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41 Commits

Author SHA1 Message Date
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
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
23 changed files with 908 additions and 244 deletions

View File

@@ -3940,11 +3940,7 @@ do
--
-- # 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)
-- ### [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)
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-A2A%20-%20AI%20A2A%20Dispatching)
--
-- ===
--

View File

@@ -23,11 +23,15 @@
-- @type CONDITION
-- @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 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 functionsAny Any 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
@@ -41,27 +45,34 @@
--
-- @field #CONDITION
CONDITION = {
ClassName = "CONDITION",
lid = nil,
functionsGen = {},
functionsAny = {},
functionsAll = {},
ClassName = "CONDITION",
lid = nil,
functionsGen = {},
functionsAny = {},
functionsAll = {},
functionCounter = 0,
defaultPersist = false,
}
--- 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.
--- CONDITION class version.
-- @field #string version
CONDITION.version="0.1.0"
CONDITION.version="0.3.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- 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
@@ -78,6 +89,8 @@ function CONDITION:New(Name)
self.name=Name or "Condition X"
self:SetNoneResult(false)
self.lid=string.format("%s | ", self.name)
return self
@@ -101,6 +114,28 @@ function CONDITION:SetNegateResult(Negate)
return self
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`).
-- @param #CONDITION self
-- @param #function Function The function to call.
@@ -113,47 +148,109 @@ end
--
-- myCondition:AddFunction(isAequalB, a, b)
--
-- @return #CONDITION self
-- @return #CONDITION.Function Condition function table.
function CONDITION:AddFunction(Function, ...)
-- Condition function.
local condition=self:_CreateCondition(Function, ...)
local condition=self:_CreateCondition(0, Function, ...)
-- Add to table.
table.insert(self.functionsGen, condition)
return self
return condition
end
--- Add a function that is evaluated. It must return a `#boolean` value, *i.e.* either `true` or `false` (or `nil`).
-- @param #CONDITION self
-- @param #function Function The function to call.
-- @param ... (Optional) Parameters passed to the function (if any).
-- @return #CONDITION self
-- @return #CONDITION.Function Condition function table.
function CONDITION:AddFunctionAny(Function, ...)
-- Condition function.
local condition=self:_CreateCondition(Function, ...)
local condition=self:_CreateCondition(1, Function, ...)
-- Add to table.
table.insert(self.functionsAny, condition)
return self
return condition
end
--- Add a function that is evaluated. It must return a `#boolean` value, *i.e.* either `true` or `false` (or `nil`).
-- @param #CONDITION self
-- @param #function Function The function to call.
-- @param ... (Optional) Parameters passed to the function (if any).
-- @return #CONDITION self
-- @return #CONDITION.Function Condition function table.
function CONDITION:AddFunctionAll(Function, ...)
-- Condition function.
local condition=self:_CreateCondition(Function, ...)
local condition=self:_CreateCondition(2, Function, ...)
-- Add to table.
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
end
@@ -166,11 +263,7 @@ function CONDITION:Evaluate(AnyTrue)
-- Check if at least one function was given.
if #self.functionsAll + #self.functionsAny + #self.functionsAll == 0 then
if self.negateResult then
return true
else
return false
end
return self.noneResult
end
-- Any condition for gen.
@@ -206,6 +299,10 @@ function CONDITION:Evaluate(AnyTrue)
return result
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Private Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Check if all given condition are true.
-- @param #CONDITION self
-- @param #table functions Functions to evaluate.
@@ -275,13 +372,20 @@ end
--- Create conditon function object.
-- @param #CONDITION self
-- @param #number Ftype Function type: 0=Gen, 1=All, 2=Any.
-- @param #function Function The function to call.
-- @param ... (Optional) Parameters passed to the function (if any).
-- @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
condition.uid=self.functionCounter
condition.type=Ftype or 0
condition.persistence=self.defaultPersist
condition.func=Function
condition.arg={}
if arg then
@@ -290,6 +394,71 @@ function CONDITION:_CreateCondition(Function, ...)
return condition
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

@@ -1027,11 +1027,26 @@ function DATABASE:_RegisterAirbases()
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.
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.
local airbaseID=DCSAirbase:getID()
local airbaseID=airbase:getID()
-- Add and register airbase.
local airbase=self:AddAirbase( DCSAirbaseName )
@@ -1065,20 +1080,23 @@ function DATABASE:_EventOnBirth( Event )
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 )
else
if Event.IniObjectCategory == 1 then
if Event.IniObjectCategory == Object.Category.UNIT then
-- Add unit and group to DB.
self:AddUnit( Event.IniDCSUnitName )
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)
if DCSAirbase then
-- Add airbase if it was spawned later in the mission.
self:I(string.format("Adding airbase %s", tostring(Event.IniDCSUnitName)))
self:AddAirbase(Event.IniDCSUnitName)
end
@@ -1086,7 +1104,7 @@ function DATABASE:_EventOnBirth( Event )
end
end
if Event.IniObjectCategory == 1 then
if Event.IniObjectCategory == Object.Category.UNIT then
Event.IniUnit = self:FindUnit( Event.IniDCSUnitName )
Event.IniGroup = self:FindGroup( Event.IniDCSGroupName )

View File

@@ -1130,7 +1130,7 @@ function EVENT:onEvent( Event )
Event.IniUnitName = Event.IniDCSUnitName
Event.IniDCSGroup = Event.IniDCSUnit:getGroup()
Event.IniUnit = UNIT:FindByName( Event.IniDCSUnitName )
if not Event.IniUnit then
-- Unit can be a CLIENT. Most likely this will be the case ...
Event.IniUnit = CLIENT:FindByName( Event.IniDCSUnitName, '', true )
@@ -1165,8 +1165,7 @@ function EVENT:onEvent( Event )
if Event.IniObjectCategory == Object.Category.SCENERY then
---
-- Scenery
---
---
Event.IniDCSUnit = Event.initiator
Event.IniDCSUnitName = Event.IniDCSUnit:getName()
Event.IniUnitName = Event.IniDCSUnitName
@@ -1186,6 +1185,12 @@ function EVENT:onEvent( Event )
Event.IniCoalition = Event.IniDCSUnit:getCoalition()
Event.IniCategory = Event.IniDCSUnit:getDesc().category
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

View File

@@ -98,7 +98,7 @@ function MESSAGE:New( MessageText, MessageDuration, MessageCategory, ClearScreen
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:sub( -1 ) ~= "\n" then
self.MessageCategory = MessageCategory .. ": "
@@ -204,19 +204,20 @@ function MESSAGE:ToClient( Client, Settings )
local Unit = Client:GetClient()
if self.MessageDuration ~= 0 then
local ClientGroupID = Client:GetClientGroupID()
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
--trigger.action.outTextForGroup( ClientGroupID, self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration , self.ClearScreen)
trigger.action.outTextForUnit( Unit:GetID(), self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration , self.ClearScreen)
end
end
return self
local ClientGroupID = Client:GetClientGroupID()
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
--trigger.action.outTextForGroup( ClientGroupID, self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration , self.ClearScreen)
trigger.action.outTextForUnit( Unit:GetID(), self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration , self.ClearScreen)
end
end
return self
end
--- Sends a MESSAGE to a Group.
-- @param #MESSAGE self
-- @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.
function MESSAGE:ToGroup( Group, Settings )
self:F( Group.GroupName )
@@ -241,6 +242,7 @@ end
--- Sends a MESSAGE to a Unit.
-- @param #MESSAGE self
-- @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.
function MESSAGE:ToUnit( Unit, Settings )
self:F( Unit.IdentifiableName )
@@ -262,6 +264,41 @@ function MESSAGE:ToUnit( Unit, Settings )
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 Core.Settings#Settings Settings (Optional) Settings for message display.
-- @return #MESSAGE Message object.
function MESSAGE:ToCountry( Country, Settings )
self:F(Country )
if Country then
if self.MessageType then
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
self.MessageDuration = Settings:GetMessageTime( self.MessageType )
self.MessageCategory = "" -- self.MessageType .. ": "
end
if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
trigger.action.outTextForCountry( Country, self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen )
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
return self
end
--- Sends a MESSAGE to the Blue coalition.
-- @param #MESSAGE self
-- @return #MESSAGE
@@ -386,6 +423,7 @@ end
--- Sends a MESSAGE to all players if the given Condition is true.
-- @param #MESSAGE self
-- @param #boolean Condition
-- @return #MESSAGE
function MESSAGE:ToAllIf( Condition )
@@ -395,3 +433,24 @@ function MESSAGE:ToAllIf( Condition )
return self
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

