** -- ### Author: **FlightControl**
-- ### Contributions: -- ### Contributions:
-- --
-- ==== -- ===
-- --
-- @module Event -- @module Event
@@ -472,7 +472,7 @@ end
-- @return #EVENT.Events -- @return #EVENT.Events
function EVENT:Reset( EventObject ) --R2.1 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() local EventPriority = EventObject:GetEventPriority()
for EventID, EventData in pairs( self.Events ) do for EventID, EventData in pairs( self.Events ) do
@@ -562,7 +562,6 @@ end
-- @param EventID -- @param EventID
-- @return #EVENT -- @return #EVENT
function EVENT:OnEventForGroup( GroupName, EventFunction, EventClass, EventID, ... ) function EVENT:OnEventForGroup( GroupName, EventFunction, EventClass, EventID, ... )
self:E( GroupName )
local Event = self:Init( EventID, EventClass ) local Event = self:Init( EventID, EventClass )
Event.EventGroup = true Event.EventGroup = true
@@ -734,7 +733,7 @@ function EVENT:onEvent( Event )
local ErrorHandler = function( errmsg ) local ErrorHandler = function( errmsg )
env.info( "Error in SCHEDULER function:" .. errmsg ) env.info( "Error in SCHEDULER function:" .. errmsg )
if debug ~= nil then if BASE.Debug ~= nil then
env.info( debug.traceback() ) env.info( debug.traceback() )
end end
@@ -744,6 +743,8 @@ function EVENT:onEvent( Event )
local EventMeta = _EVENTMETA[Event.id] local EventMeta = _EVENTMETA[Event.id]
--self:E( { EventMeta.Text, Event } ) -- Activate the see all incoming events ...
if self and if self and
self.Events and self.Events and
self.Events[Event.id] and self.Events[Event.id] and
@@ -825,7 +826,7 @@ function EVENT:onEvent( Event )
Event.TgtDCSUnit = Event.target Event.TgtDCSUnit = Event.target
Event.TgtDCSUnitName = Event.TgtDCSUnit:getName() Event.TgtDCSUnitName = Event.TgtDCSUnit:getName()
Event.TgtUnitName = Event.TgtDCSUnitName Event.TgtUnitName = Event.TgtDCSUnitName
Event.TgtUnit = STATIC:FindByName( Event.TgtDCSUnitName ) Event.TgtUnit = STATIC:FindByName( Event.TgtDCSUnitName, false )
Event.TgtCoalition = Event.TgtDCSUnit:getCoalition() Event.TgtCoalition = Event.TgtDCSUnit:getCoalition()
Event.TgtCategory = Event.TgtDCSUnit:getDesc().category Event.TgtCategory = Event.TgtDCSUnit:getDesc().category
Event.TgtTypeName = Event.TgtDCSUnit:getTypeName() Event.TgtTypeName = Event.TgtDCSUnit:getTypeName()
@@ -884,6 +885,7 @@ function EVENT:onEvent( Event )
-- So now the EventClass must be a UNIT class!!! We check if it is still "Alive". -- So now the EventClass must be a UNIT class!!! We check if it is still "Alive".
if EventClass:IsAlive() or if EventClass:IsAlive() or
Event.id == EVENTS.PlayerEnterUnit or
Event.id == EVENTS.Crash or Event.id == EVENTS.Crash or
Event.id == EVENTS.Dead then Event.id == EVENTS.Dead then
@@ -896,7 +898,7 @@ function EVENT:onEvent( Event )
if EventData.EventFunction then if EventData.EventFunction then
if Event.IniObjectCategory ~= 3 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 end
local Result, Value = xpcall( local Result, Value = xpcall(
@@ -912,7 +914,7 @@ function EVENT:onEvent( Event )
-- Now call the default event function. -- Now call the default event function.
if Event.IniObjectCategory ~= 3 then 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 end
local Result, Value = xpcall( local Result, Value = xpcall(
@@ -933,6 +935,7 @@ function EVENT:onEvent( Event )
-- So now the EventClass must be a GROUP class!!! We check if it is still "Alive". -- So now the EventClass must be a GROUP class!!! We check if it is still "Alive".
if EventClass:IsAlive() or if EventClass:IsAlive() or
Event.id == EVENTS.PlayerEnterUnit or
Event.id == EVENTS.Crash or Event.id == EVENTS.Crash or
Event.id == EVENTS.Dead then Event.id == EVENTS.Dead then
@@ -946,7 +949,7 @@ function EVENT:onEvent( Event )
if EventData.EventFunction then if EventData.EventFunction then
if Event.IniObjectCategory ~= 3 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 end
local Result, Value = xpcall( local Result, Value = xpcall(
@@ -962,7 +965,7 @@ function EVENT:onEvent( Event )
-- Now call the default event function. -- Now call the default event function.
if Event.IniObjectCategory ~= 3 then 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 end
local Result, Value = xpcall( local Result, Value = xpcall(
@@ -1019,7 +1022,7 @@ function EVENT:onEvent( Event )
end end
end end
else else
self:E( { EventMeta.Text, Event } ) self:T( { EventMeta.Text, Event } )
end end
Event = nil Event = nil

View File

@@ -56,13 +56,13 @@
-- * @{#FSM_SET}: Models Finite State Machines for @{Set}s. Note that these FSMs control multiple objects!!! So State concerns here -- * @{#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. -- for multiple objects or the position of the state machine in the process.
-- --
-- ==== -- ===
-- --
-- --
-- ### Author: **Sven Van de Velde (FlightControl)** -- ### Author: **FlightControl**
-- ### Contributions: -- ### Contributions:
-- --
-- ==== -- ===
-- --
-- @module Fsm -- @module Fsm
@@ -562,8 +562,8 @@ do -- FSM
local ErrorHandler = function( errmsg ) local ErrorHandler = function( errmsg )
env.info( "Error in SCHEDULER function:" .. errmsg ) env.info( "Error in SCHEDULER function:" .. errmsg )
if debug ~= nil then if BASE.Debug ~= nil then
env.info( debug.traceback() ) env.info( BASE.Debug.traceback() )
end end
return errmsg return errmsg
@@ -860,8 +860,8 @@ do -- FSM_CONTROLLABLE
local ErrorHandler = function( errmsg ) local ErrorHandler = function( errmsg )
env.info( "Error in SCHEDULER function:" .. errmsg ) env.info( "Error in SCHEDULER function:" .. errmsg )
if debug ~= nil then if BASE.Debug ~= nil then
env.info( debug.traceback() ) env.info( BASE.Debug.traceback() )
end end
return errmsg return errmsg
@@ -920,8 +920,8 @@ do -- FSM_PROCESS
local ErrorHandler = function( errmsg ) local ErrorHandler = function( errmsg )
env.info( "Error in FSM_PROCESS call handler:" .. errmsg ) env.info( "Error in FSM_PROCESS call handler:" .. errmsg )
if debug ~= nil then if BASE.Debug ~= nil then
env.info( debug.traceback() ) env.info( BASE.Debug.traceback() )
end end
return errmsg return errmsg

View File

@@ -0,0 +1,146 @@
--- **Core (WIP)** -- Base class to allow the modeling of processes to achieve Goals.
--
-- ===
--
-- GOAL models processes that have an objective with a defined achievement. Derived classes implement the ways how the achievements can be realized.
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module Goal
do -- Goal
--- @type GOAL
-- @extends Core.Fsm#FSM
--- # GOAL class, extends @{Fsm#FSM}
--
-- GOAL models processes that have an objective with a defined achievement. Derived classes implement the ways how the achievements can be realized.
--
-- ## 1. GOAL constructor
--
-- * @{#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.
--
-- @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
--- @param #GOAL self
-- @param #string PlayerName
function GOAL:AddPlayerContribution( 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
--- @param #GOAL self
function GOAL:GetPlayerContributions()
return self.Players or {}
end
--- @param #GOAL self
function GOAL:GetTotalContributions()
return self.TotalContributions or 0
end
--- @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

View File

@@ -39,12 +39,12 @@
-- * To all players using @{Message#MESSAGE.ToAllIf}(). -- * To all players using @{Message#MESSAGE.ToAllIf}().
-- * To a coalition using @{Message#MESSAGE.ToCoalitionIf}(). -- * To a coalition using @{Message#MESSAGE.ToCoalitionIf}().
-- --
-- ==== -- ===
-- --
-- ### Author: **Sven Van de Velde (FlightControl)** -- ### Author: **FlightControl**
-- ### Contributions: -- ### Contributions:
-- --
-- ==== -- ===
-- --
-- @field #MESSAGE -- @field #MESSAGE
MESSAGE = { MESSAGE = {
@@ -167,7 +167,7 @@ function MESSAGE:ToClient( Client, Settings )
if self.MessageType then if self.MessageType then
local Settings = Settings or ( Client and _DATABASE:GetPlayerSettings( Client:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS local Settings = Settings or ( Client and _DATABASE:GetPlayerSettings( Client:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS
self.MessageDuration = Settings:GetMessageTime( self.MessageType ) self.MessageDuration = Settings:GetMessageTime( self.MessageType )
self.MessageCategory = self.MessageType .. ": " self.MessageCategory = "" -- self.MessageType .. ": "
end end
if self.MessageDuration ~= 0 then if self.MessageDuration ~= 0 then
@@ -192,7 +192,7 @@ function MESSAGE:ToGroup( Group, Settings )
if self.MessageType then if self.MessageType then
local Settings = Settings or ( Group and _DATABASE:GetPlayerSettings( Group:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS local Settings = Settings or ( Group and _DATABASE:GetPlayerSettings( Group:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS
self.MessageDuration = Settings:GetMessageTime( self.MessageType ) self.MessageDuration = Settings:GetMessageTime( self.MessageType )
self.MessageCategory = self.MessageType .. ": " self.MessageCategory = "" -- self.MessageType .. ": "
end end
if self.MessageDuration ~= 0 then if self.MessageDuration ~= 0 then
@@ -259,13 +259,13 @@ function MESSAGE:ToCoalition( CoalitionSide, Settings )
if self.MessageType then if self.MessageType then
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
self.MessageDuration = Settings:GetMessageTime( self.MessageType ) self.MessageDuration = Settings:GetMessageTime( self.MessageType )
self.MessageCategory = self.MessageType .. ": " self.MessageCategory = "" -- self.MessageType .. ": "
end end
if CoalitionSide then if CoalitionSide then
if self.MessageDuration ~= 0 then if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration ) 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 ) trigger.action.outTextForCoalition( CoalitionSide, self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration )
end end
end end
@@ -303,7 +303,7 @@ function MESSAGE:ToAll()
if self.MessageType then if self.MessageType then
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
self.MessageDuration = Settings:GetMessageTime( self.MessageType ) self.MessageDuration = Settings:GetMessageTime( self.MessageType )
self.MessageCategory = self.MessageType .. ": " self.MessageCategory = "" -- self.MessageType .. ": "
end end
if self.MessageDuration ~= 0 then if self.MessageDuration ~= 0 then

View File

@@ -2,7 +2,7 @@
-- --
-- ![Banner Image](..\Presentations\POINT\Dia1.JPG) -- ![Banner Image](..\Presentations\POINT\Dia1.JPG)
-- --
-- ==== -- ===
-- --
-- # Demo Missions -- # Demo Missions
-- --
@@ -12,7 +12,7 @@
-- --
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases) -- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
-- --
-- ==== -- ===
-- --
-- # YouTube Channel -- # YouTube Channel
-- --
@@ -150,6 +150,31 @@ do -- COORDINATE
ClassName = "COORDINATE", ClassName = "COORDINATE",
} }
--- @field COORDINATE.WaypointAltType
COORDINATE.WaypointAltType = {
BARO = "BARO",
RADIO = "RADIO",
}
--- @field COORDINATE.WaypointAction
COORDINATE.WaypointAction = {
TurningPoint = "Turning Point",
FlyoverPoint = "Fly Over Point",
FromParkingArea = "From Parking Area",
FromParkingAreaHot = "From Parking Area Hot",
FromRunway = "From Runway",
Landing = "Landing",
}
--- @field COORDINATE.WaypointType
COORDINATE.WaypointType = {
TakeOffParking = "TakeOffParking",
TakeOffParkingHot = "TakeOffParkingHot",
TakeOff = "TakeOffParkingHot",
TurningPoint = "Turning Point",
Land = "Land",
}
--- COORDINATE constructor. --- COORDINATE constructor.
-- @param #COORDINATE self -- @param #COORDINATE self
@@ -396,6 +421,159 @@ do -- COORDINATE
return ( ( TargetVec3.x - SourceVec3.x ) ^ 2 + ( TargetVec3.z - SourceVec3.z ) ^ 2 ) ^ 0.5 return ( ( TargetVec3.x - SourceVec3.x ) ^ 2 + ( TargetVec3.z - SourceVec3.z ) ^ 2 ) ^ 0.5
end end
--- Returns the temperature in Degrees Celsius.
-- @param #COORDINATE self
-- @param height (Optional) parameter specifying the height ASL.
-- @return Temperature in Degrees Celsius.
function COORDINATE:GetTemperature(height)
local y=height or self.y
env.info("FF height = "..y)
local point={x=self.x, y=height or self.y, z=self.z}
-- get temperature [K] and pressure [Pa] at point
local T,P=atmosphere.getTemperatureAndPressure(point)
-- Return Temperature in Deg C
return T-273.15
end
--- Returns a text of the temperature according the measurement system @{Settings}.
-- The text will reflect the temperature like this:
--
-- - For Russian and European aircraft using the metric system - Degrees Celcius (°C)
-- - For Americain aircraft we link to the imperial system - Degrees Farenheit (°F)
--
-- A text containing a pressure will look like this:
--
-- - `Temperature: %n.d °C`
-- - `Temperature: %n.d °F`
--
-- @param #COORDINATE self
-- @param height (Optional) parameter specifying the height ASL.
-- @return #string Temperature according the measurement system @{Settings}.
function COORDINATE:GetTemperatureText( height, Settings )
local DegreesCelcius = self:GetTemperature( height )
local Settings = Settings or _SETTINGS
if DegreesCelcius then
if Settings:IsMetric() then
return string.format( " %-2.2f °C", DegreesCelcius )
else
return string.format( " %-2.2f °F", UTILS.CelciusToFarenheit( DegreesCelcius ) )
end
else
return " no temperature"
end
return nil
end
--- Returns the pressure in hPa.
-- @param #COORDINATE self
-- @param height (Optional) parameter specifying the height ASL. E.g. set height=0 for QNH.
-- @return Pressure in hPa.
function COORDINATE:GetPressure(height)
local point={x=self.x, y=height or self.y, z=self.z}
-- get temperature [K] and pressure [Pa] at point
local T,P=atmosphere.getTemperatureAndPressure(point)
-- Return Pressure in hPa.
return P/100
end
--- Returns a text of the pressure according the measurement system @{Settings}.
-- The text will contain always the pressure in hPa and:
--
-- - For Russian and European aircraft using the metric system - hPa and mmHg
-- - For Americain and European aircraft we link to the imperial system - hPa and inHg
--
-- A text containing a pressure will look like this:
--
-- - `QFE: x hPa (y mmHg)`
-- - `QFE: x hPa (y inHg)`
--
-- @param #COORDINATE self
-- @param height (Optional) parameter specifying the height ASL. E.g. set height=0 for QNH.
-- @return #string Pressure in hPa and mmHg or inHg depending on the measurement system @{Settings}.
function COORDINATE:GetPressureText( height, Settings )
local Pressure_hPa = self:GetPressure( height )
local Pressure_mmHg = Pressure_hPa * 0.7500615613030
local Pressure_inHg = Pressure_hPa * 0.0295299830714
local Settings = Settings or _SETTINGS
if Pressure_hPa then
if Settings:IsMetric() then
return string.format( " %4.1f hPa (%3.1f mmHg)", Pressure_hPa, Pressure_mmHg )
else
return string.format( " %4.1f hPa (%3.2f inHg)", Pressure_hPa, Pressure_inHg )
end
else
return " no pressure"
end
return nil
end
--- Returns the wind direction (from) and strength.
-- @param #COORDINATE self
-- @param height (Optional) parameter specifying the height ASL. The minimum height will be always be the land height since the wind is zero below the ground.
-- @return Direction the wind is blowing from in degrees.
-- @return Wind strength in m/s.
function COORDINATE:GetWind(height)
local landheight=self:GetLandHeight()+0.1 -- we at 0.1 meters to be sure to be above ground since wind is zero below ground level.
local point={x=self.x, y=math.max(height or self.y, landheight), z=self.z}
-- get wind velocity vector
local wind = atmosphere.getWind(point)
local direction = math.deg(math.atan2(wind.z, wind.x))
if direction < 0 then
direction = 360 + direction
end
-- Convert to direction to from direction
if direction > 180 then
direction = direction-180
else
direction = direction+180
end
local strength=math.sqrt((wind.x)^2+(wind.z)^2)
-- Return wind direction and strength km/h.
return direction, strength
end
--- Returns a text documenting the wind direction (from) and strength according the measurement system @{Settings}.
-- The text will reflect the wind like this:
--
-- - For Russian and European aircraft using the metric system - Wind direction in degrees (°) and wind speed in meters per second (mps).
-- - For Americain aircraft we link to the imperial system - Wind direction in degrees (°) and wind speed in knots per second (kps).
--
-- A text containing a pressure will look like this:
--
-- - `Wind: %n ° at n.d mps`
-- - `Wind: %n ° at n.d kps`
--
-- @param #COORDINATE self
-- @param height (Optional) parameter specifying the height ASL. The minimum height will be always be the land height since the wind is zero below the ground.
-- @return #string Wind direction and strength according the measurement system @{Settings}.
function COORDINATE:GetWindText( height, Settings )
local Direction, Strength = self:GetWind( height )
local Settings = Settings or _SETTINGS
if Direction and Strength then
if Settings:IsMetric() then
return string.format( " %d ° at %3.2f mps", Direction, UTILS.MpsToKmph( Strength ) )
else
return string.format( " %d ° at %3.2f kps", Direction, UTILS.MpsToKnots( Strength ) )
end
else
return " no wind"
end
return nil
end
--- Return the 3D distance in meters between the target COORDINATE and the COORDINATE. --- Return the 3D distance in meters between the target COORDINATE and the COORDINATE.
-- @param #COORDINATE self -- @param #COORDINATE self
@@ -553,9 +731,9 @@ do -- COORDINATE
--- Build an air type route point. --- Build an air type route point.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #COORDINATE.RoutePointAltType AltType The altitude type. -- @param #COORDINATE.WaypointAltType AltType The altitude type.
-- @param #COORDINATE.RoutePointType Type The route point type. -- @param #COORDINATE.WaypointType Type The route point type.
-- @param #COORDINATE.RoutePointAction Action The route point action. -- @param #COORDINATE.WaypointAction Action The route point action.
-- @param Dcs.DCSTypes#Speed Speed Airspeed in km/h. -- @param Dcs.DCSTypes#Speed Speed Airspeed in km/h.
-- @param #boolean SpeedLocked true means the speed is locked. -- @param #boolean SpeedLocked true means the speed is locked.
-- @return #table The route point. -- @return #table The route point.
@@ -595,6 +773,75 @@ do -- COORDINATE
return RoutePoint return RoutePoint
end end
--- Build a Waypoint Air "Turning Point".
-- @param #COORDINATE self
-- @param #COORDINATE.WaypointAltType AltType The altitude type.
-- @param Dcs.DCSTypes#Speed Speed Airspeed in km/h.
-- @return #table The route point.
function COORDINATE:WaypointAirTurningPoint( AltType, Speed )
return self:WaypointAir( AltType, COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, Speed )
end
--- Build a Waypoint Air "Fly Over Point".
-- @param #COORDINATE self
-- @param #COORDINATE.WaypointAltType AltType The altitude type.
-- @param Dcs.DCSTypes#Speed Speed Airspeed in km/h.
-- @return #table The route point.
function COORDINATE:WaypointAirFlyOverPoint( AltType, Speed )
return self:WaypointAir( AltType, COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.FlyoverPoint, Speed )
end
--- Build a Waypoint Air "Take Off Parking Hot".
-- @param #COORDINATE self
-- @param #COORDINATE.WaypointAltType AltType The altitude type.
-- @param Dcs.DCSTypes#Speed Speed Airspeed in km/h.
-- @return #table The route point.
function COORDINATE:WaypointAirTakeOffParkingHot( AltType, Speed )
return self:WaypointAir( AltType, COORDINATE.WaypointType.TakeOffParkingHot, COORDINATE.WaypointAction.FromParkingAreaHot, Speed )
end
--- Build a Waypoint Air "Take Off Parking".
-- @param #COORDINATE self
-- @param #COORDINATE.WaypointAltType AltType The altitude type.
-- @param Dcs.DCSTypes#Speed Speed Airspeed in km/h.
-- @return #table The route point.
function COORDINATE:WaypointAirTakeOffParking( AltType, Speed )
return self:WaypointAir( AltType, COORDINATE.WaypointType.TakeOffParking, COORDINATE.WaypointAction.FromParkingArea, Speed )
end
--- Build a Waypoint Air "Take Off Runway".
-- @param #COORDINATE self
-- @param #COORDINATE.WaypointAltType AltType The altitude type.
-- @param Dcs.DCSTypes#Speed Speed Airspeed in km/h.
-- @return #table The route point.
function COORDINATE:WaypointAirTakeOffRunway( AltType, Speed )
return self:WaypointAir( AltType, COORDINATE.WaypointType.TakeOff, COORDINATE.WaypointAction.FromRunway, Speed )
end
--- Build a Waypoint Air "Landing".
-- @param #COORDINATE self
-- @param Dcs.DCSTypes#Speed Speed Airspeed in km/h.
-- @return #table The route point.
-- @usage
--
-- LandingZone = ZONE:New( "LandingZone" )
-- LandingCoord = LandingZone:GetCoordinate()
-- LandingWaypoint = LandingCoord:WaypointAirLanding( 60 )
-- HeliGroup:Route( { LandWaypoint }, 1 ) -- Start landing the helicopter in one second.
--
function COORDINATE:WaypointAirLanding( Speed )
return self:WaypointAir( nil, COORDINATE.WaypointType.Land, COORDINATE.WaypointAction.Landing, Speed )
end
--- Build an ground type route point. --- Build an ground type route point.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #number Speed (optional) Speed in km/h. The default speed is 999 km/h. -- @param #number Speed (optional) Speed in km/h. The default speed is 999 km/h.
@@ -610,7 +857,7 @@ do -- COORDINATE
RoutePoint.action = Formation or "" RoutePoint.action = Formation or ""
RoutePoint.speed = ( Speed or 999 ) / 3.6 RoutePoint.speed = ( Speed or 20 ) / 3.6
RoutePoint.speed_locked = true RoutePoint.speed_locked = true
-- ["task"] = -- ["task"] =
@@ -634,6 +881,30 @@ do -- COORDINATE
return RoutePoint return RoutePoint
end end
--- Gets the nearest coordinate to a road.
-- @param #COORDINATE self
-- @return #COORDINATE Coordinate of the nearest road.
function COORDINATE:GetClosestPointToRoad()
local x,y = land.getClosestPointOnRoads("roads", self.x, self.z)
local vec2={ x = x, y = y }
return COORDINATE:NewFromVec2(vec2)
end
--- Returns a table of coordinates to a destination.
-- @param #COORDINATE self
-- @param #COORDINATE ToCoord Coordinate of destination.
-- @return #table Table of coordinates on road.
function COORDINATE:GetPathOnRoad(ToCoord)
local Path={}
local path = land.findPathOnRoads("roads", self.x, self.z, ToCoord.x, ToCoord.z)
for i, v in ipairs(path) do
--self:E(v)
local coord=COORDINATE:NewFromVec2(v)
Path[#Path+1]=COORDINATE:NewFromVec2(v)
end
return Path
end
--- Creates an explosion at the point of a certain intensity. --- Creates an explosion at the point of a certain intensity.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #number ExplosionIntensity -- @param #number ExplosionIntensity
@@ -744,7 +1015,7 @@ do -- COORDINATE
-- local MarkID = TargetCoord:MarkToAll( "This is a target for all players" ) -- local MarkID = TargetCoord:MarkToAll( "This is a target for all players" )
function COORDINATE:MarkToAll( MarkText ) function COORDINATE:MarkToAll( MarkText )
local MarkID = UTILS.GetMarkID() local MarkID = UTILS.GetMarkID()
trigger.action.markToAll( MarkID, MarkText, self:GetVec3() ) trigger.action.markToAll( MarkID, MarkText, self:GetVec3(), false, "" )
return MarkID return MarkID
end end
@@ -758,7 +1029,7 @@ do -- COORDINATE
-- local MarkID = TargetCoord:MarkToCoalition( "This is a target for the red coalition", coalition.side.RED ) -- local MarkID = TargetCoord:MarkToCoalition( "This is a target for the red coalition", coalition.side.RED )
function COORDINATE:MarkToCoalition( MarkText, Coalition ) function COORDINATE:MarkToCoalition( MarkText, Coalition )
local MarkID = UTILS.GetMarkID() local MarkID = UTILS.GetMarkID()
trigger.action.markToCoalition( MarkID, MarkText, self:GetVec3(), Coalition ) trigger.action.markToCoalition( MarkID, MarkText, self:GetVec3(), Coalition, false, "" )
return MarkID return MarkID
end end
@@ -795,7 +1066,7 @@ do -- COORDINATE
-- local MarkID = TargetCoord:MarkToGroup( "This is a target for the attack group", AttackGroup ) -- local MarkID = TargetCoord:MarkToGroup( "This is a target for the attack group", AttackGroup )
function COORDINATE:MarkToGroup( MarkText, MarkGroup ) function COORDINATE:MarkToGroup( MarkText, MarkGroup )
local MarkID = UTILS.GetMarkID() local MarkID = UTILS.GetMarkID()
trigger.action.markToGroup( MarkID, MarkText, self:GetVec3(), MarkGroup:GetID() ) trigger.action.markToGroup( MarkID, MarkText, self:GetVec3(), MarkGroup:GetID(), false, "" )
return MarkID return MarkID
end end
@@ -890,15 +1161,15 @@ do -- COORDINATE
return "BRA, " .. self:GetBRAText( AngleRadians, Distance, Settings ) return "BRA, " .. self:GetBRAText( AngleRadians, Distance, Settings )
end end
--- Return a BULLS string from a COORDINATE to the BULLS of the coalition. --- Return a BULLS string out of the BULLS of the coalition to the COORDINATE.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param Dcs.DCSCoalition#coalition.side Coalition The coalition. -- @param Dcs.DCSCoalition#coalition.side Coalition The coalition.
-- @return #string The BR text. -- @return #string The BR text.
function COORDINATE:ToStringBULLS( Coalition, Settings ) function COORDINATE:ToStringBULLS( Coalition, Settings )
local TargetCoordinate = COORDINATE:NewFromVec3( coalition.getMainRefPoint( Coalition ) ) local BullsCoordinate = COORDINATE:NewFromVec3( coalition.getMainRefPoint( Coalition ) )
local DirectionVec3 = self:GetDirectionVec3( TargetCoordinate ) local DirectionVec3 = BullsCoordinate:GetDirectionVec3( self )
local AngleRadians = self:GetAngleRadians( DirectionVec3 ) local AngleRadians = self:GetAngleRadians( DirectionVec3 )
local Distance = self:Get2DDistance( TargetCoordinate ) local Distance = self:Get2DDistance( BullsCoordinate )
local Altitude = self:GetAltitudeText() local Altitude = self:GetAltitudeText()
return "BULLS, " .. self:GetBRText( AngleRadians, Distance, Settings ) return "BULLS, " .. self:GetBRText( AngleRadians, Distance, Settings )
end end
@@ -973,7 +1244,7 @@ do -- COORDINATE
-- @return #string The coordinate Text in the configured coordinate system. -- @return #string The coordinate Text in the configured coordinate system.
function COORDINATE:ToStringFromRP( ReferenceCoord, ReferenceName, Controllable, Settings ) -- R2.2 function COORDINATE:ToStringFromRP( ReferenceCoord, ReferenceName, Controllable, Settings ) -- R2.2
self:E( { ReferenceCoord = ReferenceCoord, ReferenceName = ReferenceName } ) self:F( { ReferenceCoord = ReferenceCoord, ReferenceName = ReferenceName } )
local Settings = Settings or ( Controllable and _DATABASE:GetPlayerSettings( Controllable:GetPlayerName() ) ) or _SETTINGS local Settings = Settings or ( Controllable and _DATABASE:GetPlayerSettings( Controllable:GetPlayerName() ) ) or _SETTINGS
@@ -1081,7 +1352,7 @@ do -- COORDINATE
local Settings = Settings or ( Controllable and _DATABASE:GetPlayerSettings( Controllable:GetPlayerName() ) ) or _SETTINGS local Settings = Settings or ( Controllable and _DATABASE:GetPlayerSettings( Controllable:GetPlayerName() ) ) or _SETTINGS
local ModeA2A = true local ModeA2A = false
if Task then if Task then
if Task:IsInstanceOf( TASK_A2A ) then if Task:IsInstanceOf( TASK_A2A ) then
@@ -1092,6 +1363,8 @@ do -- COORDINATE
else else
if Task:IsInstanceOf( TASK_CARGO ) then if Task:IsInstanceOf( TASK_CARGO ) then
ModeA2A = false ModeA2A = false
else
ModeA2A = false
end end
end end
end end
@@ -1115,6 +1388,54 @@ do -- COORDINATE
end end
--- Provides a pressure string of the point, based on a measurement system:
-- * Uses default settings in COORDINATE.
-- * Can be overridden if for a GROUP containing x clients, a menu was selected to override the default.
-- @param #COORDINATE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable
-- @param Core.Settings#SETTINGS Settings
-- @return #string The pressure text in the configured measurement system.
function COORDINATE:ToStringPressure( Controllable, Settings ) -- R2.3
self:F( { Controllable = Controllable and Controllable:GetName() } )
local Settings = Settings or ( Controllable and _DATABASE:GetPlayerSettings( Controllable:GetPlayerName() ) ) or _SETTINGS
return self:GetPressureText( nil, Settings )
end
--- Provides a wind string of the point, based on a measurement system:
-- * Uses default settings in COORDINATE.
-- * Can be overridden if for a GROUP containing x clients, a menu was selected to override the default.
-- @param #COORDINATE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable
-- @param Core.Settings#SETTINGS Settings
-- @return #string The wind text in the configured measurement system.
function COORDINATE:ToStringWind( Controllable, Settings ) -- R2.3
self:F( { Controllable = Controllable and Controllable:GetName() } )
local Settings = Settings or ( Controllable and _DATABASE:GetPlayerSettings( Controllable:GetPlayerName() ) ) or _SETTINGS
return self:GetWindText( nil, Settings )
end
--- Provides a temperature string of the point, based on a measurement system:
-- * Uses default settings in COORDINATE.
-- * Can be overridden if for a GROUP containing x clients, a menu was selected to override the default.
-- @param #COORDINATE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable
-- @param Core.Settings#SETTINGS Settings
-- @return #string The temperature text in the configured measurement system.
function COORDINATE:ToStringTemperature( Controllable, Settings ) -- R2.3
self:F( { Controllable = Controllable and Controllable:GetName() } )
local Settings = Settings or ( Controllable and _DATABASE:GetPlayerSettings( Controllable:GetPlayerName() ) ) or _SETTINGS
return self:GetTemperatureText( nil, Settings )
end
end end
do -- POINT_VEC3 do -- POINT_VEC3

View File

@@ -54,8 +54,8 @@ end
-- @param #REPORT self -- @param #REPORT self
-- @param #string Text -- @param #string Text
-- @return #REPORT -- @return #REPORT
function REPORT:AddIndent( Text ) --R2.1 function REPORT:AddIndent( Text, Separator ) --R2.1
self.Report[#self.Report+1] = string.rep(" ", self.Indent ) .. Text:gsub("\n","\n"..string.rep( " ", self.Indent ) ) 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 return self
end end

View File

@@ -87,12 +87,12 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
self:T3( self.Schedule[Scheduler][CallID] ) self:T3( self.Schedule[Scheduler][CallID] )
self.Schedule[Scheduler][CallID].CallHandler = function( CallID ) self.Schedule[Scheduler][CallID].CallHandler = function( CallID )
self:F2( CallID ) --self:E( CallID )
local ErrorHandler = function( errmsg ) local ErrorHandler = function( errmsg )
env.info( "Error in timer function: " .. errmsg ) env.info( "Error in timer function: " .. errmsg )
if debug ~= nil then if BASE.Debug ~= nil then
env.info( debug.traceback() ) env.info( BASE.Debug.traceback() )
end end
return errmsg return errmsg
end end
@@ -111,7 +111,7 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
--self:T3( { Schedule = Schedule } ) --self:T3( { Schedule = Schedule } )
local ScheduleObject = Scheduler.SchedulerObject local SchedulerObject = Scheduler.SchedulerObject
--local ScheduleObjectName = Scheduler.SchedulerObject:GetNameAndClassID() --local ScheduleObjectName = Scheduler.SchedulerObject:GetNameAndClassID()
local ScheduleFunction = Schedule.Function local ScheduleFunction = Schedule.Function
local ScheduleArguments = Schedule.Arguments local ScheduleArguments = Schedule.Arguments
@@ -122,9 +122,10 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
local ScheduleID = Schedule.ScheduleID local ScheduleID = Schedule.ScheduleID
local Status, Result local Status, Result
if ScheduleObject then --self:E( { SchedulerObject = SchedulerObject } )
if SchedulerObject then
local function Timer() local function Timer()
return ScheduleFunction( ScheduleObject, unpack( ScheduleArguments ) ) return ScheduleFunction( SchedulerObject, unpack( ScheduleArguments ) )
end end
Status, Result = xpcall( Timer, ErrorHandler ) Status, Result = xpcall( Timer, ErrorHandler )
else else

View File

@@ -21,13 +21,13 @@
-- --
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases) -- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
-- --
-- ==== -- ===
-- --
-- # YouTube Channel -- # YouTube Channel
-- --
-- ### [SCHEDULER YouTube Channel (none)]() -- ### [SCHEDULER YouTube Channel (none)]()
-- --
-- ==== -- ===
-- --
-- ### Contributions: -- ### Contributions:
-- --

File diff suppressed because it is too large Load Diff

View File

@@ -1,46 +1,199 @@
--- **Core** -- **SETTINGS** classe defines the format settings management for measurement. --- **Core** -- Manages various settings for MOOSE classes.
-- --
-- ![Banner Image](..\Presentations\SETTINGS\Dia1.JPG) -- ![Banner Image](..\Presentations\SETTINGS\Dia1.JPG)
-- --
-- ==== -- ===
-- --
-- # Demo Missions -- The documentation of the SETTINGS class can be found further in this document.
--
-- ### [SETTINGS Demo Missions source code]()
--
-- ### [SETTINGS Demo Missions, only for beta testers]()
--
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
--
-- ====
--
-- # YouTube Channel
--
-- ### [SETTINGS YouTube Channel]()
-- --
-- === -- ===
-- --
-- ### Author: **Sven Van de Velde (FlightControl)** -- # **AUTHORS and CONTRIBUTIONS**
--
-- ### Contributions: -- ### Contributions:
-- --
-- ==== -- ### Authors:
--
-- * **FlightControl**: Design & Programming
-- --
-- @module Settings -- @module Settings
--- @type SETTINGS --- @type SETTINGS
-- @field #number LL_Accuracy
-- @field #boolean LL_DMS
-- @field #number MGRS_Accuracy
-- @field #string A2GSystem
-- @field #string A2ASystem
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
--- # SETTINGS class, extends @{Base#BASE} --- # SETTINGS class, extends @{Base#BASE}
-- The SETTINGS class takes care of various settings that influence the behaviour of certain functionalities and classes within the MOOSE framework.
--
-- ===
--
-- ![Banner Image](..\Presentations\SETTINGS\Dia1.JPG)
--
-- ===
--
-- The SETTINGS class takes care of various settings that influence the behaviour of certain functionalities and classes within the MOOSE framework.
-- SETTINGS can work on 2 levels:
--
-- - **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.
--
-- ===
-- --
-- @field #SETTINGS -- @field #SETTINGS
SETTINGS = { SETTINGS = {
ClassName = "SETTINGS", ClassName = "SETTINGS",
ShowPlayerMenu = true,
} }
@@ -411,13 +564,38 @@ do -- SETTINGS
return self return self
end end
--- @param #SETTINGS self --- Sets the player menus on, so that the **Player setting menus** show up for the players.
-- @param RootMenu -- But only when a player exits and reenters the slot these settings will have effect!
-- @param Wrapper.Client#CLIENT PlayerUnit -- It is advised to use this method at the start of the mission.
-- @param #string MenuText -- @param #SETTINGS self
-- @return #SETTINGS -- @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 ) function SETTINGS:SetPlayerMenu( PlayerUnit )
if _SETTINGS.ShowPlayerMenu == true then
local PlayerGroup = PlayerUnit:GetGroup() local PlayerGroup = PlayerUnit:GetGroup()
local PlayerName = PlayerUnit:GetPlayerName() local PlayerName = PlayerUnit:GetPlayerName()
local PlayerNames = PlayerGroup:GetPlayerNames() local PlayerNames = PlayerGroup:GetPlayerNames()
@@ -545,18 +723,20 @@ do -- SETTINGS
MENU_GROUP_COMMAND:New( PlayerGroup, "2 minutes", DetailedReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.DetailedReportsMenu, 120 ) 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 ) MENU_GROUP_COMMAND:New( PlayerGroup, "3 minutes", DetailedReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.DetailedReportsMenu, 180 )
end
return self return self
end end
--- Removes the player menu from the PlayerUnit.
--- @param #SETTINGS self --- @param #SETTINGS self
-- @param RootMenu
-- @param Wrapper.Client#CLIENT PlayerUnit -- @param Wrapper.Client#CLIENT PlayerUnit
-- @return #SETTINGS -- @return #SETTINGS self
function SETTINGS:RemovePlayerMenu( PlayerUnit ) function SETTINGS:RemovePlayerMenu( PlayerUnit )
if self.PlayerMenu then if self.PlayerMenu then
self.PlayerMenu:Remove() self.PlayerMenu:Remove()
self.PlayerMenu = nil
end end
return self return self

