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76 Commits

Author SHA1 Message Date
Applevangelist
8af3f89c14 Adjustments for Forrestal by Pene 2021-10-24 14:35:55 +02:00
Applevangelist
fe3079caad Added Bell-47 2021-10-22 17:04:23 +02:00
Applevangelist
61ac6b4131 Added Bell-47 2021-10-22 17:04:19 +02:00
Frank
36cb189512 Merge pull request #1612 from FlightControl-Master/FF/MasterDevel
AIRBOSS v1.2.0
2021-10-20 19:55:19 +02:00
Frank
15f9843878 AIRBOSS v1.2.0
- Added Forrestal carrier CV-59
2021-10-16 12:11:34 +02:00
Frank
67f847dd16 Update Group.lua
- Fixed SetInvisible and SetImmortal functions to acknowledge parameter false.
2021-10-12 22:16:18 +02:00
Applevangelist
8b9143d3f1 CTLD - added option to force opening of doors 2021-10-12 08:32:34 +02:00
Applevangelist
0388d47f23 CSAR - Added country options for spawned pilots 2021-10-12 08:31:55 +02:00
Applevangelist
de9b173d9b UTILS - added door check for Hercules 2021-10-07 18:14:29 +02:00
Applevangelist
2cecc526fb ZONE_CAPTURE_COALITION - fixed an issue when monitoring hits and SCENERY was delivered as hit UNIT 2021-10-05 19:10:21 +02:00
Applevangelist
968d178317 Update README.md 2021-10-02 10:18:13 +02:00
Applevangelist
3c477b872a CSAR - hovering rescued parameters added 2021-10-01 14:54:31 +02:00
Applevangelist
77e6088114 UTILS - corrected open door check MI-8 2021-10-01 14:54:16 +02:00
Applevangelist
edd6594953 CTLD: added user-friendly function to inject static cargos: CTLD:InjectStaticFromTemplate(Zone, Template, Mass) 2021-10-01 10:43:17 +02:00
Applevangelist
f8c05c99d0 RADIO - delete frequency check 2021-09-30 08:07:34 +02:00
Applevangelist
50f6d98b49 push for a new build 2021-09-29 09:25:26 +02:00
Frank
147eeb05f6 Merge pull request #1607 from FlightControl-Master/FF/MasterDevel
DATABASE
2021-09-29 09:22:41 +02:00
Frank
d8cb15a577 Update Airbase.lua 2021-09-29 09:01:47 +02:00
Frank
0daac876ea Update Airbase.lua
- Register oil rigs and gas platforms as helipads. DCS bug registers them as ship (Airbase.Category.SHIP instead of Airbase.Category.HELIPAD).
2021-09-29 09:00:53 +02:00
Frank
1832125022 Globals
- Moved _DATABASE:_RegisterAirbases() to Globals.lua
2021-09-29 08:58:46 +02:00
Applevangelist
c311c40b72 GROUP:GetAmmunition() - fix to also return bomb count (#1606)
GROUP:GetAmmunition() - fix to also return bomb count
2021-09-28 16:53:53 +02:00
Applevangelist
db516a2077 Fix "local" error 2021-09-27 15:48:45 +02:00
Applevangelist
ff8766669c Small fix for Airbase Parking Spot Finder 2021-09-26 09:51:14 +02:00
Applevangelist
06dc9a732e bugfix 2021-09-24 18:37:13 +02:00
Applevangelist
50c74d0852 Added option for slingload: enableslingload 2021-09-24 11:08:23 +02:00
Applevangelist
1c97eb6f3c SPAWNSTATIC - bugfix on canCargo, mass could be set but not transported into the template spawn 2021-09-24 11:04:54 +02:00
Applevangelist
69449430d1 CTLD - Added Statics as cargo (#1600)
CTLD - Added Statics as cargo, and the ability to load and save them (alongside your dropped buildable crates).
2021-09-22 15:54:37 +02:00
Applevangelist
663cd34aa3 CTLD - fix when using SAVE or LOAD w/o filename and path 2021-09-21 07:48:09 +02:00
Applevangelist
cfed6f5153 SET - Added SET_CLIENT:CountAlive() 2021-09-21 07:47:43 +02:00
Applevangelist
2b22d5288c CTLD - added persistence 2021-09-20 14:27:45 +02:00
Applevangelist
a64424ecc8 Positionable - Add IsSubmarine, Passenger seats for VAB Mephisto 2021-09-20 14:27:22 +02:00
Applevangelist
fd1b2ecb86 ZONE - Docu bug fix 2021-09-20 14:26:42 +02:00
Applevangelist
6cae3e62cf CTLD - small bug fix on stock removal 2021-09-12 17:37:32 +02:00
Applevangelist
05ce7e4513 CTLD - added alternative crate spawn by @mousepilot. Add menu item to list stock.Injected troops will not lead to cargo type duplication. 2021-09-11 15:20:20 +02:00
Applevangelist
136bd19f19 Bug fixing 2021-09-11 10:03:49 +02:00
Applevangelist
8873504daf CTLD: Align to Dev changes 2021-09-07 19:52:14 +02:00
Applevangelist
a844a5d697 CSAR: Align to Dev changes 2021-09-07 19:52:13 +02:00
Applevangelist
a49f4eaa21 Merge pull request #1597 from Penecruz/Airboss-V/Stol
Airboss v/stol
2021-09-06 07:12:20 +02:00
Penecruz
e6e2651f8c Bug fix to AV-8B grading WIP 2021-09-06 11:08:29 +10:00
Penecruz
b93ba13644 bug fix to V/Stol groove. 2021-09-06 08:20:37 +10:00
Frank
e4a51951b0 Merge pull request #1596 from Penecruz/Airboss-V/Stol
Airboss v/stol
2021-09-04 15:20:03 +02:00
Penecruz
ad56e39942 Docs AV-8B clarifications 2021-09-04 13:40:10 +10:00
Penecruz
ea09dc5a6e Vstol groove timing 2021-09-04 11:25:44 +10:00
Penecruz
8ecfd913a3 Av-8B specific deviation counts adj. 2021-09-04 11:25:25 +10:00
Penecruz
53367c786e AV-8B LIG and Unicorn fix 2021-09-04 11:24:47 +10:00
Applevangelist
db5797bb4e Bug fixing 2021-09-02 18:48:40 +02:00
Applevangelist
5e8fe97752 CTLD Added method to inject troops into the field. 2021-09-01 13:34:13 +02:00
Applevangelist
393fa0bfbb MANTIS - Changes from the dev branch merged 2021-08-28 14:01:37 +02:00
Applevangelist
4f51884b9d SEAD - make padding a variable (radar switch-back-on time) 2021-08-28 14:01:37 +02:00
Frank
4c5c320073 Merge pull request #1594 from Penecruz/Pene-LHA-and-LHD-edits
Pene lha and lhd edits
2021-08-28 10:52:12 +02:00
Penecruz
9098590568 Sound Pack Gabriella add 2021-08-28 14:51:30 +10:00
Penecruz
555bb7e68b Update instructions for AV-8B Harrier 2021-08-28 14:27:32 +10:00
Penecruz
c0a18957f0 AoA for harrier and JC Spot 5 timings 2021-08-28 13:31:16 +10:00
Penecruz
2cf939560e Allow for JC Spot 5 Voice over 2021-08-28 11:02:05 +10:00
Penecruz
9d3a7aae78 Add Landing Spot 5 to JC 2021-08-28 10:26:49 +10:00
Applevangelist
f6ed592f92 CSAR - remove noise 2021-08-27 18:47:13 +02:00
Applevangelist
c98757d13c CTLD - added ENGINEERING 2021-08-27 18:46:59 +02:00
Applevangelist
17378f509e SEAD - Code cleanup and enabled delayed switch off 2021-08-27 18:46:45 +02:00
Applevangelist
7f18ea0e7a UNIT/GROUP - added function to get the skill of a unit. SEAD - added functionality to calculate time-2-impact of HARMS and adjust behaviour accordingly 2021-08-27 14:56:16 +02:00
Frank
5172619cb1 Merge pull request #1593 from Penecruz/Pene-LHA-and-LHD-edits
Pene-LHA-LHD-additions
2021-08-26 08:22:11 +02:00
Penecruz
3962529698 Update Airboss.lua 2021-08-26 09:33:40 +10:00
Penecruz
6481d5d41e Update Airboss.lua 2021-08-25 17:59:33 +10:00
Applevangelist
6cc3d73c04 Changed priority to show bomb target height in ft if no Player Settings 2021-08-22 12:02:52 +02:00
Applevangelist
e541e39403 Bug fixes. Added support for Ships as load zones 2021-08-22 12:02:26 +02:00
Applevangelist
c7ea45e5fd Clean up UTF-8 mess 2021-08-18 18:01:04 +02:00
Applevangelist
20f28b3d2c Fix for SAM pattern matching not working 2021-08-18 15:01:14 +02:00
Applevangelist
f3f63ab8aa Fix for degree sign extra char 2021-08-18 11:52:13 +02:00
Applevangelist
e91090cfff more corrections 2021-08-18 11:47:25 +02:00
Applevangelist
1a7fb3c13e Fix for degree sign extra char 2021-08-18 11:36:33 +02:00
Applevangelist
59857ed79d CSAR - added changes from Development for AFB landings and safer calculation of distances of lost pilots 2021-08-18 09:29:58 +02:00
Frank
4797665939 Update Range.lua
- Added demo by shagrat
2021-08-02 22:02:21 +02:00
Applevangelist
b89749036d Merge pull request #1584 from FlightControl-Master/Applevangelist-patch-3-1
Update Utils.lua
2021-08-02 19:04:57 +02:00
Applevangelist
c6268488de Update Utils.lua 2021-08-02 19:03:07 +02:00
Applevangelist
de04369703 Various for AI_CARGO, CTLD, CSAR, align with dev 2021-07-29 12:46:16 +02:00
Applevangelist
05b6f19a87 Merge pull request #1583 from FlightControl-Master/Applevangelist-patch-2
Update CSAR.lua
2021-07-28 19:47:48 +02:00
Applevangelist
2753df8216 Update CSAR.lua
Fix for CSAR message to all not working, added option to suppress all messaging, make destroys silent to not affect scoring
2021-07-28 19:45:47 +02:00
28 changed files with 3145 additions and 1006 deletions

View File

@@ -47,19 +47,21 @@ function AI_CARGO:New( Carrier, CargoSet )
self:SetStartState( "Unloaded" )
self:AddTransition( "Unloaded", "Pickup", "*" )
self:AddTransition( "Loaded", "Deploy", "*" )
-- Board
self:AddTransition( "Unloaded", "Pickup", "Unloaded" )
self:AddTransition( "*", "Load", "*" )
self:AddTransition( "*", "Reload", "*" )
self:AddTransition( "*", "Board", "*" )
self:AddTransition( "*", "Loaded", "Loaded" )
self:AddTransition( "Loaded", "PickedUp", "Loaded" )
self:AddTransition( "*", "Load", "Boarding" )
self:AddTransition( "Boarding", "Board", "Boarding" )
self:AddTransition( "Loaded", "Board", "Loaded" )
self:AddTransition( "Boarding", "Loaded", "Boarding" )
self:AddTransition( "Boarding", "PickedUp", "Loaded" )
-- Unload
self:AddTransition( "Loaded", "Deploy", "*" )
self:AddTransition( "*", "Unload", "*" )
self:AddTransition( "*", "Unboard", "*" )
self:AddTransition( "*", "Unloaded", "Unloaded" )
self:AddTransition( "Unloaded", "Deployed", "Unloaded" )
self:AddTransition( "Loaded", "Unload", "Unboarding" )
self:AddTransition( "Unboarding", "Unboard", "Unboarding" )
self:AddTransition( "Unboarding", "Unloaded", "Unboarding" )
self:AddTransition( "Unboarding", "Deployed", "Unloaded" )
--- Pickup Handler OnBefore for AI_CARGO
-- @function [parent=#AI_CARGO] OnBeforePickup
@@ -393,7 +395,7 @@ end
function AI_CARGO:onafterBoard( Carrier, From, Event, To, Cargo, CarrierUnit, PickupZone )
self:F( { Carrier, From, Event, To, Cargo, CarrierUnit:GetName() } )
if Carrier and Carrier:IsAlive() and From == "Boarding" then
if Carrier and Carrier:IsAlive() then
self:F({ IsLoaded = Cargo:IsLoaded(), Cargo:GetName(), Carrier:GetName() } )
if not Cargo:IsLoaded() and not Cargo:IsDestroyed() then
self:__Board( -10, Cargo, CarrierUnit, PickupZone )
@@ -509,7 +511,7 @@ end
function AI_CARGO:onafterUnboard( Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone, Defend )
self:F( { Carrier, From, Event, To, Cargo:GetName(), DeployZone = DeployZone, Defend = Defend } )
if Carrier and Carrier:IsAlive() and From == "Unboarding" then
if Carrier and Carrier:IsAlive() then
if not Cargo:IsUnLoaded() then
self:__Unboard( 10, Cargo, CarrierUnit, DeployZone, Defend )
return
@@ -580,4 +582,3 @@ function AI_CARGO:onafterDeployed( Carrier, From, Event, To, DeployZone, Defend
end
end

