Compare commits

...

35 Commits

Author SHA1 Message Date
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
23 changed files with 1323 additions and 590 deletions

View File

@@ -1687,6 +1687,20 @@ do -- AI_A2A_DISPATCHER
return DefenderSquadron
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.
-- All planes will be spawned as uncontrolled on the parking spot.

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.
--
-- ===
--
@@ -951,7 +951,7 @@ do -- AI_A2G_DISPATCHER
AI_A2G_DISPATCHER.DefenseQueue = {}
--- Defense approach types.
-- @type #AI_A2G_DISPATCHER.DefenseApproach
-- @type AI_A2G_DISPATCHER.DefenseApproach
AI_A2G_DISPATCHER.DefenseApproach = {
Random = 1,
Distance = 2,
@@ -1806,6 +1806,19 @@ do -- AI_A2G_DISPATCHER
return DefenderSquadron
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.
-- All planes will be spawned as uncontrolled on the parking spot.
@@ -1839,7 +1852,7 @@ do -- AI_A2G_DISPATCHER
--- Check if the Squadron is visible before startup of the dispatcher.
-- @param #AI_A2G_DISPATCHER self
-- @param #string SquadronName The squadron name.
-- @return #bool true if visible.
-- @return #boolean true if visible.
-- @usage
--
-- -- Set the Squadron visible before startup of dispatcher.

View File

@@ -947,7 +947,7 @@ do -- AI_AIR_DISPATCHER
AI_AIR_DISPATCHER.DefenseQueue = {}
--- Defense approach types
-- @type #AI_AIR_DISPATCHER.DefenseApproach
-- @type AI_AIR_DISPATCHER.DefenseApproach
AI_AIR_DISPATCHER.DefenseApproach = {
Random = 1,
Distance = 2,
@@ -1852,7 +1852,7 @@ do -- AI_AIR_DISPATCHER
--- Check if the Squadron is visible before startup of the dispatcher.
-- @param #AI_AIR_DISPATCHER self
-- @param #string SquadronName The squadron name.
-- @return #bool true if visible.
-- @return #boolean true if visible.
-- @usage
--
-- -- Set the Squadron visible before startup of dispatcher.

View File

@@ -443,9 +443,9 @@ end
-- @param #AI_ESCORT self
-- @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 #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 #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 ZLevels The amount of levels on the Z-axis.
-- @return #AI_ESCORT
@@ -493,9 +493,9 @@ end
-- @param #AI_ESCORT self
-- @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 #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 #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 ZLevels The amount of levels on the Z-axis.
-- @return #AI_ESCORT
@@ -580,7 +580,7 @@ end
-- @param #AI_ESCORT self
-- @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 #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
function AI_ESCORT:MenuFormationTrail( XStart, XSpace, YStart )
@@ -594,7 +594,7 @@ end
-- @param #AI_ESCORT self
-- @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 #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.
-- @return #AI_ESCORT
function AI_ESCORT:MenuFormationStack( XStart, XSpace, YStart, YSpace )
@@ -609,8 +609,8 @@ end
-- This menu will appear under **Formation**.
-- @param #AI_ESCORT self
-- @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 #nubmer ZStart The start position on the Z-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 ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
-- @return #AI_ESCORT
function AI_ESCORT:MenuFormationLeftLine( XStart, YStart, ZStart, ZSpace )
@@ -625,8 +625,8 @@ end
-- This menu will appear under **Formation**.
-- @param #AI_ESCORT self
-- @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 #nubmer ZStart The start position on the Z-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 ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
-- @return #AI_ESCORT
function AI_ESCORT:MenuFormationRightLine( XStart, YStart, ZStart, ZSpace )
@@ -642,8 +642,8 @@ end
-- @param #AI_ESCORT self
-- @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 #nubmer 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 YStart The start position on the Y-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.
-- @return #AI_ESCORT
function AI_ESCORT:MenuFormationLeftWing( XStart, XSpace, YStart, ZStart, ZSpace )
@@ -659,8 +659,8 @@ end
-- @param #AI_ESCORT self
-- @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 #nubmer 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 YStart The start position on the Y-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.
-- @return #AI_ESCORT
function AI_ESCORT:MenuFormationRightWing( XStart, XSpace, YStart, ZStart, ZSpace )
@@ -676,9 +676,9 @@ end
-- @param #AI_ESCORT self
-- @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 #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 #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.
-- @return #AI_ESCORT
function AI_ESCORT:MenuFormationCenterWing( XStart, XSpace, YStart, YSpace, ZStart, ZSpace )
@@ -694,9 +694,9 @@ end
-- @param #AI_ESCORT self
-- @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 #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 #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.
-- @return #AI_ESCORT
function AI_ESCORT:MenuFormationVic( XStart, XSpace, YStart, YSpace, ZStart, ZSpace )
@@ -712,9 +712,9 @@ end
-- @param #AI_ESCORT self
-- @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 #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 #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 ZLevels The amount of levels on the Z-axis.
-- @return #AI_ESCORT
@@ -1471,7 +1471,7 @@ end
-- @param #AI_ESCORT self
-- @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 #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
function AI_ESCORT:_EscortFormationTrail( EscortGroup, XStart, XSpace, YStart )

View File

@@ -88,6 +88,7 @@ DATABASE = {
WAREHOUSES = {},
FLIGHTGROUPS = {},
FLIGHTCONTROLS = {},
OPSZONES = {},
PATHLINES = {},
}
@@ -580,6 +581,46 @@ do -- Zone_Goal
end
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
--- Adds a Cargo based on the Cargo Name in the DATABASE.
@@ -1599,10 +1640,10 @@ end
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called object in the database. The function needs to accept a CLIENT parameter.
-- @return #DATABASE self
function DATABASE:ForEachClient( IteratorFunction, ... )
function DATABASE:ForEachClient( IteratorFunction, FinalizeFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, arg, self.CLIENTS )
self:ForEach( IteratorFunction, FinalizeFunction, arg, self.CLIENTS )
return self
end
@@ -1611,10 +1652,10 @@ end
-- @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.
-- @return #DATABASE self
function DATABASE:ForEachCargo( IteratorFunction, ... )
function DATABASE:ForEachCargo( IteratorFunction, FinalizeFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, arg, self.CARGOS )
self:ForEach( IteratorFunction, FinalizeFunction, arg, self.CARGOS )
return self
end

View File

@@ -1224,7 +1224,7 @@ function EVENT:onEvent( Event )
if Event.TgtObjectCategory == Object.Category.STATIC then
-- get base data
Event.TgtDCSUnit = Event.target
if Event.target:isExist() and Event.id ~= 33 and not Event.TgtObjectCategory == Object.Category.COORDINATE 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.TgtUnitName = Event.TgtDCSUnitName
Event.TgtUnit = STATIC:FindByName( Event.TgtDCSUnitName, false )

View File

@@ -540,7 +540,7 @@ do -- COORDINATE
local gotscenery=false
local function EvaluateZone(ZoneObject)
BASE:T({ZoneObject})
if ZoneObject then
-- Get category of scanned object.
@@ -603,6 +603,46 @@ do -- COORDINATE
return set
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.
-- @param #COORDINATE self
@@ -3283,7 +3323,52 @@ do -- COORDINATE
return self:GetTemperatureText( nil, Settings )
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
do -- POINT_VEC3