View File

@@ -179,7 +179,7 @@ do -- SET_BASE
return Names
end
--- Gets a list of the Objects in the Set.
--- Returns a table of the Objects in the Set.
-- @param #SET_BASE self
-- @return #SET_BASE self
function SET_BASE:GetSetObjects() -- R2.3
@@ -376,7 +376,6 @@ do -- SET_BASE
-- @param #SET_BASE self
-- @return Core.Base#BASE
function SET_BASE:GetFirst()
local ObjectName = self.Index[1]
local FirstObject = self.Set[ObjectName]
self:T3( { FirstObject } )
@@ -387,8 +386,8 @@ do -- SET_BASE
-- @param #SET_BASE self
-- @return Core.Base#BASE
function SET_BASE:GetLast()
local ObjectName = self.Index[#self.Index]
local tablemax = table.maxn(self.Index)
local ObjectName = self.Index[tablemax]
local LastObject = self.Set[ObjectName]
self:T3( { LastObject } )
return LastObject
@@ -398,8 +397,8 @@ do -- SET_BASE
-- @param #SET_BASE self
-- @return Core.Base#BASE
function SET_BASE:GetRandom()
local RandomItem = self.Set[self.Index[math.random( #self.Index )]]
local tablemax = table.maxn(self.Index)
local RandomItem = self.Set[self.Index[math.random(1,tablemax)]]
self:T3( { RandomItem } )
return RandomItem
end
@@ -408,8 +407,7 @@ do -- SET_BASE
-- @param #SET_BASE self
-- @return #number Count
function SET_BASE:Count()
return self.Index and #self.Index or 0
return self.Index and table.maxn(self.Index) or 0
end
--- Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set).
@@ -1954,12 +1952,7 @@ do -- SET_UNIT
-- * @{#SET_UNIT.ForEachUnit}: Calls a function for each alive unit it finds within the SET_UNIT.
-- * @{#SET_UNIT.ForEachUnitInZone}: Iterate the SET_UNIT and call an iterator function for each **alive** UNIT object presence completely in a @{Core.Zone}, providing the UNIT object and optional parameters to the called function.
-- * @{#SET_UNIT.ForEachUnitNotInZone}: Iterate the SET_UNIT and call an iterator function for each **alive** UNIT object presence not in a @{Core.Zone}, providing the UNIT object and optional parameters to the called function.
--
-- Planned iterators methods in development are (so these are not yet available):
--
-- * @{#SET_UNIT.ForEachUnitInUnit}: Calls a function for each unit contained within the SET_UNIT.
-- * @{#SET_UNIT.ForEachUnitCompletelyInZone}: Iterate and call an iterator function for each **alive** UNIT presence completely in a @{Core.Zone}, providing the UNIT and optional parameters to the called function.
-- * @{#SET_UNIT.ForEachUnitNotInZone}: Iterate and call an iterator function for each **alive** UNIT presence not in a @{Core.Zone}, providing the UNIT and optional parameters to the called function.
-- * @{#SET_UNIT:ForEachUnitPerThreatLevel}: Iterate the SET_UNIT **sorted *per Threat Level** and call an iterator function for each **alive** UNIT, providing the UNIT and optional parameters
--
-- ## 5) SET_UNIT atomic methods
--
@@ -3810,6 +3803,8 @@ do -- SET_CLIENT
Countries = nil,
ClientPrefixes = nil,
Zones = nil,
Playernames = nil,
Callsigns = nil,
},
FilterMeta = {
Coalitions = {
@@ -3882,6 +3877,40 @@ do -- SET_CLIENT
return ClientFound
end
--- Builds a set of clients of certain callsigns.
-- @param #SET_CLIENT self
-- @param #string Callsigns Can be a single string e.g. "Ford", or a table of strings e.g. {"Uzi","Enfield","Chevy"}. Refers to the callsigns as they can be set in the mission editor.
-- @return #SET_CLIENT self
function SET_CLIENT:FilterCallsigns( Callsigns )
if not self.Filter.Callsigns then
self.Filter.Callsigns = {}
end
if type( Callsigns ) ~= "table" then
Callsigns = { Callsigns }
end
for callsignID, callsign in pairs( Callsigns ) do
self.Filter.Callsigns[callsign] = callsign
end
return self
end
--- Builds a set of clients of certain playernames.
-- @param #SET_CLIENT self
-- @param #string Playernames Can be a single string e.g. "Apple", or a table of strings e.g. {"Walter","Hermann","Gonzo"}. Useful if you have e.g. a common squadron prefix.
-- @return #SET_CLIENT self
function SET_CLIENT:FilterPlayernames( Playernames )
if not self.Filter.Playernames then
self.Filter.Playernames = {}
end
if type( Playernames ) ~= "table" then
Playernames = { Playernames }
end
for PlayernameID, playername in pairs( Playernames ) do
self.Filter.Playernames[playername] = playername
end
return self
end
--- Builds a set of clients of coalitions.
-- Possible current coalitions are red, blue and neutral.
-- @param #SET_CLIENT self
@@ -4169,9 +4198,10 @@ do -- SET_CLIENT
if self.Filter.Active ~= nil then
local MClientActive = false
if self.Filter.Active == false or (self.Filter.Active == true and MClient:IsActive() == true) then
if self.Filter.Active == false or (self.Filter.Active == true and MClient:IsActive() == true and MClient:IsAlive() == true) then
MClientActive = true
end
--self:I( { "Evaluated Active", MClientActive } )
MClientInclude = MClientInclude and MClientActive
end
@@ -4237,20 +4267,46 @@ do -- SET_CLIENT
self:T( { "Evaluated Prefix", MClientPrefix } )
MClientInclude = MClientInclude and MClientPrefix
end
end
if self.Filter.Zones then
local MClientZone = false
for ZoneName, Zone in pairs( self.Filter.Zones ) do
self:T3( "Zone:", ZoneName )
local unit = MClient:GetClientGroupUnit()
if unit and unit:IsInZone(Zone) then
MClientZone = true
end
self:T3( "Zone:", ZoneName )
local unit = MClient:GetClientGroupUnit()
if unit and unit:IsInZone(Zone) then
MClientZone = true
end
end
MClientInclude = MClientInclude and MClientZone
end
if self.Filter.Playernames then
local MClientPlayername = false
local playername = MClient:GetPlayerName() or "Unknown"
--self:I(playername)
for _,_Playername in pairs(self.Filter.Playernames) do
if playername and string.find(playername,_Playername) then
MClientPlayername = true
end
end
self:T( { "Evaluated Playername", MClientPlayername } )
MClientInclude = MClientInclude and MClientPlayername
end
if self.Filter.Callsigns then
local MClientCallsigns = false
local callsign = MClient:GetCallsign()
--self:I(callsign)
for _,_Callsign in pairs(self.Filter.Callsigns) do
if callsign and string.find(callsign,_Callsign) then
MClientCallsigns = true
end
end
self:T( { "Evaluated Callsign", MClientCallsigns } )
MClientInclude = MClientInclude and MClientCallsigns
end
end
self:T2( MClientInclude )
return MClientInclude
end
@@ -6800,7 +6856,7 @@ do -- SET_SCENERY
if ZoneSet then
for _,_zone in pairs(ZoneSet.Set) do
--self:I("Zone type handed: "..tostring(_zone.ClassName))
self:T("Zone type handed: "..tostring(_zone.ClassName))
table.insert(zonenames,_zone:GetName())
end
self:AddSceneryByName(zonenames)
@@ -6814,7 +6870,7 @@ do -- SET_SCENERY
-- @param Core.Zone#ZONE Zone The zone to be scanned. Can be a ZONE_RADIUS (round) or a ZONE_POLYGON (e.g. Quad-Point)
-- @return #SET_SCENERY
function SET_SCENERY:NewFromZone(Zone)
local zone = Zone -- Core.Zone#ZONE_POLYGON
local zone = Zone -- Core.Zone#ZONE_RADIUS
if type(Zone) == "string" then
zone = ZONE:FindByName(Zone)
end
@@ -6934,7 +6990,29 @@ do -- SET_SCENERY
return CountU
end
--- Get a table of alive objects.
-- @param #SET_GROUP self
-- @return #table Table of alive objects
-- @return Core.Set#SET_SCENERY SET of alive objects
function SET_SCENERY:GetAliveSet()
self:F2()
local AliveSet = SET_SCENERY:New()
-- Clean the Set before returning with only the alive Groups.
for GroupName, GroupObject in pairs( self.Set ) do
local GroupObject = GroupObject -- Wrapper.Group#GROUP
if GroupObject then
if GroupObject:IsAlive() then
AliveSet:Add( GroupName, GroupObject )
end
end
end
return AliveSet.Set or {}, AliveSet
end
--- Iterate the SET_SCENERY and call an iterator function for each **alive** SCENERY, providing the SCENERY and optional parameters.
-- @param #SET_SCENERY self
-- @param #function IteratorFunction The function that will be called when there is an alive SCENERY in the SET_SCENERY. The function needs to accept a SCENERY parameter.