View File

@@ -98,7 +98,8 @@ function AI_CARGO_APC:New( APC, CargoSet, CombatRadius )
self:AddTransition( "*", "Guard", "Unloaded" )
self:AddTransition( "*", "Home", "*" )
self:AddTransition( "*", "Reload", "Boarding" )
self:AddTransition( "*", "Deployed", "*" )
self:AddTransition( "*", "PickedUp", "*" )
self:AddTransition( "*", "Destroyed", "Destroyed" )
self:SetCombatRadius( CombatRadius )

View File

@@ -64,21 +64,25 @@ function AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
self.Zone = ZONE_GROUP:New( Helicopter:GetName(), Helicopter, 300 )
self:SetStartState( "Unloaded" )
-- Boarding
self:AddTransition( "Unloaded", "Pickup", "Unloaded" )
self:AddTransition( "*", "Landed", "*" )
self:AddTransition( "*", "Load", "*" )
self:AddTransition( "*", "Loaded", "Loaded" )
self:AddTransition( "Loaded", "PickedUp", "Loaded" )
self:AddTransition( "Unloaded", "Pickup", "*" )
self:AddTransition( "Loaded", "Deploy", "*" )
self:AddTransition( "*", "Loaded", "Loaded" )
self:AddTransition( "Unboarding", "Pickup", "Unloaded" )
self:AddTransition( "Unloaded", "Unboard", "Unloaded" )
self:AddTransition( "Unloaded", "Unloaded", "Unloaded" )
self:AddTransition( "*", "PickedUp", "*" )
self:AddTransition( "*", "Landed", "*" )
self:AddTransition( "*", "Queue", "*" )
self:AddTransition( "*", "Orbit" , "*" )
-- Unboarding
self:AddTransition( "Loaded", "Deploy", "*" )
self:AddTransition( "*", "Queue", "*" )
self:AddTransition( "*", "Orbit" , "*" )
self:AddTransition( "*", "Destroyed", "*" )
self:AddTransition( "*", "Unload", "*" )
self:AddTransition( "*", "Unloaded", "Unloaded" )
self:AddTransition( "Unloaded", "Deployed", "Unloaded" )
-- RTB
self:AddTransition( "*", "Home" , "*" )
self:AddTransition( "*", "Destroyed", "Destroyed" )
--- Pickup Handler OnBefore for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] OnBeforePickup
-- @param #AI_CARGO_HELICOPTER self
@@ -207,6 +211,9 @@ function AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
self:SetCarrier( Helicopter )
self.landingspeed = 15 -- kph
self.landingheight = 5.5 -- meter
return self
end
@@ -255,6 +262,25 @@ function AI_CARGO_HELICOPTER:SetCarrier( Helicopter )
return self
end
--- Set landingspeed and -height for helicopter landings. Adjust after tracing if your helis get stuck after landing.
-- @param #AI_CARGO_HELICOPTER self
-- @param #number speed Landing speed in kph(!), e.g. 15
-- @param #number height Landing height in meters(!), e.g. 5.5
-- @return #AI_CARGO_HELICOPTER self
-- @usage If your choppers get stuck, add tracing to your script to determine if they hit the right parameters like so:
--
-- BASE:TraceOn()
-- BASE:TraceClass("AI_CARGO_HELICOPTER")
--
-- Watch the DCS.log for entries stating `Helicopter:<name>, Height = Helicopter:<number>, Velocity = Helicopter:<number>`
-- Adjust if necessary.
function AI_CARGO_HELICOPTER:SetLandingSpeedAndHeight(speed, height)
local _speed = speed or 15
local _height = height or 5.5
self.landingheight = _height
self.landingspeed = _speed
return self
end
--- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
@@ -271,13 +297,13 @@ function AI_CARGO_HELICOPTER:onafterLanded( Helicopter, From, Event, To )
-- 1 - When the helo lands normally on the ground.
-- 2 - when the helo is hit and goes RTB or even when it is destroyed.
-- For point 2, this is an issue, the infantry may not unload in this case!
-- So we check if the helo is on the ground, and velocity< 5.
-- So we check if the helo is on the ground, and velocity< 15.
-- Only then the infantry can unload (and load too, for consistency)!
self:F( { Helicopter:GetName(), Height = Helicopter:GetHeight( true ), Velocity = Helicopter:GetVelocityKMH() } )
self:T( { Helicopter:GetName(), Height = Helicopter:GetHeight( true ), Velocity = Helicopter:GetVelocityKMH() } )
if self.RoutePickup == true then
if Helicopter:GetHeight( true ) <= 5.5 and Helicopter:GetVelocityKMH() < 15 then
if Helicopter:GetHeight( true ) <= self.landingheight then --and Helicopter:GetVelocityKMH() < self.landingspeed then
--self:Load( Helicopter:GetPointVec2() )
self:Load( self.PickupZone )
self.RoutePickup = false
@@ -285,7 +311,7 @@ function AI_CARGO_HELICOPTER:onafterLanded( Helicopter, From, Event, To )
end
if self.RouteDeploy == true then
if Helicopter:GetHeight( true ) <= 5.5 and Helicopter:GetVelocityKMH() < 15 then
if Helicopter:GetHeight( true ) <= self.landingheight then --and Helicopter:GetVelocityKMH() < self.landingspeed then
self:Unload( self.DeployZone )
self.RouteDeploy = false
end

View File

@@ -136,7 +136,7 @@ function DATABASE:New()
self:_RegisterGroupsAndUnits()
self:_RegisterClients()
self:_RegisterStatics()
self:_RegisterAirbases()
--self:_RegisterAirbases()
--self:_RegisterPlayers()
self.UNITS_Position = 0

View File

@@ -3999,6 +3999,24 @@ do -- SET_CLIENT
return self
end
--- Iterate the SET_CLIENT and count alive units.
-- @param #SET_CLIENT self
-- @return #number count
function SET_CLIENT:CountAlive()
local Set = self:GetSet()
local CountU = 0
for UnitID, UnitData in pairs(Set) do -- For each GROUP in SET_GROUP
if UnitData and UnitData:IsAlive() then
CountU = CountU + 1
end
end
return CountU
end
---
-- @param #SET_CLIENT self
-- @param Wrapper.Client#CLIENT MClient
@@ -4746,7 +4764,7 @@ do -- SET_AIRBASE
local airbaseName, airbase=self:FindInDatabase(EventData)
if airbase and airbase:IsShip() or airbase:IsHelipad() then
if airbase and (airbase:IsShip() or airbase:IsHelipad()) then
self:RemoveAirbasesByName(airbaseName)
end

View File

@@ -138,24 +138,24 @@ SPAWNSTATIC = {
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:NewFromStatic(SpawnTemplateName, SpawnCountryID)
local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
local TemplateStatic, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate(SpawnTemplateName)
local TemplateStatic, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate(SpawnTemplateName)
if TemplateStatic then
self.SpawnTemplatePrefix = SpawnTemplateName
self.TemplateStaticUnit = UTILS.DeepCopy(TemplateStatic.units[1])
self.CountryID = SpawnCountryID or CountryID
self.CategoryID = CategoryID
self.CoalitionID = CoalitionID
self.SpawnIndex = 0
else
error( "SPAWNSTATIC:New: There is no static declared in the mission editor with SpawnTemplatePrefix = '" .. tostring(SpawnTemplateName) .. "'" )
end
if TemplateStatic then
self.SpawnTemplatePrefix = SpawnTemplateName
self.TemplateStaticUnit = UTILS.DeepCopy(TemplateStatic.units[1])
self.CountryID = SpawnCountryID or CountryID
self.CategoryID = CategoryID
self.CoalitionID = CoalitionID
self.SpawnIndex = 0
else
error( "SPAWNSTATIC:New: There is no static declared in the mission editor with SpawnTemplatePrefix = '" .. tostring(SpawnTemplateName) .. "'" )
end
self:SetEventPriority( 5 )
return self
return self
end
--- Creates the main object to spawn a @{Static} given a template table.
@@ -422,7 +422,11 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
end
if self.InitCargo~=nil then
Template.isCargo=self.InitCargo
Template.canCargo=self.InitCargo
end
if self.InitCargoMass~=nil then
Template.mass=self.InitCargoMass
end
if self.InitLinkUnit then

View File

@@ -183,12 +183,12 @@ function ZONE_BASE:IsCoordinateInZone( Coordinate )
return InZone
end
--- Returns if a PointVec2 is within the zone.
--- Returns if a PointVec2 is within the zone. (Name is misleading, actually takes a #COORDINATE)
-- @param #ZONE_BASE self
-- @param Core.Point#POINT_VEC2 PointVec2 The PointVec2 to test.
-- @param Core.Point#COORDINATE PointVec2 The coordinate to test.
-- @return #boolean true if the PointVec2 is within the zone.
function ZONE_BASE:IsPointVec2InZone( PointVec2 )
local InZone = self:IsVec2InZone( PointVec2:GetVec2() )
function ZONE_BASE:IsPointVec2InZone( Coordinate )
local InZone = self:IsVec2InZone( Coordinate:GetVec2() )
return InZone
end
@@ -498,8 +498,8 @@ end
--
-- @field #ZONE_RADIUS
ZONE_RADIUS = {
ClassName="ZONE_RADIUS",
}
ClassName="ZONE_RADIUS",
}
--- Constructor of @{#ZONE_RADIUS}, taking the zone name, the zone location and a radius.
-- @param #ZONE_RADIUS self
@@ -510,15 +510,15 @@ ZONE_RADIUS = {
function ZONE_RADIUS:New( ZoneName, Vec2, Radius )
-- Inherit ZONE_BASE.
local self = BASE:Inherit( self, ZONE_BASE:New( ZoneName ) ) -- #ZONE_RADIUS
self:F( { ZoneName, Vec2, Radius } )
local self = BASE:Inherit( self, ZONE_BASE:New( ZoneName ) ) -- #ZONE_RADIUS
self:F( { ZoneName, Vec2, Radius } )
self.Radius = Radius
self.Vec2 = Vec2
self.Radius = Radius
self.Vec2 = Vec2
--self.Coordinate=COORDINATE:NewFromVec2(Vec2)
--self.Coordinate=COORDINATE:NewFromVec2(Vec2)
return self
return self
end
--- Update zone from a 2D vector.
@@ -746,11 +746,11 @@ end
-- @param #ZONE_RADIUS self
-- @return DCS#Vec2 The location of the zone.
function ZONE_RADIUS:GetVec2()
self:F2( self.ZoneName )
self:F2( self.ZoneName )
self:T2( { self.Vec2 } )
self:T2( { self.Vec2 } )
return self.Vec2
return self.Vec2
end
--- Sets the @{DCS#Vec2} of the zone.
@@ -1165,20 +1165,20 @@ end
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
-- @return DCS#Vec2 The random location within the zone.
function ZONE_RADIUS:GetRandomVec2( inner, outer )
self:F( self.ZoneName, inner, outer )
self:F( self.ZoneName, inner, outer )
local Point = {}
local Vec2 = self:GetVec2()
local _inner = inner or 0
local _outer = outer or self:GetRadius()
local Point = {}
local Vec2 = self:GetVec2()
local _inner = inner or 0
local _outer = outer or self:GetRadius()
local angle = math.random() * math.pi * 2;
Point.x = Vec2.x + math.cos( angle ) * math.random(_inner, _outer);
Point.y = Vec2.y + math.sin( angle ) * math.random(_inner, _outer);
local angle = math.random() * math.pi * 2;
Point.x = Vec2.x + math.cos( angle ) * math.random(_inner, _outer);
Point.y = Vec2.y + math.sin( angle ) * math.random(_inner, _outer);
self:T( { Point } )
self:T( { Point } )
return Point
return Point
end
--- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone.

