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604 Commits

Author SHA1 Message Date
kaltokri
4c66fd7cab Renamed basic.md to concepts.md and added more text 2024-01-22 17:36:32 +01:00
kaltokri
80f76b26c2 Small fixes in advanced guide 2024-01-19 16:57:33 +01:00
kaltokri
4e956c3203 New guides added 2024-01-19 11:41:09 +01:00
Applevangelist
08f2c29014 #AIRBASE
* Small workaround for Beirut runways
* ATIS minor fix
2024-01-18 14:32:17 +01:00
Applevangelist
dcd4d0ab62 CONTROLLABLE
* Added CommandSetFrequencyForUnit
2024-01-17 12:15:46 +01:00
Rolf Geuenich
bb07e1935e Downpatching changes from development to master 2024-01-12 16:05:14 +01:00
Rolf Geuenich
088436c5ce Downpatching changes from development to master in Arty.lua 2024-01-12 15:44:28 +01:00
Rolf Geuenich
797bf0047b Down patching of code enhancements from develop to master in Set.lua 2024-01-12 15:33:27 +01:00
Applevangelist
f29d055ca3 Correction 2024-01-11 17:31:40 +01:00
Applevangelist
1468641563 CTLD - avoid UHT beacons between 243 and 320 mHz 2024-01-11 17:14:07 +01:00
Applevangelist
8b08942c4d CONTROLLABLE - Added options for Radar Using 2024-01-11 12:52:02 +01:00
kaltokri
eb84ad3cee Fix for Moose_Create.lua and dynamic path 2024-01-10 15:43:24 +01:00
kaltokri
91a34ac4d8 Added PyCharm to gitignore 2024-01-10 15:40:46 +01:00
Applevangelist
28c8d99878 Added player name to ...PilotDown() event 2024-01-10 15:18:38 +01:00
kaltokri
4fda8cc5fb Easy debugging for all Moosers #2093
Enables everybody to use load Moose from an external full path.
This is needed to use PyCharm with EmmyLua Debugger.
Needs also De-Sanitize to load mission script with full path.
2024-01-10 14:12:17 +01:00
Applevangelist
4ac583e434 SRS changes 2024-01-09 17:28:58 +01:00
Applevangelist
fa762fe0fc #MSRS
* Added voice enumerator ofr gRPC using MS as provider MSRS.Voices.MicrosoftGRPC
2024-01-07 14:44:07 +01:00
Mr.Alien
aca5846209 Fix scoring to not het more points when not killed at once. + overridable method call on kill (#2079) 2024-01-07 13:28:12 +01:00
Mr.Alien
4fd7d7cba9 Spawn all unit randomly inside a zone, instead of only the first unit in zone and the other within a radius (potentially outside the zone, and in some cases in the middle of a runway) (#2069) 2024-01-07 13:27:23 +01:00
Applevangelist
9280a1224d MSRS additions 2024-01-07 13:23:50 +01:00
Applevangelist
fce7b07014 Fixes for MSRS changes 2024-01-06 18:21:39 +01:00
kaltokri
4696569f83 Added mission check for desanitized io 2024-01-06 12:22:02 +01:00
Applevangelist
84230e2360 Fixes for 4th SRS Parameter 2024-01-05 16:08:46 +01:00
Applevangelist
ca9913e38b nu aber 2024-01-05 15:51:09 +01:00
Applevangelist
ff951c69d9 Error dfix 2024-01-05 15:45:40 +01:00
Applevangelist
f2f7c88299 SRS changes 2024-01-05 15:42:11 +01:00
Applevangelist
f5d6d31b10 xxx 2024-01-04 14:01:12 +01:00
Frank
9b95e71d75 Update Airboss.lua
- Potential fix for error raised on discord
2024-01-03 22:32:37 +01:00
Applevangelist
db6dc7b77e SET: Added GetRandomSurely() 2024-01-03 18:05:29 +01:00
Rolf Geuenich
4c81333a0a Add the dynamic loading of developer files (#2090) 2024-01-03 07:19:18 +01:00
kaltokri
79b1f1615f Fix broken link in AI_Escort_Request.lua 2024-01-02 22:06:59 +01:00
kaltokri
47f010cb28 Fixed broken link in AI_Escort.lua 2024-01-02 19:03:19 +01:00
Applevangelist
d14b7e8f4c #POINT
* added missing COORDINATE:ToStringLL()
2024-01-02 18:12:42 +01:00
Frank
d9748ef147 Update SRS.lua
- Fixed bugs for self
2024-01-02 17:06:32 +01:00
kaltokri
64d7946c06 Fix for broken links in master branch 2024-01-02 13:33:10 +01:00
kaltokri
b052fc6243 Merge branch 'restructuring' 2024-01-01 19:06:34 +01:00
kaltokri
8385b1d21a Fixed broken links in A2A_Dispatcher 2024-01-01 19:06:21 +01:00
kaltokri
d4f4465b0a Merge branch 'restructuring' 2024-01-01 15:53:05 +01:00
kaltokri
5fe77956cb Fixed broken links of restructure 2024-01-01 15:51:02 +01:00
Applevangelist
d640acc7cc docu 2024-01-01 13:07:08 +01:00
kaltokri
8dcd22f18c Merge branch 'msrs' 2024-01-01 00:38:59 +01:00
kaltokri
2d086a62f0 Added link to example missions to MSRS 2024-01-01 00:38:48 +01:00
Applevangelist
47ad2499d4 Merge remote-tracking branch 'origin/master' 2023-12-31 17:26:01 +01:00
Applevangelist
5d510807c9 xxx 2023-12-31 17:25:56 +01:00
Applevangelist
5ba8f9e0e8 #UTILS
* Added NATO name for KC-135MPRS

#SET
* Made filtering a tad faster
2023-12-31 17:21:02 +01:00
kaltokri
0338fd5d33 Merge branch 'msrs' 2023-12-31 17:15:51 +01:00
kaltokri
ea2175bba8 Added debug output to SRS.lua 2023-12-31 17:14:54 +01:00
Applevangelist
0835022c5c #GROUP
* Corrections for "IsAAA()"
2023-12-31 14:57:13 +01:00
Applevangelist
f306361317 #GROUP
* Added IsSam and IsAAA

#SET
* Corrected EvalFilterFunctions - all must be true
2023-12-30 16:52:24 +01:00
Applevangelist
0347e42fc7 CARGO noise 2023-12-30 16:50:12 +01:00
Applevangelist
9cc32ff8dc AIRBOSS - Superfluous error message removal 2023-12-29 15:02:41 +01:00
Applevangelist
b052d99349 Fixes 2023-12-29 14:50:01 +01:00
kaltokri
4fe1318e7c Fixed a logic failure with external sound files in SoundOutput.lua 2023-12-28 16:38:26 +01:00
Applevangelist
6ffe69484c Reduce noise 2023-12-28 13:32:53 +01:00
Applevangelist
501ab70992 xxx 2023-12-27 19:34:20 +01:00
Applevangelist
6ac46addf0 #SET
* Added `FilterFunction()` for these SETs: UNIT, GROUP, CLIENT, STATIC
2023-12-27 19:28:19 +01:00
Applevangelist
3bdf4b4c76 #CTLD
* Fix multi-crate requests deducting too much Stock
2023-12-26 19:18:13 +01:00
kaltokri
46f70dd8a6 Fixed logic in SoundOutput.lua to play internal sound files with SRS 2023-12-26 14:50:54 +01:00
Thomas
aeac2eb3d7 Update build-includes.yml 2023-12-25 13:20:13 +01:00
Thomas
e83c8c3ee0 Update build-includes.yml (#2078) 2023-12-25 13:14:46 +01:00
Applevangelist
d65042c640 SRS error from luacheck 2023-12-25 13:12:03 +01:00
Thomas
c72cdd8f0b Update build-includes.yml (#2077) 2023-12-25 13:08:21 +01:00
Thomas
7e2f8771b5 Update build-includes.yml (#2076) 2023-12-25 13:01:59 +01:00
Applevangelist
3ccfcdbd0f CSAR 2023-12-25 13:00:36 +01:00
Applevangelist
16f3dcbbb4 New SRS fixes 2023-12-25 12:14:41 +01:00
kaltokri
f6f3189504 MSRS enhancements
- Added more tracing
- A check if executable exists
- Removed STTS references
2023-12-25 11:27:48 +01:00
kaltokri
071554bfc5 Fixed some small typos and removed STTS in comments 2023-12-25 09:39:21 +01:00
kaltokri
1527b53c76 Fixed ASW typo in SRS.lua 2023-12-25 06:09:31 +01:00
kaltokri
bbc7f7e14c Added mission repositries to repositories.md 2023-12-25 05:58:58 +01:00
kaltokri
b9830a8437 Fixed some typos in demo-missions.md 2023-12-25 05:35:41 +01:00
Frank
caaee4f551 Merge pull request #2068 from FlightControl-Master/FF/MasterDevel
MSRS
2023-12-24 03:21:50 +01:00
Frank
5f7115f4fe Update SRS.lua 2023-12-23 16:53:42 +01:00
Frank
9ec92a8fca SRS
- Refactoring
2023-12-23 15:57:27 +01:00
Applevangelist
7cc040c234 #RANGE
* Fixed Range trying to find a pilot on each and every birth event...
2023-12-23 14:51:59 +01:00
Frank
9227ba9ecd Merge branch 'master' into FF/MasterDevel 2023-12-22 22:01:59 +01:00
Frank
e7fb073bab Update RAT.lua
- Removed restriction that zones need to be defined in the ME
2023-12-22 21:11:30 +01:00
Frank
f86b3505b2 Update Airboss.lua
- Fixed Attitude Monitor
2023-12-22 10:36:25 +01:00
Frank
e89b921f3e Update Zone.lua 2023-12-22 10:27:00 +01:00
Frank
0d18ce086c Update Zone.lua 2023-12-21 22:33:08 +01:00
Frank
8fb126682f Merge branch 'master' into FF/MasterDevel 2023-12-21 22:22:10 +01:00
Applevangelist
ebe486c69a UTILS
* Small fix for UH60L door checker
2023-12-20 10:07:42 +01:00
Applevangelist
702ec75935 Small fix 2023-12-19 17:38:31 +01:00
Applevangelist
465ec216ea #CONTROLLABLE - Option ECM 2023-12-19 12:11:09 +01:00
Applevangelist
d803b51e84 #ZONE
* Fixed filling/drawing of more complex polygon zones
* Added function to (re-)fill polygon
* Added function to (re-)draw polygon outline
2023-12-19 10:19:44 +01:00
Applevangelist
53f89fd42c #DATABASE
* Read color, fill color from drawing data
2023-12-19 10:18:20 +01:00
Frank
c72f109553 SRS 2023-12-19 00:02:17 +01:00
kaltokri
92e03522db Finished beginner section 2023-12-18 16:21:32 +01:00
Frank
9716162739 Update SRS.lua 2023-12-17 22:55:31 +01:00
Frank
4eea8fcadd Merge branch 'master' into FF/MasterDevel 2023-12-17 20:37:30 +01:00
Frank
0ae9be49da Update Range.lua
- Fixed random good by phrase
2023-12-16 09:31:44 +01:00
kaltokri
bda4efc634 Added page "Create your own Hello world" 2023-12-15 14:11:58 +01:00
Applevangelist
e84e16f58b xx 2023-12-14 12:43:36 +01:00
Applevangelist
55ffe37a79 #USERSOUND
* Added USERSOUND:ToClient( Client, Delay )
2023-12-14 12:42:13 +01:00
Applevangelist
68548f4581 #COORDINATE
* Fix for NewFromMGRS for less precise coordinates (below level 5)
2023-12-14 11:12:14 +01:00
Thomas
8382eb9cd8 Update Range.lua (#2066)
MSRS config compatibility
2023-12-13 19:21:28 +01:00
Applevangelist
f837e9dec7 #COORDINATE
* Added functions to create a COORDINATE from MGRS
2023-12-12 10:53:37 +01:00
Thomas
230d9d82bf Update Detection.lua (#2063)
# RadarBlur - make burn-through limit configureable
2023-12-11 11:04:35 +01:00
Applevangelist
c089e56060 # DETECTION
* Make the radar blur less effective when under 20km distance
2023-12-10 14:37:41 +01:00
Applevangelist
87f1a5ed0d # DETECTION
* Option to make Radar Blue decision visible in logs (self.debug) and/or screen (self.verbose)
2023-12-10 11:58:19 +01:00
Applevangelist
d2d6fac7df # DETECTION, logic fix 2023-12-09 18:16:29 +01:00
Applevangelist
bc3f9ed7c0 #SPAWN
* Added SPAWN:InitCallSign(ID,Name,Minor,Major)
2023-12-09 15:51:35 +01:00
Applevangelist
0f4162a9a9 * fixes 2023-12-09 14:34:41 +01:00
Applevangelist
6b270916c4 # DETECTION_BASE
* Added `SetRadarBlur(minheight,thresheight,thresblur)`
2023-12-09 13:53:27 +01:00
Applevangelist
b3a006096c fixes 2023-12-09 13:03:34 +01:00
Applevangelist
6903e252d2 #UTILS
* Nicer PrintTableToLog()
2023-12-07 16:08:47 +01:00
Applevangelist
ff6704f123 #ZONE docu fixes 2023-12-07 15:11:53 +01:00
Applevangelist
c770f4cb68 #ZONE Docu fixes 2023-12-07 13:46:32 +01:00
Applevangelist
9ce1d360d6 #CTLD
* Spawn dropped troops in a nice circle 5m (hover: 1.5m) left of the he
2023-12-07 13:31:40 +01:00
Thomas
6f473faa92 Update Message.lua
#2059 fixed
2023-12-07 12:14:59 +01:00
Thomas
dd37a42470 Update CTLD.lua (#2060)
Changes from @Rey
2023-12-07 12:12:19 +01:00
Applevangelist
88e1bbd60d #SET
* Repaired SET_UNIT:GetCoordinate()
2023-12-07 11:20:43 +01:00
Applevangelist
e078e48853 #SPAWN
* Fix for a Link16 flight having a non-NATO callsign as number
2023-12-06 08:42:07 +01:00
Thomas
fac7a5fdc6 Update CTLD.lua (#2058)
Add Remove Crates option
2023-12-04 10:40:38 +01:00
Applevangelist
49191fb144 clarifications 2023-12-03 15:34:55 +01:00
Applevangelist
f739062463 #ZONE_OVAL - fix documentation and intellisense 2023-12-03 12:39:08 +01:00
Applevangelist
c22304f2b0 Remove demo links which were empty 2023-12-03 12:25:25 +01:00
Applevangelist
c97d2ecaba #ATIS - multi freq example added 2023-12-03 12:11:22 +01:00
Applevangelist
89a9d1d0a4 #CONTROLLABLE
* Fixed ID issue with AA Missile Attack Range option

#POINT
* Added methdo to get the BULLSEYE as coordinate
2023-12-03 12:01:50 +01:00
Applevangelist
cf7d41cd7f #ZONE_POLYGON improvements
#ZONE_OVAL NEW
2023-12-03 11:42:53 +01:00
Thomas
afe542cc63 Update Event.lua
Fix for playername in weapon target
2023-12-03 09:23:42 +01:00
Applevangelist
89a902fd57 #ATIS
* make info multi-frequency safe
2023-12-02 15:11:14 +01:00
Applevangelist
ae604fd847 #AIRBASE
* Add'l Normandy Airfields
2023-12-02 14:45:42 +01:00
Frank
4b8d120f20 Update Warehouse.lua
- Added check that DCS warehouse has enough air assets for selfpropelled assets
2023-11-30 23:29:29 +01:00
Applevangelist
c489a88106 #GROUP
* Get Link16 S/TN data from a group
2023-11-27 16:49:06 +01:00
Applevangelist
641707f37b #UNIT
* Added `GetSTN()` to obtain Link16 info from a unit
2023-11-26 16:59:44 +01:00
Frank
67924c894d Update SRS.lua
- Removed altbackend functions
2023-11-26 16:45:19 +01:00
Applevangelist
7c8f212b03 -- noise 2023-11-25 18:44:21 +01:00
Applevangelist
85c73cb0a5 #SPAWN
*Link16 fixes
* Wrongly created STN's will be replaced with random five digit octals with leading 0
* Voice call sign label will be the callsign's first and last letters, e.g. Enfield = ED. Navy One = NY
* Voice call sign number equals callsign minor major, e.g. Enfield 6-1 = ED 61
* Also works for A10CII which has a different entry with a four-digit octal with leading 0
* for fighter aircraft you can use :InitRandomizeCallsign() to give each spawn a random callsign
2023-11-25 18:28:59 +01:00
Frank
1b1f8e0d2c Update SRS.lua 2023-11-24 23:59:31 +01:00
Frank
f87126f22c Merge branch 'master' into FF/MasterDevel 2023-11-24 15:44:54 +01:00
Applevangelist
b635490e47 SPAWN - Init Link16/datalink details in UNITs 2023-11-24 12:17:25 +01:00
Thomas
cac7b39823 Update SRS.lua
Fix for config load when not desanitized
2023-11-24 06:32:44 +01:00
Frank
af3c579a03 Update SRS.lua 2023-11-23 22:22:59 +01:00
Frank
a508c63279 Merge branch 'master' into FF/MasterDevel 2023-11-23 22:12:52 +01:00
Frank
427a11bd0f Merge pull request #2046 from nielsvaes/moose_master_vanilla
bugfix for impactHeading
2023-11-23 22:11:59 +01:00
Niels Vaes
6f3133d48c bugfix for impactHeading
clamping GetImpactHeading and GetReleaseHeading
2023-11-23 21:50:08 +01:00
Applevangelist
aa7f26ac79 ATC_GROUND fix for scheduler 2023-11-23 18:45:36 +01:00
Frank
084caad5d7 Merge branch 'master' into FF/MasterDevel 2023-11-23 18:25:43 +01:00
Applevangelist
343bf05c2c SPAWN - Set correct unit ID in the group callsign 2023-11-23 18:14:25 +01:00
Applevangelist
3e40d72e25 #ATC_GROUND 2023-11-23 17:00:58 +01:00
Frank
1c1daa4ebe Merge pull request #2045 from nielsvaes/moose_master_vanilla
Adding a bunch of various helper functions to UTILS
2023-11-23 16:16:05 +01:00
Niels Vaes
fdcda6e5f3 typos 2023-11-23 15:22:14 +01:00
Niels Vaes
a50dde7f2b added functions:
UTILS.TimeNow
UTILS.TimeDifferenceInSeconds
UTILS.TimeLaterThan
UTILS.TimeBefore
UTILS.CombineTimeStrings
UTILS.SubtractTimeStrings
UTILS.TimeBetween
UTILS.PercentageChance
UTILS.Clamp
UTILS.ClampAngle
UTILS.RemapValue
UTILS.RandomPointInTriangle
UTILS.AngleBetween
UTILS.WriteJSON
UTILS.ReadJSON
UTILS.GetZoneProperties
UTILS.RotatePointAroundPivot
UTILS.UniqueName

string.startswith
string.endswith
string.split
string.contains

table.contains_key
table.remove_by_value
table.remove_key
table.index_of
table.length
table.slice
table.count_value
table.combine
table.merge
table.add
table.shuffle
table.find_key_value_pair
2023-11-23 15:18:23 +01:00
Frank
1fb4cb1c4f Merge pull request #2044 from nielsvaes/moose_master_vanilla
Added functions to get info at the time of weapon release
2023-11-23 00:31:57 +01:00
Niels Vaes
cd0f854f41 added functions:
GetReleaseHeading
GetReleaseAltitudeASL
GetReleaseCoordinate
GetReleasePitch
GetImpactHeading
2023-11-22 23:48:00 +01:00
Frank
52c2401d93 Update SRS.lua 2023-11-22 22:53:54 +01:00
Applevangelist
02a87d9fe0 fix 2023-11-22 18:35:12 +01:00
Applevangelist
12d68a41ca #MSRS
* Added option to explicitly set/switch the TTS provider between Google and MS (the default)
* Added this option to the config file, so you can set up both but switch
2023-11-22 17:54:52 +01:00
Applevangelist
6c4a64601f MSRS
Docu fix
2023-11-21 13:21:22 +01:00
Applevangelist
434f985e77 #MSRS
* Cleaner config loading strategy
2023-11-21 10:12:46 +01:00
Thomas
ba1dcfcdba Update Utils.lua
Avoid file loading stop scripts
2023-11-20 14:49:16 +01:00
Thomas
b346dabdf8 Update introduction.md (#2043) 2023-11-20 11:24:25 +01:00
kaltokri
1376a16812 Make linkinator results more stable with retry features 2023-11-20 10:15:20 +01:00
kaltokri
4267314260 Merge branch 'userguide' 2023-11-20 09:59:07 +01:00
kaltokri
b5110c8554 Migration of MOOSE user guide
introduction and hello world
2023-11-20 09:56:44 +01:00
Applevangelist
1f1d1e4f2f #CTLD
* Added info event for repairs and builds starting
2023-11-19 15:36:16 +01:00
Applevangelist
522eb8b256 #EVENT
* Handler for 2.9 new events
2023-11-19 12:40:22 +01:00
Applevangelist
b662ecc76b #MANTIS, SHORAD
* Added more options for ScootZones
2023-11-18 17:16:27 +01:00
Applevangelist
6dd69eb6db CTLD - avoid old mission go haywire with UnitCapabilities() 2023-11-18 16:44:23 +01:00
Applevangelist
1b6aeff005 #CTLD
* if a unit cannot do troops/crates, those menus are not shown
* renamed `UnitCapabilities()` to `SetUnitCapabilities()`
2023-11-18 16:31:10 +01:00
Applevangelist
4287774d9f EVENT fix for borked target info 2023-11-18 13:23:15 +01:00
Applevangelist
6bba2fec0b Spot 2023-11-17 15:06:52 +01:00
Applevangelist
5d2656d679 SET 2023-11-17 15:05:19 +01:00
Applevangelist
65a729a2d6 Merge remote-tracking branch 'origin/master' 2023-11-17 11:05:26 +01:00
Applevangelist
7868930fcb ATIS 2023-11-17 11:05:22 +01:00
Applevangelist
67248a290c ATIS small fix 2023-11-17 11:04:33 +01:00
Frank
0bc52eb331 DCS stable
- Added check that ` Airbase.getWarehouse`  method exists because it causes problems with DCS stable as this method does not exist there.
2023-11-17 00:26:21 +01:00
Frank
5353be482e getCategory behaviour
- Fixed several classes for new `getCategory` behaviour (should be backwards compatible to earlier DCS versions).
2023-11-16 22:32:01 +01:00
Applevangelist
826ae86cb7 #MANTIS
* Added IDF data
2023-11-16 18:11:30 +01:00
Applevangelist
475153be4c #RANGE
* Added coalition option to `New()`
2023-11-16 16:10:47 +01:00
Applevangelist
5f734a0d17 #MESSAGE
* Fixes for ToSRS() for MS Desktop
2023-11-15 18:16:46 +01:00
Applevangelist
1b8c9367a3 #MANTIS/#SEAD/#SHORAD
* Added shoot and scoot for MANTIS and SHORAD
* Added detection of TALD ADM-141A (all)
2023-11-14 11:57:58 +01:00
Applevangelist
19047843cc #SEAD
* Added data and actions for TALD ADM_141
2023-11-12 16:53:34 +01:00
kaltokri
174454b8c5 Migrated Text-To-Speech guide to docs 2023-11-11 16:06:22 +01:00
kaltokri
d30a53333c Migration of eclipse installation guide from wiki to docs 2023-11-10 16:53:41 +01:00
kaltokri
30b89328f1 Extension of the build documentation 2023-11-10 16:22:58 +01:00
kaltokri
b38dc62be7 Restructure of the docs content 2023-11-10 15:36:54 +01:00
kaltokri
6d9333aa94 Added new README.md 2023-11-10 10:50:20 +01:00
kaltokri
6947bcfcf2 Used newest Discord link and small enhancements 2023-11-09 16:38:50 +01:00
Applevangelist
db06154ad7 #DATABASE
* Register players joining CA slots as CLIENTs
2023-11-09 15:09:01 +01:00
Applevangelist
fa43a6c40b Symlink fix 2023-11-08 17:53:43 +01:00
Applevangelist
5056187fb9 #GROUP #UNIT
* Added `FindByMatching(Pattern)` and `FindAllByMatching(Pattern)`
2023-11-08 17:43:29 +01:00
kaltokri
72c5c2ee4d Parameter has different behaviour on Windows and Linux 2023-11-08 17:39:19 +01:00
kaltokri
25936a526d Fixed small typo in gh-pages.yml 2023-11-08 17:33:25 +01:00
kaltokri
8bc735288f Skip java.com when checking links. Seems to be blocked for GitHub 2023-11-08 17:27:04 +01:00
kaltokri
f8afa1cb78 Renamed old-guides into archive 2023-11-08 16:59:20 +01:00
kaltokri
e95eb2768d Replaced absolute links with relative ones to fix problem on GitHub pages 2023-11-08 16:23:31 +01:00
kaltokri
f6091cd117 Migrated old documentation to just-the-docs 2023-11-08 13:44:56 +01:00
Applevangelist
9fafdea0bb #EVENT #NET
* On a MP server, added IniPlayerUCID and TgtPlayerUCID to the EventData structure (filled in applicable Events)
2023-11-08 11:23:01 +01:00
Frank
fbf2c4c721 Update Event.lua
- Improved getCategory behaviour
2023-11-06 22:01:05 +01:00
Applevangelist
9d3cb4cc1b #MESSAGE
* SRS label correction
2023-11-05 13:01:27 +01:00
kaltokri
9d500186d1 Enhancement of build-docs to remove old files 2023-11-03 16:33:45 +01:00
kaltokri
f80265786d Fix broken links SetEngageRange 2023-11-03 15:52:53 +01:00
Applevangelist
7b9d8d375d #SRS Improvements 2023-11-03 13:37:59 +01:00
Applevangelist
7393cb2cbe #ATIS
* Some fixes
2023-11-02 19:25:28 +01:00
Applevangelist
bcbe872c7d #ATIS
* Added coordinate for SRS
* Added SRS calling out take off AND landing runway (if set)
2023-11-02 18:18:55 +01:00
kaltokri
bf60c535bc Merge branch 'master' of github.com:FlightControl-Master/MOOSE
# Conflicts:
#	Moose Development/Moose/Tasking/Task_Cargo_CSAR.lua
2023-11-02 15:16:12 +01:00
kaltokri
feb99e9405 Fix for SetEngageRange documentation in AI_A2A and A2G classes 2023-11-02 15:14:57 +01:00
Frank
9fde88d61a Merge branch 'master' of https://github.com/FlightControl-Master/MOOSE 2023-11-02 01:39:42 +01:00
Frank
430b4a274c Update Warehouse.lua
#2033
2023-11-02 01:39:40 +01:00
Thomas
5996426119 Update Storage.lua (#2035) 2023-11-01 06:20:36 +01:00
Thomas
36d9460cdf Update Storage.lua 2023-11-01 06:19:53 +01:00
Frank
1561f49c9c Lings
- Fixed link in Core.Condition (will add demo miz)
- Fixed lings in Task_Cargo_CSAR und Task_Cargo_Transport
2023-10-31 19:53:20 +01:00
kaltokri
e032781a92 Changed Core.Group to Wrapper.Group 2023-10-31 16:36:51 +01:00
kaltokri
aa7d0b1e25 Fixed broken links 2023-10-31 16:30:48 +01:00
kaltokri
13a8babe75 Fixed broken links 2023-10-31 16:05:48 +01:00
kaltokri
87dda49113 Fixed broken links 2023-10-31 15:44:07 +01:00
kaltokri
018830b539 Merge branch 'master' of github.com:FlightControl-Master/MOOSE
# Conflicts:
#	Moose Development/Moose/AI/AI_Air_Engage.lua
2023-10-31 15:23:26 +01:00
kaltokri
d92d2d07c5 Fixed broken links 2023-10-31 15:21:15 +01:00
Frank
046e49ac6b Merge branch 'master' of https://github.com/FlightControl-Master/MOOSE 2023-10-31 13:35:41 +01:00
Frank
52e66ae969 Broken Links
- AI_A2A_Gci Removed reference to SetEngageZone
- Fixed link to #AI_A2G_SEAD.SetEngageRange #2025
- AI_Air_Engage removed reference to SetEngageZone. Does not seem to exist any more.
- AI_Air_Patrol removed reference to SetEngageZone. Does not seem to exist any more or is passed as argument now.
- AI_FORMATION Fixed DCSTypes#AI.Option.Air.val.ROE OptionROE #2029
- SETTINGS Fixed link to Message #2021
- Fixed wrong indent of "Developer Note" in various classes
2023-10-31 13:33:45 +01:00
kaltokri
ca15d7cb00 Merge branch 'master' of github.com:FlightControl-Master/MOOSE 2023-10-31 13:05:29 +01:00
kaltokri
1086c61ccf Fixed broken links 2023-10-31 13:04:48 +01:00
Frank
77f9721102 AI
- Fixed various `@extends` errors pointing to non-existing classes for AI_*
2023-10-31 11:44:45 +01:00
kaltokri
b05683d384 Fixed some broken links 2023-10-31 10:25:00 +01:00
kaltokri
d7df08d754 Fixed broken links in documentation 2023-10-30 18:01:57 +01:00
kaltokri
92b21aa5c1 Fixed broken links in documentation 2023-10-30 14:48:49 +01:00
kaltokri
0e2dff4e6b Fixed some dead links in Ops.Airboss 2023-10-29 23:06:09 +01:00
kaltokri
5c9e3570e2 Added more docker jobs and apply same naming convention as build jobs 2023-10-29 19:43:55 +01:00
Applevangelist
51102e47ae #CTLD
* Adding re-packing dropped units
2023-10-29 17:44:31 +01:00
kaltokri
7643568706 Fixed dead links in documentation 2023-10-27 17:48:41 +02:00
kaltokri
3684a023da Fixed dead link 2023-10-27 17:27:38 +02:00
kaltokri
b0c8f05f38 Build optimization
- Remove appveyor
- Added docker compose for building docs locally
- Added manuall run of GitHub Action builds
- Added paths to trigger builds
2023-10-27 17:01:51 +02:00
Applevangelist
d8c2b8b719 #UTILS
* Added new tanke callsigns
2023-10-27 09:09:36 +02:00
Applevangelist
31075f7c04 #UNIT
* Typos in IsTanker, added some typenames
2023-10-26 12:45:45 +02:00
kaltokri
6bf6b933cc Fixed last broken link 2023-10-25 15:52:11 +02:00
kaltokri
5681244941 Fix for canonical link 2023-10-25 15:45:20 +02:00
kaltokri
788108c5b8 Added check for dead links and fixed dead links 2023-10-25 15:34:06 +02:00
kaltokri
3fbc76e37f Documentation of the build system added 2023-10-24 17:03:01 +02:00
Applevangelist
4e5b483cc0 #CONTROLLABLE
* Added PatrolRaceTrack
2023-10-24 13:45:43 +02:00
Applevangelist
ab068670cc #RECOVERYTANKER
* Added option to set unlimited fuel
2023-10-21 12:43:20 +02:00
kaltokri
456c002c3c Fix for missing w3.css in DOCS repo 2023-10-20 23:37:29 +02:00
kaltokri
038b89776d Added replacement of head tag again 2023-10-20 22:45:52 +02:00
Applevangelist
df6d968ebe #CONTROLLABLE
* Added `CommandSetUnlimitedFuel()`
* Added `TaskStrafing()`
2023-10-20 18:44:28 +02:00
kaltokri
4d9197b3cc First version of the new GitHub pages 2023-10-20 16:13:30 +02:00
kaltokri
10dffb0689 Changed mail from MooseBotter 2023-10-20 09:58:35 +02:00
kaltokri
722c33df62 Fixed wrong git config entries in build-docs.yml 2023-10-19 18:53:52 +02:00
kaltokri
dc54cc82af Fixed wrong repository owner 2023-10-19 18:24:46 +02:00
kaltokri
d4a46606fd Switched from env.FORCE_PUSH to vars.FORCE_PUSH 2023-10-19 18:16:45 +02:00
Thomas
015af9774c Update build-includes.yml 2023-10-19 16:17:48 +02:00
Thomas
f0a37172b9 Update build-includes.yml (#2018) 2023-10-19 16:14:59 +02:00
Thomas
2dd2e593e8 Update README.md (#2017) 2023-10-19 15:48:50 +02:00
Applevangelist
49fd78abe7 #SRS
* Typo
2023-10-19 15:22:13 +02:00
Rolf Geuenich
7c8cca7f56 Added new build system with GitHub Action Workflows 2023-10-19 13:59:33 +02:00
Rolf Geuenich
0658f6dc2b Align Moose_Create.lua with the develop branch
Needed for later build system enhancements
2023-10-19 11:39:07 +02:00
Rolf Geuenich
75558078ee Cleanup and extension for GitHub Action Workflow build and act 2023-10-19 11:11:23 +02:00
Applevangelist
f6b5c69d4e #Triggers - docu changes 2023-10-17 16:58:14 +02:00
Applevangelist
a7f01eb04a #ZONE and #SET_ZONE watch trigger 2023-10-17 16:02:01 +02:00
Applevangelist
65f9db8efa #MSRS
* Added loading of a config file
2023-10-17 11:05:09 +02:00
Applevangelist
2ebad9ce96 #MSRS
* Fixes for alternative backend
2023-10-13 16:13:12 +02:00
Applevangelist
b9cc66004d #WAREHOUSE
* Syntax
2023-10-12 17:55:41 +02:00
Applevangelist
17838e7fe7 #MESSAGE
* Docu adds and corrections
2023-10-06 15:49:42 +02:00
Applevangelist
b0d0dbfe72 #MESSAGE
* Added `ToSRS()`
2023-10-06 13:18:28 +02:00
Applevangelist
2d081dfc03 CTLD/CSAR - Added sound file location 2023-10-06 11:42:51 +02:00
Applevangelist
4a594f41b0 #SET_ZONE
* Added GetAverageCoordinate()
2023-10-06 11:30:59 +02:00
Frank
04b4af58f7 Update ATIS.lua
#2010
2023-09-29 14:26:22 +02:00
Applevangelist
f44ba39ec5 Fox/Missiletrainers 2023-09-29 10:20:01 +02:00
Frank
05df765c5c Merge pull request #2006 from FlightControl-Master/FF/MasterDevel
Update Airboss.lua
2023-09-27 22:28:21 +02:00
Frank
04a7c912ea Update Airboss.lua
- Improved into wind
2023-09-27 22:21:17 +02:00
Applevangelist
55fb8f2064 nil check added 2023-09-27 18:08:02 +02:00
Applevangelist
912c162eee Logic fixes for GetRandomCoordinateWithoutBuildings() 2023-09-27 15:41:52 +02:00
Applevangelist
2efb6a624f #SCORING
* Rechtschreibung
2023-09-25 08:43:24 +02:00
Applevangelist
ca84fa11cd #ATIS
* Added Spanish TTS locale ("es")
2023-09-20 17:17:12 +02:00
Applevangelist
ed614767e6 #ATIS
* Added localization option
2023-09-19 18:07:51 +02:00
Applevangelist
6d94a0c776 Smaller fixes 2023-09-19 12:13:39 +02:00
Applevangelist
81fd5cb605 One Typo Less 2023-09-19 11:30:46 +02:00
Applevangelist
b70bf3b9af #SEAD
* Better calculation of switch-on again time
2023-09-19 11:10:06 +02:00
Applevangelist
250d640e76 #SPAWN
* Added option for Modex pre- and postfix strings
* Added string check for SpawnAtParkingSpot when Airbase is handed as string
2023-09-17 17:15:12 +02:00
Frank
6a05789db5 Update Controllable.lua
- Fixed wrong id of task`EnrouteTaskEngageGroup`
- Fixed wrong id of task `EnrouteTaskFAC_EngageGroup`
2023-09-17 16:13:28 +02:00
Applevangelist
5e20874dca #Startup
* Re-instate suppression of error box.
2023-09-15 09:11:32 +02:00
Applevangelist
bc16970d96 #SET_CLIENT
* Small fix for FilterCallsign string search
2023-09-14 12:36:15 +02:00
Applevangelist
f8f4bac77e Intellisense docu fixes 2023-09-13 16:03:05 +02:00
Frank
5aa8338c59 Update Airboss.lua
- Adjust into wind angle
2023-09-13 11:10:35 +02:00
Frank
1362fe9019 Update SRS.lua 2023-09-10 22:40:05 +02:00
Applevangelist
ba361e7eff #RAT
* Try more than once to get coord in status loop
2023-09-10 15:41:54 +02:00
Thomas
31fb9bc169 Update Group.lua
Docu fix
2023-09-09 11:54:45 +02:00
Applevangelist
e95a9525c6 #GENERAL
* Remove dependencies from UTILS.Routines
* Remove UTILS.Routines
2023-09-08 11:14:41 +02:00
Applevangelist
326d4b3135 Merge remote-tracking branch 'origin/master' 2023-09-07 16:14:45 +02:00
Applevangelist
c4fad08d58 Act 2023-09-07 16:14:42 +02:00
Applevangelist
5a57d05fd6 Deprecated flags 2023-09-07 16:14:21 +02:00
Frank
8a7fa326cd Update MissileTrainer.lua
- Docs: Class deprecated ==> use FOX instead
2023-09-06 21:33:05 +02:00
Applevangelist
18afe9ad7a #AIRBOSS
* Suppress unnecessary SRS TTS calls with empty text
2023-09-01 09:44:12 +02:00
Applevangelist
253cf0f5a5 #MANTIS
* Added zone filter option.
2023-09-01 08:52:13 +02:00
Applevangelist
c5a85456c0 #MANTIS
* CHM Assets
2023-08-30 16:46:13 +02:00
Applevangelist
9a383826e7 Merge remote-tracking branch 'origin/master' 2023-08-29 15:49:52 +02:00
Applevangelist
1e6731830e #MANTIS
* Added two more CH mod types
2023-08-29 15:49:48 +02:00
Applevangelist
d9aff32a36 #MANTIS
* Added two more CH mod types
2023-08-29 15:48:36 +02:00
Frank
38cb8fb88e Merge pull request #1998 from FlightControl-Master/FF/MasterDevel
STORAGE
2023-08-26 14:00:26 +02:00
Frank
ad5488784f Update Storage.lua
**STORAGE**
- Added easier functions to add, set and remove items and liquids.
- Added checks if warehouse items are limited or unlimited.
2023-08-26 13:56:45 +02:00
Frank
a4cdd62aff Merge branch 'master' into FF/MasterDevel 2023-08-26 10:27:18 +02:00
Thomas
9a9de9306e Update Set.lua Docu (#1995)
* Update Set.lua Docu

Added regex explanation

* Update Set.lua
2023-08-23 11:39:45 +02:00
Applevangelist
cf824b912d #Controllable
* Added Aerobtics tasks
2023-08-22 10:24:40 +02:00
Thomas
8d2e291deb Update Enums.lua
Error in ENUM
2023-08-21 11:35:01 +02:00
Applevangelist
3a432782b2 Storages Enum 2023-08-20 15:22:49 +02:00
Applevangelist
bda1fac923 #ENUMS
* Added enumerator for ENUMS.Storage.weapons
2023-08-20 15:12:47 +02:00
Thomas
ef40b1c524 Range fix for #1984 (#1992)
Range fix for #1984
2023-08-20 13:41:20 +02:00
Frank
a4c81736aa Update DCS.lua 2023-08-20 11:57:37 +02:00
Applevangelist
045c49679d #ATIS
* Fix explicitly set RWY not reported via SRS
2023-08-20 11:18:58 +02:00
Applevangelist
f40442d309 #POSITIONABLE
* Make cargo weights an enumerator
2023-08-18 11:07:43 +02:00
Frank
fe7acecdd3 Merge pull request #1991 from FlightControl-Master/FF/MasterDevel
STORAGE - DCS Warehouse
2023-08-17 19:11:01 +02:00
Frank
4471ec9b96 DCS Warehouse 2023-08-17 18:46:09 +02:00
Frank
32e1d4f8fa DCS Warehouse 2023-08-16 23:58:32 +02:00
Frank
747e5d801a Merge pull request #1986 from FlightControl-Master/FF/MasterDevel
COORDINATE
2023-08-13 18:19:16 +02:00
Frank
29ed630536 COORDINATE
- Generalized MarkupToAllFreeForm

UTILS
- Added some functions from MIST
2023-08-13 17:40:28 +02:00
Applevangelist
c5757ffd22 #CONTROLLABLE
* Added EnRouteTaskCAP()
2023-08-02 18:02:34 +02:00
Applevangelist
9cc08cb088 # 2023-08-01 16:26:29 +02:00
Applevangelist
2771e7f856 #SCENERY, SET_SCENERY
* Reworked COORDINATE scan as this doesn't seem to work
* Added SET_SCENERY Filters, and FilterOnce() to apply them
2023-08-01 16:18:23 +02:00
Thomas
7c4dd8160d Update Set.lua (#1982)
Intellisense updates
2023-08-01 11:53:00 +02:00
Thomas
1fdc50b0da Update Scenery.lua (#1980)
_id might be nil in :FindByZoneName()
2023-08-01 10:00:42 +02:00
Thomas
f87a676e4b Update Scoring.lua (#1976)
Add report Spaces
2023-07-29 16:45:00 +02:00
Frank
8bf56b8b1a Update Airboss.lua
- Fixed AI handling (got lost in some merge with develop branch and was using FLIGHTGROUPS)
2023-07-26 16:36:44 +02:00
Applevangelist
f31741f934 #AI_ESCORT
* Improve documentation
2023-07-25 12:01:18 +02:00
Applevangelist
46258492bd #AIRBASE, #ATIS
* Additions
2023-07-23 12:37:57 +02:00
Applevangelist
6481f66e27 #MANTIS
* Added IDs for Current Hill Assets, keyword "CHM" for group names
2023-07-16 11:27:34 +02:00
Thomas
5954b8692f Update Spot.lua
Fix
2023-07-15 09:36:24 +02:00
Applevangelist
f6fdecf892 Merge remote-tracking branch 'origin/master' 2023-07-13 16:15:11 +02:00
Applevangelist
53fb77b50d #SPAWN 2023-07-13 16:15:06 +02:00
Applevangelist
04a9dc3a8c #SPAWN
* Added method to init spawn position
2023-07-13 16:13:00 +02:00
Applevangelist
10b9a32f29 #SPOT
* Fix for switching laser off and on again not follwing unit any more
2023-07-12 17:54:17 +02:00
Applevangelist
40fa929eb0 * Added omissed DetectedItem.Name found by @Nocke 2023-07-07 15:14:33 +02:00
Applevangelist
8c8ef19f01 #CONTROLLABLE
* Added TaskGroundEscort
2023-07-03 16:44:46 +02:00
Applevangelist
1eaa3d309d #SCORING
* typo
2023-07-01 13:15:59 +02:00
Applevangelist
a52cd5612a Merge remote-tracking branch 'origin/master' 2023-07-01 13:12:29 +02:00
Applevangelist
e82ed762be Merge remote-tracking branch 'origin/master' 2023-07-01 13:11:46 +02:00
Applevangelist
0bb16ec827 #AIRBASE
* Fix for nil error in finding parking for a group

#MANTIS
* Added SAM type "SHORAD" as designator

#SCORING
* fix for non local problem

#UTILS
* fix for OneLineSerialize
2023-07-01 13:11:21 +02:00
Thomas
a978420a67 Point - BRAANATO (#1969)
corrected Track to be direction of travel of bogey (self in this case)
2023-06-26 13:25:23 +02:00
Applevangelist
f59326bf10 #ATIS
* Fix for airbases which have no runways, e.g. Naqoura Syria
2023-06-24 14:03:43 +02:00
Thomas
d937ab2679 CTLD (#1967)
* Added option for troops subcategories in menu
2023-06-22 13:46:11 +02:00
Applevangelist
7164e211f2 #AIRBASE
- Nicosia unused atm
2023-06-21 10:42:35 +02:00
Applevangelist
dae78d7ac1 #Positionable, Unit - remove pcall 2023-06-16 11:06:46 +02:00
Applevangelist
254468c723 #NET
* Improvements
2023-06-15 14:51:36 +02:00
Applevangelist
71be4d99d6 #POSITIONABLE:GetRelativeCoordinate( x, y, z ) 2023-06-14 17:40:33 +02:00
Frank
f86fc845e7 Update Timer.lua
- Timer stop is using protected call now because it can crash the whole script.
2023-06-13 21:53:19 +02:00
Frank
cc907b9c14 Update Unit.lua
- UNIT:IsAlive() fixed so it is consistent with GROUP:IsAlive()
2023-06-13 19:02:55 +02:00
Applevangelist
241b2beee1 * Makes calls for GetAmmo() and GetVec3() safer with pcall()
* Small docu fix Ben-Gurion
2023-06-13 08:39:56 +02:00
Frank
12f260e857 Update Unit.lua
- Added `UNIT:IsExist` function.
2023-06-12 23:01:19 +02:00
Thomas
096d145cf9 Update Airbase.lua (#1957)
Deleted raj al … airbases #1955
2023-06-12 06:22:51 +02:00
Thomas
b3883301a2 Update Airbase.lua
Corrected enumerator for Ben-Gurion (Ben_Gurion)
2023-06-11 12:33:01 +02:00
Applevangelist
3a7521c492 #UTILS
* Sinai TIme
2023-06-10 19:08:46 +02:00
Applevangelist
caa5a96235 fix 2023-06-10 19:06:22 +02:00
Applevangelist
cee1c592ba #UTILS
* Sinai TIme
2023-06-10 19:04:40 +02:00
Frank
f1fc9f0b27 Update Utils.lua
- Added parameters time zone and magvar for Sinai map
2023-06-10 10:08:22 +02:00
Applevangelist
e9adcb0dd5 #AIRBASE
* Sinai airfield enumerator
2023-06-09 15:13:45 +02:00
Applevangelist
afe2b675e5 #RAT
* Fixes from dev
2023-06-08 13:59:59 +02:00
Applevangelist
2c14ee74b0 #SCORING
* Can leave text empty on some instances
2023-06-08 13:58:26 +02:00
Frank
f351d2a37e Merge pull request #1951 from FlightControl-Master/FF/MasterDevel
Update RAT.lua
2023-06-08 09:45:49 +02:00
Frank
4cb0e70184 Update RAT.lua
- Fixed RATMANAGER spamming due to not accounting for planned/scheduled groups
2023-06-08 09:43:11 +02:00
Applevangelist
41bb2551d3 #CTLD
* Ensure new menus can be build if player changes helos
2023-06-03 12:34:18 +02:00
Applevangelist
55ed394782 #UNIT #CTLD
* Stabilize that sometimes a unit coordinate cannot be found
2023-06-02 08:44:14 +02:00
Applevangelist
dd7a883a33 Fixes 2023-06-01 10:02:51 +02:00
Applevangelist
f7acbc3928 #CSAR
* Corrected flare distance to kms
2023-05-30 07:38:19 +02:00
Applevangelist
2318578126 #SPAWN
* Logic fix for the last parameter of `NewFromTemplate()`
2023-05-28 15:27:34 +02:00
Applevangelist
3e6f25f17c #UTILS
* Added UTILS.PrintTableToLog()
2023-05-26 08:28:08 +02:00
Applevangelist
0cd6a59ce4 #CONTROLLER
* Fix for Link4
2023-05-25 08:57:15 +02:00
Applevangelist
91a445961b #RESCUEHELO
* Small fix to get the coordinate of an ejected/crashed unit
2023-05-25 08:23:31 +02:00
Frank
749e9b7e08 Update Event.lua
Fixed bug that statics are handled incorrectly if they are the target object of an event (*e.g.* hit event)
2023-05-24 11:16:01 +02:00
Applevangelist
905d29b279 #SPAWN
* Tweaked NewFromTemplate, and gave a better example
2023-05-22 17:57:03 +02:00
Applevangelist
5f97299cb2 Small Fix 2023-05-20 12:12:18 +02:00
Applevangelist
60b75a4c8f #POINT
* Added FindClosestStatic()
2023-05-19 17:11:54 +02:00
Applevangelist
0868286f27 #WAREHOUSE
* Fixed one omission for SHIP transport types
2023-05-17 10:26:29 +02:00
Applevangelist
ffcc46cb2d #CTLD
* Changed VHF modulation to AM
* Added option to have a different sound file for UHF, in case you want to silent FC3 radios
* Thanks to Streakeagle
2023-05-17 09:34:54 +02:00
Frank
21bcd64c9d Update Controllable.lua
Corrected parameters for enroute tasks according to hoggit for
- CONTROLLABLE:EnRouteTaskFAC
- CONTROLLABLE:EnRouteTaskFAC_EngageGroup
2023-05-13 23:35:58 +02:00
Applevangelist
943b68f38f #CTLD
* placement of dropped crates to better align to unit length
2023-05-11 15:31:24 +02:00
Applevangelist
256b93087f #AI_A2X...
* Fixes
2023-05-09 09:48:21 +02:00
Applevangelist
7ed0d7eec3 #AI_A2X...
* Fixes
2023-05-09 09:44:41 +02:00
Applevangelist
9b8154246f #COORDINATE
* Added `IsInSteepArea()`and `IsInFlatArea()`
2023-05-05 10:31:23 +02:00
Frank
c360759e49 Merge pull request #1939 from FlightControl-Master/FF/MasterDevel
Update Socket.lua
2023-04-25 21:42:53 +02:00
Frank
d8b80aab1a Update Socket.lua
- Added `SOCKET:SendTextToSpeech()` function
2023-04-25 21:20:16 +02:00
Applevangelist
b96ebc1872 #SCENERY
* Added update of Life0 value if `GetLife()`is called
#SET_SCENERY
* Added Documentation
2023-04-25 09:12:31 +02:00
Applevangelist
6896dc155a #SCENERY
* Added update of Life0 value if `GetLife()`is called
#SET_SCENERY
* Added Documentation
2023-04-25 09:12:25 +02:00
Applevangelist
1060d63808 #SET_SCENERY
* Added functions to count Life0, Life and RelativeLife points of SET_SCENERY
2023-04-24 16:44:38 +02:00
Thomas
88b6540f5b AIRBASE - add Normandy AFBs (#1937)
Add Normandy AFBs
2023-04-24 11:09:03 +02:00
Frank
302e785f32 Merge pull request #1936 from FlightControl-Master/FF/MasterDevel
Remove Junk
2023-04-22 14:05:09 +02:00
Frank
1507cc0b42 Remove Junk
**ZONE**
- Added `ZONE_RADIUS:RemoveJunk()` function
- Added `ZONE_POLYGON_BASE:RemoveJunk()` function (not working)

**POSITIONABLE**
- Added `Explosion`
2023-04-22 14:02:18 +02:00
Applevangelist
240307ef94 #CTLD
* Docu changes
2023-04-20 08:23:03 +02:00
Applevangelist
90c74bd82c #SET
- Minus one log entry
2023-04-20 08:06:43 +02:00
Thomas
9414096de7 Added active ZONE filtering (#1935)
for groups, units, clients entering/leaving zones to be used with `FilterStart()`
2023-04-19 09:51:53 +02:00
Applevangelist
07c3be9d6a Fixes for getPlayername() errors 2023-04-18 10:24:56 +02:00
Applevangelist
9869dbd95a #CTLD
* Include current group structure in load/save functions
2023-04-16 16:10:46 +02:00
Frank
49b702106a Update Weapon.lua
- Decreased min possible time step to 0.00001 seconds
2023-04-16 12:29:57 +02:00
Applevangelist
8eb09beb96 Merge remote-tracking branch 'origin/master' 2023-04-15 16:19:46 +02:00
Applevangelist
b402a99a25 #CTLD
* Small fix allowing minus signs in template names for repairs
2023-04-15 16:19:35 +02:00
Applevangelist
ad8938cd74 #CTLD
* Small fix allowing minus signs in template names for repairs
2023-04-15 16:17:01 +02:00
Applevangelist
ee409c45a0 #CTLD
* Allow save/loadback with precise(r) coordinates for vehicles and troops.
2023-04-13 15:51:21 +02:00
Applevangelist
9d5da3388d smaller docu item 2023-04-13 15:28:41 +02:00
Applevangelist
9e138aa149 #DATABASE
* Small fix for CLIENT:FindByName()
2023-04-04 10:33:04 +02:00
Applevangelist
cf94c4d043 #NET
* Fix for ucid can be nil
2023-04-03 12:15:29 +02:00
Applevangelist
63b3807cf6 Added Init Methods to set Unit Positions on Spawn 2023-03-30 12:22:04 +02:00
Applevangelist
f3b6b27521 Small fix for SET_UNIT if used in capture zone coalition with a polygon zone 2023-03-30 09:24:08 +02:00
Applevangelist
ff656182e8 SET_STATIC - Added GetClosestStatic() 2023-03-28 11:03:00 +02:00
Applevangelist
a85ef6e769 Merge remote-tracking branch 'origin/master' 2023-03-23 09:21:46 +01:00
Applevangelist
0bb8c56ea9 Typo fix 2023-03-23 09:21:42 +01:00
Applevangelist
5f108aec23 Typo fix 2023-03-23 09:21:20 +01:00
Applevangelist
bf6683f993 Merge remote-tracking branch 'origin/master' 2023-03-23 08:47:07 +01:00
Applevangelist
b7a5e8dd85 Add'l check in UNIT:GetLife() 2023-03-23 08:47:04 +01:00
Applevangelist
57294aeaf5 Add'l check in UNIT:GetLife() 2023-03-23 08:45:54 +01:00
Applevangelist
20bfb8b08f #AIRBASE
* Added/changed South Atlantic Map:
  ["Hipico_Flying_Club"] = "Hipico Flying Club",
  ["Aeropuerto_de_Gobernador_Gregores"] = "Aeropuerto de Gobernador Gregores",
  ["Aerodromo_O_Higgins"] = "Aerodromo O'Higgins",
  ["Cullen_Airport"] = "Cullen Airport",
  ["Gull_Point"] = "Gull Point",
2023-03-16 08:44:16 +01:00
UglySkyfire
5585a8992c Drop crates from herc as CTLD_Cargo (#1929)
Adds option to drop crates from a herc via parachute drop as CTLD_Cargo that needs proper unpacking - can be picked up be a helo.
2023-03-15 20:12:30 +01:00
Applevangelist
d92a20050c #CTLD
* Added/completed add/get/set functions for stock
2023-03-10 10:09:08 +01:00
Applevangelist
c9a91d0683 #GROUP
* Fix for GetMaxHeight()
2023-03-09 08:49:07 +01:00
Applevangelist
ae6716ac01 #GROUP
* Callsign translation refactor
2023-03-05 11:03:26 +01:00
Applevangelist
34285b26ae #SPAWN
* clarified docu for SpawnScheduled()
* Added parameter to SpawnScheduled() for a delayed spawn
2023-02-28 08:00:06 +01:00
Thomas
5341e5faee Update Enums.lua 2023-02-26 19:03:33 +01:00
Applevangelist
a6224b484e dcs 2023-02-23 10:33:11 +01:00
Applevangelist
e95c1ad3aa #Fixes from dev 2023-02-23 10:30:59 +01:00
Applevangelist
9cfed56847 #CTLD logic correction for loading 2023-02-21 11:38:40 +01:00
Applevangelist
6c1abddb1e #NET added a couple of functions 2023-02-19 17:16:00 +01:00
Applevangelist
7dc239f506 Added CLIENT:FindByPlayerName(Name)
NET - slot blocker comments in log removed
2023-02-19 12:31:32 +01:00
Applevangelist
3e8413c6b7 #NET - further ado 2023-02-18 15:03:53 +01:00
Applevangelist
ff86bfb91d #NET Event blocker fix 2023-02-17 16:41:38 +01:00
Applevangelist
66494b7b5a NET 2023-02-17 16:23:02 +01:00
Applevangelist
973127aa8c #NET Fixes 2023-02-17 15:42:06 +01:00
Applevangelist
83866c3dd3 #NET Fixes 2023-02-17 15:02:11 +01:00
Applevangelist
4797abc287 #NET Bugfix 2023-02-17 14:32:48 +01:00
Applevangelist
50f73f1be2 #NET extended block to UCID 2023-02-17 13:22:10 +01:00
Applevangelist
2ebbc8f466 #NET - added docu 2023-02-17 08:54:15 +01:00
Frank
1a96b30a45 Merge pull request #1922 from FlightControl-Master/FF/MasterDevel
Airspeed
2023-02-16 17:28:13 +01:00
Frank
3b1b57a33e Update Positionable.lua
- Added GetGroundSpeed
2023-02-16 17:20:53 +01:00
Frank
f85c0320ec Airspeed
**POSITIONABLE**
- Added function `GetAirspeedIndicated` to return IAS
- Added function `GetAirspeedTrue` to return TAS

**UTILS**
- Added function `UTILS.IasToTas` to convert IAS to TAS
- Added function `TasToIas` to convert TAS to IAS.

**POINT**
- Added function `COORDINATE:GetWindVec3`
2023-02-16 17:09:12 +01:00
Applevangelist
bae7edb914 #NET
* Added event management for clients and block/unblock functions
2023-02-16 11:41:45 +01:00
Applevangelist
35322399e9 #SPOT - minor fixes 2023-02-15 12:23:31 +01:00
Applevangelist
5d4c0f3c87 Bugfix 2023-02-15 10:31:52 +01:00
Frank
92c5c32e8c Merge pull request #1921 from FlightControl-Master/FF/MasterDevel
Update Range.lua
2023-02-12 13:03:08 +01:00
Frank
c8780b2d5f Update Range.lua
- Coordinate of bomb target is now always updated (not only for moving targets)
- If the target is not alive any more, the last known position is used for its coordinate
2023-02-12 13:00:19 +01:00
Frank
f11dbfa367 Merge branch 'FF/MasterDevel' 2023-02-12 11:49:13 +01:00
Frank
54fb9deb3e Polygon and line drawings 2023-02-12 11:38:46 +01:00
Thomas
d3c34ef04d Update MarkerOps_Base.lua (#1919) 2023-02-11 22:11:21 +01:00
Applevangelist
3d5470eb22 #NET
* Initial release
2023-02-10 11:00:14 +01:00
Applevangelist
2a3d69d0d5 #DETECTION
* Docu fixes
2023-02-09 16:11:45 +01:00
Frank
9862c32378 Update settings.json 2023-02-08 16:30:44 +01:00
Frank
9f02232589 Update settings.json 2023-02-08 16:29:25 +01:00
Frank
ffc86bf046 Unwanted changes 2023-02-08 16:28:04 +01:00
Frank
e4c8ca34ed Update Pathline.lua 2023-02-08 16:11:47 +01:00
Frank
f02b7036a9 PATHLINE 2023-02-08 12:37:18 +01:00
Frank
6adef47340 PATHLINE
Added new class PATHLINE
2023-02-07 22:47:55 +01:00
Thomas
5b044cc036 Update CSAR.lua (#1917) 2023-02-07 07:28:00 +01:00
Mr.Alien
03ba7524b2 Comment out code for scoring hits (#1911) 2023-02-06 08:15:45 +01:00
Frank
772921c6b8 WEAPON
- Added new class WEAPON
2023-02-04 23:31:55 +01:00
Mr.Alien
d4d305d53b Fix confusing hit and kill messages with incorrect math (#1913) 2023-02-04 23:02:36 +01:00
Mr.Alien
c58918e002 Add missing part of code in previous commit (#1910) 2023-02-04 22:36:16 +01:00
Mr.Alien
dec7854476 Fix issue with getting thread level after a kill (#1908) 2023-02-04 22:01:55 +01:00
Mr.Alien
8ca102f584 Scoring credits a kill to player who hit the same unit before it spawned (#1905) 2023-02-04 21:46:34 +01:00
Applevangelist
4748c66d9c #CTLD
* Added method `CTLD:PreloadCrates(Unit,Cratesname,NumberOfCrates)`
2023-02-04 17:21:16 +01:00
Frank
bf486b9f44 Merge pull request #1901 from MrAlien753/patch-1
fix nil error message in dcs.log
2023-02-03 22:34:01 +01:00
MrAlien753
6ff433ed7a fix nil error message in dcs.log
When instant killing a target in a capture zone nil error message is printed in the dcs.log. This fixes this issue.
2023-02-03 22:14:14 +01:00
Applevangelist
f9aa392c6d #CTLD_HERCULES
* Fixed an issue spawning 90 paratroopers instead of 30
2023-02-02 09:35:53 +01:00
Applevangelist
48721859fa #CTLD
* Added Subcategories for static cargo objects
2023-01-31 11:27:12 +01:00
Applevangelist
ee59d999f5 #POINT
* Added COORDINATE:SetAtLandheight()
2023-01-30 18:00:16 +01:00
Applevangelist
2f4f98cfe0 #CTLD - nobuildmenu option 2023-01-29 18:36:44 +01:00
Frank
ac1f202c19 Update Airboss.lua
- Added CJS Superhornet Mod
2023-01-29 12:53:50 +01:00
Frank
3f97ba3bd7 Database
- Polygon drawings are registered as polygon zones
2023-01-28 18:42:29 +01:00
Frank
819912cfd3 Database
- Polygon drawings are adde as polygon zones to DB
2023-01-28 15:39:42 +01:00
Frank
50ee1ae922 Merge branch 'master' into FF/MasterDevel 2023-01-28 11:09:08 +01:00
grandpaSam
c0442fca68 Changed documentation for Marker.lua and MarkerOps_Base.lua (#1891) 2023-01-28 09:02:15 +01:00
Thomas
c20927b6d7 Update Marker.lua 2023-01-27 18:34:53 +01:00
Jason du Plessis
0d5b6d4c3e #CSAR - Add Persistence (#1889)
* Adds a modified version of ops.CTLD's Persistence to ops.CSAR
2023-01-26 21:11:15 +01:00
Applevangelist
bdc08a530d #AB 2023-01-25 17:54:13 +01:00
Applevangelist
6ab1632b4b #RANGE
* Set Google Key if given

#AIRBASE
* Added 3 Falklands AB to the enumerator
2023-01-25 17:53:29 +01:00
Thomas
cec865b9fb UTILS - exclude 243 MHz and 121.5 MHz 2023-01-25 13:37:56 +01:00
Thomas
d763e924a9 Update Utils.lua (#1886) 2023-01-24 20:16:46 +01:00
Applevangelist
57a30621e1 #CTLD added documentation 2023-01-24 15:26:32 +01:00
Applevangelist
f344084791 #1885
#PSEUDOATC - Menu shows Waypoint name if it has been set
2023-01-24 10:06:05 +01:00
Applevangelist
be68314c3a #CONTROLLABLE
* Added CommandActivateACLS()
* Added CommandDeactivateACLS()
2023-01-23 17:11:18 +01:00
Applevangelist
53cff8229b #CTLD
* Added option movecratesbeforebuild
* Added option surfacetypes for build-in reloads
* Inject function can optionally take surfacetypes
* Inject function can use the center of the zone instead of a random position

#EVENT
* Handle landing event if the place is a SCENERY object (helopad on a map, but not an airbase)

#ZONE
* docu corrections
2023-01-22 13:10:27 +01:00
Frank
1d52e27668 Update Controllable.lua
- Added enroute task SEAD
2023-01-19 19:10:56 +01:00
Applevangelist
6ec867196c #UTILS - make LoadSetOfGroups save(r) for groups spawned with SpawnScheduled 2023-01-19 14:59:54 +01:00
Applevangelist
80798f278c #Controllable - docu changes 2023-01-17 12:09:13 +01:00
Applevangelist
4e61bbb92e Merge remote-tracking branch 'origin/master' 2023-01-17 09:26:16 +01:00
Applevangelist
fabab9bfbb #ATIS docu fix 2023-01-17 09:25:01 +01:00
Applevangelist
4ae0089e4f #CSAR
* Docu corrections
2023-01-15 17:40:03 +01:00
Applevangelist
d82bce79c9 #CSAR
* Docu corrections
2023-01-15 17:38:54 +01:00
Applevangelist
55fcaf1c05 #CTLD - Adde Shark III typename 2023-01-12 13:20:12 +01:00
Applevangelist
e83df502ed #AIRBASE - docu fixes 2023-01-10 13:08:05 +01:00
Applevangelist
6501e89fa2 #PSEUDOATC
* Fix for debug messages
2023-01-10 07:47:56 +01:00
Applevangelist
91801d441f #GROUP
* Improve functionality of GetUnit(x)
* Added GetFirstUnit()
2023-01-09 17:07:21 +01:00
Frank
dd2a4ee7ff COORDINATE
- Added `GetMagneticDeclination` function
2023-01-08 19:32:38 +01:00
Applevangelist
8cedd88ce2 #SCENERY - explain destroy doesn't work 2023-01-05 10:58:40 +01:00
Applevangelist
c3fde2b698 Merge remote-tracking branch 'origin/master' 2023-01-05 10:48:55 +01:00
Applevangelist
59e8aed445 #CSAR fix for beacons 2023-01-05 10:48:50 +01:00
Applevangelist
e47b8f377c #CTLD/CSAR
* Small fix for
2023-01-05 10:45:37 +01:00
Applevangelist
793c0d988e Changes from dev 2023-01-03 10:22:10 +01:00
Applevangelist
b0eef34146 #CONTROLLABLE
* Docu fix

#WAREHOUSE
* Changes from dev

#ZONE
* Additions to ZONE_POLYGON
2023-01-03 10:15:16 +01:00
Applevangelist
3fbfb8b528 #UNIT
* Fix #1865
2023-01-02 17:27:01 +01:00
Thomas
cdd240abb7 PseudoATC - Option to display playername (#1870)
Use `myatc:SetReportPlayername()` to switch this on #1864
2023-01-02 14:28:35 +01:00
Applevangelist
5d802f0e16 #TIMER
* Added `StartIf()`
2023-01-01 12:34:02 +01:00
Applevangelist
8661d07e1e #ATIS
* Make SRS say TACAN and FARP and not spell the single characters
2022-12-29 16:33:13 +01:00
Thomas
41eec658e0 UTILS - Update Load/Save Groups and Statics (#1857)
Addresses #1855 and #1856 

Added options to save groups in a structrued manner, allowing to despawn specific unit-types on a reload. Optionally, cinematic effects like smoke and fires can be put in place of despawned units. For statics, an option to replace them with dead statics has been added, and also cinematic effects.
2022-12-28 15:40:40 +01:00
Thomas
9facf07955 ATIS - added basic FARP support (#1854)
ATIS - added basic FARP support, only works with SRS
2022-12-25 14:18:53 +01:00
Applevangelist
cd4844d26c #EVENT
* Small fix for hit event on coordinates
2022-12-24 12:03:04 +01:00
Applevangelist
9619b11c58 #CTLD
* add sound folder path option
2022-12-23 13:42:14 +01:00
Thomas
535060153a CTLD #1851 Add variable for a sound path (#1852)
CTLD #1851 Add variable for a sound path - defaults to  `self.RadioPath = "l10n/DEFAULT/"`
2022-12-23 13:39:00 +01:00
Applevangelist
f26ff52712 #UNIT
* Docu fix
2022-12-21 14:09:47 +01:00
Applevangelist
4a299ea53f #CTLD
* Added option to inject troops into helos
2022-12-21 14:05:58 +01:00
Applevangelist
6f0ba337c4 #SET_SCENERY
* Added GetAliveSet()
2022-12-21 12:55:01 +01:00
Applevangelist
8df6e2dd57 #UNIT
* Improve GetGroup() as after Dec/22 patch geGroup() might be nil
# SET_UNIT
* Improved Docu
2022-12-19 16:12:09 +01:00
Applevangelist
5010cdff71 #CTLD
* Fix to also save crates which have not been moved
2022-12-19 14:04:30 +01:00
Applevangelist
fea1839c06 #AIRBASE
* Added Rio Chico Airfield
2022-12-16 18:43:50 +01:00
Applevangelist
80e3b157ca #UTILS
* UTILS.LoadSetOfStatics(Path,Filename) ignore statics which do not exist
2022-12-15 18:28:06 +01:00
Applevangelist
d5028d86df #SET_CLIENT
* small addition
2022-12-15 11:49:28 +01:00
Applevangelist
1fac6b7c93 #SET_CLIENT
* Added `FilterCallsigns()` and `FilterPlayernames()`
2022-12-14 14:48:20 +01:00
Applevangelist
089467c15a #AI\_A2A\_GCICAP
* Fix demo mission link
2022-12-14 09:41:35 +01:00
Applevangelist
77e7f767d8 #AIRBASE
* docu correction
2022-12-12 16:23:47 +01:00
Applevangelist
324739aeb9 #SET
* Improve GetRandom() a bit
2022-12-11 15:49:50 +01:00
Applevangelist
84d301c676 #CTLD
* Added disallow building in loadzones: my_ctld.nobuildinloadzones = true
2022-12-09 12:37:39 +01:00
Applevangelist
dcfce8b619 #CTLD - enforce modulation on beacons 2022-12-07 18:50:26 +01:00
Frank
813d4edc97 CONDITION v0.3.0
- Added methods to remove condition functions
- Added option to define output if no condition functions at all were given
-
2022-12-07 18:35:12 +01:00
Applevangelist
9ea4a5dbd4 #CTLD less log noise 2022-12-06 12:49:27 +01:00
Applevangelist
508e36d327 #CTLD Fix for Beacon Zone disappearing too fast 2022-12-03 14:37:01 +01:00
Applevangelist
37b1e7366c *smaller fixes 2022-12-02 16:39:09 +01:00
Thomas
b29b9f1b2c Update README.md 2022-12-01 21:32:19 +01:00
Applevangelist
7865be43bb * Minor fixes 2022-12-01 13:27:58 +01:00
Frank
f17f688a20 Condition and Message 2022-11-30 18:37:14 +01:00
Applevangelist
df2a6a6902 #ATIS
* Added `ATIS:GetSRSText()`
2022-11-29 17:53:41 +01:00
Applevangelist
df0c0ec21e #CTLD
* Small fix for BEACON Zones
2022-11-29 15:39:58 +01:00
Thomas
53d71d9766 Update RAT.lua
Fix #1848
2022-11-28 17:42:09 +01:00
Applevangelist
eb5a72fc27 * less noise 2022-11-27 17:35:13 +01:00
Applevangelist
cec045045e * Less noise 2022-11-27 17:35:13 +01:00
Applevangelist
33f30101d9 Merge remote-tracking branch 'origin/master' 2022-11-23 09:55:50 +01:00
Applevangelist
1e139a6005 #SPAWN
* Fix callsign dupplication of numbers introduced with 2.8
2022-11-23 09:55:47 +01:00
Applevangelist
eacfbad729 #SPAWN
* Fix for unit callsign number duplication since 2.8 release (ED saving callsign.name now as "Texaco11" instead of "Texaco" for the F10 Map overview
2022-11-23 09:48:06 +01:00
Frank
6834a2e083 Spawning FARPS
**SPAWNSTATIC**
- Added event birth when static FARPS are spawned

**EVENT**
- Unknown airbases as inititiator are registered
2022-11-20 20:55:34 +01:00
Frank
2538d583ad Update Suppression.lua
- Fixed routing of group (passing waypoint function was triggered too early due to changed DCS behaviour)
2022-11-19 19:36:55 +01:00
Frank
c9ccc28251 Merge branch 'master' into FF/MasterDevel 2022-11-19 11:44:46 +01:00
Applevangelist
0f1ad9d811 # TaskRecoveryTanker 2022-11-18 11:28:52 +01:00
Applevangelist
93c986f00a #GROUP
* Added additional push of tanker task to GROUP:SetAsRecoveryTanker() for a working setup
2022-11-18 11:23:56 +01:00
Applevangelist
239e2ef86d #GROUP/CONTROLLABLE
* Added RecoveryTanker Task
2022-11-18 09:58:48 +01:00
Applevangelist
5a7a23552d #AIRBASE
* Added enumerators for
-- * AIRBASE.SouthAtlantic.Puerto_Santa_Cruz
-- * AIRBASE.SouthAtlantic.Comandante_Luis_Piedrabuena
-- * AIRBASE.SouthAtlantic.Aerodromo_De_Tolhuin
-- * AIRBASE.SouthAtlantic.Porvenir_Airfield
-- * AIRBASE.SouthAtlantic.Almirante_Schroeders
-- * AIRBASE.SouthAtlantic.Rio_Turbio
2022-11-17 17:13:33 +01:00
Applevangelist
4fb98cf72b #CSAR
* Make rescued pilot's weight configureable
2022-11-17 13:54:43 +01:00
Applevangelist
a125497fe7 #SPAWN
* Ensure we have a numbered table for InitRandomizeTemplate/Zone so math.random actually works
* Also, pre-shuffle tables
2022-11-16 11:12:47 +01:00
Applevangelist
ae2196585e #MESSAGE
* added to country
* added a couple of countries to country.id. enumerator
2022-11-16 09:39:54 +01:00
Applevangelist
fbad50973f # Bug fixes 2022-11-14 18:15:55 +01:00
Applevangelist
782cfd1fd0 #ATIS
* Added honor Stop() functionality
2022-11-14 17:36:34 +01:00
Applevangelist
d4a06089c9 #CTLD
* Change call order to move troops, vehicle on `onafter..` internally
* added pseudo-function for "OnBefore..."
2022-11-13 13:37:25 +01:00
Applevangelist
5c6efed995 Docu Headlines part II 2022-11-11 11:40:36 +01:00
Applevangelist
68a31b1eb7 Docu - Nicer Headlines 2022-11-11 09:35:54 +01:00
Applevangelist
f46f755327 #Docu fixes 2022-11-10 17:32:45 +01:00
Applevangelist
5d4f870a1d #Docu fixes 2022-11-10 17:29:40 +01:00
Applevangelist
08c5c38c7b Changes from last FF push 2022-11-09 16:09:05 +01:00
Applevangelist
0c9238651a * POINT
* Added option to get BR/BRA with add'l magnetic heading
2022-11-08 15:33:09 +01:00
Applevangelist
10a9b062b6 #MSRS
* Docu corrections
* Added `AddFrequencies()` and `AddModulations()`
2022-11-08 10:10:11 +01:00
Thomas
53c6a17ccb Fix CTLD Ship Zones
Fixes #1830
2022-11-07 19:11:08 +01:00
Applevangelist
c10617e1b0 #CTLD
* Fix for Bronco #1827
* Fix for Ship Zones
2022-11-07 17:37:02 +01:00
Thomas
be01567a1b CTLD - added Bronco (#1828)
Added data for the Bronco-OV-10A - needs further additions to ensure to work, as this is a plane, not a chopper #1827
2022-11-07 11:19:52 +01:00
TommyC81
88fc501c24 Update Range.lua (#1825)
Add meter text to RANGE bombing result.
2022-11-06 19:33:44 +01:00
Applevangelist
e93bb5ceba Merge remote-tracking branch 'origin/master' 2022-11-06 11:28:03 +01:00
Applevangelist
7983621f8e #SCORING
* Added option to switch AutoSave
2022-11-06 11:27:59 +01:00
Applevangelist
6c79d6b01f #SCORING
* Added option to switch AutoSave
2022-11-06 11:26:16 +01:00
Applevangelist
b2a351e67d UTILS 2022-11-05 14:03:38 +01:00
TommyC81
574fa8abf4 Documentation fixes. (#1820)
* Documentation fixes.

* Update Airboss.lua

Escape links.
2022-11-02 11:20:35 +01:00
Applevangelist
c4f4af5e5a #ZONE_POLYGON
* Scan for Scenery - changed scan strategy as box seems not to work properly all the time
2022-11-01 16:31:47 +01:00
Applevangelist
1da0792ed7 #CTLD
* added option for build time delay
2022-11-01 14:32:02 +01:00
Applevangelist
7d37acb1cd #CTLD_HERCULES
* Fix for `CTLD_HERCULES:Cargo_Track(cargo, initiator)` when flying very low
2022-10-31 16:06:30 +01:00
Applevangelist
fd230701e9 #EVENT
* Added events from 2.8
2022-10-31 15:43:13 +01:00
Applevangelist
91d492c579 #EVENT
* Added events from 2.8
2022-10-31 15:15:47 +01:00
Applevangelist
5eabe7e644 #GROUP
* Ensure also attribute "Tanks" is captured
2022-10-31 10:25:08 +01:00
TommyC81
368e720cab Documentation fixes. (#1816) 2022-10-29 10:07:50 +02:00
TommyC81
cba156b3dc Code formatting preparation. (#1817)
Use EmmyLuaCodeStyle that comes with "Lua" VS Code extension (https://marketplace.visualstudio.com/items?itemName=sumneko.lua). More features and configurability than LuaFormatter, and no need for additional extension (beyond "Lua").
Formatting file set up from default template with some tweaks to correspond to most common coding style observed in the code base. Further tweaks are likely required.
2022-10-29 10:07:01 +02:00
TommyC81
676bc0fef0 Documentation fixes. (#1815)
Minor documentation and code formatting fixes.
This is mostly intended to have something re-trigger the documentation generation to see if the filename capitalization is resolved.
2022-10-27 18:38:59 +02:00
TommyC81
7455c63716 Documentation fixes. (#1811)
Update documentation text and links.
Fix spelling errors.
Other minor adjustments where appropriate, such as remove whitespaces and format code.
2022-10-23 16:45:40 +02:00
TommyC81
81818705df Documentation fixes. (#1810)
Fix documentation references.
Correct spelling errors.
Remove empty whitespaces.
Correct a single mis-spelled ZONE_BASE variable, see 'Core/Zone.lua' (variable "Sureface" -> "Surface", no references to mis-spelled "Sureface" throughout the codebase).
Correct mis-spelling of "coaltion" in 'Functional/Mantis.lua', corrected to "coalition".
2022-10-22 11:07:58 +02:00
TommyC81
61ea484614 Documentation fixes. (#1809)
Fix incorrect references.
Simplify references within the same module.
Fix spelling errors and minor code formatting.
2022-10-21 13:52:09 +02:00
TommyC81
d5e8de4d74 Documentation fixes. (#1807)
Correct module links.
Replace references to missing images with MOOSE.JPG.
Add default MOOSE.JPG where no image was previously set.
Fix minor spelling error.
2022-10-21 06:10:34 +02:00
Applevangelist
b7d5144c91 #MANTIS
* Add systems from SMA mod
2022-10-20 11:39:51 +02:00
Applevangelist
7bba5ec69e #SCENERY, #SET_SCENERY
* Improvements
2022-10-19 12:37:24 +02:00
TommyC81
0441acf101 Documentation fixes. (#1803)
Improve the consistency of the module intros to the most commonly used version (single dash).

Add missing module information (abbreviated where none existed previously).

Fix broken documentation links

Make module names correspond to filenames (and fix links).

Fix typos.
2022-10-19 12:20:39 +02:00
Rolf Geuenich
89f0909a8f Fixed some errors in the documentation of Core MESSAGE (#1804)
Removed wrong forth parameter in most examples.
Removed duplicate of function ToUnit.
2022-10-19 06:32:57 +02:00
Applevangelist
ff0f1c4c24 #CTLD
* added a check for zones; not added when zone does not exist
2022-10-18 17:23:01 +02:00
Applevangelist
3a6c52ae73 #CSAR
* Added use of custom callsigns
* Added cargo weight for rescued pilots
* Improved o'clock calculation

#CTLD
* Docu additions
2022-10-18 16:59:19 +02:00
Applevangelist
7ec18ebf00 #SCENERY
* functional additions
#SET
* added SET_SCENERY
2022-10-17 18:06:29 +02:00
Thomas
66f52d41eb CTLD - No radius check (#1800)
Get rid of radius check in IsUnitInZone()
2022-10-17 12:33:17 +02:00
Applevangelist
1172cf0ae7 #GROUP
* Added function to obtain *average* Vec3 of the GROUP
* Added function to obtain *average* Coordinate of the GROUP
2022-10-16 13:36:21 +02:00
Applevangelist
1d296d1cf4 #CTLD
* Documentation additions
2022-10-14 16:50:31 +02:00
Applevangelist
a6bddc5aca #SET_UNIT - fix GetCoordinate() 2022-10-14 16:18:53 +02:00
Applevangelist
bdd40fdf7d #PLAYERTASK integration for CSAR and CTLD 2022-10-13 17:43:27 +02:00
Applevangelist
c84e153ff2 #SCENERY
* Improvements
2022-10-13 12:53:27 +02:00
Applevangelist
ab4c83d284 #SCENERY - Improvements 2022-10-13 10:49:17 +02:00
Applevangelist
cd99c053df #SCENERY
* Clarification in docu for :FindByName()
2022-10-12 16:21:55 +02:00
Applevangelist
3434ef47d9 #STATIC
* Add Life0 to STATIC Object
* Added functions for STATIC:GetLife() and STATIC:GetLife0()
2022-10-12 09:32:51 +02:00
Applevangelist
c5145a38e2 #Core.Point
* Cleanup GetClosestAirbase()
2022-10-10 17:42:02 +02:00
Applevangelist
38b9778e9a #SET
* minor enhancement
2022-10-09 12:53:45 +02:00
Jason du Plessis
2ca6168f47 #ZONE * Fixed ZONE_RADIUS Not being added to _Database (#1798)
* #ZONE * Fixed ZONE_RADIUS Not being added to _Database

Bugfix for #1797.

ZONE_RADIUS was not being registered within the _Database table, thus for CTLD, the Zone could not be found for moving units to ZONE_RADIUS zones. Because other Zone types inherit ZONE_RADIUS, I've added a RegisterZone parameter that is default to true, and modified the inheritance of the other Zone types to register the zone in the _Database depending if the zone does not get registered in that zone type.

* #ZONE * Updated ZONE_RADIUS RegisterZone to DoNotRegisterZone

Changed RegisterZone to DoNotRegisterZone and updated the different zone types values for RegisterZone.

Suggested by Applevangelist.

Co-authored-by: Jason du Plessis <jason.duplessis@ebtax.co.za>
2022-10-06 07:27:07 +02:00
Applevangelist
0da2299472 Docu changes 2022-10-05 07:32:17 +02:00
Frank
bf2ce3c4af AIRBOSS v1.3.0
- Copy from `develop` branch.
- Disabled AI handling as this is bugged (needs `FLIGHTGROUP` class)
2022-10-02 19:20:25 +02:00
Frank
c0f82eabb2 Server Name
**GLOBALS**
- Read out server name from `Config/serverSettings.lua`
**SOCKET**
- Added `server_name` to transmitted UDP data
2022-10-02 16:54:48 +02:00
Applevangelist
30aba1258d #POINT
* Added COORDINATE:ToStringFromRPShort
2022-10-02 13:14:57 +02:00
Applevangelist
f2ed920214 #SRSQUEUE, ATIS
* Added option to only transmit via SRS if there are active players
2022-10-01 11:57:22 +02:00
Applevangelist
2fc7139f6b #SET
* Added code to`SET:IsInSet(Object)` to be functional
2022-09-30 14:47:51 +02:00
Applevangelist
e8ace49e8b #SPOT - Set relative position to start lasing
#ZONE_POLYGON - Added `ZONE_POLYGON:NewFromPointsArray( ZoneName, PointsArray )`
2022-09-29 16:43:40 +02:00
Applevangelist
dddb9ff713 #ZONE_CAPTURE_COALITION - allow zone to be a ZONE_POLYGON 2022-09-28 11:49:06 +02:00
Applevangelist
f582f7df7c #ATIS
* Fixed SetILS report not working
* Use new AIRBASE additions to set takeoff/landing runway
* Fixed Visibility is reported twice
* Added SetReportmBar() to report for mBar/hpa QNH/QFE even if not metric
* Added option to output additional freetext information when using SRS SetAdditionalInformation()

#1792
2022-09-27 11:16:08 +02:00
Applevangelist
14c6d1be9b #1790 Fix for error in GetCustomCallsign if the player name contains a |-sign but no string at the end or just numbers 2022-09-27 09:27:59 +02:00
Frank
2157f8e8cd Airboss
Take animation for determining the wire
2022-09-26 23:34:00 +02:00
Applevangelist
0731e15385 #CSAR
* Added mycsar.ADFRadioPwr = 1000 for ADF beacon radio sending power
2022-09-26 17:01:18 +02:00
Applevangelist
9eb82060a5 SRS - corrected enumerator 2022-09-25 14:41:38 +02:00
Applevangelist
9f232ab5ec #ATIS - added Google TTS option 2022-09-25 14:41:19 +02:00
Applevangelist
ec0d164619 #MSRS - put "" around frequencies and modulations 2022-09-25 14:14:56 +02:00
Applevangelist
e804ab9254 Merge remote-tracking branch 'origin/master' 2022-09-24 10:10:06 +02:00
Applevangelist
25cb12a81a #FOX
* Added comfy function
2022-09-24 10:10:02 +02:00
Applevangelist
231acc7363 #RANGE
* added 2 more SRS outputs
2022-09-24 10:09:00 +02:00
Applevangelist
d8bdf6a8d3 #CSAR
* Added option to change top menu name
2022-09-23 10:28:35 +02:00
Applevangelist
d506067c72 #FOX
* Typo in Event Function fixed
2022-09-23 09:59:24 +02:00
Applevangelist
4483d3231a #CTLD
* Added: troop mass also checked when loading
2022-09-22 17:30:01 +02:00
Applevangelist
481ee186aa #AIRBOSS, #UTILS
* Alitude to Altitude
2022-09-22 15:49:31 +02:00
Thomas
8820b8a41c Nimitz deck height (#1787)
Corrected deck height of Nimitz class to 18.3m/60ft
2022-09-22 15:46:55 +02:00
356 changed files with 28677 additions and 9165 deletions

View File

@@ -1,87 +0,0 @@
version: 2.4.a.{build}
shallow_clone: true
skip_branch_with_pr: false
skip_commits:
message: /!nobuild/
skip_tags: false
environment:
access_token_documentation:
secure: JVBVVL8uJUcLXN+48eRdELEeCGOGCCaMzCqutsUqNuaZ/KblG5ZTt7+LV4UKv/0f
LUAROCKS_VER: 2.4.1
LUA_VER: 5.1.5
LUA: lua5.3
matrix:
- LUA_VER: 5.1.5
platform:
- x64
init:
- ps: if ($env:APPVEYOR_PULL_REQUEST_NUMBER -and $env:APPVEYOR_BUILD_NUMBER -ne ((Invoke-RestMethod `
https://ci.appveyor.com/api/projects/$env:APPVEYOR_ACCOUNT_NAME/$env:APPVEYOR_PROJECT_SLUG/history?recordsNumber=50).builds | `
Where-Object pullRequestId -eq $env:APPVEYOR_PULL_REQUEST_NUMBER)[0].buildNumber) { `
throw "There are newer queued builds for this pull request, failing early." }
# - ps: iex ((new-object net.webclient).DownloadString('https://raw.githubusercontent.com/appveyor/ci/master/scripts/enable-rdp.ps1'))
install:
- 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
cache:
C:\ProgramData\chocolatey\lib
C:\ProgramData\chocolatey\bin
build_script:
- ps: |
if( $env:appveyor_repo_branch -eq 'master' -or $env:appveyor_repo_branch -eq 'develop' )
{
echo "Hello World!"
$apiUrl = 'https://ci.appveyor.com/api'
$token = 'v2.6hcv3ige78kg3yvg4ge8'
$headers = @{
"Authorization" = "Bearer $token"
"Content-type" = "application/json"
}
$RequestBody = @{ accountName = 'FlightControl-Master'; projectSlug = 'moose-include'; branch = "$env:appveyor_repo_branch"; environmentVariables = @{} } | ConvertTo-Json
# Generate the new version ...
$project = Invoke-RestMethod -method Post -Uri "$apiUrl/builds" -Headers $headers -Body $RequestBody
}
- ps: |
if( $env:appveyor_repo_branch -eq 'master' -or $env:appveyor_repo_branch -eq 'develop' )
{
$apiUrl = 'https://ci.appveyor.com/api'
$token = 'v2.6hcv3ige78kg3yvg4ge8'
$headers = @{
"Authorization" = "Bearer $token"
"Content-type" = "application/json"
}
$RequestBody = @{ accountName = 'FlightControl-Master'; projectSlug = 'moose-docs'; branch = "$env:appveyor_repo_branch"; environmentVariables = @{} } | ConvertTo-Json
# get project with last build details
$project = Invoke-RestMethod -method Post -Uri "$apiUrl/builds" -Headers $headers -Body $RequestBody
}
test: off
# test_script:
# - cmd: luacheck "Moose Development\Moose\moose.lua" "Moose Mission Setup\moose.lua"
on_finish:
# - ps: $blockRdp = $true; iex ((new-object net.webclient).DownloadString('https://raw.githubusercontent.com/appveyor/ci/master/scripts/enable-rdp.ps1'))

4
.gitattributes vendored
View File

@@ -15,3 +15,7 @@
*.PDF diff=astextplain *.PDF diff=astextplain
*.rtf diff=astextplain *.rtf diff=astextplain
*.RTF diff=astextplain *.RTF diff=astextplain
# Avoid Windows line endings on shell scripts
# Needed for dockerfile builds
*.sh text eol=lf

168
.github/workflows/build-docs.yml vendored Normal file
View File

@@ -0,0 +1,168 @@
name: Moose-Docs
on:
push:
branches:
- master
- develop
paths:
- 'Moose Setup/**/*.lua'
- 'Moose Development/**/*.lua'
- 'Moose Development/**/*.py'
- 'Moose Development/**/*.html'
- '.github/workflows/build-docs.yml'
# Allows you to run this workflow manually from the Actions tab
workflow_dispatch:
jobs:
Build:
runs-on: ubuntu-latest
steps:
- name: Extract branch name
shell: bash
run: echo "branch=${GITHUB_HEAD_REF:-${GITHUB_REF#refs/heads/}}" >> $GITHUB_OUTPUT
id: extract_branch
- name: Build informations
run: |
echo "Triggered by: ${{ github.event_name }}"
echo "Running on: ${{ runner.os }}"
echo "Ref: ${{ github.ref }}"
echo "Branch name: ${{ steps.extract_branch.outputs.branch }}"
echo "Repository: ${{ github.repository }}"
echo "Commit-Id: ${{ github.sha }}"
echo "Owner: ${{ github.repository_owner }}"
echo "FORCE_PUSH: ${{ vars.FORCE_PUSH }}"
#########################################################################
# Prepare build environment
#########################################################################
- name: Check out repository code
uses: actions/checkout@v4
- name: Prepare build output folders
run: |
mkdir -p build/tools
mkdir -p build/doc
- name: Checkout FlightControls modified luadocumentor
uses: actions/checkout@v4
with:
repository: Applevangelist/luadocumentor
path: './build/tools/luadocumentor'
ref: 'patch-1'
token: ${{ secrets.BOT_TOKEN }}
- name: Update apt-get (needed for act docker image)
run: |
sudo apt-get -qq update
- name: Install tree
run: |
sudo apt-get -qq install tree
#########################################################################
# Install all prerequisites for LuaDocumentor
#########################################################################
- name: Install Lua
run: |
sudo apt-get -qq install lua5.1
- name: Install LuaRocks
run: |
sudo apt-get -qq install luarocks -y
- name: Install markdown (prereq for LuaDocumentor)
run: |
sudo luarocks install markdown 0.32-2
- name: Install penlight (prereq for LuaDocumentor)
run: |
sudo luarocks install penlight 1.11.0-1
- name: Install metalua-compiler (prereq for LuaDocumentor)
run: |
sudo luarocks install metalua-compiler 0.7.3-1
- name: Install metalua-parser (prereq for LuaDocumentor)
run: |
sudo luarocks install metalua-parser 0.7.3-2
- name: Install checks (prereq for LuaDocumentor)
run: |
sudo luarocks install checks
#########################################################################
# Run LuaDocumentor
#########################################################################
- name: Run LuaDocumentor
run: |
lua luadocumentor.lua -d ${{ github.workspace }}/build/doc "${{ github.workspace }}/Moose Development/Moose"
working-directory: ${{ github.workspace }}/build/tools/luadocumentor
#########################################################################
# Replace <head> tag
#########################################################################
- name: Replace head tag
run: |
python3 "${{ github.workspace }}/Moose Development/docs-header.py"
working-directory: ${{ github.workspace }}/build/doc
- name: Check replacement of head tag
run: |
head -10 ${{ github.workspace }}/build/doc/AI.AI_A2A_Cap.html
#########################################################################
# Push to MOOSE_DOCS
#########################################################################
- name: Set docs repo for branch
shell: bash
id: set_doc_repo
run: |
if [[ $GITHUB_REF == 'refs/heads/master' ]]; then
echo "docrepo=MOOSE_DOCS" >> "$GITHUB_OUTPUT"
else
echo "docrepo=MOOSE_DOCS_DEVELOP" >> "$GITHUB_OUTPUT"
fi
- name: Checkout ${{ steps.set_doc_repo.outputs.docrepo }} to folder MOOSE_DOCS
uses: actions/checkout@v4
with:
repository: ${{ github.repository_owner }}/${{ steps.set_doc_repo.outputs.docrepo }}
path: './build/MOOSE_DOCS'
fetch-depth: 0
ref: 'master'
token: ${{ secrets.BOT_TOKEN }}
- name: Delete folder to remove deleted files
run: |
rm -rf ./build/MOOSE_DOCS/Documentation/
- name: Create target folder
run: mkdir -p build/MOOSE_DOCS/Documentation
- name: Copy build result to MOOSE_DOCS
run: |
cp ./build/doc/*.* ./build/MOOSE_DOCS/Documentation/
- name: Push result to docs repository
if: ${{ vars.FORCE_PUSH == 'true' }}
run: |
git config user.name "MooseBotter"
git config user.email "MooseBotter@users.noreply.github.com"
git add .
git commit --allow-empty -m "Auto commit by GitHub Actions Workflow"
git push --set-upstream origin master
working-directory: ${{ github.workspace }}/build/MOOSE_DOCS
#########################################################################
# Show the results
#########################################################################
- name: List files in the repository
run: |
tree ${{ github.workspace }}/build
- run: echo "This job's status is ${{ job.status }}."

148
.github/workflows/build-includes.yml vendored Normal file
View File

@@ -0,0 +1,148 @@
name: Moose-Includes
on:
push:
branches:
- master
- develop
paths:
- 'Moose Setup/**/*.lua'
- 'Moose Development/**/*.lua'
- '.github/workflows/build-includes.yml'
# Allows you to run this workflow manually from the Actions tab
workflow_dispatch:
jobs:
Build:
runs-on: ubuntu-latest
steps:
- name: Extract branch name
shell: bash
run: echo "branch=${GITHUB_HEAD_REF:-${GITHUB_REF#refs/heads/}}" >> $GITHUB_OUTPUT
id: extract_branch
- name: Build informations
run: |
echo "Triggered by: ${{ github.event_name }}"
echo "Running on: ${{ runner.os }}"
echo "Ref: ${{ github.ref }}"
echo "Branch name: ${{ steps.extract_branch.outputs.branch }}"
echo "Repository: ${{ github.repository }}"
echo "Commit-Id: ${{ github.sha }}"
echo "Owner: ${{ github.repository_owner }}"
echo "FORCE_PUSH: ${{ vars.FORCE_PUSH }}"
#########################################################################
# Prepare build environment
#########################################################################
- name: Check out repository code
uses: actions/checkout@v4
- name: Prepare build output folders
run: |
mkdir -p build/result/Moose_Include_Dynamic
mkdir -p build/result/Moose_Include_Static
- name: Update apt-get (needed for act docker image)
run: |
sudo apt-get -qq update
- name: Install tree
run: |
sudo apt-get -qq install tree
#########################################################################
# Install all prerequisites
#########################################################################
- name: Install Lua 5.3
run: |
sudo apt-get -qq install lua5.3 -y
- name: Check Lua version
run: |
lua -v
- name: Install LuaRocks
run: |
sudo apt-get -qq install luarocks -y
- name: Check LuaRocks version
run: |
luarocks --version
- name: Install Lua 5.3 Dev for prerequisites for LuaSrcDiet
run: |
sudo apt-get -qq install liblua5.3-dev -y
- name: Install LuaSrcDiet
run: |
sudo luarocks install luasrcdiet
- name: Install LuaCheck
run: |
sudo luarocks install luacheck
#########################################################################
# Build Include files
#########################################################################
- name: Build Include Static
run: |
export COMMIT_TIME=$(git show -s --format=%cd ${{ github.sha }} --date=iso-strict)
lua5.3 "./Moose Setup/Moose_Create.lua" S "$COMMIT_TIME-${{ github.sha }}" "./Moose Development/Moose" "./Moose Setup" "./build/result/Moose_Include_Static"
- name: Build Includes Dynamic
run: |
export COMMIT_TIME=$(git show -s --format=%cd ${{ github.sha }} --date=iso-strict)
lua5.3 "./Moose Setup/Moose_Create.lua" D "$COMMIT_TIME-${{ github.sha }}" "./Moose Development/Moose" "./Moose Setup" "./build/result/Moose_Include_Dynamic"
#########################################################################
# Run LuaCheck
#########################################################################
- name: Run LuaCheck
if: ${{ vars.SKIP_LUACHECK != true }}
continue-on-error: true
run: |
luacheck --std=lua51c --config=.luacheckrc -gurasqq "Moose Development/Moose"
- name: Run LuaSrcDiet
run: |
luasrcdiet --basic --opt-emptylines ./build/result/Moose_Include_Static/Moose.lua -o ./build/result/Moose_Include_Static/Moose_.lua
#########################################################################
# Push to MOOSE_INCLUDE
#########################################################################
- name: Checkout MOOSE_INCLUDE
uses: actions/checkout@v4
with:
repository: ${{ github.repository_owner }}/MOOSE_INCLUDE
path: './build/MOOSE_INCLUDE'
fetch-depth: 0
ref: ${{ steps.extract_branch.outputs.branch }}
token: ${{ secrets.BOT_TOKEN }}
- name: Create target folder (needed if checkout is deactivated)
run: mkdir -p build/MOOSE_INCLUDE
- name: Copy build reseult to MOOSE_INCLUDE
run: |
cp -r ./build/result/* ./build/MOOSE_INCLUDE/
- name: Push result to MOOSE_INCLUDE repository
if: ${{ vars.FORCE_PUSH == 'true' }}
run: |
git config user.name "MooseBotter"
git config user.email "MooseBotter@users.noreply.github.com"
git add .
git commit --allow-empty -m "Auto commit by GitHub Actions Workflow"
git push --set-upstream origin ${{ steps.extract_branch.outputs.branch }}
working-directory: ${{ github.workspace }}/build/MOOSE_INCLUDE
#########################################################################
# Show the results
#########################################################################
- name: List files in the repository
run: |
tree ${{ github.workspace }}/build
- run: echo "This job's status is ${{ job.status }}."

78
.github/workflows/gh-pages.yml vendored Normal file
View File

@@ -0,0 +1,78 @@
# This workflow uses actions that are not certified by GitHub.
# They are provided by a third-party and are governed by
# separate terms of service, privacy policy, and support
# documentation.
# Sample workflow for building and deploying a Jekyll site to GitHub Pages
name: Deploy Jekyll site to Pages
on:
push:
branches: ["master"]
paths:
- 'docs/**'
- '.github/workflows/gh-pages.yml'
# Allows you to run this workflow manually from the Actions tab
workflow_dispatch:
# Sets permissions of the GITHUB_TOKEN to allow deployment to GitHub Pages
permissions:
contents: read
pages: write
id-token: write
# Allow one concurrent deployment
concurrency:
group: "pages"
cancel-in-progress: true
jobs:
# Build job
build:
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v3
- name: Setup Ruby
uses: ruby/setup-ruby@v1
with:
ruby-version: '3.1' # Not needed with a .ruby-version file
bundler-cache: true # runs 'bundle install' and caches installed gems automatically
cache-version: 0 # Increment this number if you need to re-download cached gems
working-directory: docs/
- name: Setup Pages
id: pages
uses: actions/configure-pages@v3
- name: Build with Jekyll
# Outputs to the './_site' directory by default
run: bundle exec jekyll build --baseurl "${{ steps.pages.outputs.base_path }}"
env:
JEKYLL_ENV: production
working-directory: docs/
- name: Upload artifact
# Automatically uploads an artifact from the './_site' directory by default
uses: actions/upload-pages-artifact@v1
with:
path: docs/_site/
# Deployment job
deploy:
environment:
name: github-pages
url: ${{ steps.deployment.outputs.page_url }}
runs-on: ubuntu-latest
needs: build
steps:
- name: Deploy to GitHub Pages
id: deployment
uses: actions/deploy-pages@v1
check:
runs-on: ubuntu-latest
needs: deploy
steps:
- name: Setup Node
uses: actions/setup-node@v3
- run: npm install linkinator
- run: npx linkinator https://flightcontrol-master.github.io/MOOSE/ --verbosity error --timeout 5000 --recurse --skip "(java.com)" --retry-errors --retry-errors-count 3 --retry-errors-jitter

16
.gitignore vendored
View File

@@ -35,6 +35,8 @@ local.properties
## Ignore Visual Studio temporary files, build results, and ## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons. ## files generated by popular Visual Studio add-ons.
.vscode
# User-specific files # User-specific files
*.suo *.suo
*.user *.user
@@ -219,12 +221,16 @@ pip-log.txt
#Goodsync #Goodsync
_gsdata_/ _gsdata_/
# PyCharm
.idea
#GITHUB #GITHUB
.gitattributes
.gitignore
Moose Test Missions/MOOSE_Test_Template.miz Moose Test Missions/MOOSE_Test_Template.miz
Moose Development/Moose/.vscode/launch.json Moose Development/Moose/.vscode/launch.json
MooseCodeWS.code-workspace MooseCodeWS.code-workspace
.gitignore
.gitignore # Excludes for act (https://github.com/nektos/act)
/.gitignore .secrets
.env
.actrc
.vars

View File

@@ -0,0 +1,166 @@
# Repository: https://github.com/CppCXY/EmmyLuaCodeStyle
# English documentation: https://github.com/CppCXY/EmmyLuaCodeStyle/blob/master/README_EN.md
[*.lua]
# [basic]
# optional space/tab
indent_style = space
# if indent_style is space, this is valid
indent_size = 4
# if indent_style is tab, this is valid
tab_width = 4
# none/single/double
quote_style = none
# only support number
continuation_indent_size = 0
# optional crlf/lf/cr/auto, if it is 'auto', in windows it is crlf other platforms are lf
end_of_line = auto
detect_end_of_line = false
# this mean utf8 length , if this is 'unset' then the line width is no longer checked
# this option decides when to chopdown the code
max_line_length = 9999
# this will check text end with new line
insert_final_newline = true
# [function]
# function call expression's args will align to first arg
# optional true/false/only_after_more_indention_statement/only_not_exist_cross_row_expression
align_call_args = false
# if true, all function define params will align to first param
align_function_define_params = true
remove_expression_list_finish_comma = true
# keep/remove/remove_table_only/remove_string_only/unambiguous_remove_string_only
call_arg_parentheses = keep
# [table]
#optional none/comma/semicolon
table_separator_style = none
#optional keep/never/always/smart
trailing_table_separator = keep
# see document for detail
continuous_assign_table_field_align_to_equal_sign = true
# if true, format like this "local t = { 1, 2, 3 }"
keep_one_space_between_table_and_bracket = true
# if indent_style is tab, this option is invalid
align_table_field_to_first_field = true
# [statement]
align_chained_expression_statement = false
# continous line distance
max_continuous_line_distance = 1
# see document for detail
continuous_assign_statement_align_to_equal_sign = true
# if statement will align like switch case
if_condition_align_with_each_other = false
# if true, continuation_indent_size for local or assign statement is invalid
# however, if the expression list has cross row expression, it will not be aligned to the first expression
local_assign_continuation_align_to_first_expression = false
statement_inline_comment_space = 1
# [indentation]
# if true, the label loses its current indentation
label_no_indent = false
# if true, there will be no indentation in the do statement
do_statement_no_indent = false
# if true, the conditional expression of the if statement will not be a continuation line indent
if_condition_no_continuation_indent = false
if_branch_comments_after_block_no_indent = false
# [space]
# if true, t[#t+1] will not space wrapper '+'
table_append_expression_no_space = false
long_chain_expression_allow_one_space_after_colon = false
remove_empty_header_and_footer_lines_in_function = true
space_before_function_open_parenthesis = false
space_inside_function_call_parentheses = false
space_inside_function_param_list_parentheses = false
space_before_open_square_bracket = false
space_inside_square_brackets = false
# if true, ormat like this "local t <const> = 1"
keep_one_space_between_namedef_and_attribute = true
# [row_layout]
# The following configuration supports four expressions
# minLine:${n}
# keepLine
# keepLine:${n}
# maxLine:${n}
keep_line_after_if_statement = minLine:0
keep_line_after_do_statement = minLine:0
keep_line_after_while_statement = minLine:0
keep_line_after_repeat_statement = minLine:0
keep_line_after_for_statement = minLine:0
keep_line_after_local_or_assign_statement = keepLine
keep_line_after_function_define_statement = keepLine:1
keep_line_after_expression_statement = keepLine
# [diagnostic]
# the following is code diagnostic options
enable_check_codestyle = true
# [diagnostic.name_style]
enable_name_style_check = false
# the following is name style check rule
# base option off/camel_case/snake_case/upper_snake_case/pascal_case/same(filename/first_param/'<const string>', snake_case/pascal_case/camel_case)
# all option can use '|' represent or
# for example:
# snake_case | upper_snake_case
# same(first_param, snake_case)
# same('m')
local_name_define_style = snake_case
function_param_name_style = snake_case
function_name_define_style = snake_case
local_function_name_define_style = snake_case
table_field_name_define_style = snake_case
global_variable_name_define_style = snake_case|upper_snake_case
module_name_define_style = same('m')|same(filename, snake_case)
require_module_name_style = same(first_param, snake_case)
class_name_define_style = same(filename, snake_case)

View File

@@ -1,33 +0,0 @@
# See https://github.com/Koihik/LuaFormatter
# Use '-- LuaFormatter off' and '-- LuaFormatter on' around code blocks to inhibit formatting
column_limit: 500
indent_width: 2
use_tab: false
continuation_indent_width: 2
keep_simple_control_block_one_line: false
keep_simple_function_one_line: false
align_args: true
break_after_functioncall_lp: false
break_before_functioncall_rp: false
align_parameter: true
chop_down_parameter: true
break_after_functiondef_lp: false
break_before_functiondef_rp: false
align_table_field: true
break_after_table_lb: true
break_before_table_rb: true
chop_down_table: true
chop_down_kv_table: true
column_table_limit: 500
table_sep: ','
extra_sep_at_table_end: true
break_after_operator: true
single_quote_to_double_quote: false
double_quote_to_single_quote: false
spaces_before_call: 1
spaces_inside_functiondef_parens: true
spaces_inside_functioncall_parens: true
spaces_inside_table_braces: true
spaces_around_equals_in_field: true
line_breaks_after_function_body: 1

View File

@@ -1,4 +1,6 @@
--- **AI** -- (R2.2) - Models the process of Combat Air Patrol (CAP) for airplanes. --- **AI** - Models the process of Combat Air Patrol (CAP) for airplanes.
--
-- This is a class used in the @{AI.AI_A2A_Dispatcher}.
-- --
-- === -- ===
-- --
@@ -13,8 +15,7 @@
-- @extends AI.AI_Air_Patrol#AI_AIR_PATROL -- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE -- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- The AI_A2A_CAP class implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}
--- The AI_A2A_CAP class implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone. -- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
-- --
-- ![Process](..\Presentations\AI_CAP\Dia3.JPG) -- ![Process](..\Presentations\AI_CAP\Dia3.JPG)
@@ -81,15 +82,20 @@
-- that will define when the AI will engage with the detected airborne enemy targets. -- 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 can be beyond or smaller than the range of the Patrol Zone.
-- The range is applied at the position of the AI. -- The range is applied at the position of the AI.
-- Use the method @{AI.AI_CAP#AI_A2A_CAP.SetEngageRange}() to define that range. -- Use the method @{#AI_A2A_CAP.SetEngageRange}() to define that range.
-- --
-- ## 4. Set the Zone of Engagement -- ## 4. Set the Zone of Engagement
-- --
-- ![Zone](..\Presentations\AI_CAP\Dia12.JPG) -- ![Zone](..\Presentations\AI_CAP\Dia12.JPG)
-- --
-- An optional @{Zone} can be set, -- An optional @{Core.Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets. -- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI.AI_Cap#AI_A2A_CAP.SetEngageZone}() to define that Zone. -- Use the method @{#AI_A2A_CAP.SetEngageZone}() to define that Zone.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
@@ -106,7 +112,7 @@ AI_A2A_CAP = {
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement. -- @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#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 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 Core.Zone#ZONE_BASE PatrolZone The @{Core.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 PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h. -- @param DCS#Speed 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 PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
@@ -117,7 +123,7 @@ function AI_A2A_CAP:New2( AICap, EngageMinSpeed, EngageMaxSpeed, EngageFloorAlti
-- Multiple inheritance ... :-) -- Multiple inheritance ... :-)
local AI_Air = AI_AIR:New( AICap ) 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_Patrol = AI_AIR_PATROL:New( AI_Air, AICap, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AICap, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType ) 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 local self = BASE:Inherit( self, AI_Air_Engage ) --#AI_A2A_CAP
@@ -132,7 +138,7 @@ end
--- Creates a new AI_A2A_CAP object --- Creates a new AI_A2A_CAP object
-- @param #AI_A2A_CAP self -- @param #AI_A2A_CAP self
-- @param Wrapper.Group#GROUP AICap -- @param Wrapper.Group#GROUP AICap
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed. -- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.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 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#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 PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
@@ -191,7 +197,7 @@ end
--- Evaluate the attack and create an AttackUnitTask list. --- Evaluate the attack and create an AttackUnitTask list.
-- @param #AI_A2A_CAP self -- @param #AI_A2A_CAP self
-- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack. -- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack.
-- @param Wrappper.Group#GROUP DefenderGroup The group of defenders. -- @param Wrapper.Group#GROUP DefenderGroup The group of defenders.
-- @param #number EngageAltitude The altitude to engage the targets. -- @param #number EngageAltitude The altitude to engage the targets.
-- @return #AI_A2A_CAP self -- @return #AI_A2A_CAP self
function AI_A2A_CAP:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude ) function AI_A2A_CAP:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude )

View File

@@ -1,4 +1,4 @@
--- **AI** - (R2.2) - Manages the process of an automatic A2A defense system based on an EWR network targets and coordinating CAP and GCI. --- **AI** - Manages the process of an automatic A2A defense system based on an EWR network targets and coordinating CAP and GCI.
-- --
-- === -- ===
-- --
@@ -23,7 +23,7 @@
-- --
-- ## Missions: -- ## Missions:
-- --
-- [AID-A2A - AI A2A Dispatching](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-A2A%20-%20AI%20A2A%20Dispatching) -- [AID-A2A - AI A2A Dispatching](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_A2A_Dispatcher)
-- --
-- === -- ===
-- --
@@ -57,8 +57,8 @@
-- --
-- ## 2. Which type of EWR will I setup? Grouping based per AREA, per TYPE or per UNIT? (Later others will follow). -- ## 2. Which type of EWR will I setup? Grouping based per AREA, per TYPE or per UNIT? (Later others will follow).
-- --
-- The MOOSE framework leverages the @{Detection} classes to perform the EWR detection. -- The MOOSE framework leverages the @{Functional.Detection} classes to perform the EWR detection.
-- Several types of @{Detection} classes exist, and the most common characteristics of these classes is that they: -- Several types of @{Functional.Detection} classes exist, and the most common characteristics of these classes is that they:
-- --
-- * Perform detections from multiple FACs as one co-operating entity. -- * Perform detections from multiple FACs as one co-operating entity.
-- * Communicate with a Head Quarters, which consolidates each detection. -- * Communicate with a Head Quarters, which consolidates each detection.
@@ -126,7 +126,7 @@
-- * polygon zones -- * polygon zones
-- * moving zones -- * moving zones
-- --
-- Depending on the type of zone selected, a different @{Zone} object needs to be created from a ZONE_ class. -- Depending on the type of zone selected, a different @{Core.Zone} object needs to be created from a ZONE_ class.
-- --
-- ## 14. For each Squadron doing CAP, what are the time intervals and CAP amounts to be performed? -- ## 14. For each Squadron doing CAP, what are the time intervals and CAP amounts to be performed?
-- --
@@ -177,6 +177,11 @@
-- --
-- **The default grouping is 1. That means, that each spawned defender will act individually.** -- **The default grouping is 1. That means, that each spawned defender will act individually.**
-- --
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- === -- ===
-- --
-- ### Authors: **FlightControl** rework of GCICAP + introduction of new concepts (squadrons). -- ### Authors: **FlightControl** rework of GCICAP + introduction of new concepts (squadrons).
@@ -305,7 +310,7 @@ do -- AI_A2A_DISPATCHER
-- Use the method @{#AI_A2A_DISPATCHER.SetEngageRadius}() to set a specific Engage Radius. -- Use the method @{#AI_A2A_DISPATCHER.SetEngageRadius}() to set a specific Engage Radius.
-- **The Engage Radius is defined for ALL squadrons which are operational.** -- **The Engage Radius is defined for ALL squadrons which are operational.**
-- --
-- Demonstration Mission: [AID-019 - AI_A2A - Engage Range Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-019%20-%20AI_A2A%20-%20Engage%20Range%20Test) -- Demonstration Mission: [AID-019 - AI_A2A - Engage Range Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_A2A_Dispatcher/AID-A2A-019%20-%20Engage%20Range%20Test)
-- --
-- In this example an Engage Radius is set to various values. -- In this example an Engage Radius is set to various values.
-- --
@@ -328,7 +333,7 @@ do -- AI_A2A_DISPATCHER
-- Use the method @{#AI_A2A_DISPATCHER.SetGciRadius}() to set a specific controlled ground intercept radius. -- Use the method @{#AI_A2A_DISPATCHER.SetGciRadius}() to set a specific controlled ground intercept radius.
-- **The Ground Controlled Intercept radius is defined for ALL squadrons which are operational.** -- **The Ground Controlled Intercept radius is defined for ALL squadrons which are operational.**
-- --
-- Demonstration Mission: [AID-013 - AI_A2A - Intercept Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-013%20-%20AI_A2A%20-%20Intercept%20Test) -- Demonstration Mission: [AID-013 - AI_A2A - Intercept Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_A2A_Dispatcher/AID-A2A-013%20-%20Intercept%20Test)
-- --
-- In these examples, the Gci Radius is set to various values: -- In these examples, the Gci Radius is set to various values:
-- --
@@ -356,12 +361,12 @@ do -- AI_A2A_DISPATCHER
-- --
-- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia9.JPG) -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia9.JPG)
-- --
-- If it's a cold war then the **borders of red and blue territory** need to be defined using a @{zone} object derived from @{Core.Zone#ZONE_BASE}. -- If it's a cold war then the **borders of red and blue territory** need to be defined using a @{Core.Zone} object derived from @{Core.Zone#ZONE_BASE}.
-- If a hot war is chosen then **no borders** actually need to be defined using the helicopter units other than -- If a hot war is chosen then **no borders** actually need to be defined using the helicopter units other than
-- it makes it easier sometimes for the mission maker to envisage where the red and blue territories roughly are. -- it makes it easier sometimes for the mission maker to envisage where the red and blue territories roughly are.
-- In a hot war the borders are effectively defined by the ground based radar coverage of a coalition. -- In a hot war the borders are effectively defined by the ground based radar coverage of a coalition.
-- --
-- Demonstration Mission: [AID-009 - AI_A2A - Border Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-009 - AI_A2A - Border Test) -- Demonstration Mission: [AID-009 - AI_A2A - Border Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_A2A_Dispatcher/AID-A2A-009%20-%20Border%20Test)
-- --
-- In this example a border is set for the CCCP A2A dispatcher: -- In this example a border is set for the CCCP A2A dispatcher:
-- --
@@ -592,7 +597,7 @@ do -- AI_A2A_DISPATCHER
-- A2ADispatcher:SetSquadronCap( "Maykop", CAPZoneMiddle, 4000, 8000, 600, 800, 800, 1200, "RADIO" ) -- A2ADispatcher:SetSquadronCap( "Maykop", CAPZoneMiddle, 4000, 8000, 600, 800, 800, 1200, "RADIO" )
-- A2ADispatcher:SetSquadronCapInterval( "Sochi", 2, 30, 120, 1 ) -- A2ADispatcher:SetSquadronCapInterval( "Sochi", 2, 30, 120, 1 )
-- --
-- Note the different @{Zone} MOOSE classes being used to create zones of different types. Please click the @{Zone} link for more information about the different zone types. -- Note the different @{Core.Zone} MOOSE classes being used to create zones of different types. Please click the @{Core.Zone} link for more information about the different zone types.
-- Zones can be circles, can be setup in the mission editor using trigger zones, but can also be setup in the mission editor as polygons and in this case GROUP objects are being used! -- Zones can be circles, can be setup in the mission editor using trigger zones, but can also be setup in the mission editor as polygons and in this case GROUP objects are being used!
-- --
-- ## 7.2. Set the squadron to execute CAP: -- ## 7.2. Set the squadron to execute CAP:
@@ -1148,7 +1153,7 @@ do -- AI_A2A_DISPATCHER
self:I( "Captured " .. AirbaseName ) self:I( "Captured " .. AirbaseName )
-- Now search for all squadrons located at the airbase, and sanatize them. -- Now search for all squadrons located at the airbase, and sanitize them.
for SquadronName, Squadron in pairs( self.DefenderSquadrons ) do for SquadronName, Squadron in pairs( self.DefenderSquadrons ) do
if Squadron.AirbaseName == AirbaseName then if Squadron.AirbaseName == AirbaseName then
Squadron.ResourceCount = -999 -- The base has been captured, and the resources are eliminated. No more spawning. Squadron.ResourceCount = -999 -- The base has been captured, and the resources are eliminated. No more spawning.
@@ -1228,7 +1233,7 @@ do -- AI_A2A_DISPATCHER
-- --
-- **Use the method @{#AI_A2A_DISPATCHER.SetEngageRadius}() to modify the default Engage Radius for ALL squadrons.** -- **Use the method @{#AI_A2A_DISPATCHER.SetEngageRadius}() to modify the default Engage Radius for ALL squadrons.**
-- --
-- Demonstration Mission: [AID-019 - AI_A2A - Engage Range Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-019%20-%20AI_A2A%20-%20Engage%20Range%20Test) -- Demonstration Mission: [AID-019 - AI_A2A - Engage Range Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_A2A_Dispatcher/AID-A2A-019%20-%20Engage%20Range%20Test)
-- --
-- @param #AI_A2A_DISPATCHER self -- @param #AI_A2A_DISPATCHER self
-- @param #number EngageRadius (Optional, Default = 100000) The radius to report friendlies near the target. -- @param #number EngageRadius (Optional, Default = 100000) The radius to report friendlies near the target.
@@ -1278,7 +1283,7 @@ do -- AI_A2A_DISPATCHER
-- Use the method @{#AI_A2A_DISPATCHER.SetGciRadius}() to set a specific controlled ground intercept radius. -- Use the method @{#AI_A2A_DISPATCHER.SetGciRadius}() to set a specific controlled ground intercept radius.
-- **The Ground Controlled Intercept radius is defined for ALL squadrons which are operational.** -- **The Ground Controlled Intercept radius is defined for ALL squadrons which are operational.**
-- --
-- Demonstration Mission: [AID-013 - AI_A2A - Intercept Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-013%20-%20AI_A2A%20-%20Intercept%20Test) -- Demonstration Mission: [AID-013 - AI_A2A - Intercept Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_A2A_Dispatcher/AID-A2A-013%20-%20Intercept%20Test)
-- --
-- @param #AI_A2A_DISPATCHER self -- @param #AI_A2A_DISPATCHER self
-- @param #number GciRadius (Optional, Default = 200000) The radius to ground control intercept detected targets from the nearest airbase. -- @param #number GciRadius (Optional, Default = 200000) The radius to ground control intercept detected targets from the nearest airbase.
@@ -1304,7 +1309,7 @@ do -- AI_A2A_DISPATCHER
--- Define a border area to simulate a **cold war** scenario. --- Define a border area to simulate a **cold war** scenario.
-- A **cold war** is one where CAP aircraft patrol their territory but will not attack enemy aircraft or launch GCI aircraft unless enemy aircraft enter their territory. In other words the EWR may detect an enemy aircraft but will only send aircraft to attack it if it crosses the border. -- A **cold war** is one where CAP aircraft patrol their territory but will not attack enemy aircraft or launch GCI aircraft unless enemy aircraft enter their territory. In other words the EWR may detect an enemy aircraft but will only send aircraft to attack it if it crosses the border.
-- A **hot war** is one where CAP aircraft will intercept any detected enemy aircraft and GCI aircraft will launch against detected enemy aircraft without regard for territory. In other words if the ground radar can detect the enemy aircraft then it will send CAP and GCI aircraft to attack it. -- A **hot war** is one where CAP aircraft will intercept any detected enemy aircraft and GCI aircraft will launch against detected enemy aircraft without regard for territory. In other words if the ground radar can detect the enemy aircraft then it will send CAP and GCI aircraft to attack it.
-- If it's a cold war then the **borders of red and blue territory** need to be defined using a @{zone} object derived from @{Core.Zone#ZONE_BASE}. This method needs to be used for this. -- If it's a cold war then the **borders of red and blue territory** need to be defined using a @{Core.Zone} object derived from @{Core.Zone#ZONE_BASE}. This method needs to be used for this.
-- If a hot war is chosen then **no borders** actually need to be defined using the helicopter units other than it makes it easier sometimes for the mission maker to envisage where the red and blue territories roughly are. In a hot war the borders are effectively defined by the ground based radar coverage of a coalition. Set the noborders parameter to 1 -- If a hot war is chosen then **no borders** actually need to be defined using the helicopter units other than it makes it easier sometimes for the mission maker to envisage where the red and blue territories roughly are. In a hot war the borders are effectively defined by the ground based radar coverage of a coalition. Set the noborders parameter to 1
-- @param #AI_A2A_DISPATCHER self -- @param #AI_A2A_DISPATCHER self
-- @param Core.Zone#ZONE_BASE BorderZone An object derived from ZONE_BASE, or a list of objects derived from ZONE_BASE. -- @param Core.Zone#ZONE_BASE BorderZone An object derived from ZONE_BASE, or a list of objects derived from ZONE_BASE.
@@ -1687,6 +1692,20 @@ do -- AI_A2A_DISPATCHER
return DefenderSquadron return DefenderSquadron
end end
--- Get a resource count from a specific squadron
-- @param #AI_A2A_DISPATCHER self
-- @param #string Squadron Name of the squadron.
-- @return #number Number of airframes available or nil if the squadron does not exist
function AI_A2A_DISPATCHER:QuerySquadron(Squadron)
local Squadron = self:GetSquadron(Squadron)
if Squadron.ResourceCount then
self:T2(string.format("%s = %s",Squadron.Name,Squadron.ResourceCount))
return Squadron.ResourceCount
end
self:F({Squadron = Squadron.Name,SquadronResourceCount = Squadron.ResourceCount})
return nil
end
--- [DEPRECATED - Might create problems launching planes] Set the Squadron visible before startup of the dispatcher. --- [DEPRECATED - Might create problems launching planes] Set the Squadron visible before startup of the dispatcher.
-- All planes will be spawned as uncontrolled on the parking spot. -- All planes will be spawned as uncontrolled on the parking spot.
@@ -1713,7 +1732,7 @@ do -- AI_A2A_DISPATCHER
-- Get free parking for fighter aircraft. -- Get free parking for fighter aircraft.
local nfreeparking = DefenderSquadron.Airbase:GetFreeParkingSpotsNumber( AIRBASE.TerminalType.FighterAircraft, true ) local nfreeparking = DefenderSquadron.Airbase:GetFreeParkingSpotsNumber( AIRBASE.TerminalType.FighterAircraft, true )
-- Take number of free parking spots if no resource count was specifed. -- Take number of free parking spots if no resource count was specified.
DefenderSquadron.ResourceCount = DefenderSquadron.ResourceCount or nfreeparking DefenderSquadron.ResourceCount = DefenderSquadron.ResourceCount or nfreeparking
-- Check that resource count is not larger than free parking spots. -- Check that resource count is not larger than free parking spots.
@@ -1758,7 +1777,7 @@ do -- AI_A2A_DISPATCHER
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement. -- @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#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
-- @param #number EngageAltType The altitude type to engage, which is a string "BARO" defining Barometric or "RADIO" defining radio controlled altitude. -- @param #number EngageAltType The altitude type to engage, which is a string "BARO" defining Barometric or "RADIO" defining radio controlled altitude.
-- @param Core.Zone#ZONE_BASE Zone The @{Zone} object derived from @{Core.Zone#ZONE_BASE} that defines the zone wherein the CAP will be executed. -- @param Core.Zone#ZONE_BASE Zone The @{Core.Zone} object derived from @{Core.Zone#ZONE_BASE} that defines the zone wherein the CAP will be executed.
-- @param #number PatrolMinSpeed The minimum speed at which the cap can be executed. -- @param #number PatrolMinSpeed The minimum speed at which the cap can be executed.
-- @param #number PatrolMaxSpeed The maximum speed at which the cap can be executed. -- @param #number PatrolMaxSpeed The maximum speed at which the cap can be executed.
-- @param #number PatrolFloorAltitude The minimum altitude at which the cap can be executed. -- @param #number PatrolFloorAltitude The minimum altitude at which the cap can be executed.
@@ -1825,7 +1844,7 @@ do -- AI_A2A_DISPATCHER
--- Set a CAP for a Squadron. --- Set a CAP for a Squadron.
-- @param #AI_A2A_DISPATCHER self -- @param #AI_A2A_DISPATCHER self
-- @param #string SquadronName The squadron name. -- @param #string SquadronName The squadron name.
-- @param Core.Zone#ZONE_BASE Zone The @{Zone} object derived from @{Core.Zone#ZONE_BASE} that defines the zone wherein the CAP will be executed. -- @param Core.Zone#ZONE_BASE Zone The @{Core.Zone} object derived from @{Core.Zone#ZONE_BASE} that defines the zone wherein the CAP will be executed.
-- @param #number PatrolFloorAltitude The minimum altitude at which the cap can be executed. -- @param #number PatrolFloorAltitude The minimum altitude at which the cap can be executed.
-- @param #number PatrolCeilingAltitude the maximum altitude at which the cap can be executed. -- @param #number PatrolCeilingAltitude the maximum altitude at which the cap can be executed.
-- @param #number PatrolMinSpeed The minimum speed at which the cap can be executed. -- @param #number PatrolMinSpeed The minimum speed at which the cap can be executed.
@@ -3238,7 +3257,8 @@ do -- AI_A2A_DISPATCHER
end end
end end
--- @param #AI_A2A_DISPATCHER self --- AI_A2A_Fsm:onafterHome
-- @param #AI_A2A_DISPATCHER self
function AI_A2A_Fsm:onafterHome( Defender, From, Event, To, Action ) function AI_A2A_Fsm:onafterHome( Defender, From, Event, To, Action )
if Defender and Defender:IsAlive() then if Defender and Defender:IsAlive() then
self:F( { "CAP Home", Defender:GetName() } ) self:F( { "CAP Home", Defender:GetName() } )
@@ -3486,7 +3506,8 @@ do -- AI_A2A_DISPATCHER
Dispatcher:ClearDefenderTaskTarget( DefenderGroup ) Dispatcher:ClearDefenderTaskTarget( DefenderGroup )
end end
--- @param #AI_A2A_DISPATCHER self --- function Fsm:onafterLostControl
-- @param #AI_A2A_DISPATCHER self
function Fsm:onafterLostControl( Defender, From, Event, To ) function Fsm:onafterLostControl( Defender, From, Event, To )
self:F( { "GCI LostControl", Defender:GetName() } ) self:F( { "GCI LostControl", Defender:GetName() } )
self:GetParent( self ).onafterHome( self, Defender, From, Event, To ) self:GetParent( self ).onafterHome( self, Defender, From, Event, To )
@@ -3499,7 +3520,8 @@ do -- AI_A2A_DISPATCHER
end end
end end
--- @param #AI_A2A_DISPATCHER self --- function Fsm:onafterHome
-- @param #AI_A2A_DISPATCHER self
function Fsm:onafterHome( DefenderGroup, From, Event, To, Action ) function Fsm:onafterHome( DefenderGroup, From, Event, To, Action )
self:F( { "GCI Home", DefenderGroup:GetName() } ) self:F( { "GCI Home", DefenderGroup:GetName() } )
self:GetParent( self ).onafterHome( self, DefenderGroup, From, Event, To ) self:GetParent( self ).onafterHome( self, DefenderGroup, From, Event, To )
@@ -3940,11 +3962,7 @@ do
-- --
-- # Demo Missions -- # Demo Missions
-- --
-- ### [AI\_A2A\_GCICAP for Caucasus](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-200%20-%20AI_A2A%20-%20GCICAP%20Demonstration) -- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_A2A_Dispatcher)
-- ### [AI\_A2A\_GCICAP for NTTR](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-210%20-%20NTTR%20AI_A2A_GCICAP%20Demonstration)
-- ### [AI\_A2A\_GCICAP for Normandy](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-220%20-%20NORMANDY%20AI_A2A_GCICAP%20Demonstration)
--
-- ### [AI\_A2A\_GCICAP for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching)
-- --
-- === -- ===
-- --

View File

@@ -1,6 +1,6 @@
--- **AI** -- (R2.2) - Models the process of Ground Controlled Interception (GCI) for airplanes. --- **AI** - Models the process of Ground Controlled Interception (GCI) for airplanes.
-- --
-- This is a class used in the @{AI_A2A_Dispatcher}. -- This is a class used in the @{AI.AI_A2A_Dispatcher}.
-- --
-- === -- ===
-- --
@@ -8,53 +8,37 @@
-- --
-- === -- ===
-- --
-- @module AI.AI_A2A_GCI -- @module AI.AI_A2A_Gci
-- @image AI_Ground_Control_Intercept.JPG -- @image AI_Ground_Control_Intercept.JPG
--- @type AI_A2A_GCI --- @type AI_A2A_GCI
-- @extends AI.AI_A2A#AI_A2A -- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders. --- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia3.JPG)
--
-- The AI_A2A_GCI is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_GCI process can be started using the **Start** event. -- The AI_A2A_GCI is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_GCI process can be started using the **Start** event.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia4.JPG)
--
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits. -- 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. -- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia5.JPG)
--
-- This cycle will continue. -- This cycle will continue.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia6.JPG)
--
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event. -- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia9.JPG)
--
-- When enemies are detected, the AI will automatically engage the enemy. -- When enemies are detected, the AI will automatically engage the enemy.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia10.JPG)
--
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB. -- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land. -- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia13.JPG)
--
-- ## 1. AI_A2A_GCI constructor -- ## 1. AI_A2A_GCI constructor
-- --
-- * @{#AI_A2A_GCI.New}(): Creates a new AI_A2A_GCI object. -- * @{#AI_A2A_GCI.New}(): Creates a new AI_A2A_GCI object.
-- --
-- ## 2. AI_A2A_GCI is a FSM -- ## 2. AI_A2A_GCI is a FSM
-- --
-- ![Process](..\Presentations\AI_GCI\Dia2.JPG)
--
-- ### 2.1 AI_A2A_GCI States -- ### 2.1 AI_A2A_GCI States
-- --
-- * **None** ( Group ): The process is not started yet. -- * **None** ( Group ): The process is not started yet.
@@ -75,23 +59,10 @@
-- * **@{#AI_A2A_GCI.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task. -- * **@{#AI_A2A_GCI.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB. -- * **Status** ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
-- --
-- ## 3. Set the Range of Engagement -- # Developer Note
-- --
-- ![Range](..\Presentations\AI_GCI\Dia11.JPG) -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- -- Therefore, this class is considered to be deprecated
-- An optional range can be set in meters,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- The range can be beyond or smaller than the range of the Patrol Zone.
-- The range is applied at the position of the AI.
-- Use the method @{AI.AI_GCI#AI_A2A_GCI.SetEngageRange}() to define that range.
--
-- ## 4. Set the Zone of Engagement
--
-- ![Zone](..\Presentations\AI_GCI\Dia12.JPG)
--
-- An optional @{Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI.AI_Cap#AI_A2A_GCI.SetEngageZone}() to define that Zone.
-- --
-- === -- ===
-- --
@@ -153,7 +124,7 @@ end
--- Evaluate the attack and create an AttackUnitTask list. --- Evaluate the attack and create an AttackUnitTask list.
-- @param #AI_A2A_GCI self -- @param #AI_A2A_GCI self
-- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack. -- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack.
-- @param Wrappper.Group#GROUP DefenderGroup The group of defenders. -- @param Wrapper.Group#GROUP DefenderGroup The group of defenders.
-- @param #number EngageAltitude The altitude to engage the targets. -- @param #number EngageAltitude The altitude to engage the targets.
-- @return #AI_A2A_GCI self -- @return #AI_A2A_GCI self
function AI_A2A_GCI:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude ) function AI_A2A_GCI:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude )

View File

@@ -1,4 +1,4 @@
--- **AI** -- (R2.2) - Models the process of air patrol of airplanes. --- **AI** - Models the process of air patrol of airplanes.
-- --
-- === -- ===
-- --
@@ -11,9 +11,9 @@
--- @type AI_A2A_PATROL --- @type AI_A2A_PATROL
-- @extends AI.AI_A2A#AI_A2A -- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
--- Implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}. --- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}.
-- --
-- ![Process](..\Presentations\AI_PATROL\Dia3.JPG) -- ![Process](..\Presentations\AI_PATROL\Dia3.JPG)
-- --
@@ -102,7 +102,7 @@
-- 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. -- 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 threshold is calculated. -- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
-- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, -- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit,
-- while a new AI is targetted to the AI_A2A_PATROL. -- while a new AI is targeted to the AI_A2A_PATROL.
-- Once the time is finished, the old AI will return to the base. -- Once the time is finished, the old AI will return to the base.
-- Use the method @{#AI_A2A_PATROL.ManageFuel}() to have this proces in place. -- Use the method @{#AI_A2A_PATROL.ManageFuel}() to have this proces in place.
-- --
@@ -111,7 +111,12 @@
-- When the AI is damaged, it is required that a new Patrol is started. However, damage cannon be foreseen early on. -- When the AI is damaged, it is required that a new Patrol is started. However, damage cannon be foreseen early on.
-- Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB). -- Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB).
-- Use the method @{#AI_A2A_PATROL.ManageDamage}() to have this proces in place. -- Use the method @{#AI_A2A_PATROL.ManageDamage}() to have this proces in place.
--
-- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- === -- ===
-- --
-- @field #AI_A2A_PATROL -- @field #AI_A2A_PATROL
@@ -122,7 +127,7 @@ AI_A2A_PATROL = {
--- Creates a new AI_A2A_PATROL object --- Creates a new AI_A2A_PATROL object
-- @param #AI_A2A_PATROL self -- @param #AI_A2A_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The patrol group object. -- @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 Core.Zone#ZONE_BASE PatrolZone The @{Core.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 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#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 PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
@@ -264,7 +269,7 @@ function AI_A2A_PATROL:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude )
end end
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings. --- Defines a new patrol route using the @{AI.AI_Patrol#AI_PATROL_ZONE} parameters and settings.
-- @param #AI_A2A_PATROL self -- @param #AI_A2A_PATROL self
-- @return #AI_A2A_PATROL self -- @return #AI_A2A_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM. -- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
@@ -287,7 +292,7 @@ function AI_A2A_PATROL:onafterPatrol( AIPatrol, From, Event, To )
end end
--- This statis method is called from the route path within the last task at the last waaypoint of the AIPatrol. --- This static method is called from the route path within the last task at the last waypoint of the AIPatrol.
-- Note that this method is required, as triggers the next route when patrolling for 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 Wrapper.Group#GROUP AIPatrol The AI group.
-- @param #AI_A2A_PATROL Fsm The FSM. -- @param #AI_A2A_PATROL Fsm The FSM.
@@ -302,7 +307,7 @@ function AI_A2A_PATROL.PatrolRoute( AIPatrol, Fsm )
end end
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings. --- Defines a new patrol route using the @{AI.AI_Patrol#AI_PATROL_ZONE} parameters and settings.
-- @param #AI_A2A_PATROL self -- @param #AI_A2A_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group managed by the FSM. -- @param Wrapper.Group#GROUP AIPatrol The Group managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.

