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4c91880a85 |
@@ -26,24 +26,25 @@ init:
|
||||
# - ps: iex ((new-object net.webclient).DownloadString('https://raw.githubusercontent.com/appveyor/ci/master/scripts/enable-rdp.ps1'))
|
||||
|
||||
install:
|
||||
- cmd:
|
||||
# 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
|
||||
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
|
||||
cache:
|
||||
C:\ProgramData\chocolatey\lib
|
||||
C:\ProgramData\chocolatey\bin
|
||||
|
||||
|
||||
|
||||
@@ -51,8 +52,9 @@ build_script:
|
||||
- ps: |
|
||||
if( $env:appveyor_repo_branch -eq 'master' -or $env:appveyor_repo_branch -eq 'develop' )
|
||||
{
|
||||
echo "Hello World!"
|
||||
$apiUrl = 'https://ci.appveyor.com/api'
|
||||
$token = 'qts80b5kpq0ooj4x6vvw'
|
||||
$token = 'v2.6hcv3ige78kg3yvg4ge8'
|
||||
$headers = @{
|
||||
"Authorization" = "Bearer $token"
|
||||
"Content-type" = "application/json"
|
||||
@@ -65,7 +67,7 @@ build_script:
|
||||
if( $env:appveyor_repo_branch -eq 'master' -or $env:appveyor_repo_branch -eq 'develop' )
|
||||
{
|
||||
$apiUrl = 'https://ci.appveyor.com/api'
|
||||
$token = 'qts80b5kpq0ooj4x6vvw'
|
||||
$token = 'v2.6hcv3ige78kg3yvg4ge8'
|
||||
$headers = @{
|
||||
"Authorization" = "Bearer $token"
|
||||
"Content-type" = "application/json"
|
||||
|
||||
7
.gitignore
vendored
7
.gitignore
vendored
@@ -18,6 +18,8 @@ local.properties
|
||||
# External tool builders
|
||||
.externalToolBuilders/
|
||||
|
||||
# AppVeyor
|
||||
.appveyor/
|
||||
|
||||
# CDT-specific
|
||||
.cproject
|
||||
@@ -221,3 +223,8 @@ _gsdata_/
|
||||
.gitattributes
|
||||
.gitignore
|
||||
Moose Test Missions/MOOSE_Test_Template.miz
|
||||
Moose Development/Moose/.vscode/launch.json
|
||||
MooseCodeWS.code-workspace
|
||||
.gitignore
|
||||
.gitignore
|
||||
/.gitignore
|
||||
|
||||
54
.luacheckrc
Normal file
54
.luacheckrc
Normal file
@@ -0,0 +1,54 @@
|
||||
ignore = {
|
||||
"011", -- A syntax error.
|
||||
"021", -- An invalid inline option.
|
||||
"022", -- An unpaired inline push directive.
|
||||
"023", -- An unpaired inline pop directive.
|
||||
"111", -- Setting an undefined global variable.
|
||||
"112", -- Mutating an undefined global variable.
|
||||
"113", -- Accessing an undefined global variable.
|
||||
"121", -- Setting a read-only global variable.
|
||||
"122", -- Setting a read-only field of a global variable.
|
||||
"131", -- Unused implicitly defined global variable.
|
||||
"142", -- Setting an undefined field of a global variable.
|
||||
"143", -- Accessing an undefined field of a global variable.
|
||||
"211", -- Unused local variable.
|
||||
"212", -- Unused argument.
|
||||
"213", -- Unused loop variable.
|
||||
"221", -- Local variable is accessed but never set.
|
||||
"231", -- Local variable is set but never accessed.
|
||||
"232", -- An argument is set but never accessed.
|
||||
"233", -- Loop variable is set but never accessed.
|
||||
"241", -- Local variable is mutated but never accessed.
|
||||
"311", -- Value assigned to a local variable is unused.
|
||||
"312", -- Value of an argument is unused.
|
||||
"313", -- Value of a loop variable is unused.
|
||||
"314", -- Value of a field in a table literal is unused.
|
||||
"321", -- Accessing uninitialized local variable.
|
||||
"331", -- Value assigned to a local variable is mutated but never accessed.
|
||||
"341", -- Mutating uninitialized local variable.
|
||||
"411", -- Redefining a local variable.
|
||||
"412", -- Redefining an argument.
|
||||
"413", -- Redefining a loop variable.
|
||||
"421", -- Shadowing a local variable.
|
||||
"422", -- Shadowing an argument.
|
||||
"423", -- Shadowing a loop variable.
|
||||
"431", -- Shadowing an upvalue.
|
||||
"432", -- Shadowing an upvalue argument.
|
||||
"433", -- Shadowing an upvalue loop variable.
|
||||
"511", -- Unreachable code.
|
||||
"512", -- Loop can be executed at most once.
|
||||
"521", -- Unused label.
|
||||
"531", -- Left-hand side of an assignment is too short.
|
||||
"532", -- Left-hand side of an assignment is too long.
|
||||
"541", -- An empty do end block.
|
||||
"542", -- An empty if branch.
|
||||
"551", -- An empty statement.
|
||||
"561", -- Cyclomatic complexity of a function is too high.
|
||||
"571", -- A numeric for loop goes from #(expr) down to 1 or less without negative step.
|
||||
"611", -- A line consists of nothing but whitespace.
|
||||
"612", -- A line contains trailing whitespace.
|
||||
"613", -- Trailing whitespace in a string.
|
||||
"614", -- Trailing whitespace in a comment.
|
||||
"621", -- Inconsistent indentation (SPACE followed by TAB).
|
||||
"631", -- Line is too long.
|
||||
}
|
||||
0
.scannerwork/.sonar_lock
Normal file
0
.scannerwork/.sonar_lock
Normal file
6
.scannerwork/report-task.txt
Normal file
6
.scannerwork/report-task.txt
Normal file
@@ -0,0 +1,6 @@
|
||||
projectKey=Test
|
||||
serverUrl=http://localhost:9000
|
||||
serverVersion=8.1.0.31237
|
||||
dashboardUrl=http://localhost:9000/dashboard?id=Test
|
||||
ceTaskId=AXAlUJO97YLjwz1VUDXR
|
||||
ceTaskUrl=http://localhost:9000/api/ce/task?id=AXAlUJO97YLjwz1VUDXR
|
||||
@@ -10,7 +10,8 @@
|
||||
-- @image AI_Combat_Air_Patrol.JPG
|
||||
|
||||
--- @type AI_A2A_CAP
|
||||
-- @extends AI.AI_A2A_Patrol#AI_A2A_PATROL
|
||||
-- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
|
||||
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
|
||||
|
||||
|
||||
--- The AI_A2A_CAP class implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}
|
||||
@@ -97,6 +98,37 @@ AI_A2A_CAP = {
|
||||
ClassName = "AI_A2A_CAP",
|
||||
}
|
||||
|
||||
--- Creates a new AI_A2A_CAP object
|
||||
-- @param #AI_A2A_CAP self
|
||||
-- @param Wrapper.Group#GROUP AICap
|
||||
-- @param DCS#Speed EngageMinSpeed The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
|
||||
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
|
||||
-- @param DCS#AltitudeType EngageAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to "RADIO".
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to "RADIO".
|
||||
-- @return #AI_A2A_CAP
|
||||
function AI_A2A_CAP:New2( AICap, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType )
|
||||
|
||||
-- Multiple inheritance ... :-)
|
||||
local AI_Air = AI_AIR:New( AICap )
|
||||
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AICap, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) -- #AI_AIR_PATROL
|
||||
local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AICap, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
|
||||
local self = BASE:Inherit( self, AI_Air_Engage ) --#AI_A2A_CAP
|
||||
|
||||
self:SetFuelThreshold( .2, 60 )
|
||||
self:SetDamageThreshold( 0.4 )
|
||||
self:SetDisengageRadius( 70000 )
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Creates a new AI_A2A_CAP object
|
||||
-- @param #AI_A2A_CAP self
|
||||
-- @param Wrapper.Group#GROUP AICap
|
||||
@@ -111,174 +143,8 @@ AI_A2A_CAP = {
|
||||
-- @return #AI_A2A_CAP
|
||||
function AI_A2A_CAP:New( AICap, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageMinSpeed, EngageMaxSpeed, PatrolAltType )
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, AI_A2A_PATROL:New( AICap, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) ) -- #AI_A2A_CAP
|
||||
return self:New2( AICap, EngageMinSpeed, EngageMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, PatrolZone, PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType )
|
||||
|
||||
self.Accomplished = false
|
||||
self.Engaging = false
|
||||
|
||||
self.EngageMinSpeed = EngageMinSpeed
|
||||
self.EngageMaxSpeed = EngageMaxSpeed
|
||||
|
||||
self:AddTransition( { "Patrolling", "Engaging", "Returning", "Airborne" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_CAP.
|
||||
|
||||
--- OnBefore Transition Handler for Event Engage.
|
||||
-- @function [parent=#AI_A2A_CAP] OnBeforeEngage
|
||||
-- @param #AI_A2A_CAP self
|
||||
-- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Engage.
|
||||
-- @function [parent=#AI_A2A_CAP] OnAfterEngage
|
||||
-- @param #AI_A2A_CAP self
|
||||
-- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Engage.
|
||||
-- @function [parent=#AI_A2A_CAP] Engage
|
||||
-- @param #AI_A2A_CAP self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Engage.
|
||||
-- @function [parent=#AI_A2A_CAP] __Engage
|
||||
-- @param #AI_A2A_CAP self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
--- OnLeave Transition Handler for State Engaging.
|
||||
-- @function [parent=#AI_A2A_CAP] OnLeaveEngaging
|
||||
-- @param #AI_A2A_CAP self
|
||||
-- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnEnter Transition Handler for State Engaging.
|
||||
-- @function [parent=#AI_A2A_CAP] OnEnterEngaging
|
||||
-- @param #AI_A2A_CAP self
|
||||
-- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
self:AddTransition( "Engaging", "Fired", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_CAP.
|
||||
|
||||
--- OnBefore Transition Handler for Event Fired.
|
||||
-- @function [parent=#AI_A2A_CAP] OnBeforeFired
|
||||
-- @param #AI_A2A_CAP self
|
||||
-- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Fired.
|
||||
-- @function [parent=#AI_A2A_CAP] OnAfterFired
|
||||
-- @param #AI_A2A_CAP self
|
||||
-- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Fired.
|
||||
-- @function [parent=#AI_A2A_CAP] Fired
|
||||
-- @param #AI_A2A_CAP self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Fired.
|
||||
-- @function [parent=#AI_A2A_CAP] __Fired
|
||||
-- @param #AI_A2A_CAP self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
self:AddTransition( "*", "Destroy", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_CAP.
|
||||
|
||||
--- OnBefore Transition Handler for Event Destroy.
|
||||
-- @function [parent=#AI_A2A_CAP] OnBeforeDestroy
|
||||
-- @param #AI_A2A_CAP self
|
||||
-- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Destroy.
|
||||
-- @function [parent=#AI_A2A_CAP] OnAfterDestroy
|
||||
-- @param #AI_A2A_CAP self
|
||||
-- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Destroy.
|
||||
-- @function [parent=#AI_A2A_CAP] Destroy
|
||||
-- @param #AI_A2A_CAP self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Destroy.
|
||||
-- @function [parent=#AI_A2A_CAP] __Destroy
|
||||
-- @param #AI_A2A_CAP self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
|
||||
self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_CAP.
|
||||
|
||||
--- OnBefore Transition Handler for Event Abort.
|
||||
-- @function [parent=#AI_A2A_CAP] OnBeforeAbort
|
||||
-- @param #AI_A2A_CAP self
|
||||
-- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Abort.
|
||||
-- @function [parent=#AI_A2A_CAP] OnAfterAbort
|
||||
-- @param #AI_A2A_CAP self
|
||||
-- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Abort.
|
||||
-- @function [parent=#AI_A2A_CAP] Abort
|
||||
-- @param #AI_A2A_CAP self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Abort.
|
||||
-- @function [parent=#AI_A2A_CAP] __Abort
|
||||
-- @param #AI_A2A_CAP self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
self:AddTransition( "Engaging", "Accomplish", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_CAP.
|
||||
|
||||
--- OnBefore Transition Handler for Event Accomplish.
|
||||
-- @function [parent=#AI_A2A_CAP] OnBeforeAccomplish
|
||||
-- @param #AI_A2A_CAP self
|
||||
-- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Accomplish.
|
||||
-- @function [parent=#AI_A2A_CAP] OnAfterAccomplish
|
||||
-- @param #AI_A2A_CAP self
|
||||
-- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Accomplish.
|
||||
-- @function [parent=#AI_A2A_CAP] Accomplish
|
||||
-- @param #AI_A2A_CAP self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Accomplish.
|
||||
-- @function [parent=#AI_A2A_CAP] __Accomplish
|
||||
-- @param #AI_A2A_CAP self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- onafter State Transition for Event Patrol.
|
||||
@@ -289,7 +155,7 @@ end
|
||||
-- @param #string To The To State string.
|
||||
function AI_A2A_CAP:onafterStart( AICap, From, Event, To )
|
||||
|
||||
self:GetParent( self ).onafterStart( self, AICap, From, Event, To )
|
||||
self:GetParent( self, AI_A2A_CAP ).onafterStart( self, AICap, From, Event, To )
|
||||
AICap:HandleEvent( EVENTS.Takeoff, nil, self )
|
||||
|
||||
end
|
||||
@@ -322,166 +188,25 @@ function AI_A2A_CAP:SetEngageRange( EngageRange )
|
||||
end
|
||||
end
|
||||
|
||||
--- onafter State Transition for Event Patrol.
|
||||
--- Evaluate the attack and create an AttackUnitTask list.
|
||||
-- @param #AI_A2A_CAP self
|
||||
-- @param Wrapper.Group#GROUP AICap The AI Group managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_A2A_CAP:onafterPatrol( AICap, From, Event, To )
|
||||
-- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack.
|
||||
-- @param Wrappper.Group#GROUP DefenderGroup The group of defenders.
|
||||
-- @param #number EngageAltitude The altitude to engage the targets.
|
||||
-- @return #AI_A2A_CAP self
|
||||
function AI_A2A_CAP:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude )
|
||||
|
||||
-- Call the parent Start event handler
|
||||
self:GetParent(self).onafterPatrol( self, AICap, From, Event, To )
|
||||
self:HandleEvent( EVENTS.Dead )
|
||||
local AttackUnitTasks = {}
|
||||
|
||||
end
|
||||
|
||||
-- todo: need to fix this global function
|
||||
|
||||
--- @param Wrapper.Group#GROUP AICap
|
||||
function AI_A2A_CAP.AttackRoute( AICap, Fsm )
|
||||
|
||||
AICap:F( { "AI_A2A_CAP.AttackRoute:", AICap:GetName() } )
|
||||
|
||||
if AICap:IsAlive() then
|
||||
Fsm:__Engage( 0.5 )
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #AI_A2A_CAP self
|
||||
-- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_A2A_CAP:onbeforeEngage( AICap, From, Event, To )
|
||||
|
||||
if self.Accomplished == true then
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #AI_A2A_CAP self
|
||||
-- @param Wrapper.Group#GROUP AICap The AI Group managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_A2A_CAP:onafterAbort( AICap, From, Event, To )
|
||||
AICap:ClearTasks()
|
||||
self:__Route( 0.5 )
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_A2A_CAP self
|
||||
-- @param Wrapper.Group#GROUP AICap The AICap Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_A2A_CAP:onafterEngage( AICap, From, Event, To, AttackSetUnit )
|
||||
|
||||
self:F( { AICap, From, Event, To, AttackSetUnit} )
|
||||
|
||||
self.AttackSetUnit = AttackSetUnit or self.AttackSetUnit -- Core.Set#SET_UNIT
|
||||
|
||||
local FirstAttackUnit = self.AttackSetUnit:GetFirst() -- Wrapper.Unit#UNIT
|
||||
|
||||
if FirstAttackUnit and FirstAttackUnit:IsAlive() then -- If there is no attacker anymore, stop the engagement.
|
||||
|
||||
if AICap:IsAlive() then
|
||||
|
||||
local EngageRoute = {}
|
||||
|
||||
--- Calculate the target route point.
|
||||
local CurrentCoord = AICap:GetCoordinate()
|
||||
local ToTargetCoord = self.AttackSetUnit:GetFirst():GetCoordinate()
|
||||
local ToTargetSpeed = math.random( self.EngageMinSpeed, self.EngageMaxSpeed )
|
||||
local ToInterceptAngle = CurrentCoord:GetAngleDegrees( CurrentCoord:GetDirectionVec3( ToTargetCoord ) )
|
||||
|
||||
--- Create a route point of type air.
|
||||
local ToPatrolRoutePoint = CurrentCoord:Translate( 5000, ToInterceptAngle ):WaypointAir(
|
||||
self.PatrolAltType,
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
ToTargetSpeed,
|
||||
true
|
||||
)
|
||||
|
||||
self:F( { Angle = ToInterceptAngle, ToTargetSpeed = ToTargetSpeed } )
|
||||
self:T2( { self.MinSpeed, self.MaxSpeed, ToTargetSpeed } )
|
||||
|
||||
EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint
|
||||
EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint
|
||||
|
||||
local AttackTasks = {}
|
||||
|
||||
for AttackUnitID, AttackUnit in pairs( self.AttackSetUnit:GetSet() ) do
|
||||
local AttackUnit = AttackUnit -- Wrapper.Unit#UNIT
|
||||
self:T( { "Attacking Unit:", AttackUnit:GetName(), AttackUnit:IsAlive(), AttackUnit:IsAir() } )
|
||||
if AttackUnit:IsAlive() and AttackUnit:IsAir() then
|
||||
AttackTasks[#AttackTasks+1] = AICap:TaskAttackUnit( AttackUnit )
|
||||
end
|
||||
end
|
||||
|
||||
if #AttackTasks == 0 then
|
||||
self:E("No targets found -> Going back to Patrolling")
|
||||
self:__Abort( 0.5 )
|
||||
else
|
||||
AICap:OptionROEOpenFire()
|
||||
AICap:OptionROTEvadeFire()
|
||||
|
||||
AttackTasks[#AttackTasks+1] = AICap:TaskFunction( "AI_A2A_CAP.AttackRoute", self )
|
||||
EngageRoute[#EngageRoute].task = AICap:TaskCombo( AttackTasks )
|
||||
end
|
||||
|
||||
AICap:Route( EngageRoute, 0.5 )
|
||||
end
|
||||
else
|
||||
self:E("No targets found -> Going back to Patrolling")
|
||||
self:__Abort( 0.5 )
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #AI_A2A_CAP self
|
||||
-- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_A2A_CAP:onafterAccomplish( AICap, From, Event, To )
|
||||
self.Accomplished = true
|
||||
self:SetDetectionOff()
|
||||
end
|
||||
|
||||
--- @param #AI_A2A_CAP self
|
||||
-- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_A2A_CAP:onafterDestroy( AICap, From, Event, To, EventData )
|
||||
|
||||
if EventData.IniUnit then
|
||||
self.AttackUnits[EventData.IniUnit] = nil
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #AI_A2A_CAP self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_A2A_CAP:OnEventDead( EventData )
|
||||
self:F( { "EventDead", EventData } )
|
||||
|
||||
if EventData.IniDCSUnit then
|
||||
if self.AttackUnits and self.AttackUnits[EventData.IniUnit] then
|
||||
self:__Destroy( 1, EventData )
|
||||
for AttackUnitID, AttackUnit in pairs( self.AttackSetUnit:GetSet() ) do
|
||||
local AttackUnit = AttackUnit -- Wrapper.Unit#UNIT
|
||||
if AttackUnit and AttackUnit:IsAlive() and AttackUnit:IsAir() then
|
||||
-- TODO: Add coalition check? Only attack units of if AttackUnit:GetCoalition()~=AICap:GetCoalition()
|
||||
-- Maybe the detected set also contains
|
||||
self:T( { "Attacking Task:", AttackUnit:GetName(), AttackUnit:IsAlive(), AttackUnit:IsAir() } )
|
||||
AttackUnitTasks[#AttackUnitTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- @param Wrapper.Group#GROUP AICap
|
||||
function AI_A2A_CAP.Resume( AICap, Fsm )
|
||||
|
||||
AICap:I( { "AI_A2A_CAP.Resume:", AICap:GetName() } )
|
||||
if AICap:IsAlive() then
|
||||
Fsm:__Reset( 1 )
|
||||
Fsm:__Route( 5 )
|
||||
end
|
||||
|
||||
|
||||
return AttackUnitTasks
|
||||
end
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -105,183 +105,39 @@ AI_A2A_GCI = {
|
||||
--- Creates a new AI_A2A_GCI object
|
||||
-- @param #AI_A2A_GCI self
|
||||
-- @param Wrapper.Group#GROUP AIIntercept
|
||||
-- @param DCS#Speed EngageMinSpeed The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
|
||||
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
|
||||
-- @param DCS#AltitudeType EngageAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to "RADIO".
|
||||
-- @return #AI_A2A_GCI
|
||||
function AI_A2A_GCI:New( AIIntercept, EngageMinSpeed, EngageMaxSpeed )
|
||||
function AI_A2A_GCI:New2( AIIntercept, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, AI_A2A:New( AIIntercept ) ) -- #AI_A2A_GCI
|
||||
local AI_Air = AI_AIR:New( AIIntercept )
|
||||
local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air, AIIntercept, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
|
||||
local self = BASE:Inherit( self, AI_Air_Engage ) -- #AI_A2A_GCI
|
||||
|
||||
self.Accomplished = false
|
||||
self.Engaging = false
|
||||
|
||||
self.EngageMinSpeed = EngageMinSpeed
|
||||
self.EngageMaxSpeed = EngageMaxSpeed
|
||||
self.PatrolMinSpeed = EngageMinSpeed
|
||||
self.PatrolMaxSpeed = EngageMaxSpeed
|
||||
|
||||
self.PatrolAltType = "RADIO"
|
||||
|
||||
self:AddTransition( { "Started", "Engaging", "Returning", "Airborne" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_GCI.
|
||||
|
||||
--- OnBefore Transition Handler for Event Engage.
|
||||
-- @function [parent=#AI_A2A_GCI] OnBeforeEngage
|
||||
-- @param #AI_A2A_GCI self
|
||||
-- @param Wrapper.Group#GROUP AIIntercept The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Engage.
|
||||
-- @function [parent=#AI_A2A_GCI] OnAfterEngage
|
||||
-- @param #AI_A2A_GCI self
|
||||
-- @param Wrapper.Group#GROUP AIIntercept The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Engage.
|
||||
-- @function [parent=#AI_A2A_GCI] Engage
|
||||
-- @param #AI_A2A_GCI self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Engage.
|
||||
-- @function [parent=#AI_A2A_GCI] __Engage
|
||||
-- @param #AI_A2A_GCI self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
--- OnLeave Transition Handler for State Engaging.
|
||||
-- @function [parent=#AI_A2A_GCI] OnLeaveEngaging
|
||||
-- @param #AI_A2A_GCI self
|
||||
-- @param Wrapper.Group#GROUP AIIntercept The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnEnter Transition Handler for State Engaging.
|
||||
-- @function [parent=#AI_A2A_GCI] OnEnterEngaging
|
||||
-- @param #AI_A2A_GCI self
|
||||
-- @param Wrapper.Group#GROUP AIIntercept The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
self:AddTransition( "Engaging", "Fired", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_GCI.
|
||||
|
||||
--- OnBefore Transition Handler for Event Fired.
|
||||
-- @function [parent=#AI_A2A_GCI] OnBeforeFired
|
||||
-- @param #AI_A2A_GCI self
|
||||
-- @param Wrapper.Group#GROUP AIIntercept The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Fired.
|
||||
-- @function [parent=#AI_A2A_GCI] OnAfterFired
|
||||
-- @param #AI_A2A_GCI self
|
||||
-- @param Wrapper.Group#GROUP AIIntercept The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Fired.
|
||||
-- @function [parent=#AI_A2A_GCI] Fired
|
||||
-- @param #AI_A2A_GCI self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Fired.
|
||||
-- @function [parent=#AI_A2A_GCI] __Fired
|
||||
-- @param #AI_A2A_GCI self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
self:AddTransition( "*", "Destroy", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_GCI.
|
||||
|
||||
--- OnBefore Transition Handler for Event Destroy.
|
||||
-- @function [parent=#AI_A2A_GCI] OnBeforeDestroy
|
||||
-- @param #AI_A2A_GCI self
|
||||
-- @param Wrapper.Group#GROUP AIIntercept The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Destroy.
|
||||
-- @function [parent=#AI_A2A_GCI] OnAfterDestroy
|
||||
-- @param #AI_A2A_GCI self
|
||||
-- @param Wrapper.Group#GROUP AIIntercept The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Destroy.
|
||||
-- @function [parent=#AI_A2A_GCI] Destroy
|
||||
-- @param #AI_A2A_GCI self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Destroy.
|
||||
-- @function [parent=#AI_A2A_GCI] __Destroy
|
||||
-- @param #AI_A2A_GCI self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
|
||||
self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_GCI.
|
||||
|
||||
--- OnBefore Transition Handler for Event Abort.
|
||||
-- @function [parent=#AI_A2A_GCI] OnBeforeAbort
|
||||
-- @param #AI_A2A_GCI self
|
||||
-- @param Wrapper.Group#GROUP AIIntercept The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Abort.
|
||||
-- @function [parent=#AI_A2A_GCI] OnAfterAbort
|
||||
-- @param #AI_A2A_GCI self
|
||||
-- @param Wrapper.Group#GROUP AIIntercept The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Abort.
|
||||
-- @function [parent=#AI_A2A_GCI] Abort
|
||||
-- @param #AI_A2A_GCI self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Abort.
|
||||
-- @function [parent=#AI_A2A_GCI] __Abort
|
||||
-- @param #AI_A2A_GCI self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
self:AddTransition( "Engaging", "Accomplish", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_GCI.
|
||||
|
||||
--- OnBefore Transition Handler for Event Accomplish.
|
||||
-- @function [parent=#AI_A2A_GCI] OnBeforeAccomplish
|
||||
-- @param #AI_A2A_GCI self
|
||||
-- @param Wrapper.Group#GROUP AIIntercept The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Accomplish.
|
||||
-- @function [parent=#AI_A2A_GCI] OnAfterAccomplish
|
||||
-- @param #AI_A2A_GCI self
|
||||
-- @param Wrapper.Group#GROUP AIIntercept The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Accomplish.
|
||||
-- @function [parent=#AI_A2A_GCI] Accomplish
|
||||
-- @param #AI_A2A_GCI self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Accomplish.
|
||||
-- @function [parent=#AI_A2A_GCI] __Accomplish
|
||||
-- @param #AI_A2A_GCI self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
self:SetFuelThreshold( .2, 60 )
|
||||
self:SetDamageThreshold( 0.4 )
|
||||
self:SetDisengageRadius( 70000 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Creates a new AI_A2A_GCI object
|
||||
-- @param #AI_A2A_GCI self
|
||||
-- @param Wrapper.Group#GROUP AIIntercept
|
||||
-- @param DCS#Speed EngageMinSpeed The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
|
||||
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
|
||||
-- @param DCS#AltitudeType EngageAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to "RADIO".
|
||||
-- @return #AI_A2A_GCI
|
||||
function AI_A2A_GCI:New( AIIntercept, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
|
||||
|
||||
return self:New2( AIIntercept, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
|
||||
end
|
||||
|
||||
--- onafter State Transition for Event Patrol.
|
||||
-- @param #AI_A2A_GCI self
|
||||
-- @param Wrapper.Group#GROUP AIIntercept The AI Group managed by the FSM.
|
||||
@@ -290,173 +146,29 @@ end
|
||||
-- @param #string To The To State string.
|
||||
function AI_A2A_GCI:onafterStart( AIIntercept, From, Event, To )
|
||||
|
||||
self:GetParent( self ).onafterStart( self, AIIntercept, From, Event, To )
|
||||
AIIntercept:HandleEvent( EVENTS.Takeoff, nil, self )
|
||||
|
||||
self:GetParent( self, AI_A2A_GCI ).onafterStart( self, AIIntercept, From, Event, To )
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- onafter State Transition for Event Patrol.
|
||||
--- Evaluate the attack and create an AttackUnitTask list.
|
||||
-- @param #AI_A2A_GCI self
|
||||
-- @param Wrapper.Group#GROUP AIIntercept The AI Group managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_A2A_GCI:onafterEngage( AIIntercept, From, Event, To )
|
||||
-- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack.
|
||||
-- @param Wrappper.Group#GROUP DefenderGroup The group of defenders.
|
||||
-- @param #number EngageAltitude The altitude to engage the targets.
|
||||
-- @return #AI_A2A_GCI self
|
||||
function AI_A2A_GCI:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude )
|
||||
|
||||
self:HandleEvent( EVENTS.Dead )
|
||||
local AttackUnitTasks = {}
|
||||
|
||||
end
|
||||
|
||||
-- todo: need to fix this global function
|
||||
|
||||
--- @param Wrapper.Group#GROUP AIControllable
|
||||
function AI_A2A_GCI.InterceptRoute( AIIntercept, Fsm )
|
||||
|
||||
AIIntercept:F( { "AI_A2A_GCI.InterceptRoute:", AIIntercept:GetName() } )
|
||||
|
||||
if AIIntercept:IsAlive() then
|
||||
Fsm:__Engage( 0.5 )
|
||||
|
||||
--local Task = AIIntercept:TaskOrbitCircle( 4000, 400 )
|
||||
--AIIntercept:SetTask( Task )
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #AI_A2A_GCI self
|
||||
-- @param Wrapper.Group#GROUP AIIntercept The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_A2A_GCI:onbeforeEngage( AIIntercept, From, Event, To )
|
||||
|
||||
if self.Accomplished == true then
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #AI_A2A_GCI self
|
||||
-- @param Wrapper.Group#GROUP AIIntercept The AI Group managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_A2A_GCI:onafterAbort( AIIntercept, From, Event, To )
|
||||
AIIntercept:ClearTasks()
|
||||
self:Return()
|
||||
self:__RTB( 0.5 )
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_A2A_GCI self
|
||||
-- @param Wrapper.Group#GROUP AIIntercept The GroupGroup managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_A2A_GCI:onafterEngage( AIIntercept, From, Event, To, AttackSetUnit )
|
||||
|
||||
self:F( { AIIntercept, From, Event, To, AttackSetUnit} )
|
||||
|
||||
self.AttackSetUnit = AttackSetUnit or self.AttackSetUnit -- Core.Set#SET_UNIT
|
||||
|
||||
local FirstAttackUnit = self.AttackSetUnit:GetFirst()
|
||||
|
||||
if FirstAttackUnit and FirstAttackUnit:IsAlive() then
|
||||
|
||||
if AIIntercept:IsAlive() then
|
||||
|
||||
local EngageRoute = {}
|
||||
|
||||
local CurrentCoord = AIIntercept:GetCoordinate()
|
||||
|
||||
--- Calculate the target route point.
|
||||
|
||||
local CurrentCoord = AIIntercept:GetCoordinate()
|
||||
|
||||
local ToTargetCoord = self.AttackSetUnit:GetFirst():GetCoordinate()
|
||||
self:SetTargetDistance( ToTargetCoord ) -- For RTB status check
|
||||
|
||||
local ToTargetSpeed = math.random( self.EngageMinSpeed, self.EngageMaxSpeed )
|
||||
local ToInterceptAngle = CurrentCoord:GetAngleDegrees( CurrentCoord:GetDirectionVec3( ToTargetCoord ) )
|
||||
|
||||
--- Create a route point of type air.
|
||||
local ToPatrolRoutePoint = CurrentCoord:Translate( 15000, ToInterceptAngle ):WaypointAir(
|
||||
self.PatrolAltType,
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
ToTargetSpeed,
|
||||
true
|
||||
)
|
||||
|
||||
self:F( { Angle = ToInterceptAngle, ToTargetSpeed = ToTargetSpeed } )
|
||||
self:F( { self.EngageMinSpeed, self.EngageMaxSpeed, ToTargetSpeed } )
|
||||
|
||||
EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint
|
||||
EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint
|
||||
|
||||
local AttackTasks = {}
|
||||
|
||||
for AttackUnitID, AttackUnit in pairs( self.AttackSetUnit:GetSet() ) do
|
||||
local AttackUnit = AttackUnit -- Wrapper.Unit#UNIT
|
||||
if AttackUnit:IsAlive() and AttackUnit:IsAir() then
|
||||
self:T( { "Intercepting Unit:", AttackUnit:GetName(), AttackUnit:IsAlive(), AttackUnit:IsAir() } )
|
||||
AttackTasks[#AttackTasks+1] = AIIntercept:TaskAttackUnit( AttackUnit )
|
||||
end
|
||||
end
|
||||
|
||||
if #AttackTasks == 0 then
|
||||
self:E("No targets found -> Going RTB")
|
||||
self:Return()
|
||||
self:__RTB( 0.5 )
|
||||
else
|
||||
AIIntercept:OptionROEOpenFire()
|
||||
AIIntercept:OptionROTEvadeFire()
|
||||
|
||||
AttackTasks[#AttackTasks+1] = AIIntercept:TaskFunction( "AI_A2A_GCI.InterceptRoute", self )
|
||||
EngageRoute[#EngageRoute].task = AIIntercept:TaskCombo( AttackTasks )
|
||||
end
|
||||
|
||||
AIIntercept:Route( EngageRoute, 0.5 )
|
||||
|
||||
end
|
||||
else
|
||||
self:E("No targets found -> Going RTB")
|
||||
self:Return()
|
||||
self:__RTB( 0.5 )
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #AI_A2A_GCI self
|
||||
-- @param Wrapper.Group#GROUP AIIntercept The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_A2A_GCI:onafterAccomplish( AIIntercept, From, Event, To )
|
||||
self.Accomplished = true
|
||||
self:SetDetectionOff()
|
||||
end
|
||||
|
||||
--- @param #AI_A2A_GCI self
|
||||
-- @param Wrapper.Group#GROUP AIIntercept The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_A2A_GCI:onafterDestroy( AIIntercept, From, Event, To, EventData )
|
||||
|
||||
if EventData.IniUnit then
|
||||
self.AttackUnits[EventData.IniUnit] = nil
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #AI_A2A_GCI self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_A2A_GCI:OnEventDead( EventData )
|
||||
self:F( { "EventDead", EventData } )
|
||||
|
||||
if EventData.IniDCSUnit then
|
||||
if self.AttackUnits and self.AttackUnits[EventData.IniUnit] then
|
||||
self:__Destroy( 1, EventData )
|
||||
for AttackUnitID, AttackUnit in pairs( self.AttackSetUnit:GetSet() ) do
|
||||
local AttackUnit = AttackUnit -- Wrapper.Unit#UNIT
|
||||
self:T( { "Attacking Unit:", AttackUnit:GetName(), AttackUnit:IsAlive(), AttackUnit:IsAir() } )
|
||||
if AttackUnit:IsAlive() and AttackUnit:IsAir() then
|
||||
-- TODO: Add coalition check? Only attack units of if AttackUnit:GetCoalition()~=AICap:GetCoalition()
|
||||
-- Maybe the detected set also contains
|
||||
AttackUnitTasks[#AttackUnitTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit )
|
||||
end
|
||||
end
|
||||
|
||||
return AttackUnitTasks
|
||||
end
|
||||
|
||||
@@ -121,13 +121,13 @@ AI_A2A_PATROL = {
|
||||
|
||||
--- Creates a new AI_A2A_PATROL object
|
||||
-- @param #AI_A2A_PATROL self
|
||||
-- @param Wrapper.Group#GROUP AIPatrol
|
||||
-- @param Wrapper.Group#GROUP AIPatrol The patrol group object.
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
|
||||
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to BARO
|
||||
-- @return #AI_A2A_PATROL self
|
||||
-- @usage
|
||||
-- -- Define a new AI_A2A_PATROL Object. This PatrolArea will patrol a Group within PatrolZone between 3000 and 6000 meters, with a variying speed between 600 and 900 km/h.
|
||||
@@ -136,8 +136,14 @@ AI_A2A_PATROL = {
|
||||
-- PatrolArea = AI_A2A_PATROL:New( PatrolZone, 3000, 6000, 600, 900 )
|
||||
function AI_A2A_PATROL:New( AIPatrol, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, AI_A2A:New( AIPatrol ) ) -- #AI_A2A_PATROL
|
||||
local AI_Air = AI_AIR:New( AIPatrol )
|
||||
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIPatrol, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
|
||||
local self = BASE:Inherit( self, AI_Air_Patrol ) -- #AI_A2A_PATROL
|
||||
|
||||
self:SetFuelThreshold( .2, 60 )
|
||||
self:SetDamageThreshold( 0.4 )
|
||||
self:SetDisengageRadius( 70000 )
|
||||
|
||||
|
||||
self.PatrolZone = PatrolZone
|
||||
self.PatrolFloorAltitude = PatrolFloorAltitude
|
||||
@@ -145,8 +151,8 @@ function AI_A2A_PATROL:New( AIPatrol, PatrolZone, PatrolFloorAltitude, PatrolCei
|
||||
self.PatrolMinSpeed = PatrolMinSpeed
|
||||
self.PatrolMaxSpeed = PatrolMaxSpeed
|
||||
|
||||
-- defafult PatrolAltType to "RADIO" if not specified
|
||||
self.PatrolAltType = PatrolAltType or "RADIO"
|
||||
-- defafult PatrolAltType to "BARO" if not specified
|
||||
self.PatrolAltType = PatrolAltType or "BARO"
|
||||
|
||||
self:AddTransition( { "Started", "Airborne", "Refuelling" }, "Patrol", "Patrolling" )
|
||||
|
||||
@@ -281,15 +287,15 @@ function AI_A2A_PATROL:onafterPatrol( AIPatrol, From, Event, To )
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- @param Wrapper.Group#GROUP AIPatrol
|
||||
-- This statis method is called from the route path within the last task at the last waaypoint of the AIPatrol.
|
||||
--- This statis method is called from the route path within the last task at the last waaypoint of the AIPatrol.
|
||||
-- Note that this method is required, as triggers the next route when patrolling for the AIPatrol.
|
||||
-- @param Wrapper.Group#GROUP AIPatrol The AI group.
|
||||
-- @param #AI_A2A_PATROL Fsm The FSM.
|
||||
function AI_A2A_PATROL.PatrolRoute( AIPatrol, Fsm )
|
||||
|
||||
AIPatrol:F( { "AI_A2A_PATROL.PatrolRoute:", AIPatrol:GetName() } )
|
||||
|
||||
if AIPatrol:IsAlive() then
|
||||
if AIPatrol and AIPatrol:IsAlive() then
|
||||
Fsm:Route()
|
||||
end
|
||||
|
||||
@@ -303,7 +309,6 @@ end
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_A2A_PATROL:onafterRoute( AIPatrol, From, Event, To )
|
||||
|
||||
self:F2()
|
||||
|
||||
-- When RTB, don't allow anymore the routing.
|
||||
@@ -312,7 +317,7 @@ function AI_A2A_PATROL:onafterRoute( AIPatrol, From, Event, To )
|
||||
end
|
||||
|
||||
|
||||
if AIPatrol:IsAlive() then
|
||||
if AIPatrol and AIPatrol:IsAlive() then
|
||||
|
||||
local PatrolRoute = {}
|
||||
|
||||
@@ -320,43 +325,80 @@ function AI_A2A_PATROL:onafterRoute( AIPatrol, From, Event, To )
|
||||
|
||||
local CurrentCoord = AIPatrol:GetCoordinate()
|
||||
|
||||
local ToTargetCoord = self.PatrolZone:GetRandomPointVec2()
|
||||
ToTargetCoord:SetAlt( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ) )
|
||||
self:SetTargetDistance( ToTargetCoord ) -- For RTB status check
|
||||
-- Random altitude.
|
||||
local altitude=math.random(self.PatrolFloorAltitude, self.PatrolCeilingAltitude)
|
||||
|
||||
local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
|
||||
-- Random speed in km/h.
|
||||
local speedkmh = math.random(self.PatrolMinSpeed, self.PatrolMaxSpeed)
|
||||
|
||||
--- Create a route point of type air.
|
||||
local ToPatrolRoutePoint = ToTargetCoord:WaypointAir(
|
||||
self.PatrolAltType,
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
ToTargetSpeed,
|
||||
true
|
||||
)
|
||||
-- First waypoint is current position.
|
||||
PatrolRoute[1]=CurrentCoord:WaypointAirTurningPoint(nil, speedkmh, {}, "Current")
|
||||
|
||||
PatrolRoute[#PatrolRoute+1] = ToPatrolRoutePoint
|
||||
PatrolRoute[#PatrolRoute+1] = ToPatrolRoutePoint
|
||||
if self.racetrack then
|
||||
|
||||
local Tasks = {}
|
||||
Tasks[#Tasks+1] = AIPatrol:TaskFunction( "AI_A2A_PATROL.PatrolRoute", self )
|
||||
PatrolRoute[#PatrolRoute].task = AIPatrol:TaskCombo( Tasks )
|
||||
-- Random heading.
|
||||
local heading = math.random(self.racetrackheadingmin, self.racetrackheadingmax)
|
||||
|
||||
-- Random leg length.
|
||||
local leg=math.random(self.racetracklegmin, self.racetracklegmax)
|
||||
|
||||
-- Random duration if any.
|
||||
local duration = self.racetrackdurationmin
|
||||
if self.racetrackdurationmax then
|
||||
duration=math.random(self.racetrackdurationmin, self.racetrackdurationmax)
|
||||
end
|
||||
|
||||
-- CAP coordinate.
|
||||
local c0=self.PatrolZone:GetRandomCoordinate()
|
||||
if self.racetrackcapcoordinates and #self.racetrackcapcoordinates>0 then
|
||||
c0=self.racetrackcapcoordinates[math.random(#self.racetrackcapcoordinates)]
|
||||
end
|
||||
|
||||
-- Race track points.
|
||||
local c1=c0:SetAltitude(altitude) --Core.Point#COORDINATE
|
||||
local c2=c1:Translate(leg, heading):SetAltitude(altitude)
|
||||
|
||||
self:SetTargetDistance(c0) -- For RTB status check
|
||||
|
||||
-- Debug:
|
||||
self:T(string.format("Patrol zone race track: v=%.1f knots, h=%.1f ft, heading=%03d, leg=%d m, t=%s sec", UTILS.KmphToKnots(speedkmh), UTILS.MetersToFeet(altitude), heading, leg, tostring(duration)))
|
||||
--c1:MarkToAll("Race track c1")
|
||||
--c2:MarkToAll("Race track c2")
|
||||
|
||||
-- Task to orbit.
|
||||
local taskOrbit=AIPatrol:TaskOrbit(c1, altitude, UTILS.KmphToMps(speedkmh), c2)
|
||||
|
||||
-- Task function to redo the patrol at other random position.
|
||||
local taskPatrol=AIPatrol:TaskFunction("AI_A2A_PATROL.PatrolRoute", self)
|
||||
|
||||
-- Controlled task with task condition.
|
||||
local taskCond=AIPatrol:TaskCondition(nil, nil, nil, nil, duration, nil)
|
||||
local taskCont=AIPatrol:TaskControlled(taskOrbit, taskCond)
|
||||
|
||||
-- Second waypoint
|
||||
PatrolRoute[2]=c1:WaypointAirTurningPoint(self.PatrolAltType, speedkmh, {taskCont, taskPatrol}, "CAP Orbit")
|
||||
|
||||
else
|
||||
|
||||
-- Target coordinate.
|
||||
local ToTargetCoord=self.PatrolZone:GetRandomCoordinate() --Core.Point#COORDINATE
|
||||
ToTargetCoord:SetAltitude(altitude)
|
||||
|
||||
self:SetTargetDistance( ToTargetCoord ) -- For RTB status check
|
||||
|
||||
local taskReRoute=AIPatrol:TaskFunction( "AI_A2A_PATROL.PatrolRoute", self )
|
||||
|
||||
PatrolRoute[2]=ToTargetCoord:WaypointAirTurningPoint(self.PatrolAltType, speedkmh, {taskReRoute}, "Patrol Point")
|
||||
|
||||
end
|
||||
|
||||
-- ROE
|
||||
AIPatrol:OptionROEReturnFire()
|
||||
AIPatrol:OptionROTEvadeFire()
|
||||
|
||||
AIPatrol:Route( PatrolRoute, 0.5 )
|
||||
-- Patrol.
|
||||
AIPatrol:Route( PatrolRoute, 0.5)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- @param Wrapper.Group#GROUP AIPatrol
|
||||
function AI_A2A_PATROL.Resume( AIPatrol, Fsm )
|
||||
|
||||
AIPatrol:I( { "AI_A2A_PATROL.Resume:", AIPatrol:GetName() } )
|
||||
if AIPatrol:IsAlive() then
|
||||
Fsm:__Reset( 1 )
|
||||
Fsm:__Route( 5 )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
99
Moose Development/Moose/AI/AI_A2G_BAI.lua
Normal file
99
Moose Development/Moose/AI/AI_A2G_BAI.lua
Normal file
@@ -0,0 +1,99 @@
|
||||
--- **AI** -- Models the process of air to ground BAI engagement for airplanes and helicopters.
|
||||
--
|
||||
-- This is a class used in the @{AI_A2G_Dispatcher}.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_A2G_BAI
|
||||
-- @image AI_Air_To_Ground_Engage.JPG
|
||||
|
||||
|
||||
|
||||
--- @type AI_A2G_BAI
|
||||
-- @extends AI.AI_A2A_Engage#AI_A2A_Engage
|
||||
|
||||
|
||||
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_A2G_BAI
|
||||
AI_A2G_BAI = {
|
||||
ClassName = "AI_A2G_BAI",
|
||||
}
|
||||
|
||||
|
||||
|
||||
--- Creates a new AI_A2G_BAI object
|
||||
-- @param #AI_A2G_BAI self
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
-- @param DCS#Speed EngageMinSpeed The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
|
||||
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
|
||||
-- @param DCS#AltitudeType EngageAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to "RADIO".
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
|
||||
-- @return #AI_A2G_BAI
|
||||
function AI_A2G_BAI:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
|
||||
|
||||
local AI_Air = AI_AIR:New( AIGroup )
|
||||
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) -- #AI_AIR_PATROL
|
||||
local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
|
||||
local self = BASE:Inherit( self, AI_Air_Engage )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Creates a new AI_A2G_BAI object
|
||||
-- @param #AI_A2G_BAI self
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
-- @param DCS#Speed EngageMinSpeed The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
|
||||
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
|
||||
-- @return #AI_A2G_BAI
|
||||
function AI_A2G_BAI:New( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
|
||||
|
||||
return self:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, PatrolAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType)
|
||||
end
|
||||
|
||||
--- Evaluate the attack and create an AttackUnitTask list.
|
||||
-- @param #AI_A2G_BAI self
|
||||
-- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack.
|
||||
-- @param Wrappper.Group#GROUP DefenderGroup The group of defenders.
|
||||
-- @param #number EngageAltitude The altitude to engage the targets.
|
||||
-- @return #AI_A2G_BAI self
|
||||
function AI_A2G_BAI:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude )
|
||||
|
||||
local AttackUnitTasks = {}
|
||||
|
||||
local AttackSetUnitPerThreatLevel = AttackSetUnit:GetSetPerThreatLevel( 10, 0 )
|
||||
for AttackUnitIndex, AttackUnit in ipairs( AttackSetUnitPerThreatLevel or {} ) do
|
||||
if AttackUnit then
|
||||
if AttackUnit:IsAlive() and AttackUnit:IsGround() then
|
||||
self:T( { "BAI Unit:", AttackUnit:GetName() } )
|
||||
AttackUnitTasks[#AttackUnitTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit, true, false, nil, nil, EngageAltitude )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return AttackUnitTasks
|
||||
end
|
||||
|
||||
|
||||
100
Moose Development/Moose/AI/AI_A2G_CAS.lua
Normal file
100
Moose Development/Moose/AI/AI_A2G_CAS.lua
Normal file
@@ -0,0 +1,100 @@
|
||||
--- **AI** -- Models the process of air to ground engagement for airplanes and helicopters.
|
||||
--
|
||||
-- This is a class used in the @{AI_A2G_Dispatcher}.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_A2G_CAS
|
||||
-- @image AI_Air_To_Ground_Engage.JPG
|
||||
|
||||
|
||||
|
||||
--- @type AI_A2G_CAS
|
||||
-- @extends AI.AI_A2G_Patrol#AI_AIR_PATROL
|
||||
|
||||
|
||||
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_A2G_CAS
|
||||
AI_A2G_CAS = {
|
||||
ClassName = "AI_A2G_CAS",
|
||||
}
|
||||
|
||||
|
||||
|
||||
--- Creates a new AI_A2G_CAS object
|
||||
-- @param #AI_A2G_CAS self
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
-- @param DCS#Speed EngageMinSpeed The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
|
||||
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
|
||||
-- @param DCS#AltitudeType EngageAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to "RADIO".
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
|
||||
-- @return #AI_A2G_CAS
|
||||
function AI_A2G_CAS:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
|
||||
|
||||
local AI_Air = AI_AIR:New( AIGroup )
|
||||
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) -- #AI_AIR_PATROL
|
||||
local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
|
||||
local self = BASE:Inherit( self, AI_Air_Engage )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Creates a new AI_A2G_CAS object
|
||||
-- @param #AI_A2G_CAS self
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
-- @param DCS#Speed EngageMinSpeed The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
|
||||
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
|
||||
-- @return #AI_A2G_CAS
|
||||
function AI_A2G_CAS:New( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
|
||||
|
||||
return self:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, PatrolAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType)
|
||||
end
|
||||
|
||||
--- Evaluate the attack and create an AttackUnitTask list.
|
||||
-- @param #AI_A2G_CAS self
|
||||
-- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack.
|
||||
-- @param Wrappper.Group#GROUP DefenderGroup The group of defenders.
|
||||
-- @param #number EngageAltitude The altitude to engage the targets.
|
||||
-- @return #AI_A2G_CAS self
|
||||
function AI_A2G_CAS:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude )
|
||||
|
||||
local AttackUnitTasks = {}
|
||||
|
||||
local AttackSetUnitPerThreatLevel = AttackSetUnit:GetSetPerThreatLevel( 10, 0 )
|
||||
for AttackUnitIndex, AttackUnit in ipairs( AttackSetUnitPerThreatLevel or {} ) do
|
||||
if AttackUnit then
|
||||
if AttackUnit:IsAlive() and AttackUnit:IsGround() then
|
||||
self:T( { "CAS Unit:", AttackUnit:GetName() } )
|
||||
AttackUnitTasks[#AttackUnitTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit, true, false, nil, nil, EngageAltitude )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return AttackUnitTasks
|
||||
end
|
||||
|
||||
|
||||
|
||||
4711
Moose Development/Moose/AI/AI_A2G_Dispatcher.lua
Normal file
4711
Moose Development/Moose/AI/AI_A2G_Dispatcher.lua
Normal file
File diff suppressed because it is too large
Load Diff
152
Moose Development/Moose/AI/AI_A2G_SEAD.lua
Normal file
152
Moose Development/Moose/AI/AI_A2G_SEAD.lua
Normal file
@@ -0,0 +1,152 @@
|
||||
--- **AI** -- Models the process of air to ground SEAD engagement for airplanes and helicopters.
|
||||
--
|
||||
-- This is a class used in the @{AI_A2G_Dispatcher}.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_A2G_SEAD
|
||||
-- @image AI_Air_To_Ground_Engage.JPG
|
||||
|
||||
|
||||
|
||||
--- @type AI_A2G_SEAD
|
||||
-- @extends AI.AI_A2G_Patrol#AI_AIR_PATROL
|
||||
|
||||
|
||||
--- Implements the core functions to SEAD intruders. Use the Engage trigger to intercept intruders.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI_A2G_SEAD is assigned a @{Wrapper.Group} and this must be done before the AI_A2G_SEAD process can be started using the **Start** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
|
||||
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- This cycle will continue.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- When enemies are detected, the AI will automatically engage the enemy.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
|
||||
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ## 1. AI_A2G_SEAD constructor
|
||||
--
|
||||
-- * @{#AI_A2G_SEAD.New}(): Creates a new AI_A2G_SEAD object.
|
||||
--
|
||||
-- ## 3. Set the Range of Engagement
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- An optional range can be set in meters,
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- The range can be beyond or smaller than the range of the Patrol Zone.
|
||||
-- The range is applied at the position of the AI.
|
||||
-- Use the method @{AI.AI_GCI#AI_A2G_SEAD.SetEngageRange}() to define that range.
|
||||
--
|
||||
-- ## 4. Set the Zone of Engagement
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- An optional @{Zone} can be set,
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- Use the method @{AI.AI_Cap#AI_A2G_SEAD.SetEngageZone}() to define that Zone.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_A2G_SEAD
|
||||
AI_A2G_SEAD = {
|
||||
ClassName = "AI_A2G_SEAD",
|
||||
}
|
||||
|
||||
|
||||
|
||||
--- Creates a new AI_A2G_SEAD object
|
||||
-- @param #AI_A2G_SEAD self
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
-- @param DCS#Speed EngageMinSpeed The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
|
||||
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
|
||||
-- @param DCS#AltitudeType EngageAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to "RADIO".
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
|
||||
-- @return #AI_A2G_SEAD
|
||||
function AI_A2G_SEAD:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
|
||||
|
||||
local AI_Air = AI_AIR:New( AIGroup )
|
||||
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) -- #AI_AIR_PATROL
|
||||
local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
|
||||
local self = BASE:Inherit( self, AI_Air_Engage )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Creates a new AI_A2G_SEAD object
|
||||
-- @param #AI_A2G_SEAD self
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
-- @param DCS#Speed EngageMinSpeed The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
|
||||
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
|
||||
-- @return #AI_A2G_SEAD
|
||||
function AI_A2G_SEAD:New( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
|
||||
|
||||
return self:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, PatrolAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
|
||||
end
|
||||
|
||||
|
||||
--- Evaluate the attack and create an AttackUnitTask list.
|
||||
-- @param #AI_A2G_SEAD self
|
||||
-- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack.
|
||||
-- @param Wrappper.Group#GROUP DefenderGroup The group of defenders.
|
||||
-- @param #number EngageAltitude The altitude to engage the targets.
|
||||
-- @return #AI_A2G_SEAD self
|
||||
function AI_A2G_SEAD:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude )
|
||||
|
||||
local AttackUnitTasks = {}
|
||||
|
||||
local AttackSetUnitPerThreatLevel = AttackSetUnit:GetSetPerThreatLevel( 10, 0 )
|
||||
for AttackUnitID, AttackUnit in ipairs( AttackSetUnitPerThreatLevel ) do
|
||||
if AttackUnit then
|
||||
if AttackUnit:IsAlive() and AttackUnit:IsGround() then
|
||||
local HasRadar = AttackUnit:HasSEAD()
|
||||
if HasRadar then
|
||||
self:F( { "SEAD Unit:", AttackUnit:GetName() } )
|
||||
AttackUnitTasks[#AttackUnitTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit, true, false, nil, nil, EngageAltitude )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return AttackUnitTasks
|
||||
end
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- **AI** -- (R2.2) - Models the process of air operations for airplanes.
|
||||
--- **AI** - Models the process of AI air operations.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -6,102 +6,99 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_A2A
|
||||
-- @image AI_Air_To_Air_Dispatching.JPG
|
||||
-- @module AI.AI_Air
|
||||
-- @image MOOSE.JPG
|
||||
|
||||
--BASE:TraceClass("AI_A2A")
|
||||
|
||||
|
||||
--- @type AI_A2A
|
||||
--- @type AI_AIR
|
||||
-- @extends Core.Fsm#FSM_CONTROLLABLE
|
||||
|
||||
--- The AI_A2A class implements the core functions to operate an AI @{Wrapper.Group} A2A tasking.
|
||||
--- The AI_AIR class implements the core functions to operate an AI @{Wrapper.Group}.
|
||||
--
|
||||
--
|
||||
-- ## AI_A2A constructor
|
||||
-- # 1) AI_AIR constructor
|
||||
--
|
||||
-- * @{#AI_A2A.New}(): Creates a new AI_A2A object.
|
||||
-- * @{#AI_AIR.New}(): Creates a new AI_AIR object.
|
||||
--
|
||||
-- ## 2. AI_A2A is a FSM
|
||||
-- # 2) AI_AIR is a Finite State Machine.
|
||||
--
|
||||
-- 
|
||||
-- This section must be read as follows. Each of the rows indicate a state transition, triggered through an event, and with an ending state of the event was executed.
|
||||
-- The first column is the **From** state, the second column the **Event**, and the third column the **To** state.
|
||||
--
|
||||
-- ### 2.1. AI_A2A States
|
||||
-- So, each of the rows have the following structure.
|
||||
--
|
||||
-- * **None** ( Group ): The process is not started yet.
|
||||
-- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone.
|
||||
-- * **Returning** ( Group ): The AI is returning to Base.
|
||||
-- * **Stopped** ( Group ): The process is stopped.
|
||||
-- * **Crashed** ( Group ): The AI has crashed or is dead.
|
||||
-- * **From** => **Event** => **To**
|
||||
--
|
||||
-- ### 2.2. AI_A2A Events
|
||||
-- Important to know is that an event can only be executed if the **current state** is the **From** state.
|
||||
-- This, when an **Event** that is being triggered has a **From** state that is equal to the **Current** state of the state machine, the event will be executed,
|
||||
-- and the resulting state will be the **To** state.
|
||||
--
|
||||
-- * **Start** ( Group ): Start the process.
|
||||
-- * **Stop** ( Group ): Stop the process.
|
||||
-- * **Route** ( Group ): Route the AI to a new random 3D point within the Patrol Zone.
|
||||
-- * **RTB** ( Group ): Route the AI to the home base.
|
||||
-- * **Detect** ( Group ): The AI is detecting targets.
|
||||
-- * **Detected** ( Group ): The AI has detected new targets.
|
||||
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
|
||||
-- These are the different possible state transitions of this state machine implementation:
|
||||
--
|
||||
-- ## 3. Set or Get the AI controllable
|
||||
-- * Idle => Start => Monitoring
|
||||
--
|
||||
-- * @{#AI_A2A.SetControllable}(): Set the AIControllable.
|
||||
-- * @{#AI_A2A.GetControllable}(): Get the AIControllable.
|
||||
-- ## 2.1) AI_AIR States.
|
||||
--
|
||||
-- @field #AI_A2A
|
||||
AI_A2A = {
|
||||
ClassName = "AI_A2A",
|
||||
-- * **Idle**: The process is idle.
|
||||
--
|
||||
-- ## 2.2) AI_AIR Events.
|
||||
--
|
||||
-- * **Start**: Start the transport process.
|
||||
-- * **Stop**: Stop the transport process.
|
||||
-- * **Monitor**: Monitor and take action.
|
||||
--
|
||||
-- @field #AI_AIR
|
||||
AI_AIR = {
|
||||
ClassName = "AI_AIR",
|
||||
}
|
||||
|
||||
--- Creates a new AI_A2A object
|
||||
-- @param #AI_A2A self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The GROUP object to receive the A2A Process.
|
||||
-- @return #AI_A2A
|
||||
function AI_A2A:New( AIGroup )
|
||||
AI_AIR.TaskDelay = 0.5 -- The delay of each task given to the AI.
|
||||
|
||||
--- Creates a new AI_AIR process.
|
||||
-- @param #AI_AIR self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The group object to receive the A2G Process.
|
||||
-- @return #AI_AIR
|
||||
function AI_AIR:New( AIGroup )
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- #AI_A2A
|
||||
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- #AI_AIR
|
||||
|
||||
self:SetControllable( AIGroup )
|
||||
|
||||
self:SetFuelThreshold( .2, 60 )
|
||||
self:SetDamageThreshold( 0.4 )
|
||||
self:SetDisengageRadius( 70000 )
|
||||
|
||||
self:SetStartState( "Stopped" )
|
||||
|
||||
self:AddTransition( "*", "Queue", "Queued" )
|
||||
|
||||
self:AddTransition( "*", "Start", "Started" )
|
||||
|
||||
--- Start Handler OnBefore for AI_A2A
|
||||
-- @function [parent=#AI_A2A] OnBeforeStart
|
||||
-- @param #AI_A2A self
|
||||
--- Start Handler OnBefore for AI_AIR
|
||||
-- @function [parent=#AI_AIR] OnBeforeStart
|
||||
-- @param #AI_AIR self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @return #boolean
|
||||
|
||||
--- Start Handler OnAfter for AI_A2A
|
||||
-- @function [parent=#AI_A2A] OnAfterStart
|
||||
-- @param #AI_A2A self
|
||||
--- Start Handler OnAfter for AI_AIR
|
||||
-- @function [parent=#AI_AIR] OnAfterStart
|
||||
-- @param #AI_AIR self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
|
||||
--- Start Trigger for AI_A2A
|
||||
-- @function [parent=#AI_A2A] Start
|
||||
-- @param #AI_A2A self
|
||||
--- Start Trigger for AI_AIR
|
||||
-- @function [parent=#AI_AIR] Start
|
||||
-- @param #AI_AIR self
|
||||
|
||||
--- Start Asynchronous Trigger for AI_A2A
|
||||
-- @function [parent=#AI_A2A] __Start
|
||||
-- @param #AI_A2A self
|
||||
--- Start Asynchronous Trigger for AI_AIR
|
||||
-- @function [parent=#AI_AIR] __Start
|
||||
-- @param #AI_AIR self
|
||||
-- @param #number Delay
|
||||
|
||||
self:AddTransition( "*", "Stop", "Stopped" )
|
||||
|
||||
--- OnLeave Transition Handler for State Stopped.
|
||||
-- @function [parent=#AI_A2A] OnLeaveStopped
|
||||
-- @param #AI_A2A self
|
||||
-- @function [parent=#AI_AIR] OnLeaveStopped
|
||||
-- @param #AI_AIR self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
@@ -109,16 +106,16 @@ function AI_A2A:New( AIGroup )
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnEnter Transition Handler for State Stopped.
|
||||
-- @function [parent=#AI_A2A] OnEnterStopped
|
||||
-- @param #AI_A2A self
|
||||
-- @function [parent=#AI_AIR] OnEnterStopped
|
||||
-- @param #AI_AIR self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- OnBefore Transition Handler for Event Stop.
|
||||
-- @function [parent=#AI_A2A] OnBeforeStop
|
||||
-- @param #AI_A2A self
|
||||
-- @function [parent=#AI_AIR] OnBeforeStop
|
||||
-- @param #AI_AIR self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
@@ -126,27 +123,27 @@ function AI_A2A:New( AIGroup )
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Stop.
|
||||
-- @function [parent=#AI_A2A] OnAfterStop
|
||||
-- @param #AI_A2A self
|
||||
-- @function [parent=#AI_AIR] OnAfterStop
|
||||
-- @param #AI_AIR self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Stop.
|
||||
-- @function [parent=#AI_A2A] Stop
|
||||
-- @param #AI_A2A self
|
||||
-- @function [parent=#AI_AIR] Stop
|
||||
-- @param #AI_AIR self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Stop.
|
||||
-- @function [parent=#AI_A2A] __Stop
|
||||
-- @param #AI_A2A self
|
||||
-- @function [parent=#AI_AIR] __Stop
|
||||
-- @param #AI_AIR self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
self:AddTransition( "*", "Status", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A.
|
||||
self:AddTransition( "*", "Status", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR.
|
||||
|
||||
--- OnBefore Transition Handler for Event Status.
|
||||
-- @function [parent=#AI_A2A] OnBeforeStatus
|
||||
-- @param #AI_A2A self
|
||||
-- @function [parent=#AI_AIR] OnBeforeStatus
|
||||
-- @param #AI_AIR self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
@@ -154,27 +151,27 @@ function AI_A2A:New( AIGroup )
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Status.
|
||||
-- @function [parent=#AI_A2A] OnAfterStatus
|
||||
-- @param #AI_A2A self
|
||||
-- @function [parent=#AI_AIR] OnAfterStatus
|
||||
-- @param #AI_AIR self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Status.
|
||||
-- @function [parent=#AI_A2A] Status
|
||||
-- @param #AI_A2A self
|
||||
-- @function [parent=#AI_AIR] Status
|
||||
-- @param #AI_AIR self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Status.
|
||||
-- @function [parent=#AI_A2A] __Status
|
||||
-- @param #AI_A2A self
|
||||
-- @function [parent=#AI_AIR] __Status
|
||||
-- @param #AI_AIR self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
self:AddTransition( "*", "RTB", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A.
|
||||
self:AddTransition( "*", "RTB", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR.
|
||||
|
||||
--- OnBefore Transition Handler for Event RTB.
|
||||
-- @function [parent=#AI_A2A] OnBeforeRTB
|
||||
-- @param #AI_A2A self
|
||||
-- @function [parent=#AI_AIR] OnBeforeRTB
|
||||
-- @param #AI_AIR self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
@@ -182,25 +179,25 @@ function AI_A2A:New( AIGroup )
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event RTB.
|
||||
-- @function [parent=#AI_A2A] OnAfterRTB
|
||||
-- @param #AI_A2A self
|
||||
-- @function [parent=#AI_AIR] OnAfterRTB
|
||||
-- @param #AI_AIR self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event RTB.
|
||||
-- @function [parent=#AI_A2A] RTB
|
||||
-- @param #AI_A2A self
|
||||
-- @function [parent=#AI_AIR] RTB
|
||||
-- @param #AI_AIR self
|
||||
|
||||
--- Asynchronous Event Trigger for Event RTB.
|
||||
-- @function [parent=#AI_A2A] __RTB
|
||||
-- @param #AI_A2A self
|
||||
-- @function [parent=#AI_AIR] __RTB
|
||||
-- @param #AI_AIR self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
--- OnLeave Transition Handler for State Returning.
|
||||
-- @function [parent=#AI_A2A] OnLeaveReturning
|
||||
-- @param #AI_A2A self
|
||||
-- @function [parent=#AI_AIR] OnLeaveReturning
|
||||
-- @param #AI_AIR self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
@@ -208,8 +205,8 @@ function AI_A2A:New( AIGroup )
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnEnter Transition Handler for State Returning.
|
||||
-- @function [parent=#AI_A2A] OnEnterReturning
|
||||
-- @param #AI_A2A self
|
||||
-- @function [parent=#AI_AIR] OnEnterReturning
|
||||
-- @param #AI_AIR self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
@@ -217,30 +214,30 @@ function AI_A2A:New( AIGroup )
|
||||
|
||||
self:AddTransition( "Patrolling", "Refuel", "Refuelling" )
|
||||
|
||||
--- Refuel Handler OnBefore for AI_A2A
|
||||
-- @function [parent=#AI_A2A] OnBeforeRefuel
|
||||
-- @param #AI_A2A self
|
||||
--- Refuel Handler OnBefore for AI_AIR
|
||||
-- @function [parent=#AI_AIR] OnBeforeRefuel
|
||||
-- @param #AI_AIR self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @return #boolean
|
||||
|
||||
--- Refuel Handler OnAfter for AI_A2A
|
||||
-- @function [parent=#AI_A2A] OnAfterRefuel
|
||||
-- @param #AI_A2A self
|
||||
--- Refuel Handler OnAfter for AI_AIR
|
||||
-- @function [parent=#AI_AIR] OnAfterRefuel
|
||||
-- @param #AI_AIR self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
|
||||
--- Refuel Trigger for AI_A2A
|
||||
-- @function [parent=#AI_A2A] Refuel
|
||||
-- @param #AI_A2A self
|
||||
--- Refuel Trigger for AI_AIR
|
||||
-- @function [parent=#AI_AIR] Refuel
|
||||
-- @param #AI_AIR self
|
||||
|
||||
--- Refuel Asynchronous Trigger for AI_A2A
|
||||
-- @function [parent=#AI_A2A] __Refuel
|
||||
-- @param #AI_A2A self
|
||||
--- Refuel Asynchronous Trigger for AI_AIR
|
||||
-- @function [parent=#AI_AIR] __Refuel
|
||||
-- @param #AI_AIR self
|
||||
-- @param #number Delay
|
||||
|
||||
self:AddTransition( "*", "Takeoff", "Airborne" )
|
||||
@@ -266,15 +263,17 @@ function GROUP:OnEventTakeoff( EventData, Fsm )
|
||||
self:UnHandleEvent( EVENTS.Takeoff )
|
||||
end
|
||||
|
||||
function AI_A2A:SetDispatcher( Dispatcher )
|
||||
|
||||
|
||||
function AI_AIR:SetDispatcher( Dispatcher )
|
||||
self.Dispatcher = Dispatcher
|
||||
end
|
||||
|
||||
function AI_A2A:GetDispatcher()
|
||||
function AI_AIR:GetDispatcher()
|
||||
return self.Dispatcher
|
||||
end
|
||||
|
||||
function AI_A2A:SetTargetDistance( Coordinate )
|
||||
function AI_AIR:SetTargetDistance( Coordinate )
|
||||
|
||||
local CurrentCoord = self.Controllable:GetCoordinate()
|
||||
self.TargetDistance = CurrentCoord:Get2DDistance( Coordinate )
|
||||
@@ -283,7 +282,7 @@ function AI_A2A:SetTargetDistance( Coordinate )
|
||||
end
|
||||
|
||||
|
||||
function AI_A2A:ClearTargetDistance()
|
||||
function AI_AIR:ClearTargetDistance()
|
||||
|
||||
self.TargetDistance = nil
|
||||
self.ClosestTargetDistance = nil
|
||||
@@ -291,11 +290,11 @@ end
|
||||
|
||||
|
||||
--- Sets (modifies) the minimum and maximum speed of the patrol.
|
||||
-- @param #AI_A2A self
|
||||
-- @param #AI_AIR self
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
|
||||
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h.
|
||||
-- @return #AI_A2A self
|
||||
function AI_A2A:SetSpeed( PatrolMinSpeed, PatrolMaxSpeed )
|
||||
-- @return #AI_AIR self
|
||||
function AI_AIR:SetSpeed( PatrolMinSpeed, PatrolMaxSpeed )
|
||||
self:F2( { PatrolMinSpeed, PatrolMaxSpeed } )
|
||||
|
||||
self.PatrolMinSpeed = PatrolMinSpeed
|
||||
@@ -303,12 +302,25 @@ function AI_A2A:SetSpeed( PatrolMinSpeed, PatrolMaxSpeed )
|
||||
end
|
||||
|
||||
|
||||
--- Sets (modifies) the minimum and maximum RTB speed of the patrol.
|
||||
-- @param #AI_AIR self
|
||||
-- @param DCS#Speed RTBMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
|
||||
-- @param DCS#Speed RTBMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h.
|
||||
-- @return #AI_AIR self
|
||||
function AI_AIR:SetRTBSpeed( RTBMinSpeed, RTBMaxSpeed )
|
||||
self:F( { RTBMinSpeed, RTBMaxSpeed } )
|
||||
|
||||
self.RTBMinSpeed = RTBMinSpeed
|
||||
self.RTBMaxSpeed = RTBMaxSpeed
|
||||
end
|
||||
|
||||
|
||||
--- Sets the floor and ceiling altitude of the patrol.
|
||||
-- @param #AI_A2A self
|
||||
-- @param #AI_AIR self
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @return #AI_A2A self
|
||||
function AI_A2A:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude )
|
||||
-- @return #AI_AIR self
|
||||
function AI_AIR:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude )
|
||||
self:F2( { PatrolFloorAltitude, PatrolCeilingAltitude } )
|
||||
|
||||
self.PatrolFloorAltitude = PatrolFloorAltitude
|
||||
@@ -317,20 +329,20 @@ end
|
||||
|
||||
|
||||
--- Sets the home airbase.
|
||||
-- @param #AI_A2A self
|
||||
-- @param #AI_AIR self
|
||||
-- @param Wrapper.Airbase#AIRBASE HomeAirbase
|
||||
-- @return #AI_A2A self
|
||||
function AI_A2A:SetHomeAirbase( HomeAirbase )
|
||||
-- @return #AI_AIR self
|
||||
function AI_AIR:SetHomeAirbase( HomeAirbase )
|
||||
self:F2( { HomeAirbase } )
|
||||
|
||||
self.HomeAirbase = HomeAirbase
|
||||
end
|
||||
|
||||
--- Sets to refuel at the given tanker.
|
||||
-- @param #AI_A2A self
|
||||
-- @param #AI_AIR self
|
||||
-- @param Wrapper.Group#GROUP TankerName The group name of the tanker as defined within the Mission Editor or spawned.
|
||||
-- @return #AI_A2A self
|
||||
function AI_A2A:SetTanker( TankerName )
|
||||
-- @return #AI_AIR self
|
||||
function AI_AIR:SetTanker( TankerName )
|
||||
self:F2( { TankerName } )
|
||||
|
||||
self.TankerName = TankerName
|
||||
@@ -338,19 +350,19 @@ end
|
||||
|
||||
|
||||
--- Sets the disengage range, that when engaging a target beyond the specified range, the engagement will be cancelled and the plane will RTB.
|
||||
-- @param #AI_A2A self
|
||||
-- @param #AI_AIR self
|
||||
-- @param #number DisengageRadius The disengage range.
|
||||
-- @return #AI_A2A self
|
||||
function AI_A2A:SetDisengageRadius( DisengageRadius )
|
||||
-- @return #AI_AIR self
|
||||
function AI_AIR:SetDisengageRadius( DisengageRadius )
|
||||
self:F2( { DisengageRadius } )
|
||||
|
||||
self.DisengageRadius = DisengageRadius
|
||||
end
|
||||
|
||||
--- Set the status checking off.
|
||||
-- @param #AI_A2A self
|
||||
-- @return #AI_A2A self
|
||||
function AI_A2A:SetStatusOff()
|
||||
-- @param #AI_AIR self
|
||||
-- @return #AI_AIR self
|
||||
function AI_AIR:SetStatusOff()
|
||||
self:F2()
|
||||
|
||||
self.CheckStatus = false
|
||||
@@ -359,16 +371,16 @@ end
|
||||
|
||||
--- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
|
||||
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
|
||||
-- When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_A2A.
|
||||
-- When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_AIR.
|
||||
-- Once the time is finished, the old AI will return to the base.
|
||||
-- @param #AI_A2A self
|
||||
-- @param #number PatrolFuelThresholdPercentage The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
|
||||
-- @param #number PatrolOutOfFuelOrbitTime The amount of seconds the out of fuel AIControllable will orbit before returning to the base.
|
||||
-- @return #AI_A2A self
|
||||
function AI_A2A:SetFuelThreshold( PatrolFuelThresholdPercentage, PatrolOutOfFuelOrbitTime )
|
||||
-- @param #AI_AIR self
|
||||
-- @param #number FuelThresholdPercentage The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
|
||||
-- @param #number OutOfFuelOrbitTime The amount of seconds the out of fuel AIControllable will orbit before returning to the base.
|
||||
-- @return #AI_AIR self
|
||||
function AI_AIR:SetFuelThreshold( FuelThresholdPercentage, OutOfFuelOrbitTime )
|
||||
|
||||
self.PatrolFuelThresholdPercentage = PatrolFuelThresholdPercentage
|
||||
self.PatrolOutOfFuelOrbitTime = PatrolOutOfFuelOrbitTime
|
||||
self.FuelThresholdPercentage = FuelThresholdPercentage
|
||||
self.OutOfFuelOrbitTime = OutOfFuelOrbitTime
|
||||
|
||||
self.Controllable:OptionRTBBingoFuel( false )
|
||||
|
||||
@@ -381,10 +393,10 @@ end
|
||||
-- the AI will return immediately to the home base (RTB).
|
||||
-- Note that for groups, the average damage of the complete group will be calculated.
|
||||
-- So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold will be 0.25.
|
||||
-- @param #AI_A2A self
|
||||
-- @param #AI_AIR self
|
||||
-- @param #number PatrolDamageThreshold The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.
|
||||
-- @return #AI_A2A self
|
||||
function AI_A2A:SetDamageThreshold( PatrolDamageThreshold )
|
||||
-- @return #AI_AIR self
|
||||
function AI_AIR:SetDamageThreshold( PatrolDamageThreshold )
|
||||
|
||||
self.PatrolManageDamage = true
|
||||
self.PatrolDamageThreshold = PatrolDamageThreshold
|
||||
@@ -392,14 +404,16 @@ function AI_A2A:SetDamageThreshold( PatrolDamageThreshold )
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
|
||||
-- @param #AI_A2A self
|
||||
-- @return #AI_A2A self
|
||||
-- @param #AI_AIR self
|
||||
-- @return #AI_AIR self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_A2A:onafterStart( Controllable, From, Event, To )
|
||||
function AI_AIR:onafterStart( Controllable, From, Event, To )
|
||||
|
||||
self:__Status( 10 ) -- Check status status every 30 seconds.
|
||||
|
||||
@@ -411,16 +425,27 @@ function AI_A2A:onafterStart( Controllable, From, Event, To )
|
||||
Controllable:OptionROTVertical()
|
||||
end
|
||||
|
||||
--- Coordinates the approriate returning action.
|
||||
-- @param #AI_AIR self
|
||||
-- @return #AI_AIR self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_AIR:onafterReturn( Controllable, From, Event, To )
|
||||
|
||||
self:__RTB( self.TaskDelay )
|
||||
|
||||
--- @param #AI_A2A self
|
||||
function AI_A2A:onbeforeStatus()
|
||||
end
|
||||
|
||||
--- @param #AI_AIR self
|
||||
function AI_AIR:onbeforeStatus()
|
||||
|
||||
return self.CheckStatus
|
||||
end
|
||||
|
||||
--- @param #AI_A2A self
|
||||
function AI_A2A:onafterStatus()
|
||||
--- @param #AI_AIR self
|
||||
function AI_AIR:onafterStatus()
|
||||
|
||||
if self.Controllable and self.Controllable:IsAlive() then
|
||||
|
||||
@@ -430,10 +455,9 @@ function AI_A2A:onafterStatus()
|
||||
|
||||
if not self:Is( "Holding" ) and not self:Is( "Returning" ) then
|
||||
local DistanceFromHomeBase = self.HomeAirbase:GetCoordinate():Get2DDistance( self.Controllable:GetCoordinate() )
|
||||
self:F({DistanceFromHomeBase=DistanceFromHomeBase})
|
||||
|
||||
if DistanceFromHomeBase > self.DisengageRadius then
|
||||
self:E( self.Controllable:GetName() .. " is too far from home base, RTB!" )
|
||||
self:I( self.Controllable:GetName() .. " is too far from home base, RTB!" )
|
||||
self:Hold( 300 )
|
||||
RTB = false
|
||||
end
|
||||
@@ -448,19 +472,23 @@ function AI_A2A:onafterStatus()
|
||||
-- end
|
||||
|
||||
|
||||
if not self:Is( "Fuel" ) and not self:Is( "Home" ) then
|
||||
if not self:Is( "Fuel" ) and not self:Is( "Home" ) and not self:is( "Refuelling" )then
|
||||
|
||||
local Fuel = self.Controllable:GetFuelMin()
|
||||
self:F({Fuel=Fuel, PatrolFuelThresholdPercentage=self.PatrolFuelThresholdPercentage})
|
||||
if Fuel < self.PatrolFuelThresholdPercentage then
|
||||
|
||||
-- If the fuel in the controllable is below the treshold percentage,
|
||||
-- then send for refuel in case of a tanker, otherwise RTB.
|
||||
if Fuel < self.FuelThresholdPercentage then
|
||||
|
||||
if self.TankerName then
|
||||
self:E( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... Refuelling at Tanker!" )
|
||||
self:I( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... Refuelling at Tanker!" )
|
||||
self:Refuel()
|
||||
else
|
||||
self:E( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... RTB!" )
|
||||
self:I( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... RTB!" )
|
||||
local OldAIControllable = self.Controllable
|
||||
|
||||
local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
|
||||
local TimedOrbitTask = OldAIControllable:TaskControlled( OrbitTask, OldAIControllable:TaskCondition(nil,nil,nil,nil,self.PatrolOutOfFuelOrbitTime,nil ) )
|
||||
local TimedOrbitTask = OldAIControllable:TaskControlled( OrbitTask, OldAIControllable:TaskCondition(nil,nil,nil,nil,self.OutOfFuelOrbitTime,nil ) )
|
||||
OldAIControllable:SetTask( TimedOrbitTask, 10 )
|
||||
|
||||
self:Fuel()
|
||||
@@ -470,12 +498,19 @@ function AI_A2A:onafterStatus()
|
||||
end
|
||||
end
|
||||
|
||||
if self:Is( "Fuel" ) and not self:Is( "Home" ) and not self:is( "Refuelling" ) then
|
||||
RTB = true
|
||||
end
|
||||
|
||||
-- TODO: Check GROUP damage function.
|
||||
local Damage = self.Controllable:GetLife()
|
||||
local InitialLife = self.Controllable:GetLife0()
|
||||
self:F( { Damage = Damage, InitialLife = InitialLife, DamageThreshold = self.PatrolDamageThreshold } )
|
||||
|
||||
-- If the group is damaged, then RTB.
|
||||
-- Note that a group can consist of more units, so if one unit is damaged of a group, the mission may continue.
|
||||
-- The damaged unit will RTB due to DCS logic, and the others will continue to engage.
|
||||
if ( Damage / InitialLife ) < self.PatrolDamageThreshold then
|
||||
self:E( self.Controllable:GetName() .. " is damaged: " .. Damage .. " ... RTB!" )
|
||||
self:I( self.Controllable:GetName() .. " is damaged: " .. Damage .. " ... RTB!" )
|
||||
self:Damaged()
|
||||
RTB = true
|
||||
self:SetStatusOff()
|
||||
@@ -489,11 +524,12 @@ function AI_A2A:onafterStatus()
|
||||
not self:Is( "Fuel" ) and
|
||||
not self:Is( "Damaged" ) and
|
||||
not self:Is( "Home" ) then
|
||||
if self.IdleCount >= 2 then
|
||||
if self.IdleCount >= 10 then
|
||||
if Damage ~= InitialLife then
|
||||
self:Damaged()
|
||||
else
|
||||
self:E( self.Controllable:GetName() .. " control lost! " )
|
||||
self:I( self.Controllable:GetName() .. " control lost! " )
|
||||
|
||||
self:LostControl()
|
||||
end
|
||||
else
|
||||
@@ -505,7 +541,7 @@ function AI_A2A:onafterStatus()
|
||||
end
|
||||
|
||||
if RTB == true then
|
||||
self:__RTB( 0.5 )
|
||||
self:__RTB( self.TaskDelay )
|
||||
end
|
||||
|
||||
if not self:Is("Home") then
|
||||
@@ -517,22 +553,22 @@ end
|
||||
|
||||
|
||||
--- @param Wrapper.Group#GROUP AIGroup
|
||||
function AI_A2A.RTBRoute( AIGroup, Fsm )
|
||||
function AI_AIR.RTBRoute( AIGroup, Fsm )
|
||||
|
||||
AIGroup:F( { "AI_A2A.RTBRoute:", AIGroup:GetName() } )
|
||||
AIGroup:F( { "AI_AIR.RTBRoute:", AIGroup:GetName() } )
|
||||
|
||||
if AIGroup:IsAlive() then
|
||||
Fsm:__RTB( 0.5 )
|
||||
Fsm:RTB()
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- @param Wrapper.Group#GROUP AIGroup
|
||||
function AI_A2A.RTBHold( AIGroup, Fsm )
|
||||
function AI_AIR.RTBHold( AIGroup, Fsm )
|
||||
|
||||
AIGroup:F( { "AI_A2A.RTBHold:", AIGroup:GetName() } )
|
||||
AIGroup:F( { "AI_AIR.RTBHold:", AIGroup:GetName() } )
|
||||
if AIGroup:IsAlive() then
|
||||
Fsm:__RTB( 0.5 )
|
||||
Fsm:__RTB( Fsm.TaskDelay )
|
||||
Fsm:Return()
|
||||
local Task = AIGroup:TaskOrbitCircle( 4000, 400 )
|
||||
AIGroup:SetTask( Task )
|
||||
@@ -541,74 +577,97 @@ function AI_A2A.RTBHold( AIGroup, Fsm )
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_A2A self
|
||||
--- @param #AI_AIR self
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
function AI_A2A:onafterRTB( AIGroup, From, Event, To )
|
||||
function AI_AIR:onafterRTB( AIGroup, From, Event, To )
|
||||
self:F( { AIGroup, From, Event, To } )
|
||||
|
||||
|
||||
if AIGroup and AIGroup:IsAlive() then
|
||||
|
||||
self:E( "Group " .. AIGroup:GetName() .. " ... RTB! ( " .. self:GetState() .. " )" )
|
||||
self:I( "Group " .. AIGroup:GetName() .. " ... RTB! ( " .. self:GetState() .. " )" )
|
||||
|
||||
self:ClearTargetDistance()
|
||||
AIGroup:ClearTasks()
|
||||
--AIGroup:ClearTasks()
|
||||
|
||||
local EngageRoute = {}
|
||||
|
||||
--- Calculate the target route point.
|
||||
|
||||
local CurrentCoord = AIGroup:GetCoordinate()
|
||||
local ToTargetCoord = self.HomeAirbase:GetCoordinate()
|
||||
local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
|
||||
local ToAirbaseAngle = CurrentCoord:GetAngleDegrees( CurrentCoord:GetDirectionVec3( ToTargetCoord ) )
|
||||
local FromCoord = AIGroup:GetCoordinate()
|
||||
local ToTargetCoord = self.HomeAirbase:GetCoordinate() -- coordinate is on land height(!)
|
||||
local ToTargetVec3 = ToTargetCoord:GetVec3()
|
||||
ToTargetVec3.y = ToTargetCoord:GetLandHeight()+1000 -- let's set this 1000m/3000 feet above ground
|
||||
local ToTargetCoord2 = COORDINATE:NewFromVec3( ToTargetVec3 )
|
||||
|
||||
local Distance = CurrentCoord:Get2DDistance( ToTargetCoord )
|
||||
if not self.RTBMinSpeed or not self.RTBMaxSpeed then
|
||||
local RTBSpeedMax = AIGroup:GetSpeedMax()
|
||||
self:SetRTBSpeed( RTBSpeedMax * 0.5, RTBSpeedMax * 0.6 )
|
||||
end
|
||||
|
||||
local RTBSpeed = math.random( self.RTBMinSpeed, self.RTBMaxSpeed )
|
||||
--local ToAirbaseAngle = FromCoord:GetAngleDegrees( FromCoord:GetDirectionVec3( ToTargetCoord2 ) )
|
||||
|
||||
local Distance = FromCoord:Get2DDistance( ToTargetCoord2 )
|
||||
|
||||
--local ToAirbaseCoord = FromCoord:Translate( 5000, ToAirbaseAngle )
|
||||
local ToAirbaseCoord = ToTargetCoord2
|
||||
|
||||
local ToAirbaseCoord = CurrentCoord:Translate( 5000, ToAirbaseAngle )
|
||||
if Distance < 5000 then
|
||||
self:E( "RTB and near the airbase!" )
|
||||
self:I( "RTB and near the airbase!" )
|
||||
self:Home()
|
||||
return
|
||||
end
|
||||
|
||||
if not AIGroup:InAir() == true then
|
||||
self:I( "Not anymore in the air, considered Home." )
|
||||
self:Home()
|
||||
return
|
||||
end
|
||||
|
||||
|
||||
--- Create a route point of type air.
|
||||
local FromRTBRoutePoint = FromCoord:WaypointAir(
|
||||
self.PatrolAltType,
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
RTBSpeed,
|
||||
true
|
||||
)
|
||||
|
||||
--- Create a route point of type air.
|
||||
local ToRTBRoutePoint = ToAirbaseCoord:WaypointAir(
|
||||
self.PatrolAltType,
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
ToTargetSpeed,
|
||||
RTBSpeed,
|
||||
true
|
||||
)
|
||||
|
||||
self:F( { Angle = ToAirbaseAngle, ToTargetSpeed = ToTargetSpeed } )
|
||||
self:T2( { self.MinSpeed, self.MaxSpeed, ToTargetSpeed } )
|
||||
EngageRoute[#EngageRoute+1] = FromRTBRoutePoint
|
||||
EngageRoute[#EngageRoute+1] = ToRTBRoutePoint
|
||||
|
||||
EngageRoute[#EngageRoute+1] = ToRTBRoutePoint
|
||||
EngageRoute[#EngageRoute+1] = ToRTBRoutePoint
|
||||
local Tasks = {}
|
||||
Tasks[#Tasks+1] = AIGroup:TaskFunction( "AI_AIR.RTBRoute", self )
|
||||
|
||||
EngageRoute[#EngageRoute].task = AIGroup:TaskCombo( Tasks )
|
||||
|
||||
AIGroup:OptionROEHoldFire()
|
||||
AIGroup:OptionROTEvadeFire()
|
||||
|
||||
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
|
||||
AIGroup:WayPointInitialize( EngageRoute )
|
||||
|
||||
local Tasks = {}
|
||||
Tasks[#Tasks+1] = AIGroup:TaskFunction( "AI_A2A.RTBRoute", self )
|
||||
EngageRoute[#EngageRoute].task = AIGroup:TaskCombo( Tasks )
|
||||
|
||||
--- NOW ROUTE THE GROUP!
|
||||
AIGroup:Route( EngageRoute, 0.5 )
|
||||
AIGroup:Route( EngageRoute, self.TaskDelay )
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- @param #AI_A2A self
|
||||
--- @param #AI_AIR self
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
function AI_A2A:onafterHome( AIGroup, From, Event, To )
|
||||
function AI_AIR:onafterHome( AIGroup, From, Event, To )
|
||||
self:F( { AIGroup, From, Event, To } )
|
||||
|
||||
self:E( "Group " .. self.Controllable:GetName() .. " ... Home! ( " .. self:GetState() .. " )" )
|
||||
self:I( "Group " .. self.Controllable:GetName() .. " ... Home! ( " .. self:GetState() .. " )" )
|
||||
|
||||
if AIGroup and AIGroup:IsAlive() then
|
||||
end
|
||||
@@ -617,22 +676,22 @@ end
|
||||
|
||||
|
||||
|
||||
--- @param #AI_A2A self
|
||||
--- @param #AI_AIR self
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
function AI_A2A:onafterHold( AIGroup, From, Event, To, HoldTime )
|
||||
function AI_AIR:onafterHold( AIGroup, From, Event, To, HoldTime )
|
||||
self:F( { AIGroup, From, Event, To } )
|
||||
|
||||
self:E( "Group " .. self.Controllable:GetName() .. " ... Holding! ( " .. self:GetState() .. " )" )
|
||||
self:I( "Group " .. self.Controllable:GetName() .. " ... Holding! ( " .. self:GetState() .. " )" )
|
||||
|
||||
if AIGroup and AIGroup:IsAlive() then
|
||||
local OrbitTask = AIGroup:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
|
||||
local TimedOrbitTask = AIGroup:TaskControlled( OrbitTask, AIGroup:TaskCondition( nil, nil, nil, nil, HoldTime , nil ) )
|
||||
|
||||
local RTBTask = AIGroup:TaskFunction( "AI_A2A.RTBHold", self )
|
||||
local RTBTask = AIGroup:TaskFunction( "AI_AIR.RTBHold", self )
|
||||
|
||||
local OrbitHoldTask = AIGroup:TaskOrbitCircle( 4000, self.PatrolMinSpeed )
|
||||
|
||||
--AIGroup:SetState( AIGroup, "AI_A2A", self )
|
||||
--AIGroup:SetState( AIGroup, "AI_AIR", self )
|
||||
|
||||
AIGroup:SetTask( AIGroup:TaskCombo( { TimedOrbitTask, RTBTask, OrbitHoldTask } ), 1 )
|
||||
end
|
||||
@@ -640,98 +699,112 @@ function AI_A2A:onafterHold( AIGroup, From, Event, To, HoldTime )
|
||||
end
|
||||
|
||||
--- @param Wrapper.Group#GROUP AIGroup
|
||||
function AI_A2A.Resume( AIGroup, Fsm )
|
||||
function AI_AIR.Resume( AIGroup, Fsm )
|
||||
|
||||
AIGroup:I( { "AI_A2A.Resume:", AIGroup:GetName() } )
|
||||
AIGroup:I( { "AI_AIR.Resume:", AIGroup:GetName() } )
|
||||
if AIGroup:IsAlive() then
|
||||
Fsm:__RTB( 0.5 )
|
||||
Fsm:__RTB( Fsm.TaskDelay )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- @param #AI_A2A self
|
||||
--- @param #AI_AIR self
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
function AI_A2A:onafterRefuel( AIGroup, From, Event, To )
|
||||
function AI_AIR:onafterRefuel( AIGroup, From, Event, To )
|
||||
self:F( { AIGroup, From, Event, To } )
|
||||
|
||||
self:E( "Group " .. self.Controllable:GetName() .. " ... Refuelling! ( " .. self:GetState() .. " )" )
|
||||
|
||||
if AIGroup and AIGroup:IsAlive() then
|
||||
|
||||
-- Get tanker group.
|
||||
local Tanker = GROUP:FindByName( self.TankerName )
|
||||
if Tanker:IsAlive() and Tanker:IsAirPlane() then
|
||||
|
||||
if Tanker and Tanker:IsAlive() and Tanker:IsAirPlane() then
|
||||
|
||||
self:I( "Group " .. self.Controllable:GetName() .. " ... Refuelling! State=" .. self:GetState() .. ", Refuelling tanker " .. self.TankerName )
|
||||
|
||||
local RefuelRoute = {}
|
||||
|
||||
--- Calculate the target route point.
|
||||
|
||||
local CurrentCoord = AIGroup:GetCoordinate()
|
||||
local FromRefuelCoord = AIGroup:GetCoordinate()
|
||||
local ToRefuelCoord = Tanker:GetCoordinate()
|
||||
local ToRefuelSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
|
||||
|
||||
--- Create a route point of type air.
|
||||
local ToRefuelRoutePoint = ToRefuelCoord:WaypointAir(
|
||||
self.PatrolAltType,
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
ToRefuelSpeed,
|
||||
true
|
||||
)
|
||||
local FromRefuelRoutePoint = FromRefuelCoord:WaypointAir(self.PatrolAltType, POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, ToRefuelSpeed, true)
|
||||
|
||||
--- Create a route point of type air. NOT used!
|
||||
local ToRefuelRoutePoint = Tanker:GetCoordinate():WaypointAir(self.PatrolAltType, POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, ToRefuelSpeed, true)
|
||||
|
||||
self:F( { ToRefuelSpeed = ToRefuelSpeed } )
|
||||
|
||||
RefuelRoute[#RefuelRoute+1] = ToRefuelRoutePoint
|
||||
RefuelRoute[#RefuelRoute+1] = FromRefuelRoutePoint
|
||||
RefuelRoute[#RefuelRoute+1] = ToRefuelRoutePoint
|
||||
|
||||
AIGroup:OptionROEHoldFire()
|
||||
AIGroup:OptionROTEvadeFire()
|
||||
|
||||
-- Get Class name for .Resume function
|
||||
local classname=self:GetClassName()
|
||||
|
||||
-- AI_A2A_CAP can call this function but does not have a .Resume function. Try to fix.
|
||||
if classname=="AI_A2A_CAP" then
|
||||
classname="AI_AIR_PATROL"
|
||||
end
|
||||
|
||||
env.info("FF refueling classname="..classname)
|
||||
|
||||
local Tasks = {}
|
||||
Tasks[#Tasks+1] = AIGroup:TaskRefueling()
|
||||
Tasks[#Tasks+1] = AIGroup:TaskFunction( self:GetClassName() .. ".Resume", self )
|
||||
Tasks[#Tasks+1] = AIGroup:TaskFunction( classname .. ".Resume", self )
|
||||
RefuelRoute[#RefuelRoute].task = AIGroup:TaskCombo( Tasks )
|
||||
|
||||
AIGroup:Route( RefuelRoute, 0.5 )
|
||||
AIGroup:Route( RefuelRoute, self.TaskDelay )
|
||||
|
||||
else
|
||||
|
||||
-- No tanker defined ==> RTB!
|
||||
self:RTB()
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- @param #AI_A2A self
|
||||
function AI_A2A:onafterDead()
|
||||
--- @param #AI_AIR self
|
||||
function AI_AIR:onafterDead()
|
||||
self:SetStatusOff()
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_A2A self
|
||||
--- @param #AI_AIR self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_A2A:OnCrash( EventData )
|
||||
function AI_AIR:OnCrash( EventData )
|
||||
|
||||
if self.Controllable:IsAlive() and EventData.IniDCSGroupName == self.Controllable:GetName() then
|
||||
self:E( self.Controllable:GetUnits() )
|
||||
if #self.Controllable:GetUnits() == 1 then
|
||||
self:__Crash( 1, EventData )
|
||||
self:__Crash( self.TaskDelay, EventData )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #AI_A2A self
|
||||
--- @param #AI_AIR self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_A2A:OnEjection( EventData )
|
||||
function AI_AIR:OnEjection( EventData )
|
||||
|
||||
if self.Controllable:IsAlive() and EventData.IniDCSGroupName == self.Controllable:GetName() then
|
||||
self:__Eject( 1, EventData )
|
||||
self:__Eject( self.TaskDelay, EventData )
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #AI_A2A self
|
||||
--- @param #AI_AIR self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_A2A:OnPilotDead( EventData )
|
||||
function AI_AIR:OnPilotDead( EventData )
|
||||
|
||||
if self.Controllable:IsAlive() and EventData.IniDCSGroupName == self.Controllable:GetName() then
|
||||
self:__PilotDead( 1, EventData )
|
||||
self:__PilotDead( self.TaskDelay, EventData )
|
||||
end
|
||||
end
|
||||
3248
Moose Development/Moose/AI/AI_Air_Dispatcher.lua
Normal file
3248
Moose Development/Moose/AI/AI_Air_Dispatcher.lua
Normal file
File diff suppressed because it is too large
Load Diff
599
Moose Development/Moose/AI/AI_Air_Engage.lua
Normal file
599
Moose Development/Moose/AI/AI_Air_Engage.lua
Normal file
@@ -0,0 +1,599 @@
|
||||
--- **AI** -- Models the process of air to ground engagement for airplanes and helicopters.
|
||||
--
|
||||
-- This is a class used in the @{AI_A2G_Dispatcher}.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_Air_Engage
|
||||
-- @image AI_Air_To_Ground_Engage.JPG
|
||||
|
||||
|
||||
|
||||
--- @type AI_AIR_ENGAGE
|
||||
-- @extends AI.AI_AIR#AI_AIR
|
||||
|
||||
|
||||
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI_AIR_ENGAGE is assigned a @{Wrapper.Group} and this must be done before the AI_AIR_ENGAGE process can be started using the **Start** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
|
||||
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- This cycle will continue.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- When enemies are detected, the AI will automatically engage the enemy.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
|
||||
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ## 1. AI_AIR_ENGAGE constructor
|
||||
--
|
||||
-- * @{#AI_AIR_ENGAGE.New}(): Creates a new AI_AIR_ENGAGE object.
|
||||
--
|
||||
-- ## 3. Set the Range of Engagement
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- An optional range can be set in meters,
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- The range can be beyond or smaller than the range of the Patrol Zone.
|
||||
-- The range is applied at the position of the AI.
|
||||
-- Use the method @{AI.AI_GCI#AI_AIR_ENGAGE.SetEngageRange}() to define that range.
|
||||
--
|
||||
-- ## 4. Set the Zone of Engagement
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- An optional @{Zone} can be set,
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- Use the method @{AI.AI_Cap#AI_AIR_ENGAGE.SetEngageZone}() to define that Zone.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_AIR_ENGAGE
|
||||
AI_AIR_ENGAGE = {
|
||||
ClassName = "AI_AIR_ENGAGE",
|
||||
}
|
||||
|
||||
|
||||
|
||||
--- Creates a new AI_AIR_ENGAGE object
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param AI.AI_Air#AI_AIR AI_Air The AI_AIR FSM.
|
||||
-- @param Wrapper.Group#GROUP AIGroup The AI group.
|
||||
-- @param DCS#Speed EngageMinSpeed (optional, default = 50% of max speed) The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Speed EngageMaxSpeed (optional, default = 75% of max speed) The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Altitude EngageFloorAltitude (optional, default = 1000m ) The lowest altitude in meters where to execute the engagement.
|
||||
-- @param DCS#Altitude EngageCeilingAltitude (optional, default = 1500m ) The highest altitude in meters where to execute the engagement.
|
||||
-- @param DCS#AltitudeType EngageAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to "RADIO".
|
||||
-- @return #AI_AIR_ENGAGE
|
||||
function AI_AIR_ENGAGE:New( AI_Air, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, AI_Air ) -- #AI_AIR_ENGAGE
|
||||
|
||||
self.Accomplished = false
|
||||
self.Engaging = false
|
||||
|
||||
local SpeedMax = AIGroup:GetSpeedMax()
|
||||
|
||||
self.EngageMinSpeed = EngageMinSpeed or SpeedMax * 0.5
|
||||
self.EngageMaxSpeed = EngageMaxSpeed or SpeedMax * 0.75
|
||||
self.EngageFloorAltitude = EngageFloorAltitude or 1000
|
||||
self.EngageCeilingAltitude = EngageCeilingAltitude or 1500
|
||||
self.EngageAltType = EngageAltType or "RADIO"
|
||||
|
||||
self:AddTransition( { "Started", "Engaging", "Returning", "Airborne", "Patrolling" }, "EngageRoute", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR_ENGAGE.
|
||||
|
||||
--- OnBefore Transition Handler for Event EngageRoute.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] OnBeforeEngageRoute
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event EngageRoute.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] OnAfterEngageRoute
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event EngageRoute.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] EngageRoute
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
|
||||
--- Asynchronous Event Trigger for Event EngageRoute.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] __EngageRoute
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
--- OnLeave Transition Handler for State Engaging.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] OnLeaveEngaging
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnEnter Transition Handler for State Engaging.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] OnEnterEngaging
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
self:AddTransition( { "Started", "Engaging", "Returning", "Airborne", "Patrolling" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR_ENGAGE.
|
||||
|
||||
--- OnBefore Transition Handler for Event Engage.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] OnBeforeEngage
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Engage.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] OnAfterEngage
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Engage.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] Engage
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Engage.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] __Engage
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
--- OnLeave Transition Handler for State Engaging.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] OnLeaveEngaging
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnEnter Transition Handler for State Engaging.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] OnEnterEngaging
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
self:AddTransition( "Engaging", "Fired", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR_ENGAGE.
|
||||
|
||||
--- OnBefore Transition Handler for Event Fired.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] OnBeforeFired
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Fired.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] OnAfterFired
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Fired.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] Fired
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Fired.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] __Fired
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
self:AddTransition( "*", "Destroy", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR_ENGAGE.
|
||||
|
||||
--- OnBefore Transition Handler for Event Destroy.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] OnBeforeDestroy
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Destroy.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] OnAfterDestroy
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Destroy.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] Destroy
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Destroy.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] __Destroy
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
|
||||
self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR_ENGAGE.
|
||||
|
||||
--- OnBefore Transition Handler for Event Abort.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] OnBeforeAbort
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Abort.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] OnAfterAbort
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Abort.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] Abort
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Abort.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] __Abort
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
self:AddTransition( "Engaging", "Accomplish", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR_ENGAGE.
|
||||
|
||||
--- OnBefore Transition Handler for Event Accomplish.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] OnBeforeAccomplish
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Accomplish.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] OnAfterAccomplish
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Accomplish.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] Accomplish
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Accomplish.
|
||||
-- @function [parent=#AI_AIR_ENGAGE] __Accomplish
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
self:AddTransition( { "Patrolling", "Engaging" }, "Refuel", "Refuelling" )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- onafter event handler for Start event.
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The AI group managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_AIR_ENGAGE:onafterStart( AIGroup, From, Event, To )
|
||||
|
||||
self:GetParent( self, AI_AIR_ENGAGE ).onafterStart( self, AIGroup, From, Event, To )
|
||||
|
||||
AIGroup:HandleEvent( EVENTS.Takeoff, nil, self )
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- onafter event handler for Engage event.
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The AI Group managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_AIR_ENGAGE:onafterEngage( AIGroup, From, Event, To )
|
||||
-- TODO: This function is overwritten below!
|
||||
self:HandleEvent( EVENTS.Dead )
|
||||
end
|
||||
|
||||
-- todo: need to fix this global function
|
||||
|
||||
|
||||
--- onbefore event handler for Engage event.
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_AIR_ENGAGE:onbeforeEngage( AIGroup, From, Event, To )
|
||||
if self.Accomplished == true then
|
||||
return false
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
--- onafter event handler for Abort event.
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The AI Group managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_AIR_ENGAGE:onafterAbort( AIGroup, From, Event, To )
|
||||
AIGroup:ClearTasks()
|
||||
self:Return()
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_AIR_ENGAGE:onafterAccomplish( AIGroup, From, Event, To )
|
||||
self.Accomplished = true
|
||||
--self:SetDetectionOff()
|
||||
end
|
||||
|
||||
--- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_AIR_ENGAGE:onafterDestroy( AIGroup, From, Event, To, EventData )
|
||||
|
||||
if EventData.IniUnit then
|
||||
self.AttackUnits[EventData.IniUnit] = nil
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #AI_AIR_ENGAGE self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_AIR_ENGAGE:OnEventDead( EventData )
|
||||
self:F( { "EventDead", EventData } )
|
||||
|
||||
if EventData.IniDCSUnit then
|
||||
if self.AttackUnits and self.AttackUnits[EventData.IniUnit] then
|
||||
self:__Destroy( self.TaskDelay, EventData )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- @param Wrapper.Group#GROUP AIControllable
|
||||
function AI_AIR_ENGAGE.___EngageRoute( AIGroup, Fsm, AttackSetUnit )
|
||||
Fsm:I(string.format("AI_AIR_ENGAGE.___EngageRoute: %s", tostring(AIGroup:GetName())))
|
||||
|
||||
if AIGroup and AIGroup:IsAlive() then
|
||||
Fsm:__EngageRoute( Fsm.TaskDelay or 0.1, AttackSetUnit )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP DefenderGroup The GroupGroup managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param Core.Set#SET_UNIT AttackSetUnit Unit set to be attacked.
|
||||
function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, AttackSetUnit )
|
||||
self:I( { DefenderGroup, From, Event, To, AttackSetUnit } )
|
||||
|
||||
local DefenderGroupName = DefenderGroup:GetName()
|
||||
|
||||
self.AttackSetUnit = AttackSetUnit -- Kept in memory in case of resume from refuel in air!
|
||||
|
||||
local AttackCount = AttackSetUnit:CountAlive()
|
||||
|
||||
if AttackCount > 0 then
|
||||
|
||||
if DefenderGroup:IsAlive() then
|
||||
|
||||
local EngageAltitude = math.random( self.EngageFloorAltitude, self.EngageCeilingAltitude )
|
||||
local EngageSpeed = math.random( self.EngageMinSpeed, self.EngageMaxSpeed )
|
||||
|
||||
-- Determine the distance to the target.
|
||||
-- If it is less than 10km, then attack without a route.
|
||||
-- Otherwise perform a route attack.
|
||||
|
||||
local DefenderCoord = DefenderGroup:GetPointVec3()
|
||||
DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
|
||||
|
||||
local TargetCoord = AttackSetUnit:GetFirst():GetPointVec3()
|
||||
TargetCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
|
||||
|
||||
local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord )
|
||||
local EngageDistance = ( DefenderGroup:IsHelicopter() and 5000 ) or ( DefenderGroup:IsAirPlane() and 10000 )
|
||||
|
||||
-- TODO: A factor of * 3 is way too close. This causes the AI not to engange until merged sometimes!
|
||||
if TargetDistance <= EngageDistance * 9 then
|
||||
|
||||
self:I(string.format("AI_AIR_ENGAGE onafterEngageRoute ==> __Engage - target distance = %.1f km", TargetDistance/1000))
|
||||
self:__Engage( 0.1, AttackSetUnit )
|
||||
|
||||
else
|
||||
|
||||
self:I(string.format("FF AI_AIR_ENGAGE onafterEngageRoute ==> Routing - target distance = %.1f km", TargetDistance/1000))
|
||||
|
||||
local EngageRoute = {}
|
||||
local AttackTasks = {}
|
||||
|
||||
--- Calculate the target route point.
|
||||
|
||||
local FromWP = DefenderCoord:WaypointAir(self.PatrolAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, EngageSpeed, true)
|
||||
|
||||
EngageRoute[#EngageRoute+1] = FromWP
|
||||
|
||||
self:SetTargetDistance( TargetCoord ) -- For RTB status check
|
||||
|
||||
local FromEngageAngle = DefenderCoord:GetAngleDegrees( DefenderCoord:GetDirectionVec3( TargetCoord ) )
|
||||
local ToCoord=DefenderCoord:Translate( EngageDistance, FromEngageAngle, true )
|
||||
|
||||
local ToWP = ToCoord:WaypointAir(self.PatrolAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, EngageSpeed, true)
|
||||
|
||||
EngageRoute[#EngageRoute+1] = ToWP
|
||||
|
||||
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskFunction( "AI_AIR_ENGAGE.___EngageRoute", self, AttackSetUnit )
|
||||
EngageRoute[#EngageRoute].task = DefenderGroup:TaskCombo( AttackTasks )
|
||||
|
||||
DefenderGroup:OptionROEReturnFire()
|
||||
DefenderGroup:OptionROTEvadeFire()
|
||||
|
||||
DefenderGroup:Route( EngageRoute, self.TaskDelay or 0.1 )
|
||||
end
|
||||
|
||||
end
|
||||
else
|
||||
-- TODO: This will make an A2A Dispatcher CAP flight to return rather than going back to patrolling!
|
||||
self:I( DefenderGroupName .. ": No targets found -> Going RTB")
|
||||
self:Return()
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- @param Wrapper.Group#GROUP AIControllable
|
||||
function AI_AIR_ENGAGE.___Engage( AIGroup, Fsm, AttackSetUnit )
|
||||
|
||||
Fsm:I(string.format("AI_AIR_ENGAGE.___Engage: %s", tostring(AIGroup:GetName())))
|
||||
|
||||
if AIGroup and AIGroup:IsAlive() then
|
||||
local delay=Fsm.TaskDelay or 0.1
|
||||
Fsm:__Engage(delay, AttackSetUnit)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP DefenderGroup The GroupGroup managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param Core.Set#SET_UNIT AttackSetUnit Set of units to be attacked.
|
||||
function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit )
|
||||
self:F( { DefenderGroup, From, Event, To, AttackSetUnit} )
|
||||
|
||||
local DefenderGroupName = DefenderGroup:GetName()
|
||||
|
||||
self.AttackSetUnit = AttackSetUnit -- Kept in memory in case of resume from refuel in air!
|
||||
|
||||
local AttackCount = AttackSetUnit:CountAlive()
|
||||
self:T({AttackCount = AttackCount})
|
||||
|
||||
if AttackCount > 0 then
|
||||
|
||||
if DefenderGroup and DefenderGroup:IsAlive() then
|
||||
|
||||
local EngageAltitude = math.random( self.EngageFloorAltitude or 500, self.EngageCeilingAltitude or 1000 )
|
||||
local EngageSpeed = math.random( self.EngageMinSpeed, self.EngageMaxSpeed )
|
||||
|
||||
local DefenderCoord = DefenderGroup:GetPointVec3()
|
||||
DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
|
||||
|
||||
local TargetCoord = AttackSetUnit:GetFirst():GetPointVec3()
|
||||
TargetCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
|
||||
|
||||
local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord )
|
||||
|
||||
local EngageDistance = ( DefenderGroup:IsHelicopter() and 5000 ) or ( DefenderGroup:IsAirPlane() and 10000 )
|
||||
|
||||
local EngageRoute = {}
|
||||
local AttackTasks = {}
|
||||
|
||||
local FromWP = DefenderCoord:WaypointAir(self.EngageAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, EngageSpeed, true)
|
||||
EngageRoute[#EngageRoute+1] = FromWP
|
||||
|
||||
self:SetTargetDistance( TargetCoord ) -- For RTB status check
|
||||
|
||||
local FromEngageAngle = DefenderCoord:GetAngleDegrees( DefenderCoord:GetDirectionVec3( TargetCoord ) )
|
||||
local ToCoord=DefenderCoord:Translate( EngageDistance, FromEngageAngle, true )
|
||||
|
||||
local ToWP = ToCoord:WaypointAir(self.EngageAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, EngageSpeed, true)
|
||||
EngageRoute[#EngageRoute+1] = ToWP
|
||||
|
||||
-- TODO: A factor of * 3 this way too low. This causes the AI NOT to engage until very close or even merged sometimes. Some A2A missiles have a much longer range! Needs more frequent updates of the task!
|
||||
if TargetDistance <= EngageDistance * 9 then
|
||||
|
||||
local AttackUnitTasks = self:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude ) -- Polymorphic
|
||||
|
||||
if #AttackUnitTasks == 0 then
|
||||
self:I( DefenderGroupName .. ": No valid targets found -> Going RTB")
|
||||
self:Return()
|
||||
return
|
||||
else
|
||||
local text=string.format("%s: Engaging targets at distance %.2f NM", DefenderGroupName, UTILS.MetersToNM(TargetDistance))
|
||||
self:I(text)
|
||||
DefenderGroup:OptionROEOpenFire()
|
||||
DefenderGroup:OptionROTEvadeFire()
|
||||
DefenderGroup:OptionKeepWeaponsOnThreat()
|
||||
|
||||
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskCombo( AttackUnitTasks )
|
||||
end
|
||||
end
|
||||
|
||||
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskFunction( "AI_AIR_ENGAGE.___Engage", self, AttackSetUnit )
|
||||
EngageRoute[#EngageRoute].task = DefenderGroup:TaskCombo( AttackTasks )
|
||||
|
||||
DefenderGroup:Route( EngageRoute, self.TaskDelay or 0.1 )
|
||||
|
||||
end
|
||||
else
|
||||
-- TODO: This will make an A2A Dispatcher CAP flight to return rather than going back to patrolling!
|
||||
self:I( DefenderGroupName .. ": No targets found -> returning.")
|
||||
self:Return()
|
||||
return
|
||||
end
|
||||
end
|
||||
|
||||
--- @param Wrapper.Group#GROUP AIEngage
|
||||
function AI_AIR_ENGAGE.Resume( AIEngage, Fsm )
|
||||
|
||||
AIEngage:F( { "Resume:", AIEngage:GetName() } )
|
||||
if AIEngage and AIEngage:IsAlive() then
|
||||
Fsm:__Reset( Fsm.TaskDelay or 0.1 )
|
||||
Fsm:__EngageRoute( Fsm.TaskDelay or 0.2, Fsm.AttackSetUnit )
|
||||
end
|
||||
|
||||
end
|
||||
398
Moose Development/Moose/AI/AI_Air_Patrol.lua
Normal file
398
Moose Development/Moose/AI/AI_Air_Patrol.lua
Normal file
@@ -0,0 +1,398 @@
|
||||
--- **AI** -- Models the process of A2G patrolling and engaging ground targets for airplanes and helicopters.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_Air_Patrol
|
||||
-- @image AI_Air_To_Ground_Patrol.JPG
|
||||
|
||||
--- @type AI_AIR_PATROL
|
||||
-- @extends AI.AI_Air#AI_AIR
|
||||
|
||||
|
||||
--- The AI_AIR_PATROL class implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}
|
||||
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI_AIR_PATROL is assigned a @{Wrapper.Group} and this must be done before the AI_AIR_PATROL process can be started using the **Start** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
|
||||
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- This cycle will continue.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- When enemies are detected, the AI will automatically engage the enemy.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
|
||||
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ## 1. AI_AIR_PATROL constructor
|
||||
--
|
||||
-- * @{#AI_AIR_PATROL.New}(): Creates a new AI_AIR_PATROL object.
|
||||
--
|
||||
-- ## 2. AI_AIR_PATROL is a FSM
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ### 2.1 AI_AIR_PATROL States
|
||||
--
|
||||
-- * **None** ( Group ): The process is not started yet.
|
||||
-- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone.
|
||||
-- * **Engaging** ( Group ): The AI is engaging the bogeys.
|
||||
-- * **Returning** ( Group ): The AI is returning to Base..
|
||||
--
|
||||
-- ### 2.2 AI_AIR_PATROL Events
|
||||
--
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.PatrolRoute}**: Route the AI to a new random 3D point within the Patrol Zone.
|
||||
-- * **@{#AI_AIR_PATROL.Engage}**: Let the AI engage the bogeys.
|
||||
-- * **@{#AI_AIR_PATROL.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
|
||||
-- * **@{#AI_AIR_PATROL.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}.
|
||||
-- * **@{#AI_AIR_PATROL.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task.
|
||||
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
|
||||
--
|
||||
-- ## 3. Set the Range of Engagement
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- An optional range can be set in meters,
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- The range can be beyond or smaller than the range of the Patrol Zone.
|
||||
-- The range is applied at the position of the AI.
|
||||
-- Use the method @{AI.AI_CAP#AI_AIR_PATROL.SetEngageRange}() to define that range.
|
||||
--
|
||||
-- ## 4. Set the Zone of Engagement
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- An optional @{Zone} can be set,
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- Use the method @{AI.AI_Cap#AI_AIR_PATROL.SetEngageZone}() to define that Zone.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_AIR_PATROL
|
||||
AI_AIR_PATROL = {
|
||||
ClassName = "AI_AIR_PATROL",
|
||||
}
|
||||
|
||||
--- Creates a new AI_AIR_PATROL object
|
||||
-- @param #AI_AIR_PATROL self
|
||||
-- @param AI.AI_Air#AI_AIR AI_Air The AI_AIR FSM.
|
||||
-- @param Wrapper.Group#GROUP AIGroup The AI group.