View File

@@ -335,7 +335,7 @@ do -- SETTINGS
--- Sets the SETTINGS MGRS accuracy.
-- @param #SETTINGS self
-- @param #number MGRS_Accuracy
-- @param #number MGRS_Accuracy 0 to 5
-- @return #SETTINGS
function SETTINGS:SetMGRS_Accuracy( MGRS_Accuracy )
self.MGRS_Accuracy = MGRS_Accuracy

View File

@@ -813,8 +813,13 @@ 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 )
function SPAWN:InitRandomizeTemplate( 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
for SpawnGroupID = 1, self.SpawnMaxGroups do
@@ -848,16 +853,12 @@ 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_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.SpawnTemplatePrefixTable = SpawnTemplateSet:GetSetNames()
self.SpawnRandomizeTemplate = true
for SpawnGroupID = 1, self.SpawnMaxGroups do
self:_RandomizeTemplate( SpawnGroupID )
end
local setnames = SpawnTemplateSet:GetSetNames()
self:InitRandomizeTemplate(setnames)
return self
end
@@ -921,8 +922,13 @@ end
--
function SPAWN:InitRandomizeZones( 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
for SpawnGroupID = 1, self.SpawnMaxGroups do
@@ -3032,6 +3038,7 @@ function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex ) -- R2.2
if type( Callsign ) ~= "number" then -- blue callsign
Callsign[2] = ((SpawnIndex - 1) % 10) + 1
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()
SpawnTemplate.units[UnitID].callsign["name"] = CallsignName:sub( 1, CallsignLen ) .. SpawnTemplate.units[UnitID].callsign[2] .. SpawnTemplate.units[UnitID].callsign[3]
else

View File

@@ -275,7 +275,7 @@ end
--- Initialize as dead.
-- @param #SPAWNSTATIC self
-- @param #boolean IsCargo If true, this static is dead.
-- @param #boolean IsDead If true, this static is dead.
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:InitDead(IsDead)
self.InitStaticDead=IsDead
@@ -467,7 +467,7 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
self:T(Template)
-- Add static to the game.
local Static=nil
local Static=nil --DCS#StaticObject
if self.InitFarp then
@@ -487,6 +487,17 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
-- ED's dirty way to spawn FARPS.
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
self:T("Spawning Static")
self:T2({Template=Template})

View File

@@ -308,6 +308,11 @@ do -- country
-- @field Argentinia
-- @field Cyprus
-- @field Slovenia
-- @field BOLIVIA
-- @field GHANA
-- @field NIGERIA
-- @field PERU
-- @field ECUADOR
country = {} --#country
@@ -336,9 +341,23 @@ do -- coalition
-- @field RED
-- @field BLUE
--- @function [parent=#coalition] getCountryCoalition
-- @param #number countryId
-- @return #number coalitionId
--- Get country coalition.
-- @function [parent=#coalition] getCountryCoalition
-- @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
@@ -1289,6 +1308,42 @@ do -- 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

View File

@@ -3492,7 +3492,7 @@ function RAT:Status(message, forID)
local fuel=group:GetFuel()*100.0
local airborne=group:InAir()
local coords=group:GetCoordinate()
local alt=coords.y
local alt=coords.y or 1000
--local vel=group:GetVelocityKMH()
local departure=ratcraft.departure:GetName()
local destination=ratcraft.destination:GetName()
@@ -5671,6 +5671,9 @@ function RAT:_ATCClearForLanding(airport, flight)
-- Debug message.
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)
BASE:T( RAT.id..text1)
MESSAGE:New(text2, 10):ToAllIf(RAT.ATC.messages)
@@ -5713,6 +5716,9 @@ 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 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)
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)
BASE:T(RAT.id..text1)
BASE:T(RAT.id..text2)

View File

@@ -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 Core.Zone#ZONE BattleZone
-- @field #boolean AutoEngage
-- @field #table waypoints Waypoints of the group as defined in the ME.
-- @extends Core.Fsm#FSM_CONTROLLABLE
--
@@ -265,6 +266,7 @@ SUPPRESSION={
DefaultAlarmState = "Auto",
DefaultROE = "Weapon Free",
eventmoose = true,
waypoints = {},
}
--- Enumerator of possible rules of engagement.
@@ -295,7 +297,7 @@ SUPPRESSION.MenuF10=nil
--- PSEUDOATC 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.
-- @param #SUPPRESSION self
-- @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)
-- Inherits from FSM_CONTROLLABLE
@@ -320,7 +322,7 @@ function SUPPRESSION:New(group)
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()))
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
end
@@ -1186,6 +1188,16 @@ function SUPPRESSION:onafterFightBack(Controllable, From, Event, To)
-- Set ROE and alarm state back to default.
self:_SetROE()
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
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -1251,7 +1263,7 @@ function SUPPRESSION:onafterFallBack(Controllable, From, Event, To, AttackUnit)
self:_SetROE(SUPPRESSION.ROE.Hold)
-- 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.
self:_Run(Coord, self.Speed, self.Formation, self.FallbackWait)
@@ -1537,7 +1549,7 @@ end
-- @param #SUPPRESSION self
-- @param Core.Event#EVENTDATA EventData
function SUPPRESSION:_OnEventHit(EventData)
self:F(EventData)
self:F3(EventData)
local GroupNameSelf=self.Controllable:GetName()
local GroupNameTgt=EventData.TgtGroupName
@@ -1676,15 +1688,15 @@ end
function SUPPRESSION:_Run(fin, speed, formation, wait)
speed=speed or 20
formation=formation or "Off road"
formation=formation or ENUMS.Formation.Vehicle.OffRoad
wait=wait or 30
local group=self.Controllable -- Wrapper.Controllable#CONTROLLABLE
local group=self.Controllable -- Wrapper.Group#GROUP
if group and group:IsAlive() then
-- Clear all tasks.
group:ClearTasks()
--group:ClearTasks()
-- Current coordinates of group.
local ini=group:GetCoordinate()
@@ -1694,57 +1706,18 @@ function SUPPRESSION:_Run(fin, speed, formation, wait)
-- Heading from ini to 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.
local wp={}
local tasks={}
-- First waypoint is the current position of the group.
wp[1]=ini:WaypointGround(speed, formation)
tasks[1]=group:TaskFunction("SUPPRESSION._Passing_Waypoint", self, 1, false)
if self.Debug then
local MarkerID=ini:MarkToAll(string.format("Waypoing %d of group %s (initial)", #wp, self.Controllable:GetName()))
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.
local ConditionWait=group:TaskCondition(nil, nil, nil, nil, wait, nil)
local TaskHold = group:TaskHold()
@@ -1753,25 +1726,15 @@ function SUPPRESSION:_Run(fin, speed, formation, wait)
local TaskComboFin = {}
TaskComboFin[#TaskComboFin+1] = group:TaskFunction("SUPPRESSION._Passing_Waypoint", self, #wp, true)
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.
for i,p in ipairs(wp) do
table.insert(Waypoints, i, wp[i])
end
-- Set task for all waypoints.
for i,wp in ipairs(Waypoints) do
group:SetTaskWaypoint(Waypoints[i], tasks[i])
end
-- Final waypoint.
wp[#wp+1]=fin:WaypointGround(speed, formation, TaskComboFin)
if self.Debug then
local MarkerID=fin:MarkToAll(string.format("Waypoing %d of group %s (final)", #wp, self.Controllable:GetName()))
end
-- Submit task and route group along waypoints.
group:Route(Waypoints)
group:Route(wp)
else
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))
MESSAGE:New(text,10):ToAllIf(Fsm.Debug)
if Fsm.Debug then
env.info(self.lid..text)
env.info(Fsm.lid..text)
end
if final then
@@ -1891,7 +1854,7 @@ function SUPPRESSION:_GetLife()
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