View File

@@ -1,6 +1,6 @@
--- **AI** -- Models the process of air to ground BAI engagement for airplanes and helicopters. --- **AI** - Models the process of air to ground BAI engagement for airplanes and helicopters.
-- --
-- This is a class used in the @{AI_A2G_Dispatcher}. -- This is a class used in the @{AI.AI_A2G_Dispatcher}.
-- --
-- === -- ===
-- --
@@ -11,14 +11,17 @@
-- @module AI.AI_A2G_BAI -- @module AI.AI_A2G_BAI
-- @image AI_Air_To_Ground_Engage.JPG -- @image AI_Air_To_Ground_Engage.JPG
--- @type AI_A2G_BAI --- @type AI_A2G_BAI
-- @extends AI.AI_A2A_Engage#AI_A2A_Engage -- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders. --- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
-- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- === -- ===
-- --
-- @field #AI_A2G_BAI -- @field #AI_A2G_BAI
@@ -26,8 +29,6 @@ AI_A2G_BAI = {
ClassName = "AI_A2G_BAI", ClassName = "AI_A2G_BAI",
} }
--- Creates a new AI_A2G_BAI object --- Creates a new AI_A2G_BAI object
-- @param #AI_A2G_BAI self -- @param #AI_A2G_BAI self
-- @param Wrapper.Group#GROUP AIGroup -- @param Wrapper.Group#GROUP AIGroup
@@ -36,7 +37,7 @@ AI_A2G_BAI = {
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement. -- @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#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 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 Core.Zone#ZONE_BASE PatrolZone The @{Core.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 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#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 PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
@@ -46,14 +47,13 @@ AI_A2G_BAI = {
function AI_A2G_BAI:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) 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 = 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_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType ) 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 ) local self = BASE:Inherit( self, AI_Air_Engage )
return self return self
end end
--- Creates a new AI_A2G_BAI object --- Creates a new AI_A2G_BAI object
-- @param #AI_A2G_BAI self -- @param #AI_A2G_BAI self
-- @param Wrapper.Group#GROUP AIGroup -- @param Wrapper.Group#GROUP AIGroup
@@ -61,7 +61,7 @@ end
-- @param DCS#Speed EngageMaxSpeed The maximum 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 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#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 Core.Zone#ZONE_BASE PatrolZone The @{Core.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 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#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 PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
@@ -76,7 +76,7 @@ end
--- Evaluate the attack and create an AttackUnitTask list. --- Evaluate the attack and create an AttackUnitTask list.
-- @param #AI_A2G_BAI self -- @param #AI_A2G_BAI self
-- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack. -- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack.
-- @param Wrappper.Group#GROUP DefenderGroup The group of defenders. -- @param Wrapper.Group#GROUP DefenderGroup The group of defenders.
-- @param #number EngageAltitude The altitude to engage the targets. -- @param #number EngageAltitude The altitude to engage the targets.
-- @return #AI_A2G_BAI self -- @return #AI_A2G_BAI self
function AI_A2G_BAI:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude ) function AI_A2G_BAI:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude )
@@ -92,8 +92,6 @@ function AI_A2G_BAI:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageA
end end
end end
end end
return AttackUnitTasks return AttackUnitTasks
end end

View File

@@ -1,6 +1,6 @@
--- **AI** -- Models the process of air to ground engagement for airplanes and helicopters. --- **AI** - Models the process of air to ground engagement for airplanes and helicopters.
-- --
-- This is a class used in the @{AI_A2G_Dispatcher}. -- This is a class used in the @{AI.AI_A2G_Dispatcher}.
-- --
-- === -- ===
-- --
@@ -11,14 +11,17 @@
-- @module AI.AI_A2G_CAS -- @module AI.AI_A2G_CAS
-- @image AI_Air_To_Ground_Engage.JPG -- @image AI_Air_To_Ground_Engage.JPG
--- @type AI_A2G_CAS --- @type AI_A2G_CAS
-- @extends AI.AI_A2G_Patrol#AI_AIR_PATROL -- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders. --- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
-- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- === -- ===
-- --
-- @field #AI_A2G_CAS -- @field #AI_A2G_CAS
@@ -26,8 +29,6 @@ AI_A2G_CAS = {
ClassName = "AI_A2G_CAS", ClassName = "AI_A2G_CAS",
} }
--- Creates a new AI_A2G_CAS object --- Creates a new AI_A2G_CAS object
-- @param #AI_A2G_CAS self -- @param #AI_A2G_CAS self
-- @param Wrapper.Group#GROUP AIGroup -- @param Wrapper.Group#GROUP AIGroup
@@ -36,7 +37,7 @@ AI_A2G_CAS = {
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement. -- @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#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 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 Core.Zone#ZONE_BASE PatrolZone The @{Core.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 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#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 PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
@@ -46,14 +47,13 @@ AI_A2G_CAS = {
function AI_A2G_CAS:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) 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 = 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_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType ) 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 ) local self = BASE:Inherit( self, AI_Air_Engage )
return self return self
end end
--- Creates a new AI_A2G_CAS object --- Creates a new AI_A2G_CAS object
-- @param #AI_A2G_CAS self -- @param #AI_A2G_CAS self
-- @param Wrapper.Group#GROUP AIGroup -- @param Wrapper.Group#GROUP AIGroup
@@ -61,7 +61,7 @@ end
-- @param DCS#Speed EngageMaxSpeed The maximum 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 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#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 Core.Zone#ZONE_BASE PatrolZone The @{Core.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 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#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 PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
@@ -76,7 +76,7 @@ end
--- Evaluate the attack and create an AttackUnitTask list. --- Evaluate the attack and create an AttackUnitTask list.
-- @param #AI_A2G_CAS self -- @param #AI_A2G_CAS self
-- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack. -- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack.
-- @param Wrappper.Group#GROUP DefenderGroup The group of defenders. -- @param Wrapper.Group#GROUP DefenderGroup The group of defenders.
-- @param #number EngageAltitude The altitude to engage the targets. -- @param #number EngageAltitude The altitude to engage the targets.
-- @return #AI_A2G_CAS self -- @return #AI_A2G_CAS self
function AI_A2G_CAS:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude ) function AI_A2G_CAS:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude )
@@ -92,9 +92,6 @@ function AI_A2G_CAS:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageA
end end
end end
end end
return AttackUnitTasks return AttackUnitTasks
end end

View File

@@ -1,4 +1,4 @@
--- **AI** - Create an automated A2G defense system based on a detection network of reconnaissance vehicles and air units, coordinating SEAD, BAI and CAS operations. --- **AI** - Create an automated A2G defense system with reconnaissance units, coordinating SEAD, BAI and CAS operations.
-- --
-- === -- ===
-- --
@@ -24,7 +24,7 @@
-- --
-- ## Missions: -- ## Missions:
-- --
-- [AID-A2G - AI A2G Dispatching](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-A2G%20-%20AI%20A2G%20Dispatching) -- [AID-A2G - AI A2G Dispatching](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_A2G_Dispatcher)
-- --
-- === -- ===
-- --
@@ -175,7 +175,7 @@
-- * polygon zones -- * polygon zones
-- * moving zones -- * moving zones
-- --
-- Depending on the type of zone selected, a different @{Zone} object needs to be created from a ZONE_ class. -- Depending on the type of zone selected, a different @{Core.Zone} object needs to be created from a ZONE_ class.
-- --
-- --
-- ## 12. Are moving defense coordinates possible? -- ## 12. Are moving defense coordinates possible?
@@ -253,7 +253,12 @@
-- --
-- **The default grouping is 1. That means, that each spawned defender will act individually.** -- **The default grouping is 1. That means, that each spawned defender will act individually.**
-- But you can specify a number between 1 and 4, so that the defenders will act as a group. -- But you can specify a number between 1 and 4, so that the defenders will act as a group.
--
-- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- === -- ===
-- --
-- ### Author: **FlightControl** rework of GCICAP + introduction of new concepts (squadrons). -- ### Author: **FlightControl** rework of GCICAP + introduction of new concepts (squadrons).
@@ -291,8 +296,6 @@ do -- AI_A2G_DISPATCHER
-- --
-- ## 1. AI\_A2G\_DISPATCHER constructor: -- ## 1. AI\_A2G\_DISPATCHER constructor:
-- --
-- ![Banner Image](..\Presentations\AI_A2G_DISPATCHER\AI_A2G_DISPATCHER-ME_1.JPG)
--
-- --
-- The @{#AI_A2G_DISPATCHER.New}() method creates a new AI_A2G_DISPATCHER instance. -- The @{#AI_A2G_DISPATCHER.New}() method creates a new AI_A2G_DISPATCHER instance.
-- --
@@ -306,8 +309,6 @@ do -- AI_A2G_DISPATCHER
-- A reconnaissance network, is used to detect enemy ground targets, -- A reconnaissance network, is used to detect enemy ground targets,
-- potentially group them into areas, and to understand the position, level of threat of the enemy. -- potentially group them into areas, and to understand the position, level of threat of the enemy.
-- --
-- ![Banner Image](..\Presentations\AI_A2G_DISPATCHER\Dia5.JPG)
--
-- As explained in the introduction, depending on the type of mission you want to achieve, different types of units can be applied to detect ground enemy targets. -- As explained in the introduction, depending on the type of mission you want to achieve, different types of units can be applied to detect ground enemy targets.
-- Ground based units are very useful to act as a reconnaissance, but they lack sometimes the visibility to detect targets at greater range. -- Ground based units are very useful to act as a reconnaissance, but they lack sometimes the visibility to detect targets at greater range.
-- Recce are very useful to acquire the position of enemy ground targets when spread out over the battlefield at strategic positions. -- Recce are very useful to acquire the position of enemy ground targets when spread out over the battlefield at strategic positions.
@@ -681,8 +682,6 @@ do -- AI_A2G_DISPATCHER
-- --
-- Use the method @{#AI_A2G_DISPATCHER.SetSquadronGrouping}() to set the grouping of aircraft when spawned in. -- Use the method @{#AI_A2G_DISPATCHER.SetSquadronGrouping}() to set the grouping of aircraft when spawned in.
-- --
-- ![Banner Image](..\Presentations\AI_A2G_DISPATCHER\Dia12.JPG)
--
-- In the case of **on call** engagement, the @{#AI_A2G_DISPATCHER.SetSquadronGrouping}() method has additional behaviour. -- In the case of **on call** engagement, the @{#AI_A2G_DISPATCHER.SetSquadronGrouping}() method has additional behaviour.
-- When there aren't enough patrol flights airborne, a on call will be initiated for the remaining -- When there aren't enough patrol flights airborne, a on call will be initiated for the remaining
-- targets to be engaged. Depending on the grouping parameter, the spawned flights for on call aircraft are grouped into this setting. -- targets to be engaged. Depending on the grouping parameter, the spawned flights for on call aircraft are grouped into this setting.
@@ -696,8 +695,6 @@ do -- AI_A2G_DISPATCHER
-- The effectiveness can be set with the **overhead parameter**. This is a number that is used to calculate the amount of Units that dispatching command will allocate to GCI in surplus of detected amount of units. -- The effectiveness can be set with the **overhead parameter**. This is a number that is used to calculate the amount of Units that dispatching command will allocate to GCI in surplus of detected amount of units.
-- The **default value** of the overhead parameter is 1.0, which means **equal balance**. -- The **default value** of the overhead parameter is 1.0, which means **equal balance**.
-- --
-- ![Banner Image](..\Presentations\AI_A2G_DISPATCHER\Dia11.JPG)
--
-- However, depending on the (type of) aircraft (strength and payload) in the squadron and the amount of resources available, this parameter can be changed. -- However, depending on the (type of) aircraft (strength and payload) in the squadron and the amount of resources available, this parameter can be changed.
-- --
-- The @{#AI_A2G_DISPATCHER.SetSquadronOverhead}() method can be used to tweak the defense strength, -- The @{#AI_A2G_DISPATCHER.SetSquadronOverhead}() method can be used to tweak the defense strength,
@@ -843,8 +840,6 @@ do -- AI_A2G_DISPATCHER
-- --
-- For example, the following setup will set the default refuel tanker to "Tanker": -- For example, the following setup will set the default refuel tanker to "Tanker":
-- --
-- ![Banner Image](..\Presentations\AI_A2G_DISPATCHER\AI_A2G_DISPATCHER-ME_11.JPG)
--
-- -- Set the default tanker for refuelling to "Tanker", when the default fuel threshold has reached 90% fuel left. -- -- Set the default tanker for refuelling to "Tanker", when the default fuel threshold has reached 90% fuel left.
-- A2GDispatcher:SetDefaultFuelThreshold( 0.9 ) -- A2GDispatcher:SetDefaultFuelThreshold( 0.9 )
-- A2GDispatcher:SetDefaultTanker( "Tanker" ) -- A2GDispatcher:SetDefaultTanker( "Tanker" )
@@ -951,7 +946,7 @@ do -- AI_A2G_DISPATCHER
AI_A2G_DISPATCHER.DefenseQueue = {} AI_A2G_DISPATCHER.DefenseQueue = {}
--- Defense approach types. --- Defense approach types.
-- @type #AI_A2G_DISPATCHER.DefenseApproach -- @type AI_A2G_DISPATCHER.DefenseApproach
AI_A2G_DISPATCHER.DefenseApproach = { AI_A2G_DISPATCHER.DefenseApproach = {
Random = 1, Random = 1,
Distance = 2, Distance = 2,
@@ -1389,7 +1384,7 @@ do -- AI_A2G_DISPATCHER
--- Define a border area to simulate a **cold war** scenario. --- Define a border area to simulate a **cold war** scenario.
-- A **cold war** is one where Patrol aircraft patrol their territory but will not attack enemy aircraft or launch GCI aircraft unless enemy aircraft enter their territory. In other words the EWR may detect an enemy aircraft but will only send aircraft to attack it if it crosses the border. -- A **cold war** is one where Patrol aircraft patrol their territory but will not attack enemy aircraft or launch GCI aircraft unless enemy aircraft enter their territory. In other words the EWR may detect an enemy aircraft but will only send aircraft to attack it if it crosses the border.
-- A **hot war** is one where Patrol aircraft will intercept any detected enemy aircraft and GCI aircraft will launch against detected enemy aircraft without regard for territory. In other words if the ground radar can detect the enemy aircraft then it will send Patrol and GCI aircraft to attack it. -- A **hot war** is one where Patrol aircraft will intercept any detected enemy aircraft and GCI aircraft will launch against detected enemy aircraft without regard for territory. In other words if the ground radar can detect the enemy aircraft then it will send Patrol and GCI aircraft to attack it.
-- If it's a cold war then the **borders of red and blue territory** need to be defined using a @{zone} object derived from @{Core.Zone#ZONE_BASE}. This method needs to be used for this. -- If it's a cold war then the **borders of red and blue territory** need to be defined using a @{Core.Zone} object derived from @{Core.Zone#ZONE_BASE}. This method needs to be used for this.
-- If a hot war is chosen then **no borders** actually need to be defined using the helicopter units other than it makes it easier sometimes for the mission maker to envisage where the red and blue territories roughly are. In a hot war the borders are effectively defined by the ground based radar coverage of a coalition. Set the noborders parameter to 1 -- If a hot war is chosen then **no borders** actually need to be defined using the helicopter units other than it makes it easier sometimes for the mission maker to envisage where the red and blue territories roughly are. In a hot war the borders are effectively defined by the ground based radar coverage of a coalition. Set the noborders parameter to 1
-- @param #AI_A2G_DISPATCHER self -- @param #AI_A2G_DISPATCHER self
-- @param Core.Zone#ZONE_BASE BorderZone An object derived from ZONE_BASE, or a list of objects derived from ZONE_BASE. -- @param Core.Zone#ZONE_BASE BorderZone An object derived from ZONE_BASE, or a list of objects derived from ZONE_BASE.
@@ -1806,6 +1801,19 @@ do -- AI_A2G_DISPATCHER
return DefenderSquadron return DefenderSquadron
end end
--- Get a resource count from a specific squadron
-- @param #AI_A2G_DISPATCHER self
-- @param #string Squadron Name of the squadron.
-- @return #number Number of airframes available or nil if the squadron does not exist
function AI_A2G_DISPATCHER:QuerySquadron(Squadron)
local Squadron = self:GetSquadron(Squadron)
if Squadron.ResourceCount then
self:T2(string.format("%s = %s",Squadron.Name,Squadron.ResourceCount))
return Squadron.ResourceCount
end
self:F({Squadron = Squadron.Name,SquadronResourceCount = Squadron.ResourceCount})
return nil
end
--- Set the Squadron visible before startup of the dispatcher. --- Set the Squadron visible before startup of the dispatcher.
-- All planes will be spawned as uncontrolled on the parking spot. -- All planes will be spawned as uncontrolled on the parking spot.
@@ -1839,7 +1847,7 @@ do -- AI_A2G_DISPATCHER
--- Check if the Squadron is visible before startup of the dispatcher. --- Check if the Squadron is visible before startup of the dispatcher.
-- @param #AI_A2G_DISPATCHER self -- @param #AI_A2G_DISPATCHER self
-- @param #string SquadronName The squadron name. -- @param #string SquadronName The squadron name.
-- @return #bool true if visible. -- @return #boolean true if visible.
-- @usage -- @usage
-- --
-- -- Set the Squadron visible before startup of dispatcher. -- -- Set the Squadron visible before startup of dispatcher.
@@ -2185,7 +2193,7 @@ do -- AI_A2G_DISPATCHER
-- The Sead patrol will start a patrol of the aircraft at a specified zone, and will engage when commanded. -- The Sead patrol will start a patrol of the aircraft at a specified zone, and will engage when commanded.
-- @param #AI_A2G_DISPATCHER self -- @param #AI_A2G_DISPATCHER self
-- @param #string SquadronName The squadron name. -- @param #string SquadronName The squadron name.
-- @param Core.Zone#ZONE_BASE Zone The @{Zone} object derived from @{Core.Zone#ZONE_BASE} that defines the zone wherein the Patrol will be executed. -- @param Core.Zone#ZONE_BASE Zone The @{Core.Zone} object derived from @{Core.Zone#ZONE_BASE} that defines the zone wherein the Patrol will be executed.
-- @param #number PatrolMinSpeed (optional, default = 50% of max speed) The minimum speed at which the cap can be executed. -- @param #number PatrolMinSpeed (optional, default = 50% of max speed) The minimum speed at which the cap can be executed.
-- @param #number PatrolMaxSpeed (optional, default = 75% of max speed) The maximum speed at which the cap can be executed. -- @param #number PatrolMaxSpeed (optional, default = 75% of max speed) The maximum speed at which the cap can be executed.
-- @param #number PatrolFloorAltitude (optional, default = 1000m ) The minimum altitude at which the cap can be executed. -- @param #number PatrolFloorAltitude (optional, default = 1000m ) The minimum altitude at which the cap can be executed.
@@ -2234,7 +2242,7 @@ do -- AI_A2G_DISPATCHER
-- The Sead patrol will start a patrol of the aircraft at a specified zone, and will engage when commanded. -- The Sead patrol will start a patrol of the aircraft at a specified zone, and will engage when commanded.
-- @param #AI_A2G_DISPATCHER self -- @param #AI_A2G_DISPATCHER self
-- @param #string SquadronName The squadron name. -- @param #string SquadronName The squadron name.
-- @param Core.Zone#ZONE_BASE Zone The @{Zone} object derived from @{Core.Zone#ZONE_BASE} that defines the zone wherein the Patrol will be executed. -- @param Core.Zone#ZONE_BASE Zone The @{Core.Zone} object derived from @{Core.Zone#ZONE_BASE} that defines the zone wherein the Patrol will be executed.
-- @param #number FloorAltitude (optional, default = 1000m ) The minimum altitude at which the cap can be executed. -- @param #number FloorAltitude (optional, default = 1000m ) The minimum altitude at which the cap can be executed.
-- @param #number CeilingAltitude (optional, default = 1500m ) The maximum altitude at which the cap can be executed. -- @param #number CeilingAltitude (optional, default = 1500m ) The maximum altitude at which the cap can be executed.
-- @param #number PatrolMinSpeed (optional, default = 50% of max speed) The minimum speed at which the cap can be executed. -- @param #number PatrolMinSpeed (optional, default = 50% of max speed) The minimum speed at which the cap can be executed.
@@ -2336,7 +2344,7 @@ do -- AI_A2G_DISPATCHER
-- The Cas patrol will start a patrol of the aircraft at a specified zone, and will engage when commanded. -- The Cas patrol will start a patrol of the aircraft at a specified zone, and will engage when commanded.
-- @param #AI_A2G_DISPATCHER self -- @param #AI_A2G_DISPATCHER self
-- @param #string SquadronName The squadron name. -- @param #string SquadronName The squadron name.
-- @param Core.Zone#ZONE_BASE Zone The @{Zone} object derived from @{Core.Zone#ZONE_BASE} that defines the zone wherein the Patrol will be executed. -- @param Core.Zone#ZONE_BASE Zone The @{Core.Zone} object derived from @{Core.Zone#ZONE_BASE} that defines the zone wherein the Patrol will be executed.
-- @param #number PatrolMinSpeed (optional, default = 50% of max speed) The minimum speed at which the cap can be executed. -- @param #number PatrolMinSpeed (optional, default = 50% of max speed) The minimum speed at which the cap can be executed.
-- @param #number PatrolMaxSpeed (optional, default = 75% of max speed) The maximum speed at which the cap can be executed. -- @param #number PatrolMaxSpeed (optional, default = 75% of max speed) The maximum speed at which the cap can be executed.
-- @param #number PatrolFloorAltitude (optional, default = 1000m ) The minimum altitude at which the cap can be executed. -- @param #number PatrolFloorAltitude (optional, default = 1000m ) The minimum altitude at which the cap can be executed.
@@ -2385,7 +2393,7 @@ do -- AI_A2G_DISPATCHER
-- The Cas patrol will start a patrol of the aircraft at a specified zone, and will engage when commanded. -- The Cas patrol will start a patrol of the aircraft at a specified zone, and will engage when commanded.
-- @param #AI_A2G_DISPATCHER self -- @param #AI_A2G_DISPATCHER self
-- @param #string SquadronName The squadron name. -- @param #string SquadronName The squadron name.
-- @param Core.Zone#ZONE_BASE Zone The @{Zone} object derived from @{Core.Zone#ZONE_BASE} that defines the zone wherein the Patrol will be executed. -- @param Core.Zone#ZONE_BASE Zone The @{Core.Zone} object derived from @{Core.Zone#ZONE_BASE} that defines the zone wherein the Patrol will be executed.
-- @param #number FloorAltitude (optional, default = 1000m ) The minimum altitude at which the cap can be executed. -- @param #number FloorAltitude (optional, default = 1000m ) The minimum altitude at which the cap can be executed.
-- @param #number CeilingAltitude (optional, default = 1500m ) The maximum altitude at which the cap can be executed. -- @param #number CeilingAltitude (optional, default = 1500m ) The maximum altitude at which the cap can be executed.
-- @param #number PatrolMinSpeed (optional, default = 50% of max speed) The minimum speed at which the cap can be executed. -- @param #number PatrolMinSpeed (optional, default = 50% of max speed) The minimum speed at which the cap can be executed.
@@ -2487,7 +2495,7 @@ do -- AI_A2G_DISPATCHER
-- The Bai patrol will start a patrol of the aircraft at a specified zone, and will engage when commanded. -- The Bai patrol will start a patrol of the aircraft at a specified zone, and will engage when commanded.
-- @param #AI_A2G_DISPATCHER self -- @param #AI_A2G_DISPATCHER self
-- @param #string SquadronName The squadron name. -- @param #string SquadronName The squadron name.
-- @param Core.Zone#ZONE_BASE Zone The @{Zone} object derived from @{Core.Zone#ZONE_BASE} that defines the zone wherein the Patrol will be executed. -- @param Core.Zone#ZONE_BASE Zone The @{Core.Zone} object derived from @{Core.Zone#ZONE_BASE} that defines the zone wherein the Patrol will be executed.
-- @param #number PatrolMinSpeed (optional, default = 50% of max speed) The minimum speed at which the cap can be executed. -- @param #number PatrolMinSpeed (optional, default = 50% of max speed) The minimum speed at which the cap can be executed.
-- @param #number PatrolMaxSpeed (optional, default = 75% of max speed) The maximum speed at which the cap can be executed. -- @param #number PatrolMaxSpeed (optional, default = 75% of max speed) The maximum speed at which the cap can be executed.
-- @param #number PatrolFloorAltitude (optional, default = 1000m ) The minimum altitude at which the cap can be executed. -- @param #number PatrolFloorAltitude (optional, default = 1000m ) The minimum altitude at which the cap can be executed.
@@ -2536,7 +2544,7 @@ do -- AI_A2G_DISPATCHER
-- The Bai patrol will start a patrol of the aircraft at a specified zone, and will engage when commanded. -- The Bai patrol will start a patrol of the aircraft at a specified zone, and will engage when commanded.
-- @param #AI_A2G_DISPATCHER self -- @param #AI_A2G_DISPATCHER self
-- @param #string SquadronName The squadron name. -- @param #string SquadronName The squadron name.
-- @param Core.Zone#ZONE_BASE Zone The @{Zone} object derived from @{Core.Zone#ZONE_BASE} that defines the zone wherein the Patrol will be executed. -- @param Core.Zone#ZONE_BASE Zone The @{Core.Zone} object derived from @{Core.Zone#ZONE_BASE} that defines the zone wherein the Patrol will be executed.
-- @param #number FloorAltitude (optional, default = 1000m ) The minimum altitude at which the cap can be executed. -- @param #number FloorAltitude (optional, default = 1000m ) The minimum altitude at which the cap can be executed.
-- @param #number CeilingAltitude (optional, default = 1500m ) The maximum altitude at which the cap can be executed. -- @param #number CeilingAltitude (optional, default = 1500m ) The maximum altitude at which the cap can be executed.
-- @param #number PatrolMinSpeed (optional, default = 50% of max speed) The minimum speed at which the cap can be executed. -- @param #number PatrolMinSpeed (optional, default = 50% of max speed) The minimum speed at which the cap can be executed.

View File

@@ -1,6 +1,6 @@
--- **AI** -- Models the process of air to ground SEAD engagement for airplanes and helicopters. --- **AI** - Models the process of air to ground SEAD engagement for airplanes and helicopters.
-- --
-- This is a class used in the @{AI_A2G_Dispatcher}. -- This is a class used in the @{AI.AI_A2G_Dispatcher}.
-- --
-- === -- ===
-- --
@@ -14,61 +14,43 @@
--- @type AI_A2G_SEAD --- @type AI_A2G_SEAD
-- @extends AI.AI_A2G_Patrol#AI_AIR_PATROL -- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- Implements the core functions to SEAD intruders. Use the Engage trigger to intercept intruders. --- Implements the core functions to SEAD intruders. Use the Engage trigger to intercept intruders.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia3.JPG)
--
-- 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_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.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia4.JPG)
--
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits. -- 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. -- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia5.JPG)
--
-- This cycle will continue. -- This cycle will continue.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia6.JPG)
--
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event. -- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
--
-- ![Process](..\Presentations\AI_GCI\Dia9.JPG)
-- --
-- When enemies are detected, the AI will automatically engage the enemy. -- When enemies are detected, the AI will automatically engage the enemy.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia10.JPG)
--
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB. -- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land. -- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia13.JPG)
--
-- ## 1. AI_A2G_SEAD constructor -- ## 1. AI_A2G_SEAD constructor
-- --
-- * @{#AI_A2G_SEAD.New}(): Creates a new AI_A2G_SEAD object. -- * @{#AI_A2G_SEAD.New}(): Creates a new AI_A2G_SEAD object.
-- --
-- ## 3. Set the Range of Engagement -- ## 3. Set the Range of Engagement
-- --
-- ![Range](..\Presentations\AI_GCI\Dia11.JPG)
--
-- An optional range can be set in meters, -- An optional range can be set in meters,
-- that will define when the AI will engage with the detected airborne enemy targets. -- 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 can be beyond or smaller than the range of the Patrol Zone.
-- The range is applied at the position of the AI. -- The range is applied at the position of the AI.
-- Use the method @{AI.AI_GCI#AI_A2G_SEAD.SetEngageRange}() to define that range. -- Use the method @{#AI_AIR_PATROL.SetEngageRange}() to define that range.
-- --
-- ## 4. Set the Zone of Engagement -- # Developer Note
-- --
-- ![Zone](..\Presentations\AI_GCI\Dia12.JPG) -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- -- Therefore, this class is considered to be deprecated
-- 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 -- @field #AI_A2G_SEAD
@@ -76,8 +58,6 @@ AI_A2G_SEAD = {
ClassName = "AI_A2G_SEAD", ClassName = "AI_A2G_SEAD",
} }
--- Creates a new AI_A2G_SEAD object --- Creates a new AI_A2G_SEAD object
-- @param #AI_A2G_SEAD self -- @param #AI_A2G_SEAD self
-- @param Wrapper.Group#GROUP AIGroup -- @param Wrapper.Group#GROUP AIGroup
@@ -86,7 +66,7 @@ AI_A2G_SEAD = {
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement. -- @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#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 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 Core.Zone#ZONE_BASE PatrolZone The @{Core.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 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#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 PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
@@ -96,7 +76,7 @@ AI_A2G_SEAD = {
function AI_A2G_SEAD:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) 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 = 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_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType ) 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 ) local self = BASE:Inherit( self, AI_Air_Engage )
@@ -111,7 +91,7 @@ end
-- @param DCS#Speed EngageMaxSpeed The maximum 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 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#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 Core.Zone#ZONE_BASE PatrolZone The @{Core.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 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#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 PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
@@ -127,7 +107,7 @@ end
--- Evaluate the attack and create an AttackUnitTask list. --- Evaluate the attack and create an AttackUnitTask list.
-- @param #AI_A2G_SEAD self -- @param #AI_A2G_SEAD self
-- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack. -- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack.
-- @param Wrappper.Group#GROUP DefenderGroup The group of defenders. -- @param Wrapper.Group#GROUP DefenderGroup The group of defenders.
-- @param #number EngageAltitude The altitude to engage the targets. -- @param #number EngageAltitude The altitude to engage the targets.
-- @return #AI_A2G_SEAD self -- @return #AI_A2G_SEAD self
function AI_A2G_SEAD:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude ) function AI_A2G_SEAD:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude )

View File

@@ -46,6 +46,11 @@
-- * **Stop**: Stop the transport process. -- * **Stop**: Stop the transport process.
-- * **Monitor**: Monitor and take action. -- * **Monitor**: Monitor and take action.
-- --
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @field #AI_AIR -- @field #AI_AIR
AI_AIR = { AI_AIR = {
ClassName = "AI_AIR", ClassName = "AI_AIR",
@@ -374,7 +379,7 @@ 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. --- 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 threshold is calculated. -- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
-- When the fuel threshold 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. -- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targeted to the AI_AIR.
-- Once the time is finished, the old AI will return to the base. -- Once the time is finished, the old AI will return to the base.
-- @param #AI_AIR self -- @param #AI_AIR self
-- @param #number FuelThresholdPercentage The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel. -- @param #number FuelThresholdPercentage The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
@@ -409,7 +414,7 @@ end
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings. --- Defines a new patrol route using the @{AI.AI_Patrol#AI_PATROL_ZONE} parameters and settings.
-- @param #AI_AIR self -- @param #AI_AIR self
-- @return #AI_AIR self -- @return #AI_AIR self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
@@ -473,27 +478,27 @@ function AI_AIR:onafterStatus()
-- self:Home( "Destroy" ) -- self:Home( "Destroy" )
-- end -- end
-- end -- end
if not self:Is( "Fuel" ) and not self:Is( "Home" ) and not self:is( "Refuelling" )then if not self:Is( "Fuel" ) and not self:Is( "Home" ) and not self:is( "Refuelling" )then
local Fuel = self.Controllable:GetFuelMin() local Fuel = self.Controllable:GetFuelMin()
-- If the fuel in the controllable is below the threshold percentage, -- If the fuel in the controllable is below the threshold percentage,
-- then send for refuel in case of a tanker, otherwise RTB. -- then send for refuel in case of a tanker, otherwise RTB.
if Fuel < self.FuelThresholdPercentage then if Fuel < self.FuelThresholdPercentage then
if self.TankerName then if self.TankerName then
self:I( 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() self:Refuel()
else else
self:I( 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 OldAIControllable = self.Controllable
local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed ) local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
local TimedOrbitTask = OldAIControllable:TaskControlled( OrbitTask, OldAIControllable:TaskCondition(nil,nil,nil,nil,self.OutOfFuelOrbitTime,nil ) ) local TimedOrbitTask = OldAIControllable:TaskControlled( OrbitTask, OldAIControllable:TaskCondition(nil,nil,nil,nil,self.OutOfFuelOrbitTime,nil ) )
OldAIControllable:SetTask( TimedOrbitTask, 10 ) OldAIControllable:SetTask( TimedOrbitTask, 10 )
self:Fuel() self:Fuel()
RTB = true RTB = true
end end
@@ -504,11 +509,11 @@ function AI_AIR:onafterStatus()
if self:Is( "Fuel" ) and not self:Is( "Home" ) and not self:is( "Refuelling" ) then if self:Is( "Fuel" ) and not self:Is( "Home" ) and not self:is( "Refuelling" ) then
RTB = true RTB = true
end end
-- TODO: Check GROUP damage function. -- TODO: Check GROUP damage function.
local Damage = self.Controllable:GetLife() local Damage = self.Controllable:GetLife()
local InitialLife = self.Controllable:GetLife0() local InitialLife = self.Controllable:GetLife0()
-- If the group is damaged, then RTB. -- 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. -- 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. -- The damaged unit will RTB due to DCS logic, and the others will continue to engage.
@@ -518,7 +523,7 @@ function AI_AIR:onafterStatus()
RTB = true RTB = true
self:SetStatusOff() self:SetStatusOff()
end end
-- Check if planes went RTB and are out of control. -- Check if planes went RTB and are out of control.
-- We only check if planes are out of control, when they are in duty. -- We only check if planes are out of control, when they are in duty.
if self.Controllable:HasTask() == false then if self.Controllable:HasTask() == false then
@@ -532,7 +537,7 @@ function AI_AIR:onafterStatus()
self:Damaged() self:Damaged()
else else
self:I( self.Controllable:GetName() .. " control lost! " ) self:I( self.Controllable:GetName() .. " control lost! " )
self:LostControl() self:LostControl()
end end
else else
@@ -550,7 +555,7 @@ function AI_AIR:onafterStatus()
if not self:Is("Home") then if not self:Is("Home") then
self:__Status( 10 ) self:__Status( 10 )
end end
end end
end end
@@ -559,11 +564,11 @@ end
function AI_AIR.RTBRoute( AIGroup, Fsm ) function AI_AIR.RTBRoute( AIGroup, Fsm )
AIGroup:F( { "AI_AIR.RTBRoute:", AIGroup:GetName() } ) AIGroup:F( { "AI_AIR.RTBRoute:", AIGroup:GetName() } )
if AIGroup:IsAlive() then if AIGroup:IsAlive() then
Fsm:RTB() Fsm:RTB()
end end
end end
--- @param Wrapper.Group#GROUP AIGroup --- @param Wrapper.Group#GROUP AIGroup
@@ -576,7 +581,7 @@ function AI_AIR.RTBHold( AIGroup, Fsm )
local Task = AIGroup:TaskOrbitCircle( 4000, 400 ) local Task = AIGroup:TaskOrbitCircle( 4000, 400 )
AIGroup:SetTask( Task ) AIGroup:SetTask( Task )
end end
end end
--- Set the min and max factors on RTB speed. Use this, if your planes are heading back to base too fast. Default values are 0.5 and 0.6. --- Set the min and max factors on RTB speed. Use this, if your planes are heading back to base too fast. Default values are 0.5 and 0.6.
@@ -598,54 +603,53 @@ end
function AI_AIR:onafterRTB( AIGroup, From, Event, To ) function AI_AIR:onafterRTB( AIGroup, From, Event, To )
self:F( { AIGroup, From, Event, To } ) self:F( { AIGroup, From, Event, To } )
if AIGroup and AIGroup:IsAlive() then
if AIGroup and AIGroup:IsAlive() then
self:T( "Group " .. AIGroup:GetName() .. " ... RTB! ( " .. self:GetState() .. " )" ) self:T( "Group " .. AIGroup:GetName() .. " ... RTB! ( " .. self:GetState() .. " )" )
self:ClearTargetDistance() self:ClearTargetDistance()
--AIGroup:ClearTasks() --AIGroup:ClearTasks()
AIGroup:OptionProhibitAfterburner(true) AIGroup:OptionProhibitAfterburner(true)
local EngageRoute = {} local EngageRoute = {}
--- Calculate the target route point. --- Calculate the target route point.
local FromCoord = AIGroup:GetCoordinate() local FromCoord = AIGroup:GetCoordinate()
local ToTargetCoord = self.HomeAirbase:GetCoordinate() -- coordinate is on land height(!) local ToTargetCoord = self.HomeAirbase:GetCoordinate() -- coordinate is on land height(!)
local ToTargetVec3 = ToTargetCoord:GetVec3() local ToTargetVec3 = ToTargetCoord:GetVec3()
ToTargetVec3.y = ToTargetCoord:GetLandHeight()+3000 -- let's set this 1000m/3000 feet above ground ToTargetVec3.y = ToTargetCoord:GetLandHeight()+3000 -- let's set this 1000m/3000 feet above ground
local ToTargetCoord2 = COORDINATE:NewFromVec3( ToTargetVec3 ) local ToTargetCoord2 = COORDINATE:NewFromVec3( ToTargetVec3 )
if not self.RTBMinSpeed or not self.RTBMaxSpeed then if not self.RTBMinSpeed or not self.RTBMaxSpeed then
local RTBSpeedMax = AIGroup:GetSpeedMax() local RTBSpeedMax = AIGroup:GetSpeedMax()
local RTBSpeedMaxFactor = self.RTBSpeedMaxFactor or 0.6 local RTBSpeedMaxFactor = self.RTBSpeedMaxFactor or 0.6
local RTBSpeedMinFactor = self.RTBSpeedMinFactor or 0.5 local RTBSpeedMinFactor = self.RTBSpeedMinFactor or 0.5
self:SetRTBSpeed( RTBSpeedMax * RTBSpeedMinFactor, RTBSpeedMax * RTBSpeedMaxFactor) self:SetRTBSpeed( RTBSpeedMax * RTBSpeedMinFactor, RTBSpeedMax * RTBSpeedMaxFactor)
end end
local RTBSpeed = math.random( self.RTBMinSpeed, self.RTBMaxSpeed ) local RTBSpeed = math.random( self.RTBMinSpeed, self.RTBMaxSpeed )
--local ToAirbaseAngle = FromCoord:GetAngleDegrees( FromCoord:GetDirectionVec3( ToTargetCoord2 ) ) --local ToAirbaseAngle = FromCoord:GetAngleDegrees( FromCoord:GetDirectionVec3( ToTargetCoord2 ) )
local Distance = FromCoord:Get2DDistance( ToTargetCoord2 ) local Distance = FromCoord:Get2DDistance( ToTargetCoord2 )
--local ToAirbaseCoord = FromCoord:Translate( 5000, ToAirbaseAngle ) --local ToAirbaseCoord = FromCoord:Translate( 5000, ToAirbaseAngle )
local ToAirbaseCoord = ToTargetCoord2 local ToAirbaseCoord = ToTargetCoord2
if Distance < 5000 then if Distance < 5000 then
self:I( "RTB and near the airbase!" ) self:I( "RTB and near the airbase!" )
self:Home() self:Home()
return return
end end
if not AIGroup:InAir() == true then if not AIGroup:InAir() == true then
self:I( "Not anymore in the air, considered Home." ) self:I( "Not anymore in the air, considered Home." )
self:Home() self:Home()
return return
end end
--- Create a route point of type air. --- Create a route point of type air.
local FromRTBRoutePoint = FromCoord:WaypointAir( local FromRTBRoutePoint = FromCoord:WaypointAir(
self.PatrolAltType, self.PatrolAltType,
@@ -666,10 +670,10 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
EngageRoute[#EngageRoute+1] = FromRTBRoutePoint EngageRoute[#EngageRoute+1] = FromRTBRoutePoint
EngageRoute[#EngageRoute+1] = ToRTBRoutePoint EngageRoute[#EngageRoute+1] = ToRTBRoutePoint
local Tasks = {} local Tasks = {}
Tasks[#Tasks+1] = AIGroup:TaskFunction( "AI_AIR.RTBRoute", self ) Tasks[#Tasks+1] = AIGroup:TaskFunction( "AI_AIR.RTBRoute", self )
EngageRoute[#EngageRoute].task = AIGroup:TaskCombo( Tasks ) EngageRoute[#EngageRoute].task = AIGroup:TaskCombo( Tasks )
AIGroup:OptionROEHoldFire() AIGroup:OptionROEHoldFire()
@@ -677,9 +681,9 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
--- NOW ROUTE THE GROUP! --- NOW ROUTE THE GROUP!
AIGroup:Route( EngageRoute, self.TaskDelay ) AIGroup:Route( EngageRoute, self.TaskDelay )
end end
end end
--- @param #AI_AIR self --- @param #AI_AIR self

View File

@@ -1,4 +1,4 @@
--- **AI** - Create an automated AIR defense system based on a detection network of reconnaissance vehicles and air units, coordinating SEAD, BAI and CAP operations. --- **AI** - Create an automated AIR defense system with reconnaissance units, coordinating SEAD, BAI and CAP operations.
-- --
-- === -- ===
-- --
@@ -7,7 +7,7 @@
-- * Setup quickly an AIR defense system for a coalition. -- * Setup quickly an AIR defense system for a coalition.
-- * Setup multiple defense zones to defend specific coordinates in your battlefield. -- * Setup multiple defense zones to defend specific coordinates in your battlefield.
-- * Setup (SEAD) Suppression of Air Defense squadrons, to gain control in the air of enemy grounds. -- * Setup (SEAD) Suppression of Air Defense squadrons, to gain control in the air of enemy grounds.
-- * Setup (CAS) Controlled Air Support squadrons, to attack closeby enemy ground units near friendly installations. -- * Setup (CAS) Controlled Air Support squadrons, to attack close by enemy ground units near friendly installations.
-- * Setup (BAI) Battleground Air Interdiction squadrons to attack remote enemy ground units and targets. -- * Setup (BAI) Battleground Air Interdiction squadrons to attack remote enemy ground units and targets.
-- * Define and use a detection network controlled by recce. -- * Define and use a detection network controlled by recce.
-- * Define AIR defense squadrons at airbases, FARPs and carriers. -- * Define AIR defense squadrons at airbases, FARPs and carriers.
@@ -24,7 +24,7 @@
-- --
-- ## Missions: -- ## Missions:
-- --
-- [AID-AIR - AI AIR Dispatching](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-AIR%20-%20AI%20AIR%20Dispatching) -- [AI_A2A_Dispatcher](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_A2A_Dispatcher)
-- --
-- === -- ===
-- --
@@ -88,7 +88,7 @@
-- --
-- ## 4. How do the defenses decide **when and where to engage** on approaching enemy units? -- ## 4. How do the defenses decide **when and where to engage** on approaching enemy units?
-- --
-- The AIR dispacher needs you to setup (various) defense coordinates, which are strategic positions in the battle field to be defended. -- The AIR dispatcher needs you to setup (various) defense coordinates, which are strategic positions in the battle field to be defended.
-- Any ground based enemy approaching within the proximity of such a defense point, may trigger for a defensive action by friendly air units. -- Any ground based enemy approaching within the proximity of such a defense point, may trigger for a defensive action by friendly air units.
-- --
-- There are 2 important parameters that play a role in the defensive decision making: defensiveness and reactivity. -- There are 2 important parameters that play a role in the defensive decision making: defensiveness and reactivity.
@@ -108,7 +108,7 @@
-- ## 5. Are defense coordinates and defense reactivity the only parameters? -- ## 5. Are defense coordinates and defense reactivity the only parameters?
-- --
-- No, depending on the target type, and the threat level of the target, the probability of defense will be higher. -- No, depending on the target type, and the threat level of the target, the probability of defense will be higher.
-- In other words, when a SAM-10 radar emitter is detected, its probabilty for defense will be much higher than when a BMP-1 vehicle is -- In other words, when a SAM-10 radar emitter is detected, its probability for defense will be much higher than when a BMP-1 vehicle is
-- detected, even when both enemies are at the same distance from a defense coordinate. -- detected, even when both enemies are at the same distance from a defense coordinate.
-- This will ensure optimal defenses, SEAD tasks will be launched much more quicker against engaging radar emitters, to ensure air superiority. -- This will ensure optimal defenses, SEAD tasks will be launched much more quicker against engaging radar emitters, to ensure air superiority.
-- Approaching main battle tanks will be engaged much faster, than a group of approaching trucks. -- Approaching main battle tanks will be engaged much faster, than a group of approaching trucks.
@@ -117,12 +117,12 @@
-- ## 6. Which Squadrons will I create and which name will I give each Squadron? -- ## 6. Which Squadrons will I create and which name will I give each Squadron?
-- --
-- The AIR defense system works with **Squadrons**. Each Squadron must be given a unique name, that forms the **key** to the squadron. -- The AIR defense system works with **Squadrons**. Each Squadron must be given a unique name, that forms the **key** to the squadron.
-- Several options and activities can be set per Squadron. A free format name can be given, but always ensure that the name is meaningfull -- Several options and activities can be set per Squadron. A free format name can be given, but always ensure that the name is meaningful
-- for your mission, and remember that squadron names are used for communication to the players of your mission. -- for your mission, and remember that squadron names are used for communication to the players of your mission.
-- --
-- There are mainly 3 types of defenses: **SEAD**, **CAS** and **BAI**. -- There are mainly 3 types of defenses: **SEAD**, **CAS** and **BAI**.
-- --
-- Suppression of Air Defenses (SEAD) are effective agains radar emitters. Close Air Support (CAS) is launched when the enemy is close near friendly units. -- Suppression of Air Defenses (SEAD) are effective against radar emitters. Close Air Support (CAS) is launched when the enemy is close near friendly units.
-- Battleground Air Interdiction (BAI) tasks are launched when there are no friendlies around. -- Battleground Air Interdiction (BAI) tasks are launched when there are no friendlies around.
-- --
-- Depending on the defense type, different payloads will be needed. See further points on squadron definition. -- Depending on the defense type, different payloads will be needed. See further points on squadron definition.
@@ -174,13 +174,13 @@
-- * polygon zones -- * polygon zones
-- * moving zones -- * moving zones
-- --
-- Depending on the type of zone selected, a different @{Zone} object needs to be created from a ZONE_ class. -- Depending on the type of zone selected, a different @{Core.Zone} object needs to be created from a ZONE_ class.
-- --
-- --
-- ## 12. Are moving defense coordinates possible? -- ## 12. Are moving defense coordinates possible?
-- --
-- Yes, different COORDINATE types are possible to be used. -- Yes, different COORDINATE types are possible to be used.
-- The COORDINATE_UNIT will help you to specify a defense coodinate that is attached to a moving unit. -- The COORDINATE_UNIT will help you to specify a defense coordinate that is attached to a moving unit.
-- --
-- --
-- ## 13. How much defense coordinates do I need to create? -- ## 13. How much defense coordinates do I need to create?
@@ -214,7 +214,7 @@
-- * From a parking spot with running engines -- * From a parking spot with running engines
-- * From a parking spot with cold engines -- * From a parking spot with cold engines
-- --
-- **The default takeoff method is staight in the air.** -- **The default takeoff method is straight in the air.**
-- This takeoff method is the most useful if you want to avoid airplane clutter at airbases! -- This takeoff method is the most useful if you want to avoid airplane clutter at airbases!
-- But it is the least realistic one! -- But it is the least realistic one!
-- --
@@ -236,10 +236,10 @@
-- --
-- For each Squadron, depending on the helicopter or airplane type (modern, old) and payload, which overhead is required to provide any defense? -- For each Squadron, depending on the helicopter or airplane type (modern, old) and payload, which overhead is required to provide any defense?
-- --
-- In other words, if **X** enemy ground units are detected, how many **Y** defense helicpters or airplanes need to engage (per squadron)? -- In other words, if **X** enemy ground units are detected, how many **Y** defense helicopters or airplanes need to engage (per squadron)?
-- The **Y** is dependent on the type of airplane (era), payload, fuel levels, skills etc. -- The **Y** is dependent on the type of airplane (era), payload, fuel levels, skills etc.
-- But the most important factor is the payload, which is the amount of AIR weapons the defense can carry to attack the enemy ground units. -- But the most important factor is the payload, which is the amount of AIR weapons the defense can carry to attack the enemy ground units.
-- For example, a Ka-50 can carry 16 vikrs, that means, that it potentially can destroy at least 8 ground units without a reload of ammunication. -- For example, a Ka-50 can carry 16 vikrs, that means, that it potentially can destroy at least 8 ground units without a reload of ammunition.
-- That means, that one defender can destroy more enemy ground units. -- That means, that one defender can destroy more enemy ground units.
-- Thus, the overhead is a **factor** that will calculate dynamically how many **Y** defenses will be required based on **X** attackers detected. -- Thus, the overhead is a **factor** that will calculate dynamically how many **Y** defenses will be required based on **X** attackers detected.
-- --
@@ -259,7 +259,7 @@
-- --
-- ### Author: **FlightControl** rework of GCICAP + introduction of new concepts (squadrons). -- ### Author: **FlightControl** rework of GCICAP + introduction of new concepts (squadrons).
-- --
-- @module AI.AI_AIR_Dispatcher -- @module AI.AI_Air_Dispatcher
-- @image AI_Air_To_Ground_Dispatching.JPG -- @image AI_Air_To_Ground_Dispatching.JPG
@@ -279,7 +279,7 @@ do -- AI_AIR_DISPATCHER
-- Multiple defense coordinates can be setup. Defense coordinates can be strategic or tactical positions or references to strategic units or scenery. -- Multiple defense coordinates can be setup. Defense coordinates can be strategic or tactical positions or references to strategic units or scenery.
-- The AIR dispatcher will evaluate every x seconds the tactical situation around each defense coordinate. When a defense coordinate -- The AIR dispatcher will evaluate every x seconds the tactical situation around each defense coordinate. When a defense coordinate
-- is under threat, it will communicate through the command center that defensive actions need to be taken and will launch groups of air units for defense. -- is under threat, it will communicate through the command center that defensive actions need to be taken and will launch groups of air units for defense.
-- The level of threat to the defense coordinate varyies upon the strength and types of the enemy units, the distance to the defense point, and the defensiveness parameters. -- The level of threat to the defense coordinate varies upon the strength and types of the enemy units, the distance to the defense point, and the defensiveness parameters.
-- Defensive actions are taken through probability, but the closer and the more threat the enemy poses to the defense coordinate, the faster it will be attacked by friendly AIR units. -- Defensive actions are taken through probability, but the closer and the more threat the enemy poses to the defense coordinate, the faster it will be attacked by friendly AIR units.
-- --
-- Please study carefully the underlying explanations how to setup and use this module, as it has many features. -- Please study carefully the underlying explanations how to setup and use this module, as it has many features.
@@ -292,8 +292,6 @@ do -- AI_AIR_DISPATCHER
-- --
-- ## 1. AI\_AIR\_DISPATCHER constructor: -- ## 1. AI\_AIR\_DISPATCHER constructor:
-- --
-- ![Banner Image](..\Presentations\AI_AIR_DISPATCHER\AI_AIR_DISPATCHER-ME_1.JPG)
--
-- --
-- The @{#AI_AIR_DISPATCHER.New}() method creates a new AI_AIR_DISPATCHER instance. -- The @{#AI_AIR_DISPATCHER.New}() method creates a new AI_AIR_DISPATCHER instance.
-- --
@@ -306,8 +304,6 @@ do -- AI_AIR_DISPATCHER
-- A reconnaissance network, is used to detect enemy ground targets, -- A reconnaissance network, is used to detect enemy ground targets,
-- potentially group them into areas, and to understand the position, level of threat of the enemy. -- potentially group them into areas, and to understand the position, level of threat of the enemy.
-- --
-- ![Banner Image](..\Presentations\AI_AIR_DISPATCHER\Dia5.JPG)
--
-- As explained in the introduction, depending on the type of mission you want to achieve, different types of units can be applied to detect ground enemy targets. -- As explained in the introduction, depending on the type of mission you want to achieve, different types of units can be applied to detect ground enemy targets.
-- Ground based units are very useful to act as a reconnaissance, but they lack sometimes the visibility to detect targets at greater range. -- Ground based units are very useful to act as a reconnaissance, but they lack sometimes the visibility to detect targets at greater range.
-- Recce are very useful to acquire the position of enemy ground targets when spread out over the battlefield at strategic positions. -- Recce are very useful to acquire the position of enemy ground targets when spread out over the battlefield at strategic positions.
@@ -328,7 +324,7 @@ do -- AI_AIR_DISPATCHER
-- By spawning in dynamically additional recce, you can ensure that there is sufficient reconnaissance coverage so the defense mechanism is continuously -- By spawning in dynamically additional recce, you can ensure that there is sufficient reconnaissance coverage so the defense mechanism is continuously
-- alerted of new enemy ground targets. -- alerted of new enemy ground targets.
-- --
-- The following example defens a new reconnaissance network using a @{Functional.Detection#DETECTION_AREAS} object. -- The following example defense a new reconnaissance network using a @{Functional.Detection#DETECTION_AREAS} object.
-- --
-- -- Define a SET_GROUP object that builds a collection of groups that define the recce network. -- -- Define a SET_GROUP object that builds a collection of groups that define the recce network.
-- -- Here we build the network with all the groups that have a name starting with CCCP Recce. -- -- Here we build the network with all the groups that have a name starting with CCCP Recce.
@@ -473,7 +469,7 @@ do -- AI_AIR_DISPATCHER
-- the mission designer can choose to increase or reduce the amount of planes spawned. -- the mission designer can choose to increase or reduce the amount of planes spawned.
-- --
-- The method @{#AI_AIR_DISPATCHER.SetSquadron}() defines for you a new squadron. -- The method @{#AI_AIR_DISPATCHER.SetSquadron}() defines for you a new squadron.
-- The provided parameters are the squadron name, airbase name and a list of template prefixe, and a number that indicates the amount of resources. -- The provided parameters are the squadron name, airbase name and a list of template prefixes, and a number that indicates the amount of resources.
-- --
-- For example, this defines 3 new squadrons: -- For example, this defines 3 new squadrons:
-- --
@@ -619,7 +615,7 @@ do -- AI_AIR_DISPATCHER
-- Depending on the demand of requested takeoffs by the AIR dispatcher, an airfield can become overloaded. Too many aircraft need to be taken -- Depending on the demand of requested takeoffs by the AIR dispatcher, an airfield can become overloaded. Too many aircraft need to be taken
-- off at the same time, which will result in clutter as described above. In order to better control this behaviour, a takeoff scheduler is implemented, -- off at the same time, which will result in clutter as described above. In order to better control this behaviour, a takeoff scheduler is implemented,
-- which can be used to control how many aircraft are ordered for takeoff between specific time intervals. -- which can be used to control how many aircraft are ordered for takeoff between specific time intervals.
-- The takeff intervals can be specified per squadron, which make sense, as each squadron have a "home" airfield. -- The takeoff intervals can be specified per squadron, which make sense, as each squadron have a "home" airfield.
-- --
-- For this purpose, the method @{#AI_AIR_DISPATCHER.SetSquadronTakeOffInterval}() can be used to specify the takeoff intervals of -- For this purpose, the method @{#AI_AIR_DISPATCHER.SetSquadronTakeOffInterval}() can be used to specify the takeoff intervals of
-- aircraft groups per squadron to avoid cluttering of aircraft at airbases. -- aircraft groups per squadron to avoid cluttering of aircraft at airbases.
@@ -673,8 +669,6 @@ do -- AI_AIR_DISPATCHER
-- --
-- Use the method @{#AI_AIR_DISPATCHER.SetSquadronGrouping}() to set the grouping of aircraft when spawned in. -- Use the method @{#AI_AIR_DISPATCHER.SetSquadronGrouping}() to set the grouping of aircraft when spawned in.
-- --
-- ![Banner Image](..\Presentations\AI_AIR_DISPATCHER\Dia12.JPG)
--
-- In the case of **on call** engagement, the @{#AI_AIR_DISPATCHER.SetSquadronGrouping}() method has additional behaviour. -- In the case of **on call** engagement, the @{#AI_AIR_DISPATCHER.SetSquadronGrouping}() method has additional behaviour.
-- When there aren't enough patrol flights airborne, a on call will be initiated for the remaining -- When there aren't enough patrol flights airborne, a on call will be initiated for the remaining
-- targets to be engaged. Depending on the grouping parameter, the spawned flights for on call aircraft are grouped into this setting. -- targets to be engaged. Depending on the grouping parameter, the spawned flights for on call aircraft are grouped into this setting.
@@ -688,8 +682,6 @@ do -- AI_AIR_DISPATCHER
-- The effectiveness can be set with the **overhead parameter**. This is a number that is used to calculate the amount of Units that dispatching command will allocate to GCI in surplus of detected amount of units. -- The effectiveness can be set with the **overhead parameter**. This is a number that is used to calculate the amount of Units that dispatching command will allocate to GCI in surplus of detected amount of units.
-- The **default value** of the overhead parameter is 1.0, which means **equal balance**. -- The **default value** of the overhead parameter is 1.0, which means **equal balance**.
-- --
-- ![Banner Image](..\Presentations\AI_AIR_DISPATCHER\Dia11.JPG)
--
-- However, depending on the (type of) aircraft (strength and payload) in the squadron and the amount of resources available, this parameter can be changed. -- However, depending on the (type of) aircraft (strength and payload) in the squadron and the amount of resources available, this parameter can be changed.
-- --
-- The @{#AI_AIR_DISPATCHER.SetSquadronOverhead}() method can be used to tweak the defense strength, -- The @{#AI_AIR_DISPATCHER.SetSquadronOverhead}() method can be used to tweak the defense strength,
@@ -835,8 +827,6 @@ do -- AI_AIR_DISPATCHER
-- --
-- For example, the following setup will set the default refuel tanker to "Tanker": -- For example, the following setup will set the default refuel tanker to "Tanker":
-- --
-- ![Banner Image](..\Presentations\AI_AIR_DISPATCHER\AI_AIR_DISPATCHER-ME_11.JPG)
--
-- -- Define the CAP -- -- Define the CAP
-- A2ADispatcher:SetSquadron( "Sochi", AIRBASE.Caucasus.Sochi_Adler, { "SQ CCCP SU-34" }, 20 ) -- A2ADispatcher:SetSquadron( "Sochi", AIRBASE.Caucasus.Sochi_Adler, { "SQ CCCP SU-34" }, 20 )
-- A2ADispatcher:SetSquadronCap( "Sochi", ZONE:New( "PatrolZone" ), 4000, 8000, 600, 800, 1000, 1300 ) -- A2ADispatcher:SetSquadronCap( "Sochi", ZONE:New( "PatrolZone" ), 4000, 8000, 600, 800, 1000, 1300 )
@@ -883,6 +873,11 @@ do -- AI_AIR_DISPATCHER
-- However, the squadron will still stay alive. Any airplane that is airborne will continue its operations until all airborne airplanes -- However, the squadron will still stay alive. Any airplane that is airborne will continue its operations until all airborne airplanes
-- of the squadron will be destroyed. This to keep consistency of air operations not to confuse the players. -- of the squadron will be destroyed. This to keep consistency of air operations not to confuse the players.
-- --
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @field #AI_AIR_DISPATCHER -- @field #AI_AIR_DISPATCHER
AI_AIR_DISPATCHER = { AI_AIR_DISPATCHER = {
ClassName = "AI_AIR_DISPATCHER", ClassName = "AI_AIR_DISPATCHER",
@@ -947,7 +942,7 @@ do -- AI_AIR_DISPATCHER
AI_AIR_DISPATCHER.DefenseQueue = {} AI_AIR_DISPATCHER.DefenseQueue = {}
--- Defense approach types --- Defense approach types
-- @type #AI_AIR_DISPATCHER.DefenseApproach -- @type AI_AIR_DISPATCHER.DefenseApproach
AI_AIR_DISPATCHER.DefenseApproach = { AI_AIR_DISPATCHER.DefenseApproach = {
Random = 1, Random = 1,
Distance = 2, Distance = 2,
@@ -1021,7 +1016,7 @@ do -- AI_AIR_DISPATCHER
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
-- @param Tasking.Task_AIR#AI_AIR Task -- @param AI.AI_Air#AI_AIR Task
-- @param Wrapper.Unit#UNIT TaskUnit -- @param Wrapper.Unit#UNIT TaskUnit
-- @param #string PlayerName -- @param #string PlayerName
@@ -1224,7 +1219,7 @@ do -- AI_AIR_DISPATCHER
self:I( "Captured " .. AirbaseName ) self:I( "Captured " .. AirbaseName )
-- Now search for all squadrons located at the airbase, and sanatize them. -- Now search for all squadrons located at the airbase, and sanitize them.
for SquadronName, Squadron in pairs( self.DefenderSquadrons ) do for SquadronName, Squadron in pairs( self.DefenderSquadrons ) do
if Squadron.AirbaseName == AirbaseName then if Squadron.AirbaseName == AirbaseName then
Squadron.ResourceCount = -999 -- The base has been captured, and the resources are eliminated. No more spawning. Squadron.ResourceCount = -999 -- The base has been captured, and the resources are eliminated. No more spawning.
@@ -1376,7 +1371,7 @@ do -- AI_AIR_DISPATCHER
--- Define a border area to simulate a **cold war** scenario. --- Define a border area to simulate a **cold war** scenario.
-- A **cold war** is one where Patrol aircraft patrol their territory but will not attack enemy aircraft or launch GCI aircraft unless enemy aircraft enter their territory. In other words the EWR may detect an enemy aircraft but will only send aircraft to attack it if it crosses the border. -- A **cold war** is one where Patrol aircraft patrol their territory but will not attack enemy aircraft or launch GCI aircraft unless enemy aircraft enter their territory. In other words the EWR may detect an enemy aircraft but will only send aircraft to attack it if it crosses the border.
-- A **hot war** is one where Patrol aircraft will intercept any detected enemy aircraft and GCI aircraft will launch against detected enemy aircraft without regard for territory. In other words if the ground radar can detect the enemy aircraft then it will send Patrol and GCI aircraft to attack it. -- A **hot war** is one where Patrol aircraft will intercept any detected enemy aircraft and GCI aircraft will launch against detected enemy aircraft without regard for territory. In other words if the ground radar can detect the enemy aircraft then it will send Patrol and GCI aircraft to attack it.
-- If it's a cold war then the **borders of red and blue territory** need to be defined using a @{zone} object derived from @{Core.Zone#ZONE_BASE}. This method needs to be used for this. -- If it's a cold war then the **borders of red and blue territory** need to be defined using a @{Core.Zone} object derived from @{Core.Zone#ZONE_BASE}. This method needs to be used for this.
-- If a hot war is chosen then **no borders** actually need to be defined using the helicopter units other than it makes it easier sometimes for the mission maker to envisage where the red and blue territories roughly are. In a hot war the borders are effectively defined by the ground based radar coverage of a coalition. Set the noborders parameter to 1 -- If a hot war is chosen then **no borders** actually need to be defined using the helicopter units other than it makes it easier sometimes for the mission maker to envisage where the red and blue territories roughly are. In a hot war the borders are effectively defined by the ground based radar coverage of a coalition. Set the noborders parameter to 1
-- @param #AI_AIR_DISPATCHER self -- @param #AI_AIR_DISPATCHER self
-- @param Core.Zone#ZONE_BASE BorderZone An object derived from ZONE_BASE, or a list of objects derived from ZONE_BASE. -- @param Core.Zone#ZONE_BASE BorderZone An object derived from ZONE_BASE, or a list of objects derived from ZONE_BASE.
@@ -1796,12 +1791,12 @@ do -- AI_AIR_DISPATCHER
-- --
-- @return #AI_AIR_DISPATCHER -- @return #AI_AIR_DISPATCHER
function AI_AIR_DISPATCHER:SetSquadron2( Squadron ) function AI_AIR_DISPATCHER:SetSquadron2( Squadron )
local SquadronName = Squadron:GetName() -- Retrieves the Squadron Name. local SquadronName = Squadron:GetName() -- Retrieves the Squadron Name.
self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {} self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {}
local DefenderSquadron = self.DefenderSquadrons[SquadronName] local DefenderSquadron = self.DefenderSquadrons[SquadronName]
return self return self
end end
@@ -1812,15 +1807,15 @@ do -- AI_AIR_DISPATCHER
function AI_AIR_DISPATCHER:GetSquadron( SquadronName ) function AI_AIR_DISPATCHER:GetSquadron( SquadronName )
local DefenderSquadron = self.DefenderSquadrons[SquadronName] local DefenderSquadron = self.DefenderSquadrons[SquadronName]
if not DefenderSquadron then if not DefenderSquadron then
error( "Unknown Squadron for Dispatcher:" .. SquadronName ) error( "Unknown Squadron for Dispatcher:" .. SquadronName )
end end
return DefenderSquadron return DefenderSquadron
end end
--- Set the Squadron visible before startup of the dispatcher. --- Set the Squadron visible before startup of the dispatcher.
-- All planes will be spawned as uncontrolled on the parking spot. -- All planes will be spawned as uncontrolled on the parking spot.
-- They will lock the parking spot. -- They will lock the parking spot.
@@ -1852,7 +1847,7 @@ do -- AI_AIR_DISPATCHER
--- Check if the Squadron is visible before startup of the dispatcher. --- Check if the Squadron is visible before startup of the dispatcher.
-- @param #AI_AIR_DISPATCHER self -- @param #AI_AIR_DISPATCHER self
-- @param #string SquadronName The squadron name. -- @param #string SquadronName The squadron name.
-- @return #bool true if visible. -- @return #boolean true if visible.
-- @usage -- @usage
-- --
-- -- Set the Squadron visible before startup of dispatcher. -- -- Set the Squadron visible before startup of dispatcher.

View File

@@ -1,6 +1,6 @@
--- **AI** -- Models the process of air to ground engagement for airplanes and helicopters. --- **AI** - Models the process of air to ground engagement for airplanes and helicopters.
-- --
-- This is a class used in the @{AI_A2G_Dispatcher}. -- This is a class used in the @{AI.AI_A2G_Dispatcher}.
-- --
-- === -- ===
-- --
@@ -14,61 +14,45 @@
--- @type AI_AIR_ENGAGE --- @type AI_AIR_ENGAGE
-- @extends AI.AI_AIR#AI_AIR -- @extends AI.AI_Air#AI_AIR
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders. --- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia3.JPG)
--
-- 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_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.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia4.JPG)
--
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits. -- 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. -- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia5.JPG)
--
-- This cycle will continue. -- This cycle will continue.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia6.JPG)
--
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event. -- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
--
-- ![Process](..\Presentations\AI_GCI\Dia9.JPG)
-- --
-- When enemies are detected, the AI will automatically engage the enemy. -- When enemies are detected, the AI will automatically engage the enemy.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia10.JPG)
--
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB. -- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land. -- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia13.JPG)
--
-- ## 1. AI_AIR_ENGAGE constructor -- ## 1. AI_AIR_ENGAGE constructor
-- --
-- * @{#AI_AIR_ENGAGE.New}(): Creates a new AI_AIR_ENGAGE object. -- * @{#AI_AIR_ENGAGE.New}(): Creates a new AI_AIR_ENGAGE object.
-- --
-- ## 3. Set the Range of Engagement -- ## 2. Set the Zone of Engagement
--
-- ![Range](..\Presentations\AI_GCI\Dia11.JPG)
--
-- An optional range can be set in meters,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- The range can be beyond or smaller than the range of the Patrol Zone.
-- The range is applied at the position of the AI.
-- Use the method @{AI.AI_GCI#AI_AIR_ENGAGE.SetEngageRange}() to define that range.
-- --
-- ## 4. Set the Zone of Engagement -- An optional @{Core.Zone} can be set,
--
-- ![Zone](..\Presentations\AI_GCI\Dia12.JPG)
--
-- An optional @{Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets. -- 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. -- Use the method @{AI.AI_CAP#AI_AIR_ENGAGE.SetEngageZone}() to define that Zone.
-- --
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- === -- ===
-- --
-- @field #AI_AIR_ENGAGE -- @field #AI_AIR_ENGAGE
@@ -451,12 +435,12 @@ function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, Attac
-- TODO: A factor of * 3 is way too close. This causes the AI not to engange until merged sometimes! -- TODO: A factor of * 3 is way too close. This causes the AI not to engange until merged sometimes!
if TargetDistance <= EngageDistance * 9 then if TargetDistance <= EngageDistance * 9 then
self:I(string.format("AI_AIR_ENGAGE onafterEngageRoute ==> __Engage - target distance = %.1f km", TargetDistance/1000)) --self:I(string.format("AI_AIR_ENGAGE onafterEngageRoute ==> __Engage - target distance = %.1f km", TargetDistance/1000))
self:__Engage( 0.1, AttackSetUnit ) self:__Engage( 0.1, AttackSetUnit )
else else
self:I(string.format("FF AI_AIR_ENGAGE onafterEngageRoute ==> Routing - target distance = %.1f km", TargetDistance/1000)) --self:I(string.format("FF AI_AIR_ENGAGE onafterEngageRoute ==> Routing - target distance = %.1f km", TargetDistance/1000))
local EngageRoute = {} local EngageRoute = {}
local AttackTasks = {} local AttackTasks = {}

View File

@@ -1,4 +1,4 @@
--- **AI** -- Models the process of A2G patrolling and engaging ground targets for airplanes and helicopters. --- **AI** - Models the process of A2G patrolling and engaging ground targets for airplanes and helicopters.
-- --
-- === -- ===
-- --
@@ -12,8 +12,7 @@
--- @type AI_AIR_PATROL --- @type AI_AIR_PATROL
-- @extends AI.AI_Air#AI_AIR -- @extends AI.AI_Air#AI_AIR
--- The AI_AIR_PATROL class implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group}
--- 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. -- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
-- --
-- ![Process](..\Presentations\AI_CAP\Dia3.JPG) -- ![Process](..\Presentations\AI_CAP\Dia3.JPG)
@@ -80,16 +79,13 @@
-- that will define when the AI will engage with the detected airborne enemy targets. -- 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 can be beyond or smaller than the range of the Patrol Zone.
-- The range is applied at the position of the AI. -- The range is applied at the position of the AI.
-- Use the method @{AI.AI_CAP#AI_AIR_PATROL.SetEngageRange}() to define that range. -- Use the method @{#AI_AIR_PATROL.SetEngageRange}() to define that range.
-- --
-- ## 4. Set the Zone of Engagement -- # Developer Note
-- --
-- ![Zone](..\Presentations\AI_CAP\Dia12.JPG) -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- -- Therefore, this class is considered to be deprecated
-- 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 -- @field #AI_AIR_PATROL
@@ -101,7 +97,7 @@ AI_AIR_PATROL = {
-- @param #AI_AIR_PATROL self -- @param #AI_AIR_PATROL self
-- @param AI.AI_Air#AI_AIR AI_Air The AI_AIR FSM. -- @param AI.AI_Air#AI_AIR AI_Air The AI_AIR FSM.
-- @param Wrapper.Group#GROUP AIGroup The AI group. -- @param Wrapper.Group#GROUP AIGroup The AI group.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed. -- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.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 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#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 PatrolMinSpeed (optional, default = 50% of max speed) The minimum speed of the @{Wrapper.Group} in km/h.
@@ -114,17 +110,17 @@ function AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, Pa
local self = BASE:Inherit( self, AI_Air ) -- #AI_AIR_PATROL local self = BASE:Inherit( self, AI_Air ) -- #AI_AIR_PATROL
local SpeedMax = AIGroup:GetSpeedMax() local SpeedMax = AIGroup:GetSpeedMax()
self.PatrolZone = PatrolZone self.PatrolZone = PatrolZone
self.PatrolFloorAltitude = PatrolFloorAltitude or 1000 self.PatrolFloorAltitude = PatrolFloorAltitude or 1000
self.PatrolCeilingAltitude = PatrolCeilingAltitude or 1500 self.PatrolCeilingAltitude = PatrolCeilingAltitude or 1500
self.PatrolMinSpeed = PatrolMinSpeed or SpeedMax * 0.5 self.PatrolMinSpeed = PatrolMinSpeed or SpeedMax * 0.5
self.PatrolMaxSpeed = PatrolMaxSpeed or SpeedMax * 0.75 self.PatrolMaxSpeed = PatrolMaxSpeed or SpeedMax * 0.75
-- defafult PatrolAltType to "RADIO" if not specified -- defafult PatrolAltType to "RADIO" if not specified
self.PatrolAltType = PatrolAltType or "RADIO" self.PatrolAltType = PatrolAltType or "RADIO"
self:AddTransition( { "Started", "Airborne", "Refuelling" }, "Patrol", "Patrolling" ) self:AddTransition( { "Started", "Airborne", "Refuelling" }, "Patrol", "Patrolling" )
--- OnBefore Transition Handler for Event Patrol. --- OnBefore Transition Handler for Event Patrol.
@@ -135,7 +131,7 @@ function AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, Pa
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition. -- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Patrol. --- OnAfter Transition Handler for Event Patrol.
-- @function [parent=#AI_AIR_PATROL] OnAfterPatrol -- @function [parent=#AI_AIR_PATROL] OnAfterPatrol
-- @param #AI_AIR_PATROL self -- @param #AI_AIR_PATROL self
@@ -143,16 +139,16 @@ function AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, Pa
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
--- Synchronous Event Trigger for Event Patrol. --- Synchronous Event Trigger for Event Patrol.
-- @function [parent=#AI_AIR_PATROL] Patrol -- @function [parent=#AI_AIR_PATROL] Patrol
-- @param #AI_AIR_PATROL self -- @param #AI_AIR_PATROL self
--- Asynchronous Event Trigger for Event Patrol. --- Asynchronous Event Trigger for Event Patrol.
-- @function [parent=#AI_AIR_PATROL] __Patrol -- @function [parent=#AI_AIR_PATROL] __Patrol
-- @param #AI_AIR_PATROL self -- @param #AI_AIR_PATROL self
-- @param #number Delay The delay in seconds. -- @param #number Delay The delay in seconds.
--- OnLeave Transition Handler for State Patrolling. --- OnLeave Transition Handler for State Patrolling.
-- @function [parent=#AI_AIR_PATROL] OnLeavePatrolling -- @function [parent=#AI_AIR_PATROL] OnLeavePatrolling
-- @param #AI_AIR_PATROL self -- @param #AI_AIR_PATROL self
@@ -161,7 +157,7 @@ function AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, Pa
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition. -- @return #boolean Return false to cancel Transition.
--- OnEnter Transition Handler for State Patrolling. --- OnEnter Transition Handler for State Patrolling.
-- @function [parent=#AI_AIR_PATROL] OnEnterPatrolling -- @function [parent=#AI_AIR_PATROL] OnEnterPatrolling
-- @param #AI_AIR_PATROL self -- @param #AI_AIR_PATROL self
@@ -169,9 +165,9 @@ function AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, Pa
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
self:AddTransition( "Patrolling", "PatrolRoute", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR_PATROL. self:AddTransition( "Patrolling", "PatrolRoute", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR_PATROL.
--- OnBefore Transition Handler for Event PatrolRoute. --- OnBefore Transition Handler for Event PatrolRoute.
-- @function [parent=#AI_AIR_PATROL] OnBeforePatrolRoute -- @function [parent=#AI_AIR_PATROL] OnBeforePatrolRoute
-- @param #AI_AIR_PATROL self -- @param #AI_AIR_PATROL self
@@ -180,7 +176,7 @@ function AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, Pa
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition. -- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event PatrolRoute. --- OnAfter Transition Handler for Event PatrolRoute.
-- @function [parent=#AI_AIR_PATROL] OnAfterPatrolRoute -- @function [parent=#AI_AIR_PATROL] OnAfterPatrolRoute
-- @param #AI_AIR_PATROL self -- @param #AI_AIR_PATROL self
@@ -188,23 +184,21 @@ function AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, Pa
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
--- Synchronous Event Trigger for Event PatrolRoute. --- Synchronous Event Trigger for Event PatrolRoute.
-- @function [parent=#AI_AIR_PATROL] PatrolRoute -- @function [parent=#AI_AIR_PATROL] PatrolRoute
-- @param #AI_AIR_PATROL self -- @param #AI_AIR_PATROL self
--- Asynchronous Event Trigger for Event PatrolRoute. --- Asynchronous Event Trigger for Event PatrolRoute.
-- @function [parent=#AI_AIR_PATROL] __PatrolRoute -- @function [parent=#AI_AIR_PATROL] __PatrolRoute
-- @param #AI_AIR_PATROL self -- @param #AI_AIR_PATROL self
-- @param #number Delay The delay in seconds. -- @param #number Delay The delay in seconds.
self:AddTransition( "*", "Reset", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR_PATROL. self:AddTransition( "*", "Reset", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR_PATROL.
return self return self
end end
--- Set the Engage Range when the AI will engage with airborne enemies. --- Set the Engage Range when the AI will engage with airborne enemies.
-- @param #AI_AIR_PATROL self -- @param #AI_AIR_PATROL self
-- @param #number EngageRange The Engage Range. -- @param #number EngageRange The Engage Range.
@@ -230,7 +224,7 @@ end
-- @param #table CapCoordinates Table of coordinates of first race track point. Second point is determined by leg length and heading. -- @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 -- @return #AI_AIR_PATROL self
function AI_AIR_PATROL:SetRaceTrackPattern(LegMin, LegMax, HeadingMin, HeadingMax, DurationMin, DurationMax, CapCoordinates) function AI_AIR_PATROL:SetRaceTrackPattern(LegMin, LegMax, HeadingMin, HeadingMax, DurationMin, DurationMax, CapCoordinates)
self.racetrack=true self.racetrack=true
self.racetracklegmin=LegMin or 10000 self.racetracklegmin=LegMin or 10000
self.racetracklegmax=LegMax or 15000 self.racetracklegmax=LegMax or 15000
@@ -238,18 +232,16 @@ function AI_AIR_PATROL:SetRaceTrackPattern(LegMin, LegMax, HeadingMin, HeadingMa
self.racetrackheadingmax=HeadingMax or 180 self.racetrackheadingmax=HeadingMax or 180
self.racetrackdurationmin=DurationMin self.racetrackdurationmin=DurationMin
self.racetrackdurationmax=DurationMax self.racetrackdurationmax=DurationMax
if self.racetrackdurationmax and not self.racetrackdurationmin then if self.racetrackdurationmax and not self.racetrackdurationmin then
self.racetrackdurationmin=self.racetrackdurationmax self.racetrackdurationmin=self.racetrackdurationmax
end end
self.racetrackcapcoordinates=CapCoordinates self.racetrackcapcoordinates=CapCoordinates
end end
--- Defines a new patrol route using the @{AI.AI_Patrol#AI_PATROL_ZONE} parameters and settings.
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
-- @param #AI_AIR_PATROL self -- @param #AI_AIR_PATROL self
-- @return #AI_AIR_PATROL self -- @return #AI_AIR_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM. -- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
@@ -262,7 +254,7 @@ function AI_AIR_PATROL:onafterPatrol( AIPatrol, From, Event, To )
self:ClearTargetDistance() self:ClearTargetDistance()
self:__PatrolRoute( self.TaskDelay ) self:__PatrolRoute( self.TaskDelay )
AIPatrol:OnReSpawn( AIPatrol:OnReSpawn(
function( PatrolGroup ) function( PatrolGroup )
self:__Reset( self.TaskDelay ) self:__Reset( self.TaskDelay )
@@ -271,7 +263,7 @@ function AI_AIR_PATROL:onafterPatrol( AIPatrol, From, Event, To )
) )
end end
--- This statis method is called from the route path within the last task at the last waaypoint of the AIPatrol. --- This static method is called from the route path within the last task at the last waypoint of the AIPatrol.
-- Note that this method is required, as triggers the next route when patrolling for 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 Wrapper.Group#GROUP AIPatrol The AI group.
-- @param #AI_AIR_PATROL Fsm The FSM. -- @param #AI_AIR_PATROL Fsm The FSM.
@@ -282,10 +274,10 @@ function AI_AIR_PATROL.___PatrolRoute( AIPatrol, Fsm )
if AIPatrol and AIPatrol:IsAlive() then if AIPatrol and AIPatrol:IsAlive() then
Fsm:PatrolRoute() Fsm:PatrolRoute()
end end
end end
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings. --- Defines a new patrol route using the @{AI.AI_Patrol#AI_PATROL_ZONE} parameters and settings.
-- @param #AI_AIR_PATROL self -- @param #AI_AIR_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group managed by the FSM. -- @param Wrapper.Group#GROUP AIPatrol The Group managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
@@ -300,21 +292,20 @@ function AI_AIR_PATROL:onafterPatrolRoute( AIPatrol, From, Event, To )
return return
end end
if AIPatrol and AIPatrol:IsAlive() then if AIPatrol and AIPatrol:IsAlive() then
local PatrolRoute = {} local PatrolRoute = {}
--- Calculate the target route point. --- Calculate the target route point.
local CurrentCoord = AIPatrol:GetCoordinate() local CurrentCoord = AIPatrol:GetCoordinate()
local altitude= math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ) local altitude= math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude )
local ToTargetCoord = self.PatrolZone:GetRandomPointVec2() local ToTargetCoord = self.PatrolZone:GetRandomPointVec2()
ToTargetCoord:SetAlt( altitude ) ToTargetCoord:SetAlt( altitude )
self:SetTargetDistance( ToTargetCoord ) -- For RTB status check self:SetTargetDistance( ToTargetCoord ) -- For RTB status check
local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed ) local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
local speedkmh=ToTargetSpeed local speedkmh=ToTargetSpeed
@@ -322,31 +313,31 @@ function AI_AIR_PATROL:onafterPatrolRoute( AIPatrol, From, Event, To )
PatrolRoute[#PatrolRoute+1] = FromWP PatrolRoute[#PatrolRoute+1] = FromWP
if self.racetrack then if self.racetrack then
-- Random heading. -- Random heading.
local heading = math.random(self.racetrackheadingmin, self.racetrackheadingmax) local heading = math.random(self.racetrackheadingmin, self.racetrackheadingmax)
-- Random leg length. -- Random leg length.
local leg=math.random(self.racetracklegmin, self.racetracklegmax) local leg=math.random(self.racetracklegmin, self.racetracklegmax)
-- Random duration if any. -- Random duration if any.
local duration = self.racetrackdurationmin local duration = self.racetrackdurationmin
if self.racetrackdurationmax then if self.racetrackdurationmax then
duration=math.random(self.racetrackdurationmin, self.racetrackdurationmax) duration=math.random(self.racetrackdurationmin, self.racetrackdurationmax)
end end
-- CAP coordinate. -- CAP coordinate.
local c0=self.PatrolZone:GetRandomCoordinate() local c0=self.PatrolZone:GetRandomCoordinate()
if self.racetrackcapcoordinates and #self.racetrackcapcoordinates>0 then if self.racetrackcapcoordinates and #self.racetrackcapcoordinates>0 then
c0=self.racetrackcapcoordinates[math.random(#self.racetrackcapcoordinates)] c0=self.racetrackcapcoordinates[math.random(#self.racetrackcapcoordinates)]
end end
-- Race track points. -- Race track points.
local c1=c0:SetAltitude(altitude) --Core.Point#COORDINATE local c1=c0:SetAltitude(altitude) --Core.Point#COORDINATE
local c2=c1:Translate(leg, heading):SetAltitude(altitude) local c2=c1:Translate(leg, heading):SetAltitude(altitude)
self:SetTargetDistance(c0) -- For RTB status check self:SetTargetDistance(c0) -- For RTB status check
-- Debug: -- 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))) 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") --c1:MarkToAll("Race track c1")
@@ -354,39 +345,41 @@ function AI_AIR_PATROL:onafterPatrolRoute( AIPatrol, From, Event, To )
-- Task to orbit. -- Task to orbit.
local taskOrbit=AIPatrol:TaskOrbit(c1, altitude, UTILS.KmphToMps(speedkmh), c2) local taskOrbit=AIPatrol:TaskOrbit(c1, altitude, UTILS.KmphToMps(speedkmh), c2)
-- Task function to redo the patrol at other random position. -- Task function to redo the patrol at other random position.
local taskPatrol=AIPatrol:TaskFunction("AI_AIR_PATROL.___PatrolRoute", self) local taskPatrol=AIPatrol:TaskFunction("AI_AIR_PATROL.___PatrolRoute", self)
-- Controlled task with task condition. -- Controlled task with task condition.
local taskCond=AIPatrol:TaskCondition(nil, nil, nil, nil, duration, nil) local taskCond=AIPatrol:TaskCondition(nil, nil, nil, nil, duration, nil)
local taskCont=AIPatrol:TaskControlled(taskOrbit, taskCond) local taskCont=AIPatrol:TaskControlled(taskOrbit, taskCond)
-- Second waypoint -- Second waypoint
PatrolRoute[2]=c1:WaypointAirTurningPoint(self.PatrolAltType, speedkmh, {taskCont, taskPatrol}, "CAP Orbit") PatrolRoute[2]=c1:WaypointAirTurningPoint(self.PatrolAltType, speedkmh, {taskCont, taskPatrol}, "CAP Orbit")
else else
--- Create a route point of type air. --- Create a route point of type air.
local ToWP = ToTargetCoord:WaypointAir(self.PatrolAltType, POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, ToTargetSpeed, true) local ToWP = ToTargetCoord:WaypointAir(self.PatrolAltType, POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, ToTargetSpeed, true)
PatrolRoute[#PatrolRoute+1] = ToWP PatrolRoute[#PatrolRoute+1] = ToWP
local Tasks = {} local Tasks = {}
Tasks[#Tasks+1] = AIPatrol:TaskFunction("AI_AIR_PATROL.___PatrolRoute", self) Tasks[#Tasks+1] = AIPatrol:TaskFunction("AI_AIR_PATROL.___PatrolRoute", self)
PatrolRoute[#PatrolRoute].task = AIPatrol:TaskCombo( Tasks ) PatrolRoute[#PatrolRoute].task = AIPatrol:TaskCombo( Tasks )
end end
AIPatrol:OptionROEReturnFire() AIPatrol:OptionROEReturnFire()
AIPatrol:OptionROTEvadeFire() AIPatrol:OptionROTEvadeFire()
AIPatrol:Route( PatrolRoute, self.TaskDelay ) AIPatrol:Route( PatrolRoute, self.TaskDelay )
end end
end end
--- @param Wrapper.Group#GROUP AIPatrol --- Resumes the AIPatrol
-- @param Wrapper.Group#GROUP AIPatrol
-- @param Core.Fsm#FSM Fsm
function AI_AIR_PATROL.Resume( AIPatrol, Fsm ) function AI_AIR_PATROL.Resume( AIPatrol, Fsm )
AIPatrol:F( { "AI_AIR_PATROL.Resume:", AIPatrol:GetName() } ) AIPatrol:F( { "AI_AIR_PATROL.Resume:", AIPatrol:GetName() } )
@@ -394,5 +387,5 @@ function AI_AIR_PATROL.Resume( AIPatrol, Fsm )
Fsm:__Reset( Fsm.TaskDelay ) Fsm:__Reset( Fsm.TaskDelay )
Fsm:__PatrolRoute( Fsm.TaskDelay ) Fsm:__PatrolRoute( Fsm.TaskDelay )
end end
end end

View File

@@ -1,6 +1,6 @@
--- **AI** - Models squadrons for airplanes and helicopters. --- **AI** - Models squadrons for airplanes and helicopters.
-- --
-- This is a class used in the @{AI_Air_Dispatcher} and derived dispatcher classes. -- This is a class used in the @{AI.AI_Air_Dispatcher} and derived dispatcher classes.
-- --
-- === -- ===
-- --
@@ -18,7 +18,12 @@
--- Implements the core functions modeling squadrons for airplanes and helicopters. --- Implements the core functions modeling squadrons for airplanes and helicopters.
--
-- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- === -- ===
-- --
-- @field #AI_AIR_SQUADRON -- @field #AI_AIR_SQUADRON

View File

@@ -1,4 +1,4 @@
--- **AI** -- Peform Battlefield Area Interdiction (BAI) within an engagement zone. --- **AI** - Peform Battlefield Area Interdiction (BAI) within an engagement zone.
-- --
-- **Features:** -- **Features:**
-- --
@@ -11,7 +11,7 @@
-- --
-- === -- ===
-- --
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/BAI%20-%20Battlefield%20Air%20Interdiction) -- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_BAI)
-- --
-- === -- ===
-- --
@@ -22,21 +22,21 @@
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
-- ### Contributions: -- ### Contributions:
-- --
-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision. -- * **Gunterlund**: Test case revision.
-- --
-- === -- ===
-- --
-- @module AI.AI_Bai -- @module AI.AI_BAI
-- @image AI_Battlefield_Air_Interdiction.JPG -- @image AI_Battlefield_Air_Interdiction.JPG
--- AI_BAI_ZONE class --- AI_BAI_ZONE class
-- @type AI_BAI_ZONE -- @type AI_BAI_ZONE
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling. -- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling.
-- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed. -- @field Core.Zone#ZONE_BASE TargetZone The @{Core.Zone} where the patrol needs to be executed.
-- @extends AI.AI_Patrol#AI_PATROL_ZONE -- @extends AI.AI_Patrol#AI_PATROL_ZONE
--- Implements the core functions to provide BattleGround Air Interdiction in an Engage @{Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}. --- Implements the core functions to provide BattleGround Air Interdiction in an Engage @{Core.Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}.
-- --
-- The AI_BAI_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone. -- The AI_BAI_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.
-- --
@@ -130,7 +130,12 @@
-- AIBAIZone:SearchOff() -- AIBAIZone:SearchOff()
-- --
-- Searching can be switched back on with the method @{#AI_BAI_ZONE.SearchOn}(). Use the method @{#AI_BAI_ZONE.SearchOnOff}() to flexibily switch searching on or off. -- Searching can be switched back on with the method @{#AI_BAI_ZONE.SearchOn}(). Use the method @{#AI_BAI_ZONE.SearchOnOff}() to flexibily switch searching on or off.
--
-- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- === -- ===
-- --
-- @field #AI_BAI_ZONE -- @field #AI_BAI_ZONE
@@ -142,7 +147,7 @@ AI_BAI_ZONE = {
--- Creates a new AI_BAI_ZONE object --- Creates a new AI_BAI_ZONE object
-- @param #AI_BAI_ZONE self -- @param #AI_BAI_ZONE self
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed. -- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.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 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#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h. -- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
@@ -566,7 +571,7 @@ function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
EngageRoute[#EngageRoute].task = Controllable:TaskCombo( AttackTasks ) EngageRoute[#EngageRoute].task = Controllable:TaskCombo( AttackTasks )
--- Define a random point in the @{Zone}. The AI will fly to that point within the zone. --- Define a random point in the @{Core.Zone}. The AI will fly to that point within the zone.
--- Find a random 2D point in EngageZone. --- Find a random 2D point in EngageZone.
local ToTargetVec2 = self.EngageZone:GetRandomVec2() local ToTargetVec2 = self.EngageZone:GetRandomVec2()

View File

@@ -1,4 +1,4 @@
--- **AI** -- Balance player slots with AI to create an engaging simulation environment, independent of the amount of players. --- **AI** - Balance player slots with AI to create an engaging simulation environment, independent of the amount of players.
-- --
-- **Features:** -- **Features:**
-- --
@@ -9,7 +9,7 @@
-- --
-- === -- ===
-- --
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AIB%20-%20AI%20Balancing) -- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_Balancer)
-- --
-- === -- ===
-- --
@@ -20,7 +20,7 @@
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
-- ### Contributions: -- ### Contributions:
-- --
-- * **[Dutch_Baron](https://forums.eagle.ru/member.php?u=112075)**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-) -- * **Dutch_Baron**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)
-- --
-- === -- ===
-- --
@@ -40,7 +40,7 @@
-- --
-- The parent class @{Core.Fsm#FSM_SET} manages the functionality to control the Finite State Machine (FSM). -- The parent class @{Core.Fsm#FSM_SET} manages the functionality to control the Finite State Machine (FSM).
-- The mission designer can tailor the behaviour of the AI_BALANCER, by defining event and state transition methods. -- The mission designer can tailor the behaviour of the AI_BALANCER, by defining event and state transition methods.
-- An explanation about state and event transition methods can be found in the @{FSM} module documentation. -- An explanation about state and event transition methods can be found in the @{Core.Fsm} module documentation.
-- --
-- The mission designer can tailor the AI_BALANCER behaviour, by implementing a state or event handling method for the following: -- The mission designer can tailor the AI_BALANCER behaviour, by implementing a state or event handling method for the following:
-- --
@@ -52,7 +52,7 @@
-- --
-- ## 2. AI_BALANCER is a FSM -- ## 2. AI_BALANCER is a FSM
-- --
-- ![Process](..\Presentations\AI_Balancer\Dia13.JPG) -- ![Process](..\Presentations\AI_BALANCER\Dia13.JPG)
-- --
-- ### 2.1. AI_BALANCER States -- ### 2.1. AI_BALANCER States
-- --
@@ -85,7 +85,12 @@
-- --
-- Note that when AI returns to an airbase, the AI_BALANCER will trigger the **Return** event and the AI will return, -- Note that when AI returns to an airbase, the AI_BALANCER will trigger the **Return** event and the AI will return,
-- otherwise the AI_BALANCER will trigger a **Destroy** event, and the AI will be destroyed. -- otherwise the AI_BALANCER will trigger a **Destroy** event, and the AI will be destroyed.
--
-- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @field #AI_BALANCER -- @field #AI_BALANCER
AI_BALANCER = { AI_BALANCER = {
ClassName = "AI_BALANCER", ClassName = "AI_BALANCER",
@@ -163,7 +168,8 @@ function AI_BALANCER:ReturnToHomeAirbase( ReturnThresholdRange )
self.ReturnThresholdRange = ReturnThresholdRange self.ReturnThresholdRange = ReturnThresholdRange
end end
--- @param #AI_BALANCER self --- AI_BALANCER:onenterSpawning
-- @param #AI_BALANCER self
-- @param Core.Set#SET_GROUP SetGroup -- @param Core.Set#SET_GROUP SetGroup
-- @param #string ClientName -- @param #string ClientName
-- @param Wrapper.Group#GROUP AIGroup -- @param Wrapper.Group#GROUP AIGroup
@@ -185,7 +191,8 @@ function AI_BALANCER:onenterSpawning( SetGroup, From, Event, To, ClientName )
end end
end end
--- @param #AI_BALANCER self --- AI_BALANCER:onenterDestroying
-- @param #AI_BALANCER self
-- @param Core.Set#SET_GROUP SetGroup -- @param Core.Set#SET_GROUP SetGroup
-- @param Wrapper.Group#GROUP AIGroup -- @param Wrapper.Group#GROUP AIGroup
function AI_BALANCER:onenterDestroying( SetGroup, From, Event, To, ClientName, AIGroup ) function AI_BALANCER:onenterDestroying( SetGroup, From, Event, To, ClientName, AIGroup )
@@ -228,15 +235,16 @@ function AI_BALANCER:onenterReturning( SetGroup, From, Event, To, AIGroup )
end end
--- AI_BALANCER:onenterMonitoring
--- @param #AI_BALANCER self -- @param #AI_BALANCER self
function AI_BALANCER:onenterMonitoring( SetGroup ) function AI_BALANCER:onenterMonitoring( SetGroup )
self:T2( { self.SetClient:Count() } ) self:T2( { self.SetClient:Count() } )
--self.SetClient:Flush() --self.SetClient:Flush()
self.SetClient:ForEachClient( self.SetClient:ForEachClient(
--- @param Wrapper.Client#CLIENT Client --- SetClient:ForEachClient
-- @param Wrapper.Client#CLIENT Client
function( Client ) function( Client )
self:T3(Client.ClientName) self:T3(Client.ClientName)
@@ -259,7 +267,8 @@ function AI_BALANCER:onenterMonitoring( SetGroup )
self:T2( RangeZone ) self:T2( RangeZone )
_DATABASE:ForEachPlayerUnit( _DATABASE:ForEachPlayerUnit(
--- @param Wrapper.Unit#UNIT RangeTestUnit --- Nameless function
-- @param Wrapper.Unit#UNIT RangeTestUnit
function( RangeTestUnit, RangeZone, AIGroup, PlayerInRange ) function( RangeTestUnit, RangeZone, AIGroup, PlayerInRange )
self:T2( { PlayerInRange, RangeTestUnit.UnitName, RangeZone.ZoneName } ) self:T2( { PlayerInRange, RangeTestUnit.UnitName, RangeZone.ZoneName } )
if RangeTestUnit:IsInZone( RangeZone ) == true then if RangeTestUnit:IsInZone( RangeZone ) == true then
@@ -271,7 +280,8 @@ function AI_BALANCER:onenterMonitoring( SetGroup )
end end
end, end,
--- @param Core.Zone#ZONE_RADIUS RangeZone --- Nameless function
-- @param Core.Zone#ZONE_RADIUS RangeZone
-- @param Wrapper.Group#GROUP AIGroup -- @param Wrapper.Group#GROUP AIGroup
function( RangeZone, AIGroup, PlayerInRange ) function( RangeZone, AIGroup, PlayerInRange )
if PlayerInRange.Value == false then if PlayerInRange.Value == false then
@@ -302,6 +312,3 @@ function AI_BALANCER:onenterMonitoring( SetGroup )
self:__Monitor( 10 ) self:__Monitor( 10 )
end end

View File

@@ -1,4 +1,4 @@
--- **AI** -- Perform Combat Air Patrolling (CAP) for airplanes. --- **AI** - Perform Combat Air Patrolling (CAP) for airplanes.
-- --
-- **Features:** -- **Features:**
-- --
@@ -6,11 +6,10 @@
-- * Trigger detected events when enemy airplanes are detected. -- * Trigger detected events when enemy airplanes are detected.
-- * Manage a fuel threshold to RTB on time. -- * Manage a fuel threshold to RTB on time.
-- * Engage the enemy when detected. -- * Engage the enemy when detected.
--
-- --
-- === -- ===
-- --
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/CAP%20-%20Combat%20Air%20Patrol) -- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_CAP)
-- --
-- === -- ===
-- --
@@ -19,27 +18,25 @@
-- === -- ===
-- --
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
-- ### Contributions: -- ### Contributions:
-- --
-- * **[Quax](https://forums.eagle.ru/member.php?u=90530)**: Concept, Advice & Testing. -- * **Quax**: Concept, Advice & Testing.
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Concept, Advice & Testing. -- * **Pikey**: Concept, Advice & Testing.
-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision. -- * **Gunterlund**: Test case revision.
-- * **[Whisper](http://forums.eagle.ru/member.php?u=3829): Testing. -- * **Whisper**: Testing.
-- * **[Delta99](https://forums.eagle.ru/member.php?u=125166): Testing. -- * **Delta99**: Testing.
-- --
-- === -- ===
-- --
-- @module AI.AI_Cap -- @module AI.AI_CAP
-- @image AI_Combat_Air_Patrol.JPG -- @image AI_Combat_Air_Patrol.JPG
--- @type AI_CAP_ZONE --- @type AI_CAP_ZONE
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling. -- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling.
-- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed. -- @field Core.Zone#ZONE_BASE TargetZone The @{Core.Zone} where the patrol needs to be executed.
-- @extends AI.AI_Patrol#AI_PATROL_ZONE -- @extends AI.AI_Patrol#AI_PATROL_ZONE
--- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}
--- Implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone. -- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
-- --
-- ![Process](..\Presentations\AI_CAP\Dia3.JPG) -- ![Process](..\Presentations\AI_CAP\Dia3.JPG)
@@ -106,16 +103,21 @@
-- that will define when the AI will engage with the detected airborne enemy targets. -- 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 can be beyond or smaller than the range of the Patrol Zone.
-- The range is applied at the position of the AI. -- The range is applied at the position of the AI.
-- Use the method @{AI.AI_CAP#AI_CAP_ZONE.SetEngageRange}() to define that range. -- Use the method @{#AI_CAP_ZONE.SetEngageRange}() to define that range.
-- --
-- ## 4. Set the Zone of Engagement -- ## 4. Set the Zone of Engagement
-- --
-- ![Zone](..\Presentations\AI_CAP\Dia12.JPG) -- ![Zone](..\Presentations\AI_CAP\Dia12.JPG)
-- --
-- An optional @{Zone} can be set, -- An optional @{Core.Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets. -- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI.AI_Cap#AI_CAP_ZONE.SetEngageZone}() to define that Zone. -- Use the method @{#AI_CAP_ZONE.SetEngageZone}() to define that Zone.
-- --
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- === -- ===
-- --
-- @field #AI_CAP_ZONE -- @field #AI_CAP_ZONE
@@ -123,11 +125,9 @@ AI_CAP_ZONE = {
ClassName = "AI_CAP_ZONE", ClassName = "AI_CAP_ZONE",
} }
--- Creates a new AI_CAP_ZONE object --- Creates a new AI_CAP_ZONE object
-- @param #AI_CAP_ZONE self -- @param #AI_CAP_ZONE self
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed. -- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.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 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#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h. -- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
@@ -141,7 +141,7 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
self.Accomplished = false self.Accomplished = false
self.Engaging = false self.Engaging = false
self:AddTransition( { "Patrolling", "Engaging" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_CAP_ZONE. self:AddTransition( { "Patrolling", "Engaging" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_CAP_ZONE.
--- OnBefore Transition Handler for Event Engage. --- OnBefore Transition Handler for Event Engage.
@@ -152,7 +152,7 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition. -- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Engage. --- OnAfter Transition Handler for Event Engage.
-- @function [parent=#AI_CAP_ZONE] OnAfterEngage -- @function [parent=#AI_CAP_ZONE] OnAfterEngage
-- @param #AI_CAP_ZONE self -- @param #AI_CAP_ZONE self
@@ -160,11 +160,11 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
--- Synchronous Event Trigger for Event Engage. --- Synchronous Event Trigger for Event Engage.
-- @function [parent=#AI_CAP_ZONE] Engage -- @function [parent=#AI_CAP_ZONE] Engage
-- @param #AI_CAP_ZONE self -- @param #AI_CAP_ZONE self
--- Asynchronous Event Trigger for Event Engage. --- Asynchronous Event Trigger for Event Engage.
-- @function [parent=#AI_CAP_ZONE] __Engage -- @function [parent=#AI_CAP_ZONE] __Engage
-- @param #AI_CAP_ZONE self -- @param #AI_CAP_ZONE self
@@ -188,7 +188,7 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
-- @param #string To The To State string. -- @param #string To The To State string.
self:AddTransition( "Engaging", "Fired", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_CAP_ZONE. self:AddTransition( "Engaging", "Fired", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_CAP_ZONE.
--- OnBefore Transition Handler for Event Fired. --- OnBefore Transition Handler for Event Fired.
-- @function [parent=#AI_CAP_ZONE] OnBeforeFired -- @function [parent=#AI_CAP_ZONE] OnBeforeFired
-- @param #AI_CAP_ZONE self -- @param #AI_CAP_ZONE self
@@ -197,7 +197,7 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition. -- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Fired. --- OnAfter Transition Handler for Event Fired.
-- @function [parent=#AI_CAP_ZONE] OnAfterFired -- @function [parent=#AI_CAP_ZONE] OnAfterFired
-- @param #AI_CAP_ZONE self -- @param #AI_CAP_ZONE self
@@ -205,11 +205,11 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
--- Synchronous Event Trigger for Event Fired. --- Synchronous Event Trigger for Event Fired.
-- @function [parent=#AI_CAP_ZONE] Fired -- @function [parent=#AI_CAP_ZONE] Fired
-- @param #AI_CAP_ZONE self -- @param #AI_CAP_ZONE self
--- Asynchronous Event Trigger for Event Fired. --- Asynchronous Event Trigger for Event Fired.
-- @function [parent=#AI_CAP_ZONE] __Fired -- @function [parent=#AI_CAP_ZONE] __Fired
-- @param #AI_CAP_ZONE self -- @param #AI_CAP_ZONE self
@@ -225,7 +225,7 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition. -- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Destroy. --- OnAfter Transition Handler for Event Destroy.
-- @function [parent=#AI_CAP_ZONE] OnAfterDestroy -- @function [parent=#AI_CAP_ZONE] OnAfterDestroy
-- @param #AI_CAP_ZONE self -- @param #AI_CAP_ZONE self
@@ -233,17 +233,16 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
--- Synchronous Event Trigger for Event Destroy. --- Synchronous Event Trigger for Event Destroy.
-- @function [parent=#AI_CAP_ZONE] Destroy -- @function [parent=#AI_CAP_ZONE] Destroy
-- @param #AI_CAP_ZONE self -- @param #AI_CAP_ZONE self
--- Asynchronous Event Trigger for Event Destroy. --- Asynchronous Event Trigger for Event Destroy.
-- @function [parent=#AI_CAP_ZONE] __Destroy -- @function [parent=#AI_CAP_ZONE] __Destroy
-- @param #AI_CAP_ZONE self -- @param #AI_CAP_ZONE self
-- @param #number Delay The delay in seconds. -- @param #number Delay The delay in seconds.
self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_CAP_ZONE. self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_CAP_ZONE.
--- OnBefore Transition Handler for Event Abort. --- OnBefore Transition Handler for Event Abort.
@@ -254,7 +253,7 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition. -- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Abort. --- OnAfter Transition Handler for Event Abort.
-- @function [parent=#AI_CAP_ZONE] OnAfterAbort -- @function [parent=#AI_CAP_ZONE] OnAfterAbort
-- @param #AI_CAP_ZONE self -- @param #AI_CAP_ZONE self
@@ -262,11 +261,11 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
--- Synchronous Event Trigger for Event Abort. --- Synchronous Event Trigger for Event Abort.
-- @function [parent=#AI_CAP_ZONE] Abort -- @function [parent=#AI_CAP_ZONE] Abort
-- @param #AI_CAP_ZONE self -- @param #AI_CAP_ZONE self
--- Asynchronous Event Trigger for Event Abort. --- Asynchronous Event Trigger for Event Abort.
-- @function [parent=#AI_CAP_ZONE] __Abort -- @function [parent=#AI_CAP_ZONE] __Abort
-- @param #AI_CAP_ZONE self -- @param #AI_CAP_ZONE self
@@ -282,7 +281,7 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition. -- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Accomplish. --- OnAfter Transition Handler for Event Accomplish.
-- @function [parent=#AI_CAP_ZONE] OnAfterAccomplish -- @function [parent=#AI_CAP_ZONE] OnAfterAccomplish
-- @param #AI_CAP_ZONE self -- @param #AI_CAP_ZONE self
@@ -290,11 +289,11 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
--- Synchronous Event Trigger for Event Accomplish. --- Synchronous Event Trigger for Event Accomplish.
-- @function [parent=#AI_CAP_ZONE] Accomplish -- @function [parent=#AI_CAP_ZONE] Accomplish
-- @param #AI_CAP_ZONE self -- @param #AI_CAP_ZONE self
--- Asynchronous Event Trigger for Event Accomplish. --- Asynchronous Event Trigger for Event Accomplish.
-- @function [parent=#AI_CAP_ZONE] __Accomplish -- @function [parent=#AI_CAP_ZONE] __Accomplish
-- @param #AI_CAP_ZONE self -- @param #AI_CAP_ZONE self
@@ -303,7 +302,6 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
return self return self
end end
--- Set the Engage Zone which defines where the AI will engage bogies. --- Set the Engage Zone which defines where the AI will engage bogies.
-- @param #AI_CAP_ZONE self -- @param #AI_CAP_ZONE self
-- @param Core.Zone#ZONE EngageZone The zone where the AI is performing CAP. -- @param Core.Zone#ZONE EngageZone The zone where the AI is performing CAP.
@@ -311,7 +309,7 @@ end
function AI_CAP_ZONE:SetEngageZone( EngageZone ) function AI_CAP_ZONE:SetEngageZone( EngageZone )
self:F2() self:F2()
if EngageZone then if EngageZone then
self.EngageZone = EngageZone self.EngageZone = EngageZone
else else
self.EngageZone = nil self.EngageZone = nil
@@ -346,7 +344,6 @@ function AI_CAP_ZONE:onafterStart( Controllable, From, Event, To )
end end
--- @param AI.AI_CAP#AI_CAP_ZONE --- @param AI.AI_CAP#AI_CAP_ZONE
-- @param Wrapper.Group#GROUP EngageGroup -- @param Wrapper.Group#GROUP EngageGroup
function AI_CAP_ZONE.EngageRoute( EngageGroup, Fsm ) function AI_CAP_ZONE.EngageRoute( EngageGroup, Fsm )
@@ -358,8 +355,6 @@ function AI_CAP_ZONE.EngageRoute( EngageGroup, Fsm )
end end
end end
--- @param #AI_CAP_ZONE self --- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
@@ -380,11 +375,11 @@ end
function AI_CAP_ZONE:onafterDetected( Controllable, From, Event, To ) function AI_CAP_ZONE:onafterDetected( Controllable, From, Event, To )
if From ~= "Engaging" then if From ~= "Engaging" then
local Engage = false local Engage = false
for DetectedUnit, Detected in pairs( self.DetectedUnits ) do for DetectedUnit, Detected in pairs( self.DetectedUnits ) do
local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT
self:T( DetectedUnit ) self:T( DetectedUnit )
if DetectedUnit:IsAlive() and DetectedUnit:IsAir() then if DetectedUnit:IsAlive() and DetectedUnit:IsAir() then
@@ -392,7 +387,7 @@ function AI_CAP_ZONE:onafterDetected( Controllable, From, Event, To )
break break
end end
end end
if Engage == true then if Engage == true then
self:F( 'Detected -> Engaging' ) self:F( 'Detected -> Engaging' )
self:__Engage( 1 ) self:__Engage( 1 )
@@ -400,7 +395,6 @@ function AI_CAP_ZONE:onafterDetected( Controllable, From, Event, To )
end end
end end
--- @param #AI_CAP_ZONE self --- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
@@ -411,9 +405,6 @@ function AI_CAP_ZONE:onafterAbort( Controllable, From, Event, To )
self:__Route( 1 ) self:__Route( 1 )
end end
--- @param #AI_CAP_ZONE self --- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
@@ -427,24 +418,23 @@ function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
--- Calculate the current route point. --- Calculate the current route point.
local CurrentVec2 = self.Controllable:GetVec2() local CurrentVec2 = self.Controllable:GetVec2()
if not CurrentVec2 then return self end if not CurrentVec2 then return self end
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1). --DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetAltitude() local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y ) local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToEngageZoneSpeed = self.PatrolMaxSpeed local ToEngageZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir( local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType, self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint,
ToEngageZoneSpeed, ToEngageZoneSpeed,
true true
) )
EngageRoute[#EngageRoute+1] = CurrentRoutePoint EngageRoute[#EngageRoute+1] = CurrentRoutePoint
--- Find a random 2D point in PatrolZone. --- Find a random 2D point in PatrolZone.
local ToTargetVec2 = self.PatrolZone:GetRandomVec2() local ToTargetVec2 = self.PatrolZone:GetRandomVec2()
self:T2( ToTargetVec2 ) self:T2( ToTargetVec2 )
@@ -453,17 +443,17 @@ function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
local ToTargetAltitude = math.random( self.EngageFloorAltitude, self.EngageCeilingAltitude ) local ToTargetAltitude = math.random( self.EngageFloorAltitude, self.EngageCeilingAltitude )
local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed ) local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
self:T2( { self.PatrolMinSpeed, self.PatrolMaxSpeed, ToTargetSpeed } ) self:T2( { self.PatrolMinSpeed, self.PatrolMaxSpeed, ToTargetSpeed } )
--- Obtain a 3D @{Point} from the 2D point + altitude. --- Obtain a 3D @{Point} from the 2D point + altitude.
local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y ) local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y )
--- Create a route point of type air. --- Create a route point of type air.
local ToPatrolRoutePoint = ToTargetPointVec3:WaypointAir( local ToPatrolRoutePoint = ToTargetPointVec3:WaypointAir(
self.PatrolAltType, self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint,
ToTargetSpeed, ToTargetSpeed,
true true
) )
EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint
@@ -482,7 +472,7 @@ function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
self:F( {"Within Zone and Engaging ", DetectedUnit } ) self:F( {"Within Zone and Engaging ", DetectedUnit } )
AttackTasks[#AttackTasks+1] = Controllable:TaskAttackUnit( DetectedUnit ) AttackTasks[#AttackTasks+1] = Controllable:TaskAttackUnit( DetectedUnit )
end end
else else
if self.EngageRange then if self.EngageRange then
if DetectedUnit:GetPointVec3():Get2DDistance(Controllable:GetPointVec3() ) <= self.EngageRange then if DetectedUnit:GetPointVec3():Get2DDistance(Controllable:GetPointVec3() ) <= self.EngageRange then
self:F( {"Within Range and Engaging", DetectedUnit } ) self:F( {"Within Range and Engaging", DetectedUnit } )
@@ -506,12 +496,12 @@ function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
AttackTasks[#AttackTasks+1] = Controllable:TaskFunction( "AI_CAP_ZONE.EngageRoute", self ) AttackTasks[#AttackTasks+1] = Controllable:TaskFunction( "AI_CAP_ZONE.EngageRoute", self )
EngageRoute[1].task = Controllable:TaskCombo( AttackTasks ) EngageRoute[1].task = Controllable:TaskCombo( AttackTasks )
self:SetDetectionDeactivated() self:SetDetectionDeactivated()
end end
Controllable:Route( EngageRoute, 0.5 ) Controllable:Route( EngageRoute, 0.5 )
end end
end end

View File

@@ -1,4 +1,4 @@
--- **AI** -- Perform Close Air Support (CAS) near friendlies. --- **AI** - Perform Close Air Support (CAS) near friendlies.
-- --
-- **Features:** -- **Features:**
-- --
@@ -11,7 +11,7 @@
-- --
-- === -- ===
-- --
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/CAS%20-%20Close%20Air%20Support) -- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_CAS)
-- --
-- === -- ===
-- --
@@ -22,22 +22,22 @@
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
-- ### Contributions: -- ### Contributions:
-- --
-- * **[Quax](https://forums.eagle.ru/member.php?u=90530)**: Concept, Advice & Testing. -- * **Quax**: Concept, Advice & Testing.
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Concept, Advice & Testing. -- * **Pikey**: Concept, Advice & Testing.
-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision. -- * **Gunterlund**: Test case revision.
-- --
-- === -- ===
-- --
-- @module AI.AI_Cas -- @module AI.AI_CAS
-- @image AI_Close_Air_Support.JPG -- @image AI_Close_Air_Support.JPG
--- AI_CAS_ZONE class --- AI_CAS_ZONE class
-- @type AI_CAS_ZONE -- @type AI_CAS_ZONE
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling. -- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling.
-- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed. -- @field Core.Zone#ZONE_BASE TargetZone The @{Core.Zone} where the patrol needs to be executed.
-- @extends AI.AI_Patrol#AI_PATROL_ZONE -- @extends AI.AI_Patrol#AI_PATROL_ZONE
--- Implements the core functions to provide Close Air Support in an Engage @{Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}. --- Implements the core functions to provide Close Air Support in an Engage @{Core.Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}.
-- The AI_CAS_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone. -- The AI_CAS_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.
-- --
-- ![HoldAndEngage](..\Presentations\AI_CAS\Dia3.JPG) -- ![HoldAndEngage](..\Presentations\AI_CAS\Dia3.JPG)
@@ -118,7 +118,12 @@
-- * **@{#AI_CAS_ZONE.Destroy}**: The AI has destroyed a target @{Wrapper.Unit}. -- * **@{#AI_CAS_ZONE.Destroy}**: The AI has destroyed a target @{Wrapper.Unit}.
-- * **@{#AI_CAS_ZONE.Destroyed}**: The AI has destroyed all target @{Wrapper.Unit}s assigned in the CAS task. -- * **@{#AI_CAS_ZONE.Destroyed}**: The AI has destroyed all target @{Wrapper.Unit}s assigned in the CAS task.
-- * **Status**: The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB. -- * **Status**: The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
--
-- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- === -- ===
-- --
-- @field #AI_CAS_ZONE -- @field #AI_CAS_ZONE
@@ -130,7 +135,7 @@ AI_CAS_ZONE = {
--- Creates a new AI_CAS_ZONE object --- Creates a new AI_CAS_ZONE object
-- @param #AI_CAS_ZONE self -- @param #AI_CAS_ZONE self
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed. -- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.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 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#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h. -- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
@@ -496,7 +501,7 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
AttackTasks[#AttackTasks+1] = Controllable:TaskFunction( "AI_CAS_ZONE.EngageRoute", self ) AttackTasks[#AttackTasks+1] = Controllable:TaskFunction( "AI_CAS_ZONE.EngageRoute", self )
EngageRoute[#EngageRoute].task = Controllable:TaskCombo( AttackTasks ) EngageRoute[#EngageRoute].task = Controllable:TaskCombo( AttackTasks )
--- Define a random point in the @{Zone}. The AI will fly to that point within the zone. --- Define a random point in the @{Core.Zone}. The AI will fly to that point within the zone.
--- Find a random 2D point in EngageZone. --- Find a random 2D point in EngageZone.
local ToTargetVec2 = self.EngageZone:GetRandomVec2() local ToTargetVec2 = self.EngageZone:GetRandomVec2()

View File

@@ -25,7 +25,12 @@
-- * @{AI.AI_Cargo_APC} - Cargo transportation using APCs and other vehicles between zones. -- * @{AI.AI_Cargo_APC} - Cargo transportation using APCs and other vehicles between zones.
-- * @{AI.AI_Cargo_Helicopter} - Cargo transportation using helicopters between zones. -- * @{AI.AI_Cargo_Helicopter} - Cargo transportation using helicopters between zones.
-- * @{AI.AI_Cargo_Airplane} - Cargo transportation using airplanes to and from airbases. -- * @{AI.AI_Cargo_Airplane} - Cargo transportation using airplanes to and from airbases.
-- --
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @field #AI_CARGO -- @field #AI_CARGO
AI_CARGO = { AI_CARGO = {
ClassName = "AI_CARGO", ClassName = "AI_CARGO",

View File

@@ -75,7 +75,12 @@
-- Using the @{#AI_CARGO_APC.Pickup}() method, you are able to direct the APCs towards a point on the battlefield to board/load the cargo at the specific coordinate. -- Using the @{#AI_CARGO_APC.Pickup}() method, you are able to direct the APCs towards a point on the battlefield to board/load the cargo at the specific coordinate.
-- The APCs will follow nearby roads as much as possible, to ensure fast and clean cargo transportation between the objects and villages in the simulation environment. -- The APCs will follow nearby roads as much as possible, to ensure fast and clean cargo transportation between the objects and villages in the simulation environment.
-- --
--
-- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- --
-- @field #AI_CARGO_APC -- @field #AI_CARGO_APC
AI_CARGO_APC = { AI_CARGO_APC = {

View File

@@ -41,7 +41,12 @@
-- marginal impact on the overall battlefield simulation. Fortunately, the firing strength of infantry is limited, and thus, respacing healthy infantry every -- marginal impact on the overall battlefield simulation. Fortunately, the firing strength of infantry is limited, and thus, respacing healthy infantry every
-- time is not so much of an issue ... -- time is not so much of an issue ...
-- --
--
-- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @field #AI_CARGO_AIRPLANE -- @field #AI_CARGO_AIRPLANE
AI_CARGO_AIRPLANE = { AI_CARGO_AIRPLANE = {
ClassName = "AI_CARGO_AIRPLANE", ClassName = "AI_CARGO_AIRPLANE",

View File

@@ -18,7 +18,7 @@
-- --
-- Test missions can be located on the main GITHUB site. -- Test missions can be located on the main GITHUB site.
-- --
-- [FlightControl-Master/MOOSE_MISSIONS/AID - AI Dispatching/AID-CGO - AI Cargo Dispatching/](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/AID%20-%20AI%20Dispatching/AID-CGO%20-%20AI%20Cargo%20Dispatching) -- [FlightControl-Master/MOOSE_MISSIONS/AID - AI Dispatching/AID-CGO - AI Cargo Dispatching/](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_Cargo_Dispatcher)
-- --
-- === -- ===
-- --
@@ -100,7 +100,12 @@
-- --
-- Yes, please ensure that the zones are declared using the @{Core.Zone} classes. -- Yes, please ensure that the zones are declared using the @{Core.Zone} classes.
-- Possible zones that function at the moment are ZONE, ZONE_GROUP, ZONE_UNIT, ZONE_POLYGON. -- Possible zones that function at the moment are ZONE, ZONE_GROUP, ZONE_UNIT, ZONE_POLYGON.
--
-- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- === -- ===
-- --
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
@@ -567,7 +572,7 @@
-- A home zone can be specified to where the Carriers will move when there isn't any cargo left for pickup. -- A home zone can be specified to where the Carriers will move when there isn't any cargo left for pickup.
-- Use @{#AI_CARGO_DISPATCHER.SetHomeZone}() to specify the home zone. -- Use @{#AI_CARGO_DISPATCHER.SetHomeZone}() to specify the home zone.
-- --
-- If no home zone is specified, the carriers will wait near the deploy zone for a new pickup command. -- If no home zone is specified, the carriers will wait near the deploy zone for a new pickup command.
-- --
-- === -- ===
-- --
@@ -578,10 +583,12 @@ AI_CARGO_DISPATCHER = {
PickupCargo = {} PickupCargo = {}
} }
--- @field #list --- List of AI_Cargo
-- @field #list
AI_CARGO_DISPATCHER.AI_Cargo = {} AI_CARGO_DISPATCHER.AI_Cargo = {}
--- @field #list --- List of PickupCargo
-- @field #list
AI_CARGO_DISPATCHER.PickupCargo = {} AI_CARGO_DISPATCHER.PickupCargo = {}

View File

@@ -137,7 +137,12 @@
-- Use @{#AI_CARGO_DISPATCHER_APC.SetHomeZone}() to specify the home zone. -- Use @{#AI_CARGO_DISPATCHER_APC.SetHomeZone}() to specify the home zone.
-- --
-- If no home zone is specified, the APCs will wait near the deploy zone for a new pickup command. -- If no home zone is specified, the APCs will wait near the deploy zone for a new pickup command.
--
-- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- === -- ===
-- --
-- @field #AI_CARGO_DISPATCHER_APC -- @field #AI_CARGO_DISPATCHER_APC

View File

@@ -1,4 +1,4 @@
--- **AI** -- (R2.4) - Models the intelligent transportation of infantry and other cargo using Planes. --- **AI** - Models the intelligent transportation of infantry and other cargo using Planes.
-- --
-- ## Features: -- ## Features:
-- --
@@ -108,7 +108,12 @@
-- --
-- **There are a lot of templates available that allows you to quickly setup an event handler for a specific event type!** -- **There are a lot of templates available that allows you to quickly setup an event handler for a specific event type!**
-- --
--
-- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- --
-- @field #AI_CARGO_DISPATCHER_AIRPLANE -- @field #AI_CARGO_DISPATCHER_AIRPLANE
AI_CARGO_DISPATCHER_AIRPLANE = { AI_CARGO_DISPATCHER_AIRPLANE = {

View File

@@ -1,4 +1,4 @@
--- **AI** -- (2.4) - Models the intelligent transportation of infantry and other cargo using Helicopters. --- **AI** - Models the intelligent transportation of infantry and other cargo using Helicopters.
-- --
-- ## Features: -- ## Features:
-- --
@@ -140,7 +140,12 @@
-- Use @{#AI_CARGO_DISPATCHER_HELICOPTER.SetHomeZone}() to specify the home zone. -- Use @{#AI_CARGO_DISPATCHER_HELICOPTER.SetHomeZone}() to specify the home zone.
-- --
-- If no home zone is specified, the helicopters will wait near the deploy zone for a new pickup command. -- If no home zone is specified, the helicopters will wait near the deploy zone for a new pickup command.
--
-- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- === -- ===
-- --
-- @field #AI_CARGO_DISPATCHER_HELICOPTER -- @field #AI_CARGO_DISPATCHER_HELICOPTER

View File

@@ -1,4 +1,4 @@
--- **AI** -- (2.5.1) - Models the intelligent transportation of infantry and other cargo using Ships --- **AI** - Models the intelligent transportation of infantry and other cargo using Ships.
-- --
-- ## Features: -- ## Features:
-- --
@@ -37,14 +37,14 @@
-- --
-- This will be particularly helpful in order to determine how to **Tailor the different cargo handling events**. -- 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. -- The AI_CARGO_DISPATCHER_SHIP class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
-- Also ensure that you fully understand how to declare and setup Cargo objects within the MOOSE framework before using this class. -- 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. -- 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. -- # 1) AI_CARGO_DISPATCHER_SHIP constructor.
-- --
-- * @{AI_CARGO_DISPATCHER_SHIP.New}(): Creates a new AI_CARGO_DISPATCHER_SHIP object. -- * @{#AI_CARGO_DISPATCHER_SHIP.New}(): Creates a new AI_CARGO_DISPATCHER_SHIP object.
-- --
-- --- -- ---
-- --
@@ -130,7 +130,12 @@
-- Use @{#AI_CARGO_DISPATCHER_SHIP.SetHomeZone}() to specify the home zone. -- 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. -- If no home zone is specified, the Ship will wait near the deploy zone for a new pickup command.
--
-- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- === -- ===
-- --
-- @field #AI_CARGO_DISPATCHER_SHIP -- @field #AI_CARGO_DISPATCHER_SHIP

View File

@@ -41,7 +41,12 @@
-- marginal impact on the overall battlefield simulation. Fortunately, the firing strength of infantry is limited, and thus, respacing healthy infantry every -- marginal impact on the overall battlefield simulation. Fortunately, the firing strength of infantry is limited, and thus, respacing healthy infantry every
-- time is not so much of an issue ... -- time is not so much of an issue ...
-- --
--
-- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- === -- ===
-- --
-- @field #AI_CARGO_HELICOPTER -- @field #AI_CARGO_HELICOPTER

View File

@@ -1,4 +1,4 @@
--- **AI** -- (R2.5.1) - Models the intelligent transportation of infantry and other cargo. --- **AI** - Models the intelligent transportation of infantry and other cargo.
-- --
-- === -- ===
-- --
@@ -46,15 +46,20 @@
-- --
-- ## Cargo deployment. -- ## 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 -- 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. -- specified coordinate. The Ship will follow the Shipping Lane to ensure consistent cargo transportation within the simulation environment.
-- --
-- ## Cargo pickup. -- ## 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 -- 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. -- coordinate. The Ship will follow the Shipping Lane to ensure consistent cargo transportation within the simulation environment.
-- --
-- --
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @field #AI_CARGO_SHIP -- @field #AI_CARGO_SHIP
AI_CARGO_SHIP = { AI_CARGO_SHIP = {
ClassName = "AI_CARGO_SHIP", ClassName = "AI_CARGO_SHIP",