View File

@@ -1707,8 +1707,8 @@ end
--- Returns the unit of a player and the player name. If the unit does not belong to a player, nil is returned.
-- @param #FOX self
-- @param DCS#Weapon weapon The weapon.
-- @return #number Notching heading right, i.e. missile heading +90<EFBFBD>
-- @return #number Notching heading left, i.e. missile heading -90<EFBFBD>.
-- @return #number Notching heading right, i.e. missile heading +90°.
-- @return #number Notching heading left, i.e. missile heading -90°.
function FOX:_GetNotchingHeadings(weapon)
if weapon then

View File

@@ -23,9 +23,9 @@
-- Date: July 2021
-------------------------------------------------------------------------
--- **MANTIS** class, extends #Core.Base#BASE
--- **MANTIS** class, extends Core.Base#BASE
-- @type MANTIS
-- @field #string Classname
-- @field #string ClassName
-- @field #string name Name of this Mantis
-- @field #string SAM_Templates_Prefix Prefix to build the #SET_GROUP for SAM sites
-- @field Core.Set#SET_GROUP SAM_Group The SAM #SET_GROUP
@@ -195,6 +195,9 @@ MANTIS = {
TimeStamp = 0,
state2flag = false,
SamStateTracker = {},
DLink = false,
DLTimeStamp = 0,
Padding = 10,
}
--- Advanced state enumerator
@@ -219,7 +222,8 @@ do
--@param #string coaltion Coalition side of your setup, e.g. "blue", "red" or "neutral"
--@param #boolean dynamic Use constant (true) filtering or just filter once (false, default) (optional)
--@param #string awacs Group name of your Awacs (optional)
--@param #boolean EmOnOff Make MANTIS switch Emissions on and off instead of changing the alarm state between RED and GREEN
--@param #boolean EmOnOff Make MANTIS switch Emissions on and off instead of changing the alarm state between RED and GREEN (optional)
--@param #number Padding For #SEAD - Extra number of seconds to add to radar switch-back-on time (optional)
--@return #MANTIS self
--@usage Start up your MANTIS with a basic setting
--
@@ -241,7 +245,7 @@ do
-- `mybluemantis = MANTIS:New("bluemantis","Blue SAM","Blue EWR",nil,"blue",false,"Blue Awacs")`
-- `mybluemantis:Start()`
--
function MANTIS:New(name,samprefix,ewrprefix,hq,coaltion,dynamic,awacs, EmOnOff)
function MANTIS:New(name,samprefix,ewrprefix,hq,coaltion,dynamic,awacs, EmOnOff, Padding)
-- DONE: Create some user functions for these
-- DONE: Make HQ useful
@@ -278,6 +282,8 @@ do
self.relointerval = math.random(1800,3600) -- random between 30 and 60 mins
self.state2flag = false
self.SamStateTracker = {} -- table to hold alert states, so we don't trigger state changes twice in adv mode
self.DLink = false
self.Padding = Padding or 10
if EmOnOff then
if EmOnOff == false then
@@ -325,7 +331,7 @@ do
end
-- @field #string version
self.version="0.5.2"
self.version="0.6.2"
self:I(string.format("***** Starting MANTIS Version %s *****", self.version))
--- FSM Functions ---
@@ -593,7 +599,7 @@ do
-- E.g. `mymantis:SetAdvancedMode(true, 90)`
function MANTIS:SetAdvancedMode(onoff, ratio)
self:T(self.lid .. "SetAdvancedMode")
self:T({onoff, ratio})
--self:T({onoff, ratio})
local onoff = onoff or false
local ratio = ratio or 100
if (type(self.HQ_Template_CC) == "string") and onoff and self.dynamic then
@@ -619,6 +625,17 @@ do
return self
end
--- Set using an #INTEL_DLINK object instead of #DETECTION. Requires Develop branch of Moose.lua.
-- @param #MANTIS self
-- @param Ops.Intelligence#INTEL_DLINK DLink The data link object to be used.
function MANTIS:SetUsingDLink(DLink)
self:T(self.lid .. "SetUsingDLink")
self.DLink = true
self.Detection = DLink
self.DLTimeStamp = timer.getAbsTime()
return self
end
--- [Internal] Function to check if HQ is alive
-- @param #MANTIS self
-- @return #boolean True if HQ is alive, else false
@@ -633,10 +650,10 @@ do
local hqgrp = GROUP:FindByName(hq)
if hqgrp then
if hqgrp:IsAlive() then -- ok we're on, hq exists and as alive
self:T(self.lid.." HQ is alive!")
--self:T(self.lid.." HQ is alive!")
return true
else
self:T(self.lid.." HQ is dead!")
--self:T(self.lid.." HQ is dead!")
return false
end
end
@@ -650,7 +667,7 @@ do
function MANTIS:_CheckEWRState()
self:T(self.lid .. "CheckEWRState")
local text = self.lid.." Checking EWR State"
self:T(text)
--self:T(text)
local m= MESSAGE:New(text,10,"MANTIS"):ToAllIf(self.debug)
if self.verbose then self:I(text) end
-- start check
@@ -666,7 +683,7 @@ do
end
end
end
self:T(self.lid..string.format(" No of EWR alive is %d", nalive))
--self:T(self.lid..string.format(" No of EWR alive is %d", nalive))
if nalive > 0 then
return true
else
@@ -682,10 +699,8 @@ do
-- @return #number Previous state for tracking 0, 1, or 2
function MANTIS:_CalcAdvState()
self:T(self.lid .. "CalcAdvState")
local text = self.lid.." Calculating Advanced State"
self:T(text)
local m=MESSAGE:New(text,10,"MANTIS"):ToAllIf(self.debug)
if self.verbose then self:I(text) end
local m=MESSAGE:New(self.lid.." Calculating Advanced State",10,"MANTIS"):ToAllIf(self.debug)
if self.verbose then self:I(self.lid.." Calculating Advanced State") end
-- start check
local currstate = self.adv_state -- save curr state for comparison later
local EWR_State = self:_CheckEWRState()
@@ -703,10 +718,12 @@ do
local ratio = self.adv_ratio / 100 -- e.g. 80/100 = 0.8
ratio = ratio * self.adv_state -- e.g 0.8*2 = 1.6
local newinterval = interval + (interval * ratio) -- e.g. 30+(30*1.6) = 78
local text = self.lid..string.format(" Calculated OldState/NewState/Interval: %d / %d / %d", currstate, self.adv_state, newinterval)
self:T(text)
local m=MESSAGE:New(text,10,"MANTIS"):ToAllIf(self.debug)
if self.verbose then self:I(text) end
if self.debug or self.verbose then
local text = self.lid..string.format(" Calculated OldState/NewState/Interval: %d / %d / %d", currstate, self.adv_state, newinterval)
--self:T(text)
local m=MESSAGE:New(text,10,"MANTIS"):ToAllIf(self.debug)
if self.verbose then self:I(text) end
end
return newinterval, currstate
end
@@ -716,13 +733,13 @@ do
-- @param #boolean ewr If true, will relocate EWR objects
function MANTIS:SetAutoRelocate(hq, ewr)
self:T(self.lid .. "SetAutoRelocate")
self:T({hq, ewr})
--self:T({hq, ewr})
local hqrel = hq or false
local ewrel = ewr or false
if hqrel or ewrel then
self.autorelocate = true
self.autorelocateunits = { HQ = hqrel, EWR = ewrel }
self:T({self.autorelocate, self.autorelocateunits})
--self:T({self.autorelocate, self.autorelocateunits})
end
return self
end
@@ -739,7 +756,7 @@ do
local HQGroup = self.HQ_CC
if self.autorelocateunits.HQ and self.HQ_CC and HQGroup:IsAlive() then --only relocate if HQ exists
local _hqgrp = self.HQ_CC
self:T(self.lid.." Relocating HQ")
--self:T(self.lid.." Relocating HQ")
local text = self.lid.." Relocating HQ"
--local m= MESSAGE:New(text,10,"MANTIS"):ToAll()
_hqgrp:RelocateGroundRandomInRadius(20,500,true,true)
@@ -752,7 +769,7 @@ do
local EWR_Grps = EWR_GRP.Set --table of objects in SET_GROUP
for _,_grp in pairs (EWR_Grps) do
if _grp:IsAlive() and _grp:IsGround() then
self:T(self.lid.." Relocating EWR ".._grp:GetName())
--self:T(self.lid.." Relocating EWR ".._grp:GetName())
local text = self.lid.." Relocating EWR ".._grp:GetName()
local m= MESSAGE:New(text,10,"MANTIS"):ToAllIf(self.debug)
if self.verbose then self:I(text) end
@@ -778,12 +795,14 @@ do
for _,_coord in pairs (set) do
local coord = _coord -- get current coord to check
-- output for cross-check
local dectstring = coord:ToStringLLDMS()
local samstring = samcoordinate:ToStringLLDMS()
local targetdistance = samcoordinate:DistanceFromPointVec2(coord)
local text = string.format("Checking SAM at % s - Distance %d m - Target %s", samstring, targetdistance, dectstring)
local m = MESSAGE:New(text,10,"Check"):ToAllIf(self.debug)
if self.verbose then self:I(self.lid..text) end
if self.verbose or self.debug then
local dectstring = coord:ToStringLLDMS()
local samstring = samcoordinate:ToStringLLDMS()
local text = string.format("Checking SAM at % s - Distance %d m - Target %s", samstring, targetdistance, dectstring)
local m = MESSAGE:New(text,10,"Check"):ToAllIf(self.debug)
self:I(self.lid..text)
end
-- end output to cross-check
if targetdistance <= radius then
return true, targetdistance
@@ -888,7 +907,7 @@ do
end
self.SAM_Table = SAM_Tbl
-- make SAMs evasive
local mysead = SEAD:New( SEAD_Grps )
local mysead = SEAD:New( SEAD_Grps, self.Padding ) -- Functional.Sead#SEAD
mysead:SetEngagementRange(engagerange)
self.mysead = mysead
return self
@@ -999,9 +1018,11 @@ do
self:__ShoradActivated(1,name, radius, ontime)
end
-- debug output
local text = string.format("SAM %s switched to alarm state RED!", name)
local m=MESSAGE:New(text,10,"MANTIS"):ToAllIf(self.debug)
if self.verbose then self:I(self.lid..text) end
if self.debug or self.verbose then
local text = string.format("SAM %s switched to alarm state RED!", name)
local m=MESSAGE:New(text,10,"MANTIS"):ToAllIf(self.debug)
if self.verbose then self:I(self.lid..text) end
end
end --end alive
else
if samgroup:IsAlive() then
@@ -1014,9 +1035,11 @@ do
self:__GreenState(1,samgroup)
self.SamStateTracker[name] = "GREEN"
end
local text = string.format("SAM %s switched to alarm state GREEN!", name)
local m=MESSAGE:New(text,10,"MANTIS"):ToAllIf(self.debug)
if self.verbose then self:I(self.lid..text) end
if self.debug or self.verbose then
local text = string.format("SAM %s switched to alarm state GREEN!", name)
local m=MESSAGE:New(text,10,"MANTIS"):ToAllIf(self.debug)
if self.verbose then self:I(self.lid..text) end
end
end --end alive
end --end check
end --for for loop
@@ -1067,6 +1090,20 @@ do
return self
end
--- [Internal] Check DLink state
-- @param #MANTIS self
-- @return #MANTIS self
function MANTIS:_CheckDLinkState()
self:T(self.lid .. "_CheckDLinkState")
local dlink = self.Detection -- Ops.Intelligence#INTEL_DLINK
local TS = timer.getAbsTime()
if not dlink:Is("Running") and (TS - self.DLTimeStamp > 29) then
self.DLink = false
self.Detection = self:StartDetection() -- fall back
self:I(self.lid .. "Intel DLink not running - switching back to single detection!")
end
end
--- [Internal] Function to set start state
-- @param #MANTIS self
-- @param #string From The From State
@@ -1077,11 +1114,13 @@ do
self:T({From, Event, To})
self:T(self.lid.."Starting MANTIS")
self:SetSAMStartState()
self.Detection = self:StartDetection()
if not self.DLink then
self.Detection = self:StartDetection()
end
if self.advAwacs then
self.AWACS_Detection = self:StartAwacsDetection()
end
self:__Status(self.detectinterval)
self:__Status(-math.random(1,10))
return self
end
@@ -1120,11 +1159,16 @@ do
end
end
-- timer for advanced state check
-- advanced state check
if self.advanced then
self:_CheckAdvState()
end
-- check DLink state
if self.DLink then
self:_CheckDLinkState()
end
return self
end
@@ -1136,6 +1180,13 @@ do
-- @return #MANTIS self
function MANTIS:onafterStatus(From,Event,To)
self:T({From, Event, To})
-- Display some states
if self.debug then
self:I(self.lid .. "Status Report")
for _name,_state in pairs(self.SamStateTracker) do
self:I(string.format("Site %s\tStatus %s",_name,_state))
end
end
local interval = self.detectinterval * -1
self:__Status(interval)
return self