View File

@@ -1,44 +1,28 @@
--- **Functional** -- Spawn dynamically new GROUPs in your missions. --- **Core** -- SPAWN class dynamically spawns new groups of units in your missions.
-- --
-- ![Banner Image](..\Presentations\SPAWN\SPAWN.JPG) -- ![Banner Image](..\Presentations\SPAWN\SPAWN.JPG)
-- --
-- ==== -- ===
-- --
-- The documentation of the SPAWN class can be found further in this document. -- The documentation of the SPAWN class can be found further in this document.
-- --
-- ==== -- ===
-- --
-- # Demo Missions -- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/SPA%20-%20Spawning)
--
-- ### [SPAWN Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/SPA%20-%20Spawning)
--
-- ### [SPAWN Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SPA%20-%20Spawning)
--
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
--
-- ====
--
-- # YouTube Channel
--
-- ### [SPAWN YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl1jirWIo4t4YxqN-HxjqRkL)
-- --
-- === -- ===
-- --
-- # **AUTHORS and CONTRIBUTIONS** -- ### [YouTube Playlist](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl1jirWIo4t4YxqN-HxjqRkL)
-- --
-- ### Contributions: -- ===
-- --
-- * **Aaron**: Posed the idea for Group position randomization at SpawnInZone and make the Unit randomization separate from the Group randomization. -- ### Author: **FlightControl**
-- * [**Entropy**](https://forums.eagle.ru/member.php?u=111471), **Afinegan**: Came up with the requirement for AIOnOff(). -- ### Contributions: A lot of people within this community!
-- --
-- ### Authors: -- ===
--
-- * **FlightControl**: Design & Programming
-- --
-- @module Spawn -- @module Spawn
----BASE:TraceClass("SPAWN")
--- SPAWN Class --- SPAWN Class
-- @type SPAWN -- @type SPAWN
@@ -55,8 +39,12 @@
--- # SPAWN class, extends @{Base#BASE} --- # SPAWN class, extends @{Base#BASE}
-- --
-- -- ![Banner Image](..\Presentations\SPAWN\SPAWN.JPG)
--
-- ===
--
-- The SPAWN class allows to spawn dynamically new groups. -- The SPAWN class allows to spawn dynamically new groups.
-- Each SPAWN object needs to be have a related **template group** setup in the Mission Editor (ME), -- Each SPAWN object needs to be have related **template groups** setup in the Mission Editor (ME),
-- which is a normal group with the **Late Activation** flag set. -- which is a normal group with the **Late Activation** flag set.
-- This template group will never be activated in your mission. -- This template group will never be activated in your mission.
-- SPAWN uses that **template group** to reference to all the characteristics -- SPAWN uses that **template group** to reference to all the characteristics
@@ -271,8 +259,12 @@ SPAWN = {
-- @extends Wrapper.Group#GROUP.Takeoff -- @extends Wrapper.Group#GROUP.Takeoff
--- @field #SPAWN.Takeoff Takeoff --- @field #SPAWN.Takeoff Takeoff
SPAWN.Takeoff = GROUP.Takeoff SPAWN.Takeoff = {
Air = 1,
Runway = 2,
Hot = 3,
Cold = 4,
}
--- @type SPAWN.SpawnZoneTable --- @type SPAWN.SpawnZoneTable
-- @list <Core.Zone#ZONE_BASE> SpawnZone -- @list <Core.Zone#ZONE_BASE> SpawnZone
@@ -290,7 +282,7 @@ function SPAWN:New( SpawnTemplatePrefix )
local self = BASE:Inherit( self, BASE:New() ) -- #SPAWN local self = BASE:Inherit( self, BASE:New() ) -- #SPAWN
self:F( { SpawnTemplatePrefix } ) self:F( { SpawnTemplatePrefix } )
local TemplateGroup = Group.getByName( SpawnTemplatePrefix ) local TemplateGroup = GROUP:FindByName( SpawnTemplatePrefix )
if TemplateGroup then if TemplateGroup then
self.SpawnTemplatePrefix = SpawnTemplatePrefix self.SpawnTemplatePrefix = SpawnTemplatePrefix
self.SpawnIndex = 0 self.SpawnIndex = 0
@@ -317,6 +309,7 @@ function SPAWN:New( SpawnTemplatePrefix )
end end
self:SetEventPriority( 5 ) self:SetEventPriority( 5 )
self.SpawnHookScheduler = SCHEDULER:New( nil )
return self return self
end end
@@ -334,7 +327,7 @@ function SPAWN:NewWithAlias( SpawnTemplatePrefix, SpawnAliasPrefix )
local self = BASE:Inherit( self, BASE:New() ) local self = BASE:Inherit( self, BASE:New() )
self:F( { SpawnTemplatePrefix, SpawnAliasPrefix } ) self:F( { SpawnTemplatePrefix, SpawnAliasPrefix } )
local TemplateGroup = Group.getByName( SpawnTemplatePrefix ) local TemplateGroup = GROUP:FindByName( SpawnTemplatePrefix )
if TemplateGroup then if TemplateGroup then
self.SpawnTemplatePrefix = SpawnTemplatePrefix self.SpawnTemplatePrefix = SpawnTemplatePrefix
self.SpawnAliasPrefix = SpawnAliasPrefix self.SpawnAliasPrefix = SpawnAliasPrefix
@@ -362,6 +355,7 @@ function SPAWN:NewWithAlias( SpawnTemplatePrefix, SpawnAliasPrefix )
end end
self:SetEventPriority( 5 ) self:SetEventPriority( 5 )
self.SpawnHookScheduler = SCHEDULER:New( nil )
return self return self
end end
@@ -521,6 +515,73 @@ function SPAWN:InitRandomizeTemplate( SpawnTemplatePrefixTable )
return self return self
end end
--- Randomize templates to be used as the unit representatives for the Spawned group, defined using a SET_GROUP object.
-- This method becomes useful when you need to spawn groups with random templates of groups defined within the mission editor,
-- but they will all follow the same Template route and have the same prefix name.
-- In other words, this method randomizes between a defined set of groups the template to be used for each new spawn of a group.
-- @param #SPAWN self
-- @param Core.Set#SET_GROUP SpawnTemplateSet A SET_GROUP object set, that contains the groups that are possible unit representatives of the group to be spawned.
-- @return #SPAWN
-- @usage
-- -- NATO Tank Platoons invading Gori.
--
-- -- Choose between different 'US Tank Platoon Template' configurations to be spawned for the
-- -- 'US Tank Platoon Left', 'US Tank Platoon Middle' and 'US Tank Platoon Right' SPAWN objects.
--
-- -- Each new SPAWN will randomize the route, with a defined time interval of 200 seconds with 40% time variation (randomization) and
-- -- with a limit set of maximum 12 Units alive simulteneously and 150 Groups to be spawned during the whole mission.
--
-- Spawn_US_PlatoonSet = SET_GROUP:New():FilterPrefixes( "US Tank Platoon Templates" ):FilterOnce()
--
-- --- Now use the Spawn_US_PlatoonSet to define the templates using InitRandomizeTemplateSet.
-- Spawn_US_Platoon_Left = SPAWN:New( 'US Tank Platoon Left' ):InitLimit( 12, 150 ):Schedule( 200, 0.4 ):InitRandomizeTemplateSet( Spawn_US_PlatoonSet ):InitRandomizeRoute( 3, 3, 2000 )
-- Spawn_US_Platoon_Middle = SPAWN:New( 'US Tank Platoon Middle' ):InitLimit( 12, 150 ):Schedule( 200, 0.4 ):InitRandomizeTemplateSet( Spawn_US_PlatoonSet ):InitRandomizeRoute( 3, 3, 2000 )
-- Spawn_US_Platoon_Right = SPAWN:New( 'US Tank Platoon Right' ):InitLimit( 12, 150 ):Schedule( 200, 0.4 ):InitRandomizeTemplateSet( Spawn_US_PlatoonSet ):InitRandomizeRoute( 3, 3, 2000 )
function SPAWN:InitRandomizeTemplateSet( SpawnTemplateSet ) -- R2.3
self:F( { self.SpawnTemplatePrefix } )
self.SpawnTemplatePrefixTable = SpawnTemplateSet:GetSetNames()
self.SpawnRandomizeTemplate = true
for SpawnGroupID = 1, self.SpawnMaxGroups do
self:_RandomizeTemplate( SpawnGroupID )
end
return self
end
--- Randomize templates to be used as the unit representatives for the Spawned group, defined by specifying the prefix names.
-- This method becomes useful when you need to spawn groups with random templates of groups defined within the mission editor,
-- but they will all follow the same Template route and have the same prefix name.
-- In other words, this method randomizes between a defined set of groups the template to be used for each new spawn of a group.
-- @param #SPAWN self
-- @param #string SpawnTemplatePrefixes A string or a list of string that contains the prefixes of the groups that are possible unit representatives of the group to be spawned.
-- @return #SPAWN
-- @usage
-- -- NATO Tank Platoons invading Gori.
--
-- -- Choose between different 'US Tank Platoon Templates' configurations to be spawned for the
-- -- 'US Tank Platoon Left', 'US Tank Platoon Middle' and 'US Tank Platoon Right' SPAWN objects.
--
-- -- Each new SPAWN will randomize the route, with a defined time interval of 200 seconds with 40% time variation (randomization) and
-- -- with a limit set of maximum 12 Units alive simulteneously and 150 Groups to be spawned during the whole mission.
--
-- Spawn_US_Platoon_Left = SPAWN:New( 'US Tank Platoon Left' ):InitLimit( 12, 150 ):Schedule( 200, 0.4 ):InitRandomizeTemplatePrefixes( "US Tank Platoon Templates" ):InitRandomizeRoute( 3, 3, 2000 )
-- Spawn_US_Platoon_Middle = SPAWN:New( 'US Tank Platoon Middle' ):InitLimit( 12, 150 ):Schedule( 200, 0.4 ):InitRandomizeTemplatePrefixes( "US Tank Platoon Templates" ):InitRandomizeRoute( 3, 3, 2000 )
-- Spawn_US_Platoon_Right = SPAWN:New( 'US Tank Platoon Right' ):InitLimit( 12, 150 ):Schedule( 200, 0.4 ):InitRandomizeTemplatePrefixes( "US Tank Platoon Templates" ):InitRandomizeRoute( 3, 3, 2000 )
function SPAWN:InitRandomizeTemplatePrefixes( SpawnTemplatePrefixes ) --R2.3
self:F( { self.SpawnTemplatePrefix } )
local SpawnTemplateSet = SET_GROUP:New():FilterPrefixes( SpawnTemplatePrefixes ):FilterOnce()
self:InitRandomizeTemplateSet( SpawnTemplateSet )
return self
end
--- When spawning a new group, make the grouping of the units according the InitGrouping setting. --- When spawning a new group, make the grouping of the units according the InitGrouping setting.
-- @param #SPAWN self -- @param #SPAWN self
-- @param #number Grouping Indicates the maximum amount of units in the group. -- @param #number Grouping Indicates the maximum amount of units in the group.
@@ -570,7 +631,13 @@ end
-- @usage -- @usage
-- -- RU Su-34 - AI Ship Attack -- -- RU Su-34 - AI Ship Attack
-- -- Re-SPAWN the Group(s) after each landing and Engine Shut-Down automatically. -- -- Re-SPAWN the Group(s) after each landing and Engine Shut-Down automatically.
-- SpawnRU_SU34 = SPAWN:New( 'TF1 RU Su-34 Krymsk@AI - Attack Ships' ):Schedule( 2, 3, 1800, 0.4 ):SpawnUncontrolled():InitRandomizeRoute( 1, 1, 3000 ):RepeatOnEngineShutDown() -- SpawnRU_SU34 = SPAWN
-- :New( 'Su-34' )
-- :Schedule( 2, 3, 1800, 0.4 )
-- :SpawnUncontrolled()
-- :InitRandomizeRoute( 1, 1, 3000 )
-- :InitRepeatOnEngineShutDown()
--
function SPAWN:InitRepeat() function SPAWN:InitRepeat()
self:F( { self.SpawnTemplatePrefix, self.SpawnIndex } ) self:F( { self.SpawnTemplatePrefix, self.SpawnIndex } )
@@ -584,6 +651,16 @@ end
--- Respawn group after landing. --- Respawn group after landing.
-- @param #SPAWN self -- @param #SPAWN self
-- @return #SPAWN self -- @return #SPAWN self
-- @usage
-- -- RU Su-34 - AI Ship Attack
-- -- Re-SPAWN the Group(s) after each landing and Engine Shut-Down automatically.
-- SpawnRU_SU34 = SPAWN
-- :New( 'Su-34' )
-- :Schedule( 2, 3, 1800, 0.4 )
-- :SpawnUncontrolled()
-- :InitRandomizeRoute( 1, 1, 3000 )
-- :InitRepeatOnLanding()
--
function SPAWN:InitRepeatOnLanding() function SPAWN:InitRepeatOnLanding()
self:F( { self.SpawnTemplatePrefix } ) self:F( { self.SpawnTemplatePrefix } )
@@ -598,6 +675,16 @@ end
--- Respawn after landing when its engines have shut down. --- Respawn after landing when its engines have shut down.
-- @param #SPAWN self -- @param #SPAWN self
-- @return #SPAWN self -- @return #SPAWN self
-- @usage
-- -- RU Su-34 - AI Ship Attack
-- -- Re-SPAWN the Group(s) after each landing and Engine Shut-Down automatically.
-- SpawnRU_SU34 = SPAWN
-- :New( 'Su-34' )
-- :Schedule( 2, 3, 1800, 0.4 )
-- :SpawnUncontrolled()
-- :InitRandomizeRoute( 1, 1, 3000 )
-- :InitRepeatOnEngineShutDown()
--
function SPAWN:InitRepeatOnEngineShutDown() function SPAWN:InitRepeatOnEngineShutDown()
self:F( { self.SpawnTemplatePrefix } ) self:F( { self.SpawnTemplatePrefix } )
@@ -614,7 +701,8 @@ end
-- @param #SPAWN self -- @param #SPAWN self
-- @param #string SpawnCleanUpInterval The interval to check for inactive groups within seconds. -- @param #string SpawnCleanUpInterval The interval to check for inactive groups within seconds.
-- @return #SPAWN self -- @return #SPAWN self
-- @usage Spawn_Helicopter:CleanUp( 20 ) -- CleanUp the spawning of the helicopters every 20 seconds when they become inactive. -- @usage
-- Spawn_Helicopter:InitCleanUp( 20 ) -- CleanUp the spawning of the helicopters every 20 seconds when they become inactive.
function SPAWN:InitCleanUp( SpawnCleanUpInterval ) function SPAWN:InitCleanUp( SpawnCleanUpInterval )
self:F( { self.SpawnTemplatePrefix, SpawnCleanUpInterval } ) self:F( { self.SpawnTemplatePrefix, SpawnCleanUpInterval } )
@@ -641,7 +729,11 @@ end
-- @return #SPAWN self -- @return #SPAWN self
-- @usage -- @usage
-- -- Define an array of Groups. -- -- Define an array of Groups.
-- Spawn_BE_Ground = SPAWN:New( 'BE Ground' ):InitLimit( 2, 24 ):InitArray( 90, "Diamond", 10, 100, 50 ) -- Spawn_BE_Ground = SPAWN
-- :New( 'BE Ground' )
-- :InitLimit( 2, 24 )
-- :InitArray( 90, 10, 100, 50 )
--
function SPAWN:InitArray( SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY ) function SPAWN:InitArray( SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY )
self:F( { self.SpawnTemplatePrefix, SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY } ) self:F( { self.SpawnTemplatePrefix, SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY } )
@@ -882,9 +974,7 @@ function SPAWN:SpawnWithIndex( SpawnIndex )
-- If there is a SpawnFunction hook defined, call it. -- If there is a SpawnFunction hook defined, call it.
if self.SpawnFunctionHook then if self.SpawnFunctionHook then
-- delay calling this for .1 seconds so that it hopefully comes after the BIRTH event of the group. -- delay calling this for .1 seconds so that it hopefully comes after the BIRTH event of the group.
self.SpawnHookScheduler = SCHEDULER:New()
self.SpawnHookScheduler:Schedule( nil, self.SpawnFunctionHook, { self.SpawnGroups[self.SpawnIndex].Group, unpack( self.SpawnFunctionArguments)}, 0.1 ) self.SpawnHookScheduler:Schedule( nil, self.SpawnFunctionHook, { self.SpawnGroups[self.SpawnIndex].Group, unpack( self.SpawnFunctionArguments)}, 0.1 )
-- self.SpawnFunctionHook( self.SpawnGroups[self.SpawnIndex].Group, unpack( self.SpawnFunctionArguments ) )
end end
-- TODO: Need to fix this by putting an "R" in the name of the group when the group repeats. -- TODO: Need to fix this by putting an "R" in the name of the group when the group repeats.
--if self.Repeat then --if self.Repeat then
@@ -1027,7 +1117,7 @@ end
-- Spawn_Heli:SpawnAtAirbase( AIRBASE:FindByName( "Carrier" ), SPAWN.Takeoff.Cold ) -- Spawn_Heli:SpawnAtAirbase( AIRBASE:FindByName( "Carrier" ), SPAWN.Takeoff.Cold )
-- --
function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude ) -- R2.2 function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude ) -- R2.2
self:E( { self.SpawnTemplatePrefix, SpawnAirbase, Takeoff, TakeoffAltitude } ) self:F( { self.SpawnTemplatePrefix, SpawnAirbase, Takeoff, TakeoffAltitude } )
local PointVec3 = SpawnAirbase:GetPointVec3() local PointVec3 = SpawnAirbase:GetPointVec3()
self:T2(PointVec3) self:T2(PointVec3)
@@ -1157,6 +1247,8 @@ function SPAWN:SpawnFromVec3( Vec3, SpawnIndex )
self:T( { "Current point of ", self.SpawnTemplatePrefix, Vec3 } ) self:T( { "Current point of ", self.SpawnTemplatePrefix, Vec3 } )
local TemplateHeight = SpawnTemplate.route.points[1].alt
-- Translate the position of the Group Template to the Vec3. -- Translate the position of the Group Template to the Vec3.
for UnitID = 1, #SpawnTemplate.units do for UnitID = 1, #SpawnTemplate.units do
self:T( 'Before Translation SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y ) self:T( 'Before Translation SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y )
@@ -1169,16 +1261,20 @@ function SPAWN:SpawnFromVec3( Vec3, SpawnIndex )
local TY = Vec3.z + ( SY - BY ) local TY = Vec3.z + ( SY - BY )
SpawnTemplate.units[UnitID].x = TX SpawnTemplate.units[UnitID].x = TX
SpawnTemplate.units[UnitID].y = TY SpawnTemplate.units[UnitID].y = TY
SpawnTemplate.units[UnitID].alt = Vec3.y if SpawnTemplate.CategoryID ~= Group.Category.SHIP then
SpawnTemplate.units[UnitID].alt = Vec3.y or TemplateHeight
end
self:T( 'After Translation SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y ) self:T( 'After Translation SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y )
end end
SpawnTemplate.route.points[1].x = Vec3.x SpawnTemplate.route.points[1].x = Vec3.x
SpawnTemplate.route.points[1].y = Vec3.z SpawnTemplate.route.points[1].y = Vec3.z
SpawnTemplate.route.points[1].alt = Vec3.y if SpawnTemplate.CategoryID ~= Group.Category.SHIP then
SpawnTemplate.route.points[1].alt = Vec3.y or TemplateHeight
end
SpawnTemplate.x = Vec3.x SpawnTemplate.x = Vec3.x
SpawnTemplate.y = Vec3.z SpawnTemplate.y = Vec3.z
SpawnTemplate.alt = Vec3.y or TemplateHeight
return self:SpawnWithIndex( self.SpawnIndex ) return self:SpawnWithIndex( self.SpawnIndex )
end end
@@ -1193,14 +1289,31 @@ end
-- You can use the returned group to further define the route to be followed. -- You can use the returned group to further define the route to be followed.
-- @param #SPAWN self -- @param #SPAWN self
-- @param Dcs.DCSTypes#Vec2 Vec2 The Vec2 coordinates where to spawn the group. -- @param Dcs.DCSTypes#Vec2 Vec2 The Vec2 coordinates where to spawn the group.
-- @param #number MinHeight (optional) The minimum height to spawn an airborne group into the zone.
-- @param #number MaxHeight (optional) The maximum height to spawn an airborne group into the zone.
-- @param #number SpawnIndex (optional) The index which group to spawn within the given zone. -- @param #number SpawnIndex (optional) The index which group to spawn within the given zone.
-- @return Wrapper.Group#GROUP that was spawned. -- @return Wrapper.Group#GROUP that was spawned.
-- @return #nil Nothing was spawned. -- @return #nil Nothing was spawned.
function SPAWN:SpawnFromVec2( Vec2, SpawnIndex ) -- @usage
self:F( { self.SpawnTemplatePrefix, Vec2, SpawnIndex } ) --
-- local SpawnVec2 = ZONE:New( ZoneName ):GetVec2()
--
-- -- Spawn at the zone center position at the height specified in the ME of the group template!
-- SpawnAirplanes:SpawnFromVec2( SpawnVec2 )
--
-- -- Spawn from the static position at the height randomized between 2000 and 4000 meters.
-- SpawnAirplanes:SpawnFromVec2( SpawnVec2, 2000, 4000 )
--
function SPAWN:SpawnFromVec2( Vec2, MinHeight, MaxHeight, SpawnIndex )
self:F( { self.SpawnTemplatePrefix, self.SpawnIndex, Vec2, MinHeight, MaxHeight, SpawnIndex } )
local PointVec2 = POINT_VEC2:NewFromVec2( Vec2 ) local Height = nil
return self:SpawnFromVec3( PointVec2:GetVec3(), SpawnIndex )
if MinHeight and MaxHeight then
Height = math.random( MinHeight, MaxHeight)
end
return self:SpawnFromVec3( { x = Vec2.x, y = Height, z = Vec2.y }, SpawnIndex ) -- y can be nil. In this case, spawn on the ground for vehicles, and in the template altitude for air.
end end
@@ -1209,14 +1322,26 @@ end
-- You can use the returned group to further define the route to be followed. -- You can use the returned group to further define the route to be followed.
-- @param #SPAWN self -- @param #SPAWN self
-- @param Wrapper.Unit#UNIT HostUnit The air or ground unit dropping or unloading the group. -- @param Wrapper.Unit#UNIT HostUnit The air or ground unit dropping or unloading the group.
-- @param #number MinHeight (optional) The minimum height to spawn an airborne group into the zone.
-- @param #number MaxHeight (optional) The maximum height to spawn an airborne group into the zone.
-- @param #number SpawnIndex (optional) The index which group to spawn within the given zone. -- @param #number SpawnIndex (optional) The index which group to spawn within the given zone.
-- @return Wrapper.Group#GROUP that was spawned. -- @return Wrapper.Group#GROUP that was spawned.
-- @return #nil Nothing was spawned. -- @return #nil Nothing was spawned.
function SPAWN:SpawnFromUnit( HostUnit, SpawnIndex ) -- @usage
self:F( { self.SpawnTemplatePrefix, HostUnit, SpawnIndex } ) --
-- local SpawnStatic = STATIC:FindByName( StaticName )
--
-- -- Spawn from the static position at the height specified in the ME of the group template!
-- SpawnAirplanes:SpawnFromUnit( SpawnStatic )
--
-- -- Spawn from the static position at the height randomized between 2000 and 4000 meters.
-- SpawnAirplanes:SpawnFromUnit( SpawnStatic, 2000, 4000 )
--
function SPAWN:SpawnFromUnit( HostUnit, MinHeight, MaxHeight, SpawnIndex )
self:F( { self.SpawnTemplatePrefix, HostUnit, MinHeight, MaxHeight, SpawnIndex } )
if HostUnit and HostUnit:IsAlive() ~= nil then -- and HostUnit:getUnit(1):inAir() == false then if HostUnit and HostUnit:IsAlive() ~= nil then -- and HostUnit:getUnit(1):inAir() == false then
return self:SpawnFromVec3( HostUnit:GetVec3(), SpawnIndex ) return self:SpawnFromVec2( HostUnit:GetVec2(), MinHeight, MaxHeight, SpawnIndex )
end end
return nil return nil
@@ -1226,14 +1351,26 @@ end
-- You can use the returned group to further define the route to be followed. -- You can use the returned group to further define the route to be followed.
-- @param #SPAWN self -- @param #SPAWN self
-- @param Wrapper.Static#STATIC HostStatic The static dropping or unloading the group. -- @param Wrapper.Static#STATIC HostStatic The static dropping or unloading the group.
-- @param #number MinHeight (optional) The minimum height to spawn an airborne group into the zone.
-- @param #number MaxHeight (optional) The maximum height to spawn an airborne group into the zone.
-- @param #number SpawnIndex (optional) The index which group to spawn within the given zone. -- @param #number SpawnIndex (optional) The index which group to spawn within the given zone.
-- @return Wrapper.Group#GROUP that was spawned. -- @return Wrapper.Group#GROUP that was spawned.
-- @return #nil Nothing was spawned. -- @return #nil Nothing was spawned.
function SPAWN:SpawnFromStatic( HostStatic, SpawnIndex ) -- @usage
self:F( { self.SpawnTemplatePrefix, HostStatic, SpawnIndex } ) --
-- local SpawnStatic = STATIC:FindByName( StaticName )
--
-- -- Spawn from the static position at the height specified in the ME of the group template!
-- SpawnAirplanes:SpawnFromStatic( SpawnStatic )
--
-- -- Spawn from the static position at the height randomized between 2000 and 4000 meters.
-- SpawnAirplanes:SpawnFromStatic( SpawnStatic, 2000, 4000 )
--
function SPAWN:SpawnFromStatic( HostStatic, MinHeight, MaxHeight, SpawnIndex )
self:F( { self.SpawnTemplatePrefix, HostStatic, MinHeight, MaxHeight, SpawnIndex } )
if HostStatic and HostStatic:IsAlive() then if HostStatic and HostStatic:IsAlive() then
return self:SpawnFromVec3( HostStatic:GetVec3(), SpawnIndex ) return self:SpawnFromVec2( HostStatic:GetVec2(), MinHeight, MaxHeight, SpawnIndex )
end end
return nil return nil
@@ -1246,17 +1383,38 @@ end
-- @param #SPAWN self -- @param #SPAWN self
-- @param Core.Zone#ZONE Zone The zone where the group is to be spawned. -- @param Core.Zone#ZONE Zone The zone where the group is to be spawned.
-- @param #boolean RandomizeGroup (optional) Randomization of the @{Group} position in the zone. -- @param #boolean RandomizeGroup (optional) Randomization of the @{Group} position in the zone.
-- @param #number MinHeight (optional) The minimum height to spawn an airborne group into the zone.
-- @param #number MaxHeight (optional) The maximum height to spawn an airborne group into the zone.
-- @param #number SpawnIndex (optional) The index which group to spawn within the given zone. -- @param #number SpawnIndex (optional) The index which group to spawn within the given zone.
-- @return Wrapper.Group#GROUP that was spawned. -- @return Wrapper.Group#GROUP that was spawned.
-- @return #nil when nothing was spawned. -- @return #nil when nothing was spawned.
function SPAWN:SpawnInZone( Zone, RandomizeGroup, SpawnIndex ) -- @usage
self:F( { self.SpawnTemplatePrefix, Zone, RandomizeGroup, SpawnIndex } ) --
-- local SpawnZone = ZONE:New( ZoneName )
--
-- -- Spawn at the zone center position at the height specified in the ME of the group template!
-- SpawnAirplanes:SpawnInZone( SpawnZone )
--
-- -- Spawn in the zone at a random position at the height specified in the Me of the group template.
-- SpawnAirplanes:SpawnInZone( SpawnZone, true )
--
-- -- Spawn in the zone at a random position at the height randomized between 2000 and 4000 meters.
-- SpawnAirplanes:SpawnInZone( SpawnZone, true, 2000, 4000 )
--
-- -- Spawn at the zone center position at the height randomized between 2000 and 4000 meters.
-- SpawnAirplanes:SpawnInZone( SpawnZone, false, 2000, 4000 )
--
-- -- Spawn at the zone center position at the height randomized between 2000 and 4000 meters.
-- SpawnAirplanes:SpawnInZone( SpawnZone, nil, 2000, 4000 )
--
function SPAWN:SpawnInZone( Zone, RandomizeGroup, MinHeight, MaxHeight, SpawnIndex )
self:F( { self.SpawnTemplatePrefix, Zone, RandomizeGroup, MinHeight, MaxHeight, SpawnIndex } )
if Zone then if Zone then
if RandomizeGroup then if RandomizeGroup then
return self:SpawnFromVec2( Zone:GetRandomVec2(), SpawnIndex ) return self:SpawnFromVec2( Zone:GetRandomVec2(), MinHeight, MaxHeight, SpawnIndex )
else else
return self:SpawnFromVec2( Zone:GetVec2(), SpawnIndex ) return self:SpawnFromVec2( Zone:GetVec2(), MinHeight, MaxHeight, SpawnIndex )
end end
end end
@@ -1769,6 +1927,7 @@ function SPAWN:_GetSpawnIndex( SpawnIndex )
if ( self.SpawnMaxGroups == 0 ) or ( SpawnIndex <= self.SpawnMaxGroups ) then if ( self.SpawnMaxGroups == 0 ) or ( SpawnIndex <= self.SpawnMaxGroups ) then
if ( self.SpawnMaxUnitsAlive == 0 ) or ( self.AliveUnits + #self.SpawnTemplate.units <= self.SpawnMaxUnitsAlive ) or self.UnControlled == true then if ( self.SpawnMaxUnitsAlive == 0 ) or ( self.AliveUnits + #self.SpawnTemplate.units <= self.SpawnMaxUnitsAlive ) or self.UnControlled == true then
self:F( { SpawnCount = self.SpawnCount, SpawnIndex = SpawnIndex } )
if SpawnIndex and SpawnIndex >= self.SpawnCount + 1 then if SpawnIndex and SpawnIndex >= self.SpawnCount + 1 then
self.SpawnCount = self.SpawnCount + 1 self.SpawnCount = self.SpawnCount + 1
SpawnIndex = self.SpawnCount SpawnIndex = self.SpawnCount

View File

@@ -2,11 +2,11 @@
-- --
-- ![Banner Image](..\Presentations\SPAWNSTATIC\Dia1.JPG) -- ![Banner Image](..\Presentations\SPAWNSTATIC\Dia1.JPG)
-- --
-- ==== -- ===
-- --
-- SPAWNSTATIC spawns static structures in your missions dynamically. See below the SPAWNSTATIC class documentation. -- SPAWNSTATIC spawns static structures in your missions dynamically. See below the SPAWNSTATIC class documentation.
-- --
-- ==== -- ===
-- --
-- # Demo Missions -- # Demo Missions
-- --
@@ -16,18 +16,18 @@
-- --
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases) -- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
-- --
-- ==== -- ===
-- --
-- # YouTube Channel -- # YouTube Channel
-- --
-- ### [SPAWNSTATIC YouTube Channel]() -- ### [SPAWNSTATIC YouTube Channel]()
-- --
-- ==== -- ===
-- --
-- ### Author: **Sven Van de Velde (FlightControl)** -- ### Author: **FlightControl**
-- ### Contributions: -- ### Contributions:
-- --
-- ==== -- ===
-- --
-- @module SpawnStatic -- @module SpawnStatic
@@ -116,6 +116,33 @@ function SPAWNSTATIC:NewFromType( SpawnTypeName, SpawnShapeName, SpawnCategory,
return self return self
end 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 CountryName = _DATABASE.COUNTRY_NAME[self.CountryID]
local StaticTemplate = _DATABASE:GetStaticUnitTemplate( self.SpawnTemplatePrefix )
StaticTemplate.name = NewName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex )
StaticTemplate.heading = ( Heading / 180 ) * math.pi
StaticTemplate.CountryID = nil
StaticTemplate.CoalitionID = nil
StaticTemplate.CategoryID = nil
local Static = coalition.addStaticObject( self.CountryID, StaticTemplate )
self.SpawnIndex = self.SpawnIndex + 1
return Static
end
--- Creates a new @{Static} from a POINT_VEC2. --- Creates a new @{Static} from a POINT_VEC2.
-- @param #SPAWNSTATIC self -- @param #SPAWNSTATIC self
@@ -130,8 +157,13 @@ function SPAWNSTATIC:SpawnFromPointVec2( PointVec2, Heading, NewName ) --R2.1
local StaticTemplate = _DATABASE:GetStaticUnitTemplate( self.SpawnTemplatePrefix ) local StaticTemplate = _DATABASE:GetStaticUnitTemplate( self.SpawnTemplatePrefix )
StaticTemplate.x = PointVec2:GetLat() StaticTemplate.x = PointVec2.x
StaticTemplate.y = PointVec2:GetLon() StaticTemplate.y = PointVec2.z
StaticTemplate.units = nil
StaticTemplate.route = nil
StaticTemplate.groupId = nil
StaticTemplate.name = NewName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex ) StaticTemplate.name = NewName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex )
StaticTemplate.heading = ( Heading / 180 ) * math.pi StaticTemplate.heading = ( Heading / 180 ) * math.pi

View File

@@ -2,7 +2,7 @@
-- --
-- ![Banner Image](..\Presentations\SPOT\Dia1.JPG) -- ![Banner Image](..\Presentations\SPOT\Dia1.JPG)
-- --
-- ==== -- ===
-- --
-- SPOT implements the DCS Spot class functionality, but adds additional luxury to be able to: -- SPOT implements the DCS Spot class functionality, but adds additional luxury to be able to:
-- --
@@ -11,7 +11,7 @@
-- * Provide a @{Unit} as a target, instead of a point. -- * Provide a @{Unit} as a target, instead of a point.
-- * Implement a status machine, LaseOn, LaseOff. -- * Implement a status machine, LaseOn, LaseOff.
-- --
-- ==== -- ===
-- --
-- # Demo Missions -- # Demo Missions
-- --
@@ -21,22 +21,22 @@
-- --
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases) -- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
-- --
-- ==== -- ===
-- --
-- # YouTube Channel -- # YouTube Channel
-- --
-- ### [SPOT YouTube Channel]() -- ### [SPOT YouTube Channel]()
-- --
-- ==== -- ===
-- --
-- ### Author: **Sven Van de Velde (FlightControl)** -- ### Author: **FlightControl**
-- ### Contributions: -- ### 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. -- * [**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 -- * [**EasyEB**](https://forums.eagle.ru/member.php?u=112055): Ideas and Beta Testing
-- * [**Wingthor**](https://forums.eagle.ru/member.php?u=123698): Beta Testing -- * [**Wingthor**](https://forums.eagle.ru/member.php?u=123698): Beta Testing
-- --
-- ==== -- ===
-- --
-- @module Spot -- @module Spot
@@ -200,7 +200,7 @@ do
-- @param #number LaserCode -- @param #number LaserCode
-- @param #number Duration -- @param #number Duration
function SPOT:onafterLaseOn( From, Event, To, Target, LaserCode, Duration ) 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 ) local function StopLase( self )
self:LaseOff() self:LaseOff()
@@ -228,10 +228,10 @@ do
--- @param #SPOT self --- @param #SPOT self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function SPOT:OnEventDead(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 self.Target then
if EventData.IniDCSUnitName == self.Target:GetName() 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:Destroyed()
self:LaseOff() self:LaseOff()
end end
@@ -249,7 +249,7 @@ do
self.SpotLaser:setPoint( self.Target:GetPointVec3():AddY(1):GetVec3() ) self.SpotLaser:setPoint( self.Target:GetPointVec3():AddY(1):GetVec3() )
self:__Lasing( -0.2 ) self:__Lasing( -0.2 )
else else
self:E( { "Target is not alive", self.Target:IsAlive() } ) self:F( { "Target is not alive", self.Target:IsAlive() } )
end end
end end
@@ -261,7 +261,7 @@ do
-- @return #SPOT -- @return #SPOT
function SPOT:onafterLaseOff( From, Event, To ) 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 self.Lasing = false

View File

@@ -0,0 +1,95 @@
--- **Core (WIP)** -- Manage user flags.
--
-- ===
--
-- Management of DCS User Flags.
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module UserFlag
do -- UserFlag
--- @type USERFLAG
-- @extends Core.Base#BASE
--- # USERFLAG class, extends @{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
self:F( { Number = Number } )
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( Number ) --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

View File

@@ -0,0 +1,129 @@
--- **Core (WIP)** -- Manage user sound.
--
-- ===
--
-- Management of DCS User Sound.
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module UserSound
do -- UserSound
--- @type USERSOUND
-- @extends Core.Base#BASE
--- # USERSOUND class, extends @{Base#BASE}
--
-- Management of DCS User Sound.
--
-- ## 1. 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.DCScoalition#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.DCScountry#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 @{Group}.
-- @param #USERSOUND self
-- @param Wrapper.Group#GROUP Group The @{Group} to play the usersound to.
-- @return #USERSOUND The usersound instance.
-- @usage
-- local BlueVictory = USERSOUND:New( "BlueVictory.ogg" )
-- local PlayerGroup = GROUP:FindByName( "PlayerGroup" ) -- Search for the active group named "PlayerGroup", that contains a human player.
-- BlueVictory:ToGroup( PlayerGroup ) -- Play the sound that Blue has won to the player group.
--
function USERSOUND:ToGroup( Group ) --R2.3
trigger.action.outSoundForGroup( Group:GetID(), self.UserSoundFileName )
return self
end
end

View File

@@ -0,0 +1,184 @@
--- **Core** -- VELOCITY models a speed, which can be expressed in various formats according the Settings.
--
-- ===
--
-- ### Author: **FlightControl**
-- ### Contributions:
--
-- ===
--
-- @module Velocity
do -- Velocity
--- @type VELOCITY
-- @extends Core.Base#BASE
--- # VELOCITY class, extends @{Base#BASE}
--
-- VELOCITY models a speed, which can be expressed in various formats according the Settings.
--
-- ## 1. 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 @{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

View File

@@ -2,7 +2,7 @@
-- --
-- ![Banner Image](..\Presentations\ZONE\Dia1.JPG) -- ![Banner Image](..\Presentations\ZONE\Dia1.JPG)
-- --
-- ==== -- ===
-- --
-- There are essentially two core functions that zones accomodate: -- There are essentially two core functions that zones accomodate:
-- --
@@ -27,12 +27,12 @@
-- * @{#ZONE_GROUP}: The ZONE_GROUP class defines by a zone around a @{Group#GROUP} with a radius. -- * @{#ZONE_GROUP}: The ZONE_GROUP class defines by a zone around a @{Group#GROUP} with a radius.
-- * @{#ZONE_POLYGON}: The ZONE_POLYGON class defines by a sequence of @{Group#GROUP} waypoints within the Mission Editor, forming a polygon. -- * @{#ZONE_POLYGON}: The ZONE_POLYGON class defines by a sequence of @{Group#GROUP} waypoints within the Mission Editor, forming a polygon.
-- --
-- ==== -- ===
-- --
-- ### Author: **Sven Van de Velde (FlightControl)** -- ### Author: **FlightControl**
-- ### Contributions: -- ### Contributions:
-- --
-- ==== -- ===
-- --
-- @module Zone -- @module Zone
@@ -50,6 +50,8 @@
-- ## Each zone has a name: -- ## Each zone has a name:
-- --
-- * @{#ZONE_BASE.GetName}(): Returns the name of the zone. -- * @{#ZONE_BASE.GetName}(): Returns the name of the zone.
-- * @{#ZONE_BASE.SetName}(): Sets the name of the zone.
--
-- --
-- ## Each zone implements two polymorphic functions defined in @{Zone#ZONE_BASE}: -- ## Each zone implements two polymorphic functions defined in @{Zone#ZONE_BASE}:
-- --
@@ -121,6 +123,17 @@ function ZONE_BASE:GetName()
return self.ZoneName return self.ZoneName
end end
--- Sets the name of the zone.
-- @param #ZONE_BASE self
-- @param #string ZoneName The name of the zone.
-- @return #ZONE_BASE
function ZONE_BASE:SetName( ZoneName )
self:F2()
self.ZoneName = ZoneName
end
--- Returns if a Vec2 is within the zone. --- Returns if a Vec2 is within the zone.
-- @param #ZONE_BASE self -- @param #ZONE_BASE self
-- @param Dcs.DCSTypes#Vec2 Vec2 The Vec2 to test. -- @param Dcs.DCSTypes#Vec2 Vec2 The Vec2 to test.
@@ -445,23 +458,28 @@ end
-- @param #ZONE_RADIUS self -- @param #ZONE_RADIUS self
-- @param Utilities.Utils#SMOKECOLOR SmokeColor The smoke color. -- @param Utilities.Utils#SMOKECOLOR SmokeColor The smoke color.
-- @param #number Points (optional) The amount of points in the circle. -- @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_RADIUS self -- @return #ZONE_RADIUS self
function ZONE_RADIUS:SmokeZone( SmokeColor, Points ) function ZONE_RADIUS:SmokeZone( SmokeColor, Points, AddHeight, AngleOffset )
self:F2( SmokeColor ) self:F2( SmokeColor )
local Point = {} local Point = {}
local Vec2 = self:GetVec2() local Vec2 = self:GetVec2()
AddHeight = AddHeight or 0
AngleOffset = AngleOffset or 0
Points = Points and Points or 360 Points = Points and Points or 360
local Angle local Angle
local RadialBase = math.pi*2 local RadialBase = math.pi*2
for Angle = 0, 360, 360 / Points do for Angle = 0, 360, 360 / Points do
local Radial = Angle * RadialBase / 360 local Radial = ( Angle + AngleOffset ) * RadialBase / 360
Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius() Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius()
Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius() Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius()
POINT_VEC2:New( Point.x, Point.y ):Smoke( SmokeColor ) POINT_VEC2:New( Point.x, Point.y, AddHeight ):Smoke( SmokeColor )
end end
return self return self
@@ -473,13 +491,16 @@ end
-- @param Utilities.Utils#FLARECOLOR FlareColor The flare color. -- @param Utilities.Utils#FLARECOLOR FlareColor The flare color.
-- @param #number Points (optional) The amount of points in the circle. -- @param #number Points (optional) The amount of points in the circle.
-- @param Dcs.DCSTypes#Azimuth Azimuth (optional) Azimuth The azimuth of the flare. -- @param Dcs.DCSTypes#Azimuth Azimuth (optional) Azimuth The azimuth of the flare.
-- @param #number AddHeight (optional) The height to be added for the smoke.
-- @return #ZONE_RADIUS self -- @return #ZONE_RADIUS self
function ZONE_RADIUS:FlareZone( FlareColor, Points, Azimuth ) function ZONE_RADIUS:FlareZone( FlareColor, Points, Azimuth, AddHeight )
self:F2( { FlareColor, Azimuth } ) self:F2( { FlareColor, Azimuth } )
local Point = {} local Point = {}
local Vec2 = self:GetVec2() local Vec2 = self:GetVec2()
AddHeight = AddHeight or 0
Points = Points and Points or 360 Points = Points and Points or 360
local Angle local Angle
@@ -489,7 +510,7 @@ function ZONE_RADIUS:FlareZone( FlareColor, Points, Azimuth )
local Radial = Angle * RadialBase / 360 local Radial = Angle * RadialBase / 360
Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius() Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius()
Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius() Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius()
POINT_VEC2:New( Point.x, Point.y ):Flare( FlareColor, Azimuth ) POINT_VEC2:New( Point.x, Point.y, AddHeight ):Flare( FlareColor, Azimuth )
end end
return self return self
@@ -562,6 +583,225 @@ function ZONE_RADIUS:GetVec3( Height )
end end
--- Scan the zone for the presence of units of the given ObjectCategories.
-- Note that after a zone has been scanned, the zone can be evaluated by:
--
-- * @{ZONE_RADIUS.IsAllInZoneOfCoalition}(): Scan the presence of units in the zone of a coalition.
-- * @{ZONE_RADIUS.IsAllInZoneOfOtherCoalition}(): Scan the presence of units in the zone of an other coalition.
-- * @{ZONE_RADIUS.IsSomeInZoneOfCoalition}(): Scan if there is some presence of units in the zone of the given coalition.
-- * @{ZONE_RADIUS.IsNoneInZoneOfCoalition}(): Scan if there isn't any presence of units in the zone of an other coalition than the given one.
-- * @{ZONE_RADIUS.IsNoneInZone}(): Scan if the zone is empty.
-- @{#ZONE_RADIUS.
-- @param #ZONE_RADIUS self
-- @param ObjectCategories
-- @param Coalition
-- @usage
-- self.Zone:Scan()
-- local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
function ZONE_RADIUS:Scan( ObjectCategories )
self.ScanData = {}
self.ScanData.Coalitions = {}
self.ScanData.Scenery = {}
local ZoneCoord = self:GetCoordinate()
local ZoneRadius = self:GetRadius()
self:F({ZoneCoord = ZoneCoord, ZoneRadius = ZoneRadius, ZoneCoordLL = ZoneCoord:ToStringLLDMS()})
local SphereSearch = {
id = world.VolumeType.SPHERE,
params = {
point = ZoneCoord:GetVec3(),
radius = ZoneRadius,
}
}
local function EvaluateZone( ZoneObject )
--if ZoneObject:isExist() then --FF: isExist always returns false for SCENERY objects since DCS 2.2 and still in DCS 2.5
if ZoneObject then
local ObjectCategory = ZoneObject:getCategory()
if ( ObjectCategory == Object.Category.UNIT and ZoneObject:isExist() and ZoneObject:isActive() ) or
(ObjectCategory == Object.Category.STATIC and ZoneObject:isExist()) then
local CoalitionDCSUnit = ZoneObject:getCoalition()
self.ScanData.Coalitions[CoalitionDCSUnit] = true
self:F( { Name = ZoneObject:getName(), Coalition = CoalitionDCSUnit } )
end
if ObjectCategory == Object.Category.SCENERY then
local SceneryType = ZoneObject:getTypeName()
local SceneryName = ZoneObject:getName()
self.ScanData.Scenery[SceneryType] = self.ScanData.Scenery[SceneryType] or {}
self.ScanData.Scenery[SceneryType][SceneryName] = SCENERY:Register( SceneryName, ZoneObject )
self:F( { SCENERY = self.ScanData.Scenery[SceneryType][SceneryName] } )
end
end
return true
end
world.searchObjects( ObjectCategories, SphereSearch, EvaluateZone )
end
function ZONE_RADIUS:CountScannedCoalitions()
local Count = 0
for CoalitionID, Coalition in pairs( self.ScanData.Coalitions ) do
Count = Count + 1
end
return Count
end
--- Get Coalitions of the units in the Zone, or Check if there are units of the given Coalition in the Zone.
-- Returns nil if there are none ot two Coalitions in the zone!
-- Returns one Coalition if there are only Units of one Coalition in the Zone.
-- Returns the Coalition for the given Coalition if there are units of the Coalition in the Zone
-- @param #ZONE_RADIUS self
-- @return #table
function ZONE_RADIUS:GetScannedCoalition( Coalition )
if Coalition then
return self.ScanData.Coalitions[Coalition]
else
local Count = 0
local ReturnCoalition = nil
for CoalitionID, Coalition in pairs( self.ScanData.Coalitions ) do
Count = Count + 1
ReturnCoalition = CoalitionID
end
if Count ~= 1 then
ReturnCoalition = nil
end
return ReturnCoalition
end
end
function ZONE_RADIUS:GetScannedSceneryType( SceneryType )
return self.ScanData.Scenery[SceneryType]
end
function ZONE_RADIUS:GetScannedScenery()
return self.ScanData.Scenery
end
--- Is All in Zone of Coalition?
-- @param #ZONE_RADIUS self
-- @param Coalition
-- @return #boolean
-- @usage
-- self.Zone:Scan()
-- local IsGuarded = self.Zone:IsAllInZoneOfCoalition( self.Coalition )
function ZONE_RADIUS:IsAllInZoneOfCoalition( Coalition )
--self:E( { Coalitions = self.Coalitions, Count = self:CountScannedCoalitions() } )
return self:CountScannedCoalitions() == 1 and self:GetScannedCoalition( Coalition ) == true
end
--- Is All in Zone of Other Coalition?
-- You first need to use the @{#ZONE_RADIUS.Scan} method to scan the zone before it can be evaluated!
-- Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.
-- @param #ZONE_RADIUS self
-- @param Coalition
-- @return #boolean
-- @usage
-- self.Zone:Scan()
-- local IsCaptured = self.Zone:IsAllInZoneOfOtherCoalition( self.Coalition )
function ZONE_RADIUS:IsAllInZoneOfOtherCoalition( Coalition )
--self:E( { Coalitions = self.Coalitions, Count = self:CountScannedCoalitions() } )
return self:CountScannedCoalitions() == 1 and self:GetScannedCoalition( Coalition ) == nil
end
--- Is Some in Zone of Coalition?
-- You first need to use the @{#ZONE_RADIUS.Scan} method to scan the zone before it can be evaluated!
-- Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.
-- @param #ZONE_RADIUS self
-- @param Coalition
-- @return #boolean
-- @usage
-- self.Zone:Scan()
-- local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
function ZONE_RADIUS:IsSomeInZoneOfCoalition( Coalition )
return self:CountScannedCoalitions() > 1 and self:GetScannedCoalition( Coalition ) == true
end
--- Is None in Zone of Coalition?
-- You first need to use the @{#ZONE_RADIUS.Scan} method to scan the zone before it can be evaluated!
-- Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.
-- @param #ZONE_RADIUS self
-- @param Coalition
-- @return #boolean
-- @usage
-- self.Zone:Scan()
-- local IsOccupied = self.Zone:IsNoneInZoneOfCoalition( self.Coalition )
function ZONE_RADIUS:IsNoneInZoneOfCoalition( Coalition )
return self:GetScannedCoalition( Coalition ) == nil
end
--- Is None in Zone?
-- You first need to use the @{#ZONE_RADIUS.Scan} method to scan the zone before it can be evaluated!
-- Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.
-- @param #ZONE_RADIUS self
-- @return #boolean
-- @usage
-- self.Zone:Scan()
-- local IsEmpty = self.Zone:IsNoneInZone()
function ZONE_RADIUS:IsNoneInZone()
return self:CountScannedCoalitions() == 0
end
--- Searches the zone
-- @param #ZONE_RADIUS self
-- @param ObjectCategories A list of categories, which are members of Object.Category
-- @param EvaluateFunction
function ZONE_RADIUS:SearchZone( EvaluateFunction, ObjectCategories )
local SearchZoneResult = true
local ZoneCoord = self:GetCoordinate()
local ZoneRadius = self:GetRadius()
self:F({ZoneCoord = ZoneCoord, ZoneRadius = ZoneRadius, ZoneCoordLL = ZoneCoord:ToStringLLDMS()})
local SphereSearch = {
id = world.VolumeType.SPHERE,
params = {
point = ZoneCoord:GetVec3(),
radius = ZoneRadius / 2,
}
}
local function EvaluateZone( ZoneDCSUnit )
env.info( ZoneDCSUnit:getName() )
local ZoneUnit = UNIT:Find( ZoneDCSUnit )
return EvaluateFunction( ZoneUnit )
end
world.searchObjects( Object.Category.UNIT, SphereSearch, EvaluateZone )
end
--- Returns if a location is within the zone. --- Returns if a location is within the zone.
-- @param #ZONE_RADIUS self -- @param #ZONE_RADIUS self
-- @param Dcs.DCSTypes#Vec2 Vec2 The location to test. -- @param Dcs.DCSTypes#Vec2 Vec2 The location to test.
@@ -622,13 +862,29 @@ end
function ZONE_RADIUS:GetRandomPointVec2( inner, outer ) function ZONE_RADIUS:GetRandomPointVec2( inner, outer )
self:F( self.ZoneName, inner, outer ) self:F( self.ZoneName, inner, outer )
local PointVec2 = POINT_VEC2:NewFromVec2( self:GetRandomVec2() ) local PointVec2 = POINT_VEC2:NewFromVec2( self:GetRandomVec2( inner, outer ) )
self:T3( { PointVec2 } ) self:T3( { PointVec2 } )
return PointVec2 return PointVec2
end end
--- Returns Returns a random Vec3 location within the zone.
-- @param #ZONE_RADIUS self
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
-- @return Dcs.DCSTypes#Vec3 The random location within the zone.
function ZONE_RADIUS:GetRandomVec3( inner, outer )
self:F( self.ZoneName, inner, outer )
local Vec2 = self:GetRandomVec2( inner, outer )
self:T3( { x = Vec2.x, y = self.y, z = Vec2.y } )
return { x = Vec2.x, y = self.y, z = Vec2.y }
end
--- Returns a @{Point#POINT_VEC3} object reflecting a random 3D location within the zone. --- Returns a @{Point#POINT_VEC3} object reflecting a random 3D location within the zone.
-- @param #ZONE_RADIUS self -- @param #ZONE_RADIUS self
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0. -- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
@@ -637,7 +893,7 @@ end
function ZONE_RADIUS:GetRandomPointVec3( inner, outer ) function ZONE_RADIUS:GetRandomPointVec3( inner, outer )
self:F( self.ZoneName, inner, outer ) self:F( self.ZoneName, inner, outer )
local PointVec3 = POINT_VEC3:NewFromVec2( self:GetRandomVec2() ) local PointVec3 = POINT_VEC3:NewFromVec2( self:GetRandomVec2( inner, outer ) )
self:T3( { PointVec3 } ) self:T3( { PointVec3 } )
@@ -1158,7 +1414,7 @@ ZONE_POLYGON = {
ClassName="ZONE_POLYGON", ClassName="ZONE_POLYGON",
} }
--- Constructor to create a ZONE_POLYGON instance, taking the zone name and the name of the @{Group#GROUP} defined within the Mission Editor. --- Constructor to create a ZONE_POLYGON instance, taking the zone name and the @{Group#GROUP} defined within the Mission Editor.
-- The @{Group#GROUP} waypoints define the polygon corners. The first and the last point are automatically connected by ZONE_POLYGON. -- The @{Group#GROUP} waypoints define the polygon corners. The first and the last point are automatically connected by ZONE_POLYGON.
-- @param #ZONE_POLYGON self -- @param #ZONE_POLYGON self
-- @param #string ZoneName Name of the zone. -- @param #string ZoneName Name of the zone.
@@ -1174,3 +1430,22 @@ function ZONE_POLYGON:New( ZoneName, ZoneGroup )
return self return self
end end
--- Constructor to create a ZONE_POLYGON instance, taking the zone name and the **name** of the @{Group#GROUP} defined within the Mission Editor.
-- The @{Group#GROUP} waypoints define the polygon corners. The first and the last point are automatically connected by ZONE_POLYGON.
-- @param #ZONE_POLYGON self
-- @param #string ZoneName Name of the zone.
-- @param #string GroupName The group name of the GROUP defining the waypoints within the Mission Editor to define the polygon shape.
-- @return #ZONE_POLYGON self
function ZONE_POLYGON:NewFromGroupName( GroupName )
local ZoneGroup = GROUP:FindByName( GroupName )
local GroupPoints = ZoneGroup:GetTaskRoute()
local self = BASE:Inherit( self, ZONE_POLYGON_BASE:New( GroupName, GroupPoints ) )
self:F( { GroupName, ZoneGroup, self._.Polygon } )
return self
end