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param DCS#Altitude PatrolFloorAltitude (optional, default = 1000m ) The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude (optional, default = 1500m ) The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Speed PatrolMinSpeed (optional, default = 50% of max speed) The minimum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#Speed PatrolMaxSpeed (optional, default = 75% of max speed) The maximum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO.
|
||||
-- @return #AI_AIR_PATROL
|
||||
function AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, AI_Air ) -- #AI_AIR_PATROL
|
||||
|
||||
local SpeedMax = AIGroup:GetSpeedMax()
|
||||
|
||||
self.PatrolZone = PatrolZone
|
||||
|
||||
self.PatrolFloorAltitude = PatrolFloorAltitude or 1000
|
||||
self.PatrolCeilingAltitude = PatrolCeilingAltitude or 1500
|
||||
self.PatrolMinSpeed = PatrolMinSpeed or SpeedMax * 0.5
|
||||
self.PatrolMaxSpeed = PatrolMaxSpeed or SpeedMax * 0.75
|
||||
|
||||
-- defafult PatrolAltType to "RADIO" if not specified
|
||||
self.PatrolAltType = PatrolAltType or "RADIO"
|
||||
|
||||
self:AddTransition( { "Started", "Airborne", "Refuelling" }, "Patrol", "Patrolling" )
|
||||
|
||||
--- OnBefore Transition Handler for Event Patrol.
|
||||
-- @function [parent=#AI_AIR_PATROL] OnBeforePatrol
|
||||
-- @param #AI_AIR_PATROL self
|
||||
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Patrol.
|
||||
-- @function [parent=#AI_AIR_PATROL] OnAfterPatrol
|
||||
-- @param #AI_AIR_PATROL self
|
||||
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Patrol.
|
||||
-- @function [parent=#AI_AIR_PATROL] Patrol
|
||||
-- @param #AI_AIR_PATROL self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Patrol.
|
||||
-- @function [parent=#AI_AIR_PATROL] __Patrol
|
||||
-- @param #AI_AIR_PATROL self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
--- OnLeave Transition Handler for State Patrolling.
|
||||
-- @function [parent=#AI_AIR_PATROL] OnLeavePatrolling
|
||||
-- @param #AI_AIR_PATROL self
|
||||
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnEnter Transition Handler for State Patrolling.
|
||||
-- @function [parent=#AI_AIR_PATROL] OnEnterPatrolling
|
||||
-- @param #AI_AIR_PATROL self
|
||||
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
self:AddTransition( "Patrolling", "PatrolRoute", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR_PATROL.
|
||||
|
||||
--- OnBefore Transition Handler for Event PatrolRoute.
|
||||
-- @function [parent=#AI_AIR_PATROL] OnBeforePatrolRoute
|
||||
-- @param #AI_AIR_PATROL self
|
||||
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event PatrolRoute.
|
||||
-- @function [parent=#AI_AIR_PATROL] OnAfterPatrolRoute
|
||||
-- @param #AI_AIR_PATROL self
|
||||
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event PatrolRoute.
|
||||
-- @function [parent=#AI_AIR_PATROL] PatrolRoute
|
||||
-- @param #AI_AIR_PATROL self
|
||||
|
||||
--- Asynchronous Event Trigger for Event PatrolRoute.
|
||||
-- @function [parent=#AI_AIR_PATROL] __PatrolRoute
|
||||
-- @param #AI_AIR_PATROL self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
|
||||
self:AddTransition( "*", "Reset", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR_PATROL.
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Set the Engage Range when the AI will engage with airborne enemies.
|
||||
-- @param #AI_AIR_PATROL self
|
||||
-- @param #number EngageRange The Engage Range.
|
||||
-- @return #AI_AIR_PATROL self
|
||||
function AI_AIR_PATROL:SetEngageRange( EngageRange )
|
||||
self:F2()
|
||||
|
||||
if EngageRange then
|
||||
self.EngageRange = EngageRange
|
||||
else
|
||||
self.EngageRange = nil
|
||||
end
|
||||
end
|
||||
|
||||
--- Set race track parameters. CAP flights will perform race track patterns rather than randomly patrolling the zone.
|
||||
-- @param #AI_AIR_PATROL self
|
||||
-- @param #number LegMin Min Length of the race track leg in meters. Default 10,000 m.
|
||||
-- @param #number LegMax Max length of the race track leg in meters. Default 15,000 m.
|
||||
-- @param #number HeadingMin Min heading of the race track in degrees. Default 0 deg, i.e. from South to North.
|
||||
-- @param #number HeadingMax Max heading of the race track in degrees. Default 180 deg, i.e. from South to North.
|
||||
-- @param #number DurationMin (Optional) Min duration before switching the orbit position. Default is keep same orbit until RTB or engage.
|
||||
-- @param #number DurationMax (Optional) Max duration before switching the orbit position. Default is keep same orbit until RTB or engage.
|
||||
-- @param #table CapCoordinates Table of coordinates of first race track point. Second point is determined by leg length and heading.
|
||||
-- @return #AI_AIR_PATROL self
|
||||
function AI_AIR_PATROL:SetRaceTrackPattern(LegMin, LegMax, HeadingMin, HeadingMax, DurationMin, DurationMax, CapCoordinates)
|
||||
|
||||
self.racetrack=true
|
||||
self.racetracklegmin=LegMin or 10000
|
||||
self.racetracklegmax=LegMax or 15000
|
||||
self.racetrackheadingmin=HeadingMin or 0
|
||||
self.racetrackheadingmax=HeadingMax or 180
|
||||
self.racetrackdurationmin=DurationMin
|
||||
self.racetrackdurationmax=DurationMax
|
||||
|
||||
if self.racetrackdurationmax and not self.racetrackdurationmin then
|
||||
self.racetrackdurationmin=self.racetrackdurationmax
|
||||
end
|
||||
|
||||
self.racetrackcapcoordinates=CapCoordinates
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
|
||||
-- @param #AI_AIR_PATROL self
|
||||
-- @return #AI_AIR_PATROL self
|
||||
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_AIR_PATROL:onafterPatrol( AIPatrol, From, Event, To )
|
||||
self:F2()
|
||||
|
||||
self:ClearTargetDistance()
|
||||
|
||||
self:__PatrolRoute( self.TaskDelay )
|
||||
|
||||
AIPatrol:OnReSpawn(
|
||||
function( PatrolGroup )
|
||||
self:__Reset( self.TaskDelay )
|
||||
self:__PatrolRoute( self.TaskDelay )
|
||||
end
|
||||
)
|
||||
end
|
||||
|
||||
--- This statis method is called from the route path within the last task at the last waaypoint of the AIPatrol.
|
||||
-- Note that this method is required, as triggers the next route when patrolling for the AIPatrol.
|
||||
-- @param Wrapper.Group#GROUP AIPatrol The AI group.
|
||||
-- @param #AI_AIR_PATROL Fsm The FSM.
|
||||
function AI_AIR_PATROL.___PatrolRoute( AIPatrol, Fsm )
|
||||
|
||||
AIPatrol:F( { "AI_AIR_PATROL.___PatrolRoute:", AIPatrol:GetName() } )
|
||||
|
||||
if AIPatrol and AIPatrol:IsAlive() then
|
||||
Fsm:PatrolRoute()
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
|
||||
-- @param #AI_AIR_PATROL self
|
||||
-- @param Wrapper.Group#GROUP AIPatrol The Group managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_AIR_PATROL:onafterPatrolRoute( AIPatrol, From, Event, To )
|
||||
|
||||
self:F2()
|
||||
|
||||
-- When RTB, don't allow anymore the routing.
|
||||
if From == "RTB" then
|
||||
return
|
||||
end
|
||||
|
||||
|
||||
if AIPatrol and AIPatrol:IsAlive() then
|
||||
|
||||
local PatrolRoute = {}
|
||||
|
||||
--- Calculate the target route point.
|
||||
|
||||
local CurrentCoord = AIPatrol:GetCoordinate()
|
||||
|
||||
local altitude= math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude )
|
||||
|
||||
local ToTargetCoord = self.PatrolZone:GetRandomPointVec2()
|
||||
ToTargetCoord:SetAlt( altitude )
|
||||
self:SetTargetDistance( ToTargetCoord ) -- For RTB status check
|
||||
|
||||
local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
|
||||
local speedkmh=ToTargetSpeed
|
||||
|
||||
local FromWP = CurrentCoord:WaypointAir(self.PatrolAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, ToTargetSpeed, true)
|
||||
PatrolRoute[#PatrolRoute+1] = FromWP
|
||||
|
||||
if self.racetrack then
|
||||
|
||||
-- Random heading.
|
||||
local heading = math.random(self.racetrackheadingmin, self.racetrackheadingmax)
|
||||
|
||||
-- Random leg length.
|
||||
local leg=math.random(self.racetracklegmin, self.racetracklegmax)
|
||||
|
||||
-- Random duration if any.
|
||||
local duration = self.racetrackdurationmin
|
||||
if self.racetrackdurationmax then
|
||||
duration=math.random(self.racetrackdurationmin, self.racetrackdurationmax)
|
||||
end
|
||||
|
||||
-- CAP coordinate.
|
||||
local c0=self.PatrolZone:GetRandomCoordinate()
|
||||
if self.racetrackcapcoordinates and #self.racetrackcapcoordinates>0 then
|
||||
c0=self.racetrackcapcoordinates[math.random(#self.racetrackcapcoordinates)]
|
||||
end
|
||||
|
||||
-- Race track points.
|
||||
local c1=c0:SetAltitude(altitude) --Core.Point#COORDINATE
|
||||
local c2=c1:Translate(leg, heading):SetAltitude(altitude)
|
||||
|
||||
self:SetTargetDistance(c0) -- For RTB status check
|
||||
|
||||
-- Debug:
|
||||
self:T(string.format("Patrol zone race track: v=%.1f knots, h=%.1f ft, heading=%03d, leg=%d m, t=%s sec", UTILS.KmphToKnots(speedkmh), UTILS.MetersToFeet(altitude), heading, leg, tostring(duration)))
|
||||
--c1:MarkToAll("Race track c1")
|
||||
--c2:MarkToAll("Race track c2")
|
||||
|
||||
-- Task to orbit.
|
||||
local taskOrbit=AIPatrol:TaskOrbit(c1, altitude, UTILS.KmphToMps(speedkmh), c2)
|
||||
|
||||
-- Task function to redo the patrol at other random position.
|
||||
local taskPatrol=AIPatrol:TaskFunction("AI_AIR_PATROL.___PatrolRoute", self)
|
||||
|
||||
-- Controlled task with task condition.
|
||||
local taskCond=AIPatrol:TaskCondition(nil, nil, nil, nil, duration, nil)
|
||||
local taskCont=AIPatrol:TaskControlled(taskOrbit, taskCond)
|
||||
|
||||
-- Second waypoint
|
||||
PatrolRoute[2]=c1:WaypointAirTurningPoint(self.PatrolAltType, speedkmh, {taskCont, taskPatrol}, "CAP Orbit")
|
||||
|
||||
else
|
||||
|
||||
--- Create a route point of type air.
|
||||
local ToWP = ToTargetCoord:WaypointAir(self.PatrolAltType, POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, ToTargetSpeed, true)
|
||||
PatrolRoute[#PatrolRoute+1] = ToWP
|
||||
|
||||
local Tasks = {}
|
||||
Tasks[#Tasks+1] = AIPatrol:TaskFunction("AI_AIR_PATROL.___PatrolRoute", self)
|
||||
PatrolRoute[#PatrolRoute].task = AIPatrol:TaskCombo( Tasks )
|
||||
|
||||
end
|
||||
|
||||
AIPatrol:OptionROEReturnFire()
|
||||
AIPatrol:OptionROTEvadeFire()
|
||||
|
||||
AIPatrol:Route( PatrolRoute, self.TaskDelay )
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- @param Wrapper.Group#GROUP AIPatrol
|
||||
function AI_AIR_PATROL.Resume( AIPatrol, Fsm )
|
||||
|
||||
AIPatrol:F( { "AI_AIR_PATROL.Resume:", AIPatrol:GetName() } )
|
||||
if AIPatrol and AIPatrol:IsAlive() then
|
||||
Fsm:__Reset( Fsm.TaskDelay )
|
||||
Fsm:__PatrolRoute( Fsm.TaskDelay )
|
||||
end
|
||||
|
||||
end
|
||||
289
Moose Development/Moose/AI/AI_Air_Squadron.lua
Normal file
289
Moose Development/Moose/AI/AI_Air_Squadron.lua
Normal file
@@ -0,0 +1,289 @@
|
||||
--- **AI** - Models squadrons for airplanes and helicopters.
|
||||
--
|
||||
-- This is a class used in the @{AI_Air_Dispatcher} and derived dispatcher classes.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_Air_Squadron
|
||||
-- @image MOOSE.JPG
|
||||
|
||||
|
||||
|
||||
--- @type AI_AIR_SQUADRON
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- Implements the core functions modeling squadrons for airplanes and helicopters.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_AIR_SQUADRON
|
||||
AI_AIR_SQUADRON = {
|
||||
ClassName = "AI_AIR_SQUADRON",
|
||||
}
|
||||
|
||||
|
||||
|
||||
--- Creates a new AI_AIR_SQUADRON object
|
||||
-- @param #AI_AIR_SQUADRON self
|
||||
-- @return #AI_AIR_SQUADRON
|
||||
function AI_AIR_SQUADRON:New( SquadronName, AirbaseName, TemplatePrefixes, ResourceCount )
|
||||
|
||||
self:I( { Air_Squadron = { SquadronName, AirbaseName, TemplatePrefixes, ResourceCount } } )
|
||||
|
||||
local AI_Air_Squadron = BASE:New() -- #AI_AIR_SQUADRON
|
||||
|
||||
AI_Air_Squadron.Name = SquadronName
|
||||
AI_Air_Squadron.Airbase = AIRBASE:FindByName( AirbaseName )
|
||||
AI_Air_Squadron.AirbaseName = AI_Air_Squadron.Airbase:GetName()
|
||||
if not AI_Air_Squadron.Airbase then
|
||||
error( "Cannot find airbase with name:" .. AirbaseName )
|
||||
end
|
||||
|
||||
AI_Air_Squadron.Spawn = {}
|
||||
if type( TemplatePrefixes ) == "string" then
|
||||
local SpawnTemplate = TemplatePrefixes
|
||||
self.DefenderSpawns[SpawnTemplate] = self.DefenderSpawns[SpawnTemplate] or SPAWN:New( SpawnTemplate ) -- :InitCleanUp( 180 )
|
||||
AI_Air_Squadron.Spawn[1] = self.DefenderSpawns[SpawnTemplate]
|
||||
else
|
||||
for TemplateID, SpawnTemplate in pairs( TemplatePrefixes ) do
|
||||
self.DefenderSpawns[SpawnTemplate] = self.DefenderSpawns[SpawnTemplate] or SPAWN:New( SpawnTemplate ) -- :InitCleanUp( 180 )
|
||||
AI_Air_Squadron.Spawn[#AI_Air_Squadron.Spawn+1] = self.DefenderSpawns[SpawnTemplate]
|
||||
end
|
||||
end
|
||||
AI_Air_Squadron.ResourceCount = ResourceCount
|
||||
AI_Air_Squadron.TemplatePrefixes = TemplatePrefixes
|
||||
AI_Air_Squadron.Captured = false -- Not captured. This flag will be set to true, when the airbase where the squadron is located, is captured.
|
||||
|
||||
self:SetSquadronLanguage( SquadronName, "EN" ) -- Squadrons speak English by default.
|
||||
|
||||
return AI_Air_Squadron
|
||||
end
|
||||
|
||||
--- Set the Name of the Squadron.
|
||||
-- @param #AI_AIR_SQUADRON self
|
||||
-- @param #string Name The Squadron Name.
|
||||
-- @return #AI_AIR_SQUADRON The Squadron.
|
||||
function AI_AIR_SQUADRON:SetName( Name )
|
||||
|
||||
self.Name = Name
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get the Name of the Squadron.
|
||||
-- @param #AI_AIR_SQUADRON self
|
||||
-- @return #string The Squadron Name.
|
||||
function AI_AIR_SQUADRON:GetName()
|
||||
|
||||
return self.Name
|
||||
end
|
||||
|
||||
--- Set the ResourceCount of the Squadron.
|
||||
-- @param #AI_AIR_SQUADRON self
|
||||
-- @param #number ResourceCount The Squadron ResourceCount.
|
||||
-- @return #AI_AIR_SQUADRON The Squadron.
|
||||
function AI_AIR_SQUADRON:SetResourceCount( ResourceCount )
|
||||
|
||||
self.ResourceCount = ResourceCount
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get the ResourceCount of the Squadron.
|
||||
-- @param #AI_AIR_SQUADRON self
|
||||
-- @return #number The Squadron ResourceCount.
|
||||
function AI_AIR_SQUADRON:GetResourceCount()
|
||||
|
||||
return self.ResourceCount
|
||||
end
|
||||
|
||||
--- Add Resources to the Squadron.
|
||||
-- @param #AI_AIR_SQUADRON self
|
||||
-- @param #number Resources The Resources to be added.
|
||||
-- @return #AI_AIR_SQUADRON The Squadron.
|
||||
function AI_AIR_SQUADRON:AddResources( Resources )
|
||||
|
||||
self.ResourceCount = self.ResourceCount + Resources
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Remove Resources to the Squadron.
|
||||
-- @param #AI_AIR_SQUADRON self
|
||||
-- @param #number Resources The Resources to be removed.
|
||||
-- @return #AI_AIR_SQUADRON The Squadron.
|
||||
function AI_AIR_SQUADRON:RemoveResources( Resources )
|
||||
|
||||
self.ResourceCount = self.ResourceCount - Resources
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set the Overhead of the Squadron.
|
||||
-- @param #AI_AIR_SQUADRON self
|
||||
-- @param #number Overhead The Squadron Overhead.
|
||||
-- @return #AI_AIR_SQUADRON The Squadron.
|
||||
function AI_AIR_SQUADRON:SetOverhead( Overhead )
|
||||
|
||||
self.Overhead = Overhead
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get the Overhead of the Squadron.
|
||||
-- @param #AI_AIR_SQUADRON self
|
||||
-- @return #number The Squadron Overhead.
|
||||
function AI_AIR_SQUADRON:GetOverhead()
|
||||
|
||||
return self.Overhead
|
||||
end
|
||||
|
||||
--- Set the Grouping of the Squadron.
|
||||
-- @param #AI_AIR_SQUADRON self
|
||||
-- @param #number Grouping The Squadron Grouping.
|
||||
-- @return #AI_AIR_SQUADRON The Squadron.
|
||||
function AI_AIR_SQUADRON:SetGrouping( Grouping )
|
||||
|
||||
self.Grouping = Grouping
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get the Grouping of the Squadron.
|
||||
-- @param #AI_AIR_SQUADRON self
|
||||
-- @return #number The Squadron Grouping.
|
||||
function AI_AIR_SQUADRON:GetGrouping()
|
||||
|
||||
return self.Grouping
|
||||
end
|
||||
|
||||
--- Set the FuelThreshold of the Squadron.
|
||||
-- @param #AI_AIR_SQUADRON self
|
||||
-- @param #number FuelThreshold The Squadron FuelThreshold.
|
||||
-- @return #AI_AIR_SQUADRON The Squadron.
|
||||
function AI_AIR_SQUADRON:SetFuelThreshold( FuelThreshold )
|
||||
|
||||
self.FuelThreshold = FuelThreshold
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get the FuelThreshold of the Squadron.
|
||||
-- @param #AI_AIR_SQUADRON self
|
||||
-- @return #number The Squadron FuelThreshold.
|
||||
function AI_AIR_SQUADRON:GetFuelThreshold()
|
||||
|
||||
return self.FuelThreshold
|
||||
end
|
||||
|
||||
--- Set the EngageProbability of the Squadron.
|
||||
-- @param #AI_AIR_SQUADRON self
|
||||
-- @param #number EngageProbability The Squadron EngageProbability.
|
||||
-- @return #AI_AIR_SQUADRON The Squadron.
|
||||
function AI_AIR_SQUADRON:SetEngageProbability( EngageProbability )
|
||||
|
||||
self.EngageProbability = EngageProbability
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get the EngageProbability of the Squadron.
|
||||
-- @param #AI_AIR_SQUADRON self
|
||||
-- @return #number The Squadron EngageProbability.
|
||||
function AI_AIR_SQUADRON:GetEngageProbability()
|
||||
|
||||
return self.EngageProbability
|
||||
end
|
||||
|
||||
--- Set the Takeoff of the Squadron.
|
||||
-- @param #AI_AIR_SQUADRON self
|
||||
-- @param #number Takeoff The Squadron Takeoff.
|
||||
-- @return #AI_AIR_SQUADRON The Squadron.
|
||||
function AI_AIR_SQUADRON:SetTakeoff( Takeoff )
|
||||
|
||||
self.Takeoff = Takeoff
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get the Takeoff of the Squadron.
|
||||
-- @param #AI_AIR_SQUADRON self
|
||||
-- @return #number The Squadron Takeoff.
|
||||
function AI_AIR_SQUADRON:GetTakeoff()
|
||||
|
||||
return self.Takeoff
|
||||
end
|
||||
|
||||
--- Set the Landing of the Squadron.
|
||||
-- @param #AI_AIR_SQUADRON self
|
||||
-- @param #number Landing The Squadron Landing.
|
||||
-- @return #AI_AIR_SQUADRON The Squadron.
|
||||
function AI_AIR_SQUADRON:SetLanding( Landing )
|
||||
|
||||
self.Landing = Landing
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get the Landing of the Squadron.
|
||||
-- @param #AI_AIR_SQUADRON self
|
||||
-- @return #number The Squadron Landing.
|
||||
function AI_AIR_SQUADRON:GetLanding()
|
||||
|
||||
return self.Landing
|
||||
end
|
||||
|
||||
--- Set the TankerName of the Squadron.
|
||||
-- @param #AI_AIR_SQUADRON self
|
||||
-- @param #string TankerName The Squadron Tanker Name.
|
||||
-- @return #AI_AIR_SQUADRON The Squadron.
|
||||
function AI_AIR_SQUADRON:SetTankerName( TankerName )
|
||||
|
||||
self.TankerName = TankerName
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get the Tanker Name of the Squadron.
|
||||
-- @param #AI_AIR_SQUADRON self
|
||||
-- @return #string The Squadron Tanker Name.
|
||||
function AI_AIR_SQUADRON:GetTankerName()
|
||||
|
||||
return self.TankerName
|
||||
end
|
||||
|
||||
|
||||
--- Set the Radio of the Squadron.
|
||||
-- @param #AI_AIR_SQUADRON self
|
||||
-- @param #number RadioFrequency The frequency of communication.
|
||||
-- @param #number RadioModulation The modulation of communication.
|
||||
-- @param #number RadioPower The power in Watts of communication.
|
||||
-- @param #string Language The language of the radio speech.
|
||||
-- @return #AI_AIR_SQUADRON The Squadron.
|
||||
function AI_AIR_SQUADRON:SetRadio( RadioFrequency, RadioModulation, RadioPower, Language )
|
||||
|
||||
self.RadioFrequency = RadioFrequency
|
||||
self.RadioModulation = RadioModulation or radio.modulation.AM
|
||||
self.RadioPower = RadioPower or 100
|
||||
|
||||
if self.RadioSpeech then
|
||||
self.RadioSpeech:Stop()
|
||||
end
|
||||
|
||||
self.RadioSpeech = nil
|
||||
|
||||
self.RadioSpeech = RADIOSPEECH:New( RadioFrequency, RadioModulation )
|
||||
self.RadioSpeech.power = RadioPower
|
||||
self.RadioSpeech:Start( 0.5 )
|
||||
|
||||
self.RadioSpeech:SetLanguage( Language )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
@@ -196,8 +196,12 @@ function AI_BALANCER:onenterDestroying( SetGroup, From, Event, To, ClientName, A
|
||||
SetGroup:Flush( self )
|
||||
end
|
||||
|
||||
--- @param #AI_BALANCER self
|
||||
--- RTB
|
||||
-- @param #AI_BALANCER self
|
||||
-- @param Core.Set#SET_GROUP SetGroup
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
function AI_BALANCER:onenterReturning( SetGroup, From, Event, To, AIGroup )
|
||||
|
||||
@@ -213,10 +217,13 @@ function AI_BALANCER:onenterReturning( SetGroup, From, Event, To, AIGroup )
|
||||
local PointVec2 = POINT_VEC2:New( AIGroup:GetVec2().x, AIGroup:GetVec2().y )
|
||||
local ClosestAirbase = self.ReturnAirbaseSet:FindNearestAirbaseFromPointVec2( PointVec2 )
|
||||
self:T( ClosestAirbase.AirbaseName )
|
||||
--[[
|
||||
AIGroup:MessageToRed( "Returning to " .. ClosestAirbase:GetName().. " ...", 30 )
|
||||
local RTBRoute = AIGroup:RouteReturnToAirbase( ClosestAirbase )
|
||||
AIGroupTemplate.route = RTBRoute
|
||||
AIGroup:Respawn( AIGroupTemplate )
|
||||
]]
|
||||
AIGroup:RouteRTB(ClosestAirbase)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
@@ -421,7 +421,7 @@ end
|
||||
-- @param #string To The To State string.
|
||||
function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
|
||||
|
||||
if Controllable:IsAlive() then
|
||||
if Controllable and Controllable:IsAlive() then
|
||||
|
||||
local EngageRoute = {}
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- **AI** -- (R2.4) - Models the intelligent transportation of infantry and other cargo.
|
||||
--- **AI** - Models the intelligent transportation of infantry and other cargo.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -35,10 +35,9 @@ AI_CARGO = {
|
||||
|
||||
--- Creates a new AI_CARGO object.
|
||||
-- @param #AI_CARGO self
|
||||
-- @param Wrapper.Group#GROUP Carrier
|
||||
-- @param Core.Set#SET_CARGO CargoSet
|
||||
-- @param #number CombatRadius
|
||||
-- @return #AI_CARGO
|
||||
-- @param Wrapper.Group#GROUP Carrier Cargo carrier group.
|
||||
-- @param Core.Set#SET_CARGO CargoSet Set of cargo(s) to transport.
|
||||
-- @return #AI_CARGO self
|
||||
function AI_CARGO:New( Carrier, CargoSet )
|
||||
|
||||
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New( Carrier ) ) -- #AI_CARGO
|
||||
@@ -52,7 +51,8 @@ function AI_CARGO:New( Carrier, CargoSet )
|
||||
self:AddTransition( "Loaded", "Deploy", "*" )
|
||||
|
||||
self:AddTransition( "*", "Load", "Boarding" )
|
||||
self:AddTransition( { "Boarding", "Loaded" }, "Board", "Boarding" )
|
||||
self:AddTransition( "Boarding", "Board", "Boarding" )
|
||||
self:AddTransition( "Loaded", "Board", "Loaded" )
|
||||
self:AddTransition( "Boarding", "Loaded", "Boarding" )
|
||||
self:AddTransition( "Boarding", "PickedUp", "Loaded" )
|
||||
|
||||
@@ -142,6 +142,17 @@ function AI_CARGO:New( Carrier, CargoSet )
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
|
||||
--- On after Deployed event.
|
||||
-- @function [parent=#AI_CARGO] OnAfterDeployed
|
||||
-- @param #AI_CARGO self
|
||||
-- @param Wrapper.Group#GROUP Carrier
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
|
||||
-- @param #boolean Defend Defend for APCs.
|
||||
|
||||
|
||||
for _, CarrierUnit in pairs( Carrier:GetUnits() ) do
|
||||
local CarrierUnit = CarrierUnit -- Wrapper.Unit#UNIT
|
||||
CarrierUnit:SetCargoBayWeightLimit()
|
||||
@@ -256,9 +267,10 @@ function AI_CARGO:onbeforeLoad( Carrier, From, Event, To, PickupZone )
|
||||
self:F( { "In radius", CarrierUnit:GetName() } )
|
||||
|
||||
local CargoWeight = Cargo:GetWeight()
|
||||
local CarrierSpace=Carrier_Weight[CarrierUnit]
|
||||
|
||||
-- Only when there is space within the bay to load the next cargo item!
|
||||
if Carrier_Weight[CarrierUnit] > CargoWeight then --and CargoBayFreeVolume > CargoVolume then
|
||||
if CarrierSpace > CargoWeight then
|
||||
Carrier:RouteStop()
|
||||
--Cargo:Ungroup()
|
||||
Cargo:__Board( -LoadDelay, CarrierUnit )
|
||||
@@ -275,6 +287,8 @@ function AI_CARGO:onbeforeLoad( Carrier, From, Event, To, PickupZone )
|
||||
|
||||
-- Ok, we loaded a cargo, now we can stop the loop.
|
||||
break
|
||||
else
|
||||
self:T(string.format("WARNING: Cargo too heavy for carrier %s. Cargo=%.1f > %.1f free space", tostring(CarrierUnit:GetName()), CargoWeight, CarrierSpace))
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -379,7 +393,7 @@ end
|
||||
function AI_CARGO:onafterBoard( Carrier, From, Event, To, Cargo, CarrierUnit, PickupZone )
|
||||
self:F( { Carrier, From, Event, To, Cargo, CarrierUnit:GetName() } )
|
||||
|
||||
if Carrier and Carrier:IsAlive() then
|
||||
if Carrier and Carrier:IsAlive() and From == "Boarding" then
|
||||
self:F({ IsLoaded = Cargo:IsLoaded(), Cargo:GetName(), Carrier:GetName() } )
|
||||
if not Cargo:IsLoaded() and not Cargo:IsDestroyed() then
|
||||
self:__Board( -10, Cargo, CarrierUnit, PickupZone )
|
||||
@@ -495,7 +509,7 @@ end
|
||||
function AI_CARGO:onafterUnboard( Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone, Defend )
|
||||
self:F( { Carrier, From, Event, To, Cargo:GetName(), DeployZone = DeployZone, Defend = Defend } )
|
||||
|
||||
if Carrier and Carrier:IsAlive() then
|
||||
if Carrier and Carrier:IsAlive() and From == "Unboarding" then
|
||||
if not Cargo:IsUnLoaded() then
|
||||
self:__Unboard( 10, Cargo, CarrierUnit, DeployZone, Defend )
|
||||
return
|
||||
@@ -554,6 +568,7 @@ end
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
|
||||
-- @param #boolean Defend Defend for APCs.
|
||||
function AI_CARGO:onafterDeployed( Carrier, From, Event, To, DeployZone, Defend )
|
||||
self:F( { Carrier, From, Event, To, DeployZone = DeployZone, Defend = Defend } )
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- **AI** -- (R2.4) - Models the intelligent transportation of infantry and other cargo.
|
||||
--- **AI** - Models the intelligent transportation of cargo using ground vehicles.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -157,6 +157,45 @@ function AI_CARGO_APC:SetCarrier( CargoCarrier )
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set whether or not the carrier will use roads to *pickup* and *deploy* the cargo.
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param #boolean Offroad If true, carrier will not use roads. If `nil` or `false` the carrier will use roads when available.
|
||||
-- @param #number Formation Offroad formation used. Default is `ENUMS.Formation.Vehicle.Offroad`.
|
||||
-- @return #AI_CARGO_APC self
|
||||
function AI_CARGO_APC:SetOffRoad(Offroad, Formation)
|
||||
|
||||
self:SetPickupOffRoad(Offroad, Formation)
|
||||
self:SetDeployOffRoad(Offroad, Formation)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set whether the carrier will *not* use roads to *pickup* the cargo.
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param #boolean Offroad If true, carrier will not use roads.
|
||||
-- @param #number Formation Offroad formation used. Default is `ENUMS.Formation.Vehicle.Offroad`.
|
||||
-- @return #AI_CARGO_APC self
|
||||
function AI_CARGO_APC:SetPickupOffRoad(Offroad, Formation)
|
||||
|
||||
self.pickupOffroad=Offroad
|
||||
self.pickupFormation=Formation or ENUMS.Formation.Vehicle.OffRoad
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set whether the carrier will *not* use roads to *deploy* the cargo.
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param #boolean Offroad If true, carrier will not use roads.
|
||||
-- @param #number Formation Offroad formation used. Default is `ENUMS.Formation.Vehicle.Offroad`.
|
||||
-- @return #AI_CARGO_APC self
|
||||
function AI_CARGO_APC:SetDeployOffRoad(Offroad, Formation)
|
||||
|
||||
self.deployOffroad=Offroad
|
||||
self.deployFormation=Formation or ENUMS.Formation.Vehicle.OffRoad
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Find a free Carrier within a radius.
|
||||
-- @param #AI_CARGO_APC self
|
||||
@@ -350,10 +389,13 @@ function AI_CARGO_APC:onafterFollow( APC, From, Event, To )
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_CARGO_APC
|
||||
-- @param Wrapper.Group#GROUP APC
|
||||
function AI_CARGO_APC._Pickup( APC, self, Coordinate, Speed, PickupZone )
|
||||
--- Pickup task function. Triggers Load event.
|
||||
-- @param Wrapper.Group#GROUP APC The cargo carrier group.
|
||||
-- @param #AI_CARGO_APC sel `AI_CARGO_APC` class.
|
||||
-- @param Core.Point#COORDINATE Coordinate. The coordinate (not used).
|
||||
-- @param #number Speed Speed (not used).
|
||||
-- @param Core.Zone#ZONE PickupZone Pickup zone.
|
||||
function AI_CARGO_APC._Pickup(APC, self, Coordinate, Speed, PickupZone)
|
||||
|
||||
APC:F( { "AI_CARGO_APC._Pickup:", APC:GetName() } )
|
||||
|
||||
@@ -362,8 +404,12 @@ function AI_CARGO_APC._Pickup( APC, self, Coordinate, Speed, PickupZone )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function AI_CARGO_APC._Deploy( APC, self, Coordinate, DeployZone )
|
||||
--- Deploy task function. Triggers Unload event.
|
||||
-- @param Wrapper.Group#GROUP APC The cargo carrier group.
|
||||
-- @param #AI_CARGO_APC self `AI_CARGO_APC` class.
|
||||
-- @param Core.Point#COORDINATE Coordinate. The coordinate (not used).
|
||||
-- @param Core.Zone#ZONE DeployZone Deploy zone.
|
||||
function AI_CARGO_APC._Deploy(APC, self, Coordinate, DeployZone)
|
||||
|
||||
APC:F( { "AI_CARGO_APC._Deploy:", APC } )
|
||||
|
||||
@@ -393,11 +439,19 @@ function AI_CARGO_APC:onafterPickup( APC, From, Event, To, Coordinate, Speed, He
|
||||
|
||||
local _speed=Speed or APC:GetSpeedMax()*0.5
|
||||
|
||||
local Waypoints = APC:TaskGroundOnRoad( Coordinate, _speed, "Line abreast", true )
|
||||
-- Route on road.
|
||||
local Waypoints = {}
|
||||
|
||||
if self.pickupOffroad then
|
||||
Waypoints[1]=APC:GetCoordinate():WaypointGround(Speed, self.pickupFormation)
|
||||
Waypoints[2]=Coordinate:WaypointGround(_speed, self.pickupFormation, DCSTasks)
|
||||
else
|
||||
Waypoints=APC:TaskGroundOnRoad(Coordinate, _speed, ENUMS.Formation.Vehicle.OffRoad, true)
|
||||
end
|
||||
|
||||
|
||||
local TaskFunction = APC:TaskFunction( "AI_CARGO_APC._Pickup", self, Coordinate, Speed, PickupZone )
|
||||
|
||||
self:F({Waypoints = Waypoints})
|
||||
local Waypoint = Waypoints[#Waypoints]
|
||||
APC:SetTaskWaypoint( Waypoint, TaskFunction ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
|
||||
|
||||
@@ -428,18 +482,34 @@ function AI_CARGO_APC:onafterDeploy( APC, From, Event, To, Coordinate, Speed, He
|
||||
|
||||
self.RouteDeploy = true
|
||||
|
||||
local _speed=Speed or APC:GetSpeedMax()*0.5
|
||||
-- Set speed in km/h.
|
||||
local speedmax=APC:GetSpeedMax()
|
||||
local _speed=Speed or speedmax*0.5
|
||||
_speed=math.min(_speed, speedmax)
|
||||
|
||||
local Waypoints = APC:TaskGroundOnRoad( Coordinate, _speed, "Line abreast", true )
|
||||
-- Route on road.
|
||||
local Waypoints = {}
|
||||
|
||||
if self.deployOffroad then
|
||||
Waypoints[1]=APC:GetCoordinate():WaypointGround(Speed, self.deployFormation)
|
||||
Waypoints[2]=Coordinate:WaypointGround(_speed, self.deployFormation, DCSTasks)
|
||||
else
|
||||
Waypoints=APC:TaskGroundOnRoad(Coordinate, _speed, ENUMS.Formation.Vehicle.OffRoad, true)
|
||||
end
|
||||
|
||||
-- Task function
|
||||
local TaskFunction = APC:TaskFunction( "AI_CARGO_APC._Deploy", self, Coordinate, DeployZone )
|
||||
|
||||
self:F({Waypoints = Waypoints})
|
||||
-- Last waypoint
|
||||
local Waypoint = Waypoints[#Waypoints]
|
||||
APC:SetTaskWaypoint( Waypoint, TaskFunction ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
|
||||
|
||||
-- Set task function
|
||||
APC:SetTaskWaypoint(Waypoint, TaskFunction) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
|
||||
|
||||
-- Route group
|
||||
APC:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
|
||||
|
||||
-- Call parent function.
|
||||
self:GetParent( self, AI_CARGO_APC ).onafterDeploy( self, APC, From, Event, To, Coordinate, Speed, Height, DeployZone )
|
||||
|
||||
end
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- **AI** -- (R2.4) - Models the intelligent transportation of infantry (cargo).
|
||||
--- **AI** - Models the intelligent transportation of cargo using airplanes.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -76,25 +76,31 @@ function AI_CARGO_AIRPLANE:New( Airplane, CargoSet )
|
||||
--- Pickup Handler OnAfter for AI_CARGO_AIRPLANE
|
||||
-- @function [parent=#AI_CARGO_AIRPLANE] OnAfterPickup
|
||||
-- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param Wrapper.Group#GROUP Airplane Cargo plane.
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Wrapper.Airbase#AIRBASE Airbase Airbase where troops are picked up.
|
||||
-- @param #number Speed in km/h for travelling to pickup base.
|
||||
-- @param Wrapper.Group#GROUP Airplane Cargo transport plane.
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param Core.Point#COORDINATE Coordinate The coordinate where to pickup stuff.
|
||||
-- @param #number Speed Speed in km/h for travelling to pickup base.
|
||||
-- @param #number Height Height in meters to move to the pickup coordinate.
|
||||
-- @param Core.Zone#ZONE_AIRBASE PickupZone The airbase zone where the cargo will be picked up.
|
||||
|
||||
--- Pickup Trigger for AI_CARGO_AIRPLANE
|
||||
-- @function [parent=#AI_CARGO_AIRPLANE] Pickup
|
||||
-- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param Wrapper.Airbase#AIRBASE Airbase Airbase where troops are picked up.
|
||||
-- @param #number Speed in km/h for travelling to pickup base.
|
||||
-- @param Core.Point#COORDINATE Coordinate The coordinate where to pickup stuff.
|
||||
-- @param #number Speed Speed in km/h for travelling to pickup base.
|
||||
-- @param #number Height Height in meters to move to the pickup coordinate.
|
||||
-- @param Core.Zone#ZONE_AIRBASE PickupZone The airbase zone where the cargo will be picked up.
|
||||
|
||||
--- Pickup Asynchronous Trigger for AI_CARGO_AIRPLANE
|
||||
-- @function [parent=#AI_CARGO_AIRPLANE] __Pickup
|
||||
-- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param #number Delay Delay in seconds.
|
||||
-- @param Wrapper.Airbase#AIRBASE Airbase Airbase where troops are picked up.
|
||||
-- @param #number Speed in km/h for travelling to pickup base.
|
||||
-- @param Core.Point#COORDINATE Coordinate The coordinate where to pickup stuff.
|
||||
-- @param #number Speed Speed in km/h for travelling to pickup base.
|
||||
-- @param #number Height Height in meters to move to the pickup coordinate.
|
||||
-- @param Core.Zone#ZONE_AIRBASE PickupZone The airbase zone where the cargo will be picked up.
|
||||
|
||||
--- Deploy Handler OnBefore for AI_CARGO_AIRPLANE
|
||||
-- @function [parent=#AI_CARGO_AIRPLANE] OnBeforeDeploy
|
||||
@@ -111,24 +117,30 @@ function AI_CARGO_AIRPLANE:New( Airplane, CargoSet )
|
||||
-- @function [parent=#AI_CARGO_AIRPLANE] OnAfterDeploy
|
||||
-- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param Wrapper.Group#GROUP Airplane Cargo plane.
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Wrapper.Airbase#AIRBASE Airbase Destination airbase where troops are deployed.
|
||||
-- @param #number Speed Speed in km/h for travelling to deploy base.
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param Core.Point#COORDINATE Coordinate Coordinate where to deploy stuff.
|
||||
-- @param #number Speed Speed in km/h for travelling to the deploy base.
|
||||
-- @param #number Height Height in meters to move to the home coordinate.
|
||||
-- @param Core.Zone#ZONE_AIRBASE DeployZone The airbase zone where the cargo will be deployed.
|
||||
|
||||
--- Deploy Trigger for AI_CARGO_AIRPLANE
|
||||
-- @function [parent=#AI_CARGO_AIRPLANE] Deploy
|
||||
-- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param Wrapper.Airbase#AIRBASE Airbase Destination airbase where troops are deployed.
|
||||
-- @param #number Speed Speed in km/h for travelling to deploy base.
|
||||
-- @param Core.Point#COORDINATE Coordinate Coordinate where to deploy stuff.
|
||||
-- @param #number Speed Speed in km/h for travelling to the deploy base.
|
||||
-- @param #number Height Height in meters to move to the home coordinate.
|
||||
-- @param Core.Zone#ZONE_AIRBASE DeployZone The airbase zone where the cargo will be deployed.
|
||||
|
||||
--- Deploy Asynchronous Trigger for AI_CARGO_AIRPLANE
|
||||
-- @function [parent=#AI_CARGO_AIRPLANE] __Deploy
|
||||
-- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param #number Delay Delay in seconds.
|
||||
-- @param Wrapper.Airbase#AIRBASE Airbase Destination airbase where troops are deployed.
|
||||
-- @param #number Speed Speed in km/h for travelling to deploy base.
|
||||
-- @param Core.Point#COORDINATE Coordinate Coordinate where to deploy stuff.
|
||||
-- @param #number Speed Speed in km/h for travelling to the deploy base.
|
||||
-- @param #number Height Height in meters to move to the home coordinate.
|
||||
-- @param Core.Zone#ZONE_AIRBASE DeployZone The airbase zone where the cargo will be deployed.
|
||||
|
||||
--- On after Loaded event, i.e. triggered when the cargo is inside the carrier.
|
||||
-- @function [parent=#AI_CARGO_AIRPLANE] OnAfterLoaded
|
||||
@@ -138,6 +150,16 @@ function AI_CARGO_AIRPLANE:New( Airplane, CargoSet )
|
||||
-- @param Event
|
||||
-- @param To
|
||||
|
||||
|
||||
--- On after Deployed event.
|
||||
-- @function [parent=#AI_CARGO_AIRPLANE] OnAfterDeployed
|
||||
-- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param Wrapper.Group#GROUP Airplane Cargo plane.
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed.
|
||||
|
||||
-- Set carrier.
|
||||
self:SetCarrier( Airplane )
|
||||
|
||||
@@ -259,15 +281,17 @@ end
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @param #number Speed in km/h for travelling to pickup base.
|
||||
-- @param Core.Point#COORDINATE Coordinate The coordinate where to pickup stuff.
|
||||
-- @param #number Speed Speed in km/h for travelling to pickup base.
|
||||
-- @param #number Height Height in meters to move to the pickup coordinate.
|
||||
-- @param Core.Zone#ZONE_AIRBASE (optional) PickupZone The zone where the cargo will be picked up.
|
||||
-- @param Core.Zone#ZONE_AIRBASE PickupZone The airbase zone where the cargo will be picked up.
|
||||
function AI_CARGO_AIRPLANE:onafterPickup( Airplane, From, Event, To, Coordinate, Speed, Height, PickupZone )
|
||||
|
||||
if Airplane and Airplane:IsAlive() then
|
||||
|
||||
self.PickupZone = PickupZone
|
||||
local airbasepickup=Coordinate:GetClosestAirbase()
|
||||
|
||||
self.PickupZone = PickupZone or ZONE_AIRBASE:New(airbasepickup:GetName())
|
||||
|
||||
-- Get closest airbase of current position.
|
||||
local ClosestAirbase, DistToAirbase=Airplane:GetCoordinate():GetClosestAirbase()
|
||||
@@ -280,11 +304,10 @@ function AI_CARGO_AIRPLANE:onafterPickup( Airplane, From, Event, To, Coordinate,
|
||||
end
|
||||
|
||||
-- Set pickup airbase.
|
||||
local Airbase = PickupZone:GetAirbase()
|
||||
local Airbase = self.PickupZone:GetAirbase()
|
||||
|
||||
-- Distance from closest to pickup airbase ==> we need to know if we are already at the pickup airbase.
|
||||
local Dist = Airbase:GetCoordinate():Get2DDistance(ClosestAirbase:GetCoordinate())
|
||||
--env.info("Distance closest to pickup airbase = "..Dist)
|
||||
|
||||
if Airplane:InAir() or Dist>500 then
|
||||
|
||||
@@ -305,7 +328,7 @@ function AI_CARGO_AIRPLANE:onafterPickup( Airplane, From, Event, To, Coordinate,
|
||||
|
||||
end
|
||||
|
||||
self:GetParent( self, AI_CARGO_AIRPLANE ).onafterPickup( self, Airplane, From, Event, To, Coordinate, Speed, Height, PickupZone )
|
||||
self:GetParent( self, AI_CARGO_AIRPLANE ).onafterPickup( self, Airplane, From, Event, To, Coordinate, Speed, Height, self.PickupZone )
|
||||
|
||||
end
|
||||
|
||||
@@ -318,15 +341,19 @@ end
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @param #number Speed in km/h for travelling to pickup base.
|
||||
-- @param Core.Point#COORDINATE Coordinate Coordinate where to deploy stuff.
|
||||
-- @param #number Speed Speed in km/h for travelling to the deploy base.
|
||||
-- @param #number Height Height in meters to move to the home coordinate.
|
||||
-- @param Core.Zone#ZONE_AIRBASE DeployZone The zone where the cargo will be deployed.
|
||||
-- @param Core.Zone#ZONE_AIRBASE DeployZone The airbase zone where the cargo will be deployed.
|
||||
function AI_CARGO_AIRPLANE:onafterDeploy( Airplane, From, Event, To, Coordinate, Speed, Height, DeployZone )
|
||||
|
||||
if Airplane and Airplane:IsAlive()~=nil then
|
||||
|
||||
local Airbase = DeployZone:GetAirbase()
|
||||
local Airbase = Coordinate:GetClosestAirbase()
|
||||
|
||||
if DeployZone then
|
||||
Airbase=DeployZone:GetAirbase()
|
||||
end
|
||||
|
||||
-- Activate uncontrolled airplane.
|
||||
if Airplane:IsAlive()==false then
|
||||
@@ -354,6 +381,7 @@ end
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param Core.Zone#ZONE_AIRBASE DeployZone The airbase zone where the cargo will be deployed.
|
||||
function AI_CARGO_AIRPLANE:onafterUnload( Airplane, From, Event, To, DeployZone )
|
||||
|
||||
local UnboardInterval = 10
|
||||
@@ -380,9 +408,6 @@ function AI_CARGO_AIRPLANE:onafterUnload( Airplane, From, Event, To, DeployZone
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
--- Route the airplane from one airport or it's current position to another airbase.
|
||||
-- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param Wrapper.Group#GROUP Airplane Airplane group to be routed.
|
||||
@@ -410,14 +435,10 @@ function AI_CARGO_AIRPLANE:Route( Airplane, Airbase, Speed, Height, Uncontrolled
|
||||
|
||||
-- To point.
|
||||
local AirbasePointVec2 = Airbase:GetPointVec2()
|
||||
local ToWaypoint = AirbasePointVec2:WaypointAir(
|
||||
POINT_VEC3.RoutePointAltType.BARO,
|
||||
"Land",
|
||||
"Landing",
|
||||
Speed or Airplane:GetSpeedMax()*0.8
|
||||
)
|
||||
ToWaypoint["airdromeId"] = Airbase:GetID()
|
||||
ToWaypoint["speed_locked"] = true
|
||||
local ToWaypoint = AirbasePointVec2:WaypointAir(POINT_VEC3.RoutePointAltType.BARO, "Land", "Landing", Speed or Airplane:GetSpeedMax()*0.8, true, Airbase)
|
||||
|
||||
--ToWaypoint["airdromeId"] = Airbase:GetID()
|
||||
--ToWaypoint["speed_locked"] = true
|
||||
|
||||
|
||||
-- If self.Airbase~=nil then group is currently at an airbase, where it should be respawned.
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- **AI** -- (R2.4) - Models the intelligent transportation of infantry and other cargo.
|
||||
--- **AI** - Models the intelligent transportation of infantry and other cargo.
|
||||
--
|
||||
-- ## Features:
|
||||
--
|
||||
@@ -1104,7 +1104,7 @@ function AI_CARGO_DISPATCHER:onafterMonitor()
|
||||
-- The Pickup sequence ...
|
||||
-- Check if this Carrier need to go and Pickup something...
|
||||
-- So, if the cargo bay is not full yet with cargo to be loaded ...
|
||||
self:I( { Carrier = CarrierGroupName, IsRelocating = AI_Cargo:IsRelocating(), IsTransporting = AI_Cargo:IsTransporting() } )
|
||||
self:T( { Carrier = CarrierGroupName, IsRelocating = AI_Cargo:IsRelocating(), IsTransporting = AI_Cargo:IsTransporting() } )
|
||||
if AI_Cargo:IsRelocating() == false and AI_Cargo:IsTransporting() == false then
|
||||
-- ok, so there is a free Carrier
|
||||
-- now find the first cargo that is Unloaded
|
||||
@@ -1151,6 +1151,10 @@ function AI_CARGO_DISPATCHER:onafterMonitor()
|
||||
self.PickupCargo[Carrier] = CargoCoordinate
|
||||
PickupCargo = Cargo
|
||||
break
|
||||
else
|
||||
local text=string.format("WARNING: Cargo %s is too heavy to be loaded into transport. Cargo weight %.1f > %.1f load capacity of carrier %s.",
|
||||
tostring(Cargo:GetName()), Cargo:GetWeight(), LargestLoadCapacity, tostring(Carrier:GetName()))
|
||||
self:I(text)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- **AI** -- (2.4) - Models the intelligent transportation of infantry and other cargo using APCs.
|
||||
--- **AI** - Models the intelligent transportation of infantry and other cargo using APCs.
|
||||
--
|
||||
-- ## Features:
|
||||
--
|
||||
@@ -181,25 +181,36 @@ function AI_CARGO_DISPATCHER_APC:New( APCSet, CargoSet, PickupZoneSet, DeployZon
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- AI cargo
|
||||
-- @param #AI_CARGO_DISPATCHER_APC self
|
||||
-- @param Wrapper.Group#GROUP APC The APC carrier.
|
||||
-- @param Core.Set#SET_CARGO CargoSet Cargo set.
|
||||
-- @return AI.AI_Cargo_APC#AI_CARGO_DISPATCHER_APC AI cargo APC object.
|
||||
function AI_CARGO_DISPATCHER_APC:AICargo( APC, CargoSet )
|
||||
|
||||
return AI_CARGO_APC:New( APC, CargoSet, self.CombatRadius )
|
||||
local aicargoapc=AI_CARGO_APC:New(APC, CargoSet, self.CombatRadius)
|
||||
|
||||
aicargoapc:SetDeployOffRoad(self.deployOffroad, self.deployFormation)
|
||||
aicargoapc:SetPickupOffRoad(self.pickupOffroad, self.pickupFormation)
|
||||
|
||||
return aicargoapc
|
||||
end
|
||||
|
||||
--- Enable/Disable unboarding of cargo (infantry) when enemies are nearby (to help defend the carrier).
|
||||
-- This is only valid for APCs and trucks etc, thus ground vehicles.
|
||||
-- @param #AI_CARGO_DISPATCHER_APC self
|
||||
-- @param #number CombatRadius Provide the combat radius to defend the carrier by unboarding the cargo when enemies are nearby.
|
||||
-- When the combat radius is 0, no defense will happen of the carrier.
|
||||
-- When the combat radius is 0 (default), no defense will happen of the carrier.
|
||||
-- When the combat radius is not provided, no defense will happen!
|
||||
-- @return #AI_CARGO_DISPATCHER_APC
|
||||
-- @usage
|
||||
--
|
||||
-- -- Disembark the infantry when the carrier is under attack.
|
||||
-- AICargoDispatcher:SetCombatRadius( true )
|
||||
-- AICargoDispatcher:SetCombatRadius( 500 )
|
||||
--
|
||||
-- -- Keep the cargo in the carrier when the carrier is under attack.
|
||||
-- AICargoDispatcher:SetCombatRadius( false )
|
||||
-- AICargoDispatcher:SetCombatRadius( 0 )
|
||||
function AI_CARGO_DISPATCHER_APC:SetCombatRadius( CombatRadius )
|
||||
|
||||
self.CombatRadius = CombatRadius or 0
|
||||
@@ -207,3 +218,41 @@ function AI_CARGO_DISPATCHER_APC:SetCombatRadius( CombatRadius )
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set whether the carrier will *not* use roads to *pickup* and *deploy* the cargo.
|
||||
-- @param #AI_CARGO_DISPATCHER_APC self
|
||||
-- @param #boolean Offroad If true, carrier will not use roads.
|
||||
-- @param #number Formation Offroad formation used. Default is `ENUMS.Formation.Vehicle.Offroad`.
|
||||
-- @return #AI_CARGO_DISPATCHER_APC self
|
||||
function AI_CARGO_DISPATCHER_APC:SetOffRoad(Offroad, Formation)
|
||||
|
||||
self:SetPickupOffRoad(Offroad, Formation)
|
||||
self:SetDeployOffRoad(Offroad, Formation)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set whether the carrier will *not* use roads to *pickup* the cargo.
|
||||
-- @param #AI_CARGO_DISPATCHER_APC self
|
||||
-- @param #boolean Offroad If true, carrier will not use roads.
|
||||
-- @param #number Formation Offroad formation used. Default is `ENUMS.Formation.Vehicle.Offroad`.
|
||||
-- @return #AI_CARGO_DISPATCHER_APC self
|
||||
function AI_CARGO_DISPATCHER_APC:SetPickupOffRoad(Offroad, Formation)
|
||||
|
||||
self.pickupOffroad=Offroad
|
||||
self.pickupFormation=Formation or ENUMS.Formation.Vehicle.OffRoad
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set whether the carrier will *not* use roads to *deploy* the cargo.
|
||||
-- @param #AI_CARGO_DISPATCHER_APC self
|
||||
-- @param #boolean Offroad If true, carrier will not use roads.
|
||||
-- @param #number Formation Offroad formation used. Default is `ENUMS.Formation.Vehicle.Offroad`.
|
||||
-- @return #AI_CARGO_DISPATCHER_APC self
|
||||
function AI_CARGO_DISPATCHER_APC:SetDeployOffRoad(Offroad, Formation)
|
||||
|
||||
self.deployOffroad=Offroad
|
||||
self.deployFormation=Formation or ENUMS.Formation.Vehicle.OffRoad
|
||||
|
||||
return self
|
||||
end
|
||||
193
Moose Development/Moose/AI/AI_Cargo_Dispatcher_Ship.lua
Normal file
193
Moose Development/Moose/AI/AI_Cargo_Dispatcher_Ship.lua
Normal file
@@ -0,0 +1,193 @@
|
||||
--- **AI** -- (2.5.1) - Models the intelligent transportation of infantry and other cargo using Ships
|
||||
--
|
||||
-- ## Features:
|
||||
--
|
||||
-- * Transport cargo to various deploy zones using naval vehicles.
|
||||
-- * Various @{Cargo.Cargo#CARGO} types can be transported, including infantry, vehicles, and crates.
|
||||
-- * Define a deploy zone of various types to determine the destination of the cargo.
|
||||
-- * Ships will follow shipping lanes as defined in the Mission Editor.
|
||||
-- * Multiple ships can transport multiple cargo as a single group.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Test Missions:
|
||||
--
|
||||
-- NEED TO DO
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **acrojason** (derived from AI_Cargo_Dispatcher_APC by FlightControl)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_Cargo_Dispatcher_Ship
|
||||
-- @image AI_Cargo_Dispatching_For_Ship.JPG
|
||||
|
||||
--- @type AI_CARGO_DISPATCHER_SHIP
|
||||
-- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER
|
||||
|
||||
|
||||
--- A dynamic cargo transportation capability for AI groups.
|
||||
--
|
||||
-- Naval vessels can be mobilized to semi-intelligently transport cargo within the simulation.
|
||||
--
|
||||
-- The AI_CARGO_DISPATCHER_SHIP module is derived from the AI_CARGO_DISPATCHER module.
|
||||
--
|
||||
-- ## Note! In order to fully understand the mechanisms of the AI_CARGO_DISPATCHER_SHIP class, it is recommended that you first consult and READ the documentation of the @{AI.AI_Cargo_Dispatcher} module!!!
|
||||
--
|
||||
-- This will be particularly helpful in order to determine how to **Tailor the different cargo handling events**.
|
||||
--
|
||||
-- The AI_CARGO_DISPATCHER_SHIP class uses the @{Cargo.Cargo} capabilities within the MOOSE framwork.
|
||||
-- Also ensure that you fully understand how to declare and setup Cargo objects within the MOOSE framework before using this class.
|
||||
-- CARGO derived objects must generally be declared within the mission to make the AI_CARGO_DISPATCHER_SHIP object recognize the cargo.
|
||||
--
|
||||
--
|
||||
-- # 1) AI_CARGO_DISPATCHER_SHIP constructor.
|
||||
--
|
||||
-- * @{AI_CARGO_DISPATCHER_SHIP.New}(): Creates a new AI_CARGO_DISPATCHER_SHIP object.
|
||||
--
|
||||
-- ---
|
||||
--
|
||||
-- # 2) AI_CARGO_DISPATCHER_SHIP is a Finite State Machine.
|
||||
--
|
||||
-- This section must be read as follows... Each of the rows indicate a state transition, triggered through an event, and with an ending state of the event was executed.
|
||||
-- The first column is the **From** state, the second column the **Event**, and the third column the **To** state.
|
||||
--
|
||||
-- So, each of the rows have the following structure.
|
||||
--
|
||||
-- * **From** => **Event** => **To**
|
||||
--
|
||||
-- Important to know is that an event can only be executed if the **current state** is the **From** state.
|
||||
-- This, when an **Event** that is being triggered has a **From** state that is equal to the **Current** state of the state machine, the event will be executed,
|
||||
-- and the resulting state will be the **To** state.
|
||||
--
|
||||
-- These are the different possible state transitions of this state machine implementation:
|
||||
--
|
||||
-- * Idle => Start => Monitoring
|
||||
-- * Monitoring => Monitor => Monitoring
|
||||
-- * Monitoring => Stop => Idle
|
||||
--
|
||||
-- * Monitoring => Pickup => Monitoring
|
||||
-- * Monitoring => Load => Monitoring
|
||||
-- * Monitoring => Loading => Monitoring
|
||||
-- * Monitoring => Loaded => Monitoring
|
||||
-- * Monitoring => PickedUp => Monitoring
|
||||
-- * Monitoring => Deploy => Monitoring
|
||||
-- * Monitoring => Unload => Monitoring
|
||||
-- * Monitoring => Unloaded => Monitoring
|
||||
-- * Monitoring => Deployed => Monitoring
|
||||
-- * Monitoring => Home => Monitoring
|
||||
--
|
||||
--
|
||||
-- ## 2.1) AI_CARGO_DISPATCHER States.
|
||||
--
|
||||
-- * **Monitoring**: The process is dispatching.
|
||||
-- * **Idle**: The process is idle.
|
||||
--
|
||||
-- ## 2.2) AI_CARGO_DISPATCHER Events.
|
||||
--
|
||||
-- * **Start**: Start the transport process.
|
||||
-- * **Stop**: Stop the transport process.
|
||||
-- * **Monitor**: Monitor and take action.
|
||||
--
|
||||
-- * **Pickup**: Pickup cargo.
|
||||
-- * **Load**: Load the cargo.
|
||||
-- * **Loading**: The dispatcher is coordinating the loading of a cargo.
|
||||
-- * **Loaded**: Flag that the cargo is loaded.
|
||||
-- * **PickedUp**: The dispatcher has loaded all requested cargo into the CarrierGroup.
|
||||
-- * **Deploy**: Deploy cargo to a location.
|
||||
-- * **Unload**: Unload the cargo.
|
||||
-- * **Unloaded**: Flag that the cargo is unloaded.
|
||||
-- * **Deployed**: All cargo is unloaded from the carriers in the group.
|
||||
-- * **Home**: A Carrier is going home.
|
||||
--
|
||||
-- ## 2.3) Enhance your mission scripts with **Tailored** Event Handling!
|
||||
--
|
||||
-- Within your mission, you can capture these events when triggered, and tailor the events with your own code!
|
||||
-- Check out the @{AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER} class at chapter 3 for details on the different event handlers that are available and how to use them.
|
||||
--
|
||||
-- **There are a lot of templates available that allows you to quickly setup an event handler for a specific event type!**
|
||||
--
|
||||
-- ---
|
||||
--
|
||||
-- # 3) Set the pickup parameters.
|
||||
--
|
||||
-- Several parameters can be set to pickup cargo:
|
||||
--
|
||||
-- * @{#AI_CARGO_DISPATCHER_SHIP.SetPickupRadius}(): Sets or randomizes the pickup location for the Ship around the cargo coordinate in a radius defined an outer and optional inner radius.
|
||||
-- * @{#AI_CARGO_DISPATCHER_SHIP.SetPickupSpeed}(): Set the speed or randomizes the speed in km/h to pickup the cargo.
|
||||
--
|
||||
-- # 4) Set the deploy parameters.
|
||||
--
|
||||
-- Several parameters can be set to deploy cargo:
|
||||
--
|
||||
-- * @{#AI_CARGO_DISPATCHER_SHIP.SetDeployRadius}(): Sets or randomizes the deploy location for the Ship around the cargo coordinate in a radius defined an outer and an optional inner radius.
|
||||
-- * @{#AI_CARGO_DISPATCHER_SHIP.SetDeploySpeed}(): Set the speed or randomizes the speed in km/h to deploy the cargo.
|
||||
--
|
||||
-- # 5) Set the home zone when there isn't any more cargo to pickup.
|
||||
--
|
||||
-- A home zone can be specified to where the Ship will move when there isn't any cargo left for pickup.
|
||||
-- Use @{#AI_CARGO_DISPATCHER_SHIP.SetHomeZone}() to specify the home zone.
|
||||
--
|
||||
-- If no home zone is specified, the Ship will wait near the deploy zone for a new pickup command.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_CARGO_DISPATCHER_SHIP
|
||||
AI_CARGO_DISPATCHER_SHIP = {
|
||||
ClassName = "AI_CARGO_DISPATCHER_SHIP"
|
||||
}
|
||||
|
||||
--- Creates a new AI_CARGO_DISPATCHER_SHIP object.
|
||||
-- @param #AI_CARGO_DISPATCHER_SHIP self
|
||||
-- @param Core.Set#SET_GROUP ShipSet The set of @{Wrapper.Group#GROUP} objects of Ships that will transport the cargo
|
||||
-- @param Core.Set#SET_CARGO CargoSet The set of @{Cargo.Cargo#CARGO} objects, which can be CARGO_GROUP, CARGO_CRATE, or CARGO_SLINGLOAD objects.
|
||||
-- @param Core.Set#SET_ZONE PickupZoneSet The set of pickup zones which are used to determine from where the cargo can be picked up by the Ship.
|
||||
-- @param Core.Set#SET_ZONE DeployZoneSet The set of deploy zones which determine where the cargo will be deployed by the Ship.
|
||||
-- @param #table ShippingLane Table containing list of Shipping Lanes to be used
|
||||
-- @return #AI_CARGO_DISPATCHER_SHIP
|
||||
-- @usage
|
||||
--
|
||||
-- -- An AI dispatcher object for a naval group, moving cargo from pickup zones to deploy zones via a predetermined Shipping Lane
|
||||
--
|
||||
-- local SetCargoInfantry = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
|
||||
-- local SetShip = SET_GROUP:New():FilterPrefixes( "Ship" ):FilterStart()
|
||||
-- local SetPickupZones = SET_ZONE:New():FilterPrefixes( "Pickup" ):FilterStart()
|
||||
-- local SetDeployZones = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()
|
||||
-- NEED MORE THOUGHT - ShippingLane is part of Warehouse.......
|
||||
-- local ShippingLane = GROUP:New():FilterPrefixes( "ShippingLane" ):FilterStart()
|
||||
--
|
||||
-- AICargoDispatcherShip = AI_CARGO_DISPATCHER_SHIP:New( SetShip, SetCargoInfantry, SetPickupZones, SetDeployZones, ShippingLane )
|
||||
-- AICargoDispatcherShip:Start()
|
||||
--
|
||||
function AI_CARGO_DISPATCHER_SHIP:New( ShipSet, CargoSet, PickupZoneSet, DeployZoneSet, ShippingLane )
|
||||
|
||||
local self = BASE:Inherit( self, AI_CARGO_DISPATCHER:New( ShipSet, CargoSet, PickupZoneSet, DeployZoneSet ) )
|
||||
|
||||
self:SetPickupSpeed( 60, 10 )
|
||||
self:SetDeploySpeed( 60, 10 )
|
||||
|
||||
self:SetPickupRadius( 500, 6000 )
|
||||
self:SetDeployRadius( 500, 6000 )
|
||||
|
||||
self:SetPickupHeight( 0, 0 )
|
||||
self:SetDeployHeight( 0, 0 )
|
||||
|
||||
self:SetShippingLane( ShippingLane )
|
||||
|
||||
self:SetMonitorTimeInterval( 600 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function AI_CARGO_DISPATCHER_SHIP:SetShippingLane( ShippingLane )
|
||||
self.ShippingLane = ShippingLane
|
||||
|
||||
return self
|
||||
|
||||
end
|
||||
|
||||
function AI_CARGO_DISPATCHER_SHIP:AICargo( Ship, CargoSet )
|
||||
|
||||
return AI_CARGO_SHIP:New( Ship, CargoSet, 0, self.ShippingLane )
|
||||
end
|
||||
@@ -1,4 +1,4 @@
|
||||
--- **AI** -- (R2.4) - Models the intelligent transportation of infantry (cargo).
|
||||
--- **AI** - Models the intelligent transportation of cargo using helicopters.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -33,7 +33,7 @@
|
||||
--
|
||||
-- ## Infantry health.
|
||||
--
|
||||
-- When infantry is unboarded from the APCs, the infantry is actually respawned into the battlefield.
|
||||
-- When infantry is unboarded from the helicopters, the infantry is actually respawned into the battlefield.
|
||||
-- As a result, the unboarding infantry is very _healthy_ every time it unboards.
|
||||
-- This is due to the limitation of the DCS simulator, which is not able to specify the health of new spawned units as a parameter.
|
||||
-- However, infantry that was destroyed when unboarded, won't be respawned again. Destroyed is destroyed.
|
||||
@@ -67,16 +67,11 @@ function AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
|
||||
|
||||
self:AddTransition( "Unloaded", "Pickup", "*" )
|
||||
self:AddTransition( "Loaded", "Deploy", "*" )
|
||||
|
||||
self:AddTransition( { "Unloaded", "Loading" }, "Load", "Boarding" )
|
||||
self:AddTransition( "Boarding", "Board", "Boarding" )
|
||||
self:AddTransition( "Boarding", "Loaded", "Boarding" )
|
||||
self:AddTransition( "Boarding", "PickedUp", "Loaded" )
|
||||
self:AddTransition( "Loaded", "Unload", "Unboarding" )
|
||||
self:AddTransition( "Unboarding", "Unboard", "Unboarding" )
|
||||
self:AddTransition( "Unboarding", "Unloaded", "Unboarding" )
|
||||
self:AddTransition( "Unboarding", "Deployed", "Unloaded" )
|
||||
|
||||
self:AddTransition( "*", "Loaded", "Loaded" )
|
||||
self:AddTransition( "Unboarding", "Pickup", "Unloaded" )
|
||||
self:AddTransition( "Unloaded", "Unboard", "Unloaded" )
|
||||
self:AddTransition( "Unloaded", "Unloaded", "Unloaded" )
|
||||
self:AddTransition( "*", "PickedUp", "*" )
|
||||
self:AddTransition( "*", "Landed", "*" )
|
||||
self:AddTransition( "*", "Queue", "*" )
|
||||
self:AddTransition( "*", "Orbit" , "*" )
|
||||
@@ -100,13 +95,31 @@ function AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
|
||||
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
|
||||
|
||||
--- PickedUp Handler OnAfter for AI_CARGO_HELICOPTER - Cargo set has been picked up, ready to deploy
|
||||
-- @function [parent=#AI_CARGO_HELICOPTER] OnAfterPickedUp
|
||||
-- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Wrapper.Group#GROUP Helicopter The helicopter #GROUP object
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Wrapper.Unit#UNIT Unit The helicopter #UNIT object
|
||||
|
||||
--- Unloaded Handler OnAfter for AI_CARGO_HELICOPTER - Cargo unloaded, carrier is empty
|
||||
-- @function [parent=#AI_CARGO_HELICOPTER] OnAfterUnloaded
|
||||
-- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Cargo.CargoGroup#CARGO_GROUP Cargo The #CARGO_GROUP object.
|
||||
-- @param Wrapper.Unit#UNIT Unit The helicopter #UNIT object
|
||||
|
||||
--- Pickup Trigger for AI_CARGO_HELICOPTER
|
||||
-- @function [parent=#AI_CARGO_HELICOPTER] Pickup
|
||||
-- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
|
||||
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
|
||||
|
||||
--- Pickup Asynchronous Trigger for AI_CARGO_HELICOPTER
|
||||
-- @function [parent=#AI_CARGO_HELICOPTER] __Pickup
|
||||
@@ -122,7 +135,7 @@ function AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Core.Point#COORDINATE Coordinate Place at which cargo is deployed.
|
||||
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
|
||||
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
|
||||
-- @return #boolean
|
||||
|
||||
--- Deploy Handler OnAfter for AI_CARGO_HELICOPTER
|
||||
@@ -132,21 +145,42 @@ function AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
|
||||
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
|
||||
|
||||
--- Deployed Handler OnAfter for AI_CARGO_HELICOPTER
|
||||
-- @function [parent=#AI_CARGO_HELICOPTER] OnAfterDeployed
|
||||
-- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
|
||||
--- Deploy Trigger for AI_CARGO_HELICOPTER
|
||||
-- @function [parent=#AI_CARGO_HELICOPTER] Deploy
|
||||
-- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Core.Point#COORDINATE Coordinate Place at which the cargo is deployed.
|
||||
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
|
||||
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
|
||||
|
||||
--- Deploy Asynchronous Trigger for AI_CARGO_HELICOPTER
|
||||
-- @function [parent=#AI_CARGO_HELICOPTER] __Deploy
|
||||
-- @param #number Delay Delay in seconds.
|
||||
-- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Core.Point#COORDINATE Coordinate Place at which the cargo is deployed.
|
||||
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
|
||||
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
|
||||
|
||||
--- Home Trigger for AI_CARGO_HELICOPTER
|
||||
-- @function [parent=#AI_CARGO_HELICOPTER] Home
|
||||
-- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Core.Point#COORDINATE Coordinate Place to which the helicopter will go.
|
||||
-- @param #number Speed (optional) Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
|
||||
-- @param #number Height (optional) Height the Helicopter should be flying at.
|
||||
|
||||
--- Home Asynchronous Trigger for AI_CARGO_HELICOPTER
|
||||
-- @function [parent=#AI_CARGO_HELICOPTER] __Home
|
||||
-- @param #number Delay Delay in seconds.
|
||||
-- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Core.Point#COORDINATE Coordinate Place to which the helicopter will go.
|
||||
-- @param #number Speed (optional) Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
|
||||
-- @param #number Height (optional) Height the Helicopter should be flying at.
|
||||
|
||||
-- We need to capture the Crash events for the helicopters.
|
||||
-- The helicopter reference is used in the semaphore AI_CARGO_QUEUE.
|
||||
@@ -228,7 +262,7 @@ end
|
||||
-- @param Event
|
||||
-- @param To
|
||||
function AI_CARGO_HELICOPTER:onafterLanded( Helicopter, From, Event, To )
|
||||
|
||||
self:F({From, Event, To})
|
||||
Helicopter:F( { Name = Helicopter:GetName() } )
|
||||
|
||||
if Helicopter and Helicopter:IsAlive() then
|
||||
@@ -243,7 +277,7 @@ function AI_CARGO_HELICOPTER:onafterLanded( Helicopter, From, Event, To )
|
||||
self:F( { Helicopter:GetName(), Height = Helicopter:GetHeight( true ), Velocity = Helicopter:GetVelocityKMH() } )
|
||||
|
||||
if self.RoutePickup == true then
|
||||
if Helicopter:GetHeight( true ) <= 5 and Helicopter:GetVelocityKMH() < 10 then
|
||||
if Helicopter:GetHeight( true ) <= 5.5 and Helicopter:GetVelocityKMH() < 15 then
|
||||
--self:Load( Helicopter:GetPointVec2() )
|
||||
self:Load( self.PickupZone )
|
||||
self.RoutePickup = false
|
||||
@@ -251,7 +285,7 @@ function AI_CARGO_HELICOPTER:onafterLanded( Helicopter, From, Event, To )
|
||||
end
|
||||
|
||||
if self.RouteDeploy == true then
|
||||
if Helicopter:GetHeight( true ) <= 5 and Helicopter:GetVelocityKMH() < 10 then
|
||||
if Helicopter:GetHeight( true ) <= 5.5 and Helicopter:GetVelocityKMH() < 15 then
|
||||
self:Unload( self.DeployZone )
|
||||
self.RouteDeploy = false
|
||||
end
|
||||
@@ -269,7 +303,7 @@ end
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @param #number Speed
|
||||
function AI_CARGO_HELICOPTER:onafterQueue( Helicopter, From, Event, To, Coordinate, Speed, DeployZone )
|
||||
|
||||
self:F({From, Event, To, Coordinate, Speed, DeployZone})
|
||||
local HelicopterInZone = false
|
||||
|
||||
if Helicopter and Helicopter:IsAlive() == true then
|
||||
@@ -308,7 +342,11 @@ function AI_CARGO_HELICOPTER:onafterQueue( Helicopter, From, Event, To, Coordina
|
||||
-- true
|
||||
-- )
|
||||
-- Route[#Route+1] = WaypointFrom
|
||||
local CoordinateTo = Coordinate
|
||||
local CoordinateTo = Coordinate
|
||||
|
||||
local landheight = CoordinateTo:GetLandHeight() -- get target height
|
||||
CoordinateTo.y = landheight + 50 -- flight height should be 50m above ground
|
||||
|
||||
local WaypointTo = CoordinateTo:WaypointAir(
|
||||
"RADIO",
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
@@ -348,28 +386,17 @@ end
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @param #number Speed
|
||||
function AI_CARGO_HELICOPTER:onafterOrbit( Helicopter, From, Event, To, Coordinate )
|
||||
self:F({From, Event, To, Coordinate})
|
||||
|
||||
if Helicopter and Helicopter:IsAlive() then
|
||||
|
||||
local Route = {}
|
||||
|
||||
-- local CoordinateFrom = Helicopter:GetCoordinate()
|
||||
-- local WaypointFrom = CoordinateFrom:WaypointAir(
|
||||
-- "RADIO",
|
||||
-- POINT_VEC3.RoutePointType.TurningPoint,
|
||||
-- POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
-- Speed,
|
||||
-- true
|
||||
-- )
|
||||
-- Route[#Route+1] = WaypointFrom
|
||||
local CoordinateTo = Coordinate
|
||||
local WaypointTo = CoordinateTo:WaypointAir(
|
||||
"RADIO",
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
50,
|
||||
true
|
||||
)
|
||||
local CoordinateTo = Coordinate
|
||||
local landheight = CoordinateTo:GetLandHeight() -- get target height
|
||||
CoordinateTo.y = landheight + 50 -- flight height should be 50m above ground
|
||||
|
||||
local WaypointTo = CoordinateTo:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, 50, true)
|
||||
Route[#Route+1] = WaypointTo
|
||||
|
||||
local Tasks = {}
|
||||
@@ -379,7 +406,7 @@ function AI_CARGO_HELICOPTER:onafterOrbit( Helicopter, From, Event, To, Coordina
|
||||
Route[#Route+1] = WaypointTo
|
||||
|
||||
-- Now route the helicopter
|
||||
Helicopter:Route( Route, 0 )
|
||||
Helicopter:Route(Route, 0)
|
||||
end
|
||||
end
|
||||
|
||||
@@ -395,7 +422,7 @@ end
|
||||
-- @param #boolean Deployed Cargo is deployed.
|
||||
-- @return #boolean True if all cargo has been unloaded.
|
||||
function AI_CARGO_HELICOPTER:onafterDeployed( Helicopter, From, Event, To, DeployZone )
|
||||
self:F( { Helicopter, From, Event, To, DeployZone = DeployZone } )
|
||||
self:F( { From, Event, To, DeployZone = DeployZone } )
|
||||
|
||||
self:Orbit( Helicopter:GetCoordinate(), 50 )
|
||||
|
||||
@@ -408,7 +435,6 @@ function AI_CARGO_HELICOPTER:onafterDeployed( Helicopter, From, Event, To, Deplo
|
||||
|
||||
self:GetParent( self, AI_CARGO_HELICOPTER ).onafterDeployed( self, Helicopter, From, Event, To, DeployZone )
|
||||
|
||||
|
||||
end
|
||||
|
||||
--- On after Pickup event.
|
||||
@@ -418,10 +444,11 @@ end
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @param Core.Point#COORDINATE Coordinate Pickup place.
|
||||
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
|
||||
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
|
||||
-- @param #number Height Height in meters to move to the pickup coordinate. This parameter is ignored for APCs.
|
||||
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
|
||||
function AI_CARGO_HELICOPTER:onafterPickup( Helicopter, From, Event, To, Coordinate, Speed, Height, PickupZone )
|
||||
self:F({Coordinate, Speed, Height, PickupZone })
|
||||
|
||||
if Helicopter and Helicopter:IsAlive() ~= nil then
|
||||
|
||||
@@ -436,25 +463,16 @@ function AI_CARGO_HELICOPTER:onafterPickup( Helicopter, From, Event, To, Coordin
|
||||
|
||||
--- Calculate the target route point.
|
||||
local CoordinateFrom = Helicopter:GetCoordinate()
|
||||
local CoordinateTo = Coordinate
|
||||
|
||||
--- Create a route point of type air.
|
||||
local WaypointFrom = CoordinateFrom:WaypointAir(
|
||||
"RADIO",
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
_speed,
|
||||
true
|
||||
)
|
||||
local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, _speed, true)
|
||||
|
||||
--- Create a route point of type air.
|
||||
local WaypointTo = CoordinateTo:WaypointAir(
|
||||
"RADIO",
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
_speed,
|
||||
true
|
||||
)
|
||||
local CoordinateTo = Coordinate
|
||||
local landheight = CoordinateTo:GetLandHeight() -- get target height
|
||||
CoordinateTo.y = landheight + 50 -- flight height should be 50m above ground
|
||||
|
||||
local WaypointTo = CoordinateTo:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint,_speed, true)
|
||||
|
||||
Route[#Route+1] = WaypointFrom
|
||||
Route[#Route+1] = WaypointTo
|
||||
@@ -495,10 +513,10 @@ end
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @param Core.Point#COORDINATE Coordinate Place at which the cargo is deployed.
|
||||
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
|
||||
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
|
||||
-- @param #number Height Height in meters to move to the deploy coordinate.
|
||||
function AI_CARGO_HELICOPTER:onafterDeploy( Helicopter, From, Event, To, Coordinate, Speed, Height, DeployZone )
|
||||
|
||||
self:F({From, Event, To, Coordinate, Speed, Height, DeployZone})
|
||||
if Helicopter and Helicopter:IsAlive() ~= nil then
|
||||
|
||||
self.RouteDeploy = true
|
||||
@@ -514,25 +532,17 @@ function AI_CARGO_HELICOPTER:onafterDeploy( Helicopter, From, Event, To, Coordin
|
||||
|
||||
--- Create a route point of type air.
|
||||
local CoordinateFrom = Helicopter:GetCoordinate()
|
||||
local WaypointFrom = CoordinateFrom:WaypointAir(
|
||||
"RADIO",
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
_speed,
|
||||
true
|
||||
)
|
||||
local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, _speed, true)
|
||||
Route[#Route+1] = WaypointFrom
|
||||
Route[#Route+1] = WaypointFrom
|
||||
|
||||
--- Create a route point of type air.
|
||||
local CoordinateTo = Coordinate
|
||||
local WaypointTo = CoordinateTo:WaypointAir(
|
||||
"RADIO",
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
_speed,
|
||||
true
|
||||
)
|
||||
|
||||
local CoordinateTo = Coordinate
|
||||
local landheight = CoordinateTo:GetLandHeight() -- get target height
|
||||
CoordinateTo.y = landheight + 50 -- flight height should be 50m above ground
|
||||
|
||||
local WaypointTo = CoordinateTo:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, _speed, true)
|
||||
|
||||
Route[#Route+1] = WaypointTo
|
||||
Route[#Route+1] = WaypointTo
|
||||
@@ -542,7 +552,9 @@ function AI_CARGO_HELICOPTER:onafterDeploy( Helicopter, From, Event, To, Coordin
|
||||
|
||||
local Tasks = {}
|
||||
|
||||
-- The _Deploy function does not exist.
|
||||
Tasks[#Tasks+1] = Helicopter:TaskFunction( "AI_CARGO_HELICOPTER._Deploy", self, Coordinate, DeployZone )
|
||||
|
||||
Tasks[#Tasks+1] = Helicopter:TaskOrbitCircle( math.random( 30, 100 ), _speed, CoordinateTo:GetRandomCoordinateInRadius( 800, 500 ) )
|
||||
|
||||
--Tasks[#Tasks+1] = Helicopter:TaskLandAtVec2( CoordinateTo:GetVec2() )
|
||||
@@ -566,10 +578,11 @@ end
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @param Core.Point#COORDINATE Coordinate Home place.
|
||||
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
|
||||
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
|
||||
-- @param #number Height Height in meters to move to the home coordinate.
|
||||
-- @param Core.Zone#ZONE HomeZone The zone wherein the carrier will return when all cargo has been transported. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
|
||||
function AI_CARGO_HELICOPTER:onafterHome( Helicopter, From, Event, To, Coordinate, Speed, Height, HomeZone )
|
||||
self:F({From, Event, To, Coordinate, Speed, Height})
|
||||
|
||||
if Helicopter and Helicopter:IsAlive() ~= nil then
|
||||
|
||||
@@ -579,30 +592,23 @@ function AI_CARGO_HELICOPTER:onafterHome( Helicopter, From, Event, To, Coordinat
|
||||
|
||||
--- Calculate the target route point.
|
||||
|
||||
Coordinate.y = Height
|
||||
--Coordinate.y = Height
|
||||
Height = Height or 50
|
||||
|
||||
Speed = Speed or Helicopter:GetSpeedMax()*0.5
|
||||
|
||||
--- Create a route point of type air.
|
||||
local CoordinateFrom = Helicopter:GetCoordinate()
|
||||
local WaypointFrom = CoordinateFrom:WaypointAir(
|
||||
"RADIO",
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
Speed ,
|
||||
true
|
||||
)
|
||||
|
||||
local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, Speed, true)
|
||||
Route[#Route+1] = WaypointFrom
|
||||
|
||||
--- Create a route point of type air.
|
||||
local CoordinateTo = Coordinate
|
||||
local WaypointTo = CoordinateTo:WaypointAir(
|
||||
"RADIO",
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
Speed ,
|
||||
true
|
||||
)
|
||||
local CoordinateTo = Coordinate
|
||||
local landheight = CoordinateTo:GetLandHeight() -- get target height
|
||||
CoordinateTo.y = landheight + Height -- flight height should be 50m above ground
|
||||
|
||||
local WaypointTo = CoordinateTo:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, Speed, true)
|
||||
|
||||
Route[#Route+1] = WaypointTo
|
||||
|
||||
@@ -617,8 +623,7 @@ function AI_CARGO_HELICOPTER:onafterHome( Helicopter, From, Event, To, Coordinat
|
||||
Route[#Route+1] = WaypointTo
|
||||
|
||||
-- Now route the helicopter
|
||||
Helicopter:Route( Route, 0 )
|
||||
|
||||
Helicopter:Route(Route, 0)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
397
Moose Development/Moose/AI/AI_Cargo_Ship.lua
Normal file
397
Moose Development/Moose/AI/AI_Cargo_Ship.lua
Normal file
@@ -0,0 +1,397 @@
|
||||
--- **AI** -- (R2.5.1) - Models the intelligent transportation of infantry and other cargo.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **acrojason** (derived from AI_Cargo_APC by FlightControl)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_Cargo_Ship
|
||||
-- @image AI_Cargo_Dispatching_For_Ship.JPG
|
||||
|
||||
--- @type AI_CARGO_SHIP
|
||||
-- @extends AI.AI_Cargo#AI_CARGO
|
||||
|
||||
--- Brings a dynamic cargo handling capability for an AI naval group.
|
||||
--
|
||||
-- Naval ships can be utilized to transport cargo around the map following naval shipping lanes.
|
||||
-- The AI_CARGO_SHIP class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
|
||||
-- @{Cargo.Cargo} must be declared within the mission or warehouse to make the AI_CARGO_SHIP recognize the cargo.
|
||||
-- Please consult the @{Cargo.Cargo} module for more information.
|
||||
--
|
||||
-- ## Cargo loading.
|
||||
--
|
||||
-- The module will automatically load cargo when the Ship is within boarding or loading radius.
|
||||
-- The boarding or loading radius is specified when the cargo is created in the simulation and depends on the type of
|
||||
-- cargo and the specified boarding radius.
|
||||
--
|
||||
-- ## Defending the Ship when enemies are nearby
|
||||
-- This is not supported for naval cargo because most tanks don't float. Protect your transports...
|
||||
--
|
||||
-- ## Infantry or cargo **health**.
|
||||
-- When cargo is unboarded from the Ship, the cargo is actually respawned into the battlefield.
|
||||
-- As a result, the unboarding cargo is very _healthy_ every time it unboards.
|
||||
-- This is due to the limitation of the DCS simulator, which is not able to specify the health of newly spawned units as a parameter.
|
||||
-- However, cargo that was destroyed when unboarded and following the Ship won't be respawned again (this is likely not a thing for
|
||||
-- naval cargo due to the lack of support for defending the Ship mentioned above). Destroyed is destroyed.
|
||||
-- As a result, there is some additional strength that is gained when an unboarding action happens, but in terms of simulation balance
|
||||
-- this has marginal impact on the overall battlefield simulation. Given the relatively short duration of DCS missions and the somewhat
|
||||
-- lengthy naval transport times, most units entering the Ship as cargo will be freshly en route to an amphibious landing or transporting
|
||||
-- between warehouses.
|
||||
--
|
||||
-- ## Control the Ships on the map.
|
||||
--
|
||||
-- Currently, naval transports can only be controlled via scripts due to their reliance upon predefined Shipping Lanes created in the Mission
|
||||
-- Editor. An interesting future enhancement could leverage new pathfinding functionality for ships in the Ops module.
|
||||
--
|
||||
-- ## Cargo deployment.
|
||||
--
|
||||
-- Using the @{AI_CARGO_SHIP.Deploy}() method, you are able to direct the Ship towards a Deploy zone to unboard/unload the cargo at the
|
||||
-- specified coordinate. The Ship will follow the Shipping Lane to ensure consistent cargo transportation within the simulation environment.
|
||||
--
|
||||
-- ## Cargo pickup.
|
||||
--
|
||||
-- Using the @{AI_CARGO_SHIP.Pickup}() method, you are able to direct the Ship towards a Pickup zone to board/load the cargo at the specified
|
||||
-- coordinate. The Ship will follow the Shipping Lane to ensure consistent cargo transportation within the simulation environment.
|
||||
--
|
||||
--
|
||||
-- @field #AI_CARGO_SHIP
|
||||
AI_CARGO_SHIP = {
|
||||
ClassName = "AI_CARGO_SHIP",
|
||||
Coordinate = nil -- Core.Point#COORDINATE
|
||||
}
|
||||
|
||||
--- Creates a new AI_CARGO_SHIP object.
|
||||
-- @param #AI_CARGO_SHIP self
|
||||
-- @param Wrapper.Group#GROUP Ship The carrier Ship group
|
||||
-- @param Core.Set#SET_CARGO CargoSet The set of cargo to be transported
|
||||
-- @param #number CombatRadius Provide the combat radius to defend the carrier by unboarding the cargo when enemies are nearby. When CombatRadius is 0, no defense will occur.
|
||||
-- @param #table ShippingLane Table containing list of Shipping Lanes to be used
|
||||
-- @return #AI_CARGO_SHIP
|
||||
function AI_CARGO_SHIP:New( Ship, CargoSet, CombatRadius, ShippingLane )
|
||||
|
||||
local self = BASE:Inherit( self, AI_CARGO:New( Ship, CargoSet ) ) -- #AI_CARGO_SHIP
|
||||
|
||||
self:AddTransition( "*", "Monitor", "*" )
|
||||
self:AddTransition( "*", "Destroyed", "Destroyed" )
|
||||
self:AddTransition( "*", "Home", "*" )
|
||||
|
||||
self:SetCombatRadius( 0 ) -- Don't want to deploy cargo in middle of water to defend Ship, so set CombatRadius to 0
|
||||
self:SetShippingLane ( ShippingLane )
|
||||
|
||||
self:SetCarrier( Ship )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set the Carrier
|
||||
-- @param #AI_CARGO_SHIP self
|
||||
-- @param Wrapper.Group#GROUP CargoCarrier
|
||||
-- @return #AI_CARGO_SHIP
|
||||
function AI_CARGO_SHIP:SetCarrier( CargoCarrier )
|
||||
self.CargoCarrier = CargoCarrier -- Wrapper.Group#GROUIP
|
||||
self.CargoCarrier:SetState( self.CargoCarrier, "AI_CARGO_SHIP", self )
|
||||
|
||||
CargoCarrier:HandleEvent( EVENTS.Dead )
|
||||
|
||||
function CargoCarrier:OnEventDead( EventData )
|
||||
self:F({"dead"})
|
||||
local AICargoTroops = self:GetState( self, "AI_CARGO_SHIP" )
|
||||
self:F({AICargoTroops=AICargoTroops})
|
||||
if AICargoTroops then
|
||||
self:F({})
|
||||
if not AICargoTroops:Is( "Loaded" ) then
|
||||
-- Better hope they can swim!
|
||||
AICargoTroops:Destroyed()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
self.Zone = ZONE_UNIT:New( self.CargoCarrier:GetName() .. "-Zone", self.CargoCarrier, self.CombatRadius )
|
||||
self.Coalition = self.CargoCarrier:GetCoalition()
|
||||
|
||||
self:SetControllable( CargoCarrier )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- FInd a free Carrier within a radius
|
||||
-- @param #AI_CARGO_SHIP self
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @param #number Radius
|
||||
-- @return Wrapper.Group#GROUP NewCarrier
|
||||
function AI_CARGO_SHIP:FindCarrier( Coordinate, Radius )
|
||||
|
||||
local CoordinateZone = ZONE_RADIUS:New( "Zone", Coordinate:GetVec2(), Radius )
|
||||
CoordinateZone:Scan( { Object.Category.UNIT } )
|
||||
for _, DCSUnit in pairs( CoordinateZone:GetScannedUnits() ) do
|
||||
local NearUnit = UNIT:Find( DCSUnit )
|
||||
self:F({NearUnit=NearUnit})
|
||||
if not NearUnit:GetState( NearUnit, "AI_CARGO_SHIP" ) then
|
||||
local Attributes = NearUnit:GetDesc()
|
||||
self:F({Desc=Attributes})
|
||||
if NearUnit:HasAttributes( "Trucks" ) then
|
||||
return NearUnit:GetGroup()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
function AI_CARGO_SHIP:SetShippingLane( ShippingLane )
|
||||
self.ShippingLane = ShippingLane
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function AI_CARGO_SHIP:SetCombatRadius( CombatRadius )
|
||||
self.CombatRadius = CombatRadius or 0
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Follow Infantry to the Carrier
|
||||
-- @param #AI_CARGO_SHIP self
|
||||
-- @param #AI_CARGO_SHIP Me
|
||||
-- @param Wrapper.Unit#UNIT ShipUnit
|
||||
-- @param Cargo.CargoGroup#CARGO_GROUP Cargo
|
||||
-- @return #AI_CARGO_SHIP
|
||||
function AI_CARGO_SHIP:FollowToCarrier( Me, ShipUnit, CargoGroup )
|
||||
|
||||
local InfantryGroup = CargoGroup:GetGroup()
|
||||
|
||||
self:F( { self=self:GetClassNameAndID(), InfantryGroup = InfantryGroup:GetName() } )
|
||||
|
||||
if ShipUnit:IsAlive() then
|
||||
-- Check if the Cargo is near the CargoCarrier
|
||||
if InfantryGroup:IsPartlyInZone( ZONE_UNIT:New( "Radius", ShipUnit, 1000 ) ) then
|
||||
|
||||
-- Cargo does not need to navigate to Carrier
|
||||
Me:Guard()
|
||||
else
|
||||
|
||||
self:F( { InfantryGroup = InfantryGroup:GetName() } )
|
||||
if InfantryGroup:IsAlive() then
|
||||
|
||||
self:F( { InfantryGroup = InfantryGroup:GetName() } )
|
||||
local Waypoints = {}
|
||||
|
||||
-- Calculate new route
|
||||
local FromCoord = InfantryGroup:GetCoordinate()
|
||||
local FromGround = FromCoord:WaypointGround( 10, "Diamond" )
|
||||
self:F({FromGround=FromGround})
|
||||
table.insert( Waypoints, FromGround )
|
||||
|
||||
local ToCoord = ShipUnit:GetCoordinate():GetRandomCoordinateInRadius( 10, 5 )
|
||||
local ToGround = ToCoord:WaypointGround( 10, "Diamond" )
|
||||
self:F({ToGround=ToGround})
|
||||
table.insert( Waypoints, ToGround )
|
||||
|
||||
local TaskRoute = InfantryGroup:TaskFunction( "AI_CARGO_SHIP.FollowToCarrier", Me, ShipUnit, CargoGroup )
|
||||
|
||||
self:F({Waypoints=Waypoints})
|
||||
local Waypoint = Waypoints[#Waypoints]
|
||||
InfantryGroup:SetTaskWaypoint( Waypoint, TaskRoute ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone
|
||||
|
||||
InfantryGroup:Route( Waypoints, 1 ) -- Move after a random number of seconds to the Route. See Route method for details
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function AI_CARGO_SHIP:onafterMonitor( Ship, From, Event, To )
|
||||
self:F( { Ship, From, Event, To, IsTransporting = self:IsTransporting() } )
|
||||
|
||||
if self.CombatRadius > 0 then
|
||||
-- We really shouldn't find ourselves in here for Ships since the CombatRadius should always be 0.
|
||||
-- This is to avoid Unloading the Ship in the middle of the sea.
|
||||
if Ship and Ship:IsAlive() then
|
||||
if self.CarrierCoordinate then
|
||||
if self:IsTransporting() == true then
|
||||
local Coordinate = Ship:GetCoordinate()
|
||||
if self:Is( "Unloaded" ) or self:Is( "Loaded" ) then
|
||||
self.Zone:Scan( { Object.Category.UNIT } )
|
||||
if self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then
|
||||
if self:Is( "Unloaded" ) then
|
||||
-- There are no enemies within combat radius. Reload the CargoCarrier.
|
||||
self:Reload()
|
||||
end
|
||||
else
|
||||
if self:Is( "Loaded" ) then
|
||||
-- There are enemies within combat radius. Unload the CargoCarrier.
|
||||
self:__Unload( 1, nil, true ) -- The 2nd parameter is true, which means that the unload is for defending the carrier, not to deploy!
|
||||
else
|
||||
if self:Is( "Unloaded" ) then
|
||||
--self:Follow()
|
||||
end
|
||||
self:F( "I am here" .. self:GetCurrentState() )
|
||||
if self:Is( "Following" ) then
|
||||
for Cargo, ShipUnit in pairs( self.Carrier_Cargo ) do
|
||||
local Cargo = Cargo -- Cargo.Cargo#CARGO
|
||||
local ShipUnit = ShipUnit -- Wrapper.Unit#UNIT
|
||||
if Cargo:IsAlive() then
|
||||
if not Cargo:IsNear( ShipUnit, 40 ) then
|
||||
ShipUnit:RouteStop()
|
||||
self.CarrierStopped = true
|
||||
else
|
||||
if self.CarrierStopped then
|
||||
if Cargo:IsNear( ShipUnit, 25 ) then
|
||||
ShipUnit:RouteResume()
|
||||
self.CarrierStopped = nil
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
self.CarrierCoordinate = Ship:GetCoordinate()
|
||||
end
|
||||
self:__Monitor( -5 )
|
||||
end
|
||||
end
|
||||
|
||||
--- Check if cargo ship is alive and trigger Load event
|
||||
-- @param Wrapper.Group#Group Ship
|
||||
-- @param #AI_CARGO_SHIP self
|
||||
function AI_CARGO_SHIP._Pickup( Ship, self, Coordinate, Speed, PickupZone )
|
||||
|
||||
Ship:F( { "AI_CARGO_Ship._Pickup:", Ship:GetName() } )
|
||||
|
||||
if Ship:IsAlive() then
|
||||
self:Load( PickupZone )
|
||||
end
|
||||
end
|
||||
|
||||
--- Check if cargo ship is alive and trigger Unload event. Good time to remind people that Lua is case sensitive and Unload != UnLoad
|
||||
-- @param Wrapper.Group#GROUP Ship
|
||||
-- @param #AI_CARGO_SHIP self
|
||||
function AI_CARGO_SHIP._Deploy( Ship, self, Coordinate, DeployZone )
|
||||
Ship:F( { "AI_CARGO_Ship._Deploy:", Ship } )
|
||||
|
||||
if Ship:IsAlive() then
|
||||
self:Unload( DeployZone )
|
||||
end
|
||||
end
|
||||
|
||||
--- on after Pickup event.
|
||||
-- @param AI_CARGO_SHIP Ship
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @param Core.Point#COORDINATE Coordinate of the pickup point
|
||||
-- @param #number Speed Speed in km/h to sail to the pickup coordinate. Default is 50% of max speed for the unit
|
||||
-- @param #number Height Altitude in meters to move to the pickup coordinate. This parameter is ignored for Ships
|
||||
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil if there was no PickupZoneSet provided
|
||||
function AI_CARGO_SHIP:onafterPickup( Ship, From, Event, To, Coordinate, Speed, Height, PickupZone )
|
||||
|
||||
if Ship and Ship:IsAlive() then
|
||||
AI_CARGO_SHIP._Pickup( Ship, self, Coordinate, Speed, PickupZone )
|
||||
self:GetParent( self, AI_CARGO_SHIP ).onafterPickup( self, Ship, From, Event, To, Coordinate, Speed, Height, PickupZone )
|
||||
end
|
||||
end
|
||||
|
||||
--- On after Deploy event.
|
||||
-- @param #AI_CARGO_SHIP self
|
||||
-- @param Wrapper.Group#GROUP SHIP
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @param Core.Point#COORDINATE Coordinate Coordinate of the deploy point
|
||||
-- @param #number Speed Speed in km/h to sail to the deploy coordinate. Default is 50% of max speed for the unit
|
||||
-- @param #number Height Altitude in meters to move to the deploy coordinate. This parameter is ignored for Ships
|
||||
-- @param Core.Zone#ZONE DeployZone The zone where the cargo will be deployed.
|
||||
function AI_CARGO_SHIP:onafterDeploy( Ship, From, Event, To, Coordinate, Speed, Height, DeployZone )
|
||||
|
||||
if Ship and Ship:IsAlive() then
|
||||
|
||||
Speed = Speed or Ship:GetSpeedMax()*0.8
|
||||
local lane = self.ShippingLane
|
||||
|
||||
if lane then
|
||||
local Waypoints = {}
|
||||
|
||||
for i=1, #lane do
|
||||
local coord = lane[i]
|
||||
local Waypoint = coord:WaypointGround(_speed)
|
||||
table.insert(Waypoints, Waypoint)
|
||||
end
|
||||
|
||||
local TaskFunction = Ship:TaskFunction( "AI_CARGO_SHIP._Deploy", self, Coordinate, DeployZone )
|
||||
local Waypoint = Waypoints[#Waypoints]
|
||||
Ship:SetTaskWaypoint( Waypoint, TaskFunction )
|
||||
Ship:Route(Waypoints, 1)
|
||||
self:GetParent( self, AI_CARGO_SHIP ).onafterDeploy( self, Ship, From, Event, To, Coordinate, Speed, Height, DeployZone )
|
||||
else
|
||||
self:E(self.lid.."ERROR: No shipping lane defined for Naval Transport!")