View File

@@ -1,4 +1,4 @@
--- **Functional** -- Taking the lead of AI escorting your flight or of other AI. --- **AI** - Taking the lead of AI escorting your flight or of other AI.
-- --
-- === -- ===
-- --
@@ -19,7 +19,7 @@
-- --
-- ## Missions: -- ## Missions:
-- --
-- [ESC - Escorting](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/ESC%20-%20Escorting) -- [ESC - Escorting](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_Escort)
-- --
-- === -- ===
-- --
@@ -147,8 +147,8 @@
-- @image Escorting.JPG -- @image Escorting.JPG
---
--- @type AI_ESCORT -- @type AI_ESCORT
-- @extends AI.AI_Formation#AI_FORMATION -- @extends AI.AI_Formation#AI_FORMATION
@@ -168,10 +168,17 @@
-- --
-- -- First find the GROUP object and the CLIENT object. -- -- 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 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. -- local EscortGroup = SET_GROUP:New():FilterPrefixes("Escort"):FilterOnce() -- The the group name of the escorts contains "Escort".
-- --
-- -- Now use these 2 objects to construct the new EscortPlanes object. -- -- Now use these 2 objects to construct the new EscortPlanes object.
-- EscortPlanes = AI_ESCORT: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." ) -- EscortPlanes = AI_ESCORT: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." )
-- EscortPlanes:MenusAirplanes() -- create menus for airplanes
-- EscortPlanes:__Start(2)
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
-- --
-- @field #AI_ESCORT -- @field #AI_ESCORT
AI_ESCORT = { AI_ESCORT = {
@@ -189,16 +196,9 @@ AI_ESCORT = {
TaskPoints = {} TaskPoints = {}
} }
--- @field Functional.Detection#DETECTION_AREAS -- @field Functional.Detection#DETECTION_AREAS
AI_ESCORT.Detection = nil AI_ESCORT.Detection = nil
--- MENUPARAM type
-- @type MENUPARAM
-- @field #AI_ESCORT ParamSelf
-- @field #Distance ParamDistance
-- @field #function ParamFunction
-- @field #string ParamMessage
--- AI_ESCORT class constructor for an AI group --- AI_ESCORT class constructor for an AI group
-- @param #AI_ESCORT self -- @param #AI_ESCORT self
-- @param Wrapper.Client#CLIENT EscortUnit The client escorted by the EscortGroup. -- @param Wrapper.Client#CLIENT EscortUnit The client escorted by the EscortGroup.
@@ -211,10 +211,14 @@ AI_ESCORT.Detection = nil
-- --
-- -- First find the GROUP object and the CLIENT object. -- -- 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 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. -- local EscortGroup = SET_GROUP:New():FilterPrefixes("Escort"):FilterOnce() -- The the group name of the escorts contains "Escort".
-- --
-- -- Now use these 2 objects to construct the new EscortPlanes object. -- -- Now use these 2 objects to construct the new EscortPlanes object.
-- EscortPlanes = AI_ESCORT: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." ) -- EscortPlanes = AI_ESCORT: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." )
-- EscortPlanes:MenusAirplanes() -- create menus for airplanes
-- EscortPlanes:__Start(2)
--
--
function AI_ESCORT:New( EscortUnit, EscortGroupSet, EscortName, EscortBriefing ) function AI_ESCORT:New( EscortUnit, EscortGroupSet, EscortName, EscortBriefing )
local self = BASE:Inherit( self, AI_FORMATION:New( EscortUnit, EscortGroupSet, EscortName, EscortBriefing ) ) -- #AI_ESCORT local self = BASE:Inherit( self, AI_FORMATION:New( EscortUnit, EscortGroupSet, EscortName, EscortBriefing ) ) -- #AI_ESCORT
@@ -227,10 +231,17 @@ function AI_ESCORT:New( EscortUnit, EscortGroupSet, EscortName, EscortBriefing )
self.EscortGroupSet = EscortGroupSet self.EscortGroupSet = EscortGroupSet
self.EscortGroupSet:SetSomeIteratorLimit( 8 ) self.EscortGroupSet:SetSomeIteratorLimit( 8 )
self.EscortBriefing = EscortBriefing self.EscortBriefing = EscortBriefing
self.Menu = {} self.Menu = {}
self.Menu.HoldAtEscortPosition = self.Menu.HoldAtEscortPosition or {}
self.Menu.HoldAtLeaderPosition = self.Menu.HoldAtLeaderPosition or {}
self.Menu.Flare = self.Menu.Flare or {}
self.Menu.Smoke = self.Menu.Smoke or {}
self.Menu.Targets = self.Menu.Targets or {}
self.Menu.ROE = self.Menu.ROE or {}
self.Menu.ROT = self.Menu.ROT or {}
-- if not EscortBriefing then -- if not EscortBriefing then
-- EscortGroup:MessageToClient( EscortGroup:GetCategoryName() .. " '" .. EscortName .. "' (" .. EscortGroup:GetCallsign() .. ") reporting! " .. -- EscortGroup:MessageToClient( EscortGroup:GetCategoryName() .. " '" .. EscortName .. "' (" .. EscortGroup:GetCallsign() .. ") reporting! " ..
@@ -250,7 +261,7 @@ function AI_ESCORT:New( EscortUnit, EscortGroupSet, EscortName, EscortBriefing )
EscortGroupSet:ForEachGroup( EscortGroupSet:ForEachGroup(
--- @param Core.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
-- Set EscortGroup known at EscortUnit. -- Set EscortGroup known at EscortUnit.
if not self.PlayerUnit._EscortGroups then if not self.PlayerUnit._EscortGroups then
@@ -325,14 +336,14 @@ function AI_ESCORT:_InitEscortRoute( EscortGroup )
end end
--- @param #AI_ESCORT self -- @param #AI_ESCORT self
-- @param Core.Set#SET_GROUP EscortGroupSet -- @param Core.Set#SET_GROUP EscortGroupSet
function AI_ESCORT:onafterStart( EscortGroupSet ) function AI_ESCORT:onafterStart( EscortGroupSet )
self:F() self:F()
EscortGroupSet:ForEachGroup( EscortGroupSet:ForEachGroup(
--- @param Core.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
EscortGroup:WayPointInitialize() EscortGroup:WayPointInitialize()
@@ -370,7 +381,7 @@ function AI_ESCORT:onafterStart( EscortGroupSet )
self:_InitFlightMenus() self:_InitFlightMenus()
self.EscortGroupSet:ForSomeGroupAlive( self.EscortGroupSet:ForSomeGroupAlive(
--- @param Core.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
self:_InitEscortMenus( EscortGroup ) self:_InitEscortMenus( EscortGroup )
@@ -378,7 +389,7 @@ function AI_ESCORT:onafterStart( EscortGroupSet )
self:SetFlightModeFormation( EscortGroup ) self:SetFlightModeFormation( EscortGroup )
--- @param #AI_ESCORT self -- @param #AI_ESCORT self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function EscortGroup:OnEventDeadOrCrash( EventData ) function EscortGroup:OnEventDeadOrCrash( EventData )
self:F( { "EventDead", EventData } ) self:F( { "EventDead", EventData } )
@@ -394,14 +405,14 @@ function AI_ESCORT:onafterStart( EscortGroupSet )
end end
--- @param #AI_ESCORT self -- @param #AI_ESCORT self
-- @param Core.Set#SET_GROUP EscortGroupSet -- @param Core.Set#SET_GROUP EscortGroupSet
function AI_ESCORT:onafterStop( EscortGroupSet ) function AI_ESCORT:onafterStop( EscortGroupSet )
self:F() self:F()
EscortGroupSet:ForEachGroup( EscortGroupSet:ForEachGroup(
--- @param Core.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
EscortGroup:WayPointInitialize() EscortGroup:WayPointInitialize()
@@ -443,9 +454,9 @@ end
-- @param #AI_ESCORT self -- @param #AI_ESCORT self
-- @param #number XStart The start position on the X-axis in meters for the first group. -- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. -- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group. -- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group. -- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. -- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. -- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
-- @param #number ZLevels The amount of levels on the Z-axis. -- @param #number ZLevels The amount of levels on the Z-axis.
-- @return #AI_ESCORT -- @return #AI_ESCORT
@@ -493,9 +504,9 @@ end
-- @param #AI_ESCORT self -- @param #AI_ESCORT self
-- @param #number XStart The start position on the X-axis in meters for the first group. -- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. -- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group. -- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group. -- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. -- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. -- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
-- @param #number ZLevels The amount of levels on the Z-axis. -- @param #number ZLevels The amount of levels on the Z-axis.
-- @return #AI_ESCORT -- @return #AI_ESCORT
@@ -550,7 +561,7 @@ function AI_ESCORT:SetFlightMenuFormation( Formation )
local MenuFlightFormationID = MENU_GROUP_COMMAND:New( self.PlayerGroup, Formation, FlightMenuFormation, local MenuFlightFormationID = MENU_GROUP_COMMAND:New( self.PlayerGroup, Formation, FlightMenuFormation,
function ( self, Formation, ... ) function ( self, Formation, ... )
self.EscortGroupSet:ForSomeGroupAlive( self.EscortGroupSet:ForSomeGroupAlive(
--- @param Core.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup, self, Formation, Arguments ) function( EscortGroup, self, Formation, Arguments )
if EscortGroup:IsAir() then if EscortGroup:IsAir() then
self:E({FormationID=FormationID}) self:E({FormationID=FormationID})
@@ -580,7 +591,7 @@ end
-- @param #AI_ESCORT self -- @param #AI_ESCORT self
-- @param #number XStart The start position on the X-axis in meters for the first group. -- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. -- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group. -- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @return #AI_ESCORT -- @return #AI_ESCORT
function AI_ESCORT:MenuFormationTrail( XStart, XSpace, YStart ) function AI_ESCORT:MenuFormationTrail( XStart, XSpace, YStart )
@@ -594,7 +605,7 @@ end
-- @param #AI_ESCORT self -- @param #AI_ESCORT self
-- @param #number XStart The start position on the X-axis in meters for the first group. -- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. -- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group. -- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group. -- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
-- @return #AI_ESCORT -- @return #AI_ESCORT
function AI_ESCORT:MenuFormationStack( XStart, XSpace, YStart, YSpace ) function AI_ESCORT:MenuFormationStack( XStart, XSpace, YStart, YSpace )
@@ -609,8 +620,8 @@ end
-- This menu will appear under **Formation**. -- This menu will appear under **Formation**.
-- @param #AI_ESCORT self -- @param #AI_ESCORT self
-- @param #number XStart The start position on the X-axis in meters for the first group. -- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group. -- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. -- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. -- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
-- @return #AI_ESCORT -- @return #AI_ESCORT
function AI_ESCORT:MenuFormationLeftLine( XStart, YStart, ZStart, ZSpace ) function AI_ESCORT:MenuFormationLeftLine( XStart, YStart, ZStart, ZSpace )
@@ -625,8 +636,8 @@ end
-- This menu will appear under **Formation**. -- This menu will appear under **Formation**.
-- @param #AI_ESCORT self -- @param #AI_ESCORT self
-- @param #number XStart The start position on the X-axis in meters for the first group. -- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group. -- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. -- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. -- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
-- @return #AI_ESCORT -- @return #AI_ESCORT
function AI_ESCORT:MenuFormationRightLine( XStart, YStart, ZStart, ZSpace ) function AI_ESCORT:MenuFormationRightLine( XStart, YStart, ZStart, ZSpace )
@@ -642,8 +653,8 @@ end
-- @param #AI_ESCORT self -- @param #AI_ESCORT self
-- @param #number XStart The start position on the X-axis in meters for the first group. -- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. -- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group. -- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. -- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. -- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
-- @return #AI_ESCORT -- @return #AI_ESCORT
function AI_ESCORT:MenuFormationLeftWing( XStart, XSpace, YStart, ZStart, ZSpace ) function AI_ESCORT:MenuFormationLeftWing( XStart, XSpace, YStart, ZStart, ZSpace )
@@ -659,8 +670,8 @@ end
-- @param #AI_ESCORT self -- @param #AI_ESCORT self
-- @param #number XStart The start position on the X-axis in meters for the first group. -- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. -- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group. -- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. -- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. -- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
-- @return #AI_ESCORT -- @return #AI_ESCORT
function AI_ESCORT:MenuFormationRightWing( XStart, XSpace, YStart, ZStart, ZSpace ) function AI_ESCORT:MenuFormationRightWing( XStart, XSpace, YStart, ZStart, ZSpace )
@@ -676,9 +687,9 @@ end
-- @param #AI_ESCORT self -- @param #AI_ESCORT self
-- @param #number XStart The start position on the X-axis in meters for the first group. -- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. -- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group. -- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group. -- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. -- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. -- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
-- @return #AI_ESCORT -- @return #AI_ESCORT
function AI_ESCORT:MenuFormationCenterWing( XStart, XSpace, YStart, YSpace, ZStart, ZSpace ) function AI_ESCORT:MenuFormationCenterWing( XStart, XSpace, YStart, YSpace, ZStart, ZSpace )
@@ -694,9 +705,9 @@ end
-- @param #AI_ESCORT self -- @param #AI_ESCORT self
-- @param #number XStart The start position on the X-axis in meters for the first group. -- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. -- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group. -- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group. -- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. -- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. -- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
-- @return #AI_ESCORT -- @return #AI_ESCORT
function AI_ESCORT:MenuFormationVic( XStart, XSpace, YStart, YSpace, ZStart, ZSpace ) function AI_ESCORT:MenuFormationVic( XStart, XSpace, YStart, YSpace, ZStart, ZSpace )
@@ -712,9 +723,9 @@ end
-- @param #AI_ESCORT self -- @param #AI_ESCORT self
-- @param #number XStart The start position on the X-axis in meters for the first group. -- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. -- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group. -- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group. -- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. -- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. -- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
-- @param #number ZLevels The amount of levels on the Z-axis. -- @param #number ZLevels The amount of levels on the Z-axis.
-- @return #AI_ESCORT -- @return #AI_ESCORT
@@ -764,7 +775,7 @@ end
function AI_ESCORT:SetFlightMenuHoldAtEscortPosition() function AI_ESCORT:SetFlightMenuHoldAtEscortPosition()
for _, MenuHoldAtEscortPosition in pairs( self.Menu.HoldAtEscortPosition ) do for _, MenuHoldAtEscortPosition in pairs( self.Menu.HoldAtEscortPosition or {} ) do
local FlightMenuReportNavigation = MENU_GROUP:New( self.PlayerGroup, "Navigation", self.FlightMenu ) local FlightMenuReportNavigation = MENU_GROUP:New( self.PlayerGroup, "Navigation", self.FlightMenu )
local FlightMenuHoldPosition = MENU_GROUP_COMMAND local FlightMenuHoldPosition = MENU_GROUP_COMMAND
@@ -785,7 +796,7 @@ end
function AI_ESCORT:SetEscortMenuHoldAtEscortPosition( EscortGroup ) function AI_ESCORT:SetEscortMenuHoldAtEscortPosition( EscortGroup )
for _, HoldAtEscortPosition in pairs( self.Menu.HoldAtEscortPosition ) do for _, HoldAtEscortPosition in pairs( self.Menu.HoldAtEscortPosition or {}) do
if EscortGroup:IsAir() then if EscortGroup:IsAir() then
local EscortGroupName = EscortGroup:GetName() local EscortGroupName = EscortGroup:GetName()
local EscortMenuReportNavigation = MENU_GROUP:New( self.PlayerGroup, "Navigation", EscortGroup.EscortMenu ) local EscortMenuReportNavigation = MENU_GROUP:New( self.PlayerGroup, "Navigation", EscortGroup.EscortMenu )
@@ -853,7 +864,7 @@ end
function AI_ESCORT:SetFlightMenuHoldAtLeaderPosition() function AI_ESCORT:SetFlightMenuHoldAtLeaderPosition()
for _, MenuHoldAtLeaderPosition in pairs( self.Menu.HoldAtLeaderPosition ) do for _, MenuHoldAtLeaderPosition in pairs( self.Menu.HoldAtLeaderPosition or {}) do
local FlightMenuReportNavigation = MENU_GROUP:New( self.PlayerGroup, "Navigation", self.FlightMenu ) local FlightMenuReportNavigation = MENU_GROUP:New( self.PlayerGroup, "Navigation", self.FlightMenu )
local FlightMenuHoldAtLeaderPosition = MENU_GROUP_COMMAND local FlightMenuHoldAtLeaderPosition = MENU_GROUP_COMMAND
@@ -874,7 +885,7 @@ end
function AI_ESCORT:SetEscortMenuHoldAtLeaderPosition( EscortGroup ) function AI_ESCORT:SetEscortMenuHoldAtLeaderPosition( EscortGroup )
for _, HoldAtLeaderPosition in pairs( self.Menu.HoldAtLeaderPosition ) do for _, HoldAtLeaderPosition in pairs( self.Menu.HoldAtLeaderPosition or {}) do
if EscortGroup:IsAir() then if EscortGroup:IsAir() then
local EscortGroupName = EscortGroup:GetName() local EscortGroupName = EscortGroup:GetName()
@@ -999,7 +1010,7 @@ end
function AI_ESCORT:SetFlightMenuFlare() function AI_ESCORT:SetFlightMenuFlare()
for _, MenuFlare in pairs( self.Menu.Flare) do for _, MenuFlare in pairs( self.Menu.Flare or {}) do
local FlightMenuReportNavigation = MENU_GROUP:New( self.PlayerGroup, "Navigation", self.FlightMenu ) local FlightMenuReportNavigation = MENU_GROUP:New( self.PlayerGroup, "Navigation", self.FlightMenu )
local FlightMenuFlare = MENU_GROUP:New( self.PlayerGroup, MenuFlare.MenuText, FlightMenuReportNavigation ) local FlightMenuFlare = MENU_GROUP:New( self.PlayerGroup, MenuFlare.MenuText, FlightMenuReportNavigation )
@@ -1014,7 +1025,7 @@ end
function AI_ESCORT:SetEscortMenuFlare( EscortGroup ) function AI_ESCORT:SetEscortMenuFlare( EscortGroup )
for _, MenuFlare in pairs( self.Menu.Flare) do for _, MenuFlare in pairs( self.Menu.Flare or {}) do
if EscortGroup:IsAir() then if EscortGroup:IsAir() then
local EscortGroupName = EscortGroup:GetName() local EscortGroupName = EscortGroup:GetName()
@@ -1059,7 +1070,7 @@ end
function AI_ESCORT:SetFlightMenuSmoke() function AI_ESCORT:SetFlightMenuSmoke()
for _, MenuSmoke in pairs( self.Menu.Smoke) do for _, MenuSmoke in pairs( self.Menu.Smoke or {}) do
local FlightMenuReportNavigation = MENU_GROUP:New( self.PlayerGroup, "Navigation", self.FlightMenu ) local FlightMenuReportNavigation = MENU_GROUP:New( self.PlayerGroup, "Navigation", self.FlightMenu )
local FlightMenuSmoke = MENU_GROUP:New( self.PlayerGroup, MenuSmoke.MenuText, FlightMenuReportNavigation ) local FlightMenuSmoke = MENU_GROUP:New( self.PlayerGroup, MenuSmoke.MenuText, FlightMenuReportNavigation )
@@ -1076,7 +1087,7 @@ end
function AI_ESCORT:SetEscortMenuSmoke( EscortGroup ) function AI_ESCORT:SetEscortMenuSmoke( EscortGroup )
for _, MenuSmoke in pairs( self.Menu.Smoke) do for _, MenuSmoke in pairs( self.Menu.Smoke or {}) do
if EscortGroup:IsAir() then if EscortGroup:IsAir() then
local EscortGroupName = EscortGroup:GetName() local EscortGroupName = EscortGroup:GetName()
@@ -1169,7 +1180,7 @@ function AI_ESCORT:SetFlightMenuTargets()
local FlightMenuAttackNearbyAir = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Attack nearest airborne targets", self.FlightMenuAttack, AI_ESCORT._FlightAttackNearestTarget, self, self.__Enum.ReportType.Air ):SetTag( "Attack" ) local FlightMenuAttackNearbyAir = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Attack nearest airborne targets", self.FlightMenuAttack, AI_ESCORT._FlightAttackNearestTarget, self, self.__Enum.ReportType.Air ):SetTag( "Attack" )
local FlightMenuAttackNearbyGround = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Attack nearest ground targets", self.FlightMenuAttack, AI_ESCORT._FlightAttackNearestTarget, self, self.__Enum.ReportType.Ground ):SetTag( "Attack" ) local FlightMenuAttackNearbyGround = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Attack nearest ground targets", self.FlightMenuAttack, AI_ESCORT._FlightAttackNearestTarget, self, self.__Enum.ReportType.Ground ):SetTag( "Attack" )
for _, MenuTargets in pairs( self.Menu.Targets) do for _, MenuTargets in pairs( self.Menu.Targets or {}) do
MenuTargets.FlightReportTargetsScheduler = SCHEDULER:New( self, self._FlightReportTargetsScheduler, {}, MenuTargets.Interval, MenuTargets.Interval ) MenuTargets.FlightReportTargetsScheduler = SCHEDULER:New( self, self._FlightReportTargetsScheduler, {}, MenuTargets.Interval, MenuTargets.Interval )
end end
@@ -1179,7 +1190,7 @@ end
function AI_ESCORT:SetEscortMenuTargets( EscortGroup ) function AI_ESCORT:SetEscortMenuTargets( EscortGroup )
for _, MenuTargets in pairs( self.Menu.Targets) do for _, MenuTargets in pairs( self.Menu.Targets or {} or {}) do
if EscortGroup:IsAir() then if EscortGroup:IsAir() then
local EscortGroupName = EscortGroup:GetName() local EscortGroupName = EscortGroup:GetName()
--local EscortMenuReportTargets = MENU_GROUP:New( self.PlayerGroup, "Report targets", EscortGroup.EscortMenu ) --local EscortMenuReportTargets = MENU_GROUP:New( self.PlayerGroup, "Report targets", EscortGroup.EscortMenu )
@@ -1231,7 +1242,7 @@ function AI_ESCORT:MenuAssistedAttack()
self:F() self:F()
self.EscortGroupSet:ForSomeGroupAlive( self.EscortGroupSet:ForSomeGroupAlive(
--- @param Core.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
if not EscortGroup:IsAir() then if not EscortGroup:IsAir() then
-- Request assistance from other escorts. -- Request assistance from other escorts.
@@ -1246,7 +1257,7 @@ end
function AI_ESCORT:SetFlightMenuROE() function AI_ESCORT:SetFlightMenuROE()
for _, MenuROE in pairs( self.Menu.ROE) do for _, MenuROE in pairs( self.Menu.ROE or {}) do
local FlightMenuROE = MENU_GROUP:New( self.PlayerGroup, "Rule Of Engagement", self.FlightMenu ) local FlightMenuROE = MENU_GROUP:New( self.PlayerGroup, "Rule Of Engagement", self.FlightMenu )
local FlightMenuROEHoldFire = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Hold fire", FlightMenuROE, AI_ESCORT._FlightROEHoldFire, self, "Holding weapons!" ) local FlightMenuROEHoldFire = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Hold fire", FlightMenuROE, AI_ESCORT._FlightROEHoldFire, self, "Holding weapons!" )
@@ -1261,7 +1272,7 @@ end
function AI_ESCORT:SetEscortMenuROE( EscortGroup ) function AI_ESCORT:SetEscortMenuROE( EscortGroup )
for _, MenuROE in pairs( self.Menu.ROE) do for _, MenuROE in pairs( self.Menu.ROE or {}) do
if EscortGroup:IsAir() then if EscortGroup:IsAir() then
local EscortGroupName = EscortGroup:GetName() local EscortGroupName = EscortGroup:GetName()
@@ -1302,7 +1313,7 @@ end
function AI_ESCORT:SetFlightMenuROT() function AI_ESCORT:SetFlightMenuROT()
for _, MenuROT in pairs( self.Menu.ROT) do for _, MenuROT in pairs( self.Menu.ROT or {}) do
local FlightMenuROT = MENU_GROUP:New( self.PlayerGroup, "Reaction On Threat", self.FlightMenu ) local FlightMenuROT = MENU_GROUP:New( self.PlayerGroup, "Reaction On Threat", self.FlightMenu )
local FlightMenuROTNoReaction = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Fight until death", FlightMenuROT, AI_ESCORT._FlightROTNoReaction, self, "Fighting until death!" ) local FlightMenuROTNoReaction = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Fight until death", FlightMenuROT, AI_ESCORT._FlightROTNoReaction, self, "Fighting until death!" )
@@ -1317,7 +1328,7 @@ end
function AI_ESCORT:SetEscortMenuROT( EscortGroup ) function AI_ESCORT:SetEscortMenuROT( EscortGroup )
for _, MenuROT in pairs( self.Menu.ROT) do for _, MenuROT in pairs( self.Menu.ROT or {}) do
if EscortGroup:IsAir() then if EscortGroup:IsAir() then
local EscortGroupName = EscortGroup:GetName() local EscortGroupName = EscortGroup:GetName()
@@ -1375,7 +1386,7 @@ function AI_ESCORT:SetEscortMenuResumeMission( EscortGroup )
end end
--- @param #AI_ESCORT self -- @param #AI_ESCORT self
-- @param Wrapper.Group#GROUP OrbitGroup -- @param Wrapper.Group#GROUP OrbitGroup
-- @param Wrapper.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
-- @param #number OrbitHeight -- @param #number OrbitHeight
@@ -1419,7 +1430,7 @@ function AI_ESCORT:_HoldPosition( OrbitGroup, EscortGroup, OrbitHeight, OrbitSec
end end
--- @param #AI_ESCORT self -- @param #AI_ESCORT self
-- @param Wrapper.Group#GROUP OrbitGroup -- @param Wrapper.Group#GROUP OrbitGroup
-- @param #number OrbitHeight -- @param #number OrbitHeight
-- @param #number OrbitSeconds -- @param #number OrbitSeconds
@@ -1428,7 +1439,7 @@ function AI_ESCORT:_FlightHoldPosition( OrbitGroup, OrbitHeight, OrbitSeconds )
local EscortUnit = self.PlayerUnit local EscortUnit = self.PlayerUnit
self.EscortGroupSet:ForEachGroupAlive( self.EscortGroupSet:ForEachGroupAlive(
--- @param Core.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup, OrbitGroup ) function( EscortGroup, OrbitGroup )
if EscortGroup:IsAir() then if EscortGroup:IsAir() then
if OrbitGroup == nil then if OrbitGroup == nil then
@@ -1456,7 +1467,7 @@ end
function AI_ESCORT:_FlightJoinUp() function AI_ESCORT:_FlightJoinUp()
self.EscortGroupSet:ForEachGroupAlive( self.EscortGroupSet:ForEachGroupAlive(
--- @param Core.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
if EscortGroup:IsAir() then if EscortGroup:IsAir() then
self:_JoinUp( EscortGroup ) self:_JoinUp( EscortGroup )
@@ -1471,7 +1482,7 @@ end
-- @param #AI_ESCORT self -- @param #AI_ESCORT self
-- @param #number XStart The start position on the X-axis in meters for the first group. -- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. -- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group. -- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @return #AI_ESCORT -- @return #AI_ESCORT
function AI_ESCORT:_EscortFormationTrail( EscortGroup, XStart, XSpace, YStart ) function AI_ESCORT:_EscortFormationTrail( EscortGroup, XStart, XSpace, YStart )
@@ -1483,7 +1494,7 @@ end
function AI_ESCORT:_FlightFormationTrail( XStart, XSpace, YStart ) function AI_ESCORT:_FlightFormationTrail( XStart, XSpace, YStart )
self.EscortGroupSet:ForEachGroupAlive( self.EscortGroupSet:ForEachGroupAlive(
--- @param Core.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
if EscortGroup:IsAir() then if EscortGroup:IsAir() then
self:_EscortFormationTrail( EscortGroup, XStart, XSpace, YStart ) self:_EscortFormationTrail( EscortGroup, XStart, XSpace, YStart )
@@ -1510,7 +1521,7 @@ end
function AI_ESCORT:_FlightFormationStack( XStart, XSpace, YStart, YSpace ) function AI_ESCORT:_FlightFormationStack( XStart, XSpace, YStart, YSpace )
self.EscortGroupSet:ForEachGroupAlive( self.EscortGroupSet:ForEachGroupAlive(
--- @param Core.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
if EscortGroup:IsAir() then if EscortGroup:IsAir() then
self:_EscortFormationStack( EscortGroup, XStart, XSpace, YStart, YSpace ) self:_EscortFormationStack( EscortGroup, XStart, XSpace, YStart, YSpace )
@@ -1533,7 +1544,7 @@ end
function AI_ESCORT:_FlightFlare( Color, Message ) function AI_ESCORT:_FlightFlare( Color, Message )
self.EscortGroupSet:ForEachGroupAlive( self.EscortGroupSet:ForEachGroupAlive(
--- @param Core.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
if EscortGroup:IsAir() then if EscortGroup:IsAir() then
self:_Flare( EscortGroup, Color, Message ) self:_Flare( EscortGroup, Color, Message )
@@ -1556,7 +1567,7 @@ end
function AI_ESCORT:_FlightSmoke( Color, Message ) function AI_ESCORT:_FlightSmoke( Color, Message )
self.EscortGroupSet:ForEachGroupAlive( self.EscortGroupSet:ForEachGroupAlive(
--- @param Core.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
if EscortGroup:IsAir() then if EscortGroup:IsAir() then
self:_Smoke( EscortGroup, Color, Message ) self:_Smoke( EscortGroup, Color, Message )
@@ -1587,7 +1598,7 @@ end
function AI_ESCORT:_FlightSwitchReportNearbyTargets( ReportTargets ) function AI_ESCORT:_FlightSwitchReportNearbyTargets( ReportTargets )
self.EscortGroupSet:ForEachGroupAlive( self.EscortGroupSet:ForEachGroupAlive(
--- @param Core.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
if EscortGroup:IsAir() then if EscortGroup:IsAir() then
self:_EscortSwitchReportNearbyTargets( EscortGroup, ReportTargets ) self:_EscortSwitchReportNearbyTargets( EscortGroup, ReportTargets )
@@ -1679,7 +1690,7 @@ function AI_ESCORT:_ScanTargets( ScanDuration )
end end
--- @param Wrapper.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
-- @param #AI_ESCORT self -- @param #AI_ESCORT self
function AI_ESCORT.___Resume( EscortGroup, self ) function AI_ESCORT.___Resume( EscortGroup, self )
@@ -1701,7 +1712,7 @@ function AI_ESCORT.___Resume( EscortGroup, self )
end end
--- @param #AI_ESCORT self -- @param #AI_ESCORT self
-- @param Wrapper.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
-- @param #number WayPoint -- @param #number WayPoint
function AI_ESCORT:_ResumeMission( EscortGroup, WayPoint ) function AI_ESCORT:_ResumeMission( EscortGroup, WayPoint )
@@ -1723,7 +1734,7 @@ function AI_ESCORT:_ResumeMission( EscortGroup, WayPoint )
end end
--- @param #AI_ESCORT self -- @param #AI_ESCORT self
-- @param Wrapper.Group#GROUP EscortGroup The escort group that will attack the detected item. -- @param Wrapper.Group#GROUP EscortGroup The escort group that will attack the detected item.
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem -- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
function AI_ESCORT:_AttackTarget( EscortGroup, DetectedItem ) function AI_ESCORT:_AttackTarget( EscortGroup, DetectedItem )
@@ -1743,7 +1754,7 @@ function AI_ESCORT:_AttackTarget( EscortGroup, DetectedItem )
local AttackUnitTasks = {} local AttackUnitTasks = {}
DetectedSet:ForEachUnit( DetectedSet:ForEachUnit(
--- @param Wrapper.Unit#UNIT DetectedUnit -- @param Wrapper.Unit#UNIT DetectedUnit
function( DetectedUnit, Tasks ) function( DetectedUnit, Tasks )
if DetectedUnit:IsAlive() then if DetectedUnit:IsAlive() then
AttackUnitTasks[#AttackUnitTasks+1] = EscortGroup:TaskAttackUnit( DetectedUnit ) AttackUnitTasks[#AttackUnitTasks+1] = EscortGroup:TaskAttackUnit( DetectedUnit )
@@ -1767,7 +1778,7 @@ function AI_ESCORT:_AttackTarget( EscortGroup, DetectedItem )
local Tasks = {} local Tasks = {}
DetectedSet:ForEachUnit( DetectedSet:ForEachUnit(
--- @param Wrapper.Unit#UNIT DetectedUnit -- @param Wrapper.Unit#UNIT DetectedUnit
function( DetectedUnit, Tasks ) function( DetectedUnit, Tasks )
if DetectedUnit:IsAlive() then if DetectedUnit:IsAlive() then
Tasks[#Tasks+1] = EscortGroup:TaskFireAtPoint( DetectedUnit:GetVec2(), 50 ) Tasks[#Tasks+1] = EscortGroup:TaskFireAtPoint( DetectedUnit:GetVec2(), 50 )
@@ -1795,7 +1806,7 @@ end
function AI_ESCORT:_FlightAttackTarget( DetectedItem ) function AI_ESCORT:_FlightAttackTarget( DetectedItem )
self.EscortGroupSet:ForEachGroupAlive( self.EscortGroupSet:ForEachGroupAlive(
--- @param Core.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup, DetectedItem ) function( EscortGroup, DetectedItem )
if EscortGroup:IsAir() then if EscortGroup:IsAir() then
self:_AttackTarget( EscortGroup, DetectedItem ) self:_AttackTarget( EscortGroup, DetectedItem )
@@ -1842,7 +1853,7 @@ end
--- ---
--- @param #AI_ESCORT self -- @param #AI_ESCORT self
-- @param Wrapper.Group#GROUP EscortGroup The escort group that will attack the detected item. -- @param Wrapper.Group#GROUP EscortGroup The escort group that will attack the detected item.
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem -- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
function AI_ESCORT:_AssistTarget( EscortGroup, DetectedItem ) function AI_ESCORT:_AssistTarget( EscortGroup, DetectedItem )
@@ -1854,7 +1865,7 @@ function AI_ESCORT:_AssistTarget( EscortGroup, DetectedItem )
local Tasks = {} local Tasks = {}
DetectedSet:ForEachUnit( DetectedSet:ForEachUnit(
--- @param Wrapper.Unit#UNIT DetectedUnit -- @param Wrapper.Unit#UNIT DetectedUnit
function( DetectedUnit, Tasks ) function( DetectedUnit, Tasks )
if DetectedUnit:IsAlive() then if DetectedUnit:IsAlive() then
Tasks[#Tasks+1] = EscortGroup:TaskFireAtPoint( DetectedUnit:GetVec2(), 50 ) Tasks[#Tasks+1] = EscortGroup:TaskFireAtPoint( DetectedUnit:GetVec2(), 50 )
@@ -1881,7 +1892,7 @@ end
function AI_ESCORT:_FlightROEHoldFire( EscortROEMessage ) function AI_ESCORT:_FlightROEHoldFire( EscortROEMessage )
self.EscortGroupSet:ForEachGroupAlive( self.EscortGroupSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
self:_ROE( EscortGroup, EscortGroup.OptionROEHoldFire, EscortROEMessage ) self:_ROE( EscortGroup, EscortGroup.OptionROEHoldFire, EscortROEMessage )
end end
@@ -1890,7 +1901,7 @@ end
function AI_ESCORT:_FlightROEOpenFire( EscortROEMessage ) function AI_ESCORT:_FlightROEOpenFire( EscortROEMessage )
self.EscortGroupSet:ForEachGroupAlive( self.EscortGroupSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
self:_ROE( EscortGroup, EscortGroup.OptionROEOpenFire, EscortROEMessage ) self:_ROE( EscortGroup, EscortGroup.OptionROEOpenFire, EscortROEMessage )
end end
@@ -1899,7 +1910,7 @@ end
function AI_ESCORT:_FlightROEReturnFire( EscortROEMessage ) function AI_ESCORT:_FlightROEReturnFire( EscortROEMessage )
self.EscortGroupSet:ForEachGroupAlive( self.EscortGroupSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
self:_ROE( EscortGroup, EscortGroup.OptionROEReturnFire, EscortROEMessage ) self:_ROE( EscortGroup, EscortGroup.OptionROEReturnFire, EscortROEMessage )
end end
@@ -1908,7 +1919,7 @@ end
function AI_ESCORT:_FlightROEWeaponFree( EscortROEMessage ) function AI_ESCORT:_FlightROEWeaponFree( EscortROEMessage )
self.EscortGroupSet:ForEachGroupAlive( self.EscortGroupSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
self:_ROE( EscortGroup, EscortGroup.OptionROEWeaponFree, EscortROEMessage ) self:_ROE( EscortGroup, EscortGroup.OptionROEWeaponFree, EscortROEMessage )
end end
@@ -1924,7 +1935,7 @@ end
function AI_ESCORT:_FlightROTNoReaction( EscortROTMessage ) function AI_ESCORT:_FlightROTNoReaction( EscortROTMessage )
self.EscortGroupSet:ForEachGroupAlive( self.EscortGroupSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
self:_ROT( EscortGroup, EscortGroup.OptionROTNoReaction, EscortROTMessage ) self:_ROT( EscortGroup, EscortGroup.OptionROTNoReaction, EscortROTMessage )
end end
@@ -1933,7 +1944,7 @@ end
function AI_ESCORT:_FlightROTPassiveDefense( EscortROTMessage ) function AI_ESCORT:_FlightROTPassiveDefense( EscortROTMessage )
self.EscortGroupSet:ForEachGroupAlive( self.EscortGroupSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
self:_ROT( EscortGroup, EscortGroup.OptionROTPassiveDefense, EscortROTMessage ) self:_ROT( EscortGroup, EscortGroup.OptionROTPassiveDefense, EscortROTMessage )
end end
@@ -1942,7 +1953,7 @@ end
function AI_ESCORT:_FlightROTEvadeFire( EscortROTMessage ) function AI_ESCORT:_FlightROTEvadeFire( EscortROTMessage )
self.EscortGroupSet:ForEachGroupAlive( self.EscortGroupSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
self:_ROT( EscortGroup, EscortGroup.OptionROTEvadeFire, EscortROTMessage ) self:_ROT( EscortGroup, EscortGroup.OptionROTEvadeFire, EscortROTMessage )
end end
@@ -1951,7 +1962,7 @@ end
function AI_ESCORT:_FlightROTVertical( EscortROTMessage ) function AI_ESCORT:_FlightROTVertical( EscortROTMessage )
self.EscortGroupSet:ForEachGroupAlive( self.EscortGroupSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
self:_ROT( EscortGroup, EscortGroup.OptionROTVertical, EscortROTMessage ) self:_ROT( EscortGroup, EscortGroup.OptionROTVertical, EscortROTMessage )
end end
@@ -2178,5 +2189,3 @@ function AI_ESCORT:_FlightReportTargetsScheduler()
return false return false
end end

View File

@@ -20,7 +20,12 @@
--- Models the automatic assignment of AI escorts to player flights. --- Models the automatic assignment of AI escorts to player flights.
--
-- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- === -- ===
-- --
-- @field #AI_ESCORT_DISPATCHER -- @field #AI_ESCORT_DISPATCHER

View File

@@ -11,7 +11,7 @@
-- --
-- === -- ===
-- --
-- @module AI.AI_ESCORT_DISPATCHER_REQUEST -- @module AI.AI_Escort_Dispatcher_Request
-- @image MOOSE.JPG -- @image MOOSE.JPG
@@ -20,7 +20,12 @@
--- Models the assignment of AI escorts to player flights upon request using the radio menu. --- Models the assignment of AI escorts to player flights upon request using the radio menu.
--
-- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- === -- ===
-- --
-- @field #AI_ESCORT_DISPATCHER_REQUEST -- @field #AI_ESCORT_DISPATCHER_REQUEST

View File

@@ -1,4 +1,4 @@
--- **Functional** -- Taking the lead of AI escorting your flight or of other AI, upon request using the menu. --- **AI** - Taking the lead of AI escorting your flight or of other AI, upon request using the menu.
-- --
-- === -- ===
-- --
@@ -19,7 +19,7 @@
-- --
-- ## Missions: -- ## Missions:
-- --
-- [ESC - Escorting](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/ESC%20-%20Escorting) -- [ESC - Escorting](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_Escort)
-- --
-- === -- ===
-- --
@@ -137,13 +137,18 @@
-- Escort groups can have their own mission. This menu item will allow the escort group to resume their Mission from a given waypoint. -- 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. -- 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.
-- --
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- === -- ===
-- --
-- ### Authors: **FlightControl** -- ### Authors: **FlightControl**
-- --
-- === -- ===
-- --
-- @module AI.AI_Escort -- @module AI.AI_Escort_Request
-- @image Escorting.JPG -- @image Escorting.JPG
@@ -292,7 +297,7 @@ function AI_ESCORT_REQUEST:onafterStop( EscortGroupSet )
self:F() self:F()
EscortGroupSet:ForEachGroup( EscortGroupSet:ForEachGroup(
--- @param Core.Group#GROUP EscortGroup --- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
EscortGroup:WayPointInitialize() EscortGroup:WayPointInitialize()

View File

@@ -1,4 +1,4 @@
--- **AI** -- Build large airborne formations of aircraft. --- **AI** - Build large airborne formations of aircraft.
-- --
-- **Features:** -- **Features:**
-- --
@@ -7,13 +7,13 @@
-- * Assign a group leader that will guide the large formation path. -- * Assign a group leader that will guide the large formation path.
-- --
-- === -- ===
-- --
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/FOR%20-%20Formation) -- ## Additional Material:
-- --
-- === -- * **Demo Missions:** [GitHub](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_Formation)
-- -- * **YouTube videos:** [Playlist](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl0bFIJ9jIdYM22uaWmIN4oz)
-- ### [YouTube Playlist](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl0bFIJ9jIdYM22uaWmIN4oz) -- * **Guides:** None
-- --
-- === -- ===
-- --
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
@@ -31,17 +31,17 @@
-- @field Core.Set#SET_GROUP FollowGroupSet -- @field Core.Set#SET_GROUP FollowGroupSet
-- @field #string FollowName -- @field #string FollowName
-- @field #AI_FORMATION.MODE FollowMode The mode the escort is in. -- @field #AI_FORMATION.MODE FollowMode The mode the escort is in.
-- @field Scheduler#SCHEDULER FollowScheduler The instance of the SCHEDULER class. -- @field Core.Scheduler#SCHEDULER FollowScheduler The instance of the SCHEDULER class.
-- @field #number FollowDistance The current follow distance. -- @field #number FollowDistance The current follow distance.
-- @field #boolean ReportTargets If true, nearby targets are reported. -- @field #boolean ReportTargets If true, nearby targets are reported.
-- @Field DCSTypes#AI.Option.Air.val.ROE OptionROE Which ROE is set to the FollowGroup. -- @field DCS#AI.Option.Air.val.ROE OptionROE Which ROE is set to the FollowGroup.
-- @field DCSTypes#AI.Option.Air.val.REACTION_ON_THREAT OptionReactionOnThreat Which REACTION_ON_THREAT is set to the FollowGroup. -- @field DCS#AI.Option.Air.val.REACTION_ON_THREAT OptionReactionOnThreat Which REACTION_ON_THREAT is set to the FollowGroup.
-- @field #number dtFollow Time step between position updates. -- @field #number dtFollow Time step between position updates.
--- Build large formations, make AI follow a @{Wrapper.Client#CLIENT} (player) leader or a @{Wrapper.Unit#UNIT} (AI) leader. --- Build large formations, make AI follow a @{Wrapper.Client#CLIENT} (player) leader or a @{Wrapper.Unit#UNIT} (AI) leader.
-- --
-- AI_FORMATION makes AI @{GROUP}s fly in formation of various compositions. -- AI_FORMATION makes AI @{Wrapper.Group#GROUP}s fly in formation of various compositions.
-- The AI_FORMATION class models formations in a different manner than the internal DCS formation logic!!! -- The AI_FORMATION class models formations in a different manner than the internal DCS formation logic!!!
-- The purpose of the class is to: -- The purpose of the class is to:
-- --
@@ -92,7 +92,12 @@
-- local LargeFormation = AI_FORMATION:New( LeaderUnit, FollowGroupSet, "Center Wing Formation", "Briefing" ) -- local LargeFormation = AI_FORMATION:New( LeaderUnit, FollowGroupSet, "Center Wing Formation", "Briefing" )
-- LargeFormation:FormationCenterWing( 500, 50, 0, 250, 250 ) -- LargeFormation:FormationCenterWing( 500, 50, 0, 250, 250 )
-- LargeFormation:__Start( 1 ) -- LargeFormation:__Start( 1 )
--
-- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @field #AI_FORMATION -- @field #AI_FORMATION
AI_FORMATION = { AI_FORMATION = {
ClassName = "AI_FORMATION", ClassName = "AI_FORMATION",
@@ -159,15 +164,6 @@ AI_FORMATION.__Enum.ReportType = {
Ground = "G", Ground = "G",
} }
--- MENUPARAM type
-- @type MENUPARAM
-- @field #AI_FORMATION ParamSelf
-- @field #number ParamDistance
-- @field #function ParamFunction
-- @field #string ParamMessage
--- AI_FORMATION class constructor for an AI group --- AI_FORMATION class constructor for an AI group
-- @param #AI_FORMATION self -- @param #AI_FORMATION self
-- @param Wrapper.Unit#UNIT FollowUnit The UNIT leading the FolllowGroupSet. -- @param Wrapper.Unit#UNIT FollowUnit The UNIT leading the FolllowGroupSet.
@@ -1000,7 +996,7 @@ function AI_FORMATION:SetFlightModeMission( FollowGroup )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Mission ) FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Mission )
else else
self.FollowGroupSet:ForSomeGroupAlive( self.FollowGroupSet:ForSomeGroupAlive(
--- @param Core.Group#GROUP EscortGroup --- @param Wrapper.Group#GROUP EscortGroup
function( FollowGroup ) function( FollowGroup )
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) ) FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Mission ) FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Mission )
@@ -1024,7 +1020,7 @@ function AI_FORMATION:SetFlightModeAttack( FollowGroup )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Attack ) FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Attack )
else else
self.FollowGroupSet:ForSomeGroupAlive( self.FollowGroupSet:ForSomeGroupAlive(
--- @param Core.Group#GROUP EscortGroup --- @param Wrapper.Group#GROUP EscortGroup
function( FollowGroup ) function( FollowGroup )
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) ) FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Attack ) FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Attack )
@@ -1048,7 +1044,7 @@ function AI_FORMATION:SetFlightModeFormation( FollowGroup )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Formation ) FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Formation )
else else
self.FollowGroupSet:ForSomeGroupAlive( self.FollowGroupSet:ForSomeGroupAlive(
--- @param Core.Group#GROUP EscortGroup --- @param Wrapper.Group#GROUP EscortGroup
function( FollowGroup ) function( FollowGroup )
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) ) FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Formation ) FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Formation )

View File

@@ -1,4 +1,4 @@
--- **AI** -- Perform Air Patrolling for airplanes. --- **AI** - Perform Air Patrolling for airplanes.
-- --
-- **Features:** -- **Features:**
-- --
@@ -16,7 +16,7 @@
-- --
-- === -- ===
-- --
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/PAT%20-%20Patrolling) -- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_Patrol)
-- --
-- === -- ===
-- --
@@ -27,8 +27,8 @@
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
-- ### Contributions: -- ### Contributions:
-- --
-- * **[Dutch_Baron](https://forums.eagle.ru/member.php?u=112075)**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-) -- * **Dutch_Baron**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Testing and API concept review. -- * **Pikey**: Testing and API concept review.
-- --
-- === -- ===
-- --
@@ -38,7 +38,7 @@
--- AI_PATROL_ZONE class --- AI_PATROL_ZONE class
-- @type AI_PATROL_ZONE -- @type AI_PATROL_ZONE
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling. -- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling.
-- @field Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed. -- @field Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @field DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol. -- @field DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @field DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol. -- @field DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @field DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h. -- @field DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
@@ -46,7 +46,7 @@
-- @field Core.Spawn#SPAWN CoordTest -- @field Core.Spawn#SPAWN CoordTest
-- @extends Core.Fsm#FSM_CONTROLLABLE -- @extends Core.Fsm#FSM_CONTROLLABLE
--- Implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}. --- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}.
-- --
-- ![Process](..\Presentations\AI_PATROL\Dia3.JPG) -- ![Process](..\Presentations\AI_PATROL\Dia3.JPG)
-- --
@@ -135,16 +135,21 @@
-- 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. -- 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 threshold is calculated. -- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
-- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, -- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit,
-- while a new AI is targetted to the AI_PATROL_ZONE. -- while a new AI is targeted to the AI_PATROL_ZONE.
-- Once the time is finished, the old AI will return to the base. -- Once the time is finished, the old AI will return to the base.
-- Use the method @{#AI_PATROL_ZONE.ManageFuel}() to have this proces in place. -- Use the method @{#AI_PATROL_ZONE.ManageFuel}() to have this process in place.
-- --
-- ## 7. Manage "damage" behaviour of the AI in the AI_PATROL_ZONE -- ## 7. Manage "damage" behaviour of the AI in the AI_PATROL_ZONE
-- --
-- When the AI is damaged, it is required that a new AIControllable is started. However, damage cannon be foreseen early on. -- When the AI is damaged, it is required that a new AIControllable is started. However, damage cannon be foreseen early on.
-- Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB). -- Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB).
-- Use the method @{#AI_PATROL_ZONE.ManageDamage}() to have this proces in place. -- Use the method @{#AI_PATROL_ZONE.ManageDamage}() to have this process in place.
--
-- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- === -- ===
-- --
-- @field #AI_PATROL_ZONE -- @field #AI_PATROL_ZONE
@@ -154,7 +159,7 @@ AI_PATROL_ZONE = {
--- Creates a new AI_PATROL_ZONE object --- Creates a new AI_PATROL_ZONE object
-- @param #AI_PATROL_ZONE self -- @param #AI_PATROL_ZONE self
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed. -- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.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 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#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h. -- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
@@ -170,27 +175,27 @@ function AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltit
-- Inherits from BASE -- Inherits from BASE
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- #AI_PATROL_ZONE local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- #AI_PATROL_ZONE
self.PatrolZone = PatrolZone self.PatrolZone = PatrolZone
self.PatrolFloorAltitude = PatrolFloorAltitude self.PatrolFloorAltitude = PatrolFloorAltitude
self.PatrolCeilingAltitude = PatrolCeilingAltitude self.PatrolCeilingAltitude = PatrolCeilingAltitude
self.PatrolMinSpeed = PatrolMinSpeed self.PatrolMinSpeed = PatrolMinSpeed
self.PatrolMaxSpeed = PatrolMaxSpeed self.PatrolMaxSpeed = PatrolMaxSpeed
-- defafult PatrolAltType to "BARO" if not specified -- defafult PatrolAltType to "BARO" if not specified
self.PatrolAltType = PatrolAltType or "BARO" self.PatrolAltType = PatrolAltType or "BARO"
self:SetRefreshTimeInterval( 30 ) self:SetRefreshTimeInterval( 30 )
self.CheckStatus = true self.CheckStatus = true
self:ManageFuel( .2, 60 ) self:ManageFuel( .2, 60 )
self:ManageDamage( 1 ) self:ManageDamage( 1 )
self.DetectedUnits = {} -- This table contains the targets detected during patrol. self.DetectedUnits = {} -- This table contains the targets detected during patrol.
self:SetStartState( "None" ) self:SetStartState( "None" )
self:AddTransition( "*", "Stop", "Stopped" ) self:AddTransition( "*", "Stop", "Stopped" )
@@ -228,7 +233,7 @@ function AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltit
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
--- Synchronous Event Trigger for Event Stop. --- Synchronous Event Trigger for Event Stop.
-- @function [parent=#AI_PATROL_ZONE] Stop -- @function [parent=#AI_PATROL_ZONE] Stop
-- @param #AI_PATROL_ZONE self -- @param #AI_PATROL_ZONE self
@@ -256,7 +261,7 @@ function AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltit
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
--- Synchronous Event Trigger for Event Start. --- Synchronous Event Trigger for Event Start.
-- @function [parent=#AI_PATROL_ZONE] Start -- @function [parent=#AI_PATROL_ZONE] Start
-- @param #AI_PATROL_ZONE self -- @param #AI_PATROL_ZONE self
@@ -329,7 +334,7 @@ function AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltit
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
--- Synchronous Event Trigger for Event Status. --- Synchronous Event Trigger for Event Status.
-- @function [parent=#AI_PATROL_ZONE] Status -- @function [parent=#AI_PATROL_ZONE] Status
-- @param #AI_PATROL_ZONE self -- @param #AI_PATROL_ZONE self
@@ -413,7 +418,7 @@ function AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltit
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
--- Synchronous Event Trigger for Event RTB. --- Synchronous Event Trigger for Event RTB.
-- @function [parent=#AI_PATROL_ZONE] RTB -- @function [parent=#AI_PATROL_ZONE] RTB
-- @param #AI_PATROL_ZONE self -- @param #AI_PATROL_ZONE self
@@ -441,11 +446,11 @@ function AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltit
-- @param #string To The To State string. -- @param #string To The To State string.
self:AddTransition( "*", "Reset", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_PATROL_ZONE. self:AddTransition( "*", "Reset", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_PATROL_ZONE.
self:AddTransition( "*", "Eject", "*" ) self:AddTransition( "*", "Eject", "*" )
self:AddTransition( "*", "Crash", "Crashed" ) self:AddTransition( "*", "Crash", "Crashed" )
self:AddTransition( "*", "PilotDead", "*" ) self:AddTransition( "*", "PilotDead", "*" )
return self return self
end end
@@ -459,7 +464,7 @@ end
-- @return #AI_PATROL_ZONE self -- @return #AI_PATROL_ZONE self
function AI_PATROL_ZONE:SetSpeed( PatrolMinSpeed, PatrolMaxSpeed ) function AI_PATROL_ZONE:SetSpeed( PatrolMinSpeed, PatrolMaxSpeed )
self:F2( { PatrolMinSpeed, PatrolMaxSpeed } ) self:F2( { PatrolMinSpeed, PatrolMaxSpeed } )
self.PatrolMinSpeed = PatrolMinSpeed self.PatrolMinSpeed = PatrolMinSpeed
self.PatrolMaxSpeed = PatrolMaxSpeed self.PatrolMaxSpeed = PatrolMaxSpeed
end end
@@ -473,7 +478,7 @@ end
-- @return #AI_PATROL_ZONE self -- @return #AI_PATROL_ZONE self
function AI_PATROL_ZONE:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude ) function AI_PATROL_ZONE:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude )
self:F2( { PatrolFloorAltitude, PatrolCeilingAltitude } ) self:F2( { PatrolFloorAltitude, PatrolCeilingAltitude } )
self.PatrolFloorAltitude = PatrolFloorAltitude self.PatrolFloorAltitude = PatrolFloorAltitude
self.PatrolCeilingAltitude = PatrolCeilingAltitude self.PatrolCeilingAltitude = PatrolCeilingAltitude
end end
@@ -582,7 +587,7 @@ 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. --- 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 threshold is calculated. -- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
-- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_PATROL_ZONE. -- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targeted to the AI_PATROL_ZONE.
-- Once the time is finished, the old AI will return to the base. -- Once the time is finished, the old AI will return to the base.
-- @param #AI_PATROL_ZONE self -- @param #AI_PATROL_ZONE self
-- @param #number PatrolFuelThresholdPercentage The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel. -- @param #number PatrolFuelThresholdPercentage The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
@@ -592,7 +597,7 @@ function AI_PATROL_ZONE:ManageFuel( PatrolFuelThresholdPercentage, PatrolOutOfFu
self.PatrolFuelThresholdPercentage = PatrolFuelThresholdPercentage self.PatrolFuelThresholdPercentage = PatrolFuelThresholdPercentage
self.PatrolOutOfFuelOrbitTime = PatrolOutOfFuelOrbitTime self.PatrolOutOfFuelOrbitTime = PatrolOutOfFuelOrbitTime
return self return self
end end
@@ -609,28 +614,28 @@ function AI_PATROL_ZONE:ManageDamage( PatrolDamageThreshold )
self.PatrolManageDamage = true self.PatrolManageDamage = true
self.PatrolDamageThreshold = PatrolDamageThreshold self.PatrolDamageThreshold = PatrolDamageThreshold
return self return self
end end
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings. --- Defines a new patrol route using the @{#AI_PATROL_ZONE} parameters and settings.
-- @param #AI_PATROL_ZONE self -- @param #AI_PATROL_ZONE self
-- @return #AI_PATROL_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
-- @return #AI_PATROL_ZONE self
function AI_PATROL_ZONE:onafterStart( Controllable, From, Event, To ) function AI_PATROL_ZONE:onafterStart( Controllable, From, Event, To )
self:F2() self:F2()
self:__Route( 1 ) -- Route to the patrol point. The asynchronous trigger is important, because a spawned group and units takes at least one second to come live. self:__Route( 1 ) -- Route to the patrol point. The asynchronous trigger is important, because a spawned group and units takes at least one second to come live.
self:__Status( 60 ) -- Check status status every 30 seconds. self:__Status( 60 ) -- Check status status every 30 seconds.
self:SetDetectionActivated() self:SetDetectionActivated()
self:HandleEvent( EVENTS.PilotDead, self.OnPilotDead ) self:HandleEvent( EVENTS.PilotDead, self.OnPilotDead )
self:HandleEvent( EVENTS.Crash, self.OnCrash ) self:HandleEvent( EVENTS.Crash, self.OnCrash )
self:HandleEvent( EVENTS.Ejection, self.OnEjection ) self:HandleEvent( EVENTS.Ejection, self.OnEjection )
Controllable:OptionROEHoldFire() Controllable:OptionROEHoldFire()
Controllable:OptionROTVertical() Controllable:OptionROTVertical()
@@ -667,12 +672,12 @@ function AI_PATROL_ZONE:onafterDetect( Controllable, From, Event, To )
if TargetObject and TargetObject:isExist() and TargetObject.id_ < 50000000 then if TargetObject and TargetObject:isExist() and TargetObject.id_ < 50000000 then
local TargetUnit = UNIT:Find( TargetObject ) local TargetUnit = UNIT:Find( TargetObject )
-- Check that target is alive due to issue https://github.com/FlightControl-Master/MOOSE/issues/1234 -- Check that target is alive due to issue https://github.com/FlightControl-Master/MOOSE/issues/1234
if TargetUnit and TargetUnit:IsAlive() then if TargetUnit and TargetUnit:IsAlive() then
local TargetUnitName = TargetUnit:GetName() local TargetUnitName = TargetUnit:GetName()
if self.DetectionZone then if self.DetectionZone then
if TargetUnit:IsInZone( self.DetectionZone ) then if TargetUnit:IsInZone( self.DetectionZone ) then
self:T( {"Detected ", TargetUnit } ) self:T( {"Detected ", TargetUnit } )
@@ -687,13 +692,13 @@ function AI_PATROL_ZONE:onafterDetect( Controllable, From, Event, To )
end end
Detected = true Detected = true
end end
end end
end end
end end
self:__Detect( -self.DetectInterval ) self:__Detect( -self.DetectInterval )
if Detected == true then if Detected == true then
self:__Detected( 1.5 ) self:__Detected( 1.5 )
end end
@@ -701,7 +706,7 @@ function AI_PATROL_ZONE:onafterDetect( Controllable, From, Event, To )
end end
--- @param Wrapper.Controllable#CONTROLLABLE AIControllable --- @param Wrapper.Controllable#CONTROLLABLE AIControllable
-- This statis method is called from the route path within the last task at the last waaypoint of the Controllable. -- This static method is called from the route path within the last task at the last waypoint of the Controllable.
-- Note that this method is required, as triggers the next route when patrolling for the Controllable. -- Note that this method is required, as triggers the next route when patrolling for the Controllable.
function AI_PATROL_ZONE:_NewPatrolRoute( AIControllable ) function AI_PATROL_ZONE:_NewPatrolRoute( AIControllable )
@@ -710,7 +715,7 @@ function AI_PATROL_ZONE:_NewPatrolRoute( AIControllable )
end end
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings. --- Defines a new patrol route using the @{#AI_PATROL_ZONE} parameters and settings.
-- @param #AI_PATROL_ZONE self -- @param #AI_PATROL_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
@@ -729,7 +734,7 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
if self.Controllable:IsAlive() and life > 1 then if self.Controllable:IsAlive() and life > 1 then
-- Determine if the AIControllable is within the PatrolZone. -- Determine if the AIControllable is within the PatrolZone.
-- If not, make a waypoint within the to that the AIControllable will fly at maximum speed to that point. -- If not, make a waypoint within the to that the AIControllable will fly at maximum speed to that point.
local PatrolRoute = {} local PatrolRoute = {}
-- Calculate the current route point of the controllable as the start point of the route. -- Calculate the current route point of the controllable as the start point of the route.
@@ -775,7 +780,7 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
end end
--- Define a random point in the @{Zone}. The AI will fly to that point within the zone. --- Define a random point in the @{Core.Zone}. The AI will fly to that point within the zone.
--- Find a random 2D point in PatrolZone. --- Find a random 2D point in PatrolZone.
local ToTargetVec2 = self.PatrolZone:GetRandomVec2() local ToTargetVec2 = self.PatrolZone:GetRandomVec2()

View File

@@ -1,10 +1,10 @@
--- **Actions** - ACT_ACCOUNT_ classes **account for** (detect, count & report) various DCS events occuring on @{Wrapper.Unit}s. --- **Actions** - ACT_ACCOUNT_ classes **account for** (detect, count & report) various DCS events occurring on UNITs.
-- --
-- ![Banner Image](..\Presentations\ACT_ACCOUNT\Dia1.JPG) -- ![Banner Image](..\Presentations\ACT_ACCOUNT\Dia1.JPG)
-- --
-- === -- ===
-- --
-- @module Actions.Account -- @module Actions.Act_Account
-- @image MOOSE.JPG -- @image MOOSE.JPG
do -- ACT_ACCOUNT do -- ACT_ACCOUNT
@@ -20,7 +20,7 @@ do -- ACT_ACCOUNT
-- --
-- ### ACT_ACCOUNT States -- ### ACT_ACCOUNT States
-- --
-- * **Asigned**: The player is assigned. -- * **Assigned**: The player is assigned.
-- * **Waiting**: Waiting for an event. -- * **Waiting**: Waiting for an event.
-- * **Report**: Reporting. -- * **Report**: Reporting.
-- * **Account**: Account for an event. -- * **Account**: Account for an event.
@@ -54,6 +54,11 @@ do -- ACT_ACCOUNT
-- The state transition method needs to start with the name **OnAfter + the name of the state**. -- The state transition method needs to start with the name **OnAfter + the name of the state**.
-- These state transition methods need to provide a return value, which is specified at the function description. -- These state transition methods need to provide a return value, which is specified at the function description.
-- --
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @type ACT_ACCOUNT -- @type ACT_ACCOUNT
-- @field Core.Set#SET_UNIT TargetSetUnit -- @field Core.Set#SET_UNIT TargetSetUnit
-- @extends Core.Fsm#FSM_PROCESS -- @extends Core.Fsm#FSM_PROCESS
@@ -104,7 +109,6 @@ do -- ACT_ACCOUNT
self:__Wait( 1 ) self:__Wait( 1 )
end end
--- StateMachine callback function --- StateMachine callback function
-- @param #ACT_ACCOUNT self -- @param #ACT_ACCOUNT self
-- @param Wrapper.Unit#UNIT ProcessUnit -- @param Wrapper.Unit#UNIT ProcessUnit
@@ -138,10 +142,10 @@ end -- ACT_ACCOUNT
do -- ACT_ACCOUNT_DEADS do -- ACT_ACCOUNT_DEADS
--- # @{#ACT_ACCOUNT_DEADS} FSM class, extends @{Core.Fsm.Account#ACT_ACCOUNT} --- # @{#ACT_ACCOUNT_DEADS} FSM class, extends @{#ACT_ACCOUNT}
-- --
-- The ACT_ACCOUNT_DEADS class accounts (detects, counts and reports) successful kills of DCS units. -- The ACT_ACCOUNT_DEADS class accounts (detects, counts and reports) successful kills of DCS units.
-- The process is given a @{Set} of units that will be tracked upon successful destruction. -- The process is given a @{Core.Set} of units that will be tracked upon successful destruction.
-- The process will end after each target has been successfully destroyed. -- The process will end after each target has been successfully destroyed.
-- Each successful dead will trigger an Account state transition that can be scored, modified or administered. -- Each successful dead will trigger an Account state transition that can be scored, modified or administered.
-- --
@@ -157,7 +161,6 @@ do -- ACT_ACCOUNT_DEADS
ClassName = "ACT_ACCOUNT_DEADS", ClassName = "ACT_ACCOUNT_DEADS",
} }
--- Creates a new DESTROY process. --- Creates a new DESTROY process.
-- @param #ACT_ACCOUNT_DEADS self -- @param #ACT_ACCOUNT_DEADS self
-- @param Core.Set#SET_UNIT TargetSetUnit -- @param Core.Set#SET_UNIT TargetSetUnit
@@ -195,7 +198,6 @@ do -- ACT_ACCOUNT_DEADS
self:GetCommandCenter():MessageTypeToGroup( MessageText, ProcessUnit:GetGroup(), MESSAGE.Type.Information ) self:GetCommandCenter():MessageTypeToGroup( MessageText, ProcessUnit:GetGroup(), MESSAGE.Type.Information )
end end
--- StateMachine callback function --- StateMachine callback function
-- @param #ACT_ACCOUNT_DEADS self -- @param #ACT_ACCOUNT_DEADS self
-- @param Wrapper.Unit#UNIT ProcessUnit -- @param Wrapper.Unit#UNIT ProcessUnit
@@ -270,7 +272,6 @@ do -- ACT_ACCOUNT_DEADS
end end
end end
--- DCS Events --- DCS Events
--- @param #ACT_ACCOUNT_DEADS self --- @param #ACT_ACCOUNT_DEADS self

View File

@@ -52,9 +52,14 @@
-- The state transition method needs to start with the name **OnAfter + the name of the state**. -- The state transition method needs to start with the name **OnAfter + the name of the state**.
-- These state transition methods need to provide a return value, which is specified at the function description. -- These state transition methods need to provide a return value, which is specified at the function description.
-- --
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- === -- ===
-- --
-- # 1) @{#ACT_ASSIGN_ACCEPT} class, extends @{Core.Fsm.Assign#ACT_ASSIGN} -- # 1) @{#ACT_ASSIGN_ACCEPT} class, extends @{Core.Fsm#ACT_ASSIGN}
-- --
-- The ACT_ASSIGN_ACCEPT class accepts by default a task for a player. No player intervention is allowed to reject the task. -- The ACT_ASSIGN_ACCEPT class accepts by default a task for a player. No player intervention is allowed to reject the task.
-- --
@@ -64,7 +69,7 @@
-- --
-- === -- ===
-- --
-- # 2) @{#ACT_ASSIGN_MENU_ACCEPT} class, extends @{Core.Fsm.Assign#ACT_ASSIGN} -- # 2) @{#ACT_ASSIGN_MENU_ACCEPT} class, extends @{Core.Fsm#ACT_ASSIGN}
-- --
-- The ACT_ASSIGN_MENU_ACCEPT class accepts a task when the player accepts the task through an added menu option. -- The ACT_ASSIGN_MENU_ACCEPT class accepts a task when the player accepts the task through an added menu option.
-- This assignment type is useful to conditionally allow the player to choose whether or not he would accept the task. -- This assignment type is useful to conditionally allow the player to choose whether or not he would accept the task.
@@ -77,7 +82,7 @@
-- --
-- === -- ===
-- --
-- @module Actions.Assign -- @module Actions.Act_Assign
-- @image MOOSE.JPG -- @image MOOSE.JPG

View File

@@ -48,9 +48,9 @@
-- --
-- === -- ===
-- --
-- # 1) @{#ACT_ASSIST_SMOKE_TARGETS_ZONE} class, extends @{Core.Fsm.Route#ACT_ASSIST} -- # 1) @{#ACT_ASSIST_SMOKE_TARGETS_ZONE} class, extends @{#ACT_ASSIST}
-- --
-- The ACT_ASSIST_SMOKE_TARGETS_ZONE class implements the core functions to smoke targets in a @{Zone}. -- The ACT_ASSIST_SMOKE_TARGETS_ZONE class implements the core functions to smoke targets in a @{Core.Zone}.
-- The targets are smoked within a certain range around each target, simulating a realistic smoking behaviour. -- The targets are smoked within a certain range around each target, simulating a realistic smoking behaviour.
-- At random intervals, a new target is smoked. -- At random intervals, a new target is smoked.
-- --
@@ -58,9 +58,14 @@
-- --
-- * @{#ACT_ASSIST_SMOKE_TARGETS_ZONE.New}(): Creates a new ACT_ASSIST_SMOKE_TARGETS_ZONE object. -- * @{#ACT_ASSIST_SMOKE_TARGETS_ZONE.New}(): Creates a new ACT_ASSIST_SMOKE_TARGETS_ZONE object.
-- --
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- === -- ===
-- --
-- @module Actions.Assist -- @module Actions.Act_Assist
-- @image MOOSE.JPG -- @image MOOSE.JPG

View File

@@ -60,9 +60,9 @@
-- --
-- === -- ===
-- --
-- # 1) @{#ACT_ROUTE_ZONE} class, extends @{Core.Fsm.Route#ACT_ROUTE} -- # 1) @{#ACT_ROUTE_ZONE} class, extends @{#ACT_ROUTE}
-- --
-- The ACT_ROUTE_ZONE class implements the core functions to route an AIR @{Wrapper.Controllable} player @{Wrapper.Unit} to a @{Zone}. -- The ACT_ROUTE_ZONE class implements the core functions to route an AIR @{Wrapper.Controllable} player @{Wrapper.Unit} to a @{Core.Zone}.
-- The player receives on perioding times messages with the coordinates of the route to follow. -- The player receives on perioding times messages with the coordinates of the route to follow.
-- Upon arrival at the zone, a confirmation of arrival is sent, and the process will be ended. -- Upon arrival at the zone, a confirmation of arrival is sent, and the process will be ended.
-- --
@@ -70,9 +70,14 @@
-- --
-- * @{#ACT_ROUTE_ZONE.New}(): Creates a new ACT_ROUTE_ZONE object. -- * @{#ACT_ROUTE_ZONE.New}(): Creates a new ACT_ROUTE_ZONE object.
-- --
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- === -- ===
-- --
-- @module Actions.Route -- @module Actions.Act_Route
-- @image MOOSE.JPG -- @image MOOSE.JPG

View File

@@ -66,7 +66,7 @@
-- you can board the cargo into the carrier `CargoCarrier`. -- you can board the cargo into the carrier `CargoCarrier`.
-- Simple, isn't it? Told you, and this is only the beginning. -- Simple, isn't it? Told you, and this is only the beginning.
-- --
-- The boarding, unboarding, loading, unloading of cargo is however something that is not meant to be coded manualy by mission designers. -- The boarding, unboarding, loading, unloading of cargo is however something that is not meant to be coded manually by mission designers.
-- It would be too low-level and not end-user friendly to deal with cargo handling complexity. -- It would be too low-level and not end-user friendly to deal with cargo handling complexity.
-- Things can become really complex if you want to make cargo being handled and behave in multiple scenarios. -- Things can become really complex if you want to make cargo being handled and behave in multiple scenarios.
-- --
@@ -77,8 +77,8 @@
-- --
-- ## 3.1) AI Cargo handlers. -- ## 3.1) AI Cargo handlers.
-- --
-- - @{AI.AI_Cargo_APC} will create for you the capatility to make an APC group handle cargo. -- - @{AI.AI_Cargo_APC} will create for you the capability to make an APC group handle cargo.
-- - @{AI.AI_Cargo_Helicopter} will create for you the capatility to make a Helicopter group handle cargo. -- - @{AI.AI_Cargo_Helicopter} will create for you the capability to make a Helicopter group handle cargo.
-- --
-- --
-- ## 3.2) AI Cargo transportation dispatchers. -- ## 3.2) AI Cargo transportation dispatchers.
@@ -86,7 +86,7 @@
-- There are also dispatchers that make AI work together to transport cargo automatically!!! -- There are also dispatchers that make AI work together to transport cargo automatically!!!
-- --
-- - @{AI.AI_Cargo_Dispatcher_APC} derived classes will create for your dynamic cargo handlers controlled by AI ground vehicle groups (APCs) to transport cargo between sites. -- - @{AI.AI_Cargo_Dispatcher_APC} derived classes will create for your dynamic cargo handlers controlled by AI ground vehicle groups (APCs) to transport cargo between sites.
-- - @{AI.AI_Cargo_Dispatcher_Helicopters} derived classes will create for your dynamic cargo handlers controlled by AI helicpter groups to transport cargo between sites. -- - @{AI.AI_Cargo_Dispatcher_Helicopter} derived classes will create for your dynamic cargo handlers controlled by AI helicopter groups to transport cargo between sites.
-- --
-- ## 3.3) Cargo transportation tasking. -- ## 3.3) Cargo transportation tasking.
-- --
@@ -94,7 +94,7 @@
-- --
-- - @{Tasking.Task_CARGO} derived classes will create for you cargo transportation tasks, that allow human players to interact with MOOSE cargo objects to complete tasks. -- - @{Tasking.Task_CARGO} derived classes will create for you cargo transportation tasks, that allow human players to interact with MOOSE cargo objects to complete tasks.
-- --
-- Please refer to the documentation reflected within these modules to understand the detailed capabilties. -- Please refer to the documentation reflected within these modules to understand the detailed capabilities.
-- --
-- # 4) Cargo SETs. -- # 4) Cargo SETs.
-- --
@@ -228,12 +228,17 @@
-- `StaticName #CARGO(T=CargoTypeName,C=Category,RR=Range,NR=Range)` -- `StaticName #CARGO(T=CargoTypeName,C=Category,RR=Range,NR=Range)`
-- --
-- * **T=** Provide a text that contains the type name of the cargo object. This type name can be used to filter cargo within a SET_CARGO object. -- * **T=** Provide a text that contains the type name of the cargo object. This type name can be used to filter cargo within a SET_CARGO object.
-- * **C=** Provide either `CRATE` or `SLING` to have this static created as a CARGO_CRATE or CARGO_SLINGLOAD respectivly. -- * **C=** Provide either `CRATE` or `SLING` to have this static created as a CARGO_CRATE or CARGO_SLINGLOAD respectively.
-- * **RR=** Provide the minimal range in meters when the report to the carrier, and board to the carrier. -- * **RR=** Provide the minimal range in meters when the report to the carrier, and board to the carrier.
-- Note that this option is optional, so can be omitted. The default value of the RR is 250 meters. -- Note that this option is optional, so can be omitted. The default value of the RR is 250 meters.
-- * **NR=** Provide the maximum range in meters when the cargo units will be boarded within the carrier during boarding. -- * **NR=** Provide the maximum range in meters when the cargo units will be boarded within the carrier during boarding.
-- Note that this option is optional, so can be omitted. The default value of the RR is 10 meters. -- Note that this option is optional, so can be omitted. The default value of the RR is 10 meters.
--
-- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- === -- ===
-- --
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
@@ -365,7 +370,7 @@ CARGOS = {}
do -- CARGO do -- CARGO
--- @type CARGO -- @type CARGO
-- @extends Core.Fsm#FSM_PROCESS -- @extends Core.Fsm#FSM_PROCESS
-- @field #string Type A string defining the type of the cargo. eg. Engineers, Equipment, Screwdrivers. -- @field #string Type A string defining the type of the cargo. eg. Engineers, Equipment, Screwdrivers.
-- @field #string Name A string defining the name of the cargo. The name is the unique identifier of the cargo. -- @field #string Name A string defining the name of the cargo. The name is the unique identifier of the cargo.
@@ -377,7 +382,7 @@ do -- CARGO
-- @field #boolean Moveable This flag defines if the cargo is moveable. -- @field #boolean Moveable This flag defines if the cargo is moveable.
-- @field #boolean Representable This flag defines if the cargo can be represented by a DCS Unit. -- @field #boolean Representable This flag defines if the cargo can be represented by a DCS Unit.
-- @field #boolean Containable This flag defines if the cargo can be contained within a DCS Unit. -- @field #boolean Containable This flag defines if the cargo can be contained within a DCS Unit.
--- Defines the core functions that defines a cargo object within MOOSE. --- Defines the core functions that defines a cargo object within MOOSE.
-- --
-- A cargo is a **logical object** defined that is available for transport, and has a life status within a simulation. -- A cargo is a **logical object** defined that is available for transport, and has a life status within a simulation.
@@ -393,7 +398,7 @@ do -- CARGO
-- --
-- * AI Armoured Personnel Carriers to transport cargo and engage in battles, using the @{AI.AI_Cargo_APC#AI_CARGO_APC} class. -- * AI Armoured Personnel Carriers to transport cargo and engage in battles, using the @{AI.AI_Cargo_APC#AI_CARGO_APC} class.
-- * AI Helicopters to transport cargo, using the @{AI.AI_Cargo_Helicopter#AI_CARGO_HELICOPTER} class. -- * AI Helicopters to transport cargo, using the @{AI.AI_Cargo_Helicopter#AI_CARGO_HELICOPTER} class.
-- * AI Planes to transport cargo, using the @{AI.AI_Cargo_Plane#AI_CARGO_PLANE} class. -- * AI Planes to transport cargo, using the @{AI.AI_Cargo_Airplane#AI_CARGO_AIRPLANE} class.
-- * AI Ships is planned. -- * AI Ships is planned.
-- --
-- The above cargo classes are also used by the TASK\_CARGO\_ classes to allow human players to transport cargo as part of a tasking: -- The above cargo classes are also used by the TASK\_CARGO\_ classes to allow human players to transport cargo as part of a tasking:
@@ -428,10 +433,9 @@ do -- CARGO
Reported = {}, Reported = {},
} }
--- @type CARGO.CargoObjects -- @type CARGO.CargoObjects
-- @map < #string, Wrapper.Positionable#POSITIONABLE > The alive POSITIONABLE objects representing the the cargo. -- @map < #string, Wrapper.Positionable#POSITIONABLE > The alive POSITIONABLE objects representing the the cargo.
--- CARGO Constructor. This class is an abstract class and should not be instantiated. --- CARGO Constructor. This class is an abstract class and should not be instantiated.
-- @param #CARGO self -- @param #CARGO self
-- @param #string Type -- @param #string Type
@@ -441,10 +445,10 @@ do -- CARGO
-- @param #number NearRadius (optional) -- @param #number NearRadius (optional)
-- @return #CARGO -- @return #CARGO
function CARGO:New( Type, Name, Weight, LoadRadius, NearRadius ) --R2.1 function CARGO:New( Type, Name, Weight, LoadRadius, NearRadius ) --R2.1
local self = BASE:Inherit( self, FSM:New() ) -- #CARGO local self = BASE:Inherit( self, FSM:New() ) -- #CARGO
self:F( { Type, Name, Weight, LoadRadius, NearRadius } ) self:T( { Type, Name, Weight, LoadRadius, NearRadius } )
self:SetStartState( "UnLoaded" ) self:SetStartState( "UnLoaded" )
self:AddTransition( { "UnLoaded", "Boarding" }, "Board", "Boarding" ) self:AddTransition( { "UnLoaded", "Boarding" }, "Board", "Boarding" )
self:AddTransition( "Boarding" , "Boarding", "Boarding" ) self:AddTransition( "Boarding" , "Boarding", "Boarding" )
@@ -459,7 +463,7 @@ do -- CARGO
self:AddTransition( "*", "Destroyed", "Destroyed" ) self:AddTransition( "*", "Destroyed", "Destroyed" )
self:AddTransition( "*", "Respawn", "UnLoaded" ) self:AddTransition( "*", "Respawn", "UnLoaded" )
self:AddTransition( "*", "Reset", "UnLoaded" ) self:AddTransition( "*", "Reset", "UnLoaded" )
self.Type = Type self.Type = Type
self.Name = Name self.Name = Name
self.Weight = Weight or 0 self.Weight = Weight or 0
@@ -471,31 +475,29 @@ do -- CARGO
self.Containable = false self.Containable = false
self.CargoLimit = 0 self.CargoLimit = 0
self.LoadRadius = LoadRadius or 500 self.LoadRadius = LoadRadius or 500
--self.NearRadius = NearRadius or 25 --self.NearRadius = NearRadius or 25
self:SetDeployed( false ) self:SetDeployed( false )
self.CargoScheduler = SCHEDULER:New() self.CargoScheduler = SCHEDULER:New()
CARGOS[self.Name] = self CARGOS[self.Name] = self
return self return self
end end
--- Find a CARGO in the _DATABASE. --- Find a CARGO in the _DATABASE.
-- @param #CARGO self -- @param #CARGO self
-- @param #string CargoName The Cargo Name. -- @param #string CargoName The Cargo Name.
-- @return #CARGO self -- @return #CARGO self
function CARGO:FindByName( CargoName ) function CARGO:FindByName( CargoName )
local CargoFound = _DATABASE:FindCargo( CargoName ) local CargoFound = _DATABASE:FindCargo( CargoName )
return CargoFound return CargoFound
end end
--- Get the x position of the cargo. --- Get the x position of the cargo.
-- @param #CARGO self -- @param #CARGO self
-- @return #number -- @return #number
@@ -504,9 +506,9 @@ do -- CARGO
return self.CargoCarrier:GetCoordinate().x return self.CargoCarrier:GetCoordinate().x
else else
return self.CargoObject:GetCoordinate().x return self.CargoObject:GetCoordinate().x
end end
end end
--- Get the y position of the cargo. --- Get the y position of the cargo.
-- @param #CARGO self -- @param #CARGO self
-- @return #number -- @return #number
@@ -515,9 +517,9 @@ do -- CARGO
return self.CargoCarrier:GetCoordinate().z return self.CargoCarrier:GetCoordinate().z
else else
return self.CargoObject:GetCoordinate().z return self.CargoObject:GetCoordinate().z
end end
end end
--- Get the heading of the cargo. --- Get the heading of the cargo.
-- @param #CARGO self -- @param #CARGO self
-- @return #number -- @return #number
@@ -526,22 +528,21 @@ do -- CARGO
return self.CargoCarrier:GetHeading() return self.CargoCarrier:GetHeading()
else else
return self.CargoObject:GetHeading() return self.CargoObject:GetHeading()
end end
end end
--- Check if the cargo can be Slingloaded. --- Check if the cargo can be Slingloaded.
-- @param #CARGO self -- @param #CARGO self
function CARGO:CanSlingload() function CARGO:CanSlingload()
return false return false
end end
--- Check if the cargo can be Boarded. --- Check if the cargo can be Boarded.
-- @param #CARGO self -- @param #CARGO self
function CARGO:CanBoard() function CARGO:CanBoard()
return true return true
end end
--- Check if the cargo can be Unboarded. --- Check if the cargo can be Unboarded.
-- @param #CARGO self -- @param #CARGO self
function CARGO:CanUnboard() function CARGO:CanUnboard()
@@ -553,14 +554,13 @@ do -- CARGO
function CARGO:CanLoad() function CARGO:CanLoad()
return true return true
end end
--- Check if the cargo can be Unloaded. --- Check if the cargo can be Unloaded.
-- @param #CARGO self -- @param #CARGO self
function CARGO:CanUnload() function CARGO:CanUnload()
return true return true
end end
--- Destroy the cargo. --- Destroy the cargo.
-- @param #CARGO self -- @param #CARGO self
function CARGO:Destroy() function CARGO:Destroy()
@@ -569,14 +569,14 @@ do -- CARGO
end end
self:Destroyed() self:Destroyed()
end end
--- Get the name of the Cargo. --- Get the name of the Cargo.
-- @param #CARGO self -- @param #CARGO self
-- @return #string The name of the Cargo. -- @return #string The name of the Cargo.
function CARGO:GetName() --R2.1 function CARGO:GetName() --R2.1
return self.Name return self.Name
end end
--- Get the current active object representing or being the Cargo. --- Get the current active object representing or being the Cargo.
-- @param #CARGO self -- @param #CARGO self
-- @return Wrapper.Positionable#POSITIONABLE The object representing or being the Cargo. -- @return Wrapper.Positionable#POSITIONABLE The object representing or being the Cargo.
@@ -585,9 +585,9 @@ do -- CARGO
return self.CargoCarrier return self.CargoCarrier
else else
return self.CargoObject return self.CargoObject
end end
end end
--- Get the object name of the Cargo. --- Get the object name of the Cargo.
-- @param #CARGO self -- @param #CARGO self
-- @return #string The object name of the Cargo. -- @return #string The object name of the Cargo.
@@ -596,9 +596,9 @@ do -- CARGO
return self.CargoCarrier:GetName() return self.CargoCarrier:GetName()
else else
return self.CargoObject:GetName() return self.CargoObject:GetName()
end end
end end
--- Get the amount of Cargo. --- Get the amount of Cargo.
-- @param #CARGO self -- @param #CARGO self
-- @return #number The amount of Cargo. -- @return #number The amount of Cargo.
@@ -613,7 +613,6 @@ do -- CARGO
return self.Type return self.Type
end end
--- Get the transportation method of the Cargo. --- Get the transportation method of the Cargo.
-- @param #CARGO self -- @param #CARGO self
-- @return #string The transportation method of the Cargo. -- @return #string The transportation method of the Cargo.
@@ -621,7 +620,6 @@ do -- CARGO
return self.TransportationMethod return self.TransportationMethod
end end
--- Get the coalition of the Cargo. --- Get the coalition of the Cargo.
-- @param #CARGO self -- @param #CARGO self
-- @return Coalition -- @return Coalition
@@ -630,32 +628,30 @@ do -- CARGO
return self.CargoCarrier:GetCoalition() return self.CargoCarrier:GetCoalition()
else else
return self.CargoObject:GetCoalition() return self.CargoObject:GetCoalition()
end end
end end
--- Get the current coordinates of the Cargo. --- Get the current coordinates of the Cargo.
-- @param #CARGO self -- @param #CARGO self
-- @return Core.Point#COORDINATE The coordinates of the Cargo. -- @return Core.Point#COORDINATE The coordinates of the Cargo.
function CARGO:GetCoordinate() function CARGO:GetCoordinate()
return self.CargoObject:GetCoordinate() return self.CargoObject:GetCoordinate()
end end
--- Check if cargo is destroyed. --- Check if cargo is destroyed.
-- @param #CARGO self -- @param #CARGO self
-- @return #boolean true if destroyed -- @return #boolean true if destroyed
function CARGO:IsDestroyed() function CARGO:IsDestroyed()
return self:Is( "Destroyed" ) return self:Is( "Destroyed" )
end end
--- Check if cargo is loaded. --- Check if cargo is loaded.
-- @param #CARGO self -- @param #CARGO self
-- @return #boolean true if loaded -- @return #boolean true if loaded
function CARGO:IsLoaded() function CARGO:IsLoaded()
return self:Is( "Loaded" ) return self:Is( "Loaded" )
end end
--- Check if cargo is loaded. --- Check if cargo is loaded.
-- @param #CARGO self -- @param #CARGO self
-- @param Wrapper.Unit#UNIT Carrier -- @param Wrapper.Unit#UNIT Carrier
@@ -663,14 +659,14 @@ do -- CARGO
function CARGO:IsLoadedInCarrier( Carrier ) function CARGO:IsLoadedInCarrier( Carrier )
return self.CargoCarrier and self.CargoCarrier:GetName() == Carrier:GetName() return self.CargoCarrier and self.CargoCarrier:GetName() == Carrier:GetName()
end end
--- Check if cargo is unloaded. --- Check if cargo is unloaded.
-- @param #CARGO self -- @param #CARGO self
-- @return #boolean true if unloaded -- @return #boolean true if unloaded
function CARGO:IsUnLoaded() function CARGO:IsUnLoaded()
return self:Is( "UnLoaded" ) return self:Is( "UnLoaded" )
end end
--- Check if cargo is boarding. --- Check if cargo is boarding.
-- @param #CARGO self -- @param #CARGO self
-- @return #boolean true if boarding -- @return #boolean true if boarding
@@ -678,52 +674,47 @@ do -- CARGO
return self:Is( "Boarding" ) return self:Is( "Boarding" )
end end
--- Check if cargo is unboarding. --- Check if cargo is unboarding.
-- @param #CARGO self -- @param #CARGO self
-- @return #boolean true if unboarding -- @return #boolean true if unboarding
function CARGO:IsUnboarding() function CARGO:IsUnboarding()
return self:Is( "UnBoarding" ) return self:Is( "UnBoarding" )
end end
--- Check if cargo is alive. --- Check if cargo is alive.
-- @param #CARGO self -- @param #CARGO self
-- @return #boolean true if unloaded -- @return #boolean true if unloaded
function CARGO:IsAlive() function CARGO:IsAlive()
if self:IsLoaded() then if self:IsLoaded() then
return self.CargoCarrier:IsAlive() return self.CargoCarrier:IsAlive()
else else
return self.CargoObject:IsAlive() return self.CargoObject:IsAlive()
end end
end end
--- Set the cargo as deployed. --- Set the cargo as deployed.
-- @param #CARGO self -- @param #CARGO self
-- @param #boolean Deployed true if the cargo is to be deployed. false or nil otherwise. -- @param #boolean Deployed true if the cargo is to be deployed. false or nil otherwise.
function CARGO:SetDeployed( Deployed ) function CARGO:SetDeployed( Deployed )
self.Deployed = Deployed self.Deployed = Deployed
end end
--- Is the cargo deployed --- Is the cargo deployed
-- @param #CARGO self -- @param #CARGO self
-- @return #boolean -- @return #boolean
function CARGO:IsDeployed() function CARGO:IsDeployed()
return self.Deployed return self.Deployed
end end
--- Template method to spawn a new representation of the CARGO in the simulator. --- Template method to spawn a new representation of the CARGO in the simulator.
-- @param #CARGO self -- @param #CARGO self
-- @return #CARGO -- @return #CARGO
function CARGO:Spawn( PointVec2 ) function CARGO:Spawn( PointVec2 )
self:F() self:T()
end end
--- Signal a flare at the position of the CARGO. --- Signal a flare at the position of the CARGO.
-- @param #CARGO self -- @param #CARGO self
-- @param Utilities.Utils#FLARECOLOR FlareColor -- @param Utilities.Utils#FLARECOLOR FlareColor
@@ -732,31 +723,31 @@ do -- CARGO
trigger.action.signalFlare( self.CargoObject:GetVec3(), FlareColor , 0 ) trigger.action.signalFlare( self.CargoObject:GetVec3(), FlareColor , 0 )
end end
end end
--- Signal a white flare at the position of the CARGO. --- Signal a white flare at the position of the CARGO.
-- @param #CARGO self -- @param #CARGO self
function CARGO:FlareWhite() function CARGO:FlareWhite()
self:Flare( trigger.flareColor.White ) self:Flare( trigger.flareColor.White )
end end
--- Signal a yellow flare at the position of the CARGO. --- Signal a yellow flare at the position of the CARGO.
-- @param #CARGO self -- @param #CARGO self
function CARGO:FlareYellow() function CARGO:FlareYellow()
self:Flare( trigger.flareColor.Yellow ) self:Flare( trigger.flareColor.Yellow )
end end
--- Signal a green flare at the position of the CARGO. --- Signal a green flare at the position of the CARGO.
-- @param #CARGO self -- @param #CARGO self
function CARGO:FlareGreen() function CARGO:FlareGreen()
self:Flare( trigger.flareColor.Green ) self:Flare( trigger.flareColor.Green )
end end
--- Signal a red flare at the position of the CARGO. --- Signal a red flare at the position of the CARGO.
-- @param #CARGO self -- @param #CARGO self
function CARGO:FlareRed() function CARGO:FlareRed()
self:Flare( trigger.flareColor.Red ) self:Flare( trigger.flareColor.Red )
end end
--- Smoke the CARGO. --- Smoke the CARGO.
-- @param #CARGO self -- @param #CARGO self
-- @param Utilities.Utils#SMOKECOLOR SmokeColor The color of the smoke. -- @param Utilities.Utils#SMOKECOLOR SmokeColor The color of the smoke.
@@ -770,38 +761,37 @@ do -- CARGO
end end
end end
end end
--- Smoke the CARGO Green. --- Smoke the CARGO Green.
-- @param #CARGO self -- @param #CARGO self
function CARGO:SmokeGreen() function CARGO:SmokeGreen()
self:Smoke( trigger.smokeColor.Green, Range ) self:Smoke( trigger.smokeColor.Green, Range )
end end
--- Smoke the CARGO Red. --- Smoke the CARGO Red.
-- @param #CARGO self -- @param #CARGO self
function CARGO:SmokeRed() function CARGO:SmokeRed()
self:Smoke( trigger.smokeColor.Red, Range ) self:Smoke( trigger.smokeColor.Red, Range )
end end
--- Smoke the CARGO White. --- Smoke the CARGO White.
-- @param #CARGO self -- @param #CARGO self
function CARGO:SmokeWhite() function CARGO:SmokeWhite()
self:Smoke( trigger.smokeColor.White, Range ) self:Smoke( trigger.smokeColor.White, Range )
end end
--- Smoke the CARGO Orange. --- Smoke the CARGO Orange.
-- @param #CARGO self -- @param #CARGO self
function CARGO:SmokeOrange() function CARGO:SmokeOrange()
self:Smoke( trigger.smokeColor.Orange, Range ) self:Smoke( trigger.smokeColor.Orange, Range )
end end
--- Smoke the CARGO Blue. --- Smoke the CARGO Blue.
-- @param #CARGO self -- @param #CARGO self
function CARGO:SmokeBlue() function CARGO:SmokeBlue()
self:Smoke( trigger.smokeColor.Blue, Range ) self:Smoke( trigger.smokeColor.Blue, Range )
end end
--- Set the Load radius, which is the radius till when the Cargo can be loaded. --- Set the Load radius, which is the radius till when the Cargo can be loaded.
-- @param #CARGO self -- @param #CARGO self
-- @param #number LoadRadius The radius till Cargo can be loaded. -- @param #number LoadRadius The radius till Cargo can be loaded.
@@ -809,23 +799,21 @@ do -- CARGO
function CARGO:SetLoadRadius( LoadRadius ) function CARGO:SetLoadRadius( LoadRadius )
self.LoadRadius = LoadRadius or 150 self.LoadRadius = LoadRadius or 150
end end
--- Get the Load radius, which is the radius till when the Cargo can be loaded. --- Get the Load radius, which is the radius till when the Cargo can be loaded.
-- @param #CARGO self -- @param #CARGO self
-- @return #number The radius till Cargo can be loaded. -- @return #number The radius till Cargo can be loaded.
function CARGO:GetLoadRadius() function CARGO:GetLoadRadius()
return self.LoadRadius return self.LoadRadius
end end
--- Check if Cargo is in the LoadRadius for the Cargo to be Boarded or Loaded. --- Check if Cargo is in the LoadRadius for the Cargo to be Boarded or Loaded.
-- @param #CARGO self -- @param #CARGO self
-- @param Core.Point#COORDINATE Coordinate -- @param Core.Point#COORDINATE Coordinate
-- @return #boolean true if the CargoGroup is within the loading radius. -- @return #boolean true if the CargoGroup is within the loading radius.
function CARGO:IsInLoadRadius( Coordinate ) function CARGO:IsInLoadRadius( Coordinate )
self:F( { Coordinate, LoadRadius = self.LoadRadius } ) self:T( { Coordinate, LoadRadius = self.LoadRadius } )
local Distance = 0 local Distance = 0
if self:IsUnLoaded() then if self:IsUnLoaded() then
local CargoCoordinate = self.CargoObject:GetCoordinate() local CargoCoordinate = self.CargoObject:GetCoordinate()
@@ -835,18 +823,17 @@ do -- CARGO
return true return true
end end
end end
return false return false
end end
--- Check if the Cargo can report itself to be Boarded or Loaded. --- Check if the Cargo can report itself to be Boarded or Loaded.
-- @param #CARGO self -- @param #CARGO self
-- @param Core.Point#COORDINATE Coordinate -- @param Core.Point#COORDINATE Coordinate
-- @return #boolean true if the Cargo can report itself. -- @return #boolean true if the Cargo can report itself.
function CARGO:IsInReportRadius( Coordinate ) function CARGO:IsInReportRadius( Coordinate )
self:F( { Coordinate } ) self:T( { Coordinate } )
local Distance = 0 local Distance = 0
if self:IsUnLoaded() then if self:IsUnLoaded() then
Distance = Coordinate:Get2DDistance( self.CargoObject:GetCoordinate() ) Distance = Coordinate:Get2DDistance( self.CargoObject:GetCoordinate() )
@@ -855,7 +842,7 @@ do -- CARGO
return true return true
end end
end end
return false return false
end end
@@ -866,72 +853,69 @@ do -- CARGO
-- @param #number NearRadius The radius when the cargo will board the Carrier (to avoid collision). -- @param #number NearRadius The radius when the cargo will board the Carrier (to avoid collision).
-- @return #boolean -- @return #boolean
function CARGO:IsNear( Coordinate, NearRadius ) function CARGO:IsNear( Coordinate, NearRadius )
--self:F( { PointVec2 = PointVec2, NearRadius = NearRadius } ) --self:T( { PointVec2 = PointVec2, NearRadius = NearRadius } )
if self.CargoObject:IsAlive() then if self.CargoObject:IsAlive() then
--local Distance = PointVec2:Get2DDistance( self.CargoObject:GetPointVec2() ) --local Distance = PointVec2:Get2DDistance( self.CargoObject:GetPointVec2() )
--self:F( { CargoObjectName = self.CargoObject:GetName() } ) --self:T( { CargoObjectName = self.CargoObject:GetName() } )
--self:F( { CargoObjectVec2 = self.CargoObject:GetVec2() } ) --self:T( { CargoObjectVec2 = self.CargoObject:GetVec2() } )
--self:F( { PointVec2 = PointVec2:GetVec2() } ) --self:T( { PointVec2 = PointVec2:GetVec2() } )
local Distance = Coordinate:Get2DDistance( self.CargoObject:GetCoordinate() ) local Distance = Coordinate:Get2DDistance( self.CargoObject:GetCoordinate() )
--self:F( { Distance = Distance, NearRadius = NearRadius or "nil" } ) --self:T( { Distance = Distance, NearRadius = NearRadius or "nil" } )
if Distance <= NearRadius then if Distance <= NearRadius then
--self:F( { PointVec2 = PointVec2, NearRadius = NearRadius, IsNear = true } ) --self:T( { PointVec2 = PointVec2, NearRadius = NearRadius, IsNear = true } )
return true return true
end end
end end
--self:F( { PointVec2 = PointVec2, NearRadius = NearRadius, IsNear = false } ) --self:T( { PointVec2 = PointVec2, NearRadius = NearRadius, IsNear = false } )
return false return false
end end
--- Check if Cargo is the given @{Core.Zone}.
--- Check if Cargo is the given @{Zone}.
-- @param #CARGO self -- @param #CARGO self
-- @param Core.Zone#ZONE_BASE Zone -- @param Core.Zone#ZONE_BASE Zone
-- @return #boolean **true** if cargo is in the Zone, **false** if cargo is not in the Zone. -- @return #boolean **true** if cargo is in the Zone, **false** if cargo is not in the Zone.
function CARGO:IsInZone( Zone ) function CARGO:IsInZone( Zone )
--self:F( { Zone } ) --self:T( { Zone } )
if self:IsLoaded() then if self:IsLoaded() then
return Zone:IsPointVec2InZone( self.CargoCarrier:GetPointVec2() ) return Zone:IsPointVec2InZone( self.CargoCarrier:GetPointVec2() )
else else
--self:F( { Size = self.CargoObject:GetSize(), Units = self.CargoObject:GetUnits() } ) --self:T( { Size = self.CargoObject:GetSize(), Units = self.CargoObject:GetUnits() } )
if self.CargoObject:GetSize() ~= 0 then if self.CargoObject:GetSize() ~= 0 then
return Zone:IsPointVec2InZone( self.CargoObject:GetPointVec2() ) return Zone:IsPointVec2InZone( self.CargoObject:GetPointVec2() )
else else
return false return false
end end
end end
return nil return nil
end end
--- Get the current PointVec2 of the cargo. --- Get the current PointVec2 of the cargo.
-- @param #CARGO self -- @param #CARGO self
-- @return Core.Point#POINT_VEC2 -- @return Core.Point#POINT_VEC2
function CARGO:GetPointVec2() function CARGO:GetPointVec2()
return self.CargoObject:GetPointVec2() return self.CargoObject:GetPointVec2()
end end
--- Get the current Coordinate of the cargo. --- Get the current Coordinate of the cargo.
-- @param #CARGO self -- @param #CARGO self
-- @return Core.Point#COORDINATE -- @return Core.Point#COORDINATE
function CARGO:GetCoordinate() function CARGO:GetCoordinate()
return self.CargoObject:GetCoordinate() return self.CargoObject:GetCoordinate()
end end
--- Get the weight of the cargo. --- Get the weight of the cargo.
-- @param #CARGO self -- @param #CARGO self
-- @return #number Weight The weight in kg. -- @return #number Weight The weight in kg.
function CARGO:GetWeight() function CARGO:GetWeight()
return self.Weight return self.Weight
end end
--- Set the weight of the cargo. --- Set the weight of the cargo.
-- @param #CARGO self -- @param #CARGO self
-- @param #number Weight The weight in kg. -- @param #number Weight The weight in kg.
@@ -940,14 +924,14 @@ do -- CARGO
self.Weight = Weight self.Weight = Weight
return self return self
end end
--- Get the volume of the cargo. --- Get the volume of the cargo.
-- @param #CARGO self -- @param #CARGO self
-- @return #number Volume The volume in kg. -- @return #number Volume The volume in kg.
function CARGO:GetVolume() function CARGO:GetVolume()
return self.Volume return self.Volume
end end
--- Set the volume of the cargo. --- Set the volume of the cargo.
-- @param #CARGO self -- @param #CARGO self
-- @param #number Volume The volume in kg. -- @param #number Volume The volume in kg.
@@ -956,18 +940,18 @@ do -- CARGO
self.Volume = Volume self.Volume = Volume
return self return self
end end
--- Send a CC message to a @{Wrapper.Group}. --- Send a CC message to a @{Wrapper.Group}.
-- @param #CARGO self -- @param #CARGO self
-- @param #string Message -- @param #string Message
-- @param Wrapper.Group#GROUP CarrierGroup The Carrier Group. -- @param Wrapper.Group#GROUP CarrierGroup The Carrier Group.
-- @param #string Name (optional) The name of the Group used as a prefix for the message to the Group. If not provided, there will be nothing shown. -- @param #string Name (optional) The name of the Group used as a prefix for the message to the Group. If not provided, there will be nothing shown.
function CARGO:MessageToGroup( Message, CarrierGroup, Name ) function CARGO:MessageToGroup( Message, CarrierGroup, Name )
MESSAGE:New( Message, 20, "Cargo " .. self:GetName() ):ToGroup( CarrierGroup ) MESSAGE:New( Message, 20, "Cargo " .. self:GetName() ):ToGroup( CarrierGroup )
end end
--- Report to a Carrier Group. --- Report to a Carrier Group.
-- @param #CARGO self -- @param #CARGO self
-- @param #string Action The string describing the action for the cargo. -- @param #string Action The string describing the action for the cargo.
@@ -993,28 +977,25 @@ do -- CARGO
end end
end end
end end
--- Report to a Carrier Group with a Flaring signal. --- Report to a Carrier Group with a Flaring signal.
-- @param #CARGO self -- @param #CARGO self
-- @param Utils#UTILS.FlareColor FlareColor the color of the flare. -- @param Utilities.Utils#UTILS.FlareColor FlareColor the color of the flare.
-- @return #CARGO -- @return #CARGO
function CARGO:ReportFlare( FlareColor ) function CARGO:ReportFlare( FlareColor )
self.ReportFlareColor = FlareColor self.ReportFlareColor = FlareColor
end end
--- Report to a Carrier Group with a Smoking signal. --- Report to a Carrier Group with a Smoking signal.
-- @param #CARGO self -- @param #CARGO self
-- @param Utils#UTILS.SmokeColor SmokeColor the color of the smoke. -- @param Utilities.Utils#UTILS.SmokeColor SmokeColor the color of the smoke.
-- @return #CARGO -- @return #CARGO
function CARGO:ReportSmoke( SmokeColor ) function CARGO:ReportSmoke( SmokeColor )
self.ReportSmokeColor = SmokeColor self.ReportSmokeColor = SmokeColor
end end
--- Reset the reporting for a Carrier Group. --- Reset the reporting for a Carrier Group.
-- @param #CARGO self -- @param #CARGO self
-- @param #string Action The string describing the action for the cargo. -- @param #string Action The string describing the action for the cargo.
@@ -1024,7 +1005,7 @@ do -- CARGO
self.Reported[CarrierGroup][Action] = nil self.Reported[CarrierGroup][Action] = nil
end end
--- Reset all the reporting for a Carrier Group. --- Reset all the reporting for a Carrier Group.
-- @param #CARGO self -- @param #CARGO self
-- @param Wrapper.Group#GROUP CarrierGroup The Carrier Group to send the report to. -- @param Wrapper.Group#GROUP CarrierGroup The Carrier Group to send the report to.
@@ -1033,7 +1014,7 @@ do -- CARGO
self.Reported[CarrierGroup] = nil self.Reported[CarrierGroup] = nil
end end
--- Respawn the cargo when destroyed --- Respawn the cargo when destroyed
-- @param #CARGO self -- @param #CARGO self
-- @param #boolean RespawnDestroyed -- @param #boolean RespawnDestroyed
@@ -1046,17 +1027,14 @@ do -- CARGO
else else
self.onenterDestroyed = nil self.onenterDestroyed = nil
end end
end
end
end -- CARGO end -- CARGO
do -- CARGO_REPRESENTABLE do -- CARGO_REPRESENTABLE
--- @type CARGO_REPRESENTABLE -- @type CARGO_REPRESENTABLE
-- @extends #CARGO -- @extends #CARGO
-- @field test -- @field test
@@ -1075,18 +1053,18 @@ do -- CARGO_REPRESENTABLE
-- @param #number NearRadius (optional) Radius in meters when the cargo is loaded into the carrier. -- @param #number NearRadius (optional) Radius in meters when the cargo is loaded into the carrier.
-- @return #CARGO_REPRESENTABLE -- @return #CARGO_REPRESENTABLE
function CARGO_REPRESENTABLE:New( CargoObject, Type, Name, LoadRadius, NearRadius ) function CARGO_REPRESENTABLE:New( CargoObject, Type, Name, LoadRadius, NearRadius )
-- Inherit CARGO. -- Inherit CARGO.
local self = BASE:Inherit( self, CARGO:New( Type, Name, 0, LoadRadius, NearRadius ) ) -- #CARGO_REPRESENTABLE local self = BASE:Inherit( self, CARGO:New( Type, Name, 0, LoadRadius, NearRadius ) ) -- #CARGO_REPRESENTABLE
self:F( { Type, Name, LoadRadius, NearRadius } ) self:T( { Type, Name, LoadRadius, NearRadius } )
-- Descriptors. -- Descriptors.
local Desc=CargoObject:GetDesc() local Desc=CargoObject:GetDesc()
self:T({Desc=Desc}) self:T({Desc=Desc})
-- Weight. -- Weight.
local Weight = math.random( 80, 120 ) local Weight = math.random( 80, 120 )
-- Adjust weight.. -- Adjust weight..
if Desc then if Desc then
if Desc.typeName == "2B11 mortar" then if Desc.typeName == "2B11 mortar" then
@@ -1097,8 +1075,8 @@ do -- CARGO_REPRESENTABLE
end end
-- Set weight. -- Set weight.
self:SetWeight( Weight ) self:SetWeight( Weight )
return self return self
end end
@@ -1106,14 +1084,14 @@ do -- CARGO_REPRESENTABLE
-- @param #CARGO_REPRESENTABLE self -- @param #CARGO_REPRESENTABLE self
-- @return #CARGO_REPRESENTABLE -- @return #CARGO_REPRESENTABLE
function CARGO_REPRESENTABLE:Destroy() function CARGO_REPRESENTABLE:Destroy()
-- Cargo objects are deleted from the _DATABASE and SET_CARGO objects. -- Cargo objects are deleted from the _DATABASE and SET_CARGO objects.
self:F( { CargoName = self:GetName() } ) self:T( { CargoName = self:GetName() } )
--_EVENTDISPATCHER:CreateEventDeleteCargo( self ) --_EVENTDISPATCHER:CreateEventDeleteCargo( self )
return self return self
end end
--- Route a cargo unit to a PointVec2. --- Route a cargo unit to a PointVec2.
-- @param #CARGO_REPRESENTABLE self -- @param #CARGO_REPRESENTABLE self
-- @param Core.Point#POINT_VEC2 ToPointVec2 -- @param Core.Point#POINT_VEC2 ToPointVec2
@@ -1121,19 +1099,19 @@ do -- CARGO_REPRESENTABLE
-- @return #CARGO_REPRESENTABLE -- @return #CARGO_REPRESENTABLE
function CARGO_REPRESENTABLE:RouteTo( ToPointVec2, Speed ) function CARGO_REPRESENTABLE:RouteTo( ToPointVec2, Speed )
self:F2( ToPointVec2 ) self:F2( ToPointVec2 )
local Points = {} local Points = {}
local PointStartVec2 = self.CargoObject:GetPointVec2() local PointStartVec2 = self.CargoObject:GetPointVec2()
Points[#Points+1] = PointStartVec2:WaypointGround( Speed ) Points[#Points+1] = PointStartVec2:WaypointGround( Speed )
Points[#Points+1] = ToPointVec2:WaypointGround( Speed ) Points[#Points+1] = ToPointVec2:WaypointGround( Speed )
local TaskRoute = self.CargoObject:TaskRoute( Points ) local TaskRoute = self.CargoObject:TaskRoute( Points )
self.CargoObject:SetTask( TaskRoute, 2 ) self.CargoObject:SetTask( TaskRoute, 2 )
return self return self
end end
--- Send a message to a @{Wrapper.Group} through a communication channel near the cargo. --- Send a message to a @{Wrapper.Group} through a communication channel near the cargo.
-- @param #CARGO_REPRESENTABLE self -- @param #CARGO_REPRESENTABLE self
-- @param #string Message -- @param #string Message
@@ -1145,32 +1123,31 @@ do -- CARGO_REPRESENTABLE
CoordinateZone:Scan( { Object.Category.UNIT } ) CoordinateZone:Scan( { Object.Category.UNIT } )
for _, DCSUnit in pairs( CoordinateZone:GetScannedUnits() ) do for _, DCSUnit in pairs( CoordinateZone:GetScannedUnits() ) do
local NearUnit = UNIT:Find( DCSUnit ) local NearUnit = UNIT:Find( DCSUnit )
self:F({NearUnit=NearUnit}) self:T({NearUnit=NearUnit})
local NearUnitCoalition = NearUnit:GetCoalition() local NearUnitCoalition = NearUnit:GetCoalition()
local CargoCoalition = self:GetCoalition() local CargoCoalition = self:GetCoalition()
if NearUnitCoalition == CargoCoalition then if NearUnitCoalition == CargoCoalition then
local Attributes = NearUnit:GetDesc() local Attributes = NearUnit:GetDesc()
self:F({Desc=Attributes}) self:T({Desc=Attributes})
if NearUnit:HasAttribute( "Trucks" ) then if NearUnit:HasAttribute( "Trucks" ) then
MESSAGE:New( Message, 20, NearUnit:GetCallsign() .. " reporting - Cargo " .. self:GetName() ):ToGroup( TaskGroup ) MESSAGE:New( Message, 20, NearUnit:GetCallsign() .. " reporting - Cargo " .. self:GetName() ):ToGroup( TaskGroup )
break break
end end
end end
end end
end end
end -- CARGO_REPRESENTABLE end -- CARGO_REPRESENTABLE
do -- CARGO_REPORTABLE do -- CARGO_REPORTABLE
--- @type CARGO_REPORTABLE -- @type CARGO_REPORTABLE
-- @extends #CARGO -- @extends #CARGO
CARGO_REPORTABLE = { CARGO_REPORTABLE = {
ClassName = "CARGO_REPORTABLE" ClassName = "CARGO_REPORTABLE"
} }
--- CARGO_REPORTABLE Constructor. --- CARGO_REPORTABLE Constructor.
-- @param #CARGO_REPORTABLE self -- @param #CARGO_REPORTABLE self
-- @param #string Type -- @param #string Type
@@ -1181,35 +1158,27 @@ do -- CARGO_REPORTABLE
-- @return #CARGO_REPORTABLE -- @return #CARGO_REPORTABLE
function CARGO_REPORTABLE:New( Type, Name, Weight, LoadRadius, NearRadius ) function CARGO_REPORTABLE:New( Type, Name, Weight, LoadRadius, NearRadius )
local self = BASE:Inherit( self, CARGO:New( Type, Name, Weight, LoadRadius, NearRadius ) ) -- #CARGO_REPORTABLE local self = BASE:Inherit( self, CARGO:New( Type, Name, Weight, LoadRadius, NearRadius ) ) -- #CARGO_REPORTABLE
self:F( { Type, Name, Weight, LoadRadius, NearRadius } ) self:T( { Type, Name, Weight, LoadRadius, NearRadius } )
return self return self
end end
--- Send a CC message to a @{Wrapper.Group}. --- Send a CC message to a @{Wrapper.Group}.
-- @param #CARGO_REPORTABLE self -- @param #CARGO_REPORTABLE self
-- @param #string Message -- @param #string Message
-- @param Wrapper.Group#GROUP TaskGroup -- @param Wrapper.Group#GROUP TaskGroup
-- @param #string Name (optional) The name of the Group used as a prefix for the message to the Group. If not provided, there will be nothing shown. -- @param #string Name (optional) The name of the Group used as a prefix for the message to the Group. If not provided, there will be nothing shown.
function CARGO_REPORTABLE:MessageToGroup( Message, TaskGroup, Name ) function CARGO_REPORTABLE:MessageToGroup( Message, TaskGroup, Name )
MESSAGE:New( Message, 20, "Cargo " .. self:GetName() .. " reporting" ):ToGroup( TaskGroup ) MESSAGE:New( Message, 20, "Cargo " .. self:GetName() .. " reporting" ):ToGroup( TaskGroup )
end end
end end
do -- CARGO_PACKAGE do -- CARGO_PACKAGE
--- @type CARGO_PACKAGE -- @type CARGO_PACKAGE
-- @extends #CARGO_REPRESENTABLE -- @extends #CARGO_REPRESENTABLE
CARGO_PACKAGE = { CARGO_PACKAGE = {
ClassName = "CARGO_PACKAGE" ClassName = "CARGO_PACKAGE"
@@ -1226,7 +1195,7 @@ do -- CARGO_PACKAGE
-- @return #CARGO_PACKAGE -- @return #CARGO_PACKAGE
function CARGO_PACKAGE:New( CargoCarrier, Type, Name, Weight, LoadRadius, NearRadius ) function CARGO_PACKAGE:New( CargoCarrier, Type, Name, Weight, LoadRadius, NearRadius )
local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoCarrier, Type, Name, Weight, LoadRadius, NearRadius ) ) -- #CARGO_PACKAGE local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoCarrier, Type, Name, Weight, LoadRadius, NearRadius ) ) -- #CARGO_PACKAGE
self:F( { Type, Name, Weight, LoadRadius, NearRadius } ) self:T( { Type, Name, Weight, LoadRadius, NearRadius } )
self:T( CargoCarrier ) self:T( CargoCarrier )
self.CargoCarrier = CargoCarrier self.CargoCarrier = CargoCarrier
@@ -1244,7 +1213,7 @@ end
-- @param #number BoardDistance -- @param #number BoardDistance
-- @param #number Angle -- @param #number Angle
function CARGO_PACKAGE:onafterOnBoard( From, Event, To, CargoCarrier, Speed, BoardDistance, LoadDistance, Angle ) function CARGO_PACKAGE:onafterOnBoard( From, Event, To, CargoCarrier, Speed, BoardDistance, LoadDistance, Angle )
self:F() self:T()
self.CargoInAir = self.CargoCarrier:InAir() self.CargoInAir = self.CargoCarrier:InAir()
@@ -1277,13 +1246,13 @@ end
-- @param Wrapper.Unit#UNIT CargoCarrier -- @param Wrapper.Unit#UNIT CargoCarrier
-- @return #boolean -- @return #boolean
function CARGO_PACKAGE:IsNear( CargoCarrier ) function CARGO_PACKAGE:IsNear( CargoCarrier )
self:F() self:T()
local CargoCarrierPoint = CargoCarrier:GetCoordinate() local CargoCarrierPoint = CargoCarrier:GetCoordinate()
local Distance = CargoCarrierPoint:Get2DDistance( self.CargoCarrier:GetCoordinate() ) local Distance = CargoCarrierPoint:Get2DDistance( self.CargoCarrier:GetCoordinate() )
self:T( Distance ) self:T( Distance )
if Distance <= self.NearRadius then if Distance <= self.NearRadius then
return true return true
else else
@@ -1302,7 +1271,7 @@ end
-- @param #number LoadDistance -- @param #number LoadDistance
-- @param #number Angle -- @param #number Angle
function CARGO_PACKAGE:onafterOnBoarded( From, Event, To, CargoCarrier, Speed, BoardDistance, LoadDistance, Angle ) function CARGO_PACKAGE:onafterOnBoarded( From, Event, To, CargoCarrier, Speed, BoardDistance, LoadDistance, Angle )
self:F() self:T()
if self:IsNear( CargoCarrier ) then if self:IsNear( CargoCarrier ) then
self:__Load( 1, CargoCarrier, Speed, LoadDistance, Angle ) self:__Load( 1, CargoCarrier, Speed, LoadDistance, Angle )
@@ -1323,7 +1292,7 @@ end
-- @param #number Radius -- @param #number Radius
-- @param #number Angle -- @param #number Angle
function CARGO_PACKAGE:onafterUnBoard( From, Event, To, CargoCarrier, Speed, UnLoadDistance, UnBoardDistance, Radius, Angle ) function CARGO_PACKAGE:onafterUnBoard( From, Event, To, CargoCarrier, Speed, UnLoadDistance, UnBoardDistance, Radius, Angle )
self:F() self:T()
self.CargoInAir = self.CargoCarrier:InAir() self.CargoInAir = self.CargoCarrier:InAir()
@@ -1334,7 +1303,7 @@ function CARGO_PACKAGE:onafterUnBoard( From, Event, To, CargoCarrier, Speed, UnL
if not self.CargoInAir then if not self.CargoInAir then
self:_Next( self.FsmP.UnLoad, UnLoadDistance, Angle ) self:_Next( self.FsmP.UnLoad, UnLoadDistance, Angle )
local Points = {} local Points = {}
local StartPointVec2 = CargoCarrier:GetPointVec2() local StartPointVec2 = CargoCarrier:GetPointVec2()
@@ -1362,7 +1331,7 @@ end
-- @param Wrapper.Unit#UNIT CargoCarrier -- @param Wrapper.Unit#UNIT CargoCarrier
-- @param #number Speed -- @param #number Speed
function CARGO_PACKAGE:onafterUnBoarded( From, Event, To, CargoCarrier, Speed ) function CARGO_PACKAGE:onafterUnBoarded( From, Event, To, CargoCarrier, Speed )
self:F() self:T()
if self:IsNear( CargoCarrier ) then if self:IsNear( CargoCarrier ) then
self:__UnLoad( 1, CargoCarrier, Speed ) self:__UnLoad( 1, CargoCarrier, Speed )
@@ -1381,7 +1350,7 @@ end
-- @param #number LoadDistance -- @param #number LoadDistance
-- @param #number Angle -- @param #number Angle
function CARGO_PACKAGE:onafterLoad( From, Event, To, CargoCarrier, Speed, LoadDistance, Angle ) function CARGO_PACKAGE:onafterLoad( From, Event, To, CargoCarrier, Speed, LoadDistance, Angle )
self:F() self:T()
self.CargoCarrier = CargoCarrier self.CargoCarrier = CargoCarrier
@@ -1389,7 +1358,7 @@ function CARGO_PACKAGE:onafterLoad( From, Event, To, CargoCarrier, Speed, LoadDi
local CargoCarrierHeading = self.CargoCarrier:GetHeading() -- Get Heading of object in degrees. local CargoCarrierHeading = self.CargoCarrier:GetHeading() -- Get Heading of object in degrees.
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle ) local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
local CargoDeployPointVec2 = StartPointVec2:Translate( LoadDistance, CargoDeployHeading ) local CargoDeployPointVec2 = StartPointVec2:Translate( LoadDistance, CargoDeployHeading )
local Points = {} local Points = {}
Points[#Points+1] = StartPointVec2:WaypointGround( Speed ) Points[#Points+1] = StartPointVec2:WaypointGround( Speed )
Points[#Points+1] = CargoDeployPointVec2:WaypointGround( Speed ) Points[#Points+1] = CargoDeployPointVec2:WaypointGround( Speed )
@@ -1409,13 +1378,13 @@ end
-- @param #number Distance -- @param #number Distance
-- @param #number Angle -- @param #number Angle
function CARGO_PACKAGE:onafterUnLoad( From, Event, To, CargoCarrier, Speed, Distance, Angle ) function CARGO_PACKAGE:onafterUnLoad( From, Event, To, CargoCarrier, Speed, Distance, Angle )
self:F() self:T()
local StartPointVec2 = self.CargoCarrier:GetPointVec2() local StartPointVec2 = self.CargoCarrier:GetPointVec2()
local CargoCarrierHeading = self.CargoCarrier:GetHeading() -- Get Heading of object in degrees. local CargoCarrierHeading = self.CargoCarrier:GetHeading() -- Get Heading of object in degrees.
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle ) local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
local CargoDeployPointVec2 = StartPointVec2:Translate( Distance, CargoDeployHeading ) local CargoDeployPointVec2 = StartPointVec2:Translate( Distance, CargoDeployHeading )
self.CargoCarrier = CargoCarrier self.CargoCarrier = CargoCarrier
local Points = {} local Points = {}
@@ -1427,5 +1396,4 @@ function CARGO_PACKAGE:onafterUnLoad( From, Event, To, CargoCarrier, Speed, Dist
end end
end end

View File

@@ -1,4 +1,4 @@
--- **Cargo** -- Management of single cargo crates, which are based on a @{Static} object. --- **Cargo** - Management of single cargo crates, which are based on a STATIC object.
-- --
-- === -- ===
-- --
@@ -36,7 +36,12 @@ do -- CARGO_CRATE
-- --
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT} to transport cargo by human players. -- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT} to transport cargo by human players.
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_CSAR} to transport downed pilots by human players. -- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_CSAR} to transport downed pilots by human players.
--
-- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- === -- ===
-- --
-- @field #CARGO_CRATE -- @field #CARGO_CRATE
@@ -54,7 +59,7 @@ do -- CARGO_CRATE
-- @return #CARGO_CRATE -- @return #CARGO_CRATE
function CARGO_CRATE:New( CargoStatic, Type, Name, LoadRadius, NearRadius ) function CARGO_CRATE:New( CargoStatic, Type, Name, LoadRadius, NearRadius )
local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoStatic, Type, Name, nil, LoadRadius, NearRadius ) ) -- #CARGO_CRATE local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoStatic, Type, Name, nil, LoadRadius, NearRadius ) ) -- #CARGO_CRATE
self:F( { Type, Name, NearRadius } ) self:T( { Type, Name, NearRadius } )
self.CargoObject = CargoStatic -- Wrapper.Static#STATIC self.CargoObject = CargoStatic -- Wrapper.Static#STATIC
@@ -111,7 +116,7 @@ do -- CARGO_CRATE
-- @param #string To -- @param #string To
-- @param Core.Point#POINT_VEC2 -- @param Core.Point#POINT_VEC2
function CARGO_CRATE:onenterUnLoaded( From, Event, To, ToPointVec2 ) function CARGO_CRATE:onenterUnLoaded( From, Event, To, ToPointVec2 )
--self:F( { ToPointVec2, From, Event, To } ) --self:T( { ToPointVec2, From, Event, To } )
local Angle = 180 local Angle = 180
local Speed = 10 local Speed = 10
@@ -148,7 +153,7 @@ do -- CARGO_CRATE
-- @param #string To -- @param #string To
-- @param Wrapper.Unit#UNIT CargoCarrier -- @param Wrapper.Unit#UNIT CargoCarrier
function CARGO_CRATE:onenterLoaded( From, Event, To, CargoCarrier ) function CARGO_CRATE:onenterLoaded( From, Event, To, CargoCarrier )
--self:F( { From, Event, To, CargoCarrier } ) --self:T( { From, Event, To, CargoCarrier } )
self.CargoCarrier = CargoCarrier self.CargoCarrier = CargoCarrier
@@ -185,7 +190,7 @@ do -- CARGO_CRATE
-- @param Core.Point#COORDINATE Coordinate -- @param Core.Point#COORDINATE Coordinate
-- @return #boolean true if the Cargo Crate is within the report radius. -- @return #boolean true if the Cargo Crate is within the report radius.
function CARGO_CRATE:IsInReportRadius( Coordinate ) function CARGO_CRATE:IsInReportRadius( Coordinate )
--self:F( { Coordinate, LoadRadius = self.LoadRadius } ) --self:T( { Coordinate, LoadRadius = self.LoadRadius } )
local Distance = 0 local Distance = 0
if self:IsUnLoaded() then if self:IsUnLoaded() then
@@ -205,7 +210,7 @@ do -- CARGO_CRATE
-- @param Core.Point#Coordinate Coordinate -- @param Core.Point#Coordinate Coordinate
-- @return #boolean true if the Cargo Crate is within the loading radius. -- @return #boolean true if the Cargo Crate is within the loading radius.
function CARGO_CRATE:IsInLoadRadius( Coordinate ) function CARGO_CRATE:IsInLoadRadius( Coordinate )
--self:F( { Coordinate, LoadRadius = self.NearRadius } ) --self:T( { Coordinate, LoadRadius = self.NearRadius } )
local Distance = 0 local Distance = 0
if self:IsUnLoaded() then if self:IsUnLoaded() then
@@ -226,7 +231,7 @@ do -- CARGO_CRATE
-- @return Core.Point#COORDINATE The current Coordinate of the first Cargo of the CargoGroup. -- @return Core.Point#COORDINATE The current Coordinate of the first Cargo of the CargoGroup.
-- @return #nil There is no valid Cargo in the CargoGroup. -- @return #nil There is no valid Cargo in the CargoGroup.
function CARGO_CRATE:GetCoordinate() function CARGO_CRATE:GetCoordinate()
--self:F() --self:T()
return self.CargoObject:GetCoordinate() return self.CargoObject:GetCoordinate()
end end
@@ -256,7 +261,7 @@ do -- CARGO_CRATE
-- @param #CARGO_CRATE self -- @param #CARGO_CRATE self
-- @param Core.Point#COORDINATE Coordinate -- @param Core.Point#COORDINATE Coordinate
function CARGO_CRATE:RouteTo( Coordinate ) function CARGO_CRATE:RouteTo( Coordinate )
self:F( {Coordinate = Coordinate } ) self:T( {Coordinate = Coordinate } )
end end
@@ -269,7 +274,7 @@ do -- CARGO_CRATE
-- @return #boolean The Cargo is near to the Carrier. -- @return #boolean The Cargo is near to the Carrier.
-- @return #nil The Cargo is not near to the Carrier. -- @return #nil The Cargo is not near to the Carrier.
function CARGO_CRATE:IsNear( CargoCarrier, NearRadius ) function CARGO_CRATE:IsNear( CargoCarrier, NearRadius )
self:F( {NearRadius = NearRadius } ) self:T( {NearRadius = NearRadius } )
return self:IsNear( CargoCarrier:GetCoordinate(), NearRadius ) return self:IsNear( CargoCarrier:GetCoordinate(), NearRadius )
end end
@@ -278,7 +283,7 @@ do -- CARGO_CRATE
-- @param #CARGO_CRATE self -- @param #CARGO_CRATE self
function CARGO_CRATE:Respawn() function CARGO_CRATE:Respawn()
self:F( { "Respawning crate " .. self:GetName() } ) self:T( { "Respawning crate " .. self:GetName() } )
-- Respawn the group... -- Respawn the group...
@@ -295,7 +300,7 @@ do -- CARGO_CRATE
-- @param #CARGO_CRATE self -- @param #CARGO_CRATE self
function CARGO_CRATE:onafterReset() function CARGO_CRATE:onafterReset()
self:F( { "Reset crate " .. self:GetName() } ) self:T( { "Reset crate " .. self:GetName() } )
-- Respawn the group... -- Respawn the group...

View File

@@ -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 GROUP object.
-- --
-- === -- ===
-- --
@@ -38,7 +38,12 @@ do -- CARGO_GROUP
-- --
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT} to transport cargo by human players. -- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT} to transport cargo by human players.
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_CSAR} to transport downed pilots by human players. -- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_CSAR} to transport downed pilots by human players.
--
-- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @field #CARGO_GROUP CARGO_GROUP -- @field #CARGO_GROUP CARGO_GROUP
-- --
CARGO_GROUP = { CARGO_GROUP = {
@@ -47,7 +52,7 @@ do -- CARGO_GROUP
--- CARGO_GROUP constructor. --- CARGO_GROUP constructor.
-- This make a new CARGO_GROUP from a @{Wrapper.Group} object. -- This make a new CARGO_GROUP from a @{Wrapper.Group} object.
-- It will "ungroup" the group object within the sim, and will create a @{Set} of individual Unit objects. -- It will "ungroup" the group object within the sim, and will create a @{Core.Set} of individual Unit objects.
-- @param #CARGO_GROUP self -- @param #CARGO_GROUP self
-- @param Wrapper.Group#GROUP CargoGroup Group to be transported as cargo. -- @param Wrapper.Group#GROUP CargoGroup Group to be transported as cargo.
-- @param #string Type Cargo type, e.g. "Infantry". This is the type used in SET_CARGO:New():FilterTypes("Infantry") to define the valid cargo groups of the set. -- @param #string Type Cargo type, e.g. "Infantry". This is the type used in SET_CARGO:New():FilterTypes("Infantry") to define the valid cargo groups of the set.
@@ -59,7 +64,7 @@ do -- CARGO_GROUP
-- Inherit CAROG_REPORTABLE -- Inherit CAROG_REPORTABLE
local self = BASE:Inherit( self, CARGO_REPORTABLE:New( Type, Name, 0, LoadRadius, NearRadius ) ) -- #CARGO_GROUP local self = BASE:Inherit( self, CARGO_REPORTABLE:New( Type, Name, 0, LoadRadius, NearRadius ) ) -- #CARGO_GROUP
self:F( { Type, Name, LoadRadius } ) self:T( { Type, Name, LoadRadius } )
self.CargoSet = SET_CARGO:New() self.CargoSet = SET_CARGO:New()
self.CargoGroup = CargoGroup self.CargoGroup = CargoGroup
@@ -141,7 +146,7 @@ do -- CARGO_GROUP
-- @param #CARGO_GROUP self -- @param #CARGO_GROUP self
function CARGO_GROUP:Respawn() function CARGO_GROUP:Respawn()
self:F( { "Respawning" } ) self:T( { "Respawning" } )
for CargoID, CargoData in pairs( self.CargoSet:GetSet() ) do for CargoID, CargoData in pairs( self.CargoSet:GetSet() ) do
local Cargo = CargoData -- Cargo.Cargo#CARGO local Cargo = CargoData -- Cargo.Cargo#CARGO
@@ -222,7 +227,7 @@ do -- CARGO_GROUP
-- @param #CARGO_GROUP self -- @param #CARGO_GROUP self
function CARGO_GROUP:Regroup() function CARGO_GROUP:Regroup()
self:F("Regroup") self:T("Regroup")
if self.Grouped == false then if self.Grouped == false then
@@ -236,7 +241,7 @@ do -- CARGO_GROUP
for CargoUnitName, CargoUnit in pairs( self.CargoSet:GetSet() ) do for CargoUnitName, CargoUnit in pairs( self.CargoSet:GetSet() ) do
local CargoUnit = CargoUnit -- Cargo.CargoUnit#CARGO_UNIT local CargoUnit = CargoUnit -- Cargo.CargoUnit#CARGO_UNIT
self:F( { CargoUnit:GetName(), UnLoaded = CargoUnit:IsUnLoaded() } ) self:T( { CargoUnit:GetName(), UnLoaded = CargoUnit:IsUnLoaded() } )
if CargoUnit:IsUnLoaded() then if CargoUnit:IsUnLoaded() then
@@ -253,7 +258,7 @@ do -- CARGO_GROUP
-- Then we register the new group in the database -- Then we register the new group in the database
self.CargoGroup = GROUP:NewTemplate( GroupTemplate, GroupTemplate.CoalitionID, GroupTemplate.CategoryID, GroupTemplate.CountryID ) self.CargoGroup = GROUP:NewTemplate( GroupTemplate, GroupTemplate.CoalitionID, GroupTemplate.CategoryID, GroupTemplate.CountryID )
self:F( { "Regroup", GroupTemplate } ) self:T( { "Regroup", GroupTemplate } )
-- Now we spawn the new group based on the template created. -- Now we spawn the new group based on the template created.
self.CargoObject = _DATABASE:Spawn( GroupTemplate ) self.CargoObject = _DATABASE:Spawn( GroupTemplate )
@@ -266,7 +271,7 @@ do -- CARGO_GROUP
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function CARGO_GROUP:OnEventCargoDead( EventData ) function CARGO_GROUP:OnEventCargoDead( EventData )
self:E(EventData) self:T(EventData)
local Destroyed = false local Destroyed = false
@@ -291,7 +296,7 @@ do -- CARGO_GROUP
if Destroyed then if Destroyed then
self:Destroyed() self:Destroyed()
self:E( { "Cargo group destroyed" } ) self:T( { "Cargo group destroyed" } )
end end
end end
@@ -304,14 +309,14 @@ do -- CARGO_GROUP
-- @param Wrapper.Unit#UNIT CargoCarrier -- @param Wrapper.Unit#UNIT CargoCarrier
-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier. -- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
function CARGO_GROUP:onafterBoard( From, Event, To, CargoCarrier, NearRadius, ... ) function CARGO_GROUP:onafterBoard( From, Event, To, CargoCarrier, NearRadius, ... )
self:F( { CargoCarrier.UnitName, From, Event, To, NearRadius = NearRadius } ) self:T( { CargoCarrier.UnitName, From, Event, To, NearRadius = NearRadius } )
NearRadius = NearRadius or self.NearRadius NearRadius = NearRadius or self.NearRadius
-- For each Cargo object within the CARGO_GROUPED, route each object to the CargoLoadPointVec2 -- For each Cargo object within the CARGO_GROUPED, route each object to the CargoLoadPointVec2
self.CargoSet:ForEach( self.CargoSet:ForEach(
function( Cargo, ... ) function( Cargo, ... )
self:F( { "Board Unit", Cargo:GetName( ), Cargo:IsDestroyed(), Cargo.CargoObject:IsAlive() } ) self:T( { "Board Unit", Cargo:GetName( ), Cargo:IsDestroyed(), Cargo.CargoObject:IsAlive() } )
local CargoGroup = Cargo.CargoObject --Wrapper.Group#GROUP local CargoGroup = Cargo.CargoObject --Wrapper.Group#GROUP
CargoGroup:OptionAlarmStateGreen() CargoGroup:OptionAlarmStateGreen()
Cargo:__Board( 1, CargoCarrier, NearRadius, ... ) Cargo:__Board( 1, CargoCarrier, NearRadius, ... )
@@ -329,7 +334,7 @@ do -- CARGO_GROUP
-- @param #string To -- @param #string To
-- @param Wrapper.Unit#UNIT CargoCarrier -- @param Wrapper.Unit#UNIT CargoCarrier
function CARGO_GROUP:onafterLoad( From, Event, To, CargoCarrier, ... ) function CARGO_GROUP:onafterLoad( From, Event, To, CargoCarrier, ... )
--self:F( { From, Event, To, CargoCarrier, ...} ) --self:T( { From, Event, To, CargoCarrier, ...} )
if From == "UnLoaded" then if From == "UnLoaded" then
-- For each Cargo object within the CARGO_GROUP, load each cargo to the CargoCarrier. -- For each Cargo object within the CARGO_GROUP, load each cargo to the CargoCarrier.
@@ -354,7 +359,7 @@ do -- CARGO_GROUP
-- @param Wrapper.Unit#UNIT CargoCarrier -- @param Wrapper.Unit#UNIT CargoCarrier
-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier. -- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
function CARGO_GROUP:onafterBoarding( From, Event, To, CargoCarrier, NearRadius, ... ) function CARGO_GROUP:onafterBoarding( From, Event, To, CargoCarrier, NearRadius, ... )
--self:F( { CargoCarrier.UnitName, From, Event, To } ) --self:T( { CargoCarrier.UnitName, From, Event, To } )
local Boarded = true local Boarded = true
local Cancelled = false local Cancelled = false
@@ -388,7 +393,7 @@ do -- CARGO_GROUP
if not Boarded then if not Boarded then
self:__Boarding( -5, CargoCarrier, NearRadius, ... ) self:__Boarding( -5, CargoCarrier, NearRadius, ... )
else else
self:F("Group Cargo is loaded") self:T("Group Cargo is loaded")
self:__Load( 1, CargoCarrier, ... ) self:__Load( 1, CargoCarrier, ... )
end end
else else
@@ -408,7 +413,7 @@ do -- CARGO_GROUP
-- @param Core.Point#POINT_VEC2 ToPointVec2 -- @param Core.Point#POINT_VEC2 ToPointVec2
-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier. -- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
function CARGO_GROUP:onafterUnBoard( From, Event, To, ToPointVec2, NearRadius, ... ) function CARGO_GROUP:onafterUnBoard( From, Event, To, ToPointVec2, NearRadius, ... )
self:F( {From, Event, To, ToPointVec2, NearRadius } ) self:T( {From, Event, To, ToPointVec2, NearRadius } )
NearRadius = NearRadius or 25 NearRadius = NearRadius or 25
@@ -451,7 +456,7 @@ do -- CARGO_GROUP
-- @param Core.Point#POINT_VEC2 ToPointVec2 -- @param Core.Point#POINT_VEC2 ToPointVec2
-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier. -- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
function CARGO_GROUP:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... ) function CARGO_GROUP:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... )
--self:F( { From, Event, To, ToPointVec2, NearRadius } ) --self:T( { From, Event, To, ToPointVec2, NearRadius } )
--local NearRadius = NearRadius or 25 --local NearRadius = NearRadius or 25
@@ -488,7 +493,7 @@ do -- CARGO_GROUP
-- @param #string To -- @param #string To
-- @param Core.Point#POINT_VEC2 ToPointVec2 -- @param Core.Point#POINT_VEC2 ToPointVec2
function CARGO_GROUP:onafterUnLoad( From, Event, To, ToPointVec2, ... ) function CARGO_GROUP:onafterUnLoad( From, Event, To, ToPointVec2, ... )
--self:F( { From, Event, To, ToPointVec2 } ) --self:T( { From, Event, To, ToPointVec2 } )
if From == "Loaded" then if From == "Loaded" then
@@ -606,7 +611,7 @@ do -- CARGO_GROUP
-- @param #CARGO_GROUP self -- @param #CARGO_GROUP self
-- @param Core.Point#COORDINATE Coordinate -- @param Core.Point#COORDINATE Coordinate
function CARGO_GROUP:RouteTo( Coordinate ) function CARGO_GROUP:RouteTo( Coordinate )
--self:F( {Coordinate = Coordinate } ) --self:T( {Coordinate = Coordinate } )
-- For each Cargo within the CargoSet, route each object to the Coordinate -- For each Cargo within the CargoSet, route each object to the Coordinate
self.CargoSet:ForEach( self.CargoSet:ForEach(
@@ -624,13 +629,13 @@ do -- CARGO_GROUP
-- @param #number NearRadius -- @param #number NearRadius
-- @return #boolean The Cargo is near to the Carrier or #nil if the Cargo is not near to the Carrier. -- @return #boolean The Cargo is near to the Carrier or #nil if the Cargo is not near to the Carrier.
function CARGO_GROUP:IsNear( CargoCarrier, NearRadius ) function CARGO_GROUP:IsNear( CargoCarrier, NearRadius )
self:F( {NearRadius = NearRadius } ) self:T( {NearRadius = NearRadius } )
for _, Cargo in pairs( self.CargoSet:GetSet() ) do for _, Cargo in pairs( self.CargoSet:GetSet() ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO local Cargo = Cargo -- Cargo.Cargo#CARGO
if Cargo:IsAlive() then if Cargo:IsAlive() then
if Cargo:IsNear( CargoCarrier:GetCoordinate(), NearRadius ) then if Cargo:IsNear( CargoCarrier:GetCoordinate(), NearRadius ) then
self:F( "Near" ) self:T( "Near" )
return true return true
end end
end end
@@ -644,7 +649,7 @@ do -- CARGO_GROUP
-- @param Core.Point#COORDINATE Coordinate -- @param Core.Point#COORDINATE Coordinate
-- @return #boolean true if the Cargo Group is within the load radius. -- @return #boolean true if the Cargo Group is within the load radius.
function CARGO_GROUP:IsInLoadRadius( Coordinate ) function CARGO_GROUP:IsInLoadRadius( Coordinate )
--self:F( { Coordinate } ) --self:T( { Coordinate } )
local Cargo = self:GetFirstAlive() -- Cargo.Cargo#CARGO local Cargo = self:GetFirstAlive() -- Cargo.Cargo#CARGO
@@ -664,7 +669,7 @@ do -- CARGO_GROUP
return false return false
end end
self:F( { Distance = Distance, LoadRadius = self.LoadRadius } ) self:T( { Distance = Distance, LoadRadius = self.LoadRadius } )
if Distance <= self.LoadRadius then if Distance <= self.LoadRadius then
return true return true
else else
@@ -682,12 +687,12 @@ do -- CARGO_GROUP
-- @param Core.Point#Coordinate Coordinate -- @param Core.Point#Coordinate Coordinate
-- @return #boolean true if the Cargo Group is within the report radius. -- @return #boolean true if the Cargo Group is within the report radius.
function CARGO_GROUP:IsInReportRadius( Coordinate ) function CARGO_GROUP:IsInReportRadius( Coordinate )
--self:F( { Coordinate } ) --self:T( { Coordinate } )
local Cargo = self:GetFirstAlive() -- Cargo.Cargo#CARGO local Cargo = self:GetFirstAlive() -- Cargo.Cargo#CARGO
if Cargo then if Cargo then
self:F( { Cargo } ) self:T( { Cargo } )
local Distance = 0 local Distance = 0
if Cargo:IsUnLoaded() then if Cargo:IsUnLoaded() then
Distance = Coordinate:Get2DDistance( Cargo.CargoObject:GetCoordinate() ) Distance = Coordinate:Get2DDistance( Cargo.CargoObject:GetCoordinate() )
@@ -727,13 +732,13 @@ do -- CARGO_GROUP
end end
end end
--- Check if the first element of the CargoGroup is the given @{Zone}. --- Check if the first element of the CargoGroup is the given @{Core.Zone}.
-- @param #CARGO_GROUP self -- @param #CARGO_GROUP self
-- @param Core.Zone#ZONE_BASE Zone -- @param Core.Zone#ZONE_BASE Zone
-- @return #boolean **true** if the first element of the CargoGroup is in the Zone -- @return #boolean **true** if the first element of the CargoGroup is in the Zone
-- @return #boolean **false** if there is no element of the CargoGroup in the Zone. -- @return #boolean **false** if there is no element of the CargoGroup in the Zone.
function CARGO_GROUP:IsInZone( Zone ) function CARGO_GROUP:IsInZone( Zone )
--self:F( { Zone } ) --self:T( { Zone } )
local Cargo = self.CargoSet:GetFirst() -- Cargo.Cargo#CARGO local Cargo = self.CargoSet:GetFirst() -- Cargo.Cargo#CARGO

View File

@@ -1,4 +1,4 @@
--- **Cargo** -- Management of single cargo crates, which are based on a @{Static} object. The cargo can only be slingloaded. --- **Cargo** - Management of single cargo crates, which are based on a STATIC object. The cargo can only be slingloaded.
-- --
-- === -- ===
-- --
@@ -29,7 +29,12 @@ do -- CARGO_SLINGLOAD
-- --
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT} to transport cargo by human players. -- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT} to transport cargo by human players.
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_CSAR} to transport downed pilots by human players. -- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_CSAR} to transport downed pilots by human players.
--
-- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- === -- ===
-- --
-- @field #CARGO_SLINGLOAD -- @field #CARGO_SLINGLOAD
@@ -47,7 +52,7 @@ do -- CARGO_SLINGLOAD
-- @return #CARGO_SLINGLOAD -- @return #CARGO_SLINGLOAD
function CARGO_SLINGLOAD:New( CargoStatic, Type, Name, LoadRadius, NearRadius ) function CARGO_SLINGLOAD:New( CargoStatic, Type, Name, LoadRadius, NearRadius )
local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoStatic, Type, Name, nil, LoadRadius, NearRadius ) ) -- #CARGO_SLINGLOAD local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoStatic, Type, Name, nil, LoadRadius, NearRadius ) ) -- #CARGO_SLINGLOAD
self:F( { Type, Name, NearRadius } ) self:T( { Type, Name, NearRadius } )
self.CargoObject = CargoStatic self.CargoObject = CargoStatic
@@ -125,7 +130,7 @@ do -- CARGO_SLINGLOAD
-- @param Core.Point#COORDINATE Coordinate -- @param Core.Point#COORDINATE Coordinate
-- @return #boolean true if the Cargo Crate is within the report radius. -- @return #boolean true if the Cargo Crate is within the report radius.
function CARGO_SLINGLOAD:IsInReportRadius( Coordinate ) function CARGO_SLINGLOAD:IsInReportRadius( Coordinate )
--self:F( { Coordinate, LoadRadius = self.LoadRadius } ) --self:T( { Coordinate, LoadRadius = self.LoadRadius } )
local Distance = 0 local Distance = 0
if self:IsUnLoaded() then if self:IsUnLoaded() then
@@ -144,7 +149,7 @@ do -- CARGO_SLINGLOAD
-- @param Core.Point#COORDINATE Coordinate -- @param Core.Point#COORDINATE Coordinate
-- @return #boolean true if the Cargo Slingload is within the loading radius. -- @return #boolean true if the Cargo Slingload is within the loading radius.
function CARGO_SLINGLOAD:IsInLoadRadius( Coordinate ) function CARGO_SLINGLOAD:IsInLoadRadius( Coordinate )
--self:F( { Coordinate } ) --self:T( { Coordinate } )
local Distance = 0 local Distance = 0
if self:IsUnLoaded() then if self:IsUnLoaded() then
@@ -164,7 +169,7 @@ do -- CARGO_SLINGLOAD
-- @return Core.Point#COORDINATE The current Coordinate of the first Cargo of the CargoGroup. -- @return Core.Point#COORDINATE The current Coordinate of the first Cargo of the CargoGroup.
-- @return #nil There is no valid Cargo in the CargoGroup. -- @return #nil There is no valid Cargo in the CargoGroup.
function CARGO_SLINGLOAD:GetCoordinate() function CARGO_SLINGLOAD:GetCoordinate()
--self:F() --self:T()
return self.CargoObject:GetCoordinate() return self.CargoObject:GetCoordinate()
end end
@@ -194,7 +199,7 @@ do -- CARGO_SLINGLOAD
-- @param #CARGO_SLINGLOAD self -- @param #CARGO_SLINGLOAD self
-- @param Core.Point#COORDINATE Coordinate -- @param Core.Point#COORDINATE Coordinate
function CARGO_SLINGLOAD:RouteTo( Coordinate ) function CARGO_SLINGLOAD:RouteTo( Coordinate )
--self:F( {Coordinate = Coordinate } ) --self:T( {Coordinate = Coordinate } )
end end
@@ -207,7 +212,7 @@ do -- CARGO_SLINGLOAD
-- @return #boolean The Cargo is near to the Carrier. -- @return #boolean The Cargo is near to the Carrier.
-- @return #nil The Cargo is not near to the Carrier. -- @return #nil The Cargo is not near to the Carrier.
function CARGO_SLINGLOAD:IsNear( CargoCarrier, NearRadius ) function CARGO_SLINGLOAD:IsNear( CargoCarrier, NearRadius )
--self:F( {NearRadius = NearRadius } ) --self:T( {NearRadius = NearRadius } )
return self:IsNear( CargoCarrier:GetCoordinate(), NearRadius ) return self:IsNear( CargoCarrier:GetCoordinate(), NearRadius )
end end
@@ -217,7 +222,7 @@ do -- CARGO_SLINGLOAD
-- @param #CARGO_SLINGLOAD self -- @param #CARGO_SLINGLOAD self
function CARGO_SLINGLOAD:Respawn() function CARGO_SLINGLOAD:Respawn()
--self:F( { "Respawning slingload " .. self:GetName() } ) --self:T( { "Respawning slingload " .. self:GetName() } )
-- Respawn the group... -- Respawn the group...
@@ -234,7 +239,7 @@ do -- CARGO_SLINGLOAD
-- @param #CARGO_SLINGLOAD self -- @param #CARGO_SLINGLOAD self
function CARGO_SLINGLOAD:onafterReset() function CARGO_SLINGLOAD:onafterReset()
--self:F( { "Reset slingload " .. self:GetName() } ) --self:T( { "Reset slingload " .. self:GetName() } )
-- Respawn the group... -- Respawn the group...