View File

@@ -904,6 +904,8 @@ end
do -- SET_GROUP
--- @type SET_GROUP #SET_GROUP
-- @field Core.Timer#TIMER ZoneTimer
-- @field #number ZoneTimerInterval
-- @extends Core.Set#SET_BASE
--- Mission designers can use the @{Core.Set#SET_GROUP} class to build sets of groups belonging to certain:
@@ -1343,6 +1345,25 @@ do -- SET_GROUP
end
return self
end
--- [Internal] Private function for use of continous zone filter
-- @param #SET_GROUP self
-- @return #SET_GROUP self
function SET_GROUP:_ContinousZoneFilter()
local Database = _DATABASE.GROUPS
for ObjectName, Object in pairs( Database ) do
if self:IsIncludeObject( Object ) and self:IsNotInSet(Object) then
self:Add( ObjectName, Object )
elseif (not self:IsIncludeObject( Object )) and self:IsInSet(Object) then
self:Remove(ObjectName)
end
end
return self
end
--- Builds a set of groups that are only active.
-- Only the groups that are active will be included within the set.
@@ -1381,10 +1402,46 @@ do -- SET_GROUP
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash )
if self.Filter.Zones then
self.ZoneTimer = TIMER:New(self._ContinousZoneFilter,self)
local timing = self.ZoneTimerInterval or 30
self.ZoneTimer:Start(timing,timing)
end
end
return self
end
--- Set filter timer interval for FilterZones if using active filtering with FilterStart().
-- @param #SET_GROUP self
-- @param #number Seconds Seconds between check intervals, defaults to 30. **Caution** - do not be too agressive with timing! Groups are usually not moving fast enough
-- to warrant a check of below 10 seconds.
-- @return #SET_GROUP self
function SET_GROUP:FilterZoneTimer(Seconds)
self.ZoneTimerInterval = Seconds or 30
return self
end
--- Stops the filtering.
-- @param #SET_GROUP self
-- @return #SET_GROUP self
function SET_GROUP:FilterStop()
if _DATABASE then
self:UnHandleEvent(EVENTS.Birth)
self:UnHandleEvent(EVENTS.Dead)
self:UnHandleEvent(EVENTS.Crash)
self:UnHandleEvent(EVENTS.RemoveUnit)
if self.Filter.Zones and self.ZoneTimer and self.ZoneTimer:IsRunning() then
self.ZoneTimer:Stop()
end
end
return self
end
--- Handles the OnDead or OnCrash event for alive groups set.
-- Note: The GROUP object in the SET_GROUP collection will only be removed if the last unit is destroyed of the GROUP.
@@ -1888,7 +1945,7 @@ do -- SET_GROUP
if self.Filter.Zones then
local MGroupZone = false
for ZoneName, Zone in pairs( self.Filter.Zones ) do
self:T3( "Zone:", ZoneName )
--self:I( "Zone:", ZoneName )
if MGroup:IsInZone(Zone) then
MGroupZone = true
end
@@ -1956,6 +2013,8 @@ end
do -- SET_UNIT
--- @type SET_UNIT
-- @field Core.Timer#TIMER ZoneTimer
-- @field #number ZoneTimerInterval
-- @extends Core.Set#SET_BASE
--- Mission designers can use the SET_UNIT class to build sets of units belonging to certain:
@@ -2347,7 +2406,56 @@ do -- SET_UNIT
return CountU
end
--- [Internal] Private function for use of continous zone filter
-- @param #SET_UNIT self
-- @return #SET_UNIT self
function SET_UNIT:_ContinousZoneFilter()
local Database = _DATABASE.UNITS
for ObjectName, Object in pairs( Database ) do
if self:IsIncludeObject( Object ) and self:IsNotInSet(Object) then
self:Add( ObjectName, Object )
elseif (not self:IsIncludeObject( Object )) and self:IsInSet(Object) then
self:Remove(ObjectName)
end
end
return self
end
--- Set filter timer interval for FilterZones if using active filtering with FilterStart().
-- @param #SET_UNIT self
-- @param #number Seconds Seconds between check intervals, defaults to 30. **Caution** - do not be too agressive with timing! Groups are usually not moving fast enough
-- to warrant a check of below 10 seconds.
-- @return #SET_UNIT self
function SET_UNIT:FilterZoneTimer(Seconds)
self.ZoneTimerInterval = Seconds or 30
return self
end
--- Stops the filtering.
-- @param #SET_UNIT self
-- @return #SET_UNIT self
function SET_UNIT:FilterStop()
if _DATABASE then
self:UnHandleEvent(EVENTS.Birth)
self:UnHandleEvent(EVENTS.Dead)
self:UnHandleEvent(EVENTS.Crash)
self:UnHandleEvent(EVENTS.RemoveUnit)
if self.Filter.Zones and self.ZoneTimer and self.ZoneTimer:IsRunning() then
self.ZoneTimer:Stop()
end
end
return self
end
--- Starts the filtering.
-- @param #SET_UNIT self
-- @return #SET_UNIT self
@@ -2359,6 +2467,11 @@ do -- SET_UNIT
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash )
if self.Filter.Zones then
self.ZoneTimer = TIMER:New(self._ContinousZoneFilter,self)
local timing = self.ZoneTimerInterval or 30
self.ZoneTimer:Start(timing,timing)
end
end
return self
@@ -3834,6 +3947,8 @@ end
do -- SET_CLIENT
--- @type SET_CLIENT
-- @field Core.Timer#TIMER ZoneTimer
-- @field #number ZoneTimerInterval
-- @extends Core.Set#SET_BASE
--- Mission designers can use the @{Core.Set#SET_CLIENT} class to build sets of units belonging to certain:
@@ -4141,6 +4256,54 @@ do -- SET_CLIENT
return self
end
--- [Internal] Private function for use of continous zone filter
-- @param #SET_CLIENT self
-- @return #SET_CLIENT self
function SET_CLIENT:_ContinousZoneFilter()
local Database = _DATABASE.CLIENTS
for ObjectName, Object in pairs( Database ) do
if self:IsIncludeObject( Object ) and self:IsNotInSet(Object) then
self:Add( ObjectName, Object )
elseif (not self:IsIncludeObject( Object )) and self:IsInSet(Object) then
self:Remove(ObjectName)
end
end
return self
end
--- Set filter timer interval for FilterZones if using active filtering with FilterStart().
-- @param #SET_CLIENT self
-- @param #number Seconds Seconds between check intervals, defaults to 30. **Caution** - do not be too agressive with timing! Groups are usually not moving fast enough
-- to warrant a check of below 10 seconds.
-- @return #SET_CLIENT self
function SET_CLIENT:FilterZoneTimer(Seconds)
self.ZoneTimerInterval = Seconds or 30
return self
end
--- Stops the filtering.
-- @param #SET_CLIENT self
-- @return #SET_CLIENT self
function SET_CLIENT:FilterStop()
if _DATABASE then
self:UnHandleEvent(EVENTS.Birth)
self:UnHandleEvent(EVENTS.Dead)
self:UnHandleEvent(EVENTS.Crash)
if self.Filter.Zones and self.ZoneTimer and self.ZoneTimer:IsRunning() then
self.ZoneTimer:Stop()
end
end
return self
end
--- Starts the filtering.
-- @param #SET_CLIENT self
-- @return #SET_CLIENT self
@@ -4151,6 +4314,11 @@ do -- SET_CLIENT
self:HandleEvent( EVENTS.Birth, self._EventOnBirth )
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
if self.Filter.Zones then
self.ZoneTimer = TIMER:New(self._ContinousZoneFilter,self)
local timing = self.ZoneTimerInterval or 30
self.ZoneTimer:Start(timing,timing)
end
end
return self
@@ -7629,7 +7797,7 @@ do -- SET_SCENERY
end
---
--- [Internal] Determine if an object is to be included in the SET
-- @param #SET_SCENERY self
-- @param Wrapper.Scenery#SCENERY MScenery
-- @return #SET_SCENERY self
@@ -7637,4 +7805,47 @@ do -- SET_SCENERY
self:F2( MScenery )
return true
end
--- Count overall initial (Life0) lifepoints of the SET objects.
-- @param #SET_SCENERY self
-- @return #number LIfe0Points
function SET_SCENERY:GetLife0()
local life0 = 0
self:ForEachScenery(
function(obj)
local Obj = obj -- Wrapper.Scenery#SCENERY
life0 = life0 + Obj:GetLife0()
end
)
return life0
end
--- Count overall current lifepoints of the SET objects.
-- @param #SET_SCENERY self
-- @return #number LifePoints
function SET_SCENERY:GetLife()
local life = 0
self:ForEachScenery(
function(obj)
local Obj = obj -- Wrapper.Scenery#SCENERY
life = life + Obj:GetLife()
end
)
return life
end
--- Calculate current relative lifepoints of the SET objects, i.e. Life divided by Life0 as percentage value, eg 75 meaning 75% alive.
-- **CAVEAT**: Some objects change their life value or "hitpoints" **after** the first hit. Hence we will adjust the Life0 value to 120%
-- of the last life value if life exceeds life0 ata any point.
-- Thus will will get a smooth percentage decrease, if you use this e.g. as success criteria for a bombing task.
-- @param #SET_SCENERY self
-- @return #number LifePoints
function SET_SCENERY:GetRelativeLife()
local life = self:GetLife()
local life0 = self:GetLife0()
self:T3(string.format("Set Lifepoints: %d life0 | %d life",life0,life))
local rlife = math.floor((life / life0) * 100)
return rlife
end
end

View File

@@ -335,7 +335,7 @@ end
-- @param #SPAWN self
-- @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.
-- @return #SPAWN
-- @return #SPAWN self
-- @usage
-- -- NATO helicopters engaging in the battle field.
-- Spawn_BE_KA50 = SPAWN:NewWithAlias( 'BE KA-50@RAMP-Ground Defense', 'Helicopter Attacking a City' )
@@ -385,32 +385,129 @@ function SPAWN:NewWithAlias( SpawnTemplatePrefix, SpawnAliasPrefix )
return self
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 #table SpawnTemplate is the Template of the Group. This must be a valid Group Template structure!
-- @param #string SpawnTemplatePrefix is the name of the Group that will be given at each spawn.
-- @param #string SpawnAliasPrefix is the name that will be given to the Group at runtime.
-- @return #SPAWN
-- @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 [Mandatory] is the name of the template and the prefix of the GROUP on spawn.
-- @param #string SpawnAliasPrefix [Optional] is the prefix that will be given to the GROUP on spawn.
-- @param #boolean MooseNaming [Optional] If false, skip the Moose naming additions (like groupname#001-01) - you need to ensure yourself no duplicate group names exist!
-- @return #SPAWN self
-- @usage
-- -- Create a new SPAWN object based on a Group Template defined from scratch.
-- Spawn_BE_KA50 = SPAWN:NewWithAlias( 'BE KA-50@RAMP-Ground Defense', 'Helicopter Attacking a City' )
-- @usage
--
-- -- Create a new CSAR_Spawn object based on a normal Group Template to spawn a soldier.
-- local CSAR_Spawn = SPAWN:NewWithFromTemplate( Template, "CSAR", "Pilot" )
--
function SPAWN:NewFromTemplate( SpawnTemplate, SpawnTemplatePrefix, SpawnAliasPrefix )
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" )
-- -- Spawn a P51 Mustang from scratch
-- local ttemp =
-- {
-- ["modulation"] = 0,
-- ["tasks"] =
-- {
-- }, -- end of ["tasks"]
-- ["task"] = "Reconnaissance",
-- ["uncontrolled"] = false,
-- ["route"] =
-- {
-- ["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, MooseNaming )
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
end
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.SpawnTemplatePrefix = SpawnTemplatePrefix
self.SpawnAliasPrefix = SpawnAliasPrefix
self.SpawnAliasPrefix = SpawnAliasPrefix or SpawnTemplatePrefix
self.SpawnTemplate.name = SpawnTemplatePrefix
self.SpawnIndex = 0
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
@@ -435,7 +532,8 @@ function SPAWN:NewFromTemplate( SpawnTemplate, SpawnTemplatePrefix, SpawnAliasPr
self.SpawnInitModex = nil
self.SpawnInitAirbase = nil
self.TweakedTemplate = true -- Check if the user is using self made template.
self.MooseNameing = MooseNaming or true
self.SpawnGroups = {} -- Array containing the descriptions of each Group to be Spawned.
else
error( "There is no template provided for SpawnTemplatePrefix = '" .. SpawnTemplatePrefix .. "'" )
@@ -3060,6 +3158,9 @@ function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex ) -- R2.2
if self.TweakedTemplate ~= nil and self.TweakedTemplate == true then
BASE:I( "WARNING: You are using a tweaked template." )
SpawnTemplate = self.SpawnTemplate
if self.MooseNameing then
SpawnTemplate.name = self:SpawnGroupName( SpawnIndex )
end
else
SpawnTemplate = self:_GetTemplate( SpawnTemplatePrefix )
SpawnTemplate.name = self:SpawnGroupName( SpawnIndex )

View File

@@ -1001,6 +1001,24 @@ function ZONE_RADIUS:Scan( ObjectCategories, UnitCategories )
end
--- Remove junk inside the zone using the `world.removeJunk` function.
-- @param #ZONE_RADIUS self
-- @return #number Number of deleted objects.
function ZONE_RADIUS:RemoveJunk()
local radius=self.Radius
local vec3=self:GetVec3()
local volS = {
id = world.VolumeType.SPHERE,
params = {point = vec3, radius = radius}
}
local n=world.removeJunk(volS)
return n
end
--- Count the number of different coalitions inside the zone.
-- @param #ZONE_RADIUS self
-- @return #table Table of DCS units and DCS statics inside the zone.
@@ -2141,6 +2159,35 @@ function ZONE_POLYGON_BASE:GetZoneQuad(ZoneName, DoNotRegisterZone)
return zone
end
--- Remove junk inside the zone. Due to DCS limitations, this works only for rectangular zones. So we get the smallest rectangular zone encompassing all points points of the polygon zone.
-- @param #ZONE_POLYGON_BASE self
-- @param #number Height Height of the box in meters. Default 1000.
-- @return #number Number of removed objects.
function ZONE_POLYGON_BASE:RemoveJunk(Height)
Height=Height or 1000
local vec2SW, vec2NE=self:GetBoundingVec2()
local vec3SW={x=vec2SW.x, y=-Height, z=vec2SW.y} --DCS#Vec3
local vec3NE={x=vec2NE.x, y= Height, z=vec2NE.y} --DCS#Vec3
--local coord1=COORDINATE:NewFromVec3(vec3SW):MarkToAll("SW")
--local coord1=COORDINATE:NewFromVec3(vec3NE):MarkToAll("NE")
local volume = {
id = world.VolumeType.BOX,
params = {
min=vec3SW,
max=vec3SW
}
}
local n=world.removeJunk(volume)
return n
end
--- Smokes the zone boundaries in a color.
-- @param #ZONE_POLYGON_BASE self
-- @param Utilities.Utils#SMOKECOLOR SmokeColor The smoke color.