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- On after Unload event.
|
||||
-- @param #AI_CARGO_SHIP self
|
||||
-- @param Wrapper.Group#GROUP Ship
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
|
||||
function AI_CARGO_SHIP:onafterUnload( Ship, From, Event, To, DeployZone, Defend )
|
||||
self:F( { Ship, From, Event, To, DeployZone, Defend = Defend } )
|
||||
|
||||
local UnboardInterval = 5
|
||||
local UnboardDelay = 5
|
||||
|
||||
if Ship and Ship:IsAlive() then
|
||||
for _, ShipUnit in pairs( Ship:GetUnits() ) do
|
||||
local ShipUnit = ShipUnit -- Wrapper.Unit#UNIT
|
||||
Ship:RouteStop()
|
||||
for _, Cargo in pairs( ShipUnit:GetCargo() ) do
|
||||
self:F( { Cargo = Cargo:GetName(), Isloaded = Cargo:IsLoaded() } )
|
||||
if Cargo:IsLoaded() then
|
||||
local unboardCoord = DeployZone:GetRandomPointVec2()
|
||||
Cargo:__UnBoard( UnboardDelay, unboardCoord, 1000)
|
||||
UnboardDelay = UnboardDelay + Cargo:GetCount() * UnboardInterval
|
||||
self:__Unboard( UnboardDelay, Cargo, ShipUnit, DeployZone, Defend )
|
||||
if not Defend == true then
|
||||
Cargo:SetDeployed( true )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function AI_CARGO_SHIP:onafterHome( Ship, From, Event, To, Coordinate, Speed, Height, HomeZone )
|
||||
if Ship and Ship:IsAlive() then
|
||||
|
||||
self.RouteHome = true
|
||||
Speed = Speed or Ship:GetSpeedMax()*0.8
|
||||
local lane = self.ShippingLane
|
||||
|
||||
if lane then
|
||||
local Waypoints = {}
|
||||
|
||||
-- Need to find a more generalized way to do this instead of reversing the shipping lane.
|
||||
-- This only works if the Source/Dest route waypoints are numbered 1..n and not n..1
|
||||
for i=#lane, 1, -1 do
|
||||
local coord = lane[i]
|
||||
local Waypoint = coord:WaypointGround(_speed)
|
||||
table.insert(Waypoints, Waypoint)
|
||||
end
|
||||
|
||||
local Waypoint = Waypoints[#Waypoints]
|
||||
Ship:Route(Waypoints, 1)
|
||||
|
||||
else
|
||||
self:E(self.lid.."ERROR: No shipping lane defined for Naval Transport!")
|
||||
end
|
||||
end
|
||||
end
|
||||
2182
Moose Development/Moose/AI/AI_Escort.lua
Normal file
2182
Moose Development/Moose/AI/AI_Escort.lua
Normal file
File diff suppressed because it is too large
Load Diff
185
Moose Development/Moose/AI/AI_Escort_Dispatcher.lua
Normal file
185
Moose Development/Moose/AI/AI_Escort_Dispatcher.lua
Normal file
@@ -0,0 +1,185 @@
|
||||
--- **AI** - Models the automatic assignment of AI escorts to player flights.
|
||||
--
|
||||
-- ## Features:
|
||||
-- --
|
||||
-- * Provides the facilities to trigger escorts when players join flight slots.
|
||||
-- *
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_Escort_Dispatcher
|
||||
-- @image MOOSE.JPG
|
||||
|
||||
|
||||
--- @type AI_ESCORT_DISPATCHER
|
||||
-- @extends Core.Fsm#FSM
|
||||
|
||||
|
||||
--- Models the automatic assignment of AI escorts to player flights.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_ESCORT_DISPATCHER
|
||||
AI_ESCORT_DISPATCHER = {
|
||||
ClassName = "AI_ESCORT_DISPATCHER",
|
||||
}
|
||||
|
||||
--- @field #list
|
||||
AI_ESCORT_DISPATCHER.AI_Escorts = {}
|
||||
|
||||
|
||||
--- Creates a new AI_ESCORT_DISPATCHER object.
|
||||
-- @param #AI_ESCORT_DISPATCHER self
|
||||
-- @param Core.Set#SET_GROUP CarrierSet The set of @{Wrapper.Group#GROUP} objects of carriers for which escorts are spawned in.
|
||||
-- @param Core.Spawn#SPAWN EscortSpawn The spawn object that will spawn in the Escorts.
|
||||
-- @param Wrapper.Airbase#AIRBASE EscortAirbase The airbase where the escorts are spawned.
|
||||
-- @param #string EscortName Name of the escort, which will also be the name of the escort menu.
|
||||
-- @param #string EscortBriefing A text showing the briefing to the player. Note that if no EscortBriefing is provided, the default briefing will be shown.
|
||||
-- @return #AI_ESCORT_DISPATCHER
|
||||
-- @usage
|
||||
--
|
||||
-- -- Create a new escort when a player joins an SU-25T plane.
|
||||
-- Create a carrier set, which contains the player slots that can be joined by the players, for which escorts will be defined.
|
||||
-- local Red_SU25T_CarrierSet = SET_GROUP:New():FilterPrefixes( "Red A2G Player Su-25T" ):FilterStart()
|
||||
--
|
||||
-- -- Create a spawn object that will spawn in the escorts, once the player has joined the player slot.
|
||||
-- local Red_SU25T_EscortSpawn = SPAWN:NewWithAlias( "Red A2G Su-25 Escort", "Red AI A2G SU-25 Escort" ):InitLimit( 10, 10 )
|
||||
--
|
||||
-- -- Create an airbase object, where the escorts will be spawned.
|
||||
-- local Red_SU25T_Airbase = AIRBASE:FindByName( AIRBASE.Caucasus.Maykop_Khanskaya )
|
||||
--
|
||||
-- -- Park the airplanes at the airbase, visible before start.
|
||||
-- Red_SU25T_EscortSpawn:ParkAtAirbase( Red_SU25T_Airbase, AIRBASE.TerminalType.OpenMedOrBig )
|
||||
--
|
||||
-- -- New create the escort dispatcher, using the carrier set, the escort spawn object at the escort airbase.
|
||||
-- -- Provide a name of the escort, which will be also the name appearing on the radio menu for the group.
|
||||
-- -- And a briefing to appear when the player joins the player slot.
|
||||
-- Red_SU25T_EscortDispatcher = AI_ESCORT_DISPATCHER:New( Red_SU25T_CarrierSet, Red_SU25T_EscortSpawn, Red_SU25T_Airbase, "Escort Su-25", "You Su-25T is escorted by one Su-25. Use the radio menu to control the escorts." )
|
||||
--
|
||||
-- -- The dispatcher needs to be started using the :Start() method.
|
||||
-- Red_SU25T_EscortDispatcher:Start()
|
||||
function AI_ESCORT_DISPATCHER:New( CarrierSet, EscortSpawn, EscortAirbase, EscortName, EscortBriefing )
|
||||
|
||||
local self = BASE:Inherit( self, FSM:New() ) -- #AI_ESCORT_DISPATCHER
|
||||
|
||||
self.CarrierSet = CarrierSet
|
||||
self.EscortSpawn = EscortSpawn
|
||||
self.EscortAirbase = EscortAirbase
|
||||
self.EscortName = EscortName
|
||||
self.EscortBriefing = EscortBriefing
|
||||
|
||||
self:SetStartState( "Idle" )
|
||||
|
||||
self:AddTransition( "Monitoring", "Monitor", "Monitoring" )
|
||||
|
||||
self:AddTransition( "Idle", "Start", "Monitoring" )
|
||||
self:AddTransition( "Monitoring", "Stop", "Idle" )
|
||||
|
||||
-- Put a Dead event handler on CarrierSet, to ensure that when a carrier is destroyed, that all internal parameters are reset.
|
||||
function self.CarrierSet.OnAfterRemoved( CarrierSet, From, Event, To, CarrierName, Carrier )
|
||||
self:F( { Carrier = Carrier:GetName() } )
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function AI_ESCORT_DISPATCHER:onafterStart( From, Event, To )
|
||||
|
||||
self:HandleEvent( EVENTS.Birth )
|
||||
|
||||
self:HandleEvent( EVENTS.PlayerLeaveUnit, self.OnEventExit )
|
||||
self:HandleEvent( EVENTS.Crash, self.OnEventExit )
|
||||
self:HandleEvent( EVENTS.Dead, self.OnEventExit )
|
||||
|
||||
end
|
||||
|
||||
--- @param #AI_ESCORT_DISPATCHER self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_ESCORT_DISPATCHER:OnEventExit( EventData )
|
||||
|
||||
local PlayerGroupName = EventData.IniGroupName
|
||||
local PlayerGroup = EventData.IniGroup
|
||||
local PlayerUnit = EventData.IniUnit
|
||||
|
||||
self:I({EscortAirbase= self.EscortAirbase } )
|
||||
self:I({PlayerGroupName = PlayerGroupName } )
|
||||
self:I({PlayerGroup = PlayerGroup})
|
||||
self:I({FirstGroup = self.CarrierSet:GetFirst()})
|
||||
self:I({FindGroup = self.CarrierSet:FindGroup( PlayerGroupName )})
|
||||
|
||||
if self.CarrierSet:FindGroup( PlayerGroupName ) then
|
||||
if self.AI_Escorts[PlayerGroupName] then
|
||||
self.AI_Escorts[PlayerGroupName]:Stop()
|
||||
self.AI_Escorts[PlayerGroupName] = nil
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- @param #AI_ESCORT_DISPATCHER self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_ESCORT_DISPATCHER:OnEventBirth( EventData )
|
||||
|
||||
local PlayerGroupName = EventData.IniGroupName
|
||||
local PlayerGroup = EventData.IniGroup
|
||||
local PlayerUnit = EventData.IniUnit
|
||||
|
||||
self:I({EscortAirbase= self.EscortAirbase } )
|
||||
self:I({PlayerGroupName = PlayerGroupName } )
|
||||
self:I({PlayerGroup = PlayerGroup})
|
||||
self:I({FirstGroup = self.CarrierSet:GetFirst()})
|
||||
self:I({FindGroup = self.CarrierSet:FindGroup( PlayerGroupName )})
|
||||
|
||||
if self.CarrierSet:FindGroup( PlayerGroupName ) then
|
||||
if not self.AI_Escorts[PlayerGroupName] then
|
||||
local LeaderUnit = PlayerUnit
|
||||
local EscortGroup = self.EscortSpawn:SpawnAtAirbase( self.EscortAirbase, SPAWN.Takeoff.Hot )
|
||||
self:I({EscortGroup = EscortGroup})
|
||||
|
||||
self:ScheduleOnce( 1,
|
||||
function( EscortGroup )
|
||||
local EscortSet = SET_GROUP:New()
|
||||
EscortSet:AddGroup( EscortGroup )
|
||||
self.AI_Escorts[PlayerGroupName] = AI_ESCORT:New( LeaderUnit, EscortSet, self.EscortName, self.EscortBriefing )
|
||||
self.AI_Escorts[PlayerGroupName]:FormationTrail( 0, 100, 0 )
|
||||
if EscortGroup:IsHelicopter() then
|
||||
self.AI_Escorts[PlayerGroupName]:MenusHelicopters()
|
||||
else
|
||||
self.AI_Escorts[PlayerGroupName]:MenusAirplanes()
|
||||
end
|
||||
self.AI_Escorts[PlayerGroupName]:__Start( 0.1 )
|
||||
end, EscortGroup
|
||||
)
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Start Trigger for AI_ESCORT_DISPATCHER
|
||||
-- @function [parent=#AI_ESCORT_DISPATCHER] Start
|
||||
-- @param #AI_ESCORT_DISPATCHER self
|
||||
|
||||
--- Start Asynchronous Trigger for AI_ESCORT_DISPATCHER
|
||||
-- @function [parent=#AI_ESCORT_DISPATCHER] __Start
|
||||
-- @param #AI_ESCORT_DISPATCHER self
|
||||
-- @param #number Delay
|
||||
|
||||
--- Stop Trigger for AI_ESCORT_DISPATCHER
|
||||
-- @function [parent=#AI_ESCORT_DISPATCHER] Stop
|
||||
-- @param #AI_ESCORT_DISPATCHER self
|
||||
|
||||
--- Stop Asynchronous Trigger for AI_ESCORT_DISPATCHER
|
||||
-- @function [parent=#AI_ESCORT_DISPATCHER] __Stop
|
||||
-- @param #AI_ESCORT_DISPATCHER self
|
||||
-- @param #number Delay
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
146
Moose Development/Moose/AI/AI_Escort_Dispatcher_Request.lua
Normal file
146
Moose Development/Moose/AI/AI_Escort_Dispatcher_Request.lua
Normal file
@@ -0,0 +1,146 @@
|
||||
--- **AI** - Models the assignment of AI escorts to player flights upon request using the radio menu.
|
||||
--
|
||||
-- ## Features:
|
||||
--
|
||||
-- * Provides the facilities to trigger escorts when players join flight units.
|
||||
-- * Provide a menu for which escorts can be requested.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_ESCORT_DISPATCHER_REQUEST
|
||||
-- @image MOOSE.JPG
|
||||
|
||||
|
||||
--- @type AI_ESCORT_DISPATCHER_REQUEST
|
||||
-- @extends Core.Fsm#FSM
|
||||
|
||||
|
||||
--- Models the assignment of AI escorts to player flights upon request using the radio menu.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_ESCORT_DISPATCHER_REQUEST
|
||||
AI_ESCORT_DISPATCHER_REQUEST = {
|
||||
ClassName = "AI_ESCORT_DISPATCHER_REQUEST",
|
||||
}
|
||||
|
||||
--- @field #list
|
||||
AI_ESCORT_DISPATCHER_REQUEST.AI_Escorts = {}
|
||||
|
||||
|
||||
--- Creates a new AI_ESCORT_DISPATCHER_REQUEST object.
|
||||
-- @param #AI_ESCORT_DISPATCHER_REQUEST self
|
||||
-- @param Core.Set#SET_GROUP CarrierSet The set of @{Wrapper.Group#GROUP} objects of carriers for which escorts are requested.
|
||||
-- @param Core.Spawn#SPAWN EscortSpawn The spawn object that will spawn in the Escorts.
|
||||
-- @param Wrapper.Airbase#AIRBASE EscortAirbase The airbase where the escorts are spawned.
|
||||
-- @param #string EscortName Name of the escort, which will also be the name of the escort menu.
|
||||
-- @param #string EscortBriefing A text showing the briefing to the player. Note that if no EscortBriefing is provided, the default briefing will be shown.
|
||||
-- @return #AI_ESCORT_DISPATCHER_REQUEST
|
||||
function AI_ESCORT_DISPATCHER_REQUEST:New( CarrierSet, EscortSpawn, EscortAirbase, EscortName, EscortBriefing )
|
||||
|
||||
local self = BASE:Inherit( self, FSM:New() ) -- #AI_ESCORT_DISPATCHER_REQUEST
|
||||
|
||||
self.CarrierSet = CarrierSet
|
||||
self.EscortSpawn = EscortSpawn
|
||||
self.EscortAirbase = EscortAirbase
|
||||
self.EscortName = EscortName
|
||||
self.EscortBriefing = EscortBriefing
|
||||
|
||||
self:SetStartState( "Idle" )
|
||||
|
||||
self:AddTransition( "Monitoring", "Monitor", "Monitoring" )
|
||||
|
||||
self:AddTransition( "Idle", "Start", "Monitoring" )
|
||||
self:AddTransition( "Monitoring", "Stop", "Idle" )
|
||||
|
||||
-- Put a Dead event handler on CarrierSet, to ensure that when a carrier is destroyed, that all internal parameters are reset.
|
||||
function self.CarrierSet.OnAfterRemoved( CarrierSet, From, Event, To, CarrierName, Carrier )
|
||||
self:F( { Carrier = Carrier:GetName() } )
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function AI_ESCORT_DISPATCHER_REQUEST:onafterStart( From, Event, To )
|
||||
|
||||
self:HandleEvent( EVENTS.Birth )
|
||||
|
||||
self:HandleEvent( EVENTS.PlayerLeaveUnit, self.OnEventExit )
|
||||
self:HandleEvent( EVENTS.Crash, self.OnEventExit )
|
||||
self:HandleEvent( EVENTS.Dead, self.OnEventExit )
|
||||
|
||||
end
|
||||
|
||||
--- @param #AI_ESCORT_DISPATCHER_REQUEST self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_ESCORT_DISPATCHER_REQUEST:OnEventExit( EventData )
|
||||
|
||||
local PlayerGroupName = EventData.IniGroupName
|
||||
local PlayerGroup = EventData.IniGroup
|
||||
local PlayerUnit = EventData.IniUnit
|
||||
|
||||
if self.CarrierSet:FindGroup( PlayerGroupName ) then
|
||||
if self.AI_Escorts[PlayerGroupName] then
|
||||
self.AI_Escorts[PlayerGroupName]:Stop()
|
||||
self.AI_Escorts[PlayerGroupName] = nil
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- @param #AI_ESCORT_DISPATCHER_REQUEST self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_ESCORT_DISPATCHER_REQUEST:OnEventBirth( EventData )
|
||||
|
||||
local PlayerGroupName = EventData.IniGroupName
|
||||
local PlayerGroup = EventData.IniGroup
|
||||
local PlayerUnit = EventData.IniUnit
|
||||
|
||||
if self.CarrierSet:FindGroup( PlayerGroupName ) then
|
||||
if not self.AI_Escorts[PlayerGroupName] then
|
||||
local LeaderUnit = PlayerUnit
|
||||
self:ScheduleOnce( 0.1,
|
||||
function()
|
||||
self.AI_Escorts[PlayerGroupName] = AI_ESCORT_REQUEST:New( LeaderUnit, self.EscortSpawn, self.EscortAirbase, self.EscortName, self.EscortBriefing )
|
||||
self.AI_Escorts[PlayerGroupName]:FormationTrail( 0, 100, 0 )
|
||||
if PlayerGroup:IsHelicopter() then
|
||||
self.AI_Escorts[PlayerGroupName]:MenusHelicopters()
|
||||
else
|
||||
self.AI_Escorts[PlayerGroupName]:MenusAirplanes()
|
||||
end
|
||||
self.AI_Escorts[PlayerGroupName]:__Start( 0.1 )
|
||||
end
|
||||
)
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Start Trigger for AI_ESCORT_DISPATCHER_REQUEST
|
||||
-- @function [parent=#AI_ESCORT_DISPATCHER_REQUEST] Start
|
||||
-- @param #AI_ESCORT_DISPATCHER_REQUEST self
|
||||
|
||||
--- Start Asynchronous Trigger for AI_ESCORT_DISPATCHER_REQUEST
|
||||
-- @function [parent=#AI_ESCORT_DISPATCHER_REQUEST] __Start
|
||||
-- @param #AI_ESCORT_DISPATCHER_REQUEST self
|
||||
-- @param #number Delay
|
||||
|
||||
--- Stop Trigger for AI_ESCORT_DISPATCHER_REQUEST
|
||||
-- @function [parent=#AI_ESCORT_DISPATCHER_REQUEST] Stop
|
||||
-- @param #AI_ESCORT_DISPATCHER_REQUEST self
|
||||
|
||||
--- Stop Asynchronous Trigger for AI_ESCORT_DISPATCHER_REQUEST
|
||||
-- @function [parent=#AI_ESCORT_DISPATCHER_REQUEST] __Stop
|
||||
-- @param #AI_ESCORT_DISPATCHER_REQUEST self
|
||||
-- @param #number Delay
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
316
Moose Development/Moose/AI/AI_Escort_Request.lua
Normal file
316
Moose Development/Moose/AI/AI_Escort_Request.lua
Normal file
@@ -0,0 +1,316 @@
|
||||
--- **Functional** -- Taking the lead of AI escorting your flight or of other AI, upon request using the menu.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Features:
|
||||
--
|
||||
-- * Escort navigation commands.
|
||||
-- * Escort hold at position commands.
|
||||
-- * Escorts reporting detected targets.
|
||||
-- * Escorts scanning targets in advance.
|
||||
-- * Escorts attacking specific targets.
|
||||
-- * Request assistance from other groups for attack.
|
||||
-- * Manage rule of engagement of escorts.
|
||||
-- * Manage the allowed evasion techniques of escorts.
|
||||
-- * Make escort to execute a defined mission or path.
|
||||
-- * Escort tactical situation reporting.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Missions:
|
||||
--
|
||||
-- [ESC - Escorting](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/ESC%20-%20Escorting)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- Allows you to interact with escorting AI on your flight and take the lead.
|
||||
--
|
||||
-- Each escorting group can be commanded with a complete set of radio commands (radio menu in your flight, and then F10).
|
||||
--
|
||||
-- The radio commands will vary according the category of the group. The richest set of commands are with helicopters and airPlanes.
|
||||
-- Ships and Ground troops will have a more limited set, but they can provide support through the bombing of targets designated by the other escorts.
|
||||
--
|
||||
-- Escorts detect targets using a built-in detection mechanism. The detected targets are reported at a specified time interval.
|
||||
-- Once targets are reported, each escort has these targets as menu options to command the attack of these targets.
|
||||
-- Targets are by default grouped per area of 5000 meters, but the kind of detection and the grouping range can be altered.
|
||||
--
|
||||
-- Different formations can be selected in the Flight menu: Trail, Stack, Left Line, Right Line, Left Wing, Right Wing, Central Wing and Boxed formations are available.
|
||||
-- The Flight menu also allows for a mass attack, where all of the escorts are commanded to attack a target.
|
||||
--
|
||||
-- Escorts can emit flares to reports their location. They can be commanded to hold at a location, which can be their current or the leader location.
|
||||
-- In this way, you can spread out the escorts over the battle field before a coordinated attack.
|
||||
--
|
||||
-- But basically, the escort class provides 4 modes of operation, and depending on the mode, you are either leading the flight, or following the flight.
|
||||
--
|
||||
-- ## Leading the flight
|
||||
--
|
||||
-- When leading the flight, you are expected to guide the escorts towards the target areas,
|
||||
-- and carefully coordinate the attack based on the threat levels reported, and the available weapons
|
||||
-- carried by the escorts. Ground ships or ground troops can execute A-assisted attacks, when they have long-range ground precision weapons for attack.
|
||||
--
|
||||
-- ## Following the flight
|
||||
--
|
||||
-- Escorts can be commanded to execute a specific mission path. In this mode, the escorts are in the lead.
|
||||
-- You as a player, are following the escorts, and are commanding them to progress the mission while
|
||||
-- ensuring that the escorts survive. You are joining the escorts in the battlefield. They will detect and report targets
|
||||
-- and you will ensure that the attacks are well coordinated, assigning the correct escort type for the detected target
|
||||
-- type. Once the attack is finished, the escort will resume the mission it was assigned.
|
||||
-- In other words, you can use the escorts for reconnaissance, and for guiding the attack.
|
||||
-- Imagine you as a mi-8 pilot, assigned to pickup cargo. Two ka-50s are guiding the way, and you are
|
||||
-- following. You are in control. The ka-50s detect targets, report them, and you command how the attack
|
||||
-- will commence and from where. You can control where the escorts are holding position and which targets
|
||||
-- are attacked first. You are in control how the ka-50s will follow their mission path.
|
||||
--
|
||||
-- Escorts can act as part of a AI A2G dispatcher offensive. In this way, You was a player are in control.
|
||||
-- The mission is defined by the A2G dispatcher, and you are responsible to join the flight and ensure that the
|
||||
-- attack is well coordinated.
|
||||
--
|
||||
-- It is with great proud that I present you this class, and I hope you will enjoy the functionality and the dynamism
|
||||
-- it brings in your DCS world simulations.
|
||||
--
|
||||
-- # RADIO MENUs that can be created:
|
||||
--
|
||||
-- Find a summary below of the current available commands:
|
||||
--
|
||||
-- ## Navigation ...:
|
||||
--
|
||||
-- Escort group navigation functions:
|
||||
--
|
||||
-- * **"Join-Up":** The escort group fill follow you in the assigned formation.
|
||||
-- * **"Flare":** Provides menu commands to let the escort group shoot a flare in the air in a color.
|
||||
-- * **"Smoke":** Provides menu commands to let the escort group smoke the air in a color. Note that smoking is only available for ground and naval troops.
|
||||
--
|
||||
-- ## Hold position ...:
|
||||
--
|
||||
-- Escort group navigation functions:
|
||||
--
|
||||
-- * **"At current location":** The escort group will hover above the ground at the position they were. The altitude can be specified as a parameter.
|
||||
-- * **"At my location":** The escort group will hover or orbit at the position where you are. The escort will fly to your location and hold position. The altitude can be specified as a parameter.
|
||||
--
|
||||
-- ## Report targets ...:
|
||||
--
|
||||
-- Report targets will make the escort group to report any target that it identifies within detection range. Any detected target can be attacked using the "Attack Targets" menu function. (see below).
|
||||
--
|
||||
-- * **"Report now":** Will report the current detected targets.
|
||||
-- * **"Report targets on":** Will make the escorts to report the detected targets and will fill the "Attack Targets" menu list.
|
||||
-- * **"Report targets off":** Will stop detecting targets.
|
||||
--
|
||||
-- ## Attack targets ...:
|
||||
--
|
||||
-- This menu item will list all detected targets within a 15km range. Depending on the level of detection (known/unknown) and visuality, the targets type will also be listed.
|
||||
-- This menu will be available in Flight menu or in each Escort menu.
|
||||
--
|
||||
-- ## Scan targets ...:
|
||||
--
|
||||
-- Menu items to pop-up the escort group for target scanning. After scanning, the escort group will resume with the mission or rejoin formation.
|
||||
--
|
||||
-- * **"Scan targets 30 seconds":** Scan 30 seconds for targets.
|
||||
-- * **"Scan targets 60 seconds":** Scan 60 seconds for targets.
|
||||
--
|
||||
-- ## Request assistance from ...:
|
||||
--
|
||||
-- This menu item will list all detected targets within a 15km range, similar as with the menu item **Attack Targets**.
|
||||
-- This menu item allows to request attack support from other ground based escorts supporting the current escort.
|
||||
-- eg. the function allows a player to request support from the Ship escort to attack a target identified by the Plane escort with its Tomahawk missiles.
|
||||
-- eg. the function allows a player to request support from other Planes escorting to bomb the unit with illumination missiles or bombs, so that the main plane escort can attack the area.
|
||||
--
|
||||
-- ## ROE ...:
|
||||
--
|
||||
-- Sets the Rules of Engagement (ROE) of the escort group when in flight.
|
||||
--
|
||||
-- * **"Hold Fire":** The escort group will hold fire.
|
||||
-- * **"Return Fire":** The escort group will return fire.
|
||||
-- * **"Open Fire":** The escort group will open fire on designated targets.
|
||||
-- * **"Weapon Free":** The escort group will engage with any target.
|
||||
--
|
||||
-- ## Evasion ...:
|
||||
--
|
||||
-- Will define the evasion techniques that the escort group will perform during flight or combat.
|
||||
--
|
||||
-- * **"Fight until death":** The escort group will have no reaction to threats.
|
||||
-- * **"Use flares, chaff and jammers":** The escort group will use passive defense using flares and jammers. No evasive manoeuvres are executed.
|
||||
-- * **"Evade enemy fire":** The rescort group will evade enemy fire before firing.
|
||||
-- * **"Go below radar and evade fire":** The escort group will perform evasive vertical manoeuvres.
|
||||
--
|
||||
-- ## Resume Mission ...:
|
||||
--
|
||||
-- Escort groups can have their own mission. This menu item will allow the escort group to resume their Mission from a given waypoint.
|
||||
-- Note that this is really fantastic, as you now have the dynamic of taking control of the escort groups, and allowing them to resume their path or mission.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Authors: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_Escort
|
||||
-- @image Escorting.JPG
|
||||
|
||||
|
||||
|
||||
--- @type AI_ESCORT_REQUEST
|
||||
-- @extends AI.AI_Escort#AI_ESCORT
|
||||
|
||||
--- AI_ESCORT_REQUEST class
|
||||
--
|
||||
-- # AI_ESCORT_REQUEST construction methods.
|
||||
--
|
||||
-- Create a new AI_ESCORT_REQUEST object with the @{#AI_ESCORT_REQUEST.New} method:
|
||||
--
|
||||
-- * @{#AI_ESCORT_REQUEST.New}: Creates a new AI_ESCORT_REQUEST object from a @{Wrapper.Group#GROUP} for a @{Wrapper.Client#CLIENT}, with an optional briefing text.
|
||||
--
|
||||
-- @usage
|
||||
-- -- Declare a new EscortPlanes object as follows:
|
||||
--
|
||||
-- -- First find the GROUP object and the CLIENT object.
|
||||
-- local EscortUnit = CLIENT:FindByName( "Unit Name" ) -- The Unit Name is the name of the unit flagged with the skill Client in the mission editor.
|
||||
-- local EscortGroup = GROUP:FindByName( "Group Name" ) -- The Group Name is the name of the group that will escort the Escort Client.
|
||||
--
|
||||
-- -- Now use these 2 objects to construct the new EscortPlanes object.
|
||||
-- EscortPlanes = AI_ESCORT_REQUEST:New( EscortUnit, EscortGroup, "Desert", "Welcome to the mission. You are escorted by a plane with code name 'Desert', which can be instructed through the F10 radio menu." )
|
||||
--
|
||||
-- @field #AI_ESCORT_REQUEST
|
||||
AI_ESCORT_REQUEST = {
|
||||
ClassName = "AI_ESCORT_REQUEST",
|
||||
}
|
||||
|
||||
--- AI_ESCORT_REQUEST.Mode class
|
||||
-- @type AI_ESCORT_REQUEST.MODE
|
||||
-- @field #number FOLLOW
|
||||
-- @field #number MISSION
|
||||
|
||||
--- MENUPARAM type
|
||||
-- @type MENUPARAM
|
||||
-- @field #AI_ESCORT_REQUEST ParamSelf
|
||||
-- @field #Distance ParamDistance
|
||||
-- @field #function ParamFunction
|
||||
-- @field #string ParamMessage
|
||||
|
||||
--- AI_ESCORT_REQUEST class constructor for an AI group
|
||||
-- @param #AI_ESCORT_REQUEST self
|
||||
-- @param Wrapper.Client#CLIENT EscortUnit The client escorted by the EscortGroup.
|
||||
-- @param Core.Spawn#SPAWN EscortSpawn The spawn object of AI, escorting the EscortUnit.
|
||||
-- @param Wrapper.Airbase#AIRBASE EscortAirbase The airbase where escorts will be spawned once requested.
|
||||
-- @param #string EscortName Name of the escort.
|
||||
-- @param #string EscortBriefing A text showing the AI_ESCORT_REQUEST briefing to the player. Note that if no EscortBriefing is provided, the default briefing will be shown.
|
||||
-- @return #AI_ESCORT_REQUEST
|
||||
-- @usage
|
||||
-- EscortSpawn = SPAWN:NewWithAlias( "Red A2G Escort Template", "Red A2G Escort AI" ):InitLimit( 10, 10 )
|
||||
-- EscortSpawn:ParkAtAirbase( AIRBASE:FindByName( AIRBASE.Caucasus.Sochi_Adler ), AIRBASE.TerminalType.OpenBig )
|
||||
--
|
||||
-- local EscortUnit = UNIT:FindByName( "Red A2G Pilot" )
|
||||
--
|
||||
-- Escort = AI_ESCORT_REQUEST:New( EscortUnit, EscortSpawn, AIRBASE:FindByName(AIRBASE.Caucasus.Sochi_Adler), "A2G", "Briefing" )
|
||||
-- Escort:FormationTrail( 50, 100, 100 )
|
||||
-- Escort:Menus()
|
||||
-- Escort:__Start( 5 )
|
||||
function AI_ESCORT_REQUEST:New( EscortUnit, EscortSpawn, EscortAirbase, EscortName, EscortBriefing )
|
||||
|
||||
local EscortGroupSet = SET_GROUP:New():FilterDeads():FilterCrashes()
|
||||
local self = BASE:Inherit( self, AI_ESCORT:New( EscortUnit, EscortGroupSet, EscortName, EscortBriefing ) ) -- #AI_ESCORT_REQUEST
|
||||
|
||||
self.EscortGroupSet = EscortGroupSet
|
||||
self.EscortSpawn = EscortSpawn
|
||||
self.EscortAirbase = EscortAirbase
|
||||
|
||||
self.LeaderGroup = self.PlayerUnit:GetGroup()
|
||||
|
||||
self.Detection = DETECTION_AREAS:New( self.EscortGroupSet, 5000 )
|
||||
self.Detection:__Start( 30 )
|
||||
|
||||
self.SpawnMode = self.__Enum.Mode.Mission
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- @param #AI_ESCORT_REQUEST self
|
||||
function AI_ESCORT_REQUEST:SpawnEscort()
|
||||
|
||||
local EscortGroup = self.EscortSpawn:SpawnAtAirbase( self.EscortAirbase, SPAWN.Takeoff.Hot )
|
||||
|
||||
self:ScheduleOnce( 0.1,
|
||||
function( EscortGroup )
|
||||
|
||||
EscortGroup:OptionROTVertical()
|
||||
EscortGroup:OptionROEHoldFire()
|
||||
|
||||
self.EscortGroupSet:AddGroup( EscortGroup )
|
||||
|
||||
local LeaderEscort = self.EscortGroupSet:GetFirst() -- Wrapper.Group#GROUP
|
||||
local Report = REPORT:New()
|
||||
Report:Add( "Joining Up " .. self.EscortGroupSet:GetUnitTypeNames():Text( ", " ) .. " from " .. LeaderEscort:GetCoordinate():ToString( self.EscortUnit ) )
|
||||
LeaderEscort:MessageTypeToGroup( Report:Text(), MESSAGE.Type.Information, self.PlayerUnit )
|
||||
|
||||
self:SetFlightModeFormation( EscortGroup )
|
||||
self:FormationTrail()
|
||||
|
||||
self:_InitFlightMenus()
|
||||
self:_InitEscortMenus( EscortGroup )
|
||||
self:_InitEscortRoute( EscortGroup )
|
||||
|
||||
--- @param #AI_ESCORT self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function EscortGroup:OnEventDeadOrCrash( EventData )
|
||||
self:F( { "EventDead", EventData } )
|
||||
self.EscortMenu:Remove()
|
||||
end
|
||||
|
||||
EscortGroup:HandleEvent( EVENTS.Dead, EscortGroup.OnEventDeadOrCrash )
|
||||
EscortGroup:HandleEvent( EVENTS.Crash, EscortGroup.OnEventDeadOrCrash )
|
||||
|
||||
end, EscortGroup
|
||||
)
|
||||
|
||||
end
|
||||
|
||||
--- @param #AI_ESCORT_REQUEST self
|
||||
-- @param Core.Set#SET_GROUP EscortGroupSet
|
||||
function AI_ESCORT_REQUEST:onafterStart( EscortGroupSet )
|
||||
|
||||
self:F()
|
||||
|
||||
if not self.MenuRequestEscort then
|
||||
self.MainMenu = MENU_GROUP:New( self.PlayerGroup, self.EscortName )
|
||||
self.MenuRequestEscort = MENU_GROUP_COMMAND:New( self.LeaderGroup, "Request new escort ", self.MainMenu,
|
||||
function()
|
||||
self:SpawnEscort()
|
||||
end
|
||||
)
|
||||
end
|
||||
|
||||
self:GetParent( self ).onafterStart( self, EscortGroupSet )
|
||||
|
||||
self:HandleEvent( EVENTS.Dead, self.OnEventDeadOrCrash )
|
||||
self:HandleEvent( EVENTS.Crash, self.OnEventDeadOrCrash )
|
||||
|
||||
end
|
||||
|
||||
--- @param #AI_ESCORT_REQUEST self
|
||||
-- @param Core.Set#SET_GROUP EscortGroupSet
|
||||
function AI_ESCORT_REQUEST:onafterStop( EscortGroupSet )
|
||||
|
||||
self:F()
|
||||
|
||||
EscortGroupSet:ForEachGroup(
|
||||
--- @param Core.Group#GROUP EscortGroup
|
||||
function( EscortGroup )
|
||||
EscortGroup:WayPointInitialize()
|
||||
|
||||
EscortGroup:OptionROTVertical()
|
||||
EscortGroup:OptionROEOpenFire()
|
||||
end
|
||||
)
|
||||
|
||||
self.Detection:Stop()
|
||||
|
||||
self.MainMenu:Remove()
|
||||
|
||||
end
|
||||
|
||||
--- Set the spawn mode to be mission execution.
|
||||
-- @param #AI_ESCORT_REQUEST self
|
||||
function AI_ESCORT_REQUEST:SetEscortSpawnMission()
|
||||
|
||||
self.SpawnMode = self.__Enum.Mode.Mission
|
||||
|
||||
end
|
||||
File diff suppressed because it is too large
Load Diff
@@ -178,8 +178,8 @@ function AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltit
|
||||
self.PatrolMinSpeed = PatrolMinSpeed
|
||||
self.PatrolMaxSpeed = PatrolMaxSpeed
|
||||
|
||||
-- defafult PatrolAltType to "RADIO" if not specified
|
||||
self.PatrolAltType = PatrolAltType or "RADIO"
|
||||
-- defafult PatrolAltType to "BARO" if not specified
|
||||
self.PatrolAltType = PatrolAltType or "BARO"
|
||||
|
||||
self:SetRefreshTimeInterval( 30 )
|
||||
|
||||
@@ -636,7 +636,7 @@ function AI_PATROL_ZONE:onafterStart( Controllable, From, Event, To )
|
||||
|
||||
self.Controllable:OnReSpawn(
|
||||
function( PatrolGroup )
|
||||
self:E( "ReSpawn" )
|
||||
self:T( "ReSpawn" )
|
||||
self:__Reset( 1 )
|
||||
self:__Route( 5 )
|
||||
end
|
||||
@@ -667,21 +667,27 @@ function AI_PATROL_ZONE:onafterDetect( Controllable, From, Event, To )
|
||||
if TargetObject and TargetObject:isExist() and TargetObject.id_ < 50000000 then
|
||||
|
||||
local TargetUnit = UNIT:Find( TargetObject )
|
||||
local TargetUnitName = TargetUnit:GetName()
|
||||
|
||||
if self.DetectionZone then
|
||||
if TargetUnit:IsInZone( self.DetectionZone ) then
|
||||
self:T( {"Detected ", TargetUnit } )
|
||||
-- Check that target is alive due to issue https://github.com/FlightControl-Master/MOOSE/issues/1234
|
||||
if TargetUnit and TargetUnit:IsAlive() then
|
||||
|
||||
local TargetUnitName = TargetUnit:GetName()
|
||||
|
||||
if self.DetectionZone then
|
||||
if TargetUnit:IsInZone( self.DetectionZone ) then
|
||||
self:T( {"Detected ", TargetUnit } )
|
||||
if self.DetectedUnits[TargetUnit] == nil then
|
||||
self.DetectedUnits[TargetUnit] = true
|
||||
end
|
||||
Detected = true
|
||||
end
|
||||
else
|
||||
if self.DetectedUnits[TargetUnit] == nil then
|
||||
self.DetectedUnits[TargetUnit] = true
|
||||
end
|
||||
Detected = true
|
||||
end
|
||||
else
|
||||
if self.DetectedUnits[TargetUnit] == nil then
|
||||
self.DetectedUnits[TargetUnit] = true
|
||||
end
|
||||
Detected = true
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -735,7 +741,7 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
|
||||
-- This will make the plane fly immediately to the patrol zone.
|
||||
|
||||
if self.Controllable:InAir() == false then
|
||||
self:E( "Not in the air, finding route path within PatrolZone" )
|
||||
self:T( "Not in the air, finding route path within PatrolZone" )
|
||||
local CurrentVec2 = self.Controllable:GetVec2()
|
||||
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
|
||||
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
|
||||
@@ -750,7 +756,7 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
|
||||
)
|
||||
PatrolRoute[#PatrolRoute+1] = CurrentRoutePoint
|
||||
else
|
||||
self:E( "In the air, finding route path within PatrolZone" )
|
||||
self:T( "In the air, finding route path within PatrolZone" )
|
||||
local CurrentVec2 = self.Controllable:GetVec2()
|
||||
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
|
||||
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
|
||||
@@ -825,7 +831,7 @@ function AI_PATROL_ZONE:onafterStatus()
|
||||
|
||||
local Fuel = self.Controllable:GetFuelMin()
|
||||
if Fuel < self.PatrolFuelThresholdPercentage then
|
||||
self:E( self.Controllable:GetName() .. " is out of fuel:" .. Fuel .. ", RTB!" )
|
||||
self:I( self.Controllable:GetName() .. " is out of fuel:" .. Fuel .. ", RTB!" )
|
||||
local OldAIControllable = self.Controllable
|
||||
|
||||
local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
|
||||
@@ -839,7 +845,7 @@ function AI_PATROL_ZONE:onafterStatus()
|
||||
-- TODO: Check GROUP damage function.
|
||||
local Damage = self.Controllable:GetLife()
|
||||
if Damage <= self.PatrolDamageThreshold then
|
||||
self:E( self.Controllable:GetName() .. " is damaged:" .. Damage .. ", RTB!" )
|
||||
self:I( self.Controllable:GetName() .. " is damaged:" .. Damage .. ", RTB!" )
|
||||
RTB = true
|
||||
end
|
||||
|
||||
@@ -900,7 +906,6 @@ end
|
||||
function AI_PATROL_ZONE:OnCrash( EventData )
|
||||
|
||||
if self.Controllable:IsAlive() and EventData.IniDCSGroupName == self.Controllable:GetName() then
|
||||
self:E( self.Controllable:GetUnits() )
|
||||
if #self.Controllable:GetUnits() == 1 then
|
||||
self:__Crash( 1, EventData )
|
||||
end
|
||||
|
||||
@@ -167,7 +167,7 @@ do -- ACT_ASSIGN_ACCEPT
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function ACT_ASSIGN_ACCEPT:onenterAssigned( ProcessUnit, Task, From, Event, To )
|
||||
function ACT_ASSIGN_ACCEPT:onenterAssigned( ProcessUnit, Task, From, Event, To, TaskGroup )
|
||||
|
||||
self.Task:Assign( ProcessUnit, ProcessUnit:GetPlayerName() )
|
||||
end
|
||||
|
||||
@@ -190,7 +190,7 @@ do -- ACT_ROUTE
|
||||
self:F( { ZoneName = ZoneName } )
|
||||
local Zone = Zone -- Core.Zone#ZONE
|
||||
local ZoneCoord = Zone:GetCoordinate()
|
||||
local ZoneDistance = ZoneCoord:Get2DDistance( self.Coordinate )
|
||||
local ZoneDistance = ZoneCoord:Get2DDistance( Coordinate )
|
||||
self:F( { ShortestDistance, ShortestReferenceName } )
|
||||
if ShortestDistance == 0 or ZoneDistance < ShortestDistance then
|
||||
ShortestDistance = ZoneDistance
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- **Core** -- Management of CARGO logistics, that can be transported from and to transportation carriers.
|
||||
--- **Cargo** - Management of CARGO logistics, that can be transported from and to transportation carriers.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -1066,18 +1066,26 @@ do -- CARGO_REPRESENTABLE
|
||||
|
||||
--- CARGO_REPRESENTABLE Constructor.
|
||||
-- @param #CARGO_REPRESENTABLE self
|
||||
-- @param #string Type
|
||||
-- @param #string Name
|
||||
-- @param #number LoadRadius (optional)
|
||||
-- @param #number NearRadius (optional)
|
||||
-- @param Wrapper.Positionable#POSITIONABLE CargoObject The cargo object.
|
||||
-- @param #string Type Type name
|
||||
-- @param #string Name Name.
|
||||
-- @param #number LoadRadius (optional) Radius in meters.
|
||||
-- @param #number NearRadius (optional) Radius in meters when the cargo is loaded into the carrier.
|
||||
-- @return #CARGO_REPRESENTABLE
|
||||
function CARGO_REPRESENTABLE:New( CargoObject, Type, Name, LoadRadius, NearRadius )
|
||||
|
||||
-- Inherit CARGO.
|
||||
local self = BASE:Inherit( self, CARGO:New( Type, Name, 0, LoadRadius, NearRadius ) ) -- #CARGO_REPRESENTABLE
|
||||
self:F( { Type, Name, LoadRadius, NearRadius } )
|
||||
|
||||
local Desc = CargoObject:GetDesc()
|
||||
self:I( { Desc = Desc } )
|
||||
-- Descriptors.
|
||||
local Desc=CargoObject:GetDesc()
|
||||
self:T({Desc=Desc})
|
||||
|
||||
-- Weight.
|
||||
local Weight = math.random( 80, 120 )
|
||||
|
||||
-- Adjust weight..
|
||||
if Desc then
|
||||
if Desc.typeName == "2B11 mortar" then
|
||||
Weight = 210
|
||||
@@ -1086,14 +1094,9 @@ do -- CARGO_REPRESENTABLE
|
||||
end
|
||||
end
|
||||
|
||||
-- Set weight.
|
||||
self:SetWeight( Weight )
|
||||
|
||||
-- local Box = CargoUnit:GetBoundingBox()
|
||||
-- local VolumeUnit = ( Box.max.x - Box.min.x ) * ( Box.max.y - Box.min.y ) * ( Box.max.z - Box.min.z )
|
||||
-- self:I( { VolumeUnit = VolumeUnit, WeightUnit = WeightUnit } )
|
||||
--self:SetVolume( VolumeUnit )
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- **Cargo** -- Management of grouped cargo logistics, which are based on a @{Wrapper.Group} object.
|
||||
--- **Cargo** - Management of grouped cargo logistics, which are based on a @{Wrapper.Group} object.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -56,6 +56,8 @@ do -- CARGO_GROUP
|
||||
-- @param #number NearRadius (optional) Once the units are within this radius of the carrier, they are actually loaded, i.e. disappear from the scene.
|
||||
-- @return #CARGO_GROUP Cargo group object.
|
||||
function CARGO_GROUP:New( CargoGroup, Type, Name, LoadRadius, NearRadius )
|
||||
|
||||
-- Inherit CAROG_REPORTABLE
|
||||
local self = BASE:Inherit( self, CARGO_REPORTABLE:New( Type, Name, 0, LoadRadius, NearRadius ) ) -- #CARGO_GROUP
|
||||
self:F( { Type, Name, LoadRadius } )
|
||||
|
||||
@@ -77,6 +79,9 @@ do -- CARGO_GROUP
|
||||
self.CargoName = Name
|
||||
self.CargoTemplate = UTILS.DeepCopy( _DATABASE:GetGroupTemplate( GroupName ) )
|
||||
|
||||
-- Deactivate late activation.
|
||||
self.CargoTemplate.lateActivation=false
|
||||
|
||||
self.GroupTemplate = UTILS.DeepCopy( self.CargoTemplate )
|
||||
self.GroupTemplate.name = self.CargoName .. "#CARGO"
|
||||
self.GroupTemplate.groupId = nil
|
||||
@@ -481,7 +486,7 @@ do -- CARGO_GROUP
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Core.Point#POINT_VEC2
|
||||
-- @param Core.Point#POINT_VEC2 ToPointVec2
|
||||
function CARGO_GROUP:onafterUnLoad( From, Event, To, ToPointVec2, ... )
|
||||
--self:F( { From, Event, To, ToPointVec2 } )
|
||||
|
||||
@@ -491,7 +496,10 @@ do -- CARGO_GROUP
|
||||
self.CargoSet:ForEach(
|
||||
function( Cargo )
|
||||
--Cargo:UnLoad( ToPointVec2 )
|
||||
local RandomVec2=ToPointVec2:GetRandomPointVec2InRadius(20, 10)
|
||||
local RandomVec2=nil
|
||||
if ToPointVec2 then
|
||||
RandomVec2=ToPointVec2:GetRandomPointVec2InRadius(20, 10)
|
||||
end
|
||||
Cargo:UnBoard( RandomVec2 )
|
||||
end
|
||||
)
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- **Cargo** -- Management of single cargo logistics, which are based on a @{Wrapper.Unit} object.
|
||||
--- **Cargo** - Management of single cargo logistics, which are based on a @{Wrapper.Unit} object.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -46,14 +46,17 @@ do -- CARGO_UNIT
|
||||
-- @param #number NearRadius (optional)
|
||||
-- @return #CARGO_UNIT
|
||||
function CARGO_UNIT:New( CargoUnit, Type, Name, LoadRadius, NearRadius )
|
||||
local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoUnit, Type, Name, LoadRadius, NearRadius ) ) -- #CARGO_UNIT
|
||||
self:I( { Type, Name, LoadRadius, NearRadius } )
|
||||
|
||||
self:T( CargoUnit )
|
||||
-- Inherit CARGO_REPRESENTABLE.
|
||||
local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoUnit, Type, Name, LoadRadius, NearRadius ) ) -- #CARGO_UNIT
|
||||
|
||||
-- Debug info.
|
||||
self:T({Type=Type, Name=Name, LoadRadius=LoadRadius, NearRadius=NearRadius})
|
||||
|
||||
-- Set cargo object.
|
||||
self.CargoObject = CargoUnit
|
||||
|
||||
self:T( self.ClassName )
|
||||
|
||||
-- Set event prio.
|
||||
self:SetEventPriority( 5 )
|
||||
|
||||
return self
|
||||
@@ -100,7 +103,12 @@ do -- CARGO_UNIT
|
||||
|
||||
-- Respawn the group...
|
||||
if self.CargoObject then
|
||||
self.CargoObject:ReSpawnAt( FromPointVec2, CargoDeployHeading )
|
||||
if CargoCarrier:IsShip() then
|
||||
-- If CargoCarrier is a ship, we don't want to spawn the units in the water next to the boat. Use destination coord instead.
|
||||
self.CargoObject:ReSpawnAt( ToPointVec2, CargoDeployHeading )
|
||||
else
|
||||
self.CargoObject:ReSpawnAt( FromPointVec2, CargoDeployHeading )
|
||||
end
|
||||
self:F( { "CargoUnits:", self.CargoObject:GetGroup():GetName() } )
|
||||
self.CargoCarrier = nil
|
||||
|
||||
|
||||
@@ -26,8 +26,6 @@
|
||||
-- @module Core.Base
|
||||
-- @image Core_Base.JPG
|
||||
|
||||
|
||||
|
||||
local _TraceOnOff = true
|
||||
local _TraceLevel = 1
|
||||
local _TraceAll = false
|
||||
@@ -256,6 +254,8 @@ end
|
||||
-- @param #BASE Parent is the Parent class that the Child inherits from.
|
||||
-- @return #BASE Child
|
||||
function BASE:Inherit( Child, Parent )
|
||||
|
||||
-- Create child.
|
||||
local Child = routines.utils.deepCopy( Child )
|
||||
|
||||
if Child ~= nil then
|
||||
@@ -271,6 +271,7 @@ function BASE:Inherit( Child, Parent )
|
||||
|
||||
--Child:_SetDestructor()
|
||||
end
|
||||
|
||||
return Child
|
||||
end
|
||||
|
||||
@@ -298,7 +299,8 @@ end
|
||||
--
|
||||
--
|
||||
-- @param #BASE self
|
||||
-- @param #BASE Child is the Child class from which the Parent class needs to be retrieved.
|
||||
-- @param #BASE Child This is the Child class from which the Parent class needs to be retrieved.
|
||||
-- @param #BASE FromClass (Optional) The class from which to get the parent.
|
||||
-- @return #BASE
|
||||
function BASE:GetParent( Child, FromClass )
|
||||
|
||||
@@ -432,7 +434,7 @@ do -- Event Handling
|
||||
-- reflecting the order of the classes subscribed to the Event to be processed.
|
||||
-- @param #BASE self
|
||||
-- @param #number EventPriority The @{Event} processing Priority.
|
||||
-- @return self
|
||||
-- @return #BASE self
|
||||
function BASE:SetEventPriority( EventPriority )
|
||||
self._.EventPriority = EventPriority
|
||||
end
|
||||
@@ -449,23 +451,23 @@ do -- Event Handling
|
||||
|
||||
--- Subscribe to a DCS Event.
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTS Event
|
||||
-- @param Core.Event#EVENTS EventID Event ID.
|
||||
-- @param #function EventFunction (optional) The function to be called when the event occurs for the unit.
|
||||
-- @return #BASE
|
||||
function BASE:HandleEvent( Event, EventFunction )
|
||||
function BASE:HandleEvent( EventID, EventFunction )
|
||||
|
||||
self:EventDispatcher():OnEventGeneric( EventFunction, self, Event )
|
||||
self:EventDispatcher():OnEventGeneric( EventFunction, self, EventID )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- UnSubscribe to a DCS event.
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTS Event
|
||||
-- @param Core.Event#EVENTS EventID Event ID.
|
||||
-- @return #BASE
|
||||
function BASE:UnHandleEvent( Event )
|
||||
function BASE:UnHandleEvent( EventID )
|
||||
|
||||
self:EventDispatcher():RemoveEvent( self, Event )
|
||||
self:EventDispatcher():RemoveEvent( self, EventID )
|
||||
|
||||
return self
|
||||
end
|
||||
@@ -595,18 +597,123 @@ do -- Event Handling
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Occurs when any unit begins firing a weapon that has a high rate of fire. Most common with aircraft cannons (GAU-8), autocannons, and machine guns.
|
||||
-- initiator : The unit that is doing the shooing.
|
||||
-- initiator : The unit that is doing the shooting.
|
||||
-- target: The unit that is being targeted.
|
||||
-- @function [parent=#BASE] OnEventShootingStart
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Occurs when any unit stops firing its weapon. Event will always correspond with a shooting start event.
|
||||
-- initiator : The unit that was doing the shooing.
|
||||
-- initiator : The unit that was doing the shooting.
|
||||
-- @function [parent=#BASE] OnEventShootingEnd
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Occurs when a new mark was added.
|
||||
-- MarkID: ID of the mark.
|
||||
-- @function [parent=#BASE] OnEventMarkAdded
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Occurs when a mark was removed.
|
||||
-- MarkID: ID of the mark.
|
||||
-- @function [parent=#BASE] OnEventMarkRemoved
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Occurs when a mark text was changed.
|
||||
-- MarkID: ID of the mark.
|
||||
-- @function [parent=#BASE] OnEventMarkChange
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
|
||||
--- Unknown precisely what creates this event, likely tied into newer damage model. Will update this page when new information become available.
|
||||
--
|
||||
-- * initiator: The unit that had the failure.
|
||||
--
|
||||
-- @function [parent=#BASE] OnEventDetailedFailure
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Occurs when any modification to the "Score" as seen on the debrief menu would occur.
|
||||
-- There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard.
|
||||
-- @function [parent=#BASE] OnEventScore
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Occurs on the death of a unit. Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs.
|
||||
--
|
||||
-- * initiator: The unit that killed the target
|
||||
-- * target: Target Object
|
||||
-- * weapon: Weapon Object
|
||||
--
|
||||
-- @function [parent=#BASE] OnEventKill
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Occurs when any modification to the "Score" as seen on the debrief menu would occur.
|
||||
-- There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard.
|
||||
-- @function [parent=#BASE] OnEventScore
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Occurs when the game thinks an object is destroyed.
|
||||
--
|
||||
-- * initiator: The unit that is was destroyed.
|
||||
--
|
||||
-- @function [parent=#BASE] OnEventUnitLost
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker.
|
||||
--
|
||||
-- * initiator: Static object representing the ejected pilot. Place : Aircraft that the pilot ejected from.
|
||||
-- * place: may not return as a valid object if the aircraft has crashed into the ground and no longer exists.
|
||||
-- * subplace: is always 0 for unknown reasons.
|
||||
--
|
||||
-- @function [parent=#BASE] OnEventLandingAfterEjection
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Paratrooper landing.
|
||||
-- @function [parent=#BASE] OnEventParatrooperLanding
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Discard chair after ejection.
|
||||
-- @function [parent=#BASE] OnEventDiscardChairAfterEjection
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Weapon add. Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted.
|
||||
-- @function [parent=#BASE] OnEventParatrooperLanding
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Trigger zone.
|
||||
-- @function [parent=#BASE] OnEventTriggerZone
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- Landing quality mark.
|
||||
-- @function [parent=#BASE] OnEventLandingQualityMark
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
--- BDA.
|
||||
-- @function [parent=#BASE] OnEventBDA
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
|
||||
--- Occurs when a player enters a slot and takes control of an aircraft.
|
||||
-- **NOTE**: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event.
|
||||
-- initiator : The unit that is being taken control of.
|
||||
-- @function [parent=#BASE] OnEventPlayerEnterAircraft
|
||||
-- @param #BASE self
|
||||
-- @param Core.Event#EVENTDATA EventData The EventData structure.
|
||||
|
||||
end
|
||||
|
||||
|
||||
@@ -696,31 +803,48 @@ function BASE:CreateEventTakeoff( EventTime, Initiator )
|
||||
world.onEvent( Event )
|
||||
end
|
||||
|
||||
--- Creation of a `S_EVENT_PLAYER_ENTER_AIRCRAFT` event.
|
||||
-- @param #BASE self
|
||||
-- @param Wrapper.Unit#UNIT PlayerUnit The aircraft unit the player entered.
|
||||
function BASE:CreateEventPlayerEnterAircraft( PlayerUnit )
|
||||
self:F( { PlayerUnit } )
|
||||
|
||||
local Event = {
|
||||
id = EVENTS.PlayerEnterAircraft,
|
||||
time = timer.getTime(),
|
||||
initiator = PlayerUnit:GetDCSObject()
|
||||
}
|
||||
|
||||
world.onEvent(Event)
|
||||
end
|
||||
|
||||
-- TODO: Complete DCS#Event structure.
|
||||
--- The main event handling function... This function captures all events generated for the class.
|
||||
-- @param #BASE self
|
||||
-- @param DCS#Event event
|
||||
function BASE:onEvent(event)
|
||||
--self:F( { BaseEventCodes[event.id], event } )
|
||||
|
||||
if self then
|
||||
for EventID, EventObject in pairs( self.Events ) do
|
||||
|
||||
for EventID, EventObject in pairs(self.Events) do
|
||||
if EventObject.EventEnabled then
|
||||
--env.info( 'onEvent Table EventObject.Self = ' .. tostring(EventObject.Self) )
|
||||
--env.info( 'onEvent event.id = ' .. tostring(event.id) )
|
||||
--env.info( 'onEvent EventObject.Event = ' .. tostring(EventObject.Event) )
|
||||
|
||||
if event.id == EventObject.Event then
|
||||
|
||||
if self == EventObject.Self then
|
||||
|
||||
if event.initiator and event.initiator:isExist() then
|
||||
event.IniUnitName = event.initiator:getName()
|
||||
end
|
||||
|
||||
if event.target and event.target:isExist() then
|
||||
event.TgtUnitName = event.target:getName()
|
||||
end
|
||||
--self:T( { BaseEventCodes[event.id], event } )
|
||||
--EventObject.EventFunction( self, event )
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -747,8 +871,6 @@ do -- Scheduling
|
||||
self.Scheduler = SCHEDULER:New( self )
|
||||
end
|
||||
|
||||
self.Scheduler.SchedulerObject = self.Scheduler
|
||||
|
||||
local ScheduleID = _SCHEDULEDISPATCHER:AddSchedule(
|
||||
self,
|
||||
SchedulerFunction,
|
||||
@@ -786,16 +908,15 @@ do -- Scheduling
|
||||
self.Scheduler = SCHEDULER:New( self )
|
||||
end
|
||||
|
||||
self.Scheduler.SchedulerObject = self.Scheduler
|
||||
|
||||
local ScheduleID = _SCHEDULEDISPATCHER:AddSchedule(
|
||||
local ScheduleID = self.Scheduler:Schedule(
|
||||
self,
|
||||
SchedulerFunction,
|
||||
{ ... },
|
||||
Start,
|
||||
Repeat,
|
||||
RandomizeFactor,
|
||||
Stop
|
||||
Stop,
|
||||
4
|
||||
)
|
||||
|
||||
self._.Schedules[#self._.Schedules+1] = ScheduleID
|
||||
@@ -810,7 +931,9 @@ do -- Scheduling
|
||||
|
||||
self:F3( { "ScheduleStop:" } )
|
||||
|
||||
_SCHEDULEDISPATCHER:Stop( self.Scheduler, self._.Schedules[SchedulerFunction] )
|
||||
if self.Scheduler then
|
||||
_SCHEDULEDISPATCHER:Stop( self.Scheduler, self._.Schedules[SchedulerFunction] )
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
@@ -869,6 +992,26 @@ end
|
||||
-- Log a trace (only shown when trace is on)
|
||||
-- TODO: Make trace function using variable parameters.
|
||||
|
||||
--- Set trace on.
|
||||
-- @param #BASE self
|
||||
-- @usage
|
||||
-- -- Switch the tracing On
|
||||
-- BASE:TraceOn()
|
||||
function BASE:TraceOn()
|
||||
self:TraceOnOff( true )
|
||||
end
|
||||
|
||||
--- Set trace off.
|
||||
-- @param #BASE self
|
||||
-- @usage
|
||||
-- -- Switch the tracing Off
|
||||
-- BASE:TraceOff()
|
||||
function BASE:TraceOff()
|
||||
self:TraceOnOff( false )
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Set trace on or off
|
||||
-- Note that when trace is off, no BASE.Debug statement is performed, increasing performance!
|
||||
-- When Moose is loaded statically, (as one file), tracing is switched off by default.
|
||||
@@ -883,7 +1026,13 @@ end
|
||||
-- -- Switch the tracing Off
|
||||
-- BASE:TraceOnOff( false )
|
||||
function BASE:TraceOnOff( TraceOnOff )
|
||||
_TraceOnOff = TraceOnOff
|
||||
if TraceOnOff==false then
|
||||
self:I( "Tracing in MOOSE is OFF" )
|
||||
_TraceOnOff = false
|
||||
else
|
||||
self:I( "Tracing in MOOSE is ON" )
|
||||
_TraceOnOff = true
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
@@ -903,8 +1052,8 @@ end
|
||||
-- @param #BASE self
|
||||
-- @param #number Level
|
||||
function BASE:TraceLevel( Level )
|
||||
_TraceLevel = Level
|
||||
self:E( "Tracing level " .. Level )
|
||||
_TraceLevel = Level or 1
|
||||
self:I( "Tracing level " .. _TraceLevel )
|
||||
end
|
||||
|
||||
--- Trace all methods in MOOSE
|
||||
@@ -912,12 +1061,16 @@ end
|
||||
-- @param #boolean TraceAll true = trace all methods in MOOSE.
|
||||
function BASE:TraceAll( TraceAll )
|
||||
|
||||
_TraceAll = TraceAll
|
||||
if TraceAll==false then
|
||||
_TraceAll=false
|
||||
else
|
||||
_TraceAll = true
|
||||
end
|
||||
|
||||
if _TraceAll then
|
||||
self:E( "Tracing all methods in MOOSE " )
|
||||
self:I( "Tracing all methods in MOOSE " )
|
||||
else
|
||||
self:E( "Switched off tracing all methods in MOOSE" )
|
||||
self:I( "Switched off tracing all methods in MOOSE" )
|
||||
end
|
||||
end
|
||||
|
||||
@@ -927,7 +1080,7 @@ end
|
||||
function BASE:TraceClass( Class )
|
||||
_TraceClass[Class] = true
|
||||
_TraceClassMethod[Class] = {}
|
||||
self:E( "Tracing class " .. Class )
|
||||
self:I( "Tracing class " .. Class )
|
||||
end
|
||||
|
||||
--- Set tracing for a specific method of class
|
||||
@@ -940,7 +1093,7 @@ function BASE:TraceClassMethod( Class, Method )
|
||||
_TraceClassMethod[Class].Method = {}
|
||||
end
|
||||
_TraceClassMethod[Class].Method[Method] = true
|
||||
self:E( "Tracing method " .. Method .. " of class " .. Class )
|
||||
self:I( "Tracing method " .. Method .. " of class " .. Class )
|
||||
end
|
||||
|
||||
--- Trace a function call. This function is private.
|
||||
@@ -967,7 +1120,7 @@ function BASE:_F( Arguments, DebugInfoCurrentParam, DebugInfoFromParam )
|
||||
if DebugInfoFrom then
|
||||
LineFrom = DebugInfoFrom.currentline
|
||||
end
|
||||
env.info( string.format( "%6d(%6d)/%1s:%20s%05d.%s(%s)" , LineCurrent, LineFrom, "F", self.ClassName, self.ClassID, Function, routines.utils.oneLineSerialize( Arguments ) ) )
|
||||
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s(%s)" , LineCurrent, LineFrom, "F", self.ClassName, self.ClassID, Function, routines.utils.oneLineSerialize( Arguments ) ) )
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -1042,7 +1195,7 @@ function BASE:_T( Arguments, DebugInfoCurrentParam, DebugInfoFromParam )
|
||||
if DebugInfoFrom then
|
||||
LineFrom = DebugInfoFrom.currentline
|
||||
end
|
||||
env.info( string.format( "%6d(%6d)/%1s:%20s%05d.%s" , LineCurrent, LineFrom, "T", self.ClassName, self.ClassID, routines.utils.oneLineSerialize( Arguments ) ) )
|
||||
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s" , LineCurrent, LineFrom, "T", self.ClassName, self.ClassID, routines.utils.oneLineSerialize( Arguments ) ) )
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -1113,9 +1266,9 @@ function BASE:E( Arguments )
|
||||
LineFrom = DebugInfoFrom.currentline
|
||||
end
|
||||
|
||||
env.info( string.format( "%6d(%6d)/%1s:%20s%05d.%s(%s)" , LineCurrent, LineFrom, "E", self.ClassName, self.ClassID, Function, routines.utils.oneLineSerialize( Arguments ) ) )
|
||||
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s(%s)" , LineCurrent, LineFrom, "E", self.ClassName, self.ClassID, Function, routines.utils.oneLineSerialize( Arguments ) ) )
|
||||
else
|
||||
env.info( string.format( "%1s:%20s%05d(%s)" , "E", self.ClassName, self.ClassID, routines.utils.oneLineSerialize( Arguments ) ) )
|
||||
env.info( string.format( "%1s:%30s%05d(%s)" , "E", self.ClassName, self.ClassID, routines.utils.oneLineSerialize( Arguments ) ) )
|
||||
end
|
||||
|
||||
end
|
||||
@@ -1141,9 +1294,9 @@ function BASE:I( Arguments )
|
||||
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 ) ) )
|
||||
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s(%s)" , LineCurrent, LineFrom, "I", self.ClassName, self.ClassID, Function, routines.utils.oneLineSerialize( Arguments ) ) )
|
||||
else
|
||||
env.info( string.format( "%1s:%20s%05d(%s)" , "I", self.ClassName, self.ClassID, routines.utils.oneLineSerialize( Arguments ) ) )
|
||||
env.info( string.format( "%1s:%30s%05d(%s)" , "I", self.ClassName, self.ClassID, routines.utils.oneLineSerialize( Arguments ) ) )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
@@ -24,7 +24,7 @@
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
-- ### Contributions:
|
||||
-- ### Contributions: **funkyfranky**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -33,6 +33,9 @@
|
||||
|
||||
|
||||
--- @type DATABASE
|
||||
-- @field #string ClassName Name of the class.
|
||||
-- @field #table Templates Templates: Units, Groups, Statics, ClientsByName, ClientsByID.
|
||||
-- @field #table CLIENTS Clients.
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
--- Contains collections of wrapper objects defined within MOOSE that reflect objects within the simulator.
|
||||
@@ -81,6 +84,10 @@ DATABASE = {
|
||||
HITS = {},
|
||||
DESTROYS = {},
|
||||
ZONES = {},
|
||||
ZONES_GOAL = {},
|
||||
WAREHOUSES = {},
|
||||
FLIGHTGROUPS = {},
|
||||
FLIGHTCONTROLS = {},
|
||||
}
|
||||
|
||||
local _DATABASECoalition =
|
||||
@@ -122,8 +129,6 @@ function DATABASE:New()
|
||||
self:HandleEvent( EVENTS.DeleteCargo )
|
||||
self:HandleEvent( EVENTS.NewZone )
|
||||
self:HandleEvent( EVENTS.DeleteZone )
|
||||
|
||||
-- Follow alive players and clients
|
||||
--self:HandleEvent( EVENTS.PlayerEnterUnit, self._EventOnPlayerEnterUnit ) -- This is not working anymore!, handling this through the birth event.
|
||||
self:HandleEvent( EVENTS.PlayerLeaveUnit, self._EventOnPlayerLeaveUnit )
|
||||
|
||||
@@ -131,42 +136,11 @@ function DATABASE:New()
|
||||
self:_RegisterGroupsAndUnits()
|
||||
self:_RegisterClients()
|
||||
self:_RegisterStatics()
|
||||
--self:_RegisterPlayers()
|
||||
self:_RegisterAirbases()
|
||||
--self:_RegisterPlayers()
|
||||
|
||||
self.UNITS_Position = 0
|
||||
|
||||
--- @param #DATABASE self
|
||||
local function CheckPlayers( self )
|
||||
|
||||
local CoalitionsData = { AlivePlayersRed = coalition.getPlayers( coalition.side.RED ), AlivePlayersBlue = coalition.getPlayers( coalition.side.BLUE ), AlivePlayersNeutral = coalition.getPlayers( coalition.side.NEUTRAL )}
|
||||
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
|
||||
--self:E( { "CoalitionData:", CoalitionData } )
|
||||
for UnitId, UnitData in pairs( CoalitionData ) do
|
||||
if UnitData and UnitData:isExist() then
|
||||
|
||||
local UnitName = UnitData:getName()
|
||||
local PlayerName = UnitData:getPlayerName()
|
||||
local PlayerUnit = UNIT:Find( UnitData )
|
||||
--self:T( { "UnitData:", UnitData, UnitName, PlayerName, PlayerUnit } )
|
||||
|
||||
if PlayerName and PlayerName ~= "" then
|
||||
if self.PLAYERS[PlayerName] == nil or self.PLAYERS[PlayerName] ~= UnitName then
|
||||
--self:E( { "Add player for unit:", UnitName, PlayerName } )
|
||||
self:AddPlayer( UnitName, PlayerName )
|
||||
--_EVENTDISPATCHER:CreateEventPlayerEnterUnit( PlayerUnit )
|
||||
local Settings = SETTINGS:Set( PlayerName )
|
||||
Settings:SetPlayerMenu( PlayerUnit )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--self:E( "Scheduling" )
|
||||
--PlayerCheckSchedule = SCHEDULER:New( nil, CheckPlayers, { self }, 1, 1 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -183,13 +157,22 @@ end
|
||||
|
||||
--- Adds a Unit based on the Unit Name in the DATABASE.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string DCSUnitName Unit name.
|
||||
-- @return Wrapper.Unit#UNIT The added unit.
|
||||
function DATABASE:AddUnit( DCSUnitName )
|
||||
|
||||
if not self.UNITS[DCSUnitName] then
|
||||
local UnitRegister = UNIT:Register( DCSUnitName )
|
||||
self.UNITS[DCSUnitName] = UNIT:Register( DCSUnitName )
|
||||
if not self.UNITS[DCSUnitName] then
|
||||
|
||||
table.insert( self.UNITS_Index, DCSUnitName )
|
||||
-- Debug info.
|
||||
self:T( { "Add UNIT:", DCSUnitName } )
|
||||
|
||||
--local UnitRegister = UNIT:Register( DCSUnitName )
|
||||
|
||||
-- Register unit
|
||||
self.UNITS[DCSUnitName]=UNIT:Register(DCSUnitName)
|
||||
|
||||
-- This is not used anywhere in MOOSE as far as I can see so I remove it until there comes an error somewhere.
|
||||
--table.insert(self.UNITS_Index, DCSUnitName )
|
||||
end
|
||||
|
||||
return self.UNITS[DCSUnitName]
|
||||
@@ -205,6 +188,8 @@ end
|
||||
|
||||
--- Adds a Static based on the Static Name in the DATABASE.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string DCSStaticName Name of the static.
|
||||
-- @return Wrapper.Static#STATIC The static object.
|
||||
function DATABASE:AddStatic( DCSStaticName )
|
||||
|
||||
if not self.STATICS[DCSStaticName] then
|
||||
@@ -219,8 +204,7 @@ end
|
||||
--- Deletes a Static from the DATABASE based on the Static Name.
|
||||
-- @param #DATABASE self
|
||||
function DATABASE:DeleteStatic( DCSStaticName )
|
||||
|
||||
--self.STATICS[DCSStaticName] = nil
|
||||
self.STATICS[DCSStaticName] = nil
|
||||
end
|
||||
|
||||
--- Finds a STATIC based on the StaticName.
|
||||
@@ -245,12 +229,15 @@ end
|
||||
|
||||
--- Adds a Airbase based on the Airbase Name in the DATABASE.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string AirbaseName The name of the airbase
|
||||
-- @param #string AirbaseName The name of the airbase.
|
||||
-- @return Wrapper.Airbase#AIRBASE Airbase object.
|
||||
function DATABASE:AddAirbase( AirbaseName )
|
||||
|
||||
if not self.AIRBASES[AirbaseName] then
|
||||
self.AIRBASES[AirbaseName] = AIRBASE:Register( AirbaseName )
|
||||
end
|
||||
|
||||
return self.AIRBASES[AirbaseName]
|
||||
end
|
||||
|
||||
|
||||
@@ -305,40 +292,84 @@ do -- Zones
|
||||
self.ZONES[ZoneName] = nil
|
||||
end
|
||||
|
||||
--- Finds an @{Zone} based on the zone name in the DATABASE.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string ZoneName
|
||||
-- @return Core.Zone#ZONE_BASE The found @{Zone}.
|
||||
function DATABASE:FindZone( ZoneName )
|
||||
|
||||
local ZoneFound = self.ZONES[ZoneName]
|
||||
return ZoneFound
|
||||
end
|
||||
|
||||
|
||||
--- Private method that registers new ZONE_BASE derived objects within the DATABASE Object.
|
||||
-- @param #DATABASE self
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:_RegisterZones()
|
||||
|
||||
for ZoneID, ZoneData in pairs( env.mission.triggers.zones ) do
|
||||
for ZoneID, ZoneData in pairs(env.mission.triggers.zones) do
|
||||
local ZoneName = ZoneData.name
|
||||
|
||||
self:I( { "Register ZONE:", Name = ZoneName } )
|
||||
local Zone = ZONE:New( ZoneName )
|
||||
self.ZONENAMES[ZoneName] = ZoneName
|
||||
self:AddZone( ZoneName, Zone )
|
||||
-- Color
|
||||
local color=ZoneData.color or {1, 0, 0, 0.15}
|
||||
|
||||
-- Create new Zone
|
||||
local Zone=nil --Core.Zone#ZONE_BASE
|
||||
|
||||
if ZoneData.type==0 then
|
||||
|
||||
---
|
||||
-- Circular zone
|
||||
---
|
||||
|
||||
self:I(string.format("Register ZONE: %s (Circular)", ZoneName))
|
||||
|
||||
Zone=ZONE:New(ZoneName)
|
||||
|
||||
else
|
||||
|
||||
---
|
||||
-- Quad-point zone
|
||||
---
|
||||
|
||||
self:I(string.format("Register ZONE: %s (Polygon, Quad)", ZoneName))
|
||||
|
||||
Zone=ZONE_POLYGON_BASE:New(ZoneName, ZoneData.verticies)
|
||||
|
||||
--for i,vec2 in pairs(ZoneData.verticies) do
|
||||
-- local coord=COORDINATE:NewFromVec2(vec2)
|
||||
-- coord:MarkToAll(string.format("%s Point %d", ZoneName, i))
|
||||
--end
|
||||
|
||||
end
|
||||
|
||||
if Zone then
|
||||
|
||||
-- Store color of zone.
|
||||
Zone.Color=color
|
||||
|
||||
-- Store in DB.
|
||||
self.ZONENAMES[ZoneName] = ZoneName
|
||||
|
||||
-- Add zone.
|
||||
self:AddZone(ZoneName, Zone)
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- Polygon zones defined by late activated groups.
|
||||
for ZoneGroupName, ZoneGroup in pairs( self.GROUPS ) do
|
||||
if ZoneGroupName:match("#ZONE_POLYGON") then
|
||||
|
||||
local ZoneName1 = ZoneGroupName:match("(.*)#ZONE_POLYGON")
|
||||
local ZoneName2 = ZoneGroupName:match(".*#ZONE_POLYGON(.*)")
|
||||
local ZoneName = ZoneName1 .. ( ZoneName2 or "" )
|
||||
|
||||
self:I( { "Register ZONE_POLYGON:", Name = ZoneName } )
|
||||
-- Debug output
|
||||
self:I(string.format("Register ZONE: %s (Polygon)", ZoneName))
|
||||
|
||||
-- Create a new polygon zone.
|
||||
local Zone_Polygon = ZONE_POLYGON:New( ZoneName, ZoneGroup )
|
||||
|
||||
-- Set color.
|
||||
Zone_Polygon:SetColor({1, 0, 0}, 0.15)
|
||||
|
||||
-- Store name in DB.
|
||||
self.ZONENAMES[ZoneName] = ZoneName
|
||||
|
||||
-- Add zone to DB.
|
||||
self:AddZone( ZoneName, Zone_Polygon )
|
||||
end
|
||||
end
|
||||
@@ -348,7 +379,39 @@ do -- Zones
|
||||
|
||||
end -- zone
|
||||
|
||||
do -- Zone_Goal
|
||||
|
||||
--- Finds a @{Zone} based on the zone name.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string ZoneName The name of the zone.
|
||||
-- @return Core.Zone#ZONE_BASE The found ZONE.
|
||||
function DATABASE:FindZoneGoal( ZoneName )
|
||||
|
||||
local ZoneFound = self.ZONES_GOAL[ZoneName]
|
||||
return ZoneFound
|
||||
end
|
||||
|
||||
--- Adds a @{Zone} based on the zone name in the DATABASE.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string ZoneName The name of the zone.
|
||||
-- @param Core.Zone#ZONE_BASE Zone The zone.
|
||||
function DATABASE:AddZoneGoal( ZoneName, Zone )
|
||||
|
||||
if not self.ZONES_GOAL[ZoneName] then
|
||||
self.ZONES_GOAL[ZoneName] = Zone
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Deletes a @{Zone} from the DATABASE based on the zone name.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string ZoneName The name of the zone.
|
||||
function DATABASE:DeleteZoneGoal( ZoneName )
|
||||
|
||||
self.ZONES_GOAL[ZoneName] = nil
|
||||
end
|
||||
|
||||
end -- Zone_Goal
|
||||
do -- cargo
|
||||
|
||||
--- Adds a Cargo based on the Cargo Name in the DATABASE.
|
||||
@@ -402,7 +465,6 @@ do -- cargo
|
||||
local Groups = UTILS.DeepCopy( self.GROUPS ) -- This is a very important statement. CARGO_GROUP:New creates a new _DATABASE.GROUP entry, which will confuse the loop. I searched 4 hours on this to find the bug!
|
||||
|
||||
for CargoGroupName, CargoGroup in pairs( Groups ) do
|
||||
self:I( { Cargo = CargoGroupName } )
|
||||
if self:IsCargo( CargoGroupName ) then
|
||||
local CargoInfo = CargoGroupName:match("#CARGO(.*)")
|
||||
local CargoParam = CargoInfo and CargoInfo:match( "%((.*)%)")
|
||||
@@ -459,6 +521,8 @@ end
|
||||
|
||||
--- Adds a CLIENT based on the ClientName in the DATABASE.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string ClientName Name of the Client unit.
|
||||
-- @return Wrapper.Client#CLIENT The client object.
|
||||
function DATABASE:AddClient( ClientName )
|
||||
|
||||
if not self.CLIENTS[ClientName] then
|
||||
@@ -485,7 +549,7 @@ end
|
||||
function DATABASE:AddGroup( GroupName )
|
||||
|
||||
if not self.GROUPS[GroupName] then
|
||||
self:I( { "Add GROUP:", GroupName } )
|
||||
self:T( { "Add GROUP:", GroupName } )
|
||||
self.GROUPS[GroupName] = GROUP:Register( GroupName )
|
||||
end
|
||||
|
||||
@@ -497,7 +561,7 @@ end
|
||||
function DATABASE:AddPlayer( UnitName, PlayerName )
|
||||
|
||||
if PlayerName then
|
||||
self:I( { "Add player for unit:", UnitName, PlayerName } )
|
||||
self:T( { "Add player for unit:", UnitName, PlayerName } )
|
||||
self.PLAYERS[PlayerName] = UnitName
|
||||
self.PLAYERUNITS[PlayerName] = self:FindUnit( UnitName )
|
||||
self.PLAYERSJOINED[PlayerName] = PlayerName
|
||||
@@ -509,7 +573,7 @@ end
|
||||
function DATABASE:DeletePlayer( UnitName, PlayerName )
|
||||
|
||||
if PlayerName then
|
||||
self:I( { "Clean player:", PlayerName } )
|
||||
self:T( { "Clean player:", PlayerName } )
|
||||
self.PLAYERS[PlayerName] = nil
|
||||
self.PLAYERUNITS[PlayerName] = nil
|
||||
end
|
||||
@@ -596,6 +660,9 @@ function DATABASE:Spawn( SpawnTemplate )
|
||||
end
|
||||
|
||||
--- Set a status to a Group within the Database, this to check crossing events for example.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string GroupName Group name.
|
||||
-- @param #string Status Status.
|
||||
function DATABASE:SetStatusGroup( GroupName, Status )
|
||||
self:F2( Status )
|
||||
|
||||
@@ -603,8 +670,11 @@ function DATABASE:SetStatusGroup( GroupName, Status )
|
||||
end
|
||||
|
||||
--- Get a status to a Group within the Database, this to check crossing events for example.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string GroupName Group name.
|
||||
-- @return #string Status or an empty string "".
|
||||
function DATABASE:GetStatusGroup( GroupName )
|
||||
self:F2( Status )
|
||||
self:F2( GroupName )
|
||||
|
||||
if self.Templates.Groups[GroupName] then
|
||||
return self.Templates.Groups[GroupName].Status
|
||||
@@ -618,7 +688,8 @@ end
|
||||
-- @param #table GroupTemplate
|
||||
-- @param DCS#coalition.side CoalitionSide The coalition.side of the object.
|
||||
-- @param DCS#Object.Category CategoryID The Object.category of the object.
|
||||
-- @param DCS#country.id CountryID the country.id of the object
|
||||
-- @param DCS#country.id CountryID the country ID of the object.
|
||||
-- @param #string GroupName (Optional) The name of the group. Default is `GroupTemplate.name`.
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, CategoryID, CountryID, GroupName )
|
||||
|
||||
@@ -674,15 +745,20 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
|
||||
UnitNames[#UnitNames+1] = self.Templates.Units[UnitTemplate.name].UnitName
|
||||
end
|
||||
|
||||
self:I( { Group = self.Templates.Groups[GroupTemplateName].GroupName,
|
||||
-- Debug info.
|
||||
self:T( { Group = self.Templates.Groups[GroupTemplateName].GroupName,
|
||||
Coalition = self.Templates.Groups[GroupTemplateName].CoalitionID,
|
||||
Category = self.Templates.Groups[GroupTemplateName].CategoryID,
|
||||
Country = self.Templates.Groups[GroupTemplateName].CountryID,
|
||||
Units = UnitNames
|
||||
Category = self.Templates.Groups[GroupTemplateName].CategoryID,
|
||||
Country = self.Templates.Groups[GroupTemplateName].CountryID,
|
||||
Units = UnitNames
|
||||
}
|
||||
)
|
||||
end
|
||||
|
||||
--- Get group template.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string GroupName Group name.
|
||||
-- @return #table Group template table.
|
||||
function DATABASE:GetGroupTemplate( GroupName )
|
||||
local GroupTemplate = self.Templates.Groups[GroupName].Template
|
||||
GroupTemplate.SpawnCoalitionID = self.Templates.Groups[GroupName].CoalitionID
|
||||
@@ -693,7 +769,10 @@ end
|
||||
|
||||
--- Private method that registers new Static Templates within the DATABASE Object.
|
||||
-- @param #DATABASE self
|
||||
-- @param #table StaticTemplate
|
||||
-- @param #table StaticTemplate Template table.
|
||||
-- @param #number CoalitionID Coalition ID.
|
||||
-- @param #number CategoryID Category ID.
|
||||
-- @param #number CountryID Country ID.
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, CategoryID, CountryID )
|
||||
|
||||
@@ -714,7 +793,8 @@ function DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, Category
|
||||
self.Templates.Statics[StaticTemplateName].CoalitionID = CoalitionID
|
||||
self.Templates.Statics[StaticTemplateName].CountryID = CountryID
|
||||
|
||||
self:I( { Static = self.Templates.Statics[StaticTemplateName].StaticName,
|
||||
-- Debug info.
|
||||
self:T( { Static = self.Templates.Statics[StaticTemplateName].StaticName,
|
||||
Coalition = self.Templates.Statics[StaticTemplateName].CoalitionID,
|
||||
Category = self.Templates.Statics[StaticTemplateName].CategoryID,
|
||||
Country = self.Templates.Statics[StaticTemplateName].CountryID
|
||||
@@ -723,48 +803,101 @@ function DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, Category
|
||||
|
||||
self:AddStatic( StaticTemplateName )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- @param #DATABASE self
|
||||
--- Get static group template.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string StaticName Name of the static.
|
||||
-- @return #table Static template table.
|
||||
function DATABASE:GetStaticGroupTemplate( StaticName )
|
||||
local StaticTemplate = self.Templates.Statics[StaticName].GroupTemplate
|
||||
return StaticTemplate, self.Templates.Statics[StaticName].CoalitionID, self.Templates.Statics[StaticName].CategoryID, self.Templates.Statics[StaticName].CountryID
|
||||
if self.Templates.Statics[StaticName] then
|
||||
local StaticTemplate = self.Templates.Statics[StaticName].GroupTemplate
|
||||
return StaticTemplate, self.Templates.Statics[StaticName].CoalitionID, self.Templates.Statics[StaticName].CategoryID, self.Templates.Statics[StaticName].CountryID
|
||||
else
|
||||
self:E("ERROR: Static group template does NOT exist for static "..tostring(StaticName))
|
||||
return nil
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #DATABASE self
|
||||
--- Get static unit template.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string StaticName Name of the static.
|
||||
-- @return #table Static template table.
|
||||
function DATABASE:GetStaticUnitTemplate( StaticName )
|
||||
local UnitTemplate = self.Templates.Statics[StaticName].UnitTemplate
|
||||
return UnitTemplate, self.Templates.Statics[StaticName].CoalitionID, self.Templates.Statics[StaticName].CategoryID, self.Templates.Statics[StaticName].CountryID
|
||||
if self.Templates.Statics[StaticName] then
|
||||
local UnitTemplate = self.Templates.Statics[StaticName].UnitTemplate
|
||||
return UnitTemplate, self.Templates.Statics[StaticName].CoalitionID, self.Templates.Statics[StaticName].CategoryID, self.Templates.Statics[StaticName].CountryID
|
||||
else
|
||||
self:E("ERROR: Static unit template does NOT exist for static "..tostring(StaticName))
|
||||
return nil
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Get group name from unit name.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string UnitName Name of the unit.
|
||||
-- @return #string Group name.
|
||||
function DATABASE:GetGroupNameFromUnitName( UnitName )
|
||||
return self.Templates.Units[UnitName].GroupName
|
||||
if self.Templates.Units[UnitName] then
|
||||
return self.Templates.Units[UnitName].GroupName
|
||||
else
|
||||
self:E("ERROR: Unit template does not exist for unit "..tostring(UnitName))
|
||||
return nil
|
||||
end
|
||||
end
|
||||
|
||||
--- Get group template from unit name.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string UnitName Name of the unit.
|
||||
-- @return #table Group template.
|
||||
function DATABASE:GetGroupTemplateFromUnitName( UnitName )
|
||||
return self.Templates.Units[UnitName].GroupTemplate
|
||||
if self.Templates.Units[UnitName] then
|
||||
return self.Templates.Units[UnitName].GroupTemplate
|
||||
else
|
||||
self:E("ERROR: Unit template does not exist for unit "..tostring(UnitName))
|
||||
return nil
|
||||
end
|
||||
end
|
||||
|
||||
--- Get coalition ID from client name.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string ClientName Name of the Client.
|
||||
-- @return #number Coalition ID.
|
||||
function DATABASE:GetCoalitionFromClientTemplate( ClientName )
|
||||
return self.Templates.ClientsByName[ClientName].CoalitionID
|
||||
end
|
||||
|
||||
--- Get category ID from client name.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string ClientName Name of the Client.
|
||||
-- @return #number Category ID.
|
||||
function DATABASE:GetCategoryFromClientTemplate( ClientName )
|
||||
return self.Templates.ClientsByName[ClientName].CategoryID
|
||||
end
|
||||
|
||||
--- Get country ID from client name.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string ClientName Name of the Client.
|
||||
-- @return #number Country ID.
|
||||
function DATABASE:GetCountryFromClientTemplate( ClientName )
|
||||
return self.Templates.ClientsByName[ClientName].CountryID
|
||||
end
|
||||
|
||||
--- Airbase
|
||||
|
||||
--- Get coalition ID from airbase name.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string AirbaseName Name of the airbase.
|
||||
-- @return #number Coalition ID.
|
||||
function DATABASE:GetCoalitionFromAirbase( AirbaseName )
|
||||
return self.AIRBASES[AirbaseName]:GetCoalition()
|
||||
end
|
||||
|
||||
--- Get category from airbase name.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string AirbaseName Name of the airbase.
|
||||
-- @return #number Category.
|
||||
function DATABASE:GetCategoryFromAirbase( AirbaseName )
|
||||
return self.AIRBASES[AirbaseName]:GetCategory()
|
||||
end
|
||||
@@ -801,33 +934,38 @@ end
|
||||
function DATABASE:_RegisterGroupsAndUnits()
|
||||
|
||||
local CoalitionsData = { GroupsRed = coalition.getGroups( coalition.side.RED ), GroupsBlue = coalition.getGroups( coalition.side.BLUE ), GroupsNeutral = coalition.getGroups( coalition.side.NEUTRAL ) }
|
||||
|
||||
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
|
||||
|
||||
for DCSGroupId, DCSGroup in pairs( CoalitionData ) do
|
||||
|
||||
if DCSGroup:isExist() then
|
||||
|
||||
-- Group name.
|
||||
local DCSGroupName = DCSGroup:getName()
|
||||
|
||||
self:I( { "Register Group:", DCSGroupName } )
|
||||
-- Add group.
|
||||
self:I(string.format("Register Group: %s", tostring(DCSGroupName)))
|
||||
self:AddGroup( DCSGroupName )
|
||||
|
||||
-- Loop over units in group.
|
||||
for DCSUnitId, DCSUnit in pairs( DCSGroup:getUnits() ) do
|
||||
|
||||
-- Get unit name.
|
||||
local DCSUnitName = DCSUnit:getName()
|
||||
self:I( { "Register Unit:", DCSUnitName } )
|
||||
|
||||
-- Add unit.
|
||||
self:I(string.format("Register Unit: %s", tostring(DCSUnitName)))
|
||||
self:AddUnit( DCSUnitName )
|
||||
|
||||
end
|
||||
else
|
||||
self:E( { "Group does not exist: ", DCSGroup } )
|
||||
self:E({"Group does not exist: ", DCSGroup})
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
self:I("Groups:")
|
||||
for GroupName, Group in pairs( self.GROUPS ) do
|
||||
self:I( { "Group:", GroupName } )
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -837,7 +975,7 @@ end
|
||||
function DATABASE:_RegisterClients()
|
||||
|
||||
for ClientName, ClientTemplate in pairs( self.Templates.ClientsByName ) do
|
||||
self:I( { "Register Client:", ClientName } )
|
||||
self:I(string.format("Register Client: %s", tostring(ClientName)))
|
||||
self:AddClient( ClientName )
|
||||
end
|
||||
|
||||
@@ -847,15 +985,15 @@ end
|
||||
--- @param #DATABASE self
|
||||
function DATABASE:_RegisterStatics()
|
||||
|
||||
local CoalitionsData = { GroupsRed = coalition.getStaticObjects( coalition.side.RED ), GroupsBlue = coalition.getStaticObjects( coalition.side.BLUE ) }
|
||||
self:I( { Statics = CoalitionsData } )
|
||||
local CoalitionsData={GroupsRed=coalition.getStaticObjects(coalition.side.RED), GroupsBlue=coalition.getStaticObjects(coalition.side.BLUE), GroupsNeutral=coalition.getStaticObjects(coalition.side.NEUTRAL)}
|
||||
|
||||
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
|
||||
for DCSStaticId, DCSStatic in pairs( CoalitionData ) do
|
||||
|
||||
if DCSStatic:isExist() then
|
||||
local DCSStaticName = DCSStatic:getName()
|
||||
|
||||
self:I( { "Register Static:", DCSStaticName } )
|
||||
self:I(string.format("Register Static: %s", tostring(DCSStaticName)))
|
||||
self:AddStatic( DCSStaticName )
|
||||
else
|
||||
self:E( { "Static does not exist: ", DCSStatic } )
|
||||
@@ -866,18 +1004,40 @@ function DATABASE:_RegisterStatics()
|
||||
return self
|
||||
end
|
||||
|
||||
--- @param #DATABASE self
|
||||
--- Register all world airbases.
|
||||
-- @param #DATABASE self
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:_RegisterAirbases()
|
||||
|
||||
local CoalitionsData = { AirbasesRed = coalition.getAirbases( coalition.side.RED ), AirbasesBlue = coalition.getAirbases( coalition.side.BLUE ), AirbasesNeutral = coalition.getAirbases( coalition.side.NEUTRAL ) }
|
||||
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
|
||||
for DCSAirbaseId, DCSAirbase in pairs( CoalitionData ) do
|
||||
for DCSAirbaseId, DCSAirbase in pairs(world.getAirbases()) do
|
||||
|
||||
local DCSAirbaseName = DCSAirbase:getName()
|
||||
-- Get the airbase name.
|
||||
local DCSAirbaseName = DCSAirbase:getName()
|
||||
|
||||
self:I( { "Register Airbase:", DCSAirbaseName, DCSAirbase:getID() } )
|
||||
self:AddAirbase( DCSAirbaseName )
|
||||
-- This gave the incorrect value to be inserted into the airdromeID for DCS 2.5.6. Is fixed now.
|
||||
local airbaseID=DCSAirbase:getID()
|
||||
|
||||
-- Add and register airbase.
|
||||
local airbase=self:AddAirbase( DCSAirbaseName )
|
||||
|
||||
-- Unique ID.
|
||||
local airbaseUID=airbase:GetID(true)
|
||||
|
||||
-- Debug output.
|
||||
local text=string.format("Register %s: %s (ID=%d UID=%d), parking=%d [", AIRBASE.CategoryName[airbase.category], tostring(DCSAirbaseName), airbaseID, airbaseUID, airbase.NparkingTotal)
|
||||
for _,terminalType in pairs(AIRBASE.TerminalType) do
|
||||
if airbase.NparkingTerminal and airbase.NparkingTerminal[terminalType] then
|
||||
text=text..string.format("%d=%d ", terminalType, airbase.NparkingTerminal[terminalType])
|
||||
end
|
||||
end
|
||||
text=text.."]"
|
||||
self:I(text)
|
||||
|
||||
-- Check for DCS bug IDs.
|
||||
if airbaseID~=airbase:GetID() then
|
||||
--self:E("WARNING: :getID does NOT match :GetID!")
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
return self
|
||||
@@ -890,32 +1050,77 @@ end
|
||||
-- @param #DATABASE self
|
||||
-- @param Core.Event#EVENTDATA Event
|
||||
function DATABASE:_EventOnBirth( Event )
|
||||
self:F2( { Event } )
|
||||
self:F( { Event } )
|
||||
|
||||
if Event.IniDCSUnit then
|
||||
|
||||
if Event.IniObjectCategory == 3 then
|
||||
|
||||
self:AddStatic( Event.IniDCSUnitName )
|
||||
|
||||
else
|
||||
|
||||
if Event.IniObjectCategory == 1 then
|
||||
|
||||
self:AddUnit( Event.IniDCSUnitName )
|
||||
self:AddGroup( Event.IniDCSGroupName )
|
||||
|
||||
-- Add airbase if it was spawned later in the mission.
|
||||
local DCSAirbase = Airbase.getByName(Event.IniDCSUnitName)
|
||||
if DCSAirbase then
|
||||
self:I(string.format("Adding airbase %s", tostring(Event.IniDCSUnitName)))
|
||||
self:AddAirbase(Event.IniDCSUnitName)
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
if Event.IniObjectCategory == 1 then
|
||||
|
||||
Event.IniUnit = self:FindUnit( Event.IniDCSUnitName )
|
||||
Event.IniGroup = self:FindGroup( Event.IniDCSGroupName )
|
||||
|
||||
-- Client
|
||||
local client=self.CLIENTS[Event.IniDCSUnitName] --Wrapper.Client#CLIENT
|
||||
|
||||
if client then
|
||||
-- TODO: create event ClientAlive
|
||||
end
|
||||
|
||||
-- Get player name.
|
||||
local PlayerName = Event.IniUnit:GetPlayerName()
|
||||
|
||||
if PlayerName then
|
||||
self:I( { "Player Joined:", PlayerName } )
|
||||
|
||||
-- Debug info.
|
||||
self:I(string.format("Player '%s' joint unit '%s' of group '%s'", tostring(PlayerName), tostring(Event.IniDCSUnitName), tostring(Event.IniDCSGroupName)))
|
||||
|
||||
-- Add client in case it does not exist already.
|
||||
if not client then
|
||||
client=self:AddClient(Event.IniDCSUnitName)
|
||||
end
|
||||
|
||||
-- Add player.
|
||||
client:AddPlayer(PlayerName)
|
||||
|
||||
-- Add player.
|
||||
if not self.PLAYERS[PlayerName] then
|
||||
self:AddPlayer( Event.IniUnitName, PlayerName )
|
||||
end
|
||||
|
||||
-- Player settings.
|
||||
local Settings = SETTINGS:Set( PlayerName )
|
||||
Settings:SetPlayerMenu( Event.IniUnit )
|
||||
--MENU_INDEX:Refresh( Event.IniGroup )
|
||||
Settings:SetPlayerMenu(Event.IniUnit)
|
||||
|
||||
-- Create an event.
|
||||
self:CreateEventPlayerEnterAircraft(Event.IniUnit)
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
@@ -923,22 +1128,53 @@ end
|
||||
-- @param #DATABASE self
|
||||
-- @param Core.Event#EVENTDATA Event
|
||||
function DATABASE:_EventOnDeadOrCrash( Event )
|
||||
self:F2( { Event } )
|
||||
|
||||
if Event.IniDCSUnit then
|
||||
|
||||
local name=Event.IniDCSUnitName
|
||||
|
||||
if Event.IniObjectCategory == 3 then
|
||||
|
||||
---
|
||||
-- STATICS
|
||||
---
|
||||
|
||||
if self.STATICS[Event.IniDCSUnitName] then
|
||||
self:DeleteStatic( Event.IniDCSUnitName )
|
||||
end
|
||||
|
||||
else
|
||||
|
||||
if Event.IniObjectCategory == 1 then
|
||||
|
||||
---
|
||||
-- UNITS
|
||||
---
|
||||
|
||||
-- Delete unit.
|
||||
if self.UNITS[Event.IniDCSUnitName] then
|
||||
self:DeleteUnit( Event.IniDCSUnitName )
|
||||
self:DeleteUnit(Event.IniDCSUnitName)
|
||||
end
|
||||
|
||||
-- Remove client players.
|
||||
local client=self.CLIENTS[name] --Wrapper.Client#CLIENT
|
||||
|
||||
if client then
|
||||
client:RemovePlayers()
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
-- Add airbase if it was spawned later in the mission.
|
||||
local airbase=self.AIRBASES[Event.IniDCSUnitName] --Wrapper.Airbase#AIRBASE
|
||||
if airbase and (airbase:IsHelipad() or airbase:IsShip()) then
|
||||
self:DeleteAirbase(Event.IniDCSUnitName)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- Account destroys.
|
||||
self:AccountDestroys( Event )
|
||||
end
|
||||
|
||||
@@ -951,15 +1187,31 @@ function DATABASE:_EventOnPlayerEnterUnit( Event )
|
||||
|
||||
if Event.IniDCSUnit then
|
||||
if Event.IniObjectCategory == 1 then
|
||||
|
||||
-- Add unit.
|
||||
self:AddUnit( Event.IniDCSUnitName )
|
||||
|
||||
-- Ini unit.
|
||||
Event.IniUnit = self:FindUnit( Event.IniDCSUnitName )
|
||||
|
||||
-- Add group.
|
||||
self:AddGroup( Event.IniDCSGroupName )
|
||||
|
||||
-- Get player unit.
|
||||
local PlayerName = Event.IniDCSUnit:getPlayerName()
|
||||
if not self.PLAYERS[PlayerName] then
|
||||
self:AddPlayer( Event.IniDCSUnitName, PlayerName )
|
||||
|
||||
if PlayerName then
|
||||
|
||||
if not self.PLAYERS[PlayerName] then
|
||||
self:AddPlayer( Event.IniDCSUnitName, PlayerName )
|
||||
end
|
||||
|
||||
local Settings = SETTINGS:Set( PlayerName )
|
||||
Settings:SetPlayerMenu( Event.IniUnit )
|
||||
|
||||
else
|
||||
self:E("ERROR: getPlayerName() returned nil for event PlayerEnterUnit")
|
||||
end
|
||||
local Settings = SETTINGS:Set( PlayerName )
|
||||
Settings:SetPlayerMenu( Event.IniUnit )
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -972,13 +1224,30 @@ function DATABASE:_EventOnPlayerLeaveUnit( Event )
|
||||
self:F2( { Event } )
|
||||
|
||||
if Event.IniUnit then
|
||||
|
||||
if Event.IniObjectCategory == 1 then
|
||||
|
||||
-- Try to get the player name. This can be buggy for multicrew aircraft!
|
||||
local PlayerName = Event.IniUnit:GetPlayerName()
|
||||
if PlayerName and self.PLAYERS[PlayerName] then
|
||||
self:I( { "Player Left:", PlayerName } )
|
||||
|
||||
if PlayerName then --and self.PLAYERS[PlayerName] then
|
||||
|
||||
-- Debug info.
|
||||
self:I(string.format("Player '%s' left unit %s", tostring(PlayerName), tostring(Event.IniUnitName)))
|
||||
|
||||
-- Remove player menu.
|
||||
local Settings = SETTINGS:Set( PlayerName )
|
||||
Settings:RemovePlayerMenu( Event.IniUnit )
|
||||
self:DeletePlayer( Event.IniUnit, PlayerName )
|
||||
Settings:RemovePlayerMenu(Event.IniUnit)
|
||||
|
||||
-- Delete player.
|
||||
self:DeletePlayer(Event.IniUnit, PlayerName)
|
||||
|
||||
-- Client stuff.
|
||||
local client=self.CLIENTS[Event.IniDCSUnitName] --Wrapper.Client#CLIENT
|
||||
if client then
|
||||
client:RemovePlayer(PlayerName)
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -1027,7 +1296,8 @@ function DATABASE:ForEach( IteratorFunction, FinalizeFunction, arg, Set )
|
||||
return false
|
||||
end
|
||||
|
||||
local Scheduler = SCHEDULER:New( self, Schedule, {}, 0.001, 0.001, 0 )
|
||||
--local Scheduler = SCHEDULER:New( self, Schedule, {}, 0.001, 0.001, 0 )
|
||||
Schedule()
|
||||
|
||||
return self
|
||||
end
|
||||
@@ -1166,7 +1436,7 @@ function DATABASE:OnEventNewZone( EventData )
|
||||
self:F2( { EventData } )
|
||||
|
||||
if EventData.Zone then
|
||||
self:AddZone( EventData.Zone )
|
||||
self:AddZone( EventData.Zone.ZoneName, EventData.Zone )
|
||||
end
|
||||
end
|
||||
|
||||
@@ -1204,8 +1474,44 @@ function DATABASE:SetPlayerSettings( PlayerName, Settings )
|
||||
self.PLAYERSETTINGS[PlayerName] = Settings
|
||||
end
|
||||
|
||||
--- Add a flight group to the data base.
|
||||
-- @param #DATABASE self
|
||||
-- @param Ops.FlightGroup#FLIGHTGROUP flightgroup
|
||||
function DATABASE:AddFlightGroup(flightgroup)
|
||||
self:I({NewFlightGroup=flightgroup.groupname})
|
||||
self.FLIGHTGROUPS[flightgroup.groupname]=flightgroup
|
||||
end
|
||||
|
||||
--- Get a flight group from the data base.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string groupname Group name of the flight group. Can also be passed as GROUP object.
|
||||
-- @return Ops.FlightGroup#FLIGHTGROUP Flight group object.
|
||||
function DATABASE:GetFlightGroup(groupname)
|
||||
|
||||
-- Get group and group name.
|
||||
if type(groupname)=="string" then
|
||||
else
|
||||
groupname=groupname:GetName()
|
||||
end
|
||||
|
||||
return self.FLIGHTGROUPS[groupname]
|
||||
end
|
||||
|
||||
--- Add a flight control to the data base.
|
||||
-- @param #DATABASE self
|
||||
-- @param Ops.FlightControl#FLIGHTCONTROL flightcontrol
|
||||
function DATABASE:AddFlightControl(flightcontrol)
|
||||
self:F2( { flightcontrol } )
|
||||
self.FLIGHTCONTROLS[flightcontrol.airbasename]=flightcontrol
|
||||
end
|
||||
|
||||
--- Get a flight control object from the data base.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string airbasename Name of the associated airbase.
|
||||
-- @return Ops.FlightControl#FLIGHTCONTROL The FLIGHTCONTROL object.s
|
||||
function DATABASE:GetFlightControl(airbasename)
|
||||
return self.FLIGHTCONTROLS[airbasename]
|
||||
end
|
||||
|
||||
--- @param #DATABASE self
|
||||
function DATABASE:_RegisterTemplates()
|
||||
@@ -1222,7 +1528,7 @@ function DATABASE:_RegisterTemplates()
|
||||
|
||||
local CoalitionSide = coalition.side[string.upper(CoalitionName)]
|
||||
if CoalitionName=="red" then
|
||||
CoalitionSide=coalition.side.NEUTRAL
|
||||
CoalitionSide=coalition.side.RED
|
||||
elseif CoalitionName=="blue" then
|
||||
CoalitionSide=coalition.side.BLUE
|
||||
else
|
||||
@@ -1274,19 +1580,13 @@ function DATABASE:_RegisterTemplates()
|
||||
for group_num, Template in pairs(obj_type_data.group) do
|
||||
|
||||
if obj_type_name ~= "static" and Template and Template.units and type(Template.units) == 'table' then --making sure again- this is a valid group
|
||||
self:_RegisterGroupTemplate(
|
||||
Template,
|
||||
CoalitionSide,
|
||||
_DATABASECategory[string.lower(CategoryName)],
|
||||
CountryID
|
||||
)
|
||||
|
||||
self:_RegisterGroupTemplate(Template, CoalitionSide, _DATABASECategory[string.lower(CategoryName)], CountryID)
|
||||
|
||||
else
|
||||
self:_RegisterStaticTemplate(
|
||||
Template,
|
||||
CoalitionSide,
|
||||
_DATABASECategory[string.lower(CategoryName)],
|
||||
CountryID
|
||||
)
|
||||
|
||||
self:_RegisterStaticTemplate(Template, CoalitionSide, _DATABASECategory[string.lower(CategoryName)], CountryID)
|
||||
|
||||
end --if GroupTemplate and GroupTemplate.units then
|
||||
end --for group_num, GroupTemplate in pairs(obj_type_data.group) do
|
||||
end --if ((type(obj_type_data) == 'table') and obj_type_data.group and (type(obj_type_data.group) == 'table') and (#obj_type_data.group > 0)) then
|
||||
@@ -1330,7 +1630,7 @@ end
|
||||
-- What is he hitting?
|
||||
if Event.TgtCategory then
|
||||
|
||||
if Event.IniCoalition then -- A coalition object was hit, probably a static.
|
||||
if Event.WeaponCoalition 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]
|
||||
@@ -1388,8 +1688,3 @@ end
|
||||
self.DESTROYS[Event.IniUnitName] = true
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -71,7 +71,7 @@
|
||||
--
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
-- ### Contributions:
|
||||
-- ### Contributions: **funkyfranky**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -81,6 +81,12 @@
|
||||
do -- FSM
|
||||
|
||||
--- @type FSM
|
||||
-- @field #string ClassName Name of the class.
|
||||
-- @field Core.Scheduler#SCHEDULER CallScheduler Call scheduler.
|
||||
-- @field #table options Options.
|
||||
-- @field #table subs Subs.
|
||||
-- @field #table Scores Scores.
|
||||
-- @field #string current Current state name.
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
@@ -370,7 +376,6 @@ do -- FSM
|
||||
|
||||
self.CallScheduler = SCHEDULER:New( self )
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -379,7 +384,6 @@ do -- FSM
|
||||
-- @param #FSM self
|
||||
-- @param #string State A string defining the start state.
|
||||
function FSM:SetStartState( State )
|
||||
|
||||
self._StartState = State
|
||||
self.current = State
|
||||
end
|
||||
@@ -389,7 +393,6 @@ do -- FSM
|
||||
-- @param #FSM self
|
||||
-- @return #string A string containing the start state.
|
||||
function FSM:GetStartState()
|
||||
|
||||
return self._StartState or {}
|
||||
end
|
||||
|
||||
@@ -406,6 +409,7 @@ do -- FSM
|
||||
Transition.Event = Event
|
||||
Transition.To = To
|
||||
|
||||
-- Debug message.
|
||||
self:T2( Transition )
|
||||
|
||||
self._Transitions[Transition] = Transition
|
||||
@@ -414,9 +418,9 @@ do -- FSM
|
||||
|
||||
|
||||
--- Returns a table of the transition rules defined within the FSM.
|
||||
-- @return #table
|
||||
-- @param #FSM self
|
||||
-- @return #table Transitions.
|
||||
function FSM:GetTransitions()
|
||||
|
||||
return self._Transitions or {}
|
||||
end
|
||||
|
||||
@@ -448,7 +452,8 @@ do -- FSM
|
||||
|
||||
|
||||
--- Returns a table of the SubFSM rules defined within the FSM.
|
||||
-- @return #table
|
||||
-- @param #FSM self
|
||||
-- @return #table Sub processes.
|
||||
function FSM:GetProcesses()
|
||||
|
||||
self:F( { Processes = self._Processes } )
|
||||
@@ -480,15 +485,17 @@ do -- FSM
|
||||
end
|
||||
|
||||
--- Adds an End state.
|
||||
-- @param #FSM self
|
||||
-- @param #string State The FSM state.
|
||||
function FSM:AddEndState( State )
|
||||
|
||||
self._EndStates[State] = State
|
||||
self.endstates[State] = State
|
||||
end
|
||||
|
||||
--- Returns the End states.
|
||||
-- @param #FSM self
|
||||
-- @return #table End states.
|
||||
function FSM:GetEndStates()
|
||||
|
||||
return self._EndStates or {}
|
||||
end
|
||||
|
||||
@@ -532,18 +539,22 @@ do -- FSM
|
||||
end
|
||||
|
||||
--- Returns a table with the scores defined.
|
||||
-- @param #FSM self
|
||||
-- @return #table Scores.
|
||||
function FSM:GetScores()
|
||||
|
||||
return self._Scores or {}
|
||||
end
|
||||
|
||||
--- Returns a table with the Subs defined.
|
||||
-- @param #FSM self
|
||||
-- @return #table Sub processes.
|
||||
function FSM:GetSubs()
|
||||
|
||||
return self.options.subs
|
||||
end
|
||||
|
||||
|
||||
--- Load call backs.
|
||||
-- @param #FSM self
|
||||
-- @param #table CallBackTable Table of call backs.
|
||||
function FSM:LoadCallBacks( CallBackTable )
|
||||
|
||||
for name, callback in pairs( CallBackTable or {} ) do
|
||||
@@ -552,20 +563,33 @@ do -- FSM
|
||||
|
||||
end
|
||||
|
||||
--- Event map.
|
||||
-- @param #FSM self
|
||||
-- @param #table Events Events.
|
||||
-- @param #table EventStructure Event structure.
|
||||
function FSM:_eventmap( Events, EventStructure )
|
||||
|
||||
local Event = EventStructure.Event
|
||||
local __Event = "__" .. EventStructure.Event
|
||||
|
||||
self[Event] = self[Event] or self:_create_transition(Event)
|
||||
self[__Event] = self[__Event] or self:_delayed_transition(Event)
|
||||
|
||||
-- Debug message.
|
||||
self:T2( "Added methods: " .. Event .. ", " .. __Event )
|
||||
|
||||
Events[Event] = self.Events[Event] or { map = {} }
|
||||
self:_add_to_map( Events[Event].map, EventStructure )
|
||||
|
||||
end
|
||||
|
||||
--- Sub maps.
|
||||
-- @param #FSM self
|
||||
-- @param #table subs Subs.
|
||||
-- @param #table sub Sub.
|
||||
-- @param #string name Name.
|
||||
function FSM:_submap( subs, sub, name )
|
||||
--self:F( { sub = sub, name = name } )
|
||||
|
||||
subs[sub.From] = subs[sub.From] or {}
|
||||
subs[sub.From][sub.Event] = subs[sub.From][sub.Event] or {}
|
||||
|
||||
@@ -578,30 +602,61 @@ do -- FSM
|
||||
subs[sub.From][sub.Event][sub].ReturnEvents = sub.ReturnEvents or {} -- these events need to be given to find the correct continue event ... if none given, the processing will stop.
|
||||
subs[sub.From][sub.Event][sub].name = name
|
||||
subs[sub.From][sub.Event][sub].fsmparent = self
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Call handler.
|
||||
-- @param #FSM self
|
||||
-- @param #string step Step "onafter", "onbefore", "onenter", "onleave".
|
||||
-- @param #string trigger Trigger.
|
||||
-- @param #table params Parameters.
|
||||
-- @param #string EventName Event name.
|
||||
-- @return Value.
|
||||
function FSM:_call_handler( step, trigger, params, EventName )
|
||||
--env.info(string.format("FF T=%.3f _call_handler step=%s, trigger=%s, event=%s", timer.getTime(), step, trigger, EventName))
|
||||
|
||||
local handler = step .. trigger
|
||||
local ErrorHandler = function( errmsg )
|
||||
|
||||
env.info( "Error in SCHEDULER function:" .. errmsg )
|
||||
if BASE.Debug ~= nil then
|
||||
env.info( BASE.Debug.traceback() )
|
||||
if self[handler] then
|
||||
|
||||
--[[
|
||||
if step == "onafter" or step == "OnAfter" then
|
||||
self:T( ":::>" .. step .. params[2] .. " : " .. params[1] .. " >> " .. params[2] .. ">" .. step .. params[2] .. "()" .. " >> " .. params[3] )
|
||||
elseif step == "onbefore" or step == "OnBefore" then
|
||||
self:T( ":::>" .. step .. params[2] .. " : " .. params[1] .. " >> " .. step .. params[2] .. "()" .. ">" .. params[2] .. " >> " .. params[3] )
|
||||
elseif step == "onenter" or step == "OnEnter" then
|
||||
self:T( ":::>" .. step .. params[3] .. " : " .. params[1] .. " >> " .. params[2] .. " >> " .. step .. params[3] .. "()" .. ">" .. params[3] )
|
||||
elseif step == "onleave" or step == "OnLeave" then
|
||||
self:T( ":::>" .. step .. params[1] .. " : " .. params[1] .. ">" .. step .. params[1] .. "()" .. " >> " .. params[2] .. " >> " .. params[3] )
|
||||
else
|
||||
self:T( ":::>" .. step .. " : " .. params[1] .. " >> " .. params[2] .. " >> " .. params[3] )
|
||||
end
|
||||
]]
|
||||
|
||||
self._EventSchedules[EventName] = nil
|
||||
|
||||
-- Error handler.
|
||||
local ErrorHandler = function( errmsg )
|
||||
env.info( "Error in SCHEDULER function:" .. errmsg )
|
||||
if BASE.Debug ~= nil then
|
||||
env.info( BASE.Debug.traceback() )
|
||||
end
|
||||
return errmsg
|
||||
end
|
||||
|
||||
return errmsg
|
||||
end
|
||||
if self[handler] then
|
||||
self:T( "*** FSM *** " .. step .. " *** " .. params[1] .. " --> " .. params[2] .. " --> " .. params[3] )
|
||||
self._EventSchedules[EventName] = nil
|
||||
--return self[handler](self, unpack( params ))
|
||||
|
||||
-- Protected call.
|
||||
local Result, Value = xpcall( function() return self[handler]( self, unpack( params ) ) end, ErrorHandler )
|
||||
return Value
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- @param #FSM self
|
||||
--- Handler.
|
||||
-- @param #FSM self
|
||||
-- @param #string EventName Event name.
|
||||
-- @param ... Arguments.
|
||||
function FSM._handler( self, EventName, ... )
|
||||
|
||||
local Can, To = self:can( EventName )
|
||||
@@ -611,7 +666,11 @@ do -- FSM
|
||||
end
|
||||
|
||||
if Can then
|
||||
|
||||
-- From state.
|
||||
local From = self.current
|
||||
|
||||
-- Parameters.
|
||||
local Params = { From, EventName, To, ... }
|
||||
|
||||
|
||||
@@ -622,8 +681,8 @@ do -- FSM
|
||||
self["onafter".. EventName] or
|
||||
self["OnAfter".. EventName] or
|
||||
self["onenter".. To] or
|
||||
self["OnEnter".. To]
|
||||
then
|
||||
self["OnEnter".. To] then
|
||||
|
||||
if self:_call_handler( "onbefore", EventName, Params, EventName ) == false then
|
||||
self:T( "*** FSM *** Cancel" .. " *** " .. self.current .. " --> " .. EventName .. " --> " .. To .. " *** onbefore" .. EventName )
|
||||
return false
|
||||
@@ -643,8 +702,11 @@ do -- FSM
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
else
|
||||
|
||||
local ClassName = self:GetClassName()
|
||||
|
||||
if ClassName == "FSM" then
|
||||
self:T( "*** FSM *** Transit *** " .. self.current .. " --> " .. EventName .. " --> " .. To )
|
||||
end
|
||||
@@ -662,46 +724,56 @@ do -- FSM
|
||||
end
|
||||
end
|
||||
|
||||
-- New current state.
|
||||
self.current = To
|
||||
|
||||
local execute = true
|
||||
|
||||
local subtable = self:_gosub( From, EventName )
|
||||
|
||||
for _, sub in pairs( subtable ) do
|
||||
|
||||
--if sub.nextevent then
|
||||
-- self:F2( "nextevent = " .. sub.nextevent )
|
||||
-- self[sub.nextevent]( self )
|
||||
--end
|
||||
|
||||
self:T( "*** FSM *** Sub *** " .. sub.StartEvent )
|
||||
|
||||
sub.fsm.fsmparent = self
|
||||
sub.fsm.ReturnEvents = sub.ReturnEvents
|
||||
sub.fsm[sub.StartEvent]( sub.fsm )
|
||||
|
||||
execute = false
|
||||
end
|
||||
|
||||
local fsmparent, Event = self:_isendstate( To )
|
||||
|
||||
if fsmparent and Event then
|
||||
|
||||
self:T( "*** FSM *** End *** " .. Event )
|
||||
|
||||
self:_call_handler("onenter", To, Params, EventName )
|
||||
self:_call_handler("OnEnter", To, Params, EventName )
|
||||
self:_call_handler("onafter", EventName, Params, EventName )
|
||||
self:_call_handler("OnAfter", EventName, Params, EventName )
|
||||
self:_call_handler("onstate", "change", Params, EventName )
|
||||
|
||||
fsmparent[Event]( fsmparent )
|
||||
|
||||
execute = false
|
||||
end
|
||||
|
||||
if execute then
|
||||
self:_call_handler("onafter", EventName, Params, EventName )
|
||||
self:_call_handler("OnAfter", EventName, Params, EventName )
|
||||
|
||||
-- only execute the call if the From state is not equal to the To state! Otherwise this function should never execute!
|
||||
--if from ~= to then
|
||||
self:_call_handler("onenter", To, Params, EventName )
|
||||
self:_call_handler("OnEnter", To, Params, EventName )
|
||||
--end
|
||||
self:_call_handler("onafter", EventName, Params, EventName )
|
||||
self:_call_handler("OnAfter", EventName, Params, EventName )
|
||||
|
||||
self:_call_handler("onenter", To, Params, EventName )
|
||||
self:_call_handler("OnEnter", To, Params, EventName )
|
||||
|
||||
self:_call_handler("onstate", "change", Params, EventName )
|
||||
|
||||
end
|
||||
else
|
||||
self:T( "*** FSM *** NO Transition *** " .. self.current .. " --> " .. EventName .. " --> ? " )
|
||||
@@ -710,33 +782,67 @@ do -- FSM
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Delayed transition.
|
||||
-- @param #FSM self
|
||||
-- @param #string EventName Event name.
|
||||
-- @return #function Function.
|
||||
function FSM:_delayed_transition( EventName )
|
||||
|
||||
return function( self, DelaySeconds, ... )
|
||||
|
||||
-- Debug.
|
||||
self:T2( "Delayed Event: " .. EventName )
|
||||
|
||||
local CallID = 0
|
||||
if DelaySeconds ~= nil then
|
||||
|
||||
if DelaySeconds < 0 then -- Only call the event ONCE!
|
||||
|
||||
DelaySeconds = math.abs( DelaySeconds )
|
||||
|
||||
if not self._EventSchedules[EventName] then
|
||||
CallID = self.CallScheduler:Schedule( self, self._handler, { EventName, ... }, DelaySeconds or 1 )
|
||||
|
||||
-- Call _handler.
|
||||
CallID = self.CallScheduler:Schedule( self, self._handler, { EventName, ... }, DelaySeconds or 1, nil, nil, nil, 4, true )
|
||||
|
||||
-- Set call ID.
|
||||
self._EventSchedules[EventName] = CallID
|
||||
|
||||
-- Debug output.
|
||||
self:T2(string.format("NEGATIVE Event %s delayed by %.1f sec SCHEDULED with CallID=%s", EventName, DelaySeconds, tostring(CallID)))
|
||||
else
|
||||
self:T2(string.format("NEGATIVE Event %s delayed by %.1f sec CANCELLED as we already have such an event in the queue.", EventName, DelaySeconds))
|
||||
-- reschedule
|
||||
end
|
||||
else
|
||||
CallID = self.CallScheduler:Schedule( self, self._handler, { EventName, ... }, DelaySeconds or 1 )
|
||||
|
||||
CallID = self.CallScheduler:Schedule( self, self._handler, { EventName, ... }, DelaySeconds or 1, nil, nil, nil, 4, true )
|
||||
|
||||
self:T2(string.format("Event %s delayed by %.1f sec SCHEDULED with CallID=%s", EventName, DelaySeconds, tostring(CallID)))
|
||||
end
|
||||
else
|
||||
error( "FSM: An asynchronous event trigger requires a DelaySeconds parameter!!! This can be positive or negative! Sorry, but will not process this." )
|
||||
end
|
||||
|
||||
-- Debug.
|
||||
self:T2( { CallID = CallID } )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Create transition.
|
||||
-- @param #FSM self
|
||||
-- @param #string EventName Event name.
|
||||
-- @return #function Function.
|
||||
function FSM:_create_transition( EventName )
|
||||
return function( self, ... ) return self._handler( self, EventName , ... ) end
|
||||
end
|
||||
|
||||
--- Go sub.
|
||||
-- @param #FSM self
|
||||
-- @param #string ParentFrom Parent from state.
|
||||
-- @param #string ParentEvent Parent event name.
|
||||
-- @return #table Subs.
|
||||
function FSM:_gosub( ParentFrom, ParentEvent )
|
||||
local fsmtable = {}
|
||||
if self.subs[ParentFrom] and self.subs[ParentFrom][ParentEvent] then
|
||||
@@ -747,8 +853,14 @@ do -- FSM
|
||||
end
|
||||
end
|
||||
|
||||
--- Is end state.
|
||||
-- @param #FSM self
|
||||
-- @param #string Current Current state name.
|
||||
-- @return #table FSM parent.
|
||||
-- @return #string Event name.
|
||||
function FSM:_isendstate( Current )
|
||||
local FSMParent = self.fsmparent
|
||||
|
||||
if FSMParent and self.endstates[Current] then
|
||||
--self:T( { state = Current, endstates = self.endstates, endstate = self.endstates[Current] } )
|
||||
FSMParent.current = Current
|
||||
@@ -766,8 +878,13 @@ do -- FSM
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Add to map.
|
||||
-- @param #FSM self
|
||||
-- @param #table Map Map.
|
||||
-- @param #table Event Event table.
|
||||
function FSM:_add_to_map( Map, Event )
|
||||
self:F3( { Map, Event } )
|
||||
|
||||
if type(Event.From) == 'string' then
|
||||
Map[Event.From] = Event.To
|
||||
else
|
||||
@@ -775,33 +892,60 @@ do -- FSM
|
||||
Map[From] = Event.To
|
||||
end
|
||||
end
|
||||
|
||||
self:T3( { Map, Event } )
|
||||
end
|
||||
|
||||
--- Get current state.
|
||||
-- @param #FSM self
|
||||
-- @return #string Current FSM state.
|
||||
function FSM:GetState()
|
||||
return self.current
|
||||
end
|
||||
|
||||
--- Get current state.
|
||||
-- @param #FSM self
|
||||
-- @return #string Current FSM state.
|
||||
function FSM:GetCurrentState()
|
||||
return self.current
|
||||
end
|
||||
|
||||
|
||||
--- Check if FSM is in state.
|
||||
-- @param #FSM self
|
||||
-- @param #string State State name.
|
||||
-- @param #boolean If true, FSM is in this state.
|
||||
function FSM:Is( State )
|
||||
return self.current == State
|
||||
end
|
||||
|
||||
--- Check if FSM is in state.
|
||||
-- @param #FSM self
|
||||
-- @param #string State State name.
|
||||
-- @param #boolean If true, FSM is in this state.
|
||||
function FSM:is(state)
|
||||
return self.current == state
|
||||
end
|
||||
|
||||
--- Check if can do an event.
|
||||
-- @param #FSM self
|
||||
-- @param #string e Event name.
|
||||
-- @return #boolean If true, FSM can do the event.
|
||||
-- @return #string To state.
|
||||
function FSM:can(e)
|
||||
|
||||
local Event = self.Events[e]
|
||||
self:F3( { self.current, Event } )
|
||||
|
||||
--self:F3( { self.current, Event } )
|
||||
|
||||
local To = Event and Event.map[self.current] or Event.map['*']
|
||||
|
||||
return To ~= nil, To
|
||||
end
|
||||
|
||||
--- Check if cannot do an event.
|
||||
-- @param #FSM self
|
||||
-- @param #string e Event name.
|
||||
-- @return #boolean If true, FSM cannot do the event.
|
||||
function FSM:cannot(e)
|
||||
return not self:can(e)
|
||||
end
|
||||
|
||||
@@ -15,6 +15,7 @@
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
-- ### Contributions: **funkyfranky**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -142,6 +143,7 @@ do -- Goal
|
||||
-- @param #GOAL self
|
||||
-- @param #string PlayerName The name of the player.
|
||||
function GOAL:AddPlayerContribution( PlayerName )
|
||||
self:F({PlayerName})
|
||||
self.Players[PlayerName] = self.Players[PlayerName] or 0
|
||||
self.Players[PlayerName] = self.Players[PlayerName] + 1
|
||||
self.TotalContributions = self.TotalContributions + 1
|
||||
|
||||
@@ -238,7 +238,7 @@ do -- MENU_BASE
|
||||
self.Path = ( self.ParentMenu and "@" .. table.concat( self.MenuParentPath or {}, "@" ) or "" ) .. "@" .. self.MenuText
|
||||
self.Menus = {}
|
||||
self.MenuCount = 0
|
||||
self.MenuTime = timer.getTime()
|
||||
self.MenuStamp = timer.getTime()
|
||||
self.MenuRemoveParent = false
|
||||
|
||||
if self.ParentMenu then
|
||||
@@ -286,12 +286,30 @@ do -- MENU_BASE
|
||||
return self.Menus[MenuText]
|
||||
end
|
||||
|
||||
--- Sets a menu stamp for later prevention of menu removal.
|
||||
-- @param #MENU_BASE self
|
||||
-- @param MenuStamp
|
||||
-- @return #MENU_BASE
|
||||
function MENU_BASE:SetStamp( MenuStamp )
|
||||
self.MenuStamp = MenuStamp
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Gets a menu stamp for later prevention of menu removal.
|
||||
-- @param #MENU_BASE self
|
||||
-- @return MenuStamp
|
||||
function MENU_BASE:GetStamp()
|
||||
return timer.getTime()
|
||||
end
|
||||
|
||||
|
||||
--- Sets a time stamp for later prevention of menu removal.
|
||||
-- @param #MENU_BASE self
|
||||
-- @param MenuTime
|
||||
-- @param MenuStamp
|
||||
-- @return #MENU_BASE
|
||||
function MENU_BASE:SetTime( MenuTime )
|
||||
self.MenuTime = MenuTime
|
||||
function MENU_BASE:SetTime( MenuStamp )
|
||||
self.MenuStamp = MenuStamp
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -443,7 +461,7 @@ do -- MENU_MISSION
|
||||
--- Removes the main menu and the sub menus recursively of this MENU_MISSION.
|
||||
-- @param #MENU_MISSION self
|
||||
-- @return #nil
|
||||
function MENU_MISSION:Remove( MenuTime, MenuTag )
|
||||
function MENU_MISSION:Remove( MenuStamp, MenuTag )
|
||||
|
||||
MENU_INDEX:PrepareMission()
|
||||
local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText )
|
||||
@@ -451,7 +469,7 @@ do -- MENU_MISSION
|
||||
|
||||
if MissionMenu == self then
|
||||
self:RemoveSubMenus()
|
||||
if not MenuTime or self.MenuTime ~= MenuTime then
|
||||
if not MenuStamp or self.MenuStamp ~= MenuStamp then
|
||||
if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then
|
||||
self:F( { Text = self.MenuText, Path = self.MenuPath } )
|
||||
if self.MenuPath ~= nil then
|
||||
@@ -537,7 +555,7 @@ do -- MENU_MISSION_COMMAND
|
||||
local MissionMenu = MENU_INDEX:HasMissionMenu( Path )
|
||||
|
||||
if MissionMenu == self then
|
||||
if not MenuTime or self.MenuTime ~= MenuTime then
|
||||
if not MenuStamp or self.MenuStamp ~= MenuStamp then
|
||||
if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then
|
||||
self:F( { Text = self.MenuText, Path = self.MenuPath } )
|
||||
if self.MenuPath ~= nil then
|
||||
@@ -666,7 +684,7 @@ do -- MENU_COALITION
|
||||
--- Removes the main menu and the sub menus recursively of this MENU_COALITION.
|
||||
-- @param #MENU_COALITION self
|
||||
-- @return #nil
|
||||
function MENU_COALITION:Remove( MenuTime, MenuTag )
|
||||
function MENU_COALITION:Remove( MenuStamp, MenuTag )
|
||||
|
||||
MENU_INDEX:PrepareCoalition( self.Coalition )
|
||||
local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText )
|
||||
@@ -674,7 +692,7 @@ do -- MENU_COALITION
|
||||
|
||||
if CoalitionMenu == self then
|
||||
self:RemoveSubMenus()
|
||||
if not MenuTime or self.MenuTime ~= MenuTime then
|
||||
if not MenuStamp or self.MenuStamp ~= MenuStamp then
|
||||
if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then
|
||||
self:F( { Coalition = self.Coalition, Text = self.MenuText, Path = self.MenuPath } )
|
||||
if self.MenuPath ~= nil then
|
||||
@@ -758,14 +776,14 @@ do -- MENU_COALITION_COMMAND
|
||||
--- Removes a radio command item for a coalition
|
||||
-- @param #MENU_COALITION_COMMAND self
|
||||
-- @return #nil
|
||||
function MENU_COALITION_COMMAND:Remove( MenuTime, MenuTag )
|
||||
function MENU_COALITION_COMMAND:Remove( MenuStamp, MenuTag )
|
||||
|
||||
MENU_INDEX:PrepareCoalition( self.Coalition )
|
||||
local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText )
|
||||
local CoalitionMenu = MENU_INDEX:HasCoalitionMenu( self.Coalition, Path )
|
||||
|
||||
if CoalitionMenu == self then
|
||||
if not MenuTime or self.MenuTime ~= MenuTime then
|
||||
if not MenuStamp or self.MenuStamp ~= MenuStamp then
|
||||
if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then
|
||||
self:F( { Coalition = self.Coalition, Text = self.MenuText, Path = self.MenuPath } )
|
||||
if self.MenuPath ~= nil then
|
||||
@@ -907,13 +925,13 @@ do
|
||||
|
||||
--- Removes the sub menus recursively of this MENU_GROUP.
|
||||
-- @param #MENU_GROUP self
|
||||
-- @param MenuTime
|
||||
-- @param MenuStamp
|
||||
-- @param MenuTag A Tag or Key to filter the menus to be refreshed with the Tag set.
|
||||
-- @return #MENU_GROUP self
|
||||
function MENU_GROUP:RemoveSubMenus( MenuTime, MenuTag )
|
||||
function MENU_GROUP:RemoveSubMenus( MenuStamp, MenuTag )
|
||||
|
||||
for MenuText, Menu in pairs( self.Menus or {} ) do
|
||||
Menu:Remove( MenuTime, MenuTag )
|
||||
Menu:Remove( MenuStamp, MenuTag )
|
||||
end
|
||||
|
||||
self.Menus = nil
|
||||
@@ -923,18 +941,18 @@ do
|
||||
|
||||
--- Removes the main menu and sub menus recursively of this MENU_GROUP.
|
||||
-- @param #MENU_GROUP self
|
||||
-- @param MenuTime
|
||||
-- @param MenuStamp
|
||||
-- @param MenuTag A Tag or Key to filter the menus to be refreshed with the Tag set.
|
||||
-- @return #nil
|
||||
function MENU_GROUP:Remove( MenuTime, MenuTag )
|
||||
function MENU_GROUP:Remove( MenuStamp, MenuTag )
|
||||
|
||||
MENU_INDEX:PrepareGroup( self.Group )
|
||||
local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText )
|
||||
local GroupMenu = MENU_INDEX:HasGroupMenu( self.Group, Path )
|
||||
|
||||
if GroupMenu == self then
|
||||
self:RemoveSubMenus( MenuTime, MenuTag )
|
||||
if not MenuTime or self.MenuTime ~= MenuTime then
|
||||
self:RemoveSubMenus( MenuStamp, MenuTag )
|
||||
if not MenuStamp or self.MenuStamp ~= MenuStamp then
|
||||
if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then
|
||||
if self.MenuPath ~= nil then
|
||||
self:F( { Group = self.GroupID, Text = self.MenuText, Path = self.MenuPath } )
|
||||
@@ -1014,17 +1032,17 @@ do
|
||||
|
||||
--- Removes a menu structure for a group.
|
||||
-- @param #MENU_GROUP_COMMAND self
|
||||
-- @param MenuTime
|
||||
-- @param MenuStamp
|
||||
-- @param MenuTag A Tag or Key to filter the menus to be refreshed with the Tag set.
|
||||
-- @return #nil
|
||||
function MENU_GROUP_COMMAND:Remove( MenuTime, MenuTag )
|
||||
function MENU_GROUP_COMMAND:Remove( MenuStamp, MenuTag )
|
||||
|
||||
MENU_INDEX:PrepareGroup( self.Group )
|
||||
local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText )
|
||||
local GroupMenu = MENU_INDEX:HasGroupMenu( self.Group, Path )
|
||||
|
||||
if GroupMenu == self then
|
||||
if not MenuTime or self.MenuTime ~= MenuTime then
|
||||
if not MenuStamp or self.MenuStamp ~= MenuStamp then
|
||||
if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then
|
||||
if self.MenuPath ~= nil then
|
||||
self:F( { Group = self.GroupID, Text = self.MenuText, Path = self.MenuPath } )
|
||||
@@ -1136,13 +1154,13 @@ do
|
||||
|
||||
--- Removes the sub menus recursively of this MENU_GROUP_DELAYED.