View File

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

View File

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

View File

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

View File

@@ -0,0 +1,115 @@
-------------------------------------------------------------------------------
-- @module DCSController
--- Controller is an object that performs A.I.-routines. Other words controller is an instance of A.I.. Controller stores current main task, active enroute tasks and behavior options. Controller performs commands. Please, read DCS A-10C GUI Manual EN.pdf chapter "Task Planning for Unit Groups", page 91 to understand A.I. system of DCS:A-10C.
--
-- This class has 2 types of functions:
--
-- * Tasks
-- * Commands: Commands are instant actions those required zero time to perform. Commands may be used both for control unit/group behavior and control game mechanics.
-- @type Controller
-- @field #Controller.Detection Detection Enum contains identifiers of surface types.
--- Enables and disables the controller.
-- Note: Now it works only for ground / naval groups!
-- @function [parent=#Controller] setOnOff
-- @param self
-- @param #boolean value Enable / Disable.
-- Tasks
--- Resets current task and then sets the task to the controller. Task is a table that contains task identifier and task parameters.
-- @function [parent=#Controller] setTask
-- @param self
-- @param #Task task
--- Resets current task of the controller.
-- @function [parent=#Controller] resetTask
-- @param self
--- Pushes the task to the front of the queue and makes the task active. Further call of function Controller.setTask() function will stop current task, clear the queue and set the new task active. If the task queue is empty the function will work like function Controller.setTask() function.
-- @function [parent=#Controller] pushTask
-- @param self
-- @param #Task task
--- Pops current (front) task from the queue and makes active next task in the queue (if exists). If no more tasks in the queue the function works like function Controller.resetTask() function. Does nothing if the queue is empty.
-- @function [parent=#Controller] popTask
-- @param self
--- Returns true if the controller has a task.
-- @function [parent=#Controller] hasTask
-- @param self
-- @return #boolean
-- Commands
--TODO: describe #Command structure
--- Sets the command to perform by controller.
-- @function [parent=#Controller] setCommand
-- @param self
-- @param #Command command Table that contains command identifier and command parameters.
-- Behaviours
--- Sets the option to the controller.
-- Option is a pair of identifier and value. Behavior options are global parameters those affect controller behavior in all tasks it performs.
-- Option identifiers and values are stored in table AI.Option in subtables Air, Ground and Naval.
--
-- OptionId = @{#AI.Option.Air.id} or @{#AI.Option.Ground.id} or @{#AI.Option.Naval.id}
-- OptionValue = AI.Option.Air.val[optionName] or AI.Option.Ground.val[optionName] or AI.Option.Naval.val[optionName]
--
-- @function [parent=#Controller] setOption
-- @param self
-- @param #OptionId optionId Option identifier.
-- @param #OptionValue optionValue Value of the option.
-- Detection
--- Enum contains identifiers of surface types.
-- @type Controller.Detection
-- @field VISUAL
-- @field OPTIC
-- @field RADAR
-- @field IRST
-- @field RWR
-- @field DLINK
--- Detected target.
-- @type DetectedTarget
-- @field Wrapper.Object#Object object The target
-- @field #boolean visible The target is visible
-- @field #boolean type The target type is known
-- @field #boolean distance Distance to the target is known
--- Checks if the target is detected or not. If one or more detection method is specified the function will return true if the target is detected by at least one of these methods. If no detection methods are specified the function will return true if the target is detected by any method.
-- @function [parent=#Controller] isTargetDetected
-- @param self
-- @param Wrapper.Object#Object target Target to check
-- @param #Controller.Detection detection Controller.Detection detection1, Controller.Detection detection2, ... Controller.Detection detectionN
-- @return #boolean detected True if the target is detected.
-- @return #boolean visible Has effect only if detected is true. True if the target is visible now.
-- @return #ModelTime lastTime Has effect only if visible is false. Last time when target was seen.
-- @return #boolean type Has effect only if detected is true. True if the target type is known.
-- @return #boolean distance Has effect only if detected is true. True if the distance to the target is known.
-- @return #Vec3 lastPos Has effect only if visible is false. Last position of the target when it was seen.
-- @return #Vec3 lastVel Has effect only if visible is false. Last velocity of the target when it was seen.
--- Returns list of detected targets. If one or more detection method is specified the function will return targets which were detected by at least one of these methods. If no detection methods are specified the function will return targets which were detected by any method.
-- @function [parent=#Controller] getDetectedTargets
-- @param self
-- @param #Controller.Detection detection Controller.Detection detection1, Controller.Detection detection2, ... Controller.Detection detectionN
-- @return #list<#DetectedTarget> array of DetectedTarget
--- Know a target.
-- @function [parent=#Controller] knowTarget
-- @param self
-- @param Wrapper.Object#Object object The target.
-- @param #boolean type Target type is known.
-- @param #boolean distance Distance to target is known.
Controller = {} --#Controller

View File

@@ -0,0 +1,83 @@
-------------------------------------------------------------------------------
-- @module DCSGroup
--- Represents group of Units.
-- @type Group
-- @field #ID ID Identifier of a group. It is assigned to a group by Mission Editor automatically.
-- @field #Group.Category Category Enum contains identifiers of group types.
--- Enum contains identifiers of group types.
-- @type Group.Category
-- @field AIRPLANE
-- @field HELICOPTER
-- @field GROUND
-- @field SHIP
-- Static Functions
--- Returns group by the name assigned to the group in Mission Editor.
-- @function [parent=#Group] getByName
-- @param #string name
-- @return #Group
-- Member Functions
--- returns true if the group exist or false otherwise.
-- @function [parent=#Group] isExist
-- @param #Group self
-- @return #boolean
--- Destroys the group and all of its units.
-- @function [parent=#Group] destroy
-- @param #Group self
--- Returns category of the group.
-- @function [parent=#Group] getCategory
-- @param #Group self
-- @return #Group.Category
--TODO check coalition.side
--- Returns the coalition of the group.
-- @function [parent=#Group] getCoalition
-- @param #Group self
-- @return Dcs.DCSCoalitionWrapper.Object#coalition.side
--- Returns the group's name. This is the same name assigned to the group in Mission Editor.
-- @function [parent=#Group] getName
-- @param #Group self
-- @return #string
--- Returns the group identifier.
-- @function [parent=#Group] getID
-- @param #Group self
-- @return #ID
--- Returns the unit with number unitNumber. If the unit is not exists the function will return nil.
-- @function [parent=#Group] getUnit
-- @param #Group self
-- @param #number unitNumber
-- @return Dcs.DCSWrapper.Unit#Unit
--- Returns current size of the group. If some of the units will be destroyed, As units are destroyed the size of the group will be changed.
-- @function [parent=#Group] getSize
-- @param #Group self
-- @return #number
--- Returns initial size of the group. If some of the units will be destroyed, initial size of the group will not be changed. Initial size limits the unitNumber parameter for Group.getUnit() function.
-- @function [parent=#Group] getInitialSize
-- @param #Group self
-- @return #number
--- Returns array of the units present in the group now. Destroyed units will not be enlisted at all.
-- @function [parent=#Group] getUnits
-- @param #Group self
-- @return #list<Dcs.DCSWrapper.Unit#Unit> array of Units
--- Returns controller of the group.
-- @function [parent=#Group] getController
-- @param #Group self
-- @return Controller#Controller
Group = {} --#Group

View File

@@ -0,0 +1,73 @@
-------------------------------------------------------------------------------
-- @module DCSObject
--- @type Object
-- @field #Object.Category Category
-- @field #Object.Desc Desc
--- @type Object.Category
-- @field UNIT
-- @field WEAPON
-- @field STATIC
-- @field SCENERY
-- @field BASE
--- @type Object.Desc
-- @extends #Desc
-- @field #number life initial life level
-- @field #Box3 box bounding box of collision geometry
--- @function [parent=#Object] isExist
-- @param #Object self
-- @return #boolean
--- @function [parent=#Object] destroy
-- @param #Object self
--- @function [parent=#Object] getCategory
-- @param #Object self
-- @return #Object.Category
--- Returns type name of the Object.
-- @function [parent=#Object] getTypeName
-- @param #Object self
-- @return #string
--- Returns object descriptor.
-- @function [parent=#Object] getDesc
-- @param #Object self
-- @return #Object.Desc
--- Returns true if the object belongs to the category.
-- @function [parent=#Object] hasAttribute
-- @param #Object self
-- @param #AttributeName attributeName Attribute name to check.
-- @return #boolean
--- Returns name of the object. This is the name that is assigned to the object in the Mission Editor.
-- @function [parent=#Object] getName
-- @param #Object self
-- @return #string
--- Returns object coordinates for current time.
-- @function [parent=#Object] getPoint
-- @param #Object self
-- @return #Vec3
--- Returns object position for current time.
-- @function [parent=#Object] getPosition
-- @param #Object self
-- @return #Position3
--- Returns the unit's velocity vector.
-- @function [parent=#Object] getVelocity
-- @param #Object self
-- @return #Vec3
--- Returns true if the unit is in air.
-- @function [parent=#Object] inAir
-- @param #Object self
-- @return #boolean
Object = {} --#Object

View File

@@ -0,0 +1,34 @@
-------------------------------------------------------------------------------
-- @module DCSStaticObject
-------------------------------------------------------------------------------
-- @module StaticObject
-- @extends CoalitionWrapper.Object#CoalitionObject
--- Represents static object added in the Mission Editor.
-- @type StaticObject
-- @field #StaticObject.ID ID Identifier of a StaticObject. It assigned to an StaticObject by the Mission Editor automatically.
-- @field #StaticObject.Desc Desc Descriptor of StaticObject and Unit are equal. StaticObject is just a passive variant of Unit.
--- StaticObject descriptor. Airdromes are unique and their types are unique, but helipads and ships are not always unique and may have the same type.
-- @type StaticObject.Desc
-- @extends Wrapper.Unit#Unit.Desc
--- Returns static object by its name. If no static object found nil will be returned.
-- @function [parent=#StaticObject] getByName
-- @param #string name Name of static object to find.
-- @return #StaticObject
--- returns identifier of the static object.
-- @function [parent=#StaticObject] getID
-- @param #StaticObject self
-- @return #StaticObject.ID
--- Returns descriptor of the StaticObject.
-- @function [parent=#StaticObject] getDesc
-- @param #StaticObject self
-- @return #StaticObject.Desc
StaticObject = {} --#StaticObject

View File

@@ -0,0 +1,15 @@
--- @module DCSTask
--- A task descriptor (internal structure for DCS World)
-- @type Task
-- @field #string id
-- @field #Task.param param
--- @type Task.param
--- List of @{#Task}
-- @type TaskArray
-- @list <#Task>
env.info( "Task defined" )

View File

@@ -0,0 +1,8 @@
-------------------------------------------------------------------------------
-- @module DCSTime
--- @type ModelTime
-- @extends #number
--- @type Time
-- @extends #number

View File

@@ -0,0 +1,246 @@
-------------------------------------------------------------------------------
-- @module DCSTypes
--- Time is given in seconds.
-- @type Time
-- @extends #number
--- Model time is the time that drives the simulation. Model time may be stopped, accelerated and decelerated relative real time.
-- @type ModelTime
-- @extends #number
--- Mission time is a model time plus time of the mission start.
-- @type MissionTime
-- @extends #number
--- Distance is given in meters.
-- @type Distance
-- @extends #number
--- Angle is given in radians.
-- @type Angle
-- @extends #number
--- Azimuth is an angle of rotation around world axis y counter-clockwise.
-- @type Azimuth
-- @extends #number
--- Mass is given in kilograms.
-- @type Mass
-- @extends #number
--- Vec3 type is a 3D-vector.
-- DCS world has 3-dimensional coordinate system. DCS ground is an infinite plain.
-- @type Vec3
-- @field #Distance x is directed to the north
-- @field #Distance z is directed to the east
-- @field #Distance y is directed up
--- Vec2 is a 2D-vector for the ground plane as a reference plane.
-- @type Vec2
-- @field #Distance x Vec2.x = Vec3.x
-- @field #Distance y Vec2.y = Vec3.z
--- Position is a composite structure. It consists of both coordinate vector and orientation matrix. Position3 (also known as "Pos3" for short) is a table that has following format:
-- @type Position3
-- @field #Vec3 p
-- @field #Vec3 x
-- @field #Vec3 y
-- @field #Vec3 z
--- 3-dimensional box.
-- @type Box3
-- @field #Vec3 min
-- @field #Vec3 max
--- Each object belongs to a type. Object type is a named couple of properties those independent of mission and common for all units of the same type. Name of unit type is a string. Samples of unit type: "Su-27", "KAMAZ" and "M2 Bradley".
-- @type TypeName
-- @extends #string
--- AttributeName = string
-- Each object type may have attributes.
-- Attributes are enlisted in ./Scripts/Database/db_attributes.Lua.
-- To know what attributes the object type has, look for the unit type script in sub-directories planes/, helicopter/s, vehicles, navy/ of ./Scripts/Database/ directory.
-- @type AttributeName
-- @extends #string
--- List of @{#AttributeName}
-- @type AttributeNameArray
-- @list <#AttributeName>
--- @type AI
-- @field #AI.Skill Skill
-- @field #AI.Task Task
-- @field #AI.Option Option
--- @type AI.Skill
-- @field AVERAGE
-- @field GOOD
-- @field HIGH
-- @field EXCELLENT
-- @field PLAYER
-- @field CLIENT
--- @type AI.Task
-- @field #AI.Task.WeaponExpend WeaponExpend
-- @field #AI.Task.OrbitPattern OrbitPattern
-- @field #AI.Task.Designation Designation
-- @field #AI.Task.WaypointType WaypointType
-- @field #AI.Task.TurnMethod TurnMethod
-- @field #AI.Task.AltitudeType AltitudeType
-- @field #AI.Task.VehicleFormation VehicleFormation
--- @type AI.Task.WeaponExpend
-- @field ONE
-- @field TWO
-- @field FOUR
-- @field QUARTER
-- @field HALF
-- @field ALL
--- @type AI.Task.OrbitPattern
-- @field CIRCLE
-- @field RACE_TRACK
--- @type AI.Task.Designation
-- @field NO
-- @field AUTO
-- @field WP
-- @field IR_POINTER
-- @field LASER
--- @type AI.Task.WaypointType
-- @field TAKEOFF
-- @field TAKEOFF_PARKING
-- @field TURNING_POINT
-- @field LAND
--- @type AI.Task.TurnMethod
-- @field FLY_OVER_POINT
-- @field FIN_POINT
--- @type AI.Task.AltitudeType
-- @field BARO
-- @field RADIO
--- @type AI.Task.VehicleFormation
-- @field OFF_ROAD
-- @field ON_ROAD
-- @field RANK
-- @field CONE
-- @field DIAMOND
-- @field VEE
-- @field ECHELON_LEFT
-- @field ECHELON_RIGHT
--- @type AI.Option
-- @field #AI.Option.Air Air
-- @field #AI.Option.Ground Ground
-- @field #AI.Option.Naval Naval
--- @type AI.Option.Air
-- @field #AI.Option.Air.id id
-- @field #AI.Option.Air.val val
--- @type AI.Option.Ground
-- @field #AI.Option.Ground.id id
-- @field #AI.Option.Ground.val val
--- @type AI.Option.Naval
-- @field #AI.Option.Naval.id id
-- @field #AI.Option.Naval.val val
--TODO: work on formation
--- @type AI.Option.Air.id
-- @field NO_OPTION
-- @field ROE
-- @field REACTION_ON_THREAT
-- @field RADAR_USING
-- @field FLARE_USING
-- @field FORMATION
-- @field RTB_ON_BINGO
-- @field SILENCE
--- @type AI.Option.Air.val
-- @field #AI.Option.Air.val.ROE ROE
-- @field #AI.Option.Air.val.REACTION_ON_THREAT REACTION_ON_THREAT
-- @field #AI.Option.Air.val.RADAR_USING RADAR_USING
-- @field #AI.Option.Air.val.FLARE_USING FLARE_USING
--- @type AI.Option.Air.val.ROE
-- @field WEAPON_FREE
-- @field OPEN_FIRE_WEAPON_FREE
-- @field OPEN_FIRE
-- @field RETURN_FIRE
-- @field WEAPON_HOLD
--- @type AI.Option.Air.val.REACTION_ON_THREAT
-- @field NO_REACTION
-- @field PASSIVE_DEFENCE
-- @field EVADE_FIRE
-- @field BYPASS_AND_ESCAPE
-- @field ALLOW_ABORT_MISSION
--- @type AI.Option.Air.val.RADAR_USING
-- @field NEVER
-- @field FOR_ATTACK_ONLY
-- @field FOR_SEARCH_IF_REQUIRED
-- @field FOR_CONTINUOUS_SEARCH
--- @type AI.Option.Air.val.FLARE_USING
-- @field NEVER
-- @field AGAINST_FIRED_MISSILE
-- @field WHEN_FLYING_IN_SAM_WEZ
-- @field WHEN_FLYING_NEAR_ENEMIES
--- @type AI.Option.Ground.id
-- @field NO_OPTION
-- @field ROE @{#AI.Option.Ground.val.ROE}
-- @field DISPERSE_ON_ATTACK true or false
-- @field ALARM_STATE @{#AI.Option.Ground.val.ALARM_STATE}
--- @type AI.Option.Ground.val
-- @field #AI.Option.Ground.val.ROE ROE
-- @field #AI.Option.Ground.val.ALARM_STATE ALARM_STATE
--- @type AI.Option.Ground.val.ROE
-- @field OPEN_FIRE
-- @field RETURN_FIRE
-- @field WEAPON_HOLD
--- @type AI.Option.Ground.val.ALARM_STATE
-- @field AUTO
-- @field GREEN
-- @field RED
--- @type AI.Option.Naval.id
-- @field NO_OPTION
-- @field ROE
--- @type AI.Option.Naval.val
-- @field #AI.Option.Naval.val.ROE ROE
--- @type AI.Option.Naval.val.ROE
-- @field OPEN_FIRE
-- @field RETURN_FIRE
-- @field WEAPON_HOLD
AI = {} --#AI
--- @type Desc
-- @field #TypeName typeName type name
-- @field #string displayName localized display name
-- @field #table attributes object type attributes
--- A distance type
-- @type Distance
--- An angle type
-- @type Angle
env.info( 'AI types created' )

View File

@@ -0,0 +1,241 @@
-------------------------------------------------------------------------------
-- @module DCSUnit
--- @type Unit
-- @extends Dcs.DCSCoalitionWrapper.Object#CoalitionObject
-- @field ID Identifier of an unit. It assigned to an unit by the Mission Editor automatically.
-- @field #Unit.Category Category
-- @field #Unit.RefuelingSystem RefuelingSystem
-- @field #Unit.SensorType SensorType
-- @field #Unit.OpticType OpticType
-- @field #Unit.RadarType RadarType
-- @field #Unit.Desc Desc
-- @field #Unit.DescAircraft DescAircraft
-- @field #Unit.DescAirplane DescAirplane
-- @field #Unit.DescHelicopter DescHelicopter
-- @field #Unit.DescVehicle DescVehicle
-- @field #Unit.DescShip DescShip
-- @field #Unit.AmmoItem AmmoItem
-- @field #list<#Unit.AmmoItem> Ammo
-- @field #Unit.Sensor Sensor
-- @field #Unit.Optic Optic
-- @field #Unit.Radar Radar
-- @field #Unit.IRST IRST
--- Enum that stores unit categories.
-- @type Unit.Category
-- @field AIRPLANE
-- @field HELICOPTER
-- @field GROUND_UNIT
-- @field SHIP
-- @field STRUCTURE
--- Enum that stores aircraft refueling system types.
-- @type Unit.RefuelingSystem
-- @field BOOM_AND_RECEPTACLE
-- @field PROBE_AND_DROGUE
--- Enum that stores sensor types.
-- @type Unit.SensorType
-- @field OPTIC
-- @field RADAR
-- @field IRST
-- @field RWR
--- Enum that stores types of optic sensors.
-- @type Unit.OpticType
-- @field TV TV-sensor
-- @field LLTV Low-level TV-sensor
-- @field IR Infra-Red optic sensor
--- Enum that stores radar types.
-- @type Unit.RadarType
-- @field AS air search radar
-- @field SS surface/land search radar
--- A unit descriptor.
-- @type Unit.Desc
-- @extends Wrapper.Object#Object.Desc
-- @field #Unit.Category category Unit Category
-- @field #Mass massEmpty mass of empty unit
-- @field #number speedMax istance / Time, --maximal velocity
--- An aircraft descriptor.
-- @type Unit.DescAircraft
-- @extends Wrapper.Unit#Unit.Desc
-- @field #Mass fuelMassMax maximal inner fuel mass
-- @field #Distance range Operational range
-- @field #Distance Hmax Ceiling
-- @field #number VyMax #Distance / #Time, --maximal climb rate
-- @field #number NyMin minimal safe acceleration
-- @field #number NyMax maximal safe acceleration
-- @field #Unit.RefuelingSystem tankerType refueling system type
--- An airplane descriptor.
-- @type Unit.DescAirplane
-- @extends Wrapper.Unit#Unit.DescAircraft
-- @field #number speedMax0 Distance / Time maximal TAS at ground level
-- @field #number speedMax10K Distance / Time maximal TAS at altitude of 10 km
--- A helicopter descriptor.
-- @type Unit.DescHelicopter
-- @extends Wrapper.Unit#Unit.DescAircraft
-- @field #Distance HmaxStat static ceiling
--- A vehicle descriptor.
-- @type Unit.DescVehicle
-- @extends Wrapper.Unit#Unit.Desc
-- @field #Angle maxSlopeAngle maximal slope angle
-- @field #boolean riverCrossing can the vehicle cross a rivers
--- A ship descriptor.
-- @type Unit.DescShip
-- @extends #Unit.Desc
--- ammunition item: "type-count" pair.
-- @type Unit.AmmoItem
-- @field #Weapon.Desc desc ammunition descriptor
-- @field #number count ammunition count
--- A unit sensor.
-- @type Unit.Sensor
-- @field #TypeName typeName
-- @field #Unit.SensorType type
--- An optic sensor.
-- @type Unit.Optic
-- @extends Wrapper.Unit#Unit.Sensor
-- @field #Unit.OpticType opticType
--- A radar.
-- @type Unit.Radar
-- @extends Wrapper.Unit#Unit.Sensor
-- @field #Distance detectionDistanceRBM detection distance for RCS=1m^2 in real-beam mapping mode, nil if radar doesn't support surface/land search
-- @field #Distance detectionDistanceHRM detection distance for RCS=1m^2 in high-resolution mapping mode, nil if radar has no HRM
-- @field #Unit.Radar.detectionDistanceAir detectionDistanceAir detection distance for RCS=1m^2 airborne target, nil if radar doesn't support air search
--- @type Unit.Radar.detectionDistanceAir
-- @field #Unit.Radar.detectionDistanceAir.upperHemisphere upperHemisphere
-- @field #Unit.Radar.detectionDistanceAir.lowerHemisphere lowerHemisphere
--- @type Unit.Radar.detectionDistanceAir.upperHemisphere
-- @field #Distance headOn
-- @field #Distance tailOn
--- @type Unit.Radar.detectionDistanceAir.lowerHemisphere
-- @field #Distance headOn
-- @field #Distance tailOn
--- An IRST.
-- @type Wrapper.Unit#Unit.IRST
-- @extends Unit.Sensor
-- @field #Distance detectionDistanceIdle detection of tail-on target with heat signature = 1 in upper hemisphere, engines are in idle
-- @field #Distance detectionDistanceMaximal ..., engines are in maximal mode
-- @field #Distance detectionDistanceAfterburner ..., engines are in afterburner mode
--- An RWR.
-- @type Unit.RWR
-- @extends Wrapper.Unit#Unit.Sensor
--- table that stores all unit sensors.
-- TODO @type Sensors
--
--- Returns unit object by the name assigned to the unit in Mission Editor. If there is unit with such name or the unit is destroyed the function will return nil. The function provides access to non-activated units too.
-- @function [parent=#Unit] getByName
-- @param #string name
-- @return #Unit
--- Returns if the unit is activated.
-- @function [parent=#Unit] isActive
-- @param #Unit self
-- @return #boolean
--- Returns name of the player that control the unit or nil if the unit is controlled by A.I.
-- @function [parent=#Unit] getPlayerName
-- @param #Unit self
-- @return #string
--- returns the unit's unique identifier.
-- @function [parent=#Unit] getID
-- @param #Unit self
-- @return #Unit.ID
--- Returns the unit's number in the group. The number is the same number the unit has in ME. It may not be changed during the mission. If any unit in the group is destroyed, the numbers of another units will not be changed.
-- @function [parent=#Unit] getNumber
-- @param #Unit self
-- @return #number
--- Returns controller of the unit if it exist and nil otherwise
-- @function [parent=#Unit] getController
-- @param #Unit self
-- @return #Controller
--- Returns the unit's group if it exist and nil otherwise
-- @function [parent=#Unit] getGroup
-- @param #Unit self
-- @return Dcs.DCSWrapper.Group#Group
--- Returns the unit's callsign - the localized string.
-- @function [parent=#Unit] getCallsign
-- @param #Unit self
-- @return #string
--- Returns the unit's health. Dead units has health <= 1.0
-- @function [parent=#Unit] getLife
-- @param #Unit self
-- @return #number
--- returns the unit's initial health.
-- @function [parent=#Unit] getLife0
-- @param #Unit self
-- @return #number
--- Returns relative amount of fuel (from 0.0 to 1.0) the unit has in its internal tanks. If there are additional fuel tanks the value may be greater than 1.0.
-- @function [parent=#Unit] getFuel
-- @param #Unit self
-- @return #number
--- Returns the unit ammunition.
-- @function [parent=#Unit] getAmmo
-- @param #Unit self
-- @return #Unit.Ammo
--- Returns the unit sensors.
-- @function [parent=#Unit] getSensors
-- @param #Unit self
-- @return #Unit.Sensors
--- Returns true if the unit has specified types of sensors. This function is more preferable than Unit.getSensors() if you don't want to get information about all the unit's sensors, and just want to check if the unit has specified types of sensors.
-- @function [parent=#Unit] hasSensors
-- @param #Unit self
-- @param #Unit.SensorType sensorType (= nil) Sensor type.
-- @param ... Additional parameters.
-- @return #boolean
-- @usage
-- If sensorType is Unit.SensorType.OPTIC, additional parameters are optic sensor types. Following example checks if the unit has LLTV or IR optics:
-- unit:hasSensors(Unit.SensorType.OPTIC, Unit.OpticType.LLTV, Unit.OpticType.IR)
-- If sensorType is Unit.SensorType.RADAR, additional parameters are radar types. Following example checks if the unit has air search radars:
-- unit:hasSensors(Unit.SensorType.RADAR, Unit.RadarType.AS)
-- If no additional parameters are specified the function returns true if the unit has at least one sensor of specified type.
-- If sensor type is not specified the function returns true if the unit has at least one sensor of any type.
--
--- returns two values:
-- First value indicates if at least one of the unit's radar(s) is on.
-- Second value is the object of the radar's interest. Not nil only if at least one radar of the unit is tracking a target.
-- @function [parent=#Unit] getRadar
-- @param #Unit self
-- @return #boolean, Wrapper.Object#Object
--- Returns unit descriptor. Descriptor type depends on unit category.
-- @function [parent=#Unit] getDesc
-- @param #Unit self
-- @return #Unit.Desc
Unit = {} --#Unit

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@@ -2,10 +2,10 @@
-- --
-- === -- ===
-- --
-- ### Author: **Sven Van de Velde (FlightControl)** -- ### Author: **FlightControl**
-- ### Contributions: -- ### Contributions:
-- --
-- ==== -- ===
-- --
-- @module CleanUp -- @module CleanUp