View File

@@ -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
@@ -44,7 +44,7 @@
-- @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 #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
@@ -100,13 +100,14 @@ PSEUDOATC.id="PseudoATC | "
--- PSEUDOATC version.
-- @field #number version
PSEUDOATC.version="0.9.5"
PSEUDOATC.version="0.10.5"
-----------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-- DONE: Add takeoff event.
-- DONE: Add user functions.
-- DONE: Refactor to use Moose event handling only
-----------------------------------------------------------------------------------------------------------------------------------------
@@ -131,23 +132,14 @@ function PSEUDOATC:Start()
self:F()
-- Debug info
self:E(PSEUDOATC.id.."Starting PseudoATC")
self:I(PSEUDOATC.id.."Starting PseudoATC")
-- Handle events.
if self.eventsmoose then
self:T(PSEUDOATC.id.."Events are handled by MOOSE.")
self:HandleEvent(EVENTS.Birth, self._OnBirth)
self:HandleEvent(EVENTS.Land, self._PlayerLanded)
self:HandleEvent(EVENTS.Takeoff, self._PlayerTakeOff)
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
self:HandleEvent(EVENTS.Birth, self._OnBirth)
self:HandleEvent(EVENTS.Land, self._PlayerLanded)
self:HandleEvent(EVENTS.Takeoff, self._PlayerTakeOff)
self:HandleEvent(EVENTS.PlayerLeaveUnit, self._PlayerLeft)
self:HandleEvent(EVENTS.Crash, self._PlayerLeft)
end
@@ -199,7 +191,7 @@ function PSEUDOATC:SetMenuRefresh(interval)
self.mrefresh=interval or 120
end
--- Enable/disable event handling by MOOSE or DCS.
--- [Deprecated] Enable/disable event handling by MOOSE or DCS.
-- @param #PSEUDOATC self
-- @param #boolean switch If true, events are handled by MOOSE (default). If false, events are handled directly by DCS.
function PSEUDOATC:SetEventsMoose(switch)
@@ -216,84 +208,6 @@ end
-----------------------------------------------------------------------------------------------------------------------------------------
-- 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.
-- @param #PSEUDOATC self
@@ -303,7 +217,9 @@ function PSEUDOATC:_OnBirth(EventData)
-- Get unit and player.
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.
if _unit and _playername then
@@ -320,7 +236,10 @@ function PSEUDOATC:_PlayerLeft(EventData)
-- Get unit and player.
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.
if _unit and _playername then
@@ -335,18 +254,16 @@ function PSEUDOATC:_PlayerLanded(EventData)
self:F({EventData=EventData})
-- Get unit, player and place.
local _unitName=EventData.IniUnitName
local _unit, _playername=self:_GetPlayerUnitAndName(_unitName)
local _unitName=EventData.IniUnitName
local _unit = EventData.IniUnit
local _playername = EventData.IniPlayerName
--local _unit, _playername=self:_GetPlayerUnitAndName(_unitName)
local _base=nil
local _baseName=nil
if EventData.place then
_base=EventData.place
_baseName=EventData.place:getName()
end
-- if EventData.subplace then
-- local _subPlace=EventData.subplace
-- local _subPlaceName=EventData.subplace:getName()
-- end
-- Call landed function.
if _unit and _playername and _base then
@@ -361,8 +278,10 @@ function PSEUDOATC:_PlayerTakeOff(EventData)
self:F({EventData=EventData})
-- Get unit, player and place.
local _unitName=EventData.IniUnitName
local _unit,_playername=self:_GetPlayerUnitAndName(_unitName)
local _unitName=EventData.IniUnitName
local _unit = EventData.IniUnit
local _playername = EventData.IniPlayerName
--local _unit,_playername=self:_GetPlayerUnitAndName(_unitName)
local _base=nil
local _baseName=nil
if EventData.place then
@@ -450,9 +369,6 @@ function PSEUDOATC:PlayerLanded(unit, place)
local group=unit:GetGroup()
local GID=group:GetID()
local UID=unit:GetDCSObject():getID()
--local PlayerName=self.group[GID].player[UID].playername
--local UnitName=self.group[GID].player[UID].unitname
--local GroupName=self.group[GID].player[UID].groupname
local PlayerName = unit:GetPlayerName() or "Ghost"
local UnitName = unit:GetName() or "Ghostplane"
local GroupName = group:GetName() or "Ghostgroup"
@@ -483,12 +399,6 @@ function PSEUDOATC:PlayerTakeOff(unit, place)
-- Gather some information.
local group=unit:GetGroup()
--local GID=group:GetID()
--local UID=unit:GetDCSObject():getID()
--local PlayerName=self.group[GID].player[UID].playername
--local CallSign=self.group[GID].player[UID].callsign
--local UnitName=self.group[GID].player[UID].unitname
--local GroupName=self.group[GID].player[UID].groupname
local PlayerName = unit:GetPlayerName() or "Ghost"
local UnitName = unit:GetName() or "Ghostplane"
local GroupName = group:GetName() or "Ghostgroup"
@@ -926,7 +836,7 @@ function PSEUDOATC:AltitudeTimeStart(GID, UID)
self:T(PSEUDOATC.id..string.format("Starting altitude report timer for player ID %d.", UID))
-- 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
--- Stop/destroy DCS scheduler function for reporting altitude.

View File

@@ -1798,7 +1798,7 @@ _WAREHOUSEDB = {
--- Warehouse class version.
-- @field #string version
WAREHOUSE.version="1.0.2"
WAREHOUSE.version="1.0.2a"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Warehouse todo list.
@@ -4561,7 +4561,8 @@ function WAREHOUSE:onafterRequest(From, Event, To, Request)
self:_ErrorMessage("ERROR: Cargo transport by train not supported yet!")
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
spawngroup=self:_SpawnAssetGroundNaval(_alias, _assetitem, Request, self.portzone)
@@ -5829,62 +5830,65 @@ function WAREHOUSE:_SpawnAssetRequest(Request)
-- Get stock item.
local asset=cargoassets[i] --#WAREHOUSE.Assetitem
if not asset.spawned then
-- Set asset status to not spawned until we capture its birth event.
asset.spawned=false
asset.iscargo=true
-- Set request ID.
asset.rid=Request.uid
-- Spawn group name.
local _alias=asset.spawngroupname
--Request add asset by id.
Request.assets[asset.uid]=asset
-- Spawn an asset group.
local _group=nil --Wrapper.Group#GROUP
if asset.category==Group.Category.GROUND then
-- 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.
-- Set asset status to not spawned until we capture its birth event.
asset.iscargo=true
-- Set request ID.
asset.rid=Request.uid
-- Spawn group name.
local _alias=asset.spawngroupname
--Request add asset by id.
Request.assets[asset.uid]=asset
-- Spawn an asset group.
local _group=nil --Wrapper.Group#GROUP
if asset.category==Group.Category.GROUND then
-- 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)
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
--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!")
-- Trigger event.
if _group then
self:__AssetSpawned(0.01, _group, asset, Request)
end
end
-- Trigger event.
if _group then
self:__AssetSpawned(0.01, _group, asset, Request)
end
end
end

View File

@@ -5826,7 +5826,7 @@ function AIRBOSS:_ScanCarrierZone()
if knownflight then
-- Check if flight is AI and if we want to handle it at all.
if knownflight.ai and knownflight.flag == -100 and self.handleai and false then --Disabled AI handling because of incorrect OPSGROUP reference!
if knownflight.ai and knownflight.flag == -100 and self.handleai and false then --Disabled AI handling because of incorrect OPSGROUP reference!
local putintomarshal = false
@@ -8102,7 +8102,7 @@ end
-- @param Core.Event#EVENTDATA EventData
function AIRBOSS:OnEventBirth( EventData )
self:F3( { eventbirth = EventData } )
-- Nil checks.
if EventData == nil then
self:E( self.lid .. "ERROR: EventData=nil in event BIRTH!" )
@@ -8114,7 +8114,9 @@ function AIRBOSS:OnEventBirth( EventData )
self:E( EventData )
return
end
if EventData.IniObjectCategory ~= Object.Category.UNIT then return end
local _unitName = EventData.IniUnitName
local _unit, _playername = self:_GetPlayerUnitAndName( _unitName )
@@ -9792,23 +9794,23 @@ function AIRBOSS:_Groove( playerData )
end
end
-- Long V/STOL groove time Wave Off over 75 seconds to IC - TOPGUN level Only. --pene testing (WIP)--- Need to think more about this.
-- Long V/STOL groove time Wave Off over 75 seconds to IC - TOPGUN level Only. --pene testing (WIP)--- Need to think more about this.
--if rho>=RAR and rho<=RIC and not playerData.waveoff and playerData.difficulty==AIRBOSS.Difficulty.HARD and playerData.actype== AIRBOSS.AircraftCarrier.AV8B then
-- Get groove time
--local vSlow=groovedata.time
-- If too slow wave off.
--if vSlow >75 then
-- LSO Wave off!
--self:RadioTransmission(self.LSORadio, self.LSOCall.WAVEOFF, nil, nil, nil, true)
--playerData.Tlso=timer.getTime()
-- Player was waved Off
--playerData.waveoff=true
--return
--end
--end
--end
-- Groovedata step.
@@ -10162,7 +10164,7 @@ function AIRBOSS:_GetSternCoord()
elseif case==2 or case==1 then
-- V/Stol: Translate 8 meters port.
self.sterncoord:Translate(self.carrierparam.sterndist, hdg, true, true):Translate(8, FB-90, true, true)
end
end
elseif self.carriertype==AIRBOSS.CarrierType.STENNIS then
-- Stennis: translate 7 meters starboard wrt Final bearing.
self.sterncoord:Translate( self.carrierparam.sterndist, hdg, true, true ):Translate( 7, FB + 90, true, true )
@@ -11302,7 +11304,7 @@ function AIRBOSS:_GetOptLandingCoordinate()
self.landingcoord:SetAltitude(UTILS.FeetToMeters(120))
end
else
-- Ideally we want to land between 2nd and 3rd wire.