View File

@@ -93,6 +93,7 @@
-- @field #number dTQueueCheck Time interval to check the radio queue. Default 5 sec or 90 sec if SRS is used.
-- @field #boolean ReportmBar Report mBar/hpa even if not metric, i.e. for Mirage flights
-- @field #boolean TransmitOnlyWithPlayers For SRS - If true, only transmit if there are alive Players.
-- @field #string SRSText Text of the complete SRS message (if done at least once, else nil)
-- @extends Core.Fsm#FSM
--- *It is a very sad thing that nowadays there is so little useless information.* - Oscar Wilde
@@ -268,6 +269,8 @@
-- Unfortunately, it is not possible to determine the duration of the complete transmission. So once the transmission is finished, there might be some radio silence before
-- the next iteration begins. You can fine tune the time interval between transmissions with the @{#ATIS.SetQueueUpdateTime}() function. The default interval is 90 seconds.
--
-- An SRS Setup-Guide can be found here: [Moose TTS Setup Guide](https://github.com/FlightControl-Master/MOOSE_GUIDES/blob/master/documents/Moose%20TTS%20Setup%20Guide.pdf)
--
-- # Examples
--
-- ## Caucasus: Batumi
@@ -590,7 +593,7 @@ _ATIS = {}
--- ATIS class version.
-- @field #string version
ATIS.version = "0.9.10"
ATIS.version = "0.9.12"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
@@ -878,6 +881,13 @@ function ATIS:SetMapMarks( switch )
return self
end
--- Return the complete SRS Text block, if at least generated once. Else nil.
-- @param #ATIS self
-- @return #string SRSText
function ATIS:GetSRSText()
return self.SRSText
end
--- Set magnetic runway headings as depicted on the runway, *e.g.* "13" for 130° or "25L" for the left runway with magnetic heading 250°.
-- @param #ATIS self
-- @param #table headings Magnetic headings. Inverse (-180°) headings are added automatically. You only need to specify one heading per runway direction. "L"eft and "R" right can also be appended.
@@ -1319,8 +1329,10 @@ function ATIS:onafterStatus( From, Event, To )
text = text .. string.format( ", Relay unit=%s (alive=%s)", tostring( self.relayunitname ), relayunitstatus )
end
self:T( self.lid .. text )
self:__Status( -60 )
if not self:Is("Stopped") then
self:__Status( -60 )
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -1348,9 +1360,11 @@ function ATIS:onafterCheckQueue( From, Event, To )
end
end
-- Check back in 5 seconds.
self:__CheckQueue( -math.abs( self.dTQueueCheck ) )
if not self:Is("Stopped") then
-- Check back in 5 seconds.
self:__CheckQueue( -math.abs( self.dTQueueCheck ) )
end
end
--- Broadcast ATIS radio message.
@@ -2396,7 +2410,8 @@ function ATIS:onafterReport( From, Event, To, Text )
local duration = STTS.getSpeechTime(text,0.95)
self.msrsQ:NewTransmission(text,duration,self.msrs,nil,2)
--self.msrs:PlayText( text )
self.SRSText = text
end
end

View File

@@ -30,7 +30,7 @@
-- @module Ops.CSAR
-- @image OPS_CSAR.jpg
-- Date: October 2022
-- Date: November 2022
-------------------------------------------------------------------------
--- **CSAR** class, extends Core.Base#BASE, Core.Fsm#FSM
@@ -114,6 +114,7 @@
-- mycsar.countryneutral = country.id.UN_PEACEKEEPERS
-- mycsar.topmenuname = "CSAR" -- set the menu entry name
-- mycsar.ADFRadioPwr = 1000 -- ADF Beacons sending with 1KW as default
-- mycsar.PilotWeight = 80 -- Loaded pilots weigh 80kgs each
--
-- ## 2.1 Experimental Features
--
@@ -233,6 +234,7 @@ CSAR = {
allheligroupset = nil,
topmenuname = "CSAR",
ADFRadioPwr = 1000,
PilotWeight = 80,
}
--- Downed pilots info.
@@ -270,7 +272,7 @@ CSAR.AircraftType["Bronco-OV-10A"] = 2
--- CSAR class version.
-- @field #string version
CSAR.version="1.0.15"
CSAR.version="1.0.16"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
@@ -278,7 +280,7 @@ CSAR.version="1.0.15"
-- DONE: SRS Integration (to be tested)
-- TODO: Maybe - add option to smoke/flare closest MASH
-- TODO: shagrat Add cargoWeight to helicopter when pilot boarded
-- DONE: shagrat Add cargoWeight to helicopter when pilot boarded
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -418,10 +420,13 @@ function CSAR:New(Coalition, Template, Alias)
self.wetfeettemplate = nil
self.usewetfeet = false
-- added 0.1.8
-- added 1.0.15
self.allowbronco = false -- set to true to use the Bronco mod as a CSAR plane
self.ADFRadioPwr = 1000
-- added 1.0.16
self.PilotWeight = 80
-- WARNING - here\'ll be dragons
-- for this to work you need to de-sanitize your mission environment in <DCS root>\Scripts\MissionScripting.lua
@@ -1397,7 +1402,7 @@ end
-- @return #CSAR self
function CSAR:_UpdateUnitCargoMass(_heliName)
self:T(self.lid .. " _UpdateUnitCargoMass")
local calculatedMass = self:_PilotsOnboard(_heliName)*80
local calculatedMass = self:_PilotsOnboard(_heliName)*(self.PilotWeight or 80)
local Unit = UNIT:FindByName(_heliName)
if Unit then
Unit:SetUnitInternalCargo(calculatedMass)