View File

@@ -1,7 +1,5 @@
--- **Functional** -- Management of target **Designation**. Lase, smoke and illuminate targets. --- **Functional** -- Management of target **Designation**. Lase, smoke and illuminate targets.
-- --
-- --![Banner Image](..\Presentations\DESIGNATE\Dia1.JPG)
--
-- === -- ===
-- --
-- DESIGNATE is orchestrating the designation of potential targets executed by a Recce group, -- DESIGNATE is orchestrating the designation of potential targets executed by a Recce group,
@@ -40,12 +38,9 @@ do -- DESIGNATE
--- # DESIGNATE class, extends @{Fsm#FSM} --- # DESIGNATE class, extends @{Fsm#FSM}
-- --
-- DESIGNATE is orchestrating the designation of potential targets executed by a Recce group, -- DESIGNATE is managing the designation of detected targets.
-- and communicates these to a dedicated attacking group of players, -- Targets detected by recce will be communicated to a group of attacking players.
-- so that following a dynamically generated menu system, -- A menu system is made available that allows to:
-- each detected set of potential targets can be lased or smoked...
--
-- Targets can be:
-- --
-- * **Lased** for a period of time. -- * **Lased** for a period of time.
-- * **Smoked**. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.) -- * **Smoked**. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.)
@@ -55,8 +50,8 @@ do -- DESIGNATE
-- --
-- * The **DesignateObject** is the object of the DESIGNATE class, which is this class explained in the document. -- * The **DesignateObject** is the object of the DESIGNATE class, which is this class explained in the document.
-- * The **DetectionObject** is the object of a DETECTION_ class (DETECTION_TYPES, DETECTION_AREAS, DETECTION_UNITS), which is executing the detection and grouping of Targets into _DetectionItems_. -- * The **DetectionObject** is the object of a DETECTION_ class (DETECTION_TYPES, DETECTION_AREAS, DETECTION_UNITS), which is executing the detection and grouping of Targets into _DetectionItems_.
-- * **DetectionItems** is the list of detected target groupings by the _DetectionObject_. Each _DetectionItem_ contains a _TargetSet_. -- * **TargetGroups** is the list of detected target groupings by the _DetectionObject_. Each _TargetGroup_ contains a _TargetSet_.
-- * **DetectionItem** is one element of the _DetectionItems_ list, and contains a _TargetSet_. -- * **TargetGroup** is one element of the __TargetGroups__ list, and contains a _TargetSet_.
-- * The **TargetSet** is a SET_UNITS collection of _Targets_, that have been detected by the _DetectionObject_. -- * The **TargetSet** is a SET_UNITS collection of _Targets_, that have been detected by the _DetectionObject_.
-- * A **Target** is a detected UNIT object by the _DetectionObject_. -- * A **Target** is a detected UNIT object by the _DetectionObject_.
-- * A **Threat Level** is a number from 0 to 10 that is calculated based on the threat of the Target in an Air to Ground battle scenario. -- * A **Threat Level** is a number from 0 to 10 that is calculated based on the threat of the Target in an Air to Ground battle scenario.
@@ -67,39 +62,122 @@ do -- DESIGNATE
-- * A **Player** is an active CLIENT object containing a human player. -- * A **Player** is an active CLIENT object containing a human player.
-- * A **Designate Menu** is the menu that is dynamically created during the designation process for each _AttackGroup_. -- * A **Designate Menu** is the menu that is dynamically created during the designation process for each _AttackGroup_.
-- --
-- The RecceSet is continuously detecting for potential Targets, executing its task as part of the DetectionObject. -- ## 0. Player Manual
--
-- ![Banner Image](..\Presentations\DESIGNATE\Dia3.JPG)
--
-- A typical mission setup would require Recce (a @{Set} of Recce) to be detecting potential targets.
-- The DetectionObject will group the detected targets based on the detection method being used.
-- Possible detection methods could be by Area, by Type or by Unit.
-- Each grouping will result in a **TargetGroup**, for terminology and clarity we will use this term throughout the document.
--
-- **Recce** require to have Line of Sight (LOS) towards the targets.
-- The **Recce** will report any detected targets to the Players (on the picture Observers).
-- When targets are detected, a menu will be made available that allows those **TargetGroups** to be designated.
-- Designation can be done by Lasing, Smoking and Illumination.
-- Smoking is useful during the day, while illumination is recommended to be used during the night.
-- Smoking can designate specific targets, but not very precise, while lasing is very accurate and allows to
-- players to attack the targets using laser guided bombs or rockets.
-- Illumination will lighten up the Target Area.
--
-- **Recce** can be ground based or airborne. Airborne **Recce** (AFAC) can be really useful to designate a large amount of targets
-- in a wide open area, as airborne **Recce** has a large LOS.
-- However, ground based **Recce** are very useful to smoke or illuminate targets, as they can be much closer
-- to the Target Area.
--
-- It is recommended to make the **Recce** invisible and immortal using the Mission Editor in DCS World.
-- This will ensure that the detection process won't be interrupted and that targets can be designated.
-- However, you don't have to, so to simulate a more real-word situation or simulation, **Recce can also be destroyed**!
--
-- ### 0.1. Player View (Observer)
--
-- ![Banner Image](..\Presentations\DESIGNATE\Dia4.JPG)
--
-- The RecceSet is continuously detecting for potential Targets,
-- executing its task as part of the DetectionObject.
-- Once Targets have been detected, the DesignateObject will trigger the **Detect Event**. -- Once Targets have been detected, the DesignateObject will trigger the **Detect Event**.
-- --
-- In order to prevent an overflow in the DesignateObject of detected targets, there is a maximum -- In order to prevent an overflow in the DesignateObject of detected targets,
-- amount of DetectionItems that can be put in **scope** of the DesignateObject. -- there is a maximum amount of TargetGroups
-- that can be put in **scope** of the DesignateObject.
-- We call this the **MaximumDesignations** term. -- We call this the **MaximumDesignations** term.
-- --
-- As part of the Detect Event, the DetectionItems list is used by the DesignateObject to provide the Players with: -- ### 0.2. Designate Menu
-- --
-- ![Banner Image](..\Presentations\DESIGNATE\Dia5.JPG)
--
-- For each detected TargetGroup, there is:
--
-- * A **Designate Menu** are created and continuously refreshed, containing the **DesignationID** and the **Designation Status**.
-- * The RecceGroups are reporting to each AttackGroup, sending **Messages** containing the Threat Level and the TargetSet composition. -- * The RecceGroups are reporting to each AttackGroup, sending **Messages** containing the Threat Level and the TargetSet composition.
-- * **Menu options** are created and updated for each AttackGroup, containing the Detection ID and the Coordinates.
-- --
-- A Player can then select an action from the Designate Menu. -- A Player can then select an action from the **Designate Menu**.
-- The Designation Status is shown between the ( ).
-- --
-- **Note that each selected action will be executed for a TargetSet, thus the Target grouping done by the DetectionObject.** -- It indicates for each TargetGroup the current active designation action applied:
-- --
-- Each **Menu Option** in the Designate Menu has two modes: -- * An "I" for Illumnation designation.
-- * An "S" for Smoking designation.
-- * An "L" for Lasing designation.
-- --
-- 1. If the TargetSet **is not being designated**, then the **Designate Menu** option for the target Set will provide options to **Lase** or **Smoke** the targets. -- Note that multiple designation methods can be active at the same time!
-- 2. If the Target Set **is being designated**, then the **Designate Menu** option will provide an option to stop or cancel the designation. -- Note the **Auto Lase** option. When switched on, the available **Recce** will lase
-- Targets when detected.
-- --
-- While designating, the RecceGroups will report any change in TargetSet composition or Target presence. -- Targets are designated per **Threat Level**.
-- The most threatening targets from an Air to Ground perspective, are designated first!
-- This is for all designation methods.
-- --
-- The following logic is executed when a TargetSet is selected to be *lased* from the Designation Menu: -- ![Banner Image](..\Presentations\DESIGNATE\Dia6.JPG)
-- --
-- * The RecceSet is searched for any Recce that is within *designation distance* from a Target in the TargetSet that is currently not being designated. -- Each Designate Menu has a sub menu structure, which allows specific actions to be triggered:
--
-- * Lase Targets using a specific laser code.
-- * Smoke Targets using a specific smoke color.
-- * Illuminate areas.
--
-- ### 0.3. Lasing Targets
--
-- ![Banner Image](..\Presentations\DESIGNATE\Dia7.JPG)
--
-- Lasing targets is done as expected. Each available Recce can lase only ONE target through!
--
-- ![Banner Image](..\Presentations\DESIGNATE\Dia8.JPG)
--
-- Lasing can be done for specific laser codes. The Su-25T requires laser code 1113, while the A-10A requires laser code 1680.
-- For those, specific menu options can be made available for players to lase with these codes.
-- Auto Lase (as explained above), will ensure continuous lasing of available targets.
-- The status report shows which targets are being designated.
--
-- The following logic is executed when a TargetGroup is selected to be *lased* from the Designation Menu:
--
-- * The RecceSet is searched for any Recce that is within *designation distance* from a Target in the TargetGroup that is currently not being designated.
-- * If there is a Recce found that is currently no designating a target, and is within designation distance from the Target, then that Target will be designated. -- * If there is a Recce found that is currently no designating a target, and is within designation distance from the Target, then that Target will be designated.
-- * During designation, any Recce that does not have Line of Sight (LOS) and is not within disignation distance from the Target, will stop designating the Target, and a report is given. -- * During designation, any Recce that does not have Line of Sight (LOS) and is not within disignation distance from the Target, will stop designating the Target, and a report is given.
-- * When a Recce is designating a Target, and that Target is destroyed, then the Recce will stop designating the Target, and will report the event. -- * When a Recce is designating a Target, and that Target is destroyed, then the Recce will stop designating the Target, and will report the event.
-- * When a Recce is designating a Target, and that Recce is destroyed, then the Recce will be removed from the RecceSet and designation will stop without reporting. -- * When a Recce is designating a Target, and that Recce is destroyed, then the Recce will be removed from the RecceSet and designation will stop without reporting.
-- * When all RecceGroups are destroyed from the RecceSet, then the DesignationObject will stop functioning, and nothing will be reported. -- * When all RecceGroups are destroyed from the RecceSet, then the DesignationObject will stop functioning, and nothing will be reported.
-- --
-- In this way, the DesignationObject assists players to designate ground targets for a coordinated attack! -- In this way, DESIGNATE assists players to designate ground targets for a coordinated attack!
--
-- ### 0.4. Illuminating Targets
--
-- ![Banner Image](..\Presentations\DESIGNATE\Dia9.JPG)
--
-- Illumination bombs are fired between 500 and 700 meters altitude and will burn about 2 minutes, while slowly decending.
-- Each available recce within range will fire an illumination bomb.
-- Illumination bombs can be fired in while lasing targets.
-- When illumination bombs are fired, it will take about 2 minutes until a sequent bomb run can be requested using the menus.
--
-- ### 0.5. Smoking Targets
--
-- ![Banner Image](..\Presentations\DESIGNATE\Dia10.JPG)
--
-- Smoke will fire for 5 minutes.
-- Each available recce within range will smoke a target.
-- Smoking can be requested while lasing targets.
-- Smoke will appear “around” the targets, because of accuracy limitations.
--
-- --
-- Have FUN! -- Have FUN!
-- --
@@ -109,7 +187,7 @@ do -- DESIGNATE
-- --
-- ## 2. DESIGNATE is a FSM -- ## 2. DESIGNATE is a FSM
-- --
-- ![Process](..\Presentations\DESIGNATE\Dia2.JPG) -- Designate is a finite state machine, which allows for controlled transitions of states.
-- --
-- ### 2.1 DESIGNATE States -- ### 2.1 DESIGNATE States
-- --
@@ -353,7 +431,8 @@ do -- DESIGNATE
-- @param #DESIGNATE self -- @param #DESIGNATE self
-- @param #number Delay -- @param #number Delay
self:AddTransition( "*", "Done", "*" ) self:AddTransition( "*", "DoneSmoking", "*" )
self:AddTransition( "*", "DoneIlluminating", "*" )
self:AddTransition( "*", "Status", "*" ) self:AddTransition( "*", "Status", "*" )
--- Status Handler OnBefore for DESIGNATE --- Status Handler OnBefore for DESIGNATE
@@ -391,6 +470,7 @@ do -- DESIGNATE
self.LaseDuration = 60 self.LaseDuration = 60
self:SetFlashStatusMenu( false ) self:SetFlashStatusMenu( false )
self:SetFlashDetectionMessages( true )
self:SetMission( Mission ) self:SetMission( Mission )
self:SetLaserCodes( { 1688, 1130, 4785, 6547, 1465, 4578 } ) -- set self.LaserCodes self:SetLaserCodes( { 1688, 1130, 4785, 6547, 1465, 4578 } ) -- set self.LaserCodes
@@ -398,7 +478,7 @@ do -- DESIGNATE
self:SetThreatLevelPrioritization( false ) -- self.ThreatLevelPrioritization, default is threat level priorization off self:SetThreatLevelPrioritization( false ) -- self.ThreatLevelPrioritization, default is threat level priorization off
self:SetMaximumDesignations( 5 ) -- Sets the maximum designations. The default is 5 designations. self:SetMaximumDesignations( 5 ) -- Sets the maximum designations. The default is 5 designations.
self:SetMaximumDistanceDesignations( 12000 ) -- Sets the maximum distance on which designations can be accepted. The default is 8000 meters. self:SetMaximumDistanceDesignations( 8000 ) -- Sets the maximum distance on which designations can be accepted. The default is 8000 meters.
self:SetMaximumMarkings( 2 ) -- Per target group, a maximum of 2 markings will be made by default. self:SetMaximumMarkings( 2 ) -- Per target group, a maximum of 2 markings will be made by default.
self:SetDesignateMenu() self:SetDesignateMenu()
@@ -416,17 +496,27 @@ do -- DESIGNATE
return self return self
end end
--- Set the flashing of the status menu. --- Set the flashing of the status menu for all AttackGroups.
-- @param #DESIGNATE self -- @param #DESIGNATE self
-- @param #boolean FlashMenu true: the status menu will be flashed every detection run; false: no flashing of the menu. -- @param #boolean FlashMenu true: the status menu will be flashed every detection run; false: no flashing of the menu.
-- @return #DESIGNATE -- @return #DESIGNATE
-- @usage
--
-- -- Enable the designate status message flashing...
-- Designate:SetFlashStatusMenu( true )
--
-- -- Disable the designate statusmessage flashing...
-- Designate:SetFlashStatusMenu()
--
-- -- Disable the designate status message flashing...
-- Designate:SetFlashStatusMenu( false )
function DESIGNATE:SetFlashStatusMenu( FlashMenu ) --R2.1 function DESIGNATE:SetFlashStatusMenu( FlashMenu ) --R2.1
self.FlashStatusMenu = {} self.FlashStatusMenu = {}
self.AttackSet:ForEachGroup( self.AttackSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP GroupReport --- @param Wrapper.Group#GROUP AttackGroup
function( AttackGroup ) function( AttackGroup )
self.FlashStatusMenu[AttackGroup] = FlashMenu self.FlashStatusMenu[AttackGroup] = FlashMenu
end end
@@ -435,6 +525,35 @@ do -- DESIGNATE
return self return self
end end
--- Set the flashing of the new detection messages.
-- @param #DESIGNATE self
-- @param #boolean FlashDetectionMessage true: The detection message will be flashed every time a new detection was done; false: no messages will be displayed.
-- @return #DESIGNATE
-- @usage
--
-- -- Enable the message flashing...
-- Designate:SetFlashDetectionMessages( true )
--
-- -- Disable the message flashing...
-- Designate:SetFlashDetectionMessages()
--
-- -- Disable the message flashing...
-- Designate:SetFlashDetectionMessages( false )
function DESIGNATE:SetFlashDetectionMessages( FlashDetectionMessage )
self.FlashDetectionMessage = {}
self.AttackSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP AttackGroup
function( AttackGroup )
self.FlashDetectionMessage[AttackGroup] = FlashDetectionMessage
end
)
return self
end
--- Set the maximum amount of designations. --- Set the maximum amount of designations.
-- @param #DESIGNATE self -- @param #DESIGNATE self
@@ -494,7 +613,7 @@ do -- DESIGNATE
function DESIGNATE:SetLaserCodes( LaserCodes ) --R2.1 function DESIGNATE:SetLaserCodes( LaserCodes ) --R2.1
self.LaserCodes = ( type( LaserCodes ) == "table" ) and LaserCodes or { LaserCodes } self.LaserCodes = ( type( LaserCodes ) == "table" ) and LaserCodes or { LaserCodes }
self:E( { LaserCodes = self.LaserCodes } ) self:F( { LaserCodes = self.LaserCodes } )
self.LaserCodesUsed = {} self.LaserCodesUsed = {}
@@ -674,25 +793,28 @@ do -- DESIGNATE
-- @return #DESIGNATE -- @return #DESIGNATE
function DESIGNATE:DesignationScope() function DESIGNATE:DesignationScope()
local DetectedItems = self.Detection:GetDetectedItems() local DetectedItems = self.Detection:GetDetectedItemsByIndex()
local DetectedItemCount = 0 local DetectedItemCount = 0
for DesignateIndex, Designating in pairs( self.Designating ) do for DesignateIndex, Designating in pairs( self.Designating ) do
local DetectedItem = DetectedItems[DesignateIndex] local DetectedItem = self.Detection:GetDetectedItemByIndex( DesignateIndex )
if DetectedItem then if DetectedItem then
-- Check LOS... -- Check LOS...
local IsDetected = self.Detection:IsDetectedItemDetected( DetectedItem ) local IsDetected = self.Detection:IsDetectedItemDetected( DetectedItem )
self:F({IsDetected = IsDetected, DetectedItem }) self:F({IsDetected = IsDetected })
if IsDetected == false then if IsDetected == false then
self:F("Removing") self:F("Removing")
-- This Detection is obsolete, remove from the designate scope -- This Detection is obsolete, remove from the designate scope
self.Designating[DesignateIndex] = nil self.Designating[DesignateIndex] = nil
self.AttackSet:ForEachGroup( self.AttackSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP AttackGroup
function( AttackGroup ) function( AttackGroup )
local DetectionText = self.Detection:DetectedItemReportSummary( DesignateIndex, AttackGroup ):Text( ", " ) if AttackGroup:IsAlive() == true then
local DetectionText = self.Detection:DetectedItemReportSummary( DetectedItem, AttackGroup ):Text( ", " )
self.CC:GetPositionable():MessageToGroup( "Targets out of LOS\n" .. DetectionText, 10, AttackGroup, self.DesignateName ) self.CC:GetPositionable():MessageToGroup( "Targets out of LOS\n" .. DetectionText, 10, AttackGroup, self.DesignateName )
end end
end
) )
else else
DetectedItemCount = DetectedItemCount + 1 DetectedItemCount = DetectedItemCount + 1
@@ -711,13 +833,19 @@ do -- DESIGNATE
if DetectedItem.DistanceRecce <= self.MaximumDistanceDesignations then if DetectedItem.DistanceRecce <= self.MaximumDistanceDesignations then
if self.Designating[DesignateIndex] == nil then if self.Designating[DesignateIndex] == nil then
-- ok, we added one item to the designate scope. -- ok, we added one item to the designate scope.
self.AttackSet:ForEachGroup( self.AttackSet:ForEachGroupAlive(
function( AttackGroup ) function( AttackGroup )
local DetectionText = self.Detection:DetectedItemReportSummary( DesignateIndex, AttackGroup ):Text( ", " ) if self.FlashDetectionMessage[AttackGroup] == true then
local DetectionText = self.Detection:DetectedItemReportSummary( DetectedItem, AttackGroup ):Text( ", " )
self.CC:GetPositionable():MessageToGroup( "Targets detected at \n" .. DetectionText, 10, AttackGroup, self.DesignateName ) self.CC:GetPositionable():MessageToGroup( "Targets detected at \n" .. DetectionText, 10, AttackGroup, self.DesignateName )
end end
end
) )
self.Designating[DesignateIndex] = "" self.Designating[DesignateIndex] = ""
-- When we found an item for designation, we stop the loop.
-- So each iteration over the detected items, a new detected item will be selected to be designated.
-- Until all detected items were found or until there are about 5 designations allocated.
break break
end end
end end
@@ -733,7 +861,7 @@ do -- DESIGNATE
-- @return #DESIGNATE -- @return #DESIGNATE
function DESIGNATE:CoordinateLase() function DESIGNATE:CoordinateLase()
local DetectedItems = self.Detection:GetDetectedItems() local DetectedItems = self.Detection:GetDetectedItemsByIndex()
for DesignateIndex, Designating in pairs( self.Designating ) do for DesignateIndex, Designating in pairs( self.Designating ) do
local DetectedItem = DetectedItems[DesignateIndex] local DetectedItem = DetectedItems[DesignateIndex]
@@ -753,11 +881,9 @@ do -- DESIGNATE
-- @param Wrapper.Group#GROUP AttackGroup -- @param Wrapper.Group#GROUP AttackGroup
-- @param #number Duration The time in seconds the report should be visible. -- @param #number Duration The time in seconds the report should be visible.
-- @return #DESIGNATE -- @return #DESIGNATE
function DESIGNATE:SendStatus( MenuAttackGroup, Duration ) function DESIGNATE:SendStatus( MenuAttackGroup )
Duration = Duration or 10 self.AttackSet:ForEachGroupAlive(
self.AttackSet:ForEachGroup(
--- @param Wrapper.Group#GROUP GroupReport --- @param Wrapper.Group#GROUP GroupReport
function( AttackGroup ) function( AttackGroup )
@@ -765,24 +891,33 @@ do -- DESIGNATE
if self.FlashStatusMenu[AttackGroup] or ( MenuAttackGroup and ( AttackGroup:GetName() == MenuAttackGroup:GetName() ) ) then if self.FlashStatusMenu[AttackGroup] or ( MenuAttackGroup and ( AttackGroup:GetName() == MenuAttackGroup:GetName() ) ) then
local DetectedReport = REPORT:New( "Targets ready for Designation:" ) local DetectedReport = REPORT:New( "Targets ready for Designation:" )
local DetectedItems = self.Detection:GetDetectedItems() local DetectedItems = self.Detection:GetDetectedItemsByIndex()
for DesignateIndex, Designating in pairs( self.Designating ) do for DesignateIndex, Designating in pairs( self.Designating ) do
local DetectedItem = DetectedItems[DesignateIndex] local DetectedItem = DetectedItems[DesignateIndex]
if DetectedItem then if DetectedItem then
local Report = self.Detection:DetectedItemReportSummary( DesignateIndex, AttackGroup ):Text( ", " ) local Report = self.Detection:DetectedItemReportSummary( DetectedItem, AttackGroup ):Text( ", " )
DetectedReport:Add( string.rep( "-", 140 ) ) DetectedReport:Add( string.rep( "-", 140 ) )
DetectedReport:Add( " - " .. Report ) DetectedReport:Add( " - " .. Report )
if string.find( Designating, "L" ) then
DetectedReport:Add( " - " .. "Lasing Targets" )
end
if string.find( Designating, "S" ) then
DetectedReport:Add( " - " .. "Smoking Targets" )
end
if string.find( Designating, "I" ) then
DetectedReport:Add( " - " .. "Illuminating Area" )
end
end end
end end
local CC = self.CC:GetPositionable() local CC = self.CC:GetPositionable()
CC:MessageToGroup( DetectedReport:Text( "\n" ), Duration, AttackGroup, self.DesignateName ) CC:MessageTypeToGroup( DetectedReport:Text( "\n" ), MESSAGE.Type.Information, AttackGroup, self.DesignateName )
local DesignationReport = REPORT:New( "Marking Targets:\n" ) local DesignationReport = REPORT:New( "Marking Targets:" )
self.RecceSet:ForEachGroup( self.RecceSet:ForEachGroupAlive(
function( RecceGroup ) function( RecceGroup )
local RecceUnits = RecceGroup:GetUnits() local RecceUnits = RecceGroup:GetUnits()
for UnitID, RecceData in pairs( RecceUnits ) do for UnitID, RecceData in pairs( RecceUnits ) do
@@ -794,7 +929,7 @@ do -- DESIGNATE
end end
) )
CC:MessageToGroup( DesignationReport:Text(), Duration, AttackGroup, self.DesignateName ) CC:MessageTypeToGroup( DesignationReport:Text(), MESSAGE.Type.Information, AttackGroup, self.DesignateName )
end end
end end
) )
@@ -807,9 +942,9 @@ do -- DESIGNATE
-- @return #DESIGNATE -- @return #DESIGNATE
function DESIGNATE:SetDesignateMenu() function DESIGNATE:SetDesignateMenu()
self.AttackSet:Flush() self.AttackSet:Flush( self )
self.AttackSet:ForEachGroup( self.AttackSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP GroupReport --- @param Wrapper.Group#GROUP GroupReport
function( AttackGroup ) function( AttackGroup )
@@ -823,69 +958,67 @@ do -- DESIGNATE
local MenuTime = timer.getTime() local MenuTime = timer.getTime()
self.MenuDesignate[AttackGroup] = MENU_GROUP:New( AttackGroup, self.DesignateName, MissionMenu ):SetTime( MenuTime ):SetTag( self.DesignateName ) self.MenuDesignate[AttackGroup] = MENU_GROUP_DELAYED:New( AttackGroup, self.DesignateName, MissionMenu ):SetTime( MenuTime ):SetTag( self.DesignateName )
local MenuDesignate = self.MenuDesignate[AttackGroup] -- Core.Menu#MENU_GROUP local MenuDesignate = self.MenuDesignate[AttackGroup] -- Core.Menu#MENU_GROUP_DELAYED
-- Set Menu option for auto lase -- Set Menu option for auto lase
if self.AutoLase then if self.AutoLase then
MENU_GROUP_COMMAND:New( AttackGroup, "Auto Lase Off", MenuDesignate, self.MenuAutoLase, self, false ):SetTime( MenuTime ):SetTag( self.DesignateName ) MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Auto Lase Off", MenuDesignate, self.MenuAutoLase, self, false ):SetTime( MenuTime ):SetTag( self.DesignateName )
else else
MENU_GROUP_COMMAND:New( AttackGroup, "Auto Lase On", MenuDesignate, self.MenuAutoLase, self, true ):SetTime( MenuTime ):SetTag( self.DesignateName ) MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Auto Lase On", MenuDesignate, self.MenuAutoLase, self, true ):SetTime( MenuTime ):SetTag( self.DesignateName )
end end
local StatusMenu = MENU_GROUP:New( AttackGroup, "Status", MenuDesignate ):SetTime( MenuTime ):SetTag( self.DesignateName ) local StatusMenu = MENU_GROUP_DELAYED:New( AttackGroup, "Status", MenuDesignate ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND:New( AttackGroup, "Report Status 15s", StatusMenu, self.MenuStatus, self, AttackGroup, 15 ):SetTime( MenuTime ):SetTag( self.DesignateName ) MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Report Status", StatusMenu, self.MenuStatus, self, AttackGroup ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND:New( AttackGroup, "Report Status 30s", StatusMenu, self.MenuStatus, self, AttackGroup, 30 ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND:New( AttackGroup, "Report Status 60s", StatusMenu, self.MenuStatus, self, AttackGroup, 60 ):SetTime( MenuTime ):SetTag( self.DesignateName )
if self.FlashStatusMenu[AttackGroup] then if self.FlashStatusMenu[AttackGroup] then
MENU_GROUP_COMMAND:New( AttackGroup, "Flash Status Report Off", StatusMenu, self.MenuFlashStatus, self, AttackGroup, false ):SetTime( MenuTime ):SetTag( self.DesignateName ) MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Flash Status Report Off", StatusMenu, self.MenuFlashStatus, self, AttackGroup, false ):SetTime( MenuTime ):SetTag( self.DesignateName )
else else
MENU_GROUP_COMMAND:New( AttackGroup, "Flash Status Report On", StatusMenu, self.MenuFlashStatus, self, AttackGroup, true ):SetTime( MenuTime ):SetTag( self.DesignateName ) MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Flash Status Report On", StatusMenu, self.MenuFlashStatus, self, AttackGroup, true ):SetTime( MenuTime ):SetTag( self.DesignateName )
end end
for DesignateIndex, Designating in pairs( self.Designating ) do for DesignateIndex, Designating in pairs( self.Designating ) do
local DetectedItem = self.Detection:GetDetectedItem( DesignateIndex ) local DetectedItem = self.Detection:GetDetectedItemByIndex( DesignateIndex )
if DetectedItem then if DetectedItem then
local Coord = self.Detection:GetDetectedItemCoordinate( DesignateIndex ) local Coord = self.Detection:GetDetectedItemCoordinate( DetectedItem )
local ID = self.Detection:GetDetectedItemID( DesignateIndex ) local ID = self.Detection:GetDetectedItemID( DetectedItem )
local MenuText = ID .. ", " .. Coord:ToStringA2G( AttackGroup ) local MenuText = ID --.. ", " .. Coord:ToStringA2G( AttackGroup )
if Designating == "" then MenuText = string.format( "(%3s) %s", Designating, MenuText )
MenuText = "(-) " .. MenuText local DetectedMenu = MENU_GROUP_DELAYED:New( AttackGroup, MenuText, MenuDesignate ):SetTime( MenuTime ):SetTag( self.DesignateName )
local DetectedMenu = MENU_GROUP:New( AttackGroup, MenuText, MenuDesignate ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND:New( AttackGroup, "Search other target", DetectedMenu, self.MenuForget, self, DesignateIndex ):SetTime( MenuTime ):SetTag( self.DesignateName ) -- Build the Lasing menu.
if string.find( Designating, "L", 1, true ) == nil then
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Search other target", DetectedMenu, self.MenuForget, self, DesignateIndex ):SetTime( MenuTime ):SetTag( self.DesignateName )
for LaserCode, MenuText in pairs( self.MenuLaserCodes ) do for LaserCode, MenuText in pairs( self.MenuLaserCodes ) do
MENU_GROUP_COMMAND:New( AttackGroup, string.format( MenuText, LaserCode ), DetectedMenu, self.MenuLaseCode, self, DesignateIndex, 60, LaserCode ):SetTime( MenuTime ):SetTag( self.DesignateName ) MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, string.format( MenuText, LaserCode ), DetectedMenu, self.MenuLaseCode, self, DesignateIndex, 60, LaserCode ):SetTime( MenuTime ):SetTag( self.DesignateName )
end end
MENU_GROUP_COMMAND:New( AttackGroup, "Lase with random laser code(s)", DetectedMenu, self.MenuLaseOn, self, DesignateIndex, 60 ):SetTime( MenuTime ):SetTag( self.DesignateName ) MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Lase with random laser code(s)", DetectedMenu, self.MenuLaseOn, self, DesignateIndex, 60 ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND:New( AttackGroup, "Smoke red", DetectedMenu, self.MenuSmoke, self, DesignateIndex, SMOKECOLOR.Red ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND:New( AttackGroup, "Smoke blue", DetectedMenu, self.MenuSmoke, self, DesignateIndex, SMOKECOLOR.Blue ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND:New( AttackGroup, "Smoke green", DetectedMenu, self.MenuSmoke, self, DesignateIndex, SMOKECOLOR.Green ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND:New( AttackGroup, "Smoke white", DetectedMenu, self.MenuSmoke, self, DesignateIndex, SMOKECOLOR.White ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND:New( AttackGroup, "Smoke orange", DetectedMenu, self.MenuSmoke, self, DesignateIndex, SMOKECOLOR.Orange ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND:New( AttackGroup, "Illuminate", DetectedMenu, self.MenuIlluminate, self, DesignateIndex ):SetTime( MenuTime ):SetTag( self.DesignateName )
else else
if Designating == "Laser" then MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Stop lasing", DetectedMenu, self.MenuLaseOff, self, DesignateIndex ):SetTime( MenuTime ):SetTag( self.DesignateName )
MenuText = "(L) " .. MenuText
elseif Designating == "Smoke" then
MenuText = "(S) " .. MenuText
elseif Designating == "Illuminate" then
MenuText = "(I) " .. MenuText
end end
local DetectedMenu = MENU_GROUP:New( AttackGroup, MenuText, MenuDesignate ):SetTime( MenuTime ):SetTag( self.DesignateName )
if Designating == "Laser" then -- Build the Smoking menu.
MENU_GROUP_COMMAND:New( AttackGroup, "Stop lasing", DetectedMenu, self.MenuLaseOff, self, DesignateIndex ):SetTime( MenuTime ):SetTag( self.DesignateName ) if string.find( Designating, "S", 1, true ) == nil then
else MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Smoke red", DetectedMenu, self.MenuSmoke, self, DesignateIndex, SMOKECOLOR.Red ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Smoke blue", DetectedMenu, self.MenuSmoke, self, DesignateIndex, SMOKECOLOR.Blue ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Smoke green", DetectedMenu, self.MenuSmoke, self, DesignateIndex, SMOKECOLOR.Green ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Smoke white", DetectedMenu, self.MenuSmoke, self, DesignateIndex, SMOKECOLOR.White ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Smoke orange", DetectedMenu, self.MenuSmoke, self, DesignateIndex, SMOKECOLOR.Orange ):SetTime( MenuTime ):SetTag( self.DesignateName )
end end
-- Build the Illuminate menu.
if string.find( Designating, "I", 1, true ) == nil then
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Illuminate", DetectedMenu, self.MenuIlluminate, self, DesignateIndex ):SetTime( MenuTime ):SetTag( self.DesignateName )
end end
end end
end end
MenuDesignate:Remove( MenuTime, self.DesignateName ) MenuDesignate:Remove( MenuTime, self.DesignateName )
MenuDesignate:Set()
end end
) )
@@ -894,18 +1027,18 @@ do -- DESIGNATE
--- ---
-- @param #DESIGNATE self -- @param #DESIGNATE self
function DESIGNATE:MenuStatus( AttackGroup, Duration ) function DESIGNATE:MenuStatus( AttackGroup )
self:E("Status") self:F("Status")
self:SendStatus( AttackGroup, Duration ) self:SendStatus( AttackGroup )
end end
--- ---
-- @param #DESIGNATE self -- @param #DESIGNATE self
function DESIGNATE:MenuFlashStatus( AttackGroup, Flash ) function DESIGNATE:MenuFlashStatus( AttackGroup, Flash )
self:E("Flash Status") self:F("Flash Status")
self.FlashStatusMenu[AttackGroup] = Flash self.FlashStatusMenu[AttackGroup] = Flash
self:SetDesignateMenu() self:SetDesignateMenu()
@@ -916,9 +1049,9 @@ do -- DESIGNATE
-- @param #DESIGNATE self -- @param #DESIGNATE self
function DESIGNATE:MenuForget( Index ) function DESIGNATE:MenuForget( Index )
self:E("Forget") self:F("Forget")
self.Designating[Index] = nil self.Designating[Index] = ""
self:SetDesignateMenu() self:SetDesignateMenu()
end end
@@ -926,7 +1059,7 @@ do -- DESIGNATE
-- @param #DESIGNATE self -- @param #DESIGNATE self
function DESIGNATE:MenuAutoLase( AutoLase ) function DESIGNATE:MenuAutoLase( AutoLase )
self:E("AutoLase") self:F("AutoLase")
self:SetAutoLase( AutoLase, true ) self:SetAutoLase( AutoLase, true )
end end
@@ -935,28 +1068,34 @@ do -- DESIGNATE
-- @param #DESIGNATE self -- @param #DESIGNATE self
function DESIGNATE:MenuSmoke( Index, Color ) function DESIGNATE:MenuSmoke( Index, Color )
self:E("Designate through Smoke") self:F("Designate through Smoke")
self.Designating[Index] = "Smoke" if string.find( self.Designating[Index], "S" ) == nil then
self.Designating[Index] = self.Designating[Index] .. "S"
end
self:Smoke( Index, Color ) self:Smoke( Index, Color )
self:SetDesignateMenu()
end end
--- ---
-- @param #DESIGNATE self -- @param #DESIGNATE self
function DESIGNATE:MenuIlluminate( Index ) function DESIGNATE:MenuIlluminate( Index )
self:E("Designate through Illumination") self:F("Designate through Illumination")
self.Designating[Index] = "Illuminate" if string.find( self.Designating[Index], "I", 1, true ) == nil then
self.Designating[Index] = self.Designating[Index] .. "I"
end
self:__Illuminate( 1, Index ) self:__Illuminate( 1, Index )
self:SetDesignateMenu()
end end
--- ---
-- @param #DESIGNATE self -- @param #DESIGNATE self
function DESIGNATE:MenuLaseOn( Index, Duration ) function DESIGNATE:MenuLaseOn( Index, Duration )
self:E("Designate through Lase") self:F("Designate through Lase")
self:__LaseOn( 1, Index, Duration ) self:__LaseOn( 1, Index, Duration )
self:SetDesignateMenu() self:SetDesignateMenu()
@@ -967,7 +1106,7 @@ do -- DESIGNATE
-- @param #DESIGNATE self -- @param #DESIGNATE self
function DESIGNATE:MenuLaseCode( Index, Duration, LaserCode ) function DESIGNATE:MenuLaseCode( Index, Duration, LaserCode )
self:E( "Designate through Lase using " .. LaserCode ) self:F( "Designate through Lase using " .. LaserCode )
self:__LaseOn( 1, Index, Duration, LaserCode ) self:__LaseOn( 1, Index, Duration, LaserCode )
self:SetDesignateMenu() self:SetDesignateMenu()
@@ -978,9 +1117,9 @@ do -- DESIGNATE
-- @param #DESIGNATE self -- @param #DESIGNATE self
function DESIGNATE:MenuLaseOff( Index, Duration ) function DESIGNATE:MenuLaseOff( Index, Duration )
self:E("Lasing off") self:F("Lasing off")
self.Designating[Index] = "" self.Designating[Index] = string.gsub( self.Designating[Index], "L", "" )
self:__LaseOff( 1, Index ) self:__LaseOff( 1, Index )
self:SetDesignateMenu() self:SetDesignateMenu()
end end
@@ -989,10 +1128,12 @@ do -- DESIGNATE
-- @param #DESIGNATE self -- @param #DESIGNATE self
function DESIGNATE:onafterLaseOn( From, Event, To, Index, Duration, LaserCode ) function DESIGNATE:onafterLaseOn( From, Event, To, Index, Duration, LaserCode )
self.Designating[Index] = "Laser" if string.find( self.Designating[Index], "L", 1, true ) == nil then
self.Designating[Index] = self.Designating[Index] .. "L"
end
self.LaseStart = timer.getTime() self.LaseStart = timer.getTime()
self.LaseDuration = Duration self.LaseDuration = Duration
self:__Lasing( -1, Index, Duration, LaserCode ) self:Lasing( Index, Duration, LaserCode )
end end
@@ -1002,14 +1143,15 @@ do -- DESIGNATE
function DESIGNATE:onafterLasing( From, Event, To, Index, Duration, LaserCodeRequested ) function DESIGNATE:onafterLasing( From, Event, To, Index, Duration, LaserCodeRequested )
local TargetSetUnit = self.Detection:GetDetectedSet( Index ) local DetectedItem = self.Detection:GetDetectedItemByIndex( Index )
local TargetSetUnit = self.Detection:GetDetectedSet( DetectedItem )
local MarkingCount = 0 local MarkingCount = 0
local MarkedTypes = {} local MarkedTypes = {}
local ReportTypes = REPORT:New() local ReportTypes = REPORT:New()
local ReportLaserCodes = REPORT:New() local ReportLaserCodes = REPORT:New()
TargetSetUnit:Flush() TargetSetUnit:Flush( self )
--self:F( { Recces = self.Recces } ) --self:F( { Recces = self.Recces } )
for TargetUnit, RecceData in pairs( self.Recces ) do for TargetUnit, RecceData in pairs( self.Recces ) do
@@ -1056,8 +1198,8 @@ do -- DESIGNATE
if not Recce then if not Recce then
self:E( "Lasing..." ) self:F( "Lasing..." )
self.RecceSet:Flush() self.RecceSet:Flush( self)
for RecceGroupID, RecceGroup in pairs( self.RecceSet:GetSet() ) do for RecceGroupID, RecceGroup in pairs( self.RecceSet:GetSet() ) do
for UnitID, UnitData in pairs( RecceGroup:GetUnits() or {} ) do for UnitID, UnitData in pairs( RecceGroup:GetUnits() or {} ) do
@@ -1085,17 +1227,19 @@ do -- DESIGNATE
self.LaserCodesUsed[LaserCode] = LaserCodeIndex self.LaserCodesUsed[LaserCode] = LaserCodeIndex
local Spot = RecceUnit:LaseUnit( TargetUnit, LaserCode, Duration ) local Spot = RecceUnit:LaseUnit( TargetUnit, LaserCode, Duration )
local AttackSet = self.AttackSet local AttackSet = self.AttackSet
local DesignateName = self.DesignateName
function Spot:OnAfterDestroyed( From, Event, To ) function Spot:OnAfterDestroyed( From, Event, To )
self:E( "Destroyed Message" ) self.Recce:MessageToSetGroup( "Target " .. TargetUnit:GetTypeName() .. " destroyed. " .. TargetSetUnit:Count() .. " targets left.",
self.Recce:ToSetGroup( "Target " .. TargetUnit:GetTypeName() .. " destroyed. " .. TargetSetUnit:Count() .. " targets left.", 5, AttackSet, self.DesignateName ) 5, AttackSet, self.DesignateName )
end end
self.Recces[TargetUnit] = RecceUnit self.Recces[TargetUnit] = RecceUnit
RecceUnit:MessageToSetGroup( "Marking " .. TargetUnit:GetTypeName() .. " with laser " .. RecceUnit:GetSpot().LaserCode .. " for " .. Duration .. "s.", 5, self.AttackSet, self.DesignateName )
-- OK. We have assigned for the Recce a TargetUnit. We can exit the function. -- OK. We have assigned for the Recce a TargetUnit. We can exit the function.
MarkingCount = MarkingCount + 1 MarkingCount = MarkingCount + 1
local TargetUnitType = TargetUnit:GetTypeName() local TargetUnitType = TargetUnit:GetTypeName()
--RecceUnit:MessageToSetGroup( "Marking " .. TargetUnit:GetTypeName() .. " with laser " .. RecceUnit:GetSpot().LaserCode .. " for " .. Duration .. "s.",
-- 5, self.AttackSet, DesignateName )
if not MarkedTypes[TargetUnitType] then if not MarkedTypes[TargetUnitType] then
MarkedTypes[TargetUnitType] = true MarkedTypes[TargetUnitType] = true
ReportTypes:Add(TargetUnitType) ReportTypes:Add(TargetUnitType)
@@ -1118,7 +1262,7 @@ do -- DESIGNATE
Recce:MessageToSetGroup( "Target " .. TargetUnit:GetTypeName() "out of LOS. Cancelling lase!", 5, self.AttackSet, self.DesignateName ) Recce:MessageToSetGroup( "Target " .. TargetUnit:GetTypeName() "out of LOS. Cancelling lase!", 5, self.AttackSet, self.DesignateName )
end end
else else
MarkingCount = MarkingCount + 1 --MarkingCount = MarkingCount + 1
local TargetUnitType = TargetUnit:GetTypeName() local TargetUnitType = TargetUnit:GetTypeName()
if not MarkedTypes[TargetUnitType] then if not MarkedTypes[TargetUnitType] then
MarkedTypes[TargetUnitType] = true MarkedTypes[TargetUnitType] = true
@@ -1146,16 +1290,14 @@ do -- DESIGNATE
local MarkedTypesText = ReportTypes:Text(', ') local MarkedTypesText = ReportTypes:Text(', ')
local MarkedLaserCodesText = ReportLaserCodes:Text(', ') local MarkedLaserCodesText = ReportLaserCodes:Text(', ')
for MarkedType, MarketCount in pairs( MarkedTypes ) do self.CC:GetPositionable():MessageToSetGroup( "Marking " .. MarkingCount .. " x " .. MarkedTypesText .. ", code " .. MarkedLaserCodesText .. ".", 5, self.AttackSet, self.DesignateName )
self.CC:GetPositionable():MessageToSetGroup( "Marking " .. MarkingCount .. " x " .. MarkedTypesText .. " with lasers " .. MarkedLaserCodesText .. ".", 5, self.AttackSet, self.DesignateName )
end
self:__Lasing( -30, Index, Duration, LaserCodeRequested ) self:__Lasing( -30, Index, Duration, LaserCodeRequested )
self:SetDesignateMenu() self:SetDesignateMenu()
else else
self:__LaseOff( 1 ) self:LaseOff( Index )
end end
end end
@@ -1171,7 +1313,8 @@ do -- DESIGNATE
CC:MessageToSetGroup( "Stopped lasing.", 5, self.AttackSet, self.DesignateName ) CC:MessageToSetGroup( "Stopped lasing.", 5, self.AttackSet, self.DesignateName )
end end
local TargetSetUnit = self.Detection:GetDetectedSet( Index ) local DetectedItem = self.Detection:GetDetectedItemByIndex( Index )
local TargetSetUnit = self.Detection:GetDetectedSet( DetectedItem )
local Recces = self.Recces local Recces = self.Recces
@@ -1185,6 +1328,7 @@ do -- DESIGNATE
self.Recces = {} self.Recces = {}
self.LaserCodesUsed = {} self.LaserCodesUsed = {}
self.Designating[Index] = string.gsub( self.Designating[Index], "L", "" )
self:SetDesignateMenu() self:SetDesignateMenu()
end end
@@ -1194,7 +1338,8 @@ do -- DESIGNATE
-- @return #DESIGNATE -- @return #DESIGNATE
function DESIGNATE:onafterSmoke( From, Event, To, Index, Color ) function DESIGNATE:onafterSmoke( From, Event, To, Index, Color )
local TargetSetUnit = self.Detection:GetDetectedSet( Index ) local DetectedItem = self.Detection:GetDetectedItemByIndex( Index )
local TargetSetUnit = self.Detection:GetDetectedSet( DetectedItem )
local TargetSetUnitCount = TargetSetUnit:Count() local TargetSetUnitCount = TargetSetUnit:Count()
local MarkedCount = 0 local MarkedCount = 0
@@ -1207,7 +1352,7 @@ do -- DESIGNATE
MarkedCount = MarkedCount + 1 MarkedCount = MarkedCount + 1
self:E( "Smoking ..." ) self:F( "Smoking ..." )
local RecceGroup = self.RecceSet:FindNearestGroupFromPointVec2(SmokeUnit:GetPointVec2()) local RecceGroup = self.RecceSet:FindNearestGroupFromPointVec2(SmokeUnit:GetPointVec2())
local RecceUnit = RecceGroup:GetUnit( 1 ) local RecceUnit = RecceGroup:GetUnit( 1 )
@@ -1216,13 +1361,14 @@ do -- DESIGNATE
RecceUnit:MessageToSetGroup( "Smoking " .. SmokeUnit:GetTypeName() .. ".", 5, self.AttackSet, self.DesignateName ) RecceUnit:MessageToSetGroup( "Smoking " .. SmokeUnit:GetTypeName() .. ".", 5, self.AttackSet, self.DesignateName )
self.MarkScheduler:Schedule( self,
function()
if SmokeUnit:IsAlive() then if SmokeUnit:IsAlive() then
SmokeUnit:Smoke( Color, 50, 2 ) SmokeUnit:Smoke( Color, 50, 2 )
end end
self:Done( Index )
end, {}, math.random( 5, 20 ) self.MarkScheduler:Schedule( self,
function()
self:DoneSmoking( Index )
end, {}, math.random( 180, 240 )
) )
end end
end end
@@ -1237,7 +1383,8 @@ do -- DESIGNATE
-- @return #DESIGNATE -- @return #DESIGNATE
function DESIGNATE:onafterIlluminate( From, Event, To, Index ) function DESIGNATE:onafterIlluminate( From, Event, To, Index )
local TargetSetUnit = self.Detection:GetDetectedSet( Index ) local DetectedItem = self.Detection:GetDetectedItemByIndex( Index )
local TargetSetUnit = self.Detection:GetDetectedSet( DetectedItem )
local TargetUnit = TargetSetUnit:GetFirst() local TargetUnit = TargetSetUnit:GetFirst()
if TargetUnit then if TargetUnit then
@@ -1245,28 +1392,38 @@ do -- DESIGNATE
local RecceUnit = RecceGroup:GetUnit( 1 ) local RecceUnit = RecceGroup:GetUnit( 1 )
if RecceUnit then if RecceUnit then
RecceUnit:MessageToSetGroup( "Illuminating " .. TargetUnit:GetTypeName() .. ".", 5, self.AttackSet, self.DesignateName ) RecceUnit:MessageToSetGroup( "Illuminating " .. TargetUnit:GetTypeName() .. ".", 5, self.AttackSet, self.DesignateName )
if TargetUnit:IsAlive() then
-- Fire 2 illumination bombs at random locations.
TargetUnit:GetPointVec3():AddY(math.random( 350, 500) ):AddX(math.random(-50,50) ):AddZ(math.random(-50,50) ):IlluminationBomb()
TargetUnit:GetPointVec3():AddY(math.random( 350, 500) ):AddX(math.random(-50,50) ):AddZ(math.random(-50,50) ):IlluminationBomb()
end
self.MarkScheduler:Schedule( self, self.MarkScheduler:Schedule( self,
function() function()
if TargetUnit:IsAlive() then self:DoneIlluminating( Index )
TargetUnit:GetPointVec3():AddY(300):IlluminationBomb() end, {}, math.random( 60, 90 )
end
self:Done( Index )
end, {}, math.random( 5, 20 )
) )
end end
end end
end end
--- Done --- DoneSmoking
-- @param #DESIGNATE self -- @param #DESIGNATE self
-- @return #DESIGNATE -- @return #DESIGNATE
function DESIGNATE:onafterDone( From, Event, To, Index ) function DESIGNATE:onafterDoneSmoking( From, Event, To, Index )
self.Designating[Index] = nil self.Designating[Index] = string.gsub( self.Designating[Index], "S", "" )
self:SetDesignateMenu()
end
--- DoneIlluminating
-- @param #DESIGNATE self
-- @return #DESIGNATE
function DESIGNATE:onafterDoneIlluminating( From, Event, To, Index )
self.Designating[Index] = string.gsub( self.Designating[Index], "I", "" )
self:SetDesignateMenu() self:SetDesignateMenu()
end end
end end
-- Help from Ciribob

File diff suppressed because it is too large Load Diff

View File

@@ -1,9 +1,9 @@
--- **Functional** -- Taking the lead of AI escorting your flight. --- **Functional** -- Taking the lead of AI escorting your flight.
-- --
-- ==== -- ===
-- --
-- @{#ESCORT} class -- @{#ESCORT} class
-- ================ -- ===
-- The @{#ESCORT} class allows you to interact with escorting AI on your flight and take the lead. -- 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). -- Each escorting group can be commanded with a whole set of radio commands (radio menu in your flight, and then F10).
-- --
@@ -11,7 +11,7 @@
-- 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. -- 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: -- Find a summary below of the current available commands:
-- --
-- Navigation ...: -- Navigation ...:
@@ -79,13 +79,13 @@
-- 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. -- 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. -- ESCORT construction methods.
-- ============================ -- ===
-- Create a new SPAWN object with the @{#ESCORT.New} method: -- 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 @{Group#GROUP} for a @{Client#CLIENT}, with an optional briefing text.
-- --
-- ESCORT initialization methods. -- ESCORT initialization methods.
-- ============================== -- ===
-- The following menus are created within the RADIO MENU (F10) of an active unit hosted by a player: -- 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.MenuFollowAt}: Creates a menu to make the escort follow the client.
@@ -129,8 +129,7 @@
-- @field #boolean ReportTargets If true, nearby targets are reported. -- @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.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 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 FunctionalMENU_GROUPDETECTION_BASE Detection
-- @field Functional.Detection#DETECTION_BASE Detection
ESCORT = { ESCORT = {
ClassName = "ESCORT", ClassName = "ESCORT",
EscortName = nil, -- The Escort Name EscortName = nil, -- The Escort Name
@@ -207,7 +206,7 @@ function ESCORT:New( EscortClient, EscortGroup, EscortName, EscortBriefing )
self.EscortClient._EscortGroups[EscortGroup:GetName()].Detection = self.EscortGroup.Detection self.EscortClient._EscortGroups[EscortGroup:GetName()].Detection = self.EscortGroup.Detection
end end
self.EscortMenu = MENU_CLIENT:New( self.EscortClient, self.EscortName ) self.EscortMenu = MENU_GROUP:New( self.EscortClient:GetGroup(), self.EscortName )
self.EscortGroup:WayPointInitialize(1) self.EscortGroup:WayPointInitialize(1)
@@ -303,14 +302,14 @@ function ESCORT:MenuFollowAt( Distance )
if self.EscortGroup:IsAir() then if self.EscortGroup:IsAir() then
if not self.EscortMenuReportNavigation 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 end
if not self.EscortMenuJoinUpAndFollow then if not self.EscortMenuJoinUpAndFollow then
self.EscortMenuJoinUpAndFollow = {} self.EscortMenuJoinUpAndFollow = {}
end 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 self.EscortMode = ESCORT.MODE.FOLLOW
end end
@@ -332,7 +331,7 @@ function ESCORT:MenuHoldAtEscortPosition( Height, Seconds, MenuTextFormat )
if self.EscortGroup:IsAir() then if self.EscortGroup:IsAir() then
if not self.EscortMenuHold 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 end
if not Height then if not Height then
@@ -362,9 +361,9 @@ function ESCORT:MenuHoldAtEscortPosition( Height, Seconds, MenuTextFormat )
self.EscortMenuHoldPosition = {} self.EscortMenuHoldPosition = {}
end end
self.EscortMenuHoldPosition[#self.EscortMenuHoldPosition+1] = MENU_CLIENT_COMMAND self.EscortMenuHoldPosition[#self.EscortMenuHoldPosition+1] = MENU_GROUP_COMMAND
:New( :New(
self.EscortClient, self.EscortClient:GetGroup(),
MenuText, MenuText,
self.EscortMenuHold, self.EscortMenuHold,
ESCORT._HoldPosition, ESCORT._HoldPosition,
@@ -393,7 +392,7 @@ function ESCORT:MenuHoldAtLeaderPosition( Height, Seconds, MenuTextFormat )
if self.EscortGroup:IsAir() then if self.EscortGroup:IsAir() then
if not self.EscortMenuHold 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 end
if not Height then if not Height then
@@ -423,9 +422,9 @@ function ESCORT:MenuHoldAtLeaderPosition( Height, Seconds, MenuTextFormat )
self.EscortMenuHoldAtLeaderPosition = {} self.EscortMenuHoldAtLeaderPosition = {}
end end
self.EscortMenuHoldAtLeaderPosition[#self.EscortMenuHoldAtLeaderPosition+1] = MENU_CLIENT_COMMAND self.EscortMenuHoldAtLeaderPosition[#self.EscortMenuHoldAtLeaderPosition+1] = MENU_GROUP_COMMAND
:New( :New(
self.EscortClient, self.EscortClient:GetGroup(),
MenuText, MenuText,
self.EscortMenuHold, self.EscortMenuHold,
ESCORT._HoldPosition, ESCORT._HoldPosition,
@@ -452,7 +451,7 @@ function ESCORT:MenuScanForTargets( Height, Seconds, MenuTextFormat )
if self.EscortGroup:IsAir() then if self.EscortGroup:IsAir() then
if not self.EscortMenuScan 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 end
if not Height then if not Height then
@@ -482,9 +481,9 @@ function ESCORT:MenuScanForTargets( Height, Seconds, MenuTextFormat )
self.EscortMenuScanForTargets = {} self.EscortMenuScanForTargets = {}
end end
self.EscortMenuScanForTargets[#self.EscortMenuScanForTargets+1] = MENU_CLIENT_COMMAND self.EscortMenuScanForTargets[#self.EscortMenuScanForTargets+1] = MENU_GROUP_COMMAND
:New( :New(
self.EscortClient, self.EscortClient:GetGroup(),
MenuText, MenuText,
self.EscortMenuScan, self.EscortMenuScan,
ESCORT._ScanTargets, ESCORT._ScanTargets,
@@ -508,7 +507,7 @@ function ESCORT:MenuFlare( MenuTextFormat )
self:F() self:F()
if not self.EscortMenuReportNavigation 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 end
local MenuText = "" local MenuText = ""
@@ -519,11 +518,11 @@ function ESCORT:MenuFlare( MenuTextFormat )
end end
if not self.EscortMenuFlare then if not self.EscortMenuFlare then
self.EscortMenuFlare = MENU_CLIENT:New( self.EscortClient, MenuText, self.EscortMenuReportNavigation, ESCORT._Flare, self ) self.EscortMenuFlare = MENU_GROUP:New( self.EscortClient:GetGroup(), 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.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_CLIENT_COMMAND:New( self.EscortClient, "Release red flare", self.EscortMenuFlare, ESCORT._Flare, self, FLARECOLOR.Red, "Released a red 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_CLIENT_COMMAND:New( self.EscortClient, "Release white flare", self.EscortMenuFlare, ESCORT._Flare, self, FLARECOLOR.White, "Released a white 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_CLIENT_COMMAND:New( self.EscortClient, "Release yellow flare", self.EscortMenuFlare, ESCORT._Flare, self, FLARECOLOR.Yellow, "Released a yellow 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 end
return self return self
@@ -541,7 +540,7 @@ function ESCORT:MenuSmoke( MenuTextFormat )
if not self.EscortGroup:IsAir() then if not self.EscortGroup:IsAir() then
if not self.EscortMenuReportNavigation 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 end
local MenuText = "" local MenuText = ""
@@ -552,12 +551,12 @@ function ESCORT:MenuSmoke( MenuTextFormat )
end end
if not self.EscortMenuSmoke then if not self.EscortMenuSmoke then
self.EscortMenuSmoke = MENU_CLIENT:New( self.EscortClient, "Smoke", self.EscortMenuReportNavigation, ESCORT._Smoke, self ) self.EscortMenuSmoke = MENU_GROUP:New( self.EscortClient:GetGroup(), "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.EscortMenuSmokeGreen = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "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.EscortMenuSmokeRed = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "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.EscortMenuSmokeWhite = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "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.EscortMenuSmokeOrange = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "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.EscortMenuSmokeBlue = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "Release blue smoke", self.EscortMenuSmoke, ESCORT._Smoke, self, SMOKECOLOR.Blue, "Releasing blue smoke!" )
end end
end end
@@ -574,7 +573,7 @@ function ESCORT:MenuReportTargets( Seconds )
self:F( { Seconds } ) self:F( { Seconds } )
if not self.EscortMenuReportNearbyTargets then 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 end
if not Seconds then if not Seconds then
@@ -582,12 +581,12 @@ function ESCORT:MenuReportTargets( Seconds )
end end
-- Report Targets -- Report Targets
self.EscortMenuReportNearbyTargetsNow = MENU_CLIENT_COMMAND:New( self.EscortClient, "Report targets now!", self.EscortMenuReportNearbyTargets, ESCORT._ReportNearbyTargetsNow, self ) self.EscortMenuReportNearbyTargetsNow = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "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.EscortMenuReportNearbyTargetsOn = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "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.EscortMenuReportNearbyTargetsOff = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "Report targets off", self.EscortMenuReportNearbyTargets, ESCORT._SwitchReportNearbyTargets, self, false )
-- Attack Targets -- 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 ) self.ReportTargetsScheduler = SCHEDULER:New( self, self._ReportTargetsScheduler, {}, 1, Seconds )
@@ -605,7 +604,7 @@ function ESCORT:MenuAssistedAttack()
-- Request assistance from other escorts. -- Request assistance from other escorts.
-- This is very useful to let f.e. an escorting ship attack a target detected by an escorting plane... -- 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 return self
end end
@@ -619,18 +618,18 @@ function ESCORT:MenuROE( MenuTextFormat )
if not self.EscortMenuROE then if not self.EscortMenuROE then
-- Rules of Engagement -- 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 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 end
if self.EscortGroup:OptionROEReturnFirePossible() then 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 end
if self.EscortGroup:OptionROEOpenFirePossible() then 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 end
if self.EscortGroup:OptionROEWeaponFreePossible() then 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
end end
@@ -648,18 +647,18 @@ function ESCORT:MenuEvasion( MenuTextFormat )
if self.EscortGroup:IsAir() then if self.EscortGroup:IsAir() then
if not self.EscortMenuEvasion then if not self.EscortMenuEvasion then
-- Reaction to Threats -- 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 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 end
if self.EscortGroup:OptionROTPassiveDefensePossible() then 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 end
if self.EscortGroup:OptionROTEvadeFirePossible() then 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 end
if self.EscortGroup:OptionROTVerticalPossible() then 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 end
end end
@@ -676,7 +675,7 @@ function ESCORT:MenuResumeMission()
if not self.EscortMenuResumeMission then if not self.EscortMenuResumeMission then
-- Mission Resume Menu Root -- 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 end
return self return self
@@ -847,11 +846,11 @@ function _Resume( EscortGroup )
end end
--- @param #ESCORT self --- @param #ESCORT self
-- @param #number DetectedItemID -- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
function ESCORT:_AttackTarget( DetectedItemID ) function ESCORT:_AttackTarget( DetectedItem )
local EscortGroup = self.EscortGroup -- Wrapper.Group#GROUP local EscortGroup = self.EscortGroup -- Wrapper.Group#GROUP
self:E( EscortGroup ) self:F( EscortGroup )
local EscortClient = self.EscortClient local EscortClient = self.EscortClient
@@ -862,7 +861,7 @@ function ESCORT:_AttackTarget( DetectedItemID )
EscortGroup:OptionROTPassiveDefense() EscortGroup:OptionROTPassiveDefense()
EscortGroup:SetState( EscortGroup, "Escort", self ) EscortGroup:SetState( EscortGroup, "Escort", self )
local DetectedSet = self.Detection:GetDetectedSet( DetectedItemID ) local DetectedSet = self.Detection:GetDetectedSet( DetectedItem )
local Tasks = {} local Tasks = {}
@@ -885,7 +884,7 @@ function ESCORT:_AttackTarget( DetectedItemID )
else else
local DetectedSet = self.Detection:GetDetectedSet( DetectedItemID ) local DetectedSet = self.Detection:GetDetectedSet( DetectedItem )
local Tasks = {} local Tasks = {}
@@ -911,8 +910,9 @@ function ESCORT:_AttackTarget( DetectedItemID )
end end
--- ---
-- @param #number DetectedItemID --- @param #ESCORT self
function ESCORT:_AssistTarget( EscortGroupAttack, DetectedItemID ) -- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
function ESCORT:_AssistTarget( EscortGroupAttack, DetectedItem )
local EscortGroup = self.EscortGroup local EscortGroup = self.EscortGroup
local EscortClient = self.EscortClient local EscortClient = self.EscortClient
@@ -923,7 +923,7 @@ function ESCORT:_AssistTarget( EscortGroupAttack, DetectedItemID )
EscortGroupAttack:OptionROEOpenFire() EscortGroupAttack:OptionROEOpenFire()
EscortGroupAttack:OptionROTVertical() EscortGroupAttack:OptionROTVertical()
local DetectedSet = self.Detection:GetDetectedSet( DetectedItemID ) local DetectedSet = self.Detection:GetDetectedSet( DetectedItem )
local Tasks = {} local Tasks = {}
@@ -945,7 +945,7 @@ function ESCORT:_AssistTarget( EscortGroupAttack, DetectedItemID )
) )
else else
local DetectedSet = self.Detection:GetDetectedSet( DetectedItemID ) local DetectedSet = self.Detection:GetDetectedSet( DetectedItem )
local Tasks = {} local Tasks = {}
@@ -1152,7 +1152,7 @@ function ESCORT:_ReportTargetsScheduler()
end end
local DetectedItems = self.Detection:GetDetectedItems() local DetectedItems = self.Detection:GetDetectedItems()
self:E( DetectedItems ) self:F( DetectedItems )
local DetectedTargets = false local DetectedTargets = false
@@ -1163,11 +1163,11 @@ function ESCORT:_ReportTargetsScheduler()
local ClientEscortTargets = EscortGroupData.Detection local ClientEscortTargets = EscortGroupData.Detection
--local EscortUnit = EscortGroupData:GetUnit( 1 ) --local EscortUnit = EscortGroupData:GetUnit( 1 )
for DetectedItemID, DetectedItem in pairs( DetectedItems ) do for DetectedItemIndex, DetectedItem in pairs( DetectedItems ) do
self:E( { DetectedItemID, DetectedItem } ) self:F( { DetectedItemIndex, DetectedItem } )
-- Remove the sub menus of the Attack menu of the Escort for the EscortGroup. -- Remove the sub menus of the Attack menu of the Escort for the EscortGroup.
local DetectedItemReportSummary = self.Detection:DetectedItemReportSummary( DetectedItemID, EscortGroupData.EscortGroup, _DATABASE:GetPlayerSettings( self.EscortClient:GetPlayerName() ) ) local DetectedItemReportSummary = self.Detection:DetectedItemReportSummary( DetectedItem, EscortGroupData.EscortGroup, _DATABASE:GetPlayerSettings( self.EscortClient:GetPlayerName() ) )
if ClientEscortGroupName == EscortGroupName then if ClientEscortGroupName == EscortGroupName then
@@ -1176,12 +1176,12 @@ function ESCORT:_ReportTargetsScheduler()
self:T( DetectedMsg ) self:T( DetectedMsg )
MENU_CLIENT_COMMAND:New( self.EscortClient, MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(),
DetectedMsg, DetectedMsg,
self.EscortMenuAttackNearbyTargets, self.EscortMenuAttackNearbyTargets,
ESCORT._AttackTarget, ESCORT._AttackTarget,
self, self,
DetectedItemID DetectedItem
) )
else else
if self.EscortMenuTargetAssistance then if self.EscortMenuTargetAssistance then
@@ -1189,14 +1189,14 @@ function ESCORT:_ReportTargetsScheduler()
local DetectedMsg = DetectedItemReportSummary:Text("\n") local DetectedMsg = DetectedItemReportSummary:Text("\n")
self:T( DetectedMsg ) self:T( DetectedMsg )
local MenuTargetAssistance = MENU_CLIENT:New( self.EscortClient, EscortGroupData.EscortName, self.EscortMenuTargetAssistance ) local MenuTargetAssistance = MENU_GROUP:New( self.EscortClient:GetGroup(), EscortGroupData.EscortName, self.EscortMenuTargetAssistance )
MENU_CLIENT_COMMAND:New( self.EscortClient, MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(),
DetectedMsg, DetectedMsg,
MenuTargetAssistance, MenuTargetAssistance,
ESCORT._AssistTarget, ESCORT._AssistTarget,
self, self,
EscortGroupData.EscortGroup, EscortGroupData.EscortGroup,
DetectedItemID DetectedItem
) )
end end
end end
@@ -1205,7 +1205,7 @@ function ESCORT:_ReportTargetsScheduler()
end end
end end
self:E( DetectedMsgs ) self:F( DetectedMsgs )
if DetectedTargets then if DetectedTargets then
self.EscortGroup:MessageToClient( "Reporting 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 else
@@ -1327,7 +1327,7 @@ function ESCORT:_ReportTargetsScheduler()
-- --
-- if ClientEscortGroupName == EscortGroupName then -- if ClientEscortGroupName == EscortGroupName then
-- --
-- MENU_CLIENT_COMMAND:New( self.EscortClient, -- MENU_GROUP_COMMAND:New( self.EscortClient,
-- EscortTargetMessage, -- EscortTargetMessage,
-- self.EscortMenuAttackNearbyTargets, -- self.EscortMenuAttackNearbyTargets,
-- ESCORT._AttackTarget, -- ESCORT._AttackTarget,
@@ -1338,8 +1338,8 @@ function ESCORT:_ReportTargetsScheduler()
-- EscortTargetMessages = EscortTargetMessages .. "\n - " .. EscortTargetMessage -- EscortTargetMessages = EscortTargetMessages .. "\n - " .. EscortTargetMessage
-- else -- else
-- if self.EscortMenuTargetAssistance then -- if self.EscortMenuTargetAssistance then
-- local MenuTargetAssistance = MENU_CLIENT:New( self.EscortClient, EscortGroupData.EscortName, self.EscortMenuTargetAssistance ) -- local MenuTargetAssistance = MENU_GROUP:New( self.EscortClient, EscortGroupData.EscortName, self.EscortMenuTargetAssistance )
-- MENU_CLIENT_COMMAND:New( self.EscortClient, -- MENU_GROUP_COMMAND:New( self.EscortClient,
-- EscortTargetMessage, -- EscortTargetMessage,
-- MenuTargetAssistance, -- MenuTargetAssistance,
-- ESCORT._AssistTarget, -- ESCORT._AssistTarget,
@@ -1378,7 +1378,7 @@ function ESCORT:_ReportTargetsScheduler()
-- local Distance = ( ( WayPoint.x - EscortVec3.x )^2 + -- local Distance = ( ( WayPoint.x - EscortVec3.x )^2 +
-- ( WayPoint.y - EscortVec3.z )^2 -- ( WayPoint.y - EscortVec3.z )^2
-- ) ^ 0.5 / 1000 -- ) ^ 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
-- end -- end
-- --