View File

@@ -22,7 +22,300 @@
-- @module Ops.CTLD
-- @image OPS_CTLD.jpg
-- Last Update Mar 2023
-- Last Update Apr 2023
do
------------------------------------------------------
--- **CTLD_CARGO** class, extends Core.Base#BASE
-- @type CTLD_CARGO
-- @field #string ClassName Class name.
-- @field #number ID ID of this cargo.
-- @field #string Name Name for menu.
-- @field #table Templates Table of #POSITIONABLE objects.
-- @field #string CargoType Enumerator of Type.
-- @field #boolean HasBeenMoved Flag for moving.
-- @field #boolean LoadDirectly Flag for direct loading.
-- @field #number CratesNeeded Crates needed to build.
-- @field Wrapper.Positionable#POSITIONABLE Positionable Representation of cargo in the mission.
-- @field #boolean HasBeenDropped True if dropped from heli.
-- @field #number PerCrateMass Mass in kg.
-- @field #number Stock Number of builds available, -1 for unlimited.
-- @field #string Subcategory Sub-category name.
-- @extends Core.Base#BASE
---
-- @field #CTLD_CARGO CTLD_CARGO
CTLD_CARGO = {
ClassName = "CTLD_CARGO",
ID = 0,
Name = "none",
Templates = {},
CargoType = "none",
HasBeenMoved = false,
LoadDirectly = false,
CratesNeeded = 0,
Positionable = nil,
HasBeenDropped = false,
PerCrateMass = 0,
Stock = nil,
Mark = nil,
}
--- Define cargo types.
-- @type CTLD_CARGO.Enum
-- @field #string VEHICLE
-- @field #string TROOPS
-- @field #string FOB
-- @field #string CRATE
-- @field #string REPAIR
-- @field #string ENGINEERS
-- @field #string STATIC
CTLD_CARGO.Enum = {
VEHICLE = "Vehicle", -- #string vehicles
TROOPS = "Troops", -- #string troops
FOB = "FOB", -- #string FOB
CRATE = "Crate", -- #string crate
REPAIR = "Repair", -- #string repair
ENGINEERS = "Engineers", -- #string engineers
STATIC = "Static", -- #string statics
}
--- Function to create new CTLD_CARGO object.
-- @param #CTLD_CARGO self
-- @param #number ID ID of this #CTLD_CARGO
-- @param #string Name Name for menu.
-- @param #table Templates Table of #POSITIONABLE objects.
-- @param #CTLD_CARGO.Enum Sorte Enumerator of Type.
-- @param #boolean HasBeenMoved Flag for moving.
-- @param #boolean LoadDirectly Flag for direct loading.
-- @param #number CratesNeeded Crates needed to build.
-- @param Wrapper.Positionable#POSITIONABLE Positionable Representation of cargo in the mission.
-- @param #boolean Dropped Cargo/Troops have been unloaded from a chopper.
-- @param #number PerCrateMass Mass in kg
-- @param #number Stock Number of builds available, nil for unlimited
-- @param #string Subcategory Name of subcategory, handy if using > 10 types to load.
-- @return #CTLD_CARGO self
function CTLD_CARGO:New(ID, Name, Templates, Sorte, HasBeenMoved, LoadDirectly, CratesNeeded, Positionable, Dropped, PerCrateMass, Stock, Subcategory)
-- Inherit everything from BASE class.
local self=BASE:Inherit(self, BASE:New()) -- #CTLD_CARGO
self:T({ID, Name, Templates, Sorte, HasBeenMoved, LoadDirectly, CratesNeeded, Positionable, Dropped})
self.ID = ID or math.random(100000,1000000)
self.Name = Name or "none" -- #string
self.Templates = Templates or {} -- #table
self.CargoType = Sorte or "type" -- #CTLD_CARGO.Enum
self.HasBeenMoved = HasBeenMoved or false -- #boolean
self.LoadDirectly = LoadDirectly or false -- #boolean
self.CratesNeeded = CratesNeeded or 0 -- #number
self.Positionable = Positionable or nil -- Wrapper.Positionable#POSITIONABLE
self.HasBeenDropped = Dropped or false --#boolean
self.PerCrateMass = PerCrateMass or 0 -- #number
self.Stock = Stock or nil --#number
self.Mark = nil
self.Subcategory = Subcategory or "Other"
return self
end
--- Query ID.
-- @param #CTLD_CARGO self
-- @return #number ID
function CTLD_CARGO:GetID()
return self.ID
end
--- Query Subcategory
-- @param #CTLD_CARGO self
-- @return #string SubCategory
function CTLD_CARGO:GetSubCat()
return self.Subcategory
end
--- Query Mass.
-- @param #CTLD_CARGO self
-- @return #number Mass in kg
function CTLD_CARGO:GetMass()
return self.PerCrateMass
end
--- Query Name.
-- @param #CTLD_CARGO self
-- @return #string Name
function CTLD_CARGO:GetName()
return self.Name
end
--- Query Templates.
-- @param #CTLD_CARGO self
-- @return #table Templates
function CTLD_CARGO:GetTemplates()
return self.Templates
end
--- Query has moved.
-- @param #CTLD_CARGO self
-- @return #boolean Has moved
function CTLD_CARGO:HasMoved()
return self.HasBeenMoved
end
--- Query was dropped.
-- @param #CTLD_CARGO self
-- @return #boolean Has been dropped.
function CTLD_CARGO:WasDropped()
return self.HasBeenDropped
end
--- Query directly loadable.
-- @param #CTLD_CARGO self
-- @return #boolean loadable
function CTLD_CARGO:CanLoadDirectly()
return self.LoadDirectly
end
--- Query number of crates or troopsize.
-- @param #CTLD_CARGO self
-- @return #number Crates or size of troops.
function CTLD_CARGO:GetCratesNeeded()
return self.CratesNeeded
end
--- Query type.
-- @param #CTLD_CARGO self
-- @return #CTLD_CARGO.Enum Type
function CTLD_CARGO:GetType()
return self.CargoType
end
--- Query type.
-- @param #CTLD_CARGO self
-- @return Wrapper.Positionable#POSITIONABLE Positionable
function CTLD_CARGO:GetPositionable()
return self.Positionable
end
--- Set HasMoved.
-- @param #CTLD_CARGO self
-- @param #boolean moved
function CTLD_CARGO:SetHasMoved(moved)
self.HasBeenMoved = moved or false
end
--- Query if cargo has been loaded.
-- @param #CTLD_CARGO self
-- @param #boolean loaded
function CTLD_CARGO:Isloaded()
if self.HasBeenMoved and not self.WasDropped() then
return true
else
return false
end
end
--- Set WasDropped.
-- @param #CTLD_CARGO self
-- @param #boolean dropped
function CTLD_CARGO:SetWasDropped(dropped)
self.HasBeenDropped = dropped or false
end
--- Get Stock.
-- @param #CTLD_CARGO self
-- @return #number Stock
function CTLD_CARGO:GetStock()
if self.Stock then
return self.Stock
else
return -1
end
end
--- Add Stock.
-- @param #CTLD_CARGO self
-- @param #number Number to add, none if nil.
-- @return #CTLD_CARGO self
function CTLD_CARGO:AddStock(Number)
if self.Stock then -- Stock nil?
local number = Number or 1
self.Stock = self.Stock + number
end
return self
end
--- Remove Stock.
-- @param #CTLD_CARGO self
-- @param #number Number to reduce, none if nil.
-- @return #CTLD_CARGO self
function CTLD_CARGO:RemoveStock(Number)
if self.Stock then -- Stock nil?
local number = Number or 1
self.Stock = self.Stock - number
if self.Stock < 0 then self.Stock = 0 end
end
return self
end
--- Set Stock.
-- @param #CTLD_CARGO self
-- @param #number Number to set, nil means unlimited.
-- @return #CTLD_CARGO self
function CTLD_CARGO:SetStock(Number)
self.Stock = Number
return self
end
--- Query crate type for REPAIR
-- @param #CTLD_CARGO self
-- @param #boolean
function CTLD_CARGO:IsRepair()
if self.CargoType == "Repair" then
return true
else
return false
end
end
--- Query crate type for STATIC
-- @param #CTLD_CARGO self
-- @return #boolean
function CTLD_CARGO:IsStatic()
if self.CargoType == "Static" then
return true
else
return false
end
end
--- Add mark
-- @param #CTLD_CARGO self
-- @return #CTLD_CARGO self
function CTLD_CARGO:AddMark(Mark)
self.Mark = Mark
return self
end
--- Get mark
-- @param #CTLD_CARGO self
-- @return #string Mark
function CTLD_CARGO:GetMark(Mark)
return self.Mark
end
--- Wipe mark
-- @param #CTLD_CARGO self
-- @return #CTLD_CARGO self
function CTLD_CARGO:WipeMark()
self.Mark = nil
return self
end
--- Get overall mass of a cargo object, i.e. crates needed x mass per crate
-- @param #CTLD_CARGO self
-- @return #number mass
function CTLD_CARGO:GetNetMass()
return self.CratesNeeded * self.PerCrateMass
end
end
do
@@ -40,7 +333,7 @@ do
-- @extends Core.Base#BASE
---
-- @field #CTLD_ENGINEERING
-- @field #CTLD_ENGINEERING CTLD_ENGINEERING
CTLD_ENGINEERING = {
ClassName = "CTLD_ENGINEERING",
lid = "",
@@ -287,300 +580,6 @@ CTLD_ENGINEERING = {
end
do
------------------------------------------------------
--- **CTLD_CARGO** class, extends Core.Base#BASE
-- @type CTLD_CARGO
-- @field #string ClassName Class name.
-- @field #number ID ID of this cargo.
-- @field #string Name Name for menu.
-- @field #table Templates Table of #POSITIONABLE objects.
-- @field #string CargoType Enumerator of Type.
-- @field #boolean HasBeenMoved Flag for moving.
-- @field #boolean LoadDirectly Flag for direct loading.
-- @field #number CratesNeeded Crates needed to build.
-- @field Wrapper.Positionable#POSITIONABLE Positionable Representation of cargo in the mission.
-- @field #boolean HasBeenDropped True if dropped from heli.
-- @field #number PerCrateMass Mass in kg.
-- @field #number Stock Number of builds available, -1 for unlimited.
-- @field #string Subcategory Sub-category name.
-- @extends Core.Base#BASE
---
-- @field #CTLD_CARGO CTLD_CARGO
CTLD_CARGO = {
ClassName = "CTLD_CARGO",
ID = 0,
Name = "none",
Templates = {},
CargoType = "none",
HasBeenMoved = false,
LoadDirectly = false,
CratesNeeded = 0,
Positionable = nil,
HasBeenDropped = false,
PerCrateMass = 0,
Stock = nil,
Mark = nil,
}
--- Define cargo types.
-- @type CTLD_CARGO.Enum
-- @field #string VEHICLE
-- @field #string TROOPS
-- @field #string FOB
-- @field #string CRATE
-- @field #string REPAIR
-- @field #string ENGINEERS
-- @field #string STATIC
CTLD_CARGO.Enum = {
VEHICLE = "Vehicle", -- #string vehicles
TROOPS = "Troops", -- #string troops
FOB = "FOB", -- #string FOB
CRATE = "Crate", -- #string crate
REPAIR = "Repair", -- #string repair
ENGINEERS = "Engineers", -- #string engineers
STATIC = "Static", -- #string statics
}
--- Function to create new CTLD_CARGO object.
-- @param #CTLD_CARGO self
-- @param #number ID ID of this #CTLD_CARGO
-- @param #string Name Name for menu.
-- @param #table Templates Table of #POSITIONABLE objects.
-- @param #CTLD_CARGO.Enum Sorte Enumerator of Type.
-- @param #boolean HasBeenMoved Flag for moving.
-- @param #boolean LoadDirectly Flag for direct loading.
-- @param #number CratesNeeded Crates needed to build.
-- @param Wrapper.Positionable#POSITIONABLE Positionable Representation of cargo in the mission.
-- @param #boolean Dropped Cargo/Troops have been unloaded from a chopper.
-- @param #number PerCrateMass Mass in kg
-- @param #number Stock Number of builds available, nil for unlimited