View File

@@ -22,7 +22,7 @@
-- @module Ops.CTLD
-- @image OPS_CTLD.jpg
-- Last Update October 2022
-- Last Update December 2022
do
@@ -583,6 +583,7 @@ do
-- @field #number verbose Verbosity level.
-- @field #string lid Class id string for output to DCS log file.
-- @field #number coalition Coalition side number, e.g. `coalition.side.RED`.
-- @field #boolean debug
-- @extends Core.Fsm#FSM
--- *Combat Troop & Logistics Deployment (CTLD): Everyone wants to be a POG, until there\'s POG stuff to be done.* (Mil Saying)
@@ -710,6 +711,7 @@ do
-- my_ctld.droppedbeacontimeout = 600 -- dropped beacon lasts 10 minutes
-- my_ctld.usesubcats = false -- use sub-category names for crates, adds an extra menu layer in "Get Crates", useful if you have > 10 crate types.
-- my_ctld.placeCratesAhead = false -- place crates straight ahead of the helicopter, in a random way. If true, crates are more neatly sorted.
-- my_ctld.nobuildinloadzones = true -- forbid players to build stuff in LOAD zones if set to `true`
--
-- ## 2.1 User functions
--
@@ -1014,7 +1016,16 @@ CTLD = {
-- @type CTLD.ZoneBeacon
-- @field #string name -- Name of zone for the coordinate
-- @field #number frequency -- in mHz
-- @field #number modulation -- i.e.radio.modulation.FM or radio.modulation.AM
-- @field #number modulation -- i.e.CTLD.RadioModulation.FM or CTLD.RadioModulation.AM
--- Radio Modulation
-- @type CTLD.RadioModulation
-- @field #number AM
-- @field #number FM
CTLD.RadioModulation = {
AM = 0,
FM = 1,
}
--- Zone Info.
-- @type CTLD.CargoZone
@@ -1072,12 +1083,12 @@ CTLD.UnitTypes = {
--Actually it's longer, but the center coord is off-center of the model.
["UH-60L"] = {type="UH-60L", crates=true, troops=true, cratelimit = 2, trooplimit = 20, length = 16, cargoweightlimit = 3500}, -- 4t cargo, 20 (unsec) seats
["AH-64D_BLK_II"] = {type="AH-64D_BLK_II", crates=false, troops=true, cratelimit = 0, trooplimit = 2, length = 17, cargoweightlimit = 200}, -- 2 ppl **outside** the helo
["Bronco-OV-10A"] = {type="Bronco-OV-10A", crates= false, troops=true, cratelimit = 0, trooplimit = 5, length = 13, cargoweightlimit = 1450},
["Bronco-OV-10A"] = {type="Bronco-OV-10A", crates= false, troops=true, cratelimit = 0, trooplimit = 5, length = 13, cargoweightlimit = 1450},
}
--- CTLD class version.
-- @field #string version
CTLD.version="1.0.18"
CTLD.version="1.0.23"
--- Instantiate a new CTLD.
-- @param #CTLD self
@@ -1242,6 +1253,9 @@ function CTLD:New(Coalition, Prefixes, Alias)
self.usesubcats = false
self.subcats = {}
-- disallow building in loadzones
self.nobuildinloadzones = true
local AliaS = string.gsub(self.alias," ","_")
self.filename = string.format("CTLD_%s_Persist.csv",AliaS)
@@ -1312,6 +1326,92 @@ function CTLD:New(Coalition, Prefixes, Alias)
-- @param #CTLD self
-- @param #number delay Delay in seconds.
--- FSM Function OnBeforeTroopsPickedUp.
-- @function [parent=#CTLD] OnBeforeTroopsPickedUp
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param #CTLD_CARGO Cargo Cargo troops.
-- @return #CTLD self
--- FSM Function OnBeforeTroopsExtracted.
-- @function [parent=#CTLD] OnBeforeTroopsExtracted
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param #CTLD_CARGO Cargo Cargo troops.
-- @return #CTLD self
--- FSM Function OnBeforeCratesPickedUp.
-- @function [parent=#CTLD] OnBeforeCratesPickedUp
-- @param #CTLD self
-- @param #string From State .
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param #CTLD_CARGO Cargo Cargo crate.
-- @return #CTLD self
--- FSM Function OnBeforeTroopsDeployed.
-- @function [parent=#CTLD] OnBeforeTroopsDeployed
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param Wrapper.Group#GROUP Troops Troops #GROUP Object.
-- @return #CTLD self
--- FSM Function OnBeforeCratesDropped.
-- @function [parent=#CTLD] OnBeforeCratesDropped
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param #table Cargotable Table of #CTLD_CARGO objects dropped.
-- @return #CTLD self
--- FSM Function OnBeforeCratesBuild.
-- @function [parent=#CTLD] OnBeforeCratesBuild
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param Wrapper.Group#GROUP Vehicle The #GROUP object of the vehicle or FOB build.
-- @return #CTLD self
--- FSM Function OnBeforeCratesRepaired.
-- @function [parent=#CTLD] OnBeforeCratesRepaired
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param Wrapper.Group#GROUP Vehicle The #GROUP object of the vehicle or FOB repaired.
-- @return #CTLD self
--- FSM Function OnBeforeTroopsRTB.
-- @function [parent=#CTLD] OnBeforeTroopsRTB
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
--- FSM Function OnAfterTroopsPickedUp.
-- @function [parent=#CTLD] OnAfterTroopsPickedUp
-- @param #CTLD self
@@ -1548,12 +1648,54 @@ function CTLD:_SendMessage(Text, Time, Clearscreen, Group)
return self
end
--- (Internal) Find a troops CTLD_CARGO object in stock
-- @param #CTLD self
-- @param #string Name of the object
-- @return #CTLD_CARGO Cargo object, nil if it cannot be found
function CTLD:_FindTroopsCargoObject(Name)
self:T(self.lid .. " _FindTroopsCargoObject")
local cargo = nil
for _,_cargo in pairs(self.Cargo_Troops)do
local cargo = _cargo -- #CTLD_CARGO
if cargo.Name == Name then
return cargo
end
end
return nil
end
--- (User) Pre-load troops into a helo, e.g. for airstart. Unit **must** be alive in-game, i.e. player has taken the slot!
-- @param #CTLD self
-- @param Wrapper.Unit#UNIT Unit The unit to load into, can be handed as Wrapper.Client#CLIENT object
-- @param #string Troopname The name of the Troops to be loaded. Must be created prior in the CTLD setup!
-- @return #CTLD self
-- @usage
-- local client = UNIT:FindByName("Helo-1-1")
-- if client and client:IsAlive() then
-- myctld:PreloadTroops(client,"Infantry")
-- end
function CTLD:PreloadTroops(Unit,Troopname)
self:T(self.lid .. " PreloadTroops")
local name = Troopname or "Unknown"
if Unit and Unit:IsAlive() then
local cargo = self:_FindTroopsCargoObject(name)
local group = Unit:GetGroup()
if cargo then
self:_LoadTroops(group,Unit,cargo,true)
else
self:E(self.lid.." Troops preload - Cargo Object "..name.." not found!")
end
end
return self
end
--- (Internal) Function to load troops into a heli.
-- @param #CTLD self
-- @param Wrapper.Group#GROUP Group
-- @param Wrapper.Unit#UNIT Unit
-- @param #CTLD_CARGO Cargotype
function CTLD:_LoadTroops(Group, Unit, Cargotype)
-- @param #boolean Inject
function CTLD:_LoadTroops(Group, Unit, Cargotype, Inject)
self:T(self.lid .. " _LoadTroops")
-- check if we have stock
local instock = Cargotype:GetStock()
@@ -1561,7 +1703,7 @@ function CTLD:_LoadTroops(Group, Unit, Cargotype)
local cgotype = Cargotype:GetType()
local cgonetmass = Cargotype:GetNetMass()
local maxloadable = self:_GetMaxLoadableMass(Unit)
if type(instock) == "number" and tonumber(instock) <= 0 and tonumber(instock) ~= -1 then
if type(instock) == "number" and tonumber(instock) <= 0 and tonumber(instock) ~= -1 and not Inject then
-- nothing left over
self:_SendMessage(string.format("Sorry, all %s are gone!", cgoname), 10, false, Group)
return self
@@ -1569,21 +1711,22 @@ function CTLD:_LoadTroops(Group, Unit, Cargotype)
-- landed or hovering over load zone?
local grounded = not self:IsUnitInAir(Unit)
local hoverload = self:CanHoverLoad(Unit)
--local dooropen = UTILS.IsLoadingDoorOpen(Unit:GetName()) and self.pilotmustopendoors
-- check if we are in LOAD zone
local inzone, zonename, zone, distance = self:IsUnitInZone(Unit,CTLD.CargoZoneType.LOAD)
if not inzone then
inzone, zonename, zone, distance = self:IsUnitInZone(Unit,CTLD.CargoZoneType.SHIP)
end
if not inzone then
self:_SendMessage("You are not close enough to a logistics zone!", 10, false, Group)
if not self.debug then return self end
elseif not grounded and not hoverload then
self:_SendMessage("You need to land or hover in position to load!", 10, false, Group)
if not self.debug then return self end
elseif self.pilotmustopendoors and not UTILS.IsLoadingDoorOpen(Unit:GetName()) then
self:_SendMessage("You need to open the door(s) to load troops!", 10, false, Group)
if not self.debug then return self end
if not Inject then
if not inzone then
self:_SendMessage("You are not close enough to a logistics zone!", 10, false, Group)
if not self.debug then return self end
elseif not grounded and not hoverload then
self:_SendMessage("You need to land or hover in position to load!", 10, false, Group)
if not self.debug then return self end
elseif self.pilotmustopendoors and not UTILS.IsLoadingDoorOpen(Unit:GetName()) then
self:_SendMessage("You need to open the door(s) to load troops!", 10, false, Group)
if not self.debug then return self end
end
end
-- load troops into heli
local group = Group -- Wrapper.Group#GROUP
@@ -2006,10 +2149,11 @@ function CTLD:_GetCrates(Group, Unit, Cargo, number, drop)
self.CargoCounter = self.CargoCounter + 1
local realcargo = nil
if drop then
realcargo = CTLD_CARGO:New(self.CargoCounter,cratename,templ,sorte,true,false,cratesneeded,self.Spawned_Crates[self.CrateCounter],true,cargotype.PerCrateMass,subcat)
--CTLD_CARGO:New(ID, Name, Templates, Sorte, HasBeenMoved, LoadDirectly, CratesNeeded, Positionable, Dropped, PerCrateMass, Stock, Subcategory)
realcargo = CTLD_CARGO:New(self.CargoCounter,cratename,templ,sorte,true,false,cratesneeded,self.Spawned_Crates[self.CrateCounter],true,cargotype.PerCrateMass,nil,subcat)
table.insert(droppedcargo,realcargo)
else
realcargo = CTLD_CARGO:New(self.CargoCounter,cratename,templ,sorte,false,false,cratesneeded,self.Spawned_Crates[self.CrateCounter],true,cargotype.PerCrateMass,subcat)
realcargo = CTLD_CARGO:New(self.CargoCounter,cratename,templ,sorte,false,false,cratesneeded,self.Spawned_Crates[self.CrateCounter],false,cargotype.PerCrateMass,nil,subcat)