View File

@@ -3,7 +3,7 @@
-- === -- ===
-- --
-- 1) @{MissileTrainer#MISSILETRAINER} class, extends @{Base#BASE} -- 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, -- The @{#MISSILETRAINER} class uses the DCS world 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. -- the class will destroy the missile within a certain range, to avoid damage to your aircraft.
-- It suports the following functionality: -- It suports the following functionality:
@@ -71,7 +71,7 @@
-- === -- ===
-- --
-- CREDITS -- CREDITS
-- ======= -- ===
-- **Stuka (Danny)** Who you can search on the Eagle Dynamics Forums. -- **Stuka (Danny)** Who you can search on the Eagle Dynamics Forums.
-- Working together with Danny has resulted in the MISSILETRAINER class. -- Working together with Danny has resulted in the MISSILETRAINER class.
-- Danny has shared his ideas and together we made a design. -- Danny has shared his ideas and together we made a design.
@@ -99,39 +99,39 @@ function MISSILETRAINER._Alive( Client, self )
if self.MenusOnOff == true then 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: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.MenuMessages = MENU_GROUP:New( Client:GetGroup(), "Messages", Client.MainMenu )
Client.MenuOn = MENU_CLIENT_COMMAND:New( Client, "Messages On", Client.MenuMessages, self._MenuMessages, { MenuSelf = self, MessagesOnOff = true } ) Client.MenuOn = MENU_GROUP_COMMAND:New( Client:GetGroup(), "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.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.MenuTracking = MENU_GROUP:New( Client:GetGroup(), "Tracking", Client.MainMenu )
Client.MenuTrackingToAll = MENU_CLIENT_COMMAND:New( Client, "To All", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingToAll = true } ) Client.MenuTrackingToAll = MENU_GROUP_COMMAND:New( Client:GetGroup(), "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.MenuTrackingToTarget = MENU_GROUP_COMMAND:New( Client:GetGroup(), "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.MenuTrackOn = MENU_GROUP_COMMAND:New( Client:GetGroup(), "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.MenuTrackOff = MENU_GROUP_COMMAND:New( Client:GetGroup(), "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.MenuTrackIncrease = MENU_GROUP_COMMAND:New( Client:GetGroup(), "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.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.MenuAlerts = MENU_GROUP:New( Client:GetGroup(), "Alerts", Client.MainMenu )
Client.MenuAlertsToAll = MENU_CLIENT_COMMAND:New( Client, "To All", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsToAll = true } ) Client.MenuAlertsToAll = MENU_GROUP_COMMAND:New( Client:GetGroup(), "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.MenuAlertsToTarget = MENU_GROUP_COMMAND:New( Client:GetGroup(), "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.MenuHitsOn = MENU_GROUP_COMMAND:New( Client:GetGroup(), "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.MenuHitsOff = MENU_GROUP_COMMAND:New( Client:GetGroup(), "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.MenuLaunchesOn = MENU_GROUP_COMMAND:New( Client:GetGroup(), "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.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.MenuDetails = MENU_GROUP:New( Client:GetGroup(), "Details", Client.MainMenu )
Client.MenuDetailsDistanceOn = MENU_CLIENT_COMMAND:New( Client, "Range On", Client.MenuDetails, self._MenuMessages, { MenuSelf = self, DetailsRangeOnOff = true } ) Client.MenuDetailsDistanceOn = MENU_GROUP_COMMAND:New( Client:GetGroup(), "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.MenuDetailsDistanceOff = MENU_GROUP_COMMAND:New( Client:GetGroup(), "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.MenuDetailsBearingOn = MENU_GROUP_COMMAND:New( Client:GetGroup(), "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.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.MenuDistance = MENU_GROUP:New( Client:GetGroup(), "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.MenuDistance50 = MENU_GROUP_COMMAND:New( Client:GetGroup(), "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.MenuDistance100 = MENU_GROUP_COMMAND:New( Client:GetGroup(), "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.MenuDistance150 = MENU_GROUP_COMMAND:New( Client:GetGroup(), "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.MenuDistance200 = MENU_GROUP_COMMAND:New( Client:GetGroup(), "200 meter", Client.MenuDistance, self._MenuMessages, { MenuSelf = self, Distance = 200 / 1000 } )
else else
if Client.MainMenu then if Client.MainMenu then
Client.MainMenu:Remove() Client.MainMenu:Remove()
@@ -177,13 +177,13 @@ function MISSILETRAINER:New( Distance, Briefing )
-- for ClientID, Client in pairs( self.DBClients.Database ) do -- for ClientID, Client in pairs( self.DBClients.Database ) do
-- self:E( "ForEach:" .. Client.UnitName ) -- self:F( "ForEach:" .. Client.UnitName )
-- Client:Alive( self._Alive, self ) -- Client:Alive( self._Alive, self )
-- end -- end
-- --
self.DBClients:ForEachClient( self.DBClients:ForEachClient(
function( Client ) function( Client )
self:E( "ForEach:" .. Client.UnitName ) self:F( "ForEach:" .. Client.UnitName )
Client:Alive( self._Alive, self ) Client:Alive( self._Alive, self )
end end
) )

View File

@@ -1,6 +1,6 @@
--- **Functional** -- Limit the MOVEMENT of simulaneous moving ground vehicles. --- **Functional** -- Limit the MOVEMENT of simulaneous moving ground vehicles.
-- --
-- ==== -- ===
-- --
-- Limit the simultaneous movement of Groups within a running Mission. -- 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. -- This module is defined to improve the performance in missions, and to bring additional realism for GROUND vehicles.

View File

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

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@@ -1,5 +1,6 @@
--- **Functional** -- **Administer the SCORING of player achievements, --- **Functional** -- (R2.0) - Administer the scoring of player achievements, and create a CSV file logging the scoring events for use at team or squadron websites.
-- and create a CSV file logging the scoring events for use at team or squadron websites.** --
-- ===
-- --
-- ![Banner Image](..\Presentations\SCORING\Dia1.JPG) -- ![Banner Image](..\Presentations\SCORING\Dia1.JPG)
-- --
@@ -102,7 +103,9 @@
-- A mission has goals and achievements. The scoring system provides an API to set additional scores when a goal or achievement event happens. -- A mission has goals and achievements. The scoring system provides an API to set additional scores when a goal or achievement event happens.
-- Use the method @{#SCORING.AddGoalScore}() to add a score for a Player at any time in your mission. -- Use the method @{#SCORING.AddGoalScore}() to add a score for a Player at any time in your mission.
-- --
-- ## 1.5) Configure fratricide level. -- ## 1.5) (Decommissioned) Configure fratricide level.
--
-- **This functionality is decomissioned until the DCS bug concerning Unit:destroy() not being functional in multi player for player units has been fixed by ED**.
-- --
-- When a player commits too much damage to friendlies, his penalty score will reach a certain level. -- When a player commits too much damage to friendlies, his penalty score will reach a certain level.
-- Use the method @{#SCORING.SetFratricide}() to define the level when a player gets kicked. -- Use the method @{#SCORING.SetFratricide}() to define the level when a player gets kicked.
@@ -176,7 +179,7 @@
-- * @{#SCORING.SetMessagesToCoalition}(): Configure to send messages to only those players within the same coalition as the player. -- * @{#SCORING.SetMessagesToCoalition}(): Configure to send messages to only those players within the same coalition as the player.
-- --
-- --
-- ==== -- ===
-- --
-- # **API CHANGE HISTORY** -- # **API CHANGE HISTORY**
-- --
@@ -258,7 +261,7 @@ function SCORING:New( GameName )
-- Configure Messages -- Configure Messages
self:SetMessagesToAll() self:SetMessagesToAll()
self:SetMessagesHit( true ) self:SetMessagesHit( false )
self:SetMessagesDestroy( true ) self:SetMessagesDestroy( true )
self:SetMessagesScore( true ) self:SetMessagesScore( true )
self:SetMessagesZone( true ) self:SetMessagesZone( true )
@@ -279,9 +282,23 @@ function SCORING:New( GameName )
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash ) self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash ) self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.Hit, self._EventOnHit ) self:HandleEvent( EVENTS.Hit, self._EventOnHit )
self:HandleEvent( EVENTS.PlayerEnterUnit ) self:HandleEvent( EVENTS.Birth )
--self:HandleEvent( EVENTS.PlayerEnterUnit )
self:HandleEvent( EVENTS.PlayerLeaveUnit ) self:HandleEvent( EVENTS.PlayerLeaveUnit )
-- During mission startup, especially for single player,
-- iterate the database for the player that has joined, and add him to the scoring, and set the menu.
-- But this can only be started one second after the mission has started, so i need to schedule this ...
self.ScoringPlayerScan = BASE:ScheduleOnce( 1,
function()
for PlayerName, PlayerUnit in pairs( _DATABASE:GetPlayerUnits() ) do
self:_AddPlayerFromUnit( PlayerUnit )
self:SetScoringMenu( PlayerUnit:GetGroup() )
end
end
)
-- Create the CSV file. -- Create the CSV file.
self:OpenCSV( GameName ) self:OpenCSV( GameName )
@@ -567,6 +584,19 @@ function SCORING:SetCoalitionChangePenalty( CoalitionChangePenalty )
end end
--- Sets the scoring menu.
-- @param #SCORING self
-- @return #SCORING
function SCORING:SetScoringMenu( ScoringGroup )
local Menu = MENU_GROUP:New( ScoringGroup, 'Scoring and Statistics' )
local ReportGroupSummary = MENU_GROUP_COMMAND:New( ScoringGroup, 'Summary report players in group', Menu, SCORING.ReportScoreGroupSummary, self, ScoringGroup )
local ReportGroupDetailed = MENU_GROUP_COMMAND:New( ScoringGroup, 'Detailed report players in group', Menu, SCORING.ReportScoreGroupDetailed, self, ScoringGroup )
local ReportToAllSummary = MENU_GROUP_COMMAND:New( ScoringGroup, 'Summary report all players', Menu, SCORING.ReportScoreAllSummary, self, ScoringGroup )
self:SetState( ScoringGroup, "ScoringMenu", Menu )
return self
end
--- Add a new player entering a Unit. --- Add a new player entering a Unit.
-- @param #SCORING self -- @param #SCORING self
-- @param Wrapper.Unit#UNIT UnitData -- @param Wrapper.Unit#UNIT UnitData
@@ -616,6 +646,7 @@ function SCORING:_AddPlayerFromUnit( UnitData )
UnitName, _SCORINGCoalition[UnitCoalition], _SCORINGCategory[UnitCategory], UnitData:GetTypeName() ) UnitName, _SCORINGCoalition[UnitCoalition], _SCORINGCategory[UnitCategory], UnitData:GetTypeName() )
end end
end end
self.Players[PlayerName].UnitName = UnitName self.Players[PlayerName].UnitName = UnitName
self.Players[PlayerName].UnitCoalition = UnitCoalition self.Players[PlayerName].UnitCoalition = UnitCoalition
self.Players[PlayerName].UnitCategory = UnitCategory self.Players[PlayerName].UnitCategory = UnitCategory
@@ -624,6 +655,8 @@ function SCORING:_AddPlayerFromUnit( UnitData )
self.Players[PlayerName].ThreatLevel = UnitThreatLevel self.Players[PlayerName].ThreatLevel = UnitThreatLevel
self.Players[PlayerName].ThreatType = UnitThreatType self.Players[PlayerName].ThreatType = UnitThreatType
-- TODO: DCS bug concerning Units with skill level client don't get destroyed in multi player. This logic is deactivated until this bug gets fixed.
--[[
if self.Players[PlayerName].Penalty > self.Fratricide * 0.50 then if self.Players[PlayerName].Penalty > self.Fratricide * 0.50 then
if self.Players[PlayerName].PenaltyWarning < 1 then if self.Players[PlayerName].PenaltyWarning < 1 then
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "': WARNING! If you continue to commit FRATRICIDE and have a PENALTY score higher than " .. self.Fratricide .. ", you will be COURT MARTIALED and DISMISSED from this mission! \nYour total penalty is: " .. self.Players[PlayerName].Penalty, MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "': WARNING! If you continue to commit FRATRICIDE and have a PENALTY score higher than " .. self.Fratricide .. ", you will be COURT MARTIALED and DISMISSED from this mission! \nYour total penalty is: " .. self.Players[PlayerName].Penalty,
@@ -639,11 +672,42 @@ function SCORING:_AddPlayerFromUnit( UnitData )
):ToAll() ):ToAll()
UnitData:GetGroup():Destroy() UnitData:GetGroup():Destroy()
end end
--]]
end end
end end
--- Add a goal score for a player.
-- The method takes the Player name for which the Goal score needs to be set.
-- The GoalTag is a string or identifier that is taken into the CSV file scoring log to identify the goal.
-- A free text can be given that is shown to the players.
-- The Score can be both positive and negative.
-- @param #SCORING self
-- @param #string PlayerName The name of the Player.
-- @param #string GoalTag The string or identifier that is used in the CSV file to identify the goal (sort or group later in Excel).
-- @param #string Text A free text that is shown to the players.
-- @param #number Score The score can be both positive or negative ( Penalty ).
function SCORING:AddGoalScorePlayer( PlayerName, GoalTag, Text, Score )
self:F( { PlayerName, PlayerName, GoalTag, Text, Score } )
-- PlayerName can be nil, if the Unit with the player crashed or due to another reason.
if PlayerName then
local PlayerData = self.Players[PlayerName]
PlayerData.Goals[GoalTag] = PlayerData.Goals[GoalTag] or { Score = 0 }
PlayerData.Goals[GoalTag].Score = PlayerData.Goals[GoalTag].Score + Score
PlayerData.Score = PlayerData.Score + Score
MESSAGE:NewType( self.DisplayMessagePrefix .. Text, MESSAGE.Type.Information ):ToAll()
self:ScoreCSV( PlayerName, "", "GOAL_" .. string.upper( GoalTag ), 1, Score, nil )
end
end
--- Add a goal score for a player. --- Add a goal score for a player.
-- The method takes the PlayerUnit for which the Goal score needs to be set. -- The method takes the PlayerUnit for which the Goal score needs to be set.
-- The GoalTag is a string or identifier that is taken into the CSV file scoring log to identify the goal. -- The GoalTag is a string or identifier that is taken into the CSV file scoring log to identify the goal.
@@ -658,7 +722,7 @@ function SCORING:AddGoalScore( PlayerUnit, GoalTag, Text, Score )
local PlayerName = PlayerUnit:GetPlayerName() local PlayerName = PlayerUnit:GetPlayerName()
self:E( { PlayerUnit.UnitName, PlayerName, GoalTag, Text, Score } ) self:F( { PlayerUnit.UnitName, PlayerName, GoalTag, Text, Score } )
-- PlayerName can be nil, if the Unit with the player crashed or due to another reason. -- PlayerName can be nil, if the Unit with the player crashed or due to another reason.
if PlayerName then if PlayerName then
@@ -686,7 +750,7 @@ function SCORING:_AddMissionTaskScore( Mission, PlayerUnit, Text, Score )
local PlayerName = PlayerUnit:GetPlayerName() local PlayerName = PlayerUnit:GetPlayerName()
local MissionName = Mission:GetName() local MissionName = Mission:GetName()
self:E( { Mission:GetName(), PlayerUnit.UnitName, PlayerName, Text, Score } ) self:F( { Mission:GetName(), PlayerUnit.UnitName, PlayerName, Text, Score } )
-- PlayerName can be nil, if the Unit with the player crashed or due to another reason. -- PlayerName can be nil, if the Unit with the player crashed or due to another reason.
if PlayerName then if PlayerName then
@@ -704,12 +768,45 @@ function SCORING:_AddMissionTaskScore( Mission, PlayerUnit, Text, Score )
PlayerData.Score = self.Players[PlayerName].Score + Score PlayerData.Score = self.Players[PlayerName].Score + Score
PlayerData.Mission[MissionName].ScoreTask = self.Players[PlayerName].Mission[MissionName].ScoreTask + Score PlayerData.Mission[MissionName].ScoreTask = self.Players[PlayerName].Mission[MissionName].ScoreTask + Score
MESSAGE:NewType( self.DisplayMessagePrefix .. MissionName .. " : " .. Text .. " Score: " .. Score, MESSAGE.Type.Information ):ToAll() MESSAGE:NewType( self.DisplayMessagePrefix .. Mission:GetText() .. " : " .. Text .. " Score: " .. Score, MESSAGE.Type.Information ):ToAll()
self:ScoreCSV( PlayerName, "", "TASK_" .. MissionName:gsub( ' ', '_' ), 1, Score, PlayerUnit:GetName() ) self:ScoreCSV( PlayerName, "", "TASK_" .. MissionName:gsub( ' ', '_' ), 1, Score, PlayerUnit:GetName() )
end end
end end
--- Registers Scores the players completing a Mission Task.
-- @param #SCORING self
-- @param Tasking.Mission#MISSION Mission
-- @param #string PlayerName
-- @param #string Text
-- @param #number Score
function SCORING:_AddMissionGoalScore( Mission, PlayerName, Text, Score )
local MissionName = Mission:GetName()
self:F( { Mission:GetName(), PlayerName, Text, Score } )
-- PlayerName can be nil, if the Unit with the player crashed or due to another reason.
if PlayerName then
local PlayerData = self.Players[PlayerName]
if not PlayerData.Mission[MissionName] then
PlayerData.Mission[MissionName] = {}
PlayerData.Mission[MissionName].ScoreTask = 0
PlayerData.Mission[MissionName].ScoreMission = 0
end
self:T( PlayerName )
self:T( PlayerData.Mission[MissionName] )
PlayerData.Score = self.Players[PlayerName].Score + Score
PlayerData.Mission[MissionName].ScoreTask = self.Players[PlayerName].Mission[MissionName].ScoreTask + Score
MESSAGE:NewType( string.format( "%s%s: %s! Player %s receives %d score!", self.DisplayMessagePrefix, Mission:GetText(), Text, PlayerName, Score ), MESSAGE.Type.Information ):ToAll()
self:ScoreCSV( PlayerName, "", "TASK_" .. MissionName:gsub( ' ', '_' ), 1, Score )
end
end
--- Registers Mission Scores for possible multiple players that contributed in the Mission. --- Registers Mission Scores for possible multiple players that contributed in the Mission.
-- @param #SCORING self -- @param #SCORING self
@@ -721,18 +818,18 @@ function SCORING:_AddMissionScore( Mission, Text, Score )
local MissionName = Mission:GetName() local MissionName = Mission:GetName()
self:E( { Mission, Text, Score } ) self:F( { Mission, Text, Score } )
self:E( self.Players ) self:F( self.Players )
for PlayerName, PlayerData in pairs( self.Players ) do for PlayerName, PlayerData in pairs( self.Players ) do
self:E( PlayerData ) self:F( PlayerData )
if PlayerData.Mission[MissionName] then if PlayerData.Mission[MissionName] then
PlayerData.Score = PlayerData.Score + Score PlayerData.Score = PlayerData.Score + Score
PlayerData.Mission[MissionName].ScoreMission = PlayerData.Mission[MissionName].ScoreMission + Score PlayerData.Mission[MissionName].ScoreMission = PlayerData.Mission[MissionName].ScoreMission + Score
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' has " .. Text .. " in Mission '" .. MissionName .. "'. " .. MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' has " .. Text .. " in " .. Mission:GetText() .. ". " ..
Score .. " mission score!", Score .. " mission score!",
MESSAGE.Type.Information ):ToAll() MESSAGE.Type.Information ):ToAll()
@@ -742,17 +839,30 @@ function SCORING:_AddMissionScore( Mission, Text, Score )
end end
--- Handles the OnPlayerEnterUnit event for the scoring. --- Handles the OnPlayerEnterUnit event for the scoring.
-- @param #SCORING self -- @param #SCORING self
-- @param Core.Event#EVENTDATA Event -- @param Core.Event#EVENTDATA Event
function SCORING:OnEventPlayerEnterUnit( Event ) --function SCORING:OnEventPlayerEnterUnit( Event )
-- if Event.IniUnit then
-- self:_AddPlayerFromUnit( Event.IniUnit )
-- self:SetScoringMenu( Event.IniGroup )
-- end
--end
--- Handles the OnBirth event for the scoring.
-- @param #SCORING self
-- @param Core.Event#EVENTDATA Event
function SCORING:OnEventBirth( Event )
if Event.IniUnit then if Event.IniUnit then
if Event.IniObjectCategory == 1 then
local PlayerName = Event.IniUnit:GetPlayerName()
if PlayerName ~= "" then
self:_AddPlayerFromUnit( Event.IniUnit ) self:_AddPlayerFromUnit( Event.IniUnit )
local Menu = MENU_GROUP:New( Event.IniGroup, 'Scoring' ) self:SetScoringMenu( Event.IniGroup )
local ReportGroupSummary = MENU_GROUP_COMMAND:New( Event.IniGroup, 'Summary report players in group', Menu, SCORING.ReportScoreGroupSummary, self, Event.IniGroup ) end
local ReportGroupDetailed = MENU_GROUP_COMMAND:New( Event.IniGroup, 'Detailed report players in group', Menu, SCORING.ReportScoreGroupDetailed, self, Event.IniGroup ) end
local ReportToAllSummary = MENU_GROUP_COMMAND:New( Event.IniGroup, 'Summary report all players', Menu, SCORING.ReportScoreAllSummary, self, Event.IniGroup )
self:SetState( Event.IniUnit, "ScoringMenu", Menu )
end end
end end
@@ -761,7 +871,7 @@ end
-- @param Core.Event#EVENTDATA Event -- @param Core.Event#EVENTDATA Event
function SCORING:OnEventPlayerLeaveUnit( Event ) function SCORING:OnEventPlayerLeaveUnit( Event )
if Event.IniUnit then if Event.IniUnit then
local Menu = self:GetState( Event.IniUnit, "ScoringMenu" ) -- Core.Menu#MENU_GROUP local Menu = self:GetState( Event.IniUnit:GetGroup(), "ScoringMenu" ) -- Core.Menu#MENU_GROUP
if Menu then if Menu then
-- TODO: Check if this fixes #281. -- TODO: Check if this fixes #281.
--Menu:Remove() --Menu:Remove()
@@ -1123,7 +1233,7 @@ function SCORING:_EventOnDeadOrCrash( Event )
local ThreatTypeTarget = TargetThreatType local ThreatTypeTarget = TargetThreatType
local ThreatLevelPlayer = Player.ThreatLevel / 10 + 1 local ThreatLevelPlayer = Player.ThreatLevel / 10 + 1
local ThreatPenalty = math.ceil( ( ThreatLevelTarget / ThreatLevelPlayer ) * self.ScaleDestroyPenalty / 10 ) local ThreatPenalty = math.ceil( ( ThreatLevelTarget / ThreatLevelPlayer ) * self.ScaleDestroyPenalty / 10 )
self:E( { ThreatLevel = ThreatPenalty, ThreatLevelTarget = ThreatLevelTarget, ThreatTypeTarget = ThreatTypeTarget, ThreatLevelPlayer = ThreatLevelPlayer } ) self:F( { ThreatLevel = ThreatPenalty, ThreatLevelTarget = ThreatLevelTarget, ThreatTypeTarget = ThreatTypeTarget, ThreatLevelPlayer = ThreatLevelPlayer } )
Player.Penalty = Player.Penalty + ThreatPenalty Player.Penalty = Player.Penalty + ThreatPenalty
TargetDestroy.Penalty = TargetDestroy.Penalty + ThreatPenalty TargetDestroy.Penalty = TargetDestroy.Penalty + ThreatPenalty
@@ -1158,7 +1268,7 @@ function SCORING:_EventOnDeadOrCrash( Event )
local ThreatLevelPlayer = Player.ThreatLevel / 10 + 1 local ThreatLevelPlayer = Player.ThreatLevel / 10 + 1
local ThreatScore = math.ceil( ( ThreatLevelTarget / ThreatLevelPlayer ) * self.ScaleDestroyScore / 10 ) local ThreatScore = math.ceil( ( ThreatLevelTarget / ThreatLevelPlayer ) * self.ScaleDestroyScore / 10 )
self:E( { ThreatLevel = ThreatScore, ThreatLevelTarget = ThreatLevelTarget, ThreatTypeTarget = ThreatTypeTarget, ThreatLevelPlayer = ThreatLevelPlayer } ) self:F( { ThreatLevel = ThreatScore, ThreatLevelTarget = ThreatLevelTarget, ThreatTypeTarget = ThreatTypeTarget, ThreatLevelPlayer = ThreatLevelPlayer } )
Player.Score = Player.Score + ThreatScore Player.Score = Player.Score + ThreatScore
TargetDestroy.Score = TargetDestroy.Score + ThreatScore TargetDestroy.Score = TargetDestroy.Score + ThreatScore
@@ -1203,7 +1313,7 @@ function SCORING:_EventOnDeadOrCrash( Event )
-- Check if there are Zones where the destruction happened. -- Check if there are Zones where the destruction happened.
for ZoneName, ScoreZoneData in pairs( self.ScoringZones ) do for ZoneName, ScoreZoneData in pairs( self.ScoringZones ) do
self:E( { ScoringZone = ScoreZoneData } ) self:F( { ScoringZone = ScoreZoneData } )
local ScoreZone = ScoreZoneData.ScoreZone -- Core.Zone#ZONE_BASE local ScoreZone = ScoreZoneData.ScoreZone -- Core.Zone#ZONE_BASE
local Score = ScoreZoneData.Score local Score = ScoreZoneData.Score
if ScoreZone:IsVec2InZone( TargetUnit:GetVec2() ) then if ScoreZone:IsVec2InZone( TargetUnit:GetVec2() ) then
@@ -1225,7 +1335,7 @@ function SCORING:_EventOnDeadOrCrash( Event )
else else
-- Check if there are Zones where the destruction happened. -- Check if there are Zones where the destruction happened.
for ZoneName, ScoreZoneData in pairs( self.ScoringZones ) do for ZoneName, ScoreZoneData in pairs( self.ScoringZones ) do
self:E( { ScoringZone = ScoreZoneData } ) self:F( { ScoringZone = ScoreZoneData } )
local ScoreZone = ScoreZoneData.ScoreZone -- Core.Zone#ZONE_BASE local ScoreZone = ScoreZoneData.ScoreZone -- Core.Zone#ZONE_BASE
local Score = ScoreZoneData.Score local Score = ScoreZoneData.Score
if ScoreZone:IsVec2InZone( TargetUnit:GetVec2() ) then if ScoreZone:IsVec2InZone( TargetUnit:GetVec2() ) then
@@ -1340,7 +1450,7 @@ function SCORING:ReportDetailedPlayerDestroys( PlayerName )
local PenaltyDestroy = 0 local PenaltyDestroy = 0
for UnitName, UnitData in pairs( PlayerData.Destroy[CategoryID] ) do for UnitName, UnitData in pairs( PlayerData.Destroy[CategoryID] ) do
self:E( { UnitData = UnitData } ) self:F( { UnitData = UnitData } )
if UnitData ~= {} then if UnitData ~= {} then
Score = Score + UnitData.Score Score = Score + UnitData.Score
ScoreDestroy = ScoreDestroy + UnitData.ScoreDestroy ScoreDestroy = ScoreDestroy + UnitData.ScoreDestroy
@@ -1494,23 +1604,23 @@ function SCORING:ReportScoreGroupSummary( PlayerGroup )
local ReportHits, ScoreHits, PenaltyHits = self:ReportDetailedPlayerHits( PlayerName ) local ReportHits, ScoreHits, PenaltyHits = self:ReportDetailedPlayerHits( PlayerName )
ReportHits = ReportHits ~= "" and "\n- " .. ReportHits or ReportHits ReportHits = ReportHits ~= "" and "\n- " .. ReportHits or ReportHits
self:E( { ReportHits, ScoreHits, PenaltyHits } ) self:F( { ReportHits, ScoreHits, PenaltyHits } )
local ReportDestroys, ScoreDestroys, PenaltyDestroys = self:ReportDetailedPlayerDestroys( PlayerName ) local ReportDestroys, ScoreDestroys, PenaltyDestroys = self:ReportDetailedPlayerDestroys( PlayerName )
ReportDestroys = ReportDestroys ~= "" and "\n- " .. ReportDestroys or ReportDestroys ReportDestroys = ReportDestroys ~= "" and "\n- " .. ReportDestroys or ReportDestroys
self:E( { ReportDestroys, ScoreDestroys, PenaltyDestroys } ) self:F( { ReportDestroys, ScoreDestroys, PenaltyDestroys } )
local ReportCoalitionChanges, ScoreCoalitionChanges, PenaltyCoalitionChanges = self:ReportDetailedPlayerCoalitionChanges( PlayerName ) local ReportCoalitionChanges, ScoreCoalitionChanges, PenaltyCoalitionChanges = self:ReportDetailedPlayerCoalitionChanges( PlayerName )
ReportCoalitionChanges = ReportCoalitionChanges ~= "" and "\n- " .. ReportCoalitionChanges or ReportCoalitionChanges ReportCoalitionChanges = ReportCoalitionChanges ~= "" and "\n- " .. ReportCoalitionChanges or ReportCoalitionChanges
self:E( { ReportCoalitionChanges, ScoreCoalitionChanges, PenaltyCoalitionChanges } ) self:F( { ReportCoalitionChanges, ScoreCoalitionChanges, PenaltyCoalitionChanges } )
local ReportGoals, ScoreGoals, PenaltyGoals = self:ReportDetailedPlayerGoals( PlayerName ) local ReportGoals, ScoreGoals, PenaltyGoals = self:ReportDetailedPlayerGoals( PlayerName )
ReportGoals = ReportGoals ~= "" and "\n- " .. ReportGoals or ReportGoals ReportGoals = ReportGoals ~= "" and "\n- " .. ReportGoals or ReportGoals
self:E( { ReportGoals, ScoreGoals, PenaltyGoals } ) self:F( { ReportGoals, ScoreGoals, PenaltyGoals } )
local ReportMissions, ScoreMissions, PenaltyMissions = self:ReportDetailedPlayerMissions( PlayerName ) local ReportMissions, ScoreMissions, PenaltyMissions = self:ReportDetailedPlayerMissions( PlayerName )
ReportMissions = ReportMissions ~= "" and "\n- " .. ReportMissions or ReportMissions ReportMissions = ReportMissions ~= "" and "\n- " .. ReportMissions or ReportMissions
self:E( { ReportMissions, ScoreMissions, PenaltyMissions } ) self:F( { ReportMissions, ScoreMissions, PenaltyMissions } )
local PlayerScore = ScoreHits + ScoreDestroys + ScoreCoalitionChanges + ScoreGoals + ScoreMissions local PlayerScore = ScoreHits + ScoreDestroys + ScoreCoalitionChanges + ScoreGoals + ScoreMissions
local PlayerPenalty = PenaltyHits + PenaltyDestroys + PenaltyCoalitionChanges + ScoreGoals + PenaltyMissions local PlayerPenalty = PenaltyHits + PenaltyDestroys + PenaltyCoalitionChanges + ScoreGoals + PenaltyMissions
@@ -1546,23 +1656,23 @@ function SCORING:ReportScoreGroupDetailed( PlayerGroup )
local ReportHits, ScoreHits, PenaltyHits = self:ReportDetailedPlayerHits( PlayerName ) local ReportHits, ScoreHits, PenaltyHits = self:ReportDetailedPlayerHits( PlayerName )
ReportHits = ReportHits ~= "" and "\n- " .. ReportHits or ReportHits ReportHits = ReportHits ~= "" and "\n- " .. ReportHits or ReportHits
self:E( { ReportHits, ScoreHits, PenaltyHits } ) self:F( { ReportHits, ScoreHits, PenaltyHits } )
local ReportDestroys, ScoreDestroys, PenaltyDestroys = self:ReportDetailedPlayerDestroys( PlayerName ) local ReportDestroys, ScoreDestroys, PenaltyDestroys = self:ReportDetailedPlayerDestroys( PlayerName )
ReportDestroys = ReportDestroys ~= "" and "\n- " .. ReportDestroys or ReportDestroys ReportDestroys = ReportDestroys ~= "" and "\n- " .. ReportDestroys or ReportDestroys
self:E( { ReportDestroys, ScoreDestroys, PenaltyDestroys } ) self:F( { ReportDestroys, ScoreDestroys, PenaltyDestroys } )
local ReportCoalitionChanges, ScoreCoalitionChanges, PenaltyCoalitionChanges = self:ReportDetailedPlayerCoalitionChanges( PlayerName ) local ReportCoalitionChanges, ScoreCoalitionChanges, PenaltyCoalitionChanges = self:ReportDetailedPlayerCoalitionChanges( PlayerName )
ReportCoalitionChanges = ReportCoalitionChanges ~= "" and "\n- " .. ReportCoalitionChanges or ReportCoalitionChanges ReportCoalitionChanges = ReportCoalitionChanges ~= "" and "\n- " .. ReportCoalitionChanges or ReportCoalitionChanges
self:E( { ReportCoalitionChanges, ScoreCoalitionChanges, PenaltyCoalitionChanges } ) self:F( { ReportCoalitionChanges, ScoreCoalitionChanges, PenaltyCoalitionChanges } )
local ReportGoals, ScoreGoals, PenaltyGoals = self:ReportDetailedPlayerGoals( PlayerName ) local ReportGoals, ScoreGoals, PenaltyGoals = self:ReportDetailedPlayerGoals( PlayerName )
ReportGoals = ReportGoals ~= "" and "\n- " .. ReportGoals or ReportGoals ReportGoals = ReportGoals ~= "" and "\n- " .. ReportGoals or ReportGoals
self:E( { ReportGoals, ScoreGoals, PenaltyGoals } ) self:F( { ReportGoals, ScoreGoals, PenaltyGoals } )
local ReportMissions, ScoreMissions, PenaltyMissions = self:ReportDetailedPlayerMissions( PlayerName ) local ReportMissions, ScoreMissions, PenaltyMissions = self:ReportDetailedPlayerMissions( PlayerName )
ReportMissions = ReportMissions ~= "" and "\n- " .. ReportMissions or ReportMissions ReportMissions = ReportMissions ~= "" and "\n- " .. ReportMissions or ReportMissions
self:E( { ReportMissions, ScoreMissions, PenaltyMissions } ) self:F( { ReportMissions, ScoreMissions, PenaltyMissions } )
local PlayerScore = ScoreHits + ScoreDestroys + ScoreCoalitionChanges + ScoreGoals + ScoreMissions local PlayerScore = ScoreHits + ScoreDestroys + ScoreCoalitionChanges + ScoreGoals + ScoreMissions
local PlayerPenalty = PenaltyHits + PenaltyDestroys + PenaltyCoalitionChanges + ScoreGoals + PenaltyMissions local PlayerPenalty = PenaltyHits + PenaltyDestroys + PenaltyCoalitionChanges + ScoreGoals + PenaltyMissions
@@ -1592,31 +1702,33 @@ function SCORING:ReportScoreAllSummary( PlayerGroup )
local PlayerMessage = "" local PlayerMessage = ""
self:T( "Report Score All Players" ) self:T( { "Summary Score Report of All Players", Players = self.Players } )
for PlayerName, PlayerData in pairs( self.Players ) do for PlayerName, PlayerData in pairs( self.Players ) do
self:T( { PlayerName = PlayerName, PlayerGroup = PlayerGroup } )
if PlayerName then if PlayerName then
local ReportHits, ScoreHits, PenaltyHits = self:ReportDetailedPlayerHits( PlayerName ) local ReportHits, ScoreHits, PenaltyHits = self:ReportDetailedPlayerHits( PlayerName )
ReportHits = ReportHits ~= "" and "\n- " .. ReportHits or ReportHits ReportHits = ReportHits ~= "" and "\n- " .. ReportHits or ReportHits
self:E( { ReportHits, ScoreHits, PenaltyHits } ) self:F( { ReportHits, ScoreHits, PenaltyHits } )
local ReportDestroys, ScoreDestroys, PenaltyDestroys = self:ReportDetailedPlayerDestroys( PlayerName ) local ReportDestroys, ScoreDestroys, PenaltyDestroys = self:ReportDetailedPlayerDestroys( PlayerName )
ReportDestroys = ReportDestroys ~= "" and "\n- " .. ReportDestroys or ReportDestroys ReportDestroys = ReportDestroys ~= "" and "\n- " .. ReportDestroys or ReportDestroys
self:E( { ReportDestroys, ScoreDestroys, PenaltyDestroys } ) self:F( { ReportDestroys, ScoreDestroys, PenaltyDestroys } )
local ReportCoalitionChanges, ScoreCoalitionChanges, PenaltyCoalitionChanges = self:ReportDetailedPlayerCoalitionChanges( PlayerName ) local ReportCoalitionChanges, ScoreCoalitionChanges, PenaltyCoalitionChanges = self:ReportDetailedPlayerCoalitionChanges( PlayerName )
ReportCoalitionChanges = ReportCoalitionChanges ~= "" and "\n- " .. ReportCoalitionChanges or ReportCoalitionChanges ReportCoalitionChanges = ReportCoalitionChanges ~= "" and "\n- " .. ReportCoalitionChanges or ReportCoalitionChanges
self:E( { ReportCoalitionChanges, ScoreCoalitionChanges, PenaltyCoalitionChanges } ) self:F( { ReportCoalitionChanges, ScoreCoalitionChanges, PenaltyCoalitionChanges } )
local ReportGoals, ScoreGoals, PenaltyGoals = self:ReportDetailedPlayerGoals( PlayerName ) local ReportGoals, ScoreGoals, PenaltyGoals = self:ReportDetailedPlayerGoals( PlayerName )
ReportGoals = ReportGoals ~= "" and "\n- " .. ReportGoals or ReportGoals ReportGoals = ReportGoals ~= "" and "\n- " .. ReportGoals or ReportGoals
self:E( { ReportGoals, ScoreGoals, PenaltyGoals } ) self:F( { ReportGoals, ScoreGoals, PenaltyGoals } )
local ReportMissions, ScoreMissions, PenaltyMissions = self:ReportDetailedPlayerMissions( PlayerName ) local ReportMissions, ScoreMissions, PenaltyMissions = self:ReportDetailedPlayerMissions( PlayerName )
ReportMissions = ReportMissions ~= "" and "\n- " .. ReportMissions or ReportMissions ReportMissions = ReportMissions ~= "" and "\n- " .. ReportMissions or ReportMissions
self:E( { ReportMissions, ScoreMissions, PenaltyMissions } ) self:F( { ReportMissions, ScoreMissions, PenaltyMissions } )
local PlayerScore = ScoreHits + ScoreDestroys + ScoreCoalitionChanges + ScoreGoals + ScoreMissions local PlayerScore = ScoreHits + ScoreDestroys + ScoreCoalitionChanges + ScoreGoals + ScoreMissions
local PlayerPenalty = PenaltyHits + PenaltyDestroys + PenaltyCoalitionChanges + ScoreGoals + PenaltyMissions local PlayerPenalty = PenaltyHits + PenaltyDestroys + PenaltyCoalitionChanges + ScoreGoals + PenaltyMissions
@@ -1676,7 +1788,7 @@ function SCORING:OpenCSV( ScoringCSV )
error( "A string containing the CSV file name must be given." ) error( "A string containing the CSV file name must be given." )
end end
else else
self:E( "The MissionScripting.lua file has not been changed to allow lfs, io and os modules to be used..." ) self:F( "The MissionScripting.lua file has not been changed to allow lfs, io and os modules to be used..." )
end end
return self return self
end end