|
||||
-- @param #MENU_GROUP_DELAYED self
|
||||
-- @param MenuTime
|
||||
-- @param MenuStamp
|
||||
-- @param MenuTag A Tag or Key to filter the menus to be refreshed with the Tag set.
|
||||
-- @return #MENU_GROUP_DELAYED self
|
||||
function MENU_GROUP_DELAYED:RemoveSubMenus( MenuTime, MenuTag )
|
||||
function MENU_GROUP_DELAYED:RemoveSubMenus( MenuStamp, MenuTag )
|
||||
|
||||
for MenuText, Menu in pairs( self.Menus or {} ) do
|
||||
Menu:Remove( MenuTime, MenuTag )
|
||||
Menu:Remove( MenuStamp, MenuTag )
|
||||
end
|
||||
|
||||
self.Menus = nil
|
||||
@@ -1152,18 +1170,18 @@ do
|
||||
|
||||
--- Removes the main menu and sub menus recursively of this MENU_GROUP.
|
||||
-- @param #MENU_GROUP_DELAYED self
|
||||
-- @param MenuTime
|
||||
-- @param MenuStamp
|
||||
-- @param MenuTag A Tag or Key to filter the menus to be refreshed with the Tag set.
|
||||
-- @return #nil
|
||||
function MENU_GROUP_DELAYED:Remove( MenuTime, MenuTag )
|
||||
function MENU_GROUP_DELAYED:Remove( MenuStamp, MenuTag )
|
||||
|
||||
MENU_INDEX:PrepareGroup( self.Group )
|
||||
local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText )
|
||||
local GroupMenu = MENU_INDEX:HasGroupMenu( self.Group, Path )
|
||||
|
||||
if GroupMenu == self then
|
||||
self:RemoveSubMenus( MenuTime, MenuTag )
|
||||
if not MenuTime or self.MenuTime ~= MenuTime then
|
||||
self:RemoveSubMenus( MenuStamp, MenuTag )
|
||||
if not MenuStamp or self.MenuStamp ~= MenuStamp then
|
||||
if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then
|
||||
if self.MenuPath ~= nil then
|
||||
self:F( { Group = self.GroupID, Text = self.MenuText, Path = self.MenuPath } )
|
||||
@@ -1263,17 +1281,17 @@ do
|
||||
|
||||
--- Removes a menu structure for a group.
|
||||
-- @param #MENU_GROUP_COMMAND_DELAYED self
|
||||
-- @param MenuTime
|
||||
-- @param MenuStamp
|
||||
-- @param MenuTag A Tag or Key to filter the menus to be refreshed with the Tag set.
|
||||
-- @return #nil
|
||||
function MENU_GROUP_COMMAND_DELAYED:Remove( MenuTime, MenuTag )
|
||||
function MENU_GROUP_COMMAND_DELAYED:Remove( MenuStamp, MenuTag )
|
||||
|
||||
MENU_INDEX:PrepareGroup( self.Group )
|
||||
local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText )
|
||||
local GroupMenu = MENU_INDEX:HasGroupMenu( self.Group, Path )
|
||||
|
||||
if GroupMenu == self then
|
||||
if not MenuTime or self.MenuTime ~= MenuTime then
|
||||
if not MenuStamp or self.MenuStamp ~= MenuStamp then
|
||||
if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then
|
||||
if self.MenuPath ~= nil then
|
||||
self:F( { Group = self.GroupID, Text = self.MenuText, Path = self.MenuPath } )
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -9,37 +9,37 @@
|
||||
--
|
||||
-- The Radio contains 2 classes : RADIO and BEACON
|
||||
--
|
||||
-- What are radio communications in DCS ?
|
||||
-- What are radio communications in DCS?
|
||||
--
|
||||
-- * Radio transmissions consist of **sound files** that are broadcasted on a specific **frequency** (e.g. 115MHz) and **modulation** (e.g. AM),
|
||||
-- * They can be **subtitled** for a specific **duration**, the **power** in Watts of the transmiter's antenna can be set, and the transmission can be **looped**.
|
||||
--
|
||||
-- How to supply DCS my own Sound Files ?
|
||||
-- How to supply DCS my own Sound Files?
|
||||
--
|
||||
-- * Your sound files need to be encoded in **.ogg** or .wav,
|
||||
-- * Your sound files should be **as tiny as possible**. It is suggested you encode in .ogg with low bitrate and sampling settings,
|
||||
-- * They need to be added in .\l10n\DEFAULT\ in you .miz file (wich can be decompressed like a .zip file),
|
||||
-- * For simplicty sake, you can **let DCS' Mission Editor add the file** itself, by creating a new Trigger with the action "Sound to Country", and choosing your sound file and a country you don't use in your mission.
|
||||
-- * For simplicity sake, you can **let DCS' Mission Editor add the file** itself, by creating a new Trigger with the action "Sound to Country", and choosing your sound file and a country you don't use in your mission.
|
||||
--
|
||||
-- Due to weird DCS quirks, **radio communications behave differently** if sent by a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP} or by any other @{Wrapper.Positionable#POSITIONABLE}
|
||||
--
|
||||
-- * If the transmitter is a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}, DCS will set the power of the transmission automatically,
|
||||
-- * If the transmitter is a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}, DCS will set the power of the transmission automatically,
|
||||
-- * If the transmitter is any other @{Wrapper.Positionable#POSITIONABLE}, the transmisison can't be subtitled or looped.
|
||||
--
|
||||
-- Note that obviously, the **frequency** and the **modulation** of the transmission are important only if the players are piloting an **Advanced System Modelling** enabled aircraft,
|
||||
-- like the A10C or the Mirage 2000C. They will **hear the transmission** if they are tuned on the **right frequency and modulation** (and if they are close enough - more on that below).
|
||||
-- If a FC3 airacraft is used, it will **hear every communication, whatever the frequency and the modulation** is set to. The same is true for TACAN beacons. If your aircaft isn't compatible,
|
||||
-- If an FC3 aircraft is used, it will **hear every communication, whatever the frequency and the modulation** is set to. The same is true for TACAN beacons. If your aircraft isn't compatible,
|
||||
-- you won't hear/be able to use the TACAN beacon informations.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: Hugues "Grey_Echo" Bousquet
|
||||
-- ### Authors: Hugues "Grey_Echo" Bousquet, funkyfranky
|
||||
--
|
||||
-- @module Core.Radio
|
||||
-- @image Core_Radio.JPG
|
||||
|
||||
|
||||
--- Models the radio capabilty.
|
||||
--- Models the radio capability.
|
||||
--
|
||||
-- ## RADIO usage
|
||||
--
|
||||
@@ -56,34 +56,35 @@
|
||||
-- * @{#RADIO.SetModulation}() : Sets the modulation of your transmission.
|
||||
-- * @{#RADIO.SetLoop}() : Choose if you want the transmission to be looped. If you need your transmission to be looped, you might need a @{#BEACON} instead...
|
||||
--
|
||||
-- Additional Methods to set relevant parameters if the transmiter is a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}
|
||||
-- Additional Methods to set relevant parameters if the transmitter is a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}
|
||||
--
|
||||
-- * @{#RADIO.SetSubtitle}() : Set both the subtitle and its duration,
|
||||
-- * @{#RADIO.NewUnitTransmission}() : Shortcut to set all the relevant parameters in one method call
|
||||
--
|
||||
-- Additional Methods to set relevant parameters if the transmiter is any other @{Wrapper.Positionable#POSITIONABLE}
|
||||
-- Additional Methods to set relevant parameters if the transmitter is any other @{Wrapper.Positionable#POSITIONABLE}
|
||||
--
|
||||
-- * @{#RADIO.SetPower}() : Sets the power of the antenna in Watts
|
||||
-- * @{#RADIO.NewGenericTransmission}() : Shortcut to set all the relevant parameters in one method call
|
||||
--
|
||||
-- What is this power thing ?
|
||||
-- What is this power thing?
|
||||
--
|
||||
-- * If your transmission is sent by a @{Wrapper.Positionable#POSITIONABLE} other than a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}, you can set the power of the antenna,
|
||||
-- * Otherwise, DCS sets it automatically, depending on what's available on your Unit,
|
||||
-- * If the player gets **too far** from the transmiter, or if the antenna is **too weak**, the transmission will **fade** and **become noisyer**,
|
||||
-- * If the player gets **too far** from the transmitter, or if the antenna is **too weak**, the transmission will **fade** and **become noisyer**,
|
||||
-- * This an automated DCS calculation you have no say on,
|
||||
-- * For reference, a standard VOR station has a 100W antenna, a standard AA TACAN has a 120W antenna, and civilian ATC's antenna usually range between 300 and 500W,
|
||||
-- * For reference, a standard VOR station has a 100 W antenna, a standard AA TACAN has a 120 W antenna, and civilian ATC's antenna usually range between 300 and 500 W,
|
||||
-- * Note that if the transmission has a subtitle, it will be readable, regardless of the quality of the transmission.
|
||||
--
|
||||
-- @type RADIO
|
||||
-- @field Positionable#POSITIONABLE Positionable The transmiter
|
||||
-- @field #string FileName Name of the sound file
|
||||
-- @field #number Frequency Frequency of the transmission in Hz
|
||||
-- @field #number Modulation Modulation of the transmission (either radio.modulation.AM or radio.modulation.FM)
|
||||
-- @field #string Subtitle Subtitle of the transmission
|
||||
-- @field #number SubtitleDuration Duration of the Subtitle in seconds
|
||||
-- @field #number Power Power of the antenna is Watts
|
||||
-- @field #boolean Loop (default true)
|
||||
-- @field Wrapper.Controllable#CONTROLLABLE Positionable The @{#CONTROLLABLE} that will transmit the radio calls.
|
||||
-- @field #string FileName Name of the sound file played.
|
||||
-- @field #number Frequency Frequency of the transmission in Hz.
|
||||
-- @field #number Modulation Modulation of the transmission (either radio.modulation.AM or radio.modulation.FM).
|
||||
-- @field #string Subtitle Subtitle of the transmission.
|
||||
-- @field #number SubtitleDuration Duration of the Subtitle in seconds.
|
||||
-- @field #number Power Power of the antenna is Watts.
|
||||
-- @field #boolean Loop Transmission is repeated (default true).
|
||||
-- @field #string alias Name of the radio transmitter.
|
||||
-- @extends Core.Base#BASE
|
||||
RADIO = {
|
||||
ClassName = "RADIO",
|
||||
@@ -93,19 +94,19 @@ RADIO = {
|
||||
Subtitle = "",
|
||||
SubtitleDuration = 0,
|
||||
Power = 100,
|
||||
Loop = true,
|
||||
Loop = false,
|
||||
alias=nil,
|
||||
}
|
||||
|
||||
--- Create a new RADIO Object. This doesn't broadcast a transmission, though, use @{#RADIO.Broadcast} to actually broadcast
|
||||
-- If you want to create a RADIO, you probably should use @{Wrapper.Positionable#POSITIONABLE.GetRadio}() instead
|
||||
--- Create a new RADIO Object. This doesn't broadcast a transmission, though, use @{#RADIO.Broadcast} to actually broadcast.
|
||||
-- If you want to create a RADIO, you probably should use @{Wrapper.Positionable#POSITIONABLE.GetRadio}() instead.
|
||||
-- @param #RADIO self
|
||||
-- @param Wrapper.Positionable#POSITIONABLE Positionable The @{Positionable} that will receive radio capabilities.
|
||||
-- @return #RADIO Radio
|
||||
-- @return #nil If Positionable is invalid
|
||||
-- @return #RADIO The RADIO object or #nil if Positionable is invalid.
|
||||
function RADIO:New(Positionable)
|
||||
local self = BASE:Inherit( self, BASE:New() ) -- Core.Radio#RADIO
|
||||
|
||||
self.Loop = true -- default Loop to true (not sure the above RADIO definition actually is working)
|
||||
-- Inherit base
|
||||
local self = BASE:Inherit( self, BASE:New() ) -- Core.Radio#RADIO
|
||||
self:F(Positionable)
|
||||
|
||||
if Positionable:GetPointVec2() then -- It's stupid, but the only way I found to make sure positionable is valid
|
||||
@@ -113,11 +114,27 @@ function RADIO:New(Positionable)
|
||||
return self
|
||||
end
|
||||
|
||||
self:E({"The passed positionable is invalid, no RADIO created", Positionable})
|
||||
self:E({error="The passed positionable is invalid, no RADIO created!", positionable=Positionable})
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Check validity of the filename passed and sets RADIO.FileName
|
||||
--- Set alias of the transmitter.
|
||||
-- @param #RADIO self
|
||||
-- @param #string alias Name of the radio transmitter.
|
||||
-- @return #RADIO self
|
||||
function RADIO:SetAlias(alias)
|
||||
self.alias=tostring(alias)
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get alias of the transmitter.
|
||||
-- @param #RADIO self
|
||||
-- @return #string Name of the transmitter.
|
||||
function RADIO:GetAlias()
|
||||
return tostring(self.alias)
|
||||
end
|
||||
|
||||
--- Set the file name for the radio transmission.
|
||||
-- @param #RADIO self
|
||||
-- @param #string FileName File name of the sound file (i.e. "Noise.ogg")
|
||||
-- @return #RADIO self
|
||||
@@ -125,49 +142,63 @@ function RADIO:SetFileName(FileName)
|
||||
self:F2(FileName)
|
||||
|
||||
if type(FileName) == "string" then
|
||||
|
||||
if FileName:find(".ogg") or FileName:find(".wav") then
|
||||
if not FileName:find("l10n/DEFAULT/") then
|
||||
FileName = "l10n/DEFAULT/" .. FileName
|
||||
end
|
||||
|
||||
self.FileName = FileName
|
||||
return self
|
||||
end
|
||||
end
|
||||
|
||||
self:E({"File name invalid. Maybe something wrong with the extension ?", self.FileName})
|
||||
self:E({"File name invalid. Maybe something wrong with the extension?", FileName})
|
||||
return self
|
||||
end
|
||||
|
||||
--- Check validity of the frequency passed and sets RADIO.Frequency
|
||||
--- Set the frequency for the radio transmission.
|
||||
-- If the transmitting positionable is a unit or group, this also set the command "SetFrequency" with the defined frequency and modulation.
|
||||
-- @param #RADIO self
|
||||
-- @param #number Frequency in MHz (Ranges allowed for radio transmissions in DCS : 30-88 / 108-152 / 225-400MHz)
|
||||
-- @param #number Frequency Frequency in MHz. Ranges allowed for radio transmissions in DCS : 30-87.995 / 108-173.995 / 225-399.975MHz.
|
||||
-- @return #RADIO self
|
||||
function RADIO:SetFrequency(Frequency)
|
||||
self:F2(Frequency)
|
||||
|
||||
if type(Frequency) == "number" then
|
||||
|
||||
-- If frequency is in range
|
||||
if (Frequency >= 30 and Frequency < 88) or (Frequency >= 108 and Frequency < 152) or (Frequency >= 225 and Frequency < 400) then
|
||||
self.Frequency = Frequency * 1000000 -- Conversion in Hz
|
||||
if (Frequency >= 30 and Frequency <= 87.995) or (Frequency >= 108 and Frequency <= 173.995) or (Frequency >= 225 and Frequency <= 399.975) then
|
||||
|
||||
-- Convert frequency from MHz to Hz
|
||||
self.Frequency = Frequency * 1000000
|
||||
|
||||
-- If the RADIO is attached to a UNIT or a GROUP, we need to send the DCS Command "SetFrequency" to change the UNIT or GROUP frequency
|
||||
if self.Positionable.ClassName == "UNIT" or self.Positionable.ClassName == "GROUP" then
|
||||
self.Positionable:SetCommand({
|
||||
|
||||
local commandSetFrequency={
|
||||
id = "SetFrequency",
|
||||
params = {
|
||||
frequency = self.Frequency,
|
||||
frequency = self.Frequency,
|
||||
modulation = self.Modulation,
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
self:T2(commandSetFrequency)
|
||||
self.Positionable:SetCommand(commandSetFrequency)
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
end
|
||||
self:E({"Frequency is outside of DCS Frequency ranges (30-80, 108-152, 225-400). Frequency unchanged.", self.Frequency})
|
||||
|
||||
self:E({"Frequency is outside of DCS Frequency ranges (30-80, 108-152, 225-400). Frequency unchanged.", Frequency})
|
||||
return self
|
||||
end
|
||||
|
||||
--- Check validity of the frequency passed and sets RADIO.Modulation
|
||||
--- Set AM or FM modulation of the radio transmitter.
|
||||
-- @param #RADIO self
|
||||
-- @param #number Modulation either radio.modulation.AM or radio.modulation.FM
|
||||
-- @param #number Modulation Modulation is either radio.modulation.AM or radio.modulation.FM.
|
||||
-- @return #RADIO self
|
||||
function RADIO:SetModulation(Modulation)
|
||||
self:F2(Modulation)
|
||||
@@ -183,23 +214,24 @@ end
|
||||
|
||||
--- Check validity of the power passed and sets RADIO.Power
|
||||
-- @param #RADIO self
|
||||
-- @param #number Power in W
|
||||
-- @param #number Power Power in W.
|
||||
-- @return #RADIO self
|
||||
function RADIO:SetPower(Power)
|
||||
self:F2(Power)
|
||||
|
||||
if type(Power) == "number" then
|
||||
self.Power = math.floor(math.abs(Power)) --TODO Find what is the maximum power allowed by DCS and limit power to that
|
||||
return self
|
||||
else
|
||||
self:E({"Power is invalid. Power unchanged.", self.Power})
|
||||
end
|
||||
self:E({"Power is invalid. Power unchanged.", self.Power})
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Check validity of the loop passed and sets RADIO.Loop
|
||||
--- Set message looping on or off.
|
||||
-- @param #RADIO self
|
||||
-- @param #boolean Loop
|
||||
-- @param #boolean Loop If true, message is repeated indefinitely.
|
||||
-- @return #RADIO self
|
||||
-- @usage
|
||||
function RADIO:SetLoop(Loop)
|
||||
self:F2(Loop)
|
||||
if type(Loop) == "boolean" then
|
||||
@@ -232,13 +264,12 @@ function RADIO:SetSubtitle(Subtitle, SubtitleDuration)
|
||||
self:E({"Subtitle is invalid. Subtitle reset.", self.Subtitle})
|
||||
end
|
||||
if type(SubtitleDuration) == "number" then
|
||||
if math.floor(math.abs(SubtitleDuration)) == SubtitleDuration then
|
||||
self.SubtitleDuration = SubtitleDuration
|
||||
return self
|
||||
end
|
||||
self.SubtitleDuration = SubtitleDuration
|
||||
else
|
||||
self.SubtitleDuration = 0
|
||||
self:E({"SubtitleDuration is invalid. SubtitleDuration reset.", self.SubtitleDuration})
|
||||
end
|
||||
self.SubtitleDuration = 0
|
||||
self:E({"SubtitleDuration is invalid. SubtitleDuration reset.", self.SubtitleDuration})
|
||||
return self
|
||||
end
|
||||
|
||||
--- Create a new transmission, that is to say, populate the RADIO with relevant data
|
||||
@@ -246,10 +277,10 @@ end
|
||||
-- but it will work with a UNIT or a GROUP anyway.
|
||||
-- Only the #RADIO and the Filename are mandatory
|
||||
-- @param #RADIO self
|
||||
-- @param #string FileName
|
||||
-- @param #number Frequency in MHz
|
||||
-- @param #number Modulation either radio.modulation.AM or radio.modulation.FM
|
||||
-- @param #number Power in W
|
||||
-- @param #string FileName Name of the sound file that will be transmitted.
|
||||
-- @param #number Frequency Frequency in MHz.
|
||||
-- @param #number Modulation Modulation of frequency, which is either radio.modulation.AM or radio.modulation.FM.
|
||||
-- @param #number Power Power in W.
|
||||
-- @return #RADIO self
|
||||
function RADIO:NewGenericTransmission(FileName, Frequency, Modulation, Power, Loop)
|
||||
self:F({FileName, Frequency, Modulation, Power})
|
||||
@@ -269,31 +300,43 @@ end
|
||||
-- but it will work for any @{Wrapper.Positionable#POSITIONABLE}.
|
||||
-- Only the RADIO and the Filename are mandatory.
|
||||
-- @param #RADIO self
|
||||
-- @param #string FileName
|
||||
-- @param #string Subtitle
|
||||
-- @param #number SubtitleDuration in s
|
||||
-- @param #number Frequency in MHz
|
||||
-- @param #number Modulation either radio.modulation.AM or radio.modulation.FM
|
||||
-- @param #boolean Loop
|
||||
-- @param #string FileName Name of sound file.
|
||||
-- @param #string Subtitle Subtitle to be displayed with sound file.
|
||||
-- @param #number SubtitleDuration Duration of subtitle display in seconds.
|
||||
-- @param #number Frequency Frequency in MHz.
|
||||
-- @param #number Modulation Modulation which can be either radio.modulation.AM or radio.modulation.FM
|
||||
-- @param #boolean Loop If true, loop message.
|
||||
-- @return #RADIO self
|
||||
function RADIO:NewUnitTransmission(FileName, Subtitle, SubtitleDuration, Frequency, Modulation, Loop)
|
||||
self:F({FileName, Subtitle, SubtitleDuration, Frequency, Modulation, Loop})
|
||||
|
||||
-- Set file name.
|
||||
self:SetFileName(FileName)
|
||||
local Duration = 5
|
||||
if SubtitleDuration then Duration = SubtitleDuration end
|
||||
-- SubtitleDuration argument was missing, adding it
|
||||
if Subtitle then self:SetSubtitle(Subtitle, Duration) end
|
||||
-- self:SetSubtitleDuration is non existent, removing faulty line
|
||||
-- if SubtitleDuration then self:SetSubtitleDuration(SubtitleDuration) end
|
||||
if Frequency then self:SetFrequency(Frequency) end
|
||||
if Modulation then self:SetModulation(Modulation) end
|
||||
if Loop then self:SetLoop(Loop) end
|
||||
|
||||
-- Set modulation AM/FM.
|
||||
if Modulation then
|
||||
self:SetModulation(Modulation)
|
||||
end
|
||||
|
||||
-- Set frequency.
|
||||
if Frequency then
|
||||
self:SetFrequency(Frequency)
|
||||
end
|
||||
|
||||
-- Set subtitle.
|
||||
if Subtitle then
|
||||
self:SetSubtitle(Subtitle, SubtitleDuration or 0)
|
||||
end
|
||||
|
||||
-- Set Looping.
|
||||
if Loop then
|
||||
self:SetLoop(Loop)
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Actually Broadcast the transmission
|
||||
--- Broadcast the transmission.
|
||||
-- * The Radio has to be populated with the new transmission before broadcasting.
|
||||
-- * Please use RADIO setters or either @{#RADIO.NewGenericTransmission} or @{#RADIO.NewUnitTransmission}
|
||||
-- * This class is in fact pretty smart, it determines the right DCS function to use depending on the type of POSITIONABLE
|
||||
@@ -302,31 +345,38 @@ end
|
||||
-- * If your POSITIONABLE is a UNIT or a GROUP, the Power is ignored.
|
||||
-- * If your POSITIONABLE is not a UNIT or a GROUP, the Subtitle, SubtitleDuration are ignored
|
||||
-- @param #RADIO self
|
||||
-- @param #boolean viatrigger Use trigger.action.radioTransmission() in any case, i.e. also for UNITS and GROUPS.
|
||||
-- @return #RADIO self
|
||||
function RADIO:Broadcast()
|
||||
self:F()
|
||||
function RADIO:Broadcast(viatrigger)
|
||||
self:F({viatrigger=viatrigger})
|
||||
|
||||
-- If the POSITIONABLE is actually a UNIT or a GROUP, use the more complicated DCS command system
|
||||
if self.Positionable.ClassName == "UNIT" or self.Positionable.ClassName == "GROUP" then
|
||||
self:T2("Broadcasting from a UNIT or a GROUP")
|
||||
self.Positionable:SetCommand({
|
||||
-- If the POSITIONABLE is actually a UNIT or a GROUP, use the more complicated DCS command system.
|
||||
if (self.Positionable.ClassName=="UNIT" or self.Positionable.ClassName=="GROUP") and (not viatrigger) then
|
||||
self:T("Broadcasting from a UNIT or a GROUP")
|
||||
|
||||
local commandTransmitMessage={
|
||||
id = "TransmitMessage",
|
||||
params = {
|
||||
file = self.FileName,
|
||||
duration = self.SubtitleDuration,
|
||||
subtitle = self.Subtitle,
|
||||
loop = self.Loop,
|
||||
}
|
||||
})
|
||||
}}
|
||||
|
||||
self:T3(commandTransmitMessage)
|
||||
self.Positionable:SetCommand(commandTransmitMessage)
|
||||
else
|
||||
-- If the POSITIONABLE is anything else, we revert to the general singleton function
|
||||
-- I need to give it a unique name, so that the transmission can be stopped later. I use the class ID
|
||||
self:T2("Broadcasting from a POSITIONABLE")
|
||||
self:T("Broadcasting from a POSITIONABLE")
|
||||
trigger.action.radioTransmission(self.FileName, self.Positionable:GetPositionVec3(), self.Modulation, self.Loop, self.Frequency, self.Power, tostring(self.ID))
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Stops a transmission
|
||||
-- This function is especially usefull to stop the broadcast of looped transmissions
|
||||
-- @param #RADIO self
|
||||
@@ -335,10 +385,10 @@ function RADIO:StopBroadcast()
|
||||
self:F()
|
||||
-- If the POSITIONABLE is a UNIT or a GROUP, stop the transmission with the DCS "StopTransmission" command
|
||||
if self.Positionable.ClassName == "UNIT" or self.Positionable.ClassName == "GROUP" then
|
||||
self.Positionable:SetCommand({
|
||||
id = "StopTransmission",
|
||||
params = {}
|
||||
})
|
||||
|
||||
local commandStopTransmission={id="StopTransmission", params={}}
|
||||
|
||||
self.Positionable:SetCommand(commandStopTransmission)
|
||||
else
|
||||
-- Else, we use the appropriate singleton funciton
|
||||
trigger.action.stopRadioTransmission(tostring(self.ID))
|
||||
@@ -364,24 +414,120 @@ end
|
||||
-- Use @{#BEACON:StopRadioBeacon}() to stop it.
|
||||
--
|
||||
-- @type BEACON
|
||||
-- @field #string ClassName Name of the class "BEACON".
|
||||
-- @field Wrapper.Controllable#CONTROLLABLE Positionable The @{#CONTROLLABLE} that will receive radio capabilities.
|
||||
-- @extends Core.Base#BASE
|
||||
BEACON = {
|
||||
ClassName = "BEACON",
|
||||
Positionable = nil,
|
||||
name=nil,
|
||||
}
|
||||
|
||||
--- Create a new BEACON Object. This doesn't activate the beacon, though, use @{#BEACON.AATACAN} or @{#BEACON.Generic}
|
||||
--- Beacon types supported by DCS.
|
||||
-- @type BEACON.Type
|
||||
-- @field #number NULL
|
||||
-- @field #number VOR
|
||||
-- @field #number DME
|
||||
-- @field #number VOR_DME
|
||||
-- @field #number TACAN TACtical Air Navigation system.
|
||||
-- @field #number VORTAC
|
||||
-- @field #number RSBN
|
||||
-- @field #number BROADCAST_STATION
|
||||
-- @field #number HOMER
|
||||
-- @field #number AIRPORT_HOMER
|
||||
-- @field #number AIRPORT_HOMER_WITH_MARKER
|
||||
-- @field #number ILS_FAR_HOMER
|
||||
-- @field #number ILS_NEAR_HOMER
|
||||
-- @field #number ILS_LOCALIZER
|
||||
-- @field #number ILS_GLIDESLOPE
|
||||
-- @field #number PRMG_LOCALIZER
|
||||
-- @field #number PRMG_GLIDESLOPE
|
||||
-- @field #number ICLS Same as ICLS glideslope.
|
||||
-- @field #number ICLS_LOCALIZER
|
||||
-- @field #number ICLS_GLIDESLOPE
|
||||
-- @field #number NAUTICAL_HOMER
|
||||
BEACON.Type={
|
||||
NULL = 0,
|
||||
VOR = 1,
|
||||
DME = 2,
|
||||
VOR_DME = 3,
|
||||
TACAN = 4,
|
||||
VORTAC = 5,
|
||||
RSBN = 128,
|
||||
BROADCAST_STATION = 1024,
|
||||
HOMER = 8,
|
||||
AIRPORT_HOMER = 4104,
|
||||
AIRPORT_HOMER_WITH_MARKER = 4136,
|
||||
ILS_FAR_HOMER = 16408,
|
||||
ILS_NEAR_HOMER = 16424,
|
||||
ILS_LOCALIZER = 16640,
|
||||
ILS_GLIDESLOPE = 16896,
|
||||
PRMG_LOCALIZER = 33024,
|
||||
PRMG_GLIDESLOPE = 33280,
|
||||
ICLS = 131584, --leaving this in here but it is the same as ICLS_GLIDESLOPE
|
||||
ICLS_LOCALIZER = 131328,
|
||||
ICLS_GLIDESLOPE = 131584,
|
||||
NAUTICAL_HOMER = 65536,
|
||||
|
||||
}
|
||||
|
||||
--- Beacon systems supported by DCS. https://wiki.hoggitworld.com/view/DCS_command_activateBeacon
|
||||
-- @type BEACON.System
|
||||
-- @field #number PAR_10 ?
|
||||
-- @field #number RSBN_5 Russian VOR/DME system.
|
||||
-- @field #number TACAN TACtical Air Navigation system on ground.
|
||||
-- @field #number TACAN_TANKER_X TACtical Air Navigation system for tankers on X band.
|
||||
-- @field #number TACAN_TANKER_Y TACtical Air Navigation system for tankers on Y band.
|
||||
-- @field #number VOR Very High Frequency Omni-Directional Range
|
||||
-- @field #number ILS_LOCALIZER ILS localizer
|
||||
-- @field #number ILS_GLIDESLOPE ILS glideslope.
|
||||
-- @field #number PRGM_LOCALIZER PRGM localizer.
|
||||
-- @field #number PRGM_GLIDESLOPE PRGM glideslope.
|
||||
-- @field #number BROADCAST_STATION Broadcast station.
|
||||
-- @field #number VORTAC Radio-based navigational aid for aircraft pilots consisting of a co-located VHF omnidirectional range (VOR) beacon and a tactical air navigation system (TACAN) beacon.
|
||||
-- @field #number TACAN_AA_MODE_X TACtical Air Navigation for aircraft on X band.
|
||||
-- @field #number TACAN_AA_MODE_Y TACtical Air Navigation for aircraft on Y band.
|
||||
-- @field #number VORDME Radio beacon that combines a VHF omnidirectional range (VOR) with a distance measuring equipment (DME).
|
||||
-- @field #number ICLS_LOCALIZER Carrier landing system.
|
||||
-- @field #number ICLS_GLIDESLOPE Carrier landing system.
|
||||
BEACON.System={
|
||||
PAR_10 = 1,
|
||||
RSBN_5 = 2,
|
||||
TACAN = 3,
|
||||
TACAN_TANKER_X = 4,
|
||||
TACAN_TANKER_Y = 5,
|
||||
VOR = 6,
|
||||
ILS_LOCALIZER = 7,
|
||||
ILS_GLIDESLOPE = 8,
|
||||
PRMG_LOCALIZER = 9,
|
||||
PRMG_GLIDESLOPE = 10,
|
||||
BROADCAST_STATION = 11,
|
||||
VORTAC = 12,
|
||||
TACAN_AA_MODE_X = 13,
|
||||
TACAN_AA_MODE_Y = 14,
|
||||
VORDME = 15,
|
||||
ICLS_LOCALIZER = 16,
|
||||
ICLS_GLIDESLOPE = 17,
|
||||
}
|
||||
|
||||
--- Create a new BEACON Object. This doesn't activate the beacon, though, use @{#BEACON.ActivateTACAN} etc.
|
||||
-- If you want to create a BEACON, you probably should use @{Wrapper.Positionable#POSITIONABLE.GetBeacon}() instead.
|
||||
-- @param #BEACON self
|
||||
-- @param Wrapper.Positionable#POSITIONABLE Positionable The @{Positionable} that will receive radio capabilities.
|
||||
-- @return #BEACON Beacon
|
||||
-- @return #nil If Positionable is invalid
|
||||
-- @return #BEACON Beacon object or #nil if the positionable is invalid.
|
||||
function BEACON:New(Positionable)
|
||||
local self = BASE:Inherit(self, BASE:New())
|
||||
|
||||
-- Inherit BASE.
|
||||
local self=BASE:Inherit(self, BASE:New()) --#BEACON
|
||||
|
||||
-- Debug.
|
||||
self:F(Positionable)
|
||||
|
||||
-- Set positionable.
|
||||
if Positionable:GetPointVec2() then -- It's stupid, but the only way I found to make sure positionable is valid
|
||||
self.Positionable = Positionable
|
||||
self.name=Positionable:GetName()
|
||||
self:I(string.format("New BEACON %s", tostring(self.name)))
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -390,44 +536,95 @@ function BEACON:New(Positionable)
|
||||
end
|
||||
|
||||
|
||||
--- Converts a TACAN Channel/Mode couple into a frequency in Hz
|
||||
--- Activates a TACAN BEACON.
|
||||
-- @param #BEACON self
|
||||
-- @param #number TACANChannel
|
||||
-- @param #string TACANMode
|
||||
-- @return #number Frequecy
|
||||
-- @return #nil if parameters are invalid
|
||||
function BEACON:_TACANToFrequency(TACANChannel, TACANMode)
|
||||
self:F3({TACANChannel, TACANMode})
|
||||
-- @param #number Channel TACAN channel, i.e. the "10" part in "10Y".
|
||||
-- @param #string Mode TACAN mode, i.e. the "Y" part in "10Y".
|
||||
-- @param #string Message The Message that is going to be coded in Morse and broadcasted by the beacon.
|
||||
-- @param #boolean Bearing If true, beacon provides bearing information. If false (or nil), only distance information is available.
|
||||
-- @param #number Duration How long will the beacon last in seconds. Omit for forever.
|
||||
-- @return #BEACON self
|
||||
-- @usage
|
||||
-- -- Let's create a TACAN Beacon for a tanker
|
||||
-- local myUnit = UNIT:FindByName("MyUnit")
|
||||
-- local myBeacon = myUnit:GetBeacon() -- Creates the beacon
|
||||
--
|
||||
-- myBeacon:ActivateTACAN(20, "Y", "TEXACO", true) -- Activate the beacon
|
||||
function BEACON:ActivateTACAN(Channel, Mode, Message, Bearing, Duration)
|
||||
self:T({channel=Channel, mode=Mode, callsign=Message, bearing=Bearing, duration=Duration})
|
||||
|
||||
if type(TACANChannel) ~= "number" then
|
||||
if TACANMode ~= "X" and TACANMode ~= "Y" then
|
||||
return nil -- error in arguments
|
||||
end
|
||||
-- Get frequency.
|
||||
local Frequency=UTILS.TACANToFrequency(Channel, Mode)
|
||||
|
||||
-- Check.
|
||||
if not Frequency then
|
||||
self:E({"The passed TACAN channel is invalid, the BEACON is not emitting"})
|
||||
return self
|
||||
end
|
||||
|
||||
-- This code is largely based on ED's code, in DCS World\Scripts\World\Radio\BeaconTypes.lua, line 137.
|
||||
-- I have no idea what it does but it seems to work
|
||||
local A = 1151 -- 'X', channel >= 64
|
||||
local B = 64 -- channel >= 64
|
||||
-- Beacon type.
|
||||
local Type=BEACON.Type.TACAN
|
||||
|
||||
if TACANChannel < 64 then
|
||||
B = 1
|
||||
end
|
||||
-- Beacon system.
|
||||
local System=BEACON.System.TACAN
|
||||
|
||||
if TACANMode == 'Y' then
|
||||
A = 1025
|
||||
if TACANChannel < 64 then
|
||||
A = 1088
|
||||
end
|
||||
else -- 'X'
|
||||
if TACANChannel < 64 then
|
||||
A = 962
|
||||
-- Check if unit is an aircraft and set system accordingly.
|
||||
local AA=self.Positionable:IsAir()
|
||||
if AA then
|
||||
System=5 --NOTE: 5 is how you cat the correct tanker behaviour! --BEACON.System.TACAN_TANKER
|
||||
-- Check if "Y" mode is selected for aircraft.
|
||||
if Mode~="Y" then
|
||||
self:E({"WARNING: The POSITIONABLE you want to attach the AA Tacan Beacon is an aircraft: Mode should Y !The BEACON is not emitting.", self.Positionable})
|
||||
end
|
||||
end
|
||||
|
||||
return (A + TACANChannel - B) * 1000000
|
||||
-- Attached unit.
|
||||
local UnitID=self.Positionable:GetID()
|
||||
|
||||
-- Debug.
|
||||
self:I({string.format("BEACON Activating TACAN %s: Channel=%d%s, Morse=%s, Bearing=%s, Duration=%s!", tostring(self.name), Channel, Mode, Message, tostring(Bearing), tostring(Duration))})
|
||||
|
||||
-- Start beacon.
|
||||
self.Positionable:CommandActivateBeacon(Type, System, Frequency, UnitID, Channel, Mode, AA, Message, Bearing)
|
||||
|
||||
-- Stop sheduler.
|
||||
if Duration then
|
||||
self.Positionable:DeactivateBeacon(Duration)
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Activates an ICLS BEACON. The unit the BEACON is attached to should be an aircraft carrier supporting this system.
|
||||
-- @param #BEACON self
|
||||
-- @param #number Channel ICLS channel.
|
||||
-- @param #string Callsign The Message that is going to be coded in Morse and broadcasted by the beacon.
|
||||
-- @param #number Duration How long will the beacon last in seconds. Omit for forever.
|
||||
-- @return #BEACON self
|
||||
function BEACON:ActivateICLS(Channel, Callsign, Duration)
|
||||
self:F({Channel=Channel, Callsign=Callsign, Duration=Duration})
|
||||
|
||||
-- Attached unit.
|
||||
local UnitID=self.Positionable:GetID()
|
||||
|
||||
-- Debug
|
||||
self:T2({"ICLS BEACON started!"})
|
||||
|
||||
-- Start beacon.
|
||||
self.Positionable:CommandActivateICLS(Channel, UnitID, Callsign)
|
||||
|
||||
-- Stop sheduler
|
||||
if Duration then -- Schedule the stop of the BEACON if asked by the MD
|
||||
self.Positionable:DeactivateBeacon(Duration)
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
--- Activates a TACAN BEACON on an Aircraft.
|
||||
-- @param #BEACON self
|
||||
@@ -480,7 +677,7 @@ function BEACON:AATACAN(TACANChannel, Message, Bearing, BeaconDuration)
|
||||
})
|
||||
|
||||
if BeaconDuration then -- Schedule the stop of the BEACON if asked by the MD
|
||||
SCHEDULER:New( nil,
|
||||
SCHEDULER:New(nil,
|
||||
function()
|
||||
self:StopAATACAN()
|
||||
end, {}, BeaconDuration)
|
||||
@@ -591,4 +788,45 @@ function BEACON:StopRadioBeacon()
|
||||
self:F()
|
||||
-- The unique name of the transmission is the class ID
|
||||
trigger.action.stopRadioTransmission(tostring(self.ID))
|
||||
return self
|
||||
end
|
||||
|
||||
--- Converts a TACAN Channel/Mode couple into a frequency in Hz
|
||||
-- @param #BEACON self
|
||||
-- @param #number TACANChannel
|
||||
-- @param #string TACANMode
|
||||
-- @return #number Frequecy
|
||||
-- @return #nil if parameters are invalid
|
||||
function BEACON:_TACANToFrequency(TACANChannel, TACANMode)
|
||||
self:F3({TACANChannel, TACANMode})
|
||||
|
||||
if type(TACANChannel) ~= "number" then
|
||||
if TACANMode ~= "X" and TACANMode ~= "Y" then
|
||||
return nil -- error in arguments
|
||||
end
|
||||
end
|
||||
|
||||
-- This code is largely based on ED's code, in DCS World\Scripts\World\Radio\BeaconTypes.lua, line 137.
|
||||
-- I have no idea what it does but it seems to work
|
||||
local A = 1151 -- 'X', channel >= 64
|
||||
local B = 64 -- channel >= 64
|
||||
|
||||
if TACANChannel < 64 then
|
||||
B = 1
|
||||
end
|
||||
|
||||
if TACANMode == 'Y' then
|
||||
A = 1025
|
||||
if TACANChannel < 64 then
|
||||
A = 1088
|
||||
end
|
||||
else -- 'X'
|
||||
if TACANChannel < 64 then
|
||||
A = 962
|
||||
end
|
||||
end
|
||||
|
||||
return (A + TACANChannel - B) * 1000000
|
||||
end
|
||||
|
||||
|
||||
|
||||
579
Moose Development/Moose/Core/RadioQueue.lua
Normal file
579
Moose Development/Moose/Core/RadioQueue.lua
Normal file
@@ -0,0 +1,579 @@
|
||||
--- **Core** - Queues Radio Transmissions.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Features:
|
||||
--
|
||||
-- * Managed Radio Transmissions.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Authors: funkyfranky
|
||||
--
|
||||
-- @module Core.RadioQueue
|
||||
-- @image Core_Radio.JPG
|
||||
|
||||
--- Manages radio transmissions.
|
||||
--
|
||||
-- @type RADIOQUEUE
|
||||
-- @field #string ClassName Name of the class "RADIOQUEUE".
|
||||
-- @field #boolean Debugmode Debug mode. More info.
|
||||
-- @field #string lid ID for dcs.log.
|
||||
-- @field #number frequency The radio frequency in Hz.
|
||||
-- @field #number modulation The radio modulation. Either radio.modulation.AM or radio.modulation.FM.
|
||||
-- @field Core.Scheduler#SCHEDULER scheduler The scheduler.
|
||||
-- @field #string RQid The radio queue scheduler ID.
|
||||
-- @field #table queue The queue of transmissions.
|
||||
-- @field #string alias Name of the radio.
|
||||
-- @field #number dt Time interval in seconds for checking the radio queue.
|
||||
-- @field #number delay Time delay before starting the radio queue.
|
||||
-- @field #number Tlast Time (abs) when the last transmission finished.
|
||||
-- @field Core.Point#COORDINATE sendercoord Coordinate from where transmissions are broadcasted.
|
||||
-- @field #number sendername Name of the sending unit or static.
|
||||
-- @field #boolean senderinit Set frequency was initialized.
|
||||
-- @field #number power Power of radio station in Watts. Default 100 W.
|
||||
-- @field #table numbers Table of number transmission parameters.
|
||||
-- @field #boolean checking Scheduler is checking the radio queue.
|
||||
-- @field #boolean schedonce Call ScheduleOnce instead of normal scheduler.
|
||||
-- @extends Core.Base#BASE
|
||||
RADIOQUEUE = {
|
||||
ClassName = "RADIOQUEUE",
|
||||
Debugmode = nil,
|
||||
lid = nil,
|
||||
frequency = nil,
|
||||
modulation = nil,
|
||||
scheduler = nil,
|
||||
RQid = nil,
|
||||
queue = {},
|
||||
alias = nil,
|
||||
dt = nil,
|
||||
delay = nil,
|
||||
Tlast = nil,
|
||||
sendercoord = nil,
|
||||
sendername = nil,
|
||||
senderinit = nil,
|
||||
power = nil,
|
||||
numbers = {},
|
||||
checking = nil,
|
||||
schedonce = false,
|
||||
}
|
||||
|
||||
--- Radio queue transmission data.
|
||||
-- @type RADIOQUEUE.Transmission
|
||||
-- @field #string filename Name of the file to be transmitted.
|
||||
-- @field #string path Path in miz file where the file is located.
|
||||
-- @field #number duration Duration in seconds.
|
||||
-- @field #string subtitle Subtitle of the transmission.
|
||||
-- @field #number subduration Duration of the subtitle being displayed.
|
||||
-- @field #number Tstarted Mission time (abs) in seconds when the transmission started.
|
||||
-- @field #boolean isplaying If true, transmission is currently playing.
|
||||
-- @field #number Tplay Mission time (abs) in seconds when the transmission should be played.
|
||||
-- @field #number interval Interval in seconds before next transmission.
|
||||
|
||||
|
||||
--- Create a new RADIOQUEUE object for a given radio frequency/modulation.
|
||||
-- @param #RADIOQUEUE self
|
||||
-- @param #number frequency The radio frequency in MHz.
|
||||
-- @param #number modulation (Optional) The radio modulation. Default radio.modulation.AM.
|
||||
-- @param #string alias (Optional) Name of the radio queue.
|
||||
-- @return #RADIOQUEUE self The RADIOQUEUE object.
|
||||
function RADIOQUEUE:New(frequency, modulation, alias)
|
||||
|
||||
-- Inherit base
|
||||
local self=BASE:Inherit(self, BASE:New()) -- #RADIOQUEUE
|
||||
|
||||
self.alias=alias or "My Radio"
|
||||
|
||||
self.lid=string.format("RADIOQUEUE %s | ", self.alias)
|
||||
|
||||
if frequency==nil then
|
||||
self:E(self.lid.."ERROR: No frequency specified as first parameter!")
|
||||
return nil
|
||||
end
|
||||
|
||||
-- Frequency in Hz.
|
||||
self.frequency=frequency*1000000
|
||||
|
||||
-- Modulation.
|
||||
self.modulation=modulation or radio.modulation.AM
|
||||
|
||||
-- Set radio power.
|
||||
self:SetRadioPower()
|
||||
|
||||
-- Scheduler.
|
||||
self.scheduler=SCHEDULER:New()
|
||||
self.scheduler:NoTrace()
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Start the radio queue.
|
||||
-- @param #RADIOQUEUE self
|
||||
-- @param #number delay (Optional) Delay in seconds, before the radio queue is started. Default 1 sec.
|
||||
-- @param #number dt (Optional) Time step in seconds for checking the queue. Default 0.01 sec.
|
||||
-- @return #RADIOQUEUE self The RADIOQUEUE object.
|
||||
function RADIOQUEUE:Start(delay, dt)
|
||||
|
||||
-- Delay before start.
|
||||
self.delay=delay or 1
|
||||
|
||||
-- Time interval for queue check.
|
||||
self.dt=dt or 0.01
|
||||
|
||||
-- Debug message.
|
||||
self:I(self.lid..string.format("Starting RADIOQUEUE %s on Frequency %.2f MHz [modulation=%d] in %.1f seconds (dt=%.3f sec)", self.alias, self.frequency/1000000, self.modulation, self.delay, self.dt))
|
||||
|
||||
-- Start Scheduler.
|
||||
if self.schedonce then
|
||||
self:_CheckRadioQueueDelayed(delay)
|
||||
else
|
||||
self.RQid=self.scheduler:Schedule(nil, RADIOQUEUE._CheckRadioQueue, {self}, delay, dt)
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Stop the radio queue. Stop scheduler and delete queue.
|
||||
-- @param #RADIOQUEUE self
|
||||
-- @return #RADIOQUEUE self The RADIOQUEUE object.
|
||||
function RADIOQUEUE:Stop()
|
||||
self:I(self.lid.."Stopping RADIOQUEUE.")
|
||||
self.scheduler:Stop(self.RQid)
|
||||
self.queue={}
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set coordinate from where the transmission is broadcasted.
|
||||
-- @param #RADIOQUEUE self
|
||||
-- @param Core.Point#COORDINATE coordinate Coordinate of the sender.
|
||||
-- @return #RADIOQUEUE self The RADIOQUEUE object.
|
||||
function RADIOQUEUE:SetSenderCoordinate(coordinate)
|
||||
self.sendercoord=coordinate
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set name of unit or static from which transmissions are made.
|
||||
-- @param #RADIOQUEUE self
|
||||
-- @param #string name Name of the unit or static used for transmissions.
|
||||
-- @return #RADIOQUEUE self The RADIOQUEUE object.
|
||||
function RADIOQUEUE:SetSenderUnitName(name)
|
||||
self.sendername=name
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set radio power. Note that this only applies if no relay unit is used.
|
||||
-- @param #RADIOQUEUE self
|
||||
-- @param #number power Radio power in Watts. Default 100 W.
|
||||
-- @return #RADIOQUEUE self The RADIOQUEUE object.
|
||||
function RADIOQUEUE:SetRadioPower(power)
|
||||
self.power=power or 100
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set parameters of a digit.
|
||||
-- @param #RADIOQUEUE self
|
||||
-- @param #number digit The digit 0-9.
|
||||
-- @param #string filename The name of the sound file.
|
||||
-- @param #number duration The duration of the sound file in seconds.
|
||||
-- @param #string path The directory within the miz file where the sound is located. Default "l10n/DEFAULT/".
|
||||
-- @param #string subtitle Subtitle of the transmission.
|
||||
-- @param #number subduration Duration [sec] of the subtitle being displayed. Default 5 sec.
|
||||
-- @return #RADIOQUEUE self The RADIOQUEUE object.
|
||||
function RADIOQUEUE:SetDigit(digit, filename, duration, path, subtitle, subduration)
|
||||
|
||||
local transmission={} --#RADIOQUEUE.Transmission
|
||||
transmission.filename=filename
|
||||
transmission.duration=duration
|
||||
transmission.path=path or "l10n/DEFAULT/"
|
||||
transmission.subtitle=nil
|
||||
transmission.subduration=nil
|
||||
|
||||
-- Convert digit to string in case it is given as a number.
|
||||
if type(digit)=="number" then
|
||||
digit=tostring(digit)
|
||||
end
|
||||
|
||||
-- Set transmission.
|
||||
self.numbers[digit]=transmission
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Add a transmission to the radio queue.
|
||||
-- @param #RADIOQUEUE self
|
||||
-- @param #RADIOQUEUE.Transmission transmission The transmission data table.
|
||||
-- @return #RADIOQUEUE self The RADIOQUEUE object.
|
||||
function RADIOQUEUE:AddTransmission(transmission)
|
||||
self:F({transmission=transmission})
|
||||
|
||||
-- Init.
|
||||
transmission.isplaying=false
|
||||
transmission.Tstarted=nil
|
||||
|
||||
-- Add to queue.
|
||||
table.insert(self.queue, transmission)
|
||||
|
||||
-- Start checking.
|
||||
if self.schedonce and not self.checking then
|
||||
self:_CheckRadioQueueDelayed()
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Add a transmission to the radio queue.
|
||||
-- @param #RADIOQUEUE self
|
||||
-- @param #string filename Name of the sound file. Usually an ogg or wav file type.
|
||||
-- @param #number duration Duration in seconds the file lasts.
|
||||
-- @param #number path Directory path inside the miz file where the sound file is located. Default "l10n/DEFAULT/".
|
||||
-- @param #number tstart Start time (abs) seconds. Default now.
|
||||
-- @param #number interval Interval in seconds after the last transmission finished.
|
||||
-- @param #string subtitle Subtitle of the transmission.
|
||||
-- @param #number subduration Duration [sec] of the subtitle being displayed. Default 5 sec.
|
||||
-- @return #RADIOQUEUE self The RADIOQUEUE object.
|
||||
function RADIOQUEUE:NewTransmission(filename, duration, path, tstart, interval, subtitle, subduration)
|
||||
|
||||
-- Sanity checks.
|
||||
if not filename then
|
||||
self:E(self.lid.."ERROR: No filename specified.")
|
||||
return nil
|
||||
end
|
||||
if type(filename)~="string" then
|
||||
self:E(self.lid.."ERROR: Filename specified is NOT a string.")
|
||||
return nil
|
||||
end
|
||||
|
||||
if not duration then
|
||||
self:E(self.lid.."ERROR: No duration of transmission specified.")
|
||||
return nil
|
||||
end
|
||||
if type(duration)~="number" then
|
||||
self:E(self.lid.."ERROR: Duration specified is NOT a number.")
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
local transmission={} --#RADIOQUEUE.Transmission
|
||||
transmission.filename=filename
|
||||
transmission.duration=duration
|
||||
transmission.path=path or "l10n/DEFAULT/"
|
||||
transmission.Tplay=tstart or timer.getAbsTime()
|
||||
transmission.subtitle=subtitle
|
||||
transmission.interval=interval or 0
|
||||
if transmission.subtitle then
|
||||
transmission.subduration=subduration or 5
|
||||
else
|
||||
transmission.subduration=nil
|
||||
end
|
||||
|
||||
-- Add transmission to queue.
|
||||
self:AddTransmission(transmission)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Convert a number (as string) into a radio transmission.
|
||||
-- E.g. for board number or headings.
|
||||
-- @param #RADIOQUEUE self
|
||||
-- @param #string number Number string, e.g. "032" or "183".
|
||||
-- @param #number delay Delay before transmission in seconds.
|
||||
-- @param #number interval Interval between the next call.
|
||||
-- @return #number Duration of the call in seconds.
|
||||
function RADIOQUEUE:Number2Transmission(number, delay, interval)
|
||||
|
||||
--- Split string into characters.
|
||||
local function _split(str)
|
||||
local chars={}
|
||||
for i=1,#str do
|
||||
local c=str:sub(i,i)
|
||||
table.insert(chars, c)
|
||||
end
|
||||
return chars
|
||||
end
|
||||
|
||||
-- Split string into characters.
|
||||
local numbers=_split(number)
|
||||
|
||||
local wait=0
|
||||
for i=1,#numbers do
|
||||
|
||||
-- Current number
|
||||
local n=numbers[i]
|
||||
|
||||
-- Radio call.
|
||||
local transmission=UTILS.DeepCopy(self.numbers[n]) --#RADIOQUEUE.Transmission
|
||||
|
||||
transmission.Tplay=timer.getAbsTime()+(delay or 0)
|
||||
|
||||
if interval and i==1 then
|
||||
transmission.interval=interval
|
||||
end
|
||||
|
||||
self:AddTransmission(transmission)
|
||||
|
||||
-- Add up duration of the number.
|
||||
wait=wait+transmission.duration
|
||||
end
|
||||
|
||||
-- Return the total duration of the call.
|
||||
return wait
|
||||
end
|
||||
|
||||
|
||||
--- Broadcast radio message.
|
||||
-- @param #RADIOQUEUE self
|
||||
-- @param #RADIOQUEUE.Transmission transmission The transmission.
|
||||
function RADIOQUEUE:Broadcast(transmission)
|
||||
|
||||
-- Get unit sending the transmission.
|
||||
local sender=self:_GetRadioSender()
|
||||
|
||||
-- Construct file name.
|
||||
local filename=string.format("%s%s", transmission.path, transmission.filename)
|
||||
|
||||
if sender then
|
||||
|
||||
-- Broadcasting from aircraft. Only players tuned in to the right frequency will see the message.
|
||||
self:T(self.lid..string.format("Broadcasting from aircraft %s", sender:GetName()))
|
||||
|
||||
|
||||
if not self.senderinit then
|
||||
|
||||
-- Command to set the Frequency for the transmission.
|
||||
local commandFrequency={
|
||||
id="SetFrequency",
|
||||
params={
|
||||
frequency=self.frequency, -- Frequency in Hz.
|
||||
modulation=self.modulation,
|
||||
}}
|
||||
|
||||
-- Set commend for frequency
|
||||
sender:SetCommand(commandFrequency)
|
||||
|
||||
self.senderinit=true
|
||||
end
|
||||
|
||||
-- Set subtitle only if duration>0 sec.
|
||||
local subtitle=nil
|
||||
local duration=nil
|
||||
if transmission.subtitle and transmission.subduration and transmission.subduration>0 then
|
||||
subtitle=transmission.subtitle
|
||||
duration=transmission.subduration
|
||||
end
|
||||
|
||||
-- Command to tranmit the call.
|
||||
local commandTransmit={
|
||||
id = "TransmitMessage",
|
||||
params = {
|
||||
file=filename,
|
||||
duration=duration,
|
||||
subtitle=subtitle,
|
||||
loop=false,
|
||||
}}
|
||||
|
||||
-- Set command for radio transmission.
|
||||
sender:SetCommand(commandTransmit)
|
||||
|
||||
-- Debug message.
|
||||
if self.Debugmode then
|
||||
local text=string.format("file=%s, freq=%.2f MHz, duration=%.2f sec, subtitle=%s", filename, self.frequency/1000000, transmission.duration, transmission.subtitle or "")
|
||||
MESSAGE:New(text, 2, "RADIOQUEUE "..self.alias):ToAll()
|
||||
end
|
||||
|
||||
else
|
||||
|
||||
-- Broadcasting from carrier. No subtitle possible. Need to send messages to players.
|
||||
self:T(self.lid..string.format("Broadcasting via trigger.action.radioTransmission()."))
|
||||
|
||||
-- Position from where to transmit.
|
||||
local vec3=nil
|
||||
|
||||
-- Try to get positon from sender unit/static.
|
||||
if self.sendername then
|
||||
vec3=self:_GetRadioSenderCoord()
|
||||
end
|
||||
|
||||
-- Try to get fixed positon.
|
||||
if self.sendercoord and not vec3 then
|
||||
vec3=self.sendercoord:GetVec3()
|
||||
end
|
||||
|
||||
-- Transmit via trigger.
|
||||
if vec3 then
|
||||
self:T("Sending")
|
||||
self:T( { filename = filename, vec3 = vec3, modulation = self.modulation, frequency = self.frequency, power = self.power } )
|
||||
|
||||
-- Trigger transmission.
|
||||
trigger.action.radioTransmission(filename, vec3, self.modulation, false, self.frequency, self.power)
|
||||
|
||||
-- Debug message.
|
||||
if self.Debugmode then
|
||||
local text=string.format("file=%s, freq=%.2f MHz, duration=%.2f sec, subtitle=%s", filename, self.frequency/1000000, transmission.duration, transmission.subtitle or "")
|
||||
MESSAGE:New(string.format(text, filename, transmission.duration, transmission.subtitle or ""), 5, "RADIOQUEUE "..self.alias):ToAll()
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
--- Start checking the radio queue.
|
||||
-- @param #RADIOQUEUE self
|
||||
-- @param #number delay Delay in seconds before checking.
|
||||
function RADIOQUEUE:_CheckRadioQueueDelayed(delay)
|
||||
self.checking=true
|
||||
self:ScheduleOnce(delay or self.dt, RADIOQUEUE._CheckRadioQueue, self)
|
||||
end
|
||||
|
||||
--- Check radio queue for transmissions to be broadcasted.
|
||||
-- @param #RADIOQUEUE self
|
||||
function RADIOQUEUE:_CheckRadioQueue()
|
||||
--env.info("FF check radio queue "..self.alias)
|
||||
|
||||
-- Check if queue is empty.
|
||||
if #self.queue==0 then
|
||||
-- Queue is now empty. Nothing to else to do.
|
||||
self.checking=false
|
||||
return
|
||||
end
|
||||
|
||||
-- Get current abs time.
|
||||
local time=timer.getAbsTime()
|
||||
|
||||
local playing=false
|
||||
local next=nil --#RADIOQUEUE.Transmission
|
||||
local remove=nil
|
||||
for i,_transmission in ipairs(self.queue) do
|
||||
local transmission=_transmission --#RADIOQUEUE.Transmission
|
||||
|
||||
-- Check if transmission time has passed.
|
||||
if time>=transmission.Tplay then
|
||||
|
||||
-- Check if transmission is currently playing.
|
||||
if transmission.isplaying then
|
||||
|
||||
-- Check if transmission is finished.
|
||||
if time>=transmission.Tstarted+transmission.duration then
|
||||
|
||||
-- Transmission over.
|
||||
transmission.isplaying=false
|
||||
|
||||
-- Remove ith element in queue.
|
||||
remove=i
|
||||
|
||||
-- Store time last transmission finished.
|
||||
self.Tlast=time
|
||||
|
||||
else -- still playing
|
||||
|
||||
-- Transmission is still playing.
|
||||
playing=true
|
||||
|
||||
end
|
||||
|
||||
else -- not playing yet
|
||||
|
||||
local Tlast=self.Tlast
|
||||
|
||||
if transmission.interval==nil then
|
||||
|
||||
-- Not playing ==> this will be next.
|
||||
if next==nil then
|
||||
next=transmission
|
||||
end
|
||||
|
||||
else
|
||||
|
||||
if Tlast==nil or time-Tlast>=transmission.interval then
|
||||
next=transmission
|
||||
else
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
-- We got a transmission or one with an interval that is not due yet. No need for anything else.
|
||||
if next or Tlast then
|
||||
break
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
else
|
||||
|
||||
-- Transmission not due yet.
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
-- Found a new transmission.
|
||||
if next~=nil and not playing then
|
||||
self:Broadcast(next)
|
||||
next.isplaying=true
|
||||
next.Tstarted=time
|
||||
end
|
||||
|
||||
-- Remove completed calls from queue.
|
||||
if remove then
|
||||
table.remove(self.queue, remove)
|
||||
end
|
||||
|
||||
-- Check queue.
|
||||
if self.schedonce then
|
||||
self:_CheckRadioQueueDelayed()
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Get unit from which we want to transmit a radio message. This has to be an aircraft for subtitles to work.
|
||||
-- @param #RADIOQUEUE self
|
||||
-- @return Wrapper.Unit#UNIT Sending unit or nil if was not setup, is not an aircraft or ground unit or is not alive.
|
||||
function RADIOQUEUE:_GetRadioSender()
|
||||
|
||||
-- Check if we have a sending aircraft.
|
||||
local sender=nil --Wrapper.Unit#UNIT
|
||||
|
||||
-- Try the general default.
|
||||
if self.sendername then
|
||||
|
||||
-- First try to find a unit
|
||||
sender=UNIT:FindByName(self.sendername)
|
||||
|
||||
-- Check that sender is alive and an aircraft.
|
||||
if sender and sender:IsAlive() and (sender:IsAir() or sender:IsGround()) then
|
||||
return sender
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Get unit from which we want to transmit a radio message. This has to be an aircraft for subtitles to work.
|
||||
-- @param #RADIOQUEUE self
|
||||
-- @return DCS#Vec3 Vector 3D.
|
||||
function RADIOQUEUE:_GetRadioSenderCoord()
|
||||
|
||||
local vec3=nil
|
||||
|
||||
-- Try the general default.
|
||||
if self.sendername then
|
||||
|
||||
-- First try to find a unit
|
||||
local sender=UNIT:FindByName(self.sendername)
|
||||
|
||||
-- Check that sender is alive and an aircraft.
|
||||
if sender and sender:IsAlive() then
|
||||
return sender:GetVec3()
|
||||
end
|
||||
|
||||
-- Now try a static.
|
||||
local sender=STATIC:FindByName( self.sendername, false )
|
||||
|
||||
-- Check that sender is alive and an aircraft.
|
||||
if sender then
|
||||
return sender:GetVec3()
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
405
Moose Development/Moose/Core/RadioSpeech.lua
Normal file
405
Moose Development/Moose/Core/RadioSpeech.lua
Normal file
@@ -0,0 +1,405 @@
|
||||
--- **Core** - Makes the radio talk.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Features:
|
||||
--
|
||||
-- * Send text strings using a vocabulary that is converted in spoken language.
|
||||
-- * Possiblity to implement multiple language.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Authors: FlightControl
|
||||
--
|
||||
-- @module Core.RadioSpeech
|
||||
-- @image Core_Radio.JPG
|
||||
|
||||
--- Makes the radio speak.
|
||||
--
|
||||
-- # RADIOSPEECH usage
|
||||
--
|
||||
--
|
||||
-- @type RADIOSPEECH
|
||||
-- @extends Core.RadioQueue#RADIOQUEUE
|
||||
RADIOSPEECH = {
|
||||
ClassName = "RADIOSPEECH",
|
||||
Vocabulary = {
|
||||
EN = {},
|
||||
DE = {},
|
||||
RU = {},
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
RADIOSPEECH.Vocabulary.EN = {
|
||||
["1"] = { "1", 0.25 },
|
||||
["2"] = { "2", 0.25 },
|
||||
["3"] = { "3", 0.30 },
|
||||
["4"] = { "4", 0.35 },
|
||||
["5"] = { "5", 0.35 },
|
||||
["6"] = { "6", 0.42 },
|
||||
["7"] = { "7", 0.38 },
|
||||
["8"] = { "8", 0.20 },
|
||||
["9"] = { "9", 0.32 },
|
||||
["10"] = { "10", 0.35 },
|
||||
["11"] = { "11", 0.40 },
|
||||
["12"] = { "12", 0.42 },
|
||||
["13"] = { "13", 0.38 },
|
||||
["14"] = { "14", 0.42 },
|
||||
["15"] = { "15", 0.42 },
|
||||
["16"] = { "16", 0.52 },
|
||||
["17"] = { "17", 0.59 },
|
||||
["18"] = { "18", 0.40 },
|
||||
["19"] = { "19", 0.47 },
|
||||
["20"] = { "20", 0.38 },
|
||||
["30"] = { "30", 0.29 },
|
||||
["40"] = { "40", 0.35 },
|
||||
["50"] = { "50", 0.32 },
|
||||
["60"] = { "60", 0.44 },
|
||||
["70"] = { "70", 0.48 },
|
||||
["80"] = { "80", 0.26 },
|
||||
["90"] = { "90", 0.36 },
|
||||
["100"] = { "100", 0.55 },
|
||||
["200"] = { "200", 0.55 },
|
||||
["300"] = { "300", 0.61 },
|
||||
["400"] = { "400", 0.60 },
|
||||
["500"] = { "500", 0.61 },
|
||||
["600"] = { "600", 0.65 },
|
||||
["700"] = { "700", 0.70 },
|
||||
["800"] = { "800", 0.54 },
|
||||
["900"] = { "900", 0.60 },
|
||||
["1000"] = { "1000", 0.60 },
|
||||
["2000"] = { "2000", 0.61 },
|
||||
["3000"] = { "3000", 0.64 },
|
||||
["4000"] = { "4000", 0.62 },
|
||||
["5000"] = { "5000", 0.69 },
|
||||
["6000"] = { "6000", 0.69 },
|
||||
["7000"] = { "7000", 0.75 },
|
||||
["8000"] = { "8000", 0.59 },
|
||||
["9000"] = { "9000", 0.65 },
|
||||
|
||||
["chevy"] = { "chevy", 0.35 },
|
||||
["colt"] = { "colt", 0.35 },
|
||||
["springfield"] = { "springfield", 0.65 },
|
||||
["dodge"] = { "dodge", 0.35 },
|
||||
["enfield"] = { "enfield", 0.5 },
|
||||
["ford"] = { "ford", 0.32 },
|
||||
["pontiac"] = { "pontiac", 0.55 },
|
||||
["uzi"] = { "uzi", 0.28 },
|
||||
|
||||
["degrees"] = { "degrees", 0.5 },
|
||||
["kilometers"] = { "kilometers", 0.65 },
|
||||
["km"] = { "kilometers", 0.65 },
|
||||
["miles"] = { "miles", 0.45 },
|
||||
["meters"] = { "meters", 0.41 },
|
||||
["mi"] = { "miles", 0.45 },
|
||||
["feet"] = { "feet", 0.29 },
|
||||
|
||||
["br"] = { "br", 1.1 },
|
||||
["bra"] = { "bra", 0.3 },
|
||||
|
||||
|
||||
["returning to base"] = { "returning_to_base", 0.85 },
|
||||
["on route to ground target"] = { "on_route_to_ground_target", 1.05 },
|
||||
["intercepting bogeys"] = { "intercepting_bogeys", 1.00 },
|
||||
["engaging ground target"] = { "engaging_ground_target", 1.20 },
|
||||
["engaging bogeys"] = { "engaging_bogeys", 0.81 },
|
||||
["wheels up"] = { "wheels_up", 0.42 },
|
||||
["landing at base"] = { "landing at base", 0.8 },
|
||||
["patrolling"] = { "patrolling", 0.55 },
|
||||
|
||||
["for"] = { "for", 0.31 },
|
||||
["and"] = { "and", 0.31 },
|
||||
["at"] = { "at", 0.3 },
|
||||
["dot"] = { "dot", 0.26 },
|
||||
["defender"] = { "defender", 0.45 },
|
||||
}
|
||||
|
||||
RADIOSPEECH.Vocabulary.RU = {
|
||||
["1"] = { "1", 0.34 },
|
||||
["2"] = { "2", 0.30 },
|
||||
["3"] = { "3", 0.23 },
|
||||
["4"] = { "4", 0.51 },
|
||||
["5"] = { "5", 0.31 },
|
||||
["6"] = { "6", 0.44 },
|
||||
["7"] = { "7", 0.25 },
|
||||
["8"] = { "8", 0.43 },
|
||||
["9"] = { "9", 0.45 },
|
||||
["10"] = { "10", 0.53 },
|
||||
["11"] = { "11", 0.66 },
|
||||
["12"] = { "12", 0.70 },
|
||||
["13"] = { "13", 0.66 },
|
||||
["14"] = { "14", 0.80 },
|
||||
["15"] = { "15", 0.65 },
|
||||
["16"] = { "16", 0.75 },
|
||||
["17"] = { "17", 0.74 },
|
||||
["18"] = { "18", 0.85 },
|
||||
["19"] = { "19", 0.80 },
|
||||
["20"] = { "20", 0.58 },
|
||||
["30"] = { "30", 0.51 },
|
||||
["40"] = { "40", 0.51 },
|
||||
["50"] = { "50", 0.67 },
|
||||
["60"] = { "60", 0.76 },
|
||||
["70"] = { "70", 0.68 },
|
||||
["80"] = { "80", 0.84 },
|
||||
["90"] = { "90", 0.71 },
|
||||
["100"] = { "100", 0.35 },
|
||||
["200"] = { "200", 0.59 },
|
||||
["300"] = { "300", 0.53 },
|
||||
["400"] = { "400", 0.70 },
|
||||
["500"] = { "500", 0.50 },
|
||||
["600"] = { "600", 0.58 },
|
||||
["700"] = { "700", 0.64 },
|
||||
["800"] = { "800", 0.77 },
|
||||
["900"] = { "900", 0.75 },
|
||||
["1000"] = { "1000", 0.87 },
|
||||
["2000"] = { "2000", 0.83 },
|
||||
["3000"] = { "3000", 0.84 },
|
||||
["4000"] = { "4000", 1.00 },
|
||||
["5000"] = { "5000", 0.77 },
|
||||
["6000"] = { "6000", 0.90 },
|
||||
["7000"] = { "7000", 0.77 },
|
||||
["8000"] = { "8000", 0.92 },
|
||||
["9000"] = { "9000", 0.87 },
|
||||
|
||||
["степени"] = { "degrees", 0.5 },
|
||||
["километров"] = { "kilometers", 0.65 },
|
||||
["km"] = { "kilometers", 0.65 },
|
||||
["миль"] = { "miles", 0.45 },
|
||||
["mi"] = { "miles", 0.45 },
|
||||
["метры"] = { "meters", 0.41 },
|
||||
["m"] = { "meters", 0.41 },
|
||||
["ноги"] = { "feet", 0.37 },
|
||||
|
||||
["br"] = { "br", 1.1 },
|
||||
["bra"] = { "bra", 0.3 },
|
||||
|
||||
|
||||
["возвращаясь на базу"] = { "returning_to_base", 1.40 },
|
||||
["на пути к наземной цели"] = { "on_route_to_ground_target", 1.45 },
|
||||
["перехват самолетов"] = { "intercepting_bogeys", 1.22 },
|
||||
["поражение наземной цели"] = { "engaging_ground_target", 1.53 },
|
||||
["захватывающие самолеты"] = { "engaging_bogeys", 1.68 },
|
||||
["колеса вверх"] = { "wheels_up", 0.92 },
|
||||
["посадка на базу"] = { "landing at base", 1.04 },
|
||||
["патрулирующий"] = { "patrolling", 0.96 },
|
||||
|
||||
["за"] = { "for", 0.27 },
|
||||
["и"] = { "and", 0.17 },
|
||||
["в"] = { "at", 0.19 },
|
||||
["dot"] = { "dot", 0.51 },
|
||||
["defender"] = { "defender", 0.45 },
|
||||
}
|
||||
|
||||
--- Create a new RADIOSPEECH object for a given radio frequency/modulation.
|
||||
-- @param #RADIOSPEECH self
|
||||
-- @param #number frequency The radio frequency in MHz.
|
||||
-- @param #number modulation (Optional) The radio modulation. Default radio.modulation.AM.
|
||||
-- @return #RADIOSPEECH self The RADIOSPEECH object.
|
||||
function RADIOSPEECH:New(frequency, modulation)
|
||||
|
||||
-- Inherit base
|
||||
local self = BASE:Inherit( self, RADIOQUEUE:New( frequency, modulation ) ) -- #RADIOSPEECH
|
||||
|
||||
self.Language = "EN"
|
||||
|
||||
self:BuildTree()
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function RADIOSPEECH:SetLanguage( Langauge )
|
||||
|
||||
self.Language = Langauge
|
||||
end
|
||||
|
||||
|
||||
--- Add Sentence to the Speech collection.
|
||||
-- @param #RADIOSPEECH self
|
||||
-- @param #string RemainingSentence The remaining sentence during recursion.
|
||||
-- @param #table Speech The speech node.
|
||||
-- @param #string Sentence The full sentence.
|
||||
-- @param #string Data The speech data.
|
||||
-- @return #RADIOSPEECH self The RADIOSPEECH object.
|
||||
function RADIOSPEECH:AddSentenceToSpeech( RemainingSentence, Speech, Sentence, Data )
|
||||
|
||||
self:I( { RemainingSentence, Speech, Sentence, Data } )
|
||||
|
||||
local Token, RemainingSentence = RemainingSentence:match( "^ *([^ ]+)(.*)" )
|
||||
self:I( { Token = Token, RemainingSentence = RemainingSentence } )
|
||||
|
||||
-- Is there a Token?
|
||||
if Token then
|
||||
|
||||
-- We check if the Token is already in the Speech collection.
|
||||
if not Speech[Token] then
|
||||
|
||||
-- There is not yet a vocabulary registered for this.
|
||||
Speech[Token] = {}
|
||||
|
||||
if RemainingSentence and RemainingSentence ~= "" then
|
||||
-- We use recursion to iterate through the complete Sentence, and make a chain of Tokens.
|
||||
-- The last Speech node in the collection contains the Sentence and the Data to be spoken.
|
||||
-- This to ensure that during the actual speech:
|
||||
-- - Complete sentences are being understood.
|
||||
-- - Words without speech are ignored.
|
||||
-- - Incorrect sequence of words are ignored.
|
||||
Speech[Token].Next = {}
|
||||
self:AddSentenceToSpeech( RemainingSentence, Speech[Token].Next, Sentence, Data )
|
||||
else
|
||||
-- There is no remaining sentence, so we add speech to the Sentence.
|
||||
-- The recursion stops here.
|
||||
Speech[Token].Sentence = Sentence
|
||||
Speech[Token].Data = Data
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Build the tree structure based on the language words, in order to find the correct sentences and to ignore incomprehensible words.
|
||||
-- @param #RADIOSPEECH self
|
||||
-- @return #RADIOSPEECH self The RADIOSPEECH object.
|
||||
function RADIOSPEECH:BuildTree()
|
||||
|
||||
self.Speech = {}
|
||||
|
||||
for Language, Sentences in pairs( self.Vocabulary ) do
|
||||
self:I( { Language = Language, Sentences = Sentences })
|
||||
self.Speech[Language] = {}
|
||||
for Sentence, Data in pairs( Sentences ) do
|
||||
self:I( { Sentence = Sentence, Data = Data } )
|
||||
self:AddSentenceToSpeech( Sentence, self.Speech[Language], Sentence, Data )
|
||||
end
|
||||
end
|
||||
|
||||
self:I( { Speech = self.Speech } )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Speak a sentence.
|
||||
-- @param #RADIOSPEECH self
|
||||
-- @param #string Sentence The sentence to be spoken.
|
||||
function RADIOSPEECH:SpeakWords( Sentence, Speech, Language )
|
||||
|
||||
local OriginalSentence = Sentence
|
||||
|
||||
-- lua does not parse UTF-8, so the match statement will fail on cyrillic using %a.
|
||||
-- therefore, the only way to parse the statement is to use blank, comma or dot as a delimiter.
|
||||
-- and then check if the character can be converted to a number or not.
|
||||
local Word, RemainderSentence = Sentence:match( "^[., ]*([^ .,]+)(.*)" )
|
||||
|
||||
self:I( { Word = Word, Speech = Speech[Word], RemainderSentence = RemainderSentence } )
|
||||
|
||||
|
||||
if Word then
|
||||
if Word ~= "" and tonumber(Word) == nil then
|
||||
|
||||
-- Construct of words
|
||||
Word = Word:lower()
|
||||
if Speech[Word] then
|
||||
-- The end of the sentence has been reached. Now Speech.Next should be nil, otherwise there is an error.
|
||||
if Speech[Word].Next == nil then
|
||||
self:I( { Sentence = Speech[Word].Sentence, Data = Speech[Word].Data } )
|
||||
self:NewTransmission( Speech[Word].Data[1] .. ".wav", Speech[Word].Data[2], Language .. "/" )
|
||||
else
|
||||
if RemainderSentence and RemainderSentence ~= "" then
|
||||
return self:SpeakWords( RemainderSentence, Speech[Word].Next, Language )
|
||||
end
|
||||
end
|
||||
end
|
||||
return RemainderSentence
|
||||
end
|
||||
return OriginalSentence
|
||||
else
|
||||
return ""
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Speak a sentence.
|
||||
-- @param #RADIOSPEECH self
|
||||
-- @param #string Sentence The sentence to be spoken.
|
||||
function RADIOSPEECH:SpeakDigits( Sentence, Speech, Langauge )
|
||||
|
||||
local OriginalSentence = Sentence
|
||||
|
||||
-- lua does not parse UTF-8, so the match statement will fail on cyrillic using %a.
|
||||
-- therefore, the only way to parse the statement is to use blank, comma or dot as a delimiter.
|
||||
-- and then check if the character can be converted to a number or not.
|
||||
local Digits, RemainderSentence = Sentence:match( "^[., ]*([^ .,]+)(.*)" )
|
||||
|
||||
self:I( { Digits = Digits, Speech = Speech[Digits], RemainderSentence = RemainderSentence } )
|
||||
|
||||
if Digits then
|
||||
if Digits ~= "" and tonumber( Digits ) ~= nil then
|
||||
|
||||
-- Construct numbers
|
||||
local Number = tonumber( Digits )
|
||||
local Multiple = nil
|
||||
while Number >= 0 do
|
||||
if Number > 1000 then
|
||||
Multiple = math.floor( Number / 1000 ) * 1000
|
||||
elseif Number > 100 then
|
||||
Multiple = math.floor( Number / 100 ) * 100
|
||||
elseif Number > 20 then
|
||||
Multiple = math.floor( Number / 10 ) * 10
|
||||
elseif Number >= 0 then
|
||||
Multiple = Number
|
||||
end
|
||||
Sentence = tostring( Multiple )
|
||||
if Speech[Sentence] then
|
||||
self:I( { Speech = Speech[Sentence].Sentence, Data = Speech[Sentence].Data } )
|
||||
self:NewTransmission( Speech[Sentence].Data[1] .. ".wav", Speech[Sentence].Data[2], Langauge .. "/" )
|
||||
end
|
||||
Number = Number - Multiple
|
||||
Number = ( Number == 0 ) and -1 or Number
|
||||
end
|
||||
return RemainderSentence
|
||||
end
|
||||
return OriginalSentence
|
||||
else
|
||||
return ""
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Speak a sentence.
|
||||
-- @param #RADIOSPEECH self
|
||||
-- @param #string Sentence The sentence to be spoken.
|
||||
function RADIOSPEECH:Speak( Sentence, Language )
|
||||
|
||||
self:I( { Sentence, Language } )
|
||||
|
||||
local Language = Language or "EN"
|
||||
|
||||
self:I( { Language = Language } )
|
||||
|
||||
-- If there is no node for Speech, then we start at the first nodes of the language.
|
||||
local Speech = self.Speech[Language]
|
||||
|
||||
self:I( { Speech = Speech, Language = Language } )
|
||||
|
||||
self:NewTransmission( "_In.wav", 0.52, Language .. "/" )
|
||||
|
||||
repeat
|
||||
|
||||
Sentence = self:SpeakWords( Sentence, Speech, Language )
|
||||
|
||||
self:I( { Sentence = Sentence } )
|
||||
|
||||
Sentence = self:SpeakDigits( Sentence, Speech, Language )
|
||||
|
||||
self:I( { Sentence = Sentence } )
|
||||
|
||||
-- Sentence = self:SpeakSymbols( Sentence, Speech )
|
||||
--
|
||||
-- self:I( { Sentence = Sentence } )
|
||||
|
||||
until not Sentence or Sentence == ""
|
||||
|
||||
self:NewTransmission( "_Out.wav", 0.28, Language .. "/" )
|
||||
|
||||
end
|
||||
@@ -70,11 +70,12 @@ function REPORT:Add( Text )
|
||||
return self
|
||||
end
|
||||
|
||||
--- Add a new line to a REPORT.
|
||||
--- Add a new line to a REPORT, but indented. A separator character can be specified to separate the reported lines visually.
|
||||
-- @param #REPORT self
|
||||
-- @param #string Text
|
||||
-- @param #string Text The report text.
|
||||
-- @param #string Separator (optional) The start of each report line can begin with an optional separator character. This can be a "-", or "#", or "*". You're free to choose what you find the best.
|
||||
-- @return #REPORT
|
||||
function REPORT:AddIndent( Text, Separator ) --R2.1
|
||||
function REPORT:AddIndent( Text, Separator )
|
||||
self.Report[#self.Report+1] = ( ( Separator and Separator .. string.rep( " ", self.Indent - 1 ) ) or string.rep(" ", self.Indent ) ) .. Text:gsub("\n","\n"..string.rep( " ", self.Indent ) )
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
--
|
||||
-- Takes care of the creation and dispatching of scheduled functions for SCHEDULER objects.
|
||||
--
|
||||
-- This class is tricky and needs some thorought explanation.
|
||||
-- This class is tricky and needs some thorough explanation.
|
||||
-- SCHEDULE classes are used to schedule functions for objects, or as persistent objects.
|
||||
-- The SCHEDULEDISPATCHER class ensures that:
|
||||
--
|
||||
@@ -13,9 +13,10 @@
|
||||
-- - Scheduled functions are automatically removed when the schedule is finished, according the SCHEDULER object parameters.
|
||||
--
|
||||
-- The SCHEDULEDISPATCHER class will manage SCHEDULER object in memory during garbage collection:
|
||||
-- - When a SCHEDULER object is not attached to another object (that is, it's first :Schedule() parameter is nil), then the SCHEDULER
|
||||
-- object is _persistent_ within memory.
|
||||
--
|
||||
-- - When a SCHEDULER object is not attached to another object (that is, it's first :Schedule() parameter is nil), then the SCHEDULER object is _persistent_ within memory.
|
||||
-- - When a SCHEDULER object *is* attached to another object, then the SCHEDULER object is _not persistent_ within memory after a garbage collection!
|
||||
--
|
||||
-- The none persistency of SCHEDULERS attached to objects is required to allow SCHEDULER objects to be garbage collectged, when the parent object is also desroyed or nillified and garbage collected.
|
||||
-- Even when there are pending timer scheduled functions to be executed for the SCHEDULER object,
|
||||
-- these will not be executed anymore when the SCHEDULER object has been destroyed.
|
||||
@@ -33,13 +34,41 @@
|
||||
-- @module Core.ScheduleDispatcher
|
||||
-- @image Core_Schedule_Dispatcher.JPG
|
||||
|
||||
--- SCHEDULEDISPATCHER class.
|
||||
-- @type SCHEDULEDISPATCHER
|
||||
-- @field #string ClassName Name of the class.
|
||||
-- @field #number CallID Call ID counter.
|
||||
-- @field #table PersistentSchedulers Persistant schedulers.
|
||||
-- @field #table ObjectSchedulers Schedulers that only exist as long as the master object exists.
|
||||
-- @field #table Schedule Meta table setmetatable( {}, { __mode = "k" } ).
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
--- The SCHEDULEDISPATCHER structure
|
||||
-- @type SCHEDULEDISPATCHER
|
||||
SCHEDULEDISPATCHER = {
|
||||
ClassName = "SCHEDULEDISPATCHER",
|
||||
CallID = 0,
|
||||
ClassName = "SCHEDULEDISPATCHER",
|
||||
CallID = 0,
|
||||
PersistentSchedulers = {},
|
||||
ObjectSchedulers = {},
|
||||
Schedule = nil,
|
||||
}
|
||||
|
||||
--- Player data table holding all important parameters of each player.
|
||||
-- @type SCHEDULEDISPATCHER.ScheduleData
|
||||
-- @field #function Function The schedule function to be called.
|
||||
-- @field #table Arguments Schedule function arguments.
|
||||
-- @field #number Start Start time in seconds.
|
||||
-- @field #number Repeat Repeat time intervall in seconds.
|
||||
-- @field #number Randomize Randomization factor [0,1].
|
||||
-- @field #number Stop Stop time in seconds.
|
||||
-- @field #number StartTime Time in seconds when the scheduler is created.
|
||||
-- @field #number ScheduleID Schedule ID.
|
||||
-- @field #function CallHandler Function to be passed to the DCS timer.scheduleFunction().
|
||||
-- @field #boolean ShowTrace If true, show tracing info.
|
||||
|
||||
--- Create a new schedule dispatcher object.
|
||||
-- @param #SCHEDULEDISPATCHER self
|
||||
-- @return #SCHEDULEDISPATCHER self
|
||||
function SCHEDULEDISPATCHER:New()
|
||||
local self = BASE:Inherit( self, BASE:New() )
|
||||
self:F3()
|
||||
@@ -51,15 +80,28 @@ end
|
||||
-- It is constructed as such that a garbage collection is executed on the weak tables, when the Scheduler is nillified.
|
||||
-- Nothing of this code should be modified without testing it thoroughly.
|
||||
-- @param #SCHEDULEDISPATCHER self
|
||||
-- @param Core.Scheduler#SCHEDULER Scheduler
|
||||
function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleArguments, Start, Repeat, Randomize, Stop )
|
||||
self:F2( { Scheduler, ScheduleFunction, ScheduleArguments, Start, Repeat, Randomize, Stop } )
|
||||
-- @param Core.Scheduler#SCHEDULER Scheduler Scheduler object.
|
||||
-- @param #function ScheduleFunction Scheduler function.
|
||||
-- @param #table ScheduleArguments Table of arguments passed to the ScheduleFunction.
|
||||
-- @param #number Start Start time in seconds.
|
||||
-- @param #number Repeat Repeat interval in seconds.
|
||||
-- @param #number Randomize Radomization factor [0,1].
|
||||
-- @param #number Stop Stop time in seconds.
|
||||
-- @param #number TraceLevel Trace level [0,3].
|
||||
-- @param Core.Fsm#FSM Fsm Finite state model.
|
||||
-- @return #string Call ID or nil.
|
||||
function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleArguments, Start, Repeat, Randomize, Stop, TraceLevel, Fsm )
|
||||
self:F2( { Scheduler, ScheduleFunction, ScheduleArguments, Start, Repeat, Randomize, Stop, TraceLevel, Fsm } )
|
||||
|
||||
-- Increase counter.
|
||||
self.CallID = self.CallID + 1
|
||||
|
||||
-- Create ID.
|
||||
local CallID = self.CallID .. "#" .. ( Scheduler.MasterObject and Scheduler.MasterObject.GetClassNameAndID and Scheduler.MasterObject:GetClassNameAndID() or "" ) or ""
|
||||
|
||||
-- Initialize the ObjectSchedulers array, which is a weakly coupled table.
|
||||
-- If the object used as the key is nil, then the garbage collector will remove the item from the Functions array.
|
||||
self:T2(string.format("Adding schedule #%d CallID=%s", self.CallID, CallID))
|
||||
|
||||
-- Initialize PersistentSchedulers
|
||||
self.PersistentSchedulers = self.PersistentSchedulers or {}
|
||||
|
||||
-- Initialize the ObjectSchedulers array, which is a weakly coupled table.
|
||||
@@ -76,19 +118,60 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
|
||||
|
||||
self.Schedule = self.Schedule or setmetatable( {}, { __mode = "k" } )
|
||||
self.Schedule[Scheduler] = self.Schedule[Scheduler] or {}
|
||||
self.Schedule[Scheduler][CallID] = {}
|
||||
self.Schedule[Scheduler][CallID] = {} --#SCHEDULEDISPATCHER.ScheduleData
|
||||
self.Schedule[Scheduler][CallID].Function = ScheduleFunction
|
||||
self.Schedule[Scheduler][CallID].Arguments = ScheduleArguments
|
||||
self.Schedule[Scheduler][CallID].StartTime = timer.getTime() + ( Start or 0 )
|
||||
self.Schedule[Scheduler][CallID].Start = Start + .1
|
||||
self.Schedule[Scheduler][CallID].Start = Start + 0.1
|
||||
self.Schedule[Scheduler][CallID].Repeat = Repeat or 0
|
||||
self.Schedule[Scheduler][CallID].Randomize = Randomize or 0
|
||||
self.Schedule[Scheduler][CallID].Stop = Stop
|
||||
|
||||
|
||||
-- This section handles the tracing of the scheduled calls.
|
||||
-- Because these calls will be executed with a delay, we inspect the place where these scheduled calls are initiated.
|
||||
-- The Info structure contains the output of the debug.getinfo() calls, which inspects the call stack for the function name, line number and source name.
|
||||
-- The call stack has many levels, and the correct semantical function call depends on where in the code AddSchedule was "used".
|
||||
-- - Using SCHEDULER:New()
|
||||
-- - Using Schedule:AddSchedule()
|
||||
-- - Using Fsm:__Func()
|
||||
-- - Using Class:ScheduleOnce()
|
||||
-- - Using Class:ScheduleRepeat()
|
||||
-- - ...
|
||||
-- So for each of these scheduled call variations, AddSchedule is the workhorse which will schedule the call.
|
||||
-- But the correct level with the correct semantical function location will differ depending on the above scheduled call invocation forms.
|
||||
-- That's where the field TraceLevel contains optionally the level in the call stack where the call information is obtained.
|
||||
-- The TraceLevel field indicates the correct level where the semantical scheduled call was invoked within the source, ensuring that function name, line number and source name are correct.
|
||||
-- There is one quick ...
|
||||
-- The FSM class models scheduled calls using the __Func syntax. However, these functions are "tailed".
|
||||
-- There aren't defined anywhere within the source code, but rather implemented as triggers within the FSM logic,
|
||||
-- and using the onbefore, onafter, onenter, onleave prefixes. (See the FSM for details).
|
||||
-- Therefore, in the call stack, at the TraceLevel these functions are mentioned as "tail calls", and the Info.name field will be nil as a result.
|
||||
-- To obtain the correct function name for FSM object calls, the function is mentioned in the call stack at a higher stack level.
|
||||
-- So when function name stored in Info.name is nil, then I inspect the function name within the call stack one level higher.
|
||||
-- So this little piece of code does its magic wonderfully, preformance overhead is neglectible, as scheduled calls don't happen that often.
|
||||
|
||||
local Info = {}
|
||||
|
||||
if debug then
|
||||
TraceLevel = TraceLevel or 2
|
||||
Info = debug.getinfo( TraceLevel, "nlS" )
|
||||
local name_fsm = debug.getinfo( TraceLevel - 1, "n" ).name -- #string
|
||||
if name_fsm then
|
||||
Info.name = name_fsm
|
||||
end
|
||||
end
|
||||
|
||||
self:T3( self.Schedule[Scheduler][CallID] )
|
||||
|
||||
self.Schedule[Scheduler][CallID].CallHandler = function( CallID )
|
||||
--self:E( CallID )
|
||||
--- Function passed to the DCS timer.scheduleFunction()
|
||||
self.Schedule[Scheduler][CallID].CallHandler = function( Params )
|
||||
|
||||
local CallID = Params.CallID
|
||||
local Info = Params.Info or {}
|
||||
local Source = Info.source or "?"
|
||||
local Line = Info.currentline or "?"
|
||||
local Name = Info.name or "?"
|
||||
|
||||
local ErrorHandler = function( errmsg )
|
||||
env.info( "Error in timer function: " .. errmsg )
|
||||
@@ -98,7 +181,8 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
|
||||
return errmsg
|
||||
end
|
||||
|
||||
local Scheduler = self.ObjectSchedulers[CallID]
|
||||
-- Get object or persistant scheduler object.
|
||||
local Scheduler = self.ObjectSchedulers[CallID] --Core.Scheduler#SCHEDULER
|
||||
if not Scheduler then
|
||||
Scheduler = self.PersistentSchedulers[CallID]
|
||||
end
|
||||
@@ -108,29 +192,41 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
|
||||
if Scheduler then
|
||||
|
||||
local MasterObject = tostring(Scheduler.MasterObject)
|
||||
local Schedule = self.Schedule[Scheduler][CallID]
|
||||
|
||||
-- Schedule object.
|
||||
local Schedule = self.Schedule[Scheduler][CallID] --#SCHEDULEDISPATCHER.ScheduleData
|
||||
|
||||
--self:T3( { Schedule = Schedule } )
|
||||
|
||||
local SchedulerObject = Scheduler.SchedulerObject
|
||||
--local ScheduleObjectName = Scheduler.SchedulerObject:GetNameAndClassID()
|
||||
local ScheduleFunction = Schedule.Function
|
||||
local ScheduleArguments = Schedule.Arguments
|
||||
local Start = Schedule.Start
|
||||
local Repeat = Schedule.Repeat or 0
|
||||
local Randomize = Schedule.Randomize or 0
|
||||
local Stop = Schedule.Stop or 0
|
||||
local ScheduleID = Schedule.ScheduleID
|
||||
local SchedulerObject = Scheduler.MasterObject --Scheduler.SchedulerObject Now is this the Maste or Scheduler object?
|
||||
local ShowTrace = Scheduler.ShowTrace
|
||||
|
||||
local ScheduleFunction = Schedule.Function
|
||||
local ScheduleArguments = Schedule.Arguments or {}
|
||||
local Start = Schedule.Start
|
||||
local Repeat = Schedule.Repeat or 0
|
||||
local Randomize = Schedule.Randomize or 0
|
||||
local Stop = Schedule.Stop or 0
|
||||
local ScheduleID = Schedule.ScheduleID
|
||||
|
||||
|
||||
local Prefix = ( Repeat == 0 ) and "--->" or "+++>"
|
||||
|
||||
local Status, Result
|
||||
--self:E( { SchedulerObject = SchedulerObject } )
|
||||
if SchedulerObject then
|
||||
local function Timer()
|
||||
if ShowTrace then
|
||||
SchedulerObject:T( Prefix .. Name .. ":" .. Line .. " (" .. Source .. ")" )
|
||||
end
|
||||
return ScheduleFunction( SchedulerObject, unpack( ScheduleArguments ) )
|
||||
end
|
||||
Status, Result = xpcall( Timer, ErrorHandler )
|
||||
else
|
||||
local function Timer()
|
||||
if ShowTrace then
|
||||
self:T( Prefix .. Name .. ":" .. Line .. " (" .. Source .. ")" )
|
||||
end
|
||||
return ScheduleFunction( unpack( ScheduleArguments ) )
|
||||
end
|
||||
Status, Result = xpcall( Timer, ErrorHandler )
|
||||
@@ -139,39 +235,39 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
|
||||
local CurrentTime = timer.getTime()
|
||||
local StartTime = Schedule.StartTime
|
||||
|
||||
self:F3( { Master = MasterObject, CurrentTime = CurrentTime, StartTime = StartTime, Start = Start, Repeat = Repeat, Randomize = Randomize, Stop = Stop } )
|
||||
-- Debug info.
|
||||
self:F3( { CallID=CallID, ScheduleID=ScheduleID, Master = MasterObject, CurrentTime = CurrentTime, StartTime = StartTime, Start = Start, Repeat = Repeat, Randomize = Randomize, Stop = Stop } )
|
||||
|
||||
|
||||
if Status and (( Result == nil ) or ( Result and Result ~= false ) ) then
|
||||
|
||||
if Repeat ~= 0 and ( ( Stop == 0 ) or ( Stop ~= 0 and CurrentTime <= StartTime + Stop ) ) then
|
||||
local ScheduleTime =
|
||||
CurrentTime +
|
||||
Repeat +
|
||||
math.random(
|
||||
- ( Randomize * Repeat / 2 ),
|
||||
( Randomize * Repeat / 2 )
|
||||
) +
|
||||
0.01
|
||||
local ScheduleTime = CurrentTime + Repeat + math.random(- ( Randomize * Repeat / 2 ), ( Randomize * Repeat / 2 )) + 0.0001 -- Accuracy
|
||||
--self:T3( { Repeat = CallID, CurrentTime, ScheduleTime, ScheduleArguments } )
|
||||
return ScheduleTime -- returns the next time the function needs to be called.
|
||||
else
|
||||
self:Stop( Scheduler, CallID )
|
||||
end
|
||||
|
||||
else
|
||||
self:Stop( Scheduler, CallID )
|
||||
end
|
||||
else
|
||||
self:E( "Scheduled obsolete call for CallID: " .. CallID )
|
||||
self:I( "<<<>" .. Name .. ":" .. Line .. " (" .. Source .. ")" )
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
self:Start( Scheduler, CallID )
|
||||
self:Start( Scheduler, CallID, Info )
|
||||
|
||||
return CallID
|
||||
end
|
||||
|
||||
--- Remove schedule.
|
||||
-- @param #SCHEDULEDISPATCHER self
|
||||
-- @param Core.Scheduler#SCHEDULER Scheduler Scheduler object.
|
||||
-- @param #table CallID Call ID.
|
||||
function SCHEDULEDISPATCHER:RemoveSchedule( Scheduler, CallID )
|
||||
self:F2( { Remove = CallID, Scheduler = Scheduler } )
|
||||
|
||||
@@ -181,46 +277,80 @@ function SCHEDULEDISPATCHER:RemoveSchedule( Scheduler, CallID )
|
||||
end
|
||||
end
|
||||
|
||||
function SCHEDULEDISPATCHER:Start( Scheduler, CallID )
|
||||
--- Start dispatcher.
|
||||
-- @param #SCHEDULEDISPATCHER self
|
||||
-- @param Core.Scheduler#SCHEDULER Scheduler Scheduler object.
|
||||
-- @param #table CallID (Optional) Call ID.
|
||||
-- @param #string Info (Optional) Debug info.
|
||||
function SCHEDULEDISPATCHER:Start( Scheduler, CallID, Info )
|
||||
self:F2( { Start = CallID, Scheduler = Scheduler } )
|
||||
|
||||
if CallID then
|
||||
local Schedule = self.Schedule[Scheduler]
|
||||
|
||||
local Schedule = self.Schedule[Scheduler][CallID] --#SCHEDULEDISPATCHER.ScheduleData
|
||||
|
||||
-- Only start when there is no ScheduleID defined!
|
||||
-- This prevents to "Start" the scheduler twice with the same CallID...
|
||||
if not Schedule[CallID].ScheduleID then
|
||||
Schedule[CallID].StartTime = timer.getTime() -- Set the StartTime field to indicate when the scheduler started.
|
||||
Schedule[CallID].ScheduleID = timer.scheduleFunction(
|
||||
Schedule[CallID].CallHandler,
|
||||
CallID,
|
||||
timer.getTime() + Schedule[CallID].Start
|
||||
)
|
||||
if not Schedule.ScheduleID then
|
||||
|
||||
-- Current time in seconds.
|
||||
local Tnow=timer.getTime()
|
||||
|
||||
Schedule.StartTime = Tnow -- Set the StartTime field to indicate when the scheduler started.
|
||||
|
||||
-- Start DCS schedule function https://wiki.hoggitworld.com/view/DCS_func_scheduleFunction
|
||||
Schedule.ScheduleID = timer.scheduleFunction(Schedule.CallHandler, { CallID = CallID, Info = Info }, Tnow + Schedule.Start)
|
||||
|
||||
self:T(string.format("Starting scheduledispatcher Call ID=%s ==> Schedule ID=%s", tostring(CallID), tostring(Schedule.ScheduleID)))
|
||||
end
|
||||
|
||||
else
|
||||
|
||||
-- Recursive.
|
||||
for CallID, Schedule in pairs( self.Schedule[Scheduler] or {} ) do
|
||||
self:Start( Scheduler, CallID ) -- Recursive
|
||||
self:Start( Scheduler, CallID, Info ) -- Recursive
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
--- Stop dispatcher.
|
||||
-- @param #SCHEDULEDISPATCHER self
|
||||
-- @param Core.Scheduler#SCHEDULER Scheduler Scheduler object.
|
||||
-- @param #table CallID Call ID.
|
||||
function SCHEDULEDISPATCHER:Stop( Scheduler, CallID )
|
||||
self:F2( { Stop = CallID, Scheduler = Scheduler } )
|
||||
|
||||
if CallID then
|
||||
local Schedule = self.Schedule[Scheduler]
|
||||
-- Only stop when there is a ScheduleID defined for the CallID.
|
||||
-- So, when the scheduler was stopped before, do nothing.
|
||||
if Schedule[CallID].ScheduleID then
|
||||
timer.removeFunction( Schedule[CallID].ScheduleID )
|
||||
Schedule[CallID].ScheduleID = nil
|
||||
|
||||
local Schedule = self.Schedule[Scheduler][CallID] --#SCHEDULEDISPATCHER.ScheduleData
|
||||
|
||||
-- Only stop when there is a ScheduleID defined for the CallID. So, when the scheduler was stopped before, do nothing.
|
||||
if Schedule.ScheduleID then
|
||||
|
||||
self:T(string.format("scheduledispatcher stopping scheduler CallID=%s, ScheduleID=%s", tostring(CallID), tostring(Schedule.ScheduleID)))
|
||||
|
||||
-- Remove schedule function https://wiki.hoggitworld.com/view/DCS_func_removeFunction
|
||||
timer.removeFunction(Schedule.ScheduleID)
|
||||
|
||||
Schedule.ScheduleID = nil
|
||||
|
||||
else
|
||||
self:T(string.format("Error no ScheduleID for CallID=%s", tostring(CallID)))
|
||||
end
|
||||
|
||||
else
|
||||
|
||||
for CallID, Schedule in pairs( self.Schedule[Scheduler] or {} ) do
|
||||
self:Stop( Scheduler, CallID ) -- Recursive
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
--- Clear all schedules by stopping all dispatchers.
|
||||
-- @param #SCHEDULEDISPATCHER self
|
||||
-- @param Core.Scheduler#SCHEDULER Scheduler Scheduler object.
|
||||
function SCHEDULEDISPATCHER:Clear( Scheduler )
|
||||
self:F2( { Scheduler = Scheduler } )
|
||||
|
||||
@@ -229,5 +359,19 @@ function SCHEDULEDISPATCHER:Clear( Scheduler )
|
||||
end
|
||||
end
|
||||
|
||||
--- Shopw tracing info.
|
||||
-- @param #SCHEDULEDISPATCHER self
|
||||
-- @param Core.Scheduler#SCHEDULER Scheduler Scheduler object.
|
||||
function SCHEDULEDISPATCHER:ShowTrace( Scheduler )
|
||||
self:F2( { Scheduler = Scheduler } )
|
||||
Scheduler.ShowTrace = true
|
||||
end
|
||||
|
||||
--- No tracing info.
|
||||
-- @param #SCHEDULEDISPATCHER self
|
||||
-- @param Core.Scheduler#SCHEDULER Scheduler Scheduler object.
|
||||
function SCHEDULEDISPATCHER:NoTrace( Scheduler )
|
||||
self:F2( { Scheduler = Scheduler } )
|
||||
Scheduler.ShowTrace = false
|
||||
end
|
||||
|
||||
|
||||
@@ -43,7 +43,9 @@
|
||||
|
||||
--- The SCHEDULER class
|
||||
-- @type SCHEDULER
|
||||
-- @field #number ScheduleID the ID of the scheduler.
|
||||
-- @field #table Schedules Table of schedules.
|
||||
-- @field #table MasterObject Master object.
|
||||
-- @field #boolean ShowTrace Trace info if true.