Cargo:RemoveStock()
end
table.insert(self.Spawned_Cargo, realcargo)
@@ -2590,9 +2734,7 @@ function CTLD:_UnloadTroops(Group, Unit)
:InitRandomizeUnits(true,20,2)
:InitDelayOff()
:SpawnFromVec2(randomcoord)
if self.movetroopstowpzone and type ~= CTLD_CARGO.Enum.ENGINEERS then
self:_MoveGroupToZone(self.DroppedTroops[self.TroopCounter])
end
self:__TroopsDeployed(1, Group, Unit, self.DroppedTroops[self.TroopCounter],type)
end -- template loop
cargo:SetWasDropped(true)
-- engineering group?
@@ -2604,7 +2746,6 @@ function CTLD:_UnloadTroops(Group, Unit)
else
self:_SendMessage(string.format("Dropped Troops %s into action!",name), 10, false, Group)
end
self:__TroopsDeployed(1, Group, Unit, self.DroppedTroops[self.TroopCounter])
end -- if type end
end -- cargotable loop
else -- droppingatbase
@@ -2740,6 +2881,14 @@ function CTLD:_BuildCrates(Group, Unit,Engineering)
return self
end
end
if not Engineering and self.nobuildinloadzones then
-- are we in a load zone?
local inloadzone = self:IsUnitInZone(Unit,CTLD.CargoZoneType.LOAD)
if inloadzone then
self:_SendMessage("You cannot build in a loading area, Pilot!", 10, false, Group)
return self
end
end
-- get nearby crates
local finddist = self.CrateDistance or 35
local crates,number = self:_FindCratesNearby(Group,Unit, finddist,true) -- #table
@@ -2958,9 +3107,6 @@ function CTLD:_BuildObjectFromCrates(Group,Unit,Build,Repair,RepairLocation)
:InitDelayOff()
:SpawnFromVec2(randomcoord)
end
if self.movetroopstowpzone and canmove then
self:_MoveGroupToZone(self.DroppedTroops[self.TroopCounter])
end
if Repair then
self:__CratesRepaired(1,Group,Unit,self.DroppedTroops[self.TroopCounter])
else
@@ -3359,7 +3505,7 @@ function CTLD:_GetFMBeacon(Name)
table.insert(self.UsedFMFrequencies, FM)
beacon.name = Name
beacon.frequency = FM / 1000000
beacon.modulation = radio.modulation.FM
beacon.modulation = CTLD.RadioModulation.FM
return beacon
end
@@ -3379,7 +3525,7 @@ function CTLD:_GetUHFBeacon(Name)
table.insert(self.UsedUHFFrequencies, UHF)
beacon.name = Name
beacon.frequency = UHF / 1000000
beacon.modulation = radio.modulation.AM
beacon.modulation = CTLD.RadioModulation.AM
return beacon
end
@@ -3400,7 +3546,7 @@ function CTLD:_GetVHFBeacon(Name)
table.insert(self.UsedVHFFrequencies, VHF)
beacon.name = Name
beacon.frequency = VHF / 1000000
beacon.modulation = radio.modulation.FM
beacon.modulation = CTLD.RadioModulation.FM
return beacon
end
@@ -3428,11 +3574,11 @@ function CTLD:AddCTLDZone(Name, Type, Color, Active, HasBeacon, Shiplength, Ship
end
if Type == CTLD.CargoZoneType.SHIP then
local Ship = UNIT:FindByName(Name)
if not Ship then
self:E(self.lid.."**** Ship does not exist: "..Name)
return self
end
local Ship = UNIT:FindByName(Name)
if not Ship then
self:E(self.lid.."**** Ship does not exist: "..Name)
return self
end
end
local ctldzone = {} -- #CTLD.CargoZone
@@ -3441,7 +3587,12 @@ function CTLD:AddCTLDZone(Name, Type, Color, Active, HasBeacon, Shiplength, Ship
ctldzone.name = Name or "NONE"
ctldzone.type = Type or CTLD.CargoZoneType.MOVE -- #CTLD.CargoZoneType
ctldzone.hasbeacon = HasBeacon or false
if Type == CTLD.CargoZoneType.BEACON then
self.droppedbeaconref[ctldzone.name] = zone:GetCoordinate()
ctldzone.timestamp = timer.getTime()
end
if HasBeacon then
ctldzone.fmbeacon = self:_GetFMBeacon(Name)
ctldzone.uhfbeacon = self:_GetUHFBeacon(Name)
@@ -3530,7 +3681,8 @@ function CTLD:CheckDroppedBeacons()
for _,_beacon in pairs (self.droppedBeacons) do
local beacon = _beacon -- #CTLD.CargoZone
local T0 = beacon.timestamp
if not beacon.timestamp then beacon.timestamp = timer.getTime() + timeout end
local T0 = beacon.timestamp
if timer.getTime() - T0 > timeout then
local name = beacon.name
self.droppedbeaconref[name] = nil
@@ -3603,16 +3755,26 @@ function CTLD:_AddRadioBeacon(Name, Sound, Mhz, Modulation, IsShip, IsDropped)
local Sound = Sound or "beacon.ogg"
if IsDropped and Zone then
local ZoneCoord = Zone
local ZoneVec3 = ZoneCoord:GetVec3()
local Frequency = Mhz * 1000000 -- Freq in Hertz
local ZoneVec3 = ZoneCoord:GetVec3(1)
local Frequency = string.format("%09d",Mhz * 1000000) -- Freq in Hertz
--local Frequency = Mhz*1000000
local Sound = "l10n/DEFAULT/"..Sound
trigger.action.radioTransmission(Sound, ZoneVec3, Modulation, false, Frequency, 1000) -- Beacon in MP only runs for 30secs straight
--local name = string.format("%s-%f-%s",Zone:GetName(),Mhz,tostring(Modulation))
--trigger.action.stopRadioTransmission(name)
trigger.action.radioTransmission(Sound, ZoneVec3, Modulation, false, tonumber(Frequency), 1000) -- Beacon in MP only runs for 30secs straight
--local status = string.format("***** Beacon added Freq %s Mod %s", Frequency, UTILS.GetModulationName(Modulation))
--MESSAGE:New(status,10,"Debug"):ToLogIf(self.debug)
elseif Zone then
local ZoneCoord = Zone:GetCoordinate()
local ZoneCoord = Zone:GetCoordinate(1)
local ZoneVec3 = ZoneCoord:GetVec3()
local Frequency = Mhz * 1000000 -- Freq in Hertz
local Frequency = string.format("%09d",Mhz * 1000000) -- Freq in Hertz
--local Frequency = Mhz*1000000
local Sound = "l10n/DEFAULT/"..Sound
trigger.action.radioTransmission(Sound, ZoneVec3, Modulation, false, Frequency, 1000) -- Beacon in MP only runs for 30secs straight
--local name = string.format("%s-%f-%s",Zone:GetName(),Mhz,tostring(Modulation))
--trigger.action.stopRadioTransmission(name)
trigger.action.radioTransmission(Sound, ZoneVec3, Modulation, false, tonumber(Frequency), 1000) -- Beacon in MP only runs for 30secs straight
--local status = string.format("***** Beacon added Freq %s Mod %s", Frequency, UTILS.GetModulationName(Modulation))
--MESSAGE:New(status,10,"Debug"):ToLogIf(self.debug)
end
return self
end
@@ -3639,10 +3801,14 @@ function CTLD:_RefreshRadioBeacons()
local Name = czone.name
local FM = FMbeacon.frequency -- MHz
local VHF = VHFbeacon.frequency -- KHz
local UHF = UHFbeacon.frequency -- MHz
self:_AddRadioBeacon(Name,Sound,FM,radio.modulation.FM, IsShip, IsDropped)
self:_AddRadioBeacon(Name,Sound,VHF,radio.modulation.FM, IsShip, IsDropped)
self:_AddRadioBeacon(Name,Sound,UHF,radio.modulation.AM, IsShip, IsDropped)
local UHF = UHFbeacon.frequency -- MHz
-- local co = coroutine.create(self._AddRadioBeacon)
--coroutine.resume(co, self, Name,Sound,FM,CTLD.RadioModulation.FM, IsShip, IsDropped)
--coroutine.resume(co, self, Name,Sound,VHF,CTLD.RadioModulation.FM, IsShip, IsDropped)
--coroutine.resume(co, self, Name,Sound,UHF,CTLD.RadioModulation.AM, IsShip, IsDropped)
self:_AddRadioBeacon(Name,Sound,FM, CTLD.RadioModulation.FM, IsShip, IsDropped)
self:_AddRadioBeacon(Name,Sound,VHF,CTLD.RadioModulation.FM, IsShip, IsDropped)
self:_AddRadioBeacon(Name,Sound,UHF,CTLD.RadioModulation.AM, IsShip, IsDropped)
end
end
end
@@ -3696,7 +3862,7 @@ function CTLD:IsUnitInZone(Unit,Zonetype)
zonecoord = ZoneUNIT:GetCoordinate()
zoneradius = czone.shiplength
zonewidth = czone.shipwidth
zone = ZONE_UNIT:New( ZoneUNIT:GetName(), ZoneUNIT, zoneradius/2)
zone = ZONE_UNIT:New( ZoneUNIT:GetName(), ZoneUNIT, zoneradius/2)
elseif ZONE:FindByName(zonename) then
zone = ZONE:FindByName(zonename)
self:T("Checking Zone: "..zonename)
@@ -4215,7 +4381,7 @@ end
self.EngineersInField[self.Engineers] = CTLD_ENGINEERING:New(name, grpname)
end
if self.eventoninject then
self:__TroopsDeployed(1,nil,nil,self.DroppedTroops[self.TroopCounter])
self:__TroopsDeployed(1,nil,nil,self.DroppedTroops[self.TroopCounter],type)
end
end -- if type end
return self
@@ -4282,9 +4448,6 @@ end
:InitDelayOff()
:SpawnFromVec2(randomcoord)
end
if self.movetroopstowpzone and canmove then
self:_MoveGroupToZone(self.DroppedTroops[self.TroopCounter])
end
if self.eventoninject then
self:__CratesBuild(1,nil,nil,self.DroppedTroops[self.TroopCounter])
end
@@ -4491,6 +4654,24 @@ end
return self
end
--- (Internal) FSM Function onafterTroopsDeployed.
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param Wrapper.Group#GROUP Troops Troops #GROUP Object.
-- @param #CTLD.CargoZoneType Type Type of Cargo deployed
-- @return #CTLD self
function CTLD:onafterTroopsDeployed(From, Event, To, Group, Unit, Troops, Type)
self:T({From, Event, To})
if self.movetroopstowpzone and Type ~= CTLD_CARGO.Enum.ENGINEERS then
self:_MoveGroupToZone(Troops)
end
return self
end
--- (Internal) FSM Function onbeforeCratesDropped.
-- @param #CTLD self
-- @param #string From State.
@@ -4515,7 +4696,7 @@ end
-- @param Wrapper.Group#GROUP Vehicle The #GROUP object of the vehicle or FOB build.
-- @return #CTLD self
function CTLD:onbeforeCratesBuild(From, Event, To, Group, Unit, Vehicle)
self:I({From, Event, To})
self:T({From, Event, To})
if Unit and Unit:IsPlayer() and self.PlayerTaskQueue then
local playername = Unit:GetPlayerName()
local dropcoord = Vehicle:GetCoordinate() or COORDINATE:New(0,0,0)
@@ -4540,6 +4721,23 @@ end
return self
end
--- (Internal) FSM Function onafterCratesBuild.
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param Wrapper.Group#GROUP Vehicle The #GROUP object of the vehicle or FOB build.
-- @return #CTLD self
function CTLD:onafterCratesBuild(From, Event, To, Group, Unit, Vehicle)
self:T({From, Event, To})
if self.movetroopstowpzone then
self:_MoveGroupToZone(Vehicle)
end
return self
end
--- (Internal) FSM Function onbeforeTroopsRTB.
-- @param #CTLD self
-- @param #string From State.
@@ -4624,7 +4822,7 @@ end
for _,_cargo in pairs (stcstable) do
local cargo = _cargo -- #CTLD_CARGO
local object = cargo:GetPositionable() -- Wrapper.Static#STATIC
if object and object:IsAlive() and cargo:WasDropped() then
if object and object:IsAlive() and (cargo:WasDropped() or not cargo:HasMoved()) then
statics[#statics+1] = cargo
end
end