View File

@@ -1,6 +1,6 @@
--- **Functional** -- Provides defensive behaviour to a set of SAM sites within a running Mission. --- **Functional** -- Provides defensive behaviour to a set of SAM sites within a running Mission.
-- --
-- ==== -- ===
-- --
-- @module Sead -- @module Sead

View File

@@ -0,0 +1,763 @@
--- **Functional** -- (R2.3) Models the process to zone guarding and capturing.
--
-- ===
--
-- ![Banner Image](..\Presentations\ZONE_CAPTURE_COALITION\Dia1.JPG)
--
-- ===
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/CAZ - Capture Zones)
--
-- - CAZ-000 - Capture Zone: Demonstrates the basic concept of capturing a zone.
--
-- ===
--
-- ### [YouTube Playlist](https://www.youtube.com/watch?v=0m6K6Yxa-os&list=PL7ZUrU4zZUl0qqJsfa8DPvZWDY-OyDumE)
--
-- ===
--
-- ### Author: **FlightControl**
-- ### Contributions: **Millertime** - Concept
--
-- ===
--
-- @module ZoneCaptureCoalition
do -- ZONE_CAPTURE_COALITION
--- @type ZONE_CAPTURE_COALITION
-- @extends Functional.ZoneGoalCoalition#ZONE_GOAL_COALITION
--- # ZONE\_CAPTURE\_COALITION class, extends @{ZoneGoalCoalition#ZONE_GOAL_COALITION}
--
-- Models the process to capture a Zone for a Coalition, which is guarded by another Coalition.
-- This is a powerful concept that allows to create very dynamic missions based on the different state transitions of various zones.
--
-- ---
--
-- ![Banner Image](..\Presentations\ZONE_CAPTURE_COALITION\Dia1.JPG)
--
-- ---
--
-- # 0. Player Experience
--
-- ![States](..\Presentations\ZONE_CAPTURE_COALITION\Dia3.JPG)
--
-- The above models the possible state transitions between the **Guarded**, **Attacked**, **Empty** and **Captured** states.
-- A zone has an __owning coalition__, that means that at a specific point in time, a zone can be owned by the red or blue coalition.
--
-- The Zone can be in the state **Guarded** by the __owning coalition__, which is the coalition that initially occupies the zone with units of its coalition.
-- Once units of an other coalition are entering the Zone, the state will change to **Attacked**. As long as these units remain in the zone, the state keeps set to Attacked.
-- When all units are destroyed in the Zone, the state will change to **Empty**, which expresses that the Zone is empty, and can be captured.
-- When units of the other coalition are in the Zone, and no other units of the owning coalition is in the Zone, the Zone is captured, and its state will change to **Captured**.
--
-- The zone needs to be monitored regularly for the presence of units to interprete the correct state transition required.
-- This monitoring process MUST be started using the @{#ZONE_CAPTURE_COALITION.Start}() method.
-- Otherwise no monitoring will be active and the zone will stay in the current state forever.
-- See further in chapter 3.3 for more information about this.
--
-- ## 1. ZONE\_CAPTURE\_COALITION constructor
--
-- * @{#ZONE_CAPTURE_COALITION.New}(): Creates a new ZONE\_CAPTURE\_COALITION object.
--
-- In order to use ZONE\_CAPTURE\_COALITION, you need to:
--
-- - Create a @{Zone} object from one of the ZONE\_ classes. Note that ZONE\_POLYGON\_ classes are not yet functional. The only functional ZONE\_ classses are those derived from a ZONE\_RADIUS.
--
-- ![New](..\Presentations\ZONE_CAPTURE_COALITION\Dia5.JPG)
--
-- Ensure that during the life cycle of the ZONE\_CAPTURE\_COALITION object, the object keeps alive.
-- It is best to declare the object globally within your script.
--
-- ## 2. ZONE\_CAPTURE\_COALITION is a finite state machine (FSM).
--
-- ![States](..\Presentations\ZONE_CAPTURE_COALITION\Dia4.JPG)
--
-- ### 2.1 ZONE\_CAPTURE\_COALITION States
--
-- * **Captured**: The Zone has been captured by an other coalition.
-- * **Attacked**: The Zone is currently intruded by an other coalition. There are units of the owning coalition and an other coalition in the Zone.
-- * **Guarded**: The Zone is guarded by the owning coalition. There is no other unit of an other coalition in the Zone.
-- * **Empty**: The Zone is empty. There is not valid unit in the Zone.
--
-- ### 2.2 ZONE\_CAPTURE\_COALITION Events
--
-- * **Capture**: The Zone has been captured by an other coalition.
-- * **Attack**: The Zone is currently intruded by an other coalition. There are units of the owning coalition and an other coalition in the Zone.
-- * **Guard**: The Zone is guarded by the owning coalition. There is no other unit of an other coalition in the Zone.
-- * **Empty**: The Zone is empty. There is not valid unit in the Zone.
--
-- ## 3. "Script It"
--
-- ZONE\_CAPTURE\_COALITION allows to take action on the various state transitions and add your custom code and logic.
--
-- ### 3.1. Take action using state- and event handlers.
--
-- ![States](..\Presentations\ZONE_CAPTURE_COALITION\Dia6.JPG)
--
-- The most important to understand is how states and events can be tailored.
-- Carefully study the diagram and the explanations.
--
-- **State Handlers** capture the moment:
--
-- - On Leave from the old state. Return false to cancel the transition.
-- - On Enter to the new state.
--
-- **Event Handlers** capture the moment:
--
-- - On Before the event is triggered. Return false to cancel the transition.
-- - On After the event is triggered.
--
--
--
-- ![States](..\Presentations\ZONE_CAPTURE_COALITION\Dia7.JPG)
--
-- Each handler can receive optionally 3 parameters:
--
-- - **From**: A string containing the From State.
-- - **Event**: A string containing the Event.
-- - **To**: A string containing the To State.
--
-- The mission designer can use these values to alter the logic.
-- For example:
--
-- --- @param Functional.ZoneCaptureCoalition#ZONE_CAPTURE_COALITION self
-- function ZoneCaptureCoalition:OnEnterGuarded( From, Event, To )
-- if From ~= "Empty" then
-- -- Display a message
-- end
-- end
--
-- This code checks that when the __Guarded__ state has been reached, that if the **From** state was __Empty__, then display a message.
--
-- ### 3.2. Example Event Handler.
--
-- --- @param Functional.ZoneCaptureCoalition#ZONE_CAPTURE_COALITION self
-- function ZoneCaptureCoalition:OnEnterGuarded( From, Event, To )
-- if From ~= To then
-- local Coalition = self:GetCoalition()
-- self:E( { Coalition = Coalition } )
-- if Coalition == coalition.side.BLUE then
-- ZoneCaptureCoalition:Smoke( SMOKECOLOR.Blue )
-- US_CC:MessageTypeToCoalition( string.format( "%s is under protection of the USA", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information )
-- RU_CC:MessageTypeToCoalition( string.format( "%s is under protection of the USA", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information )
-- else
-- ZoneCaptureCoalition:Smoke( SMOKECOLOR.Red )
-- RU_CC:MessageTypeToCoalition( string.format( "%s is under protection of Russia", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information )
-- US_CC:MessageTypeToCoalition( string.format( "%s is under protection of Russia", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information )
-- end
-- end
-- end
--
-- ### 3.3. Stop and Start the zone monitoring process.
--
-- At regular intervals, the state of the zone needs to be monitored.
-- The zone needs to be scanned for the presence of units within the zone boundaries.
-- Depending on the owning coalition of the zone and the presence of units (of the owning and/or other coalition(s)), the zone will transition to another state.
--
-- However, ... this scanning process is rather CPU intensive. Imagine you have 10 of these capture zone objects setup within your mission.
-- That would mean that your mission would check 10 capture zones simultaneously, each checking for the presence of units.
-- It would be highly **CPU inefficient**, as some of these zones are not required to be monitored (yet).
--
-- Therefore, the mission designer is given 2 methods that allow to take control of the CPU utilization efficiency:
--
-- - @{#ZONE_CAPTURE_COALITION.Start()}(): This starts the monitoring process.
-- - @{#ZONE_CAPTURE_COALITION.Stop()}(): This stops the monitoring process.
--
-- ### IMPORTANT
--
-- **Each capture zone object must have the monitoring process started specifically.
-- The monitoring process is NOT started by default!!!**
--
--
-- ## 4. Full Example
--
-- The following annotated code shows a real example of how ZONE\_CAPTURE\_COALITION can be applied.
--
-- The concept is simple.
--
-- The USA (US), blue coalition, needs to capture the Russian (RU), red coalition, zone, which is near groom lake.
--
-- A capture zone has been setup that guards the presence of the troops.
-- Troops are guarded by red forces. Blue is required to destroy the red forces and capture the zones.
--
-- At first, we setup the Command Centers
--
-- do
--
-- RU_CC = COMMANDCENTER:New( GROUP:FindByName( "REDHQ" ), "Russia HQ" )
-- US_CC = COMMANDCENTER:New( GROUP:FindByName( "BLUEHQ" ), "USA HQ" )
--
-- end
--
-- Next, we define the mission, and add some scoring to it.
--
-- do -- Missions
--
-- US_Mission_EchoBay = MISSION:New( US_CC, "Echo Bay", "Primary",
-- "Welcome trainee. The airport Groom Lake in Echo Bay needs to be captured.\n" ..
-- "There are five random capture zones located at the airbase.\n" ..
-- "Move to one of the capture zones, destroy the fuel tanks in the capture zone, " ..
-- "and occupy each capture zone with a platoon.\n " ..
-- "Your orders are to hold position until all capture zones are taken.\n" ..
-- "Use the map (F10) for a clear indication of the location of each capture zone.\n" ..
-- "Note that heavy resistance can be expected at the airbase!\n" ..
-- "Mission 'Echo Bay' is complete when all five capture zones are taken, and held for at least 5 minutes!"
-- , coalition.side.RED )
--
-- US_Mission_EchoBay:Start()
--
-- end
--
--
-- Now the real work starts.
-- We define a **CaptureZone** object, which is a ZONE object.
-- Within the mission, a trigger zone is created with the name __CaptureZone__, with the defined radius within the mission editor.
--
-- CaptureZone = ZONE:New( "CaptureZone" )
--
-- Next, we define the **ZoneCaptureCoalition** object, as explained above.
--
-- ZoneCaptureCoalition = ZONE_CAPTURE_COALITION:New( CaptureZone, coalition.side.RED )
--
-- Of course, we want to let the **ZoneCaptureCoalition** object do something when the state transitions.
-- Do accomodate this, it is very simple, as explained above.
-- We use **Event Handlers** to tailor the logic.
--
-- Here we place an Event Handler at the Guarded event. So when the **Guarded** event is triggered, then this method is called!
-- With the variables **From**, **Event**, **To**. Each of these variables containing a string.
--
-- We check if the previous state wasn't Guarded also.
-- If not, we retrieve the owning Coalition of the **ZoneCaptureCoalition**, using `self:GetCoalition()`.
-- So **Coalition** will contain the current owning coalition of the zone.
--
-- Depending on the zone ownership, different messages are sent.
-- Note the methods `ZoneCaptureCoalition:GetZoneName()`.
--
-- --- @param Functional.ZoneCaptureCoalition#ZONE_CAPTURE_COALITION self
-- function ZoneCaptureCoalition:OnEnterGuarded( From, Event, To )
-- if From ~= To then
-- local Coalition = self:GetCoalition()
-- self:E( { Coalition = Coalition } )
-- if Coalition == coalition.side.BLUE then
-- ZoneCaptureCoalition:Smoke( SMOKECOLOR.Blue )
-- US_CC:MessageTypeToCoalition( string.format( "%s is under protection of the USA", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information )
-- RU_CC:MessageTypeToCoalition( string.format( "%s is under protection of the USA", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information )
-- else
-- ZoneCaptureCoalition:Smoke( SMOKECOLOR.Red )
-- RU_CC:MessageTypeToCoalition( string.format( "%s is under protection of Russia", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information )
-- US_CC:MessageTypeToCoalition( string.format( "%s is under protection of Russia", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information )
-- end
-- end
-- end
--
-- As you can see, not a rocket science.
-- Next is the Event Handler when the **Empty** state transition is triggered.
-- Now we smoke the ZoneCaptureCoalition with a green color, using `self:Smoke( SMOKECOLOR.Green )`.
--
-- --- @param Functional.Protect#ZONE_CAPTURE_COALITION self
-- function ZoneCaptureCoalition:OnEnterEmpty()
-- self:Smoke( SMOKECOLOR.Green )
-- US_CC:MessageTypeToCoalition( string.format( "%s is unprotected, and can be captured!", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information )
-- RU_CC:MessageTypeToCoalition( string.format( "%s is unprotected, and can be captured!", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information )
-- end
--
-- The next Event Handlers speak for itself.
-- When the zone is Attacked, we smoke the zone white and send some messages to each coalition.
--
-- --- @param Functional.Protect#ZONE_CAPTURE_COALITION self
-- function ZoneCaptureCoalition:OnEnterAttacked()
-- ZoneCaptureCoalition:Smoke( SMOKECOLOR.White )
-- local Coalition = self:GetCoalition()
-- self:E({Coalition = Coalition})
-- if Coalition == coalition.side.BLUE then
-- US_CC:MessageTypeToCoalition( string.format( "%s is under attack by Russia", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information )
-- RU_CC:MessageTypeToCoalition( string.format( "We are attacking %s", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information )
-- else
-- RU_CC:MessageTypeToCoalition( string.format( "%s is under attack by the USA", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information )
-- US_CC:MessageTypeToCoalition( string.format( "We are attacking %s", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information )
-- end
-- end
--
-- When the zone is Captured, we send some victory or loss messages to the correct coalition.
-- And we add some score.
--
-- --- @param Functional.Protect#ZONE_CAPTURE_COALITION self
-- function ZoneCaptureCoalition:OnEnterCaptured()
-- local Coalition = self:GetCoalition()
-- self:E({Coalition = Coalition})
-- if Coalition == coalition.side.BLUE then
-- RU_CC:MessageTypeToCoalition( string.format( "%s is captured by the USA, we lost it!", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information )
-- US_CC:MessageTypeToCoalition( string.format( "We captured %s, Excellent job!", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information )
-- else
-- US_CC:MessageTypeToCoalition( string.format( "%s is captured by Russia, we lost it!", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information )
-- RU_CC:MessageTypeToCoalition( string.format( "We captured %s, Excellent job!", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information )
-- end
--
-- self:__Guard( 30 )
-- end
--
-- And this call is the most important of all!
-- In the context of the mission, we need to start the zone capture monitoring process.
-- Or nothing will be monitored and the zone won't change states.
-- We start the monitoring after 5 seconds, and will repeat every 30 seconds a check.
--
-- ZoneCaptureCoalition:Start( 5, 30 )
--
--
-- @field #ZONE_CAPTURE_COALITION
ZONE_CAPTURE_COALITION = {
ClassName = "ZONE_CAPTURE_COALITION",
}
--- @field #table ZONE_CAPTURE_COALITION.States
ZONE_CAPTURE_COALITION.States = {}
--- ZONE_CAPTURE_COALITION Constructor.
-- @param #ZONE_CAPTURE_COALITION self
-- @param Core.Zone#ZONE Zone A @{Zone} object with the goal to be achieved.
-- @param DCSCoalition.DCSCoalition#coalition Coalition The initial coalition owning the zone.
-- @return #ZONE_CAPTURE_COALITION
-- @usage
--
-- AttackZone = ZONE:New( "AttackZone" )
--
-- ZoneCaptureCoalition = ZONE_CAPTURE_COALITION:New( AttackZone, coalition.side.RED ) -- Create a new ZONE_CAPTURE_COALITION object of zone AttackZone with ownership RED coalition.
-- ZoneCaptureCoalition:__Guard( 1 ) -- Start the Guarding of the AttackZone.
--
function ZONE_CAPTURE_COALITION:New( Zone, Coalition )
local self = BASE:Inherit( self, ZONE_GOAL_COALITION:New( Zone, Coalition ) ) -- #ZONE_CAPTURE_COALITION
self:F( { Zone = Zone, Coalition = Coalition } )
do
--- Captured State Handler OnLeave for ZONE\_CAPTURE\_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] OnLeaveCaptured
-- @param #ZONE_CAPTURE_COALITION self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- Captured State Handler OnEnter for ZONE\_CAPTURE\_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] OnEnterCaptured
-- @param #ZONE_CAPTURE_COALITION self
-- @param #string From
-- @param #string Event
-- @param #string To
end
do
--- Attacked State Handler OnLeave for ZONE\_CAPTURE\_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] OnLeaveAttacked
-- @param #ZONE_CAPTURE_COALITION self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- Attacked State Handler OnEnter for ZONE\_CAPTURE\_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] OnEnterAttacked
-- @param #ZONE_CAPTURE_COALITION self
-- @param #string From
-- @param #string Event
-- @param #string To
end
do
--- Guarded State Handler OnLeave for ZONE\_CAPTURE\_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] OnLeaveGuarded
-- @param #ZONE_CAPTURE_COALITION self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- Guarded State Handler OnEnter for ZONE\_CAPTURE\_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] OnEnterGuarded
-- @param #ZONE_CAPTURE_COALITION self
-- @param #string From
-- @param #string Event
-- @param #string To
end
do
--- Empty State Handler OnLeave for ZONE\_CAPTURE\_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] OnLeaveEmpty
-- @param #ZONE_CAPTURE_COALITION self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- Empty State Handler OnEnter for ZONE\_CAPTURE\_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] OnEnterEmpty
-- @param #ZONE_CAPTURE_COALITION self
-- @param #string From
-- @param #string Event
-- @param #string To
end
self:AddTransition( "*", "Guard", "Guarded" )
--- Guard Handler OnBefore for ZONE\_CAPTURE\_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] OnBeforeGuard
-- @param #ZONE_CAPTURE_COALITION self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- Guard Handler OnAfter for ZONE\_CAPTURE\_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] OnAfterGuard
-- @param #ZONE_CAPTURE_COALITION self
-- @param #string From
-- @param #string Event
-- @param #string To
--- Guard Trigger for ZONE\_CAPTURE\_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] Guard
-- @param #ZONE_CAPTURE_COALITION self
--- Guard Asynchronous Trigger for ZONE\_CAPTURE\_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] __Guard
-- @param #ZONE_CAPTURE_COALITION self
-- @param #number Delay
self:AddTransition( "*", "Empty", "Empty" )
--- Empty Handler OnBefore for ZONE\_CAPTURE\_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] OnBeforeEmpty
-- @param #ZONE_CAPTURE_COALITION self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- Empty Handler OnAfter for ZONE\_CAPTURE\_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] OnAfterEmpty
-- @param #ZONE_CAPTURE_COALITION self
-- @param #string From
-- @param #string Event
-- @param #string To
--- Empty Trigger for ZONE\_CAPTURE\_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] Empty
-- @param #ZONE_CAPTURE_COALITION self
--- Empty Asynchronous Trigger for ZONE\_CAPTURE\_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] __Empty
-- @param #ZONE_CAPTURE_COALITION self
-- @param #number Delay
self:AddTransition( { "Guarded", "Empty" }, "Attack", "Attacked" )
--- Attack Handler OnBefore for ZONE\_CAPTURE\_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] OnBeforeAttack
-- @param #ZONE_CAPTURE_COALITION self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- Attack Handler OnAfter for ZONE\_CAPTURE\_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] OnAfterAttack
-- @param #ZONE_CAPTURE_COALITION self
-- @param #string From
-- @param #string Event
-- @param #string To
--- Attack Trigger for ZONE\_CAPTURE\_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] Attack
-- @param #ZONE_CAPTURE_COALITION self
--- Attack Asynchronous Trigger for ZONE\_CAPTURE\_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] __Attack
-- @param #ZONE_CAPTURE_COALITION self
-- @param #number Delay
self:AddTransition( { "Guarded", "Attacked", "Empty" }, "Capture", "Captured" )
--- Capture Handler OnBefore for ZONE\_CAPTURE\_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] OnBeforeCapture
-- @param #ZONE_CAPTURE_COALITION self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- Capture Handler OnAfter for ZONE\_CAPTURE\_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] OnAfterCapture
-- @param #ZONE_CAPTURE_COALITION self
-- @param #string From
-- @param #string Event
-- @param #string To
--- Capture Trigger for ZONE\_CAPTURE\_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] Capture
-- @param #ZONE_CAPTURE_COALITION self
--- Capture Asynchronous Trigger for ZONE\_CAPTURE\_COALITION
-- @function [parent=#ZONE_CAPTURE_COALITION] __Capture
-- @param #ZONE_CAPTURE_COALITION self
-- @param #number Delay
return self
end
--- @param #ZONE_CAPTURE_COALITION self
function ZONE_CAPTURE_COALITION:onenterCaptured()
self:GetParent( self, ZONE_CAPTURE_COALITION ).onenterCaptured( self )
self.Goal:Achieved()
end
function ZONE_CAPTURE_COALITION:IsGuarded()
local IsGuarded = self.Zone:IsAllInZoneOfCoalition( self.Coalition )
self:F( { IsGuarded = IsGuarded } )
return IsGuarded
end
function ZONE_CAPTURE_COALITION:IsEmpty()
local IsEmpty = self.Zone:IsNoneInZone()
self:F( { IsEmpty = IsEmpty } )
return IsEmpty
end
function ZONE_CAPTURE_COALITION:IsCaptured()
local IsCaptured = self.Zone:IsAllInZoneOfOtherCoalition( self.Coalition )
self:F( { IsCaptured = IsCaptured } )
return IsCaptured
end
function ZONE_CAPTURE_COALITION:IsAttacked()
local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
self:F( { IsAttacked = IsAttacked } )
return IsAttacked
end
--- Mark.
-- @param #ZONE_CAPTURE_COALITION self
function ZONE_CAPTURE_COALITION:Mark()
local Coord = self.Zone:GetCoordinate()
local ZoneName = self:GetZoneName()
local State = self:GetState()
if self.MarkRed and self.MarkBlue then
self:F( { MarkRed = self.MarkRed, MarkBlue = self.MarkBlue } )
Coord:RemoveMark( self.MarkRed )
Coord:RemoveMark( self.MarkBlue )
end
if self.Coalition == coalition.side.BLUE then
self.MarkBlue = Coord:MarkToCoalitionBlue( "Coalition: Blue\nGuard Zone: " .. ZoneName .. "\nStatus: " .. State )
self.MarkRed = Coord:MarkToCoalitionRed( "Coalition: Blue\nCapture Zone: " .. ZoneName .. "\nStatus: " .. State )
else
self.MarkRed = Coord:MarkToCoalitionRed( "Coalition: Red\nGuard Zone: " .. ZoneName .. "\nStatus: " .. State )
self.MarkBlue = Coord:MarkToCoalitionBlue( "Coalition: Red\nCapture Zone: " .. ZoneName .. "\nStatus: " .. State )
end
end
--- Bound.
-- @param #ZONE_CAPTURE_COALITION self
function ZONE_CAPTURE_COALITION:onenterGuarded()
--self:GetParent( self ):onenterGuarded()
if self.Coalition == coalition.side.BLUE then
--elf.ProtectZone:BoundZone( 12, country.id.USA )
else
--self.ProtectZone:BoundZone( 12, country.id.RUSSIA )
end
self:Mark()
end
function ZONE_CAPTURE_COALITION:onenterCaptured()
--self:GetParent( self ):onenterCaptured()
local NewCoalition = self.Zone:GetScannedCoalition()
self:F( { NewCoalition = NewCoalition } )
self:SetCoalition( NewCoalition )
self:Mark()
end
function ZONE_CAPTURE_COALITION:onenterEmpty()
--self:GetParent( self ):onenterEmpty()
self:Mark()
end
function ZONE_CAPTURE_COALITION:onenterAttacked()
--self:GetParent( self ):onenterAttacked()
self:Mark()
end
--- When started, check the Coalition status.
-- @param #ZONE_CAPTURE_COALITION self
function ZONE_CAPTURE_COALITION:onafterGuard()
--self:F({BASE:GetParent( self )})
--BASE:GetParent( self ).onafterGuard( self )
if not self.SmokeScheduler then
self.SmokeScheduler = self:ScheduleRepeat( 1, 1, 0.1, nil, self.StatusSmoke, self )
end
end
function ZONE_CAPTURE_COALITION:IsCaptured()
local IsCaptured = self.Zone:IsAllInZoneOfOtherCoalition( self.Coalition )
self:F( { IsCaptured = IsCaptured } )
return IsCaptured
end
function ZONE_CAPTURE_COALITION:IsAttacked()
local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
self:F( { IsAttacked = IsAttacked } )
return IsAttacked
end
--- Check status Coalition ownership.
-- @param #ZONE_CAPTURE_COALITION self
function ZONE_CAPTURE_COALITION:StatusZone()
local State = self:GetState()
self:F( { State = self:GetState() } )
self:GetParent( self, ZONE_CAPTURE_COALITION ).StatusZone( self )
if State ~= "Guarded" and self:IsGuarded() then
self:Guard()
end
if State ~= "Empty" and self:IsEmpty() then
self:Empty()
end
if State ~= "Attacked" and self:IsAttacked() then
self:Attack()
end
if State ~= "Captured" and self:IsCaptured() then
self:Capture()
end
end
--- Starts the zone capturing monitoring process.
-- This process can be CPU intensive, ensure that you specify reasonable time intervals for the monitoring process.
-- Note that the monitoring process is NOT started automatically during the `:New()` constructor.
-- It is advised that the zone monitoring process is only started when the monitoring is of relevance in context of the current mission goals.
-- When the zone is of no relevance, it is advised NOT to start the monitoring process, or to stop the monitoring process to save CPU resources.
-- Therefore, the mission designer will need to use the `:Start()` method within his script to start the monitoring process specifically.
-- @param #ZONE_CAPTURE_COALITION self
-- @param #number StartInterval (optional) Specifies the start time interval in seconds when the zone state will be checked for the first time.
-- @param #number RepeatInterval (optional) Specifies the repeat time interval in seconds when the zone state will be checked repeatedly.
-- @usage
--
-- -- Setup the zone.
-- CaptureZone = ZONE:New( "CaptureZone" )
-- ZoneCaptureCoalition = ZONE_CAPTURE_COALITION:New( CaptureZone, coalition.side.RED )
--
-- -- This starts the monitoring process within 15 seconds, repeating every 15 seconds.
-- ZoneCaptureCoalition:Start()
--
-- -- This starts the monitoring process immediately, but repeats every 30 seconds.
-- ZoneCaptureCoalition:Start( 0, 30 )
--
function ZONE_CAPTURE_COALITION:Start( StartInterval, RepeatInterval )
StartInterval = StartInterval or 15
RepeatInterval = RepeatInterval or 15
if self.ScheduleStatusZone then
self:ScheduleStop( self.ScheduleStatusZone )
end
self.ScheduleStatusZone = self:ScheduleRepeat( StartInterval, RepeatInterval, 0.1, nil, self.StatusZone, self )
end
--- Stops the zone capturing monitoring process.
-- When the zone capturing monitor process is stopped, there won't be any changes anymore in the state and the owning coalition of the zone.
-- This method becomes really useful when the zone is of no relevance anymore within a long lasting mission.
-- In this case, it is advised to stop the monitoring process, not to consume unnecessary the CPU intensive scanning of units presence within the zone.
-- @param #ZONE_CAPTURE_COALITION self
-- @usage
-- -- Setup the zone.
-- CaptureZone = ZONE:New( "CaptureZone" )
-- ZoneCaptureCoalition = ZONE_CAPTURE_COALITION:New( CaptureZone, coalition.side.RED )
--
-- -- This starts the monitoring process within 15 seconds, repeating every 15 seconds.
-- ZoneCaptureCoalition:Start()
--
-- -- When the zone capturing is of no relevance anymore, stop the monitoring!
-- ZoneCaptureCoalition:Stop()
--
-- @usage
-- -- For example, one could stop the monitoring when the zone was captured!
-- --- @param Functional.Protect#ZONE_CAPTURE_COALITION self
-- function ZoneCaptureCoalition:OnEnterCaptured()
-- local Coalition = self:GetCoalition()
-- self:E({Coalition = Coalition})
-- if Coalition == coalition.side.BLUE then
-- RU_CC:MessageTypeToCoalition( string.format( "%s is captured by the USA, we lost it!", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information )
-- US_CC:MessageTypeToCoalition( string.format( "We captured %s, Excellent job!", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information )
-- else
-- US_CC:MessageTypeToCoalition( string.format( "%s is captured by Russia, we lost it!", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information )
-- RU_CC:MessageTypeToCoalition( string.format( "We captured %s, Excellent job!", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information )
-- end
--
-- self:AddScore( "Captured", "Zone captured: Extra points granted.", 200 )
--
-- self:Stop()
-- end
--
function ZONE_CAPTURE_COALITION:Stop()
if self.ScheduleStatusZone then
self:ScheduleStop( self.ScheduleStatusZone )
end
end
end

View File

@@ -0,0 +1,177 @@
--- **Functional (WIP)** -- Base class that models processes to achieve goals involving a Zone.
--
-- ===
--
-- ZONE_GOAL models processes that have a Goal with a defined achievement involving a Zone.
-- Derived classes implement the ways how the achievements can be realized.
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module ZoneGoal
do -- Zone
--- @type ZONE_GOAL
-- @extends Core.Fsm#FSM
--- # ZONE_GOAL class, extends @{Fsm#FSM}
--
-- ZONE_GOAL models processes that have a Goal with a defined achievement involving a Zone.
-- Derived classes implement the ways how the achievements can be realized.
--
-- ## 1. ZONE_GOAL constructor
--
-- * @{#ZONE_GOAL.New}(): Creates a new ZONE_GOAL object.
--
-- ## 2. ZONE_GOAL is a finite state machine (FSM).
--
-- ### 2.1 ZONE_GOAL States
--
-- * None: Initial State
--
-- ### 2.2 ZONE_GOAL Events
--
-- * DestroyedUnit: A @{Unit} is destroyed in the Zone. The event will only get triggered if the method @{#ZONE_GOAL.MonitorDestroyedUnits}() is used.
--
-- @field #ZONE_GOAL
ZONE_GOAL = {
ClassName = "ZONE_GOAL",
}
--- ZONE_GOAL Constructor.
-- @param #ZONE_GOAL self
-- @param Core.Zone#ZONE_BASE Zone A @{Zone} object with the goal to be achieved.
-- @return #ZONE_GOAL
function ZONE_GOAL:New( Zone )
local self = BASE:Inherit( self, FSM:New() ) -- #ZONE_GOAL
self:F( { Zone = Zone } )
self.Zone = Zone -- Core.Zone#ZONE_BASE
self.Goal = GOAL:New()
self.SmokeTime = nil
self:AddTransition( "*", "DestroyedUnit", "*" )
--- DestroyedUnit Handler OnAfter for ZONE_GOAL
-- @function [parent=#ZONE_GOAL] OnAfterDestroyedUnit
-- @param #ZONE_GOAL self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Wrapper.Unit#UNIT DestroyedUnit The destroyed unit.
-- @param #string PlayerName The name of the player.
return self
end
--- Get the Zone
-- @param #ZONE_GOAL self
-- @return Core.Zone#ZONE_BASE
function ZONE_GOAL:GetZone()
return self.Zone
end
--- Get the name of the ProtectZone
-- @param #ZONE_GOAL self
-- @return #string
function ZONE_GOAL:GetZoneName()
return self.Zone:GetName()
end
--- Smoke the center of theh zone.
-- @param #ZONE_GOAL self
-- @param #SMOKECOLOR.Color SmokeColor
function ZONE_GOAL:Smoke( SmokeColor )
self:F( { SmokeColor = SmokeColor} )
self.SmokeColor = SmokeColor
end
--- Flare the center of the zone.
-- @param #ZONE_GOAL self
-- @param #SMOKECOLOR.Color FlareColor
function ZONE_GOAL:Flare( FlareColor )
self.Zone:FlareZone( FlareColor, math.random( 1, 360 ) )
end
--- When started, check the Smoke and the Zone status.
-- @param #ZONE_GOAL self
function ZONE_GOAL:onafterGuard()
--self:GetParent( self ):onafterStart()
self:F("Guard")
--self:ScheduleRepeat( 15, 15, 0.1, nil, self.StatusZone, self )
if not self.SmokeScheduler then
self.SmokeScheduler = self:ScheduleRepeat( 1, 1, 0.1, nil, self.StatusSmoke, self )
end
end
--- Check status Smoke.
-- @param #ZONE_GOAL self
function ZONE_GOAL:StatusSmoke()
self:F({self.SmokeTime, self.SmokeColor})
local CurrentTime = timer.getTime()
if self.SmokeTime == nil or self.SmokeTime + 300 <= CurrentTime then
if self.SmokeColor then
self.Zone:GetCoordinate():Smoke( self.SmokeColor )
--self.SmokeColor = nil
self.SmokeTime = CurrentTime
end
end
end
--- @param #ZONE_GOAL self
-- @param Core.Event#EVENTDATA EventData
function ZONE_GOAL:__Destroyed( EventData )
self:F( { "EventDead", EventData } )
self:F( { EventData.IniUnit } )
local Vec3 = EventData.IniDCSUnit:getPosition().p
self:F( { Vec3 = Vec3 } )
local ZoneGoal = self:GetZone()
self:F({ZoneGoal})
if EventData.IniDCSUnit then
if ZoneGoal:IsVec3InZone(Vec3) then
local PlayerHits = _DATABASE.HITS[EventData.IniUnitName]
if PlayerHits then
for PlayerName, PlayerHit in pairs( PlayerHits.Players or {} ) do
self.Goal:AddPlayerContribution( PlayerName )
self:DestroyedUnit( EventData.IniUnitName, PlayerName )
end
end
end
end
end
--- Activate the event UnitDestroyed to be fired when a unit is destroyed in the zone.
-- @param #ZONE_GOAL self
function ZONE_GOAL:MonitorDestroyedUnits()
self:HandleEvent( EVENTS.Dead, self.__Destroyed )
self:HandleEvent( EVENTS.Crash, self.__Destroyed )
end
end

View File

@@ -0,0 +1,452 @@
--- **Functional (WIP)** -- Base class that models processes to achieve goals involving a Zone and Cargo.
--
-- ===
--
-- ZONE_GOAL_CARGO models processes that have a Goal with a defined achievement involving a Zone and Cargo.
-- Derived classes implement the ways how the achievements can be realized.
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module ZoneGoalCargo
do -- ZoneGoal
--- @type ZONE_GOAL_CARGO
-- @extends Functional.ZoneGoal#ZONE_GOAL
--- # ZONE_GOAL_CARGO class, extends @{ZoneGoal#ZONE_GOAL}
--
-- ZONE_GOAL_CARGO models processes that have a Goal with a defined achievement involving a Zone and Cargo.
-- Derived classes implement the ways how the achievements can be realized.
--
-- ## 1. ZONE_GOAL_CARGO constructor
--
-- * @{#ZONE_GOAL_CARGO.New}(): Creates a new ZONE_GOAL_CARGO object.
--
-- ## 2. ZONE_GOAL_CARGO is a finite state machine (FSM).
--
-- ### 2.1 ZONE_GOAL_CARGO States
--
-- * **Deployed**: The Zone has been captured by an other coalition.
-- * **Airborne**: The Zone is currently intruded by an other coalition. There are units of the owning coalition and an other coalition in the Zone.
-- * **Loaded**: The Zone is guarded by the owning coalition. There is no other unit of an other coalition in the Zone.
-- * **Empty**: The Zone is empty. There is not valid unit in the Zone.
--
-- ### 2.2 ZONE_GOAL_CARGO Events
--
-- * **Capture**: The Zone has been captured by an other coalition.
-- * **Attack**: The Zone is currently intruded by an other coalition. There are units of the owning coalition and an other coalition in the Zone.
-- * **Guard**: The Zone is guarded by the owning coalition. There is no other unit of an other coalition in the Zone.
-- * **Empty**: The Zone is empty. There is not valid unit in the Zone.
--
-- ### 2.3 ZONE_GOAL_CARGO State Machine
--
-- @field #ZONE_GOAL_CARGO
ZONE_GOAL_CARGO = {
ClassName = "ZONE_GOAL_CARGO",
}
--- @field #table ZONE_GOAL_CARGO.States
ZONE_GOAL_CARGO.States = {}
--- ZONE_GOAL_CARGO Constructor.
-- @param #ZONE_GOAL_CARGO self
-- @param Core.Zone#ZONE Zone A @{Zone} object with the goal to be achieved.
-- @param DCSCoalition.DCSCoalition#coalition Coalition The initial coalition owning the zone.
-- @return #ZONE_GOAL_CARGO
function ZONE_GOAL_CARGO:New( Zone, Coalition )
local self = BASE:Inherit( self, ZONE_GOAL:New( Zone ) ) -- #ZONE_GOAL_CARGO
self:F( { Zone = Zone, Coalition = Coalition } )
self:SetCoalition( Coalition )
do
--- Captured State Handler OnLeave for ZONE_GOAL_CARGO
-- @function [parent=#ZONE_GOAL_CARGO] OnLeaveCaptured
-- @param #ZONE_GOAL_CARGO self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- Captured State Handler OnEnter for ZONE_GOAL_CARGO
-- @function [parent=#ZONE_GOAL_CARGO] OnEnterCaptured
-- @param #ZONE_GOAL_CARGO self
-- @param #string From
-- @param #string Event
-- @param #string To
end
do
--- Attacked State Handler OnLeave for ZONE_GOAL_CARGO
-- @function [parent=#ZONE_GOAL_CARGO] OnLeaveAttacked
-- @param #ZONE_GOAL_CARGO self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- Attacked State Handler OnEnter for ZONE_GOAL_CARGO
-- @function [parent=#ZONE_GOAL_CARGO] OnEnterAttacked
-- @param #ZONE_GOAL_CARGO self
-- @param #string From
-- @param #string Event
-- @param #string To
end
do
--- Guarded State Handler OnLeave for ZONE_GOAL_CARGO
-- @function [parent=#ZONE_GOAL_CARGO] OnLeaveGuarded
-- @param #ZONE_GOAL_CARGO self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- Guarded State Handler OnEnter for ZONE_GOAL_CARGO
-- @function [parent=#ZONE_GOAL_CARGO] OnEnterGuarded
-- @param #ZONE_GOAL_CARGO self
-- @param #string From
-- @param #string Event
-- @param #string To
end
do
--- Empty State Handler OnLeave for ZONE_GOAL_CARGO
-- @function [parent=#ZONE_GOAL_CARGO] OnLeaveEmpty
-- @param #ZONE_GOAL_CARGO self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- Empty State Handler OnEnter for ZONE_GOAL_CARGO
-- @function [parent=#ZONE_GOAL_CARGO] OnEnterEmpty
-- @param #ZONE_GOAL_CARGO self
-- @param #string From
-- @param #string Event
-- @param #string To
end
self:AddTransition( "*", "Guard", "Guarded" )
--- Guard Handler OnBefore for ZONE_GOAL_CARGO
-- @function [parent=#ZONE_GOAL_CARGO] OnBeforeGuard
-- @param #ZONE_GOAL_CARGO self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- Guard Handler OnAfter for ZONE_GOAL_CARGO
-- @function [parent=#ZONE_GOAL_CARGO] OnAfterGuard
-- @param #ZONE_GOAL_CARGO self
-- @param #string From
-- @param #string Event
-- @param #string To
--- Guard Trigger for ZONE_GOAL_CARGO
-- @function [parent=#ZONE_GOAL_CARGO] Guard
-- @param #ZONE_GOAL_CARGO self
--- Guard Asynchronous Trigger for ZONE_GOAL_CARGO
-- @function [parent=#ZONE_GOAL_CARGO] __Guard
-- @param #ZONE_GOAL_CARGO self
-- @param #number Delay
self:AddTransition( "*", "Empty", "Empty" )
--- Empty Handler OnBefore for ZONE_GOAL_CARGO
-- @function [parent=#ZONE_GOAL_CARGO] OnBeforeEmpty
-- @param #ZONE_GOAL_CARGO self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- Empty Handler OnAfter for ZONE_GOAL_CARGO
-- @function [parent=#ZONE_GOAL_CARGO] OnAfterEmpty
-- @param #ZONE_GOAL_CARGO self
-- @param #string From
-- @param #string Event
-- @param #string To
--- Empty Trigger for ZONE_GOAL_CARGO
-- @function [parent=#ZONE_GOAL_CARGO] Empty
-- @param #ZONE_GOAL_CARGO self
--- Empty Asynchronous Trigger for ZONE_GOAL_CARGO
-- @function [parent=#ZONE_GOAL_CARGO] __Empty
-- @param #ZONE_GOAL_CARGO self
-- @param #number Delay
self:AddTransition( { "Guarded", "Empty" }, "Attack", "Attacked" )
--- Attack Handler OnBefore for ZONE_GOAL_CARGO
-- @function [parent=#ZONE_GOAL_CARGO] OnBeforeAttack
-- @param #ZONE_GOAL_CARGO self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- Attack Handler OnAfter for ZONE_GOAL_CARGO
-- @function [parent=#ZONE_GOAL_CARGO] OnAfterAttack
-- @param #ZONE_GOAL_CARGO self
-- @param #string From
-- @param #string Event
-- @param #string To
--- Attack Trigger for ZONE_GOAL_CARGO
-- @function [parent=#ZONE_GOAL_CARGO] Attack
-- @param #ZONE_GOAL_CARGO self
--- Attack Asynchronous Trigger for ZONE_GOAL_CARGO
-- @function [parent=#ZONE_GOAL_CARGO] __Attack
-- @param #ZONE_GOAL_CARGO self
-- @param #number Delay
self:AddTransition( { "Guarded", "Attacked", "Empty" }, "Capture", "Captured" )
--- Capture Handler OnBefore for ZONE_GOAL_CARGO
-- @function [parent=#ZONE_GOAL_CARGO] OnBeforeCapture
-- @param #ZONE_GOAL_CARGO self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- Capture Handler OnAfter for ZONE_GOAL_CARGO
-- @function [parent=#ZONE_GOAL_CARGO] OnAfterCapture
-- @param #ZONE_GOAL_CARGO self
-- @param #string From
-- @param #string Event
-- @param #string To
--- Capture Trigger for ZONE_GOAL_CARGO
-- @function [parent=#ZONE_GOAL_CARGO] Capture
-- @param #ZONE_GOAL_CARGO self
--- Capture Asynchronous Trigger for ZONE_GOAL_CARGO
-- @function [parent=#ZONE_GOAL_CARGO] __Capture
-- @param #ZONE_GOAL_CARGO self
-- @param #number Delay
return self
end
--- Set the owning coalition of the zone.
-- @param #ZONE_GOAL_CARGO self
-- @param DCSCoalition.DCSCoalition#coalition Coalition
function ZONE_GOAL_CARGO:SetCoalition( Coalition )
self.Coalition = Coalition
end
--- Get the owning coalition of the zone.
-- @param #ZONE_GOAL_CARGO self
-- @return DCSCoalition.DCSCoalition#coalition Coalition.
function ZONE_GOAL_CARGO:GetCoalition()
return self.Coalition
end
--- Get the owning coalition name of the zone.
-- @param #ZONE_GOAL_CARGO self
-- @return #string Coalition name.
function ZONE_GOAL_CARGO:GetCoalitionName()
if self.Coalition == coalition.side.BLUE then
return "Blue"
end
if self.Coalition == coalition.side.RED then
return "Red"
end
if self.Coalition == coalition.side.NEUTRAL then
return "Neutral"
end
return ""
end
function ZONE_GOAL_CARGO:IsGuarded()
local IsGuarded = self.Zone:IsAllInZoneOfCoalition( self.Coalition )
self:F( { IsGuarded = IsGuarded } )
return IsGuarded
end
function ZONE_GOAL_CARGO:IsEmpty()
local IsEmpty = self.Zone:IsNoneInZone()
self:F( { IsEmpty = IsEmpty } )
return IsEmpty
end
function ZONE_GOAL_CARGO:IsCaptured()
local IsCaptured = self.Zone:IsAllInZoneOfOtherCoalition( self.Coalition )
self:F( { IsCaptured = IsCaptured } )
return IsCaptured
end
function ZONE_GOAL_CARGO:IsAttacked()
local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
self:F( { IsAttacked = IsAttacked } )
return IsAttacked
end
--- Mark.
-- @param #ZONE_GOAL_CARGO self
function ZONE_GOAL_CARGO:Mark()
local Coord = self.Zone:GetCoordinate()
local ZoneName = self:GetZoneName()
local State = self:GetState()
if self.MarkRed and self.MarkBlue then
self:F( { MarkRed = self.MarkRed, MarkBlue = self.MarkBlue } )
Coord:RemoveMark( self.MarkRed )
Coord:RemoveMark( self.MarkBlue )
end
if self.Coalition == coalition.side.BLUE then
self.MarkBlue = Coord:MarkToCoalitionBlue( "Guard Zone: " .. ZoneName .. "\nStatus: " .. State )
self.MarkRed = Coord:MarkToCoalitionRed( "Capture Zone: " .. ZoneName .. "\nStatus: " .. State )
else
self.MarkRed = Coord:MarkToCoalitionRed( "Guard Zone: " .. ZoneName .. "\nStatus: " .. State )
self.MarkBlue = Coord:MarkToCoalitionBlue( "Capture Zone: " .. ZoneName .. "\nStatus: " .. State )
end
end
--- Bound.
-- @param #ZONE_GOAL_CARGO self
function ZONE_GOAL_CARGO:onenterGuarded()
--self:GetParent( self ):onenterGuarded()
if self.Coalition == coalition.side.BLUE then
--elf.ProtectZone:BoundZone( 12, country.id.USA )
else
--self.ProtectZone:BoundZone( 12, country.id.RUSSIA )
end
self:Mark()
end
function ZONE_GOAL_CARGO:onenterCaptured()
--self:GetParent( self ):onenterCaptured()
local NewCoalition = self.Zone:GetCoalition()
self:F( { NewCoalition = NewCoalition } )
self:SetCoalition( NewCoalition )
self:Mark()
end
function ZONE_GOAL_CARGO:onenterEmpty()
--self:GetParent( self ):onenterEmpty()
self:Mark()
end
function ZONE_GOAL_CARGO:onenterAttacked()
--self:GetParent( self ):onenterAttacked()
self:Mark()
end
--- When started, check the Coalition status.
-- @param #ZONE_GOAL_CARGO self
function ZONE_GOAL_CARGO:onafterGuard()
--self:F({BASE:GetParent( self )})
--BASE:GetParent( self ).onafterGuard( self )
if not self.SmokeScheduler then
self.SmokeScheduler = self:ScheduleRepeat( 1, 1, 0.1, nil, self.StatusSmoke, self )
end
if not self.ScheduleStatusZone then
self.ScheduleStatusZone = self:ScheduleRepeat( 15, 15, 0.1, nil, self.StatusZone, self )
end
end
function ZONE_GOAL_CARGO:IsCaptured()
local IsCaptured = self.Zone:IsAllInZoneOfOtherCoalition( self.Coalition )
self:F( { IsCaptured = IsCaptured } )
return IsCaptured
end
function ZONE_GOAL_CARGO:IsAttacked()
local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
self:F( { IsAttacked = IsAttacked } )
return IsAttacked
end
--- Check status Coalition ownership.
-- @param #ZONE_GOAL_CARGO self
function ZONE_GOAL_CARGO:StatusZone()
local State = self:GetState()
self:F( { State = self:GetState() } )
self.Zone:Scan()
if State ~= "Guarded" and self:IsGuarded() then
self:Guard()
end
if State ~= "Empty" and self:IsEmpty() then
self:Empty()
end
if State ~= "Attacked" and self:IsAttacked() then
self:Attack()
end
if State ~= "Captured" and self:IsCaptured() then
self:Capture()
end
end
end