View File

@@ -5,7 +5,7 @@
-- ## Features:
--
-- * Track the missiles fired at you and other players, providing bearing and range information of the missiles towards the airplanes.
-- * Provide alerts of missile launches, including detailed information of the units launching, including bearing, range <EFBFBD>
-- * Provide alerts of missile launches, including detailed information of the units launching, including bearing, range °
-- * Provide alerts when a missile would have killed your aircraft.
-- * Provide alerts when the missile self destructs.
-- * Enable / Disable and Configure the Missile Trainer using the various menu options.

View File

@@ -5371,7 +5371,7 @@ function RAT:_ModifySpawnTemplate(waypoints, livery, spawnplace, departure, take
if spawnonground then
-- Sh<EFBFBD>ps and FARPS seem to have a build in queue.
-- Sh°ps and FARPS seem to have a build in queue.
if spawnonship or spawnonfarp or spawnonrunway or automatic then
self:T(RAT.id..string.format("RAT group %s spawning at farp, ship or runway %s.", self.alias, departure:GetName()))

View File

@@ -32,7 +32,9 @@
--
-- ===
--
-- ## Missions: Example missions will be added later.
-- ## Missions:
--
-- * [MAR - On the Range - MOOSE - SC](https://www.digitalcombatsimulator.com/en/files/3317765/) by shagrat
--
-- ===
--
@@ -2558,7 +2560,7 @@ function RANGE:_DisplayBombTargets(_unitname)
-- Get elevation
local elevation=coord:GetLandHeight()
local eltxt=string.format("%d m", elevation)
if _settings:IsImperial() then
if not _settings:IsMetric() then
elevation=UTILS.MetersToFeet(elevation)
eltxt=string.format("%d ft", elevation)
end
@@ -2829,6 +2831,7 @@ function RANGE:_CheckInZone(_unitName)
local accur=0
if shots>0 then
accur=_result.hits/shots*100
if accur > 100 then accur = 100 end
end
-- Message text.

View File

@@ -17,14 +17,15 @@
--
-- ### Authors: **FlightControl**, **applevangelist**
--
-- Last Update: July 2021
-- Last Update: Aug 2021
--
-- ===
--
-- @module Functional.Sead
-- @image SEAD.JPG
--- @type SEAD
---
-- @type SEAD
-- @extends Core.Base#BASE
--- Make SAM sites execute evasive and defensive behaviour when being fired upon.
@@ -48,7 +49,8 @@ SEAD = {
},
SEADGroupPrefixes = {},
SuppressedGroups = {},
EngagementRange = 75 -- default 75% engagement range Feature Request #1355
EngagementRange = 75, -- default 75% engagement range Feature Request #1355
Padding = 10,
}
--- Missile enumerators
@@ -59,7 +61,7 @@ SEAD = {
["AGM_122"] = "AGM_122",
["AGM_84"] = "AGM_84",
["AGM_45"] = "AGM_45",
["ALARN"] = "ALARM",
["ALARM"] = "ALARM",
["LD-10"] = "LD-10",
["X_58"] = "X_58",
["X_28"] = "X_28",
@@ -68,17 +70,35 @@ SEAD = {
["Kh25"] = "Kh25",
}
--- Missile enumerators - from DCS ME and Wikipedia
-- @field HarmData
SEAD.HarmData = {
-- km and mach
["AGM_88"] = { 150, 3},
["AGM_45"] = { 12, 2},
["AGM_122"] = { 16.5, 2.3},
["AGM_84"] = { 280, 0.85},
["ALARM"] = { 45, 2},
["LD-10"] = { 60, 4},
["X_58"] = { 70, 4},
["X_28"] = { 80, 2.5},
["X_25"] = { 25, 0.76},
["X_31"] = {150, 3},
["Kh25"] = {25, 0.8},
}
--- Creates the main object which is handling defensive actions for SA sites or moving SA vehicles.
-- When an anti radiation missile is fired (KH-58, KH-31P, KH-31A, KH-25MPU, HARM missiles), the SA will shut down their radars and will take evasive actions...
-- Chances are big that the missile will miss.
-- @param #SEAD self
-- @param table{string,...}|string SEADGroupPrefixes which is a table of Prefixes of the SA Groups in the DCS mission editor on which evasive actions need to be taken.
-- @param #table SEADGroupPrefixes Table of #string entries or single #string, which is a table of Prefixes of the SA Groups in the DCS mission editor on which evasive actions need to be taken.
-- @param #number Padding (Optional) Extra number of seconds to add to radar switch-back-on time
-- @return SEAD
-- @usage
-- -- CCCP SEAD Defenses
-- -- Defends the Russian SA installations from SEAD attacks.
-- SEAD_RU_SAM_Defenses = SEAD:New( { 'RU SA-6 Kub', 'RU SA-6 Defenses', 'RU MI-26 Troops', 'RU Attack Gori' } )
function SEAD:New( SEADGroupPrefixes )
function SEAD:New( SEADGroupPrefixes, Padding )
local self = BASE:Inherit( self, BASE:New() )
self:F( SEADGroupPrefixes )
@@ -91,8 +111,13 @@ function SEAD:New( SEADGroupPrefixes )
self.SEADGroupPrefixes[SEADGroupPrefixes] = SEADGroupPrefixes
end
local padding = Padding or 10
if padding < 10 then padding = 10 end
self.Padding = padding
self:HandleEvent( EVENTS.Shot, self.HandleEventShot )
self:I("*** SEAD - Started Version 0.2.8")
self:I("*** SEAD - Started Version 0.3.1")
return self
end
@@ -102,7 +127,7 @@ end
-- @return #SEAD self
function SEAD:UpdateSet( SEADGroupPrefixes )
self:F( SEADGroupPrefixes )
self:T( SEADGroupPrefixes )
if type( SEADGroupPrefixes ) == 'table' then
for SEADGroupPrefixID, SEADGroupPrefix in pairs( SEADGroupPrefixes ) do
@@ -120,7 +145,7 @@ end
-- @param #number range Set the engagement range in percent, e.g. 50
-- @return self
function SEAD:SetEngagementRange(range)
self:F( { range } )
self:T( { range } )
range = range or 75
if range < 0 or range > 100 then
range = 75
@@ -130,17 +155,61 @@ function SEAD:SetEngagementRange(range)
return self
end
--- Set the padding in seconds, which extends the radar off time calculated by SEAD
-- @param #SEAD self
-- @param #number Padding Extra number of seconds to add for the switch-on
function SEAD:SetPadding(Padding)
self:T( { Padding } )
local padding = Padding or 10
if padding < 10 then padding = 10 end
self.Padding = padding
return self
end
--- Check if a known HARM was fired
-- @param #SEAD self
-- @param #string WeaponName
-- @return #boolean Returns true for a match
-- @return #string name Name of hit in table
function SEAD:_CheckHarms(WeaponName)
self:F( { WeaponName } )
self:T( { WeaponName } )
local hit = false
local name = ""
for _,_name in pairs (SEAD.Harms) do
if string.find(WeaponName,_name,1) then hit = true end
if string.find(WeaponName,_name,1) then
hit = true
name = _name
break
end
end
return hit
return hit, name
end
--- (Internal) Return distance in meters between two coordinates or -1 on error.
-- @param #SEAD self
-- @param Core.Point#COORDINATE _point1 Coordinate one
-- @param Core.Point#COORDINATE _point2 Coordinate two
-- @return #number Distance in meters
function SEAD:_GetDistance(_point1, _point2)
self:T("_GetDistance")
if _point1 and _point2 then
local distance1 = _point1:Get2DDistance(_point2)
local distance2 = _point1:DistanceFromPointVec2(_point2)
--self:T({dist1=distance1, dist2=distance2})
if distance1 and type(distance1) == "number" then
return distance1
elseif distance2 and type(distance2) == "number" then
return distance2
else
self:E("*****Cannot calculate distance!")
self:E({_point1,_point2})
return -1
end
else
self:E("******Cannot calculate distance!")
self:E({_point1,_point2})
return -1
end
end
--- Detects if an SAM site was shot with an anti radiation missile. In this case, take evasive actions based on the skill level set within the ME.
@@ -148,35 +217,38 @@ end
-- @param #SEAD
-- @param Core.Event#EVENTDATA EventData
function SEAD:HandleEventShot( EventData )
self:T( { EventData } )
self:T( { EventData.id } )
local SEADPlane = EventData.IniUnit -- Wrapper.Unit#UNIT
local SEADPlanePos = SEADPlane:GetCoordinate() -- Core.Point#COORDINATE
local SEADUnit = EventData.IniDCSUnit
local SEADUnitName = EventData.IniDCSUnitName
local SEADWeapon = EventData.Weapon -- Identify the weapon fired
local SEADWeaponName = EventData.WeaponName -- return weapon type
self:T( "*** SEAD - Missile Launched = " .. SEADWeaponName)
self:T({ SEADWeapon })
--self:T({ SEADWeapon })
if self:_CheckHarms(SEADWeaponName) then
self:T( '*** SEAD - Weapon Match' )
local _targetskill = "Random"
local _targetMimgroupName = "none"
local _evade = math.random (1,100) -- random number for chance of evading action
local _targetMim = EventData.Weapon:getTarget() -- Identify target
local _targetUnit = UNIT:Find(_targetMim) -- Unit name by DCS Object
local _targetgroupname = "none"
local _target = EventData.Weapon:getTarget() -- Identify target
local _targetUnit = UNIT:Find(_target) -- Wrapper.Unit#UNIT
local _targetgroup = nil -- Wrapper.Group#GROUP
if _targetUnit and _targetUnit:IsAlive() then
local _targetMimgroup = _targetUnit:GetGroup()
local _targetMimgroupName = _targetMimgroup:GetName() -- group name
--local _targetskill = _DATABASE.Templates.Units[_targetUnit].Template.skill
self:T( self.SEADGroupPrefixes )
self:T( _targetMimgroupName )
_targetgroup = _targetUnit:GetGroup()
_targetgroupname = _targetgroup:GetName() -- group name
local _targetUnitName = _targetUnit:GetName()
_targetUnit:GetSkill()
_targetskill = _targetUnit:GetSkill()
end
-- see if we are shot at
local SEADGroupFound = false
for SEADGroupPrefixID, SEADGroupPrefix in pairs( self.SEADGroupPrefixes ) do
if string.find( _targetMimgroupName, SEADGroupPrefix, 1, true ) then
self:T( SEADGroupPrefix )
if string.find( _targetgroupname, SEADGroupPrefix, 1, true ) then
SEADGroupFound = true
self:T( '*** SEAD - Group Found' )
self:T( '*** SEAD - Group Match Found' )
break
end
end
@@ -185,42 +257,67 @@ function SEAD:HandleEventShot( EventData )
local Skills = { "Average", "Good", "High", "Excellent" }
_targetskill = Skills[ math.random(1,4) ]
end
self:T( _targetskill )
--self:T( _targetskill )
if self.TargetSkill[_targetskill] then
local _evade = math.random (1,100) -- random number for chance of evading action
if (_evade > self.TargetSkill[_targetskill].Evade) then
self:T( string.format("*** SEAD - Evading, target skill " ..string.format(_targetskill)) )
local _targetMimgroup = Unit.getGroup(Weapon.getTarget(SEADWeapon))
local _targetMimcont= _targetMimgroup:getController()
routines.groupRandomDistSelf(_targetMimgroup,300,'Diamond',250,20) -- move randomly
--tracker ID table to switch groups off and on again
local id = {
groupName = _targetMimgroup,
ctrl = _targetMimcont
}
local function SuppressionEnd(id) --switch group back on
local range = self.EngagementRange -- Feature Request #1355
self:T(string.format("*** SEAD - Engagement Range is %d", range))
id.ctrl:setOption(AI.Option.Ground.id.ALARM_STATE,AI.Option.Ground.val.ALARM_STATE.RED)
--id.groupName:enableEmission(true)
id.ctrl:setOption(AI.Option.Ground.id.AC_ENGAGEMENT_RANGE_RESTRICTION,range) --Feature Request #1355
self.SuppressedGroups[id.groupName] = nil --delete group id from table when done
self:T("*** SEAD - Evading")
-- calculate distance of attacker
local _targetpos = _targetgroup:GetCoordinate()
local _distance = self:_GetDistance(SEADPlanePos, _targetpos)
-- weapon speed
local hit, data = self:_CheckHarms(SEADWeaponName)
local wpnspeed = 666 -- ;)
local reach = 10
if hit then
local wpndata = SEAD.HarmData[data]
reach = wpndata[1] * 1,1
local mach = wpndata[2]
wpnspeed = math.floor(mach * 340.29)
end
-- randomize switch-on time
local delay = math.random(self.TargetSkill[_targetskill].DelayOn[1], self.TargetSkill[_targetskill].DelayOn[2])
local SuppressionEndTime = timer.getTime() + delay
--create entry
if self.SuppressedGroups[id.groupName] == nil then --no timer entry for this group yet
self.SuppressedGroups[id.groupName] = {
SuppressionEndTime = delay
}
Controller.setOption(_targetMimcont, AI.Option.Ground.id.ALARM_STATE,AI.Option.Ground.val.ALARM_STATE.GREEN)
--_targetMimgroup:enableEmission(false)
timer.scheduleFunction(SuppressionEnd, id, SuppressionEndTime) --Schedule the SuppressionEnd() function
-- time to impact
local _tti = math.floor(_distance / wpnspeed) -- estimated impact time
if _distance > 0 then
_distance = math.floor(_distance / 1000) -- km
else
_distance = 0
end
self:T( string.format("*** SEAD - target skill %s, distance %dkm, reach %dkm, tti %dsec", _targetskill, _distance,reach,_tti ))
if reach >= _distance then
self:T("*** SEAD - Shot in Reach")
local function SuppressionStart(args)
self:T(string.format("*** SEAD - %s Radar Off & Relocating",args[2]))
local grp = args[1] -- Wrapper.Group#GROUP
grp:OptionAlarmStateGreen()
grp:RelocateGroundRandomInRadius(20,300,false,false,"Diamond")
end
local function SuppressionStop(args)
self:T(string.format("*** SEAD - %s Radar On",args[2]))
local grp = args[1] -- Wrapper.Group#GROUP
grp:OptionAlarmStateRed()
grp:OptionEngageRange(self.EngagementRange)
self.SuppressedGroups[args[2]] = false
end
-- randomize switch-on time
local delay = math.random(self.TargetSkill[_targetskill].DelayOn[1], self.TargetSkill[_targetskill].DelayOn[2])
if delay > _tti then delay = delay / 2 end -- speed up
if _tti > (3*delay) then delay = (_tti / 2) * 0.9 end -- shot from afar
local SuppressionStartTime = timer.getTime() + delay
local SuppressionEndTime = timer.getTime() + _tti + self.Padding
if not self.SuppressedGroups[_targetgroupname] then
self:T(string.format("*** SEAD - %s | Parameters TTI %ds | Switch-Off in %ds",_targetgroupname,_tti,delay))
timer.scheduleFunction(SuppressionStart,{_targetgroup,_targetgroupname},SuppressionStartTime)
timer.scheduleFunction(SuppressionStop,{_targetgroup,_targetgroupname},SuppressionEndTime)
self.SuppressedGroups[_targetgroupname] = true
end
end
end
end