View File

@@ -512,7 +512,7 @@ function COMMANDCENTER:AssignTask( TaskGroup )
if Task then
self:I( "Assigning task " .. Task:GetName() .. " using auto assign method " .. self.AutoAssignMethod .. " to " .. TaskGroup:GetName() .. " with task priority " .. AssignPriority )
self:T( "Assigning task " .. Task:GetName() .. " using auto assign method " .. self.AutoAssignMethod .. " to " .. TaskGroup:GetName() .. " with task priority " .. AssignPriority )
if not self.AutoAcceptTasks == true then
Task:SetAutoAssignMethod( ACT_ASSIGN_MENU_ACCEPT:New( Task.TaskBriefing ) )

View File

@@ -413,7 +413,7 @@ end
-- @param Wrapper.Group#GROUP PlayerGroup The GROUP of the player joining the Mission.
-- @return #boolean true if Unit is part of a Task in the Mission.
function MISSION:JoinUnit( PlayerUnit, PlayerGroup )
self:I( { Mission = self:GetName(), PlayerUnit = PlayerUnit, PlayerGroup = PlayerGroup } )
self:T( { Mission = self:GetName(), PlayerUnit = PlayerUnit, PlayerGroup = PlayerGroup } )
local PlayerUnitAdded = false
@@ -571,7 +571,7 @@ do -- Group Assignment
local MissionGroupName = MissionGroup:GetName()
self.AssignedGroups[MissionGroupName] = MissionGroup
self:I( string.format( "Mission %s is assigned to %s", MissionName, MissionGroupName ) )
self:T( string.format( "Mission %s is assigned to %s", MissionName, MissionGroupName ) )
return self
end
@@ -698,7 +698,7 @@ end
function MISSION:AddTask( Task )
local TaskName = Task:GetTaskName()
self:I( { "==> Adding TASK ", MissionName = self:GetName(), TaskName = TaskName } )
self:T( { "==> Adding TASK ", MissionName = self:GetName(), TaskName = TaskName } )
self.Tasks[TaskName] = Task
@@ -717,7 +717,7 @@ end
function MISSION:RemoveTask( Task )
local TaskName = Task:GetTaskName()
self:I( { "<== Removing TASK ", MissionName = self:GetName(), TaskName = TaskName } )
self:T( { "<== Removing TASK ", MissionName = self:GetName(), TaskName = TaskName } )
self:F( TaskName )
self.Tasks[TaskName] = self.Tasks[TaskName] or { n = 0 }

View File

@@ -606,10 +606,12 @@ end
-- acc- the accuracy of each easting/northing. 0, 1, 2, 3, 4, or 5.
UTILS.tostringMGRS = function(MGRS, acc) --R2.1
if acc == 0 then
if acc <= 0 then
return MGRS.UTMZone .. ' ' .. MGRS.MGRSDigraph
else
if acc > 5 then acc = 5 end
-- Test if Easting/Northing have less than 4 digits.
--MGRS.Easting=123 -- should be 00123
--MGRS.Northing=5432 -- should be 05432
@@ -1574,6 +1576,8 @@ function UTILS.GMTToLocalTimeDifference()
return 3 -- Damascus is UTC+3 hours
elseif theatre==DCSMAP.MarianaIslands then
return 10 -- Guam is UTC+10 hours.
elseif theatre==DCSMAP.Falklands then
return -3 -- Fireland is UTC-3 hours.
else
BASE:E(string.format("ERROR: Unknown Map %s in UTILS.GMTToLocal function. Returning 0", tostring(theatre)))
return 0
@@ -2410,11 +2414,14 @@ function UTILS.LoadSetOfStatics(Path,Filename)
local dataset = UTILS.Split(_entry,",")
-- staticname,position.x,position.y,position.z
local staticname = dataset[1]
local posx = tonumber(dataset[2])
local posy = tonumber(dataset[3])
local posz = tonumber(dataset[4])
local coordinate = COORDINATE:NewFromVec3({x=posx, y=posy, z=posz})
datatable:AddObject(STATIC:FindByName(staticname,false))
--local posx = tonumber(dataset[2])
--local posy = tonumber(dataset[3])
--local posz = tonumber(dataset[4])
--local coordinate = COORDINATE:NewFromVec3({x=posx, y=posy, z=posz})
local StaticObject = STATIC:FindByName(staticname,false)
if StaticObject then
datatable:AddObject(StaticObject)
end
end
else
return nil