-- @param #string Subcategory Name of subcategory, handy if using > 10 types to load.
-- @return #CTLD_CARGO self
function CTLD_CARGO:New(ID, Name, Templates, Sorte, HasBeenMoved, LoadDirectly, CratesNeeded, Positionable, Dropped, PerCrateMass, Stock, Subcategory)
-- Inherit everything from BASE class.
local self=BASE:Inherit(self, BASE:New()) -- #CTLD
self:T({ID, Name, Templates, Sorte, HasBeenMoved, LoadDirectly, CratesNeeded, Positionable, Dropped})
self.ID = ID or math.random(100000,1000000)
self.Name = Name or "none" -- #string
self.Templates = Templates or {} -- #table
self.CargoType = Sorte or "type" -- #CTLD_CARGO.Enum
self.HasBeenMoved = HasBeenMoved or false -- #boolean
self.LoadDirectly = LoadDirectly or false -- #boolean
self.CratesNeeded = CratesNeeded or 0 -- #number
self.Positionable = Positionable or nil -- Wrapper.Positionable#POSITIONABLE
self.HasBeenDropped = Dropped or false --#boolean
self.PerCrateMass = PerCrateMass or 0 -- #number
self.Stock = Stock or nil --#number
self.Mark = nil
self.Subcategory = Subcategory or "Other"
return self
end
--- Query ID.
-- @param #CTLD_CARGO self
-- @return #number ID
function CTLD_CARGO:GetID()
return self.ID
end
--- Query Subcategory
-- @param #CTLD_CARGO self
-- @return #string SubCategory
function CTLD_CARGO:GetSubCat()
return self.Subcategory
end
--- Query Mass.
-- @param #CTLD_CARGO self
-- @return #number Mass in kg
function CTLD_CARGO:GetMass()
return self.PerCrateMass
end
--- Query Name.
-- @param #CTLD_CARGO self
-- @return #string Name
function CTLD_CARGO:GetName()
return self.Name
end
--- Query Templates.
-- @param #CTLD_CARGO self
-- @return #table Templates
function CTLD_CARGO:GetTemplates()
return self.Templates
end
--- Query has moved.
-- @param #CTLD_CARGO self
-- @return #boolean Has moved
function CTLD_CARGO:HasMoved()
return self.HasBeenMoved
end
--- Query was dropped.
-- @param #CTLD_CARGO self
-- @return #boolean Has been dropped.
function CTLD_CARGO:WasDropped()
return self.HasBeenDropped
end
--- Query directly loadable.
-- @param #CTLD_CARGO self
-- @return #boolean loadable
function CTLD_CARGO:CanLoadDirectly()
return self.LoadDirectly
end
--- Query number of crates or troopsize.
-- @param #CTLD_CARGO self
-- @return #number Crates or size of troops.
function CTLD_CARGO:GetCratesNeeded()
return self.CratesNeeded
end
--- Query type.
-- @param #CTLD_CARGO self
-- @return #CTLD_CARGO.Enum Type
function CTLD_CARGO:GetType()
return self.CargoType
end
--- Query type.
-- @param #CTLD_CARGO self
-- @return Wrapper.Positionable#POSITIONABLE Positionable
function CTLD_CARGO:GetPositionable()
return self.Positionable
end
--- Set HasMoved.
-- @param #CTLD_CARGO self
-- @param #boolean moved
function CTLD_CARGO:SetHasMoved(moved)
self.HasBeenMoved = moved or false
end
--- Query if cargo has been loaded.
-- @param #CTLD_CARGO self
-- @param #boolean loaded
function CTLD_CARGO:Isloaded()
if self.HasBeenMoved and not self.WasDropped() then
return true
else
return false
end
end
--- Set WasDropped.
-- @param #CTLD_CARGO self
-- @param #boolean dropped
function CTLD_CARGO:SetWasDropped(dropped)
self.HasBeenDropped = dropped or false
end
--- Get Stock.
-- @param #CTLD_CARGO self
-- @return #number Stock
function CTLD_CARGO:GetStock()
if self.Stock then
return self.Stock
else
return -1
end
end
--- Add Stock.
-- @param #CTLD_CARGO self
-- @param #number Number to add, none if nil.
-- @return #CTLD_CARGO self
function CTLD_CARGO:AddStock(Number)
if self.Stock then -- Stock nil?
local number = Number or 1
self.Stock = self.Stock + number
end
return self
end
--- Remove Stock.
-- @param #CTLD_CARGO self
-- @param #number Number to reduce, none if nil.
-- @return #CTLD_CARGO self
function CTLD_CARGO:RemoveStock(Number)
if self.Stock then -- Stock nil?
local number = Number or 1
self.Stock = self.Stock - number
if self.Stock < 0 then self.Stock = 0 end
end
return self
end
--- Set Stock.
-- @param #CTLD_CARGO self
-- @param #number Number to set, nil means unlimited.
-- @return #CTLD_CARGO self
function CTLD_CARGO:SetStock(Number)
self.Stock = Number
return self
end
--- Query crate type for REPAIR
-- @param #CTLD_CARGO self
-- @param #boolean
function CTLD_CARGO:IsRepair()
if self.CargoType == "Repair" then
return true
else
return false
end
end
--- Query crate type for STATIC
-- @param #CTLD_CARGO self
-- @return #boolean
function CTLD_CARGO:IsStatic()
if self.CargoType == "Static" then
return true
else
return false
end
end
--- Add mark
-- @param #CTLD_CARGO self
-- @return #CTLD_CARGO self
function CTLD_CARGO:AddMark(Mark)
self.Mark = Mark
return self
end
--- Get mark
-- @param #CTLD_CARGO self
-- @return #string Mark
function CTLD_CARGO:GetMark(Mark)
return self.Mark
end
--- Wipe mark
-- @param #CTLD_CARGO self
-- @return #CTLD_CARGO self
function CTLD_CARGO:WipeMark()
self.Mark = nil
return self
end
--- Get overall mass of a cargo object, i.e. crates needed x mass per crate
-- @param #CTLD_CARGO self
-- @return #number mass
function CTLD_CARGO:GetNetMass()
return self.CratesNeeded * self.PerCrateMass
end
end
do
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO CTLD
@@ -726,6 +725,8 @@ do
-- my_ctld.movecratesbeforebuild = true -- crates must be moved once before they can be build. Set to false for direct builds.
-- my_ctld.surfacetypes = {land.SurfaceType.LAND,land.SurfaceType.ROAD,land.SurfaceType.RUNWAY,land.SurfaceType.SHALLOW_WATER} -- surfaces for loading back objects.
-- my_ctld.nobuildmenu = false -- if set to true effectively enforces to have engineers build/repair stuff for you.
-- my_ctld.RadioSound = "beacon.ogg" -- -- this sound will be hearable if you tune in the beacon frequency. Add the sound file to your miz.
-- my_ctld.RadioSoundFC3 = "beacon.ogg" -- this sound will be hearable by FC3 users (actually all UHF radios); change to something like "beaconsilent.ogg" and add the sound file to your miz if you don't want to annoy FC3 pilots.
--
-- ## 2.1 User functions
--
@@ -987,6 +988,7 @@ do
-- my_ctld.filename = "missionsave.csv" -- example filename
-- my_ctld.filepath = "C:\\Users\\myname\\Saved Games\\DCS\Missions\\MyMission" -- example path
-- my_ctld.eventoninject = true -- fire OnAfterCratesBuild and OnAfterTroopsDeployed events when loading (uses Inject functions)
-- my_ctld.useprecisecoordloads = true -- Instead if slightly varyiing the group position, try to maintain it as is
--
-- Then use an initial load at the beginning of your mission:
--
@@ -1219,7 +1221,7 @@ CTLD.UnitTypes = {
--- CTLD class version.
-- @field #string version
CTLD.version="1.0.32"
CTLD.version="1.0.37"
--- Instantiate a new CTLD.
-- @param #CTLD self
@@ -1302,6 +1304,7 @@ function CTLD:New(Coalition, Prefixes, Alias)
-- radio beacons
self.RadioSound = "beacon.ogg"
self.RadioSoundFC3 = "beacon.ogg"
self.RadioPath = "l10n/DEFAULT/"
-- zones stuff
@@ -1312,6 +1315,7 @@ function CTLD:New(Coalition, Prefixes, Alias)
self.droppedBeacons = {}
self.droppedbeaconref = {}
self.droppedbeacontimeout = 600
self.useprecisecoordloads = true
-- Cargo
self.Cargo_Crates = {}
@@ -2005,6 +2009,7 @@ end
function CTLD:_FindRepairNearby(Group, Unit, Repairtype)
self:T(self.lid .. " _FindRepairNearby")
--self:I({Group:GetName(),Unit:GetName(),Repairtype})
local unitcoord = Unit:GetCoordinate()
-- find nearest group of deployed groups
@@ -2021,7 +2026,9 @@ function CTLD:_FindRepairNearby(Group, Unit, Repairtype)
nearestDistance = distance
end
end
--self:I("Distance: ".. nearestDistance)
-- found one and matching distance?
if nearestGroup == nil or nearestDistance > self.EngineerSearch then
self:_SendMessage("No unit close enough to repair!", 10, false, Group)
@@ -2033,8 +2040,10 @@ function CTLD:_FindRepairNearby(Group, Unit, Repairtype)
-- helper to find matching template
local function matchstring(String,Table)
local match = false
if type(Table) == "table" then
String = string.gsub(String,"-"," ")
if type(Table) == "table" then
for _,_name in pairs (Table) do
_name = string.gsub(_name,"-"," ")
if string.find(String,_name) then
match = true
break
@@ -2042,6 +2051,7 @@ function CTLD:_FindRepairNearby(Group, Unit, Repairtype)
end
else
if type(String) == "string" then
Table = string.gsub(Table,"-"," ")
if string.find(String,Table) then match = true end
end
end
@@ -2051,6 +2061,7 @@ function CTLD:_FindRepairNearby(Group, Unit, Repairtype)
-- walk through generics and find matching type
local Cargotype = nil
for k,v in pairs(self.Cargo_Crates) do
--self:I({groupname,v.Templates,Repairtype})
if matchstring(groupname,v.Templates) and matchstring(groupname,Repairtype) then
Cargotype = v -- #CTLD_CARGO
break
@@ -2060,6 +2071,7 @@ function CTLD:_FindRepairNearby(Group, Unit, Repairtype)
if Cargotype == nil then
return nil, nil
else
--self:I({groupname,Cargotype})
return nearestGroup, Cargotype
end
@@ -2074,7 +2086,7 @@ end
-- @param #number Number Number of objects in Crates (found) to limit search.
-- @param #boolean Engineering If true it is an Engineering repair.
function CTLD:_RepairObjectFromCrates(Group,Unit,Crates,Build,Number,Engineering)
self:T(self.lid .. " _RepairObjectFromCrates")
self:T(self.lid .. " _RepairObjectFromCrates")
local build = Build -- -- #CTLD.Buildable
local Repairtype = build.Template -- #string
local NearestGroup, CargoType = self:_FindRepairNearby(Group,Unit,Repairtype) -- Wrapper.Group#GROUP, #CTLD_CARGO
@@ -2326,7 +2338,7 @@ function CTLD:_GetCrates(Group, Unit, Cargo, number, drop)
rheading = UTILS.RandomGaussian(0,30,-90,90,100)
rheading = math.fmod((heading + rheading + addon), 360)
else
local initialSpacing = IsHerc and 16 or 12 -- initial spacing of the first crates
local initialSpacing = IsHerc and 16 or (capabilities.length+2) -- initial spacing of the first crates
local crateSpacing = 4 -- further spacing of remaining crates
local lateralSpacing = 4 -- lateral spacing of crates
local nrSideBySideCrates = 3 -- number of crates that are placed side-by-side
@@ -4014,7 +4026,7 @@ function CTLD:_AddRadioBeacon(Name, Sound, Mhz, Modulation, IsShip, IsDropped)
local Sound = self.RadioPath..Sound
trigger.action.radioTransmission(Sound, ZoneVec3, Modulation, false, Frequency, 1000, Name..math.random(1,10000)) -- Beacon in MP only runs for 30secs straight