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
@@ -69,53 +71,53 @@
|
||||
--
|
||||
-- * @{#SCHEDULER.New}( nil ): Setup a new SCHEDULER object, which is persistently executed after garbage collection.
|
||||
--
|
||||
-- SchedulerObject = SCHEDULER:New()
|
||||
-- SchedulerID = SchedulerObject:Schedule( nil, ScheduleFunction, {} )
|
||||
-- MasterObject = SCHEDULER:New()
|
||||
-- SchedulerID = MasterObject:Schedule( nil, ScheduleFunction, {} )
|
||||
--
|
||||
-- The above example creates a new SchedulerObject, but does not schedule anything.
|
||||
-- A separate schedule is created by using the SchedulerObject using the method :Schedule..., which returns a ScheduleID
|
||||
-- The above example creates a new MasterObject, but does not schedule anything.
|
||||
-- A separate schedule is created by using the MasterObject using the method :Schedule..., which returns a ScheduleID
|
||||
--
|
||||
-- ### Construct a SCHEDULER object without a volatile schedule, but volatile to the Object existence...
|
||||
--
|
||||
-- * @{#SCHEDULER.New}( Object ): Setup a new SCHEDULER object, which is linked to the Object. When the Object is nillified or destroyed, the SCHEDULER object will also be destroyed and stopped after garbage collection.
|
||||
--
|
||||
-- ZoneObject = ZONE:New( "ZoneName" )
|
||||
-- SchedulerObject = SCHEDULER:New( ZoneObject )
|
||||
-- SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {} )
|
||||
-- MasterObject = SCHEDULER:New( ZoneObject )
|
||||
-- SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {} )
|
||||
-- ...
|
||||
-- ZoneObject = nil
|
||||
-- garbagecollect()
|
||||
--
|
||||
-- The above example creates a new SchedulerObject, but does not schedule anything, and is bound to the existence of ZoneObject, which is a ZONE.
|
||||
-- A separate schedule is created by using the SchedulerObject using the method :Schedule()..., which returns a ScheduleID
|
||||
-- The above example creates a new MasterObject, but does not schedule anything, and is bound to the existence of ZoneObject, which is a ZONE.
|
||||
-- A separate schedule is created by using the MasterObject using the method :Schedule()..., which returns a ScheduleID
|
||||
-- Later in the logic, the ZoneObject is put to nil, and garbage is collected.
|
||||
-- As a result, the ScheduleObject will cancel any planned schedule.
|
||||
-- As a result, the MasterObject will cancel any planned schedule.
|
||||
--
|
||||
-- ### Construct a SCHEDULER object with a persistent schedule.
|
||||
--
|
||||
-- * @{#SCHEDULER.New}( nil, Function, FunctionArguments, Start, ... ): Setup a new persistent SCHEDULER object, and start a new schedule for the Function with the defined FunctionArguments according the Start and sequent parameters.
|
||||
--
|
||||
-- SchedulerObject, SchedulerID = SCHEDULER:New( nil, ScheduleFunction, {} )
|
||||
-- MasterObject, SchedulerID = SCHEDULER:New( nil, ScheduleFunction, {} )
|
||||
--
|
||||
-- The above example creates a new SchedulerObject, and does schedule the first schedule as part of the call.
|
||||
-- Note that 2 variables are returned here: SchedulerObject, ScheduleID...
|
||||
-- The above example creates a new MasterObject, and does schedule the first schedule as part of the call.
|
||||
-- Note that 2 variables are returned here: MasterObject, ScheduleID...
|
||||
--
|
||||
-- ### Construct a SCHEDULER object without a schedule, but volatile to the Object existence...
|
||||
--
|
||||
-- * @{#SCHEDULER.New}( Object, Function, FunctionArguments, Start, ... ): Setup a new SCHEDULER object, linked to Object, and start a new schedule for the Function with the defined FunctionArguments according the Start and sequent parameters.
|
||||
--
|
||||
-- ZoneObject = ZONE:New( "ZoneName" )
|
||||
-- SchedulerObject, SchedulerID = SCHEDULER:New( ZoneObject, ScheduleFunction, {} )
|
||||
-- SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {} )
|
||||
-- MasterObject, SchedulerID = SCHEDULER:New( ZoneObject, ScheduleFunction, {} )
|
||||
-- SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {} )
|
||||
-- ...
|
||||
-- ZoneObject = nil
|
||||
-- garbagecollect()
|
||||
--
|
||||
-- The above example creates a new SchedulerObject, and schedules a method call (ScheduleFunction),
|
||||
-- The above example creates a new MasterObject, and schedules a method call (ScheduleFunction),
|
||||
-- and is bound to the existence of ZoneObject, which is a ZONE object (ZoneObject).
|
||||
-- Both a ScheduleObject and a SchedulerID variable are returned.
|
||||
-- Both a MasterObject and a SchedulerID variable are returned.
|
||||
-- Later in the logic, the ZoneObject is put to nil, and garbage is collected.
|
||||
-- As a result, the ScheduleObject will cancel the planned schedule.
|
||||
-- As a result, the MasterObject will cancel the planned schedule.
|
||||
--
|
||||
-- ## SCHEDULER timer stopping and (re-)starting.
|
||||
--
|
||||
@@ -125,15 +127,15 @@
|
||||
-- * @{#SCHEDULER.Stop}(): Stop the schedules within the SCHEDULER object. If a CallID is provided to :Stop(), then only the schedule referenced by CallID will be stopped.
|
||||
--
|
||||
-- ZoneObject = ZONE:New( "ZoneName" )
|
||||
-- SchedulerObject, SchedulerID = SCHEDULER:New( ZoneObject, ScheduleFunction, {} )
|
||||
-- SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 10 )
|
||||
-- MasterObject, SchedulerID = SCHEDULER:New( ZoneObject, ScheduleFunction, {} )
|
||||
-- SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 10 )
|
||||
-- ...
|
||||
-- SchedulerObject:Stop( SchedulerID )
|
||||
-- MasterObject:Stop( SchedulerID )
|
||||
-- ...
|
||||
-- SchedulerObject:Start( SchedulerID )
|
||||
-- MasterObject:Start( SchedulerID )
|
||||
--
|
||||
-- The above example creates a new SchedulerObject, and does schedule the first schedule as part of the call.
|
||||
-- Note that 2 variables are returned here: SchedulerObject, ScheduleID...
|
||||
-- The above example creates a new MasterObject, and does schedule the first schedule as part of the call.
|
||||
-- Note that 2 variables are returned here: MasterObject, ScheduleID...
|
||||
-- Later in the logic, the repeating schedule with SchedulerID is stopped.
|
||||
-- A bit later, the repeating schedule with SchedulerId is (re)-started.
|
||||
--
|
||||
@@ -145,32 +147,32 @@
|
||||
-- Consider the following code fragment of the SCHEDULER object creation.
|
||||
--
|
||||
-- ZoneObject = ZONE:New( "ZoneName" )
|
||||
-- SchedulerObject = SCHEDULER:New( ZoneObject )
|
||||
-- MasterObject = SCHEDULER:New( ZoneObject )
|
||||
--
|
||||
-- Several parameters can be specified that influence the behaviour of a Schedule.
|
||||
--
|
||||
-- ### A single schedule, immediately executed
|
||||
--
|
||||
-- SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {} )
|
||||
-- SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {} )
|
||||
--
|
||||
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within milleseconds ...
|
||||
--
|
||||
-- ### A single schedule, planned over time
|
||||
--
|
||||
-- SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {}, 10 )
|
||||
-- SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {}, 10 )
|
||||
--
|
||||
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds ...
|
||||
--
|
||||
-- ### A schedule with a repeating time interval, planned over time
|
||||
--
|
||||
-- SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 60 )
|
||||
-- SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 60 )
|
||||
--
|
||||
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds,
|
||||
-- and repeating 60 every seconds ...
|
||||
--
|
||||
-- ### A schedule with a repeating time interval, planned over time, with time interval randomization
|
||||
--
|
||||
-- SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 60, 0.5 )
|
||||
-- SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 60, 0.5 )
|
||||
--
|
||||
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds,
|
||||
-- and repeating 60 seconds, with a 50% time interval randomization ...
|
||||
@@ -180,7 +182,7 @@
|
||||
--
|
||||
-- ### A schedule with a repeating time interval, planned over time, with time interval randomization, and stop after a time interval
|
||||
--
|
||||
-- SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 60, 0.5, 300 )
|
||||
-- SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 60, 0.5, 300 )
|
||||
--
|
||||
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds,
|
||||
-- The schedule will repeat every 60 seconds.
|
||||
@@ -191,13 +193,15 @@
|
||||
--
|
||||
-- @field #SCHEDULER
|
||||
SCHEDULER = {
|
||||
ClassName = "SCHEDULER",
|
||||
Schedules = {},
|
||||
ClassName = "SCHEDULER",
|
||||
Schedules = {},
|
||||
MasterObject = nil,
|
||||
ShowTrace = nil,
|
||||
}
|
||||
|
||||
--- SCHEDULER constructor.
|
||||
-- @param #SCHEDULER self
|
||||
-- @param #table SchedulerObject Specified for which Moose object the timer is setup. If a value of nil is provided, a scheduler will be setup without an object reference.
|
||||
-- @param #table MasterObject Specified for which Moose object the timer is setup. If a value of nil is provided, a scheduler will be setup without an object reference.
|
||||
-- @param #function SchedulerFunction The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
|
||||
-- @param #table SchedulerArguments Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
|
||||
-- @param #number Start Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
|
||||
@@ -205,50 +209,51 @@ SCHEDULER = {
|
||||
-- @param #number RandomizeFactor Specifies a randomization factor between 0 and 1 to randomize the Repeat.
|
||||
-- @param #number Stop Specifies the amount of seconds when the scheduler will be stopped.
|
||||
-- @return #SCHEDULER self.
|
||||
-- @return #number The ScheduleID of the planned schedule.
|
||||
function SCHEDULER:New( SchedulerObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop )
|
||||
-- @return #table The ScheduleID of the planned schedule.
|
||||
function SCHEDULER:New( MasterObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop )
|
||||
|
||||
local self = BASE:Inherit( self, BASE:New() ) -- #SCHEDULER
|
||||
self:F2( { Start, Repeat, RandomizeFactor, Stop } )
|
||||
|
||||
local ScheduleID = nil
|
||||
|
||||
self.MasterObject = SchedulerObject
|
||||
self.MasterObject = MasterObject
|
||||
self.ShowTrace = false
|
||||
|
||||
if SchedulerFunction then
|
||||
ScheduleID = self:Schedule( SchedulerObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop )
|
||||
ScheduleID = self:Schedule( MasterObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop, 3 )
|
||||
end
|
||||
|
||||
return self, ScheduleID
|
||||
end
|
||||
|
||||
--function SCHEDULER:_Destructor()
|
||||
-- --self:E("_Destructor")
|
||||
--
|
||||
-- _SCHEDULEDISPATCHER:RemoveSchedule( self.CallID )
|
||||
--end
|
||||
|
||||
--- Schedule a new time event. Note that the schedule will only take place if the scheduler is *started*. Even for a single schedule event, the scheduler needs to be started also.
|
||||
-- @param #SCHEDULER self
|
||||
-- @param #table SchedulerObject Specified for which Moose object the timer is setup. If a value of nil is provided, a scheduler will be setup without an object reference.
|
||||
-- @param #table MasterObject Specified for which Moose object the timer is setup. If a value of nil is provided, a scheduler will be setup without an object reference.
|
||||
-- @param #function SchedulerFunction The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
|
||||
-- @param #table SchedulerArguments Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
|
||||
-- @param #number Start Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
|
||||
-- @param #number Repeat Specifies the interval in seconds when the scheduler will call the event function.
|
||||
-- @param #number Repeat Specifies the time interval in seconds when the scheduler will call the event function.
|
||||
-- @param #number RandomizeFactor Specifies a randomization factor between 0 and 1 to randomize the Repeat.
|
||||
-- @param #number Stop Specifies the amount of seconds when the scheduler will be stopped.
|
||||
-- @return #number The ScheduleID of the planned schedule.
|
||||
function SCHEDULER:Schedule( SchedulerObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop )
|
||||
-- @param #number Stop Time interval in seconds after which the scheduler will be stoppe.
|
||||
-- @param #number TraceLevel Trace level [0,3]. Default 3.
|
||||
-- @param Core.Fsm#FSM Fsm Finite state model.
|
||||
-- @return #table The ScheduleID of the planned schedule.
|
||||
function SCHEDULER:Schedule( MasterObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop, TraceLevel, Fsm )
|
||||
self:F2( { Start, Repeat, RandomizeFactor, Stop } )
|
||||
self:T3( { SchedulerArguments } )
|
||||
|
||||
-- Debug info.
|
||||
local ObjectName = "-"
|
||||
if SchedulerObject and SchedulerObject.ClassName and SchedulerObject.ClassID then
|
||||
ObjectName = SchedulerObject.ClassName .. SchedulerObject.ClassID
|
||||
if MasterObject and MasterObject.ClassName and MasterObject.ClassID then
|
||||
ObjectName = MasterObject.ClassName .. MasterObject.ClassID
|
||||
end
|
||||
self:F3( { "Schedule :", ObjectName, tostring( SchedulerObject ), Start, Repeat, RandomizeFactor, Stop } )
|
||||
self.SchedulerObject = SchedulerObject
|
||||
self:F3( { "Schedule :", ObjectName, tostring( MasterObject ), Start, Repeat, RandomizeFactor, Stop } )
|
||||
|
||||
-- Set master object.
|
||||
self.MasterObject = MasterObject
|
||||
|
||||
-- Add schedule.
|
||||
local ScheduleID = _SCHEDULEDISPATCHER:AddSchedule(
|
||||
self,
|
||||
SchedulerFunction,
|
||||
@@ -256,7 +261,9 @@ function SCHEDULER:Schedule( SchedulerObject, SchedulerFunction, SchedulerArgume
|
||||
Start,
|
||||
Repeat,
|
||||
RandomizeFactor,
|
||||
Stop
|
||||
Stop,
|
||||
TraceLevel or 3,
|
||||
Fsm
|
||||
)
|
||||
|
||||
self.Schedules[#self.Schedules+1] = ScheduleID
|
||||
@@ -266,49 +273,47 @@ end
|
||||
|
||||
--- (Re-)Starts the schedules or a specific schedule if a valid ScheduleID is provided.
|
||||
-- @param #SCHEDULER self
|
||||
-- @param #number ScheduleID (optional) The ScheduleID of the planned (repeating) schedule.
|
||||
-- @param #string ScheduleID (Optional) The ScheduleID of the planned (repeating) schedule.
|
||||
function SCHEDULER:Start( ScheduleID )
|
||||
self:F3( { ScheduleID } )
|
||||
|
||||
self:T(string.format("Starting scheduler ID=%s", tostring(ScheduleID)))
|
||||
_SCHEDULEDISPATCHER:Start( self, ScheduleID )
|
||||
end
|
||||
|
||||
--- Stops the schedules or a specific schedule if a valid ScheduleID is provided.
|
||||
-- @param #SCHEDULER self
|
||||
-- @param #number ScheduleID (optional) The ScheduleID of the planned (repeating) schedule.
|
||||
-- @param #string ScheduleID (Optional) The ScheduleID of the planned (repeating) schedule.
|
||||
function SCHEDULER:Stop( ScheduleID )
|
||||
self:F3( { ScheduleID } )
|
||||
|
||||
self:T(string.format("Stopping scheduler ID=%s", tostring(ScheduleID)))
|
||||
_SCHEDULEDISPATCHER:Stop( self, ScheduleID )
|
||||
end
|
||||
|
||||
--- Removes a specific schedule if a valid ScheduleID is provided.
|
||||
-- @param #SCHEDULER self
|
||||
-- @param #number ScheduleID (optional) The ScheduleID of the planned (repeating) schedule.
|
||||
-- @param #string ScheduleID (optional) The ScheduleID of the planned (repeating) schedule.
|
||||
function SCHEDULER:Remove( ScheduleID )
|
||||
self:F3( { ScheduleID } )
|
||||
|
||||
_SCHEDULEDISPATCHER:Remove( self, ScheduleID )
|
||||
self:T(string.format("Removing scheduler ID=%s", tostring(ScheduleID)))
|
||||
_SCHEDULEDISPATCHER:RemoveSchedule( self, ScheduleID )
|
||||
end
|
||||
|
||||
--- Clears all pending schedules.
|
||||
-- @param #SCHEDULER self
|
||||
function SCHEDULER:Clear()
|
||||
self:F3( )
|
||||
|
||||
self:T(string.format("Clearing scheduler"))
|
||||
_SCHEDULEDISPATCHER:Clear( self )
|
||||
end
|
||||
|
||||
--- Show tracing for this scheduler.
|
||||
-- @param #SCHEDULER self
|
||||
function SCHEDULER:ShowTrace()
|
||||
_SCHEDULEDISPATCHER:ShowTrace( self )
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
--- No tracing for this scheduler.
|
||||
-- @param #SCHEDULER self
|
||||
function SCHEDULER:NoTrace()
|
||||
_SCHEDULEDISPATCHER:NoTrace( self )
|
||||
end
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -194,14 +194,42 @@
|
||||
-- - @{#SETTINGS.SetMessageTime}(): Define for a specific @{Message.MESSAGE.MessageType} the duration to be displayed in seconds.
|
||||
-- - @{#SETTINGS.GetMessageTime}(): Retrieves for a specific @{Message.MESSAGE.MessageType} the duration to be displayed in seconds.
|
||||
--
|
||||
-- ## 3.5) **Era** of the battle
|
||||
--
|
||||
-- The threat level metric is scaled according the era of the battle. A target that is AAA, will pose a much greather threat in WWII than on modern warfare.
|
||||
-- Therefore, there are 4 era that are defined within the settings:
|
||||
--
|
||||
-- - **WWII** era: Use for warfare with equipment during the world war II time.
|
||||
-- - **Korea** era: Use for warfare with equipment during the Korea war time.
|
||||
-- - **Cold War** era: Use for warfare with equipment during the cold war time.
|
||||
-- - **Modern** era: Use for warfare with modern equipment in the 2000s.
|
||||
--
|
||||
-- There are different API defined that you can use with the _SETTINGS object to configure your mission script to work in one of the 4 era:
|
||||
-- @{#SETTINGS.SetEraWWII}(), @{#SETTINGS.SetEraKorea}(), @{#SETTINGS.SetEraCold}(), @{#SETTINGS.SetEraModern}()
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #SETTINGS
|
||||
SETTINGS = {
|
||||
ClassName = "SETTINGS",
|
||||
ShowPlayerMenu = true,
|
||||
MenuShort = false,
|
||||
MenuStatic = false,
|
||||
}
|
||||
|
||||
SETTINGS.__Enum = {}
|
||||
|
||||
--- @type SETTINGS.__Enum.Era
|
||||
-- @field #number WWII
|
||||
-- @field #number Korea
|
||||
-- @field #number Cold
|
||||
-- @field #number Modern
|
||||
SETTINGS.__Enum.Era = {
|
||||
WWII = 1,
|
||||
Korea = 2,
|
||||
Cold = 3,
|
||||
Modern = 4,
|
||||
}
|
||||
|
||||
|
||||
do -- SETTINGS
|
||||
@@ -223,6 +251,7 @@ do -- SETTINGS
|
||||
self:SetMessageTime( MESSAGE.Type.Information, 30 )
|
||||
self:SetMessageTime( MESSAGE.Type.Overview, 60 )
|
||||
self:SetMessageTime( MESSAGE.Type.Update, 15 )
|
||||
self:SetEraModern()
|
||||
return self
|
||||
else
|
||||
local Settings = _DATABASE:GetPlayerSettings( PlayerName )
|
||||
@@ -234,6 +263,20 @@ do -- SETTINGS
|
||||
end
|
||||
end
|
||||
|
||||
--- Set short text for menus on (*true*) or off (*false*).
|
||||
-- Short text are better suited for, e.g., VR.
|
||||
-- @param #SETTINGS self
|
||||
-- @param #boolean onoff If *true* use short menu texts. If *false* long ones (default).
|
||||
function SETTINGS:SetMenutextShort(onoff)
|
||||
_SETTINGS.MenuShort = onoff
|
||||
end
|
||||
|
||||
--- Set menu to be static.
|
||||
-- @param #SETTINGS self
|
||||
-- @param #boolean onoff If *true* menu is static. If *false* menu will be updated after changes (default).
|
||||
function SETTINGS:SetMenuStatic(onoff)
|
||||
_SETTINGS.MenuStatic = onoff
|
||||
end
|
||||
|
||||
--- Sets the SETTINGS metric.
|
||||
-- @param #SETTINGS self
|
||||
@@ -436,6 +479,8 @@ do -- SETTINGS
|
||||
end
|
||||
|
||||
--- @param #SETTINGS self
|
||||
-- @param Wrapper.Group#GROUP MenuGroup Group for which to add menus.
|
||||
-- @param #table RootMenu Root menu table
|
||||
-- @return #SETTINGS
|
||||
function SETTINGS:SetSystemMenu( MenuGroup, RootMenu )
|
||||
|
||||
@@ -445,31 +490,66 @@ do -- SETTINGS
|
||||
|
||||
local SettingsMenu = MENU_GROUP:New( MenuGroup, MenuText, RootMenu ):SetTime( MenuTime )
|
||||
|
||||
local A2GCoordinateMenu = MENU_GROUP:New( MenuGroup, "A2G Coordinate System", SettingsMenu ):SetTime( MenuTime )
|
||||
-------
|
||||
-- A2G Coordinate System
|
||||
-------
|
||||
|
||||
local text="A2G Coordinate System"
|
||||
if _SETTINGS.MenuShort then
|
||||
text="A2G Coordinates"
|
||||
end
|
||||
local A2GCoordinateMenu = MENU_GROUP:New( MenuGroup, text, SettingsMenu ):SetTime( MenuTime )
|
||||
|
||||
-- Set LL DMS
|
||||
if not self:IsA2G_LL_DMS() then
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, "Lat/Lon Degree Min Sec (LL DMS)", A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "LL DMS" ):SetTime( MenuTime )
|
||||
local text="Lat/Lon Degree Min Sec (LL DMS)"
|
||||
if _SETTINGS.MenuShort then
|
||||
text="LL DMS"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, text, A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "LL DMS" ):SetTime( MenuTime )
|
||||
end
|
||||
|
||||
-- Set LL DDM
|
||||
if not self:IsA2G_LL_DDM() then
|
||||
local text="Lat/Lon Degree Dec Min (LL DDM)"
|
||||
if _SETTINGS.MenuShort then
|
||||
text="LL DDM"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, "Lat/Lon Degree Dec Min (LL DDM)", A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "LL DDM" ):SetTime( MenuTime )
|
||||
end
|
||||
|
||||
-- Set LL DMS accuracy.
|
||||
if self:IsA2G_LL_DDM() then
|
||||
local text1="LL DDM Accuracy 1"
|
||||
local text2="LL DDM Accuracy 2"
|
||||
local text3="LL DDM Accuracy 3"
|
||||
if _SETTINGS.MenuShort then
|
||||
text1="LL DDM"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, "LL DDM Accuracy 1", A2GCoordinateMenu, self.MenuLL_DDM_Accuracy, self, MenuGroup, RootMenu, 1 ):SetTime( MenuTime )
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, "LL DDM Accuracy 2", A2GCoordinateMenu, self.MenuLL_DDM_Accuracy, self, MenuGroup, RootMenu, 2 ):SetTime( MenuTime )
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, "LL DDM Accuracy 3", A2GCoordinateMenu, self.MenuLL_DDM_Accuracy, self, MenuGroup, RootMenu, 3 ):SetTime( MenuTime )
|
||||
end
|
||||
|
||||
-- Set BR.
|
||||
if not self:IsA2G_BR() then
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, "Bearing, Range (BR)", A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "BR" ):SetTime( MenuTime )
|
||||
local text="Bearing, Range (BR)"
|
||||
if _SETTINGS.MenuShort then
|
||||
text="BR"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, text , A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "BR" ):SetTime( MenuTime )
|
||||
end
|
||||
|
||||
-- Set MGRS.
|
||||
if not self:IsA2G_MGRS() then
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, "Military Grid (MGRS)", A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "MGRS" ):SetTime( MenuTime )
|
||||
local text="Military Grid (MGRS)"
|
||||
if _SETTINGS.MenuShort then
|
||||
text="MGRS"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, text, A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "MGRS" ):SetTime( MenuTime )
|
||||
end
|
||||
|
||||
-- Set MGRS accuracy.
|
||||
if self:IsA2G_MGRS() then
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, "MGRS Accuracy 1", A2GCoordinateMenu, self.MenuMGRS_Accuracy, self, MenuGroup, RootMenu, 1 ):SetTime( MenuTime )
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, "MGRS Accuracy 2", A2GCoordinateMenu, self.MenuMGRS_Accuracy, self, MenuGroup, RootMenu, 2 ):SetTime( MenuTime )
|
||||
@@ -478,32 +558,61 @@ do -- SETTINGS
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, "MGRS Accuracy 5", A2GCoordinateMenu, self.MenuMGRS_Accuracy, self, MenuGroup, RootMenu, 5 ):SetTime( MenuTime )
|
||||
end
|
||||
|
||||
local A2ACoordinateMenu = MENU_GROUP:New( MenuGroup, "A2A Coordinate System", SettingsMenu ):SetTime( MenuTime )
|
||||
-------
|
||||
-- A2A Coordinate System
|
||||
-------
|
||||
|
||||
local text="A2A Coordinate System"
|
||||
if _SETTINGS.MenuShort then
|
||||
text="A2A Coordinates"
|
||||
end
|
||||
local A2ACoordinateMenu = MENU_GROUP:New( MenuGroup, text, SettingsMenu ):SetTime( MenuTime )
|
||||
|
||||
if not self:IsA2A_LL_DMS() then
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, "Lat/Lon Degree Min Sec (LL DMS)", A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "LL DMS" ):SetTime( MenuTime )
|
||||
local text="Lat/Lon Degree Min Sec (LL DMS)"
|
||||
if _SETTINGS.MenuShort then
|
||||
text="LL DMS"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, text, A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "LL DMS" ):SetTime( MenuTime )
|
||||
end
|
||||
|
||||
if not self:IsA2A_LL_DDM() then
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, "Lat/Lon Degree Dec Min (LL DDM)", A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "LL DDM" ):SetTime( MenuTime )
|
||||
local text="Lat/Lon Degree Dec Min (LL DDM)"
|
||||
if _SETTINGS.MenuShort then
|
||||
text="LL DDM"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, text, A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "LL DDM" ):SetTime( MenuTime )
|
||||
end
|
||||
|
||||
if self:IsA2A_LL_DDM() then
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, "LL DDM Accuracy 1", A2ACoordinateMenu, self.MenuLL_DDM_Accuracy, self, MenuGroup, RootMenu, 1 ):SetTime( MenuTime )
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, "LL DDM Accuracy 2", A2ACoordinateMenu, self.MenuLL_DDM_Accuracy, self, MenuGroup, RootMenu, 2 ):SetTime( MenuTime )
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, "LL DDM Accuracy 3", A2ACoordinateMenu, self.MenuLL_DDM_Accuracy, self, MenuGroup, RootMenu, 3 ):SetTime( MenuTime )
|
||||
if self:IsA2A_LL_DDM() or self:IsA2A_LL_DMS() then
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, "LL Accuracy 0", A2ACoordinateMenu, self.MenuLL_DDM_Accuracy, self, MenuGroup, RootMenu, 0 ):SetTime( MenuTime )
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, "LL Accuracy 1", A2ACoordinateMenu, self.MenuLL_DDM_Accuracy, self, MenuGroup, RootMenu, 1 ):SetTime( MenuTime )
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, "LL Accuracy 2", A2ACoordinateMenu, self.MenuLL_DDM_Accuracy, self, MenuGroup, RootMenu, 2 ):SetTime( MenuTime )
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, "LL Accuracy 3", A2ACoordinateMenu, self.MenuLL_DDM_Accuracy, self, MenuGroup, RootMenu, 3 ):SetTime( MenuTime )
|
||||
end
|
||||
|
||||
if not self:IsA2A_BULLS() then
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, "Bullseye (BULLS)", A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "BULLS" ):SetTime( MenuTime )
|
||||
local text="Bullseye (BULLS)"
|
||||
if _SETTINGS.MenuShort then
|
||||
text="Bulls"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, text, A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "BULLS" ):SetTime( MenuTime )
|
||||
end
|
||||
|
||||
if not self:IsA2A_BRAA() then
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, "Bearing Range Altitude Aspect (BRAA)", A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "BRAA" ):SetTime( MenuTime )
|
||||
local text="Bearing Range Altitude Aspect (BRAA)"
|
||||
if _SETTINGS.MenuShort then
|
||||
text="BRAA"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, text, A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "BRAA" ):SetTime( MenuTime )
|
||||
end
|
||||
|
||||
if not self:IsA2A_MGRS() then
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, "Military Grid (MGRS)", A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "MGRS" ):SetTime( MenuTime )
|
||||
local text="Military Grid (MGRS)"
|
||||
if _SETTINGS.MenuShort then
|
||||
text="MGRS"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, text, A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "MGRS" ):SetTime( MenuTime )
|
||||
end
|
||||
|
||||
if self:IsA2A_MGRS() then
|
||||
@@ -514,17 +623,33 @@ do -- SETTINGS
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, "MGRS Accuracy 5", A2ACoordinateMenu, self.MenuMGRS_Accuracy, self, MenuGroup, RootMenu, 5 ):SetTime( MenuTime )
|
||||
end
|
||||
|
||||
local MetricsMenu = MENU_GROUP:New( MenuGroup, "Measures and Weights System", SettingsMenu ):SetTime( MenuTime )
|
||||
local text="Measures and Weights System"
|
||||
if _SETTINGS.MenuShort then
|
||||
text="Unit System"
|
||||
end
|
||||
local MetricsMenu = MENU_GROUP:New( MenuGroup, text, SettingsMenu ):SetTime( MenuTime )
|
||||
|
||||
if self:IsMetric() then
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, "Imperial (Miles,Feet)", MetricsMenu, self.MenuMWSystem, self, MenuGroup, RootMenu, false ):SetTime( MenuTime )
|
||||
local text="Imperial (Miles,Feet)"
|
||||
if _SETTINGS.MenuShort then
|
||||
text="Imperial"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, text, MetricsMenu, self.MenuMWSystem, self, MenuGroup, RootMenu, false ):SetTime( MenuTime )
|
||||
end
|
||||
|
||||
if self:IsImperial() then
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, "Metric (Kilometers,Meters)", MetricsMenu, self.MenuMWSystem, self, MenuGroup, RootMenu, true ):SetTime( MenuTime )
|
||||
local text="Metric (Kilometers,Meters)"
|
||||
if _SETTINGS.MenuShort then
|
||||
text="Metric"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, text, MetricsMenu, self.MenuMWSystem, self, MenuGroup, RootMenu, true ):SetTime( MenuTime )
|
||||
end
|
||||
|
||||
local MessagesMenu = MENU_GROUP:New( MenuGroup, "Messages and Reports", SettingsMenu ):SetTime( MenuTime )
|
||||
local text="Messages and Reports"
|
||||
if _SETTINGS.MenuShort then
|
||||
text="Messages & Reports"
|
||||
end
|
||||
local MessagesMenu = MENU_GROUP:New( MenuGroup, text, SettingsMenu ):SetTime( MenuTime )
|
||||
|
||||
local UpdateMessagesMenu = MENU_GROUP:New( MenuGroup, "Update Messages", MessagesMenu ):SetTime( MenuTime )
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, "Off", UpdateMessagesMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.Update, 0 ):SetTime( MenuTime )
|
||||
@@ -591,8 +716,6 @@ do -- SETTINGS
|
||||
self.ShowPlayerMenu = false
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Updates the menu of the player seated in the PlayerUnit.
|
||||
-- @param #SETTINGS self
|
||||
-- @param Wrapper.Client#CLIENT PlayerUnit
|
||||
@@ -609,124 +732,188 @@ do -- SETTINGS
|
||||
|
||||
self.PlayerMenu = PlayerMenu
|
||||
|
||||
local A2GCoordinateMenu = MENU_GROUP:New( PlayerGroup, "A2G Coordinate System", PlayerMenu )
|
||||
self:I(string.format("Setting menu for player %s", tostring(PlayerName)))
|
||||
|
||||
if not self:IsA2G_LL_DMS() then
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "Lat/Lon Degree Min Sec (LL DMS)", A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DMS" )
|
||||
local submenu = MENU_GROUP:New( PlayerGroup, "LL Accuracy", PlayerMenu )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "LL 0 Decimals", submenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 0 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "LL 1 Decimal", submenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 1 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "LL 2 Decimals", submenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 2 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "LL 3 Decimals", submenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 3 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "LL 4 Decimals", submenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 4 )
|
||||
|
||||
local submenu = MENU_GROUP:New( PlayerGroup, "MGRS Accuracy", PlayerMenu )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "MRGS Accuracy 0", submenu, self.MenuGroupMGRS_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 0 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "MRGS Accuracy 1", submenu, self.MenuGroupMGRS_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 1 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "MRGS Accuracy 2", submenu, self.MenuGroupMGRS_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 2 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "MRGS Accuracy 3", submenu, self.MenuGroupMGRS_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 3 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "MRGS Accuracy 4", submenu, self.MenuGroupMGRS_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 4 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "MRGS Accuracy 5", submenu, self.MenuGroupMGRS_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 5 )
|
||||
|
||||
------
|
||||
-- A2G Coordinate System
|
||||
------
|
||||
|
||||
local text="A2G Coordinate System"
|
||||
if _SETTINGS.MenuShort then
|
||||
text="A2G Coordinates"
|
||||
end
|
||||
local A2GCoordinateMenu = MENU_GROUP:New( PlayerGroup, text, PlayerMenu )
|
||||
|
||||
if not self:IsA2G_LL_DMS() or _SETTINGS.MenuStatic then
|
||||
local text="Lat/Lon Degree Min Sec (LL DMS)"
|
||||
if _SETTINGS.MenuShort then
|
||||
text="A2G LL DMS"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DMS" )
|
||||
end
|
||||
|
||||
if not self:IsA2G_LL_DDM() then
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "Lat/Lon Degree Dec Min (LL DDM)", A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DDM" )
|
||||
if not self:IsA2G_LL_DDM() or _SETTINGS.MenuStatic then
|
||||
local text="Lat/Lon Degree Dec Min (LL DDM)"
|
||||
if _SETTINGS.MenuShort then
|
||||
text="A2G LL DDM"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DDM" )
|
||||
end
|
||||
|
||||
if self:IsA2G_LL_DDM() then
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "LL DDM Accuracy 1", A2GCoordinateMenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 1 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "LL DDM Accuracy 2", A2GCoordinateMenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 2 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "LL DDM Accuracy 3", A2GCoordinateMenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 3 )
|
||||
if not self:IsA2G_BR() or _SETTINGS.MenuStatic then
|
||||
local text="Bearing, Range (BR)"
|
||||
if _SETTINGS.MenuShort then
|
||||
text="A2G BR"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "BR" )
|
||||
end
|
||||
|
||||
if not self:IsA2G_BR() then
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "Bearing, Range (BR)", A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "BR" )
|
||||
if not self:IsA2G_MGRS() or _SETTINGS.MenuStatic then
|
||||
local text="Military Grid (MGRS)"
|
||||
if _SETTINGS.MenuShort then
|
||||
text="A2G MGRS"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "MGRS" )
|
||||
end
|
||||
|
||||
if not self:IsA2G_MGRS() then
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "Military Grid (MGRS)", A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "MGRS" )
|
||||
------
|
||||
-- A2A Coordinates Menu
|
||||
------
|
||||
|
||||
local text="A2A Coordinate System"
|
||||
if _SETTINGS.MenuShort then
|
||||
text="A2A Coordinates"
|
||||
end
|
||||
local A2ACoordinateMenu = MENU_GROUP:New( PlayerGroup, text, PlayerMenu )
|
||||
|
||||
|
||||
if not self:IsA2A_LL_DMS() or _SETTINGS.MenuStatic then
|
||||
local text="Lat/Lon Degree Min Sec (LL DMS)"
|
||||
if _SETTINGS.MenuShort then
|
||||
text="A2A LL DMS"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2ACoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DMS" )
|
||||
end
|
||||
|
||||
if self:IsA2G_MGRS() then
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "MGRS Accuracy 1", A2GCoordinateMenu, self.MenuGroupMGRS_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 1 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "MGRS Accuracy 2", A2GCoordinateMenu, self.MenuGroupMGRS_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 2 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "MGRS Accuracy 3", A2GCoordinateMenu, self.MenuGroupMGRS_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 3 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "MGRS Accuracy 4", A2GCoordinateMenu, self.MenuGroupMGRS_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 4 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "MGRS Accuracy 5", A2GCoordinateMenu, self.MenuGroupMGRS_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 5 )
|
||||
if not self:IsA2A_LL_DDM() or _SETTINGS.MenuStatic then
|
||||
local text="Lat/Lon Degree Dec Min (LL DDM)"
|
||||
if _SETTINGS.MenuShort then
|
||||
text="A2A LL DDM"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2ACoordinateMenu, self.MenuGroupA2ASystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DDM" )
|
||||
end
|
||||
|
||||
local A2ACoordinateMenu = MENU_GROUP:New( PlayerGroup, "A2A Coordinate System", PlayerMenu )
|
||||
|
||||
|
||||
if not self:IsA2A_LL_DMS() then
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "Lat/Lon Degree Min Sec (LL DMS)", A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DMS" )
|
||||
if not self:IsA2A_BULLS() or _SETTINGS.MenuStatic then
|
||||
local text="Bullseye (BULLS)"
|
||||
if _SETTINGS.MenuShort then
|
||||
text="A2A BULLS"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2ACoordinateMenu, self.MenuGroupA2ASystem, self, PlayerUnit, PlayerGroup, PlayerName, "BULLS" )
|
||||
end
|
||||
|
||||
if not self:IsA2A_LL_DDM() then
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "Lat/Lon Degree Dec Min (LL DDM)", A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DDM" )
|
||||
if not self:IsA2A_BRAA() or _SETTINGS.MenuStatic then
|
||||
local text="Bearing Range Altitude Aspect (BRAA)"
|
||||
if _SETTINGS.MenuShort then
|
||||
text="A2A BRAA"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2ACoordinateMenu, self.MenuGroupA2ASystem, self, PlayerUnit, PlayerGroup, PlayerName, "BRAA" )
|
||||
end
|
||||
|
||||
if self:IsA2A_LL_DDM() then
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "LL DDM Accuracy 1", A2GCoordinateMenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 1 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "LL DDM Accuracy 2", A2GCoordinateMenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 2 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "LL DDM Accuracy 3", A2GCoordinateMenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 3 )
|
||||
if not self:IsA2A_MGRS() or _SETTINGS.MenuStatic then
|
||||
local text="Military Grid (MGRS)"
|
||||
if _SETTINGS.MenuShort then
|
||||
text="A2A MGRS"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2ACoordinateMenu, self.MenuGroupA2ASystem, self, PlayerUnit, PlayerGroup, PlayerName, "MGRS" )
|
||||
end
|
||||
|
||||
if not self:IsA2A_BULLS() then
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "Bullseye (BULLS)", A2ACoordinateMenu, self.MenuGroupA2ASystem, self, PlayerUnit, PlayerGroup, PlayerName, "BULLS" )
|
||||
---
|
||||
-- Unit system
|
||||
---
|
||||
|
||||
local text="Measures and Weights System"
|
||||
if _SETTINGS.MenuShort then
|
||||
text="Unit System"
|
||||
end
|
||||
local MetricsMenu = MENU_GROUP:New( PlayerGroup, text, PlayerMenu )
|
||||
|
||||
if self:IsMetric() or _SETTINGS.MenuStatic then
|
||||
local text="Imperial (Miles,Feet)"
|
||||
if _SETTINGS.MenuShort then
|
||||
text="Imperial"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, text, MetricsMenu, self.MenuGroupMWSystem, self, PlayerUnit, PlayerGroup, PlayerName, false )
|
||||
end
|
||||
|
||||
if not self:IsA2A_BRAA() then
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "Bearing Range Altitude Aspect (BRAA)", A2ACoordinateMenu, self.MenuGroupA2ASystem, self, PlayerUnit, PlayerGroup, PlayerName, "BRAA" )
|
||||
if self:IsImperial() or _SETTINGS.MenuStatic then
|
||||
local text="Metric (Kilometers,Meters)"
|
||||
if _SETTINGS.MenuShort then
|
||||
text="Metric"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, text, MetricsMenu, self.MenuGroupMWSystem, self, PlayerUnit, PlayerGroup, PlayerName, true )
|
||||
end
|
||||
|
||||
if not self:IsA2A_MGRS() then
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "Military Grid (MGRS)", A2ACoordinateMenu, self.MenuGroupA2ASystem, self, PlayerUnit, PlayerGroup, PlayerName, "MGRS" )
|
||||
---
|
||||
-- Messages and Reports
|
||||
---
|
||||
|
||||
local text="Messages and Reports"
|
||||
if _SETTINGS.MenuShort then
|
||||
text="Messages & Reports"
|
||||
end
|
||||
|
||||
if self:IsA2A_MGRS() then
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "Military Grid (MGRS) Accuracy 1", A2ACoordinateMenu, self.MenuGroupMGRS_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 1 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "Military Grid (MGRS) Accuracy 2", A2ACoordinateMenu, self.MenuGroupMGRS_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 2 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "Military Grid (MGRS) Accuracy 3", A2ACoordinateMenu, self.MenuGroupMGRS_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 3 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "Military Grid (MGRS) Accuracy 4", A2ACoordinateMenu, self.MenuGroupMGRS_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 4 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "Military Grid (MGRS) Accuracy 5", A2ACoordinateMenu, self.MenuGroupMGRS_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 5 )
|
||||
end
|
||||
|
||||
local MetricsMenu = MENU_GROUP:New( PlayerGroup, "Measures and Weights System", PlayerMenu )
|
||||
|
||||
if self:IsMetric() then
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "Imperial (Miles,Feet)", MetricsMenu, self.MenuGroupMWSystem, self, PlayerUnit, PlayerGroup, PlayerName, false )
|
||||
end
|
||||
|
||||
if self:IsImperial() then
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "Metric (Kilometers,Meters)", MetricsMenu, self.MenuGroupMWSystem, self, PlayerUnit, PlayerGroup, PlayerName, true )
|
||||
end
|
||||
|
||||
|
||||
local MessagesMenu = MENU_GROUP:New( PlayerGroup, "Messages and Reports", PlayerMenu )
|
||||
local MessagesMenu = MENU_GROUP:New( PlayerGroup, text, PlayerMenu )
|
||||
|
||||
local UpdateMessagesMenu = MENU_GROUP:New( PlayerGroup, "Update Messages", MessagesMenu )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "Off", UpdateMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Update, 0 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "5 seconds", UpdateMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Update, 5 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "10 seconds", UpdateMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Update, 10 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "15 seconds", UpdateMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Update, 15 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "30 seconds", UpdateMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Update, 30 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "1 minute", UpdateMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Update, 60 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "Updates Off", UpdateMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Update, 0 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "Updates 5 sec", UpdateMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Update, 5 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "Updates 10 sec", UpdateMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Update, 10 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "Updates 15 sec", UpdateMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Update, 15 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "Updates 30 sec", UpdateMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Update, 30 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "Updates 1 min", UpdateMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Update, 60 )
|
||||
|
||||
local InformationMessagesMenu = MENU_GROUP:New( PlayerGroup, "Information Messages", MessagesMenu )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "5 seconds", InformationMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Information, 5 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "10 seconds", InformationMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Information, 10 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "15 seconds", InformationMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Information, 15 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "30 seconds", InformationMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Information, 30 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "1 minute", InformationMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Information, 60 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "2 minutes", InformationMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Information, 120 )
|
||||
local InformationMessagesMenu = MENU_GROUP:New( PlayerGroup, "Info Messages", MessagesMenu )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "Info 5 sec", InformationMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Information, 5 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "Info 10 sec", InformationMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Information, 10 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "Info 15 sec", InformationMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Information, 15 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "Info 30 sec", InformationMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Information, 30 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "Info 1 min", InformationMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Information, 60 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "Info 2 min", InformationMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Information, 120 )
|
||||
|
||||
local BriefingReportsMenu = MENU_GROUP:New( PlayerGroup, "Briefing Reports", MessagesMenu )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "15 seconds", BriefingReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Briefing, 15 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "30 seconds", BriefingReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Briefing, 30 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "1 minute", BriefingReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Briefing, 60 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "2 minutes", BriefingReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Briefing, 120 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "3 minutes", BriefingReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Briefing, 180 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "Brief 15 sec", BriefingReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Briefing, 15 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "Brief 30 sec", BriefingReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Briefing, 30 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "Brief 1 min", BriefingReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Briefing, 60 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "Brief 2 min", BriefingReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Briefing, 120 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "Brief 3 min", BriefingReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Briefing, 180 )
|
||||
|
||||
local OverviewReportsMenu = MENU_GROUP:New( PlayerGroup, "Overview Reports", MessagesMenu )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "15 seconds", OverviewReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Overview, 15 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "30 seconds", OverviewReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Overview, 30 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "1 minute", OverviewReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Overview, 60 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "2 minutes", OverviewReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Overview, 120 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "3 minutes", OverviewReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Overview, 180 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "Overview 15 sec", OverviewReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Overview, 15 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "Overview 30 sec", OverviewReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Overview, 30 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "Overview 1 min", OverviewReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Overview, 60 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "Overview 2 min", OverviewReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Overview, 120 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "Overview 3 min", OverviewReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Overview, 180 )
|
||||
|
||||
local DetailedReportsMenu = MENU_GROUP:New( PlayerGroup, "Detailed Reports", MessagesMenu )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "15 seconds", DetailedReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.DetailedReportsMenu, 15 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "30 seconds", DetailedReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.DetailedReportsMenu, 30 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "1 minute", DetailedReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.DetailedReportsMenu, 60 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "2 minutes", DetailedReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.DetailedReportsMenu, 120 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "3 minutes", DetailedReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.DetailedReportsMenu, 180 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "Detailed 15 sec", DetailedReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.DetailedReportsMenu, 15 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "Detailed 30 sec", DetailedReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.DetailedReportsMenu, 30 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "Detailed 1 min", DetailedReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.DetailedReportsMenu, 60 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "Detailed 2 min", DetailedReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.DetailedReportsMenu, 120 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "Detailed 3 min", DetailedReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.DetailedReportsMenu, 180 )
|
||||
|
||||
end
|
||||
|
||||
@@ -795,40 +982,50 @@ do -- SETTINGS
|
||||
BASE:E( {self, PlayerUnit:GetName(), A2GSystem} )
|
||||
self.A2GSystem = A2GSystem
|
||||
MESSAGE:New( string.format( "Settings: A2G format set to %s for player %s.", A2GSystem, PlayerName ), 5 ):ToGroup( PlayerGroup )
|
||||
self:RemovePlayerMenu(PlayerUnit)
|
||||
self:SetPlayerMenu(PlayerUnit)
|
||||
if _SETTINGS.MenuStatic==false then
|
||||
self:RemovePlayerMenu(PlayerUnit)
|
||||
self:SetPlayerMenu(PlayerUnit)
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #SETTINGS self
|
||||
function SETTINGS:MenuGroupA2ASystem( PlayerUnit, PlayerGroup, PlayerName, A2ASystem )
|
||||
self.A2ASystem = A2ASystem
|
||||
MESSAGE:New( string.format( "Settings: A2A format set to %s for player %s.", A2ASystem, PlayerName ), 5 ):ToGroup( PlayerGroup )
|
||||
self:RemovePlayerMenu(PlayerUnit)
|
||||
self:SetPlayerMenu(PlayerUnit)
|
||||
if _SETTINGS.MenuStatic==false then
|
||||
self:RemovePlayerMenu(PlayerUnit)
|
||||
self:SetPlayerMenu(PlayerUnit)
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #SETTINGS self
|
||||
function SETTINGS:MenuGroupLL_DDM_AccuracySystem( PlayerUnit, PlayerGroup, PlayerName, LL_Accuracy )
|
||||
self.LL_Accuracy = LL_Accuracy
|
||||
MESSAGE:New( string.format( "Settings: A2G LL format accuracy set to %d for player %s.", LL_Accuracy, PlayerName ), 5 ):ToGroup( PlayerGroup )
|
||||
self:RemovePlayerMenu(PlayerUnit)
|
||||
self:SetPlayerMenu(PlayerUnit)
|
||||
MESSAGE:New( string.format( "Settings: LL format accuracy set to %d decimal places for player %s.", LL_Accuracy, PlayerName ), 5 ):ToGroup( PlayerGroup )
|
||||
if _SETTINGS.MenuStatic==false then
|
||||
self:RemovePlayerMenu(PlayerUnit)
|
||||
self:SetPlayerMenu(PlayerUnit)
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #SETTINGS self
|
||||
function SETTINGS:MenuGroupMGRS_AccuracySystem( PlayerUnit, PlayerGroup, PlayerName, MGRS_Accuracy )
|
||||
self.MGRS_Accuracy = MGRS_Accuracy
|
||||
MESSAGE:New( string.format( "Settings: A2G MGRS format accuracy set to %d for player %s.", MGRS_Accuracy, PlayerName ), 5 ):ToGroup( PlayerGroup )
|
||||
self:RemovePlayerMenu(PlayerUnit)
|
||||
self:SetPlayerMenu(PlayerUnit)
|
||||
MESSAGE:New( string.format( "Settings: MGRS format accuracy set to %d for player %s.", MGRS_Accuracy, PlayerName ), 5 ):ToGroup( PlayerGroup )
|
||||
if _SETTINGS.MenuStatic==false then
|
||||
self:RemovePlayerMenu(PlayerUnit)
|
||||
self:SetPlayerMenu(PlayerUnit)
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #SETTINGS self
|
||||
function SETTINGS:MenuGroupMWSystem( PlayerUnit, PlayerGroup, PlayerName, MW )
|
||||
self.Metric = MW
|
||||
MESSAGE:New( string.format( "Settings: Measurement format set to %s for player %s.", MW and "Metric" or "Imperial", PlayerName ), 5 ):ToGroup( PlayerGroup )
|
||||
self:RemovePlayerMenu(PlayerUnit)
|
||||
self:SetPlayerMenu(PlayerUnit)
|
||||
if _SETTINGS.MenuStatic==false then
|
||||
self:RemovePlayerMenu(PlayerUnit)
|
||||
self:SetPlayerMenu(PlayerUnit)
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #SETTINGS self
|
||||
@@ -839,6 +1036,45 @@ do -- SETTINGS
|
||||
|
||||
end
|
||||
|
||||
--- Configures the era of the mission to be WWII.
|
||||
-- @param #SETTINGS self
|
||||
-- @return #SETTINGS self
|
||||
function SETTINGS:SetEraWWII()
|
||||
|
||||
self.Era = SETTINGS.__Enum.Era.WWII
|
||||
|
||||
end
|
||||
|
||||
--- Configures the era of the mission to be Korea.
|
||||
-- @param #SETTINGS self
|
||||
-- @return #SETTINGS self
|
||||
function SETTINGS:SetEraKorea()
|
||||
|
||||
self.Era = SETTINGS.__Enum.Era.Korea
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Configures the era of the mission to be Cold war.
|
||||
-- @param #SETTINGS self
|
||||
-- @return #SETTINGS self
|
||||
function SETTINGS:SetEraCold()
|
||||
|
||||
self.Era = SETTINGS.__Enum.Era.Cold
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Configures the era of the mission to be Modern war.
|
||||
-- @param #SETTINGS self
|
||||
-- @return #SETTINGS self
|
||||
function SETTINGS:SetEraModern()
|
||||
|
||||
self.Era = SETTINGS.__Enum.Era.Modern
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,104 +1,156 @@
|
||||
--- **Core** - Spawn new statics in your running missions.
|
||||
--- **Core** - Spawn statics.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Features:
|
||||
--
|
||||
-- * Spawn new statics from a static already defined using the mission editor.
|
||||
-- * Spawn new statics from a static already defined in the mission editor.
|
||||
-- * Spawn new statics from a given template.
|
||||
-- * Spawn new statics from a given type.
|
||||
-- * Spawn with a custom heading and location.
|
||||
-- * Spawn within a zone.
|
||||
-- * Spawn statics linked to units, .e.g on aircraft carriers.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # Demo Missions
|
||||
--
|
||||
-- ### [SPAWNSTATIC Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/SPS - Spawning Statics)
|
||||
-- ## [SPAWNSTATIC Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SPS%20-%20Spawning%20Statics)
|
||||
--
|
||||
-- ### [SPAWNSTATIC Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SPS%20-%20Spawning%20Statics)
|
||||
--
|
||||
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # YouTube Channel
|
||||
--
|
||||
-- ### [SPAWNSTATIC YouTube Channel]()
|
||||
-- ## [SPAWNSTATIC YouTube Channel]() [No videos yet!]
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
-- ### Contributions:
|
||||
-- ### Contributions: **funkyfranky**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Core.SpawnStatic
|
||||
-- @image Core_Spawnstatic.JPG
|
||||
|
||||
|
||||
|
||||
--- @type SPAWNSTATIC
|
||||
-- @field #string SpawnTemplatePrefix Name of the template group.
|
||||
-- @field #number CountryID Country ID.
|
||||
-- @field #number CoalitionID Coalition ID.
|
||||
-- @field #number CategoryID Category ID.
|
||||
-- @field #number SpawnIndex Running number increased with each new Spawn.
|
||||
-- @field Wrapper.Unit#UNIT InitLinkUnit The unit the static is linked to.
|
||||
-- @field #number InitOffsetX Link offset X coordinate.
|
||||
-- @field #number InitOffsetY Link offset Y coordinate.
|
||||
-- @field #number InitOffsetAngle Link offset angle in degrees.
|
||||
-- @field #number InitStaticHeading Heading of the static.
|
||||
-- @field #string InitStaticLivery Livery for aircraft.
|
||||
-- @field #string InitStaticShape Shape of teh static.
|
||||
-- @field #string InitStaticType Type of the static.
|
||||
-- @field #string InitStaticCategory Categrory of the static.
|
||||
-- @field #string InitStaticName Name of the static.
|
||||
-- @field Core.Point#COORDINATE InitStaticCoordinate Coordinate where to spawn the static.
|
||||
-- @field #boolean InitDead Set static to be dead if true.
|
||||
-- @field #boolean InitCargo If true, static can act as cargo.
|
||||
-- @field #number InitCargoMass Mass of cargo in kg.
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- Allows to spawn dynamically new @{Static}s.
|
||||
-- Through creating a copy of an existing static object template as defined in the Mission Editor (ME),
|
||||
-- SPAWNSTATIC can retireve the properties of the defined static object template (like type, category etc), and "copy"
|
||||
-- these properties to create a new static object and place it at the desired coordinate.
|
||||
--- Allows to spawn dynamically new @{Static}s into your mission.
|
||||
--
|
||||
-- New spawned @{Static}s get **the same name** as the name of the template Static,
|
||||
-- or gets the given name when a new name is provided at the Spawn method.
|
||||
-- Through creating a copy of an existing static object template as defined in the Mission Editor (ME), SPAWNSTATIC can retireve the properties of the defined static object template (like type, category etc),
|
||||
-- and "copy" these properties to create a new static object and place it at the desired coordinate.
|
||||
--
|
||||
-- New spawned @{Static}s get **the same name** as the name of the template Static, or gets the given name when a new name is provided at the Spawn method.
|
||||
-- By default, spawned @{Static}s will follow a naming convention at run-time:
|
||||
--
|
||||
-- * Spawned @{Static}s will have the name _StaticName_#_nnn_, where _StaticName_ is the name of the **Template Static**,
|
||||
-- and _nnn_ is a **counter from 0 to 99999**.
|
||||
-- * Spawned @{Static}s will have the name _StaticName_#_nnn_, where _StaticName_ is the name of the **Template Static**, and _nnn_ is a **counter from 0 to 99999**.
|
||||
--
|
||||
-- # SPAWNSTATIC Constructors
|
||||
--
|
||||
-- ## SPAWNSTATIC construction methods
|
||||
-- Firstly, we need to create a SPAWNSTATIC object that will be used to spawn new statics into the mission. There are three ways to do this.
|
||||
--
|
||||
-- Create a new SPAWNSTATIC object with the @{#SPAWNSTATIC.NewFromStatic}():
|
||||
-- ## Use another Static
|
||||
--
|
||||
-- * @{#SPAWNSTATIC.NewFromStatic}(): Creates a new SPAWNSTATIC object given a name that is used as the base of the naming of each spawned Static.
|
||||
-- A new SPAWNSTATIC object can be created using another static by the @{#SPAWNSTATIC.NewFromStatic}() function. All parameters such as position, heading, country will be initialized
|
||||
-- from the static.
|
||||
--
|
||||
-- ## **Spawn** methods
|
||||
-- ## From a Template
|
||||
--
|
||||
-- Groups can be spawned at different times and methods:
|
||||
-- A SPAWNSTATIC object can also be created from a template table using the @{#SPAWNSTATIC.NewFromTemplate}(SpawnTemplate, CountryID) function. All parameters are taken from the template.
|
||||
--
|
||||
-- * @{#SPAWNSTATIC.SpawnFromPointVec2}(): Spawn a new group from a POINT_VEC2 coordinate.
|
||||
-- (The group will be spawned at land height ).
|
||||
-- * @{#SPAWNSTATIC.SpawnFromZone}(): Spawn a new group in a @{Zone}.
|
||||
-- ## From a Type
|
||||
--
|
||||
-- A very basic method is to create a SPAWNSTATIC object by just giving the type of the static. All parameters must be initialized from the InitXYZ functions described below. Otherwise default values
|
||||
-- are used. For example, if no spawn coordinate is given, the static will be created at the origin of the map.
|
||||
--
|
||||
-- # Setting Parameters
|
||||
--
|
||||
-- Parameters such as the spawn position, heading, country etc. can be set via :Init*XYZ* functions. Note that these functions must be given before the actual spawn command!
|
||||
--
|
||||
-- * @{#SPAWNSTATIC.InitCoordinate}(Coordinate) Sets the coordinate where the static is spawned. Statics are always spawnd on the ground.
|
||||
-- * @{#SPAWNSTATIC.InitHeading}(Heading) sets the orientation of the static.
|
||||
-- * @{#SPAWNSTATIC.InitLivery}(LiveryName) sets the livery of the static. Not all statics support this.
|
||||
-- * @{#SPAWNSTATIC.InitType}(StaticType) sets the type of the static.
|
||||
-- * @{#SPAWNSTATIC.InitShape}(StaticType) sets the shape of the static. Not all statics have this parameter.
|
||||
-- * @{#SPAWNSTATIC.InitNamePrefix}(NamePrefix) sets the name prefix of the spawned statics.
|
||||
-- * @{#SPAWNSTATIC.InitCountry}(CountryID) sets the country and therefore the coalition of the spawned statics.
|
||||
-- * @{#SPAWNSTATIC.InitLinkToUnit}(Unit, OffsetX, OffsetY, OffsetAngle) links the static to a unit, e.g. to an aircraft carrier.
|
||||
--
|
||||
-- # Spawning the Statics
|
||||
--
|
||||
-- Once the SPAWNSTATIC object is created and parameters are initialized, the spawn command can be given. There are different methods where some can be used to directly set parameters
|
||||
-- such as position and heading.
|
||||
--
|
||||
-- * @{#SPAWNSTATIC.Spawn}(Heading, NewName) spawns the static with the set parameters. Optionally, heading and name can be given. The name **must be unique**!
|
||||
-- * @{#SPAWNSTATIC.SpawnFromCoordinate}(Coordinate, Heading, NewName) spawn the static at the given coordinate. Optionally, heading and name can be given. The name **must be unique**!
|
||||
-- * @{#SPAWNSTATIC.SpawnFromPointVec2}(PointVec2, Heading, NewName) spawns the static at a POINT_VEC2 coordinate. Optionally, heading and name can be given. The name **must be unique**!
|
||||
-- * @{#SPAWNSTATIC.SpawnFromZone}(Zone, Heading, NewName) spawns the static at the center of a @{Zone}. Optionally, heading and name can be given. The name **must be unique**!
|
||||
--
|
||||
-- @field #SPAWNSTATIC SPAWNSTATIC
|
||||
--
|
||||
SPAWNSTATIC = {
|
||||
ClassName = "SPAWNSTATIC",
|
||||
ClassName = "SPAWNSTATIC",
|
||||
SpawnIndex = 0,
|
||||
}
|
||||
|
||||
--- Static template table data.
|
||||
-- @type SPAWNSTATIC.TemplateData
|
||||
-- @field #string name Name of the static.
|
||||
-- @field #string type Type of the static.
|
||||
-- @field #string category Category of the static.
|
||||
-- @field #number x X-coordinate of the static.
|
||||
-- @field #number y Y-coordinate of teh static.
|
||||
-- @field #number heading Heading in rad.
|
||||
-- @field #boolean dead Static is dead if true.
|
||||
-- @field #string livery_id Livery name.
|
||||
-- @field #number unitId Unit ID.
|
||||
-- @field #number groupId Group ID.
|
||||
-- @field #table offsets Offset parameters when linked to a unit.
|
||||
-- @field #number mass Cargo mass in kg.
|
||||
-- @field #boolean canCargo Static can be a cargo.
|
||||
|
||||
--- @type SPAWNSTATIC.SpawnZoneTable
|
||||
-- @list <Core.Zone#ZONE_BASE> SpawnZone
|
||||
|
||||
|
||||
--- Creates the main object to spawn a @{Static} defined in the ME.
|
||||
--- Creates the main object to spawn a @{Static} defined in the mission editor (ME).
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param #string SpawnTemplatePrefix is the name of the Group in the ME that defines the Template. Each new group will have the name starting with SpawnTemplatePrefix.
|
||||
-- @param DCS#country.id SpawnCountryID The ID of the country.
|
||||
-- @param DCS#coalition.side SpawnCoalitionID The ID of the coalition.
|
||||
-- @return #SPAWNSTATIC
|
||||
function SPAWNSTATIC:NewFromStatic( SpawnTemplatePrefix, SpawnCountryID, SpawnCoalitionID )
|
||||
local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
|
||||
self:F( { SpawnTemplatePrefix } )
|
||||
-- @param #string SpawnTemplateName Name of the static object in the ME. Each new static will have the name starting with this prefix.
|
||||
-- @param DCS#country.id SpawnCountryID (Optional) The ID of the country.
|
||||
-- @return #SPAWNSTATIC self
|
||||
function SPAWNSTATIC:NewFromStatic(SpawnTemplateName, SpawnCountryID)
|
||||
|
||||
local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
|
||||
|
||||
local TemplateStatic, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate(SpawnTemplateName)
|
||||
|
||||
local TemplateStatic, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate( SpawnTemplatePrefix )
|
||||
if TemplateStatic then
|
||||
self.SpawnTemplatePrefix = SpawnTemplatePrefix
|
||||
self.CountryID = SpawnCountryID or CountryID
|
||||
self.CategoryID = CategoryID
|
||||
self.CoalitionID = SpawnCoalitionID or CoalitionID
|
||||
self.SpawnIndex = 0
|
||||
self.SpawnTemplatePrefix = SpawnTemplateName
|
||||
self.TemplateStaticUnit = UTILS.DeepCopy(TemplateStatic.units[1])
|
||||
self.CountryID = SpawnCountryID or CountryID
|
||||
self.CategoryID = CategoryID
|
||||
self.CoalitionID = CoalitionID
|
||||
self.SpawnIndex = 0
|
||||
else
|
||||
error( "SPAWNSTATIC:New: There is no static declared in the mission editor with SpawnTemplatePrefix = '" .. SpawnTemplatePrefix .. "'" )
|
||||
error( "SPAWNSTATIC:New: There is no static declared in the mission editor with SpawnTemplatePrefix = '" .. tostring(SpawnTemplateName) .. "'" )
|
||||
end
|
||||
|
||||
self:SetEventPriority( 5 )
|
||||
@@ -106,155 +158,325 @@ function SPAWNSTATIC:NewFromStatic( SpawnTemplatePrefix, SpawnCountryID, SpawnCo
|
||||
return self
|
||||
end
|
||||
|
||||
--- Creates the main object to spawn a @{Static} based on a type name.
|
||||
--- Creates the main object to spawn a @{Static} given a template table.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param #string SpawnTypeName is the name of the type.
|
||||
-- @return #SPAWNSTATIC
|
||||
function SPAWNSTATIC:NewFromType( SpawnTypeName, SpawnShapeName, SpawnCategory, SpawnCountryID, SpawnCoalitionID )
|
||||
-- @param #table SpawnTemplate Template used for spawning.
|
||||
-- @param DCS#country.id CountryID The ID of the country. Default `country.id.USA`.
|
||||
-- @return #SPAWNSTATIC self
|
||||
function SPAWNSTATIC:NewFromTemplate(SpawnTemplate, CountryID)
|
||||
|
||||
local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
|
||||
self:F( { SpawnTypeName } )
|
||||
|
||||
self.SpawnTypeName = SpawnTypeName
|
||||
self.CountryID = SpawnCountryID
|
||||
self.CoalitionID = SpawnCoalitionID
|
||||
self.SpawnIndex = 0
|
||||
|
||||
self:SetEventPriority( 5 )
|
||||
self.TemplateStaticUnit = UTILS.DeepCopy(SpawnTemplate)
|
||||
self.SpawnTemplatePrefix = SpawnTemplate.name
|
||||
self.CountryID = CountryID or country.id.USA
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Creates a new @{Static} at the original position.
|
||||
--- Creates the main object to spawn a @{Static} from a given type.
|
||||
-- NOTE that you have to init many other parameters as spawn coordinate etc.
|
||||
-- @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 } )
|
||||
-- @param #string StaticType Type of the static.
|
||||
-- @param #string StaticCategory Category of the static, e.g. "Planes".
|
||||
-- @param DCS#country.id CountryID The ID of the country. Default `country.id.USA`.
|
||||
-- @return #SPAWNSTATIC self
|
||||
function SPAWNSTATIC:NewFromType(StaticType, StaticCategory, CountryID)
|
||||
|
||||
local StaticTemplate, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate( self.SpawnTemplatePrefix )
|
||||
local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
|
||||
|
||||
if StaticTemplate then
|
||||
self.InitStaticType=StaticType
|
||||
self.InitStaticCategory=StaticCategory
|
||||
self.CountryID=CountryID or country.id.USA
|
||||
self.SpawnTemplatePrefix=self.InitStaticType
|
||||
|
||||
local StaticUnitTemplate = StaticTemplate.units[1]
|
||||
self.InitStaticCoordinate=COORDINATE:New(0, 0, 0)
|
||||
self.InitStaticHeading=0
|
||||
|
||||
StaticTemplate.name = NewName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex )
|
||||
StaticTemplate.heading = ( Heading / 180 ) * math.pi
|
||||
|
||||
_DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, CategoryID, CountryID )
|
||||
|
||||
local Static = coalition.addStaticObject( self.CountryID or CountryID, StaticTemplate.units[1] )
|
||||
|
||||
self.SpawnIndex = self.SpawnIndex + 1
|
||||
|
||||
return _DATABASE:FindStatic(Static:getName())
|
||||
end
|
||||
|
||||
return nil
|
||||
return self
|
||||
end
|
||||
|
||||
--- Initialize heading of the spawned static.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param Core.Point#COORDINATE Coordinate Position where the static is spawned.
|
||||
-- @return #SPAWNSTATIC self
|
||||
function SPAWNSTATIC:InitCoordinate(Coordinate)
|
||||
self.InitStaticCoordinate=Coordinate
|
||||
return self
|
||||
end
|
||||
|
||||
--- Initialize heading of the spawned static.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param #number Heading The heading in degrees.
|
||||
-- @return #SPAWNSTATIC self
|
||||
function SPAWNSTATIC:InitHeading(Heading)
|
||||
self.InitStaticHeading=Heading
|
||||
return self
|
||||
end
|
||||
|
||||
--- Initialize livery of the spawned static.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param #string LiveryName Name of the livery to use.
|
||||
-- @return #SPAWNSTATIC self
|
||||
function SPAWNSTATIC:InitLivery(LiveryName)
|
||||
self.InitStaticLivery=LiveryName
|
||||
return self
|
||||
end
|
||||
|
||||
--- Initialize type of the spawned static.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param #string StaticType Type of the static, e.g. "FA-18C_hornet".
|
||||
-- @return #SPAWNSTATIC self
|
||||
function SPAWNSTATIC:InitType(StaticType)
|
||||
self.InitStaticType=StaticType
|
||||
return self
|
||||
end
|
||||
|
||||
--- Initialize shape of the spawned static. Required by some but not all statics.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param #string StaticShape Shape of the static, e.g. "carrier_tech_USA".
|
||||
-- @return #SPAWNSTATIC self
|
||||
function SPAWNSTATIC:InitShape(StaticShape)
|
||||
self.InitStaticShape=StaticShape
|
||||
return self
|
||||
end
|
||||
|
||||
--- Initialize parameters for spawning FARPs.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param #number CallsignID Callsign ID. Default 1 (="London").
|
||||
-- @param #number Frequency Frequency in MHz. Default 127.5 MHz.
|
||||
-- @param #number Modulation Modulation 0=AM, 1=FM.
|
||||
-- @return #SPAWNSTATIC self
|
||||
function SPAWNSTATIC:InitFARP(CallsignID, Frequency, Modulation)
|
||||
self.InitFarp=true
|
||||
self.InitFarpCallsignID=CallsignID or 1
|
||||
self.InitFarpFreq=Frequency or 127.5
|
||||
self.InitFarpModu=Modulation or 0
|
||||
return self
|
||||
end
|
||||
|
||||
--- Initialize cargo mass.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param #number Mass Mass of the cargo in kg.
|
||||
-- @return #SPAWNSTATIC self
|
||||
function SPAWNSTATIC:InitCargoMass(Mass)
|
||||
self.InitCargoMass=Mass
|
||||
return self
|
||||
end
|
||||
|
||||
--- Initialize as cargo.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param #boolean IsCargo If true, this static can act as cargo.
|
||||
-- @return #SPAWNSTATIC self
|
||||
function SPAWNSTATIC:InitCargo(IsCargo)
|
||||
self.InitCargo=IsCargo
|
||||
return self
|
||||
end
|
||||
|
||||
--- Initialize country of the spawned static. This determines the category.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param #string CountryID The country ID, e.g. country.id.USA.
|
||||
-- @return #SPAWNSTATIC self
|
||||
function SPAWNSTATIC:InitCountry(CountryID)
|
||||
self.CountryID=CountryID
|
||||
return self
|
||||
end
|
||||
|
||||
--- Initialize name prefix statics get. This will be appended by "#0001", "#0002" etc.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param #string NamePrefix Name prefix of statics spawned. Will append #0001, etc to the name.
|
||||
-- @return #SPAWNSTATIC self
|
||||
function SPAWNSTATIC:InitNamePrefix(NamePrefix)
|
||||
self.SpawnTemplatePrefix=NamePrefix
|
||||
return self
|
||||
end
|
||||
|
||||
--- Init link to a unit.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param Wrapper.Unit#UNIT Unit The unit to which the static is linked.
|
||||
-- @param #number OffsetX Offset in X.
|
||||
-- @param #number OffsetY Offset in Y.
|
||||
-- @param #number OffsetAngle Offset angle in degrees.
|
||||
-- @return #SPAWNSTATIC self
|
||||
function SPAWNSTATIC:InitLinkToUnit(Unit, OffsetX, OffsetY, OffsetAngle)
|
||||
|
||||
self.InitLinkUnit=Unit
|
||||
self.InitOffsetX=OffsetX or 0
|
||||
self.InitOffsetY=OffsetY or 0
|
||||
self.InitOffsetAngle=OffsetAngle or 0
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Spawn a new STATIC object.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param #number Heading (Optional) The heading of the static, which is a number in degrees from 0 to 360. Default is the heading of the template.
|
||||
-- @param #string NewName (Optional) The name of the new static.
|
||||
-- @return Wrapper.Static#STATIC The static spawned.
|
||||
function SPAWNSTATIC:Spawn(Heading, NewName)
|
||||
|
||||
if Heading then
|
||||
self.InitStaticHeading=Heading
|
||||
end
|
||||
|
||||
if NewName then
|
||||
self.InitStaticName=NewName
|
||||
end
|
||||
|
||||
return self:_SpawnStatic(self.TemplateStaticUnit, self.CountryID)
|
||||
|
||||
end
|
||||
|
||||
--- Creates a new @{Static} from a POINT_VEC2.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param Core.Point#POINT_VEC2 PointVec2 The 2D coordinate where to spawn the static.
|
||||
-- @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:SpawnFromPointVec2( PointVec2, Heading, NewName ) --R2.1
|
||||
self:F( { PointVec2, Heading, NewName } )
|
||||
-- @param #string NewName (Optional) The name of the new static.
|
||||
-- @return Wrapper.Static#STATIC The static spawned.
|
||||
function SPAWNSTATIC:SpawnFromPointVec2(PointVec2, Heading, NewName)
|
||||
|
||||
local StaticTemplate, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate( self.SpawnTemplatePrefix )
|
||||
local vec2={x=PointVec2:GetX(), y=PointVec2:GetY()}
|
||||
|
||||
if StaticTemplate then
|
||||
local Coordinate=COORDINATE:NewFromVec2(vec2)
|
||||
|
||||
local StaticUnitTemplate = StaticTemplate.units[1]
|
||||
|
||||
StaticUnitTemplate.x = PointVec2.x
|
||||
StaticUnitTemplate.y = PointVec2.z
|
||||
|
||||
StaticTemplate.route = nil
|
||||
StaticTemplate.groupId = nil
|
||||
|
||||
StaticTemplate.name = NewName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex )
|
||||
StaticUnitTemplate.name = StaticTemplate.name
|
||||
StaticUnitTemplate.heading = ( Heading / 180 ) * math.pi
|
||||
|
||||
_DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, CategoryID, CountryID)
|
||||
|
||||
self:F({StaticTemplate = StaticTemplate})
|
||||
|
||||
local Static = coalition.addStaticObject( self.CountryID or CountryID, StaticTemplate.units[1] )
|
||||
|
||||
self.SpawnIndex = self.SpawnIndex + 1
|
||||
|
||||
return _DATABASE:FindStatic(Static:getName())
|
||||
end
|
||||
|
||||
return nil
|
||||
return self:SpawnFromCoordinate(Coordinate, Heading, NewName)
|
||||
end
|
||||
|
||||
|
||||
--- Respawns the original @{Static}.
|
||||
--- Creates a new @{Static} from a COORDINATE.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @return #SPAWNSTATIC
|
||||
function SPAWNSTATIC:ReSpawn()
|
||||
-- @param Core.Point#COORDINATE Coordinate The 3D coordinate where to spawn the static.
|
||||
-- @param #number Heading (Optional) Heading The heading of the static in degrees. Default is 0 degrees.
|
||||
-- @param #string NewName (Optional) The name of the new static.
|
||||
-- @return Wrapper.Static#STATIC The spawned STATIC object.
|
||||
function SPAWNSTATIC:SpawnFromCoordinate(Coordinate, Heading, NewName)
|
||||
|
||||
local StaticTemplate, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate( self.SpawnTemplatePrefix )
|
||||
-- Set up coordinate.
|
||||
self.InitStaticCoordinate=Coordinate
|
||||
|
||||
if StaticTemplate then
|
||||
|
||||
local StaticUnitTemplate = StaticTemplate.units[1]
|
||||
StaticTemplate.route = nil
|
||||
StaticTemplate.groupId = nil
|
||||
|
||||
local Static = coalition.addStaticObject( self.CountryID or CountryID, StaticTemplate.units[1] )
|
||||
|
||||
return _DATABASE:FindStatic(Static:getName())
|
||||
if Heading then
|
||||
self.InitStaticHeading=Heading
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Creates the original @{Static} at a POINT_VEC2.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param Core.Point#COORDINATE Coordinate The 2D coordinate where to spawn the static.
|
||||
-- @param #number Heading The heading of the static, which is a number in degrees from 0 to 360.
|
||||
-- @return #SPAWNSTATIC
|
||||
function SPAWNSTATIC:ReSpawnAt( Coordinate, Heading )
|
||||
|
||||
local StaticTemplate, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate( self.SpawnTemplatePrefix )
|
||||
|
||||
if StaticTemplate then
|
||||
|
||||
local StaticUnitTemplate = StaticTemplate.units[1]
|
||||
|
||||
StaticUnitTemplate.x = Coordinate.x
|
||||
StaticUnitTemplate.y = Coordinate.z
|
||||
|
||||
StaticUnitTemplate.heading = Heading and ( ( Heading / 180 ) * math.pi ) or StaticTemplate.heading
|
||||
|
||||
local Static = coalition.addStaticObject( self.CountryID or CountryID, StaticTemplate.units[1] )
|
||||
|
||||
return _DATABASE:FindStatic(Static:getName())
|
||||
if NewName then
|
||||
self.InitStaticName=NewName
|
||||
end
|
||||
|
||||
return nil
|
||||
return self:_SpawnStatic(self.TemplateStaticUnit, self.CountryID)
|
||||
end
|
||||
|
||||
|
||||
--- Creates a new @{Static} from a @{Zone}.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param Core.Zone#ZONE_BASE Zone The Zone where to spawn the static.
|
||||
-- @param #number Heading The heading of the static, which is a number in degrees from 0 to 360.
|
||||
-- @param #string (optional) The name of the new static.
|
||||
-- @return #SPAWNSTATIC
|
||||
function SPAWNSTATIC:SpawnFromZone( Zone, Heading, NewName ) --R2.1
|
||||
self:F( { Zone, Heading, NewName } )
|
||||
-- @param #number Heading (Optional)The heading of the static in degrees. Default is the heading of the template.
|
||||
-- @param #string NewName (Optional) The name of the new static.
|
||||
-- @return Wrapper.Static#STATIC The static spawned.
|
||||
function SPAWNSTATIC:SpawnFromZone(Zone, Heading, NewName)
|
||||
|
||||
-- Spawn the new static at the center of the zone.
|
||||
local Static = self:SpawnFromPointVec2( Zone:GetPointVec2(), Heading, NewName )
|
||||
|
||||
return Static
|
||||
end
|
||||
|
||||
--- Spawns a new static using a given template. Additionally, the country ID needs to be specified, which also determines the coalition of the spawned static.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param #SPAWNSTATIC.TemplateData Template Spawn unit template.
|
||||
-- @param #number CountryID The country ID.
|
||||
-- @return Wrapper.Static#STATIC The static spawned.
|
||||
function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
|
||||
|
||||
Template=Template or {}
|
||||
|
||||
local CountryID=CountryID or self.CountryID
|
||||
|
||||
if self.InitStaticType then
|
||||
Template.type=self.InitStaticType
|
||||
end
|
||||
|
||||
if self.InitStaticCategory then
|
||||
Template.category=self.InitStaticCategory
|
||||
end
|
||||
|
||||
if self.InitStaticCoordinate then
|
||||
Template.x = self.InitStaticCoordinate.x
|
||||
Template.y = self.InitStaticCoordinate.z
|
||||
Template.alt = self.InitStaticCoordinate.y
|
||||
end
|
||||
|
||||
if self.InitStaticHeading then
|
||||
Template.heading = math.rad(self.InitStaticHeading)
|
||||
end
|
||||
|
||||
if self.InitStaticShape then
|
||||
Template.shape_name=self.InitStaticShape
|
||||
end
|
||||
|
||||
if self.InitStaticLivery then
|
||||
Template.livery_id=self.InitStaticLivery
|
||||
end
|
||||
|
||||
if self.InitDead~=nil then
|
||||
Template.dead=self.InitDead
|
||||
end
|
||||
|
||||
if self.InitCargo~=nil then
|
||||
Template.isCargo=self.InitCargo
|
||||
end
|
||||
|
||||
if self.InitLinkUnit then
|
||||
Template.linkUnit=self.InitLinkUnit:GetID()
|
||||
Template.linkOffset=true
|
||||
Template.offsets={}
|
||||
Template.offsets.y=self.InitOffsetY
|
||||
Template.offsets.x=self.InitOffsetX
|
||||
Template.offsets.angle=self.InitOffsetAngle and math.rad(self.InitOffsetAngle) or 0
|
||||
end
|
||||
|
||||
if self.InitFarp then
|
||||
Template.heliport_callsign_id = self.InitFarpCallsignID
|
||||
Template.heliport_frequency = self.InitFarpFreq
|
||||
Template.heliport_modulation = self.InitFarpModu
|
||||
Template.unitId=nil
|
||||
end
|
||||
|
||||
-- Increase spawn index counter.
|
||||
self.SpawnIndex = self.SpawnIndex + 1
|
||||
|
||||
-- Name of the spawned static.
|
||||
Template.name = self.InitStaticName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex)
|
||||
|
||||
-- Add and register the new static.
|
||||
local mystatic=_DATABASE:AddStatic(Template.name)
|
||||
|
||||
-- Debug output.
|
||||
self:T(Template)
|
||||
|
||||
-- Add static to the game.
|
||||
local Static=nil
|
||||
|
||||
if self.InitFarp then
|
||||
|
||||
local TemplateGroup={}
|
||||
TemplateGroup.units={}
|
||||
TemplateGroup.units[1]=Template
|
||||
|
||||
TemplateGroup.visible=true
|
||||
TemplateGroup.hidden=false
|
||||
TemplateGroup.x=Template.x
|
||||
TemplateGroup.y=Template.y
|
||||
TemplateGroup.name=Template.name
|
||||
|
||||
self:T("Spawning FARP")
|
||||
self:T({Template=Template})
|
||||
self:T({TemplateGroup=TemplateGroup})
|
||||
|
||||
-- ED's dirty way to spawn FARPS.
|
||||
Static=coalition.addGroup(CountryID, -1, TemplateGroup)
|
||||
else
|
||||
Static=coalition.addStaticObject(CountryID, Template)
|
||||
end
|
||||
|
||||
return mystatic
|
||||
end
|
||||
|
||||
@@ -127,6 +127,39 @@ do
|
||||
-- @param #number LaserCode Laser code.
|
||||
-- @param #number Duration Duration of lasing in seconds.
|
||||
|
||||
self:AddTransition( "Off", "LaseOnCoordinate", "On" )
|
||||
|
||||
--- LaseOnCoordinate Handler OnBefore for SPOT.
|
||||
-- @function [parent=#SPOT] OnBeforeLaseOnCoordinate
|
||||
-- @param #SPOT self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @return #boolean
|
||||
|
||||
--- LaseOnCoordinate Handler OnAfter for SPOT.
|
||||
-- @function [parent=#SPOT] OnAfterLaseOnCoordinate
|
||||
-- @param #SPOT self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
|
||||
--- LaseOnCoordinate Trigger for SPOT.
|
||||
-- @function [parent=#SPOT] LaseOnCoordinate
|
||||
-- @param #SPOT self
|
||||
-- @param Core.Point#COORDINATE Coordinate The coordinate to lase.
|
||||
-- @param #number LaserCode Laser code.
|
||||
-- @param #number Duration Duration of lasing in seconds.
|
||||
|
||||
--- LaseOn Asynchronous Trigger for SPOT
|
||||
-- @function [parent=#SPOT] __LaseOn
|
||||
-- @param #SPOT self
|
||||
-- @param #number Delay
|
||||
-- @param Wrapper.Positionable#POSITIONABLE Target
|
||||
-- @param #number LaserCode Laser code.
|
||||
-- @param #number Duration Duration of lasing in seconds.
|
||||
|
||||
|
||||
|
||||
self:AddTransition( "On", "Lasing", "On" )
|
||||
self:AddTransition( { "On", "Destroyed" } , "LaseOff", "Off" )
|
||||
@@ -194,7 +227,8 @@ do
|
||||
return self
|
||||
end
|
||||
|
||||
--- @param #SPOT self
|
||||
--- On after LaseOn event. Activates the laser spot.
|
||||
-- @param #SPOT self
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
@@ -227,6 +261,40 @@ do
|
||||
self:__Lasing( -1 )
|
||||
end
|
||||
|
||||
|
||||
--- On after LaseOnCoordinate event. Activates the laser spot.
|
||||
-- @param #SPOT self
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @param Core.Point#COORDINATE Coordinate The coordinate at which the laser is pointing.
|
||||
-- @param #number LaserCode Laser code.
|
||||
-- @param #number Duration Duration of lasing in seconds.
|
||||
function SPOT:onafterLaseOnCoordinate(From, Event, To, Coordinate, LaserCode, Duration)
|
||||
self:F( { "LaseOnCoordinate", Coordinate, LaserCode, Duration } )
|
||||
|
||||
local function StopLase( self )
|
||||
self:LaseOff()
|
||||
end
|
||||
|
||||
self.Target = nil
|
||||
self.TargetCoord=Coordinate
|
||||
self.LaserCode = LaserCode
|
||||
|
||||
self.Lasing = true
|
||||
|
||||
local RecceDcsUnit = self.Recce:GetDCSObject()
|
||||
|
||||
self.SpotIR = Spot.createInfraRed( RecceDcsUnit, { x = 0, y = 1, z = 0 }, Coordinate:GetVec3() )
|
||||
self.SpotLaser = Spot.createLaser( RecceDcsUnit, { x = 0, y = 1, z = 0 }, Coordinate:GetVec3(), LaserCode )
|
||||
|
||||
if Duration then
|
||||
self.ScheduleID = self.LaseScheduler:Schedule( self, StopLase, {self}, Duration )
|
||||
end
|
||||
|
||||
self:__Lasing(-1)
|
||||
end
|
||||
|
||||
--- @param #SPOT self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function SPOT:OnEventDead(EventData)
|
||||
@@ -246,10 +314,20 @@ do
|
||||
-- @param To
|
||||
function SPOT:onafterLasing( From, Event, To )
|
||||
|
||||
if self.Target:IsAlive() then
|
||||
if self.Target and self.Target:IsAlive() then
|
||||
self.SpotIR:setPoint( self.Target:GetPointVec3():AddY(1):AddY(math.random(-100,100)/100):AddX(math.random(-100,100)/100):GetVec3() )
|
||||
self.SpotLaser:setPoint( self.Target:GetPointVec3():AddY(1):GetVec3() )
|
||||
self:__Lasing( -0.2 )
|
||||
elseif self.TargetCoord then
|
||||
|
||||
-- Wiggle the IR spot a bit.
|
||||
local irvec3={x=self.TargetCoord.x+math.random(-100,100)/100, y=self.TargetCoord.y+math.random(-100,100)/100, z=self.TargetCoord.z} --#DCS.Vec3
|
||||
local lsvec3={x=self.TargetCoord.x, y=self.TargetCoord.y, z=self.TargetCoord.z} --#DCS.Vec3
|
||||
|
||||
self.SpotIR:setPoint(irvec3)
|
||||
self.SpotLaser:setPoint(lsvec3)
|
||||
|
||||
self:__Lasing(-0.25)
|
||||
else
|
||||
self:F( { "Target is not alive", self.Target:IsAlive() } )
|
||||
end
|
||||
@@ -263,7 +341,7 @@ do
|
||||
-- @return #SPOT
|
||||
function SPOT:onafterLaseOff( From, Event, To )
|
||||
|
||||
self:F( {"Stopped lasing for ", self.Target:GetName() , SpotIR = self.SportIR, SpotLaser = self.SpotLaser } )
|
||||
self:F( {"Stopped lasing for ", self.Target and self.Target:GetName() or "coord", SpotIR = self.SportIR, SpotLaser = self.SpotLaser } )
|
||||
|
||||
self.Lasing = false
|
||||
|
||||
|
||||
292
Moose Development/Moose/Core/Timer.lua
Normal file
292
Moose Development/Moose/Core/Timer.lua
Normal file
@@ -0,0 +1,292 @@
|
||||
--- **Core** - Timer scheduler.
|
||||
--
|
||||
-- **Main Features:**
|
||||
--
|
||||
-- * Delay function calls
|
||||
-- * Easy set up and little overhead
|
||||
-- * Set start, stop and time interval
|
||||
-- * Define max function calls
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **funkyfranky**
|
||||
-- @module Core.Timer
|
||||
-- @image Core_Scheduler.JPG
|
||||
|
||||
|
||||
--- TIMER class.
|
||||
-- @type TIMER
|
||||
-- @field #string ClassName Name of the class.
|
||||
-- @field #string lid Class id string for output to DCS log file.
|
||||
-- @field #number tid Timer ID returned by the DCS API function.
|
||||
-- @field #number uid Unique ID of the timer.
|
||||
-- @field #function func Timer function.
|
||||
-- @field #table para Parameters passed to the timer function.
|
||||
-- @field #number Tstart Relative start time in seconds.
|
||||
-- @field #number Tstop Relative stop time in seconds.
|
||||
-- @field #number dT Time interval between function calls in seconds.
|
||||
-- @field #number ncalls Counter of function calls.
|
||||
-- @field #number ncallsMax Max number of function calls. If reached, timer is stopped.
|
||||
-- @field #boolean isrunning If `true`, timer is running. Else it was not started yet or was stopped.
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
--- *Better three hours too soon than a minute too late.* - William Shakespeare
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- # The TIMER Concept
|
||||
--
|
||||
-- The TIMER class is the little sister of the @{Core.Scheduler#SCHEDULER} class. It does the same thing but is a bit easier to use and has less overhead. It should be sufficient in many cases.
|
||||
--
|
||||
-- It provides an easy interface to the DCS [timer.scheduleFunction](https://wiki.hoggitworld.com/view/DCS_func_scheduleFunction).
|
||||
--
|
||||
-- # Construction
|
||||
--
|
||||
-- A new TIMER is created by the @{#TIMER.New}(*func*, *...*) function
|
||||
--
|
||||
-- local mytimer=TIMER:New(myfunction, a, b)
|
||||
--
|
||||
-- The first parameter *func* is the function that is called followed by the necessary comma separeted parameters that are passed to that function.
|
||||
--
|
||||
-- ## Starting the Timer
|
||||
--
|
||||
-- The timer is started by the @{#TIMER.Start}(*Tstart*, *dT*, *Duration*) function
|
||||
--
|
||||
-- mytimer:Start(5, 1, 20)
|
||||
--
|
||||
-- where
|
||||
--
|
||||
-- * *Tstart* is the relative start time in seconds. In the example, the first function call happens after 5 sec.
|
||||
-- * *dT* is the time interval between function calls in seconds. Above, the function is called once per second.
|
||||
-- * *Duration* is the duration in seconds after which the timer is stopped. This is relative to the start time. Here, the timer will run for 20 seconds.
|
||||
--
|
||||
-- Note that
|
||||
--
|
||||
-- * if *Tstart* is not specified (*nil*), the first function call happens immediately, i.e. after one millisecond.
|
||||
-- * if *dT* is not specified (*nil*), the function is called only once.
|
||||
-- * if *Duration* is not specified (*nil*), the timer runs forever or until stopped manually or until the max function calls are reached (see below).
|
||||
--
|
||||
-- For example,
|
||||
--
|
||||
-- mytimer:Start(3) -- Will call the function once after 3 seconds.
|
||||
-- mytimer:Start(nil, 0.5) -- Will call right now and then every 0.5 sec until all eternity.
|
||||
-- mytimer:Start(nil, 2.0, 20) -- Will call right now and then every 2.0 sec for 20 sec.
|
||||
-- mytimer:Start(1.0, nil, 10) -- Does not make sense as the function is only called once anyway.
|
||||
--
|
||||
-- ## Stopping the Timer
|
||||
--
|
||||
-- The timer can be stopped manually by the @{#TIMER.Stop}(*Delay*) function
|
||||
--
|
||||
-- mytimer:Stop()
|
||||
--
|
||||
-- If the optional paramter *Delay* is specified, the timer is stopped after *delay* seconds.
|
||||
--
|
||||
-- ## Limit Function Calls
|
||||
--
|
||||
-- The timer can be stopped after a certain amount of function calles with the @{#TIMER.SetMaxFunctionCalls}(*Nmax*) function
|
||||
--
|
||||
-- mytimer:SetMaxFunctionCalls(20)
|
||||
--
|
||||
-- where *Nmax* is the number of calls after which the timer is stopped, here 20.
|
||||
--
|
||||
-- For example,
|
||||
--
|
||||
-- mytimer:SetMaxFunctionCalls(66):Start(1.0, 0.1)
|
||||
--
|
||||
-- will start the timer after one second and call the function every 0.1 seconds. Once the function has been called 66 times, the timer is stopped.
|
||||
--
|
||||
--
|
||||
-- @field #TIMER
|
||||
TIMER = {
|
||||
ClassName = "TIMER",
|
||||
lid = nil,
|
||||
}
|
||||
|
||||
--- Timer ID.
|
||||
_TIMERID=0
|
||||
|
||||
--- Timer data base.
|
||||
--_TIMERDB={}
|
||||
|
||||
--- TIMER class version.
|
||||
-- @field #string version
|
||||
TIMER.version="0.1.1"
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- TODO list
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
-- TODO: A lot.
|
||||
-- TODO: Write docs.
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Constructor
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Create a new TIMER object.
|
||||
-- @param #TIMER self
|
||||
-- @param #function Function The function to call.
|
||||
-- @param ... Parameters passed to the function if any.
|
||||
-- @return #TIMER self
|
||||
function TIMER:New(Function, ...)
|
||||
|
||||
-- Inherit BASE.
|
||||
local self=BASE:Inherit(self, BASE:New()) --#TIMER
|
||||
|
||||
-- Function to call.
|
||||
self.func=Function
|
||||
|
||||
-- Function arguments.
|
||||
self.para=arg or {}
|
||||
|
||||
-- Number of function calls.
|
||||
self.ncalls=0
|
||||
|
||||
-- Not running yet.
|
||||
self.isrunning=false
|
||||
|
||||
-- Increase counter
|
||||
_TIMERID=_TIMERID+1
|
||||
|
||||
-- Set UID.
|
||||
self.uid=_TIMERID
|
||||
|
||||
-- Log id.
|
||||
self.lid=string.format("TIMER UID=%d | ", self.uid)
|
||||
|
||||
-- Add to DB.
|
||||
--_TIMERDB[self.uid]=self
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Create a new TIMER object.
|
||||
-- @param #TIMER self
|
||||
-- @param #number Tstart Relative start time in seconds.
|
||||
-- @param #number dT Interval between function calls in seconds. If not specified `nil`, the function is called only once.
|
||||
-- @param #number Duration Time in seconds for how long the timer is running. If not specified `nil`, the timer runs forever or until stopped manually by the `TIMER:Stop()` function.
|
||||
-- @return #TIMER self
|
||||
function TIMER:Start(Tstart, dT, Duration)
|
||||
|
||||
-- Current time.
|
||||
local Tnow=timer.getTime()
|
||||
|
||||
-- Start time in sec.
|
||||
self.Tstart=Tstart and Tnow+Tstart or Tnow+0.001 -- one millisecond delay if Tstart=nil
|
||||
|
||||
-- Set time interval.
|
||||
self.dT=dT
|
||||
|
||||
-- Stop time.
|
||||
if Duration then
|
||||
self.Tstop=self.Tstart+Duration
|
||||
end
|
||||
|
||||
-- Call DCS timer function.
|
||||
self.tid=timer.scheduleFunction(self._Function, self, self.Tstart)
|
||||
|
||||
-- Set log id.
|
||||
self.lid=string.format("TIMER UID=%d/%d | ", self.uid, self.tid)
|
||||
|
||||
-- Is now running.
|
||||
self.isrunning=true
|
||||
|
||||
-- Debug info.
|
||||
self:T(self.lid..string.format("Starting Timer in %.3f sec, dT=%s, Tstop=%s", self.Tstart-Tnow, tostring(self.dT), tostring(self.Tstop)))
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Stop the timer by removing the timer function.
|
||||
-- @param #TIMER self
|
||||
-- @param #number Delay (Optional) Delay in seconds, before the timer is stopped.
|
||||
-- @return #TIMER self
|
||||
function TIMER:Stop(Delay)
|
||||
|
||||
if Delay and Delay>0 then
|
||||
|
||||
self.Tstop=timer.getTime()+Delay
|
||||
|
||||
else
|
||||
|
||||
if self.tid then
|
||||
|
||||
-- Remove timer function.
|
||||
self:T(self.lid..string.format("Stopping timer by removing timer function after %d calls!", self.ncalls))
|
||||
timer.removeFunction(self.tid)
|
||||
|
||||
-- Not running any more.
|
||||
self.isrunning=false
|
||||
|
||||
-- Remove DB entry.
|
||||
--_TIMERDB[self.uid]=nil
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set max number of function calls. When the function has been called this many times, the TIMER is stopped.
|
||||
-- @param #TIMER self
|
||||
-- @param #number Nmax Set number of max function calls.
|
||||
-- @return #TIMER self
|
||||
function TIMER:SetMaxFunctionCalls(Nmax)
|
||||
self.ncallsMax=Nmax
|
||||
return self
|
||||
end
|
||||
|
||||
--- Check if the timer has been started and was not stopped.
|
||||
-- @param #TIMER self
|
||||
-- @return #boolean If `true`, the timer is running.
|
||||
function TIMER:IsRunning()
|
||||
return self.isrunning
|
||||
end
|
||||
|
||||
--- Call timer function.
|
||||
-- @param #TIMER self
|
||||
-- @param #number time DCS model time in seconds.
|
||||
-- @return #number Time when the function is called again or `nil` if the timer is stopped.
|
||||
function TIMER:_Function(time)
|
||||
|
||||
-- Call function.
|
||||
self.func(unpack(self.para))
|
||||
|
||||
-- Increase number of calls.
|
||||
self.ncalls=self.ncalls+1
|
||||
|
||||
-- Next time.
|
||||
local Tnext=self.dT and time+self.dT or nil
|
||||
|
||||
-- Check if we stop the timer.
|
||||
local stopme=false
|
||||
if Tnext==nil then
|
||||
-- No next time.
|
||||
self:T(self.lid..string.format("No next time as dT=nil ==> Stopping timer after %d function calls", self.ncalls))
|
||||
stopme=true
|
||||
elseif self.Tstop and Tnext>self.Tstop then
|
||||
-- Stop time passed.
|
||||
self:T(self.lid..string.format("Stop time passed %.3f > %.3f ==> Stopping timer after %d function calls", Tnext, self.Tstop, self.ncalls))
|
||||
stopme=true
|
||||
elseif self.ncallsMax and self.ncalls>=self.ncallsMax then
|
||||
-- Number of max function calls reached.
|
||||
self:T(self.lid..string.format("Max function calls Nmax=%d reached ==> Stopping timer after %d function calls", self.ncallsMax, self.ncalls))
|
||||
stopme=true
|
||||
end
|
||||
|
||||
if stopme then
|
||||
-- Remove timer function.
|
||||
self:Stop()
|
||||
return nil
|
||||
else
|
||||
-- Call again in Tnext seconds.
|
||||
return Tnext
|
||||
end
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -19,6 +19,8 @@
|
||||
do -- UserFlag
|
||||
|
||||
--- @type USERFLAG
|
||||
-- @field #string ClassName Name of the class
|
||||
-- @field #string UserFlagName Name of the flag.
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
@@ -30,7 +32,8 @@ do -- UserFlag
|
||||
--
|
||||
-- @field #USERFLAG
|
||||
USERFLAG = {
|
||||
ClassName = "USERFLAG",
|
||||
ClassName = "USERFLAG",
|
||||
UserFlagName = nil,
|
||||
}
|
||||
|
||||
--- USERFLAG Constructor.
|
||||
@@ -46,18 +49,30 @@ do -- UserFlag
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get the userflag name.
|
||||
-- @param #USERFLAG self
|
||||
-- @return #string Name of the user flag.
|
||||
function USERFLAG:GetName()
|
||||
return self.UserFlagName
|
||||
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.
|
||||
-- @param #number Delay Delay in seconds, before the flag is set.
|
||||
-- @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
|
||||
function USERFLAG:Set( Number, Delay ) --R2.3
|
||||
|
||||
trigger.action.setUserFlag( self.UserFlagName, Number )
|
||||
if Delay and Delay>0 then
|
||||
self:ScheduleOnce(Delay, USERFLAG.Set, self, Number)
|
||||
else
|
||||
--env.info(string.format("Setting flag \"%s\" to %d at T=%.1f", self.UserFlagName, Number, timer.getTime()))
|
||||
trigger.action.setUserFlag( self.UserFlagName, Number )
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
@@ -70,7 +85,7 @@ do -- UserFlag
|
||||
-- local BlueVictory = USERFLAG:New( "VictoryBlue" )
|
||||
-- local BlueVictoryValue = BlueVictory:Get() -- Get the UserFlag VictoryBlue value.
|
||||
--
|
||||
function USERFLAG:Get( Number ) --R2.3
|
||||
function USERFLAG:Get() --R2.3
|
||||
|
||||
return trigger.misc.getUserFlag( self.UserFlagName )
|
||||
end
|
||||
|
||||
@@ -118,15 +118,21 @@ do -- UserSound
|
||||
--- Play the usersound to the given @{Wrapper.Group}.
|
||||
-- @param #USERSOUND self
|
||||
-- @param Wrapper.Group#GROUP Group The @{Wrapper.Group} to play the usersound to.
|
||||
-- @param #number Delay (Optional) Delay in seconds, before the sound is played. Default 0.
|
||||
-- @return #USERSOUND The usersound instance.
|
||||
-- @usage
|
||||
-- local BlueVictory = USERSOUND:New( "BlueVictory.ogg" )
|
||||
-- local PlayerGroup = GROUP:FindByName( "PlayerGroup" ) -- Search for the active group named "PlayerGroup", that contains a human player.
|
||||
-- BlueVictory:ToGroup( PlayerGroup ) -- Play the sound that Blue has won to the player group.
|
||||
--
|
||||
function USERSOUND:ToGroup( Group ) --R2.3
|
||||
function USERSOUND:ToGroup( Group, Delay ) --R2.3
|
||||
|
||||
trigger.action.outSoundForGroup( Group:GetID(), self.UserSoundFileName )
|
||||
Delay=Delay or 0
|
||||
if Delay>0 then
|
||||
SCHEDULER:New(nil, USERSOUND.ToGroup,{self, Group}, Delay)
|
||||
else
|
||||
trigger.action.outSoundForGroup( Group:GetID(), self.UserSoundFileName )
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -17,6 +17,7 @@
|
||||
-- * Get zone properties.
|
||||
-- * Get zone bounding box.
|
||||
-- * Set/get zone name.
|
||||
-- * Draw zones (circular and polygon) on the F10 map.
|
||||
--
|
||||
--
|
||||
-- There are essentially two core functions that zones accomodate:
|
||||
@@ -56,7 +57,9 @@
|
||||
--- @type ZONE_BASE
|
||||
-- @field #string ZoneName Name of the zone.
|
||||
-- @field #number ZoneProbability A value between 0 and 1. 0 = 0% and 1 = 100% probability.
|
||||
-- @extends Core.Base#BASE
|
||||
-- @field #number DrawID Unique ID of the drawn zone on the F10 map.
|
||||
-- @field #table Color Table with four entries, e.g. {1, 0, 0, 0.15}. First three are RGB color code. Fourth is the transparency Alpha value.
|
||||
-- @extends Core.Fsm#FSM
|
||||
|
||||
|
||||
--- This class is an abstract BASE class for derived classes, and is not meant to be instantiated.
|
||||
@@ -104,7 +107,9 @@ ZONE_BASE = {
|
||||
ClassName = "ZONE_BASE",
|
||||
ZoneName = "",
|
||||
ZoneProbability = 1,
|
||||
}
|
||||
DrawID=nil,
|
||||
Color={}
|
||||
}
|
||||
|
||||
|
||||
--- The ZONE_BASE.BoundingSquare
|
||||
@@ -120,7 +125,7 @@ ZONE_BASE = {
|
||||
-- @param #string ZoneName Name of the zone.
|
||||
-- @return #ZONE_BASE self
|
||||
function ZONE_BASE:New( ZoneName )
|
||||
local self = BASE:Inherit( self, BASE:New() )
|
||||
local self = BASE:Inherit( self, FSM:New() )
|
||||
self:F( ZoneName )
|
||||
|
||||
self.ZoneName = ZoneName
|
||||
@@ -221,22 +226,6 @@ function ZONE_BASE:GetPointVec2()
|
||||
end
|
||||
|
||||
|
||||
--- Returns a @{Core.Point#COORDINATE} of the zone.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @return Core.Point#COORDINATE The Coordinate of the zone.
|
||||
function ZONE_BASE:GetCoordinate()
|
||||
self:F2( self.ZoneName )
|
||||
|
||||
local Vec2 = self:GetVec2()
|
||||
|
||||
local Coordinate = COORDINATE:NewFromVec2( Vec2 )
|
||||
|
||||
self:T2( { Coordinate } )
|
||||
|
||||
return Coordinate
|
||||
end
|
||||
|
||||
|
||||
--- Returns the @{DCS#Vec3} of the zone.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @param DCS#Distance Height The height to add to the land height where the center of the zone is located.
|
||||
@@ -276,15 +265,27 @@ end
|
||||
-- @param DCS#Distance Height The height to add to the land height where the center of the zone is located.
|
||||
-- @return Core.Point#COORDINATE The Coordinate of the zone.
|
||||
function ZONE_BASE:GetCoordinate( Height ) --R2.1
|
||||
self:F2( self.ZoneName )
|
||||
self:F2(self.ZoneName)
|
||||
|
||||
local Vec3 = self:GetVec3( Height )
|
||||
|
||||
local PointVec3 = COORDINATE:NewFromVec3( Vec3 )
|
||||
if self.Coordinate then
|
||||
|
||||
self:T2( { PointVec3 } )
|
||||
-- Update coordinates.
|
||||
self.Coordinate.x=Vec3.x
|
||||
self.Coordinate.y=Vec3.y
|
||||
self.Coordinate.z=Vec3.z
|
||||
|
||||
return PointVec3
|
||||
--env.info("FF GetCoordinate NEW for ZONE_BASE "..tostring(self.ZoneName))
|
||||
else
|
||||
|
||||
-- Create a new coordinate object.
|
||||
self.Coordinate=COORDINATE:NewFromVec3(Vec3)
|
||||
|
||||
--env.info("FF GetCoordinate NEW for ZONE_BASE "..tostring(self.ZoneName))
|
||||
end
|
||||
|
||||
return self.Coordinate
|
||||
end
|
||||
|
||||
|
||||
@@ -324,6 +325,76 @@ function ZONE_BASE:BoundZone()
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Set color of zone.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @param #table RGBcolor RGB color table. Default `{1, 0, 0}`.
|
||||
-- @param #number Alpha Transparacy between 0 and 1. Default 0.15.
|
||||
-- @return #ZONE_BASE self
|
||||
function ZONE_BASE:SetColor(RGBcolor, Alpha)
|
||||
|
||||
RGBcolor=RGBcolor or {1, 0, 0}
|
||||
Alpha=Alpha or 0.15
|
||||
|
||||
self.Color={}
|
||||
self.Color[1]=RGBcolor[1]
|
||||
self.Color[2]=RGBcolor[2]
|
||||
self.Color[3]=RGBcolor[3]
|
||||
self.Color[4]=Alpha
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get color table of the zone.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @return #table Table with four entries, e.g. {1, 0, 0, 0.15}. First three are RGB color code. Fourth is the transparency Alpha value.
|
||||
function ZONE_BASE:GetColor()
|
||||
return self.Color
|
||||
end
|
||||
|
||||
--- Get RGB color of zone.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @return #table Table with three entries, e.g. {1, 0, 0}, which is the RGB color code.
|
||||
function ZONE_BASE:GetColorRGB()
|
||||
local rgb={}
|
||||
rgb[1]=self.Color[1]
|
||||
rgb[2]=self.Color[2]
|
||||
rgb[3]=self.Color[3]
|
||||
return rgb
|
||||
end
|
||||
|
||||
--- Get transperency Alpha value of zone.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @return #number Alpha value.
|
||||
function ZONE_BASE:GetColorAlpha()
|
||||
local alpha=self.Color[4]
|
||||
return alpha
|
||||
end
|
||||
|
||||
--- Remove the drawing of the zone from the F10 map.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @param #number Delay (Optional) Delay before the drawing is removed.
|
||||
-- @return #ZONE_BASE self
|
||||
function ZONE_BASE:UndrawZone(Delay)
|
||||
if Delay and Delay>0 then
|
||||
self:ScheduleOnce(Delay, ZONE_BASE.UndrawZone, self)
|
||||
else
|
||||
if self.DrawID then
|
||||
UTILS.RemoveMark(self.DrawID)
|
||||
end
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get ID of the zone object drawn on the F10 map.
|
||||
-- The ID can be used to remove the drawn object from the F10 map view via `UTILS.RemoveMark(MarkID)`.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @return #number Unique ID of the
|
||||
function ZONE_BASE:GetDrawID()
|
||||
return self.DrawID
|
||||
end
|
||||
|
||||
|
||||
--- Smokes the zone boundaries in a color.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @param Utilities.Utils#SMOKECOLOR SmokeColor The smoke color.
|
||||
@@ -421,6 +492,10 @@ end
|
||||
-- * @{#ZONE_RADIUS.GetRandomPointVec2}(): Gets a @{Core.Point#POINT_VEC2} object representing a random 2D point in the zone.
|
||||
-- * @{#ZONE_RADIUS.GetRandomPointVec3}(): Gets a @{Core.Point#POINT_VEC3} object representing a random 3D point in the zone. Note that the height of the point is at landheight.
|
||||
--
|
||||
-- ## Draw zone
|
||||
--
|
||||
-- * @{#ZONE_RADIUS.DrawZone}(): Draws the zone on the F10 map.
|
||||
--
|
||||
-- @field #ZONE_RADIUS
|
||||
ZONE_RADIUS = {
|
||||
ClassName="ZONE_RADIUS",
|
||||
@@ -433,15 +508,107 @@ ZONE_RADIUS = {
|
||||
-- @param DCS#Distance Radius The radius of the zone.
|
||||
-- @return #ZONE_RADIUS self
|
||||
function ZONE_RADIUS:New( ZoneName, Vec2, Radius )
|
||||
|
||||
-- Inherit ZONE_BASE.
|
||||
local self = BASE:Inherit( self, ZONE_BASE:New( ZoneName ) ) -- #ZONE_RADIUS
|
||||
self:F( { ZoneName, Vec2, Radius } )
|
||||
|
||||
self.Radius = Radius
|
||||
self.Vec2 = Vec2
|
||||
|
||||
--self.Coordinate=COORDINATE:NewFromVec2(Vec2)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Update zone from a 2D vector.
|
||||
-- @param #ZONE_RADIUS self
|
||||
-- @param DCS#Vec2 Vec2 The location of the zone.
|
||||
-- @param DCS#Distance Radius The radius of the zone.
|
||||
-- @return #ZONE_RADIUS self
|
||||
function ZONE_RADIUS:UpdateFromVec2(Vec2, Radius)
|
||||
|
||||
-- New center of the zone.
|
||||
self.Vec2=Vec2
|
||||
|
||||
if Radius then
|
||||
self.Radius=Radius
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Update zone from a 2D vector.
|
||||
-- @param #ZONE_RADIUS self
|
||||
-- @param DCS#Vec3 Vec3 The location of the zone.
|
||||
-- @param DCS#Distance Radius The radius of the zone.
|
||||
-- @return #ZONE_RADIUS self
|
||||
function ZONE_RADIUS:UpdateFromVec3(Vec3, Radius)
|
||||
|
||||
-- New center of the zone.
|
||||
self.Vec2.x=Vec3.x
|
||||
self.Vec2.y=Vec3.z
|
||||
|
||||
if Radius then
|
||||
self.Radius=Radius
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Mark the zone with markers on the F10 map.
|
||||
-- @param #ZONE_RADIUS self
|
||||
-- @param #number Points (Optional) The amount of points in the circle. Default 360.
|
||||
-- @return #ZONE_RADIUS self
|
||||
function ZONE_RADIUS:MarkZone(Points)
|
||||
|
||||
local Point = {}
|
||||
local Vec2 = self:GetVec2()
|
||||
|
||||
Points = Points and Points or 360
|
||||
|
||||
local Angle
|
||||
local RadialBase = math.pi*2
|
||||
|
||||
for Angle = 0, 360, (360 / Points ) do
|
||||
|
||||
local Radial = Angle * RadialBase / 360
|
||||
|
||||
Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius()
|
||||
Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius()
|
||||
|
||||
COORDINATE:NewFromVec2(Point):MarkToAll(self:GetName())
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Draw the zone circle on the F10 map.
|
||||
-- @param #ZONE_RADIUS self
|
||||
-- @param #number Coalition Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All.
|
||||
-- @param #table Color RGB color table {r, g, b}, e.g. {1,0,0} for red.
|
||||
-- @param #number Alpha Transparency [0,1]. Default 1.
|
||||
-- @param #table FillColor RGB color table {r, g, b}, e.g. {1,0,0} for red. Default is same as `Color` value.
|
||||
-- @param #number FillAlpha Transparency [0,1]. Default 0.15.
|
||||
-- @param #number LineType Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
|
||||
-- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false.
|
||||
-- @return #ZONE_RADIUS self
|
||||
function ZONE_RADIUS:DrawZone(Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly)
|
||||
|
||||
local coordinate=self:GetCoordinate()
|
||||
|
||||
local Radius=self:GetRadius()
|
||||
|
||||
Color=Color or self:GetColorRGB()
|
||||
Alpha=Alpha or 1
|
||||
FillColor=FillColor or Color
|
||||
FillAlpha=FillAlpha or self:GetColorAlpha()
|
||||
|
||||
self.DrawID=coordinate:CircleToAll(Radius, Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Bounds the zone with tires.
|
||||
-- @param #ZONE_RADIUS self
|
||||
-- @param #number Points (optional) The amount of points in the circle. Default 360.
|
||||
@@ -618,6 +785,9 @@ function ZONE_RADIUS:GetVec3( Height )
|
||||
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:
|
||||
--
|
||||
@@ -628,12 +798,12 @@ end
|
||||
-- * @{ZONE_RADIUS.IsNoneInZone}(): Scan if the zone is empty.
|
||||
-- @{#ZONE_RADIUS.
|
||||
-- @param #ZONE_RADIUS self
|
||||
-- @param ObjectCategories
|
||||
-- @param Coalition
|
||||
-- @param ObjectCategories An array of categories of the objects to find in the zone.
|
||||
-- @param UnitCategories An array of unit categories of the objects to find in the zone.
|
||||
-- @usage
|
||||
-- self.Zone:Scan()
|
||||
-- local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
|
||||
function ZONE_RADIUS:Scan( ObjectCategories )
|
||||
function ZONE_RADIUS:Scan( ObjectCategories, UnitCategories )
|
||||
|
||||
self.ScanData = {}
|
||||
self.ScanData.Coalitions = {}
|
||||
@@ -656,14 +826,47 @@ function ZONE_RADIUS:Scan( ObjectCategories )
|
||||
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 name=ZoneObject:getName()
|
||||
--env.info(string.format("Zone object %s", tostring(name)))
|
||||
--self:E(ZoneObject)
|
||||
|
||||
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.ScanData.Units[ZoneObject] = ZoneObject
|
||||
self:F2( { Name = ZoneObject:getName(), Coalition = CoalitionDCSUnit } )
|
||||
|
||||
local Include = false
|
||||
if not UnitCategories then
|
||||
-- Anythink found is included.
|
||||
Include = true
|
||||
else
|
||||
-- Check if found object is in specified categories.
|
||||
local CategoryDCSUnit = ZoneObject:getDesc().category
|
||||
|
||||
for UnitCategoryID, UnitCategory in pairs( UnitCategories ) do
|
||||
if UnitCategory == CategoryDCSUnit then
|
||||
Include = true
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
if Include then
|
||||
|
||||
local CoalitionDCSUnit = ZoneObject:getCoalition()
|
||||
|
||||
-- This coalition is inside the zone.
|
||||
self.ScanData.Coalitions[CoalitionDCSUnit] = true
|
||||
|
||||
self.ScanData.Units[ZoneObject] = ZoneObject
|
||||
|
||||
self:F2( { Name = ZoneObject:getName(), Coalition = CoalitionDCSUnit } )
|
||||
end
|
||||
end
|
||||
|
||||
if ObjectCategory == Object.Category.SCENERY then
|
||||
local SceneryType = ZoneObject:getTypeName()
|
||||
local SceneryName = ZoneObject:getName()
|
||||
@@ -671,21 +874,83 @@ function ZONE_RADIUS:Scan( ObjectCategories )
|
||||
self.ScanData.Scenery[SceneryType][SceneryName] = SCENERY:Register( SceneryName, ZoneObject )
|
||||
self:F2( { SCENERY = self.ScanData.Scenery[SceneryType][SceneryName] } )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
-- Search objects.
|
||||
world.searchObjects( ObjectCategories, SphereSearch, EvaluateZone )
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Count the number of different coalitions inside the zone.
|
||||
-- @param #ZONE_RADIUS self
|
||||
-- @return #table Table of DCS units and DCS statics inside the zone.
|
||||
function ZONE_RADIUS:GetScannedUnits()
|
||||
|
||||
return self.ScanData.Units
|
||||
end
|
||||
|
||||
|
||||
--- Get a set of scanned units.
|
||||
-- @param #ZONE_RADIUS self
|
||||
-- @return Core.Set#SET_UNIT Set of units and statics inside the zone.
|
||||
function ZONE_RADIUS:GetScannedSetUnit()
|
||||
|
||||
local SetUnit = SET_UNIT:New()
|
||||
|
||||
if self.ScanData then
|
||||
for ObjectID, UnitObject in pairs( self.ScanData.Units ) do
|
||||
local UnitObject = UnitObject -- DCS#Unit
|
||||
if UnitObject:isExist() then
|
||||
local FoundUnit = UNIT:FindByName( UnitObject:getName() )
|
||||
if FoundUnit then
|
||||
SetUnit:AddUnit( FoundUnit )
|
||||
else
|
||||
local FoundStatic = STATIC:FindByName( UnitObject:getName() )
|
||||
if FoundStatic then
|
||||
SetUnit:AddUnit( FoundStatic )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return SetUnit
|
||||
end
|
||||
|
||||
--- Get a set of scanned units.
|
||||
-- @param #ZONE_RADIUS self
|
||||
-- @return Core.Set#SET_GROUP Set of groups.
|
||||
function ZONE_RADIUS:GetScannedSetGroup()
|
||||
|
||||
self.ScanSetGroup=self.ScanSetGroup or SET_GROUP:New() --Core.Set#SET_GROUP
|
||||
|
||||
self.ScanSetGroup.Set={}
|
||||
|
||||
if self.ScanData then
|
||||
for ObjectID, UnitObject in pairs( self.ScanData.Units ) do
|
||||
local UnitObject = UnitObject -- DCS#Unit
|
||||
if UnitObject:isExist() then
|
||||
|
||||
local FoundUnit=UNIT:FindByName(UnitObject:getName())
|
||||
if FoundUnit then
|
||||
local group=FoundUnit:GetGroup()
|
||||
self.ScanSetGroup:AddGroup(group)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return self.ScanSetGroup
|
||||
end
|
||||
|
||||
|
||||
--- Count the number of different coalitions inside the zone.
|
||||
-- @param #ZONE_RADIUS self
|
||||
-- @return #number Counted coalitions.
|
||||
function ZONE_RADIUS:CountScannedCoalitions()
|
||||
|
||||
local Count = 0
|
||||
@@ -693,14 +958,25 @@ function ZONE_RADIUS:CountScannedCoalitions()
|
||||
for CoalitionID, Coalition in pairs( self.ScanData.Coalitions ) do
|
||||
Count = Count + 1
|
||||
end
|
||||
|
||||
return Count
|
||||
end
|
||||
|
||||
--- Check if a certain coalition is inside a scanned zone.
|
||||
-- @param #ZONE_RADIUS self
|
||||
-- @param #number Coalition The coalition id, e.g. coalition.side.BLUE.
|
||||
-- @return #boolean If true, the coalition is inside the zone.
|
||||
function ZONE_RADIUS:CheckScannedCoalition( Coalition )
|
||||
if Coalition then
|
||||
return self.ScanData.Coalitions[Coalition]
|
||||
end
|
||||
return nil
|
||||
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 nil if there are none to 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
|
||||
-- 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 )
|
||||
@@ -725,20 +1001,27 @@ function ZONE_RADIUS:GetScannedCoalition( Coalition )
|
||||
end
|
||||
|
||||
|
||||
--- Get scanned scenery type
|
||||
-- @param #ZONE_RADIUS self
|
||||
-- @return #table Table of DCS scenery type objects.
|
||||
function ZONE_RADIUS:GetScannedSceneryType( SceneryType )
|
||||
return self.ScanData.Scenery[SceneryType]
|
||||
end
|
||||
|
||||
|
||||
--- Get scanned scenery table
|
||||
-- @param #ZONE_RADIUS self
|
||||
-- @return #table Table of DCS scenery objects.
|
||||
function ZONE_RADIUS:GetScannedScenery()
|
||||
return self.ScanData.Scenery
|
||||
end
|
||||
|
||||
|
||||
--- Is All in Zone of Coalition?
|
||||
-- Check if only the specifed coalition is inside the zone and noone else.
|
||||
-- @param #ZONE_RADIUS self
|
||||
-- @param Coalition
|
||||
-- @return #boolean
|
||||
-- @param #number Coalition Coalition ID of the coalition which is checked to be the only one in the zone.
|
||||
-- @return #boolean True, if **only** that coalition is inside the zone and no one else.
|
||||
-- @usage
|
||||
-- self.Zone:Scan()
|
||||
-- local IsGuarded = self.Zone:IsAllInZoneOfCoalition( self.Coalition )
|
||||
@@ -750,11 +1033,12 @@ end
|
||||
|
||||
|
||||
--- Is All in Zone of Other Coalition?
|
||||
-- Check if only one coalition is inside the zone and the specified coalition is not the one.
|
||||
-- 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
|
||||
-- @param #number Coalition Coalition ID of the coalition which is not supposed to be in the zone.
|
||||
-- @return #boolean True, if and only if only one coalition is inside the zone and the specified coalition is not it.
|
||||
-- @usage
|
||||
-- self.Zone:Scan()
|
||||
-- local IsCaptured = self.Zone:IsAllInZoneOfOtherCoalition( self.Coalition )
|
||||
@@ -766,11 +1050,12 @@ end
|
||||
|
||||
|
||||
--- Is Some in Zone of Coalition?
|
||||
-- Check if more than one coaltion is inside the zone and the specifed coalition is one of them.
|
||||
-- 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
|
||||
-- @param #number Coalition ID of the coaliton which is checked to be inside the zone.
|
||||
-- @return #boolean True if more than one coalition is inside the zone and the specified coalition is one of them.
|
||||
-- @usage
|
||||
-- self.Zone:Scan()
|
||||
-- local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
|
||||
@@ -834,7 +1119,6 @@ function ZONE_RADIUS:SearchZone( EvaluateFunction, ObjectCategories )
|
||||
|
||||
local function EvaluateZone( ZoneDCSUnit )
|
||||
|
||||
env.info( ZoneDCSUnit:getName() )
|
||||
|
||||
local ZoneUnit = UNIT:Find( ZoneDCSUnit )
|
||||
|
||||
@@ -998,22 +1282,37 @@ ZONE = {
|
||||
}
|
||||
|
||||
|
||||
--- Constructor of ZONE, taking the zone name.
|
||||
--- Constructor of ZONE taking the zone name.
|
||||
-- @param #ZONE self
|
||||
-- @param #string ZoneName The name of the zone as defined within the mission editor.
|
||||
-- @return #ZONE
|
||||
-- @return #ZONE self
|
||||
function ZONE:New( ZoneName )
|
||||
|
||||
-- First try to find the zone in the DB.
|
||||
local zone=_DATABASE:FindZone(ZoneName)
|
||||
|
||||
if zone then
|
||||
--env.info("FF found zone in DB")
|
||||
return zone
|
||||
end
|
||||
|
||||
-- Get zone from DCS trigger function.
|
||||
local Zone = trigger.misc.getZone( ZoneName )
|
||||
|
||||
-- Error!
|
||||
if not Zone then
|
||||
error( "Zone " .. ZoneName .. " does not exist." )
|
||||
return nil
|
||||
end
|
||||
|
||||
local self = BASE:Inherit( self, ZONE_RADIUS:New( ZoneName, { x = Zone.point.x, y = Zone.point.z }, Zone.radius ) )
|
||||
self:F( ZoneName )
|
||||
-- Create a new ZONE_RADIUS.
|
||||
local self=BASE:Inherit( self, ZONE_RADIUS:New(ZoneName, {x=Zone.point.x, y=Zone.point.z}, Zone.radius))
|
||||
self:F(ZoneName)
|
||||
|
||||
-- Color of zone.
|
||||
self.Color={1, 0, 0, 0.15}
|
||||
|
||||
-- DCS zone.
|
||||
self.Zone = Zone
|
||||
|
||||
return self
|
||||
@@ -1274,40 +1573,88 @@ end
|
||||
-- * @{#ZONE_POLYGON_BASE.GetRandomPointVec2}(): Return a @{Core.Point#POINT_VEC2} object representing a random 2D point within the zone.
|
||||
-- * @{#ZONE_POLYGON_BASE.GetRandomPointVec3}(): Return a @{Core.Point#POINT_VEC3} object representing a random 3D point at landheight within the zone.
|
||||
--
|
||||
-- ## Draw zone
|
||||
--
|
||||
-- * @{#ZONE_POLYGON_BASE.DrawZone}(): Draws the zone on the F10 map.
|
||||
-- * @{#ZONE_POLYGON_BASE.Boundary}(): Draw a frontier on the F10 map with small filled circles.
|
||||
--
|
||||
--
|
||||
-- @field #ZONE_POLYGON_BASE
|
||||
ZONE_POLYGON_BASE = {
|
||||
ClassName="ZONE_POLYGON_BASE",
|
||||
}
|
||||
|
||||
--- A points array.
|
||||
--- A 2D points array.
|
||||
-- @type ZONE_POLYGON_BASE.ListVec2
|
||||
-- @list <DCS#Vec2>
|
||||
-- @list <DCS#Vec2> Table of 2D vectors.
|
||||
|
||||
--- A 3D points array.
|
||||
-- @type ZONE_POLYGON_BASE.ListVec3
|
||||
-- @list <DCS#Vec3> Table of 3D vectors.
|
||||
|
||||
--- Constructor to create a ZONE_POLYGON_BASE instance, taking the zone name and an array of @{DCS#Vec2}, forming a polygon.
|
||||
-- The @{Wrapper.Group#GROUP} waypoints define the polygon corners. The first and the last point are automatically connected.
|
||||
-- @param #ZONE_POLYGON_BASE self
|
||||
-- @param #string ZoneName Name of the zone.
|
||||
-- @param #ZONE_POLYGON_BASE.ListVec2 PointsArray An array of @{DCS#Vec2}, forming a polygon..
|
||||
-- @param #ZONE_POLYGON_BASE.ListVec2 PointsArray An array of @{DCS#Vec2}, forming a polygon.
|
||||
-- @return #ZONE_POLYGON_BASE self
|
||||
function ZONE_POLYGON_BASE:New( ZoneName, PointsArray )
|
||||
|
||||
-- Inherit ZONE_BASE.
|
||||
local self = BASE:Inherit( self, ZONE_BASE:New( ZoneName ) )
|
||||
self:F( { ZoneName, PointsArray } )
|
||||
|
||||
local i = 0
|
||||
if PointsArray then
|
||||
|
||||
self._.Polygon = {}
|
||||
|
||||
for i = 1, #PointsArray do
|
||||
self._.Polygon[i] = {}
|
||||
self._.Polygon[i].x = PointsArray[i].x
|
||||
self._.Polygon[i].y = PointsArray[i].y
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Update polygon points with an array of @{DCS#Vec2}.
|
||||
-- @param #ZONE_POLYGON_BASE self
|
||||
-- @param #ZONE_POLYGON_BASE.ListVec2 Vec2Array An array of @{DCS#Vec2}, forming a polygon.
|
||||
-- @return #ZONE_POLYGON_BASE self
|
||||
function ZONE_POLYGON_BASE:UpdateFromVec2(Vec2Array)
|
||||
|
||||
self._.Polygon = {}
|
||||
|
||||
for i = 1, #PointsArray do
|
||||
for i=1,#Vec2Array do
|
||||
self._.Polygon[i] = {}
|
||||
self._.Polygon[i].x = PointsArray[i].x
|
||||
self._.Polygon[i].y = PointsArray[i].y
|
||||
self._.Polygon[i].x=Vec2Array[i].x
|
||||
self._.Polygon[i].y=Vec2Array[i].y
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Update polygon points with an array of @{DCS#Vec3}.
|
||||
-- @param #ZONE_POLYGON_BASE self
|
||||
-- @param #ZONE_POLYGON_BASE.ListVec3 Vec2Array An array of @{DCS#Vec3}, forming a polygon.
|
||||
-- @return #ZONE_POLYGON_BASE self
|
||||
function ZONE_POLYGON_BASE:UpdateFromVec3(Vec3Array)
|
||||
|
||||
self._.Polygon = {}
|
||||
|
||||
for i=1,#Vec3Array do
|
||||
self._.Polygon[i] = {}
|
||||
self._.Polygon[i].x=Vec3Array[i].x
|
||||
self._.Polygon[i].y=Vec3Array[i].z
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Returns the center location of the polygon.
|
||||
-- @param #ZONE_GROUP self
|
||||
-- @param #ZONE_POLYGON_BASE self
|
||||
-- @return DCS#Vec2 The location of the zone based on the @{Wrapper.Group} location.
|
||||
function ZONE_POLYGON_BASE:GetVec2()
|
||||
self:F( self.ZoneName )
|
||||
@@ -1317,13 +1664,85 @@ function ZONE_POLYGON_BASE:GetVec2()
|
||||
return { x = ( Bounds.x2 + Bounds.x1 ) / 2, y = ( Bounds.y2 + Bounds.y1 ) / 2 }
|
||||
end
|
||||
|
||||
--- Get a vertex of the polygon.
|
||||
-- @param #ZONE_POLYGON_BASE self
|
||||
-- @param #number Index Index of the vertex. Default 1.
|
||||
-- @return DCS#Vec2 Vertex of the polygon.
|
||||
function ZONE_POLYGON_BASE:GetVertexVec2(Index)
|
||||
return self._.Polygon[Index or 1]
|
||||
end
|
||||
|
||||
--- Get a vertex of the polygon.
|
||||
-- @param #ZONE_POLYGON_BASE self
|
||||
-- @param #number Index Index of the vertex. Default 1.
|
||||
-- @return DCS#Vec3 Vertex of the polygon.
|
||||
function ZONE_POLYGON_BASE:GetVertexVec3(Index)
|
||||
local vec2=self:GetVertexVec2(Index)
|
||||
if vec2 then
|
||||
local vec3={x=vec2.x, y=land.getHeight(vec2), z=vec2.y}
|
||||
return vec3
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Get a vertex of the polygon.
|
||||
-- @param #ZONE_POLYGON_BASE self
|
||||
-- @param #number Index Index of the vertex. Default 1.
|
||||
-- @return Core.Point#COORDINATE Vertex of the polygon.
|
||||
function ZONE_POLYGON_BASE:GetVertexCoordinate(Index)
|
||||
local vec2=self:GetVertexVec2(Index)
|
||||
if vec2 then
|
||||
local coord=COORDINATE:NewFromVec2(vec2)
|
||||
return coord
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Get a list of verticies of the polygon.
|
||||
-- @param #ZONE_POLYGON_BASE self
|
||||
-- @return <DCS#Vec2> List of DCS#Vec2 verticies defining the edges of the polygon.
|
||||
function ZONE_POLYGON_BASE:GetVerticiesVec2()
|
||||
return self._.Polygon
|
||||
end
|
||||
|
||||
--- Get a list of verticies of the polygon.
|
||||
-- @param #ZONE_POLYGON_BASE self
|
||||
-- @return #table List of DCS#Vec3 verticies defining the edges of the polygon.
|
||||
function ZONE_POLYGON_BASE:GetVerticiesVec3()
|
||||
|
||||
local coords={}
|
||||
|
||||
for i,vec2 in ipairs(self._.Polygon) do
|
||||
local vec3={x=vec2.x, y=land.getHeight(vec2), z=vec2.y}
|
||||
table.insert(coords, vec3)
|
||||
end
|
||||
|
||||
return coords
|
||||
end
|
||||
|
||||
--- Get a list of verticies of the polygon.