View File

@@ -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 UNIT object.
-- --
-- === -- ===
-- --
@@ -27,7 +27,12 @@ do -- CARGO_UNIT
-- Note that ground forces behave in a group, and thus, act in formation, regardless if one unit is commanded to move. -- Note that ground forces behave in a group, and thus, act in formation, regardless if one unit is commanded to move.
-- --
-- This class is used in CARGO_GROUP, and is not meant to be used by mission designers individually. -- This class is used in CARGO_GROUP, and is not meant to be used by mission designers individually.
--
-- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- === -- ===
-- --
-- @field #CARGO_UNIT CARGO_UNIT -- @field #CARGO_UNIT CARGO_UNIT
@@ -70,7 +75,7 @@ do -- CARGO_UNIT
-- @param Core.Point#POINT_VEC2 ToPointVec2 -- @param Core.Point#POINT_VEC2 ToPointVec2
-- @param #number NearRadius (optional) Defaut 25 m. -- @param #number NearRadius (optional) Defaut 25 m.
function CARGO_UNIT:onenterUnBoarding( From, Event, To, ToPointVec2, NearRadius ) function CARGO_UNIT:onenterUnBoarding( From, Event, To, ToPointVec2, NearRadius )
self:F( { From, Event, To, ToPointVec2, NearRadius } ) self:T( { From, Event, To, ToPointVec2, NearRadius } )
local Angle = 180 local Angle = 180
local Speed = 60 local Speed = 60
@@ -109,7 +114,7 @@ do -- CARGO_UNIT
else else
self.CargoObject:ReSpawnAt( FromPointVec2, CargoDeployHeading ) self.CargoObject:ReSpawnAt( FromPointVec2, CargoDeployHeading )
end end
self:F( { "CargoUnits:", self.CargoObject:GetGroup():GetName() } ) self:T( { "CargoUnits:", self.CargoObject:GetGroup():GetName() } )
self.CargoCarrier = nil self.CargoCarrier = nil
local Points = {} local Points = {}
@@ -143,7 +148,7 @@ do -- CARGO_UNIT
-- @param Core.Point#POINT_VEC2 ToPointVec2 -- @param Core.Point#POINT_VEC2 ToPointVec2
-- @param #number NearRadius (optional) Defaut 100 m. -- @param #number NearRadius (optional) Defaut 100 m.
function CARGO_UNIT:onleaveUnBoarding( From, Event, To, ToPointVec2, NearRadius ) function CARGO_UNIT:onleaveUnBoarding( From, Event, To, ToPointVec2, NearRadius )
self:F( { From, Event, To, ToPointVec2, NearRadius } ) self:T( { From, Event, To, ToPointVec2, NearRadius } )
local Angle = 180 local Angle = 180
local Speed = 10 local Speed = 10
@@ -169,7 +174,7 @@ do -- CARGO_UNIT
-- @param Core.Point#POINT_VEC2 ToPointVec2 -- @param Core.Point#POINT_VEC2 ToPointVec2
-- @param #number NearRadius (optional) Defaut 100 m. -- @param #number NearRadius (optional) Defaut 100 m.
function CARGO_UNIT:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius ) function CARGO_UNIT:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius )
self:F( { From, Event, To, ToPointVec2, NearRadius } ) self:T( { From, Event, To, ToPointVec2, NearRadius } )
self.CargoInAir = self.CargoObject:InAir() self.CargoInAir = self.CargoObject:InAir()
@@ -194,7 +199,7 @@ do -- CARGO_UNIT
-- @param #string To -- @param #string To
-- @param Core.Point#POINT_VEC2 -- @param Core.Point#POINT_VEC2
function CARGO_UNIT:onenterUnLoaded( From, Event, To, ToPointVec2 ) function CARGO_UNIT:onenterUnLoaded( From, Event, To, ToPointVec2 )
self:F( { ToPointVec2, From, Event, To } ) self:T( { ToPointVec2, From, Event, To } )
local Angle = 180 local Angle = 180
local Speed = 10 local Speed = 10
@@ -231,7 +236,7 @@ do -- CARGO_UNIT
-- @param Wrapper.Group#GROUP CargoCarrier -- @param Wrapper.Group#GROUP CargoCarrier
-- @param #number NearRadius -- @param #number NearRadius
function CARGO_UNIT:onafterBoard( From, Event, To, CargoCarrier, NearRadius, ... ) function CARGO_UNIT:onafterBoard( From, Event, To, CargoCarrier, NearRadius, ... )
self:F( { From, Event, To, CargoCarrier, NearRadius = NearRadius } ) self:T( { From, Event, To, CargoCarrier, NearRadius = NearRadius } )
self.CargoInAir = self.CargoObject:InAir() self.CargoInAir = self.CargoObject:InAir()
@@ -239,7 +244,7 @@ do -- CARGO_UNIT
local MaxSpeed = Desc.speedMaxOffRoad local MaxSpeed = Desc.speedMaxOffRoad
local TypeName = Desc.typeName local TypeName = Desc.typeName
--self:F({Unit=self.CargoObject:GetName()}) --self:T({Unit=self.CargoObject:GetName()})
-- A cargo unit can only be boarded if it is not dead -- A cargo unit can only be boarded if it is not dead
@@ -293,9 +298,9 @@ do -- CARGO_UNIT
-- @param Wrapper.Client#CLIENT CargoCarrier -- @param Wrapper.Client#CLIENT CargoCarrier
-- @param #number NearRadius Default 25 m. -- @param #number NearRadius Default 25 m.
function CARGO_UNIT:onafterBoarding( From, Event, To, CargoCarrier, NearRadius, ... ) function CARGO_UNIT:onafterBoarding( From, Event, To, CargoCarrier, NearRadius, ... )
self:F( { From, Event, To, CargoCarrier:GetName(), NearRadius = NearRadius } ) self:T( { From, Event, To, CargoCarrier:GetName(), NearRadius = NearRadius } )
self:F( { IsAlive=self.CargoObject:IsAlive() } ) self:T( { IsAlive=self.CargoObject:IsAlive() } )
if CargoCarrier and CargoCarrier:IsAlive() then -- and self.CargoObject and self.CargoObject:IsAlive() then if CargoCarrier and CargoCarrier:IsAlive() then -- and self.CargoObject and self.CargoObject:IsAlive() then
if (CargoCarrier:IsAir() and not CargoCarrier:InAir()) or true then if (CargoCarrier:IsAir() and not CargoCarrier:InAir()) or true then
@@ -316,7 +321,7 @@ do -- CARGO_UNIT
local Angle = 180 local Angle = 180
local Distance = 0 local Distance = 0
--self:F({Unit=self.CargoObject:GetName()}) --self:T({Unit=self.CargoObject:GetName()})
local CargoCarrierPointVec2 = CargoCarrier:GetPointVec2() local CargoCarrierPointVec2 = CargoCarrier:GetPointVec2()
local CargoCarrierHeading = CargoCarrier:GetHeading() -- Get Heading of object in degrees. local CargoCarrierHeading = CargoCarrier:GetHeading() -- Get Heading of object in degrees.
@@ -343,7 +348,7 @@ do -- CARGO_UNIT
self.CargoObject:SetCommand( self.CargoObject:CommandStopRoute( true ) ) self.CargoObject:SetCommand( self.CargoObject:CommandStopRoute( true ) )
end end
else else
self:E("Something is wrong") self:T("Something is wrong")
end end
end end
@@ -356,11 +361,11 @@ do -- CARGO_UNIT
-- @param #string To -- @param #string To
-- @param Wrapper.Unit#UNIT CargoCarrier -- @param Wrapper.Unit#UNIT CargoCarrier
function CARGO_UNIT:onenterLoaded( From, Event, To, CargoCarrier ) function CARGO_UNIT:onenterLoaded( From, Event, To, CargoCarrier )
self:F( { From, Event, To, CargoCarrier } ) self:T( { From, Event, To, CargoCarrier } )
self.CargoCarrier = CargoCarrier self.CargoCarrier = CargoCarrier
--self:F({Unit=self.CargoObject:GetName()}) --self:T({Unit=self.CargoObject:GetName()})
-- Only destroy the CargoObject if there is a CargoObject (packages don't have CargoObjects). -- Only destroy the CargoObject if there is a CargoObject (packages don't have CargoObjects).
if self.CargoObject then if self.CargoObject then

View File

@@ -112,7 +112,7 @@
-- --
-- # Calculate the Path -- # Calculate the Path
-- --
-- Finally, we have to calculate the path. This is done by the @{ASTAR.GetPath}(*ExcludeStart, ExcludeEnd*) function. This function returns a table of nodes, which -- Finally, we have to calculate the path. This is done by the @{#GetPath}(*ExcludeStart, ExcludeEnd*) function. This function returns a table of nodes, which
-- describe the optimal path from the start node to the end node. -- describe the optimal path from the start node to the end node.
-- --
-- By default, the start and end node are include in the table that is returned. -- By default, the start and end node are include in the table that is returned.

View File

@@ -34,7 +34,8 @@ local _TraceClassMethod = {}
local _ClassID = 0 local _ClassID = 0
--- @type BASE ---
-- @type BASE
-- @field ClassName The name of the class. -- @field ClassName The name of the class.
-- @field ClassID The ID number of the class. -- @field ClassID The ID number of the class.
-- @field ClassNameAndID The name of the class concatenated with the ID number of the class. -- @field ClassNameAndID The name of the class concatenated with the ID number of the class.
@@ -157,7 +158,7 @@ local _ClassID = 0
-- self:SmokeBlue() -- self:SmokeBlue()
-- end -- end
-- --
-- See the @{Event} module for more information about event handling. -- See the @{Core.Event} module for more information about event handling.
-- --
-- # 4. Class identification methods. -- # 4. Class identification methods.
-- --
@@ -201,10 +202,10 @@ BASE = {
Scheduler = nil, Scheduler = nil,
} }
--- @field #BASE.__ -- @field #BASE.__
BASE.__ = {} BASE.__ = {}
--- @field #BASE._ -- @field #BASE._
BASE._ = { BASE._ = {
Schedules = {}, --- Contains the Schedulers Active Schedules = {}, --- Contains the Schedulers Active
} }
@@ -229,7 +230,7 @@ FORMATION = {
-- @param #BASE self -- @param #BASE self
-- @return #BASE -- @return #BASE
function BASE:New() function BASE:New()
--local self = routines.utils.deepCopy( self ) -- Create a new self instance --local self = UTILS.DeepCopy( self ) -- Create a new self instance
local self = UTILS.DeepCopy(self) local self = UTILS.DeepCopy(self)
_ClassID = _ClassID + 1 _ClassID = _ClassID + 1
@@ -252,7 +253,7 @@ end
function BASE:Inherit( Child, Parent ) function BASE:Inherit( Child, Parent )
-- Create child. -- Create child.
local Child = routines.utils.deepCopy( Child ) local Child = UTILS.DeepCopy( Child )
if Child ~= nil then if Child ~= nil then
@@ -412,20 +413,20 @@ do -- Event Handling
return _EVENTDISPATCHER return _EVENTDISPATCHER
end end
--- Get the Class @{Event} processing Priority. --- Get the Class @{Core.Event} processing Priority.
-- The Event processing Priority is a number from 1 to 10, -- The Event processing Priority is a number from 1 to 10,
-- reflecting the order of the classes subscribed to the Event to be processed. -- reflecting the order of the classes subscribed to the Event to be processed.
-- @param #BASE self -- @param #BASE self
-- @return #number The @{Event} processing Priority. -- @return #number The @{Core.Event} processing Priority.
function BASE:GetEventPriority() function BASE:GetEventPriority()
return self._.EventPriority or 5 return self._.EventPriority or 5
end end
--- Set the Class @{Event} processing Priority. --- Set the Class @{Core.Event} processing Priority.
-- The Event processing Priority is a number from 1 to 10, -- The Event processing Priority is a number from 1 to 10,
-- reflecting the order of the classes subscribed to the Event to be processed. -- reflecting the order of the classes subscribed to the Event to be processed.
-- @param #BASE self -- @param #BASE self
-- @param #number EventPriority The @{Event} processing Priority. -- @param #number EventPriority The @{Core.Event} processing Priority.
-- @return #BASE self -- @return #BASE self
function BASE:SetEventPriority( EventPriority ) function BASE:SetEventPriority( EventPriority )
self._.EventPriority = EventPriority self._.EventPriority = EventPriority
@@ -464,16 +465,16 @@ do -- Event Handling
return self return self
end end
-- Event handling function prototypes - Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes. -- Event handling function prototypes - Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
--- Occurs whenever any unit in a mission fires a weapon. But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart. --- Occurs whenever any unit in a mission fires a weapon. But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes. -- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- @function [parent=#BASE] OnEventShot -- @function [parent=#BASE] OnEventShot
-- @param #BASE self -- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure. -- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs whenever an object is hit by a weapon. --- Occurs whenever an object is hit by a weapon.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes. -- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- initiator : The unit object the fired the weapon -- initiator : The unit object the fired the weapon
-- weapon: Weapon object that hit the target -- weapon: Weapon object that hit the target
-- target: The Object that was hit. -- target: The Object that was hit.
@@ -482,7 +483,7 @@ do -- Event Handling
-- @param Core.Event#EVENTDATA EventData The EventData structure. -- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when an aircraft takes off from an airbase, farp, or ship. --- Occurs when an aircraft takes off from an airbase, farp, or ship.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes. -- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- initiator : The unit that tookoff -- initiator : The unit that tookoff
-- place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships -- place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships
-- @function [parent=#BASE] OnEventTakeoff -- @function [parent=#BASE] OnEventTakeoff
@@ -490,7 +491,7 @@ do -- Event Handling
-- @param Core.Event#EVENTDATA EventData The EventData structure. -- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when an aircraft lands at an airbase, farp or ship --- Occurs when an aircraft lands at an airbase, farp or ship
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes. -- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- initiator : The unit that has landed -- initiator : The unit that has landed
-- place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships -- place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships
-- @function [parent=#BASE] OnEventLand -- @function [parent=#BASE] OnEventLand
@@ -498,49 +499,49 @@ do -- Event Handling
-- @param Core.Event#EVENTDATA EventData The EventData structure. -- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when any aircraft crashes into the ground and is completely destroyed. --- Occurs when any aircraft crashes into the ground and is completely destroyed.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes. -- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- initiator : The unit that has crashed -- initiator : The unit that has crashed
-- @function [parent=#BASE] OnEventCrash -- @function [parent=#BASE] OnEventCrash
-- @param #BASE self -- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure. -- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when a pilot ejects from an aircraft --- Occurs when a pilot ejects from an aircraft
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes. -- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- initiator : The unit that has ejected -- initiator : The unit that has ejected
-- @function [parent=#BASE] OnEventEjection -- @function [parent=#BASE] OnEventEjection
-- @param #BASE self -- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure. -- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when an aircraft connects with a tanker and begins taking on fuel. --- Occurs when an aircraft connects with a tanker and begins taking on fuel.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes. -- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- initiator : The unit that is receiving fuel. -- initiator : The unit that is receiving fuel.
-- @function [parent=#BASE] OnEventRefueling -- @function [parent=#BASE] OnEventRefueling
-- @param #BASE self -- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure. -- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when an object is dead. --- Occurs when an object is dead.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes. -- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- initiator : The unit that is dead. -- initiator : The unit that is dead.
-- @function [parent=#BASE] OnEventDead -- @function [parent=#BASE] OnEventDead
-- @param #BASE self -- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure. -- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when an Event for an object is triggered. --- Occurs when an Event for an object is triggered.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes. -- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- initiator : The unit that triggered the event. -- initiator : The unit that triggered the event.
-- @function [parent=#BASE] OnEvent -- @function [parent=#BASE] OnEvent
-- @param #BASE self -- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure. -- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when the pilot of an aircraft is killed. Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. --- Occurs when the pilot of an aircraft is killed. Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes. -- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- initiator : The unit that the pilot has died in. -- initiator : The unit that the pilot has died in.
-- @function [parent=#BASE] OnEventPilotDead -- @function [parent=#BASE] OnEventPilotDead
-- @param #BASE self -- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure. -- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when a ground unit captures either an airbase or a farp. --- Occurs when a ground unit captures either an airbase or a farp.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes. -- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- initiator : The unit that captured the base -- initiator : The unit that captured the base
-- place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction. -- place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.
-- @function [parent=#BASE] OnEventBaseCaptured -- @function [parent=#BASE] OnEventBaseCaptured
@@ -548,68 +549,68 @@ do -- Event Handling
-- @param Core.Event#EVENTDATA EventData The EventData structure. -- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when a mission starts --- Occurs when a mission starts
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes. -- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- @function [parent=#BASE] OnEventMissionStart -- @function [parent=#BASE] OnEventMissionStart
-- @param #BASE self -- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure. -- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when a mission ends --- Occurs when a mission ends
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes. -- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- @function [parent=#BASE] OnEventMissionEnd -- @function [parent=#BASE] OnEventMissionEnd
-- @param #BASE self -- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure. -- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when an aircraft is finished taking fuel. --- Occurs when an aircraft is finished taking fuel.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes. -- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- initiator : The unit that was receiving fuel. -- initiator : The unit that was receiving fuel.
-- @function [parent=#BASE] OnEventRefuelingStop -- @function [parent=#BASE] OnEventRefuelingStop
-- @param #BASE self -- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure. -- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when any object is spawned into the mission. --- Occurs when any object is spawned into the mission.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes. -- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- initiator : The unit that was spawned -- initiator : The unit that was spawned
-- @function [parent=#BASE] OnEventBirth -- @function [parent=#BASE] OnEventBirth
-- @param #BASE self -- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure. -- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when any system fails on a human controlled aircraft. --- Occurs when any system fails on a human controlled aircraft.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes. -- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- initiator : The unit that had the failure -- initiator : The unit that had the failure
-- @function [parent=#BASE] OnEventHumanFailure -- @function [parent=#BASE] OnEventHumanFailure
-- @param #BASE self -- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure. -- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when any aircraft starts its engines. --- Occurs when any aircraft starts its engines.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes. -- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- initiator : The unit that is starting its engines. -- initiator : The unit that is starting its engines.
-- @function [parent=#BASE] OnEventEngineStartup -- @function [parent=#BASE] OnEventEngineStartup
-- @param #BASE self -- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure. -- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when any aircraft shuts down its engines. --- Occurs when any aircraft shuts down its engines.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes. -- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- initiator : The unit that is stopping its engines. -- initiator : The unit that is stopping its engines.
-- @function [parent=#BASE] OnEventEngineShutdown -- @function [parent=#BASE] OnEventEngineShutdown
-- @param #BASE self -- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure. -- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when any player assumes direct control of a unit. Note - not Mulitplayer safe. Use PlayerEnterAircraft. --- Occurs when any player assumes direct control of a unit. Note - not Mulitplayer safe. Use PlayerEnterAircraft.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes. -- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- initiator : The unit that is being taken control of. -- initiator : The unit that is being taken control of.
-- @function [parent=#BASE] OnEventPlayerEnterUnit -- @function [parent=#BASE] OnEventPlayerEnterUnit
-- @param #BASE self -- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure. -- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when any player relieves control of a unit to the AI. --- Occurs when any player relieves control of a unit to the AI.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes. -- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- initiator : The unit that the player left. -- initiator : The unit that the player left.
-- @function [parent=#BASE] OnEventPlayerLeaveUnit -- @function [parent=#BASE] OnEventPlayerLeaveUnit
-- @param #BASE self -- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure. -- @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. --- 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.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes. -- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- initiator : The unit that is doing the shooting. -- initiator : The unit that is doing the shooting.
-- target: The unit that is being targeted. -- target: The unit that is being targeted.
-- @function [parent=#BASE] OnEventShootingStart -- @function [parent=#BASE] OnEventShootingStart
@@ -617,28 +618,28 @@ do -- Event Handling
-- @param Core.Event#EVENTDATA EventData The EventData structure. -- @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. --- Occurs when any unit stops firing its weapon. Event will always correspond with a shooting start event.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes. -- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- initiator : The unit that was doing the shooting. -- initiator : The unit that was doing the shooting.
-- @function [parent=#BASE] OnEventShootingEnd -- @function [parent=#BASE] OnEventShootingEnd
-- @param #BASE self -- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure. -- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when a new mark was added. --- Occurs when a new mark was added.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes. -- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- MarkID: ID of the mark. -- MarkID: ID of the mark.
-- @function [parent=#BASE] OnEventMarkAdded -- @function [parent=#BASE] OnEventMarkAdded
-- @param #BASE self -- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure. -- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when a mark was removed. --- Occurs when a mark was removed.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes. -- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- MarkID: ID of the mark. -- MarkID: ID of the mark.
-- @function [parent=#BASE] OnEventMarkRemoved -- @function [parent=#BASE] OnEventMarkRemoved
-- @param #BASE self -- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure. -- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when a mark text was changed. --- Occurs when a mark text was changed.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes. -- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- MarkID: ID of the mark. -- MarkID: ID of the mark.
-- @function [parent=#BASE] OnEventMarkChange -- @function [parent=#BASE] OnEventMarkChange
-- @param #BASE self -- @param #BASE self
@@ -654,13 +655,13 @@ do -- Event Handling
--- Occurs when any modification to the "Score" as seen on the debrief menu would occur. --- 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. -- There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes. -- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- @function [parent=#BASE] OnEventScore -- @function [parent=#BASE] OnEventScore
-- @param #BASE self -- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure. -- @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. --- 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.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes. -- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- --
-- * initiator: The unit that killed the target -- * initiator: The unit that killed the target
-- * target: Target Object -- * target: Target Object
@@ -672,13 +673,13 @@ do -- Event Handling
--- Occurs when any modification to the "Score" as seen on the debrief menu would occur. --- 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. -- There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes. -- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- @function [parent=#BASE] OnEventScore -- @function [parent=#BASE] OnEventScore
-- @param #BASE self -- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure. -- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when the game thinks an object is destroyed. --- Occurs when the game thinks an object is destroyed.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes. -- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- --
-- * initiator: The unit that is was destroyed. -- * initiator: The unit that is was destroyed.
-- --
@@ -687,7 +688,7 @@ do -- Event Handling
-- @param Core.Event#EVENTDATA EventData The EventData structure. -- @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. --- 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.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes. -- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- --
-- * initiator: Static object representing the ejected pilot. Place : Aircraft that the pilot ejected from. -- * 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. -- * place: may not return as a valid object if the aircraft has crashed into the ground and no longer exists.
@@ -698,43 +699,43 @@ do -- Event Handling
-- @param Core.Event#EVENTDATA EventData The EventData structure. -- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Paratrooper landing. --- Paratrooper landing.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes. -- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- @function [parent=#BASE] OnEventParatrooperLanding -- @function [parent=#BASE] OnEventParatrooperLanding
-- @param #BASE self -- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure. -- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Discard chair after ejection. --- Discard chair after ejection.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes. -- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- @function [parent=#BASE] OnEventDiscardChairAfterEjection -- @function [parent=#BASE] OnEventDiscardChairAfterEjection
-- @param #BASE self -- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure. -- @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. --- Weapon add. Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes. -- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- @function [parent=#BASE] OnEventParatrooperLanding -- @function [parent=#BASE] OnEventParatrooperLanding
-- @param #BASE self -- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure. -- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Trigger zone. --- Trigger zone.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes. -- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- @function [parent=#BASE] OnEventTriggerZone -- @function [parent=#BASE] OnEventTriggerZone
-- @param #BASE self -- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure. -- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Landing quality mark. --- Landing quality mark.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes. -- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- @function [parent=#BASE] OnEventLandingQualityMark -- @function [parent=#BASE] OnEventLandingQualityMark
-- @param #BASE self -- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure. -- @param Core.Event#EVENTDATA EventData The EventData structure.
--- BDA. --- BDA.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes. -- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- @function [parent=#BASE] OnEventBDA -- @function [parent=#BASE] OnEventBDA
-- @param #BASE self -- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure. -- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when a player enters a slot and takes control of an aircraft. --- Occurs when a player enters a slot and takes control of an aircraft.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes. -- Have a look at the class @{Core.Event#EVENT} as these are just the prototypes.
-- **NOTE**: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. -- **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. -- initiator : The unit that is being taken control of.
-- @function [parent=#BASE] OnEventPlayerEnterAircraft -- @function [parent=#BASE] OnEventPlayerEnterAircraft
@@ -1167,7 +1168,7 @@ function BASE:_F( Arguments, DebugInfoCurrentParam, DebugInfoFromParam )
if DebugInfoFrom then if DebugInfoFrom then
LineFrom = DebugInfoFrom.currentline LineFrom = DebugInfoFrom.currentline
end end
env.info( string.format( "%6d(%6d)/%1s:%30s%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, UTILS.BasicSerialize( Arguments ) ) )
end end
end end
end end
@@ -1241,7 +1242,7 @@ function BASE:_T( Arguments, DebugInfoCurrentParam, DebugInfoFromParam )
if DebugInfoFrom then if DebugInfoFrom then
LineFrom = DebugInfoFrom.currentline LineFrom = DebugInfoFrom.currentline
end end
env.info( string.format( "%6d(%6d)/%1s:%30s%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, UTILS.BasicSerialize( Arguments ) ) )
end end
end end
end end
@@ -1311,9 +1312,9 @@ function BASE:E( Arguments )
LineFrom = DebugInfoFrom.currentline LineFrom = DebugInfoFrom.currentline
end end
env.info( string.format( "%6d(%6d)/%1s:%30s%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, UTILS.BasicSerialize( Arguments ) ) )
else else
env.info( string.format( "%1s:%30s%05d(%s)", "E", self.ClassName, self.ClassID, routines.utils.oneLineSerialize( Arguments ) ) ) env.info( string.format( "%1s:%30s%05d(%s)", "E", self.ClassName, self.ClassID, UTILS.BasicSerialize( Arguments ) ) )
end end
end end
@@ -1338,9 +1339,9 @@ function BASE:I( Arguments )
LineFrom = DebugInfoFrom.currentline LineFrom = DebugInfoFrom.currentline
end end
env.info( string.format( "%6d(%6d)/%1s:%30s%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, UTILS.BasicSerialize( Arguments ) ) )
else else
env.info( string.format( "%1s:%30s%05d(%s)", "I", self.ClassName, self.ClassID, routines.utils.oneLineSerialize( Arguments ) ) ) env.info( string.format( "%1s:%30s%05d(%s)", "I", self.ClassName, self.ClassID, UTILS.BasicSerialize( Arguments ) ) )
end end
end end

View File

@@ -17,8 +17,8 @@
-- --
-- After attaching a @{#BEACON} to your @{Wrapper.Positionable#POSITIONABLE}, you need to select the right function to activate the kind of beacon you want. -- After attaching a @{#BEACON} to your @{Wrapper.Positionable#POSITIONABLE}, you need to select the right function to activate the kind of beacon you want.
-- There are two types of BEACONs available : the (aircraft) TACAN Beacon and the general purpose Radio Beacon. -- There are two types of BEACONs available : the (aircraft) TACAN Beacon and the general purpose Radio Beacon.
-- Note that in both case, you can set an optional parameter : the `BeaconDuration`. This can be very usefull to simulate the battery time if your BEACON is -- Note that in both case, you can set an optional parameter : the `BeaconDuration`. This can be very useful to simulate the battery time if your BEACON is
-- attach to a cargo crate, for exemple. -- attach to a cargo crate, for example.
-- --
-- ## Aircraft TACAN Beacon usage -- ## Aircraft TACAN Beacon usage
-- --
@@ -33,7 +33,7 @@
-- --
-- @type BEACON -- @type BEACON
-- @field #string ClassName Name of the class "BEACON". -- @field #string ClassName Name of the class "BEACON".
-- @field Wrapper.Controllable#CONTROLLABLE Positionable The @{#CONTROLLABLE} that will receive radio capabilities. -- @field Wrapper.Controllable#CONTROLLABLE Positionable The @{Wrapper.Controllable#CONTROLLABLE} that will receive radio capabilities.
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
BEACON = { BEACON = {
ClassName = "BEACON", ClassName = "BEACON",
@@ -72,12 +72,12 @@ BEACON.Type={
TACAN = 4, TACAN = 4,
VORTAC = 5, VORTAC = 5,
RSBN = 128, RSBN = 128,
BROADCAST_STATION = 1024, BROADCAST_STATION = 1024,
HOMER = 8, HOMER = 8,
AIRPORT_HOMER = 4104, AIRPORT_HOMER = 4104,
AIRPORT_HOMER_WITH_MARKER = 4136, AIRPORT_HOMER_WITH_MARKER = 4136,
ILS_FAR_HOMER = 16408, ILS_FAR_HOMER = 16408,
ILS_NEAR_HOMER = 16424, ILS_NEAR_HOMER = 16424,
ILS_LOCALIZER = 16640, ILS_LOCALIZER = 16640,
ILS_GLIDESLOPE = 16896, ILS_GLIDESLOPE = 16896,
PRMG_LOCALIZER = 33024, PRMG_LOCALIZER = 33024,
@@ -108,13 +108,13 @@ BEACON.Type={
-- @field #number ICLS_LOCALIZER Carrier landing system. -- @field #number ICLS_LOCALIZER Carrier landing system.
-- @field #number ICLS_GLIDESLOPE Carrier landing system. -- @field #number ICLS_GLIDESLOPE Carrier landing system.
BEACON.System={ BEACON.System={
PAR_10 = 1, PAR_10 = 1,
RSBN_5 = 2, RSBN_5 = 2,
TACAN = 3, TACAN = 3,
TACAN_TANKER_X = 4, TACAN_TANKER_X = 4,
TACAN_TANKER_Y = 5, TACAN_TANKER_Y = 5,
VOR = 6, VOR = 6,
ILS_LOCALIZER = 7, ILS_LOCALIZER = 7,
ILS_GLIDESLOPE = 8, ILS_GLIDESLOPE = 8,
PRMG_LOCALIZER = 9, PRMG_LOCALIZER = 9,
PRMG_GLIDESLOPE = 10, PRMG_GLIDESLOPE = 10,
@@ -130,16 +130,16 @@ BEACON.System={
--- Create a new BEACON Object. This doesn't activate the beacon, though, use @{#BEACON.ActivateTACAN} etc. --- 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. -- If you want to create a BEACON, you probably should use @{Wrapper.Positionable#POSITIONABLE.GetBeacon}() instead.
-- @param #BEACON self -- @param #BEACON self
-- @param Wrapper.Positionable#POSITIONABLE Positionable The @{Positionable} that will receive radio capabilities. -- @param Wrapper.Positionable#POSITIONABLE Positionable The @{Wrapper.Positionable} that will receive radio capabilities.
-- @return #BEACON Beacon object or #nil if the positionable is invalid. -- @return #BEACON Beacon object or #nil if the positionable is invalid.
function BEACON:New(Positionable) function BEACON:New(Positionable)
-- Inherit BASE. -- Inherit BASE.
local self=BASE:Inherit(self, BASE:New()) --#BEACON local self=BASE:Inherit(self, BASE:New()) --#BEACON
-- Debug. -- Debug.
self:F(Positionable) self:F(Positionable)
-- Set positionable. -- Set positionable.
if Positionable:GetPointVec2() then -- It's stupid, but the only way I found to make sure positionable is valid if Positionable:GetPointVec2() then -- It's stupid, but the only way I found to make sure positionable is valid
self.Positionable = Positionable self.Positionable = Positionable
@@ -147,12 +147,11 @@ function BEACON:New(Positionable)
self:I(string.format("New BEACON %s", tostring(self.name))) self:I(string.format("New BEACON %s", tostring(self.name)))
return self return self
end end
self:E({"The passed positionable is invalid, no BEACON created", Positionable}) self:E({"The passed positionable is invalid, no BEACON created", Positionable})
return nil return nil
end end
--- Activates a TACAN BEACON. --- Activates a TACAN BEACON.
-- @param #BEACON self -- @param #BEACON self
-- @param #number Channel TACAN channel, i.e. the "10" part in "10Y". -- @param #number Channel TACAN channel, i.e. the "10" part in "10Y".
@@ -169,28 +168,28 @@ end
-- myBeacon:ActivateTACAN(20, "Y", "TEXACO", true) -- Activate the beacon -- myBeacon:ActivateTACAN(20, "Y", "TEXACO", true) -- Activate the beacon
function BEACON:ActivateTACAN(Channel, Mode, Message, Bearing, Duration) function BEACON:ActivateTACAN(Channel, Mode, Message, Bearing, Duration)
self:T({channel=Channel, mode=Mode, callsign=Message, bearing=Bearing, duration=Duration}) self:T({channel=Channel, mode=Mode, callsign=Message, bearing=Bearing, duration=Duration})
Mode=Mode or "Y" Mode=Mode or "Y"
-- Get frequency. -- Get frequency.
local Frequency=UTILS.TACANToFrequency(Channel, Mode) local Frequency=UTILS.TACANToFrequency(Channel, Mode)
-- Check. -- Check.
if not Frequency then if not Frequency then
self:E({"The passed TACAN channel is invalid, the BEACON is not emitting"}) self:E({"The passed TACAN channel is invalid, the BEACON is not emitting"})
return self return self
end end
-- Beacon type. -- Beacon type.
local Type=BEACON.Type.TACAN local Type=BEACON.Type.TACAN
-- Beacon system. -- Beacon system.
local System=BEACON.System.TACAN local System=BEACON.System.TACAN
-- Check if unit is an aircraft and set system accordingly. -- Check if unit is an aircraft and set system accordingly.
local AA=self.Positionable:IsAir() local AA=self.Positionable:IsAir()
if AA then if AA then
System=5 --NOTE: 5 is how you cat the correct tanker behaviour! --BEACON.System.TACAN_TANKER System=5 --NOTE: 5 is how you cat the correct tanker behaviour! --BEACON.System.TACAN_TANKER
-- Check if "Y" mode is selected for aircraft. -- Check if "Y" mode is selected for aircraft.
@@ -201,21 +200,21 @@ function BEACON:ActivateTACAN(Channel, Mode, Message, Bearing, Duration)
System=BEACON.System.TACAN_TANKER_Y System=BEACON.System.TACAN_TANKER_Y
end end
end end
-- Attached unit. -- Attached unit.
local UnitID=self.Positionable:GetID() local UnitID=self.Positionable:GetID()
-- Debug. -- 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))}) 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. -- Start beacon.
self.Positionable:CommandActivateBeacon(Type, System, Frequency, UnitID, Channel, Mode, AA, Message, Bearing) self.Positionable:CommandActivateBeacon(Type, System, Frequency, UnitID, Channel, Mode, AA, Message, Bearing)
-- Stop scheduler. -- Stop scheduler.
if Duration then if Duration then
self.Positionable:DeactivateBeacon(Duration) self.Positionable:DeactivateBeacon(Duration)
end end
return self return self
end end
@@ -227,21 +226,21 @@ end
-- @return #BEACON self -- @return #BEACON self
function BEACON:ActivateICLS(Channel, Callsign, Duration) function BEACON:ActivateICLS(Channel, Callsign, Duration)
self:F({Channel=Channel, Callsign=Callsign, Duration=Duration}) self:F({Channel=Channel, Callsign=Callsign, Duration=Duration})
-- Attached unit. -- Attached unit.
local UnitID=self.Positionable:GetID() local UnitID=self.Positionable:GetID()
-- Debug -- Debug
self:T2({"ICLS BEACON started!"}) self:T2({"ICLS BEACON started!"})
-- Start beacon. -- Start beacon.
self.Positionable:CommandActivateICLS(Channel, UnitID, Callsign) self.Positionable:CommandActivateICLS(Channel, UnitID, Callsign)
-- Stop scheduler -- Stop scheduler
if Duration then -- Schedule the stop of the BEACON if asked by the MD if Duration then -- Schedule the stop of the BEACON if asked by the MD
self.Positionable:DeactivateBeacon(Duration) self.Positionable:DeactivateBeacon(Duration)
end end
return self return self
end end
@@ -253,25 +252,25 @@ end
-- @return #BEACON self -- @return #BEACON self
function BEACON:ActivateLink4(Frequency, Morse, Duration) function BEACON:ActivateLink4(Frequency, Morse, Duration)
self:F({Frequency=Frequency, Morse=Morse, Duration=Duration}) self:F({Frequency=Frequency, Morse=Morse, Duration=Duration})
-- Attached unit. -- Attached unit.
local UnitID=self.Positionable:GetID() local UnitID=self.Positionable:GetID()
-- Debug -- Debug
self:T2({"LINK4 BEACON started!"}) self:T2({"LINK4 BEACON started!"})
-- Start beacon. -- Start beacon.
self.Positionable:CommandActivateLink4(Frequency,UnitID,Morse) self.Positionable:CommandActivateLink4(Frequency,UnitID,Morse)
-- Stop sheduler -- Stop sheduler
if Duration then -- Schedule the stop of the BEACON if asked by the MD if Duration then -- Schedule the stop of the BEACON if asked by the MD
self.Positionable:CommandDeactivateLink4(Duration) self.Positionable:CommandDeactivateLink4(Duration)
end end
return self return self
end end
--- DEPRECATED: Please use @{BEACON:ActivateTACAN}() instead. --- DEPRECATED: Please use @{#BEACON.ActivateTACAN}() instead.
-- Activates a TACAN BEACON on an Aircraft. -- Activates a TACAN BEACON on an Aircraft.
-- @param #BEACON self -- @param #BEACON self
-- @param #number TACANChannel (the "10" part in "10Y"). Note that AA TACAN are only available on Y Channels -- @param #number TACANChannel (the "10" part in "10Y"). Note that AA TACAN are only available on Y Channels
@@ -287,20 +286,20 @@ end
-- myBeacon:AATACAN(20, "TEXACO", true) -- Activate the beacon -- myBeacon:AATACAN(20, "TEXACO", true) -- Activate the beacon
function BEACON:AATACAN(TACANChannel, Message, Bearing, BeaconDuration) function BEACON:AATACAN(TACANChannel, Message, Bearing, BeaconDuration)
self:F({TACANChannel, Message, Bearing, BeaconDuration}) self:F({TACANChannel, Message, Bearing, BeaconDuration})
local IsValid = true local IsValid = true
if not self.Positionable:IsAir() then if not self.Positionable:IsAir() then
self:E({"The POSITIONABLE you want to attach the AA Tacan Beacon is not an aircraft ! The BEACON is not emitting", self.Positionable}) self:E({"The POSITIONABLE you want to attach the AA Tacan Beacon is not an aircraft ! The BEACON is not emitting", self.Positionable})
IsValid = false IsValid = false
end end
local Frequency = self:_TACANToFrequency(TACANChannel, "Y") local Frequency = self:_TACANToFrequency(TACANChannel, "Y")
if not Frequency then if not Frequency then
self:E({"The passed TACAN channel is invalid, the BEACON is not emitting"}) self:E({"The passed TACAN channel is invalid, the BEACON is not emitting"})
IsValid = false IsValid = false
end end
-- I'm using the beacon type 4 (BEACON_TYPE_TACAN). For System, I'm using 5 (TACAN_TANKER_MODE_Y) if the bearing shows its bearing or 14 (TACAN_AA_MODE_Y) if it does not -- I'm using the beacon type 4 (BEACON_TYPE_TACAN). For System, I'm using 5 (TACAN_TANKER_MODE_Y) if the bearing shows its bearing or 14 (TACAN_AA_MODE_Y) if it does not
local System local System
if Bearing then if Bearing then
@@ -308,7 +307,7 @@ function BEACON:AATACAN(TACANChannel, Message, Bearing, BeaconDuration)
else else
System = BEACON.System.TACAN_AA_MODE_Y System = BEACON.System.TACAN_AA_MODE_Y
end end
if IsValid then -- Starts the BEACON if IsValid then -- Starts the BEACON
self:T2({"AA TACAN BEACON started !"}) self:T2({"AA TACAN BEACON started !"})
self.Positionable:SetCommand({ self.Positionable:SetCommand({
@@ -323,7 +322,7 @@ function BEACON:AATACAN(TACANChannel, Message, Bearing, BeaconDuration)
modeChannel = "Y", modeChannel = "Y",
} }
}) })
if BeaconDuration then -- Schedule the stop of the BEACON if asked by the MD if BeaconDuration then -- Schedule the stop of the BEACON if asked by the MD
SCHEDULER:New(nil, SCHEDULER:New(nil,
function() function()
@@ -331,7 +330,7 @@ function BEACON:AATACAN(TACANChannel, Message, Bearing, BeaconDuration)
end, {}, BeaconDuration) end, {}, BeaconDuration)
end end
end end
return self return self
end end
@@ -351,7 +350,6 @@ function BEACON:StopAATACAN()
end end
end end
--- Activates a general purpose Radio Beacon --- Activates a general purpose Radio Beacon
-- This uses the very generic singleton function "trigger.action.radioTransmission()" provided by DCS to broadcast a sound file on a specific frequency. -- This uses the very generic singleton function "trigger.action.radioTransmission()" provided by DCS to broadcast a sound file on a specific frequency.
-- Although any frequency could be used, only a few DCS Modules can home on radio beacons at the time of writing, i.e. the Mi-8, Huey, Gazelle etc. -- Although any frequency could be used, only a few DCS Modules can home on radio beacons at the time of writing, i.e. the Mi-8, Huey, Gazelle etc.
@@ -381,7 +379,7 @@ end
function BEACON:RadioBeacon(FileName, Frequency, Modulation, Power, BeaconDuration) function BEACON:RadioBeacon(FileName, Frequency, Modulation, Power, BeaconDuration)
self:F({FileName, Frequency, Modulation, Power, BeaconDuration}) self:F({FileName, Frequency, Modulation, Power, BeaconDuration})
local IsValid = false local IsValid = false
-- Check the filename -- Check the filename
if type(FileName) == "string" then if type(FileName) == "string" then
if FileName:find(".ogg") or FileName:find(".wav") then if FileName:find(".ogg") or FileName:find(".wav") then
@@ -394,32 +392,32 @@ function BEACON:RadioBeacon(FileName, Frequency, Modulation, Power, BeaconDurati
if not IsValid then if not IsValid then
self:E({"File name invalid. Maybe something wrong with the extension ? ", FileName}) self:E({"File name invalid. Maybe something wrong with the extension ? ", FileName})
end end
-- Check the Frequency -- Check the Frequency
if type(Frequency) ~= "number" and IsValid then if type(Frequency) ~= "number" and IsValid then
self:E({"Frequency invalid. ", Frequency}) self:E({"Frequency invalid. ", Frequency})
IsValid = false IsValid = false
end end
Frequency = Frequency * 1000000 -- Conversion to Hz Frequency = Frequency * 1000000 -- Conversion to Hz
-- Check the modulation -- Check the modulation
if Modulation ~= radio.modulation.AM and Modulation ~= radio.modulation.FM and IsValid then --TODO Maybe make this future proof if ED decides to add an other modulation ? if Modulation ~= radio.modulation.AM and Modulation ~= radio.modulation.FM and IsValid then --TODO Maybe make this future proof if ED decides to add an other modulation ?
self:E({"Modulation is invalid. Use DCS's enum radio.modulation.", Modulation}) self:E({"Modulation is invalid. Use DCS's enum radio.modulation.", Modulation})
IsValid = false IsValid = false
end end
-- Check the Power -- Check the Power
if type(Power) ~= "number" and IsValid then if type(Power) ~= "number" and IsValid then
self:E({"Power is invalid. ", Power}) self:E({"Power is invalid. ", Power})
IsValid = false IsValid = false
end end
Power = math.floor(math.abs(Power)) --TODO Find what is the maximum power allowed by DCS and limit power to that Power = math.floor(math.abs(Power)) --TODO Find what is the maximum power allowed by DCS and limit power to that
if IsValid then if IsValid then
self:T2({"Activating Beacon on ", Frequency, Modulation}) self:T2({"Activating Beacon on ", Frequency, Modulation})
-- Note that this is looped. I have to give this transmission a unique name, I use the class ID -- Note that this is looped. I have to give this transmission a unique name, I use the class ID
trigger.action.radioTransmission(FileName, self.Positionable:GetPositionVec3(), Modulation, true, Frequency, Power, tostring(self.ID)) trigger.action.radioTransmission(FileName, self.Positionable:GetPositionVec3(), Modulation, true, Frequency, Power, tostring(self.ID))
if BeaconDuration then -- Schedule the stop of the BEACON if asked by the MD if BeaconDuration then -- Schedule the stop of the BEACON if asked by the MD
SCHEDULER:New( nil, SCHEDULER:New( nil,
function() function()
@@ -453,16 +451,16 @@ function BEACON:_TACANToFrequency(TACANChannel, TACANMode)
return nil -- error in arguments return nil -- error in arguments
end end
end end
-- This code is largely based on ED's code, in DCS World\Scripts\World\Radio\BeaconTypes.lua, line 137. -- 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 -- I have no idea what it does but it seems to work
local A = 1151 -- 'X', channel >= 64 local A = 1151 -- 'X', channel >= 64
local B = 64 -- channel >= 64 local B = 64 -- channel >= 64
if TACANChannel < 64 then if TACANChannel < 64 then
B = 1 B = 1
end end
if TACANMode == 'Y' then if TACANMode == 'Y' then
A = 1025 A = 1025
if TACANChannel < 64 then if TACANChannel < 64 then
@@ -473,6 +471,6 @@ function BEACON:_TACANToFrequency(TACANChannel, TACANMode)
A = 962 A = 962
end end
end end
return (A + TACANChannel - B) * 1000000 return (A + TACANChannel - B) * 1000000
end end

View File

@@ -9,7 +9,7 @@
-- --
-- ## Example Missions: -- ## Example Missions:
-- --
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/OPS%20-%20Operation). -- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Core/Condition).
-- --
-- === -- ===
-- --
@@ -17,17 +17,21 @@
-- --
-- === -- ===
-- @module Core.Condition -- @module Core.Condition
-- @image Core_Conditon.png -- @image MOOSE.JPG
--- CONDITON class. --- CONDITON class.
-- @type CONDITION -- @type CONDITION
-- @field #string ClassName Name of the class. -- @field #string ClassName Name of the class.
-- @field #string lid Class id string for output to DCS log file. -- @field #string lid Class id string for output to DCS log file.
-- @field #string name Name of the condition.
-- @field #boolean isAny General functions are evaluated as any condition. -- @field #boolean isAny General functions are evaluated as any condition.
-- @field #boolean negateResult Negeate result of evaluation. -- @field #boolean negateResult Negate result of evaluation.
-- @field #boolean noneResult Boolean that is returned if no condition functions at all were specified.
-- @field #table functionsGen General condition functions. -- @field #table functionsGen General condition functions.
-- @field #table functionsAny Any condition functions. -- @field #table functionsAny Any condition functions.
-- @field #table functionsAll All condition functions. -- @field #table functionsAll All condition functions.
-- @field #number functionCounter Running number to determine the unique ID of condition functions.
-- @field #boolean defaultPersist Default persistence of condition functions.
-- --
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
@@ -41,27 +45,34 @@
-- --
-- @field #CONDITION -- @field #CONDITION
CONDITION = { CONDITION = {
ClassName = "CONDITION", ClassName = "CONDITION",
lid = nil, lid = nil,
functionsGen = {}, functionsGen = {},
functionsAny = {}, functionsAny = {},
functionsAll = {}, functionsAll = {},
functionCounter = 0,
defaultPersist = false,
} }
--- Condition function. --- Condition function.
-- @type CONDITION.Function -- @type CONDITION.Function
-- @field #function func Callback function to check for a condition. Should return a `#boolean`. -- @field #number uid Unique ID of the condition function.
-- @field #string type Type of the condition function: "gen", "any", "all".
-- @field #boolean persistence If `true`, this is persistent.
-- @field #function func Callback function to check for a condition. Must return a `#boolean`.
-- @field #table arg (Optional) Arguments passed to the condition callback function if any. -- @field #table arg (Optional) Arguments passed to the condition callback function if any.
--- CONDITION class version. --- CONDITION class version.
-- @field #string version -- @field #string version
CONDITION.version="0.1.0" CONDITION.version="0.3.0"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list -- TODO list
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Make FSM. -- TODO: Make FSM. No sure if really necessary.
-- DONE: Option to remove condition functions.
-- DONE: Persistence option for condition functions.
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor -- Constructor
@@ -78,6 +89,8 @@ function CONDITION:New(Name)
self.name=Name or "Condition X" self.name=Name or "Condition X"
self:SetNoneResult(false)
self.lid=string.format("%s | ", self.name) self.lid=string.format("%s | ", self.name)
return self return self
@@ -101,6 +114,28 @@ function CONDITION:SetNegateResult(Negate)
return self return self
end end
--- Set whether `true` or `false` is returned, if no conditions at all were specified. By default `false` is returned.
-- @param #CONDITION self
-- @param #boolean ReturnValue Returns this boolean.
-- @return #CONDITION self
function CONDITION:SetNoneResult(ReturnValue)
if not ReturnValue then
self.noneResult=false
else
self.noneResult=true
end
return self
end
--- Set whether condition functions are persistent, *i.e.* are removed.
-- @param #CONDITION self
-- @param #boolean IsPersistent If `true`, condition functions are persistent.
-- @return #CONDITION self
function CONDITION:SetDefaultPersistence(IsPersistent)
self.defaultPersist=IsPersistent
return self
end
--- Add a function that is evaluated. It must return a `#boolean` value, *i.e.* either `true` or `false` (or `nil`). --- Add a function that is evaluated. It must return a `#boolean` value, *i.e.* either `true` or `false` (or `nil`).
-- @param #CONDITION self -- @param #CONDITION self
-- @param #function Function The function to call. -- @param #function Function The function to call.
@@ -113,47 +148,109 @@ end
-- --
-- myCondition:AddFunction(isAequalB, a, b) -- myCondition:AddFunction(isAequalB, a, b)
-- --
-- @return #CONDITION self -- @return #CONDITION.Function Condition function table.
function CONDITION:AddFunction(Function, ...) function CONDITION:AddFunction(Function, ...)
-- Condition function. -- Condition function.
local condition=self:_CreateCondition(Function, ...) local condition=self:_CreateCondition(0, Function, ...)
-- Add to table. -- Add to table.
table.insert(self.functionsGen, condition) table.insert(self.functionsGen, condition)
return self return condition
end end
--- Add a function that is evaluated. It must return a `#boolean` value, *i.e.* either `true` or `false` (or `nil`). --- Add a function that is evaluated. It must return a `#boolean` value, *i.e.* either `true` or `false` (or `nil`).
-- @param #CONDITION self -- @param #CONDITION self
-- @param #function Function The function to call. -- @param #function Function The function to call.
-- @param ... (Optional) Parameters passed to the function (if any). -- @param ... (Optional) Parameters passed to the function (if any).
-- @return #CONDITION self -- @return #CONDITION.Function Condition function table.
function CONDITION:AddFunctionAny(Function, ...) function CONDITION:AddFunctionAny(Function, ...)
-- Condition function. -- Condition function.
local condition=self:_CreateCondition(Function, ...) local condition=self:_CreateCondition(1, Function, ...)
-- Add to table. -- Add to table.
table.insert(self.functionsAny, condition) table.insert(self.functionsAny, condition)
return self return condition
end end
--- Add a function that is evaluated. It must return a `#boolean` value, *i.e.* either `true` or `false` (or `nil`). --- Add a function that is evaluated. It must return a `#boolean` value, *i.e.* either `true` or `false` (or `nil`).
-- @param #CONDITION self -- @param #CONDITION self
-- @param #function Function The function to call. -- @param #function Function The function to call.
-- @param ... (Optional) Parameters passed to the function (if any). -- @param ... (Optional) Parameters passed to the function (if any).
-- @return #CONDITION self -- @return #CONDITION.Function Condition function table.
function CONDITION:AddFunctionAll(Function, ...) function CONDITION:AddFunctionAll(Function, ...)
-- Condition function. -- Condition function.
local condition=self:_CreateCondition(Function, ...) local condition=self:_CreateCondition(2, Function, ...)
-- Add to table. -- Add to table.
table.insert(self.functionsAll, condition) table.insert(self.functionsAll, condition)
return condition
end
--- Remove a condition function.
-- @param #CONDITION self
-- @param #CONDITION.Function ConditionFunction The condition function to be removed.
-- @return #CONDITION self
function CONDITION:RemoveFunction(ConditionFunction)
if ConditionFunction then
local data=nil
if ConditionFunction.type==0 then
data=self.functionsGen
elseif ConditionFunction.type==1 then
data=self.functionsAny
elseif ConditionFunction.type==2 then
data=self.functionsAll
end
if data then
for i=#data,1,-1 do
local cf=data[i] --#CONDITION.Function
if cf.uid==ConditionFunction.uid then
self:T(self.lid..string.format("Removed ConditionFunction UID=%d", cf.uid))
table.remove(data, i)
return self
end
end
end
end
return self
end
--- Remove all non-persistant condition functions.
-- @param #CONDITION self
-- @return #CONDITION self
function CONDITION:RemoveNonPersistant()
for i=#self.functionsGen,1,-1 do
local cf=self.functionsGen[i] --#CONDITION.Function
if not cf.persistence then
table.remove(self.functionsGen, i)
end
end
for i=#self.functionsAll,1,-1 do
local cf=self.functionsAll[i] --#CONDITION.Function
if not cf.persistence then
table.remove(self.functionsAll, i)
end
end
for i=#self.functionsAny,1,-1 do
local cf=self.functionsAny[i] --#CONDITION.Function
if not cf.persistence then
table.remove(self.functionsAny, i)
end
end
return self return self
end end
@@ -166,11 +263,7 @@ function CONDITION:Evaluate(AnyTrue)
-- Check if at least one function was given. -- Check if at least one function was given.
if #self.functionsAll + #self.functionsAny + #self.functionsAll == 0 then if #self.functionsAll + #self.functionsAny + #self.functionsAll == 0 then
if self.negateResult then return self.noneResult
return true
else
return false
end
end end
-- Any condition for gen. -- Any condition for gen.
@@ -206,6 +299,10 @@ function CONDITION:Evaluate(AnyTrue)
return result return result
end end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Private Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Check if all given condition are true. --- Check if all given condition are true.
-- @param #CONDITION self -- @param #CONDITION self
-- @param #table functions Functions to evaluate. -- @param #table functions Functions to evaluate.
@@ -275,13 +372,20 @@ end
--- Create conditon function object. --- Create conditon function object.
-- @param #CONDITION self -- @param #CONDITION self
-- @param #number Ftype Function type: 0=Gen, 1=All, 2=Any.
-- @param #function Function The function to call. -- @param #function Function The function to call.
-- @param ... (Optional) Parameters passed to the function (if any). -- @param ... (Optional) Parameters passed to the function (if any).
-- @return #CONDITION.Function Condition function. -- @return #CONDITION.Function Condition function.
function CONDITION:_CreateCondition(Function, ...) function CONDITION:_CreateCondition(Ftype, Function, ...)
-- Increase counter.
self.functionCounter=self.functionCounter+1
local condition={} --#CONDITION.Function local condition={} --#CONDITION.Function
condition.uid=self.functionCounter
condition.type=Ftype or 0
condition.persistence=self.defaultPersist
condition.func=Function condition.func=Function
condition.arg={} condition.arg={}
if arg then if arg then
@@ -290,6 +394,71 @@ function CONDITION:_CreateCondition(Function, ...)
return condition return condition
end end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Global Condition Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Condition to check if time is greater than a given threshold time.
-- @param #number Time Time in seconds.
-- @param #boolean Absolute If `true`, abs. mission time from `timer.getAbsTime()` is checked. Default is relative mission time from `timer.getTime()`.
-- @return #boolean Returns `true` if time is greater than give the time.
function CONDITION.IsTimeGreater(Time, Absolute)
local Tnow=nil
if Absolute then
Tnow=timer.getAbsTime()
else
Tnow=timer.getTime()
end
if Tnow>Time then
return true
else
return false
end
return nil
end
--- Function that returns `true` (success) with a certain probability. For example, if you specify `Probability=80` there is an 80% chance that `true` is returned.
-- Technically, a random number between 0 and 100 is created. If the given success probability is less then this number, `true` is returned.
-- @param #number Probability Success probability in percent. Default 50 %.
-- @return #boolean Returns `true` for success and `false` otherwise.
function CONDITION.IsRandomSuccess(Probability)
Probability=Probability or 50
-- Create some randomness.
math.random()
math.random()
math.random()
-- Number between 0 and 100.
local N=math.random()*100
if N<Probability then
return true
else
return false
end
end
--- Function that returns always `true`
-- @return #boolean Returns `true` unconditionally.
function CONDITION.ReturnTrue()
return true
end
--- Function that returns always `false`
-- @return #boolean Returns `false` unconditionally.
function CONDITION.ReturnFalse()
return false
end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

View File

@@ -31,11 +31,12 @@
-- @module Core.Database -- @module Core.Database
-- @image Core_Database.JPG -- @image Core_Database.JPG
---
--- @type DATABASE -- @type DATABASE
-- @field #string ClassName Name of the class. -- @field #string ClassName Name of the class.
-- @field #table Templates Templates: Units, Groups, Statics, ClientsByName, ClientsByID. -- @field #table Templates Templates: Units, Groups, Statics, ClientsByName, ClientsByID.
-- @field #table CLIENTS Clients. -- @field #table CLIENTS Clients.
-- @field #table STORAGES DCS warehouse storages.
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
--- Contains collections of wrapper objects defined within MOOSE that reflect objects within the simulator. --- Contains collections of wrapper objects defined within MOOSE that reflect objects within the simulator.
@@ -50,8 +51,9 @@
-- * PLAYERSJOINED -- * PLAYERSJOINED
-- * PLAYERS -- * PLAYERS
-- * CARGOS -- * CARGOS
-- * STORAGES (DCS warehouses)
-- --
-- On top, for internal MOOSE administration purposes, the DATBASE administers the Unit and Group TEMPLATES as defined within the Mission Editor. -- On top, for internal MOOSE administration purposes, the DATABASE administers the Unit and Group TEMPLATES as defined within the Mission Editor.
-- --
-- The singleton object **_DATABASE** is automatically created by MOOSE, that administers all objects within the mission. -- The singleton object **_DATABASE** is automatically created by MOOSE, that administers all objects within the mission.
-- Moose refers to **_DATABASE** within the framework extensively, but you can also refer to the _DATABASE object within your missions if required. -- Moose refers to **_DATABASE** within the framework extensively, but you can also refer to the _DATABASE object within your missions if required.
@@ -88,6 +90,9 @@ DATABASE = {
WAREHOUSES = {}, WAREHOUSES = {},
FLIGHTGROUPS = {}, FLIGHTGROUPS = {},
FLIGHTCONTROLS = {}, FLIGHTCONTROLS = {},
OPSZONES = {},
PATHLINES = {},
STORAGES = {},
} }
local _DATABASECoalition = local _DATABASECoalition =
@@ -121,6 +126,8 @@ function DATABASE:New()
self:SetEventPriority( 1 ) self:SetEventPriority( 1 )
self:HandleEvent( EVENTS.Birth, self._EventOnBirth ) self:HandleEvent( EVENTS.Birth, self._EventOnBirth )
-- DCS 2.9 fixed CA event for players -- TODO: reset unit when leaving
self:HandleEvent( EVENTS.PlayerEnterUnit, self._EventOnPlayerEnterUnit )
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash ) self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash ) self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash ) self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash )
@@ -244,9 +251,41 @@ function DATABASE:FindAirbase( AirbaseName )
end end
do -- Zones
--- Finds a @{Zone} based on the zone name. --- Adds a STORAGE (DCS warehouse wrapper) based on the Airbase Name to the DATABASE.
-- @param #DATABASE self
-- @param #string AirbaseName The name of the airbase.
-- @return Wrapper.Storage#STORAGE Storage object.
function DATABASE:AddStorage( AirbaseName )
if not self.STORAGES[AirbaseName] then
self.STORAGES[AirbaseName] = STORAGE:New( AirbaseName )
end
return self.STORAGES[AirbaseName]
end
--- Deletes a STORAGE from the DATABASE based on the name of the associated airbase.
-- @param #DATABASE self
-- @param #string AirbaseName The name of the airbase.
function DATABASE:DeleteStorage( AirbaseName )
self.STORAGES[AirbaseName] = nil
end
--- Finds an STORAGE based on the name of the associated airbase.
-- @param #DATABASE self
-- @param #string AirbaseName Name of the airbase.
-- @return Wrapper.Storage#STORAGE The found STORAGE.
function DATABASE:FindStorage( AirbaseName )
local storage = self.STORAGES[AirbaseName]
return storage
end
do -- Zones and Pathlines
--- Finds a @{Core.Zone} based on the zone name.
-- @param #DATABASE self -- @param #DATABASE self
-- @param #string ZoneName The name of the zone. -- @param #string ZoneName The name of the zone.
-- @return Core.Zone#ZONE_BASE The found ZONE. -- @return Core.Zone#ZONE_BASE The found ZONE.
@@ -256,7 +295,7 @@ do -- Zones
return ZoneFound return ZoneFound
end end
--- Adds a @{Zone} based on the zone name in the DATABASE. --- Adds a @{Core.Zone} based on the zone name in the DATABASE.
-- @param #DATABASE self -- @param #DATABASE self
-- @param #string ZoneName The name of the zone. -- @param #string ZoneName The name of the zone.
-- @param Core.Zone#ZONE_BASE Zone The zone. -- @param Core.Zone#ZONE_BASE Zone The zone.
@@ -267,8 +306,7 @@ do -- Zones
end end
end end
--- Deletes a @{Core.Zone} from the DATABASE based on the zone name.
--- Deletes a @{Zone} from the DATABASE based on the zone name.
-- @param #DATABASE self -- @param #DATABASE self
-- @param #string ZoneName The name of the zone. -- @param #string ZoneName The name of the zone.
function DATABASE:DeleteZone( ZoneName ) function DATABASE:DeleteZone( ZoneName )
@@ -277,6 +315,39 @@ do -- Zones
end end
--- Adds a @{Core.Pathline} based on its name in the DATABASE.
-- @param #DATABASE self
-- @param #string PathlineName The name of the pathline
-- @param Core.Pathline#PATHLINE Pathline The pathline.
function DATABASE:AddPathline( PathlineName, Pathline )
if not self.PATHLINES[PathlineName] then
self.PATHLINES[PathlineName]=Pathline
end
end
--- Finds a @{Core.Pathline} by its name.
-- @param #DATABASE self
-- @param #string PathlineName The name of the Pathline.
-- @return Core.Pathline#PATHLINE The found PATHLINE.
function DATABASE:FindPathline( PathlineName )
local pathline = self.PATHLINES[PathlineName]
return pathline
end
--- Deletes a @{Core.Pathline} from the DATABASE based on its name.
-- @param #DATABASE self
-- @param #string PathlineName The name of the PATHLINE.
function DATABASE:DeletePathline( PathlineName )
self.PATHLINES[PathlineName]=nil
return self
end
--- Private method that registers new ZONE_BASE derived objects within the DATABASE Object. --- Private method that registers new ZONE_BASE derived objects within the DATABASE Object.
-- @param #DATABASE self -- @param #DATABASE self
-- @return #DATABASE self -- @return #DATABASE self
@@ -309,7 +380,7 @@ do -- Zones
self:I(string.format("Register ZONE: %s (Polygon, Quad)", ZoneName)) self:I(string.format("Register ZONE: %s (Polygon, Quad)", ZoneName))
Zone=ZONE_POLYGON_BASE:New(ZoneName, ZoneData.verticies) Zone=ZONE_POLYGON:NewFromPointsArray(ZoneName, ZoneData.verticies)
--for i,vec2 in pairs(ZoneData.verticies) do --for i,vec2 in pairs(ZoneData.verticies) do
-- local coord=COORDINATE:NewFromVec2(vec2) -- local coord=COORDINATE:NewFromVec2(vec2)
@@ -322,7 +393,7 @@ do -- Zones
-- Store color of zone. -- Store color of zone.
Zone.Color=color Zone.Color=color
-- Store zone ID. -- Store zone ID.
Zone.ZoneID=ZoneData.zoneId Zone.ZoneID=ZoneData.zoneId
@@ -370,16 +441,194 @@ do -- Zones
-- Add zone to DB. -- Add zone to DB.
self:AddZone( ZoneName, Zone_Polygon ) self:AddZone( ZoneName, Zone_Polygon )
end end
end end
end -- Drawings as zones
if env.mission.drawings and env.mission.drawings.layers then
-- Loop over layers.
for layerID, layerData in pairs(env.mission.drawings.layers or {}) do
-- Loop over objects in layers.
for objectID, objectData in pairs(layerData.objects or {}) do
-- Check for polygon which has at least 4 points (we would need 3 but the origin seems to be there twice)
if objectData.polygonMode and (objectData.polygonMode=="free") and objectData.points and #objectData.points>=4 then
---
-- Drawing: Polygon free
---
-- Name of the zone.
local ZoneName=objectData.name or "Unknown free Polygon Drawing"
-- Reference point. All other points need to be translated by this.
local vec2={x=objectData.mapX, y=objectData.mapY}
-- Debug stuff.
--local vec3={x=objectData.mapX, y=0, z=objectData.mapY}
--local coord=COORDINATE:NewFromVec2(vec2):MarkToAll("MapX, MapY")
--trigger.action.markToAll(id, "mapXY", vec3)
-- Copy points array.
local points=UTILS.DeepCopy(objectData.points)
-- Translate points.
for i,_point in pairs(points) do
local point=_point --DCS#Vec2
points[i]=UTILS.Vec2Add(point, vec2)
end
-- Remove last point.
table.remove(points, #points)
-- Debug output
self:I(string.format("Register ZONE: %s (Polygon (free) drawing with %d vertices)", ZoneName, #points))
-- Create new polygon zone.
local Zone=ZONE_POLYGON:NewFromPointsArray(ZoneName, points)
--Zone.DrawID = objectID
-- Set color.
Zone:SetColor({1, 0, 0}, 0.15)
Zone:SetFillColor({1, 0, 0}, 0.15)
if objectData.colorString then
-- eg colorString = 0xff0000ff
local color = string.gsub(objectData.colorString,"^0x","")
local r = tonumber(string.sub(color,1,2),16)/255
local g = tonumber(string.sub(color,3,4),16)/255
local b = tonumber(string.sub(color,5,6),16)/255
local a = tonumber(string.sub(color,7,8),16)/255
Zone:SetColor({r, g, b}, a)
end
if objectData.fillColorString then
-- eg fillColorString = 0xff00004b
local color = string.gsub(objectData.colorString,"^0x","")
local r = tonumber(string.sub(color,1,2),16)/255
local g = tonumber(string.sub(color,3,4),16)/255
local b = tonumber(string.sub(color,5,6),16)/255
local a = tonumber(string.sub(color,7,8),16)/255
Zone:SetFillColor({r, g, b}, a)
end
-- Store in DB.
self.ZONENAMES[ZoneName] = ZoneName
-- Add zone.
self:AddZone(ZoneName, Zone)
-- Check for polygon which has at least 4 points (we would need 3 but the origin seems to be there twice)
elseif objectData.polygonMode and objectData.polygonMode=="rect" then
---
-- Drawing: Polygon rect
---
-- Name of the zone.
local ZoneName=objectData.name or "Unknown rect Polygon Drawing"
-- Reference point (center of the rectangle).
local vec2={x=objectData.mapX, y=objectData.mapY}
-- For a rectangular polygon drawing, we have the width (y) and height (x).
local w=objectData.width
local h=objectData.height
-- Create points from center using with and height (width for y and height for x is a bit confusing, but this is how ED implemented it).
local points={}
points[1]={x=vec2.x-h/2, y=vec2.y+w/2} --Upper left
points[2]={x=vec2.x+h/2, y=vec2.y+w/2} --Upper right
points[3]={x=vec2.x+h/2, y=vec2.y-w/2} --Lower right
points[4]={x=vec2.x-h/2, y=vec2.y-w/2} --Lower left
--local coord=COORDINATE:NewFromVec2(vec2):MarkToAll("MapX, MapY")
-- Debug output
self:I(string.format("Register ZONE: %s (Polygon (rect) drawing with %d vertices)", ZoneName, #points))
-- Create new polygon zone.
local Zone=ZONE_POLYGON:NewFromPointsArray(ZoneName, points)
-- Set color.
Zone:SetColor({1, 0, 0}, 0.15)
if objectData.colorString then
-- eg colorString = 0xff0000ff
local color = string.gsub(objectData.colorString,"^0x","")
local r = tonumber(string.sub(color,1,2),16)/255
local g = tonumber(string.sub(color,3,4),16)/255
local b = tonumber(string.sub(color,5,6),16)/255
local a = tonumber(string.sub(color,7,8),16)/255
Zone:SetColor({r, g, b}, a)
end
if objectData.fillColorString then
-- eg fillColorString = 0xff00004b
local color = string.gsub(objectData.colorString,"^0x","")
local r = tonumber(string.sub(color,1,2),16)/255
local g = tonumber(string.sub(color,3,4),16)/255
local b = tonumber(string.sub(color,5,6),16)/255
local a = tonumber(string.sub(color,7,8),16)/255
Zone:SetFillColor({r, g, b}, a)
end
-- Store in DB.
self.ZONENAMES[ZoneName] = ZoneName
-- Add zone.
self:AddZone(ZoneName, Zone)
elseif objectData.lineMode and (objectData.lineMode=="segments" or objectData.lineMode=="segment" or objectData.lineMode=="free") and objectData.points and #objectData.points>=2 then
---
-- Drawing: Line (segments, segment or free)
---
-- Name of the zone.
local Name=objectData.name or "Unknown Line Drawing"
-- Reference point. All other points need to be translated by this.
local vec2={x=objectData.mapX, y=objectData.mapY}
-- Copy points array.
local points=UTILS.DeepCopy(objectData.points)
-- Translate points.
for i,_point in pairs(points) do
local point=_point --DCS#Vec2
points[i]=UTILS.Vec2Add(point, vec2)
end
-- Debug output
self:I(string.format("Register PATHLINE: %s (Line drawing with %d points)", Name, #points))
-- Create new polygon zone.
local Pathline=PATHLINE:NewFromVec2Array(Name, points)
-- Set color.
--Zone:SetColor({1, 0, 0}, 0.15)
-- Add zone.
self:AddPathline(Name,Pathline)
end
end
end
end
end
end -- zone end -- zone
do -- Zone_Goal do -- Zone_Goal
--- Finds a @{Zone} based on the zone name. --- Finds a @{Core.Zone} based on the zone name.
-- @param #DATABASE self -- @param #DATABASE self
-- @param #string ZoneName The name of the zone. -- @param #string ZoneName The name of the zone.
-- @return Core.Zone#ZONE_BASE The found ZONE. -- @return Core.Zone#ZONE_BASE The found ZONE.
@@ -389,7 +638,7 @@ do -- Zone_Goal
return ZoneFound return ZoneFound
end end
--- Adds a @{Zone} based on the zone name in the DATABASE. --- Adds a @{Core.Zone} based on the zone name in the DATABASE.
-- @param #DATABASE self -- @param #DATABASE self
-- @param #string ZoneName The name of the zone. -- @param #string ZoneName The name of the zone.
-- @param Core.Zone#ZONE_BASE Zone The zone. -- @param Core.Zone#ZONE_BASE Zone The zone.
@@ -401,7 +650,7 @@ do -- Zone_Goal
end end
--- Deletes a @{Zone} from the DATABASE based on the zone name. --- Deletes a @{Core.Zone} from the DATABASE based on the zone name.
-- @param #DATABASE self -- @param #DATABASE self
-- @param #string ZoneName The name of the zone. -- @param #string ZoneName The name of the zone.
function DATABASE:DeleteZoneGoal( ZoneName ) function DATABASE:DeleteZoneGoal( ZoneName )
@@ -410,6 +659,46 @@ do -- Zone_Goal
end end
end -- Zone_Goal end -- Zone_Goal
do -- OpsZone
--- Finds a @{Ops.OpsZone#OPSZONE} based on the zone name.
-- @param #DATABASE self
-- @param #string ZoneName The name of the zone.
-- @return Ops.OpsZone#OPSZONE The found OPSZONE.
function DATABASE:FindOpsZone( ZoneName )
local ZoneFound = self.OPSZONES[ZoneName]
return ZoneFound
end
--- Adds a @{Ops.OpsZone#OPSZONE} based on the zone name in the DATABASE.
-- @param #DATABASE self
-- @param Ops.OpsZone#OPSZONE OpsZone The zone.
function DATABASE:AddOpsZone( OpsZone )
if OpsZone then
local ZoneName=OpsZone:GetName()
if not self.OPSZONES[ZoneName] then
self.OPSZONES[ZoneName] = OpsZone
end
end
end
--- Deletes a @{Ops.OpsZone#OPSZONE} from the DATABASE based on the zone name.
-- @param #DATABASE self
-- @param #string ZoneName The name of the zone.
function DATABASE:DeleteOpsZone( ZoneName )
self.OPSZONES[ZoneName] = nil
end
end -- OpsZone
do -- cargo do -- cargo
--- Adds a Cargo based on the Cargo Name in the DATABASE. --- Adds a Cargo based on the Cargo Name in the DATABASE.
@@ -434,7 +723,7 @@ do -- cargo
--- Finds an CARGO based on the CargoName. --- Finds an CARGO based on the CargoName.
-- @param #DATABASE self -- @param #DATABASE self
-- @param #string CargoName -- @param #string CargoName
-- @return Wrapper.Cargo#CARGO The found CARGO. -- @return Cargo.Cargo#CARGO The found CARGO.
function DATABASE:FindCargo( CargoName ) function DATABASE:FindCargo( CargoName )
local CargoFound = self.CARGOS[CargoName] local CargoFound = self.CARGOS[CargoName]
@@ -508,7 +797,7 @@ end -- cargo
--- Finds a CLIENT based on the ClientName. --- Finds a CLIENT based on the ClientName.
-- @param #DATABASE self -- @param #DATABASE self
-- @param #string ClientName -- @param #string ClientName - Note this is the UNIT name of the client!
-- @return Wrapper.Client#CLIENT The found CLIENT. -- @return Wrapper.Client#CLIENT The found CLIENT.
function DATABASE:FindClient( ClientName ) function DATABASE:FindClient( ClientName )
@@ -564,6 +853,7 @@ function DATABASE:AddPlayer( UnitName, PlayerName )
self.PLAYERUNITS[PlayerName] = self:FindUnit( UnitName ) self.PLAYERUNITS[PlayerName] = self:FindUnit( UnitName )
self.PLAYERSJOINED[PlayerName] = PlayerName self.PLAYERSJOINED[PlayerName] = PlayerName
end end
end end
--- Deletes a player from the DATABASE based on the Player Name. --- Deletes a player from the DATABASE based on the Player Name.
@@ -777,7 +1067,7 @@ function DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, Category
local StaticTemplate = UTILS.DeepCopy( StaticTemplate ) local StaticTemplate = UTILS.DeepCopy( StaticTemplate )
local StaticTemplateGroupName = env.getValueDictByKey(StaticTemplate.name) local StaticTemplateGroupName = env.getValueDictByKey(StaticTemplate.name)
local StaticTemplateName=StaticTemplate.units[1].name local StaticTemplateName=StaticTemplate.units[1].name
self.Templates.Statics[StaticTemplateName] = self.Templates.Statics[StaticTemplateName] or {} self.Templates.Statics[StaticTemplateName] = self.Templates.Statics[StaticTemplateName] or {}
@@ -913,7 +1203,7 @@ end
-- @param #string AirbaseName Name of the airbase. -- @param #string AirbaseName Name of the airbase.
-- @return #number Category. -- @return #number Category.
function DATABASE:GetCategoryFromAirbase( AirbaseName ) function DATABASE:GetCategoryFromAirbase( AirbaseName )
return self.AIRBASES[AirbaseName]:GetCategory() return self.AIRBASES[AirbaseName]:GetAirbaseCategory()
end end
@@ -991,7 +1281,7 @@ function DATABASE:_RegisterClients()
for ClientName, ClientTemplate in pairs( self.Templates.ClientsByName ) do for ClientName, ClientTemplate in pairs( self.Templates.ClientsByName ) do
self:I(string.format("Register Client: %s", tostring(ClientName))) self:I(string.format("Register Client: %s", tostring(ClientName)))
local client=self:AddClient( ClientName ) local client=self:AddClient( ClientName )
client.SpawnCoord=COORDINATE:New(ClientTemplate.x, ClientTemplate.alt, ClientTemplate.y) client.SpawnCoord=COORDINATE:New(ClientTemplate.x, ClientTemplate.alt, ClientTemplate.y)
end end
return self return self
@@ -1027,20 +1317,43 @@ function DATABASE:_RegisterAirbases()
for DCSAirbaseId, DCSAirbase in pairs(world.getAirbases()) do for DCSAirbaseId, DCSAirbase in pairs(world.getAirbases()) do
self:_RegisterAirbase(DCSAirbase)
end
return self
end
--- Register a DCS airbase.
-- @param #DATABASE self
-- @param DCS#Airbase airbase Airbase.
-- @return #DATABASE self
function DATABASE:_RegisterAirbase(airbase)
if airbase then
-- Get the airbase name. -- Get the airbase name.
local DCSAirbaseName = DCSAirbase:getName() local DCSAirbaseName = airbase:getName()
-- This gave the incorrect value to be inserted into the airdromeID for DCS 2.5.6. Is fixed now. -- This gave the incorrect value to be inserted into the airdromeID for DCS 2.5.6. Is fixed now.
local airbaseID=DCSAirbase:getID() local airbaseID=airbase:getID()
-- Add and register airbase. -- Add and register airbase.
local airbase=self:AddAirbase( DCSAirbaseName ) local airbase=self:AddAirbase( DCSAirbaseName )
-- Unique ID. -- Unique ID.
local airbaseUID=airbase:GetID(true) local airbaseUID=airbase:GetID(true)
local typename = airbase:GetTypeName()
local category = airbase.category
if category == Airbase.Category.SHIP and typename == "FARP_SINGLE_01" then
category = Airbase.Category.HELIPAD
end
-- Debug output. -- Debug output.
local text=string.format("Register %s: %s (UID=%d), Runways=%d, Parking=%d [", AIRBASE.CategoryName[airbase.category], tostring(DCSAirbaseName), airbaseUID, #airbase.runways, airbase.NparkingTotal) local text=string.format("Register %s: %s (UID=%d), Runways=%d, Parking=%d [", AIRBASE.CategoryName[category], tostring(DCSAirbaseName), airbaseUID, #airbase.runways, airbase.NparkingTotal)
for _,terminalType in pairs(AIRBASE.TerminalType) do for _,terminalType in pairs(AIRBASE.TerminalType) do
if airbase.NparkingTerminal and airbase.NparkingTerminal[terminalType] then if airbase.NparkingTerminal and airbase.NparkingTerminal[terminalType] then
text=text..string.format("%d=%d ", terminalType, airbase.NparkingTerminal[terminalType]) text=text..string.format("%d=%d ", terminalType, airbase.NparkingTerminal[terminalType])
@@ -1065,20 +1378,23 @@ function DATABASE:_EventOnBirth( Event )
if Event.IniDCSUnit then if Event.IniDCSUnit then
if Event.IniObjectCategory == 3 then if Event.IniObjectCategory == Object.Category.STATIC then
-- Add static object to DB.
self:AddStatic( Event.IniDCSUnitName ) self:AddStatic( Event.IniDCSUnitName )
else else
if Event.IniObjectCategory == 1 then if Event.IniObjectCategory == Object.Category.UNIT then
-- Add unit and group to DB.
self:AddUnit( Event.IniDCSUnitName ) self:AddUnit( Event.IniDCSUnitName )
self:AddGroup( Event.IniDCSGroupName ) self:AddGroup( Event.IniDCSGroupName )
-- Add airbase if it was spawned later in the mission. -- A unit can also be an airbase (e.g. ships).
local DCSAirbase = Airbase.getByName(Event.IniDCSUnitName) local DCSAirbase = Airbase.getByName(Event.IniDCSUnitName)
if DCSAirbase then if DCSAirbase then
-- Add airbase if it was spawned later in the mission.
self:I(string.format("Adding airbase %s", tostring(Event.IniDCSUnitName))) self:I(string.format("Adding airbase %s", tostring(Event.IniDCSUnitName)))
self:AddAirbase(Event.IniDCSUnitName) self:AddAirbase(Event.IniDCSUnitName)
end end
@@ -1086,7 +1402,7 @@ function DATABASE:_EventOnBirth( Event )
end end
end end
if Event.IniObjectCategory == 1 then if Event.IniObjectCategory == Object.Category.UNIT then
Event.IniUnit = self:FindUnit( Event.IniDCSUnitName ) Event.IniUnit = self:FindUnit( Event.IniDCSUnitName )
Event.IniGroup = self:FindGroup( Event.IniDCSGroupName ) Event.IniGroup = self:FindGroup( Event.IniDCSGroupName )
@@ -1104,7 +1420,7 @@ function DATABASE:_EventOnBirth( Event )
if PlayerName then if PlayerName then
-- Debug info. -- Debug info.
self:I(string.format("Player '%s' joint unit '%s' of group '%s'", tostring(PlayerName), tostring(Event.IniDCSUnitName), tostring(Event.IniDCSGroupName))) self:I(string.format("Player '%s' joined unit '%s' of group '%s'", tostring(PlayerName), tostring(Event.IniDCSUnitName), tostring(Event.IniDCSGroupName)))
-- Add client in case it does not exist already. -- Add client in case it does not exist already.
if not client then if not client then
@@ -1153,11 +1469,11 @@ function DATABASE:_EventOnDeadOrCrash( Event )
if self.STATICS[Event.IniDCSUnitName] then if self.STATICS[Event.IniDCSUnitName] then
self:DeleteStatic( Event.IniDCSUnitName ) self:DeleteStatic( Event.IniDCSUnitName )
end end
--- ---
-- Maybe a UNIT? -- Maybe a UNIT?
--- ---
-- Delete unit. -- Delete unit.
if self.UNITS[Event.IniDCSUnitName] then if self.UNITS[Event.IniDCSUnitName] then
self:T("STATIC Event for UNIT "..tostring(Event.IniDCSUnitName)) self:T("STATIC Event for UNIT "..tostring(Event.IniDCSUnitName))
@@ -1206,39 +1522,43 @@ function DATABASE:_EventOnDeadOrCrash( Event )
end end
--- Handles the OnPlayerEnterUnit event to fill the active players table (with the unit filter applied). --- Handles the OnPlayerEnterUnit event to fill the active players table for CA units (with the unit filter applied).
-- @param #DATABASE self -- @param #DATABASE self
-- @param Core.Event#EVENTDATA Event -- @param Core.Event#EVENTDATA Event
function DATABASE:_EventOnPlayerEnterUnit( Event ) function DATABASE:_EventOnPlayerEnterUnit( Event )
self:F2( { Event } ) self:F2( { Event } )
if Event.IniDCSUnit then if Event.IniDCSUnit then
if Event.IniObjectCategory == 1 then -- Player entering a CA slot
if Event.IniObjectCategory == 1 and Event.IniGroup and Event.IniGroup:IsGround() then
local IsPlayer = Event.IniDCSUnit:getPlayerName()
if IsPlayer then
-- Add unit. -- Debug info.
self:AddUnit( Event.IniDCSUnitName ) self:I(string.format("Player '%s' joined GROUND unit '%s' of group '%s'", tostring(Event.IniPlayerName), tostring(Event.IniDCSUnitName), tostring(Event.IniDCSGroupName)))
local client= self.CLIENTS[Event.IniDCSUnitName] --Wrapper.Client#CLIENT
-- Add client in case it does not exist already.
if not client then
client=self:AddClient(Event.IniDCSUnitName)
end
-- Add player.
client:AddPlayer(Event.IniPlayerName)
-- Ini unit. -- Add player.
Event.IniUnit = self:FindUnit( Event.IniDCSUnitName ) if not self.PLAYERS[Event.IniPlayerName] then
self:AddPlayer( Event.IniUnitName, Event.IniPlayerName )
-- Add group.
self:AddGroup( Event.IniDCSGroupName )
-- Get player unit.
local PlayerName = Event.IniDCSUnit:getPlayerName()
if PlayerName then
if not self.PLAYERS[PlayerName] then
self:AddPlayer( Event.IniDCSUnitName, PlayerName )
end end
local Settings = SETTINGS:Set( PlayerName ) -- Player settings.
Settings:SetPlayerMenu( Event.IniUnit ) local Settings = SETTINGS:Set( Event.IniPlayerName )
Settings:SetPlayerMenu(Event.IniUnit)
else
self:E("ERROR: getPlayerName() returned nil for event PlayerEnterUnit")
end end
end end
end end
end end
@@ -1249,15 +1569,26 @@ end
-- @param Core.Event#EVENTDATA Event -- @param Core.Event#EVENTDATA Event
function DATABASE:_EventOnPlayerLeaveUnit( Event ) function DATABASE:_EventOnPlayerLeaveUnit( Event )
self:F2( { Event } ) self:F2( { Event } )
local function FindPlayerName(UnitName)
local playername = nil
for _name,_unitname in pairs(self.PLAYERS) do
if _unitname == UnitName then
playername = _name
break
end
end
return playername
end
if Event.IniUnit then if Event.IniUnit then
if Event.IniObjectCategory == 1 then if Event.IniObjectCategory == 1 then
-- Try to get the player name. This can be buggy for multicrew aircraft! -- Try to get the player name. This can be buggy for multicrew aircraft!
local PlayerName = Event.IniUnit:GetPlayerName() local PlayerName = Event.IniUnit:GetPlayerName() or FindPlayerName(Event.IniUnitName)
if PlayerName then --and self.PLAYERS[PlayerName] then if PlayerName then
-- Debug info. -- Debug info.
self:I(string.format("Player '%s' left unit %s", tostring(PlayerName), tostring(Event.IniUnitName))) self:I(string.format("Player '%s' left unit %s", tostring(PlayerName), tostring(Event.IniUnitName)))
@@ -1411,10 +1742,10 @@ end
-- @param #DATABASE self -- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called object in the database. The function needs to accept a CLIENT parameter. -- @param #function IteratorFunction The function that will be called object in the database. The function needs to accept a CLIENT parameter.
-- @return #DATABASE self -- @return #DATABASE self
function DATABASE:ForEachClient( IteratorFunction, ... ) function DATABASE:ForEachClient( IteratorFunction, FinalizeFunction, ... )
self:F2( arg ) self:F2( arg )
self:ForEach( IteratorFunction, arg, self.CLIENTS ) self:ForEach( IteratorFunction, FinalizeFunction, arg, self.CLIENTS )
return self return self
end end
@@ -1423,10 +1754,10 @@ end
-- @param #DATABASE self -- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a CLIENT parameter. -- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a CLIENT parameter.
-- @return #DATABASE self -- @return #DATABASE self
function DATABASE:ForEachCargo( IteratorFunction, ... ) function DATABASE:ForEachCargo( IteratorFunction, FinalizeFunction, ... )
self:F2( arg ) self:F2( arg )
self:ForEach( IteratorFunction, arg, self.CARGOS ) self:ForEach( IteratorFunction, FinalizeFunction, arg, self.CARGOS )
return self return self
end end
@@ -1556,11 +1887,11 @@ function DATABASE:FindOpsGroupFromUnit(unitname)
else else
unit=unitname unit=unitname
end end
if unit then if unit then
groupname=unit:GetGroup():GetName() groupname=unit:GetGroup():GetName()
end end
if groupname then if groupname then
return self.FLIGHTGROUPS[groupname] return self.FLIGHTGROUPS[groupname]
else else
@@ -1570,7 +1901,7 @@ end
--- Add a flight control to the data base. --- Add a flight control to the data base.
-- @param #DATABASE self -- @param #DATABASE self
-- @param Ops.FlightControl#FLIGHTCONTROL flightcontrol -- @param OPS.FlightControl#FLIGHTCONTROL flightcontrol
function DATABASE:AddFlightControl(flightcontrol) function DATABASE:AddFlightControl(flightcontrol)
self:F2( { flightcontrol } ) self:F2( { flightcontrol } )
self.FLIGHTCONTROLS[flightcontrol.airbasename]=flightcontrol self.FLIGHTCONTROLS[flightcontrol.airbasename]=flightcontrol
@@ -1579,18 +1910,18 @@ end
--- Get a flight control object from the data base. --- Get a flight control object from the data base.
-- @param #DATABASE self -- @param #DATABASE self
-- @param #string airbasename Name of the associated airbase. -- @param #string airbasename Name of the associated airbase.
-- @return Ops.FlightControl#FLIGHTCONTROL The FLIGHTCONTROL object.s -- @return OPS.FlightControl#FLIGHTCONTROL The FLIGHTCONTROL object.s
function DATABASE:GetFlightControl(airbasename) function DATABASE:GetFlightControl(airbasename)
return self.FLIGHTCONTROLS[airbasename] return self.FLIGHTCONTROLS[airbasename]
end end
--- @param #DATABASE self -- @param #DATABASE self
function DATABASE:_RegisterTemplates() function DATABASE:_RegisterTemplates()
self:F2() self:F2()
self.Navpoints = {} self.Navpoints = {}
self.UNITS = {} self.UNITS = {}
--Build routines.db.units and self.Navpoints --Build self.Navpoints
for CoalitionName, coa_data in pairs(env.mission.coalition) do for CoalitionName, coa_data in pairs(env.mission.coalition) do
self:T({CoalitionName=CoalitionName}) self:T({CoalitionName=CoalitionName})
@@ -1612,7 +1943,7 @@ function DATABASE:_RegisterTemplates()
for nav_ind, nav_data in pairs(coa_data.nav_points) do for nav_ind, nav_data in pairs(coa_data.nav_points) do
if type(nav_data) == 'table' then if type(nav_data) == 'table' then
self.Navpoints[CoalitionName][nav_ind] = routines.utils.deepCopy(nav_data) self.Navpoints[CoalitionName][nav_ind] = UTILS.DeepCopy(nav_data)
self.Navpoints[CoalitionName][nav_ind]['name'] = nav_data.callsignStr -- name is a little bit more self-explanatory. self.Navpoints[CoalitionName][nav_ind]['name'] = nav_data.callsignStr -- name is a little bit more self-explanatory.
self.Navpoints[CoalitionName][nav_ind]['point'] = {} -- point is used by SSE, support it. self.Navpoints[CoalitionName][nav_ind]['point'] = {} -- point is used by SSE, support it.
@@ -1652,7 +1983,7 @@ function DATABASE:_RegisterTemplates()
if obj_type_name ~= "static" and Template and Template.units and type(Template.units) == 'table' then --making sure again- this is a valid group 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 else
@@ -1741,8 +2072,6 @@ end
TargetPlayerName = Event.IniPlayerName TargetPlayerName = Event.IniPlayerName
TargetCoalition = Event.IniCoalition TargetCoalition = Event.IniCoalition
--TargetCategory = TargetUnit:getCategory()
--TargetCategory = TargetUnit:getDesc().category -- Workaround
TargetCategory = Event.IniCategory TargetCategory = Event.IniCategory
TargetType = Event.IniTypeName TargetType = Event.IniTypeName

View File

@@ -35,7 +35,7 @@
-- There are 5 types/levels of objects that the _EVENTDISPATCHER services: -- There are 5 types/levels of objects that the _EVENTDISPATCHER services:
-- --
-- * _DATABASE object: The core of the MOOSE objects. Any object that is created, deleted or updated, is done in this database. -- * _DATABASE object: The core of the MOOSE objects. Any object that is created, deleted or updated, is done in this database.
-- * SET_ derived classes: These are subsets of the _DATABASE object. These subsets are updated by the _EVENTDISPATCHER as the second priority. -- * SET_ derived classes: These are subsets of the global _DATABASE object (an instance of @{Core.Database#DATABASE}). These subsets are updated by the _EVENTDISPATCHER as the second priority.
-- * UNIT objects: UNIT objects can subscribe to DCS events. Each DCS event will be directly published to the subscribed UNIT object. -- * UNIT objects: UNIT objects can subscribe to DCS events. Each DCS event will be directly published to the subscribed UNIT object.
-- * GROUP objects: GROUP objects can subscribe to DCS events. Each DCS event will be directly published to the subscribed GROUP object. -- * GROUP objects: GROUP objects can subscribe to DCS events. Each DCS event will be directly published to the subscribed GROUP object.
-- * Any other object: Various other objects can subscribe to DCS events. Each DCS event triggered will be published to each subscribed object. -- * Any other object: Various other objects can subscribe to DCS events. Each DCS event triggered will be published to each subscribed object.
@@ -52,7 +52,7 @@
-- --
-- ![Objects](..\Presentations\EVENT\Dia8.JPG) -- ![Objects](..\Presentations\EVENT\Dia8.JPG)
-- --
-- The actual event subscribing and handling is not facilitated through the _EVENTDISPATCHER, but it is done through the @{BASE} class, @{UNIT} class and @{GROUP} class. -- The actual event subscribing and handling is not facilitated through the _EVENTDISPATCHER, but it is done through the @{Core.Base#BASE} class, @{Wrapper.Unit#UNIT} class and @{Wrapper.Group#GROUP} class.
-- The _EVENTDISPATCHER is a component that is quietly working in the background of MOOSE. -- The _EVENTDISPATCHER is a component that is quietly working in the background of MOOSE.
-- --
-- ![Objects](..\Presentations\EVENT\Dia9.JPG) -- ![Objects](..\Presentations\EVENT\Dia9.JPG)
@@ -173,7 +173,8 @@
-- @image Core_Event.JPG -- @image Core_Event.JPG
--- @type EVENT ---
-- @type EVENT
-- @field #EVENT.Events Events -- @field #EVENT.Events Events
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
@@ -248,6 +249,27 @@ EVENTS = {
TriggerZone = world.event.S_EVENT_TRIGGER_ZONE or -1, TriggerZone = world.event.S_EVENT_TRIGGER_ZONE or -1,
LandingQualityMark = world.event.S_EVENT_LANDING_QUALITY_MARK or -1, LandingQualityMark = world.event.S_EVENT_LANDING_QUALITY_MARK or -1,
BDA = world.event.S_EVENT_BDA or -1, BDA = world.event.S_EVENT_BDA or -1,
-- Added with DCS 2.8.0
AIAbortMission = world.event.S_EVENT_AI_ABORT_MISSION or -1,
DayNight = world.event.S_EVENT_DAYNIGHT or -1,
FlightTime = world.event.S_EVENT_FLIGHT_TIME or -1,
SelfKillPilot = world.event.S_EVENT_PLAYER_SELF_KILL_PILOT or -1,
PlayerCaptureAirfield = world.event.S_EVENT_PLAYER_CAPTURE_AIRFIELD or -1,
EmergencyLanding = world.event.S_EVENT_EMERGENCY_LANDING or -1,
UnitCreateTask = world.event.S_EVENT_UNIT_CREATE_TASK or -1,
UnitDeleteTask = world.event.S_EVENT_UNIT_DELETE_TASK or -1,
SimulationStart = world.event.S_EVENT_SIMULATION_START or -1,
WeaponRearm = world.event.S_EVENT_WEAPON_REARM or -1,
WeaponDrop = world.event.S_EVENT_WEAPON_DROP or -1,
-- Added with DCS 2.9.0
UnitTaskTimeout = world.event.S_EVENT_UNIT_TASK_TIMEOUT or -1,
UnitTaskStage = world.event.S_EVENT_UNIT_TASK_STAGE or -1,
MacSubtaskScore = world.event.S_EVENT_MAC_SUBTASK_SCORE or -1,
MacExtraScore = world.event.S_EVENT_MAC_EXTRA_SCORE or -1,
MissionRestart = world.event.S_EVENT_MISSION_RESTART or -1,
MissionWinner = world.event.S_EVENT_MISSION_WINNER or -1,
PostponedTakeoff = world.event.S_EVENT_POSTPONED_TAKEOFF or -1,
PostponedLand = world.event.S_EVENT_POSTPONED_LAND or -1,
} }
--- The Event structure --- The Event structure
@@ -270,6 +292,7 @@ EVENTS = {
-- @field Wrapper.Group#GROUP IniGroup (UNIT) The initiating MOOSE wrapper @{Wrapper.Group#GROUP} of the initiator Group object. -- @field Wrapper.Group#GROUP IniGroup (UNIT) The initiating MOOSE wrapper @{Wrapper.Group#GROUP} of the initiator Group object.
-- @field #string IniGroupName UNIT) The initiating GROUP name (same as IniDCSGroupName). -- @field #string IniGroupName UNIT) The initiating GROUP name (same as IniDCSGroupName).
-- @field #string IniPlayerName (UNIT) The name of the initiating player in case the Unit is a client or player slot. -- @field #string IniPlayerName (UNIT) The name of the initiating player in case the Unit is a client or player slot.
-- @field #string IniPlayerUCID (UNIT) The UCID of the initiating player in case the Unit is a client or player slot and on a multi-player server.
-- @field DCS#coalition.side IniCoalition (UNIT) The coalition of the initiator. -- @field DCS#coalition.side IniCoalition (UNIT) The coalition of the initiator.
-- @field DCS#Unit.Category IniCategory (UNIT) The category of the initiator. -- @field DCS#Unit.Category IniCategory (UNIT) The category of the initiator.
-- @field #string IniTypeName (UNIT) The type name of the initiator. -- @field #string IniTypeName (UNIT) The type name of the initiator.
@@ -285,6 +308,7 @@ EVENTS = {
-- @field Wrapper.Group#GROUP TgtGroup (UNIT) The target MOOSE wrapper @{Wrapper.Group#GROUP} of the target Group object. -- @field Wrapper.Group#GROUP TgtGroup (UNIT) The target MOOSE wrapper @{Wrapper.Group#GROUP} of the target Group object.
-- @field #string TgtGroupName (UNIT) The target GROUP name (same as TgtDCSGroupName). -- @field #string TgtGroupName (UNIT) The target GROUP name (same as TgtDCSGroupName).
-- @field #string TgtPlayerName (UNIT) The name of the target player in case the Unit is a client or player slot. -- @field #string TgtPlayerName (UNIT) The name of the target player in case the Unit is a client or player slot.
-- @field #string TgtPlayerUCID (UNIT) The UCID of the target player in case the Unit is a client or player slot and on a multi-player server.
-- @field DCS#coalition.side TgtCoalition (UNIT) The coalition of the target. -- @field DCS#coalition.side TgtCoalition (UNIT) The coalition of the target.
-- @field DCS#Unit.Category TgtCategory (UNIT) The category of the target. -- @field DCS#Unit.Category TgtCategory (UNIT) The category of the target.
-- @field #string TgtTypeName (UNIT) The type name of the target. -- @field #string TgtTypeName (UNIT) The type name of the target.
@@ -293,15 +317,15 @@ EVENTS = {
-- @field Wrapper.Airbase#AIRBASE Place The MOOSE airbase object. -- @field Wrapper.Airbase#AIRBASE Place The MOOSE airbase object.
-- @field #string PlaceName The name of the airbase. -- @field #string PlaceName The name of the airbase.
-- --
-- @field #table weapon The weapon used during the event. -- @field DCS#Weapon weapon The weapon used during the event.
-- @field #table Weapon -- @field DCS#Weapon Weapon The weapon used during the event.
-- @field #string WeaponName Name of the weapon. -- @field #string WeaponName Name of the weapon.
-- @field DCS#Unit WeaponTgtDCSUnit Target DCS unit of the weapon. -- @field DCS#Unit WeaponTgtDCSUnit Target DCS unit of the weapon.
-- --
-- @field Cargo.Cargo#CARGO Cargo The cargo object. -- @field Cargo.Cargo#CARGO Cargo The cargo object.
-- @field #string CargoName The name of the cargo object. -- @field #string CargoName The name of the cargo object.
-- --
-- @field Core.ZONE#ZONE Zone The zone object. -- @field Core.Zone#ZONE Zone The zone object.
-- @field #string ZoneName The name of the zone. -- @field #string ZoneName The name of the zone.
@@ -560,9 +584,118 @@ local _EVENTMETA = {
Event = "OnEventBDA", Event = "OnEventBDA",
Text = "S_EVENT_BDA" Text = "S_EVENT_BDA"
}, },
-- Added with DCS 2.8
[EVENTS.AIAbortMission] = {
Order = 1,
Side = "I",
Event = "OnEventAIAbortMission",
Text = "S_EVENT_AI_ABORT_MISSION"
},
[EVENTS.DayNight] = {
Order = 1,
Event = "OnEventDayNight",
Text = "S_EVENT_DAYNIGHT"
},
[EVENTS.FlightTime] = {
Order = 1,
Event = "OnEventFlightTime",
Text = "S_EVENT_FLIGHT_TIME"
},
[EVENTS.SelfKillPilot] = {
Order = 1,
Side = "I",
Event = "OnEventSelfKillPilot",
Text = "S_EVENT_PLAYER_SELF_KILL_PILOT"
},
[EVENTS.PlayerCaptureAirfield] = {
Order = 1,
Event = "OnEventPlayerCaptureAirfield",
Text = "S_EVENT_PLAYER_CAPTURE_AIRFIELD"
},
[EVENTS.EmergencyLanding] = {
Order = 1,
Side = "I",
Event = "OnEventEmergencyLanding",
Text = "S_EVENT_EMERGENCY_LANDING"
},
[EVENTS.UnitCreateTask] = {
Order = 1,
Event = "OnEventUnitCreateTask",
Text = "S_EVENT_UNIT_CREATE_TASK"
},
[EVENTS.UnitDeleteTask] = {
Order = 1,
Event = "OnEventUnitDeleteTask",
Text = "S_EVENT_UNIT_DELETE_TASK"
},
[EVENTS.SimulationStart] = {
Order = 1,
Event = "OnEventSimulationStart",
Text = "S_EVENT_SIMULATION_START"
},
[EVENTS.WeaponRearm] = {
Order = 1,
Side = "I",
Event = "OnEventWeaponRearm",
Text = "S_EVENT_WEAPON_REARM"
},
[EVENTS.WeaponDrop] = {
Order = 1,
Side = "I",
Event = "OnEventWeaponDrop",
Text = "S_EVENT_WEAPON_DROP"
},
-- DCS 2.9
[EVENTS.UnitTaskTimeout] = {
Order = 1,
Side = "I",
Event = "OnEventUnitTaskTimeout",
Text = "S_EVENT_UNIT_TASK_TIMEOUT "
},
[EVENTS.UnitTaskStage] = {
Order = 1,
Side = "I",
Event = "OnEventUnitTaskStage",
Text = "S_EVENT_UNIT_TASK_STAGE "
},
[EVENTS.MacSubtaskScore] = {
Order = 1,
Side = "I",
Event = "OnEventMacSubtaskScore",
Text = "S_EVENT_MAC_SUBTASK_SCORE"
},
[EVENTS.MacExtraScore] = {
Order = 1,
Side = "I",
Event = "OnEventMacExtraScore",
Text = "S_EVENT_MAC_EXTRA_SCOREP"
},
[EVENTS.MissionRestart] = {
Order = 1,
Side = "I",
Event = "OnEventMissionRestart",
Text = "S_EVENT_MISSION_RESTART"
},
[EVENTS.MissionWinner] = {
Order = 1,
Side = "I",
Event = "OnEventMissionWinner",
Text = "S_EVENT_MISSION_WINNER"
},
[EVENTS.PostponedTakeoff] = {
Order = 1,
Side = "I",
Event = "OnEventPostponedTakeoff",
Text = "S_EVENT_POSTPONED_TAKEOFF"
},
[EVENTS.PostponedLand] = {
Order = 1,
Side = "I",
Event = "OnEventPostponedLand",
Text = "S_EVENT_POSTPONED_LAND"
},
} }
--- The Events structure --- The Events structure
-- @type EVENT.Events -- @type EVENT.Events
-- @field #number IniUnit -- @field #number IniUnit
@@ -916,7 +1049,7 @@ do -- Event Creation
--- Creation of a New ZoneGoal Event. --- Creation of a New ZoneGoal Event.
-- @param #EVENT self -- @param #EVENT self
-- @param Core.Functional#ZONE_GOAL ZoneGoal The ZoneGoal created. -- @param Functional.ZoneGoal#ZONE_GOAL ZoneGoal The ZoneGoal created.
function EVENT:CreateEventNewZoneGoal( ZoneGoal ) function EVENT:CreateEventNewZoneGoal( ZoneGoal )
self:F( { ZoneGoal } ) self:F( { ZoneGoal } )
@@ -932,7 +1065,7 @@ do -- Event Creation
--- Creation of a ZoneGoal Deletion Event. --- Creation of a ZoneGoal Deletion Event.
-- @param #EVENT self -- @param #EVENT self
-- @param Core.ZoneGoal#ZONE_GOAL ZoneGoal The ZoneGoal created. -- @param Functional.ZoneGoal#ZONE_GOAL ZoneGoal The ZoneGoal created.
function EVENT:CreateEventDeleteZoneGoal( ZoneGoal ) function EVENT:CreateEventDeleteZoneGoal( ZoneGoal )
self:F( { ZoneGoal } ) self:F( { ZoneGoal } )
@@ -1008,9 +1141,9 @@ function EVENT:onEvent( Event )
if Event.initiator then if Event.initiator then
Event.IniObjectCategory = Event.initiator:getCategory() Event.IniObjectCategory = Object.getCategory(Event.initiator)
if Event.IniObjectCategory == Object.Category.STATIC then if Event.IniObjectCategory == Object.Category.STATIC then
--- ---
-- Static -- Static
--- ---
@@ -1046,10 +1179,9 @@ function EVENT:onEvent( Event )
local Unit=UNIT:FindByName(Event.IniDCSUnitName) local Unit=UNIT:FindByName(Event.IniDCSUnitName)
if Unit then if Unit then
Event.IniObjectCategory = Object.Category.UNIT Event.IniObjectCategory = Object.Category.UNIT
end end
end
if Event.IniObjectCategory == Object.Category.UNIT then elseif Event.IniObjectCategory == Object.Category.UNIT then
--- ---
-- Unit -- Unit
--- ---
@@ -1058,7 +1190,7 @@ function EVENT:onEvent( Event )
Event.IniUnitName = Event.IniDCSUnitName Event.IniUnitName = Event.IniDCSUnitName
Event.IniDCSGroup = Event.IniDCSUnit:getGroup() Event.IniDCSGroup = Event.IniDCSUnit:getGroup()
Event.IniUnit = UNIT:FindByName( Event.IniDCSUnitName ) Event.IniUnit = UNIT:FindByName( Event.IniDCSUnitName )
if not Event.IniUnit then if not Event.IniUnit then
-- Unit can be a CLIENT. Most likely this will be the case ... -- Unit can be a CLIENT. Most likely this will be the case ...
Event.IniUnit = CLIENT:FindByName( Event.IniDCSUnitName, '', true ) Event.IniUnit = CLIENT:FindByName( Event.IniDCSUnitName, '', true )
@@ -1072,12 +1204,19 @@ function EVENT:onEvent( Event )
end end
Event.IniPlayerName = Event.IniDCSUnit:getPlayerName() Event.IniPlayerName = Event.IniDCSUnit:getPlayerName()
if Event.IniPlayerName then
-- get UUCID
local PID = NET.GetPlayerIDByName(nil,Event.IniPlayerName)
if PID then
Event.IniPlayerUCID = net.get_player_info(tonumber(PID), 'ucid')
--env.info("Event.IniPlayerUCID="..tostring(Event.IniPlayerUCID),false)
end
end
Event.IniCoalition = Event.IniDCSUnit:getCoalition() Event.IniCoalition = Event.IniDCSUnit:getCoalition()
Event.IniTypeName = Event.IniDCSUnit:getTypeName() Event.IniTypeName = Event.IniDCSUnit:getTypeName()
Event.IniCategory = Event.IniDCSUnit:getDesc().category Event.IniCategory = Event.IniDCSUnit:getDesc().category
end
if Event.IniObjectCategory == Object.Category.CARGO then elseif Event.IniObjectCategory == Object.Category.CARGO then
--- ---
-- Cargo -- Cargo
--- ---
@@ -1088,22 +1227,19 @@ function EVENT:onEvent( Event )
Event.IniCoalition = Event.IniDCSUnit:getCoalition() Event.IniCoalition = Event.IniDCSUnit:getCoalition()
Event.IniCategory = Event.IniDCSUnit:getDesc().category Event.IniCategory = Event.IniDCSUnit:getDesc().category
Event.IniTypeName = Event.IniDCSUnit:getTypeName() Event.IniTypeName = Event.IniDCSUnit:getTypeName()
end
if Event.IniObjectCategory == Object.Category.SCENERY then elseif Event.IniObjectCategory == Object.Category.SCENERY then
--- ---
-- Scenery -- Scenery
--- ---
Event.IniDCSUnit = Event.initiator Event.IniDCSUnit = Event.initiator
Event.IniDCSUnitName = Event.IniDCSUnit:getName() Event.IniDCSUnitName = Event.IniDCSUnit:getName()
Event.IniUnitName = Event.IniDCSUnitName Event.IniUnitName = Event.IniDCSUnitName
Event.IniUnit = SCENERY:Register( Event.IniDCSUnitName, Event.initiator ) Event.IniUnit = SCENERY:Register( Event.IniDCSUnitName, Event.initiator )
Event.IniCategory = Event.IniDCSUnit:getDesc().category Event.IniCategory = Event.IniDCSUnit:getDesc().category
Event.IniTypeName = Event.initiator:isExist() and Event.IniDCSUnit:getTypeName() or "SCENERY" Event.IniTypeName = Event.initiator:isExist() and Event.IniDCSUnit:getTypeName() or "SCENERY"
end
if Event.IniObjectCategory == Object.Category.BASE then elseif Event.IniObjectCategory == Object.Category.BASE then
--- ---
-- Base Object -- Base Object
--- ---
@@ -1114,6 +1250,12 @@ function EVENT:onEvent( Event )
Event.IniCoalition = Event.IniDCSUnit:getCoalition() Event.IniCoalition = Event.IniDCSUnit:getCoalition()
Event.IniCategory = Event.IniDCSUnit:getDesc().category Event.IniCategory = Event.IniDCSUnit:getDesc().category
Event.IniTypeName = Event.IniDCSUnit:getTypeName() Event.IniTypeName = Event.IniDCSUnit:getTypeName()
-- If the airbase does not exist in the DB, we add it (e.g. when FARPS are spawned).
if not Event.IniUnit then
_DATABASE:_RegisterAirbase(Event.initiator)
Event.IniUnit = AIRBASE:FindByName(Event.IniDCSUnitName)
end
end end
end end
@@ -1124,9 +1266,12 @@ function EVENT:onEvent( Event )
--- ---
-- Target category. -- Target category.
Event.TgtObjectCategory = Event.target:getCategory() Event.TgtObjectCategory = Object.getCategory(Event.target)
if Event.TgtObjectCategory == Object.Category.UNIT then if Event.TgtObjectCategory == Object.Category.UNIT then
---
-- UNIT
---
Event.TgtDCSUnit = Event.target Event.TgtDCSUnit = Event.target
Event.TgtDCSGroup = Event.TgtDCSUnit:getGroup() Event.TgtDCSGroup = Event.TgtDCSUnit:getGroup()
Event.TgtDCSUnitName = Event.TgtDCSUnit:getName() Event.TgtDCSUnitName = Event.TgtDCSUnit:getName()
@@ -1139,21 +1284,33 @@ function EVENT:onEvent( Event )
Event.TgtGroupName = Event.TgtDCSGroupName Event.TgtGroupName = Event.TgtDCSGroupName
end end
Event.TgtPlayerName = Event.TgtDCSUnit:getPlayerName() Event.TgtPlayerName = Event.TgtDCSUnit:getPlayerName()
if Event.TgtPlayerName then
-- get UUCID
local PID = NET.GetPlayerIDByName(nil,Event.TgtPlayerName)
if PID then
Event.TgtPlayerUCID = net.get_player_info(tonumber(PID), 'ucid')
--env.info("Event.TgtPlayerUCID="..tostring(Event.TgtPlayerUCID),false)
end
end
Event.TgtCoalition = Event.TgtDCSUnit:getCoalition() Event.TgtCoalition = Event.TgtDCSUnit:getCoalition()
Event.TgtCategory = Event.TgtDCSUnit:getDesc().category Event.TgtCategory = Event.TgtDCSUnit:getDesc().category
Event.TgtTypeName = Event.TgtDCSUnit:getTypeName() Event.TgtTypeName = Event.TgtDCSUnit:getTypeName()
end
if Event.TgtObjectCategory == Object.Category.STATIC then elseif Event.TgtObjectCategory == Object.Category.STATIC then
-- get base data ---
-- STATIC
---
Event.TgtDCSUnit = Event.target Event.TgtDCSUnit = Event.target
if Event.target:isExist() and Event.id ~= 33 then -- leave out ejected seat object if Event.target:isExist() and Event.id ~= 33 then -- leave out ejected seat object
Event.TgtDCSUnitName = Event.TgtDCSUnit:getName() Event.TgtDCSUnitName = Event.TgtDCSUnit:getName()
Event.TgtUnitName = Event.TgtDCSUnitName -- Workaround for borked target info on cruise missiles
Event.TgtUnit = STATIC:FindByName( Event.TgtDCSUnitName, false ) if Event.TgtDCSUnitName and Event.TgtDCSUnitName ~= "" then
Event.TgtCoalition = Event.TgtDCSUnit:getCoalition() Event.TgtUnitName = Event.TgtDCSUnitName
Event.TgtCategory = Event.TgtDCSUnit:getDesc().category Event.TgtUnit = STATIC:FindByName( Event.TgtDCSUnitName, false )
Event.TgtTypeName = Event.TgtDCSUnit:getTypeName() Event.TgtCoalition = Event.TgtDCSUnit:getCoalition()
Event.TgtCategory = Event.TgtDCSUnit:getDesc().category
Event.TgtTypeName = Event.TgtDCSUnit:getTypeName()
end
else else
Event.TgtDCSUnitName = string.format("No target object for Event ID %s", tostring(Event.id)) Event.TgtDCSUnitName = string.format("No target object for Event ID %s", tostring(Event.id))
Event.TgtUnitName = Event.TgtDCSUnitName Event.TgtUnitName = Event.TgtDCSUnitName
@@ -1172,9 +1329,11 @@ function EVENT:onEvent( Event )
Event.TgtTypeName = "Static" Event.TgtTypeName = "Static"
end end
end end
end
if Event.TgtObjectCategory == Object.Category.SCENERY then elseif Event.TgtObjectCategory == Object.Category.SCENERY then
---
-- SCENERY
---
Event.TgtDCSUnit = Event.target Event.TgtDCSUnit = Event.target
Event.TgtDCSUnitName = Event.TgtDCSUnit:getName() Event.TgtDCSUnitName = Event.TgtDCSUnit:getName()
Event.TgtUnitName = Event.TgtDCSUnitName Event.TgtUnitName = Event.TgtDCSUnitName
@@ -1189,7 +1348,8 @@ function EVENT:onEvent( Event )
Event.Weapon = Event.weapon Event.Weapon = Event.weapon
Event.WeaponName = Event.Weapon:getTypeName() Event.WeaponName = Event.Weapon:getTypeName()
Event.WeaponUNIT = CLIENT:Find( Event.Weapon, '', true ) -- Sometimes, the weapon is a player unit! Event.WeaponUNIT = CLIENT:Find( Event.Weapon, '', true ) -- Sometimes, the weapon is a player unit!
Event.WeaponPlayerName = Event.WeaponUNIT and Event.Weapon:getPlayerName() Event.WeaponPlayerName = Event.WeaponUNIT and Event.Weapon.getPlayerName and Event.Weapon:getPlayerName()
--Event.WeaponPlayerName = Event.WeaponUNIT and Event.Weapon:getPlayerName()
Event.WeaponCoalition = Event.WeaponUNIT and Event.Weapon:getCoalition() Event.WeaponCoalition = Event.WeaponUNIT and Event.Weapon:getCoalition()
Event.WeaponCategory = Event.WeaponUNIT and Event.Weapon:getDesc().category Event.WeaponCategory = Event.WeaponUNIT and Event.Weapon:getDesc().category
Event.WeaponTypeName = Event.WeaponUNIT and Event.Weapon:getTypeName() Event.WeaponTypeName = Event.WeaponUNIT and Event.Weapon:getTypeName()
@@ -1203,9 +1363,11 @@ function EVENT:onEvent( Event )
--local name=Event.place:getName() -- This returns a DCS error "Airbase doesn't exit" :( --local name=Event.place:getName() -- This returns a DCS error "Airbase doesn't exit" :(
-- However, this is not a big thing, as the aircraft the pilot ejected from is usually long crashed before the ejected pilot touches the ground. -- However, this is not a big thing, as the aircraft the pilot ejected from is usually long crashed before the ejected pilot touches the ground.
--Event.Place=UNIT:Find(Event.place) --Event.Place=UNIT:Find(Event.place)
else else
Event.Place=AIRBASE:Find(Event.place) if Event.place:isExist() and Object.getCategory(Event.place) ~= Object.Category.SCENERY then
Event.PlaceName=Event.Place:GetName() Event.Place=AIRBASE:Find(Event.place)
Event.PlaceName=Event.Place:GetName()
end
end end
end end

View File

@@ -47,9 +47,9 @@
-- and tailored** by mission designers through **the implementation of Transition Handlers**. -- and tailored** by mission designers through **the implementation of Transition Handlers**.
-- Each of these FSM implementation classes start either with: -- Each of these FSM implementation classes start either with:
-- --
-- * an acronym **AI\_**, which indicates a FSM implementation directing **AI controlled** @{GROUP} and/or @{UNIT}. These AI\_ classes derive the @{#FSM_CONTROLLABLE} class. -- * an acronym **AI\_**, which indicates a FSM implementation directing **AI controlled** @{Wrapper.Group#GROUP} and/or @{Wrapper.Unit#UNIT}. These AI\_ classes derive the @{#FSM_CONTROLLABLE} class.
-- * an acronym **TASK\_**, which indicates a FSM implementation executing a @{TASK} executed by Groups of players. These TASK\_ classes derive the @{#FSM_TASK} class. -- * an acronym **TASK\_**, which indicates a FSM implementation executing a @{Tasking.Task#TASK} executed by Groups of players. These TASK\_ classes derive the @{#FSM_TASK} class.
-- * an acronym **ACT\_**, which indicates an Sub-FSM implementation, directing **Humans actions** that need to be done in a @{TASK}, seated in a @{CLIENT} (slot) or a @{UNIT} (CA join). These ACT\_ classes derive the @{#FSM_PROCESS} class. -- * an acronym **ACT\_**, which indicates an Sub-FSM implementation, directing **Humans actions** that need to be done in a @{Tasking.Task#TASK}, seated in a @{Wrapper.Client#CLIENT} (slot) or a @{Wrapper.Unit#UNIT} (CA join). These ACT\_ classes derive the @{#FSM_PROCESS} class.
-- --
-- Detailed explanations and API specifics are further below clarified and FSM derived class specifics are described in those class documentation sections. -- Detailed explanations and API specifics are further below clarified and FSM derived class specifics are described in those class documentation sections.
-- --
@@ -61,10 +61,10 @@
-- --
-- The following derived classes are available in the MOOSE framework, that implement a specialized form of a FSM: -- The following derived classes are available in the MOOSE framework, that implement a specialized form of a FSM:
-- --
-- * @{#FSM_TASK}: Models Finite State Machines for @{Task}s. -- * @{#FSM_TASK}: Models Finite State Machines for @{Tasking.Task}s.
-- * @{#FSM_PROCESS}: Models Finite State Machines for @{Task} actions, which control @{Client}s. -- * @{#FSM_PROCESS}: Models Finite State Machines for @{Tasking.Task} actions, which control @{Wrapper.Client}s.
-- * @{#FSM_CONTROLLABLE}: Models Finite State Machines for @{Wrapper.Controllable}s, which are @{Wrapper.Group}s, @{Wrapper.Unit}s, @{Client}s. -- * @{#FSM_CONTROLLABLE}: Models Finite State Machines for @{Wrapper.Controllable}s, which are @{Wrapper.Group}s, @{Wrapper.Unit}s, @{Wrapper.Client}s.
-- * @{#FSM_SET}: Models Finite State Machines for @{Set}s. Note that these FSMs control multiple objects!!! So State concerns here -- * @{#FSM_SET}: Models Finite State Machines for @{Core.Set}s. Note that these FSMs control multiple objects!!! So State concerns here
-- for multiple objects or the position of the state machine in the process. -- for multiple objects or the position of the state machine in the process.
-- --
-- === -- ===
@@ -119,9 +119,9 @@ do -- FSM
-- and tailored** by mission designers through **the implementation of Transition Handlers**. -- and tailored** by mission designers through **the implementation of Transition Handlers**.
-- Each of these FSM implementation classes start either with: -- Each of these FSM implementation classes start either with:
-- --
-- * an acronym **AI\_**, which indicates an FSM implementation directing **AI controlled** @{GROUP} and/or @{UNIT}. These AI\_ classes derive the @{#FSM_CONTROLLABLE} class. -- * an acronym **AI\_**, which indicates an FSM implementation directing **AI controlled** @{Wrapper.Group#GROUP} and/or @{Wrapper.Unit#UNIT}. These AI\_ classes derive the @{#FSM_CONTROLLABLE} class.
-- * an acronym **TASK\_**, which indicates an FSM implementation executing a @{TASK} executed by Groups of players. These TASK\_ classes derive the @{#FSM_TASK} class. -- * an acronym **TASK\_**, which indicates an FSM implementation executing a @{Tasking.Task#TASK} executed by Groups of players. These TASK\_ classes derive the @{#FSM_TASK} class.
-- * an acronym **ACT\_**, which indicates an Sub-FSM implementation, directing **Humans actions** that need to be done in a @{TASK}, seated in a @{CLIENT} (slot) or a @{UNIT} (CA join). These ACT\_ classes derive the @{#FSM_PROCESS} class. -- * an acronym **ACT\_**, which indicates an Sub-FSM implementation, directing **Humans actions** that need to be done in a @{Tasking.Task#TASK}, seated in a @{Wrapper.Client#CLIENT} (slot) or a @{Wrapper.Unit#UNIT} (CA join). These ACT\_ classes derive the @{#FSM_PROCESS} class.
-- --
-- ![Transition Rules and Transition Handlers and Event Triggers](..\Presentations\FSM\Dia3.JPG) -- ![Transition Rules and Transition Handlers and Event Triggers](..\Presentations\FSM\Dia3.JPG)
-- --
@@ -249,7 +249,7 @@ do -- FSM
-- --
-- ### Linear Transition Example -- ### Linear Transition Example
-- --
-- This example is fully implemented in the MOOSE test mission on GITHUB: [FSM-100 - Transition Explanation](https://github.com/FlightControl-Master/MOOSE/blob/master/Moose%20Test%20Missions/FSM%20-%20Finite%20State%20Machine/FSM-100%20-%20Transition%20Explanation/FSM-100%20-%20Transition%20Explanation.lua) -- This example is fully implemented in the MOOSE test mission on GitHub: [FSM-100 - Transition Explanation](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Core/FSM/FSM-100%20-%20Transition%20Explanation)
-- --
-- It models a unit standing still near Batumi, and flaring every 5 seconds while switching between a Green flare and a Red flare. -- It models a unit standing still near Batumi, and flaring every 5 seconds while switching between a Green flare and a Red flare.
-- The purpose of this example is not to show how exciting flaring is, but it demonstrates how a Linear Transition FSM can be build. -- The purpose of this example is not to show how exciting flaring is, but it demonstrates how a Linear Transition FSM can be build.
@@ -418,7 +418,7 @@ do -- FSM
return self._Transitions or {} return self._Transitions or {}
end end
--- Set the default @{Process} template with key ProcessName providing the ProcessClass and the process object when it is assigned to a @{Wrapper.Controllable} by the task. --- Set the default @{#FSM_PROCESS} template with key ProcessName providing the ProcessClass and the process object when it is assigned to a @{Wrapper.Controllable} by the task.
-- @param #FSM self -- @param #FSM self
-- @param #table From Can contain a string indicating the From state or a table of strings containing multiple From states. -- @param #table From Can contain a string indicating the From state or a table of strings containing multiple From states.
-- @param #string Event The Event name. -- @param #string Event The Event name.
@@ -953,7 +953,7 @@ do -- FSM_CONTROLLABLE
-- @field Wrapper.Controllable#CONTROLLABLE Controllable -- @field Wrapper.Controllable#CONTROLLABLE Controllable
-- @extends Core.Fsm#FSM -- @extends Core.Fsm#FSM
--- Models Finite State Machines for @{Wrapper.Controllable}s, which are @{Wrapper.Group}s, @{Wrapper.Unit}s, @{Client}s. --- Models Finite State Machines for @{Wrapper.Controllable}s, which are @{Wrapper.Group}s, @{Wrapper.Unit}s, @{Wrapper.Client}s.
-- --
-- === -- ===
-- --
@@ -1086,7 +1086,7 @@ do -- FSM_PROCESS
-- @field Tasking.Task#TASK Task -- @field Tasking.Task#TASK Task
-- @extends Core.Fsm#FSM_CONTROLLABLE -- @extends Core.Fsm#FSM_CONTROLLABLE
--- FSM_PROCESS class models Finite State Machines for @{Task} actions, which control @{Client}s. --- FSM_PROCESS class models Finite State Machines for @{Tasking.Task} actions, which control @{Wrapper.Client}s.
-- --
-- === -- ===
-- --
@@ -1241,7 +1241,7 @@ do -- FSM_PROCESS
-- TODO: Need to check and fix that an FSM_PROCESS is only for a UNIT. Not for a GROUP. -- TODO: Need to check and fix that an FSM_PROCESS is only for a UNIT. Not for a GROUP.
--- Send a message of the @{Task} to the Group of the Unit. --- Send a message of the @{Tasking.Task} to the Group of the Unit.
-- @param #FSM_PROCESS self -- @param #FSM_PROCESS self
function FSM_PROCESS:Message( Message ) function FSM_PROCESS:Message( Message )
self:F( { Message = Message } ) self:F( { Message = Message } )
@@ -1260,7 +1260,7 @@ do -- FSM_PROCESS
--- Assign the process to a @{Wrapper.Unit} and activate the process. --- Assign the process to a @{Wrapper.Unit} and activate the process.
-- @param #FSM_PROCESS self -- @param #FSM_PROCESS self
-- @param Task.Tasking#TASK Task -- @param Tasking.Task#TASK Task
-- @param Wrapper.Unit#UNIT ProcessUnit -- @param Wrapper.Unit#UNIT ProcessUnit
-- @return #FSM_PROCESS self -- @return #FSM_PROCESS self
function FSM_PROCESS:Assign( ProcessUnit, Task ) function FSM_PROCESS:Assign( ProcessUnit, Task )
@@ -1382,7 +1382,7 @@ do -- FSM_SET
-- @field Core.Set#SET_BASE Set -- @field Core.Set#SET_BASE Set
-- @extends Core.Fsm#FSM -- @extends Core.Fsm#FSM
--- FSM_SET class models Finite State Machines for @{Set}s. Note that these FSMs control multiple objects!!! So State concerns here --- FSM_SET class models Finite State Machines for @{Core.Set}s. Note that these FSMs control multiple objects!!! So State concerns here
-- for multiple objects or the position of the state machine in the process. -- for multiple objects or the position of the state machine in the process.
-- --
-- === -- ===

View File

@@ -1,17 +1,23 @@
--- **Core** - MarkerOps_Base. --- **Core** - Tap into markers added to the F10 map by users.
-- --
-- **Main Features:** -- **Main Features:**
-- --
-- * Create an easy way to tap into markers added to the F10 map by users. -- * Create an easy way to tap into markers added to the F10 map by users.
-- * Recognize own tag and list of keywords. -- * Recognize own tag and list of keywords.
-- * Matched keywords are handed down to functions. -- * Matched keywords are handed down to functions.
-- ##Listen for your tag
-- myMarker = MARKEROPS_BASE:New("tag", {}, false)
-- function myMarker:OnAfterMarkChanged(From, Event, To, Text, Keywords, Coord, idx)
--
-- end
-- Make sure to use the "MarkChanged" event as "MarkAdded" comes in right after the user places a blank marker and your callback will never be called.
-- --
-- === -- ===
-- --
-- ### Author: **Applevangelist** -- ### Author: **Applevangelist**
-- --
-- Date: 5 May 2021 -- Date: 5 May 2021
-- Last Update: Sep 2022 -- Last Update: Feb 2023
-- --
-- === -- ===
--- ---
@@ -44,7 +50,7 @@ MARKEROPS_BASE = {
ClassName = "MARKEROPS", ClassName = "MARKEROPS",
Tag = "mytag", Tag = "mytag",
Keywords = {}, Keywords = {},
version = "0.1.0", version = "0.1.1",
debug = false, debug = false,
Casesensitive = true, Casesensitive = true,
} }
@@ -118,7 +124,8 @@ function MARKEROPS_BASE:New(Tagname,Keywords,Casesensitive)
-- @param #string Text The text on the marker -- @param #string Text The text on the marker
-- @param #table Keywords Table of matching keywords found in the Event text -- @param #table Keywords Table of matching keywords found in the Event text
-- @param Core.Point#COORDINATE Coord Coordinate of the marker. -- @param Core.Point#COORDINATE Coord Coordinate of the marker.
-- @param #number idx DCS Marker ID
--- On after "MarkDeleted" event. Triggered when a Marker is deleted from the F10 map. --- On after "MarkDeleted" event. Triggered when a Marker is deleted from the F10 map.
-- @function [parent=#MARKEROPS_BASE] OnAfterMarkDeleted -- @function [parent=#MARKEROPS_BASE] OnAfterMarkDeleted
-- @param #MARKEROPS_BASE self -- @param #MARKEROPS_BASE self
@@ -166,7 +173,7 @@ function MARKEROPS_BASE:OnEventMark(Event)
if Eventtext~=nil then if Eventtext~=nil then
if self:_MatchTag(Eventtext) then if self:_MatchTag(Eventtext) then
local matchtable = self:_MatchKeywords(Eventtext) local matchtable = self:_MatchKeywords(Eventtext)
self:MarkChanged(Eventtext,matchtable,coord) self:MarkChanged(Eventtext,matchtable,coord,Event.idx)
end end
end end
elseif Event.id==world.event.S_EVENT_MARK_REMOVED then elseif Event.id==world.event.S_EVENT_MARK_REMOVED then

View File

@@ -513,7 +513,7 @@ do -- MENU_COALITION
--- @type MENU_COALITION --- @type MENU_COALITION
-- @extends Core.Menu#MENU_BASE -- @extends Core.Menu#MENU_BASE
--- Manages the main menus for @{DCS.coalition}s. --- Manages the main menus for DCS.coalition.
-- --
-- You can add menus with the @{#MENU_COALITION.New} method, which constructs a MENU_COALITION object and returns you the object reference. -- You can add menus with the @{#MENU_COALITION.New} method, which constructs a MENU_COALITION object and returns you the object reference.
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_COALITION.Remove}. -- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_COALITION.Remove}.