View File

@@ -113,7 +113,7 @@ do
["AGM_122"] = "AGM_122",
["AGM_84"] = "AGM_84",
["AGM_45"] = "AGM_45",
["ALARN"] = "ALARM",
["ALARM"] = "ALARM",
["LD-10"] = "LD-10",
["X_58"] = "X_58",
["X_28"] = "X_28",

View File

@@ -715,20 +715,21 @@ do -- ZONE_CAPTURE_COALITION
local UnitHit = EventData.TgtUnit
if UnitHit.ClassName ~= "SCENERY" then
-- Check if unit is inside the capture zone and that it is of the defending coalition.
if UnitHit and UnitHit:IsInZone(self) and UnitHit:GetCoalition()==self.Coalition then
if UnitHit and UnitHit:IsInZone(self) and UnitHit:GetCoalition()==self.Coalition then
-- Update last hit time.
self.HitTimeLast=timer.getTime()
-- Update last hit time.
self.HitTimeLast=timer.getTime()
-- Only trigger attacked event if not already in state "Attacked".
if self:GetState()~="Attacked" then
self:F2("Hit ==> Attack")
self:Attack()
end
-- Only trigger attacked event if not already in state "Attacked".
if self:GetState()~="Attacked" then
self:F2("Hit ==> Attack")
self:Attack()
end
end
end
end
end
@@ -890,12 +891,14 @@ do -- ZONE_CAPTURE_COALITION
end
-- Status text.
local text=string.format("CAPTURE ZONE %s: Owner=%s (Previous=%s): #blue=%d, #red=%d, Status %s", self:GetZoneName(), self:GetCoalitionName(), UTILS.GetCoalitionName(self:GetPreviousCoalition()), nBlue, nRed, State)
local NewState = self:GetState()
if NewState~=State then
text=text..string.format(" --> %s", NewState)
if false then
local text=string.format("CAPTURE ZONE %s: Owner=%s (Previous=%s): #blue=%d, #red=%d, Status %s", self:GetZoneName(), self:GetCoalitionName(), UTILS.GetCoalitionName(self:GetPreviousCoalition()), nBlue, nRed, State)
local NewState = self:GetState()
if NewState~=State then
text=text..string.format(" --> %s", NewState)
end
self:I(text)
end
self:I(text)
end

View File

@@ -18,6 +18,7 @@ _DATABASE:_RegisterCargos()
--- Register zones.
_DATABASE:_RegisterZones()
_DATABASE:_RegisterAirbases()
--- Check if os etc is available.
BASE:I("Checking de-sanitization of os, io and lfs:")