self:T2(string.format("Beacon added | Name = %s | Sound = %s | Vec3 = %d %d %d | Freq = %f | Modulation = %d (0=AM/1=FM)",Name,Sound,ZoneVec3.x,ZoneVec3.y,ZoneVec3.z,Mhz,Modulation))
else
else
local ZoneCoord = Zone:GetCoordinate()
local ZoneVec3 = ZoneCoord:GetVec3() or {x=0,y=0,z=0}
local Frequency = Mhz * 1000000 -- Freq in Hert
@@ -4068,6 +4080,7 @@ function CTLD:_RefreshRadioBeacons()
-- Get Beacon object from zone
local czone = cargozone -- #CTLD.CargoZone
local Sound = self.RadioSound
local Silent = self.RadioSoundFC3 or self.RadioSound
if czone.active and czone.hasbeacon then
local FMbeacon = czone.fmbeacon -- #CTLD.ZoneBeacon
local VHFbeacon = czone.vhfbeacon -- #CTLD.ZoneBeacon
@@ -4077,8 +4090,8 @@ function CTLD:_RefreshRadioBeacons()
local VHF = VHFbeacon.frequency -- KHz
local UHF = UHFbeacon.frequency -- MHz
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)
self:_AddRadioBeacon(Name,Sound,VHF,CTLD.RadioModulation.AM, IsShip, IsDropped)
self:_AddRadioBeacon(Name,Silent,UHF,CTLD.RadioModulation.AM, IsShip, IsDropped)
end
end
end
@@ -4721,6 +4734,7 @@ end
-- @param Ops.CTLD#CTLD_CARGO Cargo The #CTLD_CARGO object to spawn.
-- @param #table Surfacetypes (Optional) Table of surface types. Can also be a single surface type. We will try max 1000 times to find the right type!
-- @param #boolean PreciseLocation (Optional) Don't try to get a random position in the zone but use the dead center. Caution not to stack up stuff on another!
-- @param #string Structure (Optional) String object describing the current structure of the injected group; mainly for load/save to keep current state setup.
-- @return #CTLD self
-- @usage Use this function to pre-populate the field with Troops or Engineers at a random coordinate in a zone:
-- -- create a matching #CTLD_CARGO type
@@ -4729,7 +4743,7 @@ end
-- local dropzone = ZONE:New("InjectZone") -- Core.Zone#ZONE
-- -- and go:
-- my_ctld:InjectTroops(dropzone,InjectTroopsType,{land.SurfaceType.LAND})
function CTLD:InjectTroops(Zone,Cargo,Surfacetypes,PreciseLocation)
function CTLD:InjectTroops(Zone,Cargo,Surfacetypes,PreciseLocation,Structure)
self:T(self.lid.." InjectTroops")
local cargo = Cargo -- #CTLD_CARGO
@@ -4747,6 +4761,49 @@ end
return match
end
local function Cruncher(group,typename,anzahl)
local units = group:GetUnits()
local reduced = 0
for _,_unit in pairs (units) do
local typo = _unit:GetTypeName()
if typename == typo then
_unit:Destroy(false)
reduced = reduced + 1
if reduced == anzahl then break end
end
end
end
local function PostSpawn(args)
local group = args[1]
local structure = args[2]
if structure then
local loadedstructure = {}
local strcset = UTILS.Split(structure,";")
for _,_data in pairs(strcset) do
local datasplit = UTILS.Split(_data,"==")
loadedstructure[datasplit[1]] = tonumber(datasplit[2])
end
local originalstructure = UTILS.GetCountPerTypeName(group)
for _name,_number in pairs(originalstructure) do
local loadednumber = 0
if loadedstructure[_name] then
loadednumber = loadedstructure[_name]
end
local reduce = false
if loadednumber < _number then reduce = true end
if reduce then
Cruncher(group,_name,_number-loadednumber)
end
end
end
end
if not IsTroopsMatch(cargo) then
self.CargoCounter = self.CargoCounter + 1
cargo.ID = self.CargoCounter
@@ -4783,6 +4840,11 @@ end
local grpname = self.DroppedTroops[self.TroopCounter]:GetName()
self.EngineersInField[self.Engineers] = CTLD_ENGINEERING:New(name, grpname)
end
if Structure then
BASE:ScheduleOnce(0.5,PostSpawn,{self.DroppedTroops[self.TroopCounter],Structure})
end
if self.eventoninject then
self:__TroopsDeployed(1,nil,nil,self.DroppedTroops[self.TroopCounter],type)
end
@@ -4794,6 +4856,9 @@ end
-- @param #CTLD self
-- @param Core.Zone#ZONE Zone The zone where to drop the troops.
-- @param Ops.CTLD#CTLD_CARGO Cargo The #CTLD_CARGO object to spawn.
-- @param #table Surfacetypes (Optional) Table of surface types. Can also be a single surface type. We will try max 1000 times to find the right type!
-- @param #boolean PreciseLocation (Optional) Don't try to get a random position in the zone but use the dead center. Caution not to stack up stuff on another!
-- @param #string Structure (Optional) String object describing the current structure of the injected group; mainly for load/save to keep current state setup.
-- @return #CTLD self
-- @usage Use this function to pre-populate the field with Vehicles or FOB at a random coordinate in a zone:
-- -- create a matching #CTLD_CARGO type
@@ -4802,7 +4867,7 @@ end
-- local dropzone = ZONE:New("InjectZone") -- Core.Zone#ZONE
-- -- and go:
-- my_ctld:InjectVehicles(dropzone,InjectVehicleType)
function CTLD:InjectVehicles(Zone,Cargo)
function CTLD:InjectVehicles(Zone,Cargo,Surfacetypes,PreciseLocation,Structure)
self:T(self.lid.." InjectVehicles")
local cargo = Cargo -- #CTLD_CARGO
@@ -4820,6 +4885,49 @@ end
return match
end
local function Cruncher(group,typename,anzahl)
local units = group:GetUnits()
local reduced = 0
for _,_unit in pairs (units) do
local typo = _unit:GetTypeName()
if typename == typo then
_unit:Destroy(false)
reduced = reduced + 1
if reduced == anzahl then break end
end
end
end
local function PostSpawn(args)
local group = args[1]
local structure = args[2]
if structure then
local loadedstructure = {}
local strcset = UTILS.Split(structure,";")
for _,_data in pairs(strcset) do
local datasplit = UTILS.Split(_data,"==")
loadedstructure[datasplit[1]] = tonumber(datasplit[2])
end
local originalstructure = UTILS.GetCountPerTypeName(group)
for _name,_number in pairs(originalstructure) do
local loadednumber = 0
if loadedstructure[_name] then
loadednumber = loadedstructure[_name]
end
local reduce = false
if loadednumber < _number then reduce = true end
if reduce then
Cruncher(group,_name,_number-loadednumber)
end
end
end
end
if not IsVehicMatch(cargo) then
self.CargoCounter = self.CargoCounter + 1
cargo.ID = self.CargoCounter
@@ -4834,7 +4942,10 @@ end
local temptable = cargo:GetTemplates() or {}
local factor = 1.5
local zone = Zone
local randomcoord = zone:GetRandomCoordinate(10,30*factor):GetVec2()
local randomcoord = zone:GetRandomCoordinate(10,30*factor,Surfacetypes):GetVec2()
if PreciseLocation then
randomcoord = zone:GetCoordinate():GetVec2()
end
cargo:SetWasDropped(true)
local canmove = false
if type == CTLD_CARGO.Enum.VEHICLE then canmove = true end
@@ -4851,6 +4962,11 @@ end
:InitDelayOff()
:SpawnFromVec2(randomcoord)
end
if Structure then
BASE:ScheduleOnce(0.5,PostSpawn,{self.DroppedTroops[self.TroopCounter],Structure})
end
if self.eventoninject then
self:__CratesBuild(1,nil,nil,self.DroppedTroops[self.TroopCounter])
end
@@ -5235,6 +5351,7 @@ end
-- name matching a template in the table
local match = false
local cargo = nil
name = string.gsub(name,"-"," ")
for _ind,_cargo in pairs (table) do
local thiscargo = _cargo -- #CTLD_CARGO
local template = thiscargo:GetTemplates()
@@ -5242,6 +5359,7 @@ end
template = { template }
end
for _,_name in pairs (template) do
_name = string.gsub(_name,"-"," ")
if string.find(name,_name) and _cargo:GetType() ~= CTLD_CARGO.Enum.REPAIR then
match = true
cargo = thiscargo
@@ -5254,18 +5372,21 @@ end
--local data = "LoadedData = {\n"
local data = "Group,x,y,z,CargoName,CargoTemplates,CargoType,CratesNeeded,CrateMass\n"
local data = "Group,x,y,z,CargoName,CargoTemplates,CargoType,CratesNeeded,CrateMass,Structure\n"
local n = 0
for _,_grp in pairs(grouptable) do
local group = _grp -- Wrapper.Group#GROUP
if group and group:IsAlive() then
-- get template name
local name = group:GetName()
local template = string.gsub(name,"-(.+)$","")
local template = name
if string.find(template,"#") then
template = string.gsub(name,"#(%d+)$","")
end
local template = string.gsub(name,"-(%d+)$","")
local match, cargo = FindCargoType(template,cgotable)
if not match then
match, cargo = FindCargoType(template,cgovehic)
@@ -5278,6 +5399,11 @@ end
local cgotype = cargo.CargoType
local cgoneed = cargo.CratesNeeded
local cgomass = cargo.PerCrateMass
local structure = UTILS.GetCountPerTypeName(group)
local strucdata = ""
for typen,anzahl in pairs (structure) do
strucdata = strucdata .. typen .. "=="..anzahl..";"
end
if type(cgotemp) == "table" then
local templates = "{"
@@ -5289,8 +5415,8 @@ end
end
local location = group:GetVec3()
local txt = string.format("%s,%d,%d,%d,%s,%s,%s,%d,%d\n"
,template,location.x,location.y,location.z,cgoname,cgotemp,cgotype,cgoneed,cgomass)
local txt = string.format("%s,%d,%d,%d,%s,%s,%s,%d,%d,%s\n"
,template,location.x,location.y,location.z,cgoname,cgotemp,cgotype,cgoneed,cgomass,strucdata)
data = data .. txt
end
end
@@ -5445,7 +5571,7 @@ end
for _id,_entry in pairs (loadeddata) do
local dataset = UTILS.Split(_entry,",")
-- 1=Group,2=x,3=y,4=z,5=CargoName,6=CargoTemplates,7=CargoType,8=CratesNeeded,9=CrateMass,10=SubCategory
-- 1=Group,2=x,3=y,4=z,5=CargoName,6=CargoTemplates,7=CargoType,8=CratesNeeded,9=CrateMass,10=Structure
local groupname = dataset[1]
local vec2 = {}
vec2.x = tonumber(dataset[2])
@@ -5459,14 +5585,19 @@ end
cargotemplates = UTILS.Split(cargotemplates,";")
local size = tonumber(dataset[8])
local mass = tonumber(dataset[9])
local structure = nil
if dataset[10] then
structure = dataset[10]
structure = string.gsub(structure,",","")
end
-- inject at Vec2
local dropzone = ZONE_RADIUS:New("DropZone",vec2,20)
if cargotype == CTLD_CARGO.Enum.VEHICLE or cargotype == CTLD_CARGO.Enum.FOB then
local injectvehicle = CTLD_CARGO:New(nil,cargoname,cargotemplates,cargotype,true,true,size,nil,true,mass)
self:InjectVehicles(dropzone,injectvehicle)
self:InjectVehicles(dropzone,injectvehicle,self.surfacetypes,self.useprecisecoordloads,structure)
elseif cargotype == CTLD_CARGO.Enum.TROOPS or cargotype == CTLD_CARGO.Enum.ENGINEERS then
local injecttroops = CTLD_CARGO:New(nil,cargoname,cargotemplates,cargotype,true,true,size,nil,true,mass)
self:InjectTroops(dropzone,injecttroops,self.surfacetypes)
self:InjectTroops(dropzone,injecttroops,self.surfacetypes,self.useprecisecoordloads,structure)
end
elseif (type(groupname) == "string" and groupname == "STATIC") or cargotype == CTLD_CARGO.Enum.REPAIR then
local cargotemplates = dataset[6]