View File

@@ -34,7 +34,7 @@
-- --
-- Messages are sent: -- Messages are sent:
-- --
-- * To a @{Client} using @{#MESSAGE.ToClient}(). -- * To a @{Wrapper.Client} using @{#MESSAGE.ToClient}().
-- * To a @{Wrapper.Group} using @{#MESSAGE.ToGroup}() -- * To a @{Wrapper.Group} using @{#MESSAGE.ToGroup}()
-- * To a @{Wrapper.Unit} using @{#MESSAGE.ToUnit}() -- * To a @{Wrapper.Unit} using @{#MESSAGE.ToUnit}()
-- * To a coalition using @{#MESSAGE.ToCoalition}(). -- * To a coalition using @{#MESSAGE.ToCoalition}().
@@ -52,7 +52,7 @@
-- === -- ===
-- --
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
-- ### Contributions: -- ### Contributions: **Applevangelist**
-- --
-- === -- ===
-- --
@@ -73,7 +73,7 @@ MESSAGE.Type = {
Detailed = "Detailed Report", Detailed = "Detailed Report",
} }
--- Creates a new MESSAGE object. Note that these MESSAGE objects are not yet displayed on the display panel. You must use the functions @{ToClient} or @{ToCoalition} or @{ToAll} to send these Messages to the respective recipients. --- Creates a new MESSAGE object. Note that these MESSAGE objects are not yet displayed on the display panel. You must use the functions @{#MESSAGE.ToClient} or @{#MESSAGE.ToCoalition} or @{#MESSAGE.ToAll} to send these Messages to the respective recipients.
-- @param self -- @param self
-- @param #string MessageText is the text of the Message. -- @param #string MessageText is the text of the Message.
-- @param #number MessageDuration is a number in seconds of how long the MESSAGE should be shown on the display panel. -- @param #number MessageDuration is a number in seconds of how long the MESSAGE should be shown on the display panel.
@@ -98,7 +98,7 @@ function MESSAGE:New( MessageText, MessageDuration, MessageCategory, ClearScreen
self.MessageType = nil self.MessageType = nil
-- When no MessageCategory is given, we don't show it as a title... -- When no MessageCategory is given, we don't show it as a title...
if MessageCategory and MessageCategory ~= "" then if MessageCategory and MessageCategory ~= "" then
if MessageCategory:sub( -1 ) ~= "\n" then if MessageCategory:sub( -1 ) ~= "\n" then
self.MessageCategory = MessageCategory .. ": " self.MessageCategory = MessageCategory .. ": "
@@ -127,8 +127,8 @@ end
--- Creates a new MESSAGE object of a certain type. --- Creates a new MESSAGE object of a certain type.
-- Note that these MESSAGE objects are not yet displayed on the display panel. -- Note that these MESSAGE objects are not yet displayed on the display panel.
-- You must use the functions @{ToClient} or @{ToCoalition} or @{ToAll} to send these Messages to the respective recipients. -- You must use the functions @{Core.Message#ToClient} or @{Core.Message#ToCoalition} or @{Core.Message#ToAll} to send these Messages to the respective recipients.
-- The message display times are automatically defined based on the timing settings in the @{Settings} menu. -- The message display times are automatically defined based on the timing settings in the @{Core.Settings} menu.
-- @param self -- @param self
-- @param #string MessageText is the text of the Message. -- @param #string MessageText is the text of the Message.
-- @param #MESSAGE.Type MessageType The type of the message. -- @param #MESSAGE.Type MessageType The type of the message.
@@ -171,7 +171,7 @@ end
--- Sends a MESSAGE to a Client Group. Note that the Group needs to be defined within the ME with the skillset "Client" or "Player". --- Sends a MESSAGE to a Client Group. Note that the Group needs to be defined within the ME with the skillset "Client" or "Player".
-- @param #MESSAGE self -- @param #MESSAGE self
-- @param Wrapper.Client#CLIENT Client is the Group of the Client. -- @param Wrapper.Client#CLIENT Client is the Group of the Client.
-- @param Core.Settings#SETTINGS Settings Settings used to display the message. -- @param Core.Settings#SETTINGS Settings used to display the message.
-- @return #MESSAGE -- @return #MESSAGE
-- @usage -- @usage
-- --
@@ -182,11 +182,11 @@ end
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ):ToClient( ClientGroup ) -- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ):ToClient( ClientGroup )
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ):ToClient( ClientGroup ) -- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ):ToClient( ClientGroup )
-- or -- or
-- MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ):ToClient( ClientGroup ) -- MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25 ):ToClient( ClientGroup )
-- MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ):ToClient( ClientGroup ) -- MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25 ):ToClient( ClientGroup )
-- or -- or
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ) -- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25 )
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ) -- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25 )
-- MessageClient1:ToClient( ClientGroup ) -- MessageClient1:ToClient( ClientGroup )
-- MessageClient2:ToClient( ClientGroup ) -- MessageClient2:ToClient( ClientGroup )
-- --
@@ -204,19 +204,20 @@ function MESSAGE:ToClient( Client, Settings )
local Unit = Client:GetClient() local Unit = Client:GetClient()
if self.MessageDuration ~= 0 then if self.MessageDuration ~= 0 then
local ClientGroupID = Client:GetClientGroupID() local ClientGroupID = Client:GetClientGroupID()
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration ) self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
--trigger.action.outTextForGroup( ClientGroupID, self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration , self.ClearScreen) --trigger.action.outTextForGroup( ClientGroupID, self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration , self.ClearScreen)
trigger.action.outTextForUnit( Unit:GetID(), self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration , self.ClearScreen) trigger.action.outTextForUnit( Unit:GetID(), self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration , self.ClearScreen)
end end
end end
return self return self
end end
--- Sends a MESSAGE to a Group. --- Sends a MESSAGE to a Group.
-- @param #MESSAGE self -- @param #MESSAGE self
-- @param Wrapper.Group#GROUP Group to which the message is displayed. -- @param Wrapper.Group#GROUP Group to which the message is displayed.
-- @param Core.Settings#Settings Settings (Optional) Settings for message display.
-- @return #MESSAGE Message object. -- @return #MESSAGE Message object.
function MESSAGE:ToGroup( Group, Settings ) function MESSAGE:ToGroup( Group, Settings )
self:F( Group.GroupName ) self:F( Group.GroupName )
@@ -241,6 +242,7 @@ end
--- Sends a MESSAGE to a Unit. --- Sends a MESSAGE to a Unit.
-- @param #MESSAGE self -- @param #MESSAGE self
-- @param Wrapper.Unit#UNIT Unit to which the message is displayed. -- @param Wrapper.Unit#UNIT Unit to which the message is displayed.
-- @param Core.Settings#Settings Settings (Optional) Settings for message display.
-- @return #MESSAGE Message object. -- @return #MESSAGE Message object.
function MESSAGE:ToUnit( Unit, Settings ) function MESSAGE:ToUnit( Unit, Settings )
self:F( Unit.IdentifiableName ) self:F( Unit.IdentifiableName )
@@ -262,27 +264,38 @@ function MESSAGE:ToUnit( Unit, Settings )
return self return self
end end
--- Sends a MESSAGE to a Unit. --- Sends a MESSAGE to a Country.
-- @param #MESSAGE self -- @param #MESSAGE self
-- @param Wrapper.Unit#UNIT Unit to which the message is displayed. -- @param #number Country to which the message is displayed, e.g. country.id.GERMANY. For all country numbers see here: [Hoggit Wiki](https://wiki.hoggitworld.com/view/DCS_enum_country)
-- @param Core.Settings#Settings Settings (Optional) Settings for message display.
-- @return #MESSAGE Message object. -- @return #MESSAGE Message object.
function MESSAGE:ToUnit( Unit, Settings ) function MESSAGE:ToCountry( Country, Settings )
self:F( Unit.IdentifiableName ) self:F(Country )
if Country then
if Unit then
if self.MessageType then if self.MessageType then
local Settings = Settings or ( Unit and _DATABASE:GetPlayerSettings( Unit:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
self.MessageDuration = Settings:GetMessageTime( self.MessageType ) self.MessageDuration = Settings:GetMessageTime( self.MessageType )
self.MessageCategory = "" -- self.MessageType .. ": " self.MessageCategory = "" -- self.MessageType .. ": "
end end
if self.MessageDuration ~= 0 then if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration ) self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
trigger.action.outTextForUnit( Unit:GetID(), self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen ) trigger.action.outTextForCountry( Country, self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen )
end end
end
return self
end
--- Sends a MESSAGE to a Country.
-- @param #MESSAGE self
-- @param #number Country to which the message is displayed, , e.g. country.id.GERMANY. For all country numbers see here: [Hoggit Wiki](https://wiki.hoggitworld.com/view/DCS_enum_country)
-- @param #boolean Condition Sends the message only if the condition is true.
-- @param Core.Settings#Settings Settings (Optional) Settings for message display.
-- @return #MESSAGE Message object.
function MESSAGE:ToCountryIf( Country, Condition, Settings )
self:F(Country )
if Country and Condition == true then
self:ToCountry( Country, Settings )
end end
return self return self
end end
@@ -292,11 +305,11 @@ end
-- @usage -- @usage
-- --
-- -- Send a message created with the @{New} method to the BLUE coalition. -- -- Send a message created with the @{New} method to the BLUE coalition.
-- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToBlue() -- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25):ToBlue()
-- or -- or
-- MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToBlue() -- MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ):ToBlue()
-- or -- or
-- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ) -- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 )
-- MessageBLUE:ToBlue() -- MessageBLUE:ToBlue()
-- --
function MESSAGE:ToBlue() function MESSAGE:ToBlue()
@@ -313,11 +326,11 @@ end
-- @usage -- @usage
-- --
-- -- Send a message created with the @{New} method to the RED coalition. -- -- Send a message created with the @{New} method to the RED coalition.
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToRed() -- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ):ToRed()
-- or -- or
-- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToRed() -- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ):ToRed()
-- or -- or
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ) -- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 )
-- MessageRED:ToRed() -- MessageRED:ToRed()
-- --
function MESSAGE:ToRed() function MESSAGE:ToRed()
@@ -330,17 +343,17 @@ end
--- Sends a MESSAGE to a Coalition. --- Sends a MESSAGE to a Coalition.
-- @param #MESSAGE self -- @param #MESSAGE self
-- @param #DCS.coalition.side CoalitionSide @{#DCS.coalition.side} to which the message is displayed. -- @param DCS#coalition.side CoalitionSide @{#DCS.coalition.side} to which the message is displayed.
-- @param Core.Settings#SETTINGS Settings (Optional) Settings for message display. -- @param Core.Settings#SETTINGS Settings (Optional) Settings for message display.
-- @return #MESSAGE Message object. -- @return #MESSAGE Message object.
-- @usage -- @usage
-- --
-- -- Send a message created with the @{New} method to the RED coalition. -- -- Send a message created with the @{New} method to the RED coalition.
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToCoalition( coalition.side.RED ) -- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ):ToCoalition( coalition.side.RED )
-- or -- or
-- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToCoalition( coalition.side.RED ) -- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ):ToCoalition( coalition.side.RED )
-- or -- or
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ) -- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 )
-- MessageRED:ToCoalition( coalition.side.RED ) -- MessageRED:ToCoalition( coalition.side.RED )
-- --
function MESSAGE:ToCoalition( CoalitionSide, Settings ) function MESSAGE:ToCoalition( CoalitionSide, Settings )
@@ -355,16 +368,18 @@ function MESSAGE:ToCoalition( CoalitionSide, Settings )
if CoalitionSide then if CoalitionSide then
if self.MessageDuration ~= 0 then if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ) .. " / " .. self.MessageDuration ) self:T( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ) .. " / " .. self.MessageDuration )
trigger.action.outTextForCoalition( CoalitionSide, self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ), self.MessageDuration, self.ClearScreen ) trigger.action.outTextForCoalition( CoalitionSide, self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ), self.MessageDuration, self.ClearScreen )
end end
end end
self.CoalitionSide = CoalitionSide
return self return self
end end
--- Sends a MESSAGE to a Coalition if the given Condition is true. --- Sends a MESSAGE to a Coalition if the given Condition is true.
-- @param #MESSAGE self -- @param #MESSAGE self
-- @param CoalitionSide needs to be filled out by the defined structure of the standard scripting engine @{coalition.side}. -- @param CoalitionSide needs to be filled out by the defined structure of the standard scripting engine @{#DCS.coalition.side}.
-- @param #boolean Condition Sends the message only if the condition is true. -- @param #boolean Condition Sends the message only if the condition is true.
-- @return #MESSAGE self -- @return #MESSAGE self
function MESSAGE:ToCoalitionIf( CoalitionSide, Condition ) function MESSAGE:ToCoalitionIf( CoalitionSide, Condition )
@@ -384,11 +399,11 @@ end
-- @usage -- @usage
-- --
-- -- Send a message created to all players. -- -- Send a message created to all players.
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ):ToAll() -- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25 ):ToAll()
-- or -- or
-- MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ):ToAll() -- MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25 ):ToAll()
-- or -- or
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ) -- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25 )
-- MessageAll:ToAll() -- MessageAll:ToAll()
-- --
function MESSAGE:ToAll( Settings ) function MESSAGE:ToAll( Settings )
@@ -410,6 +425,7 @@ end
--- Sends a MESSAGE to all players if the given Condition is true. --- Sends a MESSAGE to all players if the given Condition is true.
-- @param #MESSAGE self -- @param #MESSAGE self
-- @param #boolean Condition
-- @return #MESSAGE -- @return #MESSAGE
function MESSAGE:ToAllIf( Condition ) function MESSAGE:ToAllIf( Condition )
@@ -419,3 +435,190 @@ function MESSAGE:ToAllIf( Condition )
return self return self
end end
--- Sends a MESSAGE to DCS log file.
-- @param #MESSAGE self
-- @return #MESSAGE self
function MESSAGE:ToLog()
env.info(self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ))
return self
end
--- Sends a MESSAGE to DCS log file if the given Condition is true.
-- @param #MESSAGE self
-- @return #MESSAGE self
function MESSAGE:ToLogIf( Condition )
if Condition and Condition == true then
env.info(self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ))
end
return self
end
_MESSAGESRS = {}
--- Set up MESSAGE generally to allow Text-To-Speech via SRS and TTS functions. `SetMSRS()` will try to use as many attributes configured with @{Sound.SRS#MSRS.LoadConfigFile}() as possible.
-- @param #string PathToSRS (optional) Path to SRS Folder, defaults to "C:\\\\Program Files\\\\DCS-SimpleRadio-Standalone" or your configuration file setting.
-- @param #number Port Port (optional) number of SRS, defaults to 5002 or your configuration file setting.
-- @param #string PathToCredentials (optional) Path to credentials file for Google.
-- @param #number Frequency Frequency in MHz. Can also be given as a #table of frequencies.
-- @param #number Modulation Modulation, i.e. radio.modulation.AM or radio.modulation.FM. Can also be given as a #table of modulations.
-- @param #string Gender (optional) Gender, i.e. "male" or "female", defaults to "female" or your configuration file setting.
-- @param #string Culture (optional) Culture, e.g. "en-US", defaults to "en-GB" or your configuration file setting.
-- @param #string Voice (optional) Voice. Will override gender and culture settings, e.g. MSRS.Voices.Microsoft.Hazel or MSRS.Voices.Google.Standard.de_DE_Standard_D. Hint on Microsoft voices - working voices are limited to Hedda, Hazel, David, Zira and Hortense. **Must** be installed on your Desktop or Server!
-- @param #number Coalition (optional) Coalition, can be coalition.side.RED, coalition.side.BLUE or coalition.side.NEUTRAL. Defaults to coalition.side.NEUTRAL.
-- @param #number Volume (optional) Volume, can be between 0.0 and 1.0 (loudest).
-- @param #string Label (optional) Label, defaults to "MESSAGE" or the Message Category set.
-- @param Core.Point#COORDINATE Coordinate (optional) Coordinate this messages originates from.
-- @usage
-- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.BLUE)
-- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRS()
--
function MESSAGE.SetMSRS(PathToSRS,Port,PathToCredentials,Frequency,Modulation,Gender,Culture,Voice,Coalition,Volume,Label,Coordinate)
_MESSAGESRS.PathToSRS = PathToSRS or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone"
_MESSAGESRS.frequency = Frequency or MSRS.frequencies or 243
_MESSAGESRS.modulation = Modulation or MSRS.modulations or radio.modulation.AM
_MESSAGESRS.MSRS = MSRS:New(_MESSAGESRS.PathToSRS,_MESSAGESRS.frequency, _MESSAGESRS.modulation)
_MESSAGESRS.coalition = Coalition or MSRS.coalition or coalition.side.NEUTRAL
_MESSAGESRS.MSRS:SetCoalition(_MESSAGESRS.coalition)
_MESSAGESRS.coordinate = Coordinate
if Coordinate then
_MESSAGESRS.MSRS:SetCoordinate(Coordinate)
end
_MESSAGESRS.Culture = Culture or MSRS.culture or "en-GB"
_MESSAGESRS.MSRS:SetCulture(Culture)
_MESSAGESRS.Gender = Gender or MSRS.gender or "female"
_MESSAGESRS.MSRS:SetGender(Gender)
if PathToCredentials then
_MESSAGESRS.MSRS:SetProviderOptionsGoogle(PathToCredentials)
_MESSAGESRS.MSRS:SetProvider(MSRS.Provider.GOOGLE)
end
_MESSAGESRS.label = Label or MSRS.Label or "MESSAGE"
_MESSAGESRS.MSRS:SetLabel(Label or "MESSAGE")
_MESSAGESRS.port = Port or MSRS.port or 5002
_MESSAGESRS.MSRS:SetPort(Port or 5002)
_MESSAGESRS.volume = Volume or MSRS.volume or 1
_MESSAGESRS.MSRS:SetVolume(_MESSAGESRS.volume)
if Voice then _MESSAGESRS.MSRS:SetVoice(Voice) end
_MESSAGESRS.voice = Voice or MSRS.voice --or MSRS.Voices.Microsoft.Hedda
_MESSAGESRS.SRSQ = MSRSQUEUE:New(_MESSAGESRS.label)
end
--- Sends a message via SRS. `ToSRS()` will try to use as many attributes configured with @{Core.Message#MESSAGE.SetMSRS}() and @{Sound.SRS#MSRS.LoadConfigFile}() as possible.
-- @param #MESSAGE self
-- @param #number frequency (optional) Frequency in MHz. Can also be given as a #table of frequencies. Only needed if you want to override defaults set with `MESSAGE.SetMSRS()` for this one setting.
-- @param #number modulation (optional) Modulation, i.e. radio.modulation.AM or radio.modulation.FM. Can also be given as a #table of modulations. Only needed if you want to override defaults set with `MESSAGE.SetMSRS()` for this one setting.
-- @param #string gender (optional) Gender, i.e. "male" or "female". Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #string culture (optional) Culture, e.g. "en-US". Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #string voice (optional) Voice. Will override gender and culture settings. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #number coalition (optional) Coalition, can be coalition.side.RED, coalition.side.BLUE or coalition.side.NEUTRAL. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #number volume (optional) Volume, can be between 0.0 and 1.0 (loudest). Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param Core.Point#COORDINATE coordinate (optional) Coordinate this messages originates from. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @return #MESSAGE self
-- @usage
-- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.BLUE)
-- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRS()
--
function MESSAGE:ToSRS(frequency,modulation,gender,culture,voice,coalition,volume,coordinate)
local tgender = gender or _MESSAGESRS.Gender
if _MESSAGESRS.SRSQ then
if voice then
_MESSAGESRS.MSRS:SetVoice(voice or _MESSAGESRS.voice)
end
if coordinate then
_MESSAGESRS.MSRS:SetCoordinate(coordinate)
end
local category = string.gsub(self.MessageCategory,":","")
_MESSAGESRS.SRSQ:NewTransmission(self.MessageText,nil,_MESSAGESRS.MSRS,0.5,1,nil,nil,nil,frequency or _MESSAGESRS.frequency,modulation or _MESSAGESRS.modulation, gender or _MESSAGESRS.Gender,culture or _MESSAGESRS.Culture,nil,volume or _MESSAGESRS.volume,category,coordinate or _MESSAGESRS.coordinate)
end
return self
end
--- Sends a message via SRS on the blue coalition side.
-- @param #MESSAGE self
-- @param #number frequency (optional) Frequency in MHz. Can also be given as a #table of frequencies. Only needed if you want to override defaults set with `MESSAGE.SetMSRS()` for this one setting.
-- @param #number modulation (optional) Modulation, i.e. radio.modulation.AM or radio.modulation.FM. Can also be given as a #table of modulations. Only needed if you want to override defaults set with `MESSAGE.SetMSRS()` for this one setting.
-- @param #string gender (optional) Gender, i.e. "male" or "female". Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #string culture (optional) Culture, e.g. "en-US. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #string voice (optional) Voice. Will override gender and culture settings. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #number volume (optional) Volume, can be between 0.0 and 1.0 (loudest). Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param Core.Point#COORDINATE coordinate (optional) Coordinate this messages originates from. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @return #MESSAGE self
-- @usage
-- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.BLUE)
-- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRSBlue()
--
function MESSAGE:ToSRSBlue(frequency,modulation,gender,culture,voice,volume,coordinate)
self:ToSRS(frequency,modulation,gender,culture,voice,coalition.side.BLUE,volume,coordinate)
return self
end
--- Sends a message via SRS on the red coalition side.
-- @param #MESSAGE self
-- @param #number frequency (optional) Frequency in MHz. Can also be given as a #table of frequencies. Only needed if you want to override defaults set with `MESSAGE.SetMSRS()` for this one setting.
-- @param #number modulation (optional) Modulation, i.e. radio.modulation.AM or radio.modulation.FM. Can also be given as a #table of modulations. Only needed if you want to override defaults set with `MESSAGE.SetMSRS()` for this one setting.
-- @param #string gender (optional) Gender, i.e. "male" or "female". Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #string culture (optional) Culture, e.g. "en-US. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #string voice (optional) Voice. Will override gender and culture settings. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #number volume (optional) Volume, can be between 0.0 and 1.0 (loudest). Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param Core.Point#COORDINATE coordinate (optional) Coordinate this messages originates from. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @return #MESSAGE self
-- @usage
-- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.RED)
-- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRSRed()
--
function MESSAGE:ToSRSRed(frequency,modulation,gender,culture,voice,volume,coordinate)
self:ToSRS(frequency,modulation,gender,culture,voice,coalition.side.RED,volume,coordinate)
return self
end
--- Sends a message via SRS to all - via the neutral coalition side.
-- @param #MESSAGE self
-- @param #number frequency (optional) Frequency in MHz. Can also be given as a #table of frequencies. Only needed if you want to override defaults set with `MESSAGE.SetMSRS()` for this one setting.
-- @param #number modulation (optional) Modulation, i.e. radio.modulation.AM or radio.modulation.FM. Can also be given as a #table of modulations. Only needed if you want to override defaults set with `MESSAGE.SetMSRS()` for this one setting.
-- @param #string gender (optional) Gender, i.e. "male" or "female". Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #string culture (optional) Culture, e.g. "en-US. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #string voice (optional) Voice. Will override gender and culture settings. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #number volume (optional) Volume, can be between 0.0 and 1.0 (loudest). Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param Core.Point#COORDINATE coordinate (optional) Coordinate this messages originates from. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @return #MESSAGE self
-- @usage
-- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.NEUTRAL)
-- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRSAll()
--
function MESSAGE:ToSRSAll(frequency,modulation,gender,culture,voice,volume,coordinate)
self:ToSRS(frequency,modulation,gender,culture,voice,coalition.side.NEUTRAL,volume,coordinate)
return self
end

View File

@@ -0,0 +1,370 @@
--- **Core** - Path from A to B.
--
-- **Main Features:**
--
-- * Path from A to B
-- * Arbitrary number of points
-- * Automatically from lines drawtool
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Core.Pathline
-- @image CORE_Pathline.png
--- PATHLINE class.
-- @type PATHLINE
-- @field #string ClassName Name of the class.
-- @field #string lid Class id string for output to DCS log file.
-- @field #string name Name of the path line.
-- @field #table points List of 3D points defining the path.
-- @extends Core.Base#BASE
--- *The shortest distance between two points is a straight line.* -- Archimedes
--
-- ===
--
-- # The PATHLINE Concept
--
-- List of points defining a path from A to B. The pathline can consist of multiple points. Each point holds the information of its position, the surface type, the land height
-- and the water depth (if over sea).
--
-- Line drawings created in the mission editor are automatically registered as pathlines and stored in the MOOSE database.
-- They can be accessed with the @{#PATHLINE.FindByName) function.
--
-- # Constructor
--
-- The @{PATHLINE.New) function creates a new PATHLINE object. This does not hold any points. Points can be added with the @{#PATHLINE.AddPointFromVec2} and @{#PATHLINE.AddPointFromVec3}
--
-- For a given table of 2D or 3D positions, a new PATHLINE object can be created with the @{#PATHLINE.NewFromVec2Array} or @{#PATHLINE.NewFromVec3Array}, respectively.
--
-- # Line Drawings
--
-- The most convenient way to create a pathline is the draw panel feature in the DCS mission editor. You can select "Line" and then "Segments", "Segment" or "Free" to draw your lines.
-- These line drawings are then automatically added to the MOOSE database as PATHLINE objects and can be retrieved with the @{#PATHLINE.FindByName) function, where the name is the one
-- you specify in the draw panel.
--
-- # Mark on F10 map
--
-- The ponints of the PATHLINE can be marked on the F10 map with the @{#PATHLINE.MarkPoints}(`true`) function. The mark points contain information of the surface type, land height and
-- water depth.
--
-- To remove the marks, use @{#PATHLINE.MarkPoints}(`false`).
--
-- @field #PATHLINE
PATHLINE = {
ClassName = "PATHLINE",
lid = nil,
points = {},
}
--- Point of line.
-- @type PATHLINE.Point
-- @field DCS#Vec3 vec3 3D position.
-- @field DCS#Vec2 vec2 2D position.
-- @field #number surfaceType Surface type.
-- @field #number landHeight Land height in meters.
-- @field #number depth Water depth in meters.
-- @field #number markerID Marker ID.
--- PATHLINE class version.
-- @field #string version
PATHLINE.version="0.1.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot...
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new PATHLINE object. Points need to be added later.
-- @param #PATHLINE self
-- @param #string Name Name of the path.
-- @return #PATHLINE self
function PATHLINE:New(Name)
-- Inherit everything from INTEL class.
local self=BASE:Inherit(self, BASE:New()) --#PATHLINE
self.name=Name or "Unknown Path"
self.lid=string.format("PATHLINE %s | ", Name)
return self
end
--- Create a new PATHLINE object from a given list of 2D points.
-- @param #PATHLINE self
-- @param #string Name Name of the pathline.
-- @param #table Vec2Array List of DCS#Vec2 points.
-- @return #PATHLINE self
function PATHLINE:NewFromVec2Array(Name, Vec2Array)
local self=PATHLINE:New(Name)
for i=1,#Vec2Array do
self:AddPointFromVec2(Vec2Array[i])
end
return self
end
--- Create a new PATHLINE object from a given list of 3D points.
-- @param #PATHLINE self
-- @param #string Name Name of the pathline.
-- @param #table Vec3Array List of DCS#Vec3 points.
-- @return #PATHLINE self
function PATHLINE:NewFromVec3Array(Name, Vec3Array)
local self=PATHLINE:New(Name)
for i=1,#Vec3Array do
self:AddPointFromVec3(Vec3Array[i])
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Find a pathline in the database.
-- @param #PATHLINE self
-- @param #string Name The name of the pathline.
-- @return #PATHLINE self
function PATHLINE:FindByName(Name)
local pathline = _DATABASE:FindPathline(Name)
return pathline
end
--- Add a point to the path from a given 2D position. The third dimension is determined from the land height.
-- @param #PATHLINE self
-- @param DCS#Vec2 Vec2 The 2D vector (x,y) to add.
-- @return #PATHLINE self
function PATHLINE:AddPointFromVec2(Vec2)
if Vec2 then
local point=self:_CreatePoint(Vec2)
table.insert(self.points, point)
end
return self
end
--- Add a point to the path from a given 3D position.
-- @param #PATHLINE self
-- @param DCS#Vec3 Vec3 The 3D vector (x,y) to add.
-- @return #PATHLINE self
function PATHLINE:AddPointFromVec3(Vec3)
if Vec3 then
local point=self:_CreatePoint(Vec3)
table.insert(self.points, point)
end
return self
end
--- Get name of pathline.
-- @param #PATHLINE self
-- @return #string Name of the pathline.
function PATHLINE:GetName()
return self.name
end
--- Get number of points.
-- @param #PATHLINE self
-- @return #number Number of points.
function PATHLINE:GetNumberOfPoints()
local N=#self.points
return N
end
--- Get points of pathline. Not that points are tables, that contain more information as just the 2D or 3D position but also the surface type etc.
-- @param #PATHLINE self
-- @return #list <#PATHLINE.Point> List of points.
function PATHLINE:GetPoints()
return self.points
end
--- Get 3D points of pathline.
-- @param #PATHLINE self
-- @return <DCS#Vec3> List of DCS#Vec3 points.
function PATHLINE:GetPoints3D()
local vecs={}
for _,_point in pairs(self.points) do
local point=_point --#PATHLINE.Point
table.insert(vecs, point.vec3)
end
return vecs
end
--- Get 2D points of pathline.
-- @param #PATHLINE self
-- @return <DCS#Vec2> List of DCS#Vec2 points.
function PATHLINE:GetPoints2D()
local vecs={}
for _,_point in pairs(self.points) do
local point=_point --#PATHLINE.Point
table.insert(vecs, point.vec2)
end
return vecs
end
--- Get COORDINATES of pathline. Note that COORDINATE objects are created when calling this function. That does involve deep copy calls and can have an impact on performance if done too often.
-- @param #PATHLINE self
-- @return <Core.Point#COORDINATE> List of COORDINATES points.
function PATHLINE:GetCoordinats()
local vecs={}
for _,_point in pairs(self.points) do
local point=_point --#PATHLINE.Point
local coord=COORDINATE:NewFromVec3(point.vec3)
end
return vecs
end
--- Get the n-th point of the pathline.
-- @param #PATHLINE self
-- @param #number n The index of the point. Default is the first point.
-- @return #PATHLINE.Point Point.
function PATHLINE:GetPointFromIndex(n)
local N=self:GetNumberOfPoints()
n=n or 1
local point=nil --#PATHLINE.Point
if n>=1 and n<=N then
point=self.point[n]
else
self:E(self.lid..string.format("ERROR: No point in pathline for N=%s", tostring(n)))
end
return point
end
--- Get the 3D position of the n-th point.
-- @param #PATHLINE self
-- @param #number n The n-th point.
-- @return DCS#VEC3 Position in 3D.
function PATHLINE:GetPoint3DFromIndex(n)
local point=self:GetPointFromIndex(n)
if point then
return point.vec3
end
return nil
end
--- Get the 2D position of the n-th point.
-- @param #PATHLINE self
-- @param #number n The n-th point.
-- @return DCS#VEC2 Position in 3D.
function PATHLINE:GetPoint2DFromIndex(n)
local point=self:GetPointFromIndex(n)
if point then
return point.vec2
end
return nil
end
--- Mark points on F10 map.
-- @param #PATHLINE self
-- @param #boolean Switch If `true` or nil, set marks. If `false`, remove marks.
-- @return <DCS#Vec3> List of DCS#Vec3 points.
function PATHLINE:MarkPoints(Switch)
for i,_point in pairs(self.points) do
local point=_point --#PATHLINE.Point
if Switch==false then
if point.markerID then
UTILS.RemoveMark(point.markerID, Delay)
end
else
if point.markerID then
UTILS.RemoveMark(point.markerID)
end
point.markerID=UTILS.GetMarkID()
local text=string.format("Pathline %s: Point #%d\nSurface Type=%d\nHeight=%.1f m\nDepth=%.1f m", self.name, i, point.surfaceType, point.landHeight, point.depth)
trigger.action.markToAll(point.markerID, text, point.vec3, "")
end
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Private functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get 3D points of pathline.
-- @param #PATHLINE self
-- @param DCS#Vec3 Vec Position vector. Can also be a DCS#Vec2 in which case the altitude at landheight is taken.
-- @return #PATHLINE.Point
function PATHLINE:_CreatePoint(Vec)
local point={} --#PATHLINE.Point
if Vec.z then
-- Given vec is 3D
point.vec3=UTILS.DeepCopy(Vec)
point.vec2={x=Vec.x, y=Vec.z}
else
-- Given vec is 2D
point.vec2=UTILS.DeepCopy(Vec)
point.vec3={x=Vec.x, y=land.getHeight(Vec), z=Vec.y}
end
-- Get surface type.
point.surfaceType=land.getSurfaceType(point.vec2)
-- Get land height and depth.
point.landHeight, point.depth=land.getSurfaceHeightWithSeabed(point.vec2)
point.markerID=nil
return point
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

View File

@@ -8,22 +8,6 @@
-- --
-- === -- ===
-- --
-- # Demo Missions
--
-- ### [POINT_VEC Demo Missions source code]()
--
-- ### [POINT_VEC Demo Missions, only for beta testers]()
--
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
--
-- ===
--
-- # YouTube Channel
--
-- ### [POINT_VEC YouTube Channel]()
--
-- ===
--
-- ### Authors: -- ### Authors:
-- --
-- * FlightControl (Design & Programming) -- * FlightControl (Design & Programming)
@@ -40,8 +24,9 @@
do -- COORDINATE do -- COORDINATE
--- @type COORDINATE ---
-- @type COORDINATE
-- @field #string ClassName Name of the class -- @field #string ClassName Name of the class
-- @field #number x Component of the 3D vector. -- @field #number x Component of the 3D vector.
-- @field #number y Component of the 3D vector. -- @field #number y Component of the 3D vector.
@@ -138,7 +123,7 @@ do -- COORDINATE
-- --
-- Calculate if the coordinate has Line of Sight (LOS) with the other given coordinate. -- Calculate if the coordinate has Line of Sight (LOS) with the other given coordinate.
-- Mountains, trees and other objects can be positioned between the two 3D points, preventing visibilty in a straight continuous line. -- Mountains, trees and other objects can be positioned between the two 3D points, preventing visibilty in a straight continuous line.
-- The method @{#COORDINATE.IsLOS}() returns if the two coodinates have LOS. -- The method @{#COORDINATE.IsLOS}() returns if the two coordinates have LOS.
-- --
-- ## 4.7) Check the coordinate position. -- ## 4.7) Check the coordinate position.
-- --
@@ -196,7 +181,7 @@ do -- COORDINATE
-- * @{#COORDINATE.ToStringBR}(): Generates a Bearing & Range text in the format of DDD for DI where DDD is degrees and DI is distance. -- * @{#COORDINATE.ToStringBR}(): Generates a Bearing & Range text in the format of DDD for DI where DDD is degrees and DI is distance.
-- * @{#COORDINATE.ToStringBRA}(): Generates a Bearing, Range & Altitude text. -- * @{#COORDINATE.ToStringBRA}(): Generates a Bearing, Range & Altitude text.
-- * @{#COORDINATE.ToStringBRAANATO}(): Generates a Generates a Bearing, Range, Aspect & Altitude text in NATOPS. -- * @{#COORDINATE.ToStringBRAANATO}(): Generates a Generates a Bearing, Range, Aspect & Altitude text in NATOPS.
-- * @{#COORDINATE.ToStringLL}(): Generates a Latutide & Longitude text. -- * @{#COORDINATE.ToStringLL}(): Generates a Latitude & Longitude text.
-- * @{#COORDINATE.ToStringLLDMS}(): Generates a Lat, Lon, Degree, Minute, Second text. -- * @{#COORDINATE.ToStringLLDMS}(): Generates a Lat, Lon, Degree, Minute, Second text.
-- * @{#COORDINATE.ToStringLLDDM}(): Generates a Lat, Lon, Degree, decimal Minute text. -- * @{#COORDINATE.ToStringLLDDM}(): Generates a Lat, Lon, Degree, decimal Minute text.
-- * @{#COORDINATE.ToStringMGRS}(): Generates a MGRS grid coordinate text. -- * @{#COORDINATE.ToStringMGRS}(): Generates a MGRS grid coordinate text.
@@ -406,6 +391,42 @@ do -- COORDINATE
return self return self
end end
--- Returns the magnetic declination at the given coordinate.
-- NOTE that this needs `require` to be available so you need to desanitize the `MissionScripting.lua` file in your DCS/Scrips folder.
-- If `require` is not available, a constant value for the whole map.
-- @param #COORDINATE self
-- @param #number Month (Optional) The month at which the declination is calculated. Default is the mission month.
-- @param #number Year (Optional) The year at which the declination is calculated. Default is the mission year.
-- @return #number Magnetic declination in degrees.
function COORDINATE:GetMagneticDeclination(Month, Year)
local decl=UTILS.GetMagneticDeclination()
if require then
local magvar = require('magvar')
if magvar then
local date, year, month, day=UTILS.GetDCSMissionDate()
magvar.init(Month or month, Year or year)
local lat, lon=self:GetLLDDM()
decl=magvar.get_mag_decl(lat, lon)
if decl then
decl=math.deg(decl)
end
end
else
self:T("The require package is not available. Using constant value for magnetic declination")
end
return decl
end
--- Returns the coordinate from the latitude and longitude given in decimal degrees. --- Returns the coordinate from the latitude and longitude given in decimal degrees.
-- @param #COORDINATE self -- @param #COORDINATE self
@@ -508,7 +529,7 @@ do -- COORDINATE
if ZoneObject then if ZoneObject then
-- Get category of scanned object. -- Get category of scanned object.
local ObjectCategory = ZoneObject:getCategory() local ObjectCategory = Object.getCategory(ZoneObject)
-- Check for unit or static objects -- Check for unit or static objects
if ObjectCategory==Object.Category.UNIT and ZoneObject:isExist() then if ObjectCategory==Object.Category.UNIT and ZoneObject:isExist() then
@@ -567,6 +588,46 @@ do -- COORDINATE
return set return set
end end
--- Scan/find STATICS within a certain radius around the coordinate using the world.searchObjects() DCS API function.
-- @param #COORDINATE self
-- @param #number radius (Optional) Scan radius in meters. Default 100 m.
-- @return Core.Set#SET_UNIT Set of units.
function COORDINATE:ScanStatics(radius)
local _,_,_,_,statics=self:ScanObjects(radius, false, true, false)
local set=SET_STATIC:New()
for _,stat in pairs(statics) do
set:AddStatic(STATIC:Find(stat))
end
return set
end
--- Find the closest static to the COORDINATE within a certain radius.
-- @param #COORDINATE self
-- @param #number radius Scan radius in meters. Default 100 m.
-- @return Wrapper.Static#STATIC The closest static or #nil if no unit is inside the given radius.
function COORDINATE:FindClosestStatic(radius)
local units=self:ScanStatics(radius)
local umin=nil --Wrapper.Unit#UNIT
local dmin=math.huge
for _,_unit in pairs(units.Set) do
local unit=_unit --Wrapper.Static#STATIC
local coordinate=unit:GetCoordinate()
local d=self:Get2DDistance(coordinate)
if d<dmin then
dmin=d
umin=unit
end
end
return umin
end
--- Find the closest unit to the COORDINATE within a certain radius. --- Find the closest unit to the COORDINATE within a certain radius.
-- @param #COORDINATE self -- @param #COORDINATE self
@@ -594,7 +655,7 @@ do -- COORDINATE
--- Scan/find SCENERY objects within a certain radius around the coordinate using the world.searchObjects() DCS API function. --- Scan/find SCENERY objects within a certain radius around the coordinate using the world.searchObjects() DCS API function.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #number radius (Optional) Scan radius in meters. Default 100 m. -- @param #number radius (Optional) Scan radius in meters. Default 100 m.
-- @return table Set of scenery objects. -- @return table Table of SCENERY objects.
function COORDINATE:ScanScenery(radius) function COORDINATE:ScanScenery(radius)
local _,_,_,_,_,scenerys=self:ScanObjects(radius, false, false, true) local _,_,_,_,_,scenerys=self:ScanObjects(radius, false, false, true)
@@ -654,7 +715,7 @@ do -- COORDINATE
-- @param DCS#Distance Distance The Distance to be added in meters. -- @param DCS#Distance Distance The Distance to be added in meters.
-- @param DCS#Angle Angle The Angle in degrees. Defaults to 0 if not specified (nil). -- @param DCS#Angle Angle The Angle in degrees. Defaults to 0 if not specified (nil).
-- @param #boolean Keepalt If true, keep altitude of original coordinate. Default is that the new coordinate is created at the translated land height. -- @param #boolean Keepalt If true, keep altitude of original coordinate. Default is that the new coordinate is created at the translated land height.
-- @param #boolean Overwrite If true, overwrite the original COORDINATE with the translated one. Otherwise, create a new COODINATE. -- @param #boolean Overwrite If true, overwrite the original COORDINATE with the translated one. Otherwise, create a new COORDINATE.
-- @return #COORDINATE The new calculated COORDINATE. -- @return #COORDINATE The new calculated COORDINATE.
function COORDINATE:Translate( Distance, Angle, Keepalt, Overwrite ) function COORDINATE:Translate( Distance, Angle, Keepalt, Overwrite )
@@ -844,7 +905,7 @@ do -- COORDINATE
end end
--- Return an angle in radians from the COORDINATE using a direction vector in Vec3 format. --- Return an angle in radians from the COORDINATE using a **direction vector in Vec3 format**.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param DCS#Vec3 DirectionVec3 The direction vector in Vec3 format. -- @param DCS#Vec3 DirectionVec3 The direction vector in Vec3 format.
-- @return #number DirectionRadians The angle in radians. -- @return #number DirectionRadians The angle in radians.
@@ -857,10 +918,12 @@ do -- COORDINATE
return DirectionRadians return DirectionRadians
end end
--- Return an angle in degrees from the COORDINATE using a direction vector in Vec3 format. --- Return an angle in degrees from the COORDINATE using a **direction vector in Vec3 format**.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param DCS#Vec3 DirectionVec3 The direction vector in Vec3 format. -- @param DCS#Vec3 DirectionVec3 The direction vector in Vec3 format.
-- @return #number DirectionRadians The angle in degrees. -- @return #number DirectionRadians The angle in degrees.
-- @usage
-- local directionAngle = currentCoordinate:GetAngleDegrees(currentCoordinate:GetDirectionVec3(sourceCoordinate:GetVec3()))
function COORDINATE:GetAngleDegrees( DirectionVec3 ) function COORDINATE:GetAngleDegrees( DirectionVec3 )
local AngleRadians = self:GetAngleRadians( DirectionVec3 ) local AngleRadians = self:GetAngleRadians( DirectionVec3 )
local Angle = UTILS.ToDegree( AngleRadians ) local Angle = UTILS.ToDegree( AngleRadians )
@@ -923,7 +986,7 @@ do -- COORDINATE
return T-273.15 return T-273.15
end end
--- Returns a text of the temperature according the measurement system @{Settings}. --- Returns a text of the temperature according the measurement system @{Core.Settings}.
-- The text will reflect the temperature like this: -- The text will reflect the temperature like this:
-- --
-- - For Russian and European aircraft using the metric system - Degrees Celcius (°C) -- - For Russian and European aircraft using the metric system - Degrees Celcius (°C)
@@ -936,7 +999,7 @@ do -- COORDINATE
-- --
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param height (Optional) parameter specifying the height ASL. -- @param height (Optional) parameter specifying the height ASL.
-- @return #string Temperature according the measurement system @{Settings}. -- @return #string Temperature according the measurement system @{Core.Settings}.
function COORDINATE:GetTemperatureText( height, Settings ) function COORDINATE:GetTemperatureText( height, Settings )
local DegreesCelcius = self:GetTemperature( height ) local DegreesCelcius = self:GetTemperature( height )
@@ -969,7 +1032,7 @@ do -- COORDINATE
return P/100 return P/100
end end
--- Returns a text of the pressure according the measurement system @{Settings}. --- Returns a text of the pressure according the measurement system @{Core.Settings}.
-- The text will contain always the pressure in hPa and: -- The text will contain always the pressure in hPa and:
-- --
-- - For Russian and European aircraft using the metric system - hPa and mmHg -- - For Russian and European aircraft using the metric system - hPa and mmHg
@@ -982,7 +1045,7 @@ do -- COORDINATE
-- --
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param height (Optional) parameter specifying the height ASL. E.g. set height=0 for QNH. -- @param height (Optional) parameter specifying the height ASL. E.g. set height=0 for QNH.
-- @return #string Pressure in hPa and mmHg or inHg depending on the measurement system @{Settings}. -- @return #string Pressure in hPa and mmHg or inHg depending on the measurement system @{Core.Settings}.
function COORDINATE:GetPressureText( height, Settings ) function COORDINATE:GetPressureText( height, Settings )
local Pressure_hPa = self:GetPressure( height ) local Pressure_hPa = self:GetPressure( height )
@@ -1018,28 +1081,55 @@ do -- COORDINATE
return heading return heading
end end
--- Returns the 3D wind direction vector. Note that vector points into the direction the wind in blowing to.
-- @param #COORDINATE self
-- @param #number height (Optional) parameter specifying the height ASL in meters. The minimum height will be always be the land height since the wind is zero below the ground.
-- @param #boolean turbulence (Optional) If `true`, include turbulence.
-- @return DCS#Vec3 Wind 3D vector. Components in m/s.
function COORDINATE:GetWindVec3(height, turbulence)
-- We at 0.1 meters to be sure to be above ground since wind is zero below ground level.
local landheight=self:GetLandHeight()+0.1
local point={x=self.x, y=math.max(height or self.y, landheight), z=self.z}
-- Get wind velocity vector.
local wind = nil --DCS#Vec3
if turbulence then
wind = atmosphere.getWindWithTurbulence(point)
else
wind = atmosphere.getWind(point)
end
return wind
end
--- Returns the wind direction (from) and strength. --- Returns the wind direction (from) and strength.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param height (Optional) parameter specifying the height ASL. The minimum height will be always be the land height since the wind is zero below the ground. -- @param #number height (Optional) parameter specifying the height ASL. The minimum height will be always be the land height since the wind is zero below the ground.
-- @return Direction the wind is blowing from in degrees. -- @param #boolean turbulence If `true`, include turbulence. If `false` or `nil`, wind without turbulence.
-- @return Wind strength in m/s. -- @return #number Direction the wind is blowing from in degrees.
function COORDINATE:GetWind(height) -- @return #number Wind strength in m/s.
local landheight=self:GetLandHeight()+0.1 -- we at 0.1 meters to be sure to be above ground since wind is zero below ground level. function COORDINATE:GetWind(height, turbulence)
local point={x=self.x, y=math.max(height or self.y, landheight), z=self.z}
-- get wind velocity vector -- Get wind velocity vector
local wind = atmosphere.getWind(point) local wind = self:GetWindVec3(height, turbulence)
local direction = math.deg(math.atan2(wind.z, wind.x))
if direction < 0 then -- Calculate the direction of the vector.
direction = 360 + direction local direction=UTILS.VecHdg(wind)
end
-- Convert to direction to from direction -- Invert "to" direction to "from" direction.
if direction > 180 then if direction > 180 then
direction = direction-180 direction = direction-180
else else
direction = direction+180 direction = direction+180
end end
local strength=math.sqrt((wind.x)^2+(wind.z)^2)
-- Return wind direction and strength km/h. -- Wind strength in m/s.
local strength=UTILS.VecNorm(wind) -- math.sqrt((wind.x)^2+(wind.z)^2)
-- Return wind direction and strength.
return direction, strength return direction, strength
end end
@@ -1062,7 +1152,7 @@ do -- COORDINATE
end end
--- Returns a text documenting the wind direction (from) and strength according the measurement system @{Settings}. --- Returns a text documenting the wind direction (from) and strength according the measurement system @{Core.Settings}.
-- The text will reflect the wind like this: -- The text will reflect the wind like this:
-- --
-- - For Russian and European aircraft using the metric system - Wind direction in degrees (°) and wind speed in meters per second (mps). -- - For Russian and European aircraft using the metric system - Wind direction in degrees (°) and wind speed in meters per second (mps).
@@ -1075,7 +1165,7 @@ do -- COORDINATE
-- --
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param height (Optional) parameter specifying the height ASL. The minimum height will be always be the land height since the wind is zero below the ground. -- @param height (Optional) parameter specifying the height ASL. The minimum height will be always be the land height since the wind is zero below the ground.
-- @return #string Wind direction and strength according the measurement system @{Settings}. -- @return #string Wind direction and strength according the measurement system @{Core.Settings}.
function COORDINATE:GetWindText( height, Settings ) function COORDINATE:GetWindText( height, Settings )
local Direction, Strength = self:GetWind( height ) local Direction, Strength = self:GetWind( height )
@@ -1097,12 +1187,15 @@ do -- COORDINATE
--- Return the 3D distance in meters between the target COORDINATE and the COORDINATE. --- Return the 3D distance in meters between the target COORDINATE and the COORDINATE.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #COORDINATE TargetCoordinate The target COORDINATE. -- @param #COORDINATE TargetCoordinate The target COORDINATE. Can also be a DCS#Vec3.
-- @return DCS#Distance Distance The distance in meters. -- @return DCS#Distance Distance The distance in meters.
function COORDINATE:Get3DDistance( TargetCoordinate ) function COORDINATE:Get3DDistance( TargetCoordinate )
local TargetVec3 = TargetCoordinate:GetVec3() --local TargetVec3 = TargetCoordinate:GetVec3()
local TargetVec3 = {x=TargetCoordinate.x, y=TargetCoordinate.y, z=TargetCoordinate.z}
local SourceVec3 = self:GetVec3() local SourceVec3 = self:GetVec3()
return ( ( TargetVec3.x - SourceVec3.x ) ^ 2 + ( TargetVec3.y - SourceVec3.y ) ^ 2 + ( TargetVec3.z - SourceVec3.z ) ^ 2 ) ^ 0.5 --local dist=( ( TargetVec3.x - SourceVec3.x ) ^ 2 + ( TargetVec3.y - SourceVec3.y ) ^ 2 + ( TargetVec3.z - SourceVec3.z ) ^ 2 ) ^ 0.5
local dist=UTILS.VecDist3D(TargetVec3, SourceVec3)
return dist
end end
@@ -1111,15 +1204,25 @@ do -- COORDINATE
-- @param #number AngleRadians The angle in randians. -- @param #number AngleRadians The angle in randians.
-- @param #number Precision The precision. -- @param #number Precision The precision.
-- @param Core.Settings#SETTINGS Settings -- @param Core.Settings#SETTINGS Settings
-- @param #boolean MagVar If true, include magentic degrees
-- @return #string The bearing text in degrees. -- @return #string The bearing text in degrees.
function COORDINATE:GetBearingText( AngleRadians, Precision, Settings, Language ) function COORDINATE:GetBearingText( AngleRadians, Precision, Settings, MagVar )
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
local AngleDegrees = UTILS.Round( UTILS.ToDegree( AngleRadians ), Precision ) local AngleDegrees = UTILS.Round( UTILS.ToDegree( AngleRadians ), Precision )
local s = string.format( '%03d°', AngleDegrees ) local s = string.format( '%03d°', AngleDegrees )
if MagVar then
local variation = UTILS.GetMagneticDeclination() or 0
local AngleMagnetic = AngleDegrees - variation
if AngleMagnetic < 0 then AngleMagnetic = 360-AngleMagnetic end
s = string.format( '%03d°M|%03d°', AngleMagnetic,AngleDegrees )
end
return s return s
end end
@@ -1133,21 +1236,22 @@ do -- COORDINATE
function COORDINATE:GetDistanceText( Distance, Settings, Language, Precision ) function COORDINATE:GetDistanceText( Distance, Settings, Language, Precision )
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
local Language = Language or "EN" local Language = Language or Settings.Locale or _SETTINGS.Locale or "EN"
Language = string.lower(Language)
local Precision = Precision or 0 local Precision = Precision or 0
local DistanceText local DistanceText
if Settings:IsMetric() then if Settings:IsMetric() then
if Language == "EN" then if Language == "en" then
DistanceText = " for " .. UTILS.Round( Distance / 1000, Precision ) .. " km" DistanceText = " for " .. UTILS.Round( Distance / 1000, Precision ) .. " km"
elseif Language == "RU" then elseif Language == "ru" then
DistanceText = " за " .. UTILS.Round( Distance / 1000, Precision ) .. " километров" DistanceText = " за " .. UTILS.Round( Distance / 1000, Precision ) .. " километров"
end end
else else
if Language == "EN" then if Language == "en" then
DistanceText = " for " .. UTILS.Round( UTILS.MetersToNM( Distance ), Precision ) .. " miles" DistanceText = " for " .. UTILS.Round( UTILS.MetersToNM( Distance ), Precision ) .. " miles"
elseif Language == "RU" then elseif Language == "ru" then
DistanceText = " за " .. UTILS.Round( UTILS.MetersToNM( Distance ), Precision ) .. " миль" DistanceText = " за " .. UTILS.Round( UTILS.MetersToNM( Distance ), Precision ) .. " миль"
end end
end end
@@ -1161,19 +1265,21 @@ do -- COORDINATE
function COORDINATE:GetAltitudeText( Settings, Language ) function COORDINATE:GetAltitudeText( Settings, Language )
local Altitude = self.y local Altitude = self.y
local Settings = Settings or _SETTINGS local Settings = Settings or _SETTINGS
local Language = Language or "EN" local Language = Language or Settings.Locale or _SETTINGS.Locale or "EN"
Language = string.lower(Language)
if Altitude ~= 0 then if Altitude ~= 0 then
if Settings:IsMetric() then if Settings:IsMetric() then
if Language == "EN" then if Language == "en" then
return " at " .. UTILS.Round( self.y, -3 ) .. " meters" return " at " .. UTILS.Round( self.y, -3 ) .. " meters"
elseif Language == "RU" then elseif Language == "ru" then
return " в " .. UTILS.Round( self.y, -3 ) .. " метры" return " в " .. UTILS.Round( self.y, -3 ) .. " метры"
end end
else else
if Language == "EN" then if Language == "en" then
return " at " .. UTILS.Round( UTILS.MetersToFeet( self.y ), -3 ) .. " feet" return " at " .. UTILS.Round( UTILS.MetersToFeet( self.y ), -3 ) .. " feet"
elseif Language == "RU" then elseif Language == "ru" then
return " в " .. UTILS.Round( self.y, -3 ) .. " ноги" return " в " .. UTILS.Round( self.y, -3 ) .. " ноги"
end end
end end
@@ -1220,12 +1326,14 @@ do -- COORDINATE
-- @param #number AngleRadians The angle in randians -- @param #number AngleRadians The angle in randians
-- @param #number Distance The distance -- @param #number Distance The distance
-- @param Core.Settings#SETTINGS Settings -- @param Core.Settings#SETTINGS Settings
-- @param #string Language (Optional) Language "en" or "ru"
-- @param #boolean MagVar If true, also state angle in magnetic
-- @return #string The BR Text -- @return #string The BR Text
function COORDINATE:GetBRText( AngleRadians, Distance, Settings, Language ) function COORDINATE:GetBRText( AngleRadians, Distance, Settings, Language, MagVar )
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
local BearingText = self:GetBearingText( AngleRadians, 0, Settings, Language ) local BearingText = self:GetBearingText( AngleRadians, 0, Settings, MagVar )
local DistanceText = self:GetDistanceText( Distance, Settings, Language, 0 ) local DistanceText = self:GetDistanceText( Distance, Settings, Language, 0 )
local BRText = BearingText .. DistanceText local BRText = BearingText .. DistanceText
@@ -1238,12 +1346,14 @@ do -- COORDINATE
-- @param #number AngleRadians The angle in randians -- @param #number AngleRadians The angle in randians
-- @param #number Distance The distance -- @param #number Distance The distance
-- @param Core.Settings#SETTINGS Settings -- @param Core.Settings#SETTINGS Settings
-- @param #string Language (Optional) Language "en" or "ru"
-- @param #boolean MagVar If true, also state angle in magnetic
-- @return #string The BRA Text -- @return #string The BRA Text
function COORDINATE:GetBRAText( AngleRadians, Distance, Settings, Language ) function COORDINATE:GetBRAText( AngleRadians, Distance, Settings, Language, MagVar )
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
local BearingText = self:GetBearingText( AngleRadians, 0, Settings, Language ) local BearingText = self:GetBearingText( AngleRadians, 0, Settings, MagVar )
local DistanceText = self:GetDistanceText( Distance, Settings, Language, 0 ) local DistanceText = self:GetDistanceText( Distance, Settings, Language, 0 )
local AltitudeText = self:GetAltitudeText( Settings, Language ) local AltitudeText = self:GetAltitudeText( Settings, Language )
@@ -1268,7 +1378,15 @@ do -- COORDINATE
self.y=alt self.y=alt
return self return self
end end
--- Set altitude to be at land height (i.e. on the ground!)
-- @param #COORDINATE self
function COORDINATE:SetAtLandheight()
local alt=self:GetLandHeight()
self.y=alt
return self
end
--- Build an air type route point. --- Build an air type route point.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #COORDINATE.WaypointAltType AltType The altitude type. -- @param #COORDINATE.WaypointAltType AltType The altitude type.
@@ -1519,7 +1637,7 @@ do -- COORDINATE
-- @param #number Coalition (Optional) Coalition of the airbase. -- @param #number Coalition (Optional) Coalition of the airbase.
-- @return Wrapper.Airbase#AIRBASE Closest Airbase to the given coordinate. -- @return Wrapper.Airbase#AIRBASE Closest Airbase to the given coordinate.
-- @return #number Distance to the closest airbase in meters. -- @return #number Distance to the closest airbase in meters.
function COORDINATE:GetClosestAirbase2(Category, Coalition) function COORDINATE:GetClosestAirbase(Category, Coalition)
-- Get all airbases of the map. -- Get all airbases of the map.
local airbases=AIRBASE.GetAllAirbases(Coalition) local airbases=AIRBASE.GetAllAirbases(Coalition)
@@ -1553,34 +1671,15 @@ do -- COORDINATE
return closest,distmin return closest,distmin
end end
--- Gets the nearest airbase with respect to the current coordinates. --- [kept for downwards compatibility only] Gets the nearest airbase with respect to the current coordinates.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #number Category (Optional) Category of the airbase. Enumerator of @{Wrapper.Airbase#AIRBASE.Category}. -- @param #number Category (Optional) Category of the airbase. Enumerator of @{Wrapper.Airbase#AIRBASE.Category}.
-- @param #number Coalition (Optional) Coalition of the airbase. -- @param #number Coalition (Optional) Coalition of the airbase.
-- @return Wrapper.Airbase#AIRBASE Closest Airbase to the given coordinate. -- @return Wrapper.Airbase#AIRBASE Closest Airbase to the given coordinate.
-- @return #number Distance to the closest airbase in meters. -- @return #number Distance to the closest airbase in meters.
function COORDINATE:GetClosestAirbase(Category, Coalition) function COORDINATE:GetClosestAirbase2(Category, Coalition)
local closest, distmin = self:GetClosestAirbase(Category, Coalition)
local a=self:GetVec3() return closest, distmin
local distmin=math.huge
local airbase=nil
for DCSairbaseID, DCSairbase in pairs(world.getAirbases(Coalition)) do
local b=DCSairbase:getPoint()
local c=UTILS.VecSubstract(a,b)
local dist=UTILS.VecNorm(c)
--env.info(string.format("Airbase %s dist=%d category=%d", DCSairbase:getName(), dist, DCSairbase:getCategory()))
if dist<distmin and (Category==nil or Category==DCSairbase:getDesc().category) then
distmin=dist
airbase=DCSairbase
end
end
return AIRBASE:Find(airbase)
end end
--- Gets the nearest parking spot. --- Gets the nearest parking spot.
@@ -1913,7 +2012,6 @@ do -- COORDINATE
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #string name (Optional) Name of the fire to stop it, if not using the same COORDINATE object. -- @param #string name (Optional) Name of the fire to stop it, if not using the same COORDINATE object.
function COORDINATE:StopBigSmokeAndFire( name ) function COORDINATE:StopBigSmokeAndFire( name )
self:F2( { name = name } )
name = name or self.firename name = name or self.firename
trigger.action.effectSmokeStop( name ) trigger.action.effectSmokeStop( name )
end end
@@ -2278,7 +2376,6 @@ do -- COORDINATE
end end
--- Creates a free form shape on the F10 map. The first point is the current COORDINATE. The remaining points need to be specified. --- Creates a free form shape on the F10 map. The first point is the current COORDINATE. The remaining points need to be specified.
-- **NOTE**: A free form polygon must have **at least three points** in total and currently only **up to 15 points** in total are supported.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #table Coordinates Table of coordinates of the remaining points of the shape. -- @param #table Coordinates Table of coordinates of the remaining points of the shape.
-- @param #number Coalition Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All. -- @param #number Coalition Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All.
@@ -2352,9 +2449,33 @@ do -- COORDINATE
vecs[11], vecs[12], vecs[13], vecs[14], vecs[15], vecs[11], vecs[12], vecs[13], vecs[14], vecs[15],
Color, FillColor, LineType, ReadOnly, Text or "") Color, FillColor, LineType, ReadOnly, Text or "")
else else
self:E("ERROR: Currently a free form polygon can only have 15 points in total!")
-- Unfortunately, unpack(vecs) does not work! So no idea how to generalize this :( -- Unfortunately, unpack(vecs) does not work! So no idea how to generalize this :(
trigger.action.markupToAll(7, Coalition, MarkID, unpack(vecs), Color, FillColor, LineType, ReadOnly, Text or "") --trigger.action.markupToAll(7, Coalition, MarkID, unpack(vecs), Color, FillColor, LineType, ReadOnly, Text or "")
-- Write command as string and execute that. Idea by Grimes https://forum.dcs.world/topic/324201-mark-to-all-function/#comment-5273793
local s=string.format("trigger.action.markupToAll(7, %d, %d,", Coalition, MarkID)
for _,vec in pairs(vecs) do
--s=s..string.format("%s,", UTILS._OneLineSerialize(vec))
s=s..string.format("{x=%.1f, y=%.1f, z=%.1f},", vec.x, vec.y, vec.z)
end
s=s..string.format("{%.3f, %.3f, %.3f, %.3f},", Color[1], Color[2], Color[3], Color[4])
s=s..string.format("{%.3f, %.3f, %.3f, %.3f},", FillColor[1], FillColor[2], FillColor[3], FillColor[4])
s=s..string.format("%d,", LineType or 1)
s=s..string.format("%s", tostring(ReadOnly))
if Text and type(Text)=="string" and string.len(Text)>0 then
s=s..string.format(", \"%s\"", tostring(Text))
end
s=s..")"
-- Execute string command
local success=UTILS.DoString(s)
if not success then
self:E("ERROR: Could not draw polygon")
env.info(s)
end
end end
return MarkID return MarkID
@@ -2434,7 +2555,7 @@ do -- COORDINATE
Offset=Offset or 2 Offset=Offset or 2
-- Measurement of visibility should not be from the ground, so Adding a hypotethical 2 meters to each Coordinate. -- Measurement of visibility should not be from the ground, so Adding a hypothetical 2 meters to each Coordinate.
local FromVec3 = self:GetVec3() local FromVec3 = self:GetVec3()
FromVec3.y = FromVec3.y + Offset FromVec3.y = FromVec3.y + Offset
@@ -2774,25 +2895,27 @@ do -- COORDINATE
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #COORDINATE FromCoordinate The coordinate to measure the distance and the bearing from. -- @param #COORDINATE FromCoordinate The coordinate to measure the distance and the bearing from.
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object. -- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
-- @param #boolean MagVar If true, also get angle in MagVar for BR/BRA
-- @return #string The BR text. -- @return #string The BR text.
function COORDINATE:ToStringBR( FromCoordinate, Settings ) function COORDINATE:ToStringBR( FromCoordinate, Settings, MagVar )
local DirectionVec3 = FromCoordinate:GetDirectionVec3( self ) local DirectionVec3 = FromCoordinate:GetDirectionVec3( self )
local AngleRadians = self:GetAngleRadians( DirectionVec3 ) local AngleRadians = self:GetAngleRadians( DirectionVec3 )
local Distance = self:Get2DDistance( FromCoordinate ) local Distance = self:Get2DDistance( FromCoordinate )
return "BR, " .. self:GetBRText( AngleRadians, Distance, Settings ) return "BR, " .. self:GetBRText( AngleRadians, Distance, Settings, nil, MagVar )
end end
--- Return a BRA string from a COORDINATE to the COORDINATE. --- Return a BRA string from a COORDINATE to the COORDINATE.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #COORDINATE FromCoordinate The coordinate to measure the distance and the bearing from. -- @param #COORDINATE FromCoordinate The coordinate to measure the distance and the bearing from.
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object. -- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
-- @param #boolean MagVar If true, also get angle in MagVar for BR/BRA
-- @return #string The BR text. -- @return #string The BR text.
function COORDINATE:ToStringBRA( FromCoordinate, Settings, Language ) function COORDINATE:ToStringBRA( FromCoordinate, Settings, MagVar )
local DirectionVec3 = FromCoordinate:GetDirectionVec3( self ) local DirectionVec3 = FromCoordinate:GetDirectionVec3( self )
local AngleRadians = self:GetAngleRadians( DirectionVec3 ) local AngleRadians = self:GetAngleRadians( DirectionVec3 )
local Distance = FromCoordinate:Get2DDistance( self ) local Distance = FromCoordinate:Get2DDistance( self )
local Altitude = self:GetAltitudeText() local Altitude = self:GetAltitudeText()
return "BRA, " .. self:GetBRAText( AngleRadians, Distance, Settings, Language ) return "BRA, " .. self:GetBRAText( AngleRadians, Distance, Settings, nil, MagVar )
end end
--- Create a BRAA NATO call string to this COORDINATE from the FromCOORDINATE. Note - BRA delivered if no aspect can be obtained and "Merged" if range < 3nm --- Create a BRAA NATO call string to this COORDINATE from the FromCOORDINATE. Note - BRA delivered if no aspect can be obtained and "Merged" if range < 3nm
@@ -2831,8 +2954,13 @@ do -- COORDINATE
if alt < 1 then if alt < 1 then
alttext = "very low" alttext = "very low"
end end
local track = UTILS.BearingToCardinal(bearing) or "North" -- corrected Track to be direction of travel of bogey (self in this case)
local track = "Maneuver"
if self.Heading then
track = UTILS.BearingToCardinal(self.Heading) or "North"
end
if rangeNM > 3 then if rangeNM > 3 then
if SSML then -- google says "oh" instead of zero, be aware if SSML then -- google says "oh" instead of zero, be aware
@@ -2883,18 +3011,29 @@ do -- COORDINATE
return BRAANATO return BRAANATO
end end
--- Return the BULLSEYE as COORDINATE Object
-- @param #number Coalition Coalition of the bulls eye to return, e.g. coalition.side.BLUE
-- @return #COORDINATE self
-- @usage
-- -- note the dot (.) here,not using the colon (:)
-- local redbulls = COORDINATE.GetBullseyeCoordinate(coalition.side.RED)
function COORDINATE.GetBullseyeCoordinate(Coalition)
return COORDINATE:NewFromVec3( coalition.getMainRefPoint( Coalition ) )
end
--- Return a BULLS string out of the BULLS of the coalition to the COORDINATE. --- Return a BULLS string out of the BULLS of the coalition to the COORDINATE.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param DCS#coalition.side Coalition The coalition. -- @param DCS#coalition.side Coalition The coalition.
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object. -- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
-- @param #boolean MagVar If true, als get angle in magnetic
-- @return #string The BR text. -- @return #string The BR text.
function COORDINATE:ToStringBULLS( Coalition, Settings ) function COORDINATE:ToStringBULLS( Coalition, Settings, MagVar )
local BullsCoordinate = COORDINATE:NewFromVec3( coalition.getMainRefPoint( Coalition ) ) local BullsCoordinate = COORDINATE:NewFromVec3( coalition.getMainRefPoint( Coalition ) )
local DirectionVec3 = BullsCoordinate:GetDirectionVec3( self ) local DirectionVec3 = BullsCoordinate:GetDirectionVec3( self )
local AngleRadians = self:GetAngleRadians( DirectionVec3 ) local AngleRadians = self:GetAngleRadians( DirectionVec3 )
local Distance = self:Get2DDistance( BullsCoordinate ) local Distance = self:Get2DDistance( BullsCoordinate )
local Altitude = self:GetAltitudeText() local Altitude = self:GetAltitudeText()
return "BULLS, " .. self:GetBRText( AngleRadians, Distance, Settings ) return "BULLS, " .. self:GetBRText( AngleRadians, Distance, Settings, nil, MagVar )
end end
--- Return an aspect string from a COORDINATE to the Angle of the object. --- Return an aspect string from a COORDINATE to the Angle of the object.
@@ -2932,6 +3071,18 @@ do -- COORDINATE
return coord.LOtoLL( self:GetVec3() ) return coord.LOtoLL( self:GetVec3() )
end end
--- Get Latitude & Longitude text.
-- @param #COORDINATE self
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
-- @return #string LLText
function COORDINATE:ToStringLL( Settings )
local LL_Accuracy = Settings and Settings.LL_Accuracy or _SETTINGS.LL_Accuracy
local lat, lon = coord.LOtoLL( self:GetVec3() )
return string.format('%f', lat) .. ' ' .. string.format('%f', lon)
end
--- Provides a Lat Lon string in Degree Minute Second format. --- Provides a Lat Lon string in Degree Minute Second format.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object. -- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
@@ -2958,24 +3109,68 @@ do -- COORDINATE
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object. -- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
-- @return #string The MGRS Text -- @return #string The MGRS Text
function COORDINATE:ToStringMGRS( Settings ) --R2.1 Fixes issue #424. function COORDINATE:ToStringMGRS( Settings )
local MGRS_Accuracy = Settings and Settings.MGRS_Accuracy or _SETTINGS.MGRS_Accuracy local MGRS_Accuracy = Settings and Settings.MGRS_Accuracy or _SETTINGS.MGRS_Accuracy
local lat, lon = coord.LOtoLL( self:GetVec3() ) local lat, lon = coord.LOtoLL( self:GetVec3() )
local MGRS = coord.LLtoMGRS( lat, lon ) local MGRS = coord.LLtoMGRS( lat, lon )
return "MGRS " .. UTILS.tostringMGRS( MGRS, MGRS_Accuracy ) return "MGRS " .. UTILS.tostringMGRS( MGRS, MGRS_Accuracy )
end end
--- Provides a COORDINATE from an MGRS String
-- @param #COORDINATE self
-- @param #string MGRSString MGRS String, e.g. "MGRS 37T DK 12345 12345"
-- @return #COORDINATE self
function COORDINATE:NewFromMGRSString( MGRSString )
local myparts = UTILS.Split(MGRSString," ")
local northing = tostring(myparts[5]) or ""
local easting = tostring(myparts[4]) or ""
if string.len(easting) < 5 then easting = easting..string.rep("0",5-string.len(easting)) end
if string.len(northing) < 5 then northing = northing..string.rep("0",5-string.len(northing)) end
local MGRS = {
UTMZone = myparts[2],
MGRSDigraph = myparts[3],
Easting = easting,
Northing = northing,
}
local lat, lon = coord.MGRStoLL(MGRS)
local point = coord.LLtoLO(lat, lon, 0)
local coord = COORDINATE:NewFromVec2({x=point.x,y=point.z})
return coord
end
--- Provides a COORDINATE from an MGRS Coordinate
-- @param #COORDINATE self
-- @param #string UTMZone UTM Zone, e.g. "37T"
-- @param #string MGRSDigraph Digraph, e.g. "DK"
-- @param #string Easting Meters easting - string in order to allow for leading zeros, e.g. "01234". Should be 5 digits.
-- @param #string Northing Meters northing - string in order to allow for leading zeros, e.g. "12340". Should be 5 digits.
-- @return #COORDINATE self
function COORDINATE:NewFromMGRS( UTMZone, MGRSDigraph, Easting, Northing )
if string.len(Easting) < 5 then Easting = Easting..string.rep("0",5-string.len(Easting) )end
if string.len(Northing) < 5 then Northing = Northing..string.rep("0",5-string.len(Northing) )end
local MGRS = {
UTMZone = UTMZone,
MGRSDigraph = MGRSDigraph,
Easting = Easting,
Northing = Northing,
}
local lat, lon = coord.MGRStoLL(MGRS)
local point = coord.LLtoLO(lat, lon, 0)
local coord = COORDINATE:NewFromVec2({x=point.x,y=point.z})
end
--- Provides a coordinate string of the point, based on a coordinate format system: --- Provides a coordinate string of the point, based on a coordinate format system:
-- * Uses default settings in COORDINATE. -- * Uses default settings in COORDINATE.
-- * Can be overridden if for a GROUP containing x clients, a menu was selected to override the default. -- * Can be overridden if for a GROUP containing x clients, a menu was selected to override the default.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #COORDINATE ReferenceCoord The refrence coordinate. -- @param #COORDINATE ReferenceCoord The reference coordinate.
-- @param #string ReferenceName The refrence name. -- @param #string ReferenceName The reference name.
-- @param Wrapper.Controllable#CONTROLLABLE Controllable -- @param Wrapper.Controllable#CONTROLLABLE Controllable
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object. -- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
-- @param #boolean MagVar If true also show angle in magnetic
-- @return #string The coordinate Text in the configured coordinate system. -- @return #string The coordinate Text in the configured coordinate system.
function COORDINATE:ToStringFromRP( ReferenceCoord, ReferenceName, Controllable, Settings ) function COORDINATE:ToStringFromRP( ReferenceCoord, ReferenceName, Controllable, Settings, MagVar )
self:F2( { ReferenceCoord = ReferenceCoord, ReferenceName = ReferenceName } ) self:F2( { ReferenceCoord = ReferenceCoord, ReferenceName = ReferenceName } )
@@ -2987,24 +3182,59 @@ do -- COORDINATE
local DirectionVec3 = ReferenceCoord:GetDirectionVec3( self ) local DirectionVec3 = ReferenceCoord:GetDirectionVec3( self )
local AngleRadians = self:GetAngleRadians( DirectionVec3 ) local AngleRadians = self:GetAngleRadians( DirectionVec3 )
local Distance = self:Get2DDistance( ReferenceCoord ) local Distance = self:Get2DDistance( ReferenceCoord )
return "Targets are the last seen " .. self:GetBRText( AngleRadians, Distance, Settings ) .. " from " .. ReferenceName return "Targets are the last seen " .. self:GetBRText( AngleRadians, Distance, Settings, nil, MagVar ) .. " from " .. ReferenceName
else else
local DirectionVec3 = ReferenceCoord:GetDirectionVec3( self ) local DirectionVec3 = ReferenceCoord:GetDirectionVec3( self )
local AngleRadians = self:GetAngleRadians( DirectionVec3 ) local AngleRadians = self:GetAngleRadians( DirectionVec3 )
local Distance = self:Get2DDistance( ReferenceCoord ) local Distance = self:Get2DDistance( ReferenceCoord )
return "Target are located " .. self:GetBRText( AngleRadians, Distance, Settings ) .. " from " .. ReferenceName return "Target are located " .. self:GetBRText( AngleRadians, Distance, Settings, nil, MagVar ) .. " from " .. ReferenceName
end end
return nil return nil
end end
--- Provides a coordinate string of the point, based on a coordinate format system:
-- * Uses default settings in COORDINATE.
-- * Can be overridden if for a GROUP containing x clients, a menu was selected to override the default.
-- @param #COORDINATE self
-- @param #COORDINATE ReferenceCoord The reference coordinate.
-- @param #string ReferenceName The reference name.
-- @param Wrapper.Controllable#CONTROLLABLE Controllable
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
-- @param #boolean MagVar If true also get the angle as magnetic
-- @return #string The coordinate Text in the configured coordinate system.
function COORDINATE:ToStringFromRPShort( ReferenceCoord, ReferenceName, Controllable, Settings, MagVar )
self:F2( { ReferenceCoord = ReferenceCoord, ReferenceName = ReferenceName } )
local Settings = Settings or ( Controllable and _DATABASE:GetPlayerSettings( Controllable:GetPlayerName() ) ) or _SETTINGS
local IsAir = Controllable and Controllable:IsAirPlane() or false
if IsAir then
local DirectionVec3 = ReferenceCoord:GetDirectionVec3( self )
local AngleRadians = self:GetAngleRadians( DirectionVec3 )
local Distance = self:Get2DDistance( ReferenceCoord )
return self:GetBRText( AngleRadians, Distance, Settings, nil, MagVar ) .. " from " .. ReferenceName
else
local DirectionVec3 = ReferenceCoord:GetDirectionVec3( self )
local AngleRadians = self:GetAngleRadians( DirectionVec3 )
local Distance = self:Get2DDistance( ReferenceCoord )
return self:GetBRText( AngleRadians, Distance, Settings, nil, MagVar ) .. " from " .. ReferenceName
end
return nil
end
--- Provides a coordinate string of the point, based on the A2G coordinate format system. --- Provides a coordinate string of the point, based on the A2G coordinate format system.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable -- @param Wrapper.Controllable#CONTROLLABLE Controllable
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object. -- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
-- @param #boolean MagVar If true, also get angle in MagVar for BR/BRA
-- @return #string The coordinate Text in the configured coordinate system. -- @return #string The coordinate Text in the configured coordinate system.
function COORDINATE:ToStringA2G( Controllable, Settings ) function COORDINATE:ToStringA2G( Controllable, Settings, MagVar )
self:F2( { Controllable = Controllable and Controllable:GetName() } ) self:F2( { Controllable = Controllable and Controllable:GetName() } )
@@ -3014,7 +3244,7 @@ do -- COORDINATE
-- If no Controllable is given to calculate the BR from, then MGRS will be used!!! -- If no Controllable is given to calculate the BR from, then MGRS will be used!!!
if Controllable then if Controllable then
local Coordinate = Controllable:GetCoordinate() local Coordinate = Controllable:GetCoordinate()
return Controllable and self:ToStringBR( Coordinate, Settings ) or self:ToStringMGRS( Settings ) return Controllable and self:ToStringBR( Coordinate, Settings, MagVar ) or self:ToStringMGRS( Settings )
else else
return self:ToStringMGRS( Settings ) return self:ToStringMGRS( Settings )
end end
@@ -3038,33 +3268,34 @@ do -- COORDINATE
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable -- @param Wrapper.Controllable#CONTROLLABLE Controllable
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object. -- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
-- @param #boolean MagVar If true, also get angle in MagVar for BR/BRA
-- @return #string The coordinate Text in the configured coordinate system. -- @return #string The coordinate Text in the configured coordinate system.
function COORDINATE:ToStringA2A( Controllable, Settings, Language ) -- R2.2 function COORDINATE:ToStringA2A( Controllable, Settings, MagVar )
self:F2( { Controllable = Controllable and Controllable:GetName() } ) self:F2( { Controllable = Controllable and Controllable:GetName() } )
local Settings = Settings or ( Controllable and _DATABASE:GetPlayerSettings( Controllable:GetPlayerName() ) ) or _SETTINGS local Settings = Settings or ( Controllable and _DATABASE:GetPlayerSettings( Controllable:GetPlayerName() ) ) or _SETTINGS
if Settings:IsA2A_BRAA() then if Settings:IsA2A_BRAA() then
if Controllable then if Controllable then
local Coordinate = Controllable:GetCoordinate() local Coordinate = Controllable:GetCoordinate()
return self:ToStringBRA( Coordinate, Settings, Language ) return self:ToStringBRA( Coordinate, Settings, MagVar )
else else
return self:ToStringMGRS( Settings, Language ) return self:ToStringMGRS( Settings )
end end
end end
if Settings:IsA2A_BULLS() then if Settings:IsA2A_BULLS() then
local Coalition = Controllable:GetCoalition() local Coalition = Controllable:GetCoalition()
return self:ToStringBULLS( Coalition, Settings, Language ) return self:ToStringBULLS( Coalition, Settings, MagVar )
end end
if Settings:IsA2A_LL_DMS() then if Settings:IsA2A_LL_DMS() then
return self:ToStringLLDMS( Settings, Language ) return self:ToStringLLDMS( Settings )
end end
if Settings:IsA2A_LL_DDM() then if Settings:IsA2A_LL_DDM() then
return self:ToStringLLDDM( Settings, Language ) return self:ToStringLLDDM( Settings )
end end
if Settings:IsA2A_MGRS() then if Settings:IsA2A_MGRS() then
return self:ToStringMGRS( Settings, Language ) return self:ToStringMGRS( Settings )
end end
return nil return nil
@@ -3132,7 +3363,7 @@ do -- COORDINATE
-- @param Wrapper.Controllable#CONTROLLABLE Controllable -- @param Wrapper.Controllable#CONTROLLABLE Controllable
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object. -- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
-- @return #string The pressure text in the configured measurement system. -- @return #string The pressure text in the configured measurement system.
function COORDINATE:ToStringPressure( Controllable, Settings ) -- R2.3 function COORDINATE:ToStringPressure( Controllable, Settings )
self:F2( { Controllable = Controllable and Controllable:GetName() } ) self:F2( { Controllable = Controllable and Controllable:GetName() } )
@@ -3172,7 +3403,52 @@ do -- COORDINATE
return self:GetTemperatureText( nil, Settings ) return self:GetTemperatureText( nil, Settings )
end end
--- Function to check if a coordinate is in a steep (>8% elevation) area of the map
-- @param #COORDINATE self
-- @param #number Radius (Optional) Radius to check around the coordinate, defaults to 50m (100m diameter)
-- @param #number Minelevation (Optional) Elevation from which on a area is defined as steep, defaults to 8% (8m height gain across 100 meters)
-- @return #boolen IsSteep If true, area is steep
-- @return #number MaxElevation Elevation in meters measured over 100m
function COORDINATE:IsInSteepArea(Radius,Minelevation)
local steep = false
local elev = Minelevation or 8
local bdelta = 0
local h0 = self:GetLandHeight()
local radius = Radius or 50
local diam = radius * 2
for i=0,150,30 do
local polar = math.fmod(i+180,360)
local c1 = self:Translate(radius,i,false,false)
local c2 = self:Translate(radius,polar,false,false)
local h1 = c1:GetLandHeight()
local h2 = c2:GetLandHeight()
local d1 = math.abs(h1-h2)
local d2 = math.abs(h0-h1)
local d3 = math.abs(h0-h2)
local dm = d1 > d2 and d1 or d2
local dm1 = dm > d3 and dm or d3
bdelta = dm1 > bdelta and dm1 or bdelta
self:T(string.format("d1=%d, d2=%d, d3=%d, max delta=%d",d1,d2,d3,bdelta))
end
local steepness = bdelta / (radius / 100)
if steepness >= elev then steep = true end
return steep, math.floor(steepness)
end
--- Function to check if a coordinate is in a flat (<8% elevation) area of the map
-- @param #COORDINATE self
-- @param #number Radius (Optional) Radius to check around the coordinate, defaults to 50m (100m diameter)
-- @param #number Minelevation (Optional) Elevation from which on a area is defined as steep, defaults to 8% (8m height gain across 100 meters)
-- @return #boolen IsFlat If true, area is flat
-- @return #number MaxElevation Elevation in meters measured over 100m
function COORDINATE:IsInFlatArea(Radius,Minelevation)
local steep, elev = self:IsInSteepArea(Radius,Minelevation)
local flat = not steep
return flat, elev
end
end end
do -- POINT_VEC3 do -- POINT_VEC3
@@ -3309,21 +3585,21 @@ do -- POINT_VEC3
--- Return the x coordinate of the POINT_VEC3. --- Return the x coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self -- @param #POINT_VEC3 self
-- @return #number The x coodinate. -- @return #number The x coordinate.
function POINT_VEC3:GetX() function POINT_VEC3:GetX()
return self.x return self.x
end end
--- Return the y coordinate of the POINT_VEC3. --- Return the y coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self -- @param #POINT_VEC3 self
-- @return #number The y coodinate. -- @return #number The y coordinate.
function POINT_VEC3:GetY() function POINT_VEC3:GetY()
return self.y return self.y
end end
--- Return the z coordinate of the POINT_VEC3. --- Return the z coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self -- @param #POINT_VEC3 self
-- @return #number The z coodinate. -- @return #number The z coordinate.
function POINT_VEC3:GetZ() function POINT_VEC3:GetZ()
return self.z return self.z
end end
@@ -3357,7 +3633,7 @@ do -- POINT_VEC3
--- Add to the x coordinate of the POINT_VEC3. --- Add to the x coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self -- @param #POINT_VEC3 self
-- @param #number x The x coordinate value to add to the current x coodinate. -- @param #number x The x coordinate value to add to the current x coordinate.
-- @return #POINT_VEC3 -- @return #POINT_VEC3
function POINT_VEC3:AddX( x ) function POINT_VEC3:AddX( x )
self.x = self.x + x self.x = self.x + x
@@ -3366,7 +3642,7 @@ do -- POINT_VEC3
--- Add to the y coordinate of the POINT_VEC3. --- Add to the y coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self -- @param #POINT_VEC3 self
-- @param #number y The y coordinate value to add to the current y coodinate. -- @param #number y The y coordinate value to add to the current y coordinate.
-- @return #POINT_VEC3 -- @return #POINT_VEC3
function POINT_VEC3:AddY( y ) function POINT_VEC3:AddY( y )
self.y = self.y + y self.y = self.y + y
@@ -3375,7 +3651,7 @@ do -- POINT_VEC3
--- Add to the z coordinate of the POINT_VEC3. --- Add to the z coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self -- @param #POINT_VEC3 self
-- @param #number z The z coordinate value to add to the current z coodinate. -- @param #number z The z coordinate value to add to the current z coordinate.
-- @return #POINT_VEC3 -- @return #POINT_VEC3
function POINT_VEC3:AddZ( z ) function POINT_VEC3:AddZ( z )
self.z = self.z +z self.z = self.z +z
@@ -3396,7 +3672,7 @@ end
do -- POINT_VEC2 do -- POINT_VEC2
--- @type POINT_VEC2 -- @type POINT_VEC2
-- @field DCS#Distance x The x coordinate in meters. -- @field DCS#Distance x The x coordinate in meters.
-- @field DCS#Distance y the y coordinate in meters. -- @field DCS#Distance y the y coordinate in meters.
-- @extends Core.Point#COORDINATE -- @extends Core.Point#COORDINATE
@@ -3481,14 +3757,14 @@ do -- POINT_VEC2
--- Return the x coordinate of the POINT_VEC2. --- Return the x coordinate of the POINT_VEC2.
-- @param #POINT_VEC2 self -- @param #POINT_VEC2 self
-- @return #number The x coodinate. -- @return #number The x coordinate.
function POINT_VEC2:GetX() function POINT_VEC2:GetX()
return self.x return self.x
end end
--- Return the y coordinate of the POINT_VEC2. --- Return the y coordinate of the POINT_VEC2.
-- @param #POINT_VEC2 self -- @param #POINT_VEC2 self
-- @return #number The y coodinate. -- @return #number The y coordinate.
function POINT_VEC2:GetY() function POINT_VEC2:GetY()
return self.z return self.z
end end
@@ -3513,7 +3789,7 @@ do -- POINT_VEC2
--- Return Return the Lat(itude) coordinate of the POINT_VEC2 (ie: (parent)POINT_VEC3.x). --- Return Return the Lat(itude) coordinate of the POINT_VEC2 (ie: (parent)POINT_VEC3.x).
-- @param #POINT_VEC2 self -- @param #POINT_VEC2 self
-- @return #number The x coodinate. -- @return #number The x coordinate.
function POINT_VEC2:GetLat() function POINT_VEC2:GetLat()
return self.x return self.x
end end
@@ -3529,7 +3805,7 @@ do -- POINT_VEC2
--- Return the Lon(gitude) coordinate of the POINT_VEC2 (ie: (parent)POINT_VEC3.z). --- Return the Lon(gitude) coordinate of the POINT_VEC2 (ie: (parent)POINT_VEC3.z).
-- @param #POINT_VEC2 self -- @param #POINT_VEC2 self
-- @return #number The y coodinate. -- @return #number The y coordinate.
function POINT_VEC2:GetLon() function POINT_VEC2:GetLon()
return self.z return self.z
end end

View File

@@ -1,4 +1,4 @@
--- **Core** -- SCHEDULEDISPATCHER dispatches the different schedules. --- **Core** - SCHEDULEDISPATCHER dispatches the different schedules.
-- --
-- === -- ===
-- --

View File

@@ -14,17 +14,13 @@
-- --
-- # Demo Missions -- # Demo Missions
-- --
-- ### [SCHEDULER Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SCH%20-%20Scheduler) -- ### [SCHEDULER Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Core/Scheduler)
--
-- ### [SCHEDULER Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SCH%20-%20Scheduler)
--
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
-- --
-- === -- ===
-- --
-- # YouTube Channel -- # YouTube Channel
-- --
-- ### [SCHEDULER YouTube Channel (none)]() -- ### None
-- --
-- === -- ===
-- --
@@ -52,7 +48,7 @@
-- --
-- A SCHEDULER can manage **multiple** (repeating) schedules. Each planned or executing schedule has a unique **ScheduleID**. -- A SCHEDULER can manage **multiple** (repeating) schedules. Each planned or executing schedule has a unique **ScheduleID**.
-- The ScheduleID is returned when the method @{#SCHEDULER.Schedule}() is called. -- The ScheduleID is returned when the method @{#SCHEDULER.Schedule}() is called.
-- It is recommended to store the ScheduleID in a variable, as it is used in the methods @{SCHEDULER.Start}() and @{SCHEDULER.Stop}(), -- It is recommended to store the ScheduleID in a variable, as it is used in the methods @{#SCHEDULER.Start}() and @{#SCHEDULER.Stop}(),
-- which can start and stop specific repeating schedules respectively within a SCHEDULER object. -- which can start and stop specific repeating schedules respectively within a SCHEDULER object.
-- --
-- ## SCHEDULER constructor -- ## SCHEDULER constructor
@@ -208,7 +204,7 @@ SCHEDULER = {
-- @param #number RandomizeFactor Specifies a randomization factor between 0 and 1 to randomize the Repeat. -- @param #number RandomizeFactor Specifies a randomization factor between 0 and 1 to randomize the Repeat.
-- @param #number Stop Specifies the amount of seconds when the scheduler will be stopped. -- @param #number Stop Specifies the amount of seconds when the scheduler will be stopped.
-- @return #SCHEDULER self. -- @return #SCHEDULER self.
-- @return #table The ScheduleID of the planned schedule. -- @return #string The ScheduleID of the planned schedule.
function SCHEDULER:New( MasterObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop ) function SCHEDULER:New( MasterObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop )
local self = BASE:Inherit( self, BASE:New() ) -- #SCHEDULER local self = BASE:Inherit( self, BASE:New() ) -- #SCHEDULER

File diff suppressed because it is too large Load Diff

View File

@@ -1,4 +1,4 @@
--- **Core** - Manages various settings for running missions, consumed by moose classes and provides a menu system for players to tweak settings in running missions. --- **Core** - Manages various settings for missions, providing a menu for players to tweak settings in running missions.
-- --
-- === -- ===
-- --
@@ -91,7 +91,7 @@
-- --
-- Will customize which display format is used to indicate A2G coordinates in text as part of the Command Center communications. -- Will customize which display format is used to indicate A2G coordinates in text as part of the Command Center communications.
-- --
-- - A2G BR: [Bearing Range](https://en.wikipedia.org/wiki/Bearing_(navigation)). -- - A2G BR: [Bearing Range](https://en.wikipedia.org/wiki/Bearing_\(navigation\)).
-- - A2G MGRS: The [Military Grid Reference System](https://en.wikipedia.org/wiki/Military_Grid_Reference_System). The accuracy can also be adapted. -- - A2G MGRS: The [Military Grid Reference System](https://en.wikipedia.org/wiki/Military_Grid_Reference_System). The accuracy can also be adapted.
-- - A2G LL DMS: Latitude Longitude [Degrees Minutes Seconds](https://en.wikipedia.org/wiki/Geographic_coordinate_conversion). The accuracy can also be adapted. -- - A2G LL DMS: Latitude Longitude [Degrees Minutes Seconds](https://en.wikipedia.org/wiki/Geographic_coordinate_conversion). The accuracy can also be adapted.
-- - A2G LL DDM: Latitude Longitude [Decimal Degrees Minutes](https://en.wikipedia.org/wiki/Decimal_degrees). The accuracy can also be adapted. -- - A2G LL DDM: Latitude Longitude [Decimal Degrees Minutes](https://en.wikipedia.org/wiki/Decimal_degrees). The accuracy can also be adapted.
@@ -105,9 +105,9 @@
-- There are different methods that can be used to change the **System settings** using the \_SETTINGS object. -- There are different methods that can be used to change the **System settings** using the \_SETTINGS object.
-- --
-- - @{#SETTINGS.SetA2G_BR}(): Enable the BR display formatting by default. -- - @{#SETTINGS.SetA2G_BR}(): Enable the BR display formatting by default.
-- - @{#SETTINGS.SetA2G_MGRS}(): Enable the MGRS display formatting by default. Use @{SETTINGS.SetMGRS_Accuracy}() to adapt the accuracy of the MGRS formatting. -- - @{#SETTINGS.SetA2G_MGRS}(): Enable the MGRS display formatting by default. Use @{#SETTINGS.SetMGRS_Accuracy}() to adapt the accuracy of the MGRS formatting.
-- - @{#SETTINGS.SetA2G_LL_DMS}(): Enable the LL DMS display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting. -- - @{#SETTINGS.SetA2G_LL_DMS}(): Enable the LL DMS display formatting by default. Use @{#SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
-- - @{#SETTINGS.SetA2G_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting. -- - @{#SETTINGS.SetA2G_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{#SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
-- --
-- ### 3.1.4) A2G coordinates setting - additional notes -- ### 3.1.4) A2G coordinates setting - additional notes
-- --
@@ -120,7 +120,7 @@
-- --
-- Will customize which display format is used to indicate A2A coordinates in text as part of the Command Center communications. -- Will customize which display format is used to indicate A2A coordinates in text as part of the Command Center communications.
-- --
-- - A2A BRAA: [Bearing Range Altitude Aspect](https://en.wikipedia.org/wiki/Bearing_(navigation)). -- - A2A BRAA: [Bearing Range Altitude Aspect](https://en.wikipedia.org/wiki/Bearing_\(navigation\)).
-- - A2A MGRS: The [Military Grid Reference System](https://en.wikipedia.org/wiki/Military_Grid_Reference_System). The accuracy can also be adapted. -- - A2A MGRS: The [Military Grid Reference System](https://en.wikipedia.org/wiki/Military_Grid_Reference_System). The accuracy can also be adapted.
-- - A2A LL DMS: Lattitude Longitude [Degrees Minutes Seconds](https://en.wikipedia.org/wiki/Geographic_coordinate_conversion). The accuracy can also be adapted. -- - A2A LL DMS: Lattitude Longitude [Degrees Minutes Seconds](https://en.wikipedia.org/wiki/Geographic_coordinate_conversion). The accuracy can also be adapted.
-- - A2A LL DDM: Lattitude Longitude [Decimal Degrees and Minutes](https://en.wikipedia.org/wiki/Decimal_degrees). The accuracy can also be adapted. -- - A2A LL DDM: Lattitude Longitude [Decimal Degrees and Minutes](https://en.wikipedia.org/wiki/Decimal_degrees). The accuracy can also be adapted.
@@ -135,9 +135,9 @@
-- There are different methods that can be used to change the **System settings** using the \_SETTINGS object. -- There are different methods that can be used to change the **System settings** using the \_SETTINGS object.
-- --
-- - @{#SETTINGS.SetA2A_BRAA}(): Enable the BR display formatting by default. -- - @{#SETTINGS.SetA2A_BRAA}(): Enable the BR display formatting by default.
-- - @{#SETTINGS.SetA2A_MGRS}(): Enable the MGRS display formatting by default. Use @{SETTINGS.SetMGRS_Accuracy}() to adapt the accuracy of the MGRS formatting. -- - @{#SETTINGS.SetA2A_MGRS}(): Enable the MGRS display formatting by default. Use @{#SETTINGS.SetMGRS_Accuracy}() to adapt the accuracy of the MGRS formatting.
-- - @{#SETTINGS.SetA2A_LL_DMS}(): Enable the LL DMS display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting. -- - @{#SETTINGS.SetA2A_LL_DMS}(): Enable the LL DMS display formatting by default. Use @{#SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
-- - @{#SETTINGS.SetA2A_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting. -- - @{#SETTINGS.SetA2A_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{#SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
-- - @{#SETTINGS.SetA2A_BULLS}(): Enable the BULLSeye display formatting by default. -- - @{#SETTINGS.SetA2A_BULLS}(): Enable the BULLSeye display formatting by default.
-- --
-- ### 3.2.4) A2A coordinates settings - additional notes -- ### 3.2.4) A2A coordinates settings - additional notes
@@ -190,8 +190,8 @@
-- --
-- There are different methods that can be used to change the **System settings** using the \_SETTINGS object. -- There are different methods that can be used to change the **System settings** using the \_SETTINGS object.
-- --
-- - @{#SETTINGS.SetMessageTime}(): Define for a specific @{Message.MESSAGE.MessageType} the duration to be displayed in seconds. -- - @{#SETTINGS.SetMessageTime}(): Define for a specific @{Core.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. -- - @{#SETTINGS.GetMessageTime}(): Retrieves for a specific @{Core.Message#MESSAGE.MessageType} the duration to be displayed in seconds.
-- --
-- ## 3.5) **Era** of the battle -- ## 3.5) **Era** of the battle
-- --
@@ -283,21 +283,21 @@ do -- SETTINGS
function SETTINGS:SetMetric() function SETTINGS:SetMetric()
self.Metric = true self.Metric = true
end end
--- Sets the SETTINGS default text locale. --- Sets the SETTINGS default text locale.
-- @param #SETTINGS self -- @param #SETTINGS self
-- @param #string Locale -- @param #string Locale
function SETTINGS:SetLocale(Locale) function SETTINGS:SetLocale(Locale)
self.Locale = Locale or "en" self.Locale = Locale or "en"
end end
--- Gets the SETTINGS text locale. --- Gets the SETTINGS text locale.
-- @param #SETTINGS self -- @param #SETTINGS self
-- @return #string -- @return #string
function SETTINGS:GetLocale() function SETTINGS:GetLocale()
return self.Locale or _SETTINGS:GetLocale() return self.Locale or _SETTINGS:GetLocale()
end end
--- Gets if the SETTINGS is metric. --- Gets if the SETTINGS is metric.
-- @param #SETTINGS self -- @param #SETTINGS self
-- @return #boolean true if metric. -- @return #boolean true if metric.
@@ -335,7 +335,7 @@ do -- SETTINGS
--- Sets the SETTINGS MGRS accuracy. --- Sets the SETTINGS MGRS accuracy.
-- @param #SETTINGS self -- @param #SETTINGS self
-- @param #number MGRS_Accuracy -- @param #number MGRS_Accuracy 0 to 5
-- @return #SETTINGS -- @return #SETTINGS
function SETTINGS:SetMGRS_Accuracy( MGRS_Accuracy ) function SETTINGS:SetMGRS_Accuracy( MGRS_Accuracy )
self.MGRS_Accuracy = MGRS_Accuracy self.MGRS_Accuracy = MGRS_Accuracy
@@ -744,7 +744,7 @@ do -- SETTINGS
self.PlayerMenu = PlayerMenu self.PlayerMenu = PlayerMenu
self:I( string.format( "Setting menu for player %s", tostring( PlayerName ) ) ) self:T( string.format( "Setting menu for player %s", tostring( PlayerName ) ) )
local submenu = MENU_GROUP:New( PlayerGroup, "LL Accuracy", PlayerMenu ) 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 0 Decimals", submenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 0 )
@@ -989,7 +989,7 @@ do -- SETTINGS
do do
--- @param #SETTINGS self --- @param #SETTINGS self
function SETTINGS:MenuGroupA2GSystem( PlayerUnit, PlayerGroup, PlayerName, A2GSystem ) function SETTINGS:MenuGroupA2GSystem( PlayerUnit, PlayerGroup, PlayerName, A2GSystem )
BASE:E( { self, PlayerUnit:GetName(), A2GSystem } ) --BASE:E( {PlayerUnit:GetName(), A2GSystem } )
self.A2GSystem = A2GSystem self.A2GSystem = A2GSystem
MESSAGE:New( string.format( "Settings: A2G format set to %s for player %s.", A2GSystem, PlayerName ), 5 ):ToGroup( PlayerGroup ) MESSAGE:New( string.format( "Settings: A2G format set to %s for player %s.", A2GSystem, PlayerName ), 5 ):ToGroup( PlayerGroup )
if _SETTINGS.MenuStatic == false then if _SETTINGS.MenuStatic == false then

View File

@@ -30,7 +30,7 @@
-- --
-- === -- ===
-- --
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SPA%20-%20Spawning) -- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Core/Spawn)
-- --
-- === -- ===
-- --
@@ -58,7 +58,7 @@
-- @field #SPAWN.SpawnZoneTable SpawnZoneTable -- @field #SPAWN.SpawnZoneTable SpawnZoneTable
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
--- Allows to spawn dynamically new @{Core.Group}s. --- Allows to spawn dynamically new @{Wrapper.Group}s.
-- --
-- Each SPAWN object needs to be have related **template groups** setup in the Mission Editor (ME), -- Each SPAWN object needs to be have related **template groups** setup in the Mission Editor (ME),
-- which is a normal group with the **Late Activation** flag set. -- which is a normal group with the **Late Activation** flag set.
@@ -162,12 +162,22 @@
-- ### Array formation -- ### Array formation
-- --
-- * @{#SPAWN.InitArray}(): Make groups visible before they are actually activated, and order these groups like a battalion in an array. -- * @{#SPAWN.InitArray}(): Make groups visible before they are actually activated, and order these groups like a battalion in an array.
-- --
-- ### Group initial position - if wanted different from template position, for use with e.g. @{#SPAWN.SpawnScheduled}().
--
-- * @{#SPAWN.InitPositionCoordinate}(): Set initial position of group via a COORDINATE.
-- * @{#SPAWN.InitPositionVec2}(): Set initial position of group via a VEC2.
--
-- ### Set the positions of a group's units to absolute positions, or relative positions to unit No. 1
--
-- * @{#SPAWN.InitSetUnitRelativePositions}(): Spawn the UNITs of this group with individual relative positions to unit #1 and individual headings.
-- * @{#SPAWN.InitSetUnitAbsolutePositions}(): Spawn the UNITs of this group with individual absolute positions and individual headings.
--
-- ### Position randomization -- ### Position randomization
-- --
-- * @{#SPAWN.InitRandomizePosition}(): Randomizes the position of @{Wrapper.Group}s that are spawned within a **radius band**, given an Outer and Inner radius, from the point that the spawn happens. -- * @{#SPAWN.InitRandomizePosition}(): Randomizes the position of @{Wrapper.Group}s that are spawned within a **radius band**, given an Outer and Inner radius, from the point that the spawn happens.
-- * @{#SPAWN.InitRandomizeUnits}(): Randomizes the @{Wrapper.Unit}s in the @{Wrapper.Group} that is spawned within a **radius band**, given an Outer and Inner radius. -- * @{#SPAWN.InitRandomizeUnits}(): Randomizes the @{Wrapper.Unit}s in the @{Wrapper.Group} that is spawned within a **radius band**, given an Outer and Inner radius.
-- * @{#SPAWN.InitRandomizeZones}(): Randomizes the spawning between a predefined list of @{Zone}s that are declared using this function. Each zone can be given a probability factor. -- * @{#SPAWN.InitRandomizeZones}(): Randomizes the spawning between a predefined list of @{Core.Zone}s that are declared using this function. Each zone can be given a probability factor.
-- --
-- ### Enable / Disable AI when spawning a new @{Wrapper.Group} -- ### Enable / Disable AI when spawning a new @{Wrapper.Group}
-- --
@@ -200,13 +210,13 @@
-- * @{#SPAWN.ReSpawn}(): Re-spawn a group based on a given index. -- * @{#SPAWN.ReSpawn}(): Re-spawn a group based on a given index.
-- * @{#SPAWN.SpawnFromVec3}(): Spawn a new group from a Vec3 coordinate. (The group will can be spawned at a point in the air). -- * @{#SPAWN.SpawnFromVec3}(): Spawn a new group from a Vec3 coordinate. (The group will can be spawned at a point in the air).
-- * @{#SPAWN.SpawnFromVec2}(): Spawn a new group from a Vec2 coordinate. (The group will be spawned at land height ). -- * @{#SPAWN.SpawnFromVec2}(): Spawn a new group from a Vec2 coordinate. (The group will be spawned at land height ).
-- * @{#SPAWN.SpawnFromStatic}(): Spawn a new group from a structure, taking the position of a @{Static}. -- * @{#SPAWN.SpawnFromStatic}(): Spawn a new group from a structure, taking the position of a @{Wrapper.Static}.
-- * @{#SPAWN.SpawnFromUnit}(): Spawn a new group taking the position of a @{Wrapper.Unit}. -- * @{#SPAWN.SpawnFromUnit}(): Spawn a new group taking the position of a @{Wrapper.Unit}.
-- * @{#SPAWN.SpawnInZone}(): Spawn a new group in a @{Zone}. -- * @{#SPAWN.SpawnInZone}(): Spawn a new group in a @{Core.Zone}.
-- * @{#SPAWN.SpawnAtAirbase}(): Spawn a new group at an @{Wrapper.Airbase}, which can be an airdrome, ship or helipad. -- * @{#SPAWN.SpawnAtAirbase}(): Spawn a new group at an @{Wrapper.Airbase}, which can be an airdrome, ship or helipad.
-- --
-- Note that @{#SPAWN.Spawn} and @{#SPAWN.ReSpawn} return a @{Wrapper.Group#GROUP.New} object, that contains a reference to the DCSGroup object. -- Note that @{#SPAWN.Spawn} and @{#SPAWN.ReSpawn} return a @{Wrapper.Group#GROUP.New} object, that contains a reference to the DCSGroup object.
-- You can use the @{GROUP} object to do further actions with the DCSGroup. -- You can use the @{Wrapper.Group#GROUP} object to do further actions with the DCSGroup.
-- --
-- ### **Scheduled** spawning methods -- ### **Scheduled** spawning methods
-- --
@@ -268,7 +278,7 @@ SPAWN = {
-- @type SPAWN.Takeoff -- @type SPAWN.Takeoff
-- @extends Wrapper.Group#GROUP.Takeoff -- @extends Wrapper.Group#GROUP.Takeoff
--- @field #SPAWN.Takeoff Takeoff -- @field #SPAWN.Takeoff Takeoff
SPAWN.Takeoff = { SPAWN.Takeoff = {
Air = 1, Air = 1,
Runway = 2, Runway = 2,
@@ -276,7 +286,8 @@ SPAWN.Takeoff = {
Cold = 4, Cold = 4,
} }
--- @type SPAWN.SpawnZoneTable ---
-- @type SPAWN.SpawnZoneTable
-- @list <Core.Zone#ZONE_BASE> SpawnZone -- @list <Core.Zone#ZONE_BASE> SpawnZone
--- Creates the main object to spawn a @{Wrapper.Group} defined in the DCS ME. --- Creates the main object to spawn a @{Wrapper.Group} defined in the DCS ME.
@@ -309,7 +320,7 @@ function SPAWN:New( SpawnTemplatePrefix )
self.AIOnOff = true -- The AI is on by default when spawning a group. self.AIOnOff = true -- The AI is on by default when spawning a group.
self.SpawnUnControlled = false self.SpawnUnControlled = false
self.SpawnInitKeepUnitNames = false -- Overwrite unit names by default with group name. self.SpawnInitKeepUnitNames = false -- Overwrite unit names by default with group name.
self.DelayOnOff = false -- No intial delay when spawning the first group. self.DelayOnOff = false -- No initial delay when spawning the first group.
self.SpawnGrouping = nil -- No grouping. self.SpawnGrouping = nil -- No grouping.
self.SpawnInitLivery = nil -- No special livery. self.SpawnInitLivery = nil -- No special livery.
self.SpawnInitSkill = nil -- No special skill. self.SpawnInitSkill = nil -- No special skill.
@@ -317,8 +328,11 @@ function SPAWN:New( SpawnTemplatePrefix )
self.SpawnInitModu = nil -- No special modulation. self.SpawnInitModu = nil -- No special modulation.
self.SpawnInitRadio = nil -- No radio comms setting. self.SpawnInitRadio = nil -- No radio comms setting.
self.SpawnInitModex = nil self.SpawnInitModex = nil
self.SpawnInitModexPrefix = nil
self.SpawnInitModexPostfix = nil
self.SpawnInitAirbase = nil self.SpawnInitAirbase = nil
self.TweakedTemplate = false -- Check if the user is using self made template. self.TweakedTemplate = false -- Check if the user is using self made template.
self.SpawnRandomCallsign = false
self.SpawnGroups = {} -- Array containing the descriptions of each Group to be Spawned. self.SpawnGroups = {} -- Array containing the descriptions of each Group to be Spawned.
else else
@@ -335,7 +349,7 @@ end
-- @param #SPAWN self -- @param #SPAWN self
-- @param #string SpawnTemplatePrefix is the name of the Group in the ME that defines the Template. -- @param #string SpawnTemplatePrefix is the name of the Group in the ME that defines the Template.
-- @param #string SpawnAliasPrefix is the name that will be given to the Group at runtime. -- @param #string SpawnAliasPrefix is the name that will be given to the Group at runtime.
-- @return #SPAWN -- @return #SPAWN self
-- @usage -- @usage
-- -- NATO helicopters engaging in the battle field. -- -- NATO helicopters engaging in the battle field.
-- Spawn_BE_KA50 = SPAWN:NewWithAlias( 'BE KA-50@RAMP-Ground Defense', 'Helicopter Attacking a City' ) -- Spawn_BE_KA50 = SPAWN:NewWithAlias( 'BE KA-50@RAMP-Ground Defense', 'Helicopter Attacking a City' )
@@ -371,6 +385,8 @@ function SPAWN:NewWithAlias( SpawnTemplatePrefix, SpawnAliasPrefix )
self.SpawnInitModu = nil -- No special modulation. self.SpawnInitModu = nil -- No special modulation.
self.SpawnInitRadio = nil -- No radio communication setting. self.SpawnInitRadio = nil -- No radio communication setting.
self.SpawnInitModex = nil self.SpawnInitModex = nil
self.SpawnInitModexPrefix = nil
self.SpawnInitModexPostfix = nil
self.SpawnInitAirbase = nil self.SpawnInitAirbase = nil
self.TweakedTemplate = false -- Check if the user is using self made template. self.TweakedTemplate = false -- Check if the user is using self made template.
@@ -385,32 +401,129 @@ function SPAWN:NewWithAlias( SpawnTemplatePrefix, SpawnAliasPrefix )
return self return self
end end
--- Creates a new SPAWN instance to create new groups based on the provided template. --- Creates a new SPAWN instance to create new groups based on the provided template. This will also register the template for future use.
-- @param #SPAWN self -- @param #SPAWN self
-- @param #table SpawnTemplate is the Template of the Group. This must be a valid Group Template structure! -- @param #table SpawnTemplate is the Template of the Group. This must be a valid Group Template structure - see [Hoggit Wiki](https://wiki.hoggitworld.com/view/DCS_func_addGroup)!
-- @param #string SpawnTemplatePrefix is the name of the Group that will be given at each spawn. -- @param #string SpawnTemplatePrefix [Mandatory] is the name of the template and the prefix of the GROUP on spawn. The name in the template **will** be overwritten!
-- @param #string SpawnAliasPrefix (optional) is the name that will be given to the Group at runtime. -- @param #string SpawnAliasPrefix [Optional] is the prefix that will be given to the GROUP on spawn.
-- @return #SPAWN -- @param #boolean NoMooseNamingPostfix [Optional] If true, skip the Moose naming additions (like groupname#001-01) - **but** you need to ensure yourself no duplicate group names exist!
-- @return #SPAWN self
-- @usage -- @usage
-- -- Create a new SPAWN object based on a Group Template defined from scratch. -- -- Spawn a P51 Mustang from scratch
-- Spawn_BE_KA50 = SPAWN:NewWithAlias( 'BE KA-50@RAMP-Ground Defense', 'Helicopter Attacking a City' ) -- local ttemp =
-- @usage -- {
-- -- ["modulation"] = 0,
-- -- Create a new CSAR_Spawn object based on a normal Group Template to spawn a soldier. -- ["tasks"] =
-- local CSAR_Spawn = SPAWN:NewWithFromTemplate( Template, "CSAR", "Pilot" ) -- {
-- -- }, -- end of ["tasks"]
function SPAWN:NewFromTemplate( SpawnTemplate, SpawnTemplatePrefix, SpawnAliasPrefix ) -- ["task"] = "Reconnaissance",
local self = BASE:Inherit( self, BASE:New() ) -- ["uncontrolled"] = false,
self:F( { SpawnTemplate, SpawnTemplatePrefix, SpawnAliasPrefix } ) -- ["route"] =
if SpawnAliasPrefix == nil or SpawnAliasPrefix == "" then -- {
BASE:I( "ERROR: in function NewFromTemplate, required paramter SpawnAliasPrefix is not set" ) -- ["points"] =
-- {
-- [1] =
-- {
-- ["alt"] = 2000,
-- ["action"] = "Turning Point",
-- ["alt_type"] = "BARO",
-- ["speed"] = 125,
-- ["task"] =
-- {
-- ["id"] = "ComboTask",
-- ["params"] =
-- {
-- ["tasks"] =
-- {
-- }, -- end of ["tasks"]
-- }, -- end of ["params"]
-- }, -- end of ["task"]
-- ["type"] = "Turning Point",
-- ["ETA"] = 0,
-- ["ETA_locked"] = true,
-- ["y"] = 666285.71428571,
-- ["x"] = -312000,
-- ["formation_template"] = "",
-- ["speed_locked"] = true,
-- }, -- end of [1]
-- }, -- end of ["points"]
-- }, -- end of ["route"]
-- ["groupId"] = 1,
-- ["hidden"] = false,
-- ["units"] =
-- {
-- [1] =
-- {
-- ["alt"] = 2000,
-- ["alt_type"] = "BARO",
-- ["livery_id"] = "USAF 364th FS",
-- ["skill"] = "High",
-- ["speed"] = 125,
-- ["type"] = "TF-51D",
-- ["unitId"] = 1,
-- ["psi"] = 0,
-- ["y"] = 666285.71428571,
-- ["x"] = -312000,
-- ["name"] = "P51-1-1",
-- ["payload"] =
-- {
-- ["pylons"] =
-- {
-- }, -- end of ["pylons"]
-- ["fuel"] = 340.68,
-- ["flare"] = 0,
-- ["chaff"] = 0,
-- ["gun"] = 100,
-- }, -- end of ["payload"]
-- ["heading"] = 0,
-- ["callsign"] =
-- {
-- [1] = 1,
-- [2] = 1,
-- ["name"] = "Enfield11",
-- [3] = 1,
-- }, -- end of ["callsign"]
-- ["onboard_num"] = "010",
-- }, -- end of [1]
-- }, -- end of ["units"]
-- ["y"] = 666285.71428571,
-- ["x"] = -312000,
-- ["name"] = "P51",
-- ["communication"] = true,
-- ["start_time"] = 0,
-- ["frequency"] = 124,
-- }
--
--
-- local mustang = SPAWN:NewFromTemplate(ttemp,"P51D")
-- -- you MUST set the next three:
-- mustang:InitCountry(country.id.FRANCE)
-- mustang:InitCategory(Group.Category.AIRPLANE)
-- mustang:InitCoalition(coalition.side.BLUE)
-- mustang:OnSpawnGroup(
-- function(grp)
-- MESSAGE:New("Group Spawned: "..grp:GetName(),15,"SPAWN"):ToAll()
-- end
-- )
-- mustang:Spawn()
--
function SPAWN:NewFromTemplate( SpawnTemplate, SpawnTemplatePrefix, SpawnAliasPrefix, NoMooseNamingPostfix )
local self = BASE:Inherit( self, BASE:New() )
self:F( { SpawnTemplate, SpawnTemplatePrefix, SpawnAliasPrefix } )
--if SpawnAliasPrefix == nil or SpawnAliasPrefix == "" then
--BASE:I( "ERROR: in function NewFromTemplate, required parameter SpawnAliasPrefix is not set" )
--return nil
--end
if SpawnTemplatePrefix == nil or SpawnTemplatePrefix == "" then
BASE:I( "ERROR: in function NewFromTemplate, required parameter SpawnTemplatePrefix is not set" )
return nil return nil
end end
if SpawnTemplate then if SpawnTemplate then
self.SpawnTemplate = SpawnTemplate -- Contains the template structure for a Group Spawn from the Mission Editor. Note that this group must have lateActivation always on!!! self.SpawnTemplate = SpawnTemplate -- Contains the template structure for a Group Spawn from the Mission Editor. Note that this group must have lateActivation always on!!!
self.SpawnTemplatePrefix = SpawnTemplatePrefix self.SpawnTemplatePrefix = SpawnTemplatePrefix
self.SpawnAliasPrefix = SpawnAliasPrefix self.SpawnAliasPrefix = SpawnAliasPrefix or SpawnTemplatePrefix
self.SpawnTemplate.name = SpawnTemplatePrefix
self.SpawnIndex = 0 self.SpawnIndex = 0
self.SpawnCount = 0 -- The internal counter of the amount of spawning the has happened since SpawnStart. self.SpawnCount = 0 -- The internal counter of the amount of spawning the has happened since SpawnStart.
self.AliveUnits = 0 -- Contains the counter how many units are currently alive self.AliveUnits = 0 -- Contains the counter how many units are currently alive
@@ -433,9 +546,15 @@ function SPAWN:NewFromTemplate( SpawnTemplate, SpawnTemplatePrefix, SpawnAliasPr
self.SpawnInitModu = nil -- No special modulation. self.SpawnInitModu = nil -- No special modulation.
self.SpawnInitRadio = nil -- No radio communication setting. self.SpawnInitRadio = nil -- No radio communication setting.
self.SpawnInitModex = nil self.SpawnInitModex = nil
self.SpawnInitModexPrefix = nil
self.SpawnInitModexPostfix = nil
self.SpawnInitAirbase = nil self.SpawnInitAirbase = nil
self.TweakedTemplate = true -- Check if the user is using self made template. self.TweakedTemplate = true -- Check if the user is using self made template.
self.MooseNameing = true
if NoMooseNamingPostfix == true then
self.MooseNameing = false
end
self.SpawnGroups = {} -- Array containing the descriptions of each Group to be Spawned. self.SpawnGroups = {} -- Array containing the descriptions of each Group to be Spawned.
else else
error( "There is no template provided for SpawnTemplatePrefix = '" .. SpawnTemplatePrefix .. "'" ) error( "There is no template provided for SpawnTemplatePrefix = '" .. SpawnTemplatePrefix .. "'" )
@@ -700,12 +819,17 @@ end
--- Sets the modex of the first unit of the group. If more units are in the group, the number is increased by one with every unit. --- Sets the modex of the first unit of the group. If more units are in the group, the number is increased by one with every unit.
-- @param #SPAWN self -- @param #SPAWN self
-- @param #number modex Modex of the first unit. -- @param #number modex Modex of the first unit.
-- @param #string prefix (optional) String to prefix to modex, e.g. for French AdA Modex, eg. -L-102 then "-L-" would be the prefix.
-- @param #string postfix (optional) String to postfix to modex, example tbd.
-- @return #SPAWN self -- @return #SPAWN self
function SPAWN:InitModex( modex ) function SPAWN:InitModex( modex, prefix, postfix )
if modex then if modex then
self.SpawnInitModex = tonumber( modex ) self.SpawnInitModex = tonumber( modex )
end end
self.SpawnInitModexPrefix = prefix
self.SpawnInitModexPostfix = postfix
return self return self
end end
@@ -765,17 +889,15 @@ end
--- Randomizes the UNITs that are spawned within a radius band given an Outer and Inner radius. --- Randomizes the UNITs that are spawned within a radius band given an Outer and Inner radius.
-- @param #SPAWN self -- @param #SPAWN self
-- @param #boolean RandomizeUnits If true, SPAWN will perform the randomization of the @{UNIT}s position within the group between a given outer and inner radius. -- @param #boolean RandomizeUnits If true, SPAWN will perform the randomization of the @{Wrapper.Unit#UNIT}s position within the group between a given outer and inner radius.
-- @param DCS#Distance OuterRadius (optional) The outer radius in meters where the new group will be spawned. -- @param DCS#Distance OuterRadius (optional) The outer radius in meters where the new group will be spawned.
-- @param DCS#Distance InnerRadius (optional) The inner radius in meters where the new group will NOT be spawned. -- @param DCS#Distance InnerRadius (optional) The inner radius in meters where the new group will NOT be spawned.
-- @return #SPAWN -- @return #SPAWN
-- @usage -- @usage
-- --
-- -- NATO helicopters engaging in the battle field. -- -- NATO helicopters engaging in the battle field.
-- -- The KA-50 has waypoints Start point ( =0 or SP ), 1, 2, 3, 4, End point (= 5 or DP). -- -- UNIT positions of this group will be randomized around the base unit #1 in a circle of 50 to 500 meters.
-- -- Waypoints 2 and 3 will only be randomized. The others will remain on their original position with each new spawn of the helicopter. -- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitRandomizeUnits( true, 500, 50 )
-- -- The randomization of waypoint 2 and 3 will take place within a radius of 2000 meters.
-- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitRandomizeRoute( 2, 2, 2000 )
-- --
function SPAWN:InitRandomizeUnits( RandomizeUnits, OuterRadius, InnerRadius ) function SPAWN:InitRandomizeUnits( RandomizeUnits, OuterRadius, InnerRadius )
self:F( { self.SpawnTemplatePrefix, RandomizeUnits, OuterRadius, InnerRadius } ) self:F( { self.SpawnTemplatePrefix, RandomizeUnits, OuterRadius, InnerRadius } )
@@ -791,6 +913,46 @@ function SPAWN:InitRandomizeUnits( RandomizeUnits, OuterRadius, InnerRadius )
return self return self
end end
--- Spawn the UNITs of this group with individual relative positions to unit #1 and individual headings.
-- @param #SPAWN self
-- @param #table Positions Table of positions, needs to one entry per unit in the group(!). The table contains one table each for each unit, with x,y, and optionally z
-- relative positions, and optionally an individual heading.
-- @return #SPAWN
-- @usage
--
-- -- NATO helicopter group of three units engaging in the battle field.
-- local Positions = { [1] = {x = 0, y = 0, heading = 0}, [2] = {x = 50, y = 50, heading = 90}, [3] = {x = -50, y = 50, heading = 180} }
-- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitSetUnitRelativePositions(Positions)
--
function SPAWN:InitSetUnitRelativePositions(Positions)
self:F({self.SpawnTemplatePrefix, Positions})
self.SpawnUnitsWithRelativePositions = true
self.UnitsRelativePositions = Positions
return self
end
--- Spawn the UNITs of this group with individual absolute positions and individual headings.
-- @param #SPAWN self
-- @param #table Positions Table of positions, needs to one entry per unit in the group(!). The table contains one table each for each unit, with x,y, and optionally z
-- absolute positions, and optionally an individual heading.
-- @return #SPAWN
-- @usage
--
-- -- NATO helicopter group of three units engaging in the battle field.
-- local Positions = { [1] = {x = 0, y = 0, heading = 0}, [2] = {x = 50, y = 50, heading = 90}, [3] = {x = -50, y = 50, heading = 180} }
-- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitSetUnitAbsolutePositions(Positions)
--
function SPAWN:InitSetUnitAbsolutePositions(Positions)
self:F({self.SpawnTemplatePrefix, Positions})
self.SpawnUnitsWithAbsolutePositions = true
self.UnitsAbsolutePositions = Positions
return self
end
--- This method is rather complicated to understand. But I'll try to explain. --- This method is rather complicated to understand. But I'll try to explain.
-- This method becomes useful when you need to spawn groups with random templates of groups defined within the mission editor, -- This method becomes useful when you need to spawn groups with random templates of groups defined within the mission editor,
-- but they will all follow the same Template route and have the same prefix name. -- but they will all follow the same Template route and have the same prefix name.
@@ -813,8 +975,13 @@ end
-- Spawn_US_Platoon_Right = SPAWN:New( 'US Tank Platoon Right' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplate( Spawn_US_Platoon ):InitRandomizeRoute( 3, 3, 2000 ) -- Spawn_US_Platoon_Right = SPAWN:New( 'US Tank Platoon Right' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplate( Spawn_US_Platoon ):InitRandomizeRoute( 3, 3, 2000 )
function SPAWN:InitRandomizeTemplate( SpawnTemplatePrefixTable ) function SPAWN:InitRandomizeTemplate( SpawnTemplatePrefixTable )
self:F( { self.SpawnTemplatePrefix, SpawnTemplatePrefixTable } ) self:F( { self.SpawnTemplatePrefix, SpawnTemplatePrefixTable } )
self.SpawnTemplatePrefixTable = SpawnTemplatePrefixTable local temptable = {}
for _,_temp in pairs(SpawnTemplatePrefixTable) do
temptable[#temptable+1] = _temp
end
self.SpawnTemplatePrefixTable = UTILS.ShuffleTable(temptable)
self.SpawnRandomizeTemplate = true self.SpawnRandomizeTemplate = true
for SpawnGroupID = 1, self.SpawnMaxGroups do for SpawnGroupID = 1, self.SpawnMaxGroups do
@@ -848,16 +1015,12 @@ end
-- Spawn_US_Platoon_Middle = SPAWN:New( 'US Tank Platoon Middle' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplateSet( Spawn_US_PlatoonSet ):InitRandomizeRoute( 3, 3, 2000 ) -- Spawn_US_Platoon_Middle = SPAWN:New( 'US Tank Platoon Middle' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplateSet( Spawn_US_PlatoonSet ):InitRandomizeRoute( 3, 3, 2000 )
-- Spawn_US_Platoon_Right = SPAWN:New( 'US Tank Platoon Right' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplateSet( Spawn_US_PlatoonSet ):InitRandomizeRoute( 3, 3, 2000 ) -- Spawn_US_Platoon_Right = SPAWN:New( 'US Tank Platoon Right' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplateSet( Spawn_US_PlatoonSet ):InitRandomizeRoute( 3, 3, 2000 )
-- --
function SPAWN:InitRandomizeTemplateSet( SpawnTemplateSet ) -- R2.3 function SPAWN:InitRandomizeTemplateSet( SpawnTemplateSet )
self:F( { self.SpawnTemplatePrefix } ) self:F( { self.SpawnTemplatePrefix } )
self.SpawnTemplatePrefixTable = SpawnTemplateSet:GetSetNames() local setnames = SpawnTemplateSet:GetSetNames()
self.SpawnRandomizeTemplate = true self:InitRandomizeTemplate(setnames)
for SpawnGroupID = 1, self.SpawnMaxGroups do
self:_RandomizeTemplate( SpawnGroupID )
end
return self return self
end end
@@ -906,8 +1069,8 @@ end
--- This method provides the functionality to randomize the spawning of the Groups at a given list of zones of different types. --- This method provides the functionality to randomize the spawning of the Groups at a given list of zones of different types.
-- @param #SPAWN self -- @param #SPAWN self
-- @param #table SpawnZoneTable A table with @{Zone} objects. If this table is given, then each spawn will be executed within the given list of @{Zone}s objects. -- @param #table SpawnZoneTable A table with @{Core.Zone} objects. If this table is given, then each spawn will be executed within the given list of @{Core.Zone}s objects.
-- @return #SPAWN -- @return #SPAWN self
-- @usage -- @usage
-- --
-- -- Create a zone table of the 2 zones. -- -- Create a zone table of the 2 zones.
@@ -921,8 +1084,13 @@ end
-- --
function SPAWN:InitRandomizeZones( SpawnZoneTable ) function SPAWN:InitRandomizeZones( SpawnZoneTable )
self:F( { self.SpawnTemplatePrefix, SpawnZoneTable } ) self:F( { self.SpawnTemplatePrefix, SpawnZoneTable } )
self.SpawnZoneTable = SpawnZoneTable local temptable = {}
for _,_temp in pairs(SpawnZoneTable) do
temptable[#temptable+1] = _temp
end
self.SpawnZoneTable = UTILS.ShuffleTable(temptable)
self.SpawnRandomizeZones = true self.SpawnRandomizeZones = true
for SpawnGroupID = 1, self.SpawnMaxGroups do for SpawnGroupID = 1, self.SpawnMaxGroups do
@@ -932,6 +1100,55 @@ function SPAWN:InitRandomizeZones( SpawnZoneTable )
return self return self
end end
--- [AIR/Fighter only!] This method randomizes the callsign for a new group.
-- @param #SPAWN self
-- @return #SPAWN self
function SPAWN:InitRandomizeCallsign()
self.SpawnRandomCallsign = true
return self
end
--- [BLUE AIR only!] This method sets a specific callsign for a spawned group. Use for a group with one unit only!
-- @param #SPAWN self
-- @param #number ID ID of the callsign enumerator, e.g. CALLSIGN.Tanker.Texaco - - resulting in e.g. Texaco-2-1
-- @param #string Name Name of this callsign as it cannot be determined from the ID because of the dependency on the task type of the plane, and the plane type. E.g. "Texaco"
-- @param #number Minor Minor number, i.e. the unit number within the group, e.g 2 - resulting in e.g. Texaco-2-1
-- @param #number Major Major number, i.e. the group number of this name, e.g. 1 - resulting in e.g. Texaco-2-1
-- @return #SPAWN self
function SPAWN:InitCallSign(ID,Name,Minor,Major)
self.SpawnInitCallSign = true
self.SpawnInitCallSignID = ID or 1
self.SpawnInitCallSignMinor = Minor or 1
self.SpawnInitCallSignMajor = Major or 1
self.SpawnInitCallSignName = string.lower(Name) or "enfield"
return self
end
--- This method sets a spawn position for the group that is different from the location of the template.
-- @param #SPAWN self
-- @param Core.Point#COORDINATE Coordinate The position to spawn from
-- @return #SPAWN self
function SPAWN:InitPositionCoordinate(Coordinate)
self:T( { self.SpawnTemplatePrefix, Coordinate:GetVec2()} )
self:InitPositionVec2(Coordinate:GetVec2())
return self
end
--- This method sets a spawn position for the group that is different from the location of the template.
-- @param #SPAWN self
-- @param DCS#Vec2 Vec2 The position to spawn from
-- @return #SPAWN self
function SPAWN:InitPositionVec2(Vec2)
self:T( { self.SpawnTemplatePrefix, Vec2} )
self.SpawnInitPosition = Vec2
self.SpawnFromNewPosition = true
self:I("MaxGroups:"..self.SpawnMaxGroups)
for SpawnGroupID = 1, self.SpawnMaxGroups do
self:_SetInitialPosition( SpawnGroupID )
end
return self
end
--- For planes and helicopters, when these groups go home and land on their home airbases and FARPs, they normally would taxi to the parking spot, shut-down their engines and wait forever until the Group is removed by the runtime environment. --- For planes and helicopters, when these groups go home and land on their home airbases and FARPs, they normally would taxi to the parking spot, shut-down their engines and wait forever until the Group is removed by the runtime environment.
-- This method is used to re-spawn automatically (so no extra call is needed anymore) the same group after it has landed. -- This method is used to re-spawn automatically (so no extra call is needed anymore) the same group after it has landed.
-- This will enable a spawned group to be re-spawned after it lands, until it is destroyed... -- This will enable a spawned group to be re-spawned after it lands, until it is destroyed...
@@ -1022,7 +1239,6 @@ function SPAWN:InitCleanUp( SpawnCleanUpInterval )
local SpawnGroup, SpawnCursor = self:GetFirstAliveGroup() local SpawnGroup, SpawnCursor = self:GetFirstAliveGroup()
self:T( { "CleanUp Scheduler:", SpawnGroup } ) self:T( { "CleanUp Scheduler:", SpawnGroup } )
-- self.CleanUpFunction = routines.scheduleFunction( self._SpawnCleanUpScheduler, { self }, timer.getTime() + 1, SpawnCleanUpInterval )
self.CleanUpScheduler = SCHEDULER:New( self, self._SpawnCleanUpScheduler, {}, 1, SpawnCleanUpInterval, 0.2 ) self.CleanUpScheduler = SCHEDULER:New( self, self._SpawnCleanUpScheduler, {}, 1, SpawnCleanUpInterval, 0.2 )
return self return self
end end
@@ -1140,7 +1356,8 @@ do -- Delay methods
return self return self
end end
--- Turns the Delay On for the @{Wrapper.Group} when spawning. --- Turns the Delay On for the @{Wrapper.Group} when spawning with @{#SpawnScheduled}(). In effect then the 1st group will only be spawned
-- after the number of seconds given in SpawnScheduled as arguments, and not immediately.
-- @param #SPAWN self -- @param #SPAWN self
-- @return #SPAWN The SPAWN object -- @return #SPAWN The SPAWN object
function SPAWN:InitDelayOn() function SPAWN:InitDelayOn()
@@ -1159,7 +1376,7 @@ do -- Delay methods
end -- Delay methods end -- Delay methods
--- Will spawn a group based on the internal index. --- Will spawn a group based on the internal index.
-- Note: Uses @{DATABASE} module defined in MOOSE. -- Note: This method uses the global _DATABASE object (an instance of @{Core.Database#DATABASE}), which contains ALL initial and new spawned objects in MOOSE.
-- @param #SPAWN self -- @param #SPAWN self
-- @return Wrapper.Group#GROUP The group that was spawned. You can use this group for further actions. -- @return Wrapper.Group#GROUP The group that was spawned. You can use this group for further actions.
function SPAWN:Spawn() function SPAWN:Spawn()
@@ -1174,7 +1391,7 @@ function SPAWN:Spawn()
end end
--- Will re-spawn a group based on a given index. --- Will re-spawn a group based on a given index.
-- Note: Uses @{DATABASE} module defined in MOOSE. -- Note: This method uses the global _DATABASE object (an instance of @{Core.Database#DATABASE}), which contains ALL initial and new spawned objects in MOOSE.
-- @param #SPAWN self -- @param #SPAWN self
-- @param #string SpawnIndex The index of the group to be spawned. -- @param #string SpawnIndex The index of the group to be spawned.
-- @return Wrapper.Group#GROUP The group that was spawned. You can use this group for further actions. -- @return Wrapper.Group#GROUP The group that was spawned. You can use this group for further actions.
@@ -1222,7 +1439,7 @@ function SPAWN:SetSpawnIndex( SpawnIndex )
end end
--- Will spawn a group with a specified index number. --- Will spawn a group with a specified index number.
-- Uses @{DATABASE} global object defined in MOOSE. -- Note: This method uses the global _DATABASE object (an instance of @{Core.Database#DATABASE}), which contains ALL initial and new spawned objects in MOOSE.
-- @param #SPAWN self -- @param #SPAWN self
-- @param #string SpawnIndex The index of the group to be spawned. -- @param #string SpawnIndex The index of the group to be spawned.
-- @return Wrapper.Group#GROUP The group that was spawned. You can use this group for further actions. -- @return Wrapper.Group#GROUP The group that was spawned. You can use this group for further actions.
@@ -1230,12 +1447,18 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
self:F2( { SpawnTemplatePrefix = self.SpawnTemplatePrefix, SpawnIndex = SpawnIndex, AliveUnits = self.AliveUnits, SpawnMaxGroups = self.SpawnMaxGroups } ) self:F2( { SpawnTemplatePrefix = self.SpawnTemplatePrefix, SpawnIndex = SpawnIndex, AliveUnits = self.AliveUnits, SpawnMaxGroups = self.SpawnMaxGroups } )
if self:_GetSpawnIndex( SpawnIndex ) then if self:_GetSpawnIndex( SpawnIndex ) then
if self.SpawnFromNewPosition then
self:_SetInitialPosition( SpawnIndex )
end
if self.SpawnGroups[self.SpawnIndex].Visible then if self.SpawnGroups[self.SpawnIndex].Visible then
self.SpawnGroups[self.SpawnIndex].Group:Activate() self.SpawnGroups[self.SpawnIndex].Group:Activate()
else else
local SpawnTemplate = self.SpawnGroups[self.SpawnIndex].SpawnTemplate local SpawnTemplate = self.SpawnGroups[self.SpawnIndex].SpawnTemplate
local SpawnZone = self.SpawnGroups[self.SpawnIndex].SpawnZone
self:T( SpawnTemplate.name ) self:T( SpawnTemplate.name )
if SpawnTemplate then if SpawnTemplate then
@@ -1261,6 +1484,23 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
if self.SpawnRandomizeUnits then if self.SpawnRandomizeUnits then
for UnitID = 1, #SpawnTemplate.units do for UnitID = 1, #SpawnTemplate.units do
local RandomVec2 = PointVec3:GetRandomVec2InRadius( self.SpawnOuterRadius, self.SpawnInnerRadius ) local RandomVec2 = PointVec3:GetRandomVec2InRadius( self.SpawnOuterRadius, self.SpawnInnerRadius )
if (SpawnZone) then
local inZone = SpawnZone:IsVec2InZone(RandomVec2)
local numTries = 1
while (not inZone) and (numTries < 20) do
if not inZone then
RandomVec2 = PointVec3:GetRandomVec2InRadius( self.SpawnOuterRadius, self.SpawnInnerRadius )
numTries = numTries + 1
inZone = SpawnZone:IsVec2InZone(RandomVec2)
self:I("Retrying " .. numTries .. "spawn " .. SpawnTemplate.name .. " in Zone " .. SpawnZone:GetName() .. "!")
self:I(SpawnZone)
end
end
if (not inZone) then
self:I("Could not place unit within zone and within radius!")
RandomVec2 = SpawnZone:GetRandomVec2()
end
end
SpawnTemplate.units[UnitID].x = RandomVec2.x SpawnTemplate.units[UnitID].x = RandomVec2.x
SpawnTemplate.units[UnitID].y = RandomVec2.y SpawnTemplate.units[UnitID].y = RandomVec2.y
self:T( 'SpawnTemplate.units[' .. UnitID .. '].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units[' .. UnitID .. '].y = ' .. SpawnTemplate.units[UnitID].y ) self:T( 'SpawnTemplate.units[' .. UnitID .. '].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units[' .. UnitID .. '].y = ' .. SpawnTemplate.units[UnitID].y )
@@ -1312,12 +1552,14 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
for UnitID = 1, #SpawnTemplate.units do for UnitID = 1, #SpawnTemplate.units do
if UnitID > 1 then -- don't rotate position of unit #1 if not self.SpawnRandomizeUnits then
local unitXOff = SpawnTemplate.units[UnitID].x - pivotX -- rotate position offset around unit #1 if UnitID > 1 then -- don't rotate position of unit #1
local unitYOff = SpawnTemplate.units[UnitID].y - pivotY local unitXOff = SpawnTemplate.units[UnitID].x - pivotX -- rotate position offset around unit #1
local unitYOff = SpawnTemplate.units[UnitID].y - pivotY
SpawnTemplate.units[UnitID].x = pivotX + (unitXOff * cosHeading) - (unitYOff * sinHeading) SpawnTemplate.units[UnitID].x = pivotX + (unitXOff * cosHeading) - (unitYOff * sinHeading)
SpawnTemplate.units[UnitID].y = pivotY + (unitYOff * cosHeading) + (unitXOff * sinHeading) SpawnTemplate.units[UnitID].y = pivotY + (unitYOff * cosHeading) + (unitXOff * sinHeading)
end
end end
-- adjust heading of all units, including unit #1 -- adjust heading of all units, including unit #1
@@ -1336,7 +1578,38 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
SpawnTemplate.units[UnitID].psi = -SpawnTemplate.units[UnitID].heading SpawnTemplate.units[UnitID].psi = -SpawnTemplate.units[UnitID].heading
end end
end end
-- Individual relative unit positions + heading
if self.SpawnUnitsWithRelativePositions and self.UnitsRelativePositions then
local BaseX = SpawnTemplate.units[1].x or 0
local BaseY = SpawnTemplate.units[1].y or 0
local BaseZ = SpawnTemplate.units[1].z or 0
for UnitID = 1, #SpawnTemplate.units do
if self.UnitsRelativePositions[UnitID].heading then
SpawnTemplate.units[UnitID].heading = math.rad(self.UnitsRelativePositions[UnitID].heading or 0)
end
SpawnTemplate.units[UnitID].x = BaseX + (self.UnitsRelativePositions[UnitID].x or 0)
SpawnTemplate.units[UnitID].y = BaseY + (self.UnitsRelativePositions[UnitID].y or 0)
if self.UnitsRelativePositions[UnitID].z then
SpawnTemplate.units[UnitID].z = BaseZ + (self.UnitsRelativePositions[UnitID].z or 0)
end
end
end
-- Individual asbolute unit positions + heading
if self.SpawnUnitsWithAbsolutePositions and self.UnitsAbsolutePositions then
for UnitID = 1, #SpawnTemplate.units do
if self.UnitsAbsolutePositions[UnitID].heading then
SpawnTemplate.units[UnitID].heading = math.rad(self.UnitsAbsolutePositions[UnitID].heading or 0)
end
SpawnTemplate.units[UnitID].x = self.UnitsAbsolutePositions[UnitID].x or 0
SpawnTemplate.units[UnitID].y = self.UnitsAbsolutePositions[UnitID].y or 0
if self.UnitsAbsolutePositions[UnitID].z then
SpawnTemplate.units[UnitID].z = self.UnitsAbsolutePositions[UnitID].z or 0
end
end
end
-- Set livery. -- Set livery.
if self.SpawnInitLivery then if self.SpawnInitLivery then
for UnitID = 1, #SpawnTemplate.units do for UnitID = 1, #SpawnTemplate.units do
@@ -1354,7 +1627,10 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
-- Set tail number. -- Set tail number.
if self.SpawnInitModex then if self.SpawnInitModex then
for UnitID = 1, #SpawnTemplate.units do for UnitID = 1, #SpawnTemplate.units do
SpawnTemplate.units[UnitID].onboard_num = string.format( "%03d", self.SpawnInitModex + (UnitID - 1) ) local modexnumber = string.format( "%03d", self.SpawnInitModex + (UnitID - 1) )
if self.SpawnInitModexPrefix then modexnumber = self.SpawnInitModexPrefix..modexnumber end
if self.SpawnInitModexPostfix then modexnumber = modexnumber..self.SpawnInitModexPostfix end
SpawnTemplate.units[UnitID].onboard_num = modexnumber
end end
end end
@@ -1437,6 +1713,8 @@ end
-- @param #number SpawnTime The time interval defined in seconds between each new spawn of new groups. -- @param #number SpawnTime The time interval defined in seconds between each new spawn of new groups.
-- @param #number SpawnTimeVariation The variation to be applied on the defined time interval between each new spawn. -- @param #number SpawnTimeVariation The variation to be applied on the defined time interval between each new spawn.
-- The variation is a number between 0 and 1, representing the % of variation to be applied on the time interval. -- The variation is a number between 0 and 1, representing the % of variation to be applied on the time interval.
-- @param #boolean WithDelay Do not spawn the **first** group immediately, but delay the spawn as per the calculation below.
-- Effectively the same as @{#InitDelayOn}().
-- @return #SPAWN self -- @return #SPAWN self
-- @usage -- @usage
-- -- NATO helicopters engaging in the battle field. -- -- NATO helicopters engaging in the battle field.
@@ -1447,17 +1725,20 @@ end
-- -- High limit: 600 * ( 1 + 0.5 / 2 ) = 750 -- -- High limit: 600 * ( 1 + 0.5 / 2 ) = 750
-- -- Between these two values, a random amount of seconds will be chosen for each new spawn of the helicopters. -- -- Between these two values, a random amount of seconds will be chosen for each new spawn of the helicopters.
-- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):SpawnScheduled( 600, 0.5 ) -- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):SpawnScheduled( 600, 0.5 )
function SPAWN:SpawnScheduled( SpawnTime, SpawnTimeVariation ) function SPAWN:SpawnScheduled( SpawnTime, SpawnTimeVariation, WithDelay )
self:F( { SpawnTime, SpawnTimeVariation } ) self:F( { SpawnTime, SpawnTimeVariation } )
local SpawnTime = SpawnTime or 60
local SpawnTimeVariation = SpawnTimeVariation or 0.5
if SpawnTime ~= nil and SpawnTimeVariation ~= nil then if SpawnTime ~= nil and SpawnTimeVariation ~= nil then
local InitialDelay = 0 local InitialDelay = 0
if self.DelayOnOff == true then if WithDelay or self.DelayOnOff == true then
InitialDelay = math.random( SpawnTime - SpawnTime * SpawnTimeVariation, SpawnTime + SpawnTime * SpawnTimeVariation ) InitialDelay = math.random( SpawnTime - SpawnTime * SpawnTimeVariation, SpawnTime + SpawnTime * SpawnTimeVariation )
end end
self.SpawnScheduler = SCHEDULER:New( self, self._Scheduler, {}, InitialDelay, SpawnTime, SpawnTimeVariation ) self.SpawnScheduler = SCHEDULER:New( self, self._Scheduler, {}, InitialDelay, SpawnTime, SpawnTimeVariation )
end end
return self return self
end end
@@ -1956,14 +2237,18 @@ end
-- @param #table Spots Table of parking spot IDs. Note that these in general are different from the numbering in the mission editor! -- @param #table Spots Table of parking spot IDs. Note that these in general are different from the numbering in the mission editor!
-- @param #SPAWN.Takeoff Takeoff (Optional) Takeoff type, i.e. either SPAWN.Takeoff.Cold or SPAWN.Takeoff.Hot. Default is Hot. -- @param #SPAWN.Takeoff Takeoff (Optional) Takeoff type, i.e. either SPAWN.Takeoff.Cold or SPAWN.Takeoff.Hot. Default is Hot.
-- @return Wrapper.Group#GROUP The group that was spawned or nil when nothing was spawned. -- @return Wrapper.Group#GROUP The group that was spawned or nil when nothing was spawned.
function SPAWN:SpawnAtParkingSpot( Airbase, Spots, Takeoff ) -- R2.5 function SPAWN:SpawnAtParkingSpot( Airbase, Spots, Takeoff )
self:F( { Airbase = Airbase, Spots = Spots, Takeoff = Takeoff } ) self:F( { Airbase = Airbase, Spots = Spots, Takeoff = Takeoff } )
-- Ensure that Spots parameter is a table. -- Ensure that Spots parameter is a table.
if type( Spots ) ~= "table" then if type( Spots ) ~= "table" then
Spots = { Spots } Spots = { Spots }
end end
if type(Airbase) == "string" then
Airbase = AIRBASE:FindByName(Airbase)
end
-- Get template group. -- Get template group.
local group = GROUP:FindByName( self.SpawnTemplatePrefix ) local group = GROUP:FindByName( self.SpawnTemplatePrefix )
@@ -2543,7 +2828,7 @@ end
-- @return Wrapper.Group#GROUP that was spawned or #nil if nothing was spawned. -- @return Wrapper.Group#GROUP that was spawned or #nil if nothing was spawned.
-- @usage -- @usage
-- --
-- local SpawnPointVec2 = ZONE:New( ZoneName ):GetPointVec2() -- local SpawnPointVec2 = ZONE:New( ZoneName ):GetPointVec2()
-- --
-- -- Spawn at the zone center position at the height specified in the ME of the group template! -- -- Spawn at the zone center position at the height specified in the ME of the group template!
-- SpawnAirplanes:SpawnFromPointVec2( SpawnPointVec2 ) -- SpawnAirplanes:SpawnFromPointVec2( SpawnPointVec2 )
@@ -2615,8 +2900,8 @@ function SPAWN:SpawnFromStatic( HostStatic, MinHeight, MaxHeight, SpawnIndex )
return nil return nil
end end
--- Will spawn a Group within a given @{Zone}. --- Will spawn a Group within a given @{Core.Zone}.
-- The @{Zone} can be of any type derived from @{Core.Zone#ZONE_BASE}. -- The @{Core.Zone} can be of any type derived from @{Core.Zone#ZONE_BASE}.
-- Once the @{Wrapper.Group} is spawned within the zone, the @{Wrapper.Group} will continue on its route. -- Once the @{Wrapper.Group} is spawned within the zone, the @{Wrapper.Group} will continue on its route.
-- The **first waypoint** (where the group is spawned) is replaced with the zone location coordinates. -- The **first waypoint** (where the group is spawned) is replaced with the zone location coordinates.
-- @param #SPAWN self -- @param #SPAWN self
@@ -2937,7 +3222,7 @@ function SPAWN:_GetGroupCountryID( SpawnPrefix )
end end
--- Gets the Group Template from the ME environment definition. --- Gets the Group Template from the ME environment definition.
-- This method used the @{DATABASE} object, which contains ALL initial and new spawned object in MOOSE. -- Note: This method uses the global _DATABASE object (an instance of @{Core.Database#DATABASE}), which contains ALL initial and new spawned objects in MOOSE.
-- @param #SPAWN self -- @param #SPAWN self
-- @param #string SpawnTemplatePrefix -- @param #string SpawnTemplatePrefix
-- @return @SPAWN self -- @return @SPAWN self
@@ -2945,7 +3230,11 @@ function SPAWN:_GetTemplate( SpawnTemplatePrefix )
self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnTemplatePrefix } ) self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnTemplatePrefix } )
local SpawnTemplate = nil local SpawnTemplate = nil
if _DATABASE.Templates.Groups[SpawnTemplatePrefix] == nil then
error( 'No Template exists for SpawnTemplatePrefix = ' .. SpawnTemplatePrefix )
end
local Template = _DATABASE.Templates.Groups[SpawnTemplatePrefix].Template local Template = _DATABASE.Templates.Groups[SpawnTemplatePrefix].Template
self:F( { Template = Template } ) self:F( { Template = Template } )
@@ -2979,6 +3268,11 @@ function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex ) -- R2.2
if self.TweakedTemplate ~= nil and self.TweakedTemplate == true then if self.TweakedTemplate ~= nil and self.TweakedTemplate == true then
BASE:I( "WARNING: You are using a tweaked template." ) BASE:I( "WARNING: You are using a tweaked template." )
SpawnTemplate = self.SpawnTemplate SpawnTemplate = self.SpawnTemplate
if self.MooseNameing == true then
SpawnTemplate.name = self:SpawnGroupName( SpawnIndex )
else
SpawnTemplate.name = self:SpawnGroupName()
end
else else
SpawnTemplate = self:_GetTemplate( SpawnTemplatePrefix ) SpawnTemplate = self:_GetTemplate( SpawnTemplatePrefix )
SpawnTemplate.name = self:SpawnGroupName( SpawnIndex ) SpawnTemplate.name = self:SpawnGroupName( SpawnIndex )
@@ -3026,21 +3320,156 @@ function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex ) -- R2.2
end end
-- Callsign -- Callsign
if self.SpawnRandomCallsign and SpawnTemplate.units[1].callsign then
if type( SpawnTemplate.units[1].callsign ) ~= "number" then
-- change callsign
local min = 1
local max = 8
local ctable = CALLSIGN.Aircraft
if string.find(SpawnTemplate.units[1].type, "A-10",1,true) then
max = 12
end
if string.find(SpawnTemplate.units[1].type, "18",1,true) then
min = 9
max = 20
ctable = CALLSIGN.F18
end
if string.find(SpawnTemplate.units[1].type, "16",1,true) then
min = 9
max = 20
ctable = CALLSIGN.F16
end
if SpawnTemplate.units[1].type == "F-15E" then
min = 9
max = 18
ctable = CALLSIGN.F15E
end
local callsignnr = math.random(min,max)
local callsignname = "Enfield"
for name, value in pairs(ctable) do
if value==callsignnr then
callsignname = name
end
end
for UnitID = 1, #SpawnTemplate.units do
SpawnTemplate.units[UnitID].callsign[1] = callsignnr
SpawnTemplate.units[UnitID].callsign[2] = UnitID
SpawnTemplate.units[UnitID].callsign[3] = "1"
SpawnTemplate.units[UnitID].callsign["name"] = tostring(callsignname)..tostring(UnitID).."1"
-- UTILS.PrintTableToLog(SpawnTemplate.units[UnitID].callsign,1)
end
else
-- Russkis
for UnitID = 1, #SpawnTemplate.units do
SpawnTemplate.units[UnitID].callsign = math.random(1,999)
end
end
end
if self.SpawnInitCallSign then
for UnitID = 1, #SpawnTemplate.units do
local Callsign = SpawnTemplate.units[UnitID].callsign
if Callsign and type( Callsign ) ~= "number" then
SpawnTemplate.units[UnitID].callsign[1] = self.SpawnInitCallSignID
SpawnTemplate.units[UnitID].callsign[2] = self.SpawnInitCallSignMinor
SpawnTemplate.units[UnitID].callsign[3] = self.SpawnInitCallSignMajor
SpawnTemplate.units[UnitID].callsign["name"] = string.format("%s%d%d",self.SpawnInitCallSignName,self.SpawnInitCallSignMinor,self.SpawnInitCallSignMajor)
--UTILS.PrintTableToLog(SpawnTemplate.units[UnitID].callsign,1)
end
end
end
for UnitID = 1, #SpawnTemplate.units do for UnitID = 1, #SpawnTemplate.units do
local Callsign = SpawnTemplate.units[UnitID].callsign local Callsign = SpawnTemplate.units[UnitID].callsign
if Callsign then if Callsign then
if type( Callsign ) ~= "number" then -- blue callsign if type( Callsign ) ~= "number" and not self.SpawnInitCallSign then -- blue callsign
-- UTILS.PrintTableToLog(Callsign,1)
Callsign[2] = ((SpawnIndex - 1) % 10) + 1 Callsign[2] = ((SpawnIndex - 1) % 10) + 1
local CallsignName = SpawnTemplate.units[UnitID].callsign["name"] -- #string local CallsignName = SpawnTemplate.units[UnitID].callsign["name"] -- #string
CallsignName = string.match(CallsignName,"^(%a+)") -- 2.8 - only the part w/o numbers
local CallsignLen = CallsignName:len() local CallsignLen = CallsignName:len()
SpawnTemplate.units[UnitID].callsign[2] = UnitID
SpawnTemplate.units[UnitID].callsign["name"] = CallsignName:sub( 1, CallsignLen ) .. SpawnTemplate.units[UnitID].callsign[2] .. SpawnTemplate.units[UnitID].callsign[3] SpawnTemplate.units[UnitID].callsign["name"] = CallsignName:sub( 1, CallsignLen ) .. SpawnTemplate.units[UnitID].callsign[2] .. SpawnTemplate.units[UnitID].callsign[3]
else elseif type( Callsign ) == "number" then
SpawnTemplate.units[UnitID].callsign = Callsign + SpawnIndex SpawnTemplate.units[UnitID].callsign = Callsign + SpawnIndex
end end
end end
-- Link16
local AddProps = SpawnTemplate.units[UnitID].AddPropAircraft
if AddProps then
if SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16 then
-- 4 digit octal with leading 0
if tonumber(SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16) ~= nil then
local octal = SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16
local decimal = UTILS.OctalToDecimal(octal)+UnitID-1
SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16 = string.format("%05d",UTILS.DecimalToOctal(decimal))
else -- ED bug - chars in here
local STN = math.floor(UTILS.RandomGaussian(4088/2,nil,1000,4088))
STN = STN+UnitID-1
local OSTN = UTILS.DecimalToOctal(STN)
SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16 = string.format("%05d",OSTN)
end
end
-- A10CII
if SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN then
-- 3 digit octal with leading 0
if tonumber(SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN) ~= nil then
local octal = SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN
local decimal = UTILS.OctalToDecimal(octal)+UnitID-1
SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN = string.format("%04d",UTILS.DecimalToOctal(decimal))
else -- ED bug - chars in here
local STN = math.floor(UTILS.RandomGaussian(504/2,nil,100,504))
STN = STN+UnitID-1
local OSTN = UTILS.DecimalToOctal(STN)
SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN = string.format("%04d",OSTN)
end
end
-- VoiceCallsignNumber
if SpawnTemplate.units[UnitID].AddPropAircraft.VoiceCallsignNumber and type( Callsign ) ~= "number" then
SpawnTemplate.units[UnitID].AddPropAircraft.VoiceCallsignNumber = SpawnTemplate.units[UnitID].callsign[2] .. SpawnTemplate.units[UnitID].callsign[3]
end
-- VoiceCallsignLabel
if SpawnTemplate.units[UnitID].AddPropAircraft.VoiceCallsignLabel and type( Callsign ) ~= "number" then
local CallsignName = SpawnTemplate.units[UnitID].callsign["name"] -- #string
CallsignName = string.match(CallsignName,"^(%a+)") -- 2.8 - only the part w/o numbers
local label = "NY" -- Navy One exception
if not string.find(CallsignName," ") then
label = string.upper(string.match(CallsignName,"^%a")..string.match(CallsignName,"%a$"))
end
SpawnTemplate.units[UnitID].AddPropAircraft.VoiceCallsignLabel = label
end
-- UTILS.PrintTableToLog(SpawnTemplate.units[UnitID].AddPropAircraft,1)
-- FlightLead
if SpawnTemplate.units[UnitID].datalinks and SpawnTemplate.units[UnitID].datalinks.Link16 and SpawnTemplate.units[UnitID].datalinks.Link16.settings then
SpawnTemplate.units[UnitID].datalinks.Link16.settings.flightLead = UnitID == 1 and true or false
end
-- A10CII
if SpawnTemplate.units[UnitID].datalinks and SpawnTemplate.units[UnitID].datalinks.SADL and SpawnTemplate.units[UnitID].datalinks.SADL.settings then
SpawnTemplate.units[UnitID].datalinks.SADL.settings.flightLead = UnitID == 1 and true or false
end
-- UTILS.PrintTableToLog(SpawnTemplate.units[UnitID].datalinks,1)
end
end
-- Link16 team members
for UnitID = 1, #SpawnTemplate.units do
if SpawnTemplate.units[UnitID].datalinks and SpawnTemplate.units[UnitID].datalinks.Link16 and SpawnTemplate.units[UnitID].datalinks.Link16.network then
local team = {}
local isF16 = string.find(SpawnTemplate.units[UnitID].type,"F-16",1,true) and true or false
for ID = 1, #SpawnTemplate.units do
local member = {}
member.missionUnitId = ID
if isF16 then
member.TDOA = true
end
table.insert(team,member)
end
SpawnTemplate.units[UnitID].datalinks.Link16.network.teamMembers = team
end
end end
self:T3( { "Template:", SpawnTemplate } ) self:T3( { "Template:", SpawnTemplate } )
--UTILS.PrintTableToLog(SpawnTemplate,1)
return SpawnTemplate return SpawnTemplate
end end
@@ -3108,7 +3537,58 @@ function SPAWN:_RandomizeTemplate( SpawnIndex )
return self return self
end end
--- Private method that randomizes the @{Zone}s where the Group will be spawned. --- Private method that sets the DCS#Vec2 where the Group will be spawned.
-- @param #SPAWN self
-- @param #number SpawnIndex
-- @return #SPAWN self
function SPAWN:_SetInitialPosition( SpawnIndex )
self:T( { self.SpawnTemplatePrefix, SpawnIndex, self.SpawnRandomizeZones } )
if self.SpawnFromNewPosition then
self:T( "Preparing Spawn at Vec2 ", self.SpawnInitPosition )
local SpawnVec2 = self.SpawnInitPosition
self:T( { SpawnVec2 = SpawnVec2 } )
local SpawnTemplate = self.SpawnGroups[SpawnIndex].SpawnTemplate
SpawnTemplate.route = SpawnTemplate.route or {}
SpawnTemplate.route.points = SpawnTemplate.route.points or {}
SpawnTemplate.route.points[1] = SpawnTemplate.route.points[1] or {}
SpawnTemplate.route.points[1].x = SpawnTemplate.route.points[1].x or 0
SpawnTemplate.route.points[1].y = SpawnTemplate.route.points[1].y or 0
self:T( { Route = SpawnTemplate.route } )
for UnitID = 1, #SpawnTemplate.units do
local UnitTemplate = SpawnTemplate.units[UnitID]
self:T( 'Before Translation SpawnTemplate.units[' .. UnitID .. '].x = ' .. UnitTemplate.x .. ', SpawnTemplate.units[' .. UnitID .. '].y = ' .. UnitTemplate.y )
local SX = UnitTemplate.x
local SY = UnitTemplate.y
local BX = SpawnTemplate.route.points[1].x
local BY = SpawnTemplate.route.points[1].y
local TX = SpawnVec2.x + (SX - BX)
local TY = SpawnVec2.y + (SY - BY)
UnitTemplate.x = TX
UnitTemplate.y = TY
-- TODO: Manage altitude based on landheight...
-- SpawnTemplate.units[UnitID].alt = SpawnVec2:
self:T( 'After Translation SpawnTemplate.units[' .. UnitID .. '].x = ' .. UnitTemplate.x .. ', SpawnTemplate.units[' .. UnitID .. '].y = ' .. UnitTemplate.y )
end
SpawnTemplate.route.points[1].x = SpawnVec2.x
SpawnTemplate.route.points[1].y = SpawnVec2.y
SpawnTemplate.x = SpawnVec2.x
SpawnTemplate.y = SpawnVec2.y
end
return self
end
--- Private method that randomizes the @{Core.Zone}s where the Group will be spawned.
-- @param #SPAWN self -- @param #SPAWN self
-- @param #number SpawnIndex -- @param #number SpawnIndex
-- @return #SPAWN self -- @return #SPAWN self
@@ -3131,6 +3611,7 @@ function SPAWN:_RandomizeZones( SpawnIndex )
self:T( { SpawnVec2 = SpawnVec2 } ) self:T( { SpawnVec2 = SpawnVec2 } )
local SpawnTemplate = self.SpawnGroups[SpawnIndex].SpawnTemplate local SpawnTemplate = self.SpawnGroups[SpawnIndex].SpawnTemplate
self.SpawnGroups[SpawnIndex].SpawnZone = SpawnZone
self:T( { Route = SpawnTemplate.route } ) self:T( { Route = SpawnTemplate.route } )
@@ -3227,7 +3708,7 @@ end
-- TODO Need to delete this... _DATABASE does this now ... -- TODO Need to delete this... _DATABASE does this now ...
--- @param #SPAWN self -- @param #SPAWN self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function SPAWN:_OnBirth( EventData ) function SPAWN:_OnBirth( EventData )
self:F( self.SpawnTemplatePrefix ) self:F( self.SpawnTemplatePrefix )
@@ -3247,7 +3728,7 @@ function SPAWN:_OnBirth( EventData )
end end
--- @param #SPAWN self -- @param #SPAWN self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function SPAWN:_OnDeadOrCrash( EventData ) function SPAWN:_OnDeadOrCrash( EventData )
self:F( self.SpawnTemplatePrefix ) self:F( self.SpawnTemplatePrefix )
@@ -3321,7 +3802,7 @@ function SPAWN:_OnLand( EventData )
end end
--- Will detect AIR Units shutting down their engines ... --- Will detect AIR Units shutting down their engines ...
-- When the event takes place, and the method @{RepeatOnEngineShutDown} was called, the spawned Group will Re-SPAWN. -- When the event takes place, and the method @{#InitRepeatOnEngineShutDown} was called, the spawned Group will Re-SPAWN.
-- But only when the Unit was registered to have landed. -- But only when the Unit was registered to have landed.
-- @param #SPAWN self -- @param #SPAWN self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData

View File

@@ -15,14 +15,14 @@
-- --
-- # Demo Missions -- # Demo Missions
-- --
-- ## [SPAWNSTATIC Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SPS%20-%20Spawning%20Statics) -- ## [SPAWNSTATIC Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Core/SpawnStatic)
-- --
-- --
-- === -- ===
-- --
-- # YouTube Channel -- # YouTube Channel
-- --
-- ## [SPAWNSTATIC YouTube Channel]() [No videos yet!] -- ## No videos yet!
-- --
-- === -- ===
-- --
@@ -57,15 +57,15 @@
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
--- Allows to spawn dynamically new @{Static}s into your mission. --- Allows to spawn dynamically new @{Wrapper.Static}s into your mission.
-- --
-- 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), -- 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. -- 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. -- New spawned @{Wrapper.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: -- By default, spawned @{Wrapper.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 @{Wrapper.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 Constructors
-- --
@@ -106,7 +106,7 @@
-- * @{#SPAWNSTATIC.Spawn}(Heading, NewName) spawns the static with the set parameters. Optionally, heading and name can be given. The name **must be unique**! -- * @{#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.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.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**! -- * @{#SPAWNSTATIC.SpawnFromZone}(Zone, Heading, NewName) spawns the static at the center of a @{Core.Zone}. Optionally, heading and name can be given. The name **must be unique**!
-- --
-- @field #SPAWNSTATIC SPAWNSTATIC -- @field #SPAWNSTATIC SPAWNSTATIC
-- --
@@ -131,7 +131,7 @@ SPAWNSTATIC = {
-- @field #number mass Cargo mass in kg. -- @field #number mass Cargo mass in kg.
-- @field #boolean canCargo Static can be a cargo. -- @field #boolean canCargo Static can be a cargo.
--- Creates the main object to spawn a @{Static} defined in the mission editor (ME). --- Creates the main object to spawn a @{Wrapper.Static} defined in the mission editor (ME).
-- @param #SPAWNSTATIC self -- @param #SPAWNSTATIC self
-- @param #string SpawnTemplateName Name of the static object in the ME. Each new static will have the name starting with this prefix. -- @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. -- @param DCS#country.id SpawnCountryID (Optional) The ID of the country.
@@ -158,7 +158,7 @@ function SPAWNSTATIC:NewFromStatic(SpawnTemplateName, SpawnCountryID)
return self return self
end end
--- Creates the main object to spawn a @{Static} given a template table. --- Creates the main object to spawn a @{Wrapper.Static} given a template table.
-- @param #SPAWNSTATIC self -- @param #SPAWNSTATIC self
-- @param #table SpawnTemplate Template used for spawning. -- @param #table SpawnTemplate Template used for spawning.
-- @param DCS#country.id CountryID The ID of the country. Default `country.id.USA`. -- @param DCS#country.id CountryID The ID of the country. Default `country.id.USA`.
@@ -174,7 +174,7 @@ function SPAWNSTATIC:NewFromTemplate(SpawnTemplate, CountryID)
return self return self
end end
--- Creates the main object to spawn a @{Static} from a given type. --- Creates the main object to spawn a @{Wrapper.Static} from a given type.
-- NOTE that you have to init many other parameters as spawn coordinate etc. -- NOTE that you have to init many other parameters as spawn coordinate etc.
-- @param #SPAWNSTATIC self -- @param #SPAWNSTATIC self
-- @param #string StaticType Type of the static. -- @param #string StaticType Type of the static.
@@ -275,7 +275,7 @@ end
--- Initialize as dead. --- Initialize as dead.
-- @param #SPAWNSTATIC self -- @param #SPAWNSTATIC self
-- @param #boolean IsCargo If true, this static is dead. -- @param #boolean IsDead If true, this static is dead.
-- @return #SPAWNSTATIC self -- @return #SPAWNSTATIC self
function SPAWNSTATIC:InitDead(IsDead) function SPAWNSTATIC:InitDead(IsDead)
self.InitStaticDead=IsDead self.InitStaticDead=IsDead
@@ -336,7 +336,7 @@ function SPAWNSTATIC:Spawn(Heading, NewName)
end end
--- Creates a new @{Static} from a POINT_VEC2. --- Creates a new @{Wrapper.Static} from a POINT_VEC2.
-- @param #SPAWNSTATIC self -- @param #SPAWNSTATIC self
-- @param Core.Point#POINT_VEC2 PointVec2 The 2D coordinate where to spawn the static. -- @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 #number Heading The heading of the static, which is a number in degrees from 0 to 360.
@@ -352,7 +352,7 @@ function SPAWNSTATIC:SpawnFromPointVec2(PointVec2, Heading, NewName)
end end
--- Creates a new @{Static} from a COORDINATE. --- Creates a new @{Wrapper.Static} from a COORDINATE.
-- @param #SPAWNSTATIC self -- @param #SPAWNSTATIC self
-- @param Core.Point#COORDINATE Coordinate The 3D coordinate where to spawn the static. -- @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 #number Heading (Optional) Heading The heading of the static in degrees. Default is 0 degrees.
@@ -375,7 +375,7 @@ function SPAWNSTATIC:SpawnFromCoordinate(Coordinate, Heading, NewName)
end end
--- Creates a new @{Static} from a @{Zone}. --- Creates a new @{Wrapper.Static} from a @{Core.Zone}.
-- @param #SPAWNSTATIC self -- @param #SPAWNSTATIC self
-- @param Core.Zone#ZONE_BASE Zone The Zone where to spawn the static. -- @param Core.Zone#ZONE_BASE Zone The Zone where to spawn the static.
-- @param #number Heading (Optional)The heading of the static in degrees. Default is the heading of the template. -- @param #number Heading (Optional)The heading of the static in degrees. Default is the heading of the template.
@@ -467,7 +467,7 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
self:T(Template) self:T(Template)
-- Add static to the game. -- Add static to the game.
local Static=nil local Static=nil --DCS#StaticObject
if self.InitFarp then if self.InitFarp then
@@ -487,6 +487,17 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
-- ED's dirty way to spawn FARPS. -- ED's dirty way to spawn FARPS.
Static=coalition.addGroup(CountryID, -1, TemplateGroup) Static=coalition.addGroup(CountryID, -1, TemplateGroup)
-- Currently DCS 2.8 does not trigger birth events if FAPRS are spawned!
-- We create such an event. The airbase is registered in Core.Event
local Event = {
id = EVENTS.Birth,
time = timer.getTime(),
initiator = Static
}
-- Create BIRTH event.
world.onEvent(Event)
else else
self:T("Spawning Static") self:T("Spawning Static")
self:T2({Template=Template}) self:T2({Template=Template})

View File

@@ -5,7 +5,7 @@
-- SPOT implements the DCS Spot class functionality, but adds additional luxury to be able to: -- SPOT implements the DCS Spot class functionality, but adds additional luxury to be able to:
-- --
-- * Spot for a defined duration. -- * Spot for a defined duration.
-- * Updates of laer spot position every 0.2 seconds for moving targets. -- * Updates of laser spot position every 0.2 seconds for moving targets.
-- * Wiggle the spot at the target. -- * Wiggle the spot at the target.
-- * Provide a @{Wrapper.Unit} as a target, instead of a point. -- * Provide a @{Wrapper.Unit} as a target, instead of a point.
-- * Implement a status machine, LaseOn, LaseOff. -- * Implement a status machine, LaseOn, LaseOff.
@@ -13,27 +13,17 @@
-- === -- ===
-- --
-- # Demo Missions -- # Demo Missions
--
-- ### [SPOT Demo Missions source code]()
--
-- ### [SPOT Demo Missions, only for beta testers]()
-- --
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases) -- ### [Demo Missions on GitHub](https://github.com/FlightControl-Master/MOOSE_MISSIONS)
--
-- ===
--
-- # YouTube Channel
--
-- ### [SPOT YouTube Channel]()
-- --
-- === -- ===
-- --
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
-- ### Contributions: -- ### Contributions:
-- --
-- * [**Ciribob**](https://forums.eagle.ru/member.php?u=112175): Showing the way how to lase targets + how laser codes work!!! Explained the autolase script. -- * **Ciribob**: Showing the way how to lase targets + how laser codes work!!! Explained the autolase script.
-- * [**EasyEB**](https://forums.eagle.ru/member.php?u=112055): Ideas and Beta Testing -- * **EasyEB**: Ideas and Beta Testing
-- * [**Wingthor**](https://forums.eagle.ru/member.php?u=123698): Beta Testing -- * **Wingthor**: Beta Testing
-- --
-- === -- ===
-- --
@@ -43,21 +33,22 @@
do do
--- @type SPOT ---
-- @type SPOT
-- @extends Core.Fsm#FSM -- @extends Core.Fsm#FSM
--- Implements the target spotting or marking functionality, but adds additional luxury to be able to: --- Implements the target spotting or marking functionality, but adds additional luxury to be able to:
-- --
-- * Mark targets for a defined duration. -- * Mark targets for a defined duration.
-- * Updates of laer spot position every 0.2 seconds for moving targets. -- * Updates of laser spot position every 0.25 seconds for moving targets.
-- * Wiggle the spot at the target. -- * Wiggle the spot at the target.
-- * Provide a @{Wrapper.Unit} as a target, instead of a point. -- * Provide a @{Wrapper.Unit} as a target, instead of a point.
-- * Implement a status machine, LaseOn, LaseOff. -- * Implement a status machine, LaseOn, LaseOff.
-- --
-- ## 1. SPOT constructor -- ## 1. SPOT constructor
-- --
-- * @{#SPOT.New}(..\Presentations\SPOT\Dia2.JPG): Creates a new SPOT object. -- * @{#SPOT.New}(): Creates a new SPOT object.
-- --
-- ## 2. SPOT is a FSM -- ## 2. SPOT is a FSM
-- --
@@ -217,6 +208,8 @@ do
self.Recce = Recce self.Recce = Recce
self.RecceName = self.Recce:GetName()
self.LaseScheduler = SCHEDULER:New( self ) self.LaseScheduler = SCHEDULER:New( self )
@@ -236,21 +229,27 @@ do
-- @param #number LaserCode Laser code. -- @param #number LaserCode Laser code.
-- @param #number Duration Duration of lasing in seconds. -- @param #number Duration Duration of lasing in seconds.
function SPOT:onafterLaseOn( From, Event, To, Target, LaserCode, Duration ) function SPOT:onafterLaseOn( From, Event, To, Target, LaserCode, Duration )
self:F( { "LaseOn", Target, LaserCode, Duration } ) self:T({From, Event, To})
self:T2( { "LaseOn", Target, LaserCode, Duration } )
local function StopLase( self ) local function StopLase( self )
self:LaseOff() self:LaseOff()
end end
self.Target = Target self.Target = Target
self.TargetName = Target:GetName()
self.LaserCode = LaserCode self.LaserCode = LaserCode
self.Lasing = true self.Lasing = true
local RecceDcsUnit = self.Recce:GetDCSObject() local RecceDcsUnit = self.Recce:GetDCSObject()
self.SpotIR = Spot.createInfraRed( RecceDcsUnit, { x = 0, y = 2, z = 0 }, Target:GetPointVec3():AddY(1):GetVec3() ) local relativespot = self.relstartpos or { x = 0, y = 2, z = 0 }
self.SpotLaser = Spot.createLaser( RecceDcsUnit, { x = 0, y = 2, z = 0 }, Target:GetPointVec3():AddY(1):GetVec3(), LaserCode )
self.SpotIR = Spot.createInfraRed( RecceDcsUnit, relativespot, Target:GetPointVec3():AddY(1):GetVec3() )
self.SpotLaser = Spot.createLaser( RecceDcsUnit, relativespot, Target:GetPointVec3():AddY(1):GetVec3(), LaserCode )
if Duration then if Duration then
self.ScheduleID = self.LaseScheduler:Schedule( self, StopLase, {self}, Duration ) self.ScheduleID = self.LaseScheduler:Schedule( self, StopLase, {self}, Duration )
@@ -259,6 +258,8 @@ do
self:HandleEvent( EVENTS.Dead ) self:HandleEvent( EVENTS.Dead )
self:__Lasing( -1 ) self:__Lasing( -1 )
return self
end end
@@ -271,7 +272,7 @@ do
-- @param #number LaserCode Laser code. -- @param #number LaserCode Laser code.
-- @param #number Duration Duration of lasing in seconds. -- @param #number Duration Duration of lasing in seconds.
function SPOT:onafterLaseOnCoordinate(From, Event, To, Coordinate, LaserCode, Duration) function SPOT:onafterLaseOnCoordinate(From, Event, To, Coordinate, LaserCode, Duration)
self:F( { "LaseOnCoordinate", Coordinate, LaserCode, Duration } ) self:T2( { "LaseOnCoordinate", Coordinate, LaserCode, Duration } )
local function StopLase( self ) local function StopLase( self )
self:LaseOff() self:LaseOff()
@@ -293,55 +294,72 @@ do
end end
self:__Lasing(-1) self:__Lasing(-1)
return self
end end
--- @param #SPOT self ---
-- @param #SPOT self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function SPOT:OnEventDead(EventData) function SPOT:OnEventDead(EventData)
self:F( { Dead = EventData.IniDCSUnitName, Target = self.Target } ) self:T2( { Dead = EventData.IniDCSUnitName, Target = self.Target } )
if self.Target then if self.Target then
if EventData.IniDCSUnitName == self.Target:GetName() then if EventData.IniDCSUnitName == self.TargetName then
self:F( {"Target dead ", self.Target:GetName() } ) self:F( {"Target dead ", self.TargetName } )
self:Destroyed() self:Destroyed()
self:LaseOff() self:LaseOff()
end end
end end
if self.Recce then
if EventData.IniDCSUnitName == self.RecceName then
self:F( {"Recce dead ", self.RecceName } )
self:LaseOff()
end
end
return self
end end
--- @param #SPOT self ---
-- @param #SPOT self
-- @param From -- @param From
-- @param Event -- @param Event
-- @param To -- @param To
function SPOT:onafterLasing( From, Event, To ) function SPOT:onafterLasing( From, Event, To )
self:T({From, Event, To})
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. if self.Lasing then
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 if self.Target and self.Target:IsAlive() then
local lsvec3={x=self.TargetCoord.x, y=self.TargetCoord.y, z=self.TargetCoord.z} --#DCS.Vec3
self.SpotIR:setPoint( self.Target:GetPointVec3():AddY(1):AddY(math.random(-100,100)/200):AddX(math.random(-100,100)/200):GetVec3() )
self.SpotLaser:setPoint( self.Target:GetPointVec3():AddY(1):GetVec3() )
self:__Lasing(0.2)
elseif self.TargetCoord then
self.SpotIR:setPoint(irvec3) -- Wiggle the IR spot a bit.
self.SpotLaser:setPoint(lsvec3) local irvec3={x=self.TargetCoord.x+math.random(-100,100)/200, y=self.TargetCoord.y+math.random(-100,100)/200, z=self.TargetCoord.z} --#DCS.Vec3
local lsvec3={x=self.TargetCoord.x, y=self.TargetCoord.y, z=self.TargetCoord.z} --#DCS.Vec3
self:__Lasing(-0.25)
else self.SpotIR:setPoint(irvec3)
self:F( { "Target is not alive", self.Target:IsAlive() } ) self.SpotLaser:setPoint(lsvec3)
self:__Lasing(0.2)
else
self:F( { "Target is not alive", self.Target:IsAlive() } )
end
end end
return self
end end
--- @param #SPOT self ---
-- @param #SPOT self
-- @param From -- @param From
-- @param Event -- @param Event
-- @param To -- @param To
-- @return #SPOT -- @return #SPOT
function SPOT:onafterLaseOff( From, Event, To ) function SPOT:onafterLaseOff( From, Event, To )
self:T({From, Event, To})
self:F( {"Stopped lasing for ", self.Target and self.Target:GetName() or "coord", SpotIR = self.SportIR, SpotLaser = self.SpotLaser } )
self:T2( {"Stopped lasing for ", self.Target and self.Target:GetName() or "coord", SpotIR = self.SportIR, SpotLaser = self.SpotLaser } )
self.Lasing = false self.Lasing = false
@@ -368,4 +386,16 @@ do
return self.Lasing return self.Lasing
end end
end --- Set laser start position relative to the lasing unit.
-- @param #SPOT self
-- @param #table position Start position of the laser relative to the lasing unit. Default is { x = 0, y = 2, z = 0 }
-- @return #SPOT self
-- @usage
-- -- Set lasing position to be the position of the optics of the Gazelle M:
-- myspot:SetRelativeStartPosition({ x = 1.7, y = 1.2, z = 0 })
function SPOT:SetRelativeStartPosition(position)
self.relstartpos = position or { x = 0, y = 2, z = 0 }
return self
end
end

View File

@@ -1,4 +1,4 @@
--- **Core** - TEXTANDSOUND (MOOSE gettext) system --- **Core** - A Moose GetText system.
-- --
-- === -- ===
-- --

View File

@@ -107,7 +107,7 @@ _TIMERID=0
--- TIMER class version. --- TIMER class version.
-- @field #string version -- @field #string version
TIMER.version="0.1.2" TIMER.version="0.2.0"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list -- TODO list
@@ -155,7 +155,7 @@ function TIMER:New(Function, ...)
return self return self
end end
--- Create a new TIMER object. --- Start TIMER object.
-- @param #TIMER self -- @param #TIMER self
-- @param #number Tstart Relative start time in seconds. -- @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 dT Interval between function calls in seconds. If not specified `nil`, the function is called only once.
@@ -192,6 +192,20 @@ function TIMER:Start(Tstart, dT, Duration)
return self return self
end end
--- Start TIMER object if a condition is met. Useful for e.g. debugging.
-- @param #TIMER self
-- @param #boolean Condition Must be true for the TIMER to start
-- @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:StartIf(Condition,Tstart, dT, Duration)
if Condition then
self:Start(Tstart, dT, Duration)
end
return self
end
--- Stop the timer by removing the timer function. --- Stop the timer by removing the timer function.
-- @param #TIMER self -- @param #TIMER self
-- @param #number Delay (Optional) Delay in seconds, before the timer is stopped. -- @param #number Delay (Optional) Delay in seconds, before the timer is stopped.
@@ -208,7 +222,20 @@ function TIMER:Stop(Delay)
-- Remove timer function. -- Remove timer function.
self:T(self.lid..string.format("Stopping timer by removing timer function after %d calls!", self.ncalls)) self:T(self.lid..string.format("Stopping timer by removing timer function after %d calls!", self.ncalls))
timer.removeFunction(self.tid)
-- We use a pcall here because if the DCS timer does not exist any more, it crashes the whole script!
local status=pcall(
function ()
timer.removeFunction(self.tid)
end
)
-- Debug messages.
if status then
self:T2(self.lid..string.format("Stopped timer!"))
else
self:E(self.lid..string.format("WARNING: Could not remove timer function! isrunning=%s", tostring(self.isrunning)))
end
-- Not running any more. -- Not running any more.
self.isrunning=false self.isrunning=false

View File

@@ -35,13 +35,13 @@ do -- UserFlag
ClassName = "USERFLAG", ClassName = "USERFLAG",
UserFlagName = nil, UserFlagName = nil,
} }
--- USERFLAG Constructor. --- USERFLAG Constructor.
-- @param #USERFLAG self -- @param #USERFLAG self
-- @param #string UserFlagName The name of the userflag, which is a free text string. -- @param #string UserFlagName The name of the userflag, which is a free text string.
-- @return #USERFLAG -- @return #USERFLAG
function USERFLAG:New( UserFlagName ) --R2.3 function USERFLAG:New( UserFlagName ) --R2.3
local self = BASE:Inherit( self, BASE:New() ) -- #USERFLAG local self = BASE:Inherit( self, BASE:New() ) -- #USERFLAG
self.UserFlagName = UserFlagName self.UserFlagName = UserFlagName
@@ -52,7 +52,7 @@ do -- UserFlag
--- Get the userflag name. --- Get the userflag name.
-- @param #USERFLAG self -- @param #USERFLAG self
-- @return #string Name of the user flag. -- @return #string Name of the user flag.
function USERFLAG:GetName() function USERFLAG:GetName()
return self.UserFlagName return self.UserFlagName
end end
@@ -66,18 +66,17 @@ do -- UserFlag
-- BlueVictory:Set( 100 ) -- Set the UserFlag VictoryBlue to 100. -- BlueVictory:Set( 100 ) -- Set the UserFlag VictoryBlue to 100.
-- --
function USERFLAG:Set( Number, Delay ) --R2.3 function USERFLAG:Set( Number, Delay ) --R2.3
if Delay and Delay>0 then if Delay and Delay>0 then
self:ScheduleOnce(Delay, USERFLAG.Set, self, Number) self:ScheduleOnce(Delay, USERFLAG.Set, self, Number)
else else
--env.info(string.format("Setting flag \"%s\" to %d at T=%.1f", self.UserFlagName, Number, timer.getTime())) --env.info(string.format("Setting flag \"%s\" to %d at T=%.1f", self.UserFlagName, Number, timer.getTime()))
trigger.action.setUserFlag( self.UserFlagName, Number ) trigger.action.setUserFlag( self.UserFlagName, Number )
end end
return self
end
return self
end
--- Get the userflag Number. --- Get the userflag Number.
-- @param #USERFLAG self -- @param #USERFLAG self
-- @return #number Number The number value to be checked if it is the same as the userflag. -- @return #number Number The number value to be checked if it is the same as the userflag.
@@ -86,12 +85,10 @@ do -- UserFlag
-- local BlueVictoryValue = BlueVictory:Get() -- Get the UserFlag VictoryBlue value. -- local BlueVictoryValue = BlueVictory:Get() -- Get the UserFlag VictoryBlue value.
-- --
function USERFLAG:Get() --R2.3 function USERFLAG:Get() --R2.3
return trigger.misc.getUserFlag( self.UserFlagName )
end
return trigger.misc.getUserFlag( self.UserFlagName )
end
--- Check if the userflag has a value of Number. --- Check if the userflag has a value of Number.
-- @param #USERFLAG self -- @param #USERFLAG self
-- @param #number Number The number value to be checked if it is the same as the userflag. -- @param #number Number The number value to be checked if it is the same as the userflag.
@@ -102,9 +99,9 @@ do -- UserFlag
-- return "Blue has won" -- return "Blue has won"
-- end -- end
function USERFLAG:Is( Number ) --R2.3 function USERFLAG:Is( Number ) --R2.3
return trigger.misc.getUserFlag( self.UserFlagName ) == Number return trigger.misc.getUserFlag( self.UserFlagName ) == Number
end end
end end

View File

@@ -54,7 +54,7 @@ do -- Velocity
self.Velocity = VelocityMps self.Velocity = VelocityMps
return self return self
end end
--- Get the velocity in Mps (meters per second). --- Get the velocity in Mps (meters per second).
-- @param #VELOCITY self -- @param #VELOCITY self
-- @return #number The velocity in meters per second. -- @return #number The velocity in meters per second.
@@ -70,12 +70,12 @@ do -- Velocity
self.Velocity = UTILS.KmphToMps( VelocityKmph ) self.Velocity = UTILS.KmphToMps( VelocityKmph )
return self return self
end end
--- Get the velocity in Kmph (kilometers per hour). --- Get the velocity in Kmph (kilometers per hour).
-- @param #VELOCITY self -- @param #VELOCITY self
-- @return #number The velocity in kilometers per hour. -- @return #number The velocity in kilometers per hour.
function VELOCITY:GetKmph() function VELOCITY:GetKmph()
return UTILS.MpsToKmph( self.Velocity ) return UTILS.MpsToKmph( self.Velocity )
end end
@@ -87,7 +87,7 @@ do -- Velocity
self.Velocity = UTILS.MiphToMps( VelocityMiph ) self.Velocity = UTILS.MiphToMps( VelocityMiph )
return self return self
end end
--- Get the velocity in Miph (miles per hour). --- Get the velocity in Miph (miles per hour).
-- @param #VELOCITY self -- @param #VELOCITY self
-- @return #number The velocity in miles per hour. -- @return #number The velocity in miles per hour.
@@ -95,8 +95,7 @@ do -- Velocity
return UTILS.MpsToMiph( self.Velocity ) return UTILS.MpsToMiph( self.Velocity )
end end
--- Get the velocity in text, according the player @{Core.Settings}.
--- Get the velocity in text, according the player @{Settings}.
-- @param #VELOCITY self -- @param #VELOCITY self
-- @param Core.Settings#SETTINGS Settings -- @param Core.Settings#SETTINGS Settings
-- @return #string The velocity in text. -- @return #string The velocity in text.
@@ -113,11 +112,11 @@ do -- Velocity
end end
end end
--- Get the velocity in text, according the player or default @{Settings}. --- Get the velocity in text, according the player or default @{Core.Settings}.
-- @param #VELOCITY self -- @param #VELOCITY self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable -- @param Wrapper.Controllable#CONTROLLABLE Controllable
-- @param Core.Settings#SETTINGS Settings -- @param Core.Settings#SETTINGS Settings
-- @return #string The velocity in text according the player or default @{Settings} -- @return #string The velocity in text according the player or default @{Core.Settings}
function VELOCITY:ToString( VelocityGroup, Settings ) -- R2.3 function VELOCITY:ToString( VelocityGroup, Settings ) -- R2.3
self:F( { Group = VelocityGroup and VelocityGroup:GetName() } ) self:F( { Group = VelocityGroup and VelocityGroup:GetName() } )
local Settings = Settings or ( VelocityGroup and _DATABASE:GetPlayerSettings( VelocityGroup:GetPlayerName() ) ) or _SETTINGS local Settings = Settings or ( VelocityGroup and _DATABASE:GetPlayerSettings( VelocityGroup:GetPlayerName() ) ) or _SETTINGS
@@ -134,7 +133,7 @@ do -- VELOCITY_POSITIONABLE
--- # VELOCITY_POSITIONABLE class, extends @{Core.Base#BASE} --- # VELOCITY_POSITIONABLE class, extends @{Core.Base#BASE}
-- --
-- VELOCITY_POSITIONABLE monitors the speed of an @{Positionable} in the simulation, which can be expressed in various formats according the Settings. -- @{#VELOCITY_POSITIONABLE} monitors the speed of a @{Wrapper.Positionable#POSITIONABLE} in the simulation, which can be expressed in various formats according the Settings.
-- --
-- ## 1. VELOCITY_POSITIONABLE constructor -- ## 1. VELOCITY_POSITIONABLE constructor
-- --
@@ -167,7 +166,7 @@ do -- VELOCITY_POSITIONABLE
-- @param #VELOCITY_POSITIONABLE self -- @param #VELOCITY_POSITIONABLE self
-- @return #number The velocity in kilometers per hour. -- @return #number The velocity in kilometers per hour.
function VELOCITY_POSITIONABLE:GetKmph() function VELOCITY_POSITIONABLE:GetKmph()
return UTILS.MpsToKmph( self.Positionable:GetVelocityMPS() or 0) return UTILS.MpsToKmph( self.Positionable:GetVelocityMPS() or 0)
end end
@@ -178,9 +177,9 @@ do -- VELOCITY_POSITIONABLE
return UTILS.MpsToMiph( self.Positionable:GetVelocityMPS() or 0 ) return UTILS.MpsToMiph( self.Positionable:GetVelocityMPS() or 0 )
end end
--- Get the velocity in text, according the player or default @{Settings}. --- Get the velocity in text, according the player or default @{Core.Settings}.
-- @param #VELOCITY_POSITIONABLE self -- @param #VELOCITY_POSITIONABLE self
-- @return #string The velocity in text according the player or default @{Settings} -- @return #string The velocity in text according the player or default @{Core.Settings}
function VELOCITY_POSITIONABLE:ToString() -- R2.3 function VELOCITY_POSITIONABLE:ToString() -- R2.3
self:F( { Group = self.Positionable and self.Positionable:GetName() } ) self:F( { Group = self.Positionable and self.Positionable:GetName() } )
local Settings = Settings or ( self.Positionable and _DATABASE:GetPlayerSettings( self.Positionable:GetPlayerName() ) ) or _SETTINGS local Settings = Settings or ( self.Positionable and _DATABASE:GetPlayerSettings( self.Positionable:GetPlayerName() ) ) or _SETTINGS

File diff suppressed because it is too large Load Diff

View File

@@ -1,6 +1,8 @@
--- **Core** - The ZONE_DETECTION class, defined by a zone name, a detection object and a radius.
-- @module Core.Zone_Detection
-- @image MOOSE.JPG
--- The ZONE_DETECTION class, defined by a zone name, a detection object and a radius. --- @type ZONE_DETECTION
-- @type ZONE_DETECTION
-- @field DCS#Vec2 Vec2 The current location of the zone. -- @field DCS#Vec2 Vec2 The current location of the zone.
-- @field DCS#Distance Radius The radius of the zone. -- @field DCS#Distance Radius The radius of the zone.
-- @extends #ZONE_BASE -- @extends #ZONE_BASE
@@ -29,7 +31,7 @@ function ZONE_DETECTION:New( ZoneName, Detection, Radius )
self.Detection = Detection self.Detection = Detection
self.Radius = Radius self.Radius = Radius
return self return self
end end
@@ -48,15 +50,14 @@ function ZONE_DETECTION:BoundZone( Points, CountryID, UnBound )
local Angle local Angle
local RadialBase = math.pi*2 local RadialBase = math.pi*2
--
for Angle = 0, 360, (360 / Points ) do for Angle = 0, 360, (360 / Points ) do
local Radial = Angle * RadialBase / 360 local Radial = Angle * RadialBase / 360
Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius() Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius()
Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius() Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius()
local CountryName = _DATABASE.COUNTRY_NAME[CountryID] local CountryName = _DATABASE.COUNTRY_NAME[CountryID]
local Tire = { local Tire = {
["country"] = CountryName, ["country"] = CountryName,
["category"] = "Fortifications", ["category"] = "Fortifications",

View File

@@ -1,4 +1,6 @@
--- **DCS API** Prototypes --- **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. -- See the [Simulator Scripting Engine Documentation](https://wiki.hoggitworld.com/view/Simulator_Scripting_Engine_Documentation) on Hoggit for further explanation and examples.
-- --
@@ -133,6 +135,22 @@ do -- env
end -- env end -- env
do -- radio
---@type radio
-- @field #radio.modulation modulation
---
-- @type radio.modulation
-- @field AM
-- @field FM
radio = {}
radio.modulation = {}
radio.modulation.AM = 0
radio.modulation.FM = 1
end
do -- timer do -- timer
@@ -191,21 +209,29 @@ do -- land
--- [Type of surface enumerator](https://wiki.hoggitworld.com/view/DCS_singleton_land) --- [Type of surface enumerator](https://wiki.hoggitworld.com/view/DCS_singleton_land)
-- @type land.SurfaceType -- @type land.SurfaceType
-- @field LAND -- @field LAND Land=1
-- @field SHALLOW_WATER -- @field SHALLOW_WATER Shallow water=2
-- @field WATER -- @field WATER Water=3
-- @field ROAD -- @field ROAD Road=4
-- @field RUNWAY -- @field RUNWAY Runway=5
--- Returns altitude MSL of the point. --- Returns the distance from sea level (y-axis) of a given vec2 point.
-- @function [parent=#land] getHeight -- @function [parent=#land] getHeight
-- @param #Vec2 point point on the ground. -- @param #Vec2 point Point on the ground.
-- @return #Distance -- @return #number Height in meters.
--- Returns the surface height and depth of a point. Useful for checking if the path is deep enough to support a given ship.
-- Both values are positive. When checked over water at sea level the first value is always zero.
-- When checked over water at altitude, for example the reservoir of the Inguri Dam, the first value is the corresponding altitude the water level is at.
-- @function [parent=#land] getSurfaceHeightWithSeabed
-- @param #Vec2 point Position where to check.
-- @return #number Height in meters.
-- @return #number Depth in meters.
--- returns surface type at the given point. --- Returns surface type at the given point.
-- @function [parent=#land] getSurfaceType -- @function [parent=#land] getSurfaceType
-- @param #Vec2 point Point on the land. -- @param #Vec2 point Point on the land.
-- @return #land.SurfaceType -- @return #number Enumerator value from `land.SurfaceType` (LAND=1, SHALLOW_WATER=2, WATER=3, ROAD=4, RUNWAY=5)
--- [DCS Singleton land](https://wiki.hoggitworld.com/view/DCS_singleton_land) --- [DCS Singleton land](https://wiki.hoggitworld.com/view/DCS_singleton_land)
land = {} --#land land = {} --#land
@@ -306,6 +332,11 @@ do -- country
-- @field Argentinia -- @field Argentinia
-- @field Cyprus -- @field Cyprus
-- @field Slovenia -- @field Slovenia
-- @field BOLIVIA
-- @field GHANA
-- @field NIGERIA
-- @field PERU
-- @field ECUADOR
country = {} --#country country = {} --#country
@@ -314,11 +345,11 @@ end -- country
do -- Command do -- Command
--- @type Command -- @type Command
-- @field #string id -- @field #string id
-- @field #Command.params params -- @field #Command.params params
--- @type Command.params -- @type Command.params
end -- Command end -- Command
@@ -334,9 +365,23 @@ do -- coalition
-- @field RED -- @field RED
-- @field BLUE -- @field BLUE
--- @function [parent=#coalition] getCountryCoalition --- Get country coalition.
-- @param #number countryId -- @function [parent=#coalition] getCountryCoalition
-- @return #number coalitionId -- @param #number countryId Country ID.
-- @return #number coalitionId Coalition ID.
--- Dynamically spawns a group. See [hoggit](https://wiki.hoggitworld.com/view/DCS_func_addGroup)
-- @function [parent=#coalition] addGroup
-- @param #number countryId Id of the country.
-- @param #number groupCategory Group category. Set -1 for spawning FARPS.
-- @param #table groupData Group data table.
-- @return DCS#Group The spawned Group object.
--- Dynamically spawns a static object. See [hoggit](https://wiki.hoggitworld.com/view/DCS_func_addGroup)
-- @function [parent=#coalition] addStaticObject
-- @param #number countryId Id of the country.
-- @param #table groupData Group data table.
-- @return DCS#Static The spawned static object.
coalition = {} -- #coalition coalition = {} -- #coalition
@@ -345,7 +390,7 @@ end -- coalition
do -- Types do -- Types
--- @type Desc -- @type Desc
-- @field #number speedMax0 Max speed in meters/second at zero altitude. -- @field #number speedMax0 Max speed in meters/second at zero altitude.
-- @field #number massEmpty Empty mass in kg. -- @field #number massEmpty Empty mass in kg.
-- @field #number tankerType Type of refueling system: 0=boom, 1=probe. -- @field #number tankerType Type of refueling system: 0=boom, 1=probe.
@@ -406,8 +451,8 @@ do -- Types
--- Vec3 type is a 3D-vector. --- Vec3 type is a 3D-vector.
-- DCS world has 3-dimensional coordinate system. DCS ground is an infinite plain. -- DCS world has 3-dimensional coordinate system. DCS ground is an infinite plain.
-- @type Vec3 -- @type Vec3
-- @field #Distance x is directed to the north -- @field #Distance x is directed to the North
-- @field #Distance z is directed to the east -- @field #Distance z is directed to the East
-- @field #Distance y is directed up -- @field #Distance y is directed up
--- Vec2 is a 2D-vector for the ground plane as a reference plane. --- Vec2 is a 2D-vector for the ground plane as a reference plane.
@@ -442,16 +487,16 @@ do -- Types
-- @type AttributeNameArray -- @type AttributeNameArray
-- @list <#AttributeName> -- @list <#AttributeName>
--- @type Zone -- @type Zone
-- @field DCSVec3#Vec3 point -- @field DCSVec3#Vec3 point
-- @field #number radius -- @field #number radius
Zone = {} Zone = {}
--- @type ModelTime -- @type ModelTime
-- @extends #number -- @extends #number
--- @type Time -- @type Time
-- @extends #number -- @extends #number
--- A task descriptor (internal structure for DCS World). See [https://wiki.hoggitworld.com/view/Category:Tasks](https://wiki.hoggitworld.com/view/Category:Tasks). --- A task descriptor (internal structure for DCS World). See [https://wiki.hoggitworld.com/view/Category:Tasks](https://wiki.hoggitworld.com/view/Category:Tasks).
@@ -460,7 +505,7 @@ do -- Types
-- @field #string id -- @field #string id
-- @field #Task.param param -- @field #Task.param param
--- @type Task.param -- @type Task.param
--- List of @{#Task} --- List of @{#Task}
-- @type TaskArray -- @type TaskArray
@@ -507,7 +552,7 @@ do -- Object
-- @field SCENERY -- @field SCENERY
-- @field CARGO -- @field CARGO
--- @type Object.Desc -- @type Object.Desc
-- @extends #Desc -- @extends #Desc
-- @field #number life initial life level -- @field #number life initial life level
-- @field #Box3 box bounding box of collision geometry -- @field #Box3 box bounding box of collision geometry
@@ -658,10 +703,11 @@ do -- Weapon
--- Weapon.Category enum that stores weapon categories. --- Weapon.Category enum that stores weapon categories.
-- @type Weapon.Category -- @type Weapon.Category
-- @field SHELL -- @field #number SHELL Shell.
-- @field MISSILE -- @field #number MISSILE Missile
-- @field ROCKET -- @field #number ROCKET Rocket.
-- @field BOMB -- @field #number BOMB Bomb.
-- @field #number TORPEDO Torpedo.
--- Weapon.GuidanceType enum that stores guidance methods. Available only for guided weapon (Weapon.Category.MISSILE and some Weapon.Category.BOMB). --- Weapon.GuidanceType enum that stores guidance methods. Available only for guided weapon (Weapon.Category.MISSILE and some Weapon.Category.BOMB).
@@ -763,11 +809,118 @@ do -- Airbase
-- @function [parent=#Airbase] getDesc -- @function [parent=#Airbase] getDesc
-- @param self -- @param self
-- @return #Airbase.Desc -- @return #Airbase.Desc
--- Returns the warehouse object associated with the airbase object. Can then be used to call the warehouse class functions to modify the contents of the warehouse.
-- @function [parent=#Airbase] getWarehouse
-- @param self
-- @return #Warehouse The DCS warehouse object of this airbase.
--- Enables or disables the airbase and FARP auto capture game mechanic where ownership of a base can change based on the presence of ground forces or the
-- default setting assigned in the editor.
-- @function [parent=#Airbase] autoCapture
-- @param self
-- @param #boolean setting `true` : enables autoCapture behavior, `false` : disables autoCapture behavior
--- Returns the current autoCapture setting for the passed base.
-- @function [parent=#Airbase] autoCaptureIsOn
-- @param self
-- @return #boolean `true` if autoCapture behavior is enabled and `false` otherwise.
--- Changes the passed airbase object's coalition to the set value. Must be used with Airbase.autoCapture to disable auto capturing of the base,
-- otherwise the base can revert back to a different coalition depending on the situation and built in game capture rules.
-- @function [parent=#Airbase] setCoalition
-- @param self
-- @param #number coa The new owner coalition: 0=neutra, 1=red, 2=blue.
--- Returns the wsType of every object that exists in DCS. A wsType is a table consisting of 4 entries indexed numerically.
-- It can be used to broadly categorize object types. The table can be broken down as: {mainCategory, subCat1, subCat2, index}
-- @function [parent=#Airbase] getResourceMap
-- @param self
-- @return #table wsType of every object that exists in DCS.
Airbase = {} --#Airbase Airbase = {} --#Airbase
end -- Airbase end -- Airbase
do -- Warehouse
--- [DCS Class Warehouse](https://wiki.hoggitworld.com/view/DCS_Class_Warehouse)
-- The warehouse class gives control over warehouses that exist in airbase objects. These warehouses can limit the aircraft, munitions, and fuel available to coalition aircraft.
-- @type Warehouse
--- Get a warehouse by passing its name.
-- @function [parent=#Warehouse] getByName
-- @param #string Name Name of the warehouse.
-- @return #Warehouse The warehouse object.
--- Adds the passed amount of a given item to the warehouse.
-- itemName is the typeName associated with the item: "weapons.missiles.AIM_54C_Mk47"
-- A wsType table can also be used, however the last digit with wsTypes has been known to change. {4, 4, 7, 322}
-- @function [parent=#Warehouse] addItem
-- @param self
-- @param #string itemName Name of the item.
-- @param #number count Number of items to add.
--- Returns the number of the passed type of item currently in a warehouse object.
-- @function [parent=#Warehouse] getItemCount
-- @param self
-- @param #string itemName Name of the item.
--- Sets the passed amount of a given item to the warehouse.
-- @function [parent=#Warehouse] setItem
-- @param self
-- @param #string itemName Name of the item.
-- @param #number count Number of items to add.
--- Removes the amount of the passed item from the warehouse.
-- @function [parent=#Warehouse] removeItem
-- @param self
-- @param #string itemName Name of the item.
-- @param #number count Number of items to be removed.
--- Adds the passed amount of a liquid fuel into the warehouse inventory.
-- @function [parent=#Warehouse] addLiquid
-- @param self
-- @param #number liquidType Type of liquid to add: 0=jetfuel, 1=aviation gasoline, 2=MW50, 3=Diesel.
-- @param #number count Amount of liquid to add.
--- Returns the amount of the passed liquid type within a given warehouse.
-- @function [parent=#Warehouse] getLiquidAmount
-- @param self
-- @param #number liquidType Type of liquid to add: 0=jetfuel, 1=aviation gasoline, 2=MW50, 3=Diesel.
-- @return #number Amount of liquid.
--- Sets the passed amount of a liquid fuel into the warehouse inventory.
-- @function [parent=#Warehouse] setLiquidAmount
-- @param self
-- @param #number liquidType Type of liquid to add: 0=jetfuel, 1=aviation gasoline, 2=MW50, 3=Diesel.
-- @param #number count Amount of liquid.
--- Removes the set amount of liquid from the inventory in a warehouse.
-- @function [parent=#Warehouse] setLiquidAmount
-- @param self
-- @param #number liquidType Type of liquid to add: 0=jetfuel, 1=aviation gasoline, 2=MW50, 3=Diesel.
-- @param #number count Amount of liquid.
--- Returns the airbase object associated with the warehouse object.
-- @function [parent=#Warehouse] getOwner
-- @param self
-- @return #Airbase The airbase object owning this warehouse.
--- Returns a full itemized list of everything currently in a warehouse. If a category is set to unlimited then the table will be returned empty.
-- Aircraft and weapons are indexed by strings. Liquids are indexed by number.
-- @function [parent=#Warehouse] getInventory
-- @param self
-- @param #string itemName Name of the item.
-- @return #table Itemized list of everything currently in a warehouse
Warehouse = {} --#Warehouse
end
do -- Spot do -- Spot
--- [DCS Class Spot](https://wiki.hoggitworld.com/view/DCS_Class_Spot) --- [DCS Class Spot](https://wiki.hoggitworld.com/view/DCS_Class_Spot)
@@ -830,7 +983,7 @@ do -- Spot
end -- Spot end -- Spot
do -- Controller 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. --- Controller is an object that performs A.I.-tasks. Other words controller is an instance of A.I.. Controller stores current main task, active enroute tasks and behavior options. Controller performs commands. Please, read DCS A-10C GUI Manual EN.pdf chapter "Task Planning for Unit Groups", page 91 to understand A.I. system of DCS:A-10C.
-- --
-- This class has 2 types of functions: -- This class has 2 types of functions:
-- --
@@ -948,7 +1101,7 @@ end -- Controller
do -- Unit do -- Unit
--- @type Unit -- @type Unit
-- @extends #CoalitionObject -- @extends #CoalitionObject
-- @field ID Identifier of an unit. It assigned to an unit by the Mission Editor automatically. -- @field ID Identifier of an unit. It assigned to an unit by the Mission Editor automatically.
-- @field #Unit.Category Category -- @field #Unit.Category Category
@@ -980,8 +1133,8 @@ do -- Unit
--- Enum that stores aircraft refueling system types. --- Enum that stores aircraft refueling system types.
-- @type Unit.RefuelingSystem -- @type Unit.RefuelingSystem
-- @field BOOM_AND_RECEPTACLE -- @field BOOM_AND_RECEPTACLE Tanker with a boom.
-- @field PROBE_AND_DROGUE -- @field PROBE_AND_DROGUE Tanker with a probe.
--- Enum that stores sensor types. --- Enum that stores sensor types.
-- @type Unit.SensorType -- @type Unit.SensorType
@@ -1063,15 +1216,18 @@ do -- Unit
-- @field #Distance detectionDistanceHRM detection distance for RCS=1m^2 in high-resolution mapping mode, nil if radar has no HRM -- @field #Distance detectionDistanceHRM detection distance for RCS=1m^2 in high-resolution mapping mode, nil if radar has no HRM
-- @field #Unit.Radar.detectionDistanceAir detectionDistanceAir detection distance for RCS=1m^2 airborne target, nil if radar doesn't support air search -- @field #Unit.Radar.detectionDistanceAir detectionDistanceAir detection distance for RCS=1m^2 airborne target, nil if radar doesn't support air search
--- @type Unit.Radar.detectionDistanceAir --- A radar.
-- @type Unit.Radar.detectionDistanceAir
-- @field #Unit.Radar.detectionDistanceAir.upperHemisphere upperHemisphere -- @field #Unit.Radar.detectionDistanceAir.upperHemisphere upperHemisphere
-- @field #Unit.Radar.detectionDistanceAir.lowerHemisphere lowerHemisphere -- @field #Unit.Radar.detectionDistanceAir.lowerHemisphere lowerHemisphere
--- @type Unit.Radar.detectionDistanceAir.upperHemisphere --- A radar.
-- @type Unit.Radar.detectionDistanceAir.upperHemisphere
-- @field #Distance headOn -- @field #Distance headOn
-- @field #Distance tailOn -- @field #Distance tailOn
--- @type Unit.Radar.detectionDistanceAir.lowerHemisphere --- A radar.
-- @type Unit.Radar.detectionDistanceAir.lowerHemisphere
-- @field #Distance headOn -- @field #Distance headOn
-- @field #Distance tailOn -- @field #Distance tailOn
@@ -1287,6 +1443,42 @@ do -- Group
end -- Group end -- Group
do -- StaticObject
--- Represents a static object.
-- @type StaticObject
-- @extends DCS#Object
--- Returns the static object.
-- @function [parent=#StaticObject] getByName
-- @param #string name Name of the static object.
-- @return #StaticObject
StaticObject = {} --#StaticObject
end
do --Event
--- Event structure. Note that present fields depend on type of event.
-- @type Event
-- @field #number id Event ID.
-- @field #number time Mission time in seconds.
-- @field DCS#Unit initiator Unit initiating the event.
-- @field DCS#Unit target Target unit.
-- @field DCS#Airbase place Airbase.
-- @field number subPlace Subplace. Unknown and often just 0.
-- @field #string weapon_name Weapoin name.
-- @field #number idx Mark ID.
-- @field #number coalition Coalition ID.
-- @field #number groupID Group ID, *e.g.* of group that added mark point.
-- @field #string text Text, *e.g.* of mark point.
-- @field DCS#Vec3 pos Position vector, *e.g.* of mark point.
-- @field #string comment Comment, *e.g.* LSO score.
Event={} --#Event
end
do -- AI do -- AI
@@ -1337,22 +1529,26 @@ do -- AI
-- @field IR_POINTER -- @field IR_POINTER
-- @field LASER -- @field LASER
--- @type AI.Task.WaypointType ---
-- @type AI.Task.WaypointType
-- @field TAKEOFF -- @field TAKEOFF
-- @field TAKEOFF_PARKING -- @field TAKEOFF_PARKING
-- @field TURNING_POINT -- @field TURNING_POINT
-- @field TAKEOFF_PARKING_HOT -- @field TAKEOFF_PARKING_HOT
-- @field LAND -- @field LAND
--- @type AI.Task.TurnMethod ---
-- @type AI.Task.TurnMethod
-- @field FLY_OVER_POINT -- @field FLY_OVER_POINT
-- @field FIN_POINT -- @field FIN_POINT
--- @type AI.Task.AltitudeType ---
-- @type AI.Task.AltitudeType
-- @field BARO -- @field BARO
-- @field RADIO -- @field RADIO
--- @type AI.Task.VehicleFormation ---
-- @type AI.Task.VehicleFormation
-- @field OFF_ROAD -- @field OFF_ROAD
-- @field ON_ROAD -- @field ON_ROAD
-- @field RANK -- @field RANK
@@ -1362,27 +1558,30 @@ do -- AI
-- @field ECHELON_LEFT -- @field ECHELON_LEFT
-- @field ECHELON_RIGHT -- @field ECHELON_RIGHT
--- @type AI.Option ---
-- @type AI.Option
-- @field #AI.Option.Air Air -- @field #AI.Option.Air Air
-- @field #AI.Option.Ground Ground -- @field #AI.Option.Ground Ground
-- @field #AI.Option.Naval Naval -- @field #AI.Option.Naval Naval
--- @type AI.Option.Air ---
-- @type AI.Option.Air
-- @field #AI.Option.Air.id id -- @field #AI.Option.Air.id id
-- @field #AI.Option.Air.val val -- @field #AI.Option.Air.val val
--- @type AI.Option.Ground ---
-- @type AI.Option.Ground
-- @field #AI.Option.Ground.id id -- @field #AI.Option.Ground.id id
-- @field #AI.Option.Ground.val val -- @field #AI.Option.Ground.val val
-- @field #AI.Option.Ground.mid mid -- @field #AI.Option.Ground.mid mid
-- @field #AI.Option.Ground.mval mval -- @field #AI.Option.Ground.mval mval
-- --
--- @type AI.Option.Naval -- @type AI.Option.Naval
-- @field #AI.Option.Naval.id id -- @field #AI.Option.Naval.id id
-- @field #AI.Option.Naval.val val -- @field #AI.Option.Naval.val val
---
--- @type AI.Option.Air.id -- @type AI.Option.Air.id
-- @field NO_OPTION -- @field NO_OPTION
-- @field ROE -- @field ROE
-- @field REACTION_ON_THREAT -- @field REACTION_ON_THREAT
@@ -1404,73 +1603,61 @@ do -- AI
-- @field OPTION_RADIO_USAGE_KILL -- @field OPTION_RADIO_USAGE_KILL
-- @field JETT_TANKS_IF_EMPTY -- @field JETT_TANKS_IF_EMPTY
-- @field FORCED_ATTACK -- @field FORCED_ATTACK
--- @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 -- @type AI.Option.Air.val
-- @field #AI.Option.Air.val.ROE ROE -- @field #AI.Option.Air.val.ROE ROE
-- @field #AI.Option.Air.val.REACTION_ON_THREAT REACTION_ON_THREAT -- @field #AI.Option.Air.val.REACTION_ON_THREAT REACTION_ON_THREAT
-- @field #AI.Option.Air.val.RADAR_USING RADAR_USING -- @field #AI.Option.Air.val.RADAR_USING RADAR_USING
-- @field #AI.Option.Air.val.FLARE_USING FLARE_USING -- @field #AI.Option.Air.val.FLARE_USING FLARE_USING
--- @type AI.Option.Air.val.ROE ---
-- @type AI.Option.Air.val.ROE
-- @field WEAPON_FREE -- @field WEAPON_FREE
-- @field OPEN_FIRE_WEAPON_FREE -- @field OPEN_FIRE_WEAPON_FREE
-- @field OPEN_FIRE -- @field OPEN_FIRE
-- @field RETURN_FIRE -- @field RETURN_FIRE
-- @field WEAPON_HOLD -- @field WEAPON_HOLD
--- @type AI.Option.Air.val.REACTION_ON_THREAT ---
-- @type AI.Option.Air.val.REACTION_ON_THREAT
-- @field NO_REACTION -- @field NO_REACTION
-- @field PASSIVE_DEFENCE -- @field PASSIVE_DEFENCE
-- @field EVADE_FIRE -- @field EVADE_FIRE
-- @field BYPASS_AND_ESCAPE -- @field BYPASS_AND_ESCAPE
-- @field ALLOW_ABORT_MISSION -- @field ALLOW_ABORT_MISSION
--- @type AI.Option.Air.val.RADAR_USING ---
-- @type AI.Option.Air.val.RADAR_USING
-- @field NEVER -- @field NEVER
-- @field FOR_ATTACK_ONLY -- @field FOR_ATTACK_ONLY
-- @field FOR_SEARCH_IF_REQUIRED -- @field FOR_SEARCH_IF_REQUIRED
-- @field FOR_CONTINUOUS_SEARCH -- @field FOR_CONTINUOUS_SEARCH
--- @type AI.Option.Air.val.FLARE_USING ---
-- @type AI.Option.Air.val.FLARE_USING
-- @field NEVER -- @field NEVER
-- @field AGAINST_FIRED_MISSILE -- @field AGAINST_FIRED_MISSILE
-- @field WHEN_FLYING_IN_SAM_WEZ -- @field WHEN_FLYING_IN_SAM_WEZ
-- @field WHEN_FLYING_NEAR_ENEMIES -- @field WHEN_FLYING_NEAR_ENEMIES
--- @type AI.Option.Air.val.ECM_USING ---
-- @type AI.Option.Air.val.ECM_USING
-- @field NEVER_USE -- @field NEVER_USE
-- @field USE_IF_ONLY_LOCK_BY_RADAR -- @field USE_IF_ONLY_LOCK_BY_RADAR
-- @field USE_IF_DETECTED_LOCK_BY_RADAR -- @field USE_IF_DETECTED_LOCK_BY_RADAR
-- @field ALWAYS_USE -- @field ALWAYS_USE
--- @type AI.Option.Air.val.MISSILE_ATTACK ---
-- @type AI.Option.Air.val.MISSILE_ATTACK
-- @field MAX_RANGE -- @field MAX_RANGE
-- @field NEZ_RANGE -- @field NEZ_RANGE
-- @field HALF_WAY_RMAX_NEZ -- @field HALF_WAY_RMAX_NEZ
-- @field TARGET_THREAT_EST -- @field TARGET_THREAT_EST
-- @field RANDOM_RANGE -- @field RANDOM_RANGE
---
--- @type AI.Option.Ground.id -- @type AI.Option.Ground.id
-- @field NO_OPTION -- @field NO_OPTION
-- @field ROE @{#AI.Option.Ground.val.ROE} -- @field ROE @{#AI.Option.Ground.val.ROE}
-- @field FORMATION -- @field FORMATION
@@ -1479,42 +1666,51 @@ do -- AI
-- @field ENGAGE_AIR_WEAPONS -- @field ENGAGE_AIR_WEAPONS
-- @field AC_ENGAGEMENT_RANGE_RESTRICTION -- @field AC_ENGAGEMENT_RANGE_RESTRICTION
--- @type AI.Option.Ground.mid -- Moose added ---
-- @type AI.Option.Ground.mid -- Moose added
-- @field RESTRICT_AAA_MIN 27 -- @field RESTRICT_AAA_MIN 27
-- @field RESTRICT_AAA_MAX 29 -- @field RESTRICT_AAA_MAX 29
-- @field RESTRICT_TARGETS @{#AI.Option.Ground.mval.ENGAGE_TARGETS} 28 -- @field RESTRICT_TARGETS @{#AI.Option.Ground.mval.ENGAGE_TARGETS} 28
--- @type AI.Option.Ground.val ---
-- @type AI.Option.Ground.val
-- @field #AI.Option.Ground.val.ROE ROE -- @field #AI.Option.Ground.val.ROE ROE
-- @field #AI.Option.Ground.val.ALARM_STATE ALARM_STATE -- @field #AI.Option.Ground.val.ALARM_STATE ALARM_STATE
-- @field #AI.Option.Ground.val.ENGAGE_TARGETS RESTRICT_TARGETS -- @field #AI.Option.Ground.val.ENGAGE_TARGETS RESTRICT_TARGETS
--- @type AI.Option.Ground.val.ROE ---
-- @type AI.Option.Ground.val.ROE
-- @field OPEN_FIRE -- @field OPEN_FIRE
-- @field RETURN_FIRE -- @field RETURN_FIRE
-- @field WEAPON_HOLD -- @field WEAPON_HOLD
--- @type AI.Option.Ground.mval -- Moose added ---
-- @type AI.Option.Ground.mval -- Moose added
-- @field #AI.Option.Ground.mval.ENGAGE_TARGETS ENGAGE_TARGETS -- @field #AI.Option.Ground.mval.ENGAGE_TARGETS ENGAGE_TARGETS
--- @type AI.Option.Ground.mval.ENGAGE_TARGETS -- Moose added ---
-- @type AI.Option.Ground.mval.ENGAGE_TARGETS -- Moose added
-- @field ANY_TARGET -- 0 -- @field ANY_TARGET -- 0
-- @field AIR_UNITS_ONLY -- 1 -- @field AIR_UNITS_ONLY -- 1
-- @field GROUND_UNITS_ONLY -- 2 -- @field GROUND_UNITS_ONLY -- 2
--- @type AI.Option.Ground.val.ALARM_STATE ---
-- @type AI.Option.Ground.val.ALARM_STATE
-- @field AUTO -- @field AUTO
-- @field GREEN -- @field GREEN
-- @field RED -- @field RED
--- @type AI.Option.Naval.id ---
-- @type AI.Option.Naval.id
-- @field NO_OPTION -- @field NO_OPTION
-- @field ROE -- @field ROE
--- @type AI.Option.Naval.val ---
-- @type AI.Option.Naval.val
-- @field #AI.Option.Naval.val.ROE ROE -- @field #AI.Option.Naval.val.ROE ROE
--- @type AI.Option.Naval.val.ROE ---
-- @type AI.Option.Naval.val.ROE
-- @field OPEN_FIRE -- @field OPEN_FIRE
-- @field RETURN_FIRE -- @field RETURN_FIRE
-- @field WEAPON_HOLD -- @field WEAPON_HOLD

View File

@@ -1,4 +1,4 @@
--- **Functional** -- Monitor airbase traffic and regulate speed while taxiing. --- **Functional** - Monitor airbase traffic and regulate speed while taxiing.
-- --
-- === -- ===
-- --
@@ -10,9 +10,7 @@
-- --
-- === -- ===
-- --
-- ## Missions: -- ## Missions: None
--
-- [ABP - Airbase Police](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/ABP%20-%20Airbase%20Police)
-- --
-- === -- ===
-- --
@@ -20,13 +18,15 @@
-- ### Author: FlightControl - Framework Design & Programming -- ### Author: FlightControl - Framework Design & Programming
-- ### Refactoring to use the Runway auto-detection: Applevangelist -- ### Refactoring to use the Runway auto-detection: Applevangelist
-- @date August 2022 -- @date August 2022
-- Last Update Nov 2023
-- --
-- === -- ===
-- --
-- @module Functional.ATC_Ground -- @module Functional.ATC_Ground
-- @image Air_Traffic_Control_Ground_Operations.JPG -- @image Air_Traffic_Control_Ground_Operations.JPG
--- @type ATC_GROUND ---
-- @type ATC_GROUND
-- @field Core.Set#SET_CLIENT SetClient -- @field Core.Set#SET_CLIENT SetClient
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
@@ -39,7 +39,8 @@ ATC_GROUND = {
AirbaseNames = nil, AirbaseNames = nil,
} }
--- @type ATC_GROUND.AirbaseNames ---
-- @type ATC_GROUND.AirbaseNames
-- @list <#string> -- @list <#string>
@@ -51,7 +52,7 @@ function ATC_GROUND:New( Airbases, AirbaseList )
-- Inherits from BASE -- Inherits from BASE
local self = BASE:Inherit( self, BASE:New() ) -- #ATC_GROUND local self = BASE:Inherit( self, BASE:New() ) -- #ATC_GROUND
self:E( { self.ClassName, Airbases } ) self:T( { self.ClassName, Airbases } )
self.Airbases = Airbases self.Airbases = Airbases
self.AirbaseList = AirbaseList self.AirbaseList = AirbaseList
@@ -82,7 +83,7 @@ function ATC_GROUND:New( Airbases, AirbaseList )
end end
self.SetClient:ForEachClient( self.SetClient:ForEachClient(
--- @param Wrapper.Client#CLIENT Client -- @param Wrapper.Client#CLIENT Client
function( Client ) function( Client )
Client:SetState( self, "Speeding", false ) Client:SetState( self, "Speeding", false )
Client:SetState( self, "Warnings", 0) Client:SetState( self, "Warnings", 0)
@@ -246,11 +247,11 @@ function ATC_GROUND:SetMaximumKickSpeedMiph( MaximumKickSpeedMiph, Airbase )
return self return self
end end
--- @param #ATC_GROUND self -- @param #ATC_GROUND self
function ATC_GROUND:_AirbaseMonitor() function ATC_GROUND:_AirbaseMonitor()
self.SetClient:ForEachClient( self.SetClient:ForEachClient(
--- @param Wrapper.Client#CLIENT Client -- @param Wrapper.Client#CLIENT Client
function( Client ) function( Client )
if Client:IsAlive() then if Client:IsAlive() then
@@ -258,7 +259,7 @@ function ATC_GROUND:_AirbaseMonitor()
local IsOnGround = Client:InAir() == false local IsOnGround = Client:InAir() == false
for AirbaseID, AirbaseMeta in pairs( self.Airbases ) do for AirbaseID, AirbaseMeta in pairs( self.Airbases ) do
self:E( AirbaseID, AirbaseMeta.KickSpeed ) self:T( AirbaseID, AirbaseMeta.KickSpeed )
if AirbaseMeta.Monitor == true and Client:IsInZone( AirbaseMeta.ZoneBoundary ) then if AirbaseMeta.Monitor == true and Client:IsInZone( AirbaseMeta.ZoneBoundary ) then
@@ -271,7 +272,7 @@ function ATC_GROUND:_AirbaseMonitor()
if IsOnGround then if IsOnGround then
local Taxi = Client:GetState( self, "Taxi" ) local Taxi = Client:GetState( self, "Taxi" )
self:E( Taxi ) self:T( Taxi )
if Taxi == false then if Taxi == false then
local Velocity = VELOCITY:New( AirbaseMeta.KickSpeed or self.KickSpeed ) local Velocity = VELOCITY:New( AirbaseMeta.KickSpeed or self.KickSpeed )
Client:Message( "Welcome to " .. AirbaseID .. ". The maximum taxiing speed is " .. Client:Message( "Welcome to " .. AirbaseID .. ". The maximum taxiing speed is " ..
@@ -331,7 +332,7 @@ function ATC_GROUND:_AirbaseMonitor()
Client:SetState( self, "Warnings", SpeedingWarnings + 1 ) Client:SetState( self, "Warnings", SpeedingWarnings + 1 )
else else
MESSAGE:New( "Penalty! Player " .. Client:GetPlayerName() .. " has been kicked, due to a severe airbase traffic rule violation ...", 10, "ATC" ):ToAll() MESSAGE:New( "Penalty! Player " .. Client:GetPlayerName() .. " has been kicked, due to a severe airbase traffic rule violation ...", 10, "ATC" ):ToAll()
--- @param Wrapper.Client#CLIENT Client -- @param Wrapper.Client#CLIENT Client
Client:Destroy() Client:Destroy()
Client:SetState( self, "Speeding", false ) Client:SetState( self, "Speeding", false )
Client:SetState( self, "Warnings", 0 ) Client:SetState( self, "Warnings", 0 )
@@ -363,7 +364,7 @@ function ATC_GROUND:_AirbaseMonitor()
Client:SetState( self, "OffRunwayWarnings", OffRunwayWarnings + 1 ) Client:SetState( self, "OffRunwayWarnings", OffRunwayWarnings + 1 )
else else
MESSAGE:New( "Penalty! Player " .. Client:GetPlayerName() .. " has been kicked, due to a severe airbase traffic rule violation ...", 10, "ATC" ):ToAll() MESSAGE:New( "Penalty! Player " .. Client:GetPlayerName() .. " has been kicked, due to a severe airbase traffic rule violation ...", 10, "ATC" ):ToAll()
--- @param Wrapper.Client#CLIENT Client -- @param Wrapper.Client#CLIENT Client
Client:Destroy() Client:Destroy()
Client:SetState( self, "IsOffRunway", false ) Client:SetState( self, "IsOffRunway", false )
Client:SetState( self, "OffRunwayWarnings", 0 ) Client:SetState( self, "OffRunwayWarnings", 0 )
@@ -424,13 +425,20 @@ ATC_GROUND_UNIVERSAL = {
--- Creates a new ATC\_GROUND\_UNIVERSAL object. This works on any map. --- Creates a new ATC\_GROUND\_UNIVERSAL object. This works on any map.
-- @param #ATC_GROUND_UNIVERSAL self -- @param #ATC_GROUND_UNIVERSAL self
-- @param AirbaseList (Optional) A table of Airbase Names. -- @param AirbaseList A table of Airbase Names. Leave empty to cover **all** airbases of the map.
-- @return #ATC_GROUND_UNIVERSAL self -- @return #ATC_GROUND_UNIVERSAL self
-- @usage
-- -- define monitoring for one airbase
-- local atc=ATC_GROUND_UNIVERSAL:New({AIRBASE.Syria.Gecitkale})
-- -- set kick speed
-- atc:SetKickSpeed(UTILS.KnotsToMps(20))
-- -- start monitoring evey 10 secs
-- atc:Start(10)
function ATC_GROUND_UNIVERSAL:New(AirbaseList) function ATC_GROUND_UNIVERSAL:New(AirbaseList)
-- Inherits from BASE -- Inherits from BASE
local self = BASE:Inherit( self, BASE:New() ) -- #ATC_GROUND local self = BASE:Inherit( self, BASE:New() ) -- #ATC_GROUND
self:E( { self.ClassName } ) self:T( { self.ClassName } )
self.Airbases = {} self.Airbases = {}
@@ -440,6 +448,13 @@ function ATC_GROUND_UNIVERSAL:New(AirbaseList)
self.AirbaseList = AirbaseList self.AirbaseList = AirbaseList
if not self.AirbaseList then
self.AirbaseList = {}
for _name,_ in pairs(_DATABASE.AIRBASES) do
self.AirbaseList[_name]=_name
end
end
self.SetClient = SET_CLIENT:New():FilterCategories( "plane" ):FilterStart() self.SetClient = SET_CLIENT:New():FilterCategories( "plane" ):FilterStart()
@@ -460,8 +475,9 @@ function ATC_GROUND_UNIVERSAL:New(AirbaseList)
self.Airbases[AirbaseName].Monitor = true self.Airbases[AirbaseName].Monitor = true
end end
self.SetClient:ForEachClient( self.SetClient:ForEachClient(
--- @param Wrapper.Client#CLIENT Client -- @param Wrapper.Client#CLIENT Client
function( Client ) function( Client )
Client:SetState( self, "Speeding", false ) Client:SetState( self, "Speeding", false )
Client:SetState( self, "Warnings", 0) Client:SetState( self, "Warnings", 0)
@@ -679,9 +695,10 @@ end
-- @param #ATC_GROUND_UNIVERSAL self -- @param #ATC_GROUND_UNIVERSAL self
-- @return #ATC_GROUND_UNIVERSAL self -- @return #ATC_GROUND_UNIVERSAL self
function ATC_GROUND_UNIVERSAL:_AirbaseMonitor() function ATC_GROUND_UNIVERSAL:_AirbaseMonitor()
self:I("_AirbaseMonitor")
self.SetClient:ForEachClient( self.SetClient:ForEachClient(
--- @param Wrapper.Client#CLIENT Client --- Nameless function
-- @param Wrapper.Client#CLIENT Client
function( Client ) function( Client )
if Client:IsAlive() then if Client:IsAlive() then
@@ -689,7 +706,7 @@ function ATC_GROUND_UNIVERSAL:_AirbaseMonitor()
local IsOnGround = Client:InAir() == false local IsOnGround = Client:InAir() == false
for AirbaseID, AirbaseMeta in pairs( self.Airbases ) do for AirbaseID, AirbaseMeta in pairs( self.Airbases ) do
self:E( AirbaseID, AirbaseMeta.KickSpeed ) self:T( AirbaseID, AirbaseMeta.KickSpeed )
if AirbaseMeta.Monitor == true and Client:IsInZone( AirbaseMeta.ZoneBoundary ) then if AirbaseMeta.Monitor == true and Client:IsInZone( AirbaseMeta.ZoneBoundary ) then
@@ -706,7 +723,7 @@ function ATC_GROUND_UNIVERSAL:_AirbaseMonitor()
if IsOnGround then if IsOnGround then
local Taxi = Client:GetState( self, "Taxi" ) local Taxi = Client:GetState( self, "Taxi" )
self:E( Taxi ) self:T( Taxi )
if Taxi == false then if Taxi == false then
local Velocity = VELOCITY:New( AirbaseMeta.KickSpeed or self.KickSpeed ) local Velocity = VELOCITY:New( AirbaseMeta.KickSpeed or self.KickSpeed )
Client:Message( "Welcome to " .. AirbaseID .. ". The maximum taxiing speed is " .. Client:Message( "Welcome to " .. AirbaseID .. ". The maximum taxiing speed is " ..
@@ -766,7 +783,7 @@ function ATC_GROUND_UNIVERSAL:_AirbaseMonitor()
Client:SetState( self, "Warnings", SpeedingWarnings + 1 ) Client:SetState( self, "Warnings", SpeedingWarnings + 1 )
else else
MESSAGE:New( "Penalty! Player " .. Client:GetPlayerName() .. " has been kicked, due to a severe airbase traffic rule violation ...", 10, "ATC" ):ToAll() MESSAGE:New( "Penalty! Player " .. Client:GetPlayerName() .. " has been kicked, due to a severe airbase traffic rule violation ...", 10, "ATC" ):ToAll()
--- @param Wrapper.Client#CLIENT Client -- @param Wrapper.Client#CLIENT Client
Client:Destroy() Client:Destroy()
Client:SetState( self, "Speeding", false ) Client:SetState( self, "Speeding", false )
Client:SetState( self, "Warnings", 0 ) Client:SetState( self, "Warnings", 0 )
@@ -798,7 +815,7 @@ function ATC_GROUND_UNIVERSAL:_AirbaseMonitor()
Client:SetState( self, "OffRunwayWarnings", OffRunwayWarnings + 1 ) Client:SetState( self, "OffRunwayWarnings", OffRunwayWarnings + 1 )
else else
MESSAGE:New( "Penalty! Player " .. Client:GetPlayerName() .. " has been kicked, due to a severe airbase traffic rule violation ...", 10, "ATC" ):ToAll() MESSAGE:New( "Penalty! Player " .. Client:GetPlayerName() .. " has been kicked, due to a severe airbase traffic rule violation ...", 10, "ATC" ):ToAll()
--- @param Wrapper.Client#CLIENT Client -- @param Wrapper.Client#CLIENT Client
Client:Destroy() Client:Destroy()
Client:SetState( self, "IsOffRunway", false ) Client:SetState( self, "IsOffRunway", false )
Client:SetState( self, "OffRunwayWarnings", 0 ) Client:SetState( self, "OffRunwayWarnings", 0 )
@@ -838,15 +855,16 @@ end
--- Start SCHEDULER for ATC_GROUND_UNIVERSAL object. --- Start SCHEDULER for ATC_GROUND_UNIVERSAL object.
-- @param #ATC_GROUND_UNIVERSAL self -- @param #ATC_GROUND_UNIVERSAL self
-- @param RepeatScanSeconds Time in second for defining occurency of alerts. -- @param RepeatScanSeconds Time in second for defining schedule of alerts.
-- @return #ATC_GROUND_UNIVERSAL self -- @return #ATC_GROUND_UNIVERSAL self
function ATC_GROUND_UNIVERSAL:Start( RepeatScanSeconds ) function ATC_GROUND_UNIVERSAL:Start( RepeatScanSeconds )
RepeatScanSeconds = RepeatScanSeconds or 0.05 RepeatScanSeconds = RepeatScanSeconds or 0.05
self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, 2, RepeatScanSeconds ) self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, RepeatScanSeconds )
return self return self
end end
--- @type ATC_GROUND_CAUCASUS ---
-- @type ATC_GROUND_CAUCASUS
-- @extends #ATC_GROUND -- @extends #ATC_GROUND
--- # ATC\_GROUND\_CAUCASUS, extends @{#ATC_GROUND_UNIVERSAL} --- # ATC\_GROUND\_CAUCASUS, extends @{#ATC_GROUND_UNIVERSAL}
@@ -981,12 +999,12 @@ end
-- @return nothing -- @return nothing
function ATC_GROUND_CAUCASUS:Start( RepeatScanSeconds ) function ATC_GROUND_CAUCASUS:Start( RepeatScanSeconds )
RepeatScanSeconds = RepeatScanSeconds or 0.05 RepeatScanSeconds = RepeatScanSeconds or 0.05
self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, 2, RepeatScanSeconds ) self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, RepeatScanSeconds )
end end
---
--- @type ATC_GROUND_NEVADA -- @type ATC_GROUND_NEVADA
-- @extends #ATC_GROUND -- @extends #ATC_GROUND
@@ -1120,11 +1138,11 @@ end
-- @return nothing -- @return nothing
function ATC_GROUND_NEVADA:Start( RepeatScanSeconds ) function ATC_GROUND_NEVADA:Start( RepeatScanSeconds )
RepeatScanSeconds = RepeatScanSeconds or 0.05 RepeatScanSeconds = RepeatScanSeconds or 0.05
self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, 2, RepeatScanSeconds ) self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, RepeatScanSeconds )
end end
---
--- @type ATC_GROUND_NORMANDY -- @type ATC_GROUND_NORMANDY
-- @extends #ATC_GROUND -- @extends #ATC_GROUND
@@ -1277,10 +1295,11 @@ end
-- @return nothing -- @return nothing
function ATC_GROUND_NORMANDY:Start( RepeatScanSeconds ) function ATC_GROUND_NORMANDY:Start( RepeatScanSeconds )
RepeatScanSeconds = RepeatScanSeconds or 0.05 RepeatScanSeconds = RepeatScanSeconds or 0.05
self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, 2, RepeatScanSeconds ) self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, RepeatScanSeconds )
end end
--- @type ATC_GROUND_PERSIANGULF ---
-- @type ATC_GROUND_PERSIANGULF
-- @extends #ATC_GROUND -- @extends #ATC_GROUND
@@ -1419,11 +1438,11 @@ end
-- @return nothing -- @return nothing
function ATC_GROUND_PERSIANGULF:Start( RepeatScanSeconds ) function ATC_GROUND_PERSIANGULF:Start( RepeatScanSeconds )
RepeatScanSeconds = RepeatScanSeconds or 0.05 RepeatScanSeconds = RepeatScanSeconds or 0.05
self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, 2, RepeatScanSeconds ) self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, RepeatScanSeconds )
end end
--- @type ATC_GROUND_MARIANAISLANDS -- @type ATC_GROUND_MARIANAISLANDS
-- @extends #ATC_GROUND -- @extends #ATC_GROUND
@@ -1517,7 +1536,7 @@ end
-- * @{#ATC_GROUND.SetMaximumKickSpeedKmph}(): Set the maximum speed allowed at an airbase in kilometers per hour. -- * @{#ATC_GROUND.SetMaximumKickSpeedKmph}(): Set the maximum speed allowed at an airbase in kilometers per hour.
-- * @{#ATC_GROUND.SetMaximumKickSpeedMiph}(): Set the maximum speed allowed at an airbase in miles per hour. -- * @{#ATC_GROUND.SetMaximumKickSpeedMiph}(): Set the maximum speed allowed at an airbase in miles per hour.
-- --
---- @field #ATC_GROUND_MARIANAISLANDS -- @field #ATC_GROUND_MARIANAISLANDS
ATC_GROUND_MARIANAISLANDS = { ATC_GROUND_MARIANAISLANDS = {
ClassName = "ATC_GROUND_MARIANAISLANDS", ClassName = "ATC_GROUND_MARIANAISLANDS",
} }
@@ -1529,7 +1548,7 @@ ATC_GROUND_MARIANAISLANDS = {
function ATC_GROUND_MARIANAISLANDS:New( AirbaseNames ) function ATC_GROUND_MARIANAISLANDS:New( AirbaseNames )
-- Inherits from BASE -- Inherits from BASE
local self = BASE:Inherit( self, ATC_GROUND_UNIVERSAL:New( self.Airbases, AirbaseNames ) ) local self = BASE:Inherit( self, ATC_GROUND_UNIVERSAL:New( AirbaseNames ) )
self:SetKickSpeedKmph( 50 ) self:SetKickSpeedKmph( 50 )
self:SetMaximumKickSpeedKmph( 150 ) self:SetMaximumKickSpeedKmph( 150 )
@@ -1543,5 +1562,5 @@ end
-- @return nothing -- @return nothing
function ATC_GROUND_MARIANAISLANDS:Start( RepeatScanSeconds ) function ATC_GROUND_MARIANAISLANDS:Start( RepeatScanSeconds )
RepeatScanSeconds = RepeatScanSeconds or 0.05 RepeatScanSeconds = RepeatScanSeconds or 0.05
self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, 2, RepeatScanSeconds ) self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, RepeatScanSeconds )
end end

View File

@@ -25,12 +25,12 @@
-- --
-- === -- ===
-- --
-- ### Author: **[funkyfranky](https://forums.eagle.ru/member.php?u=115026)** -- ### Author: **funkyfranky**
-- --
-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536) -- ### Contributions: FlightControl
-- --
-- ==== -- ====
-- @module Functional.Arty -- @module Functional.Artillery
-- @image Artillery.JPG -- @image Artillery.JPG
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -103,12 +103,13 @@
-- @field #number coalition The coalition of the arty group. -- @field #number coalition The coalition of the arty group.
-- @field #boolean respawnafterdeath Respawn arty group after all units are dead. -- @field #boolean respawnafterdeath Respawn arty group after all units are dead.
-- @field #number respawndelay Respawn delay in seconds. -- @field #number respawndelay Respawn delay in seconds.
-- @field #number dtTrack Time interval in seconds for weapon tracking.
-- @extends Core.Fsm#FSM_CONTROLLABLE -- @extends Core.Fsm#FSM_CONTROLLABLE
--- Enables mission designers easily to assign targets for artillery units. Since the implementation is based on a Finite State Model (FSM), the mission designer can --- Enables mission designers easily to assign targets for artillery units. Since the implementation is based on a Finite State Model (FSM), the mission designer can
-- interact with the process at certain events or states. -- interact with the process at certain events or states.
-- --
-- A new ARTY object can be created with the @{#ARTY.New}(*group*) contructor. -- A new ARTY object can be created with the @{#ARTY.New}(*group*) constructor.
-- The parameter *group* has to be a MOOSE Group object and defines ARTY group. -- The parameter *group* has to be a MOOSE Group object and defines ARTY group.
-- --
-- The ARTY FSM process can be started by the @{#ARTY.Start}() command. -- The ARTY FSM process can be started by the @{#ARTY.Start}() command.
@@ -146,7 +147,7 @@
-- When a new target is assigned via the @{#ARTY.AssignTargetCoord}() function (see below), the **NewTarget** event is triggered. -- When a new target is assigned via the @{#ARTY.AssignTargetCoord}() function (see below), the **NewTarget** event is triggered.
-- --
-- ## Assigning Targets -- ## Assigning Targets
-- Assigning targets is a central point of the ARTY class. Multiple targets can be assigned simultanioulsly and are put into a queue. -- Assigning targets is a central point of the ARTY class. Multiple targets can be assigned simultaneously and are put into a queue.
-- Of course, targets can be added at any time during the mission. For example, once they are detected by a reconnaissance unit. -- Of course, targets can be added at any time during the mission. For example, once they are detected by a reconnaissance unit.
-- --
-- In order to add a target, the function @{#ARTY.AssignTargetCoord}(*coord*, *prio*, *radius*, *nshells*, *maxengage*, *time*, *weapontype*, *name*) has to be used. -- In order to add a target, the function @{#ARTY.AssignTargetCoord}(*coord*, *prio*, *radius*, *nshells*, *maxengage*, *time*, *weapontype*, *name*) has to be used.
@@ -161,7 +162,7 @@
-- * *maxengage*: Number of times a target is engaged. -- * *maxengage*: Number of times a target is engaged.
-- * *time*: Time of day the engagement is schedule in the format "hh:mm:ss" for hh=hours, mm=minutes, ss=seconds. -- * *time*: Time of day the engagement is schedule in the format "hh:mm:ss" for hh=hours, mm=minutes, ss=seconds.
-- For example "10:15:35". In the case the attack will be executed at a quarter past ten in the morning at the day the mission started. -- For example "10:15:35". In the case the attack will be executed at a quarter past ten in the morning at the day the mission started.
-- If the engagement should start on the following day the format can be specified as "10:15:35+1", where the +1 denots the following day. -- If the engagement should start on the following day the format can be specified as "10:15:35+1", where the +1 denotes the following day.
-- This is useful for longer running missions or if the mission starts at 23:00 hours and the attack should be scheduled at 01:00 hours on the following day. -- This is useful for longer running missions or if the mission starts at 23:00 hours and the attack should be scheduled at 01:00 hours on the following day.
-- Of course, later days are also possible by appending "+2", "+3", etc. -- Of course, later days are also possible by appending "+2", "+3", etc.
-- **Note** that the time has to be given as a string. So the enclosing quotation marks "" are important. -- **Note** that the time has to be given as a string. So the enclosing quotation marks "" are important.
@@ -179,7 +180,7 @@
-- Let's first consider the case that none of the targets is scheduled to be executed at a certain time (*time*=nil). -- Let's first consider the case that none of the targets is scheduled to be executed at a certain time (*time*=nil).
-- The ARTY group will first engage the target with higher priority (*prio*=10). After the engagement is finished, the target with lower priority is attacked. -- The ARTY group will first engage the target with higher priority (*prio*=10). After the engagement is finished, the target with lower priority is attacked.
-- This is because the target with lower prio has been attacked one time less. After the attack on the lower priority task is finished and both targets -- This is because the target with lower prio has been attacked one time less. After the attack on the lower priority task is finished and both targets
-- have been engaged equally often, the target with the higher priority is engaged again. This coninues until a target has engaged three times. -- have been engaged equally often, the target with the higher priority is engaged again. This continues until a target has engaged three times.
-- Once the maximum number of engagements is reached, the target is deleted from the queue. -- Once the maximum number of engagements is reached, the target is deleted from the queue.
-- --
-- In other words, the queue is first sorted with respect to the number of engagements and targets with the same number of engagements are sorted with -- In other words, the queue is first sorted with respect to the number of engagements and targets with the same number of engagements are sorted with
@@ -190,7 +191,7 @@
-- As mentioned above, targets can be engaged at a specific time of the day via the *time* parameter. -- As mentioned above, targets can be engaged at a specific time of the day via the *time* parameter.
-- --
-- If the *time* parameter is specified for a target, the first engagement of that target will happen at that time of the day and not before. -- If the *time* parameter is specified for a target, the first engagement of that target will happen at that time of the day and not before.
-- This also applies when multiple engagements are requested via the *maxengage* parameter. The first attack will not happen before the specifed time. -- This also applies when multiple engagements are requested via the *maxengage* parameter. The first attack will not happen before the specified time.
-- When that timed attack is finished, the *time* parameter is deleted and the remaining engagements are carried out in the same manner as for untimed targets (described above). -- When that timed attack is finished, the *time* parameter is deleted and the remaining engagements are carried out in the same manner as for untimed targets (described above).
-- --
-- Of course, it can happen that a scheduled task should be executed at a time, when another target is already under attack. -- Of course, it can happen that a scheduled task should be executed at a time, when another target is already under attack.
@@ -201,7 +202,7 @@
-- --
-- ## Determining the Amount of Ammo -- ## Determining the Amount of Ammo
-- --
-- In order to determin when a unit is out of ammo and possible initiate the rearming process it is necessary to know which types of weapons have to be counted. -- In order to determine when a unit is out of ammo and possible initiate the rearming process it is necessary to know which types of weapons have to be counted.
-- For most artillery unit types, this is simple because they only have one type of weapon and hence ammunition. -- For most artillery unit types, this is simple because they only have one type of weapon and hence ammunition.
-- --
-- However, there are more complex scenarios. For example, naval units carry a big arsenal of different ammunition types ranging from various cannon shell types -- However, there are more complex scenarios. For example, naval units carry a big arsenal of different ammunition types ranging from various cannon shell types
@@ -217,7 +218,7 @@
-- **Note** that the default parameters "weapons.shells", "weapons.nurs", "weapons.missiles" **should in priciple** capture all the corresponding ammo types. -- **Note** that the default parameters "weapons.shells", "weapons.nurs", "weapons.missiles" **should in priciple** capture all the corresponding ammo types.
-- However, the logic searches for the string "weapon.missies" in the ammo type. Especially for missiles, this string is often not contained in the ammo type descriptor. -- However, the logic searches for the string "weapon.missies" in the ammo type. Especially for missiles, this string is often not contained in the ammo type descriptor.
-- --
-- One way to determin which types of ammo the unit carries, one can use the debug mode of the arty class via @{#ARTY.SetDebugON}(). -- One way to determine which types of ammo the unit carries, one can use the debug mode of the arty class via @{#ARTY.SetDebugON}().
-- In debug mode, the all ammo types of the group are printed to the monitor as message and can be found in the DCS.log file. -- In debug mode, the all ammo types of the group are printed to the monitor as message and can be found in the DCS.log file.
-- --
-- ## Employing Selected Weapons -- ## Employing Selected Weapons
@@ -274,7 +275,7 @@
-- --
-- ## Simulated Weapons -- ## Simulated Weapons
-- --
-- In addtion to the standard weapons a group has available some special weapon types that are not possible to use in the native DCS environment are simulated. -- In addition to the standard weapons a group has available some special weapon types that are not possible to use in the native DCS environment are simulated.
-- --
-- ### Tactical Nukes -- ### Tactical Nukes
-- --
@@ -283,30 +284,30 @@
-- --
-- By default, they group does not have any nukes available. To give the group the ability the function @{#ARTY.SetTacNukeShells}(*n*) can be used. -- By default, they group does not have any nukes available. To give the group the ability the function @{#ARTY.SetTacNukeShells}(*n*) can be used.
-- This supplies the group with *n* nuclear shells, where *n* is restricted to the number of conventional shells the group can carry. -- This supplies the group with *n* nuclear shells, where *n* is restricted to the number of conventional shells the group can carry.
-- Note that the group must always have convenctional shells left in order to fire a nuclear shell. -- Note that the group must always have conventional shells left in order to fire a nuclear shell.
-- --
-- The default explostion strength is 0.075 kilo tons TNT. The can be changed with the @{#ARTY.SetTacNukeWarhead}(*strength*), where *strength* is given in kilo tons TNT. -- The default explosion strength is 0.075 kilo tons TNT. The can be changed with the @{#ARTY.SetTacNukeWarhead}(*strength*), where *strength* is given in kilo tons TNT.
-- --
-- ### Illumination Shells -- ### Illumination Shells
-- --
-- ARTY groups that possess shells can fire shells with illumination bombs. First, the group needs to be equipped with this weapon. This is done by the -- ARTY groups that possess shells can fire shells with illumination bombs. First, the group needs to be equipped with this weapon. This is done by the
-- function @{ARTY.SetIlluminationShells}(*n*, *power*), where *n* is the number of shells the group has available and *power* the illumination power in mega candela (mcd). -- function @{#ARTY.SetIlluminationShells}(*n*, *power*), where *n* is the number of shells the group has available and *power* the illumination power in mega candela (mcd).
-- --
-- In order to execute an engagement with illumination shells one has to use the weapon type *ARTY.WeaponType.IlluminationShells* in the -- In order to execute an engagement with illumination shells one has to use the weapon type *ARTY.WeaponType.IlluminationShells* in the
-- @{#ARTY.AssignTargetCoord}() function. -- @{#ARTY.AssignTargetCoord}() function.
-- --
-- In the simulation, the explosive shell that is fired is destroyed once it gets close to the target point but before it can actually impact. -- In the simulation, the explosive shell that is fired is destroyed once it gets close to the target point but before it can actually impact.
-- At this position an illumination bomb is triggered at a random altitude between 500 and 1000 meters. This interval can be set by the function -- At this position an illumination bomb is triggered at a random altitude between 500 and 1000 meters. This interval can be set by the function
-- @{ARTY.SetIlluminationMinMaxAlt}(*minalt*, *maxalt*). -- @{#ARTY.SetIlluminationMinMaxAlt}(*minalt*, *maxalt*).
-- --
-- ### Smoke Shells -- ### Smoke Shells
-- --
-- In a similar way to illumination shells, ARTY groups can also employ smoke shells. The numer of smoke shells the group has available is set by the function -- In a similar way to illumination shells, ARTY groups can also employ smoke shells. The number of smoke shells the group has available is set by the function
-- @{#ARTY.SetSmokeShells}(*n*, *color*), where *n* is the number of shells and *color* defines the smoke color. Default is SMOKECOLOR.Red. -- @{#ARTY.SetSmokeShells}(*n*, *color*), where *n* is the number of shells and *color* defines the smoke color. Default is SMOKECOLOR.Red.
-- --
-- The weapon type to be used in the @{#ARTY.AssignTargetCoord}() function is *ARTY.WeaponType.SmokeShells*. -- The weapon type to be used in the @{#ARTY.AssignTargetCoord}() function is *ARTY.WeaponType.SmokeShells*.
-- --
-- The explosive shell the group fired is destroyed shortly before its impact on the ground and smoke of the speficied color is triggered at that position. -- The explosive shell the group fired is destroyed shortly before its impact on the ground and smoke of the specified color is triggered at that position.
-- --
-- --
-- ## Assignments via Markers on F10 Map -- ## Assignments via Markers on F10 Map
@@ -320,15 +321,15 @@
-- ### Target Assignments -- ### Target Assignments
-- A new target can be assigned by writing **arty engage** in the marker text. -- A new target can be assigned by writing **arty engage** in the marker text.
-- This is followed by a **comma separated list** of (optional) keywords and parameters. -- This is followed by a **comma separated list** of (optional) keywords and parameters.
-- First, it is important to address the ARTY group or groups that should engage. This can be done in numrous ways. The keywords are *battery*, *alias*, *cluster*. -- First, it is important to address the ARTY group or groups that should engage. This can be done in numerous ways. The keywords are *battery*, *alias*, *cluster*.
-- It is also possible to address all ARTY groups by the keyword *everyone* or *allbatteries*. These two can be used synonymously. -- It is also possible to address all ARTY groups by the keyword *everyone* or *allbatteries*. These two can be used synonymously.
-- **Note that**, if no battery is assigned nothing will happen. -- **Note that**, if no battery is assigned nothing will happen.
-- --
-- * *everyone* or *allbatteries* The target is assigned to all batteries. -- * *everyone* or *allbatteries* The target is assigned to all batteries.
-- * *battery* Name of the ARTY group that the target is assigned to. Note that **the name is case sensitive** and has to be given in quotation marks. Default is all ARTY groups of the right coalition. -- * *battery* Name of the ARTY group that the target is assigned to. Note that **the name is case sensitive** and has to be given in quotation marks. Default is all ARTY groups of the right coalition.
-- * *alias* Alias of the ARTY group that the target is assigned to. The alias is **case sensitive** and needs to be in quotation marks. -- * *alias* Alias of the ARTY group that the target is assigned to. The alias is **case sensitive** and needs to be in quotation marks.
-- * *cluster* The cluster of ARTY groups that is addessed. Clusters can be defined by the function @{#ARTY.AddToCluster}(*clusters*). Names are **case sensitive** and need to be in quotation marks. -- * *cluster* The cluster of ARTY groups that is addressed. Clusters can be defined by the function @{#ARTY.AddToCluster}(*clusters*). Names are **case sensitive** and need to be in quotation marks.
-- * *key* A number to authorize the target assignment. Only specifing the correct number will trigger an engagement. -- * *key* A number to authorize the target assignment. Only specifying the correct number will trigger an engagement.
-- * *time* Time for which which the engagement is schedules, e.g. 08:42. Default is as soon as possible. -- * *time* Time for which which the engagement is schedules, e.g. 08:42. Default is as soon as possible.
-- * *prio* Priority of the engagement as number between 1 (high prio) and 100 (low prio). Default is 50, i.e. medium priority. -- * *prio* Priority of the engagement as number between 1 (high prio) and 100 (low prio). Default is 50, i.e. medium priority.
-- * *shots* Number of shots (shells, rockets or missiles) fired at each engagement. Default is 5. -- * *shots* Number of shots (shells, rockets or missiles) fired at each engagement. Default is 5.
@@ -353,8 +354,8 @@
-- arty engage, battery "Paladin Alpha", weapon nukes, shots 1, time 20:15 -- arty engage, battery "Paladin Alpha", weapon nukes, shots 1, time 20:15
-- arty engage, battery "Horwitzer 1", lldms 41:51:00N 41:47:58E -- arty engage, battery "Horwitzer 1", lldms 41:51:00N 41:47:58E
-- --
-- Note that the keywords and parameters are *case insensitve*. Only exception are the battery, alias and cluster names. -- Note that the keywords and parameters are *case insensitive*. Only exception are the battery, alias and cluster names.
-- These must be exactly the same as the names of the goups defined in the mission editor or the aliases and cluster names defined in the script. -- These must be exactly the same as the names of the groups defined in the mission editor or the aliases and cluster names defined in the script.
-- --
-- ### Relocation Assignments -- ### Relocation Assignments
-- --
@@ -363,11 +364,11 @@
-- * *time* Time for which which the relocation/move is schedules, e.g. 08:42. Default is as soon as possible. -- * *time* Time for which which the relocation/move is schedules, e.g. 08:42. Default is as soon as possible.
-- * *speed* The speed in km/h the group will drive at. Default is 70% of its max possible speed. -- * *speed* The speed in km/h the group will drive at. Default is 70% of its max possible speed.
-- * *on road* Group will use mainly roads. Default is off, i.e. it will go in a straight line from its current position to the assigned coordinate. -- * *on road* Group will use mainly roads. Default is off, i.e. it will go in a straight line from its current position to the assigned coordinate.
-- * *canceltarget* Group will cancel all running firing engagements and immidiately start to move. Default is that group will wait until is current assignment is over. -- * *canceltarget* Group will cancel all running firing engagements and immediately start to move. Default is that group will wait until is current assignment is over.
-- * *battery* Name of the ARTY group that the relocation is assigned to. -- * *battery* Name of the ARTY group that the relocation is assigned to.
-- * *alias* Alias of the ARTY group that the target is assigned to. The alias is **case sensitive** and needs to be in quotation marks. -- * *alias* Alias of the ARTY group that the target is assigned to. The alias is **case sensitive** and needs to be in quotation marks.
-- * *cluster* The cluster of ARTY groups that is addessed. Clusters can be defined by the function @{#ARTY.AddToCluster}(*clusters*). Names are **case sensitive** and need to be in quotation marks. -- * *cluster* The cluster of ARTY groups that is addressed. Clusters can be defined by the function @{#ARTY.AddToCluster}(*clusters*). Names are **case sensitive** and need to be in quotation marks.
-- * *key* A number to authorize the target assignment. Only specifing the correct number will trigger an engagement. -- * *key* A number to authorize the target assignment. Only specifying the correct number will trigger an engagement.
-- * *lldms* Specify the coordinates in Lat/Long degrees, minutes and seconds format. The actual location of the marker is unimportant. The group will move to the coordinates given in the lldms keyword. -- * *lldms* Specify the coordinates in Lat/Long degrees, minutes and seconds format. The actual location of the marker is unimportant. The group will move to the coordinates given in the lldms keyword.
-- Format is DD:MM:SS[N,S] DD:MM:SS[W,E]. See example below. -- Format is DD:MM:SS[N,S] DD:MM:SS[W,E]. See example below.
-- * *readonly* Marker cannot be deleted by users any more. Hence, assignment cannot be cancelled by removing the marker. -- * *readonly* Marker cannot be deleted by users any more. Hence, assignment cannot be cancelled by removing the marker.
@@ -410,12 +411,12 @@
-- --
-- A few options can be set by marks. The corresponding keyword is **arty set**. This can be used to define the rearming place and group for a battery. -- A few options can be set by marks. The corresponding keyword is **arty set**. This can be used to define the rearming place and group for a battery.
-- --
-- To set the reamring place of a group at the marker position type -- To set the rearming place of a group at the marker position type
-- arty set, battery "Paladin Alpha", rearming place -- arty set, battery "Paladin Alpha", rearming place
-- --
-- Setting the rearming group is independent of the position of the mark. Just create one anywhere on the map and type -- Setting the rearming group is independent of the position of the mark. Just create one anywhere on the map and type
-- arty set, battery "Mortar Bravo", rearming group "Ammo Truck M818" -- arty set, battery "Mortar Bravo", rearming group "Ammo Truck M818"
-- Note that the name of the rearming group has to be given in quotation marks and spellt exactly as the group name defined in the mission editor. -- Note that the name of the rearming group has to be given in quotation marks and spelt exactly as the group name defined in the mission editor.
-- --
-- ## Transporting -- ## Transporting
-- --
@@ -693,7 +694,7 @@ ARTY.db={
--- Arty script version. --- Arty script version.
-- @field #string version -- @field #string version
ARTY.version="1.2.0" ARTY.version="1.3.0"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -801,6 +802,9 @@ function ARTY:New(group, alias)
else else
self.ismobile=false self.ismobile=false
end end
-- Set track time interval.
self.dtTrack=0.2
-- Set speed to 0.7 of maximum. -- Set speed to 0.7 of maximum.
self.Speed=self.SpeedMax * 0.7 self.Speed=self.SpeedMax * 0.7
@@ -1497,6 +1501,15 @@ function ARTY:SetStatusInterval(interval)
return self return self
end end
--- Set time interval for weapon tracking.
-- @param #ARTY self
-- @param #number interval Time interval in seconds. Default 0.2 seconds.
-- @return self
function ARTY:SetTrackInterval(interval)
self.dtTrack=interval or 0.2
return self
end
--- Set time how it is waited a unit the first shot event happens. If no shot is fired after this time, the task to fire is aborted and the target removed. --- Set time how it is waited a unit the first shot event happens. If no shot is fired after this time, the task to fire is aborted and the target removed.
-- @param #ARTY self -- @param #ARTY self
-- @param #number waittime Time in seconds. Default 300 seconds. -- @param #number waittime Time in seconds. Default 300 seconds.
@@ -2129,6 +2142,95 @@ end
-- Event Handling -- Event Handling
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Function called during tracking of weapon.
-- @param Wrapper.Weapon#WEAPON weapon Weapon object.
-- @param #ARTY self ARTY object.
-- @param #ARTY.Target target Target of the weapon.
function ARTY._FuncTrack(weapon, self, target)
-- Coordinate and distance to target.
local _coord=weapon.coordinate
local _dist=_coord:Get2DDistance(target.coord)
local _destroyweapon=false
-- Debug
self:T3(self.lid..string.format("ARTY %s weapon to target dist = %d m", self.groupname,_dist))
if target.weapontype==ARTY.WeaponType.IlluminationShells then
-- Check if within distace.
if _dist<target.radius then
-- Get random coordinate within certain radius of the target.
local _cr=target.coord:GetRandomCoordinateInRadius(target.radius)
-- Get random altitude over target.
local _alt=_cr:GetLandHeight()+math.random(self.illuMinalt, self.illuMaxalt)
-- Adjust explosion height of coordinate.
local _ci=COORDINATE:New(_cr.x,_alt,_cr.z)
-- Create illumination flare.
_ci:IlluminationBomb(self.illuPower)
-- Destroy actual shell.
_destroyweapon=true
end
elseif target.weapontype==ARTY.WeaponType.SmokeShells then
if _dist<target.radius then
-- Get random coordinate within a certain radius.
local _cr=_coord:GetRandomCoordinateInRadius(_data.target.radius)
-- Fire smoke at this coordinate.
_cr:Smoke(self.smokeColor)
-- Destroy actual shell.
_destroyweapon=true
end
end
if _destroyweapon then
self:T2(self.lid..string.format("ARTY %s destroying shell, stopping timer.", self.groupname))
-- Destroy weapon and stop timer.
weapon:Destroy()
-- No more tracking.
weapon.tracking=false
end
end
--- Function called after impact of weapon.
-- @param Wrapper.Weapon#WEAPON weapon Weapon object.
-- @param #ARTY self ARTY object.
-- @param #ARTY.Target target Target of the weapon.
function ARTY._FuncImpact(weapon, self, target)
-- Debug info.
self:I(self.lid..string.format("ARTY %s weapon NOT ALIVE any more.", self.groupname))
-- Get impact coordinate.
local _impactcoord=weapon:GetImpactCoordinate()
-- Create a "nuclear" explosion and blast at the impact point.
if target.weapontype==ARTY.WeaponType.TacticalNukes then
self:T(self.lid..string.format("ARTY %s triggering nuclear explosion in one second.", self.groupname))
--SCHEDULER:New(nil, ARTY._NuclearBlast, {self,_impactcoord}, 1.0)
self:ScheduleOnce(1.0, ARTY._NuclearBlast, self, _impactcoord)
end
end
--- Eventhandler for shot event. --- Eventhandler for shot event.
-- @param #ARTY self -- @param #ARTY self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
@@ -2162,128 +2264,32 @@ function ARTY:OnEventShot(EventData)
self:T(self.lid..text) self:T(self.lid..text)
MESSAGE:New(text, 5):Clear():ToAllIf(self.report or self.Debug) MESSAGE:New(text, 5):Clear():ToAllIf(self.report or self.Debug)
-- Last known position of the weapon fired.
local _lastpos={x=0, y=0, z=0}
--- Track the position of the weapon if it is supposed to model a tac nuke, illumination or smoke shell.
-- @param #table _weapon
local function _TrackWeapon(_data)
-- When the pcall status returns false the weapon has hit.
local _weaponalive,_currpos = pcall(
function()
return _data.weapon:getPoint()
end)
-- Debug
self:T3(self.lid..string.format("ARTY %s: Weapon still in air: %s", self.groupname, tostring(_weaponalive)))
-- Destroy weapon before impact.
local _destroyweapon=false
if _weaponalive then
-- Update last position.
_lastpos={x=_currpos.x, y=_currpos.y, z=_currpos.z}
-- Coordinate and distance to target.
local _coord=COORDINATE:NewFromVec3(_lastpos)
local _dist=_coord:Get2DDistance(_data.target.coord)
-- Debug
self:T3(self.lid..string.format("ARTY %s weapon to target dist = %d m", self.groupname,_dist))
if _data.target.weapontype==ARTY.WeaponType.IlluminationShells then
-- Check if within distace.
if _dist<_data.target.radius then
-- Get random coordinate within certain radius of the target.
local _cr=_data.target.coord:GetRandomCoordinateInRadius(_data.target.radius)
-- Get random altitude over target.
local _alt=_cr:GetLandHeight()+math.random(self.illuMinalt, self.illuMaxalt)
-- Adjust explosion height of coordinate.
local _ci=COORDINATE:New(_cr.x,_alt,_cr.z)
-- Create illumination flare.
_ci:IlluminationBomb(self.illuPower)
-- Destroy actual shell.
_destroyweapon=true
end
elseif _data.target.weapontype==ARTY.WeaponType.SmokeShells then
if _dist<_data.target.radius then
-- Get random coordinate within a certain radius.
local _cr=_coord:GetRandomCoordinateInRadius(_data.target.radius)
-- Fire smoke at this coordinate.
_cr:Smoke(self.smokeColor)
-- Destroy actual shell.
_destroyweapon=true
end
end
if _destroyweapon then
self:T2(self.lid..string.format("ARTY %s destroying shell, stopping timer.", self.groupname))
-- Destroy weapon and stop timer.
_data.weapon:destroy()
return nil
else
-- TODO: Make dt input parameter.
local dt=0.02
self:T3(self.lid..string.format("ARTY %s tracking weapon again in %.3f seconds", self.groupname, dt))
-- Check again in 0.05 seconds.
return timer.getTime() + dt
end
else
-- Get impact coordinate.
local _impactcoord=COORDINATE:NewFromVec3(_lastpos)
self:I(self.lid..string.format("ARTY %s weapon NOT ALIVE any more.", self.groupname))
-- Create a "nuclear" explosion and blast at the impact point.
if _data.target.weapontype==ARTY.WeaponType.TacticalNukes then
self:T(self.lid..string.format("ARTY %s triggering nuclear explosion in one second.", self.groupname))
SCHEDULER:New(nil, ARTY._NuclearBlast, {self,_impactcoord}, 1.0)
end
-- Stop timer.
return nil
end
end
-- Start track the shell if we want to model a tactical nuke. -- Start track the shell if we want to model a tactical nuke.
local _tracknuke = self.currentTarget.weapontype==ARTY.WeaponType.TacticalNukes and self.Nukes>0 local _tracknuke = self.currentTarget.weapontype==ARTY.WeaponType.TacticalNukes and self.Nukes>0
local _trackillu = self.currentTarget.weapontype==ARTY.WeaponType.IlluminationShells and self.Nillu>0 local _trackillu = self.currentTarget.weapontype==ARTY.WeaponType.IlluminationShells and self.Nillu>0
local _tracksmoke = self.currentTarget.weapontype==ARTY.WeaponType.SmokeShells and self.Nsmoke>0 local _tracksmoke = self.currentTarget.weapontype==ARTY.WeaponType.SmokeShells and self.Nsmoke>0
if _tracknuke or _trackillu or _tracksmoke then if _tracknuke or _trackillu or _tracksmoke then
self:T(self.lid..string.format("ARTY %s: Tracking of weapon starts in two seconds.", self.groupname)) -- Debug info.
self:T(self.lid..string.format("ARTY %s: Tracking of weapon starts in two seconds.", self.groupname))
local _peter={}
_peter.weapon=EventData.weapon -- Create a weapon object.
_peter.target=UTILS.DeepCopy(self.currentTarget) local weapon=WEAPON:New(EventData.weapon)
timer.scheduleFunction(_TrackWeapon, _peter, timer.getTime() + 2.0) -- Set time step for tracking.
weapon:SetTimeStepTrack(self.dtTrack)
-- Copy target. We need a copy because it might already be overwritten with the next target during flight of weapon.
local target=UTILS.DeepCopy(self.currentTarget)
-- Set callback functions.
weapon:SetFuncTrack(ARTY._FuncTrack, self, target)
weapon:SetFuncImpact(ARTY._FuncImpact, self, target)
-- Start tracking in 2 sec (arty ammo should fly a bit).
weapon:StartTrack(2)
end end
-- Get current ammo. -- Get current ammo.
@@ -3422,7 +3428,7 @@ function ARTY:onafterMove(Controllable, From, Event, To, move)
-- Set current move. -- Set current move.
self.currentMove=move self.currentMove=move
-- Route group to coodinate. -- Route group to coordinate.
self:_Move(self.Controllable, move.coord, move.speed, move.onroad) self:_Move(self.Controllable, move.coord, move.speed, move.onroad)
end end
@@ -3540,9 +3546,7 @@ end
-- @param #string To To state. -- @param #string To To state.
function ARTY:onafterRespawn(Controllable, From, Event, To) function ARTY:onafterRespawn(Controllable, From, Event, To)
self:_EventFromTo("onafterRespawn", Event, From, To) self:_EventFromTo("onafterRespawn", Event, From, To)
self:I("Respawning arty group")
env.info("FF Respawning arty group")
local group=self.Controllable --Wrapper.Group#GROUP local group=self.Controllable --Wrapper.Group#GROUP
-- Respawn group. -- Respawn group.
@@ -3931,9 +3935,10 @@ function ARTY:GetAmmo(display)
return nammo, nshells, nrockets, nmissiles return nammo, nshells, nrockets, nmissiles
end end
for _,unit in pairs(units) do for _,_unit in pairs(units) do
local unit=_unit --Wrapper.Unit#UNIT
if unit and unit:IsAlive() then if unit then
-- Output. -- Output.
local text=string.format("ARTY group %s - unit %s:\n", self.groupname, unit:GetName()) local text=string.format("ARTY group %s - unit %s:\n", self.groupname, unit:GetName())

View File

@@ -1,4 +1,4 @@
--- **Functional** -- Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases. --- **Functional** - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.
-- --
-- === -- ===
-- --
@@ -14,7 +14,7 @@
-- --
-- ## Missions: -- ## Missions:
-- --
-- [CLA - CleanUp Airbase](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/CLA%20-%20CleanUp%20Airbase) -- [CLA - CleanUp Airbase](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Functional/CleanUp)
-- --
-- === -- ===
-- --

View File

@@ -1,4 +1,4 @@
--- **Functional** -- Management of target **Designation**. Lase, smoke and illuminate targets. --- **Functional** - Management of target **Designation**. Lase, smoke and illuminate targets.
-- --
-- === -- ===
-- --
@@ -15,10 +15,12 @@
-- --
-- === -- ===
-- --
-- ## Missions: -- ## Additional Material:
-- --
-- [DES - Designation](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/DES%20-%20Designation) -- * **Demo Missions:** [GitHub](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Functional/Designate)
-- -- * **YouTube videos:** None
-- * **Guides:** None
--
-- === -- ===
-- --
-- Targets detected by recce will be communicated to a group of attacking players. -- Targets detected by recce will be communicated to a group of attacking players.
@@ -48,7 +50,7 @@
-- --
-- ![Banner Image](..\Presentations\DESIGNATE\Dia3.JPG) -- ![Banner Image](..\Presentations\DESIGNATE\Dia3.JPG)
-- --
-- A typical mission setup would require Recce (a @{Set} of Recce) to be detecting potential targets. -- A typical mission setup would require Recce (a @{Core.Set} of Recce) to be detecting potential targets.
-- The DetectionObject will group the detected targets based on the detection method being used. -- The DetectionObject will group the detected targets based on the detection method being used.
-- Possible detection methods could be by Area, by Type or by Unit. -- Possible detection methods could be by Area, by Type or by Unit.
-- Each grouping will result in a **TargetGroup**, for terminology and clarity we will use this term throughout the document. -- Each grouping will result in a **TargetGroup**, for terminology and clarity we will use this term throughout the document.
@@ -167,9 +169,9 @@
-- --
-- ### Contributions: -- ### Contributions:
-- --
-- * [**Ciribob**](https://forums.eagle.ru/member.php?u=112175): Showing the way how to lase targets + how laser codes work!!! Explained the autolase script. -- * **Ciribob**: Showing the way how to lase targets + how laser codes work!!! Explained the autolase script.
-- * [**EasyEB**](https://forums.eagle.ru/member.php?u=112055): Ideas and Beta Testing -- * **EasyEB**: Ideas and Beta Testing
-- * [**Wingthor**](https://forums.eagle.ru/member.php?u=123698): Beta Testing -- * **Wingthor**: Beta Testing
-- --
-- ### Authors: -- ### Authors:
-- --
@@ -276,7 +278,7 @@ do -- DESIGNATE
-- # 7. Designate Menu Location for a Mission -- # 7. Designate Menu Location for a Mission
-- --
-- You can make DESIGNATE work for a @{Tasking.Mission#MISSION} object. In this way, the designate menu will not appear in the root of the radio menu, but in the menu of the Mission. -- You can make DESIGNATE work for a @{Tasking.Mission#MISSION} object. In this way, the designate menu will not appear in the root of the radio menu, but in the menu of the Mission.
-- Use the method @{#DESIGNATE.SetMission}() to set the @{Mission} object for the designate function. -- Use the method @{#DESIGNATE.SetMission}() to set the @{Tasking.Mission} object for the designate function.
-- --
-- # 8. Status Report -- # 8. Status Report
-- --