View File

@@ -504,6 +504,13 @@ AIRBASE.MarianaIslands = {
-- * AIRBASE.SouthAtlantic.Puerto_Williams
-- * AIRBASE.SouthAtlantic.Puerto_Natales
-- * AIRBASE.SouthAtlantic.El_Calafate
-- * 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
-- * AIRBASE.SouthAtlantic.Rio_Chico_Airfield
--
--@field MarianaIslands
AIRBASE.SouthAtlantic={
@@ -520,6 +527,13 @@ AIRBASE.SouthAtlantic={
["Puerto_Williams"]="Puerto Williams",
["Puerto_Natales"]="Puerto Natales",
["El_Calafate"]="El Calafate",
["Puerto_Santa_Cruz"]="Puerto Santa Cruz",
["Comandante_Luis_Piedrabuena"]="Comandante Luis Piedrabuena",
["Aerodromo_De_Tolhuin"]="Aerodromo De Tolhuin",
["Porvenir_Airfield"]="Porvenir Airfield",
["Almirante_Schroeders"]="Almirante Schroeders",
["Rio_Turbio"]="Rio Turbio",
["Rio_Chico"] = "Rio Chico",
}
--- AIRBASE.ParkingSpot ".Coordinate, ".TerminalID", ".TerminalType", ".TOAC", ".Free", ".TerminalID0", ".DistToRwy".
@@ -673,6 +687,9 @@ function AIRBASE:Register(AirbaseName)
else
self:E(string.format("ERROR: Cound not get position Vec2 of airbase %s", AirbaseName))
end
-- Debug info.
self:T2(string.format("Registered airbase %s", tostring(self.AirbaseName)))
return self
end
@@ -824,7 +841,7 @@ end
-- Black listed spots overrule white listed spots.
-- **NOTE** that terminal IDs are not necessarily the same as those displayed in the mission editor!
-- @param #AIRBASE self
-- @param #table TerminalIdBlacklist Table of white listed terminal IDs.
-- @param #table TerminalIdWhitelist Table of white listed terminal IDs.
-- @return #AIRBASE self
-- @usage AIRBASE:FindByName("Batumi"):SetParkingSpotWhitelist({2, 3, 4}) --Only allow terminal IDs 2, 3, 4
function AIRBASE:SetParkingSpotWhitelist(TerminalIdWhitelist)
@@ -1353,7 +1370,7 @@ function AIRBASE:FindFreeParkingSpotForAircraft(group, terminaltype, scanradius,
local _nspots=nspots or group:GetSize()
-- Debug info.
self:E(string.format("%s: Looking for %d parking spot(s) for aircraft of size %.1f m (x=%.1f,y=%.1f,z=%.1f) at terminal type %s.", airport, _nspots, _aircraftsize, ax, ay, az, tostring(terminaltype)))
self:T(string.format("%s: Looking for %d parking spot(s) for aircraft of size %.1f m (x=%.1f,y=%.1f,z=%.1f) at terminal type %s.", airport, _nspots, _aircraftsize, ax, ay, az, tostring(terminaltype)))
-- Table of valid spots.
local validspots={}

View File

@@ -62,6 +62,7 @@
-- * @{#CONTROLLABLE.TaskOrbitCircle}: (AIR) Orbit at the current position of the first unit of the controllable at a specified altitude.
-- * @{#CONTROLLABLE.TaskOrbitCircleAtVec2}: (AIR) Orbit at a specified position at a specified altitude during a specified duration with a specified speed.
-- * @{#CONTROLLABLE.TaskRefueling}: (AIR) Refueling from the nearest tanker. No parameters.
-- * @{#CONTROLLABLE.TaskRecoveryTanker}: (AIR) Set group to act as recovery tanker for a naval group.
-- * @{#CONTROLLABLE.TaskRoute}: (AIR + GROUND) Return a Mission task to follow a given route defined by Points.
-- * @{#CONTROLLABLE.TaskRouteToVec2}: (AIR + GROUND) Make the Controllable move to a given point.
-- * @{#CONTROLLABLE.TaskRouteToVec3}: (AIR + GROUND) Make the Controllable move to a given point.
@@ -1367,6 +1368,31 @@ function CONTROLLABLE:TaskRefueling()
return DCSTask
end
--- (AIR) Act as Recovery Tanker for a naval/carrier group.
-- @param #CONTROLLABLE self
-- @param Wrapper.Group#GROUP CarrierGroup
-- @param #number Speed Speed in meters per second
-- @param #number Altitude Altitude the tanker orbits at in meters
-- @param #number LastWptNumber (optional) Waypoint of carrier group that when reached, ends the recovery tanker task
-- @return DCS#Task The DCS task structure.
function CONTROLLABLE:TaskRecoveryTanker(CarrierGroup, Speed, Altitude, LastWptNumber)
local LastWptFlag = type(LastWptNumber) == "number" and true or false
local DCSTask = {
id = "RecoveryTanker",
params = {
groupId = CarrierGroup:GetID(),
speed = Speed,
altitude = Altitude,
lastWptIndexFlag = LastWptFlag,
lastWptIndex = LastWptNumber
}
}
return DCSTask
end
--- (AIR HELICOPTER) Landing at the ground. For helicopters only.
-- @param #CONTROLLABLE self
-- @param DCS#Vec2 Vec2 The point where to land.
@@ -2369,7 +2395,7 @@ do -- Route methods
-- @return DCS#Task Task.
-- @return #boolean If true, path on road is possible. If false, task will route the group directly to its destination.
function CONTROLLABLE:TaskGroundOnRoad( ToCoordinate, Speed, OffRoadFormation, Shortcut, FromCoordinate, WaypointFunction, WaypointFunctionArguments )
self:I( { ToCoordinate = ToCoordinate, Speed = Speed, OffRoadFormation = OffRoadFormation, WaypointFunction = WaypointFunction, Args = WaypointFunctionArguments } )
self:T( { ToCoordinate = ToCoordinate, Speed = Speed, OffRoadFormation = OffRoadFormation, WaypointFunction = WaypointFunction, Args = WaypointFunctionArguments } )
-- Defaults.
Speed = Speed or 20

View File

@@ -2855,3 +2855,30 @@ function GROUP:GetCustomCallSign(ShortCallsign,Keepnumber,CallsignTranslations)
return callsign
end
---
-- @param #GROUP self
-- @param Wrapper.Group#GROUP CarrierGroup.
-- @param #number Speed Speed in knots.
-- @param #boolean ToKIAS If true, adjust speed to altitude (KIAS).
-- @param #number Altitude Altitude the tanker orbits at in feet.
-- @param #number Delay (optional) Set the task after this many seconds. Defaults to one.
-- @param #number LastWaypoint (optional) Waypoint number of carrier group that when reached, ends the recovery tanker task.
-- @return #GROUP self
function GROUP:SetAsRecoveryTanker(CarrierGroup,Speed,ToKIAS,Altitude,Delay,LastWaypoint)
local speed = ToKIAS == true and UTILS.KnotsToAltKIAS(Speed,Altitude) or Speed
speed = UTILS.KnotsToMps(speed)
local alt = UTILS.FeetToMeters(Altitude)
local delay = Delay or 1
local task = self:TaskRecoveryTanker(CarrierGroup,speed,alt,LastWaypoint)
self:SetTask(task,delay)
local tankertask = self:EnRouteTaskTanker()
self:PushTask(tankertask,delay+2)
return self
end

View File

@@ -630,21 +630,23 @@ end
-- @param Wrapper.Unit#UNIT self
-- @return Wrapper.Group#GROUP The Group of the Unit or `nil` if the unit does not exist.
function UNIT:GetGroup()
self:F2( self.UnitName )
local DCSUnit = self:GetDCSObject()
if DCSUnit then
local UnitGroup = GROUP:FindByName( DCSUnit:getGroup():getName() )
self:F2( self.UnitName )
local UnitGroup = GROUP:FindByName(self.GroupName)
if UnitGroup then
return UnitGroup
else
local DCSUnit = self:GetDCSObject()
if DCSUnit then
local grp = DCSUnit:getGroup()
if grp then
local UnitGroup = GROUP:FindByName( grp:getName() )
return UnitGroup
end
end
end
return nil
end
-- Need to add here functions to check if radar is on and which object etc.
--- Returns the prefix name of the DCS Unit. A prefix name is a part of the name before a '#'-sign.
-- DCS Units spawned with the @{Core.Spawn#SPAWN} class contain a '#'-sign to indicate the end of the (base) DCS Unit name.
-- The spawn sequence number and unit number are contained within the name after the '#' sign.

View File

@@ -68,7 +68,7 @@ Pene has kindly created a [tutorial series for MOOSE](https://youtube.com/playli
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