View File

@@ -0,0 +1,113 @@
--- **Functional (WIP)** -- Base class that models processes to achieve goals involving a Zone for a Coalition.
--
-- ===
--
-- ZONE_GOAL_COALITION models processes that have a Goal with a defined achievement involving a Zone for a Coalition.
-- Derived classes implement the ways how the achievements can be realized.
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module ZoneGoalCoalition
do -- ZoneGoal
--- @type ZONE_GOAL_COALITION
-- @extends Functional.ZoneGoal#ZONE_GOAL
--- # ZONE_GOAL_COALITION class, extends @{ZoneGoal#ZONE_GOAL}
--
-- ZONE_GOAL_COALITION models processes that have a Goal with a defined achievement involving a Zone for a Coalition.
-- Derived classes implement the ways how the achievements can be realized.
--
-- ## 1. ZONE_GOAL_COALITION constructor
--
-- * @{#ZONE_GOAL_COALITION.New}(): Creates a new ZONE_GOAL_COALITION object.
--
-- ## 2. ZONE_GOAL_COALITION is a finite state machine (FSM).
--
-- ### 2.1 ZONE_GOAL_COALITION States
--
-- ### 2.2 ZONE_GOAL_COALITION Events
--
-- ### 2.3 ZONE_GOAL_COALITION State Machine
--
-- @field #ZONE_GOAL_COALITION
ZONE_GOAL_COALITION = {
ClassName = "ZONE_GOAL_COALITION",
}
--- @field #table ZONE_GOAL_COALITION.States
ZONE_GOAL_COALITION.States = {}
--- ZONE_GOAL_COALITION Constructor.
-- @param #ZONE_GOAL_COALITION self
-- @param Core.Zone#ZONE Zone A @{Zone} object with the goal to be achieved.
-- @param DCSCoalition.DCSCoalition#coalition Coalition The initial coalition owning the zone.
-- @return #ZONE_GOAL_COALITION
function ZONE_GOAL_COALITION:New( Zone, Coalition )
local self = BASE:Inherit( self, ZONE_GOAL:New( Zone ) ) -- #ZONE_GOAL_COALITION
self:F( { Zone = Zone, Coalition = Coalition } )
self:SetCoalition( Coalition )
return self
end
--- Set the owning coalition of the zone.
-- @param #ZONE_GOAL_COALITION self
-- @param DCSCoalition.DCSCoalition#coalition Coalition
function ZONE_GOAL_COALITION:SetCoalition( Coalition )
self.Coalition = Coalition
end
--- Get the owning coalition of the zone.
-- @param #ZONE_GOAL_COALITION self
-- @return DCSCoalition.DCSCoalition#coalition Coalition.
function ZONE_GOAL_COALITION:GetCoalition()
return self.Coalition
end
--- Get the owning coalition name of the zone.
-- @param #ZONE_GOAL_COALITION self
-- @return #string Coalition name.
function ZONE_GOAL_COALITION:GetCoalitionName()
if self.Coalition == coalition.side.BLUE then
return "Blue"
end
if self.Coalition == coalition.side.RED then
return "Red"
end
if self.Coalition == coalition.side.NEUTRAL then
return "Neutral"
end
return ""
end
--- Check status Coalition ownership.
-- @param #ZONE_GOAL_COALITION self
function ZONE_GOAL_COALITION:StatusZone()
local State = self:GetState()
self:F( { State = self:GetState() } )
self.Zone:Scan( { Object.Category.UNIT, Object.Category.STATIC } )
end
end

View File

@@ -1,5 +1,6 @@
-- The order of the declarations is important here. Don't touch it. -- The order of the declarations is important here. Don't touch it.
--- Declare the event dispatcher based on the EVENT class --- Declare the event dispatcher based on the EVENT class
_EVENTDISPATCHER = EVENT:New() -- Core.Event#EVENT _EVENTDISPATCHER = EVENT:New() -- Core.Event#EVENT
@@ -10,4 +11,5 @@ _SCHEDULEDISPATCHER = SCHEDULEDISPATCHER:New() -- Core.Timer#SCHEDULEDISPATCHER
_DATABASE = DATABASE:New() -- Core.Database#DATABASE _DATABASE = DATABASE:New() -- Core.Database#DATABASE
_SETTINGS = SETTINGS:Set() _SETTINGS = SETTINGS:Set()
_SETTINGS:SetPlayerMenuOn()

View File

@@ -3,11 +3,11 @@
-- --
-- === -- ===
-- --
-- ### Author: **Sven Van de Velde (FlightControl)** -- ### Author: **FlightControl**
-- --
-- ### Contributions: -- ### Contributions:
-- --
-- ==== -- ===
-- --
-- @module CommandCenter -- @module CommandCenter
@@ -100,8 +100,10 @@ function COMMANDCENTER:New( CommandCenterPositionable, CommandCenterName )
function( self, EventData ) function( self, EventData )
if EventData.IniObjectCategory == 1 then if EventData.IniObjectCategory == 1 then
local EventGroup = GROUP:Find( EventData.IniDCSGroup ) local EventGroup = GROUP:Find( EventData.IniDCSGroup )
self:E( { CommandCenter = self:GetName(), EventGroup = EventGroup:GetName(), HasGroup = self:HasGroup( EventGroup ), EventData = EventData } )
if EventGroup and self:HasGroup( EventGroup ) then if EventGroup and self:HasGroup( EventGroup ) then
local MenuReporting = MENU_GROUP:New( EventGroup, "Missions Reports", self.CommandCenterMenu ) local CommandCenterMenu = MENU_GROUP:New( EventGroup, self:GetText() )
local MenuReporting = MENU_GROUP:New( EventGroup, "Missions Reports", CommandCenterMenu )
local MenuMissionsSummary = MENU_GROUP_COMMAND:New( EventGroup, "Missions Status Report", MenuReporting, self.ReportMissionsStatus, self, EventGroup ) local MenuMissionsSummary = MENU_GROUP_COMMAND:New( EventGroup, "Missions Status Report", MenuReporting, self.ReportMissionsStatus, self, EventGroup )
local MenuMissionsDetails = MENU_GROUP_COMMAND:New( EventGroup, "Missions Players Report", MenuReporting, self.ReportMissionsPlayers, self, EventGroup ) local MenuMissionsDetails = MENU_GROUP_COMMAND:New( EventGroup, "Missions Players Report", MenuReporting, self.ReportMissionsPlayers, self, EventGroup )
self:ReportSummary( EventGroup ) self:ReportSummary( EventGroup )
@@ -112,31 +114,30 @@ function COMMANDCENTER:New( CommandCenterPositionable, CommandCenterName )
Mission:JoinUnit( PlayerUnit, PlayerGroup ) Mission:JoinUnit( PlayerUnit, PlayerGroup )
end end
self:SetMenu() self:SetMenu()
_DATABASE:PlayerSettingsMenu( PlayerUnit )
end end
end end
end end
) )
-- When a player enters a client or a unit, the CommandCenter will check for each Mission and each Task in the Mission if the player has things to do. -- -- When a player enters a client or a unit, the CommandCenter will check for each Mission and each Task in the Mission if the player has things to do.
-- For these elements, it will= -- -- For these elements, it will=
-- - Set the correct menu. -- -- - Set the correct menu.
-- - Assign the PlayerUnit to the Task if required. -- -- - Assign the PlayerUnit to the Task if required.
-- - Send a message to the other players in the group that this player has joined. -- -- - Send a message to the other players in the group that this player has joined.
self:HandleEvent( EVENTS.PlayerEnterUnit, -- self:HandleEvent( EVENTS.PlayerEnterUnit,
--- @param #COMMANDCENTER self -- --- @param #COMMANDCENTER self
-- @param Core.Event#EVENTDATA EventData -- -- @param Core.Event#EVENTDATA EventData
function( self, EventData ) -- function( self, EventData )
local PlayerUnit = EventData.IniUnit -- local PlayerUnit = EventData.IniUnit
for MissionID, Mission in pairs( self:GetMissions() ) do -- for MissionID, Mission in pairs( self:GetMissions() ) do
local Mission = Mission -- Tasking.Mission#MISSION -- local Mission = Mission -- Tasking.Mission#MISSION
local PlayerGroup = EventData.IniGroup -- The GROUP object should be filled! -- local PlayerGroup = EventData.IniGroup -- The GROUP object should be filled!
Mission:JoinUnit( PlayerUnit, PlayerGroup ) -- Mission:JoinUnit( PlayerUnit, PlayerGroup )
end -- end
self:SetMenu() -- self:SetMenu()
end -- end
) -- )
-- Handle when a player leaves a slot and goes back to spectators ... -- Handle when a player leaves a slot and goes back to spectators ...
-- The PlayerUnit will be UnAssigned from the Task. -- The PlayerUnit will be UnAssigned from the Task.
@@ -202,6 +203,24 @@ function COMMANDCENTER:GetName()
return self.CommandCenterName return self.CommandCenterName
end end
--- Gets the text string of the HQ command center.
-- @param #COMMANDCENTER self
-- @return #string
function COMMANDCENTER:GetText()
return "Command Center [" .. self.CommandCenterName .. "]"
end
--- Gets the short text string of the HQ command center.
-- @param #COMMANDCENTER self
-- @return #string
function COMMANDCENTER:GetShortText()
return "CC [" .. self.CommandCenterName .. "]"
end
--- Gets the POSITIONABLE of the HQ command center. --- Gets the POSITIONABLE of the HQ command center.
-- @param #COMMANDCENTER self -- @param #COMMANDCENTER self
-- @return Wrapper.Positionable#POSITIONABLE -- @return Wrapper.Positionable#POSITIONABLE
@@ -305,8 +324,6 @@ end
function COMMANDCENTER:SetMenu() function COMMANDCENTER:SetMenu()
self:F() self:F()
self.CommandCenterMenu = self.CommandCenterMenu or MENU_COALITION:New( self.CommandCenterCoalition, "Command Center (" .. self:GetName() .. ")" )
local MenuTime = timer.getTime() local MenuTime = timer.getTime()
for MissionID, Mission in pairs( self:GetMissions() or {} ) do for MissionID, Mission in pairs( self:GetMissions() or {} ) do
local Mission = Mission -- Tasking.Mission#MISSION local Mission = Mission -- Tasking.Mission#MISSION
@@ -360,7 +377,7 @@ end
-- @param Wrapper.Group#GROUP TaskGroup -- @param Wrapper.Group#GROUP TaskGroup
function COMMANDCENTER:MessageToGroup( Message, TaskGroup ) function COMMANDCENTER:MessageToGroup( Message, TaskGroup )
self:GetPositionable():MessageToGroup( Message, 15, TaskGroup, self:GetName() ) self:GetPositionable():MessageToGroup( Message, 15, TaskGroup, self:GetShortText() )
end end
@@ -371,7 +388,7 @@ end
-- @param Core.Message#MESSAGE.MessageType MessageType The type of the message, resulting in automatic time duration and prefix of the message. -- @param Core.Message#MESSAGE.MessageType MessageType The type of the message, resulting in automatic time duration and prefix of the message.
function COMMANDCENTER:MessageTypeToGroup( Message, TaskGroup, MessageType ) function COMMANDCENTER:MessageTypeToGroup( Message, TaskGroup, MessageType )
self:GetPositionable():MessageTypeToGroup( Message, MessageType, TaskGroup, self:GetName() ) self:GetPositionable():MessageTypeToGroup( Message, MessageType, TaskGroup, self:GetShortText() )
end end
@@ -404,16 +421,18 @@ end
--- Report the status of all MISSIONs to a GROUP. --- Report the status of all MISSIONs to a GROUP.
-- Each Mission is listed, with an indication how many Tasks are still to be completed. -- Each Mission is listed, with an indication how many Tasks are still to be completed.
-- @param #COMMANDCENTER self -- @param #COMMANDCENTER self
function COMMANDCENTER:ReportMissionsStatus( ReportGroup ) function COMMANDCENTER:ReportSummary( ReportGroup )
self:E( ReportGroup ) self:F( ReportGroup )
local Report = REPORT:New() local Report = REPORT:New()
Report:Add( "Status report of all missions." ) -- List the name of the mission.
local Name = self:GetName()
Report:Add( string.format( '%s - Report Summary Missions', Name ) )
for MissionID, Mission in pairs( self.Missions ) do for MissionID, Mission in pairs( self.Missions ) do
local Mission = Mission -- Tasking.Mission#MISSION local Mission = Mission -- Tasking.Mission#MISSION
Report:Add( " - " .. Mission:ReportStatus() ) Report:Add( " - " .. Mission:ReportSummary() )
end end
self:MessageToGroup( Report:Text(), ReportGroup ) self:MessageToGroup( Report:Text(), ReportGroup )
@@ -423,7 +442,7 @@ end
-- Each Mission is listed, with an indication how many Tasks are still to be completed. -- Each Mission is listed, with an indication how many Tasks are still to be completed.
-- @param #COMMANDCENTER self -- @param #COMMANDCENTER self
function COMMANDCENTER:ReportMissionsPlayers( ReportGroup ) function COMMANDCENTER:ReportMissionsPlayers( ReportGroup )
self:E( ReportGroup ) self:F( ReportGroup )
local Report = REPORT:New() local Report = REPORT:New()
@@ -441,7 +460,7 @@ end
-- Report the details of a Mission, listing the Mission, and all the Task details. -- Report the details of a Mission, listing the Mission, and all the Task details.
-- @param #COMMANDCENTER self -- @param #COMMANDCENTER self
function COMMANDCENTER:ReportDetails( ReportGroup, Task ) function COMMANDCENTER:ReportDetails( ReportGroup, Task )
self:E( ReportGroup ) self:F( ReportGroup )
local Report = REPORT:New() local Report = REPORT:New()

View File

@@ -3,7 +3,7 @@
-- === -- ===
-- --
-- 1) @{DetectionManager#DETECTION_MANAGER} class, extends @{Fsm#FSM} -- 1) @{DetectionManager#DETECTION_MANAGER} class, extends @{Fsm#FSM}
-- ==================================================================== -- ===
-- The @{DetectionManager#DETECTION_MANAGER} class defines the core functions to report detected objects to groups. -- The @{DetectionManager#DETECTION_MANAGER} class defines the core functions to report detected objects to groups.
-- Reportings can be done in several manners, and it is up to the derived classes if DETECTION_MANAGER to model the reporting behaviour. -- Reportings can be done in several manners, and it is up to the derived classes if DETECTION_MANAGER to model the reporting behaviour.
-- --
@@ -27,7 +27,7 @@
-- === -- ===
-- --
-- 2) @{DetectionManager#DETECTION_REPORTING} class, extends @{DetectionManager#DETECTION_MANAGER} -- 2) @{DetectionManager#DETECTION_REPORTING} class, extends @{DetectionManager#DETECTION_MANAGER}
-- ========================================================================================= -- ===
-- The @{DetectionManager#DETECTION_REPORTING} class implements detected units reporting. Reporting can be controlled using the reporting methods available in the @{DetectionManager#DETECTION_MANAGER} class. -- The @{DetectionManager#DETECTION_REPORTING} class implements detected units reporting. Reporting can be controlled using the reporting methods available in the @{DetectionManager#DETECTION_MANAGER} class.
-- --
-- 2.1) DETECTION_REPORTING constructor: -- 2.1) DETECTION_REPORTING constructor:
@@ -129,7 +129,6 @@ do -- DETECTION MANAGER
self:SetRefreshTimeInterval( 30 ) self:SetRefreshTimeInterval( 30 )
self:SetReportDisplayTime( 25 ) self:SetReportDisplayTime( 25 )
self:E( { Detection = Detection } )
Detection:__Start( 3 ) Detection:__Start( 3 )
return self return self
@@ -141,8 +140,6 @@ do -- DETECTION MANAGER
function DETECTION_MANAGER:onafterReport( From, Event, To ) function DETECTION_MANAGER:onafterReport( From, Event, To )
self:E( "onafterReport" )
self:__Report( -self._RefreshTimeInterval ) self:__Report( -self._RefreshTimeInterval )
self:ProcessDetected( self.Detection ) self:ProcessDetected( self.Detection )
@@ -256,7 +253,6 @@ do -- DETECTION_REPORTING
function DETECTION_REPORTING:ProcessDetected( Group, Detection ) function DETECTION_REPORTING:ProcessDetected( Group, Detection )
self:F2( Group ) self:F2( Group )
self:E( Group )
local DetectedMsg = {} local DetectedMsg = {}
for DetectedAreaID, DetectedAreaData in pairs( Detection:GetDetectedAreas() ) do for DetectedAreaID, DetectedAreaData in pairs( Detection:GetDetectedAreas() ) do
local DetectedArea = DetectedAreaData -- Functional.Detection#DETECTION_AREAS.DetectedArea local DetectedArea = DetectedAreaData -- Functional.Detection#DETECTION_AREAS.DetectedArea

View File

@@ -1,8 +1,8 @@
--- **Tasking** -- A MISSION is the main owner of a Mission orchestration within MOOSE. --- **Tasking** -- A MISSION is the main owner of a Mission orchestration within MOOSE.
-- --
-- ==== -- ===
-- --
-- ### Author: **Sven Van de Velde (FlightControl)** -- ### Author: **FlightControl**
-- --
-- ### Contributions: -- ### Contributions:
-- --
@@ -46,6 +46,7 @@ function MISSION:New( CommandCenter, MissionName, MissionPriority, MissionBriefi
self.MissionCoalition = MissionCoalition self.MissionCoalition = MissionCoalition
self.Tasks = {} self.Tasks = {}
self.TaskNumber = 0
self.PlayerNames = {} -- These are the players that achieved progress in the mission. self.PlayerNames = {} -- These are the players that achieved progress in the mission.
self:SetStartState( "IDLE" ) self:SetStartState( "IDLE" )
@@ -271,16 +272,33 @@ end
-- @param #string To -- @param #string To
function MISSION:onenterCOMPLETED( From, Event, To ) function MISSION:onenterCOMPLETED( From, Event, To )
self:GetCommandCenter():MessageTypeToCoalition( self:GetName() .. " has been completed! Good job guys!", MESSAGE.Type.Information ) self:GetCommandCenter():MessageTypeToCoalition( self:GetText() .. " has been completed! Good job guys!", MESSAGE.Type.Information )
end end
--- Gets the mission name. --- Gets the mission name.
-- @param #MISSION self -- @param #MISSION self
-- @return #MISSION self -- @return #MISSION self
function MISSION:GetName() function MISSION:GetName()
return self.Name
end
--- Gets the mission text.
-- @param #MISSION self
-- @return #MISSION self
function MISSION:GetText()
return string.format( 'Mission "%s (%s)"', self.Name, self.MissionPriority ) return string.format( 'Mission "%s (%s)"', self.Name, self.MissionPriority )
end end
--- Gets the short mission text.
-- @param #MISSION self
-- @return #MISSION self
function MISSION:GetShortText()
return string.format( 'Mission "%s"', self.Name )
end
--- Add a Unit to join the Mission. --- Add a Unit to join the Mission.
-- For each Task within the Mission, the Unit is joined with the Task. -- For each Task within the Mission, the Unit is joined with the Task.
-- If the Unit was not part of a Task in the Mission, false is returned. -- If the Unit was not part of a Task in the Mission, false is returned.
@@ -290,7 +308,7 @@ end
-- @param Wrapper.Group#GROUP PlayerGroup The GROUP of the player joining the Mission. -- @param Wrapper.Group#GROUP PlayerGroup The GROUP of the player joining the Mission.
-- @return #boolean true if Unit is part of a Task in the Mission. -- @return #boolean true if Unit is part of a Task in the Mission.
function MISSION:JoinUnit( PlayerUnit, PlayerGroup ) function MISSION:JoinUnit( PlayerUnit, PlayerGroup )
self:F( { PlayerUnit = PlayerUnit, PlayerGroup = PlayerGroup } ) self:I( { Mission = self:GetName(), PlayerUnit = PlayerUnit, PlayerGroup = PlayerGroup } )
local PlayerUnitAdded = false local PlayerUnitAdded = false
@@ -385,9 +403,16 @@ end
function MISSION:SetMenu( MenuTime ) function MISSION:SetMenu( MenuTime )
self:F( { self:GetName(), MenuTime } ) self:F( { self:GetName(), MenuTime } )
for _, TaskData in pairs( self:GetTasks() ) do local MenuCount = {}
local Task = TaskData -- Tasking.Task#TASK --for TaskID, Task in UTILS.spairs( self:GetTasks(), function( t, a, b ) return t[a]:ReportOrder( ReportGroup ) < t[b]:ReportOrder( ReportGroup ) end ) do
for TaskID, Task in pairs( self:GetTasks() ) do
local Task = Task -- Tasking.Task#TASK
local TaskType = Task:GetType()
MenuCount[TaskType] = MenuCount[TaskType] or 1
if MenuCount[TaskType] <= 10 then
Task:SetMenu( MenuTime ) Task:SetMenu( MenuTime )
MenuCount[TaskType] = MenuCount[TaskType] + 1
end
end end
end end
@@ -435,7 +460,7 @@ do -- Group Assignment
local MissionGroupName = MissionGroup:GetName() local MissionGroupName = MissionGroup:GetName()
self.AssignedGroups[MissionGroupName] = MissionGroup self.AssignedGroups[MissionGroupName] = MissionGroup
self:E( string.format( "Mission %s is assigned to %s", MissionName, MissionGroupName ) ) self:I( string.format( "Mission %s is assigned to %s", MissionName, MissionGroupName ) )
return self return self
end end
@@ -483,10 +508,10 @@ function MISSION:GetRootMenu( TaskGroup ) -- R2.2
local CommandCenter = self:GetCommandCenter() local CommandCenter = self:GetCommandCenter()
local CommandCenterMenu = CommandCenter:GetMenu() local CommandCenterMenu = CommandCenter:GetMenu()
local MissionName = self:GetName() local MissionName = self:GetText()
--local MissionMenu = CommandCenterMenu:GetMenu( MissionName ) --local MissionMenu = CommandCenterMenu:GetMenu( MissionName )
self.MissionMenu = self.MissionMenu or MENU_COALITION:New( self.MissionCoalition, self:GetName(), CommandCenterMenu ) self.MissionMenu = MENU_COALITION:New( self.MissionCoalition, MissionName, CommandCenterMenu )
return self.MissionMenu return self.MissionMenu
end end
@@ -499,7 +524,6 @@ function MISSION:GetMenu( TaskGroup ) -- R2.1 -- Changed Menu Structure
local CommandCenter = self:GetCommandCenter() local CommandCenter = self:GetCommandCenter()
local CommandCenterMenu = CommandCenter:GetMenu() local CommandCenterMenu = CommandCenter:GetMenu()
local MissionName = self:GetName()
--local MissionMenu = CommandCenterMenu:GetMenu( MissionName ) --local MissionMenu = CommandCenterMenu:GetMenu( MissionName )
self.MissionGroupMenu = self.MissionGroupMenu or {} self.MissionGroupMenu = self.MissionGroupMenu or {}
@@ -507,21 +531,26 @@ function MISSION:GetMenu( TaskGroup ) -- R2.1 -- Changed Menu Structure
local GroupMenu = self.MissionGroupMenu[TaskGroup] local GroupMenu = self.MissionGroupMenu[TaskGroup]
self.MissionMenu = self.MissionMenu or MENU_COALITION:New( self.MissionCoalition, self:GetName(), CommandCenterMenu ) local CommandCenterText = CommandCenter:GetText()
CommandCenterMenu = MENU_GROUP:New( TaskGroup, CommandCenterText )
GroupMenu.BriefingMenu = GroupMenu.BriefingMenu or MENU_GROUP_COMMAND:New( TaskGroup, "Mission Briefing", self.MissionMenu, self.MenuReportBriefing, self, TaskGroup ) local MissionText = self:GetText()
self.MissionMenu = MENU_GROUP:New( TaskGroup, MissionText, CommandCenterMenu )
GroupMenu.TaskReportsMenu = GroupMenu.TaskReportsMenu or MENU_GROUP:New( TaskGroup, "Task Reports", self.MissionMenu ) GroupMenu.BriefingMenu = MENU_GROUP_COMMAND:New( TaskGroup, "Mission Briefing", self.MissionMenu, self.MenuReportBriefing, self, TaskGroup )
GroupMenu.ReportTasksMenu = GroupMenu.ReportTasksMenu or MENU_GROUP_COMMAND:New( TaskGroup, "Report Tasks", GroupMenu.TaskReportsMenu, self.MenuReportTasksSummary, self, TaskGroup )
GroupMenu.ReportPlannedTasksMenu = GroupMenu.ReportPlannedTasksMenu or MENU_GROUP_COMMAND:New( TaskGroup, "Report Planned Tasks", GroupMenu.TaskReportsMenu, self.MenuReportTasksPerStatus, self, TaskGroup, "Planned" )
GroupMenu.ReportAssignedTasksMenu = GroupMenu.ReportAssignedTasksMenu or MENU_GROUP_COMMAND:New( TaskGroup, "Report Assigned Tasks", GroupMenu.TaskReportsMenu, self.MenuReportTasksPerStatus, self, TaskGroup, "Assigned" )
GroupMenu.ReportSuccessTasksMenu = GroupMenu.ReportSuccessTasksMenu or MENU_GROUP_COMMAND:New( TaskGroup, "Report Successful Tasks", GroupMenu.TaskReportsMenu, self.MenuReportTasksPerStatus, self, TaskGroup, "Success" )
GroupMenu.ReportFailedTasksMenu = GroupMenu.ReportFailedTasksMenu or MENU_GROUP_COMMAND:New( TaskGroup, "Report Failed Tasks", GroupMenu.TaskReportsMenu, self.MenuReportTasksPerStatus, self, TaskGroup, "Failed" )
GroupMenu.ReportHeldTasksMenu = GroupMenu.ReportHeldTasksMenu or MENU_GROUP_COMMAND:New( TaskGroup, "Report Held Tasks", GroupMenu.TaskReportsMenu, self.MenuReportTasksPerStatus, self, TaskGroup, "Hold" )
GroupMenu.PlayerReportsMenu = GroupMenu.PlayerReportsMenu or MENU_GROUP:New( TaskGroup, "Statistics Reports", self.MissionMenu ) GroupMenu.MarkTasks = MENU_GROUP_COMMAND:New( TaskGroup, "Mark Task Locations on Map", self.MissionMenu, self.MarkTargetLocations, self, TaskGroup )
GroupMenu.ReportMissionHistory = GroupMenu.ReportPlayersHistory or MENU_GROUP_COMMAND:New( TaskGroup, "Report Mission Progress", GroupMenu.PlayerReportsMenu, self.MenuReportPlayersProgress, self, TaskGroup ) GroupMenu.TaskReportsMenu = MENU_GROUP:New( TaskGroup, "Task Reports", self.MissionMenu )
GroupMenu.ReportPlayersPerTaskMenu = GroupMenu.ReportPlayersPerTaskMenu or MENU_GROUP_COMMAND:New( TaskGroup, "Report Players per Task", GroupMenu.PlayerReportsMenu, self.MenuReportPlayersPerTask, self, TaskGroup ) GroupMenu.ReportTasksMenu = MENU_GROUP_COMMAND:New( TaskGroup, "Report Tasks Summary", GroupMenu.TaskReportsMenu, self.MenuReportTasksSummary, self, TaskGroup )
GroupMenu.ReportPlannedTasksMenu = MENU_GROUP_COMMAND:New( TaskGroup, "Report Planned Tasks", GroupMenu.TaskReportsMenu, self.MenuReportTasksPerStatus, self, TaskGroup, "Planned" )
GroupMenu.ReportAssignedTasksMenu = MENU_GROUP_COMMAND:New( TaskGroup, "Report Assigned Tasks", GroupMenu.TaskReportsMenu, self.MenuReportTasksPerStatus, self, TaskGroup, "Assigned" )
GroupMenu.ReportSuccessTasksMenu = MENU_GROUP_COMMAND:New( TaskGroup, "Report Successful Tasks", GroupMenu.TaskReportsMenu, self.MenuReportTasksPerStatus, self, TaskGroup, "Success" )
GroupMenu.ReportFailedTasksMenu = MENU_GROUP_COMMAND:New( TaskGroup, "Report Failed Tasks", GroupMenu.TaskReportsMenu, self.MenuReportTasksPerStatus, self, TaskGroup, "Failed" )
GroupMenu.ReportHeldTasksMenu = MENU_GROUP_COMMAND:New( TaskGroup, "Report Held Tasks", GroupMenu.TaskReportsMenu, self.MenuReportTasksPerStatus, self, TaskGroup, "Hold" )
GroupMenu.PlayerReportsMenu = MENU_GROUP:New( TaskGroup, "Statistics Reports", self.MissionMenu )
GroupMenu.ReportMissionHistory = MENU_GROUP_COMMAND:New( TaskGroup, "Report Mission Progress", GroupMenu.PlayerReportsMenu, self.MenuReportPlayersProgress, self, TaskGroup )
GroupMenu.ReportPlayersPerTaskMenu = MENU_GROUP_COMMAND:New( TaskGroup, "Report Players per Task", GroupMenu.PlayerReportsMenu, self.MenuReportPlayersPerTask, self, TaskGroup )
return self.MissionMenu return self.MissionMenu
end end
@@ -540,6 +569,18 @@ function MISSION:GetTask( TaskName )
end end
--- Return the next @{Task} ID to be completed within the @{Mission}.
-- @param #MISSION self
-- @param Tasking.Task#TASK Task is the @{Task} object.
-- @return Tasking.Task#TASK The task added.
function MISSION:GetNextTaskID( Task )
self.TaskNumber = self.TaskNumber + 1
return self.TaskNumber
end
--- Register a @{Task} to be completed within the @{Mission}. --- Register a @{Task} to be completed within the @{Mission}.
-- Note that there can be multiple @{Task}s registered to be completed. -- Note that there can be multiple @{Task}s registered to be completed.
-- Each Task can be set a certain Goals. The Mission will not be completed until all Goals are reached. -- Each Task can be set a certain Goals. The Mission will not be completed until all Goals are reached.
@@ -549,9 +590,7 @@ end
function MISSION:AddTask( Task ) function MISSION:AddTask( Task )
local TaskName = Task:GetTaskName() local TaskName = Task:GetTaskName()
self:F( TaskName ) self:I( { "==> Adding TASK ", MissionName = self:GetName(), TaskName = TaskName } )
self.Tasks[TaskName] = self.Tasks[TaskName] or { n = 0 }
self.Tasks[TaskName] = Task self.Tasks[TaskName] = Task
@@ -560,6 +599,7 @@ function MISSION:AddTask( Task )
return Task return Task
end end
--- Removes a @{Task} to be completed within the @{Mission}. --- Removes a @{Task} to be completed within the @{Mission}.
-- Note that there can be multiple @{Task}s registered to be completed. -- Note that there can be multiple @{Task}s registered to be completed.
-- Each Task can be set a certain Goals. The Mission will not be completed until all Goals are reached. -- Each Task can be set a certain Goals. The Mission will not be completed until all Goals are reached.
@@ -569,6 +609,7 @@ end
function MISSION:RemoveTask( Task ) function MISSION:RemoveTask( Task )
local TaskName = Task:GetTaskName() local TaskName = Task:GetTaskName()
self:I( { "<== Removing TASK ", MissionName = self:GetName(), TaskName = TaskName } )
self:F( TaskName ) self:F( TaskName )
self.Tasks[TaskName] = self.Tasks[TaskName] or { n = 0 } self.Tasks[TaskName] = self.Tasks[TaskName] or { n = 0 }
@@ -584,21 +625,6 @@ function MISSION:RemoveTask( Task )
return nil return nil
end end
--- Return the next @{Task} ID to be completed within the @{Mission}.
-- @param #MISSION self
-- @param Tasking.Task#TASK Task is the @{Task} object.
-- @return Tasking.Task#TASK The task added.
function MISSION:GetNextTaskID( Task )
local TaskName = Task:GetTaskName()
self:F( TaskName )
self.Tasks[TaskName] = self.Tasks[TaskName] or { n = 0 }
self.Tasks[TaskName].n = self.Tasks[TaskName].n + 1
return self.Tasks[TaskName].n
end
--- Is the @{Mission} **COMPLETED**. --- Is the @{Mission} **COMPLETED**.
-- @param #MISSION self -- @param #MISSION self
-- @return #boolean -- @return #boolean
@@ -700,7 +726,7 @@ function MISSION:ReportBriefing()
local Report = REPORT:New() local Report = REPORT:New()
-- List the name of the mission. -- List the name of the mission.
local Name = self:GetName() local Name = self:GetText()
-- Determine the status of the mission. -- Determine the status of the mission.
local Status = "<" .. self:GetState() .. ">" local Status = "<" .. self:GetState() .. ">"
@@ -713,57 +739,57 @@ function MISSION:ReportBriefing()
end end
--- Create a status report of the Mission. ----- Create a status report of the Mission.
-- This reports provides a one liner of the mission status. It indicates how many players and how many Tasks. ---- This reports provides a one liner of the mission status. It indicates how many players and how many Tasks.
----
---- Mission "<MissionName>" - Status "<MissionStatus>"
---- - Task Types: <TaskType>, <TaskType>
---- - <xx> Planned Tasks (xp)
---- - <xx> Assigned Tasks(xp)
---- - <xx> Success Tasks (xp)
---- - <xx> Hold Tasks (xp)
---- - <xx> Cancelled Tasks (xp)
---- - <xx> Aborted Tasks (xp)
---- - <xx> Failed Tasks (xp)
----
---- @param #MISSION self
---- @return #string
--function MISSION:ReportSummary()
-- --
-- Mission "<MissionName>" - Status "<MissionStatus>" -- local Report = REPORT:New()
-- - Task Types: <TaskType>, <TaskType>
-- - <xx> Planned Tasks (xp)
-- - <xx> Assigned Tasks(xp)
-- - <xx> Success Tasks (xp)
-- - <xx> Hold Tasks (xp)
-- - <xx> Cancelled Tasks (xp)
-- - <xx> Aborted Tasks (xp)
-- - <xx> Failed Tasks (xp)
-- --
-- @param #MISSION self -- -- List the name of the mission.
-- @return #string -- local Name = self:GetText()
function MISSION:ReportStatus() --
-- -- Determine the status of the mission.
local Report = REPORT:New() -- local Status = "<" .. self:GetState() .. ">"
--
-- List the name of the mission. -- Report:Add( string.format( '%s - Status "%s"', Name, Status ) )
local Name = self:GetName() --
-- local TaskTypes = self:GetTaskTypes()
-- Determine the status of the mission. --
local Status = "<" .. self:GetState() .. ">" -- Report:Add( string.format( " - Task Types: %s", table.concat(TaskTypes, ", " ) ) )
--
Report:Add( string.format( '%s - Status "%s"', Name, Status ) ) -- local TaskStatusList = { "Planned", "Assigned", "Success", "Hold", "Cancelled", "Aborted", "Failed" }
--
local TaskTypes = self:GetTaskTypes() -- for TaskStatusID, TaskStatus in pairs( TaskStatusList ) do
-- local TaskCount = 0
Report:Add( string.format( " - Task Types: %s", table.concat(TaskTypes, ", " ) ) ) -- local TaskPlayerCount = 0
-- -- Determine how many tasks are remaining.
local TaskStatusList = { "Planned", "Assigned", "Success", "Hold", "Cancelled", "Aborted", "Failed" } -- for TaskID, Task in pairs( self:GetTasks() ) do
-- local Task = Task -- Tasking.Task#TASK
for TaskStatusID, TaskStatus in pairs( TaskStatusList ) do -- if Task:Is( TaskStatus ) then
local TaskCount = 0 -- TaskCount = TaskCount + 1
local TaskPlayerCount = 0 -- TaskPlayerCount = TaskPlayerCount + Task:GetPlayerCount()
-- Determine how many tasks are remaining. -- end
for TaskID, Task in pairs( self:GetTasks() ) do -- end
local Task = Task -- Tasking.Task#TASK -- if TaskCount > 0 then
if Task:Is( TaskStatus ) then -- Report:Add( string.format( " - %02d %s Tasks (%dp)", TaskCount, TaskStatus, TaskPlayerCount ) )
TaskCount = TaskCount + 1 -- end
TaskPlayerCount = TaskPlayerCount + Task:GetPlayerCount() -- end
end --
end -- return Report:Text()
if TaskCount > 0 then --end
Report:Add( string.format( " - %02d %s Tasks (%dp)", TaskCount, TaskStatus, TaskPlayerCount ) )
end
end
return Report:Text()
end
--- Create an active player report of the Mission. --- Create an active player report of the Mission.
@@ -781,7 +807,7 @@ function MISSION:ReportPlayersPerTask( ReportGroup )
local Report = REPORT:New() local Report = REPORT:New()
-- List the name of the mission. -- List the name of the mission.
local Name = self:GetName() local Name = self:GetText()
-- Determine the status of the mission. -- Determine the status of the mission.
local Status = "<" .. self:GetState() .. ">" local Status = "<" .. self:GetState() .. ">"
@@ -822,7 +848,7 @@ function MISSION:ReportPlayersProgress( ReportGroup )
local Report = REPORT:New() local Report = REPORT:New()
-- List the name of the mission. -- List the name of the mission.
local Name = self:GetName() local Name = self:GetText()
-- Determine the status of the mission. -- Determine the status of the mission.
local Status = "<" .. self:GetState() .. ">" local Status = "<" .. self:GetState() .. ">"
@@ -858,6 +884,32 @@ function MISSION:ReportPlayersProgress( ReportGroup )
end end
--- Mark all the target locations on the Map.
-- @param #MISSION self
-- @param Wrapper.Group#GROUP ReportGroup
-- @return #string
function MISSION:MarkTargetLocations( ReportGroup )
local Report = REPORT:New()
-- List the name of the mission.
local Name = self:GetText()
-- Determine the status of the mission.
local Status = "<" .. self:GetState() .. ">"
Report:Add( string.format( '%s - %s - All Tasks are marked on the map. Select a Task from the Mission Menu and Join the Task!!!', Name, Status ) )
-- Determine how many tasks are remaining.
for TaskID, Task in UTILS.spairs( self:GetTasks(), function( t, a, b ) return t[a]:ReportOrder( ReportGroup ) < t[b]:ReportOrder( ReportGroup ) end ) do
local Task = Task -- Tasking.Task#TASK
Task:MenuMarkToGroup( ReportGroup )
end
return Report:Text()
end
--- Create a summary report of the Mission (one line). --- Create a summary report of the Mission (one line).
-- @param #MISSION self -- @param #MISSION self
-- @param Wrapper.Group#GROUP ReportGroup -- @param Wrapper.Group#GROUP ReportGroup
@@ -867,7 +919,7 @@ function MISSION:ReportSummary( ReportGroup )
local Report = REPORT:New() local Report = REPORT:New()
-- List the name of the mission. -- List the name of the mission.
local Name = self:GetName() local Name = self:GetText()
-- Determine the status of the mission. -- Determine the status of the mission.
local Status = "<" .. self:GetState() .. ">" local Status = "<" .. self:GetState() .. ">"
@@ -893,7 +945,7 @@ function MISSION:ReportOverview( ReportGroup, TaskStatus )
local Report = REPORT:New() local Report = REPORT:New()
-- List the name of the mission. -- List the name of the mission.
local Name = self:GetName() local Name = self:GetText()
-- Determine the status of the mission. -- Determine the status of the mission.
local Status = "<" .. self:GetState() .. ">" local Status = "<" .. self:GetState() .. ">"
@@ -906,7 +958,7 @@ function MISSION:ReportOverview( ReportGroup, TaskStatus )
local Task = Task -- Tasking.Task#TASK local Task = Task -- Tasking.Task#TASK
if Task:Is( TaskStatus ) then if Task:Is( TaskStatus ) then
Report:Add( string.rep( "-", 140 ) ) Report:Add( string.rep( "-", 140 ) )
Report:Add( " - " .. Task:ReportOverview( ReportGroup ) ) Report:Add( Task:ReportOverview( ReportGroup ) )
end end
Tasks = Tasks + 1 Tasks = Tasks + 1
if Tasks >= 8 then if Tasks >= 8 then
@@ -925,7 +977,7 @@ function MISSION:ReportDetails( ReportGroup )
local Report = REPORT:New() local Report = REPORT:New()
-- List the name of the mission. -- List the name of the mission.
local Name = self:GetName() local Name = self:GetText()
-- Determine the status of the mission. -- Determine the status of the mission.
local Status = "<" .. self:GetState() .. ">" local Status = "<" .. self:GetState() .. ">"
@@ -936,6 +988,7 @@ function MISSION:ReportDetails( ReportGroup )
local TasksRemaining = 0 local TasksRemaining = 0
for TaskID, Task in pairs( self:GetTasks() ) do for TaskID, Task in pairs( self:GetTasks() ) do
local Task = Task -- Tasking.Task#TASK local Task = Task -- Tasking.Task#TASK
Report:Add( string.rep( "-", 140 ) )
Report:Add( Task:ReportDetails( ReportGroup ) ) Report:Add( Task:ReportDetails( ReportGroup ) )
end end
@@ -964,6 +1017,17 @@ function MISSION:MenuReportBriefing( ReportGroup )
end end
--- Mark all the targets of the Mission on the Map.
-- @param #MISSION self
-- @param Wrapper.Group#GROUP ReportGroup
function MISSION:MenuMarkTargetLocations( ReportGroup )
local Report = self:MarkTargetLocations( ReportGroup )
self:GetCommandCenter():MessageTypeToGroup( Report, ReportGroup, MESSAGE.Type.Overview )
end
--- Report the task summary. --- Report the task summary.
-- @param #MISSION self -- @param #MISSION self