View File

@@ -1,4 +1,4 @@
--- **Functional** -- Models the detection of enemy units by FACs or RECCEs and group them according various methods. --- **Functional** - Models the detection of enemy units by FACs or RECCEs and group them according various methods.
-- --
-- === -- ===
-- --
@@ -15,7 +15,7 @@
-- --
-- ## Missions: -- ## Missions:
-- --
-- [DET - Detection](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/DET%20-%20Detection) -- [DET - Detection](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Functional/Detection)
-- --
-- === -- ===
-- --
@@ -38,9 +38,10 @@
-- @image Detection.JPG -- @image Detection.JPG
do -- DETECTION_BASE do -- DETECTION_BASE
--- @type DETECTION_BASE ---
-- @field Core.Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Forward Air Controller role. -- @type DETECTION_BASE
-- @field Core.Set#SET_GROUP DetectionSetGroup The @{Core.Set} of GROUPs in the Forward Air Controller role.
-- @field DCS#Distance DetectionRange The range till which targets are accepted to be detected. -- @field DCS#Distance DetectionRange The range till which targets are accepted to be detected.
-- @field #DETECTION_BASE.DetectedObjects DetectedObjects The list of detected objects. -- @field #DETECTION_BASE.DetectedObjects DetectedObjects The list of detected objects.
-- @field #table DetectedObjectsIdentified Map of the DetectedObjects identified. -- @field #table DetectedObjectsIdentified Map of the DetectedObjects identified.
@@ -91,6 +92,11 @@ do -- DETECTION_BASE
-- --
-- DetectionObject:FilterCategories( { Unit.Category.AIRPLANE, Unit.Category.HELICOPTER } ) -- DetectionObject:FilterCategories( { Unit.Category.AIRPLANE, Unit.Category.HELICOPTER } )
-- --
--
-- ## Radar Blur - use to make the radar less exact, e.g. for WWII scenarios
--
-- * @{#DETECTION_BASE.SetRadarBlur}(): Set the radar blur to be used.
--
-- ## **DETECTION_ derived classes** group the detected units into a **DetectedItems[]** list -- ## **DETECTION_ derived classes** group the detected units into a **DetectedItems[]** list
-- --
-- DETECTION_BASE derived classes build a list called DetectedItems[], which is essentially a first later -- DETECTION_BASE derived classes build a list called DetectedItems[], which is essentially a first later
@@ -268,11 +274,13 @@ do -- DETECTION_BASE
DetectedItems = {}, DetectedItems = {},
DetectedItemsByIndex = {}, DetectedItemsByIndex = {},
} }
--- @type DETECTION_BASE.DetectedObjects ---
-- @type DETECTION_BASE.DetectedObjects
-- @list <#DETECTION_BASE.DetectedObject> -- @list <#DETECTION_BASE.DetectedObject>
--- @type DETECTION_BASE.DetectedObject ---
-- @type DETECTION_BASE.DetectedObject
-- @field #string Name -- @field #string Name
-- @field #boolean IsVisible -- @field #boolean IsVisible
-- @field #boolean KnowType -- @field #boolean KnowType
@@ -283,8 +291,9 @@ do -- DETECTION_BASE
-- @field #number LastTime -- @field #number LastTime
-- @field #boolean LastPos -- @field #boolean LastPos
-- @field #number LastVelocity -- @field #number LastVelocity
--- @type DETECTION_BASE.DetectedItems ---
-- @type DETECTION_BASE.DetectedItems
-- @list <#DETECTION_BASE.DetectedItem> -- @list <#DETECTION_BASE.DetectedItem>
--- Detected item data structure. --- Detected item data structure.
@@ -318,7 +327,7 @@ do -- DETECTION_BASE
--- DETECTION constructor. --- DETECTION constructor.
-- @param #DETECTION_BASE self -- @param #DETECTION_BASE self
-- @param Core.Set#SET_GROUP DetectionSet The @{Set} of @{Group}s that is used to detect the units. -- @param Core.Set#SET_GROUP DetectionSet The @{Core.Set} of @{Wrapper.Group}s that is used to detect the units.
-- @return #DETECTION_BASE self -- @return #DETECTION_BASE self
function DETECTION_BASE:New( DetectionSet ) function DETECTION_BASE:New( DetectionSet )
@@ -474,7 +483,7 @@ do -- DETECTION_BASE
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
-- @param #table DetectedItem The DetectedItem. -- @param #DetectedItem DetectedItem The DetectedItem data structure.
self:AddTransition( "*", "Stop", "Stopped" ) self:AddTransition( "*", "Stop", "Stopped" )
@@ -522,7 +531,7 @@ do -- DETECTION_BASE
do -- State Transition Handling do -- State Transition Handling
--- @param #DETECTION_BASE self -- @param #DETECTION_BASE self
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
@@ -530,7 +539,7 @@ do -- DETECTION_BASE
self:__Detect( 1 ) self:__Detect( 1 )
end end
--- @param #DETECTION_BASE self -- @param #DETECTION_BASE self
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
@@ -570,7 +579,7 @@ do -- DETECTION_BASE
end end
--- @param #DETECTION_BASE self -- @param #DETECTION_BASE self
-- @param #number The amount of alive recce. -- @param #number The amount of alive recce.
function DETECTION_BASE:CountAliveRecce() function DETECTION_BASE:CountAliveRecce()
@@ -578,7 +587,7 @@ do -- DETECTION_BASE
end end
--- @param #DETECTION_BASE self -- @param #DETECTION_BASE self
function DETECTION_BASE:ForEachAliveRecce( IteratorFunction, ... ) function DETECTION_BASE:ForEachAliveRecce( IteratorFunction, ... )
self:F2( arg ) self:F2( arg )
@@ -587,7 +596,7 @@ do -- DETECTION_BASE
return self return self
end end
--- @param #DETECTION_BASE self -- @param #DETECTION_BASE self
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
@@ -712,6 +721,31 @@ do -- DETECTION_BASE
end end
end end
-- Calculate radar blur probability
if self.RadarBlur then
MESSAGE:New("Radar Blur",10):ToLogIf(self.debug):ToAllIf(self.verbose)
local minheight = self.RadarBlurMinHeight or 250 -- meters
local thresheight = self.RadarBlurThresHeight or 90 -- 10% chance to find a low flying group
local thresblur = self.RadarBlurThresBlur or 85 -- 25% chance to escape the radar overall
local dist = math.floor(Distance)
if dist <= self.RadarBlurClosing then
thresheight = (((dist*dist)/self.RadarBlurClosingSquare)*thresheight)
thresblur = (((dist*dist)/self.RadarBlurClosingSquare)*thresblur)
end
local fheight = math.floor(math.random(1,10000)/100)
local fblur = math.floor(math.random(1,10000)/100)
local unit = UNIT:FindByName(DetectedObjectName)
if unit and unit:IsAlive() then
local AGL = unit:GetAltitude(true)
MESSAGE:New("Unit "..DetectedObjectName.." is at "..math.floor(AGL).."m. Distance "..math.floor(Distance).."km.",10):ToLogIf(self.debug):ToAllIf(self.verbose)
MESSAGE:New(string.format("fheight = %d/%d | fblur = %d/%d",fheight,thresheight,fblur,thresblur),10):ToLogIf(self.debug):ToAllIf(self.verbose)
if fblur > thresblur then DetectionAccepted = false end
if AGL <= minheight and fheight < thresheight then DetectionAccepted = false end
MESSAGE:New("Detection Accepted = "..tostring(DetectionAccepted),10):ToLogIf(self.debug):ToAllIf(self.verbose)
end
end
-- Calculate additional probabilities -- Calculate additional probabilities
if not self.DetectedObjects[DetectedObjectName] and TargetIsVisible and self.DistanceProbability then if not self.DetectedObjects[DetectedObjectName] and TargetIsVisible and self.DistanceProbability then
@@ -1011,7 +1045,24 @@ do -- DETECTION_BASE
return self return self
end end
--- Method to make the radar detection less accurate, e.g. for WWII scenarios.
-- @param #DETECTION_BASE self
-- @param #number minheight Minimum flight height to be detected, in meters AGL (above ground)
-- @param #number thresheight Threshold to escape the radar if flying below minheight, defaults to 90 (90% escape chance)
-- @param #number thresblur Threshold to be detected by the radar overall, defaults to 85 (85% chance to be found)
-- @param #number closing Closing-in in km - the limit of km from which on it becomes increasingly difficult to escape radar detection if flying towards the radar position. Should be about 1/3 of the radar detection radius in kilometers, defaults to 20.
-- @return #DETECTION_BASE self
function DETECTION_BASE:SetRadarBlur(minheight,thresheight,thresblur,closing)
self.RadarBlur = true
self.RadarBlurMinHeight = minheight or 250 -- meters
self.RadarBlurThresHeight = thresheight or 90 -- 10% chance to find a low flying group
self.RadarBlurThresBlur = thresblur or 85 -- 25% chance to escape the radar overall
self.RadarBlurClosing = closing or 20 -- 20km
self.RadarBlurClosingSquare = self.RadarBlurClosing * self.RadarBlurClosing
return self
end
end end
do do
@@ -1354,7 +1405,7 @@ do -- DETECTION_BASE
} }
} }
--- @param DCS#Unit FoundDCSUnit -- @param DCS#Unit FoundDCSUnit
-- @param Wrapper.Group#GROUP ReportGroup -- @param Wrapper.Group#GROUP ReportGroup
-- @param Core.Set#SET_GROUP ReportSetGroup -- @param Core.Set#SET_GROUP ReportSetGroup
local FindNearByFriendlies = function( FoundDCSUnit, ReportGroupData ) local FindNearByFriendlies = function( FoundDCSUnit, ReportGroupData )
@@ -1419,7 +1470,7 @@ do -- DETECTION_BASE
DetectedItem.PlayersNearBy = nil DetectedItem.PlayersNearBy = nil
_DATABASE:ForEachPlayer( _DATABASE:ForEachPlayer(
--- @param Wrapper.Unit#UNIT PlayerUnit -- @param Wrapper.Unit#UNIT PlayerUnit
function( PlayerUnitName ) function( PlayerUnitName )
local PlayerUnit = UNIT:FindByName( PlayerUnitName ) local PlayerUnit = UNIT:FindByName( PlayerUnitName )
@@ -1975,14 +2026,15 @@ do -- DETECTION_BASE
end end
do -- DETECTION_UNITS do -- DETECTION_UNITS
--- @type DETECTION_UNITS ---
-- @type DETECTION_UNITS
-- @field DCS#Distance DetectionRange The range till which targets are detected. -- @field DCS#Distance DetectionRange The range till which targets are detected.
-- @extends Functional.Detection#DETECTION_BASE -- @extends Functional.Detection#DETECTION_BASE
--- Will detect units within the battle zone. --- Will detect units within the battle zone.
-- --
-- It will build a DetectedItems list filled with DetectedItems. Each DetectedItem will contain a field Set, which contains a @{Core.Set#SET_UNIT} containing ONE @{UNIT} object reference. -- It will build a DetectedItems list filled with DetectedItems. Each DetectedItem will contain a field Set, which contains a @{Core.Set#SET_UNIT} containing ONE @{Wrapper.Unit#UNIT} object reference.
-- Beware that when the amount of units detected is large, the DetectedItems list will be large also. -- Beware that when the amount of units detected is large, the DetectedItems list will be large also.
-- --
-- @field #DETECTION_UNITS -- @field #DETECTION_UNITS
@@ -1993,7 +2045,7 @@ do -- DETECTION_UNITS
--- DETECTION_UNITS constructor. --- DETECTION_UNITS constructor.
-- @param Functional.Detection#DETECTION_UNITS self -- @param Functional.Detection#DETECTION_UNITS self
-- @param Core.Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Forward Air Controller role. -- @param Core.Set#SET_GROUP DetectionSetGroup The @{Core.Set} of GROUPs in the Forward Air Controller role.
-- @return Functional.Detection#DETECTION_UNITS self -- @return Functional.Detection#DETECTION_UNITS self
function DETECTION_UNITS:New( DetectionSetGroup ) function DETECTION_UNITS:New( DetectionSetGroup )
@@ -2231,13 +2283,14 @@ do -- DETECTION_UNITS
end end
do -- DETECTION_TYPES do -- DETECTION_TYPES
--- @type DETECTION_TYPES ---
-- @type DETECTION_TYPES
-- @extends Functional.Detection#DETECTION_BASE -- @extends Functional.Detection#DETECTION_BASE
--- Will detect units within the battle zone. --- Will detect units within the battle zone.
-- It will build a DetectedItems[] list filled with DetectedItems, grouped by the type of units detected. -- It will build a DetectedItems[] list filled with DetectedItems, grouped by the type of units detected.
-- Each DetectedItem will contain a field Set, which contains a @{Core.Set#SET_UNIT} containing ONE @{UNIT} object reference. -- Each DetectedItem will contain a field Set, which contains a @{Core.Set#SET_UNIT} containing ONE @{Wrapper.Unit#UNIT} object reference.
-- Beware that when the amount of different types detected is large, the DetectedItems[] list will be large also. -- Beware that when the amount of different types detected is large, the DetectedItems[] list will be large also.
-- --
-- @field #DETECTION_TYPES -- @field #DETECTION_TYPES
@@ -2248,7 +2301,7 @@ do -- DETECTION_TYPES
--- DETECTION_TYPES constructor. --- DETECTION_TYPES constructor.
-- @param Functional.Detection#DETECTION_TYPES self -- @param Functional.Detection#DETECTION_TYPES self
-- @param Core.Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Recce role. -- @param Core.Set#SET_GROUP DetectionSetGroup The @{Core.Set} of GROUPs in the Recce role.
-- @return Functional.Detection#DETECTION_TYPES self -- @return Functional.Detection#DETECTION_TYPES self
function DETECTION_TYPES:New( DetectionSetGroup ) function DETECTION_TYPES:New( DetectionSetGroup )
@@ -2354,6 +2407,7 @@ do -- DETECTION_TYPES
if not DetectedItem then if not DetectedItem then
DetectedItem = self:AddDetectedItem( "TYPE", DetectedTypeName ) DetectedItem = self:AddDetectedItem( "TYPE", DetectedTypeName )
DetectedItem.TypeName = DetectedTypeName DetectedItem.TypeName = DetectedTypeName
DetectedItem.Name = DetectedUnitName -- fix by @Nocke
end end
DetectedItem.Set:AddUnit( DetectedUnit ) DetectedItem.Set:AddUnit( DetectedUnit )
@@ -2433,10 +2487,11 @@ do -- DETECTION_TYPES
end end
do -- DETECTION_AREAS do -- DETECTION_AREAS
--- @type DETECTION_AREAS ---
-- @type DETECTION_AREAS
-- @field DCS#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target. -- @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. -- @field #DETECTION_BASE.DetectedItems DetectedItems A list of areas containing the set of @{Wrapper.Unit}s, @{Core.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 -- @extends Functional.Detection#DETECTION_BASE
--- Detect units within the battle zone for a list of @{Wrapper.Group}s detecting targets following (a) detection method(s), --- Detect units within the battle zone for a list of @{Wrapper.Group}s detecting targets following (a) detection method(s),
@@ -2451,7 +2506,7 @@ do -- DETECTION_AREAS
-- --
-- Retrieve the DetectedItems[].Set with the method @{Functional.Detection#DETECTION_BASE.GetDetectedSet}(). A @{Core.Set#SET_UNIT} object will be returned. -- 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_AREAS.GetDetectionZones}(). -- Retrieve the formed @{Core.Zone@ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Functional.Detection#DETECTION_AREAS.GetDetectionZones}().
-- To understand the amount of zones created, use the method @{Functional.Detection#DETECTION_AREAS.GetDetectionZoneCount}(). -- To understand the amount of zones created, use the method @{Functional.Detection#DETECTION_AREAS.GetDetectionZoneCount}().
-- If you want to obtain a specific zone from the DetectedZones, use the method @{Functional.Detection#DETECTION_AREAS.GetDetectionZoneByID}() with a given index. -- If you want to obtain a specific zone from the DetectedZones, use the method @{Functional.Detection#DETECTION_AREAS.GetDetectionZoneByID}() with a given index.
-- --
@@ -2477,15 +2532,15 @@ do -- DETECTION_AREAS
--- DETECTION_AREAS constructor. --- DETECTION_AREAS constructor.
-- @param #DETECTION_AREAS self -- @param #DETECTION_AREAS self
-- @param Core.Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Forward Air Controller role. -- @param Core.Set#SET_GROUP DetectionSetGroup The @{Core.Set} of GROUPs in the Forward Air Controller role.
-- @param DCS#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target. -- @param #number DetectionZoneRange The range in meters within which targets are grouped upon the first detected target. Default 5000m.
-- @return #DETECTION_AREAS -- @return #DETECTION_AREAS
function DETECTION_AREAS:New( DetectionSetGroup, DetectionZoneRange ) function DETECTION_AREAS:New( DetectionSetGroup, DetectionZoneRange )
-- Inherits from DETECTION_BASE -- Inherits from DETECTION_BASE
local self = BASE:Inherit( self, DETECTION_BASE:New( DetectionSetGroup ) ) local self = BASE:Inherit( self, DETECTION_BASE:New( DetectionSetGroup ) )
self.DetectionZoneRange = DetectionZoneRange self.DetectionZoneRange = DetectionZoneRange or 5000
self._SmokeDetectedUnits = false self._SmokeDetectedUnits = false
self._FlareDetectedUnits = false self._FlareDetectedUnits = false
@@ -2498,7 +2553,7 @@ do -- DETECTION_AREAS
--- Retrieve set of detected zones. --- Retrieve set of detected zones.
-- @param #DETECTION_AREAS self -- @param #DETECTION_AREAS self
-- @return Core.Set#SET_ZONE The @{Set} of ZONE_UNIT objects detected. -- @return Core.Set#SET_ZONE The @{Core.Set} of ZONE_UNIT objects detected.
function DETECTION_AREAS:GetDetectionZones() function DETECTION_AREAS:GetDetectionZones()
local zoneset = SET_ZONE:New() local zoneset = SET_ZONE:New()
for _ID,_Item in pairs (self.DetectedItems) do for _ID,_Item in pairs (self.DetectedItems) do
@@ -2960,7 +3015,7 @@ do -- DETECTION_AREAS
-- DetectedSet:Flush( self ) -- DetectedSet:Flush( self )
DetectedSet:ForEachUnit( --- @param Wrapper.Unit#UNIT DetectedUnit DetectedSet:ForEachUnit( -- @param Wrapper.Unit#UNIT DetectedUnit
function( DetectedUnit ) function( DetectedUnit )
if DetectedUnit:IsAlive() then if DetectedUnit:IsAlive() then
-- self:T( "Detected Set #" .. DetectedItem.ID .. ":" .. DetectedUnit:GetName() ) -- self:T( "Detected Set #" .. DetectedItem.ID .. ":" .. DetectedUnit:GetName() )
@@ -2988,4 +3043,3 @@ do -- DETECTION_AREAS
end end
end end

View File

@@ -1,8 +1,12 @@
--- **Functional** - Captures the class DETECTION_ZONES.
-- @module Functional.DetectionZones
-- @image MOOSE.JPG
do -- DETECTION_ZONES do -- DETECTION_ZONES
--- @type DETECTION_ZONES --- @type DETECTION_ZONES
-- @field DCS#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target. -- @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. -- @field #DETECTION_BASE.DetectedItems DetectedItems A list of areas containing the set of @{Wrapper.Unit}s, @{Core.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 -- @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), --- (old, to be revised ) Detect units within the battle zone for a list of @{Core.Zone}s detecting targets following (a) detection method(s),
@@ -17,7 +21,7 @@ do -- 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 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}(). -- Retrieve the formed @{Core.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}(). -- 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. -- If you want to obtain a specific zone from the DetectedZones, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZone}() with a given index.
-- --
@@ -40,27 +44,27 @@ do -- DETECTION_ZONES
ClassName = "DETECTION_ZONES", ClassName = "DETECTION_ZONES",
DetectionZoneRange = nil, DetectionZoneRange = nil,
} }
--- DETECTION_ZONES constructor. --- DETECTION_ZONES constructor.
-- @param #DETECTION_ZONES self -- @param #DETECTION_ZONES self
-- @param Core.Set#SET_ZONE DetectionSetZone The @{Set} of ZONE_RADIUS. -- @param Core.Set#SET_ZONE DetectionSetZone The @{Core.Set} of ZONE_RADIUS.
-- @param DCS#Coalition.side DetectionCoalition The coalition of the detection. -- @param DCS#Coalition.side DetectionCoalition The coalition of the detection.
-- @return #DETECTION_ZONES -- @return #DETECTION_ZONES
function DETECTION_ZONES:New( DetectionSetZone, DetectionCoalition ) function DETECTION_ZONES:New( DetectionSetZone, DetectionCoalition )
-- Inherits from DETECTION_BASE -- Inherits from DETECTION_BASE
local self = BASE:Inherit( self, DETECTION_BASE:New( DetectionSetZone ) ) -- #DETECTION_ZONES local self = BASE:Inherit( self, DETECTION_BASE:New( DetectionSetZone ) ) -- #DETECTION_ZONES
self.DetectionSetZone = DetectionSetZone -- Core.Set#SET_ZONE self.DetectionSetZone = DetectionSetZone -- Core.Set#SET_ZONE
self.DetectionCoalition = DetectionCoalition self.DetectionCoalition = DetectionCoalition
self._SmokeDetectedUnits = false self._SmokeDetectedUnits = false
self._FlareDetectedUnits = false self._FlareDetectedUnits = false
self._SmokeDetectedZones = false self._SmokeDetectedZones = false
self._FlareDetectedZones = false self._FlareDetectedZones = false
self._BoundDetectedZones = false self._BoundDetectedZones = false
return self return self
end end

View File

@@ -1,4 +1,4 @@
--- **Functional** -- Taking the lead of AI escorting your flight. --- **Functional** - Taking the lead of AI escorting your flight.
-- --
-- === -- ===
-- --
@@ -16,11 +16,13 @@
-- * Escort tactical situation reporting. -- * Escort tactical situation reporting.
-- --
-- === -- ===
-- --
-- ## Missions: -- ## Additional Material:
-- --
-- [ESC - Escorting](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/ESC%20-%20Escorting) -- * **Demo Missions:** [GitHub](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Functional/Escort)
-- -- * **YouTube videos:** None
-- * **Guides:** None
--
-- === -- ===
-- --
-- Allows you to interact with escorting AI on your flight and take the lead. -- Allows you to interact with escorting AI on your flight and take the lead.
@@ -108,8 +110,8 @@
-- @image Escorting.JPG -- @image Escorting.JPG
---
--- @type ESCORT -- @type ESCORT
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
-- @field Wrapper.Client#CLIENT EscortClient -- @field Wrapper.Client#CLIENT EscortClient
-- @field Wrapper.Group#GROUP EscortGroup -- @field Wrapper.Group#GROUP EscortGroup
@@ -252,7 +254,7 @@ end
--- Set a Detection method for the EscortClient to be reported upon. --- Set a Detection method for the EscortClient to be reported upon.
-- Detection methods are based on the derived classes from DETECTION_BASE. -- Detection methods are based on the derived classes from DETECTION_BASE.
-- @param #ESCORT self -- @param #ESCORT self
-- @param Function.Detection#DETECTION_BASE Detection -- @param Functional.Detection#DETECTION_BASE Detection
function ESCORT:SetDetection( Detection ) function ESCORT:SetDetection( Detection )
self.Detection = Detection self.Detection = Detection
@@ -600,7 +602,7 @@ function ESCORT:MenuReportTargets( Seconds )
self.EscortMenuAttackNearbyTargets = MENU_GROUP:New( self.EscortClient:GetGroup(), "Attack targets", self.EscortMenu ) self.EscortMenuAttackNearbyTargets = MENU_GROUP:New( self.EscortClient:GetGroup(), "Attack targets", self.EscortMenu )
self.ReportTargetsScheduler = SCHEDULER:New( self, self._ReportTargetsScheduler, {}, 1, Seconds ) self.ReportTargetsScheduler, self.ReportTargetsSchedulerID = SCHEDULER:New( self, self._ReportTargetsScheduler, {}, 1, Seconds )
return self return self
end end
@@ -693,7 +695,7 @@ function ESCORT:MenuResumeMission()
end end
--- @param #MENUPARAM MenuParam -- @param #MENUPARAM MenuParam
function ESCORT:_HoldPosition( OrbitGroup, OrbitHeight, OrbitSeconds ) function ESCORT:_HoldPosition( OrbitGroup, OrbitHeight, OrbitSeconds )
local EscortGroup = self.EscortGroup local EscortGroup = self.EscortGroup
@@ -733,7 +735,7 @@ function ESCORT:_HoldPosition( OrbitGroup, OrbitHeight, OrbitSeconds )
end end
--- @param #MENUPARAM MenuParam -- @param #MENUPARAM MenuParam
function ESCORT:_JoinUpAndFollow( Distance ) function ESCORT:_JoinUpAndFollow( Distance )
local EscortGroup = self.EscortGroup local EscortGroup = self.EscortGroup
@@ -766,7 +768,7 @@ function ESCORT:JoinUpAndFollow( EscortGroup, EscortClient, Distance )
EscortGroup:MessageToClient( "Rejoining and Following at " .. Distance .. "!", 30, EscortClient ) EscortGroup:MessageToClient( "Rejoining and Following at " .. Distance .. "!", 30, EscortClient )
end end
--- @param #MENUPARAM MenuParam -- @param #MENUPARAM MenuParam
function ESCORT:_Flare( Color, Message ) function ESCORT:_Flare( Color, Message )
local EscortGroup = self.EscortGroup local EscortGroup = self.EscortGroup
@@ -776,7 +778,7 @@ function ESCORT:_Flare( Color, Message )
EscortGroup:MessageToClient( Message, 10, EscortClient ) EscortGroup:MessageToClient( Message, 10, EscortClient )
end end
--- @param #MENUPARAM MenuParam -- @param #MENUPARAM MenuParam
function ESCORT:_Smoke( Color, Message ) function ESCORT:_Smoke( Color, Message )
local EscortGroup = self.EscortGroup local EscortGroup = self.EscortGroup
@@ -787,7 +789,7 @@ function ESCORT:_Smoke( Color, Message )
end end
--- @param #MENUPARAM MenuParam -- @param #MENUPARAM MenuParam
function ESCORT:_ReportNearbyTargetsNow() function ESCORT:_ReportNearbyTargetsNow()
local EscortGroup = self.EscortGroup local EscortGroup = self.EscortGroup
@@ -809,12 +811,12 @@ function ESCORT:_SwitchReportNearbyTargets( ReportTargets )
self.ReportTargetsScheduler:Schedule( self, self._ReportTargetsScheduler, {}, 1, 30 ) self.ReportTargetsScheduler:Schedule( self, self._ReportTargetsScheduler, {}, 1, 30 )
end end
else else
routines.removeFunction( self.ReportTargetsScheduler ) self.ReportTargetsScheduler:Remove(self.ReportTargetsSchedulerID)
self.ReportTargetsScheduler = nil self.ReportTargetsScheduler = nil
end end
end end
--- @param #MENUPARAM MenuParam -- @param #MENUPARAM MenuParam
function ESCORT:_ScanTargets( ScanDuration ) function ESCORT:_ScanTargets( ScanDuration )
local EscortGroup = self.EscortGroup -- Wrapper.Group#GROUP local EscortGroup = self.EscortGroup -- Wrapper.Group#GROUP
@@ -844,7 +846,7 @@ function ESCORT:_ScanTargets( ScanDuration )
end end
--- @param Wrapper.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function _Resume( EscortGroup ) function _Resume( EscortGroup )
env.info( '_Resume' ) env.info( '_Resume' )
@@ -856,7 +858,7 @@ function _Resume( EscortGroup )
end end
--- @param #ESCORT self -- @param #ESCORT self
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem -- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
function ESCORT:_AttackTarget( DetectedItem ) function ESCORT:_AttackTarget( DetectedItem )
@@ -877,7 +879,7 @@ function ESCORT:_AttackTarget( DetectedItem )
local Tasks = {} local Tasks = {}
DetectedSet:ForEachUnit( DetectedSet:ForEachUnit(
--- @param Wrapper.Unit#UNIT DetectedUnit -- @param Wrapper.Unit#UNIT DetectedUnit
function( DetectedUnit, Tasks ) function( DetectedUnit, Tasks )
if DetectedUnit:IsAlive() then if DetectedUnit:IsAlive() then
Tasks[#Tasks+1] = EscortGroup:TaskAttackUnit( DetectedUnit ) Tasks[#Tasks+1] = EscortGroup:TaskAttackUnit( DetectedUnit )
@@ -900,7 +902,7 @@ function ESCORT:_AttackTarget( DetectedItem )
local Tasks = {} local Tasks = {}
DetectedSet:ForEachUnit( DetectedSet:ForEachUnit(
--- @param Wrapper.Unit#UNIT DetectedUnit -- @param Wrapper.Unit#UNIT DetectedUnit
function( DetectedUnit, Tasks ) function( DetectedUnit, Tasks )
if DetectedUnit:IsAlive() then if DetectedUnit:IsAlive() then
Tasks[#Tasks+1] = EscortGroup:TaskFireAtPoint( DetectedUnit:GetVec2(), 50 ) Tasks[#Tasks+1] = EscortGroup:TaskFireAtPoint( DetectedUnit:GetVec2(), 50 )
@@ -921,7 +923,7 @@ function ESCORT:_AttackTarget( DetectedItem )
end end
--- ---
--- @param #ESCORT self -- @param #ESCORT self
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem -- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
function ESCORT:_AssistTarget( EscortGroupAttack, DetectedItem ) function ESCORT:_AssistTarget( EscortGroupAttack, DetectedItem )
@@ -939,7 +941,7 @@ function ESCORT:_AssistTarget( EscortGroupAttack, DetectedItem )
local Tasks = {} local Tasks = {}
DetectedSet:ForEachUnit( DetectedSet:ForEachUnit(
--- @param Wrapper.Unit#UNIT DetectedUnit -- @param Wrapper.Unit#UNIT DetectedUnit
function( DetectedUnit, Tasks ) function( DetectedUnit, Tasks )
if DetectedUnit:IsAlive() then if DetectedUnit:IsAlive() then
Tasks[#Tasks+1] = EscortGroupAttack:TaskAttackUnit( DetectedUnit ) Tasks[#Tasks+1] = EscortGroupAttack:TaskAttackUnit( DetectedUnit )
@@ -961,7 +963,7 @@ function ESCORT:_AssistTarget( EscortGroupAttack, DetectedItem )
local Tasks = {} local Tasks = {}
DetectedSet:ForEachUnit( DetectedSet:ForEachUnit(
--- @param Wrapper.Unit#UNIT DetectedUnit -- @param Wrapper.Unit#UNIT DetectedUnit
function( DetectedUnit, Tasks ) function( DetectedUnit, Tasks )
if DetectedUnit:IsAlive() then if DetectedUnit:IsAlive() then
Tasks[#Tasks+1] = EscortGroupAttack:TaskFireAtPoint( DetectedUnit:GetVec2(), 50 ) Tasks[#Tasks+1] = EscortGroupAttack:TaskFireAtPoint( DetectedUnit:GetVec2(), 50 )
@@ -981,7 +983,7 @@ function ESCORT:_AssistTarget( EscortGroupAttack, DetectedItem )
end end
--- @param #MENUPARAM MenuParam -- @param #MENUPARAM MenuParam
function ESCORT:_ROE( EscortROEFunction, EscortROEMessage ) function ESCORT:_ROE( EscortROEFunction, EscortROEMessage )
local EscortGroup = self.EscortGroup local EscortGroup = self.EscortGroup
@@ -991,7 +993,7 @@ function ESCORT:_ROE( EscortROEFunction, EscortROEMessage )
EscortGroup:MessageToClient( EscortROEMessage, 10, EscortClient ) EscortGroup:MessageToClient( EscortROEMessage, 10, EscortClient )
end end
--- @param #MENUPARAM MenuParam -- @param #MENUPARAM MenuParam
function ESCORT:_ROT( EscortROTFunction, EscortROTMessage ) function ESCORT:_ROT( EscortROTFunction, EscortROTMessage )
local EscortGroup = self.EscortGroup local EscortGroup = self.EscortGroup
@@ -1001,7 +1003,7 @@ function ESCORT:_ROT( EscortROTFunction, EscortROTMessage )
EscortGroup:MessageToClient( EscortROTMessage, 10, EscortClient ) EscortGroup:MessageToClient( EscortROTMessage, 10, EscortClient )
end end
--- @param #MENUPARAM MenuParam -- @param #MENUPARAM MenuParam
function ESCORT:_ResumeMission( WayPoint ) function ESCORT:_ResumeMission( WayPoint )
local EscortGroup = self.EscortGroup local EscortGroup = self.EscortGroup
@@ -1036,7 +1038,7 @@ function ESCORT:RegisterRoute()
return TaskPoints return TaskPoints
end end
--- @param Functional.Escort#ESCORT self -- @param Functional.Escort#ESCORT self
function ESCORT:_FollowScheduler() function ESCORT:_FollowScheduler()
self:F( { self.FollowDistance } ) self:F( { self.FollowDistance } )

View File

@@ -1,4 +1,4 @@
--- **Functional** - (R2.5) - Yet Another Missile Trainer. --- **Functional** - Yet Another Missile Trainer.
-- --
-- --
-- Practice to evade missiles without being destroyed. -- Practice to evade missiles without being destroyed.
@@ -20,12 +20,13 @@
-- === -- ===
-- --
-- ### Author: **funkyfranky** -- ### Author: **funkyfranky**
-- @module Functional.FOX -- @module Functional.Fox
-- @image Functional_FOX.png -- @image Functional_FOX.png
--- FOX class. --- FOX class.
-- @type FOX -- @type FOX
-- @field #string ClassName Name of the class. -- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity level.
-- @field #boolean Debug Debug mode. Messages to all about status. -- @field #boolean Debug Debug mode. Messages to all about status.
-- @field #string lid Class id string for output to DCS log file. -- @field #string lid Class id string for output to DCS log file.
-- @field #table menuadded Table of groups the menu was added for. -- @field #table menuadded Table of groups the menu was added for.
@@ -57,7 +58,7 @@
-- --
-- # The FOX Concept -- # The FOX Concept
-- --
-- As you probably know [Fox](https://en.wikipedia.org/wiki/Fox_(code_word)) is a NATO brevity code for launching air-to-air munition. Therefore, the class name is not 100% accurate as this -- As you probably know [Fox](https://en.wikipedia.org/wiki/Fox_\(code_word\)) is a NATO brevity code for launching air-to-air munition. Therefore, the class name is not 100% accurate as this
-- script handles air-to-air but also surface-to-air missiles. -- script handles air-to-air but also surface-to-air missiles.
-- --
-- # Basic Script -- # Basic Script
@@ -112,18 +113,14 @@
-- -- Start missile trainer. -- -- Start missile trainer.
-- fox:Start() -- fox:Start()
-- --
-- # Fine Tuning -- # Notes
--
-- Todo!
--
-- # Special Events
--
-- Todo!
-- --
-- The script needs to be running before you enter an airplane slot. If FOX is not available to you, go back to observers and then join a slot again.
-- --
-- @field #FOX -- @field #FOX
FOX = { FOX = {
ClassName = "FOX", ClassName = "FOX",
verbose = 0,
Debug = false, Debug = false,
lid = nil, lid = nil,
menuadded = {}, menuadded = {},
@@ -168,7 +165,7 @@ FOX = {
--- Missile data table. --- Missile data table.
-- @type FOX.MissileData -- @type FOX.MissileData
-- @field Wrapper.Unit#UNIT weapon Missile weapon unit. -- @field DCS#Weapon weapon Missile weapon object.
-- @field #boolean active If true the missile is active. -- @field #boolean active If true the missile is active.
-- @field #string missileType Type of missile. -- @field #string missileType Type of missile.
-- @field #string missileName Name of missile. -- @field #string missileName Name of missile.
@@ -185,6 +182,8 @@ FOX = {
-- @field #string targetName Name of the target unit or "unknown". -- @field #string targetName Name of the target unit or "unknown".
-- @field #string targetOrig Name of the "original" target, i.e. the one right after launched. -- @field #string targetOrig Name of the "original" target, i.e. the one right after launched.
-- @field #FOX.PlayerData targetPlayer Player that was targeted or nil. -- @field #FOX.PlayerData targetPlayer Player that was targeted or nil.
-- @field Core.Point#COORDINATE missileCoord Missile coordinate during tracking.
-- @field Wrapper.Weapon#WEAPON Weapon Weapon object.
--- Main radio menu on group level. --- Main radio menu on group level.
-- @field #table MenuF10 Root menu table on group level. -- @field #table MenuF10 Root menu table on group level.
@@ -196,7 +195,7 @@ FOX.MenuF10Root=nil
--- FOX class version. --- FOX class version.
-- @field #string version -- @field #string version
FOX.version="0.6.1" FOX.version="0.8.0"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list -- ToDo list
@@ -492,7 +491,6 @@ end
--- Disable F10 menu for all players. --- Disable F10 menu for all players.
-- @param #FOX self -- @param #FOX self
-- @param #boolean switch If true debug mode on. If false/nil debug mode off
-- @return #FOX self -- @return #FOX self
function FOX:SetDisableF10Menu() function FOX:SetDisableF10Menu()
@@ -501,6 +499,26 @@ function FOX:SetDisableF10Menu()
return self return self
end end
--- Enable F10 menu for all players.
-- @param #FOX self
-- @return #FOX self
function FOX:SetEnableF10Menu()
self.menudisabled=false
return self
end
--- Set verbosity level.
-- @param #FOX self
-- @param #number VerbosityLevel Level of output (higher=more). Default 0.
-- @return #FOX self
function FOX:SetVerbosity(VerbosityLevel)
self.verbose=VerbosityLevel or 0
return self
end
--- Set default player setting for missile destruction. --- Set default player setting for missile destruction.
-- @param #FOX self -- @param #FOX self
-- @param #boolean switch If true missiles are destroyed. If false/nil missiles are not destroyed. -- @param #boolean switch If true missiles are destroyed. If false/nil missiles are not destroyed.
@@ -596,7 +614,9 @@ function FOX:onafterStatus(From, Event, To)
local clock=UTILS.SecondsToClock(time) local clock=UTILS.SecondsToClock(time)
-- Status. -- Status.
self:I(self.lid..string.format("Missile trainer status %s: %s", clock, fsmstate)) if self.verbose>=1 then
self:I(self.lid..string.format("Missile trainer status %s: %s", clock, fsmstate))
end
-- Check missile status. -- Check missile status.
self:_CheckMissileStatus() self:_CheckMissileStatus()
@@ -704,7 +724,9 @@ function FOX:_CheckMissileStatus()
if #self.missiles==0 then if #self.missiles==0 then
text=text.." none" text=text.." none"
end end
self:I(self.lid..text) if self.verbose>=2 then
self:I(self.lid..text)
end
-- Remove inactive missiles. -- Remove inactive missiles.
for i=#self.missiles,1,-1 do for i=#self.missiles,1,-1 do
@@ -734,7 +756,7 @@ function FOX:_IsProtected(targetunit)
if targetgroup then if targetgroup then
local targetname=targetgroup:GetName() local targetname=targetgroup:GetName()
for _,_group in pairs(self.protectedset:GetSetObjects()) do for _,_group in pairs(self.protectedset:GetSet()) do
local group=_group --Wrapper.Group#GROUP local group=_group --Wrapper.Group#GROUP
if group then if group then
@@ -753,6 +775,277 @@ function FOX:_IsProtected(targetunit)
return false return false
end end
--- Function called from weapon tracking.
-- @param Wrapper.Weapon#WEAPON weapon Weapon object.
-- @param #FOX self FOX object.
-- @param #FOX.MissileData missile Fired missile
function FOX._FuncTrack(weapon, self, missile)
-- Missile coordinate.
local missileCoord= missile.missileCoord:UpdateFromVec3(weapon.vec3) --COORDINATE:NewFromVec3(_lastBombPos)
-- Missile velocity in m/s.
local missileVelocity=weapon:GetSpeed() --UTILS.VecNorm(_ordnance:getVelocity())
-- Update missile target if necessary.
self:GetMissileTarget(missile)
-- Target unit of the missile.
local target=nil --Wrapper.Unit#UNIT
if missile.targetUnit then
-----------------------------------
-- Missile has a specific target --
-----------------------------------
if missile.targetPlayer then
-- Target is a player.
if missile.targetPlayer.destroy==true then
target=missile.targetUnit
end
else
-- Check if unit is protected.
if self:_IsProtected(missile.targetUnit) then
target=missile.targetUnit
end
end
else
------------------------------------
-- Missile has NO specific target --
------------------------------------
-- TODO: This might cause a problem with wingman. Even if the shooter itself is excluded from the check, it's wingmen are not.
-- That would trigger the distance check right after missile launch if things to wrong.
--
-- Possible solutions:
-- * Time check: enable this check after X seconds after missile was fired. What is X?
-- * Coalition check. But would not work in training situations where blue on blue is valid!
-- * At least enable it for surface-to-air missiles.
local function _GetTarget(_unit)
local unit=_unit --Wrapper.Unit#UNIT
-- Player position.
local playerCoord=unit:GetCoordinate()
-- Distance.
local dist=missileCoord:Get3DDistance(playerCoord)
-- Update mindist if necessary. Only include players in range of missile + 50% safety margin.
if dist<=self.explosiondist then
return unit
end
end
-- Distance to closest player.
local mindist=nil
-- Loop over players.
for _,_player in pairs(self.players) do
local player=_player --#FOX.PlayerData
-- Check that player was not the one who launched the missile.
if player.unitname~=missile.shooterName then
-- Player position.
local playerCoord=player.unit:GetCoordinate()
-- Distance.
local dist=missileCoord:Get3DDistance(playerCoord)
-- Distance from shooter to player.
local Dshooter2player=playerCoord:Get3DDistance(missile.shotCoord)
-- Update mindist if necessary. Only include players in range of missile + 50% safety margin.
if (mindist==nil or dist<mindist) and (Dshooter2player<=missile.missileRange*1.5 or dist<=self.explosiondist) then
mindist=dist
target=player.unit
end
end
end
if self.protectedset then
-- Distance to closest protected unit.
mindist=nil
for _,_group in pairs(self.protectedset:GetSet()) do
local group=_group --Wrapper.Group#GROUP
for _,_unit in pairs(group:GetUnits()) do
local unit=_unit --Wrapper.Unit#UNIT
if unit and unit:IsAlive() then
-- Check that player was not the one who launched the missile.
if unit:GetName()~=missile.shooterName then
-- Player position.
local playerVec3=unit:GetVec3()
-- Distance.
local dist=missileCoord:Get3DDistance(playerVec3)
-- Distance from shooter to player.
local Dshooter2player=missile.shotCoord:Get3DDistance(playerVec3)
-- Update mindist if necessary. Only include players in range of missile + 50% safety margin.
if (mindist==nil or dist<mindist) and (Dshooter2player<=missile.missileRange*1.5 or dist<=self.explosiondist) then
mindist=dist
target=unit
end
end
end
end
end
end
if target then
self:T(self.lid..string.format("Missile %s with NO explicit target got closest unit to missile as target %s. Dist=%s m", missile.missileType, target:GetName(), tostring(mindist)))
end
end
-- Check if missile has a valid target.
if target then
-- Target coordinate.
local targetVec3=target:GetVec3() --target:GetCoordinate()
-- Distance from missile to target.
local distance=missileCoord:Get3DDistance(targetVec3)
-- Distance missile to shooter.
local distShooter=nil
if missile.shooterUnit and missile.shooterUnit:IsAlive() then
distShooter=missileCoord:Get3DDistance(missile.shooterUnit:GetVec3())
end
-- Debug output.
if self.Debug then
local bearing=missileCoord:HeadingTo(targetVec3)
local eta=distance/missileVelocity
-- Debug distance check.
self:I(self.lid..string.format("Missile %s Target %s: Distance = %.1f m, v=%.1f m/s, bearing=%03d°, ETA=%.1f sec", missile.missileType, target:GetName(), distance, missileVelocity, bearing, eta))
end
-- Distroy missile if it's getting too close.
local destroymissile=distance<=self.explosiondist
-- Check BIG missiles.
if self.explosiondist2 and distance<=self.explosiondist2 and not destroymissile then
destroymissile=missile.explosive>=self.bigmissilemass
end
-- If missile is 150 m from target ==> destroy missile if in safe zone.
if destroymissile and self:_CheckCoordSafe(targetVec3) then
-- Destroy missile.
self:I(self.lid..string.format("Destroying missile %s(%s) fired by %s aimed at %s [player=%s] at distance %.1f m",
missile.missileType, missile.missileName, missile.shooterName, target:GetName(), tostring(missile.targetPlayer~=nil), distance))
weapon:Destroy()
-- Missile is not active any more.
missile.active=false
-- Debug smoke.
if self.Debug then
missileCoord:SmokeRed()
end
-- Create event.
self:MissileDestroyed(missile)
-- Little explosion for the visual effect.
if self.explosionpower>0 and distance>50 and (distShooter==nil or (distShooter and distShooter>50)) then
missileCoord:Explosion(self.explosionpower)
end
-- Target was a player.
if missile.targetPlayer then
-- Message to target.
local text=string.format("Destroying missile. %s", self:_DeadText())
MESSAGE:New(text, 10):ToGroup(target:GetGroup())
-- Increase dead counter.
missile.targetPlayer.dead=missile.targetPlayer.dead+1
end
-- We could disable the tracking here but then the impact function would not be called.
--weapon.tracking=false
else
-- Time step.
local dt=1.0
if distance>50000 then
-- > 50 km
dt=self.dt50 --=5.0
elseif distance>10000 then
-- 10-50 km
dt=self.dt10 --=1.0
elseif distance>5000 then
-- 5-10 km
dt=self.dt05 --0.5
elseif distance>1000 then
-- 1-5 km
dt=self.dt01 --0.1
else
-- < 1 km
dt=self.dt00 --0.01
end
-- Set time step.
weapon:SetTimeStepTrack(dt)
end
else
-- No current target.
self:T(self.lid..string.format("Missile %s(%s) fired by %s has no current target. Checking back in 0.1 sec.", missile.missileType, missile.missileName, missile.shooterName))
weapon:SetTimeStepTrack(0.1)
end
end
--- Callback function on impact or destroy otherwise.
-- @param Wrapper.Weapon#WEAPON weapon Weapon object.
-- @param #FOX self FOX object.
-- @param #FOX.MissileData missile Fired missile.
function FOX._FuncImpact(weapon, self, missile)
if missile.targetPlayer then
-- Get human player.
local player=missile.targetPlayer
-- Check for player and distance < 10 km.
if player and player.unit:IsAlive() then -- and missileCoord and player.unit:GetCoordinate():Get3DDistance(missileCoord)<10*1000 then
local text=string.format("Missile defeated. Well done, %s!", player.name)
MESSAGE:New(text, 10):ToClient(player.client)
-- Increase defeated counter.
player.defeated=player.defeated+1
end
end
-- Missile is not active any more.
missile.active=false
--Terminate the timer.
self:T(FOX.lid..string.format("Terminating missile track timer."))
weapon.tracking=false
end
--- Missle launch event. --- Missle launch event.
-- @param #FOX self -- @param #FOX self
-- @param #string From From state. -- @param #string From From state.
@@ -809,304 +1102,19 @@ function FOX:onafterMissileLaunch(From, Event, To, missile)
end end
end end
end end
-- Init missile position. -- Set callback function for tracking.
local _lastBombPos = {x=0,y=0,z=0} missile.Weapon:SetFuncTrack(FOX._FuncTrack, self, missile)
-- Missile coordinate. -- Set callback function for impact.
local missileCoord = nil --Core.Point#COORDINATE missile.Weapon:SetFuncImpact(FOX._FuncImpact, self, missile)
-- Target unit of the missile.
local target=nil --Wrapper.Unit#UNIT
--- Function monitoring the position of a bomb until impact.
local function trackMissile(_ordnance)
-- When the pcall returns a failure the weapon has hit.
local _status,_bombPos = pcall(
function()
return _ordnance:getPoint()
end)
-- Check if status is not nil. If so, we have a valid point.
if _status then
----------------------------------------------
-- Still in the air. Remember this position --
----------------------------------------------
-- Missile position.
_lastBombPos = {x=_bombPos.x, y=_bombPos.y, z=_bombPos.z}
-- Missile coordinate.
missileCoord=COORDINATE:NewFromVec3(_lastBombPos)
-- Missile velocity in m/s.
local missileVelocity=UTILS.VecNorm(_ordnance:getVelocity())
-- Update missile target if necessary.
self:GetMissileTarget(missile)
if missile.targetUnit then
-----------------------------------
-- Missile has a specific target --
-----------------------------------
if missile.targetPlayer then
-- Target is a player.
if missile.targetPlayer.destroy==true then
target=missile.targetUnit
end
else
-- Check if unit is protected.
if self:_IsProtected(missile.targetUnit) then
target=missile.targetUnit
end
end
else
------------------------------------
-- Missile has NO specific target --
------------------------------------
-- TODO: This might cause a problem with wingman. Even if the shooter itself is excluded from the check, it's wingmen are not.
-- That would trigger the distance check right after missile launch if things to wrong.
--
-- Possible solutions:
-- * Time check: enable this check after X seconds after missile was fired. What is X?
-- * Coalition check. But would not work in training situations where blue on blue is valid!
-- * At least enable it for surface-to-air missiles.
local function _GetTarget(_unit)
local unit=_unit --Wrapper.Unit#UNIT
-- Player position.
local playerCoord=unit:GetCoordinate()
-- Distance.
local dist=missileCoord:Get3DDistance(playerCoord)
-- Update mindist if necessary. Only include players in range of missile + 50% safety margin.
if dist<=self.explosiondist then
return unit
end
end
-- Distance to closest player.
local mindist=nil
-- Loop over players.
for _,_player in pairs(self.players) do
local player=_player --#FOX.PlayerData
-- Check that player was not the one who launched the missile.
if player.unitname~=missile.shooterName then
-- Player position.
local playerCoord=player.unit:GetCoordinate()
-- Distance.
local dist=missileCoord:Get3DDistance(playerCoord)
-- Distance from shooter to player.
local Dshooter2player=playerCoord:Get3DDistance(missile.shotCoord)
-- Update mindist if necessary. Only include players in range of missile + 50% safety margin.
if (mindist==nil or dist<mindist) and (Dshooter2player<=missile.missileRange*1.5 or dist<=self.explosiondist) then
mindist=dist
target=player.unit
end
end
end
if self.protectedset then
-- Distance to closest protected unit.
mindist=nil
for _,_group in pairs(self.protectedset:GetSet()) do
local group=_group --Wrapper.Group#GROUP
for _,_unit in pairs(group:GetUnits()) do
local unit=_unit --Wrapper.Unit#UNIT
if unit and unit:IsAlive() then
-- Check that player was not the one who launched the missile.
if unit:GetName()~=missile.shooterName then
-- Player position.
local playerCoord=unit:GetCoordinate()
-- Distance.
local dist=missileCoord:Get3DDistance(playerCoord)
-- Distance from shooter to player.
local Dshooter2player=playerCoord:Get3DDistance(missile.shotCoord)
-- Update mindist if necessary. Only include players in range of missile + 50% safety margin.
if (mindist==nil or dist<mindist) and (Dshooter2player<=missile.missileRange*1.5 or dist<=self.explosiondist) then
mindist=dist
target=unit
end
end
end
end
end
end
if target then
self:T(self.lid..string.format("Missile %s with NO explicit target got closest unit to missile as target %s. Dist=%s m", missile.missileType, target:GetName(), tostring(mindist)))
end
end
-- Check if missile has a valid target.
if target then
-- Target coordinate.
local targetCoord=target:GetCoordinate()
-- Distance from missile to target.
local distance=missileCoord:Get3DDistance(targetCoord)
-- Distance missile to shooter.
local distShooter=nil
if missile.shooterUnit and missile.shooterUnit:IsAlive() then
distShooter=missileCoord:Get3DDistance(missile.shooterUnit:GetCoordinate())
end
-- Debug output.
if self.Debug then
local bearing=targetCoord:HeadingTo(missileCoord)
local eta=distance/missileVelocity
-- Debug distance check.
self:I(self.lid..string.format("Missile %s Target %s: Distance = %.1f m, v=%.1f m/s, bearing=%03d°, ETA=%.1f sec", missile.missileType, target:GetName(), distance, missileVelocity, bearing, eta))
end
-- Distroy missile if it's getting too close.
local destroymissile=distance<=self.explosiondist
-- Check BIG missiles.
if self.explosiondist2 and distance<=self.explosiondist2 and not destroymissile then
destroymissile=missile.explosive>=self.bigmissilemass
end
-- If missile is 150 m from target ==> destroy missile if in safe zone.
if destroymissile and self:_CheckCoordSafe(targetCoord) then
-- Destroy missile.
self:I(self.lid..string.format("Destroying missile %s(%s) fired by %s aimed at %s [player=%s] at distance %.1f m",
missile.missileType, missile.missileName, missile.shooterName, target:GetName(), tostring(missile.targetPlayer~=nil), distance))
_ordnance:destroy()
-- Missile is not active any more.
missile.active=false
-- Debug smoke.
if self.Debug then
missileCoord:SmokeRed()
targetCoord:SmokeGreen()
end
-- Create event.
self:MissileDestroyed(missile)
-- Little explosion for the visual effect.
if self.explosionpower>0 and distance>50 and (distShooter==nil or (distShooter and distShooter>50)) then
missileCoord:Explosion(self.explosionpower)
end
-- Target was a player.
if missile.targetPlayer then
-- Message to target.
local text=string.format("Destroying missile. %s", self:_DeadText())
MESSAGE:New(text, 10):ToGroup(target:GetGroup())
-- Increase dead counter.
missile.targetPlayer.dead=missile.targetPlayer.dead+1
end
-- Terminate timer.
return nil
else
-- Time step.
local dt=1.0
if distance>50000 then
-- > 50 km
dt=self.dt50 --=5.0
elseif distance>10000 then
-- 10-50 km
dt=self.dt10 --=1.0
elseif distance>5000 then
-- 5-10 km
dt=self.dt05 --0.5
elseif distance>1000 then
-- 1-5 km
dt=self.dt01 --0.1
else
-- < 1 km
dt=self.dt00 --0.01
end
-- Check again in dt seconds.
return timer.getTime()+dt
end
else
-- Destroy missile.
self:T(self.lid..string.format("Missile %s(%s) fired by %s has no current target. Checking back in 0.1 sec.", missile.missileType, missile.missileName, missile.shooterName))
return timer.getTime()+0.1
-- No target ==> terminate timer.
--return nil
end
else
-------------------------------------
-- Missile does not exist any more --
-------------------------------------
if target then
-- Get human player.
local player=self:_GetPlayerFromUnit(target)
-- Check for player and distance < 10 km.
if player and player.unit:IsAlive() then -- and missileCoord and player.unit:GetCoordinate():Get3DDistance(missileCoord)<10*1000 then
local text=string.format("Missile defeated. Well done, %s!", player.name)
MESSAGE:New(text, 10):ToClient(player.client)
-- Increase defeated counter.
player.defeated=player.defeated+1
end
end
-- Missile is not active any more.
missile.active=false
--Terminate the timer.
self:T(FOX.lid..string.format("Terminating missile track timer."))
return nil
end -- _status check
end -- end function trackBomb
-- Weapon is not yet "alife" just yet. Start timer with a little delay. -- Weapon is not yet "alife" just yet. Start timer with a little delay.
self:T(FOX.lid..string.format("Tracking of missile starts in 0.0001 seconds.")) self:T(FOX.lid..string.format("Tracking of missile starts in 0.0001 seconds."))
timer.scheduleFunction(trackMissile, missile.weapon, timer.getTime()+0.0001) --timer.scheduleFunction(trackMissile, missile.weapon, timer.getTime()+0.0001)
missile.Weapon:StartTrack(0.0001)
end end
@@ -1162,7 +1170,7 @@ function FOX:OnEventBirth(EventData)
-- Add F10 radio menu for player. -- Add F10 radio menu for player.
if not self.menudisabled then if not self.menudisabled then
self:ScheduleOnce(0.1, FOX._AddF10Commands, self, _unitname) self:ScheduleOnce(0.1, self._AddF10Commands, self, _unitName)
end end
-- Player data. -- Player data.
@@ -1237,30 +1245,29 @@ end
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function FOX:OnEventShot(EventData) function FOX:OnEventShot(EventData)
self:T2({eventshot=EventData}) self:T2({eventshot=EventData})
-- Nil checks.
if EventData.Weapon==nil or EventData.IniDCSUnit==nil or EventData.weapon==nil then
return
end
if EventData.Weapon==nil then -- Create a weapon object.
return local weapon=WEAPON:New(EventData.weapon)
end
if EventData.IniDCSUnit==nil then
return
end
-- Weapon data. -- Weapon data.
local _weapon = EventData.WeaponName local _weapon = weapon:GetTypeName()
local _target = EventData.Weapon:getTarget() local _target = EventData.Weapon:getTarget()
local _targetName = "unknown" local _targetName = "unknown"
local _targetUnit = nil --Wrapper.Unit#UNIT local _targetUnit = nil --Wrapper.Unit#UNIT
-- Weapon descriptor. -- Weapon descriptor.
local desc=EventData.Weapon:getDesc() local desc=weapon.desc
self:T2({desc=desc}) self:T2({desc=desc})
-- Weapon category: 0=Shell, 1=Missile, 2=Rocket, 3=BOMB
local weaponcategory=desc.category
-- Missile category: 1=AAM, 2=SAM, 6=OTHER -- Missile category: 1=AAM, 2=SAM, 6=OTHER
local missilecategory=desc.missileCategory local missilecategory=desc.missileCategory
-- Missile range.
local missilerange=nil local missilerange=nil
if missilecategory then if missilecategory then
missilerange=desc.rangeMaxAltMax missilerange=desc.rangeMaxAltMax
@@ -1270,8 +1277,8 @@ function FOX:OnEventShot(EventData)
self:T2(FOX.lid.."EVENT SHOT: FOX") self:T2(FOX.lid.."EVENT SHOT: FOX")
self:T2(FOX.lid..string.format("EVENT SHOT: Ini unit = %s", tostring(EventData.IniUnitName))) self:T2(FOX.lid..string.format("EVENT SHOT: Ini unit = %s", tostring(EventData.IniUnitName)))
self:T2(FOX.lid..string.format("EVENT SHOT: Ini group = %s", tostring(EventData.IniGroupName))) self:T2(FOX.lid..string.format("EVENT SHOT: Ini group = %s", tostring(EventData.IniGroupName)))
self:T2(FOX.lid..string.format("EVENT SHOT: Weapon type = %s", tostring(_weapon))) self:T2(FOX.lid..string.format("EVENT SHOT: Weapon type = %s", tostring(weapon:GetTypeName())))
self:T2(FOX.lid..string.format("EVENT SHOT: Weapon categ = %s", tostring(weaponcategory))) self:T2(FOX.lid..string.format("EVENT SHOT: Weapon categ = %s", tostring(weapon:GetCategory())))
self:T2(FOX.lid..string.format("EVENT SHOT: Missil categ = %s", tostring(missilecategory))) self:T2(FOX.lid..string.format("EVENT SHOT: Missil categ = %s", tostring(missilecategory)))
self:T2(FOX.lid..string.format("EVENT SHOT: Missil range = %s", tostring(missilerange))) self:T2(FOX.lid..string.format("EVENT SHOT: Missil range = %s", tostring(missilerange)))
@@ -1283,7 +1290,7 @@ function FOX:OnEventShot(EventData)
end end
-- Track missiles of type AAM=1, SAM=2 or OTHER=6 -- Track missiles of type AAM=1, SAM=2 or OTHER=6
local _track = weaponcategory==1 and missilecategory and (missilecategory==1 or missilecategory==2 or missilecategory==6) local _track = weapon:IsMissile() and missilecategory and (missilecategory==1 or missilecategory==2 or missilecategory==6)
-- Only track missiles -- Only track missiles
if _track then if _track then
@@ -1292,6 +1299,7 @@ function FOX:OnEventShot(EventData)
missile.active=true missile.active=true
missile.weapon=EventData.weapon missile.weapon=EventData.weapon
missile.Weapon=weapon
missile.missileType=_weapon missile.missileType=_weapon
missile.missileRange=missilerange missile.missileRange=missilerange
missile.missileName=EventData.weapon:getName() missile.missileName=EventData.weapon:getName()
@@ -1304,6 +1312,7 @@ function FOX:OnEventShot(EventData)
missile.fuseDist=desc.fuseDist missile.fuseDist=desc.fuseDist
missile.explosive=desc.warhead.explosiveMass or desc.warhead.shapedExplosiveMass missile.explosive=desc.warhead.explosiveMass or desc.warhead.shapedExplosiveMass
missile.targetOrig=missile.targetName missile.targetOrig=missile.targetName
missile.missileCoord=COORDINATE:New(0,0,0)
-- Set missile target name, unit and player. -- Set missile target name, unit and player.
self:GetMissileTarget(missile) self:GetMissileTarget(missile)
@@ -1429,10 +1438,10 @@ function FOX:_AddF10Commands(_unitName)
end end
else else
self:E(self.lid..string.format("ERROR: Could not find group or group ID in AddF10Menu() function. Unit name: %s.", _unitName)) self:E(self.lid..string.format("ERROR: Could not find group or group ID in AddF10Menu() function. Unit name: %s.", _unitName or "unknown"))
end end
else else
self:E(self.lid..string.format("ERROR: Player unit does not exist in AddF10Menu() function. Unit name: %s.", _unitName)) self:E(self.lid..string.format("ERROR: Player unit does not exist in AddF10Menu() function. Unit name: %s.", _unitName or "unknown"))
end end
end end
@@ -1622,7 +1631,7 @@ end
--- Check if a coordinate lies within a safe training zone. --- Check if a coordinate lies within a safe training zone.
-- @param #FOX self -- @param #FOX self
-- @param Core.Point#COORDINATE coord Coordinate to check. -- @param Core.Point#COORDINATE coord Coordinate to check. Can also be a DCS#Vec3.
-- @return #boolean True if safe. -- @return #boolean True if safe.
function FOX:_CheckCoordSafe(coord) function FOX:_CheckCoordSafe(coord)
@@ -1634,7 +1643,9 @@ function FOX:_CheckCoordSafe(coord)
-- Loop over all zones. -- Loop over all zones.
for _,_zone in pairs(self.safezones) do for _,_zone in pairs(self.safezones) do
local zone=_zone --Core.Zone#ZONE local zone=_zone --Core.Zone#ZONE
local inzone=zone:IsCoordinateInZone(coord) local Vec2={x=coord.x, y=coord.z}
local inzone=zone:IsVec2InZone(Vec2)
--local inzone=zone:IsCoordinateInZone(coord)
if inzone then if inzone then
return true return true
end end
@@ -1645,7 +1656,7 @@ end
--- Check if a coordinate lies within a launch zone. --- Check if a coordinate lies within a launch zone.
-- @param #FOX self -- @param #FOX self
-- @param Core.Point#COORDINATE coord Coordinate to check. -- @param Core.Point#COORDINATE coord Coordinate to check. Can also be a DCS#Vec2.
-- @return #boolean True if in launch zone. -- @return #boolean True if in launch zone.
function FOX:_CheckCoordLaunch(coord) function FOX:_CheckCoordLaunch(coord)
@@ -1657,7 +1668,9 @@ function FOX:_CheckCoordLaunch(coord)
-- Loop over all zones. -- Loop over all zones.
for _,_zone in pairs(self.launchzones) do for _,_zone in pairs(self.launchzones) do
local zone=_zone --Core.Zone#ZONE local zone=_zone --Core.Zone#ZONE
local inzone=zone:IsCoordinateInZone(coord) local Vec2={x=coord.x, y=coord.z}
local inzone=zone:IsVec2InZone(Vec2)
--local inzone=zone:IsCoordinateInZone(coord)
if inzone then if inzone then
return true return true
end end

View File

@@ -1,17 +1,19 @@
--- **Functional** -- Modular, Automatic and Network capable Targeting and Interception System for Air Defenses --- **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 -- ## Features:
-- Controls a network of SAM sites. Uses detection to switch on the AA site closest to the enemy. --
-- Automatic mode (default since 0.8) can set-up your SAM site network automatically for you. -- * Moose derived Modular, Automatic and Network capable Targeting and Interception System.
-- Leverage evasiveness from SEAD, leverage attack range setting. -- * Controls a network of SAM sites. Uses detection to switch on the AA site closest to the enemy.
-- * Automatic mode (default since 0.8) can set-up your SAM site network automatically for you.
-- * Leverage evasiveness from SEAD, leverage attack range setting.
-- --
-- === -- ===
-- --
-- ## Missions: -- ## 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) -- ### [MANTIS - Modular, Automatic and Network capable Targeting and Interception System](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Functional/Mantis)
-- --
-- === -- ===
-- --
@@ -20,7 +22,7 @@
-- @module Functional.Mantis -- @module Functional.Mantis
-- @image Functional.Mantis.jpg -- @image Functional.Mantis.jpg
-- --
-- Date: Dec 2021 -- Last Update: Dec 2023
------------------------------------------------------------------------- -------------------------------------------------------------------------
--- **MANTIS** class, extends Core.Base#BASE --- **MANTIS** class, extends Core.Base#BASE
@@ -61,10 +63,11 @@
--- *The worst thing that can happen to a good cause is, not to be skillfully attacked, but to be ineptly defended.* - Frédéric Bastiat --- *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 -- Moose class for a more intelligent Air Defense System
-- --
-- #MANTIS -- # MANTIS
-- Moose derived Modular, Automatic and Network capable Targeting and Interception System. --
-- * Moose derived Modular, Automatic and Network capable Targeting and Interception System.
-- * Controls a network of SAM sites. Uses detection to switch on the SAM site closest to the enemy. -- * Controls a network of SAM sites. Uses detection to switch on the SAM site closest to the enemy.
-- * **Automatic mode** (default since 0.8) can set-up your SAM site network automatically for you -- * **Automatic mode** (default since 0.8) can set-up your SAM site network automatically for you
-- * **Classic mode** behaves like before -- * **Classic mode** behaves like before
@@ -91,7 +94,7 @@
-- Known SAM types at the time of writing are: -- Known SAM types at the time of writing are:
-- --
-- * Avenger -- * Avenger
-- * Chaparrel -- * Chaparral
-- * Hawk -- * Hawk
-- * Linebacker -- * Linebacker
-- * NASAMS -- * NASAMS
@@ -100,9 +103,16 @@
-- * Roland -- * Roland
-- * Silkworm (though strictly speaking this is a surface to ship missile) -- * Silkworm (though strictly speaking this is a surface to ship missile)
-- * SA-2, SA-3, SA-5, SA-6, SA-7, SA-8, SA-9, SA-10, SA-11, SA-13, SA-15, SA-19 -- * SA-2, SA-3, SA-5, SA-6, SA-7, SA-8, SA-9, SA-10, SA-11, SA-13, SA-15, SA-19
-- * and from HDS (see note below): SA-2, SA-3, SA-10B, SA-10C, SA-12, SA-17, SA-20A, SA-20B, SA-23, HQ-2 -- * From IDF mod: STUNNER IDFA, TAMIR IDFA (Note all caps!)
-- * From HDS (see note on HDS below): SA-2, SA-3, SA-10B, SA-10C, SA-12, SA-17, SA-20A, SA-20B, SA-23, HQ-2
-- --
-- Following the example started above, an SA-6 site group name should start with "Red SAM SA-6" then, or a blue Patriot installation with e.g. "Blue SAM Patriot". -- * From SMA: RBS98M, RBS70, RBS90, RBS90M, RBS103A, RBS103B, RBS103AM, RBS103BM, Lvkv9040M
-- **NOTE** If you are using the Swedish Military Assets (SMA), please note that the **group name** for RBS-SAM types also needs to contain the keyword "SMA"
--
-- * From CH: 2S38, PantsirS1, PantsirS2, PGL-625, HQ-17A, M903PAC2, M903PAC3, TorM2, TorM2K, TorM2M, NASAMS3-AMRAAMER, NASAMS3-AIM9X2, C-RAM, PGZ-09, S350-9M100, S350-9M96D
-- **NOTE** If you are using the Military Assets by Currenthill (CH), please note that the **group name** for CH-SAM types also needs to contain the keyword "CHM"
--
-- Following the example started above, an SA-6 site group name should start with "Red SAM SA-6" then, or a blue Patriot installation with e.g. "Blue SAM Patriot".
-- **NOTE** If you are using the High-Digit-Sam Mod, please note that the **group name** for the following SAM types also needs to contain the keyword "HDS": -- **NOTE** If you are using the High-Digit-Sam Mod, please note that the **group name** for the following SAM types also needs to contain the keyword "HDS":
-- --
-- * SA-2 (with V759 missile, e.g. "Red SAM SA-2 HDS") -- * SA-2 (with V759 missile, e.g. "Red SAM SA-2 HDS")
@@ -211,7 +221,7 @@
-- * grouping = 5000 (meters) - Detection (EWR) will group enemy flights to areas of 5km for tracking - `MANTIS:SetEWRGrouping(radius)` -- * grouping = 5000 (meters) - Detection (EWR) will group enemy flights to areas of 5km for tracking - `MANTIS:SetEWRGrouping(radius)`
-- * detectinterval = 30 (seconds) - MANTIS will decide every 30 seconds which SAM to activate - `MANTIS:SetDetectInterval(interval)` -- * detectinterval = 30 (seconds) - MANTIS will decide every 30 seconds which SAM to activate - `MANTIS:SetDetectInterval(interval)`
-- * engagerange = 95 (percent) - SAMs will only fire if flights are inside of a 95% radius of their max firerange - `MANTIS:SetSAMRange(range)` -- * engagerange = 95 (percent) - SAMs will only fire if flights are inside of a 95% 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)` -- * 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,coalition,dynamic)`
-- * autorelocate = false - HQ and (mobile) EWR system will not relocate in random intervals between 30mins and 1 hour - `MANTIS:SetAutoRelocate(hq, ewr)` -- * 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)` -- * debug = false - Debugging reports on screen are set to off - `MANTIS:Debug(onoff)`
-- --
@@ -355,7 +365,7 @@ MANTIS.SamData = {
["SA-15"] = { Range=11, Blindspot=0, Height=6, Type="Short", Radar="Tor 9A331" }, ["SA-15"] = { Range=11, Blindspot=0, Height=6, Type="Short", Radar="Tor 9A331" },
["SA-13"] = { Range=5, Blindspot=0, Height=3, Type="Short", Radar="Strela" }, ["SA-13"] = { Range=5, Blindspot=0, Height=3, Type="Short", Radar="Strela" },
["Avenger"] = { Range=4, Blindspot=0, Height=3, Type="Short", Radar="Avenger" }, ["Avenger"] = { Range=4, Blindspot=0, Height=3, Type="Short", Radar="Avenger" },
["Chaparrel"] = { Range=8, Blindspot=0, Height=3, Type="Short", Radar="Chaparral" }, ["Chaparral"] = { Range=8, Blindspot=0, Height=3, Type="Short", Radar="Chaparral" },
["Linebacker"] = { Range=4, Blindspot=0, Height=3, Type="Short", Radar="Linebacker" }, ["Linebacker"] = { Range=4, Blindspot=0, Height=3, Type="Short", Radar="Linebacker" },
["Silkworm"] = { Range=90, Blindspot=1, Height=0.2, Type="Long", Radar="Silkworm" }, ["Silkworm"] = { Range=90, Blindspot=1, Height=0.2, Type="Long", Radar="Silkworm" },
-- units from HDS Mod, multi launcher options is tricky -- units from HDS Mod, multi launcher options is tricky
@@ -364,6 +374,9 @@ MANTIS.SamData = {
["SA-20A"] = { Range=150, Blindspot=5, Height=27, Type="Long" , Radar="S-300PMU1"}, ["SA-20A"] = { Range=150, Blindspot=5, Height=27, Type="Long" , Radar="S-300PMU1"},
["SA-20B"] = { Range=200, Blindspot=4, Height=27, Type="Long" , Radar="S-300PMU2"}, ["SA-20B"] = { Range=200, Blindspot=4, Height=27, Type="Long" , Radar="S-300PMU2"},
["HQ-2"] = { Range=50, Blindspot=6, Height=35, Type="Medium", Radar="HQ_2_Guideline_LN" }, ["HQ-2"] = { Range=50, Blindspot=6, Height=35, Type="Medium", Radar="HQ_2_Guideline_LN" },
["SHORAD"] = { Range=3, Blindspot=0, Height=3, Type="Short", Radar="Igla" },
["TAMIR IDFA"] = { Range=20, Blindspot=0.6, Height=12.3, Type="Short", Radar="IRON_DOME_LN" },
["STUNNER IDFA"] = { Range=250, Blindspot=1, Height=45, Type="Long", Radar="DAVID_SLING_LN" },
} }
--- SAM data HDS --- SAM data HDS
@@ -387,6 +400,60 @@ MANTIS.SamDataHDS = {
["HQ-2 HDS"] = { Range=50, Blindspot=6, Height=35, Type="Medium", Radar="HQ_2_Guideline_LN" }, ["HQ-2 HDS"] = { Range=50, Blindspot=6, Height=35, Type="Medium", Radar="HQ_2_Guideline_LN" },
} }
--- SAM data SMA
-- @type MANTIS.SamDataSMA
-- @field #number Range Max firing range in km
-- @field #number Blindspot no-firing range (green circle)
-- @field #number Height Max firing height in km
-- @field #string Type #MANTIS.SamType of SAM, i.e. SHORT, MEDIUM or LONG (range)
-- @field #string Radar Radar typename on unit level (used as key)
MANTIS.SamDataSMA = {
-- units from SMA Mod (Sweedish Military Assets)
-- https://forum.dcs.world/topic/295202-swedish-military-assets-for-dcs-by-currenthill/
-- group name MUST contain SMA to ID launcher type correctly!
["RBS98M SMA"] = { Range=20, Blindspot=0, Height=8, Type="Short", Radar="RBS-98" },
["RBS70 SMA"] = { Range=8, Blindspot=0, Height=5.5, Type="Short", Radar="RBS-70" },
["RBS70M SMA"] = { Range=8, Blindspot=0, Height=5.5, Type="Short", Radar="BV410_RBS70" },
["RBS90 SMA"] = { Range=8, Blindspot=0, Height=5.5, Type="Short", Radar="RBS-90" },
["RBS90M SMA"] = { Range=8, Blindspot=0, Height=5.5, Type="Short", Radar="BV410_RBS90" },
["RBS103A SMA"] = { Range=150, Blindspot=3, Height=24.5, Type="Long", Radar="LvS-103_Lavett103_Rb103A" },
["RBS103B SMA"] = { Range=35, Blindspot=0, Height=36, Type="Medium", Radar="LvS-103_Lavett103_Rb103B" },
["RBS103AM SMA"] = { Range=150, Blindspot=3, Height=24.5, Type="Long", Radar="LvS-103_Lavett103_HX_Rb103A" },
["RBS103BM SMA"] = { Range=35, Blindspot=0, Height=36, Type="Medium", Radar="LvS-103_Lavett103_HX_Rb103B" },
["Lvkv9040M SMA"] = { Range=4, Blindspot=0, Height=2.5, Type="Short", Radar="LvKv9040" },
}
--- SAM data CH
-- @type MANTIS.SamDataCH
-- @field #number Range Max firing range in km
-- @field #number Blindspot no-firing range (green circle)
-- @field #number Height Max firing height in km
-- @field #string Type #MANTIS.SamType of SAM, i.e. SHORT, MEDIUM or LONG (range)
-- @field #string Radar Radar typename on unit level (used as key)
MANTIS.SamDataCH = {
-- units from CH (Military Assets by Currenthill)
-- https://www.currenthill.com/
-- group name MUST contain CHM to ID launcher type correctly!
["2S38 CH"] = { Range=8, Blindspot=0.5, Height=6, Type="Short", Radar="2S38" },
["PantsirS1 CH"] = { Range=20, Blindspot=1.2, Height=15, Type="Short", Radar="PantsirS1" },
["PantsirS2 CH"] = { Range=30, Blindspot=1.2, Height=18, Type="Medium", Radar="PantsirS2" },
["PGL-625 CH"] = { Range=10, Blindspot=0.5, Height=5, Type="Short", Radar="PGL_625" },
["HQ-17A CH"] = { Range=20, Blindspot=1.5, Height=10, Type="Short", Radar="HQ17A" },
["M903PAC2 CH"] = { Range=160, Blindspot=3, Height=24.5, Type="Long", Radar="MIM104_M903_PAC2" },
["M903PAC3 CH"] = { Range=120, Blindspot=1, Height=40, Type="Long", Radar="MIM104_M903_PAC3" },
["TorM2 CH"] = { Range=12, Blindspot=1, Height=10, Type="Short", Radar="TorM2" },
["TorM2K CH"] = { Range=12, Blindspot=1, Height=10, Type="Short", Radar="TorM2K" },
["TorM2M CH"] = { Range=16, Blindspot=1, Height=10, Type="Short", Radar="TorM2M" },
["NASAMS3-AMRAAMER CH"] = { Range=50, Blindspot=2, Height=35.7, Type="Medium", Radar="CH_NASAMS3_LN_AMRAAM_ER" },
["NASAMS3-AIM9X2 CH"] = { Range=20, Blindspot=0.2, Height=18, Type="Short", Radar="CH_NASAMS3_LN_AIM9X2" },
["C-RAM CH"] = { Range=2, Blindspot=0, Height=2, Type="Short", Radar="CH_Centurion_C_RAM" },
["PGZ-09 CH"] = { Range=4, Blindspot=0, Height=3, Type="Short", Radar="CH_PGZ09" },
["S350-9M100 CH"] = { Range=15, Blindspot=1.5, Height=8, Type="Short", Radar="CH_S350_50P6_9M100" },
["S350-9M96D CH"] = { Range=150, Blindspot=2.5, Height=30, Type="Long", Radar="CH_S350_50P6_9M96D" },
["LAV-AD CH"] = { Range=8, Blindspot=0.2, Height=4.8, Type="Short", Radar="CH_LAVAD" },
["HQ-22 CH"] = { Range=170, Blindspot=5, Height=27, Type="Long", Radar="CH_HQ22_LN" },
}
----------------------------------------------------------------------- -----------------------------------------------------------------------
-- MANTIS System -- MANTIS System
----------------------------------------------------------------------- -----------------------------------------------------------------------
@@ -398,11 +465,12 @@ do
--@param #string samprefix Prefixes for the SAM groups from the ME, e.g. all groups starting with "Red Sam..." --@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 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 hq Group name of your HQ (optional)
--@param #string coaltion Coalition side of your setup, e.g. "blue", "red" or "neutral" --@param #string coalition 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 #boolean dynamic Use constant (true) filtering or just filter once (false, default) (optional)
--@param #string awacs Group name of your Awacs (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) --@param #boolean EmOnOff Make MANTIS switch Emissions on and off instead of changing the alarm state between RED and GREEN (optional)
--@param #number Padding For #SEAD - Extra number of seconds to add to radar switch-back-on time (optional) --@param #number Padding For #SEAD - Extra number of seconds to add to radar switch-back-on time (optional)
--@param #table Zones Table of Core.Zone#ZONE Zones Consider SAM groups in this zone(s) only for this MANTIS instance, must be handed as #table of Zone objects
--@return #MANTIS self --@return #MANTIS self
--@usage Start up your MANTIS with a basic setting --@usage Start up your MANTIS with a basic setting
-- --
@@ -421,8 +489,12 @@ do
-- mybluemantis = MANTIS:New("bluemantis","Blue SAM","Blue EWR",nil,"blue",false,"Blue Awacs") -- mybluemantis = MANTIS:New("bluemantis","Blue SAM","Blue EWR",nil,"blue",false,"Blue Awacs")
-- mybluemantis:Start() -- mybluemantis:Start()
-- --
function MANTIS:New(name,samprefix,ewrprefix,hq,coaltion,dynamic,awacs, EmOnOff, Padding) function MANTIS:New(name,samprefix,ewrprefix,hq,coalition,dynamic,awacs, EmOnOff, Padding, Zones)
-- Inherit everything from BASE class.
local self = BASE:Inherit(self, FSM:New()) -- #MANTIS
-- DONE: Create some user functions for these -- DONE: Create some user functions for these
-- DONE: Make HQ useful -- DONE: Make HQ useful
-- DONE: Set SAMs to auto if EWR dies -- DONE: Set SAMs to auto if EWR dies
@@ -434,7 +506,7 @@ do
self.SAM_Templates_Prefix = samprefix or "Red SAM" self.SAM_Templates_Prefix = samprefix or "Red SAM"
self.EWR_Templates_Prefix = ewrprefix or "Red EWR" self.EWR_Templates_Prefix = ewrprefix or "Red EWR"
self.HQ_Template_CC = hq or nil self.HQ_Template_CC = hq or nil
self.Coalition = coaltion or "red" self.Coalition = coalition or "red"
self.SAM_Table = {} self.SAM_Table = {}
self.SAM_Table_Long = {} self.SAM_Table_Long = {}
self.SAM_Table_Medium = {} self.SAM_Table_Medium = {}
@@ -482,6 +554,11 @@ do
self.maxclassic = 6 self.maxclassic = 6
self.autoshorad = true self.autoshorad = true
self.ShoradGroupSet = SET_GROUP:New() -- Core.Set#SET_GROUP self.ShoradGroupSet = SET_GROUP:New() -- Core.Set#SET_GROUP
self.FilterZones = Zones
self.SkateZones = nil
self.SkateNumber = 3
self.shootandscoot = false
self.UseEmOnOff = true self.UseEmOnOff = true
if EmOnOff == false then if EmOnOff == false then
@@ -494,9 +571,6 @@ do
self.advAwacs = false self.advAwacs = false
end end
-- Inherit everything from BASE class.
local self = BASE:Inherit(self, FSM:New()) -- #MANTIS
-- Set the string id for output to DCS.log file. -- Set the string id for output to DCS.log file.
self.lid=string.format("MANTIS %s | ", self.name) self.lid=string.format("MANTIS %s | ", self.name)
@@ -531,16 +605,23 @@ do
self:T({self.ewr_templates}) self:T({self.ewr_templates})
self.SAM_Group = SET_GROUP:New():FilterPrefixes(self.SAM_Templates_Prefix):FilterCoalitions(self.Coalition)
self.EWR_Group = SET_GROUP:New():FilterPrefixes(self.ewr_templates):FilterCoalitions(self.Coalition)
if self.FilterZones then
self.SAM_Group:FilterZones(self.FilterZones)
end
if self.dynamic then if self.dynamic then
-- Set SAM SET_GROUP -- Set SAM SET_GROUP
self.SAM_Group = SET_GROUP:New():FilterPrefixes(self.SAM_Templates_Prefix):FilterCoalitions(self.Coalition):FilterStart() self.SAM_Group:FilterStart()
-- Set EWR SET_GROUP -- Set EWR SET_GROUP
self.EWR_Group = SET_GROUP:New():FilterPrefixes(self.ewr_templates):FilterCoalitions(self.Coalition):FilterStart() self.EWR_Group:FilterStart()
else else
-- Set SAM SET_GROUP -- Set SAM SET_GROUP
self.SAM_Group = SET_GROUP:New():FilterPrefixes(self.SAM_Templates_Prefix):FilterCoalitions(self.Coalition):FilterOnce() self.SAM_Group:FilterOnce()
-- Set EWR SET_GROUP -- Set EWR SET_GROUP
self.EWR_Group = SET_GROUP:New():FilterPrefixes(self.ewr_templates):FilterCoalitions(self.Coalition):FilterOnce() self.EWR_Group:FilterOnce()
end end
-- set up CC -- set up CC
@@ -550,7 +631,7 @@ do
-- TODO Version -- TODO Version
-- @field #string version -- @field #string version
self.version="0.8.8" self.version="0.8.16"
self:I(string.format("***** Starting MANTIS Version %s *****", self.version)) self:I(string.format("***** Starting MANTIS Version %s *****", self.version))
--- FSM Functions --- --- FSM Functions ---
@@ -714,6 +795,23 @@ do
return self return self
end end
--- Add a SET_ZONE of zones for Shoot&Scoot - SHORAD units will move around
-- @param #MANTIS self
-- @param Core.Set#SET_ZONE ZoneSet Set of zones to be used. Units will move around to the next (random) zone between 100m and 3000m away.
-- @param #number Number Number of closest zones to be considered, defaults to 3.
-- @param #boolean Random If true, use a random coordinate inside the next zone to scoot to.
-- @param #string Formation Formation to use, defaults to "Cone". See mission editor dropdown for options.
-- @return #MANTIS self
function MANTIS:AddScootZones(ZoneSet, Number, Random, Formation)
self:T(self.lid .. " AddScootZones")
self.SkateZones = ZoneSet
self.SkateNumber = Number or 3
self.shootandscoot = true
self.ScootRandom = Random
self.ScootFormation = Formation or "Cone"
return self
end
--- Function to set accept and reject zones. --- Function to set accept and reject zones.
-- @param #MANTIS self -- @param #MANTIS self
-- @param #table AcceptZones Table of @{Core.Zone#ZONE} objects -- @param #table AcceptZones Table of @{Core.Zone#ZONE} objects
@@ -820,7 +918,7 @@ do
--- Function to get the HQ object for further use --- Function to get the HQ object for further use
-- @param #MANTIS self -- @param #MANTIS self
-- @return Wrapper.GROUP#GROUP The HQ #GROUP object or *nil* if it doesn't exist -- @return Wrapper.Group#GROUP The HQ #GROUP object or *nil* if it doesn't exist
function MANTIS:GetCommandCenter() function MANTIS:GetCommandCenter()
self:T(self.lid .. "GetCommandCenter") self:T(self.lid .. "GetCommandCenter")
if self.HQ_CC then if self.HQ_CC then
@@ -856,7 +954,7 @@ do
--- Function to set the HQ object for further use --- Function to set the HQ object for further use
-- @param #MANTIS self -- @param #MANTIS self
-- @param Wrapper.GROUP#GROUP group The #GROUP object to be set as HQ -- @param Wrapper.Group#GROUP group The #GROUP object to be set as HQ
function MANTIS:SetCommandCenter(group) function MANTIS:SetCommandCenter(group)
self:T(self.lid .. "SetCommandCenter") self:T(self.lid .. "SetCommandCenter")
local group = group or nil local group = group or nil
@@ -918,7 +1016,7 @@ do
--- Set using your own #INTEL_DLINK object instead of #DETECTION --- Set using your own #INTEL_DLINK object instead of #DETECTION
-- @param #MANTIS self -- @param #MANTIS self
-- @param Ops.Intelligence#INTEL_DLINK DLink The data link object to be used. -- @param Ops.Intel#INTEL_DLINK DLink The data link object to be used.
function MANTIS:SetUsingDLink(DLink) function MANTIS:SetUsingDLink(DLink)
self:T(self.lid .. "SetUsingDLink") self:T(self.lid .. "SetUsingDLink")
self.DLink = true self.DLink = true
@@ -1051,7 +1149,7 @@ do
--self:T(self.lid.." Relocating HQ") --self:T(self.lid.." Relocating HQ")
local text = self.lid.." Relocating HQ" local text = self.lid.." Relocating HQ"
--local m= MESSAGE:New(text,10,"MANTIS"):ToAll() --local m= MESSAGE:New(text,10,"MANTIS"):ToAll()
_hqgrp:RelocateGroundRandomInRadius(20,500,true,true) _hqgrp:RelocateGroundRandomInRadius(20,500,true,true,nil,true)
end end
--relocate EWR --relocate EWR
-- TODO: maybe dependent on AlarmState? Observed: SA11 SR only relocates if no objects in reach -- TODO: maybe dependent on AlarmState? Observed: SA11 SR only relocates if no objects in reach
@@ -1065,7 +1163,7 @@ do
local text = self.lid.." Relocating EWR ".._grp:GetName() local text = self.lid.." Relocating EWR ".._grp:GetName()
local m= MESSAGE:New(text,10,"MANTIS"):ToAllIf(self.debug) local m= MESSAGE:New(text,10,"MANTIS"):ToAllIf(self.debug)
if self.verbose then self:I(text) end if self.verbose then self:I(text) end
_grp:RelocateGroundRandomInRadius(20,500,true,true) _grp:RelocateGroundRandomInRadius(20,500,true,true,nil,true)
end end
end end
end end
@@ -1270,11 +1368,13 @@ do
-- @param #MANTIS self -- @param #MANTIS self
-- @param #string grpname Name of the group -- @param #string grpname Name of the group
-- @param #boolean mod HDS mod flag -- @param #boolean mod HDS mod flag
-- @param #boolean sma SMA mod flag
-- @param #boolean chm CH mod flag
-- @return #number range Max firing range -- @return #number range Max firing range
-- @return #number height Max firing height -- @return #number height Max firing height
-- @return #string type Long, medium or short range -- @return #string type Long, medium or short range
-- @return #number blind "blind" spot -- @return #number blind "blind" spot
function MANTIS:_GetSAMDataFromUnits(grpname,mod) function MANTIS:_GetSAMDataFromUnits(grpname,mod,sma,chm)
self:T(self.lid.."_GetSAMRangeFromUnits") self:T(self.lid.."_GetSAMRangeFromUnits")
local found = false local found = false
local range = self.checkradius local range = self.checkradius
@@ -1287,8 +1387,12 @@ do
local SAMData = self.SamData local SAMData = self.SamData
if mod then if mod then
SAMData = self.SamDataHDS SAMData = self.SamDataHDS
elseif sma then
SAMData = self.SamDataSMA
elseif chm then
SAMData = self.SamDataCH
end end
--self:I("Looking to auto-match for "..grpname) --self:T("Looking to auto-match for "..grpname)
for _,_unit in pairs(units) do for _,_unit in pairs(units) do
local unit = _unit -- Wrapper.Unit#UNIT local unit = _unit -- Wrapper.Unit#UNIT
local type = string.lower(unit:GetTypeName()) local type = string.lower(unit:GetTypeName())
@@ -1332,8 +1436,14 @@ do
local blind = 0 local blind = 0
local found = false local found = false
local HDSmod = false local HDSmod = false
local SMAMod = false
local CHMod = false
if string.find(grpname,"HDS",1,true) then if string.find(grpname,"HDS",1,true) then
HDSmod = true HDSmod = true
elseif string.find(grpname,"SMA",1,true) then
SMAMod = true
elseif string.find(grpname,"CHM",1,true) then
CHMod = true
end end
if self.automode then if self.automode then
for idx,entry in pairs(self.SamData) do for idx,entry in pairs(self.SamData) do
@@ -1352,8 +1462,8 @@ do
end end
end end
-- secondary filter if not found -- secondary filter if not found
if (not found and self.automode) or HDSmod then if (not found and self.automode) or HDSmod or SMAMod or CHMod then
range, height, type = self:_GetSAMDataFromUnits(grpname,HDSmod) range, height, type = self:_GetSAMDataFromUnits(grpname,HDSmod,SMAMod,CHMod)
elseif not found then elseif not found then
self:E(self.lid .. string.format("*****Could not match radar data for %s! Will default to midrange values!",grpname)) self:E(self.lid .. string.format("*****Could not match radar data for %s! Will default to midrange values!",grpname))
end end
@@ -1701,6 +1811,10 @@ do
self.Shorad:SetDefenseLimits(80,95) self.Shorad:SetDefenseLimits(80,95)
self.ShoradLink = true self.ShoradLink = true
self.Shorad.Groupset=self.ShoradGroupSet self.Shorad.Groupset=self.ShoradGroupSet
self.Shorad.debug = self.debug
end
if self.shootandscoot and self.SkateZones and self.Shorad then
self.Shorad:AddScootZones(self.SkateZones,self.SkateNumber or 3,self.ScootRandom,self.ScootFormation)
end end
self:__Status(-math.random(1,10)) self:__Status(-math.random(1,10))
return self return self

View File

@@ -1,4 +1,4 @@
--- **Functional** -- Train missile defence and deflection. --- **Functional** - Train missile defence and deflection.
-- --
-- === -- ===
-- --
@@ -14,7 +14,7 @@
-- --
-- ## Missions: -- ## Missions:
-- --
-- [MIT - Missile Trainer](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/MIT%20-%20Missile%20Trainer) -- [MIT - Missile Trainer](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Functional/MissileTrainer)
-- --
-- === -- ===
-- --
@@ -28,14 +28,14 @@
-- * **Messages Off**: Disable all messages. -- * **Messages Off**: Disable all messages.
-- * **Tracking**: Menu to configure missile tracking messages. -- * **Tracking**: Menu to configure missile tracking messages.
-- * **To All**: Shows missile tracking messages to all players. -- * **To All**: Shows missile tracking messages to all players.
-- * **To Target**: Shows missile tracking messages only to the player where the missile is targetted at. -- * **To Target**: Shows missile tracking messages only to the player where the missile is targeted at.
-- * **Tracking On**: Show missile tracking messages. -- * **Tracking On**: Show missile tracking messages.
-- * **Tracking Off**: Disable missile tracking messages. -- * **Tracking Off**: Disable missile tracking messages.
-- * **Frequency Increase**: Increases the missile tracking message frequency with one second. -- * **Frequency Increase**: Increases the missile tracking message frequency with one second.
-- * **Frequency Decrease**: Decreases the missile tracking message frequency with one second. -- * **Frequency Decrease**: Decreases the missile tracking message frequency with one second.
-- * **Alerts**: Menu to configure alert messages. -- * **Alerts**: Menu to configure alert messages.
-- * **To All**: Shows alert messages to all players. -- * **To All**: Shows alert messages to all players.
-- * **To Target**: Shows alert messages only to the player where the missile is (was) targetted at. -- * **To Target**: Shows alert messages only to the player where the missile is (was) targeted at.
-- * **Hits On**: Show missile hit alert messages. -- * **Hits On**: Show missile hit alert messages.
-- * **Hits Off**: Disable missile hit alert messages. -- * **Hits Off**: Disable missile hit alert messages.
-- * **Launches On**: Show missile launch messages. -- * **Launches On**: Show missile launch messages.
@@ -50,6 +50,11 @@
-- * **100 meter**: Destroys the missile when the distance to the aircraft is below or equal to 100 meter. -- * **100 meter**: Destroys the missile when the distance to the aircraft is below or equal to 100 meter.
-- * **150 meter**: Destroys the missile when the distance to the aircraft is below or equal to 150 meter. -- * **150 meter**: Destroys the missile when the distance to the aircraft is below or equal to 150 meter.
-- * **200 meter**: Destroys the missile when the distance to the aircraft is below or equal to 200 meter. -- * **200 meter**: Destroys the missile when the distance to the aircraft is below or equal to 200 meter.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE.
-- Therefore, this class is considered to be deprecated and superseded by the [Functional.Fox](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Functional.Fox.html) class, which provides the same functionality.
-- --
-- === -- ===
-- --
@@ -67,8 +72,8 @@
-- @module Functional.MissileTrainer -- @module Functional.MissileTrainer
-- @image Missile_Trainer.JPG -- @image Missile_Trainer.JPG
---
--- @type MISSILETRAINER -- @type MISSILETRAINER
-- @field Core.Set#SET_CLIENT DBClients -- @field Core.Set#SET_CLIENT DBClients
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
@@ -88,7 +93,7 @@
-- A MISSILETRAINER object will behave differently based on the usage of initialization methods: -- A MISSILETRAINER object will behave differently based on the usage of initialization methods:
-- --
-- * @{#MISSILETRAINER.InitMessagesOnOff}: Sets by default the display of any message to be ON or OFF. -- * @{#MISSILETRAINER.InitMessagesOnOff}: Sets by default the display of any message to be ON or OFF.
-- * @{#MISSILETRAINER.InitTrackingToAll}: Sets by default the missile tracking report for all players or only for those missiles targetted to you. -- * @{#MISSILETRAINER.InitTrackingToAll}: Sets by default the missile tracking report for all players or only for those missiles targeted to you.
-- * @{#MISSILETRAINER.InitTrackingOnOff}: Sets by default the display of missile tracking report to be ON or OFF. -- * @{#MISSILETRAINER.InitTrackingOnOff}: Sets by default the display of missile tracking report to be ON or OFF.
-- * @{#MISSILETRAINER.InitTrackingFrequency}: Increases, decreases the missile tracking message display frequency with the provided time interval in seconds. -- * @{#MISSILETRAINER.InitTrackingFrequency}: Increases, decreases the missile tracking message display frequency with the provided time interval in seconds.
-- * @{#MISSILETRAINER.InitAlertsToAll}: Sets by default the display of alerts to be shown to all players or only to you. -- * @{#MISSILETRAINER.InitAlertsToAll}: Sets by default the display of alerts to be shown to all players or only to you.
@@ -97,6 +102,11 @@
-- * @{#MISSILETRAINER.InitRangeOnOff}: Sets by default the display of range information of missiles ON of OFF. -- * @{#MISSILETRAINER.InitRangeOnOff}: Sets by default the display of range information of missiles ON of OFF.
-- * @{#MISSILETRAINER.InitBearingOnOff}: Sets by default the display of bearing information of missiles ON of OFF. -- * @{#MISSILETRAINER.InitBearingOnOff}: Sets by default the display of bearing information of missiles ON of OFF.
-- * @{#MISSILETRAINER.InitMenusOnOff}: Allows to configure the options through the radio menu. -- * @{#MISSILETRAINER.InitMenusOnOff}: Allows to configure the options through the radio menu.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE.
-- Therefore, this class is considered to be deprecated and superseded by the [Functional.Fox](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Functional.Fox.html) class, which provides the same functionality.
-- --
-- @field #MISSILETRAINER -- @field #MISSILETRAINER
MISSILETRAINER = { MISSILETRAINER = {
@@ -205,7 +215,7 @@ function MISSILETRAINER:New( Distance, Briefing )
-- self.DB:ForEachClient( -- self.DB:ForEachClient(
-- --- @param Wrapper.Client#CLIENT Client -- -- @param Wrapper.Client#CLIENT Client
-- function( Client ) -- function( Client )
-- --
-- ... actions ... -- ... actions ...
@@ -256,7 +266,7 @@ function MISSILETRAINER:InitMessagesOnOff( MessagesOnOff )
return self return self
end end
--- Sets by default the missile tracking report for all players or only for those missiles targetted to you. --- Sets by default the missile tracking report for all players or only for those missiles targeted to you.
-- @param #MISSILETRAINER self -- @param #MISSILETRAINER self
-- @param #boolean TrackingToAll true or false -- @param #boolean TrackingToAll true or false
-- @return #MISSILETRAINER self -- @return #MISSILETRAINER self
@@ -555,7 +565,7 @@ function MISSILETRAINER:_AddBearing( Client, TrainerWeapon )
local DirectionVector = { x = PositionMissile.x - TargetVec3.x, y = PositionMissile.y - TargetVec3.y, z = PositionMissile.z - TargetVec3.z } local DirectionVector = { x = PositionMissile.x - TargetVec3.x, y = PositionMissile.y - TargetVec3.y, z = PositionMissile.z - TargetVec3.z }
local DirectionRadians = math.atan2( DirectionVector.z, DirectionVector.x ) local DirectionRadians = math.atan2( DirectionVector.z, DirectionVector.x )
--DirectionRadians = DirectionRadians + routines.getNorthCorrection( PositionTarget )
if DirectionRadians < 0 then if DirectionRadians < 0 then
DirectionRadians = DirectionRadians + 2 * math.pi DirectionRadians = DirectionRadians + 2 * math.pi
end end

View File

@@ -1,4 +1,4 @@
--- **Functional** -- Limit the movement of simulaneous moving ground vehicles. --- **Functional** - Limit the movement of simulaneous moving ground vehicles.
-- --
-- === -- ===
-- --
@@ -10,7 +10,8 @@
-- @module Functional.Movement -- @module Functional.Movement
-- @image MOOSE.JPG -- @image MOOSE.JPG
--- @type MOVEMENT ---
-- @type MOVEMENT
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
--- ---
@@ -30,23 +31,23 @@ MOVEMENT = {
function MOVEMENT:New( MovePrefixes, MoveMaximum ) function MOVEMENT:New( MovePrefixes, MoveMaximum )
local self = BASE:Inherit( self, BASE:New() ) -- #MOVEMENT local self = BASE:Inherit( self, BASE:New() ) -- #MOVEMENT
self:F( { MovePrefixes, MoveMaximum } ) self:F( { MovePrefixes, MoveMaximum } )
if type( MovePrefixes ) == 'table' then if type( MovePrefixes ) == 'table' then
self.MovePrefixes = MovePrefixes self.MovePrefixes = MovePrefixes
else else
self.MovePrefixes = { MovePrefixes } self.MovePrefixes = { MovePrefixes }
end end
self.MoveCount = 0 -- The internal counter of the amount of Moveing the has happened since MoveStart. self.MoveCount = 0 -- The internal counter of the amount of Moving the has happened since MoveStart.
self.MoveMaximum = MoveMaximum -- Contains the Maximum amount of units that are allowed to move... self.MoveMaximum = MoveMaximum -- Contains the Maximum amount of units that are allowed to move.
self.AliveUnits = 0 -- Contains the counter how many units are currently alive self.AliveUnits = 0 -- Contains the counter how many units are currently alive.
self.MoveUnits = {} -- Reflects if the Moving for this MovePrefixes is going to be scheduled or not. self.MoveUnits = {} -- Reflects if the Moving for this MovePrefixes is going to be scheduled or not.
self:HandleEvent( EVENTS.Birth ) self:HandleEvent( EVENTS.Birth )
-- self:AddEvent( world.event.S_EVENT_BIRTH, self.OnBirth ) -- self:AddEvent( world.event.S_EVENT_BIRTH, self.OnBirth )
-- --
-- self:EnableEvents() -- self:EnableEvents()
self:ScheduleStart() self:ScheduleStart()
return self return self
@@ -55,7 +56,6 @@ end
--- Call this function to start the MOVEMENT scheduling. --- Call this function to start the MOVEMENT scheduling.
function MOVEMENT:ScheduleStart() function MOVEMENT:ScheduleStart()
self:F() self:F()
--self.MoveFunction = routines.scheduleFunction( self._Scheduler, { self }, timer.getTime() + 1, 120 )
self.MoveFunction = SCHEDULER:New( self, self._Scheduler, {}, 1, 120 ) self.MoveFunction = SCHEDULER:New( self, self._Scheduler, {}, 1, 120 )
end end
@@ -67,7 +67,7 @@ function MOVEMENT:ScheduleStop()
end end
--- Captures the birth events when new Units were spawned. --- Captures the birth events when new Units were spawned.
-- @todo This method should become obsolete. The new @{DATABASE} class will handle the collection administration. -- @todo This method should become obsolete. The global _DATABASE object (an instance of @{Core.Database#DATABASE}) will handle the collection administration.
-- @param #MOVEMENT self -- @param #MOVEMENT self
-- @param Core.Event#EVENTDATA self -- @param Core.Event#EVENTDATA self
function MOVEMENT:OnEventBirth( EventData ) function MOVEMENT:OnEventBirth( EventData )
@@ -86,14 +86,14 @@ function MOVEMENT:OnEventBirth( EventData )
end end
end end
end end
EventData.IniUnit:HandleEvent( EVENTS.DEAD, self.OnDeadOrCrash ) EventData.IniUnit:HandleEvent( EVENTS.DEAD, self.OnDeadOrCrash )
end end
end end
--- Captures the Dead or Crash events when Units crash or are destroyed. --- Captures the Dead or Crash events when Units crash or are destroyed.
-- @todo This method should become obsolete. The new @{DATABASE} class will handle the collection administration. -- @todo This method should become obsolete. The global _DATABASE object (an instance of @{Core.Database#DATABASE}) will handle the collection administration.
function MOVEMENT:OnDeadOrCrash( Event ) function MOVEMENT:OnDeadOrCrash( Event )
self:F( { Event } ) self:F( { Event } )

View File

@@ -1,4 +1,4 @@
--- **Functional** - Rudimentary ATC. --- **Functional** - Basic ATC.
-- --
-- ![Banner Image](..\Presentations\PSEUDOATC\PSEUDOATC_Main.jpg) -- ![Banner Image](..\Presentations\PSEUDOATC\PSEUDOATC_Main.jpg)
-- --
@@ -26,9 +26,9 @@
-- --
-- === -- ===
-- --
-- ### Author: **[funkyfranky](https://forums.eagle.ru/member.php?u=115026)** -- ### Author: **funkyfranky**
-- --
-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536) -- ### Contributions: FlightControl, Applevangelist
-- --
-- ==== -- ====
-- @module Functional.PseudoATC -- @module Functional.PseudoATC
@@ -44,7 +44,8 @@
-- @field #number mrefresh Interval in seconds after which the F10 menu is refreshed. E.g. by the closest airports. Default is 120 sec. -- @field #number mrefresh Interval in seconds after which the F10 menu is refreshed. E.g. by the closest airports. Default is 120 sec.
-- @field #number talt Interval in seconds between reporting altitude until touchdown. Default 3 sec. -- @field #number talt Interval in seconds between reporting altitude until touchdown. Default 3 sec.
-- @field #boolean chatty Display some messages on events like take-off and touchdown. -- @field #boolean chatty Display some messages on events like take-off and touchdown.
-- @field #boolean eventsmoose If true, events are handled by MOOSE. If false, events are handled directly by DCS eventhandler. -- @field #boolean eventsmoose [Deprecated] If true, events are handled by MOOSE. If false, events are handled directly by DCS eventhandler.
-- @field #boolean reportplayername If true, use playername not callsign on callouts
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
--- Adds some rudimentary ATC functionality via the radio menu. --- Adds some rudimentary ATC functionality via the radio menu.
@@ -88,6 +89,7 @@ PSEUDOATC={
talt=3, talt=3,
chatty=true, chatty=true,
eventsmoose=true, eventsmoose=true,
reportplayername = false,
} }
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -98,13 +100,14 @@ PSEUDOATC.id="PseudoATC | "
--- PSEUDOATC version. --- PSEUDOATC version.
-- @field #number version -- @field #number version
PSEUDOATC.version="0.9.2" PSEUDOATC.version="0.10.5"
----------------------------------------------------------------------------------------------------------------------------------------- -----------------------------------------------------------------------------------------------------------------------------------------
-- TODO list -- TODO list
-- DONE: Add takeoff event. -- DONE: Add takeoff event.
-- DONE: Add user functions. -- DONE: Add user functions.
-- DONE: Refactor to use Moose event handling only
----------------------------------------------------------------------------------------------------------------------------------------- -----------------------------------------------------------------------------------------------------------------------------------------
@@ -129,23 +132,14 @@ function PSEUDOATC:Start()
self:F() self:F()
-- Debug info -- Debug info
self:E(PSEUDOATC.id.."Starting PseudoATC") self:I(PSEUDOATC.id.."Starting PseudoATC")
-- Handle events. -- Handle events.
if self.eventsmoose then self:HandleEvent(EVENTS.Birth, self._OnBirth)
self:T(PSEUDOATC.id.."Events are handled by MOOSE.") self:HandleEvent(EVENTS.Land, self._PlayerLanded)
self:HandleEvent(EVENTS.Birth, self._OnBirth) self:HandleEvent(EVENTS.Takeoff, self._PlayerTakeOff)
self:HandleEvent(EVENTS.Land, self._PlayerLanded) self:HandleEvent(EVENTS.PlayerLeaveUnit, self._PlayerLeft)
self:HandleEvent(EVENTS.Takeoff, self._PlayerTakeOff) self:HandleEvent(EVENTS.Crash, self._PlayerLeft)
self:HandleEvent(EVENTS.PlayerLeaveUnit, self._PlayerLeft)
self:HandleEvent(EVENTS.Crash, self._PlayerLeft)
--self:HandleEvent(EVENTS.Ejection, self._PlayerLeft)
--self:HandleEvent(EVENTS.PilotDead, self._PlayerLeft)
else
self:T(PSEUDOATC.id.."Events are handled by DCS.")
-- Events are handled directly by DCS.
world.addEventHandler(self)
end
end end
@@ -183,6 +177,13 @@ function PSEUDOATC:SetMessageDuration(duration)
self.mdur=duration or 30 self.mdur=duration or 30
end end
--- Use player name, not call sign, in callouts
-- @param #PSEUDOATC self
function PSEUDOATC:SetReportPlayername()
self.reportplayername = true
return self
end
--- Set time interval after which the F10 radio menu is refreshed. --- Set time interval after which the F10 radio menu is refreshed.
-- @param #PSEUDOATC self -- @param #PSEUDOATC self
-- @param #number interval Interval in seconds. Default is every 120 sec. -- @param #number interval Interval in seconds. Default is every 120 sec.
@@ -190,7 +191,7 @@ function PSEUDOATC:SetMenuRefresh(interval)
self.mrefresh=interval or 120 self.mrefresh=interval or 120
end end
--- Enable/disable event handling by MOOSE or DCS. --- [Deprecated] Enable/disable event handling by MOOSE or DCS.
-- @param #PSEUDOATC self -- @param #PSEUDOATC self
-- @param #boolean switch If true, events are handled by MOOSE (default). If false, events are handled directly by DCS. -- @param #boolean switch If true, events are handled by MOOSE (default). If false, events are handled directly by DCS.
function PSEUDOATC:SetEventsMoose(switch) function PSEUDOATC:SetEventsMoose(switch)
@@ -207,84 +208,6 @@ end
----------------------------------------------------------------------------------------------------------------------------------------- -----------------------------------------------------------------------------------------------------------------------------------------
-- Event Handling -- Event Handling
--- Event handler for suppressed groups.
--@param #PSEUDOATC self
--@param #table Event Event data table. Holds event.id, event.initiator and event.target etc.
function PSEUDOATC:onEvent(Event)
if Event == nil or Event.initiator == nil or Unit.getByName(Event.initiator:getName()) == nil then
return true
end
local DCSiniunit = Event.initiator
local DCSplace = Event.place
local DCSsubplace = Event.subplace
local EventData={}
local _playerunit=nil
local _playername=nil
if Event.initiator then
EventData.IniUnitName = Event.initiator:getName()
EventData.IniDCSGroup = Event.initiator:getGroup()
EventData.IniGroupName = Event.initiator:getGroup():getName()
-- Get player unit and name. This returns nil,nil if the event was not fired by a player unit. And these are the only events we are interested in.
_playerunit, _playername = self:_GetPlayerUnitAndName(EventData.IniUnitName)
end
if Event.place then
EventData.Place=Event.place
EventData.PlaceName=Event.place:getName()
end
if Event.subplace then
EventData.SubPlace=Event.subplace
EventData.SubPlaceName=Event.subplace:getName()
end
-- Event info.
self:T3(PSEUDOATC.id..string.format("EVENT: Event in onEvent with ID = %s", tostring(Event.id)))
self:T3(PSEUDOATC.id..string.format("EVENT: Ini unit = %s" , tostring(EventData.IniUnitName)))
self:T3(PSEUDOATC.id..string.format("EVENT: Ini group = %s" , tostring(EventData.IniGroupName)))
self:T3(PSEUDOATC.id..string.format("EVENT: Ini player = %s" , tostring(_playername)))
self:T3(PSEUDOATC.id..string.format("EVENT: Place = %s" , tostring(EventData.PlaceName)))
self:T3(PSEUDOATC.id..string.format("EVENT: SubPlace = %s" , tostring(EventData.SubPlaceName)))
-- Event birth.
if Event.id == world.event.S_EVENT_BIRTH and _playername then
self:_OnBirth(EventData)
end
-- Event takeoff.
if Event.id == world.event.S_EVENT_TAKEOFF and _playername and EventData.Place then
self:_PlayerTakeOff(EventData)
end
-- Event land.
if Event.id == world.event.S_EVENT_LAND and _playername and EventData.Place then
self:_PlayerLanded(EventData)
end
-- Event player left unit
if Event.id == world.event.S_EVENT_PLAYER_LEAVE_UNIT and _playername then
self:_PlayerLeft(EventData)
end
-- Event crash ==> player left unit
if Event.id == world.event.S_EVENT_CRASH and _playername then
self:_PlayerLeft(EventData)
end
--[[
-- Event eject ==> player left unit
if Event.id == world.event.S_EVENT_EJECTION and _playername then
self:_PlayerLeft(EventData)
end
-- Event pilot dead ==> player left unit
if Event.id == world.event.S_EVENT_PILOT_DEAD and _playername then
self:_PlayerLeft(EventData)
end
]]
end
--- Function called my MOOSE event handler when a player enters a unit. --- Function called my MOOSE event handler when a player enters a unit.
-- @param #PSEUDOATC self -- @param #PSEUDOATC self
@@ -294,7 +217,9 @@ function PSEUDOATC:_OnBirth(EventData)
-- Get unit and player. -- Get unit and player.
local _unitName=EventData.IniUnitName local _unitName=EventData.IniUnitName
local _unit, _playername=self:_GetPlayerUnitAndName(_unitName) --local _unit, _playername=self:_GetPlayerUnitAndName(_unitName)
local _unit = EventData.IniUnit
local _playername = EventData.IniPlayerName
-- Check if a player entered. -- Check if a player entered.
if _unit and _playername then if _unit and _playername then
@@ -311,7 +236,10 @@ function PSEUDOATC:_PlayerLeft(EventData)
-- Get unit and player. -- Get unit and player.
local _unitName=EventData.IniUnitName local _unitName=EventData.IniUnitName
local _unit, _playername=self:_GetPlayerUnitAndName(_unitName) --local _unit, _playername=self:_GetPlayerUnitAndName(_unitName)
local _unit = EventData.IniUnit
local _playername = EventData.IniPlayerName
-- Check if a player left. -- Check if a player left.
if _unit and _playername then if _unit and _playername then
@@ -326,18 +254,16 @@ function PSEUDOATC:_PlayerLanded(EventData)
self:F({EventData=EventData}) self:F({EventData=EventData})
-- Get unit, player and place. -- Get unit, player and place.
local _unitName=EventData.IniUnitName local _unitName=EventData.IniUnitName
local _unit, _playername=self:_GetPlayerUnitAndName(_unitName) local _unit = EventData.IniUnit
local _playername = EventData.IniPlayerName
--local _unit, _playername=self:_GetPlayerUnitAndName(_unitName)
local _base=nil local _base=nil
local _baseName=nil local _baseName=nil
if EventData.place then if EventData.place then
_base=EventData.place _base=EventData.place
_baseName=EventData.place:getName() _baseName=EventData.place:getName()
end end
-- if EventData.subplace then
-- local _subPlace=EventData.subplace
-- local _subPlaceName=EventData.subplace:getName()
-- end
-- Call landed function. -- Call landed function.
if _unit and _playername and _base then if _unit and _playername and _base then
@@ -352,8 +278,10 @@ function PSEUDOATC:_PlayerTakeOff(EventData)
self:F({EventData=EventData}) self:F({EventData=EventData})
-- Get unit, player and place. -- Get unit, player and place.
local _unitName=EventData.IniUnitName local _unitName=EventData.IniUnitName
local _unit,_playername=self:_GetPlayerUnitAndName(_unitName) local _unit = EventData.IniUnit
local _playername = EventData.IniPlayerName
--local _unit,_playername=self:_GetPlayerUnitAndName(_unitName)
local _base=nil local _base=nil
local _baseName=nil local _baseName=nil
if EventData.place then if EventData.place then
@@ -441,14 +369,15 @@ function PSEUDOATC:PlayerLanded(unit, place)
local group=unit:GetGroup() local group=unit:GetGroup()
local GID=group:GetID() local GID=group:GetID()
local UID=unit:GetDCSObject():getID() local UID=unit:GetDCSObject():getID()
local PlayerName=self.group[GID].player[UID].playername local PlayerName = unit:GetPlayerName() or "Ghost"
local UnitName=self.group[GID].player[UID].unitname local UnitName = unit:GetName() or "Ghostplane"
local GroupName=self.group[GID].player[UID].groupname local GroupName = group:GetName() or "Ghostgroup"
if self.Debug then
-- Debug message. -- Debug message.
local text=string.format("Player %s in unit %s of group %s (id=%d) landed at %s.", PlayerName, UnitName, GroupName, GID, place) local text=string.format("Player %s in unit %s of group %s landed at %s.", PlayerName, UnitName, GroupName, place)
self:T(PSEUDOATC.id..text) self:T(PSEUDOATC.id..text)
MESSAGE:New(text, 30):ToAllIf(self.Debug) MESSAGE:New(text, 30):ToAllIf(self.Debug)
end
-- Stop altitude reporting timer if its activated. -- Stop altitude reporting timer if its activated.
self:AltitudeTimerStop(GID,UID) self:AltitudeTimerStop(GID,UID)
@@ -470,21 +399,22 @@ function PSEUDOATC:PlayerTakeOff(unit, place)
-- Gather some information. -- Gather some information.
local group=unit:GetGroup() local group=unit:GetGroup()
local GID=group:GetID() local PlayerName = unit:GetPlayerName() or "Ghost"
local UID=unit:GetDCSObject():getID() local UnitName = unit:GetName() or "Ghostplane"
local PlayerName=self.group[GID].player[UID].playername local GroupName = group:GetName() or "Ghostgroup"
local CallSign=self.group[GID].player[UID].callsign local CallSign = unit:GetCallsign() or "Ghost11"
local UnitName=self.group[GID].player[UID].unitname if self.Debug then
local GroupName=self.group[GID].player[UID].groupname -- Debug message.
local text=string.format("Player %s in unit %s of group %s took off at %s.", PlayerName, UnitName, GroupName, place)
-- Debug message. self:T(PSEUDOATC.id..text)
local text=string.format("Player %s in unit %s of group %s (id=%d) took off at %s.", PlayerName, UnitName, GroupName, GID, place) MESSAGE:New(text, 30):ToAllIf(self.Debug)
self:T(PSEUDOATC.id..text) end
MESSAGE:New(text, 30):ToAllIf(self.Debug)
-- Bye-Bye message. -- Bye-Bye message.
if place and self.chatty then if place and self.chatty then
local text=string.format("%s, %s, you are airborne. Have a safe trip!", place, CallSign) local text=string.format("%s, %s, you are airborne. Have a safe trip!", place, CallSign)
if self.reportplayername then
text=string.format("%s, %s, you are airborne. Have a safe trip!", place, PlayerName)
end
MESSAGE:New(text, self.mdur):ToGroup(group) MESSAGE:New(text, self.mdur):ToGroup(group)
end end
@@ -501,7 +431,7 @@ function PSEUDOATC:PlayerLeft(unit)
local GID=group:GetID() local GID=group:GetID()
local UID=unit:GetDCSObject():getID() local UID=unit:GetDCSObject():getID()
if self.group[GID].player[UID] then if self.group[GID] and self.group[GID].player and self.group[GID].player[UID] then
local PlayerName=self.group[GID].player[UID].playername local PlayerName=self.group[GID].player[UID].playername
local CallSign=self.group[GID].player[UID].callsign local CallSign=self.group[GID].player[UID].callsign
local UnitName=self.group[GID].player[UID].unitname local UnitName=self.group[GID].player[UID].unitname
@@ -687,7 +617,9 @@ function PSEUDOATC:MenuWaypoints(GID, UID)
-- Position of Waypoint -- Position of Waypoint
local pos=COORDINATE:New(wp.x, wp.alt, wp.y) local pos=COORDINATE:New(wp.x, wp.alt, wp.y)
local name=string.format("Waypoint %d", i-1) local name=string.format("Waypoint %d", i-1)
if wp.name and wp.name ~= "" then
name = string.format("Waypoint %s",wp.name)
end
-- "F10/PseudoATC/Waypoints/Waypoint X" -- "F10/PseudoATC/Waypoints/Waypoint X"
local submenu=missionCommands.addSubMenuForGroup(GID, name, self.group[GID].player[UID].menu_waypoints) local submenu=missionCommands.addSubMenuForGroup(GID, name, self.group[GID].player[UID].menu_waypoints)
@@ -844,7 +776,8 @@ function PSEUDOATC:ReportHeight(GID, UID, dt, _clear)
local position=unit:GetCoordinate() local position=unit:GetCoordinate()
local height=get_AGL(position) local height=get_AGL(position)
local callsign=unit:GetCallsign() local callsign=unit:GetCallsign()
local PlayerName=self.group[GID].player[UID].playername
-- Settings. -- Settings.
local settings=_DATABASE:GetPlayerSettings(self.group[GID].player[UID].playername) or _SETTINGS --Core.Settings#SETTINGS local settings=_DATABASE:GetPlayerSettings(self.group[GID].player[UID].playername) or _SETTINGS --Core.Settings#SETTINGS
@@ -856,7 +789,9 @@ function PSEUDOATC:ReportHeight(GID, UID, dt, _clear)
-- Message text. -- Message text.
local _text=string.format("%s, your altitude is %s AGL.", callsign, Hs) local _text=string.format("%s, your altitude is %s AGL.", callsign, Hs)
if self.reportplayername then
_text=string.format("%s, your altitude is %s AGL.", PlayerName, Hs)
end
-- Append flight level. -- Append flight level.
if _clear==false then if _clear==false then
_text=_text..string.format(" FL%03d.", position.y/30.48) _text=_text..string.format(" FL%03d.", position.y/30.48)
@@ -901,7 +836,7 @@ function PSEUDOATC:AltitudeTimeStart(GID, UID)
self:T(PSEUDOATC.id..string.format("Starting altitude report timer for player ID %d.", UID)) self:T(PSEUDOATC.id..string.format("Starting altitude report timer for player ID %d.", UID))
-- Start timer. Altitude is reported every ~3 seconds. -- Start timer. Altitude is reported every ~3 seconds.
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) self.group[GID].player[UID].altimer, self.group[GID].player[UID].altimerid=SCHEDULER:New(nil, self.ReportHeight, {self, GID, UID, 1, true}, 1, 3)
end end
--- Stop/destroy DCS scheduler function for reporting altitude. --- Stop/destroy DCS scheduler function for reporting altitude.