View File

@@ -805,7 +805,9 @@ function RESCUEHELO:_OnEventCrashOrEject(EventData)
self:T(self.lid..text)
-- Get coordinate of unit.
local coord=unit:GetCoordinate()
--local coord=unit:GetCoordinate()
local Vec3 = EventData.IniDCSUnit:getPoint() -- Vec3
local coord = COORDINATE:NewFromVec3(Vec3)
if coord and self.rescuezone:IsCoordinateInZone(coord) then

View File

@@ -49,17 +49,19 @@ SOCKET = {
-- @field #string BOMBRESULT Range bombing.
-- @field #string STRAFERESULT Range strafeing result.
-- @field #string LSOGRADE Airboss LSO grade.
-- @field #string TTS Text-To-Speech.
SOCKET.DataType={
TEXT="moose_text",
BOMBRESULT="moose_bomb_result",
STRAFERESULT="moose_strafe_result",
LSOGRADE="moose_lso_grade",
TTS="moose_text2speech"
}
--- SOCKET class version.
-- @field #string version
SOCKET.version="0.2.0"
SOCKET.version="0.3.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
@@ -140,7 +142,7 @@ end
--- Send a text message.
-- @param #SOCKET self
-- @param #string Text Test message.
-- @param #string Text Text message.
-- @return #SOCKET self
function SOCKET:SendText(Text)
@@ -154,4 +156,32 @@ function SOCKET:SendText(Text)
return self
end
--- Send a text-to-speech message.
-- @param #SOCKET self
-- @param #string Text The text message to speek.
-- @param #number Provider The TTS provider: 0=Microsoft (default), 1=Google.
-- @param #string Voice The specific voice to use, e.g. `"Microsoft David Desktop"` or "`en-US-Standard-A`". If not set, the service will choose a voice based on the other parameters such as culture and gender.
-- @param #string Culture The Culture or language code, *e.g.* `"en-US"`.
-- @param #string Gender The Gender, *i.e.* "male", "female". Default "female".
-- @param #number Volume The volume. Microsoft: [0,100] default 50, Google: [-96, 10] default 0.
-- @return #SOCKET self
function SOCKET:SendTextToSpeech(Text, Provider, Voice, Culture, Gender, Volume)
Text=Text or "Hello World!"
local message={}
message.command = SOCKET.DataType.TTS
message.text = Text
message.provider=Provider
message.voice = Voice
message.culture = Culture
message.gender = Gender
message.volume = Volume
self:SendTable(message)
return self
end

View File

@@ -385,6 +385,23 @@ UTILS.BasicSerialize = function(s)
end
end
function UTILS.PrintTableToLog(table, indent)
if not table then
BASE:E("No table passed!")
return
end
if not indent then indent = 0 end
for k, v in pairs(table) do
if type(v) == "table" then
BASE:I(string.rep(" ", indent) .. tostring(k) .. " = {")
UTILS.PrintTableToLog(v, indent + 1)
BASE:I(string.rep(" ", indent) .. "}")
else
BASE:I(string.rep(" ", indent) .. tostring(k) .. " = " .. tostring(v))
end
end
end
UTILS.ToDegree = function(angle)
return angle*180/math.pi

View File

@@ -198,8 +198,47 @@ AIRBASE.Nevada = {
-- * AIRBASE.Normandy.Needs_Oar_Point
-- * AIRBASE.Normandy.Funtington
-- * AIRBASE.Normandy.Tangmere
-- * AIRBASE.Normandy.Ford_AF
--
-- * AIRBASE.Normandy.Ford
-- * AIRBASE.Normandy.Argentan
-- * AIRBASE.Normandy.Goulet
-- * AIRBASE.Normandy.Barville
-- * AIRBASE.Normandy.Essay
-- * AIRBASE.Normandy.Hauterive
-- * AIRBASE.Normandy.Lymington
-- * AIRBASE.Normandy.Vrigny
-- * AIRBASE.Normandy.Odiham
-- * AIRBASE.Normandy.Conches
-- * AIRBASE.Normandy.West_Malling
-- * AIRBASE.Normandy.Villacoublay
-- * AIRBASE.Normandy.Kenley
-- * AIRBASE.Normandy.Beauvais_Tille
-- * AIRBASE.Normandy.Cormeilles_en_Vexin
-- * AIRBASE.Normandy.Creil
-- * AIRBASE.Normandy.Guyancourt
-- * AIRBASE.Normandy.Lonrai
-- * AIRBASE.Normandy.Dinan_Trelivan
-- * AIRBASE.Normandy.Heathrow
-- * AIRBASE.Normandy.Fecamp_Benouville
-- * AIRBASE.Normandy.Farnborough
-- * AIRBASE.Normandy.Friston
-- * AIRBASE.Normandy.Deanland
-- * AIRBASE.Normandy.Triqueville
-- * AIRBASE.Normandy.Poix
-- * AIRBASE.Normandy.Orly
-- * AIRBASE.Normandy.Stoney_Cross
-- * AIRBASE.Normandy.Amiens_Glisy
-- * AIRBASE.Normandy.Ronai
-- * AIRBASE.Normandy.Rouen_Boos
-- * AIRBASE.Normandy.Deauville
-- * AIRBASE.Normandy.Saint_Aubin
-- * AIRBASE.Normandy.Flers
-- * AIRBASE.Normandy.Avranches_Le_Val_Saint_Pere
-- * AIRBASE.Normandy.Gravesend
-- * AIRBASE.Normandy.Beaumont_le_Roger
-- * AIRBASE.Normandy.Broglie
-- * AIRBASE.Normandy.Bernay_Saint_Martin
-- * AIRBASE.Normandy.Saint_Andre_de_lEure
--
-- @field Normandy
AIRBASE.Normandy = {
["Saint_Pierre_du_Mont"] = "Saint Pierre du Mont",
@@ -232,14 +271,46 @@ AIRBASE.Normandy = {
["Needs_Oar_Point"] = "Needs Oar Point",
["Funtington"] = "Funtington",
["Tangmere"] = "Tangmere",
["Ford_AF"] = "Ford_AF",
["Goulet"] = "Goulet",
["Ford"] = "Ford",
["Argentan"] = "Argentan",
["Vrigny"] = "Vrigny",
["Goulet"] = "Goulet",
["Barville"] = "Barville",
["Essay"] = "Essay",
["Hauterive"] = "Hauterive",
["Barville"] = "Barville",
["Lymington"] = "Lymington",
["Vrigny"] = "Vrigny",
["Odiham"] = "Odiham",
["Conches"] = "Conches",
["West_Malling"] = "West Malling",
["Villacoublay"] = "Villacoublay",
["Kenley"] = "Kenley",
["Beauvais_Tille"] = "Beauvais-Tille",
["Cormeilles_en_Vexin"] = "Cormeilles-en-Vexin",
["Creil"] = "Creil",
["Guyancourt"] = "Guyancourt",
["Lonrai"] = "Lonrai",
["Dinan_Trelivan"] = "Dinan-Trelivan",
["Heathrow"] = "Heathrow",
["Fecamp_Benouville"] = "Fecamp-Benouville",
["Farnborough"] = "Farnborough",
["Friston"] = "Friston",
["Deanland "] = "Deanland ",
["Triqueville"] = "Triqueville",
["Poix"] = "Poix",
["Orly"] = "Orly",
["Stoney_Cross"] = "Stoney Cross",
["Amiens_Glisy"] = "Amiens-Glisy",
["Ronai"] = "Ronai",
["Rouen_Boos"] = "Rouen-Boos",
["Deauville"] = "Deauville",
["Saint_Aubin"] = "Saint-Aubin",
["Flers"] = "Flers",
["Avranches_Le_Val_Saint_Pere"] = "Avranches Le Val-Saint-Pere",
["Gravesend"] = "Gravesend",
["Beaumont_le_Roger"] = "Beaumont-le-Roger",
["Broglie"] = "Broglie",
["Bernay_Saint_Martin"] = "Bernay Saint Martin",
["Saint_Andre_de_lEure"] = "Saint-Andre-de-lEure",
}
--- Airbases of the Persion Gulf Map:

View File

@@ -690,7 +690,8 @@ function CONTROLLABLE:CommandActivateACLS( UnitID, Name, Delay )
if Delay and Delay > 0 then
SCHEDULER:New( nil, self.CommandActivateACLS, { self, UnitID, Name }, Delay )
else
self:SetCommand( CommandActivateACLS )
local controller = self:_GetController()
controller:setCommand( CommandActivateACLS )
end
return self
@@ -711,7 +712,8 @@ function CONTROLLABLE:CommandDeactivateACLS( Delay )
if Delay and Delay > 0 then
SCHEDULER:New( nil, self.CommandDeactivateACLS, { self }, Delay )
else
self:SetCommand( CommandDeactivateACLS )
local controller = self:_GetController()
controller:setCommand( CommandDeactivateACLS )
end
return self
@@ -761,7 +763,7 @@ function CONTROLLABLE:CommandActivateLink4(Frequency, UnitID, Callsign, Delay)
local CommandActivateLink4= {
id = "ActivateLink4",
params= {
["frequency "] = freq*1000000,
["frequency"] = freq*1000000,
["unitId"] = UnitID or self:GetID(),
["name"] = Callsign or "LNK",
}
@@ -772,7 +774,8 @@ function CONTROLLABLE:CommandActivateLink4(Frequency, UnitID, Callsign, Delay)
if Delay and Delay>0 then
SCHEDULER:New(nil, self.CommandActivateLink4, {self, Frequency, UnitID, Callsign}, Delay)
else
self:SetCommand(CommandActivateLink4)
local controller = self:_GetController()
controller:setCommand(CommandActivateLink4)
end
return self
@@ -810,7 +813,8 @@ function CONTROLLABLE:CommandDeactivateLink4(Delay)
if Delay and Delay>0 then
SCHEDULER:New(nil, self.CommandDeactivateLink4, {self}, Delay)
else
self:SetCommand(CommandDeactivateLink4)
local controller = self:_GetController()
controller:setCommand(CommandDeactivateLink4)
end
return self
@@ -1692,7 +1696,9 @@ function CONTROLLABLE:EnRouteTaskSEAD(TargetTypes, Priority)
return DCSTask
end
--- (AIR) Engaging a controllable. The task does not assign the target controllable to the unit/controllable to attack now; it just allows the unit/controllable to engage the target controllable as well as other assigned targets.
--- (AIR) Engaging a controllable. The task does not assign the target controllable to the unit/controllable to attack now;
-- it just allows the unit/controllable to engage the target controllable as well as other assigned targets.
-- See [hoggit](https://wiki.hoggitworld.com/view/DCS_task_engageGroup).
-- @param #CONTROLLABLE self
-- @param #CONTROLLABLE AttackGroup The Controllable to be attacked.
-- @param #number Priority All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first.
@@ -1741,6 +1747,7 @@ function CONTROLLABLE:EnRouteTaskEngageGroup( AttackGroup, Priority, WeaponType,
end
--- (AIR) Search and attack the Unit.
-- See [hoggit](https://wiki.hoggitworld.com/view/DCS_task_engageUnit).
-- @param #CONTROLLABLE self
-- @param Wrapper.Unit#UNIT EngageUnit The UNIT.
-- @param #number Priority (optional) All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first.
@@ -1776,6 +1783,7 @@ function CONTROLLABLE:EnRouteTaskEngageUnit( EngageUnit, Priority, GroupAttack,
end
--- (AIR) Aircraft will act as an AWACS for friendly units (will provide them with information about contacts). No parameters.
-- [hoggit](https://wiki.hoggitworld.com/view/DCS_task_awacs).
-- @param #CONTROLLABLE self
-- @return DCS#Task The DCS task structure.
function CONTROLLABLE:EnRouteTaskAWACS()
@@ -1789,6 +1797,7 @@ function CONTROLLABLE:EnRouteTaskAWACS()
end
--- (AIR) Aircraft will act as a tanker for friendly units. No parameters.
-- See [hoggit](https://wiki.hoggitworld.com/view/DCS_task_tanker).
-- @param #CONTROLLABLE self
-- @return DCS#Task The DCS task structure.
function CONTROLLABLE:EnRouteTaskTanker()
@@ -1804,6 +1813,7 @@ end
-- En-route tasks for ground units/controllables
--- (GROUND) Ground unit (EW-radar) will act as an EWR for friendly units (will provide them with information about contacts). No parameters.
-- See [hoggit](https://wiki.hoggitworld.com/view/DCS_task_ewr).
-- @param #CONTROLLABLE self
-- @return DCS#Task The DCS task structure.
function CONTROLLABLE:EnRouteTaskEWR()
@@ -1821,14 +1831,17 @@ end
--- (AIR + GROUND) The task makes the controllable/unit a FAC and lets the FAC to choose the target (enemy ground controllable) as well as other assigned targets.
-- The killer is player-controlled allied CAS-aircraft that is in contact with the FAC.
-- If the task is assigned to the controllable lead unit will be a FAC.
-- See [hoggit](https://wiki.hoggitworld.com/view/DCS_task_fac_engageGroup).
-- @param #CONTROLLABLE self
-- @param #CONTROLLABLE AttackGroup Target CONTROLLABLE.
-- @param #number Priority (Optional) All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first. Default is 0.
-- @param #number WeaponType (Optional) Bitmask of weapon types those allowed to use. Default is "Auto".
-- @param DCS#AI.Task.Designation Designation (Optional) Designation type.
-- @param #boolean Datalink (optional) Allows to use datalink to send the target information to attack aircraft. Enabled by default.
-- @param #number CallsignID CallsignID, e.g. `CALLSIGN.JTAC.Anvil` for ground or `CALLSIGN.Aircraft.Ford` for air.
-- @param #number CallsignNumber Callsign first number, e.g. 2 for `Ford-2`.
-- @return DCS#Task The DCS task structure.
function CONTROLLABLE:EnRouteTaskFAC_EngageGroup( AttackGroup, Priority, WeaponType, Designation, Datalink )
function CONTROLLABLE:EnRouteTaskFAC_EngageGroup( AttackGroup, Priority, WeaponType, Designation, Datalink, Frequency, Modulation, CallsignID, CallsignNumber )
local DCSTask = {
id = 'FAC_EngageControllable',
@@ -1837,6 +1850,10 @@ function CONTROLLABLE:EnRouteTaskFAC_EngageGroup( AttackGroup, Priority, WeaponT
weaponType = WeaponType or "Auto",
designation = Designation,
datalink = Datalink and Datalink or false,
frequency = (Frequency or 133)*1000000,
modulation = Modulation or radio.modulation.AM,
callname = CallsignID,
number = CallsignNumber,
priority = Priority or 0,
},
}
@@ -1845,27 +1862,26 @@ function CONTROLLABLE:EnRouteTaskFAC_EngageGroup( AttackGroup, Priority, WeaponT
end
--- (AIR + GROUND) The task makes the controllable/unit a FAC and lets the FAC to choose a targets (enemy ground controllable) around as well as other assigned targets.
-- The killer is player-controlled allied CAS-aircraft that is in contact with the FAC.
-- If the task is assigned to the controllable lead unit will be a FAC.
-- Assigns the controlled group to act as a Forward Air Controller or JTAC. Any detected targets will be assigned as targets to the player via the JTAC radio menu.
-- Target designation is set to auto and is dependent on the circumstances.
-- See [hoggit](https://wiki.hoggitworld.com/view/DCS_task_fac).
-- @param #CONTROLLABLE self
-- @param DCS#Distance Radius The maximal distance from the FAC to a target.
-- @param #number Frequency Frequency in MHz. Default 133 MHz.
-- @param #number Modulation Radio modulation. Default `radio.modulation.AM`.
-- @param #number CallsignID CallsignID, e.g. `CALLSIGN.JTAC.Anvil` for ground or `CALLSIGN.Aircraft.Ford` for air.
-- @param #number CallsignNumber Callsign first number, e.g. 2 for `Ford-2`.
-- @param #number Priority All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first.
-- @return DCS#Task The DCS task structure.
function CONTROLLABLE:EnRouteTaskFAC( Radius, Priority )
-- FAC = {
-- id = 'FAC',
-- params = {
-- radius = Distance,
-- priority = number
-- }
-- }
function CONTROLLABLE:EnRouteTaskFAC( Frequency, Modulation, CallsignID, CallsignNumber, Priority )
local DCSTask = {
id = 'FAC',
params = {
radius = Radius,
priority = Priority
frequency = (Frequency or 133)*1000000,
modulation = Modulation or radio.modulation.AM,
callname = CallsignID,
number = CallsignNumber,
priority = Priority or 0
}
}

View File

@@ -4,8 +4,8 @@
--
-- ===
--
-- ### Author: **applevangelist**
-- # Last Update Feb 2023
-- ### Author: **Applevangelist**
-- # Last Update Apr 2023
--
-- ===
--
@@ -42,7 +42,7 @@ do
-- @field #NET
NET = {
ClassName = "NET",
Version = "0.1.0",
Version = "0.1.1",
BlockTime = 600,
BlockedPilots = {},
BlockedUCIDs = {},
@@ -196,7 +196,7 @@ function NET:_EventHandler(EventData)
-- Get Player Data
local name = data.IniPlayerName and data.IniPlayerName or data.IniUnit:GetPlayerName()
local ucid = self:GetPlayerUCID(nil,name)
local ucid = self:GetPlayerUCID(nil,name) or "none"
local PlayerID = self:GetPlayerIDByName(name) or "none"
local PlayerSide, PlayerSlot = self:GetSlot(data.IniUnit)
local TNow = timer.getTime()
@@ -771,7 +771,7 @@ end
-- @param #string To
-- @return #NET self
function NET:onafterStatus(From,Event,To)
self:T({From,Event,To})
self:I({From,Event,To})
local function HouseHold(tavolo)
local TNow = timer.getTime()
@@ -799,7 +799,7 @@ end
-- @param #string To
-- @return #NET self
function NET:onafterRun(From,Event,To)
self:T({From,Event,To})
self:I({From,Event,To})
self:HandleEvent(EVENTS.PlayerEnterUnit,self._EventHandler)
self:HandleEvent(EVENTS.PlayerEnterAircraft,self._EventHandler)
self:HandleEvent(EVENTS.PlayerLeaveUnit,self._EventHandler)

View File

@@ -394,6 +394,35 @@ function POSITIONABLE:GetCoordinate()
return nil
end
--- Triggers an explosion at the coordinates of the positionable.
-- @param #POSITIONABLE self
-- @param #number power Power of the explosion in kg TNT. Default 100 kg TNT.
-- @param #number delay (Optional) Delay of explosion in seconds.
-- @return #POSITIONABLE self
function POSITIONABLE:Explode(power, delay)
-- Default.
power=power or 100
-- Check if delay or not.
if delay and delay>0 then
-- Delayed call.
self:ScheduleOnce(delay, POSITIONABLE.Explode, self, power, 0)
else
local coord=self:GetCoord()
if coord then
-- Create an explotion at the coordinate of the positionable.
coord:Explosion(power)
end
end
return self
end
--- Returns a COORDINATE object, which is offset with respect to the orientation of the POSITIONABLE.
-- @param #POSITIONABLE self
-- @param #number x Offset in the direction "the nose" of the unit is pointing in meters. Default 0 m.

View File

@@ -63,12 +63,18 @@ function SCENERY:GetDCSObject()
end
--- Get current life points from the SCENERY Object.
-- **CAVEAT**: Some objects change their life value or "hitpoints" **after** the first hit. Hence we will adjust the life0 value to 120%
-- of the last life value if life exceeds life0 (initial life) at any point. Thus will will get a smooth percentage decrease, if you use this e.g. as success
-- criteria for a bombing task.
--@param #SCENERY self
--@return #number life
function SCENERY:GetLife()
local life = 0
if self.SceneryObject then
life = self.SceneryObject:getLife()
if life > self.Life0 then
self.Life0 = math.floor(life * 1.2)
end
end
return life
end
@@ -110,11 +116,13 @@ end
--@param #number Radius (optional) Search radius around coordinate, defaults to 100
--@return #SCENERY Scenery Object or `nil` if it cannot be found
function SCENERY:FindByName(Name, Coordinate, Radius)
local radius = Radius or 100
local name = Name or "unknown"
local scenery = nil
BASE:T({name, radius, Coordinate:GetVec2()})
---
-- @param Core.Point#COORDINATE coordinate
-- @param #number radius
@@ -170,6 +178,7 @@ function SCENERY:FindByZoneName( ZoneName )
zone = ZONE:FindByName(ZoneName)
end
local _id = zone:GetProperty('OBJECT ID')
BASE:T("Object ID ".._id)
if not _id then
-- this zone has no object ID
BASE:E("**** Zone without object ID: "..ZoneName.." | Type: "..tostring(zone.ClassName))
@@ -235,4 +244,4 @@ end
--@return #SCENERY self
function SCENERY:Destroy()
return self
end
end

View File

@@ -804,7 +804,7 @@ function WEAPON:_TrackWeapon(time)
-- Return next time the function is called or nil to stop the scheduler.
if self.tracking then
if self.dtTrack and self.dtTrack>0.001 then
if self.dtTrack and self.dtTrack>=0.00001 then
return time+self.dtTrack
else
return nil