View File

@@ -1,12 +1,12 @@
--- **Tasking** -- This module contains the TASK class, the main engine to run human taskings. --- **Tasking** -- This module contains the TASK class, the main engine to run human taskings.
-- --
-- ==== -- ===
-- --
-- ### Author: **Sven Van de Velde (FlightControl)** -- ### Author: **FlightControl**
-- --
-- ### Contributions: -- ### Contributions:
-- --
-- ==== -- ===
-- --
-- @module Task -- @module Task
@@ -17,6 +17,7 @@
-- @field Core.Fsm#FSM_PROCESS FsmTemplate -- @field Core.Fsm#FSM_PROCESS FsmTemplate
-- @field Tasking.Mission#MISSION Mission -- @field Tasking.Mission#MISSION Mission
-- @field Tasking.CommandCenter#COMMANDCENTER CommandCenter -- @field Tasking.CommandCenter#COMMANDCENTER CommandCenter
-- @field Tasking.TaskInfo#TASKINFO TaskInfo
-- @extends Core.Fsm#FSM_TASK -- @extends Core.Fsm#FSM_TASK
--- ---
@@ -175,28 +176,34 @@ function TASK:New( Mission, SetGroupAssign, TaskName, TaskType, TaskBriefing )
--- Goal Handler OnBefore for TASK --- Goal Handler OnBefore for TASK
-- @function [parent=#TASK] OnBeforeGoal -- @function [parent=#TASK] OnBeforeGoal
-- @param #TASK self -- @param #TASK self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable
-- @param #string From -- @param #string From
-- @param #string Event -- @param #string Event
-- @param #string To -- @param #string To
-- @param Wrapper.Unit#UNIT PlayerUnit The @{Unit} of the player.
-- @param #string PlayerName The name of the player.
-- @return #boolean -- @return #boolean
--- Goal Handler OnAfter for TASK --- Goal Handler OnAfter for TASK
-- @function [parent=#TASK] OnAfterGoal -- @function [parent=#TASK] OnAfterGoal
-- @param #TASK self -- @param #TASK self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable
-- @param #string From -- @param #string From
-- @param #string Event -- @param #string Event
-- @param #string To -- @param #string To
-- @param Wrapper.Unit#UNIT PlayerUnit The @{Unit} of the player.
-- @param #string PlayerName The name of the player.
--- Goal Trigger for TASK --- Goal Trigger for TASK
-- @function [parent=#TASK] Goal -- @function [parent=#TASK] Goal
-- @param #TASK self -- @param #TASK self
-- @param Wrapper.Unit#UNIT PlayerUnit The @{Unit} of the player.
-- @param #string PlayerName The name of the player.
--- Goal Asynchronous Trigger for TASK --- Goal Asynchronous Trigger for TASK
-- @function [parent=#TASK] __Goal -- @function [parent=#TASK] __Goal
-- @param #TASK self -- @param #TASK self
-- @param #number Delay -- @param #number Delay
-- @param Wrapper.Unit#UNIT PlayerUnit The @{Unit} of the player.
-- @param #string PlayerName The name of the player.
@@ -206,7 +213,7 @@ function TASK:New( Mission, SetGroupAssign, TaskName, TaskType, TaskBriefing )
self:AddTransition( { "Failed", "Aborted", "Cancelled" }, "Replan", "Planned" ) self:AddTransition( { "Failed", "Aborted", "Cancelled" }, "Replan", "Planned" )
self:AddTransition( "*", "TimeOut", "Cancelled" ) self:AddTransition( "*", "TimeOut", "Cancelled" )
self:E( "New TASK " .. TaskName ) self:F( "New TASK " .. TaskName )
self.Processes = {} self.Processes = {}
self.Fsm = {} self.Fsm = {}
@@ -224,7 +231,7 @@ function TASK:New( Mission, SetGroupAssign, TaskName, TaskType, TaskBriefing )
self.FsmTemplate = self.FsmTemplate or FSM_PROCESS:New() self.FsmTemplate = self.FsmTemplate or FSM_PROCESS:New()
self.TaskInfo = {} self.TaskInfo = TASKINFO:New( self )
self.TaskProgress = {} self.TaskProgress = {}
@@ -277,7 +284,7 @@ function TASK:JoinUnit( PlayerUnit, PlayerGroup )
end end
if self:IsStateAssigned() then if self:IsStateAssigned() then
local IsGroupAssigned = self:IsGroupAssigned( PlayerGroup ) local IsGroupAssigned = self:IsGroupAssigned( PlayerGroup )
self:E( { IsGroupAssigned = IsGroupAssigned } ) self:F( { IsGroupAssigned = IsGroupAssigned } )
if IsGroupAssigned then if IsGroupAssigned then
self:AssignToUnit( PlayerUnit ) self:AssignToUnit( PlayerUnit )
self:MessageToGroups( PlayerUnit:GetPlayerName() .. " joined Task " .. self:GetName() ) self:MessageToGroups( PlayerUnit:GetPlayerName() .. " joined Task " .. self:GetName() )
@@ -306,7 +313,7 @@ function TASK:AbortGroup( PlayerGroup )
-- If the PlayerUnit was the last unit of the PlayerGroup, the menu needs to be removed from the Group. -- If the PlayerUnit was the last unit of the PlayerGroup, the menu needs to be removed from the Group.
if self:IsStateAssigned() then if self:IsStateAssigned() then
local IsGroupAssigned = self:IsGroupAssigned( PlayerGroup ) local IsGroupAssigned = self:IsGroupAssigned( PlayerGroup )
self:E( { IsGroupAssigned = IsGroupAssigned } ) self:F( { IsGroupAssigned = IsGroupAssigned } )
if IsGroupAssigned then if IsGroupAssigned then
local PlayerName = PlayerGroup:GetUnit(1):GetPlayerName() local PlayerName = PlayerGroup:GetUnit(1):GetPlayerName()
--self:MessageToGroups( PlayerName .. " aborted Task " .. self:GetName() ) --self:MessageToGroups( PlayerName .. " aborted Task " .. self:GetName() )
@@ -316,7 +323,7 @@ function TASK:AbortGroup( PlayerGroup )
-- Now check if the task needs to go to hold... -- Now check if the task needs to go to hold...
-- It will go to hold, if there are no players in the mission... -- It will go to hold, if there are no players in the mission...
PlayerGroups:Flush() PlayerGroups:Flush( self )
local IsRemaining = false local IsRemaining = false
for GroupName, AssignedGroup in pairs( PlayerGroups:GetSet() or {} ) do for GroupName, AssignedGroup in pairs( PlayerGroups:GetSet() or {} ) do
if self:IsGroupAssigned( AssignedGroup ) == true then if self:IsGroupAssigned( AssignedGroup ) == true then
@@ -358,7 +365,7 @@ function TASK:CrashGroup( PlayerGroup )
-- If the PlayerUnit was the last unit of the PlayerGroup, the menu needs to be removed from the Group. -- If the PlayerUnit was the last unit of the PlayerGroup, the menu needs to be removed from the Group.
if self:IsStateAssigned() then if self:IsStateAssigned() then
local IsGroupAssigned = self:IsGroupAssigned( PlayerGroup ) local IsGroupAssigned = self:IsGroupAssigned( PlayerGroup )
self:E( { IsGroupAssigned = IsGroupAssigned } ) self:F( { IsGroupAssigned = IsGroupAssigned } )
if IsGroupAssigned then if IsGroupAssigned then
local PlayerName = PlayerGroup:GetUnit(1):GetPlayerName() local PlayerName = PlayerGroup:GetUnit(1):GetPlayerName()
self:MessageToGroups( PlayerName .. " crashed! " ) self:MessageToGroups( PlayerName .. " crashed! " )
@@ -367,7 +374,7 @@ function TASK:CrashGroup( PlayerGroup )
-- Now check if the task needs to go to hold... -- Now check if the task needs to go to hold...
-- It will go to hold, if there are no players in the mission... -- It will go to hold, if there are no players in the mission...
PlayerGroups:Flush() PlayerGroups:Flush( self )
local IsRemaining = false local IsRemaining = false
for GroupName, AssignedGroup in pairs( PlayerGroups:GetSet() or {} ) do for GroupName, AssignedGroup in pairs( PlayerGroups:GetSet() or {} ) do
if self:IsGroupAssigned( AssignedGroup ) == true then if self:IsGroupAssigned( AssignedGroup ) == true then
@@ -420,11 +427,11 @@ do -- Group Assignment
local TaskGroupName = TaskGroup:GetName() local TaskGroupName = TaskGroup:GetName()
if self.AssignedGroups[TaskGroupName] then if self.AssignedGroups[TaskGroupName] then
self:T( { "Task is assigned to:", TaskGroup:GetName() } ) --self:T( { "Task is assigned to:", TaskGroup:GetName() } )
return true return true
end end
self:T( { "Task is not assigned to:", TaskGroup:GetName() } ) --self:T( { "Task is not assigned to:", TaskGroup:GetName() } )
return false return false
end end
@@ -439,7 +446,7 @@ do -- Group Assignment
local TaskGroupName = TaskGroup:GetName() local TaskGroupName = TaskGroup:GetName()
self.AssignedGroups[TaskGroupName] = TaskGroup self.AssignedGroups[TaskGroupName] = TaskGroup
self:E( string.format( "Task %s is assigned to %s", TaskName, TaskGroupName ) ) self:F( string.format( "Task %s is assigned to %s", TaskName, TaskGroupName ) )
-- Set the group to be assigned at mission level. This allows to decide the menu options on mission level for this group. -- Set the group to be assigned at mission level. This allows to decide the menu options on mission level for this group.
self:GetMission():SetGroupAssigned( TaskGroup ) self:GetMission():SetGroupAssigned( TaskGroup )
@@ -469,7 +476,7 @@ do -- Group Assignment
local TaskGroupName = TaskGroup:GetName() local TaskGroupName = TaskGroup:GetName()
self.AssignedGroups[TaskGroupName] = nil self.AssignedGroups[TaskGroupName] = nil
--self:E( string.format( "Task %s is unassigned to %s", TaskName, TaskGroupName ) ) --self:F( string.format( "Task %s is unassigned to %s", TaskName, TaskGroupName ) )
-- Set the group to be assigned at mission level. This allows to decide the menu options on mission level for this group. -- Set the group to be assigned at mission level. This allows to decide the menu options on mission level for this group.
self:GetMission():ClearGroupAssignment( TaskGroup ) self:GetMission():ClearGroupAssignment( TaskGroup )
@@ -510,7 +517,7 @@ do -- Group Assignment
for UnitID, UnitData in pairs( TaskUnits ) do for UnitID, UnitData in pairs( TaskUnits ) do
local TaskUnit = UnitData -- Wrapper.Unit#UNIT local TaskUnit = UnitData -- Wrapper.Unit#UNIT
local PlayerName = TaskUnit:GetPlayerName() local PlayerName = TaskUnit:GetPlayerName()
self:E(PlayerName) self:F(PlayerName)
if PlayerName ~= nil and PlayerName ~= "" then if PlayerName ~= nil and PlayerName ~= "" then
self:AssignToUnit( TaskUnit ) self:AssignToUnit( TaskUnit )
CommandCenter:MessageToGroup( CommandCenter:MessageToGroup(
@@ -559,7 +566,7 @@ end
function TASK:HasGroup( FindGroup ) function TASK:HasGroup( FindGroup )
local SetAttackGroup = self:GetGroups() local SetAttackGroup = self:GetGroups()
return SetAttackGroup:FindGroup(FindGroup) return SetAttackGroup:FindGroup( FindGroup:GetName() )
end end
@@ -613,7 +620,7 @@ function TASK:MessageToGroups( Message )
local Mission = self:GetMission() local Mission = self:GetMission()
local CC = Mission:GetCommandCenter() local CC = Mission:GetCommandCenter()
for TaskGroupName, TaskGroup in pairs( self.SetGroup:GetSet() ) do for TaskGroupName, TaskGroup in pairs( self.SetGroup:GetAliveSet() ) do
local TaskGroup = TaskGroup -- Wrapper.Group#GROUP local TaskGroup = TaskGroup -- Wrapper.Group#GROUP
CC:MessageToGroup( Message, TaskGroup, TaskGroup:GetName() ) CC:MessageToGroup( Message, TaskGroup, TaskGroup:GetName() )
end end
@@ -625,7 +632,7 @@ end
function TASK:SendBriefingToAssignedGroups() function TASK:SendBriefingToAssignedGroups()
self:F2() self:F2()
for TaskGroupName, TaskGroup in pairs( self.SetGroup:GetSet() ) do for TaskGroupName, TaskGroup in pairs( self.SetGroup:GetAliveSet() ) do
if self:IsGroupAssigned( TaskGroup ) then if self:IsGroupAssigned( TaskGroup ) then
TaskGroup:Message( self.TaskBriefing, 60 ) TaskGroup:Message( self.TaskBriefing, 60 )
@@ -639,7 +646,7 @@ end
function TASK:UnAssignFromGroups() function TASK:UnAssignFromGroups()
self:F2() self:F2()
for TaskGroupName, TaskGroup in pairs( self.SetGroup:GetSet() ) do for TaskGroupName, TaskGroup in pairs( self.SetGroup:GetAliveSet() ) do
if self:IsGroupAssigned(TaskGroup) then if self:IsGroupAssigned(TaskGroup) then
self:UnAssignFromGroup( TaskGroup ) self:UnAssignFromGroup( TaskGroup )
end end
@@ -654,7 +661,7 @@ end
function TASK:HasAliveUnits() function TASK:HasAliveUnits()
self:F() self:F()
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetAliveSet() ) do
if self:IsStateAssigned() then if self:IsStateAssigned() then
if self:IsGroupAssigned( TaskGroup ) then if self:IsGroupAssigned( TaskGroup ) then
for TaskUnitID, TaskUnit in pairs( TaskGroup:GetUnits() ) do for TaskUnitID, TaskUnit in pairs( TaskGroup:GetUnits() ) do
@@ -679,9 +686,9 @@ function TASK:SetMenu( MenuTime ) --R2.1 Mission Reports and Task Reports added.
self:F( { self:GetName(), MenuTime } ) self:F( { self:GetName(), MenuTime } )
--self.SetGroup:Flush() --self.SetGroup:Flush()
for TaskGroupID, TaskGroupData in pairs( self.SetGroup:GetSet() ) do for TaskGroupID, TaskGroupData in pairs( self.SetGroup:GetAliveSet() ) do
local TaskGroup = TaskGroupData -- Wrapper.Group#GROUP local TaskGroup = TaskGroupData -- Wrapper.Group#GROUP
if TaskGroup:IsAlive() and TaskGroup:GetPlayerNames() then if TaskGroup:IsAlive() == true and TaskGroup:GetPlayerNames() then
-- Set Mission Menus -- Set Mission Menus
@@ -726,11 +733,10 @@ function TASK:SetPlannedMenuForGroup( TaskGroup, MenuTime )
local CommandCenterMenu = CommandCenter:GetMenu() local CommandCenterMenu = CommandCenter:GetMenu()
local TaskType = self:GetType() local TaskType = self:GetType()
-- local TaskThreatLevel = self.TaskInfo["ThreatLevel"]
-- local TaskThreatLevelString = TaskThreatLevel and " [" .. string.rep( "■", TaskThreatLevel ) .. "]" or " []"
local TaskPlayerCount = self:GetPlayerCount() local TaskPlayerCount = self:GetPlayerCount()
local TaskPlayerString = string.format( " (%dp)", TaskPlayerCount ) local TaskPlayerString = string.format( " (%dp)", TaskPlayerCount )
local TaskText = string.format( "%s%s", self:GetName(), TaskPlayerString ) --, TaskThreatLevelString ) -- local TaskText = string.format( "%s%s", self:GetName(), TaskPlayerString ) --, TaskThreatLevelString )
local TaskText = string.format( "%s", self:GetName() )
local TaskName = string.format( "%s", self:GetName() ) local TaskName = string.format( "%s", self:GetName() )
local MissionMenu = Mission:GetMenu( TaskGroup ) local MissionMenu = Mission:GetMenu( TaskGroup )
@@ -739,17 +745,18 @@ function TASK:SetPlannedMenuForGroup( TaskGroup, MenuTime )
--local MissionMenu = Mission:GetMenu( TaskGroup ) --local MissionMenu = Mission:GetMenu( TaskGroup )
self.MenuPlanned = self.MenuPlanned or {} self.MenuPlanned = self.MenuPlanned or {}
self.MenuPlanned[TaskGroup] = MENU_GROUP:New( TaskGroup, "Join Planned Task", MissionMenu, Mission.MenuReportTasksPerStatus, Mission, TaskGroup, "Planned" ):SetTime( MenuTime ):SetTag( "Tasking" ) self.MenuPlanned[TaskGroup] = MENU_GROUP_DELAYED:New( TaskGroup, "Join Planned Task", MissionMenu, Mission.MenuReportTasksPerStatus, Mission, TaskGroup, "Planned" ):SetTime( MenuTime ):SetTag( "Tasking" )
local TaskTypeMenu = MENU_GROUP:New( TaskGroup, TaskType, self.MenuPlanned[TaskGroup] ):SetTime( MenuTime ):SetTag( "Tasking" ):SetRemoveParent( true ) local TaskTypeMenu = MENU_GROUP_DELAYED:New( TaskGroup, TaskType, self.MenuPlanned[TaskGroup] ):SetTime( MenuTime ):SetTag( "Tasking" )
local TaskTypeMenu = MENU_GROUP:New( TaskGroup, TaskText, TaskTypeMenu ):SetTime( MenuTime ):SetTag( "Tasking" ):SetRemoveParent( true ) local TaskTypeMenu = MENU_GROUP_DELAYED:New( TaskGroup, TaskText, TaskTypeMenu ):SetTime( MenuTime ):SetTag( "Tasking" )
local ReportTaskMenu = MENU_GROUP_COMMAND:New( TaskGroup, string.format( "Report Task Status" ), TaskTypeMenu, self.MenuTaskStatus, self, TaskGroup ):SetTime( MenuTime ):SetTag( "Tasking" ):SetRemoveParent( true )
if not Mission:IsGroupAssigned( TaskGroup ) then if not Mission:IsGroupAssigned( TaskGroup ) then
self:F( { "Replacing Join Task menu" } ) --self:F( { "Replacing Join Task menu" } )
local JoinTaskMenu = MENU_GROUP_COMMAND:New( TaskGroup, string.format( "Join Task" ), TaskTypeMenu, self.MenuAssignToGroup, self, TaskGroup ):SetTime( MenuTime ):SetTag( "Tasking" ):SetRemoveParent( true ) local JoinTaskMenu = MENU_GROUP_COMMAND_DELAYED:New( TaskGroup, string.format( "Join Task" ), TaskTypeMenu, self.MenuAssignToGroup, self, TaskGroup ):SetTime( MenuTime ):SetTag( "Tasking" )
local MarkTaskMenu = MENU_GROUP_COMMAND:New( TaskGroup, string.format( "Mark Task on Map" ), TaskTypeMenu, self.MenuMarkToGroup, self, TaskGroup ):SetTime( MenuTime ):SetTag( "Tasking" ):SetRemoveParent( true ) local MarkTaskMenu = MENU_GROUP_COMMAND_DELAYED:New( TaskGroup, string.format( "Mark Task Location on Map" ), TaskTypeMenu, self.MenuMarkToGroup, self, TaskGroup ):SetTime( MenuTime ):SetTag( "Tasking" )
end end
local ReportTaskMenu = MENU_GROUP_COMMAND_DELAYED:New( TaskGroup, string.format( "Report Task Details" ), TaskTypeMenu, self.MenuTaskStatus, self, TaskGroup ):SetTime( MenuTime ):SetTag( "Tasking" )
return self return self
end end
@@ -767,8 +774,6 @@ function TASK:SetAssignedMenuForGroup( TaskGroup, MenuTime )
local CommandCenterMenu = CommandCenter:GetMenu() local CommandCenterMenu = CommandCenter:GetMenu()
local TaskType = self:GetType() local TaskType = self:GetType()
-- local TaskThreatLevel = self.TaskInfo["ThreatLevel"]
-- local TaskThreatLevelString = TaskThreatLevel and " [" .. string.rep( "■", TaskThreatLevel ) .. "]" or " []"
local TaskPlayerCount = self:GetPlayerCount() local TaskPlayerCount = self:GetPlayerCount()
local TaskPlayerString = string.format( " (%dp)", TaskPlayerCount ) local TaskPlayerString = string.format( " (%dp)", TaskPlayerCount )
local TaskText = string.format( "%s%s", self:GetName(), TaskPlayerString ) --, TaskThreatLevelString ) local TaskText = string.format( "%s%s", self:GetName(), TaskPlayerString ) --, TaskThreatLevelString )
@@ -779,9 +784,10 @@ function TASK:SetAssignedMenuForGroup( TaskGroup, MenuTime )
-- local MissionMenu = Mission:GetMenu( TaskGroup ) -- local MissionMenu = Mission:GetMenu( TaskGroup )
self.MenuAssigned = self.MenuAssigned or {} self.MenuAssigned = self.MenuAssigned or {}
self.MenuAssigned[TaskGroup] = MENU_GROUP:New( TaskGroup, string.format( "Assigned Task %s", TaskName ), MissionMenu ):SetTime( MenuTime ):SetTag( "Tasking" ) self.MenuAssigned[TaskGroup] = MENU_GROUP_DELAYED:New( TaskGroup, string.format( "Assigned Task %s", TaskName ), MissionMenu ):SetTime( MenuTime ):SetTag( "Tasking" )
local TaskTypeMenu = MENU_GROUP_COMMAND:New( TaskGroup, string.format( "Report Task Status" ), self.MenuAssigned[TaskGroup], self.MenuTaskStatus, self, TaskGroup ):SetTime( MenuTime ):SetTag( "Tasking" ):SetRemoveParent( true ) local TaskMenu = MENU_GROUP_COMMAND_DELAYED:New( TaskGroup, string.format( "Abort Task" ), self.MenuAssigned[TaskGroup], self.MenuTaskAbort, self, TaskGroup ):SetTime( MenuTime ):SetTag( "Tasking" )
local TaskMenu = MENU_GROUP_COMMAND:New( TaskGroup, string.format( "Abort Group from Task" ), self.MenuAssigned[TaskGroup], self.MenuTaskAbort, self, TaskGroup ):SetTime( MenuTime ):SetTag( "Tasking" ):SetRemoveParent( true ) local MarkMenu = MENU_GROUP_COMMAND_DELAYED:New( TaskGroup, string.format( "Mark Task Location on Map" ), self.MenuAssigned[TaskGroup], self.MenuMarkToGroup, self, TaskGroup ):SetTime( MenuTime ):SetTag( "Tasking" )
local TaskTypeMenu = MENU_GROUP_COMMAND_DELAYED:New( TaskGroup, string.format( "Report Task Details" ), self.MenuAssigned[TaskGroup], self.MenuTaskStatus, self, TaskGroup ):SetTime( MenuTime ):SetTag( "Tasking" )
return self return self
end end
@@ -793,10 +799,12 @@ end
function TASK:RemoveMenu( MenuTime ) function TASK:RemoveMenu( MenuTime )
self:F( { self:GetName(), MenuTime } ) self:F( { self:GetName(), MenuTime } )
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetAliveSet() ) do
local TaskGroup = TaskGroup -- Wrapper.Group#GROUP local TaskGroup = TaskGroup -- Wrapper.Group#GROUP
if TaskGroup:IsAlive() == true and TaskGroup:GetPlayerNames() then
self:RefreshMenus( TaskGroup, MenuTime ) self:RefreshMenus( TaskGroup, MenuTime )
end end
end
end end
@@ -823,11 +831,13 @@ function TASK:RefreshMenus( TaskGroup, MenuTime )
local AssignedMenu = self.MenuAssigned[TaskGroup] local AssignedMenu = self.MenuAssigned[TaskGroup]
if PlannedMenu then if PlannedMenu then
PlannedMenu:Remove( MenuTime , "Tasking") self.MenuPlanned[TaskGroup] = PlannedMenu:Remove( MenuTime , "Tasking" )
PlannedMenu:Set()
end end
if AssignedMenu then if AssignedMenu then
AssignedMenu:Remove( MenuTime, "Tasking" ) self.MenuAssigned[TaskGroup] = AssignedMenu:Remove( MenuTime, "Tasking" )
AssignedMenu:Set()
end end
end end
@@ -855,7 +865,7 @@ end
-- @param Wrapper.Group#GROUP TaskGroup -- @param Wrapper.Group#GROUP TaskGroup
function TASK:MenuAssignToGroup( TaskGroup ) function TASK:MenuAssignToGroup( TaskGroup )
self:E( "Join Task menu selected") self:F( "Join Task menu selected")
self:AssignToGroup( TaskGroup ) self:AssignToGroup( TaskGroup )
end end
@@ -863,51 +873,18 @@ end
--- @param #TASK self --- @param #TASK self
-- @param Wrapper.Group#GROUP TaskGroup -- @param Wrapper.Group#GROUP TaskGroup
function TASK:MenuMarkToGroup( TaskGroup ) function TASK:MenuMarkToGroup( TaskGroup )
self:F()
self:E( "Mark Task menu selected") self:UpdateTaskInfo( self.DetectedItem )
self:UpdateTaskInfo()
local Report = REPORT:New():SetIndent( 0 ) local Report = REPORT:New():SetIndent( 0 )
-- List the name of the Task. self.TaskInfo:Report( Report, "M", TaskGroup )
local Name = self:GetName()
Report:Add( Name .. ": " .. self:GetTaskBriefing() )
for TaskInfoID, TaskInfo in pairs( self.TaskInfo, function( t, a, b ) return t[a].TaskInfoOrder < t[b].TaskInfoOrder end ) do
local TaskInfoIDText = "" --string.format( "%s: ", TaskInfoID )
if type( TaskInfo.TaskInfoText ) == "string" then
if TaskInfoID == "Targets" then
else
Report:Add( TaskInfoIDText .. TaskInfo.TaskInfoText )
end
elseif type( TaskInfo ) == "table" then
if TaskInfoID == "Coordinates" then
--local ToCoordinate = TaskInfo.TaskInfoText -- Core.Point#COORDINATE
--Report:Add( TaskInfoIDText .. ToCoordinate:ToString() )
else
end
end
end
local Coordinate = self:GetInfo( "Coordinates" ) -- Core.Point#COORDINATE
local Velocity = self.TargetSetUnit:GetVelocity()
local Heading = self.TargetSetUnit:GetHeading()
Coordinate:SetHeading( Heading )
Coordinate:SetVelocity( Velocity )
Report:Add( "Targets are" .. Coordinate:GetMovingText() .. "." )
local TargetCoordinate = self.TaskInfo:GetData( "Coordinate" ) -- Core.Point#COORDINATE
local MarkText = Report:Text( ", " ) local MarkText = Report:Text( ", " )
self:F( { Coordinate = TargetCoordinate, MarkText = MarkText } )
self:F( { Coordinate = Coordinate, MarkText = MarkText } ) TargetCoordinate:MarkToGroup( MarkText, TaskGroup )
Coordinate:MarkToGroup( MarkText, TaskGroup )
--Coordinate:MarkToAll( Briefing ) --Coordinate:MarkToAll( Briefing )
end end
@@ -1004,10 +981,10 @@ end
function TASK:RemoveStateMachine( TaskUnit ) function TASK:RemoveStateMachine( TaskUnit )
self:F( { TaskUnit = TaskUnit:GetName(), HasFsm = ( self.Fsm[TaskUnit] ~= nil ) } ) self:F( { TaskUnit = TaskUnit:GetName(), HasFsm = ( self.Fsm[TaskUnit] ~= nil ) } )
--self:E( self.Fsm ) --self:F( self.Fsm )
--for TaskUnitT, Fsm in pairs( self.Fsm ) do --for TaskUnitT, Fsm in pairs( self.Fsm ) do
--local Fsm = Fsm -- Core.Fsm#FSM_PROCESS --local Fsm = Fsm -- Core.Fsm#FSM_PROCESS
--self:E( TaskUnitT ) --self:F( TaskUnitT )
--self.Fsm[TaskUnit] = nil --self.Fsm[TaskUnit] = nil
--end --end
@@ -1017,7 +994,7 @@ function TASK:RemoveStateMachine( TaskUnit )
end end
collectgarbage() collectgarbage()
self:E( "Garbage Collected, Processes should be finalized now ...") self:F( "Garbage Collected, Processes should be finalized now ...")
end end
@@ -1072,30 +1049,6 @@ function TASK:SetType( TaskType )
self.TaskType = TaskType self.TaskType = TaskType
end end
--- Sets the Information on the Task
-- @param #TASK self
-- @param #string TaskInfo The key and title of the task information.
-- @param #string TaskInfoText The Task info text.
-- @param #number TaskInfoOrder The ordering, a number between 0 and 99.
function TASK:SetInfo( TaskInfo, TaskInfoText, TaskInfoOrder )
self.TaskInfo = self.TaskInfo or {}
self.TaskInfo[TaskInfo] = self.TaskInfo[TaskInfo] or {}
self.TaskInfo[TaskInfo].TaskInfoText = TaskInfoText
self.TaskInfo[TaskInfo].TaskInfoOrder = TaskInfoOrder
end
--- Gets the Information of the Task
-- @param #TASK self
-- @param #string TaskInfo The key and title of the task information.
-- @return #string TaskInfoText The Task info text.
function TASK:GetInfo( TaskInfo )
self.TaskInfo = self.TaskInfo or {}
self.TaskInfo[TaskInfo] = self.TaskInfo[TaskInfo] or {}
return self.TaskInfo[TaskInfo].TaskInfoText
end
--- Gets the Type of the Task --- Gets the Type of the Task
-- @param #TASK self -- @param #TASK self
-- @return #string TaskType -- @return #string TaskType
@@ -1233,7 +1186,7 @@ end
-- @param #string TaskBriefing -- @param #string TaskBriefing
-- @return #TASK self -- @return #TASK self
function TASK:SetBriefing( TaskBriefing ) function TASK:SetBriefing( TaskBriefing )
self:E(TaskBriefing) self:F(TaskBriefing)
self.TaskBriefing = TaskBriefing self.TaskBriefing = TaskBriefing
return self return self
end end
@@ -1255,10 +1208,9 @@ end
-- @param #string To -- @param #string To
function TASK:onenterAssigned( From, Event, To, PlayerUnit, PlayerName ) function TASK:onenterAssigned( From, Event, To, PlayerUnit, PlayerName )
--- This test is required, because the state transition will be fired also when the state does not change in case of an event. --- This test is required, because the state transition will be fired also when the state does not change in case of an event.
if From ~= "Assigned" then if From ~= "Assigned" then
self:E( { From, Event, To, PlayerUnit:GetName(), PlayerName } ) self:F( { From, Event, To, PlayerUnit:GetName(), PlayerName } )
self:GetMission():GetCommandCenter():MessageToCoalition( "Task " .. self:GetName() .. " is assigned." ) self:GetMission():GetCommandCenter():MessageToCoalition( "Task " .. self:GetName() .. " is assigned." )
@@ -1267,16 +1219,20 @@ function TASK:onenterAssigned( From, Event, To, PlayerUnit, PlayerName )
self:SetGoalTotal() -- Polymorphic to set the initial goal total! self:SetGoalTotal() -- Polymorphic to set the initial goal total!
if self.Dispatcher then if self.Dispatcher then
self:E( "Firing Assign event " ) self:F( "Firing Assign event " )
self.Dispatcher:Assign( self, PlayerUnit, PlayerName ) self.Dispatcher:Assign( self, PlayerUnit, PlayerName )
end end
self:GetMission():__Start( 1 ) self:GetMission():__Start( 1 )
-- When the task is assigned, the task goal needs to be checked of the derived classes. -- When the task is assigned, the task goal needs to be checked of the derived classes.
self:__Goal( -10 ) -- Polymorphic self:__Goal( -10, PlayerUnit, PlayerName ) -- Polymorphic
self:SetMenu() self:SetMenu()
self:F( { "--> Task Assigned", TaskName = self:GetName(), Mission = self:GetMission():GetName() } )
self:F( { "--> Task Player Names", PlayerNames = self:GetPlayerNames() } )
end end
end end
@@ -1288,7 +1244,8 @@ end
-- @param #string To -- @param #string To
function TASK:onenterSuccess( From, Event, To ) function TASK:onenterSuccess( From, Event, To )
self:E( "Task Success" ) self:F( { "<-> Task Replanned", TaskName = self:GetName(), Mission = self:GetMission():GetName() } )
self:F( { "<-> Task Player Names", PlayerNames = self:GetPlayerNames() } )
self:GetMission():GetCommandCenter():MessageToCoalition( "Task " .. self:GetName() .. " is successful! Good job!" ) self:GetMission():GetCommandCenter():MessageToCoalition( "Task " .. self:GetName() .. " is successful! Good job!" )
self:UnAssignFromGroups() self:UnAssignFromGroups()
@@ -1305,7 +1262,8 @@ end
-- @param #string To -- @param #string To
function TASK:onenterAborted( From, Event, To ) function TASK:onenterAborted( From, Event, To )
self:E( "Task Aborted" ) self:F( { "<-- Task Aborted", TaskName = self:GetName(), Mission = self:GetMission():GetName() } )
self:F( { "<-- Task Player Names", PlayerNames = self:GetPlayerNames() } )
if From ~= "Aborted" then if From ~= "Aborted" then
self:GetMission():GetCommandCenter():MessageToCoalition( "Task " .. self:GetName() .. " has been aborted! Task may be replanned." ) self:GetMission():GetCommandCenter():MessageToCoalition( "Task " .. self:GetName() .. " has been aborted! Task may be replanned." )
@@ -1322,7 +1280,8 @@ end
-- @param #string To -- @param #string To
function TASK:onenterCancelled( From, Event, To ) function TASK:onenterCancelled( From, Event, To )
self:E( "Task Cancelled" ) self:F( { "<-- Task Cancelled", TaskName = self:GetName(), Mission = self:GetMission():GetName() } )
self:F( { "<-- Player Names", PlayerNames = self:GetPlayerNames() } )
if From ~= "Cancelled" then if From ~= "Cancelled" then
self:GetMission():GetCommandCenter():MessageToCoalition( "Task " .. self:GetName() .. " has been cancelled! The tactical situation has changed." ) self:GetMission():GetCommandCenter():MessageToCoalition( "Task " .. self:GetName() .. " has been cancelled! The tactical situation has changed." )
@@ -1339,7 +1298,8 @@ end
-- @param #string To -- @param #string To
function TASK:onafterReplan( From, Event, To ) function TASK:onafterReplan( From, Event, To )
self:E( "Task Replanned" ) self:F( { "Task Replanned", TaskName = self:GetName(), Mission = self:GetMission():GetName() } )
self:F( { "Task Player Names", PlayerNames = self:GetPlayerNames() } )
self:GetMission():GetCommandCenter():MessageToCoalition( "Replanning Task " .. self:GetName() .. "." ) self:GetMission():GetCommandCenter():MessageToCoalition( "Replanning Task " .. self:GetName() .. "." )
@@ -1354,7 +1314,8 @@ end
-- @param #string To -- @param #string To
function TASK:onenterFailed( From, Event, To ) function TASK:onenterFailed( From, Event, To )
self:E( "Task Failed" ) self:F( { "Task Failed", TaskName = self:GetName(), Mission = self:GetMission():GetName() } )
self:F( { "Task Player Names", PlayerNames = self:GetPlayerNames() } )
self:GetMission():GetCommandCenter():MessageToCoalition( "Task " .. self:GetName() .. " has failed!" ) self:GetMission():GetCommandCenter():MessageToCoalition( "Task " .. self:GetName() .. " has failed!" )
@@ -1375,7 +1336,7 @@ function TASK:onstatechange( From, Event, To )
if self.Scores[To] then if self.Scores[To] then
local Scoring = self:GetScoring() local Scoring = self:GetScoring()
if Scoring then if Scoring then
self:E( { self.Scores[To].ScoreText, self.Scores[To].Score } ) self:F( { self.Scores[To].ScoreText, self.Scores[To].Score } )
Scoring:_AddMissionScore( self.Mission, self.Scores[To].ScoreText, self.Scores[To].Score ) Scoring:_AddMissionScore( self.Mission, self.Scores[To].ScoreText, self.Scores[To].Score )
end end
end end
@@ -1419,14 +1380,14 @@ do -- Links
--- Set detection of a task --- Set detection of a task
-- @param #TASK self -- @param #TASK self
-- @param Function.Detection#DETECTION_BASE Detection -- @param Function.Detection#DETECTION_BASE Detection
-- @param #number DetectedItemIndex -- @param DetectedItem
-- @return #TASK -- @return #TASK
function TASK:SetDetection( Detection, DetectedItemIndex ) function TASK:SetDetection( Detection, DetectedItem )
self:E({DetectedItemIndex,Detection}) self:F( { DetectedItem, Detection } )
self.Detection = Detection self.Detection = Detection
self.DetectedItemIndex = DetectedItemIndex self.DetectedItem = DetectedItem
end end
end end
@@ -1440,19 +1401,17 @@ do -- Reporting
-- @return #string -- @return #string
function TASK:ReportSummary( ReportGroup ) function TASK:ReportSummary( ReportGroup )
self:UpdateTaskInfo( self.DetectedItem )
local Report = REPORT:New() local Report = REPORT:New()
-- List the name of the Task. -- List the name of the Task.
Report:Add( self:GetName() ) Report:Add( "Task " .. self:GetName() )
-- Determine the status of the Task. -- Determine the status of the Task.
Report:Add( "State: <" .. self:GetState() .. ">" ) Report:Add( "State: <" .. self:GetState() .. ">" )
if self.TaskInfo["Coordinates"] then self.TaskInfo:Report( Report, "S", ReportGroup )
local TaskInfoIDText = string.format( "%s: ", "Coordinate" )
local TaskCoord = self.TaskInfo["Coordinates"].TaskInfoText -- Core.Point#COORDINATE
Report:Add( TaskInfoIDText .. TaskCoord:ToString( ReportGroup, nil, self ) )
end
return Report:Text( ', ' ) return Report:Text( ', ' )
end end
@@ -1463,45 +1422,13 @@ end
-- @return #string -- @return #string
function TASK:ReportOverview( ReportGroup ) function TASK:ReportOverview( ReportGroup )
self:UpdateTaskInfo() self:UpdateTaskInfo( self.DetectedItem )
-- List the name of the Task. -- List the name of the Task.
local TaskName = self:GetName() local TaskName = self:GetName()
local Report = REPORT:New() local Report = REPORT:New()
local Line = 0 self.TaskInfo:Report( Report, "O", ReportGroup )
local LineReport = REPORT:New()
for TaskInfoID, TaskInfo in UTILS.spairs( self.TaskInfo, function( t, a, b ) return t[a].TaskInfoOrder < t[b].TaskInfoOrder end ) do
self:F( { TaskInfo = TaskInfo } )
if Line < math.floor( TaskInfo.TaskInfoOrder / 10 ) then
if Line ~= 0 then
Report:AddIndent( LineReport:Text( ", " ) )
else
Report:Add( TaskName .. ", " .. LineReport:Text( ", " ) )
end
LineReport = REPORT:New()
Line = math.floor( TaskInfo.TaskInfoOrder / 10 )
end
local TaskInfoIDText = string.format( "%s: ", TaskInfoID )
if type( TaskInfo.TaskInfoText ) == "string" then
LineReport:Add( TaskInfoIDText .. TaskInfo.TaskInfoText )
elseif type(TaskInfo) == "table" then
if TaskInfoID == "Coordinates" then
local ToCoordinate = TaskInfo.TaskInfoText -- Core.Point#COORDINATE
--Report:Add( TaskInfoIDText )
LineReport:Add( TaskInfoIDText .. ToCoordinate:ToString( ReportGroup, nil, self ) )
--Report:AddIndent( ToCoordinate:ToStringBULLS( ReportGroup:GetCoalition() ) )
else
end
end
end
Report:AddIndent( LineReport:Text( ", " ) )
return Report:Text() return Report:Text()
end end
@@ -1514,7 +1441,7 @@ function TASK:GetPlayerCount() --R2.1 Get a count of the players.
local PlayerCount = 0 local PlayerCount = 0
-- Loop each Unit active in the Task, and find Player Names. -- Loop each Unit active in the Task, and find Player Names.
for TaskGroupID, PlayerGroup in pairs( self:GetGroups():GetSet() ) do for TaskGroupID, PlayerGroup in pairs( self:GetGroups():GetAliveSet() ) do
local PlayerGroup = PlayerGroup -- Wrapper.Group#GROUP local PlayerGroup = PlayerGroup -- Wrapper.Group#GROUP
if self:IsGroupAssigned( PlayerGroup ) then if self:IsGroupAssigned( PlayerGroup ) then
local PlayerNames = PlayerGroup:GetPlayerNames() local PlayerNames = PlayerGroup:GetPlayerNames()
@@ -1534,7 +1461,7 @@ function TASK:GetPlayerNames() --R2.1 Get a map of the players.
local PlayerNameMap = {} local PlayerNameMap = {}
-- Loop each Unit active in the Task, and find Player Names. -- Loop each Unit active in the Task, and find Player Names.
for TaskGroupID, PlayerGroup in pairs( self:GetGroups():GetSet() ) do for TaskGroupID, PlayerGroup in pairs( self:GetGroups():GetAliveSet() ) do
local PlayerGroup = PlayerGroup -- Wrapper.Group#GROUP local PlayerGroup = PlayerGroup -- Wrapper.Group#GROUP
if self:IsGroupAssigned( PlayerGroup ) then if self:IsGroupAssigned( PlayerGroup ) then
local PlayerNames = PlayerGroup:GetPlayerNames() local PlayerNames = PlayerGroup:GetPlayerNames()
@@ -1555,7 +1482,7 @@ end
-- @return #string -- @return #string
function TASK:ReportDetails( ReportGroup ) function TASK:ReportDetails( ReportGroup )
self:UpdateTaskInfo() self:UpdateTaskInfo( self.DetectedItem )
local Report = REPORT:New():SetIndent( 3 ) local Report = REPORT:New():SetIndent( 3 )
@@ -1565,7 +1492,7 @@ function TASK:ReportDetails( ReportGroup )
-- Determine the status of the Task. -- Determine the status of the Task.
local Status = "<" .. self:GetState() .. ">" local Status = "<" .. self:GetState() .. ">"
Report:Add( "Task: " .. Name .. " - " .. Status .. " - Detailed Report" ) Report:Add( "Task " .. Name .. " - " .. Status .. " - Detailed Report" )
-- Loop each Unit active in the Task, and find Player Names. -- Loop each Unit active in the Task, and find Player Names.
local PlayerNames = self:GetPlayerNames() local PlayerNames = self:GetPlayerNames()
@@ -1577,36 +1504,11 @@ function TASK:ReportDetails( ReportGroup )
local Players = PlayerReport:Text() local Players = PlayerReport:Text()
if Players ~= "" then if Players ~= "" then
Report:Add( " - Players assigned:" ) Report:AddIndent( "Players assigned:", "-" )
Report:AddIndent( Players ) Report:AddIndent( Players )
end end
for TaskInfoID, TaskInfo in pairs( self.TaskInfo, function( t, a, b ) return t[a].TaskInfoOrder < t[b].TaskInfoOrder end ) do self.TaskInfo:Report( Report, "D", ReportGroup )
local TaskInfoIDText = string.format( " - %s: ", TaskInfoID )
if type( TaskInfo.TaskInfoText ) == "string" then
Report:Add( TaskInfoIDText .. TaskInfo.TaskInfoText )
elseif type(TaskInfo) == "table" then
if TaskInfoID == "Coordinates" then
local FromCoordinate = ReportGroup:GetUnit(1):GetCoordinate()
local ToCoordinate = TaskInfo.TaskInfoText -- Core.Point#COORDINATE
Report:Add( TaskInfoIDText .. ToCoordinate:ToString( ReportGroup:GetUnit(1), nil, self ) )
else
end
end
end
local Coordinate = self:GetInfo( "Coordinates" ) -- Core.Point#COORDINATE
local Velocity = self.TargetSetUnit:GetVelocity()
local Heading = self.TargetSetUnit:GetHeading()
Coordinate:SetHeading( Heading )
Coordinate:SetVelocity( Velocity )
Report:Add( "Targets are" .. Coordinate:GetMovingText() .. "." )
return Report:Text() return Report:Text()
end end

Some files were not shown because too many files have changed in this diff Show More