File diff suppressed because it is too large Load Diff

View File

@@ -1,4 +1,3 @@
--- **Ops** -- Combat Search and Rescue.
--
-- ===
@@ -23,7 +22,7 @@
-- @module Ops.CSAR
-- @image OPS_CSAR.jpg
-- Date: July 2021
-- Date: Oct 2021
-------------------------------------------------------------------------
--- **CSAR** class, extends Core.Base#BASE, Core.Fsm#FSM
@@ -70,6 +69,7 @@
--
-- self.allowDownedPilotCAcontrol = false -- Set to false if you don\'t want to allow control by Combined Arms.
-- self.allowFARPRescue = true -- allows pilots to be rescued by landing at a FARP or Airbase. Else MASH only!
-- self.FARPRescueDistance = 1000 -- you need to be this close to a FARP or Airport for the pilot to be rescued.
-- self.autosmoke = false -- automatically smoke a downed pilot\'s location when a heli is near.
-- self.autosmokedistance = 1000 -- distance for autosmoke
-- self.coordtype = 1 -- Use Lat/Long DDM (0), Lat/Long DMS (1), MGRS (2), Bullseye imperial (3) or Bullseye metric (4) for coordinates.
@@ -95,6 +95,16 @@
-- self.approachdist_far = 5000 -- switch do 10 sec interval approach mode, meters
-- self.approachdist_near = 3000 -- switch to 5 sec interval approach mode, meters
-- self.pilotmustopendoors = false -- switch to true to enable check of open doors
-- -- (added 0.1.9)
-- self.suppressmessages = false -- switch off all messaging if you want to do your own
-- -- (added 0.1.11)
-- self.rescuehoverheight = 20 -- max height for a hovering rescue in meters
-- self.rescuehoverdistance = 10 -- max distance for a hovering rescue in meters
-- -- (added 0.1.12)
-- -- Country codes for spawned pilots
-- self.countryblue= country.id.USA
-- self.countryred = country.id.RUSSIA
-- self.countryneutral = country.id.UN_PEACEKEEPERS
--
-- ## 2.1 Experimental Features
--
@@ -214,26 +224,6 @@ CSAR = {
-- @field Wrapper.Group#GROUP group Spawned group object.
-- @field #number timestamp Timestamp for approach process
-- @field #boolean alive Group is alive or dead/rescued
--
--- Updated and sorted list of known NDB beacons (in kHz!) from the available maps.
--[[ Moved to Utils
-- @field #CSAR.SkipFrequencies
CSAR.SkipFrequencies = {
214,274,291.5,295,297.5,
300.5,304,307,309.5,311,312,312.5,316,
320,324,328,329,330,336,337,
342,343,348,351,352,353,358,
363,365,368,372.5,374,
380,381,384,389,395,396,
414,420,430,432,435,440,450,455,462,470,485,
507,515,520,525,528,540,550,560,570,577,580,602,625,641,662,670,680,682,690,
705,720,722,730,735,740,745,750,770,795,
822,830,862,866,
905,907,920,935,942,950,995,
1000,1025,1030,1050,1065,1116,1175,1182,1210
}
--]]
--- All slot / Limit settings
-- @type CSAR.AircraftType
@@ -248,10 +238,11 @@ CSAR.AircraftType["Mi-8MTV2"] = 12
CSAR.AircraftType["Mi-8MT"] = 12
CSAR.AircraftType["Mi-24P"] = 8
CSAR.AircraftType["Mi-24V"] = 8
CSAR.AircraftType["Bell-47"] = 2
--- CSAR class version.
-- @field #string version
CSAR.version="0.1.8r3"
CSAR.version="0.1.11r2"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
@@ -361,12 +352,13 @@ function CSAR:New(Coalition, Template, Alias)
self.loadtimemax = 135 -- seconds
self.radioSound = "beacon.ogg" -- the name of the sound file to use for the Pilot radio beacons. If this isnt added to the mission BEACONS WONT WORK!
self.allowFARPRescue = true --allows pilot to be rescued by landing at a FARP or Airbase
self.FARPRescueDistance = 1000 -- you need to be this close to a FARP or Airport for the pilot to be rescued.
self.max_units = 6 --max number of pilots that can be carried
self.useprefix = true -- Use the Prefixed defined below, Requires Unit have the Prefix defined below
self.csarPrefix = { "helicargo", "MEDEVAC"} -- prefixes used for useprefix=true - DON\'T use # in names!
self.template = Template or "generic" -- template for downed pilot
self.mashprefix = {"MASH"} -- prefixes used to find MASHes
self.mash = SET_GROUP:New():FilterCoalitions(self.coalition):FilterPrefixes(self.mashprefix):FilterOnce() -- currently only GROUP objects, maybe support STATICs also?
self.autosmoke = false -- automatically smoke location when heli is near
self.autosmokedistance = 2000 -- distance for autosmoke
-- added 0.1.4
@@ -378,6 +370,16 @@ function CSAR:New(Coalition, Template, Alias)
self.approachdist_far = 5000 -- switch do 10 sec interval approach mode, meters
self.approachdist_near = 3000 -- switch to 5 sec interval approach mode, meters
self.pilotmustopendoors = false -- switch to true to enable check on open doors
self.suppressmessages = false
-- added 0.1.11r1
self.rescuehoverheight = 20
self.rescuehoverdistance = 10
-- added 0.1.12
self.countryblue= country.id.USA
self.countryred = country.id.RUSSIA
self.countryneutral = country.id.UN_PEACEKEEPERS
-- WARNING - here\'ll be dragons
-- for this to work you need to de-sanitize your mission environment in <DCS root>\Scripts\MissionScripting.lua
@@ -565,6 +567,7 @@ function CSAR:_SpawnPilotInField(country,point,frequency)
for i=1,10 do
math.random(i,10000)
end
if point:IsSurfaceTypeWater() then point.y = 0 end
local template = self.template
local alias = string.format("Pilot %.2fkHz-%d", freq, math.random(1,99))
local coalition = self.coalition
@@ -642,7 +645,7 @@ function CSAR:_AddCsar(_coalition , _country, _point, _typeName, _unitName, _pla
local _typeName = _typeName or "Pilot"
if not noMessage then
self:_DisplayToAllSAR("MAYDAY MAYDAY! " .. _typeName .. " is down. ", self.coalition, 10)
self:_DisplayToAllSAR("MAYDAY MAYDAY! " .. _typeName .. " is down. ", self.coalition, self.messageTime)
end
if _freq then
@@ -703,11 +706,11 @@ function CSAR:_SpawnCsarAtZone( _zone, _coalition, _description, _randomPoint, _
local _country = 0
if _coalition == coalition.side.BLUE then
_country = country.id.USA
_country = self.countryblue
elseif _coalition == coalition.side.RED then
_country = country.id.RUSSIA
_country = self.countryred
else
_country = country.id.UN_PEACEKEEPERS
_country = self.countryneutral
end
self:_AddCsar(_coalition, _country, pos, typename, unitname, _description, freq, _nomessage, _description, forcedesc)
@@ -734,7 +737,6 @@ function CSAR:SpawnCSARAtZone(Zone, Coalition, Description, RandomPoint, Nomessa
return self
end
-- TODO: Split in functions per Event type
--- (Internal) Event handler.
-- @param #CSAR self
function CSAR:_EventHandler(EventData)
@@ -806,8 +808,7 @@ function CSAR:_EventHandler(EventData)
if self:_DoubleEjection(_unitname) then
return
end
self:_DisplayToAllSAR("MAYDAY MAYDAY! " .. _unit:GetTypeName() .. " shot down. No Chute!", self.coalition, 10)
--local m = MESSAGE:New("MAYDAY MAYDAY! " .. _unit:GetTypeName() .. " shot down. No Chute!",10,"Info"):ToCoalition(self.coalition)
else
self:T(self.lid .. " Pilot has not taken off, ignore")
end
@@ -894,11 +895,7 @@ function CSAR:_EventHandler(EventData)
end
if _place:GetCoalition() == self.coalition or _place:GetCoalition() == coalition.side.NEUTRAL then
if self.pilotmustopendoors and not self:_IsLoadingDoorOpen(_event.IniUnitName) then
self:_DisplayMessageToSAR(_unit, "Open the door to let me out!", self.messageTime, true)
else
self:_RescuePilots(_unit)
end
self:_ScheduledSARFlight(_event.IniUnitName,_event.IniGroupName,true)
else
self:T(string.format("Airfield %d, Unit %d", _place:GetCoalition(), _unit:GetCoalition()))
end
@@ -918,7 +915,6 @@ end
function CSAR:_InitSARForPilot(_downedGroup, _GroupName, _freq, _nomessage)
self:T(self.lid .. " _InitSARForPilot")
local _leader = _downedGroup:GetUnit(1)
--local _groupName = _downedGroup:GetName()
local _groupName = _GroupName
local _freqk = _freq / 1000
local _coordinatesText = self:_GetPositionOfWounded(_downedGroup)
@@ -934,7 +930,7 @@ function CSAR:_InitSARForPilot(_downedGroup, _GroupName, _freq, _nomessage)
end
-- trigger FSM event
self:__PilotDown(2,_downedGroup, _freqk, _leadername, _coordinatesText)
self:__PilotDown(2,_downedGroup, _freqk, _groupName, _coordinatesText)
return self
end
@@ -1104,7 +1100,6 @@ function CSAR:_PickupUnit(_heliUnit, _pilotName, _woundedGroup, _woundedGroupNam
local grouptable = downedgrouptable --#CSAR.DownedPilot
self.inTransitGroups[_heliName][_woundedGroupName] =
{
-- DONE: Fix with #CSAR.DownedPilot
originalUnit = grouptable.originalUnit,
woundedGroup = _woundedGroupName,
side = self.coalition,
@@ -1112,7 +1107,7 @@ function CSAR:_PickupUnit(_heliUnit, _pilotName, _woundedGroup, _woundedGroupNam
player = grouptable.player,
}
_woundedGroup:Destroy()
_woundedGroup:Destroy(false)
self:_RemoveNameFromDownedPilots(_woundedGroupName,true)
self:_DisplayMessageToSAR(_heliUnit, string.format("%s: %s I\'m in! Get to the MASH ASAP! ", _heliName, _pilotName), self.messageTime,true,true)
@@ -1143,39 +1138,7 @@ end
-- @return #boolean outcome The outcome.
function CSAR:_IsLoadingDoorOpen( unit_name )
self:T(self.lid .. " _IsLoadingDoorOpen")
local ret_val = false
local unit = Unit.getByName(unit_name)
if unit ~= nil then
local type_name = unit:getTypeName()
if type_name == "Mi-8MT" and unit:getDrawArgumentValue(86) == 1 or unit:getDrawArgumentValue(250) == 1 then
self:T(unit_name .. " Cargo doors are open or cargo door not present")
ret_val = true
end
if type_name == "Mi-24P" and unit:getDrawArgumentValue(38) == 1 or unit:getDrawArgumentValue(86) == 1 then
self:T(unit_name .. " a side door is open")
ret_val = true
end
if type_name == "UH-1H" and unit:getDrawArgumentValue(43) == 1 or unit:getDrawArgumentValue(44) == 1 then
self:T(unit_name .. " a side door is open ")
ret_val = true
end
if string.find(type_name, "SA342" ) and unit:getDrawArgumentValue(34) == 1 or unit:getDrawArgumentValue(38) == 1 then
self:T(unit_name .. " front door(s) are open")
ret_val = true
end
if ret_val == false then
self:T(unit_name .. " all doors are closed")
end
return ret_val
end -- nil
return false
return UTILS.IsLoadingDoorOpen(unit_name)
end
--- (Internal) Function to check if heli is close to group.
@@ -1206,14 +1169,12 @@ function CSAR:_CheckCloseWoundedGroup(_distance, _heliUnit, _heliName, _woundedG
else
self:_DisplayMessageToSAR(_heliUnit, string.format("%s: %s. You\'re close now! Land in a safe place, I will go there ", _heliName, _pilotName), self.messageTime,false,true)
end
--mark as shown for THIS heli and THIS group
self.heliCloseMessage[_lookupKeyHeli] = true
end
-- have we landed close enough?
if not _heliUnit:InAir() then
-- if you land on them, doesnt matter if they were heading to someone else as you\'re closer, you win! :)
if self.pilotRuntoExtractPoint == true then
if (_distance < self.extractDistance) then
local _time = self.landedStatus[_lookupKeyHeli]
@@ -1257,15 +1218,16 @@ function CSAR:_CheckCloseWoundedGroup(_distance, _heliUnit, _heliName, _woundedG
end
if _heliUnit:InAir() and _unitsInHelicopter + 1 <= _maxUnits then
if _distance < 8.0 then
-- TODO - make variable
if _distance < self.rescuehoverdistance then
--check height!
local leaderheight = _woundedLeader:GetHeight()
if leaderheight < 0 then leaderheight = 0 end
local _height = _heliUnit:GetHeight() - leaderheight
if _height <= 20.0 then
-- TODO - make variable
if _height <= self.rescuehoverheight then
local _time = self.hoverStatus[_lookupKeyHeli]
@@ -1314,7 +1276,8 @@ end
-- @param #CSAR self
-- @param #string heliname Heli name
-- @param #string groupname Group name
function CSAR:_ScheduledSARFlight(heliname,groupname)
-- @param #boolean isairport If true, EVENT.Landing took place at an airport or FARP
function CSAR:_ScheduledSARFlight(heliname,groupname, isairport)
self:T(self.lid .. " _ScheduledSARFlight")
self:T({heliname,groupname})
local _heliUnit = self:_GetSARHeli(heliname)
@@ -1337,8 +1300,8 @@ function CSAR:_ScheduledSARFlight(heliname,groupname)
return
end
if _dist < 200 and _heliUnit:InAir() == false then
if self.pilotmustopendoors and not self:_IsLoadingDoorOpen(heliname) then
if ( _dist < self.FARPRescueDistance or isairport ) and _heliUnit:InAir() == false then
if self.pilotmustopendoors and self:_IsLoadingDoorOpen(heliname) == false then
self:_DisplayMessageToSAR(_heliUnit, "Open the door to let me out!", self.messageTime, true)
else
self:_RescuePilots(_heliUnit)
@@ -1347,7 +1310,7 @@ function CSAR:_ScheduledSARFlight(heliname,groupname)
end
--queue up
self:__Returning(-5,heliname,_woundedGroupName)
self:__Returning(-5,heliname,_woundedGroupName, isairport)
return self
end
@@ -1364,7 +1327,6 @@ function CSAR:_RescuePilots(_heliUnit)
return
end
-- DONE: count saved units?
local PilotsSaved = self:_PilotsOnboard(_heliName)
self.inTransitGroups[_heliName] = nil
@@ -1403,7 +1365,9 @@ function CSAR:_DisplayMessageToSAR(_unit, _text, _time, _clear, _speak)
local group = _unit:GetGroup()
local _clear = _clear or nil
local _time = _time or self.messageTime
local m = MESSAGE:New(_text,_time,"Info",_clear):ToGroup(group)
if not self.suppressmessages then
local m = MESSAGE:New(_text,_time,"Info",_clear):ToGroup(group)
end
-- integrate SRS
if _speak and self.useSRS then
local srstext = SOUNDTEXT:New(_text)
@@ -1458,7 +1422,6 @@ function CSAR:_DisplayActiveSAR(_unitName)
local _groupName = _value.name
self:T(string.format("Display Active Pilot: %s", tostring(_groupName)))
self:T({Table=_value})
--local _woundedGroup = GROUP:FindByName(_groupName)
local _woundedGroup = _value.group
if _woundedGroup and _value.alive then
local _coordinatesText = self:_GetPositionOfWounded(_woundedGroup)
@@ -1501,10 +1464,17 @@ function CSAR:_GetClosestDownedPilot(_heli)
local _shortestDistance = -1
local _distance = 0
local _closestGroupInfo = nil
local _heliCoord = _heli:GetCoordinate()
local _heliCoord = _heli:GetCoordinate() or _heli:GetCoordinate()
if _heliCoord == nil then
self:E("****Error obtaining coordinate!")
return nil
end
local DownedPilotsTable = self.downedPilots
for _, _groupInfo in pairs(DownedPilotsTable) do
for _, _groupInfo in UTILS.spairs(DownedPilotsTable) do
--for _, _groupInfo in pairs(DownedPilotsTable) do
local _woundedName = _groupInfo.name
local _tempWounded = _groupInfo.group
@@ -1570,12 +1540,11 @@ end
-- @param #number _messagetime How long to show.
function CSAR:_DisplayToAllSAR(_message, _side, _messagetime)
self:T(self.lid .. " _DisplayToAllSAR")
local messagetime = _messagetime or self.messageTime
for _, _unitName in pairs(self.csarUnits) do
local _unit = self:_GetSARHeli(_unitName)
if _unit then
if not _messagetime then
self:_DisplayMessageToSAR(_unit, _message, _messagetime)
end
if _unit and not self.suppressmessages then
self:_DisplayMessageToSAR(_unit, _message, _messagetime)
end
end
return self
@@ -1747,9 +1716,20 @@ end
function CSAR:_GetDistance(_point1, _point2)
self:T(self.lid .. " _GetDistance")
if _point1 and _point2 then
local distance = _point1:DistanceFromPointVec2(_point2)
return distance
local distance1 = _point1:Get2DDistance(_point2)
local distance2 = _point1:DistanceFromPointVec2(_point2)
if distance1 and type(distance1) == "number" then
return distance1
elseif distance2 and type(distance2) == "number" then
return distance2
else
self:E("*****Cannot calculate distance!")
self:E({_point1,_point2})
return -1
end
else
self:E("******Cannot calculate distance!")
self:E({_point1,_point2})
return -1
end
end
@@ -1758,7 +1738,6 @@ end
-- @param #CSAR self
function CSAR:_GenerateVHFrequencies()
self:T(self.lid .. " _GenerateVHFrequencies")
--local _skipFrequencies = self.SkipFrequencies
local FreeVHFFrequencies = {}
FreeVHFFrequencies = UTILS.GenerateVHFrequencies()
@@ -1798,7 +1777,6 @@ function CSAR:_GetClockDirection(_heli, _group)
if _heading then
local Aspect = Angle - _heading
if Aspect == 0 then Aspect = 360 end
--clock = math.floor(Aspect / 30)
clock = math.abs(UTILS.Round((Aspect / 30),0))
if clock == 0 then clock = 12 end
end
@@ -1907,6 +1885,7 @@ function CSAR:onafterStart(From, Event, To)
else
self.allheligroupset = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterCategoryHelicopter():FilterStart()
end
self.mash = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterPrefixes(self.mashprefix):FilterStart() -- currently only GROUP objects, maybe support STATICs also?
self:__Status(-10)
return self
end
@@ -1915,19 +1894,19 @@ end
-- @param #CSAR self
function CSAR:_CheckDownedPilotTable()
local pilots = self.downedPilots
for _,_entry in pairs (pilots) do
self:T("Checking for " .. _entry.name)
self:T({entry=_entry})
local group = _entry.group
if not group:IsAlive() then
self:T("Group is dead")
if _entry.alive == true then
self:T("Switching .alive to false")
local npilots = {}
for _ind,_entry in pairs(pilots) do
local _group = _entry.group
if _group:IsAlive() then
npilots[_ind] = _entry
else
if _entry.alive then
self:__KIA(1,_entry.desc)
self:_RemoveNameFromDownedPilots(_entry.name,true)
end
end
end
self.downedPilots = npilots
return self
end
@@ -2047,9 +2026,10 @@ end
-- @param #string To To state.
-- @param #string Heliname Name of the helicopter group.
-- @param #string Woundedgroupname Name of the downed pilot\'s group.
function CSAR:onbeforeReturning(From, Event, To, Heliname, Woundedgroupname)
-- @param #boolean IsAirport True if heli has landed on an AFB (from event land).
function CSAR:onbeforeReturning(From, Event, To, Heliname, Woundedgroupname, IsAirPort)
self:T({From, Event, To, Heliname, Woundedgroupname})
self:_ScheduledSARFlight(Heliname,Woundedgroupname)
self:_ScheduledSARFlight(Heliname,Woundedgroupname, IsAirPort)
return self
end