|
||||
-- @param #ZONE_POLYGON_BASE self
|
||||
-- @return #table List of COORDINATES verticies defining the edges of the polygon.
|
||||
function ZONE_POLYGON_BASE:GetVerticiesCoordinates()
|
||||
|
||||
local coords={}
|
||||
|
||||
for i,vec2 in ipairs(self._.Polygon) do
|
||||
local coord=COORDINATE:NewFromVec2(vec2)
|
||||
table.insert(coords, coord)
|
||||
end
|
||||
|
||||
return coords
|
||||
end
|
||||
|
||||
--- Flush polygon coordinates as a table in DCS.log.
|
||||
-- @param #ZONE_POLYGON_BASE self
|
||||
-- @return #ZONE_POLYGON_BASE self
|
||||
function ZONE_POLYGON_BASE:Flush()
|
||||
self:F2()
|
||||
|
||||
self:E( { Polygon = self.ZoneName, Coordinates = self._.Polygon } )
|
||||
self:F( { Polygon = self.ZoneName, Coordinates = self._.Polygon } )
|
||||
|
||||
return self
|
||||
end
|
||||
@@ -1376,20 +1795,59 @@ function ZONE_POLYGON_BASE:BoundZone( UnBound )
|
||||
end
|
||||
|
||||
|
||||
--- Draw the zone on the F10 map. **NOTE** Currently, only polygons with **exactly four points** are supported!
|
||||
-- @param #ZONE_POLYGON_BASE self
|
||||
-- @param #number Coalition Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All.
|
||||
-- @param #table Color RGB color table {r, g, b}, e.g. {1,0,0} for red.
|
||||
-- @param #number Alpha Transparency [0,1]. Default 1.
|
||||
-- @param #table FillColor RGB color table {r, g, b}, e.g. {1,0,0} for red. Default is same as `Color` value.
|
||||
-- @param #number FillAlpha Transparency [0,1]. Default 0.15.
|
||||
-- @param #number LineType Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
|
||||
-- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false.
|
||||
-- @return #ZONE_POLYGON_BASE self
|
||||
function ZONE_POLYGON_BASE:DrawZone(Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly)
|
||||
|
||||
local coordinate=COORDINATE:NewFromVec2(self._.Polygon[1])
|
||||
|
||||
Color=Color or self:GetColorRGB()
|
||||
Alpha=Alpha or 1
|
||||
FillColor=FillColor or Color
|
||||
FillAlpha=FillAlpha or self:GetColorAlpha()
|
||||
|
||||
|
||||
if #self._.Polygon==4 then
|
||||
|
||||
local Coord2=COORDINATE:NewFromVec2(self._.Polygon[2])
|
||||
local Coord3=COORDINATE:NewFromVec2(self._.Polygon[3])
|
||||
local Coord4=COORDINATE:NewFromVec2(self._.Polygon[4])
|
||||
|
||||
self.DrawID=coordinate:QuadToAll(Coord2, Coord3, Coord4, Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly)
|
||||
|
||||
else
|
||||
|
||||
local Coordinates=self:GetVerticiesCoordinates()
|
||||
table.remove(Coordinates, 1)
|
||||
|
||||
self.DrawID=coordinate:MarkupToAllFreeForm(Coordinates, Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly)
|
||||
|
||||
end
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Smokes the zone boundaries in a color.
|
||||
-- @param #ZONE_POLYGON_BASE self
|
||||
-- @param Utilities.Utils#SMOKECOLOR SmokeColor The smoke color.
|
||||
-- @param #number Segments (Optional) Number of segments within boundary line. Default 10.
|
||||
-- @return #ZONE_POLYGON_BASE self
|
||||
function ZONE_POLYGON_BASE:SmokeZone( SmokeColor )
|
||||
function ZONE_POLYGON_BASE:SmokeZone( SmokeColor, Segments )
|
||||
self:F2( SmokeColor )
|
||||
|
||||
local i
|
||||
local j
|
||||
local Segments = 10
|
||||
Segments=Segments or 10
|
||||
|
||||
i = 1
|
||||
j = #self._.Polygon
|
||||
local i=1
|
||||
local j=#self._.Polygon
|
||||
|
||||
while i <= #self._.Polygon do
|
||||
self:T( { i, j, self._.Polygon[i], self._.Polygon[j] } )
|
||||
@@ -1410,6 +1868,42 @@ function ZONE_POLYGON_BASE:SmokeZone( SmokeColor )
|
||||
end
|
||||
|
||||
|
||||
--- Flare the zone boundaries in a color.
|
||||
-- @param #ZONE_POLYGON_BASE self
|
||||
-- @param Utilities.Utils#FLARECOLOR FlareColor The flare color.
|
||||
-- @param #number Segments (Optional) Number of segments within boundary line. Default 10.
|
||||
-- @param DCS#Azimuth Azimuth (optional) Azimuth The azimuth of the flare.
|
||||
-- @param #number AddHeight (optional) The height to be added for the smoke.
|
||||
-- @return #ZONE_POLYGON_BASE self
|
||||
function ZONE_POLYGON_BASE:FlareZone( FlareColor, Segments, Azimuth, AddHeight )
|
||||
self:F2(FlareColor)
|
||||
|
||||
Segments=Segments or 10
|
||||
|
||||
AddHeight = AddHeight or 0
|
||||
|
||||
local i=1
|
||||
local j=#self._.Polygon
|
||||
|
||||
while i <= #self._.Polygon do
|
||||
self:T( { i, j, self._.Polygon[i], self._.Polygon[j] } )
|
||||
|
||||
local DeltaX = self._.Polygon[j].x - self._.Polygon[i].x
|
||||
local DeltaY = self._.Polygon[j].y - self._.Polygon[i].y
|
||||
|
||||
for Segment = 0, Segments do -- We divide each line in 5 segments and smoke a point on the line.
|
||||
local PointX = self._.Polygon[i].x + ( Segment * DeltaX / Segments )
|
||||
local PointY = self._.Polygon[i].y + ( Segment * DeltaY / Segments )
|
||||
POINT_VEC2:New( PointX, PointY, AddHeight ):Flare(FlareColor, Azimuth)
|
||||
end
|
||||
j = i
|
||||
i = i + 1
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
--- Returns if a location is within the zone.
|
||||
@@ -1532,6 +2026,45 @@ function ZONE_POLYGON_BASE:GetBoundingSquare()
|
||||
return { x1 = x1, y1 = y1, x2 = x2, y2 = y2 }
|
||||
end
|
||||
|
||||
--- Draw a frontier on the F10 map with small filled circles.
|
||||
-- @param #ZONE_POLYGON_BASE self
|
||||
-- @param #number Coalition (Optional) Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1= All.
|
||||
-- @param #table Color (Optional) RGB color table {r, g, b}, e.g. {1, 0, 0} for red. Default {1, 1, 1}= White.
|
||||
-- @param #number Radius (Optional) Radius of the circles in meters. Default 1000.
|
||||
-- @param #number Alpha (Optional) Alpha transparency [0,1]. Default 1.
|
||||
-- @param #number Segments (Optional) Number of segments within boundary line. Default 10.
|
||||
-- @param #boolean Closed (Optional) Link the last point with the first one to obtain a closed boundary. Default false
|
||||
-- @return #ZONE_POLYGON_BASE self
|
||||
function ZONE_POLYGON_BASE:Boundary(Coalition, Color, Radius, Alpha, Segments, Closed)
|
||||
Coalition = Coalition or -1
|
||||
Color = Color or {1, 1, 1}
|
||||
Radius = Radius or 1000
|
||||
Alpha = Alpha or 1
|
||||
Segments = Segments or 10
|
||||
Closed = Closed or false
|
||||
local i = 1
|
||||
local j = #self._.Polygon
|
||||
if (Closed) then
|
||||
Limit = #self._.Polygon + 1
|
||||
else
|
||||
Limit = #self._.Polygon
|
||||
end
|
||||
while i <= #self._.Polygon do
|
||||
self:T( { i, j, self._.Polygon[i], self._.Polygon[j] } )
|
||||
if j ~= Limit then
|
||||
local DeltaX = self._.Polygon[j].x - self._.Polygon[i].x
|
||||
local DeltaY = self._.Polygon[j].y - self._.Polygon[i].y
|
||||
for Segment = 0, Segments do
|
||||
local PointX = self._.Polygon[i].x + ( Segment * DeltaX / Segments )
|
||||
local PointY = self._.Polygon[i].y + ( Segment * DeltaY / Segments )
|
||||
ZONE_RADIUS:New( "Zone", {x = PointX, y = PointY}, Radius ):DrawZone(Coalition, Color, 1, Color, Alpha, nil, true)
|
||||
end
|
||||
end
|
||||
j = i
|
||||
i = i + 1
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- @type ZONE_POLYGON
|
||||
-- @extends #ZONE_POLYGON_BASE
|
||||
@@ -1558,7 +2091,7 @@ end
|
||||
-- This is especially handy if you want to quickly setup a SET_ZONE...
|
||||
-- So when you would declare `local SetZone = SET_ZONE:New():FilterPrefixes( "Defense" ):FilterStart()`,
|
||||
-- then SetZone would contain the ZONE_POLYGON object `DefenseZone` as part of the zone collection,
|
||||
-- without much scripting overhead!!!
|
||||
-- without much scripting overhead!
|
||||
--
|
||||
-- @field #ZONE_POLYGON
|
||||
ZONE_POLYGON = {
|
||||
|
||||
203
Moose Development/Moose/Core/Zone_Detection.lua
Normal file
203
Moose Development/Moose/Core/Zone_Detection.lua
Normal file
@@ -0,0 +1,203 @@
|
||||
|
||||
--- The ZONE_DETECTION class, defined by a zone name, a detection object and a radius.
|
||||
-- @type ZONE_DETECTION
|
||||
-- @field DCS#Vec2 Vec2 The current location of the zone.
|
||||
-- @field DCS#Distance Radius The radius of the zone.
|
||||
-- @extends #ZONE_BASE
|
||||
|
||||
--- The ZONE_DETECTION class defined by a zone name, a location and a radius.
|
||||
-- This class implements the inherited functions from Core.Zone#ZONE_BASE taking into account the own zone format and properties.
|
||||
--
|
||||
-- ## ZONE_DETECTION constructor
|
||||
--
|
||||
-- * @{#ZONE_DETECTION.New}(): Constructor.
|
||||
--
|
||||
-- @field #ZONE_DETECTION
|
||||
ZONE_DETECTION = {
|
||||
ClassName="ZONE_DETECTION",
|
||||
}
|
||||
|
||||
--- Constructor of @{#ZONE_DETECTION}, taking the zone name, the zone location and a radius.
|
||||
-- @param #ZONE_DETECTION self
|
||||
-- @param #string ZoneName Name of the zone.
|
||||
-- @param Functional.Detection#DETECTION_BASE Detection The detection object defining the locations of the central detections.
|
||||
-- @param DCS#Distance Radius The radius around the detections defining the combined zone.
|
||||
-- @return #ZONE_DETECTION self
|
||||
function ZONE_DETECTION:New( ZoneName, Detection, Radius )
|
||||
local self = BASE:Inherit( self, ZONE_BASE:New( ZoneName ) ) -- #ZONE_DETECTION
|
||||
self:F( { ZoneName, Detection, Radius } )
|
||||
|
||||
self.Detection = Detection
|
||||
self.Radius = Radius
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Bounds the zone with tires.
|
||||
-- @param #ZONE_DETECTION self
|
||||
-- @param #number Points (optional) The amount of points in the circle. Default 360.
|
||||
-- @param DCS#country.id CountryID The country id of the tire objects, e.g. country.id.USA for blue or country.id.RUSSIA for red.
|
||||
-- @param #boolean UnBound (Optional) If true the tyres will be destroyed.
|
||||
-- @return #ZONE_DETECTION self
|
||||
function ZONE_DETECTION:BoundZone( Points, CountryID, UnBound )
|
||||
|
||||
local Point = {}
|
||||
local Vec2 = self:GetVec2()
|
||||
|
||||
Points = Points and Points or 360
|
||||
|
||||
local Angle
|
||||
local RadialBase = math.pi*2
|
||||
|
||||
--
|
||||
for Angle = 0, 360, (360 / Points ) do
|
||||
local Radial = Angle * RadialBase / 360
|
||||
Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius()
|
||||
Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius()
|
||||
|
||||
local CountryName = _DATABASE.COUNTRY_NAME[CountryID]
|
||||
|
||||
local Tire = {
|
||||
["country"] = CountryName,
|
||||
["category"] = "Fortifications",
|
||||
["canCargo"] = false,
|
||||
["shape_name"] = "H-tyre_B_WF",
|
||||
["type"] = "Black_Tyre_WF",
|
||||
--["unitId"] = Angle + 10000,
|
||||
["y"] = Point.y,
|
||||
["x"] = Point.x,
|
||||
["name"] = string.format( "%s-Tire #%0d", self:GetName(), Angle ),
|
||||
["heading"] = 0,
|
||||
} -- end of ["group"]
|
||||
|
||||
local Group = coalition.addStaticObject( CountryID, Tire )
|
||||
if UnBound and UnBound == true then
|
||||
Group:destroy()
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Smokes the zone boundaries in a color.
|
||||
-- @param #ZONE_DETECTION self
|
||||
-- @param Utilities.Utils#SMOKECOLOR SmokeColor The smoke color.
|
||||
-- @param #number Points (optional) The amount of points in the circle.
|
||||
-- @param #number AddHeight (optional) The height to be added for the smoke.
|
||||
-- @param #number AddOffSet (optional) The angle to be added for the smoking start position.
|
||||
-- @return #ZONE_DETECTION self
|
||||
function ZONE_DETECTION:SmokeZone( SmokeColor, Points, AddHeight, AngleOffset )
|
||||
self:F2( SmokeColor )
|
||||
|
||||
local Point = {}
|
||||
local Vec2 = self:GetVec2()
|
||||
|
||||
AddHeight = AddHeight or 0
|
||||
AngleOffset = AngleOffset or 0
|
||||
|
||||
Points = Points and Points or 360
|
||||
|
||||
local Angle
|
||||
local RadialBase = math.pi*2
|
||||
|
||||
for Angle = 0, 360, 360 / Points do
|
||||
local Radial = ( Angle + AngleOffset ) * RadialBase / 360
|
||||
Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius()
|
||||
Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius()
|
||||
POINT_VEC2:New( Point.x, Point.y, AddHeight ):Smoke( SmokeColor )
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Flares the zone boundaries in a color.
|
||||
-- @param #ZONE_DETECTION self
|
||||
-- @param Utilities.Utils#FLARECOLOR FlareColor The flare color.
|
||||
-- @param #number Points (optional) The amount of points in the circle.
|
||||
-- @param DCS#Azimuth Azimuth (optional) Azimuth The azimuth of the flare.
|
||||
-- @param #number AddHeight (optional) The height to be added for the smoke.
|
||||
-- @return #ZONE_DETECTION self
|
||||
function ZONE_DETECTION:FlareZone( FlareColor, Points, Azimuth, AddHeight )
|
||||
self:F2( { FlareColor, Azimuth } )
|
||||
|
||||
local Point = {}
|
||||
local Vec2 = self:GetVec2()
|
||||
|
||||
AddHeight = AddHeight or 0
|
||||
|
||||
Points = Points and Points or 360
|
||||
|
||||
local Angle
|
||||
local RadialBase = math.pi*2
|
||||
|
||||
for Angle = 0, 360, 360 / Points do
|
||||
local Radial = Angle * RadialBase / 360
|
||||
Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius()
|
||||
Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius()
|
||||
POINT_VEC2:New( Point.x, Point.y, AddHeight ):Flare( FlareColor, Azimuth )
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Returns the radius around the detected locations defining the combine zone.
|
||||
-- @param #ZONE_DETECTION self
|
||||
-- @return DCS#Distance The radius.
|
||||
function ZONE_DETECTION:GetRadius()
|
||||
self:F2( self.ZoneName )
|
||||
|
||||
self:T2( { self.Radius } )
|
||||
|
||||
return self.Radius
|
||||
end
|
||||
|
||||
--- Sets the radius around the detected locations defining the combine zone.
|
||||
-- @param #ZONE_DETECTION self
|
||||
-- @param DCS#Distance Radius The radius.
|
||||
-- @return #ZONE_DETECTION self
|
||||
function ZONE_DETECTION:SetRadius( Radius )
|
||||
self:F2( self.ZoneName )
|
||||
|
||||
self.Radius = Radius
|
||||
self:T2( { self.Radius } )
|
||||
|
||||
return self.Radius
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Returns if a location is within the zone.
|
||||
-- @param #ZONE_DETECTION self
|
||||
-- @param DCS#Vec2 Vec2 The location to test.
|
||||
-- @return #boolean true if the location is within the zone.
|
||||
function ZONE_DETECTION:IsVec2InZone( Vec2 )
|
||||
self:F2( Vec2 )
|
||||
|
||||
local Coordinates = self.Detection:GetDetectedItemCoordinates() -- This returns a list of coordinates that define the (central) locations of the detections.
|
||||
|
||||
for CoordinateID, Coordinate in pairs( Coordinates ) do
|
||||
local ZoneVec2 = Coordinate:GetVec2()
|
||||
if ZoneVec2 then
|
||||
if (( Vec2.x - ZoneVec2.x )^2 + ( Vec2.y - ZoneVec2.y ) ^2 ) ^ 0.5 <= self:GetRadius() then
|
||||
return true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
--- Returns if a point is within the zone.
|
||||
-- @param #ZONE_DETECTION self
|
||||
-- @param DCS#Vec3 Vec3 The point to test.
|
||||
-- @return #boolean true if the point is within the zone.
|
||||
function ZONE_DETECTION:IsVec3InZone( Vec3 )
|
||||
self:F2( Vec3 )
|
||||
|
||||
local InZone = self:IsVec2InZone( { x = Vec3.x, y = Vec3.z } )
|
||||
|
||||
return InZone
|
||||
end
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
--- DCS API prototypes
|
||||
-- See [https://wiki.hoggitworld.com/view/Simulator_Scripting_Engine_Documentation](https://wiki.hoggitworld.com/view/Simulator_Scripting_Engine_Documentation)
|
||||
-- for further explanation and examples.
|
||||
--- **DCS API** Prototypes
|
||||
--
|
||||
-- See the [Simulator Scripting Engine Documentation](https://wiki.hoggitworld.com/view/Simulator_Scripting_Engine_Documentation) on Hoggit for further explanation and examples.
|
||||
--
|
||||
-- @module DCS
|
||||
-- @image MOOSE.JPG
|
||||
|
||||
@@ -46,9 +47,13 @@ do -- world
|
||||
-- @field S_EVENT_PLAYER_COMMENT
|
||||
-- @field S_EVENT_SHOOTING_START [https://wiki.hoggitworld.com/view/DCS_event_shooting_start](https://wiki.hoggitworld.com/view/DCS_event_shooting_start)
|
||||
-- @field S_EVENT_SHOOTING_END [https://wiki.hoggitworld.com/view/DCS_event_shooting_end](https://wiki.hoggitworld.com/view/DCS_event_shooting_end)
|
||||
-- @field S_EVENT_MARK ADDED [https://wiki.hoggitworld.com/view/DCS_event_mark_added](https://wiki.hoggitworld.com/view/DCS_event_mark_added)
|
||||
-- @field S_EVENT_MARK CHANGE [https://wiki.hoggitworld.com/view/DCS_event_mark_change](https://wiki.hoggitworld.com/view/DCS_event_mark_change)
|
||||
-- @field S_EVENT_MARK REMOVE [https://wiki.hoggitworld.com/view/DCS_event_mark_remove](https://wiki.hoggitworld.com/view/DCS_event_mark_remove)
|
||||
-- @field S_EVENT_MARK ADDED [https://wiki.hoggitworld.com/view/DCS_event_mark_added](https://wiki.hoggitworld.com/view/DCS_event_mark_added) DCS>=2.5.1
|
||||
-- @field S_EVENT_MARK CHANGE [https://wiki.hoggitworld.com/view/DCS_event_mark_change](https://wiki.hoggitworld.com/view/DCS_event_mark_change) DCS>=2.5.1
|
||||
-- @field S_EVENT_MARK REMOVE [https://wiki.hoggitworld.com/view/DCS_event_mark_remove](https://wiki.hoggitworld.com/view/DCS_event_mark_remove) DCS>=2.5.1
|
||||
-- @field S_EVENT_KILL [https://wiki.hoggitworld.com/view/DCS_event_kill](https://wiki.hoggitworld.com/view/DCS_event_kill) DCS>=2.5.6
|
||||
-- @field S_EVENT_SCORE [https://wiki.hoggitworld.com/view/DCS_event_score](https://wiki.hoggitworld.com/view/DCS_event_score) DCS>=2.5.6
|
||||
-- @field S_EVENT_UNIT_LOST [https://wiki.hoggitworld.com/view/DCS_event_unit_lost](https://wiki.hoggitworld.com/view/DCS_event_unit_lost) DCS>=2.5.6
|
||||
-- @field S_EVENT_LANDING_AFTER_EJECTION [https://wiki.hoggitworld.com/view/DCS_event_landing_after_ejection](https://wiki.hoggitworld.com/view/DCS_event_landing_after_ejection) DCS>=2.5.6
|
||||
-- @field S_EVENT_MAX
|
||||
|
||||
--- The birthplace enumerator is used to define where an aircraft or helicopter has spawned in association with birth events.
|
||||
@@ -91,6 +96,11 @@ do -- world
|
||||
-- @function [parent=#world] getMarkPanels
|
||||
-- @return #table Table of marks.
|
||||
|
||||
--- Returns a table of DCS airbase objects.
|
||||
-- @function [parent=#world] getAirbases
|
||||
-- @param #number coalitionId The coalition side number ID. Default is all airbases are returned.
|
||||
-- @return #table Table of DCS airbase objects.
|
||||
|
||||
end -- world
|
||||
|
||||
|
||||
@@ -285,6 +295,17 @@ do -- country
|
||||
-- @field QATAR
|
||||
-- @field OMAN
|
||||
-- @field UNITED_ARAB_EMIRATES
|
||||
-- @field SOUTH_AFRICA
|
||||
-- @field CUBA
|
||||
-- @field PORTUGAL
|
||||
-- @field GDR
|
||||
-- @field LEBANON
|
||||
-- @field CJTF_BLUE
|
||||
-- @field CJTF_RED
|
||||
-- @field UN_PEACEKEEPERS
|
||||
-- @field Argentinia
|
||||
-- @field Cyprus
|
||||
-- @field Slovenia
|
||||
|
||||
country = {} --#country
|
||||
|
||||
@@ -325,9 +346,27 @@ end -- coalition
|
||||
do -- Types
|
||||
|
||||
--- @type Desc
|
||||
-- @field #TypeName typeName type name
|
||||
-- @field #string displayName localized display name
|
||||
-- @field #table attributes object type attributes
|
||||
-- @field #number speedMax0 Max speed in meters/second at zero altitude.
|
||||
-- @field #number massEmpty Empty mass in kg.
|
||||
-- @field #number tankerType Type of refueling system: 0=boom, 1=probe.
|
||||
-- @field #number range Range in km(?).
|
||||
-- @field #table box Bounding box.
|
||||
-- @field #number Hmax Max height in meters.
|
||||
-- @field #number Kmax ?
|
||||
-- @field #number speedMax10K Max speed in meters/second at 10k altitude.
|
||||
-- @field #number NyMin ?
|
||||
-- @field #number NyMax ?
|
||||
-- @field #number fuelMassMax Max fuel mass in kg.
|
||||
-- @field #number speedMax10K Max speed in meters/second.
|
||||
-- @field #number massMax Max mass of unit.
|
||||
-- @field #number RCS ?
|
||||
-- @field #number life Life points.
|
||||
-- @field #number VyMax Max vertical velocity in m/s.
|
||||
-- @field #number Kab ?
|
||||
-- @field #table attributes Table of attributes.
|
||||
-- @field #TypeName typeName Type Name.
|
||||
-- @field #string displayName Localized display name.
|
||||
-- @field #number category Unit category.
|
||||
|
||||
--- A distance type
|
||||
-- @type Distance
|
||||
@@ -337,7 +376,7 @@ do -- Types
|
||||
|
||||
--- Time is given in seconds.
|
||||
-- @type Time
|
||||
-- @extends #number
|
||||
-- @extends #number Time in seconds.
|
||||
|
||||
--- Model time is the time that drives the simulation. Model time may be stopped, accelerated and decelerated relative real time.
|
||||
-- @type ModelTime
|
||||
@@ -345,20 +384,20 @@ do -- Types
|
||||
|
||||
--- Mission time is a model time plus time of the mission start.
|
||||
-- @type MissionTime
|
||||
-- @extends #number
|
||||
-- @extends #number Time in seconds.
|
||||
|
||||
|
||||
--- Distance is given in meters.
|
||||
-- @type Distance
|
||||
-- @extends #number
|
||||
-- @extends #number Distance in meters.
|
||||
|
||||
--- Angle is given in radians.
|
||||
-- @type Angle
|
||||
-- @extends #number
|
||||
-- @extends #number Angle in radians.
|
||||
|
||||
--- Azimuth is an angle of rotation around world axis y counter-clockwise.
|
||||
-- @type Azimuth
|
||||
-- @extends #number
|
||||
-- @extends #number Angle in radians.
|
||||
|
||||
--- Mass is given in kilograms.
|
||||
-- @type Mass
|
||||
@@ -378,15 +417,15 @@ do -- Types
|
||||
|
||||
--- 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
|
||||
-- @field #Vec3 p 3D position vector.
|
||||
-- @field #Vec3 x Orientation component of vector pointing East.
|
||||
-- @field #Vec3 y Orientation component of vector pointing up.
|
||||
-- @field #Vec3 z Orientation component of vector pointing North.
|
||||
|
||||
--- 3-dimensional box.
|
||||
-- @type Box3
|
||||
-- @field #Vec3 min
|
||||
-- @field #Vec3 max
|
||||
-- @field #Vec3 min Min.
|
||||
-- @field #Vec3 max 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
|
||||
@@ -427,9 +466,15 @@ do -- Types
|
||||
-- @type TaskArray
|
||||
-- @list <#Task>
|
||||
|
||||
---
|
||||
--@type WaypointAir
|
||||
--@field #boolean lateActivated
|
||||
--@field #boolean uncontrolled
|
||||
|
||||
end --
|
||||
|
||||
|
||||
|
||||
do -- Object
|
||||
|
||||
--- [DCS Class Object](https://wiki.hoggitworld.com/view/DCS_Class_Object)
|
||||
@@ -485,7 +530,7 @@ do -- Object
|
||||
--- Returns object coordinates for current time.
|
||||
-- @function [parent=#Object] getPoint
|
||||
-- @param #Object self
|
||||
-- @return #Vec3
|
||||
-- @return #Vec3 3D position vector with x,y,z components.
|
||||
|
||||
--- Returns object position for current time.
|
||||
-- @function [parent=#Object] getPosition
|
||||
@@ -495,7 +540,7 @@ do -- Object
|
||||
--- Returns the unit's velocity vector.
|
||||
-- @function [parent=#Object] getVelocity
|
||||
-- @param #Object self
|
||||
-- @return #Vec3
|
||||
-- @return #Vec3 3D velocity vector.
|
||||
|
||||
--- Returns true if the unit is in air.
|
||||
-- @function [parent=#Object] inAir
|
||||
@@ -527,6 +572,126 @@ do -- CoalitionObject
|
||||
end -- CoalitionObject
|
||||
|
||||
|
||||
do -- Weapon
|
||||
|
||||
--- [DCS Class Weapon](https://wiki.hoggitworld.com/view/DCS_Class_Weapon)
|
||||
-- @type Weapon
|
||||
-- @extends #CoalitionObject
|
||||
-- @field #Weapon.flag flag enum stores weapon flags. Some of them are combination of another flags.
|
||||
-- @field #Weapon.Category Category enum that stores weapon categories.
|
||||
-- @field #Weapon.GuidanceType GuidanceType enum that stores guidance methods. Available only for guided weapon (Weapon.Category.MISSILE and some Weapon.Category.BOMB).
|
||||
-- @field #Weapon.MissileCategory MissileCategory enum that stores missile category. Available only for missiles (Weapon.Category.MISSILE).
|
||||
-- @field #Weapon.WarheadType WarheadType enum that stores warhead types.
|
||||
-- @field #Weapon.Desc Desc The descriptor of a weapon.
|
||||
|
||||
--- enum stores weapon flags. Some of them are combination of another flags.
|
||||
-- @type Weapon.flag
|
||||
-- @field LGB
|
||||
-- @field TvGB
|
||||
-- @field SNSGB
|
||||
-- @field HEBomb
|
||||
-- @field Penetrator
|
||||
-- @field NapalmBomb
|
||||
-- @field FAEBomb
|
||||
-- @field ClusterBomb
|
||||
-- @field Dispencer
|
||||
-- @field CandleBomb
|
||||
-- @field ParachuteBomb
|
||||
-- @field GuidedBomb = LGB + TvGB + SNSGB
|
||||
-- @field AnyUnguidedBomb = HEBomb + Penetrator + NapalmBomb + FAEBomb + ClusterBomb + Dispencer + CandleBomb + ParachuteBomb
|
||||
-- @field AnyBomb = GuidedBomb + AnyUnguidedBomb
|
||||
-- @field LightRocket
|
||||
-- @field MarkerRocket
|
||||
-- @field CandleRocket
|
||||
-- @field HeavyRocket
|
||||
-- @field AnyRocket = LightRocket + HeavyRocket + MarkerRocket + CandleRocket
|
||||
-- @field AntiRadarMissile
|
||||
-- @field AntiShipMissile
|
||||
-- @field AntiTankMissile
|
||||
-- @field FireAndForgetASM
|
||||
-- @field LaserASM
|
||||
-- @field TeleASM
|
||||
-- @field CruiseMissile
|
||||
-- @field GuidedASM = LaserASM + TeleASM
|
||||
-- @field TacticASM = GuidedASM + FireAndForgetASM
|
||||
-- @field AnyASM = AntiRadarMissile + AntiShipMissile + AntiTankMissile + FireAndForgetASM + GuidedASM + CruiseMissile
|
||||
-- @field SRAAM
|
||||
-- @field MRAAM
|
||||
-- @field LRAAM
|
||||
-- @field IR_AAM
|
||||
-- @field SAR_AAM
|
||||
-- @field AR_AAM
|
||||
-- @field AnyAAM = IR_AAM + SAR_AAM + AR_AAM + SRAAM + MRAAM + LRAAM
|
||||
-- @field AnyMissile = AnyASM + AnyAAM
|
||||
-- @field AnyAutonomousMissile = IR_AAM + AntiRadarMissile + AntiShipMissile + FireAndForgetASM + CruiseMissile
|
||||
-- @field GUN_POD
|
||||
-- @field BuiltInCannon
|
||||
-- @field Cannons = GUN_POD + BuiltInCannon
|
||||
-- @field AnyAGWeapon = BuiltInCannon + GUN_POD + AnyBomb + AnyRocket + AnyASM
|
||||
-- @field AnyAAWeapon = BuiltInCannon + GUN_POD + AnyAAM
|
||||
-- @field UnguidedWeapon = Cannons + BuiltInCannon + GUN_POD + AnyUnguidedBomb + AnyRocket
|
||||
-- @field GuidedWeapon = GuidedBomb + AnyASM + AnyAAM
|
||||
-- @field AnyWeapon = AnyBomb + AnyRocket + AnyMissile + Cannons
|
||||
-- @field MarkerWeapon = MarkerRocket + CandleRocket + CandleBomb
|
||||
-- @field ArmWeapon = AnyWeapon - MarkerWeapon
|
||||
|
||||
--- Weapon.Category enum that stores weapon categories.
|
||||
-- @type Weapon.Category
|
||||
-- @field SHELL
|
||||
-- @field MISSILE
|
||||
-- @field ROCKET
|
||||
-- @field BOMB
|
||||
|
||||
|
||||
--- Weapon.GuidanceType enum that stores guidance methods. Available only for guided weapon (Weapon.Category.MISSILE and some Weapon.Category.BOMB).
|
||||
-- @type Weapon.GuidanceType
|
||||
-- @field INS
|
||||
-- @field IR
|
||||
-- @field RADAR_ACTIVE
|
||||
-- @field RADAR_SEMI_ACTIVE
|
||||
-- @field RADAR_PASSIVE
|
||||
-- @field TV
|
||||
-- @field LASER
|
||||
-- @field TELE
|
||||
|
||||
|
||||
--- Weapon.MissileCategory enum that stores missile category. Available only for missiles (Weapon.Category.MISSILE).
|
||||
-- @type Weapon.MissileCategory
|
||||
-- @field AAM
|
||||
-- @field SAM
|
||||
-- @field BM
|
||||
-- @field ANTI_SHIP
|
||||
-- @field CRUISE
|
||||
-- @field OTHER
|
||||
|
||||
--- Weapon.WarheadType enum that stores warhead types.
|
||||
-- @type Weapon.WarheadType
|
||||
-- @field AP
|
||||
-- @field HE
|
||||
-- @field SHAPED_EXPLOSIVE
|
||||
|
||||
--- Returns the unit that launched the weapon.
|
||||
-- @function [parent=#Weapon] getLauncher
|
||||
-- @param #Weapon self
|
||||
-- @return #Unit
|
||||
|
||||
--- returns target of the guided weapon. Unguided weapons and guided weapon that is targeted at the point on the ground will return nil.
|
||||
-- @function [parent=#Weapon] getTarget
|
||||
-- @param #Weapon self
|
||||
-- @return #Object
|
||||
|
||||
--- returns weapon descriptor. Descriptor type depends on weapon category.
|
||||
-- @function [parent=#Weapon] getDesc
|
||||
-- @param #Weapon self
|
||||
-- @return #Weapon.Desc
|
||||
|
||||
|
||||
|
||||
Weapon = {} --#Weapon
|
||||
|
||||
end -- Weapon
|
||||
|
||||
|
||||
do -- Airbase
|
||||
|
||||
--- [DCS Class Airbase](https://wiki.hoggitworld.com/view/DCS_Class_Airbase)
|
||||
@@ -582,7 +747,66 @@ do -- Airbase
|
||||
|
||||
end -- Airbase
|
||||
|
||||
do -- Spot
|
||||
|
||||
--- [DCS Class Spot](https://wiki.hoggitworld.com/view/DCS_Class_Spot)
|
||||
-- Represents a spot from laser or IR-pointer.
|
||||
-- @type Spot
|
||||
-- @field #Spot.Category Category enum that stores spot categories.
|
||||
|
||||
--- Enum that stores spot categories.
|
||||
-- @type Spot.Category
|
||||
-- @field #string INFRA_RED
|
||||
-- @field #string LASER
|
||||
|
||||
|
||||
--- Creates a laser ray emanating from the given object to a point in 3d space.
|
||||
-- @function [parent=#Spot] createLaser
|
||||
-- @param DCS#Object Source The source object of the laser.
|
||||
-- @param DCS#Vec3 LocalRef An optional 3D offset for the source.
|
||||
-- @param DCS#Vec3 Vec3 Target coordinate where the ray is pointing at.
|
||||
-- @param #number LaserCode Any 4 digit number between 1111 and 1788.
|
||||
-- @return #Spot
|
||||
|
||||
--- Creates an infrared ray emanating from the given object to a point in 3d space. Can be seen with night vision goggles.
|
||||
-- @function [parent=#Spot] createInfraRed
|
||||
-- @param DCS#Object Source Source position of the IR ray.
|
||||
-- @param DCS#Vec3 LocalRef An optional 3D offset for the source.
|
||||
-- @param DCS#Vec3 Vec3 Target coordinate where the ray is pointing at.
|
||||
-- @return #Spot
|
||||
|
||||
--- Returns a vec3 table of the x, y, and z coordinates for the position of the given object in 3D space. Coordinates are dependent on the position of the maps origin.
|
||||
-- @function [parent=#Spot] getPoint
|
||||
-- @param #Spot self
|
||||
-- @return DCS#Vec3 Point in 3D, where the beam is pointing at.
|
||||
|
||||
--- Sets the destination point from which the source of the spot is drawn toward.
|
||||
-- @function [parent=#Spot] setPoint
|
||||
-- @param #Spot self
|
||||
-- @param DCS#Vec3 Vec3 Point in 3D, where the beam is pointing at.
|
||||
|
||||
--- Returns the number that is used to define the laser code for which laser designation can track.
|
||||
-- @function [parent=#Spot] getCode
|
||||
-- @param #Spot self
|
||||
-- @return #number Code The laser code used.
|
||||
|
||||
--- Sets the number that is used to define the laser code for which laser designation can track.
|
||||
-- @function [parent=#Spot] setCode
|
||||
-- @param #Spot self
|
||||
-- @param #number Code The laser code. Default value is 1688.
|
||||
|
||||
--- Destroys the spot.
|
||||
-- @function [parent=#Spot] destroy
|
||||
-- @param #Spot self
|
||||
|
||||
--- Gets the category of the spot (laser or IR).
|
||||
-- @function [parent=#Spot] getCategory
|
||||
-- @param #Spot self
|
||||
-- @return #string Category.
|
||||
|
||||
Spot = {} --#Spot
|
||||
|
||||
end -- Spot
|
||||
|
||||
do -- Controller
|
||||
--- 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.
|
||||
@@ -939,6 +1163,10 @@ do -- Unit
|
||||
-- @param #Unit self
|
||||
-- @return #Unit.Desc
|
||||
|
||||
--- GROUND - Switch on/off radar emissions
|
||||
-- @function [parent=#Unit] enableEmission
|
||||
-- @param #Unit self
|
||||
-- @param #boolean switch
|
||||
|
||||
Unit = {} --#Unit
|
||||
|
||||
@@ -1009,7 +1237,7 @@ do -- Group
|
||||
-- @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.
|
||||
--- 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
|
||||
@@ -1024,6 +1252,11 @@ do -- Group
|
||||
-- @param #Group self
|
||||
-- @return #Controller
|
||||
|
||||
--- GROUND - Switch on/off radar emissions
|
||||
-- @function [parent=#Group] enableEmission
|
||||
-- @param #Group self
|
||||
-- @param #boolean switch
|
||||
|
||||
Group = {} --#Group
|
||||
|
||||
end -- Group
|
||||
@@ -1082,6 +1315,7 @@ do -- AI
|
||||
-- @field TAKEOFF
|
||||
-- @field TAKEOFF_PARKING
|
||||
-- @field TURNING_POINT
|
||||
-- @field TAKEOFF_PARKING_HOT
|
||||
-- @field LAND
|
||||
|
||||
--- @type AI.Task.TurnMethod
|
||||
@@ -1119,7 +1353,7 @@ do -- AI
|
||||
-- @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
|
||||
@@ -1129,6 +1363,33 @@ do -- AI
|
||||
-- @field FORMATION
|
||||
-- @field RTB_ON_BINGO
|
||||
-- @field SILENCE
|
||||
-- @field RTB_ON_OUT_OF_AMMO
|
||||
-- @field ECM_USING
|
||||
-- @field PROHIBIT_AA
|
||||
-- @field PROHIBIT_JETT
|
||||
-- @field PROHIBIT_AB
|
||||
-- @field PROHIBIT_AG
|
||||
-- @field MISSILE_ATTACK
|
||||
-- @field PROHIBIT_WP_PASS_REPORT
|
||||
|
||||
--- @type AI.Option.Air.id.FORMATION
|
||||
-- @field LINE_ABREAST
|
||||
-- @field TRAIL
|
||||
-- @field WEDGE
|
||||
-- @field ECHELON_RIGHT
|
||||
-- @field ECHELON_LEFT
|
||||
-- @field FINGER_FOUR
|
||||
-- @field SPREAD_FOUR
|
||||
-- @field WW2_BOMBER_ELEMENT
|
||||
-- @field WW2_BOMBER_ELEMENT_HEIGHT
|
||||
-- @field WW2_FIGHTER_VIC
|
||||
-- @field HEL_WEDGE
|
||||
-- @field HEL_ECHELON
|
||||
-- @field HEL_FRONT
|
||||
-- @field HEL_COLUMN
|
||||
-- @field COMBAT_BOX
|
||||
-- @field JAVELIN_DOWN
|
||||
|
||||
|
||||
--- @type AI.Option.Air.val
|
||||
-- @field #AI.Option.Air.val.ROE ROE
|
||||
@@ -1162,11 +1423,26 @@ do -- AI
|
||||
-- @field WHEN_FLYING_IN_SAM_WEZ
|
||||
-- @field WHEN_FLYING_NEAR_ENEMIES
|
||||
|
||||
--- @type AI.Option.Air.val.ECM_USING
|
||||
-- @field NEVER_USE
|
||||
-- @field USE_IF_ONLY_LOCK_BY_RADAR
|
||||
-- @field USE_IF_DETECTED_LOCK_BY_RADAR
|
||||
-- @field ALWAYS_USE
|
||||
|
||||
--- @type AI.Option.Air.val.MISSILE_ATTACK
|
||||
-- @field MAX_RANGE
|
||||
-- @field NEZ_RANGE
|
||||
-- @field HALF_WAY_RMAX_NEZ
|
||||
-- @field TARGET_THREAT_EST
|
||||
-- @field RANDOM_RANGE
|
||||
|
||||
|
||||
--- @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}
|
||||
-- @field ENGAGE_AIR_WEAPONS
|
||||
|
||||
--- @type AI.Option.Ground.val
|
||||
-- @field #AI.Option.Ground.val.ROE ROE
|
||||
@@ -1197,6 +1473,3 @@ do -- AI
|
||||
AI = {} --#AI
|
||||
|
||||
end -- AI
|
||||
|
||||
|
||||
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -66,7 +66,7 @@
|
||||
-- Creates the main object which is preventing the airbase to get polluted with debris on the runway, which halts the airbase.
|
||||
--
|
||||
-- -- Clean these Zones.
|
||||
-- CleanUpAirports = CLEANUP_AIRBASE:New( { AIRBASE.Caucasus.Tbilisi, AIRBASE.Caucasus.Kutaisi )
|
||||
-- CleanUpAirports = CLEANUP_AIRBASE:New( { AIRBASE.Caucasus.Tbilisi, AIRBASE.Caucasus.Kutaisi } )
|
||||
--
|
||||
-- -- or
|
||||
-- CleanUpTbilisi = CLEANUP_AIRBASE:New( AIRBASE.Caucasus.Tbilisi )
|
||||
@@ -245,7 +245,7 @@ end
|
||||
function CLEANUP_AIRBASE.__:OnEventBirth( EventData )
|
||||
self:F( { EventData } )
|
||||
|
||||
if EventData.IniUnit:IsAlive() ~= nil then
|
||||
if EventData and EventData.IniUnit and EventData.IniUnit:IsAlive() ~= nil then
|
||||
if self:IsInAirbase( EventData.IniUnit:GetVec2() ) then
|
||||
self.CleanUpList[EventData.IniDCSUnitName] = {}
|
||||
self.CleanUpList[EventData.IniDCSUnitName].CleanUpUnit = EventData.IniUnit
|
||||
@@ -442,4 +442,3 @@ function CLEANUP_AIRBASE.__:CleanUpSchedule()
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
|
||||
@@ -286,9 +286,9 @@ do -- DESIGNATE
|
||||
-- * The status report can be automatically flashed by selecting "Status" -> "Flash Status On".
|
||||
-- * The automatic flashing of the status report can be deactivated by selecting "Status" -> "Flash Status Off".
|
||||
-- * The flashing of the status menu is disabled by default.
|
||||
-- * The method @{#DESIGNATE.FlashStatusMenu}() can be used to enable or disable to flashing of the status menu.
|
||||
-- * The method @{#DESIGNATE.SetFlashStatusMenu}() can be used to enable or disable to flashing of the status menu.
|
||||
--
|
||||
-- Designate:FlashStatusMenu( true )
|
||||
-- Designate:SetFlashStatusMenu( true )
|
||||
--
|
||||
-- The example will activate the flashing of the status menu for this Designate object.
|
||||
--
|
||||
@@ -469,7 +469,7 @@ do -- DESIGNATE
|
||||
self.CC = CC
|
||||
self.Detection = Detection
|
||||
self.AttackSet = AttackSet
|
||||
self.RecceSet = Detection:GetDetectionSetGroup()
|
||||
self.RecceSet = Detection:GetDetectionSet()
|
||||
self.Recces = {}
|
||||
self.Designating = {}
|
||||
self:SetDesignateName()
|
||||
@@ -1001,7 +1001,13 @@ do -- DESIGNATE
|
||||
local ID = self.Detection:GetDetectedItemID( DetectedItem )
|
||||
local MenuText = ID --.. ", " .. Coord:ToStringA2G( AttackGroup )
|
||||
|
||||
MenuText = string.format( "(%3s) %s", Designating, MenuText )
|
||||
-- Use injected MenuName from TaskA2GDispatcher if using same Detection Object
|
||||
if DetectedItem.DesignateMenuName then
|
||||
MenuText = string.format( "(%3s) %s", Designating, DetectedItem.DesignateMenuName )
|
||||
else
|
||||
MenuText = string.format( "(%3s) %s", Designating, MenuText )
|
||||
end
|
||||
|
||||
local DetectedMenu = MENU_GROUP_DELAYED:New( AttackGroup, MenuText, MenuDesignate ):SetTime( MenuTime ):SetTag( self.DesignateName )
|
||||
|
||||
-- Build the Lasing menu.
|
||||
@@ -1182,7 +1188,7 @@ do -- DESIGNATE
|
||||
|
||||
|
||||
local DetectedItem = self.Detection:GetDetectedItemByIndex( Index )
|
||||
local TargetSetUnit = self.Detection:GetDetectedSet( DetectedItem )
|
||||
local TargetSetUnit = self.Detection:GetDetectedItemSet( DetectedItem )
|
||||
|
||||
local MarkingCount = 0
|
||||
local MarkedTypes = {}
|
||||
@@ -1352,7 +1358,7 @@ do -- DESIGNATE
|
||||
end
|
||||
|
||||
local DetectedItem = self.Detection:GetDetectedItemByIndex( Index )
|
||||
local TargetSetUnit = self.Detection:GetDetectedSet( DetectedItem )
|
||||
local TargetSetUnit = self.Detection:GetDetectedItemSet( DetectedItem )
|
||||
|
||||
local Recces = self.Recces
|
||||
|
||||
@@ -1377,7 +1383,7 @@ do -- DESIGNATE
|
||||
function DESIGNATE:onafterSmoke( From, Event, To, Index, Color )
|
||||
|
||||
local DetectedItem = self.Detection:GetDetectedItemByIndex( Index )
|
||||
local TargetSetUnit = self.Detection:GetDetectedSet( DetectedItem )
|
||||
local TargetSetUnit = self.Detection:GetDetectedItemSet( DetectedItem )
|
||||
local TargetSetUnitCount = TargetSetUnit:Count()
|
||||
|
||||
local MarkedCount = 0
|
||||
@@ -1393,7 +1399,7 @@ do -- DESIGNATE
|
||||
self:F( "Smoking ..." )
|
||||
|
||||
local RecceGroup = self.RecceSet:FindNearestGroupFromPointVec2(SmokeUnit:GetPointVec2())
|
||||
local RecceUnit = RecceGroup:GetUnit( 1 )
|
||||
local RecceUnit = RecceGroup:GetUnit( 1 ) -- Wrapper.Unit#UNIT
|
||||
|
||||
if RecceUnit then
|
||||
|
||||
@@ -1422,7 +1428,7 @@ do -- DESIGNATE
|
||||
function DESIGNATE:onafterIlluminate( From, Event, To, Index )
|
||||
|
||||
local DetectedItem = self.Detection:GetDetectedItemByIndex( Index )
|
||||
local TargetSetUnit = self.Detection:GetDetectedSet( DetectedItem )
|
||||
local TargetSetUnit = self.Detection:GetDetectedItemSet( DetectedItem )
|
||||
local TargetUnit = TargetSetUnit:GetFirst()
|
||||
|
||||
if TargetUnit then
|
||||
|
||||
@@ -291,23 +291,40 @@ do -- DETECTION_BASE
|
||||
--- @type DETECTION_BASE.DetectedItems
|
||||
-- @list <#DETECTION_BASE.DetectedItem>
|
||||
|
||||
--- @type DETECTION_BASE.DetectedItem
|
||||
--- Detected item data structrue.
|
||||
-- @type DETECTION_BASE.DetectedItem
|
||||
-- @field #boolean IsDetected Indicates if the DetectedItem has been detected or not.
|
||||
-- @field Core.Set#SET_UNIT Set
|
||||
-- @field Core.Set#SET_UNIT Set -- The Set of Units in the detected area.
|
||||
-- @field Core.Zone#ZONE_UNIT Zone -- The Zone of the detected area.
|
||||
-- @field #boolean Changed Documents if the detected area has changes.
|
||||
-- @field Core.Set#SET_UNIT Set The Set of Units in the detected area.
|
||||
-- @field Core.Zone#ZONE_UNIT Zone The Zone of the detected area.
|
||||
-- @field #boolean Changed Documents if the detected area has changed.
|
||||
-- @field #table Changes A list of the changes reported on the detected area. (It is up to the user of the detected area to consume those changes).
|
||||
-- @field #number ID -- The identifier of the detected area.
|
||||
-- @field #number ID The identifier of the detected area.
|
||||
-- @field #boolean FriendliesNearBy Indicates if there are friendlies within the detected area.
|
||||
-- @field Wrapper.Unit#UNIT NearestFAC The nearest FAC near the Area.
|
||||
-- @field Core.Point#COORDINATE Coordinate The last known coordinate of the DetectedItem.
|
||||
-- @field Core.Point#COORDINATE InterceptCoord Intercept coordiante.
|
||||
-- @field #number DistanceRecce Distance in meters of the Recce.
|
||||
-- @field #number Index Detected item key. Could also be a string.
|
||||
-- @field #string ItemID ItemPrefix .. "." .. self.DetectedItemMax.
|
||||
-- @field #boolean Locked Lock detected item.
|
||||
-- @field #table PlayersNearBy Table of nearby players.
|
||||
-- @field #table FriendliesDistance Table of distances to friendly units.
|
||||
-- @field #string TypeName Type name of the detected unit.
|
||||
-- @field #string CategoryName Catetory name of the detected unit.
|
||||
-- @field #string Name Name of the detected object.
|
||||
-- @field #boolean IsVisible If true, detected object is visible.
|
||||
-- @field #number LastTime Last time the detected item was seen.
|
||||
-- @field DCS#Vec3 LastPos Last known position of the detected item.
|
||||
-- @field DCS#Vec3 LastVelocity Last recorded 3D velocity vector of the detected item.
|
||||
-- @field #boolean KnowType Type of detected item is known.
|
||||
-- @field #boolean KnowDistance Distance to the detected item is known.
|
||||
-- @field #number Distance Distance to the detected item.
|
||||
|
||||
--- DETECTION constructor.
|
||||
-- @param #DETECTION_BASE self
|
||||
-- @param Core.Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Forward Air Controller role.
|
||||
-- @param Core.Set#SET_GROUP DetectionSet The @{Set} of @{Group}s that is used to detect the units.
|
||||
-- @return #DETECTION_BASE self
|
||||
function DETECTION_BASE:New( DetectionSetGroup )
|
||||
function DETECTION_BASE:New( DetectionSet )
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, FSM:New() ) -- #DETECTION_BASE
|
||||
@@ -316,7 +333,7 @@ do -- DETECTION_BASE
|
||||
self.DetectedItemMax = 0
|
||||
self.DetectedItems = {}
|
||||
|
||||
self.DetectionSetGroup = DetectionSetGroup
|
||||
self.DetectionSet = DetectionSet
|
||||
|
||||
self.RefreshTimeInterval = 30
|
||||
|
||||
@@ -398,7 +415,7 @@ do -- DETECTION_BASE
|
||||
-- @param #string To The To State string.
|
||||
|
||||
self:AddTransition( "Detecting", "Detect", "Detecting" )
|
||||
self:AddTransition( "Detecting", "DetectionGroup", "Detecting" )
|
||||
self:AddTransition( "Detecting", "Detection", "Detecting" )
|
||||
|
||||
--- OnBefore Transition Handler for Event Detect.
|
||||
-- @function [parent=#DETECTION_BASE] OnBeforeDetect
|
||||
@@ -441,15 +458,18 @@ do -- DETECTION_BASE
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param #table Units Table of detected units.
|
||||
|
||||
--- Synchronous Event Trigger for Event Detected.
|
||||
-- @function [parent=#DETECTION_BASE] Detected
|
||||
-- @param #DETECTION_BASE self
|
||||
-- @param #table Units Table of detected units.
|
||||
|
||||
--- Asynchronous Event Trigger for Event Detected.
|
||||
-- @function [parent=#DETECTION_BASE] __Detected
|
||||
-- @param #DETECTION_BASE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
-- @param #table Units Table of detected units.
|
||||
|
||||
self:AddTransition( "Detecting", "DetectedItem", "Detecting" )
|
||||
|
||||
@@ -540,22 +560,48 @@ do -- DETECTION_BASE
|
||||
self.DetectedObjects[DetectionObjectName].Distance = 10000000
|
||||
|
||||
end
|
||||
for DetectionGroupID, DetectionGroupData in pairs( self.DetectionSetGroup:GetSet() ) do
|
||||
--self:F( { DetectionGroupData } )
|
||||
self:F( { DetectionGroup = DetectionGroupData:GetName() } )
|
||||
self:__DetectionGroup( DetectDelay, DetectionGroupData, DetectionTimeStamp ) -- Process each detection asynchronously.
|
||||
self.DetectionCount = self.DetectionCount + 1
|
||||
DetectDelay = DetectDelay + 1
|
||||
end
|
||||
|
||||
-- Count alive(!) groups only. Solves issue #1173 https://github.com/FlightControl-Master/MOOSE/issues/1173
|
||||
self.DetectionCount = self:CountAliveRecce()
|
||||
|
||||
local DetectionInterval = self.DetectionCount / ( self.RefreshTimeInterval - 1 )
|
||||
|
||||
self:ForEachAliveRecce(
|
||||
function( DetectionGroup )
|
||||
self:__Detection( DetectDelay, DetectionGroup, DetectionTimeStamp ) -- Process each detection asynchronously.
|
||||
DetectDelay = DetectDelay + DetectionInterval
|
||||
end
|
||||
)
|
||||
|
||||
self:__Detect( -self.RefreshTimeInterval )
|
||||
|
||||
end
|
||||
|
||||
--- @param #DETECTION_BASE self
|
||||
-- @param #number The amount of alive recce.
|
||||
function DETECTION_BASE:CountAliveRecce()
|
||||
|
||||
return self.DetectionSet:CountAlive()
|
||||
|
||||
end
|
||||
|
||||
--- @param #DETECTION_BASE self
|
||||
function DETECTION_BASE:ForEachAliveRecce( IteratorFunction, ... )
|
||||
self:F2( arg )
|
||||
|
||||
self.DetectionSet:ForEachGroupAlive( IteratorFunction, arg )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- @param #DETECTION_BASE self
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param Wrapper.Group#GROUP DetectionGroup The Group detecting.
|
||||
-- @param #number DetectionTimeStamp Time stamp of detection event.
|
||||
function DETECTION_BASE:onafterDetectionGroup( From, Event, To, DetectionGroup, DetectionTimeStamp )
|
||||
function DETECTION_BASE:onafterDetection( From, Event, To, Detection, DetectionTimeStamp )
|
||||
|
||||
--self:F( { DetectedObjects = self.DetectedObjects } )
|
||||
|
||||
@@ -563,16 +609,16 @@ do -- DETECTION_BASE
|
||||
|
||||
local HasDetectedObjects = false
|
||||
|
||||
if DetectionGroup:IsAlive() then
|
||||
if Detection and Detection:IsAlive() then
|
||||
|
||||
--self:T( { "DetectionGroup is Alive", DetectionGroup:GetName() } )
|
||||
|
||||
local DetectionGroupName = DetectionGroup:GetName()
|
||||
local DetectionUnit = DetectionGroup:GetUnit(1)
|
||||
local DetectionGroupName = Detection:GetName()
|
||||
local DetectionUnit = Detection:GetUnit(1)
|
||||
|
||||
local DetectedUnits = {}
|
||||
|
||||
local DetectedTargets = DetectionGroup:GetDetectedTargets(
|
||||
local DetectedTargets = Detection:GetDetectedTargets(
|
||||
self.DetectVisual,
|
||||
self.DetectOptical,
|
||||
self.DetectRadar,
|
||||
@@ -624,7 +670,7 @@ do -- DETECTION_BASE
|
||||
|
||||
local DetectedObjectVec3 = DetectedObject:getPoint()
|
||||
local DetectedObjectVec2 = { x = DetectedObjectVec3.x, y = DetectedObjectVec3.z }
|
||||
local DetectionGroupVec3 = DetectionGroup:GetVec3()
|
||||
local DetectionGroupVec3 = Detection:GetVec3()
|
||||
local DetectionGroupVec2 = { x = DetectionGroupVec3.x, y = DetectionGroupVec3.z }
|
||||
|
||||
local Distance = ( ( DetectedObjectVec3.x - DetectionGroupVec3.x )^2 +
|
||||
@@ -788,23 +834,27 @@ do -- DETECTION_BASE
|
||||
-- IsDetected = false!
|
||||
-- This is used in A2A_TASK_DISPATCHER to initiate fighter sweeping! The TASK_A2A_INTERCEPT tasks will be replaced with TASK_A2A_SWEEP tasks.
|
||||
for DetectedObjectName, DetectedObject in pairs( self.DetectedObjects ) do
|
||||
if self.DetectedObjects[DetectedObjectName].IsDetected == true and self.DetectedObjects[DetectedObjectName].DetectionTimeStamp + 60 <= DetectionTimeStamp then
|
||||
if self.DetectedObjects[DetectedObjectName].IsDetected == true and self.DetectedObjects[DetectedObjectName].DetectionTimeStamp + 300 <= DetectionTimeStamp then
|
||||
self.DetectedObjects[DetectedObjectName].IsDetected = false
|
||||
end
|
||||
end
|
||||
|
||||
self:CreateDetectionItems() -- Polymorphic call to Create/Update the DetectionItems list for the DETECTION_ class grouping method.
|
||||
|
||||
for DetectedItemID, DetectedItem in pairs( self.DetectedItems ) do
|
||||
|
||||
self:UpdateDetectedItemDetection( DetectedItem )
|
||||
|
||||
self:CleanDetectionItem( DetectedItem, DetectedItemID ) -- Any DetectionItem that has a Set with zero elements in it, must be removed from the DetectionItems list.
|
||||
|
||||
if DetectedItem then
|
||||
self:__DetectedItem( 0.1, DetectedItem )
|
||||
end
|
||||
end
|
||||
|
||||
self:__Detect( self.RefreshTimeInterval )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
|
||||
@@ -812,7 +862,7 @@ do -- DETECTION_BASE
|
||||
|
||||
do -- DetectionItems Creation
|
||||
|
||||
-- Clean the DetectedItem table.
|
||||
--- Clean the DetectedItem table.
|
||||
-- @param #DETECTION_BASE self
|
||||
-- @return #DETECTION_BASE
|
||||
function DETECTION_BASE:CleanDetectionItem( DetectedItem, DetectedItemID )
|
||||
@@ -838,7 +888,7 @@ do -- DETECTION_BASE
|
||||
local DetectedItems = self:GetDetectedItems()
|
||||
|
||||
for DetectedItemIndex, DetectedItem in pairs( DetectedItems ) do
|
||||
local DetectedSet = self:GetDetectedSet( DetectedItem )
|
||||
local DetectedSet = self:GetDetectedItemSet( DetectedItem )
|
||||
if DetectedSet then
|
||||
DetectedSet:RemoveUnitsByName( UnitName )
|
||||
end
|
||||
@@ -1012,7 +1062,7 @@ do -- DETECTION_BASE
|
||||
--- Set the parameters to calculate to optimal intercept point.
|
||||
-- @param #DETECTION_BASE self
|
||||
-- @param #boolean Intercept Intercept is true if an intercept point is calculated. Intercept is false if it is disabled. The default Intercept is false.
|
||||
-- @param #number IntereptDelay If Intercept is true, then InterceptDelay is the average time it takes to get airplanes airborne.
|
||||
-- @param #number InterceptDelay If Intercept is true, then InterceptDelay is the average time it takes to get airplanes airborne.
|
||||
-- @return #DETECTION_BASE self
|
||||
function DETECTION_BASE:SetIntercept( Intercept, InterceptDelay )
|
||||
self:F2()
|
||||
@@ -1229,17 +1279,17 @@ do -- DETECTION_BASE
|
||||
|
||||
--- Returns if there are friendlies nearby the FAC units ...
|
||||
-- @param #DETECTION_BASE self
|
||||
-- @param DetectedItem
|
||||
-- @param #DETECTION_BASE.DetectedItem DetectedItem
|
||||
-- @param DCS#Unit.Category Category The category of the unit.
|
||||
-- @return #boolean true if there are friendlies nearby
|
||||
function DETECTION_BASE:IsFriendliesNearBy( DetectedItem, Category )
|
||||
--self:F( { "FriendliesNearBy Test", DetectedItem.FriendliesNearBy } )
|
||||
-- self:F( { "FriendliesNearBy Test", DetectedItem.FriendliesNearBy } )
|
||||
return ( DetectedItem.FriendliesNearBy and DetectedItem.FriendliesNearBy[Category] ~= nil ) or false
|
||||
end
|
||||
|
||||
--- Returns friendly units nearby the FAC units ...
|
||||
-- @param #DETECTION_BASE self
|
||||
-- @param DetectedItem
|
||||
-- @param #DETECTION_BASE.DetectedItem DetectedItem
|
||||
-- @param DCS#Unit.Category Category The category of the unit.
|
||||
-- @return #map<#string,Wrapper.Unit#UNIT> The map of Friendly UNITs.
|
||||
function DETECTION_BASE:GetFriendliesNearBy( DetectedItem, Category )
|
||||
@@ -1249,6 +1299,7 @@ do -- DETECTION_BASE
|
||||
|
||||
--- Returns if there are friendlies nearby the intercept ...
|
||||
-- @param #DETECTION_BASE self
|
||||
-- @param #DETECTION_BASE.DetectedItem DetectedItem
|
||||
-- @return #boolean trhe if there are friendlies near the intercept.
|
||||
function DETECTION_BASE:IsFriendliesNearIntercept( DetectedItem )
|
||||
|
||||
@@ -1257,6 +1308,7 @@ do -- DETECTION_BASE
|
||||
|
||||
--- Returns friendly units nearby the intercept point ...
|
||||
-- @param #DETECTION_BASE self
|
||||
-- @param #DETECTION_BASE.DetectedItem DetectedItem The detected item.
|
||||
-- @return #map<#string,Wrapper.Unit#UNIT> The map of Friendly UNITs.
|
||||
function DETECTION_BASE:GetFriendliesNearIntercept( DetectedItem )
|
||||
|
||||
@@ -1265,7 +1317,8 @@ do -- DETECTION_BASE
|
||||
|
||||
--- Returns the distance used to identify friendlies near the deteted item ...
|
||||
-- @param #DETECTION_BASE self
|
||||
-- @return #number The distance.
|
||||
-- @param #DETECTION_BASE.DetectedItem DetectedItem The detected item.
|
||||
-- @return #table A table of distances to friendlies.
|
||||
function DETECTION_BASE:GetFriendliesDistance( DetectedItem )
|
||||
|
||||
return DetectedItem.FriendliesDistance
|
||||
@@ -1273,6 +1326,7 @@ do -- DETECTION_BASE
|
||||
|
||||
--- Returns if there are friendlies nearby the FAC units ...
|
||||
-- @param #DETECTION_BASE self
|
||||
-- @param #DETECTION_BASE.DetectedItem DetectedItem
|
||||
-- @return #boolean trhe if there are friendlies nearby
|
||||
function DETECTION_BASE:IsPlayersNearBy( DetectedItem )
|
||||
|
||||
@@ -1281,6 +1335,7 @@ do -- DETECTION_BASE
|
||||
|
||||
--- Returns friendly units nearby the FAC units ...
|
||||
-- @param #DETECTION_BASE self
|
||||
-- @param #DETECTION_BASE.DetectedItem DetectedItem The detected item.
|
||||
-- @return #map<#string,Wrapper.Unit#UNIT> The map of Friendly UNITs.
|
||||
function DETECTION_BASE:GetPlayersNearBy( DetectedItem )
|
||||
|
||||
@@ -1289,10 +1344,11 @@ do -- DETECTION_BASE
|
||||
|
||||
--- Background worker function to determine if there are friendlies nearby ...
|
||||
-- @param #DETECTION_BASE self
|
||||
-- @param #table TargetData
|
||||
function DETECTION_BASE:ReportFriendliesNearBy( TargetData )
|
||||
--self:F( { "Search Friendlies", DetectedItem = TargetData.DetectedItem } )
|
||||
|
||||
local DetectedItem = TargetData.DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem
|
||||
local DetectedItem = TargetData.DetectedItem --#DETECTION_BASE.DetectedItem
|
||||
local DetectedSet = TargetData.DetectedItem.Set
|
||||
local DetectedUnit = DetectedSet:GetFirst() -- Wrapper.Unit#UNIT
|
||||
|
||||
@@ -1376,33 +1432,37 @@ do -- DETECTION_BASE
|
||||
world.searchObjects( Object.Category.UNIT, SphereSearch, FindNearByFriendlies, TargetData )
|
||||
|
||||
DetectedItem.PlayersNearBy = nil
|
||||
local DetectionZone = ZONE_UNIT:New( "DetectionPlayers", DetectedUnit, self.FriendliesRange )
|
||||
|
||||
_DATABASE:ForEachPlayer(
|
||||
--- @param Wrapper.Unit#UNIT PlayerUnit
|
||||
function( PlayerUnitName )
|
||||
local PlayerUnit = UNIT:FindByName( PlayerUnitName )
|
||||
|
||||
if PlayerUnit and PlayerUnit:IsInZone(DetectionZone) then
|
||||
-- Fix for issue https://github.com/FlightControl-Master/MOOSE/issues/1225
|
||||
if PlayerUnit and PlayerUnit:IsAlive() then
|
||||
local coord=PlayerUnit:GetCoordinate()
|
||||
|
||||
local PlayerUnitCategory = PlayerUnit:GetDesc().category
|
||||
if coord and coord:IsInRadius( DetectedUnitCoord, self.FriendliesRange ) then
|
||||
|
||||
if ( not self.FriendliesCategory ) or ( self.FriendliesCategory and ( self.FriendliesCategory == PlayerUnitCategory ) ) then
|
||||
local PlayerUnitCategory = PlayerUnit:GetDesc().category
|
||||
|
||||
local PlayerUnitName = PlayerUnit:GetName()
|
||||
if ( not self.FriendliesCategory ) or ( self.FriendliesCategory and ( self.FriendliesCategory == PlayerUnitCategory ) ) then
|
||||
|
||||
DetectedItem.PlayersNearBy = DetectedItem.PlayersNearBy or {}
|
||||
DetectedItem.PlayersNearBy[PlayerUnitName] = PlayerUnit
|
||||
local PlayerUnitName = PlayerUnit:GetName()
|
||||
|
||||
-- Friendlies are sorted per unit category.
|
||||
DetectedItem.FriendliesNearBy = DetectedItem.FriendliesNearBy or {}
|
||||
DetectedItem.FriendliesNearBy[PlayerUnitCategory] = DetectedItem.FriendliesNearBy[PlayerUnitCategory] or {}
|
||||
DetectedItem.FriendliesNearBy[PlayerUnitCategory][PlayerUnitName] = PlayerUnit
|
||||
DetectedItem.PlayersNearBy = DetectedItem.PlayersNearBy or {}
|
||||
DetectedItem.PlayersNearBy[PlayerUnitName] = PlayerUnit
|
||||
|
||||
local Distance = DetectedUnitCoord:Get2DDistance( PlayerUnit:GetCoordinate() )
|
||||
DetectedItem.FriendliesDistance = DetectedItem.FriendliesDistance or {}
|
||||
DetectedItem.FriendliesDistance[Distance] = PlayerUnit
|
||||
-- Friendlies are sorted per unit category.
|
||||
DetectedItem.FriendliesNearBy = DetectedItem.FriendliesNearBy or {}
|
||||
DetectedItem.FriendliesNearBy[PlayerUnitCategory] = DetectedItem.FriendliesNearBy[PlayerUnitCategory] or {}
|
||||
DetectedItem.FriendliesNearBy[PlayerUnitCategory][PlayerUnitName] = PlayerUnit
|
||||
|
||||
local Distance = DetectedUnitCoord:Get2DDistance( PlayerUnit:GetCoordinate() )
|
||||
DetectedItem.FriendliesDistance = DetectedItem.FriendliesDistance or {}
|
||||
DetectedItem.FriendliesDistance[Distance] = PlayerUnit
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -1514,31 +1574,31 @@ do -- DETECTION_BASE
|
||||
--- Adds a new DetectedItem to the DetectedItems list.
|
||||
-- The DetectedItem is a table and contains a SET_UNIT in the field Set.
|
||||
-- @param #DETECTION_BASE self
|
||||
-- @param ItemPrefix
|
||||
-- @param DetectedItemKey The key of the DetectedItem.
|
||||
-- @param #string ItemPrefix Prefix of detected item.
|
||||
-- @param #number DetectedItemKey The key of the DetectedItem. Default self.DetectedItemMax. Could also be a string in principle.
|
||||
-- @param Core.Set#SET_UNIT Set (optional) The Set of Units to be added.
|
||||
-- @return #DETECTION_BASE.DetectedItem
|
||||
function DETECTION_BASE:AddDetectedItem( ItemPrefix, DetectedItemKey, Set )
|
||||
|
||||
local DetectedItem = {}
|
||||
local DetectedItem = {} --#DETECTION_BASE.DetectedItem
|
||||
self.DetectedItemCount = self.DetectedItemCount + 1
|
||||
self.DetectedItemMax = self.DetectedItemMax + 1
|
||||
|
||||
if DetectedItemKey then
|
||||
self.DetectedItems[DetectedItemKey] = DetectedItem
|
||||
else
|
||||
self.DetectedItems[self.DetectedItemMax] = DetectedItem
|
||||
end
|
||||
|
||||
self.DetectedItemsByIndex[self.DetectedItemMax] = DetectedItem
|
||||
|
||||
DetectedItemKey = DetectedItemKey or self.DetectedItemMax
|
||||
self.DetectedItems[DetectedItemKey] = DetectedItem
|
||||
self.DetectedItemsByIndex[DetectedItemKey] = DetectedItem
|
||||
DetectedItem.Index = DetectedItemKey
|
||||
|
||||
DetectedItem.Set = Set or SET_UNIT:New():FilterDeads():FilterCrashes()
|
||||
DetectedItem.Index = DetectedItemKey or self.DetectedItemMax
|
||||
DetectedItem.ItemID = ItemPrefix .. "." .. self.DetectedItemMax
|
||||
DetectedItem.ID = self.DetectedItemMax
|
||||
DetectedItem.Removed = false
|
||||
|
||||
if self.Locking then
|
||||
self:LockDetectedItem( DetectedItem )
|
||||
end
|
||||
|
||||
return DetectedItem
|
||||
end
|
||||
|
||||
@@ -1549,9 +1609,11 @@ do -- DETECTION_BASE
|
||||
-- @param Core.Set#SET_UNIT Set (optional) The Set of Units to be added.
|
||||
-- @param Core.Zone#ZONE_UNIT Zone (optional) The Zone to be added where the Units are located.
|
||||
-- @return #DETECTION_BASE.DetectedItem
|
||||
function DETECTION_BASE:AddDetectedItemZone( DetectedItemKey, Set, Zone )
|
||||
function DETECTION_BASE:AddDetectedItemZone( ItemPrefix, DetectedItemKey, Set, Zone )
|
||||
|
||||
local DetectedItem = self:AddDetectedItem( "AREA", DetectedItemKey, Set )
|
||||
self:F( { ItemPrefix, DetectedItemKey, Set, Zone } )
|
||||
|
||||
local DetectedItem = self:AddDetectedItem( ItemPrefix, DetectedItemKey, Set )
|
||||
|
||||
DetectedItem.Zone = Zone
|
||||
|
||||
@@ -1624,7 +1686,7 @@ do -- DETECTION_BASE
|
||||
-- @return #DETECTION_BASE.DetectedItem
|
||||
function DETECTION_BASE:GetDetectedItemByIndex( Index )
|
||||
|
||||
self:F( { DetectedItemsByIndex = self.DetectedItemsByIndex } )
|
||||
self:F( { self.DetectedItemsByIndex } )
|
||||
|
||||
local DetectedItem = self.DetectedItemsByIndex[Index]
|
||||
if DetectedItem then
|
||||
@@ -1661,7 +1723,7 @@ do -- DETECTION_BASE
|
||||
-- @param #DETECTION_BASE self
|
||||
-- @param #DETECTION_BASE.DetectedItem DetectedItem
|
||||
-- @return Core.Set#SET_UNIT DetectedSet
|
||||
function DETECTION_BASE:GetDetectedSet( DetectedItem )
|
||||
function DETECTION_BASE:GetDetectedItemSet( DetectedItem )
|
||||
|
||||
local DetectedSetUnit = DetectedItem and DetectedItem.Set
|
||||
if DetectedSetUnit then
|
||||
@@ -1697,6 +1759,7 @@ do -- DETECTION_BASE
|
||||
|
||||
--- Checks if there is at least one UNIT detected in the Set of the the DetectedItem.
|
||||
-- @param #DETECTION_BASE self
|
||||
-- @param #DETECTION_BASE.DetectedItem DetectedItem
|
||||
-- @return #boolean true if at least one UNIT is detected from the DetectedSet, false if no UNIT was detected from the DetectedSet.
|
||||
function DETECTION_BASE:IsDetectedItemDetected( DetectedItem )
|
||||
|
||||
@@ -1724,6 +1787,68 @@ do -- DETECTION_BASE
|
||||
|
||||
end
|
||||
|
||||
--- Lock the detected items when created and lock all existing detected items.
|
||||
-- @param #DETECTION_BASE self
|
||||
-- @return #DETECTION_BASE
|
||||
function DETECTION_BASE:LockDetectedItems()
|
||||
|
||||
for DetectedItemID, DetectedItem in pairs( self.DetectedItems ) do
|
||||
self:LockDetectedItem( DetectedItem )
|
||||
end
|
||||
self.Locking = true
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Unlock the detected items when created and unlock all existing detected items.
|
||||
-- @param #DETECTION_BASE self
|
||||
-- @return #DETECTION_BASE
|
||||
function DETECTION_BASE:UnlockDetectedItems()
|
||||
|
||||
for DetectedItemID, DetectedItem in pairs( self.DetectedItems ) do
|
||||
self:UnlockDetectedItem( DetectedItem )
|
||||
end
|
||||
self.Locking = nil
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Validate if the detected item is locked.
|
||||
-- @param #DETECTION_BASE self
|
||||
-- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem.
|
||||
-- @return #boolean
|
||||
function DETECTION_BASE:IsDetectedItemLocked( DetectedItem )
|
||||
|
||||
return self.Locking and DetectedItem.Locked == true
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Lock a detected item.
|
||||
-- @param #DETECTION_BASE self
|
||||
-- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem.
|
||||
-- @return #DETECTION_BASE
|
||||
function DETECTION_BASE:LockDetectedItem( DetectedItem )
|
||||
|
||||
DetectedItem.Locked = true
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Unlock a detected item.
|
||||
-- @param #DETECTION_BASE self
|
||||
-- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem.
|
||||
-- @return #DETECTION_BASE
|
||||
function DETECTION_BASE:UnlockDetectedItem( DetectedItem )
|
||||
|
||||
DetectedItem.Locked = nil
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
--- Set the detected item coordinate.
|
||||
-- @param #DETECTION_BASE self
|
||||
@@ -1759,6 +1884,20 @@ do -- DETECTION_BASE
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Get a list of the detected item coordinates.
|
||||
-- @param #DETECTION_BASE self
|
||||
-- @return #table A table of Core.Point#COORDINATE
|
||||
function DETECTION_BASE:GetDetectedItemCoordinates()
|
||||
|
||||
local Coordinates = {}
|
||||
|
||||
for DetectedItemID, DetectedItem in pairs( self:GetDetectedItems() ) do
|
||||
Coordinates[DetectedItem] = self:GetDetectedItemCoordinate( DetectedItem )
|
||||
end
|
||||
|
||||
return Coordinates
|
||||
end
|
||||
|
||||
--- Set the detected item threatlevel.
|
||||
-- @param #DETECTION_BASE self
|
||||
-- @param #DETECTION_BASE.DetectedItem The DetectedItem to calculate the threatlevel for.
|
||||
@@ -1810,13 +1949,13 @@ do -- DETECTION_BASE
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Get the detection Groups.
|
||||
--- Get the Detection Set.
|
||||
-- @param #DETECTION_BASE self
|
||||
-- @return Core.Set#SET_GROUP
|
||||
function DETECTION_BASE:GetDetectionSetGroup()
|
||||
-- @return #DETECTION_BASE self
|
||||
function DETECTION_BASE:GetDetectionSet()
|
||||
|
||||
local DetectionSetGroup = self.DetectionSetGroup
|
||||
return DetectionSetGroup
|
||||
local DetectionSet = self.DetectionSet
|
||||
return DetectionSet
|
||||
end
|
||||
|
||||
--- Find the nearest Recce of the DetectedItem.
|
||||
@@ -1828,7 +1967,7 @@ do -- DETECTION_BASE
|
||||
local NearestRecce = nil
|
||||
local DistanceRecce = 1000000000 -- Units are not further than 1000000 km away from an area :-)
|
||||
|
||||
for RecceGroupName, RecceGroup in pairs( self.DetectionSetGroup:GetSet() ) do
|
||||
for RecceGroupName, RecceGroup in pairs( self.DetectionSet:GetSet() ) do
|
||||
if RecceGroup and RecceGroup:IsAlive() then
|
||||
for RecceUnit, RecceUnit in pairs( RecceGroup:GetUnits() ) do
|
||||
if RecceUnit:IsActive() then
|
||||
@@ -1947,7 +2086,8 @@ do -- DETECTION_UNITS
|
||||
function DETECTION_UNITS:CreateDetectionItems()
|
||||
-- Loop the current detected items, and check if each object still exists and is detected.
|
||||
|
||||
for DetectedItemKey, DetectedItem in pairs( self.DetectedItems ) do
|
||||
for DetectedItemKey, _DetectedItem in pairs( self.DetectedItems ) do
|
||||
local DetectedItem=_DetectedItem --#DETECTION_BASE.DetectedItem
|
||||
|
||||
local DetectedItemSet = DetectedItem.Set -- Core.Set#SET_UNIT
|
||||
|
||||
@@ -2033,7 +2173,7 @@ do -- DETECTION_UNITS
|
||||
local DetectedFirstUnitCoord = DetectedFirstUnit:GetCoordinate()
|
||||
self:SetDetectedItemCoordinate( DetectedItem, DetectedFirstUnitCoord, DetectedFirstUnit )
|
||||
|
||||
self:ReportFriendliesNearBy( { DetectedItem = DetectedItem, ReportSetGroup = self.DetectionSetGroup } ) -- Fill the Friendlies table
|
||||
self:ReportFriendliesNearBy( { DetectedItem = DetectedItem, ReportSetGroup = self.DetectionSet } ) -- Fill the Friendlies table
|
||||
self:SetDetectedItemThreatLevel( DetectedItem )
|
||||
self:NearestRecce( DetectedItem )
|
||||
|
||||
@@ -2268,7 +2408,7 @@ do -- DETECTION_TYPES
|
||||
local DetectedUnitCoord = DetectedFirstUnit:GetCoordinate()
|
||||
self:SetDetectedItemCoordinate( DetectedItem, DetectedUnitCoord, DetectedFirstUnit )
|
||||
|
||||
self:ReportFriendliesNearBy( { DetectedItem = DetectedItem, ReportSetGroup = self.DetectionSetGroup } ) -- Fill the Friendlies table
|
||||
self:ReportFriendliesNearBy( { DetectedItem = DetectedItem, ReportSetGroup = self.DetectionSet } ) -- Fill the Friendlies table
|
||||
self:SetDetectedItemThreatLevel( DetectedItem )
|
||||
self:NearestRecce( DetectedItem )
|
||||
end
|
||||
@@ -2286,7 +2426,7 @@ do -- DETECTION_TYPES
|
||||
function DETECTION_TYPES:DetectedItemReportSummary( DetectedItem, AttackGroup, Settings )
|
||||
self:F( { DetectedItem = DetectedItem } )
|
||||
|
||||
local DetectedSet = self:GetDetectedSet( DetectedItem )
|
||||
local DetectedSet = self:GetDetectedItemSet( DetectedItem )
|
||||
local DetectedItemID = self:GetDetectedItemID( DetectedItem )
|
||||
|
||||
self:T( DetectedItem )
|
||||
@@ -2402,28 +2542,67 @@ do -- DETECTION_AREAS
|
||||
-- @param Wrapper.Group#GROUP AttackGroup The group to get the settings for.
|
||||
-- @param Core.Settings#SETTINGS Settings (Optional) Message formatting settings to use.
|
||||
-- @return Core.Report#REPORT The report of the detection items.
|
||||
function DETECTION_AREAS:DetectedItemReportSummary( DetectedItem, AttackGroup, Settings )
|
||||
function DETECTION_AREAS:DetectedItemReportMenu( DetectedItem, AttackGroup, Settings )
|
||||
self:F( { DetectedItem = DetectedItem } )
|
||||
|
||||
local DetectedItemID = self:GetDetectedItemID( DetectedItem )
|
||||
|
||||
if DetectedItem then
|
||||
local DetectedSet = self:GetDetectedSet( DetectedItem )
|
||||
local DetectedSet = self:GetDetectedItemSet( DetectedItem )
|
||||
local ReportSummaryItem
|
||||
|
||||
local DetectedZone = self:GetDetectedItemZone( DetectedItem )
|
||||
local DetectedItemCoordinate = DetectedZone:GetCoordinate()
|
||||
local DetectedItemCoordText = DetectedItemCoordinate:ToString( AttackGroup, Settings )
|
||||
|
||||
local ThreatLevelA2G = self:GetDetectedItemThreatLevel( DetectedItem )
|
||||
|
||||
local Report = REPORT:New()
|
||||
Report:Add( DetectedItemID )
|
||||
Report:Add( string.format( "Threat: [%s%s]", string.rep( "■", ThreatLevelA2G ), string.rep( "□", 10-ThreatLevelA2G ) ) )
|
||||
|
||||
return Report
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Report summary of a detected item using a given numeric index.
|
||||
-- @param #DETECTION_AREAS self
|
||||
-- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem.
|
||||
-- @param Wrapper.Group#GROUP AttackGroup The group to get the settings for.
|
||||
-- @param Core.Settings#SETTINGS Settings (Optional) Message formatting settings to use.
|
||||
-- @return Core.Report#REPORT The report of the detection items.
|
||||
function DETECTION_AREAS:DetectedItemReportSummary( DetectedItem, AttackGroup, Settings )
|
||||
self:F( { DetectedItem = DetectedItem } )
|
||||
|
||||
local DetectedItemID = self:GetDetectedItemID( DetectedItem )
|
||||
|
||||
if DetectedItem then
|
||||
local DetectedSet = self:GetDetectedItemSet( DetectedItem )
|
||||
local ReportSummaryItem
|
||||
|
||||
--local DetectedZone = self:GetDetectedItemZone( DetectedItem )
|
||||
local DetectedItemCoordinate = self:GetDetectedItemCoordinate( DetectedItem )
|
||||
local DetectedAir = DetectedSet:HasAirUnits()
|
||||
local DetectedAltitude = self:GetDetectedItemCoordinate( DetectedItem )
|
||||
local DetectedItemCoordText = ""
|
||||
if DetectedAir > 0 then
|
||||
DetectedItemCoordText = DetectedItemCoordinate:ToStringA2A( AttackGroup, Settings )
|
||||
else
|
||||
DetectedItemCoordText = DetectedItemCoordinate:ToStringA2G( AttackGroup, Settings )
|
||||
end
|
||||
|
||||
|
||||
local ThreatLevelA2G = self:GetDetectedItemThreatLevel( DetectedItem )
|
||||
local DetectedItemsCount = DetectedSet:Count()
|
||||
local DetectedItemsTypes = DetectedSet:GetTypeNames()
|
||||
|
||||
local Report = REPORT:New()
|
||||
Report:Add(DetectedItemID .. ", " .. DetectedItemCoordText)
|
||||
Report:Add( string.format( "Threat: [%s]", string.rep( "■", ThreatLevelA2G ), string.rep( "□", 10-ThreatLevelA2G ) ) )
|
||||
Report:Add( string.format( "Threat: [%s%s]", string.rep( "■", ThreatLevelA2G ), string.rep( "□", 10-ThreatLevelA2G ) ) )
|
||||
Report:Add( string.format("Type: %2d of %s", DetectedItemsCount, DetectedItemsTypes ) )
|
||||
Report:Add( string.format("Detected: %s", DetectedItem.IsDetected and "yes" or "no" ) )
|
||||
--Report:Add( string.format("Detected: %s", DetectedItem.IsDetected and "yes" or "no" ) )
|
||||
|
||||
return Report
|
||||
end
|
||||
@@ -2741,7 +2920,7 @@ do -- DETECTION_AREAS
|
||||
if AddedToDetectionArea == false then
|
||||
|
||||
-- New detection area
|
||||
local DetectedItem = self:AddDetectedItemZone( nil,
|
||||
local DetectedItem = self:AddDetectedItemZone( "AREA", nil,
|
||||
SET_UNIT:New():FilterDeads():FilterCrashes(),
|
||||
ZONE_UNIT:New( DetectedUnitName, DetectedUnit, self.DetectionZoneRange )
|
||||
)
|
||||
@@ -2773,7 +2952,7 @@ do -- DETECTION_AREAS
|
||||
-- If there were friendlies nearby, and now there aren't any friendlies nearby, we flag the area as "changed".
|
||||
-- This is for the A2G dispatcher to detect if there is a change in the tactical situation.
|
||||
local OldFriendliesNearbyGround = self:IsFriendliesNearBy( DetectedItem, Unit.Category.GROUND_UNIT )
|
||||
self:ReportFriendliesNearBy( { DetectedItem = DetectedItem, ReportSetGroup = self.DetectionSetGroup } ) -- Fill the Friendlies table
|
||||
self:ReportFriendliesNearBy( { DetectedItem = DetectedItem, ReportSetGroup = self.DetectionSet } ) -- Fill the Friendlies table
|
||||
local NewFriendliesNearbyGround = self:IsFriendliesNearBy( DetectedItem, Unit.Category.GROUND_UNIT )
|
||||
if OldFriendliesNearbyGround ~= NewFriendliesNearbyGround then
|
||||
DetectedItem.Changed = true
|
||||
@@ -2819,3 +2998,5 @@ do -- DETECTION_AREAS
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
416
Moose Development/Moose/Functional/DetectionZones.lua
Normal file
416
Moose Development/Moose/Functional/DetectionZones.lua
Normal file
@@ -0,0 +1,416 @@
|
||||
do -- DETECTION_ZONES
|
||||
|
||||
--- @type DETECTION_ZONES
|
||||
-- @field DCS#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target.
|
||||
-- @field #DETECTION_BASE.DetectedItems DetectedItems A list of areas containing the set of @{Wrapper.Unit}s, @{Zone}s, the center @{Wrapper.Unit} within the zone, and ID of each area that was detected within a DetectionZoneRange.
|
||||
-- @extends Functional.Detection#DETECTION_BASE
|
||||
|
||||
--- (old, to be revised ) Detect units within the battle zone for a list of @{Core.Zone}s detecting targets following (a) detection method(s),
|
||||
-- and will build a list (table) of @{Core.Set#SET_UNIT}s containing the @{Wrapper.Unit#UNIT}s detected.
|
||||
-- The class is group the detected units within zones given a DetectedZoneRange parameter.
|
||||
-- A set with multiple detected zones will be created as there are groups of units detected.
|
||||
--
|
||||
-- ## 4.1) Retrieve the Detected Unit Sets and Detected Zones
|
||||
--
|
||||
-- The methods to manage the DetectedItems[].Set(s) are implemented in @{Functional.Detection#DECTECTION_BASE} and
|
||||
-- the methods to manage the DetectedItems[].Zone(s) is implemented in @{Functional.Detection#DETECTION_ZONES}.
|
||||
--
|
||||
-- Retrieve the DetectedItems[].Set with the method @{Functional.Detection#DETECTION_BASE.GetDetectedSet}(). A @{Core.Set#SET_UNIT} object will be returned.
|
||||
--
|
||||
-- Retrieve the formed @{Zone@ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZones}().
|
||||
-- To understand the amount of zones created, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZoneCount}().
|
||||
-- If you want to obtain a specific zone from the DetectedZones, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZone}() with a given index.
|
||||
--
|
||||
-- ## 4.4) Flare or Smoke detected units
|
||||
--
|
||||
-- Use the methods @{Functional.Detection#DETECTION_ZONES.FlareDetectedUnits}() or @{Functional.Detection#DETECTION_ZONES.SmokeDetectedUnits}() to flare or smoke the detected units when a new detection has taken place.
|
||||
--
|
||||
-- ## 4.5) Flare or Smoke or Bound detected zones
|
||||
--
|
||||
-- Use the methods:
|
||||
--
|
||||
-- * @{Functional.Detection#DETECTION_ZONES.FlareDetectedZones}() to flare in a color
|
||||
-- * @{Functional.Detection#DETECTION_ZONES.SmokeDetectedZones}() to smoke in a color
|
||||
-- * @{Functional.Detection#DETECTION_ZONES.SmokeDetectedZones}() to bound with a tire with a white flag
|
||||
--
|
||||
-- the detected zones when a new detection has taken place.
|
||||
--
|
||||
-- @field #DETECTION_ZONES
|
||||
DETECTION_ZONES = {
|
||||
ClassName = "DETECTION_ZONES",
|
||||
DetectionZoneRange = nil,
|
||||
}
|
||||
|
||||
|
||||
--- DETECTION_ZONES constructor.
|
||||
-- @param #DETECTION_ZONES self
|
||||
-- @param Core.Set#SET_ZONE DetectionSetZone The @{Set} of ZONE_RADIUS.
|
||||
-- @param DCS#Coalition.side DetectionCoalition The coalition of the detection.
|
||||
-- @return #DETECTION_ZONES
|
||||
function DETECTION_ZONES:New( DetectionSetZone, DetectionCoalition )
|
||||
|
||||
-- Inherits from DETECTION_BASE
|
||||
local self = BASE:Inherit( self, DETECTION_BASE:New( DetectionSetZone ) ) -- #DETECTION_ZONES
|
||||
|
||||
self.DetectionSetZone = DetectionSetZone -- Core.Set#SET_ZONE
|
||||
self.DetectionCoalition = DetectionCoalition
|
||||
|
||||
self._SmokeDetectedUnits = false
|
||||
self._FlareDetectedUnits = false
|
||||
self._SmokeDetectedZones = false
|
||||
self._FlareDetectedZones = false
|
||||
self._BoundDetectedZones = false
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- @param #DETECTION_ZONES self
|
||||
-- @param #number The amount of alive recce.
|
||||
function DETECTION_ZONES:CountAliveRecce()
|
||||
|
||||
return self.DetectionSetZone:Count()
|
||||
|
||||
end
|
||||
|
||||
--- @param #DETECTION_ZONES self
|
||||
function DETECTION_ZONES:ForEachAliveRecce( IteratorFunction, ... )
|
||||
self:F2( arg )
|
||||
|
||||
self.DetectionSetZone:ForEachZone( IteratorFunction, arg )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Report summary of a detected item using a given numeric index.
|
||||
-- @param #DETECTION_ZONES self
|
||||
-- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem.
|
||||
-- @param Wrapper.Group#GROUP AttackGroup The group to get the settings for.
|
||||
-- @param Core.Settings#SETTINGS Settings (Optional) Message formatting settings to use.
|
||||
-- @return Core.Report#REPORT The report of the detection items.
|
||||
function DETECTION_ZONES:DetectedItemReportSummary( DetectedItem, AttackGroup, Settings )
|
||||
self:F( { DetectedItem = DetectedItem } )
|
||||
|
||||
local DetectedItemID = self:GetDetectedItemID( DetectedItem )
|
||||
|
||||
if DetectedItem then
|
||||
local DetectedSet = self:GetDetectedItemSet( DetectedItem )
|
||||
local ReportSummaryItem
|
||||
|
||||
local DetectedZone = self:GetDetectedItemZone( DetectedItem )
|
||||
local DetectedItemCoordinate = DetectedZone:GetCoordinate()
|
||||
local DetectedItemCoordText = DetectedItemCoordinate:ToString( AttackGroup, Settings )
|
||||
|
||||
local ThreatLevelA2G = self:GetDetectedItemThreatLevel( DetectedItem )
|
||||
local DetectedItemsCount = DetectedSet:Count()
|
||||
local DetectedItemsTypes = DetectedSet:GetTypeNames()
|
||||
|
||||
local Report = REPORT:New()
|
||||
Report:Add(DetectedItemID .. ", " .. DetectedItemCoordText)
|
||||
Report:Add( string.format( "Threat: [%s]", string.rep( "■", ThreatLevelA2G ), string.rep( "□", 10-ThreatLevelA2G ) ) )
|
||||
Report:Add( string.format("Type: %2d of %s", DetectedItemsCount, DetectedItemsTypes ) )
|
||||
Report:Add( string.format("Detected: %s", DetectedItem.IsDetected and "yes" or "no" ) )
|
||||
|
||||
return Report
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Report detailed of a detection result.
|
||||
-- @param #DETECTION_ZONES self
|
||||
-- @param Wrapper.Group#GROUP AttackGroup The group to generate the report for.
|
||||
-- @return #string
|
||||
function DETECTION_ZONES:DetectedReportDetailed( AttackGroup ) --R2.1 Fixed missing report
|
||||
self:F()
|
||||
|
||||
local Report = REPORT:New()
|
||||
for DetectedItemIndex, DetectedItem in pairs( self.DetectedItems ) do
|
||||
local DetectedItem = DetectedItem -- #DETECTION_BASE.DetectedItem
|
||||
local ReportSummary = self:DetectedItemReportSummary( DetectedItem, AttackGroup )
|
||||
Report:SetTitle( "Detected areas:" )
|
||||
Report:Add( ReportSummary:Text() )
|
||||
end
|
||||
|
||||
local ReportText = Report:Text()
|
||||
|
||||
return ReportText
|
||||
end
|
||||
|
||||
|
||||
--- Calculate the optimal intercept point of the DetectedItem.
|
||||
-- @param #DETECTION_ZONES self
|
||||
-- @param #DETECTION_BASE.DetectedItem DetectedItem
|
||||
function DETECTION_ZONES:CalculateIntercept( DetectedItem )
|
||||
|
||||
local DetectedCoord = DetectedItem.Coordinate
|
||||
-- local DetectedSpeed = DetectedCoord:GetVelocity()
|
||||
-- local DetectedHeading = DetectedCoord:GetHeading()
|
||||
--
|
||||
-- if self.Intercept then
|
||||
-- local DetectedSet = DetectedItem.Set
|
||||
-- -- todo: speed
|
||||
--
|
||||
-- local TranslateDistance = DetectedSpeed * self.InterceptDelay
|
||||
--
|
||||
-- local InterceptCoord = DetectedCoord:Translate( TranslateDistance, DetectedHeading )
|
||||
--
|
||||
-- DetectedItem.InterceptCoord = InterceptCoord
|
||||
-- else
|
||||
-- DetectedItem.InterceptCoord = DetectedCoord
|
||||
-- end
|
||||
DetectedItem.InterceptCoord = DetectedCoord
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Smoke the detected units
|
||||
-- @param #DETECTION_ZONES self
|
||||
-- @return #DETECTION_ZONES self
|
||||
function DETECTION_ZONES:SmokeDetectedUnits()
|
||||
self:F2()
|
||||
|
||||
self._SmokeDetectedUnits = true
|
||||
return self
|
||||
end
|
||||
|
||||
--- Flare the detected units
|
||||
-- @param #DETECTION_ZONES self
|
||||
-- @return #DETECTION_ZONES self
|
||||
function DETECTION_ZONES:FlareDetectedUnits()
|
||||
self:F2()
|
||||
|
||||
self._FlareDetectedUnits = true
|
||||
return self
|
||||
end
|
||||
|
||||
--- Smoke the detected zones
|
||||
-- @param #DETECTION_ZONES self
|
||||
-- @return #DETECTION_ZONES self
|
||||
function DETECTION_ZONES:SmokeDetectedZones()
|
||||
self:F2()
|
||||
|
||||
self._SmokeDetectedZones = true
|
||||
return self
|
||||
end
|
||||
|
||||
--- Flare the detected zones
|
||||
-- @param #DETECTION_ZONES self
|
||||
-- @return #DETECTION_ZONES self
|
||||
function DETECTION_ZONES:FlareDetectedZones()
|
||||
self:F2()
|
||||
|
||||
self._FlareDetectedZones = true
|
||||
return self
|
||||
end
|
||||
|
||||
--- Bound the detected zones
|
||||
-- @param #DETECTION_ZONES self
|
||||
-- @return #DETECTION_ZONES self
|
||||
function DETECTION_ZONES:BoundDetectedZones()
|
||||
self:F2()
|
||||
|
||||
self._BoundDetectedZones = true
|
||||
return self
|
||||
end
|
||||
|
||||
--- Make text documenting the changes of the detected zone.
|
||||
-- @param #DETECTION_ZONES self
|
||||
-- @param #DETECTION_BASE.DetectedItem DetectedItem
|
||||
-- @return #string The Changes text
|
||||
function DETECTION_ZONES:GetChangeText( DetectedItem )
|
||||
self:F( DetectedItem )
|
||||
|
||||
local MT = {}
|
||||
|
||||
for ChangeCode, ChangeData in pairs( DetectedItem.Changes ) do
|
||||
|
||||
if ChangeCode == "AA" then
|
||||
MT[#MT+1] = "Detected new area " .. ChangeData.ID .. ". The center target is a " .. ChangeData.ItemUnitType .. "."
|
||||
end
|
||||
|
||||
if ChangeCode == "RAU" then
|
||||
MT[#MT+1] = "Changed area " .. ChangeData.ID .. ". Removed the center target."
|
||||
end
|
||||
|
||||
if ChangeCode == "AAU" then
|
||||
MT[#MT+1] = "Changed area " .. ChangeData.ID .. ". The new center target is a " .. ChangeData.ItemUnitType .. "."
|
||||
end
|
||||
|
||||
if ChangeCode == "RA" then
|
||||
MT[#MT+1] = "Removed old area " .. ChangeData.ID .. ". No more targets in this area."
|
||||
end
|
||||
|
||||
if ChangeCode == "AU" then
|
||||
local MTUT = {}
|
||||
for ChangeUnitType, ChangeUnitCount in pairs( ChangeData ) do
|
||||
if ChangeUnitType ~= "ID" then
|
||||
MTUT[#MTUT+1] = ChangeUnitCount .. " of " .. ChangeUnitType
|
||||
end
|
||||
end
|
||||
MT[#MT+1] = "Detected for area " .. ChangeData.ID .. " new target(s) " .. table.concat( MTUT, ", " ) .. "."
|
||||
end
|
||||
|
||||
if ChangeCode == "RU" then
|
||||
local MTUT = {}
|
||||
for ChangeUnitType, ChangeUnitCount in pairs( ChangeData ) do
|
||||
if ChangeUnitType ~= "ID" then
|
||||
MTUT[#MTUT+1] = ChangeUnitCount .. " of " .. ChangeUnitType
|
||||
end
|
||||
end
|
||||
MT[#MT+1] = "Removed for area " .. ChangeData.ID .. " invisible or destroyed target(s) " .. table.concat( MTUT, ", " ) .. "."
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
return table.concat( MT, "\n" )
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Make a DetectionSet table. This function will be overridden in the derived clsses.
|
||||
-- @param #DETECTION_ZONES self
|
||||
-- @return #DETECTION_ZONES self
|
||||
function DETECTION_ZONES:CreateDetectionItems()
|
||||
|
||||
|
||||
self:F( "Checking Detected Items for new Detected Units ..." )
|
||||
|
||||
local DetectedUnits = SET_UNIT:New()
|
||||
|
||||
-- First go through all zones, and check if there are new Zones.
|
||||
-- New Zones become a new DetectedItem.
|
||||
for ZoneName, DetectionZone in pairs( self.DetectionSetZone:GetSet() ) do
|
||||
|
||||
local DetectedItem = self:GetDetectedItemByKey( ZoneName )
|
||||
|
||||
if DetectedItem == nil then
|
||||
DetectedItem = self:AddDetectedItemZone( "ZONE", ZoneName, nil, DetectionZone )
|
||||
end
|
||||
|
||||
local DetectedItemSetUnit = self:GetDetectedItemSet( DetectedItem )
|
||||
|
||||
-- Scan the zone
|
||||
DetectionZone:Scan( { Object.Category.UNIT }, { Unit.Category.GROUND_UNIT } )
|
||||
|
||||
-- For all the units in the zone,
|
||||
-- check if they are of the same coalition to be included.
|
||||
local ZoneUnits = DetectionZone:GetScannedUnits()
|
||||
for DCSUnitID, DCSUnit in pairs( ZoneUnits ) do
|
||||
local UnitName = DCSUnit:getName()
|
||||
local ZoneUnit = UNIT:FindByName( UnitName )
|
||||
local ZoneUnitCoalition = ZoneUnit:GetCoalition()
|
||||
if ZoneUnitCoalition == self.DetectionCoalition then
|
||||
if DetectedItemSetUnit:FindUnit( UnitName ) == nil and DetectedUnits:FindUnit( UnitName ) == nil then
|
||||
self:F( "Adding " .. UnitName )
|
||||
DetectedItemSetUnit:AddUnit( ZoneUnit )
|
||||
DetectedUnits:AddUnit( ZoneUnit )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- Now all the tests should have been build, now make some smoke and flares...
|
||||
-- We also report here the friendlies within the detected areas.
|
||||
|
||||
for DetectedItemID, DetectedItemData in pairs( self.DetectedItems ) do
|
||||
|
||||
local DetectedItem = DetectedItemData -- #DETECTION_BASE.DetectedItem
|
||||
local DetectedSet = self:GetDetectedItemSet( DetectedItem )
|
||||
local DetectedFirstUnit = DetectedSet:GetFirst()
|
||||
local DetectedZone = self:GetDetectedItemZone( DetectedItem )
|
||||
|
||||
-- Set the last known coordinate to the detection item.
|
||||
local DetectedZoneCoord = DetectedZone:GetCoordinate()
|
||||
self:SetDetectedItemCoordinate( DetectedItem, DetectedZoneCoord, DetectedFirstUnit )
|
||||
|
||||
self:CalculateIntercept( DetectedItem )
|
||||
|
||||
-- We search for friendlies nearby.
|
||||
-- If there weren't any friendlies nearby, and now there are friendlies nearby, we flag the area as "changed".
|
||||
-- If there were friendlies nearby, and now there aren't any friendlies nearby, we flag the area as "changed".
|
||||
-- This is for the A2G dispatcher to detect if there is a change in the tactical situation.
|
||||
local OldFriendliesNearbyGround = self:IsFriendliesNearBy( DetectedItem, Unit.Category.GROUND_UNIT )
|
||||
self:ReportFriendliesNearBy( { DetectedItem = DetectedItem, ReportSetGroup = self.DetectionSetGroup } ) -- Fill the Friendlies table
|
||||
local NewFriendliesNearbyGround = self:IsFriendliesNearBy( DetectedItem, Unit.Category.GROUND_UNIT )
|
||||
if OldFriendliesNearbyGround ~= NewFriendliesNearbyGround then
|
||||
DetectedItem.Changed = true
|
||||
end
|
||||
|
||||
self:SetDetectedItemThreatLevel( DetectedItem ) -- Calculate A2G threat level
|
||||
--self:NearestRecce( DetectedItem )
|
||||
|
||||
|
||||
if DETECTION_ZONES._SmokeDetectedUnits or self._SmokeDetectedUnits then
|
||||
DetectedZone:SmokeZone( SMOKECOLOR.Red, 30 )
|
||||
end
|
||||
|
||||
--DetectedSet:Flush( self )
|
||||
|
||||
DetectedSet:ForEachUnit(
|
||||
--- @param Wrapper.Unit#UNIT DetectedUnit
|
||||
function( DetectedUnit )
|
||||
if DetectedUnit:IsAlive() then
|
||||
--self:T( "Detected Set #" .. DetectedItem.ID .. ":" .. DetectedUnit:GetName() )
|
||||
if DETECTION_ZONES._FlareDetectedUnits or self._FlareDetectedUnits then
|
||||
DetectedUnit:FlareGreen()
|
||||
end
|
||||
if DETECTION_ZONES._SmokeDetectedUnits or self._SmokeDetectedUnits then
|
||||
DetectedUnit:SmokeGreen()
|
||||
end
|
||||
end
|
||||
end
|
||||
)
|
||||
if DETECTION_ZONES._FlareDetectedZones or self._FlareDetectedZones then
|
||||
DetectedZone:FlareZone( SMOKECOLOR.White, 30, math.random( 0,90 ) )
|
||||
end
|
||||
if DETECTION_ZONES._SmokeDetectedZones or self._SmokeDetectedZones then
|
||||
DetectedZone:SmokeZone( SMOKECOLOR.White, 30 )
|
||||
end
|
||||
|
||||
if DETECTION_ZONES._BoundDetectedZones or self._BoundDetectedZones then
|
||||
self.CountryID = DetectedSet:GetFirst():GetCountry()
|
||||
DetectedZone:BoundZone( 12, self.CountryID )
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- @param #DETECTION_ZONES self
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param Detection The element on which the detection is based.
|
||||
-- @param #number DetectionTimeStamp Time stamp of detection event.
|
||||
function DETECTION_ZONES:onafterDetection( From, Event, To, Detection, DetectionTimeStamp )
|
||||
|
||||
self.DetectionRun = self.DetectionRun + 1
|
||||
if self.DetectionCount > 0 and self.DetectionRun == self.DetectionCount then
|
||||
self:CreateDetectionItems() -- Polymorphic call to Create/Update the DetectionItems list for the DETECTION_ class grouping method.
|
||||
|
||||
for DetectedItemID, DetectedItem in pairs( self.DetectedItems ) do
|
||||
self:UpdateDetectedItemDetection( DetectedItem )
|
||||
self:CleanDetectionItem( DetectedItem, DetectedItemID ) -- Any DetectionItem that has a Set with zero elements in it, must be removed from the DetectionItems list.
|
||||
if DetectedItem then
|
||||
self:__DetectedItem( 0.1, DetectedItem )
|
||||
end
|
||||
end
|
||||
self:__Detect( -self.RefreshTimeInterval )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Set IsDetected flag for the DetectedItem, which can have more units.
|
||||
-- @param #DETECTION_ZONES self
|
||||
-- @return #DETECTION_ZONES.DetectedItem DetectedItem
|
||||
-- @return #boolean true if at least one UNIT is detected from the DetectedSet, false if no UNIT was detected from the DetectedSet.
|
||||
function DETECTION_ZONES:UpdateDetectedItemDetection( DetectedItem )
|
||||
|
||||
local IsDetected = true
|
||||
|
||||
DetectedItem.IsDetected = true
|
||||
|
||||
return IsDetected
|
||||
end
|
||||
|
||||
end
|
||||
@@ -872,7 +872,7 @@ function ESCORT:_AttackTarget( DetectedItem )
|
||||
EscortGroup:OptionROTPassiveDefense()
|
||||
EscortGroup:SetState( EscortGroup, "Escort", self )
|
||||
|
||||
local DetectedSet = self.Detection:GetDetectedSet( DetectedItem )
|
||||
local DetectedSet = self.Detection:GetDetectedItemSet( DetectedItem )
|
||||
|
||||
local Tasks = {}
|
||||
|
||||
@@ -895,7 +895,7 @@ function ESCORT:_AttackTarget( DetectedItem )
|
||||
|
||||
else
|
||||
|
||||
local DetectedSet = self.Detection:GetDetectedSet( DetectedItem )
|
||||
local DetectedSet = self.Detection:GetDetectedItemSet( DetectedItem )
|
||||
|
||||
local Tasks = {}
|
||||
|
||||
@@ -934,7 +934,7 @@ function ESCORT:_AssistTarget( EscortGroupAttack, DetectedItem )
|
||||
EscortGroupAttack:OptionROEOpenFire()
|
||||
EscortGroupAttack:OptionROTVertical()
|
||||
|
||||
local DetectedSet = self.Detection:GetDetectedSet( DetectedItem )
|
||||
local DetectedSet = self.Detection:GetDetectedItemSet( DetectedItem )
|
||||
|
||||
local Tasks = {}
|
||||
|
||||
@@ -956,7 +956,7 @@ function ESCORT:_AssistTarget( EscortGroupAttack, DetectedItem )
|
||||
)
|
||||
|
||||
else
|
||||
local DetectedSet = self.Detection:GetDetectedSet( DetectedItem )
|
||||
local DetectedSet = self.Detection:GetDetectedItemSet( DetectedItem )
|
||||
|
||||
local Tasks = {}
|
||||
|
||||
|
||||
1816
Moose Development/Moose/Functional/Fox.lua
Normal file
1816
Moose Development/Moose/Functional/Fox.lua
Normal file
File diff suppressed because it is too large
Load Diff
969
Moose Development/Moose/Functional/Mantis.lua
Normal file
969
Moose Development/Moose/Functional/Mantis.lua
Normal file
@@ -0,0 +1,969 @@
|
||||
--- **Functional** -- Modular, Automatic and Network capable Targeting and Interception System for Air Defenses
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- **MANTIS** - Moose derived Modular, Automatic and Network capable Targeting and Interception System
|
||||
-- Controls a network of SAM sites. Use detection to switch on the AA site closest to the enemy
|
||||
-- Leverage evasiveness from SEAD
|
||||
-- Leverage attack range setup added by DCS in 11/20
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Missions:
|
||||
--
|
||||
-- ### [MANTIS - Modular, Automatic and Network capable Targeting and Interception System](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/MTS%20-%20Mantis/MTS-010%20-%20Basic%20Mantis%20Demo)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author : **applevangelist **
|
||||
--
|
||||
-- @module Functional.Mantis
|
||||
-- @image Functional.Mantis.jpg
|
||||
|
||||
-- Date: Apr 2021
|
||||
|
||||
-------------------------------------------------------------------------
|
||||
--- **MANTIS** class, extends #Core.Base#BASE
|
||||
-- @type MANTIS
|
||||
-- @field #string Classname
|
||||
-- @field #string name Name of this Mantis
|
||||
-- @field #string SAM_Templates_Prefix Prefix to build the #SET_GROUP for SAM sites
|
||||
-- @field Core.Set#SET_GROUP SAM_Group The SAM #SET_GROUP
|
||||
-- @field #string EWR_Templates_Prefix Prefix to build the #SET_GROUP for EWR group
|
||||
-- @field Core.Set#SET_GROUP EWR_Group The EWR #SET_GROUP
|
||||
-- @field Core.Set#SET_GROUP Adv_EWR_Group The EWR #SET_GROUP used for advanced mode
|
||||
-- @field #string HQ_Template_CC The ME name of the HQ object
|
||||
-- @field Wrapper.Group#GROUP HQ_CC The #GROUP object of the HQ
|
||||
-- @field #table SAM_Table Table of SAM sites
|
||||
-- @field #string lid Prefix for logging
|
||||
-- @field Functional.Detection#DETECTION_AREAS Detection The #DETECTION_AREAS object for EWR
|
||||
-- @field Functional.Detection#DETECTION_AREAS AWACS_Detection The #DETECTION_AREAS object for AWACS
|
||||
-- @field #boolean debug Switch on extra messages
|
||||
-- @field #boolean verbose Switch on extra logging
|
||||
-- @field #number checkradius Radius of the SAM sites
|
||||
-- @field #number grouping Radius to group detected objects
|
||||
-- @field #number acceptrange Radius of the EWR detection
|
||||
-- @field #number detectinterval Interval in seconds for the target detection
|
||||
-- @field #number engagerange Firing engage range of the SAMs, see [https://wiki.hoggitworld.com/view/DCS_option_engagementRange]
|
||||
-- @field #boolean autorelocate Relocate HQ and EWR groups in random intervals. Note: You need to select units for this which are *actually mobile*
|
||||
-- @field #boolean advanced Use advanced mode, will decrease reactivity of MANTIS, if HQ and/or EWR network dies. Set SAMs to RED state if both are dead. Requires usage of an HQ object
|
||||
-- @field #number adv_ratio Percentage to use for advanced mode, defaults to 100%
|
||||
-- @field #number adv_state Advanced mode state tracker
|
||||
-- @field #boolean advAwacs Boolean switch to use Awacs as a separate detection stream
|
||||
-- @field #number awacsrange Detection range of an optional Awacs unit
|
||||
-- @field #boolean UseEmOnOff Decide if we are using Emissions on/off (true) or AlarmState red/green (default)
|
||||
-- @field Functional.Shorad#SHORAD Shorad SHORAD Object, if available
|
||||
-- @field #boolean ShoradLink If true, #MANTIS has #SHORAD enabled
|
||||
-- @field #number ShoradTime Timer in seconds, how long #SHORAD will be active after a detection inside of the defense range
|
||||
-- @field #number ShoradActDistance Distance of an attacker in meters from a Mantis SAM site, on which Shorad will be switched on. Useful to not give away Shorad sites too early. Default 15km. Should be smaller than checkradius.