View File

@@ -33,25 +33,20 @@
-- --
-- === -- ===
-- --
-- ## Missions: -- ## Additional Material:
-- --
-- ### [RAT - Random Air Traffic](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/RAT%20-%20Random%20Air%20Traffic) -- * **Demo Missions:** [GitHub](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Functional/RAT)
-- * **YouTube videos:** [Random Air Traffic](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl0u4Zxywtg-mx_ov4vi68CO)
-- * **Guides:** None
-- --
-- === -- ===
-- --
-- # YouTube Channel -- ### Author: **funkyfranky**
-- --
-- ### [MOOSE YouTube Channel](https://www.youtube.com/channel/UCjrA9j5LQoWsG4SpS8i79Qg) -- ### Contributions: FlightControl
-- ### [MOOSE - RAT - Random Air Traffic](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl0u4Zxywtg-mx_ov4vi68CO)
-- --
-- === -- ===
-- -- @module Functional.RAT
-- ### Author: **[funkyfranky](https://forums.eagle.ru/member.php?u=115026)**
--
-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536)
--
-- ===
-- @module Functional.Rat
-- @image RAT.JPG -- @image RAT.JPG
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -170,7 +165,7 @@
-- --
-- * A specific departure and/or destination airport can be chosen. -- * A specific departure and/or destination airport can be chosen.
-- * Valid coalitions can be set, e.g. only red, blue or neutral, all three "colours". -- * Valid coalitions can be set, e.g. only red, blue or neutral, all three "colours".
-- * It is possible to start in air within a zone defined in the mission editor or within a zone above an airport of the map. -- * It is possible to start in air within a zone or within a zone above an airport of the map.
-- --
-- ## Flight Plan -- ## Flight Plan
-- --
@@ -225,7 +220,7 @@
-- --
-- * Landing: When an aircraft tries to land at an airport where it does not have a valid parking spot, it is immidiately despawned the moment its wheels touch the runway, i.e. -- * Landing: When an aircraft tries to land at an airport where it does not have a valid parking spot, it is immidiately despawned the moment its wheels touch the runway, i.e.
-- when a landing event is triggered. This leads to the loss of the RAT aircraft. On possible way to circumvent the this problem is to let another RAT aircraft spawn at landing -- when a landing event is triggered. This leads to the loss of the RAT aircraft. On possible way to circumvent the this problem is to let another RAT aircraft spawn at landing
-- and not when it shuts down its engines. See the @{RAT.RespawnAfterLanding}() function. -- and not when it shuts down its engines. See the @{#RAT.RespawnAfterLanding}() function.
-- * Spawning: When a big aircraft is dynamically spawned on a small airbase a few things can go wrong. For example, it could be spawned at a parking spot with a shelter. -- * Spawning: When a big aircraft is dynamically spawned on a small airbase a few things can go wrong. For example, it could be spawned at a parking spot with a shelter.
-- Or it could be damaged by a scenery object when it is taxiing out to the runway, or it could overlap with other aircraft on parking spots near by. -- Or it could be damaged by a scenery object when it is taxiing out to the runway, or it could overlap with other aircraft on parking spots near by.
-- --
@@ -1179,13 +1174,13 @@ function RAT:SetTakeoffAir()
return self return self
end end
--- Set possible departure ports. This can be an airport or a zone defined in the mission editor. --- Set possible departure ports. This can be an airport or a zone.
-- @param #RAT self -- @param #RAT self
-- @param #string departurenames Name or table of names of departure airports or zones. -- @param #string departurenames Name or table of names of departure airports or zones.
-- @return #RAT RAT self object. -- @return #RAT RAT self object.
-- @usage RAT:SetDeparture("Sochi-Adler") will spawn RAT objects at Sochi-Adler airport. -- @usage RAT:SetDeparture("Sochi-Adler") will spawn RAT objects at Sochi-Adler airport.
-- @usage RAT:SetDeparture({"Sochi-Adler", "Gudauta"}) will spawn RAT aircraft radomly at Sochi-Adler or Gudauta airport. -- @usage RAT:SetDeparture({"Sochi-Adler", "Gudauta"}) will spawn RAT aircraft radomly at Sochi-Adler or Gudauta airport.
-- @usage RAT:SetDeparture({"Zone A", "Gudauta"}) will spawn RAT aircraft in air randomly within Zone A, which has to be defined in the mission editor, or within a zone around Gudauta airport. Note that this also requires RAT:takeoff("air") to be set. -- @usage RAT:SetDeparture({"Zone A", "Gudauta"}) will spawn RAT aircraft in air randomly within Zone A, or within a zone around Gudauta airport. Note that this also requires RAT:takeoff("air") to be set.
function RAT:SetDeparture(departurenames) function RAT:SetDeparture(departurenames)
self:F2(departurenames) self:F2(departurenames)
@@ -2474,11 +2469,11 @@ end
-- @param #RAT self -- @param #RAT self
-- @param #number takeoff Takeoff type. Could also be air start. -- @param #number takeoff Takeoff type. Could also be air start.
-- @param #number landing Landing type. Could also be a destination in air. -- @param #number landing Landing type. Could also be a destination in air.
-- @param Wrapper.Airport#AIRBASE _departure (Optional) Departure airbase. -- @param Wrapper.Airbase#AIRBASE _departure (Optional) Departure airbase.
-- @param Wrapper.Airport#AIRBASE _destination (Optional) Destination airbase. -- @param Wrapper.Airbase#AIRBASE _destination (Optional) Destination airbase.
-- @param #table _waypoint Initial waypoint. -- @param #table _waypoint Initial waypoint.
-- @return Wrapper.Airport#AIRBASE Departure airbase. -- @return Wrapper.Airbase#AIRBASE Departure airbase.
-- @return Wrapper.Airport#AIRBASE Destination airbase. -- @return Wrapper.Airbase#AIRBASE Destination airbase.
-- @return #table Table of flight plan waypoints. -- @return #table Table of flight plan waypoints.
-- @return #nil If no valid departure or destination airport could be found. -- @return #nil If no valid departure or destination airport could be found.
function RAT:_SetRoute(takeoff, landing, _departure, _destination, _waypoint) function RAT:_SetRoute(takeoff, landing, _departure, _destination, _waypoint)
@@ -2537,7 +2532,7 @@ function RAT:_SetRoute(takeoff, landing, _departure, _destination, _waypoint)
end end
elseif self:_ZoneExists(_departure) then elseif self:_ZoneExists(_departure) then
-- If it's not an airport, check whether it's a zone. -- If it's not an airport, check whether it's a zone.
departure=ZONE:New(_departure) departure=ZONE:FindByName(_departure)
else else
local text=string.format("ERROR! Specified departure airport %s does not exist for %s.", _departure, self.alias) local text=string.format("ERROR! Specified departure airport %s does not exist for %s.", _departure, self.alias)
self:E(RAT.id..text) self:E(RAT.id..text)
@@ -2635,7 +2630,7 @@ function RAT:_SetRoute(takeoff, landing, _departure, _destination, _waypoint)
end end
elseif self:_ZoneExists(_destination) then elseif self:_ZoneExists(_destination) then
destination=ZONE:New(_destination) destination=ZONE:FindByName(_destination)
else else
local text=string.format("ERROR: Specified destination airport/zone %s does not exist for %s!", _destination, self.alias) local text=string.format("ERROR: Specified destination airport/zone %s does not exist for %s!", _destination, self.alias)
self:E(RAT.id.."ERROR: "..text) self:E(RAT.id.."ERROR: "..text)
@@ -3142,7 +3137,7 @@ function RAT:_PickDeparture(takeoff)
end end
elseif self:_ZoneExists(name) then elseif self:_ZoneExists(name) then
if takeoff==RAT.wp.air then if takeoff==RAT.wp.air then
dep=ZONE:New(name) dep=ZONE:FindByName(name)
else else
self:E(RAT.id..string.format("ERROR! Takeoff is not in air. Cannot use %s as departure.", name)) self:E(RAT.id..string.format("ERROR! Takeoff is not in air. Cannot use %s as departure.", name))
end end
@@ -3254,7 +3249,7 @@ function RAT:_PickDestination(departure, q, minrange, maxrange, random, landing)
end end
elseif self:_ZoneExists(name) then elseif self:_ZoneExists(name) then
if landing==RAT.wp.air then if landing==RAT.wp.air then
dest=ZONE:New(name) dest=ZONE:FindByName(name)
else else
self:E(RAT.id..string.format("ERROR! Landing is not in air. Cannot use zone %s as destination!", name)) self:E(RAT.id..string.format("ERROR! Landing is not in air. Cannot use zone %s as destination!", name))
end end
@@ -3483,7 +3478,7 @@ function RAT:Status(message, forID)
-- Get group. -- Get group.
local group=ratcraft.group --Wrapper.Group#GROUP local group=ratcraft.group --Wrapper.Group#GROUP
if group and group:IsAlive() then if group and group:IsAlive() and (group:GetCoordinate() or group:GetVec3()) then
nalive=nalive+1 nalive=nalive+1
-- Gather some information. -- Gather some information.
@@ -3491,8 +3486,11 @@ function RAT:Status(message, forID)
local life=self:_GetLife(group) local life=self:_GetLife(group)
local fuel=group:GetFuel()*100.0 local fuel=group:GetFuel()*100.0
local airborne=group:InAir() local airborne=group:InAir()
local coords=group:GetCoordinate() local coords=group:GetCoordinate() or group:GetVec3()
local alt=coords.y local alt=1000
if coords then
alt=coords.y or 1000
end
--local vel=group:GetVelocityKMH() --local vel=group:GetVelocityKMH()
local departure=ratcraft.departure:GetName() local departure=ratcraft.departure:GetName()
local destination=ratcraft.destination:GetName() local destination=ratcraft.destination:GetName()
@@ -4602,7 +4600,7 @@ function RAT:_TaskHolding(P1, Altitude, Speed, Duration)
end end
--- Function which is called after passing every waypoint. Info on waypoint is given and special functions are executed. --- Function which is called after passing every waypoint. Info on waypoint is given and special functions are executed.
-- @param Core.Group#GROUP group Group of aircraft. -- @param Wrapper.Group#GROUP group Group of aircraft.
-- @param #RAT rat RAT object. -- @param #RAT rat RAT object.
-- @param #number wp Waypoint index. Running number of the waypoints. Determines the actions to be executed. -- @param #number wp Waypoint index. Running number of the waypoints. Determines the actions to be executed.
function RAT._WaypointFunction(group, rat, wp) function RAT._WaypointFunction(group, rat, wp)
@@ -4927,12 +4925,12 @@ function RAT:_AirportExists(name)
return false return false
end end
--- Test if a trigger zone defined in the mission editor exists. --- Test if a zone exists.
-- @param #RAT self -- @param #RAT self
-- @param #string name -- @param #string name
-- @return #boolean True if zone exsits, false otherwise. -- @return #boolean True if zone exsits, false otherwise.
function RAT:_ZoneExists(name) function RAT:_ZoneExists(name)
local z=trigger.misc.getZone(name) local z=ZONE:FindByName(name) --trigger.misc.getZone(name) as suggested by @Viking on MOOSE discord #rat
if z then if z then
return true return true
end end
@@ -5443,7 +5441,7 @@ function RAT:_ModifySpawnTemplate(waypoints, livery, spawnplace, departure, take
SpawnTemplate.units[UnitID]["onboard_num"] = string.format("%s%d%02d", self.onboardnum, (self.SpawnIndex-1)%10, (self.onboardnum0-1)+UnitID) SpawnTemplate.units[UnitID]["onboard_num"] = string.format("%s%d%02d", self.onboardnum, (self.SpawnIndex-1)%10, (self.onboardnum0-1)+UnitID)
end end
-- Modify coaltion and country of template. -- Modify coalition and country of template.
SpawnTemplate.CoalitionID=self.coalition SpawnTemplate.CoalitionID=self.coalition
if self.country then if self.country then
SpawnTemplate.CountryID=self.country SpawnTemplate.CountryID=self.country
@@ -5490,7 +5488,7 @@ function RAT:_ATCInit(airports_map)
if not RAT.ATC.init then if not RAT.ATC.init then
local text local text
text="Starting RAT ATC.\nSimultanious = "..RAT.ATC.Nclearance.."\n".."Delay = "..RAT.ATC.delay text="Starting RAT ATC.\nSimultanious = "..RAT.ATC.Nclearance.."\n".."Delay = "..RAT.ATC.delay
BASE:T(RAT.id..text) BASE:T(RAT.id..text)
RAT.ATC.init=true RAT.ATC.init=true
for _,ap in pairs(airports_map) do for _,ap in pairs(airports_map) do
local name=ap:GetName() local name=ap:GetName()
@@ -5671,6 +5669,9 @@ function RAT:_ATCClearForLanding(airport, flight)
-- Debug message. -- Debug message.
local text1=string.format("ATC %s: Flight %s cleared for landing (flag=%d).", airport, flight, flagvalue) local text1=string.format("ATC %s: Flight %s cleared for landing (flag=%d).", airport, flight, flagvalue)
if string.find(flight,"#") then
flight = string.match(flight,"^(.+)#")
end
local text2=string.format("ATC %s: Flight %s you are cleared for landing.", airport, flight) local text2=string.format("ATC %s: Flight %s you are cleared for landing.", airport, flight)
BASE:T( RAT.id..text1) BASE:T( RAT.id..text1)
MESSAGE:New(text2, 10):ToAllIf(RAT.ATC.messages) MESSAGE:New(text2, 10):ToAllIf(RAT.ATC.messages)
@@ -5713,6 +5714,9 @@ function RAT:_ATCFlightLanded(name)
local text1=string.format("ATC %s: Flight %s landed. Tholding = %i:%02d, Tfinal = %i:%02d.", dest, name, Thold/60, Thold%60, Tfinal/60, Tfinal%60) local text1=string.format("ATC %s: Flight %s landed. Tholding = %i:%02d, Tfinal = %i:%02d.", dest, name, Thold/60, Thold%60, Tfinal/60, Tfinal%60)
local text2=string.format("ATC %s: Number of flights still on final %d.", dest, RAT.ATC.airport[dest].Nonfinal) local text2=string.format("ATC %s: Number of flights still on final %d.", dest, RAT.ATC.airport[dest].Nonfinal)
local text3=string.format("ATC %s: Traffic report: Number of planes landed in total %d. Flights/hour = %3.2f.", dest, RAT.ATC.airport[dest].traffic, TrafficPerHour) local text3=string.format("ATC %s: Traffic report: Number of planes landed in total %d. Flights/hour = %3.2f.", dest, RAT.ATC.airport[dest].traffic, TrafficPerHour)
if string.find(name,"#") then
name = string.match(name,"^(.+)#")
end
local text4=string.format("ATC %s: Flight %s landed. Welcome to %s.", dest, name, dest) local text4=string.format("ATC %s: Flight %s landed. Welcome to %s.", dest, name, dest)
BASE:T(RAT.id..text1) BASE:T(RAT.id..text1)
BASE:T(RAT.id..text2) BASE:T(RAT.id..text2)
@@ -5826,6 +5830,7 @@ RATMANAGER={
rat={}, rat={},
name={}, name={},
alive={}, alive={},
planned={},
min={}, min={},
nrat=0, nrat=0,
ntot=nil, ntot=nil,
@@ -5874,6 +5879,7 @@ function RATMANAGER:Add(ratobject,min)
self.rat[self.nrat]=ratobject self.rat[self.nrat]=ratobject
self.alive[self.nrat]=0 self.alive[self.nrat]=0
self.planned[self.nrat]=0
self.name[self.nrat]=ratobject.alias self.name[self.nrat]=ratobject.alias
self.min[self.nrat]=min or 1 self.min[self.nrat]=min or 1
@@ -6014,11 +6020,25 @@ function RATMANAGER:_Manage()
for i=1,self.nrat do for i=1,self.nrat do
for j=1,N[i] do for j=1,N[i] do
time=time+self.dTspawn time=time+self.dTspawn
SCHEDULER:New(nil, RAT._SpawnWithRoute, {self.rat[i]}, time) self.planned[i]=self.planned[i]+1
SCHEDULER:New(nil, RATMANAGER._Spawn, {self, i}, time)
end end
end end
end end
--- Instantly starts the RAT manager and spawns the initial random number RAT groups for each RAT object.
-- @param #RATMANAGER self
-- @param #RATMANAGER RATMANAGER self object.
-- @param #number i Index.
function RATMANAGER:_Spawn(i)
local rat=self.rat[i] --#RAT
rat:_SpawnWithRoute()
self.planned[i]=self.planned[i]-1
end
--- Counts the number of alive RAT objects. --- Counts the number of alive RAT objects.
-- @param #RATMANAGER self -- @param #RATMANAGER self
function RATMANAGER:_Count() function RATMANAGER:_Count()
@@ -6047,7 +6067,7 @@ function RATMANAGER:_Count()
ntotal=ntotal+n ntotal=ntotal+n
-- Debug output. -- Debug output.
local text=string.format("Number of alive groups of %s = %d", self.name[i], n) local text=string.format("Number of alive groups of %s = %d, planned=%d", self.name[i], n, self.planned[i])
self:T(RATMANAGER.id..text) self:T(RATMANAGER.id..text)
end end
@@ -6077,9 +6097,10 @@ function RATMANAGER:_RollDice(nrat,ntot,min,alive)
local M={} local M={}
local P={} local P={}
for i=1,nrat do for i=1,nrat do
local a=alive[i]+self.planned[i]
N[#N+1]=0 N[#N+1]=0
M[#M+1]=math.max(alive[i], min[i]) M[#M+1]=math.max(a, min[i])
P[#P+1]=math.max(min[i]-alive[i],0) P[#P+1]=math.max(min[i]-a,0)
end end
-- Min/max group arrays. -- Min/max group arrays.
@@ -6096,7 +6117,7 @@ function RATMANAGER:_RollDice(nrat,ntot,min,alive)
-- Number of new groups to be added. -- Number of new groups to be added.
local nnew=ntot local nnew=ntot
for i=1,nrat do for i=1,nrat do
nnew=nnew-alive[i] nnew=nnew-alive[i]-self.planned[i]
end end
for i=1,nrat-1 do for i=1,nrat-1 do
@@ -6128,7 +6149,7 @@ function RATMANAGER:_RollDice(nrat,ntot,min,alive)
end end
-- Debug info -- Debug info
self:T3(string.format("RATMANAGER: i=%d, alive=%d, min=%d, mini=%d, maxi=%d, add=%d, sumN=%d, sumP=%d", j, alive[j], min[j], mini[j], maxi[j], N[j],sN, sP)) self:T3(string.format("RATMANAGER: i=%d, alive=%d, planned=%d, min=%d, mini=%d, maxi=%d, add=%d, sumN=%d, sumP=%d", j, alive[j], self.planned[i], min[j], mini[j], maxi[j], N[j],sN, sP))
end end
@@ -6143,7 +6164,7 @@ function RATMANAGER:_RollDice(nrat,ntot,min,alive)
-- Debug info -- Debug info
local text=RATMANAGER.id.."\n" local text=RATMANAGER.id.."\n"
for i=1,nrat do for i=1,nrat do
text=text..string.format("%s: i=%d, alive=%d, min=%d, mini=%d, maxi=%d, add=%d\n", self.name[i], i, alive[i], min[i], mini[i], maxi[i], N[i]) text=text..string.format("%s: i=%d, alive=%d, planned=%d, min=%d, mini=%d, maxi=%d, add=%d\n", self.name[i], i, alive[i], self.planned[i], min[i], mini[i], maxi[i], N[i])
end end
text=text..string.format("Total # of groups to add = %d", sum(N, done)) text=text..string.format("Total # of groups to add = %d", sum(N, done))
self:T(text) self:T(text)

File diff suppressed because it is too large Load Diff

View File

@@ -1,4 +1,4 @@
--- **Functional** - Administer the scoring of player achievements, and create a CSV file logging the scoring events for use at team or squadron websites. --- **Functional** - Administer the scoring of player achievements, file and log the scoring events for use at websites.
-- --
-- === -- ===
-- --
@@ -12,14 +12,14 @@
-- * Score the hits and destroys of units. -- * Score the hits and destroys of units.
-- * Score the hits and destroys of statics. -- * Score the hits and destroys of statics.
-- * Score the hits and destroys of scenery. -- * Score the hits and destroys of scenery.
-- * Log scores into a CSV file. -- * (optional) Log scores into a CSV file.
-- * Connect to a remote server using JSON and IP. -- * Connect to a remote server using JSON and IP.
-- --
-- === -- ===
-- --
-- ## Missions: -- ## Missions:
-- --
-- [SCO - Scoring](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SCO%20-%20Scoring) -- [SCO - Scoring](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Functional/Scoring)
-- --
-- === -- ===
-- --
@@ -27,7 +27,7 @@
-- and creates a CSV file logging the scoring events and results for use at team or squadron websites. -- and creates a CSV file logging the scoring events and results for use at team or squadron websites.
-- --
-- SCORING automatically calculates the threat level of the objects hit and destroyed by players, -- SCORING automatically calculates the threat level of the objects hit and destroyed by players,
-- which can be @{Wrapper.Unit}, @{Static) and @{Scenery} objects. -- which can be @{Wrapper.Unit}, @{Wrapper.Static) and @{Scenery} objects.
-- --
-- Positive score points are granted when enemy or neutral targets are destroyed. -- Positive score points are granted when enemy or neutral targets are destroyed.
-- Negative score points or penalties are given when a friendly target is hit or destroyed. -- Negative score points or penalties are given when a friendly target is hit or destroyed.
@@ -59,7 +59,7 @@
-- --
-- ![Banner Image](..\Presentations\SCORING\Dia9.JPG) -- ![Banner Image](..\Presentations\SCORING\Dia9.JPG)
-- --
-- Various @{Zone}s can be defined for which scores are also granted when objects in that @{Zone} are destroyed. -- Various @{Core.Zone}s can be defined for which scores are also granted when objects in that @{Core.Zone} are destroyed.
-- This is **specifically useful** to designate **scenery targets on the map** that will generate points when destroyed. -- This is **specifically useful** to designate **scenery targets on the map** that will generate points when destroyed.
-- --
-- With a small change in MissionScripting.lua, the scoring results can also be logged in a **CSV file**. -- With a small change in MissionScripting.lua, the scoring results can also be logged in a **CSV file**.
@@ -81,7 +81,7 @@
-- --
-- * **Wingthor (TAW)**: Testing & Advice. -- * **Wingthor (TAW)**: Testing & Advice.
-- * **Dutch-Baron (TAW)**: Testing & Advice. -- * **Dutch-Baron (TAW)**: Testing & Advice.
-- * **[Whisper](http://forums.eagle.ru/member.php?u=3829): Testing and Advice. -- * **Whisper**: Testing and Advice.
-- --
-- === -- ===
-- --
@@ -115,7 +115,7 @@
-- --
-- Special targets can be set that will give extra scores to the players when these are destroyed. -- Special targets can be set that will give extra scores to the players when these are destroyed.
-- Use the methods @{#SCORING.AddUnitScore}() and @{#SCORING.RemoveUnitScore}() to specify a special additional score for a specific @{Wrapper.Unit}s. -- Use the methods @{#SCORING.AddUnitScore}() and @{#SCORING.RemoveUnitScore}() to specify a special additional score for a specific @{Wrapper.Unit}s.
-- Use the methods @{#SCORING.AddStaticScore}() and @{#SCORING.RemoveStaticScore}() to specify a special additional score for a specific @{Static}s. -- Use the methods @{#SCORING.AddStaticScore}() and @{#SCORING.RemoveStaticScore}() to specify a special additional score for a specific @{Wrapper.Static}s.
-- Use the method @{#SCORING.SetGroupGroup}() to specify a special additional score for a specific @{Wrapper.Group}s. -- Use the method @{#SCORING.SetGroupGroup}() to specify a special additional score for a specific @{Wrapper.Group}s.
-- --
-- local Scoring = SCORING:New( "Scoring File" ) -- local Scoring = SCORING:New( "Scoring File" )
@@ -131,11 +131,11 @@
-- # Define destruction zones that will give extra scores: -- # Define destruction zones that will give extra scores:
-- --
-- Define zones of destruction. Any object destroyed within the zone of the given category will give extra points. -- Define zones of destruction. Any object destroyed within the zone of the given category will give extra points.
-- Use the method @{#SCORING.AddZoneScore}() to add a @{Zone} for additional scoring. -- Use the method @{#SCORING.AddZoneScore}() to add a @{Core.Zone} for additional scoring.
-- Use the method @{#SCORING.RemoveZoneScore}() to remove a @{Zone} for additional scoring. -- Use the method @{#SCORING.RemoveZoneScore}() to remove a @{Core.Zone} for additional scoring.
-- There are interesting variations that can be achieved with this functionality. For example, if the @{Zone} is a @{Core.Zone#ZONE_UNIT}, -- There are interesting variations that can be achieved with this functionality. For example, if the @{Core.Zone} is a @{Core.Zone#ZONE_UNIT},
-- then the zone is a moving zone, and anything destroyed within that @{Zone} will generate points. -- then the zone is a moving zone, and anything destroyed within that @{Core.Zone} will generate points.
-- The other implementation could be to designate a scenery target (a building) in the mission editor surrounded by a @{Zone}, -- The other implementation could be to designate a scenery target (a building) in the mission editor surrounded by a @{Core.Zone},
-- just large enough around that building. -- just large enough around that building.
-- --
-- # Add extra Goal scores upon an event or a condition: -- # Add extra Goal scores upon an event or a condition:
@@ -225,6 +225,8 @@ SCORING = {
ClassName = "SCORING", ClassName = "SCORING",
ClassID = 0, ClassID = 0,
Players = {}, Players = {},
AutoSave = true,
version = "1.17.1"
} }
local _SCORINGCoalition = { local _SCORINGCoalition = {
@@ -274,9 +276,15 @@ function SCORING:New( GameName )
self:SetMessagesZone( true ) self:SetMessagesZone( true )
-- Scales -- Scales
self:SetScaleDestroyScore( 10 ) self:SetScaleDestroyScore( 10 )
self:SetScaleDestroyPenalty( 30 ) self:SetScaleDestroyPenalty( 30 )
-- Hitting a target multiple times before destoying it should not result in a higger score
-- Multiple hits is typically a results of bombs/missles missing their target but still inflict some spash damage
-- Making this configurable to anyone can enable this anyway if they want
self:SetScoreIncrementOnHit(0)
-- Default fratricide penalty level (maximum penalty that can be assigned to a player before he gets kicked). -- Default fratricide penalty level (maximum penalty that can be assigned to a player before he gets kicked).
self:SetFratricide( self.ScaleDestroyPenalty * 3 ) self:SetFratricide( self.ScaleDestroyPenalty * 3 )
self.penaltyonfratricide = true self.penaltyonfratricide = true
@@ -306,6 +314,7 @@ function SCORING:New( GameName )
end ) end )
-- Create the CSV file. -- Create the CSV file.
self.AutoSave = true
self:OpenCSV( GameName ) self:OpenCSV( GameName )
return self return self
@@ -373,11 +382,11 @@ function SCORING:RemoveUnitScore( ScoreUnit )
return self return self
end end
--- Add a @{Static} for additional scoring when the @{Static} is destroyed. --- Add a @{Wrapper.Static} for additional scoring when the @{Wrapper.Static} is destroyed.
-- Note that if there was already a @{Static} declared within the scoring with the same name, -- Note that if there was already a @{Wrapper.Static} declared within the scoring with the same name,
-- then the old @{Static} will be replaced with the new @{Static}. -- then the old @{Wrapper.Static} will be replaced with the new @{Wrapper.Static}.
-- @param #SCORING self -- @param #SCORING self
-- @param Wrapper.Static#UNIT ScoreStatic The @{Static} for which the Score needs to be given. -- @param Wrapper.Static#UNIT ScoreStatic The @{Wrapper.Static} for which the Score needs to be given.
-- @param #number Score The Score value. -- @param #number Score The Score value.
-- @return #SCORING -- @return #SCORING
function SCORING:AddStaticScore( ScoreStatic, Score ) function SCORING:AddStaticScore( ScoreStatic, Score )
@@ -389,9 +398,9 @@ function SCORING:AddStaticScore( ScoreStatic, Score )
return self return self
end end
--- Removes a @{Static} for additional scoring when the @{Static} is destroyed. --- Removes a @{Wrapper.Static} for additional scoring when the @{Wrapper.Static} is destroyed.
-- @param #SCORING self -- @param #SCORING self
-- @param Wrapper.Static#UNIT ScoreStatic The @{Static} for which the Score needs to be given. -- @param Wrapper.Static#UNIT ScoreStatic The @{Wrapper.Static} for which the Score needs to be given.
-- @return #SCORING -- @return #SCORING
function SCORING:RemoveStaticScore( ScoreStatic ) function SCORING:RemoveStaticScore( ScoreStatic )
@@ -419,11 +428,11 @@ function SCORING:AddScoreGroup( ScoreGroup, Score )
return self return self
end end
--- Add a @{Zone} to define additional scoring when any object is destroyed in that zone. --- Add a @{Core.Zone} to define additional scoring when any object is destroyed in that zone.
-- Note that if a @{Zone} with the same name is already within the scoring added, the @{Zone} (type) and Score will be replaced! -- Note that if a @{Core.Zone} with the same name is already within the scoring added, the @{Core.Zone} (type) and Score will be replaced!
-- This allows for a dynamic destruction zone evolution within your mission. -- This allows for a dynamic destruction zone evolution within your mission.
-- @param #SCORING self -- @param #SCORING self
-- @param Core.Zone#ZONE_BASE ScoreZone The @{Zone} which defines the destruction score perimeters. -- @param Core.Zone#ZONE_BASE ScoreZone The @{Core.Zone} which defines the destruction score perimeters.
-- Note that a zone can be a polygon or a moving zone. -- Note that a zone can be a polygon or a moving zone.
-- @param #number Score The Score value. -- @param #number Score The Score value.
-- @return #SCORING -- @return #SCORING
@@ -438,11 +447,11 @@ function SCORING:AddZoneScore( ScoreZone, Score )
return self return self
end end
--- Remove a @{Zone} for additional scoring. --- Remove a @{Core.Zone} for additional scoring.
-- The scoring will search if any @{Zone} is added with the given name, and will remove that zone from the scoring. -- The scoring will search if any @{Core.Zone} is added with the given name, and will remove that zone from the scoring.
-- This allows for a dynamic destruction zone evolution within your mission. -- This allows for a dynamic destruction zone evolution within your mission.
-- @param #SCORING self -- @param #SCORING self
-- @param Core.Zone#ZONE_BASE ScoreZone The @{Zone} which defines the destruction score perimeters. -- @param Core.Zone#ZONE_BASE ScoreZone The @{Core.Zone} which defines the destruction score perimeters.
-- Note that a zone can be a polygon or a moving zone. -- Note that a zone can be a polygon or a moving zone.
-- @return #SCORING -- @return #SCORING
function SCORING:RemoveZoneScore( ScoreZone ) function SCORING:RemoveZoneScore( ScoreZone )
@@ -464,6 +473,16 @@ function SCORING:SetMessagesHit( OnOff )
return self return self
end end
--- Configure to increment score after a target has been hit.
-- @param #SCORING self
-- @param #number score amount of point to inclement score on each hit
-- @return #SCORING
function SCORING:SetScoreIncrementOnHit( score )
self.ScoreIncrementOnHit = score
return self
end
--- If to send messages after a target has been hit. --- If to send messages after a target has been hit.
-- @param #SCORING self -- @param #SCORING self
-- @return #boolean -- @return #boolean
@@ -657,7 +676,7 @@ function SCORING:_AddPlayerFromUnit( UnitData )
self.Players[PlayerName].Penalty = self.Players[PlayerName].Penalty + self.CoalitionChangePenalty or 50 self.Players[PlayerName].Penalty = self.Players[PlayerName].Penalty + self.CoalitionChangePenalty or 50
self.Players[PlayerName].PenaltyCoalition = self.Players[PlayerName].PenaltyCoalition + 1 self.Players[PlayerName].PenaltyCoalition = self.Players[PlayerName].PenaltyCoalition + 1
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' changed coalition from " .. _SCORINGCoalition[self.Players[PlayerName].UnitCoalition] .. " to " .. _SCORINGCoalition[UnitCoalition] .. MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' changed coalition from " .. _SCORINGCoalition[self.Players[PlayerName].UnitCoalition] .. " to " .. _SCORINGCoalition[UnitCoalition] ..
"(changed " .. self.Players[PlayerName].PenaltyCoalition .. " times the coalition). ".. self.CoalitionChangePenalty .."Penalty points added.", "(changed " .. self.Players[PlayerName].PenaltyCoalition .. " times the coalition). ".. self.CoalitionChangePenalty .." penalty points added.",
MESSAGE.Type.Information MESSAGE.Type.Information
):ToAll() ):ToAll()
self:ScoreCSV( PlayerName, "", "COALITION_PENALTY", 1, -1*self.CoalitionChangePenalty, self.Players[PlayerName].UnitName, _SCORINGCoalition[self.Players[PlayerName].UnitCoalition], _SCORINGCategory[self.Players[PlayerName].UnitCategory], self.Players[PlayerName].UnitType, self:ScoreCSV( PlayerName, "", "COALITION_PENALTY", 1, -1*self.CoalitionChangePenalty, self.Players[PlayerName].UnitName, _SCORINGCoalition[self.Players[PlayerName].UnitCoalition], _SCORINGCategory[self.Players[PlayerName].UnitCategory], self.Players[PlayerName].UnitType,
@@ -713,11 +732,11 @@ function SCORING:AddGoalScorePlayer( PlayerName, GoalTag, Text, Score )
PlayerData.Goals[GoalTag] = PlayerData.Goals[GoalTag] or { Score = 0 } PlayerData.Goals[GoalTag] = PlayerData.Goals[GoalTag] or { Score = 0 }
PlayerData.Goals[GoalTag].Score = PlayerData.Goals[GoalTag].Score + Score PlayerData.Goals[GoalTag].Score = PlayerData.Goals[GoalTag].Score + Score
PlayerData.Score = PlayerData.Score + Score PlayerData.Score = PlayerData.Score + Score
if Text then
MESSAGE:NewType( self.DisplayMessagePrefix .. Text, MESSAGE:NewType( self.DisplayMessagePrefix .. Text,
MESSAGE.Type.Information ) MESSAGE.Type.Information )
:ToAll() :ToAll()
end
self:ScoreCSV( PlayerName, "", "GOAL_" .. string.upper( GoalTag ), 1, Score, nil ) self:ScoreCSV( PlayerName, "", "GOAL_" .. string.upper( GoalTag ), 1, Score, nil )
end end
end end
@@ -736,7 +755,7 @@ function SCORING:AddGoalScore( PlayerUnit, GoalTag, Text, Score )
local PlayerName = PlayerUnit:GetPlayerName() local PlayerName = PlayerUnit:GetPlayerName()
self:F( { PlayerUnit.UnitName, PlayerName, GoalTag, Text, Score } ) self:T2( { PlayerUnit.UnitName, PlayerName, GoalTag, Text, Score } )
-- PlayerName can be nil, if the Unit with the player crashed or due to another reason. -- PlayerName can be nil, if the Unit with the player crashed or due to another reason.
if PlayerName then if PlayerName then
@@ -745,11 +764,12 @@ function SCORING:AddGoalScore( PlayerUnit, GoalTag, Text, Score )
PlayerData.Goals[GoalTag] = PlayerData.Goals[GoalTag] or { Score = 0 } PlayerData.Goals[GoalTag] = PlayerData.Goals[GoalTag] or { Score = 0 }
PlayerData.Goals[GoalTag].Score = PlayerData.Goals[GoalTag].Score + Score PlayerData.Goals[GoalTag].Score = PlayerData.Goals[GoalTag].Score + Score
PlayerData.Score = PlayerData.Score + Score PlayerData.Score = PlayerData.Score + Score
MESSAGE:NewType( self.DisplayMessagePrefix .. Text, if Text then
MESSAGE:NewType( self.DisplayMessagePrefix .. Text,
MESSAGE.Type.Information ) MESSAGE.Type.Information )
:ToAll() :ToAll()
end
self:ScoreCSV( PlayerName, "", "GOAL_" .. string.upper( GoalTag ), 1, Score, PlayerUnit:GetName() ) self:ScoreCSV( PlayerName, "", "GOAL_" .. string.upper( GoalTag ), 1, Score, PlayerUnit:GetName() )
end end
end end
@@ -782,11 +802,12 @@ function SCORING:_AddMissionTaskScore( Mission, PlayerUnit, Text, Score )
PlayerData.Score = self.Players[PlayerName].Score + Score PlayerData.Score = self.Players[PlayerName].Score + Score
PlayerData.Mission[MissionName].ScoreTask = self.Players[PlayerName].Mission[MissionName].ScoreTask + Score PlayerData.Mission[MissionName].ScoreTask = self.Players[PlayerName].Mission[MissionName].ScoreTask + Score
MESSAGE:NewType( self.DisplayMessagePrefix .. Mission:GetText() .. " : " .. Text .. " Score: " .. Score, if Text then
MESSAGE.Type.Information ) MESSAGE:NewType( self.DisplayMessagePrefix .. Mission:GetText() .. " : " .. Text .. " Score: " .. Score,
:ToAll() MESSAGE.Type.Information )
:ToAll()
end
self:ScoreCSV( PlayerName, "", "TASK_" .. MissionName:gsub( ' ', '_' ), 1, Score, PlayerUnit:GetName() ) self:ScoreCSV( PlayerName, "", "TASK_" .. MissionName:gsub( ' ', '_' ), 1, Score, PlayerUnit:GetName() )
end end
end end
@@ -818,9 +839,11 @@ function SCORING:_AddMissionGoalScore( Mission, PlayerName, Text, Score )
PlayerData.Score = self.Players[PlayerName].Score + Score PlayerData.Score = self.Players[PlayerName].Score + Score
PlayerData.Mission[MissionName].ScoreTask = self.Players[PlayerName].Mission[MissionName].ScoreTask + Score PlayerData.Mission[MissionName].ScoreTask = self.Players[PlayerName].Mission[MissionName].ScoreTask + Score
MESSAGE:NewType( string.format( "%s%s: %s! Player %s receives %d score!", self.DisplayMessagePrefix, Mission:GetText(), Text, PlayerName, Score ), MESSAGE.Type.Information ):ToAll() if Text then
MESSAGE:NewType( string.format( "%s%s: %s! Player %s receives %d score!", self.DisplayMessagePrefix, Mission:GetText(), Text, PlayerName, Score ), MESSAGE.Type.Information ):ToAll()
end
self:ScoreCSV( PlayerName, "", "TASK_" .. MissionName:gsub( ' ', '_' ), 1, Score ) self:ScoreCSV( PlayerName, "", "TASK_" .. MissionName:gsub( ' ', '_' ), 1, Score )
end end
end end
@@ -845,11 +868,12 @@ function SCORING:_AddMissionScore( Mission, Text, Score )
PlayerData.Score = PlayerData.Score + Score PlayerData.Score = PlayerData.Score + Score
PlayerData.Mission[MissionName].ScoreMission = PlayerData.Mission[MissionName].ScoreMission + Score PlayerData.Mission[MissionName].ScoreMission = PlayerData.Mission[MissionName].ScoreMission + Score
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' has " .. Text .. " in " .. Mission:GetText() .. ". " .. Score .. " mission score!", if Text then
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' has " .. Text .. " in " .. Mission:GetText() .. ". " .. Score .. " mission score!",
MESSAGE.Type.Information ) MESSAGE.Type.Information )
:ToAll() :ToAll()
end
self:ScoreCSV( PlayerName, "", "MISSION_" .. MissionName:gsub( ' ', '_' ), 1, Score ) self:ScoreCSV( PlayerName, "", "MISSION_" .. MissionName:gsub( ' ', '_' ), 1, Score )
end end
end end
@@ -871,10 +895,13 @@ end
function SCORING:OnEventBirth( Event ) function SCORING:OnEventBirth( Event )
if Event.IniUnit then if Event.IniUnit then
Event.IniUnit.ThreatLevel, Event.IniUnit.ThreatType = Event.IniUnit:GetThreatLevel()
if Event.IniObjectCategory == 1 then if Event.IniObjectCategory == 1 then
local PlayerName = Event.IniUnit:GetPlayerName() local PlayerName = Event.IniUnit:GetPlayerName()
Event.IniUnit.BirthTime = timer.getTime()
if PlayerName then if PlayerName then
self:_AddPlayerFromUnit( Event.IniUnit ) self:_AddPlayerFromUnit( Event.IniUnit )
self.Players[PlayerName].PlayerKills = 0
self:SetScoringMenu( Event.IniGroup ) self:SetScoringMenu( Event.IniGroup )
end end
end end
@@ -1003,8 +1030,19 @@ function SCORING:_EventOnHit( Event )
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit or 0 PlayerHit.PenaltyHit = PlayerHit.PenaltyHit or 0
PlayerHit.TimeStamp = PlayerHit.TimeStamp or 0 PlayerHit.TimeStamp = PlayerHit.TimeStamp or 0
PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT
PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel() -- After an instant kill we can't compute the thread level anymore. To fix this we compute at OnEventBirth
if PlayerHit.UNIT.ThreatType == nil then
PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel()
-- if this fails for some reason, set a good default value
if PlayerHit.ThreatType == nil then
PlayerHit.ThreatLevel = 1
PlayerHit.ThreatType = "Unknown"
end
else
PlayerHit.ThreatLevel = PlayerHit.UNIT.ThreatLevel
PlayerHit.ThreatType = PlayerHit.UNIT.ThreatType
end
-- Only grant hit scores if there was more than one second between the last hit. -- Only grant hit scores if there was more than one second between the last hit.
if timer.getTime() - PlayerHit.TimeStamp > 1 then if timer.getTime() - PlayerHit.TimeStamp > 1 then
PlayerHit.TimeStamp = timer.getTime() PlayerHit.TimeStamp = timer.getTime()
@@ -1019,27 +1057,28 @@ function SCORING:_EventOnHit( Event )
if InitCoalition then -- A coalition object was hit. if InitCoalition then -- A coalition object was hit.
if InitCoalition == TargetCoalition then if InitCoalition == TargetCoalition then
Player.Penalty = Player.Penalty + 10 local Penalty = 10
PlayerHit.Penalty = PlayerHit.Penalty + 10 Player.Penalty = Player.Penalty + Penalty
PlayerHit.Penalty = PlayerHit.Penalty + Penalty
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit + 1 PlayerHit.PenaltyHit = PlayerHit.PenaltyHit + 1
if TargetPlayerName ~= nil then -- It is a player hitting another player ... if TargetPlayerName ~= nil then -- It is a player hitting another player ...
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit friendly player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.PenaltyHit .. " times. " .. MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit friendly player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.PenaltyHit .. " times. " ..
"Penalty: -" .. PlayerHit.Penalty .. ". Score Total:" .. Player.Score - Player.Penalty, "Penalty: -" .. Penalty .. ". Score Total:" .. Player.Score - Player.Penalty,
MESSAGE.Type.Update ) MESSAGE.Type.Update )
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() ) :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) :ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
else else
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit friendly target " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.PenaltyHit .. " times. " .. MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit friendly target " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.PenaltyHit .. " times. " ..
"Penalty: -" .. PlayerHit.Penalty .. ". Score Total:" .. Player.Score - Player.Penalty, "Penalty: -" .. Penalty .. ". Score Total:" .. Player.Score - Player.Penalty,
MESSAGE.Type.Update ) MESSAGE.Type.Update )
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() ) :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) :ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
end end
self:ScoreCSV( InitPlayerName, TargetPlayerName, "HIT_PENALTY", 1, -10, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) self:ScoreCSV( InitPlayerName, TargetPlayerName, "HIT_PENALTY", 1, -10, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
else else
Player.Score = Player.Score + 1 Player.Score = Player.Score + self.ScoreIncrementOnHit
PlayerHit.Score = PlayerHit.Score + 1 PlayerHit.Score = PlayerHit.Score + self.ScoreIncrementOnHit
PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1 PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1
if TargetPlayerName ~= nil then -- It is a player hitting another player ... if TargetPlayerName ~= nil then -- It is a player hitting another player ...
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit enemy player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.ScoreHit .. " times. " .. MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit enemy player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.ScoreHit .. " times. " ..
@@ -1102,7 +1141,18 @@ function SCORING:_EventOnHit( Event )
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit or 0 PlayerHit.PenaltyHit = PlayerHit.PenaltyHit or 0
PlayerHit.TimeStamp = PlayerHit.TimeStamp or 0 PlayerHit.TimeStamp = PlayerHit.TimeStamp or 0
PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT
PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel() -- After an instant kill we can't compute the thread level anymore. To fix this we compute at OnEventBirth
if PlayerHit.UNIT.ThreatType == nil then
PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel()
-- if this fails for some reason, set a good default value
if PlayerHit.ThreatType == nil then
PlayerHit.ThreatLevel = 1
PlayerHit.ThreatType = "Unknown"
end
else
PlayerHit.ThreatLevel = PlayerHit.UNIT.ThreatLevel
PlayerHit.ThreatType = PlayerHit.UNIT.ThreatType
end
-- Only grant hit scores if there was more than one second between the last hit. -- Only grant hit scores if there was more than one second between the last hit.
if timer.getTime() - PlayerHit.TimeStamp > 1 then if timer.getTime() - PlayerHit.TimeStamp > 1 then
@@ -1113,25 +1163,26 @@ function SCORING:_EventOnHit( Event )
if InitCoalition then -- A coalition object was hit, probably a static. if InitCoalition then -- A coalition object was hit, probably a static.
if InitCoalition == TargetCoalition then if InitCoalition == TargetCoalition then
-- TODO: Penalty according scale -- TODO: Penalty according scale
Player.Penalty = Player.Penalty + 10 --* self.ScaleDestroyPenalty local Penalty = 10
PlayerHit.Penalty = PlayerHit.Penalty + 10 --* self.ScaleDestroyPenalty Player.Penalty = Player.Penalty + Penalty --* self.ScaleDestroyPenalty
PlayerHit.Penalty = PlayerHit.Penalty + Penalty --* self.ScaleDestroyPenalty
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit + 1 * self.ScaleDestroyPenalty PlayerHit.PenaltyHit = PlayerHit.PenaltyHit + 1 * self.ScaleDestroyPenalty
MESSAGE MESSAGE
:NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit friendly target " .. :NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit friendly target " ..
TargetUnitCategory .. " ( " .. TargetType .. " ) " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " ..
"Penalty: -" .. PlayerHit.Penalty .. " = " .. Player.Score - Player.Penalty, "Penalty: -" .. Penalty .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Update MESSAGE.Type.Update
) )
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() ) :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) :ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
self:ScoreCSV( Event.WeaponPlayerName, TargetPlayerName, "HIT_PENALTY", 1, -10, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) self:ScoreCSV( Event.WeaponPlayerName, TargetPlayerName, "HIT_PENALTY", 1, -10, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
else else
Player.Score = Player.Score + 1 Player.Score = Player.Score + self.ScoreIncrementOnHit
PlayerHit.Score = PlayerHit.Score + 1 PlayerHit.Score = PlayerHit.Score + self.ScoreIncrementOnHit
PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1 PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit enemy target " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit enemy target " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " ..
"Score: +" .. PlayerHit.Score .. " = " .. Player.Score - Player.Penalty, "Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty,
MESSAGE.Type.Update ) MESSAGE.Type.Update )
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() ) :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) :ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
@@ -1209,7 +1260,7 @@ function SCORING:_EventOnDeadOrCrash( Event )
local Destroyed = false local Destroyed = false
-- What is the player destroying? -- What is the player destroying?
if Player and Player.Hit and Player.Hit[TargetCategory] and Player.Hit[TargetCategory][TargetUnitName] and Player.Hit[TargetCategory][TargetUnitName].TimeStamp ~= 0 then -- Was there a hit for this unit for this player before registered??? if Player and Player.Hit and Player.Hit[TargetCategory] and Player.Hit[TargetCategory][TargetUnitName] and Player.Hit[TargetCategory][TargetUnitName].TimeStamp ~= 0 and (TargetUnit.BirthTime == nil or Player.Hit[TargetCategory][TargetUnitName].TimeStamp > TargetUnit.BirthTime) then -- Was there a hit for this unit for this player before registered???
local TargetThreatLevel = Player.Hit[TargetCategory][TargetUnitName].ThreatLevel local TargetThreatLevel = Player.Hit[TargetCategory][TargetUnitName].ThreatLevel
local TargetThreatType = Player.Hit[TargetCategory][TargetUnitName].ThreatType local TargetThreatType = Player.Hit[TargetCategory][TargetUnitName].ThreatType
@@ -1236,15 +1287,20 @@ function SCORING:_EventOnDeadOrCrash( Event )
TargetDestroy.Penalty = TargetDestroy.Penalty + ThreatPenalty TargetDestroy.Penalty = TargetDestroy.Penalty + ThreatPenalty
TargetDestroy.PenaltyDestroy = TargetDestroy.PenaltyDestroy + 1 TargetDestroy.PenaltyDestroy = TargetDestroy.PenaltyDestroy + 1
self:OnKillPvP(Player, TargetPlayerName, true, TargetThreatLevel, Player.ThreatLevel, ThreatPenalty)
if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player
self:OnKillPvP(Player, TargetPlayerName, true)
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Penalty: -" .. TargetDestroy.Penalty .. " = " .. Player.Score - Player.Penalty, "Penalty: -" .. ThreatPenalty .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information ) MESSAGE.Type.Information )
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() ) :ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() ) :ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
else else
self:OnKillPvE(Player, TargetUnitName, true, TargetThreatLevel, Player.ThreatLevel, ThreatPenalty)
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly target " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly target " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Penalty: -" .. TargetDestroy.Penalty .. " = " .. Player.Score - Player.Penalty, "Penalty: -" .. ThreatPenalty .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information ) MESSAGE.Type.Information )
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() ) :ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() ) :ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
@@ -1265,14 +1321,21 @@ function SCORING:_EventOnDeadOrCrash( Event )
TargetDestroy.Score = TargetDestroy.Score + ThreatScore TargetDestroy.Score = TargetDestroy.Score + ThreatScore
TargetDestroy.ScoreDestroy = TargetDestroy.ScoreDestroy + 1 TargetDestroy.ScoreDestroy = TargetDestroy.ScoreDestroy + 1
if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player
if Player.PlayerKills ~= nil then
Player.PlayerKills = Player.PlayerKills + 1
else
Player.PlayerKills = 1
end
self:OnKillPvP(Player, TargetPlayerName, false, TargetThreatLevel, Player.ThreatLevel, ThreatScore)
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Score: +" .. TargetDestroy.Score .. " = " .. Player.Score - Player.Penalty, "Score: +" .. ThreatScore .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information ) MESSAGE.Type.Information )
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() ) :ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() ) :ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
else else
self:OnKillPvE(Player, TargetUnitName, false, TargetThreatLevel, Player.ThreatLevel, ThreatScore)
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Score: +" .. TargetDestroy.Score .. " = " .. Player.Score - Player.Penalty, "Score: +" .. ThreatScore .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information ) MESSAGE.Type.Information )
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() ) :ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() ) :ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
@@ -1383,7 +1446,7 @@ function SCORING:ReportDetailedPlayerHits( PlayerName )
Penalty = Penalty + UnitData.Penalty Penalty = Penalty + UnitData.Penalty
PenaltyHit = UnitData.PenaltyHit PenaltyHit = UnitData.PenaltyHit
end end
local ScoreMessageHit = string.format( "%s:%d ", CategoryName, Score - Penalty ) local ScoreMessageHit = string.format( "%s: %d ", CategoryName, Score - Penalty )
self:T( ScoreMessageHit ) self:T( ScoreMessageHit )
ScoreMessageHits = ScoreMessageHits .. ScoreMessageHit ScoreMessageHits = ScoreMessageHits .. ScoreMessageHit
PlayerScore = PlayerScore + Score PlayerScore = PlayerScore + Score
@@ -1439,7 +1502,7 @@ function SCORING:ReportDetailedPlayerDestroys( PlayerName )
end end
end end
local ScoreMessageDestroy = string.format( " %s:%d ", CategoryName, Score - Penalty ) local ScoreMessageDestroy = string.format( " %s: %d ", CategoryName, Score - Penalty )
self:T( ScoreMessageDestroy ) self:T( ScoreMessageDestroy )
ScoreMessageDestroys = ScoreMessageDestroys .. ScoreMessageDestroy ScoreMessageDestroys = ScoreMessageDestroys .. ScoreMessageDestroy
@@ -1730,9 +1793,9 @@ function SCORING:SecondsToClock( sSeconds )
-- return nil; -- return nil;
return "00:00:00"; return "00:00:00";
else else
nHours = string.format( "%02.f", math.floor( nSeconds / 3600 ) ); local nHours = string.format( "%02.f", math.floor( nSeconds / 3600 ) );
nMins = string.format( "%02.f", math.floor( nSeconds / 60 - (nHours * 60) ) ); local nMins = string.format( "%02.f", math.floor( nSeconds / 60 - (nHours * 60) ) );
nSecs = string.format( "%02.f", math.floor( nSeconds - nHours * 3600 - nMins * 60 ) ); local nSecs = string.format( "%02.f", math.floor( nSeconds - nHours * 3600 - nMins * 60 ) );
return nHours .. ":" .. nMins .. ":" .. nSecs return nHours .. ":" .. nMins .. ":" .. nSecs
end end
end end
@@ -1748,7 +1811,7 @@ end
function SCORING:OpenCSV( ScoringCSV ) function SCORING:OpenCSV( ScoringCSV )
self:F( ScoringCSV ) self:F( ScoringCSV )
if lfs and io and os then if lfs and io and os and self.AutoSave then
if ScoringCSV then if ScoringCSV then
self.ScoringCSV = ScoringCSV self.ScoringCSV = ScoringCSV
local fdir = lfs.writedir() .. [[Logs\]] .. self.ScoringCSV .. " " .. os.date( "%Y-%m-%d %H-%M-%S" ) .. ".csv" local fdir = lfs.writedir() .. [[Logs\]] .. self.ScoringCSV .. " " .. os.date( "%Y-%m-%d %H-%M-%S" ) .. ".csv"
@@ -1828,7 +1891,7 @@ function SCORING:ScoreCSV( PlayerName, TargetPlayerName, ScoreType, ScoreTimes,
TargetUnitType = TargetUnitType or "" TargetUnitType = TargetUnitType or ""
TargetUnitName = TargetUnitName or "" TargetUnitName = TargetUnitName or ""
if lfs and io and os then if lfs and io and os and self.AutoSave then
self.CSVFile:write( self.CSVFile:write(
'"' .. self.GameName .. '"' .. ',' .. '"' .. self.GameName .. '"' .. ',' ..
'"' .. self.RunTime .. '"' .. ',' .. '"' .. self.RunTime .. '"' .. ',' ..
@@ -1852,9 +1915,43 @@ function SCORING:ScoreCSV( PlayerName, TargetPlayerName, ScoreType, ScoreTimes,
end end
end end
--- Close CSV file
-- @param #SCORING self
-- @return #SCORING self
function SCORING:CloseCSV() function SCORING:CloseCSV()
if lfs and io and os then if lfs and io and os and self.AutoSave then
self.CSVFile:close() self.CSVFile:close()
end end
end end
--- Registers a score for a player.
-- @param #SCORING self
-- @param #boolean OnOff Switch saving to CSV on = true or off = false
-- @return #SCORING self
function SCORING:SwitchAutoSave(OnOff)
self.AutoSave = OnOff
return self
end
--- Handles the event when one player kill another player
-- @param #SCORING self
-- @param #PLAYER Player the ataching player
-- @param #string TargetPlayerName the name of the killed player
-- @param #bool IsTeamKill true if this kill was a team kill
-- @param #number TargetThreatLevel Thread level of the target
-- @param #number PlayerThreatLevelThread level of the player
-- @param #number Score The score based on both threat levels
function SCORING:OnKillPvP(Player, TargetPlayerName, IsTeamKill, TargetThreatLevel, PlayerThreatLevel, Score)
end
--- Handles the event when one player kill another player
-- @param #SCORING self
-- @param #PLAYER Player the ataching player
-- @param #string TargetUnitName the name of the killed unit
-- @param #bool IsTeamKill true if this kill was a team kill
-- @param #number TargetThreatLevel Thread level of the target
-- @param #number PlayerThreatLevelThread level of the player
-- @param #number Score The score based on both threat levels
function SCORING:OnKillPvE(Player, TargetUnitName, IsTeamKill, TargetThreatLevel, PlayerThreatLevel, Score)
end

View File

@@ -1,4 +1,4 @@
--- **Functional** -- Make SAM sites execute evasive and defensive behaviour when being fired upon. --- **Functional** - Make SAM sites evasive and execute defensive behaviour when being fired upon.
-- --
-- === -- ===
-- --
@@ -13,13 +13,13 @@
-- --
-- ## Missions: -- ## Missions:
-- --
-- [SEV - SEAD Evasion](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SEV%20-%20SEAD%20Evasion) -- [SEV - SEAD Evasion](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Functional/Sead)
-- --
-- === -- ===
-- --
-- ### Authors: **FlightControl**, **applevangelist** -- ### Authors: **applevangelist**, **FlightControl**
-- --
-- Last Update: Feb 2022 -- Last Update: Dec 2023
-- --
-- === -- ===
-- --
@@ -34,7 +34,7 @@
-- --
-- This class is very easy to use. Just setup a SEAD object by using @{#SEAD.New}() and SAMs will evade and take defensive action when being fired upon. -- This class is very easy to use. Just setup a SEAD object by using @{#SEAD.New}() and SAMs will evade and take defensive action when being fired upon.
-- Once a HARM attack is detected, SEAD will shut down the radars of the attacked SAM site and take evasive action by moving the SAM -- Once a HARM attack is detected, SEAD will shut down the radars of the attacked SAM site and take evasive action by moving the SAM
-- vehicles around (*if* they are drivable, that is). There's a component of randomness in detection and evasion, which is based on the -- vehicles around (*if* they are driveable, that is). There's a component of randomness in detection and evasion, which is based on the
-- skill set of the SAM set (the higher the skill, the more likely). When a missile is fired from far away, the SAM will stay active for a -- skill set of the SAM set (the higher the skill, the more likely). When a missile is fired from far away, the SAM will stay active for a
-- period of time to stay defensive, before it takes evasive actions. -- period of time to stay defensive, before it takes evasive actions.
-- --
@@ -66,7 +66,6 @@ SEAD = {
-- @field Harms -- @field Harms
SEAD.Harms = { SEAD.Harms = {
["AGM_88"] = "AGM_88", ["AGM_88"] = "AGM_88",
["AGM_45"] = "AGM_45",
["AGM_122"] = "AGM_122", ["AGM_122"] = "AGM_122",
["AGM_84"] = "AGM_84", ["AGM_84"] = "AGM_84",
["AGM_45"] = "AGM_45", ["AGM_45"] = "AGM_45",
@@ -80,6 +79,7 @@ SEAD = {
["BGM_109"] = "BGM_109", ["BGM_109"] = "BGM_109",
["AGM_154"] = "AGM_154", ["AGM_154"] = "AGM_154",
["HY-2"] = "HY-2", ["HY-2"] = "HY-2",
["ADM_141A"] = "ADM_141A",
} }
--- Missile enumerators - from DCS ME and Wikipedia --- Missile enumerators - from DCS ME and Wikipedia
@@ -100,6 +100,7 @@ SEAD = {
["BGM_109"] = {460, 0.705}, --in-game ~465kn ["BGM_109"] = {460, 0.705}, --in-game ~465kn
["AGM_154"] = {130, 0.61}, ["AGM_154"] = {130, 0.61},
["HY-2"] = {90,1}, ["HY-2"] = {90,1},
["ADM_141A"] = {126,0.6},
} }
--- Creates the main object which is handling defensive actions for SA sites or moving SA vehicles. --- Creates the main object which is handling defensive actions for SA sites or moving SA vehicles.
@@ -143,7 +144,7 @@ function SEAD:New( SEADGroupPrefixes, Padding )
self:AddTransition("*", "ManageEvasion", "*") self:AddTransition("*", "ManageEvasion", "*")
self:AddTransition("*", "CalculateHitZone", "*") self:AddTransition("*", "CalculateHitZone", "*")
self:I("*** SEAD - Started Version 0.4.3") self:I("*** SEAD - Started Version 0.4.6")
return self return self
end end
@@ -203,7 +204,7 @@ function SEAD:SwitchEmissions(Switch)
return self return self
end end
--- Add an object to call back when going evasive. --- Set an object to call back when going evasive.
-- @param #SEAD self -- @param #SEAD self
-- @param #table Object The object to call. Needs to have object functions as follows: -- @param #table Object The object to call. Needs to have object functions as follows:
-- `:SeadSuppressionPlanned(Group, Name, SuppressionStartTime, SuppressionEndTime)` -- `:SeadSuppressionPlanned(Group, Name, SuppressionStartTime, SuppressionEndTime)`
@@ -348,8 +349,9 @@ end
-- @param #string SEADWeaponName -- @param #string SEADWeaponName
-- @param Wrapper.Group#GROUP SEADGroup Attacker Group -- @param Wrapper.Group#GROUP SEADGroup Attacker Group
-- @param #number timeoffset Offset for tti calc -- @param #number timeoffset Offset for tti calc
-- @param Wrapper.Weapon#WEAPON Weapon
-- @return #SEAD self -- @return #SEAD self
function SEAD:onafterManageEvasion(From,Event,To,_targetskill,_targetgroup,SEADPlanePos,SEADWeaponName,SEADGroup,timeoffset) function SEAD:onafterManageEvasion(From,Event,To,_targetskill,_targetgroup,SEADPlanePos,SEADWeaponName,SEADGroup,timeoffset,Weapon)
local timeoffset = timeoffset or 0 local timeoffset = timeoffset or 0
if _targetskill == "Random" then -- when skill is random, choose a skill if _targetskill == "Random" then -- when skill is random, choose a skill
local Skills = { "Average", "Good", "High", "Excellent" } local Skills = { "Average", "Good", "High", "Excellent" }
@@ -369,9 +371,13 @@ function SEAD:onafterManageEvasion(From,Event,To,_targetskill,_targetgroup,SEADP
local reach = 10 local reach = 10
if hit then if hit then
local wpndata = SEAD.HarmData[data] local wpndata = SEAD.HarmData[data]
reach = wpndata[1] * 1,1 reach = wpndata[1] * 1.1
local mach = wpndata[2] local mach = wpndata[2]
wpnspeed = math.floor(mach * 340.29) wpnspeed = math.floor(mach * 340.29)
if Weapon then
wpnspeed = Weapon:GetSpeed()
self:T(string.format("*** SEAD - Weapon Speed from WEAPON: %f m/s",wpnspeed))
end
end end
-- time to impact -- time to impact
local _tti = math.floor(_distance / wpnspeed) - timeoffset -- estimated impact time local _tti = math.floor(_distance / wpnspeed) - timeoffset -- estimated impact time
@@ -395,7 +401,7 @@ function SEAD:onafterManageEvasion(From,Event,To,_targetskill,_targetgroup,SEADP
grp:EnableEmission(false) grp:EnableEmission(false)
end end
grp:OptionAlarmStateGreen() -- needed else we cannot move around grp:OptionAlarmStateGreen() -- needed else we cannot move around
grp:RelocateGroundRandomInRadius(20,300,false,false,"Diamond") grp:RelocateGroundRandomInRadius(20,300,false,false,"Diamond",true)
if self.UseCallBack then if self.UseCallBack then
local object = self.CallBack local object = self.CallBack
object:SeadSuppressionStart(grp,name,attacker) object:SeadSuppressionStart(grp,name,attacker)
@@ -405,7 +411,7 @@ function SEAD:onafterManageEvasion(From,Event,To,_targetskill,_targetgroup,SEADP
local function SuppressionStop(args) local function SuppressionStop(args)
self:T(string.format("*** SEAD - %s Radar On",args[2])) self:T(string.format("*** SEAD - %s Radar On",args[2]))
local grp = args[1] -- Wrapper.Group#GROUP local grp = args[1] -- Wrapper.Group#GROUP
local name = args[2] -- #string Group Nam local name = args[2] -- #string Group Name
if self.UseEmissionsOnOff then if self.UseEmissionsOnOff then
grp:EnableEmission(true) grp:EnableEmission(true)
end end
@@ -424,7 +430,7 @@ function SEAD:onafterManageEvasion(From,Event,To,_targetskill,_targetgroup,SEADP
if _tti > 600 then delay = _tti - 90 end -- shot from afar, 600 is default shorad ontime if _tti > 600 then delay = _tti - 90 end -- shot from afar, 600 is default shorad ontime
local SuppressionStartTime = timer.getTime() + delay local SuppressionStartTime = timer.getTime() + delay
local SuppressionEndTime = timer.getTime() + _tti + self.Padding local SuppressionEndTime = timer.getTime() + delay + _tti + self.Padding + delay
local _targetgroupname = _targetgroup:GetName() local _targetgroupname = _targetgroup:GetName()
if not self.SuppressedGroups[_targetgroupname] then if not self.SuppressedGroups[_targetgroupname] then
self:T(string.format("*** SEAD - %s | Parameters TTI %ds | Switch-Off in %ds",_targetgroupname,_tti,delay)) self:T(string.format("*** SEAD - %s | Parameters TTI %ds | Switch-Off in %ds",_targetgroupname,_tti,delay))
@@ -457,6 +463,9 @@ function SEAD:HandleEventShot( EventData )
local SEADWeapon = EventData.Weapon -- Identify the weapon fired local SEADWeapon = EventData.Weapon -- Identify the weapon fired
local SEADWeaponName = EventData.WeaponName -- return weapon type local SEADWeaponName = EventData.WeaponName -- return weapon type
local WeaponWrapper = WEAPON:New(EventData.Weapon)
--local SEADWeaponSpeed = WeaponWrapper:GetSpeed() -- mps
self:T( "*** SEAD - Missile Launched = " .. SEADWeaponName) self:T( "*** SEAD - Missile Launched = " .. SEADWeaponName)
--self:T({ SEADWeapon }) --self:T({ SEADWeapon })
@@ -475,7 +484,7 @@ function SEAD:HandleEventShot( EventData )
end end
return self return self
end end
local targetcat = _target:getCategory() -- Identify category local targetcat = Object.getCategory(_target) -- Identify category
local _targetUnit = nil -- Wrapper.Unit#UNIT local _targetUnit = nil -- Wrapper.Unit#UNIT
local _targetgroup = nil -- Wrapper.Group#GROUP local _targetgroup = nil -- Wrapper.Group#GROUP
self:T(string.format("*** Targetcat = %d",targetcat)) self:T(string.format("*** Targetcat = %d",targetcat))
@@ -513,7 +522,11 @@ function SEAD:HandleEventShot( EventData )
end end
end end
if SEADGroupFound == true then -- yes we are being attacked if SEADGroupFound == true then -- yes we are being attacked
self:ManageEvasion(_targetskill,_targetgroup,SEADPlanePos,SEADWeaponName,SEADGroup) if string.find(SEADWeaponName,"ADM_141",1,true) then
self:__ManageEvasion(2,_targetskill,_targetgroup,SEADPlanePos,SEADWeaponName,SEADGroup,0,WeaponWrapper)
else
self:ManageEvasion(_targetskill,_targetgroup,SEADPlanePos,SEADWeaponName,SEADGroup,0,WeaponWrapper)
end
end end
end end
return self return self

View File

@@ -1,15 +1,17 @@
--- **Functional** -- Short Range Air Defense System --- **Functional** - Short Range Air Defense System.
-- --
-- === -- ===
--
-- ## Features:
-- --
-- **SHORAD** - Short Range Air Defense System -- * Short Range Air Defense System
-- Controls a network of short range air/missile defense groups. -- * Controls a network of short range air/missile defense groups.
-- --
-- === -- ===
-- --
-- ## Missions: -- ## Missions:
-- --
-- ### [SHORAD - Short Range Air Defense](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SRD%20-%20SHORAD%20Defense) -- ### [SHORAD - Short Range Air Defense](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Functional/Shorad)
-- --
-- === -- ===
-- --
@@ -19,6 +21,7 @@
-- @image Functional.Shorad.jpg -- @image Functional.Shorad.jpg
-- --
-- Date: Nov 2021 -- Date: Nov 2021
-- Last Update: Nov 2023
------------------------------------------------------------------------- -------------------------------------------------------------------------
--- **SHORAD** class, extends Core.Base#BASE --- **SHORAD** class, extends Core.Base#BASE
@@ -37,8 +40,15 @@
-- @field #boolean DefendHarms Default true, intercept incoming HARMS -- @field #boolean DefendHarms Default true, intercept incoming HARMS
-- @field #boolean DefendMavs Default true, intercept incoming AG-Missiles -- @field #boolean DefendMavs Default true, intercept incoming AG-Missiles
-- @field #number DefenseLowProb Default 70, minimum detection limit -- @field #number DefenseLowProb Default 70, minimum detection limit
-- @field #number DefenseHighProb Default 90, maximim detection limit -- @field #number DefenseHighProb Default 90, maximum detection limit
-- @field #boolean UseEmOnOff Decide if we are using Emission on/off (default) or AlarmState red/green. -- @field #boolean UseEmOnOff Decide if we are using Emission on/off (default) or AlarmState red/green
-- @field #boolean shootandscoot If true, shoot and scoot between zones
-- @field #number SkateNumber Number of zones to consider
-- @field Core.Set#SET_ZONE SkateZones Zones in this set are considered
-- @field #number minscootdist Min distance of the next zone
-- @field #number maxscootdist Max distance of the next zone
-- @field #boolean scootrandomcoord If true, use a random coordinate in the zone and not the center
-- @field #string scootformation Formation to take for scooting, e.g. "Vee" or "Cone"
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
@@ -71,14 +81,15 @@
-- --
-- `myshorad = SHORAD:New("RedShorad", "Red SHORAD", SamSet, 25000, 600, "red")` -- `myshorad = SHORAD:New("RedShorad", "Red SHORAD", SamSet, 25000, 600, "red")`
-- --
-- ## Customize options -- ## Customization options
-- --
-- * SHORAD:SwitchDebug(debug) -- * myshorad:SwitchDebug(debug)
-- * SHORAD:SwitchHARMDefense(onoff) -- * myshorad:SwitchHARMDefense(onoff)
-- * SHORAD:SwitchAGMDefense(onoff) -- * myshorad:SwitchAGMDefense(onoff)
-- * SHORAD:SetDefenseLimits(low,high) -- * myshorad:SetDefenseLimits(low,high)
-- * SHORAD:SetActiveTimer(seconds) -- * myshorad:SetActiveTimer(seconds)
-- * SHORAD:SetDefenseRadius(meters) -- * myshorad:SetDefenseRadius(meters)
-- * myshorad:AddScootZones(ZoneSet,Number,Random,Formation)
-- --
-- @field #SHORAD -- @field #SHORAD
SHORAD = { SHORAD = {
@@ -97,7 +108,13 @@ SHORAD = {
DefendMavs = true, DefendMavs = true,
DefenseLowProb = 70, DefenseLowProb = 70,
DefenseHighProb = 90, DefenseHighProb = 90,
UseEmOnOff = false, UseEmOnOff = true,
shootandscoot = false,
SkateNumber = 3,
SkateZones = nil,
minscootdist = 100,
minscootdist = 3000,
scootrandomcoord = false,
} }
----------------------------------------------------------------------- -----------------------------------------------------------------------
@@ -110,7 +127,6 @@ do
-- @field Harms -- @field Harms
SHORAD.Harms = { SHORAD.Harms = {
["AGM_88"] = "AGM_88", ["AGM_88"] = "AGM_88",
["AGM_45"] = "AGM_45",
["AGM_122"] = "AGM_122", ["AGM_122"] = "AGM_122",
["AGM_84"] = "AGM_84", ["AGM_84"] = "AGM_84",
["AGM_45"] = "AGM_45", ["AGM_45"] = "AGM_45",
@@ -121,6 +137,8 @@ do
["X_25"] = "X_25", ["X_25"] = "X_25",
["X_31"] = "X_31", ["X_31"] = "X_31",
["Kh25"] = "Kh25", ["Kh25"] = "Kh25",
["HY-2"] = "HY-2",
["ADM_141A"] = "ADM_141A",
} }
--- TODO complete list? --- TODO complete list?
@@ -132,7 +150,6 @@ do
["Kh29"] = "Kh29", ["Kh29"] = "Kh29",
["Kh31"] = "Kh31", ["Kh31"] = "Kh31",
["Kh66"] = "Kh66", ["Kh66"] = "Kh66",
--["BGM_109"] = "BGM_109",
} }
--- Instantiates a new SHORAD object --- Instantiates a new SHORAD object
@@ -144,7 +161,7 @@ do
-- @param #number ActiveTimer Determines how many seconds the systems stay on red alert after wake-up call -- @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" -- @param #string Coalition Coalition, i.e. "blue", "red", or "neutral"
-- @param #boolean UseEmOnOff Use Emissions On/Off rather than Alarm State Red/Green (default: use Emissions switch) -- @param #boolean UseEmOnOff Use Emissions On/Off rather than Alarm State Red/Green (default: use Emissions switch)
-- @retunr #SHORAD self -- @return #SHORAD self
function SHORAD:New(Name, ShoradPrefix, Samset, Radius, ActiveTimer, Coalition, UseEmOnOff) function SHORAD:New(Name, ShoradPrefix, Samset, Radius, ActiveTimer, Coalition, UseEmOnOff)
local self = BASE:Inherit( self, FSM:New() ) local self = BASE:Inherit( self, FSM:New() )
self:T({Name, ShoradPrefix, Samset, Radius, ActiveTimer, Coalition}) self:T({Name, ShoradPrefix, Samset, Radius, ActiveTimer, Coalition})
@@ -163,8 +180,9 @@ do
self.DefendMavs = true self.DefendMavs = true
self.DefenseLowProb = 70 -- probability to detect a missile shot, low margin self.DefenseLowProb = 70 -- probability to detect a missile shot, low margin
self.DefenseHighProb = 90 -- probability to detect a missile shot, high margin self.DefenseHighProb = 90 -- probability to detect a missile shot, high margin
self.UseEmOnOff = UseEmOnOff or false -- Decide if we are using Emission on/off (default) or AlarmState red/green self.UseEmOnOff = true -- Decide if we are using Emission on/off (default) or AlarmState red/green
self:I("*** SHORAD - Started Version 0.3.1") if UseEmOnOff == false then self.UseEmOnOff = UseEmOnOff end
self:I("*** SHORAD - Started Version 0.3.4")
-- Set the string id for output to DCS.log file. -- Set the string id for output to DCS.log file.
self.lid=string.format("SHORAD %s | ", self.name) self.lid=string.format("SHORAD %s | ", self.name)
self:_InitState() self:_InitState()
@@ -174,12 +192,14 @@ do
self:SetStartState("Running") self:SetStartState("Running")
self:AddTransition("*", "WakeUpShorad", "*") self:AddTransition("*", "WakeUpShorad", "*")
self:AddTransition("*", "CalculateHitZone", "*") self:AddTransition("*", "CalculateHitZone", "*")
self:AddTransition("*", "ShootAndScoot", "*")
return self return self
end end
--- Initially set all groups to alarm state GREEN --- Initially set all groups to alarm state GREEN
-- @param #SHORAD self -- @param #SHORAD self
-- @return #SHORAD self
function SHORAD:_InitState() function SHORAD:_InitState()
self:T(self.lid .. " _InitState") self:T(self.lid .. " _InitState")
local table = {} local table = {}
@@ -203,21 +223,40 @@ do
return self return self
end end
--- Add a SET_ZONE of zones for Shoot&Scoot
-- @param #SHORAD self
-- @param Core.Set#SET_ZONE ZoneSet Set of zones to be used. Units will move around to the next (random) zone between 100m and 3000m away.
-- @param #number Number Number of closest zones to be considered, defaults to 3.
-- @param #boolean Random If true, use a random coordinate inside the next zone to scoot to.
-- @param #string Formation Formation to use, defaults to "Cone". See mission editor dropdown for options.
-- @return #SHORAD self
function SHORAD:AddScootZones(ZoneSet, Number, Random, Formation)
self:T(self.lid .. " AddScootZones")
self.SkateZones = ZoneSet
self.SkateNumber = Number or 3
self.shootandscoot = true
self.scootrandomcoord = Random
self.scootformation = Formation or "Cone"
return self
end
--- Switch debug state on --- Switch debug state on
-- @param #SHORAD self -- @param #SHORAD self
-- @param #boolean debug Switch debug on (true) or off (false) -- @param #boolean debug Switch debug on (true) or off (false)
-- @return #SHORAD self
function SHORAD:SwitchDebug(onoff) function SHORAD:SwitchDebug(onoff)
self:T( { onoff } ) self:T( { onoff } )
if onoff then if onoff then
self:SwitchDebugOn() self:SwitchDebugOn()
else else
self.SwitchDebugOff() self:SwitchDebugOff()
end end
return self return self
end end
--- Switch debug state on --- Switch debug state on
-- @param #SHORAD self -- @param #SHORAD self
-- @return #SHORAD self
function SHORAD:SwitchDebugOn() function SHORAD:SwitchDebugOn()
self.debug = true self.debug = true
--tracing --tracing
@@ -228,6 +267,7 @@ do
--- Switch debug state off --- Switch debug state off
-- @param #SHORAD self -- @param #SHORAD self
-- @return #SHORAD self
function SHORAD:SwitchDebugOff() function SHORAD:SwitchDebugOff()
self.debug = false self.debug = false
BASE:TraceOff() BASE:TraceOff()
@@ -237,6 +277,7 @@ do
--- Switch defense for HARMs --- Switch defense for HARMs
-- @param #SHORAD self -- @param #SHORAD self
-- @param #boolean onoff -- @param #boolean onoff
-- @return #SHORAD self
function SHORAD:SwitchHARMDefense(onoff) function SHORAD:SwitchHARMDefense(onoff)
self:T( { onoff } ) self:T( { onoff } )
local onoff = onoff or true local onoff = onoff or true
@@ -247,6 +288,7 @@ do
--- Switch defense for AGMs --- Switch defense for AGMs
-- @param #SHORAD self -- @param #SHORAD self
-- @param #boolean onoff -- @param #boolean onoff
-- @return #SHORAD self
function SHORAD:SwitchAGMDefense(onoff) function SHORAD:SwitchAGMDefense(onoff)
self:T( { onoff } ) self:T( { onoff } )
local onoff = onoff or true local onoff = onoff or true
@@ -258,6 +300,7 @@ do
-- @param #SHORAD self -- @param #SHORAD self
-- @param #number low Minimum detection limit, integer 1-100 -- @param #number low Minimum detection limit, integer 1-100
-- @param #number high Maximum detection limit integer 1-100 -- @param #number high Maximum detection limit integer 1-100
-- @return #SHORAD self
function SHORAD:SetDefenseLimits(low,high) function SHORAD:SetDefenseLimits(low,high)
self:T( { low, high } ) self:T( { low, high } )
local low = low or 70 local low = low or 70
@@ -276,6 +319,7 @@ do
--- Set the number of seconds a SHORAD site will stay active --- Set the number of seconds a SHORAD site will stay active
-- @param #SHORAD self -- @param #SHORAD self
-- @param #number seconds Number of seconds systems stay active -- @param #number seconds Number of seconds systems stay active
-- @return #SHORAD self
function SHORAD:SetActiveTimer(seconds) function SHORAD:SetActiveTimer(seconds)
self:T(self.lid .. " SetActiveTimer") self:T(self.lid .. " SetActiveTimer")
local timer = seconds or 600 local timer = seconds or 600
@@ -289,6 +333,7 @@ do
--- Set the number of meters for the SHORAD defense zone --- Set the number of meters for the SHORAD defense zone
-- @param #SHORAD self -- @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 -- @param #number meters Radius of the defense search zone in meters. #SHORADs in this range around a targeted group will go active
-- @return #SHORAD self
function SHORAD:SetDefenseRadius(meters) function SHORAD:SetDefenseRadius(meters)
self:T(self.lid .. " SetDefenseRadius") self:T(self.lid .. " SetDefenseRadius")
local radius = meters or 20000 local radius = meters or 20000
@@ -302,6 +347,7 @@ do
--- Set using Emission on/off instead of changing alarm state --- Set using Emission on/off instead of changing alarm state
-- @param #SHORAD self -- @param #SHORAD self
-- @param #boolean switch Decide if we are changing alarm state or AI state -- @param #boolean switch Decide if we are changing alarm state or AI state
-- @return #SHORAD self
function SHORAD:SetUsingEmOnOff(switch) function SHORAD:SetUsingEmOnOff(switch)
self:T(self.lid .. " SetUsingEmOnOff") self:T(self.lid .. " SetUsingEmOnOff")
self.UseEmOnOff = switch or false self.UseEmOnOff = switch or false
@@ -373,11 +419,11 @@ do
local shorad = self.Groupset local shorad = self.Groupset
local shoradset = shorad:GetAliveSet() --#table local shoradset = shorad:GetAliveSet() --#table
local returnname = false local returnname = false
--local TDiff = 1
for _,_groups in pairs (shoradset) do for _,_groups in pairs (shoradset) do
local groupname = _groups:GetName() local groupname = _groups:GetName()
if string.find(groupname, tgtgrp, 1, true) then if string.find(groupname, tgtgrp, 1, true) then
returnname = true returnname = true
--_groups:RelocateGroundRandomInRadius(7,100,false,false) -- be a bit evasive
end end
end end
return returnname return returnname
@@ -424,6 +470,7 @@ do
-- @param #number Radius Radius of the #ZONE -- @param #number Radius Radius of the #ZONE
-- @param #number ActiveTimer Number of seconds to stay active -- @param #number ActiveTimer Number of seconds to stay active
-- @param #number TargetCat (optional) Category, i.e. Object.Category.UNIT or Object.Category.STATIC -- @param #number TargetCat (optional) Category, i.e. Object.Category.UNIT or Object.Category.STATIC
-- @return #SHORAD self
-- @usage Use this function to integrate with other systems, example -- @usage Use this function to integrate with other systems, example
-- --
-- local SamSet = SET_GROUP:New():FilterPrefixes("Blue SAM"):FilterCoalitions("blue"):FilterStart() -- local SamSet = SET_GROUP:New():FilterPrefixes("Blue SAM"):FilterCoalitions("blue"):FilterStart()
@@ -450,28 +497,35 @@ do
local targetzone = ZONE_RADIUS:New("Shorad",targetvec2,Radius) -- create a defense zone to check local targetzone = ZONE_RADIUS:New("Shorad",targetvec2,Radius) -- create a defense zone to check
local groupset = self.Groupset --Core.Set#SET_GROUP local groupset = self.Groupset --Core.Set#SET_GROUP
local shoradset = groupset:GetAliveSet() --#table local shoradset = groupset:GetAliveSet() --#table
-- local function to switch off shorad again -- local function to switch off shorad again
local function SleepShorad(group) local function SleepShorad(group)
local groupname = group:GetName() if group and group:IsAlive() then
self.ActiveGroups[groupname] = nil local groupname = group:GetName()
if self.UseEmOnOff then self.ActiveGroups[groupname] = nil
group:EnableEmission(false) if self.UseEmOnOff then
--group:SetAIOff() group:EnableEmission(false)
else else
group:OptionAlarmStateGreen() 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)
--Shoot and Scoot
if self.shootandscoot then
self:__ShootAndScoot(1,group)
end
end end
local text = string.format("Sleeping SHORAD %s", group:GetName())
self:T(text)
local m = MESSAGE:New(text,10,"SHORAD"):ToAllIf(self.debug)
end end
-- go through set and find the one(s) to activate -- go through set and find the one(s) to activate
local TDiff = 4
for _,_group in pairs (shoradset) do for _,_group in pairs (shoradset) do
if _group:IsAnyInZone(targetzone) then if _group:IsAnyInZone(targetzone) then
local text = string.format("Waking up SHORAD %s", _group:GetName()) local text = string.format("Waking up SHORAD %s", _group:GetName())
self:T(text) self:T(text)
local m = MESSAGE:New(text,10,"SHORAD"):ToAllIf(self.debug) local m = MESSAGE:New(text,10,"SHORAD"):ToAllIf(self.debug)
if self.UseEmOnOff then if self.UseEmOnOff then
--_group:SetAIOn()
_group:EnableEmission(true) _group:EnableEmission(true)
end end
_group:OptionAlarmStateRed() _group:OptionAlarmStateRed()
@@ -479,91 +533,132 @@ do
if self.ActiveGroups[groupname] == nil then -- no timer yet for this group if self.ActiveGroups[groupname] == nil then -- no timer yet for this group
self.ActiveGroups[groupname] = { Timing = ActiveTimer } self.ActiveGroups[groupname] = { Timing = ActiveTimer }
local endtime = timer.getTime() + (ActiveTimer * math.random(75,100) / 100 ) -- randomize wakeup a bit local endtime = timer.getTime() + (ActiveTimer * math.random(75,100) / 100 ) -- randomize wakeup a bit
timer.scheduleFunction(SleepShorad, _group, endtime) self.ActiveGroups[groupname].Timer = TIMER:New(SleepShorad,_group):Start(endtime)
--Shoot and Scoot
if self.shootandscoot then
self:__ShootAndScoot(TDiff,_group)
TDiff=TDiff+1
end
end end
end end
end end
return self return self
end end
--- (Internal) Calculate hit zone of an AGM-88 --- (Internal) Calculate hit zone of an AGM-88
-- @param #SHORAD self -- @param #SHORAD self
-- @param #table SEADWeapon DCS.Weapon object -- @param #table SEADWeapon DCS.Weapon object
-- @param Core.Point#COORDINATE pos0 Position of the plane when it fired -- @param Core.Point#COORDINATE pos0 Position of the plane when it fired
-- @param #number height Height when the missile was fired -- @param #number height Height when the missile was fired
-- @param Wrapper.Group#GROUP SEADGroup Attacker group -- @param Wrapper.Group#GROUP SEADGroup Attacker group
-- @return #SHORAD self -- @return #SHORAD self
function SHORAD:onafterCalculateHitZone(From,Event,To,SEADWeapon,pos0,height,SEADGroup) function SHORAD:onafterCalculateHitZone(From,Event,To,SEADWeapon,pos0,height,SEADGroup)
self:T("**** Calculating hit zone") self:T("**** Calculating hit zone")
if SEADWeapon and SEADWeapon:isExist() then if SEADWeapon and SEADWeapon:isExist() then
--local pos = SEADWeapon:getPoint() --local pos = SEADWeapon:getPoint()
-- postion and height
local position = SEADWeapon:getPosition()
local mheight = height
-- heading
local wph = math.atan2(position.x.z, position.x.x)
if wph < 0 then
wph=wph+2*math.pi
end
wph=math.deg(wph)
-- velocity
local wpndata = SEAD.HarmData["AGM_88"]
local mveloc = math.floor(wpndata[2] * 340.29)
local c1 = (2*mheight*9.81)/(mveloc^2)
local c2 = (mveloc^2) / 9.81
local Ropt = c2 * math.sqrt(c1+1)
if height <= 5000 then
Ropt = Ropt * 0.72
elseif height <= 7500 then
Ropt = Ropt * 0.82
elseif height <= 10000 then
Ropt = Ropt * 0.87
elseif height <= 12500 then
Ropt = Ropt * 0.98
end
-- look at a couple of zones across the trajectory
for n=1,3 do
local dist = Ropt - ((n-1)*20000)
local predpos= pos0:Translate(dist,wph)
if predpos then
-- postion and height local targetzone = ZONE_RADIUS:New("Target Zone",predpos:GetVec2(),20000)
local position = SEADWeapon:getPosition()
local mheight = height if self.debug then
-- heading predpos:MarkToAll(string.format("height=%dm | heading=%d | velocity=%ddeg | Ropt=%dm",mheight,wph,mveloc,Ropt),false)
local wph = math.atan2(position.x.z, position.x.x) targetzone:DrawZone(coalition.side.BLUE,{0,0,1},0.2,nil,nil,3,true)
if wph < 0 then end
wph=wph+2*math.pi
end local seadset = self.Groupset
wph=math.deg(wph) local tgtcoord = targetzone:GetRandomPointVec2()
local tgtgrp = seadset:FindNearestGroupFromPointVec2(tgtcoord)
-- velocity local _targetgroup = nil
local wpndata = SEAD.HarmData["AGM_88"] local _targetgroupname = "none"
local mveloc = math.floor(wpndata[2] * 340.29) local _targetskill = "Random"
local c1 = (2*mheight*9.81)/(mveloc^2) if tgtgrp and tgtgrp:IsAlive() then
local c2 = (mveloc^2) / 9.81 _targetgroup = tgtgrp
local Ropt = c2 * math.sqrt(c1+1) _targetgroupname = tgtgrp:GetName() -- group name
if height <= 5000 then _targetskill = tgtgrp:GetUnit(1):GetSkill()
Ropt = Ropt * 0.72 self:T("*** Found Target = ".. _targetgroupname)
elseif height <= 7500 then self:WakeUpShorad(_targetgroupname, self.Radius, self.ActiveTimer, Object.Category.UNIT)
Ropt = Ropt * 0.82 end
elseif height <= 10000 then end
Ropt = Ropt * 0.87 end
elseif height <= 12500 then
Ropt = Ropt * 0.98
end end
return self
-- look at a couple of zones across the trajectory end
for n=1,3 do
local dist = Ropt - ((n-1)*20000)
local predpos= pos0:Translate(dist,wph)
if predpos then
local targetzone = ZONE_RADIUS:New("Target Zone",predpos:GetVec2(),20000) --- (Internal) Shoot and Scoot
-- @param #SHORAD self
if self.debug then -- @param #string From
predpos:MarkToAll(string.format("height=%dm | heading=%d | velocity=%ddeg | Ropt=%dm",mheight,wph,mveloc,Ropt),false) -- @param #string Event
targetzone:DrawZone(coalition.side.BLUE,{0,0,1},0.2,nil,nil,3,true) -- @param #string To
end -- @param Wrapper.Group#GROUP Shorad Shorad group
-- @return #SHORAD self
local seadset = self.Groupset function SHORAD:onafterShootAndScoot(From,Event,To,Shorad)
local tgtcoord = targetzone:GetRandomPointVec2() self:T( { From,Event,To } )
local tgtgrp = seadset:FindNearestGroupFromPointVec2(tgtcoord) local possibleZones = {}
local _targetgroup = nil local mindist = self.minscootdist or 100
local _targetgroupname = "none" local maxdist = self.maxscootdist or 3000
local _targetskill = "Random" if Shorad and Shorad:IsAlive() then
if tgtgrp and tgtgrp:IsAlive() then local NowCoord = Shorad:GetCoordinate()
_targetgroup = tgtgrp for _,_zone in pairs(self.SkateZones.Set) do
_targetgroupname = tgtgrp:GetName() -- group name local zone = _zone -- Core.Zone#ZONE_RADIUS
_targetskill = tgtgrp:GetUnit(1):GetSkill() local dist = NowCoord:Get2DDistance(zone:GetCoordinate())
self:T("*** Found Target = ".. _targetgroupname) if dist >= mindist and dist <= maxdist then
self:WakeUpShorad(_targetgroupname, self.Radius, self.ActiveTimer, Object.Category.UNIT) possibleZones[#possibleZones+1] = zone
if #possibleZones == self.SkateNumber then break end
end end
end end
end if #possibleZones > 0 and Shorad:GetVelocityKMH() < 2 then
local rand = math.floor(math.random(1,#possibleZones*1000)/1000+0.5)
if rand == 0 then rand = 1 end
self:T(self.lid .. " ShootAndScoot to zone "..rand)
local ToCoordinate = possibleZones[rand]:GetCoordinate()
if self.scootrandomcoord then
ToCoordinate = possibleZones[rand]:GetRandomCoordinate(nil,nil,{land.SurfaceType.LAND,land.SurfaceType.ROAD})
end
local formation = self.scootformation or "Cone"
Shorad:RouteGroundTo(ToCoordinate,20,formation,1)
end
end
return self
end end
return self
end
--- Main function - work on the EventData --- Main function - work on the EventData
-- @param #SHORAD self -- @param #SHORAD self
-- @param Core.Event#EVENTDATA EventData The event details table data set -- @param Core.Event#EVENTDATA EventData The event details table data set
-- @return #SHORAD self
function SHORAD:HandleEventShot( EventData ) function SHORAD:HandleEventShot( EventData )
self:T( { EventData } ) self:T( { EventData } )
self:T(self.lid .. " HandleEventShot") self:T(self.lid .. " HandleEventShot")
--local ShootingUnit = EventData.IniDCSUnit
--local ShootingUnitName = EventData.IniDCSUnitName
local ShootingWeapon = EventData.Weapon -- Identify the weapon fired local ShootingWeapon = EventData.Weapon -- Identify the weapon fired
local ShootingWeaponName = EventData.WeaponName -- return weapon type local ShootingWeaponName = EventData.WeaponName -- return weapon type
-- get firing coalition -- get firing coalition
@@ -594,27 +689,18 @@ end
return self return self
end end
local targetcat = targetdata:getCategory() -- Identify category local targetcat = Object.getCategory(targetdata) -- Identify category
self:T(string.format("Target Category (3=STATIC, 1=UNIT)= %s",tostring(targetcat))) self:T(string.format("Target Category (3=STATIC, 1=UNIT)= %s",tostring(targetcat)))
self:T({targetdata}) self:T({targetdata})
local targetunit = nil local targetunit = nil
if targetcat == Object.Category.UNIT then -- UNIT if targetcat == Object.Category.UNIT then -- UNIT
targetunit = UNIT:Find(targetdata) targetunit = UNIT:Find(targetdata)
elseif targetcat == Object.Category.STATIC then -- STATIC elseif targetcat == Object.Category.STATIC then -- STATIC
--self:T("Static Target Data")
--self:T({targetdata:isExist()})
--self:T({targetdata:getPoint()})
local tgtcoord = COORDINATE:NewFromVec3(targetdata:getPoint()) local tgtcoord = COORDINATE:NewFromVec3(targetdata:getPoint())
--tgtcoord:MarkToAll("Missile Target",true) local tgtgrp1 = self.Samset:FindNearestGroupFromPointVec2(tgtcoord)
local tgtgrp1 = self.Samset:FindNearestGroupFromPointVec2(tgtcoord)
local tgtcoord1 = tgtgrp1:GetCoordinate() local tgtcoord1 = tgtgrp1:GetCoordinate()
--tgtcoord1:MarkToAll("Close target SAM",true)
local tgtgrp2 = self.Groupset:FindNearestGroupFromPointVec2(tgtcoord) local tgtgrp2 = self.Groupset:FindNearestGroupFromPointVec2(tgtcoord)
local tgtcoord2 = tgtgrp2:GetCoordinate() local tgtcoord2 = tgtgrp2:GetCoordinate()
--tgtcoord2:MarkToAll("Close target SHORAD",true)
local dist1 = tgtcoord:Get2DDistance(tgtcoord1) local dist1 = tgtcoord:Get2DDistance(tgtcoord1)
local dist2 = tgtcoord:Get2DDistance(tgtcoord2) local dist2 = tgtcoord:Get2DDistance(tgtcoord2)
@@ -626,10 +712,8 @@ end
targetcat = Object.Category.UNIT targetcat = Object.Category.UNIT
end end
end end
--local targetunitname = Unit.getName(targetdata) -- Unit name
if targetunit and targetunit:IsAlive() then if targetunit and targetunit:IsAlive() then
local targetunitname = targetunit:GetName() local targetunitname = targetunit:GetName()
--local targetgroup = Unit.getGroup(Weapon.getTarget(ShootingWeapon)) --targeted group
local targetgroup = nil local targetgroup = nil
local targetgroupname = "none" local targetgroupname = "none"
if targetcat == Object.Category.UNIT then if targetcat == Object.Category.UNIT then
@@ -647,7 +731,6 @@ end
self:T( text ) self:T( text )
local m = MESSAGE:New(text,10,"Info"):ToAllIf(self.debug) local m = MESSAGE:New(text,10,"Info"):ToAllIf(self.debug)
-- check if we or a SAM site are the target -- check if we or a SAM site are the target
--local TargetGroup = EventData.TgtGroup -- Wrapper.Group#GROUP
local shotatus = self:_CheckShotAtShorad(targetgroupname) --#boolean local shotatus = self:_CheckShotAtShorad(targetgroupname) --#boolean
local shotatsams = self:_CheckShotAtSams(targetgroupname) --#boolean local shotatsams = self:_CheckShotAtSams(targetgroupname) --#boolean
-- if being shot at, find closest SHORADs to activate -- if being shot at, find closest SHORADs to activate
@@ -664,4 +747,4 @@ end
end end
----------------------------------------------------------------------- -----------------------------------------------------------------------
-- SHORAD end -- SHORAD end
----------------------------------------------------------------------- -----------------------------------------------------------------------

View File

@@ -33,9 +33,9 @@
-- --
-- === -- ===
-- --
-- ### Author: **[funkyfranky](https://forums.eagle.ru/member.php?u=115026)** -- ### Author: **funkyfranky**
-- --
-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536) -- ### Contributions: FlightControl
-- --
-- === -- ===
-- --
@@ -85,6 +85,7 @@
-- @field #boolean eventmoose If true, events are handled by MOOSE. If false, events are handled directly by DCS eventhandler. Default true. -- @field #boolean eventmoose If true, events are handled by MOOSE. If false, events are handled directly by DCS eventhandler. Default true.
-- @field Core.Zone#ZONE BattleZone -- @field Core.Zone#ZONE BattleZone
-- @field #boolean AutoEngage -- @field #boolean AutoEngage
-- @field #table waypoints Waypoints of the group as defined in the ME.
-- @extends Core.Fsm#FSM_CONTROLLABLE -- @extends Core.Fsm#FSM_CONTROLLABLE
-- --
@@ -265,6 +266,7 @@ SUPPRESSION={
DefaultAlarmState = "Auto", DefaultAlarmState = "Auto",
DefaultROE = "Weapon Free", DefaultROE = "Weapon Free",
eventmoose = true, eventmoose = true,
waypoints = {},
} }
--- Enumerator of possible rules of engagement. --- Enumerator of possible rules of engagement.
@@ -295,7 +297,7 @@ SUPPRESSION.MenuF10=nil
--- PSEUDOATC version. --- PSEUDOATC version.
-- @field #number version -- @field #number version
SUPPRESSION.version="0.9.3" SUPPRESSION.version="0.9.4"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -309,7 +311,7 @@ SUPPRESSION.version="0.9.3"
--- Creates a new AI_suppression object. --- Creates a new AI_suppression object.
-- @param #SUPPRESSION self -- @param #SUPPRESSION self
-- @param Wrapper.Group#GROUP group The GROUP object for which suppression should be applied. -- @param Wrapper.Group#GROUP group The GROUP object for which suppression should be applied.
-- @return #SUPPRESSION SUPPRESSION object or *nil* if group does not exist or is not a ground group. -- @return #SUPPRESSION self
function SUPPRESSION:New(group) function SUPPRESSION:New(group)
-- Inherits from FSM_CONTROLLABLE -- Inherits from FSM_CONTROLLABLE
@@ -320,7 +322,7 @@ function SUPPRESSION:New(group)
self.lid=string.format("SUPPRESSION %s | ", tostring(group:GetName())) self.lid=string.format("SUPPRESSION %s | ", tostring(group:GetName()))
self:T(self.lid..string.format("SUPPRESSION version %s. Activating suppressive fire for group %s", SUPPRESSION.version, group:GetName())) self:T(self.lid..string.format("SUPPRESSION version %s. Activating suppressive fire for group %s", SUPPRESSION.version, group:GetName()))
else else
self:E(self.lid.."SUPPRESSION | Requested group does not exist! (Has to be a MOOSE group.)") self:E("SUPPRESSION | Requested group does not exist! (Has to be a MOOSE group)")
return nil return nil
end end
@@ -1186,6 +1188,16 @@ function SUPPRESSION:onafterFightBack(Controllable, From, Event, To)
-- Set ROE and alarm state back to default. -- Set ROE and alarm state back to default.
self:_SetROE() self:_SetROE()
self:_SetAlarmState() self:_SetAlarmState()
local group=Controllable --Wrapper.Group#GROUP
local Waypoints = group:GetTemplateRoutePoints()
-- env.info("FF waypoints",showMessageBox)
-- self:I(Waypoints)
group:Route(Waypoints, 5)
end end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -1251,7 +1263,7 @@ function SUPPRESSION:onafterFallBack(Controllable, From, Event, To, AttackUnit)
self:_SetROE(SUPPRESSION.ROE.Hold) self:_SetROE(SUPPRESSION.ROE.Hold)
-- Set alarm state to GREEN and let the unit run away. -- Set alarm state to GREEN and let the unit run away.
self:_SetAlarmState(SUPPRESSION.AlarmState.Green) self:_SetAlarmState(SUPPRESSION.AlarmState.Auto)
-- Make the group run away. -- Make the group run away.
self:_Run(Coord, self.Speed, self.Formation, self.FallbackWait) self:_Run(Coord, self.Speed, self.Formation, self.FallbackWait)
@@ -1537,7 +1549,7 @@ end
-- @param #SUPPRESSION self -- @param #SUPPRESSION self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function SUPPRESSION:_OnEventHit(EventData) function SUPPRESSION:_OnEventHit(EventData)
self:F(EventData) self:F3(EventData)
local GroupNameSelf=self.Controllable:GetName() local GroupNameSelf=self.Controllable:GetName()
local GroupNameTgt=EventData.TgtGroupName local GroupNameTgt=EventData.TgtGroupName
@@ -1676,15 +1688,15 @@ end
function SUPPRESSION:_Run(fin, speed, formation, wait) function SUPPRESSION:_Run(fin, speed, formation, wait)
speed=speed or 20 speed=speed or 20
formation=formation or "Off road" formation=formation or ENUMS.Formation.Vehicle.OffRoad
wait=wait or 30 wait=wait or 30
local group=self.Controllable -- Wrapper.Controllable#CONTROLLABLE local group=self.Controllable -- Wrapper.Group#GROUP
if group and group:IsAlive() then if group and group:IsAlive() then
-- Clear all tasks. -- Clear all tasks.
group:ClearTasks() --group:ClearTasks()
-- Current coordinates of group. -- Current coordinates of group.
local ini=group:GetCoordinate() local ini=group:GetCoordinate()
@@ -1694,57 +1706,18 @@ function SUPPRESSION:_Run(fin, speed, formation, wait)
-- Heading from ini to fin. -- Heading from ini to fin.
local heading=self:_Heading(ini, fin) local heading=self:_Heading(ini, fin)
-- Number of waypoints.
local nx
if dist <= 50 then
nx=2
elseif dist <= 100 then
nx=3
elseif dist <= 500 then
nx=4
else
nx=5
end
-- Number of intermediate waypoints.
local dx=dist/(nx-1)
-- Waypoint and task arrays. -- Waypoint and task arrays.
local wp={} local wp={}
local tasks={} local tasks={}
-- First waypoint is the current position of the group. -- First waypoint is the current position of the group.
wp[1]=ini:WaypointGround(speed, formation) wp[1]=ini:WaypointGround(speed, formation)
tasks[1]=group:TaskFunction("SUPPRESSION._Passing_Waypoint", self, 1, false)
if self.Debug then if self.Debug then
local MarkerID=ini:MarkToAll(string.format("Waypoing %d of group %s (initial)", #wp, self.Controllable:GetName())) local MarkerID=ini:MarkToAll(string.format("Waypoing %d of group %s (initial)", #wp, self.Controllable:GetName()))
end end
self:T2(self.lid..string.format("Number of waypoints %d", nx))
for i=1,nx-2 do
local x=dx*i
local coord=ini:Translate(x, heading)
wp[#wp+1]=coord:WaypointGround(speed, formation)
tasks[#tasks+1]=group:TaskFunction("SUPPRESSION._Passing_Waypoint", self, #wp, false)
self:T2(self.lid..string.format("%d x = %4.1f", i, x))
if self.Debug then
local MarkerID=coord:MarkToAll(string.format("Waypoing %d of group %s", #wp, self.Controllable:GetName()))
end
end
self:T2(self.lid..string.format("Total distance: %4.1f", dist))
-- Final waypoint.
wp[#wp+1]=fin:WaypointGround(speed, formation)
if self.Debug then
local MarkerID=fin:MarkToAll(string.format("Waypoing %d of group %s (final)", #wp, self.Controllable:GetName()))
end
-- Task to hold. -- Task to hold.
local ConditionWait=group:TaskCondition(nil, nil, nil, nil, wait, nil) local ConditionWait=group:TaskCondition(nil, nil, nil, nil, wait, nil)
local TaskHold = group:TaskHold() local TaskHold = group:TaskHold()
@@ -1753,25 +1726,15 @@ function SUPPRESSION:_Run(fin, speed, formation, wait)
local TaskComboFin = {} local TaskComboFin = {}
TaskComboFin[#TaskComboFin+1] = group:TaskFunction("SUPPRESSION._Passing_Waypoint", self, #wp, true) TaskComboFin[#TaskComboFin+1] = group:TaskFunction("SUPPRESSION._Passing_Waypoint", self, #wp, true)
TaskComboFin[#TaskComboFin+1] = group:TaskControlled(TaskHold, ConditionWait) TaskComboFin[#TaskComboFin+1] = group:TaskControlled(TaskHold, ConditionWait)
-- Add final task.
tasks[#tasks+1]=group:TaskCombo(TaskComboFin)
-- Original waypoints of the group.
local Waypoints = group:GetTemplateRoutePoints()
-- New points are added to the default route. -- Final waypoint.
for i,p in ipairs(wp) do wp[#wp+1]=fin:WaypointGround(speed, formation, TaskComboFin)
table.insert(Waypoints, i, wp[i]) if self.Debug then
end local MarkerID=fin:MarkToAll(string.format("Waypoing %d of group %s (final)", #wp, self.Controllable:GetName()))
end
-- Set task for all waypoints.
for i,wp in ipairs(Waypoints) do
group:SetTaskWaypoint(Waypoints[i], tasks[i])
end
-- Submit task and route group along waypoints. -- Submit task and route group along waypoints.
group:Route(Waypoints) group:Route(wp)
else else
self:E(self.lid..string.format("ERROR: Group is not alive!")) self:E(self.lid..string.format("ERROR: Group is not alive!"))
@@ -1790,7 +1753,7 @@ function SUPPRESSION._Passing_Waypoint(group, Fsm, i, final)
local text=string.format("Group %s passing waypoint %d (final=%s)", group:GetName(), i, tostring(final)) local text=string.format("Group %s passing waypoint %d (final=%s)", group:GetName(), i, tostring(final))
MESSAGE:New(text,10):ToAllIf(Fsm.Debug) MESSAGE:New(text,10):ToAllIf(Fsm.Debug)
if Fsm.Debug then if Fsm.Debug then
env.info(self.lid..text) env.info(Fsm.lid..text)
end end
if final then if final then
@@ -1891,7 +1854,7 @@ function SUPPRESSION:_GetLife()
local groupstrength=#units/self.IniGroupStrength*100 local groupstrength=#units/self.IniGroupStrength*100
self.T2(self.lid..string.format("Group %s _GetLife nunits = %d", self.Controllable:GetName(), #units)) self:T2(self.lid..string.format("Group %s _GetLife nunits = %d", self.Controllable:GetName(), #units))
for _,unit in pairs(units) do for _,unit in pairs(units) do

View File

@@ -87,7 +87,7 @@
-- @field #number respawndelay Delay before respawn in seconds. -- @field #number respawndelay Delay before respawn in seconds.
-- @field #number runwaydestroyed Time stamp timer.getAbsTime() when the runway was destroyed. -- @field #number runwaydestroyed Time stamp timer.getAbsTime() when the runway was destroyed.
-- @field #number runwayrepairtime Time in seconds until runway will be repaired after it was destroyed. Default is 3600 sec (one hour). -- @field #number runwayrepairtime Time in seconds until runway will be repaired after it was destroyed. Default is 3600 sec (one hour).
-- @field Ops.FlightControl#FLIGHTCONTROL flightcontrol Flight control of this warehouse. -- @field OPS.FlightControl#FLIGHTCONTROL flightcontrol Flight control of this warehouse.
-- @extends Core.Fsm#FSM -- @extends Core.Fsm#FSM
--- Have your assets at the right place at the right time - or not! --- Have your assets at the right place at the right time - or not!
@@ -302,8 +302,8 @@
-- --
-- Initial Spawn states is as follows: -- Initial Spawn states is as follows:
-- GROUND: ROE, "Return Fire" Alarm, "Green" -- GROUND: ROE, "Return Fire" Alarm, "Green"
-- AIR: ROE, "Return Fire" Reaction to Threat, "Passive Defense" -- AIR: ROE, "Return Fire" Reaction to Threat, "Passive Defense"
-- NAVAL ROE, "Return Fire" Alarm,"N/A" -- NAVAL ROE, "Return Fire" Alarm,"N/A"
-- --
-- A request can be added by the @{#WAREHOUSE.AddRequest}(*warehouse*, *AssetDescriptor*, *AssetDescriptorValue*, *nAsset*, *TransportType*, *nTransport*, *Prio*, *Assignment*) function. -- A request can be added by the @{#WAREHOUSE.AddRequest}(*warehouse*, *AssetDescriptor*, *AssetDescriptorValue*, *nAsset*, *TransportType*, *nTransport*, *Prio*, *Assignment*) function.
-- The parameters are -- The parameters are
@@ -742,7 +742,7 @@
-- --
-- ## Save Assets -- ## Save Assets
-- --
-- Saving asset data to file is achieved by the @{WAREHOUSE.Save}(*path*, *filename*) function. The parameter *path* specifies the path on the file system where the -- Saving asset data to file is achieved by the @{#WAREHOUSE.Save}(*path*, *filename*) function. The parameter *path* specifies the path on the file system where the
-- warehouse data is saved. If you do not specify a path, the file is saved your the DCS installation root directory. -- warehouse data is saved. If you do not specify a path, the file is saved your the DCS installation root directory.
-- The parameter *filename* is optional and defines the name of the saved file. By default this is automatically created from the warehouse id and name, for example -- The parameter *filename* is optional and defines the name of the saved file. By default this is automatically created from the warehouse id and name, for example
-- "Warehouse-1234_Batumi.txt". -- "Warehouse-1234_Batumi.txt".
@@ -753,13 +753,13 @@
-- --
-- ### Automatic Save at Mission End -- ### Automatic Save at Mission End
-- --
-- The assets can be saved automatically when the mission is ended via the @{WAREHOUSE.SetSaveOnMissionEnd}(*path*, *filename*) function, i.e. -- The assets can be saved automatically when the mission is ended via the @{#WAREHOUSE.SetSaveOnMissionEnd}(*path*, *filename*) function, i.e.
-- --
-- warehouseBatumi:SetSaveOnMissionEnd("D:\\My Warehouse Data\\") -- warehouseBatumi:SetSaveOnMissionEnd("D:\\My Warehouse Data\\")
-- --
-- ## Load Assets -- ## Load Assets
-- --
-- Loading assets data from file is achieved by the @{WAREHOUSE.Load}(*path*, *filename*) function. The parameter *path* specifies the path on the file system where the -- Loading assets data from file is achieved by the @{#WAREHOUSE.Load}(*path*, *filename*) function. The parameter *path* specifies the path on the file system where the
-- warehouse data is loaded from. If you do not specify a path, the file is loaded from your the DCS installation root directory. -- warehouse data is loaded from. If you do not specify a path, the file is loaded from your the DCS installation root directory.
-- The parameter *filename* is optional and defines the name of the file to load. By default this is automatically generated from the warehouse id and name, for example -- The parameter *filename* is optional and defines the name of the file to load. By default this is automatically generated from the warehouse id and name, for example
-- "Warehouse-1234_Batumi.txt". -- "Warehouse-1234_Batumi.txt".
@@ -1274,7 +1274,7 @@
-- --
-- ## Example 13: Battlefield Air Interdiction -- ## Example 13: Battlefield Air Interdiction
-- --
-- This example show how to couple the WAREHOUSE class with the @{AI.AI_Bai} class. -- This example show how to couple the WAREHOUSE class with the @{AI.AI_BAI} class.
-- Four enemy targets have been located at the famous Kobuleti X. All three available Viggen 2-ship flights are assigned to kill at least one of the BMPs to complete their mission. -- Four enemy targets have been located at the famous Kobuleti X. All three available Viggen 2-ship flights are assigned to kill at least one of the BMPs to complete their mission.
-- --
-- -- Start Warehouse at Kobuleti. -- -- Start Warehouse at Kobuleti.
@@ -1798,7 +1798,7 @@ _WAREHOUSEDB = {
--- Warehouse class version. --- Warehouse class version.
-- @field #string version -- @field #string version
WAREHOUSE.version="1.0.2" WAREHOUSE.version="1.0.2a"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Warehouse todo list. -- TODO: Warehouse todo list.
@@ -2647,6 +2647,13 @@ function WAREHOUSE:SetWarehouseZone(zone)
return self return self
end end
--- Get the warehouse zone.
-- @param #WAREHOUSE self
-- @return Core.Zone#ZONE The warehouse zone.
function WAREHOUSE:GetWarehouseZone()
return self.zone
end
--- Set auto defence on. When the warehouse is under attack, all ground assets are spawned automatically and will defend the warehouse zone. --- Set auto defence on. When the warehouse is under attack, all ground assets are spawned automatically and will defend the warehouse zone.
-- @param #WAREHOUSE self -- @param #WAREHOUSE self
-- @return #WAREHOUSE self -- @return #WAREHOUSE self
@@ -3609,9 +3616,10 @@ function WAREHOUSE:onafterStatus(From, Event, To)
end end
-- Print queue after processing requests. -- Print queue after processing requests.
self:_PrintQueue(self.queue, "Queue waiting") if self.verbosity > 2 then
self:_PrintQueue(self.pending, "Queue pending") self:_PrintQueue(self.queue, "Queue waiting")
self:_PrintQueue(self.pending, "Queue pending")
end
-- Check fuel for all assets. -- Check fuel for all assets.
--self:_CheckFuel() --self:_CheckFuel()
@@ -4094,9 +4102,9 @@ function WAREHOUSE:_RegisterAsset(group, ngroups, forceattribute, forcecargobay,
-- Get the size of an object. -- Get the size of an object.
local function _GetObjectSize(DCSdesc) local function _GetObjectSize(DCSdesc)
if DCSdesc.box then if DCSdesc.box then
local x=DCSdesc.box.max.x+math.abs(DCSdesc.box.min.x) --length local x=DCSdesc.box.max.x-DCSdesc.box.min.x --length
local y=DCSdesc.box.max.y+math.abs(DCSdesc.box.min.y) --height local y=DCSdesc.box.max.y-DCSdesc.box.min.y --height
local z=DCSdesc.box.max.z+math.abs(DCSdesc.box.min.z) --width local z=DCSdesc.box.max.z-DCSdesc.box.min.z --width
return math.max(x,z), x , y, z return math.max(x,z), x , y, z
end end
return 0,0,0,0 return 0,0,0,0
@@ -4554,7 +4562,8 @@ function WAREHOUSE:onafterRequest(From, Event, To, Request)
self:_ErrorMessage("ERROR: Cargo transport by train not supported yet!") self:_ErrorMessage("ERROR: Cargo transport by train not supported yet!")
return return
elseif Request.transporttype==WAREHOUSE.TransportType.SHIP or Request.transporttype==WAREHOUSE.TransportType.NAVALCARRIER then elseif Request.transporttype==WAREHOUSE.TransportType.SHIP or Request.transporttype==WAREHOUSE.TransportType.NAVALCARRIER
or Request.transporttype==WAREHOUSE.TransportType.ARMEDSHIP or Request.transporttype==WAREHOUSE.TransportType.WARSHIP then
-- Spawn Ship in port zone -- Spawn Ship in port zone
spawngroup=self:_SpawnAssetGroundNaval(_alias, _assetitem, Request, self.portzone) spawngroup=self:_SpawnAssetGroundNaval(_alias, _assetitem, Request, self.portzone)
@@ -5490,8 +5499,13 @@ function WAREHOUSE:onafterAssetDead(From, Event, To, asset, request)
--- ---
-- Remove dead group from cargo group set. -- Remove dead group from cargo group set.
request.cargogroupset:Remove(groupname, NoTriggerEvent) if request.cargogroupset then
self:T(self.lid..string.format("Removed selfpropelled cargo %s: ncargo=%d.", groupname, request.cargogroupset:Count())) -- cargogroupset was nil for user case. Difficult to reproduce so we add a nil check.
request.cargogroupset:Remove(groupname, NoTriggerEvent)
self:T(self.lid..string.format("Removed selfpropelled cargo %s: ncargo=%d.", groupname, request.cargogroupset:Count()))
else
self:E(self.lid..string.format("ERROR: cargogroupset is nil for request ID=%s!", tostring(request.uid)))
end
else else
@@ -5810,6 +5824,7 @@ function WAREHOUSE:_SpawnAssetRequest(Request)
-- Now we try to find all parking spots for all cargo groups in advance. Due to the for loop, the parking spots do not get updated while spawning. -- Now we try to find all parking spots for all cargo groups in advance. Due to the for loop, the parking spots do not get updated while spawning.
local Parking={} local Parking={}
if Request.cargocategory==Group.Category.AIRPLANE or Request.cargocategory==Group.Category.HELICOPTER then if Request.cargocategory==Group.Category.AIRPLANE or Request.cargocategory==Group.Category.HELICOPTER then
--TODO: Check for airstart. Should be a request property.
Parking=self:_FindParkingForAssets(self.airbase, cargoassets) or {} Parking=self:_FindParkingForAssets(self.airbase, cargoassets) or {}
end end
@@ -5821,62 +5836,65 @@ function WAREHOUSE:_SpawnAssetRequest(Request)
-- Get stock item. -- Get stock item.
local asset=cargoassets[i] --#WAREHOUSE.Assetitem local asset=cargoassets[i] --#WAREHOUSE.Assetitem
if not asset.spawned then
-- Set asset status to not spawned until we capture its birth event. -- Set asset status to not spawned until we capture its birth event.
asset.spawned=false asset.iscargo=true
asset.iscargo=true
-- Set request ID.
-- Set request ID. asset.rid=Request.uid
asset.rid=Request.uid
-- Spawn group name.
-- Spawn group name. local _alias=asset.spawngroupname
local _alias=asset.spawngroupname
--Request add asset by id.
--Request add asset by id. Request.assets[asset.uid]=asset
Request.assets[asset.uid]=asset
-- Spawn an asset group.
-- Spawn an asset group. local _group=nil --Wrapper.Group#GROUP
local _group=nil --Wrapper.Group#GROUP if asset.category==Group.Category.GROUND then
if asset.category==Group.Category.GROUND then
-- Spawn ground troops.
-- Spawn ground troops.
_group=self:_SpawnAssetGroundNaval(_alias, asset, Request, self.spawnzone, Request.lateActivation)
elseif asset.category==Group.Category.AIRPLANE or asset.category==Group.Category.HELICOPTER then
-- Spawn air units.
if Parking[asset.uid] then
_group=self:_SpawnAssetAircraft(_alias, asset, Request, Parking[asset.uid], UnControlled, Request.lateActivation)
else
_group=self:_SpawnAssetAircraft(_alias, asset, Request, nil, UnControlled, Request.lateActivation)
end
elseif asset.category==Group.Category.TRAIN then
-- Spawn train.
if self.rail then
--TODO: Rail should only get one asset because they would spawn on top!
-- Spawn naval assets.
_group=self:_SpawnAssetGroundNaval(_alias, asset, Request, self.spawnzone, Request.lateActivation) _group=self:_SpawnAssetGroundNaval(_alias, asset, Request, self.spawnzone, Request.lateActivation)
elseif asset.category==Group.Category.AIRPLANE or asset.category==Group.Category.HELICOPTER then
-- Spawn air units.
if Parking[asset.uid] then
_group=self:_SpawnAssetAircraft(_alias, asset, Request, Parking[asset.uid], UnControlled, Request.lateActivation)
else
_group=self:_SpawnAssetAircraft(_alias, asset, Request, nil, UnControlled, Request.lateActivation)
end
elseif asset.category==Group.Category.TRAIN then
-- Spawn train.
if self.rail then
--TODO: Rail should only get one asset because they would spawn on top!
-- Spawn naval assets.
_group=self:_SpawnAssetGroundNaval(_alias, asset, Request, self.spawnzone, Request.lateActivation)
end
--self:E(self.lid.."ERROR: Spawning of TRAIN assets not possible yet!")
elseif asset.category==Group.Category.SHIP then
-- Spawn naval assets.
_group=self:_SpawnAssetGroundNaval(_alias, asset, Request, self.portzone, Request.lateActivation)
else
self:E(self.lid.."ERROR: Unknown asset category!")
end end
--self:E(self.lid.."ERROR: Spawning of TRAIN assets not possible yet!") -- Trigger event.
if _group then
elseif asset.category==Group.Category.SHIP then self:__AssetSpawned(0.01, _group, asset, Request)
end
-- Spawn naval assets.
_group=self:_SpawnAssetGroundNaval(_alias, asset, Request, self.portzone, Request.lateActivation)
else
self:E(self.lid.."ERROR: Unknown asset category!")
end end
-- Trigger event.
if _group then
self:__AssetSpawned(0.01, _group, asset, Request)
end
end end
end end
@@ -6069,7 +6087,9 @@ function WAREHOUSE:_SpawnAssetAircraft(alias, asset, request, parking, uncontrol
end end
if self.Debug then if self.Debug then
coord:MarkToAll(string.format("Spawnplace unit %s terminal %d.", unit.name, terminal)) local text=string.format("Spawnplace unit %s terminal %d.", unit.name, terminal)
coord:MarkToAll(text)
env.info(text)
end end
unit.x=coord.x unit.x=coord.x
@@ -6657,7 +6677,13 @@ function WAREHOUSE:_OnEventCrashOrDead(EventData)
self:Destroyed() self:Destroyed()
end end
if self.airbase and self.airbasename and self.airbasename==EventData.IniUnitName then if self.airbase and self.airbasename and self.airbasename==EventData.IniUnitName then
self:RunwayDestroyed() if self:IsRunwayOperational() then
-- Trigger RunwayDestroyed event (only if it is not destroyed already)
self:RunwayDestroyed()
else
-- Reset the time stamp.
self.runwaydestroyed=timer.getAbsTime()
end
end end
end end
@@ -6747,7 +6773,7 @@ function WAREHOUSE:_UnitDead(deadunit, deadgroup, request)
-- Dont trigger a Remove event for the group sets. -- Dont trigger a Remove event for the group sets.
local NoTriggerEvent=true local NoTriggerEvent=true
if not request.transporttype==WAREHOUSE.TransportType.SELFPROPELLED then if request.transporttype~=WAREHOUSE.TransportType.SELFPROPELLED then
--- ---
-- Complicated case: Dead unit could be: -- Complicated case: Dead unit could be:
@@ -6814,7 +6840,7 @@ function WAREHOUSE:_OnEventBaseCaptured(EventData)
self:AirbaseRecaptured(NewCoalitionAirbase) self:AirbaseRecaptured(NewCoalitionAirbase)
end end
else else
-- Captured airbase belongs to this warehouse but was captured by other coaltion. -- Captured airbase belongs to this warehouse but was captured by other coalition.
if NewCoalitionAirbase ~= self:GetCoalition() then if NewCoalitionAirbase ~= self:GetCoalition() then
self:AirbaseCaptured(NewCoalitionAirbase) self:AirbaseCaptured(NewCoalitionAirbase)
end end
@@ -7007,7 +7033,7 @@ function WAREHOUSE:_CheckRequestConsistancy(queue)
-- Request from enemy coalition? -- Request from enemy coalition?
if self:GetCoalition()~=request.warehouse:GetCoalition() then if self:GetCoalition()~=request.warehouse:GetCoalition() then
self:E(self.lid..string.format("ERROR: INVALID request. Requesting warehouse is of wrong coaltion! Own coalition %s != %s of requesting warehouse.", self:GetCoalitionName(), request.warehouse:GetCoalitionName())) self:E(self.lid..string.format("ERROR: INVALID request. Requesting warehouse is of wrong coalition! Own coalition %s != %s of requesting warehouse.", self:GetCoalitionName(), request.warehouse:GetCoalitionName()))
valid=false valid=false
end end
@@ -7374,29 +7400,52 @@ function WAREHOUSE:_CheckRequestNow(request)
local _transports local _transports
local _assetattribute local _assetattribute
local _assetcategory local _assetcategory
local _assetairstart=false
-- Check if at least one (cargo) asset is available. -- Check if at least one (cargo) asset is available.
if _nassets>0 then if _nassets>0 then
local asset=_assets[1] --#WAREHOUSE.Assetitem
-- Get the attibute of the requested asset. -- Get the attibute of the requested asset.
_assetattribute=_assets[1].attribute _assetattribute=_assets[1].attribute
_assetcategory=_assets[1].category _assetcategory=_assets[1].category
_assetairstart=_assets[1].takeoffType and _assets[1].takeoffType==COORDINATE.WaypointType.TurningPoint or false
-- Check available parking for air asset units. -- Check available parking for air asset units.
if _assetcategory==Group.Category.AIRPLANE or _assetcategory==Group.Category.HELICOPTER then if _assetcategory==Group.Category.AIRPLANE or _assetcategory==Group.Category.HELICOPTER then
if self.airbase and self.airbase:GetCoalition()==self:GetCoalition() then if self.airbase and self.airbase:GetCoalition()==self:GetCoalition() then
if self:IsRunwayOperational() then -- Check if DCS warehouse of airbase has enough assets
if self.airbase.storage then
local Parking=self:_FindParkingForAssets(self.airbase,_assets) local nS=self.airbase.storage:GetAmount(asset.unittype)
local nA=asset.nunits*request.nasset -- Number of units requested
--if Parking==nil and not (self.category==Airbase.Category.HELIPAD) then if nS<nA then
if Parking==nil then local text=string.format("Warehouse %s: Request denied! DCS Warehouse has only %d assets of type %s ==> NOT enough to spawn the requested %d asset units (%d groups)",
local text=string.format("Warehouse %s: Request denied! Not enough free parking spots for all requested assets at the moment.", self.alias) self.alias, nS, asset.unittype, nA, request.nasset)
self:_InfoMessage(text, 5) self:_InfoMessage(text, 5)
return false return false
end end
end
if self:IsRunwayOperational() or _assetairstart then
if _assetairstart then
-- Airstart no need to check parking
else
-- Check parking.
local Parking=self:_FindParkingForAssets(self.airbase,_assets)
-- No parking?
if Parking==nil then
local text=string.format("Warehouse %s: Request denied! Not enough free parking spots for all requested assets at the moment.", self.alias)
self:_InfoMessage(text, 5)
return false
end
end
else else
-- Runway destroyed. -- Runway destroyed.
@@ -7496,6 +7545,9 @@ function WAREHOUSE:_CheckRequestNow(request)
self:_InfoMessage(text, 5) self:_InfoMessage(text, 5)
return false return false
end end
elseif _assetcategory==Group.Category.AIRPLANE or _assetcategory==Group.Category.HELICOPTER then
end end
@@ -7836,7 +7888,7 @@ function WAREHOUSE:_GetTerminal(_attribute, _category)
-- Default terminal is "large". -- Default terminal is "large".
local _terminal=AIRBASE.TerminalType.OpenBig local _terminal=AIRBASE.TerminalType.OpenBig
if _attribute==WAREHOUSE.Attribute.AIR_FIGHTER then if _attribute==WAREHOUSE.Attribute.AIR_FIGHTER or _attribute==WAREHOUSE.Attribute.AIR_UAV then
-- Fighter ==> small. -- Fighter ==> small.
_terminal=AIRBASE.TerminalType.FighterAircraft _terminal=AIRBASE.TerminalType.FighterAircraft
elseif _attribute==WAREHOUSE.Attribute.AIR_BOMBER or _attribute==WAREHOUSE.Attribute.AIR_TRANSPORTPLANE or _attribute==WAREHOUSE.Attribute.AIR_TANKER or _attribute==WAREHOUSE.Attribute.AIR_AWACS then elseif _attribute==WAREHOUSE.Attribute.AIR_BOMBER or _attribute==WAREHOUSE.Attribute.AIR_TRANSPORTPLANE or _attribute==WAREHOUSE.Attribute.AIR_TANKER or _attribute==WAREHOUSE.Attribute.AIR_AWACS then
@@ -7969,93 +8021,123 @@ function WAREHOUSE:_FindParkingForAssets(airbase, assets)
-- Loop over all assets that need a parking psot. -- Loop over all assets that need a parking psot.
for _,asset in pairs(assets) do for _,asset in pairs(assets) do
local _asset=asset --#WAREHOUSE.Assetitem local _asset=asset --#WAREHOUSE.Assetitem
-- Get terminal type of this asset
local terminaltype=asset.terminalType or self:_GetTerminal(asset.attribute, self:GetAirbaseCategory())
-- Asset specific parking.
parking[_asset.uid]={}
-- Loop over all units - each one needs a spot.
for i=1,_asset.nunits do
-- Asset name if not _asset.spawned then
local assetname=_asset.spawngroupname.."-"..tostring(i)
-- Loop over all parking spots.
local gotit=false
for _,_parkingspot in pairs(parkingdata) do
local parkingspot=_parkingspot --Wrapper.Airbase#AIRBASE.ParkingSpot
-- Check correct terminal type for asset. We don't want helos in shelters etc.
if AIRBASE._CheckTerminalType(parkingspot.TerminalType, terminaltype) and self:_CheckParkingValid(parkingspot) and self:_CheckParkingAsset(parkingspot, asset) and airbase:_CheckParkingLists(parkingspot.TerminalID) then
-- Coordinate of the parking spot.
local _spot=parkingspot.Coordinate -- Core.Point#COORDINATE
local _termid=parkingspot.TerminalID
local free=true
local problem=nil
-- Loop over all obstacles.
for _,obstacle in pairs(obstacles) do
-- Check if aircraft overlaps with any obstacle.
local dist=_spot:Get2DDistance(obstacle.coord)
local safe=_overlap(_asset.size, obstacle.size, dist)
-- Spot is blocked.
if not safe then
self:T3(self.lid..string.format("FF asset=%s (id=%d): spot id=%d dist=%.1fm is NOT SAFE", assetname, _asset.uid, _termid, dist))
free=false
problem=obstacle
problem.dist=dist
break
else
--env.info(string.format("FF asset=%s (id=%d): spot id=%d dist=%.1fm is SAFE", assetname, _asset.uid, _termid, dist))
end
end
-- Check if spot is free
if free then
-- Add parkingspot for this asset unit.
table.insert(parking[_asset.uid], parkingspot)
-- Debug
self:T(self.lid..string.format("Parking spot %d is free for asset %s [id=%d]!", _termid, assetname, _asset.uid))
-- Add the unit as obstacle so that this spot will not be available for the next unit.
table.insert(obstacles, {coord=_spot, size=_asset.size, name=assetname, type="asset"})
gotit=true
break
-- Get terminal type of this asset
local terminaltype=asset.terminalType or self:_GetTerminal(asset.attribute, self:GetAirbaseCategory())
-- Asset specific parking.
parking[_asset.uid]={}
-- Loop over all units - each one needs a spot.
for i=1,_asset.nunits do
-- Asset name
local assetname=_asset.spawngroupname.."-"..tostring(i)
-- Loop over all parking spots.
local gotit=false
for _,_parkingspot in pairs(parkingdata) do
local parkingspot=_parkingspot --Wrapper.Airbase#AIRBASE.ParkingSpot
-- Parking valid?
local valid=true
if asset.parkingIDs then
-- If asset has assigned parking spots, we take these no matter what.
valid=self:_CheckParkingAsset(parkingspot, asset)
else else
-- Debug output for occupied spots. -- Valid terminal type depending on attribute.
if self.Debug then local validTerminal=AIRBASE._CheckTerminalType(parkingspot.TerminalType, terminaltype)
local coord=problem.coord --Core.Point#COORDINATE
local text=string.format("Obstacle %s [type=%s] blocking spot=%d! Size=%.1f m and distance=%.1f m.", problem.name, problem.type, _termid, problem.size, problem.dist) -- Valid parking list.
self:I(self.lid..text) local validParking=self:_CheckParkingValid(parkingspot)
coord:MarkToAll(string.format(text))
else -- Black and white list.
self:T(self.lid..string.format("Parking spot %d is occupied or not big enough!", _termid)) local validBWlist=airbase:_CheckParkingLists(parkingspot.TerminalID)
end
-- Debug info.
--env.info(string.format("FF validTerminal = %s", tostring(validTerminal)))
--env.info(string.format("FF validParking = %s", tostring(validParking)))
--env.info(string.format("FF validBWlist = %s", tostring(validBWlist)))
-- Check if all are true
valid=validTerminal and validParking and validBWlist
end end
else
self:T2(self.lid..string.format("Terminal ID=%d: type=%s not supported", parkingspot.TerminalID, parkingspot.TerminalType)) -- Check correct terminal type for asset. We don't want helos in shelters etc.
end -- check terminal type if valid then
end -- loop over parking spots
-- Coordinate of the parking spot.
-- No parking spot for at least one asset :( local _spot=parkingspot.Coordinate -- Core.Point#COORDINATE
if not gotit then local _termid=parkingspot.TerminalID
self:I(self.lid..string.format("WARNING: No free parking spot for asset %s [id=%d]", assetname, _asset.uid)) local free=true
return nil local problem=nil
end
end -- loop over asset units -- Loop over all obstacles.
for _,obstacle in pairs(obstacles) do
-- Check if aircraft overlaps with any obstacle.
local dist=_spot:Get2DDistance(obstacle.coord)
local safe=_overlap(_asset.size, obstacle.size, dist)
-- Spot is blocked.
if not safe then
self:T3(self.lid..string.format("FF asset=%s (id=%d): spot id=%d dist=%.1fm is NOT SAFE", assetname, _asset.uid, _termid, dist))
free=false
problem=obstacle
problem.dist=dist
break
else
--env.info(string.format("FF asset=%s (id=%d): spot id=%d dist=%.1fm is SAFE", assetname, _asset.uid, _termid, dist))
end
end
-- Check if spot is free
if free then
-- Add parkingspot for this asset unit.
table.insert(parking[_asset.uid], parkingspot)
-- Debug
self:T(self.lid..string.format("Parking spot %d is free for asset %s [id=%d]!", _termid, assetname, _asset.uid))
-- Add the unit as obstacle so that this spot will not be available for the next unit.
table.insert(obstacles, {coord=_spot, size=_asset.size, name=assetname, type="asset"})
gotit=true
break
else
-- Debug output for occupied spots.
if self.Debug then
local coord=problem.coord --Core.Point#COORDINATE
local text=string.format("Obstacle %s [type=%s] blocking spot=%d! Size=%.1f m and distance=%.1f m.", problem.name, problem.type, _termid, problem.size, problem.dist)
self:I(self.lid..text)
coord:MarkToAll(string.format(text))
else
self:T(self.lid..string.format("Parking spot %d is occupied or not big enough!", _termid))
end
end
else
self:T2(self.lid..string.format("Terminal ID=%d: type=%s not supported", parkingspot.TerminalID, parkingspot.TerminalType))
end -- check terminal type
end -- loop over parking spots
-- No parking spot for at least one asset :(
if not gotit then
self:I(self.lid..string.format("WARNING: No free parking spot for asset %s [id=%d]", assetname, _asset.uid))
return nil
end
end -- loop over asset units
end -- Asset spawned check
end -- loop over asset groups end -- loop over asset groups
return parking return parking
@@ -8171,7 +8253,7 @@ end
-- @return #number Request ID. -- @return #number Request ID.
function WAREHOUSE:_GetIDsFromGroupName(groupname) function WAREHOUSE:_GetIDsFromGroupName(groupname)
---@param #string text The text to analyse. -- @param #string text The text to analyse.
local function analyse(text) local function analyse(text)
-- Get rid of #0001 tail from spawn. -- Get rid of #0001 tail from spawn.

View File

@@ -1,4 +1,4 @@
--- **Functional** -- Models the process to zone guarding and capturing. --- **Functional** - Models the process to zone guarding and capturing.
-- --
-- === -- ===
-- --
@@ -12,7 +12,7 @@
-- --
-- ## Missions: -- ## Missions:
-- --
-- [CAZ - Capture Zones](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/CAZ%20-%20Capture%20Zones) -- [CAZ - Capture Zones](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Functional/ZoneCaptureCoalition)
-- --
-- === -- ===
-- --
@@ -68,9 +68,9 @@ do -- ZONE_CAPTURE_COALITION
-- --
-- In order to use ZONE_CAPTURE_COALITION, you need to: -- In order to use ZONE_CAPTURE_COALITION, you need to:
-- --
-- * Create a @{Zone} object from one of the ZONE_ classes. -- * Create a @{Core.Zone} object from one of the ZONE_ classes.
-- Note that ZONE_POLYGON_ classes are not yet functional. -- The functional ZONE_ classses are those derived from a ZONE_RADIUS.
-- The only functional ZONE_ classses are those derived from a ZONE_RADIUS. -- In order to use a ZONE_POLYGON, hand over the **GROUP name** of a late activated group forming a polygon with it's waypoints.
-- * Set the state of the zone. Most of the time, Guarded would be the initial state. -- * Set the state of the zone. Most of the time, Guarded would be the initial state.
-- * Start the zone capturing **monitoring process**. -- * Start the zone capturing **monitoring process**.
-- This will check the presence of friendly and/or enemy units within the zone and will transition the state of the zone when the tactical situation changed. -- This will check the presence of friendly and/or enemy units within the zone and will transition the state of the zone when the tactical situation changed.
@@ -363,8 +363,8 @@ do -- ZONE_CAPTURE_COALITION
--- ZONE_CAPTURE_COALITION Constructor. --- ZONE_CAPTURE_COALITION Constructor.
-- @param #ZONE_CAPTURE_COALITION self -- @param #ZONE_CAPTURE_COALITION self
-- @param Core.Zone#ZONE Zone A @{Zone} object with the goal to be achieved. -- @param Core.Zone#ZONE Zone A @{Core.Zone} object with the goal to be achieved. Alternatively, can be handed as the name of late activated group describing a @{Core.Zone#ZONE_POLYGON} with its waypoints.
-- @param DCSCoalition.DCSCoalition#coalition Coalition The initial coalition owning the zone. -- @param #number 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 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. -- @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 -- @return #ZONE_CAPTURE_COALITION
@@ -715,7 +715,7 @@ do -- ZONE_CAPTURE_COALITION
local UnitHit = EventData.TgtUnit local UnitHit = EventData.TgtUnit
if UnitHit.ClassName ~= "SCENERY" then if UnitHit and UnitHit.ClassName ~= "SCENERY" then
-- Check if unit is inside the capture zone and that it is of the defending coalition. -- 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 if UnitHit and UnitHit:IsInZone(self) and UnitHit:GetCoalition()==self.Coalition then

View File

@@ -1,4 +1,4 @@
--- **Functional (WIP)** -- Base class that models processes to achieve goals involving a Zone. --- **Functional** - Base class that models processes to achieve goals involving a Zone.
-- --
-- === -- ===
-- --
@@ -8,7 +8,7 @@
-- === -- ===
-- --
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
-- ### Contributions: **funkyfranky** -- ### Contributions: **funkyfranky**, **Applevangelist**
-- --
-- === -- ===
-- --
@@ -26,7 +26,6 @@ do -- Zone
-- @field #boolean SmokeZone If true, smoke zone. -- @field #boolean SmokeZone If true, smoke zone.
-- @extends Core.Zone#ZONE_RADIUS -- @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. -- Derived classes implement the ways how the achievements can be realized.
-- --
@@ -53,21 +52,26 @@ do -- Zone
SmokeColor = nil, SmokeColor = nil,
SmokeZone = nil, SmokeZone = nil,
} }
--- ZONE_GOAL Constructor. --- ZONE_GOAL Constructor.
-- @param #ZONE_GOAL self -- @param #ZONE_GOAL self
-- @param Core.Zone#ZONE_RADIUS Zone A @{Zone} object with the goal to be achieved. -- @param Core.Zone#ZONE_RADIUS Zone A @{Core.Zone} object with the goal to be achieved. Alternatively, can be handed as the name of late activated group describing a ZONE_POLYGON with its waypoints.
-- @return #ZONE_GOAL -- @return #ZONE_GOAL
function ZONE_GOAL:New( Zone ) function ZONE_GOAL:New( Zone )
local self = BASE:Inherit( self, ZONE_RADIUS:New( Zone:GetName(), Zone:GetVec2(), Zone:GetRadius() ) ) -- #ZONE_GOAL
self:F( { Zone = Zone } )
BASE:I({Zone=Zone})
local self = BASE:Inherit( self, BASE:New())
if type(Zone) == "string" then
self = BASE:Inherit( self, ZONE_POLYGON:NewFromGroupName(Zone) )
else
self = BASE:Inherit( self, ZONE_RADIUS:New( Zone:GetName(), Zone:GetVec2(), Zone:GetRadius() ) ) -- #ZONE_GOAL
self:F( { Zone = Zone } )
end
-- Goal object. -- Goal object.
self.Goal = GOAL:New() self.Goal = GOAL:New()
self.SmokeTime = nil self.SmokeTime = nil
-- Set smoke ON. -- Set smoke ON.
self:SetSmokeZone(true) self:SetSmokeZone(true)
@@ -81,7 +85,7 @@ do -- Zone
-- @function [parent=#ZONE_GOAL] __DestroyedUnit -- @function [parent=#ZONE_GOAL] __DestroyedUnit
-- @param #ZONE_GOAL self -- @param #ZONE_GOAL self
-- @param #number delay Delay in seconds. -- @param #number delay Delay in seconds.
--- DestroyedUnit Handler OnAfter for ZONE_GOAL --- DestroyedUnit Handler OnAfter for ZONE_GOAL
-- @function [parent=#ZONE_GOAL] OnAfterDestroyedUnit -- @function [parent=#ZONE_GOAL] OnAfterDestroyedUnit
-- @param #ZONE_GOAL self -- @param #ZONE_GOAL self
@@ -93,15 +97,15 @@ do -- Zone
return self return self
end end
--- Get the Zone. --- Get the Zone.
-- @param #ZONE_GOAL self -- @param #ZONE_GOAL self
-- @return #ZONE_GOAL -- @return #ZONE_GOAL
function ZONE_GOAL:GetZone() function ZONE_GOAL:GetZone()
return self return self
end end
--- Get the name of the Zone. --- Get the name of the Zone.
-- @param #ZONE_GOAL self -- @param #ZONE_GOAL self
-- @return #string -- @return #string
@@ -109,7 +113,6 @@ do -- Zone
return self:GetName() return self:GetName()
end end
--- Activate smoking of zone with the color or the current owner. --- Activate smoking of zone with the color or the current owner.
-- @param #ZONE_GOAL self -- @param #ZONE_GOAL self
-- @param #boolean switch If *true* or *nil* activate smoke. If *false* or *nil*, no smoke. -- @param #boolean switch If *true* or *nil* activate smoke. If *false* or *nil*, no smoke.
@@ -131,11 +134,10 @@ do -- Zone
-- @param DCS#SMOKECOLOR.Color SmokeColor -- @param DCS#SMOKECOLOR.Color SmokeColor
function ZONE_GOAL:Smoke( SmokeColor ) function ZONE_GOAL:Smoke( SmokeColor )
self:F( { SmokeColor = SmokeColor} ) self:F( { SmokeColor = SmokeColor} )
self.SmokeColor = SmokeColor self.SmokeColor = SmokeColor
end end
--- Flare the zone boundary. --- Flare the zone boundary.
-- @param #ZONE_GOAL self -- @param #ZONE_GOAL self
-- @param DCS#SMOKECOLOR.Color FlareColor -- @param DCS#SMOKECOLOR.Color FlareColor
@@ -143,7 +145,6 @@ do -- Zone
self:FlareZone( FlareColor, 30) self:FlareZone( FlareColor, 30)
end end
--- When started, check the Smoke and the Zone status. --- When started, check the Smoke and the Zone status.
-- @param #ZONE_GOAL self -- @param #ZONE_GOAL self
function ZONE_GOAL:onafterGuard() function ZONE_GOAL:onafterGuard()
@@ -155,17 +156,16 @@ do -- Zone
end end
end end
--- Check status Smoke. --- Check status Smoke.
-- @param #ZONE_GOAL self -- @param #ZONE_GOAL self
function ZONE_GOAL:StatusSmoke() function ZONE_GOAL:StatusSmoke()
self:F({self.SmokeTime, self.SmokeColor}) self:F({self.SmokeTime, self.SmokeColor})
if self.SmokeZone then if self.SmokeZone then
-- Current time. -- Current time.
local CurrentTime = timer.getTime() local CurrentTime = timer.getTime()
-- Restart smoke every 5 min. -- Restart smoke every 5 min.
if self.SmokeTime == nil or self.SmokeTime + 300 <= CurrentTime then if self.SmokeTime == nil or self.SmokeTime + 300 <= CurrentTime then
if self.SmokeColor then if self.SmokeColor then
@@ -173,11 +173,10 @@ do -- Zone
self.SmokeTime = CurrentTime self.SmokeTime = CurrentTime
end end
end end
end
end
end
end
--- @param #ZONE_GOAL self --- @param #ZONE_GOAL self
-- @param Core.Event#EVENTDATA EventData Event data table. -- @param Core.Event#EVENTDATA EventData Event data table.
@@ -185,38 +184,37 @@ do -- Zone
self:F( { "EventDead", EventData } ) self:F( { "EventDead", EventData } )
self:F( { EventData.IniUnit } ) self:F( { EventData.IniUnit } )
if EventData.IniDCSUnit then if EventData.IniDCSUnit then
local Vec3 = EventData.IniDCSUnit:getPosition().p local Vec3 = EventData.IniDCSUnit:getPosition().p
self:F( { Vec3 = Vec3 } ) self:F( { Vec3 = Vec3 } )
if Vec3 and self:IsVec3InZone(Vec3) then if Vec3 and self:IsVec3InZone(Vec3) then
local PlayerHits = _DATABASE.HITS[EventData.IniUnitName] local PlayerHits = _DATABASE.HITS[EventData.IniUnitName]
if PlayerHits then if PlayerHits then
for PlayerName, PlayerHit in pairs( PlayerHits.Players or {} ) do for PlayerName, PlayerHit in pairs( PlayerHits.Players or {} ) do
self.Goal:AddPlayerContribution( PlayerName ) self.Goal:AddPlayerContribution( PlayerName )
self:DestroyedUnit( EventData.IniUnitName, PlayerName ) self:DestroyedUnit( EventData.IniUnitName, PlayerName )
end end
end end
end end
end end
end end
--- Activate the event UnitDestroyed to be fired when a unit is destroyed in the zone. --- Activate the event UnitDestroyed to be fired when a unit is destroyed in the zone.
-- @param #ZONE_GOAL self -- @param #ZONE_GOAL self
function ZONE_GOAL:MonitorDestroyedUnits() function ZONE_GOAL:MonitorDestroyedUnits()
self:HandleEvent( EVENTS.Dead, self.__Destroyed ) self:HandleEvent( EVENTS.Dead, self.__Destroyed )
self:HandleEvent( EVENTS.Crash, self.__Destroyed ) self:HandleEvent( EVENTS.Crash, self.__Destroyed )
end end
end end

View File

@@ -1,10 +1,15 @@
--- **Functional (WIP)** -- Base class that models processes to achieve goals involving a Zone and Cargo. --- **Functional** - Base class that models processes to achieve goals involving a Zone and Cargo.
-- --
-- === -- ===
-- --
-- ZONE_GOAL_CARGO models processes that have a Goal with a defined achievement involving a Zone and Cargo. -- ZONE_GOAL_CARGO models processes that have a Goal with a defined achievement involving a Zone and Cargo.
-- Derived classes implement the ways how the achievements can be realized. -- Derived classes implement the ways how the achievements can be realized.
--
-- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- === -- ===
-- --
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
@@ -55,8 +60,8 @@ do -- ZoneGoal
--- ZONE_GOAL_CARGO Constructor. --- ZONE_GOAL_CARGO Constructor.
-- @param #ZONE_GOAL_CARGO self -- @param #ZONE_GOAL_CARGO self
-- @param Core.Zone#ZONE Zone A @{Zone} object with the goal to be achieved. -- @param Core.Zone#ZONE Zone A @{Core.Zone} object with the goal to be achieved.
-- @param DCSCoalition.DCSCoalition#coalition Coalition The initial coalition owning the zone. -- @param #number Coalition The initial coalition owning the zone.
-- @return #ZONE_GOAL_CARGO -- @return #ZONE_GOAL_CARGO
function ZONE_GOAL_CARGO:New( Zone, Coalition ) function ZONE_GOAL_CARGO:New( Zone, Coalition )
@@ -254,7 +259,7 @@ do -- ZoneGoal
--- Set the owning coalition of the zone. --- Set the owning coalition of the zone.
-- @param #ZONE_GOAL_CARGO self -- @param #ZONE_GOAL_CARGO self
-- @param DCSCoalition.DCSCoalition#coalition Coalition -- @param #number Coalition
function ZONE_GOAL_CARGO:SetCoalition( Coalition ) function ZONE_GOAL_CARGO:SetCoalition( Coalition )
self.Coalition = Coalition self.Coalition = Coalition
end end
@@ -262,7 +267,7 @@ do -- ZoneGoal
--- Get the owning coalition of the zone. --- Get the owning coalition of the zone.
-- @param #ZONE_GOAL_CARGO self -- @param #ZONE_GOAL_CARGO self
-- @return DCSCoalition.DCSCoalition#coalition Coalition. -- @return #number Coalition.
function ZONE_GOAL_CARGO:GetCoalition() function ZONE_GOAL_CARGO:GetCoalition()
return self.Coalition return self.Coalition
end end

View File

@@ -1,4 +1,4 @@
--- **Functional (WIP)** -- Base class that models processes to achieve goals involving a Zone for a Coalition. --- **Functional** - Base class that models processes to achieve goals involving a Zone for a Coalition.
-- --
-- === -- ===
-- --
@@ -53,8 +53,8 @@ do -- ZoneGoal
--- ZONE_GOAL_COALITION Constructor. --- ZONE_GOAL_COALITION Constructor.
-- @param #ZONE_GOAL_COALITION self -- @param #ZONE_GOAL_COALITION self
-- @param Core.Zone#ZONE Zone A @{Zone} object with the goal to be achieved. -- @param Core.Zone#ZONE Zone A @{Core.Zone} object with the goal to be achieved.
-- @param DCSCoalition.DCSCoalition#coalition Coalition The initial coalition owning the zone. Default coalition.side.NEUTRAL. -- @param #number 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}. -- @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 -- @return #ZONE_GOAL_COALITION
function ZONE_GOAL_COALITION:New( Zone, Coalition, UnitCategories ) function ZONE_GOAL_COALITION:New( Zone, Coalition, UnitCategories )
@@ -80,7 +80,7 @@ do -- ZoneGoal
--- Set the owning coalition of the zone. --- Set the owning coalition of the zone.
-- @param #ZONE_GOAL_COALITION self -- @param #ZONE_GOAL_COALITION self
-- @param DCSCoalition.DCSCoalition#coalition Coalition The coalition ID, e.g. *coalition.side.RED*. -- @param #number Coalition The coalition ID, e.g. *coalition.side.RED*.
-- @return #ZONE_GOAL_COALITION -- @return #ZONE_GOAL_COALITION
function ZONE_GOAL_COALITION:SetCoalition( Coalition ) function ZONE_GOAL_COALITION:SetCoalition( Coalition )
self.PreviousCoalition = self.Coalition or Coalition self.PreviousCoalition = self.Coalition or Coalition
@@ -120,14 +120,14 @@ do -- ZoneGoal
--- Get the owning coalition of the zone. --- Get the owning coalition of the zone.
-- @param #ZONE_GOAL_COALITION self -- @param #ZONE_GOAL_COALITION self
-- @return DCSCoalition.DCSCoalition#coalition Coalition. -- @return #number Coalition.
function ZONE_GOAL_COALITION:GetCoalition() function ZONE_GOAL_COALITION:GetCoalition()
return self.Coalition return self.Coalition
end end
--- Get the previous coalition, i.e. the one owning the zone before the current one. --- Get the previous coalition, i.e. the one owning the zone before the current one.
-- @param #ZONE_GOAL_COALITION self -- @param #ZONE_GOAL_COALITION self
-- @return DCSCoalition.DCSCoalition#coalition Coalition. -- @return #number Coalition.
function ZONE_GOAL_COALITION:GetPreviousCoalition() function ZONE_GOAL_COALITION:GetPreviousCoalition()
return self.PreviousCoalition return self.PreviousCoalition
end end

View File

@@ -22,25 +22,37 @@ _DATABASE:_RegisterAirbases()
--- Check if os etc is available. --- Check if os etc is available.
BASE:I("Checking de-sanitization of os, io and lfs:") BASE:I("Checking de-sanitization of os, io and lfs:")
local __na=false local __na = false
if os then if os then
BASE:I("- os available") BASE:I("- os available")
else else
BASE:I("- os NOT available! Some functions may not work.") BASE:I("- os NOT available! Some functions may not work.")
__na=true __na = true
end end
if io then if io then
BASE:I("- io available") BASE:I("- io available")
else else
BASE:I("- io NOT available! Some functions may not work.") BASE:I("- io NOT available! Some functions may not work.")
__na=true __na = true
end end
if lfs then if lfs then
BASE:I("- lfs available") BASE:I("- lfs available")
else else
BASE:I("- lfs NOT available! Some functions may not work.") BASE:I("- lfs NOT available! Some functions may not work.")
__na=true __na = true
end end
if __na then if __na then
BASE:I("Check <DCS install folder>/Scripts/MissionScripting.lua and comment out the lines with sanitizeModule(''). Use at your own risk!)") BASE:I("Check <DCS install folder>/Scripts/MissionScripting.lua and comment out the lines with sanitizeModule(''). Use at your own risk!)")
end end
BASE.ServerName = "Unknown"
if lfs and loadfile then
local serverfile = lfs.writedir() .. 'Config/serverSettings.lua'
if UTILS.FileExists(serverfile) then
loadfile(serverfile)()
if cfg and cfg.name then
BASE.ServerName = cfg.name
end
end
BASE.ServerName = BASE.ServerName or "Unknown"
BASE:I("Server Name: " .. tostring(BASE.ServerName))
end

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