File diff suppressed because it is too large Load Diff

View File

@@ -157,7 +157,7 @@ end
--- Set the frequency for the radio transmission.
-- If the transmitting positionable is a unit or group, this also set the command "SetFrequency" with the defined frequency and modulation.
-- @param #RADIO self
-- @param #number Frequency Frequency in MHz. Ranges allowed for radio transmissions in DCS : 30-87.995 / 108-173.995 / 225-399.975MHz.
-- @param #number Frequency Frequency in MHz.
-- @return #RADIO self
function RADIO:SetFrequency(Frequency)
self:F2(Frequency)
@@ -165,7 +165,7 @@ function RADIO:SetFrequency(Frequency)
if type(Frequency) == "number" then
-- If frequency is in range
if (Frequency >= 30 and Frequency <= 87.995) or (Frequency >= 108 and Frequency <= 173.995) or (Frequency >= 225 and Frequency <= 399.975) then
-- if (Frequency >= 30 and Frequency <= 87.995) or (Frequency >= 108 and Frequency <= 173.995) or (Frequency >= 225 and Frequency <= 399.975) then
-- Convert frequency from MHz to Hz
self.Frequency = Frequency * 1000000
@@ -186,10 +186,10 @@ function RADIO:SetFrequency(Frequency)
end
return self
end
-- end
end
self:E({"Frequency is outside of DCS Frequency ranges (30-80, 108-152, 225-400). Frequency unchanged.", Frequency})
self:E({"Frequency is not a number. Frequency unchanged.", Frequency})
return self
end

View File

@@ -162,33 +162,32 @@ RADIOSPEECH.Vocabulary.RU = {
["8000"] = { "8000", 0.92 },
["9000"] = { "9000", 0.87 },
["Ñ<EFBFBD>Ñепени"] = { "degrees", 0.5 },
["километров"] = { "kilometers", 0.65 },
["градусы"] = { "degrees", 0.5 },
["километры"] = { "kilometers", 0.65 },
["km"] = { "kilometers", 0.65 },
["миль"] = { "miles", 0.45 },
["мили"] = { "miles", 0.45 },
["mi"] = { "miles", 0.45 },
["метры"] = { "meters", 0.41 },
["метров"] = { "meters", 0.41 },
["m"] = { "meters", 0.41 },
["ноги"] = { "feet", 0.37 },
["ноги"] = { "feet", 0.37 },
["br"] = { "br", 1.1 },
["bra"] = { "bra", 0.3 },
["возвращение на базу"] = { "returning_to_base", 1.40 },
["на пути к наземной цели"] = { "on_route_to_ground_target", 1.45 },
["перехват боги"] = { "intercepting_bogeys", 1.22 },
["поражение наземной цели"] = { "engaging_ground_target", 1.53 },
["привлечение болотных птиц"] = { "engaging_bogeys", 1.68 },
["колёса вверх..."] = { "wheels_up", 0.92 },
["посадка на базу"] = { "landing at base", 1.04 },
["патрулирование"] = { "patrolling", 0.96 },
["возвращаÑ<EFBFBD>Ñ<EFBFBD>ÑŒ на базу"] = { "returning_to_base", 1.40 },
["на пути к наземной цели"] = { "on_route_to_ground_target", 1.45 },
["перехват Ñ<>амолеÑов"] = { "intercepting_bogeys", 1.22 },
["поражение наземной цели"] = { "engaging_ground_target", 1.53 },
["захватывающие Ñ<>амолеÑÑ"] = { "engaging_bogeys", 1.68 },
["колеÑ<EFBFBD>а вверх"] = { "wheels_up", 0.92 },
["поÑ<EFBFBD>адка на базу"] = { "landing at base", 1.04 },
["патрулирующий"] = { "patrolling", 0.96 },
["за"] = { "for", 0.27 },
["и"] = { "and", 0.17 },
["в"] = { "at", 0.19 },
["dot"] = { "dot", 0.51 },
["defender"] = { "defender", 0.45 },
["для"] = { "for", 0.27 },
["и"] = { "and", 0.17 },
["на сайте"] = { "at", 0.19 },
["точка"] = { "dot", 0.51 },
["защитник"] = { "defender", 0.45 },
}
--- Create a new RADIOSPEECH object for a given radio frequency/modulation.

View File

@@ -6,7 +6,7 @@
--
-- ### Contributions:
--
-- * FlightControl : Rework to OO framework
-- * FlightControl : Rework to OO framework.
--
-- @module Utils
-- @image MOOSE.JPG
@@ -339,18 +339,34 @@ UTILS.MetersToNM = function(meters)
return meters/1852
end
UTILS.KiloMetersToNM = function(kilometers)
return kilometers/1852*1000
end
UTILS.MetersToSM = function(meters)
return meters/1609.34
end
UTILS.KiloMetersToSM = function(kilometers)
return kilometers/1609.34*1000
end
UTILS.MetersToFeet = function(meters)
return meters/0.3048
end
UTILS.KiloMetersToFeet = function(kilometers)
return kilometers/0.3048*1000
end
UTILS.NMToMeters = function(NM)
return NM*1852
end
UTILS.NMToKiloMeters = function(NM)
return NM*1852/1000
end
UTILS.FeetToMeters = function(feet)
return feet*0.3048
end
@@ -491,7 +507,7 @@ UTILS.tostringLL = function( lat, lon, acc, DMS)
secFrmtStr = '%0' .. width .. '.' .. acc .. 'f'
end
-- 024<EFBFBD> 23' 12"N or 024<EFBFBD> 23' 12.03"N
-- 024° 23' 12"N or 024° 23' 12.03"N
return string.format('%03d°', latDeg)..string.format('%02d', latMin)..'\''..string.format(secFrmtStr, latSec)..'"'..latHemi..' '
.. string.format('%03d°', lonDeg)..string.format('%02d', lonMin)..'\''..string.format(secFrmtStr, lonSec)..'"'..lonHemi
@@ -907,7 +923,7 @@ function UTILS.RandomGaussian(x0, sigma, xmin, xmax, imax)
local x1=math.random()
local x2=math.random()
-- Transform to Gaussian exp(-(x-x0)²/(2*sigma²).
-- Transform to Gaussian exp(-(x-x0)°/(2*sigma°).
r = math.sqrt(-2*sigma*sigma * math.log(x1)) * math.cos(2*math.pi * x2) + x0
i=i+1
@@ -961,6 +977,33 @@ function UTILS.VecNorm(a)
return math.sqrt(UTILS.VecDot(a, a))
end
--- Calculate the distance between two 2D vectors.
-- @param DCS#Vec2 a Vector in 3D with x, y components.
-- @param DCS#Vec2 b Vector in 3D with x, y components.
-- @return #number Distance between the vectors.
function UTILS.VecDist2D(a, b)
local c={x=b.x-a.x, y=b.y-a.y}
local d=math.sqrt(c.x*c.x+c.y*c.y)
return d
end
--- Calculate the distance between two 3D vectors.
-- @param DCS#Vec3 a Vector in 3D with x, y, z components.
-- @param DCS#Vec3 b Vector in 3D with x, y, z components.
-- @return #number Distance between the vectors.
function UTILS.VecDist3D(a, b)
local c={x=b.x-a.x, y=b.y-a.y, z=b.z-a.z}
local d=math.sqrt(UTILS.VecDot(c, c))
return d
end
--- Calculate the [cross product](https://en.wikipedia.org/wiki/Cross_product) of two 3D vectors. The result is a 3D vector.
-- @param DCS#Vec3 a Vector in 3D with x, y, z components.
-- @param DCS#Vec3 b Vector in 3D with x, y, z components.
@@ -1510,7 +1553,7 @@ end
--@return #table
function UTILS.ShuffleTable(t)
if t == nil or type(t) ~= "table" then
BASE:I("Error in ShuffleTable: Missing or wrong tyåe of Argument")
BASE:I("Error in ShuffleTable: Missing or wrong type of Argument")
return
end
math.random()
@@ -1535,7 +1578,7 @@ function UTILS.IsLoadingDoorOpen( unit_name )
if unit ~= nil then
local type_name = unit:getTypeName()
if type_name == "Mi-8MT" and unit:getDrawArgumentValue(86) == 1 or unit:getDrawArgumentValue(250) == 1 then
if type_name == "Mi-8MT" and unit:getDrawArgumentValue(38) == 1 or unit:getDrawArgumentValue(86) == 1 or unit:getDrawArgumentValue(250) < 0 then
BASE:T(unit_name .. " Cargo doors are open or cargo door not present")
ret_val = true
end
@@ -1555,6 +1598,26 @@ function UTILS.IsLoadingDoorOpen( unit_name )
ret_val = true
end
if string.find(type_name, "Hercules") and unit:getDrawArgumentValue(1215) == 1 and unit:getDrawArgumentValue(1216) == 1 then
BASE:T(unit_name .. " rear doors are open")
ret_val = true
end
if string.find(type_name, "Hercules") and (unit:getDrawArgumentValue(1220) == 1 or unit:getDrawArgumentValue(1221) == 1) then
BASE:T(unit_name .. " para doors are open")
ret_val = true
end
if string.find(type_name, "Hercules") and unit:getDrawArgumentValue(1217) == 1 then
BASE:T(unit_name .. " side door is open")
ret_val = true
end
if string.find(type_name, "Bell-47") then -- bell aint got no doors so always ready to load injured soldiers
BASE:T(unit_name .. " door is open")
ret_val = true
end
if ret_val == false then
BASE:T(unit_name .. " all doors are closed")
end
@@ -1588,10 +1651,10 @@ function UTILS.GenerateVHFrequencies()
local _skipFrequencies = {
214,274,291.5,295,297.5,
300.5,304,307,309.5,311,312,312.5,316,
320,324,328,329,330,336,337,
320,324,328,329,330,332,336,337,
342,343,348,351,352,353,358,
363,365,368,372.5,374,
380,381,384,389,395,396,
380,381,384,385,389,395,396,
414,420,430,432,435,440,450,455,462,470,485,
507,515,520,525,528,540,550,560,570,577,580,
602,625,641,662,670,680,682,690,
@@ -1698,7 +1761,7 @@ function UTILS.GenerateLaserCodes()
while _code < 1777 and _count < 30 do
while true do
_code = _code + 1
if not self:_ContainsDigit(_code, 8)
if not ContainsDigit(_code, 8)
and not ContainsDigit(_code, 9)
and not ContainsDigit(_code, 0) then
table.insert(jtacGeneratedLaserCodes, _code)