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- *The worst thing that can happen to a good cause is, not to be skillfully attacked, but to be ineptly defended.* - Frédéric Bastiat
|
||||
--
|
||||
-- Simple Class for a more intelligent Air Defense System
|
||||
--
|
||||
-- #MANTIS
|
||||
-- Moose derived Modular, Automatic and Network capable Targeting and Interception System.
|
||||
-- Controls a network of SAM sites. Use detection to switch on the AA site closest to the enemy.
|
||||
-- Leverage evasiveness from @{Functional.Sead#SEAD}.
|
||||
-- Leverage attack range setup added by DCS in 11/20.
|
||||
--
|
||||
-- Set up your SAM sites in the mission editor. Name the groups with common prefix like "Red SAM".
|
||||
-- Set up your EWR system in the mission editor. Name the groups with common prefix like "Red EWR". Can be e.g. AWACS or a combination of AWACS and Search Radars like e.g. EWR 1L13 etc.
|
||||
-- [optional] Set up your HQ. Can be any group, e.g. a command vehicle.
|
||||
--
|
||||
-- # 1. Basic tactical considerations when setting up your SAM sites
|
||||
--
|
||||
-- ## 1.1 Radar systems and AWACS
|
||||
--
|
||||
-- Typically, your setup should consist of EWR (early warning) radars to detect and track targets, accompanied by AWACS if your scenario forsees that. Ensure that your EWR radars have a good coverage of the area you want to track.
|
||||
-- **Location** is of highest importantance here. Whilst AWACS in DCS has almost the "all seeing eye", EWR don't have that. Choose your location wisely, against a mountain backdrop or inside a valley even the best EWR system
|
||||
-- doesn't work well. Prefer higher-up locations with a good view; use F7 in-game to check where you actually placed your EWR and have a look around. Apart from the obvious choice, do also consider other radar units
|
||||
-- for this role, most have "SR" (search radar) or "STR" (search and track radar) in their names, use the encyclopedia to see what they actually do.
|
||||
--
|
||||
-- ## 1.2 SAM sites
|
||||
--
|
||||
-- Typically your SAM should cover all attack ranges. The closer the enemy gets, the more systems you will need to deploy to defend your location. Use a combination of long-range systems like the SA-10/11, midrange like SA-6 and short-range like
|
||||
-- SA-2 for defense (Patriot, Hawk, Gepard, Blindfire for the blue side). For close-up defense and defense against HARMs or low-flying aircraft, helicopters it is also advisable to deploy SA-15 TOR systems, Shilka, Strela and Tunguska units, as well as manpads (Think Gepard, Avenger, Chaparral,
|
||||
-- Linebacker, Roland systems for the blue side). If possible, overlap ranges for mutual coverage.
|
||||
--
|
||||
-- ## 1.3 Typical problems
|
||||
--
|
||||
-- Often times, people complain because the detection cannot "see" oncoming targets and/or Mantis switches on too late. Three typial problems here are
|
||||
--
|
||||
-- * bad placement of radar units,
|
||||
-- * overestimation how far units can "see" and
|
||||
-- * not taking into account that a SAM site will take (e.g for a SA-6) 30-40 seconds between switching to RED, acquiring the target and firing.
|
||||
--
|
||||
-- An attacker doing 350knots will cover ca 180meters/second or thus more than 6km until the SA-6 fires. Use triggers zones and the ruler in the missione editor to understand distances and zones. Take into account that the ranges given by the circles
|
||||
-- in the mission editor are absolute maximum ranges; in-game this is rather 50-75% of that depending on the system. Fiddle with placement and options to see what works best for your scenario, and remember **everything in here is in meters**.
|
||||
--
|
||||
-- # 2. Start up your MANTIS with a basic setting
|
||||
--
|
||||
-- `myredmantis = MANTIS:New("myredmantis","Red SAM","Red EWR",nil,"red",false)`
|
||||
-- `myredmantis:Start()`
|
||||
--
|
||||
-- [optional] Use
|
||||
--
|
||||
-- * `MANTIS:SetEWRGrouping(radius)`
|
||||
-- * `MANTIS:SetEWRRange(radius)`
|
||||
-- * `MANTIS:SetSAMRadius(radius)`
|
||||
-- * `MANTIS:SetDetectInterval(interval)`
|
||||
-- * `MANTIS:SetAutoRelocate(hq, ewr)`
|
||||
--
|
||||
-- before starting #MANTIS to fine-tune your setup.
|
||||
--
|
||||
-- If you want to use a separate AWACS unit (default detection range: 250km) to support your EWR system, use e.g. the following setup:
|
||||
--
|
||||
-- `mybluemantis = MANTIS:New("bluemantis","Blue SAM","Blue EWR",nil,"blue",false,"Blue Awacs")`
|
||||
-- `mybluemantis:Start()`
|
||||
--
|
||||
-- # 3. Default settings
|
||||
--
|
||||
-- By default, the following settings are active:
|
||||
--
|
||||
-- * SAM_Templates_Prefix = "Red SAM" - SAM site group names in the mission editor begin with "Red SAM"
|
||||
-- * EWR_Templates_Prefix = "Red EWR" - EWR group names in the mission editor begin with "Red EWR" - can also be combined with an AWACS unit
|
||||
-- * checkradius = 25000 (meters) - SAMs will engage enemy flights, if they are within a 25km around each SAM site - `MANTIS:SetSAMRadius(radius)`
|
||||
-- * grouping = 5000 (meters) - Detection (EWR) will group enemy flights to areas of 5km for tracking - `MANTIS:SetEWRGrouping(radius)`
|
||||
-- * acceptrange = 80000 (meters) - Detection (EWR) will on consider flights inside a 80km radius - `MANTIS:SetEWRRange(radius)`
|
||||
-- * detectinterval = 30 (seconds) - MANTIS will decide every 30 seconds which SAM to activate - `MANTIS:SetDetectInterval(interval)`
|
||||
-- * engagerange = 85 (percent) - SAMs will only fire if flights are inside of a 85% radius of their max firerange - `MANTIS:SetSAMRange(range)`
|
||||
-- * dynamic = false - Group filtering is set to once, i.e. newly added groups will not be part of the setup by default - `MANTIS:New(name,samprefix,ewrprefix,hq,coaltion,dynamic)`
|
||||
-- * autorelocate = false - HQ and (mobile) EWR system will not relocate in random intervals between 30mins and 1 hour - `MANTIS:SetAutoRelocate(hq, ewr)`
|
||||
-- * debug = false - Debugging reports on screen are set to off - `MANTIS:Debug(onoff)`
|
||||
--
|
||||
-- # 4. Advanced Mode
|
||||
--
|
||||
-- Advanced mode will *decrease* reactivity of MANTIS, if HQ and/or EWR network dies. Awacs is counted as one EWR unit. It will set SAMs to RED state if both are dead. Requires usage of an **HQ** object and the **dynamic** option.
|
||||
--
|
||||
-- E.g. `mymantis:SetAdvancedMode( true, 90 )`
|
||||
--
|
||||
-- Use this option if you want to make use of or allow advanced SEAD tactics.
|
||||
--
|
||||
-- # 5. Integrate SHORAD
|
||||
--
|
||||
-- You can also choose to integrate Mantis with @{Functional.Shorad#SHORAD} for protection against HARMs and AGMs. When SHORAD detects a missile fired at one of MANTIS' SAM sites, it will activate SHORAD systems in
|
||||
-- the given defense checkradius around that SAM site. Create a SHORAD object first, then integrate with MANTIS like so:
|
||||
--
|
||||
-- `local SamSet = SET_GROUP:New():FilterPrefixes("Blue SAM"):FilterCoalitions("blue"):FilterStart()`
|
||||
-- `myshorad = SHORAD:New("BlueShorad", "Blue SHORAD", SamSet, 22000, 600, "blue")`
|
||||
-- `-- now set up MANTIS`
|
||||
-- `mymantis = MANTIS:New("BlueMantis","Blue SAM","Blue EWR",nil,"blue",false,"Blue Awacs")`
|
||||
-- `mymantis:AddShorad(myshorad,720)`
|
||||
-- `mymantis:Start()`
|
||||
--
|
||||
-- and (optionally) remove the link later on with
|
||||
--
|
||||
-- `mymantis:RemoveShorad()`
|
||||
--
|
||||
-- @field #MANTIS
|
||||
MANTIS = {
|
||||
ClassName = "MANTIS",
|
||||
name = "mymantis",
|
||||
SAM_Templates_Prefix = "",
|
||||
SAM_Group = nil,
|
||||
EWR_Templates_Prefix = "",
|
||||
EWR_Group = nil,
|
||||
Adv_EWR_Group = nil,
|
||||
HQ_Template_CC = "",
|
||||
HQ_CC = nil,
|
||||
SAM_Table = {},
|
||||
lid = "",
|
||||
Detection = nil,
|
||||
AWACS_Detection = nil,
|
||||
debug = false,
|
||||
checkradius = 25000,
|
||||
grouping = 5000,
|
||||
acceptrange = 80000,
|
||||
detectinterval = 30,
|
||||
engagerange = 75,
|
||||
autorelocate = false,
|
||||
advanced = false,
|
||||
adv_ratio = 100,
|
||||
adv_state = 0,
|
||||
AWACS_Prefix = "",
|
||||
advAwacs = false,
|
||||
verbose = false,
|
||||
awacsrange = 250000,
|
||||
Shorad = nil,
|
||||
ShoradLink = false,
|
||||
ShoradTime = 600,
|
||||
ShoradActDistance = 15000,
|
||||
UseEmOnOff = true,
|
||||
}
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
-- MANTIS System
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
do
|
||||
--- Function to instantiate a new object of class MANTIS
|
||||
--@param #MANTIS self
|
||||
--@param #string name Name of this MANTIS for reporting
|
||||
--@param #string samprefix Prefixes for the SAM groups from the ME, e.g. all groups starting with "Red Sam..."
|
||||
--@param #string ewrprefix Prefixes for the EWR groups from the ME, e.g. all groups starting with "Red EWR..."
|
||||
--@param #string hq Group name of your HQ (optional)
|
||||
--@param #string coaltion Coalition side of your setup, e.g. "blue", "red" or "neutral"
|
||||
--@param #boolean dynamic Use constant (true) filtering or just filter once (false, default) (optional)
|
||||
--@param #string awacs Group name of your Awacs (optional)
|
||||
--@param #boolean EmOnOff Make MANTIS switch Emissions on and off instead of changing the alarm state between RED and GREEN (optional, deault true)
|
||||
--@return #MANTIS self
|
||||
--@usage Start up your MANTIS with a basic setting
|
||||
--
|
||||
-- `myredmantis = MANTIS:New("myredmantis","Red SAM","Red EWR",nil,"red",false)`
|
||||
-- `myredmantis:Start()`
|
||||
--
|
||||
-- [optional] Use
|
||||
--
|
||||
-- * `MANTIS:SetEWRGrouping(radius)`
|
||||
-- * `MANTIS:SetEWRRange(radius)`
|
||||
-- * `MANTIS:SetSAMRadius(radius)`
|
||||
-- * `MANTIS:SetDetectInterval(interval)`
|
||||
-- * `MANTIS:SetAutoRelocate(hq, ewr)`
|
||||
--
|
||||
-- before starting #MANTIS to fine-tune your setup.
|
||||
--
|
||||
-- If you want to use a separate AWACS unit (default detection range: 250km) to support your EWR system, use e.g. the following setup:
|
||||
--
|
||||
-- `mybluemantis = MANTIS:New("bluemantis","Blue SAM","Blue EWR",nil,"blue",false,"Blue Awacs")`
|
||||
-- `mybluemantis:Start()`
|
||||
--
|
||||
function MANTIS:New(name,samprefix,ewrprefix,hq,coaltion,dynamic,awacs, EmOnOff)
|
||||
|
||||
-- DONE: Create some user functions for these
|
||||
-- DONE: Make HQ useful
|
||||
-- DONE: Set SAMs to auto if EWR dies
|
||||
-- DONE: Refresh SAM table in dynamic mode
|
||||
-- DONE: Treat Awacs separately, since they might be >80km off site
|
||||
|
||||
self.name = name or "mymantis"
|
||||
self.SAM_Templates_Prefix = samprefix or "Red SAM"
|
||||
self.EWR_Templates_Prefix = ewrprefix or "Red EWR"
|
||||
self.HQ_Template_CC = hq or nil
|
||||
self.Coalition = coaltion or "red"
|
||||
self.SAM_Table = {}
|
||||
self.dynamic = dynamic or false
|
||||
self.checkradius = 25000
|
||||
self.grouping = 5000
|
||||
self.acceptrange = 80000
|
||||
self.detectinterval = 30
|
||||
self.engagerange = 75
|
||||
self.autorelocate = false
|
||||
self.autorelocateunits = { HQ = false, EWR = false}
|
||||
self.advanced = false
|
||||
self.adv_ratio = 100
|
||||
self.adv_state = 0
|
||||
self.verbose = false
|
||||
self.Adv_EWR_Group = nil
|
||||
self.AWACS_Prefix = awacs or nil
|
||||
self.awacsrange = 250000 --DONE: 250km, User Function to change
|
||||
self.Shorad = nil
|
||||
self.ShoradLink = false
|
||||
self.ShoradTime = 600
|
||||
self.ShoradActDistance = 15000
|
||||
-- TODO: add emissions on/off when available .... in 2 weeks
|
||||
if EmOnOff then
|
||||
if EmOnOff == false then
|
||||
self.UseEmOnOff = false
|
||||
end
|
||||
end
|
||||
|
||||
if type(awacs) == "string" then
|
||||
self.advAwacs = true
|
||||
else
|
||||
self.advAwacs = false
|
||||
end
|
||||
|
||||
-- Inherit everything from BASE class.
|
||||
local self = BASE:Inherit(self, BASE:New()) -- #MANTIS
|
||||
|
||||
-- Set the string id for output to DCS.log file.
|
||||
self.lid=string.format("MANTIS %s | ", self.name)
|
||||
|
||||
-- Debug trace.
|
||||
if self.debug then
|
||||
BASE:TraceOnOff(true)
|
||||
BASE:TraceClass(self.ClassName)
|
||||
--BASE:TraceClass("SEAD")
|
||||
BASE:TraceLevel(1)
|
||||
end
|
||||
|
||||
if self.dynamic then
|
||||
-- Set SAM SET_GROUP
|
||||
self.SAM_Group = SET_GROUP:New():FilterPrefixes(self.SAM_Templates_Prefix):FilterCoalitions(self.Coalition):FilterStart()
|
||||
-- Set EWR SET_GROUP
|
||||
self.EWR_Group = SET_GROUP:New():FilterPrefixes({self.SAM_Templates_Prefix,self.EWR_Templates_Prefix}):FilterCoalitions(self.Coalition):FilterStart()
|
||||
else
|
||||
-- Set SAM SET_GROUP
|
||||
self.SAM_Group = SET_GROUP:New():FilterPrefixes(self.SAM_Templates_Prefix):FilterCoalitions(self.Coalition):FilterOnce()
|
||||
-- Set EWR SET_GROUP
|
||||
self.EWR_Group = SET_GROUP:New():FilterPrefixes({self.SAM_Templates_Prefix,self.EWR_Templates_Prefix}):FilterCoalitions(self.Coalition):FilterOnce()
|
||||
end
|
||||
|
||||
-- set up CC
|
||||
if self.HQ_Template_CC then
|
||||
self.HQ_CC = GROUP:FindByName(self.HQ_Template_CC)
|
||||
end
|
||||
|
||||
-- @field #string version
|
||||
self.version="0.4.1"
|
||||
self:I(string.format("***** Starting MANTIS Version %s *****", self.version))
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
-- MANTIS helper functions
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
--- [internal] Function to get the self.SAM_Table
|
||||
-- @param #MANTIS self
|
||||
-- @return #table table
|
||||
function MANTIS:_GetSAMTable()
|
||||
return self.SAM_Table
|
||||
end
|
||||
|
||||
--- [internal] Function to set the self.SAM_Table
|
||||
-- @param #MANTIS self
|
||||
-- @return #MANTIS self
|
||||
function MANTIS:_SetSAMTable(table)
|
||||
self.SAM_Table = table
|
||||
return self
|
||||
end
|
||||
|
||||
--- Function to set the grouping radius of the detection in meters
|
||||
-- @param #MANTIS self
|
||||
-- @param #number radius Radius upon which detected objects will be grouped
|
||||
function MANTIS:SetEWRGrouping(radius)
|
||||
local radius = radius or 5000
|
||||
self.grouping = radius
|
||||
end
|
||||
|
||||
--- Function to set the detection radius of the EWR in meters
|
||||
-- @param #MANTIS self
|
||||
-- @param #number radius Radius of the EWR detection zone
|
||||
function MANTIS:SetEWRRange(radius)
|
||||
local radius = radius or 80000
|
||||
self.acceptrange = radius
|
||||
end
|
||||
|
||||
--- Function to set switch-on/off zone for the SAM sites in meters
|
||||
-- @param #MANTIS self
|
||||
-- @param #number radius Radius of the firing zone
|
||||
function MANTIS:SetSAMRadius(radius)
|
||||
local radius = radius or 25000
|
||||
self.checkradius = radius
|
||||
end
|
||||
|
||||
--- Function to set SAM firing engage range, 0-100 percent, e.g. 75
|
||||
-- @param #MANTIS self
|
||||
-- @param #number range Percent of the max fire range
|
||||
function MANTIS:SetSAMRange(range)
|
||||
local range = range or 75
|
||||
if range < 0 or range > 100 then
|
||||
range = 75
|
||||
end
|
||||
self.engagerange = range
|
||||
end
|
||||
|
||||
--- Function to set a new SAM firing engage range, use this method to adjust range while running MANTIS, e.g. for different setups day and night
|
||||
-- @param #MANTIS self
|
||||
-- @param #number range Percent of the max fire range
|
||||
function MANTIS:SetNewSAMRangeWhileRunning(range)
|
||||
local range = range or 75
|
||||
if range < 0 or range > 100 then
|
||||
range = 75
|
||||
end
|
||||
self.engagerange = range
|
||||
self:_RefreshSAMTable()
|
||||
self.mysead.EngagementRange = range
|
||||
end
|
||||
|
||||
--- Function to set switch-on/off the debug state
|
||||
-- @param #MANTIS self
|
||||
-- @param #boolean onoff Set true to switch on
|
||||
function MANTIS:Debug(onoff)
|
||||
local onoff = onoff or false
|
||||
self.debug = onoff
|
||||
end
|
||||
|
||||
--- Function to get the HQ object for further use
|
||||
-- @param #MANTIS self
|
||||
-- @return Wrapper.GROUP#GROUP The HQ #GROUP object or *nil* if it doesn't exist
|
||||
function MANTIS:GetCommandCenter()
|
||||
if self.HQ_CC then
|
||||
return self.HQ_CC
|
||||
else
|
||||
return nil
|
||||
end
|
||||
end
|
||||
|
||||
--- Function to set separate AWACS detection instance
|
||||
-- @param #MANTIS self
|
||||
-- @param #string prefix Name of the AWACS group in the mission editor
|
||||
function MANTIS:SetAwacs(prefix)
|
||||
if prefix ~= nil then
|
||||
if type(prefix) == "string" then
|
||||
self.AWACS_Prefix = prefix
|
||||
self.advAwacs = true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Function to set AWACS detection range. Defaults to 250.000m (250km) - use **before** starting your Mantis!
|
||||
-- @param #MANTIS self
|
||||
-- @param #number range Detection range of the AWACS group
|
||||
function MANTIS:SetAwacsRange(range)
|
||||
local range = range or 250000
|
||||
self.awacsrange = range
|
||||
end
|
||||
|
||||
--- Function to set the HQ object for further use
|
||||
-- @param #MANTIS self
|
||||
-- @param Wrapper.GROUP#GROUP group The #GROUP object to be set as HQ
|
||||
function MANTIS:SetCommandCenter(group)
|
||||
local group = group or nil
|
||||
if group ~= nil then
|
||||
if type(group) == "string" then
|
||||
self.HQ_CC = GROUP:FindByName(group)
|
||||
self.HQ_Template_CC = group
|
||||
else
|
||||
self.HQ_CC = group
|
||||
self.HQ_Template_CC = group:GetName()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Function to set the detection interval
|
||||
-- @param #MANTIS self
|
||||
-- @param #number interval The interval in seconds
|
||||
function MANTIS:SetDetectInterval(interval)
|
||||
local interval = interval or 30
|
||||
self.detectinterval = interval
|
||||
end
|
||||
|
||||
--- Function to set Advanded Mode
|
||||
-- @param #MANTIS self
|
||||
-- @param #boolean onoff If true, will activate Advanced Mode
|
||||
-- @param #number ratio [optional] Percentage to use for advanced mode, defaults to 100%
|
||||
-- @usage Advanced mode will *decrease* reactivity of MANTIS, if HQ and/or EWR network dies. Set SAMs to RED state if both are dead. Requires usage of an **HQ** object and the **dynamic** option.
|
||||
-- E.g. `mymantis:SetAdvancedMode(true, 90)`
|
||||
function MANTIS:SetAdvancedMode(onoff, ratio)
|
||||
self:F({onoff, ratio})
|
||||
local onoff = onoff or false
|
||||
local ratio = ratio or 100
|
||||
if (type(self.HQ_Template_CC) == "string") and onoff and self.dynamic then
|
||||
self.adv_ratio = ratio
|
||||
self.advanced = true
|
||||
self.adv_state = 0
|
||||
self.Adv_EWR_Group = SET_GROUP:New():FilterPrefixes(self.EWR_Templates_Prefix):FilterCoalitions(self.Coalition):FilterStart()
|
||||
env.info(string.format("***** Starting Advanced Mode MANTIS Version %s *****", self.version))
|
||||
else
|
||||
local text = self.lid.." Advanced Mode requires a HQ and dynamic to be set. Revisit your MANTIS:New() statement to add both."
|
||||
local m= MESSAGE:New(text,10,"MANTIS",true):ToAll()
|
||||
BASE:E(text)
|
||||
end
|
||||
end
|
||||
|
||||
--- Set using Emissions on/off instead of changing alarm state
|
||||
-- @param #MANTIS self
|
||||
-- @param #boolean switch Decide if we are changing alarm state or Emission state
|
||||
function MANTIS:SetUsingEmOnOff(switch)
|
||||
self.UseEmOnOff = switch or false
|
||||
end
|
||||
|
||||
--- [Internal] Function to check if HQ is alive
|
||||
-- @param #MANTIS self
|
||||
-- @return #boolean True if HQ is alive, else false
|
||||
function MANTIS:_CheckHQState()
|
||||
local text = self.lid.." Checking HQ State"
|
||||
self:T(text)
|
||||
local m= MESSAGE:New(text,10,"MANTIS"):ToAllIf(self.debug)
|
||||
if self.verbose then env.info(text) end
|
||||
-- start check
|
||||
if self.advanced then
|
||||
local hq = self.HQ_Template_CC
|
||||
local hqgrp = GROUP:FindByName(hq)
|
||||
if hqgrp then
|
||||
if hqgrp:IsAlive() then -- ok we're on, hq exists and as alive
|
||||
env.info(self.lid.." HQ is alive!")
|
||||
return true
|
||||
else
|
||||
env.info(self.lid.." HQ is dead!")
|
||||
return false
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- [Internal] Function to check if EWR is (at least partially) alive
|
||||
-- @param #MANTIS self
|
||||
-- @return #boolean True if EWR is alive, else false
|
||||
function MANTIS:_CheckEWRState()
|
||||
local text = self.lid.." Checking EWR State"
|
||||
self:F(text)
|
||||
local m= MESSAGE:New(text,10,"MANTIS"):ToAllIf(self.debug)
|
||||
if self.verbose then env.info(text) end
|
||||
-- start check
|
||||
if self.advanced then
|
||||
local EWR_Group = self.Adv_EWR_Group
|
||||
--local EWR_Set = EWR_Group.Set
|
||||
local nalive = EWR_Group:CountAlive()
|
||||
if self.advAwacs then
|
||||
local awacs = GROUP:FindByName(self.AWACS_Prefix)
|
||||
if awacs ~= nil then
|
||||
if awacs:IsAlive() then
|
||||
nalive = nalive+1
|
||||
end
|
||||
end
|
||||
end
|
||||
env.info(self.lid..string.format(" No of EWR alive is %d", nalive))
|
||||
if nalive > 0 then
|
||||
return true
|
||||
else
|
||||
return false
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- [Internal] Function to determine state of the advanced mode
|
||||
-- @param #MANTIS self
|
||||
-- @return #number Newly calculated interval
|
||||
-- @return #number Previous state for tracking 0, 1, or 2
|
||||
function MANTIS:_CheckAdvState()
|
||||
local text = self.lid.." Checking Advanced State"
|
||||
self:F(text)
|
||||
local m=MESSAGE:New(text,10,"MANTIS"):ToAllIf(self.debug)
|
||||
if self.verbose then env.info(text) end
|
||||
-- start check
|
||||
local currstate = self.adv_state -- save curr state for comparison later
|
||||
local EWR_State = self:_CheckEWRState()
|
||||
local HQ_State = self:_CheckHQState()
|
||||
-- set state
|
||||
if EWR_State and HQ_State then -- both alive
|
||||
self.adv_state = 0 --everything is fine
|
||||
elseif EWR_State or HQ_State then -- one alive
|
||||
self.adv_state = 1 --slow down level 1
|
||||
else -- none alive
|
||||
self.adv_state = 2 --slow down level 2
|
||||
end
|
||||
-- calculate new detectioninterval
|
||||
local interval = self.detectinterval -- e.g. 30
|
||||
local ratio = self.adv_ratio / 100 -- e.g. 80/100 = 0.8
|
||||
ratio = ratio * self.adv_state -- e.g 0.8*2 = 1.6
|
||||
local newinterval = interval + (interval * ratio) -- e.g. 30+(30*1.6) = 78
|
||||
local text = self.lid..string.format(" Calculated OldState/NewState/Interval: %d / %d / %d", currstate, self.adv_state, newinterval)
|
||||
self:F(text)
|
||||
local m=MESSAGE:New(text,10,"MANTIS"):ToAllIf(self.debug)
|
||||
if self.verbose then env.info(text) end
|
||||
return newinterval, currstate
|
||||
end
|
||||
|
||||
--- Function to set autorelocation for HQ and EWR objects. Note: Units must be actually mobile in DCS!
|
||||
-- @param #MANTIS self
|
||||
-- @param #boolean hq If true, will relocate HQ object
|
||||
-- @param #boolean ewr If true, will relocate EWR objects
|
||||
function MANTIS:SetAutoRelocate(hq, ewr)
|
||||
self:F({hq, ewr})
|
||||
local hqrel = hq or false
|
||||
local ewrel = ewr or false
|
||||
if hqrel or ewrel then
|
||||
self.autorelocate = true
|
||||
self.autorelocateunits = { HQ = hqrel, EWR = ewrel }
|
||||
self:T({self.autorelocate, self.autorelocateunits})
|
||||
end
|
||||
end
|
||||
|
||||
--- [Internal] Function to execute the relocation
|
||||
-- @param #MANTIS self
|
||||
function MANTIS:_RelocateGroups()
|
||||
self:T(self.lid.." Relocating Groups")
|
||||
local text = self.lid.." Relocating Groups"
|
||||
local m= MESSAGE:New(text,10,"MANTIS",true):ToAllIf(self.debug)
|
||||
if self.verbose then env.info(text) end
|
||||
if self.autorelocate then
|
||||
-- relocate HQ
|
||||
if self.autorelocateunits.HQ and self.HQ_CC then --only relocate if HQ exists
|
||||
local _hqgrp = self.HQ_CC
|
||||
self:T(self.lid.." Relocating HQ")
|
||||
local text = self.lid.." Relocating HQ"
|
||||
local m= MESSAGE:New(text,10,"MANTIS"):ToAll()
|
||||
_hqgrp:RelocateGroundRandomInRadius(20,500,true,true)
|
||||
end
|
||||
--relocate EWR
|
||||
-- TODO: maybe dependent on AlarmState? Observed: SA11 SR only relocates if no objects in reach
|
||||
if self.autorelocateunits.EWR then
|
||||
-- get EWR Group
|
||||
local EWR_GRP = SET_GROUP:New():FilterPrefixes(self.EWR_Templates_Prefix):FilterCoalitions(self.Coalition):FilterOnce()
|
||||
local EWR_Grps = EWR_GRP.Set --table of objects in SET_GROUP
|
||||
for _,_grp in pairs (EWR_Grps) do
|
||||
if _grp:IsGround() then
|
||||
self:T(self.lid.." Relocating EWR ".._grp:GetName())
|
||||
local text = self.lid.." Relocating EWR ".._grp:GetName()
|
||||
local m= MESSAGE:New(text,10,"MANTIS"):ToAllIf(self.debug)
|
||||
if self.verbose then env.info(text) end
|
||||
_grp:RelocateGroundRandomInRadius(20,500,true,true)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- (Internal) Function to check if any object is in the given SAM zone
|
||||
-- @param #MANTIS self
|
||||
-- @param #table dectset Table of coordinates of detected items
|
||||
-- @param samcoordinate Core.Point#COORDINATE Coordinate object.
|
||||
-- @return #boolean True if in any zone, else false
|
||||
-- @return #number Distance Target distance in meters or zero when no object is in zone
|
||||
function MANTIS:CheckObjectInZone(dectset, samcoordinate)
|
||||
self:F(self.lid.."CheckObjectInZone Called")
|
||||
-- check if non of the coordinate is in the given defense zone
|
||||
local radius = self.checkradius
|
||||
local set = dectset
|
||||
for _,_coord in pairs (set) do
|
||||
local coord = _coord -- get current coord to check
|
||||
-- output for cross-check
|
||||
local dectstring = coord:ToStringLLDMS()
|
||||
local samstring = samcoordinate:ToStringLLDMS()
|
||||
local targetdistance = samcoordinate:DistanceFromPointVec2(coord)
|
||||
local text = string.format("Checking SAM at % s - Distance %d m - Target %s", samstring, targetdistance, dectstring)
|
||||
local m = MESSAGE:New(text,10,"Check"):ToAllIf(self.debug)
|
||||
if self.verbose then env.info(self.lid..text) end
|
||||
-- end output to cross-check
|
||||
if targetdistance <= radius then
|
||||
return true, targetdistance
|
||||
end
|
||||
end
|
||||
return false, 0
|
||||
end
|
||||
|
||||
--- (Internal) Function to start the detection via EWR groups
|
||||
-- @param #MANTIS self
|
||||
-- @return Functional.Detection #DETECTION_AREAS The running detection set
|
||||
function MANTIS:StartDetection()
|
||||
self:F(self.lid.."Starting Detection")
|
||||
|
||||
-- start detection
|
||||
local groupset = self.EWR_Group
|
||||
local grouping = self.grouping or 5000
|
||||
local acceptrange = self.acceptrange or 80000
|
||||
local interval = self.detectinterval or 60
|
||||
|
||||
--@param Functional.Detection #DETECTION_AREAS _MANTISdetection [internal] The MANTIS detection object
|
||||
_MANTISdetection = DETECTION_AREAS:New( groupset, grouping ) --[internal] Grouping detected objects to 5000m zones
|
||||
_MANTISdetection:FilterCategories({ Unit.Category.AIRPLANE, Unit.Category.HELICOPTER })
|
||||
_MANTISdetection:SetAcceptRange(acceptrange)
|
||||
_MANTISdetection:SetRefreshTimeInterval(interval)
|
||||
_MANTISdetection:Start()
|
||||
|
||||
function _MANTISdetection:OnAfterDetectedItem(From,Event,To,DetectedItem)
|
||||
--BASE:I( { From, Event, To, DetectedItem })
|
||||
local debug = false
|
||||
if DetectedItem.IsDetected and debug then
|
||||
local Coordinate = DetectedItem.Coordinate -- Core.Point#COORDINATE
|
||||
local text = "MANTIS: Detection at "..Coordinate:ToStringLLDMS()
|
||||
local m = MESSAGE:New(text,10,"MANTIS"):ToAllIf(self.debug)
|
||||
end
|
||||
end
|
||||
return _MANTISdetection
|
||||
end
|
||||
|
||||
--- (Internal) Function to start the detection via AWACS if defined as separate
|
||||
-- @param #MANTIS self
|
||||
-- @return Functional.Detection #DETECTION_AREAS The running detection set
|
||||
function MANTIS:StartAwacsDetection()
|
||||
self:F(self.lid.."Starting Awacs Detection")
|
||||
|
||||
-- start detection
|
||||
local group = self.AWACS_Prefix
|
||||
local groupset = SET_GROUP:New():FilterPrefixes(group):FilterCoalitions(self.Coalition):FilterStart()
|
||||
local grouping = self.grouping or 5000
|
||||
--local acceptrange = self.acceptrange or 80000
|
||||
local interval = self.detectinterval or 60
|
||||
|
||||
--@param Functional.Detection #DETECTION_AREAS _MANTISdetection [internal] The MANTIS detection object
|
||||
_MANTISAwacs = DETECTION_AREAS:New( groupset, grouping ) --[internal] Grouping detected objects to 5000m zones
|
||||
_MANTISAwacs:FilterCategories({ Unit.Category.AIRPLANE, Unit.Category.HELICOPTER })
|
||||
_MANTISAwacs:SetAcceptRange(self.awacsrange) --250km
|
||||
_MANTISAwacs:SetRefreshTimeInterval(interval)
|
||||
_MANTISAwacs:Start()
|
||||
|
||||
function _MANTISAwacs:OnAfterDetectedItem(From,Event,To,DetectedItem)
|
||||
--BASE:I( { From, Event, To, DetectedItem })
|
||||
local debug = false
|
||||
if DetectedItem.IsDetected and debug then
|
||||
local Coordinate = DetectedItem.Coordinate -- Core.Point#COORDINATE
|
||||
local text = "Awacs Detection at "..Coordinate:ToStringLLDMS()
|
||||
local m = MESSAGE:New(text,10,"MANTIS"):ToAllIf(self.debug)
|
||||
end
|
||||
end
|
||||
return _MANTISAwacs
|
||||
end
|
||||
|
||||
--- (Internal) Function to set the SAM start state
|
||||
-- @param #MANTIS self
|
||||
-- @return #MANTIS self
|
||||
function MANTIS:SetSAMStartState()
|
||||
-- DONE: if using dynamic filtering, update SAM_Table and the (active) SEAD groups, pull req #1405/#1406
|
||||
self:F(self.lid.."Setting SAM Start States")
|
||||
-- get SAM Group
|
||||
local SAM_SET = self.SAM_Group
|
||||
local SAM_Grps = SAM_SET.Set --table of objects
|
||||
local SAM_Tbl = {} -- table of SAM defense zones
|
||||
local SEAD_Grps = {} -- table of SAM names to make evasive
|
||||
local engagerange = self.engagerange -- firing range in % of max
|
||||
--cycle through groups and set alarm state etc
|
||||
for _i,_group in pairs (SAM_Grps) do
|
||||
local group = _group
|
||||
-- TODO: add emissions on/off
|
||||
if self.UseEmOnOff then
|
||||
group:EnableEmission(false)
|
||||
--group:SetAIOff()
|
||||
else
|
||||
group:OptionAlarmStateGreen() -- AI off
|
||||
end
|
||||
group:SetOption(AI.Option.Ground.id.AC_ENGAGEMENT_RANGE_RESTRICTION,engagerange) --default engagement will be 75% of firing range
|
||||
if group:IsGround() then
|
||||
local grpname = group:GetName()
|
||||
local grpcoord = group:GetCoordinate()
|
||||
table.insert( SAM_Tbl, {grpname, grpcoord})
|
||||
table.insert( SEAD_Grps, grpname )
|
||||
end
|
||||
end
|
||||
self.SAM_Table = SAM_Tbl
|
||||
-- make SAMs evasive
|
||||
local mysead = SEAD:New( SEAD_Grps )
|
||||
mysead:SetEngagementRange(engagerange)
|
||||
self.mysead = mysead
|
||||
return self
|
||||
end
|
||||
|
||||
--- (Internal) Function to update SAM table and SEAD state
|
||||
-- @param #MANTIS self
|
||||
-- @return #MANTIS self
|
||||
function MANTIS:_RefreshSAMTable()
|
||||
self:F(self.lid.."Setting SAM Start States")
|
||||
-- Requires SEAD 0.2.2 or better
|
||||
-- get SAM Group
|
||||
local SAM_SET = self.SAM_Group
|
||||
local SAM_Grps = SAM_SET.Set --table of objects
|
||||
local SAM_Tbl = {} -- table of SAM defense zones
|
||||
local SEAD_Grps = {} -- table of SAM names to make evasive
|
||||
local engagerange = self.engagerange -- firing range in % of max
|
||||
--cycle through groups and set alarm state etc
|
||||
for _i,_group in pairs (SAM_Grps) do
|
||||
local group = _group
|
||||
group:SetOption(AI.Option.Ground.id.AC_ENGAGEMENT_RANGE_RESTRICTION,engagerange) --engagement will be 75% of firing range
|
||||
if group:IsGround() then
|
||||
local grpname = group:GetName()
|
||||
local grpcoord = group:GetCoordinate()
|
||||
table.insert( SAM_Tbl, {grpname, grpcoord}) -- make the table lighter, as I don't really use the zone here
|
||||
table.insert( SEAD_Grps, grpname )
|
||||
end
|
||||
end
|
||||
self.SAM_Table = SAM_Tbl
|
||||
-- make SAMs evasive
|
||||
if self.mysead ~= nil then
|
||||
local mysead = self.mysead
|
||||
mysead:UpdateSet( SEAD_Grps )
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Function to link up #MANTIS with a #SHORAD installation
|
||||
-- @param #MANTIS self
|
||||
-- @param Functional.Shorad#SHORAD Shorad The #SHORAD object
|
||||
-- @param #number Shoradtime Number of seconds #SHORAD stays active post wake-up
|
||||
function MANTIS:AddShorad(Shorad,Shoradtime)
|
||||
local Shorad = Shorad or nil
|
||||
local ShoradTime = Shoradtime or 600
|
||||
local ShoradLink = true
|
||||
if Shorad:IsInstanceOf("SHORAD") then
|
||||
self.ShoradLink = ShoradLink
|
||||
self.Shorad = Shorad --#SHORAD
|
||||
self.ShoradTime = Shoradtime -- #number
|
||||
end
|
||||
end
|
||||
|
||||
--- Function to unlink #MANTIS from a #SHORAD installation
|
||||
-- @param #MANTIS self
|
||||
function MANTIS:RemoveShorad()
|
||||
self.ShoradLink = false
|
||||
end
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
-- MANTIS main functions
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
--- Function to set the SAM start state
|
||||
-- @param #MANTIS self
|
||||
-- @return #MANTIS self
|
||||
function MANTIS:Start()
|
||||
self:F(self.lid.."Starting MANTIS")
|
||||
self:SetSAMStartState()
|
||||
self.Detection = self:StartDetection()
|
||||
if self.advAwacs then
|
||||
self.AWACS_Detection = self:StartAwacsDetection()
|
||||
end
|
||||
-- detection function
|
||||
local function check(detection)
|
||||
--get detected set
|
||||
local detset = detection:GetDetectedItemCoordinates()
|
||||
self:F("Check:", {detset})
|
||||
-- randomly update SAM Table
|
||||
local rand = math.random(1,100)
|
||||
if rand > 65 then -- 1/3 of cases
|
||||
self:_RefreshSAMTable()
|
||||
end
|
||||
-- switch SAMs on/off if (n)one of the detected groups is inside their reach
|
||||
local samset = self:_GetSAMTable() -- table of i.1=names, i.2=coordinates
|
||||
for _,_data in pairs (samset) do
|
||||
local samcoordinate = _data[2]
|
||||
local name = _data[1]
|
||||
local samgroup = GROUP:FindByName(name)
|
||||
local IsInZone, Distance = self:CheckObjectInZone(detset, samcoordinate)
|
||||
if IsInZone then --check any target in zone
|
||||
if samgroup:IsAlive() then
|
||||
-- switch on SAM
|
||||
if self.UseEmOnOff then
|
||||
-- TODO: add emissions on/off
|
||||
--samgroup:SetAIOn()
|
||||
samgroup:EnableEmission(true)
|
||||
end
|
||||
samgroup:OptionAlarmStateRed()
|
||||
-- link in to SHORAD if available
|
||||
-- DONE: Test integration fully
|
||||
if self.ShoradLink and Distance < self.ShoradActDistance then -- don't give SHORAD position away too early
|
||||
local Shorad = self.Shorad
|
||||
local radius = self.checkradius
|
||||
local ontime = self.ShoradTime
|
||||
Shorad:WakeUpShorad(name, radius, ontime)
|
||||
end
|
||||
-- debug output
|
||||
local text = string.format("SAM %s switched to alarm state RED!", name)
|
||||
local m=MESSAGE:New(text,10,"MANTIS"):ToAllIf(self.debug)
|
||||
if self.verbose then env.info(self.lid..text) end
|
||||
end --end alive
|
||||
else
|
||||
if samgroup:IsAlive() then
|
||||
-- switch off SAM
|
||||
if self.UseEmOnOff then
|
||||
-- TODO: add emissions on/off
|
||||
samgroup:EnableEmission(false)
|
||||
--samgroup:SetAIOff()
|
||||
else
|
||||
samgroup:OptionAlarmStateGreen()
|
||||
end
|
||||
--samgroup:OptionROEWeaponFree()
|
||||
--samgroup:SetAIOn()
|
||||
local text = string.format("SAM %s switched to alarm state GREEN!", name)
|
||||
local m=MESSAGE:New(text,10,"MANTIS"):ToAllIf(self.debug)
|
||||
if self.verbose then env.info(self.lid..text) end
|
||||
end --end alive
|
||||
end --end check
|
||||
end --for for loop
|
||||
end --end function
|
||||
-- relocation relay function
|
||||
local function relocate()
|
||||
self:_RelocateGroups()
|
||||
end
|
||||
-- check advanced state
|
||||
local function checkadvstate()
|
||||
local interval, oldstate = self:_CheckAdvState()
|
||||
local newstate = self.adv_state
|
||||
if newstate ~= oldstate then
|
||||
-- deal with new state
|
||||
if newstate == 2 then
|
||||
-- switch alarm state RED
|
||||
if self.MantisTimer.isrunning then
|
||||
self.MantisTimer:Stop()
|
||||
self.MantisTimer.isrunning = false
|
||||
end -- stop Awacs timer
|
||||
if self.MantisATimer.isrunning then
|
||||
self.MantisATimer:Stop()
|
||||
self.MantisATimer.isrunning = false
|
||||
end -- stop timer
|
||||
local samset = self:_GetSAMTable() -- table of i.1=names, i.2=coordinates
|
||||
for _,_data in pairs (samset) do
|
||||
local name = _data[1]
|
||||
local samgroup = GROUP:FindByName(name)
|
||||
if samgroup:IsAlive() then
|
||||
if self.UseEmOnOff then
|
||||
-- TODO: add emissions on/off
|
||||
--samgroup:SetAIOn()
|
||||
samgroup:EnableEmission(true)
|
||||
end
|
||||
samgroup:OptionAlarmStateRed()
|
||||
end -- end alive
|
||||
end -- end for loop
|
||||
elseif newstate <= 1 then
|
||||
-- change MantisTimer to slow down or speed up
|
||||
if self.MantisTimer.isrunning then
|
||||
self.MantisTimer:Stop()
|
||||
self.MantisTimer.isrunning = false
|
||||
end
|
||||
if self.MantisATimer.isrunning then
|
||||
self.MantisATimer:Stop()
|
||||
self.MantisATimer.isrunning = false
|
||||
end
|
||||
self.MantisTimer = TIMER:New(check,self.Detection)
|
||||
self.MantisTimer:Start(5,interval,nil)
|
||||
self.MantisTimer.isrunning = true
|
||||
if self.advAwacs then
|
||||
self.MantisATimer = TIMER:New(check,self.AWACS_Detection)
|
||||
self.MantisATimer:Start(15,interval,nil)
|
||||
self.MantisATimer.isrunning = true
|
||||
end
|
||||
end
|
||||
end -- end newstate vs oldstate
|
||||
end
|
||||
-- timers to run the system
|
||||
local interval = self.detectinterval
|
||||
self.MantisTimer = TIMER:New(check,self.Detection)
|
||||
self.MantisTimer:Start(5,interval,nil)
|
||||
self.MantisTimer.isrunning = true
|
||||
-- Awacs timer
|
||||
if self.advAwacs then
|
||||
self.MantisATimer = TIMER:New(check,self.AWACS_Detection)
|
||||
self.MantisATimer:Start(15,interval,nil)
|
||||
self.MantisATimer.isrunning = true
|
||||
end
|
||||
-- timer to relocate HQ and EWR
|
||||
if self.autorelocate then
|
||||
local relointerval = math.random(1800,3600) -- random between 30 and 60 mins
|
||||
self.MantisReloTimer = TIMER:New(relocate)
|
||||
self.MantisReloTimer:Start(relointerval,relointerval,nil)
|
||||
end
|
||||
-- timer for advanced state check
|
||||
if self.advanced then
|
||||
self.MantisAdvTimer = TIMER:New(checkadvstate)
|
||||
self.MantisAdvTimer:Start(30,interval*5,nil)
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Function to stop MANTIS
|
||||
-- @param #MANTIS self
|
||||
-- @return #MANTIS self
|
||||
function MANTIS:Stop()
|
||||
if self.MantisTimer.isrunning then
|
||||
self.MantisTimer:Stop()
|
||||
end
|
||||
if self.MantisATimer.isrunning then
|
||||
self.MantisATimer:Stop()
|
||||
end
|
||||
if self.autorelocate then
|
||||
self.MantisReloTimer:Stop()
|
||||
end
|
||||
if self.advanced then
|
||||
self.MantisAdvTimer:Stop()
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
end
|
||||
-----------------------------------------------------------------------
|
||||
-- MANTIS end
|
||||
-----------------------------------------------------------------------
|
||||
@@ -81,7 +81,7 @@
|
||||
-- @field #PSEUDOATC
|
||||
PSEUDOATC={
|
||||
ClassName = "PSEUDOATC",
|
||||
player={},
|
||||
group={},
|
||||
Debug=false,
|
||||
mdur=30,
|
||||
mrefresh=120,
|
||||
@@ -98,7 +98,7 @@ PSEUDOATC.id="PseudoATC | "
|
||||
|
||||
--- PSEUDOATC version.
|
||||
-- @field #number version
|
||||
PSEUDOATC.version="0.9.1"
|
||||
PSEUDOATC.version="0.9.2"
|
||||
|
||||
-----------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
@@ -383,16 +383,23 @@ function PSEUDOATC:PlayerEntered(unit)
|
||||
local PlayerName=unit:GetPlayerName()
|
||||
local UnitName=unit:GetName()
|
||||
local CallSign=unit:GetCallsign()
|
||||
local UID=unit:GetDCSObject():getID()
|
||||
|
||||
if not self.group[GID] then
|
||||
self.group[GID]={}
|
||||
self.group[GID].player={}
|
||||
end
|
||||
|
||||
|
||||
-- Init player table.
|
||||
self.player[GID]={}
|
||||
self.player[GID].group=group
|
||||
self.player[GID].unit=unit
|
||||
self.player[GID].groupname=GroupName
|
||||
self.player[GID].unitname=UnitName
|
||||
self.player[GID].playername=PlayerName
|
||||
self.player[GID].callsign=CallSign
|
||||
self.player[GID].waypoints=group:GetTaskRoute()
|
||||
self.group[GID].player[UID]={}
|
||||
self.group[GID].player[UID].group=group
|
||||
self.group[GID].player[UID].unit=unit
|
||||
self.group[GID].player[UID].groupname=GroupName
|
||||
self.group[GID].player[UID].unitname=UnitName
|
||||
self.group[GID].player[UID].playername=PlayerName
|
||||
self.group[GID].player[UID].callsign=CallSign
|
||||
self.group[GID].player[UID].waypoints=group:GetTaskRoute()
|
||||
|
||||
-- Info message.
|
||||
local text=string.format("Player %s entered unit %s of group %s (id=%d).", PlayerName, UnitName, GroupName, GID)
|
||||
@@ -400,19 +407,26 @@ function PSEUDOATC:PlayerEntered(unit)
|
||||
MESSAGE:New(text, 30):ToAllIf(self.Debug)
|
||||
|
||||
-- Create main F10 menu, i.e. "F10/Pseudo ATC"
|
||||
self.player[GID].menu_main=missionCommands.addSubMenuForGroup(GID, "Pseudo ATC")
|
||||
local countPlayerInGroup = 0
|
||||
for _ in pairs(self.group[GID].player) do countPlayerInGroup = countPlayerInGroup + 1 end
|
||||
if countPlayerInGroup <= 1 then
|
||||
self.group[GID].menu_main=missionCommands.addSubMenuForGroup(GID, "Pseudo ATC")
|
||||
end
|
||||
|
||||
-- Create/update custom menu for player
|
||||
self:MenuCreatePlayer(GID,UID)
|
||||
|
||||
-- Create/update list of nearby airports.
|
||||
self:LocalAirports(GID)
|
||||
self:LocalAirports(GID,UID)
|
||||
|
||||
-- Create submenu of local airports.
|
||||
self:MenuAirports(GID)
|
||||
self:MenuAirports(GID,UID)
|
||||
|
||||
-- Create submenu Waypoints.
|
||||
self:MenuWaypoints(GID)
|
||||
self:MenuWaypoints(GID,UID)
|
||||
|
||||
-- Start scheduler to refresh the F10 menues.
|
||||
self.player[GID].scheduler, self.player[GID].schedulerid=SCHEDULER:New(nil, self.MenuRefresh, {self, GID}, self.mrefresh, self.mrefresh)
|
||||
self.group[GID].player[UID].scheduler, self.group[GID].player[UID].schedulerid=SCHEDULER:New(nil, self.MenuRefresh, {self, GID, UID}, self.mrefresh, self.mrefresh)
|
||||
|
||||
end
|
||||
|
||||
@@ -425,24 +439,23 @@ function PSEUDOATC:PlayerLanded(unit, place)
|
||||
|
||||
-- Gather some information.
|
||||
local group=unit:GetGroup()
|
||||
local id=group:GetID()
|
||||
local PlayerName=self.player[id].playername
|
||||
local Callsign=self.player[id].callsign
|
||||
local UnitName=self.player[id].unitname
|
||||
local GroupName=self.player[id].groupname
|
||||
local CallSign=self.player[id].callsign
|
||||
local GID=group:GetID()
|
||||
local UID=unit:GetDCSObject():getID()
|
||||
local PlayerName=self.group[GID].player[UID].playername
|
||||
local UnitName=self.group[GID].player[UID].unitname
|
||||
local GroupName=self.group[GID].player[UID].groupname
|
||||
|
||||
-- Debug message.
|
||||
local text=string.format("Player %s in unit %s of group %s (id=%d) landed at %s.", PlayerName, UnitName, GroupName, id, place)
|
||||
local text=string.format("Player %s in unit %s of group %s (id=%d) landed at %s.", PlayerName, UnitName, GroupName, GID, place)
|
||||
self:T(PSEUDOATC.id..text)
|
||||
MESSAGE:New(text, 30):ToAllIf(self.Debug)
|
||||
|
||||
-- Stop altitude reporting timer if its activated.
|
||||
self:AltitudeTimerStop(id)
|
||||
self:AltitudeTimerStop(GID,UID)
|
||||
|
||||
-- Welcome message.
|
||||
if place and self.chatty then
|
||||
local text=string.format("Touchdown! Welcome to %s. Have a nice day!", place)
|
||||
local text=string.format("Touchdown! Welcome to %s pilot %s. Have a nice day!", place,PlayerName)
|
||||
MESSAGE:New(text, self.mdur):ToGroup(group)
|
||||
end
|
||||
|
||||
@@ -457,15 +470,15 @@ function PSEUDOATC:PlayerTakeOff(unit, place)
|
||||
|
||||
-- Gather some information.
|
||||
local group=unit:GetGroup()
|
||||
local id=group:GetID()
|
||||
local PlayerName=self.player[id].playername
|
||||
local Callsign=self.player[id].callsign
|
||||
local UnitName=self.player[id].unitname
|
||||
local GroupName=self.player[id].groupname
|
||||
local CallSign=self.player[id].callsign
|
||||
local GID=group:GetID()
|
||||
local UID=unit:GetDCSObject():getID()
|
||||
local PlayerName=self.group[GID].player[UID].playername
|
||||
local CallSign=self.group[GID].player[UID].callsign
|
||||
local UnitName=self.group[GID].player[UID].unitname
|
||||
local GroupName=self.group[GID].player[UID].groupname
|
||||
|
||||
-- Debug message.
|
||||
local text=string.format("Player %s in unit %s of group %s (id=%d) took off at %s.", PlayerName, UnitName, GroupName, id, place)
|
||||
local text=string.format("Player %s in unit %s of group %s (id=%d) took off at %s.", PlayerName, UnitName, GroupName, GID, place)
|
||||
self:T(PSEUDOATC.id..text)
|
||||
MESSAGE:New(text, 30):ToAllIf(self.Debug)
|
||||
|
||||
@@ -485,30 +498,44 @@ function PSEUDOATC:PlayerLeft(unit)
|
||||
|
||||
-- Get id.
|
||||
local group=unit:GetGroup()
|
||||
local id=group:GetID()
|
||||
local GID=group:GetID()
|
||||
local UID=unit:GetDCSObject():getID()
|
||||
|
||||
if self.player[id] then
|
||||
if self.group[GID].player[UID] then
|
||||
local PlayerName=self.group[GID].player[UID].playername
|
||||
local CallSign=self.group[GID].player[UID].callsign
|
||||
local UnitName=self.group[GID].player[UID].unitname
|
||||
local GroupName=self.group[GID].player[UID].groupname
|
||||
|
||||
-- Debug message.
|
||||
local text=string.format("Player %s (callsign %s) of group %s just left unit %s.", self.player[id].playername, self.player[id].callsign, self.player[id].groupname, self.player[id].unitname)
|
||||
local text=string.format("Player %s (callsign %s) of group %s just left unit %s.", PlayerName, CallSign, GroupName, UnitName)
|
||||
self:T(PSEUDOATC.id..text)
|
||||
MESSAGE:New(text, 30):ToAllIf(self.Debug)
|
||||
|
||||
-- Stop scheduler for menu updates
|
||||
if self.player[id].schedulerid then
|
||||
self.player[id].scheduler:Stop(self.player[id].schedulerid)
|
||||
if self.group[GID].player[UID].schedulerid then
|
||||
self.group[GID].player[UID].scheduler:Stop(self.group[GID].player[UID].schedulerid)
|
||||
end
|
||||
|
||||
-- Stop scheduler for reporting alt if it runs.
|
||||
self:AltitudeTimerStop(id)
|
||||
self:AltitudeTimerStop(GID,UID)
|
||||
|
||||
-- Remove own menu.
|
||||
if self.group[GID].player[UID].menu_own then
|
||||
missionCommands.removeItemForGroup(GID,self.group[GID].player[UID].menu_own)
|
||||
end
|
||||
-- Remove main menu.
|
||||
if self.player[id].menu_main then
|
||||
missionCommands.removeItem(self.player[id].menu_main)
|
||||
-- WARNING: Remove only if last human element of group
|
||||
|
||||
local countPlayerInGroup = 0
|
||||
for _ in pairs(self.group[GID].player) do countPlayerInGroup = countPlayerInGroup + 1 end
|
||||
|
||||
if self.group[GID].menu_main and countPlayerInGroup==1 then
|
||||
missionCommands.removeItemForGroup(GID,self.group[GID].menu_main)
|
||||
end
|
||||
|
||||
-- Remove player array.
|
||||
self.player[id]=nil
|
||||
self.group[GID].player[UID]=nil
|
||||
|
||||
end
|
||||
end
|
||||
@@ -518,80 +545,94 @@ end
|
||||
|
||||
--- Refreshes all player menues.
|
||||
-- @param #PSEUDOATC self.
|
||||
-- @param #number id Group id of player unit.
|
||||
function PSEUDOATC:MenuRefresh(id)
|
||||
self:F({id=id})
|
||||
|
||||
-- @param #number GID Group id of player unit.
|
||||
-- @param #number UID Unit id of player.
|
||||
function PSEUDOATC:MenuRefresh(GID,UID)
|
||||
self:F({GID=GID,UID=UID})
|
||||
-- Debug message.
|
||||
local text=string.format("Refreshing menues for player %s in group %s.", self.player[id].playername, self.player[id].groupname)
|
||||
local text=string.format("Refreshing menues for player %s in group %s.", self.group[GID].player[UID].playername, self.group[GID].player[UID].groupname)
|
||||
self:T(PSEUDOATC.id..text)
|
||||
MESSAGE:New(text,30):ToAllIf(self.Debug)
|
||||
|
||||
-- Clear menu.
|
||||
self:MenuClear(id)
|
||||
self:MenuClear(GID,UID)
|
||||
|
||||
-- Create list of nearby airports.
|
||||
self:LocalAirports(id)
|
||||
self:LocalAirports(GID,UID)
|
||||
|
||||
-- Create submenu Local Airports.
|
||||
self:MenuAirports(id)
|
||||
self:MenuAirports(GID,UID)
|
||||
|
||||
-- Create submenu Waypoints etc.
|
||||
self:MenuWaypoints(id)
|
||||
self:MenuWaypoints(GID,UID)
|
||||
|
||||
end
|
||||
|
||||
--- Create player menus.
|
||||
-- @param #PSEUDOATC self.
|
||||
-- @param #number GID Group id of player unit.
|
||||
-- @param #number UID Unit id of player.
|
||||
function PSEUDOATC:MenuCreatePlayer(GID,UID)
|
||||
self:F({GID=GID,UID=UID})
|
||||
-- Table for menu entries.
|
||||
local PlayerName=self.group[GID].player[UID].playername
|
||||
self.group[GID].player[UID].menu_own=missionCommands.addSubMenuForGroup(GID, PlayerName, self.group[GID].menu_main)
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Clear player menus.
|
||||
-- @param #PSEUDOATC self.
|
||||
-- @param #number id Group id of player unit.
|
||||
function PSEUDOATC:MenuClear(id)
|
||||
self:F(id)
|
||||
-- @param #number GID Group id of player unit.
|
||||
-- @param #number UID Unit id of player.
|
||||
function PSEUDOATC:MenuClear(GID,UID)
|
||||
self:F({GID=GID,UID=UID})
|
||||
|
||||
-- Debug message.
|
||||
local text=string.format("Clearing menus for player %s in group %s.", self.player[id].playername, self.player[id].groupname)
|
||||
local text=string.format("Clearing menus for player %s in group %s.", self.group[GID].player[UID].playername, self.group[GID].player[UID].groupname)
|
||||
self:T(PSEUDOATC.id..text)
|
||||
MESSAGE:New(text,30):ToAllIf(self.Debug)
|
||||
|
||||
-- Delete Airports menu.
|
||||
if self.player[id].menu_airports then
|
||||
missionCommands.removeItemForGroup(id, self.player[id].menu_airports)
|
||||
self.player[id].menu_airports=nil
|
||||
if self.group[GID].player[UID].menu_airports then
|
||||
missionCommands.removeItemForGroup(GID, self.group[GID].player[UID].menu_airports)
|
||||
self.group[GID].player[UID].menu_airports=nil
|
||||
else
|
||||
self:T2(PSEUDOATC.id.."No airports to clear menus.")
|
||||
end
|
||||
|
||||
-- Delete waypoints menu.
|
||||
if self.player[id].menu_waypoints then
|
||||
missionCommands.removeItemForGroup(id, self.player[id].menu_waypoints)
|
||||
self.player[id].menu_waypoints=nil
|
||||
if self.group[GID].player[UID].menu_waypoints then
|
||||
missionCommands.removeItemForGroup(GID, self.group[GID].player[UID].menu_waypoints)
|
||||
self.group[GID].player[UID].menu_waypoints=nil
|
||||
end
|
||||
|
||||
-- Delete report alt until touchdown menu command.
|
||||
if self.player[id].menu_reportalt then
|
||||
missionCommands.removeItemForGroup(id, self.player[id].menu_reportalt)
|
||||
self.player[id].menu_reportalt=nil
|
||||
if self.group[GID].player[UID].menu_reportalt then
|
||||
missionCommands.removeItemForGroup(GID, self.group[GID].player[UID].menu_reportalt)
|
||||
self.group[GID].player[UID].menu_reportalt=nil
|
||||
end
|
||||
|
||||
-- Delete request current alt menu command.
|
||||
if self.player[id].menu_requestalt then
|
||||
missionCommands.removeItemForGroup(id, self.player[id].menu_requestalt)
|
||||
self.player[id].menu_requestalt=nil
|
||||
if self.group[GID].player[UID].menu_requestalt then
|
||||
missionCommands.removeItemForGroup(GID, self.group[GID].player[UID].menu_requestalt)
|
||||
self.group[GID].player[UID].menu_requestalt=nil
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Create "F10/Pseudo ATC/Local Airports/Airport Name/" menu items each containing weather report and BR request.
|
||||
-- @param #PSEUDOATC self
|
||||
-- @param #number id Group id of player unit for which menues are created.
|
||||
function PSEUDOATC:MenuAirports(id)
|
||||
self:F(id)
|
||||
-- @param #number GID Group id of player unit.
|
||||
-- @param #number UID Unit id of player.
|
||||
function PSEUDOATC:MenuAirports(GID,UID)
|
||||
self:F({GID=GID,UID=UID})
|
||||
|
||||
-- Table for menu entries.
|
||||
self.player[id].menu_airports=missionCommands.addSubMenuForGroup(id, "Local Airports", self.player[id].menu_main)
|
||||
self.group[GID].player[UID].menu_airports=missionCommands.addSubMenuForGroup(GID, "Local Airports", self.group[GID].player[UID].menu_own)
|
||||
|
||||
local i=0
|
||||
for _,airport in pairs(self.player[id].airports) do
|
||||
for _,airport in pairs(self.group[GID].player[UID].airports) do
|
||||
|
||||
i=i+1
|
||||
if i > 10 then
|
||||
@@ -603,37 +644,38 @@ function PSEUDOATC:MenuAirports(id)
|
||||
local pos=AIRBASE:FindByName(name):GetCoordinate()
|
||||
|
||||
--F10menu_ATC_airports[ID][name] = missionCommands.addSubMenuForGroup(ID, name, F10menu_ATC)
|
||||
local submenu=missionCommands.addSubMenuForGroup(id, name, self.player[id].menu_airports)
|
||||
local submenu=missionCommands.addSubMenuForGroup(GID, name, self.group[GID].player[UID].menu_airports)
|
||||
|
||||
-- Create menu reporting commands
|
||||
missionCommands.addCommandForGroup(id, "Weather Report", submenu, self.ReportWeather, self, id, pos, name)
|
||||
missionCommands.addCommandForGroup(id, "Request BR", submenu, self.ReportBR, self, id, pos, name)
|
||||
missionCommands.addCommandForGroup(GID, "Weather Report", submenu, self.ReportWeather, self, GID, UID, pos, name)
|
||||
missionCommands.addCommandForGroup(GID, "Request BR", submenu, self.ReportBR, self, GID, UID, pos, name)
|
||||
|
||||
-- Debug message.
|
||||
self:T(string.format(PSEUDOATC.id.."Creating airport menu item %s for ID %d", name, id))
|
||||
self:T(string.format(PSEUDOATC.id.."Creating airport menu item %s for ID %d", name, GID))
|
||||
end
|
||||
end
|
||||
|
||||
--- Create "F10/Pseudo ATC/Waypoints/<Waypoint i> menu items.
|
||||
-- @param #PSEUDOATC self
|
||||
-- @param #number id Group id of player unit for which menues are created.
|
||||
function PSEUDOATC:MenuWaypoints(id)
|
||||
self:F(id)
|
||||
-- @param #number GID Group id of player unit.
|
||||
-- @param #number UID Unit id of player.
|
||||
function PSEUDOATC:MenuWaypoints(GID, UID)
|
||||
self:F({GID=GID, UID=UID})
|
||||
|
||||
-- Player unit and callsign.
|
||||
local unit=self.player[id].unit --Wrapper.Unit#UNIT
|
||||
local callsign=self.player[id].callsign
|
||||
-- local unit=self.group[GID].player[UID].unit --Wrapper.Unit#UNIT
|
||||
local callsign=self.group[GID].player[UID].callsign
|
||||
|
||||
-- Debug info.
|
||||
self:T(PSEUDOATC.id..string.format("Creating waypoint menu for %s (ID %d).", callsign, id))
|
||||
self:T(PSEUDOATC.id..string.format("Creating waypoint menu for %s (ID %d).", callsign, GID))
|
||||
|
||||
if #self.player[id].waypoints>0 then
|
||||
if #self.group[GID].player[UID].waypoints>0 then
|
||||
|
||||
-- F10/PseudoATC/Waypoints
|
||||
self.player[id].menu_waypoints=missionCommands.addSubMenuForGroup(id, "Waypoints", self.player[id].menu_main)
|
||||
self.group[GID].player[UID].menu_waypoints=missionCommands.addSubMenuForGroup(GID, "Waypoints", self.group[GID].player[UID].menu_own)
|
||||
|
||||
local j=0
|
||||
for i, wp in pairs(self.player[id].waypoints) do
|
||||
for i, wp in pairs(self.group[GID].player[UID].waypoints) do
|
||||
|
||||
-- Increase counter
|
||||
j=j+1
|
||||
@@ -647,16 +689,16 @@ function PSEUDOATC:MenuWaypoints(id)
|
||||
local name=string.format("Waypoint %d", i-1)
|
||||
|
||||
-- "F10/PseudoATC/Waypoints/Waypoint X"
|
||||
local submenu=missionCommands.addSubMenuForGroup(id, name, self.player[id].menu_waypoints)
|
||||
local submenu=missionCommands.addSubMenuForGroup(GID, name, self.group[GID].player[UID].menu_waypoints)
|
||||
|
||||
-- Menu commands for each waypoint "F10/PseudoATC/My Aircraft (callsign)/Waypoints/Waypoint X/<Commands>"
|
||||
missionCommands.addCommandForGroup(id, "Weather Report", submenu, self.ReportWeather, self, id, pos, name)
|
||||
missionCommands.addCommandForGroup(id, "Request BR", submenu, self.ReportBR, self, id, pos, name)
|
||||
missionCommands.addCommandForGroup(GID, "Weather Report", submenu, self.ReportWeather, self, GID, UID, pos, name)
|
||||
missionCommands.addCommandForGroup(GID, "Request BR", submenu, self.ReportBR, self, GID, UID, pos, name)
|
||||
end
|
||||
end
|
||||
|
||||
self.player[id].menu_reportalt = missionCommands.addCommandForGroup(id, "Talk me down", self.player[id].menu_main, self.AltidudeTimerToggle, self, id)
|
||||
self.player[id].menu_requestalt = missionCommands.addCommandForGroup(id, "Request altitude", self.player[id].menu_main, self.ReportHeight, self, id)
|
||||
self.group[GID].player[UID].menu_reportalt = missionCommands.addCommandForGroup(GID, "Talk me down", self.group[GID].player[UID].menu_own, self.AltidudeTimerToggle, self, GID, UID)
|
||||
self.group[GID].player[UID].menu_requestalt = missionCommands.addCommandForGroup(GID, "Request altitude", self.group[GID].player[UID].menu_own, self.ReportHeight, self, GID, UID)
|
||||
end
|
||||
|
||||
-----------------------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -664,14 +706,15 @@ end
|
||||
|
||||
--- Weather Report. Report pressure QFE/QNH, temperature, wind at certain location.
|
||||
-- @param #PSEUDOATC self
|
||||
-- @param #number id Group id to which the report is delivered.
|
||||
-- @param #number GID Group id of player unit.
|
||||
-- @param #number UID Unit id of player.
|
||||
-- @param Core.Point#COORDINATE position Coordinates at which the pressure is measured.
|
||||
-- @param #string location Name of the location at which the pressure is measured.
|
||||
function PSEUDOATC:ReportWeather(id, position, location)
|
||||
self:F({id=id, position=position, location=location})
|
||||
function PSEUDOATC:ReportWeather(GID, UID, position, location)
|
||||
self:F({GID=GID, UID=UID, position=position, location=location})
|
||||
|
||||
-- Player unit system settings.
|
||||
local settings=_DATABASE:GetPlayerSettings(self.player[id].playername) or _SETTINGS --Core.Settings#SETTINGS
|
||||
local settings=_DATABASE:GetPlayerSettings(self.group[GID].player[UID].playername) or _SETTINGS --Core.Settings#SETTINGS
|
||||
|
||||
local text=string.format("Local weather at %s:\n", location)
|
||||
|
||||
@@ -723,23 +766,24 @@ function PSEUDOATC:ReportWeather(id, position, location)
|
||||
end
|
||||
|
||||
-- Message text.
|
||||
local text=text..string.format("Wind from %s at %s (%s).", Ds, Vs, Bd)
|
||||
local text=text..string.format("%s, Wind from %s at %s (%s).", self.group[GID].player[UID].playername, Ds, Vs, Bd)
|
||||
|
||||
-- Send message
|
||||
self:_DisplayMessageToGroup(self.player[id].unit, text, self.mdur, true)
|
||||
self:_DisplayMessageToGroup(self.group[GID].player[UID].unit, text, self.mdur, true)
|
||||
|
||||
end
|
||||
|
||||
--- Report absolute bearing and range form player unit to airport.
|
||||
-- @param #PSEUDOATC self
|
||||
-- @param #number id Group id to the report is delivered.
|
||||
-- @param #number GID Group id of player unit.
|
||||
-- @param #number UID Unit id of player.
|
||||
-- @param Core.Point#COORDINATE position Coordinates at which the pressure is measured.
|
||||
-- @param #string location Name of the location at which the pressure is measured.
|
||||
function PSEUDOATC:ReportBR(id, position, location)
|
||||
self:F({id=id, position=position, location=location})
|
||||
function PSEUDOATC:ReportBR(GID, UID, position, location)
|
||||
self:F({GID=GID, UID=UID, position=position, location=location})
|
||||
|
||||
-- Current coordinates.
|
||||
local unit=self.player[id].unit --Wrapper.Unit#UNIT
|
||||
local unit=self.group[GID].player[UID].unit --Wrapper.Unit#UNIT
|
||||
local coord=unit:GetCoordinate()
|
||||
|
||||
-- Direction vector from current position (coord) to target (position).
|
||||
@@ -752,7 +796,7 @@ function PSEUDOATC:ReportBR(id, position, location)
|
||||
local Bs=string.format('%03d°', angle)
|
||||
|
||||
-- Settings.
|
||||
local settings=_DATABASE:GetPlayerSettings(self.player[id].playername) or _SETTINGS --Core.Settings#SETTINGS
|
||||
local settings=_DATABASE:GetPlayerSettings(self.group[GID].player[UID].playername) or _SETTINGS --Core.Settings#SETTINGS
|
||||
|
||||
|
||||
local Rs=string.format("%.1f NM", UTILS.MetersToNM(range))
|
||||
@@ -763,18 +807,20 @@ function PSEUDOATC:ReportBR(id, position, location)
|
||||
-- Message text.
|
||||
local text=string.format("%s: Bearing %s, Range %s.", location, Bs, Rs)
|
||||
|
||||
-- Send message to player group.
|
||||
MESSAGE:New(text, self.mdur):ToGroup(self.player[id].group)
|
||||
-- Send message
|
||||
self:_DisplayMessageToGroup(self.group[GID].player[UID].unit, text, self.mdur, true)
|
||||
|
||||
end
|
||||
|
||||
--- Report altitude above ground level of player unit.
|
||||
-- @param #PSEUDOATC self
|
||||
-- @param #number id Group id to the report is delivered.
|
||||
-- @param #number GID Group id of player unit.
|
||||
-- @param #number UID Unit id of player.
|
||||
-- @param #number dt (Optional) Duration the message is displayed.
|
||||
-- @param #boolean _clear (Optional) Clear previouse messages.
|
||||
-- @return #number Altitude above ground.
|
||||
function PSEUDOATC:ReportHeight(id, dt, _clear)
|
||||
self:F({id=id, dt=dt})
|
||||
function PSEUDOATC:ReportHeight(GID, UID, dt, _clear)
|
||||
self:F({GID=GID, UID=UID, dt=dt})
|
||||
|
||||
local dt = dt or self.mdur
|
||||
if _clear==nil then
|
||||
@@ -791,7 +837,7 @@ function PSEUDOATC:ReportHeight(id, dt, _clear)
|
||||
end
|
||||
|
||||
-- Get height AGL.
|
||||
local unit=self.player[id].unit --Wrapper.Unit#UNIT
|
||||
local unit=self.group[GID].player[UID].unit --Wrapper.Unit#UNIT
|
||||
|
||||
if unit and unit:IsAlive() then
|
||||
|
||||
@@ -800,7 +846,7 @@ function PSEUDOATC:ReportHeight(id, dt, _clear)
|
||||
local callsign=unit:GetCallsign()
|
||||
|
||||
-- Settings.
|
||||
local settings=_DATABASE:GetPlayerSettings(self.player[id].playername) or _SETTINGS --Core.Settings#SETTINGS
|
||||
local settings=_DATABASE:GetPlayerSettings(self.group[GID].player[UID].playername) or _SETTINGS --Core.Settings#SETTINGS
|
||||
|
||||
-- Height string.
|
||||
local Hs=string.format("%d ft", UTILS.MetersToFeet(height))
|
||||
@@ -817,7 +863,7 @@ function PSEUDOATC:ReportHeight(id, dt, _clear)
|
||||
end
|
||||
|
||||
-- Send message to player group.
|
||||
self:_DisplayMessageToGroup(self.player[id].unit,_text, dt,_clear)
|
||||
self:_DisplayMessageToGroup(self.group[GID].player[UID].unit,_text, dt,_clear)
|
||||
|
||||
-- Return height
|
||||
return height
|
||||
@@ -830,47 +876,50 @@ end
|
||||
|
||||
--- Toggle report altitude reporting on/off.
|
||||
-- @param #PSEUDOATC self.
|
||||
-- @param #number id Group id of player unit.
|
||||
function PSEUDOATC:AltidudeTimerToggle(id)
|
||||
self:F(id)
|
||||
-- @param #number GID Group id of player unit.
|
||||
-- @param #number UID Unit id of player.
|
||||
function PSEUDOATC:AltidudeTimerToggle(GID,UID)
|
||||
self:F({GID=GID, UID=UID})
|
||||
|
||||
if self.player[id].altimerid then
|
||||
if self.group[GID].player[UID].altimerid then
|
||||
-- If the timer is on, we turn it off.
|
||||
self:AltitudeTimerStop(id)
|
||||
self:AltitudeTimerStop(GID, UID)
|
||||
else
|
||||
-- If the timer is off, we turn it on.
|
||||
self:AltitudeTimeStart(id)
|
||||
self:AltitudeTimeStart(GID, UID)
|
||||
end
|
||||
end
|
||||
|
||||
--- Start altitude reporting scheduler.
|
||||
-- @param #PSEUDOATC self.
|
||||
-- @param #number id Group id of player unit.
|
||||
function PSEUDOATC:AltitudeTimeStart(id)
|
||||
self:F(id)
|
||||
-- @param #number GID Group id of player unit.
|
||||
-- @param #number UID Unit id of player.
|
||||
function PSEUDOATC:AltitudeTimeStart(GID, UID)
|
||||
self:F({GID=GID, UID=UID})
|
||||
|
||||
-- Debug info.
|
||||
self:T(PSEUDOATC.id..string.format("Starting altitude report timer for player ID %d.", id))
|
||||
self:T(PSEUDOATC.id..string.format("Starting altitude report timer for player ID %d.", UID))
|
||||
|
||||
-- Start timer. Altitude is reported every ~3 seconds.
|
||||
self.player[id].altimer, self.player[id].altimerid=SCHEDULER:New(nil, self.ReportHeight, {self, id, 0.1, true}, 1, 3)
|
||||
self.group[GID].player[UID].altimer, self.group[GID].player[UID].altimerid=SCHEDULER:New(nil, self.ReportHeight, {self, GID, UID, 0.1, true}, 1, 3)
|
||||
end
|
||||
|
||||
--- Stop/destroy DCS scheduler function for reporting altitude.
|
||||
-- @param #PSEUDOATC self.
|
||||
-- @param #number id Group id of player unit.
|
||||
function PSEUDOATC:AltitudeTimerStop(id)
|
||||
|
||||
-- @param #number GID Group id of player unit.
|
||||
-- @param #number UID Unit id of player.
|
||||
function PSEUDOATC:AltitudeTimerStop(GID, UID)
|
||||
self:F({GID=GID,UID=UID})
|
||||
-- Debug info.
|
||||
self:T(PSEUDOATC.id..string.format("Stopping altitude report timer for player ID %d.", id))
|
||||
self:T(PSEUDOATC.id..string.format("Stopping altitude report timer for player ID %d.", UID))
|
||||
|
||||
-- Stop timer.
|
||||
if self.player[id].altimerid then
|
||||
self.player[id].altimer:Stop(self.player[id].altimerid)
|
||||
if self.group[GID].player[UID].altimerid then
|
||||
self.group[GID].player[UID].altimer:Stop(self.group[GID].player[UID].altimerid)
|
||||
end
|
||||
|
||||
self.player[id].altimer=nil
|
||||
self.player[id].altimerid=nil
|
||||
self.group[GID].player[UID].altimer=nil
|
||||
self.group[GID].player[UID].altimerid=nil
|
||||
end
|
||||
|
||||
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -878,16 +927,17 @@ end
|
||||
|
||||
--- Create list of nearby airports sorted by distance to player unit.
|
||||
-- @param #PSEUDOATC self
|
||||
-- @param #number id Group id of player unit.
|
||||
function PSEUDOATC:LocalAirports(id)
|
||||
self:F(id)
|
||||
-- @param #number GID Group id of player unit.
|
||||
-- @param #number UID Unit id of player.
|
||||
function PSEUDOATC:LocalAirports(GID, UID)
|
||||
self:F({GID=GID, UID=UID})
|
||||
|
||||
-- Airports table.
|
||||
self.player[id].airports=nil
|
||||
self.player[id].airports={}
|
||||
self.group[GID].player[UID].airports=nil
|
||||
self.group[GID].player[UID].airports={}
|
||||
|
||||
-- Current player position.
|
||||
local pos=self.player[id].unit:GetCoordinate()
|
||||
local pos=self.group[GID].player[UID].unit:GetCoordinate()
|
||||
|
||||
-- Loop over coalitions.
|
||||
for i=0,2 do
|
||||
@@ -903,7 +953,7 @@ function PSEUDOATC:LocalAirports(id)
|
||||
local d=q:Get2DDistance(pos)
|
||||
|
||||
-- Add to table.
|
||||
table.insert(self.player[id].airports, {distance=d, name=name})
|
||||
table.insert(self.group[GID].player[UID].airports, {distance=d, name=name})
|
||||
|
||||
end
|
||||
end
|
||||
@@ -914,7 +964,7 @@ function PSEUDOATC:LocalAirports(id)
|
||||
end
|
||||
|
||||
-- Sort airports table w.r.t. distance to player.
|
||||
table.sort(self.player[id].airports, compare)
|
||||
table.sort(self.group[GID].player[UID].airports, compare)
|
||||
|
||||
end
|
||||
|
||||
@@ -992,3 +1042,5 @@ function PSEUDOATC:_myname(unitname)
|
||||
return string.format("%s (%s)", csign, pname)
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -150,6 +150,8 @@
|
||||
-- @field #number parkingscanradius Radius in meters until which parking spots are scanned for obstacles like other units, statics or scenery.
|
||||
-- @field #boolean parkingscanscenery If true, area around parking spots is scanned for scenery objects. Default is false.
|
||||
-- @field #boolean parkingverysafe If true, parking spots are considered as non-free until a possible aircraft has left and taken off. Default false.
|
||||
-- @field #boolean despawnair If true, aircraft are despawned when they reach their destination zone. Default.
|
||||
-- @field #boolean eplrs If true, turn on EPLSR datalink for the RAT group.
|
||||
-- @extends Core.Spawn#SPAWN
|
||||
|
||||
--- Implements an easy to use way to randomly fill your map with AI aircraft.
|
||||
@@ -240,7 +242,7 @@
|
||||
-- * AIRBASE.TerminalType.OpenMed: Open/Shelter air airplane only.
|
||||
-- * AIRBASE.TerminalType.OpenBig: Open air spawn points. Generally larger but does not guarantee large aircraft are capable of spawning there.
|
||||
-- * AIRBASE.TerminalType.OpenMedOrBig: Combines OpenMed and OpenBig spots.
|
||||
-- * AIRBASE.TerminalType.HelicopterUnsable: Combines HelicopterOnly, OpenMed and OpenBig.
|
||||
-- * AIRBASE.TerminalType.HelicopterUsable: Combines HelicopterOnly, OpenMed and OpenBig.
|
||||
-- * AIRBASE.TerminalType.FighterAircraft: Combines Shelter, OpenMed and OpenBig spots. So effectively all spots usable by fixed wing aircraft.
|
||||
--
|
||||
-- So for example
|
||||
@@ -428,6 +430,8 @@ RAT={
|
||||
parkingscanradius=40, -- Scan radius.
|
||||
parkingscanscenery=false, -- Scan parking spots for scenery obstacles.
|
||||
parkingverysafe=false, -- Very safe option.
|
||||
despawnair=true,
|
||||
eplrs=false,
|
||||
}
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -546,7 +550,7 @@ RAT.id="RAT | "
|
||||
--- RAT version.
|
||||
-- @list version
|
||||
RAT.version={
|
||||
version = "2.3.4",
|
||||
version = "2.3.9",
|
||||
print = true,
|
||||
}
|
||||
|
||||
@@ -718,6 +722,11 @@ function RAT:Spawn(naircraft)
|
||||
end
|
||||
end
|
||||
|
||||
-- Enable helos to go to destinations 100 meters away.
|
||||
if self.category==RAT.cat.heli then
|
||||
self.mindist=50
|
||||
end
|
||||
|
||||
-- Run consistency checks.
|
||||
self:_CheckConsistency()
|
||||
|
||||
@@ -1093,6 +1102,14 @@ function RAT:SetParkingSpotSafeOFF()
|
||||
return self
|
||||
end
|
||||
|
||||
--- Aircraft that reach their destination zone are not despawned. They will probably go the the nearest airbase and try to land.
|
||||
-- @param #RAT self
|
||||
-- @return #RAT RAT self object.
|
||||
function RAT:SetDespawnAirOFF()
|
||||
self.despawnair=false
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set takeoff type. Starting cold at airport, starting hot at airport, starting at runway, starting in the air.
|
||||
-- Default is "takeoff-coldorhot". So there is a 50% chance that the aircraft starts with cold engines and 50% that it starts with hot engines.
|
||||
-- @param #RAT self
|
||||
@@ -1627,6 +1644,19 @@ function RAT:Invisible()
|
||||
return self
|
||||
end
|
||||
|
||||
--- Turn EPLRS datalink on/off.
|
||||
-- @param #RAT self
|
||||
-- @param #boolean switch If true (or nil), turn EPLRS on.
|
||||
-- @return #RAT RAT self object.
|
||||
function RAT:SetEPLRS(switch)
|
||||
if switch==nil or switch==true then
|
||||
self.eplrs=true
|
||||
else
|
||||
self.eplrs=false
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Aircraft are immortal.
|
||||
-- @param #RAT self
|
||||
-- @return #RAT RAT self object.
|
||||
@@ -1812,14 +1842,14 @@ function RAT:ATC_Delay(time)
|
||||
end
|
||||
|
||||
--- Set minimum distance between departure and destination. Default is 5 km.
|
||||
-- Minimum distance should not be smaller than maybe ~500 meters to ensure that departure and destination are different.
|
||||
-- Minimum distance should not be smaller than maybe ~100 meters to ensure that departure and destination are different.
|
||||
-- @param #RAT self
|
||||
-- @param #number dist Distance in km.
|
||||
-- @return #RAT RAT self object.
|
||||
function RAT:SetMinDistance(dist)
|
||||
self:F2(dist)
|
||||
-- Distance in meters. Absolute minimum is 500 m.
|
||||
self.mindist=math.max(500, dist*1000)
|
||||
self.mindist=math.max(100, dist*1000)
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -2149,6 +2179,11 @@ function RAT:_SpawnWithRoute(_departure, _destination, _takeoff, _landing, _live
|
||||
self:_CommandImmortal(group, true)
|
||||
end
|
||||
|
||||
-- Set group to be immortal.
|
||||
if self.eplrs then
|
||||
group:CommandEPLRS(true, 1)
|
||||
end
|
||||
|
||||
-- Set ROE, default is "weapon hold".
|
||||
self:_SetROE(group, self.roe)
|
||||
|
||||
@@ -2446,7 +2481,7 @@ function RAT:_SetRoute(takeoff, landing, _departure, _destination, _waypoint)
|
||||
local VxCruiseMax
|
||||
if self.Vcruisemax then
|
||||
-- User input.
|
||||
VxCruiseMax = min(self.Vcruisemax, self.aircraft.Vmax)
|
||||
VxCruiseMax = math.min(self.Vcruisemax, self.aircraft.Vmax)
|
||||
else
|
||||
-- Max cruise speed 90% of Vmax or 900 km/h whichever is lower.
|
||||
VxCruiseMax = math.min(self.aircraft.Vmax*0.90, 250)
|
||||
@@ -3357,11 +3392,19 @@ function RAT:_GetAirportsOfMap()
|
||||
local _name=airbase:getName()
|
||||
local _myab=AIRBASE:FindByName(_name)
|
||||
|
||||
-- Add airport to table.
|
||||
table.insert(self.airports_map, _myab)
|
||||
if _myab then
|
||||
|
||||
local text="MOOSE: Airport ID = ".._myab:GetID().." and Name = ".._myab:GetName()..", Category = ".._myab:GetCategory()..", TypeName = ".._myab:GetTypeName()
|
||||
self:T(RAT.id..text)
|
||||
-- Add airport to table.
|
||||
table.insert(self.airports_map, _myab)
|
||||
|
||||
local text="MOOSE: Airport ID = ".._myab:GetID().." and Name = ".._myab:GetName()..", Category = ".._myab:GetCategory()..", TypeName = ".._myab:GetTypeName()
|
||||
self:T(RAT.id..text)
|
||||
|
||||
else
|
||||
|
||||
self:E(RAT.id..string.format("WARNING: Airbase %s does not exsist as MOOSE object!", tostring(_name)))
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
@@ -3373,7 +3416,7 @@ function RAT:_GetAirportsOfCoalition()
|
||||
for _,coalition in pairs(self.ctable) do
|
||||
for _,_airport in pairs(self.airports_map) do
|
||||
local airport=_airport --Wrapper.Airbase#AIRBASE
|
||||
local category=airport:GetDesc().category
|
||||
local category=airport:GetAirbaseCategory()
|
||||
if airport:GetCoalition()==coalition then
|
||||
-- Planes cannot land on FARPs.
|
||||
--local condition1=self.category==RAT.cat.plane and airport:GetTypeName()=="FARP"
|
||||
@@ -3599,13 +3642,18 @@ function RAT:Status(message, forID)
|
||||
|
||||
local text=string.format("Flight %s will be despawned NOW!", self.alias)
|
||||
self:T(RAT.id..text)
|
||||
-- Despawn old group.
|
||||
|
||||
-- Respawn group
|
||||
if (not self.norespawn) and (not self.respawn_after_takeoff) then
|
||||
local idx=self:GetSpawnIndexFromGroup(group)
|
||||
local coord=group:GetCoordinate()
|
||||
self:_Respawn(idx, coord, 0)
|
||||
end
|
||||
self:_Despawn(group, 0)
|
||||
|
||||
-- Despawn old group.
|
||||
if self.despawnair then
|
||||
self:_Despawn(group, 0)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
@@ -3799,7 +3847,7 @@ function RAT:_OnBirth(EventData)
|
||||
|
||||
-- Check if any unit of the group was spawned on top of another unit in the MOOSE data base.
|
||||
local ontop=false
|
||||
if self.checkontop and (_airbase and _airbase:GetDesc().category==Airbase.Category.AIRDROME) then
|
||||
if self.checkontop and (_airbase and _airbase:GetAirbaseCategory()==Airbase.Category.AIRDROME) then
|
||||
ontop=self:_CheckOnTop(SpawnGroup, self.ontopradius)
|
||||
end
|
||||
|
||||
@@ -4409,7 +4457,7 @@ function RAT:_Waypoint(index, description, Type, Coord, Speed, Altitude, Airport
|
||||
|
||||
if (Airport~=nil) and (Type~=RAT.wp.air) then
|
||||
local AirbaseID = Airport:GetID()
|
||||
local AirbaseCategory = Airport:GetDesc().category
|
||||
local AirbaseCategory = Airport:GetAirbaseCategory()
|
||||
if AirbaseCategory == Airbase.Category.SHIP then
|
||||
RoutePoint.linkUnit = AirbaseID
|
||||
RoutePoint.helipadId = AirbaseID
|
||||
@@ -5093,7 +5141,7 @@ function RAT:_ModifySpawnTemplate(waypoints, livery, spawnplace, departure, take
|
||||
local spawnonrunway=false
|
||||
local spawnonairport=false
|
||||
if spawnonground then
|
||||
local AirbaseCategory = departure:GetDesc().category
|
||||
local AirbaseCategory = departure:GetAirbaseCategory()
|
||||
if AirbaseCategory == Airbase.Category.SHIP then
|
||||
spawnonship=true
|
||||
elseif AirbaseCategory == Airbase.Category.HELIPAD then
|
||||
@@ -5125,6 +5173,7 @@ function RAT:_ModifySpawnTemplate(waypoints, livery, spawnplace, departure, take
|
||||
if self.uncontrolled then
|
||||
-- This is used in the SPAWN:SpawnWithIndex() function. Some values are overwritten there!
|
||||
self.SpawnUnControlled=true
|
||||
SpawnTemplate.uncontrolled=true
|
||||
end
|
||||
|
||||
-- Number of units in the group. With grouping this can actually differ from the template group size!
|
||||
@@ -5435,7 +5484,7 @@ function RAT:_ATCInit(airports_map)
|
||||
if not RAT.ATC.init then
|
||||
local text
|
||||
text="Starting RAT ATC.\nSimultanious = "..RAT.ATC.Nclearance.."\n".."Delay = "..RAT.ATC.delay
|
||||
self:T(RAT.id..text)
|
||||
BASE:T(RAT.id..text)
|
||||
RAT.ATC.init=true
|
||||
for _,ap in pairs(airports_map) do
|
||||
local name=ap:GetName()
|
||||
@@ -5458,7 +5507,7 @@ end
|
||||
-- @param #string name Group name of the flight.
|
||||
-- @param #string dest Name of the destination airport.
|
||||
function RAT:_ATCAddFlight(name, dest)
|
||||
self:T(string.format("%sATC %s: Adding flight %s with destination %s.", RAT.id, dest, name, dest))
|
||||
BASE:T(string.format("%sATC %s: Adding flight %s with destination %s.", RAT.id, dest, name, dest))
|
||||
RAT.ATC.flight[name]={}
|
||||
RAT.ATC.flight[name].destination=dest
|
||||
RAT.ATC.flight[name].Tarrive=-1
|
||||
@@ -5483,7 +5532,7 @@ end
|
||||
-- @param #string name Group name of the flight.
|
||||
-- @param #number time Time the fight first registered.
|
||||
function RAT:_ATCRegisterFlight(name, time)
|
||||
self:T(RAT.id.."Flight ".. name.." registered at ATC for landing clearance.")
|
||||
BASE:T(RAT.id.."Flight ".. name.." registered at ATC for landing clearance.")
|
||||
RAT.ATC.flight[name].Tarrive=time
|
||||
RAT.ATC.flight[name].holding=0
|
||||
end
|
||||
@@ -5514,7 +5563,7 @@ function RAT:_ATCStatus()
|
||||
|
||||
-- Aircraft is holding.
|
||||
local text=string.format("ATC %s: Flight %s is holding for %i:%02d. %s.", dest, name, hold/60, hold%60, busy)
|
||||
self:T(RAT.id..text)
|
||||
BASE:T(RAT.id..text)
|
||||
|
||||
elseif hold==RAT.ATC.onfinal then
|
||||
|
||||
@@ -5522,7 +5571,7 @@ function RAT:_ATCStatus()
|
||||
local Tfinal=Tnow-RAT.ATC.flight[name].Tonfinal
|
||||
|
||||
local text=string.format("ATC %s: Flight %s is on final. Waiting %i:%02d for landing event.", dest, name, Tfinal/60, Tfinal%60)
|
||||
self:T(RAT.id..text)
|
||||
BASE:T(RAT.id..text)
|
||||
|
||||
elseif hold==RAT.ATC.unregistered then
|
||||
|
||||
@@ -5530,7 +5579,7 @@ function RAT:_ATCStatus()
|
||||
--self:T(string.format("ATC %s: Flight %s is not registered yet (hold %d).", dest, name, hold))
|
||||
|
||||
else
|
||||
self:E(RAT.id.."ERROR: Unknown holding time in RAT:_ATCStatus().")
|
||||
BASE:E(RAT.id.."ERROR: Unknown holding time in RAT:_ATCStatus().")
|
||||
end
|
||||
end
|
||||
|
||||
@@ -5572,12 +5621,12 @@ function RAT:_ATCCheck()
|
||||
|
||||
-- Debug message.
|
||||
local text=string.format("ATC %s: Flight %s runway is busy. You are #%d of %d in landing queue. Your holding time is %i:%02d.", name, flight,qID, nqueue, RAT.ATC.flight[flight].holding/60, RAT.ATC.flight[flight].holding%60)
|
||||
self:T(RAT.id..text)
|
||||
BASE:T(RAT.id..text)
|
||||
|
||||
else
|
||||
|
||||
local text=string.format("ATC %s: Flight %s was cleared for landing. Your holding time was %i:%02d.", name, flight, RAT.ATC.flight[flight].holding/60, RAT.ATC.flight[flight].holding%60)
|
||||
self:T(RAT.id..text)
|
||||
BASE:T(RAT.id..text)
|
||||
|
||||
-- Clear flight for landing.
|
||||
RAT:_ATCClearForLanding(name, flight)
|
||||
@@ -5706,11 +5755,6 @@ function RAT:_ATCQueue()
|
||||
table.insert(RAT.ATC.airport[airport].queue, v[1])
|
||||
end
|
||||
|
||||
--fvh
|
||||
--for k,v in ipairs(RAT.ATC.airport[airport].queue) do
|
||||
--print(string.format("queue #%02i flight \"%s\" holding %d seconds",k, v, RAT.ATC.flight[v].holding))
|
||||
--end
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1635,7 +1635,7 @@ function SCORING:ReportScoreGroupSummary( PlayerGroup )
|
||||
self:F( { ReportMissions, ScoreMissions, PenaltyMissions } )
|
||||
|
||||
local PlayerScore = ScoreHits + ScoreDestroys + ScoreCoalitionChanges + ScoreGoals + ScoreMissions
|
||||
local PlayerPenalty = PenaltyHits + PenaltyDestroys + PenaltyCoalitionChanges + ScoreGoals + PenaltyMissions
|
||||
local PlayerPenalty = PenaltyHits + PenaltyDestroys + PenaltyCoalitionChanges + PenaltyGoals + PenaltyMissions
|
||||
|
||||
PlayerMessage =
|
||||
string.format( "Player '%s' Score = %d ( %d Score, -%d Penalties )",
|
||||
|
||||
@@ -15,7 +15,9 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Authors: **FlightControl**
|
||||
-- ### Authors: **FlightControl**, **applevangelist**
|
||||
--
|
||||
-- Last Update: April 2021
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -39,71 +41,192 @@
|
||||
SEAD = {
|
||||
ClassName = "SEAD",
|
||||
TargetSkill = {
|
||||
Average = { Evade = 50, DelayOff = { 10, 25 }, DelayOn = { 10, 30 } } ,
|
||||
Good = { Evade = 30, DelayOff = { 8, 20 }, DelayOn = { 20, 40 } } ,
|
||||
High = { Evade = 15, DelayOff = { 5, 17 }, DelayOn = { 30, 50 } } ,
|
||||
Excellent = { Evade = 10, DelayOff = { 3, 10 }, DelayOn = { 30, 60 } }
|
||||
Average = { Evade = 30, DelayOn = { 40, 60 } } ,
|
||||
Good = { Evade = 20, DelayOn = { 30, 50 } } ,
|
||||
High = { Evade = 15, DelayOn = { 20, 40 } } ,
|
||||
Excellent = { Evade = 10, DelayOn = { 10, 30 } }
|
||||
},
|
||||
SEADGroupPrefixes = {}
|
||||
SEADGroupPrefixes = {},
|
||||
SuppressedGroups = {},
|
||||
EngagementRange = 75 -- default 75% engagement range Feature Request #1355
|
||||
}
|
||||
|
||||
-- TODO Complete list?
|
||||
--- Missile enumerators
|
||||
-- @field Harms
|
||||
SEAD.Harms = {
|
||||
--[[
|
||||
["X58"] = "weapons.missiles.X_58", --Kh-58X anti-radiation missiles fired
|
||||
["Kh25"] = "weapons.missiles.Kh25MP_PRGS1VP", --Kh-25MP anti-radiation missiles fired
|
||||
["X25"] = "weapons.missiles.X_25MP", --Kh-25MPU anti-radiation missiles fired
|
||||
["X28"] = "weapons.missiles.X_28", --Kh-28 anti-radiation missiles fired
|
||||
["X31"] = "weapons.missiles.X_31P", --Kh-31P anti-radiation missiles fired
|
||||
["AGM45A"] = "weapons.missiles.AGM_45A", --AGM-45A anti-radiation missiles fired
|
||||
["AGM45"] = "weapons.missiles.AGM_45", --AGM-45B anti-radiation missiles fired
|
||||
["AGM88"] = "weapons.missiles.AGM_88", --AGM-88C anti-radiation missiles fired
|
||||
["AGM122"] = "weapons.missiles.AGM_122", --AGM-122 Sidearm anti-radiation missiles fired
|
||||
["LD10"] = "weapons.missiles.LD-10", --LD-10 anti-radiation missiles fired
|
||||
["ALARM"] = "weapons.missiles.ALARM", --ALARM anti-radiation missiles fired
|
||||
["AGM84E"] = "weapons.missiles.AGM_84E", --AGM84 anti-radiation missiles fired
|
||||
["AGM84A"] = "weapons.missiles.AGM_84A", --AGM84 anti-radiation missiles fired
|
||||
["AGM84H"] = "weapons.missiles.AGM_84H", --AGM84 anti-radiation missiles fired
|
||||
--]]
|
||||
["AGM_88"] = "AGM_88",
|
||||
["AGM_45"] = "AGM_45",
|
||||
["AGM_122"] = "AGM_122",
|
||||
["AGM_84"] = "AGM_84",
|
||||
["AGM_45"] = "AGM_45",
|
||||
["ALARN"] = "ALARM",
|
||||
["LD-10"] = "LD-10",
|
||||
["X_58"] = "X_58",
|
||||
["X_28"] = "X_28",
|
||||
["X_25"] = "X_25",
|
||||
["X_31"] = "X_31",
|
||||
["Kh25"] = "Kh25",
|
||||
}
|
||||
|
||||
--- Creates the main object which is handling defensive actions for SA sites or moving SA vehicles.
|
||||
-- When an anti radiation missile is fired (KH-58, KH-31P, KH-31A, KH-25MPU, HARM missiles), the SA will shut down their radars and will take evasive actions...
|
||||
-- Chances are big that the missile will miss.
|
||||
-- @param table{string,...}|string SEADGroupPrefixes which is a table of Prefixes of the SA Groups in the DCSRTE on which evasive actions need to be taken.
|
||||
-- @param #SEAD self
|
||||
-- @param table{string,...}|string SEADGroupPrefixes which is a table of Prefixes of the SA Groups in the DCS mission editor on which evasive actions need to be taken.
|
||||
-- @return SEAD
|
||||
-- @usage
|
||||
-- -- CCCP SEAD Defenses
|
||||
-- -- Defends the Russian SA installations from SEAD attacks.
|
||||
-- SEAD_RU_SAM_Defenses = SEAD:New( { 'RU SA-6 Kub', 'RU SA-6 Defenses', 'RU MI-26 Troops', 'RU Attack Gori' } )
|
||||
function SEAD:New( SEADGroupPrefixes )
|
||||
|
||||
local self = BASE:Inherit( self, BASE:New() )
|
||||
self:F( SEADGroupPrefixes )
|
||||
|
||||
if type( SEADGroupPrefixes ) == 'table' then
|
||||
for SEADGroupPrefixID, SEADGroupPrefix in pairs( SEADGroupPrefixes ) do
|
||||
self.SEADGroupPrefixes[SEADGroupPrefix] = SEADGroupPrefix
|
||||
end
|
||||
else
|
||||
self.SEADGroupNames[SEADGroupPrefixes] = SEADGroupPrefixes
|
||||
self.SEADGroupPrefixes[SEADGroupPrefixes] = SEADGroupPrefixes
|
||||
end
|
||||
|
||||
self:HandleEvent( EVENTS.Shot )
|
||||
|
||||
self:I("*** SEAD - Started Version 0.2.7")
|
||||
return self
|
||||
end
|
||||
|
||||
--- Detects if an SA site was shot with an anti radiation missile. In this case, take evasive actions based on the skill level set within the ME.
|
||||
--- Update the active SEAD Set
|
||||
-- @param #SEAD self
|
||||
-- @param #table SEADGroupPrefixes The prefixes to add, note: can also be a single #string
|
||||
-- @return #SEAD self
|
||||
function SEAD:UpdateSet( SEADGroupPrefixes )
|
||||
|
||||
self:F( SEADGroupPrefixes )
|
||||
|
||||
if type( SEADGroupPrefixes ) == 'table' then
|
||||
for SEADGroupPrefixID, SEADGroupPrefix in pairs( SEADGroupPrefixes ) do
|
||||
self.SEADGroupPrefixes[SEADGroupPrefix] = SEADGroupPrefix
|
||||
end
|
||||
else
|
||||
self.SEADGroupPrefixes[SEADGroupPrefixes] = SEADGroupPrefixes
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sets the engagement range of the SAMs. Defaults to 75% to make it more deadly. Feature Request #1355
|
||||
-- @param #SEAD self
|
||||
-- @param #number range Set the engagement range in percent, e.g. 50
|
||||
-- @return self
|
||||
function SEAD:SetEngagementRange(range)
|
||||
self:F( { range } )
|
||||
range = range or 75
|
||||
if range < 0 or range > 100 then
|
||||
range = 75
|
||||
end
|
||||
self.EngagementRange = range
|
||||
self:T(string.format("*** SEAD - Engagement range set to %s",range))
|
||||
return self
|
||||
end
|
||||
|
||||
--- Check if a known HARM was fired
|
||||
-- @param #SEAD self
|
||||
-- @param #string WeaponName
|
||||
-- @return #boolean Returns true for a match
|
||||
function SEAD:_CheckHarms(WeaponName)
|
||||
self:F( { WeaponName } )
|
||||
local hit = false
|
||||
for _,_name in pairs (SEAD.Harms) do
|
||||
if string.find(WeaponName,_name,1) then hit = true end
|
||||
end
|
||||
return hit
|
||||
end
|
||||
|
||||
--- Detects if an SAM site was shot with an anti radiation missile. In this case, take evasive actions based on the skill level set within the ME.
|
||||
-- @see SEAD
|
||||
-- @param #SEAD
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function SEAD:OnEventShot( EventData )
|
||||
self:F( { EventData } )
|
||||
self:T( { EventData } )
|
||||
|
||||
local SEADUnit = EventData.IniDCSUnit
|
||||
local SEADUnitName = EventData.IniDCSUnitName
|
||||
local SEADWeapon = EventData.Weapon -- Identify the weapon fired
|
||||
local SEADWeaponName = EventData.WeaponName -- return weapon type
|
||||
-- Start of the 2nd loop
|
||||
self:T( "Missile Launched = " .. SEADWeaponName )
|
||||
if SEADWeaponName == "KH-58" or SEADWeaponName == "KH-25MPU" or SEADWeaponName == "AGM-88" or SEADWeaponName == "KH-31A" or SEADWeaponName == "KH-31P" then -- Check if the missile is a SEAD
|
||||
|
||||
self:T( "*** SEAD - Missile Launched = " .. SEADWeaponName)
|
||||
self:T({ SEADWeapon })
|
||||
|
||||
--[[check for SEAD missiles
|
||||
if SEADWeaponName == "weapons.missiles.X_58" --Kh-58U anti-radiation missiles fired
|
||||
or
|
||||
SEADWeaponName == "weapons.missiles.Kh25MP_PRGS1VP" --Kh-25MP anti-radiation missiles fired
|
||||
or
|
||||
SEADWeaponName == "weapons.missiles.X_25MP" --Kh-25MPU anti-radiation missiles fired
|
||||
or
|
||||
SEADWeaponName == "weapons.missiles.X_28" --Kh-28 anti-radiation missiles fired
|
||||
or
|
||||
SEADWeaponName == "weapons.missiles.X_31P" --Kh-31P anti-radiation missiles fired
|
||||
or
|
||||
SEADWeaponName == "weapons.missiles.AGM_45A" --AGM-45A anti-radiation missiles fired
|
||||
or
|
||||
SEADWeaponName == "weapons.missiles.AGM_45" --AGM-45B anti-radiation missiles fired
|
||||
or
|
||||
SEADWeaponName == "weapons.missiles.AGM_88" --AGM-88C anti-radiation missiles fired
|
||||
or
|
||||
SEADWeaponName == "weapons.missiles.AGM_122" --AGM-122 Sidearm anti-radiation missiles fired
|
||||
or
|
||||
SEADWeaponName == "weapons.missiles.LD-10" --LD-10 anti-radiation missiles fired
|
||||
or
|
||||
SEADWeaponName == "weapons.missiles.ALARM" --ALARM anti-radiation missiles fired
|
||||
or
|
||||
SEADWeaponName == "weapons.missiles.AGM_84E" --AGM84 anti-radiation missiles fired
|
||||
or
|
||||
SEADWeaponName == "weapons.missiles.AGM_84A" --AGM84 anti-radiation missiles fired
|
||||
or
|
||||
SEADWeaponName == "weapons.missiles.AGM_84H" --AGM84 anti-radiation missiles fired
|
||||
--]]
|
||||
if self:_CheckHarms(SEADWeaponName) then
|
||||
local _targetskill = "Random"
|
||||
local _targetMimgroupName = "none"
|
||||
local _evade = math.random (1,100) -- random number for chance of evading action
|
||||
local _targetMim = EventData.Weapon:getTarget() -- Identify target
|
||||
local _targetMimname = Unit.getName(_targetMim)
|
||||
local _targetMimgroup = Unit.getGroup(Weapon.getTarget(SEADWeapon))
|
||||
local _targetMimgroupName = _targetMimgroup:getName()
|
||||
local _targetMimcont= _targetMimgroup:getController()
|
||||
local _targetskill = _DATABASE.Templates.Units[_targetMimname].Template.skill
|
||||
self:T( self.SEADGroupPrefixes )
|
||||
self:T( _targetMimgroupName )
|
||||
local _targetUnit = UNIT:Find(_targetMim) -- Unit name by DCS Object
|
||||
if _targetUnit and _targetUnit:IsAlive() then
|
||||
local _targetMimgroup = _targetUnit:GetGroup()
|
||||
local _targetMimgroupName = _targetMimgroup:GetName() -- group name
|
||||
--local _targetskill = _DATABASE.Templates.Units[_targetUnit].Template.skill
|
||||
self:T( self.SEADGroupPrefixes )
|
||||
self:T( _targetMimgroupName )
|
||||
end
|
||||
-- see if we are shot at
|
||||
local SEADGroupFound = false
|
||||
for SEADGroupPrefixID, SEADGroupPrefix in pairs( self.SEADGroupPrefixes ) do
|
||||
if string.find( _targetMimgroupName, SEADGroupPrefix, 1, true ) then
|
||||
SEADGroupFound = true
|
||||
self:T( 'Group Found' )
|
||||
self:T( '*** SEAD - Group Found' )
|
||||
break
|
||||
end
|
||||
end
|
||||
if SEADGroupFound == true then
|
||||
if SEADGroupFound == true then -- yes we are being attacked
|
||||
if _targetskill == "Random" then -- when skill is random, choose a skill
|
||||
local Skills = { "Average", "Good", "High", "Excellent" }
|
||||
_targetskill = Skills[ math.random(1,4) ]
|
||||
@@ -111,49 +234,39 @@ function SEAD:OnEventShot( EventData )
|
||||
self:T( _targetskill )
|
||||
if self.TargetSkill[_targetskill] then
|
||||
if (_evade > self.TargetSkill[_targetskill].Evade) then
|
||||
self:T( string.format("Evading, target skill " ..string.format(_targetskill)) )
|
||||
local _targetMim = Weapon.getTarget(SEADWeapon)
|
||||
local _targetMimname = Unit.getName(_targetMim)
|
||||
|
||||
self:T( string.format("*** SEAD - Evading, target skill " ..string.format(_targetskill)) )
|
||||
|
||||
local _targetMimgroup = Unit.getGroup(Weapon.getTarget(SEADWeapon))
|
||||
local _targetMimcont= _targetMimgroup:getController()
|
||||
|
||||
routines.groupRandomDistSelf(_targetMimgroup,300,'Diamond',250,20) -- move randomly
|
||||
local SuppressedGroups1 = {} -- unit suppressed radar off for a random time
|
||||
local function SuppressionEnd1(id)
|
||||
id.ctrl:setOption(AI.Option.Ground.id.ALARM_STATE,AI.Option.Ground.val.ALARM_STATE.GREEN)
|
||||
SuppressedGroups1[id.groupName] = nil
|
||||
end
|
||||
|
||||
--tracker ID table to switch groups off and on again
|
||||
local id = {
|
||||
groupName = _targetMimgroup,
|
||||
ctrl = _targetMimcont
|
||||
}
|
||||
local delay1 = math.random(self.TargetSkill[_targetskill].DelayOff[1], self.TargetSkill[_targetskill].DelayOff[2])
|
||||
if SuppressedGroups1[id.groupName] == nil then
|
||||
SuppressedGroups1[id.groupName] = {
|
||||
SuppressionEndTime1 = timer.getTime() + delay1,
|
||||
SuppressionEndN1 = SuppressionEndCounter1 --Store instance of SuppressionEnd() scheduled function
|
||||
}
|
||||
Controller.setOption(_targetMimcont, AI.Option.Ground.id.ALARM_STATE,AI.Option.Ground.val.ALARM_STATE.GREEN)
|
||||
timer.scheduleFunction(SuppressionEnd1, id, SuppressedGroups1[id.groupName].SuppressionEndTime1) --Schedule the SuppressionEnd() function
|
||||
--trigger.action.outText( string.format("Radar Off " ..string.format(delay1)), 20)
|
||||
end
|
||||
|
||||
local SuppressedGroups = {}
|
||||
local function SuppressionEnd(id)
|
||||
local function SuppressionEnd(id) --switch group back on
|
||||
local range = self.EngagementRange -- Feature Request #1355
|
||||
self:T(string.format("*** SEAD - Engagement Range is %d", range))
|
||||
id.ctrl:setOption(AI.Option.Ground.id.ALARM_STATE,AI.Option.Ground.val.ALARM_STATE.RED)
|
||||
SuppressedGroups[id.groupName] = nil
|
||||
--id.groupName:enableEmission(true)
|
||||
id.ctrl:setOption(AI.Option.Ground.id.AC_ENGAGEMENT_RANGE_RESTRICTION,range) --Feature Request #1355
|
||||
self.SuppressedGroups[id.groupName] = nil --delete group id from table when done
|
||||
end
|
||||
local id = {
|
||||
groupName = _targetMimgroup,
|
||||
ctrl = _targetMimcont
|
||||
}
|
||||
-- randomize switch-on time
|
||||
local delay = math.random(self.TargetSkill[_targetskill].DelayOn[1], self.TargetSkill[_targetskill].DelayOn[2])
|
||||
if SuppressedGroups[id.groupName] == nil then
|
||||
SuppressedGroups[id.groupName] = {
|
||||
SuppressionEndTime = timer.getTime() + delay,
|
||||
SuppressionEndN = SuppressionEndCounter --Store instance of SuppressionEnd() scheduled function
|
||||
}
|
||||
timer.scheduleFunction(SuppressionEnd, id, SuppressedGroups[id.groupName].SuppressionEndTime) --Schedule the SuppressionEnd() function
|
||||
--trigger.action.outText( string.format("Radar On " ..string.format(delay)), 20)
|
||||
local SuppressionEndTime = timer.getTime() + delay
|
||||
--create entry
|
||||
if self.SuppressedGroups[id.groupName] == nil then --no timer entry for this group yet
|
||||
self.SuppressedGroups[id.groupName] = {
|
||||
SuppressionEndTime = delay
|
||||
}
|
||||
Controller.setOption(_targetMimcont, AI.Option.Ground.id.ALARM_STATE,AI.Option.Ground.val.ALARM_STATE.GREEN)
|
||||
--_targetMimgroup:enableEmission(false)
|
||||
timer.scheduleFunction(SuppressionEnd, id, SuppressionEndTime) --Schedule the SuppressionEnd() function
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
527
Moose Development/Moose/Functional/Shorad.lua
Normal file
527
Moose Development/Moose/Functional/Shorad.lua
Normal file
@@ -0,0 +1,527 @@
|
||||
--- **Functional** -- Short Range Air Defense System
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- **SHORAD** - Short Range Air Defense System
|
||||
-- Controls a network of short range air/missile defense groups.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Missions:
|
||||
--
|
||||
-- ### [SHORAD - Short Range Air Defense](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SRD%20-%20SHORAD%20Defense)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author : **applevangelist **
|
||||
--
|
||||
-- @module Functional.Shorad
|
||||
-- @image Functional.Shorad.jpg
|
||||
--
|
||||
-- Date: May 2021
|
||||
|
||||
-------------------------------------------------------------------------
|
||||
--- **SHORAD** class, extends Core.Base#BASE
|
||||
-- @type SHORAD
|
||||
-- @field #string ClassName
|
||||
-- @field #string name Name of this Shorad
|
||||
-- @field #boolean debug Set the debug state
|
||||
-- @field #string Prefixes String to be used to build the @{#Core.Set#SET_GROUP}
|
||||
-- @field #number Radius Shorad defense radius in meters
|
||||
-- @field Core.Set#SET_GROUP Groupset The set of Shorad groups
|
||||
-- @field Core.Set#SET_GROUP Samset The set of SAM groups to defend
|
||||
-- @field #string Coalition The coalition of this Shorad
|
||||
-- @field #number ActiveTimer How long a Shorad stays active after wake-up in seconds
|
||||
-- @field #table ActiveGroups Table for the timer function
|
||||
-- @field #string lid The log ID for the dcs.log
|
||||
-- @field #boolean DefendHarms Default true, intercept incoming HARMS
|
||||
-- @field #boolean DefendMavs Default true, intercept incoming AG-Missiles
|
||||
-- @field #number DefenseLowProb Default 70, minimum detection limit
|
||||
-- @field #number DefenseHighProb Default 90, maximim detection limit
|
||||
-- @field #boolean UseEmOnOff Decide if we are using Emission on/off (default) or AlarmState red/green.
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
--- *Good friends are worth defending.* Mr Tushman, Wonder (the Movie)
|
||||
--
|
||||
-- Simple Class for a more intelligent Short Range Air Defense System
|
||||
--
|
||||
-- #SHORAD
|
||||
-- Moose derived missile intercepting short range defense system.
|
||||
-- Protects a network of SAM sites. Uses events to switch on the defense groups closest to the enemy.
|
||||
-- Easily integrated with @{Functional.Mantis#MANTIS} to complete the defensive system setup.
|
||||
--
|
||||
-- ## Usage
|
||||
--
|
||||
-- Set up a #SET_GROUP for the SAM sites to be protected:
|
||||
--
|
||||
-- `local SamSet = SET_GROUP:New():FilterPrefixes("Red SAM"):FilterCoalitions("red"):FilterStart()`
|
||||
--
|
||||
-- By default, SHORAD will defense against both HARMs and AG-Missiles with short to medium range. The default defense probability is 70-90%.
|
||||
-- When a missile is detected, SHORAD will activate defense groups in the given radius around the target for 10 minutes. It will *not* react to friendly fire.
|
||||
--
|
||||
-- ### Start a new SHORAD system, parameters are:
|
||||
--
|
||||
-- * Name: Name of this SHORAD.
|
||||
-- * ShoradPrefix: Filter for the Shorad #SET_GROUP.
|
||||
-- * Samset: The #SET_GROUP of SAM sites to defend.
|
||||
-- * Radius: Defense radius in meters.
|
||||
-- * ActiveTimer: Determines how many seconds the systems stay on red alert after wake-up call.
|
||||
-- * Coalition: Coalition, i.e. "blue", "red", or "neutral".*
|
||||
--
|
||||
-- `myshorad = SHORAD:New("RedShorad", "Red SHORAD", SamSet, 25000, 600, "red")`
|
||||
--
|
||||
-- ## Customize options
|
||||
--
|
||||
-- * SHORAD:SwitchDebug(debug)
|
||||
-- * SHORAD:SwitchHARMDefense(onoff)
|
||||
-- * SHORAD:SwitchAGMDefense(onoff)
|
||||
-- * SHORAD:SetDefenseLimits(low,high)
|
||||
-- * SHORAD:SetActiveTimer(seconds)
|
||||
-- * SHORAD:SetDefenseRadius(meters)
|
||||
--
|
||||
-- @field #SHORAD
|
||||
SHORAD = {
|
||||
ClassName = "SHORAD",
|
||||
name = "MyShorad",
|
||||
debug = false,
|
||||
Prefixes = "",
|
||||
Radius = 20000,
|
||||
Groupset = nil,
|
||||
Samset = nil,
|
||||
Coalition = nil,
|
||||
ActiveTimer = 600, --stay on 10 mins
|
||||
ActiveGroups = {},
|
||||
lid = "",
|
||||
DefendHarms = true,
|
||||
DefendMavs = true,
|
||||
DefenseLowProb = 70,
|
||||
DefenseHighProb = 90,
|
||||
UseEmOnOff = false,
|
||||
}
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
-- SHORAD System
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
do
|
||||
-- TODO Complete list?
|
||||
--- Missile enumerators
|
||||
-- @field Harms
|
||||
SHORAD.Harms = {
|
||||
--[[
|
||||
["X58"] = "weapons.missiles.X_58", --Kh-58X anti-radiation missiles fired
|
||||
["Kh25"] = "weapons.missiles.Kh25MP_PRGS1VP", --Kh-25MP anti-radiation missiles fired
|
||||
["X25"] = "weapons.missiles.X_25MP", --Kh-25MPU anti-radiation missiles fired
|
||||
["X28"] = "weapons.missiles.X_28", --Kh-28 anti-radiation missiles fired
|
||||
["X31"] = "weapons.missiles.X_31P", --Kh-31P anti-radiation missiles fired
|
||||
["AGM45A"] = "weapons.missiles.AGM_45A", --AGM-45A anti-radiation missiles fired
|
||||
["AGM45"] = "weapons.missiles.AGM_45", --AGM-45B anti-radiation missiles fired
|
||||
["AGM88"] = "weapons.missiles.AGM_88", --AGM-88C anti-radiation missiles fired
|
||||
["AGM122"] = "weapons.missiles.AGM_122", --AGM-122 Sidearm anti-radiation missiles fired
|
||||
["LD10"] = "weapons.missiles.LD-10", --LD-10 anti-radiation missiles fired
|
||||
["ALARM"] = "weapons.missiles.ALARM", --ALARM anti-radiation missiles fired
|
||||
["AGM84E"] = "weapons.missiles.AGM_84E", --AGM84 anti-radiation missiles fired
|
||||
["AGM84A"] = "weapons.missiles.AGM_84A", --AGM84 anti-radiation missiles fired
|
||||
["AGM84H"] = "weapons.missiles.AGM_84H", --AGM84 anti-radiation missiles fired
|
||||
--]]
|
||||
["AGM_88"] = "AGM_88",
|
||||
["AGM_45"] = "AGM_45",
|
||||
["AGM_122"] = "AGM_122",
|
||||
["AGM_84"] = "AGM_84",
|
||||
["AGM_45"] = "AGM_45",
|
||||
["ALARN"] = "ALARM",
|
||||
["LD-10"] = "LD-10",
|
||||
["X_58"] = "X_58",
|
||||
["X_28"] = "X_28",
|
||||
["X_25"] = "X_25",
|
||||
["X_31"] = "X_31",
|
||||
["Kh25"] = "Kh25",
|
||||
}
|
||||
|
||||
--- TODO complete list?
|
||||
-- @field Mavs
|
||||
SHORAD.Mavs = {
|
||||
["AGM"] = "AGM",
|
||||
["C-701"] = "C-701",
|
||||
["Kh25"] = "Kh25",
|
||||
["Kh29"] = "Kh29",
|
||||
["Kh31"] = "Kh31",
|
||||
["Kh66"] = "Kh66",
|
||||
}
|
||||
|
||||
--- Instantiates a new SHORAD object
|
||||
-- @param #SHORAD self
|
||||
-- @param #string Name Name of this SHORAD
|
||||
-- @param #string ShoradPrefix Filter for the Shorad #SET_GROUP
|
||||
-- @param Core.Set#SET_GROUP Samset The #SET_GROUP of SAM sites to defend
|
||||
-- @param #number Radius Defense radius in meters, used to switch on groups
|
||||
-- @param #number ActiveTimer Determines how many seconds the systems stay on red alert after wake-up call
|
||||
-- @param #string Coalition Coalition, i.e. "blue", "red", or "neutral"
|
||||
function SHORAD:New(Name, ShoradPrefix, Samset, Radius, ActiveTimer, Coalition)
|
||||
local self = BASE:Inherit( self, BASE:New() )
|
||||
self:T({Name, ShoradPrefix, Samset, Radius, ActiveTimer, Coalition})
|
||||
|
||||
local GroupSet = SET_GROUP:New():FilterPrefixes(ShoradPrefix):FilterCoalitions(Coalition):FilterCategoryGround():FilterStart()
|
||||
|
||||
self.name = Name or "MyShorad"
|
||||
self.Prefixes = ShoradPrefix or "SAM SHORAD"
|
||||
self.Radius = Radius or 20000
|
||||
self.Coalition = Coalition or "blue"
|
||||
self.Samset = Samset or GroupSet
|
||||
self.ActiveTimer = ActiveTimer or 600
|
||||
self.ActiveGroups = {}
|
||||
self.Groupset = GroupSet
|
||||
self:HandleEvent( EVENTS.Shot )
|
||||
self.DefendHarms = true
|
||||
self.DefendMavs = true
|
||||
self.DefenseLowProb = 70 -- probability to detect a missile shot, low margin
|
||||
self.DefenseHighProb = 90 -- probability to detect a missile shot, high margin
|
||||
self.UseEmOnOff = true -- Decide if we are using Emission on/off (default) or AlarmState red/green
|
||||
self:I("*** SHORAD - Started Version 0.2.5")
|
||||
-- Set the string id for output to DCS.log file.
|
||||
self.lid=string.format("SHORAD %s | ", self.name)
|
||||
self:_InitState()
|
||||
return self
|
||||
end
|
||||
|
||||
--- Initially set all groups to alarm state GREEN
|
||||
-- @param #SHORAD self
|
||||
function SHORAD:_InitState()
|
||||
local table = {}
|
||||
local set = self.Groupset
|
||||
self:T({set = set})
|
||||
local aliveset = set:GetAliveSet() --#table
|
||||
for _,_group in pairs (aliveset) do
|
||||
if self.UseEmOnOff then
|
||||
--_group:SetAIOff()
|
||||
_group:EnableEmission(false)
|
||||
else
|
||||
_group:OptionAlarmStateGreen() --Wrapper.Group#GROUP
|
||||
end
|
||||
end
|
||||
-- gather entropy
|
||||
for i=1,10 do
|
||||
math.random()
|
||||
end
|
||||
end
|
||||
|
||||
--- Switch debug state
|
||||
-- @param #SHORAD self
|
||||
-- @param #boolean debug Switch debug on (true) or off (false)
|
||||
function SHORAD:SwitchDebug(debug)
|
||||
self:T( { debug } )
|
||||
local onoff = debug or false
|
||||
if debug then
|
||||
self.debug = true
|
||||
--tracing
|
||||
BASE:TraceOn()
|
||||
BASE:TraceClass("SHORAD")
|
||||
else
|
||||
self.debug = false
|
||||
BASE:TraceOff()
|
||||
end
|
||||
end
|
||||
|
||||
--- Switch defense for HARMs
|
||||
-- @param #SHORAD self
|
||||
-- @param #boolean onoff
|
||||
function SHORAD:SwitchHARMDefense(onoff)
|
||||
self:T( { onoff } )
|
||||
local onoff = onoff or true
|
||||
self.DefendHarms = onoff
|
||||
end
|
||||
|
||||
--- Switch defense for AGMs
|
||||
-- @param #SHORAD self
|
||||
-- @param #boolean onoff
|
||||
function SHORAD:SwitchAGMDefense(onoff)
|
||||
self:T( { onoff } )
|
||||
local onoff = onoff or true
|
||||
self.DefendMavs = onoff
|
||||
end
|
||||
|
||||
--- Set defense probability limits
|
||||
-- @param #SHORAD self
|
||||
-- @param #number low Minimum detection limit, integer 1-100
|
||||
-- @param #number high Maximum detection limit integer 1-100
|
||||
function SHORAD:SetDefenseLimits(low,high)
|
||||
self:T( { low, high } )
|
||||
local low = low or 70
|
||||
local high = high or 90
|
||||
if (low < 0) or (low > 100) or (low > high) then
|
||||
low = 70
|
||||
end
|
||||
if (high < 0) or (high > 100) or (high < low ) then
|
||||
high = 90
|
||||
end
|
||||
self.DefenseLowProb = low
|
||||
self.DefenseHighProb = high
|
||||
end
|
||||
|
||||
--- Set the number of seconds a SHORAD site will stay active
|
||||
-- @param #SHORAD self
|
||||
-- @param #number seconds Number of seconds systems stay active
|
||||
function SHORAD:SetActiveTimer(seconds)
|
||||
local timer = seconds or 600
|
||||
if timer < 0 then
|
||||
timer = 600
|
||||
end
|
||||
self.ActiveTimer = timer
|
||||
end
|
||||
|
||||
--- Set the number of meters for the SHORAD defense zone
|
||||
-- @param #SHORAD self
|
||||
-- @param #number meters Radius of the defense search zone in meters. #SHORADs in this range around a targeted group will go active
|
||||
function SHORAD:SetDefenseRadius(meters)
|
||||
local radius = meters or 20000
|
||||
if radius < 0 then
|
||||
radius = 20000
|
||||
end
|
||||
self.Radius = radius
|
||||
end
|
||||
|
||||
--- Set using Emission on/off instead of changing alarm state
|
||||
-- @param #SHORAD self
|
||||
-- @param #boolean switch Decide if we are changing alarm state or AI state
|
||||
function SHORAD:SetUsingEmOnOff(switch)
|
||||
self.UseEmOnOff = switch or false
|
||||
end
|
||||
|
||||
--- Check if a HARM was fired
|
||||
-- @param #SHORAD self
|
||||
-- @param #string WeaponName
|
||||
-- @return #boolean Returns true for a match
|
||||
function SHORAD:_CheckHarms(WeaponName)
|
||||
self:T( { WeaponName } )
|
||||
local hit = false
|
||||
if self.DefendHarms then
|
||||
for _,_name in pairs (SHORAD.Harms) do
|
||||
if string.find(WeaponName,_name,1) then hit = true end
|
||||
end
|
||||
end
|
||||
return hit
|
||||
end
|
||||
|
||||
--- Check if an AGM was fired
|
||||
-- @param #SHORAD self
|
||||
-- @param #string WeaponName
|
||||
-- @return #boolean Returns true for a match
|
||||
function SHORAD:_CheckMavs(WeaponName)
|
||||
self:T( { WeaponName } )
|
||||
local hit = false
|
||||
if self.DefendMavs then
|
||||
for _,_name in pairs (SHORAD.Mavs) do
|
||||
if string.find(WeaponName,_name,1) then hit = true end
|
||||
end
|
||||
end
|
||||
return hit
|
||||
end
|
||||
|
||||
--- Check the coalition of the attacker
|
||||
-- @param #SHORAD self
|
||||
-- @param #string Coalition name
|
||||
-- @return #boolean Returns false for a match
|
||||
function SHORAD:_CheckCoalition(Coalition)
|
||||
local owncoalition = self.Coalition
|
||||
local othercoalition = ""
|
||||
if Coalition == 0 then
|
||||
othercoalition = "neutral"
|
||||
elseif Coalition == 1 then
|
||||
othercoalition = "red"
|
||||
else
|
||||
othercoalition = "blue"
|
||||
end
|
||||
self:T({owncoalition = owncoalition, othercoalition = othercoalition})
|
||||
if owncoalition ~= othercoalition then
|
||||
return true
|
||||
else
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
--- Check if the missile is aimed at a SHORAD
|
||||
-- @param #SHORAD self
|
||||
-- @param #string TargetGroupName Name of the target group
|
||||
-- @return #boolean Returns true for a match, else false
|
||||
function SHORAD:_CheckShotAtShorad(TargetGroupName)
|
||||
local tgtgrp = TargetGroupName
|
||||
local shorad = self.Groupset
|
||||
local shoradset = shorad:GetAliveSet() --#table
|
||||
local returnname = false
|
||||
for _,_groups in pairs (shoradset) do
|
||||
local groupname = _groups:GetName()
|
||||
if string.find(groupname, tgtgrp, 1) then
|
||||
returnname = true
|
||||
_groups:RelocateGroundRandomInRadius(7,100,false,false) -- be a bit evasive
|
||||
end
|
||||
end
|
||||
return returnname
|
||||
end
|
||||
|
||||
--- Check if the missile is aimed at a SAM site
|
||||
-- @param #SHORAD self
|
||||
-- @param #string TargetGroupName Name of the target group
|
||||
-- @return #boolean Returns true for a match, else false
|
||||
function SHORAD:_CheckShotAtSams(TargetGroupName)
|
||||
local tgtgrp = TargetGroupName
|
||||
local shorad = self.Samset
|
||||
--local shoradset = shorad:GetAliveSet() --#table
|
||||
local shoradset = shorad:GetSet() --#table
|
||||
local returnname = false
|
||||
for _,_groups in pairs (shoradset) do
|
||||
local groupname = _groups:GetName()
|
||||
if string.find(groupname, tgtgrp, 1) then
|
||||
returnname = true
|
||||
end
|
||||
end
|
||||
return returnname
|
||||
end
|
||||
|
||||
--- Calculate if the missile shot is detected
|
||||
-- @param #SHORAD self
|
||||
-- @return #boolean Returns true for a detection, else false
|
||||
function SHORAD:_ShotIsDetected()
|
||||
local IsDetected = false
|
||||
local DetectionProb = math.random(self.DefenseLowProb, self.DefenseHighProb) -- reference value
|
||||
local ActualDetection = math.random(1,100) -- value for this shot
|
||||
if ActualDetection <= DetectionProb then
|
||||
IsDetected = true
|
||||
end
|
||||
return IsDetected
|
||||
end
|
||||
|
||||
--- Wake up #SHORADs in a zone with diameter Radius for ActiveTimer seconds
|
||||
-- @param #SHORAD self
|
||||
-- @param #string TargetGroup Name of the target group used to build the #ZONE
|
||||
-- @param #number Radius Radius of the #ZONE
|
||||
-- @param #number ActiveTimer Number of seconds to stay active
|
||||
-- @param #number TargetCat (optional) Category, i.e. Object.Category.UNIT or Object.Category.STATIC
|
||||
-- @usage Use this function to integrate with other systems, example
|
||||
--
|
||||
-- local SamSet = SET_GROUP:New():FilterPrefixes("Blue SAM"):FilterCoalitions("blue"):FilterStart()
|
||||
-- myshorad = SHORAD:New("BlueShorad", "Blue SHORAD", SamSet, 22000, 600, "blue")
|
||||
-- myshorad:SwitchDebug(true)
|
||||
-- mymantis = MANTIS:New("BlueMantis","Blue SAM","Blue EWR",nil,"blue",false,"Blue Awacs")
|
||||
-- mymantis:AddShorad(myshorad,720)
|
||||
-- mymantis:Start()
|
||||
function SHORAD:WakeUpShorad(TargetGroup, Radius, ActiveTimer, TargetCat)
|
||||
self:T({TargetGroup, Radius, ActiveTimer, TargetCat})
|
||||
local targetcat = TargetCat or Object.Category.UNIT
|
||||
local targetgroup = TargetGroup
|
||||
local targetvec2 = nil
|
||||
if targetcat == Object.Category.UNIT then
|
||||
targetvec2 = GROUP:FindByName(targetgroup):GetVec2()
|
||||
elseif targetcat == Object.Category.STATIC then
|
||||
targetvec2 = STATIC:FindByName(targetgroup,false):GetVec2()
|
||||
else
|
||||
local samset = self.Samset
|
||||
local sam = samset:GetRandom()
|
||||
targetvec2 = sam:GetVec2()
|
||||
end
|
||||
local targetzone = ZONE_RADIUS:New("Shorad",targetvec2,Radius) -- create a defense zone to check
|
||||
local groupset = self.Groupset --Core.Set#SET_GROUP
|
||||
local shoradset = groupset:GetAliveSet() --#table
|
||||
-- local function to switch off shorad again
|
||||
local function SleepShorad(group)
|
||||
local groupname = group:GetName()
|
||||
self.ActiveGroups[groupname] = nil
|
||||
if self.UseEmOnOff then
|
||||
group:EnableEmission(false)
|
||||
--group:SetAIOff()
|
||||
else
|
||||
group:OptionAlarmStateGreen()
|
||||
end
|
||||
local text = string.format("Sleeping SHORAD %s", group:GetName())
|
||||
self:T(text)
|
||||
local m = MESSAGE:New(text,10,"SHORAD"):ToAllIf(self.debug)
|
||||
end
|
||||
-- go through set and find the one(s) to activate
|
||||
for _,_group in pairs (shoradset) do
|
||||
if _group:IsAnyInZone(targetzone) then
|
||||
local text = string.format("Waking up SHORAD %s", _group:GetName())
|
||||
self:T(text)
|
||||
local m = MESSAGE:New(text,10,"SHORAD"):ToAllIf(self.debug)
|
||||
if self.UseEmOnOff then
|
||||
_group:SetAIOn()
|
||||
_group:EnableEmission(true)
|
||||
end
|
||||
_group:OptionAlarmStateRed()
|
||||
local groupname = _group:GetName()
|
||||
if self.ActiveGroups[groupname] == nil then -- no timer yet for this group
|
||||
self.ActiveGroups[groupname] = { Timing = ActiveTimer }
|
||||
local endtime = timer.getTime() + (ActiveTimer * math.random(75,100) / 100 ) -- randomize wakeup a bit
|
||||
timer.scheduleFunction(SleepShorad, _group, endtime)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Main function - work on the EventData
|
||||
-- @param #SHORAD self
|
||||
-- @param Core.Event#EVENTDATA EventData The event details table data set
|
||||
function SHORAD:OnEventShot( EventData )
|
||||
self:T( { EventData } )
|
||||
|
||||
--local ShootingUnit = EventData.IniDCSUnit
|
||||
--local ShootingUnitName = EventData.IniDCSUnitName
|
||||
local ShootingWeapon = EventData.Weapon -- Identify the weapon fired
|
||||
local ShootingWeaponName = EventData.WeaponName -- return weapon type
|
||||
-- get firing coalition
|
||||
local weaponcoalition = EventData.IniGroup:GetCoalition()
|
||||
-- get detection probability
|
||||
if self:_CheckCoalition(weaponcoalition) then --avoid overhead on friendly fire
|
||||
local IsDetected = self:_ShotIsDetected()
|
||||
-- convert to text
|
||||
local DetectedText = "false"
|
||||
if IsDetected then
|
||||
DetectedText = "true"
|
||||
end
|
||||
local text = string.format("%s Missile Launched = %s | Detected probability state is %s", self.lid, ShootingWeaponName, DetectedText)
|
||||
self:T( text )
|
||||
local m = MESSAGE:New(text,10,"Info"):ToAllIf(self.debug)
|
||||
--
|
||||
if (self:_CheckHarms(ShootingWeaponName) or self:_CheckMavs(ShootingWeaponName)) and IsDetected then
|
||||
-- get target data
|
||||
local targetdata = EventData.Weapon:getTarget() -- Identify target
|
||||
local targetcat = targetdata:getCategory() -- Identify category
|
||||
self:T(string.format("Target Category (3=STATIC, 1=UNIT)= %s",tostring(targetcat)))
|
||||
local targetunit = nil
|
||||
if targetcat == Object.Category.UNIT then -- UNIT
|
||||
targetunit = UNIT:Find(targetdata)
|
||||
elseif targetcat == Object.Category.STATIC then -- STATIC
|
||||
targetunit = STATIC:Find(targetdata)
|
||||
end
|
||||
--local targetunitname = Unit.getName(targetdata) -- Unit name
|
||||
if targetunit and targetunit:IsAlive() then
|
||||
local targetunitname = targetunit:GetName()
|
||||
--local targetgroup = Unit.getGroup(Weapon.getTarget(ShootingWeapon)) --targeted group
|
||||
local targetgroup = nil
|
||||
local targetgroupname = "none"
|
||||
if targetcat == Object.Category.UNIT then
|
||||
targetgroup = targetunit:GetGroup()
|
||||
targetgroupname = targetgroup:GetName() -- group name
|
||||
elseif targetcat == Object.Category.STATIC then
|
||||
targetgroup = targetunit
|
||||
targetgroupname = targetunitname
|
||||
end
|
||||
local text = string.format("%s Missile Target = %s", self.lid, tostring(targetgroupname))
|
||||
self:T( text )
|
||||
local m = MESSAGE:New(text,10,"Info"):ToAllIf(self.debug)
|
||||
-- check if we or a SAM site are the target
|
||||
--local TargetGroup = EventData.TgtGroup -- Wrapper.Group#GROUP
|
||||
local shotatus = self:_CheckShotAtShorad(targetgroupname) --#boolean
|
||||
local shotatsams = self:_CheckShotAtSams(targetgroupname) --#boolean
|
||||
-- if being shot at, find closest SHORADs to activate
|
||||
if shotatsams or shotatus then
|
||||
self:T({shotatsams=shotatsams,shotatus=shotatus})
|
||||
self:WakeUpShorad(targetgroupname, self.Radius, self.ActiveTimer, targetcat)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
--
|
||||
end
|
||||
-----------------------------------------------------------------------
|
||||
-- SHORAD end
|
||||
-----------------------------------------------------------------------
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -39,7 +39,7 @@
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
-- ### Contributions: **Millertime** - Concept
|
||||
-- ### Contributions: **Millertime** - Concept, **funkyfranky**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -49,6 +49,15 @@
|
||||
do -- ZONE_CAPTURE_COALITION
|
||||
|
||||
--- @type ZONE_CAPTURE_COALITION
|
||||
-- @field #string ClassName Name of the class.
|
||||
-- @field #number MarkBlue ID of blue F10 mark.
|
||||
-- @field #number MarkRed ID of red F10 mark.
|
||||
-- @field #number StartInterval Time in seconds after the status monitor is started.
|
||||
-- @field #number RepeatInterval Time in seconds after which the zone status is updated.
|
||||
-- @field #boolean HitsOn If true, hit events are monitored and trigger the "Attack" event when a defending unit is hit.
|
||||
-- @field #number HitTimeLast Time stamp in seconds when the last unit inside the zone was hit.
|
||||
-- @field #number HitTimeAttackOver Time interval in seconds before the zone goes from "Attacked" to "Guarded" state after the last hit.
|
||||
-- @field #boolean MarkOn If true, create marks of zone status on F10 map.
|
||||
-- @extends Functional.ZoneGoalCoalition#ZONE_GOAL_COALITION
|
||||
|
||||
|
||||
@@ -197,8 +206,7 @@ do -- ZONE_CAPTURE_COALITION
|
||||
--
|
||||
-- ### IMPORTANT
|
||||
--
|
||||
-- **Each capture zone object must have the monitoring process started specifically.
|
||||
-- The monitoring process is NOT started by default!!!**
|
||||
-- **Each capture zone object must have the monitoring process started specifically. The monitoring process is NOT started by default!**
|
||||
--
|
||||
--
|
||||
-- # Full Example
|
||||
@@ -338,29 +346,48 @@ do -- ZONE_CAPTURE_COALITION
|
||||
--
|
||||
-- @field #ZONE_CAPTURE_COALITION
|
||||
ZONE_CAPTURE_COALITION = {
|
||||
ClassName = "ZONE_CAPTURE_COALITION",
|
||||
ClassName = "ZONE_CAPTURE_COALITION",
|
||||
MarkBlue = nil,
|
||||
MarkRed = nil,
|
||||
StartInterval = nil,
|
||||
RepeatInterval = nil,
|
||||
HitsOn = nil,
|
||||
HitTimeLast = nil,
|
||||
HitTimeAttackOver = nil,
|
||||
MarkOn = nil,
|
||||
}
|
||||
|
||||
--- @field #table ZONE_CAPTURE_COALITION.States
|
||||
ZONE_CAPTURE_COALITION.States = {}
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Constructor and Start/Stop Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- 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.
|
||||
-- @param #table UnitCategories Table of unit categories. See [DCS Class Unit](https://wiki.hoggitworld.com/view/DCS_Class_Unit). Default {Unit.Category.GROUND_UNIT}.
|
||||
-- @param #table ObjectCategories Table of unit categories. See [DCS Class Object](https://wiki.hoggitworld.com/view/DCS_Class_Object). Default {Object.Category.UNIT, Object.Category.STATIC}, i.e. all UNITS and STATICS.
|
||||
-- @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 = ZONE_CAPTURE_COALITION:New( AttackZone, coalition.side.RED, {UNITS ) -- 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 )
|
||||
function ZONE_CAPTURE_COALITION:New( Zone, Coalition, UnitCategories, ObjectCategories )
|
||||
|
||||
local self = BASE:Inherit( self, ZONE_GOAL_COALITION:New( Zone, Coalition ) ) -- #ZONE_CAPTURE_COALITION
|
||||
local self = BASE:Inherit( self, ZONE_GOAL_COALITION:New( Zone, Coalition, UnitCategories ) ) -- #ZONE_CAPTURE_COALITION
|
||||
self:F( { Zone = Zone, Coalition = Coalition, UnitCategories = UnitCategories, ObjectCategories = ObjectCategories } )
|
||||
|
||||
self:F( { Zone = Zone, Coalition = Coalition } )
|
||||
self:SetObjectCategories(ObjectCategories)
|
||||
|
||||
-- Default is no smoke.
|
||||
self:SetSmokeZone(false)
|
||||
-- Default is F10 marks ON.
|
||||
self:SetMarkZone(true)
|
||||
-- Start in state "Empty".
|
||||
self:SetStartState("Empty")
|
||||
|
||||
do
|
||||
|
||||
@@ -545,175 +572,13 @@ do -- ZONE_CAPTURE_COALITION
|
||||
-- @param #ZONE_CAPTURE_COALITION self
|
||||
-- @param #number Delay
|
||||
|
||||
-- ZoneGoal objects are added to the _DATABASE.ZONES_GOAL and SET_ZONE_GOAL sets.
|
||||
_EVENTDISPATCHER:CreateEventNewZoneGoal(self)
|
||||
|
||||
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.
|
||||
@@ -723,6 +588,7 @@ do -- ZONE_CAPTURE_COALITION
|
||||
-- @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.
|
||||
-- @return #ZONE_CAPTURE_COALITION self
|
||||
-- @usage
|
||||
--
|
||||
-- -- Setup the zone.
|
||||
@@ -737,13 +603,23 @@ do -- ZONE_CAPTURE_COALITION
|
||||
--
|
||||
function ZONE_CAPTURE_COALITION:Start( StartInterval, RepeatInterval )
|
||||
|
||||
StartInterval = StartInterval or 15
|
||||
RepeatInterval = RepeatInterval or 15
|
||||
self.StartInterval = StartInterval or 1
|
||||
self.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 )
|
||||
|
||||
-- Start Status scheduler.
|
||||
self.ScheduleStatusZone = self:ScheduleRepeat( self.StartInterval, self.RepeatInterval, 0.1, nil, self.StatusZone, self )
|
||||
|
||||
-- We check if a unit within the zone is hit. If it is, then we must move the zone to attack state.
|
||||
self:HandleEvent(EVENTS.Hit, self.OnEventHit)
|
||||
|
||||
-- Create mark on F10 map.
|
||||
self:Mark()
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
@@ -785,9 +661,281 @@ do -- ZONE_CAPTURE_COALITION
|
||||
function ZONE_CAPTURE_COALITION:Stop()
|
||||
|
||||
if self.ScheduleStatusZone then
|
||||
self:ScheduleStop( self.ScheduleStatusZone )
|
||||
self:ScheduleStop(self.ScheduleStatusZone)
|
||||
end
|
||||
|
||||
if self.SmokeScheduler then
|
||||
self:ScheduleStop(self.SmokeScheduler)
|
||||
end
|
||||
|
||||
self:UnHandleEvent(EVENTS.Hit)
|
||||
|
||||
end
|
||||
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- User API Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Set whether hit events of defending units are monitored and trigger "Attack" events.
|
||||
-- @param #ZONE_CAPTURE_COALITION self
|
||||
-- @param #boolean Switch If *true*, hit events are monitored. If *false* or *nil*, hit events are not monitored.
|
||||
-- @param #number TimeAttackOver (Optional) Time in seconds after an attack is over after the last hit and the zone state goes to "Guarded". Default is 300 sec = 5 min.
|
||||
-- @return #ZONE_CAPTURE_COALITION self
|
||||
function ZONE_CAPTURE_COALITION:SetMonitorHits(Switch, TimeAttackOver)
|
||||
self.HitsOn=Switch
|
||||
self.HitTimeAttackOver=TimeAttackOver or 5*60
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set whether marks on the F10 map are shown, which display the current zone status.
|
||||
-- @param #ZONE_CAPTURE_COALITION self
|
||||
-- @param #boolean Switch If *true* or *nil*, marks are shown. If *false*, marks are not displayed.
|
||||
-- @return #ZONE_CAPTURE_COALITION self
|
||||
function ZONE_CAPTURE_COALITION:SetMarkZone(Switch)
|
||||
if Switch==nil or Switch==true then
|
||||
self.MarkOn=true
|
||||
else
|
||||
self.MarkOn=false
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- DCS Event Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
--- Monitor hit events.
|
||||
-- @param #ZONE_CAPTURE_COALITION self
|
||||
-- @param Core.Event#EVENTDATA EventData The event data.
|
||||
function ZONE_CAPTURE_COALITION:OnEventHit( EventData )
|
||||
|
||||
if self.HitsOn then
|
||||
|
||||
local UnitHit = EventData.TgtUnit
|
||||
|
||||
-- Check if unit is inside the capture zone and that it is of the defending coalition.
|
||||
if UnitHit and UnitHit:IsInZone(self) and UnitHit:GetCoalition()==self.Coalition then
|
||||
|
||||
-- Update last hit time.
|
||||
self.HitTimeLast=timer.getTime()
|
||||
|
||||
-- Only trigger attacked event if not already in state "Attacked".
|
||||
if self:GetState()~="Attacked" then
|
||||
self:F2("Hit ==> Attack")
|
||||
self:Attack()
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- FSM Event Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- On after "Guard" event.
|
||||
-- @param #ZONE_CAPTURE_COALITION self
|
||||
function ZONE_CAPTURE_COALITION:onafterGuard()
|
||||
self:F2("After Guard")
|
||||
|
||||
if self.SmokeZone and not self.SmokeScheduler then
|
||||
self.SmokeScheduler = self:ScheduleRepeat( self.StartInterval, self.RepeatInterval, 0.1, nil, self.StatusSmoke, self )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- On enter "Guarded" state.
|
||||
-- @param #ZONE_CAPTURE_COALITION self
|
||||
function ZONE_CAPTURE_COALITION:onenterGuarded()
|
||||
self:F2("Enter Guarded")
|
||||
self:Mark()
|
||||
end
|
||||
|
||||
--- On enter "Captured" state.
|
||||
-- @param #ZONE_CAPTURE_COALITION self
|
||||
function ZONE_CAPTURE_COALITION:onenterCaptured()
|
||||
self:F2("Enter Captured")
|
||||
|
||||
-- Get new coalition.
|
||||
local NewCoalition = self:GetScannedCoalition()
|
||||
self:F( { NewCoalition = NewCoalition } )
|
||||
|
||||
-- Set new owner of zone.
|
||||
self:SetCoalition(NewCoalition)
|
||||
|
||||
-- Update mark.
|
||||
self:Mark()
|
||||
|
||||
-- Goal achieved.
|
||||
self.Goal:Achieved()
|
||||
end
|
||||
|
||||
--- On enter "Empty" state.
|
||||
-- @param #ZONE_CAPTURE_COALITION self
|
||||
function ZONE_CAPTURE_COALITION:onenterEmpty()
|
||||
self:F2("Enter Empty")
|
||||
self:Mark()
|
||||
end
|
||||
|
||||
--- On enter "Attacked" state.
|
||||
-- @param #ZONE_CAPTURE_COALITION self
|
||||
function ZONE_CAPTURE_COALITION:onenterAttacked()
|
||||
self:F2("Enter Attacked")
|
||||
self:Mark()
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Status Check Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Check if zone is "Empty".
|
||||
-- @param #ZONE_CAPTURE_COALITION self
|
||||
-- @return #boolean self:IsNoneInZone()
|
||||
function ZONE_CAPTURE_COALITION:IsEmpty()
|
||||
|
||||
local IsEmpty = self:IsNoneInZone()
|
||||
self:F( { IsEmpty = IsEmpty } )
|
||||
|
||||
return IsEmpty
|
||||
end
|
||||
|
||||
--- Check if zone is "Guarded", i.e. only one (the defending) coaliton is present inside the zone.
|
||||
-- @param #ZONE_CAPTURE_COALITION self
|
||||
-- @return #boolean self:IsAllInZoneOfCoalition( self.Coalition )
|
||||
function ZONE_CAPTURE_COALITION:IsGuarded()
|
||||
|
||||
local IsGuarded = self:IsAllInZoneOfCoalition( self.Coalition )
|
||||
self:F( { IsGuarded = IsGuarded } )
|
||||
|
||||
return IsGuarded
|
||||
end
|
||||
|
||||
--- Check if zone is "Captured", i.e. another coalition took control over the zone and is the only one present.
|
||||
-- @param #ZONE_CAPTURE_COALITION self
|
||||
-- @return #boolean self:IsAllInZoneOfOtherCoalition( self.Coalition )
|
||||
function ZONE_CAPTURE_COALITION:IsCaptured()
|
||||
|
||||
local IsCaptured = self:IsAllInZoneOfOtherCoalition( self.Coalition )
|
||||
self:F( { IsCaptured = IsCaptured } )
|
||||
|
||||
return IsCaptured
|
||||
end
|
||||
|
||||
--- Check if zone is "Attacked", i.e. another coaliton entered the zone.
|
||||
-- @param #ZONE_CAPTURE_COALITION self
|
||||
-- @return #boolean self:IsSomeInZoneOfCoalition( self.Coalition )
|
||||
function ZONE_CAPTURE_COALITION:IsAttacked()
|
||||
|
||||
local IsAttacked = self:IsSomeInZoneOfCoalition( self.Coalition )
|
||||
self:F( { IsAttacked = IsAttacked } )
|
||||
|
||||
return IsAttacked
|
||||
end
|
||||
|
||||
|
||||
--- Check status Coalition ownership.
|
||||
-- @param #ZONE_CAPTURE_COALITION self
|
||||
function ZONE_CAPTURE_COALITION:StatusZone()
|
||||
|
||||
-- Get FSM state.
|
||||
local State = self:GetState()
|
||||
|
||||
-- Scan zone in parent class ZONE_GOAL_COALITION
|
||||
self:GetParent( self, ZONE_CAPTURE_COALITION ).StatusZone( self )
|
||||
|
||||
local Tnow=timer.getTime()
|
||||
|
||||
-- Check if zone is guarded.
|
||||
if State ~= "Guarded" and self:IsGuarded() then
|
||||
|
||||
-- Check that there was a sufficient amount of time after the last hit before going back to "Guarded".
|
||||
if self.HitTimeLast==nil or Tnow>=self.HitTimeLast+self.HitTimeAttackOver then
|
||||
self:Guard()
|
||||
self.HitTimeLast=nil
|
||||
end
|
||||
end
|
||||
|
||||
-- Check if zone is empty.
|
||||
if State ~= "Empty" and self:IsEmpty() then
|
||||
self:Empty()
|
||||
end
|
||||
|
||||
-- Check if zone is attacked.
|
||||
if State ~= "Attacked" and self:IsAttacked() then
|
||||
self:Attack()
|
||||
end
|
||||
|
||||
-- Check if zone is captured.
|
||||
if State ~= "Captured" and self:IsCaptured() then
|
||||
self:Capture()
|
||||
end
|
||||
|
||||
-- Count stuff in zone.
|
||||
local unitset=self:GetScannedSetUnit()
|
||||
local nRed=0
|
||||
local nBlue=0
|
||||
for _,object in pairs(unitset:GetSet()) do
|
||||
local coal=object:GetCoalition()
|
||||
if object:IsAlive() then
|
||||
if coal==coalition.side.RED then
|
||||
nRed=nRed+1
|
||||
elseif coal==coalition.side.BLUE then
|
||||
nBlue=nBlue+1
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Status text.
|
||||
local text=string.format("CAPTURE ZONE %s: Owner=%s (Previous=%s): #blue=%d, #red=%d, Status %s", self:GetZoneName(), self:GetCoalitionName(), UTILS.GetCoalitionName(self:GetPreviousCoalition()), nBlue, nRed, State)
|
||||
local NewState = self:GetState()
|
||||
if NewState~=State then
|
||||
text=text..string.format(" --> %s", NewState)
|
||||
end
|
||||
self:I(text)
|
||||
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Misc Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
--- Update Mark on F10 map.
|
||||
-- @param #ZONE_CAPTURE_COALITION self
|
||||
function ZONE_CAPTURE_COALITION:Mark()
|
||||
|
||||
if self.MarkOn then
|
||||
|
||||
local Coord = self:GetCoordinate()
|
||||
local ZoneName = self:GetZoneName()
|
||||
local State = self:GetState()
|
||||
|
||||
-- Remove marks.
|
||||
if self.MarkRed then
|
||||
Coord:RemoveMark(self.MarkRed)
|
||||
end
|
||||
if self.MarkBlue then
|
||||
Coord:RemoveMark(self.MarkBlue)
|
||||
end
|
||||
|
||||
-- Create new marks for each coaliton.
|
||||
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 )
|
||||
elseif self.Coalition == coalition.side.RED then
|
||||
self.MarkRed = Coord:MarkToCoalitionRed( "Coalition: Red\nGuard Zone: " .. ZoneName .. "\nStatus: " .. State )
|
||||
self.MarkBlue = Coord:MarkToCoalitionBlue( "Coalition: Red\nCapture Zone: " .. ZoneName .. "\nStatus: " .. State )
|
||||
else
|
||||
self.MarkRed = Coord:MarkToCoalitionRed( "Coalition: Neutral\nCapture Zone: " .. ZoneName .. "\nStatus: " .. State )
|
||||
self.MarkBlue = Coord:MarkToCoalitionBlue( "Coalition: Neutral\nCapture Zone: " .. ZoneName .. "\nStatus: " .. State )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
-- ### Contributions: **funkyfranky**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -17,10 +18,16 @@
|
||||
do -- Zone
|
||||
|
||||
--- @type ZONE_GOAL
|
||||
-- @extends Core.Fsm#FSM
|
||||
-- @field #string ClassName Name of the class.
|
||||
-- @field Core.Goal#GOAL Goal The goal object.
|
||||
-- @field #number SmokeTime Time stamp in seconds when the last smoke of the zone was triggered.
|
||||
-- @field Core.Scheduler#SCHEDULER SmokeScheduler Scheduler responsible for smoking the zone.
|
||||
-- @field #number SmokeColor Color of the smoke.
|
||||
-- @field #boolean SmokeZone If true, smoke zone.
|
||||
-- @extends Core.Zone#ZONE_RADIUS
|
||||
|
||||
|
||||
-- Models processes that have a Goal with a defined achievement involving a Zone.
|
||||
--- 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
|
||||
@@ -39,25 +46,42 @@ do -- Zone
|
||||
--
|
||||
-- @field #ZONE_GOAL
|
||||
ZONE_GOAL = {
|
||||
ClassName = "ZONE_GOAL",
|
||||
ClassName = "ZONE_GOAL",
|
||||
Goal = nil,
|
||||
SmokeTime = nil,
|
||||
SmokeScheduler = nil,
|
||||
SmokeColor = nil,
|
||||
SmokeZone = nil,
|
||||
}
|
||||
|
||||
--- ZONE_GOAL Constructor.
|
||||
-- @param #ZONE_GOAL self
|
||||
-- @param Core.Zone#ZONE_BASE Zone A @{Zone} object with the goal to be achieved.
|
||||
-- @param Core.Zone#ZONE_RADIUS 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
|
||||
local self = BASE:Inherit( self, ZONE_RADIUS:New( Zone:GetName(), Zone:GetVec2(), Zone:GetRadius() ) ) -- #ZONE_GOAL
|
||||
self:F( { Zone = Zone } )
|
||||
|
||||
self.Zone = Zone -- Core.Zone#ZONE_BASE
|
||||
-- Goal object.
|
||||
self.Goal = GOAL:New()
|
||||
|
||||
self.SmokeTime = nil
|
||||
|
||||
-- Set smoke ON.
|
||||
self:SetSmokeZone(true)
|
||||
|
||||
self:AddTransition( "*", "DestroyedUnit", "*" )
|
||||
|
||||
--- DestroyedUnit event.
|
||||
-- @function [parent=#ZONE_GOAL] DestroyedUnit
|
||||
-- @param #ZONE_GOAL self
|
||||
|
||||
--- DestroyedUnit delayed event
|
||||
-- @function [parent=#ZONE_GOAL] __DestroyedUnit
|
||||
-- @param #ZONE_GOAL self
|
||||
-- @param #number delay Delay in seconds.
|
||||
|
||||
--- DestroyedUnit Handler OnAfter for ZONE_GOAL
|
||||
-- @function [parent=#ZONE_GOAL] OnAfterDestroyedUnit
|
||||
-- @param #ZONE_GOAL self
|
||||
@@ -70,52 +94,64 @@ do -- Zone
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get the Zone
|
||||
--- Get the Zone.
|
||||
-- @param #ZONE_GOAL self
|
||||
-- @return Core.Zone#ZONE_BASE
|
||||
-- @return #ZONE_GOAL
|
||||
function ZONE_GOAL:GetZone()
|
||||
return self.Zone
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Get the name of the ProtectZone
|
||||
--- Get the name of the Zone.
|
||||
-- @param #ZONE_GOAL self
|
||||
-- @return #string
|
||||
function ZONE_GOAL:GetZoneName()
|
||||
return self.Zone:GetName()
|
||||
return self:GetName()
|
||||
end
|
||||
|
||||
|
||||
--- Smoke the center of theh zone.
|
||||
--- Activate smoking of zone with the color or the current owner.
|
||||
-- @param #ZONE_GOAL self
|
||||
-- @param #SMOKECOLOR.Color SmokeColor
|
||||
function ZONE_GOAL:Smoke( SmokeColor )
|
||||
-- @param #boolean switch If *true* or *nil* activate smoke. If *false* or *nil*, no smoke.
|
||||
-- @return #ZONE_GOAL
|
||||
function ZONE_GOAL:SetSmokeZone(switch)
|
||||
self.SmokeZone=switch
|
||||
--[[
|
||||
if switch==nil or switch==true then
|
||||
self.SmokeZone=true
|
||||
else
|
||||
self.SmokeZone=false
|
||||
end
|
||||
]]
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set the smoke color.
|
||||
-- @param #ZONE_GOAL self
|
||||
-- @param DCS#SMOKECOLOR.Color SmokeColor
|
||||
function ZONE_GOAL:Smoke( SmokeColor )
|
||||
self:F( { SmokeColor = SmokeColor} )
|
||||
|
||||
self.SmokeColor = SmokeColor
|
||||
end
|
||||
|
||||
|
||||
--- Flare the center of the zone.
|
||||
--- Flare the zone boundary.
|
||||
-- @param #ZONE_GOAL self
|
||||
-- @param #SMOKECOLOR.Color FlareColor
|
||||
-- @param DCS#SMOKECOLOR.Color FlareColor
|
||||
function ZONE_GOAL:Flare( FlareColor )
|
||||
self.Zone:FlareZone( FlareColor, math.random( 1, 360 ) )
|
||||
self:FlareZone( FlareColor, 30)
|
||||
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 )
|
||||
-- Start smoke
|
||||
if self.SmokeZone and not self.SmokeScheduler then
|
||||
self.SmokeScheduler = self:ScheduleRepeat(1, 1, 0.1, nil, self.StatusSmoke, self)
|
||||
end
|
||||
end
|
||||
|
||||
@@ -123,44 +159,54 @@ do -- Zone
|
||||
--- Check status Smoke.
|
||||
-- @param #ZONE_GOAL self
|
||||
function ZONE_GOAL:StatusSmoke()
|
||||
|
||||
self:F({self.SmokeTime, self.SmokeColor})
|
||||
|
||||
local CurrentTime = timer.getTime()
|
||||
if self.SmokeZone then
|
||||
|
||||
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
|
||||
-- Current time.
|
||||
local CurrentTime = timer.getTime()
|
||||
|
||||
-- Restart smoke every 5 min.
|
||||
if self.SmokeTime == nil or self.SmokeTime + 300 <= CurrentTime then
|
||||
if self.SmokeColor then
|
||||
self:GetCoordinate():Smoke( self.SmokeColor )
|
||||
self.SmokeTime = CurrentTime
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- @param #ZONE_GOAL self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
-- @param Core.Event#EVENTDATA EventData Event data table.
|
||||
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 Vec3 = EventData.IniDCSUnit:getPosition().p
|
||||
self:F( { Vec3 = Vec3 } )
|
||||
|
||||
if Vec3 and self: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
|
||||
|
||||
|
||||
|
||||
@@ -17,6 +17,11 @@
|
||||
do -- ZoneGoal
|
||||
|
||||
--- @type ZONE_GOAL_COALITION
|
||||
-- @field #string ClassName Name of the Class.
|
||||
-- @field #number Coalition The current coalition ID of the zone owner.
|
||||
-- @field #number PreviousCoalition The previous owner of the zone.
|
||||
-- @field #table UnitCategories Table of unit categories that are able to capture and hold the zone. Default is only GROUND units.
|
||||
-- @field #table ObjectCategories Table of object categories that are able to hold a zone. Default is UNITS and STATICS.
|
||||
-- @extends Functional.ZoneGoal#ZONE_GOAL
|
||||
|
||||
|
||||
@@ -37,7 +42,11 @@ do -- ZoneGoal
|
||||
--
|
||||
-- @field #ZONE_GOAL_COALITION
|
||||
ZONE_GOAL_COALITION = {
|
||||
ClassName = "ZONE_GOAL_COALITION",
|
||||
ClassName = "ZONE_GOAL_COALITION",
|
||||
Coalition = nil,
|
||||
PreviousCoaliton = nil,
|
||||
UnitCategories = nil,
|
||||
ObjectCategories = nil,
|
||||
}
|
||||
|
||||
--- @field #table ZONE_GOAL_COALITION.States
|
||||
@@ -46,15 +55,26 @@ do -- ZoneGoal
|
||||
--- 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.
|
||||
-- @param DCSCoalition.DCSCoalition#coalition Coalition The initial coalition owning the zone. Default coalition.side.NEUTRAL.
|
||||
-- @param #table UnitCategories Table of unit categories. See [DCS Class Unit](https://wiki.hoggitworld.com/view/DCS_Class_Unit). Default {Unit.Category.GROUND_UNIT}.
|
||||
-- @return #ZONE_GOAL_COALITION
|
||||
function ZONE_GOAL_COALITION:New( Zone, Coalition )
|
||||
function ZONE_GOAL_COALITION:New( Zone, Coalition, UnitCategories )
|
||||
|
||||
if not Zone then
|
||||
BASE:E("ERROR: No Zone specified in ZONE_GOAL_COALITON!")
|
||||
return nil
|
||||
end
|
||||
|
||||
-- Inherit ZONE_GOAL.
|
||||
local self = BASE:Inherit( self, ZONE_GOAL:New( Zone ) ) -- #ZONE_GOAL_COALITION
|
||||
self:F( { Zone = Zone, Coalition = Coalition } )
|
||||
|
||||
self:SetCoalition( Coalition )
|
||||
-- Set initial owner.
|
||||
self:SetCoalition( Coalition or coalition.side.NEUTRAL)
|
||||
|
||||
-- Set default unit and object categories for the zone scan.
|
||||
self:SetUnitCategories(UnitCategories)
|
||||
self:SetObjectCategories()
|
||||
|
||||
return self
|
||||
end
|
||||
@@ -62,11 +82,43 @@ do -- ZoneGoal
|
||||
|
||||
--- Set the owning coalition of the zone.
|
||||
-- @param #ZONE_GOAL_COALITION self
|
||||
-- @param DCSCoalition.DCSCoalition#coalition Coalition
|
||||
-- @param DCSCoalition.DCSCoalition#coalition Coalition The coalition ID, e.g. *coalition.side.RED*.
|
||||
-- @return #ZONE_GOAL_COALITION
|
||||
function ZONE_GOAL_COALITION:SetCoalition( Coalition )
|
||||
self.PreviousCoalition=self.Coalition or Coalition
|
||||
self.Coalition = Coalition
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set the owning coalition of the zone.
|
||||
-- @param #ZONE_GOAL_COALITION self
|
||||
-- @param #table UnitCategories Table of unit categories. See [DCS Class Unit](https://wiki.hoggitworld.com/view/DCS_Class_Unit). Default {Unit.Category.GROUND_UNIT}.
|
||||
-- @return #ZONE_GOAL_COALITION
|
||||
function ZONE_GOAL_COALITION:SetUnitCategories( UnitCategories )
|
||||
|
||||
if UnitCategories and type(UnitCategories)~="table" then
|
||||
UnitCategories={UnitCategories}
|
||||
end
|
||||
|
||||
self.UnitCategories=UnitCategories or {Unit.Category.GROUND_UNIT}
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set the owning coalition of the zone.
|
||||
-- @param #ZONE_GOAL_COALITION self
|
||||
-- @param #table ObjectCategories Table of unit categories. See [DCS Class Object](https://wiki.hoggitworld.com/view/DCS_Class_Object). Default {Object.Category.UNIT, Object.Category.STATIC}, i.e. all UNITS and STATICS.
|
||||
-- @return #ZONE_GOAL_COALITION
|
||||
function ZONE_GOAL_COALITION:SetObjectCategories( ObjectCategories )
|
||||
|
||||
if ObjectCategories and type(ObjectCategories)~="table" then
|
||||
ObjectCategories={ObjectCategories}
|
||||
end
|
||||
|
||||
self.ObjectCategories=ObjectCategories or {Object.Category.UNIT, Object.Category.STATIC}
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get the owning coalition of the zone.
|
||||
-- @param #ZONE_GOAL_COALITION self
|
||||
@@ -75,37 +127,38 @@ do -- ZoneGoal
|
||||
return self.Coalition
|
||||
end
|
||||
|
||||
--- Get the previous coaliton, i.e. the one owning the zone before the current one.
|
||||
-- @param #ZONE_GOAL_COALITION self
|
||||
-- @return DCSCoalition.DCSCoalition#coalition Coalition.
|
||||
function ZONE_GOAL_COALITION:GetPreviousCoalition()
|
||||
return self.PreviousCoalition
|
||||
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 ""
|
||||
return UTILS.GetCoalitionName(self.Coalition)
|
||||
end
|
||||
|
||||
|
||||
--- Check status Coalition ownership.
|
||||
-- @param #ZONE_GOAL_COALITION self
|
||||
-- @return #ZONE_GOAL_COALITION
|
||||
function ZONE_GOAL_COALITION:StatusZone()
|
||||
|
||||
-- Get current state.
|
||||
local State = self:GetState()
|
||||
self:F( { State = self:GetState() } )
|
||||
|
||||
self.Zone:Scan( { Object.Category.UNIT, Object.Category.STATIC } )
|
||||
-- Debug text.
|
||||
local text=string.format("Zone state=%s, Owner=%s, Scanning...", State, self:GetCoalitionName())
|
||||
self:F(text)
|
||||
|
||||
-- Scan zone.
|
||||
self:Scan( self.ObjectCategories, self.UnitCategories )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
_EVENTDISPATCHER = EVENT:New() -- Core.Event#EVENT
|
||||
|
||||
--- Declare the timer dispatcher based on the SCHEDULEDISPATCHER class
|
||||
_SCHEDULEDISPATCHER = SCHEDULEDISPATCHER:New() -- Core.Timer#SCHEDULEDISPATCHER
|
||||
_SCHEDULEDISPATCHER = SCHEDULEDISPATCHER:New() -- Core.ScheduleDispatcher#SCHEDULEDISPATCHER
|
||||
|
||||
--- Declare the main database object, which is used internally by the MOOSE classes.
|
||||
_DATABASE = DATABASE:New() -- Core.Database#DATABASE
|
||||
133
Moose Development/Moose/Modules.lua
Normal file
133
Moose Development/Moose/Modules.lua
Normal file
@@ -0,0 +1,133 @@
|
||||
__Moose.Include( 'Scripts/Moose/Utilities/Enums.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Utilities/Routines.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Utilities/Utils.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Utilities/Profiler.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Utilities/Templates.lua' )
|
||||
|
||||
__Moose.Include( 'Scripts/Moose/Core/Base.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/UserFlag.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/UserSound.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Report.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Scheduler.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/ScheduleDispatcher.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Event.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Settings.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Menu.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Zone.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Zone_Detection.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Database.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Set.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Point.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Velocity.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Message.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Fsm.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Radio.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/RadioQueue.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/RadioSpeech.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Spawn.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/SpawnStatic.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Timer.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Goal.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Spot.lua' )
|
||||
|
||||
__Moose.Include( 'Scripts/Moose/Wrapper/Object.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Wrapper/Identifiable.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Wrapper/Positionable.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Wrapper/Controllable.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Wrapper/Group.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Wrapper/Unit.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Wrapper/Client.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Wrapper/Static.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Wrapper/Airbase.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Wrapper/Scenery.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Wrapper/Marker.lua' )
|
||||
|
||||
__Moose.Include( 'Scripts/Moose/Cargo/Cargo.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Cargo/CargoUnit.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Cargo/CargoSlingload.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Cargo/CargoCrate.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Cargo/CargoGroup.lua' )
|
||||
|
||||
__Moose.Include( 'Scripts/Moose/Functional/Scoring.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/CleanUp.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/Movement.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/Sead.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/Escort.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/MissileTrainer.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/ATC_Ground.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/Detection.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/DetectionZones.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/Designate.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/RAT.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/Range.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/ZoneGoal.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/ZoneGoalCoalition.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/ZoneCaptureCoalition.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/Artillery.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/Suppression.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/PseudoATC.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/Warehouse.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/Fox.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/Mantis.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/Shorad.lua' )
|
||||
|
||||
__Moose.Include( 'Scripts/Moose/Ops/Airboss.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Ops/RecoveryTanker.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Ops/RescueHelo.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Ops/ATIS.lua' )
|
||||
|
||||
__Moose.Include( 'Scripts/Moose/AI/AI_Balancer.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/AI/AI_Air.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/AI/AI_Air_Patrol.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/AI/AI_Air_Engage.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/AI/AI_A2A_Patrol.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/AI/AI_A2A_Cap.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/AI/AI_A2A_Gci.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/AI/AI_A2A_Dispatcher.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/AI/AI_A2G_BAI.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/AI/AI_A2G_CAS.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/AI/AI_A2G_SEAD.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/AI/AI_A2G_Dispatcher.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/AI/AI_Patrol.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/AI/AI_Cap.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/AI/AI_Cas.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/AI/AI_Bai.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/AI/AI_Formation.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/AI/AI_Escort.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/AI/AI_Escort_Request.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/AI/AI_Escort_Dispatcher.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/AI/AI_Escort_Dispatcher_Request.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_APC.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_Helicopter.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_Airplane.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_Ship.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_Dispatcher.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_Dispatcher_APC.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_Dispatcher_Helicopter.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_Dispatcher_Airplane.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_Dispatcher_Ship.lua' )
|
||||
|
||||
__Moose.Include( 'Scripts/Moose/Actions/Act_Assign.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Actions/Act_Route.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Actions/Act_Account.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Actions/Act_Assist.lua' )
|
||||
|
||||
__Moose.Include( 'Scripts/Moose/Tasking/CommandCenter.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Tasking/Mission.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Tasking/Task.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Tasking/TaskInfo.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Tasking/Task_Manager.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Tasking/DetectionManager.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Tasking/Task_A2G_Dispatcher.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Tasking/Task_A2G.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Tasking/Task_A2A_Dispatcher.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Tasking/Task_A2A.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Tasking/Task_Cargo.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Tasking/Task_Cargo_Transport.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Tasking/Task_Cargo_CSAR.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Tasking/Task_Cargo_Dispatcher.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Tasking/Task_Capture_Zone.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Tasking/Task_Capture_Dispatcher.lua' )
|
||||
|
||||
__Moose.Include( 'Scripts/Moose/Globals.lua' )
|
||||
2373
Moose Development/Moose/Ops/ATIS.lua
Normal file
2373
Moose Development/Moose/Ops/ATIS.lua
Normal file
File diff suppressed because it is too large
Load Diff
17986
Moose Development/Moose/Ops/Airboss.lua
Normal file
17986
Moose Development/Moose/Ops/Airboss.lua
Normal file
File diff suppressed because it is too large
Load Diff
1696
Moose Development/Moose/Ops/RecoveryTanker.lua
Normal file
1696
Moose Development/Moose/Ops/RecoveryTanker.lua
Normal file
File diff suppressed because it is too large
Load Diff
1296
Moose Development/Moose/Ops/RescueHelo.lua
Normal file
1296
Moose Development/Moose/Ops/RescueHelo.lua
Normal file
File diff suppressed because it is too large
Load Diff
@@ -144,6 +144,25 @@
|
||||
-- This is done by using the method @{#COMMANDCENTER.SetReferenceZones}().
|
||||
-- For the moment, only one Reference Zone class can be specified, but in the future, more classes will become possible.
|
||||
--
|
||||
-- ## 7. Tasks.
|
||||
--
|
||||
-- ### 7.1. Automatically assign tasks.
|
||||
--
|
||||
-- One of the most important roles of the command center is the management of tasks.
|
||||
-- The command center can assign automatically tasks to the players using the @{Tasking.CommandCenter#COMMANDCENTER.SetAutoAssignTasks}() method.
|
||||
-- When this method is used with a parameter true; the command center will scan at regular intervals which players in a slot are not having a task assigned.
|
||||
-- For those players; the tasking is enabled to assign automatically a task.
|
||||
-- An Assign Menu will be accessible for the player under the command center menu, to configure the automatic tasking to switched on or off.
|
||||
--
|
||||
-- ### 7.2. Automatically accept assigned tasks.
|
||||
--
|
||||
-- When a task is assigned; the mission designer can decide if players are immediately assigned to the task; or they can accept/reject the assigned task.
|
||||
-- Use the method @{Tasking.CommandCenter#COMMANDCENTER.SetAutoAcceptTasks}() to configure this behaviour.
|
||||
-- If the tasks are not automatically accepted; the player will receive a message that he needs to access the command center menu and
|
||||
-- choose from 2 added menu options either to accept or reject the assigned task within 30 seconds.
|
||||
-- If the task is not accepted within 30 seconds; the task will be cancelled and a new task will be assigned.
|
||||
--
|
||||
--
|
||||
-- @field #COMMANDCENTER
|
||||
COMMANDCENTER = {
|
||||
ClassName = "COMMANDCENTER",
|
||||
@@ -156,6 +175,14 @@ COMMANDCENTER = {
|
||||
CommunicationMode = "80",
|
||||
}
|
||||
|
||||
|
||||
--- @type COMMANDCENTER.AutoAssignMethods
|
||||
COMMANDCENTER.AutoAssignMethods = {
|
||||
["Random"] = 1,
|
||||
["Distance"] = 2,
|
||||
["Priority"] = 3,
|
||||
}
|
||||
|
||||
--- The constructor takes an IDENTIFIABLE as the HQ command center.
|
||||
-- @param #COMMANDCENTER self
|
||||
-- @param Wrapper.Positionable#POSITIONABLE CommandCenterPositionable
|
||||
@@ -169,21 +196,24 @@ function COMMANDCENTER:New( CommandCenterPositionable, CommandCenterName )
|
||||
self.CommandCenterName = CommandCenterName or CommandCenterPositionable:GetName()
|
||||
self.CommandCenterCoalition = CommandCenterPositionable:GetCoalition()
|
||||
|
||||
self.AutoAssignTasks = false
|
||||
|
||||
self.Missions = {}
|
||||
|
||||
self:SetAutoAssignTasks( false )
|
||||
self:SetAutoAcceptTasks( true )
|
||||
self:SetAutoAssignMethod( COMMANDCENTER.AutoAssignMethods.Distance )
|
||||
self:SetFlashStatus( false )
|
||||
|
||||
self:HandleEvent( EVENTS.Birth,
|
||||
--- @param #COMMANDCENTER self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function( self, EventData )
|
||||
if EventData.IniObjectCategory == 1 then
|
||||
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
|
||||
--self:E( { CommandCenter = self:GetName(), EventGroup = EventGroup:GetName(), HasGroup = self:HasGroup( EventGroup ), EventData = EventData } )
|
||||
if EventGroup and EventGroup:IsAlive() and self:HasGroup( EventGroup ) then
|
||||
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.ReportSummary, self, EventGroup )
|
||||
local MenuMissionsDetails = MENU_GROUP_COMMAND:New( EventGroup, "Missions Players Report", MenuReporting, self.ReportMissionsPlayers, self, EventGroup )
|
||||
self:ReportSummary( EventGroup )
|
||||
local PlayerUnit = EventData.IniUnit
|
||||
@@ -442,7 +472,7 @@ function COMMANDCENTER:GetMenu( TaskGroup )
|
||||
self.CommandCenterMenus[TaskGroup] = CommandCenterMenu
|
||||
|
||||
if self.AutoAssignTasks == false then
|
||||
local AssignTaskMenu = MENU_GROUP_COMMAND:New( TaskGroup, "Assign Task", CommandCenterMenu, self.AssignRandomTask, self, TaskGroup ):SetTime(MenuTime):SetTag("AutoTask")
|
||||
local AssignTaskMenu = MENU_GROUP_COMMAND:New( TaskGroup, "Assign Task", CommandCenterMenu, self.AssignTask, self, TaskGroup ):SetTime(MenuTime):SetTag("AutoTask")
|
||||
end
|
||||
CommandCenterMenu:Remove( MenuTime, "AutoTask" )
|
||||
|
||||
@@ -453,23 +483,43 @@ end
|
||||
--- Assigns a random task to a TaskGroup.
|
||||
-- @param #COMMANDCENTER self
|
||||
-- @return #COMMANDCENTER
|
||||
function COMMANDCENTER:AssignRandomTask( TaskGroup )
|
||||
function COMMANDCENTER:AssignTask( TaskGroup )
|
||||
|
||||
local Tasks = {}
|
||||
local AssignPriority = 99999999
|
||||
local AutoAssignMethod = self.AutoAssignMethod
|
||||
|
||||
for MissionID, Mission in pairs( self:GetMissions() ) do
|
||||
local Mission = Mission -- Tasking.Mission#MISSION
|
||||
local MissionTasks = Mission:GetGroupTasks( TaskGroup )
|
||||
for MissionTaskName, MissionTask in pairs( MissionTasks or {} ) do
|
||||
Tasks[#Tasks+1] = MissionTask
|
||||
local MissionTask = MissionTask -- Tasking.Task#TASK
|
||||
if MissionTask:IsStatePlanned() or MissionTask:IsStateReplanned() or MissionTask:IsStateAssigned() then
|
||||
local TaskPriority = MissionTask:GetAutoAssignPriority( self.AutoAssignMethod, self, TaskGroup )
|
||||
if TaskPriority < AssignPriority then
|
||||
AssignPriority = TaskPriority
|
||||
Tasks = {}
|
||||
end
|
||||
if TaskPriority == AssignPriority then
|
||||
Tasks[#Tasks+1] = MissionTask
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local Task = Tasks[ math.random( 1, #Tasks ) ] -- Tasking.Task#TASK
|
||||
|
||||
Task:SetAssignMethod( ACT_ASSIGN_MENU_ACCEPT:New( Task.TaskBriefing ) )
|
||||
if Task then
|
||||
|
||||
Task:AssignToGroup( TaskGroup )
|
||||
self:I( "Assigning task " .. Task:GetName() .. " using auto assign method " .. self.AutoAssignMethod .. " to " .. TaskGroup:GetName() .. " with task priority " .. AssignPriority )
|
||||
|
||||
if not self.AutoAcceptTasks == true then
|
||||
Task:SetAutoAssignMethod( ACT_ASSIGN_MENU_ACCEPT:New( Task.TaskBriefing ) )
|
||||
end
|
||||
|
||||
Task:AssignToGroup( TaskGroup )
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
@@ -498,30 +548,55 @@ end
|
||||
|
||||
|
||||
--- Automatically assigns tasks to all TaskGroups.
|
||||
-- One of the most important roles of the command center is the management of tasks.
|
||||
-- When this method is used with a parameter true; the command center will scan at regular intervals which players in a slot are not having a task assigned.
|
||||
-- For those players; the tasking is enabled to assign automatically a task.
|
||||
-- An Assign Menu will be accessible for the player under the command center menu, to configure the automatic tasking to switched on or off.
|
||||
-- @param #COMMANDCENTER self
|
||||
-- @param #boolean AutoAssign true for ON and false or nil for OFF.
|
||||
function COMMANDCENTER:SetAutoAssignTasks( AutoAssign )
|
||||
|
||||
self.AutoAssignTasks = AutoAssign or false
|
||||
|
||||
local GroupSet = self:AddGroups()
|
||||
|
||||
for GroupID, TaskGroup in pairs( GroupSet:GetSet() ) do
|
||||
local TaskGroup = TaskGroup -- Wrapper.Group#GROUP
|
||||
self:GetMenu( TaskGroup )
|
||||
end
|
||||
|
||||
if self.AutoAssignTasks == true then
|
||||
self:ScheduleRepeat( 10, 30, 0, nil, self.AssignTasks, self )
|
||||
else
|
||||
self:ScheduleStop( self.AssignTasks )
|
||||
end
|
||||
|
||||
self:SetCommandCenterMenu()
|
||||
end
|
||||
|
||||
--- Automatically accept tasks for all TaskGroups.
|
||||
-- When a task is assigned; the mission designer can decide if players are immediately assigned to the task; or they can accept/reject the assigned task.
|
||||
-- If the tasks are not automatically accepted; the player will receive a message that he needs to access the command center menu and
|
||||
-- choose from 2 added menu options either to accept or reject the assigned task within 30 seconds.
|
||||
-- If the task is not accepted within 30 seconds; the task will be cancelled and a new task will be assigned.
|
||||
-- @param #COMMANDCENTER self
|
||||
-- @param #boolean AutoAccept true for ON and false or nil for OFF.
|
||||
function COMMANDCENTER:SetAutoAcceptTasks( AutoAccept )
|
||||
|
||||
self.AutoAcceptTasks = AutoAccept or false
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Define the method to be used to assign automatically a task from the available tasks in the mission.
|
||||
-- There are 3 types of methods that can be applied for the moment:
|
||||
--
|
||||
-- 1. Random - assigns a random task in the mission to the player.
|
||||
-- 2. Distance - assigns a task based on a distance evaluation from the player. The closest are to be assigned first.
|
||||
-- 3. Priority - assigns a task based on the priority as defined by the mission designer, using the SetTaskPriority parameter.
|
||||
--
|
||||
-- The different task classes implement the logic to determine the priority of automatic task assignment to a player, depending on one of the above methods.
|
||||
-- The method @{Tasking.Task#TASK.GetAutoAssignPriority} calculate the priority of the tasks to be assigned.
|
||||
-- @param #COMMANDCENTER self
|
||||
-- @param #COMMANDCENTER.AutoAssignMethods AutoAssignMethod A selection of an assign method from the COMMANDCENTER.AutoAssignMethods enumeration.
|
||||
function COMMANDCENTER:SetAutoAssignMethod( AutoAssignMethod )
|
||||
|
||||
self.AutoAssignMethod = AutoAssignMethod or COMMANDCENTER.AutoAssignMethods.Random
|
||||
|
||||
end
|
||||
|
||||
--- Automatically assigns tasks to all TaskGroups.
|
||||
-- @param #COMMANDCENTER self
|
||||
function COMMANDCENTER:AssignTasks()
|
||||
@@ -531,12 +606,16 @@ function COMMANDCENTER:AssignTasks()
|
||||
for GroupID, TaskGroup in pairs( GroupSet:GetSet() ) do
|
||||
local TaskGroup = TaskGroup -- Wrapper.Group#GROUP
|
||||
|
||||
if self:IsGroupAssigned( TaskGroup ) then
|
||||
else
|
||||
-- Only groups with planes or helicopters will receive automatic tasks.
|
||||
-- TODO Workaround DCS-BUG-3 - https://github.com/FlightControl-Master/MOOSE/issues/696
|
||||
if TaskGroup:IsAir() then
|
||||
self:AssignRandomTask( TaskGroup )
|
||||
if TaskGroup:IsAlive() then
|
||||
self:GetMenu( TaskGroup )
|
||||
|
||||
if self:IsGroupAssigned( TaskGroup ) then
|
||||
else
|
||||
-- Only groups with planes or helicopters will receive automatic tasks.
|
||||
-- TODO Workaround DCS-BUG-3 - https://github.com/FlightControl-Master/MOOSE/issues/696
|
||||
if TaskGroup:IsAir() then
|
||||
self:AssignTask( TaskGroup )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -713,3 +792,12 @@ function COMMANDCENTER:ReportDetails( ReportGroup, Task )
|
||||
self:MessageToGroup( Report:Text(), ReportGroup )
|
||||
end
|
||||
|
||||
|
||||
--- Let the command center flash a report of the status of the subscribed task to a group.
|
||||
-- @param #COMMANDCENTER self
|
||||
function COMMANDCENTER:SetFlashStatus( Flash )
|
||||
self:F()
|
||||
|
||||
self.FlashStatus = Flash or true
|
||||
|
||||
end
|
||||
|
||||
@@ -46,6 +46,7 @@ do -- DETECTION MANAGER
|
||||
--- @type DETECTION_MANAGER
|
||||
-- @field Core.Set#SET_GROUP SetGroup The groups to which the FAC will report to.
|
||||
-- @field Functional.Detection#DETECTION_BASE Detection The DETECTION_BASE object that is used to report the detected objects.
|
||||
-- @field Tasking.CommandCenter#COMMANDCENTER CC The command center that is used to communicate with the players.
|
||||
-- @extends Core.Fsm#FSM
|
||||
|
||||
--- DETECTION_MANAGER class.
|
||||
@@ -56,6 +57,9 @@ do -- DETECTION MANAGER
|
||||
Detection = nil,
|
||||
}
|
||||
|
||||
--- @field Tasking.CommandCenter#COMMANDCENTER
|
||||
DETECTION_MANAGER.CC = nil
|
||||
|
||||
--- FAC constructor.
|
||||
-- @param #DETECTION_MANAGER self
|
||||
-- @param Core.Set#SET_GROUP SetGroup
|
||||
@@ -218,12 +222,94 @@ do -- DETECTION MANAGER
|
||||
return self._ReportDisplayTime
|
||||
end
|
||||
|
||||
|
||||
--- Set a command center to communicate actions to the players reporting to the command center.
|
||||
-- @param #DETECTION_MANAGER self
|
||||
-- @return #DETECTION_MANGER self
|
||||
function DETECTION_MANAGER:SetTacticalMenu( DispatcherMainMenuText, DispatcherMenuText )
|
||||
|
||||
local DispatcherMainMenu = MENU_MISSION:New( DispatcherMainMenuText, nil )
|
||||
local DispatcherMenu = MENU_MISSION_COMMAND:New( DispatcherMenuText, DispatcherMainMenu,
|
||||
function()
|
||||
self:ShowTacticalDisplay( self.Detection )
|
||||
end
|
||||
)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
--- Set a command center to communicate actions to the players reporting to the command center.
|
||||
-- @param #DETECTION_MANAGER self
|
||||
-- @param Tasking.CommandCenter#COMMANDCENTER CommandCenter The command center.
|
||||
-- @return #DETECTION_MANGER self
|
||||
function DETECTION_MANAGER:SetCommandCenter( CommandCenter )
|
||||
|
||||
self.CC = CommandCenter
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Get the command center to communicate actions to the players.
|
||||
-- @param #DETECTION_MANAGER self
|
||||
-- @return Tasking.CommandCenter#COMMANDCENTER The command center.
|
||||
function DETECTION_MANAGER:GetCommandCenter()
|
||||
|
||||
return self.CC
|
||||
end
|
||||
|
||||
|
||||
--- Send an information message to the players reporting to the command center.
|
||||
-- @param #DETECTION_MANAGER self
|
||||
-- @param #table Squadron The squadron table.
|
||||
-- @param #string Message The message to be sent.
|
||||
-- @param #string SoundFile The name of the sound file .wav or .ogg.
|
||||
-- @param #number SoundDuration The duration of the sound.
|
||||
-- @param #string SoundPath The path pointing to the folder in the mission file.
|
||||
-- @param Wrapper.Group#GROUP DefenderGroup The defender group sending the message.
|
||||
-- @return #DETECTION_MANGER self
|
||||
function DETECTION_MANAGER:MessageToPlayers( Squadron, Message, DefenderGroup )
|
||||
|
||||
self:F( { Message = Message } )
|
||||
|
||||
-- if not self.PreviousMessage or self.PreviousMessage ~= Message then
|
||||
-- self.PreviousMessage = Message
|
||||
-- if self.CC then
|
||||
-- self.CC:MessageToCoalition( Message )
|
||||
-- end
|
||||
-- end
|
||||
|
||||
if self.CC then
|
||||
self.CC:MessageToCoalition( Message )
|
||||
end
|
||||
|
||||
Message = Message:gsub( "°", " degrees " )
|
||||
Message = Message:gsub( "(%d)%.(%d)", "%1 dot %2" )
|
||||
|
||||
-- Here we handle the transmission of the voice over.
|
||||
-- If for a certain reason the Defender does not exist, we use the coordinate of the airbase to send the message from.
|
||||
local RadioQueue = Squadron.RadioQueue -- Core.RadioSpeech#RADIOSPEECH
|
||||
if RadioQueue then
|
||||
local DefenderUnit = DefenderGroup:GetUnit(1)
|
||||
if DefenderUnit and DefenderUnit:IsAlive() then
|
||||
RadioQueue:SetSenderUnitName( DefenderUnit:GetName() )
|
||||
end
|
||||
RadioQueue:Speak( Message, Squadron.Language )
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Reports the detected items to the @{Core.Set#SET_GROUP}.
|
||||
-- @param #DETECTION_MANAGER self
|
||||
-- @param Functional.Detection#DETECTION_BASE Detection
|
||||
-- @return #DETECTION_MANAGER self
|
||||
function DETECTION_MANAGER:ProcessDetected( Detection )
|
||||
self:E()
|
||||
|
||||
end
|
||||
|
||||
|
||||
@@ -968,18 +968,19 @@ function MISSION:ReportPlayersProgress( ReportGroup )
|
||||
-- Determine how many tasks are remaining.
|
||||
for TaskID, Task in pairs( self:GetTasks() ) do
|
||||
local Task = Task -- Tasking.Task#TASK
|
||||
local TaskGoalTotal = Task:GetGoalTotal() or 0
|
||||
local TaskName = Task:GetName()
|
||||
local Goal = Task:GetGoal()
|
||||
PlayerList[TaskName] = PlayerList[TaskName] or {}
|
||||
if TaskGoalTotal ~= 0 then
|
||||
local PlayerNames = self:GetPlayerNames()
|
||||
for PlayerName, PlayerData in pairs( PlayerNames ) do
|
||||
PlayerList[TaskName][PlayerName] = string.format( 'Player (%s): Task "%s": %d%%', PlayerName, TaskName, Task:GetPlayerProgress( PlayerName ) * 100 / TaskGoalTotal )
|
||||
if Goal then
|
||||
local TotalContributions = Goal:GetTotalContributions()
|
||||
local PlayerContributions = Goal:GetPlayerContributions()
|
||||
self:F( { TotalContributions = TotalContributions, PlayerContributions = PlayerContributions } )
|
||||
for PlayerName, PlayerContribution in pairs( PlayerContributions ) do
|
||||
PlayerList[TaskName][PlayerName] = string.format( 'Player (%s): Task "%s": %d%%', PlayerName, TaskName, PlayerContributions[PlayerName] * 100 / TotalContributions )
|
||||
end
|
||||
else
|
||||
PlayerList[TaskName]["_"] = string.format( 'Player (---): Task "%s": %d%%', TaskName, 0 )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
for TaskName, TaskData in pairs( PlayerList ) do
|
||||
|
||||
@@ -856,6 +856,8 @@ do -- Group Assignment
|
||||
|
||||
CommandCenter:SetMenu()
|
||||
|
||||
self:MenuFlashTaskStatus( TaskGroup, self:GetMission():GetCommandCenter().FlashStatus )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -879,6 +881,9 @@ do -- Group Assignment
|
||||
local Mission = self:GetMission()
|
||||
local CommandCenter = Mission:GetCommandCenter()
|
||||
CommandCenter:SetMenu()
|
||||
|
||||
self:MenuFlashTaskStatus( TaskGroup, false ) -- stop message flashing, if any #1383 & #1312
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
@@ -1111,6 +1116,11 @@ function TASK:SetAssignedMenuForGroup( TaskGroup, MenuTime )
|
||||
end
|
||||
local MarkMenu = MENU_GROUP_COMMAND:New( TaskGroup, string.format( "Mark Task Location on Map" ), TaskControl, self.MenuMarkToGroup, self, TaskGroup ):SetTime( MenuTime ):SetTag( "Tasking" )
|
||||
local TaskTypeMenu = MENU_GROUP_COMMAND:New( TaskGroup, string.format( "Report Task Details" ), TaskControl, self.MenuTaskStatus, self, TaskGroup ):SetTime( MenuTime ):SetTag( "Tasking" )
|
||||
if not self.FlashTaskStatus then
|
||||
local TaskFlashStatusMenu = MENU_GROUP_COMMAND:New( TaskGroup, string.format( "Flash Task Details" ), TaskControl, self.MenuFlashTaskStatus, self, TaskGroup, true ):SetTime( MenuTime ):SetTag( "Tasking" )
|
||||
else
|
||||
local TaskFlashStatusMenu = MENU_GROUP_COMMAND:New( TaskGroup, string.format( "Stop Flash Task Details" ), TaskControl, self.MenuFlashTaskStatus, self, TaskGroup, nil ):SetTime( MenuTime ):SetTag( "Tasking" )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
@@ -1225,12 +1235,34 @@ end
|
||||
|
||||
--- Report the task status.
|
||||
-- @param #TASK self
|
||||
-- @param Wrapper.Group#GROUP TaskGroup
|
||||
function TASK:MenuTaskStatus( TaskGroup )
|
||||
|
||||
local ReportText = self:ReportDetails( TaskGroup )
|
||||
if TaskGroup:IsAlive() then
|
||||
|
||||
self:T( ReportText )
|
||||
self:GetMission():GetCommandCenter():MessageTypeToGroup( ReportText, TaskGroup, MESSAGE.Type.Detailed )
|
||||
local ReportText = self:ReportDetails( TaskGroup )
|
||||
|
||||
self:T( ReportText )
|
||||
self:GetMission():GetCommandCenter():MessageTypeToGroup( ReportText, TaskGroup, MESSAGE.Type.Detailed )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Report the task status.
|
||||
-- @param #TASK self
|
||||
function TASK:MenuFlashTaskStatus( TaskGroup, Flash )
|
||||
|
||||
self.FlashTaskStatus = Flash
|
||||
|
||||
if self.FlashTaskStatus then
|
||||
self.FlashTaskScheduler, self.FlashTaskScheduleID = SCHEDULER:New( self, self.MenuTaskStatus, { TaskGroup }, 0, 60) --Issue #1383 never ending flash messages
|
||||
else
|
||||
if self.FlashTaskScheduler then
|
||||
self.FlashTaskScheduler:Stop( self.FlashTaskScheduleID )
|
||||
self.FlashTaskScheduler = nil
|
||||
self.FlashTaskScheduleID = nil
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
@@ -1709,6 +1741,23 @@ end
|
||||
|
||||
do -- Links
|
||||
|
||||
--- Set goal of a task
|
||||
-- @param #TASK self
|
||||
-- @param Core.Goal#GOAL Goal
|
||||
-- @return #TASK
|
||||
function TASK:SetGoal( Goal )
|
||||
self.Goal = Goal
|
||||
end
|
||||
|
||||
|
||||
--- Get goal of a task
|
||||
-- @param #TASK self
|
||||
-- @return Core.Goal#GOAL The Goal
|
||||
function TASK:GetGoal()
|
||||
return self.Goal
|
||||
end
|
||||
|
||||
|
||||
--- Set dispatcher of a task
|
||||
-- @param #TASK self
|
||||
-- @param Tasking.DetectionManager#DETECTION_MANAGER Dispatcher
|
||||
@@ -1786,7 +1835,7 @@ function TASK:GetPlayerCount() --R2.1 Get a count of the players.
|
||||
if PlayerGroup:IsAlive() == true then
|
||||
if self:IsGroupAssigned( PlayerGroup ) then
|
||||
local PlayerNames = PlayerGroup:GetPlayerNames()
|
||||
PlayerCount = PlayerCount + #PlayerNames
|
||||
PlayerCount = PlayerCount + ((PlayerNames) and #PlayerNames or 0) -- PlayerNames can be nil when there are no players.
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -1808,7 +1857,7 @@ function TASK:GetPlayerNames() --R2.1 Get a map of the players.
|
||||
if PlayerGroup:IsAlive() == true then
|
||||
if self:IsGroupAssigned( PlayerGroup ) then
|
||||
local PlayerNames = PlayerGroup:GetPlayerNames()
|
||||
for PlayerNameID, PlayerName in pairs( PlayerNames ) do
|
||||
for PlayerNameID, PlayerName in pairs( PlayerNames or {} ) do
|
||||
PlayerNameMap[PlayerName] = PlayerGroup
|
||||
end
|
||||
end
|
||||
|
||||
@@ -24,7 +24,7 @@ TASKINFO = {
|
||||
ClassName = "TASKINFO",
|
||||
}
|
||||
|
||||
--- @type #TASKINFO.Detail #string A string that flags to document which level of detail needs to be shown in the report.
|
||||
--- @type TASKINFO.Detail #string A string that flags to document which level of detail needs to be shown in the report.
|
||||
--
|
||||
-- - "M" for Markings on the Map (F10).
|
||||
-- - "S" for Summary Reports.
|
||||
@@ -52,16 +52,16 @@ end
|
||||
|
||||
--- Add taskinfo.
|
||||
-- @param #TASKINFO self
|
||||
-- @param #string The info key.
|
||||
-- @param #string Key The info key.
|
||||
-- @param Data The data of the info.
|
||||
-- @param #number Order The display order, which is a number from 0 to 100.
|
||||
-- @param #TASKINFO.Detail Detail The detail Level.
|
||||
-- @param #boolean Keep (optional) If true, this would indicate that the planned taskinfo would be persistent when the task is completed, so that the original planned task info is used at the completed reports.
|
||||
-- @return #TASKINFO self
|
||||
function TASKINFO:AddInfo( Key, Data, Order, Detail, Keep )
|
||||
self.VolatileInfo:Add( Key, { Data = Data, Order = Order, Detail = Detail } )
|
||||
function TASKINFO:AddInfo( Key, Data, Order, Detail, Keep, ShowKey, Type )
|
||||
self.VolatileInfo:Add( Key, { Data = Data, Order = Order, Detail = Detail, ShowKey = ShowKey, Type = Type } )
|
||||
if Keep == true then
|
||||
self.PersistentInfo:Add( Key, { Data = Data, Order = Order, Detail = Detail } )
|
||||
self.PersistentInfo:Add( Key, { Data = Data, Order = Order, Detail = Detail, ShowKey = ShowKey, Type = Type } )
|
||||
end
|
||||
return self
|
||||
end
|
||||
@@ -124,12 +124,21 @@ end
|
||||
-- @param #TASKINFO.Detail Detail The detail Level.
|
||||
-- @param #boolean Keep (optional) If true, this would indicate that the planned taskinfo would be persistent when the task is completed, so that the original planned task info is used at the completed reports.
|
||||
-- @return #TASKINFO self
|
||||
function TASKINFO:AddCoordinate( Coordinate, Order, Detail, Keep )
|
||||
self:AddInfo( "Coordinate", Coordinate, Order, Detail, Keep )
|
||||
function TASKINFO:AddCoordinate( Coordinate, Order, Detail, Keep, ShowKey, Name )
|
||||
self:AddInfo( Name or "Coordinate", Coordinate, Order, Detail, Keep, ShowKey, "Coordinate" )
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Get the Coordinate.
|
||||
-- @param #TASKINFO self
|
||||
-- @return Core.Point#COORDINATE Coordinate
|
||||
function TASKINFO:GetCoordinate( Name )
|
||||
return self:GetData( Name or "Coordinate" )
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Add Coordinates.
|
||||
-- @param #TASKINFO self
|
||||
-- @param #list<Core.Point#COORDINATE> Coordinates
|
||||
@@ -153,7 +162,7 @@ end
|
||||
-- @param #boolean Keep (optional) If true, this would indicate that the planned taskinfo would be persistent when the task is completed, so that the original planned task info is used at the completed reports.
|
||||
-- @return #TASKINFO self
|
||||
function TASKINFO:AddThreat( ThreatText, ThreatLevel, Order, Detail, Keep )
|
||||
self:AddInfo( "Threat", ThreatText .. " [" .. string.rep( "■", ThreatLevel ) .. string.rep( "□", 10 - ThreatLevel ) .. "]", Order, Detail, Keep )
|
||||
self:AddInfo( "Threat", " [" .. string.rep( "■", ThreatLevel ) .. string.rep( "□", 10 - ThreatLevel ) .. "]:" .. ThreatText, Order, Detail, Keep )
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -297,75 +306,65 @@ function TASKINFO:Report( Report, Detail, ReportGroup, Task )
|
||||
|
||||
for Key, Data in UTILS.spairs( self.Info.Set, function( t, a, b ) return t[a].Order < t[b].Order end ) do
|
||||
|
||||
self:F( { Key = Key, Detail = Detail, Data = Data } )
|
||||
|
||||
if Data.Detail:find( Detail ) then
|
||||
local Text = ""
|
||||
if Key == "TaskName" then
|
||||
local ShowKey = ( Data.ShowKey == nil or Data.ShowKey == true )
|
||||
if Key == "TaskName" then
|
||||
Key = nil
|
||||
Text = Data.Data
|
||||
end
|
||||
if Key == "Coordinate" then
|
||||
elseif Data.Type and Data.Type == "Coordinate" then
|
||||
local Coordinate = Data.Data -- Core.Point#COORDINATE
|
||||
Text = Coordinate:ToString( ReportGroup:GetUnit(1), nil, Task )
|
||||
end
|
||||
if Key == "Threat" then
|
||||
elseif Key == "Threat" then
|
||||
local DataText = Data.Data -- #string
|
||||
Text = DataText
|
||||
end
|
||||
if Key == "Counting" then
|
||||
elseif Key == "Counting" then
|
||||
local DataText = Data.Data -- #string
|
||||
Text = DataText
|
||||
end
|
||||
if Key == "Targets" then
|
||||
elseif Key == "Targets" then
|
||||
local DataText = Data.Data -- #string
|
||||
Text = DataText
|
||||
end
|
||||
if Key == "QFE" then
|
||||
elseif Key == "QFE" then
|
||||
local Coordinate = Data.Data -- Core.Point#COORDINATE
|
||||
Text = Coordinate:ToStringPressure( ReportGroup:GetUnit(1), nil, Task )
|
||||
end
|
||||
if Key == "Temperature" then
|
||||
elseif Key == "Temperature" then
|
||||
local Coordinate = Data.Data -- Core.Point#COORDINATE
|
||||
Text = Coordinate:ToStringTemperature( ReportGroup:GetUnit(1), nil, Task )
|
||||
end
|
||||
if Key == "Wind" then
|
||||
elseif Key == "Wind" then
|
||||
local Coordinate = Data.Data -- Core.Point#COORDINATE
|
||||
Text = Coordinate:ToStringWind( ReportGroup:GetUnit(1), nil, Task )
|
||||
end
|
||||
if Key == "Cargo" then
|
||||
elseif Key == "Cargo" then
|
||||
local DataText = Data.Data -- #string
|
||||
Text = DataText
|
||||
end
|
||||
if Key == "Friendlies" then
|
||||
elseif Key == "Friendlies" then
|
||||
local DataText = Data.Data -- #string
|
||||
Text = DataText
|
||||
end
|
||||
if Key == "Players" then
|
||||
elseif Key == "Players" then
|
||||
local DataText = Data.Data -- #string
|
||||
Text = DataText
|
||||
else
|
||||
local DataText = Data.Data -- #string
|
||||
if type(DataText) == "string" then --Issue #1388 - don't just assume this is a string
|
||||
Text = DataText
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
if Line < math.floor( Data.Order / 10 ) then
|
||||
if Line == 0 then
|
||||
if Text ~= "" then
|
||||
Report:AddIndent( LineReport:Text( ", " ), "-" )
|
||||
end
|
||||
Report:AddIndent( LineReport:Text( ", " ), "-" )
|
||||
else
|
||||
if Text ~= "" then
|
||||
Report:AddIndent( LineReport:Text( ", " ) )
|
||||
end
|
||||
Report:AddIndent( LineReport:Text( ", " ) )
|
||||
end
|
||||
LineReport = REPORT:New()
|
||||
Line = math.floor( Data.Order / 10 )
|
||||
end
|
||||
|
||||
if Text ~= "" then
|
||||
LineReport:Add( ( Key and ( Key .. ":" ) or "" ) .. Text )
|
||||
LineReport:Add( ( ( Key and ShowKey == true ) and ( Key .. ": " ) or "" ) .. Text )
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
Report:AddIndent( LineReport:Text( ", " ) )
|
||||
|
||||
Report:AddIndent( LineReport:Text( ", " ) )
|
||||
end
|
||||
|
||||
@@ -293,6 +293,8 @@ do -- TASK_A2A
|
||||
--- Return the relative distance to the target vicinity from the player, in order to sort the targets in the reports per distance from the threats.
|
||||
-- @param #TASK_A2A self
|
||||
function TASK_A2A:ReportOrder( ReportGroup )
|
||||
self:UpdateTaskInfo( self.DetectedItem )
|
||||
|
||||
local Coordinate = self.TaskInfo:GetData( "Coordinate" )
|
||||
local Distance = ReportGroup:GetCoordinate():Get2DDistance( Coordinate )
|
||||
|
||||
@@ -351,6 +353,26 @@ do -- TASK_A2A
|
||||
end
|
||||
end
|
||||
|
||||
--- This function is called from the @{Tasking.CommandCenter#COMMANDCENTER} to determine the method of automatic task selection.
|
||||
-- @param #TASK_A2A self
|
||||
-- @param #number AutoAssignMethod The method to be applied to the task.
|
||||
-- @param Tasking.CommandCenter#COMMANDCENTER CommandCenter The command center.
|
||||
-- @param Wrapper.Group#GROUP TaskGroup The player group.
|
||||
function TASK_A2A:GetAutoAssignPriority( AutoAssignMethod, CommandCenter, TaskGroup )
|
||||
|
||||
if AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Random then
|
||||
return math.random( 1, 9 )
|
||||
elseif AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Distance then
|
||||
local Coordinate = self.TaskInfo:GetData( "Coordinate" )
|
||||
local Distance = Coordinate:Get2DDistance( CommandCenter:GetPositionable():GetCoordinate() )
|
||||
return math.floor( Distance )
|
||||
elseif AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Priority then
|
||||
return 1
|
||||
end
|
||||
|
||||
return 0
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
@@ -199,7 +199,7 @@ do -- TASK_A2A_DISPATCHER
|
||||
|
||||
self.Detection = Detection
|
||||
self.Mission = Mission
|
||||
|
||||
self.FlashNewTask = false
|
||||
|
||||
-- TODO: Check detection through radar.
|
||||
self.Detection:FilterCategories( Unit.Category.AIRPLANE, Unit.Category.HELICOPTER )
|
||||
@@ -253,7 +253,12 @@ do -- TASK_A2A_DISPATCHER
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Set flashing player messages on or off
|
||||
-- @param #TASK_A2A_DISPATCHER self
|
||||
-- @param #boolean onoff Set messages on (true) or off (false)
|
||||
function TASK_A2A_DISPATCHER:SetSendMessages( onoff )
|
||||
self.FlashNewTask = onoff
|
||||
end
|
||||
|
||||
--- Creates an INTERCEPT task when there are targets for it.
|
||||
-- @param #TASK_A2A_DISPATCHER self
|
||||
@@ -610,7 +615,7 @@ do -- TASK_A2A_DISPATCHER
|
||||
local TaskText = TaskReport:Text(", ")
|
||||
|
||||
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
|
||||
if ( not Mission:IsGroupAssigned(TaskGroup) ) and TaskText ~= "" then
|
||||
if ( not Mission:IsGroupAssigned(TaskGroup) ) and TaskText ~= "" and (self.FlashNewTask) then
|
||||
Mission:GetCommandCenter():MessageToGroup( string.format( "%s has tasks %s. Subscribe to a task using the radio menu.", Mission:GetShortText(), TaskText ), TaskGroup )
|
||||
end
|
||||
end
|
||||
|
||||
@@ -295,6 +295,8 @@ do -- TASK_A2G
|
||||
--- Return the relative distance to the target vicinity from the player, in order to sort the targets in the reports per distance from the threats.
|
||||
-- @param #TASK_A2G self
|
||||
function TASK_A2G:ReportOrder( ReportGroup )
|
||||
self:UpdateTaskInfo( self.DetectedItem )
|
||||
|
||||
local Coordinate = self.TaskInfo:GetData( "Coordinate" )
|
||||
local Distance = ReportGroup:GetCoordinate():Get2DDistance( Coordinate )
|
||||
|
||||
@@ -356,6 +358,27 @@ do -- TASK_A2G
|
||||
|
||||
end
|
||||
|
||||
--- This function is called from the @{Tasking.CommandCenter#COMMANDCENTER} to determine the method of automatic task selection.
|
||||
-- @param #TASK_A2G self
|
||||
-- @param #number AutoAssignMethod The method to be applied to the task.
|
||||
-- @param Tasking.CommandCenter#COMMANDCENTER CommandCenter The command center.
|
||||
-- @param Wrapper.Group#GROUP TaskGroup The player group.
|
||||
function TASK_A2G:GetAutoAssignPriority( AutoAssignMethod, CommandCenter, TaskGroup )
|
||||
|
||||
if AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Random then
|
||||
return math.random( 1, 9 )
|
||||
elseif AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Distance then
|
||||
local Coordinate = self.TaskInfo:GetData( "Coordinate" )
|
||||
local Distance = Coordinate:Get2DDistance( CommandCenter:GetPositionable():GetCoordinate() )
|
||||
self:F({Distance=Distance})
|
||||
return math.floor( Distance )
|
||||
elseif AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Priority then
|
||||
return 1
|
||||
end
|
||||
|
||||
return 0
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
@@ -451,6 +451,7 @@ do -- TASK_A2G_DISPATCHER
|
||||
|
||||
self.Detection = Detection
|
||||
self.Mission = Mission
|
||||
self.FlashNewTask = true --set to false to suppress flash messages
|
||||
|
||||
self.Detection:FilterCategories( { Unit.Category.GROUND_UNIT } )
|
||||
|
||||
@@ -471,6 +472,12 @@ do -- TASK_A2G_DISPATCHER
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set flashing player messages on or off
|
||||
-- @param #TASK_A2G_DISPATCHER self
|
||||
-- @param #boolean onoff Set messages on (true) or off (false)
|
||||
function TASK_A2G_DISPATCHER:SetSendMessages( onoff )
|
||||
self.FlashNewTask = onoff
|
||||
end
|
||||
|
||||
--- Creates a SEAD task when there are targets for it.
|
||||
-- @param #TASK_A2G_DISPATCHER self
|
||||
@@ -616,7 +623,9 @@ do -- TASK_A2G_DISPATCHER
|
||||
if not DetectedItem then
|
||||
local TaskText = Task:GetName()
|
||||
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
|
||||
Mission:GetCommandCenter():MessageToGroup( string.format( "Obsolete A2G task %s for %s removed.", TaskText, Mission:GetShortText() ), TaskGroup )
|
||||
if self.FlashNewTask then
|
||||
Mission:GetCommandCenter():MessageToGroup( string.format( "Obsolete A2G task %s for %s removed.", TaskText, Mission:GetShortText() ), TaskGroup )
|
||||
end
|
||||
end
|
||||
Task = self:RemoveTask( TaskIndex )
|
||||
end
|
||||
@@ -633,7 +642,7 @@ do -- TASK_A2G_DISPATCHER
|
||||
--DetectedSet:Flush( self )
|
||||
|
||||
local DetectedItemID = DetectedItem.ID
|
||||
local TaskIndex = DetectedItem.ID
|
||||
local TaskIndex = DetectedItem.Index
|
||||
local DetectedItemChanged = DetectedItem.Changed
|
||||
|
||||
self:F( { DetectedItemChanged = DetectedItemChanged, DetectedItemID = DetectedItemID, TaskIndex = TaskIndex } )
|
||||
@@ -649,6 +658,7 @@ do -- TASK_A2G_DISPATCHER
|
||||
if TargetSetUnit then
|
||||
if Task:IsInstanceOf( TASK_A2G_SEAD ) then
|
||||
Task:SetTargetSetUnit( TargetSetUnit )
|
||||
Task:SetDetection( Detection, DetectedItem )
|
||||
Task:UpdateTaskInfo( DetectedItem )
|
||||
TargetsReport:Add( Detection:GetChangeText( DetectedItem ) )
|
||||
else
|
||||
@@ -659,7 +669,7 @@ do -- TASK_A2G_DISPATCHER
|
||||
if TargetSetUnit then
|
||||
if Task:IsInstanceOf( TASK_A2G_CAS ) then
|
||||
Task:SetTargetSetUnit( TargetSetUnit )
|
||||
Task:SetDetection( Detection, TaskIndex )
|
||||
Task:SetDetection( Detection, DetectedItem )
|
||||
Task:UpdateTaskInfo( DetectedItem )
|
||||
TargetsReport:Add( Detection:GetChangeText( DetectedItem ) )
|
||||
else
|
||||
@@ -671,7 +681,7 @@ do -- TASK_A2G_DISPATCHER
|
||||
if TargetSetUnit then
|
||||
if Task:IsInstanceOf( TASK_A2G_BAI ) then
|
||||
Task:SetTargetSetUnit( TargetSetUnit )
|
||||
Task:SetDetection( Detection, TaskIndex )
|
||||
Task:SetDetection( Detection, DetectedItem )
|
||||
Task:UpdateTaskInfo( DetectedItem )
|
||||
TargetsReport:Add( Detection:GetChangeText( DetectedItem ) )
|
||||
else
|
||||
@@ -685,7 +695,7 @@ do -- TASK_A2G_DISPATCHER
|
||||
-- Now we send to each group the changes, if any.
|
||||
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
|
||||
local TargetsText = TargetsReport:Text(", ")
|
||||
if ( Mission:IsGroupAssigned(TaskGroup) ) and TargetsText ~= "" then
|
||||
if ( Mission:IsGroupAssigned(TaskGroup) ) and TargetsText ~= "" and self.FlashNewTask then
|
||||
Mission:GetCommandCenter():MessageToGroup( string.format( "Task %s has change of targets:\n %s", Task:GetName(), TargetsText ), TaskGroup )
|
||||
end
|
||||
end
|
||||
@@ -743,6 +753,7 @@ do -- TASK_A2G_DISPATCHER
|
||||
local TargetSetUnit = self:EvaluateSEAD( DetectedItem ) -- Returns a SetUnit if there are targets to be SEADed...
|
||||
if TargetSetUnit then
|
||||
Task = TASK_A2G_SEAD:New( Mission, self.SetGroup, string.format( "SEAD.%03d", DetectedItemID ), TargetSetUnit )
|
||||
DetectedItem.DesignateMenuName = string.format( "SEAD.%03d", DetectedItemID ) --inject a name for DESIGNATE, if using same DETECTION object
|
||||
Task:SetDetection( Detection, DetectedItem )
|
||||
end
|
||||
|
||||
@@ -751,6 +762,7 @@ do -- TASK_A2G_DISPATCHER
|
||||
local TargetSetUnit = self:EvaluateCAS( DetectedItem ) -- Returns a SetUnit if there are targets to be CASed...
|
||||
if TargetSetUnit then
|
||||
Task = TASK_A2G_CAS:New( Mission, self.SetGroup, string.format( "CAS.%03d", DetectedItemID ), TargetSetUnit )
|
||||
DetectedItem.DesignateMenuName = string.format( "CAS.%03d", DetectedItemID ) --inject a name for DESIGNATE, if using same DETECTION object
|
||||
Task:SetDetection( Detection, DetectedItem )
|
||||
end
|
||||
|
||||
@@ -759,6 +771,7 @@ do -- TASK_A2G_DISPATCHER
|
||||
local TargetSetUnit = self:EvaluateBAI( DetectedItem, self.Mission:GetCommandCenter():GetPositionable():GetCoalition() ) -- Returns a SetUnit if there are targets to be BAIed...
|
||||
if TargetSetUnit then
|
||||
Task = TASK_A2G_BAI:New( Mission, self.SetGroup, string.format( "BAI.%03d", DetectedItemID ), TargetSetUnit )
|
||||
DetectedItem.DesignateMenuName = string.format( "BAI.%03d", DetectedItemID ) --inject a name for DESIGNATE, if using same DETECTION object
|
||||
Task:SetDetection( Detection, DetectedItem )
|
||||
end
|
||||
end
|
||||
@@ -804,7 +817,7 @@ do -- TASK_A2G_DISPATCHER
|
||||
|
||||
local TaskText = TaskReport:Text(", ")
|
||||
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
|
||||
if ( not Mission:IsGroupAssigned(TaskGroup) ) and TaskText ~= "" then
|
||||
if ( not Mission:IsGroupAssigned(TaskGroup) ) and TaskText ~= "" and self.FlashNewTask then
|
||||
Mission:GetCommandCenter():MessageToGroup( string.format( "%s has tasks %s. Subscribe to a task using the radio menu.", Mission:GetShortText(), TaskText ), TaskGroup )
|
||||
end
|
||||
end
|
||||
|
||||
@@ -1382,6 +1382,23 @@ do -- TASK_CARGO
|
||||
return 0
|
||||
end
|
||||
|
||||
--- This function is called from the @{Tasking.CommandCenter#COMMANDCENTER} to determine the method of automatic task selection.
|
||||
-- @param #TASK_CARGO self
|
||||
-- @param #number AutoAssignMethod The method to be applied to the task.
|
||||
-- @param Wrapper.Group#GROUP TaskGroup The player group.
|
||||
function TASK_CARGO:GetAutoAssignPriority( AutoAssignMethod, TaskGroup )
|
||||
|
||||
if AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Random then
|
||||
return math.random( 1, 9 )
|
||||
elseif AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Distance then
|
||||
return 0
|
||||
elseif AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Priority then
|
||||
return 1
|
||||
end
|
||||
|
||||
return 0
|
||||
end
|
||||
|
||||
|
||||
|
||||
end
|
||||
|
||||
397
Moose Development/Moose/Tasking/Task_Capture_Dispatcher.lua
Normal file
397
Moose Development/Moose/Tasking/Task_Capture_Dispatcher.lua
Normal file
@@ -0,0 +1,397 @@
|
||||
--- **Tasking** - Creates and manages player TASK_ZONE_CAPTURE tasks.
|
||||
--
|
||||
-- The **TASK_CAPTURE_DISPATCHER** allows you to setup various tasks for let human
|
||||
-- players capture zones in a co-operation effort.
|
||||
--
|
||||
-- The dispatcher will implement for you mechanisms to create capture zone tasks:
|
||||
--
|
||||
-- * As setup by the mission designer.
|
||||
-- * Dynamically capture zone tasks.
|
||||
--
|
||||
--
|
||||
--
|
||||
-- **Specific features:**
|
||||
--
|
||||
-- * Creates a task to capture zones and achieve mission goals.
|
||||
-- * Orchestrate the task flow, so go from Planned to Assigned to Success, Failed or Cancelled.
|
||||
-- * Co-operation tasking, so a player joins a group of players executing the same task.
|
||||
--
|
||||
--
|
||||
-- **A complete task menu system to allow players to:**
|
||||
--
|
||||
-- * Join the task, abort the task.
|
||||
-- * Mark the location of the zones to capture on the map.
|
||||
-- * Provide details of the zones.
|
||||
-- * Route to the zones.
|
||||
-- * Display the task briefing.
|
||||
--
|
||||
--
|
||||
-- **A complete mission menu system to allow players to:**
|
||||
--
|
||||
-- * Join a task, abort the task.
|
||||
-- * Display task reports.
|
||||
-- * Display mission statistics.
|
||||
-- * Mark the task locations on the map.
|
||||
-- * Provide details of the zones.
|
||||
-- * Display the mission briefing.
|
||||
-- * Provide status updates as retrieved from the command center.
|
||||
-- * Automatically assign a random task as part of a mission.
|
||||
-- * Manually assign a specific task as part of a mission.
|
||||
--
|
||||
--
|
||||
-- **A settings system, using the settings menu:**
|
||||
--
|
||||
-- * Tweak the duration of the display of messages.
|
||||
-- * Switch between metric and imperial measurement system.
|
||||
-- * Switch between coordinate formats used in messages: BR, BRA, LL DMS, LL DDM, MGRS.
|
||||
-- * Various other options.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Tasking.Task_Zone_Capture_Dispatcher
|
||||
-- @image MOOSE.JPG
|
||||
|
||||
do -- TASK_CAPTURE_DISPATCHER
|
||||
|
||||
--- TASK_CAPTURE_DISPATCHER class.
|
||||
-- @type TASK_CAPTURE_DISPATCHER
|
||||
-- @extends Tasking.Task_Manager#TASK_MANAGER
|
||||
-- @field TASK_CAPTURE_DISPATCHER.ZONE ZONE
|
||||
|
||||
--- @type TASK_CAPTURE_DISPATCHER.CSAR
|
||||
-- @field Wrapper.Unit#UNIT PilotUnit
|
||||
-- @field Tasking.Task#TASK Task
|
||||
|
||||
|
||||
--- Implements the dynamic dispatching of capture zone tasks.
|
||||
--
|
||||
-- The **TASK_CAPTURE_DISPATCHER** allows you to setup various tasks for let human
|
||||
-- players capture zones in a co-operation effort.
|
||||
--
|
||||
-- Let's explore **step by step** how to setup the task capture zone dispatcher.
|
||||
--
|
||||
-- # 1. Setup a mission environment.
|
||||
--
|
||||
-- It is easy, as it works just like any other task setup, so setup a command center and a mission.
|
||||
--
|
||||
-- ## 1.1. Create a command center.
|
||||
--
|
||||
-- First you need to create a command center using the @{Tasking.CommandCenter#COMMANDCENTER.New}() constructor.
|
||||
-- The command assumes that you´ve setup a group in the mission editor with the name HQ.
|
||||
-- This group will act as the command center object.
|
||||
-- It is a good practice to mark this group as invisible and invulnerable.
|
||||
--
|
||||
-- local CommandCenter = COMMANDCENTER
|
||||
-- :New( GROUP:FindByName( "HQ" ), "HQ" ) -- Create the CommandCenter.
|
||||
--
|
||||
-- ## 1.2. Create a mission.
|
||||
--
|
||||
-- Tasks work in a **mission**, which groups these tasks to achieve a joint **mission goal**. A command center can **govern multiple missions**.
|
||||
--
|
||||
-- Create a new mission, using the @{Tasking.Mission#MISSION.New}() constructor.
|
||||
--
|
||||
-- -- Declare the Mission for the Command Center.
|
||||
-- local Mission = MISSION
|
||||
-- :New( CommandCenter,
|
||||
-- "Overlord",
|
||||
-- "High",
|
||||
-- "Capture the blue zones.",
|
||||
-- coalition.side.RED
|
||||
-- )
|
||||
--
|
||||
--
|
||||
-- # 2. Dispatch a **capture zone** task.
|
||||
--
|
||||
-- So, now that we have a command center and a mission, we now create the capture zone task.
|
||||
-- We create the capture zone task using the @{#TASK_CAPTURE_DISPATCHER.AddCaptureZoneTask}() constructor.
|
||||
--
|
||||
-- ## 2.1. Create the capture zones.
|
||||
--
|
||||
-- Because a capture zone task will not generate the capture zones, you'll need to create them first.
|
||||
--
|
||||
--
|
||||
-- -- We define here a capture zone; of the type ZONE_CAPTURE_COALITION.
|
||||
-- -- The zone to be captured has the name Alpha, and was defined in the mission editor as a trigger zone.
|
||||
-- CaptureZone = ZONE:New( "Alpha" )
|
||||
-- CaptureZoneCoalitionApha = ZONE_CAPTURE_COALITION:New( CaptureZone, coalition.side.RED )
|
||||
--
|
||||
-- ## 2.2. Create a set of player groups.
|
||||
--
|
||||
-- What is also needed, is to have a set of @{Core.Group}s defined that contains the clients of the players.
|
||||
--
|
||||
-- -- Allocate the player slots, which must be aircraft (airplanes or helicopters), that can be manned by players.
|
||||
-- -- We use the method FilterPrefixes to filter those player groups that have client slots, as defined in the mission editor.
|
||||
-- -- In this example, we filter the groups where the name starts with "Blue Player", which captures the blue player slots.
|
||||
-- local PlayerGroupSet = SET_GROUP:New():FilterPrefixes( "Blue Player" ):FilterStart()
|
||||
--
|
||||
-- ## 2.3. Setup the capture zone task.
|
||||
--
|
||||
-- First, we need to create a TASK_CAPTURE_DISPATCHER object.
|
||||
--
|
||||
-- TaskCaptureZoneDispatcher = TASK_CAPTURE_DISPATCHER:New( Mission, PilotGroupSet )
|
||||
--
|
||||
-- So, the variable `TaskCaptureZoneDispatcher` will contain the object of class TASK_CAPTURE_DISPATCHER,
|
||||
-- which will allow you to dispatch capture zone tasks:
|
||||
--
|
||||
-- * for mission `Mission`, as was defined in section 1.2.
|
||||
-- * for the group set `PilotGroupSet`, as was defined in section 2.2.
|
||||
--
|
||||
-- Now that we have `TaskDispatcher` object, we can now **create the TaskCaptureZone**, using the @{#TASK_CAPTURE_DISPATCHER.AddCaptureZoneTask}() method!
|
||||
--
|
||||
-- local TaskCaptureZone = TaskCaptureZoneDispatcher:AddCaptureZoneTask(
|
||||
-- "Capture zone Alpha",
|
||||
-- CaptureZoneCoalitionAlpha,
|
||||
-- "Fly to zone Alpha and eliminate all enemy forces to capture it." )
|
||||
--
|
||||
-- As a result of this code, the `TaskCaptureZone` (returned) variable will contain an object of @{#TASK_CAPTURE_ZONE}!
|
||||
-- We pass to the method the title of the task, and the `CaptureZoneCoalitionAlpha`, which is the zone to be captured, as defined in section 2.1!
|
||||
-- This returned `TaskCaptureZone` object can now be used to setup additional task configurations, or to control this specific task with special events.
|
||||
--
|
||||
-- And you're done! As you can see, it is a small bit of work, but the reward is great.
|
||||
-- And, because all this is done using program interfaces, you can easily build a mission to capture zones yourself!
|
||||
-- Based on various events happening within your mission, you can use the above methods to create new capture zones,
|
||||
-- and setup a new capture zone task and assign it to a group of players, while your mission is running!
|
||||
--
|
||||
--
|
||||
--
|
||||
-- @field #TASK_CAPTURE_DISPATCHER
|
||||
TASK_CAPTURE_DISPATCHER = {
|
||||
ClassName = "TASK_CAPTURE_DISPATCHER",
|
||||
Mission = nil,
|
||||
Tasks = {},
|
||||
Zones = {},
|
||||
ZoneCount = 0,
|
||||
}
|
||||
|
||||
|
||||
|
||||
TASK_CAPTURE_DISPATCHER.AI_A2G_Dispatcher = nil -- AI.AI_A2G_Dispatcher#AI_A2G_DISPATCHER
|
||||
|
||||
--- TASK_CAPTURE_DISPATCHER constructor.
|
||||
-- @param #TASK_CAPTURE_DISPATCHER self
|
||||
-- @param Tasking.Mission#MISSION Mission The mission for which the task dispatching is done.
|
||||
-- @param Core.Set#SET_GROUP SetGroup The set of groups that can join the tasks within the mission.
|
||||
-- @return #TASK_CAPTURE_DISPATCHER self
|
||||
function TASK_CAPTURE_DISPATCHER:New( Mission, SetGroup )
|
||||
|
||||
-- Inherits from DETECTION_MANAGER
|
||||
local self = BASE:Inherit( self, TASK_MANAGER:New( SetGroup ) ) -- #TASK_CAPTURE_DISPATCHER
|
||||
|
||||
self.Mission = Mission
|
||||
self.FlashNewTask = false
|
||||
|
||||
self:AddTransition( "Started", "Assign", "Started" )
|
||||
self:AddTransition( "Started", "ZoneCaptured", "Started" )
|
||||
|
||||
self:__StartTasks( 5 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Link a task capture dispatcher from the other coalition to understand its plan for defenses.
|
||||
-- This is used for the tactical overview, so the players also know the zones attacked by the other coalition!
|
||||
-- @param #TASK_CAPTURE_DISPATCHER self
|
||||
-- @param #TASK_CAPTURE_DISPATCHER DefenseTaskCaptureDispatcher
|
||||
function TASK_CAPTURE_DISPATCHER:SetDefenseTaskCaptureDispatcher( DefenseTaskCaptureDispatcher )
|
||||
|
||||
self.DefenseTaskCaptureDispatcher = DefenseTaskCaptureDispatcher
|
||||
end
|
||||
|
||||
|
||||
--- Get the linked task capture dispatcher from the other coalition to understand its plan for defenses.
|
||||
-- This is used for the tactical overview, so the players also know the zones attacked by the other coalition!
|
||||
-- @param #TASK_CAPTURE_DISPATCHER self
|
||||
-- @return #TASK_CAPTURE_DISPATCHER
|
||||
function TASK_CAPTURE_DISPATCHER:GetDefenseTaskCaptureDispatcher()
|
||||
|
||||
return self.DefenseTaskCaptureDispatcher
|
||||
end
|
||||
|
||||
|
||||
--- Link an AI A2G dispatcher from the other coalition to understand its plan for defenses.
|
||||
-- This is used for the tactical overview, so the players also know the zones attacked by the other AI A2G dispatcher!
|
||||
-- @param #TASK_CAPTURE_DISPATCHER self
|
||||
-- @param AI.AI_A2G_Dispatcher#AI_A2G_DISPATCHER DefenseAIA2GDispatcher
|
||||
function TASK_CAPTURE_DISPATCHER:SetDefenseAIA2GDispatcher( DefenseAIA2GDispatcher )
|
||||
|
||||
self.DefenseAIA2GDispatcher = DefenseAIA2GDispatcher
|
||||
end
|
||||
|
||||
|
||||
--- Get the linked AI A2G dispatcher from the other coalition to understand its plan for defenses.
|
||||
-- This is used for the tactical overview, so the players also know the zones attacked by the AI A2G dispatcher!
|
||||
-- @param #TASK_CAPTURE_DISPATCHER self
|
||||
-- @return AI.AI_A2G_Dispatcher#AI_A2G_DISPATCHER
|
||||
function TASK_CAPTURE_DISPATCHER:GetDefenseAIA2GDispatcher()
|
||||
|
||||
return self.DefenseAIA2GDispatcher
|
||||
end
|
||||
|
||||
|
||||
--- Add a capture zone task.
|
||||
-- @param #TASK_CAPTURE_DISPATCHER self
|
||||
-- @param #string TaskPrefix (optional) The prefix of the capture zone task.
|
||||
-- If no TaskPrefix is given, then "Capture" will be used as the TaskPrefix.
|
||||
-- The TaskPrefix will be appended with a . + a number of 3 digits, if the TaskPrefix already exists in the task collection.
|
||||
-- @param Functional.CaptureZoneCoalition#ZONE_CAPTURE_COALITION CaptureZone The zone of the coalition to be captured as the task goal.
|
||||
-- @param #string Briefing The briefing of the task to be shown to the player.
|
||||
-- @return Tasking.Task_Capture_Zone#TASK_CAPTURE_ZONE
|
||||
-- @usage
|
||||
--
|
||||
--
|
||||
function TASK_CAPTURE_DISPATCHER:AddCaptureZoneTask( TaskPrefix, CaptureZone, Briefing )
|
||||
|
||||
local TaskName = TaskPrefix or "Capture"
|
||||
if self.Zones[TaskName] then
|
||||
self.ZoneCount = self.ZoneCount + 1
|
||||
TaskName = string.format( "%s.%03d", TaskName, self.ZoneCount )
|
||||
end
|
||||
|
||||
self.Zones[TaskName] = {}
|
||||
self.Zones[TaskName].CaptureZone = CaptureZone
|
||||
self.Zones[TaskName].Briefing = Briefing
|
||||
self.Zones[TaskName].Task = nil
|
||||
self.Zones[TaskName].TaskPrefix = TaskPrefix
|
||||
|
||||
self:ManageTasks()
|
||||
|
||||
return self.Zones[TaskName] and self.Zones[TaskName].Task
|
||||
end
|
||||
|
||||
|
||||
--- Link an AI_A2G_DISPATCHER to the TASK_CAPTURE_DISPATCHER.
|
||||
-- @param #TASK_CAPTURE_DISPATCHER self
|
||||
-- @param AI.AI_A2G_Dispatcher#AI_A2G_DISPATCHER AI_A2G_Dispatcher The AI Dispatcher to be linked to the tasking.
|
||||
-- @return Tasking.Task_Capture_Zone#TASK_CAPTURE_ZONE
|
||||
function TASK_CAPTURE_DISPATCHER:Link_AI_A2G_Dispatcher( AI_A2G_Dispatcher )
|
||||
|
||||
self.AI_A2G_Dispatcher = AI_A2G_Dispatcher -- AI.AI_A2G_Dispatcher#AI_A2G_DISPATCHER
|
||||
AI_A2G_Dispatcher.Detection:LockDetectedItems()
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Assigns tasks to the @{Core.Set#SET_GROUP}.
|
||||
-- @param #TASK_CAPTURE_DISPATCHER self
|
||||
-- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop.
|
||||
function TASK_CAPTURE_DISPATCHER:ManageTasks()
|
||||
self:F()
|
||||
|
||||
local AreaMsg = {}
|
||||
local TaskMsg = {}
|
||||
local ChangeMsg = {}
|
||||
|
||||
local Mission = self.Mission
|
||||
|
||||
if Mission:IsIDLE() or Mission:IsENGAGED() then
|
||||
|
||||
local TaskReport = REPORT:New()
|
||||
|
||||
-- Checking the task queue for the dispatcher, and removing any obsolete task!
|
||||
for TaskIndex, TaskData in pairs( self.Tasks ) do
|
||||
local Task = TaskData -- Tasking.Task#TASK
|
||||
if Task:IsStatePlanned() then
|
||||
-- Here we need to check if the pilot is still existing.
|
||||
-- Task = self:RemoveTask( TaskIndex )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- Now that all obsolete tasks are removed, loop through the Zone tasks.
|
||||
for TaskName, CaptureZone in pairs( self.Zones ) do
|
||||
|
||||
if not CaptureZone.Task then
|
||||
-- New Transport Task
|
||||
CaptureZone.Task = TASK_CAPTURE_ZONE:New( Mission, self.SetGroup, TaskName, CaptureZone.CaptureZone, CaptureZone.Briefing )
|
||||
CaptureZone.Task.TaskPrefix = CaptureZone.TaskPrefix -- We keep the TaskPrefix for further reference!
|
||||
Mission:AddTask( CaptureZone.Task )
|
||||
TaskReport:Add( TaskName )
|
||||
|
||||
-- Link the Task Dispatcher to the capture zone task, because it is used on the UpdateTaskInfo.
|
||||
CaptureZone.Task:SetDispatcher( self )
|
||||
CaptureZone.Task:UpdateTaskInfo()
|
||||
|
||||
function CaptureZone.Task.OnEnterAssigned( Task, From, Event, To )
|
||||
if self.AI_A2G_Dispatcher then
|
||||
self.AI_A2G_Dispatcher:Unlock( Task.TaskZoneName ) -- This will unlock the zone to be defended by AI.
|
||||
end
|
||||
CaptureZone.Task:UpdateTaskInfo()
|
||||
CaptureZone.Task.ZoneGoal.Attacked = true
|
||||
end
|
||||
|
||||
function CaptureZone.Task.OnEnterSuccess( Task, From, Event, To )
|
||||
--self:Success( Task )
|
||||
if self.AI_A2G_Dispatcher then
|
||||
self.AI_A2G_Dispatcher:Lock( Task.TaskZoneName ) -- This will lock the zone from being defended by AI.
|
||||
end
|
||||
CaptureZone.Task:UpdateTaskInfo()
|
||||
CaptureZone.Task.ZoneGoal.Attacked = false
|
||||
end
|
||||
|
||||
function CaptureZone.Task.OnEnterCancelled( Task, From, Event, To )
|
||||
self:Cancelled( Task )
|
||||
if self.AI_A2G_Dispatcher then
|
||||
self.AI_A2G_Dispatcher:Lock( Task.TaskZoneName ) -- This will lock the zone from being defended by AI.
|
||||
end
|
||||
CaptureZone.Task:UpdateTaskInfo()
|
||||
CaptureZone.Task.ZoneGoal.Attacked = false
|
||||
end
|
||||
|
||||
function CaptureZone.Task.OnEnterFailed( Task, From, Event, To )
|
||||
self:Failed( Task )
|
||||
if self.AI_A2G_Dispatcher then
|
||||
self.AI_A2G_Dispatcher:Lock( Task.TaskZoneName ) -- This will lock the zone from being defended by AI.
|
||||
end
|
||||
CaptureZone.Task:UpdateTaskInfo()
|
||||
CaptureZone.Task.ZoneGoal.Attacked = false
|
||||
end
|
||||
|
||||
function CaptureZone.Task.OnEnterAborted( Task, From, Event, To )
|
||||
self:Aborted( Task )
|
||||
if self.AI_A2G_Dispatcher then
|
||||
self.AI_A2G_Dispatcher:Lock( Task.TaskZoneName ) -- This will lock the zone from being defended by AI.
|
||||
end
|
||||
CaptureZone.Task:UpdateTaskInfo()
|
||||
CaptureZone.Task.ZoneGoal.Attacked = false
|
||||
end
|
||||
|
||||
-- Now broadcast the onafterCargoPickedUp event to the Task Cargo Dispatcher.
|
||||
function CaptureZone.Task.OnAfterCaptured( Task, From, Event, To, TaskUnit )
|
||||
self:Captured( Task, Task.TaskPrefix, TaskUnit )
|
||||
if self.AI_A2G_Dispatcher then
|
||||
self.AI_A2G_Dispatcher:Lock( Task.TaskZoneName ) -- This will lock the zone from being defended by AI.
|
||||
end
|
||||
CaptureZone.Task:UpdateTaskInfo()
|
||||
CaptureZone.Task.ZoneGoal.Attacked = false
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
-- TODO set menus using the HQ coordinator
|
||||
Mission:GetCommandCenter():SetMenu()
|
||||
|
||||
local TaskText = TaskReport:Text(", ")
|
||||
|
||||
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
|
||||
if ( not Mission:IsGroupAssigned(TaskGroup) ) and TaskText ~= "" and ( not self.FlashNewTask ) then
|
||||
Mission:GetCommandCenter():MessageToGroup( string.format( "%s has tasks %s. Subscribe to a task using the radio menu.", Mission:GetShortText(), TaskText ), TaskGroup )
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
end
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user