View File

@@ -17,6 +17,7 @@
-- @field #table CategoryName Names of airbase categories.
-- @field #string AirbaseName Name of the airbase.
-- @field #number AirbaseID Airbase ID.
-- @field Core.Zone#ZONE AirbaseZone Circular zone around the airbase with a radius of 2500 meters. For ships this is a ZONE_UNIT object.
-- @field #number category Airbase category.
-- @field #table descriptors DCS descriptors.
-- @field #boolean isAirdrome Airbase is an airdrome.
@@ -546,6 +547,13 @@ function AIRBASE:Register(AirbaseName)
self.isHelipad=true
elseif self.category==Airbase.Category.SHIP then
self.isShip=true
-- DCS bug: Oil rigs and gas platforms have category=2 (ship). Also they cannot be retrieved by coalition.getStaticObjects()
if self.descriptors.typeName=="Oil rig" or self.descriptors.typeName=="Ga" then
self.isHelipad=true
self.isShip=false
self.category=Airbase.Category.HELIPAD
_DATABASE:AddStatic(AirbaseName)
end
else
self:E("ERROR: Unknown airbase category!")
end
@@ -558,8 +566,14 @@ function AIRBASE:Register(AirbaseName)
self:GetCoordinate()
if vec2 then
-- TODO: For ships we need a moving zone.
self.AirbaseZone=ZONE_RADIUS:New( AirbaseName, vec2, 2500 )
if self.isShip then
local unit=UNIT:FindByName(AirbaseName)
if unit then
self.AirbaseZone=ZONE_UNIT:New(AirbaseName, unit, 2500)
end
else
self.AirbaseZone=ZONE_RADIUS:New(AirbaseName, vec2, 2500)
end
else
self:E(string.format("ERROR: Cound not get position Vec2 of airbase %s", AirbaseName))
end
@@ -1006,10 +1020,19 @@ function AIRBASE:GetParkingSpotsTable(termtype)
local spot=self:_GetParkingSpotByID(_spot.Term_Index)
spot.Free=_isfree(_spot) -- updated
spot.TOAC=_spot.TO_AC -- updated
if spot then
spot.Free=_isfree(_spot) -- updated
spot.TOAC=_spot.TO_AC -- updated
table.insert(spots, spot)
else
self:E(string.format("ERROR: Parking spot %s is nil!", tostring(_spot.Term_Index)))
end
table.insert(spots, spot)
end
end
@@ -1084,7 +1107,7 @@ function AIRBASE:MarkParkingSpots(termtype, mark)
-- Get airbase name.
local airbasename=self:GetName()
self:E(string.format("Parking spots at %s for termial type %s:", airbasename, tostring(termtype)))
self:E(string.format("Parking spots at %s for terminal type %s:", airbasename, tostring(termtype)))
for _,_spot in pairs(parkingdata) do
@@ -1161,14 +1184,25 @@ function AIRBASE:FindFreeParkingSpotForAircraft(group, terminaltype, scanradius,
parkingdata=parkingdata or self:GetParkingSpotsTable(terminaltype)
-- Get the aircraft size, i.e. it's longest side of x,z.
local aircraft=group:GetUnit(1)
local _aircraftsize, ax,ay,az=aircraft:GetObjectSize()
local aircraft = nil -- fix local problem below
local _aircraftsize, ax,ay,az
if group and group.ClassName == "GROUP" then
aircraft=group:GetUnit(1)
_aircraftsize, ax,ay,az=aircraft:GetObjectSize()
else
-- SU27 dimensions
_aircraftsize = 23
ax = 23 -- length
ay = 7 -- height
az = 17 -- width
end
-- Number of spots we are looking for. Note that, e.g. grouping can require a number different from the group size!
local _nspots=nspots or group:GetSize()
-- Debug info.
self:E(string.format("%s: Looking for %d parking spot(s) for aircraft of size %.1f m (x=%.1f,y=%.1f,z=%.1f) at termial type %s.", airport, _nspots, _aircraftsize, ax, ay, az, tostring(terminaltype)))
self:E(string.format("%s: Looking for %d parking spot(s) for aircraft of size %.1f m (x=%.1f,y=%.1f,z=%.1f) at terminal type %s.", airport, _nspots, _aircraftsize, ax, ay, az, tostring(terminaltype)))
-- Table of valid spots.
local validspots={}
@@ -1291,6 +1325,7 @@ function AIRBASE:FindFreeParkingSpotForAircraft(group, terminaltype, scanradius,
-- Retrun spots we found, even if there were not enough.
return validspots
end
--- Check black and white lists.

View File

@@ -3779,8 +3779,9 @@ end
-- @param #number radius Radius of the relocation zone, default 500
-- @param #boolean onroad If true, route on road (less problems with AI way finding), default true
-- @param #boolean shortcut If true and onroad is set, take a shorter route - if available - off road, default false
-- @param #string formation Formation string as in the mission editor, e.g. "Vee", "Diamond", "Line abreast", etc. Defaults to "Off Road"
-- @return #CONTROLLABLE self
function CONTROLLABLE:RelocateGroundRandomInRadius(speed, radius, onroad, shortcut)
function CONTROLLABLE:RelocateGroundRandomInRadius(speed, radius, onroad, shortcut, formation)
self:F2( { self.ControllableName } )
local _coord = self:GetCoordinate()
@@ -3791,14 +3792,14 @@ function CONTROLLABLE:RelocateGroundRandomInRadius(speed, radius, onroad, shortc
local _grptsk = {}
local _candoroad = false
local _shortcut = shortcut or false
local _formation = formation or "Off Road"
-- create a DCS Task an push it on the group
-- TaskGroundOnRoad(ToCoordinate,Speed,OffRoadFormation,Shortcut,FromCoordinate,WaypointFunction,WaypointFunctionArguments)
if onroad then
_grptsk, _candoroad = self:TaskGroundOnRoad(_tocoord,_speed,"Off Road",_shortcut)
_grptsk, _candoroad = self:TaskGroundOnRoad(_tocoord,_speed,_formation,_shortcut)
self:Route(_grptsk,5)
else
self:TaskRouteToVec2(_tocoord:GetVec2(),_speed,"Off Road")
self:TaskRouteToVec2(_tocoord:GetVec2(),_speed,_formation)
end
return self

View File

@@ -1147,6 +1147,7 @@ function GROUP:GetAmmunition()
local Nshells=0
local Nrockets=0
local Nmissiles=0
local Nbombs=0
if DCSControllable then
@@ -1155,18 +1156,19 @@ function GROUP:GetAmmunition()
local Unit = UnitData -- Wrapper.Unit#UNIT
-- Get ammo of the unit
local ntot, nshells, nrockets, nmissiles = Unit:GetAmmunition()
local ntot, nshells, nrockets, nbombs, nmissiles = Unit:GetAmmunition()
Ntot=Ntot+ntot
Nshells=Nshells+nshells
Nrockets=Nrockets+nrockets
Nmissiles=Nmissiles+nmissiles
Nbombs=Nbombs+nbombs
end
end
return Ntot, Nshells, Nrockets, Nmissiles
return Ntot, Nshells, Nrockets, Nbombs, Nmissiles
end
@@ -2576,8 +2578,10 @@ end
-- @return #GROUP self
function GROUP:SetCommandInvisible(switch)
self:F2( self.GroupName )
local switch = switch or false
local SetInvisible = {id = 'SetInvisible', params = {value = true}}
if switch==nil then
switch=false
end
local SetInvisible = {id = 'SetInvisible', params = {value = switch}}
self:SetCommand(SetInvisible)
return self
end
@@ -2588,12 +2592,25 @@ end
-- @return #GROUP self
function GROUP:SetCommandImmortal(switch)
self:F2( self.GroupName )
local switch = switch or false
local SetInvisible = {id = 'SetImmortal', params = {value = true}}
self:SetCommand(SetInvisible)
if switch==nil then
switch=false
end
local SetImmortal = {id = 'SetImmortal', params = {value = switch}}
self:SetCommand(SetImmortal)
return self
end
--- Get skill from Group. Effectively gets the skill from Unit 1 as the group holds no skill value.
-- @param #GROUP self
-- @return #string Skill String of skill name.
function GROUP:GetSkill()
self:F2( self.GroupName )
local unit = self:GetUnit(1)
local name = unit:GetName()
local skill = _DATABASE.Templates.Units[name].Template.skill or "Random"
return skill
end
--do -- Smoke
--
----- Signal a flare at the position of the GROUP.

View File

@@ -684,6 +684,27 @@ function POSITIONABLE:IsShip()
end
--- Returns if the unit is a submarine.
-- @param #POSITIONABLE self
-- @return #boolean Submarines attributes result.
function POSITIONABLE:IsSubmarine()
self:F2()
local DCSUnit = self:GetDCSObject()
if DCSUnit then
local UnitDescriptor = DCSUnit:getDesc()
if UnitDescriptor.attributes["Submarines"] == true then
return true
else
return false
end
end
return nil
end
--- Returns true if the POSITIONABLE is in the air.
-- Polymorphic, is overridden in GROUP and UNIT.
-- @param Wrapper.Positionable#POSITIONABLE self
@@ -1513,6 +1534,7 @@ do -- Cargo
["Ural-4320 APA-5D"] = 10,
["Ural-4320T"] = 14,
["ZBD04A"] = 7, -- new by kappa
["VAB_Mephisto"] = 8, -- new by Apple
}
local CargoBayWeightLimit = ( Weights[Desc.typeName] or 0 ) * 95

View File

@@ -1426,3 +1426,13 @@ function UNIT:EnableEmission(switch)
return self
end
--- Get skill from Unit.
-- @param #UNIT self
-- @return #string Skill String of skill name.
function UNIT:GetSkill()
self:F2( self.UnitName )
local name = self.UnitName
local skill = _DATABASE.Templates.Units[name].Template.skill or "Random"
return skill
end

View File

@@ -74,6 +74,6 @@ MOOSE has a living (chat and video) community of users, beta testers and contrib
Kind regards,
FlightControl (FC)
The Moose Team